CONTENT: Text Block(/Script/UMG.Default__TextBlock) CONTENT: NONE(/Script/ShooterGame.Default__MissionTrigger) CONTENT: NONE(/Script/ShooterGame.Default__MissionTrigger) CONTENT: ((/Script/ShooterGame.Default__InputKeyDisplayWidget) CONTENT: )(/Script/ShooterGame.Default__InputKeyDisplayWidget) CONTENT: Rank(/Script/ShooterGame.Default__Leaderboard) CONTENT: Player(/Script/ShooterGame.Default__Leaderboard) CONTENT: Score(/Script/ShooterGame.Default__Leaderboard) CONTENT: Light Fire(/Script/ShooterGame.Default__PrimalStructureItemContainer) CONTENT: Put Out Fire(/Script/ShooterGame.Default__PrimalStructureItemContainer) CONTENT: Item Container(/Script/ShooterGame.Default__PrimalStructureItemContainer) CONTENT: Unnamed Mission(/Script/ShooterGame.Default__MissionType) CONTENT: Mission Complete(/Script/ShooterGame.Default__MissionType) CONTENT: Mission Failed(/Script/ShooterGame.Default__MissionType) CONTENT: MISSION ALERT(/Script/ShooterGame.Default__MissionType) CONTENT: Mission Initiated(/Script/ShooterGame.Default__MissionType) CONTENT: Inside prep area for mission:(/Script/ShooterGame.Default__MissionType) CONTENT: MissionType_ModularMissionBase(/Script/ShooterGame.Default__MissionType_ModularMissionBase) CONTENT: Base Implementation for the Modular Mission Type - upgraded to be easier to develop on and arround(/Script/ShooterGame.Default__MissionType_ModularMissionBase) CONTENT: Mission Accomplished(/Script/ShooterGame.Default__MissionType_ModularMissionBase) CONTENT: Time Remaining(/Script/ShooterGame.Default__MissionType_ModularMissionBase) CONTENT: NONE(/Script/ShooterGame.Default__PointOfInterestActor) CONTENT: NONE(/Script/ShooterGame.Default__PointOfInterestActor) CONTENT: EN(/Script/ShooterGame.Default__PrimalBuff_Companion) CONTENT: FR(/Script/ShooterGame.Default__PrimalBuff_Companion) CONTENT: DE(/Script/ShooterGame.Default__PrimalBuff_Companion) CONTENT: IT(/Script/ShooterGame.Default__PrimalBuff_Companion) CONTENT: ZH(/Script/ShooterGame.Default__PrimalBuff_Companion) CONTENT: PT(/Script/ShooterGame.Default__PrimalBuff_Companion) CONTENT: RU(/Script/ShooterGame.Default__PrimalBuff_Companion) CONTENT: ES(/Script/ShooterGame.Default__PrimalBuff_Companion) CONTENT: JA(/Script/ShooterGame.Default__PrimalBuff_Companion) CONTENT: NONE(/Script/ShooterGame.Default__CompanionEventTrigger) CONTENT: PrimalCharacter(/Script/ShooterGame.Default__PrimalCharacter) CONTENT: You are in a Mission Start zone. If you stay, you will join: (/Script/ShooterGame.Default__PrimalBuff_MissionData) CONTENT: Harvest This!(/Script/ShooterGame.Default__PrimalHarvestingComponent) CONTENT: Can't Harvest this while Holding an Item.(/Script/ShooterGame.Default__PrimalHarvestingComponent) CONTENT: Melee Attack to Harvest(/Script/ShooterGame.Default__PrimalHarvestingComponent) CONTENT: Requires a Tool to Harvest(/Script/ShooterGame.Default__PrimalHarvestingComponent) CONTENT: Can't Harvest this Underwater(/Script/ShooterGame.Default__PrimalHarvestingComponent) CONTENT: Rich Text Block(/Script/ShooterGame.Default__PrimalRichTextBlock) CONTENT: NONE(/Script/ShooterGame.Default__PrimalStaticData_MissionCompanionData) CONTENT: NONE(/Script/ShooterGame.Default__PrimalStaticData_MissionCompanionData) CONTENT: Sit On(/Script/ShooterGame.Default__PrimalStructureSeating) CONTENT: Mount(/Script/ShooterGame.Default__PrimalStructureTurretBallista) CONTENT: Ladder(/Script/ShooterGame.Default__PrimalStructureLadder) CONTENT: START MISSION(/Script/ShooterGame.Default__UI_MissionList) CONTENT: CANCEL MISSION(/Script/ShooterGame.Default__UI_MissionList) CONTENT: START TRACKING(/Script/ShooterGame.Default__UI_MissionList) CONTENT: STOP TRACKING(/Script/ShooterGame.Default__UI_MissionList) CONTENT: Wilderness(/Script/ShooterGame.Default__PrimalWorldSettings) CONTENT: Whistle Follow (All)(/Script/ShooterGame.Default__RadialSelectorHUD_PlayerAction) CONTENT: Whistle Follow (One)(/Script/ShooterGame.Default__RadialSelectorHUD_PlayerAction) CONTENT: Whistle Stop (All)(/Script/ShooterGame.Default__RadialSelectorHUD_PlayerAction) CONTENT: Whistle Stop (One)(/Script/ShooterGame.Default__RadialSelectorHUD_PlayerAction) CONTENT: Whistle Aggressive(/Script/ShooterGame.Default__RadialSelectorHUD_PlayerAction) CONTENT: Whistle Attack Target(/Script/ShooterGame.Default__RadialSelectorHUD_PlayerAction) CONTENT: Whistle Neutral(/Script/ShooterGame.Default__RadialSelectorHUD_PlayerAction) CONTENT: Whistle Passive(/Script/ShooterGame.Default__RadialSelectorHUD_PlayerAction) CONTENT: Whistle Passive Flee(/Script/ShooterGame.Default__RadialSelectorHUD_PlayerAction) CONTENT: Whistle Land Flyer (One)(/Script/ShooterGame.Default__RadialSelectorHUD_PlayerAction) CONTENT: Show Inventory(/Script/ShooterGame.Default__RadialSelectorHUD_PlayerAction) CONTENT: Show Craftables(/Script/ShooterGame.Default__RadialSelectorHUD_PlayerAction) CONTENT: Show Tribe Manager(/Script/ShooterGame.Default__RadialSelectorHUD_PlayerAction) CONTENT: Poop(/Script/ShooterGame.Default__RadialSelectorHUD_PlayerAction) CONTENT: /Game/Genesis2/Environment/Space/Meshes/SM_Plane_100x100_20k.SM_Plane_100x100_20k(/Script/ShooterGame.Default__WaterVolumeWithFlow) CONTENT: ACCEPT(/Game/PrimalEarth/UI/ConfirmationDialogGeneric.ConfirmationDialogGeneric_C:WidgetTree_8.TextBlock_0) CONTENT: CANCEL(/Game/PrimalEarth/UI/ConfirmationDialogGeneric.ConfirmationDialogGeneric_C:WidgetTree_8.AText) CONTENT: Wilderness(/Engine/Transient.NewWorld:PersistentLevel.PrimalWorldSettings) CONTENT: Dur(/Game/PrimalEarth/CoreBlueprints/Items/PrimalItem_Base.Default__PrimalItem_Base_C) CONTENT: Durability(/Game/PrimalEarth/CoreBlueprints/Items/PrimalItem_Base.Default__PrimalItem_Base_C) CONTENT: Generic Resource(/Game/PrimalEarth/CoreBlueprints/Resources/PrimalItemResourceGeneric.Default__PrimalItemResourceGeneric_C) CONTENT: It's a generic resource!(/Game/PrimalEarth/CoreBlueprints/Resources/PrimalItemResourceGeneric.Default__PrimalItemResourceGeneric_C) CONTENT: Wood(/Game/PrimalEarth/CoreBlueprints/Resources/PrimalItemResource_Wood.Default__PrimalItemResource_Wood_C) CONTENT: A thick, sturdy cutting from a tree.(/Game/PrimalEarth/CoreBlueprints/Resources/PrimalItemResource_Wood.Default__PrimalItemResource_Wood_C) CONTENT: Thatch(/Game/PrimalEarth/CoreBlueprints/Resources/PrimalItemResource_Thatch.Default__PrimalItemResource_Thatch_C) CONTENT: Sticks torn from trees. Useful for primitive bindings.(/Game/PrimalEarth/CoreBlueprints/Resources/PrimalItemResource_Thatch.Default__PrimalItemResource_Thatch_C) CONTENT: Attack-based resource(/Game/PrimalEarth/CoreBlueprints/HarvestComponents/AttackHarvestComponent_Base.Default__AttackHarvestComponent_Base_C) CONTENT: Attack to gain resources(/Game/PrimalEarth/CoreBlueprints/HarvestComponents/AttackHarvestComponent_Base.Default__AttackHarvestComponent_Base_C) CONTENT: Corpse(/Game/PrimalEarth/CoreBlueprints/HarvestComponents/DinoDeathHarvestingComponent_Base.Default__DinoDeathHarvestingComponent_Base_C) CONTENT: Harvest [Corpse](/Game/PrimalEarth/CoreBlueprints/HarvestComponents/DinoDeathHarvestingComponent_Base.Default__DinoDeathHarvestingComponent_Base_C) CONTENT: Hide(/Game/PrimalEarth/CoreBlueprints/Resources/PrimalItemResource_Hide.Default__PrimalItemResource_Hide_C) CONTENT: A thick piece of skin, hacked from a dead animal.(/Game/PrimalEarth/CoreBlueprints/Resources/PrimalItemResource_Hide.Default__PrimalItemResource_Hide_C) CONTENT: Generic Consumable(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/BaseBPs/PrimalItemConsumableGeneric.Default__PrimalItemConsumableGeneric_C) CONTENT: It's a generic consumable!(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/BaseBPs/PrimalItemConsumableGeneric.Default__PrimalItemConsumableGeneric_C) CONTENT: Raw Meat(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Meat_Base.Default__PrimalItemConsumable_Meat_Base_C) CONTENT: Eating raw food will sate hunger, but is unhealthy for humans. Most wild carnivores prefer raw meat to cooked meat.(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Meat_Base.Default__PrimalItemConsumable_Meat_Base_C) CONTENT: Consumables(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Meat_Base.Default__PrimalItemConsumable_Meat_Base_C) CONTENT: Meat(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Meat_Base.Default__PrimalItemConsumable_Meat_Base_C) CONTENT: Spoiled Meat(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_SpoiledMeat.Default__PrimalItemConsumable_SpoiledMeat_C) CONTENT: Eww... do not eat. This must have a use, right?(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_SpoiledMeat.Default__PrimalItemConsumable_SpoiledMeat_C) CONTENT: Consumables(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_SpoiledMeat.Default__PrimalItemConsumable_SpoiledMeat_C) CONTENT: Meat(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_SpoiledMeat.Default__PrimalItemConsumable_SpoiledMeat_C) CONTENT: Raw Meat(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_RawMeat.Default__PrimalItemConsumable_RawMeat_C) CONTENT: Eating raw food will sate hunger, but is unhealthy for humans. Most wild carnivores prefer raw meat to cooked meat.(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_RawMeat.Default__PrimalItemConsumable_RawMeat_C) CONTENT: Consumables(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_RawMeat.Default__PrimalItemConsumable_RawMeat_C) CONTENT: Meat(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_RawMeat.Default__PrimalItemConsumable_RawMeat_C) CONTENT: Raw Prime Meat(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_RawPrimeMeat.Default__PrimalItemConsumable_RawPrimeMeat_C) CONTENT: Eating raw food will sate hunger, but is unhealthy for humans. This excellent cut spoils very quickly. Most wild carnivores love this meat.(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_RawPrimeMeat.Default__PrimalItemConsumable_RawPrimeMeat_C) CONTENT: Consumables(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_RawPrimeMeat.Default__PrimalItemConsumable_RawPrimeMeat_C) CONTENT: Meat(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_RawPrimeMeat.Default__PrimalItemConsumable_RawPrimeMeat_C) LITERAL: CheckForPlayerState(/Game/PrimalEarth/CoreBlueprints/ExplorerChest/ExplorerChest_Base.ExplorerChest_Base:EventGraph.K2Node_CallFunction_59383) LITERAL: DoUnlock(/Game/PrimalEarth/CoreBlueprints/ExplorerChest/ExplorerChest_Base.ExplorerChest_Base:EventGraph.K2Node_CallFunction_158947) LITERAL: DoUnlock(/Game/PrimalEarth/CoreBlueprints/ExplorerChest/ExplorerChest_Base.ExplorerChest_Base:EventGraph.K2Node_CallFunction_159996) LITERAL: ShortRefresh(/Game/PrimalEarth/CoreBlueprints/ExplorerChest/ExplorerChest_Base.ExplorerChest_Base:ReceiveBeginPlay.K2Node_CallFunction_33751) LITERAL: LongRefresh(/Game/PrimalEarth/CoreBlueprints/ExplorerChest/ExplorerChest_Base.ExplorerChest_Base:ReceiveBeginPlay.K2Node_CallFunction_33750) LITERAL: ???(/Game/PrimalEarth/CoreBlueprints/ExplorerChest/ExplorerChest_Base.ExplorerChest_Base:DrawBasicFloatingHUD.K2Node_Select_16) LITERAL: {0} {1}(/Game/PrimalEarth/CoreBlueprints/ExplorerChest/ExplorerChest_Base.ExplorerChest_Base:DrawBasicFloatingHUD.K2Node_FormatText_9) LITERAL: {0} {1}(/Game/PrimalEarth/CoreBlueprints/ExplorerChest/ExplorerChest_Base.ExplorerChest_Base:EdGraph_82.K2Node_CallFunction_128) LITERAL: 0(/Game/PrimalEarth/CoreBlueprints/ExplorerChest/ExplorerChest_Base.ExplorerChest_Base:EdGraph_82.K2Node_MakeStruct_0) LITERAL: 1(/Game/PrimalEarth/CoreBlueprints/ExplorerChest/ExplorerChest_Base.ExplorerChest_Base:EdGraph_82.K2Node_MakeStruct_1) LITERAL: {0} {1}(/Game/PrimalEarth/CoreBlueprints/ExplorerChest/ExplorerChest_Base.ExplorerChest_Base:EdGraph_102.K2Node_CallFunction_195) LITERAL: 0(/Game/PrimalEarth/CoreBlueprints/ExplorerChest/ExplorerChest_Base.ExplorerChest_Base:EdGraph_102.K2Node_MakeStruct_2) LITERAL: 1(/Game/PrimalEarth/CoreBlueprints/ExplorerChest/ExplorerChest_Base.ExplorerChest_Base:EdGraph_102.K2Node_MakeStruct_3) CONTENT: Explorer Note:(/Game/PrimalEarth/CoreBlueprints/ExplorerChest/ExplorerChest_Base.Default__ExplorerChest_Base_C) LITERAL: Hello(/Game/PrimalEarth/CoreBlueprints/MainMenuGameMode.MainMenuGameMode:EventGraph.K2Node_CallFunction_178475) CONTENT: CREDITS(/Engine/Transient.TRASHCLASS_CreditsUI_275:TextBlock_4) CONTENT: CLOSE(/Engine/Transient.TRASHCLASS_CreditsUI_275:TextBlock_5) LITERAL: Evolve.ogg(/Game/PrimalEarth/UI/CreditsUI.CreditsUI:EventGraph.K2Node_CallFunction_10630) CONTENT: Rich Text Block(/Engine/Transient.REINST_CreditsUI_C_1:WidgetTree_236.FCreditsText) CONTENT: Text Block(/Engine/Transient.REINST_CreditsUI_C_1:WidgetTree_236.[TextBlock] "CREDITS") CONTENT: Text Block(/Engine/Transient.REINST_CreditsUI_C_1:WidgetTree_236.TextBlock_45) CONTENT: CREDITS(/Game/PrimalEarth/UI/CreditsUI.CreditsUI_C:WidgetTree_8.[TextBlock] "CREDITS") CONTENT: CLOSE(/Game/PrimalEarth/UI/CreditsUI.CreditsUI_C:WidgetTree_8.TextBlock_45) CONTENT: CREDITS(/Engine/Transient.REINST_CreditsUI_C_3:WidgetTree_8.[TextBlock] "CREDITS") CONTENT: CLOSE(/Engine/Transient.REINST_CreditsUI_C_3:WidgetTree_8.TextBlock_45) CONTENT: CREDITS(/Game/PrimalEarth/UI/CreditsUI.CreditsUI_C:WidgetTree_12.[TextBlock] "CREDITS") CONTENT: CLOSE(/Game/PrimalEarth/UI/CreditsUI.CreditsUI_C:WidgetTree_12.TextBlock_45) CONTENT: ITEM NAME(/Game/PrimalEarth/UI/ToolTipWidgetPrimalItem_Inventory.ToolTipWidgetPrimalItem_Inventory_C:WidgetTree_91.EngramTypeName) CONTENT: / (/Game/PrimalEarth/UI/ToolTipWidgetPrimalItem_Inventory.ToolTipWidgetPrimalItem_Inventory_C:WidgetTree_91.EngramTypeSeparator) CONTENT: ITEM NAME(/Game/PrimalEarth/UI/ToolTipWidgetPrimalItem_Inventory.ToolTipWidgetPrimalItem_Inventory_C:WidgetTree_91.ItemNameLabel) CONTENT: / (/Game/PrimalEarth/UI/ToolTipWidgetPrimalItem_Inventory.ToolTipWidgetPrimalItem_Inventory_C:WidgetTree_91.TypeNameSeparator) CONTENT: TYPE(/Game/PrimalEarth/UI/ToolTipWidgetPrimalItem_Inventory.ToolTipWidgetPrimalItem_Inventory_C:WidgetTree_91.TypeNameLabel) CONTENT: / (/Game/PrimalEarth/UI/ToolTipWidgetPrimalItem_Inventory.ToolTipWidgetPrimalItem_Inventory_C:WidgetTree_91.QualityNameSeparator) CONTENT: QUALITY(/Game/PrimalEarth/UI/ToolTipWidgetPrimalItem_Inventory.ToolTipWidgetPrimalItem_Inventory_C:WidgetTree_91.QualityNameLabel) CONTENT: Item Description(/Game/PrimalEarth/UI/ToolTipWidgetPrimalItem_Inventory.ToolTipWidgetPrimalItem_Inventory_C:WidgetTree_91.ItemDescriptionLabel) CONTENT: Item Description(/Game/PrimalEarth/UI/ToolTipWidgetPrimalItem_Inventory.ToolTipWidgetPrimalItem_Inventory_C:WidgetTree_91.ItemDescriptionOnlyLabel) CONTENT: General Info 1(/Game/PrimalEarth/UI/ToolTipWidgetPrimalItem_Inventory.ToolTipWidgetPrimalItem_Inventory_C:WidgetTree_91.GeneralInfo_1) CONTENT: General Info 2(/Game/PrimalEarth/UI/ToolTipWidgetPrimalItem_Inventory.ToolTipWidgetPrimalItem_Inventory_C:WidgetTree_91.GeneralInfo_2) CONTENT: General Info 3(/Game/PrimalEarth/UI/ToolTipWidgetPrimalItem_Inventory.ToolTipWidgetPrimalItem_Inventory_C:WidgetTree_91.GeneralInfo_3) CONTENT: Not Grindable(/Game/PrimalEarth/UI/ToolTipWidgetPrimalItem_Inventory.ToolTipWidgetPrimalItem_Inventory_C:WidgetTree_91.TextBlock_0) CONTENT: Stat 1(/Game/PrimalEarth/UI/ToolTipWidgetPrimalItem_Inventory.ToolTipWidgetPrimalItem_Inventory_C:WidgetTree_91.StatLabel_1) CONTENT: Stat 2(/Game/PrimalEarth/UI/ToolTipWidgetPrimalItem_Inventory.ToolTipWidgetPrimalItem_Inventory_C:WidgetTree_91.StatLabel_2) CONTENT: Stat 3(/Game/PrimalEarth/UI/ToolTipWidgetPrimalItem_Inventory.ToolTipWidgetPrimalItem_Inventory_C:WidgetTree_91.StatLabel_3) CONTENT: Stat 4(/Game/PrimalEarth/UI/ToolTipWidgetPrimalItem_Inventory.ToolTipWidgetPrimalItem_Inventory_C:WidgetTree_91.StatLabel_4) CONTENT: Stat 5(/Game/PrimalEarth/UI/ToolTipWidgetPrimalItem_Inventory.ToolTipWidgetPrimalItem_Inventory_C:WidgetTree_91.StatLabel_5) CONTENT: Stat 6(/Game/PrimalEarth/UI/ToolTipWidgetPrimalItem_Inventory.ToolTipWidgetPrimalItem_Inventory_C:WidgetTree_91.StatLabel_6) CONTENT: Stat 7(/Game/PrimalEarth/UI/ToolTipWidgetPrimalItem_Inventory.ToolTipWidgetPrimalItem_Inventory_C:WidgetTree_91.StatLabel_7) CONTENT: Stat 8(/Game/PrimalEarth/UI/ToolTipWidgetPrimalItem_Inventory.ToolTipWidgetPrimalItem_Inventory_C:WidgetTree_91.StatLabel_8) CONTENT: Right click for more options(/Game/PrimalEarth/UI/ToolTipWidgetPrimalItem_Inventory.ToolTipWidgetPrimalItem_Inventory_C:WidgetTree_91.MoreOptionsLabel) CONTENT: TITLE(/Game/PrimalEarth/UI/ToolTipWidgetPrimalItem_Inventory.ToolTipWidgetPrimalItem_Inventory_C:WidgetTree_91.CraftingTitleLabel) CONTENT: Requirement 1(/Game/PrimalEarth/UI/ToolTipWidgetPrimalItem_Inventory.ToolTipWidgetPrimalItem_Inventory_C:WidgetTree_91.RequirementLabel_1) CONTENT: Requirement 2(/Game/PrimalEarth/UI/ToolTipWidgetPrimalItem_Inventory.ToolTipWidgetPrimalItem_Inventory_C:WidgetTree_91.RequirementLabel_2) CONTENT: Requirement 3(/Game/PrimalEarth/UI/ToolTipWidgetPrimalItem_Inventory.ToolTipWidgetPrimalItem_Inventory_C:WidgetTree_91.RequirementLabel_3) CONTENT: Requirement 4(/Game/PrimalEarth/UI/ToolTipWidgetPrimalItem_Inventory.ToolTipWidgetPrimalItem_Inventory_C:WidgetTree_91.RequirementLabel_4) CONTENT: Requirement 5(/Game/PrimalEarth/UI/ToolTipWidgetPrimalItem_Inventory.ToolTipWidgetPrimalItem_Inventory_C:WidgetTree_91.RequirementLabel_5) CONTENT: Requirement 6(/Game/PrimalEarth/UI/ToolTipWidgetPrimalItem_Inventory.ToolTipWidgetPrimalItem_Inventory_C:WidgetTree_91.RequirementLabel_6) CONTENT: Requirement 7(/Game/PrimalEarth/UI/ToolTipWidgetPrimalItem_Inventory.ToolTipWidgetPrimalItem_Inventory_C:WidgetTree_91.RequirementLabel_7) CONTENT: Requirement 8(/Game/PrimalEarth/UI/ToolTipWidgetPrimalItem_Inventory.ToolTipWidgetPrimalItem_Inventory_C:WidgetTree_91.RequirementLabel_8) CONTENT: Requirement 9(/Game/PrimalEarth/UI/ToolTipWidgetPrimalItem_Inventory.ToolTipWidgetPrimalItem_Inventory_C:WidgetTree_91.RequirementLabel_9) CONTENT: Requirement 10(/Game/PrimalEarth/UI/ToolTipWidgetPrimalItem_Inventory.ToolTipWidgetPrimalItem_Inventory_C:WidgetTree_91.RequirementLabel_10) CONTENT: Requirement 11(/Game/PrimalEarth/UI/ToolTipWidgetPrimalItem_Inventory.ToolTipWidgetPrimalItem_Inventory_C:WidgetTree_91.RequirementLabel_11) CONTENT: Requirement 12(/Game/PrimalEarth/UI/ToolTipWidgetPrimalItem_Inventory.ToolTipWidgetPrimalItem_Inventory_C:WidgetTree_91.RequirementLabel_12) CONTENT: Requirement 13(/Game/PrimalEarth/UI/ToolTipWidgetPrimalItem_Inventory.ToolTipWidgetPrimalItem_Inventory_C:WidgetTree_91.RequirementLabel_13) CONTENT: Requirement 14(/Game/PrimalEarth/UI/ToolTipWidgetPrimalItem_Inventory.ToolTipWidgetPrimalItem_Inventory_C:WidgetTree_91.RequirementLabel_14) CONTENT: Requirement 15(/Game/PrimalEarth/UI/ToolTipWidgetPrimalItem_Inventory.ToolTipWidgetPrimalItem_Inventory_C:WidgetTree_91.RequirementLabel_15) CONTENT: Requirement 16(/Game/PrimalEarth/UI/ToolTipWidgetPrimalItem_Inventory.ToolTipWidgetPrimalItem_Inventory_C:WidgetTree_91.RequirementLabel_16) CONTENT: Requirement 17(/Game/PrimalEarth/UI/ToolTipWidgetPrimalItem_Inventory.ToolTipWidgetPrimalItem_Inventory_C:WidgetTree_91.RequirementLabel_17) CONTENT: Requirement 18(/Game/PrimalEarth/UI/ToolTipWidgetPrimalItem_Inventory.ToolTipWidgetPrimalItem_Inventory_C:WidgetTree_91.RequirementLabel_18) CONTENT: Requirement 19(/Game/PrimalEarth/UI/ToolTipWidgetPrimalItem_Inventory.ToolTipWidgetPrimalItem_Inventory_C:WidgetTree_91.RequirementLabel_19) CONTENT: Requirement 20(/Game/PrimalEarth/UI/ToolTipWidgetPrimalItem_Inventory.ToolTipWidgetPrimalItem_Inventory_C:WidgetTree_91.RequirementLabel_20) CONTENT: KAPROSUCHUS /LEVEL: 208 /REPTILES / CARNIVORE(/Game/PrimalEarth/UI/Inventory/DataListButton_HostSession.DataListButton_HostSession_C:WidgetTree_70.EntryNameLabel) CONTENT: Text Block(/Game/PrimalEarth/UI/ToolTipWidgetMiniHelp.ToolTipWidgetMiniHelp_C:WidgetTree_6009.TooltipString) CONTENT: RANDOMIZE(/Game/PrimalEarth/UI/ProceduralSettings.ProceduralSettings_C:WidgetTree_3233.RandomizeButton) CONTENT: RESTORE DEFAULT SETTINGS(/Game/PrimalEarth/UI/ProceduralSettings.ProceduralSettings_C:WidgetTree_3233.ResetButton) CONTENT: PROCEDURALLY GENERATED ARK SETTINGS(/Game/PrimalEarth/UI/ProceduralSettings.ProceduralSettings_C:WidgetTree_3233.TextBlock_31648) CONTENT: Version 2.0(/Game/PrimalEarth/UI/ProceduralSettings.ProceduralSettings_C:WidgetTree_3233.TextBlock_31649) CONTENT: MAP SETTINGS(/Game/PrimalEarth/UI/ProceduralSettings.ProceduralSettings_C:WidgetTree_3233.CreatureTitle) CONTENT: LANDSCAPE RADIUS:(/Game/PrimalEarth/UI/ProceduralSettings.ProceduralSettings_C:WidgetTree_3233.TextBlock_78) CONTENT: MAP SEED:(/Game/PrimalEarth/UI/ProceduralSettings.ProceduralSettings_C:WidgetTree_3233.TextBlock_724) CONTENT: WATER FREQUENCY:(/Game/PrimalEarth/UI/ProceduralSettings.ProceduralSettings_C:WidgetTree_3233.TextBlock_1070) CONTENT: MOUNTAIN FREQUENCY:(/Game/PrimalEarth/UI/ProceduralSettings.ProceduralSettings_C:WidgetTree_3233.TextBlock_9) CONTENT: MOUNTAIN SLOPE:(/Game/PrimalEarth/UI/ProceduralSettings.ProceduralSettings_C:WidgetTree_3233.TextBlock_26) CONTENT: MOUNTAIN HEIGHT:(/Game/PrimalEarth/UI/ProceduralSettings.ProceduralSettings_C:WidgetTree_3233.TextBlock_1398) CONTENT: TURBULENCE POWER:(/Game/PrimalEarth/UI/ProceduralSettings.ProceduralSettings_C:WidgetTree_3233.TextBlock_120) CONTENT: SHORE SLOPE:(/Game/PrimalEarth/UI/ProceduralSettings.ProceduralSettings_C:WidgetTree_3233.TextBlock_295) CONTENT: WATER LEVEL:(/Game/PrimalEarth/UI/ProceduralSettings.ProceduralSettings_C:WidgetTree_3233.TextBlock_628) CONTENT: OCEAN FLOOR LEVEL:(/Game/PrimalEarth/UI/ProceduralSettings.ProceduralSettings_C:WidgetTree_3233.TextBlock_1188) CONTENT: EROSION STEPS:(/Game/PrimalEarth/UI/ProceduralSettings.ProceduralSettings_C:WidgetTree_3233.TextBlock_863) CONTENT: EROSION STRENGTH:(/Game/PrimalEarth/UI/ProceduralSettings.ProceduralSettings_C:WidgetTree_3233.TextBlock_666) CONTENT: DEPOSITION STRENGTH:(/Game/PrimalEarth/UI/ProceduralSettings.ProceduralSettings_C:WidgetTree_3233.TextBlock_798) CONTENT: TREES SLOPE THRESHOLD:(/Game/PrimalEarth/UI/ProceduralSettings.ProceduralSettings_C:WidgetTree_3233.TextBlock_534) CONTENT: TERRAIN SCALE MULTIPLIER:(/Game/PrimalEarth/UI/ProceduralSettings.ProceduralSettings_C:WidgetTree_3233.TextBlock_19824) CONTENT: X:(/Game/PrimalEarth/UI/ProceduralSettings.ProceduralSettings_C:WidgetTree_3233.TextBlock_19825) CONTENT: Y:(/Game/PrimalEarth/UI/ProceduralSettings.ProceduralSettings_C:WidgetTree_3233.TextBlock_19826) CONTENT: Z:(/Game/PrimalEarth/UI/ProceduralSettings.ProceduralSettings_C:WidgetTree_3233.TextBlock_19827) CONTENT: GRASSLANDS GRASS DENSITY:(/Game/PrimalEarth/UI/ProceduralSettings.ProceduralSettings_C:WidgetTree_3233.TextBlock_729) CONTENT: JUNGLE GRASS DENSITY:(/Game/PrimalEarth/UI/ProceduralSettings.ProceduralSettings_C:WidgetTree_3233.TextBlock_832) CONTENT: GENERAL MOUNTAIN TREES %:(/Game/PrimalEarth/UI/ProceduralSettings.ProceduralSettings_C:WidgetTree_3233.TextBlock_10) CONTENT: MOUNTAIN TREE DENSITY:(/Game/PrimalEarth/UI/ProceduralSettings.ProceduralSettings_C:WidgetTree_3233.TextBlock_1354) CONTENT: SNOW TREE DENSITY:(/Game/PrimalEarth/UI/ProceduralSettings.ProceduralSettings_C:WidgetTree_3233.TextBlock_3086) CONTENT: REDWOOD TREE DENSITY:(/Game/PrimalEarth/UI/ProceduralSettings.ProceduralSettings_C:WidgetTree_3233.TextBlock_2836) CONTENT: GRASSLANDS TREE DENSITY:(/Game/PrimalEarth/UI/ProceduralSettings.ProceduralSettings_C:WidgetTree_3233.TextBlock_500) CONTENT: REDWOOD GRASS DENSITY:(/Game/PrimalEarth/UI/ProceduralSettings.ProceduralSettings_C:WidgetTree_3233.RedwoodGrassDensityTextbox) CONTENT: MOUNTAIN GRASS DENSITY:(/Game/PrimalEarth/UI/ProceduralSettings.ProceduralSettings_C:WidgetTree_3233.TextBlock_20173) CONTENT: SNOW GRASS DENSITY:(/Game/PrimalEarth/UI/ProceduralSettings.ProceduralSettings_C:WidgetTree_3233.TextBlock_19940) CONTENT: JUNGLE TREE DENSITY:(/Game/PrimalEarth/UI/ProceduralSettings.ProceduralSettings_C:WidgetTree_3233.TextBlock_869) CONTENT: SHORE TREE DENSITY:(/Game/PrimalEarth/UI/ProceduralSettings.ProceduralSettings_C:WidgetTree_3233.TextBlock_4) CONTENT: INLAND WATER OBJECTS DENSITY:(/Game/PrimalEarth/UI/ProceduralSettings.ProceduralSettings_C:WidgetTree_3233.TextBlock_521) CONTENT: SNOW SHORE TREE DENSITY:(/Game/PrimalEarth/UI/ProceduralSettings.ProceduralSettings_C:WidgetTree_3233.TextBlock_131) CONTENT: SNOW MOUNTAIN GRASS DENSITY:(/Game/PrimalEarth/UI/ProceduralSettings.ProceduralSettings_C:WidgetTree_3233.TextBlock_20056) CONTENT: SNOW MOUNTAINS TREE DENSITY:(/Game/PrimalEarth/UI/ProceduralSettings.ProceduralSettings_C:WidgetTree_3233.SnowMountainsTreeDensityText) CONTENT: UNDERWATER OBJECTS DENSITY:(/Game/PrimalEarth/UI/ProceduralSettings.ProceduralSettings_C:WidgetTree_3233.UnderwaterObjectsDensityTextbox) CONTENT: FOLIAGE SETTINGS(/Game/PrimalEarth/UI/ProceduralSettings.ProceduralSettings_C:WidgetTree_3233.TextBlock_21494) CONTENT: BIOME SETTINGS(/Game/PrimalEarth/UI/ProceduralSettings.ProceduralSettings_C:WidgetTree_3233.TextBlock_38780) CONTENT: SNOW BIOME 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Y:(/Game/PrimalEarth/UI/ProceduralSettings.ProceduralSettings_C:WidgetTree_3233.TextBlock_2360) CONTENT: Y:(/Game/PrimalEarth/UI/ProceduralSettings.ProceduralSettings_C:WidgetTree_3233.TextBlock_2361) CONTENT: Y:(/Game/PrimalEarth/UI/ProceduralSettings.ProceduralSettings_C:WidgetTree_3233.TextBlock_2362) CONTENT: Y:(/Game/PrimalEarth/UI/ProceduralSettings.ProceduralSettings_C:WidgetTree_3233.TextBlock_2363) CONTENT: Y:(/Game/PrimalEarth/UI/ProceduralSettings.ProceduralSettings_C:WidgetTree_3233.TextBlock_2364) CONTENT: Y:(/Game/PrimalEarth/UI/ProceduralSettings.ProceduralSettings_C:WidgetTree_3233.TextBlock_2365) CONTENT: X:(/Game/PrimalEarth/UI/ProceduralSettings.ProceduralSettings_C:WidgetTree_3233.TextBlock_2366) CONTENT: X:(/Game/PrimalEarth/UI/ProceduralSettings.ProceduralSettings_C:WidgetTree_3233.TextBlock_2367) CONTENT: X:(/Game/PrimalEarth/UI/ProceduralSettings.ProceduralSettings_C:WidgetTree_3233.TextBlock_2368) CONTENT: 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X:(/Game/PrimalEarth/UI/ProceduralSettings.ProceduralSettings_C:WidgetTree_3233.TextBlock_2489) CONTENT: Y:(/Game/PrimalEarth/UI/ProceduralSettings.ProceduralSettings_C:WidgetTree_3233.TextBlock_2490) CONTENT: Y:(/Game/PrimalEarth/UI/ProceduralSettings.ProceduralSettings_C:WidgetTree_3233.TextBlock_2491) CONTENT: Y:(/Game/PrimalEarth/UI/ProceduralSettings.ProceduralSettings_C:WidgetTree_3233.TextBlock_2492) CONTENT: Y:(/Game/PrimalEarth/UI/ProceduralSettings.ProceduralSettings_C:WidgetTree_3233.TextBlock_2493) CONTENT: Y:(/Game/PrimalEarth/UI/ProceduralSettings.ProceduralSettings_C:WidgetTree_3233.TextBlock_2494) CONTENT: Y:(/Game/PrimalEarth/UI/ProceduralSettings.ProceduralSettings_C:WidgetTree_3233.TextBlock_2495) CONTENT: X:(/Game/PrimalEarth/UI/ProceduralSettings.ProceduralSettings_C:WidgetTree_3233.TextBlock_2496) CONTENT: X:(/Game/PrimalEarth/UI/ProceduralSettings.ProceduralSettings_C:WidgetTree_3233.TextBlock_2497) CONTENT: X:(/Game/PrimalEarth/UI/ProceduralSettings.ProceduralSettings_C:WidgetTree_3233.TextBlock_2498) CONTENT: X:(/Game/PrimalEarth/UI/ProceduralSettings.ProceduralSettings_C:WidgetTree_3233.TextBlock_2499) CONTENT: X:(/Game/PrimalEarth/UI/ProceduralSettings.ProceduralSettings_C:WidgetTree_3233.TextBlock_2500) CONTENT: EAST REGION 1 END:(/Game/PrimalEarth/UI/ProceduralSettings.ProceduralSettings_C:WidgetTree_3233.TextBlock_2501) CONTENT: EAST REGION 2 START:(/Game/PrimalEarth/UI/ProceduralSettings.ProceduralSettings_C:WidgetTree_3233.TextBlock_2502) CONTENT: EAST REGION 2 END:(/Game/PrimalEarth/UI/ProceduralSettings.ProceduralSettings_C:WidgetTree_3233.TextBlock_2503) CONTENT: EAST REGION 3 START:(/Game/PrimalEarth/UI/ProceduralSettings.ProceduralSettings_C:WidgetTree_3233.TextBlock_2504) CONTENT: EAST REGION 3 END:(/Game/PrimalEarth/UI/ProceduralSettings.ProceduralSettings_C:WidgetTree_3233.TextBlock_2505) CONTENT: WEST REGION 1 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X:(/Game/PrimalEarth/UI/ProceduralSettings.ProceduralSettings_C:WidgetTree_3233.TextBlock_2764) CONTENT: X:(/Game/PrimalEarth/UI/ProceduralSettings.ProceduralSettings_C:WidgetTree_3233.TextBlock_2765) CONTENT: X:(/Game/PrimalEarth/UI/ProceduralSettings.ProceduralSettings_C:WidgetTree_3233.TextBlock_2766) CONTENT: X:(/Game/PrimalEarth/UI/ProceduralSettings.ProceduralSettings_C:WidgetTree_3233.TextBlock_2767) CONTENT: WEST REGION 1 END:(/Game/PrimalEarth/UI/ProceduralSettings.ProceduralSettings_C:WidgetTree_3233.TextBlock_2768) CONTENT: WEST REGION 2 START:(/Game/PrimalEarth/UI/ProceduralSettings.ProceduralSettings_C:WidgetTree_3233.TextBlock_2769) CONTENT: WEST REGION 2 END:(/Game/PrimalEarth/UI/ProceduralSettings.ProceduralSettings_C:WidgetTree_3233.TextBlock_2770) CONTENT: WEST REGION 3 START:(/Game/PrimalEarth/UI/ProceduralSettings.ProceduralSettings_C:WidgetTree_3233.TextBlock_2771) CONTENT: WEST REGION 3 END:(/Game/PrimalEarth/UI/ProceduralSettings.ProceduralSettings_C:WidgetTree_3233.TextBlock_2772) CONTENT: REGION SETTINGS(/Game/PrimalEarth/UI/ProceduralSettings.ProceduralSettings_C:WidgetTree_3233.TextBlock_43232) CONTENT: Presets:(/Game/PrimalEarth/UI/ProceduralSettings.ProceduralSettings_C:WidgetTree_3233.TextBlock_1059) CONTENT: CANCEL(/Game/PrimalEarth/UI/ProceduralSettings.ProceduralSettings_C:WidgetTree_3233.TextBlock_1330) CONTENT: CUSTOM(/Game/PrimalEarth/UI/ProceduralSettings.ProceduralSettings_C:WidgetTree_3233.FavoritesComboBox) CONTENT: Custom(/Game/PrimalEarth/UI/ProceduralSettings.ProceduralSettings_C:WidgetTree_3233.FavoritesComboBox) CONTENT: Favorites:(/Game/PrimalEarth/UI/ProceduralSettings.ProceduralSettings_C:WidgetTree_3233.TextBlock_1603) CONTENT: CUSTOM(/Game/PrimalEarth/UI/ProceduralSettings.ProceduralSettings_C:WidgetTree_3233.PresetsComboBox) CONTENT: Custom(/Game/PrimalEarth/UI/ProceduralSettings.ProceduralSettings_C:WidgetTree_3233.PresetsComboBox) CONTENT: HOST(/Game/PrimalEarth/UI/ProceduralSettings.ProceduralSettings_C:WidgetTree_3233.TextBlock_1053) CONTENT: ARK NAME :(/Game/PrimalEarth/UI/ProceduralSettings.ProceduralSettings_C:WidgetTree_3233.TextBlock_0) CONTENT: CREATE ARK(/Game/PrimalEarth/UI/ProceduralSettings.ProceduralSettings_C:WidgetTree_3233.TitleLabel) CONTENT: SAVE FAVORITE(/Game/PrimalEarth/UI/ProceduralSettings.ProceduralSettings_C:WidgetTree_3233.SaveFavoriteButton) CONTENT: LOAD FAVORITE(/Game/PrimalEarth/UI/ProceduralSettings.ProceduralSettings_C:WidgetTree_3233.LoadFavoriteButton) CONTENT: THE ISLAND: As a man or woman stranded naked, freezing & starving on a mysterious island, you must hunt, harvest, craft items, grow crops, and build shelters to survive. Use skill and cunning to kill, tame, breed, and ride dinosaurs & primeval creatures. Master your enviromment and explore the hidden depths to uncover ARK's secrets!(/Engine/Transient.REINST_HostSession_C_0) CONTENT: THE CENTER: Discover a fantastical land of floating islands, enormous waterfalls, vast underground caverns, and surreal landscapes, as you explore a whole new world!(/Engine/Transient.REINST_HostSession_C_0) CONTENT: SCORCHED EARTH: Put your survival skills to the test as you find yourself stranded naked, dehydrated & starving in a vast desert. Even the most seasoned ARK survivors must quickly find water, hunt for food, harvest, craft items, and build shelter to have any chance for survival. Use skills honed on ARK's Island to kill, tame, breed, and ride the fantastical new creatures that have evolved to survive the Desert's ultra harsh conditions, including... DRAGONS!(/Engine/Transient.REINST_HostSession_C_0) CONTENT: RAGNAROK: Journey through an expansive 144 sq. kilometer fantasty highland, where common and all-new biomes are combined to bring the ultimate survivor experience. Whether tackling the extreme cold atop the highest mountains, harvesting resources from an active volcano, or just searching for that perfect base location, Ragnarok plays host to explorers and base builders alike. But survivors beware, Ragnarok houses such creatures as Polar Bears, Ice Wyverns, and a mystical creature many have yet to tame in the ARK universe.(/Engine/Transient.REINST_HostSession_C_0) CONTENT: VALGUERO: Explore new heights and hidden depths; whether it?s creating your foundations in the White Cliffs or unearthing the secrets of the Aberration Trench, Valguero offers a new experience in the ARK universe. With new biomes, challenging dungeon bosses, and mysterious ruins to discover, there?s always something exciting ? and dangerous ? on Valguero.(/Engine/Transient.REINST_HostSession_C_0) CONTENT: ABERRATION: Waking up on Aberration, a derelict, malfunctioning ARK with an elaborate underground biome system, survivors face exotic new challenges unlike anything before: extreme radioactive sunlight and environmental hazards, ziplines, wingsuits, climbing gear, cave dwellings, charge-batteries, and far more, along with a stable of extraordinary new creatures await within the mysterious depths. But beware the 'Nameless': unrelenting, Element-infused humanoids which have evolved into vicious light-hating monstrosities! On Aberration, survivors will uncover the ultimate secrets of the ARKs, and discover what the future holds in store for those strong and clever enough to survive!(/Engine/Transient.REINST_HostSession_C_0) CONTENT: EXTINCTION Finish your journey through the worlds of ARK in Extinction, where the story began and ends: on Earth itself! An Element-infested, ravaged planet filled with fantastical creatures both organic & technological, Earth holds both the secrets of the past and the keys to its salvation. As a veteran Survivor who has conquered all previous obstacles, your ultimate challenge awaits: can you defeat the gigantic roaming Titans which dominate the planet, and complete the ARK cycle to save Earth's future?(/Engine/Transient.REINST_HostSession_C_0) CONTENT: GENESIS: PART 1 Continue your quest for ultimate survival and unlock a whole new chapter in the saga of ARK: Survival Evolved! Waking up inside a virtual simulation, with a strangely familiar robotic companion, you must overcome rigorous missions to survive across multiple exotic worlds unlike anything you've seen before!(/Engine/Transient.REINST_HostSession_C_0) CONTENT: GENESIS: PART 2 Complete the eons-spanning story of ARK: Survival Evolved! Everything that your tribe has built, tamed, and fought for has led to this final challenge. With your faithful artificial companion HLN-A by your side, you?ve emerged from the Genesis simulation to find yourself aboard a gigantic starship being overtaken by a familiar threat from the distant past. Humanity?s future is in your hands, Survivor -- one last time!(/Engine/Transient.REINST_HostSession_C_0) CONTENT: PROCEDURAL ARK: This ARK has been dynamically generated, for a unique, custom experience!(/Engine/Transient.REINST_HostSession_C_0) CONTENT: CUSTOM ARK: This is a user-created ARK!(/Engine/Transient.REINST_HostSession_C_0) CONTENT: CRYSTAL ISLES: A community classic ARK map returns, updated for the Official Server networks! Crystal Isles is 150 square kilometers of awe-inspiring biomes? Build bases high in forest canopy and floating islands, and tame your own Tropeognathus to ride into aerial combat!(/Engine/Transient.REINST_HostSession_C_0) CONTENT: LOST ISLAND: Explore the soaring heights and hidden depths of Lost Island, featuring three powerful new creatures for you to tame. Discover jungle valleys fed by giant waterfalls, build a treehouse high in the forest canopies, get down and dirty in vast mangrove swamps, dive deep underwater, brave treacherous snowy peaks, or spelunk uncharted cave systems in search of treasure... whichever way you go, wild adventure awaits!(/Engine/Transient.REINST_HostSession_C_0) CONTENT: FJORDUR: Explore a magical Norse-inspired world, and travel to the legendary planes of Asgard, Jotunheim, and Vanaheim. Fjordur features four powerful new creatures for you to tame, including Andrewsarchus, Desmodus, Fjordhawk, and even Fenrir itself! Journey across over 75 square kilometers of new biomes, and face new challenges as you discover over 200 Runes to increase your Survivor's power!(/Engine/Transient.REINST_HostSession_C_0) CONTENT: test update progress (/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_456) CONTENT: GENERAL(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_457) CONTENT: ADVANCED(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_458) CONTENT: ENGRAMS(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_459) CONTENT: ARK RULES(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_460) CONTENT: RESTORE DEFAULT SETTINGS(/Engine/Transient.TRASHCLASS_HostSession_286:CustomButtonWidget_30) CONTENT: Max Structures In Range:(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_461) CONTENT: DINO DAMAGE:(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_462) CONTENT: Specifies the scaling factor for the damage dinosaurs deal with their attacks.(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_462) CONTENT: Specifies the scaling factor for the damage dinosaurs deal with their attacks.(/Engine/Transient.TRASHCLASS_HostSession_286:Slider_249) CONTENT: PLAYER DAMAGE:(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_463) CONTENT: Specifies the scaling factor for the damage players deal with their attacks.(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_463) CONTENT: Specifies the scaling factor for the damage players deal with their attacks.(/Engine/Transient.TRASHCLASS_HostSession_286:Slider_250) CONTENT: STRUCTURE DAMAGE:(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_464) CONTENT: Specifies the scaling factor for the damage structures deal with their attacks (e.g. spiked walls).(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_464) CONTENT: Specifies the scaling factor for the damage structures deal with their attacks (e.g. spiked walls).(/Engine/Transient.TRASHCLASS_HostSession_286:Slider_251) CONTENT: PLAYER RESISTANCE:(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_465) CONTENT: Specifies the scaling factor for the resistance to damage players receive when attacked. Higher values decrease resistance, increasing damage per attack.(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_465) CONTENT: Specifies the scaling factor for the resistance to damage players receive when attacked. Higher values decrease resistance, increasing damage per attack.(/Engine/Transient.TRASHCLASS_HostSession_286:Slider_252) CONTENT: DINO RESISTANCE:(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_466) CONTENT: Specifies the scaling factor for the resistance to damage dinosaurs receive when attacked. Higher values decrease resistance, increasing damage per attack.(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_466) CONTENT: Specifies the scaling factor for the resistance to damage dinosaurs receive when attacked. Higher values decrease resistance, increasing damage per attack.(/Engine/Transient.TRASHCLASS_HostSession_286:Slider_253) CONTENT: STRUCTURE RESISTANCE:(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_467) CONTENT: Specifies the scaling factor for the resistance to damage structures receive when attacked. Higher values decrease resistance, increasing damage per attack.(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_467) CONTENT: Specifies the scaling factor for the resistance to damage structures receive when attacked. Higher values decrease resistance, increasing damage per attack.(/Engine/Transient.TRASHCLASS_HostSession_286:Slider_254) CONTENT: XP MULTIPLIER:(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_468) CONTENT: Specifies the scaling factor for the experience received by players, tribes and dinosaurs.(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_468) CONTENT: Specifies the scaling factor for the experience received by players, tribes and dinosaurs.(/Engine/Transient.TRASHCLASS_HostSession_286:Slider_255) CONTENT: TAMING SPEED:(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_469) CONTENT: Specifies the scaling factor for dinosaur taming speed. Higher values make taming faster.(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_469) CONTENT: Specifies the scaling factor for dinosaur taming speed. Higher values make taming faster.(/Engine/Transient.TRASHCLASS_HostSession_286:Slider_256) CONTENT: STRUCTURE DMG REPAIR COOLDOWN:(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_470) CONTENT: Duration of time before a structure can be repaired after the last time it was damaged (0 to disable it). (/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_470) CONTENT: Duration of time before a structure can be repaired after the last time it was damaged (0 to disable it). (/Engine/Transient.TRASHCLASS_HostSession_286:Slider_257) CONTENT: DINO TURRET DAMAGE:(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_471) CONTENT: Higher numbers increase (by percentage) the damage Turrets deal to Dinosaurs.(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_471) CONTENT: Higher numbers increase (by percentage) the damage Turrets deal to Dinosaurs.(/Engine/Transient.TRASHCLASS_HostSession_286:Slider_258) CONTENT: DINO HARVESTING DAMAGE:(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_472) CONTENT: Higher numbers increase (by percentage) the damage Dinosaurs deal to harvestable items (i.e. higher numbers mean faster resource collection).(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_472) CONTENT: Higher numbers increase (by percentage) the damage Dinosaurs deal to harvestable items (i.e. higher numbers mean faster resource collection).(/Engine/Transient.TRASHCLASS_HostSession_286:Slider_259) CONTENT: Specifies the scaling factor for the damage dinosaurs deal with their attacks.(/Engine/Transient.TRASHCLASS_HostSession_286:EditableTextBox_262) CONTENT: Specifies the scaling factor for the damage players deal with their attacks.(/Engine/Transient.TRASHCLASS_HostSession_286:EditableTextBox_263) CONTENT: Specifies the scaling factor for the damage structures deal with their attacks (e.g. spiked walls).(/Engine/Transient.TRASHCLASS_HostSession_286:EditableTextBox_264) CONTENT: Specifies the scaling factor for the resistance to damage players receive when attacked. Higher values decrease resistance, increasing damage per attack.(/Engine/Transient.TRASHCLASS_HostSession_286:EditableTextBox_265) CONTENT: Specifies the scaling factor for the resistance to damage dinosaurs receive when attacked. Higher values decrease resistance, increasing damage per attack.(/Engine/Transient.TRASHCLASS_HostSession_286:EditableTextBox_266) CONTENT: Specifies the scaling factor for the resistance to damage structures receive when attacked. Higher values decrease resistance, increasing damage per attack.(/Engine/Transient.TRASHCLASS_HostSession_286:EditableTextBox_267) CONTENT: Specifies the scaling factor for the experience received by players, tribes and dinosaurs.(/Engine/Transient.TRASHCLASS_HostSession_286:EditableTextBox_268) CONTENT: Specifies the scaling factor for dinosaur taming speed. Higher values make taming faster.(/Engine/Transient.TRASHCLASS_HostSession_286:EditableTextBox_269) CONTENT: Duration of time before a structure can be repaired after the last time it was damaged (0 to disable it). (/Engine/Transient.TRASHCLASS_HostSession_286:EditableTextBox_270) CONTENT: Higher numbers increase (by percentage) the damage Turrets deal to Dinosaurs.(/Engine/Transient.TRASHCLASS_HostSession_286:EditableTextBox_271) CONTENT: Higher numbers increase (by percentage) the damage Dinosaurs deal to harvestable items (i.e. higher numbers mean faster resource collection).(/Engine/Transient.TRASHCLASS_HostSession_286:EditableTextBox_272) CONTENT: DIFFICULTY LEVEL:(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_473) CONTENT: Affects the levels of creatures in the world as well as the quality of loot drops.(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_473) CONTENT: Affects the levels of creatures in the world as well as the quality of loot drops.(/Engine/Transient.TRASHCLASS_HostSession_286:Slider_260) CONTENT: Affects the levels of creatures in the world as well as the quality of loot drops.(/Engine/Transient.TRASHCLASS_HostSession_286:EditableTextBox_274) CONTENT: Specifies the scaling factor for yields from all harvesting activities (e.g. chopping down trees, picking berries).(/Engine/Transient.TRASHCLASS_HostSession_286:Slider_261) CONTENT: HARVEST AMOUNT:(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_474) CONTENT: Specifies the scaling factor for yields from all harvesting activities (e.g. chopping down trees, picking berries).(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_474) CONTENT: PLAYER CHARACTER WATER DRAIN:(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_475) CONTENT: Specifies the scaling factor for player character's water consumption. Higher values cause player characters to get thirsty faster.(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_475) CONTENT: Specifies the scaling factor for player character's water consumption. Higher values cause player characters to get thirsty faster.(/Engine/Transient.TRASHCLASS_HostSession_286:Slider_262) CONTENT: PLAYER CHARACTER FOOD DRAIN:(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_476) CONTENT: Specifies the scaling factor for player character's food consumption. Higher values cause player characters to get hungry faster.(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_476) CONTENT: Specifies the scaling factor for player character's food consumption. Higher values cause player characters to get hungry faster.(/Engine/Transient.TRASHCLASS_HostSession_286:Slider_263) CONTENT: DINO CHARACTER FOOD DRAIN:(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_477) CONTENT: Specifies the scaling factor for dinosaur's food consumption. Higher values cause dinosaurs to get hungry faster.(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_477) CONTENT: Specifies the scaling factor for dinosaur's food consumption. Higher values cause dinosaurs to get hungry faster.(/Engine/Transient.TRASHCLASS_HostSession_286:Slider_264) CONTENT: PLAYER CHARACTER STAMINA DRAIN:(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_478) CONTENT: Specifies the scaling factor for player character's stamina consumption. Higher values cause player characters to get tired faster.(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_478) CONTENT: Specifies the scaling factor for player character's stamina consumption. Higher values cause player characters to get tired faster.(/Engine/Transient.TRASHCLASS_HostSession_286:Slider_265) CONTENT: DINO CHARACTER STAMINA DRAIN:(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_479) CONTENT: Specifies the scaling factor for dinosaur's stamina consumption. Higher values cause dinosaurs to get tired faster.(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_479) CONTENT: Specifies the scaling factor for dinosaur's stamina consumption. Higher values cause dinosaurs to get tired faster.(/Engine/Transient.TRASHCLASS_HostSession_286:Slider_266) CONTENT: PLAYER CHARACTER HEALTH RECOVERY:(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_480) CONTENT: Specifies the scaling factor for player character's health recovery. Higher values cause player characters to heal faster.(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_480) CONTENT: Specifies the scaling factor for player character's health recovery. Higher values cause player characters to heal faster.(/Engine/Transient.TRASHCLASS_HostSession_286:Slider_267) CONTENT: DINO CHARACTER HEALTH RECOVERY:(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_481) CONTENT: Specifies the scaling factor for dinosaur's health recovery. Higher values cause dinosaurs to heal faster.(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_481) CONTENT: Specifies the scaling factor for dinosaur's health recovery. Higher values cause dinosaurs to heal faster.(/Engine/Transient.TRASHCLASS_HostSession_286:Slider_268) CONTENT: DINO COUNT:(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_482) CONTENT: Specifies the scaling factor for dinosaur spawns. Higher values increase the total number of dinosaurs spawned throughout the ARK.(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_482) CONTENT: Specifies the scaling factor for dinosaur spawns. Higher values increase the total number of dinosaurs spawned throughout the ARK.(/Engine/Transient.TRASHCLASS_HostSession_286:Slider_269) CONTENT: Affects the distance that connected players are allowed to be from the host player.(/Engine/Transient.TRASHCLASS_HostSession_286:Slider_270) CONTENT: NON-DEDICATED HOST TETHER DISTANCE:(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_483) CONTENT: Affects the distance that connected players are allowed to be from the host player.(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_483) CONTENT: Affects the distance that connected players are allowed to be from the host player.(/Engine/Transient.TRASHCLASS_HostSession_286:EditableTextBox_275) CONTENT: PLAYER HARVESTING DAMAGE:(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_484) CONTENT: Higher numbers increase (by percentage) the damage Players deal to harvestable items (i.e. higher numbers mean faster resource collection).(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_484) CONTENT: Higher numbers increase (by percentage) the damage Players deal to harvestable items (i.e. higher numbers mean faster resource collection).(/Engine/Transient.TRASHCLASS_HostSession_286:Slider_271) CONTENT: Specifies the scaling factor for yields from all harvesting activities (e.g. chopping down trees, picking berries).(/Engine/Transient.TRASHCLASS_HostSession_286:EditableTextBox_276) CONTENT: Specifies the scaling factor for player character's water consumption. Higher values cause player characters to get thirsty faster.(/Engine/Transient.TRASHCLASS_HostSession_286:EditableTextBox_277) CONTENT: Specifies the scaling factor for player character's food consumption. Higher values cause player characters to get hungry faster.(/Engine/Transient.TRASHCLASS_HostSession_286:EditableTextBox_278) CONTENT: Specifies the scaling factor for dinosaur's food consumption. Higher values cause dinosaurs to get hungry faster.(/Engine/Transient.TRASHCLASS_HostSession_286:EditableTextBox_279) CONTENT: Specifies the scaling factor for player character's stamina consumption. Higher values cause player characters to get tired faster.(/Engine/Transient.TRASHCLASS_HostSession_286:EditableTextBox_280) CONTENT: Specifies the scaling factor for dinosaur's stamina consumption. Higher values cause dinosaurs to get tired faster.(/Engine/Transient.TRASHCLASS_HostSession_286:EditableTextBox_281) CONTENT: Specifies the scaling factor for player character's health recovery. Higher values cause player characters to heal faster.(/Engine/Transient.TRASHCLASS_HostSession_286:EditableTextBox_282) CONTENT: Specifies the scaling factor for dinosaur's health recovery. Higher values cause dinosaurs to heal faster.(/Engine/Transient.TRASHCLASS_HostSession_286:EditableTextBox_283) CONTENT: Higher numbers increase (by percentage) the damage Players deal to harvestable items (i.e. higher numbers mean faster resource collection).(/Engine/Transient.TRASHCLASS_HostSession_286:EditableTextBox_284) CONTENT: Specifies the scaling factor for dinosaur spawns. Higher values increase the total number of dinosaurs spawned throughout the ARK.(/Engine/Transient.TRASHCLASS_HostSession_286:EditableTextBox_285) CONTENT: Voice chat is heard by players across the entire ARK.(/Engine/Transient.TRASHCLASS_HostSession_286:CheckBox_114) CONTENT: NOTIFY PLAYER JOINED:(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_485) CONTENT: Players will always get notified if someone joins the server.(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_485) CONTENT: Players will always get notified if someone joins the server.(/Engine/Transient.TRASHCLASS_HostSession_286:CheckBox_115) CONTENT: NOTIFY PLAYER LEFT:(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_486) CONTENT: Players will always get notified if someone leaves the server.(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_486) CONTENT: Players will always get notified if someone leaves the server.(/Engine/Transient.TRASHCLASS_HostSession_286:CheckBox_116) CONTENT: NO TRIBUTES DOWNLOADS:(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_487) CONTENT: Disables downloading items, dinos, or characters from other servers.(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_487) CONTENT: Disables downloading items, dinos, or characters from other servers.(/Engine/Transient.TRASHCLASS_HostSession_286:CheckBox_117) CONTENT: ENABLE PROXIMITY TEXT CHAT:(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_488) CONTENT: Only players near each other can see their chat messages.(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_488) CONTENT: Only players near each other can see their chat messages.(/Engine/Transient.TRASHCLASS_HostSession_286:CheckBox_118) CONTENT: ENABLE GLOBAL VOICE CHAT:(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_489) CONTENT: Voice chat is heard by players across the entire ARK.(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_489) CONTENT: HARDCORE MODE:(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_490) CONTENT: Enables hardcore mode (player characters revert to level 1 upon death) (/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_490) CONTENT: Enables hardcore mode (player characters revert to level 1 upon death) (/Engine/Transient.TRASHCLASS_HostSession_286:CheckBox_119) CONTENT: Disables PvP, enables PvE(/Engine/Transient.TRASHCLASS_HostSession_286:CheckBox_120) CONTENT: PVE MODE:(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_491) CONTENT: Disables PvP, enables PvE(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_491) CONTENT: Show each player their own precise position when they view their map.(/Engine/Transient.TRASHCLASS_HostSession_286:CheckBox_121) CONTENT: ENABLE CROSSHAIR:(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_492) CONTENT: If checked, the crosshair is displayed on the HUD.(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_492) CONTENT: If checked, the crosshair is displayed on the HUD.(/Engine/Transient.TRASHCLASS_HostSession_286:CheckBox_122) CONTENT: FORCE NO HUD:(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_493) CONTENT: HUD always disabled.(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_493) CONTENT: HUD always disabled.(/Engine/Transient.TRASHCLASS_HostSession_286:CheckBox_123) CONTENT: SHOW MAP PLAYER LOCATION:(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_494) CONTENT: Show each player their own precise position when they view their map.(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_494) CONTENT: Enables logging for admin commands.(/Engine/Transient.TRASHCLASS_HostSession_286:CheckBox_124) CONTENT: ADMIN LOGGING:(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_495) CONTENT: Enables logging for admin commands.(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_495) CONTENT: NO SURVIVORS DOWNLOADS:(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_496) CONTENT: Disables downloading characters from other servers.(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_496) CONTENT: Disables downloading characters from other servers.(/Engine/Transient.TRASHCLASS_HostSession_286:CheckBox_125) CONTENT: NO ITEMS DOWNLOADS:(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_497) CONTENT: Disables downloading items from other servers.(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_497) CONTENT: Disables downloading items from other servers.(/Engine/Transient.TRASHCLASS_HostSession_286:CheckBox_126) CONTENT: NO DINOS DOWNLOADS:(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_498) CONTENT: Disables downloading dinosaurs from other servers.(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_498) CONTENT: Disables downloading dinosaurs from other servers.(/Engine/Transient.TRASHCLASS_HostSession_286:CheckBox_127) CONTENT: DISABLE FRIENDLY FIRE:(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_499) CONTENT: If checked, Friendly Fire (among tribemates, tribe dinos, tribe structures) is disabled in PvE.(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_499) CONTENT: If checked, Friendly Fire (among tribemates, tribe dinos, tribe structures) is disabled in PvE.(/Engine/Transient.TRASHCLASS_HostSession_286:CheckBox_128) CONTENT: DISABLE LOOT CRATES:(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_500) CONTENT: If checked, this will prevent spawning of Loot crates (artifact creates will still spawn).(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_500) CONTENT: If checked, this will prevent spawning of Loot crates (artifact creates will still spawn).(/Engine/Transient.TRASHCLASS_HostSession_286:CheckBox_129) CONTENT: Forces the max dinosaur level to 150, regardless of map.(/Engine/Transient.TRASHCLASS_HostSession_286:CheckBox_130) CONTENT: MAXIMUM DIFFICULTY:(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_501) CONTENT: Forces the max dinosaur level to 150, regardless of map.(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_501) CONTENT: Enables Third Person view(/Engine/Transient.TRASHCLASS_HostSession_286:CheckBox_131) CONTENT: ALLOW THIRD PERSON CAMERA:(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_502) CONTENT: Enables Third Person view(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_502) CONTENT: Allows local manipulation of gamma settings during PVP (could allow unfair advantages at night).(/Engine/Transient.TRASHCLASS_HostSession_286:CheckBox_132) CONTENT: ENABLE PVP GAMMA:(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_503) CONTENT: Allows local manipulation of gamma settings during PVP (could allow unfair advantages at night).(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_503) CONTENT: Modifies various internal statistics to support a faster-paced survival experience for a lone player or small group.(/Engine/Transient.TRASHCLASS_HostSession_286:CheckBox_133) CONTENT: USE SINGLEPLAYER SETTINGS:(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_504) CONTENT: Modifies various internal statistics to support a faster-paced survival experience for a lone player or small group.(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_504) CONTENT: USE CORPSE LOCATOR:(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_505) CONTENT: Displays a beacon of light at a player's corpse to help them locate where they died.(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_505) CONTENT: Displays a beacon of light at a player's corpse to help them locate where they died.(/Engine/Transient.TRASHCLASS_HostSession_286:CheckBox_134) CONTENT: DISABLE STRUCTURE PLACEMENT COLLISION:(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_506) CONTENT: Allows players to place structures that clip into terrain.(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_506) CONTENT: Allows players to place structures that clip into terrain.(/Engine/Transient.TRASHCLASS_HostSession_286:CheckBox_135) CONTENT: ALLOW MULTIPLE PLATFORM FLOORS:(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_507) CONTENT: Allows players to construct bases with multiple levels of floors on platform saddles.(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_507) CONTENT: Allows players to construct bases with multiple levels of floors on platform saddles.(/Engine/Transient.TRASHCLASS_HostSession_286:CheckBox_136) CONTENT: ALLOW UNLIMITED RESPECS:(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_508) CONTENT: Allows players to receive the benefit of a Mindwipe Tonic without leveling up between uses.(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_508) CONTENT: Allows players to receive the benefit of a Mindwipe Tonic without leveling up between uses.(/Engine/Transient.TRASHCLASS_HostSession_286:CheckBox_137) CONTENT: DISABLE DINO TAMING:(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_509) CONTENT: Disables the ability to tame dinos.(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_509) CONTENT: Disables the ability to tame dinos.(/Engine/Transient.TRASHCLASS_HostSession_286:CheckBox_138) CONTENT: DISABLE DINO RIDING:(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_510) CONTENT: Disables the ability to ride dinos.(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_510) CONTENT: Disables the ability to ride dinos.(/Engine/Transient.TRASHCLASS_HostSession_286:CheckBox_139) CONTENT: SHOW CREATIVE MODE:(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_511) CONTENT: Show Enable/Disable Creative Mode button in pause menu.(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_511) CONTENT: Show Enable/Disable Creative Mode button in pause menu.(/Engine/Transient.TRASHCLASS_HostSession_286:CheckBox_140) CONTENT: Enable/Disable the ability to level movement speed in flying creatures.(/Engine/Transient.TRASHCLASS_HostSession_286:CheckBox_141) CONTENT: ALLOW FLYER SPEED LEVELING:(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_512) CONTENT: Enable/Disable the ability to level movement speed in flying creatures.(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_512) CONTENT: Permit flying dinosaurs to pick up other dinosaurs and players when mounted by a player in PvE (/Engine/Transient.TRASHCLASS_HostSession_286:CheckBox_142) CONTENT: ALLOW FLYER CARRY PVE:(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_513) CONTENT: Permit flying dinosaurs to pick up other dinosaurs and players when mounted by a player in PvE (/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_513) CONTENT: Disable the gradual (7 days) decay of player structures.(/Engine/Transient.TRASHCLASS_HostSession_286:CheckBox_143) CONTENT: DISABLE STRUCTURE DECAY PVE:(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_514) CONTENT: Disable the gradual (7 days) decay of player structures.(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_514) CONTENT: PVE STRUCTURE DECAY PERIOD:(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_515) CONTENT: Affects the length of time a player or Tribe can remain inactive before their structures can be demolished by others.(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_515) CONTENT: Affects the length of time a player or Tribe can remain inactive before their structures can be demolished by others.(/Engine/Transient.TRASHCLASS_HostSession_286:Slider_272) CONTENT: ALLOW PVE TIMER:(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_516) CONTENT: Allow switching from PvE to PvP mode at pre-specified in-game times.(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_516) CONTENT: Allow switching from PvE to PvP mode at pre-specified in-game times.(/Engine/Transient.TRASHCLASS_HostSession_286:CheckBox_144) CONTENT: ALLOW PVE USE SYSTEM TIME:(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_517) CONTENT: Requires Allow PVE Timer to be true; Allows switching at real-world (server-side) times.(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_517) CONTENT: Requires Allow PVE Timer to be true; Allows switching at real-world (server-side) times.(/Engine/Transient.TRASHCLASS_HostSession_286:CheckBox_145) CONTENT: Time (in seconds) at which the game will switch to PVE settings if Allow PVE Timer is True.(/Engine/Transient.TRASHCLASS_HostSession_286:Slider_273) CONTENT: AUTO PVE START TIME SECONDS:(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_518) CONTENT: Time (in seconds) at which the game will switch to PVE settings if Allow PVE Timer is True.(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_518) CONTENT: Time (in seconds) at which the game will switch to PVP settings if Allow PVE Timer is True.(/Engine/Transient.TRASHCLASS_HostSession_286:Slider_274) CONTENT: AUTO PVE STOP TIME SECONDS:(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_519) CONTENT: Time (in seconds) at which the game will switch to PVP settings if Allow PVE Timer is True.(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_519) CONTENT: PVE ALLOW TRIBE WAR:(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_520) CONTENT: Allows Tribes in PVE to declare war and fight one another for a specified length of time.(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_520) CONTENT: Allows Tribes in PVE to declare war and fight one another for a specified length of time.(/Engine/Transient.TRASHCLASS_HostSession_286:CheckBox_146) CONTENT: PVE ALLOW TRIBE WAR CANCEL:(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_521) CONTENT: If checked, tribes may cancel an agreed-upon war before it has actually started.(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_521) CONTENT: If checked, tribes may cancel an agreed-upon war before it has actually started.(/Engine/Transient.TRASHCLASS_HostSession_286:CheckBox_147) CONTENT: DISABLE PVE GAMMA:(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_522) CONTENT: Prevents local manipulation of gamma settings for PVE (to prevent unfair advantages at night)(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_522) CONTENT: Prevents local manipulation of gamma settings for PVE (to prevent unfair advantages at night)(/Engine/Transient.TRASHCLASS_HostSession_286:CheckBox_148) CONTENT: ALLOW CAVE BUILDING PVE:(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_523) CONTENT: If checked, allows building in caves when PvE mode is also enabled.(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_523) CONTENT: If checked, allows building in caves when PvE mode is also enabled.(/Engine/Transient.TRASHCLASS_HostSession_286:CheckBox_149) CONTENT: Disable the gradual (7 days) decay of dinosaur ownership. Without this set to true, every dinosaur can be claimed by any player.(/Engine/Transient.TRASHCLASS_HostSession_286:CheckBox_150) CONTENT: DISABLE DINO DECAY PVE:(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_524) CONTENT: Disable the gradual (7 days) decay of dinosaur ownership. Without this set to true, every dinosaur can be claimed by any player. (/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_524) CONTENT: PVE DINO DECAY PERIOD:(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_525) CONTENT: Affects the length of time a player or Tribe can remain inactive before their dinosaurs can be claimed by others.(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_525) CONTENT: Affects the length of time a player or Tribe can remain inactive before their dinosaurs can be claimed by others.(/Engine/Transient.TRASHCLASS_HostSession_286:Slider_275) CONTENT: Time (in seconds) at which the game will switch to PVE settings if Allow PVE Timer is True.(/Engine/Transient.TRASHCLASS_HostSession_286:EditableTextBox_286) CONTENT: Time (in seconds) at which the game will switch to PVP settings if Allow PVE Timer is True.(/Engine/Transient.TRASHCLASS_HostSession_286:EditableTextBox_287) CONTENT: Affects the length of time a player or Tribe can remain inactive before their structures can be demolished by others.(/Engine/Transient.TRASHCLASS_HostSession_286:EditableTextBox_288) CONTENT: Affects the length of time a player or Tribe can remain inactive before their dinosaurs can be claimed by others.(/Engine/Transient.TRASHCLASS_HostSession_286:EditableTextBox_289) CONTENT: ENABLE EXTRA STRUCTURE PREVENTION VOLUMES:(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_526) CONTENT: Use this to completely disable building in specific resource-rich areas, in particular setup on TheIsland around the major mountains.(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_526) CONTENT: PREVENT TRIBE ALLIANCES:(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_527) CONTENT: Prevents Tribes from forming Alliances with one another.(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_527) CONTENT: Prevents Tribes from forming Alliances with one another.(/Engine/Transient.TRASHCLASS_HostSession_286:CheckBox_151) CONTENT: Use this to completely disable building in specific resource-rich areas, in particular setup on TheIsland around the major mountains.(/Engine/Transient.TRASHCLASS_HostSession_286:CheckBox_152) CONTENT: INC PVP RESPAWN INTERVAL CHECK PERIOD:(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_528) CONTENT: Time period during which dying to the same team again will trigger the INC PVP Respawn Interval Multiplier.(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_528) CONTENT: Affects the damage taken by structures built inside caves.(/Engine/Transient.TRASHCLASS_HostSession_286:Slider_276) CONTENT: INCREASE PVP RESPAWN INTERVAL:(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_529) CONTENT: Required for the INC PVP Respawn Interval values below to take effect.(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_529) CONTENT: Required for the INC PVP Respawn Interval values below to take effect.(/Engine/Transient.TRASHCLASS_HostSession_286:CheckBox_153) CONTENT: Time period during which dying to the same team again will trigger the INC PVP Respawn Interval Multiplier.(/Engine/Transient.TRASHCLASS_HostSession_286:Slider_277) CONTENT: PVP ZONE STRUCTURE DAMAGE:(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_530) CONTENT: Affects the damage taken by structures built inside caves.(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_530) CONTENT: INC PVP RESPAWN INTERVAL MULTIPLIER:(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_531) CONTENT: Multiple of INC PVP Respawn Interval Base that is added each successive death to the same team in PVP.(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_531) CONTENT: Multiple of INC PVP Respawn Interval Base that is added each successive death to the same team in PVP.(/Engine/Transient.TRASHCLASS_HostSession_286:Slider_278) CONTENT: INC PVP RESPAWN INTERVAL BASE:(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_532) CONTENT: Additional respawn time when killed by a team in PVP.(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_532) CONTENT: Additional respawn time when killed by a team in PVP.(/Engine/Transient.TRASHCLASS_HostSession_286:Slider_279) CONTENT: Affects the damage taken by structures built inside caves.(/Engine/Transient.TRASHCLASS_HostSession_286:EditableTextBox_290) CONTENT: Time period during which dying to the same team again will trigger the INC PVP Respawn Interval Multiplier.(/Engine/Transient.TRASHCLASS_HostSession_286:EditableTextBox_291) CONTENT: Multiple of INC PVP Respawn Interval Base that is added each successive death to the same team in PVP.(/Engine/Transient.TRASHCLASS_HostSession_286:EditableTextBox_292) CONTENT: Additional respawn time when killed by a team in PVP.(/Engine/Transient.TRASHCLASS_HostSession_286:EditableTextBox_293) CONTENT: Determines how close resources can spawn near bases(/Engine/Transient.TRASHCLASS_HostSession_286:EditableTextBox_294) CONTENT: STRUCTURE PREVENT RESOURCE RADIUS MULTIPLIER:(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_533) CONTENT: Determines how close resources can spawn near bases(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_533) CONTENT: Determines how close resources can spawn near bases(/Engine/Transient.TRASHCLASS_HostSession_286:Slider_280) CONTENT: If checked, the game will not have Diseases at all.(/Engine/Transient.TRASHCLASS_HostSession_286:CheckBox_154) CONTENT: PREVENT DISEASES:(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_534) CONTENT: If checked, the game will not have Diseases at all.(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_534) CONTENT: NON PERMANENT DISEASES:(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_535) CONTENT: If checked, Diseases will not be permanent (player characters will then lose diseases when they respawn).(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_535) CONTENT: If checked, Diseases will not be permanent (player characters will then lose diseases when they respawn).(/Engine/Transient.TRASHCLASS_HostSession_286:CheckBox_155) CONTENT: OFFLINE RAID PROTECTION LOGOFF PERIOD:(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_536) CONTENT: How long a tribe needs to be offline before offline raiding protection enables.(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_536) CONTENT: Force Flier dinos to be allowed into caves (Fliers are able to go into caves by default on custom maps)(/Engine/Transient.TRASHCLASS_HostSession_286:CheckBox_156) CONTENT: FORCE ALLOW CAVE FLIERS:(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_537) CONTENT: Force Flier dinos to be allowed into caves (Fliers are able to go into caves by default on custom maps)(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_537) CONTENT: Protects against raiding while a player/Tribe is offline.(/Engine/Transient.TRASHCLASS_HostSession_286:CheckBox_157) CONTENT: OFFLINE RAID PROTECTION:(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_538) CONTENT: Protects against raiding while a player/Tribe is offline.(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_538) CONTENT: Set to true to prevent dinosaurs from decaying while the Offline Raiding Prevention is active.(/Engine/Transient.TRASHCLASS_HostSession_286:CheckBox_158) CONTENT: PVP DINO DECAY:(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_539) CONTENT: Set to true to prevent dinosaurs from decaying while the Offline Raiding Prevention is active.(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_539) CONTENT: OVERRIDE STRUCTURE PLATFORM PREVENTION:(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_540) CONTENT: If checked, turrets and spikes can be built and operate on platform saddles.(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_540) CONTENT: If checked, turrets and spikes can be built and operate on platform saddles.(/Engine/Transient.TRASHCLASS_HostSession_286:CheckBox_159) CONTENT: How long a tribe needs to be offline before offline raiding protection enables.(/Engine/Transient.TRASHCLASS_HostSession_286:EditableTextBox_295) CONTENT: How long a tribe needs to be offline before offline raiding protection enables.(/Engine/Transient.TRASHCLASS_HostSession_286:Slider_281) CONTENT: WORLD SETTINGS(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_541) CONTENT: Specifies the scaling factor for the respawn rate for resource nodes (e.g. trees, rocks). Lower values cause nodes to respawn more frequently.(/Engine/Transient.TRASHCLASS_HostSession_286:Slider_282) CONTENT: RESOURCES RESPAWN PERIOD:(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_542) CONTENT: Specifies the scaling factor for the respawn rate for resource nodes (e.g. trees, rocks). Lower values cause nodes to respawn more frequently.(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_542) CONTENT: HARVEST HEALTH:(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_543) CONTENT: Specifies the scaling factor for the "health" of items that can be harvested (trees, rocks, carcasses, etc.). Higher values increase the amount of damage (i.e. "number of strikes") such objects can withstand before being destroyed, which results in higher overall harvest yields.(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_543) CONTENT: Specifies the scaling factor for the "health" of items that can be harvested (trees, rocks, carcasses, etc.). Higher values increase the amount of damage (i.e. "number of strikes") such objects can withstand before being destroyed, which results in higher overall harvest yields.(/Engine/Transient.TRASHCLASS_HostSession_286:Slider_283) CONTENT: POOP INTERVAL:(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_544) CONTENT: Higher numbers increase (by percentage) how frequently characters can poop.(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_544) CONTENT: Higher numbers increase (by percentage) how frequently characters can poop.(/Engine/Transient.TRASHCLASS_HostSession_286:Slider_284) CONTENT: LAY EGG INTERVAL:(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_545) CONTENT: Higher numbers increase (by percentage) the time between eggs spawning / being laid.(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_545) CONTENT: Higher numbers increase (by percentage) the time between eggs spawning / being laid.(/Engine/Transient.TRASHCLASS_HostSession_286:Slider_285) CONTENT: MATING INTERVAL:(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_546) CONTENT: Lower numbers decrease (on a percentage scale) the interval between which dinosaurs can mate (ex: 0.5 allows dinosaurs to mate 50% sooner).(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_546) CONTENT: Lower numbers decrease (on a percentage scale) the interval between which dinosaurs can mate (ex: 0.5 allows dinosaurs to mate 50% sooner).(/Engine/Transient.TRASHCLASS_HostSession_286:Slider_286) CONTENT: EGG HATCH SPEED:(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_547) CONTENT: Higher numbers decrease (by percentage) the time needed for fertilized egg to hatch.(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_547) CONTENT: Higher numbers decrease (by percentage) the time needed for fertilized egg to hatch.(/Engine/Transient.TRASHCLASS_HostSession_286:Slider_287) CONTENT: BABY MATURE SPEED:(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_548) CONTENT: Higher numbers decrease (by percentage) the time needed for a baby dinosaur to mature.(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_548) CONTENT: Higher numbers decrease (by percentage) the time needed for a baby dinosaur to mature.(/Engine/Transient.TRASHCLASS_HostSession_286:Slider_288) CONTENT: BABY FOOD CONSUMPTION SPEED:(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_549) CONTENT: Higher numbers decrease (by percentage) the speed that baby dinos eat their food.(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_549) CONTENT: Higher numbers decrease (by percentage) the speed that baby dinos eat their food.(/Engine/Transient.TRASHCLASS_HostSession_286:Slider_289) CONTENT: Specifies the scaling factor for the respawn rate for resource nodes (e.g. trees, rocks). Lower values cause nodes to respawn more frequently.(/Engine/Transient.TRASHCLASS_HostSession_286:EditableTextBox_296) CONTENT: Specifies the scaling factor for the "health" of items that can be harvested (trees, rocks, carcasses, etc.). Higher values increase the amount of damage (i.e. "number of strikes") such objects can withstand before being destroyed, which results in higher overall harvest yields.(/Engine/Transient.TRASHCLASS_HostSession_286:EditableTextBox_297) CONTENT: Higher numbers decrease (by percentage) the speed that baby dinos eat their food.(/Engine/Transient.TRASHCLASS_HostSession_286:EditableTextBox_298) CONTENT: Higher numbers decrease (by percentage) the time needed for a baby dinosaur to mature.(/Engine/Transient.TRASHCLASS_HostSession_286:EditableTextBox_299) CONTENT: Higher numbers decrease (by percentage) the time needed for fertilized egg to hatch.(/Engine/Transient.TRASHCLASS_HostSession_286:EditableTextBox_300) CONTENT: Lower numbers decrease (on a percentage scale) the interval between which dinosaurs can mate (ex: 0.5 allows dinosaurs to mate 50% sooner).(/Engine/Transient.TRASHCLASS_HostSession_286:EditableTextBox_301) CONTENT: Higher numbers increase (by percentage) the time between eggs spawning / being laid.(/Engine/Transient.TRASHCLASS_HostSession_286:EditableTextBox_302) CONTENT: Higher numbers increase (by percentage) how frequently characters can poop.(/Engine/Transient.TRASHCLASS_HostSession_286:EditableTextBox_303) CONTENT: BABY CUDDLE INTERVAL MULTIPLIER:(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_550) CONTENT: How often Babies want to cuddle. More often means players will need to cuddle with the baby more frequently to gain Imprinting Quality.(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_550) CONTENT: How often Babies want to cuddle. More often means players will need to cuddle with the baby more frequently to gain Imprinting Quality.(/Engine/Transient.TRASHCLASS_HostSession_286:EditableTextBox_304) CONTENT: How often Babies want to cuddle. More often means players will need to cuddle with the baby more frequently to gain Imprinting Quality.(/Engine/Transient.TRASHCLASS_HostSession_286:Slider_290) CONTENT: BABY CUDDLE GRACE PERIOD MULTIPLIER:(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_551) CONTENT: A multiplier on how long after delaying cuddling with the Baby before Imprinting Quality starts to decrease.(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_551) CONTENT: A multiplier on how long after delaying cuddling with the Baby before Imprinting Quality starts to decrease.(/Engine/Transient.TRASHCLASS_HostSession_286:EditableTextBox_305) CONTENT: A multiplier on how long after delaying cuddling with the Baby before Imprinting Quality starts to decrease.(/Engine/Transient.TRASHCLASS_HostSession_286:Slider_291) CONTENT: A multiplier on how fast Imprinting Qualitiy decreases after the grace period if the players has not yet cuddled with the Baby.(/Engine/Transient.TRASHCLASS_HostSession_286:Slider_292) CONTENT: A multiplier on how fast Imprinting Qualitiy decreases after the grace period if the players has not yet cuddled with the Baby.(/Engine/Transient.TRASHCLASS_HostSession_286:EditableTextBox_306) CONTENT: BABY CUDDLE LOSE IMPRINT QUALITY SPEED MULTIPLIER:(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_552) CONTENT: A multiplier on how fast Imprinting Qualitiy decreases after the grace period if the players has not yet cuddled with the Baby.(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_552) CONTENT: ALLOW ANYONE BABY IMPRINT CUDDLE:(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_553) CONTENT: If checked, everyone is allowed to "take care" of a Baby Dino, including cuddling, not just the player character who imprinted the Baby.(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_553) CONTENT: If checked, everyone is allowed to "take care" of a Baby Dino, including cuddling, not just the player character who imprinted the Baby.(/Engine/Transient.TRASHCLASS_HostSession_286:CheckBox_160) CONTENT: DISABLE IMPRINT DINO BUFF:(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_554) CONTENT: If checked, the damage and resistance buff on player characters who imprint a Baby dino is disabled.(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_554) CONTENT: If checked, the damage and resistance buff on player characters who imprint a Baby dino is disabled.(/Engine/Transient.TRASHCLASS_HostSession_286:CheckBox_161) CONTENT: How much of an effect on stats the Imprinting Quality has. Set it to 0 to effectively disable the system.(/Engine/Transient.TRASHCLASS_HostSession_286:EditableTextBox_307) CONTENT: BABY IMPRINTING STAT SCALE MULTIPLIER:(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_555) CONTENT: How much of an effect on stats the Imprinting Quality has. Set it to 0 to effectively disable the system.(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_555) CONTENT: How much of an effect on stats the Imprinting Quality has. Set it to 0 to effectively disable the system.(/Engine/Transient.TRASHCLASS_HostSession_286:Slider_293) CONTENT: DAY CYCLE SPEED:(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_556) CONTENT: Specifies the scaling factor for the passage of time in the ARK, controlling how often day changes to night and night changes to day. (Values less than 1 slow down the cycle)(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_556) CONTENT: Specifies the scaling factor for the passage of time in the ARK, controlling how often day changes to night and night changes to day. (Values less than 1 slow down the cycle)(/Engine/Transient.TRASHCLASS_HostSession_286:Slider_294) CONTENT: DAY TIME SPEED:(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_557) CONTENT: Determines the length of each day, relative to the length of each night (as specified by NightTimeSpeedScale. Lowering this value increases the length of each day.)(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_557) CONTENT: Determines the length of each day, relative to the length of each night (as specified by NightTimeSpeedScale. Lowering this value increases the length of each day.)(/Engine/Transient.TRASHCLASS_HostSession_286:Slider_295) CONTENT: NIGHT TIME SPEED:(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_558) CONTENT: Determines the length of each night, relative to the length of each day (as specified by DayTimeSpeedScale. Lowering this value increases the length of each night.)(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_558) CONTENT: Determines the length of each night, relative to the length of each day (as specified by DayTimeSpeedScale. Lowering this value increases the length of each night.)(/Engine/Transient.TRASHCLASS_HostSession_286:Slider_296) CONTENT: Multiplier that influences the spoil timer on all items.(/Engine/Transient.TRASHCLASS_HostSession_286:Slider_297) CONTENT: SPOILING TIME:(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_559) CONTENT: Multiplier that influences the spoil timer on all items.(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_559) CONTENT: ITEM DECOMPOSITION TIME:(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_560) CONTENT: Multiplier that influences how long dropped items remain in the world.(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_560) CONTENT: Multiplier that influences how long dropped items remain in the world.(/Engine/Transient.TRASHCLASS_HostSession_286:Slider_298) CONTENT: CORPSE DECOMPOSITION TIME:(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_561) CONTENT: Multiplier that influences how long corpses remain in the world.(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_561) CONTENT: Multiplier that influences how long corpses remain in the world.(/Engine/Transient.TRASHCLASS_HostSession_286:Slider_299) CONTENT: Multiplier that influences how far away from player characters resources will regrow/respawn. (/Engine/Transient.TRASHCLASS_HostSession_286:Slider_300) CONTENT: NO RESOURCE RADIUS - PLAYERS:(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_562) CONTENT: Multiplier that influences how far away from player characters resources will regrow/respawn. (/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_562) CONTENT: NO RESOURCE RADIUS - STRUCTURES:(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_563) CONTENT: Multiplier that influences how far away from structures resources will regrow/respawn. (/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_563) CONTENT: Multiplier that influences how far away from structures resources will regrow/respawn. (/Engine/Transient.TRASHCLASS_HostSession_286:Slider_301) CONTENT: Higher numbers increase (by percentage) the speed of crop growth.(/Engine/Transient.TRASHCLASS_HostSession_286:Slider_302) CONTENT: CROP GROWTH SPEED:(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_564) CONTENT: Higher numbers increase (by percentage) the speed of crop growth.(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_564) CONTENT: Higher numbers decrease (by percentage) the speed of crop decay in plots(/Engine/Transient.TRASHCLASS_HostSession_286:Slider_303) CONTENT: CROP DECAY SPEED:(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_565) CONTENT: Higher numbers decrease (by percentage) the speed of crop decay in plots(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_565) CONTENT: Specifies the scaling factor for the passage of time in the ARK, controlling how often day changes to night and night changes to day. (Values less than 1 slow down the cycle)(/Engine/Transient.TRASHCLASS_HostSession_286:EditableTextBox_308) CONTENT: Determines the length of each day, relative to the length of each night (as specified by NightTimeSpeedScale. Lowering this value increases the length of each day.)(/Engine/Transient.TRASHCLASS_HostSession_286:EditableTextBox_309) CONTENT: Determines the length of each night, relative to the length of each day (as specified by DayTimeSpeedScale. Lowering this value increases the length of each night.)(/Engine/Transient.TRASHCLASS_HostSession_286:EditableTextBox_310) CONTENT: Multiplier that influences the spoil timer on all items.(/Engine/Transient.TRASHCLASS_HostSession_286:EditableTextBox_311) CONTENT: Multiplier that influences how long dropped items remain in the world.(/Engine/Transient.TRASHCLASS_HostSession_286:EditableTextBox_312) CONTENT: Multiplier that influences how long corpses remain in the world.(/Engine/Transient.TRASHCLASS_HostSession_286:EditableTextBox_313) CONTENT: Multiplier that influences how far away from player characters resources will regrow/respawn. (/Engine/Transient.TRASHCLASS_HostSession_286:EditableTextBox_314) CONTENT: Multiplier that influences how far away from structures resources will regrow/respawn. (/Engine/Transient.TRASHCLASS_HostSession_286:EditableTextBox_315) CONTENT: Higher numbers increase (by percentage) the speed of crop growth.(/Engine/Transient.TRASHCLASS_HostSession_286:EditableTextBox_316) CONTENT: Higher numbers decrease (by percentage) the speed of crop decay in plots(/Engine/Transient.TRASHCLASS_HostSession_286:EditableTextBox_317) CONTENT: WILD DINO STATS PER LEVEL(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_566) CONTENT: WATER:(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_567) CONTENT: Multiplier that changes the amount of Water gained by wild dinos as a percentage of the default setting.(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_567) CONTENT: HEALTH:(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_568) CONTENT: Multiplier that changes the amount of Health gained by wild dinos as a percentage of the default setting.(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_568) CONTENT: Multiplier that changes the amount of Health gained by wild dinos as a percentage of the default setting.(/Engine/Transient.TRASHCLASS_HostSession_286:Slider_304) CONTENT: STAMINA:(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_569) CONTENT: Multiplier that changes the amount of Stamina gained by wild dinos as a percentage of the default setting.(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_569) CONTENT: Multiplier that changes the amount of Stamina gained by wild dinos as a percentage of the default setting.(/Engine/Transient.TRASHCLASS_HostSession_286:Slider_305) CONTENT: TORPIDITY:(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_570) CONTENT: Multiplier that changes the amount of Torpidity gained by wild dinos as a percentage of the default setting.(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_570) CONTENT: Multiplier that changes the amount of Torpidity gained by wild dinos as a percentage of the default setting.(/Engine/Transient.TRASHCLASS_HostSession_286:Slider_306) CONTENT: Multiplier that changes the amount of Oxygen gained by wild dinos as a percentage of the default setting.(/Engine/Transient.TRASHCLASS_HostSession_286:Slider_307) CONTENT: OXYGEN:(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_571) CONTENT: Multiplier that changes the amount of Oxygen gained by wild dinos as a percentage of the default setting.(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_571) CONTENT: FOOD:(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_572) CONTENT: Multiplier that changes the amount of Food gained by wild dinos as a percentage of the default setting.(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_572) CONTENT: Multiplier that changes the amount of Food gained by wild dinos as a percentage of the default setting.(/Engine/Transient.TRASHCLASS_HostSession_286:Slider_308) CONTENT: Multiplier that changes the amount of Water gained by wild dinos as a percentage of the default setting.(/Engine/Transient.TRASHCLASS_HostSession_286:Slider_309) CONTENT: Multiplier that changes the amount of Temperature gained by wild dinos as a percentage of the default setting.(/Engine/Transient.TRASHCLASS_HostSession_286:Slider_310) CONTENT: TEMP:(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_573) CONTENT: Multiplier that changes the amount of Temperature gained by wild dinos as a percentage of the default setting.(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_573) CONTENT: WEIGHT:(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_574) CONTENT: Multiplier that changes the amount of Weight gained by wild dinos as a percentage of the default setting.(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_574) CONTENT: Multiplier that changes the amount of Weight gained by wild dinos as a percentage of the default setting.(/Engine/Transient.TRASHCLASS_HostSession_286:Slider_311) CONTENT: Multiplier that changes the amount of Melee Damage gained by wild dinos as a percentage of the default setting.(/Engine/Transient.TRASHCLASS_HostSession_286:Slider_312) CONTENT: DAMAGE:(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_575) CONTENT: Multiplier that changes the amount of Melee Damage gained by wild dinos as a percentage of the default setting.(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_575) CONTENT: Multiplier that changes the amount of Speed gained by wild dinos as a percentage of the default setting.(/Engine/Transient.TRASHCLASS_HostSession_286:Slider_313) CONTENT: SPEED:(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_576) CONTENT: Multiplier that changes the amount of Speed gained by wild dinos as a percentage of the default setting.(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_576) CONTENT: TEMP FORT:(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_577) CONTENT: Multiplier that changes the amount of Fortitude gained by wild dinos as a percentage of the default setting.(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_577) CONTENT: Multiplier that changes the amount of Fortitude gained by wild dinos as a percentage of the default setting.(/Engine/Transient.TRASHCLASS_HostSession_286:Slider_314) CONTENT: Multiplier that changes the amount of Health gained by wild dinos as a percentage of the default setting.(/Engine/Transient.TRASHCLASS_HostSession_286:EditableTextBox_318) CONTENT: Multiplier that changes the amount of Stamina gained by wild dinos as a percentage of the default setting.(/Engine/Transient.TRASHCLASS_HostSession_286:EditableTextBox_319) CONTENT: Multiplier that changes the amount of Torpidity gained by wild dinos as a percentage of the default setting.(/Engine/Transient.TRASHCLASS_HostSession_286:EditableTextBox_320) CONTENT: Multiplier that changes the amount of Oxygen gained by wild dinos as a percentage of the default setting.(/Engine/Transient.TRASHCLASS_HostSession_286:EditableTextBox_321) CONTENT: Multiplier that changes the amount of Food gained by wild dinos as a percentage of the default setting.(/Engine/Transient.TRASHCLASS_HostSession_286:EditableTextBox_322) CONTENT: Multiplier that changes the amount of Water gained by wild dinos as a percentage of the default setting.(/Engine/Transient.TRASHCLASS_HostSession_286:EditableTextBox_323) CONTENT: Multiplier that changes the amount of Temperature gained by wild dinos as a percentage of the default setting.(/Engine/Transient.TRASHCLASS_HostSession_286:EditableTextBox_324) CONTENT: Multiplier that changes the amount of Weight gained by wild dinos as a percentage of the default setting.(/Engine/Transient.TRASHCLASS_HostSession_286:EditableTextBox_325) CONTENT: Multiplier that changes the amount of Melee Damage gained by wild dinos as a percentage of the default setting.(/Engine/Transient.TRASHCLASS_HostSession_286:EditableTextBox_326) CONTENT: Multiplier that changes the amount of Speed gained by wild dinos as a percentage of the default setting.(/Engine/Transient.TRASHCLASS_HostSession_286:EditableTextBox_327) CONTENT: Multiplier that changes the amount of Fortitude gained by wild dinos as a percentage of the default setting.(/Engine/Transient.TRASHCLASS_HostSession_286:EditableTextBox_328) CONTENT: TAMED DINOS STATS PER LEVEL(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_578) CONTENT: HEALTH:(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_579) CONTENT: Multiplier that changes the amount of Health gained by tamed dinos as a percentage of the default setting.(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_579) CONTENT: Multiplier that changes the amount of Health gained by tamed dinos as a percentage of the default setting.(/Engine/Transient.TRASHCLASS_HostSession_286:Slider_315) CONTENT: STAMINA:(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_580) CONTENT: Multiplier that changes the amount of Stamina gained by tamed dinos as a percentage of the default setting.(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_580) CONTENT: Multiplier that changes the amount of Stamina gained by tamed dinos as a percentage of the default setting.(/Engine/Transient.TRASHCLASS_HostSession_286:Slider_316) CONTENT: TORPIDITY:(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_581) CONTENT: Multiplier that changes the amount of Torpidity gained by tamed dinos as a percentage of the default setting.(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_581) CONTENT: Multiplier that changes the amount of Torpidity gained by tamed dinos as a percentage of the default setting.(/Engine/Transient.TRASHCLASS_HostSession_286:Slider_317) CONTENT: Multiplier that changes the amount of Oxygen gained by tamed dinos as a percentage of the default setting.(/Engine/Transient.TRASHCLASS_HostSession_286:Slider_318) CONTENT: OXYGEN:(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_582) CONTENT: Multiplier that changes the amount of Oxygen gained by tamed dinos as a percentage of the default setting.(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_582) CONTENT: FOOD:(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_583) CONTENT: Multiplier that changes the amount of Food gained by tamed dinos as a percentage of the default setting.(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_583) CONTENT: Multiplier that changes the amount of Food gained by tamed dinos as a percentage of the default setting.(/Engine/Transient.TRASHCLASS_HostSession_286:Slider_319) CONTENT: Multiplier that changes the amount of Water gained by tamed dinos as a percentage of the default setting.(/Engine/Transient.TRASHCLASS_HostSession_286:Slider_320) CONTENT: WATER:(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_584) CONTENT: Multiplier that changes the amount of Water gained by tamed dinos as a percentage of the default setting.(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_584) CONTENT: Multiplier that changes the amount of Temperature gained by tamed dinos as a percentage of the default setting.(/Engine/Transient.TRASHCLASS_HostSession_286:Slider_321) CONTENT: TEMP:(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_585) CONTENT: Multiplier that changes the amount of Temperature gained by tamed dinos as a percentage of the default setting.(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_585) CONTENT: WEIGHT:(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_586) CONTENT: Multiplier that changes the amount of Weight gained by tamed dinos as a percentage of the default setting.(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_586) CONTENT: Multiplier that changes the amount of Weight gained by tamed dinos as a percentage of the default setting.(/Engine/Transient.TRASHCLASS_HostSession_286:Slider_322) CONTENT: Multiplier that changes the amount of Melee Damage gained by tamed dinos as a percentage of the default setting.(/Engine/Transient.TRASHCLASS_HostSession_286:Slider_323) CONTENT: DAMAGE:(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_587) CONTENT: Multiplier that changes the amount of Melee Damage gained by tamed dinos as a percentage of the default setting.(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_587) CONTENT: Multiplier that changes the amount of Speed gained by tamed dinos as a percentage of the default setting.(/Engine/Transient.TRASHCLASS_HostSession_286:Slider_324) CONTENT: SPEED:(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_588) CONTENT: Multiplier that changes the amount of Speed gained by tamed dinos as a percentage of the default setting.(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_588) CONTENT: TEMP FORT:(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_589) CONTENT: Multiplier that changes the amount of Fortitude gained by tamed dinos as a percentage of the default setting.(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_589) CONTENT: Multiplier that changes the amount of Fortitude gained by tamed dinos as a percentage of the default setting.(/Engine/Transient.TRASHCLASS_HostSession_286:Slider_325) CONTENT: Multiplier that changes the amount of Health gained by tamed dinos as a percentage of the default setting.(/Engine/Transient.TRASHCLASS_HostSession_286:EditableTextBox_329) CONTENT: Multiplier that changes the amount of Stamina gained by tamed dinos as a percentage of the default setting.(/Engine/Transient.TRASHCLASS_HostSession_286:EditableTextBox_330) CONTENT: Multiplier that changes the amount of Torpidity gained by tamed dinos as a percentage of the default setting.(/Engine/Transient.TRASHCLASS_HostSession_286:EditableTextBox_331) CONTENT: Multiplier that changes the amount of Oxygen gained by tamed dinos as a percentage of the default setting.(/Engine/Transient.TRASHCLASS_HostSession_286:EditableTextBox_332) CONTENT: Multiplier that changes the amount of Food gained by tamed dinos as a percentage of the default setting.(/Engine/Transient.TRASHCLASS_HostSession_286:EditableTextBox_333) CONTENT: Multiplier that changes the amount of Water gained by tamed dinos as a percentage of the default setting.(/Engine/Transient.TRASHCLASS_HostSession_286:EditableTextBox_334) CONTENT: Multiplier that changes the amount of Temperature gained by tamed dinos as a percentage of the default setting.(/Engine/Transient.TRASHCLASS_HostSession_286:EditableTextBox_335) CONTENT: Multiplier that changes the amount of Weight gained by tamed dinos as a percentage of the default setting.(/Engine/Transient.TRASHCLASS_HostSession_286:EditableTextBox_336) CONTENT: Multiplier that changes the amount of Melee Damage gained by tamed dinos as a percentage of the default setting.(/Engine/Transient.TRASHCLASS_HostSession_286:EditableTextBox_337) CONTENT: Multiplier that changes the amount of Speed gained by tamed dinos as a percentage of the default setting.(/Engine/Transient.TRASHCLASS_HostSession_286:EditableTextBox_338) CONTENT: Multiplier that changes the amount of Fortitude gained by tamed dinos as a percentage of the default setting.(/Engine/Transient.TRASHCLASS_HostSession_286:EditableTextBox_339) CONTENT: TAMED DINOS ADD PER LEVEL(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_590) CONTENT: Multiplier that changes the amount of Health gained by tamed dinos per point invested, as a percentage of the default setting. (/Engine/Transient.TRASHCLASS_HostSession_286:Slider_326) CONTENT: Multiplier that changes the amount of Stamina gained by tamed dinos per point invested, as a percentage of the default setting. (/Engine/Transient.TRASHCLASS_HostSession_286:Slider_327) CONTENT: Multiplier that changes the amount of Torpidity gained by tamed dinos per point invested, as a percentage of the default setting. (/Engine/Transient.TRASHCLASS_HostSession_286:Slider_328) CONTENT: Multiplier that changes the amount of Oxygen gained by tamed dinos per point invested, as a percentage of the default setting. (/Engine/Transient.TRASHCLASS_HostSession_286:Slider_329) CONTENT: Multiplier that changes the amount of Food gained by tamed dinos per point invested, as a percentage of the default setting. (/Engine/Transient.TRASHCLASS_HostSession_286:Slider_330) CONTENT: Multiplier that changes the amount of Water gained by tamed dinos per point invested, as a percentage of the default setting. (/Engine/Transient.TRASHCLASS_HostSession_286:Slider_331) CONTENT: Multiplier that changes the amount of Temperature gained by tamed dinos per point invested, as a percentage of the default setting. (/Engine/Transient.TRASHCLASS_HostSession_286:Slider_332) CONTENT: Multiplier that changes the amount of Weight gained by tamed dinos per point invested, as a percentage of the default setting. (/Engine/Transient.TRASHCLASS_HostSession_286:Slider_333) CONTENT: Multiplier that changes the amount of Melee Damage gained by tamed dinos per point invested, as a percentage of the default setting. (/Engine/Transient.TRASHCLASS_HostSession_286:Slider_334) CONTENT: Multiplier that changes the amount of Speed gained by tamed dinos per point invested, as a percentage of the default setting. (/Engine/Transient.TRASHCLASS_HostSession_286:Slider_335) CONTENT: Multiplier that changes the amount of Fortitude gained by tamed dinos per point invested, as a percentage of the default setting. (/Engine/Transient.TRASHCLASS_HostSession_286:Slider_336) CONTENT: Multiplier that changes the amount of Health gained by tamed dinos per point invested, as a percentage of the default setting. (/Engine/Transient.TRASHCLASS_HostSession_286:EditableTextBox_340) CONTENT: Multiplier that changes the amount of Stamina gained by tamed dinos per point invested, as a percentage of the default setting. (/Engine/Transient.TRASHCLASS_HostSession_286:EditableTextBox_341) CONTENT: Multiplier that changes the amount of Torpidity gained by tamed dinos per point invested, as a percentage of the default setting. (/Engine/Transient.TRASHCLASS_HostSession_286:EditableTextBox_342) CONTENT: Multiplier that changes the amount of Oxygen gained by tamed dinos per point invested, as a percentage of the default setting. (/Engine/Transient.TRASHCLASS_HostSession_286:EditableTextBox_343) CONTENT: Multiplier that changes the amount of Food gained by tamed dinos per point invested, as a percentage of the default setting. (/Engine/Transient.TRASHCLASS_HostSession_286:EditableTextBox_344) CONTENT: Multiplier that changes the amount of Water gained by tamed dinos per point invested, as a percentage of the default setting. (/Engine/Transient.TRASHCLASS_HostSession_286:EditableTextBox_345) CONTENT: Multiplier that changes the amount of Temperature gained by tamed dinos per point invested, as a percentage of the default setting. (/Engine/Transient.TRASHCLASS_HostSession_286:EditableTextBox_346) CONTENT: Multiplier that changes the amount of Weight gained by tamed dinos per point invested, as a percentage of the default setting. (/Engine/Transient.TRASHCLASS_HostSession_286:EditableTextBox_347) CONTENT: Multiplier that changes the amount of Melee Damage gained by tamed dinos per point invested, as a percentage of the default setting. (/Engine/Transient.TRASHCLASS_HostSession_286:EditableTextBox_348) CONTENT: Multiplier that changes the amount of Speed gained by tamed dinos per point invested, as a percentage of the default setting. (/Engine/Transient.TRASHCLASS_HostSession_286:EditableTextBox_349) CONTENT: Multiplier that changes the amount of Fortitude gained by tamed dinos per point invested, as a percentage of the default setting. (/Engine/Transient.TRASHCLASS_HostSession_286:EditableTextBox_350) CONTENT: HEALTH:(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_591) CONTENT: Multiplier that changes the amount of Health gained by tamed dinos per point invested, as a percentage of the default setting. (/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_591) CONTENT: TEMP FORT:(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_592) CONTENT: Multiplier that changes the amount of Fortitude gained by tamed dinos per point invested, as a percentage of the default setting. (/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_592) CONTENT: SPEED:(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_593) CONTENT: Multiplier that changes the amount of Speed gained by tamed dinos per point invested, as a percentage of the default setting. (/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_593) CONTENT: DAMAGE:(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_594) CONTENT: Multiplier that changes the amount of Melee Damage gained by tamed dinos per point invested, as a percentage of the default setting. (/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_594) CONTENT: WEIGHT:(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_595) CONTENT: Multiplier that changes the amount of Weight gained by tamed dinos per point invested, as a percentage of the default setting. (/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_595) CONTENT: WATER:(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_596) CONTENT: Multiplier that changes the amount of Water gained by tamed dinos per point invested, as a percentage of the default setting. (/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_596) CONTENT: TEMP:(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_597) CONTENT: Multiplier that changes the amount of Temperature gained by tamed dinos per point invested, as a percentage of the default setting. (/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_597) CONTENT: FOOD:(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_598) CONTENT: Multiplier that changes the amount of Food gained by tamed dinos per point invested, as a percentage of the default setting. (/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_598) CONTENT: OXYGEN:(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_599) CONTENT: Multiplier that changes the amount of Oxygen gained by tamed dinos per point invested, as a percentage of the default setting. (/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_599) CONTENT: TORPIDITY:(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_600) CONTENT: Multiplier that changes the amount of Torpidity gained by tamed dinos per point invested, as a percentage of the default setting. (/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_600) CONTENT: STAMINA:(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_601) CONTENT: Multiplier that changes the amount of Stamina gained by tamed dinos per point invested, as a percentage of the default setting. (/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_601) CONTENT: TAMED DINOS STATS AFFINITY(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_602) CONTENT: Multiplier that changes the amount of Health gained by dinos when they are tamed as a percentage of the default setting, depending on taming effectiveness.(/Engine/Transient.TRASHCLASS_HostSession_286:Slider_337) CONTENT: Multiplier that changes the amount of Stamina gained by dinos when they are tamed as a percentage of the default setting, depending on taming effectiveness.(/Engine/Transient.TRASHCLASS_HostSession_286:Slider_338) CONTENT: Multiplier that changes the amount of Torpidity gained by dinos when they are tamed as a percentage of the default setting, depending on taming effectiveness.(/Engine/Transient.TRASHCLASS_HostSession_286:Slider_339) CONTENT: Multiplier that changes the amount of Oxygen gained by dinos when they are tamed as a percentage of the default setting, depending on taming effectiveness.(/Engine/Transient.TRASHCLASS_HostSession_286:Slider_340) CONTENT: Multiplier that changes the amount of Food gained by dinos when they are tamed as a percentage of the default setting, depending on taming effectiveness.(/Engine/Transient.TRASHCLASS_HostSession_286:Slider_341) CONTENT: Multiplier that changes the amount of Water gained by dinos when they are tamed as a percentage of the default setting, depending on taming effectiveness.(/Engine/Transient.TRASHCLASS_HostSession_286:Slider_342) CONTENT: Multiplier that changes the amount of Temperature gained by dinos when they are tamed as a percentage of the default setting, depending on taming effectiveness.(/Engine/Transient.TRASHCLASS_HostSession_286:Slider_343) CONTENT: Multiplier that changes the amount of Weight gained by dinos when they are tamed as a percentage of the default setting, depending on taming effectiveness.(/Engine/Transient.TRASHCLASS_HostSession_286:Slider_344) CONTENT: Multiplier that changes the amount of Melee Damage gained by dinos when they are tamed as a percentage of the default setting, depending on taming effectiveness.(/Engine/Transient.TRASHCLASS_HostSession_286:Slider_345) CONTENT: Multiplier that changes the amount of Speed gained by dinos when they are tamed as a percentage of the default setting, depending on taming effectiveness.(/Engine/Transient.TRASHCLASS_HostSession_286:Slider_346) CONTENT: Multiplier that changes the amount of Fortitude gained by dinos when they are tamed as a percentage of the default setting, depending on taming effectiveness.(/Engine/Transient.TRASHCLASS_HostSession_286:Slider_347) CONTENT: Multiplier that changes the amount of Health gained by dinos when they are tamed as a percentage of the default setting, depending on taming effectiveness.(/Engine/Transient.TRASHCLASS_HostSession_286:EditableTextBox_351) CONTENT: Multiplier that changes the amount of Stamina gained by dinos when they are tamed as a percentage of the default setting, depending on taming effectiveness.(/Engine/Transient.TRASHCLASS_HostSession_286:EditableTextBox_352) CONTENT: Multiplier that changes the amount of Torpidity gained by dinos when they are tamed as a percentage of the default setting, depending on taming effectiveness.(/Engine/Transient.TRASHCLASS_HostSession_286:EditableTextBox_353) CONTENT: Multiplier that changes the amount of Oxygen gained by dinos when they are tamed as a percentage of the default setting, depending on taming effectiveness.(/Engine/Transient.TRASHCLASS_HostSession_286:EditableTextBox_354) CONTENT: Multiplier that changes the amount of Food gained by dinos when they are tamed as a percentage of the default setting, depending on taming effectiveness.(/Engine/Transient.TRASHCLASS_HostSession_286:EditableTextBox_355) CONTENT: Multiplier that changes the amount of Water gained by dinos when they are tamed as a percentage of the default setting, depending on taming effectiveness.(/Engine/Transient.TRASHCLASS_HostSession_286:EditableTextBox_356) CONTENT: Multiplier that changes the amount of Temperature gained by dinos when they are tamed as a percentage of the default setting, depending on taming effectiveness.(/Engine/Transient.TRASHCLASS_HostSession_286:EditableTextBox_357) CONTENT: Multiplier that changes the amount of Weight gained by dinos when they are tamed as a percentage of the default setting, depending on taming effectiveness.(/Engine/Transient.TRASHCLASS_HostSession_286:EditableTextBox_358) CONTENT: Multiplier that changes the amount of Melee Damage gained by dinos when they are tamed as a percentage of the default setting, depending on taming effectiveness.(/Engine/Transient.TRASHCLASS_HostSession_286:EditableTextBox_359) CONTENT: Multiplier that changes the amount of Speed gained by dinos when they are tamed as a percentage of the default setting, depending on taming effectiveness.(/Engine/Transient.TRASHCLASS_HostSession_286:EditableTextBox_360) CONTENT: Multiplier that changes the amount of Fortitude gained by dinos when they are tamed as a percentage of the default setting, depending on taming effectiveness.(/Engine/Transient.TRASHCLASS_HostSession_286:EditableTextBox_361) CONTENT: HEALTH:(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_603) CONTENT: Multiplier that changes the amount of Health gained by dinos when they are tamed as a percentage of the default setting, depending on taming effectiveness.(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_603) CONTENT: TORPIDITY:(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_604) CONTENT: Multiplier that changes the amount of Torpidity gained by dinos when they are tamed as a percentage of the default setting, depending on taming effectiveness.(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_604) CONTENT: STAMINA:(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_605) CONTENT: Multiplier that changes the amount of Stamina gained by dinos when they are tamed as a percentage of the default setting, depending on taming effectiveness.(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_605) CONTENT: OXYGEN:(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_606) CONTENT: Multiplier that changes the amount of Oxygen gained by dinos when they are tamed as a percentage of the default setting, depending on taming effectiveness.(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_606) CONTENT: FOOD:(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_607) CONTENT: Multiplier that changes the amount of Food gained by dinos when they are tamed as a percentage of the default setting, depending on taming effectiveness.(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_607) CONTENT: WATER:(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_608) CONTENT: Multiplier that changes the amount of Water gained by dinos when they are tamed as a percentage of the default setting, depending on taming effectiveness.(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_608) CONTENT: TEMP:(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_609) CONTENT: Multiplier that changes the amount of Temperature gained by dinos when they are tamed as a percentage of the default setting, depending on taming effectiveness.(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_609) CONTENT: WEIGHT:(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_610) CONTENT: Multiplier that changes the amount of Weight gained by dinos when they are tamed as a percentage of the default setting, depending on taming effectiveness.(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_610) CONTENT: DAMAGE:(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_611) CONTENT: Multiplier that changes the amount of Melee Damage gained by dinos when they are tamed as a percentage of the default setting, depending on taming effectiveness.(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_611) CONTENT: SPEED:(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_612) CONTENT: Multiplier that changes the amount of Speed gained by dinos when they are tamed as a percentage of the default setting, depending on taming effectiveness.(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_612) CONTENT: TEMP FORT:(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_613) CONTENT: Multiplier that changes the amount of Fortitude gained by dinos when they are tamed as a percentage of the default setting, depending on taming effectiveness.(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_613) CONTENT: PLAYER STATS PER LEVEL(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_614) CONTENT: Multiplier that changes the amount of Health gained by player characters per point invested, as a percentage of the default setting. (/Engine/Transient.TRASHCLASS_HostSession_286:Slider_348) CONTENT: Multiplier that changes the amount of Stamina gained by player characters per point invested, as a percentage of the default setting. (/Engine/Transient.TRASHCLASS_HostSession_286:Slider_349) CONTENT: Multiplier that changes the amount of Torpidity gained by player characters per point invested, as a percentage of the default setting. (/Engine/Transient.TRASHCLASS_HostSession_286:Slider_350) CONTENT: Multiplier that changes the amount of Oxygen gained by player characters per point invested, as a percentage of the default setting. (/Engine/Transient.TRASHCLASS_HostSession_286:Slider_351) CONTENT: Multiplier that changes the amount of Food gained by player characters per point invested, as a percentage of the default setting. (/Engine/Transient.TRASHCLASS_HostSession_286:Slider_352) CONTENT: Multiplier that changes the amount of Water gained by player characters per point invested, as a percentage of the default setting. (/Engine/Transient.TRASHCLASS_HostSession_286:Slider_353) CONTENT: Multiplier that changes the amount of Temperature gained by player characters per point invested, as a percentage of the default setting. (/Engine/Transient.TRASHCLASS_HostSession_286:Slider_354) CONTENT: Multiplier that changes the amount of Weight gained by player characters per point invested, as a percentage of the default setting. (/Engine/Transient.TRASHCLASS_HostSession_286:Slider_355) CONTENT: Multiplier that changes the amount of Melee Damage gained by player characters per point invested, as a percentage of the default setting. (/Engine/Transient.TRASHCLASS_HostSession_286:Slider_356) CONTENT: Multiplier that changes the amount of Speed gained by player characters per point invested, as a percentage of the default setting. (/Engine/Transient.TRASHCLASS_HostSession_286:Slider_357) CONTENT: Multiplier that changes the amount of Fortitude gained by player characters per point invested, as a percentage of the default setting. (/Engine/Transient.TRASHCLASS_HostSession_286:Slider_358) CONTENT: Multiplier that changes the amount of Health gained by player characters per point invested, as a percentage of the default setting. (/Engine/Transient.TRASHCLASS_HostSession_286:EditableTextBox_362) CONTENT: Multiplier that changes the amount of Stamina gained by player characters per point invested, as a percentage of the default setting. (/Engine/Transient.TRASHCLASS_HostSession_286:EditableTextBox_363) CONTENT: Multiplier that changes the amount of Torpidity gained by player characters per point invested, as a percentage of the default setting. (/Engine/Transient.TRASHCLASS_HostSession_286:EditableTextBox_364) CONTENT: Multiplier that changes the amount of Oxygen gained by player characters per point invested, as a percentage of the default setting. (/Engine/Transient.TRASHCLASS_HostSession_286:EditableTextBox_365) CONTENT: Multiplier that changes the amount of Food gained by player characters per point invested, as a percentage of the default setting. (/Engine/Transient.TRASHCLASS_HostSession_286:EditableTextBox_366) CONTENT: Multiplier that changes the amount of Water gained by player characters per point invested, as a percentage of the default setting. (/Engine/Transient.TRASHCLASS_HostSession_286:EditableTextBox_367) CONTENT: Multiplier that changes the amount of Temperature gained by player characters per point invested, as a percentage of the default setting. (/Engine/Transient.TRASHCLASS_HostSession_286:EditableTextBox_368) CONTENT: Multiplier that changes the amount of Weight gained by player characters per point invested, as a percentage of the default setting. (/Engine/Transient.TRASHCLASS_HostSession_286:EditableTextBox_369) CONTENT: Multiplier that changes the amount of Melee Damage gained by player characters per point invested, as a percentage of the default setting. (/Engine/Transient.TRASHCLASS_HostSession_286:EditableTextBox_370) CONTENT: Multiplier that changes the amount of Speed gained by player characters per point invested, as a percentage of the default setting. (/Engine/Transient.TRASHCLASS_HostSession_286:EditableTextBox_371) CONTENT: Multiplier that changes the amount of Fortitude gained by player characters per point invested, as a percentage of the default setting. (/Engine/Transient.TRASHCLASS_HostSession_286:EditableTextBox_372) CONTENT: TEMP FORT:(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_615) CONTENT: Multiplier that changes the amount of Fortitude gained by player characters per point invested, as a percentage of the default setting. (/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_615) CONTENT: SPEED:(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_616) CONTENT: Multiplier that changes the amount of Speed gained by player characters per point invested, as a percentage of the default setting. (/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_616) CONTENT: DAMAGE:(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_617) CONTENT: Multiplier that changes the amount of Melee Damage gained by player characters per point invested, as a percentage of the default setting. (/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_617) CONTENT: WEIGHT:(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_618) CONTENT: Multiplier that changes the amount of Weight gained by player characters per point invested, as a percentage of the default setting. (/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_618) CONTENT: TEMP:(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_619) CONTENT: Multiplier that changes the amount of Temperature gained by player characters per point invested, as a percentage of the default setting. (/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_619) CONTENT: WATER:(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_620) CONTENT: Multiplier that changes the amount of Water gained by player characters per point invested, as a percentage of the default setting. (/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_620) CONTENT: FOOD:(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_621) CONTENT: Multiplier that changes the amount of Food gained by player characters per point invested, as a percentage of the default setting. (/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_621) CONTENT: OXYGEN:(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_622) CONTENT: Multiplier that changes the amount of Oxygen gained by player characters per point invested, as a percentage of the default setting. (/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_622) CONTENT: TORPIDITY:(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_623) CONTENT: Multiplier that changes the amount of Torpidity gained by player characters per point invested, as a percentage of the default setting. (/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_623) CONTENT: STAMINA:(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_624) CONTENT: Multiplier that changes the amount of Stamina gained by player characters per point invested, as a percentage of the default setting. (/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_624) CONTENT: HEALTH:(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_625) CONTENT: Multiplier that changes the amount of Health gained by player characters per point invested, as a percentage of the default setting. (/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_625) CONTENT: EXPERIENCE MULTIPLIERS(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_626) CONTENT: Multiplier that influences how much experience is gained as a result of killing something.(/Engine/Transient.TRASHCLASS_HostSession_286:Slider_359) CONTENT: GENERIC:(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_627) CONTENT: Multiplier that influences how much experience is gained over time.(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_627) CONTENT: Multiplier that influences how much experience is gained over time.(/Engine/Transient.TRASHCLASS_HostSession_286:Slider_360) CONTENT: KILL:(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_628) CONTENT: Multiplier that influences how much experience is gained as a result of killing something.(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_628) CONTENT: HARVEST:(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_629) CONTENT: Multiplier that influences how much experience is gained by harvesting resources.(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_629) CONTENT: CRAFT:(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_630) CONTENT: Multiplier that influences how much experience is gained by crafting items.(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_630) CONTENT: SPECIAL:(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_631) CONTENT: Multiplier that influences how much experience is gained under certain circumstances.(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_631) CONTENT: Multiplier that influences how much experience is gained under certain circumstances.(/Engine/Transient.TRASHCLASS_HostSession_286:Slider_361) CONTENT: Multiplier that influences how much experience is gained by crafting items.(/Engine/Transient.TRASHCLASS_HostSession_286:Slider_362) CONTENT: Multiplier that influences how much experience is gained by harvesting resources.(/Engine/Transient.TRASHCLASS_HostSession_286:Slider_363) CONTENT: Multiplier that influences how much experience is gained under certain circumstances.(/Engine/Transient.TRASHCLASS_HostSession_286:EditableTextBox_373) CONTENT: Multiplier that influences how much experience is gained by crafting items.(/Engine/Transient.TRASHCLASS_HostSession_286:EditableTextBox_374) CONTENT: Multiplier that influences how much experience is gained by harvesting resources.(/Engine/Transient.TRASHCLASS_HostSession_286:EditableTextBox_375) CONTENT: Multiplier that influences how much experience is gained as a result of killing something.(/Engine/Transient.TRASHCLASS_HostSession_286:EditableTextBox_376) CONTENT: Multiplier that influences how much experience is gained over time.(/Engine/Transient.TRASHCLASS_HostSession_286:EditableTextBox_377) CONTENT: MISCELLANEOUS SETTINGS(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_632) CONTENT: Sets the maximum number of experience points a player character can accrue. (/Engine/Transient.TRASHCLASS_HostSession_286:EditableTextBox_378) CONTENT: PLAYER MAX EXPERIENCE POINTS:(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_633) CONTENT: Sets the maximum number of experience points a player character can accrue. (/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_633) CONTENT: DINO MAX EXPERIENCE POINTS:(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_634) CONTENT: Sets the maximum number of experience points a dinosaur can accrue. (/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_634) CONTENT: Sets the maximum number of experience points a dinosaur can accrue. (/Engine/Transient.TRASHCLASS_HostSession_286:EditableTextBox_379) CONTENT: ALLOW CUSTOM RECIPES:(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_635) CONTENT: If checked, players can create their own recipes and cook custom foods using the recipes.(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_635) CONTENT: If checked, players can create their own recipes and cook custom foods using the recipes.(/Engine/Transient.TRASHCLASS_HostSession_286:CheckBox_162) CONTENT: CUSTOM RECIPE EFFECTIVENESS:(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_636) CONTENT: Higher numbers increase (by percentage) the effectiveness of a custom recipe.(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_636) CONTENT: Higher numbers increase (by percentage) the effectiveness of a custom recipe.(/Engine/Transient.TRASHCLASS_HostSession_286:Slider_364) CONTENT: CUSTOM RECIPE SKILL FACTOR:(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_637) CONTENT: Higher numbers increase (by percentage) the effect of the player character's crafting speed level that is used as a base for the formula in creating a custom recipe.(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_637) CONTENT: Higher numbers increase (by percentage) the effect of the player character's crafting speed level that is used as a base for the formula in creating a custom recipe.(/Engine/Transient.TRASHCLASS_HostSession_286:Slider_365) CONTENT: FLYER PLATFORM UNALIGNED BASING:(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_638) CONTENT: If checked, dinosaurs not on a flier's "team" (tribe or ally) can stand on the flier platform. Otherwise, they slide off.(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_638) CONTENT: If checked, dinosaurs not on a flier's "team" (tribe or ally) can stand on the flier platform. Otherwise, they slide off.(/Engine/Transient.TRASHCLASS_HostSession_286:CheckBox_163) CONTENT: PASSIVE DEF HURT RIDERLESS DINOS:(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_639) CONTENT: If checked, spike walls will damage wild and riderless Dinosaurs.(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_639) CONTENT: If checked, spike walls will damage wild and riderless Dinosaurs.(/Engine/Transient.TRASHCLASS_HostSession_286:CheckBox_164) CONTENT: ONLY ALLOW SPECIFIED ENGRAMS:(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_640) CONTENT: If checked, any Engram not explicitly specified in the Engrams list will be hidden. All Items and Blueprints based on hidden Engrams will be removed.(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_640) CONTENT: If checked, any Engram not explicitly specified in the Engrams list will be hidden. All Items and Blueprints based on hidden Engrams will be removed.(/Engine/Transient.TRASHCLASS_HostSession_286:CheckBox_165) CONTENT: Higher numbers increase (by percentage) the effectiveness of a custom recipe.(/Engine/Transient.TRASHCLASS_HostSession_286:EditableTextBox_380) CONTENT: Higher numbers increase (by percentage) the effect of the player character's crafting speed level that is used as a base for the formula in creating a custom recipe.(/Engine/Transient.TRASHCLASS_HostSession_286:EditableTextBox_381) CONTENT: SHOW FLOATING DAMAGE TEXT:(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_641) CONTENT: If checked, RPG-style pop-up text will appear displaying damage numbers.(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_641) CONTENT: If checked, RPG-style pop-up text will appear displaying damage numbers.(/Engine/Transient.TRASHCLASS_HostSession_286:CheckBox_166) CONTENT: ALLOW RAID DINO FEEDING:(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_642) CONTENT: If checked, a tamed Titanosaur will consume food in its inventory and stay alive (Titanosaur normally starves to death to prevent any player or tribe from owning it forever).(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_642) CONTENT: If checked, a tamed Titanosaur will consume food in its inventory and stay alive (Titanosaur normally starves to death to prevent any player or tribe from owning it forever).(/Engine/Transient.TRASHCLASS_HostSession_286:CheckBox_167) CONTENT: RAID DINO FOOD DRAIN MULTIPLIER:(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_643) CONTENT: Specifies the scaling factor for a tamed Titanosaur's food consumption. Higher values cause the dino to get hungry faster.(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_643) CONTENT: Specifies the scaling factor for a tamed Titanosaur's food consumption. Higher values cause the dino to get hungry faster.(/Engine/Transient.TRASHCLASS_HostSession_286:Slider_366) CONTENT: Specifies the scaling factor for a tamed Titanosaur's food consumption. Higher values cause the dino to get hungry faster.(/Engine/Transient.TRASHCLASS_HostSession_286:EditableTextBox_382) CONTENT: Sets the maximum number of players allowed in a tribe (0 means no limit)(/Engine/Transient.TRASHCLASS_HostSession_286:EditableTextBox_383) CONTENT: MAX PLAYERS IN TRIBE:(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_644) CONTENT: Sets the maximum number of players allowed in a tribe (0 means no limit)(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_644) CONTENT: CRAFTING SKILL BONUS MULTIPLIER:(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_645) CONTENT: Multiplier that influences the quality level of crafted items based on the player character's crafting skill.(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_645) CONTENT: Multiplier that influences the quality level of crafted items based on the player character's crafting skill.(/Engine/Transient.TRASHCLASS_HostSession_286:EditableTextBox_384) CONTENT: Multiplier that influences the quality level of crafted items based on the player character's crafting skill.(/Engine/Transient.TRASHCLASS_HostSession_286:Slider_367) CONTENT: SUPPLY CRATE LOOT QUALITY:(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_646) CONTENT: Multiplier that influences the quality level of items found in loot crates.(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_646) CONTENT: Multiplier that influences the quality level of items found in loot crates.(/Engine/Transient.TRASHCLASS_HostSession_286:EditableTextBox_385) CONTENT: Multiplier that influences the quality level of items found in loot crates.(/Engine/Transient.TRASHCLASS_HostSession_286:Slider_368) CONTENT: FISHING LOOT QUALITY:(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_647) CONTENT: Multiplier that influences the quality level of items obtained while fishing.(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_647) CONTENT: Multiplier that influences the quality level of items obtained while fishing.(/Engine/Transient.TRASHCLASS_HostSession_286:EditableTextBox_386) CONTENT: Multiplier that influences the quality level of items obtained while fishing.(/Engine/Transient.TRASHCLASS_HostSession_286:Slider_369) CONTENT: FUEL CONSUMPTION INTERVAL MULTIPLIER:(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_648) CONTENT: Multiplier that influences the rate at which fuel is consumed.(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_648) CONTENT: Multiplier that influences the rate at which fuel is consumed.(/Engine/Transient.TRASHCLASS_HostSession_286:EditableTextBox_387) CONTENT: Multiplier that influences the rate at which fuel is consumed.(/Engine/Transient.TRASHCLASS_HostSession_286:Slider_370) CONTENT: INCREASE PLATFORM STRUCTURE LIMIT:(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_649) CONTENT: Multiplier that influences the limit of structures that can be placed on a platform.(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_649) CONTENT: Multiplier that influences the limit of structures that can be placed on a platform.(/Engine/Transient.TRASHCLASS_HostSession_286:EditableTextBox_388) CONTENT: Multiplier that influences the limit of structures that can be placed on a platform.(/Engine/Transient.TRASHCLASS_HostSession_286:Slider_371) CONTENT: Event Name(/Engine/Transient.TRASHCLASS_HostSession_286:EditableTextBox_389) CONTENT: Name of the event to activate for this game session.(/Engine/Transient.TRASHCLASS_HostSession_286:EditableTextBox_389) CONTENT: ACTIVE EVENT:(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_650) CONTENT: Multiplier that influences the limit of structures that can be placed on a platform.(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_650) CONTENT: ADVANCED RULES(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_651) CONTENT: ALLOWED ENGRAMS(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_652) CONTENT: MOD SETTINGS(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_653) CONTENT: ARK SPONSORED MODS(/Engine/Transient.TRASHCLASS_HostSession_286:CustomButtonWidget_31) CONTENT: GET NEW MODS(/Engine/Transient.TRASHCLASS_HostSession_286:CustomButtonWidget_32) CONTENT: UPDATE MODS(/Engine/Transient.TRASHCLASS_HostSession_286:CustomButtonWidget_33) CONTENT: ACTIVE MODS (TOP TAKES PRIORITY)(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_654) CONTENT: REMOVE MOD(/Engine/Transient.TRASHCLASS_HostSession_286:CustomButtonWidget_34) CONTENT: AVAILABLE MODS(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_655) CONTENT: ADD MOD(/Engine/Transient.TRASHCLASS_HostSession_286:CustomButtonWidget_35) CONTENT: [SELECTED ARK](/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_656) CONTENT: ARK NEWS(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_658) CONTENT: You must Ascend to Gamma level before accessing this ARK.(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_659) CONTENT: DELETE ALL SINGLEPLAYER DATA(/Engine/Transient.TRASHCLASS_HostSession_286:CustomButtonWidget_36) CONTENT: DELETE ALL DEDICATED SERVER DATA(/Engine/Transient.TRASHCLASS_HostSession_286:CustomButtonWidget_37) CONTENT: CREATE PROCEDURAL ARK(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_660) CONTENT: PLAY SINGLE PLAYER(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_661) CONTENT: HOST NON-DEDICATED SESSION(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_662) CONTENT: CANCEL(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_663) CONTENT: RUN DEDICATED SERVER(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_664) CONTENT: ARK(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_665) CONTENT: STORY ARKS(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_666) CONTENT: CUSTOM ARKS(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_667) CONTENT: DELETE DEDICATED SAVE BACKUP(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_668) CONTENT: Session Name(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_669) CONTENT: ACCEPT(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_670) CONTENT: Server Password(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_672) CONTENT: Admin Password(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_673) CONTENT: CANCEL(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_674) CONTENT: Private Match:(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_675) CONTENT: Overwrite map save with backup(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_676) CONTENT: Destroy Old Biome Structures & Dinos(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_677) CONTENT: Connecting...(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_678) CONTENT: Cancel Upload(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_679) CONTENT: Uploading for debugging purposes... 0%(/Engine/Transient.TRASHCLASS_HostSession_286:TextBlock_680) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.UpdateProgress) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.InventoryTabLabel) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_594) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.CraftingTabLabel) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.CreatureTitle) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_441) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_1238) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_1268) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_1299) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_1331) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_1581) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_1616) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_1651) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_1896) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_1239) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_2929) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_6147) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.[TextBlock] ) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_2082) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_2083) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_2084) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_2085) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_2086) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_2087) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_2088) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_2089) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_2090) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.LIstenServerTetherDistanceLabel) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_8370) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_849) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_816) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_607) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_476) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_84) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_1038) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_1167) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_1246) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_1287) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_390) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_987) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_3100) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_4278) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_6644) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_8784) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_547) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_641) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_708) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_5434) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_1119) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_1218) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_1639) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_856) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_3488) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_5947) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_1332) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_1410) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_1757) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_6457) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_5889) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_2092) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_999) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_1602) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_2453) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.AutoPvEStopLabel) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_5694) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_6453) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.DisablePvEGammaLabel) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_8502) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_10058) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_10712) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_7122) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_561) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_523) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_1597) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_2546) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_3779) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_5311) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_559) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_5265) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_5819) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_4714) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_7497) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_7874) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.PvPDinoDecayLabel) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_9780) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_610) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_2093) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_2091) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_521) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_1725) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_2505) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_3523) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_4559) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_522) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_1630) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_2169) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_3074) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_10355) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_10740) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_915) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_927) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_1009) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_1237) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_2493) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_3161) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_4035) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_520) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_1738) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_2874) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_3820) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_7992) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_945) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_946) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_948) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_949) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_951) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_953) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_957) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_960) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_962) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_964) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_2202) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TamedDinoLevelLabel) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_2000) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_2002) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_2003) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_2005) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_2007) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_2010) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_2011) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_2013) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_2015) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_2017) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_2020) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_18161) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_20927) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_20928) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_20929) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_20930) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_20931) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_20932) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_20933) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_20934) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_20935) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_20936) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_20937) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_23071) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_26683) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_26684) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_26685) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_26686) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_26687) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_26688) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_26689) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_26690) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_26691) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_26692) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_26693) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_29438) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_31567) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_31568) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_31569) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_31570) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_31571) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_31572) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_31573) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_31574) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_31575) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_31576) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_31577) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_34132) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_1553) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_758) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_1154) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_1353) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_1754) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_47695) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_3447) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_3936) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.[TextBlock] "Enable Global..") CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.[TextBlock] "Custom Recipe..") CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_548) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.[TextBlock] "Flyer Platfor..") CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_1061) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.[TextBlock] "Only Allow Sp..") CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_11127) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_5001) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_5000) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_3800) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_860) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_2799) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_3449) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_872) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_1096) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_1115) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_5817) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_611) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_1891) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_15191) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_18970) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.SelectedMapLabel) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.MapDescriptionLabel) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_19821) CONTENT: Rich Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.NewsLabel) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.LockedText) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_1503) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_353) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_1) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_197) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_958) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TitleLabel) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_43808) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_636) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_952) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.SessionNameLabel) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_246) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.errorBlock) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.ServerPasswordTB) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_371) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_292) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.PrivateMatchTB) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.OverwriteMapWithBackupLabel) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_6023) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_2288) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.TextBlock_558) CONTENT: Text Block(/Engine/Transient.REINST_HostSession_C_6:WidgetTree_150.UploadSaveFileStatusTextBlock) CONTENT: THE ISLAND: As a man or woman stranded naked, freezing & starving on a mysterious island, you must hunt, harvest, craft items, grow crops, and build shelters to survive. Use skill and cunning to kill, tame, breed, and ride dinosaurs & primeval creatures. Master your enviromment and explore the hidden depths to uncover ARK's secrets!(/Engine/Transient.Default__REINST_HostSession_C_6) CONTENT: THE CENTER: Discover a fantastical land of floating islands, enormous waterfalls, vast underground caverns, and surreal landscapes, as you explore a whole new world!(/Engine/Transient.Default__REINST_HostSession_C_6) CONTENT: SCORCHED EARTH: Put your survival skills to the test as you find yourself stranded naked, dehydrated & starving in a vast desert. Even the most seasoned ARK survivors must quickly find water, hunt for food, harvest, craft items, and build shelter to have any chance for survival. Use skills honed on ARK's Island to kill, tame, breed, and ride the fantastical new creatures that have evolved to survive the Desert's ultra harsh conditions, including... DRAGONS!(/Engine/Transient.Default__REINST_HostSession_C_6) CONTENT: RAGNAROK: Journey through an expansive 144 sq. kilometer fantasty highland, where common and all-new biomes are combined to bring the ultimate survivor experience. Whether tackling the extreme cold atop the highest mountains, harvesting resources from an active volcano, or just searching for that perfect base location, Ragnarok plays host to explorers and base builders alike. But survivors beware, Ragnarok houses such creatures as Polar Bears, Ice Wyverns, and a mystical creature many have yet to tame in the ARK universe.(/Engine/Transient.Default__REINST_HostSession_C_6) CONTENT: VALGUERO: Explore new heights and hidden depths; whether it?s creating your foundations in the White Cliffs or unearthing the secrets of the Aberration Trench, Valguero offers a new experience in the ARK universe. With new biomes, challenging dungeon bosses, and mysterious ruins to discover, there?s always something exciting ? and dangerous ? on Valguero.(/Engine/Transient.Default__REINST_HostSession_C_6) CONTENT: ABERRATION: Waking up on Aberration, a derelict, malfunctioning ARK with an elaborate underground biome system, survivors face exotic new challenges unlike anything before: extreme radioactive sunlight and environmental hazards, ziplines, wingsuits, climbing gear, cave dwellings, charge-batteries, and far more, along with a stable of extraordinary new creatures await within the mysterious depths. But beware the 'Nameless': unrelenting, Element-infused humanoids which have evolved into vicious light-hating monstrosities! On Aberration, survivors will uncover the ultimate secrets of the ARKs, and discover what the future holds in store for those strong and clever enough to survive!(/Engine/Transient.Default__REINST_HostSession_C_6) CONTENT: EXTINCTION Finish your journey through the worlds of ARK in Extinction, where the story began and ends: on Earth itself! An Element-infested, ravaged planet filled with fantastical creatures both organic & technological, Earth holds both the secrets of the past and the keys to its salvation. As a veteran Survivor who has conquered all previous obstacles, your ultimate challenge awaits: can you defeat the gigantic roaming Titans which dominate the planet, and complete the ARK cycle to save Earth's future?(/Engine/Transient.Default__REINST_HostSession_C_6) CONTENT: GENESIS: PART 1 Continue your quest for ultimate survival and unlock a whole new chapter in the saga of ARK: Survival Evolved! Waking up inside a virtual simulation, with a strangely familiar robotic companion, you must overcome rigorous missions to survive across multiple exotic worlds unlike anything you've seen before!(/Engine/Transient.Default__REINST_HostSession_C_6) CONTENT: GENESIS: PART 2 Complete the eons-spanning story of ARK: Survival Evolved! Everything that your tribe has built, tamed, and fought for has led to this final challenge. With your faithful artificial companion HLN-A by your side, you?ve emerged from the Genesis simulation to find yourself aboard a gigantic starship being overtaken by a familiar threat from the distant past. Humanity?s future is in your hands, Survivor -- one last time!(/Engine/Transient.Default__REINST_HostSession_C_6) CONTENT: PROCEDURAL ARK: This ARK has been dynamically generated, for a unique, custom experience!(/Engine/Transient.Default__REINST_HostSession_C_6) CONTENT: CUSTOM ARK: This is a user-created ARK!(/Engine/Transient.Default__REINST_HostSession_C_6) CONTENT: CRYSTAL ISLES: A community classic ARK map returns, updated for the Official Server networks! Crystal Isles is 150 square kilometers of awe-inspiring biomes? Build bases high in forest canopy and floating islands, and tame your own Tropeognathus to ride into aerial combat!(/Engine/Transient.Default__REINST_HostSession_C_6) CONTENT: LOST ISLAND: Explore the soaring heights and hidden depths of Lost Island, featuring three powerful new creatures for you to tame. Discover jungle valleys fed by giant waterfalls, build a treehouse high in the forest canopies, get down and dirty in vast mangrove swamps, dive deep underwater, brave treacherous snowy peaks, or spelunk uncharted cave systems in search of treasure... whichever way you go, wild adventure awaits!(/Engine/Transient.Default__REINST_HostSession_C_6) CONTENT: FJORDUR: Explore a magical Norse-inspired world, and travel to the legendary planes of Asgard, Jotunheim, and Vanaheim. Fjordur features four powerful new creatures for you to tame, including Andrewsarchus, Desmodus, Fjordhawk, and even Fenrir itself! Journey across over 75 square kilometers of new biomes, and face new challenges as you discover over 200 Runes to increase your Survivor's power!(/Engine/Transient.Default__REINST_HostSession_C_6) CONTENT: test update progress (/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.UpdateProgress) CONTENT: GENERAL(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.InventoryTabLabel) CONTENT: ADVANCED(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_594) CONTENT: ENGRAMS(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.CraftingTabLabel) CONTENT: ARK RULES(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.CreatureTitle) CONTENT: RESTORE DEFAULT SETTINGS(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.ResetSettings) CONTENT: Max Structures In Range:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_441) CONTENT: DINO DAMAGE:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_1238) CONTENT: Specifies the scaling factor for the damage dinosaurs deal with their attacks.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_1238) CONTENT: Specifies the scaling factor for the damage dinosaurs deal with their attacks.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.DinoDamageSlider) CONTENT: PLAYER DAMAGE:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_1268) CONTENT: Specifies the scaling factor for the damage players deal with their attacks.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_1268) CONTENT: Specifies the scaling factor for the damage players deal with their attacks.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.PlayerDamageSlider) CONTENT: STRUCTURE DAMAGE:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_1299) CONTENT: Specifies the scaling factor for the damage structures deal with their attacks (e.g. spiked walls).(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_1299) CONTENT: Specifies the scaling factor for the damage structures deal with their attacks (e.g. spiked walls).(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.StructureDamageSlider) CONTENT: PLAYER RESISTANCE:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_1331) CONTENT: Specifies the scaling factor for the resistance to damage players receive when attacked. Higher values decrease resistance, increasing damage per attack.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_1331) CONTENT: Specifies the scaling factor for the resistance to damage players receive when attacked. Higher values decrease resistance, increasing damage per attack.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.PlayerResistanceSlider) CONTENT: DINO RESISTANCE:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_1581) CONTENT: Specifies the scaling factor for the resistance to damage dinosaurs receive when attacked. Higher values decrease resistance, increasing damage per attack.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_1581) CONTENT: Specifies the scaling factor for the resistance to damage dinosaurs receive when attacked. Higher values decrease resistance, increasing damage per attack.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.DinoResistanceSlider) CONTENT: STRUCTURE RESISTANCE:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_1616) CONTENT: Specifies the scaling factor for the resistance to damage structures receive when attacked. Higher values decrease resistance, increasing damage per attack.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_1616) CONTENT: Specifies the scaling factor for the resistance to damage structures receive when attacked. Higher values decrease resistance, increasing damage per attack.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.StructureResistanceSlider) CONTENT: XP MULTIPLIER:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_1651) CONTENT: Specifies the scaling factor for the experience received by players, tribes and dinosaurs.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_1651) CONTENT: Specifies the scaling factor for the experience received by players, tribes and dinosaurs.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.XPSlider) CONTENT: TAMING SPEED:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_1896) CONTENT: Specifies the scaling factor for dinosaur taming speed. Higher values make taming faster.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_1896) CONTENT: Specifies the scaling factor for dinosaur taming speed. Higher values make taming faster.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TamingSpeedSlider) CONTENT: STRUCTURE DMG REPAIR COOLDOWN:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_1239) CONTENT: Duration of time before a structure can be repaired after the last time it was damaged (0 to disable it). (/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_1239) CONTENT: Duration of time before a structure can be repaired after the last time it was damaged (0 to disable it). (/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.StructureDamageRepairCooldownSlider) CONTENT: DINO TURRET DAMAGE:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_2929) CONTENT: Higher numbers increase (by percentage) the damage Turrets deal to Dinosaurs.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_2929) CONTENT: Higher numbers increase (by percentage) the damage Turrets deal to Dinosaurs.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.DinoTurretDamageSlider) CONTENT: DINO HARVESTING DAMAGE:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_6147) CONTENT: Higher numbers increase (by percentage) the damage Dinosaurs deal to harvestable items (i.e. higher numbers mean faster resource collection).(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_6147) CONTENT: Higher numbers increase (by percentage) the damage Dinosaurs deal to harvestable items (i.e. higher numbers mean faster resource collection).(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.DinoHarvestingDamageSlider) CONTENT: Specifies the scaling factor for the damage dinosaurs deal with their attacks.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.DinoDamageValue) CONTENT: Specifies the scaling factor for the damage players deal with their attacks.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.PlayerDamageValue) CONTENT: Specifies the scaling factor for the damage structures deal with their attacks (e.g. spiked walls).(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.StructureDamageValue) CONTENT: Specifies the scaling factor for the resistance to damage players receive when attacked. Higher values decrease resistance, increasing damage per attack.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.PlayerResistanceValue) CONTENT: Specifies the scaling factor for the resistance to damage dinosaurs receive when attacked. Higher values decrease resistance, increasing damage per attack.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.DinoResistanceValue) CONTENT: Specifies the scaling factor for the resistance to damage structures receive when attacked. Higher values decrease resistance, increasing damage per attack.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.StructureResistanceValue) CONTENT: Specifies the scaling factor for the experience received by players, tribes and dinosaurs.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.XPValue) CONTENT: Specifies the scaling factor for dinosaur taming speed. Higher values make taming faster.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TamingSpeedValue) CONTENT: Duration of time before a structure can be repaired after the last time it was damaged (0 to disable it). (/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.StructureDamageRepairCooldownValue) CONTENT: Higher numbers increase (by percentage) the damage Turrets deal to Dinosaurs.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.DinoTurretDamageValue) CONTENT: Higher numbers increase (by percentage) the damage Dinosaurs deal to harvestable items (i.e. higher numbers mean faster resource collection).(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.DinoHarvestingDamageValue) CONTENT: DIFFICULTY LEVEL:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.[TextBlock] ) CONTENT: Affects the levels of creatures in the world as well as the quality of loot drops.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.[TextBlock] ) CONTENT: Affects the levels of creatures in the world as well as the quality of loot drops.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.DifficultySlider) CONTENT: Affects the levels of creatures in the world as well as the quality of loot drops.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.DifficultyValue) CONTENT: Specifies the scaling factor for yields from all harvesting activities (e.g. chopping down trees, picking berries).(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.HarvestAmountSlider) CONTENT: HARVEST AMOUNT:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_2082) CONTENT: Specifies the scaling factor for yields from all harvesting activities (e.g. chopping down trees, picking berries).(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_2082) CONTENT: PLAYER CHARACTER WATER DRAIN:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_2083) CONTENT: Specifies the scaling factor for player character's water consumption. Higher values cause player characters to get thirsty faster.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_2083) CONTENT: Specifies the scaling factor for player character's water consumption. Higher values cause player characters to get thirsty faster.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.PlayerCharacterWaterDrainSlider) CONTENT: PLAYER CHARACTER FOOD DRAIN:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_2084) CONTENT: Specifies the scaling factor for player character's food consumption. Higher values cause player characters to get hungry faster.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_2084) CONTENT: Specifies the scaling factor for player character's food consumption. Higher values cause player characters to get hungry faster.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.PlayerCharacterFoodDrainSlider) CONTENT: DINO CHARACTER FOOD DRAIN:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_2085) CONTENT: Specifies the scaling factor for dinosaur's food consumption. Higher values cause dinosaurs to get hungry faster.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_2085) CONTENT: Specifies the scaling factor for dinosaur's food consumption. Higher values cause dinosaurs to get hungry faster.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.DinoCharacterFoodDrainSlider) CONTENT: PLAYER CHARACTER STAMINA DRAIN:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_2086) CONTENT: Specifies the scaling factor for player character's stamina consumption. Higher values cause player characters to get tired faster.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_2086) CONTENT: Specifies the scaling factor for player character's stamina consumption. Higher values cause player characters to get tired faster.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.PlayerCharacterStaminaDrainSlider) CONTENT: DINO CHARACTER STAMINA DRAIN:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_2087) CONTENT: Specifies the scaling factor for dinosaur's stamina consumption. Higher values cause dinosaurs to get tired faster.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_2087) CONTENT: Specifies the scaling factor for dinosaur's stamina consumption. Higher values cause dinosaurs to get tired faster.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.DinoCharacterStaminaDrainSlider) CONTENT: PLAYER CHARACTER HEALTH RECOVERY:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_2088) CONTENT: Specifies the scaling factor for player character's health recovery. Higher values cause player characters to heal faster.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_2088) CONTENT: Specifies the scaling factor for player character's health recovery. Higher values cause player characters to heal faster.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.PlayerCharacterHealthRecoverySlider) CONTENT: DINO CHARACTER HEALTH RECOVERY:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_2089) CONTENT: Specifies the scaling factor for dinosaur's health recovery. Higher values cause dinosaurs to heal faster.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_2089) CONTENT: Specifies the scaling factor for dinosaur's health recovery. Higher values cause dinosaurs to heal faster.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.DinoCharacterHealthRecoverySlider) CONTENT: DINO COUNT:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_2090) CONTENT: Specifies the scaling factor for dinosaur spawns. Higher values increase the total number of dinosaurs spawned throughout the ARK.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_2090) CONTENT: Specifies the scaling factor for dinosaur spawns. Higher values increase the total number of dinosaurs spawned throughout the ARK.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.DinoCountSlider) CONTENT: Affects the distance that connected players are allowed to be from the host player.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.ListenServerTetherDistanceMultiplierSlider) CONTENT: NON-DEDICATED HOST TETHER DISTANCE:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.LIstenServerTetherDistanceLabel) CONTENT: Affects the distance that connected players are allowed to be from the host player.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.LIstenServerTetherDistanceLabel) CONTENT: Affects the distance that connected players are allowed to be from the host player.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.ListenServerTetherDistanceMultiplier) CONTENT: PLAYER HARVESTING DAMAGE:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_8370) CONTENT: Higher numbers increase (by percentage) the damage Players deal to harvestable items (i.e. higher numbers mean faster resource collection).(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_8370) CONTENT: Higher numbers increase (by percentage) the damage Players deal to harvestable items (i.e. higher numbers mean faster resource collection).(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.PlayerHarvestingDamageSlider) CONTENT: Specifies the scaling factor for yields from all harvesting activities (e.g. chopping down trees, picking berries).(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.HarvestAmountValue) CONTENT: Specifies the scaling factor for player character's water consumption. Higher values cause player characters to get thirsty faster.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.PlayerCharacterWaterDrainValue) CONTENT: Specifies the scaling factor for player character's food consumption. Higher values cause player characters to get hungry faster.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.PlayerCharacterFoodDrainValue) CONTENT: Specifies the scaling factor for dinosaur's food consumption. Higher values cause dinosaurs to get hungry faster.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.DinoCharacterFoodDrainValue) CONTENT: Specifies the scaling factor for player character's stamina consumption. Higher values cause player characters to get tired faster.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.PlayerCharacterStaminaDrainValue) CONTENT: Specifies the scaling factor for dinosaur's stamina consumption. Higher values cause dinosaurs to get tired faster.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.DinoCharacterStaminaDrainValue) CONTENT: Specifies the scaling factor for player character's health recovery. Higher values cause player characters to heal faster.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.PlayerCharacterHealthRecoveryValue) CONTENT: Specifies the scaling factor for dinosaur's health recovery. Higher values cause dinosaurs to heal faster.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.DinoCharacterHealthRecoveryValue) CONTENT: Higher numbers increase (by percentage) the damage Players deal to harvestable items (i.e. higher numbers mean faster resource collection).(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.PlayerHarvestingDamageValue) CONTENT: Specifies the scaling factor for dinosaur spawns. Higher values increase the total number of dinosaurs spawned throughout the ARK.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.DinoCountValue) CONTENT: Voice chat is heard by players across the entire ARK.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.GlobalVoiceChatCheckbox) CONTENT: NOTIFY PLAYER JOINED:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_849) CONTENT: Players will always get notified if someone joins the server.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_849) CONTENT: Players will always get notified if someone joins the server.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.NotifyPlayerJoinedCheckbox) CONTENT: NOTIFY PLAYER LEFT:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_816) CONTENT: Players will always get notified if someone leaves the server.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_816) CONTENT: Players will always get notified if someone leaves the server.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.NotifyPlayerLeftCheckbox) CONTENT: NO TRIBUTES DOWNLOADS:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_607) CONTENT: Disables downloading items, dinos, or characters from other servers.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_607) CONTENT: Disables downloading items, dinos, or characters from other servers.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.NoTributesDownloadsCheckbox) CONTENT: ENABLE PROXIMITY TEXT CHAT:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_476) CONTENT: Only players near each other can see their chat messages.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_476) CONTENT: Only players near each other can see their chat messages.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.ProximityChatCheckbox) CONTENT: ENABLE GLOBAL VOICE CHAT:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_84) CONTENT: Voice chat is heard by players across the entire ARK.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_84) CONTENT: HARDCORE MODE:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_1038) CONTENT: Enables hardcore mode (player characters revert to level 1 upon death) (/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_1038) CONTENT: Enables hardcore mode (player characters revert to level 1 upon death) (/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.ServerHardcoreCheckbox) CONTENT: Disables PvP, enables PvE(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.ServerPvECheckbox) CONTENT: PVE MODE:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_1167) CONTENT: Disables PvP, enables PvE(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_1167) CONTENT: Show each player their own precise position when they view their map.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.ShowMapPlayerLocationCheckbox) CONTENT: ENABLE CROSSHAIR:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_1246) CONTENT: If checked, the crosshair is displayed on the HUD.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_1246) CONTENT: If checked, the crosshair is displayed on the HUD.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.ServerCrosshairCheckbox) CONTENT: FORCE NO HUD:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_1287) CONTENT: HUD always disabled.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_1287) CONTENT: HUD always disabled.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.ServerForceNoHUDCheckbox) CONTENT: SHOW MAP PLAYER LOCATION:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_390) CONTENT: Show each player their own precise position when they view their map.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_390) CONTENT: Enables logging for admin commands.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.AdminLogging) CONTENT: ADMIN LOGGING:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_987) CONTENT: Enables logging for admin commands.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_987) CONTENT: NO SURVIVORS DOWNLOADS:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_3100) CONTENT: Disables downloading characters from other servers.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_3100) CONTENT: Disables downloading characters from other servers.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.PreventDownloadSurvivors) CONTENT: NO ITEMS DOWNLOADS:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_4278) CONTENT: Disables downloading items from other servers.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_4278) CONTENT: Disables downloading items from other servers.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.PreventDownloadItems) CONTENT: NO DINOS DOWNLOADS:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_6644) CONTENT: Disables downloading dinosaurs from other servers.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_6644) CONTENT: Disables downloading dinosaurs from other servers.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.PreventDownloadDinos) CONTENT: DISABLE FRIENDLY FIRE:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_8784) CONTENT: If checked, Friendly Fire (among tribemates, tribe dinos, tribe structures) is disabled in PvE.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_8784) CONTENT: If checked, Friendly Fire (among tribemates, tribe dinos, tribe structures) is disabled in PvE.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.DisableFriendlyFire) CONTENT: DISABLE LOOT CRATES:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_547) CONTENT: If checked, this will prevent spawning of Loot crates (artifact creates will still spawn).(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_547) CONTENT: If checked, this will prevent spawning of Loot crates (artifact creates will still spawn).(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.DisableLootCrates) CONTENT: Forces the max dinosaur level to 150, regardless of map.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.MaxDifficultyCheckbox) CONTENT: MAXIMUM DIFFICULTY:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_641) CONTENT: Forces the max dinosaur level to 150, regardless of map.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_641) CONTENT: Enables Third Person view(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.ThirdPersonCheckbox) CONTENT: ALLOW THIRD PERSON CAMERA:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_708) CONTENT: Enables Third Person view(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_708) CONTENT: Allows local manipulation of gamma settings during PVP (could allow unfair advantages at night).(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.EnablePvPGamma) CONTENT: ENABLE PVP GAMMA:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_5434) CONTENT: Allows local manipulation of gamma settings during PVP (could allow unfair advantages at night).(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_5434) CONTENT: Modifies various internal statistics to support a faster-paced survival experience for a lone player or small group.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.UseSingleplayerSettingsCheckbox) CONTENT: USE SINGLEPLAYER SETTINGS:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_1119) CONTENT: Modifies various internal statistics to support a faster-paced survival experience for a lone player or small group.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_1119) CONTENT: USE CORPSE LOCATOR:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_1218) CONTENT: Displays a beacon of light at a player's corpse to help them locate where they died.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_1218) CONTENT: Displays a beacon of light at a player's corpse to help them locate where they died.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.UseCorpseLocatorCheckbox) CONTENT: DISABLE STRUCTURE PLACEMENT COLLISION:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_1639) CONTENT: Allows players to place structures that clip into terrain.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_1639) CONTENT: Allows players to place structures that clip into terrain.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.DisableStructurePlacementCollisionCheckbox) CONTENT: ALLOW MULTIPLE PLATFORM FLOORS:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_856) CONTENT: Allows players to construct bases with multiple levels of floors on platform saddles.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_856) CONTENT: Allows players to construct bases with multiple levels of floors on platform saddles.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.AllowMultiplePlatformFloorsCheckBox) CONTENT: ALLOW UNLIMITED RESPECS:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_3488) CONTENT: Allows players to receive the benefit of a Mindwipe Tonic without leveling up between uses.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_3488) CONTENT: Allows players to receive the benefit of a Mindwipe Tonic without leveling up between uses.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.AllowUnlimitedRespecsCheckBox) CONTENT: DISABLE DINO TAMING:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_5947) CONTENT: Disables the ability to tame dinos.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_5947) CONTENT: Disables the ability to tame dinos.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.DisableDinoTameCheckbox) CONTENT: DISABLE DINO RIDING:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_1332) CONTENT: Disables the ability to ride dinos.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_1332) CONTENT: Disables the ability to ride dinos.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.DisableDinoRidingCheckbox) CONTENT: SHOW CREATIVE MODE:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_1410) CONTENT: Show Enable/Disable Creative Mode button in pause menu.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_1410) CONTENT: Show Enable/Disable Creative Mode button in pause menu.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.ShowCreativeModeCheckbox) CONTENT: Enable/Disable the ability to level movement speed in flying creatures.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.AllowFlyerSpeedLevelingCheckbox) CONTENT: ALLOW FLYER SPEED LEVELING:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_1757) CONTENT: Enable/Disable the ability to level movement speed in flying creatures.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_1757) CONTENT: Permit flying dinosaurs to pick up other dinosaurs and players when mounted by a player in PvE (/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.AllowFlyerCarryPvE) CONTENT: ALLOW FLYER CARRY PVE:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_6457) CONTENT: Permit flying dinosaurs to pick up other dinosaurs and players when mounted by a player in PvE (/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_6457) CONTENT: Disable the gradual (7 days) decay of player structures.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.DisableStructureDecayPvE) CONTENT: DISABLE STRUCTURE DECAY PVE:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_5889) CONTENT: Disable the gradual (7 days) decay of player structures.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_5889) CONTENT: PVE STRUCTURE DECAY PERIOD:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_2092) CONTENT: Affects the length of time a player or Tribe can remain inactive before their structures can be demolished by others.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_2092) CONTENT: Affects the length of time a player or Tribe can remain inactive before their structures can be demolished by others.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.PvEStructureDecayPeriodSlider) CONTENT: ALLOW PVE TIMER:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_999) CONTENT: Allow switching from PvE to PvP mode at pre-specified in-game times.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_999) CONTENT: Allow switching from PvE to PvP mode at pre-specified in-game times.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.AutoPvETimer) CONTENT: ALLOW PVE USE SYSTEM TIME:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_1602) CONTENT: Requires Allow PVE Timer to be true; Allows switching at real-world (server-side) times.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_1602) CONTENT: Requires Allow PVE Timer to be true; Allows switching at real-world (server-side) times.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.AutoPvEUseSystemTime) CONTENT: Time (in seconds) at which the game will switch to PVE settings if Allow PVE Timer is True.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.AutoPvEStartTimeSecondsSlider) CONTENT: AUTO PVE START TIME SECONDS:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_2453) CONTENT: Time (in seconds) at which the game will switch to PVE settings if Allow PVE Timer is True.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_2453) CONTENT: Time (in seconds) at which the game will switch to PVP settings if Allow PVE Timer is True.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.AutoPvEStopTimeSecondsSlider) CONTENT: AUTO PVE STOP TIME SECONDS:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.AutoPvEStopLabel) CONTENT: Time (in seconds) at which the game will switch to PVP settings if Allow PVE Timer is True.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.AutoPvEStopLabel) CONTENT: PVE ALLOW TRIBE WAR:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_5694) CONTENT: Allows Tribes in PVE to declare war and fight one another for a specified length of time.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_5694) CONTENT: Allows Tribes in PVE to declare war and fight one another for a specified length of time.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.PvEAllowTribeWar) CONTENT: PVE ALLOW TRIBE WAR CANCEL:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_6453) CONTENT: If checked, tribes may cancel an agreed-upon war before it has actually started.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_6453) CONTENT: If checked, tribes may cancel an agreed-upon war before it has actually started.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.PvEAllowTribeWarCancel) CONTENT: DISABLE PVE GAMMA:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.DisablePvEGammaLabel) CONTENT: Prevents local manipulation of gamma settings for PVE (to prevent unfair advantages at night)(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.DisablePvEGammaLabel) CONTENT: Prevents local manipulation of gamma settings for PVE (to prevent unfair advantages at night)(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.DisablePvEGamma) CONTENT: ALLOW CAVE BUILDING PVE:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_8502) CONTENT: If checked, allows building in caves when PvE mode is also enabled.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_8502) CONTENT: If checked, allows building in caves when PvE mode is also enabled.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.AllowCaveBuildingPvE) CONTENT: Disable the gradual (7 days) decay of dinosaur ownership. Without this set to true, every dinosaur can be claimed by any player.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.DisableDinoDecayPvE) CONTENT: DISABLE DINO DECAY PVE:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_10058) CONTENT: Disable the gradual (7 days) decay of dinosaur ownership. Without this set to true, every dinosaur can be claimed by any player. (/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_10058) CONTENT: PVE DINO DECAY PERIOD:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_10712) CONTENT: Affects the length of time a player or Tribe can remain inactive before their dinosaurs can be claimed by others.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_10712) CONTENT: Affects the length of time a player or Tribe can remain inactive before their dinosaurs can be claimed by others.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.PvEDinoDecayPeriodSlider) CONTENT: Time (in seconds) at which the game will switch to PVE settings if Allow PVE Timer is True.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.AutoPvEStartTimeSecondsValue) CONTENT: Time (in seconds) at which the game will switch to PVP settings if Allow PVE Timer is True.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.AutoPvEStopTimeSecondsValue) CONTENT: Affects the length of time a player or Tribe can remain inactive before their structures can be demolished by others.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.PvEStructureDecayPeriodValue) CONTENT: Affects the length of time a player or Tribe can remain inactive before their dinosaurs can be claimed by others.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.PvEDinoDecayPeriodValue) CONTENT: ENABLE EXTRA STRUCTURE PREVENTION VOLUMES:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_7122) CONTENT: Use this to completely disable building in specific resource-rich areas, in particular setup on TheIsland around the major mountains.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_7122) CONTENT: PREVENT TRIBE ALLIANCES:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_561) CONTENT: Prevents Tribes from forming Alliances with one another.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_561) CONTENT: Prevents Tribes from forming Alliances with one another.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.PreventTribeAlliances) CONTENT: Use this to completely disable building in specific resource-rich areas, in particular setup on TheIsland around the major mountains.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.EnableExtraStructurePreventionVolumes) CONTENT: INC PVP RESPAWN INTERVAL CHECK PERIOD:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_523) CONTENT: Time period during which dying to the same team again will trigger the INC PVP Respawn Interval Multiplier.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_523) CONTENT: Affects the damage taken by structures built inside caves.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.PvPZoneStructureDamageSlider) CONTENT: INCREASE PVP RESPAWN INTERVAL:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_1597) CONTENT: Required for the INC PVP Respawn Interval values below to take effect.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_1597) CONTENT: Required for the INC PVP Respawn Interval values below to take effect.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.IncreasePvPRespawnInterval) CONTENT: Time period during which dying to the same team again will trigger the INC PVP Respawn Interval Multiplier.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.IncreasePvPRespawnIntervalCheckPeriodSlider) CONTENT: PVP ZONE STRUCTURE DAMAGE:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_2546) CONTENT: Affects the damage taken by structures built inside caves.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_2546) CONTENT: INC PVP RESPAWN INTERVAL MULTIPLIER:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_3779) CONTENT: Multiple of INC PVP Respawn Interval Base that is added each successive death to the same team in PVP.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_3779) CONTENT: Multiple of INC PVP Respawn Interval Base that is added each successive death to the same team in PVP.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.IncreasePvPRespawnIntervalSlider) CONTENT: INC PVP RESPAWN INTERVAL BASE:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_5311) CONTENT: Additional respawn time when killed by a team in PVP.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_5311) CONTENT: Additional respawn time when killed by a team in PVP.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.IncreasePvPRespawnIntervalBaseAmountSlider) CONTENT: Affects the damage taken by structures built inside caves.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.PvPZoneStructureDamageValue) CONTENT: Time period during which dying to the same team again will trigger the INC PVP Respawn Interval Multiplier.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.IncreasePvPRespawnIntervalCheckPeriodValue) CONTENT: Multiple of INC PVP Respawn Interval Base that is added each successive death to the same team in PVP.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.IncreasePvPRespawnIntervalValue) CONTENT: Additional respawn time when killed by a team in PVP.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.IncreasePvPRespawnIntervalBaseAmountValue) CONTENT: Determines how close resources can spawn near bases(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.StructurePreventResourceRadiusMultiplierValue) CONTENT: STRUCTURE PREVENT RESOURCE RADIUS MULTIPLIER:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_559) CONTENT: Determines how close resources can spawn near bases(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_559) CONTENT: Determines how close resources can spawn near bases(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.StructurePreventResourceRadiusMultiplierSlider) CONTENT: If checked, the game will not have Diseases at all.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.PreventDiseases) CONTENT: PREVENT DISEASES:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_5265) CONTENT: If checked, the game will not have Diseases at all.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_5265) CONTENT: NON PERMANENT DISEASES:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_5819) CONTENT: If checked, Diseases will not be permanent (player characters will then lose diseases when they respawn).(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_5819) CONTENT: If checked, Diseases will not be permanent (player characters will then lose diseases when they respawn).(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.NonPermanentDiseases) CONTENT: OFFLINE RAID PROTECTION LOGOFF PERIOD:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_4714) CONTENT: How long a tribe needs to be offline before offline raiding protection enables.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_4714) CONTENT: Force Flier dinos to be allowed into caves (Fliers are able to go into caves by default on custom maps)(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.ForceAllowCaveFlyers) CONTENT: FORCE ALLOW CAVE FLIERS:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_7497) CONTENT: Force Flier dinos to be allowed into caves (Fliers are able to go into caves by default on custom maps)(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_7497) CONTENT: Protects against raiding while a player/Tribe is offline.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.PreventOfflinePvP) CONTENT: OFFLINE RAID PROTECTION:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_7874) CONTENT: Protects against raiding while a player/Tribe is offline.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_7874) CONTENT: Set to true to prevent dinosaurs from decaying while the Offline Raiding Prevention is active.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.PvPDinoDecay) CONTENT: PVP DINO DECAY:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.PvPDinoDecayLabel) CONTENT: Set to true to prevent dinosaurs from decaying while the Offline Raiding Prevention is active.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.PvPDinoDecayLabel) CONTENT: OVERRIDE STRUCTURE PLATFORM PREVENTION:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_9780) CONTENT: If checked, turrets and spikes can be built and operate on platform saddles.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_9780) CONTENT: If checked, turrets and spikes can be built and operate on platform saddles.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.OverideStructurePlatformPrevention) CONTENT: How long a tribe needs to be offline before offline raiding protection enables.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.PreventOfflinePvPIntervalEditBox) CONTENT: How long a tribe needs to be offline before offline raiding protection enables.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.PreventOfflinePvPIntervalSlider) CONTENT: WORLD SETTINGS(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_610) CONTENT: Specifies the scaling factor for the respawn rate for resource nodes (e.g. trees, rocks). Lower values cause nodes to respawn more frequently.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.ResourcesRespawnPeriodSlider) CONTENT: RESOURCES RESPAWN PERIOD:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_2093) CONTENT: Specifies the scaling factor for the respawn rate for resource nodes (e.g. trees, rocks). Lower values cause nodes to respawn more frequently.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_2093) CONTENT: HARVEST HEALTH:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_2091) CONTENT: Specifies the scaling factor for the "health" of items that can be harvested (trees, rocks, carcasses, etc.). Higher values increase the amount of damage (i.e. "number of strikes") such objects can withstand before being destroyed, which results in higher overall harvest yields.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_2091) CONTENT: Specifies the scaling factor for the "health" of items that can be harvested (trees, rocks, carcasses, etc.). Higher values increase the amount of damage (i.e. "number of strikes") such objects can withstand before being destroyed, which results in higher overall harvest yields.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.HarvestHealthSlider) CONTENT: POOP INTERVAL:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_521) CONTENT: Higher numbers increase (by percentage) how frequently characters can poop.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_521) CONTENT: Higher numbers increase (by percentage) how frequently characters can poop.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.PoopIntervalSlider) CONTENT: LAY EGG INTERVAL:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_1725) CONTENT: Higher numbers increase (by percentage) the time between eggs spawning / being laid.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_1725) CONTENT: Higher numbers increase (by percentage) the time between eggs spawning / being laid.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.LayEggIntervalSlider) CONTENT: MATING INTERVAL:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_2505) CONTENT: Lower numbers decrease (on a percentage scale) the interval between which dinosaurs can mate (ex: 0.5 allows dinosaurs to mate 50% sooner).(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_2505) CONTENT: Lower numbers decrease (on a percentage scale) the interval between which dinosaurs can mate (ex: 0.5 allows dinosaurs to mate 50% sooner).(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.MatingIntervalSlider) CONTENT: EGG HATCH SPEED:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_3523) CONTENT: Higher numbers decrease (by percentage) the time needed for fertilized egg to hatch.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_3523) CONTENT: Higher numbers decrease (by percentage) the time needed for fertilized egg to hatch.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.EggHatchSpeedSlider) CONTENT: BABY MATURE SPEED:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_4559) CONTENT: Higher numbers decrease (by percentage) the time needed for a baby dinosaur to mature.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_4559) CONTENT: Higher numbers decrease (by percentage) the time needed for a baby dinosaur to mature.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.BabyMatureSpeedSlider) CONTENT: BABY FOOD CONSUMPTION SPEED:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_522) CONTENT: Higher numbers decrease (by percentage) the speed that baby dinos eat their food.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_522) CONTENT: Higher numbers decrease (by percentage) the speed that baby dinos eat their food.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.BabyFoodConsumptionSpeedSlider) CONTENT: Specifies the scaling factor for the respawn rate for resource nodes (e.g. trees, rocks). Lower values cause nodes to respawn more frequently.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.ResourcesRespawnPeriodValue) CONTENT: Specifies the scaling factor for the "health" of items that can be harvested (trees, rocks, carcasses, etc.). Higher values increase the amount of damage (i.e. "number of strikes") such objects can withstand before being destroyed, which results in higher overall harvest yields.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.HarvestHealthValue) CONTENT: Higher numbers decrease (by percentage) the speed that baby dinos eat their food.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.BabyFoodConsumptionSpeedValue) CONTENT: Higher numbers decrease (by percentage) the time needed for a baby dinosaur to mature.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.BabyMatureSpeedValue) CONTENT: Higher numbers decrease (by percentage) the time needed for fertilized egg to hatch.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.EggHatchSpeedValue) CONTENT: Lower numbers decrease (on a percentage scale) the interval between which dinosaurs can mate (ex: 0.5 allows dinosaurs to mate 50% sooner).(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.MatingIntervalValue) CONTENT: Higher numbers increase (by percentage) the time between eggs spawning / being laid.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.LayEggIntervalValue) CONTENT: Higher numbers increase (by percentage) how frequently characters can poop.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.PoopIntervalValue) CONTENT: BABY CUDDLE INTERVAL MULTIPLIER:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_1630) CONTENT: How often Babies want to cuddle. More often means players will need to cuddle with the baby more frequently to gain Imprinting Quality.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_1630) CONTENT: How often Babies want to cuddle. More often means players will need to cuddle with the baby more frequently to gain Imprinting Quality.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.BabyCuddleIntervalMultiplierValue) CONTENT: How often Babies want to cuddle. More often means players will need to cuddle with the baby more frequently to gain Imprinting Quality.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.BabyCuddleIntervalMultiplierSlider) CONTENT: BABY CUDDLE GRACE PERIOD MULTIPLIER:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_2169) CONTENT: A multiplier on how long after delaying cuddling with the Baby before Imprinting Quality starts to decrease.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_2169) CONTENT: A multiplier on how long after delaying cuddling with the Baby before Imprinting Quality starts to decrease.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.BabyCuddleGracePeriodMultiplierValue) CONTENT: A multiplier on how long after delaying cuddling with the Baby before Imprinting Quality starts to decrease.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.BabyCuddleGracePeriodMultiplierSlider) CONTENT: A multiplier on how fast Imprinting Qualitiy decreases after the grace period if the players has not yet cuddled with the Baby.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.BabyCuddleLoseImprintQualitySpeedMultiplierSlider) CONTENT: A multiplier on how fast Imprinting Qualitiy decreases after the grace period if the players has not yet cuddled with the Baby.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.BabyCuddleLoseImprintQualitySpeedMultiplierValue) CONTENT: BABY CUDDLE LOSE IMPRINT QUALITY SPEED MULTIPLIER:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_3074) CONTENT: A multiplier on how fast Imprinting Qualitiy decreases after the grace period if the players has not yet cuddled with the Baby.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_3074) CONTENT: ALLOW ANYONE BABY IMPRINT CUDDLE:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_10355) CONTENT: If checked, everyone is allowed to "take care" of a Baby Dino, including cuddling, not just the player character who imprinted the Baby.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_10355) CONTENT: If checked, everyone is allowed to "take care" of a Baby Dino, including cuddling, not just the player character who imprinted the Baby.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.AllowAnyoneBabyImprintCuddle) CONTENT: DISABLE IMPRINT DINO BUFF:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_10740) CONTENT: If checked, the damage and resistance buff on player characters who imprint a Baby dino is disabled.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_10740) CONTENT: If checked, the damage and resistance buff on player characters who imprint a Baby dino is disabled.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.DisableImprintDinoBuff) CONTENT: How much of an effect on stats the Imprinting Quality has. Set it to 0 to effectively disable the system.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.BabyImprintingStatScaleMultiplierValue) CONTENT: BABY IMPRINTING STAT SCALE MULTIPLIER:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_915) CONTENT: How much of an effect on stats the Imprinting Quality has. Set it to 0 to effectively disable the system.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_915) CONTENT: How much of an effect on stats the Imprinting Quality has. Set it to 0 to effectively disable the system.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.BabyImprintingStatScaleMultiplierSlider) CONTENT: DAY CYCLE SPEED:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_927) CONTENT: Specifies the scaling factor for the passage of time in the ARK, controlling how often day changes to night and night changes to day. (Values less than 1 slow down the cycle)(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_927) CONTENT: Specifies the scaling factor for the passage of time in the ARK, controlling how often day changes to night and night changes to day. (Values less than 1 slow down the cycle)(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.DayCycleSpeedSlider) CONTENT: DAY TIME SPEED:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_1009) CONTENT: Determines the length of each day, relative to the length of each night (as specified by NightTimeSpeedScale. Lowering this value increases the length of each day.)(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_1009) CONTENT: Determines the length of each day, relative to the length of each night (as specified by NightTimeSpeedScale. Lowering this value increases the length of each day.)(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.DayTimeSpeedSlider) CONTENT: NIGHT TIME SPEED:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_1237) CONTENT: Determines the length of each night, relative to the length of each day (as specified by DayTimeSpeedScale. Lowering this value increases the length of each night.)(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_1237) CONTENT: Determines the length of each night, relative to the length of each day (as specified by DayTimeSpeedScale. Lowering this value increases the length of each night.)(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.NightTimeSpeedSlider) CONTENT: Multiplier that influences the spoil timer on all items.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.SpoilingTimeSlider) CONTENT: SPOILING TIME:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_2493) CONTENT: Multiplier that influences the spoil timer on all items.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_2493) CONTENT: ITEM DECOMPOSITION TIME:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_3161) CONTENT: Multiplier that influences how long dropped items remain in the world.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_3161) CONTENT: Multiplier that influences how long dropped items remain in the world.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.ItemDecompositionTimeSlider) CONTENT: CORPSE DECOMPOSITION TIME:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_4035) CONTENT: Multiplier that influences how long corpses remain in the world.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_4035) CONTENT: Multiplier that influences how long corpses remain in the world.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.CorpseDecompositionTimeSlider) CONTENT: Multiplier that influences how far away from player characters resources will regrow/respawn. (/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.ResourceNoReplenishRadiusPlayersSlider) CONTENT: NO RESOURCE RADIUS - PLAYERS:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_520) CONTENT: Multiplier that influences how far away from player characters resources will regrow/respawn. (/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_520) CONTENT: NO RESOURCE RADIUS - STRUCTURES:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_1738) CONTENT: Multiplier that influences how far away from structures resources will regrow/respawn. (/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_1738) CONTENT: Multiplier that influences how far away from structures resources will regrow/respawn. (/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.ResourceNoReplenishRadiusStructuresSlider) CONTENT: Higher numbers increase (by percentage) the speed of crop growth.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.CropGrowthSpeedSlider) CONTENT: CROP GROWTH SPEED:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_2874) CONTENT: Higher numbers increase (by percentage) the speed of crop growth.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_2874) CONTENT: Higher numbers decrease (by percentage) the speed of crop decay in plots(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.CropDecaySpeedSlider) CONTENT: CROP DECAY SPEED:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_3820) CONTENT: Higher numbers decrease (by percentage) the speed of crop decay in plots(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_3820) CONTENT: Specifies the scaling factor for the passage of time in the ARK, controlling how often day changes to night and night changes to day. (Values less than 1 slow down the cycle)(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.DayCycleSpeedValue) CONTENT: Determines the length of each day, relative to the length of each night (as specified by NightTimeSpeedScale. Lowering this value increases the length of each day.)(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.DayTimeSpeedValue) CONTENT: Determines the length of each night, relative to the length of each day (as specified by DayTimeSpeedScale. Lowering this value increases the length of each night.)(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.NightTimeSpeedValue) CONTENT: Multiplier that influences the spoil timer on all items.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.SpoilingTimeValue) CONTENT: Multiplier that influences how long dropped items remain in the world.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.ItemDecompositionTimeValue) CONTENT: Multiplier that influences how long corpses remain in the world.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.CorpseDecompositionTimeValue) CONTENT: Multiplier that influences how far away from player characters resources will regrow/respawn. (/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.ResourceNoReplenishRadiusPlayersValue) CONTENT: Multiplier that influences how far away from structures resources will regrow/respawn. (/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.ResourceNoReplenishRadiusStructuresValue) CONTENT: Higher numbers increase (by percentage) the speed of crop growth.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.CropGrowthSpeedValue) CONTENT: Higher numbers decrease (by percentage) the speed of crop decay in plots(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.CropDecaySpeedValue) CONTENT: WILD DINO STATS PER LEVEL(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_7992) CONTENT: WATER:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_945) CONTENT: Multiplier that changes the amount of Water gained by wild dinos as a percentage of the default setting.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_945) CONTENT: HEALTH:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_946) CONTENT: Multiplier that changes the amount of Health gained by wild dinos as a percentage of the default setting.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_946) CONTENT: Multiplier that changes the amount of Health gained by wild dinos as a percentage of the default setting.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.PerLevelStatsDinoWild_Health_Slider) CONTENT: STAMINA:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_948) CONTENT: Multiplier that changes the amount of Stamina gained by wild dinos as a percentage of the default setting.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_948) CONTENT: Multiplier that changes the amount of Stamina gained by wild dinos as a percentage of the default setting.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.PerLevelStatsDinoWild_Stamina_Slider) CONTENT: TORPIDITY:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_949) CONTENT: Multiplier that changes the amount of Torpidity gained by wild dinos as a percentage of the default setting.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_949) CONTENT: Multiplier that changes the amount of Torpidity gained by wild dinos as a percentage of the default setting.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.PerLevelStatsDinoWild_Torpidity_Slider) CONTENT: Multiplier that changes the amount of Oxygen gained by wild dinos as a percentage of the default setting.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.PerLevelStatsDinoWild_Oxygen_Slider) CONTENT: OXYGEN:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_951) CONTENT: Multiplier that changes the amount of Oxygen gained by wild dinos as a percentage of the default setting.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_951) CONTENT: FOOD:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_953) CONTENT: Multiplier that changes the amount of Food gained by wild dinos as a percentage of the default setting.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_953) CONTENT: Multiplier that changes the amount of Food gained by wild dinos as a percentage of the default setting.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.PerLevelStatsDinoWild_Food_Slider) CONTENT: Multiplier that changes the amount of Water gained by wild dinos as a percentage of the default setting.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.PerLevelStatsDinoWild_Water_Slider) CONTENT: Multiplier that changes the amount of Temperature gained by wild dinos as a percentage of the default setting.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.PerLevelStatsDinoWild_Temperature_Slider) CONTENT: TEMP:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_957) CONTENT: Multiplier that changes the amount of Temperature gained by wild dinos as a percentage of the default setting.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_957) CONTENT: WEIGHT:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_960) CONTENT: Multiplier that changes the amount of Weight gained by wild dinos as a percentage of the default setting.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_960) CONTENT: Multiplier that changes the amount of Weight gained by wild dinos as a percentage of the default setting.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.PerLevelStatsDinoWild_Weight_Slider) CONTENT: Multiplier that changes the amount of Melee Damage gained by wild dinos as a percentage of the default setting.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.PerLevelStatsDinoWild_Damage_Slider) CONTENT: DAMAGE:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_962) CONTENT: Multiplier that changes the amount of Melee Damage gained by wild dinos as a percentage of the default setting.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_962) CONTENT: Multiplier that changes the amount of Speed gained by wild dinos as a percentage of the default setting.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.PerLevelStatsDinoWild_Speed_Slider) CONTENT: SPEED:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_964) CONTENT: Multiplier that changes the amount of Speed gained by wild dinos as a percentage of the default setting.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_964) CONTENT: TEMP FORT:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_2202) CONTENT: Multiplier that changes the amount of Fortitude gained by wild dinos as a percentage of the default setting.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_2202) CONTENT: Multiplier that changes the amount of Fortitude gained by wild dinos as a percentage of the default setting.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.PerLevelStatsDinoWild_TemperatureFortitude_Slider) CONTENT: Multiplier that changes the amount of Health gained by wild dinos as a percentage of the default setting.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.PerLevelStatsDinoWild_Health_Value) CONTENT: Multiplier that changes the amount of Stamina gained by wild dinos as a percentage of the default setting.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.PerLevelStatsDinoWild_Stamina_Value) CONTENT: Multiplier that changes the amount of Torpidity gained by wild dinos as a percentage of the default setting.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.PerLevelStatsDinoWild_Torpidity_Value) CONTENT: Multiplier that changes the amount of Oxygen gained by wild dinos as a percentage of the default setting.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.PerLevelStatsDinoWild_Oxygen_Value) CONTENT: Multiplier that changes the amount of Food gained by wild dinos as a percentage of the default setting.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.PerLevelStatsDinoWild_Food_Value) CONTENT: Multiplier that changes the amount of Water gained by wild dinos as a percentage of the default setting.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.PerLevelStatsDinoWild_Water_Value) CONTENT: Multiplier that changes the amount of Temperature gained by wild dinos as a percentage of the default setting.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.PerLevelStatsDinoWild_Temperature_Value) CONTENT: Multiplier that changes the amount of Weight gained by wild dinos as a percentage of the default setting.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.PerLevelStatsDinoWild_Weight_Value) CONTENT: Multiplier that changes the amount of Melee Damage gained by wild dinos as a percentage of the default setting.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.PerLevelStatsDinoWild_Damage_Value) CONTENT: Multiplier that changes the amount of Speed gained by wild dinos as a percentage of the default setting.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.PerLevelStatsDinoWild_Speed_Value) CONTENT: Multiplier that changes the amount of Fortitude gained by wild dinos as a percentage of the default setting.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.PerLevelStatsDinoWild_TemperatureFortitude_Value) CONTENT: TAMED DINOS STATS PER LEVEL(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TamedDinoLevelLabel) CONTENT: HEALTH:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_2000) CONTENT: Multiplier that changes the amount of Health gained by tamed dinos as a percentage of the default setting.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_2000) CONTENT: Multiplier that changes the amount of Health gained by tamed dinos as a percentage of the default setting.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.PerLevelStatsDinoTamed_Health_Slider) CONTENT: STAMINA:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_2002) CONTENT: Multiplier that changes the amount of Stamina gained by tamed dinos as a percentage of the default setting.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_2002) CONTENT: Multiplier that changes the amount of Stamina gained by tamed dinos as a percentage of the default setting.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.PerLevelStatsDinoTamed_Stamina_Slider) CONTENT: TORPIDITY:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_2003) CONTENT: Multiplier that changes the amount of Torpidity gained by tamed dinos as a percentage of the default setting.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_2003) CONTENT: Multiplier that changes the amount of Torpidity gained by tamed dinos as a percentage of the default setting.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.PerLevelStatsDinoTamed_Torpidity_Slider) CONTENT: Multiplier that changes the amount of Oxygen gained by tamed dinos as a percentage of the default setting.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.PerLevelStatsDinoTamed_Oxygen_Slider) CONTENT: OXYGEN:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_2005) CONTENT: Multiplier that changes the amount of Oxygen gained by tamed dinos as a percentage of the default setting.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_2005) CONTENT: FOOD:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_2007) CONTENT: Multiplier that changes the amount of Food gained by tamed dinos as a percentage of the default setting.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_2007) CONTENT: Multiplier that changes the amount of Food gained by tamed dinos as a percentage of the default setting.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.PerLevelStatsDinoTamed_Food_Slider) CONTENT: Multiplier that changes the amount of Water gained by tamed dinos as a percentage of the default setting.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.PerLevelStatsDinoTamed_Water_Slider) CONTENT: WATER:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_2010) CONTENT: Multiplier that changes the amount of Water gained by tamed dinos as a percentage of the default setting.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_2010) CONTENT: Multiplier that changes the amount of Temperature gained by tamed dinos as a percentage of the default setting.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.PerLevelStatsDinoTamed_Temperature_Slider) CONTENT: TEMP:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_2011) CONTENT: Multiplier that changes the amount of Temperature gained by tamed dinos as a percentage of the default setting.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_2011) CONTENT: WEIGHT:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_2013) CONTENT: Multiplier that changes the amount of Weight gained by tamed dinos as a percentage of the default setting.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_2013) CONTENT: Multiplier that changes the amount of Weight gained by tamed dinos as a percentage of the default setting.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.PerLevelStatsDinoTamed_Weight_Slider) CONTENT: Multiplier that changes the amount of Melee Damage gained by tamed dinos as a percentage of the default setting.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.PerLevelStatsDinoTamed_Damage_Slider) CONTENT: DAMAGE:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_2015) CONTENT: Multiplier that changes the amount of Melee Damage gained by tamed dinos as a percentage of the default setting.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_2015) CONTENT: Multiplier that changes the amount of Speed gained by tamed dinos as a percentage of the default setting.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.PerLevelStatsDinoTamed_Speed_Slider) CONTENT: SPEED:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_2017) CONTENT: Multiplier that changes the amount of Speed gained by tamed dinos as a percentage of the default setting.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_2017) CONTENT: TEMP FORT:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_2020) CONTENT: Multiplier that changes the amount of Fortitude gained by tamed dinos as a percentage of the default setting.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_2020) CONTENT: Multiplier that changes the amount of Fortitude gained by tamed dinos as a percentage of the default setting.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.PerLevelStatsDinoTamed_TemperatureFortitude_Slider) CONTENT: Multiplier that changes the amount of Health gained by tamed dinos as a percentage of the default setting.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.PerLevelStatsDinoTamed_Health_Value) CONTENT: Multiplier that changes the amount of Stamina gained by tamed dinos as a percentage of the default setting.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.PerLevelStatsDinoTamed_Stamina_Value) CONTENT: Multiplier that changes the amount of Torpidity gained by tamed dinos as a percentage of the default setting.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.PerLevelStatsDinoTamed_Torpidity_Value) CONTENT: Multiplier that changes the amount of Oxygen gained by tamed dinos as a percentage of the default setting.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.PerLevelStatsDinoTamed_Oxygen_Value) CONTENT: Multiplier that changes the amount of Food gained by tamed dinos as a percentage of the default setting.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.PerLevelStatsDinoTamed_Food_Value) CONTENT: Multiplier that changes the amount of Water gained by tamed dinos as a percentage of the default setting.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.PerLevelStatsDinoTamed_Water_Value) CONTENT: Multiplier that changes the amount of Temperature gained by tamed dinos as a percentage of the default setting.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.PerLevelStatsDinoTamed_Temperature_Value) CONTENT: Multiplier that changes the amount of Weight gained by tamed dinos as a percentage of the default setting.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.PerLevelStatsDinoTamed_Weight_Value) CONTENT: Multiplier that changes the amount of Melee Damage gained by tamed dinos as a percentage of the default setting.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.PerLevelStatsDinoTamed_Damage_Value) CONTENT: Multiplier that changes the amount of Speed gained by tamed dinos as a percentage of the default setting.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.PerLevelStatsDinoTamed_Speed_Value) CONTENT: Multiplier that changes the amount of Fortitude gained by tamed dinos as a percentage of the default setting.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.PerLevelStatsDinoTamed_TemperatureFortitude_Value) CONTENT: TAMED DINOS ADD PER LEVEL(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_18161) CONTENT: Multiplier that changes the amount of Health gained by tamed dinos per point invested, as a percentage of the default setting. (/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.PerLevelStatsDinoTamedAdd_Health_Slider) CONTENT: Multiplier that changes the amount of Stamina gained by tamed dinos per point invested, as a percentage of the default setting. (/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.PerLevelStatsDinoTamedAdd_Stamina_Slider) CONTENT: Multiplier that changes the amount of Torpidity gained by tamed dinos per point invested, as a percentage of the default setting. (/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.PerLevelStatsDinoTamedAdd_Torpidity_Slider) CONTENT: Multiplier that changes the amount of Oxygen gained by tamed dinos per point invested, as a percentage of the default setting. (/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.PerLevelStatsDinoTamedAdd_Oxygen_Slider) CONTENT: Multiplier that changes the amount of Food gained by tamed dinos per point invested, as a percentage of the default setting. (/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.PerLevelStatsDinoTamedAdd_Food_Slider) CONTENT: Multiplier that changes the amount of Water gained by tamed dinos per point invested, as a percentage of the default setting. (/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.PerLevelStatsDinoTamedAdd_Water_Slider) CONTENT: Multiplier that changes the amount of Temperature gained by tamed dinos per point invested, as a percentage of the default setting. (/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.PerLevelStatsDinoTamedAdd_Temperature_Slider) CONTENT: Multiplier that changes the amount of Weight gained by tamed dinos per point invested, as a percentage of the default setting. (/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.PerLevelStatsDinoTamedAdd_Weight_Slider) CONTENT: Multiplier that changes the amount of Melee Damage gained by tamed dinos per point invested, as a percentage of the default setting. (/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.PerLevelStatsDinoTamedAdd_Damage_Slider) CONTENT: Multiplier that changes the amount of Speed gained by tamed dinos per point invested, as a percentage of the default setting. (/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.PerLevelStatsDinoTamedAdd_Speed_Slider) CONTENT: Multiplier that changes the amount of Fortitude gained by tamed dinos per point invested, as a percentage of the default setting. (/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.PerLevelStatsDinoTamedAdd_TemperatureFortitude_Slider) CONTENT: Multiplier that changes the amount of Health gained by tamed dinos per point invested, as a percentage of the default setting. (/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.PerLevelStatsDinoTamedAdd_Health_Value) CONTENT: Multiplier that changes the amount of Stamina gained by tamed dinos per point invested, as a percentage of the default setting. (/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.PerLevelStatsDinoTamedAdd_Stamina_Value) CONTENT: Multiplier that changes the amount of Torpidity gained by tamed dinos per point invested, as a percentage of the default setting. (/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.PerLevelStatsDinoTamedAdd_Torpidity_Value) CONTENT: Multiplier that changes the amount of Oxygen gained by tamed dinos per point invested, as a percentage of the default setting. (/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.PerLevelStatsDinoTamedAdd_Oxygen_Value) CONTENT: Multiplier that changes the amount of Food gained by tamed dinos per point invested, as a percentage of the default setting. (/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.PerLevelStatsDinoTamedAdd_Food_Value) CONTENT: Multiplier that changes the amount of Water gained by tamed dinos per point invested, as a percentage of the default setting. (/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.PerLevelStatsDinoTamedAdd_Water_Value) CONTENT: Multiplier that changes the amount of Temperature gained by tamed dinos per point invested, as a percentage of the default setting. (/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.PerLevelStatsDinoTamedAdd_Temperature_Value) CONTENT: Multiplier that changes the amount of Weight gained by tamed dinos per point invested, as a percentage of the default setting. (/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.PerLevelStatsDinoTamedAdd_Weight_Value) CONTENT: Multiplier that changes the amount of Melee Damage gained by tamed dinos per point invested, as a percentage of the default setting. (/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.PerLevelStatsDinoTamedAdd_Damage_Value) CONTENT: Multiplier that changes the amount of Speed gained by tamed dinos per point invested, as a percentage of the default setting. (/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.PerLevelStatsDinoTamedAdd_Speed_Value) CONTENT: Multiplier that changes the amount of Fortitude gained by tamed dinos per point invested, as a percentage of the default setting. (/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.PerLevelStatsDinoTamedAdd_TemperatureFortitude_Value) CONTENT: HEALTH:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_20927) CONTENT: Multiplier that changes the amount of Health gained by tamed dinos per point invested, as a percentage of the default setting. (/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_20927) CONTENT: TEMP FORT:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_20928) CONTENT: Multiplier that changes the amount of Fortitude gained by tamed dinos per point invested, as a percentage of the default setting. (/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_20928) CONTENT: SPEED:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_20929) CONTENT: Multiplier that changes the amount of Speed gained by tamed dinos per point invested, as a percentage of the default setting. (/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_20929) CONTENT: DAMAGE:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_20930) CONTENT: Multiplier that changes the amount of Melee Damage gained by tamed dinos per point invested, as a percentage of the default setting. (/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_20930) CONTENT: WEIGHT:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_20931) CONTENT: Multiplier that changes the amount of Weight gained by tamed dinos per point invested, as a percentage of the default setting. (/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_20931) CONTENT: WATER:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_20932) CONTENT: Multiplier that changes the amount of Water gained by tamed dinos per point invested, as a percentage of the default setting. (/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_20932) CONTENT: TEMP:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_20933) CONTENT: Multiplier that changes the amount of Temperature gained by tamed dinos per point invested, as a percentage of the default setting. (/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_20933) CONTENT: FOOD:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_20934) CONTENT: Multiplier that changes the amount of Food gained by tamed dinos per point invested, as a percentage of the default setting. (/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_20934) CONTENT: OXYGEN:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_20935) CONTENT: Multiplier that changes the amount of Oxygen gained by tamed dinos per point invested, as a percentage of the default setting. (/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_20935) CONTENT: TORPIDITY:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_20936) CONTENT: Multiplier that changes the amount of Torpidity gained by tamed dinos per point invested, as a percentage of the default setting. (/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_20936) CONTENT: STAMINA:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_20937) CONTENT: Multiplier that changes the amount of Stamina gained by tamed dinos per point invested, as a percentage of the default setting. (/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_20937) CONTENT: TAMED DINOS STATS AFFINITY(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_23071) CONTENT: Multiplier that changes the amount of Health gained by dinos when they are tamed as a percentage of the default setting, depending on taming effectiveness.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.PerLevelStatsDinoTamedAff_Health_Slider) CONTENT: Multiplier that changes the amount of Stamina gained by dinos when they are tamed as a percentage of the default setting, depending on taming effectiveness.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.PerLevelStatsDinoTamedAff_Stamina_Slider) CONTENT: Multiplier that changes the amount of Torpidity gained by dinos when they are tamed as a percentage of the default setting, depending on taming effectiveness.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.PerLevelStatsDinoTamedAff_Torpidity_Slider) CONTENT: Multiplier that changes the amount of Oxygen gained by dinos when they are tamed as a percentage of the default setting, depending on taming effectiveness.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.PerLevelStatsDinoTamedAff_Oxygen_Slider) CONTENT: Multiplier that changes the amount of Food gained by dinos when they are tamed as a percentage of the default setting, depending on taming effectiveness.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.PerLevelStatsDinoTamedAff_Food_Slider) CONTENT: Multiplier that changes the amount of Water gained by dinos when they are tamed as a percentage of the default setting, depending on taming effectiveness.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.PerLevelStatsDinoTamedAff_Water_Slider) CONTENT: Multiplier that changes the amount of Temperature gained by dinos when they are tamed as a percentage of the default setting, depending on taming effectiveness.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.PerLevelStatsDinoTamedAff_Temperature_Slider) CONTENT: Multiplier that changes the amount of Weight gained by dinos when they are tamed as a percentage of the default setting, depending on taming effectiveness.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.PerLevelStatsDinoTamedAff_Weight_Slider) CONTENT: Multiplier that changes the amount of Melee Damage gained by dinos when they are tamed as a percentage of the default setting, depending on taming effectiveness.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.PerLevelStatsDinoTamedAff_Damage_Slider) CONTENT: Multiplier that changes the amount of Speed gained by dinos when they are tamed as a percentage of the default setting, depending on taming effectiveness.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.PerLevelStatsDinoTamedAff_Speed_Slider) CONTENT: Multiplier that changes the amount of Fortitude gained by dinos when they are tamed as a percentage of the default setting, depending on taming effectiveness.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.PerLevelStatsDinoTamedAff_TemperatureFortitude_Slider) CONTENT: Multiplier that changes the amount of Health gained by dinos when they are tamed as a percentage of the default setting, depending on taming effectiveness.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.PerLevelStatsDinoTamedAff_Health_Value) CONTENT: Multiplier that changes the amount of Stamina gained by dinos when they are tamed as a percentage of the default setting, depending on taming effectiveness.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.PerLevelStatsDinoTamedAff_Stamina_Value) CONTENT: Multiplier that changes the amount of Torpidity gained by dinos when they are tamed as a percentage of the default setting, depending on taming effectiveness.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.PerLevelStatsDinoTamedAff_Torpidity_Value) CONTENT: Multiplier that changes the amount of Oxygen gained by dinos when they are tamed as a percentage of the default setting, depending on taming effectiveness.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.PerLevelStatsDinoTamedAff_Oxygen_Value) CONTENT: Multiplier that changes the amount of Food gained by dinos when they are tamed as a percentage of the default setting, depending on taming effectiveness.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.PerLevelStatsDinoTamedAff_Food_Value) CONTENT: Multiplier that changes the amount of Water gained by dinos when they are tamed as a percentage of the default setting, depending on taming effectiveness.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.PerLevelStatsDinoTamedAff_Water_Value) CONTENT: Multiplier that changes the amount of Temperature gained by dinos when they are tamed as a percentage of the default setting, depending on taming effectiveness.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.PerLevelStatsDinoTamedAff_Temperature_Value) CONTENT: Multiplier that changes the amount of Weight gained by dinos when they are tamed as a percentage of the default setting, depending on taming effectiveness.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.PerLevelStatsDinoTamedAff_Weight_Value) CONTENT: Multiplier that changes the amount of Melee Damage gained by dinos when they are tamed as a percentage of the default setting, depending on taming effectiveness.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.PerLevelStatsDinoTamedAff_Damage_Value) CONTENT: Multiplier that changes the amount of Speed gained by dinos when they are tamed as a percentage of the default setting, depending on taming effectiveness.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.PerLevelStatsDinoTamedAff_Speed_Value) CONTENT: Multiplier that changes the amount of Fortitude gained by dinos when they are tamed as a percentage of the default setting, depending on taming effectiveness.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.PerLevelStatsDinoTamedAff_TemperatureFortitude_Value) CONTENT: HEALTH:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_26683) CONTENT: Multiplier that changes the amount of Health gained by dinos when they are tamed as a percentage of the default setting, depending on taming effectiveness.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_26683) CONTENT: TORPIDITY:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_26684) CONTENT: Multiplier that changes the amount of Torpidity gained by dinos when they are tamed as a percentage of the default setting, depending on taming effectiveness.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_26684) CONTENT: STAMINA:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_26685) CONTENT: Multiplier that changes the amount of Stamina gained by dinos when they are tamed as a percentage of the default setting, depending on taming effectiveness.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_26685) CONTENT: OXYGEN:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_26686) CONTENT: Multiplier that changes the amount of Oxygen gained by dinos when they are tamed as a percentage of the default setting, depending on taming effectiveness.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_26686) CONTENT: FOOD:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_26687) CONTENT: Multiplier that changes the amount of Food gained by dinos when they are tamed as a percentage of the default setting, depending on taming effectiveness.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_26687) CONTENT: WATER:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_26688) CONTENT: Multiplier that changes the amount of Water gained by dinos when they are tamed as a percentage of the default setting, depending on taming effectiveness.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_26688) CONTENT: TEMP:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_26689) CONTENT: Multiplier that changes the amount of Temperature gained by dinos when they are tamed as a percentage of the default setting, depending on taming effectiveness.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_26689) CONTENT: WEIGHT:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_26690) CONTENT: Multiplier that changes the amount of Weight gained by dinos when they are tamed as a percentage of the default setting, depending on taming effectiveness.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_26690) CONTENT: DAMAGE:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_26691) CONTENT: Multiplier that changes the amount of Melee Damage gained by dinos when they are tamed as a percentage of the default setting, depending on taming effectiveness.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_26691) CONTENT: SPEED:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_26692) CONTENT: Multiplier that changes the amount of Speed gained by dinos when they are tamed as a percentage of the default setting, depending on taming effectiveness.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_26692) CONTENT: TEMP FORT:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_26693) CONTENT: Multiplier that changes the amount of Fortitude gained by dinos when they are tamed as a percentage of the default setting, depending on taming effectiveness.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_26693) CONTENT: PLAYER STATS PER LEVEL(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_29438) CONTENT: Multiplier that changes the amount of Health gained by player characters per point invested, as a percentage of the default setting. (/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.PerLevelStatsPlayer_Health_Slider) CONTENT: Multiplier that changes the amount of Stamina gained by player characters per point invested, as a percentage of the default setting. (/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.PerLevelStatsPlayer_Stamina_Slider) CONTENT: Multiplier that changes the amount of Torpidity gained by player characters per point invested, as a percentage of the default setting. (/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.PerLevelStatsPlayer_Torpidity_Slider) CONTENT: Multiplier that changes the amount of Oxygen gained by player characters per point invested, as a percentage of the default setting. (/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.PerLevelStatsPlayer_Oxygen_Slider) CONTENT: Multiplier that changes the amount of Food gained by player characters per point invested, as a percentage of the default setting. (/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.PerLevelStatsPlayer_Food_Slider) CONTENT: Multiplier that changes the amount of Water gained by player characters per point invested, as a percentage of the default setting. (/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.PerLevelStatsPlayer_Water_Slider) CONTENT: Multiplier that changes the amount of Temperature gained by player characters per point invested, as a percentage of the default setting. (/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.PerLevelStatsPlayer_Temperature_Slider) CONTENT: Multiplier that changes the amount of Weight gained by player characters per point invested, as a percentage of the default setting. (/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.PerLevelStatsPlayer_Weight_Slider) CONTENT: Multiplier that changes the amount of Melee Damage gained by player characters per point invested, as a percentage of the default setting. (/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.PerLevelStatsPlayer_Damage_Slider) CONTENT: Multiplier that changes the amount of Speed gained by player characters per point invested, as a percentage of the default setting. (/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.PerLevelStatsPlayer_Speed_Slider) CONTENT: Multiplier that changes the amount of Fortitude gained by player characters per point invested, as a percentage of the default setting. (/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.PerLevelStatsPlayer_TemperatureFortitude_Slider) CONTENT: Multiplier that changes the amount of Health gained by player characters per point invested, as a percentage of the default setting. (/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.PerLevelStatsPlayer_Health_Value) CONTENT: Multiplier that changes the amount of Stamina gained by player characters per point invested, as a percentage of the default setting. (/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.PerLevelStatsPlayer_Stamina_Value) CONTENT: Multiplier that changes the amount of Torpidity gained by player characters per point invested, as a percentage of the default setting. (/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.PerLevelStatsPlayer_Torpidity_Value) CONTENT: Multiplier that changes the amount of Oxygen gained by player characters per point invested, as a percentage of the default setting. (/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.PerLevelStatsPlayer_Oxygen_Value) CONTENT: Multiplier that changes the amount of Food gained by player characters per point invested, as a percentage of the default setting. (/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.PerLevelStatsPlayer_Food_Value) CONTENT: Multiplier that changes the amount of Water gained by player characters per point invested, as a percentage of the default setting. (/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.PerLevelStatsPlayer_Water_Value) CONTENT: Multiplier that changes the amount of Temperature gained by player characters per point invested, as a percentage of the default setting. (/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.PerLevelStatsPlayer_Temperature_Value) CONTENT: Multiplier that changes the amount of Weight gained by player characters per point invested, as a percentage of the default setting. (/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.PerLevelStatsPlayer_Weight_Value) CONTENT: Multiplier that changes the amount of Melee Damage gained by player characters per point invested, as a percentage of the default setting. (/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.PerLevelStatsPlayer_Damage_Value) CONTENT: Multiplier that changes the amount of Speed gained by player characters per point invested, as a percentage of the default setting. (/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.PerLevelStatsPlayer_Speed_Value) CONTENT: Multiplier that changes the amount of Fortitude gained by player characters per point invested, as a percentage of the default setting. (/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.PerLevelStatsPlayer_TemperatureFortitude_Value) CONTENT: TEMP FORT:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_31567) CONTENT: Multiplier that changes the amount of Fortitude gained by player characters per point invested, as a percentage of the default setting. (/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_31567) CONTENT: SPEED:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_31568) CONTENT: Multiplier that changes the amount of Speed gained by player characters per point invested, as a percentage of the default setting. (/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_31568) CONTENT: DAMAGE:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_31569) CONTENT: Multiplier that changes the amount of Melee Damage gained by player characters per point invested, as a percentage of the default setting. (/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_31569) CONTENT: WEIGHT:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_31570) CONTENT: Multiplier that changes the amount of Weight gained by player characters per point invested, as a percentage of the default setting. (/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_31570) CONTENT: TEMP:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_31571) CONTENT: Multiplier that changes the amount of Temperature gained by player characters per point invested, as a percentage of the default setting. (/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_31571) CONTENT: WATER:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_31572) CONTENT: Multiplier that changes the amount of Water gained by player characters per point invested, as a percentage of the default setting. (/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_31572) CONTENT: FOOD:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_31573) CONTENT: Multiplier that changes the amount of Food gained by player characters per point invested, as a percentage of the default setting. (/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_31573) CONTENT: OXYGEN:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_31574) CONTENT: Multiplier that changes the amount of Oxygen gained by player characters per point invested, as a percentage of the default setting. (/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_31574) CONTENT: TORPIDITY:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_31575) CONTENT: Multiplier that changes the amount of Torpidity gained by player characters per point invested, as a percentage of the default setting. (/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_31575) CONTENT: STAMINA:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_31576) CONTENT: Multiplier that changes the amount of Stamina gained by player characters per point invested, as a percentage of the default setting. (/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_31576) CONTENT: HEALTH:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_31577) CONTENT: Multiplier that changes the amount of Health gained by player characters per point invested, as a percentage of the default setting. (/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_31577) CONTENT: EXPERIENCE MULTIPLIERS(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_34132) CONTENT: Multiplier that influences how much experience is gained as a result of killing something.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.KillXPMultiplierSlider) CONTENT: GENERIC:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_1553) CONTENT: Multiplier that influences how much experience is gained over time.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_1553) CONTENT: Multiplier that influences how much experience is gained over time.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.GenericXPMultiplierSlider) CONTENT: KILL:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_758) CONTENT: Multiplier that influences how much experience is gained as a result of killing something.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_758) CONTENT: HARVEST:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_1154) CONTENT: Multiplier that influences how much experience is gained by harvesting resources.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_1154) CONTENT: CRAFT:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_1353) CONTENT: Multiplier that influences how much experience is gained by crafting items.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_1353) CONTENT: SPECIAL:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_1754) CONTENT: Multiplier that influences how much experience is gained under certain circumstances.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_1754) CONTENT: Multiplier that influences how much experience is gained under certain circumstances.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.SpecialXPMultiplierSlider) CONTENT: Multiplier that influences how much experience is gained by crafting items.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.CraftXPMultiplierSlider) CONTENT: Multiplier that influences how much experience is gained by harvesting resources.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.HarvestXPMultiplierSlider) CONTENT: Multiplier that influences how much experience is gained under certain circumstances.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.SpecialXPMultiplierValue) CONTENT: Multiplier that influences how much experience is gained by crafting items.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.CraftXPMultiplierValue) CONTENT: Multiplier that influences how much experience is gained by harvesting resources.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.HarvestXPMultiplierValue) CONTENT: Multiplier that influences how much experience is gained as a result of killing something.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.KillXPMultiplierValue) CONTENT: Multiplier that influences how much experience is gained over time.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.GenericXPMultiplierValue) CONTENT: MISCELLANEOUS SETTINGS(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_47695) CONTENT: Sets the maximum number of experience points a player character can accrue. (/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.MaxExperiencePlayerEditBox) CONTENT: PLAYER MAX EXPERIENCE POINTS:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_3447) CONTENT: Sets the maximum number of experience points a player character can accrue. (/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_3447) CONTENT: DINO MAX EXPERIENCE POINTS:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_3936) CONTENT: Sets the maximum number of experience points a dinosaur can accrue. (/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_3936) CONTENT: Sets the maximum number of experience points a dinosaur can accrue. (/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.MaxExperienceDinoEditBox) CONTENT: ALLOW CUSTOM RECIPES:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.[TextBlock] "Enable Global..") CONTENT: If checked, players can create their own recipes and cook custom foods using the recipes.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.[TextBlock] "Enable Global..") CONTENT: If checked, players can create their own recipes and cook custom foods using the recipes.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.AllowCustomRecipes) CONTENT: CUSTOM RECIPE EFFECTIVENESS:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.[TextBlock] "Custom Recipe..") CONTENT: Higher numbers increase (by percentage) the effectiveness of a custom recipe.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.[TextBlock] "Custom Recipe..") CONTENT: Higher numbers increase (by percentage) the effectiveness of a custom recipe.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.CustomRecipeEffectivenessSlider) CONTENT: CUSTOM RECIPE SKILL FACTOR:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_548) CONTENT: Higher numbers increase (by percentage) the effect of the player character's crafting speed level that is used as a base for the formula in creating a custom recipe.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_548) CONTENT: Higher numbers increase (by percentage) the effect of the player character's crafting speed level that is used as a base for the formula in creating a custom recipe.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.CustomRecipeSkillSlider) CONTENT: FLYER PLATFORM UNALIGNED BASING:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.[TextBlock] "Flyer Platfor..") CONTENT: If checked, dinosaurs not on a flier's "team" (tribe or ally) can stand on the flier platform. Otherwise, they slide off.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.[TextBlock] "Flyer Platfor..") CONTENT: If checked, dinosaurs not on a flier's "team" (tribe or ally) can stand on the flier platform. Otherwise, they slide off.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.FlyerPlatformAllowUnalignedDinoBasing) CONTENT: PASSIVE DEF HURT RIDERLESS DINOS:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_1061) CONTENT: If checked, spike walls will damage wild and riderless Dinosaurs.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_1061) CONTENT: If checked, spike walls will damage wild and riderless Dinosaurs.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.PassiveDefensesDamageRiderlessDinos) CONTENT: ONLY ALLOW SPECIFIED ENGRAMS:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.[TextBlock] "Only Allow Sp..") CONTENT: If checked, any Engram not explicitly specified in the Engrams list will be hidden. All Items and Blueprints based on hidden Engrams will be removed.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.[TextBlock] "Only Allow Sp..") CONTENT: If checked, any Engram not explicitly specified in the Engrams list will be hidden. All Items and Blueprints based on hidden Engrams will be removed.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.OnlyAllowSpecifiedEngrams) CONTENT: Higher numbers increase (by percentage) the effectiveness of a custom recipe.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.CustomRecipeEffectivenessValue) CONTENT: Higher numbers increase (by percentage) the effect of the player character's crafting speed level that is used as a base for the formula in creating a custom recipe.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.CustomRecipeSkillValue) CONTENT: SHOW FLOATING DAMAGE TEXT:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_11127) CONTENT: If checked, RPG-style pop-up text will appear displaying damage numbers.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_11127) CONTENT: If checked, RPG-style pop-up text will appear displaying damage numbers.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.ShowFloatingDamageText) CONTENT: ALLOW RAID DINO FEEDING:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_5001) CONTENT: If checked, a tamed Titanosaur will consume food in its inventory and stay alive (Titanosaur normally starves to death to prevent any player or tribe from owning it forever).(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_5001) CONTENT: If checked, a tamed Titanosaur will consume food in its inventory and stay alive (Titanosaur normally starves to death to prevent any player or tribe from owning it forever).(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.AllowRaidDinoFeeding) CONTENT: RAID DINO FOOD DRAIN MULTIPLIER:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_5000) CONTENT: Specifies the scaling factor for a tamed Titanosaur's food consumption. Higher values cause the dino to get hungry faster.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_5000) CONTENT: Specifies the scaling factor for a tamed Titanosaur's food consumption. Higher values cause the dino to get hungry faster.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.RaidDinoCharacterFoodDrainMultiplierSlider) CONTENT: Specifies the scaling factor for a tamed Titanosaur's food consumption. Higher values cause the dino to get hungry faster.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.RaidDinoCharacterFoodDrainMultiplierValue) CONTENT: Sets the maximum number of players allowed in a tribe (0 means no limit)(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.MaxNumberOfPlayersInTribeEditBox) CONTENT: MAX PLAYERS IN TRIBE:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_3800) CONTENT: Sets the maximum number of players allowed in a tribe (0 means no limit)(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_3800) CONTENT: CRAFTING SKILL BONUS MULTIPLIER:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_860) CONTENT: Multiplier that influences the quality level of crafted items based on the player character's crafting skill.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_860) CONTENT: Multiplier that influences the quality level of crafted items based on the player character's crafting skill.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.CraftingSkillBonusValue) CONTENT: Multiplier that influences the quality level of crafted items based on the player character's crafting skill.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.CraftingSkillBonusSlider) CONTENT: SUPPLY CRATE LOOT QUALITY:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_2799) CONTENT: Multiplier that influences the quality level of items found in loot crates.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_2799) CONTENT: Multiplier that influences the quality level of items found in loot crates.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.SupplyCrateLootQualityValue) CONTENT: Multiplier that influences the quality level of items found in loot crates.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.SupplyCrateLootQualitySlider) CONTENT: FISHING LOOT QUALITY:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_3449) CONTENT: Multiplier that influences the quality level of items obtained while fishing.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_3449) CONTENT: Multiplier that influences the quality level of items obtained while fishing.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.FishingLootQualityValue) CONTENT: Multiplier that influences the quality level of items obtained while fishing.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.FishingLootQualitySlider) CONTENT: FUEL CONSUMPTION INTERVAL MULTIPLIER:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_872) CONTENT: Multiplier that influences the rate at which fuel is consumed.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_872) CONTENT: Multiplier that influences the rate at which fuel is consumed.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.FuelConsumptionIntervalMultiplierValue) CONTENT: Multiplier that influences the rate at which fuel is consumed.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.FuelConsumptionIntervalMultiplierSlider) CONTENT: INCREASE PLATFORM STRUCTURE LIMIT:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_1096) CONTENT: Multiplier that influences the limit of structures that can be placed on a platform.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_1096) CONTENT: Multiplier that influences the limit of structures that can be placed on a platform.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.PerPlatformMaxStructuresMultiplier_Value) CONTENT: Multiplier that influences the limit of structures that can be placed on a platform.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.PerPlatformMaxStructuresMultiplier_Slider) CONTENT: Event Name(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.ActiveEventTextBlock) CONTENT: Name of the event to activate for this game session.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.ActiveEventTextBlock) CONTENT: ACTIVE EVENT:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_1115) CONTENT: Multiplier that influences the limit of structures that can be placed on a platform.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_1115) CONTENT: ADVANCED RULES(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_5817) CONTENT: ALLOWED ENGRAMS(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_611) CONTENT: MOD SETTINGS(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_1891) CONTENT: ARK SPONSORED MODS(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.ARKModsButton) CONTENT: GET NEW MODS(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.GetModsButton) CONTENT: UPDATE MODS(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.UpdateModsButton) CONTENT: ACTIVE MODS (TOP TAKES PRIORITY)(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_15191) CONTENT: REMOVE MOD(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.PopModBtn) CONTENT: AVAILABLE MODS(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_18970) CONTENT: ADD MOD(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.PushModBtn) CONTENT: [SELECTED ARK](/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.SelectedMapLabel) CONTENT: ARK NEWS(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_19821) CONTENT: You must Ascend to Gamma level before accessing this ARK.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.LockedText) CONTENT: DELETE ALL SINGLEPLAYER DATA(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.DeleteSinglePlayerData) CONTENT: DELETE ALL DEDICATED SERVER DATA(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.ClearDediData) CONTENT: CREATE PROCEDURAL ARK(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_1503) CONTENT: PLAY SINGLE PLAYER(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_353) CONTENT: HOST NON-DEDICATED SESSION(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_1) CONTENT: CANCEL(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_197) CONTENT: RUN DEDICATED SERVER(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_958) CONTENT: ARK(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TitleLabel) CONTENT: STORY ARKS(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_43808) CONTENT: CUSTOM ARKS(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_636) CONTENT: DELETE DEDICATED SAVE BACKUP(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_952) CONTENT: Session Name(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.SessionNameLabel) CONTENT: ACCEPT(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_246) CONTENT: Server Password(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.ServerPasswordTB) CONTENT: Admin Password(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_371) CONTENT: CANCEL(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_292) CONTENT: Private Match:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.PrivateMatchTB) CONTENT: Overwrite map save with backup(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.OverwriteMapWithBackupLabel) CONTENT: Destroy Old Biome Structures & Dinos(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_6023) CONTENT: Connecting...(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_2288) CONTENT: Cancel Upload(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.TextBlock_558) CONTENT: Uploading for debugging purposes... 0%(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_28.UploadSaveFileStatusTextBlock) CONTENT: THE ISLAND: As a man or woman stranded naked, freezing & starving on a mysterious island, you must hunt, harvest, craft items, grow crops, and build shelters to survive. Use skill and cunning to kill, tame, breed, and ride dinosaurs & primeval creatures. Master your enviromment and explore the hidden depths to uncover ARK's secrets!(/Engine/Transient.REINST_HostSession_C_1) CONTENT: THE CENTER: Discover a fantastical land of floating islands, enormous waterfalls, vast underground caverns, and surreal landscapes, as you explore a whole new world!(/Engine/Transient.REINST_HostSession_C_1) CONTENT: SCORCHED EARTH: Put your survival skills to the test as you find yourself stranded naked, dehydrated & starving in a vast desert. Even the most seasoned ARK survivors must quickly find water, hunt for food, harvest, craft items, and build shelter to have any chance for survival. Use skills honed on ARK's Island to kill, tame, breed, and ride the fantastical new creatures that have evolved to survive the Desert's ultra harsh conditions, including... DRAGONS!(/Engine/Transient.REINST_HostSession_C_1) CONTENT: RAGNAROK: Journey through an expansive 144 sq. kilometer fantasty highland, where common and all-new biomes are combined to bring the ultimate survivor experience. Whether tackling the extreme cold atop the highest mountains, harvesting resources from an active volcano, or just searching for that perfect base location, Ragnarok plays host to explorers and base builders alike. But survivors beware, Ragnarok houses such creatures as Polar Bears, Ice Wyverns, and a mystical creature many have yet to tame in the ARK universe.(/Engine/Transient.REINST_HostSession_C_1) CONTENT: VALGUERO: Explore new heights and hidden depths; whether it?s creating your foundations in the White Cliffs or unearthing the secrets of the Aberration Trench, Valguero offers a new experience in the ARK universe. With new biomes, challenging dungeon bosses, and mysterious ruins to discover, there?s always something exciting ? and dangerous ? on Valguero.(/Engine/Transient.REINST_HostSession_C_1) CONTENT: ABERRATION: Waking up on Aberration, a derelict, malfunctioning ARK with an elaborate underground biome system, survivors face exotic new challenges unlike anything before: extreme radioactive sunlight and environmental hazards, ziplines, wingsuits, climbing gear, cave dwellings, charge-batteries, and far more, along with a stable of extraordinary new creatures await within the mysterious depths. But beware the 'Nameless': unrelenting, Element-infused humanoids which have evolved into vicious light-hating monstrosities! On Aberration, survivors will uncover the ultimate secrets of the ARKs, and discover what the future holds in store for those strong and clever enough to survive!(/Engine/Transient.REINST_HostSession_C_1) CONTENT: EXTINCTION Finish your journey through the worlds of ARK in Extinction, where the story began and ends: on Earth itself! An Element-infested, ravaged planet filled with fantastical creatures both organic & technological, Earth holds both the secrets of the past and the keys to its salvation. As a veteran Survivor who has conquered all previous obstacles, your ultimate challenge awaits: can you defeat the gigantic roaming Titans which dominate the planet, and complete the ARK cycle to save Earth's future?(/Engine/Transient.REINST_HostSession_C_1) CONTENT: GENESIS: PART 1 Continue your quest for ultimate survival and unlock a whole new chapter in the saga of ARK: Survival Evolved! Waking up inside a virtual simulation, with a strangely familiar robotic companion, you must overcome rigorous missions to survive across multiple exotic worlds unlike anything you've seen before!(/Engine/Transient.REINST_HostSession_C_1) CONTENT: GENESIS: PART 2 Complete the eons-spanning story of ARK: Survival Evolved! Everything that your tribe has built, tamed, and fought for has led to this final challenge. With your faithful artificial companion HLN-A by your side, you?ve emerged from the Genesis simulation to find yourself aboard a gigantic starship being overtaken by a familiar threat from the distant past. Humanity?s future is in your hands, Survivor -- one last time!(/Engine/Transient.REINST_HostSession_C_1) CONTENT: PROCEDURAL ARK: This ARK has been dynamically generated, for a unique, custom experience!(/Engine/Transient.REINST_HostSession_C_1) CONTENT: CUSTOM ARK: This is a user-created ARK!(/Engine/Transient.REINST_HostSession_C_1) CONTENT: CRYSTAL ISLES: A community classic ARK map returns, updated for the Official Server networks! Crystal Isles is 150 square kilometers of awe-inspiring biomes? Build bases high in forest canopy and floating islands, and tame your own Tropeognathus to ride into aerial combat!(/Engine/Transient.REINST_HostSession_C_1) CONTENT: LOST ISLAND: Explore the soaring heights and hidden depths of Lost Island, featuring three powerful new creatures for you to tame. Discover jungle valleys fed by giant waterfalls, build a treehouse high in the forest canopies, get down and dirty in vast mangrove swamps, dive deep underwater, brave treacherous snowy peaks, or spelunk uncharted cave systems in search of treasure... whichever way you go, wild adventure awaits!(/Engine/Transient.REINST_HostSession_C_1) CONTENT: FJORDUR: Explore a magical Norse-inspired world, and travel to the legendary planes of Asgard, Jotunheim, and Vanaheim. Fjordur features four powerful new creatures for you to tame, including Andrewsarchus, Desmodus, Fjordhawk, and even Fenrir itself! Journey across over 75 square kilometers of new biomes, and face new challenges as you discover over 200 Runes to increase your Survivor's power!(/Engine/Transient.REINST_HostSession_C_1) CONTENT: test update progress (/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.UpdateProgress) CONTENT: GENERAL(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.InventoryTabLabel) CONTENT: ADVANCED(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_594) CONTENT: ENGRAMS(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.CraftingTabLabel) CONTENT: ARK RULES(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.CreatureTitle) CONTENT: RESTORE DEFAULT SETTINGS(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.ResetSettings) CONTENT: Max Structures In Range:(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_441) CONTENT: DINO DAMAGE:(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_1238) CONTENT: Specifies the scaling factor for the damage dinosaurs deal with their attacks.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_1238) CONTENT: Specifies the scaling factor for the damage dinosaurs deal with their attacks.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.DinoDamageSlider) CONTENT: PLAYER DAMAGE:(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_1268) CONTENT: Specifies the scaling factor for the damage players deal with their attacks.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_1268) CONTENT: Specifies the scaling factor for the damage players deal with their attacks.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.PlayerDamageSlider) CONTENT: STRUCTURE DAMAGE:(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_1299) CONTENT: Specifies the scaling factor for the damage structures deal with their attacks (e.g. spiked walls).(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_1299) CONTENT: Specifies the scaling factor for the damage structures deal with their attacks (e.g. spiked walls).(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.StructureDamageSlider) CONTENT: PLAYER RESISTANCE:(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_1331) CONTENT: Specifies the scaling factor for the resistance to damage players receive when attacked. Higher values decrease resistance, increasing damage per attack.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_1331) CONTENT: Specifies the scaling factor for the resistance to damage players receive when attacked. Higher values decrease resistance, increasing damage per attack.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.PlayerResistanceSlider) CONTENT: DINO RESISTANCE:(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_1581) CONTENT: Specifies the scaling factor for the resistance to damage dinosaurs receive when attacked. Higher values decrease resistance, increasing damage per attack.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_1581) CONTENT: Specifies the scaling factor for the resistance to damage dinosaurs receive when attacked. Higher values decrease resistance, increasing damage per attack.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.DinoResistanceSlider) CONTENT: STRUCTURE RESISTANCE:(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_1616) CONTENT: Specifies the scaling factor for the resistance to damage structures receive when attacked. Higher values decrease resistance, increasing damage per attack.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_1616) CONTENT: Specifies the scaling factor for the resistance to damage structures receive when attacked. Higher values decrease resistance, increasing damage per attack.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.StructureResistanceSlider) CONTENT: XP MULTIPLIER:(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_1651) CONTENT: Specifies the scaling factor for the experience received by players, tribes and dinosaurs.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_1651) CONTENT: Specifies the scaling factor for the experience received by players, tribes and dinosaurs.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.XPSlider) CONTENT: TAMING SPEED:(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_1896) CONTENT: Specifies the scaling factor for dinosaur taming speed. Higher values make taming faster.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_1896) CONTENT: Specifies the scaling factor for dinosaur taming speed. Higher values make taming faster.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TamingSpeedSlider) CONTENT: STRUCTURE DMG REPAIR COOLDOWN:(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_1239) CONTENT: Duration of time before a structure can be repaired after the last time it was damaged (0 to disable it). (/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_1239) CONTENT: Duration of time before a structure can be repaired after the last time it was damaged (0 to disable it). (/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.StructureDamageRepairCooldownSlider) CONTENT: DINO TURRET DAMAGE:(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_2929) CONTENT: Higher numbers increase (by percentage) the damage Turrets deal to Dinosaurs.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_2929) CONTENT: Higher numbers increase (by percentage) the damage Turrets deal to Dinosaurs.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.DinoTurretDamageSlider) CONTENT: DINO HARVESTING DAMAGE:(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_6147) CONTENT: Higher numbers increase (by percentage) the damage Dinosaurs deal to harvestable items (i.e. higher numbers mean faster resource collection).(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_6147) CONTENT: Higher numbers increase (by percentage) the damage Dinosaurs deal to harvestable items (i.e. higher numbers mean faster resource collection).(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.DinoHarvestingDamageSlider) CONTENT: Specifies the scaling factor for the damage dinosaurs deal with their attacks.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.DinoDamageValue) CONTENT: Specifies the scaling factor for the damage players deal with their attacks.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.PlayerDamageValue) CONTENT: Specifies the scaling factor for the damage structures deal with their attacks (e.g. spiked walls).(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.StructureDamageValue) CONTENT: Specifies the scaling factor for the resistance to damage players receive when attacked. Higher values decrease resistance, increasing damage per attack.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.PlayerResistanceValue) CONTENT: Specifies the scaling factor for the resistance to damage dinosaurs receive when attacked. Higher values decrease resistance, increasing damage per attack.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.DinoResistanceValue) CONTENT: Specifies the scaling factor for the resistance to damage structures receive when attacked. Higher values decrease resistance, increasing damage per attack.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.StructureResistanceValue) CONTENT: Specifies the scaling factor for the experience received by players, tribes and dinosaurs.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.XPValue) CONTENT: Specifies the scaling factor for dinosaur taming speed. Higher values make taming faster.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TamingSpeedValue) CONTENT: Duration of time before a structure can be repaired after the last time it was damaged (0 to disable it). (/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.StructureDamageRepairCooldownValue) CONTENT: Higher numbers increase (by percentage) the damage Turrets deal to Dinosaurs.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.DinoTurretDamageValue) CONTENT: Higher numbers increase (by percentage) the damage Dinosaurs deal to harvestable items (i.e. higher numbers mean faster resource collection).(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.DinoHarvestingDamageValue) CONTENT: DIFFICULTY LEVEL:(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.[TextBlock] ) CONTENT: Affects the levels of creatures in the world as well as the quality of loot drops.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.[TextBlock] ) CONTENT: Affects the levels of creatures in the world as well as the quality of loot drops.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.DifficultySlider) CONTENT: Affects the levels of creatures in the world as well as the quality of loot drops.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.DifficultyValue) CONTENT: Specifies the scaling factor for yields from all harvesting activities (e.g. chopping down trees, picking berries).(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.HarvestAmountSlider) CONTENT: HARVEST AMOUNT:(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_2082) CONTENT: Specifies the scaling factor for yields from all harvesting activities (e.g. chopping down trees, picking berries).(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_2082) CONTENT: PLAYER CHARACTER WATER DRAIN:(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_2083) CONTENT: Specifies the scaling factor for player character's water consumption. Higher values cause player characters to get thirsty faster.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_2083) CONTENT: Specifies the scaling factor for player character's water consumption. Higher values cause player characters to get thirsty faster.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.PlayerCharacterWaterDrainSlider) CONTENT: PLAYER CHARACTER FOOD DRAIN:(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_2084) CONTENT: Specifies the scaling factor for player character's food consumption. Higher values cause player characters to get hungry faster.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_2084) CONTENT: Specifies the scaling factor for player character's food consumption. Higher values cause player characters to get hungry faster.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.PlayerCharacterFoodDrainSlider) CONTENT: DINO CHARACTER FOOD DRAIN:(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_2085) CONTENT: Specifies the scaling factor for dinosaur's food consumption. Higher values cause dinosaurs to get hungry faster.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_2085) CONTENT: Specifies the scaling factor for dinosaur's food consumption. Higher values cause dinosaurs to get hungry faster.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.DinoCharacterFoodDrainSlider) CONTENT: PLAYER CHARACTER STAMINA DRAIN:(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_2086) CONTENT: Specifies the scaling factor for player character's stamina consumption. Higher values cause player characters to get tired faster.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_2086) CONTENT: Specifies the scaling factor for player character's stamina consumption. Higher values cause player characters to get tired faster.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.PlayerCharacterStaminaDrainSlider) CONTENT: DINO CHARACTER STAMINA DRAIN:(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_2087) CONTENT: Specifies the scaling factor for dinosaur's stamina consumption. Higher values cause dinosaurs to get tired faster.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_2087) CONTENT: Specifies the scaling factor for dinosaur's stamina consumption. Higher values cause dinosaurs to get tired faster.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.DinoCharacterStaminaDrainSlider) CONTENT: PLAYER CHARACTER HEALTH RECOVERY:(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_2088) CONTENT: Specifies the scaling factor for player character's health recovery. Higher values cause player characters to heal faster.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_2088) CONTENT: Specifies the scaling factor for player character's health recovery. Higher values cause player characters to heal faster.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.PlayerCharacterHealthRecoverySlider) CONTENT: DINO CHARACTER HEALTH RECOVERY:(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_2089) CONTENT: Specifies the scaling factor for dinosaur's health recovery. Higher values cause dinosaurs to heal faster.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_2089) CONTENT: Specifies the scaling factor for dinosaur's health recovery. Higher values cause dinosaurs to heal faster.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.DinoCharacterHealthRecoverySlider) CONTENT: DINO COUNT:(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_2090) CONTENT: Specifies the scaling factor for dinosaur spawns. Higher values increase the total number of dinosaurs spawned throughout the ARK.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_2090) CONTENT: Specifies the scaling factor for dinosaur spawns. Higher values increase the total number of dinosaurs spawned throughout the ARK.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.DinoCountSlider) CONTENT: Affects the distance that connected players are allowed to be from the host player.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.ListenServerTetherDistanceMultiplierSlider) CONTENT: NON-DEDICATED HOST TETHER DISTANCE:(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.LIstenServerTetherDistanceLabel) CONTENT: Affects the distance that connected players are allowed to be from the host player.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.LIstenServerTetherDistanceLabel) CONTENT: Affects the distance that connected players are allowed to be from the host player.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.ListenServerTetherDistanceMultiplier) CONTENT: PLAYER HARVESTING DAMAGE:(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_8370) CONTENT: Higher numbers increase (by percentage) the damage Players deal to harvestable items (i.e. higher numbers mean faster resource collection).(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_8370) CONTENT: Higher numbers increase (by percentage) the damage Players deal to harvestable items (i.e. higher numbers mean faster resource collection).(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.PlayerHarvestingDamageSlider) CONTENT: Specifies the scaling factor for yields from all harvesting activities (e.g. chopping down trees, picking berries).(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.HarvestAmountValue) CONTENT: Specifies the scaling factor for player character's water consumption. Higher values cause player characters to get thirsty faster.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.PlayerCharacterWaterDrainValue) CONTENT: Specifies the scaling factor for player character's food consumption. Higher values cause player characters to get hungry faster.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.PlayerCharacterFoodDrainValue) CONTENT: Specifies the scaling factor for dinosaur's food consumption. Higher values cause dinosaurs to get hungry faster.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.DinoCharacterFoodDrainValue) CONTENT: Specifies the scaling factor for player character's stamina consumption. Higher values cause player characters to get tired faster.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.PlayerCharacterStaminaDrainValue) CONTENT: Specifies the scaling factor for dinosaur's stamina consumption. Higher values cause dinosaurs to get tired faster.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.DinoCharacterStaminaDrainValue) CONTENT: Specifies the scaling factor for player character's health recovery. Higher values cause player characters to heal faster.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.PlayerCharacterHealthRecoveryValue) CONTENT: Specifies the scaling factor for dinosaur's health recovery. Higher values cause dinosaurs to heal faster.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.DinoCharacterHealthRecoveryValue) CONTENT: Higher numbers increase (by percentage) the damage Players deal to harvestable items (i.e. higher numbers mean faster resource collection).(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.PlayerHarvestingDamageValue) CONTENT: Specifies the scaling factor for dinosaur spawns. Higher values increase the total number of dinosaurs spawned throughout the ARK.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.DinoCountValue) CONTENT: Voice chat is heard by players across the entire ARK.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.GlobalVoiceChatCheckbox) CONTENT: NOTIFY PLAYER JOINED:(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_849) CONTENT: Players will always get notified if someone joins the server.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_849) CONTENT: Players will always get notified if someone joins the server.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.NotifyPlayerJoinedCheckbox) CONTENT: NOTIFY PLAYER LEFT:(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_816) CONTENT: Players will always get notified if someone leaves the server.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_816) CONTENT: Players will always get notified if someone leaves the server.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.NotifyPlayerLeftCheckbox) CONTENT: NO TRIBUTES DOWNLOADS:(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_607) CONTENT: Disables downloading items, dinos, or characters from other servers.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_607) CONTENT: Disables downloading items, dinos, or characters from other servers.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.NoTributesDownloadsCheckbox) CONTENT: ENABLE PROXIMITY TEXT CHAT:(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_476) CONTENT: Only players near each other can see their chat messages.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_476) CONTENT: Only players near each other can see their chat messages.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.ProximityChatCheckbox) CONTENT: ENABLE GLOBAL VOICE CHAT:(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_84) CONTENT: Voice chat is heard by players across the entire ARK.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_84) CONTENT: HARDCORE MODE:(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_1038) CONTENT: Enables hardcore mode (player characters revert to level 1 upon death) (/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_1038) CONTENT: Enables hardcore mode (player characters revert to level 1 upon death) (/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.ServerHardcoreCheckbox) CONTENT: Disables PvP, enables PvE(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.ServerPvECheckbox) CONTENT: PVE MODE:(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_1167) CONTENT: Disables PvP, enables PvE(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_1167) CONTENT: Show each player their own precise position when they view their map.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.ShowMapPlayerLocationCheckbox) CONTENT: ENABLE CROSSHAIR:(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_1246) CONTENT: If checked, the crosshair is displayed on the HUD.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_1246) CONTENT: If checked, the crosshair is displayed on the HUD.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.ServerCrosshairCheckbox) CONTENT: FORCE NO HUD:(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_1287) CONTENT: HUD always disabled.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_1287) CONTENT: HUD always disabled.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.ServerForceNoHUDCheckbox) CONTENT: SHOW MAP PLAYER LOCATION:(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_390) CONTENT: Show each player their own precise position when they view their map.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_390) CONTENT: Enables logging for admin commands.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.AdminLogging) CONTENT: ADMIN LOGGING:(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_987) CONTENT: Enables logging for admin commands.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_987) CONTENT: NO SURVIVORS DOWNLOADS:(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_3100) CONTENT: Disables downloading characters from other servers.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_3100) CONTENT: Disables downloading characters from other servers.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.PreventDownloadSurvivors) CONTENT: NO ITEMS DOWNLOADS:(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_4278) CONTENT: Disables downloading items from other servers.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_4278) CONTENT: Disables downloading items from other servers.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.PreventDownloadItems) CONTENT: NO DINOS DOWNLOADS:(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_6644) CONTENT: Disables downloading dinosaurs from other servers.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_6644) CONTENT: Disables downloading dinosaurs from other servers.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.PreventDownloadDinos) CONTENT: DISABLE FRIENDLY FIRE:(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_8784) CONTENT: If checked, Friendly Fire (among tribemates, tribe dinos, tribe structures) is disabled in PvE.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_8784) CONTENT: If checked, Friendly Fire (among tribemates, tribe dinos, tribe structures) is disabled in PvE.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.DisableFriendlyFire) CONTENT: DISABLE LOOT CRATES:(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_547) CONTENT: If checked, this will prevent spawning of Loot crates (artifact creates will still spawn).(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_547) CONTENT: If checked, this will prevent spawning of Loot crates (artifact creates will still spawn).(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.DisableLootCrates) CONTENT: Forces the max dinosaur level to 150, regardless of map.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.MaxDifficultyCheckbox) CONTENT: MAXIMUM DIFFICULTY:(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_641) CONTENT: Forces the max dinosaur level to 150, regardless of map.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_641) CONTENT: Enables Third Person view(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.ThirdPersonCheckbox) CONTENT: ALLOW THIRD PERSON CAMERA:(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_708) CONTENT: Enables Third Person view(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_708) CONTENT: Allows local manipulation of gamma settings during PVP (could allow unfair advantages at night).(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.EnablePvPGamma) CONTENT: ENABLE PVP GAMMA:(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_5434) CONTENT: Allows local manipulation of gamma settings during PVP (could allow unfair advantages at night).(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_5434) CONTENT: Modifies various internal statistics to support a faster-paced survival experience for a lone player or small group.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.UseSingleplayerSettingsCheckbox) CONTENT: USE SINGLEPLAYER SETTINGS:(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_1119) CONTENT: Modifies various internal statistics to support a faster-paced survival experience for a lone player or small group.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_1119) CONTENT: USE CORPSE LOCATOR:(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_1218) CONTENT: Displays a beacon of light at a player's corpse to help them locate where they died.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_1218) CONTENT: Displays a beacon of light at a player's corpse to help them locate where they died.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.UseCorpseLocatorCheckbox) CONTENT: DISABLE STRUCTURE PLACEMENT COLLISION:(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_1639) CONTENT: Allows players to place structures that clip into terrain.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_1639) CONTENT: Allows players to place structures that clip into terrain.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.DisableStructurePlacementCollisionCheckbox) CONTENT: ALLOW MULTIPLE PLATFORM FLOORS:(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_856) CONTENT: Allows players to construct bases with multiple levels of floors on platform saddles.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_856) CONTENT: Allows players to construct bases with multiple levels of floors on platform saddles.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.AllowMultiplePlatformFloorsCheckBox) CONTENT: ALLOW UNLIMITED RESPECS:(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_3488) CONTENT: Allows players to receive the benefit of a Mindwipe Tonic without leveling up between uses.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_3488) CONTENT: Allows players to receive the benefit of a Mindwipe Tonic without leveling up between uses.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.AllowUnlimitedRespecsCheckBox) CONTENT: DISABLE DINO TAMING:(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_5947) CONTENT: Disables the ability to tame dinos.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_5947) CONTENT: Disables the ability to tame dinos.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.DisableDinoTameCheckbox) CONTENT: DISABLE DINO RIDING:(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_1332) CONTENT: Disables the ability to ride dinos.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_1332) CONTENT: Disables the ability to ride dinos.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.DisableDinoRidingCheckbox) CONTENT: SHOW CREATIVE MODE:(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_1410) CONTENT: Show Enable/Disable Creative Mode button in pause menu.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_1410) CONTENT: Show Enable/Disable Creative Mode button in pause menu.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.ShowCreativeModeCheckbox) CONTENT: Enable/Disable the ability to level movement speed in flying creatures.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.AllowFlyerSpeedLevelingCheckbox) CONTENT: ALLOW FLYER SPEED LEVELING:(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_1757) CONTENT: Enable/Disable the ability to level movement speed in flying creatures.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_1757) CONTENT: Permit flying dinosaurs to pick up other dinosaurs and players when mounted by a player in PvE (/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.AllowFlyerCarryPvE) CONTENT: ALLOW FLYER CARRY PVE:(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_6457) CONTENT: Permit flying dinosaurs to pick up other dinosaurs and players when mounted by a player in PvE (/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_6457) CONTENT: Disable the gradual (7 days) decay of player structures.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.DisableStructureDecayPvE) CONTENT: DISABLE STRUCTURE DECAY PVE:(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_5889) CONTENT: Disable the gradual (7 days) decay of player structures.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_5889) CONTENT: PVE STRUCTURE DECAY PERIOD:(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_2092) CONTENT: Affects the length of time a player or Tribe can remain inactive before their structures can be demolished by others.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_2092) CONTENT: Affects the length of time a player or Tribe can remain inactive before their structures can be demolished by others.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.PvEStructureDecayPeriodSlider) CONTENT: ALLOW PVE TIMER:(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_999) CONTENT: Allow switching from PvE to PvP mode at pre-specified in-game times.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_999) CONTENT: Allow switching from PvE to PvP mode at pre-specified in-game times.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.AutoPvETimer) CONTENT: ALLOW PVE USE SYSTEM TIME:(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_1602) CONTENT: Requires Allow PVE Timer to be true; Allows switching at real-world (server-side) times.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_1602) CONTENT: Requires Allow PVE Timer to be true; Allows switching at real-world (server-side) times.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.AutoPvEUseSystemTime) CONTENT: Time (in seconds) at which the game will switch to PVE settings if Allow PVE Timer is True.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.AutoPvEStartTimeSecondsSlider) CONTENT: AUTO PVE START TIME SECONDS:(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_2453) CONTENT: Time (in seconds) at which the game will switch to PVE settings if Allow PVE Timer is True.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_2453) CONTENT: Time (in seconds) at which the game will switch to PVP settings if Allow PVE Timer is True.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.AutoPvEStopTimeSecondsSlider) CONTENT: AUTO PVE STOP TIME SECONDS:(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.AutoPvEStopLabel) CONTENT: Time (in seconds) at which the game will switch to PVP settings if Allow PVE Timer is True.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.AutoPvEStopLabel) CONTENT: PVE ALLOW TRIBE WAR:(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_5694) CONTENT: Allows Tribes in PVE to declare war and fight one another for a specified length of time.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_5694) CONTENT: Allows Tribes in PVE to declare war and fight one another for a specified length of time.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.PvEAllowTribeWar) CONTENT: PVE ALLOW TRIBE WAR CANCEL:(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_6453) CONTENT: If checked, tribes may cancel an agreed-upon war before it has actually started.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_6453) CONTENT: If checked, tribes may cancel an agreed-upon war before it has actually started.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.PvEAllowTribeWarCancel) CONTENT: DISABLE PVE GAMMA:(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.DisablePvEGammaLabel) CONTENT: Prevents local manipulation of gamma settings for PVE (to prevent unfair advantages at night)(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.DisablePvEGammaLabel) CONTENT: Prevents local manipulation of gamma settings for PVE (to prevent unfair advantages at night)(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.DisablePvEGamma) CONTENT: ALLOW CAVE BUILDING PVE:(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_8502) CONTENT: If checked, allows building in caves when PvE mode is also enabled.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_8502) CONTENT: If checked, allows building in caves when PvE mode is also enabled.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.AllowCaveBuildingPvE) CONTENT: Disable the gradual (7 days) decay of dinosaur ownership. Without this set to true, every dinosaur can be claimed by any player.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.DisableDinoDecayPvE) CONTENT: DISABLE DINO DECAY PVE:(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_10058) CONTENT: Disable the gradual (7 days) decay of dinosaur ownership. Without this set to true, every dinosaur can be claimed by any player. (/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_10058) CONTENT: PVE DINO DECAY PERIOD:(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_10712) CONTENT: Affects the length of time a player or Tribe can remain inactive before their dinosaurs can be claimed by others.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_10712) CONTENT: Affects the length of time a player or Tribe can remain inactive before their dinosaurs can be claimed by others.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.PvEDinoDecayPeriodSlider) CONTENT: Time (in seconds) at which the game will switch to PVE settings if Allow PVE Timer is True.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.AutoPvEStartTimeSecondsValue) CONTENT: Time (in seconds) at which the game will switch to PVP settings if Allow PVE Timer is True.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.AutoPvEStopTimeSecondsValue) CONTENT: Affects the length of time a player or Tribe can remain inactive before their structures can be demolished by others.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.PvEStructureDecayPeriodValue) CONTENT: Affects the length of time a player or Tribe can remain inactive before their dinosaurs can be claimed by others.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.PvEDinoDecayPeriodValue) CONTENT: ENABLE EXTRA STRUCTURE PREVENTION VOLUMES:(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_7122) CONTENT: Use this to completely disable building in specific resource-rich areas, in particular setup on TheIsland around the major mountains.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_7122) CONTENT: PREVENT TRIBE ALLIANCES:(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_561) CONTENT: Prevents Tribes from forming Alliances with one another.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_561) CONTENT: Prevents Tribes from forming Alliances with one another.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.PreventTribeAlliances) CONTENT: Use this to completely disable building in specific resource-rich areas, in particular setup on TheIsland around the major mountains.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.EnableExtraStructurePreventionVolumes) CONTENT: INC PVP RESPAWN INTERVAL CHECK PERIOD:(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_523) CONTENT: Time period during which dying to the same team again will trigger the INC PVP Respawn Interval Multiplier.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_523) CONTENT: Affects the damage taken by structures built inside caves.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.PvPZoneStructureDamageSlider) CONTENT: INCREASE PVP RESPAWN INTERVAL:(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_1597) CONTENT: Required for the INC PVP Respawn Interval values below to take effect.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_1597) CONTENT: Required for the INC PVP Respawn Interval values below to take effect.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.IncreasePvPRespawnInterval) CONTENT: Time period during which dying to the same team again will trigger the INC PVP Respawn Interval Multiplier.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.IncreasePvPRespawnIntervalCheckPeriodSlider) CONTENT: PVP ZONE STRUCTURE DAMAGE:(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_2546) CONTENT: Affects the damage taken by structures built inside caves.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_2546) CONTENT: INC PVP RESPAWN INTERVAL MULTIPLIER:(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_3779) CONTENT: Multiple of INC PVP Respawn Interval Base that is added each successive death to the same team in PVP.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_3779) CONTENT: Multiple of INC PVP Respawn Interval Base that is added each successive death to the same team in PVP.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.IncreasePvPRespawnIntervalSlider) CONTENT: INC PVP RESPAWN INTERVAL BASE:(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_5311) CONTENT: Additional respawn time when killed by a team in PVP.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_5311) CONTENT: Additional respawn time when killed by a team in PVP.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.IncreasePvPRespawnIntervalBaseAmountSlider) CONTENT: Affects the damage taken by structures built inside caves.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.PvPZoneStructureDamageValue) CONTENT: Time period during which dying to the same team again will trigger the INC PVP Respawn Interval Multiplier.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.IncreasePvPRespawnIntervalCheckPeriodValue) CONTENT: Multiple of INC PVP Respawn Interval Base that is added each successive death to the same team in PVP.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.IncreasePvPRespawnIntervalValue) CONTENT: Additional respawn time when killed by a team in PVP.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.IncreasePvPRespawnIntervalBaseAmountValue) CONTENT: Determines how close resources can spawn near bases(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.StructurePreventResourceRadiusMultiplierValue) CONTENT: STRUCTURE PREVENT RESOURCE RADIUS MULTIPLIER:(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_559) CONTENT: Determines how close resources can spawn near bases(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_559) CONTENT: Determines how close resources can spawn near bases(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.StructurePreventResourceRadiusMultiplierSlider) CONTENT: If checked, the game will not have Diseases at all.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.PreventDiseases) CONTENT: PREVENT DISEASES:(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_5265) CONTENT: If checked, the game will not have Diseases at all.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_5265) CONTENT: NON PERMANENT DISEASES:(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_5819) CONTENT: If checked, Diseases will not be permanent (player characters will then lose diseases when they respawn).(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_5819) CONTENT: If checked, Diseases will not be permanent (player characters will then lose diseases when they respawn).(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.NonPermanentDiseases) CONTENT: OFFLINE RAID PROTECTION LOGOFF PERIOD:(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_4714) CONTENT: How long a tribe needs to be offline before offline raiding protection enables.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_4714) CONTENT: Force Flier dinos to be allowed into caves (Fliers are able to go into caves by default on custom maps)(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.ForceAllowCaveFlyers) CONTENT: FORCE ALLOW CAVE FLIERS:(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_7497) CONTENT: Force Flier dinos to be allowed into caves (Fliers are able to go into caves by default on custom maps)(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_7497) CONTENT: Protects against raiding while a player/Tribe is offline.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.PreventOfflinePvP) CONTENT: OFFLINE RAID PROTECTION:(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_7874) CONTENT: Protects against raiding while a player/Tribe is offline.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_7874) CONTENT: Set to true to prevent dinosaurs from decaying while the Offline Raiding Prevention is active.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.PvPDinoDecay) CONTENT: PVP DINO DECAY:(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.PvPDinoDecayLabel) CONTENT: Set to true to prevent dinosaurs from decaying while the Offline Raiding Prevention is active.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.PvPDinoDecayLabel) CONTENT: OVERRIDE STRUCTURE PLATFORM PREVENTION:(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_9780) CONTENT: If checked, turrets and spikes can be built and operate on platform saddles.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_9780) CONTENT: If checked, turrets and spikes can be built and operate on platform saddles.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.OverideStructurePlatformPrevention) CONTENT: How long a tribe needs to be offline before offline raiding protection enables.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.PreventOfflinePvPIntervalEditBox) CONTENT: How long a tribe needs to be offline before offline raiding protection enables.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.PreventOfflinePvPIntervalSlider) CONTENT: WORLD SETTINGS(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_610) CONTENT: Specifies the scaling factor for the respawn rate for resource nodes (e.g. trees, rocks). Lower values cause nodes to respawn more frequently.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.ResourcesRespawnPeriodSlider) CONTENT: RESOURCES RESPAWN PERIOD:(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_2093) CONTENT: Specifies the scaling factor for the respawn rate for resource nodes (e.g. trees, rocks). Lower values cause nodes to respawn more frequently.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_2093) CONTENT: HARVEST HEALTH:(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_2091) CONTENT: Specifies the scaling factor for the "health" of items that can be harvested (trees, rocks, carcasses, etc.). Higher values increase the amount of damage (i.e. "number of strikes") such objects can withstand before being destroyed, which results in higher overall harvest yields.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_2091) CONTENT: Specifies the scaling factor for the "health" of items that can be harvested (trees, rocks, carcasses, etc.). Higher values increase the amount of damage (i.e. "number of strikes") such objects can withstand before being destroyed, which results in higher overall harvest yields.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.HarvestHealthSlider) CONTENT: POOP INTERVAL:(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_521) CONTENT: Higher numbers increase (by percentage) how frequently characters can poop.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_521) CONTENT: Higher numbers increase (by percentage) how frequently characters can poop.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.PoopIntervalSlider) CONTENT: LAY EGG INTERVAL:(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_1725) CONTENT: Higher numbers increase (by percentage) the time between eggs spawning / being laid.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_1725) CONTENT: Higher numbers increase (by percentage) the time between eggs spawning / being laid.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.LayEggIntervalSlider) CONTENT: MATING INTERVAL:(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_2505) CONTENT: Lower numbers decrease (on a percentage scale) the interval between which dinosaurs can mate (ex: 0.5 allows dinosaurs to mate 50% sooner).(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_2505) CONTENT: Lower numbers decrease (on a percentage scale) the interval between which dinosaurs can mate (ex: 0.5 allows dinosaurs to mate 50% sooner).(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.MatingIntervalSlider) CONTENT: EGG HATCH SPEED:(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_3523) CONTENT: Higher numbers decrease (by percentage) the time needed for fertilized egg to hatch.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_3523) CONTENT: Higher numbers decrease (by percentage) the time needed for fertilized egg to hatch.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.EggHatchSpeedSlider) CONTENT: BABY MATURE SPEED:(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_4559) CONTENT: Higher numbers decrease (by percentage) the time needed for a baby dinosaur to mature.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_4559) CONTENT: Higher numbers decrease (by percentage) the time needed for a baby dinosaur to mature.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.BabyMatureSpeedSlider) CONTENT: BABY FOOD CONSUMPTION SPEED:(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_522) CONTENT: Higher numbers decrease (by percentage) the speed that baby dinos eat their food.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_522) CONTENT: Higher numbers decrease (by percentage) the speed that baby dinos eat their food.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.BabyFoodConsumptionSpeedSlider) CONTENT: Specifies the scaling factor for the respawn rate for resource nodes (e.g. trees, rocks). Lower values cause nodes to respawn more frequently.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.ResourcesRespawnPeriodValue) CONTENT: Specifies the scaling factor for the "health" of items that can be harvested (trees, rocks, carcasses, etc.). Higher values increase the amount of damage (i.e. "number of strikes") such objects can withstand before being destroyed, which results in higher overall harvest yields.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.HarvestHealthValue) CONTENT: Higher numbers decrease (by percentage) the speed that baby dinos eat their food.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.BabyFoodConsumptionSpeedValue) CONTENT: Higher numbers decrease (by percentage) the time needed for a baby dinosaur to mature.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.BabyMatureSpeedValue) CONTENT: Higher numbers decrease (by percentage) the time needed for fertilized egg to hatch.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.EggHatchSpeedValue) CONTENT: Lower numbers decrease (on a percentage scale) the interval between which dinosaurs can mate (ex: 0.5 allows dinosaurs to mate 50% sooner).(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.MatingIntervalValue) CONTENT: Higher numbers increase (by percentage) the time between eggs spawning / being laid.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.LayEggIntervalValue) CONTENT: Higher numbers increase (by percentage) how frequently characters can poop.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.PoopIntervalValue) CONTENT: BABY CUDDLE INTERVAL MULTIPLIER:(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_1630) CONTENT: How often Babies want to cuddle. More often means players will need to cuddle with the baby more frequently to gain Imprinting Quality.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_1630) CONTENT: How often Babies want to cuddle. More often means players will need to cuddle with the baby more frequently to gain Imprinting Quality.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.BabyCuddleIntervalMultiplierValue) CONTENT: How often Babies want to cuddle. More often means players will need to cuddle with the baby more frequently to gain Imprinting Quality.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.BabyCuddleIntervalMultiplierSlider) CONTENT: BABY CUDDLE GRACE PERIOD MULTIPLIER:(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_2169) CONTENT: A multiplier on how long after delaying cuddling with the Baby before Imprinting Quality starts to decrease.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_2169) CONTENT: A multiplier on how long after delaying cuddling with the Baby before Imprinting Quality starts to decrease.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.BabyCuddleGracePeriodMultiplierValue) CONTENT: A multiplier on how long after delaying cuddling with the Baby before Imprinting Quality starts to decrease.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.BabyCuddleGracePeriodMultiplierSlider) CONTENT: A multiplier on how fast Imprinting Qualitiy decreases after the grace period if the players has not yet cuddled with the Baby.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.BabyCuddleLoseImprintQualitySpeedMultiplierSlider) CONTENT: A multiplier on how fast Imprinting Qualitiy decreases after the grace period if the players has not yet cuddled with the Baby.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.BabyCuddleLoseImprintQualitySpeedMultiplierValue) CONTENT: BABY CUDDLE LOSE IMPRINT QUALITY SPEED MULTIPLIER:(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_3074) CONTENT: A multiplier on how fast Imprinting Qualitiy decreases after the grace period if the players has not yet cuddled with the Baby.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_3074) CONTENT: ALLOW ANYONE BABY IMPRINT CUDDLE:(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_10355) CONTENT: If checked, everyone is allowed to "take care" of a Baby Dino, including cuddling, not just the player character who imprinted the Baby.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_10355) CONTENT: If checked, everyone is allowed to "take care" of a Baby Dino, including cuddling, not just the player character who imprinted the Baby.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.AllowAnyoneBabyImprintCuddle) CONTENT: DISABLE IMPRINT DINO BUFF:(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_10740) CONTENT: If checked, the damage and resistance buff on player characters who imprint a Baby dino is disabled.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_10740) CONTENT: If checked, the damage and resistance buff on player characters who imprint a Baby dino is disabled.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.DisableImprintDinoBuff) CONTENT: How much of an effect on stats the Imprinting Quality has. Set it to 0 to effectively disable the system.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.BabyImprintingStatScaleMultiplierValue) CONTENT: BABY IMPRINTING STAT SCALE MULTIPLIER:(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_915) CONTENT: How much of an effect on stats the Imprinting Quality has. Set it to 0 to effectively disable the system.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_915) CONTENT: How much of an effect on stats the Imprinting Quality has. Set it to 0 to effectively disable the system.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.BabyImprintingStatScaleMultiplierSlider) CONTENT: DAY CYCLE SPEED:(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_927) CONTENT: Specifies the scaling factor for the passage of time in the ARK, controlling how often day changes to night and night changes to day. (Values less than 1 slow down the cycle)(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_927) CONTENT: Specifies the scaling factor for the passage of time in the ARK, controlling how often day changes to night and night changes to day. (Values less than 1 slow down the cycle)(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.DayCycleSpeedSlider) CONTENT: DAY TIME SPEED:(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_1009) CONTENT: Determines the length of each day, relative to the length of each night (as specified by NightTimeSpeedScale. Lowering this value increases the length of each day.)(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_1009) CONTENT: Determines the length of each day, relative to the length of each night (as specified by NightTimeSpeedScale. Lowering this value increases the length of each day.)(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.DayTimeSpeedSlider) CONTENT: NIGHT TIME SPEED:(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_1237) CONTENT: Determines the length of each night, relative to the length of each day (as specified by DayTimeSpeedScale. Lowering this value increases the length of each night.)(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_1237) CONTENT: Determines the length of each night, relative to the length of each day (as specified by DayTimeSpeedScale. Lowering this value increases the length of each night.)(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.NightTimeSpeedSlider) CONTENT: Multiplier that influences the spoil timer on all items.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.SpoilingTimeSlider) CONTENT: SPOILING TIME:(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_2493) CONTENT: Multiplier that influences the spoil timer on all items.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_2493) CONTENT: ITEM DECOMPOSITION TIME:(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_3161) CONTENT: Multiplier that influences how long dropped items remain in the world.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_3161) CONTENT: Multiplier that influences how long dropped items remain in the world.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.ItemDecompositionTimeSlider) CONTENT: CORPSE DECOMPOSITION TIME:(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_4035) CONTENT: Multiplier that influences how long corpses remain in the world.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_4035) CONTENT: Multiplier that influences how long corpses remain in the world.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.CorpseDecompositionTimeSlider) CONTENT: Multiplier that influences how far away from player characters resources will regrow/respawn. (/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.ResourceNoReplenishRadiusPlayersSlider) CONTENT: NO RESOURCE RADIUS - PLAYERS:(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_520) CONTENT: Multiplier that influences how far away from player characters resources will regrow/respawn. (/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_520) CONTENT: NO RESOURCE RADIUS - STRUCTURES:(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_1738) CONTENT: Multiplier that influences how far away from structures resources will regrow/respawn. (/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_1738) CONTENT: Multiplier that influences how far away from structures resources will regrow/respawn. (/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.ResourceNoReplenishRadiusStructuresSlider) CONTENT: Higher numbers increase (by percentage) the speed of crop growth.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.CropGrowthSpeedSlider) CONTENT: CROP GROWTH SPEED:(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_2874) CONTENT: Higher numbers increase (by percentage) the speed of crop growth.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_2874) CONTENT: Higher numbers decrease (by percentage) the speed of crop decay in plots(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.CropDecaySpeedSlider) CONTENT: CROP DECAY SPEED:(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_3820) CONTENT: Higher numbers decrease (by percentage) the speed of crop decay in plots(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_3820) CONTENT: Specifies the scaling factor for the passage of time in the ARK, controlling how often day changes to night and night changes to day. (Values less than 1 slow down the cycle)(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.DayCycleSpeedValue) CONTENT: Determines the length of each day, relative to the length of each night (as specified by NightTimeSpeedScale. Lowering this value increases the length of each day.)(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.DayTimeSpeedValue) CONTENT: Determines the length of each night, relative to the length of each day (as specified by DayTimeSpeedScale. Lowering this value increases the length of each night.)(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.NightTimeSpeedValue) CONTENT: Multiplier that influences the spoil timer on all items.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.SpoilingTimeValue) CONTENT: Multiplier that influences how long dropped items remain in the world.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.ItemDecompositionTimeValue) CONTENT: Multiplier that influences how long corpses remain in the world.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.CorpseDecompositionTimeValue) CONTENT: Multiplier that influences how far away from player characters resources will regrow/respawn. (/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.ResourceNoReplenishRadiusPlayersValue) CONTENT: Multiplier that influences how far away from structures resources will regrow/respawn. (/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.ResourceNoReplenishRadiusStructuresValue) CONTENT: Higher numbers increase (by percentage) the speed of crop growth.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.CropGrowthSpeedValue) CONTENT: Higher numbers decrease (by percentage) the speed of crop decay in plots(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.CropDecaySpeedValue) CONTENT: WILD DINO STATS PER LEVEL(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_7992) CONTENT: WATER:(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_945) CONTENT: Multiplier that changes the amount of Water gained by wild dinos as a percentage of the default setting.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_945) CONTENT: HEALTH:(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_946) CONTENT: Multiplier that changes the amount of Health gained by wild dinos as a percentage of the default setting.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_946) CONTENT: Multiplier that changes the amount of Health gained by wild dinos as a percentage of the default setting.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.PerLevelStatsDinoWild_Health_Slider) CONTENT: STAMINA:(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_948) CONTENT: Multiplier that changes the amount of Stamina gained by wild dinos as a percentage of the default setting.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_948) CONTENT: Multiplier that changes the amount of Stamina gained by wild dinos as a percentage of the default setting.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.PerLevelStatsDinoWild_Stamina_Slider) CONTENT: TORPIDITY:(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_949) CONTENT: Multiplier that changes the amount of Torpidity gained by wild dinos as a percentage of the default setting.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_949) CONTENT: Multiplier that changes the amount of Torpidity gained by wild dinos as a percentage of the default setting.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.PerLevelStatsDinoWild_Torpidity_Slider) CONTENT: Multiplier that changes the amount of Oxygen gained by wild dinos as a percentage of the default setting.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.PerLevelStatsDinoWild_Oxygen_Slider) CONTENT: OXYGEN:(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_951) CONTENT: Multiplier that changes the amount of Oxygen gained by wild dinos as a percentage of the default setting.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_951) CONTENT: FOOD:(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_953) CONTENT: Multiplier that changes the amount of Food gained by wild dinos as a percentage of the default setting.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_953) CONTENT: Multiplier that changes the amount of Food gained by wild dinos as a percentage of the default setting.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.PerLevelStatsDinoWild_Food_Slider) CONTENT: Multiplier that changes the amount of Water gained by wild dinos as a percentage of the default setting.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.PerLevelStatsDinoWild_Water_Slider) CONTENT: Multiplier that changes the amount of Temperature gained by wild dinos as a percentage of the default setting.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.PerLevelStatsDinoWild_Temperature_Slider) CONTENT: TEMP:(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_957) CONTENT: Multiplier that changes the amount of Temperature gained by wild dinos as a percentage of the default setting.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_957) CONTENT: WEIGHT:(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_960) CONTENT: Multiplier that changes the amount of Weight gained by wild dinos as a percentage of the default setting.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_960) CONTENT: Multiplier that changes the amount of Weight gained by wild dinos as a percentage of the default setting.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.PerLevelStatsDinoWild_Weight_Slider) CONTENT: Multiplier that changes the amount of Melee Damage gained by wild dinos as a percentage of the default setting.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.PerLevelStatsDinoWild_Damage_Slider) CONTENT: DAMAGE:(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_962) CONTENT: Multiplier that changes the amount of Melee Damage gained by wild dinos as a percentage of the default setting.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_962) CONTENT: Multiplier that changes the amount of Speed gained by wild dinos as a percentage of the default setting.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.PerLevelStatsDinoWild_Speed_Slider) CONTENT: SPEED:(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_964) CONTENT: Multiplier that changes the amount of Speed gained by wild dinos as a percentage of the default setting.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_964) CONTENT: TEMP FORT:(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_2202) CONTENT: Multiplier that changes the amount of Fortitude gained by wild dinos as a percentage of the default setting.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_2202) CONTENT: Multiplier that changes the amount of Fortitude gained by wild dinos as a percentage of the default setting.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.PerLevelStatsDinoWild_TemperatureFortitude_Slider) CONTENT: Multiplier that changes the amount of Health gained by wild dinos as a percentage of the default setting.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.PerLevelStatsDinoWild_Health_Value) CONTENT: Multiplier that changes the amount of Stamina gained by wild dinos as a percentage of the default setting.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.PerLevelStatsDinoWild_Stamina_Value) CONTENT: Multiplier that changes the amount of Torpidity gained by wild dinos as a percentage of the default setting.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.PerLevelStatsDinoWild_Torpidity_Value) CONTENT: Multiplier that changes the amount of Oxygen gained by wild dinos as a percentage of the default setting.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.PerLevelStatsDinoWild_Oxygen_Value) CONTENT: Multiplier that changes the amount of Food gained by wild dinos as a percentage of the default setting.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.PerLevelStatsDinoWild_Food_Value) CONTENT: Multiplier that changes the amount of Water gained by wild dinos as a percentage of the default setting.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.PerLevelStatsDinoWild_Water_Value) CONTENT: Multiplier that changes the amount of Temperature gained by wild dinos as a percentage of the default setting.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.PerLevelStatsDinoWild_Temperature_Value) CONTENT: Multiplier that changes the amount of Weight gained by wild dinos as a percentage of the default setting.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.PerLevelStatsDinoWild_Weight_Value) CONTENT: Multiplier that changes the amount of Melee Damage gained by wild dinos as a percentage of the default setting.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.PerLevelStatsDinoWild_Damage_Value) CONTENT: Multiplier that changes the amount of Speed gained by wild dinos as a percentage of the default setting.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.PerLevelStatsDinoWild_Speed_Value) CONTENT: Multiplier that changes the amount of Fortitude gained by wild dinos as a percentage of the default setting.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.PerLevelStatsDinoWild_TemperatureFortitude_Value) CONTENT: TAMED DINOS STATS PER LEVEL(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TamedDinoLevelLabel) CONTENT: HEALTH:(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_2000) CONTENT: Multiplier that changes the amount of Health gained by tamed dinos as a percentage of the default setting.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_2000) CONTENT: Multiplier that changes the amount of Health gained by tamed dinos as a percentage of the default setting.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.PerLevelStatsDinoTamed_Health_Slider) CONTENT: STAMINA:(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_2002) CONTENT: Multiplier that changes the amount of Stamina gained by tamed dinos as a percentage of the default setting.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_2002) CONTENT: Multiplier that changes the amount of Stamina gained by tamed dinos as a percentage of the default setting.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.PerLevelStatsDinoTamed_Stamina_Slider) CONTENT: TORPIDITY:(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_2003) CONTENT: Multiplier that changes the amount of Torpidity gained by tamed dinos as a percentage of the default setting.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_2003) CONTENT: Multiplier that changes the amount of Torpidity gained by tamed dinos as a percentage of the default setting.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.PerLevelStatsDinoTamed_Torpidity_Slider) CONTENT: Multiplier that changes the amount of Oxygen gained by tamed dinos as a percentage of the default setting.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.PerLevelStatsDinoTamed_Oxygen_Slider) CONTENT: OXYGEN:(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_2005) CONTENT: Multiplier that changes the amount of Oxygen gained by tamed dinos as a percentage of the default setting.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_2005) CONTENT: FOOD:(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_2007) CONTENT: Multiplier that changes the amount of Food gained by tamed dinos as a percentage of the default setting.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_2007) CONTENT: Multiplier that changes the amount of Food gained by tamed dinos as a percentage of the default setting.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.PerLevelStatsDinoTamed_Food_Slider) CONTENT: Multiplier that changes the amount of Water gained by tamed dinos as a percentage of the default setting.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.PerLevelStatsDinoTamed_Water_Slider) CONTENT: WATER:(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_2010) CONTENT: Multiplier that changes the amount of Water gained by tamed dinos as a percentage of the default setting.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_2010) CONTENT: Multiplier that changes the amount of Temperature gained by tamed dinos as a percentage of the default setting.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.PerLevelStatsDinoTamed_Temperature_Slider) CONTENT: TEMP:(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_2011) CONTENT: Multiplier that changes the amount of Temperature gained by tamed dinos as a percentage of the default setting.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_2011) CONTENT: WEIGHT:(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_2013) CONTENT: Multiplier that changes the amount of Weight gained by tamed dinos as a percentage of the default setting.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_2013) CONTENT: Multiplier that changes the amount of Weight gained by tamed dinos as a percentage of the default setting.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.PerLevelStatsDinoTamed_Weight_Slider) CONTENT: Multiplier that changes the amount of Melee Damage gained by tamed dinos as a percentage of the default setting.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.PerLevelStatsDinoTamed_Damage_Slider) CONTENT: DAMAGE:(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_2015) CONTENT: Multiplier that changes the amount of Melee Damage gained by tamed dinos as a percentage of the default setting.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_2015) CONTENT: Multiplier that changes the amount of Speed gained by tamed dinos as a percentage of the default setting.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.PerLevelStatsDinoTamed_Speed_Slider) CONTENT: SPEED:(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_2017) CONTENT: Multiplier that changes the amount of Speed gained by tamed dinos as a percentage of the default setting.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_2017) CONTENT: TEMP FORT:(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_2020) CONTENT: Multiplier that changes the amount of Fortitude gained by tamed dinos as a percentage of the default setting.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_2020) CONTENT: Multiplier that changes the amount of Fortitude gained by tamed dinos as a percentage of the default setting.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.PerLevelStatsDinoTamed_TemperatureFortitude_Slider) CONTENT: Multiplier that changes the amount of Health gained by tamed dinos as a percentage of the default setting.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.PerLevelStatsDinoTamed_Health_Value) CONTENT: Multiplier that changes the amount of Stamina gained by tamed dinos as a percentage of the default setting.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.PerLevelStatsDinoTamed_Stamina_Value) CONTENT: Multiplier that changes the amount of Torpidity gained by tamed dinos as a percentage of the default setting.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.PerLevelStatsDinoTamed_Torpidity_Value) CONTENT: Multiplier that changes the amount of Oxygen gained by tamed dinos as a percentage of the default setting.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.PerLevelStatsDinoTamed_Oxygen_Value) CONTENT: Multiplier that changes the amount of Food gained by tamed dinos as a percentage of the default setting.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.PerLevelStatsDinoTamed_Food_Value) CONTENT: Multiplier that changes the amount of Water gained by tamed dinos as a percentage of the default setting.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.PerLevelStatsDinoTamed_Water_Value) CONTENT: Multiplier that changes the amount of Temperature gained by tamed dinos as a percentage of the default setting.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.PerLevelStatsDinoTamed_Temperature_Value) CONTENT: Multiplier that changes the amount of Weight gained by tamed dinos as a percentage of the default setting.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.PerLevelStatsDinoTamed_Weight_Value) CONTENT: Multiplier that changes the amount of Melee Damage gained by tamed dinos as a percentage of the default setting.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.PerLevelStatsDinoTamed_Damage_Value) CONTENT: Multiplier that changes the amount of Speed gained by tamed dinos as a percentage of the default setting.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.PerLevelStatsDinoTamed_Speed_Value) CONTENT: Multiplier that changes the amount of Fortitude gained by tamed dinos as a percentage of the default setting.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.PerLevelStatsDinoTamed_TemperatureFortitude_Value) CONTENT: TAMED DINOS ADD PER LEVEL(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_18161) CONTENT: Multiplier that changes the amount of Health gained by tamed dinos per point invested, as a percentage of the default setting. (/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.PerLevelStatsDinoTamedAdd_Health_Slider) CONTENT: Multiplier that changes the amount of Stamina gained by tamed dinos per point invested, as a percentage of the default setting. (/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.PerLevelStatsDinoTamedAdd_Stamina_Slider) CONTENT: Multiplier that changes the amount of Torpidity gained by tamed dinos per point invested, as a percentage of the default setting. (/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.PerLevelStatsDinoTamedAdd_Torpidity_Slider) CONTENT: Multiplier that changes the amount of Oxygen gained by tamed dinos per point invested, as a percentage of the default setting. (/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.PerLevelStatsDinoTamedAdd_Oxygen_Slider) CONTENT: Multiplier that changes the amount of Food gained by tamed dinos per point invested, as a percentage of the default setting. (/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.PerLevelStatsDinoTamedAdd_Food_Slider) CONTENT: Multiplier that changes the amount of Water gained by tamed dinos per point invested, as a percentage of the default setting. (/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.PerLevelStatsDinoTamedAdd_Water_Slider) CONTENT: Multiplier that changes the amount of Temperature gained by tamed dinos per point invested, as a percentage of the default setting. (/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.PerLevelStatsDinoTamedAdd_Temperature_Slider) CONTENT: Multiplier that changes the amount of Weight gained by tamed dinos per point invested, as a percentage of the default setting. (/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.PerLevelStatsDinoTamedAdd_Weight_Slider) CONTENT: Multiplier that changes the amount of Melee Damage gained by tamed dinos per point invested, as a percentage of the default setting. (/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.PerLevelStatsDinoTamedAdd_Damage_Slider) CONTENT: Multiplier that changes the amount of Speed gained by tamed dinos per point invested, as a percentage of the default setting. (/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.PerLevelStatsDinoTamedAdd_Speed_Slider) CONTENT: Multiplier that changes the amount of Fortitude gained by tamed dinos per point invested, as a percentage of the default setting. (/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.PerLevelStatsDinoTamedAdd_TemperatureFortitude_Slider) CONTENT: Multiplier that changes the amount of Health gained by tamed dinos per point invested, as a percentage of the default setting. (/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.PerLevelStatsDinoTamedAdd_Health_Value) CONTENT: Multiplier that changes the amount of Stamina gained by tamed dinos per point invested, as a percentage of the default setting. (/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.PerLevelStatsDinoTamedAdd_Stamina_Value) CONTENT: Multiplier that changes the amount of Torpidity gained by tamed dinos per point invested, as a percentage of the default setting. (/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.PerLevelStatsDinoTamedAdd_Torpidity_Value) CONTENT: Multiplier that changes the amount of Oxygen gained by tamed dinos per point invested, as a percentage of the default setting. (/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.PerLevelStatsDinoTamedAdd_Oxygen_Value) CONTENT: Multiplier that changes the amount of Food gained by tamed dinos per point invested, as a percentage of the default setting. (/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.PerLevelStatsDinoTamedAdd_Food_Value) CONTENT: Multiplier that changes the amount of Water gained by tamed dinos per point invested, as a percentage of the default setting. (/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.PerLevelStatsDinoTamedAdd_Water_Value) CONTENT: Multiplier that changes the amount of Temperature gained by tamed dinos per point invested, as a percentage of the default setting. (/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.PerLevelStatsDinoTamedAdd_Temperature_Value) CONTENT: Multiplier that changes the amount of Weight gained by tamed dinos per point invested, as a percentage of the default setting. (/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.PerLevelStatsDinoTamedAdd_Weight_Value) CONTENT: Multiplier that changes the amount of Melee Damage gained by tamed dinos per point invested, as a percentage of the default setting. (/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.PerLevelStatsDinoTamedAdd_Damage_Value) CONTENT: Multiplier that changes the amount of Speed gained by tamed dinos per point invested, as a percentage of the default setting. (/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.PerLevelStatsDinoTamedAdd_Speed_Value) CONTENT: Multiplier that changes the amount of Fortitude gained by tamed dinos per point invested, as a percentage of the default setting. (/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.PerLevelStatsDinoTamedAdd_TemperatureFortitude_Value) CONTENT: HEALTH:(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_20927) CONTENT: Multiplier that changes the amount of Health gained by tamed dinos per point invested, as a percentage of the default setting. (/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_20927) CONTENT: TEMP FORT:(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_20928) CONTENT: Multiplier that changes the amount of Fortitude gained by tamed dinos per point invested, as a percentage of the default setting. (/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_20928) CONTENT: SPEED:(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_20929) CONTENT: Multiplier that changes the amount of Speed gained by tamed dinos per point invested, as a percentage of the default setting. (/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_20929) CONTENT: DAMAGE:(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_20930) CONTENT: Multiplier that changes the amount of Melee Damage gained by tamed dinos per point invested, as a percentage of the default setting. (/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_20930) CONTENT: WEIGHT:(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_20931) CONTENT: Multiplier that changes the amount of Weight gained by tamed dinos per point invested, as a percentage of the default setting. (/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_20931) CONTENT: WATER:(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_20932) CONTENT: Multiplier that changes the amount of Water gained by tamed dinos per point invested, as a percentage of the default setting. (/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_20932) CONTENT: TEMP:(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_20933) CONTENT: Multiplier that changes the amount of Temperature gained by tamed dinos per point invested, as a percentage of the default setting. (/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_20933) CONTENT: FOOD:(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_20934) CONTENT: Multiplier that changes the amount of Food gained by tamed dinos per point invested, as a percentage of the default setting. (/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_20934) CONTENT: OXYGEN:(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_20935) CONTENT: Multiplier that changes the amount of Oxygen gained by tamed dinos per point invested, as a percentage of the default setting. (/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_20935) CONTENT: TORPIDITY:(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_20936) CONTENT: Multiplier that changes the amount of Torpidity gained by tamed dinos per point invested, as a percentage of the default setting. (/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_20936) CONTENT: STAMINA:(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_20937) CONTENT: Multiplier that changes the amount of Stamina gained by tamed dinos per point invested, as a percentage of the default setting. (/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_20937) CONTENT: TAMED DINOS STATS AFFINITY(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_23071) CONTENT: Multiplier that changes the amount of Health gained by dinos when they are tamed as a percentage of the default setting, depending on taming effectiveness.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.PerLevelStatsDinoTamedAff_Health_Slider) CONTENT: Multiplier that changes the amount of Stamina gained by dinos when they are tamed as a percentage of the default setting, depending on taming effectiveness.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.PerLevelStatsDinoTamedAff_Stamina_Slider) CONTENT: Multiplier that changes the amount of Torpidity gained by dinos when they are tamed as a percentage of the default setting, depending on taming effectiveness.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.PerLevelStatsDinoTamedAff_Torpidity_Slider) CONTENT: Multiplier that changes the amount of Oxygen gained by dinos when they are tamed as a percentage of the default setting, depending on taming effectiveness.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.PerLevelStatsDinoTamedAff_Oxygen_Slider) CONTENT: Multiplier that changes the amount of Food gained by dinos when they are tamed as a percentage of the default setting, depending on taming effectiveness.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.PerLevelStatsDinoTamedAff_Food_Slider) CONTENT: Multiplier that changes the amount of Water gained by dinos when they are tamed as a percentage of the default setting, depending on taming effectiveness.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.PerLevelStatsDinoTamedAff_Water_Slider) CONTENT: Multiplier that changes the amount of Temperature gained by dinos when they are tamed as a percentage of the default setting, depending on taming effectiveness.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.PerLevelStatsDinoTamedAff_Temperature_Slider) CONTENT: Multiplier that changes the amount of Weight gained by dinos when they are tamed as a percentage of the default setting, depending on taming effectiveness.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.PerLevelStatsDinoTamedAff_Weight_Slider) CONTENT: Multiplier that changes the amount of Melee Damage gained by dinos when they are tamed as a percentage of the default setting, depending on taming effectiveness.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.PerLevelStatsDinoTamedAff_Damage_Slider) CONTENT: Multiplier that changes the amount of Speed gained by dinos when they are tamed as a percentage of the default setting, depending on taming effectiveness.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.PerLevelStatsDinoTamedAff_Speed_Slider) CONTENT: Multiplier that changes the amount of Fortitude gained by dinos when they are tamed as a percentage of the default setting, depending on taming effectiveness.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.PerLevelStatsDinoTamedAff_TemperatureFortitude_Slider) CONTENT: Multiplier that changes the amount of Health gained by dinos when they are tamed as a percentage of the default setting, depending on taming effectiveness.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.PerLevelStatsDinoTamedAff_Health_Value) CONTENT: Multiplier that changes the amount of Stamina gained by dinos when they are tamed as a percentage of the default setting, depending on taming effectiveness.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.PerLevelStatsDinoTamedAff_Stamina_Value) CONTENT: Multiplier that changes the amount of Torpidity gained by dinos when they are tamed as a percentage of the default setting, depending on taming effectiveness.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.PerLevelStatsDinoTamedAff_Torpidity_Value) CONTENT: Multiplier that changes the amount of Oxygen gained by dinos when they are tamed as a percentage of the default setting, depending on taming effectiveness.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.PerLevelStatsDinoTamedAff_Oxygen_Value) CONTENT: Multiplier that changes the amount of Food gained by dinos when they are tamed as a percentage of the default setting, depending on taming effectiveness.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.PerLevelStatsDinoTamedAff_Food_Value) CONTENT: Multiplier that changes the amount of Water gained by dinos when they are tamed as a percentage of the default setting, depending on taming effectiveness.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.PerLevelStatsDinoTamedAff_Water_Value) CONTENT: Multiplier that changes the amount of Temperature gained by dinos when they are tamed as a percentage of the default setting, depending on taming effectiveness.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.PerLevelStatsDinoTamedAff_Temperature_Value) CONTENT: Multiplier that changes the amount of Weight gained by dinos when they are tamed as a percentage of the default setting, depending on taming effectiveness.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.PerLevelStatsDinoTamedAff_Weight_Value) CONTENT: Multiplier that changes the amount of Melee Damage gained by dinos when they are tamed as a percentage of the default setting, depending on taming effectiveness.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.PerLevelStatsDinoTamedAff_Damage_Value) CONTENT: Multiplier that changes the amount of Speed gained by dinos when they are tamed as a percentage of the default setting, depending on taming effectiveness.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.PerLevelStatsDinoTamedAff_Speed_Value) CONTENT: Multiplier that changes the amount of Fortitude gained by dinos when they are tamed as a percentage of the default setting, depending on taming effectiveness.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.PerLevelStatsDinoTamedAff_TemperatureFortitude_Value) CONTENT: HEALTH:(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_26683) CONTENT: Multiplier that changes the amount of Health gained by dinos when they are tamed as a percentage of the default setting, depending on taming effectiveness.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_26683) CONTENT: TORPIDITY:(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_26684) CONTENT: Multiplier that changes the amount of Torpidity gained by dinos when they are tamed as a percentage of the default setting, depending on taming effectiveness.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_26684) CONTENT: STAMINA:(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_26685) CONTENT: Multiplier that changes the amount of Stamina gained by dinos when they are tamed as a percentage of the default setting, depending on taming effectiveness.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_26685) CONTENT: OXYGEN:(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_26686) CONTENT: Multiplier that changes the amount of Oxygen gained by dinos when they are tamed as a percentage of the default setting, depending on taming effectiveness.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_26686) CONTENT: FOOD:(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_26687) CONTENT: Multiplier that changes the amount of Food gained by dinos when they are tamed as a percentage of the default setting, depending on taming effectiveness.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_26687) CONTENT: WATER:(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_26688) CONTENT: Multiplier that changes the amount of Water gained by dinos when they are tamed as a percentage of the default setting, depending on taming effectiveness.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_26688) CONTENT: TEMP:(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_26689) CONTENT: Multiplier that changes the amount of Temperature gained by dinos when they are tamed as a percentage of the default setting, depending on taming effectiveness.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_26689) CONTENT: WEIGHT:(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_26690) CONTENT: Multiplier that changes the amount of Weight gained by dinos when they are tamed as a percentage of the default setting, depending on taming effectiveness.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_26690) CONTENT: DAMAGE:(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_26691) CONTENT: Multiplier that changes the amount of Melee Damage gained by dinos when they are tamed as a percentage of the default setting, depending on taming effectiveness.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_26691) CONTENT: SPEED:(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_26692) CONTENT: Multiplier that changes the amount of Speed gained by dinos when they are tamed as a percentage of the default setting, depending on taming effectiveness.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_26692) CONTENT: TEMP FORT:(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_26693) CONTENT: Multiplier that changes the amount of Fortitude gained by dinos when they are tamed as a percentage of the default setting, depending on taming effectiveness.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_26693) CONTENT: PLAYER STATS PER LEVEL(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_29438) CONTENT: Multiplier that changes the amount of Health gained by player characters per point invested, as a percentage of the default setting. (/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.PerLevelStatsPlayer_Health_Slider) CONTENT: Multiplier that changes the amount of Stamina gained by player characters per point invested, as a percentage of the default setting. (/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.PerLevelStatsPlayer_Stamina_Slider) CONTENT: Multiplier that changes the amount of Torpidity gained by player characters per point invested, as a percentage of the default setting. (/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.PerLevelStatsPlayer_Torpidity_Slider) CONTENT: Multiplier that changes the amount of Oxygen gained by player characters per point invested, as a percentage of the default setting. (/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.PerLevelStatsPlayer_Oxygen_Slider) CONTENT: Multiplier that changes the amount of Food gained by player characters per point invested, as a percentage of the default setting. (/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.PerLevelStatsPlayer_Food_Slider) CONTENT: Multiplier that changes the amount of Water gained by player characters per point invested, as a percentage of the default setting. (/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.PerLevelStatsPlayer_Water_Slider) CONTENT: Multiplier that changes the amount of Temperature gained by player characters per point invested, as a percentage of the default setting. (/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.PerLevelStatsPlayer_Temperature_Slider) CONTENT: Multiplier that changes the amount of Weight gained by player characters per point invested, as a percentage of the default setting. (/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.PerLevelStatsPlayer_Weight_Slider) CONTENT: Multiplier that changes the amount of Melee Damage gained by player characters per point invested, as a percentage of the default setting. (/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.PerLevelStatsPlayer_Damage_Slider) CONTENT: Multiplier that changes the amount of Speed gained by player characters per point invested, as a percentage of the default setting. (/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.PerLevelStatsPlayer_Speed_Slider) CONTENT: Multiplier that changes the amount of Fortitude gained by player characters per point invested, as a percentage of the default setting. (/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.PerLevelStatsPlayer_TemperatureFortitude_Slider) CONTENT: Multiplier that changes the amount of Health gained by player characters per point invested, as a percentage of the default setting. (/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.PerLevelStatsPlayer_Health_Value) CONTENT: Multiplier that changes the amount of Stamina gained by player characters per point invested, as a percentage of the default setting. (/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.PerLevelStatsPlayer_Stamina_Value) CONTENT: Multiplier that changes the amount of Torpidity gained by player characters per point invested, as a percentage of the default setting. (/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.PerLevelStatsPlayer_Torpidity_Value) CONTENT: Multiplier that changes the amount of Oxygen gained by player characters per point invested, as a percentage of the default setting. (/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.PerLevelStatsPlayer_Oxygen_Value) CONTENT: Multiplier that changes the amount of Food gained by player characters per point invested, as a percentage of the default setting. (/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.PerLevelStatsPlayer_Food_Value) CONTENT: Multiplier that changes the amount of Water gained by player characters per point invested, as a percentage of the default setting. (/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.PerLevelStatsPlayer_Water_Value) CONTENT: Multiplier that changes the amount of Temperature gained by player characters per point invested, as a percentage of the default setting. (/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.PerLevelStatsPlayer_Temperature_Value) CONTENT: Multiplier that changes the amount of Weight gained by player characters per point invested, as a percentage of the default setting. (/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.PerLevelStatsPlayer_Weight_Value) CONTENT: Multiplier that changes the amount of Melee Damage gained by player characters per point invested, as a percentage of the default setting. (/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.PerLevelStatsPlayer_Damage_Value) CONTENT: Multiplier that changes the amount of Speed gained by player characters per point invested, as a percentage of the default setting. (/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.PerLevelStatsPlayer_Speed_Value) CONTENT: Multiplier that changes the amount of Fortitude gained by player characters per point invested, as a percentage of the default setting. (/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.PerLevelStatsPlayer_TemperatureFortitude_Value) CONTENT: TEMP FORT:(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_31567) CONTENT: Multiplier that changes the amount of Fortitude gained by player characters per point invested, as a percentage of the default setting. (/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_31567) CONTENT: SPEED:(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_31568) CONTENT: Multiplier that changes the amount of Speed gained by player characters per point invested, as a percentage of the default setting. (/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_31568) CONTENT: DAMAGE:(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_31569) CONTENT: Multiplier that changes the amount of Melee Damage gained by player characters per point invested, as a percentage of the default setting. (/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_31569) CONTENT: WEIGHT:(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_31570) CONTENT: Multiplier that changes the amount of Weight gained by player characters per point invested, as a percentage of the default setting. (/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_31570) CONTENT: TEMP:(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_31571) CONTENT: Multiplier that changes the amount of Temperature gained by player characters per point invested, as a percentage of the default setting. (/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_31571) CONTENT: WATER:(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_31572) CONTENT: Multiplier that changes the amount of Water gained by player characters per point invested, as a percentage of the default setting. (/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_31572) CONTENT: FOOD:(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_31573) CONTENT: Multiplier that changes the amount of Food gained by player characters per point invested, as a percentage of the default setting. (/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_31573) CONTENT: OXYGEN:(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_31574) CONTENT: Multiplier that changes the amount of Oxygen gained by player characters per point invested, as a percentage of the default setting. (/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_31574) CONTENT: TORPIDITY:(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_31575) CONTENT: Multiplier that changes the amount of Torpidity gained by player characters per point invested, as a percentage of the default setting. (/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_31575) CONTENT: STAMINA:(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_31576) CONTENT: Multiplier that changes the amount of Stamina gained by player characters per point invested, as a percentage of the default setting. (/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_31576) CONTENT: HEALTH:(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_31577) CONTENT: Multiplier that changes the amount of Health gained by player characters per point invested, as a percentage of the default setting. (/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_31577) CONTENT: EXPERIENCE MULTIPLIERS(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_34132) CONTENT: Multiplier that influences how much experience is gained as a result of killing something.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.KillXPMultiplierSlider) CONTENT: GENERIC:(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_1553) CONTENT: Multiplier that influences how much experience is gained over time.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_1553) CONTENT: Multiplier that influences how much experience is gained over time.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.GenericXPMultiplierSlider) CONTENT: KILL:(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_758) CONTENT: Multiplier that influences how much experience is gained as a result of killing something.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_758) CONTENT: HARVEST:(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_1154) CONTENT: Multiplier that influences how much experience is gained by harvesting resources.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_1154) CONTENT: CRAFT:(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_1353) CONTENT: Multiplier that influences how much experience is gained by crafting items.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_1353) CONTENT: SPECIAL:(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_1754) CONTENT: Multiplier that influences how much experience is gained under certain circumstances.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_1754) CONTENT: Multiplier that influences how much experience is gained under certain circumstances.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.SpecialXPMultiplierSlider) CONTENT: Multiplier that influences how much experience is gained by crafting items.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.CraftXPMultiplierSlider) CONTENT: Multiplier that influences how much experience is gained by harvesting resources.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.HarvestXPMultiplierSlider) CONTENT: Multiplier that influences how much experience is gained under certain circumstances.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.SpecialXPMultiplierValue) CONTENT: Multiplier that influences how much experience is gained by crafting items.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.CraftXPMultiplierValue) CONTENT: Multiplier that influences how much experience is gained by harvesting resources.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.HarvestXPMultiplierValue) CONTENT: Multiplier that influences how much experience is gained as a result of killing something.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.KillXPMultiplierValue) CONTENT: Multiplier that influences how much experience is gained over time.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.GenericXPMultiplierValue) CONTENT: MISCELLANEOUS SETTINGS(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_47695) CONTENT: Sets the maximum number of experience points a player character can accrue. (/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.MaxExperiencePlayerEditBox) CONTENT: PLAYER MAX EXPERIENCE POINTS:(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_3447) CONTENT: Sets the maximum number of experience points a player character can accrue. (/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_3447) CONTENT: DINO MAX EXPERIENCE POINTS:(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_3936) CONTENT: Sets the maximum number of experience points a dinosaur can accrue. (/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_3936) CONTENT: Sets the maximum number of experience points a dinosaur can accrue. (/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.MaxExperienceDinoEditBox) CONTENT: ALLOW CUSTOM RECIPES:(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.[TextBlock] "Enable Global..") CONTENT: If checked, players can create their own recipes and cook custom foods using the recipes.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.[TextBlock] "Enable Global..") CONTENT: If checked, players can create their own recipes and cook custom foods using the recipes.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.AllowCustomRecipes) CONTENT: CUSTOM RECIPE EFFECTIVENESS:(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.[TextBlock] "Custom Recipe..") CONTENT: Higher numbers increase (by percentage) the effectiveness of a custom recipe.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.[TextBlock] "Custom Recipe..") CONTENT: Higher numbers increase (by percentage) the effectiveness of a custom recipe.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.CustomRecipeEffectivenessSlider) CONTENT: CUSTOM RECIPE SKILL FACTOR:(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_548) CONTENT: Higher numbers increase (by percentage) the effect of the player character's crafting speed level that is used as a base for the formula in creating a custom recipe.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_548) CONTENT: Higher numbers increase (by percentage) the effect of the player character's crafting speed level that is used as a base for the formula in creating a custom recipe.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.CustomRecipeSkillSlider) CONTENT: FLYER PLATFORM UNALIGNED BASING:(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.[TextBlock] "Flyer Platfor..") CONTENT: If checked, dinosaurs not on a flier's "team" (tribe or ally) can stand on the flier platform. Otherwise, they slide off.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.[TextBlock] "Flyer Platfor..") CONTENT: If checked, dinosaurs not on a flier's "team" (tribe or ally) can stand on the flier platform. Otherwise, they slide off.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.FlyerPlatformAllowUnalignedDinoBasing) CONTENT: PASSIVE DEF HURT RIDERLESS DINOS:(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_1061) CONTENT: If checked, spike walls will damage wild and riderless Dinosaurs.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_1061) CONTENT: If checked, spike walls will damage wild and riderless Dinosaurs.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.PassiveDefensesDamageRiderlessDinos) CONTENT: ONLY ALLOW SPECIFIED ENGRAMS:(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.[TextBlock] "Only Allow Sp..") CONTENT: If checked, any Engram not explicitly specified in the Engrams list will be hidden. All Items and Blueprints based on hidden Engrams will be removed.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.[TextBlock] "Only Allow Sp..") CONTENT: If checked, any Engram not explicitly specified in the Engrams list will be hidden. All Items and Blueprints based on hidden Engrams will be removed.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.OnlyAllowSpecifiedEngrams) CONTENT: Higher numbers increase (by percentage) the effectiveness of a custom recipe.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.CustomRecipeEffectivenessValue) CONTENT: Higher numbers increase (by percentage) the effect of the player character's crafting speed level that is used as a base for the formula in creating a custom recipe.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.CustomRecipeSkillValue) CONTENT: SHOW FLOATING DAMAGE TEXT:(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_11127) CONTENT: If checked, RPG-style pop-up text will appear displaying damage numbers.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_11127) CONTENT: If checked, RPG-style pop-up text will appear displaying damage numbers.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.ShowFloatingDamageText) CONTENT: ALLOW RAID DINO FEEDING:(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_5001) CONTENT: If checked, a tamed Titanosaur will consume food in its inventory and stay alive (Titanosaur normally starves to death to prevent any player or tribe from owning it forever).(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_5001) CONTENT: If checked, a tamed Titanosaur will consume food in its inventory and stay alive (Titanosaur normally starves to death to prevent any player or tribe from owning it forever).(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.AllowRaidDinoFeeding) CONTENT: RAID DINO FOOD DRAIN MULTIPLIER:(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_5000) CONTENT: Specifies the scaling factor for a tamed Titanosaur's food consumption. Higher values cause the dino to get hungry faster.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_5000) CONTENT: Specifies the scaling factor for a tamed Titanosaur's food consumption. Higher values cause the dino to get hungry faster.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.RaidDinoCharacterFoodDrainMultiplierSlider) CONTENT: Specifies the scaling factor for a tamed Titanosaur's food consumption. Higher values cause the dino to get hungry faster.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.RaidDinoCharacterFoodDrainMultiplierValue) CONTENT: Sets the maximum number of players allowed in a tribe (0 means no limit)(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.MaxNumberOfPlayersInTribeEditBox) CONTENT: MAX PLAYERS IN TRIBE:(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_3800) CONTENT: Sets the maximum number of players allowed in a tribe (0 means no limit)(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_3800) CONTENT: CRAFTING SKILL BONUS MULTIPLIER:(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_860) CONTENT: Multiplier that influences the quality level of crafted items based on the player character's crafting skill.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_860) CONTENT: Multiplier that influences the quality level of crafted items based on the player character's crafting skill.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.CraftingSkillBonusValue) CONTENT: Multiplier that influences the quality level of crafted items based on the player character's crafting skill.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.CraftingSkillBonusSlider) CONTENT: SUPPLY CRATE LOOT QUALITY:(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_2799) CONTENT: Multiplier that influences the quality level of items found in loot crates.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_2799) CONTENT: Multiplier that influences the quality level of items found in loot crates.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.SupplyCrateLootQualityValue) CONTENT: Multiplier that influences the quality level of items found in loot crates.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.SupplyCrateLootQualitySlider) CONTENT: FISHING LOOT QUALITY:(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_3449) CONTENT: Multiplier that influences the quality level of items obtained while fishing.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_3449) CONTENT: Multiplier that influences the quality level of items obtained while fishing.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.FishingLootQualityValue) CONTENT: Multiplier that influences the quality level of items obtained while fishing.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.FishingLootQualitySlider) CONTENT: FUEL CONSUMPTION INTERVAL MULTIPLIER:(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_872) CONTENT: Multiplier that influences the rate at which fuel is consumed.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_872) CONTENT: Multiplier that influences the rate at which fuel is consumed.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.FuelConsumptionIntervalMultiplierValue) CONTENT: Multiplier that influences the rate at which fuel is consumed.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.FuelConsumptionIntervalMultiplierSlider) CONTENT: INCREASE PLATFORM STRUCTURE LIMIT:(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_1096) CONTENT: Multiplier that influences the limit of structures that can be placed on a platform.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_1096) CONTENT: Multiplier that influences the limit of structures that can be placed on a platform.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.PerPlatformMaxStructuresMultiplier_Value) CONTENT: Multiplier that influences the limit of structures that can be placed on a platform.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.PerPlatformMaxStructuresMultiplier_Slider) CONTENT: Event Name(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.ActiveEventTextBlock) CONTENT: Name of the event to activate for this game session.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.ActiveEventTextBlock) CONTENT: ACTIVE EVENT:(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_1115) CONTENT: Multiplier that influences the limit of structures that can be placed on a platform.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_1115) CONTENT: ADVANCED RULES(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_5817) CONTENT: ALLOWED ENGRAMS(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_611) CONTENT: MOD SETTINGS(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_1891) CONTENT: ARK SPONSORED MODS(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.ARKModsButton) CONTENT: GET NEW MODS(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.GetModsButton) CONTENT: UPDATE MODS(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.UpdateModsButton) CONTENT: ACTIVE MODS (TOP TAKES PRIORITY)(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_15191) CONTENT: REMOVE MOD(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.PopModBtn) CONTENT: AVAILABLE MODS(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_18970) CONTENT: ADD MOD(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.PushModBtn) CONTENT: [SELECTED ARK](/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.SelectedMapLabel) CONTENT: ARK NEWS(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_19821) CONTENT: You must Ascend to Gamma level before accessing this ARK.(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.LockedText) CONTENT: DELETE ALL SINGLEPLAYER DATA(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.DeleteSinglePlayerData) CONTENT: DELETE ALL DEDICATED SERVER DATA(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.ClearDediData) CONTENT: CREATE PROCEDURAL ARK(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_1503) CONTENT: PLAY SINGLE PLAYER(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_353) CONTENT: HOST NON-DEDICATED SESSION(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_1) CONTENT: CANCEL(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_197) CONTENT: RUN DEDICATED SERVER(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_958) CONTENT: ARK(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TitleLabel) CONTENT: STORY ARKS(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_43808) CONTENT: CUSTOM ARKS(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_636) CONTENT: DELETE DEDICATED SAVE BACKUP(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_952) CONTENT: Session Name(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.SessionNameLabel) CONTENT: ACCEPT(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_246) CONTENT: Server Password(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.ServerPasswordTB) CONTENT: Admin Password(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_371) CONTENT: CANCEL(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_292) CONTENT: Private Match:(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.PrivateMatchTB) CONTENT: Overwrite map save with backup(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.OverwriteMapWithBackupLabel) CONTENT: Destroy Old Biome Structures & Dinos(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_6023) CONTENT: Connecting...(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_2288) CONTENT: Cancel Upload(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.TextBlock_558) CONTENT: Uploading for debugging purposes... 0%(/Engine/Transient.REINST_HostSession_C_8:WidgetTree_28.UploadSaveFileStatusTextBlock) CONTENT: THE ISLAND: As a man or woman stranded naked, freezing & starving on a mysterious island, you must hunt, harvest, craft items, grow crops, and build shelters to survive. Use skill and cunning to kill, tame, breed, and ride dinosaurs & primeval creatures. Master your enviromment and explore the hidden depths to uncover ARK's secrets!(/Engine/Transient.Default__REINST_HostSession_C_8) CONTENT: THE CENTER: Discover a fantastical land of floating islands, enormous waterfalls, vast underground caverns, and surreal landscapes, as you explore a whole new world!(/Engine/Transient.Default__REINST_HostSession_C_8) CONTENT: SCORCHED EARTH: Put your survival skills to the test as you find yourself stranded naked, dehydrated & starving in a vast desert. Even the most seasoned ARK survivors must quickly find water, hunt for food, harvest, craft items, and build shelter to have any chance for survival. Use skills honed on ARK's Island to kill, tame, breed, and ride the fantastical new creatures that have evolved to survive the Desert's ultra harsh conditions, including... DRAGONS!(/Engine/Transient.Default__REINST_HostSession_C_8) CONTENT: RAGNAROK: Journey through an expansive 144 sq. kilometer fantasty highland, where common and all-new biomes are combined to bring the ultimate survivor experience. Whether tackling the extreme cold atop the highest mountains, harvesting resources from an active volcano, or just searching for that perfect base location, Ragnarok plays host to explorers and base builders alike. But survivors beware, Ragnarok houses such creatures as Polar Bears, Ice Wyverns, and a mystical creature many have yet to tame in the ARK universe.(/Engine/Transient.Default__REINST_HostSession_C_8) CONTENT: VALGUERO: Explore new heights and hidden depths; whether it?s creating your foundations in the White Cliffs or unearthing the secrets of the Aberration Trench, Valguero offers a new experience in the ARK universe. With new biomes, challenging dungeon bosses, and mysterious ruins to discover, there?s always something exciting ? and dangerous ? on Valguero.(/Engine/Transient.Default__REINST_HostSession_C_8) CONTENT: ABERRATION: Waking up on Aberration, a derelict, malfunctioning ARK with an elaborate underground biome system, survivors face exotic new challenges unlike anything before: extreme radioactive sunlight and environmental hazards, ziplines, wingsuits, climbing gear, cave dwellings, charge-batteries, and far more, along with a stable of extraordinary new creatures await within the mysterious depths. But beware the 'Nameless': unrelenting, Element-infused humanoids which have evolved into vicious light-hating monstrosities! On Aberration, survivors will uncover the ultimate secrets of the ARKs, and discover what the future holds in store for those strong and clever enough to survive!(/Engine/Transient.Default__REINST_HostSession_C_8) CONTENT: EXTINCTION Finish your journey through the worlds of ARK in Extinction, where the story began and ends: on Earth itself! An Element-infested, ravaged planet filled with fantastical creatures both organic & technological, Earth holds both the secrets of the past and the keys to its salvation. As a veteran Survivor who has conquered all previous obstacles, your ultimate challenge awaits: can you defeat the gigantic roaming Titans which dominate the planet, and complete the ARK cycle to save Earth's future?(/Engine/Transient.Default__REINST_HostSession_C_8) CONTENT: GENESIS: PART 1 Continue your quest for ultimate survival and unlock a whole new chapter in the saga of ARK: Survival Evolved! Waking up inside a virtual simulation, with a strangely familiar robotic companion, you must overcome rigorous missions to survive across multiple exotic worlds unlike anything you've seen before!(/Engine/Transient.Default__REINST_HostSession_C_8) CONTENT: GENESIS: PART 2 Complete the eons-spanning story of ARK: Survival Evolved! Everything that your tribe has built, tamed, and fought for has led to this final challenge. With your faithful artificial companion HLN-A by your side, you?ve emerged from the Genesis simulation to find yourself aboard a gigantic starship being overtaken by a familiar threat from the distant past. Humanity?s future is in your hands, Survivor -- one last time!(/Engine/Transient.Default__REINST_HostSession_C_8) CONTENT: PROCEDURAL ARK: This ARK has been dynamically generated, for a unique, custom experience!(/Engine/Transient.Default__REINST_HostSession_C_8) CONTENT: CUSTOM ARK: This is a user-created ARK!(/Engine/Transient.Default__REINST_HostSession_C_8) CONTENT: CRYSTAL ISLES: A community classic ARK map returns, updated for the Official Server networks! Crystal Isles is 150 square kilometers of awe-inspiring biomes? Build bases high in forest canopy and floating islands, and tame your own Tropeognathus to ride into aerial combat!(/Engine/Transient.Default__REINST_HostSession_C_8) CONTENT: LOST ISLAND: Explore the soaring heights and hidden depths of Lost Island, featuring three powerful new creatures for you to tame. Discover jungle valleys fed by giant waterfalls, build a treehouse high in the forest canopies, get down and dirty in vast mangrove swamps, dive deep underwater, brave treacherous snowy peaks, or spelunk uncharted cave systems in search of treasure... whichever way you go, wild adventure awaits!(/Engine/Transient.Default__REINST_HostSession_C_8) CONTENT: FJORDUR: Explore a magical Norse-inspired world, and travel to the legendary planes of Asgard, Jotunheim, and Vanaheim. Fjordur features four powerful new creatures for you to tame, including Andrewsarchus, Desmodus, Fjordhawk, and even Fenrir itself! Journey across over 75 square kilometers of new biomes, and face new challenges as you discover over 200 Runes to increase your Survivor's power!(/Engine/Transient.Default__REINST_HostSession_C_8) CONTENT: test update progress (/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.UpdateProgress) CONTENT: GENERAL(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.InventoryTabLabel) CONTENT: ADVANCED(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_594) CONTENT: ENGRAMS(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.CraftingTabLabel) CONTENT: ARK RULES(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.CreatureTitle) CONTENT: RESTORE DEFAULT SETTINGS(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.ResetSettings) CONTENT: Max Structures In Range:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_441) CONTENT: DINO DAMAGE:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_1238) CONTENT: Specifies the scaling factor for the damage dinosaurs deal with their attacks.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_1238) CONTENT: Specifies the scaling factor for the damage dinosaurs deal with their attacks.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.DinoDamageSlider) CONTENT: PLAYER DAMAGE:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_1268) CONTENT: Specifies the scaling factor for the damage players deal with their attacks.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_1268) CONTENT: Specifies the scaling factor for the damage players deal with their attacks.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.PlayerDamageSlider) CONTENT: STRUCTURE DAMAGE:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_1299) CONTENT: Specifies the scaling factor for the damage structures deal with their attacks (e.g. spiked walls).(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_1299) CONTENT: Specifies the scaling factor for the damage structures deal with their attacks (e.g. spiked walls).(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.StructureDamageSlider) CONTENT: PLAYER RESISTANCE:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_1331) CONTENT: Specifies the scaling factor for the resistance to damage players receive when attacked. Higher values decrease resistance, increasing damage per attack.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_1331) CONTENT: Specifies the scaling factor for the resistance to damage players receive when attacked. Higher values decrease resistance, increasing damage per attack.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.PlayerResistanceSlider) CONTENT: DINO RESISTANCE:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_1581) CONTENT: Specifies the scaling factor for the resistance to damage dinosaurs receive when attacked. Higher values decrease resistance, increasing damage per attack.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_1581) CONTENT: Specifies the scaling factor for the resistance to damage dinosaurs receive when attacked. Higher values decrease resistance, increasing damage per attack.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.DinoResistanceSlider) CONTENT: STRUCTURE RESISTANCE:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_1616) CONTENT: Specifies the scaling factor for the resistance to damage structures receive when attacked. Higher values decrease resistance, increasing damage per attack.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_1616) CONTENT: Specifies the scaling factor for the resistance to damage structures receive when attacked. Higher values decrease resistance, increasing damage per attack.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.StructureResistanceSlider) CONTENT: XP MULTIPLIER:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_1651) CONTENT: Specifies the scaling factor for the experience received by players, tribes and dinosaurs.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_1651) CONTENT: Specifies the scaling factor for the experience received by players, tribes and dinosaurs.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.XPSlider) CONTENT: TAMING SPEED:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_1896) CONTENT: Specifies the scaling factor for dinosaur taming speed. Higher values make taming faster.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_1896) CONTENT: Specifies the scaling factor for dinosaur taming speed. Higher values make taming faster.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TamingSpeedSlider) CONTENT: STRUCTURE DMG REPAIR COOLDOWN:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_1239) CONTENT: Duration of time before a structure can be repaired after the last time it was damaged (0 to disable it). (/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_1239) CONTENT: Duration of time before a structure can be repaired after the last time it was damaged (0 to disable it). (/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.StructureDamageRepairCooldownSlider) CONTENT: DINO TURRET DAMAGE:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_2929) CONTENT: Higher numbers increase (by percentage) the damage Turrets deal to Dinosaurs.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_2929) CONTENT: Higher numbers increase (by percentage) the damage Turrets deal to Dinosaurs.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.DinoTurretDamageSlider) CONTENT: DINO HARVESTING DAMAGE:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_6147) CONTENT: Higher numbers increase (by percentage) the damage Dinosaurs deal to harvestable items (i.e. higher numbers mean faster resource collection).(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_6147) CONTENT: Higher numbers increase (by percentage) the damage Dinosaurs deal to harvestable items (i.e. higher numbers mean faster resource collection).(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.DinoHarvestingDamageSlider) CONTENT: Specifies the scaling factor for the damage dinosaurs deal with their attacks.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.DinoDamageValue) CONTENT: Specifies the scaling factor for the damage players deal with their attacks.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.PlayerDamageValue) CONTENT: Specifies the scaling factor for the damage structures deal with their attacks (e.g. spiked walls).(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.StructureDamageValue) CONTENT: Specifies the scaling factor for the resistance to damage players receive when attacked. Higher values decrease resistance, increasing damage per attack.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.PlayerResistanceValue) CONTENT: Specifies the scaling factor for the resistance to damage dinosaurs receive when attacked. Higher values decrease resistance, increasing damage per attack.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.DinoResistanceValue) CONTENT: Specifies the scaling factor for the resistance to damage structures receive when attacked. Higher values decrease resistance, increasing damage per attack.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.StructureResistanceValue) CONTENT: Specifies the scaling factor for the experience received by players, tribes and dinosaurs.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.XPValue) CONTENT: Specifies the scaling factor for dinosaur taming speed. Higher values make taming faster.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TamingSpeedValue) CONTENT: Duration of time before a structure can be repaired after the last time it was damaged (0 to disable it). (/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.StructureDamageRepairCooldownValue) CONTENT: Higher numbers increase (by percentage) the damage Turrets deal to Dinosaurs.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.DinoTurretDamageValue) CONTENT: Higher numbers increase (by percentage) the damage Dinosaurs deal to harvestable items (i.e. higher numbers mean faster resource collection).(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.DinoHarvestingDamageValue) CONTENT: DIFFICULTY LEVEL:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.[TextBlock] ) CONTENT: Affects the levels of creatures in the world as well as the quality of loot drops.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.[TextBlock] ) CONTENT: Affects the levels of creatures in the world as well as the quality of loot drops.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.DifficultySlider) CONTENT: Affects the levels of creatures in the world as well as the quality of loot drops.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.DifficultyValue) CONTENT: Specifies the scaling factor for yields from all harvesting activities (e.g. chopping down trees, picking berries).(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.HarvestAmountSlider) CONTENT: HARVEST AMOUNT:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_2082) CONTENT: Specifies the scaling factor for yields from all harvesting activities (e.g. chopping down trees, picking berries).(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_2082) CONTENT: PLAYER CHARACTER WATER DRAIN:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_2083) CONTENT: Specifies the scaling factor for player character's water consumption. Higher values cause player characters to get thirsty faster.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_2083) CONTENT: Specifies the scaling factor for player character's water consumption. Higher values cause player characters to get thirsty faster.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.PlayerCharacterWaterDrainSlider) CONTENT: PLAYER CHARACTER FOOD DRAIN:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_2084) CONTENT: Specifies the scaling factor for player character's food consumption. Higher values cause player characters to get hungry faster.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_2084) CONTENT: Specifies the scaling factor for player character's food consumption. Higher values cause player characters to get hungry faster.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.PlayerCharacterFoodDrainSlider) CONTENT: DINO CHARACTER FOOD DRAIN:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_2085) CONTENT: Specifies the scaling factor for dinosaur's food consumption. Higher values cause dinosaurs to get hungry faster.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_2085) CONTENT: Specifies the scaling factor for dinosaur's food consumption. Higher values cause dinosaurs to get hungry faster.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.DinoCharacterFoodDrainSlider) CONTENT: PLAYER CHARACTER STAMINA DRAIN:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_2086) CONTENT: Specifies the scaling factor for player character's stamina consumption. Higher values cause player characters to get tired faster.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_2086) CONTENT: Specifies the scaling factor for player character's stamina consumption. Higher values cause player characters to get tired faster.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.PlayerCharacterStaminaDrainSlider) CONTENT: DINO CHARACTER STAMINA DRAIN:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_2087) CONTENT: Specifies the scaling factor for dinosaur's stamina consumption. Higher values cause dinosaurs to get tired faster.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_2087) CONTENT: Specifies the scaling factor for dinosaur's stamina consumption. Higher values cause dinosaurs to get tired faster.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.DinoCharacterStaminaDrainSlider) CONTENT: PLAYER CHARACTER HEALTH RECOVERY:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_2088) CONTENT: Specifies the scaling factor for player character's health recovery. Higher values cause player characters to heal faster.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_2088) CONTENT: Specifies the scaling factor for player character's health recovery. Higher values cause player characters to heal faster.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.PlayerCharacterHealthRecoverySlider) CONTENT: DINO CHARACTER HEALTH RECOVERY:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_2089) CONTENT: Specifies the scaling factor for dinosaur's health recovery. Higher values cause dinosaurs to heal faster.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_2089) CONTENT: Specifies the scaling factor for dinosaur's health recovery. Higher values cause dinosaurs to heal faster.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.DinoCharacterHealthRecoverySlider) CONTENT: DINO COUNT:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_2090) CONTENT: Specifies the scaling factor for dinosaur spawns. Higher values increase the total number of dinosaurs spawned throughout the ARK.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_2090) CONTENT: Specifies the scaling factor for dinosaur spawns. Higher values increase the total number of dinosaurs spawned throughout the ARK.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.DinoCountSlider) CONTENT: Affects the distance that connected players are allowed to be from the host player.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.ListenServerTetherDistanceMultiplierSlider) CONTENT: NON-DEDICATED HOST TETHER DISTANCE:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.LIstenServerTetherDistanceLabel) CONTENT: Affects the distance that connected players are allowed to be from the host player.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.LIstenServerTetherDistanceLabel) CONTENT: Affects the distance that connected players are allowed to be from the host player.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.ListenServerTetherDistanceMultiplier) CONTENT: PLAYER HARVESTING DAMAGE:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_8370) CONTENT: Higher numbers increase (by percentage) the damage Players deal to harvestable items (i.e. higher numbers mean faster resource collection).(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_8370) CONTENT: Higher numbers increase (by percentage) the damage Players deal to harvestable items (i.e. higher numbers mean faster resource collection).(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.PlayerHarvestingDamageSlider) CONTENT: Specifies the scaling factor for yields from all harvesting activities (e.g. chopping down trees, picking berries).(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.HarvestAmountValue) CONTENT: Specifies the scaling factor for player character's water consumption. Higher values cause player characters to get thirsty faster.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.PlayerCharacterWaterDrainValue) CONTENT: Specifies the scaling factor for player character's food consumption. Higher values cause player characters to get hungry faster.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.PlayerCharacterFoodDrainValue) CONTENT: Specifies the scaling factor for dinosaur's food consumption. Higher values cause dinosaurs to get hungry faster.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.DinoCharacterFoodDrainValue) CONTENT: Specifies the scaling factor for player character's stamina consumption. Higher values cause player characters to get tired faster.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.PlayerCharacterStaminaDrainValue) CONTENT: Specifies the scaling factor for dinosaur's stamina consumption. Higher values cause dinosaurs to get tired faster.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.DinoCharacterStaminaDrainValue) CONTENT: Specifies the scaling factor for player character's health recovery. Higher values cause player characters to heal faster.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.PlayerCharacterHealthRecoveryValue) CONTENT: Specifies the scaling factor for dinosaur's health recovery. Higher values cause dinosaurs to heal faster.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.DinoCharacterHealthRecoveryValue) CONTENT: Higher numbers increase (by percentage) the damage Players deal to harvestable items (i.e. higher numbers mean faster resource collection).(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.PlayerHarvestingDamageValue) CONTENT: Specifies the scaling factor for dinosaur spawns. Higher values increase the total number of dinosaurs spawned throughout the ARK.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.DinoCountValue) CONTENT: Voice chat is heard by players across the entire ARK.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.GlobalVoiceChatCheckbox) CONTENT: NOTIFY PLAYER JOINED:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_849) CONTENT: Players will always get notified if someone joins the server.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_849) CONTENT: Players will always get notified if someone joins the server.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.NotifyPlayerJoinedCheckbox) CONTENT: NOTIFY PLAYER LEFT:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_816) CONTENT: Players will always get notified if someone leaves the server.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_816) CONTENT: Players will always get notified if someone leaves the server.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.NotifyPlayerLeftCheckbox) CONTENT: NO TRIBUTES DOWNLOADS:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_607) CONTENT: Disables downloading items, dinos, or characters from other servers.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_607) CONTENT: Disables downloading items, dinos, or characters from other servers.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.NoTributesDownloadsCheckbox) CONTENT: ENABLE PROXIMITY TEXT CHAT:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_476) CONTENT: Only players near each other can see their chat messages.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_476) CONTENT: Only players near each other can see their chat messages.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.ProximityChatCheckbox) CONTENT: ENABLE GLOBAL VOICE CHAT:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_84) CONTENT: Voice chat is heard by players across the entire ARK.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_84) CONTENT: HARDCORE MODE:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_1038) CONTENT: Enables hardcore mode (player characters revert to level 1 upon death) (/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_1038) CONTENT: Enables hardcore mode (player characters revert to level 1 upon death) (/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.ServerHardcoreCheckbox) CONTENT: Disables PvP, enables PvE(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.ServerPvECheckbox) CONTENT: PVE MODE:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_1167) CONTENT: Disables PvP, enables PvE(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_1167) CONTENT: Show each player their own precise position when they view their map.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.ShowMapPlayerLocationCheckbox) CONTENT: ENABLE CROSSHAIR:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_1246) CONTENT: If checked, the crosshair is displayed on the HUD.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_1246) CONTENT: If checked, the crosshair is displayed on the HUD.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.ServerCrosshairCheckbox) CONTENT: FORCE NO HUD:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_1287) CONTENT: HUD always disabled.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_1287) CONTENT: HUD always disabled.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.ServerForceNoHUDCheckbox) CONTENT: SHOW MAP PLAYER LOCATION:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_390) CONTENT: Show each player their own precise position when they view their map.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_390) CONTENT: Enables logging for admin commands.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.AdminLogging) CONTENT: ADMIN LOGGING:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_987) CONTENT: Enables logging for admin commands.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_987) CONTENT: NO SURVIVORS DOWNLOADS:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_3100) CONTENT: Disables downloading characters from other servers.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_3100) CONTENT: Disables downloading characters from other servers.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.PreventDownloadSurvivors) CONTENT: NO ITEMS DOWNLOADS:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_4278) CONTENT: Disables downloading items from other servers.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_4278) CONTENT: Disables downloading items from other servers.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.PreventDownloadItems) CONTENT: NO DINOS DOWNLOADS:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_6644) CONTENT: Disables downloading dinosaurs from other servers.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_6644) CONTENT: Disables downloading dinosaurs from other servers.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.PreventDownloadDinos) CONTENT: DISABLE FRIENDLY FIRE:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_8784) CONTENT: If checked, Friendly Fire (among tribemates, tribe dinos, tribe structures) is disabled in PvE.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_8784) CONTENT: If checked, Friendly Fire (among tribemates, tribe dinos, tribe structures) is disabled in PvE.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.DisableFriendlyFire) CONTENT: DISABLE LOOT CRATES:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_547) CONTENT: If checked, this will prevent spawning of Loot crates (artifact creates will still spawn).(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_547) CONTENT: If checked, this will prevent spawning of Loot crates (artifact creates will still spawn).(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.DisableLootCrates) CONTENT: Forces the max dinosaur level to 150, regardless of map.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.MaxDifficultyCheckbox) CONTENT: MAXIMUM DIFFICULTY:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_641) CONTENT: Forces the max dinosaur level to 150, regardless of map.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_641) CONTENT: Enables Third Person view(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.ThirdPersonCheckbox) CONTENT: ALLOW THIRD PERSON CAMERA:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_708) CONTENT: Enables Third Person view(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_708) CONTENT: Allows local manipulation of gamma settings during PVP (could allow unfair advantages at night).(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.EnablePvPGamma) CONTENT: ENABLE PVP GAMMA:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_5434) CONTENT: Allows local manipulation of gamma settings during PVP (could allow unfair advantages at night).(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_5434) CONTENT: Modifies various internal statistics to support a faster-paced survival experience for a lone player or small group.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.UseSingleplayerSettingsCheckbox) CONTENT: USE SINGLEPLAYER SETTINGS:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_1119) CONTENT: Modifies various internal statistics to support a faster-paced survival experience for a lone player or small group.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_1119) CONTENT: USE CORPSE LOCATOR:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_1218) CONTENT: Displays a beacon of light at a player's corpse to help them locate where they died.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_1218) CONTENT: Displays a beacon of light at a player's corpse to help them locate where they died.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.UseCorpseLocatorCheckbox) CONTENT: DISABLE STRUCTURE PLACEMENT COLLISION:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_1639) CONTENT: Allows players to place structures that clip into terrain.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_1639) CONTENT: Allows players to place structures that clip into terrain.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.DisableStructurePlacementCollisionCheckbox) CONTENT: ALLOW MULTIPLE PLATFORM FLOORS:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_856) CONTENT: Allows players to construct bases with multiple levels of floors on platform saddles.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_856) CONTENT: Allows players to construct bases with multiple levels of floors on platform saddles.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.AllowMultiplePlatformFloorsCheckBox) CONTENT: ALLOW UNLIMITED RESPECS:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_3488) CONTENT: Allows players to receive the benefit of a Mindwipe Tonic without leveling up between uses.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_3488) CONTENT: Allows players to receive the benefit of a Mindwipe Tonic without leveling up between uses.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.AllowUnlimitedRespecsCheckBox) CONTENT: DISABLE DINO TAMING:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_5947) CONTENT: Disables the ability to tame dinos.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_5947) CONTENT: Disables the ability to tame dinos.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.DisableDinoTameCheckbox) CONTENT: DISABLE DINO RIDING:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_1332) CONTENT: Disables the ability to ride dinos.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_1332) CONTENT: Disables the ability to ride dinos.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.DisableDinoRidingCheckbox) CONTENT: SHOW CREATIVE MODE:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_1410) CONTENT: Show Enable/Disable Creative Mode button in pause menu.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_1410) CONTENT: Show Enable/Disable Creative Mode button in pause menu.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.ShowCreativeModeCheckbox) CONTENT: Enable/Disable the ability to level movement speed in flying creatures.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.AllowFlyerSpeedLevelingCheckbox) CONTENT: ALLOW FLYER SPEED LEVELING:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_1757) CONTENT: Enable/Disable the ability to level movement speed in flying creatures.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_1757) CONTENT: Permit flying dinosaurs to pick up other dinosaurs and players when mounted by a player in PvE (/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.AllowFlyerCarryPvE) CONTENT: ALLOW FLYER CARRY PVE:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_6457) CONTENT: Permit flying dinosaurs to pick up other dinosaurs and players when mounted by a player in PvE (/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_6457) CONTENT: Disable the gradual (7 days) decay of player structures.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.DisableStructureDecayPvE) CONTENT: DISABLE STRUCTURE DECAY PVE:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_5889) CONTENT: Disable the gradual (7 days) decay of player structures.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_5889) CONTENT: PVE STRUCTURE DECAY PERIOD:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_2092) CONTENT: Affects the length of time a player or Tribe can remain inactive before their structures can be demolished by others.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_2092) CONTENT: Affects the length of time a player or Tribe can remain inactive before their structures can be demolished by others.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.PvEStructureDecayPeriodSlider) CONTENT: ALLOW PVE TIMER:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_999) CONTENT: Allow switching from PvE to PvP mode at pre-specified in-game times.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_999) CONTENT: Allow switching from PvE to PvP mode at pre-specified in-game times.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.AutoPvETimer) CONTENT: ALLOW PVE USE SYSTEM TIME:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_1602) CONTENT: Requires Allow PVE Timer to be true; Allows switching at real-world (server-side) times.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_1602) CONTENT: Requires Allow PVE Timer to be true; Allows switching at real-world (server-side) times.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.AutoPvEUseSystemTime) CONTENT: Time (in seconds) at which the game will switch to PVE settings if Allow PVE Timer is True.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.AutoPvEStartTimeSecondsSlider) CONTENT: AUTO PVE START TIME SECONDS:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_2453) CONTENT: Time (in seconds) at which the game will switch to PVE settings if Allow PVE Timer is True.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_2453) CONTENT: Time (in seconds) at which the game will switch to PVP settings if Allow PVE Timer is True.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.AutoPvEStopTimeSecondsSlider) CONTENT: AUTO PVE STOP TIME SECONDS:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.AutoPvEStopLabel) CONTENT: Time (in seconds) at which the game will switch to PVP settings if Allow PVE Timer is True.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.AutoPvEStopLabel) CONTENT: PVE ALLOW TRIBE WAR:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_5694) CONTENT: Allows Tribes in PVE to declare war and fight one another for a specified length of time.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_5694) CONTENT: Allows Tribes in PVE to declare war and fight one another for a specified length of time.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.PvEAllowTribeWar) CONTENT: PVE ALLOW TRIBE WAR CANCEL:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_6453) CONTENT: If checked, tribes may cancel an agreed-upon war before it has actually started.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_6453) CONTENT: If checked, tribes may cancel an agreed-upon war before it has actually started.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.PvEAllowTribeWarCancel) CONTENT: DISABLE PVE GAMMA:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.DisablePvEGammaLabel) CONTENT: Prevents local manipulation of gamma settings for PVE (to prevent unfair advantages at night)(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.DisablePvEGammaLabel) CONTENT: Prevents local manipulation of gamma settings for PVE (to prevent unfair advantages at night)(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.DisablePvEGamma) CONTENT: ALLOW CAVE BUILDING PVE:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_8502) CONTENT: If checked, allows building in caves when PvE mode is also enabled.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_8502) CONTENT: If checked, allows building in caves when PvE mode is also enabled.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.AllowCaveBuildingPvE) CONTENT: Disable the gradual (7 days) decay of dinosaur ownership. Without this set to true, every dinosaur can be claimed by any player.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.DisableDinoDecayPvE) CONTENT: DISABLE DINO DECAY PVE:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_10058) CONTENT: Disable the gradual (7 days) decay of dinosaur ownership. Without this set to true, every dinosaur can be claimed by any player. (/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_10058) CONTENT: PVE DINO DECAY PERIOD:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_10712) CONTENT: Affects the length of time a player or Tribe can remain inactive before their dinosaurs can be claimed by others.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_10712) CONTENT: Affects the length of time a player or Tribe can remain inactive before their dinosaurs can be claimed by others.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.PvEDinoDecayPeriodSlider) CONTENT: Time (in seconds) at which the game will switch to PVE settings if Allow PVE Timer is True.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.AutoPvEStartTimeSecondsValue) CONTENT: Time (in seconds) at which the game will switch to PVP settings if Allow PVE Timer is True.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.AutoPvEStopTimeSecondsValue) CONTENT: Affects the length of time a player or Tribe can remain inactive before their structures can be demolished by others.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.PvEStructureDecayPeriodValue) CONTENT: Affects the length of time a player or Tribe can remain inactive before their dinosaurs can be claimed by others.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.PvEDinoDecayPeriodValue) CONTENT: ENABLE EXTRA STRUCTURE PREVENTION VOLUMES:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_7122) CONTENT: Use this to completely disable building in specific resource-rich areas, in particular setup on TheIsland around the major mountains.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_7122) CONTENT: PREVENT TRIBE ALLIANCES:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_561) CONTENT: Prevents Tribes from forming Alliances with one another.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_561) CONTENT: Prevents Tribes from forming Alliances with one another.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.PreventTribeAlliances) CONTENT: Use this to completely disable building in specific resource-rich areas, in particular setup on TheIsland around the major mountains.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.EnableExtraStructurePreventionVolumes) CONTENT: INC PVP RESPAWN INTERVAL CHECK PERIOD:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_523) CONTENT: Time period during which dying to the same team again will trigger the INC PVP Respawn Interval Multiplier.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_523) CONTENT: Affects the damage taken by structures built inside caves.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.PvPZoneStructureDamageSlider) CONTENT: INCREASE PVP RESPAWN INTERVAL:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_1597) CONTENT: Required for the INC PVP Respawn Interval values below to take effect.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_1597) CONTENT: Required for the INC PVP Respawn Interval values below to take effect.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.IncreasePvPRespawnInterval) CONTENT: Time period during which dying to the same team again will trigger the INC PVP Respawn Interval Multiplier.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.IncreasePvPRespawnIntervalCheckPeriodSlider) CONTENT: PVP ZONE STRUCTURE DAMAGE:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_2546) CONTENT: Affects the damage taken by structures built inside caves.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_2546) CONTENT: INC PVP RESPAWN INTERVAL MULTIPLIER:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_3779) CONTENT: Multiple of INC PVP Respawn Interval Base that is added each successive death to the same team in PVP.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_3779) CONTENT: Multiple of INC PVP Respawn Interval Base that is added each successive death to the same team in PVP.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.IncreasePvPRespawnIntervalSlider) CONTENT: INC PVP RESPAWN INTERVAL BASE:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_5311) CONTENT: Additional respawn time when killed by a team in PVP.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_5311) CONTENT: Additional respawn time when killed by a team in PVP.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.IncreasePvPRespawnIntervalBaseAmountSlider) CONTENT: Affects the damage taken by structures built inside caves.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.PvPZoneStructureDamageValue) CONTENT: Time period during which dying to the same team again will trigger the INC PVP Respawn Interval Multiplier.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.IncreasePvPRespawnIntervalCheckPeriodValue) CONTENT: Multiple of INC PVP Respawn Interval Base that is added each successive death to the same team in PVP.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.IncreasePvPRespawnIntervalValue) CONTENT: Additional respawn time when killed by a team in PVP.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.IncreasePvPRespawnIntervalBaseAmountValue) CONTENT: Determines how close resources can spawn near bases(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.StructurePreventResourceRadiusMultiplierValue) CONTENT: STRUCTURE PREVENT RESOURCE RADIUS MULTIPLIER:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_559) CONTENT: Determines how close resources can spawn near bases(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_559) CONTENT: Determines how close resources can spawn near bases(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.StructurePreventResourceRadiusMultiplierSlider) CONTENT: If checked, the game will not have Diseases at all.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.PreventDiseases) CONTENT: PREVENT DISEASES:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_5265) CONTENT: If checked, the game will not have Diseases at all.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_5265) CONTENT: NON PERMANENT DISEASES:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_5819) CONTENT: If checked, Diseases will not be permanent (player characters will then lose diseases when they respawn).(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_5819) CONTENT: If checked, Diseases will not be permanent (player characters will then lose diseases when they respawn).(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.NonPermanentDiseases) CONTENT: OFFLINE RAID PROTECTION LOGOFF PERIOD:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_4714) CONTENT: How long a tribe needs to be offline before offline raiding protection enables.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_4714) CONTENT: Force Flier dinos to be allowed into caves (Fliers are able to go into caves by default on custom maps)(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.ForceAllowCaveFlyers) CONTENT: FORCE ALLOW CAVE FLIERS:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_7497) CONTENT: Force Flier dinos to be allowed into caves (Fliers are able to go into caves by default on custom maps)(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_7497) CONTENT: Protects against raiding while a player/Tribe is offline.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.PreventOfflinePvP) CONTENT: OFFLINE RAID PROTECTION:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_7874) CONTENT: Protects against raiding while a player/Tribe is offline.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_7874) CONTENT: Set to true to prevent dinosaurs from decaying while the Offline Raiding Prevention is active.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.PvPDinoDecay) CONTENT: PVP DINO DECAY:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.PvPDinoDecayLabel) CONTENT: Set to true to prevent dinosaurs from decaying while the Offline Raiding Prevention is active.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.PvPDinoDecayLabel) CONTENT: OVERRIDE STRUCTURE PLATFORM PREVENTION:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_9780) CONTENT: If checked, turrets and spikes can be built and operate on platform saddles.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_9780) CONTENT: If checked, turrets and spikes can be built and operate on platform saddles.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.OverideStructurePlatformPrevention) CONTENT: How long a tribe needs to be offline before offline raiding protection enables.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.PreventOfflinePvPIntervalEditBox) CONTENT: How long a tribe needs to be offline before offline raiding protection enables.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.PreventOfflinePvPIntervalSlider) CONTENT: WORLD SETTINGS(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_610) CONTENT: Specifies the scaling factor for the respawn rate for resource nodes (e.g. trees, rocks). Lower values cause nodes to respawn more frequently.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.ResourcesRespawnPeriodSlider) CONTENT: RESOURCES RESPAWN PERIOD:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_2093) CONTENT: Specifies the scaling factor for the respawn rate for resource nodes (e.g. trees, rocks). Lower values cause nodes to respawn more frequently.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_2093) CONTENT: HARVEST HEALTH:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_2091) CONTENT: Specifies the scaling factor for the "health" of items that can be harvested (trees, rocks, carcasses, etc.). Higher values increase the amount of damage (i.e. "number of strikes") such objects can withstand before being destroyed, which results in higher overall harvest yields.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_2091) CONTENT: Specifies the scaling factor for the "health" of items that can be harvested (trees, rocks, carcasses, etc.). Higher values increase the amount of damage (i.e. "number of strikes") such objects can withstand before being destroyed, which results in higher overall harvest yields.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.HarvestHealthSlider) CONTENT: POOP INTERVAL:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_521) CONTENT: Higher numbers increase (by percentage) how frequently characters can poop.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_521) CONTENT: Higher numbers increase (by percentage) how frequently characters can poop.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.PoopIntervalSlider) CONTENT: LAY EGG INTERVAL:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_1725) CONTENT: Higher numbers increase (by percentage) the time between eggs spawning / being laid.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_1725) CONTENT: Higher numbers increase (by percentage) the time between eggs spawning / being laid.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.LayEggIntervalSlider) CONTENT: MATING INTERVAL:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_2505) CONTENT: Lower numbers decrease (on a percentage scale) the interval between which dinosaurs can mate (ex: 0.5 allows dinosaurs to mate 50% sooner).(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_2505) CONTENT: Lower numbers decrease (on a percentage scale) the interval between which dinosaurs can mate (ex: 0.5 allows dinosaurs to mate 50% sooner).(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.MatingIntervalSlider) CONTENT: EGG HATCH SPEED:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_3523) CONTENT: Higher numbers decrease (by percentage) the time needed for fertilized egg to hatch.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_3523) CONTENT: Higher numbers decrease (by percentage) the time needed for fertilized egg to hatch.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.EggHatchSpeedSlider) CONTENT: BABY MATURE SPEED:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_4559) CONTENT: Higher numbers decrease (by percentage) the time needed for a baby dinosaur to mature.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_4559) CONTENT: Higher numbers decrease (by percentage) the time needed for a baby dinosaur to mature.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.BabyMatureSpeedSlider) CONTENT: BABY FOOD CONSUMPTION SPEED:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_522) CONTENT: Higher numbers decrease (by percentage) the speed that baby dinos eat their food.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_522) CONTENT: Higher numbers decrease (by percentage) the speed that baby dinos eat their food.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.BabyFoodConsumptionSpeedSlider) CONTENT: Specifies the scaling factor for the respawn rate for resource nodes (e.g. trees, rocks). Lower values cause nodes to respawn more frequently.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.ResourcesRespawnPeriodValue) CONTENT: Specifies the scaling factor for the "health" of items that can be harvested (trees, rocks, carcasses, etc.). Higher values increase the amount of damage (i.e. "number of strikes") such objects can withstand before being destroyed, which results in higher overall harvest yields.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.HarvestHealthValue) CONTENT: Higher numbers decrease (by percentage) the speed that baby dinos eat their food.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.BabyFoodConsumptionSpeedValue) CONTENT: Higher numbers decrease (by percentage) the time needed for a baby dinosaur to mature.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.BabyMatureSpeedValue) CONTENT: Higher numbers decrease (by percentage) the time needed for fertilized egg to hatch.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.EggHatchSpeedValue) CONTENT: Lower numbers decrease (on a percentage scale) the interval between which dinosaurs can mate (ex: 0.5 allows dinosaurs to mate 50% sooner).(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.MatingIntervalValue) CONTENT: Higher numbers increase (by percentage) the time between eggs spawning / being laid.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.LayEggIntervalValue) CONTENT: Higher numbers increase (by percentage) how frequently characters can poop.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.PoopIntervalValue) CONTENT: BABY CUDDLE INTERVAL MULTIPLIER:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_1630) CONTENT: How often Babies want to cuddle. More often means players will need to cuddle with the baby more frequently to gain Imprinting Quality.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_1630) CONTENT: How often Babies want to cuddle. More often means players will need to cuddle with the baby more frequently to gain Imprinting Quality.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.BabyCuddleIntervalMultiplierValue) CONTENT: How often Babies want to cuddle. More often means players will need to cuddle with the baby more frequently to gain Imprinting Quality.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.BabyCuddleIntervalMultiplierSlider) CONTENT: BABY CUDDLE GRACE PERIOD MULTIPLIER:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_2169) CONTENT: A multiplier on how long after delaying cuddling with the Baby before Imprinting Quality starts to decrease.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_2169) CONTENT: A multiplier on how long after delaying cuddling with the Baby before Imprinting Quality starts to decrease.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.BabyCuddleGracePeriodMultiplierValue) CONTENT: A multiplier on how long after delaying cuddling with the Baby before Imprinting Quality starts to decrease.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.BabyCuddleGracePeriodMultiplierSlider) CONTENT: A multiplier on how fast Imprinting Qualitiy decreases after the grace period if the players has not yet cuddled with the Baby.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.BabyCuddleLoseImprintQualitySpeedMultiplierSlider) CONTENT: A multiplier on how fast Imprinting Qualitiy decreases after the grace period if the players has not yet cuddled with the Baby.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.BabyCuddleLoseImprintQualitySpeedMultiplierValue) CONTENT: BABY CUDDLE LOSE IMPRINT QUALITY SPEED MULTIPLIER:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_3074) CONTENT: A multiplier on how fast Imprinting Qualitiy decreases after the grace period if the players has not yet cuddled with the Baby.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_3074) CONTENT: ALLOW ANYONE BABY IMPRINT CUDDLE:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_10355) CONTENT: If checked, everyone is allowed to "take care" of a Baby Dino, including cuddling, not just the player character who imprinted the Baby.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_10355) CONTENT: If checked, everyone is allowed to "take care" of a Baby Dino, including cuddling, not just the player character who imprinted the Baby.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.AllowAnyoneBabyImprintCuddle) CONTENT: DISABLE IMPRINT DINO BUFF:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_10740) CONTENT: If checked, the damage and resistance buff on player characters who imprint a Baby dino is disabled.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_10740) CONTENT: If checked, the damage and resistance buff on player characters who imprint a Baby dino is disabled.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.DisableImprintDinoBuff) CONTENT: How much of an effect on stats the Imprinting Quality has. Set it to 0 to effectively disable the system.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.BabyImprintingStatScaleMultiplierValue) CONTENT: BABY IMPRINTING STAT SCALE MULTIPLIER:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_915) CONTENT: How much of an effect on stats the Imprinting Quality has. Set it to 0 to effectively disable the system.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_915) CONTENT: How much of an effect on stats the Imprinting Quality has. Set it to 0 to effectively disable the system.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.BabyImprintingStatScaleMultiplierSlider) CONTENT: DAY CYCLE SPEED:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_927) CONTENT: Specifies the scaling factor for the passage of time in the ARK, controlling how often day changes to night and night changes to day. (Values less than 1 slow down the cycle)(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_927) CONTENT: Specifies the scaling factor for the passage of time in the ARK, controlling how often day changes to night and night changes to day. (Values less than 1 slow down the cycle)(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.DayCycleSpeedSlider) CONTENT: DAY TIME SPEED:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_1009) CONTENT: Determines the length of each day, relative to the length of each night (as specified by NightTimeSpeedScale. Lowering this value increases the length of each day.)(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_1009) CONTENT: Determines the length of each day, relative to the length of each night (as specified by NightTimeSpeedScale. Lowering this value increases the length of each day.)(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.DayTimeSpeedSlider) CONTENT: NIGHT TIME SPEED:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_1237) CONTENT: Determines the length of each night, relative to the length of each day (as specified by DayTimeSpeedScale. Lowering this value increases the length of each night.)(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_1237) CONTENT: Determines the length of each night, relative to the length of each day (as specified by DayTimeSpeedScale. Lowering this value increases the length of each night.)(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.NightTimeSpeedSlider) CONTENT: Multiplier that influences the spoil timer on all items.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.SpoilingTimeSlider) CONTENT: SPOILING TIME:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_2493) CONTENT: Multiplier that influences the spoil timer on all items.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_2493) CONTENT: ITEM DECOMPOSITION TIME:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_3161) CONTENT: Multiplier that influences how long dropped items remain in the world.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_3161) CONTENT: Multiplier that influences how long dropped items remain in the world.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.ItemDecompositionTimeSlider) CONTENT: CORPSE DECOMPOSITION TIME:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_4035) CONTENT: Multiplier that influences how long corpses remain in the world.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_4035) CONTENT: Multiplier that influences how long corpses remain in the world.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.CorpseDecompositionTimeSlider) CONTENT: Multiplier that influences how far away from player characters resources will regrow/respawn. (/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.ResourceNoReplenishRadiusPlayersSlider) CONTENT: NO RESOURCE RADIUS - PLAYERS:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_520) CONTENT: Multiplier that influences how far away from player characters resources will regrow/respawn. (/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_520) CONTENT: NO RESOURCE RADIUS - STRUCTURES:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_1738) CONTENT: Multiplier that influences how far away from structures resources will regrow/respawn. (/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_1738) CONTENT: Multiplier that influences how far away from structures resources will regrow/respawn. (/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.ResourceNoReplenishRadiusStructuresSlider) CONTENT: Higher numbers increase (by percentage) the speed of crop growth.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.CropGrowthSpeedSlider) CONTENT: CROP GROWTH SPEED:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_2874) CONTENT: Higher numbers increase (by percentage) the speed of crop growth.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_2874) CONTENT: Higher numbers decrease (by percentage) the speed of crop decay in plots(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.CropDecaySpeedSlider) CONTENT: CROP DECAY SPEED:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_3820) CONTENT: Higher numbers decrease (by percentage) the speed of crop decay in plots(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_3820) CONTENT: Specifies the scaling factor for the passage of time in the ARK, controlling how often day changes to night and night changes to day. (Values less than 1 slow down the cycle)(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.DayCycleSpeedValue) CONTENT: Determines the length of each day, relative to the length of each night (as specified by NightTimeSpeedScale. Lowering this value increases the length of each day.)(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.DayTimeSpeedValue) CONTENT: Determines the length of each night, relative to the length of each day (as specified by DayTimeSpeedScale. Lowering this value increases the length of each night.)(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.NightTimeSpeedValue) CONTENT: Multiplier that influences the spoil timer on all items.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.SpoilingTimeValue) CONTENT: Multiplier that influences how long dropped items remain in the world.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.ItemDecompositionTimeValue) CONTENT: Multiplier that influences how long corpses remain in the world.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.CorpseDecompositionTimeValue) CONTENT: Multiplier that influences how far away from player characters resources will regrow/respawn. (/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.ResourceNoReplenishRadiusPlayersValue) CONTENT: Multiplier that influences how far away from structures resources will regrow/respawn. (/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.ResourceNoReplenishRadiusStructuresValue) CONTENT: Higher numbers increase (by percentage) the speed of crop growth.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.CropGrowthSpeedValue) CONTENT: Higher numbers decrease (by percentage) the speed of crop decay in plots(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.CropDecaySpeedValue) CONTENT: WILD DINO STATS PER LEVEL(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_7992) CONTENT: WATER:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_945) CONTENT: Multiplier that changes the amount of Water gained by wild dinos as a percentage of the default setting.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_945) CONTENT: HEALTH:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_946) CONTENT: Multiplier that changes the amount of Health gained by wild dinos as a percentage of the default setting.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_946) CONTENT: Multiplier that changes the amount of Health gained by wild dinos as a percentage of the default setting.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.PerLevelStatsDinoWild_Health_Slider) CONTENT: STAMINA:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_948) CONTENT: Multiplier that changes the amount of Stamina gained by wild dinos as a percentage of the default setting.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_948) CONTENT: Multiplier that changes the amount of Stamina gained by wild dinos as a percentage of the default setting.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.PerLevelStatsDinoWild_Stamina_Slider) CONTENT: TORPIDITY:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_949) CONTENT: Multiplier that changes the amount of Torpidity gained by wild dinos as a percentage of the default setting.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_949) CONTENT: Multiplier that changes the amount of Torpidity gained by wild dinos as a percentage of the default setting.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.PerLevelStatsDinoWild_Torpidity_Slider) CONTENT: Multiplier that changes the amount of Oxygen gained by wild dinos as a percentage of the default setting.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.PerLevelStatsDinoWild_Oxygen_Slider) CONTENT: OXYGEN:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_951) CONTENT: Multiplier that changes the amount of Oxygen gained by wild dinos as a percentage of the default setting.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_951) CONTENT: FOOD:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_953) CONTENT: Multiplier that changes the amount of Food gained by wild dinos as a percentage of the default setting.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_953) CONTENT: Multiplier that changes the amount of Food gained by wild dinos as a percentage of the default setting.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.PerLevelStatsDinoWild_Food_Slider) CONTENT: Multiplier that changes the amount of Water gained by wild dinos as a percentage of the default setting.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.PerLevelStatsDinoWild_Water_Slider) CONTENT: Multiplier that changes the amount of Temperature gained by wild dinos as a percentage of the default setting.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.PerLevelStatsDinoWild_Temperature_Slider) CONTENT: TEMP:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_957) CONTENT: Multiplier that changes the amount of Temperature gained by wild dinos as a percentage of the default setting.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_957) CONTENT: WEIGHT:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_960) CONTENT: Multiplier that changes the amount of Weight gained by wild dinos as a percentage of the default setting.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_960) CONTENT: Multiplier that changes the amount of Weight gained by wild dinos as a percentage of the default setting.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.PerLevelStatsDinoWild_Weight_Slider) CONTENT: Multiplier that changes the amount of Melee Damage gained by wild dinos as a percentage of the default setting.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.PerLevelStatsDinoWild_Damage_Slider) CONTENT: DAMAGE:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_962) CONTENT: Multiplier that changes the amount of Melee Damage gained by wild dinos as a percentage of the default setting.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_962) CONTENT: Multiplier that changes the amount of Speed gained by wild dinos as a percentage of the default setting.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.PerLevelStatsDinoWild_Speed_Slider) CONTENT: SPEED:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_964) CONTENT: Multiplier that changes the amount of Speed gained by wild dinos as a percentage of the default setting.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_964) CONTENT: TEMP FORT:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_2202) CONTENT: Multiplier that changes the amount of Fortitude gained by wild dinos as a percentage of the default setting.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_2202) CONTENT: Multiplier that changes the amount of Fortitude gained by wild dinos as a percentage of the default setting.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.PerLevelStatsDinoWild_TemperatureFortitude_Slider) CONTENT: Multiplier that changes the amount of Health gained by wild dinos as a percentage of the default setting.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.PerLevelStatsDinoWild_Health_Value) CONTENT: Multiplier that changes the amount of Stamina gained by wild dinos as a percentage of the default setting.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.PerLevelStatsDinoWild_Stamina_Value) CONTENT: Multiplier that changes the amount of Torpidity gained by wild dinos as a percentage of the default setting.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.PerLevelStatsDinoWild_Torpidity_Value) CONTENT: Multiplier that changes the amount of Oxygen gained by wild dinos as a percentage of the default setting.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.PerLevelStatsDinoWild_Oxygen_Value) CONTENT: Multiplier that changes the amount of Food gained by wild dinos as a percentage of the default setting.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.PerLevelStatsDinoWild_Food_Value) CONTENT: Multiplier that changes the amount of Water gained by wild dinos as a percentage of the default setting.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.PerLevelStatsDinoWild_Water_Value) CONTENT: Multiplier that changes the amount of Temperature gained by wild dinos as a percentage of the default setting.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.PerLevelStatsDinoWild_Temperature_Value) CONTENT: Multiplier that changes the amount of Weight gained by wild dinos as a percentage of the default setting.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.PerLevelStatsDinoWild_Weight_Value) CONTENT: Multiplier that changes the amount of Melee Damage gained by wild dinos as a percentage of the default setting.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.PerLevelStatsDinoWild_Damage_Value) CONTENT: Multiplier that changes the amount of Speed gained by wild dinos as a percentage of the default setting.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.PerLevelStatsDinoWild_Speed_Value) CONTENT: Multiplier that changes the amount of Fortitude gained by wild dinos as a percentage of the default setting.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.PerLevelStatsDinoWild_TemperatureFortitude_Value) CONTENT: TAMED DINOS STATS PER LEVEL(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TamedDinoLevelLabel) CONTENT: HEALTH:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_2000) CONTENT: Multiplier that changes the amount of Health gained by tamed dinos as a percentage of the default setting.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_2000) CONTENT: Multiplier that changes the amount of Health gained by tamed dinos as a percentage of the default setting.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.PerLevelStatsDinoTamed_Health_Slider) CONTENT: STAMINA:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_2002) CONTENT: Multiplier that changes the amount of Stamina gained by tamed dinos as a percentage of the default setting.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_2002) CONTENT: Multiplier that changes the amount of Stamina gained by tamed dinos as a percentage of the default setting.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.PerLevelStatsDinoTamed_Stamina_Slider) CONTENT: TORPIDITY:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_2003) CONTENT: Multiplier that changes the amount of Torpidity gained by tamed dinos as a percentage of the default setting.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_2003) CONTENT: Multiplier that changes the amount of Torpidity gained by tamed dinos as a percentage of the default setting.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.PerLevelStatsDinoTamed_Torpidity_Slider) CONTENT: Multiplier that changes the amount of Oxygen gained by tamed dinos as a percentage of the default setting.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.PerLevelStatsDinoTamed_Oxygen_Slider) CONTENT: OXYGEN:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_2005) CONTENT: Multiplier that changes the amount of Oxygen gained by tamed dinos as a percentage of the default setting.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_2005) CONTENT: FOOD:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_2007) CONTENT: Multiplier that changes the amount of Food gained by tamed dinos as a percentage of the default setting.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_2007) CONTENT: Multiplier that changes the amount of Food gained by tamed dinos as a percentage of the default setting.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.PerLevelStatsDinoTamed_Food_Slider) CONTENT: Multiplier that changes the amount of Water gained by tamed dinos as a percentage of the default setting.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.PerLevelStatsDinoTamed_Water_Slider) CONTENT: WATER:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_2010) CONTENT: Multiplier that changes the amount of Water gained by tamed dinos as a percentage of the default setting.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_2010) CONTENT: Multiplier that changes the amount of Temperature gained by tamed dinos as a percentage of the default setting.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.PerLevelStatsDinoTamed_Temperature_Slider) CONTENT: TEMP:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_2011) CONTENT: Multiplier that changes the amount of Temperature gained by tamed dinos as a percentage of the default setting.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_2011) CONTENT: WEIGHT:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_2013) CONTENT: Multiplier that changes the amount of Weight gained by tamed dinos as a percentage of the default setting.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_2013) CONTENT: Multiplier that changes the amount of Weight gained by tamed dinos as a percentage of the default setting.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.PerLevelStatsDinoTamed_Weight_Slider) CONTENT: Multiplier that changes the amount of Melee Damage gained by tamed dinos as a percentage of the default setting.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.PerLevelStatsDinoTamed_Damage_Slider) CONTENT: DAMAGE:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_2015) CONTENT: Multiplier that changes the amount of Melee Damage gained by tamed dinos as a percentage of the default setting.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_2015) CONTENT: Multiplier that changes the amount of Speed gained by tamed dinos as a percentage of the default setting.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.PerLevelStatsDinoTamed_Speed_Slider) CONTENT: SPEED:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_2017) CONTENT: Multiplier that changes the amount of Speed gained by tamed dinos as a percentage of the default setting.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_2017) CONTENT: TEMP FORT:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_2020) CONTENT: Multiplier that changes the amount of Fortitude gained by tamed dinos as a percentage of the default setting.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_2020) CONTENT: Multiplier that changes the amount of Fortitude gained by tamed dinos as a percentage of the default setting.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.PerLevelStatsDinoTamed_TemperatureFortitude_Slider) CONTENT: Multiplier that changes the amount of Health gained by tamed dinos as a percentage of the default setting.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.PerLevelStatsDinoTamed_Health_Value) CONTENT: Multiplier that changes the amount of Stamina gained by tamed dinos as a percentage of the default setting.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.PerLevelStatsDinoTamed_Stamina_Value) CONTENT: Multiplier that changes the amount of Torpidity gained by tamed dinos as a percentage of the default setting.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.PerLevelStatsDinoTamed_Torpidity_Value) CONTENT: Multiplier that changes the amount of Oxygen gained by tamed dinos as a percentage of the default setting.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.PerLevelStatsDinoTamed_Oxygen_Value) CONTENT: Multiplier that changes the amount of Food gained by tamed dinos as a percentage of the default setting.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.PerLevelStatsDinoTamed_Food_Value) CONTENT: Multiplier that changes the amount of Water gained by tamed dinos as a percentage of the default setting.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.PerLevelStatsDinoTamed_Water_Value) CONTENT: Multiplier that changes the amount of Temperature gained by tamed dinos as a percentage of the default setting.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.PerLevelStatsDinoTamed_Temperature_Value) CONTENT: Multiplier that changes the amount of Weight gained by tamed dinos as a percentage of the default setting.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.PerLevelStatsDinoTamed_Weight_Value) CONTENT: Multiplier that changes the amount of Melee Damage gained by tamed dinos as a percentage of the default setting.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.PerLevelStatsDinoTamed_Damage_Value) CONTENT: Multiplier that changes the amount of Speed gained by tamed dinos as a percentage of the default setting.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.PerLevelStatsDinoTamed_Speed_Value) CONTENT: Multiplier that changes the amount of Fortitude gained by tamed dinos as a percentage of the default setting.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.PerLevelStatsDinoTamed_TemperatureFortitude_Value) CONTENT: TAMED DINOS ADD PER LEVEL(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_18161) CONTENT: Multiplier that changes the amount of Health gained by tamed dinos per point invested, as a percentage of the default setting. (/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.PerLevelStatsDinoTamedAdd_Health_Slider) CONTENT: Multiplier that changes the amount of Stamina gained by tamed dinos per point invested, as a percentage of the default setting. (/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.PerLevelStatsDinoTamedAdd_Stamina_Slider) CONTENT: Multiplier that changes the amount of Torpidity gained by tamed dinos per point invested, as a percentage of the default setting. (/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.PerLevelStatsDinoTamedAdd_Torpidity_Slider) CONTENT: Multiplier that changes the amount of Oxygen gained by tamed dinos per point invested, as a percentage of the default setting. (/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.PerLevelStatsDinoTamedAdd_Oxygen_Slider) CONTENT: Multiplier that changes the amount of Food gained by tamed dinos per point invested, as a percentage of the default setting. (/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.PerLevelStatsDinoTamedAdd_Food_Slider) CONTENT: Multiplier that changes the amount of Water gained by tamed dinos per point invested, as a percentage of the default setting. (/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.PerLevelStatsDinoTamedAdd_Water_Slider) CONTENT: Multiplier that changes the amount of Temperature gained by tamed dinos per point invested, as a percentage of the default setting. (/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.PerLevelStatsDinoTamedAdd_Temperature_Slider) CONTENT: Multiplier that changes the amount of Weight gained by tamed dinos per point invested, as a percentage of the default setting. (/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.PerLevelStatsDinoTamedAdd_Weight_Slider) CONTENT: Multiplier that changes the amount of Melee Damage gained by tamed dinos per point invested, as a percentage of the default setting. (/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.PerLevelStatsDinoTamedAdd_Damage_Slider) CONTENT: Multiplier that changes the amount of Speed gained by tamed dinos per point invested, as a percentage of the default setting. (/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.PerLevelStatsDinoTamedAdd_Speed_Slider) CONTENT: Multiplier that changes the amount of Fortitude gained by tamed dinos per point invested, as a percentage of the default setting. (/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.PerLevelStatsDinoTamedAdd_TemperatureFortitude_Slider) CONTENT: Multiplier that changes the amount of Health gained by tamed dinos per point invested, as a percentage of the default setting. (/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.PerLevelStatsDinoTamedAdd_Health_Value) CONTENT: Multiplier that changes the amount of Stamina gained by tamed dinos per point invested, as a percentage of the default setting. (/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.PerLevelStatsDinoTamedAdd_Stamina_Value) CONTENT: Multiplier that changes the amount of Torpidity gained by tamed dinos per point invested, as a percentage of the default setting. (/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.PerLevelStatsDinoTamedAdd_Torpidity_Value) CONTENT: Multiplier that changes the amount of Oxygen gained by tamed dinos per point invested, as a percentage of the default setting. (/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.PerLevelStatsDinoTamedAdd_Oxygen_Value) CONTENT: Multiplier that changes the amount of Food gained by tamed dinos per point invested, as a percentage of the default setting. (/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.PerLevelStatsDinoTamedAdd_Food_Value) CONTENT: Multiplier that changes the amount of Water gained by tamed dinos per point invested, as a percentage of the default setting. (/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.PerLevelStatsDinoTamedAdd_Water_Value) CONTENT: Multiplier that changes the amount of Temperature gained by tamed dinos per point invested, as a percentage of the default setting. (/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.PerLevelStatsDinoTamedAdd_Temperature_Value) CONTENT: Multiplier that changes the amount of Weight gained by tamed dinos per point invested, as a percentage of the default setting. (/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.PerLevelStatsDinoTamedAdd_Weight_Value) CONTENT: Multiplier that changes the amount of Melee Damage gained by tamed dinos per point invested, as a percentage of the default setting. (/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.PerLevelStatsDinoTamedAdd_Damage_Value) CONTENT: Multiplier that changes the amount of Speed gained by tamed dinos per point invested, as a percentage of the default setting. (/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.PerLevelStatsDinoTamedAdd_Speed_Value) CONTENT: Multiplier that changes the amount of Fortitude gained by tamed dinos per point invested, as a percentage of the default setting. (/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.PerLevelStatsDinoTamedAdd_TemperatureFortitude_Value) CONTENT: HEALTH:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_20927) CONTENT: Multiplier that changes the amount of Health gained by tamed dinos per point invested, as a percentage of the default setting. (/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_20927) CONTENT: TEMP FORT:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_20928) CONTENT: Multiplier that changes the amount of Fortitude gained by tamed dinos per point invested, as a percentage of the default setting. (/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_20928) CONTENT: SPEED:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_20929) CONTENT: Multiplier that changes the amount of Speed gained by tamed dinos per point invested, as a percentage of the default setting. (/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_20929) CONTENT: DAMAGE:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_20930) CONTENT: Multiplier that changes the amount of Melee Damage gained by tamed dinos per point invested, as a percentage of the default setting. (/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_20930) CONTENT: WEIGHT:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_20931) CONTENT: Multiplier that changes the amount of Weight gained by tamed dinos per point invested, as a percentage of the default setting. (/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_20931) CONTENT: WATER:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_20932) CONTENT: Multiplier that changes the amount of Water gained by tamed dinos per point invested, as a percentage of the default setting. (/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_20932) CONTENT: TEMP:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_20933) CONTENT: Multiplier that changes the amount of Temperature gained by tamed dinos per point invested, as a percentage of the default setting. (/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_20933) CONTENT: FOOD:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_20934) CONTENT: Multiplier that changes the amount of Food gained by tamed dinos per point invested, as a percentage of the default setting. (/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_20934) CONTENT: OXYGEN:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_20935) CONTENT: Multiplier that changes the amount of Oxygen gained by tamed dinos per point invested, as a percentage of the default setting. (/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_20935) CONTENT: TORPIDITY:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_20936) CONTENT: Multiplier that changes the amount of Torpidity gained by tamed dinos per point invested, as a percentage of the default setting. (/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_20936) CONTENT: STAMINA:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_20937) CONTENT: Multiplier that changes the amount of Stamina gained by tamed dinos per point invested, as a percentage of the default setting. (/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_20937) CONTENT: TAMED DINOS STATS AFFINITY(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_23071) CONTENT: Multiplier that changes the amount of Health gained by dinos when they are tamed as a percentage of the default setting, depending on taming effectiveness.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.PerLevelStatsDinoTamedAff_Health_Slider) CONTENT: Multiplier that changes the amount of Stamina gained by dinos when they are tamed as a percentage of the default setting, depending on taming effectiveness.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.PerLevelStatsDinoTamedAff_Stamina_Slider) CONTENT: Multiplier that changes the amount of Torpidity gained by dinos when they are tamed as a percentage of the default setting, depending on taming effectiveness.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.PerLevelStatsDinoTamedAff_Torpidity_Slider) CONTENT: Multiplier that changes the amount of Oxygen gained by dinos when they are tamed as a percentage of the default setting, depending on taming effectiveness.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.PerLevelStatsDinoTamedAff_Oxygen_Slider) CONTENT: Multiplier that changes the amount of Food gained by dinos when they are tamed as a percentage of the default setting, depending on taming effectiveness.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.PerLevelStatsDinoTamedAff_Food_Slider) CONTENT: Multiplier that changes the amount of Water gained by dinos when they are tamed as a percentage of the default setting, depending on taming effectiveness.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.PerLevelStatsDinoTamedAff_Water_Slider) CONTENT: Multiplier that changes the amount of Temperature gained by dinos when they are tamed as a percentage of the default setting, depending on taming effectiveness.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.PerLevelStatsDinoTamedAff_Temperature_Slider) CONTENT: Multiplier that changes the amount of Weight gained by dinos when they are tamed as a percentage of the default setting, depending on taming effectiveness.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.PerLevelStatsDinoTamedAff_Weight_Slider) CONTENT: Multiplier that changes the amount of Melee Damage gained by dinos when they are tamed as a percentage of the default setting, depending on taming effectiveness.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.PerLevelStatsDinoTamedAff_Damage_Slider) CONTENT: Multiplier that changes the amount of Speed gained by dinos when they are tamed as a percentage of the default setting, depending on taming effectiveness.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.PerLevelStatsDinoTamedAff_Speed_Slider) CONTENT: Multiplier that changes the amount of Fortitude gained by dinos when they are tamed as a percentage of the default setting, depending on taming effectiveness.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.PerLevelStatsDinoTamedAff_TemperatureFortitude_Slider) CONTENT: Multiplier that changes the amount of Health gained by dinos when they are tamed as a percentage of the default setting, depending on taming effectiveness.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.PerLevelStatsDinoTamedAff_Health_Value) CONTENT: Multiplier that changes the amount of Stamina gained by dinos when they are tamed as a percentage of the default setting, depending on taming effectiveness.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.PerLevelStatsDinoTamedAff_Stamina_Value) CONTENT: Multiplier that changes the amount of Torpidity gained by dinos when they are tamed as a percentage of the default setting, depending on taming effectiveness.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.PerLevelStatsDinoTamedAff_Torpidity_Value) CONTENT: Multiplier that changes the amount of Oxygen gained by dinos when they are tamed as a percentage of the default setting, depending on taming effectiveness.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.PerLevelStatsDinoTamedAff_Oxygen_Value) CONTENT: Multiplier that changes the amount of Food gained by dinos when they are tamed as a percentage of the default setting, depending on taming effectiveness.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.PerLevelStatsDinoTamedAff_Food_Value) CONTENT: Multiplier that changes the amount of Water gained by dinos when they are tamed as a percentage of the default setting, depending on taming effectiveness.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.PerLevelStatsDinoTamedAff_Water_Value) CONTENT: Multiplier that changes the amount of Temperature gained by dinos when they are tamed as a percentage of the default setting, depending on taming effectiveness.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.PerLevelStatsDinoTamedAff_Temperature_Value) CONTENT: Multiplier that changes the amount of Weight gained by dinos when they are tamed as a percentage of the default setting, depending on taming effectiveness.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.PerLevelStatsDinoTamedAff_Weight_Value) CONTENT: Multiplier that changes the amount of Melee Damage gained by dinos when they are tamed as a percentage of the default setting, depending on taming effectiveness.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.PerLevelStatsDinoTamedAff_Damage_Value) CONTENT: Multiplier that changes the amount of Speed gained by dinos when they are tamed as a percentage of the default setting, depending on taming effectiveness.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.PerLevelStatsDinoTamedAff_Speed_Value) CONTENT: Multiplier that changes the amount of Fortitude gained by dinos when they are tamed as a percentage of the default setting, depending on taming effectiveness.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.PerLevelStatsDinoTamedAff_TemperatureFortitude_Value) CONTENT: HEALTH:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_26683) CONTENT: Multiplier that changes the amount of Health gained by dinos when they are tamed as a percentage of the default setting, depending on taming effectiveness.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_26683) CONTENT: TORPIDITY:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_26684) CONTENT: Multiplier that changes the amount of Torpidity gained by dinos when they are tamed as a percentage of the default setting, depending on taming effectiveness.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_26684) CONTENT: STAMINA:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_26685) CONTENT: Multiplier that changes the amount of Stamina gained by dinos when they are tamed as a percentage of the default setting, depending on taming effectiveness.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_26685) CONTENT: OXYGEN:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_26686) CONTENT: Multiplier that changes the amount of Oxygen gained by dinos when they are tamed as a percentage of the default setting, depending on taming effectiveness.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_26686) CONTENT: FOOD:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_26687) CONTENT: Multiplier that changes the amount of Food gained by dinos when they are tamed as a percentage of the default setting, depending on taming effectiveness.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_26687) CONTENT: WATER:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_26688) CONTENT: Multiplier that changes the amount of Water gained by dinos when they are tamed as a percentage of the default setting, depending on taming effectiveness.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_26688) CONTENT: TEMP:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_26689) CONTENT: Multiplier that changes the amount of Temperature gained by dinos when they are tamed as a percentage of the default setting, depending on taming effectiveness.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_26689) CONTENT: WEIGHT:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_26690) CONTENT: Multiplier that changes the amount of Weight gained by dinos when they are tamed as a percentage of the default setting, depending on taming effectiveness.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_26690) CONTENT: DAMAGE:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_26691) CONTENT: Multiplier that changes the amount of Melee Damage gained by dinos when they are tamed as a percentage of the default setting, depending on taming effectiveness.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_26691) CONTENT: SPEED:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_26692) CONTENT: Multiplier that changes the amount of Speed gained by dinos when they are tamed as a percentage of the default setting, depending on taming effectiveness.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_26692) CONTENT: TEMP FORT:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_26693) CONTENT: Multiplier that changes the amount of Fortitude gained by dinos when they are tamed as a percentage of the default setting, depending on taming effectiveness.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_26693) CONTENT: PLAYER STATS PER LEVEL(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_29438) CONTENT: Multiplier that changes the amount of Health gained by player characters per point invested, as a percentage of the default setting. (/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.PerLevelStatsPlayer_Health_Slider) CONTENT: Multiplier that changes the amount of Stamina gained by player characters per point invested, as a percentage of the default setting. (/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.PerLevelStatsPlayer_Stamina_Slider) CONTENT: Multiplier that changes the amount of Torpidity gained by player characters per point invested, as a percentage of the default setting. (/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.PerLevelStatsPlayer_Torpidity_Slider) CONTENT: Multiplier that changes the amount of Oxygen gained by player characters per point invested, as a percentage of the default setting. (/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.PerLevelStatsPlayer_Oxygen_Slider) CONTENT: Multiplier that changes the amount of Food gained by player characters per point invested, as a percentage of the default setting. (/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.PerLevelStatsPlayer_Food_Slider) CONTENT: Multiplier that changes the amount of Water gained by player characters per point invested, as a percentage of the default setting. (/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.PerLevelStatsPlayer_Water_Slider) CONTENT: Multiplier that changes the amount of Temperature gained by player characters per point invested, as a percentage of the default setting. (/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.PerLevelStatsPlayer_Temperature_Slider) CONTENT: Multiplier that changes the amount of Weight gained by player characters per point invested, as a percentage of the default setting. (/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.PerLevelStatsPlayer_Weight_Slider) CONTENT: Multiplier that changes the amount of Melee Damage gained by player characters per point invested, as a percentage of the default setting. (/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.PerLevelStatsPlayer_Damage_Slider) CONTENT: Multiplier that changes the amount of Speed gained by player characters per point invested, as a percentage of the default setting. (/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.PerLevelStatsPlayer_Speed_Slider) CONTENT: Multiplier that changes the amount of Fortitude gained by player characters per point invested, as a percentage of the default setting. (/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.PerLevelStatsPlayer_TemperatureFortitude_Slider) CONTENT: Multiplier that changes the amount of Health gained by player characters per point invested, as a percentage of the default setting. (/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.PerLevelStatsPlayer_Health_Value) CONTENT: Multiplier that changes the amount of Stamina gained by player characters per point invested, as a percentage of the default setting. (/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.PerLevelStatsPlayer_Stamina_Value) CONTENT: Multiplier that changes the amount of Torpidity gained by player characters per point invested, as a percentage of the default setting. (/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.PerLevelStatsPlayer_Torpidity_Value) CONTENT: Multiplier that changes the amount of Oxygen gained by player characters per point invested, as a percentage of the default setting. (/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.PerLevelStatsPlayer_Oxygen_Value) CONTENT: Multiplier that changes the amount of Food gained by player characters per point invested, as a percentage of the default setting. (/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.PerLevelStatsPlayer_Food_Value) CONTENT: Multiplier that changes the amount of Water gained by player characters per point invested, as a percentage of the default setting. (/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.PerLevelStatsPlayer_Water_Value) CONTENT: Multiplier that changes the amount of Temperature gained by player characters per point invested, as a percentage of the default setting. (/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.PerLevelStatsPlayer_Temperature_Value) CONTENT: Multiplier that changes the amount of Weight gained by player characters per point invested, as a percentage of the default setting. (/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.PerLevelStatsPlayer_Weight_Value) CONTENT: Multiplier that changes the amount of Melee Damage gained by player characters per point invested, as a percentage of the default setting. (/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.PerLevelStatsPlayer_Damage_Value) CONTENT: Multiplier that changes the amount of Speed gained by player characters per point invested, as a percentage of the default setting. (/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.PerLevelStatsPlayer_Speed_Value) CONTENT: Multiplier that changes the amount of Fortitude gained by player characters per point invested, as a percentage of the default setting. (/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.PerLevelStatsPlayer_TemperatureFortitude_Value) CONTENT: TEMP FORT:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_31567) CONTENT: Multiplier that changes the amount of Fortitude gained by player characters per point invested, as a percentage of the default setting. (/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_31567) CONTENT: SPEED:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_31568) CONTENT: Multiplier that changes the amount of Speed gained by player characters per point invested, as a percentage of the default setting. (/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_31568) CONTENT: DAMAGE:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_31569) CONTENT: Multiplier that changes the amount of Melee Damage gained by player characters per point invested, as a percentage of the default setting. (/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_31569) CONTENT: WEIGHT:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_31570) CONTENT: Multiplier that changes the amount of Weight gained by player characters per point invested, as a percentage of the default setting. (/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_31570) CONTENT: TEMP:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_31571) CONTENT: Multiplier that changes the amount of Temperature gained by player characters per point invested, as a percentage of the default setting. (/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_31571) CONTENT: WATER:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_31572) CONTENT: Multiplier that changes the amount of Water gained by player characters per point invested, as a percentage of the default setting. (/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_31572) CONTENT: FOOD:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_31573) CONTENT: Multiplier that changes the amount of Food gained by player characters per point invested, as a percentage of the default setting. (/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_31573) CONTENT: OXYGEN:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_31574) CONTENT: Multiplier that changes the amount of Oxygen gained by player characters per point invested, as a percentage of the default setting. (/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_31574) CONTENT: TORPIDITY:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_31575) CONTENT: Multiplier that changes the amount of Torpidity gained by player characters per point invested, as a percentage of the default setting. (/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_31575) CONTENT: STAMINA:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_31576) CONTENT: Multiplier that changes the amount of Stamina gained by player characters per point invested, as a percentage of the default setting. (/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_31576) CONTENT: HEALTH:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_31577) CONTENT: Multiplier that changes the amount of Health gained by player characters per point invested, as a percentage of the default setting. (/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_31577) CONTENT: EXPERIENCE MULTIPLIERS(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_34132) CONTENT: Multiplier that influences how much experience is gained as a result of killing something.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.KillXPMultiplierSlider) CONTENT: GENERIC:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_1553) CONTENT: Multiplier that influences how much experience is gained over time.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_1553) CONTENT: Multiplier that influences how much experience is gained over time.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.GenericXPMultiplierSlider) CONTENT: KILL:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_758) CONTENT: Multiplier that influences how much experience is gained as a result of killing something.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_758) CONTENT: HARVEST:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_1154) CONTENT: Multiplier that influences how much experience is gained by harvesting resources.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_1154) CONTENT: CRAFT:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_1353) CONTENT: Multiplier that influences how much experience is gained by crafting items.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_1353) CONTENT: SPECIAL:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_1754) CONTENT: Multiplier that influences how much experience is gained under certain circumstances.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_1754) CONTENT: Multiplier that influences how much experience is gained under certain circumstances.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.SpecialXPMultiplierSlider) CONTENT: Multiplier that influences how much experience is gained by crafting items.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.CraftXPMultiplierSlider) CONTENT: Multiplier that influences how much experience is gained by harvesting resources.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.HarvestXPMultiplierSlider) CONTENT: Multiplier that influences how much experience is gained under certain circumstances.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.SpecialXPMultiplierValue) CONTENT: Multiplier that influences how much experience is gained by crafting items.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.CraftXPMultiplierValue) CONTENT: Multiplier that influences how much experience is gained by harvesting resources.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.HarvestXPMultiplierValue) CONTENT: Multiplier that influences how much experience is gained as a result of killing something.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.KillXPMultiplierValue) CONTENT: Multiplier that influences how much experience is gained over time.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.GenericXPMultiplierValue) CONTENT: MISCELLANEOUS SETTINGS(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_47695) CONTENT: Sets the maximum number of experience points a player character can accrue. (/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.MaxExperiencePlayerEditBox) CONTENT: PLAYER MAX EXPERIENCE POINTS:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_3447) CONTENT: Sets the maximum number of experience points a player character can accrue. (/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_3447) CONTENT: DINO MAX EXPERIENCE POINTS:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_3936) CONTENT: Sets the maximum number of experience points a dinosaur can accrue. (/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_3936) CONTENT: Sets the maximum number of experience points a dinosaur can accrue. (/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.MaxExperienceDinoEditBox) CONTENT: ALLOW CUSTOM RECIPES:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.[TextBlock] "Enable Global..") CONTENT: If checked, players can create their own recipes and cook custom foods using the recipes.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.[TextBlock] "Enable Global..") CONTENT: If checked, players can create their own recipes and cook custom foods using the recipes.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.AllowCustomRecipes) CONTENT: CUSTOM RECIPE EFFECTIVENESS:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.[TextBlock] "Custom Recipe..") CONTENT: Higher numbers increase (by percentage) the effectiveness of a custom recipe.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.[TextBlock] "Custom Recipe..") CONTENT: Higher numbers increase (by percentage) the effectiveness of a custom recipe.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.CustomRecipeEffectivenessSlider) CONTENT: CUSTOM RECIPE SKILL FACTOR:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_548) CONTENT: Higher numbers increase (by percentage) the effect of the player character's crafting speed level that is used as a base for the formula in creating a custom recipe.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_548) CONTENT: Higher numbers increase (by percentage) the effect of the player character's crafting speed level that is used as a base for the formula in creating a custom recipe.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.CustomRecipeSkillSlider) CONTENT: FLYER PLATFORM UNALIGNED BASING:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.[TextBlock] "Flyer Platfor..") CONTENT: If checked, dinosaurs not on a flier's "team" (tribe or ally) can stand on the flier platform. Otherwise, they slide off.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.[TextBlock] "Flyer Platfor..") CONTENT: If checked, dinosaurs not on a flier's "team" (tribe or ally) can stand on the flier platform. Otherwise, they slide off.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.FlyerPlatformAllowUnalignedDinoBasing) CONTENT: PASSIVE DEF HURT RIDERLESS DINOS:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_1061) CONTENT: If checked, spike walls will damage wild and riderless Dinosaurs.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_1061) CONTENT: If checked, spike walls will damage wild and riderless Dinosaurs.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.PassiveDefensesDamageRiderlessDinos) CONTENT: ONLY ALLOW SPECIFIED ENGRAMS:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.[TextBlock] "Only Allow Sp..") CONTENT: If checked, any Engram not explicitly specified in the Engrams list will be hidden. All Items and Blueprints based on hidden Engrams will be removed.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.[TextBlock] "Only Allow Sp..") CONTENT: If checked, any Engram not explicitly specified in the Engrams list will be hidden. All Items and Blueprints based on hidden Engrams will be removed.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.OnlyAllowSpecifiedEngrams) CONTENT: Higher numbers increase (by percentage) the effectiveness of a custom recipe.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.CustomRecipeEffectivenessValue) CONTENT: Higher numbers increase (by percentage) the effect of the player character's crafting speed level that is used as a base for the formula in creating a custom recipe.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.CustomRecipeSkillValue) CONTENT: SHOW FLOATING DAMAGE TEXT:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_11127) CONTENT: If checked, RPG-style pop-up text will appear displaying damage numbers.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_11127) CONTENT: If checked, RPG-style pop-up text will appear displaying damage numbers.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.ShowFloatingDamageText) CONTENT: ALLOW RAID DINO FEEDING:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_5001) CONTENT: If checked, a tamed Titanosaur will consume food in its inventory and stay alive (Titanosaur normally starves to death to prevent any player or tribe from owning it forever).(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_5001) CONTENT: If checked, a tamed Titanosaur will consume food in its inventory and stay alive (Titanosaur normally starves to death to prevent any player or tribe from owning it forever).(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.AllowRaidDinoFeeding) CONTENT: RAID DINO FOOD DRAIN MULTIPLIER:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_5000) CONTENT: Specifies the scaling factor for a tamed Titanosaur's food consumption. Higher values cause the dino to get hungry faster.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_5000) CONTENT: Specifies the scaling factor for a tamed Titanosaur's food consumption. Higher values cause the dino to get hungry faster.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.RaidDinoCharacterFoodDrainMultiplierSlider) CONTENT: Specifies the scaling factor for a tamed Titanosaur's food consumption. Higher values cause the dino to get hungry faster.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.RaidDinoCharacterFoodDrainMultiplierValue) CONTENT: Sets the maximum number of players allowed in a tribe (0 means no limit)(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.MaxNumberOfPlayersInTribeEditBox) CONTENT: MAX PLAYERS IN TRIBE:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_3800) CONTENT: Sets the maximum number of players allowed in a tribe (0 means no limit)(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_3800) CONTENT: CRAFTING SKILL BONUS MULTIPLIER:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_860) CONTENT: Multiplier that influences the quality level of crafted items based on the player character's crafting skill.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_860) CONTENT: Multiplier that influences the quality level of crafted items based on the player character's crafting skill.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.CraftingSkillBonusValue) CONTENT: Multiplier that influences the quality level of crafted items based on the player character's crafting skill.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.CraftingSkillBonusSlider) CONTENT: SUPPLY CRATE LOOT QUALITY:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_2799) CONTENT: Multiplier that influences the quality level of items found in loot crates.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_2799) CONTENT: Multiplier that influences the quality level of items found in loot crates.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.SupplyCrateLootQualityValue) CONTENT: Multiplier that influences the quality level of items found in loot crates.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.SupplyCrateLootQualitySlider) CONTENT: FISHING LOOT QUALITY:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_3449) CONTENT: Multiplier that influences the quality level of items obtained while fishing.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_3449) CONTENT: Multiplier that influences the quality level of items obtained while fishing.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.FishingLootQualityValue) CONTENT: Multiplier that influences the quality level of items obtained while fishing.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.FishingLootQualitySlider) CONTENT: FUEL CONSUMPTION INTERVAL MULTIPLIER:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_872) CONTENT: Multiplier that influences the rate at which fuel is consumed.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_872) CONTENT: Multiplier that influences the rate at which fuel is consumed.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.FuelConsumptionIntervalMultiplierValue) CONTENT: Multiplier that influences the rate at which fuel is consumed.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.FuelConsumptionIntervalMultiplierSlider) CONTENT: INCREASE PLATFORM STRUCTURE LIMIT:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_1096) CONTENT: Multiplier that influences the limit of structures that can be placed on a platform.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_1096) CONTENT: Multiplier that influences the limit of structures that can be placed on a platform.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.PerPlatformMaxStructuresMultiplier_Value) CONTENT: Multiplier that influences the limit of structures that can be placed on a platform.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.PerPlatformMaxStructuresMultiplier_Slider) CONTENT: Event Name(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.ActiveEventTextBlock) CONTENT: Name of the event to activate for this game session.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.ActiveEventTextBlock) CONTENT: ACTIVE EVENT:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_1115) CONTENT: Multiplier that influences the limit of structures that can be placed on a platform.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_1115) CONTENT: ADVANCED RULES(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_5817) CONTENT: ALLOWED ENGRAMS(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_611) CONTENT: MOD SETTINGS(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_1891) CONTENT: ARK SPONSORED MODS(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.ARKModsButton) CONTENT: GET NEW MODS(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.GetModsButton) CONTENT: UPDATE MODS(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.UpdateModsButton) CONTENT: ACTIVE MODS (TOP TAKES PRIORITY)(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_15191) CONTENT: REMOVE MOD(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.PopModBtn) CONTENT: AVAILABLE MODS(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_18970) CONTENT: ADD MOD(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.PushModBtn) CONTENT: [SELECTED ARK](/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.SelectedMapLabel) CONTENT: ARK NEWS(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_19821) CONTENT: You must Ascend to Gamma level before accessing this ARK.(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.LockedText) CONTENT: DELETE ALL SINGLEPLAYER DATA(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.DeleteSinglePlayerData) CONTENT: DELETE ALL DEDICATED SERVER DATA(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.ClearDediData) CONTENT: CREATE PROCEDURAL ARK(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_1503) CONTENT: PLAY SINGLE PLAYER(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_353) CONTENT: HOST NON-DEDICATED SESSION(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_1) CONTENT: CANCEL(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_197) CONTENT: RUN DEDICATED SERVER(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_958) CONTENT: ARK(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TitleLabel) CONTENT: STORY ARKS(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_43808) CONTENT: CUSTOM ARKS(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_636) CONTENT: DELETE DEDICATED SAVE BACKUP(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_952) CONTENT: Session Name(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.SessionNameLabel) CONTENT: ACCEPT(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_246) CONTENT: Server Password(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.ServerPasswordTB) CONTENT: Admin Password(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_371) CONTENT: CANCEL(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_292) CONTENT: Private Match:(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.PrivateMatchTB) CONTENT: Overwrite map save with backup(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.OverwriteMapWithBackupLabel) CONTENT: Destroy Old Biome Structures & Dinos(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_6023) CONTENT: Connecting...(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_2288) CONTENT: Cancel Upload(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.TextBlock_558) CONTENT: Uploading for debugging purposes... 0%(/Game/PrimalEarth/UI/HostSession.HostSession_C:WidgetTree_32.UploadSaveFileStatusTextBlock) CONTENT: THE ISLAND: As a man or woman stranded naked, freezing & starving on a mysterious island, you must hunt, harvest, craft items, grow crops, and build shelters to survive. Use skill and cunning to kill, tame, breed, and ride dinosaurs & primeval creatures. Master your enviromment and explore the hidden depths to uncover ARK's secrets!(/Game/PrimalEarth/UI/HostSession.Default__HostSession_C) CONTENT: THE CENTER: Discover a fantastical land of floating islands, enormous waterfalls, vast underground caverns, and surreal landscapes, as you explore a whole new world!(/Game/PrimalEarth/UI/HostSession.Default__HostSession_C) CONTENT: SCORCHED EARTH: Put your survival skills to the test as you find yourself stranded naked, dehydrated & starving in a vast desert. Even the most seasoned ARK survivors must quickly find water, hunt for food, harvest, craft items, and build shelter to have any chance for survival. Use skills honed on ARK's Island to kill, tame, breed, and ride the fantastical new creatures that have evolved to survive the Desert's ultra harsh conditions, including... DRAGONS!(/Game/PrimalEarth/UI/HostSession.Default__HostSession_C) CONTENT: RAGNAROK: Journey through an expansive 144 sq. kilometer fantasty highland, where common and all-new biomes are combined to bring the ultimate survivor experience. Whether tackling the extreme cold atop the highest mountains, harvesting resources from an active volcano, or just searching for that perfect base location, Ragnarok plays host to explorers and base builders alike. But survivors beware, Ragnarok houses such creatures as Polar Bears, Ice Wyverns, and a mystical creature many have yet to tame in the ARK universe.(/Game/PrimalEarth/UI/HostSession.Default__HostSession_C) CONTENT: VALGUERO: Explore new heights and hidden depths; whether it?s creating your foundations in the White Cliffs or unearthing the secrets of the Aberration Trench, Valguero offers a new experience in the ARK universe. With new biomes, challenging dungeon bosses, and mysterious ruins to discover, there?s always something exciting ? and dangerous ? on Valguero.(/Game/PrimalEarth/UI/HostSession.Default__HostSession_C) CONTENT: ABERRATION: Waking up on Aberration, a derelict, malfunctioning ARK with an elaborate underground biome system, survivors face exotic new challenges unlike anything before: extreme radioactive sunlight and environmental hazards, ziplines, wingsuits, climbing gear, cave dwellings, charge-batteries, and far more, along with a stable of extraordinary new creatures await within the mysterious depths. But beware the 'Nameless': unrelenting, Element-infused humanoids which have evolved into vicious light-hating monstrosities! On Aberration, survivors will uncover the ultimate secrets of the ARKs, and discover what the future holds in store for those strong and clever enough to survive!(/Game/PrimalEarth/UI/HostSession.Default__HostSession_C) CONTENT: EXTINCTION Finish your journey through the worlds of ARK in Extinction, where the story began and ends: on Earth itself! An Element-infested, ravaged planet filled with fantastical creatures both organic & technological, Earth holds both the secrets of the past and the keys to its salvation. As a veteran Survivor who has conquered all previous obstacles, your ultimate challenge awaits: can you defeat the gigantic roaming Titans which dominate the planet, and complete the ARK cycle to save Earth's future?(/Game/PrimalEarth/UI/HostSession.Default__HostSession_C) CONTENT: GENESIS: PART 1 Continue your quest for ultimate survival and unlock a whole new chapter in the saga of ARK: Survival Evolved! Waking up inside a virtual simulation, with a strangely familiar robotic companion, you must overcome rigorous missions to survive across multiple exotic worlds unlike anything you've seen before!(/Game/PrimalEarth/UI/HostSession.Default__HostSession_C) CONTENT: GENESIS: PART 2 Complete the eons-spanning story of ARK: Survival Evolved! Everything that your tribe has built, tamed, and fought for has led to this final challenge. With your faithful artificial companion HLN-A by your side, you?ve emerged from the Genesis simulation to find yourself aboard a gigantic starship being overtaken by a familiar threat from the distant past. Humanity?s future is in your hands, Survivor -- one last time!(/Game/PrimalEarth/UI/HostSession.Default__HostSession_C) CONTENT: PROCEDURAL ARK: This ARK has been dynamically generated, for a unique, custom experience!(/Game/PrimalEarth/UI/HostSession.Default__HostSession_C) CONTENT: CUSTOM ARK: This is a user-created ARK!(/Game/PrimalEarth/UI/HostSession.Default__HostSession_C) CONTENT: CRYSTAL ISLES: A community classic ARK map returns, updated for the Official Server networks! Crystal Isles is 150 square kilometers of awe-inspiring biomes? Build bases high in forest canopy and floating islands, and tame your own Tropeognathus to ride into aerial combat!(/Game/PrimalEarth/UI/HostSession.Default__HostSession_C) CONTENT: LOST ISLAND: Explore the soaring heights and hidden depths of Lost Island, featuring three powerful new creatures for you to tame. Discover jungle valleys fed by giant waterfalls, build a treehouse high in the forest canopies, get down and dirty in vast mangrove swamps, dive deep underwater, brave treacherous snowy peaks, or spelunk uncharted cave systems in search of treasure... whichever way you go, wild adventure awaits!(/Game/PrimalEarth/UI/HostSession.Default__HostSession_C) CONTENT: FJORDUR: Explore a magical Norse-inspired world, and travel to the legendary planes of Asgard, Jotunheim, and Vanaheim. Fjordur features four powerful new creatures for you to tame, including Andrewsarchus, Desmodus, Fjordhawk, and even Fenrir itself! Journey across over 75 square kilometers of new biomes, and face new challenges as you discover over 200 Runes to increase your Survivor's power!(/Game/PrimalEarth/UI/HostSession.Default__HostSession_C) CONTENT: ROOT(/Game/PrimalEarth/UI/Inventory/DataListButton_MainMenu.Default__DataListButton_MainMenu_C) CONTENT: KAPROSUCHUS /LEVEL: 208 /REPTILES / CARNIVORE(/Game/PrimalEarth/UI/Inventory/DataListButton_MainMenu.DataListButton_MainMenu_C:WidgetTree_267.EntryNameLabel) CONTENT: QWERTYUIOPLKHJGFDSAZXCVBNMQWERRTYIUASDFHGJKZXCVVB...(/Game/PrimalEarth/UI/Inventory/DataListButton_ListSession.DataListButton_ListSession_C:WidgetTree_905.SessionNameLabel) CONTENT: SCORCHED EARTH(/Game/PrimalEarth/UI/Inventory/DataListButton_ListSession.DataListButton_ListSession_C:WidgetTree_905.MapNameLabel) CONTENT: PLAYERS(/Game/PrimalEarth/UI/Inventory/DataListButton_ListSession.DataListButton_ListSession_C:WidgetTree_905.PlayerNumLabel) CONTENT: PING(/Game/PrimalEarth/UI/Inventory/DataListButton_ListSession.DataListButton_ListSession_C:WidgetTree_905.PingLabel) CONTENT: DAY(/Game/PrimalEarth/UI/Inventory/DataListButton_ListSession.DataListButton_ListSession_C:WidgetTree_905.DayLabel) CONTENT: HASMODS(/Game/PrimalEarth/UI/Inventory/DataListButton_ListSession.DataListButton_ListSession_C:WidgetTree_905.HasModsLabel) CONTENT: MODE(/Game/PrimalEarth/UI/Inventory/DataListButton_ListSession.DataListButton_ListSession_C:WidgetTree_905.GameModeLabel) CONTENT: BUILD(/Game/PrimalEarth/UI/Inventory/DataListButton_ListSession.DataListButton_ListSession_C:WidgetTree_905.BuildLabel) CONTENT: Text Block(/Game/PrimalEarth/UI/Inventory/GamepadButtonLegend.GamepadButtonLegend_C:WidgetTree_1106.ButtonDescriptionLabel) CONTENT: ENTER PASSWORD(/Engine/Transient.TRASHCLASS_ListSessions_295:TextBlock_755) CONTENT: CANCEL(/Engine/Transient.TRASHCLASS_ListSessions_295:TextBlock_757) CONTENT: ACCEPT(/Engine/Transient.TRASHCLASS_ListSessions_295:TextBlock_758) CONTENT: SEARCHING...(/Engine/Transient.TRASHCLASS_ListSessions_295:TextBlock_759) CONTENT: REFRESH(/Engine/Transient.TRASHCLASS_ListSessions_295:TextBlock_760) CONTENT: JOIN(/Engine/Transient.TRASHCLASS_ListSessions_295:TextBlock_761) CONTENT: CANCEL(/Engine/Transient.TRASHCLASS_ListSessions_295:TextBlock_762) CONTENT: ADD TO FAVORITES(/Engine/Transient.TRASHCLASS_ListSessions_295:TextBlock_763) CONTENT: Notice: if you use any cheating programs on an Official Server, your account will be subject to a summary permanent ban from the Official Server Network. Thank you for helping to keep ARK fair & competitive!(/Engine/Transient.TRASHCLASS_ListSessions_295:PrimalRichTextBlock_12) CONTENT: SESSION(/Engine/Transient.TRASHCLASS_ListSessions_295:TextBlock_764) CONTENT: MAP(/Engine/Transient.TRASHCLASS_ListSessions_295:TextBlock_765) CONTENT: PLAYERS(/Engine/Transient.TRASHCLASS_ListSessions_295:TextBlock_766) CONTENT: PING(/Engine/Transient.TRASHCLASS_ListSessions_295:TextBlock_767) CONTENT: DAY(/Engine/Transient.TRASHCLASS_ListSessions_295:TextBlock_768) CONTENT: W/MODS(/Engine/Transient.TRASHCLASS_ListSessions_295:TextBlock_769) CONTENT: MODE(/Engine/Transient.TRASHCLASS_ListSessions_295:TextBlock_770) CONTENT: BUILD(/Engine/Transient.TRASHCLASS_ListSessions_295:TextBlock_771) CONTENT: NAME FILTER:(/Engine/Transient.TRASHCLASS_ListSessions_295:TextBlock_772) CONTENT: Search(/Engine/Transient.TRASHCLASS_ListSessions_295:EditableTextBox_398) CONTENT: MAP:(/Engine/Transient.TRASHCLASS_ListSessions_295:TextBlock_773) CONTENT: ALL MAPS(/Engine/Transient.TRASHCLASS_ListSessions_295:ComboBoxString_8) CONTENT: THE ISLAND(/Engine/Transient.TRASHCLASS_ListSessions_295:ComboBoxString_8) CONTENT: SCORCHED EARTH(/Engine/Transient.TRASHCLASS_ListSessions_295:ComboBoxString_8) CONTENT: GAME MODE:(/Engine/Transient.TRASHCLASS_ListSessions_295:TextBlock_774) CONTENT: ALL MODES(/Engine/Transient.TRASHCLASS_ListSessions_295:ComboBoxString_9) CONTENT: PVP(/Engine/Transient.TRASHCLASS_ListSessions_295:ComboBoxString_9) CONTENT: PVE(/Engine/Transient.TRASHCLASS_ListSessions_295:ComboBoxString_9) CONTENT: SORT BY:(/Engine/Transient.TRASHCLASS_ListSessions_295:TextBlock_775) CONTENT: NAME(/Engine/Transient.TRASHCLASS_ListSessions_295:ComboBoxString_10) CONTENT: PLAYERS(/Engine/Transient.TRASHCLASS_ListSessions_295:ComboBoxString_10) CONTENT: PING(/Engine/Transient.TRASHCLASS_ListSessions_295:ComboBoxString_10) CONTENT: DAY(/Engine/Transient.TRASHCLASS_ListSessions_295:ComboBoxString_10) CONTENT: SORT IN ASCENDING ORDER(/Engine/Transient.TRASHCLASS_ListSessions_295:CustomButtonWidget_69) CONTENT: WANT YOUR OWN EU ARK SERVER?(/Engine/Transient.TRASHCLASS_ListSessions_295:TextBlock_776) CONTENT: SESSION LIST(/Engine/Transient.TRASHCLASS_ListSessions_295:TextBlock_777) CONTENT: JOIN LAST PLAYED SESSION(/Engine/Transient.TRASHCLASS_ListSessions_295:TextBlock_778) CONTENT: INCLUDE SESSIONS WITH MODS(/Engine/Transient.TRASHCLASS_ListSessions_295:TextBlock_779) CONTENT: AUTO FAVORITE PLAYED SESSIONS:(/Engine/Transient.TRASHCLASS_ListSessions_295:TextBlock_780) CONTENT: HIDE FULL SESSIONS:(/Engine/Transient.TRASHCLASS_ListSessions_295:TextBlock_781) CONTENT: SHOW PASSWORD PROTECTED:(/Engine/Transient.TRASHCLASS_ListSessions_295:TextBlock_782) CONTENT: SESSION FILTER:(/Engine/Transient.TRASHCLASS_ListSessions_295:TextBlock_783) CONTENT: Official Dedicated ARKs(/Engine/Transient.TRASHCLASS_ListSessions_295:ComboBoxString_11) CONTENT: Player Dedicated ARKs(/Engine/Transient.TRASHCLASS_ListSessions_295:ComboBoxString_11) CONTENT: Non-Dedicated ARKs(/Engine/Transient.TRASHCLASS_ListSessions_295:ComboBoxString_11) CONTENT: Bookmarks(/Engine/Transient.TRASHCLASS_ListSessions_295:ComboBoxString_11) CONTENT: JOIN HIGHLIGHTED SESSION(/Engine/Transient.TRASHCLASS_ListSessions_295:GamepadButtonLegend_C_6) CONTENT: TOGGLE ASC/DSC SORTING(/Engine/Transient.TRASHCLASS_ListSessions_295:GamepadButtonLegend_C_7) CONTENT: CLEAR SEARCH(/Engine/Transient.TRASHCLASS_ListSessions_295:GamepadButtonLegend_C_8) CONTENT: Rich Text Block(/Engine/Transient.TRASHCLASS_ListSessions_295:PrimalRichTextBlock_13) CONTENT: WAITING TO JOIN SERVER...(/Engine/Transient.TRASHCLASS_ListSessions_295:TextBlock_785) CONTENT: Notice: if you use any cheating programs on a BattlEye-or-Official Server, your account will be subject to a permanent ban from all BattlEye-or-Official Servers. Thank you for helping to keep ARK fair & competitive!(/Engine/Transient.TRASHCLASS_ListSessions_295:PrimalRichTextBlock_14) CONTENT: Text Block(/Engine/Transient.REINST_SKEL_ListSessions_C_10:WidgetTree_40.GamepadButtonLegend_FaceTop.WidgetTree_44.ButtonDescriptionLabel) CONTENT: Text Block(/Engine/Transient.REINST_SKEL_ListSessions_C_10:WidgetTree_40.GamepadButtonLegend_FaceLeft.WidgetTree_45.ButtonDescriptionLabel) CONTENT: Text Block(/Engine/Transient.REINST_SKEL_ListSessions_C_10:WidgetTree_40.GamepadButtonLegend_Start.WidgetTree_46.ButtonDescriptionLabel) CONTENT: Text Block(/Engine/Transient.REINST_ListSessions_C_11:WidgetTree_64.TextBlock_371) CONTENT: Text Block(/Engine/Transient.REINST_ListSessions_C_11:WidgetTree_64.errorBlock) CONTENT: Text Block(/Engine/Transient.REINST_ListSessions_C_11:WidgetTree_64.TextBlock_292) CONTENT: Text Block(/Engine/Transient.REINST_ListSessions_C_11:WidgetTree_64.TextBlock_246) CONTENT: Text Block(/Engine/Transient.REINST_ListSessions_C_11:WidgetTree_64.SearchingTextBlock) CONTENT: Text Block(/Engine/Transient.REINST_ListSessions_C_11:WidgetTree_64.Refresh) CONTENT: Text Block(/Engine/Transient.REINST_ListSessions_C_11:WidgetTree_64.JoinLabel) CONTENT: Text Block(/Engine/Transient.REINST_ListSessions_C_11:WidgetTree_64.CancelLabel) CONTENT: Text Block(/Engine/Transient.REINST_ListSessions_C_11:WidgetTree_64.TextBlock_431) CONTENT: Rich Text Block(/Engine/Transient.REINST_ListSessions_C_11:WidgetTree_64.PrimalRichTextBlock_3) CONTENT: Text Block(/Engine/Transient.REINST_ListSessions_C_11:WidgetTree_64.TextBlock_24531) CONTENT: Text Block(/Engine/Transient.REINST_ListSessions_C_11:WidgetTree_64.MapNameLabel) CONTENT: Text Block(/Engine/Transient.REINST_ListSessions_C_11:WidgetTree_64.PlayerNumLabel) CONTENT: Text Block(/Engine/Transient.REINST_ListSessions_C_11:WidgetTree_64.PingLabel) CONTENT: Text Block(/Engine/Transient.REINST_ListSessions_C_11:WidgetTree_64.DayLabel) CONTENT: Text Block(/Engine/Transient.REINST_ListSessions_C_11:WidgetTree_64.HasModsNameLabel) CONTENT: Text Block(/Engine/Transient.REINST_ListSessions_C_11:WidgetTree_64.GameModeLabel) CONTENT: Text Block(/Engine/Transient.REINST_ListSessions_C_11:WidgetTree_64.BuildLabel) CONTENT: Text Block(/Engine/Transient.REINST_ListSessions_C_11:WidgetTree_64.TextBlock_2115) CONTENT: Text Block(/Engine/Transient.REINST_ListSessions_C_11:WidgetTree_64.TextBlock_3770) CONTENT: Text Block(/Engine/Transient.REINST_ListSessions_C_11:WidgetTree_64.TextBlock_4395) CONTENT: Text Block(/Engine/Transient.REINST_ListSessions_C_11:WidgetTree_64.TextBlock_576) CONTENT: Text Block(/Engine/Transient.REINST_ListSessions_C_11:WidgetTree_64.TextBlock_488) CONTENT: Text Block(/Engine/Transient.REINST_ListSessions_C_11:WidgetTree_64.TitleLabel) CONTENT: Text Block(/Engine/Transient.REINST_ListSessions_C_11:WidgetTree_64.JoinLastPlayedLabel) CONTENT: Text Block(/Engine/Transient.REINST_ListSessions_C_11:WidgetTree_64.TextBlock_181) CONTENT: Text Block(/Engine/Transient.REINST_ListSessions_C_11:WidgetTree_64.TextBlock_2317) CONTENT: Text Block(/Engine/Transient.REINST_ListSessions_C_11:WidgetTree_64.TextBlock_392) CONTENT: Text Block(/Engine/Transient.REINST_ListSessions_C_11:WidgetTree_64.TextBlock_49) CONTENT: Text Block(/Engine/Transient.REINST_ListSessions_C_11:WidgetTree_64.TextBlock_1478) CONTENT: Text Block(/Engine/Transient.REINST_ListSessions_C_11:WidgetTree_64.ServersCount) CONTENT: Rich Text Block(/Engine/Transient.REINST_ListSessions_C_11:WidgetTree_64.OfficialStatusLabel) CONTENT: Text Block(/Engine/Transient.REINST_ListSessions_C_11:WidgetTree_64.WaitingToJoinLabel) CONTENT: Rich Text Block(/Engine/Transient.REINST_ListSessions_C_11:WidgetTree_64.PrimalRichTextBlock_6) CONTENT: Text Block(/Engine/Transient.REINST_ListSessions_C_11:WidgetTree_64.GamepadButtonLegend_FaceTop.WidgetTree_51.ButtonDescriptionLabel) CONTENT: Text Block(/Engine/Transient.REINST_ListSessions_C_11:WidgetTree_64.GamepadButtonLegend_FaceLeft.WidgetTree_52.ButtonDescriptionLabel) CONTENT: Text Block(/Engine/Transient.REINST_ListSessions_C_11:WidgetTree_64.GamepadButtonLegend_Start.WidgetTree_53.ButtonDescriptionLabel) CONTENT: Text Block(/Engine/Transient.REINST_SKEL_ListSessions_C_12:WidgetTree_47.GamepadButtonLegend_FaceTop.WidgetTree_54.ButtonDescriptionLabel) CONTENT: Text Block(/Engine/Transient.REINST_SKEL_ListSessions_C_12:WidgetTree_47.GamepadButtonLegend_FaceLeft.WidgetTree_55.ButtonDescriptionLabel) CONTENT: Text Block(/Engine/Transient.REINST_SKEL_ListSessions_C_12:WidgetTree_47.GamepadButtonLegend_Start.WidgetTree_56.ButtonDescriptionLabel) CONTENT: ENTER PASSWORD(/Game/PrimalEarth/UI/ListSessions.ListSessions_C:WidgetTree_68.TextBlock_371) CONTENT: CANCEL(/Game/PrimalEarth/UI/ListSessions.ListSessions_C:WidgetTree_68.TextBlock_292) CONTENT: ACCEPT(/Game/PrimalEarth/UI/ListSessions.ListSessions_C:WidgetTree_68.TextBlock_246) CONTENT: SEARCHING...(/Game/PrimalEarth/UI/ListSessions.ListSessions_C:WidgetTree_68.SearchingTextBlock) CONTENT: REFRESH(/Game/PrimalEarth/UI/ListSessions.ListSessions_C:WidgetTree_68.Refresh) CONTENT: JOIN(/Game/PrimalEarth/UI/ListSessions.ListSessions_C:WidgetTree_68.JoinLabel) CONTENT: CANCEL(/Game/PrimalEarth/UI/ListSessions.ListSessions_C:WidgetTree_68.CancelLabel) CONTENT: ADD TO FAVORITES(/Game/PrimalEarth/UI/ListSessions.ListSessions_C:WidgetTree_68.TextBlock_431) CONTENT: Notice: if you use any cheating programs on an Official Server, your account will be subject to a summary permanent ban from the Official Server Network. Thank you for helping to keep ARK fair & competitive!(/Game/PrimalEarth/UI/ListSessions.ListSessions_C:WidgetTree_68.PrimalRichTextBlock_3) CONTENT: SESSION(/Game/PrimalEarth/UI/ListSessions.ListSessions_C:WidgetTree_68.TextBlock_24531) CONTENT: MAP(/Game/PrimalEarth/UI/ListSessions.ListSessions_C:WidgetTree_68.MapNameLabel) CONTENT: PLAYERS(/Game/PrimalEarth/UI/ListSessions.ListSessions_C:WidgetTree_68.PlayerNumLabel) CONTENT: PING(/Game/PrimalEarth/UI/ListSessions.ListSessions_C:WidgetTree_68.PingLabel) CONTENT: DAY(/Game/PrimalEarth/UI/ListSessions.ListSessions_C:WidgetTree_68.DayLabel) CONTENT: W/MODS(/Game/PrimalEarth/UI/ListSessions.ListSessions_C:WidgetTree_68.HasModsNameLabel) CONTENT: MODE(/Game/PrimalEarth/UI/ListSessions.ListSessions_C:WidgetTree_68.GameModeLabel) CONTENT: BUILD(/Game/PrimalEarth/UI/ListSessions.ListSessions_C:WidgetTree_68.BuildLabel) CONTENT: NAME FILTER:(/Game/PrimalEarth/UI/ListSessions.ListSessions_C:WidgetTree_68.TextBlock_2115) CONTENT: Search(/Game/PrimalEarth/UI/ListSessions.ListSessions_C:WidgetTree_68.FindSessionName) CONTENT: MAP:(/Game/PrimalEarth/UI/ListSessions.ListSessions_C:WidgetTree_68.TextBlock_3770) CONTENT: ALL MAPS(/Game/PrimalEarth/UI/ListSessions.ListSessions_C:WidgetTree_68.MapComboBox) CONTENT: THE ISLAND(/Game/PrimalEarth/UI/ListSessions.ListSessions_C:WidgetTree_68.MapComboBox) CONTENT: SCORCHED EARTH(/Game/PrimalEarth/UI/ListSessions.ListSessions_C:WidgetTree_68.MapComboBox) CONTENT: GAME MODE:(/Game/PrimalEarth/UI/ListSessions.ListSessions_C:WidgetTree_68.TextBlock_4395) CONTENT: ALL MODES(/Game/PrimalEarth/UI/ListSessions.ListSessions_C:WidgetTree_68.GameModeComboBox) CONTENT: PVP(/Game/PrimalEarth/UI/ListSessions.ListSessions_C:WidgetTree_68.GameModeComboBox) CONTENT: PVE(/Game/PrimalEarth/UI/ListSessions.ListSessions_C:WidgetTree_68.GameModeComboBox) CONTENT: SORT BY:(/Game/PrimalEarth/UI/ListSessions.ListSessions_C:WidgetTree_68.TextBlock_576) CONTENT: NAME(/Game/PrimalEarth/UI/ListSessions.ListSessions_C:WidgetTree_68.SortComboBox) CONTENT: PLAYERS(/Game/PrimalEarth/UI/ListSessions.ListSessions_C:WidgetTree_68.SortComboBox) CONTENT: PING(/Game/PrimalEarth/UI/ListSessions.ListSessions_C:WidgetTree_68.SortComboBox) CONTENT: DAY(/Game/PrimalEarth/UI/ListSessions.ListSessions_C:WidgetTree_68.SortComboBox) CONTENT: SORT IN ASCENDING ORDER(/Game/PrimalEarth/UI/ListSessions.ListSessions_C:WidgetTree_68.SortOrderToggleButton) CONTENT: WANT YOUR OWN EU ARK SERVER?(/Game/PrimalEarth/UI/ListSessions.ListSessions_C:WidgetTree_68.TextBlock_488) CONTENT: SESSION LIST(/Game/PrimalEarth/UI/ListSessions.ListSessions_C:WidgetTree_68.TitleLabel) CONTENT: JOIN LAST PLAYED SESSION(/Game/PrimalEarth/UI/ListSessions.ListSessions_C:WidgetTree_68.JoinLastPlayedLabel) CONTENT: INCLUDE SESSIONS WITH MODS(/Game/PrimalEarth/UI/ListSessions.ListSessions_C:WidgetTree_68.TextBlock_181) CONTENT: AUTO FAVORITE PLAYED SESSIONS:(/Game/PrimalEarth/UI/ListSessions.ListSessions_C:WidgetTree_68.TextBlock_2317) CONTENT: HIDE FULL SESSIONS:(/Game/PrimalEarth/UI/ListSessions.ListSessions_C:WidgetTree_68.TextBlock_392) CONTENT: SHOW PASSWORD PROTECTED:(/Game/PrimalEarth/UI/ListSessions.ListSessions_C:WidgetTree_68.TextBlock_49) CONTENT: SESSION FILTER:(/Game/PrimalEarth/UI/ListSessions.ListSessions_C:WidgetTree_68.TextBlock_1478) CONTENT: Official Dedicated ARKs(/Game/PrimalEarth/UI/ListSessions.ListSessions_C:WidgetTree_68.ServerTypeComboBox) CONTENT: Player Dedicated ARKs(/Game/PrimalEarth/UI/ListSessions.ListSessions_C:WidgetTree_68.ServerTypeComboBox) CONTENT: Non-Dedicated ARKs(/Game/PrimalEarth/UI/ListSessions.ListSessions_C:WidgetTree_68.ServerTypeComboBox) CONTENT: Bookmarks(/Game/PrimalEarth/UI/ListSessions.ListSessions_C:WidgetTree_68.ServerTypeComboBox) CONTENT: JOIN HIGHLIGHTED SESSION(/Game/PrimalEarth/UI/ListSessions.ListSessions_C:WidgetTree_68.GamepadButtonLegend_Start) CONTENT: TOGGLE ASC/DSC SORTING(/Game/PrimalEarth/UI/ListSessions.ListSessions_C:WidgetTree_68.GamepadButtonLegend_FaceLeft) CONTENT: CLEAR SEARCH(/Game/PrimalEarth/UI/ListSessions.ListSessions_C:WidgetTree_68.GamepadButtonLegend_FaceTop) CONTENT: Rich Text Block(/Game/PrimalEarth/UI/ListSessions.ListSessions_C:WidgetTree_68.OfficialStatusLabel) CONTENT: WAITING TO JOIN SERVER...(/Game/PrimalEarth/UI/ListSessions.ListSessions_C:WidgetTree_68.WaitingToJoinLabel) CONTENT: Notice: if you use any cheating programs on a BattlEye-or-Official Server, your account will be subject to a permanent ban from all BattlEye-or-Official Servers. Thank you for helping to keep ARK fair & competitive!(/Game/PrimalEarth/UI/ListSessions.ListSessions_C:WidgetTree_68.PrimalRichTextBlock_6) CONTENT: Text Block(/Game/PrimalEarth/UI/ListSessions.ListSessions_C:WidgetTree_68.GamepadButtonLegend_FaceTop.WidgetTree_253.ButtonDescriptionLabel) CONTENT: Text Block(/Game/PrimalEarth/UI/ListSessions.ListSessions_C:WidgetTree_68.GamepadButtonLegend_FaceLeft.WidgetTree_518.ButtonDescriptionLabel) CONTENT: Text Block(/Game/PrimalEarth/UI/ListSessions.ListSessions_C:WidgetTree_68.GamepadButtonLegend_Start.WidgetTree_510.ButtonDescriptionLabel) CONTENT: Text Block(/Game/PrimalEarth/UI/ListSessions.ListSessions_C:WidgetTree_68.GamepadButtonLegend_FaceTop.WidgetTree_69.ButtonDescriptionLabel) CONTENT: Text Block(/Game/PrimalEarth/UI/ListSessions.ListSessions_C:WidgetTree_68.GamepadButtonLegend_FaceLeft.WidgetTree_70.ButtonDescriptionLabel) CONTENT: Text Block(/Game/PrimalEarth/UI/ListSessions.ListSessions_C:WidgetTree_68.GamepadButtonLegend_Start.WidgetTree_71.ButtonDescriptionLabel) CONTENT: ENTER PASSWORD(/Engine/Transient.REINST_ListSessions_C_13:WidgetTree_68.TextBlock_371) CONTENT: CANCEL(/Engine/Transient.REINST_ListSessions_C_13:WidgetTree_68.TextBlock_292) CONTENT: ACCEPT(/Engine/Transient.REINST_ListSessions_C_13:WidgetTree_68.TextBlock_246) CONTENT: SEARCHING...(/Engine/Transient.REINST_ListSessions_C_13:WidgetTree_68.SearchingTextBlock) CONTENT: REFRESH(/Engine/Transient.REINST_ListSessions_C_13:WidgetTree_68.Refresh) CONTENT: JOIN(/Engine/Transient.REINST_ListSessions_C_13:WidgetTree_68.JoinLabel) CONTENT: CANCEL(/Engine/Transient.REINST_ListSessions_C_13:WidgetTree_68.CancelLabel) CONTENT: ADD TO FAVORITES(/Engine/Transient.REINST_ListSessions_C_13:WidgetTree_68.TextBlock_431) CONTENT: Notice: if you use any cheating programs on an Official Server, your account will be subject to a summary permanent ban from the Official Server Network. Thank you for helping to keep ARK fair & competitive!(/Engine/Transient.REINST_ListSessions_C_13:WidgetTree_68.PrimalRichTextBlock_3) CONTENT: SESSION(/Engine/Transient.REINST_ListSessions_C_13:WidgetTree_68.TextBlock_24531) CONTENT: MAP(/Engine/Transient.REINST_ListSessions_C_13:WidgetTree_68.MapNameLabel) CONTENT: PLAYERS(/Engine/Transient.REINST_ListSessions_C_13:WidgetTree_68.PlayerNumLabel) CONTENT: PING(/Engine/Transient.REINST_ListSessions_C_13:WidgetTree_68.PingLabel) CONTENT: DAY(/Engine/Transient.REINST_ListSessions_C_13:WidgetTree_68.DayLabel) CONTENT: W/MODS(/Engine/Transient.REINST_ListSessions_C_13:WidgetTree_68.HasModsNameLabel) CONTENT: MODE(/Engine/Transient.REINST_ListSessions_C_13:WidgetTree_68.GameModeLabel) CONTENT: BUILD(/Engine/Transient.REINST_ListSessions_C_13:WidgetTree_68.BuildLabel) CONTENT: NAME FILTER:(/Engine/Transient.REINST_ListSessions_C_13:WidgetTree_68.TextBlock_2115) CONTENT: Search(/Engine/Transient.REINST_ListSessions_C_13:WidgetTree_68.FindSessionName) CONTENT: MAP:(/Engine/Transient.REINST_ListSessions_C_13:WidgetTree_68.TextBlock_3770) CONTENT: ALL MAPS(/Engine/Transient.REINST_ListSessions_C_13:WidgetTree_68.MapComboBox) CONTENT: THE ISLAND(/Engine/Transient.REINST_ListSessions_C_13:WidgetTree_68.MapComboBox) CONTENT: SCORCHED EARTH(/Engine/Transient.REINST_ListSessions_C_13:WidgetTree_68.MapComboBox) CONTENT: GAME MODE:(/Engine/Transient.REINST_ListSessions_C_13:WidgetTree_68.TextBlock_4395) CONTENT: ALL MODES(/Engine/Transient.REINST_ListSessions_C_13:WidgetTree_68.GameModeComboBox) CONTENT: PVP(/Engine/Transient.REINST_ListSessions_C_13:WidgetTree_68.GameModeComboBox) CONTENT: PVE(/Engine/Transient.REINST_ListSessions_C_13:WidgetTree_68.GameModeComboBox) CONTENT: SORT BY:(/Engine/Transient.REINST_ListSessions_C_13:WidgetTree_68.TextBlock_576) CONTENT: NAME(/Engine/Transient.REINST_ListSessions_C_13:WidgetTree_68.SortComboBox) CONTENT: PLAYERS(/Engine/Transient.REINST_ListSessions_C_13:WidgetTree_68.SortComboBox) CONTENT: PING(/Engine/Transient.REINST_ListSessions_C_13:WidgetTree_68.SortComboBox) CONTENT: DAY(/Engine/Transient.REINST_ListSessions_C_13:WidgetTree_68.SortComboBox) CONTENT: SORT IN ASCENDING ORDER(/Engine/Transient.REINST_ListSessions_C_13:WidgetTree_68.SortOrderToggleButton) CONTENT: WANT YOUR OWN EU ARK SERVER?(/Engine/Transient.REINST_ListSessions_C_13:WidgetTree_68.TextBlock_488) CONTENT: SESSION LIST(/Engine/Transient.REINST_ListSessions_C_13:WidgetTree_68.TitleLabel) CONTENT: JOIN LAST PLAYED SESSION(/Engine/Transient.REINST_ListSessions_C_13:WidgetTree_68.JoinLastPlayedLabel) CONTENT: INCLUDE SESSIONS WITH MODS(/Engine/Transient.REINST_ListSessions_C_13:WidgetTree_68.TextBlock_181) CONTENT: AUTO FAVORITE PLAYED SESSIONS:(/Engine/Transient.REINST_ListSessions_C_13:WidgetTree_68.TextBlock_2317) CONTENT: HIDE FULL SESSIONS:(/Engine/Transient.REINST_ListSessions_C_13:WidgetTree_68.TextBlock_392) CONTENT: SHOW PASSWORD PROTECTED:(/Engine/Transient.REINST_ListSessions_C_13:WidgetTree_68.TextBlock_49) CONTENT: SESSION FILTER:(/Engine/Transient.REINST_ListSessions_C_13:WidgetTree_68.TextBlock_1478) CONTENT: Official Dedicated ARKs(/Engine/Transient.REINST_ListSessions_C_13:WidgetTree_68.ServerTypeComboBox) CONTENT: Player Dedicated ARKs(/Engine/Transient.REINST_ListSessions_C_13:WidgetTree_68.ServerTypeComboBox) CONTENT: Non-Dedicated ARKs(/Engine/Transient.REINST_ListSessions_C_13:WidgetTree_68.ServerTypeComboBox) CONTENT: Bookmarks(/Engine/Transient.REINST_ListSessions_C_13:WidgetTree_68.ServerTypeComboBox) CONTENT: JOIN HIGHLIGHTED SESSION(/Engine/Transient.REINST_ListSessions_C_13:WidgetTree_68.GamepadButtonLegend_Start) CONTENT: TOGGLE ASC/DSC SORTING(/Engine/Transient.REINST_ListSessions_C_13:WidgetTree_68.GamepadButtonLegend_FaceLeft) CONTENT: CLEAR SEARCH(/Engine/Transient.REINST_ListSessions_C_13:WidgetTree_68.GamepadButtonLegend_FaceTop) CONTENT: Rich Text Block(/Engine/Transient.REINST_ListSessions_C_13:WidgetTree_68.OfficialStatusLabel) CONTENT: WAITING TO JOIN SERVER...(/Engine/Transient.REINST_ListSessions_C_13:WidgetTree_68.WaitingToJoinLabel) CONTENT: Notice: if you use any cheating programs on a BattlEye-or-Official Server, your account will be subject to a permanent ban from all BattlEye-or-Official Servers. Thank you for helping to keep ARK fair & competitive!(/Engine/Transient.REINST_ListSessions_C_13:WidgetTree_68.PrimalRichTextBlock_6) CONTENT: Text Block(/Engine/Transient.REINST_ListSessions_C_13:WidgetTree_68.GamepadButtonLegend_FaceTop.WidgetTree_253.ButtonDescriptionLabel) CONTENT: Text Block(/Engine/Transient.REINST_ListSessions_C_13:WidgetTree_68.GamepadButtonLegend_FaceLeft.WidgetTree_518.ButtonDescriptionLabel) CONTENT: Text Block(/Engine/Transient.REINST_ListSessions_C_13:WidgetTree_68.GamepadButtonLegend_Start.WidgetTree_510.ButtonDescriptionLabel) CONTENT: Text Block(/Engine/Transient.REINST_ListSessions_C_13:WidgetTree_68.GamepadButtonLegend_FaceTop.WidgetTree_72.ButtonDescriptionLabel) CONTENT: Text Block(/Engine/Transient.REINST_ListSessions_C_13:WidgetTree_68.GamepadButtonLegend_FaceLeft.WidgetTree_73.ButtonDescriptionLabel) CONTENT: Text Block(/Engine/Transient.REINST_ListSessions_C_13:WidgetTree_68.GamepadButtonLegend_Start.WidgetTree_74.ButtonDescriptionLabel) CONTENT: Text Block(/Engine/Transient.REINST_SKEL_ListSessions_C_14:WidgetTree_64.GamepadButtonLegend_FaceTop.WidgetTree_75.ButtonDescriptionLabel) CONTENT: Text Block(/Engine/Transient.REINST_SKEL_ListSessions_C_14:WidgetTree_64.GamepadButtonLegend_FaceLeft.WidgetTree_76.ButtonDescriptionLabel) CONTENT: Text Block(/Engine/Transient.REINST_SKEL_ListSessions_C_14:WidgetTree_64.GamepadButtonLegend_Start.WidgetTree_77.ButtonDescriptionLabel) CONTENT: ENTER PASSWORD(/Game/PrimalEarth/UI/ListSessions.ListSessions_C:WidgetTree_90.TextBlock_371) CONTENT: CANCEL(/Game/PrimalEarth/UI/ListSessions.ListSessions_C:WidgetTree_90.TextBlock_292) CONTENT: ACCEPT(/Game/PrimalEarth/UI/ListSessions.ListSessions_C:WidgetTree_90.TextBlock_246) CONTENT: SEARCHING...(/Game/PrimalEarth/UI/ListSessions.ListSessions_C:WidgetTree_90.SearchingTextBlock) CONTENT: REFRESH(/Game/PrimalEarth/UI/ListSessions.ListSessions_C:WidgetTree_90.Refresh) CONTENT: JOIN(/Game/PrimalEarth/UI/ListSessions.ListSessions_C:WidgetTree_90.JoinLabel) CONTENT: CANCEL(/Game/PrimalEarth/UI/ListSessions.ListSessions_C:WidgetTree_90.CancelLabel) CONTENT: ADD TO FAVORITES(/Game/PrimalEarth/UI/ListSessions.ListSessions_C:WidgetTree_90.TextBlock_431) CONTENT: Notice: if you use any cheating programs on an Official Server, your account will be subject to a summary permanent ban from the Official Server Network. Thank you for helping to keep ARK fair & competitive!(/Game/PrimalEarth/UI/ListSessions.ListSessions_C:WidgetTree_90.PrimalRichTextBlock_3) CONTENT: SESSION(/Game/PrimalEarth/UI/ListSessions.ListSessions_C:WidgetTree_90.TextBlock_24531) CONTENT: MAP(/Game/PrimalEarth/UI/ListSessions.ListSessions_C:WidgetTree_90.MapNameLabel) CONTENT: PLAYERS(/Game/PrimalEarth/UI/ListSessions.ListSessions_C:WidgetTree_90.PlayerNumLabel) CONTENT: PING(/Game/PrimalEarth/UI/ListSessions.ListSessions_C:WidgetTree_90.PingLabel) CONTENT: DAY(/Game/PrimalEarth/UI/ListSessions.ListSessions_C:WidgetTree_90.DayLabel) CONTENT: W/MODS(/Game/PrimalEarth/UI/ListSessions.ListSessions_C:WidgetTree_90.HasModsNameLabel) CONTENT: MODE(/Game/PrimalEarth/UI/ListSessions.ListSessions_C:WidgetTree_90.GameModeLabel) CONTENT: BUILD(/Game/PrimalEarth/UI/ListSessions.ListSessions_C:WidgetTree_90.BuildLabel) CONTENT: NAME FILTER:(/Game/PrimalEarth/UI/ListSessions.ListSessions_C:WidgetTree_90.TextBlock_2115) CONTENT: Search(/Game/PrimalEarth/UI/ListSessions.ListSessions_C:WidgetTree_90.FindSessionName) CONTENT: MAP:(/Game/PrimalEarth/UI/ListSessions.ListSessions_C:WidgetTree_90.TextBlock_3770) CONTENT: ALL MAPS(/Game/PrimalEarth/UI/ListSessions.ListSessions_C:WidgetTree_90.MapComboBox) CONTENT: THE ISLAND(/Game/PrimalEarth/UI/ListSessions.ListSessions_C:WidgetTree_90.MapComboBox) CONTENT: SCORCHED EARTH(/Game/PrimalEarth/UI/ListSessions.ListSessions_C:WidgetTree_90.MapComboBox) CONTENT: GAME MODE:(/Game/PrimalEarth/UI/ListSessions.ListSessions_C:WidgetTree_90.TextBlock_4395) CONTENT: ALL MODES(/Game/PrimalEarth/UI/ListSessions.ListSessions_C:WidgetTree_90.GameModeComboBox) CONTENT: PVP(/Game/PrimalEarth/UI/ListSessions.ListSessions_C:WidgetTree_90.GameModeComboBox) CONTENT: PVE(/Game/PrimalEarth/UI/ListSessions.ListSessions_C:WidgetTree_90.GameModeComboBox) CONTENT: SORT BY:(/Game/PrimalEarth/UI/ListSessions.ListSessions_C:WidgetTree_90.TextBlock_576) CONTENT: NAME(/Game/PrimalEarth/UI/ListSessions.ListSessions_C:WidgetTree_90.SortComboBox) CONTENT: PLAYERS(/Game/PrimalEarth/UI/ListSessions.ListSessions_C:WidgetTree_90.SortComboBox) CONTENT: PING(/Game/PrimalEarth/UI/ListSessions.ListSessions_C:WidgetTree_90.SortComboBox) CONTENT: DAY(/Game/PrimalEarth/UI/ListSessions.ListSessions_C:WidgetTree_90.SortComboBox) CONTENT: SORT IN ASCENDING ORDER(/Game/PrimalEarth/UI/ListSessions.ListSessions_C:WidgetTree_90.SortOrderToggleButton) CONTENT: WANT YOUR OWN EU ARK SERVER?(/Game/PrimalEarth/UI/ListSessions.ListSessions_C:WidgetTree_90.TextBlock_488) CONTENT: SESSION LIST(/Game/PrimalEarth/UI/ListSessions.ListSessions_C:WidgetTree_90.TitleLabel) CONTENT: JOIN LAST PLAYED SESSION(/Game/PrimalEarth/UI/ListSessions.ListSessions_C:WidgetTree_90.JoinLastPlayedLabel) CONTENT: INCLUDE SESSIONS WITH MODS(/Game/PrimalEarth/UI/ListSessions.ListSessions_C:WidgetTree_90.TextBlock_181) CONTENT: AUTO FAVORITE PLAYED SESSIONS:(/Game/PrimalEarth/UI/ListSessions.ListSessions_C:WidgetTree_90.TextBlock_2317) CONTENT: HIDE FULL SESSIONS:(/Game/PrimalEarth/UI/ListSessions.ListSessions_C:WidgetTree_90.TextBlock_392) CONTENT: SHOW PASSWORD PROTECTED:(/Game/PrimalEarth/UI/ListSessions.ListSessions_C:WidgetTree_90.TextBlock_49) CONTENT: SESSION FILTER:(/Game/PrimalEarth/UI/ListSessions.ListSessions_C:WidgetTree_90.TextBlock_1478) CONTENT: Official Dedicated ARKs(/Game/PrimalEarth/UI/ListSessions.ListSessions_C:WidgetTree_90.ServerTypeComboBox) CONTENT: Player Dedicated ARKs(/Game/PrimalEarth/UI/ListSessions.ListSessions_C:WidgetTree_90.ServerTypeComboBox) CONTENT: Non-Dedicated ARKs(/Game/PrimalEarth/UI/ListSessions.ListSessions_C:WidgetTree_90.ServerTypeComboBox) CONTENT: Bookmarks(/Game/PrimalEarth/UI/ListSessions.ListSessions_C:WidgetTree_90.ServerTypeComboBox) CONTENT: JOIN HIGHLIGHTED SESSION(/Game/PrimalEarth/UI/ListSessions.ListSessions_C:WidgetTree_90.GamepadButtonLegend_Start) CONTENT: TOGGLE ASC/DSC SORTING(/Game/PrimalEarth/UI/ListSessions.ListSessions_C:WidgetTree_90.GamepadButtonLegend_FaceLeft) CONTENT: CLEAR SEARCH(/Game/PrimalEarth/UI/ListSessions.ListSessions_C:WidgetTree_90.GamepadButtonLegend_FaceTop) CONTENT: Rich Text Block(/Game/PrimalEarth/UI/ListSessions.ListSessions_C:WidgetTree_90.OfficialStatusLabel) CONTENT: WAITING TO JOIN SERVER...(/Game/PrimalEarth/UI/ListSessions.ListSessions_C:WidgetTree_90.WaitingToJoinLabel) CONTENT: Notice: if you use any cheating programs on a BattlEye-or-Official Server, your account will be subject to a permanent ban from all BattlEye-or-Official Servers. Thank you for helping to keep ARK fair & competitive!(/Game/PrimalEarth/UI/ListSessions.ListSessions_C:WidgetTree_90.PrimalRichTextBlock_6) CONTENT: Text Block(/Game/PrimalEarth/UI/ListSessions.ListSessions_C:WidgetTree_90.GamepadButtonLegend_FaceTop.WidgetTree_253.ButtonDescriptionLabel) CONTENT: Text Block(/Game/PrimalEarth/UI/ListSessions.ListSessions_C:WidgetTree_90.GamepadButtonLegend_FaceLeft.WidgetTree_518.ButtonDescriptionLabel) CONTENT: Text Block(/Game/PrimalEarth/UI/ListSessions.ListSessions_C:WidgetTree_90.GamepadButtonLegend_Start.WidgetTree_510.ButtonDescriptionLabel) CONTENT: Text Block(/Game/PrimalEarth/UI/ListSessions.ListSessions_C:WidgetTree_90.GamepadButtonLegend_FaceTop.WidgetTree_91.ButtonDescriptionLabel) CONTENT: Text Block(/Game/PrimalEarth/UI/ListSessions.ListSessions_C:WidgetTree_90.GamepadButtonLegend_FaceLeft.WidgetTree_92.ButtonDescriptionLabel) CONTENT: Text Block(/Game/PrimalEarth/UI/ListSessions.ListSessions_C:WidgetTree_90.GamepadButtonLegend_Start.WidgetTree_93.ButtonDescriptionLabel) CONTENT: Text Block(/Engine/Transient.TRASHCLASS_ListSessions_295:GamepadButtonLegend_C_7.WidgetTree_66.ButtonDescriptionLabel) CONTENT: Text Block(/Engine/Transient.TRASHCLASS_ListSessions_295:GamepadButtonLegend_C_8.WidgetTree_65.ButtonDescriptionLabel) CONTENT: Text Block(/Engine/Transient.TRASHCLASS_ListSessions_295:GamepadButtonLegend_C_6.WidgetTree_67.ButtonDescriptionLabel) CONTENT: Please put on your VR HMD. Then press Left Mouse Button or Gamepad (A).(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1206) CONTENT: CLOSE INVENTORY(/Engine/Transient.TRASHCLASS_OptionsMenu_301:CustomButtonWidget_96) CONTENT: OPTIONS(/Engine/Transient.TRASHCLASS_OptionsMenu_301:CustomButtonWidget_97) CONTENT: ADVANCED SETTINGS(/Engine/Transient.TRASHCLASS_OptionsMenu_301:CustomButtonWidget_98) CONTENT: KEYBOARD BINDINGS(/Engine/Transient.TRASHCLASS_OptionsMenu_301:CustomButtonWidget_99) CONTENT: GAMEPAD CONTROLS(/Engine/Transient.TRASHCLASS_OptionsMenu_301:CustomButtonWidget_100) CONTENT: RTS CONTROLS(/Engine/Transient.TRASHCLASS_OptionsMenu_301:CustomButtonWidget_101) CONTENT: RESET TUTORIALS(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1207) CONTENT: ENABLE VR HEAD MOUNTED DISPLAY(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1208) CONTENT: RESET VR HMD POSITION TRACKING(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1209) CONTENT: Low - (e.g GTX 660) Medium - (e.g. GTX 770) High - (e.g. GTX 970) Epic - (e.g. Titan X)(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1210) CONTENT: GAMEPAD CONTROLS(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1211) CONTENT: OPTIONS(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1212) CONTENT: MASTER VOLUME:(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1213) CONTENT: MUSIC VOLUME:(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1214) CONTENT: SFX VOLUME:(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1215) CONTENT: VOICE VOLUME:(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1216) CONTENT: AMBIENT VOLUME:(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1217) CONTENT: NPC VOLUME:(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1218) CONTENT: AUDIO(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1219) CONTENT: GRAPHICS(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1220) CONTENT: CAMERA FOV:(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1221) CONTENT: CAMERA SHAKE SCALE:(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1222) CONTENT: INVERT Y:(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1223) CONTENT: LOOK LEFT/RIGHT SENSITIVITY:(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1224) CONTENT: LOOK UP/DOWN SENSITIVITY:(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1225) CONTENT: THIRD PERSON CAMERA OFFSET:(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1226) CONTENT: DISABLE THIRD PERSON CAMERA INTERPOLATION:(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1227) CONTENT: NPC SUBTITLES:(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1228) CONTENT: Custom(/Engine/Transient.TRASHCLASS_OptionsMenu_301:ComboBoxString_34) CONTENT: Custom(/Engine/Transient.TRASHCLASS_OptionsMenu_301:ComboBoxString_34) CONTENT: RESOLUTION:(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1229) CONTENT: x(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1230) CONTENT: Fullscreen(/Engine/Transient.TRASHCLASS_OptionsMenu_301:ComboBoxString_35) CONTENT: WindowedFullscreen(/Engine/Transient.TRASHCLASS_OptionsMenu_301:ComboBoxString_35) CONTENT: Windowed(/Engine/Transient.TRASHCLASS_OptionsMenu_301:ComboBoxString_35) CONTENT: Custom(/Engine/Transient.TRASHCLASS_OptionsMenu_301:ComboBoxString_35) CONTENT: WINDOW MODE:(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1231) CONTENT: Low(/Engine/Transient.TRASHCLASS_OptionsMenu_301:ComboBoxString_36) CONTENT: Medium(/Engine/Transient.TRASHCLASS_OptionsMenu_301:ComboBoxString_36) CONTENT: High(/Engine/Transient.TRASHCLASS_OptionsMenu_301:ComboBoxString_36) CONTENT: Epic(/Engine/Transient.TRASHCLASS_OptionsMenu_301:ComboBoxString_36) CONTENT: VIEW DISTANCE: (/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1232) CONTENT: Low(/Engine/Transient.TRASHCLASS_OptionsMenu_301:ComboBoxString_37) CONTENT: Medium(/Engine/Transient.TRASHCLASS_OptionsMenu_301:ComboBoxString_37) CONTENT: High(/Engine/Transient.TRASHCLASS_OptionsMenu_301:ComboBoxString_37) CONTENT: Epic(/Engine/Transient.TRASHCLASS_OptionsMenu_301:ComboBoxString_37) CONTENT: ANTI-ALIASING:(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1233) CONTENT: Low(/Engine/Transient.TRASHCLASS_OptionsMenu_301:ComboBoxString_38) CONTENT: Medium(/Engine/Transient.TRASHCLASS_OptionsMenu_301:ComboBoxString_38) CONTENT: High(/Engine/Transient.TRASHCLASS_OptionsMenu_301:ComboBoxString_38) CONTENT: Epic(/Engine/Transient.TRASHCLASS_OptionsMenu_301:ComboBoxString_38) CONTENT: POST PROCESSING:(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1234) CONTENT: Low(/Engine/Transient.TRASHCLASS_OptionsMenu_301:ComboBoxString_39) CONTENT: Medium(/Engine/Transient.TRASHCLASS_OptionsMenu_301:ComboBoxString_39) CONTENT: High(/Engine/Transient.TRASHCLASS_OptionsMenu_301:ComboBoxString_39) CONTENT: Epic(/Engine/Transient.TRASHCLASS_OptionsMenu_301:ComboBoxString_39) CONTENT: GENERAL SHADOWS:(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1235) CONTENT: Low(/Engine/Transient.TRASHCLASS_OptionsMenu_301:ComboBoxString_40) CONTENT: Medium(/Engine/Transient.TRASHCLASS_OptionsMenu_301:ComboBoxString_40) CONTENT: High(/Engine/Transient.TRASHCLASS_OptionsMenu_301:ComboBoxString_40) CONTENT: Epic(/Engine/Transient.TRASHCLASS_OptionsMenu_301:ComboBoxString_40) CONTENT: TEXTURES(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1236) CONTENT: Low(/Engine/Transient.TRASHCLASS_OptionsMenu_301:ComboBoxString_41) CONTENT: Medium(/Engine/Transient.TRASHCLASS_OptionsMenu_301:ComboBoxString_41) CONTENT: High(/Engine/Transient.TRASHCLASS_OptionsMenu_301:ComboBoxString_41) CONTENT: Epic(/Engine/Transient.TRASHCLASS_OptionsMenu_301:ComboBoxString_41) CONTENT: Low(/Engine/Transient.TRASHCLASS_OptionsMenu_301:ComboBoxString_42) CONTENT: Medium(/Engine/Transient.TRASHCLASS_OptionsMenu_301:ComboBoxString_42) CONTENT: High(/Engine/Transient.TRASHCLASS_OptionsMenu_301:ComboBoxString_42) CONTENT: Epic(/Engine/Transient.TRASHCLASS_OptionsMenu_301:ComboBoxString_42) CONTENT: TERRAIN SHADOWS:(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1237) CONTENT: Low(/Engine/Transient.TRASHCLASS_OptionsMenu_301:ComboBoxString_43) CONTENT: Medium(/Engine/Transient.TRASHCLASS_OptionsMenu_301:ComboBoxString_43) CONTENT: High(/Engine/Transient.TRASHCLASS_OptionsMenu_301:ComboBoxString_43) CONTENT: Epic(/Engine/Transient.TRASHCLASS_OptionsMenu_301:ComboBoxString_43) CONTENT: CUSTOM(/Engine/Transient.TRASHCLASS_OptionsMenu_301:ComboBoxString_43) CONTENT: SKY QUALITY:(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1238) CONTENT: GRAPHICS QUALITY:(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1239) CONTENT: WORLD TILE BUFFERS:(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1240) CONTENT: RESOLUTION SCALE:(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1241) CONTENT: DYNAMIC TESSELATION (REQUIRES RESTART):(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1242) CONTENT: MOTION BLUR:(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1243) CONTENT: FILM GRAIN:(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1244) CONTENT: SCREEN SPACE AMBIENT OCCLUSION:(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1245) CONTENT: DISTANCE FIELD AMBIENT OCCLUSION (EXPENSIVE!):(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1246) CONTENT: DISTANCE FIELD SHADOWING:(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1247) CONTENT: HIGH QUALITY MATERIALS (REQUIRES RESTART):(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1248) CONTENT: SUB SURFACE SCATTERING (REQUIRES RESTART):(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1249) CONTENT: HIGH QUALITY VFX (REQUIRES RESTART):(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1250) CONTENT: SIMPLE DISTANCE CHARACTER MOVEMENT:(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1251) CONTENT: HIGH QUALITY ANISOTROPIC FILTERING:(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1252) CONTENT: HIGH QUALITY LODs:(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1253) CONTENT: EXTRA LEVEL STREAMING DISTANCE:(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1254) CONTENT: COLOR GRADING:(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1255) CONTENT: LIGHT BLOOM:(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1256) CONTENT: LIGHT SHAFTS:(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1257) CONTENT: LOW QUALITY LEVEL STREAMING:(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1258) CONTENT: GROUND CLUTTER DENSITY:(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1259) CONTENT: GROUND CLUTTER DISTANCE:(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1260) CONTENT: MESH LEVEL OF DETAIL:(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1261) CONTENT: ALLOW ENHANCED MAX VIEW DISTANCE MODE:(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1262) CONTENT: UI GENERAL SCALE:(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1263) CONTENT: UI ITEM SLOTS SCALE:(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1264) CONTENT: CAMERA(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1265) CONTENT: RESET CINEMATICS & COSMETIC ITEMS(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1266) CONTENT: AUTO CHATBOX:(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1267) CONTENT: STATUS NOTIFICATIONS:(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1268) CONTENT: CAMERA VIEW BOB:(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1269) CONTENT: FIRST PERSON RIDING:(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1270) CONTENT: JOIN NOTIFICATIONS:(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1271) CONTENT: FLOATING NAMES:(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1272) CONTENT: CHAT BUBBLES:(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1273) CONTENT: HIDE SERVER INFO:(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1274) CONTENT: FAHRENHEIT TEMPERATURE:(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1275) CONTENT: TORPIDITY EFFECT:(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1276) CONTENT: CHAT SHOW ONLINE ID:(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1277) CONTENT: CHAT SHOW TRIBE NAME:(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1278) CONTENT: BLOOD DAMAGE OVERLAYS:(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1279) CONTENT: TOGGLE TO TALK:(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1280) CONTENT: MELEE CAMERA ANIMATION:(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1281) CONTENT: INVENTORY ACCESS SOUNDS:(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1282) CONTENT: COLOR ITEM NAMES:(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1283) CONTENT: ALLOW HIT MARKERS:(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1284) CONTENT: ALLOW CROSSHAIR:(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1285) CONTENT: Low (14 KB/s)(/Engine/Transient.TRASHCLASS_OptionsMenu_301:ComboBoxString_44) CONTENT: Medium (20 KB/s)(/Engine/Transient.TRASHCLASS_OptionsMenu_301:ComboBoxString_44) CONTENT: High (40 KB/s)(/Engine/Transient.TRASHCLASS_OptionsMenu_301:ComboBoxString_44) CONTENT: Epic (60 KB/s)(/Engine/Transient.TRASHCLASS_OptionsMenu_301:ComboBoxString_44) CONTENT: CLIENT NETWORK BANDWIDTH:(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1286) CONTENT: ADVANCED SETTINGS(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1287) CONTENT: DISABLE MENU TRANSITIONS:(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1288) CONTENT: NO TOOLTIP DELAY:(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1289) CONTENT: DISABLE MENU MUSIC:(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1290) CONTENT: GIVE DEFAULT SURVIVOR ITEMS:(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1291) CONTENT: HIDE FLOATING PLAYER NAMES:(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1292) CONTENT: QUICK TOGGLE ITEM NAMES:(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1293) CONTENT: SHOW ITEM SELECTOR BUTTON:(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1294) CONTENT: PLAY ACTION WHEEL CLICK SOUND:(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1295) CONTENT: TOGGLE EXTENDED HUD INFO:(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1296) CONTENT: ANIMATION STAGGERING:(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1297) CONTENT: LOW QUALITY ANIMATIONS:(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1298) CONTENT: KEY BINDINGS(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1299) CONTENT: STRAFE LEFT:(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1300) CONTENT: MOVE FORWARD:(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1301) CONTENT: RUN:(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1302) CONTENT: PRONE:(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1303) CONTENT: CROUCH:(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1304) CONTENT: MOVE BACKWARD:(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1305) CONTENT: STRAFE RIGHT:(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1306) CONTENT: JUMP:(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1307) CONTENT: LOOK UP:(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1308) CONTENT: LOOK DOWN:(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1309) CONTENT: TURN LEFT:(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1310) CONTENT: TURN RIGHT:(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1311) CONTENT: TOGGLE SPRINT:(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1312) CONTENT: IRON SIGHTS/ALT FIRE:(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1313) CONTENT: FIRE:(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1314) CONTENT: RELOAD:(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1315) CONTENT: USE:(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1316) CONTENT: TOGGLE SELFIE CAM:(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1317) CONTENT: TOGGLE FISTS:(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1318) CONTENT: TOGGLE ORBIT CAMERA:(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1319) CONTENT: DEFECATE:(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1320) CONTENT: MELEE/PISTOL WHIP:(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1321) CONTENT: ZOOM CAMERA IN:(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1322) CONTENT: ZOOM CAMERA OUT:(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1323) CONTENT: USE SLOT ITEM 3:(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1324) CONTENT: USE SLOT ITEM 1:(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1325) CONTENT: USE SLOT ITEM 2:(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1326) CONTENT: USE SLOT ITEM 4:(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1327) CONTENT: USE SLOT ITEM 5:(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1328) CONTENT: USE SLOT ITEM 6:(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1329) CONTENT: USE SLOT ITEM 7:(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1330) CONTENT: USE SLOT ITEM 8:(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1331) CONTENT: USE SLOT ITEM 9:(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1332) CONTENT: USE SLOT ITEM 10:(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1333) CONTENT: TOGGLE HUD:(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1334) CONTENT: PUSH TO TALK:(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1335) CONTENT: MAP:(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1336) CONTENT: TOGGLE CHATBOX:(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1337) CONTENT: TRIBE MANAGER:(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1338) CONTENT: YOUR INVENTORY:(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1339) CONTENT: EXTENDED HUD INFO:(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1340) CONTENT: PLACE MAP MARKER:(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1341) CONTENT: TOGGLE CONSOLE:(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1342) CONTENT: TRIBE CHAT:(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1343) CONTENT: LOCAL CHAT:(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1344) CONTENT: YOUR CRAFTABLES:(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1345) CONTENT: ACCESS TARGET INVENTORY:(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1346) CONTENT: DRAG BODY:(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1347) CONTENT: WHISPER:(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1348) CONTENT: YELL:(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1349) CONTENT: TOGGLE WEAPON ATTACHMENT:(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1350) CONTENT: WHISTLE "YOU FOLLOW ME":(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1351) CONTENT: WHISTLE "YOU STAY PUT":(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1352) CONTENT: CRAFT SLOT ITEM (MODIFIER):(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1353) CONTENT: WHISTLE "ALL NEUTRAL":(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1354) CONTENT: WHISTLE "ATTACK MY TARGET"(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1355) CONTENT: DROP ITEM:(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1356) CONTENT: WHISTLE "ALL PASSIVE":(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1357) CONTENT: WHISTLE SELECTION:(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1358) CONTENT: EMOTE KEY 2:(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1359) CONTENT: EMOTE KEY 1:(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1360) CONTENT: WHISTLE "ATTACK THIS TARGET":(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1361) CONTENT: CYCLE TARGET FOLLOW DISTANCE:(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1362) CONTENT: WHISTLE "ALL MOVE TO":(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1363) CONTENT: WHISTLE "ALL AGGRESSIVE":(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1364) CONTENT: ORDER ADD/REMOVE TAME:(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1365) CONTENT: WHISTLE "ALL FOLLOW ME":(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1366) CONTENT: WHISTLE "ALL STAY PUT":(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1367) CONTENT: SET GAMMA 1 (WHEN PERMITTED):(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1368) CONTENT: GAMMA 1 VALUE:(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1369) CONTENT: GAMMA 2 VALUE:(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1370) CONTENT: SET GAMMA 2 (WHEN PERMITTED):(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1371) CONTENT: DINO AIR-BRAKE:(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1372) CONTENT: WHISTLE "LAND THIS FLYER":(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1373) CONTENT: RETURN(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1374) CONTENT: MELEE(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1375) CONTENT: PRIMARY ATTACK(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1376) CONTENT: MOVEMENT RUN (HOLD)(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1377) CONTENT: GAME OPTIONS(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1378) CONTENT: MAP(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1379) CONTENT: SECONDARY ATTACK(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1380) CONTENT: ACTION SELECTOR(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1381) CONTENT: INVENTORY RADIAL WHEEL (HOLD)(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1382) CONTENT: JUMP(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1383) CONTENT: AIM(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1384) CONTENT: QUICKSLOTS(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1385) CONTENT: RELOAD/ACTIVATE WEAPON ATTACHMENT (DOUBLE TAP)(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1386) CONTENT: USE(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1387) CONTENT: GAME CONTROLLER(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1388) CONTENT: QUICKSLOTS(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1389) CONTENT: MOVEMENT RUN (HOLD)(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1390) CONTENT: No endorsement or affiliation is intended between Stadia and the manufacturers of non-Stadia controllers or consoles. STADIA, the Stadia beacon, Google, and related marks and logos are trademarks of Google LLC. All other trademarks are the property of their respective owners.(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1391) CONTENT: GAME OPTIONS(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1392) CONTENT: MAP(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1393) CONTENT: MOVEMENT RUN (HOLD)(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1394) CONTENT: QUICKSLOTS(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1395) CONTENT: RTS KEY BINDINGS(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1396) CONTENT: TOGGLE RTS MODE:(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1397) CONTENT: CENTER ON PLAYER:(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1398) CONTENT: CENTER ON SELECTION:(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1399) CONTENT: ISSUE ORDER:(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1400) CONTENT: CANCEL ORDER:(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1401) CONTENT: SELECT UNIT:(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1402) CONTENT: Keyboard(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1403) CONTENT: Gamepad(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1404) CONTENT: TOGGLE RTS MODE:(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1405) CONTENT: CENTER ON PLAYER:(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1406) CONTENT: CENTER ON SELECTION:(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1407) CONTENT: ISSUE ORDER:(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1408) CONTENT: CANCEL ORDER:(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1409) CONTENT: SELECT UNIT:(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1410) CONTENT: +(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1411) CONTENT: +(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1412) CONTENT: +(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1413) CONTENT: APPLY(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1414) CONTENT: SAVE(/Engine/Transient.TRASHCLASS_OptionsMenu_301:TextBlock_1415) CONTENT: RESTORE DEFAULT SETTINGS(/Engine/Transient.TRASHCLASS_OptionsMenu_301:CustomButtonWidget_107) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.TextBlock_714) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.TextBlock_23) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.TextBlock_8) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.TextBlock_56) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.TextBlock_5365) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.TextBlock_1740) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.TitleLabel) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.TextBlock_1) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.TextBlock_22) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.TextBlock_174) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.TextBlock_363) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.TextBlock_645) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.TextBlock_546) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.CreatureTitle) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.TextBlock_4458) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.TextBlock_20) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.TextBlock_125) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.TextBlock_76) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.TextBlock_1134) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.TextBlock_1871) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.TextBlock_501) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.TextBlock_669) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.TextBlock_606) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.TextBlock_78) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.TextBlock_83) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.TextBlock_13) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.TextBlock_1478) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.TextBlock_1480) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.TextBlock_1481) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.TextBlock_1482) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.TextBlock_1483) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.TextBlock_15) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.[TextBlock] "Resolution Sc..") CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.TextBlock_26) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.TextBlock_258) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.TextBlock_1479) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.TextBlock_16) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.TextBlock_84) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.TextBlock_14) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.TextBlock_19) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.TextBlock_268) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.TextBlock_784) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.TextBlock_342) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.TextBlock_457) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.TextBlock_402) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.TextBlock_405) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.TextBlock_692) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.TextBlock_420) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.TextBlock_423) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.TextBlock_435) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.TextBlock_737) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.TextBlock_886) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.TextBlock_450) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.[TextBlock] ) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.TextBlock_438) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.TextBlock_1009) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.[TextBlock] "DYNAMIC TESSE..") CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.TextBlock_471) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.TextBlock_474) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.TextBlock_12453) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.TextBlock_2261) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.TextBlock_495) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.TextBlock_6) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.TextBlock_25) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.TextBlock_5) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.TextBlock_306) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.TextBlock_307) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.TextBlock_410) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.TextBlock_330) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.TextBlock_348) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.TextBlock_351) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.TextBlock_384) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.TextBlock_641) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.TextBlock_396) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.ToggleToTalkLabel) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.TextBlock_408) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.TextBlock_417) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.TextBlock_426) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.TextBlock_570) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.TextBlock_429) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.TextBlock_391) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.TextBlock_475) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.TextBlock_459) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.TextBlock_555) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.TextBlock_483) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.TextBlock_486) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.TextBlock_489) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.TextBlock_507) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.TextBlock_496) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.TextBlock_498) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.TextBlock_648) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.TextBlock_531) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.TextBlock_887) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.TextBlock_3021) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.TextBlock_34) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.TextBlock_208) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.TextBlock_1781) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.TextBlock_247) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.TextBlock_63) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.[TextBlock] "Move Backward") CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.TextBlock_352) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.TextBlock_2) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.TextBlock_1052) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.TextBlock_1159) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.TextBlock_946) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.TextBlock_945) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.TextBlock_366) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.TextBlock_178) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.TextBlock_17) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.TextBlock_128) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.TextBlock_310) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.TextBlock_198) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.TextBlock_151) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.TextBlock_4) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.[TextBlock] "Your Craftables") CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.TextBlock_142) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.TextBlock_325) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.TextBlock_390) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.TextBlock_118) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.TextBlock_11) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.TextBlock_64) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.TextBlock_172) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.TextBlock_227) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.TextBlock_287) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.TextBlock_286) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.TextBlock_285) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.TextBlock_284) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.TextBlock_283) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.TextBlock_10) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.TextBlock_12) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.TextBlock_262) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.TextBlock_201) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.TextBlock_85) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.TextBlock_30) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.TextBlock_3) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.TextBlock_24) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.TextBlock_327) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.TextBlock_333) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.LocalChat) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.TextBlock_44) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.TextBlock_106) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.TextBlock_9) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.TextBlock_1048) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.TextBlock_1049) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.TextBlock_816) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.TextBlock_18) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.TextBlock_162) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.TextBlock_255) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.TextBlock_1265) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.TextBlock_1502) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.TextBlock_1741) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.TextBlock_369) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.TextBlock_616) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.TextBlock_1000) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.TextBlock_1001) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.TextBlock_393) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.TextBlock_411) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.TextBlock_456) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.TextBlock_540) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.TextBlock_541) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.TextBlock_7) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.TextBlock_53) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.TextBlock_508) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.TextBlock_2538) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.TextBlock_3055) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.TextBlock_3056) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.TextBlock_642) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.TextBlock_1179) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.TextBlock_2168) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.TextBlock_716) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.TextBlock_897) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.MovementLabel) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.ConsoleGameOptionsLabel) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.MapLabel) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.TextBlock_1730) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.TextBlock_4123) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.TextBlock_5177) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.TextBlock_5854) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.TextBlock_6148) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.QuickslotsLabel) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.TextBlock_7631) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.TextBlock_7732) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.TextBlock_480) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.StadiaQuickslotsLabel) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.StadiaMovementLabel) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.StadiaDisclaimerText) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.GameOptionsLabel) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.ConsoleMapLabel) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.XboxMovementLabel) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.PS4QuickslotsLabel) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.TextBlock_1103) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.TextBlock_2254) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.TextBlock_2623) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.TextBlock_2809) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.TextBlock_2995) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.TextBlock_3182) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.TextBlock_8397) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.TextBlock_1654) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.TextBlock_1845) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.TextBlock_4378) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.TextBlock_4571) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.TextBlock_4572) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.TextBlock_4573) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.TextBlock_4574) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.TextBlock_4575) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.TextBlock_4962) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.TextBlock_976) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.TextBlock_1129) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.TextBlock_353) CONTENT: Text Block(/Engine/Transient.REINST_OptionsMenu_C_16:WidgetTree_77.TextBlock_21) CONTENT: Please put on your VR HMD. Then press Left Mouse Button or Gamepad (A).(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TextBlock_714) CONTENT: CLOSE INVENTORY(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.CancelButton) CONTENT: OPTIONS(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.OptionsMenuButton) CONTENT: ADVANCED SETTINGS(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.AdvancedSettingsMenuButton) CONTENT: KEYBOARD BINDINGS(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.KeyBindingsMenuButton) CONTENT: GAMEPAD CONTROLS(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.GamepadMenuButton) CONTENT: RTS CONTROLS(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.RTSMenuButton) CONTENT: RESET TUTORIALS(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TextBlock_23) CONTENT: ENABLE VR HEAD MOUNTED DISPLAY(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TextBlock_8) CONTENT: RESET VR HMD POSITION TRACKING(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TextBlock_56) CONTENT: Low - (e.g GTX 660) Medium - (e.g. GTX 770) High - (e.g. GTX 970) Epic - (e.g. Titan X)(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TextBlock_5365) CONTENT: GAMEPAD CONTROLS(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TextBlock_1740) CONTENT: OPTIONS(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TitleLabel) CONTENT: MASTER VOLUME:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TextBlock_1) CONTENT: MUSIC VOLUME:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TextBlock_22) CONTENT: SFX VOLUME:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TextBlock_174) CONTENT: VOICE VOLUME:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TextBlock_363) CONTENT: AMBIENT VOLUME:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TextBlock_645) CONTENT: NPC VOLUME:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TextBlock_546) CONTENT: AUDIO(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.CreatureTitle) CONTENT: GRAPHICS(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TextBlock_4458) CONTENT: CAMERA FOV:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TextBlock_20) CONTENT: CAMERA SHAKE SCALE:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TextBlock_125) CONTENT: INVERT Y:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TextBlock_76) CONTENT: LOOK LEFT/RIGHT SENSITIVITY:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TextBlock_1134) CONTENT: LOOK UP/DOWN SENSITIVITY:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TextBlock_1871) CONTENT: THIRD PERSON CAMERA OFFSET:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TextBlock_501) CONTENT: DISABLE THIRD PERSON CAMERA INTERPOLATION:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TextBlock_669) CONTENT: NPC SUBTITLES:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TextBlock_606) CONTENT: Custom(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.ResolutionsComboBox) CONTENT: Custom(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.ResolutionsComboBox) CONTENT: RESOLUTION:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TextBlock_78) CONTENT: x(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TextBlock_83) CONTENT: Fullscreen(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.WindowModeComboBox) CONTENT: WindowedFullscreen(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.WindowModeComboBox) CONTENT: Windowed(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.WindowModeComboBox) CONTENT: Custom(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.WindowModeComboBox) CONTENT: WINDOW MODE:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TextBlock_13) CONTENT: Low(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.WorldTileBufferComboBox) CONTENT: Medium(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.WorldTileBufferComboBox) CONTENT: High(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.WorldTileBufferComboBox) CONTENT: Epic(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.WorldTileBufferComboBox) CONTENT: VIEW DISTANCE: (/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TextBlock_1478) CONTENT: Low(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.ViewDistanceComboBox) CONTENT: Medium(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.ViewDistanceComboBox) CONTENT: High(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.ViewDistanceComboBox) CONTENT: Epic(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.ViewDistanceComboBox) CONTENT: ANTI-ALIASING:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TextBlock_1480) CONTENT: Low(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.AntiAliasingComboBox) CONTENT: Medium(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.AntiAliasingComboBox) CONTENT: High(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.AntiAliasingComboBox) CONTENT: Epic(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.AntiAliasingComboBox) CONTENT: POST PROCESSING:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TextBlock_1481) CONTENT: Low(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.PostProcessingComboBox) CONTENT: Medium(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.PostProcessingComboBox) CONTENT: High(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.PostProcessingComboBox) CONTENT: Epic(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.PostProcessingComboBox) CONTENT: GENERAL SHADOWS:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TextBlock_1482) CONTENT: Low(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.ShadowsComboBox) CONTENT: Medium(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.ShadowsComboBox) CONTENT: High(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.ShadowsComboBox) CONTENT: Epic(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.ShadowsComboBox) CONTENT: TEXTURES(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TextBlock_1483) CONTENT: Low(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TexturesComboBox) CONTENT: Medium(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TexturesComboBox) CONTENT: High(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TexturesComboBox) CONTENT: Epic(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TexturesComboBox) CONTENT: Low(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TerrainShadowComboBox) CONTENT: Medium(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TerrainShadowComboBox) CONTENT: High(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TerrainShadowComboBox) CONTENT: Epic(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TerrainShadowComboBox) CONTENT: TERRAIN SHADOWS:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TextBlock_15) CONTENT: Low(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.GraphicsQualityComboBox) CONTENT: Medium(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.GraphicsQualityComboBox) CONTENT: High(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.GraphicsQualityComboBox) CONTENT: Epic(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.GraphicsQualityComboBox) CONTENT: CUSTOM(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.GraphicsQualityComboBox) CONTENT: SKY QUALITY:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.[TextBlock] "Resolution Sc..") CONTENT: GRAPHICS QUALITY:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TextBlock_26) CONTENT: WORLD TILE BUFFERS:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TextBlock_258) CONTENT: RESOLUTION SCALE:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TextBlock_1479) CONTENT: DYNAMIC TESSELATION (REQUIRES RESTART):(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TextBlock_16) CONTENT: MOTION BLUR:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TextBlock_84) CONTENT: FILM GRAIN:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TextBlock_14) CONTENT: SCREEN SPACE AMBIENT OCCLUSION:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TextBlock_19) CONTENT: DISTANCE FIELD AMBIENT OCCLUSION (EXPENSIVE!):(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TextBlock_268) CONTENT: DISTANCE FIELD SHADOWING:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TextBlock_784) CONTENT: HIGH QUALITY MATERIALS (REQUIRES RESTART):(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TextBlock_342) CONTENT: SUB SURFACE SCATTERING (REQUIRES RESTART):(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TextBlock_457) CONTENT: HIGH QUALITY VFX (REQUIRES RESTART):(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TextBlock_402) CONTENT: SIMPLE DISTANCE CHARACTER MOVEMENT:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TextBlock_405) CONTENT: HIGH QUALITY ANISOTROPIC FILTERING:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TextBlock_692) CONTENT: HIGH QUALITY LODs:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TextBlock_420) CONTENT: EXTRA LEVEL STREAMING DISTANCE:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TextBlock_423) CONTENT: COLOR GRADING:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TextBlock_435) CONTENT: LIGHT BLOOM:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TextBlock_737) CONTENT: LIGHT SHAFTS:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TextBlock_886) CONTENT: LOW QUALITY LEVEL STREAMING:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TextBlock_450) CONTENT: GROUND CLUTTER DENSITY:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.[TextBlock] ) CONTENT: GROUND CLUTTER DISTANCE:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TextBlock_438) CONTENT: MESH LEVEL OF DETAIL:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TextBlock_1009) CONTENT: ALLOW ENHANCED MAX VIEW DISTANCE MODE:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.[TextBlock] "DYNAMIC TESSE..") CONTENT: UI GENERAL SCALE:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TextBlock_471) CONTENT: UI ITEM SLOTS SCALE:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TextBlock_474) CONTENT: CAMERA(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TextBlock_12453) CONTENT: RESET CINEMATICS & COSMETIC ITEMS(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TextBlock_2261) CONTENT: AUTO CHATBOX:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TextBlock_495) CONTENT: STATUS NOTIFICATIONS:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TextBlock_6) CONTENT: CAMERA VIEW BOB:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TextBlock_25) CONTENT: FIRST PERSON RIDING:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TextBlock_5) CONTENT: JOIN NOTIFICATIONS:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TextBlock_306) CONTENT: FLOATING NAMES:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TextBlock_307) CONTENT: CHAT BUBBLES:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TextBlock_410) CONTENT: HIDE SERVER INFO:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TextBlock_330) CONTENT: FAHRENHEIT TEMPERATURE:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TextBlock_348) CONTENT: TORPIDITY EFFECT:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TextBlock_351) CONTENT: CHAT SHOW ONLINE ID:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TextBlock_384) CONTENT: CHAT SHOW TRIBE NAME:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TextBlock_641) CONTENT: BLOOD DAMAGE OVERLAYS:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TextBlock_396) CONTENT: TOGGLE TO TALK:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.ToggleToTalkLabel) CONTENT: MELEE CAMERA ANIMATION:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TextBlock_408) CONTENT: INVENTORY ACCESS SOUNDS:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TextBlock_417) CONTENT: COLOR ITEM NAMES:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TextBlock_426) CONTENT: ALLOW HIT MARKERS:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TextBlock_570) CONTENT: ALLOW CROSSHAIR:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TextBlock_429) CONTENT: Low (14 KB/s)(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.ClientNetSpeedComboBox) CONTENT: Medium (20 KB/s)(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.ClientNetSpeedComboBox) CONTENT: High (40 KB/s)(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.ClientNetSpeedComboBox) CONTENT: Epic (60 KB/s)(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.ClientNetSpeedComboBox) CONTENT: CLIENT NETWORK BANDWIDTH:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TextBlock_391) CONTENT: ADVANCED SETTINGS(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TextBlock_475) CONTENT: DISABLE MENU TRANSITIONS:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TextBlock_459) CONTENT: NO TOOLTIP DELAY:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TextBlock_555) CONTENT: DISABLE MENU MUSIC:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TextBlock_483) CONTENT: GIVE DEFAULT SURVIVOR ITEMS:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TextBlock_486) CONTENT: HIDE FLOATING PLAYER NAMES:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TextBlock_489) CONTENT: QUICK TOGGLE ITEM NAMES:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TextBlock_507) CONTENT: SHOW ITEM SELECTOR BUTTON:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TextBlock_496) CONTENT: PLAY ACTION WHEEL CLICK SOUND:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TextBlock_498) CONTENT: TOGGLE EXTENDED HUD INFO:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TextBlock_648) CONTENT: ANIMATION STAGGERING:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TextBlock_531) CONTENT: LOW QUALITY ANIMATIONS:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TextBlock_887) CONTENT: KEY BINDINGS(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TextBlock_3021) CONTENT: STRAFE LEFT:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TextBlock_34) CONTENT: MOVE FORWARD:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TextBlock_208) CONTENT: RUN:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TextBlock_1781) CONTENT: PRONE:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TextBlock_247) CONTENT: CROUCH:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TextBlock_63) CONTENT: MOVE BACKWARD:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.[TextBlock] "Move Backward") CONTENT: STRAFE RIGHT:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TextBlock_352) CONTENT: JUMP:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TextBlock_2) CONTENT: LOOK UP:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TextBlock_1052) CONTENT: LOOK DOWN:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TextBlock_1159) CONTENT: TURN LEFT:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TextBlock_946) CONTENT: TURN RIGHT:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TextBlock_945) CONTENT: TOGGLE SPRINT:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TextBlock_366) CONTENT: IRON SIGHTS/ALT FIRE:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TextBlock_178) CONTENT: FIRE:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TextBlock_17) CONTENT: RELOAD:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TextBlock_128) CONTENT: USE:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TextBlock_310) CONTENT: TOGGLE SELFIE CAM:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TextBlock_198) CONTENT: TOGGLE FISTS:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TextBlock_151) CONTENT: TOGGLE ORBIT CAMERA:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TextBlock_4) CONTENT: DEFECATE:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.[TextBlock] "Your Craftables") CONTENT: MELEE/PISTOL WHIP:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TextBlock_142) CONTENT: ZOOM CAMERA IN:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TextBlock_325) CONTENT: ZOOM CAMERA OUT:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TextBlock_390) CONTENT: USE SLOT ITEM 3:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TextBlock_118) CONTENT: USE SLOT ITEM 1:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TextBlock_11) CONTENT: USE SLOT ITEM 2:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TextBlock_64) CONTENT: USE SLOT ITEM 4:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TextBlock_172) CONTENT: USE SLOT ITEM 5:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TextBlock_227) CONTENT: USE SLOT ITEM 6:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TextBlock_287) CONTENT: USE SLOT ITEM 7:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TextBlock_286) CONTENT: USE SLOT ITEM 8:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TextBlock_285) CONTENT: USE SLOT ITEM 9:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TextBlock_284) CONTENT: USE SLOT ITEM 10:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TextBlock_283) CONTENT: TOGGLE HUD:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TextBlock_10) CONTENT: PUSH TO TALK:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TextBlock_12) CONTENT: MAP:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TextBlock_262) CONTENT: TOGGLE CHATBOX:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TextBlock_201) CONTENT: TRIBE MANAGER:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TextBlock_85) CONTENT: YOUR INVENTORY:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TextBlock_30) CONTENT: EXTENDED HUD INFO:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TextBlock_3) CONTENT: PLACE MAP MARKER:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TextBlock_24) CONTENT: TOGGLE CONSOLE:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TextBlock_327) CONTENT: TRIBE CHAT:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TextBlock_333) CONTENT: LOCAL CHAT:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.LocalChat) CONTENT: YOUR CRAFTABLES:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TextBlock_44) CONTENT: ACCESS TARGET INVENTORY:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TextBlock_106) CONTENT: DRAG BODY:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TextBlock_9) CONTENT: WHISPER:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TextBlock_1048) CONTENT: YELL:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TextBlock_1049) CONTENT: TOGGLE WEAPON ATTACHMENT:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TextBlock_816) CONTENT: WHISTLE "YOU FOLLOW ME":(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TextBlock_18) CONTENT: WHISTLE "YOU STAY PUT":(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TextBlock_162) CONTENT: CRAFT SLOT ITEM (MODIFIER):(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TextBlock_255) CONTENT: WHISTLE "ALL NEUTRAL":(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TextBlock_1265) CONTENT: WHISTLE "ATTACK MY TARGET"(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TextBlock_1502) CONTENT: DROP ITEM:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TextBlock_1741) CONTENT: WHISTLE "ALL PASSIVE":(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TextBlock_369) CONTENT: WHISTLE SELECTION:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TextBlock_616) CONTENT: EMOTE KEY 2:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TextBlock_1000) CONTENT: EMOTE KEY 1:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TextBlock_1001) CONTENT: WHISTLE "ATTACK THIS TARGET":(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TextBlock_393) CONTENT: CYCLE TARGET FOLLOW DISTANCE:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TextBlock_411) CONTENT: WHISTLE "ALL MOVE TO":(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TextBlock_456) CONTENT: WHISTLE "ALL AGGRESSIVE":(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TextBlock_540) CONTENT: ORDER ADD/REMOVE TAME:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TextBlock_541) CONTENT: WHISTLE "ALL FOLLOW ME":(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TextBlock_7) CONTENT: WHISTLE "ALL STAY PUT":(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TextBlock_53) CONTENT: SET GAMMA 1 (WHEN PERMITTED):(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TextBlock_508) CONTENT: GAMMA 1 VALUE:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TextBlock_2538) CONTENT: GAMMA 2 VALUE:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TextBlock_3055) CONTENT: SET GAMMA 2 (WHEN PERMITTED):(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TextBlock_3056) CONTENT: DINO AIR-BRAKE:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TextBlock_642) CONTENT: WHISTLE "LAND THIS FLYER":(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TextBlock_1179) CONTENT: RETURN(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TextBlock_2168) CONTENT: MELEE(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TextBlock_716) CONTENT: PRIMARY ATTACK(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TextBlock_897) CONTENT: MOVEMENT RUN (HOLD)(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.MovementLabel) CONTENT: GAME OPTIONS(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.ConsoleGameOptionsLabel) CONTENT: MAP(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.MapLabel) CONTENT: SECONDARY ATTACK(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TextBlock_1730) CONTENT: ACTION SELECTOR(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TextBlock_4123) CONTENT: INVENTORY RADIAL WHEEL (HOLD)(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TextBlock_5177) CONTENT: JUMP(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TextBlock_5854) CONTENT: AIM(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TextBlock_6148) CONTENT: QUICKSLOTS(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.QuickslotsLabel) CONTENT: RELOAD/ACTIVATE WEAPON ATTACHMENT (DOUBLE TAP)(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TextBlock_7631) CONTENT: USE(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TextBlock_7732) CONTENT: GAME CONTROLLER(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TextBlock_480) CONTENT: QUICKSLOTS(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.StadiaQuickslotsLabel) CONTENT: MOVEMENT RUN (HOLD)(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.StadiaMovementLabel) CONTENT: No endorsement or affiliation is intended between Stadia and the manufacturers of non-Stadia controllers or consoles. STADIA, the Stadia beacon, Google, and related marks and logos are trademarks of Google LLC. All other trademarks are the property of their respective owners.(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.StadiaDisclaimerText) CONTENT: GAME OPTIONS(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.GameOptionsLabel) CONTENT: MAP(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.ConsoleMapLabel) CONTENT: MOVEMENT RUN (HOLD)(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.XboxMovementLabel) CONTENT: QUICKSLOTS(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.PS4QuickslotsLabel) CONTENT: RTS KEY BINDINGS(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TextBlock_1103) CONTENT: TOGGLE RTS MODE:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TextBlock_2254) CONTENT: CENTER ON PLAYER:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TextBlock_2623) CONTENT: CENTER ON SELECTION:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TextBlock_2809) CONTENT: ISSUE ORDER:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TextBlock_2995) CONTENT: CANCEL ORDER:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TextBlock_3182) CONTENT: SELECT UNIT:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TextBlock_8397) CONTENT: Keyboard(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TextBlock_1654) CONTENT: Gamepad(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TextBlock_1845) CONTENT: TOGGLE RTS MODE:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TextBlock_4378) CONTENT: CENTER ON PLAYER:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TextBlock_4571) CONTENT: CENTER ON SELECTION:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TextBlock_4572) CONTENT: ISSUE ORDER:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TextBlock_4573) CONTENT: CANCEL ORDER:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TextBlock_4574) CONTENT: SELECT UNIT:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TextBlock_4575) CONTENT: +(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TextBlock_4962) CONTENT: +(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TextBlock_976) CONTENT: +(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TextBlock_1129) CONTENT: APPLY(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TextBlock_353) CONTENT: SAVE(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.TextBlock_21) CONTENT: RESTORE DEFAULT SETTINGS(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_99.ResetButton) CONTENT: Please put on your VR HMD. Then press Left Mouse Button or Gamepad (A).(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TextBlock_714) CONTENT: CLOSE INVENTORY(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.CancelButton) CONTENT: OPTIONS(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.OptionsMenuButton) CONTENT: ADVANCED SETTINGS(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.AdvancedSettingsMenuButton) CONTENT: KEYBOARD BINDINGS(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.KeyBindingsMenuButton) CONTENT: GAMEPAD CONTROLS(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.GamepadMenuButton) CONTENT: RTS CONTROLS(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.RTSMenuButton) CONTENT: RESET TUTORIALS(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TextBlock_23) CONTENT: ENABLE VR HEAD MOUNTED DISPLAY(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TextBlock_8) CONTENT: RESET VR HMD POSITION TRACKING(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TextBlock_56) CONTENT: Low - (e.g GTX 660) Medium - (e.g. GTX 770) High - (e.g. GTX 970) Epic - (e.g. Titan X)(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TextBlock_5365) CONTENT: GAMEPAD CONTROLS(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TextBlock_1740) CONTENT: OPTIONS(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TitleLabel) CONTENT: MASTER VOLUME:(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TextBlock_1) CONTENT: MUSIC VOLUME:(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TextBlock_22) CONTENT: SFX VOLUME:(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TextBlock_174) CONTENT: VOICE VOLUME:(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TextBlock_363) CONTENT: AMBIENT VOLUME:(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TextBlock_645) CONTENT: NPC VOLUME:(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TextBlock_546) CONTENT: AUDIO(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.CreatureTitle) CONTENT: GRAPHICS(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TextBlock_4458) CONTENT: CAMERA FOV:(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TextBlock_20) CONTENT: CAMERA SHAKE SCALE:(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TextBlock_125) CONTENT: INVERT Y:(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TextBlock_76) CONTENT: LOOK LEFT/RIGHT SENSITIVITY:(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TextBlock_1134) CONTENT: LOOK UP/DOWN SENSITIVITY:(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TextBlock_1871) CONTENT: THIRD PERSON CAMERA OFFSET:(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TextBlock_501) CONTENT: DISABLE THIRD PERSON CAMERA INTERPOLATION:(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TextBlock_669) CONTENT: NPC SUBTITLES:(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TextBlock_606) CONTENT: Custom(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.ResolutionsComboBox) CONTENT: Custom(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.ResolutionsComboBox) CONTENT: RESOLUTION:(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TextBlock_78) CONTENT: x(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TextBlock_83) CONTENT: Fullscreen(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.WindowModeComboBox) CONTENT: WindowedFullscreen(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.WindowModeComboBox) CONTENT: Windowed(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.WindowModeComboBox) CONTENT: Custom(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.WindowModeComboBox) CONTENT: WINDOW MODE:(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TextBlock_13) CONTENT: Low(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.WorldTileBufferComboBox) CONTENT: Medium(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.WorldTileBufferComboBox) CONTENT: High(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.WorldTileBufferComboBox) CONTENT: Epic(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.WorldTileBufferComboBox) CONTENT: VIEW DISTANCE: (/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TextBlock_1478) CONTENT: Low(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.ViewDistanceComboBox) CONTENT: Medium(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.ViewDistanceComboBox) CONTENT: High(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.ViewDistanceComboBox) CONTENT: Epic(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.ViewDistanceComboBox) CONTENT: ANTI-ALIASING:(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TextBlock_1480) CONTENT: Low(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.AntiAliasingComboBox) CONTENT: Medium(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.AntiAliasingComboBox) CONTENT: High(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.AntiAliasingComboBox) CONTENT: Epic(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.AntiAliasingComboBox) CONTENT: POST PROCESSING:(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TextBlock_1481) CONTENT: Low(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.PostProcessingComboBox) CONTENT: Medium(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.PostProcessingComboBox) CONTENT: High(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.PostProcessingComboBox) CONTENT: Epic(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.PostProcessingComboBox) CONTENT: GENERAL SHADOWS:(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TextBlock_1482) CONTENT: Low(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.ShadowsComboBox) CONTENT: Medium(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.ShadowsComboBox) CONTENT: High(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.ShadowsComboBox) CONTENT: Epic(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.ShadowsComboBox) CONTENT: TEXTURES(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TextBlock_1483) CONTENT: Low(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TexturesComboBox) CONTENT: Medium(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TexturesComboBox) CONTENT: High(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TexturesComboBox) CONTENT: Epic(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TexturesComboBox) CONTENT: Low(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TerrainShadowComboBox) CONTENT: Medium(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TerrainShadowComboBox) CONTENT: High(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TerrainShadowComboBox) CONTENT: Epic(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TerrainShadowComboBox) CONTENT: TERRAIN SHADOWS:(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TextBlock_15) CONTENT: Low(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.GraphicsQualityComboBox) CONTENT: Medium(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.GraphicsQualityComboBox) CONTENT: High(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.GraphicsQualityComboBox) CONTENT: Epic(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.GraphicsQualityComboBox) CONTENT: CUSTOM(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.GraphicsQualityComboBox) CONTENT: SKY QUALITY:(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.[TextBlock] "Resolution Sc..") CONTENT: GRAPHICS QUALITY:(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TextBlock_26) CONTENT: WORLD TILE BUFFERS:(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TextBlock_258) CONTENT: RESOLUTION SCALE:(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TextBlock_1479) CONTENT: DYNAMIC TESSELATION (REQUIRES RESTART):(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TextBlock_16) CONTENT: MOTION BLUR:(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TextBlock_84) CONTENT: FILM GRAIN:(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TextBlock_14) CONTENT: SCREEN SPACE AMBIENT OCCLUSION:(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TextBlock_19) CONTENT: DISTANCE FIELD AMBIENT OCCLUSION (EXPENSIVE!):(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TextBlock_268) CONTENT: DISTANCE FIELD SHADOWING:(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TextBlock_784) CONTENT: HIGH QUALITY MATERIALS (REQUIRES RESTART):(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TextBlock_342) CONTENT: SUB SURFACE SCATTERING (REQUIRES RESTART):(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TextBlock_457) CONTENT: HIGH QUALITY VFX (REQUIRES RESTART):(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TextBlock_402) CONTENT: SIMPLE DISTANCE CHARACTER MOVEMENT:(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TextBlock_405) CONTENT: HIGH QUALITY ANISOTROPIC FILTERING:(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TextBlock_692) CONTENT: HIGH QUALITY LODs:(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TextBlock_420) CONTENT: EXTRA LEVEL STREAMING DISTANCE:(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TextBlock_423) CONTENT: COLOR GRADING:(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TextBlock_435) CONTENT: LIGHT BLOOM:(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TextBlock_737) CONTENT: LIGHT SHAFTS:(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TextBlock_886) CONTENT: LOW QUALITY LEVEL STREAMING:(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TextBlock_450) CONTENT: GROUND CLUTTER DENSITY:(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.[TextBlock] ) CONTENT: GROUND CLUTTER DISTANCE:(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TextBlock_438) CONTENT: MESH LEVEL OF DETAIL:(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TextBlock_1009) CONTENT: ALLOW ENHANCED MAX VIEW DISTANCE MODE:(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.[TextBlock] "DYNAMIC TESSE..") CONTENT: UI GENERAL SCALE:(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TextBlock_471) CONTENT: UI ITEM SLOTS SCALE:(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TextBlock_474) CONTENT: CAMERA(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TextBlock_12453) CONTENT: RESET CINEMATICS & COSMETIC ITEMS(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TextBlock_2261) CONTENT: AUTO CHATBOX:(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TextBlock_495) CONTENT: STATUS NOTIFICATIONS:(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TextBlock_6) CONTENT: CAMERA VIEW BOB:(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TextBlock_25) CONTENT: FIRST PERSON RIDING:(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TextBlock_5) CONTENT: JOIN NOTIFICATIONS:(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TextBlock_306) CONTENT: FLOATING NAMES:(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TextBlock_307) CONTENT: CHAT BUBBLES:(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TextBlock_410) CONTENT: HIDE SERVER INFO:(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TextBlock_330) CONTENT: FAHRENHEIT TEMPERATURE:(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TextBlock_348) CONTENT: TORPIDITY EFFECT:(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TextBlock_351) CONTENT: CHAT SHOW ONLINE ID:(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TextBlock_384) CONTENT: CHAT SHOW TRIBE NAME:(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TextBlock_641) CONTENT: BLOOD DAMAGE OVERLAYS:(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TextBlock_396) CONTENT: TOGGLE TO TALK:(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.ToggleToTalkLabel) CONTENT: MELEE CAMERA ANIMATION:(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TextBlock_408) CONTENT: INVENTORY ACCESS SOUNDS:(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TextBlock_417) CONTENT: COLOR ITEM NAMES:(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TextBlock_426) CONTENT: ALLOW HIT MARKERS:(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TextBlock_570) CONTENT: ALLOW CROSSHAIR:(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TextBlock_429) CONTENT: Low (14 KB/s)(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.ClientNetSpeedComboBox) CONTENT: Medium (20 KB/s)(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.ClientNetSpeedComboBox) CONTENT: High (40 KB/s)(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.ClientNetSpeedComboBox) CONTENT: Epic (60 KB/s)(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.ClientNetSpeedComboBox) CONTENT: CLIENT NETWORK BANDWIDTH:(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TextBlock_391) CONTENT: ADVANCED SETTINGS(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TextBlock_475) CONTENT: DISABLE MENU TRANSITIONS:(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TextBlock_459) CONTENT: NO TOOLTIP DELAY:(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TextBlock_555) CONTENT: DISABLE MENU MUSIC:(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TextBlock_483) CONTENT: GIVE DEFAULT SURVIVOR ITEMS:(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TextBlock_486) CONTENT: HIDE FLOATING PLAYER NAMES:(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TextBlock_489) CONTENT: QUICK TOGGLE ITEM NAMES:(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TextBlock_507) CONTENT: SHOW ITEM SELECTOR BUTTON:(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TextBlock_496) CONTENT: PLAY ACTION WHEEL CLICK SOUND:(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TextBlock_498) CONTENT: TOGGLE EXTENDED HUD INFO:(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TextBlock_648) CONTENT: ANIMATION STAGGERING:(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TextBlock_531) CONTENT: LOW QUALITY ANIMATIONS:(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TextBlock_887) CONTENT: KEY BINDINGS(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TextBlock_3021) CONTENT: STRAFE LEFT:(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TextBlock_34) CONTENT: MOVE FORWARD:(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TextBlock_208) CONTENT: RUN:(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TextBlock_1781) CONTENT: PRONE:(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TextBlock_247) CONTENT: CROUCH:(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TextBlock_63) CONTENT: MOVE BACKWARD:(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.[TextBlock] "Move Backward") CONTENT: STRAFE RIGHT:(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TextBlock_352) CONTENT: JUMP:(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TextBlock_2) CONTENT: LOOK UP:(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TextBlock_1052) CONTENT: LOOK DOWN:(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TextBlock_1159) CONTENT: TURN LEFT:(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TextBlock_946) CONTENT: TURN RIGHT:(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TextBlock_945) CONTENT: TOGGLE SPRINT:(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TextBlock_366) CONTENT: IRON SIGHTS/ALT FIRE:(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TextBlock_178) CONTENT: FIRE:(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TextBlock_17) CONTENT: RELOAD:(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TextBlock_128) CONTENT: USE:(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TextBlock_310) CONTENT: TOGGLE SELFIE CAM:(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TextBlock_198) CONTENT: TOGGLE FISTS:(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TextBlock_151) CONTENT: TOGGLE ORBIT CAMERA:(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TextBlock_4) CONTENT: DEFECATE:(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.[TextBlock] "Your Craftables") CONTENT: MELEE/PISTOL WHIP:(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TextBlock_142) CONTENT: ZOOM CAMERA IN:(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TextBlock_325) CONTENT: ZOOM CAMERA OUT:(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TextBlock_390) CONTENT: USE SLOT ITEM 3:(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TextBlock_118) CONTENT: USE SLOT ITEM 1:(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TextBlock_11) CONTENT: USE SLOT ITEM 2:(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TextBlock_64) CONTENT: USE SLOT ITEM 4:(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TextBlock_172) CONTENT: USE SLOT ITEM 5:(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TextBlock_227) CONTENT: USE SLOT ITEM 6:(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TextBlock_287) CONTENT: USE SLOT ITEM 7:(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TextBlock_286) CONTENT: USE SLOT ITEM 8:(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TextBlock_285) CONTENT: USE SLOT ITEM 9:(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TextBlock_284) CONTENT: USE SLOT ITEM 10:(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TextBlock_283) CONTENT: TOGGLE HUD:(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TextBlock_10) CONTENT: PUSH TO TALK:(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TextBlock_12) CONTENT: MAP:(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TextBlock_262) CONTENT: TOGGLE CHATBOX:(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TextBlock_201) CONTENT: TRIBE MANAGER:(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TextBlock_85) CONTENT: YOUR INVENTORY:(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TextBlock_30) CONTENT: EXTENDED HUD INFO:(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TextBlock_3) CONTENT: PLACE MAP MARKER:(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TextBlock_24) CONTENT: TOGGLE CONSOLE:(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TextBlock_327) CONTENT: TRIBE CHAT:(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TextBlock_333) CONTENT: LOCAL CHAT:(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.LocalChat) CONTENT: YOUR CRAFTABLES:(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TextBlock_44) CONTENT: ACCESS TARGET INVENTORY:(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TextBlock_106) CONTENT: DRAG BODY:(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TextBlock_9) CONTENT: WHISPER:(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TextBlock_1048) CONTENT: YELL:(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TextBlock_1049) CONTENT: TOGGLE WEAPON ATTACHMENT:(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TextBlock_816) CONTENT: WHISTLE "YOU FOLLOW ME":(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TextBlock_18) CONTENT: WHISTLE "YOU STAY PUT":(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TextBlock_162) CONTENT: CRAFT SLOT ITEM (MODIFIER):(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TextBlock_255) CONTENT: WHISTLE "ALL NEUTRAL":(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TextBlock_1265) CONTENT: WHISTLE "ATTACK MY TARGET"(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TextBlock_1502) CONTENT: DROP ITEM:(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TextBlock_1741) CONTENT: WHISTLE "ALL PASSIVE":(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TextBlock_369) CONTENT: WHISTLE SELECTION:(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TextBlock_616) CONTENT: EMOTE KEY 2:(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TextBlock_1000) CONTENT: EMOTE KEY 1:(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TextBlock_1001) CONTENT: WHISTLE "ATTACK THIS TARGET":(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TextBlock_393) CONTENT: CYCLE TARGET FOLLOW DISTANCE:(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TextBlock_411) CONTENT: WHISTLE "ALL MOVE TO":(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TextBlock_456) CONTENT: WHISTLE "ALL AGGRESSIVE":(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TextBlock_540) CONTENT: ORDER ADD/REMOVE TAME:(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TextBlock_541) CONTENT: WHISTLE "ALL FOLLOW ME":(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TextBlock_7) CONTENT: WHISTLE "ALL STAY PUT":(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TextBlock_53) CONTENT: SET GAMMA 1 (WHEN PERMITTED):(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TextBlock_508) CONTENT: GAMMA 1 VALUE:(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TextBlock_2538) CONTENT: GAMMA 2 VALUE:(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TextBlock_3055) CONTENT: SET GAMMA 2 (WHEN PERMITTED):(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TextBlock_3056) CONTENT: DINO AIR-BRAKE:(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TextBlock_642) CONTENT: WHISTLE "LAND THIS FLYER":(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TextBlock_1179) CONTENT: RETURN(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TextBlock_2168) CONTENT: MELEE(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TextBlock_716) CONTENT: PRIMARY ATTACK(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TextBlock_897) CONTENT: MOVEMENT RUN (HOLD)(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.MovementLabel) CONTENT: GAME OPTIONS(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.ConsoleGameOptionsLabel) CONTENT: MAP(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.MapLabel) CONTENT: SECONDARY ATTACK(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TextBlock_1730) CONTENT: ACTION SELECTOR(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TextBlock_4123) CONTENT: INVENTORY RADIAL WHEEL (HOLD)(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TextBlock_5177) CONTENT: JUMP(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TextBlock_5854) CONTENT: AIM(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TextBlock_6148) CONTENT: QUICKSLOTS(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.QuickslotsLabel) CONTENT: RELOAD/ACTIVATE WEAPON ATTACHMENT (DOUBLE TAP)(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TextBlock_7631) CONTENT: USE(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TextBlock_7732) CONTENT: GAME CONTROLLER(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TextBlock_480) CONTENT: QUICKSLOTS(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.StadiaQuickslotsLabel) CONTENT: MOVEMENT RUN (HOLD)(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.StadiaMovementLabel) CONTENT: No endorsement or affiliation is intended between Stadia and the manufacturers of non-Stadia controllers or consoles. STADIA, the Stadia beacon, Google, and related marks and logos are trademarks of Google LLC. All other trademarks are the property of their respective owners.(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.StadiaDisclaimerText) CONTENT: GAME OPTIONS(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.GameOptionsLabel) CONTENT: MAP(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.ConsoleMapLabel) CONTENT: MOVEMENT RUN (HOLD)(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.XboxMovementLabel) CONTENT: QUICKSLOTS(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.PS4QuickslotsLabel) CONTENT: RTS KEY BINDINGS(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TextBlock_1103) CONTENT: TOGGLE RTS MODE:(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TextBlock_2254) CONTENT: CENTER ON PLAYER:(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TextBlock_2623) CONTENT: CENTER ON SELECTION:(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TextBlock_2809) CONTENT: ISSUE ORDER:(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TextBlock_2995) CONTENT: CANCEL ORDER:(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TextBlock_3182) CONTENT: SELECT UNIT:(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TextBlock_8397) CONTENT: Keyboard(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TextBlock_1654) CONTENT: Gamepad(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TextBlock_1845) CONTENT: TOGGLE RTS MODE:(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TextBlock_4378) CONTENT: CENTER ON PLAYER:(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TextBlock_4571) CONTENT: CENTER ON SELECTION:(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TextBlock_4572) CONTENT: ISSUE ORDER:(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TextBlock_4573) CONTENT: CANCEL ORDER:(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TextBlock_4574) CONTENT: SELECT UNIT:(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TextBlock_4575) CONTENT: +(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TextBlock_4962) CONTENT: +(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TextBlock_976) CONTENT: +(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TextBlock_1129) CONTENT: APPLY(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TextBlock_353) CONTENT: SAVE(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.TextBlock_21) CONTENT: RESTORE DEFAULT SETTINGS(/Engine/Transient.REINST_OptionsMenu_C_18:WidgetTree_99.ResetButton) CONTENT: Please put on your VR HMD. Then press Left Mouse Button or Gamepad (A).(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TextBlock_714) CONTENT: CLOSE INVENTORY(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.CancelButton) CONTENT: OPTIONS(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.OptionsMenuButton) CONTENT: ADVANCED SETTINGS(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.AdvancedSettingsMenuButton) CONTENT: KEYBOARD BINDINGS(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.KeyBindingsMenuButton) CONTENT: GAMEPAD CONTROLS(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.GamepadMenuButton) CONTENT: RTS CONTROLS(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.RTSMenuButton) CONTENT: RESET TUTORIALS(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TextBlock_23) CONTENT: ENABLE VR HEAD MOUNTED DISPLAY(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TextBlock_8) CONTENT: RESET VR HMD POSITION TRACKING(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TextBlock_56) CONTENT: Low - (e.g GTX 660) Medium - (e.g. GTX 770) High - (e.g. GTX 970) Epic - (e.g. Titan X)(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TextBlock_5365) CONTENT: GAMEPAD CONTROLS(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TextBlock_1740) CONTENT: OPTIONS(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TitleLabel) CONTENT: MASTER VOLUME:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TextBlock_1) CONTENT: MUSIC VOLUME:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TextBlock_22) CONTENT: SFX VOLUME:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TextBlock_174) CONTENT: VOICE VOLUME:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TextBlock_363) CONTENT: AMBIENT VOLUME:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TextBlock_645) CONTENT: NPC VOLUME:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TextBlock_546) CONTENT: AUDIO(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.CreatureTitle) CONTENT: GRAPHICS(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TextBlock_4458) CONTENT: CAMERA FOV:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TextBlock_20) CONTENT: CAMERA SHAKE SCALE:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TextBlock_125) CONTENT: INVERT Y:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TextBlock_76) CONTENT: LOOK LEFT/RIGHT SENSITIVITY:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TextBlock_1134) CONTENT: LOOK UP/DOWN SENSITIVITY:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TextBlock_1871) CONTENT: THIRD PERSON CAMERA OFFSET:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TextBlock_501) CONTENT: DISABLE THIRD PERSON CAMERA INTERPOLATION:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TextBlock_669) CONTENT: NPC SUBTITLES:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TextBlock_606) CONTENT: Custom(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.ResolutionsComboBox) CONTENT: Custom(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.ResolutionsComboBox) CONTENT: RESOLUTION:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TextBlock_78) CONTENT: x(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TextBlock_83) CONTENT: Fullscreen(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.WindowModeComboBox) CONTENT: WindowedFullscreen(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.WindowModeComboBox) CONTENT: Windowed(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.WindowModeComboBox) CONTENT: Custom(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.WindowModeComboBox) CONTENT: WINDOW MODE:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TextBlock_13) CONTENT: Low(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.WorldTileBufferComboBox) CONTENT: Medium(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.WorldTileBufferComboBox) CONTENT: High(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.WorldTileBufferComboBox) CONTENT: Epic(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.WorldTileBufferComboBox) CONTENT: VIEW DISTANCE: (/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TextBlock_1478) CONTENT: Low(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.ViewDistanceComboBox) CONTENT: Medium(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.ViewDistanceComboBox) CONTENT: High(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.ViewDistanceComboBox) CONTENT: Epic(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.ViewDistanceComboBox) CONTENT: ANTI-ALIASING:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TextBlock_1480) CONTENT: Low(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.AntiAliasingComboBox) CONTENT: Medium(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.AntiAliasingComboBox) CONTENT: High(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.AntiAliasingComboBox) CONTENT: Epic(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.AntiAliasingComboBox) CONTENT: POST PROCESSING:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TextBlock_1481) CONTENT: Low(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.PostProcessingComboBox) CONTENT: Medium(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.PostProcessingComboBox) CONTENT: High(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.PostProcessingComboBox) CONTENT: Epic(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.PostProcessingComboBox) CONTENT: GENERAL SHADOWS:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TextBlock_1482) CONTENT: Low(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.ShadowsComboBox) CONTENT: Medium(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.ShadowsComboBox) CONTENT: High(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.ShadowsComboBox) CONTENT: Epic(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.ShadowsComboBox) CONTENT: TEXTURES(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TextBlock_1483) CONTENT: Low(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TexturesComboBox) CONTENT: Medium(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TexturesComboBox) CONTENT: High(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TexturesComboBox) CONTENT: Epic(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TexturesComboBox) CONTENT: Low(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TerrainShadowComboBox) CONTENT: Medium(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TerrainShadowComboBox) CONTENT: High(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TerrainShadowComboBox) CONTENT: Epic(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TerrainShadowComboBox) CONTENT: TERRAIN SHADOWS:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TextBlock_15) CONTENT: Low(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.GraphicsQualityComboBox) CONTENT: Medium(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.GraphicsQualityComboBox) CONTENT: High(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.GraphicsQualityComboBox) CONTENT: Epic(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.GraphicsQualityComboBox) CONTENT: CUSTOM(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.GraphicsQualityComboBox) CONTENT: SKY QUALITY:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.[TextBlock] "Resolution Sc..") CONTENT: GRAPHICS QUALITY:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TextBlock_26) CONTENT: WORLD TILE BUFFERS:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TextBlock_258) CONTENT: RESOLUTION SCALE:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TextBlock_1479) CONTENT: DYNAMIC TESSELATION (REQUIRES RESTART):(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TextBlock_16) CONTENT: MOTION BLUR:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TextBlock_84) CONTENT: FILM GRAIN:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TextBlock_14) CONTENT: SCREEN SPACE AMBIENT OCCLUSION:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TextBlock_19) CONTENT: DISTANCE FIELD AMBIENT OCCLUSION (EXPENSIVE!):(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TextBlock_268) CONTENT: DISTANCE FIELD SHADOWING:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TextBlock_784) CONTENT: HIGH QUALITY MATERIALS (REQUIRES RESTART):(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TextBlock_342) CONTENT: SUB SURFACE SCATTERING (REQUIRES RESTART):(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TextBlock_457) CONTENT: HIGH QUALITY VFX (REQUIRES RESTART):(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TextBlock_402) CONTENT: SIMPLE DISTANCE CHARACTER MOVEMENT:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TextBlock_405) CONTENT: HIGH QUALITY ANISOTROPIC FILTERING:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TextBlock_692) CONTENT: HIGH QUALITY LODs:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TextBlock_420) CONTENT: EXTRA LEVEL STREAMING DISTANCE:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TextBlock_423) CONTENT: COLOR GRADING:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TextBlock_435) CONTENT: LIGHT BLOOM:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TextBlock_737) CONTENT: LIGHT SHAFTS:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TextBlock_886) CONTENT: LOW QUALITY LEVEL STREAMING:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TextBlock_450) CONTENT: GROUND CLUTTER DENSITY:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.[TextBlock] ) CONTENT: GROUND CLUTTER DISTANCE:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TextBlock_438) CONTENT: MESH LEVEL OF DETAIL:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TextBlock_1009) CONTENT: ALLOW ENHANCED MAX VIEW DISTANCE MODE:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.[TextBlock] "DYNAMIC TESSE..") CONTENT: UI GENERAL SCALE:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TextBlock_471) CONTENT: UI ITEM SLOTS SCALE:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TextBlock_474) CONTENT: CAMERA(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TextBlock_12453) CONTENT: RESET CINEMATICS & COSMETIC ITEMS(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TextBlock_2261) CONTENT: AUTO CHATBOX:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TextBlock_495) CONTENT: STATUS NOTIFICATIONS:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TextBlock_6) CONTENT: CAMERA VIEW BOB:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TextBlock_25) CONTENT: FIRST PERSON RIDING:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TextBlock_5) CONTENT: JOIN NOTIFICATIONS:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TextBlock_306) CONTENT: FLOATING NAMES:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TextBlock_307) CONTENT: CHAT BUBBLES:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TextBlock_410) CONTENT: HIDE SERVER INFO:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TextBlock_330) CONTENT: FAHRENHEIT TEMPERATURE:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TextBlock_348) CONTENT: TORPIDITY EFFECT:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TextBlock_351) CONTENT: CHAT SHOW ONLINE ID:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TextBlock_384) CONTENT: CHAT SHOW TRIBE NAME:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TextBlock_641) CONTENT: BLOOD DAMAGE OVERLAYS:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TextBlock_396) CONTENT: TOGGLE TO TALK:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.ToggleToTalkLabel) CONTENT: MELEE CAMERA ANIMATION:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TextBlock_408) CONTENT: INVENTORY ACCESS SOUNDS:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TextBlock_417) CONTENT: COLOR ITEM NAMES:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TextBlock_426) CONTENT: ALLOW HIT MARKERS:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TextBlock_570) CONTENT: ALLOW CROSSHAIR:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TextBlock_429) CONTENT: Low (14 KB/s)(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.ClientNetSpeedComboBox) CONTENT: Medium (20 KB/s)(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.ClientNetSpeedComboBox) CONTENT: High (40 KB/s)(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.ClientNetSpeedComboBox) CONTENT: Epic (60 KB/s)(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.ClientNetSpeedComboBox) CONTENT: CLIENT NETWORK BANDWIDTH:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TextBlock_391) CONTENT: ADVANCED SETTINGS(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TextBlock_475) CONTENT: DISABLE MENU TRANSITIONS:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TextBlock_459) CONTENT: NO TOOLTIP DELAY:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TextBlock_555) CONTENT: DISABLE MENU MUSIC:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TextBlock_483) CONTENT: GIVE DEFAULT SURVIVOR ITEMS:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TextBlock_486) CONTENT: HIDE FLOATING PLAYER NAMES:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TextBlock_489) CONTENT: QUICK TOGGLE ITEM NAMES:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TextBlock_507) CONTENT: SHOW ITEM SELECTOR BUTTON:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TextBlock_496) CONTENT: PLAY ACTION WHEEL CLICK SOUND:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TextBlock_498) CONTENT: TOGGLE EXTENDED HUD INFO:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TextBlock_648) CONTENT: ANIMATION STAGGERING:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TextBlock_531) CONTENT: LOW QUALITY ANIMATIONS:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TextBlock_887) CONTENT: KEY BINDINGS(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TextBlock_3021) CONTENT: STRAFE LEFT:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TextBlock_34) CONTENT: MOVE FORWARD:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TextBlock_208) CONTENT: RUN:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TextBlock_1781) CONTENT: PRONE:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TextBlock_247) CONTENT: CROUCH:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TextBlock_63) CONTENT: MOVE BACKWARD:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.[TextBlock] "Move Backward") CONTENT: STRAFE RIGHT:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TextBlock_352) CONTENT: JUMP:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TextBlock_2) CONTENT: LOOK UP:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TextBlock_1052) CONTENT: LOOK DOWN:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TextBlock_1159) CONTENT: TURN LEFT:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TextBlock_946) CONTENT: TURN RIGHT:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TextBlock_945) CONTENT: TOGGLE SPRINT:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TextBlock_366) CONTENT: IRON SIGHTS/ALT FIRE:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TextBlock_178) CONTENT: FIRE:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TextBlock_17) CONTENT: RELOAD:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TextBlock_128) CONTENT: USE:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TextBlock_310) CONTENT: TOGGLE SELFIE CAM:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TextBlock_198) CONTENT: TOGGLE FISTS:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TextBlock_151) CONTENT: TOGGLE ORBIT CAMERA:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TextBlock_4) CONTENT: DEFECATE:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.[TextBlock] "Your Craftables") CONTENT: MELEE/PISTOL WHIP:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TextBlock_142) CONTENT: ZOOM CAMERA IN:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TextBlock_325) CONTENT: ZOOM CAMERA OUT:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TextBlock_390) CONTENT: USE SLOT ITEM 3:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TextBlock_118) CONTENT: USE SLOT ITEM 1:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TextBlock_11) CONTENT: USE SLOT ITEM 2:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TextBlock_64) CONTENT: USE SLOT ITEM 4:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TextBlock_172) CONTENT: USE SLOT ITEM 5:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TextBlock_227) CONTENT: USE SLOT ITEM 6:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TextBlock_287) CONTENT: USE SLOT ITEM 7:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TextBlock_286) CONTENT: USE SLOT ITEM 8:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TextBlock_285) CONTENT: USE SLOT ITEM 9:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TextBlock_284) CONTENT: USE SLOT ITEM 10:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TextBlock_283) CONTENT: TOGGLE HUD:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TextBlock_10) CONTENT: PUSH TO TALK:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TextBlock_12) CONTENT: MAP:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TextBlock_262) CONTENT: TOGGLE CHATBOX:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TextBlock_201) CONTENT: TRIBE MANAGER:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TextBlock_85) CONTENT: YOUR INVENTORY:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TextBlock_30) CONTENT: EXTENDED HUD INFO:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TextBlock_3) CONTENT: PLACE MAP MARKER:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TextBlock_24) CONTENT: TOGGLE CONSOLE:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TextBlock_327) CONTENT: TRIBE CHAT:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TextBlock_333) CONTENT: LOCAL CHAT:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.LocalChat) CONTENT: YOUR CRAFTABLES:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TextBlock_44) CONTENT: ACCESS TARGET INVENTORY:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TextBlock_106) CONTENT: DRAG BODY:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TextBlock_9) CONTENT: WHISPER:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TextBlock_1048) CONTENT: YELL:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TextBlock_1049) CONTENT: TOGGLE WEAPON ATTACHMENT:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TextBlock_816) CONTENT: WHISTLE "YOU FOLLOW ME":(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TextBlock_18) CONTENT: WHISTLE "YOU STAY PUT":(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TextBlock_162) CONTENT: CRAFT SLOT ITEM (MODIFIER):(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TextBlock_255) CONTENT: WHISTLE "ALL NEUTRAL":(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TextBlock_1265) CONTENT: WHISTLE "ATTACK MY TARGET"(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TextBlock_1502) CONTENT: DROP ITEM:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TextBlock_1741) CONTENT: WHISTLE "ALL PASSIVE":(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TextBlock_369) CONTENT: WHISTLE SELECTION:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TextBlock_616) CONTENT: EMOTE KEY 2:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TextBlock_1000) CONTENT: EMOTE KEY 1:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TextBlock_1001) CONTENT: WHISTLE "ATTACK THIS TARGET":(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TextBlock_393) CONTENT: CYCLE TARGET FOLLOW DISTANCE:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TextBlock_411) CONTENT: WHISTLE "ALL MOVE TO":(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TextBlock_456) CONTENT: WHISTLE "ALL AGGRESSIVE":(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TextBlock_540) CONTENT: ORDER ADD/REMOVE TAME:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TextBlock_541) CONTENT: WHISTLE "ALL FOLLOW ME":(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TextBlock_7) CONTENT: WHISTLE "ALL STAY PUT":(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TextBlock_53) CONTENT: SET GAMMA 1 (WHEN PERMITTED):(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TextBlock_508) CONTENT: GAMMA 1 VALUE:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TextBlock_2538) CONTENT: GAMMA 2 VALUE:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TextBlock_3055) CONTENT: SET GAMMA 2 (WHEN PERMITTED):(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TextBlock_3056) CONTENT: DINO AIR-BRAKE:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TextBlock_642) CONTENT: WHISTLE "LAND THIS FLYER":(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TextBlock_1179) CONTENT: RETURN(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TextBlock_2168) CONTENT: MELEE(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TextBlock_716) CONTENT: PRIMARY ATTACK(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TextBlock_897) CONTENT: MOVEMENT RUN (HOLD)(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.MovementLabel) CONTENT: GAME OPTIONS(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.ConsoleGameOptionsLabel) CONTENT: MAP(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.MapLabel) CONTENT: SECONDARY ATTACK(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TextBlock_1730) CONTENT: ACTION SELECTOR(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TextBlock_4123) CONTENT: INVENTORY RADIAL WHEEL (HOLD)(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TextBlock_5177) CONTENT: JUMP(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TextBlock_5854) CONTENT: AIM(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TextBlock_6148) CONTENT: QUICKSLOTS(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.QuickslotsLabel) CONTENT: RELOAD/ACTIVATE WEAPON ATTACHMENT (DOUBLE TAP)(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TextBlock_7631) CONTENT: USE(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TextBlock_7732) CONTENT: GAME CONTROLLER(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TextBlock_480) CONTENT: QUICKSLOTS(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.StadiaQuickslotsLabel) CONTENT: MOVEMENT RUN (HOLD)(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.StadiaMovementLabel) CONTENT: No endorsement or affiliation is intended between Stadia and the manufacturers of non-Stadia controllers or consoles. STADIA, the Stadia beacon, Google, and related marks and logos are trademarks of Google LLC. All other trademarks are the property of their respective owners.(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.StadiaDisclaimerText) CONTENT: GAME OPTIONS(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.GameOptionsLabel) CONTENT: MAP(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.ConsoleMapLabel) CONTENT: MOVEMENT RUN (HOLD)(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.XboxMovementLabel) CONTENT: QUICKSLOTS(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.PS4QuickslotsLabel) CONTENT: RTS KEY BINDINGS(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TextBlock_1103) CONTENT: TOGGLE RTS MODE:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TextBlock_2254) CONTENT: CENTER ON PLAYER:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TextBlock_2623) CONTENT: CENTER ON SELECTION:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TextBlock_2809) CONTENT: ISSUE ORDER:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TextBlock_2995) CONTENT: CANCEL ORDER:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TextBlock_3182) CONTENT: SELECT UNIT:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TextBlock_8397) CONTENT: Keyboard(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TextBlock_1654) CONTENT: Gamepad(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TextBlock_1845) CONTENT: TOGGLE RTS MODE:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TextBlock_4378) CONTENT: CENTER ON PLAYER:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TextBlock_4571) CONTENT: CENTER ON SELECTION:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TextBlock_4572) CONTENT: ISSUE ORDER:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TextBlock_4573) CONTENT: CANCEL ORDER:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TextBlock_4574) CONTENT: SELECT UNIT:(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TextBlock_4575) CONTENT: +(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TextBlock_4962) CONTENT: +(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TextBlock_976) CONTENT: +(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TextBlock_1129) CONTENT: APPLY(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TextBlock_353) CONTENT: SAVE(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.TextBlock_21) CONTENT: RESTORE DEFAULT SETTINGS(/Game/PrimalEarth/UI/OptionsMenu.OptionsMenu_C:WidgetTree_103.ResetButton) CONTENT: CLOSE(/Engine/Transient.TRASHCLASS_SponsoredModsUI_307:TextBlock_1422) CONTENT: Click a Mod to visit its Workshop Page, and 'Subscribe'!(/Engine/Transient.TRASHCLASS_SponsoredModsUI_307:TextBlock_1423) CONTENT: The ARK Sponsored Mods(/Engine/Transient.TRASHCLASS_SponsoredModsUI_307:TextBlock_1424) LITERAL: steamcommunity.com/sharedfiles/filedetails/?id=(/Game/PrimalEarth/UI/SponsoredModsUI.SponsoredModsUI:EventGraph.K2Node_CallFunction_70033) LITERAL: s(/Game/PrimalEarth/UI/SponsoredModsUI.SponsoredModsUI:EventGraph.K2Node_CallFunction_6488) CONTENT: Text Block(/Engine/Transient.REINST_SponsoredModsUI_C_21:WidgetTree_15.AText) CONTENT: Text Block(/Engine/Transient.REINST_SponsoredModsUI_C_21:WidgetTree_15.TextBlock_7) CONTENT: Text Block(/Engine/Transient.REINST_SponsoredModsUI_C_21:WidgetTree_15.TextBlock_1187) CONTENT: CLOSE(/Game/PrimalEarth/UI/SponsoredModsUI.SponsoredModsUI_C:WidgetTree_109.AText) CONTENT: Click a Mod to visit its Workshop Page, and 'Subscribe'!(/Game/PrimalEarth/UI/SponsoredModsUI.SponsoredModsUI_C:WidgetTree_109.TextBlock_7) CONTENT: The ARK Sponsored Mods(/Game/PrimalEarth/UI/SponsoredModsUI.SponsoredModsUI_C:WidgetTree_109.TextBlock_1187) CONTENT: CLOSE(/Engine/Transient.REINST_SponsoredModsUI_C_23:WidgetTree_109.AText) CONTENT: Click a Mod to visit its Workshop Page, and 'Subscribe'!(/Engine/Transient.REINST_SponsoredModsUI_C_23:WidgetTree_109.TextBlock_7) CONTENT: The ARK Sponsored Mods(/Engine/Transient.REINST_SponsoredModsUI_C_23:WidgetTree_109.TextBlock_1187) CONTENT: CLOSE(/Game/PrimalEarth/UI/SponsoredModsUI.SponsoredModsUI_C:WidgetTree_113.AText) CONTENT: Click a Mod to visit its Workshop Page, and 'Subscribe'!(/Game/PrimalEarth/UI/SponsoredModsUI.SponsoredModsUI_C:WidgetTree_113.TextBlock_7) CONTENT: The ARK Sponsored Mods(/Game/PrimalEarth/UI/SponsoredModsUI.SponsoredModsUI_C:WidgetTree_113.TextBlock_1187) CONTENT: CLOSE INVENTORY(/Game/PrimalEarth/UI/UI_HelpPage.UI_HelpPage_C:WidgetTree_15.CancelButton) CONTENT: HOME(/Game/PrimalEarth/UI/UI_HelpPage.UI_HelpPage_C:WidgetTree_15.HelpMenuButton) CONTENT: USER INTERFACE(/Game/PrimalEarth/UI/UI_HelpPage.UI_HelpPage_C:WidgetTree_15.UIMenuButton) CONTENT: CRAFTING(/Game/PrimalEarth/UI/UI_HelpPage.UI_HelpPage_C:WidgetTree_15.CraftingMenuButton) CONTENT: CREATURES(/Game/PrimalEarth/UI/UI_HelpPage.UI_HelpPage_C:WidgetTree_15.CreaturesMenuButton) CONTENT: EXPLORATION(/Game/PrimalEarth/UI/UI_HelpPage.UI_HelpPage_C:WidgetTree_15.ExplorationMenuButton) CONTENT: OPTIONS(/Game/PrimalEarth/UI/UI_HelpPage.UI_HelpPage_C:WidgetTree_15.OptionsMenuButton) CONTENT: INTRODUCTION(/Game/PrimalEarth/UI/UI_HelpPage.UI_HelpPage_C:WidgetTree_15.TextBlock_673) CONTENT: Hey Survivors! Welcome to the ARK! Before you get started on your epic survival adventure, there are a few basic things you will need to learn about the game to give you the best possible chance at survival.(/Game/PrimalEarth/UI/UI_HelpPage.UI_HelpPage_C:WidgetTree_15.PrimalRichTextBlock_559) CONTENT: HOME(/Game/PrimalEarth/UI/UI_HelpPage.UI_HelpPage_C:WidgetTree_15.HelpTitle) CONTENT: INTRODUCTION(/Game/PrimalEarth/UI/UI_HelpPage.UI_HelpPage_C:WidgetTree_15.TextBlock_4268) CONTENT: OVERVIEW(/Game/PrimalEarth/UI/UI_HelpPage.UI_HelpPage_C:WidgetTree_15.TextBlock_1341) CONTENT: The right-hand side displays your HUD, and it will primarily inform you of your; Experience, Weight, Thirst, Hunger, Stamina, and Health. When appropriate it will display your Torpor and whether something is Harvestable.(/Game/PrimalEarth/UI/UI_HelpPage.UI_HelpPage_C:WidgetTree_15.PrimalRichTextBlock_291) CONTENT: HUD(/Game/PrimalEarth/UI/UI_HelpPage.UI_HelpPage_C:WidgetTree_15.TextBlock_586) CONTENT: The right-hand side will display any status effects your survivor is currently affected by. These can include buffs, debuffs, weather-related effects, and conditions.(/Game/PrimalEarth/UI/UI_HelpPage.UI_HelpPage_C:WidgetTree_15.PrimalRichTextBlock_369) CONTENT: RADIAL WHEEL(/Game/PrimalEarth/UI/UI_HelpPage.UI_HelpPage_C:WidgetTree_15.TextBlock_608) CONTENT: The radial wheel is an interface which allows you to interact with specific entities in the game. It can be found on creatures, structures, and players while holding the Use key. (/Game/PrimalEarth/UI/UI_HelpPage.UI_HelpPage_C:WidgetTree_15.PrimalRichTextBlock_464) CONTENT: INVENTORY(/Game/PrimalEarth/UI/UI_HelpPage.UI_HelpPage_C:WidgetTree_15.TextBlock_630) CONTENT: Survivors, creatures, and most structures have inventories. At the top of the inventory, you will see two tabs. One tab is for your item storage, and the other tab is for crafting new items. Below the two tabs, there is a search bar for you to filter your tabs, as well as some buttons which will help you manage your inventory. At the bottom of the inventory, you will see your Quick Item Slots. You can place items in here to make them quickly accessible. Your inventory also displays your currently equipped items which you will see visible in the center.(/Game/PrimalEarth/UI/UI_HelpPage.UI_HelpPage_C:WidgetTree_15.PrimalRichTextBlock_617) CONTENT: EXPERIENCE(/Game/PrimalEarth/UI/UI_HelpPage.UI_HelpPage_C:WidgetTree_15.TextBlock_653) CONTENT: Survivors and Creatures gain experience points throughout gameplay. As you gain experience, you level up and gain stat points, which can be spent to improve your survival skills. Points can be allocated in; Health, Stamina, Oxygen, Food, Water, Weight, Melee Damage, Movement Speed, Fortitude, and Crafting Speed.(/Game/PrimalEarth/UI/UI_HelpPage.UI_HelpPage_C:WidgetTree_15.PrimalRichTextBlock_675) CONTENT: ENGRAMS(/Game/PrimalEarth/UI/UI_HelpPage.UI_HelpPage_C:WidgetTree_15.TextBlock_677) CONTENT: As you spend your stat points, you gain Engram Points, which can be used to learn the required knowledge to craft new items from a primitive tier, to a modern technology tier. Each survivor has a limited amount that they can learn, and some Engrams may have prerequisites before they can be unlocked. Stat points and Engram points remain permanent unless you create a Mindwipe Tonic which will function as a reset to both your stats and engrams, returning to you the points which you have spent.(/Game/PrimalEarth/UI/UI_HelpPage.UI_HelpPage_C:WidgetTree_15.PrimalRichTextBlock_734) CONTENT: OVERVIEW(/Game/PrimalEarth/UI/UI_HelpPage.UI_HelpPage_C:WidgetTree_15.TextBlock_0) CONTENT: HUD(/Game/PrimalEarth/UI/UI_HelpPage.UI_HelpPage_C:WidgetTree_15.TextBlock_1041) CONTENT: RADIAL WHEEL(/Game/PrimalEarth/UI/UI_HelpPage.UI_HelpPage_C:WidgetTree_15.TextBlock_1100) CONTENT: INVENTORY(/Game/PrimalEarth/UI/UI_HelpPage.UI_HelpPage_C:WidgetTree_15.TextBlock_1121) CONTENT: EXPERIENCE(/Game/PrimalEarth/UI/UI_HelpPage.UI_HelpPage_C:WidgetTree_15.TextBlock_1164) CONTENT: ENGRAMS(/Game/PrimalEarth/UI/UI_HelpPage.UI_HelpPage_C:WidgetTree_15.TextBlock_1187) CONTENT: USER INTERFACE(/Game/PrimalEarth/UI/UI_HelpPage.UI_HelpPage_C:WidgetTree_15.TitleLabel) CONTENT: HARVESTING(/Game/PrimalEarth/UI/UI_HelpPage.UI_HelpPage_C:WidgetTree_15.TextBlock_715) CONTENT: Before you are able to craft an item, you will need to harvest the necessary materials. You can harvest the items by interacting with objects on the ARK. When you are first starting off, you will want to pick up stones, punch trees for thatch, and pick berries from bushes. As you progress through the game, new tools, and creatures will become available to you to assist with harvesting, allowing the process to become more efficient and refined.(/Game/PrimalEarth/UI/UI_HelpPage.UI_HelpPage_C:WidgetTree_15.PrimalRichTextBlock_793) CONTENT: CRAFTING(/Game/PrimalEarth/UI/UI_HelpPage.UI_HelpPage_C:WidgetTree_15.TextBlock_716) CONTENT: Once you have acquired the necessary materials, you can craft the item in the crafting tab.(/Game/PrimalEarth/UI/UI_HelpPage.UI_HelpPage_C:WidgetTree_15.PrimalRichTextBlock_880) CONTENT: SHELTER(/Game/PrimalEarth/UI/UI_HelpPage.UI_HelpPage_C:WidgetTree_15.TextBlock_717) CONTENT: Due to the dangers of the ARK, it is critical that you build a shelter to stay protected. You can craft basic structure pieces in your inventory. Upon crafting a structure, you will want to pick a good spot to place it. Consider your location, how close are you to resources? What or who lives nearby? Are there any points of interest you will want to consider? If you think you have found a good spot, you can begin the process of setting up a base. Sometimes, it is better to build right away and move later on when you have advanced further.(/Game/PrimalEarth/UI/UI_HelpPage.UI_HelpPage_C:WidgetTree_15.PrimalRichTextBlock_900) CONTENT: PLACEMENT(/Game/PrimalEarth/UI/UI_HelpPage.UI_HelpPage_C:WidgetTree_15.TextBlock_718) CONTENT: After you have placed your first foundation, you will be able to snap other structural items to it, and then your base will begin to grow.(/Game/PrimalEarth/UI/UI_HelpPage.UI_HelpPage_C:WidgetTree_15.PrimalRichTextBlock_920) CONTENT: TIERS(/Game/PrimalEarth/UI/UI_HelpPage.UI_HelpPage_C:WidgetTree_15.TextBlock_719) CONTENT: As you progress through the game, you will unlock new tiers of crafting, and you will be able to upgrade your base and defenses.(/Game/PrimalEarth/UI/UI_HelpPage.UI_HelpPage_C:WidgetTree_15.PrimalRichTextBlock_940) CONTENT: CRAFTING STATION(/Game/PrimalEarth/UI/UI_HelpPage.UI_HelpPage_C:WidgetTree_15.TextBlock_720) CONTENT: As you reach higher levels and unlock new engrams, you?ll find that some of the new items do not appear in your crafting tab. This is because they are crafted at a crafting station. Some of these crafting stations may require fuel to use, such as Gasoline for the Fabricator. These stations will have distinct inventories as well as distinct engrams letting you know what you can craft, assuming you have the engram knowledge.(/Game/PrimalEarth/UI/UI_HelpPage.UI_HelpPage_C:WidgetTree_15.PrimalRichTextBlock_961) CONTENT: HARVESTING(/Game/PrimalEarth/UI/UI_HelpPage.UI_HelpPage_C:WidgetTree_15.TextBlock_1308) CONTENT: CRAFTING(/Game/PrimalEarth/UI/UI_HelpPage.UI_HelpPage_C:WidgetTree_15.TextBlock_1309) CONTENT: SHELTER(/Game/PrimalEarth/UI/UI_HelpPage.UI_HelpPage_C:WidgetTree_15.TextBlock_1310) CONTENT: PLACEMENT(/Game/PrimalEarth/UI/UI_HelpPage.UI_HelpPage_C:WidgetTree_15.TextBlock_1311) CONTENT: TIERS(/Game/PrimalEarth/UI/UI_HelpPage.UI_HelpPage_C:WidgetTree_15.TextBlock_1312) CONTENT: CRAFTING STATION(/Game/PrimalEarth/UI/UI_HelpPage.UI_HelpPage_C:WidgetTree_15.TextBlock_1313) CONTENT: CRAFTING(/Game/PrimalEarth/UI/UI_HelpPage.UI_HelpPage_C:WidgetTree_15.TextBlock_721) CONTENT: CREATURES(/Game/PrimalEarth/UI/UI_HelpPage.UI_HelpPage_C:WidgetTree_15.TextBlock_928) CONTENT: Creatures on the island can be tamed and used for multiple reasons such as; Transportation, Hunting, Travelling, Harvesting, Storage, Defense, and Companionship. There are two main methods of taming a creature, Torpor Taming and Passive Taming.(/Game/PrimalEarth/UI/UI_HelpPage.UI_HelpPage_C:WidgetTree_15.PrimalRichTextBlock_1205) CONTENT: TORPOR TAMING(/Game/PrimalEarth/UI/UI_HelpPage.UI_HelpPage_C:WidgetTree_15.TextBlock_929) CONTENT: Torpor Taming is the process of rendering a creature unconscious and feeding them to raise their taming affinity. Once they have reached maximum taming affinity, they will be successfully tamed. To knock a creature unconscious, it will need to gain a significant amount of torpor from combat. The most common tools survivors use to knock a creature unconscious are; Slingshots, Tranquilizer Arrows, Tranquilizer Darts, Clubs, or even their Fists. To keep a creature knocked out, you will want to feed it Narcoberries or Narcotics, applying damage will also work but this will affect the taming effectiveness, which is how powerful the creature will be when tamed. Creatures lose effectiveness from taking longer to tame, as well as damage they have taken when unconscious.(/Game/PrimalEarth/UI/UI_HelpPage.UI_HelpPage_C:WidgetTree_15.PrimalRichTextBlock_1225) CONTENT: PASSIVE TAMING(/Game/PrimalEarth/UI/UI_HelpPage.UI_HelpPage_C:WidgetTree_15.TextBlock_930) CONTENT: Passive Taming is accomplished without raising the creatures torpor. The key to this is feeding it until it?s Taming Affinity has maxed out. If the creature takes damage or becomes hostile during this period, you?ll lose affinity and may be forced to start again. To begin the process, simply place its desired meal in your last Quick Item Slot, walk up to the creature from behind, and hit the Use key to feed it. Some creatures will always be moving, others will be approachable, and some may be aggressive if they come into direct face-to-face contact with you. Passively tamed creatures lose effectiveness from taking longer to tame, as well as interruptions during the taming process.(/Game/PrimalEarth/UI/UI_HelpPage.UI_HelpPage_C:WidgetTree_15.PrimalRichTextBlock_1245) CONTENT: CREATURES(/Game/PrimalEarth/UI/UI_HelpPage.UI_HelpPage_C:WidgetTree_15.TextBlock_2896) CONTENT: TORPOR TAMING(/Game/PrimalEarth/UI/UI_HelpPage.UI_HelpPage_C:WidgetTree_15.TextBlock_2897) CONTENT: PASSIVE TAMING(/Game/PrimalEarth/UI/UI_HelpPage.UI_HelpPage_C:WidgetTree_15.TextBlock_2898) CONTENT: CREATURES & TAMING(/Game/PrimalEarth/UI/UI_HelpPage.UI_HelpPage_C:WidgetTree_15.TextBlock_934) CONTENT: NAVIGATION(/Game/PrimalEarth/UI/UI_HelpPage.UI_HelpPage_C:WidgetTree_15.TextBlock_1220) CONTENT: ARKs are quite large and can take many hours to explore. The key to navigating the enormous environments is to recognize landmarks such as Obelisks, Caves, or Mountains as well as which Biomes they are found in, and correlate this with your mini-map. The coast regions are the safest area to navigate. As you move deeper in-land and further up into high altitude areas, the difficulty of the map will increase. Fully explore the ARK to uncover its secrets and discover the hidden Artifacts found in the caves and use the Obelisks to challenge and conquer the guardians, so that you can unravel the mysteries of the ARK.(/Game/PrimalEarth/UI/UI_HelpPage.UI_HelpPage_C:WidgetTree_15.PrimalRichTextBlock_1372) CONTENT: EXPLORER NOTES(/Game/PrimalEarth/UI/UI_HelpPage.UI_HelpPage_C:WidgetTree_15.TextBlock_1221) CONTENT: Explorer Notes can be found in hidden places throughout the ARKs. These notes are journal entries left behind by other Survivors that have also been stranded on the ARK. Each Survivor shares their story about all the adventures and encounters they experienced while on the ARK.(/Game/PrimalEarth/UI/UI_HelpPage.UI_HelpPage_C:WidgetTree_15.PrimalRichTextBlock_1393) CONTENT: NAVIGATION(/Game/PrimalEarth/UI/UI_HelpPage.UI_HelpPage_C:WidgetTree_15.TextBlock_3090) CONTENT: EXPLORER NOTES(/Game/PrimalEarth/UI/UI_HelpPage.UI_HelpPage_C:WidgetTree_15.TextBlock_3091) CONTENT: EXPLORATION(/Game/PrimalEarth/UI/UI_HelpPage.UI_HelpPage_C:WidgetTree_15.TextBlock_1226) CONTENT: For more in-depth guides, please visit our forums at www.survivetheark.com(/Game/PrimalEarth/UI/UI_HelpPage.UI_HelpPage_C:WidgetTree_15.PrimalRichTextBlock_336) CONTENT: JOIN ARK(/Engine/Transient.TRASHCLASS_MainMenuUI_315:TextBlock_1449) CONTENT: EXIT(/Engine/Transient.TRASHCLASS_MainMenuUI_315:TextBlock_1450) CONTENT: HOST \ LOCAL(/Engine/Transient.TRASHCLASS_MainMenuUI_315:TextBlock_1451) CONTENT: OPTIONS(/Engine/Transient.TRASHCLASS_MainMenuUI_315:TextBlock_1452) CONTENT: TOTAL CONVERSIONS(/Engine/Transient.TRASHCLASS_MainMenuUI_315:TextBlock_1453) CONTENT: (/Engine/Transient.TRASHCLASS_MainMenuUI_315:PrimalRichTextBlock_19) CONTENT: CREDITS(/Engine/Transient.TRASHCLASS_MainMenuUI_315:TextBlock_1454) CONTENT: ARK NEWS(/Engine/Transient.TRASHCLASS_MainMenuUI_315:TextBlock_1455) CONTENT: SURVIVAL GUIDE(/Engine/Transient.TRASHCLASS_MainMenuUI_315:TextBlock_1456) CONTENT: 175.0 - View Notes(/Engine/Transient.TRASHCLASS_MainMenuUI_315:TextBlock_1457) CONTENT: SURVIVETHEARK.COM(/Engine/Transient.TRASHCLASS_MainMenuUI_315:TextBlock_1458) CONTENT: Not Signed In(/Engine/Transient.TRASHCLASS_MainMenuUI_315:TextBlock_1459) CONTENT: Connecting...(/Engine/Transient.TRASHCLASS_MainMenuUI_315:TextBlock_1460) LITERAL: survivetheark.com(/Game/PrimalEarth/UI/MainMenuUI.MainMenuUI:EventGraph.K2Node_CallFunction_191129) LITERAL: ScorchedEarth(/Game/PrimalEarth/UI/MainMenuUI.MainMenuUI:EventGraph.K2Node_CallFunction_56355) LITERAL: Aberration(/Game/PrimalEarth/UI/MainMenuUI.MainMenuUI:EventGraph.K2Node_CallFunction_69041) LITERAL: Extinction(/Game/PrimalEarth/UI/MainMenuUI.MainMenuUI:EventGraph.K2Node_CallFunction_9749) LITERAL: GenesisSeasonPass(/Game/PrimalEarth/UI/MainMenuUI.MainMenuUI:EventGraph.K2Node_CallFunction_19146) LITERAL: GenesisSeasonPass(/Game/PrimalEarth/UI/MainMenuUI.MainMenuUI:EventGraph.K2Node_CallFunction_180688) LITERAL: GenesisSeasonPass(/Game/PrimalEarth/UI/MainMenuUI.MainMenuUI:EventGraph.K2Node_CallFunction_159015) LITERAL: ark.gg/extralife2021(/Game/PrimalEarth/UI/MainMenuUI.MainMenuUI:EventGraph.K2Node_CallFunction_20044) LITERAL: ScorchedEarth(/Game/PrimalEarth/UI/MainMenuUI.MainMenuUI:EventGraph.K2Node_CallFunction_183052) LITERAL: Aberration(/Game/PrimalEarth/UI/MainMenuUI.MainMenuUI:EventGraph.K2Node_CallFunction_183053) LITERAL: Extinction(/Game/PrimalEarth/UI/MainMenuUI.MainMenuUI:EventGraph.K2Node_CallFunction_183054) LITERAL: ScorchedEarth(/Game/PrimalEarth/UI/MainMenuUI.MainMenuUI:EventGraph.K2Node_CallFunction_180689) LITERAL: Aberration(/Game/PrimalEarth/UI/MainMenuUI.MainMenuUI:EventGraph.K2Node_CallFunction_180690) LITERAL: Extinction(/Game/PrimalEarth/UI/MainMenuUI.MainMenuUI:EventGraph.K2Node_CallFunction_159098) CONTENT: Text Block(/Engine/Transient.REINST_MainMenuUI_C_26:WidgetTree_2266.TextBlock_9) CONTENT: Text Block(/Engine/Transient.REINST_MainMenuUI_C_26:WidgetTree_2266.ExitButtonLabel) CONTENT: Text Block(/Engine/Transient.REINST_MainMenuUI_C_26:WidgetTree_2266.TextBlock_363) CONTENT: Text Block(/Engine/Transient.REINST_MainMenuUI_C_26:WidgetTree_2266.TextBlock_369) CONTENT: Text Block(/Engine/Transient.REINST_MainMenuUI_C_26:WidgetTree_2266.TotalConversionLabel) CONTENT: Rich Text Block(/Engine/Transient.REINST_MainMenuUI_C_26:WidgetTree_2266.CreditsText) CONTENT: Text Block(/Engine/Transient.REINST_MainMenuUI_C_26:WidgetTree_2266.CreditsLabel) CONTENT: Rich Text Block(/Engine/Transient.REINST_MainMenuUI_C_26:WidgetTree_2266.NewsLabel) CONTENT: Text Block(/Engine/Transient.REINST_MainMenuUI_C_26:WidgetTree_2266.TitleLabel) CONTENT: Text Block(/Engine/Transient.REINST_MainMenuUI_C_26:WidgetTree_2266.TextBlock_924) CONTENT: Text Block(/Engine/Transient.REINST_MainMenuUI_C_26:WidgetTree_2266.VersionLabel) CONTENT: Text Block(/Engine/Transient.REINST_MainMenuUI_C_26:WidgetTree_2266.TextBlock_600) CONTENT: Text Block(/Engine/Transient.REINST_MainMenuUI_C_26:WidgetTree_2266.NickNameLabel) CONTENT: Text Block(/Engine/Transient.REINST_MainMenuUI_C_26:WidgetTree_2266.ConnectingText) CONTENT: JOIN ARK(/Game/PrimalEarth/UI/MainMenuUI.MainMenuUI_C:WidgetTree_123.TextBlock_9) CONTENT: EXIT(/Game/PrimalEarth/UI/MainMenuUI.MainMenuUI_C:WidgetTree_123.ExitButtonLabel) CONTENT: HOST \ LOCAL(/Game/PrimalEarth/UI/MainMenuUI.MainMenuUI_C:WidgetTree_123.TextBlock_363) CONTENT: OPTIONS(/Game/PrimalEarth/UI/MainMenuUI.MainMenuUI_C:WidgetTree_123.TextBlock_369) CONTENT: TOTAL CONVERSIONS(/Game/PrimalEarth/UI/MainMenuUI.MainMenuUI_C:WidgetTree_123.TotalConversionLabel) CONTENT: (/Game/PrimalEarth/UI/MainMenuUI.MainMenuUI_C:WidgetTree_123.CreditsText) CONTENT: CREDITS(/Game/PrimalEarth/UI/MainMenuUI.MainMenuUI_C:WidgetTree_123.CreditsLabel) CONTENT: ARK NEWS(/Game/PrimalEarth/UI/MainMenuUI.MainMenuUI_C:WidgetTree_123.TitleLabel) CONTENT: SURVIVAL GUIDE(/Game/PrimalEarth/UI/MainMenuUI.MainMenuUI_C:WidgetTree_123.TextBlock_924) CONTENT: 175.0 - View Notes(/Game/PrimalEarth/UI/MainMenuUI.MainMenuUI_C:WidgetTree_123.VersionLabel) CONTENT: SURVIVETHEARK.COM(/Game/PrimalEarth/UI/MainMenuUI.MainMenuUI_C:WidgetTree_123.TextBlock_600) CONTENT: Not Signed In(/Game/PrimalEarth/UI/MainMenuUI.MainMenuUI_C:WidgetTree_123.NickNameLabel) CONTENT: Connecting...(/Game/PrimalEarth/UI/MainMenuUI.MainMenuUI_C:WidgetTree_123.ConnectingText) CONTENT: JOIN ARK(/Engine/Transient.REINST_MainMenuUI_C_28:WidgetTree_123.TextBlock_9) CONTENT: EXIT(/Engine/Transient.REINST_MainMenuUI_C_28:WidgetTree_123.ExitButtonLabel) CONTENT: HOST \ LOCAL(/Engine/Transient.REINST_MainMenuUI_C_28:WidgetTree_123.TextBlock_363) CONTENT: OPTIONS(/Engine/Transient.REINST_MainMenuUI_C_28:WidgetTree_123.TextBlock_369) CONTENT: TOTAL CONVERSIONS(/Engine/Transient.REINST_MainMenuUI_C_28:WidgetTree_123.TotalConversionLabel) CONTENT: (/Engine/Transient.REINST_MainMenuUI_C_28:WidgetTree_123.CreditsText) CONTENT: CREDITS(/Engine/Transient.REINST_MainMenuUI_C_28:WidgetTree_123.CreditsLabel) CONTENT: ARK NEWS(/Engine/Transient.REINST_MainMenuUI_C_28:WidgetTree_123.TitleLabel) CONTENT: SURVIVAL GUIDE(/Engine/Transient.REINST_MainMenuUI_C_28:WidgetTree_123.TextBlock_924) CONTENT: 175.0 - View Notes(/Engine/Transient.REINST_MainMenuUI_C_28:WidgetTree_123.VersionLabel) CONTENT: SURVIVETHEARK.COM(/Engine/Transient.REINST_MainMenuUI_C_28:WidgetTree_123.TextBlock_600) CONTENT: Not Signed In(/Engine/Transient.REINST_MainMenuUI_C_28:WidgetTree_123.NickNameLabel) CONTENT: Connecting...(/Engine/Transient.REINST_MainMenuUI_C_28:WidgetTree_123.ConnectingText) CONTENT: JOIN ARK(/Game/PrimalEarth/UI/MainMenuUI.MainMenuUI_C:WidgetTree_127.TextBlock_9) CONTENT: EXIT(/Game/PrimalEarth/UI/MainMenuUI.MainMenuUI_C:WidgetTree_127.ExitButtonLabel) CONTENT: HOST \ LOCAL(/Game/PrimalEarth/UI/MainMenuUI.MainMenuUI_C:WidgetTree_127.TextBlock_363) CONTENT: OPTIONS(/Game/PrimalEarth/UI/MainMenuUI.MainMenuUI_C:WidgetTree_127.TextBlock_369) CONTENT: TOTAL CONVERSIONS(/Game/PrimalEarth/UI/MainMenuUI.MainMenuUI_C:WidgetTree_127.TotalConversionLabel) CONTENT: (/Game/PrimalEarth/UI/MainMenuUI.MainMenuUI_C:WidgetTree_127.CreditsText) CONTENT: CREDITS(/Game/PrimalEarth/UI/MainMenuUI.MainMenuUI_C:WidgetTree_127.CreditsLabel) CONTENT: ARK NEWS(/Game/PrimalEarth/UI/MainMenuUI.MainMenuUI_C:WidgetTree_127.TitleLabel) CONTENT: SURVIVAL GUIDE(/Game/PrimalEarth/UI/MainMenuUI.MainMenuUI_C:WidgetTree_127.TextBlock_924) CONTENT: 175.0 - View Notes(/Game/PrimalEarth/UI/MainMenuUI.MainMenuUI_C:WidgetTree_127.VersionLabel) CONTENT: SURVIVETHEARK.COM(/Game/PrimalEarth/UI/MainMenuUI.MainMenuUI_C:WidgetTree_127.TextBlock_600) CONTENT: Not Signed In(/Game/PrimalEarth/UI/MainMenuUI.MainMenuUI_C:WidgetTree_127.NickNameLabel) CONTENT: Connecting...(/Game/PrimalEarth/UI/MainMenuUI.MainMenuUI_C:WidgetTree_127.ConnectingText) CONTENT: Wilderness(/Game/Maps/MainMenu.MainMenu:PersistentLevel.PrimalWorldSettings) CONTENT: Test(/Game/PrimalEarth/UI/DataListEntryWidgetHostSession.DataListEntryWidgetHostSession_C:WidgetTree_474.MyHostSessionEntryButton) CONTENT: Game Name(/Game/PrimalEarth/UI/DataListEntryWidgetSession.DataListEntryWidgetSession_C:WidgetTree_515.MyOnlineSessionEntryButton) CONTENT: Map Name(/Game/PrimalEarth/UI/DataListEntryWidgetSession.DataListEntryWidgetSession_C:WidgetTree_515.MyOnlineSessionEntryButton) CONTENT: Wilderness(/Game/Maps/ShooterEntry.ShooterEntry:PersistentLevel.PrimalWorldSettings) LITERAL: DestroyImpactEffect(/Game/Aberration/WeaponClimbingPick/Climbing_ImpactEffect.Climbing_ImpactEffect:DeactivateImpactEffect.K2Node_CallFunction_79167) CONTENT: Metal(/Game/PrimalEarth/CoreBlueprints/Resources/PrimalItemResource_Metal.Default__PrimalItemResource_Metal_C) CONTENT: A lump of unrefined metal ore, mined from rocks usually found high on mountains, or in caves. Can be refined in a Forge.(/Game/PrimalEarth/CoreBlueprints/Resources/PrimalItemResource_Metal.Default__PrimalItemResource_Metal_C) CONTENT: Stone(/Game/PrimalEarth/CoreBlueprints/Resources/PrimalItemResource_Stone.Default__PrimalItemResource_Stone_C) CONTENT: A hefty chunk of stone.(/Game/PrimalEarth/CoreBlueprints/Resources/PrimalItemResource_Stone.Default__PrimalItemResource_Stone_C) CONTENT: Generic Weapon(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItemWeaponGeneric.Default__PrimalItemWeaponGeneric_C) CONTENT: This is a generic weapon.(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItemWeaponGeneric.Default__PrimalItemWeaponGeneric_C) CONTENT: Base Club(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_WeaponBaseClub.Default__PrimalItem_WeaponBaseClub_C) CONTENT: The base club for beating stuff(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_WeaponBaseClub.Default__PrimalItem_WeaponBaseClub_C) CONTENT: Fiber(/Game/PrimalEarth/CoreBlueprints/Resources/PrimalItemResource_Fibers.Default__PrimalItemResource_Fibers_C) CONTENT: Delicately collected strands of plant. Perfect for making thread, cloth, or rope.(/Game/PrimalEarth/CoreBlueprints/Resources/PrimalItemResource_Fibers.Default__PrimalItemResource_Fibers_C) CONTENT: Wooden Club(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_WeaponStoneClub.Default__PrimalItem_WeaponStoneClub_C) CONTENT: A easily made melee weapon that is excellent for knocking out targets. Only effective at short range.(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_WeaponStoneClub.Default__PrimalItem_WeaponStoneClub_C) CONTENT: Weapons(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_WeaponStoneClub.Default__PrimalItem_WeaponStoneClub_C) CONTENT: Primitive(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_WeaponStoneClub.Default__PrimalItem_WeaponStoneClub_C) CONTENT: Melee(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_WeaponStoneClub.Default__PrimalItem_WeaponStoneClub_C) CONTENT: Crystal(/Game/PrimalEarth/CoreBlueprints/Resources/PrimalItemResource_Crystal.Default__PrimalItemResource_Crystal_C) CONTENT: This strange crystalline material can be shaped into lenses, used as an electronics component, or mixed into powerful explosives.(/Game/PrimalEarth/CoreBlueprints/Resources/PrimalItemResource_Crystal.Default__PrimalItemResource_Crystal_C) CONTENT: Base Craftable Resource(/Game/PrimalEarth/CoreBlueprints/Resources/PrimalItemResource_Craftable.Default__PrimalItemResource_Craftable_C) CONTENT: Created... somehow(/Game/PrimalEarth/CoreBlueprints/Resources/PrimalItemResource_Craftable.Default__PrimalItemResource_Craftable_C) CONTENT: Metal Ingot(/Game/PrimalEarth/CoreBlueprints/Resources/PrimalItemResource_MetalIngot.Default__PrimalItemResource_MetalIngot_C) CONTENT: Created by refining metal ore in a Forge.(/Game/PrimalEarth/CoreBlueprints/Resources/PrimalItemResource_MetalIngot.Default__PrimalItemResource_MetalIngot_C) CONTENT: Mistletoe(/Game/PrimalEarth/CoreBlueprints/Resources/PrimalItemResource_MistleToe.Default__PrimalItemResource_MistleToe_C) CONTENT: Have you been nice?(/Game/PrimalEarth/CoreBlueprints/Resources/PrimalItemResource_MistleToe.Default__PrimalItemResource_MistleToe_C) CONTENT: Generic Skin(/Game/PrimalEarth/Test/PrimalItemSkinGeneric.Default__PrimalItemSkinGeneric_C) CONTENT: It's a generic skin!(/Game/PrimalEarth/Test/PrimalItemSkinGeneric.Default__PrimalItemSkinGeneric_C) CONTENT: Candy Cane Club(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Leather/PrimalItemSkin_CandyClub.Default__PrimalItemSkin_CandyClub_C) CONTENT: Useful for issuing sweet, sweet beatdowns!(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Leather/PrimalItemSkin_CandyClub.Default__PrimalItemSkin_CandyClub_C) CONTENT: Holiday(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Leather/PrimalItemSkin_CandyClub.Default__PrimalItemSkin_CandyClub_C) CONTENT: Store your items in this!(/Game/PrimalEarth/CoreBlueprints/Inventories/PrimalInventoryBP_StorageBox_Base.Default__PrimalInventoryBP_StorageBox_Base_C) CONTENT: Base Storage Box(/Game/PrimalEarth/CoreBlueprints/Inventories/PrimalInventoryBP_StorageBox_Base.Default__PrimalInventoryBP_StorageBox_Base_C) CONTENT: Better grab these items before they're gone!(/Game/PrimalEarth/CoreBlueprints/Inventories/PrimalInventoryBP_DeathItemCache.Default__PrimalInventoryBP_DeathItemCache_C) CONTENT: Death Item Cache(/Game/PrimalEarth/CoreBlueprints/Inventories/PrimalInventoryBP_DeathItemCache.Default__PrimalInventoryBP_DeathItemCache_C) CONTENT: Structure(/Engine/Transient.REINST_StructureItemContainerBaseBP_C_0) CONTENT: Structure(/Engine/Transient.Default__REINST_StructureItemContainerBaseBP_C_464) CONTENT: Structure(/Engine/Transient.REINST_StructureItemContainerBaseBP_C_1) CONTENT: Item Cache(/Engine/Transient.REINST_DeathItemCache_C_0) CONTENT: Item Cache(/Engine/Transient.Default__REINST_DeathItemCache_C_471) CONTENT: Item Cache(/Engine/Transient.REINST_DeathItemCache_C_1) LITERAL: Return Time Remaining: {Time}(/Game/PrimalEarth/CoreBlueprints/BossTribute/BossArenaManager.BossArenaManager:BPClientHandleNetExecCommand.K2Node_FormatText_40) LITERAL: Arena Time Remaining: {Time}(/Game/PrimalEarth/CoreBlueprints/BossTribute/BossArenaManager.BossArenaManager:BPClientHandleNetExecCommand.K2Node_FormatText_8) LITERAL: SFXTeleportToHome(/Game/PrimalEarth/CoreBlueprints/BossTribute/BossArenaManager.BossArenaManager:EventGraph.K2Node_CallFunction_19116) LITERAL: EventTeleportToHome(/Game/PrimalEarth/CoreBlueprints/BossTribute/BossArenaManager.BossArenaManager:EventGraph.K2Node_CallFunction_31184) LITERAL: The Arena will be available in {0}!(/Game/PrimalEarth/CoreBlueprints/BossTribute/BossArenaManager.BossArenaManager:IsValidForTeleport.K2Node_FormatText_39) LITERAL: The Arena is currently occupied...(/Game/PrimalEarth/CoreBlueprints/BossTribute/BossArenaManager.BossArenaManager:IsValidForTeleport.K2Node_Select_75) CONTENT: Attach this Dermis to a Taxidermy Base to display it!(/Engine/Transient.REINST_PrimalItem_TaxidermyDermis_C_0) CONTENT: Attach this Dermis to a Taxidermy Base to display it!(/Engine/Transient.Default__REINST_PrimalItem_TaxidermyDermis_C_485) CONTENT: Attach this Dermis to a Taxidermy Base to display it!(/Engine/Transient.REINST_PrimalItem_TaxidermyDermis_C_1) LITERAL: Enter Attack(/Game/PrimalEarth/CoreAI/Attack_SRV.Attack_SRV:EventGraph.K2Node_CallFunction_62558) LITERAL: End Attacking(/Game/PrimalEarth/CoreAI/Attack_SRV.Attack_SRV:EventGraph.K2Node_CallFunction_63973) LITERAL: Enter Attack Target(/Game/PrimalEarth/CoreAI/AttackTarget_SRV.AttackTarget_SRV:EventGraph.K2Node_CallFunction_57801) LITERAL: Exit Attack Target(/Game/PrimalEarth/CoreAI/AttackTarget_SRV.AttackTarget_SRV:EventGraph.K2Node_CallFunction_57951) LITERAL: Begin Face Target(/Game/PrimalEarth/CoreAI/RotateToTarget_SRV.RotateToTarget_SRV:EventGraph.K2Node_CallFunction_79574) LITERAL: End Face Target(/Game/PrimalEarth/CoreAI/RotateToTarget_SRV.RotateToTarget_SRV:EventGraph.K2Node_CallFunction_80364) LITERAL: Dino Should Fly Check(/Game/PrimalEarth/CoreAI/BeginFly_TK.BeginFly_TK:EventGraph.K2Node_CallFunction_7644) LITERAL: Dino Should Land Check(/Game/PrimalEarth/CoreAI/BeginFly_TK.BeginFly_TK:EventGraph.K2Node_CallFunction_13003) LITERAL: Dino Should Fly Check(/Game/PrimalEarth/CoreAI/EndLanding_TK.EndLanding_TK:EventGraph.K2Node_CallFunction_7644) LITERAL: Dino Should Land Check(/Game/PrimalEarth/CoreAI/EndLanding_TK.EndLanding_TK:EventGraph.K2Node_CallFunction_13003) CONTENT: Generic Artifact(/Game/PrimalEarth/CoreBlueprints/Items/Artifacts/PrimalItemArtifactGeneric.Default__PrimalItemArtifactGeneric_C) CONTENT: It's a generic artifact! Only one of these may be carried at a time by a human.(/Game/PrimalEarth/CoreBlueprints/Items/Artifacts/PrimalItemArtifactGeneric.Default__PrimalItemArtifactGeneric_C) CONTENT: Base Fertilizer(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/BaseBPs/PrimalItemConsumable_Fertilizer_Base.Default__PrimalItemConsumable_Fertilizer_Base_C) CONTENT: Used to help grow crops(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/BaseBPs/PrimalItemConsumable_Fertilizer_Base.Default__PrimalItemConsumable_Fertilizer_Base_C) CONTENT: Ntr(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/BaseBPs/PrimalItemConsumable_Fertilizer_Base.Default__PrimalItemConsumable_Fertilizer_Base_C) CONTENT: Nitrogen(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/BaseBPs/PrimalItemConsumable_Fertilizer_Base.Default__PrimalItemConsumable_Fertilizer_Base_C) CONTENT: Item Name(/Game/PrimalEarth/UI/ToolTipWidgetPrimalItem.ToolTipWidgetPrimalItem_C:WidgetTree_698.ItemNameLabel) CONTENT: Incubating...(/Game/PrimalEarth/UI/ToolTipWidgetPrimalItem.ToolTipWidgetPrimalItem_C:WidgetTree_698.EggHatchStatusLabel) CONTENT: Type(/Game/PrimalEarth/UI/ToolTipWidgetPrimalItem.ToolTipWidgetPrimalItem_C:WidgetTree_698.ItemTypeLabel) CONTENT: Subtype(/Game/PrimalEarth/UI/ToolTipWidgetPrimalItem.ToolTipWidgetPrimalItem_C:WidgetTree_698.ItemSubtypeLabel) CONTENT: Quantity(/Game/PrimalEarth/UI/ToolTipWidgetPrimalItem.ToolTipWidgetPrimalItem_C:WidgetTree_698.ItemQuantityLabel) CONTENT: Weight(/Game/PrimalEarth/UI/ToolTipWidgetPrimalItem.ToolTipWidgetPrimalItem_C:WidgetTree_698.ItemWeightLabel) CONTENT: Item Description Item Description Item Description Item Description Item Description Item Description(/Game/PrimalEarth/UI/ToolTipWidgetPrimalItem.ToolTipWidgetPrimalItem_C:WidgetTree_698.ItemDescriptionLabel) CONTENT: Rating(/Game/PrimalEarth/UI/ToolTipWidgetPrimalItem.ToolTipWidgetPrimalItem_C:WidgetTree_698.ItemRatingLabel) CONTENT: Item Stats Item Stats Item Stats Item Stats Item Stats(/Game/PrimalEarth/UI/ToolTipWidgetPrimalItem.ToolTipWidgetPrimalItem_C:WidgetTree_698.ItemStatsLabel) CONTENT: Durability(/Game/PrimalEarth/UI/ToolTipWidgetPrimalItem.ToolTipWidgetPrimalItem_C:WidgetTree_698.DurabilityLabel) CONTENT: Durability(/Game/PrimalEarth/UI/ToolTipWidgetPrimalItem.ToolTipWidgetPrimalItem_C:WidgetTree_698.DurabilityBarLabel) CONTENT: Egg Health(/Game/PrimalEarth/UI/ToolTipWidgetPrimalItem.ToolTipWidgetPrimalItem_C:WidgetTree_698.ItemRatingBarLabel) CONTENT: Spoils In:(/Game/PrimalEarth/UI/ToolTipWidgetPrimalItem.ToolTipWidgetPrimalItem_C:WidgetTree_698.[TextBlock] ) CONTENT: 00:00:00(/Game/PrimalEarth/UI/ToolTipWidgetPrimalItem.ToolTipWidgetPrimalItem_C:WidgetTree_698.SpoilTimeLabel) CONTENT: Spoiled Item Name(/Game/PrimalEarth/UI/ToolTipWidgetPrimalItem.ToolTipWidgetPrimalItem_C:WidgetTree_698.SpoilNameLabel) CONTENT: Crafting Requirements(/Game/PrimalEarth/UI/ToolTipWidgetPrimalItem.ToolTipWidgetPrimalItem_C:WidgetTree_698.CraftingRequirementsTitleLabel) CONTENT: Crafting: x0(/Game/PrimalEarth/UI/ToolTipWidgetPrimalItem.ToolTipWidgetPrimalItem_C:WidgetTree_698.CraftingLabel) CONTENT: Item Name: 0 [Owned: 0] Item Name: 0 [Owned: 0] Item Name: 0 [Owned: 0] Item Name: 0 [Owned: 0](/Game/PrimalEarth/UI/ToolTipWidgetPrimalItem.ToolTipWidgetPrimalItem_C:WidgetTree_698.CraftingRequirementsLabel) CONTENT: Can Be Repaired/Crafted At: Structure Name(/Game/PrimalEarth/UI/ToolTipWidgetPrimalItem.ToolTipWidgetPrimalItem_C:WidgetTree_698.CraftingInventoryRequirementsLabel) CONTENT: Feces(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/BaseBPs/PrimalItemConsumablePoop.Default__PrimalItemConsumablePoop_C) CONTENT: Everyone poops. Can provide nitrogen to help crops grow in their plots. Would be more efficient fertilizer if combined with thatch in a bin.(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/BaseBPs/PrimalItemConsumablePoop.Default__PrimalItemConsumablePoop_C) CONTENT: Small Animal Feces(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_DinoPoopSmall.Default__PrimalItemConsumable_DinoPoopSmall_C) CONTENT: Consumables(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_DinoPoopSmall.Default__PrimalItemConsumable_DinoPoopSmall_C) CONTENT: Feces(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_DinoPoopSmall.Default__PrimalItemConsumable_DinoPoopSmall_C) CONTENT: Dinosaur Egg(/Engine/Transient.REINST_PrimalItemConsumable_Egg_C_0) CONTENT: Eat it to gain tremendous nourishment, or use it in recipies, or...(/Engine/Transient.REINST_PrimalItemConsumable_Egg_C_0) CONTENT: Egg(/Engine/Transient.REINST_PrimalItemConsumable_Egg_C_0) CONTENT: Egg Incubation(/Engine/Transient.REINST_PrimalItemConsumable_Egg_C_0) CONTENT: Consumables(/Engine/Transient.REINST_PrimalItemConsumable_Egg_C_0) CONTENT: Eggs(/Engine/Transient.REINST_PrimalItemConsumable_Egg_C_0) CONTENT: Egg Health(/Engine/Transient.REINST_PrimalItemConsumable_Egg_C_0) LITERAL: Slot: (/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Egg.PrimalItemConsumable_Egg:BPGetCustomInventoryWidgetText.K2Node_CallFunction_264202) CONTENT: Dinosaur Egg(/Engine/Transient.Default__REINST_PrimalItemConsumable_Egg_C_787) CONTENT: Eat it to gain tremendous nourishment, or use it in recipies, or...(/Engine/Transient.Default__REINST_PrimalItemConsumable_Egg_C_787) CONTENT: Egg(/Engine/Transient.Default__REINST_PrimalItemConsumable_Egg_C_787) CONTENT: Egg Incubation(/Engine/Transient.Default__REINST_PrimalItemConsumable_Egg_C_787) CONTENT: Consumables(/Engine/Transient.Default__REINST_PrimalItemConsumable_Egg_C_787) CONTENT: Eggs(/Engine/Transient.Default__REINST_PrimalItemConsumable_Egg_C_787) CONTENT: Egg Health(/Engine/Transient.Default__REINST_PrimalItemConsumable_Egg_C_787) CONTENT: Dinosaur Egg(/Engine/Transient.REINST_PrimalItemConsumable_Egg_C_1) CONTENT: Eat it to gain tremendous nourishment, or use it in recipies, or...(/Engine/Transient.REINST_PrimalItemConsumable_Egg_C_1) CONTENT: Egg(/Engine/Transient.REINST_PrimalItemConsumable_Egg_C_1) CONTENT: Egg Incubation(/Engine/Transient.REINST_PrimalItemConsumable_Egg_C_1) CONTENT: Consumables(/Engine/Transient.REINST_PrimalItemConsumable_Egg_C_1) CONTENT: Eggs(/Engine/Transient.REINST_PrimalItemConsumable_Egg_C_1) CONTENT: Egg Health(/Engine/Transient.REINST_PrimalItemConsumable_Egg_C_1) CONTENT: Spitter Plant Venom(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_PlantPoison.Default__Buff_PlantPoison_C) CONTENT: You're covered in paralyzing poison.(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_PlantPoison.Default__Buff_PlantPoison_C) CONTENT: Bingleberry(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/BaseBPs/PrimalItemConsumable_Berry_Base.Default__PrimalItemConsumable_Berry_Base_C) CONTENT: Eat it to gain nourishment!(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/BaseBPs/PrimalItemConsumable_Berry_Base.Default__PrimalItemConsumable_Berry_Base_C) CONTENT: Mejoberry(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Berry_Mejoberry.Default__PrimalItemConsumable_Berry_Mejoberry_C) CONTENT: This wild berry grows mostly on mountains. While not tasty on its own, its juices improve almost every meal.(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Berry_Mejoberry.Default__PrimalItemConsumable_Berry_Mejoberry_C) CONTENT: Consumables(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Berry_Mejoberry.Default__PrimalItemConsumable_Berry_Mejoberry_C) CONTENT: Berries(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Berry_Mejoberry.Default__PrimalItemConsumable_Berry_Mejoberry_C) CONTENT: Water(/Game/PrimalEarth/Test/PrimalItemConsumableEatable_WaterContainer.Default__PrimalItemConsumableEatable_WaterContainer_C) CONTENT: Base Egg Kibble(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Kibble_Base.Default__PrimalItemConsumable_Kibble_Base_C) CONTENT: Universal food. Some dino will REALLY like it(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Kibble_Base.Default__PrimalItemConsumable_Kibble_Base_C) CONTENT: Consumables(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Kibble_Base.Default__PrimalItemConsumable_Kibble_Base_C) CONTENT: Crafted Foods(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Kibble_Base.Default__PrimalItemConsumable_Kibble_Base_C) CONTENT: Super Test Meat(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_SuperTestMeat.Default__PrimalItemConsumable_SuperTestMeat_C) CONTENT: You shouldn't have this. Seriously. It's not possible to obtain. There's either a huge bug you need to report, or you're cheating.(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_SuperTestMeat.Default__PrimalItemConsumable_SuperTestMeat_C) CONTENT: Crafting Requirements(/Game/PrimalEarth/UI/ToolTipWidgetPrimalDino.ToolTipWidgetPrimalDino_C:WidgetTree_2278.CraftingRequirementsTitleLabel) CONTENT: This is a very long item description that is almost certain to wrap onto multiple lines of text.(/Game/PrimalEarth/UI/ToolTipWidgetPrimalDino.ToolTipWidgetPrimalDino_C:WidgetTree_2278.CraftingRequirementsLabelOld) CONTENT: Crafting: x4(/Game/PrimalEarth/UI/ToolTipWidgetPrimalDino.ToolTipWidgetPrimalDino_C:WidgetTree_2278.CraftingLabel) CONTENT: This is a very long item description that is almost certain to wrap onto multiple lines of text.(/Game/PrimalEarth/UI/ToolTipWidgetPrimalDino.ToolTipWidgetPrimalDino_C:WidgetTree_2278.CraftingRequirementsLabel) CONTENT: Unconscious(/Game/PrimalEarth/UI/ToolTipWidgetPrimalDino.ToolTipWidgetPrimalDino_C:WidgetTree_2278.UnconsciousDescriptionLabel) CONTENT: Taming(/Game/PrimalEarth/UI/ToolTipWidgetPrimalDino.ToolTipWidgetPrimalDino_C:WidgetTree_2278.TamingDescriptionLabel) CONTENT: Tamed By:(/Game/PrimalEarth/UI/ToolTipWidgetPrimalDino.ToolTipWidgetPrimalDino_C:WidgetTree_2278.TamedLabel) CONTENT: Gender:(/Game/PrimalEarth/UI/ToolTipWidgetPrimalDino.ToolTipWidgetPrimalDino_C:WidgetTree_2278.GenderLabel) CONTENT: XP %.1f -- %.1f(/Game/PrimalEarth/UI/ToolTipWidgetPrimalDino.ToolTipWidgetPrimalDino_C:WidgetTree_2278.XPBar) CONTENT: Following(/Game/PrimalEarth/UI/ToolTipWidgetPrimalDino.ToolTipWidgetPrimalDino_C:WidgetTree_2278.InfoLabel2) CONTENT: Health %i -- %i(/Game/PrimalEarth/UI/ToolTipWidgetPrimalDino.ToolTipWidgetPrimalDino_C:WidgetTree_2278.HealthBar) CONTENT: Stamina %i -- %i(/Game/PrimalEarth/UI/ToolTipWidgetPrimalDino.ToolTipWidgetPrimalDino_C:WidgetTree_2278.StaminaBar) CONTENT: Food %i -- %i(/Game/PrimalEarth/UI/ToolTipWidgetPrimalDino.ToolTipWidgetPrimalDino_C:WidgetTree_2278.FoodBar) CONTENT: Weight %i -- %i(/Game/PrimalEarth/UI/ToolTipWidgetPrimalDino.ToolTipWidgetPrimalDino_C:WidgetTree_2278.WeightBar) CONTENT: Aggression(/Game/PrimalEarth/UI/ToolTipWidgetPrimalDino.ToolTipWidgetPrimalDino_C:WidgetTree_2278.InfoLabel) CONTENT: Info Text(/Game/PrimalEarth/UI/ToolTipWidgetPrimalDino.ToolTipWidgetPrimalDino_C:WidgetTree_2278.MatingTimeLabel) CONTENT: Text(/Game/PrimalEarth/UI/ToolTipWidgetPrimalDino.ToolTipWidgetPrimalDino_C:WidgetTree_2278.DinoNameLabel) LITERAL: BackupCallArenaDidTeleportOnLevelLoaded(/Game/PrimalEarth/CoreBlueprints/BossTribute/BossTeleporter.BossTeleporter:BackupCallArenaDidTeleportOnLevelLoaded.K2Node_CallFunction_313442) LITERAL: 0(/Game/PrimalEarth/CoreBlueprints/BossTribute/BossTeleporter.BossTeleporter:EdGraph_904.K2Node_MakeStruct_4) LITERAL: 0(/Game/PrimalEarth/CoreBlueprints/BossTribute/BossTeleporter.BossTeleporter:EdGraph_904.K2Node_MakeStruct_5) LITERAL: The Arena will be available in {0}!(/Game/PrimalEarth/CoreBlueprints/BossTribute/BossArenaManager.BossArenaManager:EdGraph_964.K2Node_CallFunction_4687) LITERAL: 0(/Game/PrimalEarth/CoreBlueprints/BossTribute/BossArenaManager.BossArenaManager:EdGraph_964.K2Node_MakeStruct_6) LITERAL: Arena Time Remaining: {Time}(/Game/PrimalEarth/CoreBlueprints/BossTribute/BossArenaManager.BossArenaManager:EdGraph_983.K2Node_CallFunction_4713) LITERAL: Time(/Game/PrimalEarth/CoreBlueprints/BossTribute/BossArenaManager.BossArenaManager:EdGraph_983.K2Node_MakeStruct_7) LITERAL: Return Time Remaining: {Time}(/Game/PrimalEarth/CoreBlueprints/BossTribute/BossArenaManager.BossArenaManager:EdGraph_983.K2Node_CallFunction_4714) LITERAL: Time(/Game/PrimalEarth/CoreBlueprints/BossTribute/BossArenaManager.BossArenaManager:EdGraph_983.K2Node_MakeStruct_8) CONTENT: Structure(/Engine/Transient.Default__REINST_StructureItemContainerBaseBP_C_840) CONTENT: Structure(/Game/PrimalEarth/Structures/BuildingBases/StructureItemContainerBaseBP.Default__StructureItemContainerBaseBP_C) CONTENT: Item Cache(/Engine/Transient.Default__REINST_DeathItemCache_C_844) CONTENT: Item Cache(/Game/PrimalEarth/Structures/DeathItemCache.Default__DeathItemCache_C) LITERAL: 0(/Game/PrimalEarth/CoreBlueprints/BossTribute/BossTeleporter.BossTeleporter:EdGraph_1022.K2Node_MakeStruct_9) LITERAL: 0(/Game/PrimalEarth/CoreBlueprints/BossTribute/BossTeleporter.BossTeleporter:EdGraph_1022.K2Node_MakeStruct_10) CONTENT: Teleport In: {0} Up to 10 Survivors and 20 Tames allowed.(/Game/PrimalEarth/CoreBlueprints/BossTribute/BossTeleporter.Default__BossTeleporter_C) CONTENT: Teleport In: {0} Up to 20 Tames allowed.(/Game/PrimalEarth/CoreBlueprints/BossTribute/BossTeleporter.Default__BossTeleporter_C) CONTENT: Attach this Dermis to a Taxidermy Base to display it!(/Engine/Transient.Default__REINST_PrimalItem_TaxidermyDermis_C_856) CONTENT: Attach this Dermis to a Taxidermy Base to display it!(/Game/Extinction/CoreBlueprints/Items/PrimalItem_TaxidermyDermis.Default__PrimalItem_TaxidermyDermis_C) CONTENT: Dinosaur Egg(/Engine/Transient.Default__REINST_PrimalItemConsumable_Egg_C_1016) CONTENT: Eat it to gain tremendous nourishment, or use it in recipies, or...(/Engine/Transient.Default__REINST_PrimalItemConsumable_Egg_C_1016) CONTENT: Egg(/Engine/Transient.Default__REINST_PrimalItemConsumable_Egg_C_1016) CONTENT: Egg Incubation(/Engine/Transient.Default__REINST_PrimalItemConsumable_Egg_C_1016) CONTENT: Consumables(/Engine/Transient.Default__REINST_PrimalItemConsumable_Egg_C_1016) CONTENT: Eggs(/Engine/Transient.Default__REINST_PrimalItemConsumable_Egg_C_1016) CONTENT: Egg Health(/Engine/Transient.Default__REINST_PrimalItemConsumable_Egg_C_1016) CONTENT: Dinosaur Egg(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Egg.Default__PrimalItemConsumable_Egg_C) CONTENT: Eat it to gain tremendous nourishment, or use it in recipies, or...(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Egg.Default__PrimalItemConsumable_Egg_C) CONTENT: Egg(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Egg.Default__PrimalItemConsumable_Egg_C) CONTENT: Egg Incubation(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Egg.Default__PrimalItemConsumable_Egg_C) CONTENT: Consumables(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Egg.Default__PrimalItemConsumable_Egg_C) CONTENT: Eggs(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Egg.Default__PrimalItemConsumable_Egg_C) CONTENT: Egg Health(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Egg.Default__PrimalItemConsumable_Egg_C) LITERAL: The Arena will be available in {0}!(/Game/PrimalEarth/CoreBlueprints/BossTribute/BossArenaManager.BossArenaManager:EdGraph_1159.K2Node_CallFunction_5434) LITERAL: 0(/Game/PrimalEarth/CoreBlueprints/BossTribute/BossArenaManager.BossArenaManager:EdGraph_1159.K2Node_MakeStruct_11) LITERAL: Arena Time Remaining: {Time}(/Game/PrimalEarth/CoreBlueprints/BossTribute/BossArenaManager.BossArenaManager:EdGraph_1178.K2Node_CallFunction_5460) LITERAL: Time(/Game/PrimalEarth/CoreBlueprints/BossTribute/BossArenaManager.BossArenaManager:EdGraph_1178.K2Node_MakeStruct_12) LITERAL: Return Time Remaining: {Time}(/Game/PrimalEarth/CoreBlueprints/BossTribute/BossArenaManager.BossArenaManager:EdGraph_1178.K2Node_CallFunction_5461) LITERAL: Time(/Game/PrimalEarth/CoreBlueprints/BossTribute/BossArenaManager.BossArenaManager:EdGraph_1178.K2Node_MakeStruct_13) CONTENT: Tribute Requirements(/Engine/Transient.REINST_PrimalItem_BossTributeGeneric_C_0) CONTENT: Generate with Tribute(/Engine/Transient.REINST_PrimalItem_BossTributeGeneric_C_0) CONTENT: Summon A Boss(/Engine/Transient.REINST_PrimalItem_BossTributeGeneric_C_0) CONTENT: Summon the boss with this! :) Min Survivor Level Requirement: 1(/Engine/Transient.REINST_PrimalItem_BossTributeGeneric_C_0) CONTENT: Tribute Requirements(/Engine/Transient.Default__REINST_PrimalItem_BossTributeGeneric_C_1039) CONTENT: Generate with Tribute(/Engine/Transient.Default__REINST_PrimalItem_BossTributeGeneric_C_1039) CONTENT: Summon A Boss(/Engine/Transient.Default__REINST_PrimalItem_BossTributeGeneric_C_1039) CONTENT: Summon the boss with this! :) Min Survivor Level Requirement: 1(/Engine/Transient.Default__REINST_PrimalItem_BossTributeGeneric_C_1039) CONTENT: Tribute Requirements(/Engine/Transient.REINST_PrimalItem_BossTributeGeneric_C_1) CONTENT: Generate with Tribute(/Engine/Transient.REINST_PrimalItem_BossTributeGeneric_C_1) CONTENT: Summon A Boss(/Engine/Transient.REINST_PrimalItem_BossTributeGeneric_C_1) CONTENT: Summon the boss with this! :) Min Survivor Level Requirement: 1(/Engine/Transient.REINST_PrimalItem_BossTributeGeneric_C_1) CONTENT: Tribute Requirements(/Engine/Transient.Default__REINST_PrimalItem_BossTributeGeneric_C_1043) CONTENT: Generate with Tribute(/Engine/Transient.Default__REINST_PrimalItem_BossTributeGeneric_C_1043) CONTENT: Summon A Boss(/Engine/Transient.Default__REINST_PrimalItem_BossTributeGeneric_C_1043) CONTENT: Summon the boss with this! :) Min Survivor Level Requirement: 1(/Engine/Transient.Default__REINST_PrimalItem_BossTributeGeneric_C_1043) CONTENT: Tribute Requirements(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Cloth/PrimalItem_BossTributeGeneric.Default__PrimalItem_BossTributeGeneric_C) CONTENT: Generate with Tribute(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Cloth/PrimalItem_BossTributeGeneric.Default__PrimalItem_BossTributeGeneric_C) CONTENT: Summon A Boss(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Cloth/PrimalItem_BossTributeGeneric.Default__PrimalItem_BossTributeGeneric_C) CONTENT: Summon the boss with this! :) Min Survivor Level Requirement: 1(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Cloth/PrimalItem_BossTributeGeneric.Default__PrimalItem_BossTributeGeneric_C) CONTENT: Summon Player Hats(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Cloth/PrimalItem_HatTributePlayer.Default__PrimalItem_HatTributePlayer_C) CONTENT: Call upon dark magics to create a cute hat for yourself. Min Survivor Level Requirement: 5(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Cloth/PrimalItem_HatTributePlayer.Default__PrimalItem_HatTributePlayer_C) CONTENT: Summon Dino Hats(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Cloth/PrimalItem_HatTributeDino.Default__PrimalItem_HatTributeDino_C) CONTENT: Call upon dark magics to create a cute hat for your dinos. Min Survivor Level Requirement: 5(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Cloth/PrimalItem_HatTributeDino.Default__PrimalItem_HatTributeDino_C) CONTENT: Dino Flyer(/Engine/Transient.REINST_Dino_Character_BP_DivingFlyer_C_0) LITERAL: Amount: (/Game/PrimalEarth/CoreBlueprints/Dino_Character_BP_DivingFlyer.Dino_Character_BP_DivingFlyer:DebugDiveVals.K2Node_CallFunction_18169) LITERAL: // (/Game/PrimalEarth/CoreBlueprints/Dino_Character_BP_DivingFlyer.Dino_Character_BP_DivingFlyer:DebugDiveVals.K2Node_CallFunction_18169) LITERAL: Velocity: (/Game/PrimalEarth/CoreBlueprints/Dino_Character_BP_DivingFlyer.Dino_Character_BP_DivingFlyer:DebugDiveVals.K2Node_CallFunction_29301) LITERAL: Mult: (/Game/PrimalEarth/CoreBlueprints/Dino_Character_BP_DivingFlyer.Dino_Character_BP_DivingFlyer:DebugDiveVals.K2Node_CallFunction_53265) LITERAL: // (/Game/PrimalEarth/CoreBlueprints/Dino_Character_BP_DivingFlyer.Dino_Character_BP_DivingFlyer:DebugDiveVals.K2Node_CallFunction_53265) LITERAL: Mult Ratio: (/Game/PrimalEarth/CoreBlueprints/Dino_Character_BP_DivingFlyer.Dino_Character_BP_DivingFlyer:DebugDiveVals.K2Node_CallFunction_70281) LITERAL: // (/Game/PrimalEarth/CoreBlueprints/Dino_Character_BP_DivingFlyer.Dino_Character_BP_DivingFlyer:DebugDiveVals.K2Node_CallFunction_70281) LITERAL: DIVING :: START(/Game/PrimalEarth/CoreBlueprints/Dino_Character_BP_DivingFlyer.Dino_Character_BP_DivingFlyer:Diving_Start.K2Node_CallFunction_40925) LITERAL: DIVING :: STOP(/Game/PrimalEarth/CoreBlueprints/Dino_Character_BP_DivingFlyer.Dino_Character_BP_DivingFlyer:Diving_Stop.K2Node_CallFunction_40925) LITERAL: ERROR :: CANNOT DIVE BOMB(/Game/PrimalEarth/CoreBlueprints/Dino_Character_BP_DivingFlyer.Dino_Character_BP_DivingFlyer:EventGraph.K2Node_CallFunction_36129) LITERAL: Mesh Interpolating :: (/Game/PrimalEarth/CoreBlueprints/Dino_Character_BP_DivingFlyer.Dino_Character_BP_DivingFlyer:Interp Diver Mesh.K2Node_CallFunction_137201) LITERAL: CRASH :: WALL(/Game/PrimalEarth/CoreBlueprints/Dino_Character_BP_DivingFlyer.Dino_Character_BP_DivingFlyer:ReceiveHit.K2Node_CallFunction_39478) LITERAL: DIVE BOMB(/Game/PrimalEarth/CoreBlueprints/Dino_Character_BP_DivingFlyer.Dino_Character_BP_DivingFlyer:ReceiveHit.K2Node_CallFunction_49481) LITERAL: DIVE LANDING(/Game/PrimalEarth/CoreBlueprints/Dino_Character_BP_DivingFlyer.Dino_Character_BP_DivingFlyer:ReceiveHit.K2Node_CallFunction_49483) CONTENT: Dino Flyer(/Engine/Transient.Default__REINST_Dino_Character_BP_DivingFlyer_C_1064) CONTENT: Dino Flyer(/Engine/Transient.REINST_Dino_Character_BP_DivingFlyer_C_1) CONTENT: Dino Flyer(/Engine/Transient.Default__REINST_Dino_Character_BP_DivingFlyer_C_1068) CONTENT: Dino Flyer(/Game/PrimalEarth/CoreBlueprints/Dino_Character_BP_DivingFlyer.Default__Dino_Character_BP_DivingFlyer_C) CONTENT: Standing on Desert Titan(/Engine/Transient.REINST_Buff_BasedOnDesertKaiju_C_0) CONTENT: Under Desert Titan's Gravity(/Engine/Transient.REINST_Buff_BasedOnDesertKaiju_C_0) CONTENT: Standing on Desert Titan(/Engine/Transient.Default__REINST_Buff_BasedOnDesertKaiju_C_1103) CONTENT: Under Desert Titan's Gravity(/Engine/Transient.Default__REINST_Buff_BasedOnDesertKaiju_C_1103) CONTENT: Standing on Desert Titan(/Engine/Transient.REINST_Buff_BasedOnDesertKaiju_C_1) CONTENT: Under Desert Titan's Gravity(/Engine/Transient.REINST_Buff_BasedOnDesertKaiju_C_1) CONTENT: Artifact of Chaos(/Game/Extinction/CoreBlueprints/Items/Artifacts/PrimalItemArtifact_Extinction_DesertKaiju.Default__PrimalItemArtifact_Extinction_DesertKaiju_C) CONTENT: Found within the Desert biome. Only one of these may be carried at a time by an organism.(/Game/Extinction/CoreBlueprints/Items/Artifacts/PrimalItemArtifact_Extinction_DesertKaiju.Default__PrimalItemArtifact_Extinction_DesertKaiju_C) CONTENT: Artifacts(/Game/Extinction/CoreBlueprints/Items/Artifacts/PrimalItemArtifact_Extinction_DesertKaiju.Default__PrimalItemArtifact_Extinction_DesertKaiju_C) CONTENT: Artifact of Growth(/Game/Extinction/CoreBlueprints/Items/Artifacts/PrimalItemArtifact_Extinction_ForestKaiju.Default__PrimalItemArtifact_Extinction_ForestKaiju_C) CONTENT: Found within the Forest biome. Only one of these may be carried at a time by an organism.(/Game/Extinction/CoreBlueprints/Items/Artifacts/PrimalItemArtifact_Extinction_ForestKaiju.Default__PrimalItemArtifact_Extinction_ForestKaiju_C) CONTENT: Artifacts(/Game/Extinction/CoreBlueprints/Items/Artifacts/PrimalItemArtifact_Extinction_ForestKaiju.Default__PrimalItemArtifact_Extinction_ForestKaiju_C) CONTENT: Artifact of the Void(/Game/Extinction/CoreBlueprints/Items/Artifacts/PrimalItemArtifact_Extinction_IceKaiju.Default__PrimalItemArtifact_Extinction_IceKaiju_C) CONTENT: Found within the Ice biome. Only one of these may be carried at a time by an organism.(/Game/Extinction/CoreBlueprints/Items/Artifacts/PrimalItemArtifact_Extinction_IceKaiju.Default__PrimalItemArtifact_Extinction_IceKaiju_C) CONTENT: Artifacts(/Game/Extinction/CoreBlueprints/Items/Artifacts/PrimalItemArtifact_Extinction_IceKaiju.Default__PrimalItemArtifact_Extinction_IceKaiju_C) CONTENT: Generic Armor(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Base/PrimalItemArmorGeneric.Default__PrimalItemArmorGeneric_C) CONTENT: It's a generic armor!(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Base/PrimalItemArmorGeneric.Default__PrimalItemArmorGeneric_C) CONTENT: Base Boots Clothing(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Base/PrimalItemArmor_BaseBoots.Default__PrimalItemArmor_BaseBoots_C) CONTENT: Covers your feet.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Base/PrimalItemArmor_BaseBoots.Default__PrimalItemArmor_BaseBoots_C) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekReplicator.PrimalItemStructure_TekReplicator(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekFloor.PrimalItemStructure_TekFloor(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/StructuresPlus/Structures/Ceilings/Triangle/Tek/PrimalItemStructure_TriCeiling_Tek.PrimalItemStructure_TriCeiling_Tek(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/StructuresPlus/Structures/Foundations/Triangle/Tek/PrimalItemStructure_TriFoundation_Tek.PrimalItemStructure_TriFoundation_Tek(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/StructuresPlus/Structures/Roofs_Tri/Tek/PrimalItemStructure_TriRoof_Tek.PrimalItemStructure_TriRoof_Tek(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekReplicator.PrimalItemStructure_TekReplicator(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekFloor.PrimalItemStructure_TekFloor(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/StructuresPlus/Structures/Ceilings/Triangle/Tek/PrimalItemStructure_TriCeiling_Tek.PrimalItemStructure_TriCeiling_Tek(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/StructuresPlus/Structures/Foundations/Triangle/Tek/PrimalItemStructure_TriFoundation_Tek.PrimalItemStructure_TriFoundation_Tek(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/StructuresPlus/Structures/Roofs_Tri/Tek/PrimalItemStructure_TriRoof_Tek.PrimalItemStructure_TriRoof_Tek(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekRoof.PrimalItemStructure_TekRoof(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekWall_Sloped_Left.PrimalItemStructure_TekWall_Sloped_Left(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekWall_Sloped_Right.PrimalItemStructure_TekWall_Sloped_Right(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekBoots.PrimalItemArmor_TekBoots(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekCatwalk.PrimalItemStructure_TekCatwalk(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekCeiling.PrimalItemStructure_TekCeiling(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekFenceFoundation.PrimalItemStructure_TekFenceFoundation(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekLadder.PrimalItemStructure_TekLadder(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekPillar.PrimalItemStructure_TekPillar(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekRailing.PrimalItemStructure_TekRailing(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekRamp.PrimalItemStructure_TekRamp(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekStairs.PrimalItemStructure_TekStairs(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekWall.PrimalItemStructure_TekWall(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekReplicator.PrimalItemStructure_TekReplicator(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekFloor.PrimalItemStructure_TekFloor(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/StructuresPlus/Structures/Ceilings/Triangle/Tek/PrimalItemStructure_TriCeiling_Tek.PrimalItemStructure_TriCeiling_Tek(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/StructuresPlus/Structures/Foundations/Triangle/Tek/PrimalItemStructure_TriFoundation_Tek.PrimalItemStructure_TriFoundation_Tek(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/StructuresPlus/Structures/Roofs_Tri/Tek/PrimalItemStructure_TriRoof_Tek.PrimalItemStructure_TriRoof_Tek(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekRoof.PrimalItemStructure_TekRoof(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekWall_Sloped_Left.PrimalItemStructure_TekWall_Sloped_Left(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekWall_Sloped_Right.PrimalItemStructure_TekWall_Sloped_Right(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekBoots.PrimalItemArmor_TekBoots(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekCatwalk.PrimalItemStructure_TekCatwalk(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekCeiling.PrimalItemStructure_TekCeiling(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekFenceFoundation.PrimalItemStructure_TekFenceFoundation(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekLadder.PrimalItemStructure_TekLadder(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekPillar.PrimalItemStructure_TekPillar(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekRailing.PrimalItemStructure_TekRailing(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekRamp.PrimalItemStructure_TekRamp(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekStairs.PrimalItemStructure_TekStairs(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekWall.PrimalItemStructure_TekWall(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_MosaSaddle_Tek.PrimalItemArmor_MosaSaddle_Tek(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekHelmet.PrimalItemArmor_TekHelmet(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TurretTek.PrimalItemStructure_TurretTek(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekGloves.PrimalItemArmor_TekGloves(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekCeilingWithTrapdoor.PrimalItemStructure_TekCeilingWithTrapdoor(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekReplicator.PrimalItemStructure_TekReplicator(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekTrapdoor.PrimalItemStructure_TekTrapdoor(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekWindow.PrimalItemStructure_TekWindow(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekWallWithWindow.PrimalItemStructure_TekWallWithWindow(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekGloves.PrimalItemArmor_TekGloves(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekCeilingWithTrapdoor.PrimalItemStructure_TekCeilingWithTrapdoor(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekReplicator.PrimalItemStructure_TekReplicator(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekTrapdoor.PrimalItemStructure_TekTrapdoor(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekWindow.PrimalItemStructure_TekWindow(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekWallWithWindow.PrimalItemStructure_TekWallWithWindow(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekGateframe.PrimalItemStructure_TekGateframe(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekGate.PrimalItemStructure_TekGate(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekDoor.PrimalItemStructure_TekDoor(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekWallWithDoor.PrimalItemStructure_TekWallWithDoor(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekGenerator.PrimalItemStructure_TekGenerator(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_TekRifle.PrimalItem_TekRifle(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekTrough.PrimalItemStructure_TekTrough(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekGloves.PrimalItemArmor_TekGloves(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekCeilingWithTrapdoor.PrimalItemStructure_TekCeilingWithTrapdoor(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekReplicator.PrimalItemStructure_TekReplicator(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekTrapdoor.PrimalItemStructure_TekTrapdoor(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekWindow.PrimalItemStructure_TekWindow(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekWallWithWindow.PrimalItemStructure_TekWallWithWindow(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekGateframe.PrimalItemStructure_TekGateframe(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekGate.PrimalItemStructure_TekGate(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekDoor.PrimalItemStructure_TekDoor(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekWallWithDoor.PrimalItemStructure_TekWallWithDoor(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekGenerator.PrimalItemStructure_TekGenerator(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_TekRifle.PrimalItem_TekRifle(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekTrough.PrimalItemStructure_TekTrough(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/StructuresPlus/Structures/Walls_L/Tek/PrimalItemStructure_LargeWall_Tek.PrimalItemStructure_LargeWall_Tek(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_RexSaddle_Tek.PrimalItemArmor_RexSaddle_Tek(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_TekGrenade.PrimalItem_TekGrenade(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekReplicator.PrimalItemStructure_TekReplicator(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekGate_Large.PrimalItemStructure_TekGate_Large(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekGateframe_Large.PrimalItemStructure_TekGateframe_Large(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_MegalodonSaddle_Tek.PrimalItemArmor_MegalodonSaddle_Tek(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_Tapejara_Tek.PrimalItemArmor_Tapejara_Tek(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekPants.PrimalItemArmor_TekPants(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekReplicator.PrimalItemStructure_TekReplicator(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekGate_Large.PrimalItemStructure_TekGate_Large(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekGateframe_Large.PrimalItemStructure_TekGateframe_Large(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_MegalodonSaddle_Tek.PrimalItemArmor_MegalodonSaddle_Tek(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_Tapejara_Tek.PrimalItemArmor_Tapejara_Tek(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekPants.PrimalItemArmor_TekPants(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/StructuresPlus/Misc/DedicatedStorage/PrimalItemStructure_DedicatedStorage.PrimalItemStructure_DedicatedStorage(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/StructuresPlus/Doors/Doors_Double/Tek/PrimalItemStructure_DoubleDoor_Tek.PrimalItemStructure_DoubleDoor_Tek(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/StructuresPlus/Structures/Doorframes_Double/Tek/PrimalItemStructure_DoubleDoorframe_Tek.PrimalItemStructure_DoubleDoorframe_Tek(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/StructuresPlus/Structures/FenceSupports/Tek/PrimalItemStructure_FenceSupport_Tek.PrimalItemStructure_FenceSupport_Tek(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekShield.PrimalItemStructure_TekShield(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/StructuresPlus/Structures/Ramps/Tek/PrimalItemStructure_Ramp_Tek.PrimalItemStructure_Ramp_Tek(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekTransmitter.PrimalItemStructure_TekTransmitter(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/BuildingBases/PrimalItemStructure_UnderwaterBase.PrimalItemStructure_UnderwaterBase(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekReplicator.PrimalItemStructure_TekReplicator(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekGate_Large.PrimalItemStructure_TekGate_Large(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekGateframe_Large.PrimalItemStructure_TekGateframe_Large(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_MegalodonSaddle_Tek.PrimalItemArmor_MegalodonSaddle_Tek(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_Tapejara_Tek.PrimalItemArmor_Tapejara_Tek(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekPants.PrimalItemArmor_TekPants(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/StructuresPlus/Misc/DedicatedStorage/PrimalItemStructure_DedicatedStorage.PrimalItemStructure_DedicatedStorage(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/StructuresPlus/Doors/Doors_Double/Tek/PrimalItemStructure_DoubleDoor_Tek.PrimalItemStructure_DoubleDoor_Tek(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/StructuresPlus/Structures/Doorframes_Double/Tek/PrimalItemStructure_DoubleDoorframe_Tek.PrimalItemStructure_DoubleDoorframe_Tek(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/StructuresPlus/Structures/FenceSupports/Tek/PrimalItemStructure_FenceSupport_Tek.PrimalItemStructure_FenceSupport_Tek(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekShield.PrimalItemStructure_TekShield(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/StructuresPlus/Structures/Ramps/Tek/PrimalItemStructure_Ramp_Tek.PrimalItemStructure_Ramp_Tek(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekTransmitter.PrimalItemStructure_TekTransmitter(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/BuildingBases/PrimalItemStructure_UnderwaterBase.PrimalItemStructure_UnderwaterBase(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: Blueprint'/Game/PrimalEarth/CoreBlueprints/Items/Structures/BuildingBases/PrimalItemStructure_UnderwaterBase_Moonpool.PrimalItemStructure_UnderwaterBase_Moonpool(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekShirt.PrimalItemArmor_TekShirt(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/BuildingBases/PrimalItemStructure_TekCloningChamber.PrimalItemStructure_TekCloningChamber(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekTeleporter.PrimalItemStructure_TekTeleporter(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekReplicator.PrimalItemStructure_TekReplicator(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekGloves.PrimalItemArmor_TekGloves(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekPants.PrimalItemArmor_TekPants(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekGenerator.PrimalItemStructure_TekGenerator(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekTrough.PrimalItemStructure_TekTrough(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekReplicator.PrimalItemStructure_TekReplicator(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekGloves.PrimalItemArmor_TekGloves(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekPants.PrimalItemArmor_TekPants(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekGenerator.PrimalItemStructure_TekGenerator(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekTrough.PrimalItemStructure_TekTrough(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_Tapejara_Tek.PrimalItemArmor_Tapejara_Tek(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/StructuresPlus/Misc/DedicatedStorage/PrimalItemStructure_DedicatedStorage.PrimalItemStructure_DedicatedStorage(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_TekRifle.PrimalItem_TekRifle(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekReplicator.PrimalItemStructure_TekReplicator(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekGloves.PrimalItemArmor_TekGloves(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekPants.PrimalItemArmor_TekPants(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekGenerator.PrimalItemStructure_TekGenerator(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekTrough.PrimalItemStructure_TekTrough(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_Tapejara_Tek.PrimalItemArmor_Tapejara_Tek(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/StructuresPlus/Misc/DedicatedStorage/PrimalItemStructure_DedicatedStorage.PrimalItemStructure_DedicatedStorage(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_TekRifle.PrimalItem_TekRifle(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/BuildingBases/PrimalItemStructure_TekCloningChamber.PrimalItemStructure_TekCloningChamber(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_RexSaddle_Tek.PrimalItemArmor_RexSaddle_Tek(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekShield.PrimalItemStructure_TekShield(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_TekGrenade.PrimalItem_TekGrenade(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekTeleporter.PrimalItemStructure_TekTeleporter(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekReplicator.PrimalItemStructure_TekReplicator(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekGloves.PrimalItemArmor_TekGloves(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekGenerator.PrimalItemStructure_TekGenerator(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekPants.PrimalItemArmor_TekPants(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_Bed_Tek.PrimalItemStructure_Bed_Tek(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekTrough.PrimalItemStructure_TekTrough(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekReplicator.PrimalItemStructure_TekReplicator(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekGloves.PrimalItemArmor_TekGloves(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekGenerator.PrimalItemStructure_TekGenerator(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekPants.PrimalItemArmor_TekPants(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_Bed_Tek.PrimalItemStructure_Bed_Tek(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekTrough.PrimalItemStructure_TekTrough(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekBoots.PrimalItemArmor_TekBoots(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekShirt.PrimalItemArmor_TekShirt(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/Aberration/Dinos/RockDrake/PrimalItemArmor_RockDrakeSaddle_Tek.PrimalItemArmor_RockDrakeSaddle_Tek(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/StructuresPlus/Misc/DedicatedStorage/PrimalItemStructure_DedicatedStorage.PrimalItemStructure_DedicatedStorage(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekHelmet.PrimalItemArmor_TekHelmet(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_TekRifle.PrimalItem_TekRifle(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekReplicator.PrimalItemStructure_TekReplicator(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekGloves.PrimalItemArmor_TekGloves(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekGenerator.PrimalItemStructure_TekGenerator(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekPants.PrimalItemArmor_TekPants(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_Bed_Tek.PrimalItemStructure_Bed_Tek(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekTrough.PrimalItemStructure_TekTrough(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekBoots.PrimalItemArmor_TekBoots(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekShirt.PrimalItemArmor_TekShirt(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/Aberration/Dinos/RockDrake/PrimalItemArmor_RockDrakeSaddle_Tek.PrimalItemArmor_RockDrakeSaddle_Tek(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/StructuresPlus/Misc/DedicatedStorage/PrimalItemStructure_DedicatedStorage.PrimalItemStructure_DedicatedStorage(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekHelmet.PrimalItemArmor_TekHelmet(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_TekRifle.PrimalItem_TekRifle(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/BuildingBases/PrimalItemStructure_TekCloningChamber.PrimalItemStructure_TekCloningChamber(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_RexSaddle_Tek.PrimalItemArmor_RexSaddle_Tek(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekShield.PrimalItemStructure_TekShield(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/Aberration/WeaponTekSniper/PrimalItem_TekSniper.PrimalItem_TekSniper(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekTeleporter.PrimalItemStructure_TekTeleporter(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/Genesis/Weapons/TekHandBlades/PrimalItem_WeaponTekClaws.PrimalItem_WeaponTekClaws(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekReplicator.PrimalItemStructure_TekReplicator(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/StructuresPlus/Misc/DedicatedStorage/PrimalItemStructure_DedicatedStorage.PrimalItemStructure_DedicatedStorage(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/Genesis/CoreBlueprints/Items/PrimalItem_Spawner_HoverSkiff.PrimalItem_Spawner_HoverSkiff(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/Genesis/Weapons/TekHandBlades/PrimalItem_WeaponTekClaws.PrimalItem_WeaponTekClaws(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekReplicator.PrimalItemStructure_TekReplicator(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/StructuresPlus/Misc/DedicatedStorage/PrimalItemStructure_DedicatedStorage.PrimalItemStructure_DedicatedStorage(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/Genesis/CoreBlueprints/Items/PrimalItem_Spawner_HoverSkiff.PrimalItem_Spawner_HoverSkiff(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/Genesis/Dinos/SpaceWhale/PrimalItemArmor_SpaceWhaleSaddle_Tek.PrimalItemArmor_SpaceWhaleSaddle_Tek(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekPants.PrimalItemArmor_TekPants(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/Genesis/Items/Armor/PrimalItemArmor_ShoulderCannon.PrimalItemArmor_ShoulderCannon(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/Genesis/Weapons/TekHandBlades/PrimalItem_WeaponTekClaws.PrimalItem_WeaponTekClaws(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekReplicator.PrimalItemStructure_TekReplicator(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/StructuresPlus/Misc/DedicatedStorage/PrimalItemStructure_DedicatedStorage.PrimalItemStructure_DedicatedStorage(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/Genesis/CoreBlueprints/Items/PrimalItem_Spawner_HoverSkiff.PrimalItem_Spawner_HoverSkiff(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/Genesis/Dinos/SpaceWhale/PrimalItemArmor_SpaceWhaleSaddle_Tek.PrimalItemArmor_SpaceWhaleSaddle_Tek(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekPants.PrimalItemArmor_TekPants(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/Genesis/Items/Armor/PrimalItemArmor_ShoulderCannon.PrimalItemArmor_ShoulderCannon(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/Genesis/Weapons/CruiseMissile/PrimalItem_WeaponTekCruiseMissile.PrimalItem_WeaponTekCruiseMissile(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekShirt.PrimalItemArmor_TekShirt(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/Genesis2/Dinos/Exosuit/PrimalItem_Spawner_Exosuit.PrimalItem_Spawner_Exosuit(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekReplicator.PrimalItemStructure_TekReplicator(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekBoots.PrimalItemArmor_TekBoots(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekGloves.PrimalItemArmor_TekGloves(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekPants.PrimalItemArmor_TekPants(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/StructuresPlus/Misc/DedicatedStorage/PrimalItemStructure_DedicatedStorage.PrimalItemStructure_DedicatedStorage(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekTrough.PrimalItemStructure_TekTrough(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekGenerator.PrimalItemStructure_TekGenerator(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/Genesis2/Dinos/Exosuit/PrimalItem_Spawner_Exosuit.PrimalItem_Spawner_Exosuit(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekReplicator.PrimalItemStructure_TekReplicator(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekBoots.PrimalItemArmor_TekBoots(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekGloves.PrimalItemArmor_TekGloves(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekPants.PrimalItemArmor_TekPants(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/StructuresPlus/Misc/DedicatedStorage/PrimalItemStructure_DedicatedStorage.PrimalItemStructure_DedicatedStorage(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekTrough.PrimalItemStructure_TekTrough(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekGenerator.PrimalItemStructure_TekGenerator(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekTeleporter.PrimalItemStructure_TekTeleporter(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_TekRifle.PrimalItem_TekRifle(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekShield.PrimalItemStructure_TekShield(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekShirt.PrimalItemArmor_TekShirt(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekHelmet.PrimalItemArmor_TekHelmet(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TurretTek.PrimalItemStructure_TurretTek(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/Genesis2/Dinos/Exosuit/PrimalItem_Spawner_Exosuit.PrimalItem_Spawner_Exosuit(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekReplicator.PrimalItemStructure_TekReplicator(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekBoots.PrimalItemArmor_TekBoots(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekGloves.PrimalItemArmor_TekGloves(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekPants.PrimalItemArmor_TekPants(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/StructuresPlus/Misc/DedicatedStorage/PrimalItemStructure_DedicatedStorage.PrimalItemStructure_DedicatedStorage(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekTrough.PrimalItemStructure_TekTrough(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekGenerator.PrimalItemStructure_TekGenerator(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekTeleporter.PrimalItemStructure_TekTeleporter(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_TekRifle.PrimalItem_TekRifle(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekShield.PrimalItemStructure_TekShield(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekShirt.PrimalItemArmor_TekShirt(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekHelmet.PrimalItemArmor_TekHelmet(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TurretTek.PrimalItemStructure_TurretTek(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_0) CONTENT: Note(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_Note.Default__PrimalItem_Note_C) CONTENT: Write your own text in a note! Or put it in a Cooking Pot to make a Custom Recipe!(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_Note.Default__PrimalItem_Note_C) CONTENT: Misc(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_Note.Default__PrimalItem_Note_C) CONTENT: CREDITS(/Engine/Transient.TRASHCLASS_FinalCreditsUI_10071:TextBlock_1475) CONTENT: END(/Engine/Transient.TRASHCLASS_FinalCreditsUI_10071:TextBlock_1476) LITERAL: Extinction(/Game/PrimalEarth/UI/FinalCreditsUI.FinalCreditsUI:EventGraph.K2Node_CallFunction_88115) LITERAL: ExtinctionCredits.ogg(/Game/PrimalEarth/UI/FinalCreditsUI.FinalCreditsUI:EventGraph.K2Node_CallFunction_100034) LITERAL: Genesis(/Game/PrimalEarth/UI/FinalCreditsUI.FinalCreditsUI:EventGraph.K2Node_CallFunction_209026) LITERAL: GenesisCredits.ogg(/Game/PrimalEarth/UI/FinalCreditsUI.FinalCreditsUI:EventGraph.K2Node_CallFunction_209027) LITERAL: Credits.ogg(/Game/PrimalEarth/UI/FinalCreditsUI.FinalCreditsUI:EventGraph.K2Node_CallFunction_100033) LITERAL: Gen2(/Game/PrimalEarth/UI/FinalCreditsUI.FinalCreditsUI:EventGraph.K2Node_CallFunction_100032) LITERAL: Gen2Credits.ogg(/Game/PrimalEarth/UI/FinalCreditsUI.FinalCreditsUI:EventGraph.K2Node_CallFunction_10630) CONTENT: Rich Text Block(/Engine/Transient.REINST_FinalCreditsUI_C_31:WidgetTree_51.FCreditsText) CONTENT: Text Block(/Engine/Transient.REINST_FinalCreditsUI_C_31:WidgetTree_51.[TextBlock] "CREDITS") CONTENT: Text Block(/Engine/Transient.REINST_FinalCreditsUI_C_31:WidgetTree_51.TextBlock_45) CONTENT: CREDITS(/Game/PrimalEarth/UI/FinalCreditsUI.FinalCreditsUI_C:WidgetTree_145.[TextBlock] "CREDITS") CONTENT: END(/Game/PrimalEarth/UI/FinalCreditsUI.FinalCreditsUI_C:WidgetTree_145.TextBlock_45) CONTENT: Super(/Engine/Transient.REINST_PlayerPawnTest_C_0) CONTENT: Heart(/Engine/Transient.REINST_PlayerPawnTest_C_0) CONTENT: Craft metal items here.(/Game/PrimalEarth/CoreBlueprints/Inventories/PrimalInventoryBP_AnvilBench.Default__PrimalInventoryBP_AnvilBench_C) CONTENT: Smithy(/Game/PrimalEarth/CoreBlueprints/Inventories/PrimalInventoryBP_AnvilBench.Default__PrimalInventoryBP_AnvilBench_C) CONTENT: Lesser Antidote(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_CureLesser.Default__Buff_CureLesser_C) CONTENT: You're temporarily immune to contracting certain Lesser Diseases!(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_CureLesser.Default__Buff_CureLesser_C) CONTENT: Tranquilized(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_PoisonTrap.Default__Buff_PoisonTrap_C) CONTENT: Your torpor is rising.(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_PoisonTrap.Default__Buff_PoisonTrap_C) CONTENT: Gas Mask(/Engine/Transient.REINST_Buff_GasMask_C_0) CONTENT: Protects the wearer against various airborn poisons.(/Engine/Transient.REINST_Buff_GasMask_C_0) CONTENT: Gas Mask(/Engine/Transient.Default__REINST_Buff_GasMask_C_1217) CONTENT: Protects the wearer against various airborn poisons.(/Engine/Transient.Default__REINST_Buff_GasMask_C_1217) CONTENT: Gas Mask(/Engine/Transient.REINST_Buff_GasMask_C_1) CONTENT: Protects the wearer against various airborn poisons.(/Engine/Transient.REINST_Buff_GasMask_C_1) CONTENT: All -w(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Dodo.Default__DinoColorSet_Dodo_C) CONTENT: Light Muted -gb(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Dodo.Default__DinoColorSet_Dodo_C) CONTENT: Dark Muted(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Dodo.Default__DinoColorSet_Dodo_C) CONTENT: Dark Muted(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Dodo.Default__DinoColorSet_Dodo_C) CONTENT: All(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Dodo.Default__DinoColorSet_Dodo_C) CONTENT: Light All(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Dodo.Default__DinoColorSet_Dodo_C) CONTENT: Amarberry(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Berry_Amarberry.Default__PrimalItemConsumable_Berry_Amarberry_C) CONTENT: This yellow berry grows mostly on the beaches. Tasty, and can be used to make yellow dye.(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Berry_Amarberry.Default__PrimalItemConsumable_Berry_Amarberry_C) CONTENT: Consumables(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Berry_Amarberry.Default__PrimalItemConsumable_Berry_Amarberry_C) CONTENT: Berries(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Berry_Amarberry.Default__PrimalItemConsumable_Berry_Amarberry_C) CONTENT: Tintoberry(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Berry_Tintoberry.Default__PrimalItemConsumable_Berry_Tintoberry_C) CONTENT: This red berry grows mostly in wide open grasslands. Tasty, and can be used to make red dye.(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Berry_Tintoberry.Default__PrimalItemConsumable_Berry_Tintoberry_C) CONTENT: Consumables(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Berry_Tintoberry.Default__PrimalItemConsumable_Berry_Tintoberry_C) CONTENT: Berries(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Berry_Tintoberry.Default__PrimalItemConsumable_Berry_Tintoberry_C) CONTENT: Cooked Meat(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_CookedMeat.Default__PrimalItemConsumable_CookedMeat_C) CONTENT: Sates your hunger, and provides health while being digested. Wild carnivores will eat it, but prefer raw meat.(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_CookedMeat.Default__PrimalItemConsumable_CookedMeat_C) CONTENT: Consumables(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_CookedMeat.Default__PrimalItemConsumable_CookedMeat_C) CONTENT: Meat(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_CookedMeat.Default__PrimalItemConsumable_CookedMeat_C) CONTENT: Tremendously nourishing by itself, this egg provides basic nutritional value in many cooking recipes.(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Egg_XSmall.Default__PrimalItemConsumable_Egg_XSmall_C) CONTENT: Basic Kibble(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Kibble_Base_XSmall.Default__PrimalItemConsumable_Kibble_Base_XSmall_C) CONTENT: This pet food recipe has been carefully designed to give balanced nutrition to many smaller creatures. Includes plant fibers to help with digestion and egg to bind the mix. Humans have difficulty digesting this.(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Kibble_Base_XSmall.Default__PrimalItemConsumable_Kibble_Base_XSmall_C) CONTENT: Enflamed!(/Engine/Transient.REINST_Buff_FlameThrower_OnFire_C_0) CONTENT: You're burning up! A percentage of your Health will burn away!(/Engine/Transient.REINST_Buff_FlameThrower_OnFire_C_0) CONTENT: Enflamed!(/Engine/Transient.Default__REINST_Buff_FlameThrower_OnFire_C_1261) CONTENT: You're burning up! A percentage of your Health will burn away!(/Engine/Transient.Default__REINST_Buff_FlameThrower_OnFire_C_1261) CONTENT: Enflamed!(/Engine/Transient.REINST_Buff_FlameThrower_OnFire_C_1) CONTENT: You're burning up! A percentage of your Health will burn away!(/Engine/Transient.REINST_Buff_FlameThrower_OnFire_C_1) CONTENT: Base Veggie(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/BaseBPs/PrimalItemConsumable_Veggie_Base.Default__PrimalItemConsumable_Veggie_Base_C) CONTENT: Eat it to gain nourishment!(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/BaseBPs/PrimalItemConsumable_Veggie_Base.Default__PrimalItemConsumable_Veggie_Base_C) CONTENT: Azulberry(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Berry_Azulberry.Default__PrimalItemConsumable_Berry_Azulberry_C) CONTENT: This blue berry grows mostly in dense jungles. Tasty, and can be used to make blue dye.(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Berry_Azulberry.Default__PrimalItemConsumable_Berry_Azulberry_C) CONTENT: Consumables(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Berry_Azulberry.Default__PrimalItemConsumable_Berry_Azulberry_C) CONTENT: Berries(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Berry_Azulberry.Default__PrimalItemConsumable_Berry_Azulberry_C) CONTENT: Stimberry(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Berry_Stimberry.Default__PrimalItemConsumable_Berry_Stimberry_C) CONTENT: This fairly common white berry can be eaten in a pinch to recover Food, Stamina, and lose Torpidity, but it will dehydrate you. Bitter, but can be used to make white dye.(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Berry_Stimberry.Default__PrimalItemConsumable_Berry_Stimberry_C) CONTENT: Consumables(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Berry_Stimberry.Default__PrimalItemConsumable_Berry_Stimberry_C) CONTENT: Berries(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Berry_Stimberry.Default__PrimalItemConsumable_Berry_Stimberry_C) CONTENT: Cooked Prime Meat(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_CookedPrimeMeat.Default__PrimalItemConsumable_CookedPrimeMeat_C) CONTENT: Sates your hunger, and provides health while being digested. More effective than normal meat. Wild carnivores like this meat a lot.(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_CookedPrimeMeat.Default__PrimalItemConsumable_CookedPrimeMeat_C) CONTENT: Consumables(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_CookedPrimeMeat.Default__PrimalItemConsumable_CookedPrimeMeat_C) CONTENT: Meat(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_CookedPrimeMeat.Default__PrimalItemConsumable_CookedPrimeMeat_C) CONTENT: Turn On(/Engine/Transient.REINST_StructureSeatingBaseBP_C_0) CONTENT: Turn Off(/Engine/Transient.REINST_StructureSeatingBaseBP_C_0) CONTENT: Seating Structure(/Engine/Transient.REINST_StructureSeatingBaseBP_C_0) CONTENT: Turn On(/Engine/Transient.Default__REINST_StructureSeatingBaseBP_C_1274) CONTENT: Turn Off(/Engine/Transient.Default__REINST_StructureSeatingBaseBP_C_1274) CONTENT: Seating Structure(/Engine/Transient.Default__REINST_StructureSeatingBaseBP_C_1274) CONTENT: Turn On(/Engine/Transient.REINST_StructureSeatingBaseBP_C_1) CONTENT: Turn Off(/Engine/Transient.REINST_StructureSeatingBaseBP_C_1) CONTENT: Seating Structure(/Engine/Transient.REINST_StructureSeatingBaseBP_C_1) CONTENT: REELED IN!!(/Engine/Transient.TRASHCLASS_ReelingGame_10159:TextBlock_1480) CONTENT: 0:00(/Engine/Transient.TRASHCLASS_ReelingGame_10159:TextBlock_1481) CONTENT: Press A(/Engine/Transient.TRASHCLASS_ReelingGame_10159:TextBlock_1482) LITERAL: SNAPPED!(/Game/PrimalEarth/UI/ReelingGame.ReelingGame:EndGame.K2Node_CallFunction_66844) LITERAL: REELED IN!!(/Game/PrimalEarth/UI/ReelingGame.ReelingGame:EndGame.K2Node_CallFunction_66845) LITERAL: RemoveFromViewport(/Game/PrimalEarth/UI/ReelingGame.ReelingGame:EndGame.K2Node_CallFunction_98219) LITERAL: CycleToNextKey(/Game/PrimalEarth/UI/ReelingGame.ReelingGame:HandleKeyPress.K2Node_CallFunction_32986) LITERAL: CycleToNextKey(/Game/PrimalEarth/UI/ReelingGame.ReelingGame:HandleKeyPress.K2Node_CallFunction_43233) LITERAL: GamePad(/Game/PrimalEarth/UI/ReelingGame.ReelingGame:Tick.K2Node_CallFunction_21494) LITERAL: Press (/Game/PrimalEarth/UI/ReelingGame.ReelingGame:Tick.K2Node_CallFunction_51310) CONTENT: Blood Drain!(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_BloodDrain.Default__Buff_BloodDrain_C) CONTENT: You're Blood is Being Drained! 15% of your Stamina is being Drained!(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_BloodDrain.Default__Buff_BloodDrain_C) CONTENT: Raw Fish Meat(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_RawMeat_Fish.Default__PrimalItemConsumable_RawMeat_Fish_C) CONTENT: Eating raw food will SLIGHTLY sate hunger, but is unhealthy for humans. Most wild carnivores prefer raw meat to cooked meat.(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_RawMeat_Fish.Default__PrimalItemConsumable_RawMeat_Fish_C) CONTENT: Raw Prime Fish Meat(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_RawPrimeMeat_Fish.Default__PrimalItemConsumable_RawPrimeMeat_Fish_C) CONTENT: Eating raw food will SLIGHTLY sate hunger, but is unhealthy for humans. This excellent cut spoils very quickly. Most wild carnivores love this meat.(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_RawPrimeMeat_Fish.Default__PrimalItemConsumable_RawPrimeMeat_Fish_C) CONTENT: Narcoberry(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Berry_Narcoberry.Default__PrimalItemConsumable_Berry_Narcoberry_C) CONTENT: This fairly common black berry makes you sleepy when you eat it. Bitter, but can be used to make black dye.(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Berry_Narcoberry.Default__PrimalItemConsumable_Berry_Narcoberry_C) CONTENT: Consumables(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Berry_Narcoberry.Default__PrimalItemConsumable_Berry_Narcoberry_C) CONTENT: Berries(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Berry_Narcoberry.Default__PrimalItemConsumable_Berry_Narcoberry_C) CONTENT: Sweet Vegetable Cake(/Engine/Transient.REINST_PrimalItemConsumable_SweetVeggieCake_C_0) CONTENT: A sappy vegetable cake which Herbivores find delicious, which will be automatically eaten when needed for healing. Alas, humans and carnivores tend to find its taste repugnant. (/Engine/Transient.REINST_PrimalItemConsumable_SweetVeggieCake_C_0) CONTENT: Consumables(/Engine/Transient.REINST_PrimalItemConsumable_SweetVeggieCake_C_0) CONTENT: Vegetables(/Engine/Transient.REINST_PrimalItemConsumable_SweetVeggieCake_C_0) CONTENT: Giant Bee Honey(/Engine/Transient.REINST_PrimalItemConsumable_Honey_C_0) CONTENT: A delicious and nutritious snack, useful for luring creatures to a trap or for fishing.(/Engine/Transient.REINST_PrimalItemConsumable_Honey_C_0) CONTENT: Consumables(/Engine/Transient.REINST_PrimalItemConsumable_Honey_C_0) CONTENT: Fishing Rod(/Engine/Transient.REINST_PrimalItem_WeaponFishingRod_C_0) CONTENT: Apply various bait to this, and then use when sitting on a chair or bench to catch some fish!(/Engine/Transient.REINST_PrimalItem_WeaponFishingRod_C_0) CONTENT: Weapons(/Engine/Transient.REINST_PrimalItem_WeaponFishingRod_C_0) CONTENT: Ranged(/Engine/Transient.REINST_PrimalItem_WeaponFishingRod_C_0) LITERAL: Cave(/Game/PrimalEarth/CoreBlueprints/Weapons/WeapFishingRod.WeapFishingRod:BPWeaponCanFire.K2Node_CallFunction_73485) LITERAL: nofishloot(/Game/PrimalEarth/CoreBlueprints/Weapons/WeapFishingRod.WeapFishingRod:CaughtFish.K2Node_CallFunction_33176) LITERAL: {YouCaught} {FishName}, {WithQuality}: {QualityValue}!(/Game/PrimalEarth/CoreBlueprints/Weapons/WeapFishingRod.WeapFishingRod:CaughtFish.K2Node_FormatText_17) LITERAL: Snared(/Game/PrimalEarth/CoreBlueprints/Weapons/WeapFishingRod.WeapFishingRod:FishSnared.K2Node_CallFunction_39240) LITERAL: /Game/PrimalEarth/CoreBlueprints/Inventories/PrimalInventoryBP_ValentineFishing.PrimalInventoryBP_ValentineFishing(/Game/PrimalEarth/CoreBlueprints/Weapons/WeapFishingRod.WeapFishingRod:GiveFishLoot.K2Node_CallFunction_342799) LITERAL: Ended Snaring(/Game/PrimalEarth/CoreBlueprints/Weapons/WeapFishingRod.WeapFishingRod:HandleReleasingFish.K2Node_CallFunction_34532) LITERAL: Cave(/Game/PrimalEarth/CoreBlueprints/Weapons/WeapFishingRod.WeapFishingRod:IsOwnerInCaveVolume.K2Node_CallFunction_59947) LITERAL: PlayFishAttackAnimation(/Game/PrimalEarth/CoreBlueprints/Weapons/WeapFishingRod.WeapFishingRod:OnFishReleased.K2Node_CallFunction_19091) LITERAL: PlayFishAttackAnimation(/Game/PrimalEarth/CoreBlueprints/Weapons/WeapFishingRod.WeapFishingRod:OnFishSnared.K2Node_CallFunction_15724) LITERAL: OnStartPlayAnimation(/Game/PrimalEarth/CoreBlueprints/Weapons/WeapFishingRod.WeapFishingRod:ReceiveBeginPlay.K2Node_CallFunction_30383) LITERAL: Bait_(/Game/PrimalEarth/CoreBlueprints/Weapons/WeapFishingRod.WeapFishingRod:StartFishing.K2Node_CallFunction_30019) LITERAL: SetInputMode(/Game/PrimalEarth/CoreBlueprints/Weapons/WeapFishingRod.WeapFishingRod:StartReelingGame.K2Node_CallFunction_19523) CONTENT: Fishing Rod(/Engine/Transient.Default__REINST_PrimalItem_WeaponFishingRod_C_1299) CONTENT: Apply various bait to this, and then use when sitting on a chair or bench to catch some fish!(/Engine/Transient.Default__REINST_PrimalItem_WeaponFishingRod_C_1299) CONTENT: Weapons(/Engine/Transient.Default__REINST_PrimalItem_WeaponFishingRod_C_1299) CONTENT: Ranged(/Engine/Transient.Default__REINST_PrimalItem_WeaponFishingRod_C_1299) CONTENT: Fishing Rod(/Engine/Transient.REINST_PrimalItem_WeaponFishingRod_C_1) CONTENT: Apply various bait to this, and then use when sitting on a chair or bench to catch some fish!(/Engine/Transient.REINST_PrimalItem_WeaponFishingRod_C_1) CONTENT: Weapons(/Engine/Transient.REINST_PrimalItem_WeaponFishingRod_C_1) CONTENT: Ranged(/Engine/Transient.REINST_PrimalItem_WeaponFishingRod_C_1) CONTENT: Idle(/Engine/Transient.REINST_Salmon_Character_BP_C_0) CONTENT: Spine_01(/Engine/Transient.REINST_Salmon_Character_BP_C_0) CONTENT: Action(/Engine/Transient.REINST_Salmon_Character_BP_C_0) CONTENT: Spine_01(/Engine/Transient.REINST_Salmon_Character_BP_C_0) CONTENT: Action2(/Engine/Transient.REINST_Salmon_Character_BP_C_0) CONTENT: Spine_01(/Engine/Transient.REINST_Salmon_Character_BP_C_0) CONTENT: Move(/Engine/Transient.REINST_Salmon_Character_BP_C_0) CONTENT: Spine_01(/Engine/Transient.REINST_Salmon_Character_BP_C_0) CONTENT: Sabertooth Salmon(/Engine/Transient.REINST_Salmon_Character_BP_C_0) CONTENT: Carnivore(/Game/PrimalEarth/Dinos/BaseBPs/DinoSettings_Carnivore.Default__DinoSettings_Carnivore_C) CONTENT: Idle(/Engine/Transient.Default__REINST_Salmon_Character_BP_C_1309) CONTENT: Spine_01(/Engine/Transient.Default__REINST_Salmon_Character_BP_C_1309) CONTENT: Action(/Engine/Transient.Default__REINST_Salmon_Character_BP_C_1309) CONTENT: Spine_01(/Engine/Transient.Default__REINST_Salmon_Character_BP_C_1309) CONTENT: Action2(/Engine/Transient.Default__REINST_Salmon_Character_BP_C_1309) CONTENT: Spine_01(/Engine/Transient.Default__REINST_Salmon_Character_BP_C_1309) CONTENT: Move(/Engine/Transient.Default__REINST_Salmon_Character_BP_C_1309) CONTENT: Spine_01(/Engine/Transient.Default__REINST_Salmon_Character_BP_C_1309) CONTENT: Sabertooth Salmon(/Engine/Transient.Default__REINST_Salmon_Character_BP_C_1309) CONTENT: Idle(/Engine/Transient.REINST_Salmon_Character_BP_C_1) CONTENT: Spine_01(/Engine/Transient.REINST_Salmon_Character_BP_C_1) CONTENT: Action(/Engine/Transient.REINST_Salmon_Character_BP_C_1) CONTENT: Spine_01(/Engine/Transient.REINST_Salmon_Character_BP_C_1) CONTENT: Action2(/Engine/Transient.REINST_Salmon_Character_BP_C_1) CONTENT: Spine_01(/Engine/Transient.REINST_Salmon_Character_BP_C_1) CONTENT: Move(/Engine/Transient.REINST_Salmon_Character_BP_C_1) CONTENT: Spine_01(/Engine/Transient.REINST_Salmon_Character_BP_C_1) CONTENT: Sabertooth Salmon(/Engine/Transient.REINST_Salmon_Character_BP_C_1) CONTENT: All -ne +primaries(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Coel.Default__DinoColorSet_Coel_C) CONTENT: All -ne(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Coel.Default__DinoColorSet_Coel_C) CONTENT: All -ne(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Coel.Default__DinoColorSet_Coel_C) CONTENT: Idle(/Engine/Transient.REINST_Coel_Character_BP_C_0) CONTENT: c_back2(/Engine/Transient.REINST_Coel_Character_BP_C_0) CONTENT: Action(/Engine/Transient.REINST_Coel_Character_BP_C_0) CONTENT: c_back2(/Engine/Transient.REINST_Coel_Character_BP_C_0) CONTENT: Move(/Engine/Transient.REINST_Coel_Character_BP_C_0) CONTENT: c_back2(/Engine/Transient.REINST_Coel_Character_BP_C_0) CONTENT: Coelacanth(/Engine/Transient.REINST_Coel_Character_BP_C_0) CONTENT: Idle(/Engine/Transient.Default__REINST_Coel_Character_BP_C_1321) CONTENT: c_back2(/Engine/Transient.Default__REINST_Coel_Character_BP_C_1321) CONTENT: Action(/Engine/Transient.Default__REINST_Coel_Character_BP_C_1321) CONTENT: c_back2(/Engine/Transient.Default__REINST_Coel_Character_BP_C_1321) CONTENT: Move(/Engine/Transient.Default__REINST_Coel_Character_BP_C_1321) CONTENT: c_back2(/Engine/Transient.Default__REINST_Coel_Character_BP_C_1321) CONTENT: Coelacanth(/Engine/Transient.Default__REINST_Coel_Character_BP_C_1321) CONTENT: Idle(/Engine/Transient.REINST_Coel_Character_BP_C_1) CONTENT: c_back2(/Engine/Transient.REINST_Coel_Character_BP_C_1) CONTENT: Action(/Engine/Transient.REINST_Coel_Character_BP_C_1) CONTENT: c_back2(/Engine/Transient.REINST_Coel_Character_BP_C_1) CONTENT: Move(/Engine/Transient.REINST_Coel_Character_BP_C_1) CONTENT: c_back2(/Engine/Transient.REINST_Coel_Character_BP_C_1) CONTENT: Coelacanth(/Engine/Transient.REINST_Coel_Character_BP_C_1) CONTENT: Dark All -nro(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Piranha.Default__DinoColorSet_Piranha_C) CONTENT: Dark All -nro(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Piranha.Default__DinoColorSet_Piranha_C) CONTENT: Dark All -nro(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Piranha.Default__DinoColorSet_Piranha_C) CONTENT: All(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Piranha.Default__DinoColorSet_Piranha_C) CONTENT: All(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Piranha.Default__DinoColorSet_Piranha_C) CONTENT: Dark All -nro(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Piranha.Default__DinoColorSet_Piranha_C) CONTENT: Cloth Boots(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Cloth/PrimalItemArmor_ClothBoots.Default__PrimalItemArmor_ClothBoots_C) CONTENT: Hide-soled shoes provide some protection from the heat and cold, but only minimal protection from injuries.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Cloth/PrimalItemArmor_ClothBoots.Default__PrimalItemArmor_ClothBoots_C) CONTENT: Armor(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Cloth/PrimalItemArmor_ClothBoots.Default__PrimalItemArmor_ClothBoots_C) CONTENT: Cloth(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Cloth/PrimalItemArmor_ClothBoots.Default__PrimalItemArmor_ClothBoots_C) LITERAL: Gen2(/Game/PrimalEarth/CoreBlueprints/PlayerPawnTest.PlayerPawnTest:EventGraph.K2Node_CallFunction_141927) LITERAL: PreLoadAscension(/Game/PrimalEarth/CoreBlueprints/PlayerPawnTest.PlayerPawnTest:EventGraph.K2Node_CallFunction_40007) LITERAL: NON SHIPPING - SKIPPING CREDITS(/Game/PrimalEarth/CoreBlueprints/PlayerPawnTest.PlayerPawnTest:EventGraph.K2Node_CallFunction_490990) LITERAL: AscensionReturnPosZ(/Game/PrimalEarth/CoreBlueprints/PlayerPawnTest.PlayerPawnTest:ServerAscend.K2Node_CallFunction_27327) LITERAL: AscensionReturnPosX(/Game/PrimalEarth/CoreBlueprints/PlayerPawnTest.PlayerPawnTest:ServerAscend.K2Node_CallFunction_27480) LITERAL: AscensionReturnPosY(/Game/PrimalEarth/CoreBlueprints/PlayerPawnTest.PlayerPawnTest:ServerAscend.K2Node_CallFunction_27481) LITERAL: ACHIEVEMENT_19(/Game/PrimalEarth/CoreBlueprints/PlayerPawnTest.PlayerPawnTest:ServerAscend.K2Node_Select_14) LITERAL: ACHIEVEMENT_20(/Game/PrimalEarth/CoreBlueprints/PlayerPawnTest.PlayerPawnTest:ServerAscend.K2Node_Select_14) LITERAL: ACHIEVEMENT_21(/Game/PrimalEarth/CoreBlueprints/PlayerPawnTest.PlayerPawnTest:ServerAscend.K2Node_Select_14) LITERAL: New: (/Game/PrimalEarth/CoreBlueprints/PlayerPawnTest.PlayerPawnTest:SphereCollision.K2Node_CallFunction_153847) LITERAL: Dist: (/Game/PrimalEarth/CoreBlueprints/PlayerPawnTest.PlayerPawnTest:SphereCollision.K2Node_CallFunction_200690) LITERAL: Hit(/Game/PrimalEarth/CoreBlueprints/PlayerPawnTest.PlayerPawnTest:SphereCollision.K2Node_CallFunction_218283) LITERAL: Old (/Game/PrimalEarth/CoreBlueprints/PlayerPawnTest.PlayerPawnTest:SphereCollision.K2Node_CallFunction_234275) CONTENT: Generic Saddle(/Engine/Transient.REINST_PrimalItemArmor_SaddleGeneric_C_0) CONTENT: Ride that Dino!(/Engine/Transient.REINST_PrimalItemArmor_SaddleGeneric_C_0) CONTENT: Generic Saddle(/Engine/Transient.Default__REINST_PrimalItemArmor_SaddleGeneric_C_1358) CONTENT: Ride that Dino!(/Engine/Transient.Default__REINST_PrimalItemArmor_SaddleGeneric_C_1358) CONTENT: Generic Saddle(/Engine/Transient.REINST_PrimalItemArmor_SaddleGeneric_C_1) CONTENT: Ride that Dino!(/Engine/Transient.REINST_PrimalItemArmor_SaddleGeneric_C_1) CONTENT: Flint(/Game/PrimalEarth/CoreBlueprints/Resources/PrimalItemResource_Flint.Default__PrimalItemResource_Flint_C) CONTENT: Ferroceric flint that holds an edge better than regular stone.(/Game/PrimalEarth/CoreBlueprints/Resources/PrimalItemResource_Flint.Default__PrimalItemResource_Flint_C) CONTENT: Enflamed!(/Engine/Transient.REINST_Buff_OnFire_C_0) CONTENT: You're burning up! 20% of your Health will burn away!(/Engine/Transient.REINST_Buff_OnFire_C_0) CONTENT: You're burning!(/Engine/Transient.REINST_Buff_OnFire_C_0) CONTENT: Enflamed!(/Engine/Transient.Default__REINST_Buff_OnFire_C_1396) CONTENT: You're burning up! 20% of your Health will burn away!(/Engine/Transient.Default__REINST_Buff_OnFire_C_1396) CONTENT: You're burning!(/Engine/Transient.Default__REINST_Buff_OnFire_C_1396) CONTENT: Enflamed!(/Engine/Transient.REINST_Buff_OnFire_C_1) CONTENT: You're burning up! 20% of your Health will burn away!(/Engine/Transient.REINST_Buff_OnFire_C_1) CONTENT: You're burning!(/Engine/Transient.REINST_Buff_OnFire_C_1) LITERAL: CheckForRain(/Game/ScorchedEarth/CoreBlueprints/Buffs/Buff_FireAoE.Buff_FireAoE:EventGraph.K2Node_CallFunction_36974) LITERAL: CheckFire(/Game/PrimalEarth/Test/DroppedItemTorch.DroppedItemTorch:ReceiveBeginPlay.K2Node_CallFunction_19820) CONTENT: Torch(/Engine/Transient.REINST_PrimalItem_WeaponTorch_C_0) CONTENT: Provides light, and some warmth. Doubles as a melee weapon in a pinch, and can be applied to various saddles for a mobile light source.(/Engine/Transient.REINST_PrimalItem_WeaponTorch_C_0) CONTENT: Weapons(/Engine/Transient.REINST_PrimalItem_WeaponTorch_C_0) CONTENT: Primitive(/Engine/Transient.REINST_PrimalItem_WeaponTorch_C_0) CONTENT: Melee(/Engine/Transient.REINST_PrimalItem_WeaponTorch_C_0) CONTENT: Torch(/Engine/Transient.Default__REINST_PrimalItem_WeaponTorch_C_1433) CONTENT: Provides light, and some warmth. Doubles as a melee weapon in a pinch, and can be applied to various saddles for a mobile light source.(/Engine/Transient.Default__REINST_PrimalItem_WeaponTorch_C_1433) CONTENT: Weapons(/Engine/Transient.Default__REINST_PrimalItem_WeaponTorch_C_1433) CONTENT: Primitive(/Engine/Transient.Default__REINST_PrimalItem_WeaponTorch_C_1433) CONTENT: Melee(/Engine/Transient.Default__REINST_PrimalItem_WeaponTorch_C_1433) CONTENT: Torch(/Engine/Transient.REINST_PrimalItem_WeaponTorch_C_1) CONTENT: Provides light, and some warmth. Doubles as a melee weapon in a pinch, and can be applied to various saddles for a mobile light source.(/Engine/Transient.REINST_PrimalItem_WeaponTorch_C_1) CONTENT: Weapons(/Engine/Transient.REINST_PrimalItem_WeaponTorch_C_1) CONTENT: Primitive(/Engine/Transient.REINST_PrimalItem_WeaponTorch_C_1) CONTENT: Melee(/Engine/Transient.REINST_PrimalItem_WeaponTorch_C_1) CONTENT: Base Pick(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_WeaponBasePick.Default__PrimalItem_WeaponBasePick_C) CONTENT: The base pick for harvesting.(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_WeaponBasePick.Default__PrimalItem_WeaponBasePick_C) CONTENT: Stone Pick(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_WeaponStonePick.Default__PrimalItem_WeaponStonePick_C) CONTENT: A large stone pick for harvesting primarily flint from rocks, thatch from trees, and meat from bodies.(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_WeaponStonePick.Default__PrimalItem_WeaponStonePick_C) CONTENT: Weapons(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_WeaponStonePick.Default__PrimalItem_WeaponStonePick_C) CONTENT: Primitive(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_WeaponStonePick.Default__PrimalItem_WeaponStonePick_C) CONTENT: Melee(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_WeaponStonePick.Default__PrimalItem_WeaponStonePick_C) CONTENT: Specimen Implant(/Engine/Transient.REINST_PrimalItem_StartingNote_C_0) LITERAL: Specimen (/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_StartingNote.PrimalItem_StartingNote:BPPreInitializeItem.K2Node_Select_342) LITERAL: Gamma Ascension (/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_StartingNote.PrimalItem_StartingNote:BPPreInitializeItem.K2Node_Select_342) LITERAL: Beta Ascension (/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_StartingNote.PrimalItem_StartingNote:BPPreInitializeItem.K2Node_Select_342) LITERAL: Alpha Ascension (/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_StartingNote.PrimalItem_StartingNote:BPPreInitializeItem.K2Node_Select_342) LITERAL: M(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_StartingNote.PrimalItem_StartingNote:BPPreInitializeItem.K2Node_Select_60) LITERAL: F(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_StartingNote.PrimalItem_StartingNote:BPPreInitializeItem.K2Node_Select_60) LITERAL: Sample #: {NumID}\nVernacular ID: {PlayName}\nGender: {Gen}\n\nSurvival Quotient:\n{Surv}(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_StartingNote.PrimalItem_StartingNote:BPPreInitializeItem.K2Node_FormatText_9) LITERAL: 1,0,0,1(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_StartingNote.PrimalItem_StartingNote:BPPreInitializeItem.K2Node_Select_59) LITERAL: 0,1,0,1(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_StartingNote.PrimalItem_StartingNote:BPPreInitializeItem.K2Node_Select_59) LITERAL: 0,0,1,1(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_StartingNote.PrimalItem_StartingNote:BPPreInitializeItem.K2Node_Select_59) LITERAL: 1,0,1,1(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_StartingNote.PrimalItem_StartingNote:BPPreInitializeItem.K2Node_Select_59) LITERAL: 1,1,0,1(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_StartingNote.PrimalItem_StartingNote:BPPreInitializeItem.K2Node_Select_59) LITERAL: Implant(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_StartingNote.PrimalItem_StartingNote:BPPreInitializeItem.K2Node_Select_558) LITERAL: , Gamma Aberrant Implant(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_StartingNote.PrimalItem_StartingNote:BPPreInitializeItem.K2Node_Select_558) LITERAL: , Beta Aberrant Implant(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_StartingNote.PrimalItem_StartingNote:BPPreInitializeItem.K2Node_Select_558) LITERAL: , Alpha Aberrant Implant(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_StartingNote.PrimalItem_StartingNote:BPPreInitializeItem.K2Node_Select_558) LITERAL: Homo Deus Record: (/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_StartingNote.PrimalItem_StartingNote:BPPreInitializeItem.K2Node_CallFunction_124725) LITERAL: , Gamma Colonist(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_StartingNote.PrimalItem_StartingNote:BPPreInitializeItem.K2Node_Select_58) LITERAL: , Beta Colonist(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_StartingNote.PrimalItem_StartingNote:BPPreInitializeItem.K2Node_Select_58) LITERAL: , Alpha Colonist(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_StartingNote.PrimalItem_StartingNote:BPPreInitializeItem.K2Node_Select_58) LITERAL: \nChibi-Dino Level-Ups: {0}, Max Level: +{0} -- Get a Chibi-Dino to Level {1} to advance!(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_StartingNote.PrimalItem_StartingNote:BPGetItemDescription.K2Node_FormatText_96) LITERAL: \nChibi-Dino Level-Ups: {0}, Max Level: +{0} -- You've reached maximum Chibi-Levels!(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_StartingNote.PrimalItem_StartingNote:BPGetItemDescription.K2Node_FormatText_94) LITERAL: \nAll Explorer Notes Found +10 Max Levels(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_StartingNote.PrimalItem_StartingNote:BPGetItemDescription.K2Node_CallFunction_260082) LITERAL: \nFind all Explorer Notes for +10 Max Levels(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_StartingNote.PrimalItem_StartingNote:BPGetItemDescription.K2Node_CallFunction_260081) LITERAL: To Be Determined\n(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_StartingNote.PrimalItem_StartingNote:Get Survival Quotient String.K2Node_VariableSet_6617) LITERAL: (/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_StartingNote.PrimalItem_StartingNote:Get Survival Quotient String.K2Node_CallFunction_64703) LITERAL: \n(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_StartingNote.PrimalItem_StartingNote:Get Survival Quotient String.K2Node_CallFunction_76704) LITERAL: Your (/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_StartingNote.PrimalItem_StartingNote:BPGetItemName.K2Node_CallFunction_41615) CONTENT: Specimen Implant(/Engine/Transient.Default__REINST_PrimalItem_StartingNote_C_1444) LITERAL: Sample #: {NumID}\nVernacular ID: {PlayName}\nGender: {Gen}\n\nSurvival Quotient:\n{Surv}(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_StartingNote.PrimalItem_StartingNote:EdGraph_2062.K2Node_CallFunction_8387) LITERAL: NumID(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_StartingNote.PrimalItem_StartingNote:EdGraph_2062.K2Node_MakeStruct_18) LITERAL: PlayName(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_StartingNote.PrimalItem_StartingNote:EdGraph_2062.K2Node_MakeStruct_19) LITERAL: Gen(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_StartingNote.PrimalItem_StartingNote:EdGraph_2062.K2Node_MakeStruct_20) LITERAL: Col(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_StartingNote.PrimalItem_StartingNote:EdGraph_2062.K2Node_MakeStruct_21) LITERAL: Surv(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_StartingNote.PrimalItem_StartingNote:EdGraph_2062.K2Node_MakeStruct_22) LITERAL: \nChibi-Dino Level-Ups: {0}, Max Level: +{0} -- Get a Chibi-Dino to Level {1} to advance!(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_StartingNote.PrimalItem_StartingNote:EdGraph_2065.K2Node_CallFunction_8389) LITERAL: 0(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_StartingNote.PrimalItem_StartingNote:EdGraph_2065.K2Node_MakeStruct_23) LITERAL: 1(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_StartingNote.PrimalItem_StartingNote:EdGraph_2065.K2Node_MakeStruct_24) LITERAL: \nChibi-Dino Level-Ups: {0}, Max Level: +{0} -- You've reached maximum Chibi-Levels!(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_StartingNote.PrimalItem_StartingNote:EdGraph_2065.K2Node_CallFunction_8390) LITERAL: 0(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_StartingNote.PrimalItem_StartingNote:EdGraph_2065.K2Node_MakeStruct_25) CONTENT: Specimen Implant(/Engine/Transient.REINST_PrimalItem_StartingNote_C_1) CONTENT: AnglerGel(/Game/PrimalEarth/CoreBlueprints/Resources/PrimalItemResource_AnglerGel.Default__PrimalItemResource_AnglerGel_C) CONTENT: A thick, viscous substance that can sustain a flame for a remarkably long duration.(/Game/PrimalEarth/CoreBlueprints/Resources/PrimalItemResource_AnglerGel.Default__PrimalItemResource_AnglerGel_C) CONTENT: Grind resources into new items.(/Game/PrimalEarth/CoreBlueprints/Inventories/PrimalInventoryBP_MortarAndPestle.Default__PrimalInventoryBP_MortarAndPestle_C) CONTENT: Mortar and Pestle(/Game/PrimalEarth/CoreBlueprints/Inventories/PrimalInventoryBP_MortarAndPestle.Default__PrimalInventoryBP_MortarAndPestle_C) CONTENT: Sparkpowder(/Game/PrimalEarth/CoreBlueprints/Resources/PrimalItemResource_Sparkpowder.Default__PrimalItemResource_Sparkpowder_C) CONTENT: Created by grinding flint with stone in a Mortar and Pestle or Chemistry Table.(/Game/PrimalEarth/CoreBlueprints/Resources/PrimalItemResource_Sparkpowder.Default__PrimalItemResource_Sparkpowder_C) CONTENT: Narcotic(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Narcotic.Default__PrimalItemConsumable_Narcotic_C) CONTENT: Increases your health, but puts you to sleep.(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Narcotic.Default__PrimalItemConsumable_Narcotic_C) CONTENT: Consumables(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Narcotic.Default__PrimalItemConsumable_Narcotic_C) CONTENT: Drugs(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Narcotic.Default__PrimalItemConsumable_Narcotic_C) CONTENT: Stimulant(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Stimulant.Default__PrimalItemConsumable_Stimulant_C) CONTENT: Keeps you awake, but dehydrates you.(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Stimulant.Default__PrimalItemConsumable_Stimulant_C) CONTENT: Consumables(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Stimulant.Default__PrimalItemConsumable_Stimulant_C) CONTENT: Drugs(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Stimulant.Default__PrimalItemConsumable_Stimulant_C) CONTENT: Gunpowder(/Game/PrimalEarth/CoreBlueprints/Resources/PrimalItemResource_Gunpowder.Default__PrimalItemResource_Gunpowder_C) CONTENT: An powerful propellant. Necessary for any firearm or explosive.(/Game/PrimalEarth/CoreBlueprints/Resources/PrimalItemResource_Gunpowder.Default__PrimalItemResource_Gunpowder_C) CONTENT: Charcoal(/Game/PrimalEarth/CoreBlueprints/Resources/PrimalItemResource_Charcoal.Default__PrimalItemResource_Charcoal_C) CONTENT: Created by burning wood.(/Game/PrimalEarth/CoreBlueprints/Resources/PrimalItemResource_Charcoal.Default__PrimalItemResource_Charcoal_C) CONTENT: Chitin/Keratin(/Game/PrimalEarth/CoreBlueprints/Resources/PrimalItemResource_ChitinOrKeratin.Default__PrimalItemResource_ChitinOrKeratin_C) CONTENT: A firm, flexible material. Primarily found on creatures with hard organic materials.(/Game/PrimalEarth/CoreBlueprints/Resources/PrimalItemResource_ChitinOrKeratin.Default__PrimalItemResource_ChitinOrKeratin_C) CONTENT: Cementing Paste(/Game/PrimalEarth/CoreBlueprints/Resources/PrimalItemResource_ChitinPaste.Default__PrimalItemResource_ChitinPaste_C) CONTENT: This thick, waterproof paste could be used as mortar, or to thicken another substance.(/Game/PrimalEarth/CoreBlueprints/Resources/PrimalItemResource_ChitinPaste.Default__PrimalItemResource_ChitinPaste_C) CONTENT: Ant(/Engine/Transient.REINST_Insect_Character_Base_C_0) CONTENT: Dark All(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Ant.Default__DinoColorSet_Ant_C) CONTENT: All -w(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Ant.Default__DinoColorSet_Ant_C) CONTENT: Dark All(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Ant.Default__DinoColorSet_Ant_C) CONTENT: Dark All(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Ant.Default__DinoColorSet_Ant_C) CONTENT: Dark All(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Ant.Default__DinoColorSet_Ant_C) CONTENT: Dark All(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Ant.Default__DinoColorSet_Ant_C) CONTENT: Keratin(/Game/PrimalEarth/CoreBlueprints/Resources/PrimalItemResource_Keratin.Default__PrimalItemResource_Keratin_C) CONTENT: A firm, flexible material. Can be found in some animal horns, plates, shells, and ridges.(/Game/PrimalEarth/CoreBlueprints/Resources/PrimalItemResource_Keratin.Default__PrimalItemResource_Keratin_C) CONTENT: Shell Fragment(/Game/Genesis/CoreBlueprints/Resources/PrimalItemResource_TurtleShell.Default__PrimalItemResource_TurtleShell_C) CONTENT: A firm, flexible material from the shell of a Megachelon. Can be used as a replacement for Keratin.(/Game/Genesis/CoreBlueprints/Resources/PrimalItemResource_TurtleShell.Default__PrimalItemResource_TurtleShell_C) CONTENT: Chitin(/Game/PrimalEarth/CoreBlueprints/Resources/PrimalItemResource_Chitin.Default__PrimalItemResource_Chitin_C) CONTENT: This firm, flexible material makes up exoskeletons. Hacked primarily from dead insects.(/Game/PrimalEarth/CoreBlueprints/Resources/PrimalItemResource_Chitin.Default__PrimalItemResource_Chitin_C) CONTENT: Ant(/Engine/Transient.Default__REINST_Insect_Character_Base_C_1479) CONTENT: Ant(/Engine/Transient.REINST_Insect_Character_Base_C_1) CONTENT: Survivor(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSet_Survivor.Default__LootItemSet_Survivor_C) CONTENT: Recipe(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSet_Survivor.Default__LootItemSet_Survivor_C) CONTENT: Tool(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSet_Survivor.Default__LootItemSet_Survivor_C) CONTENT: Weapon(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSet_Survivor.Default__LootItemSet_Survivor_C) CONTENT: Arrows(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSet_Survivor.Default__LootItemSet_Survivor_C) CONTENT: Berries(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSet_Survivor.Default__LootItemSet_Survivor_C) CONTENT: Armor(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSet_Survivor.Default__LootItemSet_Survivor_C) CONTENT: Some Recipe Thing(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_RecipeNote_Base.Default__PrimalItem_RecipeNote_Base_C) CONTENT: Information(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_RecipeNote_Base.Default__PrimalItem_RecipeNote_Base_C) CONTENT: Notes on Rockwell Recipes(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_RecipeNote_Measurements.Default__PrimalItem_RecipeNote_Measurements_C) CONTENT: I'm pretty sure I've figured out the measuring system used in those Rockwell Recipe sheets I've seen people packing away. Serving of meat: 3 meat Handful of berries: 10 berries Dollop of medicine: 4 medicine Water: Any container of water that is more than 25% full(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_RecipeNote_Measurements.Default__PrimalItem_RecipeNote_Measurements_C) CONTENT: Recipes(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_RecipeNote_Measurements.Default__PrimalItem_RecipeNote_Measurements_C) CONTENT: Rockwell Recipes: Enduro Stew(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_RecipeNote_EnduroStew.Default__PrimalItem_RecipeNote_EnduroStew_C) CONTENT: This hearty dish is like a workout in the form of a meal. You will find yourself hitting harder and running longer after eating this. 3 servings of cooked meat 5 Rockarrot 5 Savoroot 1 handful of Mejoberries 1/2 dollop of Stimulant Submerge in Water Cook in a Cooking Pot(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_RecipeNote_EnduroStew.Default__PrimalItem_RecipeNote_EnduroStew_C) CONTENT: Recipes(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_RecipeNote_EnduroStew.Default__PrimalItem_RecipeNote_EnduroStew_C) CONTENT: Rockwell Recipes: Lazarus Chowder(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_RecipeNote_LazarusChowder.Default__PrimalItem_RecipeNote_LazarusChowder_C) CONTENT: This creamy dish improves the body's natural constitution. You will recover from injury more quickly after eating this, and your body will need less oxygen. 3 servings of cooked meat 5 Savoroot 5 Longrass 1 handful of Mejoberries 1/2 dollop of Narcotic Submerge in Water Cook in a Cooking Pot(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_RecipeNote_LazarusChowder.Default__PrimalItem_RecipeNote_LazarusChowder_C) CONTENT: Recipes(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_RecipeNote_LazarusChowder.Default__PrimalItem_RecipeNote_LazarusChowder_C) CONTENT: Rockwell Recipes: Calien Soup(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_RecipeNote_CalienSoup.Default__PrimalItem_RecipeNote_CalienSoup_C) CONTENT: This simple vegetarian dish refreshes your body like an oasis. Helps keep you stay hydrated and feel cool. 5 Citronal 2 handfuls of Tintoberries 2 handfuls of Amarberries 1 handful of Mejoberries 1/2 dollop of Stimulant Submerge in Water Cook in a Cooking Pot(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_RecipeNote_CalienSoup.Default__PrimalItem_RecipeNote_CalienSoup_C) CONTENT: Recipes(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_RecipeNote_CalienSoup.Default__PrimalItem_RecipeNote_CalienSoup_C) CONTENT: Rockwell Recipes: Fria Curry(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_RecipeNote_FriaCurry.Default__PrimalItem_RecipeNote_FriaCurry_C) CONTENT: This spicy vegetarian dish fills the body with a comfortable warmth. It controls your apetite while helping you ignore the cold. 5 Longrass 5 Rockarrot 2 handfuls of Azulberries 1 handful of Mejoberries 1/2 dollop of Narcotic Submerge in Water Cook in a Cooking Pot(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_RecipeNote_FriaCurry.Default__PrimalItem_RecipeNote_FriaCurry_C) CONTENT: Recipes(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_RecipeNote_FriaCurry.Default__PrimalItem_RecipeNote_FriaCurry_C) CONTENT: Rockwell Recipes: Focal Chili(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_RecipeNote_FocalChili.Default__PrimalItem_RecipeNote_FocalChili_C) CONTENT: This filling dish is full of nutritional energy. You will notice your mind more focussed after eating this, allowing you to avoid obstacles and distractions. 3 servings of cooked meat 5 Citronal 2 handfuls of Amarberries 2 handfuls of Azulberries 2 handfuls of Tintoberries 1 handful of Mejoberries Submerge in Water Cook in a Cooking Pot(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_RecipeNote_FocalChili.Default__PrimalItem_RecipeNote_FocalChili_C) CONTENT: Recipes(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_RecipeNote_FocalChili.Default__PrimalItem_RecipeNote_FocalChili_C) CONTENT: Rockwell Recipes: Battle Tartare(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_RecipeNote_BattleTartare.Default__PrimalItem_RecipeNote_BattleTartare_C) CONTENT: Only eat this dish when you intend to go into a brawl. It causes pain and stress to your body, but grants you almost supernatural strength, speed, and resilience. Warning: this concoction can be habit-forming. 1 serving of Raw Prime Meat 2 handful of Mejoberries 2 dollops of Stimulant 2 Rare Flowers 1 Citronal 1 Longrass Submerge in Water Cook in a Cooking Pot(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_RecipeNote_BattleTartare.Default__PrimalItem_RecipeNote_BattleTartare_C) CONTENT: Recipes(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_RecipeNote_BattleTartare.Default__PrimalItem_RecipeNote_BattleTartare_C) CONTENT: Rockwell Recipes: Shadow Steak Saute(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_RecipeNote_ShadowSteak.Default__PrimalItem_RecipeNote_ShadowSteak_C) CONTENT: Only eat this dish in the dark. It causes the light receptors in your eyes to become hyperactive, improves your hand-eye coordination, and allows your body to ignore extreme temperatures. Warning: this concoction can be habit-forming. 1 serving of Cooked Prime Meat 2 handful of Mejoberries 2 dollops of Narcotic 2 Rare Mushrooms 1 Savoroot 1 Rockarrot Submerge in Water Cook in a Cooking Pot(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_RecipeNote_ShadowSteak.Default__PrimalItem_RecipeNote_ShadowSteak_C) CONTENT: Recipes(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_RecipeNote_ShadowSteak.Default__PrimalItem_RecipeNote_ShadowSteak_C) CONTENT: Rockwell Recipes: Medical Brew(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_RecipeNote_HealSoup.Default__PrimalItem_RecipeNote_HealSoup_C) CONTENT: This simple tonic immediately jump-starts your body's natural healing. 2 handful of Tintoberries 1/2 dollops of Narcotic Submerge in Water Cook in a Cooking Pot(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_RecipeNote_HealSoup.Default__PrimalItem_RecipeNote_HealSoup_C) CONTENT: Recipes(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_RecipeNote_HealSoup.Default__PrimalItem_RecipeNote_HealSoup_C) CONTENT: Rockwell Recipes: Energy Brew(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_RecipeNote_StaminaSoup.Default__PrimalItem_RecipeNote_StaminaSoup_C) CONTENT: This simple tonic quickly rejuvenates your body's natural energy stores. 2 handful of Azulberries 1/2 dollops of Stimulant Submerge in Water Cook in a Cooking Pot(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_RecipeNote_StaminaSoup.Default__PrimalItem_RecipeNote_StaminaSoup_C) CONTENT: Recipes(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_RecipeNote_StaminaSoup.Default__PrimalItem_RecipeNote_StaminaSoup_C) CONTENT: Rockwell Recipes: Meat Jerky(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_RecipeNote_Jerky.Default__PrimalItem_RecipeNote_Jerky_C) CONTENT: While it might not taste as good as freshly cooked meat, jerky is just as nutritious and lasts much longer. 1/3 serving of meat (any quality) 1/4 dollop of Oil Sprinkle with Sparkpowder (to dehydrate) Cook in a Preserving Bin(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_RecipeNote_Jerky.Default__PrimalItem_RecipeNote_Jerky_C) CONTENT: Recipes(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_RecipeNote_Jerky.Default__PrimalItem_RecipeNote_Jerky_C) CONTENT: Rockwell Recipes: Egg-based Kibble(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_RecipeNote_Kibble.Default__PrimalItem_RecipeNote_Kibble_C) CONTENT: This recipe needs to be tweaked on a per-egg basis, but this will make a balanced pet food that can be eaten by any tamed creature. A long cooking time removes excess water, which means this will last a long time on the shelf. You will need to test the egg-meat-vegetable combinations. 1 egg 1 cooked-or-jerkied meat 1 vegetable 2 Mejoberries 3 Fiber (aids digestion) Submerge in Water Cook in a CookingPot(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_RecipeNote_Kibble.Default__PrimalItem_RecipeNote_Kibble_C) CONTENT: Recipes(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_RecipeNote_Kibble.Default__PrimalItem_RecipeNote_Kibble_C) CONTENT: Rockwell Recipes: Decorative Coloring(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_RecipeNote_Dye.Default__PrimalItem_RecipeNote_Dye_C) CONTENT: Not only is this berry-based coloring is great for decorating cakes, it also doubles as a dye for clothing and buildings. 18 Berries Add 1-3 of a chemical catalyst Submerge in Water Cook in a Cooking Pot To make different colors: 1 - Use different berries in varying amounts 2 - Use a different catalyst, such as Charcoal or Gunpowder(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_RecipeNote_Dye.Default__PrimalItem_RecipeNote_Dye_C) CONTENT: Recipes(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_RecipeNote_Dye.Default__PrimalItem_RecipeNote_Dye_C) CONTENT: Rockwell Recipes: Mindwipe Tonic(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_RecipeNote_RespecSoup.Default__PrimalItem_RecipeNote_RespecSoup_C) CONTENT: When consumed, this tonic causes neural overload. Synapses fire off too quickly, resulting in damage to the memory centers of the brain related to construction. Warning: this concoction may cause temporary memory loss, and resetting of Engrams. 8 serving of Cooked Prime Meat 20 handful of Mejoberries 18 dollops of Narcotic 18 dollops of Stimulant 20 Rare Mushrooms 20 Rare Flower Submerge in Water Cook in a Cooking Pot(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_RecipeNote_RespecSoup.Default__PrimalItem_RecipeNote_RespecSoup_C) CONTENT: Recipes(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_RecipeNote_RespecSoup.Default__PrimalItem_RecipeNote_RespecSoup_C) CONTENT: Rockwell Recipes: Allosaurus Kibble(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_RecipeNote_Kibble_Allo.Default__PrimalItem_RecipeNote_Kibble_Allo_C) CONTENT: This recipe will produce a consumable which Tapejara have a very high affinity for. 1 Allosaurus Egg 1 Cooked Prime Meat 1 Savoroot 2 Mejoberries 3 Fiber (aids digestion) Submerge in Water Cook in a CookingPot(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_RecipeNote_Kibble_Allo.Default__PrimalItem_RecipeNote_Kibble_Allo_C) CONTENT: Recipes(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_RecipeNote_Kibble_Allo.Default__PrimalItem_RecipeNote_Kibble_Allo_C) CONTENT: Rockwell Recipes: Ankylosaurus Kibble(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_RecipeNote_Kibble_Ankylo.Default__PrimalItem_RecipeNote_Kibble_Ankylo_C) CONTENT: This recipe will produce a consumable which Carnotaurus have a very high affinity for. 1 Ankylosaurus Egg 1 Prime Meat Jerky 1 Savoroot 2 Mejoberries 3 Fiber (aids digestion) Submerge in Water Cook in a CookingPot(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_RecipeNote_Kibble_Ankylo.Default__PrimalItem_RecipeNote_Kibble_Ankylo_C) CONTENT: Recipes(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_RecipeNote_Kibble_Ankylo.Default__PrimalItem_RecipeNote_Kibble_Ankylo_C) CONTENT: Rockwell Recipes: Archaeopteryx Kibble(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_RecipeNote_Kibble_archaeopteryx.Default__PrimalItem_RecipeNote_Kibble_archaeopteryx_C) CONTENT: This recipe will produce a consumable which Diplocaulus have a very high affinity for. 1 Archaeopteryx Egg 1 Cooked Fish Meat Jerky 1 Longgrass 2 Mejoberries 3 Fiber (aids digestion) Submerge in Water Cook in a CookingPot(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_RecipeNote_Kibble_archaeopteryx.Default__PrimalItem_RecipeNote_Kibble_archaeopteryx_C) CONTENT: Recipes(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_RecipeNote_Kibble_archaeopteryx.Default__PrimalItem_RecipeNote_Kibble_archaeopteryx_C) CONTENT: Rockwell Recipes: Argentavis Kibble(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_RecipeNote_Kibble_Argentavis.Default__PrimalItem_RecipeNote_Kibble_Argentavis_C) CONTENT: This recipe will produce a consumable which the Spinosaur has a very high affinity for. 1 Argentavis Egg 1 Prime Meat Jerky 1 Citronal 2 Mejoberries 3 Fiber (aids digestion) Submerge in Water Cook in a CookingPot(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_RecipeNote_Kibble_Argentavis.Default__PrimalItem_RecipeNote_Kibble_Argentavis_C) CONTENT: Recipes(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_RecipeNote_Kibble_Argentavis.Default__PrimalItem_RecipeNote_Kibble_Argentavis_C) CONTENT: Rockwell Recipes: Baryonyx Kibble(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_RecipeNote_Kibble_Baryonyx.Default__PrimalItem_RecipeNote_Kibble_Baryonyx_C) CONTENT: This recipe will produce a consumable which Megalania have a very high affinity for. 1 Baryonyx Egg 1 Raw Mutton 1 Savoroot 2 Mejoberries 3 Fiber (aids digestion) Submerge in Water Cook in a CookingPot(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_RecipeNote_Kibble_Baryonyx.Default__PrimalItem_RecipeNote_Kibble_Baryonyx_C) CONTENT: Recipes(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_RecipeNote_Kibble_Baryonyx.Default__PrimalItem_RecipeNote_Kibble_Baryonyx_C) CONTENT: Rockwell Recipes: Brontosaurus Kibble(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_RecipeNote_Kibble_Bronto.Default__PrimalItem_RecipeNote_Kibble_Bronto_C) CONTENT: This recipe will produce a consumable which the Sabertooth has a very high affinity for. 1 Brontosaurus Egg 1 Cooked Meat Jerky 1 Rockarrot 2 Mejoberries 3 Fiber (aids digestion) Submerge in Water Cook in a CookingPot(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_RecipeNote_Kibble_Bronto.Default__PrimalItem_RecipeNote_Kibble_Bronto_C) CONTENT: Recipes(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_RecipeNote_Kibble_Bronto.Default__PrimalItem_RecipeNote_Kibble_Bronto_C) CONTENT: Rockwell Recipes: Carbonemys Kibble(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_RecipeNote_Kibble_Carbonemys.Default__PrimalItem_RecipeNote_Kibble_Carbonemys_C) CONTENT: This recipe will produce a consumable which the Brontosaurus has a very high affinity for. 1 Carbonemys Egg 1 Prime Meat Jerky 1 Rockarrot 2 Mejoberries 3 Fiber (aids digestion) Submerge in Water Cook in a CookingPot(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_RecipeNote_Kibble_Carbonemys.Default__PrimalItem_RecipeNote_Kibble_Carbonemys_C) CONTENT: Recipes(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_RecipeNote_Kibble_Carbonemys.Default__PrimalItem_RecipeNote_Kibble_Carbonemys_C) CONTENT: Rockwell Recipes: Carnotaurus Kibble(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_RecipeNote_Kibble_Carno.Default__PrimalItem_RecipeNote_Kibble_Carno_C) CONTENT: This recipe will produce a consumable which the Direwolf, Direbear, and Triceratops have a very high affinity for. 1 Carnotaurus Egg 1 Cooked Meat 1 Savoroot 2 Mejoberries 3 Fiber (aids digestion) Submerge in Water Cook in a CookingPot(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_RecipeNote_Kibble_Carno.Default__PrimalItem_RecipeNote_Kibble_Carno_C) CONTENT: Recipes(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_RecipeNote_Kibble_Carno.Default__PrimalItem_RecipeNote_Kibble_Carno_C) CONTENT: Rockwell Recipes: Compy Kibble(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_RecipeNote_Kibble_Compy.Default__PrimalItem_RecipeNote_Kibble_Compy_C) CONTENT: This recipe will produce a consumable which Kentrosaurus have a very high affinity for. 1 Compy Egg 1 Cooked Fish Meat 1 Citronal 2 Mejoberries 3 Fiber (aids digestion) Submerge in Water Cook in a CookingPot(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_RecipeNote_Kibble_Compy.Default__PrimalItem_RecipeNote_Kibble_Compy_C) CONTENT: Recipes(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_RecipeNote_Kibble_Compy.Default__PrimalItem_RecipeNote_Kibble_Compy_C) CONTENT: Rockwell Recipes: Dilophosaur Kibble(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_RecipeNote_Kibble_Dilo.Default__PrimalItem_RecipeNote_Kibble_Dilo_C) CONTENT: This recipe will produce a consumable which the Ankylosaurus, Doedicurus, and Pachycephalosaurus have a very high affinity for. 1 Dilophosaur Egg 1 Cooked Meat Jerky 1 Citronal 2 Mejoberries 3 Fiber (aids digestion) Submerge in Water Cook in a CookingPot(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_RecipeNote_Kibble_Dilo.Default__PrimalItem_RecipeNote_Kibble_Dilo_C) CONTENT: Recipes(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_RecipeNote_Kibble_Dilo.Default__PrimalItem_RecipeNote_Kibble_Dilo_C) CONTENT: Rockwell Recipes: Dimetrodon Kibble(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_RecipeNote_Kibble_Dimetrodon.Default__PrimalItem_RecipeNote_Kibble_Dimetrodon_C) CONTENT: This recipe will produce a consumable which the Gallimimus has a very high affinity for. 1 Dimetrodon Egg 1 Cooked Meat Jerky 1 Citronal 2 Mejoberries 3 Fiber (aids digestion) Submerge in Water Cook in a CookingPot(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_RecipeNote_Kibble_Dimetrodon.Default__PrimalItem_RecipeNote_Kibble_Dimetrodon_C) CONTENT: Recipes(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_RecipeNote_Kibble_Dimetrodon.Default__PrimalItem_RecipeNote_Kibble_Dimetrodon_C) CONTENT: Rockwell Recipes: Dimorphodon Kibble(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_RecipeNote_Kibble_Dimorphodon.Default__PrimalItem_RecipeNote_Kibble_Dimorphodon_C) CONTENT: This recipe will produce a consumable which the Megaloceros has a very high affinity for. 1 Dimetrodon Egg 1 Cooked Meat or Jerky 1 Longrass 2 Mejoberries 3 Fiber (aids digestion) Submerge in Water Cook in a CookingPot(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_RecipeNote_Kibble_Dimorphodon.Default__PrimalItem_RecipeNote_Kibble_Dimorphodon_C) CONTENT: Recipes(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_RecipeNote_Kibble_Dimorphodon.Default__PrimalItem_RecipeNote_Kibble_Dimorphodon_C) CONTENT: Rockwell Recipes: Diplodocus Kibble(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_RecipeNote_Kibble_Diplodocus.Default__PrimalItem_RecipeNote_Kibble_Diplodocus_C) CONTENT: This recipe will produce a consumable which the Allosaurus has a very high affinity for. 1 Diplodocus Egg 1 Rare Flower 1 Savoroot 2 Mejoberries 3 Fiber (aids digestion) Submerge in Water Cook in a CookingPot(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_RecipeNote_Kibble_Diplodocus.Default__PrimalItem_RecipeNote_Kibble_Diplodocus_C) CONTENT: Recipes(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_RecipeNote_Kibble_Diplodocus.Default__PrimalItem_RecipeNote_Kibble_Diplodocus_C) CONTENT: Rockwell Recipes: Dodo Kibble(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_RecipeNote_Kibble_Dodo.Default__PrimalItem_RecipeNote_Kibble_Dodo_C) CONTENT: This recipe will produce a consumable which the Pteranodon, Ichthyosaurus, and Mesopithecus have a very high affinity for. 1 Dodo Egg 1 Cooked Meat 1 Rockarrot 2 Mejoberries 3 Fiber (aids digestion) Submerge in Water Cook in a CookingPot(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_RecipeNote_Kibble_Dodo.Default__PrimalItem_RecipeNote_Kibble_Dodo_C) CONTENT: Recipes(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_RecipeNote_Kibble_Dodo.Default__PrimalItem_RecipeNote_Kibble_Dodo_C) CONTENT: Rockwell Recipes: Gallimimus Kibble(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_RecipeNote_Kibble_Gallimimus.Default__PrimalItem_RecipeNote_Kibble_Gallimimus_C) CONTENT: This recipe will produce a consumable which the Terror Bird and Castoroides have a very high affinity for. 1 Gallimimus Egg 1 Cooked Meat Jerky 1 Savoroot 2 Mejoberries 3 Fiber (aids digestion) Submerge in Water Cook in a CookingPot(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_RecipeNote_Kibble_Gallimimus.Default__PrimalItem_RecipeNote_Kibble_Gallimimus_C) CONTENT: Recipes(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_RecipeNote_Kibble_Gallimimus.Default__PrimalItem_RecipeNote_Kibble_Gallimimus_C) CONTENT: Rockwell Recipes: Ichthyornis Kibble(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_RecipeNote_Kibble_Ichthyornis.Default__PrimalItem_RecipeNote_Kibble_Ichthyornis_C) CONTENT: This recipe will produce a consumable which Giant Queen Bees have a very high affinity for. 1 Ichthyornis Egg 1 Rare Flower 1 Savoroot 2 Mejoberries 3 Fiber (aids digestion) Submerge in Water Cook in a CookingPot(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_RecipeNote_Kibble_Ichthyornis.Default__PrimalItem_RecipeNote_Kibble_Ichthyornis_C) CONTENT: Recipes(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_RecipeNote_Kibble_Ichthyornis.Default__PrimalItem_RecipeNote_Kibble_Ichthyornis_C) CONTENT: Rockwell Recipes: Iguanodon Kibble(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_RecipeNote_Kibble_Iguanodon.Default__PrimalItem_RecipeNote_Kibble_Iguanodon_C) CONTENT: This recipe will produce a consumable which the Daeodon has a very high affinity for. 1 Iguanodon Egg 1 Prime Meat Jerky 1 Rare Mushroom 2 Mejoberries 3 Fiber (aids digestion) Submerge in Water Cook in a CookingPot(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_RecipeNote_Kibble_Iguanodon.Default__PrimalItem_RecipeNote_Kibble_Iguanodon_C) CONTENT: Recipes(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_RecipeNote_Kibble_Iguanodon.Default__PrimalItem_RecipeNote_Kibble_Iguanodon_C) CONTENT: Rockwell Recipes: Kairuku Kibble(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_RecipeNote_Kibble_Kairuku.Default__PrimalItem_RecipeNote_Kibble_Kairuku_C) CONTENT: This recipe will produce a consumable which the Anglerfish has a very high affinity for. 1 Kairuku Egg 1 Cooked Meat or Jerky 1 Savoroot 2 Mejoberries 3 Fiber (aids digestion) Submerge in Water Cook in a CookingPot(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_RecipeNote_Kibble_Kairuku.Default__PrimalItem_RecipeNote_Kibble_Kairuku_C) CONTENT: Recipes(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_RecipeNote_Kibble_Kairuku.Default__PrimalItem_RecipeNote_Kibble_Kairuku_C) CONTENT: Rockwell Recipes: Kentrosaurus Kibble(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_RecipeNote_Kibble_Kentrosaurus.Default__PrimalItem_RecipeNote_Kibble_Kentrosaurus_C) CONTENT: This recipe will produce a consumable which the Yutyrannus has a very high affinity for. 1 Kentrosaurus Egg 1 Hesperornis Golden Egg 1 Ammonite Bile 2 Mejoberries 3 Fiber (aids digestion) Submerge in Water Cook in a CookingPot(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_RecipeNote_Kibble_Kentrosaurus.Default__PrimalItem_RecipeNote_Kibble_Kentrosaurus_C) CONTENT: Recipes(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_RecipeNote_Kibble_Kentrosaurus.Default__PrimalItem_RecipeNote_Kibble_Kentrosaurus_C) CONTENT: Rockwell Recipes: Lystrosaurus Kibble(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_RecipeNote_Kibble_Lystro.Default__PrimalItem_RecipeNote_Kibble_Lystro_C) CONTENT: This recipe will produce a consumable which the Diplodocus has a very high affinity for. 1 Lystrosaurus Egg 1 Cooked Prime Meat or Prime Meat Jerky 1 Rockarrot 2 Mejoberries 3 Fiber (aids digestion) Submerge in Water Cook in a CookingPot(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_RecipeNote_Kibble_Lystro.Default__PrimalItem_RecipeNote_Kibble_Lystro_C) CONTENT: Recipes(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_RecipeNote_Kibble_Lystro.Default__PrimalItem_RecipeNote_Kibble_Lystro_C) CONTENT: Rockwell Recipes: Megalania Kibble(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_RecipeNote_Kibble_Megalania.Default__PrimalItem_RecipeNote_Kibble_Megalania_C) CONTENT: This recipe will produce a consumable which the Megatherium has a very high affinity for. 1 Megalania Egg 1 Giant Bee Honey 10 Chitin 2 Mejoberries 3 Fiber (aids digestion) Submerge in Water Cook in a CookingPot(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_RecipeNote_Kibble_Megalania.Default__PrimalItem_RecipeNote_Kibble_Megalania_C) CONTENT: Recipes(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_RecipeNote_Kibble_Megalania.Default__PrimalItem_RecipeNote_Kibble_Megalania_C) CONTENT: Rockwell Recipes: Megalosaurus Kibble(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_RecipeNote_Kibble_Megalosaurus.Default__PrimalItem_RecipeNote_Kibble_Megalosaurus_C) CONTENT: This recipe will produce a consumable which the Therizinosaur has a very high affinity for. 1 Megalosaurus Egg 2 Prime Meat Jerky 1 Rockarrot 2 Mejoberries 3 Fiber (aids digestion) Submerge in Water Cook in a CookingPot(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_RecipeNote_Kibble_Megalosaurus.Default__PrimalItem_RecipeNote_Kibble_Megalosaurus_C) CONTENT: Recipes(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_RecipeNote_Kibble_Megalosaurus.Default__PrimalItem_RecipeNote_Kibble_Megalosaurus_C) CONTENT: Rockwell Recipes: Microraptor Kibble(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_RecipeNote_Kibble_Microraptor.Default__PrimalItem_RecipeNote_Kibble_Microraptor_C) CONTENT: This recipe will produce a consumable which the Iguanodon has a very high affinity for. 1 Microraptor Egg 1 Prime Meat Jerky 1 Longrass 2 Mejoberries 3 Fiber (aids digestion) Submerge in Water Cook in a CookingPot(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_RecipeNote_Kibble_Microraptor.Default__PrimalItem_RecipeNote_Kibble_Microraptor_C) CONTENT: Recipes(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_RecipeNote_Kibble_Microraptor.Default__PrimalItem_RecipeNote_Kibble_Microraptor_C) CONTENT: Rockwell Recipes: Moschops Kibble(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_RecipeNote_Kibble_Moschops.Default__PrimalItem_RecipeNote_Kibble_Moschops_C) CONTENT: This recipe will produce a consumable which the Purlovia has a very high affinity for. 1 Moschops Egg 1 Cooked Meat Jerky 1 Savoroot 2 Mejoberries 3 Fiber (aids digestion) Submerge in Water Cook in a CookingPot(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_RecipeNote_Kibble_Moschops.Default__PrimalItem_RecipeNote_Kibble_Moschops_C) CONTENT: Recipes(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_RecipeNote_Kibble_Moschops.Default__PrimalItem_RecipeNote_Kibble_Moschops_C) CONTENT: Rockwell Recipes: Oviraptor Kibble(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_RecipeNote_Kibble_Oviraptor.Default__PrimalItem_RecipeNote_Kibble_Oviraptor_C) CONTENT: This recipe will produce a consumable which the Megalosaurus has a very high affinity for. 1 Oviraptor Egg 1 Prime Meat Jerky 1 Longrass 2 Mejoberries 3 Fiber (aids digestion) Submerge in Water Cook in a CookingPot(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_RecipeNote_Kibble_Oviraptor.Default__PrimalItem_RecipeNote_Kibble_Oviraptor_C) CONTENT: Recipes(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_RecipeNote_Kibble_Oviraptor.Default__PrimalItem_RecipeNote_Kibble_Oviraptor_C) CONTENT: Rockwell Recipes: Pachycephalosaurus Kibble(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_RecipeNote_Kibble_Pachy.Default__PrimalItem_RecipeNote_Kibble_Pachy_C) CONTENT: This recipe will produce a consumable which the Paraceratherium has a very high affinity for. 1 Pachycephalosaurus Egg 1 Cooked Meat 1 Citronal 2 Mejoberries 3 Fiber (aids digestion) Submerge in Water Cook in a CookingPot(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_RecipeNote_Kibble_Pachy.Default__PrimalItem_RecipeNote_Kibble_Pachy_C) CONTENT: Recipes(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_RecipeNote_Kibble_Pachy.Default__PrimalItem_RecipeNote_Kibble_Pachy_C) CONTENT: Rockwell Recipes: Pachyrhinosaurus Kibble(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_RecipeNote_Kibble_PachyRhino.Default__PrimalItem_RecipeNote_Kibble_PachyRhino_C) CONTENT: This recipe will produce a consumable which the Baryonyx has a very high affinity for. 1 Pachyrhinosaurus Egg 1 Cooked Prime Fish Meat 1 Citronal 2 Mejoberries 3 Fiber (aids digestion) Submerge in Water Cook in a CookingPot(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_RecipeNote_Kibble_PachyRhino.Default__PrimalItem_RecipeNote_Kibble_PachyRhino_C) CONTENT: Recipes(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_RecipeNote_Kibble_PachyRhino.Default__PrimalItem_RecipeNote_Kibble_PachyRhino_C) CONTENT: Rockwell Recipes: Parasaur Kibble(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_RecipeNote_Kibble_Parasaur.Default__PrimalItem_RecipeNote_Kibble_Parasaur_C) CONTENT: This recipe will produce a consumable which the Raptor has a very high affinity for. 1 Parasaur Egg 1 Cooked Meat or Jerky 1 Longrass 2 Mejoberries 3 Fiber (aids digestion) Submerge in Water Cook in a CookingPot(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_RecipeNote_Kibble_Parasaur.Default__PrimalItem_RecipeNote_Kibble_Parasaur_C) CONTENT: Recipes(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_RecipeNote_Kibble_Parasaur.Default__PrimalItem_RecipeNote_Kibble_Parasaur_C) CONTENT: Rockwell Recipes: Pegomastax Kibble(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_RecipeNote_Kibble_Pegomastax.Default__PrimalItem_RecipeNote_Kibble_Pegomastax_C) CONTENT: This recipe will produce a consumable which the Ichthyornis and Pelagornis have a very high affinity for. 1 Pegomastax Egg 1 Raw Prime Fish Meat 1 Citronal 2 Mejoberries 3 Fiber (aids digestion) Submerge in Water Cook in a CookingPot(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_RecipeNote_Kibble_Pegomastax.Default__PrimalItem_RecipeNote_Kibble_Pegomastax_C) CONTENT: Recipes(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_RecipeNote_Kibble_Pegomastax.Default__PrimalItem_RecipeNote_Kibble_Pegomastax_C) CONTENT: Rockwell Recipes: Pelagornis Kibble(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_RecipeNote_Kibble_Pela.Default__PrimalItem_RecipeNote_Kibble_Pela_C) CONTENT: This recipe will produce a consumable which the Archaeopteryx has a very high affinity for. 1 Pelagornis Egg 10 Chitin 1 Citronal 2 Mejoberries 3 Fiber (aids digestion) Submerge in Water Cook in a CookingPot(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_RecipeNote_Kibble_Pela.Default__PrimalItem_RecipeNote_Kibble_Pela_C) CONTENT: Recipes(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_RecipeNote_Kibble_Pela.Default__PrimalItem_RecipeNote_Kibble_Pela_C) CONTENT: Rockwell Recipes: Pteranodon Kibble(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_RecipeNote_Kibble_Ptero.Default__PrimalItem_RecipeNote_Kibble_Ptero_C) CONTENT: This recipe will produce a consumable which the Carbonemys has a very high affinity for. 1 Pteranodon Egg 1 Cooked Meat or Jerky 1 Rockarrot 2 Mejoberries 3 Fiber (aids digestion) Submerge in Water Cook in a CookingPot(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_RecipeNote_Kibble_Ptero.Default__PrimalItem_RecipeNote_Kibble_Ptero_C) CONTENT: Recipes(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_RecipeNote_Kibble_Ptero.Default__PrimalItem_RecipeNote_Kibble_Ptero_C) CONTENT: Rockwell Recipes: Pulmonoscorpius Kibble(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_RecipeNote_Kibble_Pulmono.Default__PrimalItem_RecipeNote_Kibble_Pulmono_C) CONTENT: This recipe will produce a consumable which the Tyrannosaurus and Beelzebufo have a very high affinity for. 1 Pulmonoscorpius Egg 1 Prime Meat Jerky 1 Longrass 2 Mejoberries 3 Fiber (aids digestion) Submerge in Water Cook in a CookingPot(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_RecipeNote_Kibble_Pulmono.Default__PrimalItem_RecipeNote_Kibble_Pulmono_C) CONTENT: Recipes(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_RecipeNote_Kibble_Pulmono.Default__PrimalItem_RecipeNote_Kibble_Pulmono_C) CONTENT: Rockwell Recipes: Quetzalcoatlus Kibble(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_RecipeNote_Kibble_Quetz.Default__PrimalItem_RecipeNote_Kibble_Quetz_C) CONTENT: This recipe will produce a consumable which the Mosasaurus, Giganotosaurus, and Dimetrodon have a very high affinity for. 1 Quetzalcoatlus Egg 3 Prime Meat Jerky 3 Longrass 2 Mejoberries 3 Fiber (aids digestion) Submerge in Water Cook in a CookingPot(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_RecipeNote_Kibble_Quetz.Default__PrimalItem_RecipeNote_Kibble_Quetz_C) CONTENT: Recipes(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_RecipeNote_Kibble_Quetz.Default__PrimalItem_RecipeNote_Kibble_Quetz_C) CONTENT: Rockwell Recipes: Raptor Kibble(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_RecipeNote_Kibble_Raptor.Default__PrimalItem_RecipeNote_Kibble_Raptor_C) CONTENT: This recipe will produce a consumable which the Mammoth has a very high affinity for. 1 Raptor Egg 1 Cooked Meat Jerky 1 Longrass 2 Mejoberries 3 Fiber (aids digestion) Submerge in Water Cook in a CookingPot(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_RecipeNote_Kibble_Raptor.Default__PrimalItem_RecipeNote_Kibble_Raptor_C) CONTENT: Recipes(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_RecipeNote_Kibble_Raptor.Default__PrimalItem_RecipeNote_Kibble_Raptor_C) CONTENT: Rockwell Recipes: Tyrannosaurus Kibble(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_RecipeNote_Kibble_Rex.Default__PrimalItem_RecipeNote_Kibble_Rex_C) CONTENT: This recipe will produce a consumable which the Plesiosaur and Quetzalcoatlus have a very high affinity for. 1 Tyrannosaurus Egg 1 Prime Meat Jerky 1 Longrass 2 Mejoberries 3 Fiber (aids digestion) Submerge in Water Cook in a CookingPot(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_RecipeNote_Kibble_Rex.Default__PrimalItem_RecipeNote_Kibble_Rex_C) CONTENT: Recipes(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_RecipeNote_Kibble_Rex.Default__PrimalItem_RecipeNote_Kibble_Rex_C) CONTENT: Rockwell Recipes: Sarcosuchus Kibble(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_RecipeNote_Kibble_Sarco.Default__PrimalItem_RecipeNote_Kibble_Sarco_C) CONTENT: This recipe will produce a consumable which the Stegosaurus has a very high affinity for. 1 Sarcosuchus Egg 1 Cooked Meat Jerky 1 Rockarrot 2 Mejoberries 3 Fiber (aids digestion) Submerge in Water Cook in a CookingPot(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_RecipeNote_Kibble_Sarco.Default__PrimalItem_RecipeNote_Kibble_Sarco_C) CONTENT: Recipes(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_RecipeNote_Kibble_Sarco.Default__PrimalItem_RecipeNote_Kibble_Sarco_C) CONTENT: Rockwell Recipes: Spinosaur Kibble(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_RecipeNote_Kibble_Spino.Default__PrimalItem_RecipeNote_Kibble_Spino_C) CONTENT: This recipe will produce a consumable which the Megalodon has a very high affinity for. 1 Spinosaur Egg 1 Prime Meat Jerky 1 Savoroot 2 Mejoberries 3 Fiber (aids digestion) Submerge in Water Cook in a CookingPot(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_RecipeNote_Kibble_Spino.Default__PrimalItem_RecipeNote_Kibble_Spino_C) CONTENT: Recipes(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_RecipeNote_Kibble_Spino.Default__PrimalItem_RecipeNote_Kibble_Spino_C) CONTENT: Rockwell Recipes: Stegosaurus Kibble(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_RecipeNote_Kibble_Stegosaurus.Default__PrimalItem_RecipeNote_Kibble_Stegosaurus_C) CONTENT: This recipe will produce a consumable which the Argentavis has a very high affinity for. 1 Stegosaurus Egg 1 Prime Meat Jerky 1 Citronal 2 Mejoberries 3 Fiber (aids digestion) Submerge in Water Cook in a CookingPot(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_RecipeNote_Kibble_Stegosaurus.Default__PrimalItem_RecipeNote_Kibble_Stegosaurus_C) CONTENT: Recipes(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_RecipeNote_Kibble_Stegosaurus.Default__PrimalItem_RecipeNote_Kibble_Stegosaurus_C) CONTENT: Rockwell Recipes: Tapejara Kibble(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_RecipeNote_Kibble_Tapejara.Default__PrimalItem_RecipeNote_Kibble_Tapejara_C) CONTENT: This recipe will produce a consumable which the Kaprosuchus has a very high affinity for. 1 Tapejara Egg 1 Cooked Prime Meat 1 Rockarrot 2 Mejoberries 3 Fiber (aids digestion) Submerge in Water Cook in a CookingPot(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_RecipeNote_Kibble_Tapejara.Default__PrimalItem_RecipeNote_Kibble_Tapejara_C) CONTENT: Recipes(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_RecipeNote_Kibble_Tapejara.Default__PrimalItem_RecipeNote_Kibble_Tapejara_C) CONTENT: Rockwell Recipes: Terror Bird Kibble(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_RecipeNote_Kibble_TerrorBird.Default__PrimalItem_RecipeNote_Kibble_TerrorBird_C) CONTENT: This recipe will produce a consumable which the Woolly Rhino has a very high affinity for. 1 Terror Bird Egg 1 Cooked Meat or Jerky 1 Citronal 2 Mejoberries 3 Fiber (aids digestion) Submerge in Water Cook in a CookingPot(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_RecipeNote_Kibble_TerrorBird.Default__PrimalItem_RecipeNote_Kibble_TerrorBird_C) CONTENT: Recipes(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_RecipeNote_Kibble_TerrorBird.Default__PrimalItem_RecipeNote_Kibble_TerrorBird_C) CONTENT: Rockwell Recipes: Therizinosaur Kibble(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_RecipeNote_Kibble_Therizino.Default__PrimalItem_RecipeNote_Kibble_Therizino_C) CONTENT: This recipe will produce a consumable which the Basilosaurus has a very high affinity for. 1 Therizinosaur Egg 1 Angler Gel 1 Citronal 2 Mejoberries 3 Fiber (aids digestion) Submerge in Water Cook in a CookingPot(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_RecipeNote_Kibble_Therizino.Default__PrimalItem_RecipeNote_Kibble_Therizino_C) CONTENT: Recipes(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_RecipeNote_Kibble_Therizino.Default__PrimalItem_RecipeNote_Kibble_Therizino_C) CONTENT: Rockwell Recipes: Titanoboa Kibble(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_RecipeNote_Kibble_Titanoboa.Default__PrimalItem_RecipeNote_Kibble_Titanoboa_C) CONTENT: This recipe will produce a consumable which the Gigantopithecus, Dunkleosteus, and Thylacoleo have a very high affinity for. 1 Titanoboa Egg 1 Cooked Meat Jerky 1 Longrass 2 Mejoberries 3 Fiber (aids digestion) Submerge in Water Cook in a CookingPot(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_RecipeNote_Kibble_Titanoboa.Default__PrimalItem_RecipeNote_Kibble_Titanoboa_C) CONTENT: Recipes(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_RecipeNote_Kibble_Titanoboa.Default__PrimalItem_RecipeNote_Kibble_Titanoboa_C) CONTENT: Rockwell Recipes: Triceratops Kibble(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_RecipeNote_Kibble_Triceratops.Default__PrimalItem_RecipeNote_Kibble_Triceratops_C) CONTENT: This recipe will produce a consumable which the Sarcosuchus has a very high affinity for. 1 Triceratops Egg 1 Cooked Meat Jerky 1 Savoroot 2 Mejoberries 3 Fiber (aids digestion) Submerge in Water Cook in a CookingPot(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_RecipeNote_Kibble_Triceratops.Default__PrimalItem_RecipeNote_Kibble_Triceratops_C) CONTENT: Recipes(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_RecipeNote_Kibble_Triceratops.Default__PrimalItem_RecipeNote_Kibble_Triceratops_C) CONTENT: Rockwell Recipes: Troodon Kibble(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_RecipeNote_Kibble_Troodon.Default__PrimalItem_RecipeNote_Kibble_Troodon_C) CONTENT: This recipe will produce a consumable which the Equus has a very high affinity for. 1 Troodon Egg 2 Rockarrot 1 Savoroot 2 Mejoberries 3 Fiber (aids digestion) Submerge in Water Cook in a CookingPot(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_RecipeNote_Kibble_Troodon.Default__PrimalItem_RecipeNote_Kibble_Troodon_C) CONTENT: Recipes(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_RecipeNote_Kibble_Troodon.Default__PrimalItem_RecipeNote_Kibble_Troodon_C) CONTENT: Base Hatchet(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_WeaponBaseHatchet.Default__PrimalItem_WeaponBaseHatchet_C) CONTENT: The base hatchet for harvesting.(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_WeaponBaseHatchet.Default__PrimalItem_WeaponBaseHatchet_C) CONTENT: Stone Hatchet(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_WeaponStoneHatchet.Default__PrimalItem_WeaponStoneHatchet_C) CONTENT: A sharp flint hatchet for harvesting wood from trees, stone from rocks, and skin from bodies.(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_WeaponStoneHatchet.Default__PrimalItem_WeaponStoneHatchet_C) CONTENT: Weapons(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_WeaponStoneHatchet.Default__PrimalItem_WeaponStoneHatchet_C) CONTENT: Primitive(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_WeaponStoneHatchet.Default__PrimalItem_WeaponStoneHatchet_C) CONTENT: Melee(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_WeaponStoneHatchet.Default__PrimalItem_WeaponStoneHatchet_C) CONTENT: Metal Hatchet(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_WeaponMetalHatchet.Default__PrimalItem_WeaponMetalHatchet_C) CONTENT: A sharp metal hatchet for harvesting wood from trees, stone from rocks, and skin from bodies.(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_WeaponMetalHatchet.Default__PrimalItem_WeaponMetalHatchet_C) CONTENT: Weapons(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_WeaponMetalHatchet.Default__PrimalItem_WeaponMetalHatchet_C) CONTENT: Melee(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_WeaponMetalHatchet.Default__PrimalItem_WeaponMetalHatchet_C) CONTENT: Metal Pick(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_WeaponMetalPick.Default__PrimalItem_WeaponMetalPick_C) CONTENT: A large metal pick for harvesting primarily flint from rocks, thatch from trees, and meat from bodies.(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_WeaponMetalPick.Default__PrimalItem_WeaponMetalPick_C) CONTENT: Weapons(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_WeaponMetalPick.Default__PrimalItem_WeaponMetalPick_C) CONTENT: Melee(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_WeaponMetalPick.Default__PrimalItem_WeaponMetalPick_C) CONTENT: Spear(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_WeaponSpear.Default__PrimalItem_WeaponSpear_C) CONTENT: A easily made melee weapon that can also be thrown. Has a chance to break when used.(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_WeaponSpear.Default__PrimalItem_WeaponSpear_C) CONTENT: Weapons(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_WeaponSpear.Default__PrimalItem_WeaponSpear_C) CONTENT: Primitive(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_WeaponSpear.Default__PrimalItem_WeaponSpear_C) CONTENT: Melee(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_WeaponSpear.Default__PrimalItem_WeaponSpear_C) CONTENT: Pike(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_WeaponPike.Default__PrimalItem_WeaponPike_C) CONTENT: A powerful melee weapon tipped with metal. Unlike the Spear, it cannot be thrown.(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_WeaponPike.Default__PrimalItem_WeaponPike_C) CONTENT: Weapons(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_WeaponPike.Default__PrimalItem_WeaponPike_C) CONTENT: Melee(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_WeaponPike.Default__PrimalItem_WeaponPike_C) CONTENT: Slingshot(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_WeaponSlingshot.Default__PrimalItem_WeaponSlingshot_C) CONTENT: A simple ranged weapon that deals damage from afar. Better for knocking out a target than killing it outright. Requires stone to fire.(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_WeaponSlingshot.Default__PrimalItem_WeaponSlingshot_C) CONTENT: Weapons(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_WeaponSlingshot.Default__PrimalItem_WeaponSlingshot_C) CONTENT: Primitive(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_WeaponSlingshot.Default__PrimalItem_WeaponSlingshot_C) CONTENT: Ranged(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_WeaponSlingshot.Default__PrimalItem_WeaponSlingshot_C) CONTENT: Must contain a fuel, such as wood or thatch, to light the fire. Does something afterward.(/Game/PrimalEarth/CoreBlueprints/Inventories/PrimalInventoryBP_BaseFuelBurning.Default__PrimalInventoryBP_BaseFuelBurning_C) CONTENT: Base Fuel Burner(/Game/PrimalEarth/CoreBlueprints/Inventories/PrimalInventoryBP_BaseFuelBurning.Default__PrimalInventoryBP_BaseFuelBurning_C) CONTENT: Must contain Gasoline. Does something afterward(/Game/PrimalEarth/CoreBlueprints/Inventories/PrimalInventoryBP_BaseGasolineBurning.Default__PrimalInventoryBP_BaseGasolineBurning_C) CONTENT: Base Gasoline Burner(/Game/PrimalEarth/CoreBlueprints/Inventories/PrimalInventoryBP_BaseGasolineBurning.Default__PrimalInventoryBP_BaseGasolineBurning_C) CONTENT: Tremendously nourishing by itself, this egg provides simple nutritional value in many cooking recipes.(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Egg_Small.Default__PrimalItemConsumable_Egg_Small_C) CONTENT: Hesperornis Egg(/Game/PrimalEarth/Test/PrimalItemConsumable_Egg_Hesperonis.Default__PrimalItemConsumable_Egg_Hesperonis_C) CONTENT: Oil(/Game/PrimalEarth/CoreBlueprints/Resources/PrimalItemResource_Oil.Default__PrimalItemResource_Oil_C) CONTENT: A thick blob of unrefined oil. Can be refined with hide to make gasoline.(/Game/PrimalEarth/CoreBlueprints/Resources/PrimalItemResource_Oil.Default__PrimalItemResource_Oil_C) CONTENT: Gasoline(/Engine/Transient.REINST_PrimalItemResource_Gasoline_C_0) CONTENT: An advanced fuel. Can only be used in machines designed to consume it.(/Engine/Transient.REINST_PrimalItemResource_Gasoline_C_0) LITERAL: \n\n(/Game/PrimalEarth/CoreBlueprints/Resources/PrimalItemResource_Gasoline.PrimalItemResource_Gasoline:RefillGasoline.K2Node_CallFunction_71455) LITERAL: Gasoline: 100/100(/Game/PrimalEarth/CoreBlueprints/Resources/PrimalItemResource_Gasoline.PrimalItemResource_Gasoline:RefillGasoline.K2Node_CallFunction_72254) CONTENT: Gasoline(/Engine/Transient.Default__REINST_PrimalItemResource_Gasoline_C_1610) CONTENT: An advanced fuel. Can only be used in machines designed to consume it.(/Engine/Transient.Default__REINST_PrimalItemResource_Gasoline_C_1610) CONTENT: Gasoline(/Engine/Transient.REINST_PrimalItemResource_Gasoline_C_1) CONTENT: An advanced fuel. Can only be used in machines designed to consume it.(/Engine/Transient.REINST_PrimalItemResource_Gasoline_C_1) CONTENT: Fabricate mechanized items here. Requires Gasoline to be activated.(/Game/PrimalEarth/CoreBlueprints/Inventories/PrimalInventoryBP_Fabricator.Default__PrimalInventoryBP_Fabricator_C) CONTENT: Fabricator(/Game/PrimalEarth/CoreBlueprints/Inventories/PrimalInventoryBP_Fabricator.Default__PrimalInventoryBP_Fabricator_C) CONTENT: Silica Pearls(/Game/PrimalEarth/CoreBlueprints/Resources/PrimalItemResource_Silicon.Default__PrimalItemResource_Silicon_C) CONTENT: These pearls are made almost entirely of Silicon. Can be refined into Silicon plates.(/Game/PrimalEarth/CoreBlueprints/Resources/PrimalItemResource_Silicon.Default__PrimalItemResource_Silicon_C) CONTENT: Electronics(/Game/PrimalEarth/CoreBlueprints/Resources/PrimalItemResource_Electronics.Default__PrimalItemResource_Electronics_C) CONTENT: This multipurpose computer chip can be used to create electronic devices.(/Game/PrimalEarth/CoreBlueprints/Resources/PrimalItemResource_Electronics.Default__PrimalItemResource_Electronics_C) CONTENT: Composites(/Game/PrimalEarth/CoreBlueprints/Resources/PrimalItemResource_Electronics.Default__PrimalItemResource_Electronics_C) CONTENT: Obsidian(/Game/PrimalEarth/CoreBlueprints/Resources/PrimalItemResource_Obsidian.Default__PrimalItemResource_Obsidian_C) CONTENT: A very rare resource, found underground. Can be broken down and used to make modern tech.(/Game/PrimalEarth/CoreBlueprints/Resources/PrimalItemResource_Obsidian.Default__PrimalItemResource_Obsidian_C) CONTENT: Polymer(/Game/PrimalEarth/CoreBlueprints/Resources/PrimalItemResource_Polymer.Default__PrimalItemResource_Polymer_C) CONTENT: These incredibly strong, lightweight plates can be shaped and then heat treated into casings for anything.(/Game/PrimalEarth/CoreBlueprints/Resources/PrimalItemResource_Polymer.Default__PrimalItemResource_Polymer_C) CONTENT: Composites(/Game/PrimalEarth/CoreBlueprints/Resources/PrimalItemResource_Polymer.Default__PrimalItemResource_Polymer_C) CONTENT: GPS(/Game/PrimalEarth/Test/PrimalItem_WeaponGPS.Default__PrimalItem_WeaponGPS_C) CONTENT: Detects strange energy from the three Obelisks to triangulate your exact location on the island.(/Game/PrimalEarth/Test/PrimalItem_WeaponGPS.Default__PrimalItem_WeaponGPS_C) CONTENT: Navigation(/Game/PrimalEarth/Test/PrimalItem_WeaponGPS.Default__PrimalItem_WeaponGPS_C) CONTENT: Base Intake Pipe(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Pipes/PrimalItemStructure_BaseStonePipe.Default__PrimalItemStructure_BaseStonePipe_C) CONTENT: Put in water to start a pipe system.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Pipes/PrimalItemStructure_BaseStonePipe.Default__PrimalItemStructure_BaseStonePipe_C) CONTENT: Base Fuel Burner(/Game/PrimalEarth/Structures/BaseFuelBurner.Default__BaseFuelBurner_C) CONTENT: Turn On(/Engine/Transient.REINST_BaseFuelBurner_GasOnly_C_0) CONTENT: Turn Off(/Engine/Transient.REINST_BaseFuelBurner_GasOnly_C_0) CONTENT: Turn On(/Engine/Transient.Default__REINST_BaseFuelBurner_GasOnly_C_1642) CONTENT: Turn Off(/Engine/Transient.Default__REINST_BaseFuelBurner_GasOnly_C_1642) CONTENT: Turn On(/Engine/Transient.REINST_BaseFuelBurner_GasOnly_C_1) CONTENT: Turn Off(/Engine/Transient.REINST_BaseFuelBurner_GasOnly_C_1) CONTENT: Must contain Gasoline. Provides power to nearby Power Outlets(/Game/PrimalEarth/CoreBlueprints/Inventories/PrimalInventoryBP_ElectricGenerator.Default__PrimalInventoryBP_ElectricGenerator_C) CONTENT: Power Generator(/Game/PrimalEarth/CoreBlueprints/Inventories/PrimalInventoryBP_ElectricGenerator.Default__PrimalInventoryBP_ElectricGenerator_C) CONTENT: Electrical Generator(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Pipes/PrimalItemStructure_PowerGenerator.Default__PrimalItemStructure_PowerGenerator_C) CONTENT: A large machine that converts gasoline into electricity.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Pipes/PrimalItemStructure_PowerGenerator.Default__PrimalItemStructure_PowerGenerator_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Pipes/PrimalItemStructure_PowerGenerator.Default__PrimalItemStructure_PowerGenerator_C) CONTENT: Electrical(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Pipes/PrimalItemStructure_PowerGenerator.Default__PrimalItemStructure_PowerGenerator_C) CONTENT: Power Generator(/Engine/Transient.REINST_ElectricGenerator_C_0) CONTENT: Power Generator(/Engine/Transient.Default__REINST_ElectricGenerator_C_1663) CONTENT: Power Generator(/Engine/Transient.REINST_ElectricGenerator_C_1) CONTENT: Electrical Outlet(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Pipes/PrimalItemStructure_PowerOutlet.Default__PrimalItemStructure_PowerOutlet_C) CONTENT: An outlet for an electrical grid. When connected to a generator via cables, this provides power to all nearby devices that use electricity.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Pipes/PrimalItemStructure_PowerOutlet.Default__PrimalItemStructure_PowerOutlet_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Pipes/PrimalItemStructure_PowerOutlet.Default__PrimalItemStructure_PowerOutlet_C) CONTENT: Electrical(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Pipes/PrimalItemStructure_PowerOutlet.Default__PrimalItemStructure_PowerOutlet_C) CONTENT: Electric Junction Box(/Engine/Transient.REINST_ElectricJunction_C_0) CONTENT: Electric Junction Box(/Engine/Transient.Default__REINST_ElectricJunction_C_1673) CONTENT: Electric Junction Box(/Engine/Transient.REINST_ElectricJunction_C_1) CONTENT: Straight Electrical Cable(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Pipes/PrimalItemStructure_PowerCableStraight.Default__PrimalItemStructure_PowerCableStraight_C) CONTENT: A straight cable, used for transmitting electricity across land.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Pipes/PrimalItemStructure_PowerCableStraight.Default__PrimalItemStructure_PowerCableStraight_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Pipes/PrimalItemStructure_PowerCableStraight.Default__PrimalItemStructure_PowerCableStraight_C) CONTENT: Electrical(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Pipes/PrimalItemStructure_PowerCableStraight.Default__PrimalItemStructure_PowerCableStraight_C) CONTENT: Water Pipe(/Engine/Transient.REINST_CableBaseBP_C_0) CONTENT: Water Pipe(/Engine/Transient.Default__REINST_CableBaseBP_C_1682) CONTENT: Water Pipe(/Engine/Transient.REINST_CableBaseBP_C_1) CONTENT: Electric Cable(/Game/PrimalEarth/Structures/Electric/ElectricCableBaseBP.Default__ElectricCableBaseBP_C) CONTENT: Electric Cable Straight(/Game/PrimalEarth/Structures/Electric/ElectricCableStraight.Default__ElectricCableStraight_C) CONTENT: Electrical Cable Intersection(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Pipes/PrimalItemStructure_PowerCableIntersection.Default__PrimalItemStructure_PowerCableIntersection_C) CONTENT: A plus-shaped intersection for a power grid, used for splitting one power cable into three.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Pipes/PrimalItemStructure_PowerCableIntersection.Default__PrimalItemStructure_PowerCableIntersection_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Pipes/PrimalItemStructure_PowerCableIntersection.Default__PrimalItemStructure_PowerCableIntersection_C) CONTENT: Electrical(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Pipes/PrimalItemStructure_PowerCableIntersection.Default__PrimalItemStructure_PowerCableIntersection_C) CONTENT: Electric Cable Intersection(/Game/PrimalEarth/Structures/Electric/ElectricCableIntersection.Default__ElectricCableIntersection_C) CONTENT: Inclined Electrical Cable(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Pipes/PrimalItemStructure_PowerCableIncline.Default__PrimalItemStructure_PowerCableIncline_C) CONTENT: An inclined cable for transmitting electricity up and down hills.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Pipes/PrimalItemStructure_PowerCableIncline.Default__PrimalItemStructure_PowerCableIncline_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Pipes/PrimalItemStructure_PowerCableIncline.Default__PrimalItemStructure_PowerCableIncline_C) CONTENT: Electrical(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Pipes/PrimalItemStructure_PowerCableIncline.Default__PrimalItemStructure_PowerCableIncline_C) CONTENT: Electric Cable Diagonal(/Game/PrimalEarth/Structures/Electric/ElectricCableDiagonal.Default__ElectricCableDiagonal_C) CONTENT: Vertical Electrical Cable(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Pipes/PrimalItemStructure_PowerCableVertical.Default__PrimalItemStructure_PowerCableVertical_C) CONTENT: An vertical cable for transmitting electricity up and down cliffs.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Pipes/PrimalItemStructure_PowerCableVertical.Default__PrimalItemStructure_PowerCableVertical_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Pipes/PrimalItemStructure_PowerCableVertical.Default__PrimalItemStructure_PowerCableVertical_C) CONTENT: Electrical(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Pipes/PrimalItemStructure_PowerCableVertical.Default__PrimalItemStructure_PowerCableVertical_C) CONTENT: Electric Cable Vertical(/Game/PrimalEarth/Structures/Electric/Electric_Cable_Vertical.Default__Electric_Cable_Vertical_C) CONTENT: Condensed Gas(/Game/Extinction/CoreBlueprints/Resources/PrimalItemResource_CondensedGas.Default__PrimalItemResource_CondensedGas_C) CONTENT: A highly concentrated and hardened gas deposit. This could be refined back into it's gaseous form.(/Game/Extinction/CoreBlueprints/Resources/PrimalItemResource_CondensedGas.Default__PrimalItemResource_CondensedGas_C) CONTENT: Congealed Gas Ball(/Game/Aberration/CoreBlueprints/Resources/PrimalItemResource_Gas.Default__PrimalItemResource_Gas_C) CONTENT: Used for crafting, can be found within Gas Veins.(/Game/Aberration/CoreBlueprints/Resources/PrimalItemResource_Gas.Default__PrimalItemResource_Gas_C) CONTENT: Green Gem(/Game/Aberration/CoreBlueprints/Resources/PrimalItemResource_Gem_Base.Default__PrimalItemResource_Gem_Base_C) CONTENT: This strange Gem is used as a crafting ingredient in primitive tools and saddles.(/Game/Aberration/CoreBlueprints/Resources/PrimalItemResource_Gem_Base.Default__PrimalItemResource_Gem_Base_C) CONTENT: Red Gem(/Game/Aberration/CoreBlueprints/Resources/PrimalItemResource_Gem_Element.Default__PrimalItemResource_Gem_Element_C) CONTENT: This strange Gem has many unique properties that make it ideal for crafting.(/Game/Aberration/CoreBlueprints/Resources/PrimalItemResource_Gem_Element.Default__PrimalItemResource_Gem_Element_C) CONTENT: Charge Battery(/Engine/Transient.REINST_PrimalItem_ChargeBattery_C_0) CONTENT: Stores Charge from Power Nodes, and can be placed in various Electrical Devices to power them.(/Engine/Transient.REINST_PrimalItem_ChargeBattery_C_0) CONTENT: Chr(/Engine/Transient.REINST_PrimalItem_ChargeBattery_C_0) CONTENT: Charge(/Engine/Transient.REINST_PrimalItem_ChargeBattery_C_0) CONTENT: Misc(/Engine/Transient.REINST_PrimalItem_ChargeBattery_C_0) CONTENT: Charge Lantern(/Engine/Transient.REINST_PrimalItem_WeaponRadioactiveLanternCharge_C_0) CONTENT: Weaponized Charge Light that damages and stuns lifeforms. Place down to ward of dangers in an area. Uses Charge Batteries as fuel. (/Engine/Transient.REINST_PrimalItem_WeaponRadioactiveLanternCharge_C_0) CONTENT: Weapons(/Engine/Transient.REINST_PrimalItem_WeaponRadioactiveLanternCharge_C_0) LITERAL: Harvest (/Game/Aberration/CoreBlueprints/Buffs/Buff_ChargeEmitter.Buff_ChargeEmitter:BPGetMultiUseEntries.K2Node_CallFunction_203022) LITERAL: charge(/Game/Aberration/CoreBlueprints/Buffs/Buff_ChargeEmitter.Buff_ChargeEmitter:BPGetMultiUseEntries.K2Node_CallFunction_203022) LITERAL: Hello(/Game/Aberration/CoreBlueprints/Buffs/Buff_ChargeEmitter.Buff_ChargeEmitter:BPGetMultiUseEntries.K2Node_CallFunction_35623) LITERAL: Give (/Game/Aberration/CoreBlueprints/Buffs/Buff_ChargeEmitter.Buff_ChargeEmitter:BPGetMultiUseEntries.K2Node_CallFunction_81724) LITERAL: charge to pet(/Game/Aberration/CoreBlueprints/Buffs/Buff_ChargeEmitter.Buff_ChargeEmitter:BPGetMultiUseEntries.K2Node_CallFunction_81724) CONTENT: Pack Dino(/Engine/Transient.REINST_Dino_Character_BP_Pack_C_0) LITERAL: PackRoar(/Game/PrimalEarth/CoreBlueprints/Dino_Character_BP_Pack.Dino_Character_BP_Pack:BPDoAttack.K2Node_CallFunction_17142) LITERAL: UpdatePack(/Game/PrimalEarth/CoreBlueprints/Dino_Character_BP_Pack.Dino_Character_BP_Pack:BPTimerServer.K2Node_CallFunction_103985) LITERAL: UpdatePack(/Game/PrimalEarth/CoreBlueprints/Dino_Character_BP_Pack.Dino_Character_BP_Pack:BPTimerServer.K2Node_CallFunction_23301) LITERAL: UpdatePack(/Game/PrimalEarth/CoreBlueprints/Dino_Character_BP_Pack.Dino_Character_BP_Pack:InitPackDino.K2Node_CallFunction_15749) LITERAL: UpdatePack(/Game/PrimalEarth/CoreBlueprints/Dino_Character_BP_Pack.Dino_Character_BP_Pack:InitPackDino.K2Node_CallFunction_20881) LITERAL: UpdatePack(/Game/PrimalEarth/CoreBlueprints/Dino_Character_BP_Pack.Dino_Character_BP_Pack:UpdatePack.K2Node_CallFunction_23301) CONTENT: Pack Leader(/Engine/Transient.REINST_Buff_DinoPackLeader_C_0) CONTENT: Pack Leader(/Engine/Transient.Default__REINST_Buff_DinoPackLeader_C_1739) CONTENT: Pack Leader(/Engine/Transient.REINST_Buff_DinoPackLeader_C_1) CONTENT: Pack Dino(/Engine/Transient.Default__REINST_Dino_Character_BP_Pack_C_1746) CONTENT: Pack Dino(/Engine/Transient.REINST_Dino_Character_BP_Pack_C_1) CONTENT: Tek ATV(/Game/PrimalEarth/Vehicles/VH_Buggy/Blueprint/PrimalItemVHBuggy.Default__PrimalItemVHBuggy_C) CONTENT: Cruise around in this jaunty Element-powered ride. Supports a driver and one passenger, both of whom are able to wield weapons!(/Game/PrimalEarth/Vehicles/VH_Buggy/Blueprint/PrimalItemVHBuggy.Default__PrimalItemVHBuggy_C) CONTENT: Vehicles(/Game/PrimalEarth/Vehicles/VH_Buggy/Blueprint/PrimalItemVHBuggy.Default__PrimalItemVHBuggy_C) CONTENT: Board Passenger Seat(/Engine/Transient.REINST_VH_Buggy_C_0) CONTENT: Tek ATV(/Engine/Transient.REINST_VH_Buggy_C_0) CONTENT: Board Passenger Seat(/Engine/Transient.Default__REINST_VH_Buggy_C_1777) CONTENT: Tek ATV(/Engine/Transient.Default__REINST_VH_Buggy_C_1777) CONTENT: Board Passenger Seat(/Engine/Transient.REINST_VH_Buggy_C_1) CONTENT: Tek ATV(/Engine/Transient.REINST_VH_Buggy_C_1) CONTENT: Thruster(/Engine/Transient.REINST_Buff_OverrideVelocity_C_0) CONTENT: Thruster Test(/Engine/Transient.REINST_Buff_OverrideVelocity_C_0) CONTENT: Thruster(/Engine/Transient.Default__REINST_Buff_OverrideVelocity_C_1784) CONTENT: Thruster Test(/Engine/Transient.Default__REINST_Buff_OverrideVelocity_C_1784) CONTENT: Thruster(/Engine/Transient.REINST_Buff_OverrideVelocity_C_1) CONTENT: Thruster Test(/Engine/Transient.REINST_Buff_OverrideVelocity_C_1) LITERAL: Energy: (/Game/PrimalEarth/CoreBlueprints/Items/Armor/Base/PrimalItemArmor_Base_Tek.PrimalItemArmor_Base_Tek:BPGetCustomInventoryWidgetText.K2Node_CallFunction_34291) LITERAL: %(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Base/PrimalItemArmor_Base_Tek.PrimalItemArmor_Base_Tek:BPGetCustomInventoryWidgetText.K2Node_CallFunction_42067) CONTENT: Element(/Engine/Transient.REINST_PrimalItemResource_Element_C_0) CONTENT: A strange, highly advanced material humming with energy. It dissolves when transferred across ARKs.(/Engine/Transient.REINST_PrimalItemResource_Element_C_0) CONTENT: Tek(/Engine/Transient.REINST_PrimalItemResource_Element_C_0) LITERAL: Server CanUse {0}(/Game/PrimalEarth/CoreBlueprints/Resources/PrimalItemResource_Element.PrimalItemResource_Element:BPCanUse.K2Node_FormatText_136) CONTENT: Element Shard(/Engine/Transient.REINST_PrimalItemResource_ElementShard_C_0) CONTENT: A small chunk of strange, highly advanced material. It dissolves when transferred across ARKs.(/Engine/Transient.REINST_PrimalItemResource_ElementShard_C_0) CONTENT: Tek(/Engine/Transient.REINST_PrimalItemResource_ElementShard_C_0) LITERAL: 100/100(/Game/PrimalEarth/CoreBlueprints/Resources/PrimalItemResource_ElementShard.PrimalItemResource_ElementShard:RefillElementShard.K2Node_CallFunction_72254) CONTENT: Element Shard(/Engine/Transient.Default__REINST_PrimalItemResource_ElementShard_C_1798) CONTENT: A small chunk of strange, highly advanced material. It dissolves when transferred across ARKs.(/Engine/Transient.Default__REINST_PrimalItemResource_ElementShard_C_1798) CONTENT: Tek(/Engine/Transient.Default__REINST_PrimalItemResource_ElementShard_C_1798) CONTENT: Element Shard(/Engine/Transient.REINST_PrimalItemResource_ElementShard_C_1) CONTENT: A small chunk of strange, highly advanced material. It dissolves when transferred across ARKs.(/Engine/Transient.REINST_PrimalItemResource_ElementShard_C_1) CONTENT: Tek(/Engine/Transient.REINST_PrimalItemResource_ElementShard_C_1) CONTENT: Element(/Engine/Transient.Default__REINST_PrimalItemResource_Element_C_1805) CONTENT: A strange, highly advanced material humming with energy. It dissolves when transferred across ARKs.(/Engine/Transient.Default__REINST_PrimalItemResource_Element_C_1805) CONTENT: Tek(/Engine/Transient.Default__REINST_PrimalItemResource_Element_C_1805) LITERAL: Server CanUse {0}(/Game/PrimalEarth/CoreBlueprints/Resources/PrimalItemResource_Element.PrimalItemResource_Element:EdGraph_3071.K2Node_CallFunction_9939) LITERAL: 0(/Game/PrimalEarth/CoreBlueprints/Resources/PrimalItemResource_Element.PrimalItemResource_Element:EdGraph_3071.K2Node_MakeStruct_30) CONTENT: Element(/Engine/Transient.REINST_PrimalItemResource_Element_C_1) CONTENT: A strange, highly advanced material humming with energy. It dissolves when transferred across ARKs.(/Engine/Transient.REINST_PrimalItemResource_Element_C_1) CONTENT: Tek(/Engine/Transient.REINST_PrimalItemResource_Element_C_1) CONTENT: TEK Armor Buff(/Engine/Transient.REINST_Buff_TekArmor_C_0) CONTENT: Alien technology grants enhanced capabilities(/Engine/Transient.REINST_Buff_TekArmor_C_0) CONTENT: TEK Armor Online(/Engine/Transient.REINST_Buff_TekArmor_C_0) LITERAL: This item requires Element to function(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_TekArmor.Buff_TekArmor:CanUseTekAbility.K2Node_CallFunction_44497) LITERAL: : (/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_TekArmor.Buff_TekArmor:DisplayTekArmorMessage.K2Node_CallFunction_26624) LITERAL: CheckForArmorRef(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_TekArmor.Buff_TekArmor:BPSetupForInstigator.K2Node_CallFunction_22085) LITERAL: Engram Required!(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_TekArmor.Buff_TekArmor:HasRequiredEngrams.K2Node_CallFunction_44497) CONTENT: TEK Armor Buff(/Engine/Transient.Default__REINST_Buff_TekArmor_C_1819) CONTENT: Alien technology grants enhanced capabilities(/Engine/Transient.Default__REINST_Buff_TekArmor_C_1819) CONTENT: TEK Armor Online(/Engine/Transient.Default__REINST_Buff_TekArmor_C_1819) CONTENT: TEK Armor Buff(/Engine/Transient.REINST_Buff_TekArmor_C_1) CONTENT: Alien technology grants enhanced capabilities(/Engine/Transient.REINST_Buff_TekArmor_C_1) CONTENT: TEK Armor Online(/Engine/Transient.REINST_Buff_TekArmor_C_1) CONTENT: Black Pearl(/Game/PrimalEarth/CoreBlueprints/Resources/PrimalItemResource_BlackPearl.Default__PrimalItemResource_BlackPearl_C) CONTENT: A rare resource from the bottom of the sea...(/Game/PrimalEarth/CoreBlueprints/Resources/PrimalItemResource_BlackPearl.Default__PrimalItemResource_BlackPearl_C) CONTENT: Replicate items here. Requires Element to be activated.(/Engine/Transient.REINST_PrimalInventoryBP_TekReplicator_C_0) CONTENT: Tek Replicator(/Engine/Transient.REINST_PrimalInventoryBP_TekReplicator_C_0) CONTENT: Replicate items here. Requires Element to be activated.(/Engine/Transient.Default__REINST_PrimalInventoryBP_TekReplicator_C_1834) CONTENT: Tek Replicator(/Engine/Transient.Default__REINST_PrimalInventoryBP_TekReplicator_C_1834) CONTENT: Replicate items here. Requires Element to be activated.(/Engine/Transient.REINST_PrimalInventoryBP_TekReplicator_C_1) CONTENT: Tek Replicator(/Engine/Transient.REINST_PrimalInventoryBP_TekReplicator_C_1) CONTENT: Human Feces(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_HumanPoop.Default__PrimalItemConsumable_HumanPoop_C) CONTENT: Consumables(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_HumanPoop.Default__PrimalItemConsumable_HumanPoop_C) CONTENT: Feces(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_HumanPoop.Default__PrimalItemConsumable_HumanPoop_C) CONTENT: Super(/Engine/Transient.Default__REINST_PlayerPawnTest_C_1857) CONTENT: Heart(/Engine/Transient.Default__REINST_PlayerPawnTest_C_1857) CONTENT: Super(/Engine/Transient.REINST_PlayerPawnTest_C_1) CONTENT: Heart(/Engine/Transient.REINST_PlayerPawnTest_C_1) CONTENT: Stunned!(/Engine/Transient.REINST_Buff_Stunned_C_0) CONTENT: In a daze(/Engine/Transient.REINST_Buff_Stunned_C_0) CONTENT: Stunned!(/Engine/Transient.Default__REINST_Buff_Stunned_C_1878) CONTENT: In a daze(/Engine/Transient.Default__REINST_Buff_Stunned_C_1878) CONTENT: Stunned!(/Engine/Transient.REINST_Buff_Stunned_C_1) CONTENT: In a daze(/Engine/Transient.REINST_Buff_Stunned_C_1) LITERAL: CancelPlacement(/Game/Aberration/WeaponRadioactiveLanternCharge/WeaponRadioactiveLanternCharge.WeaponRadioactiveLanternCharge:BPSecondaryAction.K2Node_CallFunction_32876) LITERAL: EffectsDisableCheck(/Game/Aberration/WeaponRadioactiveLanternCharge/WeaponRadioactiveLanternCharge.WeaponRadioactiveLanternCharge:EffectsDisableCheck.K2Node_CallFunction_177167) LITERAL: CreateChargeManager(/Game/Aberration/WeaponRadioactiveLanternCharge/WeaponRadioactiveLanternCharge.WeaponRadioactiveLanternCharge:EventGraph.K2Node_CallFunction_103598) LITERAL: InitialMeterAnim(/Game/Aberration/WeaponRadioactiveLanternCharge/WeaponRadioactiveLanternCharge.WeaponRadioactiveLanternCharge:EventGraph.K2Node_CallFunction_105113) LITERAL: InitialMaterialUpdate(/Game/Aberration/WeaponRadioactiveLanternCharge/WeaponRadioactiveLanternCharge.WeaponRadioactiveLanternCharge:EventGraph.K2Node_CallFunction_114713) LITERAL: InitialMaterialUpdate(/Game/Aberration/WeaponRadioactiveLanternCharge/WeaponRadioactiveLanternCharge.WeaponRadioactiveLanternCharge:EventGraph.K2Node_CallFunction_116801) LITERAL: InitialMeterAnim(/Game/Aberration/WeaponRadioactiveLanternCharge/WeaponRadioactiveLanternCharge.WeaponRadioactiveLanternCharge:EventGraph.K2Node_CallFunction_211716) LITERAL: FiringBeamLogic(/Game/Aberration/WeaponRadioactiveLanternCharge/WeaponRadioactiveLanternCharge.WeaponRadioactiveLanternCharge:EventGraph.K2Node_CallFunction_51275) LITERAL: FiringBeamLogic(/Game/Aberration/WeaponRadioactiveLanternCharge/WeaponRadioactiveLanternCharge.WeaponRadioactiveLanternCharge:EventGraph.K2Node_CallFunction_56267) CONTENT: Stunned by Charge!(/Engine/Transient.REINST_Buff_ChargeStun_C_0) CONTENT: In a daze(/Engine/Transient.REINST_Buff_ChargeStun_C_0) CONTENT: Stunned by Charge!(/Engine/Transient.Default__REINST_Buff_ChargeStun_C_1893) CONTENT: In a daze(/Engine/Transient.Default__REINST_Buff_ChargeStun_C_1893) CONTENT: Stunned by Charge!(/Engine/Transient.REINST_Buff_ChargeStun_C_1) CONTENT: In a daze(/Engine/Transient.REINST_Buff_ChargeStun_C_1) LITERAL: /(/Game/Aberration/WeaponRadioactiveLanternCharge/PrimalItem_WeaponRadioactiveLanternCharge.PrimalItem_WeaponRadioactiveLanternCharge:BPGetCustomInventoryWidgetText.K2Node_CallFunction_196072) CONTENT: Requires Charge Batteries to be activated.(/Game/Aberration/CoreBlueprints/Inventories/PrimalInventoryComponentBP_RadioActiveChargeLanternGround.Default__PrimalInventoryComponentBP_RadioActiveChargeLanternGround_C) CONTENT: Charge Lantern(/Game/Aberration/CoreBlueprints/Inventories/PrimalInventoryComponentBP_RadioActiveChargeLanternGround.Default__PrimalInventoryComponentBP_RadioActiveChargeLanternGround_C) CONTENT: Charge Lantern(/Engine/Transient.REINST_RadioActiveLanternGroundCharge_C_0) LITERAL: % Charged(/Game/Aberration/Structures/RadioactiveLanternGroundCharge/RadioActiveLanternGroundCharge.RadioActiveLanternGroundCharge:BlueprintDrawHUD.K2Node_CallFunction_103797) LITERAL: ((/Game/Aberration/Structures/RadioactiveLanternGroundCharge/RadioActiveLanternGroundCharge.RadioActiveLanternGroundCharge:BlueprintDrawHUD.K2Node_CallFunction_286764) LITERAL: battery Charge)(/Game/Aberration/Structures/RadioactiveLanternGroundCharge/RadioActiveLanternGroundCharge.RadioActiveLanternGroundCharge:BlueprintDrawHUD.K2Node_CallFunction_286764) LITERAL: Low Intensity(/Game/Aberration/Structures/RadioactiveLanternGroundCharge/RadioActiveLanternGroundCharge.RadioActiveLanternGroundCharge:BlueprintDrawHUD.K2Node_Select_124) LITERAL: Low Intensity(/Game/Aberration/Structures/RadioactiveLanternGroundCharge/RadioActiveLanternGroundCharge.RadioActiveLanternGroundCharge:BlueprintDrawHUD.K2Node_Select_124) LITERAL: Medium Intensity(/Game/Aberration/Structures/RadioactiveLanternGroundCharge/RadioActiveLanternGroundCharge.RadioActiveLanternGroundCharge:BlueprintDrawHUD.K2Node_Select_124) LITERAL: High Intensity(/Game/Aberration/Structures/RadioactiveLanternGroundCharge/RadioActiveLanternGroundCharge.RadioActiveLanternGroundCharge:BlueprintDrawHUD.K2Node_Select_124) LITERAL: Charged(/Game/Aberration/Structures/RadioactiveLanternGroundCharge/RadioActiveLanternGroundCharge.RadioActiveLanternGroundCharge:BlueprintDrawHUD.K2Node_VariableSet_30450) LITERAL: Low on Charge(/Game/Aberration/Structures/RadioactiveLanternGroundCharge/RadioActiveLanternGroundCharge.RadioActiveLanternGroundCharge:BlueprintDrawHUD.K2Node_VariableSet_30878) LITERAL: Needs Charge(/Game/Aberration/Structures/RadioactiveLanternGroundCharge/RadioActiveLanternGroundCharge.RadioActiveLanternGroundCharge:BlueprintDrawHUD.K2Node_VariableSet_31824) LITERAL: Turn On(/Game/Aberration/Structures/RadioactiveLanternGroundCharge/RadioActiveLanternGroundCharge.RadioActiveLanternGroundCharge:BPGetMultiUseEntries.K2Node_CallFunction_43688) LITERAL: Turn Off(/Game/Aberration/Structures/RadioactiveLanternGroundCharge/RadioActiveLanternGroundCharge.RadioActiveLanternGroundCharge:BPGetMultiUseEntries.K2Node_CallFunction_43688) LITERAL: Pick Up(/Game/Aberration/Structures/RadioactiveLanternGroundCharge/RadioActiveLanternGroundCharge.RadioActiveLanternGroundCharge:BPGetMultiUseEntries.K2Node_MakeStruct_14) LITERAL: Aim Right(/Game/Aberration/Structures/RadioactiveLanternGroundCharge/RadioActiveLanternGroundCharge.RadioActiveLanternGroundCharge:BPGetMultiUseEntries.K2Node_MakeStruct_17) LITERAL: Aim Up(/Game/Aberration/Structures/RadioactiveLanternGroundCharge/RadioActiveLanternGroundCharge.RadioActiveLanternGroundCharge:BPGetMultiUseEntries.K2Node_MakeStruct_497) LITERAL: Aim Down(/Game/Aberration/Structures/RadioactiveLanternGroundCharge/RadioActiveLanternGroundCharge.RadioActiveLanternGroundCharge:BPGetMultiUseEntries.K2Node_MakeStruct_498) LITERAL: Aim Left(/Game/Aberration/Structures/RadioactiveLanternGroundCharge/RadioActiveLanternGroundCharge.RadioActiveLanternGroundCharge:BPGetMultiUseEntries.K2Node_MakeStruct_783) LITERAL: Set Low Intensity(/Game/Aberration/Structures/RadioactiveLanternGroundCharge/RadioActiveLanternGroundCharge.RadioActiveLanternGroundCharge:BPGetMultiUseEntries.K2Node_Select_121) LITERAL: Set Medium Intensity(/Game/Aberration/Structures/RadioactiveLanternGroundCharge/RadioActiveLanternGroundCharge.RadioActiveLanternGroundCharge:BPGetMultiUseEntries.K2Node_Select_121) LITERAL: Set High Intensity(/Game/Aberration/Structures/RadioactiveLanternGroundCharge/RadioActiveLanternGroundCharge.RadioActiveLanternGroundCharge:BPGetMultiUseEntries.K2Node_Select_121) LITERAL: Set Low Intensity(/Game/Aberration/Structures/RadioactiveLanternGroundCharge/RadioActiveLanternGroundCharge.RadioActiveLanternGroundCharge:BPGetMultiUseEntries.K2Node_Select_121) LITERAL: PlacementAnimationTickEvent(/Game/Aberration/Structures/RadioactiveLanternGroundCharge/RadioActiveLanternGroundCharge.RadioActiveLanternGroundCharge:EventGraph.K2Node_CallFunction_159963) LITERAL: PlacementAnimationTickEvent(/Game/Aberration/Structures/RadioactiveLanternGroundCharge/RadioActiveLanternGroundCharge.RadioActiveLanternGroundCharge:EventGraph.K2Node_CallFunction_190701) CONTENT: BuffEmitterSocket(/Engine/Transient.REINST_Buff_ChargeEmitterStructure_ChargeLantern_C_0) CONTENT: BuffEmitterSocket(/Engine/Transient.Default__REINST_Buff_ChargeEmitterStructure_ChargeLantern_C_1919) CONTENT: BuffEmitterSocket(/Engine/Transient.REINST_Buff_ChargeEmitterStructure_ChargeLantern_C_1) CONTENT: Charge Lantern(/Engine/Transient.Default__REINST_RadioActiveLanternGroundCharge_C_1926) CONTENT: Charge Lantern(/Engine/Transient.REINST_RadioActiveLanternGroundCharge_C_1) CONTENT: Charge Lantern(/Engine/Transient.Default__REINST_PrimalItem_WeaponRadioactiveLanternCharge_C_1941) CONTENT: Weaponized Charge Light that damages and stuns lifeforms. Place down to ward of dangers in an area. Uses Charge Batteries as fuel. (/Engine/Transient.Default__REINST_PrimalItem_WeaponRadioactiveLanternCharge_C_1941) CONTENT: Weapons(/Engine/Transient.Default__REINST_PrimalItem_WeaponRadioactiveLanternCharge_C_1941) CONTENT: Charge Lantern(/Engine/Transient.REINST_PrimalItem_WeaponRadioactiveLanternCharge_C_1) CONTENT: Weaponized Charge Light that damages and stuns lifeforms. Place down to ward of dangers in an area. Uses Charge Batteries as fuel. (/Engine/Transient.REINST_PrimalItem_WeaponRadioactiveLanternCharge_C_1) CONTENT: Weapons(/Engine/Transient.REINST_PrimalItem_WeaponRadioactiveLanternCharge_C_1) CONTENT: Charge Battery(/Engine/Transient.Default__REINST_PrimalItem_ChargeBattery_C_1948) CONTENT: Stores Charge from Power Nodes, and can be placed in various Electrical Devices to power them.(/Engine/Transient.Default__REINST_PrimalItem_ChargeBattery_C_1948) CONTENT: Chr(/Engine/Transient.Default__REINST_PrimalItem_ChargeBattery_C_1948) CONTENT: Charge(/Engine/Transient.Default__REINST_PrimalItem_ChargeBattery_C_1948) CONTENT: Misc(/Engine/Transient.Default__REINST_PrimalItem_ChargeBattery_C_1948) CONTENT: Charge Battery(/Engine/Transient.REINST_PrimalItem_ChargeBattery_C_1) CONTENT: Stores Charge from Power Nodes, and can be placed in various Electrical Devices to power them.(/Engine/Transient.REINST_PrimalItem_ChargeBattery_C_1) CONTENT: Chr(/Engine/Transient.REINST_PrimalItem_ChargeBattery_C_1) CONTENT: Charge(/Engine/Transient.REINST_PrimalItem_ChargeBattery_C_1) CONTENT: Misc(/Engine/Transient.REINST_PrimalItem_ChargeBattery_C_1) CONTENT: Place a battery in here to power!(/Game/PrimalEarth/CoreBlueprints/Inventories/PrimalInventoryBP_Light_Base.Default__PrimalInventoryBP_Light_Base_C) CONTENT: Base Storage Box(/Game/PrimalEarth/CoreBlueprints/Inventories/PrimalInventoryBP_Light_Base.Default__PrimalInventoryBP_Light_Base_C) CONTENT: Lamppost(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_Lamppost.Default__PrimalItemStructure_Lamppost_C) CONTENT: Requires electricity to activate. Lights an area without adding much heat.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_Lamppost.Default__PrimalItemStructure_Lamppost_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_Lamppost.Default__PrimalItemStructure_Lamppost_C) CONTENT: Electric(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_Lamppost.Default__PrimalItemStructure_Lamppost_C) CONTENT: Turn On(/Engine/Transient.REINST_LampPost_C_0) CONTENT: Turn Off(/Engine/Transient.REINST_LampPost_C_0) CONTENT: Lamp Post(/Engine/Transient.REINST_LampPost_C_0) LITERAL: [Change Light Intensity From: (/Game/PrimalEarth/Structures/Electric/LampPost.LampPost:BPGetMultiUseEntries.K2Node_CallFunction_26722) LITERAL: Low](/Game/PrimalEarth/Structures/Electric/LampPost.LampPost:BPGetMultiUseEntries.K2Node_VariableSet_4238) LITERAL: Medium](/Game/PrimalEarth/Structures/Electric/LampPost.LampPost:BPGetMultiUseEntries.K2Node_VariableSet_4239) LITERAL: High](/Game/PrimalEarth/Structures/Electric/LampPost.LampPost:BPGetMultiUseEntries.K2Node_VariableSet_4157) LITERAL: [Back](/Game/PrimalEarth/Structures/Electric/LampPost.LampPost:BPGetMultiUseEntries.K2Node_MakeStruct_46) LITERAL: Low(/Game/PrimalEarth/Structures/Electric/LampPost.LampPost:BPGetMultiUseEntries.K2Node_MakeStruct_529) LITERAL: Medium(/Game/PrimalEarth/Structures/Electric/LampPost.LampPost:BPGetMultiUseEntries.K2Node_MakeStruct_756) LITERAL: High(/Game/PrimalEarth/Structures/Electric/LampPost.LampPost:BPGetMultiUseEntries.K2Node_MakeStruct_527) LITERAL: HIGH: (/Game/PrimalEarth/Structures/Electric/LampPost.LampPost:SetLampLightIntensity.K2Node_CallFunction_61084) LITERAL: MED: (/Game/PrimalEarth/Structures/Electric/LampPost.LampPost:SetLampLightIntensity.K2Node_CallFunction_61921) LITERAL: LOW: (/Game/PrimalEarth/Structures/Electric/LampPost.LampPost:SetLampLightIntensity.K2Node_CallFunction_61081) CONTENT: Turn On(/Engine/Transient.Default__REINST_LampPost_C_1964) CONTENT: Turn Off(/Engine/Transient.Default__REINST_LampPost_C_1964) CONTENT: Lamp Post(/Engine/Transient.Default__REINST_LampPost_C_1964) CONTENT: Turn On(/Engine/Transient.REINST_LampPost_C_1) CONTENT: Turn Off(/Engine/Transient.REINST_LampPost_C_1) CONTENT: Lamp Post(/Engine/Transient.REINST_LampPost_C_1) CONTENT: Cryo Cooldown(/Engine/Transient.REINST_Buff_CryoCooldown_C_0) CONTENT: Causes Cryo Sickness to dinos summoned(/Engine/Transient.REINST_Buff_CryoCooldown_C_0) CONTENT: Cryo Cooldown(/Engine/Transient.Default__REINST_Buff_CryoCooldown_C_1979) CONTENT: Causes Cryo Sickness to dinos summoned(/Engine/Transient.Default__REINST_Buff_CryoCooldown_C_1979) CONTENT: Cryo Cooldown(/Engine/Transient.REINST_Buff_CryoCooldown_C_1) CONTENT: Causes Cryo Sickness to dinos summoned(/Engine/Transient.REINST_Buff_CryoCooldown_C_1) CONTENT: Encapsulated(/Engine/Transient.REINST_Buff_Encapsulated_C_0) CONTENT: Protected!(/Engine/Transient.REINST_Buff_Encapsulated_C_0) LITERAL: shield now at (/Game/Extinction/CoreBlueprints/Buffs/Buff_Encapsulated.Buff_Encapsulated:ApplyDamageToIceShield.K2Node_CallFunction_197330) LITERAL: health(/Game/Extinction/CoreBlueprints/Buffs/Buff_Encapsulated.Buff_Encapsulated:ApplyDamageToIceShield.K2Node_CallFunction_197330) LITERAL: ERROR: Buff can't take remote damage unless it created the encapsulate buff (creator={owl}, instigator={instigator})(/Game/Extinction/CoreBlueprints/Buffs/Buff_Encapsulated.Buff_Encapsulated:ApplyDamageToIceShield.K2Node_FormatText_26) LITERAL: BPDeactivate(/Game/Extinction/CoreBlueprints/Buffs/Buff_Encapsulated.Buff_Encapsulated:DeactivateSoon.K2Node_CallFunction_188005) LITERAL: {channel} = {response}(/Game/Extinction/CoreBlueprints/Buffs/Buff_Encapsulated.Buff_Encapsulated:DebugPrintCollisionResponseSet.K2Node_FormatText_30) LITERAL: RepauseAnims(/Game/Extinction/CoreBlueprints/Buffs/Buff_Encapsulated.Buff_Encapsulated:RefreshMeshes.K2Node_CallFunction_736917) LITERAL: RepauseAnims(/Game/Extinction/CoreBlueprints/Buffs/Buff_Encapsulated.Buff_Encapsulated:RefreshMeshes.K2Node_CallFunction_831555) CONTENT: Fixed-time Encapsulate(/Engine/Transient.REINST_Buff_EncapsulateFixedTime_C_0) CONTENT: Protected!(/Engine/Transient.REINST_Buff_EncapsulateFixedTime_C_0) CONTENT: Survivor(/Game/PrimalEarth/CoreBlueprints/Inventories/DinoDropInventoryComponent_Carnivore_Medium.Default__DinoDropInventoryComponent_Carnivore_Medium_C) CONTENT: Pig's hunger(/Engine/Transient.REINST_Buff_HealAura_C_0) CONTENT: Daeodon consumes extra food after a healing attack.(/Engine/Transient.REINST_Buff_HealAura_C_0) CONTENT: Your Daeodon is consuming extra food to heal your allies!(/Engine/Transient.REINST_Buff_HealAura_C_0) CONTENT: Hallucinogenic Spores(/Engine/Transient.REINST_Buff_BlurEffect_RareMushroom_C_0) CONTENT: Whoa, trippy!(/Engine/Transient.REINST_Buff_BlurEffect_RareMushroom_C_0) CONTENT: Hallucinogenic Spores(/Engine/Transient.Default__REINST_Buff_BlurEffect_RareMushroom_C_2001) CONTENT: Whoa, trippy!(/Engine/Transient.Default__REINST_Buff_BlurEffect_RareMushroom_C_2001) CONTENT: Hallucinogenic Spores(/Engine/Transient.REINST_Buff_BlurEffect_RareMushroom_C_1) CONTENT: Whoa, trippy!(/Engine/Transient.REINST_Buff_BlurEffect_RareMushroom_C_1) CONTENT: Rare Mushroom(/Game/PrimalEarth/CoreBlueprints/Resources/PrimalItemResource_RareMushroom.Default__PrimalItemResource_RareMushroom_C) CONTENT: You feel lightheaded after just touching this. Ingesting it would be dangerous.(/Game/PrimalEarth/CoreBlueprints/Resources/PrimalItemResource_RareMushroom.Default__PrimalItemResource_RareMushroom_C) CONTENT: Fertilizer(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Fertilizer_Compost.Default__PrimalItemConsumable_Fertilizer_Compost_C) CONTENT: High nitrogen fertilizer that helps crops grow in their plots.(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Fertilizer_Compost.Default__PrimalItemConsumable_Fertilizer_Compost_C) CONTENT: Consumables(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Fertilizer_Compost.Default__PrimalItemConsumable_Fertilizer_Compost_C) CONTENT: Feces(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Fertilizer_Compost.Default__PrimalItemConsumable_Fertilizer_Compost_C) CONTENT: This structure will slowly convert Thatch and Poop into high quality Compost.(/Game/PrimalEarth/CoreBlueprints/Inventories/PrimalInventoryBP_CompostBin.Default__PrimalInventoryBP_CompostBin_C) CONTENT: Compost Bin(/Game/PrimalEarth/CoreBlueprints/Inventories/PrimalInventoryBP_CompostBin.Default__PrimalInventoryBP_CompostBin_C) CONTENT: Base Seeds(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/Seeds/PrimalItemConsumableSeed.Default__PrimalItemConsumableSeed_C) CONTENT: It's a generic seed!(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/Seeds/PrimalItemConsumableSeed.Default__PrimalItemConsumableSeed_C) CONTENT: Place an appropriate seed and fertilizer, and if watered, a plant will grow over time!(/Game/PrimalEarth/CoreBlueprints/Inventories/PrimalInventoryBP_CropPlot_Base.Default__PrimalInventoryBP_CropPlot_Base_C) CONTENT: Crop Plot(/Game/PrimalEarth/CoreBlueprints/Inventories/PrimalInventoryBP_CropPlot_Base.Default__PrimalInventoryBP_CropPlot_Base_C) CONTENT: Berry Seed(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/Seeds/PrimalItemConsumable_Seed_BaseBerry.Default__PrimalItemConsumable_Seed_BaseBerry_C) CONTENT: Eat it to gain a tiny amount of nourishment, or plant it to grow your own BERRY crop. Can be planted in Small, Medium, or Large Crop Plots.(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/Seeds/PrimalItemConsumable_Seed_BaseBerry.Default__PrimalItemConsumable_Seed_BaseBerry_C) CONTENT: Veggie Seed(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/Seeds/PrimalItemConsumable_Seed_BaseVeggie.Default__PrimalItemConsumable_Seed_BaseVeggie_C) CONTENT: Eat it to gain a tiny amount of nourishment, or plant it to grow your own VEGGIE crop. Can be planted in Medium or Large Crop Plots.(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/Seeds/PrimalItemConsumable_Seed_BaseVeggie.Default__PrimalItemConsumable_Seed_BaseVeggie_C) CONTENT: Idle(/Engine/Transient.REINST_Daeodon_Character_BP_C_0) CONTENT: Cute(/Engine/Transient.REINST_Daeodon_Character_BP_C_0) CONTENT: Action(/Engine/Transient.REINST_Daeodon_Character_BP_C_0) CONTENT: Move(/Engine/Transient.REINST_Daeodon_Character_BP_C_0) CONTENT: Daeodon(/Engine/Transient.REINST_Daeodon_Character_BP_C_0) CONTENT: Pig's hunger(/Engine/Transient.REINST_Buff_HealAura_Passive_C_0) CONTENT: Daeodon consumes extra food after a healing attack.(/Engine/Transient.REINST_Buff_HealAura_Passive_C_0) CONTENT: Your Daeodon is consuming extra food to heal your allies!(/Engine/Transient.REINST_Buff_HealAura_Passive_C_0) LITERAL: Passive Healing(/Game/PrimalEarth/Dinos/Daeodon/Daeodon_Character_BP.Daeodon_Character_BP:BlueprintDrawFloatingHUD.K2Node_VariableSet_10494) LITERAL: No Passive Healing(/Game/PrimalEarth/Dinos/Daeodon/Daeodon_Character_BP.Daeodon_Character_BP:BlueprintDrawFloatingHUD.K2Node_VariableSet_15725) LITERAL: Disable Passive Healing(/Game/PrimalEarth/Dinos/Daeodon/Daeodon_Character_BP.Daeodon_Character_BP:BPGetMultiUseEntries.K2Node_VariableSet_6156) LITERAL: Enable Passive Healing(/Game/PrimalEarth/Dinos/Daeodon/Daeodon_Character_BP.Daeodon_Character_BP:BPGetMultiUseEntries.K2Node_VariableSet_6157) CONTENT: Pig's hunger(/Engine/Transient.Default__REINST_Buff_HealAura_C_2019) CONTENT: Daeodon consumes extra food after a healing attack.(/Engine/Transient.Default__REINST_Buff_HealAura_C_2019) CONTENT: Your Daeodon is consuming extra food to heal your allies!(/Engine/Transient.Default__REINST_Buff_HealAura_C_2019) CONTENT: Pig's hunger(/Engine/Transient.REINST_Buff_HealAura_C_1) CONTENT: Daeodon consumes extra food after a healing attack.(/Engine/Transient.REINST_Buff_HealAura_C_1) CONTENT: Your Daeodon is consuming extra food to heal your allies!(/Engine/Transient.REINST_Buff_HealAura_C_1) CONTENT: Pig's hunger(/Engine/Transient.Default__REINST_Buff_HealAura_Passive_C_2026) CONTENT: Daeodon consumes extra food after a healing attack.(/Engine/Transient.Default__REINST_Buff_HealAura_Passive_C_2026) CONTENT: Your Daeodon is consuming extra food to heal your allies!(/Engine/Transient.Default__REINST_Buff_HealAura_Passive_C_2026) CONTENT: Pig's hunger(/Engine/Transient.REINST_Buff_HealAura_Passive_C_1) CONTENT: Daeodon consumes extra food after a healing attack.(/Engine/Transient.REINST_Buff_HealAura_Passive_C_1) CONTENT: Your Daeodon is consuming extra food to heal your allies!(/Engine/Transient.REINST_Buff_HealAura_Passive_C_1) CONTENT: Store your perishables with sparkpowder to preserve. Use sparkpowder, oil, & cooked meat to make jerky over hours!(/Game/PrimalEarth/CoreBlueprints/Inventories/PrimalInventoryBP_PreservingBin.Default__PrimalInventoryBP_PreservingBin_C) CONTENT: Preserving Bin(/Game/PrimalEarth/CoreBlueprints/Inventories/PrimalInventoryBP_PreservingBin.Default__PrimalInventoryBP_PreservingBin_C) CONTENT: Cooked Meat Jerky(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_CookedMeat_Jerky.Default__PrimalItemConsumable_CookedMeat_Jerky_C) CONTENT: Sates your hunger, and provides health while being digested. Lasts longer than cooked meat. Wild carnivores will eat it, but prefer raw meat.(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_CookedMeat_Jerky.Default__PrimalItemConsumable_CookedMeat_Jerky_C) CONTENT: Prime Meat Jerky(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_CookedPrimeMeat_Jerky.Default__PrimalItemConsumable_CookedPrimeMeat_Jerky_C) CONTENT: Sates your hunger, and provides health while being digested. More effective than normal meat jerky, and lasts longer than cooked prime meat. Wild carnivores like this meat a lot.(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_CookedPrimeMeat_Jerky.Default__PrimalItemConsumable_CookedPrimeMeat_Jerky_C) CONTENT: Tremendously nourishing by itself, this egg provides superior nutritional value in many cooking recipes.(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Egg_Large.Default__PrimalItemConsumable_Egg_Large_C) CONTENT: Tremendously nourishing by itself, this egg provides regular nutritional value in many cooking recipes.(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Egg_Medium.Default__PrimalItemConsumable_Egg_Medium_C) CONTENT: Cooked Fish Meat(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_CookedMeat_Fish.Default__PrimalItemConsumable_CookedMeat_Fish_C) CONTENT: Sates your hunger SLIGHTLY, and provides health while being digested. Wild carnivores will eat it, but prefer raw meat.(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_CookedMeat_Fish.Default__PrimalItemConsumable_CookedMeat_Fish_C) CONTENT: Rockarrot(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Veggie_Rockarrot.Default__PrimalItemConsumable_Veggie_Rockarrot_C) CONTENT: This root vegetable seems to thrive near mammals, and not dinosaurs. As such, it can be found mostly in the mountains.(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Veggie_Rockarrot.Default__PrimalItemConsumable_Veggie_Rockarrot_C) CONTENT: Consumables(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Veggie_Rockarrot.Default__PrimalItemConsumable_Veggie_Rockarrot_C) CONTENT: Crops(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Veggie_Rockarrot.Default__PrimalItemConsumable_Veggie_Rockarrot_C) CONTENT: Simple Kibble (/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Kibble_Base_Small.Default__PrimalItemConsumable_Kibble_Base_Small_C) CONTENT: This pet food recipe has been carefully designed to give balanced nutrition to many small creatures. Includes plant fibers to help with digestion and egg to bind the mix. Humans have difficulty digesting this.(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Kibble_Base_Small.Default__PrimalItemConsumable_Kibble_Base_Small_C) CONTENT: Longrass(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Veggie_Longrass.Default__PrimalItemConsumable_Veggie_Longrass_C) CONTENT: This grain plant grows best in open, fertile areas. It can be eaten by the cob, but more clever chefs will think of other options.(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Veggie_Longrass.Default__PrimalItemConsumable_Veggie_Longrass_C) CONTENT: Consumables(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Veggie_Longrass.Default__PrimalItemConsumable_Veggie_Longrass_C) CONTENT: Crops(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Veggie_Longrass.Default__PrimalItemConsumable_Veggie_Longrass_C) CONTENT: Savoroot(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Veggie_Savoroot.Default__PrimalItemConsumable_Veggie_Savoroot_C) CONTENT: This starchy tuber grows naturally in densely wooded areas. It is very hearty, but tastes better when cooked.(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Veggie_Savoroot.Default__PrimalItemConsumable_Veggie_Savoroot_C) CONTENT: Consumables(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Veggie_Savoroot.Default__PrimalItemConsumable_Veggie_Savoroot_C) CONTENT: Crops(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Veggie_Savoroot.Default__PrimalItemConsumable_Veggie_Savoroot_C) CONTENT: Regular Kibble (/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Kibble_Base_Medium.Default__PrimalItemConsumable_Kibble_Base_Medium_C) CONTENT: This specially blended pet food is a favorite of many medium creatures. Containing only the finest natural ingredients, it provides pets with the balanced nutrition they need. And with a taste they can't resist, they'll warm up to you in no time! Not intended for human consumption.(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Kibble_Base_Medium.Default__PrimalItemConsumable_Kibble_Base_Medium_C) CONTENT: Citronal(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Veggie_Citronal.Default__PrimalItemConsumable_Veggie_Citronal_C) CONTENT: This citrus fruit grows naturally along the coast. It will probably prevent scurvy.(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Veggie_Citronal.Default__PrimalItemConsumable_Veggie_Citronal_C) CONTENT: Consumables(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Veggie_Citronal.Default__PrimalItemConsumable_Veggie_Citronal_C) CONTENT: Crops(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Veggie_Citronal.Default__PrimalItemConsumable_Veggie_Citronal_C) CONTENT: Sap(/Game/PrimalEarth/CoreBlueprints/Resources/PrimalItemResource_Sap.Default__PrimalItemResource_Sap_C) CONTENT: A thick blob of unrefined sap.(/Game/PrimalEarth/CoreBlueprints/Resources/PrimalItemResource_Sap.Default__PrimalItemResource_Sap_C) CONTENT: Idle(/Engine/Transient.REINST_Sarco_Character_BP_C_0) CONTENT: Cute(/Engine/Transient.REINST_Sarco_Character_BP_C_0) CONTENT: Action(/Engine/Transient.REINST_Sarco_Character_BP_C_0) CONTENT: c_back3(/Engine/Transient.REINST_Sarco_Character_BP_C_0) CONTENT: Action2(/Engine/Transient.REINST_Sarco_Character_BP_C_0) CONTENT: Move(/Engine/Transient.REINST_Sarco_Character_BP_C_0) CONTENT: Sarco(/Engine/Transient.REINST_Sarco_Character_BP_C_0) CONTENT: Survivor(/Game/PrimalEarth/CoreBlueprints/Inventories/DinoDropInventoryComponent_Carnivore_Large_Sarco.Default__DinoDropInventoryComponent_Carnivore_Large_Sarco_C) CONTENT: Survivor(/Game/PrimalEarth/CoreBlueprints/Inventories/DinoDropInventoryComponent_Carnivore_Large_Sarco.Default__DinoDropInventoryComponent_Carnivore_Large_Sarco_C) CONTENT: Survivor(/Game/PrimalEarth/CoreBlueprints/Inventories/DinoDropInventoryComponent_Carnivore_Large_Sarco.Default__DinoDropInventoryComponent_Carnivore_Large_Sarco_C) CONTENT: Apex Drop(/Game/PrimalEarth/CoreBlueprints/Inventories/DinoDropInventoryComponent_Carnivore_Large_Sarco.Default__DinoDropInventoryComponent_Carnivore_Large_Sarco_C) CONTENT: Apex Drop(/Game/PrimalEarth/CoreBlueprints/Inventories/DinoDropInventoryComponent_Carnivore_Large_Sarco.Default__DinoDropInventoryComponent_Carnivore_Large_Sarco_C) CONTENT: Sarcosuchus Skin(/Game/PrimalEarth/CoreBlueprints/Resources/PrimalItemResource_ApexDrop_Sarco.Default__PrimalItemResource_ApexDrop_Sarco_C) CONTENT: This trophy proves your worth as a hunter.(/Game/PrimalEarth/CoreBlueprints/Resources/PrimalItemResource_ApexDrop_Sarco.Default__PrimalItemResource_ApexDrop_Sarco_C) CONTENT: Cooked Prime Fish Meat(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_CookedPrimeMeat_Fish.Default__PrimalItemConsumable_CookedPrimeMeat_Fish_C) CONTENT: Sates your hunger SLIGHTLY, and provides health while being digested. More effective than normal meat. Wild carnivores like this meat a lot.(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_CookedPrimeMeat_Fish.Default__PrimalItemConsumable_CookedPrimeMeat_Fish_C) CONTENT: Sarco Egg(/Game/PrimalEarth/Test/PrimalItemConsumable_Egg_Sarco.Default__PrimalItemConsumable_Egg_Sarco_C) LITERAL: RotateAttack(/Game/PrimalEarth/Dinos/Sarco/Sarco_Character_BP.Sarco_Character_BP:EventGraph.K2Node_CallFunction_217163) LITERAL: UpdateCrosshair(/Game/PrimalEarth/Dinos/Sarco/Sarco_Character_BP.Sarco_Character_BP:EventGraph.K2Node_CallFunction_40829) LITERAL: UpdateCrosshair(/Game/PrimalEarth/Dinos/Sarco/Sarco_Character_BP.Sarco_Character_BP:EventGraph.K2Node_CallFunction_41424) CONTENT: Fertilized Sarco Egg(/Game/PrimalEarth/Test/PrimalItemConsumable_Egg_Sarco_Fertilized.Default__PrimalItemConsumable_Egg_Sarco_Fertilized_C) CONTENT: Medium Animal Feces(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_DinoPoopMedium.Default__PrimalItemConsumable_DinoPoopMedium_C) CONTENT: Consumables(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_DinoPoopMedium.Default__PrimalItemConsumable_DinoPoopMedium_C) CONTENT: Feces(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_DinoPoopMedium.Default__PrimalItemConsumable_DinoPoopMedium_C) CONTENT: Idle(/Engine/Transient.Default__REINST_Sarco_Character_BP_C_2082) CONTENT: Cute(/Engine/Transient.Default__REINST_Sarco_Character_BP_C_2082) CONTENT: Action(/Engine/Transient.Default__REINST_Sarco_Character_BP_C_2082) CONTENT: c_back3(/Engine/Transient.Default__REINST_Sarco_Character_BP_C_2082) CONTENT: Action2(/Engine/Transient.Default__REINST_Sarco_Character_BP_C_2082) CONTENT: Move(/Engine/Transient.Default__REINST_Sarco_Character_BP_C_2082) CONTENT: Sarco(/Engine/Transient.Default__REINST_Sarco_Character_BP_C_2082) CONTENT: Idle(/Engine/Transient.REINST_Sarco_Character_BP_C_1) CONTENT: Cute(/Engine/Transient.REINST_Sarco_Character_BP_C_1) CONTENT: Action(/Engine/Transient.REINST_Sarco_Character_BP_C_1) CONTENT: c_back3(/Engine/Transient.REINST_Sarco_Character_BP_C_1) CONTENT: Action2(/Engine/Transient.REINST_Sarco_Character_BP_C_1) CONTENT: Move(/Engine/Transient.REINST_Sarco_Character_BP_C_1) CONTENT: Sarco(/Engine/Transient.REINST_Sarco_Character_BP_C_1) CONTENT: Idle(/Engine/Transient.REINST_Piranha_Character_BP_C_0) CONTENT: c_back2(/Engine/Transient.REINST_Piranha_Character_BP_C_0) CONTENT: Attack(/Engine/Transient.REINST_Piranha_Character_BP_C_0) CONTENT: c_back2(/Engine/Transient.REINST_Piranha_Character_BP_C_0) CONTENT: Move(/Engine/Transient.REINST_Piranha_Character_BP_C_0) CONTENT: c_back2(/Engine/Transient.REINST_Piranha_Character_BP_C_0) CONTENT: Move2(/Engine/Transient.REINST_Piranha_Character_BP_C_0) CONTENT: c_back2(/Engine/Transient.REINST_Piranha_Character_BP_C_0) CONTENT: Piranha(/Engine/Transient.REINST_Piranha_Character_BP_C_0) CONTENT: Idle(/Engine/Transient.Default__REINST_Piranha_Character_BP_C_2096) CONTENT: c_back2(/Engine/Transient.Default__REINST_Piranha_Character_BP_C_2096) CONTENT: Attack(/Engine/Transient.Default__REINST_Piranha_Character_BP_C_2096) CONTENT: c_back2(/Engine/Transient.Default__REINST_Piranha_Character_BP_C_2096) CONTENT: Move(/Engine/Transient.Default__REINST_Piranha_Character_BP_C_2096) CONTENT: c_back2(/Engine/Transient.Default__REINST_Piranha_Character_BP_C_2096) CONTENT: Move2(/Engine/Transient.Default__REINST_Piranha_Character_BP_C_2096) CONTENT: c_back2(/Engine/Transient.Default__REINST_Piranha_Character_BP_C_2096) CONTENT: Piranha(/Engine/Transient.Default__REINST_Piranha_Character_BP_C_2096) CONTENT: Idle(/Engine/Transient.REINST_Piranha_Character_BP_C_1) CONTENT: c_back2(/Engine/Transient.REINST_Piranha_Character_BP_C_1) CONTENT: Attack(/Engine/Transient.REINST_Piranha_Character_BP_C_1) CONTENT: c_back2(/Engine/Transient.REINST_Piranha_Character_BP_C_1) CONTENT: Move(/Engine/Transient.REINST_Piranha_Character_BP_C_1) CONTENT: c_back2(/Engine/Transient.REINST_Piranha_Character_BP_C_1) CONTENT: Move2(/Engine/Transient.REINST_Piranha_Character_BP_C_1) CONTENT: c_back2(/Engine/Transient.REINST_Piranha_Character_BP_C_1) CONTENT: Piranha(/Engine/Transient.REINST_Piranha_Character_BP_C_1) CONTENT: Chitin Boots(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Chitin/PrimalItemArmor_ChitinBoots.Default__PrimalItemArmor_ChitinBoots_C) CONTENT: Provides moderate physical protection, but can get a little warm.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Chitin/PrimalItemArmor_ChitinBoots.Default__PrimalItemArmor_ChitinBoots_C) CONTENT: Armor(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Chitin/PrimalItemArmor_ChitinBoots.Default__PrimalItemArmor_ChitinBoots_C) CONTENT: Chitin(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Chitin/PrimalItemArmor_ChitinBoots.Default__PrimalItemArmor_ChitinBoots_C) CONTENT: Idle(/Engine/Transient.REINST_PlayerPawnTest_Male_C_0) CONTENT: Super(/Engine/Transient.REINST_PlayerPawnTest_Male_C_0) CONTENT: Heart(/Engine/Transient.REINST_PlayerPawnTest_Male_C_0) CONTENT: Idle(/Engine/Transient.REINST_PlayerPawnTest_Male_C_0) CONTENT: Running(/Engine/Transient.REINST_PlayerPawnTest_Male_C_0) CONTENT: Passive(/Engine/Transient.REINST_PlayerPawnTest_Male_C_0) CONTENT: Salute(/Engine/Transient.REINST_PlayerPawnTest_Male_C_0) CONTENT: Ascend(/Engine/Transient.REINST_PlayerPawnTest_Male_C_0) CONTENT: Cnt_Spine_003_JNT_SKL(/Engine/Transient.REINST_PlayerPawnTest_Male_C_0) CONTENT: Rifle(/Engine/Transient.REINST_PlayerPawnTest_Male_C_0) CONTENT: Pistol(/Engine/Transient.REINST_PlayerPawnTest_Male_C_0) CONTENT: Idle(/Engine/Transient.Default__REINST_PlayerPawnTest_Male_C_2110) CONTENT: Super(/Engine/Transient.Default__REINST_PlayerPawnTest_Male_C_2110) CONTENT: Heart(/Engine/Transient.Default__REINST_PlayerPawnTest_Male_C_2110) CONTENT: Idle(/Engine/Transient.Default__REINST_PlayerPawnTest_Male_C_2110) CONTENT: Running(/Engine/Transient.Default__REINST_PlayerPawnTest_Male_C_2110) CONTENT: Passive(/Engine/Transient.Default__REINST_PlayerPawnTest_Male_C_2110) CONTENT: Salute(/Engine/Transient.Default__REINST_PlayerPawnTest_Male_C_2110) CONTENT: Ascend(/Engine/Transient.Default__REINST_PlayerPawnTest_Male_C_2110) CONTENT: Cnt_Spine_003_JNT_SKL(/Engine/Transient.Default__REINST_PlayerPawnTest_Male_C_2110) CONTENT: Rifle(/Engine/Transient.Default__REINST_PlayerPawnTest_Male_C_2110) CONTENT: Pistol(/Engine/Transient.Default__REINST_PlayerPawnTest_Male_C_2110) CONTENT: Idle(/Engine/Transient.REINST_PlayerPawnTest_Male_C_1) CONTENT: Super(/Engine/Transient.REINST_PlayerPawnTest_Male_C_1) CONTENT: Heart(/Engine/Transient.REINST_PlayerPawnTest_Male_C_1) CONTENT: Idle(/Engine/Transient.REINST_PlayerPawnTest_Male_C_1) CONTENT: Running(/Engine/Transient.REINST_PlayerPawnTest_Male_C_1) CONTENT: Passive(/Engine/Transient.REINST_PlayerPawnTest_Male_C_1) CONTENT: Salute(/Engine/Transient.REINST_PlayerPawnTest_Male_C_1) CONTENT: Ascend(/Engine/Transient.REINST_PlayerPawnTest_Male_C_1) CONTENT: Cnt_Spine_003_JNT_SKL(/Engine/Transient.REINST_PlayerPawnTest_Male_C_1) CONTENT: Rifle(/Engine/Transient.REINST_PlayerPawnTest_Male_C_1) CONTENT: Pistol(/Engine/Transient.REINST_PlayerPawnTest_Male_C_1) CONTENT: Idle(/Engine/Transient.REINST_PlayerPawnTest_Female_C_0) CONTENT: Super(/Engine/Transient.REINST_PlayerPawnTest_Female_C_0) CONTENT: Heart(/Engine/Transient.REINST_PlayerPawnTest_Female_C_0) CONTENT: Running(/Engine/Transient.REINST_PlayerPawnTest_Female_C_0) CONTENT: Passive(/Engine/Transient.REINST_PlayerPawnTest_Female_C_0) CONTENT: Salute(/Engine/Transient.REINST_PlayerPawnTest_Female_C_0) CONTENT: Ascend(/Engine/Transient.REINST_PlayerPawnTest_Female_C_0) CONTENT: Cnt_Chest_000_JNT_SKL(/Engine/Transient.REINST_PlayerPawnTest_Female_C_0) CONTENT: Rifle(/Engine/Transient.REINST_PlayerPawnTest_Female_C_0) CONTENT: Pistol(/Engine/Transient.REINST_PlayerPawnTest_Female_C_0) CONTENT: Idle(/Engine/Transient.Default__REINST_PlayerPawnTest_Female_C_2125) CONTENT: Super(/Engine/Transient.Default__REINST_PlayerPawnTest_Female_C_2125) CONTENT: Heart(/Engine/Transient.Default__REINST_PlayerPawnTest_Female_C_2125) CONTENT: Running(/Engine/Transient.Default__REINST_PlayerPawnTest_Female_C_2125) CONTENT: Passive(/Engine/Transient.Default__REINST_PlayerPawnTest_Female_C_2125) CONTENT: Salute(/Engine/Transient.Default__REINST_PlayerPawnTest_Female_C_2125) CONTENT: Ascend(/Engine/Transient.Default__REINST_PlayerPawnTest_Female_C_2125) CONTENT: Cnt_Chest_000_JNT_SKL(/Engine/Transient.Default__REINST_PlayerPawnTest_Female_C_2125) CONTENT: Rifle(/Engine/Transient.Default__REINST_PlayerPawnTest_Female_C_2125) CONTENT: Pistol(/Engine/Transient.Default__REINST_PlayerPawnTest_Female_C_2125) CONTENT: Idle(/Engine/Transient.REINST_PlayerPawnTest_Female_C_1) CONTENT: Super(/Engine/Transient.REINST_PlayerPawnTest_Female_C_1) CONTENT: Heart(/Engine/Transient.REINST_PlayerPawnTest_Female_C_1) CONTENT: Running(/Engine/Transient.REINST_PlayerPawnTest_Female_C_1) CONTENT: Passive(/Engine/Transient.REINST_PlayerPawnTest_Female_C_1) CONTENT: Salute(/Engine/Transient.REINST_PlayerPawnTest_Female_C_1) CONTENT: Ascend(/Engine/Transient.REINST_PlayerPawnTest_Female_C_1) CONTENT: Cnt_Chest_000_JNT_SKL(/Engine/Transient.REINST_PlayerPawnTest_Female_C_1) CONTENT: Rifle(/Engine/Transient.REINST_PlayerPawnTest_Female_C_1) CONTENT: Pistol(/Engine/Transient.REINST_PlayerPawnTest_Female_C_1) CONTENT: Base Gloves Clothing(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Base/PrimalItemArmor_BaseGloves.Default__PrimalItemArmor_BaseGloves_C) CONTENT: Covers your hands.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Base/PrimalItemArmor_BaseGloves.Default__PrimalItemArmor_BaseGloves_C) CONTENT: Chitin Gauntlets(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Chitin/PrimalItemArmor_ChitinGloves.Default__PrimalItemArmor_ChitinGloves_C) CONTENT: Provides moderate physical protection, but can get a little warm.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Chitin/PrimalItemArmor_ChitinGloves.Default__PrimalItemArmor_ChitinGloves_C) CONTENT: Armor(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Chitin/PrimalItemArmor_ChitinGloves.Default__PrimalItemArmor_ChitinGloves_C) CONTENT: Chitin(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Chitin/PrimalItemArmor_ChitinGloves.Default__PrimalItemArmor_ChitinGloves_C) CONTENT: Base Hat Clothing(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Base/PrimalItemArmor_BaseHelmet.Default__PrimalItemArmor_BaseHelmet_C) CONTENT: It's a fancy hat.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Base/PrimalItemArmor_BaseHelmet.Default__PrimalItemArmor_BaseHelmet_C) CONTENT: Chitin Helmet(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Chitin/PrimalItemArmor_ChitinHelmet.Default__PrimalItemArmor_ChitinHelmet_C) CONTENT: Provides moderate physical protection, but can get a little warm.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Chitin/PrimalItemArmor_ChitinHelmet.Default__PrimalItemArmor_ChitinHelmet_C) CONTENT: Armor(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Chitin/PrimalItemArmor_ChitinHelmet.Default__PrimalItemArmor_ChitinHelmet_C) CONTENT: Chitin(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Chitin/PrimalItemArmor_ChitinHelmet.Default__PrimalItemArmor_ChitinHelmet_C) CONTENT: Base Pants Clothing(/Engine/Transient.REINST_PrimalItemArmor_BasePants_C_0) CONTENT: Covers your legs.(/Engine/Transient.REINST_PrimalItemArmor_BasePants_C_0) CONTENT: Base Pants Clothing(/Engine/Transient.Default__REINST_PrimalItemArmor_BasePants_C_2137) CONTENT: Covers your legs.(/Engine/Transient.Default__REINST_PrimalItemArmor_BasePants_C_2137) CONTENT: Base Pants Clothing(/Engine/Transient.REINST_PrimalItemArmor_BasePants_C_1) CONTENT: Covers your legs.(/Engine/Transient.REINST_PrimalItemArmor_BasePants_C_1) CONTENT: Chitin Leggings(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Chitin/PrimalItemArmor_ChitinPants.Default__PrimalItemArmor_ChitinPants_C) CONTENT: Provides moderate physical protection, but can get a little warm.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Chitin/PrimalItemArmor_ChitinPants.Default__PrimalItemArmor_ChitinPants_C) CONTENT: Armor(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Chitin/PrimalItemArmor_ChitinPants.Default__PrimalItemArmor_ChitinPants_C) CONTENT: Chitin(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Chitin/PrimalItemArmor_ChitinPants.Default__PrimalItemArmor_ChitinPants_C) CONTENT: Base Shirt Clothing(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Base/PrimalItemArmor_BaseShirt.Default__PrimalItemArmor_BaseShirt_C) CONTENT: Covers your torso.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Base/PrimalItemArmor_BaseShirt.Default__PrimalItemArmor_BaseShirt_C) CONTENT: Chitin Chestpiece(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Chitin/PrimalItemArmor_ChitinShirt.Default__PrimalItemArmor_ChitinShirt_C) CONTENT: Provides moderate physical protection, but can get a little warm.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Chitin/PrimalItemArmor_ChitinShirt.Default__PrimalItemArmor_ChitinShirt_C) CONTENT: Armor(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Chitin/PrimalItemArmor_ChitinShirt.Default__PrimalItemArmor_ChitinShirt_C) CONTENT: Chitin(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Chitin/PrimalItemArmor_ChitinShirt.Default__PrimalItemArmor_ChitinShirt_C) CONTENT: Pelt, Hair, or Wool(/Game/PrimalEarth/CoreBlueprints/Resources/PrimalItemResource_PeltOrHair.Default__PrimalItemResource_PeltOrHair_C) CONTENT: Fur Boots(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Fur/PrimalItemArmor_FurBoots.Default__PrimalItemArmor_FurBoots_C) CONTENT: Provides significant physical protection. Also keeps your temperature up, so long as it stays dry.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Fur/PrimalItemArmor_FurBoots.Default__PrimalItemArmor_FurBoots_C) CONTENT: Armor(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Fur/PrimalItemArmor_FurBoots.Default__PrimalItemArmor_FurBoots_C) CONTENT: Fur(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Fur/PrimalItemArmor_FurBoots.Default__PrimalItemArmor_FurBoots_C) CONTENT: Fur Gauntlets(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Fur/PrimalItemArmor_FurGloves.Default__PrimalItemArmor_FurGloves_C) CONTENT: Provides significant physical protection. Also keeps your temperature up, so long as it stays dry.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Fur/PrimalItemArmor_FurGloves.Default__PrimalItemArmor_FurGloves_C) CONTENT: Armor(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Fur/PrimalItemArmor_FurGloves.Default__PrimalItemArmor_FurGloves_C) CONTENT: Fur(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Fur/PrimalItemArmor_FurGloves.Default__PrimalItemArmor_FurGloves_C) CONTENT: Fur Cap(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Fur/PrimalItemArmor_FurHelmet.Default__PrimalItemArmor_FurHelmet_C) CONTENT: Provides significant physical protection. Also keeps your temperature up, so long as it stays dry.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Fur/PrimalItemArmor_FurHelmet.Default__PrimalItemArmor_FurHelmet_C) CONTENT: Armor(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Fur/PrimalItemArmor_FurHelmet.Default__PrimalItemArmor_FurHelmet_C) CONTENT: Fur(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Fur/PrimalItemArmor_FurHelmet.Default__PrimalItemArmor_FurHelmet_C) CONTENT: Fur Leggings(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Fur/PrimalItemArmor_FurPants.Default__PrimalItemArmor_FurPants_C) CONTENT: Provides significant physical protection. Also keeps your temperature up, so long as it stays dry.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Fur/PrimalItemArmor_FurPants.Default__PrimalItemArmor_FurPants_C) CONTENT: Armor(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Fur/PrimalItemArmor_FurPants.Default__PrimalItemArmor_FurPants_C) CONTENT: Fur(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Fur/PrimalItemArmor_FurPants.Default__PrimalItemArmor_FurPants_C) CONTENT: Fur Chestpiece(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Fur/PrimalItemArmor_FurShirt.Default__PrimalItemArmor_FurShirt_C) CONTENT: Provides significant physical protection. Also keeps your temperature up, so long as it stays dry.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Fur/PrimalItemArmor_FurShirt.Default__PrimalItemArmor_FurShirt_C) CONTENT: Armor(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Fur/PrimalItemArmor_FurShirt.Default__PrimalItemArmor_FurShirt_C) CONTENT: Fur(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Fur/PrimalItemArmor_FurShirt.Default__PrimalItemArmor_FurShirt_C) CONTENT: Organic Polymer(/Game/PrimalEarth/CoreBlueprints/Resources/PrimalItemResource_Polymer_Organic.Default__PrimalItemResource_Polymer_Organic_C) CONTENT: These incredibly strong, lightweight plates are somehow naturally made in certain creatures. Incredibly hazardous to human health if consumed.(/Game/PrimalEarth/CoreBlueprints/Resources/PrimalItemResource_Polymer_Organic.Default__PrimalItemResource_Polymer_Organic_C) CONTENT: Ghillie Boots(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Ghillie/PrimalItemArmor_GhillieBoots.Default__PrimalItemArmor_GhillieBoots_C) CONTENT: Strands of Organic Polymer cause this to disperse heat and keep you cool. Camouflage keeps you more hidden from enemy creatures. Provides moderate physical protection, but less than Chitin.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Ghillie/PrimalItemArmor_GhillieBoots.Default__PrimalItemArmor_GhillieBoots_C) CONTENT: Armor(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Ghillie/PrimalItemArmor_GhillieBoots.Default__PrimalItemArmor_GhillieBoots_C) CONTENT: Ghillie(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Ghillie/PrimalItemArmor_GhillieBoots.Default__PrimalItemArmor_GhillieBoots_C) CONTENT: Ghillie Gauntlets(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Ghillie/PrimalItemArmor_GhillieGloves.Default__PrimalItemArmor_GhillieGloves_C) CONTENT: Strands of Organic Polymer cause this to disperse heat and keep you cool. Camouflage keeps you more hidden from enemy creatures. Provides moderate physical protection, but less than Chitin.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Ghillie/PrimalItemArmor_GhillieGloves.Default__PrimalItemArmor_GhillieGloves_C) CONTENT: Armor(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Ghillie/PrimalItemArmor_GhillieGloves.Default__PrimalItemArmor_GhillieGloves_C) CONTENT: Ghillie(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Ghillie/PrimalItemArmor_GhillieGloves.Default__PrimalItemArmor_GhillieGloves_C) CONTENT: Ghillie Mask(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Ghillie/PrimalItemArmor_GhillieHelmet.Default__PrimalItemArmor_GhillieHelmet_C) CONTENT: Strands of Organic Polymer cause this to disperse heat and keep you cool. Camouflage keeps you more hidden from enemy creatures. Provides moderate physical protection, but less than Chitin.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Ghillie/PrimalItemArmor_GhillieHelmet.Default__PrimalItemArmor_GhillieHelmet_C) CONTENT: Armor(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Ghillie/PrimalItemArmor_GhillieHelmet.Default__PrimalItemArmor_GhillieHelmet_C) CONTENT: Ghillie(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Ghillie/PrimalItemArmor_GhillieHelmet.Default__PrimalItemArmor_GhillieHelmet_C) CONTENT: Ghillie Leggings(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Ghillie/PrimalItemArmor_GhilliePants.Default__PrimalItemArmor_GhilliePants_C) CONTENT: Strands of Organic Polymer cause this to disperse heat and keep you cool. Camouflage keeps you more hidden from enemy creatures. Provides moderate physical protection, but less than Chitin.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Ghillie/PrimalItemArmor_GhilliePants.Default__PrimalItemArmor_GhilliePants_C) CONTENT: Armor(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Ghillie/PrimalItemArmor_GhilliePants.Default__PrimalItemArmor_GhilliePants_C) CONTENT: Ghillie(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Ghillie/PrimalItemArmor_GhilliePants.Default__PrimalItemArmor_GhilliePants_C) CONTENT: Ghillie Chestpiece(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Ghillie/PrimalItemArmor_GhillieShirt.Default__PrimalItemArmor_GhillieShirt_C) CONTENT: Strands of Organic Polymer cause this to disperse heat and keep you cool. Camouflage keeps you more hidden from enemy creatures. Provides moderate physical protection, but less than Chitin.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Ghillie/PrimalItemArmor_GhillieShirt.Default__PrimalItemArmor_GhillieShirt_C) CONTENT: Armor(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Ghillie/PrimalItemArmor_GhillieShirt.Default__PrimalItemArmor_GhillieShirt_C) CONTENT: Ghillie(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Ghillie/PrimalItemArmor_GhillieShirt.Default__PrimalItemArmor_GhillieShirt_C) CONTENT: Riot Boots(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Riot/PrimalItemArmor_RiotBoots.Default__PrimalItemArmor_RiotBoots_C) CONTENT: Provides heavy physical protection and reduced physical torpor, but provides almost no protection from the elements.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Riot/PrimalItemArmor_RiotBoots.Default__PrimalItemArmor_RiotBoots_C) CONTENT: Armor(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Riot/PrimalItemArmor_RiotBoots.Default__PrimalItemArmor_RiotBoots_C) CONTENT: Riot(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Riot/PrimalItemArmor_RiotBoots.Default__PrimalItemArmor_RiotBoots_C) CONTENT: Riot Gauntlets(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Riot/PrimalItemArmor_RiotGloves.Default__PrimalItemArmor_RiotGloves_C) CONTENT: Provides heavy physical protection and reduced physical torpor, but provides almost no protection from the elements.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Riot/PrimalItemArmor_RiotGloves.Default__PrimalItemArmor_RiotGloves_C) CONTENT: Armor(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Riot/PrimalItemArmor_RiotGloves.Default__PrimalItemArmor_RiotGloves_C) CONTENT: Riot(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Riot/PrimalItemArmor_RiotGloves.Default__PrimalItemArmor_RiotGloves_C) CONTENT: Riot Helmet(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Riot/PrimalItemArmor_RiotHelmet.Default__PrimalItemArmor_RiotHelmet_C) CONTENT: Provides heavy physical protection and reduced physical torpor, but provides almost no protection from the elements.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Riot/PrimalItemArmor_RiotHelmet.Default__PrimalItemArmor_RiotHelmet_C) CONTENT: Armor(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Riot/PrimalItemArmor_RiotHelmet.Default__PrimalItemArmor_RiotHelmet_C) CONTENT: Riot(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Riot/PrimalItemArmor_RiotHelmet.Default__PrimalItemArmor_RiotHelmet_C) CONTENT: Riot Leggings(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Riot/PrimalItemArmor_RiotPants.Default__PrimalItemArmor_RiotPants_C) CONTENT: Provides heavy physical protection and reduced physical torpor, but provides almost no protection from the elements.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Riot/PrimalItemArmor_RiotPants.Default__PrimalItemArmor_RiotPants_C) CONTENT: Armor(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Riot/PrimalItemArmor_RiotPants.Default__PrimalItemArmor_RiotPants_C) CONTENT: Riot(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Riot/PrimalItemArmor_RiotPants.Default__PrimalItemArmor_RiotPants_C) CONTENT: Riot Chestpiece(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Riot/PrimalItemArmor_RiotShirt.Default__PrimalItemArmor_RiotShirt_C) CONTENT: Provides heavy physical protection and reduced physical torpor, but provides almost no protection from the elements.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Riot/PrimalItemArmor_RiotShirt.Default__PrimalItemArmor_RiotShirt_C) CONTENT: Armor(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Riot/PrimalItemArmor_RiotShirt.Default__PrimalItemArmor_RiotShirt_C) CONTENT: Riot(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Riot/PrimalItemArmor_RiotShirt.Default__PrimalItemArmor_RiotShirt_C) CONTENT: Argentavis Saddle(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_ArgentavisSaddle.Default__PrimalItemArmor_ArgentavisSaddle_C) CONTENT: Equip a Argentavis with this to ride it.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_ArgentavisSaddle.Default__PrimalItemArmor_ArgentavisSaddle_C) CONTENT: Saddles(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_ArgentavisSaddle.Default__PrimalItemArmor_ArgentavisSaddle_C) CONTENT: Arthropluera Saddle(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_ArthroSaddle.Default__PrimalItemArmor_ArthroSaddle_C) CONTENT: Equip an Arthropluera with this to ride it.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_ArthroSaddle.Default__PrimalItemArmor_ArthroSaddle_C) CONTENT: Saddles(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_ArthroSaddle.Default__PrimalItemArmor_ArthroSaddle_C) CONTENT: Castoroides Saddle(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_BeaverSaddle.Default__PrimalItemArmor_BeaverSaddle_C) CONTENT: Equip a Castoroides with this to ride it. Can be used as a mobile Smithy! Sounds pretty good eh?(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_BeaverSaddle.Default__PrimalItemArmor_BeaverSaddle_C) CONTENT: Saddles(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_BeaverSaddle.Default__PrimalItemArmor_BeaverSaddle_C) CONTENT: Carno Saddle(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_CarnoSaddle.Default__PrimalItemArmor_CarnoSaddle_C) CONTENT: Equip a Carno with this to ride it.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_CarnoSaddle.Default__PrimalItemArmor_CarnoSaddle_C) CONTENT: Saddles(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_CarnoSaddle.Default__PrimalItemArmor_CarnoSaddle_C) CONTENT: Diplodocus Saddle(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_DiplodocusSaddle.Default__PrimalItemArmor_DiplodocusSaddle_C) CONTENT: A saddle for your Diplodocus. It has ten seats! Bring lots of friends!(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_DiplodocusSaddle.Default__PrimalItemArmor_DiplodocusSaddle_C) CONTENT: Saddles(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_DiplodocusSaddle.Default__PrimalItemArmor_DiplodocusSaddle_C) CONTENT: Board Right Seat 1(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_DiplodocusSaddle.Default__PrimalItemArmor_DiplodocusSaddle_C) CONTENT: Board Right Seat 2(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_DiplodocusSaddle.Default__PrimalItemArmor_DiplodocusSaddle_C) CONTENT: Board Right Seat 3(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_DiplodocusSaddle.Default__PrimalItemArmor_DiplodocusSaddle_C) CONTENT: Board Right Seat 4(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_DiplodocusSaddle.Default__PrimalItemArmor_DiplodocusSaddle_C) CONTENT: Board Right Seat 5(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_DiplodocusSaddle.Default__PrimalItemArmor_DiplodocusSaddle_C) CONTENT: Board Left Seat 5(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_DiplodocusSaddle.Default__PrimalItemArmor_DiplodocusSaddle_C) CONTENT: Board Left Seat 4(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_DiplodocusSaddle.Default__PrimalItemArmor_DiplodocusSaddle_C) CONTENT: Board Left Seat 3(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_DiplodocusSaddle.Default__PrimalItemArmor_DiplodocusSaddle_C) CONTENT: Board Left Seat 2(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_DiplodocusSaddle.Default__PrimalItemArmor_DiplodocusSaddle_C) CONTENT: Board Left Seat 1(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_DiplodocusSaddle.Default__PrimalItemArmor_DiplodocusSaddle_C) CONTENT: Dire Bear Saddle(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_DireBearSaddle.Default__PrimalItemArmor_DireBearSaddle_C) CONTENT: Equip a Dire Bear with this to ride it.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_DireBearSaddle.Default__PrimalItemArmor_DireBearSaddle_C) CONTENT: Saddles(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_DireBearSaddle.Default__PrimalItemArmor_DireBearSaddle_C) CONTENT: Dunkleosteus Saddle(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_DunkleosteusSaddle.Default__PrimalItemArmor_DunkleosteusSaddle_C) CONTENT: Equip a Dunkleosteus with this to ride it.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_DunkleosteusSaddle.Default__PrimalItemArmor_DunkleosteusSaddle_C) CONTENT: Saddles(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_DunkleosteusSaddle.Default__PrimalItemArmor_DunkleosteusSaddle_C) CONTENT: Gallimimus Saddle(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_Gallimimus.Default__PrimalItemArmor_Gallimimus_C) CONTENT: A saddle for your Gallimimus. It has three seats! Bring your friends!(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_Gallimimus.Default__PrimalItemArmor_Gallimimus_C) CONTENT: Saddles(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_Gallimimus.Default__PrimalItemArmor_Gallimimus_C) CONTENT: Board Back Seat(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_Gallimimus.Default__PrimalItemArmor_Gallimimus_C) CONTENT: Board Front Seat(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_Gallimimus.Default__PrimalItemArmor_Gallimimus_C) CONTENT: Giganotosaurus Saddle(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_GigantSaddle.Default__PrimalItemArmor_GigantSaddle_C) CONTENT: Equip a Giganotosaurus with this to ride it.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_GigantSaddle.Default__PrimalItemArmor_GigantSaddle_C) CONTENT: Saddles(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_GigantSaddle.Default__PrimalItemArmor_GigantSaddle_C) CONTENT: Manta Saddle(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_MantaSaddle.Default__PrimalItemArmor_MantaSaddle_C) CONTENT: Equip a Manta with this to ride it.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_MantaSaddle.Default__PrimalItemArmor_MantaSaddle_C) CONTENT: Saddles(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_MantaSaddle.Default__PrimalItemArmor_MantaSaddle_C) CONTENT: Mosasaur Saddle(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_MosaSaddle.Default__PrimalItemArmor_MosaSaddle_C) CONTENT: Equip a Mosasaur with this to ride it.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_MosaSaddle.Default__PrimalItemArmor_MosaSaddle_C) CONTENT: Saddles(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_MosaSaddle.Default__PrimalItemArmor_MosaSaddle_C) CONTENT: Mosasaur Platform Saddle(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_MosaSaddle_Platform.Default__PrimalItemArmor_MosaSaddle_Platform_C) CONTENT: Equip a Mosasaur with this to ride it. You can build structures on the large platform to make a mobile base.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_MosaSaddle_Platform.Default__PrimalItemArmor_MosaSaddle_Platform_C) CONTENT: Saddles(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_MosaSaddle_Platform.Default__PrimalItemArmor_MosaSaddle_Platform_C) CONTENT: Pelagornis Saddle(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_PelaSaddle.Default__PrimalItemArmor_PelaSaddle_C) CONTENT: Equip a Pelagornis with this to ride it.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_PelaSaddle.Default__PrimalItemArmor_PelaSaddle_C) CONTENT: Saddles(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_PelaSaddle.Default__PrimalItemArmor_PelaSaddle_C) CONTENT: Procoptodon Saddle(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_ProcoptodonSaddle.Default__PrimalItemArmor_ProcoptodonSaddle_C) CONTENT: Equip a Procoptodon with this to ride it.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_ProcoptodonSaddle.Default__PrimalItemArmor_ProcoptodonSaddle_C) CONTENT: Saddles(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_ProcoptodonSaddle.Default__PrimalItemArmor_ProcoptodonSaddle_C) CONTENT: Board Pouch(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_ProcoptodonSaddle.Default__PrimalItemArmor_ProcoptodonSaddle_C) CONTENT: Quetz Platform Saddle(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_QuetzSaddle_Platform.Default__PrimalItemArmor_QuetzSaddle_Platform_C) CONTENT: Equip a Quetz with this to ride it. You can build structures on the large platform to make a mobile base.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_QuetzSaddle_Platform.Default__PrimalItemArmor_QuetzSaddle_Platform_C) CONTENT: Saddles(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_QuetzSaddle_Platform.Default__PrimalItemArmor_QuetzSaddle_Platform_C) CONTENT: Rex Saddle(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_RexSaddle.Default__PrimalItemArmor_RexSaddle_C) CONTENT: Equip a Rex with this to ride it.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_RexSaddle.Default__PrimalItemArmor_RexSaddle_C) CONTENT: Saddles(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_RexSaddle.Default__PrimalItemArmor_RexSaddle_C) CONTENT: Woolly Rhino Saddle(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_RhinoSaddle.Default__PrimalItemArmor_RhinoSaddle_C) CONTENT: Equip a Woolly Rhino with this to ride it.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_RhinoSaddle.Default__PrimalItemArmor_RhinoSaddle_C) CONTENT: Saddles(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_RhinoSaddle.Default__PrimalItemArmor_RhinoSaddle_C) CONTENT: Megaloceros Saddle(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_StagSaddle.Default__PrimalItemArmor_StagSaddle_C) CONTENT: Equip a Megaloceros with this to ride it.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_StagSaddle.Default__PrimalItemArmor_StagSaddle_C) CONTENT: Saddles(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_StagSaddle.Default__PrimalItemArmor_StagSaddle_C) CONTENT: Terror Bird Saddle(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_TerrorBirdSaddle.Default__PrimalItemArmor_TerrorBirdSaddle_C) CONTENT: Equip a Terror Bird with this to ride it.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_TerrorBirdSaddle.Default__PrimalItemArmor_TerrorBirdSaddle_C) CONTENT: Saddles(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_TerrorBirdSaddle.Default__PrimalItemArmor_TerrorBirdSaddle_C) CONTENT: Lesser Antidote(/Engine/Transient.REINST_PrimalItemConsumable_CureLow_C_0) CONTENT: Cures Lesser Afflictions!(/Engine/Transient.REINST_PrimalItemConsumable_CureLow_C_0) CONTENT: Consumables(/Engine/Transient.REINST_PrimalItemConsumable_CureLow_C_0) CONTENT: Drugs(/Engine/Transient.REINST_PrimalItemConsumable_CureLow_C_0) CONTENT: Rage(/Engine/Transient.REINST_Buff_RageEffect_C_0) CONTENT: Rage(/Engine/Transient.Default__REINST_Buff_RageEffect_C_2183) CONTENT: Rage(/Engine/Transient.REINST_Buff_RageEffect_C_1) CONTENT: Rare Flower Pheromones(/Engine/Transient.REINST_Buff_RageEffect_RareFlower_C_0) CONTENT: Provokes aggression from nearby dinosaurs.(/Engine/Transient.REINST_Buff_RageEffect_RareFlower_C_0) CONTENT: Rare Flower Pheromones(/Engine/Transient.Default__REINST_Buff_RageEffect_RareFlower_C_2190) CONTENT: Provokes aggression from nearby dinosaurs.(/Engine/Transient.Default__REINST_Buff_RageEffect_RareFlower_C_2190) CONTENT: Rare Flower Pheromones(/Engine/Transient.REINST_Buff_RageEffect_RareFlower_C_1) CONTENT: Provokes aggression from nearby dinosaurs.(/Engine/Transient.REINST_Buff_RageEffect_RareFlower_C_1) CONTENT: Rare Flower(/Game/PrimalEarth/CoreBlueprints/Resources/PrimalItemResource_RareFlower.Default__PrimalItemResource_RareFlower_C) CONTENT: Even the smell of this flower makes you slightly angry.(/Game/PrimalEarth/CoreBlueprints/Resources/PrimalItemResource_RareFlower.Default__PrimalItemResource_RareFlower_C) CONTENT: Leech Blood / Horns(/Game/PrimalEarth/CoreBlueprints/Resources/PrimalItemResourceGeneric_Curing.Default__PrimalItemResourceGeneric_Curing_C) LITERAL: ACHIEVEMENT_18(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/BaseBPs/PrimalItemConsumable_CureLow.PrimalItemConsumable_CureLow:BlueprintUsed.K2Node_CallFunction_16914) CONTENT: Idle(/Engine/Transient.REINST_Dodo_Character_BP_C_0) CONTENT: Cute(/Engine/Transient.REINST_Dodo_Character_BP_C_0) CONTENT: Action(/Engine/Transient.REINST_Dodo_Character_BP_C_0) CONTENT: Move(/Engine/Transient.REINST_Dodo_Character_BP_C_0) CONTENT: Dodo(/Engine/Transient.REINST_Dodo_Character_BP_C_0) CONTENT: Herbivore(/Game/PrimalEarth/Dinos/BaseBPs/DinoSettings_Herbivore.Default__DinoSettings_Herbivore_C) CONTENT: Dodo Egg(/Game/PrimalEarth/Test/PrimalItemConsumable_Egg_Dodo.Default__PrimalItemConsumable_Egg_Dodo_C) CONTENT: Fertilized Dodo Egg(/Game/PrimalEarth/Test/PrimalItemConsumable_Egg_Dodo_Fertilized.Default__PrimalItemConsumable_Egg_Dodo_Fertilized_C) CONTENT: Idle(/Engine/Transient.Default__REINST_Dodo_Character_BP_C_2211) CONTENT: Cute(/Engine/Transient.Default__REINST_Dodo_Character_BP_C_2211) CONTENT: Action(/Engine/Transient.Default__REINST_Dodo_Character_BP_C_2211) CONTENT: Move(/Engine/Transient.Default__REINST_Dodo_Character_BP_C_2211) CONTENT: Dodo(/Engine/Transient.Default__REINST_Dodo_Character_BP_C_2211) CONTENT: Idle(/Engine/Transient.REINST_Dodo_Character_BP_C_1) CONTENT: Cute(/Engine/Transient.REINST_Dodo_Character_BP_C_1) CONTENT: Action(/Engine/Transient.REINST_Dodo_Character_BP_C_1) CONTENT: Move(/Engine/Transient.REINST_Dodo_Character_BP_C_1) CONTENT: Dodo(/Engine/Transient.REINST_Dodo_Character_BP_C_1) CONTENT: Swamp Fever(/Engine/Transient.REINST_Buff_SwampFever_C_0) CONTENT: Health, Damage, Weight, Stamina & Speed are permanently decreased until Cured!(/Engine/Transient.REINST_Buff_SwampFever_C_0) CONTENT: Swamp Fever(/Engine/Transient.Default__REINST_Buff_SwampFever_C_2218) CONTENT: Health, Damage, Weight, Stamina & Speed are permanently decreased until Cured!(/Engine/Transient.Default__REINST_Buff_SwampFever_C_2218) CONTENT: Swamp Fever(/Engine/Transient.REINST_Buff_SwampFever_C_1) CONTENT: Health, Damage, Weight, Stamina & Speed are permanently decreased until Cured!(/Engine/Transient.REINST_Buff_SwampFever_C_1) CONTENT: Lesser Antidote(/Engine/Transient.Default__REINST_PrimalItemConsumable_CureLow_C_2225) CONTENT: Cures Lesser Afflictions!(/Engine/Transient.Default__REINST_PrimalItemConsumable_CureLow_C_2225) CONTENT: Consumables(/Engine/Transient.Default__REINST_PrimalItemConsumable_CureLow_C_2225) CONTENT: Drugs(/Engine/Transient.Default__REINST_PrimalItemConsumable_CureLow_C_2225) CONTENT: Lesser Antidote(/Engine/Transient.REINST_PrimalItemConsumable_CureLow_C_1) CONTENT: Cures Lesser Afflictions!(/Engine/Transient.REINST_PrimalItemConsumable_CureLow_C_1) CONTENT: Consumables(/Engine/Transient.REINST_PrimalItemConsumable_CureLow_C_1) CONTENT: Drugs(/Engine/Transient.REINST_PrimalItemConsumable_CureLow_C_1) CONTENT: Bug Repellant(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_BugRepellant.Default__PrimalItemConsumable_BugRepellant_C) CONTENT: This gnarly paste makes you nearly invisible to bugs, bats, and spiders. Just don't attack them or get too close, and they'll ignore you! Effect lasts 10 minutes.(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_BugRepellant.Default__PrimalItemConsumable_BugRepellant_C) CONTENT: Consumables(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_BugRepellant.Default__PrimalItemConsumable_BugRepellant_C) CONTENT: Drugs(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_BugRepellant.Default__PrimalItemConsumable_BugRepellant_C) CONTENT: Bug Repellant(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_BugRepel.Default__Buff_BugRepel_C) CONTENT: Bugs don't like to attack you, so don't attack them!(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_BugRepel.Default__Buff_BugRepel_C) CONTENT: All -gvnew +primaries(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Mega.Default__DinoColorSet_Mega_C) CONTENT: Dark Muted(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Mega.Default__DinoColorSet_Mega_C) CONTENT: Dark Muted(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Mega.Default__DinoColorSet_Mega_C) CONTENT: Dark Muted(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Mega.Default__DinoColorSet_Mega_C) CONTENT: Dark Muted(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Mega.Default__DinoColorSet_Mega_C) CONTENT: Light Muted -g +w(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Mega.Default__DinoColorSet_Mega_C) CONTENT: c_back3(/Engine/Transient.REINST_Manta_Character_BP_C_0) CONTENT: Action(/Engine/Transient.REINST_Manta_Character_BP_C_0) CONTENT: c_back3(/Engine/Transient.REINST_Manta_Character_BP_C_0) CONTENT: Action2(/Engine/Transient.REINST_Manta_Character_BP_C_0) CONTENT: c_back3(/Engine/Transient.REINST_Manta_Character_BP_C_0) CONTENT: Move(/Engine/Transient.REINST_Manta_Character_BP_C_0) CONTENT: c_back3(/Engine/Transient.REINST_Manta_Character_BP_C_0) CONTENT: Manta(/Engine/Transient.REINST_Manta_Character_BP_C_0) CONTENT: c_back3(/Engine/Transient.Default__REINST_Manta_Character_BP_C_2254) CONTENT: Action(/Engine/Transient.Default__REINST_Manta_Character_BP_C_2254) CONTENT: c_back3(/Engine/Transient.Default__REINST_Manta_Character_BP_C_2254) CONTENT: Action2(/Engine/Transient.Default__REINST_Manta_Character_BP_C_2254) CONTENT: c_back3(/Engine/Transient.Default__REINST_Manta_Character_BP_C_2254) CONTENT: Move(/Engine/Transient.Default__REINST_Manta_Character_BP_C_2254) CONTENT: c_back3(/Engine/Transient.Default__REINST_Manta_Character_BP_C_2254) CONTENT: Manta(/Engine/Transient.Default__REINST_Manta_Character_BP_C_2254) CONTENT: c_back3(/Engine/Transient.REINST_Manta_Character_BP_C_1) CONTENT: Action(/Engine/Transient.REINST_Manta_Character_BP_C_1) CONTENT: c_back3(/Engine/Transient.REINST_Manta_Character_BP_C_1) CONTENT: Action2(/Engine/Transient.REINST_Manta_Character_BP_C_1) CONTENT: c_back3(/Engine/Transient.REINST_Manta_Character_BP_C_1) CONTENT: Move(/Engine/Transient.REINST_Manta_Character_BP_C_1) CONTENT: c_back3(/Engine/Transient.REINST_Manta_Character_BP_C_1) CONTENT: Manta(/Engine/Transient.REINST_Manta_Character_BP_C_1) CONTENT: Idle(/Engine/Transient.REINST_Arthro_Character_BP_C_0) CONTENT: Action(/Engine/Transient.REINST_Arthro_Character_BP_C_0) CONTENT: Move(/Engine/Transient.REINST_Arthro_Character_BP_C_0) CONTENT: Arthropluera(/Engine/Transient.REINST_Arthro_Character_BP_C_0) CONTENT: Survivor(/Game/PrimalEarth/CoreBlueprints/Inventories/DinoDropInventoryComponent_Carnivore_Large.Default__DinoDropInventoryComponent_Carnivore_Large_C) CONTENT: Survivor(/Game/PrimalEarth/CoreBlueprints/Inventories/DinoDropInventoryComponent_Carnivore_Large.Default__DinoDropInventoryComponent_Carnivore_Large_C) CONTENT: Survivor(/Game/PrimalEarth/CoreBlueprints/Inventories/DinoDropInventoryComponent_Carnivore_Large.Default__DinoDropInventoryComponent_Carnivore_Large_C) CONTENT: Broth of Enlightenment(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_EXPGain.Default__Buff_EXPGain_C) CONTENT: You are currently gaining bonus exp! (/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_EXPGain.Default__Buff_EXPGain_C) CONTENT: Woolly Rhino Horn(/Game/PrimalEarth/CoreBlueprints/Resources/PrimalItemResource_Horn.Default__PrimalItemResource_Horn_C) CONTENT: Used in very specialized Recipes...(/Game/PrimalEarth/CoreBlueprints/Resources/PrimalItemResource_Horn.Default__PrimalItemResource_Horn_C) CONTENT: Broth of Enlightenment(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_TheHorn.Default__PrimalItemConsumable_TheHorn_C) CONTENT: A single sip of this incredible broth will expand your mind and broaden your horizons, granting greatly increased experience gain for a brief time.(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_TheHorn.Default__PrimalItemConsumable_TheHorn_C) CONTENT: Consumables(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_TheHorn.Default__PrimalItemConsumable_TheHorn_C) CONTENT: Crafted Foods(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_TheHorn.Default__PrimalItemConsumable_TheHorn_C) CONTENT: Carrion(/Game/PrimalEarth/Dinos/BaseBPs/DinoSettings_CarrionEater.Default__DinoSettings_CarrionEater_C) CONTENT: Arthropluera Egg(/Game/PrimalEarth/Test/PrimalItemConsumable_Egg_Arthro.Default__PrimalItemConsumable_Egg_Arthro_C) CONTENT: Fertilized Arthropluera Egg(/Game/PrimalEarth/Test/PrimalItemConsumable_Egg_Arthro_Fertilized.Default__PrimalItemConsumable_Egg_Arthro_Fertilized_C) CONTENT: Dark All +w(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Arthro.Default__DinoColorSet_Arthro_C) CONTENT: Light All +w(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Arthro.Default__DinoColorSet_Arthro_C) CONTENT: Light All +w(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Arthro.Default__DinoColorSet_Arthro_C) CONTENT: Light All +w(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Arthro.Default__DinoColorSet_Arthro_C) CONTENT: Light All +w(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Arthro.Default__DinoColorSet_Arthro_C) CONTENT: Light All +w(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Arthro.Default__DinoColorSet_Arthro_C) CONTENT: Idle(/Engine/Transient.Default__REINST_Arthro_Character_BP_C_2321) CONTENT: Action(/Engine/Transient.Default__REINST_Arthro_Character_BP_C_2321) CONTENT: Move(/Engine/Transient.Default__REINST_Arthro_Character_BP_C_2321) CONTENT: Arthropluera(/Engine/Transient.Default__REINST_Arthro_Character_BP_C_2321) CONTENT: Idle(/Engine/Transient.REINST_Arthro_Character_BP_C_1) CONTENT: Action(/Engine/Transient.REINST_Arthro_Character_BP_C_1) CONTENT: Move(/Engine/Transient.REINST_Arthro_Character_BP_C_1) CONTENT: Arthropluera(/Engine/Transient.REINST_Arthro_Character_BP_C_1) CONTENT: Idle(/Engine/Transient.REINST_Leech_Character_C_0) CONTENT: Cute(/Engine/Transient.REINST_Leech_Character_C_0) CONTENT: Move(/Engine/Transient.REINST_Leech_Character_C_0) CONTENT: Leech(/Engine/Transient.REINST_Leech_Character_C_0) CONTENT: Leeched(/Engine/Transient.REINST_Buff_Leech_C_0) CONTENT: Your Health and Stamina is slowly being drained! Get it off!!!(/Engine/Transient.REINST_Buff_Leech_C_0) CONTENT: Leeched!(/Engine/Transient.REINST_Buff_Leech_C_0) LITERAL: Hold To Remove Leech(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_Leech.Buff_Leech:BPGetMultiUseEntries.K2Node_MakeStruct_71) CONTENT: Leeched(/Engine/Transient.Default__REINST_Buff_Leech_C_2330) CONTENT: Your Health and Stamina is slowly being drained! Get it off!!!(/Engine/Transient.Default__REINST_Buff_Leech_C_2330) CONTENT: Leeched!(/Engine/Transient.Default__REINST_Buff_Leech_C_2330) CONTENT: Leeched(/Engine/Transient.REINST_Buff_Leech_C_1) CONTENT: Your Health and Stamina is slowly being drained! Get it off!!!(/Engine/Transient.REINST_Buff_Leech_C_1) CONTENT: Leeched!(/Engine/Transient.REINST_Buff_Leech_C_1) CONTENT: Leech Blood(/Game/PrimalEarth/CoreBlueprints/Resources/PrimalItemResource_LeechBlood.Default__PrimalItemResource_LeechBlood_C) CONTENT: A congealed glob of Leech Blood. Can be used for medicinal purposes when carefully prepared.(/Game/PrimalEarth/CoreBlueprints/Resources/PrimalItemResource_LeechBlood.Default__PrimalItemResource_LeechBlood_C) CONTENT: prime meat(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSet_GenericFishing.Default__LootItemSet_GenericFishing_C) CONTENT: rare resources(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSet_GenericFishing.Default__LootItemSet_GenericFishing_C) CONTENT: common resources(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSet_GenericFishing.Default__LootItemSet_GenericFishing_C) CONTENT: High Tier BPs(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSet_GenericFishing.Default__LootItemSet_GenericFishing_C) CONTENT: BP Weapons(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSet_GenericFishing.Default__LootItemSet_GenericFishing_C) CONTENT: BP Armor(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSet_GenericFishing.Default__LootItemSet_GenericFishing_C) CONTENT: Saddle BPs(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSet_GenericFishing.Default__LootItemSet_GenericFishing_C) CONTENT: Absorbent Substrate(/Game/PrimalEarth/CoreBlueprints/Resources/PrimalItemResource_SubstrateAbsorbent.Default__PrimalItemResource_SubstrateAbsorbent_C) CONTENT: This sticky compound excels at absorbing other chemicals.(/Game/PrimalEarth/CoreBlueprints/Resources/PrimalItemResource_SubstrateAbsorbent.Default__PrimalItemResource_SubstrateAbsorbent_C) CONTENT: Transmute resources into new items. Requires Gasoline & Power to be activated.(/Game/PrimalEarth/CoreBlueprints/Inventories/PrimalInventoryBP_ChemBench.Default__PrimalInventoryBP_ChemBench_C) CONTENT: Chemistry Bench(/Game/PrimalEarth/CoreBlueprints/Inventories/PrimalInventoryBP_ChemBench.Default__PrimalInventoryBP_ChemBench_C) CONTENT: Cactus Sap(/Game/ScorchedEarth/CoreBlueprints/Consumables/PrimalItemConsumable_CactusSap.Default__PrimalItemConsumable_CactusSap_C) CONTENT: Cut of cactus that giving sap and when it is consumed hydrates your body(/Game/ScorchedEarth/CoreBlueprints/Consumables/PrimalItemConsumable_CactusSap.Default__PrimalItemConsumable_CactusSap_C) CONTENT: Sulfur(/Game/ScorchedEarth/CoreBlueprints/Resources/PrimalItemResource_Sulfur.Default__PrimalItemResource_Sulfur_C) CONTENT: Used to craft distinct kind of ammunition. Can be found in the Caves(/Game/ScorchedEarth/CoreBlueprints/Resources/PrimalItemResource_Sulfur.Default__PrimalItemResource_Sulfur_C) CONTENT: Propellant(/Game/ScorchedEarth/CoreBlueprints/Resources/PrimalItemResource_Propellant.Default__PrimalItemResource_Propellant_C) CONTENT: Used to manufacture highly flammable substances.(/Game/ScorchedEarth/CoreBlueprints/Resources/PrimalItemResource_Propellant.Default__PrimalItemResource_Propellant_C) CONTENT: Pelt(/Game/PrimalEarth/CoreBlueprints/Resources/PrimalItemResource_Pelt.Default__PrimalItemResource_Pelt_C) CONTENT: A thick piece of skin, densely covered with heavy insulating fur. Carefully hacked from a dead animal.(/Game/PrimalEarth/CoreBlueprints/Resources/PrimalItemResource_Pelt.Default__PrimalItemResource_Pelt_C) CONTENT: Base Ammo(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItemAmmo_Base.Default__PrimalItemAmmo_Base_C) CONTENT: Generic ammo for weapons that use ammo(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItemAmmo_Base.Default__PrimalItemAmmo_Base_C) CONTENT: Advanced Sniper Bullet(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItemAmmo_AdvancedSniperBullet.Default__PrimalItemAmmo_AdvancedSniperBullet_C) CONTENT: A high-caliber modern bullet, primarily used with fabricated sniper rifles.(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItemAmmo_AdvancedSniperBullet.Default__PrimalItemAmmo_AdvancedSniperBullet_C) CONTENT: Weapons(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItemAmmo_AdvancedSniperBullet.Default__PrimalItemAmmo_AdvancedSniperBullet_C) CONTENT: Ammo(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItemAmmo_AdvancedSniperBullet.Default__PrimalItemAmmo_AdvancedSniperBullet_C) CONTENT: Advanced Rifle Bullet(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItemAmmo_AdvancedRifleBullet.Default__PrimalItemAmmo_AdvancedRifleBullet_C) CONTENT: A medium-caliber modern bullet, primarily used with fabricated rifles.(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItemAmmo_AdvancedRifleBullet.Default__PrimalItemAmmo_AdvancedRifleBullet_C) CONTENT: Weapons(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItemAmmo_AdvancedRifleBullet.Default__PrimalItemAmmo_AdvancedRifleBullet_C) CONTENT: Ammo(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItemAmmo_AdvancedRifleBullet.Default__PrimalItemAmmo_AdvancedRifleBullet_C) CONTENT: Fabricated Sniper Rifle(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_WeaponMachinedSniper.Default__PrimalItem_WeaponMachinedSniper_C) CONTENT: This semi-automatic rifle has less punch than a Longneck Rifle, but can be fired much more rapidly.(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_WeaponMachinedSniper.Default__PrimalItem_WeaponMachinedSniper_C) CONTENT: Weapons(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_WeaponMachinedSniper.Default__PrimalItem_WeaponMachinedSniper_C) CONTENT: Firearms(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_WeaponMachinedSniper.Default__PrimalItem_WeaponMachinedSniper_C) CONTENT: Simple Bullet(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItemAmmo_SimpleBullet.Default__PrimalItemAmmo_SimpleBullet_C) CONTENT: A simple bullet, primarily used in forged handguns.(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItemAmmo_SimpleBullet.Default__PrimalItemAmmo_SimpleBullet_C) CONTENT: Weapons(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItemAmmo_SimpleBullet.Default__PrimalItemAmmo_SimpleBullet_C) CONTENT: Ammo(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItemAmmo_SimpleBullet.Default__PrimalItemAmmo_SimpleBullet_C) CONTENT: Simple Shotgun Ammo(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItemAmmo_SimpleShotgunBullet.Default__PrimalItemAmmo_SimpleShotgunBullet_C) CONTENT: A few simple bullets in a hide casing, used with forged shotguns.(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItemAmmo_SimpleShotgunBullet.Default__PrimalItemAmmo_SimpleShotgunBullet_C) CONTENT: Weapons(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItemAmmo_SimpleShotgunBullet.Default__PrimalItemAmmo_SimpleShotgunBullet_C) CONTENT: Ammo(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItemAmmo_SimpleShotgunBullet.Default__PrimalItemAmmo_SimpleShotgunBullet_C) CONTENT: Pump-Action Shotgun(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_WeaponMachinedShotgun.Default__PrimalItem_WeaponMachinedShotgun_C) CONTENT: Powerful up close, but less reliable with range. Can fire multiple times before reloading.(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_WeaponMachinedShotgun.Default__PrimalItem_WeaponMachinedShotgun_C) CONTENT: Weapons(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_WeaponMachinedShotgun.Default__PrimalItem_WeaponMachinedShotgun_C) CONTENT: Firearms(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_WeaponMachinedShotgun.Default__PrimalItem_WeaponMachinedShotgun_C) LITERAL: ReactivateParticles(/Game/PrimalEarth/CoreBlueprints/Weapons/WeapElectricProd.WeapElectricProd:BPHandleMeleeAttack.K2Node_CallFunction_38356) CONTENT: Electric Prod(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_WeaponProd.Default__PrimalItem_WeaponProd_C) CONTENT: Powerful stunning weapon, but can only be used for a single strike before recharge is needed.(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_WeaponProd.Default__PrimalItem_WeaponProd_C) CONTENT: Weapons(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_WeaponProd.Default__PrimalItem_WeaponProd_C) CONTENT: Melee(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_WeaponProd.Default__PrimalItem_WeaponProd_C) CONTENT: Rocket Launcher(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_WeaponRocketLauncher.Default__PrimalItem_WeaponRocketLauncher_C) CONTENT: Mankind's ultimate portable killing device.(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_WeaponRocketLauncher.Default__PrimalItem_WeaponRocketLauncher_C) CONTENT: Weapons(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_WeaponRocketLauncher.Default__PrimalItem_WeaponRocketLauncher_C) CONTENT: Firearms(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_WeaponRocketLauncher.Default__PrimalItem_WeaponRocketLauncher_C) CONTENT: Rocket Propelled Grenade(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItemAmmo_Rocket.Default__PrimalItemAmmo_Rocket_C) CONTENT: A small but powerful explosive, primarily used with rocket launchers.(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItemAmmo_Rocket.Default__PrimalItemAmmo_Rocket_C) CONTENT: Weapons(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItemAmmo_Rocket.Default__PrimalItemAmmo_Rocket_C) CONTENT: Ammo(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItemAmmo_Rocket.Default__PrimalItemAmmo_Rocket_C) CONTENT: SCUBA Tank(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_SCUBA_Tank.Default__Buff_SCUBA_Tank_C) CONTENT: You gain Oxygen when submerged from the SCUBA Tank, while depleting its durability!(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_SCUBA_Tank.Default__Buff_SCUBA_Tank_C) CONTENT: SCUBA Tank(/Engine/Transient.REINST_PrimalItemArmor_ScubaShirt_SuitWithTank_C_0) CONTENT: A tank that's filled with Oxygen. Used to temporarliy breathe underwater.(/Engine/Transient.REINST_PrimalItemArmor_ScubaShirt_SuitWithTank_C_0) CONTENT: Armor(/Engine/Transient.REINST_PrimalItemArmor_ScubaShirt_SuitWithTank_C_0) CONTENT: SCUBA(/Engine/Transient.REINST_PrimalItemArmor_ScubaShirt_SuitWithTank_C_0) CONTENT: SCUBA Tank(/Engine/Transient.Default__REINST_PrimalItemArmor_ScubaShirt_SuitWithTank_C_2404) CONTENT: A tank that's filled with Oxygen. Used to temporarliy breathe underwater.(/Engine/Transient.Default__REINST_PrimalItemArmor_ScubaShirt_SuitWithTank_C_2404) CONTENT: Armor(/Engine/Transient.Default__REINST_PrimalItemArmor_ScubaShirt_SuitWithTank_C_2404) CONTENT: SCUBA(/Engine/Transient.Default__REINST_PrimalItemArmor_ScubaShirt_SuitWithTank_C_2404) CONTENT: SCUBA Tank(/Engine/Transient.REINST_PrimalItemArmor_ScubaShirt_SuitWithTank_C_1) CONTENT: A tank that's filled with Oxygen. Used to temporarliy breathe underwater.(/Engine/Transient.REINST_PrimalItemArmor_ScubaShirt_SuitWithTank_C_1) CONTENT: Armor(/Engine/Transient.REINST_PrimalItemArmor_ScubaShirt_SuitWithTank_C_1) CONTENT: SCUBA(/Engine/Transient.REINST_PrimalItemArmor_ScubaShirt_SuitWithTank_C_1) CONTENT: Advanced Bullet(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItemAmmo_AdvancedBullet.Default__PrimalItemAmmo_AdvancedBullet_C) CONTENT: A small-caliber modern bullet, primarily used with fabricated handguns.(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItemAmmo_AdvancedBullet.Default__PrimalItemAmmo_AdvancedBullet_C) CONTENT: Weapons(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItemAmmo_AdvancedBullet.Default__PrimalItemAmmo_AdvancedBullet_C) CONTENT: Ammo(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItemAmmo_AdvancedBullet.Default__PrimalItemAmmo_AdvancedBullet_C) CONTENT: Fabricated Pistol(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_WeaponMachinedPistol.Default__PrimalItem_WeaponMachinedPistol_C) CONTENT: This advanced pistol gains a high rate of fire and a large magazine size by sacrificing stopping power.(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_WeaponMachinedPistol.Default__PrimalItem_WeaponMachinedPistol_C) CONTENT: Weapons(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_WeaponMachinedPistol.Default__PrimalItem_WeaponMachinedPistol_C) CONTENT: Firearms(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_WeaponMachinedPistol.Default__PrimalItem_WeaponMachinedPistol_C) CONTENT: Longneck Rifle(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_WeaponOneShotRifle.Default__PrimalItem_WeaponOneShotRifle_C) CONTENT: This simple single-shot rifle is highly accurate, but has a long reload time.(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_WeaponOneShotRifle.Default__PrimalItem_WeaponOneShotRifle_C) CONTENT: Weapons(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_WeaponOneShotRifle.Default__PrimalItem_WeaponOneShotRifle_C) CONTENT: Firearms(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_WeaponOneShotRifle.Default__PrimalItem_WeaponOneShotRifle_C) CONTENT: Simple Rifle Ammo(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItemAmmo_SimpleRifleBullet.Default__PrimalItemAmmo_SimpleRifleBullet_C) CONTENT: An odd bullet and casing, used with forged rifles.(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItemAmmo_SimpleRifleBullet.Default__PrimalItemAmmo_SimpleRifleBullet_C) CONTENT: Weapons(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItemAmmo_SimpleRifleBullet.Default__PrimalItemAmmo_SimpleRifleBullet_C) CONTENT: Ammo(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItemAmmo_SimpleRifleBullet.Default__PrimalItemAmmo_SimpleRifleBullet_C) CONTENT: Compound Bow(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_WeaponCompoundBow.Default__PrimalItem_WeaponCompoundBow_C) CONTENT: A high-tech bow made of durable alloy, can launch arrows at high velocity. Requires arrows to fire.(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_WeaponCompoundBow.Default__PrimalItem_WeaponCompoundBow_C) CONTENT: Weapons(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_WeaponCompoundBow.Default__PrimalItem_WeaponCompoundBow_C) CONTENT: Primitive(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_WeaponCompoundBow.Default__PrimalItem_WeaponCompoundBow_C) CONTENT: Ranged(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_WeaponCompoundBow.Default__PrimalItem_WeaponCompoundBow_C) CONTENT: Bow(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_WeaponBow.Default__PrimalItem_WeaponBow_C) CONTENT: Masters of the bow often became great conquerers. Requires arrows to fire.(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_WeaponBow.Default__PrimalItem_WeaponBow_C) CONTENT: Weapons(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_WeaponBow.Default__PrimalItem_WeaponBow_C) CONTENT: Primitive(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_WeaponBow.Default__PrimalItem_WeaponBow_C) CONTENT: Ranged(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_WeaponBow.Default__PrimalItem_WeaponBow_C) CONTENT: Stone Arrow(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItemAmmo_ArrowStone.Default__PrimalItemAmmo_ArrowStone_C) CONTENT: A basic arrow with a flint arrowhead. If it doesn't break, you can recover your ammo.(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItemAmmo_ArrowStone.Default__PrimalItemAmmo_ArrowStone_C) CONTENT: Weapons(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItemAmmo_ArrowStone.Default__PrimalItemAmmo_ArrowStone_C) CONTENT: Ammo(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItemAmmo_ArrowStone.Default__PrimalItemAmmo_ArrowStone_C) CONTENT: Crossbow(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_WeaponCrossbow.Default__PrimalItem_WeaponCrossbow_C) CONTENT: Has signifantly more power than the Bow, but cannot fire rapidly. Can fire underwater.(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_WeaponCrossbow.Default__PrimalItem_WeaponCrossbow_C) CONTENT: Weapons(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_WeaponCrossbow.Default__PrimalItem_WeaponCrossbow_C) CONTENT: Ranged(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_WeaponCrossbow.Default__PrimalItem_WeaponCrossbow_C) CONTENT: Flame Arrow(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItemAmmo_ArrowFlame.Default__PrimalItemAmmo_ArrowFlame_C) CONTENT: Lights the target on fire, and can also light oil slicks.(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItemAmmo_ArrowFlame.Default__PrimalItemAmmo_ArrowFlame_C) CONTENT: Weapons(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItemAmmo_ArrowFlame.Default__PrimalItemAmmo_ArrowFlame_C) CONTENT: Ammo(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItemAmmo_ArrowFlame.Default__PrimalItemAmmo_ArrowFlame_C) CONTENT: Metal Arrow(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItemAmmo_CompoundBowArrow.Default__PrimalItemAmmo_CompoundBowArrow_C) CONTENT: An armor-and-hide piercing metal arrow.(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItemAmmo_CompoundBowArrow.Default__PrimalItemAmmo_CompoundBowArrow_C) CONTENT: Weapons(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItemAmmo_CompoundBowArrow.Default__PrimalItemAmmo_CompoundBowArrow_C) CONTENT: Ammo(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItemAmmo_CompoundBowArrow.Default__PrimalItemAmmo_CompoundBowArrow_C) CONTENT: Assault Rifle(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_WeaponRifle.Default__PrimalItem_WeaponRifle_C) CONTENT: The fastest way to fill a target with holes.(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_WeaponRifle.Default__PrimalItem_WeaponRifle_C) CONTENT: Weapons(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_WeaponRifle.Default__PrimalItem_WeaponRifle_C) CONTENT: Firearms(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_WeaponRifle.Default__PrimalItem_WeaponRifle_C) CONTENT: Gas Mask(/Engine/Transient.REINST_PrimalItemArmor_GasMask_C_0) CONTENT: Protects the wearer against various airborn poisons.(/Engine/Transient.REINST_PrimalItemArmor_GasMask_C_0) CONTENT: Armor(/Engine/Transient.REINST_PrimalItemArmor_GasMask_C_0) CONTENT: Misc(/Engine/Transient.REINST_PrimalItemArmor_GasMask_C_0) CONTENT: Gas Mask(/Engine/Transient.Default__REINST_PrimalItemArmor_GasMask_C_2523) CONTENT: Protects the wearer against various airborn poisons.(/Engine/Transient.Default__REINST_PrimalItemArmor_GasMask_C_2523) CONTENT: Armor(/Engine/Transient.Default__REINST_PrimalItemArmor_GasMask_C_2523) CONTENT: Misc(/Engine/Transient.Default__REINST_PrimalItemArmor_GasMask_C_2523) CONTENT: Gas Mask(/Engine/Transient.REINST_PrimalItemArmor_GasMask_C_1) CONTENT: Protects the wearer against various airborn poisons.(/Engine/Transient.REINST_PrimalItemArmor_GasMask_C_1) CONTENT: Armor(/Engine/Transient.REINST_PrimalItemArmor_GasMask_C_1) CONTENT: Misc(/Engine/Transient.REINST_PrimalItemArmor_GasMask_C_1) CONTENT: SCUBA Flippers(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_SCUBA_Flippers.Default__Buff_SCUBA_Flippers_C) CONTENT: Your speed on land is slowed, but is increased when swimming!(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_SCUBA_Flippers.Default__Buff_SCUBA_Flippers_C) CONTENT: SCUBA Flippers(/Engine/Transient.REINST_PrimalItemArmor_ScubaBoots_Flippers_C_0) CONTENT: These flippers are firm, but flexible. Wearing them increases swim speed, but decreases walking speed.(/Engine/Transient.REINST_PrimalItemArmor_ScubaBoots_Flippers_C_0) CONTENT: Armor(/Engine/Transient.REINST_PrimalItemArmor_ScubaBoots_Flippers_C_0) CONTENT: SCUBA(/Engine/Transient.REINST_PrimalItemArmor_ScubaBoots_Flippers_C_0) CONTENT: SCUBA Flippers(/Engine/Transient.Default__REINST_PrimalItemArmor_ScubaBoots_Flippers_C_2531) CONTENT: These flippers are firm, but flexible. Wearing them increases swim speed, but decreases walking speed.(/Engine/Transient.Default__REINST_PrimalItemArmor_ScubaBoots_Flippers_C_2531) CONTENT: Armor(/Engine/Transient.Default__REINST_PrimalItemArmor_ScubaBoots_Flippers_C_2531) CONTENT: SCUBA(/Engine/Transient.Default__REINST_PrimalItemArmor_ScubaBoots_Flippers_C_2531) CONTENT: SCUBA Flippers(/Engine/Transient.REINST_PrimalItemArmor_ScubaBoots_Flippers_C_1) CONTENT: These flippers are firm, but flexible. Wearing them increases swim speed, but decreases walking speed.(/Engine/Transient.REINST_PrimalItemArmor_ScubaBoots_Flippers_C_1) CONTENT: Armor(/Engine/Transient.REINST_PrimalItemArmor_ScubaBoots_Flippers_C_1) CONTENT: SCUBA(/Engine/Transient.REINST_PrimalItemArmor_ScubaBoots_Flippers_C_1) CONTENT: SCUBA Goggles(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_SCUBA_Goggles.Default__Buff_SCUBA_Goggles_C) CONTENT: Obscures your field of vision, but helps you see underwater!(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_SCUBA_Goggles.Default__Buff_SCUBA_Goggles_C) CONTENT: SCUBA Mask(/Engine/Transient.REINST_PrimalItemArmor_ScubaHelmet_Goggles_C_0) CONTENT: Connects to a SCUBA tank, allowing the wearer to breathe underwater for as long as the tank has Oxygen.(/Engine/Transient.REINST_PrimalItemArmor_ScubaHelmet_Goggles_C_0) CONTENT: Armor(/Engine/Transient.REINST_PrimalItemArmor_ScubaHelmet_Goggles_C_0) CONTENT: SCUBA(/Engine/Transient.REINST_PrimalItemArmor_ScubaHelmet_Goggles_C_0) CONTENT: SCUBA Mask(/Engine/Transient.Default__REINST_PrimalItemArmor_ScubaHelmet_Goggles_C_2539) CONTENT: Connects to a SCUBA tank, allowing the wearer to breathe underwater for as long as the tank has Oxygen.(/Engine/Transient.Default__REINST_PrimalItemArmor_ScubaHelmet_Goggles_C_2539) CONTENT: Armor(/Engine/Transient.Default__REINST_PrimalItemArmor_ScubaHelmet_Goggles_C_2539) CONTENT: SCUBA(/Engine/Transient.Default__REINST_PrimalItemArmor_ScubaHelmet_Goggles_C_2539) CONTENT: SCUBA Mask(/Engine/Transient.REINST_PrimalItemArmor_ScubaHelmet_Goggles_C_1) CONTENT: Connects to a SCUBA tank, allowing the wearer to breathe underwater for as long as the tank has Oxygen.(/Engine/Transient.REINST_PrimalItemArmor_ScubaHelmet_Goggles_C_1) CONTENT: Armor(/Engine/Transient.REINST_PrimalItemArmor_ScubaHelmet_Goggles_C_1) CONTENT: SCUBA(/Engine/Transient.REINST_PrimalItemArmor_ScubaHelmet_Goggles_C_1) CONTENT: SCUBA Leggings(/Game/PrimalEarth/CoreBlueprints/Items/Armor/SCUBA/PrimalItemArmor_ScubaPants.Default__PrimalItemArmor_ScubaPants_C) CONTENT: Provides little defense, but tremendous hyperthermal insulation specifically when underwater.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/SCUBA/PrimalItemArmor_ScubaPants.Default__PrimalItemArmor_ScubaPants_C) CONTENT: Armor(/Game/PrimalEarth/CoreBlueprints/Items/Armor/SCUBA/PrimalItemArmor_ScubaPants.Default__PrimalItemArmor_ScubaPants_C) CONTENT: SCUBA(/Game/PrimalEarth/CoreBlueprints/Items/Armor/SCUBA/PrimalItemArmor_ScubaPants.Default__PrimalItemArmor_ScubaPants_C) CONTENT: fish meat(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSet_BaseMeatFishing.Default__LootItemSet_BaseMeatFishing_C) CONTENT: prime fish meat(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSet_BaseMeatFishing.Default__LootItemSet_BaseMeatFishing_C) LITERAL: {YouCaught} {FishName}, {WithQuality}: {QualityValue}!(/Game/PrimalEarth/CoreBlueprints/Weapons/WeapFishingRod.WeapFishingRod:EdGraph_5262.K2Node_CallFunction_14347) LITERAL: YouCaught(/Game/PrimalEarth/CoreBlueprints/Weapons/WeapFishingRod.WeapFishingRod:EdGraph_5262.K2Node_MakeStruct_43) LITERAL: FishName(/Game/PrimalEarth/CoreBlueprints/Weapons/WeapFishingRod.WeapFishingRod:EdGraph_5262.K2Node_MakeStruct_44) LITERAL: WithQuality(/Game/PrimalEarth/CoreBlueprints/Weapons/WeapFishingRod.WeapFishingRod:EdGraph_5262.K2Node_MakeStruct_45) LITERAL: QualityValue(/Game/PrimalEarth/CoreBlueprints/Weapons/WeapFishingRod.WeapFishingRod:EdGraph_5262.K2Node_MakeStruct_46) CONTENT: Idle(/Engine/Transient.Default__REINST_Leech_Character_C_2576) CONTENT: Cute(/Engine/Transient.Default__REINST_Leech_Character_C_2576) CONTENT: Move(/Engine/Transient.Default__REINST_Leech_Character_C_2576) CONTENT: Leech(/Engine/Transient.Default__REINST_Leech_Character_C_2576) CONTENT: Idle(/Engine/Transient.REINST_Leech_Character_C_1) CONTENT: Cute(/Engine/Transient.REINST_Leech_Character_C_1) CONTENT: Move(/Engine/Transient.REINST_Leech_Character_C_1) CONTENT: Leech(/Engine/Transient.REINST_Leech_Character_C_1) CONTENT: Superior Kibble (/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Kibble_Base_Large.Default__PrimalItemConsumable_Kibble_Base_Large_C) CONTENT: This specially blended pet food is a favorite of many larger creatures. Containing only the finest natural ingredients, it provides pets with the balanced nutrition they need. And with a taste they can't resist, they'll warm up to you in no time! Not intended for human consumption.(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Kibble_Base_Large.Default__PrimalItemConsumable_Kibble_Base_Large_C) CONTENT: Underbelly(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Daeodon.Default__DinoColorSet_Daeodon_C) CONTENT: **Not Used**(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Daeodon.Default__DinoColorSet_Daeodon_C) CONTENT: Top Highlights(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Daeodon.Default__DinoColorSet_Daeodon_C) CONTENT: **Not Used**(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Daeodon.Default__DinoColorSet_Daeodon_C) CONTENT: **Not Used**(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Daeodon.Default__DinoColorSet_Daeodon_C) CONTENT: Body Main(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Daeodon.Default__DinoColorSet_Daeodon_C) CONTENT: Stone(/Game/PrimalEarth/CoreBlueprints/HarvestComponents/StoneHarvestComponent.Default__StoneHarvestComponent_C) CONTENT: Harvest [Stone](/Game/PrimalEarth/CoreBlueprints/HarvestComponents/StoneHarvestComponent.Default__StoneHarvestComponent_C) CONTENT: Rocks(/Game/PrimalEarth/CoreBlueprints/HarvestComponents/StoneHarvestComponent_RequiresMetal.Default__StoneHarvestComponent_RequiresMetal_C) CONTENT: Crystal(/Game/PrimalEarth/CoreBlueprints/HarvestComponents/CrystalHarvestComponent.Default__CrystalHarvestComponent_C) CONTENT: Harvest [Crystal](/Game/PrimalEarth/CoreBlueprints/HarvestComponents/CrystalHarvestComponent.Default__CrystalHarvestComponent_C) CONTENT: Tree(/Game/PrimalEarth/CoreBlueprints/HarvestComponents/WoodHarvestComponent.Default__WoodHarvestComponent_C) CONTENT: Harvest [Tree](/Game/PrimalEarth/CoreBlueprints/HarvestComponents/WoodHarvestComponent.Default__WoodHarvestComponent_C) CONTENT: Use-based resource(/Game/PrimalEarth/CoreBlueprints/HarvestComponents/UseHarvestComponent_Base.Default__UseHarvestComponent_Base_C) CONTENT: Use resource(/Game/PrimalEarth/CoreBlueprints/HarvestComponents/UseHarvestComponent_Base.Default__UseHarvestComponent_Base_C) CONTENT: Amarberry Seed(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/Seeds/PrimalItemConsumable_Seed_Amarberry.Default__PrimalItemConsumable_Seed_Amarberry_C) CONTENT: Eat it to gain a tiny amount of nourishment, or plant it to grow your own Amarberry bush. Can be planted in Small, Medium, or Large Crop Plots.(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/Seeds/PrimalItemConsumable_Seed_Amarberry.Default__PrimalItemConsumable_Seed_Amarberry_C) CONTENT: Farming(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/Seeds/PrimalItemConsumable_Seed_Amarberry.Default__PrimalItemConsumable_Seed_Amarberry_C) CONTENT: Seeds(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/Seeds/PrimalItemConsumable_Seed_Amarberry.Default__PrimalItemConsumable_Seed_Amarberry_C) CONTENT: Azulberry Seed(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/Seeds/PrimalItemConsumable_Seed_Azulberry.Default__PrimalItemConsumable_Seed_Azulberry_C) CONTENT: Eat it to gain a tiny amount of nourishment, or plant it to grow your own Azulberry bush. Can be planted in Small, Medium, or Large Crop Plots.(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/Seeds/PrimalItemConsumable_Seed_Azulberry.Default__PrimalItemConsumable_Seed_Azulberry_C) CONTENT: Farming(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/Seeds/PrimalItemConsumable_Seed_Azulberry.Default__PrimalItemConsumable_Seed_Azulberry_C) CONTENT: Seeds(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/Seeds/PrimalItemConsumable_Seed_Azulberry.Default__PrimalItemConsumable_Seed_Azulberry_C) CONTENT: Citronal Seed(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/Seeds/PrimalItemConsumable_Seed_Citronal.Default__PrimalItemConsumable_Seed_Citronal_C) CONTENT: Eat it to gain a tiny amount of nourishment, or plant it to grow your own Citronal crop. Can be planted in Medium or Large Crop Plots.(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/Seeds/PrimalItemConsumable_Seed_Citronal.Default__PrimalItemConsumable_Seed_Citronal_C) CONTENT: Farming(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/Seeds/PrimalItemConsumable_Seed_Citronal.Default__PrimalItemConsumable_Seed_Citronal_C) CONTENT: Seeds(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/Seeds/PrimalItemConsumable_Seed_Citronal.Default__PrimalItemConsumable_Seed_Citronal_C) CONTENT: Longrass Seed(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/Seeds/PrimalItemConsumable_Seed_Longrass.Default__PrimalItemConsumable_Seed_Longrass_C) CONTENT: Eat it to gain a tiny amount of nourishment, or plant it to grow your own Longrass crop. Can be planted in Medium or Large Crop Plots.(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/Seeds/PrimalItemConsumable_Seed_Longrass.Default__PrimalItemConsumable_Seed_Longrass_C) CONTENT: Farming(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/Seeds/PrimalItemConsumable_Seed_Longrass.Default__PrimalItemConsumable_Seed_Longrass_C) CONTENT: Seeds(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/Seeds/PrimalItemConsumable_Seed_Longrass.Default__PrimalItemConsumable_Seed_Longrass_C) CONTENT: Mejoberry Seed(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/Seeds/PrimalItemConsumable_Seed_Mejoberry.Default__PrimalItemConsumable_Seed_Mejoberry_C) CONTENT: Eat it to gain a tiny amount of nourishment, or plant it to grow your own Mejoberry bush. Can be planted in Small, Medium, or Large Crop Plots.(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/Seeds/PrimalItemConsumable_Seed_Mejoberry.Default__PrimalItemConsumable_Seed_Mejoberry_C) CONTENT: Farming(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/Seeds/PrimalItemConsumable_Seed_Mejoberry.Default__PrimalItemConsumable_Seed_Mejoberry_C) CONTENT: Seeds(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/Seeds/PrimalItemConsumable_Seed_Mejoberry.Default__PrimalItemConsumable_Seed_Mejoberry_C) CONTENT: Narcoberry Seed(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/Seeds/PrimalItemConsumable_Seed_Narcoberry.Default__PrimalItemConsumable_Seed_Narcoberry_C) CONTENT: Eat it to gain a tiny amount of nourishment, or plant it to grow your own Narcoberry bush. Can be planted in Small, Medium, or Large Crop Plots.(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/Seeds/PrimalItemConsumable_Seed_Narcoberry.Default__PrimalItemConsumable_Seed_Narcoberry_C) CONTENT: Farming(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/Seeds/PrimalItemConsumable_Seed_Narcoberry.Default__PrimalItemConsumable_Seed_Narcoberry_C) CONTENT: Seeds(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/Seeds/PrimalItemConsumable_Seed_Narcoberry.Default__PrimalItemConsumable_Seed_Narcoberry_C) CONTENT: Rockarrot Seed(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/Seeds/PrimalItemConsumable_Seed_Rockarrot.Default__PrimalItemConsumable_Seed_Rockarrot_C) CONTENT: Eat it to gain a tiny amount of nourishment, or plant it to grow your own Rockarrot crop. Can be planted in Medium or Large Crop Plots.(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/Seeds/PrimalItemConsumable_Seed_Rockarrot.Default__PrimalItemConsumable_Seed_Rockarrot_C) CONTENT: Farming(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/Seeds/PrimalItemConsumable_Seed_Rockarrot.Default__PrimalItemConsumable_Seed_Rockarrot_C) CONTENT: Seeds(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/Seeds/PrimalItemConsumable_Seed_Rockarrot.Default__PrimalItemConsumable_Seed_Rockarrot_C) CONTENT: Savoroot Seed(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/Seeds/PrimalItemConsumable_Seed_Savoroot.Default__PrimalItemConsumable_Seed_Savoroot_C) CONTENT: Eat it to gain a tiny amount of nourishment, or plant it to grow your own Savoroot crop. Can be planted in Medium or Large Crop Plots.(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/Seeds/PrimalItemConsumable_Seed_Savoroot.Default__PrimalItemConsumable_Seed_Savoroot_C) CONTENT: Farming(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/Seeds/PrimalItemConsumable_Seed_Savoroot.Default__PrimalItemConsumable_Seed_Savoroot_C) CONTENT: Seeds(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/Seeds/PrimalItemConsumable_Seed_Savoroot.Default__PrimalItemConsumable_Seed_Savoroot_C) CONTENT: Stimberry Seed(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/Seeds/PrimalItemConsumable_Seed_Stimberry.Default__PrimalItemConsumable_Seed_Stimberry_C) CONTENT: Eat it to gain a tiny amount of nourishment, or plant it to grow your own Stimberry bush. Can be planted in Small, Medium, or Large Crop Plots.(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/Seeds/PrimalItemConsumable_Seed_Stimberry.Default__PrimalItemConsumable_Seed_Stimberry_C) CONTENT: Farming(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/Seeds/PrimalItemConsumable_Seed_Stimberry.Default__PrimalItemConsumable_Seed_Stimberry_C) CONTENT: Seeds(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/Seeds/PrimalItemConsumable_Seed_Stimberry.Default__PrimalItemConsumable_Seed_Stimberry_C) CONTENT: Tintoberry Seed(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/Seeds/PrimalItemConsumable_Seed_Tintoberry.Default__PrimalItemConsumable_Seed_Tintoberry_C) CONTENT: Eat it to gain a tiny amount of nourishment, or plant it to grow your own Tintoberry bush. Can be planted in Small, Medium, or Large Crop Plots.(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/Seeds/PrimalItemConsumable_Seed_Tintoberry.Default__PrimalItemConsumable_Seed_Tintoberry_C) CONTENT: Farming(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/Seeds/PrimalItemConsumable_Seed_Tintoberry.Default__PrimalItemConsumable_Seed_Tintoberry_C) CONTENT: Seeds(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/Seeds/PrimalItemConsumable_Seed_Tintoberry.Default__PrimalItemConsumable_Seed_Tintoberry_C) CONTENT: Silk(/Game/ScorchedEarth/CoreBlueprints/Resources/PrimalItemResource_Silk.Default__PrimalItemResource_Silk_C) CONTENT: Obtained from the Moth creatures. Used to craft desert clothes and the tent.(/Game/ScorchedEarth/CoreBlueprints/Resources/PrimalItemResource_Silk.Default__PrimalItemResource_Silk_C) CONTENT: Bear Trap(/Engine/Transient.REINST_BaseBearTrap_C_0) CONTENT: Bear Trap(/Engine/Transient.Default__REINST_BaseBearTrap_C_2640) CONTENT: Bear Trap(/Engine/Transient.REINST_BaseBearTrap_C_1) CONTENT: Plant Species Y Trap(/Game/ScorchedEarth/WeaponPlantSpeciesY/PrimalItemStructure_PlantSpeciesYTrap.Default__PrimalItemStructure_PlantSpeciesYTrap_C) CONTENT: Immobilizes humans and small creatures.(/Game/ScorchedEarth/WeaponPlantSpeciesY/PrimalItemStructure_PlantSpeciesYTrap.Default__PrimalItemStructure_PlantSpeciesYTrap_C) CONTENT: Structures(/Game/ScorchedEarth/WeaponPlantSpeciesY/PrimalItemStructure_PlantSpeciesYTrap.Default__PrimalItemStructure_PlantSpeciesYTrap_C) CONTENT: Defenses(/Game/ScorchedEarth/WeaponPlantSpeciesY/PrimalItemStructure_PlantSpeciesYTrap.Default__PrimalItemStructure_PlantSpeciesYTrap_C) CONTENT: Plant Species Y trap(/Engine/Transient.REINST_Structure_PlantSpeciesY_C_0) CONTENT: Plant Species Y trap(/Engine/Transient.Default__REINST_Structure_PlantSpeciesY_C_2650) CONTENT: Plant Species Y trap(/Engine/Transient.REINST_Structure_PlantSpeciesY_C_1) CONTENT: Plant Species Y Seed(/Game/ScorchedEarth/WeaponPlantSpeciesY/PrimalItemConsumable_Seed_PlantSpeciesY.Default__PrimalItemConsumable_Seed_PlantSpeciesY_C) CONTENT: Plant this in a viable large crop plot to grow a frightening-looking defensive plant, which will shoot poisonous spores at any interlopers!(/Game/ScorchedEarth/WeaponPlantSpeciesY/PrimalItemConsumable_Seed_PlantSpeciesY.Default__PrimalItemConsumable_Seed_PlantSpeciesY_C) CONTENT: Bush(/Game/ScorchedEarth/CoreBlueprints/HarvestComponents/SeedWithSilkHarvestComponent.Default__SeedWithSilkHarvestComponent_C) CONTENT: Harvest [Bush](/Game/ScorchedEarth/CoreBlueprints/HarvestComponents/SeedWithSilkHarvestComponent.Default__SeedWithSilkHarvestComponent_C) CONTENT: Bush(/Game/PrimalEarth/CoreBlueprints/HarvestComponents/SeedHarvestComponent.Default__SeedHarvestComponent_C) CONTENT: Harvest [Bush](/Game/PrimalEarth/CoreBlueprints/HarvestComponents/SeedHarvestComponent.Default__SeedHarvestComponent_C) CONTENT: Idle(/Engine/Transient.Default__REINST_Daeodon_Character_BP_C_2671) CONTENT: Cute(/Engine/Transient.Default__REINST_Daeodon_Character_BP_C_2671) CONTENT: Action(/Engine/Transient.Default__REINST_Daeodon_Character_BP_C_2671) CONTENT: Move(/Engine/Transient.Default__REINST_Daeodon_Character_BP_C_2671) CONTENT: Daeodon(/Engine/Transient.Default__REINST_Daeodon_Character_BP_C_2671) CONTENT: Idle(/Engine/Transient.REINST_Daeodon_Character_BP_C_1) CONTENT: Cute(/Engine/Transient.REINST_Daeodon_Character_BP_C_1) CONTENT: Action(/Engine/Transient.REINST_Daeodon_Character_BP_C_1) CONTENT: Move(/Engine/Transient.REINST_Daeodon_Character_BP_C_1) CONTENT: Daeodon(/Engine/Transient.REINST_Daeodon_Character_BP_C_1) CONTENT: Predator Vision(/Engine/Transient.REINST_Buff_PredatorVision_C_0) LITERAL: Hello(/Game/Extinction/CoreBlueprints/Buffs/Buff_PredatorVision.Buff_PredatorVision:BPDeactivated.K2Node_CallFunction_111429) CONTENT: Predator Vision(/Engine/Transient.Default__REINST_Buff_PredatorVision_C_2692) CONTENT: Predator Vision(/Engine/Transient.REINST_Buff_PredatorVision_C_1) CONTENT: Idle(/Engine/Transient.REINST_Owl_Character_BP_C_0) CONTENT: Cute(/Engine/Transient.REINST_Owl_Character_BP_C_0) CONTENT: Attack(/Engine/Transient.REINST_Owl_Character_BP_C_0) CONTENT: Spine_02_Jnt(/Engine/Transient.REINST_Owl_Character_BP_C_0) CONTENT: Move(/Engine/Transient.REINST_Owl_Character_BP_C_0) CONTENT: Spine_02_Jnt(/Engine/Transient.REINST_Owl_Character_BP_C_0) CONTENT: Move Fwd(/Engine/Transient.REINST_Owl_Character_BP_C_0) CONTENT: Spine_02_Jnt(/Engine/Transient.REINST_Owl_Character_BP_C_0) CONTENT: Snow Owl(/Engine/Transient.REINST_Owl_Character_BP_C_0) CONTENT: Frigid Armor(/Engine/Transient.REINST_Buff_Fenrir_IceState_C_0) CONTENT: Increases the armor of Frozen Fur, inflicts return damage to attackers and grants freeze immunity at the cost of stamina.(/Engine/Transient.REINST_Buff_Fenrir_IceState_C_0) CONTENT: Frigid Armor(/Engine/Transient.Default__REINST_Buff_Fenrir_IceState_C_2701) CONTENT: Increases the armor of Frozen Fur, inflicts return damage to attackers and grants freeze immunity at the cost of stamina.(/Engine/Transient.Default__REINST_Buff_Fenrir_IceState_C_2701) CONTENT: Frigid Armor(/Engine/Transient.REINST_Buff_Fenrir_IceState_C_1) CONTENT: Increases the armor of Frozen Fur, inflicts return damage to attackers and grants freeze immunity at the cost of stamina.(/Engine/Transient.REINST_Buff_Fenrir_IceState_C_1) CONTENT: Magmasaur Prevent Freezing(/Engine/Transient.REINST_Buff_PreventFreezing_Cherufe_C_0) CONTENT: Magmasaur Prevent Freezing(/Engine/Transient.Default__REINST_Buff_PreventFreezing_Cherufe_C_2715) CONTENT: Magmasaur Prevent Freezing(/Engine/Transient.REINST_Buff_PreventFreezing_Cherufe_C_1) CONTENT: Ice Crash!(/Engine/Transient.REINST_Buff_OwlIceCrash_C_0) CONTENT: Ice Crash!(/Engine/Transient.Default__REINST_Buff_OwlIceCrash_C_2722) CONTENT: Ice Crash!(/Engine/Transient.REINST_Buff_OwlIceCrash_C_1) CONTENT: Woosh(/Engine/Transient.REINST_Buff_RiderFlyingWindWoosh_C_0) CONTENT: YOU GOIN SO FAST(/Engine/Transient.REINST_Buff_RiderFlyingWindWoosh_C_0) CONTENT: Woosh(/Engine/Transient.Default__REINST_Buff_RiderFlyingWindWoosh_C_2737) CONTENT: YOU GOIN SO FAST(/Engine/Transient.Default__REINST_Buff_RiderFlyingWindWoosh_C_2737) CONTENT: Woosh(/Engine/Transient.REINST_Buff_RiderFlyingWindWoosh_C_1) CONTENT: YOU GOIN SO FAST(/Engine/Transient.REINST_Buff_RiderFlyingWindWoosh_C_1) CONTENT: Snow Owl Egg(/Game/Extinction/Dinos/Owl/PrimalItemConsumable_Egg_Owl.Default__PrimalItemConsumable_Egg_Owl_C) CONTENT: Fertilized Snow Owl Egg(/Game/Extinction/Dinos/Owl/PrimalItemConsumable_Egg_Owl_Fertilized.Default__PrimalItemConsumable_Egg_Owl_Fertilized_C) CONTENT: Body Main(/Game/Extinction/CoreBlueprints/DinoColorSet_Owl.Default__DinoColorSet_Owl_C) CONTENT: ***Not Used***(/Game/Extinction/CoreBlueprints/DinoColorSet_Owl.Default__DinoColorSet_Owl_C) CONTENT: Wing Highlights(/Game/Extinction/CoreBlueprints/DinoColorSet_Owl.Default__DinoColorSet_Owl_C) CONTENT: ***Not Used***(/Game/Extinction/CoreBlueprints/DinoColorSet_Owl.Default__DinoColorSet_Owl_C) CONTENT: Body Lower(/Game/Extinction/CoreBlueprints/DinoColorSet_Owl.Default__DinoColorSet_Owl_C) CONTENT: Body Highlights(/Game/Extinction/CoreBlueprints/DinoColorSet_Owl.Default__DinoColorSet_Owl_C) CONTENT: Snow Owl Pellet(/Game/Extinction/Dinos/Owl/Pellet/PrimalItemConsumable_OwlPellet.Default__PrimalItemConsumable_OwlPellet_C) CONTENT: A regurgitated pellet of undigested owl food. Sought after for its high concentration of plant nutrients, experienced farmers often use these as a replacement for conventional fertilizer.(/Game/Extinction/Dinos/Owl/Pellet/PrimalItemConsumable_OwlPellet.Default__PrimalItemConsumable_OwlPellet_C) CONTENT: Consumables(/Game/Extinction/Dinos/Owl/Pellet/PrimalItemConsumable_OwlPellet.Default__PrimalItemConsumable_OwlPellet_C) CONTENT: Feces(/Game/Extinction/Dinos/Owl/Pellet/PrimalItemConsumable_OwlPellet.Default__PrimalItemConsumable_OwlPellet_C) CONTENT: Idle(/Engine/Transient.Default__REINST_Owl_Character_BP_C_2800) CONTENT: Cute(/Engine/Transient.Default__REINST_Owl_Character_BP_C_2800) CONTENT: Attack(/Engine/Transient.Default__REINST_Owl_Character_BP_C_2800) CONTENT: Spine_02_Jnt(/Engine/Transient.Default__REINST_Owl_Character_BP_C_2800) CONTENT: Move(/Engine/Transient.Default__REINST_Owl_Character_BP_C_2800) CONTENT: Spine_02_Jnt(/Engine/Transient.Default__REINST_Owl_Character_BP_C_2800) CONTENT: Move Fwd(/Engine/Transient.Default__REINST_Owl_Character_BP_C_2800) CONTENT: Spine_02_Jnt(/Engine/Transient.Default__REINST_Owl_Character_BP_C_2800) CONTENT: Snow Owl(/Engine/Transient.Default__REINST_Owl_Character_BP_C_2800) CONTENT: Idle(/Engine/Transient.REINST_Owl_Character_BP_C_1) CONTENT: Cute(/Engine/Transient.REINST_Owl_Character_BP_C_1) CONTENT: Attack(/Engine/Transient.REINST_Owl_Character_BP_C_1) CONTENT: Spine_02_Jnt(/Engine/Transient.REINST_Owl_Character_BP_C_1) CONTENT: Move(/Engine/Transient.REINST_Owl_Character_BP_C_1) CONTENT: Spine_02_Jnt(/Engine/Transient.REINST_Owl_Character_BP_C_1) CONTENT: Move Fwd(/Engine/Transient.REINST_Owl_Character_BP_C_1) CONTENT: Spine_02_Jnt(/Engine/Transient.REINST_Owl_Character_BP_C_1) CONTENT: Snow Owl(/Engine/Transient.REINST_Owl_Character_BP_C_1) CONTENT: Encapsulated(/Engine/Transient.Default__REINST_Buff_Encapsulated_C_2808) CONTENT: Protected!(/Engine/Transient.Default__REINST_Buff_Encapsulated_C_2808) LITERAL: ERROR: Buff can't take remote damage unless it created the encapsulate buff (creator={owl}, instigator={instigator})(/Game/Extinction/CoreBlueprints/Buffs/Buff_Encapsulated.Buff_Encapsulated:EdGraph_5987.K2Node_CallFunction_15425) LITERAL: owl(/Game/Extinction/CoreBlueprints/Buffs/Buff_Encapsulated.Buff_Encapsulated:EdGraph_5987.K2Node_MakeStruct_51) LITERAL: instigator(/Game/Extinction/CoreBlueprints/Buffs/Buff_Encapsulated.Buff_Encapsulated:EdGraph_5987.K2Node_MakeStruct_52) CONTENT: Encapsulated(/Engine/Transient.REINST_Buff_Encapsulated_C_1) CONTENT: Protected!(/Engine/Transient.REINST_Buff_Encapsulated_C_1) CONTENT: Fixed-time Encapsulate(/Engine/Transient.Default__REINST_Buff_EncapsulateFixedTime_C_2815) CONTENT: Protected!(/Engine/Transient.Default__REINST_Buff_EncapsulateFixedTime_C_2815) CONTENT: Fixed-time Encapsulate(/Engine/Transient.REINST_Buff_EncapsulateFixedTime_C_1) CONTENT: Protected!(/Engine/Transient.REINST_Buff_EncapsulateFixedTime_C_1) CONTENT: Idle(/Engine/Transient.REINST_IceJumper_Character_BP_C_0) CONTENT: Cute(/Engine/Transient.REINST_IceJumper_Character_BP_C_0) CONTENT: Attack(/Engine/Transient.REINST_IceJumper_Character_BP_C_0) CONTENT: Hover(/Engine/Transient.REINST_IceJumper_Character_BP_C_0) CONTENT: Spine_02_Jnt(/Engine/Transient.REINST_IceJumper_Character_BP_C_0) CONTENT: Move(/Engine/Transient.REINST_IceJumper_Character_BP_C_0) CONTENT: Managarmr(/Engine/Transient.REINST_IceJumper_Character_BP_C_0) LITERAL: {0} {1} {2} {3}(/Game/Extinction/Dinos/IceJumper/IceJumper_Character_BP.IceJumper_Character_BP:BP_InterceptMoveForward.K2Node_FormatText_89) LITERAL: TickThrusterVFX(/Game/Extinction/Dinos/IceJumper/IceJumper_Character_BP.IceJumper_Character_BP:BP_OnSetDeath.K2Node_CallFunction_54920) LITERAL: ForwardDashTick(/Game/Extinction/Dinos/IceJumper/IceJumper_Character_BP.IceJumper_Character_BP:BPGetDebugInfoString.K2Node_CallFunction_91390) LITERAL: ActiveAbility {0} Velocity {1} Speed {2} Forward Dash Ending {3} IsForwardDashTickActive {4} IsBored {5}(/Game/Extinction/Dinos/IceJumper/IceJumper_Character_BP.IceJumper_Character_BP:BPGetDebugInfoString.K2Node_FormatText_21) LITERAL: Training(/Game/Extinction/Dinos/IceJumper/IceJumper_Character_BP.IceJumper_Character_BP:BPGetMultiUseEntries.K2Node_CallFunction_333378) LITERAL: Training available in {0}(/Game/Extinction/Dinos/IceJumper/IceJumper_Character_BP.IceJumper_Character_BP:BPGetMultiUseEntries.K2Node_FormatText_123) LITERAL: STASIS'D(/Game/Extinction/Dinos/IceJumper/IceJumper_Character_BP.IceJumper_Character_BP:BPTriggerStasisEvent.K2Node_CallFunction_87017) LITERAL: StartBoredom(/Game/Extinction/Dinos/IceJumper/IceJumper_Character_BP.IceJumper_Character_BP:BPTryMultiUse.K2Node_CallFunction_243953) LITERAL: StartBoredom(/Game/Extinction/Dinos/IceJumper/IceJumper_Character_BP.IceJumper_Character_BP:BPTryMultiUse.K2Node_CallFunction_244758) LITERAL: ExtraJumpTick(/Game/Extinction/Dinos/IceJumper/IceJumper_Character_BP.IceJumper_Character_BP:Clear Any Active Ability State.K2Node_CallFunction_116056) LITERAL: CameraControlDashTick(/Game/Extinction/Dinos/IceJumper/IceJumper_Character_BP.IceJumper_Character_BP:Clear Any Active Ability State.K2Node_CallFunction_142185) LITERAL: StopMovementFreeze(/Game/Extinction/Dinos/IceJumper/IceJumper_Character_BP.IceJumper_Character_BP:Clear Any Active Ability State.K2Node_CallFunction_156888) LITERAL: StopMovementFreeze(/Game/Extinction/Dinos/IceJumper/IceJumper_Character_BP.IceJumper_Character_BP:Clear Any Active Ability State.K2Node_CallFunction_159585) LITERAL: FailsafeEndForwardDash(/Game/Extinction/Dinos/IceJumper/IceJumper_Character_BP.IceJumper_Character_BP:Clear Any Active Ability State.K2Node_CallFunction_164972) LITERAL: EndJump(/Game/Extinction/Dinos/IceJumper/IceJumper_Character_BP.IceJumper_Character_BP:Clear Any Active Ability State.K2Node_CallFunction_72931) LITERAL: ForwardDashTick(/Game/Extinction/Dinos/IceJumper/IceJumper_Character_BP.IceJumper_Character_BP:Clear Any Active Ability State.K2Node_CallFunction_81164) LITERAL: Stamina {0} Ab {1}(/Game/Extinction/Dinos/IceJumper/IceJumper_Character_BP.IceJumper_Character_BP:DeductStamina.K2Node_FormatText_155) LITERAL: IceBreathTick(/Game/Extinction/Dinos/IceJumper/IceJumper_Character_BP.IceJumper_Character_BP:EventGraph.K2Node_CallFunction_100726) LITERAL: StopIceBreath(/Game/Extinction/Dinos/IceJumper/IceJumper_Character_BP.IceJumper_Character_BP:EventGraph.K2Node_CallFunction_100911) LITERAL: ExtraJumpTick(/Game/Extinction/Dinos/IceJumper/IceJumper_Character_BP.IceJumper_Character_BP:EventGraph.K2Node_CallFunction_118685) LITERAL: TickThrusterVFX(/Game/Extinction/Dinos/IceJumper/IceJumper_Character_BP.IceJumper_Character_BP:EventGraph.K2Node_CallFunction_120253) LITERAL: ExtraJumpTick(/Game/Extinction/Dinos/IceJumper/IceJumper_Character_BP.IceJumper_Character_BP:EventGraph.K2Node_CallFunction_121291) LITERAL: StopMovementFreeze(/Game/Extinction/Dinos/IceJumper/IceJumper_Character_BP.IceJumper_Character_BP:EventGraph.K2Node_CallFunction_130995) LITERAL: ResetShortDashType(/Game/Extinction/Dinos/IceJumper/IceJumper_Character_BP.IceJumper_Character_BP:EventGraph.K2Node_CallFunction_135777) LITERAL: CameraControlDashTick(/Game/Extinction/Dinos/IceJumper/IceJumper_Character_BP.IceJumper_Character_BP:EventGraph.K2Node_CallFunction_142185) LITERAL: ThrusterVFXRight(/Game/Extinction/Dinos/IceJumper/IceJumper_Character_BP.IceJumper_Character_BP:EventGraph.K2Node_CallFunction_152605) LITERAL: ThrusterVFXLeft(/Game/Extinction/Dinos/IceJumper/IceJumper_Character_BP.IceJumper_Character_BP:EventGraph.K2Node_CallFunction_152605) LITERAL: Hello(/Game/Extinction/Dinos/IceJumper/IceJumper_Character_BP.IceJumper_Character_BP:EventGraph.K2Node_CallFunction_170428) LITERAL: FinishBoredom(/Game/Extinction/Dinos/IceJumper/IceJumper_Character_BP.IceJumper_Character_BP:EventGraph.K2Node_CallFunction_213631) LITERAL: RotateToTargetYawTick(/Game/Extinction/Dinos/IceJumper/IceJumper_Character_BP.IceJumper_Character_BP:EventGraph.K2Node_CallFunction_246328) LITERAL: DeactivateRightDamageFX(/Game/Extinction/Dinos/IceJumper/IceJumper_Character_BP.IceJumper_Character_BP:EventGraph.K2Node_CallFunction_290962) LITERAL: DeactivateLeftDamageFX(/Game/Extinction/Dinos/IceJumper/IceJumper_Character_BP.IceJumper_Character_BP:EventGraph.K2Node_CallFunction_296663) LITERAL: WingSocketLeft(/Game/Extinction/Dinos/IceJumper/IceJumper_Character_BP.IceJumper_Character_BP:EventGraph.K2Node_CallFunction_310498) LITERAL: WingSocketRight(/Game/Extinction/Dinos/IceJumper/IceJumper_Character_BP.IceJumper_Character_BP:EventGraph.K2Node_CallFunction_310498) LITERAL: EndJump(/Game/Extinction/Dinos/IceJumper/IceJumper_Character_BP.IceJumper_Character_BP:EventGraph.K2Node_CallFunction_319571) LITERAL: TickThrusterVFX(/Game/Extinction/Dinos/IceJumper/IceJumper_Character_BP.IceJumper_Character_BP:EventGraph.K2Node_CallFunction_350269) LITERAL: TickSideThrusterVFX(/Game/Extinction/Dinos/IceJumper/IceJumper_Character_BP.IceJumper_Character_BP:EventGraph.K2Node_CallFunction_381853) LITERAL: ForwardDashTick(/Game/Extinction/Dinos/IceJumper/IceJumper_Character_BP.IceJumper_Character_BP:EventGraph.K2Node_CallFunction_447614) LITERAL: StopMovementFreeze(/Game/Extinction/Dinos/IceJumper/IceJumper_Character_BP.IceJumper_Character_BP:EventGraph.K2Node_CallFunction_75363) LITERAL: CameraControlDashTick(/Game/Extinction/Dinos/IceJumper/IceJumper_Character_BP.IceJumper_Character_BP:EventGraph.K2Node_CallFunction_96472) LITERAL: TargetYawTick {0}(/Game/Extinction/Dinos/IceJumper/IceJumper_Character_BP.IceJumper_Character_BP:EventGraph.K2Node_FormatText_81) LITERAL: Type {0} Amount {1}(/Game/Extinction/Dinos/IceJumper/IceJumper_Character_BP.IceJumper_Character_BP:GetThawSpeed.K2Node_FormatText_157) LITERAL: FailsafeEndForwardDash(/Game/Extinction/Dinos/IceJumper/IceJumper_Character_BP.IceJumper_Character_BP:NewEventGraph_0.K2Node_CallFunction_120654) LITERAL: EndJump(/Game/Extinction/Dinos/IceJumper/IceJumper_Character_BP.IceJumper_Character_BP:NewEventGraph_0.K2Node_CallFunction_121782) LITERAL: FailsafeEndForwardDash(/Game/Extinction/Dinos/IceJumper/IceJumper_Character_BP.IceJumper_Character_BP:NewEventGraph_0.K2Node_CallFunction_125612) LITERAL: UpdatePositionErrorTolerance(/Game/Extinction/Dinos/IceJumper/IceJumper_Character_BP.IceJumper_Character_BP:NewEventGraph_0.K2Node_CallFunction_134016) LITERAL: ThrusterVFXLeft(/Game/Extinction/Dinos/IceJumper/IceJumper_Character_BP.IceJumper_Character_BP:NewEventGraph_0.K2Node_CallFunction_166154) LITERAL: ThrusterVFXRight(/Game/Extinction/Dinos/IceJumper/IceJumper_Character_BP.IceJumper_Character_BP:NewEventGraph_0.K2Node_CallFunction_166154) LITERAL: IceBreathTick(/Game/Extinction/Dinos/IceJumper/IceJumper_Character_BP.IceJumper_Character_BP:NewEventGraph_0.K2Node_CallFunction_240607) LITERAL: TickThrusterVFX(/Game/Extinction/Dinos/IceJumper/IceJumper_Character_BP.IceJumper_Character_BP:NewEventGraph_0.K2Node_CallFunction_443866) LITERAL: RotateToTargetYawTick(/Game/Extinction/Dinos/IceJumper/IceJumper_Character_BP.IceJumper_Character_BP:OnRep_TargetYaw.K2Node_CallFunction_116754) LITERAL: RotateToTargetYawTick(/Game/Extinction/Dinos/IceJumper/IceJumper_Character_BP.IceJumper_Character_BP:OnRep_TargetYaw.K2Node_CallFunction_197883) LITERAL: StartBoredom(/Game/Extinction/Dinos/IceJumper/IceJumper_Character_BP.IceJumper_Character_BP:Queue Random Boredom.K2Node_CallFunction_190230) LITERAL: bored in {0}(/Game/Extinction/Dinos/IceJumper/IceJumper_Character_BP.IceJumper_Character_BP:Queue Random Boredom.K2Node_FormatText_101) LITERAL: Gravity {0} ActiveAbility {1} Mode {2}(/Game/Extinction/Dinos/IceJumper/IceJumper_Character_BP.IceJumper_Character_BP:ReceiveTick.K2Node_FormatText_80) LITERAL: UpdatePositionErrorTolerance(/Game/Extinction/Dinos/IceJumper/IceJumper_Character_BP.IceJumper_Character_BP:SetActiveAbility.K2Node_CallFunction_116902) LITERAL: UpdatePositionErrorTolerance(/Game/Extinction/Dinos/IceJumper/IceJumper_Character_BP.IceJumper_Character_BP:SetActiveAbility.K2Node_CallFunction_118596) LITERAL: ResetShortDashType(/Game/Extinction/Dinos/IceJumper/IceJumper_Character_BP.IceJumper_Character_BP:SetActiveAbility.K2Node_CallFunction_284475) CONTENT: Battery Storage(/Engine/Transient.REINST_PrimalInventory_DinoLeash_C_0) CONTENT: Battery Storage(/Engine/Transient.REINST_PrimalInventory_DinoLeash_C_0) LITERAL: Hello(/Game/Extinction/Structures/DinoLeash/PrimalInventory_DinoLeash.PrimalInventory_DinoLeash:BPPreInitDefaultInventory.K2Node_CallFunction_183220) CONTENT: Battery Storage(/Engine/Transient.Default__REINST_PrimalInventory_DinoLeash_C_2839) CONTENT: Battery Storage(/Engine/Transient.Default__REINST_PrimalInventory_DinoLeash_C_2839) CONTENT: Battery Storage(/Engine/Transient.REINST_PrimalInventory_DinoLeash_C_1) CONTENT: Battery Storage(/Engine/Transient.REINST_PrimalInventory_DinoLeash_C_1) CONTENT: Dino Leash(/Engine/Transient.REINST_Structure_DinoLeash_C_0) CONTENT: Dino Leash(/Game/Extinction/Structures/DinoLeash/PrimalItemStructure_DinoLeash.Default__PrimalItemStructure_DinoLeash_C) CONTENT: Electronic leash to keep your dinos from wandering too far.(/Game/Extinction/Structures/DinoLeash/PrimalItemStructure_DinoLeash.Default__PrimalItemStructure_DinoLeash_C) CONTENT: Misc(/Game/Extinction/Structures/DinoLeash/PrimalItemStructure_DinoLeash.Default__PrimalItemStructure_DinoLeash_C) LITERAL: Interference(/Game/Extinction/Structures/DinoLeash/Structure_DinoLeash.Structure_DinoLeash:BlueprintDrawPreviewHUD.K2Node_CallFunction_48614) LITERAL: Max Range: {0}(/Game/Extinction/Structures/DinoLeash/Structure_DinoLeash.Structure_DinoLeash:BlueprintDrawPreviewHUD.K2Node_FormatText_18) LITERAL: Hide Visible Area(/Game/Extinction/Structures/DinoLeash/Structure_DinoLeash.Structure_DinoLeash:BPGetMultiUseEntries.K2Node_CallFunction_161462) LITERAL: Show Visible Area(/Game/Extinction/Structures/DinoLeash/Structure_DinoLeash.Structure_DinoLeash:BPGetMultiUseEntries.K2Node_CallFunction_161462) LITERAL: Deactivate(/Game/Extinction/Structures/DinoLeash/Structure_DinoLeash.Structure_DinoLeash:BPGetMultiUseEntries.K2Node_CallFunction_65196) LITERAL: Can't Activate (Interference)(/Game/Extinction/Structures/DinoLeash/Structure_DinoLeash.Structure_DinoLeash:BPGetMultiUseEntries.K2Node_CallFunction_75165) LITERAL: Activate(/Game/Extinction/Structures/DinoLeash/Structure_DinoLeash.Structure_DinoLeash:BPGetMultiUseEntries.K2Node_CallFunction_75165) LITERAL: Change range from {0}(/Game/Extinction/Structures/DinoLeash/Structure_DinoLeash.Structure_DinoLeash:BPGetMultiUseEntries.K2Node_FormatText_18) LITERAL: [Back](/Game/Extinction/Structures/DinoLeash/Structure_DinoLeash.Structure_DinoLeash:BPGetMultiUseEntries.K2Node_MakeStruct_1173) LITERAL: UpdateTetherAfterLoad(/Game/Extinction/Structures/DinoLeash/Structure_DinoLeash.Structure_DinoLeash:BPPostLoadedFromSaveGame.K2Node_CallFunction_159482) LITERAL: UpdateTetherAfterLoad(/Game/Extinction/Structures/DinoLeash/Structure_DinoLeash.Structure_DinoLeash:BPUnstasis.K2Node_CallFunction_159482) LITERAL: Check Team And Set Visual Visibility(/Game/Extinction/Structures/DinoLeash/Structure_DinoLeash.Structure_DinoLeash:CheckTeamAndSetVisualVisibility.K2Node_CallFunction_202844) CONTENT: Dino Leash(/Engine/Transient.Default__REINST_Structure_DinoLeash_C_2847) LITERAL: Change range from {0}(/Game/Extinction/Structures/DinoLeash/Structure_DinoLeash.Structure_DinoLeash:EdGraph_6127.K2Node_CallFunction_15580) LITERAL: 0(/Game/Extinction/Structures/DinoLeash/Structure_DinoLeash.Structure_DinoLeash:EdGraph_6127.K2Node_MakeStruct_53) LITERAL: Max Range: {0}(/Game/Extinction/Structures/DinoLeash/Structure_DinoLeash.Structure_DinoLeash:EdGraph_6146.K2Node_CallFunction_15599) LITERAL: 0(/Game/Extinction/Structures/DinoLeash/Structure_DinoLeash.Structure_DinoLeash:EdGraph_6146.K2Node_MakeStruct_54) CONTENT: Dino Leash(/Engine/Transient.REINST_Structure_DinoLeash_C_1) CONTENT: Frozen(/Engine/Transient.REINST_Buff_Frozen_IceKaiju_C_0) CONTENT: Frozen Solid! (/Engine/Transient.REINST_Buff_Frozen_IceKaiju_C_0) CONTENT: You're Frozen!(/Engine/Transient.REINST_Buff_Frozen_IceKaiju_C_0) CONTENT: Freezing(/Engine/Transient.REINST_Buff_Freeze_C_0) CONTENT: You're freezing quickly!(/Engine/Transient.REINST_Buff_Freeze_C_0) CONTENT: You're Freezing!(/Engine/Transient.REINST_Buff_Freeze_C_0) LITERAL: CheckDeactiv(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_Freeze.Buff_Freeze:CheckDeactivateCondition.K2Node_CallFunction_312565) LITERAL: Freeze {0} HasBuff {1}(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_Freeze.Buff_Freeze:AddFreeze.K2Node_FormatText_208) CONTENT: Freezing(/Engine/Transient.Default__REINST_Buff_Freeze_C_2854) CONTENT: You're freezing quickly!(/Engine/Transient.Default__REINST_Buff_Freeze_C_2854) CONTENT: You're Freezing!(/Engine/Transient.Default__REINST_Buff_Freeze_C_2854) LITERAL: Freeze {0} HasBuff {1}(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_Freeze.Buff_Freeze:EdGraph_6217.K2Node_CallFunction_15835) LITERAL: 0(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_Freeze.Buff_Freeze:EdGraph_6217.K2Node_MakeStruct_55) LITERAL: 1(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_Freeze.Buff_Freeze:EdGraph_6217.K2Node_MakeStruct_56) CONTENT: Freezing(/Engine/Transient.REINST_Buff_Freeze_C_1) CONTENT: You're freezing quickly!(/Engine/Transient.REINST_Buff_Freeze_C_1) CONTENT: You're Freezing!(/Engine/Transient.REINST_Buff_Freeze_C_1) LITERAL: FrozenProgress {0} ThawRate {1}(/Game/Extinction/CoreBlueprints/Buffs/Buff_Frozen_IceKaiju.Buff_Frozen_IceKaiju:BuffTickServer.K2Node_FormatText_154) LITERAL: RepauseAnims(/Game/Extinction/CoreBlueprints/Buffs/Buff_Frozen_IceKaiju.Buff_Frozen_IceKaiju:RefreshMeshes.K2Node_CallFunction_736917) LITERAL: RepauseAnims(/Game/Extinction/CoreBlueprints/Buffs/Buff_Frozen_IceKaiju.Buff_Frozen_IceKaiju:RefreshMeshes.K2Node_CallFunction_831555) LITERAL: Dmg {0} Dist {1}(/Game/Extinction/Dinos/IceJumper/IceJumperProjIceBreath.IceJumperProjIceBreath:EventGraph.K2Node_FormatText_69) LITERAL: Clamp {0} X {1} X'{2} Y {3} Y'{4}(/Game/Extinction/Dinos/IceJumper/IceJumperProjIceBreath.IceJumperProjIceBreath:GetBeamStartEnd.K2Node_FormatText_78) LITERAL: TryNextAbility(/Game/Extinction/Dinos/IceJumper/IceJumper_AIController_BP.IceJumper_AIController_BP:EventGraph.K2Node_CallFunction_151105) LITERAL: TickStaminaRegen(/Game/Extinction/Dinos/IceJumper/IceJumper_AIController_BP.IceJumper_AIController_BP:EventGraph.K2Node_CallFunction_271857) LITERAL: DamageCounterReset(/Game/Extinction/Dinos/IceJumper/IceJumper_AIController_BP.IceJumper_AIController_BP:EventGraph.K2Node_CallFunction_108148) LITERAL: TryNextAbility(/Game/Extinction/Dinos/IceJumper/IceJumper_AIController_BP.IceJumper_AIController_BP:ReceiveTick.K2Node_CallFunction_144947) LITERAL: TryNextAbility(/Game/Extinction/Dinos/IceJumper/IceJumper_AIController_BP.IceJumper_AIController_BP:ReceiveTick.K2Node_CallFunction_290087) LITERAL: TickStaminaRegen(/Game/Extinction/Dinos/IceJumper/IceJumper_AIController_BP.IceJumper_AIController_BP:ReceiveTick.K2Node_CallFunction_290713) LITERAL: TickStaminaRegen(/Game/Extinction/Dinos/IceJumper/IceJumper_AIController_BP.IceJumper_AIController_BP:ReceiveTick.K2Node_CallFunction_292381) LITERAL: WE STUCK, JUMPPPPPPPPPPPPPPP!(/Game/Extinction/Dinos/IceJumper/IceJumper_AIController_BP.IceJumper_AIController_BP:ReceiveTick.K2Node_CallFunction_340485) LITERAL: TickStaminaRegen(/Game/Extinction/Dinos/IceJumper/IceJumper_AIController_BP.IceJumper_AIController_BP:ReceiveBeginPlay.K2Node_CallFunction_271857) LITERAL: FindImprintPlayer(/Game/Extinction/Dinos/IceJumper/IceJumper_AIController_BP.IceJumper_AIController_BP:ReceiveBeginPlay.K2Node_CallFunction_565308) LITERAL: Forward Dash Weight {0}(/Game/Extinction/Dinos/IceJumper/IceJumper_AIController_BP.IceJumper_AIController_BP:Get Forward DashWeight.K2Node_FormatText_137) LITERAL: Weight {2} HasLOSFromBelow {1}(/Game/Extinction/Dinos/IceJumper/IceJumper_AIController_BP.IceJumper_AIController_BP:Get JumpWeight.K2Node_FormatText_116) LITERAL: Sum {0} Ice Breath {1} NumMovementAbilitiesSinceGroundOrIceBreath {2}(/Game/Extinction/Dinos/IceJumper/IceJumper_AIController_BP.IceJumper_AIController_BP:Trigger RandomWeighted Ability.K2Node_FormatText_126) LITERAL: Abil Change {0}(/Game/Extinction/Dinos/IceJumper/IceJumper_AIController_BP.IceJumper_AIController_BP:OnAbilityChanged.K2Node_FormatText_76) LITERAL: UpdateMelee TookDamage {0} Should Flee {1}(/Game/Extinction/Dinos/IceJumper/IceJumper_AIController_BP.IceJumper_AIController_BP:UpdateMelee.K2Node_FormatText_51) LITERAL: ResetDamageCounter(/Game/Extinction/Dinos/IceJumper/IceJumper_AIController_BP.IceJumper_AIController_BP:OnTakeDamage.K2Node_CallFunction_225124) LITERAL: ResetDamageCounter(/Game/Extinction/Dinos/IceJumper/IceJumper_AIController_BP.IceJumper_AIController_BP:OnTakeDamage.K2Node_CallFunction_237604) LITERAL: Target {0} Weight {1}(/Game/Extinction/Dinos/IceJumper/IceJumper_AIController_BP.IceJumper_AIController_BP:BPGetTargetingDesire.K2Node_FormatText_107) LITERAL: TRUE AS FUCK(/Game/Extinction/Dinos/IceJumper/IceJumper_AIController_BP.IceJumper_AIController_BP:IsFallingToGroundBelowTarget.K2Node_CallFunction_158155) LITERAL: Forward Dash Weight {0}(/Game/Extinction/Dinos/IceJumper/IceJumper_AIController_BP.IceJumper_AIController_BP:EdGraph_6361.K2Node_CallFunction_15957) LITERAL: 0(/Game/Extinction/Dinos/IceJumper/IceJumper_AIController_BP.IceJumper_AIController_BP:EdGraph_6361.K2Node_MakeStruct_57) LITERAL: Weight {2} HasLOSFromBelow {1}(/Game/Extinction/Dinos/IceJumper/IceJumper_AIController_BP.IceJumper_AIController_BP:EdGraph_6363.K2Node_CallFunction_15959) LITERAL: 2(/Game/Extinction/Dinos/IceJumper/IceJumper_AIController_BP.IceJumper_AIController_BP:EdGraph_6363.K2Node_MakeStruct_58) LITERAL: 1(/Game/Extinction/Dinos/IceJumper/IceJumper_AIController_BP.IceJumper_AIController_BP:EdGraph_6363.K2Node_MakeStruct_59) LITERAL: Sum {0} Ice Breath {1} NumMovementAbilitiesSinceGroundOrIceBreath {2}(/Game/Extinction/Dinos/IceJumper/IceJumper_AIController_BP.IceJumper_AIController_BP:EdGraph_6366.K2Node_CallFunction_15962) LITERAL: 0(/Game/Extinction/Dinos/IceJumper/IceJumper_AIController_BP.IceJumper_AIController_BP:EdGraph_6366.K2Node_MakeStruct_60) LITERAL: 1(/Game/Extinction/Dinos/IceJumper/IceJumper_AIController_BP.IceJumper_AIController_BP:EdGraph_6366.K2Node_MakeStruct_61) LITERAL: 2(/Game/Extinction/Dinos/IceJumper/IceJumper_AIController_BP.IceJumper_AIController_BP:EdGraph_6366.K2Node_MakeStruct_62) LITERAL: Abil Change {0}(/Game/Extinction/Dinos/IceJumper/IceJumper_AIController_BP.IceJumper_AIController_BP:EdGraph_6367.K2Node_CallFunction_15964) LITERAL: 0(/Game/Extinction/Dinos/IceJumper/IceJumper_AIController_BP.IceJumper_AIController_BP:EdGraph_6367.K2Node_MakeStruct_63) LITERAL: UpdateMelee TookDamage {0} Should Flee {1}(/Game/Extinction/Dinos/IceJumper/IceJumper_AIController_BP.IceJumper_AIController_BP:EdGraph_6371.K2Node_CallFunction_15965) LITERAL: 0(/Game/Extinction/Dinos/IceJumper/IceJumper_AIController_BP.IceJumper_AIController_BP:EdGraph_6371.K2Node_MakeStruct_64) LITERAL: 1(/Game/Extinction/Dinos/IceJumper/IceJumper_AIController_BP.IceJumper_AIController_BP:EdGraph_6371.K2Node_MakeStruct_65) LITERAL: Target {0} Weight {1}(/Game/Extinction/Dinos/IceJumper/IceJumper_AIController_BP.IceJumper_AIController_BP:EdGraph_6383.K2Node_CallFunction_15970) LITERAL: 0(/Game/Extinction/Dinos/IceJumper/IceJumper_AIController_BP.IceJumper_AIController_BP:EdGraph_6383.K2Node_MakeStruct_66) LITERAL: 1(/Game/Extinction/Dinos/IceJumper/IceJumper_AIController_BP.IceJumper_AIController_BP:EdGraph_6383.K2Node_MakeStruct_67) CONTENT: Frozen(/Engine/Transient.Default__REINST_Buff_Frozen_IceKaiju_C_2875) CONTENT: Frozen Solid! (/Engine/Transient.Default__REINST_Buff_Frozen_IceKaiju_C_2875) CONTENT: You're Frozen!(/Engine/Transient.Default__REINST_Buff_Frozen_IceKaiju_C_2875) LITERAL: FrozenProgress {0} ThawRate {1}(/Game/Extinction/CoreBlueprints/Buffs/Buff_Frozen_IceKaiju.Buff_Frozen_IceKaiju:EdGraph_6493.K2Node_CallFunction_16191) LITERAL: 0(/Game/Extinction/CoreBlueprints/Buffs/Buff_Frozen_IceKaiju.Buff_Frozen_IceKaiju:EdGraph_6493.K2Node_MakeStruct_68) LITERAL: 1(/Game/Extinction/CoreBlueprints/Buffs/Buff_Frozen_IceKaiju.Buff_Frozen_IceKaiju:EdGraph_6493.K2Node_MakeStruct_69) CONTENT: Frozen(/Engine/Transient.REINST_Buff_Frozen_IceKaiju_C_1) CONTENT: Frozen Solid! (/Engine/Transient.REINST_Buff_Frozen_IceKaiju_C_1) CONTENT: You're Frozen!(/Engine/Transient.REINST_Buff_Frozen_IceKaiju_C_1) LITERAL: EquipSaddle(/Game/Extinction/CoreBlueprints/Buffs/Buff_TitanDownloadSickness.Buff_TitanDownloadSickness:BPDeactivated.K2Node_CallFunction_128834) LITERAL: Multi_DelayedTurnOffHealthRegen(/Game/Extinction/CoreBlueprints/Buffs/Buff_TitanDownloadSickness.Buff_TitanDownloadSickness:BPDeactivated.K2Node_CallFunction_232278) LITERAL: The Ice Titan has finished downloading.(/Game/Extinction/CoreBlueprints/Buffs/Buff_TitanDownloadSickness.Buff_TitanDownloadSickness:BPDeactivated.K2Node_CallFunction_181409) LITERAL: The Forest Titan has finished downloading.(/Game/Extinction/CoreBlueprints/Buffs/Buff_TitanDownloadSickness.Buff_TitanDownloadSickness:BPDeactivated.K2Node_CallFunction_183099) LITERAL: The Desert Titan has finished downloading.(/Game/Extinction/CoreBlueprints/Buffs/Buff_TitanDownloadSickness.Buff_TitanDownloadSickness:BPDeactivated.K2Node_CallFunction_139553) CONTENT: Requires Element to be activated.(/Engine/Transient.REINST_PrimalInventoryBP_TekShield_C_0) CONTENT: Tek Shield Generator(/Engine/Transient.REINST_PrimalInventoryBP_TekShield_C_0) CONTENT: Requires Element to be activated.(/Engine/Transient.Default__REINST_PrimalInventoryBP_TekShield_C_2967) CONTENT: Tek Shield Generator(/Engine/Transient.Default__REINST_PrimalInventoryBP_TekShield_C_2967) CONTENT: Requires Element to be activated.(/Engine/Transient.REINST_PrimalInventoryBP_TekShield_C_1) CONTENT: Tek Shield Generator(/Engine/Transient.REINST_PrimalInventoryBP_TekShield_C_1) CONTENT: Tek Forcefield(/Engine/Transient.REINST_StorageBox_TekShield_C_0) LITERAL: Barrier Power-Up In: (/Game/PrimalEarth/Structures/StorageBox_TekShield.StorageBox_TekShield:BlueprintDrawHUD.K2Node_CallFunction_65874) LITERAL: Decrease Shield Radius to (/Game/PrimalEarth/Structures/StorageBox_TekShield.StorageBox_TekShield:BPGetMultiUseEntries.K2Node_CallFunction_25765) LITERAL: Increase Shield Radius to (/Game/PrimalEarth/Structures/StorageBox_TekShield.StorageBox_TekShield:BPGetMultiUseEntries.K2Node_CallFunction_26567) LITERAL: Increase to Maximum Radius (10.0x)(/Game/PrimalEarth/Structures/StorageBox_TekShield.StorageBox_TekShield:BPGetMultiUseEntries.K2Node_MakeStruct_1371) LITERAL: [Radius Options](/Game/PrimalEarth/Structures/StorageBox_TekShield.StorageBox_TekShield:BPGetMultiUseEntries.K2Node_MakeStruct_1421) LITERAL: [Back](/Game/PrimalEarth/Structures/StorageBox_TekShield.StorageBox_TekShield:BPGetMultiUseEntries.K2Node_MakeStruct_1422) LITERAL: Decrease to Minimum Radius (1.0x)(/Game/PrimalEarth/Structures/StorageBox_TekShield.StorageBox_TekShield:BPGetMultiUseEntries.K2Node_MakeStruct_18) LITERAL: Deactivate Barrier (/Game/PrimalEarth/Structures/StorageBox_TekShield.StorageBox_TekShield:BPGetMultiUseEntries.K2Node_Select_49) LITERAL: Activate Barrier(/Game/PrimalEarth/Structures/StorageBox_TekShield.StorageBox_TekShield:BPGetMultiUseEntries.K2Node_Select_49) LITERAL: (At Minimum Radius)(/Game/PrimalEarth/Structures/StorageBox_TekShield.StorageBox_TekShield:BPGetMultiUseEntries.K2Node_Select_52) LITERAL: (At Maximum Radius)(/Game/PrimalEarth/Structures/StorageBox_TekShield.StorageBox_TekShield:BPGetMultiUseEntries.K2Node_Select_55) LITERAL: FinishPowerUp(/Game/PrimalEarth/Structures/StorageBox_TekShield.StorageBox_TekShield:BPTryMultiUse.K2Node_CallFunction_34234) LITERAL: CheckForPawnPushing(/Game/PrimalEarth/Structures/StorageBox_TekShield.StorageBox_TekShield:DoPawnPushing.K2Node_CallFunction_32341) LITERAL: CheckForPawnPushing(/Game/PrimalEarth/Structures/StorageBox_TekShield.StorageBox_TekShield:EventGraph.K2Node_CallFunction_25830) LITERAL: UpdateShieldOpacity(/Game/PrimalEarth/Structures/StorageBox_TekShield.StorageBox_TekShield:EventGraph.K2Node_CallFunction_28370) LITERAL: UpdateShieldInterp(/Game/PrimalEarth/Structures/StorageBox_TekShield.StorageBox_TekShield:EventGraph.K2Node_CallFunction_50725) CONTENT: Tek Forcefield(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekShield.Default__PrimalItemStructure_TekShield_C) CONTENT: Generates an impenetrable, expandable spherical shield to keep out enemies. Requires Element to run, and Tek Engram to use.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekShield.Default__PrimalItemStructure_TekShield_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekShield.Default__PrimalItemStructure_TekShield_C) CONTENT: Misc(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekShield.Default__PrimalItemStructure_TekShield_C) CONTENT: Shielded(/Engine/Transient.REINST_Buff_InsideTekShield_C_0) CONTENT: Blue Gem(/Game/Aberration/CoreBlueprints/Resources/PrimalItemResource_Gem_BioLum.Default__PrimalItemResource_Gem_BioLum_C) CONTENT: This strange Gem has unusual properties that makes it ideal for increasing the structural integrity of items, armor, and structures.(/Game/Aberration/CoreBlueprints/Resources/PrimalItemResource_Gem_BioLum.Default__PrimalItemResource_Gem_BioLum_C) CONTENT: Hazard Suit Boots(/Engine/Transient.REINST_PrimalItemArmor_HazardSuitBoots_C_0) CONTENT: Boots made from a unique combination of materials that protect the wearer from environmental contaminants.(/Engine/Transient.REINST_PrimalItemArmor_HazardSuitBoots_C_0) CONTENT: Armor(/Engine/Transient.REINST_PrimalItemArmor_HazardSuitBoots_C_0) CONTENT: Hazard(/Engine/Transient.REINST_PrimalItemArmor_HazardSuitBoots_C_0) CONTENT: Hazard Suit Boots(/Engine/Transient.Default__REINST_PrimalItemArmor_HazardSuitBoots_C_3019) CONTENT: Boots made from a unique combination of materials that protect the wearer from environmental contaminants.(/Engine/Transient.Default__REINST_PrimalItemArmor_HazardSuitBoots_C_3019) CONTENT: Armor(/Engine/Transient.Default__REINST_PrimalItemArmor_HazardSuitBoots_C_3019) CONTENT: Hazard(/Engine/Transient.Default__REINST_PrimalItemArmor_HazardSuitBoots_C_3019) CONTENT: Hazard Suit Boots(/Engine/Transient.REINST_PrimalItemArmor_HazardSuitBoots_C_1) CONTENT: Boots made from a unique combination of materials that protect the wearer from environmental contaminants.(/Engine/Transient.REINST_PrimalItemArmor_HazardSuitBoots_C_1) CONTENT: Armor(/Engine/Transient.REINST_PrimalItemArmor_HazardSuitBoots_C_1) CONTENT: Hazard(/Engine/Transient.REINST_PrimalItemArmor_HazardSuitBoots_C_1) CONTENT: Hazard Suit Gloves(/Engine/Transient.REINST_PrimalItemArmor_HazardSuitGloves_C_0) CONTENT: Gloves made from a unique combination of materials that protect the wearer from environmental contaminants.(/Engine/Transient.REINST_PrimalItemArmor_HazardSuitGloves_C_0) CONTENT: Armor(/Engine/Transient.REINST_PrimalItemArmor_HazardSuitGloves_C_0) CONTENT: Hazard(/Engine/Transient.REINST_PrimalItemArmor_HazardSuitGloves_C_0) CONTENT: Hazard Suit Gloves(/Engine/Transient.Default__REINST_PrimalItemArmor_HazardSuitGloves_C_3033) CONTENT: Gloves made from a unique combination of materials that protect the wearer from environmental contaminants.(/Engine/Transient.Default__REINST_PrimalItemArmor_HazardSuitGloves_C_3033) CONTENT: Armor(/Engine/Transient.Default__REINST_PrimalItemArmor_HazardSuitGloves_C_3033) CONTENT: Hazard(/Engine/Transient.Default__REINST_PrimalItemArmor_HazardSuitGloves_C_3033) CONTENT: Hazard Suit Gloves(/Engine/Transient.REINST_PrimalItemArmor_HazardSuitGloves_C_1) CONTENT: Gloves made from a unique combination of materials that protect the wearer from environmental contaminants.(/Engine/Transient.REINST_PrimalItemArmor_HazardSuitGloves_C_1) CONTENT: Armor(/Engine/Transient.REINST_PrimalItemArmor_HazardSuitGloves_C_1) CONTENT: Hazard(/Engine/Transient.REINST_PrimalItemArmor_HazardSuitGloves_C_1) CONTENT: Gas Bursts(/Engine/Transient.REINST_Buff_GasBursts_C_0) CONTENT: Applied damage over time(/Engine/Transient.REINST_Buff_GasBursts_C_0) CONTENT: Poisoned!(/Engine/Transient.REINST_Buff_GasBursts_C_0) CONTENT: Gas Bursts(/Engine/Transient.Default__REINST_Buff_GasBursts_C_3040) CONTENT: Applied damage over time(/Engine/Transient.Default__REINST_Buff_GasBursts_C_3040) CONTENT: Poisoned!(/Engine/Transient.Default__REINST_Buff_GasBursts_C_3040) CONTENT: Gas Bursts(/Engine/Transient.REINST_Buff_GasBursts_C_1) CONTENT: Applied damage over time(/Engine/Transient.REINST_Buff_GasBursts_C_1) CONTENT: Poisoned!(/Engine/Transient.REINST_Buff_GasBursts_C_1) CONTENT: Mushroom Spores(/Engine/Transient.REINST_Buff_PoisonousMushroom_C_0) CONTENT: You are choking on poisonous spores!(/Engine/Transient.REINST_Buff_PoisonousMushroom_C_0) CONTENT: Hallucinating!(/Engine/Transient.REINST_Buff_PoisonousMushroom_C_0) CONTENT: Mushroom Spores(/Engine/Transient.Default__REINST_Buff_PoisonousMushroom_C_3055) CONTENT: You are choking on poisonous spores!(/Engine/Transient.Default__REINST_Buff_PoisonousMushroom_C_3055) CONTENT: Hallucinating!(/Engine/Transient.Default__REINST_Buff_PoisonousMushroom_C_3055) CONTENT: Mushroom Spores(/Engine/Transient.REINST_Buff_PoisonousMushroom_C_1) CONTENT: You are choking on poisonous spores!(/Engine/Transient.REINST_Buff_PoisonousMushroom_C_1) CONTENT: Hallucinating!(/Engine/Transient.REINST_Buff_PoisonousMushroom_C_1) CONTENT: Freezing Spores(/Game/Aberration/CoreBlueprints/Buffs/Buff_PoisonousPlant_Biolum.Default__Buff_PoisonousPlant_Biolum_C) CONTENT: You've been infected by poisonous spores!(/Game/Aberration/CoreBlueprints/Buffs/Buff_PoisonousPlant_Biolum.Default__Buff_PoisonousPlant_Biolum_C) CONTENT: Freezing Spores!(/Game/Aberration/CoreBlueprints/Buffs/Buff_PoisonousPlant_Biolum.Default__Buff_PoisonousPlant_Biolum_C) CONTENT: Poison Spores(/Engine/Transient.REINST_Buff_PoisonousPlant_Element_C_0) CONTENT: You are choking on poisonous spores!(/Engine/Transient.REINST_Buff_PoisonousPlant_Element_C_0) CONTENT: Hallucinating!(/Engine/Transient.REINST_Buff_PoisonousPlant_Element_C_0) CONTENT: Poison Spores(/Engine/Transient.Default__REINST_Buff_PoisonousPlant_Element_C_3077) CONTENT: You are choking on poisonous spores!(/Engine/Transient.Default__REINST_Buff_PoisonousPlant_Element_C_3077) CONTENT: Hallucinating!(/Engine/Transient.Default__REINST_Buff_PoisonousPlant_Element_C_3077) CONTENT: Poison Spores(/Engine/Transient.REINST_Buff_PoisonousPlant_Element_C_1) CONTENT: You are choking on poisonous spores!(/Engine/Transient.REINST_Buff_PoisonousPlant_Element_C_1) CONTENT: Hallucinating!(/Engine/Transient.REINST_Buff_PoisonousPlant_Element_C_1) CONTENT: Lamprey Poison(/Engine/Transient.REINST_Buff_Lamprey_Poison_C_0) CONTENT: Health, Damage, Stamina, & Weight are permanently decreased until Cured or wears off!(/Engine/Transient.REINST_Buff_Lamprey_Poison_C_0) CONTENT: Lamprey Poison(/Engine/Transient.Default__REINST_Buff_Lamprey_Poison_C_3091) CONTENT: Health, Damage, Stamina, & Weight are permanently decreased until Cured or wears off!(/Engine/Transient.Default__REINST_Buff_Lamprey_Poison_C_3091) CONTENT: Lamprey Poison(/Engine/Transient.REINST_Buff_Lamprey_Poison_C_1) CONTENT: Health, Damage, Stamina, & Weight are permanently decreased until Cured or wears off!(/Engine/Transient.REINST_Buff_Lamprey_Poison_C_1) CONTENT: Radiation Sickness(/Engine/Transient.REINST_Buff_Radiation_Sickness_C_0) CONTENT: Applies damage over time to death(/Engine/Transient.REINST_Buff_Radiation_Sickness_C_0) CONTENT: Radiation Sickness Enabled(/Engine/Transient.REINST_Buff_Radiation_Sickness_C_0) CONTENT: Radiation Sickness(/Engine/Transient.Default__REINST_Buff_Radiation_Sickness_C_3098) CONTENT: Applies damage over time to death(/Engine/Transient.Default__REINST_Buff_Radiation_Sickness_C_3098) CONTENT: Radiation Sickness Enabled(/Engine/Transient.Default__REINST_Buff_Radiation_Sickness_C_3098) CONTENT: Radiation Sickness(/Engine/Transient.REINST_Buff_Radiation_Sickness_C_1) CONTENT: Applies damage over time to death(/Engine/Transient.REINST_Buff_Radiation_Sickness_C_1) CONTENT: Radiation Sickness Enabled(/Engine/Transient.REINST_Buff_Radiation_Sickness_C_1) CONTENT: Acidic Blood!(/Game/Aberration/Dinos/Nameless/Buff_XenomorphAcid.Default__Buff_XenomorphAcid_C) CONTENT: Your Health and Stamina is slowly being drained! Get it off!!!(/Game/Aberration/Dinos/Nameless/Buff_XenomorphAcid.Default__Buff_XenomorphAcid_C) CONTENT: Acid Burn!(/Game/Aberration/Dinos/Nameless/Buff_XenomorphAcid.Default__Buff_XenomorphAcid_C) CONTENT: Lamprey Charge(/Engine/Transient.REINST_Buff_Lamprey_C_0) CONTENT: A Lamprey is draining your Health, but you are Charged. Get it off!(/Engine/Transient.REINST_Buff_Lamprey_C_0) CONTENT: Charged!(/Engine/Transient.REINST_Buff_Lamprey_C_0) CONTENT: Idle(/Engine/Transient.REINST_Lamprey_Character_C_0) CONTENT: c_back9(/Engine/Transient.REINST_Lamprey_Character_C_0) CONTENT: Action(/Engine/Transient.REINST_Lamprey_Character_C_0) CONTENT: c_back9(/Engine/Transient.REINST_Lamprey_Character_C_0) CONTENT: Move(/Engine/Transient.REINST_Lamprey_Character_C_0) CONTENT: c_back9(/Engine/Transient.REINST_Lamprey_Character_C_0) CONTENT: Lamprey(/Engine/Transient.REINST_Lamprey_Character_C_0) LITERAL: Hold To Remove Lamprey(/Game/Aberration/CoreBlueprints/Buffs/Buff_Lamprey.Buff_Lamprey:BPGetMultiUseEntries.K2Node_MakeStruct_71) CONTENT: Body Main(/Game/Aberration/CoreBlueprints/DinoColorSet_Lamprey.Default__DinoColorSet_Lamprey_C) CONTENT: Fins(/Game/Aberration/CoreBlueprints/DinoColorSet_Lamprey.Default__DinoColorSet_Lamprey_C) CONTENT: **No Effect**(/Game/Aberration/CoreBlueprints/DinoColorSet_Lamprey.Default__DinoColorSet_Lamprey_C) CONTENT: **No Effect**(/Game/Aberration/CoreBlueprints/DinoColorSet_Lamprey.Default__DinoColorSet_Lamprey_C) CONTENT: Main Stripe(/Game/Aberration/CoreBlueprints/DinoColorSet_Lamprey.Default__DinoColorSet_Lamprey_C) CONTENT: Belly(/Game/Aberration/CoreBlueprints/DinoColorSet_Lamprey.Default__DinoColorSet_Lamprey_C) CONTENT: Idle(/Engine/Transient.Default__REINST_Lamprey_Character_C_3120) CONTENT: c_back9(/Engine/Transient.Default__REINST_Lamprey_Character_C_3120) CONTENT: Action(/Engine/Transient.Default__REINST_Lamprey_Character_C_3120) CONTENT: c_back9(/Engine/Transient.Default__REINST_Lamprey_Character_C_3120) CONTENT: Move(/Engine/Transient.Default__REINST_Lamprey_Character_C_3120) CONTENT: c_back9(/Engine/Transient.Default__REINST_Lamprey_Character_C_3120) CONTENT: Lamprey(/Engine/Transient.Default__REINST_Lamprey_Character_C_3120) CONTENT: Idle(/Engine/Transient.REINST_Lamprey_Character_C_1) CONTENT: c_back9(/Engine/Transient.REINST_Lamprey_Character_C_1) CONTENT: Action(/Engine/Transient.REINST_Lamprey_Character_C_1) CONTENT: c_back9(/Engine/Transient.REINST_Lamprey_Character_C_1) CONTENT: Move(/Engine/Transient.REINST_Lamprey_Character_C_1) CONTENT: c_back9(/Engine/Transient.REINST_Lamprey_Character_C_1) CONTENT: Lamprey(/Engine/Transient.REINST_Lamprey_Character_C_1) CONTENT: Lamprey Charge(/Engine/Transient.Default__REINST_Buff_Lamprey_C_3127) CONTENT: A Lamprey is draining your Health, but you are Charged. Get it off!(/Engine/Transient.Default__REINST_Buff_Lamprey_C_3127) CONTENT: Charged!(/Engine/Transient.Default__REINST_Buff_Lamprey_C_3127) CONTENT: Lamprey Charge(/Engine/Transient.REINST_Buff_Lamprey_C_1) CONTENT: A Lamprey is draining your Health, but you are Charged. Get it off!(/Engine/Transient.REINST_Buff_Lamprey_C_1) CONTENT: Charged!(/Engine/Transient.REINST_Buff_Lamprey_C_1) CONTENT: Purlovia Bury Buff(/Engine/Transient.REINST_Buff_AberrationBury_C_0) CONTENT: Purlovia consumes no food while buried.(/Engine/Transient.REINST_Buff_AberrationBury_C_0) CONTENT: Purlovia Bury Buff(/Engine/Transient.Default__REINST_Buff_AberrationBury_C_3162) CONTENT: Purlovia consumes no food while buried.(/Engine/Transient.Default__REINST_Buff_AberrationBury_C_3162) CONTENT: Purlovia Bury Buff(/Engine/Transient.REINST_Buff_AberrationBury_C_1) CONTENT: Purlovia consumes no food while buried.(/Engine/Transient.REINST_Buff_AberrationBury_C_1) CONTENT: Idle(/Engine/Transient.REINST_Xenomorph_Character_BP_C_0) CONTENT: Cute(/Engine/Transient.REINST_Xenomorph_Character_BP_C_0) CONTENT: Action(/Engine/Transient.REINST_Xenomorph_Character_BP_C_0) CONTENT: Action2(/Engine/Transient.REINST_Xenomorph_Character_BP_C_0) CONTENT: Move(/Engine/Transient.REINST_Xenomorph_Character_BP_C_0) CONTENT: Nameless Queen(/Engine/Transient.REINST_Xenomorph_Character_BP_C_0) LITERAL: PREVENT TAIL ATTACK(/Game/Aberration/Dinos/Nameless/Xenomorph_Character_BP.Xenomorph_Character_BP:BlueprintCanAttack.K2Node_CallFunction_67144) LITERAL: Bury(/Game/Aberration/Dinos/Nameless/Xenomorph_Character_BP.Xenomorph_Character_BP:BPGetMultiUseEntries.K2Node_Select_98) LITERAL: Unbury(/Game/Aberration/Dinos/Nameless/Xenomorph_Character_BP.Xenomorph_Character_BP:BPGetMultiUseEntries.K2Node_Select_98) LITERAL: SERVER TIMER DIVE(/Game/Aberration/Dinos/Nameless/Xenomorph_Character_BP.Xenomorph_Character_BP:BPTimerServer.K2Node_CallFunction_66535) LITERAL: NO TARGET DIVE(/Game/Aberration/Dinos/Nameless/Xenomorph_Character_BP.Xenomorph_Character_BP:BPTimerServer.K2Node_CallFunction_76550) LITERAL: BURIED WITH NO TARGET(/Game/Aberration/Dinos/Nameless/Xenomorph_Character_BP.Xenomorph_Character_BP:BuriedWithNoTarget.K2Node_CallFunction_80598) LITERAL: DIVE IDLE(/Game/Aberration/Dinos/Nameless/Xenomorph_Character_BP.Xenomorph_Character_BP:DiveIdle.K2Node_CallFunction_97739) LITERAL: DIGGING(/Game/Aberration/Dinos/Nameless/Xenomorph_Character_BP.Xenomorph_Character_BP:EventGraph.K2Node_CallFunction_138847) CONTENT: Cocooned(/Engine/Transient.REINST_Buff_XenomorphCocoon_C_0) CONTENT: Your movement speed is decreased!(/Engine/Transient.REINST_Buff_XenomorphCocoon_C_0) CONTENT: Coccooned!(/Engine/Transient.REINST_Buff_XenomorphCocoon_C_0) CONTENT: Cocooned(/Engine/Transient.Default__REINST_Buff_XenomorphCocoon_C_3177) CONTENT: Your movement speed is decreased!(/Engine/Transient.Default__REINST_Buff_XenomorphCocoon_C_3177) CONTENT: Coccooned!(/Engine/Transient.Default__REINST_Buff_XenomorphCocoon_C_3177) CONTENT: Cocooned(/Engine/Transient.REINST_Buff_XenomorphCocoon_C_1) CONTENT: Your movement speed is decreased!(/Engine/Transient.REINST_Buff_XenomorphCocoon_C_1) CONTENT: Coccooned!(/Engine/Transient.REINST_Buff_XenomorphCocoon_C_1) CONTENT: Webbed!(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_Webbed.Default__Buff_Webbed_C) CONTENT: Your movement speed is decreased!(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_Webbed.Default__Buff_Webbed_C) CONTENT: You've been webbed!(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_Webbed.Default__Buff_Webbed_C) CONTENT: Dark All(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_SpiderS.Default__DinoColorSet_SpiderS_C) CONTENT: Dark All(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_SpiderS.Default__DinoColorSet_SpiderS_C) CONTENT: Dark All(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_SpiderS.Default__DinoColorSet_SpiderS_C) CONTENT: Light All(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_SpiderS.Default__DinoColorSet_SpiderS_C) CONTENT: Dark All(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_SpiderS.Default__DinoColorSet_SpiderS_C) CONTENT: Idle(/Engine/Transient.REINST_SpiderS_Character_BP_C_0) CONTENT: Action(/Engine/Transient.REINST_SpiderS_Character_BP_C_0) CONTENT: Action2(/Engine/Transient.REINST_SpiderS_Character_BP_C_0) CONTENT: Move(/Engine/Transient.REINST_SpiderS_Character_BP_C_0) CONTENT: Araneo(/Engine/Transient.REINST_SpiderS_Character_BP_C_0) CONTENT: Araneo Egg(/Game/PrimalEarth/Test/PrimalItemConsumable_Egg_Spider.Default__PrimalItemConsumable_Egg_Spider_C) CONTENT: Fertilized Araneo Egg(/Game/PrimalEarth/Test/PrimalItemConsumable_Egg_Spider_Fertilized.Default__PrimalItemConsumable_Egg_Spider_Fertilized_C) CONTENT: Idle(/Engine/Transient.Default__REINST_SpiderS_Character_BP_C_3228) CONTENT: Action(/Engine/Transient.Default__REINST_SpiderS_Character_BP_C_3228) CONTENT: Action2(/Engine/Transient.Default__REINST_SpiderS_Character_BP_C_3228) CONTENT: Move(/Engine/Transient.Default__REINST_SpiderS_Character_BP_C_3228) CONTENT: Araneo(/Engine/Transient.Default__REINST_SpiderS_Character_BP_C_3228) CONTENT: Idle(/Engine/Transient.REINST_SpiderS_Character_BP_C_1) CONTENT: Action(/Engine/Transient.REINST_SpiderS_Character_BP_C_1) CONTENT: Action2(/Engine/Transient.REINST_SpiderS_Character_BP_C_1) CONTENT: Move(/Engine/Transient.REINST_SpiderS_Character_BP_C_1) CONTENT: Araneo(/Engine/Transient.REINST_SpiderS_Character_BP_C_1) CONTENT: body Main(/Game/Aberration/CoreBlueprints/DinoColorSet_Nameless.Default__DinoColorSet_Nameless_C) CONTENT: **Not Used**(/Game/Aberration/CoreBlueprints/DinoColorSet_Nameless.Default__DinoColorSet_Nameless_C) CONTENT: **Not Used**(/Game/Aberration/CoreBlueprints/DinoColorSet_Nameless.Default__DinoColorSet_Nameless_C) CONTENT: **Not Used**(/Game/Aberration/CoreBlueprints/DinoColorSet_Nameless.Default__DinoColorSet_Nameless_C) CONTENT: Underbelly (/Game/Aberration/CoreBlueprints/DinoColorSet_Nameless.Default__DinoColorSet_Nameless_C) CONTENT: Back color(/Game/Aberration/CoreBlueprints/DinoColorSet_Nameless.Default__DinoColorSet_Nameless_C) CONTENT: Charged!(/Engine/Transient.REINST_Buff_XenoChargeVisuals_C_0) CONTENT: You're within the effects of a Charge radius, protecting you from the Nameless!(/Engine/Transient.REINST_Buff_XenoChargeVisuals_C_0) CONTENT: Charged!(/Engine/Transient.Default__REINST_Buff_XenoChargeVisuals_C_3287) CONTENT: You're within the effects of a Charge radius, protecting you from the Nameless!(/Engine/Transient.Default__REINST_Buff_XenoChargeVisuals_C_3287) CONTENT: Charged!(/Engine/Transient.REINST_Buff_XenoChargeVisuals_C_1) CONTENT: You're within the effects of a Charge radius, protecting you from the Nameless!(/Engine/Transient.REINST_Buff_XenoChargeVisuals_C_1) CONTENT: Reaper Gestation(/Engine/Transient.REINST_Buff_NamelessPreggers_C_0) CONTENT: What to expect when you're expecting...(/Engine/Transient.REINST_Buff_NamelessPreggers_C_0) CONTENT: body Main(/Game/Aberration/CoreBlueprints/DinoColorSet_NamelessMale.Default__DinoColorSet_NamelessMale_C) CONTENT: **Not Used**(/Game/Aberration/CoreBlueprints/DinoColorSet_NamelessMale.Default__DinoColorSet_NamelessMale_C) CONTENT: **Not Used**(/Game/Aberration/CoreBlueprints/DinoColorSet_NamelessMale.Default__DinoColorSet_NamelessMale_C) CONTENT: **Not Used**(/Game/Aberration/CoreBlueprints/DinoColorSet_NamelessMale.Default__DinoColorSet_NamelessMale_C) CONTENT: Underbelly (/Game/Aberration/CoreBlueprints/DinoColorSet_NamelessMale.Default__DinoColorSet_NamelessMale_C) CONTENT: Back color(/Game/Aberration/CoreBlueprints/DinoColorSet_NamelessMale.Default__DinoColorSet_NamelessMale_C) CONTENT: Reaper Queen Pheromone(/Game/Aberration/CoreBlueprints/Buffs/Buff_XenomorphPheromone.Default__Buff_XenomorphPheromone_C) CONTENT: The smell reminds you of deep caves and death. Perhaps their young find it soothing.(/Game/Aberration/CoreBlueprints/Buffs/Buff_XenomorphPheromone.Default__Buff_XenomorphPheromone_C) CONTENT: Reaper King(/Engine/Transient.REINST_Xenomorph_Character_BP_Male_C_0) LITERAL: Offspring XP:(/Game/Aberration/CoreBlueprints/Buffs/Buff_NamelessPreggers.Buff_NamelessPreggers:BPDrawBuffStatusHUD.K2Node_CallFunction_62300) LITERAL: {x} (+{y})(/Game/Aberration/CoreBlueprints/Buffs/Buff_NamelessPreggers.Buff_NamelessPreggers:BPDrawBuffStatusHUD.K2Node_FormatText_11) LITERAL: Hello(/Game/Aberration/CoreBlueprints/Buffs/Buff_NamelessPreggers.Buff_NamelessPreggers:BPNotifyExperienceGained.K2Node_CallFunction_65640) LITERAL: ServerSettings(/Game/Aberration/CoreBlueprints/Buffs/Buff_NamelessPreggers.Buff_NamelessPreggers:ReceiveBeginPlay.K2Node_CallFunction_166307) LITERAL: FreezeReaperPregnancy(/Game/Aberration/CoreBlueprints/Buffs/Buff_NamelessPreggers.Buff_NamelessPreggers:ReceiveBeginPlay.K2Node_CallFunction_166307) CONTENT: Idle(/Engine/Transient.Default__REINST_Xenomorph_Character_BP_C_3319) CONTENT: Cute(/Engine/Transient.Default__REINST_Xenomorph_Character_BP_C_3319) CONTENT: Action(/Engine/Transient.Default__REINST_Xenomorph_Character_BP_C_3319) CONTENT: Action2(/Engine/Transient.Default__REINST_Xenomorph_Character_BP_C_3319) CONTENT: Move(/Engine/Transient.Default__REINST_Xenomorph_Character_BP_C_3319) CONTENT: Nameless Queen(/Engine/Transient.Default__REINST_Xenomorph_Character_BP_C_3319) CONTENT: Idle(/Engine/Transient.REINST_Xenomorph_Character_BP_C_1) CONTENT: Cute(/Engine/Transient.REINST_Xenomorph_Character_BP_C_1) CONTENT: Action(/Engine/Transient.REINST_Xenomorph_Character_BP_C_1) CONTENT: Action2(/Engine/Transient.REINST_Xenomorph_Character_BP_C_1) CONTENT: Move(/Engine/Transient.REINST_Xenomorph_Character_BP_C_1) CONTENT: Nameless Queen(/Engine/Transient.REINST_Xenomorph_Character_BP_C_1) LITERAL: BornDiveOut(/Game/Aberration/Dinos/Nameless/Xenomorph_Character_BP_Male.Xenomorph_Character_BP_Male:EventGraph.K2Node_CallFunction_113773) CONTENT: Reaper King(/Engine/Transient.Default__REINST_Xenomorph_Character_BP_Male_C_3326) CONTENT: Reaper King(/Engine/Transient.REINST_Xenomorph_Character_BP_Male_C_1) LITERAL: DelayedPress(/Game/Aberration/Dinos/Nameless/Xenomorph_Character_BP_Male_Tamed.Xenomorph_Character_BP_Male_Tamed:EventGraph.K2Node_CallFunction_98376) LITERAL: DelayedPress(/Game/Aberration/Dinos/Nameless/Xenomorph_Character_BP_Male_Tamed.Xenomorph_Character_BP_Male_Tamed:EventGraph.K2Node_CallFunction_98377) LITERAL: DelayedPress(/Game/Aberration/Dinos/Nameless/Xenomorph_Character_BP_Male_Tamed.Xenomorph_Character_BP_Male_Tamed:EventGraph.K2Node_CallFunction_98378) LITERAL: Difference between current dir and target dir:(/Game/Aberration/Dinos/Nameless/Xenomorph_Character_BP_Male_Tamed.Xenomorph_Character_BP_Male_Tamed:EventGraph.K2Node_CallFunction_107253) LITERAL: UpdateJumpRotation(/Game/Aberration/Dinos/Nameless/Xenomorph_Character_BP_Male_Tamed.Xenomorph_Character_BP_Male_Tamed:EventGraph.K2Node_CallFunction_116484) LITERAL: , (/Game/Aberration/Dinos/Nameless/Xenomorph_Character_BP_Male_Tamed.Xenomorph_Character_BP_Male_Tamed:EventGraph.K2Node_CallFunction_94966) LITERAL: Hello(/Game/Aberration/Dinos/Nameless/Xenomorph_Character_BP_Male_Tamed.Xenomorph_Character_BP_Male_Tamed:ShouldStopJumpRotation.K2Node_CallFunction_62530) LITERAL: UpdateAllJumpRotation(/Game/Aberration/Dinos/Nameless/Xenomorph_Character_BP_Male_Tamed.Xenomorph_Character_BP_Male_Tamed:LaunchAtTracePoint.K2Node_CallFunction_116484) CONTENT: Reaper Gestation(/Engine/Transient.Default__REINST_Buff_NamelessPreggers_C_3342) CONTENT: What to expect when you're expecting...(/Engine/Transient.Default__REINST_Buff_NamelessPreggers_C_3342) LITERAL: {x} (+{y})(/Game/Aberration/CoreBlueprints/Buffs/Buff_NamelessPreggers.Buff_NamelessPreggers:EdGraph_7682.K2Node_CallFunction_19353) LITERAL: x(/Game/Aberration/CoreBlueprints/Buffs/Buff_NamelessPreggers.Buff_NamelessPreggers:EdGraph_7682.K2Node_MakeStruct_78) LITERAL: y(/Game/Aberration/CoreBlueprints/Buffs/Buff_NamelessPreggers.Buff_NamelessPreggers:EdGraph_7682.K2Node_MakeStruct_79) CONTENT: Reaper Gestation(/Engine/Transient.REINST_Buff_NamelessPreggers_C_1) CONTENT: What to expect when you're expecting...(/Engine/Transient.REINST_Buff_NamelessPreggers_C_1) CONTENT: Hazard Suit Hat(/Engine/Transient.REINST_PrimalItemArmor_HazardSuitHelmet_C_0) CONTENT: A helmet made from a unique combination of materials that protect the wearer from environmental contaminants.(/Engine/Transient.REINST_PrimalItemArmor_HazardSuitHelmet_C_0) CONTENT: Armor(/Engine/Transient.REINST_PrimalItemArmor_HazardSuitHelmet_C_0) CONTENT: Hazard(/Engine/Transient.REINST_PrimalItemArmor_HazardSuitHelmet_C_0) CONTENT: Hazard Suit Pants(/Engine/Transient.REINST_PrimalItemArmor_HazardSuitPants_C_0) CONTENT: Pants made from a unique combination of materials that protect the wearer from environmental contaminants.(/Engine/Transient.REINST_PrimalItemArmor_HazardSuitPants_C_0) CONTENT: Armor(/Engine/Transient.REINST_PrimalItemArmor_HazardSuitPants_C_0) CONTENT: Hazard(/Engine/Transient.REINST_PrimalItemArmor_HazardSuitPants_C_0) CONTENT: Hazard Suit Pants(/Engine/Transient.Default__REINST_PrimalItemArmor_HazardSuitPants_C_3363) CONTENT: Pants made from a unique combination of materials that protect the wearer from environmental contaminants.(/Engine/Transient.Default__REINST_PrimalItemArmor_HazardSuitPants_C_3363) CONTENT: Armor(/Engine/Transient.Default__REINST_PrimalItemArmor_HazardSuitPants_C_3363) CONTENT: Hazard(/Engine/Transient.Default__REINST_PrimalItemArmor_HazardSuitPants_C_3363) CONTENT: Hazard Suit Pants(/Engine/Transient.REINST_PrimalItemArmor_HazardSuitPants_C_1) CONTENT: Pants made from a unique combination of materials that protect the wearer from environmental contaminants.(/Engine/Transient.REINST_PrimalItemArmor_HazardSuitPants_C_1) CONTENT: Armor(/Engine/Transient.REINST_PrimalItemArmor_HazardSuitPants_C_1) CONTENT: Hazard(/Engine/Transient.REINST_PrimalItemArmor_HazardSuitPants_C_1) CONTENT: Hidden(/Engine/Transient.REINST_Buff_CamoEffect_C_0) CONTENT: Hidden(/Engine/Transient.Default__REINST_Buff_CamoEffect_C_3370) CONTENT: Hidden(/Engine/Transient.REINST_Buff_CamoEffect_C_1) CONTENT: Hazard Suit Shirt(/Engine/Transient.REINST_PrimalItemArmor_HazardSuitShirt_C_0) CONTENT: A shirt made from a unique combination of materials that protect the wearer from environmental contaminants.(/Engine/Transient.REINST_PrimalItemArmor_HazardSuitShirt_C_0) CONTENT: Armor(/Engine/Transient.REINST_PrimalItemArmor_HazardSuitShirt_C_0) CONTENT: Hazard(/Engine/Transient.REINST_PrimalItemArmor_HazardSuitShirt_C_0) CONTENT: Hazard Suit Shirt(/Engine/Transient.Default__REINST_PrimalItemArmor_HazardSuitShirt_C_3384) CONTENT: A shirt made from a unique combination of materials that protect the wearer from environmental contaminants.(/Engine/Transient.Default__REINST_PrimalItemArmor_HazardSuitShirt_C_3384) CONTENT: Armor(/Engine/Transient.Default__REINST_PrimalItemArmor_HazardSuitShirt_C_3384) CONTENT: Hazard(/Engine/Transient.Default__REINST_PrimalItemArmor_HazardSuitShirt_C_3384) CONTENT: Hazard Suit Shirt(/Engine/Transient.REINST_PrimalItemArmor_HazardSuitShirt_C_1) CONTENT: A shirt made from a unique combination of materials that protect the wearer from environmental contaminants.(/Engine/Transient.REINST_PrimalItemArmor_HazardSuitShirt_C_1) CONTENT: Armor(/Engine/Transient.REINST_PrimalItemArmor_HazardSuitShirt_C_1) CONTENT: Hazard(/Engine/Transient.REINST_PrimalItemArmor_HazardSuitShirt_C_1) CONTENT: Dilo Venom(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_DiloPoison.Default__Buff_DiloPoison_C) CONTENT: Your vision is impaired!(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_DiloPoison.Default__Buff_DiloPoison_C) CONTENT: Tranquilized(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_PoisonGrenade.Default__Buff_PoisonGrenade_C) CONTENT: Your torpor is rising.(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_PoisonGrenade.Default__Buff_PoisonGrenade_C) CONTENT: Moth Poison(/Engine/Transient.REINST_Buff_PoisonGrenade_C_0) CONTENT: Your Speed & Stamina are decreasing(/Engine/Transient.REINST_Buff_PoisonGrenade_C_0) CONTENT: Moth Poison(/Engine/Transient.Default__REINST_Buff_PoisonGrenade_C_3401) CONTENT: Your Speed & Stamina are decreasing(/Engine/Transient.Default__REINST_Buff_PoisonGrenade_C_3401) CONTENT: Moth Poison(/Engine/Transient.REINST_Buff_PoisonGrenade_C_1) CONTENT: Your Speed & Stamina are decreasing(/Engine/Transient.REINST_Buff_PoisonGrenade_C_1) CONTENT: All -bv(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Ptero.Default__DinoColorSet_Ptero_C) CONTENT: Light All(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Ptero.Default__DinoColorSet_Ptero_C) CONTENT: Dark All(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Ptero.Default__DinoColorSet_Ptero_C) CONTENT: Light All(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Ptero.Default__DinoColorSet_Ptero_C) CONTENT: Light All(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Ptero.Default__DinoColorSet_Ptero_C) CONTENT: Dark All(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Ptero.Default__DinoColorSet_Ptero_C) CONTENT: Pteranodon(/Engine/Transient.REINST_Moth_Character_BP_Base_C_0) CONTENT: Pteranodon(/Engine/Transient.Default__REINST_Moth_Character_BP_Base_C_3414) CONTENT: Pteranodon(/Engine/Transient.REINST_Moth_Character_BP_Base_C_1) CONTENT: Dark Muted(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Spino.Default__DinoColorSet_Spino_C) CONTENT: All(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Spino.Default__DinoColorSet_Spino_C) CONTENT: All(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Spino.Default__DinoColorSet_Spino_C) CONTENT: All(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Spino.Default__DinoColorSet_Spino_C) CONTENT: Light Muted(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Spino.Default__DinoColorSet_Spino_C) CONTENT: Insulating Warmth!(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_InsulatingWarmth2.Default__Buff_InsulatingWarmth2_C) CONTENT: Well protected against cold temperatures, & immune to contracting certain Lesser Diseases!(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_InsulatingWarmth2.Default__Buff_InsulatingWarmth2_C) CONTENT: Wyvern Milk(/Engine/Transient.REINST_PrimalItemConsumable_WyvernMilk_C_0) CONTENT: Eat it to gain nourishment, or feed to raise Wyverns!(/Engine/Transient.REINST_PrimalItemConsumable_WyvernMilk_C_0) CONTENT: Wyvern Milk(/Engine/Transient.Default__REINST_PrimalItemConsumable_WyvernMilk_C_3439) CONTENT: Eat it to gain nourishment, or feed to raise Wyverns!(/Engine/Transient.Default__REINST_PrimalItemConsumable_WyvernMilk_C_3439) CONTENT: Wyvern Milk(/Engine/Transient.REINST_PrimalItemConsumable_WyvernMilk_C_1) CONTENT: Eat it to gain nourishment, or feed to raise Wyverns!(/Engine/Transient.REINST_PrimalItemConsumable_WyvernMilk_C_1) CONTENT: Tremendously nourishing by itself, this egg provides exceptional nutritional value in many cooking recipes.(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Egg_XtraLarge.Default__PrimalItemConsumable_Egg_XtraLarge_C) CONTENT: Focal Chili(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_FocalChili.Default__Buff_FocalChili_C) CONTENT: Increased movement speed, increased crafting speed(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_FocalChili.Default__Buff_FocalChili_C) CONTENT: Focal Chili Enabled(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_FocalChili.Default__Buff_FocalChili_C) CONTENT: Focal Chili(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Soup_FocalChili.Default__PrimalItemConsumable_Soup_FocalChili_C) CONTENT: This filling dish is full of nutritional energy. Consume it to gain increased craft speed, and gain increased movement speed. Effects last 15 minutes.(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Soup_FocalChili.Default__PrimalItemConsumable_Soup_FocalChili_C) CONTENT: Consumables(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Soup_FocalChili.Default__PrimalItemConsumable_Soup_FocalChili_C) CONTENT: Crafted Foods(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Soup_FocalChili.Default__PrimalItemConsumable_Soup_FocalChili_C) CONTENT: Exceptional Kibble (/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Kibble_Base_XLarge.Default__PrimalItemConsumable_Kibble_Base_XLarge_C) CONTENT: This specially blended pet food is a favorite of many extra large creatures. Containing only the finest natural ingredients, it provides pets with the balanced nutrition they need. And with a taste they can't resist, they'll warm up to you in no time! Not intended for human consumption.(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Kibble_Base_XLarge.Default__PrimalItemConsumable_Kibble_Base_XLarge_C) CONTENT: Tremendously nourishing by itself, this egg provides extraordinary nutritional value in many cooking recipes.(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Egg_Special.Default__PrimalItemConsumable_Egg_Special_C) CONTENT: Wyvern Egg(/Game/PrimalEarth/Test/PrimalItemConsumable_Egg_Wyvern.Default__PrimalItemConsumable_Egg_Wyvern_C) CONTENT: Idle(/Engine/Transient.REINST_Wyvern_Character_BP_Base_C_0) CONTENT: Action(/Engine/Transient.REINST_Wyvern_Character_BP_Base_C_0) CONTENT: Action2(/Engine/Transient.REINST_Wyvern_Character_BP_Base_C_0) CONTENT: Spine_03_exp(/Engine/Transient.REINST_Wyvern_Character_BP_Base_C_0) CONTENT: Action3(/Engine/Transient.REINST_Wyvern_Character_BP_Base_C_0) CONTENT: Spine_03_exp(/Engine/Transient.REINST_Wyvern_Character_BP_Base_C_0) CONTENT: Action4(/Engine/Transient.REINST_Wyvern_Character_BP_Base_C_0) CONTENT: Wyvern(/Engine/Transient.REINST_Wyvern_Character_BP_Base_C_0) CONTENT: Kibble (Argentavis Egg)(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Kibble_ArgentEgg.Default__PrimalItemConsumable_Kibble_ArgentEgg_C) CONTENT: This pet food recipe has been carefully designed to give balanced nutrition to almost any creature native to the island. Includes the best protein, plant fibers to help with digestion, and egg to bind the mix. Humans have difficulty digesting this.(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Kibble_ArgentEgg.Default__PrimalItemConsumable_Kibble_ArgentEgg_C) CONTENT: Structure(/Engine/Transient.REINST_StructureBaseBP_C_0) CONTENT: Structure(/Engine/Transient.Default__REINST_StructureBaseBP_C_3473) CONTENT: Structure(/Engine/Transient.REINST_StructureBaseBP_C_1) CONTENT: Wyvern Nest(/Engine/Transient.REINST_WyvernNest_C_0) LITERAL: CheckForEggs(/Game/ScorchedEarth/Dinos/Wyvern/WyvernNest.WyvernNest:EventGraph.K2Node_CallFunction_14908) CONTENT: Wyvern Nest(/Engine/Transient.Default__REINST_WyvernNest_C_3480) CONTENT: Wyvern Nest(/Engine/Transient.REINST_WyvernNest_C_1) CONTENT: Fertilized Wyvern Egg(/Game/PrimalEarth/Test/PrimalItemConsumable_Egg_Wyvern_Fertilized.Default__PrimalItemConsumable_Egg_Wyvern_Fertilized_C) CONTENT: Fire Wyvern(/Engine/Transient.REINST_Wyvern_Character_BP_Fire_C_0) CONTENT: Fertilized Fire Wyvern Egg(/Game/PrimalEarth/Test/PrimalItemConsumable_Egg_Wyvern_Fertilized_Fire.Default__PrimalItemConsumable_Egg_Wyvern_Fertilized_Fire_C) CONTENT: Fire Talon(/Game/PrimalEarth/CoreBlueprints/Resources/PrimalItemResource_ApexDrop_FireWyvern.Default__PrimalItemResource_ApexDrop_FireWyvern_C) CONTENT: This trophy proves your worth as a hunter.(/Game/PrimalEarth/CoreBlueprints/Resources/PrimalItemResource_ApexDrop_FireWyvern.Default__PrimalItemResource_ApexDrop_FireWyvern_C) CONTENT: Apex Drop(/Game/PrimalEarth/CoreBlueprints/Inventories/DinoDropInventoryComponent_Carnivore_Huge_FireWyvern.Default__DinoDropInventoryComponent_Carnivore_Huge_FireWyvern_C) CONTENT: Apex Drop(/Game/PrimalEarth/CoreBlueprints/Inventories/DinoDropInventoryComponent_Carnivore_Huge_FireWyvern.Default__DinoDropInventoryComponent_Carnivore_Huge_FireWyvern_C) CONTENT: Body Main(/Game/ScorchedEarth/Dinos/ColorSets/SE_DinoColorSet_Wyvern_Fire.Default__SE_DinoColorSet_Wyvern_Fire_C) CONTENT: **IGNORE**NOTHING**(/Game/ScorchedEarth/Dinos/ColorSets/SE_DinoColorSet_Wyvern_Fire.Default__SE_DinoColorSet_Wyvern_Fire_C) CONTENT: Scales Main(/Game/ScorchedEarth/Dinos/ColorSets/SE_DinoColorSet_Wyvern_Fire.Default__SE_DinoColorSet_Wyvern_Fire_C) CONTENT: Wings Main(/Game/ScorchedEarth/Dinos/ColorSets/SE_DinoColorSet_Wyvern_Fire.Default__SE_DinoColorSet_Wyvern_Fire_C) CONTENT: Fins Highlight(/Game/ScorchedEarth/Dinos/ColorSets/SE_DinoColorSet_Wyvern_Fire.Default__SE_DinoColorSet_Wyvern_Fire_C) CONTENT: Body Highlights(/Game/ScorchedEarth/Dinos/ColorSets/SE_DinoColorSet_Wyvern_Fire.Default__SE_DinoColorSet_Wyvern_Fire_C) CONTENT: Idle(/Engine/Transient.Default__REINST_Wyvern_Character_BP_Base_C_3508) CONTENT: Action(/Engine/Transient.Default__REINST_Wyvern_Character_BP_Base_C_3508) CONTENT: Action2(/Engine/Transient.Default__REINST_Wyvern_Character_BP_Base_C_3508) CONTENT: Spine_03_exp(/Engine/Transient.Default__REINST_Wyvern_Character_BP_Base_C_3508) CONTENT: Action3(/Engine/Transient.Default__REINST_Wyvern_Character_BP_Base_C_3508) CONTENT: Spine_03_exp(/Engine/Transient.Default__REINST_Wyvern_Character_BP_Base_C_3508) CONTENT: Action4(/Engine/Transient.Default__REINST_Wyvern_Character_BP_Base_C_3508) CONTENT: Wyvern(/Engine/Transient.Default__REINST_Wyvern_Character_BP_Base_C_3508) CONTENT: Idle(/Engine/Transient.REINST_Wyvern_Character_BP_Base_C_1) CONTENT: Action(/Engine/Transient.REINST_Wyvern_Character_BP_Base_C_1) CONTENT: Action2(/Engine/Transient.REINST_Wyvern_Character_BP_Base_C_1) CONTENT: Spine_03_exp(/Engine/Transient.REINST_Wyvern_Character_BP_Base_C_1) CONTENT: Action3(/Engine/Transient.REINST_Wyvern_Character_BP_Base_C_1) CONTENT: Spine_03_exp(/Engine/Transient.REINST_Wyvern_Character_BP_Base_C_1) CONTENT: Action4(/Engine/Transient.REINST_Wyvern_Character_BP_Base_C_1) CONTENT: Wyvern(/Engine/Transient.REINST_Wyvern_Character_BP_Base_C_1) CONTENT: Fire Wyvern(/Engine/Transient.Default__REINST_Wyvern_Character_BP_Fire_C_3515) CONTENT: Fire Wyvern(/Engine/Transient.REINST_Wyvern_Character_BP_Fire_C_1) CONTENT: Tranquilized(/Engine/Transient.REINST_PoisonGasCloud_C_0) CONTENT: Your torpor is rising.(/Engine/Transient.REINST_PoisonGasCloud_C_0) CONTENT: Tranquilized(/Engine/Transient.Default__REINST_PoisonGasCloud_C_3522) CONTENT: Your torpor is rising.(/Engine/Transient.Default__REINST_PoisonGasCloud_C_3522) CONTENT: Tranquilized(/Engine/Transient.REINST_PoisonGasCloud_C_1) CONTENT: Your torpor is rising.(/Engine/Transient.REINST_PoisonGasCloud_C_1) CONTENT: Full Hazard Protection(/Engine/Transient.REINST_Buff_FullHazardSuit_C_0) LITERAL: CheckForRain(/Game/ScorchedEarth/CoreBlueprints/Buffs/Buff_FireAoE_Long.Buff_FireAoE_Long:EventGraph.K2Node_CallFunction_36974) LITERAL: CheckForRain(/Game/ScorchedEarth/CoreBlueprints/Buffs/Buff_FireAoE_Looping.Buff_FireAoE_Looping:EventGraph.K2Node_CallFunction_36974) LITERAL: CheckForRain(/Game/ScorchedEarth/CoreBlueprints/Buffs/Buff_FireAoE_Quick.Buff_FireAoE_Quick:EventGraph.K2Node_CallFunction_36974) CONTENT: Electrocuted!(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_Electrocuted.Default__Buff_Electrocuted_C) CONTENT: Shocking!(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_Electrocuted.Default__Buff_Electrocuted_C) CONTENT: Electrocuted!(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_ElectrocutedTranq.Default__Buff_ElectrocutedTranq_C) CONTENT: Shocking!(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_ElectrocutedTranq.Default__Buff_ElectrocutedTranq_C) CONTENT: Tek Insulation(/Engine/Transient.REINST_Buff_Tek_insulation_C_0) CONTENT: Full set with Element increases hyper & hypothermic insulation(/Engine/Transient.REINST_Buff_Tek_insulation_C_0) CONTENT: Tek Insulation(/Engine/Transient.Default__REINST_Buff_Tek_insulation_C_3552) CONTENT: Full set with Element increases hyper & hypothermic insulation(/Engine/Transient.Default__REINST_Buff_Tek_insulation_C_3552) CONTENT: Tek Insulation(/Engine/Transient.REINST_Buff_Tek_insulation_C_1) CONTENT: Full set with Element increases hyper & hypothermic insulation(/Engine/Transient.REINST_Buff_Tek_insulation_C_1) CONTENT: TEK Armor Buff(/Engine/Transient.REINST_Buff_TekArmor_Gloves_C_0) CONTENT: Alien technology grants enhanced capabilities(/Engine/Transient.REINST_Buff_TekArmor_Gloves_C_0) CONTENT: TEK Armor Online(/Engine/Transient.REINST_Buff_TekArmor_Gloves_C_0) CONTENT: Tek Gauntlets(/Engine/Transient.REINST_PrimalItemArmor_TekGloves_C_0) CONTENT: Highly advanced gauntlets that allow the wearer to perform devastating punches. Equipping requires learning this Tekgram.(/Engine/Transient.REINST_PrimalItemArmor_TekGloves_C_0) CONTENT: Armor(/Engine/Transient.REINST_PrimalItemArmor_TekGloves_C_0) CONTENT: Tek(/Engine/Transient.REINST_PrimalItemArmor_TekGloves_C_0) LITERAL: FAIL CAST(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_TekArmor_Gloves.Buff_TekArmor_Gloves:AccurateSphereCheck.K2Node_CallFunction_67378) CONTENT: Tek Gauntlets(/Engine/Transient.Default__REINST_PrimalItemArmor_TekGloves_C_3575) CONTENT: Highly advanced gauntlets that allow the wearer to perform devastating punches. Equipping requires learning this Tekgram.(/Engine/Transient.Default__REINST_PrimalItemArmor_TekGloves_C_3575) CONTENT: Armor(/Engine/Transient.Default__REINST_PrimalItemArmor_TekGloves_C_3575) CONTENT: Tek(/Engine/Transient.Default__REINST_PrimalItemArmor_TekGloves_C_3575) CONTENT: Tek Gauntlets(/Engine/Transient.REINST_PrimalItemArmor_TekGloves_C_1) CONTENT: Highly advanced gauntlets that allow the wearer to perform devastating punches. Equipping requires learning this Tekgram.(/Engine/Transient.REINST_PrimalItemArmor_TekGloves_C_1) CONTENT: Armor(/Engine/Transient.REINST_PrimalItemArmor_TekGloves_C_1) CONTENT: Tek(/Engine/Transient.REINST_PrimalItemArmor_TekGloves_C_1) CONTENT: Tek Leggings(/Engine/Transient.REINST_PrimalItemArmor_TekPants_C_0) CONTENT: Highly advanced leggings that allow for powerful forward movement. Equipping requires learning this Tekgram.(/Engine/Transient.REINST_PrimalItemArmor_TekPants_C_0) CONTENT: Armor(/Engine/Transient.REINST_PrimalItemArmor_TekPants_C_0) CONTENT: Tek(/Engine/Transient.REINST_PrimalItemArmor_TekPants_C_0) LITERAL: This item requires Element to function(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_TekArmor_Pants.Buff_TekArmor_Pants:LocalSetTekRunningState.K2Node_CallFunction_44497) LITERAL: This item requires Element to function(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_TekArmor_Pants.Buff_TekArmor_Pants:UpdateLocalVarsByState.K2Node_CallFunction_44497) CONTENT: Ramp(/Game/PrimalEarth/Structures/BuildingBases/Ramp_Base_SM.Default__Ramp_Base_SM_C) CONTENT: Base Ramp Structure(/Game/PrimalEarth/CoreBlueprints/Items/Structures/BuildingBases/PrimalItemStructure_BaseRamp.Default__PrimalItemStructure_BaseRamp_C) CONTENT: An inclined floor for travelling up or down levels.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/BuildingBases/PrimalItemStructure_BaseRamp.Default__PrimalItemStructure_BaseRamp_C) CONTENT: Wood Ramp(/Engine/Transient.REINST_Ramp_Wood_SM_New_C_0) CONTENT: Wooden Ramp(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Wooden/PrimalItemStructure_WoodRamp.Default__PrimalItemStructure_WoodRamp_C) CONTENT: An inclined wooden floor for travelling up or down levels. Can also be used to make an angled roof.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Wooden/PrimalItemStructure_WoodRamp.Default__PrimalItemStructure_WoodRamp_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Wooden/PrimalItemStructure_WoodRamp.Default__PrimalItemStructure_WoodRamp_C) CONTENT: Wood(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Wooden/PrimalItemStructure_WoodRamp.Default__PrimalItemStructure_WoodRamp_C) CONTENT: Wood Ramp(/Engine/Transient.Default__REINST_Ramp_Wood_SM_New_C_3588) CONTENT: Wood Ramp(/Engine/Transient.REINST_Ramp_Wood_SM_New_C_1) CONTENT: Base Roof(/Engine/Transient.REINST_BaseRoof_SM_C_0) CONTENT: Base Roof(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Roofs/Base/PrimalItemStructure_BaseRoof.Default__PrimalItemStructure_BaseRoof_C) CONTENT: Base inclined roof. Slightly different angle than the ramp.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Roofs/Base/PrimalItemStructure_BaseRoof.Default__PrimalItemStructure_BaseRoof_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Roofs/Base/PrimalItemStructure_BaseRoof.Default__PrimalItemStructure_BaseRoof_C) CONTENT: Beam(/Game/PrimalEarth/Structures/BuildingBases/Beam_Base_SM.Default__Beam_Base_SM_C) CONTENT: Base Roof(/Engine/Transient.Default__REINST_BaseRoof_SM_C_3597) CONTENT: Base Roof(/Engine/Transient.REINST_BaseRoof_SM_C_1) CONTENT: Floor(/Engine/Transient.REINST_Floor_Base_SM_C_0) CONTENT: Base Wall Structure(/Game/PrimalEarth/CoreBlueprints/Items/Structures/BuildingBases/PrimalItemStructure_BaseWall.Default__PrimalItemStructure_BaseWall_C) CONTENT: Insulates the inside from the outside, separates rooms, and provides structural integrity.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/BuildingBases/PrimalItemStructure_BaseWall.Default__PrimalItemStructure_BaseWall_C) CONTENT: Wall(/Game/PrimalEarth/Structures/BuildingBases/Wall_Base_Small_SM.Default__Wall_Base_Small_SM_C) CONTENT: Base Railing(/Engine/Transient.REINST_Railing_Base_C_0) CONTENT: Base Railing(/Game/PrimalEarth/CoreBlueprints/Items/Structures/BuildingBases/PrimalItemStructure_BaseRailing.Default__PrimalItemStructure_BaseRailing_C) CONTENT: A [description of material] railing that acts as a simple barrier to prevent people from falling.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/BuildingBases/PrimalItemStructure_BaseRailing.Default__PrimalItemStructure_BaseRailing_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/BuildingBases/PrimalItemStructure_BaseRailing.Default__PrimalItemStructure_BaseRailing_C) CONTENT: Base(/Game/PrimalEarth/CoreBlueprints/Items/Structures/BuildingBases/PrimalItemStructure_BaseRailing.Default__PrimalItemStructure_BaseRailing_C) CONTENT: Base Railing(/Engine/Transient.Default__REINST_Railing_Base_C_3609) CONTENT: Base Railing(/Engine/Transient.REINST_Railing_Base_C_1) CONTENT: Stairs(/Engine/Transient.REINST_Base_Ramp_C_0) CONTENT: Ramp(/Engine/Transient.REINST_Base_Ramp_C_0) CONTENT: Stairs(/Engine/Transient.Default__REINST_Base_Ramp_C_3616) CONTENT: Ramp(/Engine/Transient.Default__REINST_Base_Ramp_C_3616) CONTENT: Stairs(/Engine/Transient.REINST_Base_Ramp_C_1) CONTENT: Ramp(/Engine/Transient.REINST_Base_Ramp_C_1) CONTENT: Triangle Foundation(/Engine/Transient.REINST_Base_Foundation_Tri_C_0) CONTENT: Ceiling(/Engine/Transient.REINST_Ceiling_Base_C_0) CONTENT: Ceiling(/Engine/Transient.Default__REINST_Ceiling_Base_C_3623) CONTENT: Ceiling(/Engine/Transient.REINST_Ceiling_Base_C_1) CONTENT: Base Ladder Structure(/Game/PrimalEarth/CoreBlueprints/Items/Structures/BuildingBases/PrimalItemStructure_BaseLadder.Default__PrimalItemStructure_BaseLadder_C) CONTENT: Use to climb up or down tall structures.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/BuildingBases/PrimalItemStructure_BaseLadder.Default__PrimalItemStructure_BaseLadder_C) CONTENT: Structure(/Engine/Transient.REINST_LadderBaseBP_C_0) CONTENT: Structure(/Engine/Transient.Default__REINST_LadderBaseBP_C_3630) CONTENT: Structure(/Engine/Transient.REINST_LadderBaseBP_C_1) CONTENT: Wood Ladder(/Game/PrimalEarth/Structures/Wooden/LadderBP.Default__LadderBP_C) CONTENT: Wooden Ladder(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Wooden/PrimalItemStructure_WoodLadder.Default__PrimalItemStructure_WoodLadder_C) CONTENT: A simple wooden ladder used to climb up or down tall structures. Can also be used to extend existing ladders.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Wooden/PrimalItemStructure_WoodLadder.Default__PrimalItemStructure_WoodLadder_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Wooden/PrimalItemStructure_WoodLadder.Default__PrimalItemStructure_WoodLadder_C) CONTENT: Wood(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Wooden/PrimalItemStructure_WoodLadder.Default__PrimalItemStructure_WoodLadder_C) CONTENT: Tree Platform(/Game/PrimalEarth/Structures/BuildingBases/TreePlatform_Base_SM.Default__TreePlatform_Base_SM_C) CONTENT: Wooden Tree Platform(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Wooden/PrimalItemStructure_TreePlatform_Wood.Default__PrimalItemStructure_TreePlatform_Wood_C) CONTENT: Attaches to a large tree, enabling you to build on it!(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Wooden/PrimalItemStructure_TreePlatform_Wood.Default__PrimalItemStructure_TreePlatform_Wood_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Wooden/PrimalItemStructure_TreePlatform_Wood.Default__PrimalItemStructure_TreePlatform_Wood_C) CONTENT: Wood(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Wooden/PrimalItemStructure_TreePlatform_Wood.Default__PrimalItemStructure_TreePlatform_Wood_C) CONTENT: Wooden Tree Platform(/Engine/Transient.REINST_TreePlatform_Wood_SM_C_0) CONTENT: Wooden Tree Platform(/Engine/Transient.Default__REINST_TreePlatform_Wood_SM_C_3642) CONTENT: Wooden Tree Platform(/Engine/Transient.REINST_TreePlatform_Wood_SM_C_1) CONTENT: Sloped Base Wall Left(/Engine/Transient.REINST_BaseWall_Sloped_Left_SM_C_0) CONTENT: Sloped Base Wall Left(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Roofs/Base/PrimalItemStructure_BaseWall_Sloped_Left.Default__PrimalItemStructure_BaseWall_Sloped_Left_C) CONTENT: Base wall that insulates the inside from the outside, separates rooms, and provides structural integrity. Used in conjunction with the roof.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Roofs/Base/PrimalItemStructure_BaseWall_Sloped_Left.Default__PrimalItemStructure_BaseWall_Sloped_Left_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Roofs/Base/PrimalItemStructure_BaseWall_Sloped_Left.Default__PrimalItemStructure_BaseWall_Sloped_Left_C) CONTENT: Sloped Base Wall Left(/Engine/Transient.Default__REINST_BaseWall_Sloped_Left_SM_C_3651) CONTENT: Sloped Base Wall Left(/Engine/Transient.REINST_BaseWall_Sloped_Left_SM_C_1) CONTENT: Sloped Base Wall Right(/Engine/Transient.REINST_BaseWall_Sloped_Right_SM_C_0) CONTENT: Sloped Base Wall Right(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Roofs/Base/PrimalItemStructure_BaseWall_Sloped_Right.Default__PrimalItemStructure_BaseWall_Sloped_Right_C) CONTENT: Base wall that insulates the inside from the outside, separates rooms, and provides structural integrity. Used in conjunction with the roof.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Roofs/Base/PrimalItemStructure_BaseWall_Sloped_Right.Default__PrimalItemStructure_BaseWall_Sloped_Right_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Roofs/Base/PrimalItemStructure_BaseWall_Sloped_Right.Default__PrimalItemStructure_BaseWall_Sloped_Right_C) CONTENT: Sloped Base Wall Right(/Engine/Transient.Default__REINST_BaseWall_Sloped_Right_SM_C_3659) CONTENT: Sloped Base Wall Right(/Engine/Transient.REINST_BaseWall_Sloped_Right_SM_C_1) CONTENT: Door Frame(/Engine/Transient.REINST_Doorframe_Base_SM_C_0) CONTENT: Door Frame(/Engine/Transient.Default__REINST_Doorframe_Base_SM_C_3667) CONTENT: Door Frame(/Engine/Transient.REINST_Doorframe_Base_SM_C_1) CONTENT: Window Wall(/Game/PrimalEarth/Structures/BuildingBases/WindowWall_Base_SM.Default__WindowWall_Base_SM_C) CONTENT: Triangle Ceiling(/Engine/Transient.REINST_Base_Ceiling_Tri_C_0) CONTENT: Wall(/Engine/Transient.REINST_Base_Wall_Large_C_0) CONTENT: Ceiling Doorway(/Game/PrimalEarth/Structures/BuildingBases/Ceiling_Doorway_Base_SM.Default__Ceiling_Doorway_Base_SM_C) CONTENT: Pillar(/Game/PrimalEarth/Structures/BuildingBases/Pillar_Base_SM.Default__Pillar_Base_SM_C) CONTENT: Door(/Engine/Transient.REINST_Door_Base_SM_C_0) CONTENT: Door(/Engine/Transient.Default__REINST_Door_Base_SM_C_3678) CONTENT: Door(/Engine/Transient.REINST_Door_Base_SM_C_1) CONTENT: Doorframe(/Engine/Transient.REINST_Base_DoubleDoorframe_C_0) CONTENT: Wall(/Engine/Transient.REINST_Base_Roof_Tri_C_0) CONTENT: Wall(/Engine/Transient.Default__REINST_Base_Roof_Tri_C_3693) CONTENT: Wall(/Engine/Transient.REINST_Base_Roof_Tri_C_1) CONTENT: Gate(/Engine/Transient.REINST_Base_DoubleDoor_C_0) CONTENT: Gate(/Engine/Transient.Default__REINST_Base_DoubleDoor_C_3700) CONTENT: Gate(/Engine/Transient.REINST_Base_DoubleDoor_C_1) CONTENT: Doorframe(/Engine/Transient.Default__REINST_Base_DoubleDoorframe_C_3707) CONTENT: Doorframe(/Engine/Transient.REINST_Base_DoubleDoorframe_C_1) CONTENT: Wall(/Engine/Transient.Default__REINST_Base_Wall_Large_C_3714) CONTENT: Wall(/Engine/Transient.REINST_Base_Wall_Large_C_1) CONTENT: Triangle Ceiling(/Engine/Transient.Default__REINST_Base_Ceiling_Tri_C_3721) CONTENT: Triangle Ceiling(/Engine/Transient.REINST_Base_Ceiling_Tri_C_1) CONTENT: Floor(/Engine/Transient.Default__REINST_Floor_Base_SM_C_3728) CONTENT: Floor(/Engine/Transient.REINST_Floor_Base_SM_C_1) CONTENT: Triangle Foundation(/Engine/Transient.Default__REINST_Base_Foundation_Tri_C_3735) CONTENT: Triangle Foundation(/Engine/Transient.REINST_Base_Foundation_Tri_C_1) CONTENT: Tek Leggings(/Engine/Transient.Default__REINST_PrimalItemArmor_TekPants_C_3749) CONTENT: Highly advanced leggings that allow for powerful forward movement. Equipping requires learning this Tekgram.(/Engine/Transient.Default__REINST_PrimalItemArmor_TekPants_C_3749) CONTENT: Armor(/Engine/Transient.Default__REINST_PrimalItemArmor_TekPants_C_3749) CONTENT: Tek(/Engine/Transient.Default__REINST_PrimalItemArmor_TekPants_C_3749) CONTENT: Tek Leggings(/Engine/Transient.REINST_PrimalItemArmor_TekPants_C_1) CONTENT: Highly advanced leggings that allow for powerful forward movement. Equipping requires learning this Tekgram.(/Engine/Transient.REINST_PrimalItemArmor_TekPants_C_1) CONTENT: Armor(/Engine/Transient.REINST_PrimalItemArmor_TekPants_C_1) CONTENT: Tek(/Engine/Transient.REINST_PrimalItemArmor_TekPants_C_1) CONTENT: TEK Armor Buff(/Engine/Transient.Default__REINST_Buff_TekArmor_Gloves_C_3756) CONTENT: Alien technology grants enhanced capabilities(/Engine/Transient.Default__REINST_Buff_TekArmor_Gloves_C_3756) CONTENT: TEK Armor Online(/Engine/Transient.Default__REINST_Buff_TekArmor_Gloves_C_3756) CONTENT: TEK Armor Buff(/Engine/Transient.REINST_Buff_TekArmor_Gloves_C_1) CONTENT: Alien technology grants enhanced capabilities(/Engine/Transient.REINST_Buff_TekArmor_Gloves_C_1) CONTENT: TEK Armor Online(/Engine/Transient.REINST_Buff_TekArmor_Gloves_C_1) CONTENT: Gas Bursts(/Engine/Transient.REINST_Buff_GasBursts_Bog_C_0) CONTENT: Applied damage over time(/Engine/Transient.REINST_Buff_GasBursts_Bog_C_0) CONTENT: Poisoned!(/Engine/Transient.REINST_Buff_GasBursts_Bog_C_0) CONTENT: Gas Bursts(/Engine/Transient.Default__REINST_Buff_GasBursts_Bog_C_3763) CONTENT: Applied damage over time(/Engine/Transient.Default__REINST_Buff_GasBursts_Bog_C_3763) CONTENT: Poisoned!(/Engine/Transient.Default__REINST_Buff_GasBursts_Bog_C_3763) CONTENT: Gas Bursts(/Engine/Transient.REINST_Buff_GasBursts_Bog_C_1) CONTENT: Applied damage over time(/Engine/Transient.REINST_Buff_GasBursts_Bog_C_1) CONTENT: Poisoned!(/Engine/Transient.REINST_Buff_GasBursts_Bog_C_1) CONTENT: Gas Bursts(/Engine/Transient.REINST_Buff_GasBursts_Volcano_C_0) CONTENT: Applied damage over time(/Engine/Transient.REINST_Buff_GasBursts_Volcano_C_0) CONTENT: Poisoned Gas!(/Engine/Transient.REINST_Buff_GasBursts_Volcano_C_0) CONTENT: Gas Bursts(/Engine/Transient.Default__REINST_Buff_GasBursts_Volcano_C_3770) CONTENT: Applied damage over time(/Engine/Transient.Default__REINST_Buff_GasBursts_Volcano_C_3770) CONTENT: Poisoned Gas!(/Engine/Transient.Default__REINST_Buff_GasBursts_Volcano_C_3770) CONTENT: Gas Bursts(/Engine/Transient.REINST_Buff_GasBursts_Volcano_C_1) CONTENT: Applied damage over time(/Engine/Transient.REINST_Buff_GasBursts_Volcano_C_1) CONTENT: Poisoned Gas!(/Engine/Transient.REINST_Buff_GasBursts_Volcano_C_1) CONTENT: Outdoor Radiation(/Engine/Transient.REINST_Buff_OutdoorRadiation_Genesis_C_0) CONTENT: Applied radiation damage while exposed(/Engine/Transient.REINST_Buff_OutdoorRadiation_Genesis_C_0) CONTENT: The radation is scorching you! Get in the shadow(/Engine/Transient.REINST_Buff_OutdoorRadiation_Genesis_C_0) CONTENT: Tek Boots(/Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekBoots.Default__PrimalItemArmor_TekBoots_C) CONTENT: Highly advanced boots capable of absorbing the impact of falling from high distances. Equipping requires learning this Tekgram.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekBoots.Default__PrimalItemArmor_TekBoots_C) CONTENT: Armor(/Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekBoots.Default__PrimalItemArmor_TekBoots_C) CONTENT: Tek(/Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekBoots.Default__PrimalItemArmor_TekBoots_C) CONTENT: Tek Helmet(/Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekHelmet.Default__PrimalItemArmor_TekHelmet_C) CONTENT: Never get lost again with the Tek Helmets night vision. Also provides a targeting mode that reveals other characters' positions, and infinite oxygen while underwater. Equipping requires learning this Tekgram.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekHelmet.Default__PrimalItemArmor_TekHelmet_C) CONTENT: Armor(/Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekHelmet.Default__PrimalItemArmor_TekHelmet_C) CONTENT: Tek(/Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekHelmet.Default__PrimalItemArmor_TekHelmet_C) CONTENT: Tek Helmet(/Engine/Transient.REINST_Buff_TekArmor_Helmet_C_0) CONTENT: Alien technology grants enhanced capabilities(/Engine/Transient.REINST_Buff_TekArmor_Helmet_C_0) CONTENT: TEK Armor Online(/Engine/Transient.REINST_Buff_TekArmor_Helmet_C_0) CONTENT: Night Vision Goggles(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_NightVisionGoggles.Default__Buff_NightVisionGoggles_C) CONTENT: Effortlessly see in the dark, beware bright light sources!(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_NightVisionGoggles.Default__Buff_NightVisionGoggles_C) CONTENT: Rooted(/Engine/Transient.REINST_Buff_Rooted_ForestKaiju_C_0) CONTENT: You're Rooted!(/Engine/Transient.REINST_Buff_Rooted_ForestKaiju_C_0) CONTENT: You're Rooted!(/Engine/Transient.REINST_Buff_Rooted_ForestKaiju_C_0) CONTENT: Rooted(/Engine/Transient.Default__REINST_Buff_Rooted_ForestKaiju_C_3792) CONTENT: You're Rooted!(/Engine/Transient.Default__REINST_Buff_Rooted_ForestKaiju_C_3792) CONTENT: You're Rooted!(/Engine/Transient.Default__REINST_Buff_Rooted_ForestKaiju_C_3792) CONTENT: Rooted(/Engine/Transient.REINST_Buff_Rooted_ForestKaiju_C_1) CONTENT: You're Rooted!(/Engine/Transient.REINST_Buff_Rooted_ForestKaiju_C_1) CONTENT: You're Rooted!(/Engine/Transient.REINST_Buff_Rooted_ForestKaiju_C_1) CONTENT: Tek Chestpiece(/Engine/Transient.REINST_PrimalItemArmor_TekShirt_C_0) CONTENT: Highly advanced chestpiece with an integrated jetpack. Equipping requires learning this Tekgram.(/Engine/Transient.REINST_PrimalItemArmor_TekShirt_C_0) CONTENT: Armor(/Engine/Transient.REINST_PrimalItemArmor_TekShirt_C_0) CONTENT: Tek(/Engine/Transient.REINST_PrimalItemArmor_TekShirt_C_0) LITERAL: TEK Shirt requires more Element to Boost(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_TekArmor_Shirt_Rework.Buff_TekArmor_Shirt_Rework:JetpackBoost_Start.K2Node_CallFunction_62148) LITERAL: TEK Shirt requires more Element to use the Jetpack(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_TekArmor_Shirt_Rework.Buff_TekArmor_Shirt_Rework:Client_SetThrusterState.K2Node_CallFunction_62148) CONTENT: Tek Chestpiece(/Engine/Transient.Default__REINST_PrimalItemArmor_TekShirt_C_3815) CONTENT: Highly advanced chestpiece with an integrated jetpack. Equipping requires learning this Tekgram.(/Engine/Transient.Default__REINST_PrimalItemArmor_TekShirt_C_3815) CONTENT: Armor(/Engine/Transient.Default__REINST_PrimalItemArmor_TekShirt_C_3815) CONTENT: Tek(/Engine/Transient.Default__REINST_PrimalItemArmor_TekShirt_C_3815) CONTENT: Tek Chestpiece(/Engine/Transient.REINST_PrimalItemArmor_TekShirt_C_1) CONTENT: Highly advanced chestpiece with an integrated jetpack. Equipping requires learning this Tekgram.(/Engine/Transient.REINST_PrimalItemArmor_TekShirt_C_1) CONTENT: Armor(/Engine/Transient.REINST_PrimalItemArmor_TekShirt_C_1) CONTENT: Tek(/Engine/Transient.REINST_PrimalItemArmor_TekShirt_C_1) CONTENT: Full Tek Protection(/Engine/Transient.REINST_Buff_FullTekSuit_C_0) CONTENT: Full Tek Protection(/Engine/Transient.Default__REINST_Buff_FullTekSuit_C_3822) CONTENT: Full Tek Protection(/Engine/Transient.REINST_Buff_FullTekSuit_C_1) LITERAL: This item has run out of Element(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_TekArmor_Helmet.Buff_TekArmor_Helmet:BuffTickClient.K2Node_CallFunction_23850) LITERAL: This item has run out of Element(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_TekArmor_Helmet.Buff_TekArmor_Helmet:BuffTickClient.K2Node_CallFunction_54281) LITERAL: Cycle Helmet Visor(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_TekArmor_Helmet.Buff_TekArmor_Helmet:BPGetMultiUseEntries.K2Node_MakeStruct_1519) LITERAL: Toggle Helmet Visor(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_TekArmor_Helmet.Buff_TekArmor_Helmet:BPGetMultiUseEntries.K2Node_MakeStruct_581) CONTENT: Tek Helmet(/Engine/Transient.Default__REINST_Buff_TekArmor_Helmet_C_3829) CONTENT: Alien technology grants enhanced capabilities(/Engine/Transient.Default__REINST_Buff_TekArmor_Helmet_C_3829) CONTENT: TEK Armor Online(/Engine/Transient.Default__REINST_Buff_TekArmor_Helmet_C_3829) CONTENT: Tek Helmet(/Engine/Transient.REINST_Buff_TekArmor_Helmet_C_1) CONTENT: Alien technology grants enhanced capabilities(/Engine/Transient.REINST_Buff_TekArmor_Helmet_C_1) CONTENT: TEK Armor Online(/Engine/Transient.REINST_Buff_TekArmor_Helmet_C_1) CONTENT: Outdoor Radiation(/Engine/Transient.Default__REINST_Buff_OutdoorRadiation_Genesis_C_3846) CONTENT: Applied radiation damage while exposed(/Engine/Transient.Default__REINST_Buff_OutdoorRadiation_Genesis_C_3846) CONTENT: The radation is scorching you! Get in the shadow(/Engine/Transient.Default__REINST_Buff_OutdoorRadiation_Genesis_C_3846) CONTENT: Outdoor Radiation(/Engine/Transient.REINST_Buff_OutdoorRadiation_Genesis_C_1) CONTENT: Applied radiation damage while exposed(/Engine/Transient.REINST_Buff_OutdoorRadiation_Genesis_C_1) CONTENT: The radation is scorching you! Get in the shadow(/Engine/Transient.REINST_Buff_OutdoorRadiation_Genesis_C_1) CONTENT: BEES!(/Engine/Transient.REINST_Buff_HasBees_C_0) CONTENT: BEEEEEEEESSSSS!(/Engine/Transient.REINST_Buff_HasBees_C_0) CONTENT: BEES!(/Engine/Transient.Default__REINST_Buff_HasBees_C_3853) CONTENT: BEEEEEEEESSSSS!(/Engine/Transient.Default__REINST_Buff_HasBees_C_3853) CONTENT: BEES!(/Engine/Transient.REINST_Buff_HasBees_C_1) CONTENT: BEEEEEEEESSSSS!(/Engine/Transient.REINST_Buff_HasBees_C_1) CONTENT: Full Hazard Protection(/Engine/Transient.Default__REINST_Buff_FullHazardSuit_C_3860) CONTENT: Full Hazard Protection(/Engine/Transient.REINST_Buff_FullHazardSuit_C_1) CONTENT: Hazard Suit Hat(/Engine/Transient.Default__REINST_PrimalItemArmor_HazardSuitHelmet_C_3874) CONTENT: A helmet made from a unique combination of materials that protect the wearer from environmental contaminants.(/Engine/Transient.Default__REINST_PrimalItemArmor_HazardSuitHelmet_C_3874) CONTENT: Armor(/Engine/Transient.Default__REINST_PrimalItemArmor_HazardSuitHelmet_C_3874) CONTENT: Hazard(/Engine/Transient.Default__REINST_PrimalItemArmor_HazardSuitHelmet_C_3874) CONTENT: Hazard Suit Hat(/Engine/Transient.REINST_PrimalItemArmor_HazardSuitHelmet_C_1) CONTENT: A helmet made from a unique combination of materials that protect the wearer from environmental contaminants.(/Engine/Transient.REINST_PrimalItemArmor_HazardSuitHelmet_C_1) CONTENT: Armor(/Engine/Transient.REINST_PrimalItemArmor_HazardSuitHelmet_C_1) CONTENT: Hazard(/Engine/Transient.REINST_PrimalItemArmor_HazardSuitHelmet_C_1) LITERAL: Deactivate(/Game/Genesis/CoreBlueprints/Buffs/Buff_InsideTekShield.Buff_InsideTekShield:BuffTickServer.K2Node_CallFunction_365004) CONTENT: Shielded(/Engine/Transient.Default__REINST_Buff_InsideTekShield_C_3888) CONTENT: Shielded(/Engine/Transient.REINST_Buff_InsideTekShield_C_1) CONTENT: Tek Forcefield(/Engine/Transient.Default__REINST_StorageBox_TekShield_C_3895) CONTENT: Tek Forcefield(/Engine/Transient.REINST_StorageBox_TekShield_C_1) CONTENT: Idle(/Engine/Transient.REINST_IceKaiju_Character_BP_C_0) CONTENT: Action(/Engine/Transient.REINST_IceKaiju_Character_BP_C_0) CONTENT: Spine_Top_Jnt(/Engine/Transient.REINST_IceKaiju_Character_BP_C_0) CONTENT: Roar(/Engine/Transient.REINST_IceKaiju_Character_BP_C_0) CONTENT: Attack(/Engine/Transient.REINST_IceKaiju_Character_BP_C_0) CONTENT: Move(/Engine/Transient.REINST_IceKaiju_Character_BP_C_0) CONTENT: Ice Titan(/Engine/Transient.REINST_IceKaiju_Character_BP_C_0) LITERAL: Hello(/Game/Extinction/Dinos/IceKaiju/IceKaiju_Character_BP.IceKaiju_Character_BP:BlueprintAdjustOutputDamage.K2Node_CallFunction_136219) LITERAL: Ice Breath is on cooldown!(/Game/Extinction/Dinos/IceKaiju/IceKaiju_Character_BP.IceKaiju_Character_BP:BlueprintCanRiderAttack.K2Node_VariableSet_35694) LITERAL: Can't Ice Breath: Attacking (/Game/Extinction/Dinos/IceKaiju/IceKaiju_Character_BP.IceKaiju_Character_BP:BlueprintCanRiderAttack.K2Node_VariableSet_35695) LITERAL: Too far horizontally to damage the Ice Titan!(/Game/Extinction/Dinos/IceKaiju/IceKaiju_Character_BP.IceKaiju_Character_BP:BPAdjustDamage.K2Node_CallFunction_133901) LITERAL: Too far vertically to damage the Ice Titan!(/Game/Extinction/Dinos/IceKaiju/IceKaiju_Character_BP.IceKaiju_Character_BP:BPAdjustDamage.K2Node_CallFunction_143728) LITERAL: Ice Titan cannot be damaged while downloading.(/Game/Extinction/Dinos/IceKaiju/IceKaiju_Character_BP.IceKaiju_Character_BP:BPAdjustDamage.K2Node_CallFunction_166050) LITERAL: Distance: (/Game/Extinction/Dinos/IceKaiju/IceKaiju_Character_BP.IceKaiju_Character_BP:BPAdjustDamage.K2Node_CallFunction_169957) LITERAL: Material: (/Game/Extinction/Dinos/IceKaiju/IceKaiju_Character_BP.IceKaiju_Character_BP:BPAdjustDamage.K2Node_CallFunction_169958) LITERAL: || (/Game/Extinction/Dinos/IceKaiju/IceKaiju_Character_BP.IceKaiju_Character_BP:BPAdjustDamage.K2Node_CallFunction_170041) LITERAL: Gamma (/Game/Extinction/Dinos/IceKaiju/IceKaiju_Character_BP.IceKaiju_Character_BP:BPDinoARKDownloadedEnd.K2Node_CallFunction_77583) LITERAL: Alpha (/Game/Extinction/Dinos/IceKaiju/IceKaiju_Character_BP.IceKaiju_Character_BP:BPDinoARKDownloadedEnd.K2Node_CallFunction_77584) LITERAL: Beta (/Game/Extinction/Dinos/IceKaiju/IceKaiju_Character_BP.IceKaiju_Character_BP:BPDinoARKDownloadedEnd.K2Node_CallFunction_77585) LITERAL: Back (/Game/Extinction/Dinos/IceKaiju/IceKaiju_Character_BP.IceKaiju_Character_BP:BPGetMultiUseEntries.K2Node_CallFunction_29460) LITERAL: Tame Kaiju!(/Game/Extinction/Dinos/IceKaiju/IceKaiju_Character_BP.IceKaiju_Character_BP:BPGetMultiUseEntries.K2Node_FormatText_19) LITERAL: Can't dismount Ice Titan while leaping!(/Game/Extinction/Dinos/IceKaiju/IceKaiju_Character_BP.IceKaiju_Character_BP:BPHandleUseButtonPress.K2Node_CallFunction_291981) LITERAL: EquipSaddle(/Game/Extinction/Dinos/IceKaiju/IceKaiju_Character_BP.IceKaiju_Character_BP:BPSetupTamed.K2Node_CallFunction_128834) LITERAL: The Ice Titan has started downloading.(/Game/Extinction/Dinos/IceKaiju/IceKaiju_Character_BP.IceKaiju_Character_BP:BPSetupTamed.K2Node_CallFunction_139553) LITERAL: Multi_DelayedTurnOffHealthRegen(/Game/Extinction/Dinos/IceKaiju/IceKaiju_Character_BP.IceKaiju_Character_BP:BPSetupTamed.K2Node_CallFunction_232278) LITERAL: The Ice Titan has been tamed.(/Game/Extinction/Dinos/IceKaiju/IceKaiju_Character_BP.IceKaiju_Character_BP:BPSetupTamed.K2Node_CallFunction_353565) LITERAL: Gamma (/Game/Extinction/Dinos/IceKaiju/IceKaiju_Character_BP.IceKaiju_Character_BP:BPSetupTamed.K2Node_CallFunction_77583) LITERAL: Alpha (/Game/Extinction/Dinos/IceKaiju/IceKaiju_Character_BP.IceKaiju_Character_BP:BPSetupTamed.K2Node_CallFunction_77584) LITERAL: Beta (/Game/Extinction/Dinos/IceKaiju/IceKaiju_Character_BP.IceKaiju_Character_BP:BPSetupTamed.K2Node_CallFunction_77585) LITERAL: Hello(/Game/Extinction/Dinos/IceKaiju/IceKaiju_Character_BP.IceKaiju_Character_BP:CheckLeapAttackEnd.K2Node_CallFunction_109390) LITERAL: Hello(/Game/Extinction/Dinos/IceKaiju/IceKaiju_Character_BP.IceKaiju_Character_BP:CheckLeapAttackEnd.K2Node_CallFunction_153724) LITERAL: IsDoneAttacking(/Game/Extinction/Dinos/IceKaiju/IceKaiju_Character_BP.IceKaiju_Character_BP:EventGraph.K2Node_CallFunction_106649) LITERAL: UpdateJumpRotation(/Game/Extinction/Dinos/IceKaiju/IceKaiju_Character_BP.IceKaiju_Character_BP:EventGraph.K2Node_CallFunction_116484) LITERAL: Insufficient stamina(/Game/Extinction/Dinos/IceKaiju/IceKaiju_Character_BP.IceKaiju_Character_BP:EventGraph.K2Node_CallFunction_123741) LITERAL: Attacking(/Game/Extinction/Dinos/IceKaiju/IceKaiju_Character_BP.IceKaiju_Character_BP:EventGraph.K2Node_CallFunction_123741) LITERAL: UpdateSaddlePhysics(/Game/Extinction/Dinos/IceKaiju/IceKaiju_Character_BP.IceKaiju_Character_BP:EventGraph.K2Node_CallFunction_132087) LITERAL: UpdateSaddlePhysics(/Game/Extinction/Dinos/IceKaiju/IceKaiju_Character_BP.IceKaiju_Character_BP:EventGraph.K2Node_CallFunction_136409) LITERAL: Could not leap: (/Game/Extinction/Dinos/IceKaiju/IceKaiju_Character_BP.IceKaiju_Character_BP:EventGraph.K2Node_CallFunction_145488) LITERAL: Difference between current dir and target dir:(/Game/Extinction/Dinos/IceKaiju/IceKaiju_Character_BP.IceKaiju_Character_BP:EventGraph.K2Node_CallFunction_152954) LITERAL: RotateAttack(/Game/Extinction/Dinos/IceKaiju/IceKaiju_Character_BP.IceKaiju_Character_BP:EventGraph.K2Node_CallFunction_217163) LITERAL: FailedToInitialize(/Game/Extinction/Dinos/IceKaiju/IceKaiju_Character_BP.IceKaiju_Character_BP:EventGraph.K2Node_CallFunction_219411) LITERAL: LeapTargetActor:(/Game/Extinction/Dinos/IceKaiju/IceKaiju_Character_BP.IceKaiju_Character_BP:EventGraph.K2Node_CallFunction_53613) LITERAL: IceAuraCheck(/Game/Extinction/Dinos/IceKaiju/IceKaiju_Character_BP.IceKaiju_Character_BP:EventGraph.K2Node_CallFunction_552382) LITERAL: CloseTargetActor: (/Game/Extinction/Dinos/IceKaiju/IceKaiju_Character_BP.IceKaiju_Character_BP:EventGraph.K2Node_CallFunction_81226) LITERAL: , (/Game/Extinction/Dinos/IceKaiju/IceKaiju_Character_BP.IceKaiju_Character_BP:EventGraph.K2Node_CallFunction_94966) LITERAL: DelayedPress(/Game/Extinction/Dinos/IceKaiju/IceKaiju_Character_BP.IceKaiju_Character_BP:EventGraph.K2Node_CallFunction_98376) LITERAL: DelayedPress(/Game/Extinction/Dinos/IceKaiju/IceKaiju_Character_BP.IceKaiju_Character_BP:EventGraph.K2Node_CallFunction_98377) LITERAL: DelayedPress(/Game/Extinction/Dinos/IceKaiju/IceKaiju_Character_BP.IceKaiju_Character_BP:EventGraph.K2Node_CallFunction_98378) LITERAL: CheckLeapAttackEnd(/Game/Extinction/Dinos/IceKaiju/IceKaiju_Character_BP.IceKaiju_Character_BP:FinishLeap.K2Node_CallFunction_12826) LITERAL: CheckLeapAttackEnd(/Game/Extinction/Dinos/IceKaiju/IceKaiju_Character_BP.IceKaiju_Character_BP:FinishLeap.K2Node_CallFunction_20006) LITERAL: ClearLeapTarget(/Game/Extinction/Dinos/IceKaiju/IceKaiju_Character_BP.IceKaiju_Character_BP:FinishLeap.K2Node_CallFunction_68891) LITERAL: CheckLeapAttackEnd(/Game/Extinction/Dinos/IceKaiju/IceKaiju_Character_BP.IceKaiju_Character_BP:FinishLeapTamed.K2Node_CallFunction_12826) LITERAL: MultiRestoreInput(/Game/Extinction/Dinos/IceKaiju/IceKaiju_Character_BP.IceKaiju_Character_BP:FinishLeapTamed.K2Node_CallFunction_68891) LITERAL: Ice Titan is being leashed...(/Game/Extinction/Dinos/IceKaiju/IceKaiju_Character_BP.IceKaiju_Character_BP:HealNodesAndHealthFromLeashing.K2Node_CallFunction_291981) LITERAL: XboxOne(/Game/Extinction/Dinos/IceKaiju/IceKaiju_Character_BP.IceKaiju_Character_BP:Init Fur.K2Node_CallFunction_158858) LITERAL: PS4(/Game/Extinction/Dinos/IceKaiju/IceKaiju_Character_BP.IceKaiju_Character_BP:Init Fur.K2Node_CallFunction_158859) LITERAL: UpdateAllJumpRotation(/Game/Extinction/Dinos/IceKaiju/IceKaiju_Character_BP.IceKaiju_Character_BP:LaunchAtTracePoint.K2Node_CallFunction_594488) LITERAL: SpringPos(/Game/Extinction/Dinos/IceKaiju/IceKaiju_Character_BP.IceKaiju_Character_BP:SetFurParams.K2Node_CallFunction_128233) LITERAL: HELLO THERE(/Game/Genesis/Missions/GauntletWaves/Buff_GauntletWaves_InvisibleWallShield.Buff_GauntletWaves_InvisibleWallShield:EventGraph.K2Node_CallFunction_237578) LITERAL: ClearHitPrimalCharacterAlready(/Game/Aberration/WeaponTekSniper/WeapTekSniper.WeapTekSniper:BPShouldDealDamage.K2Node_CallFunction_131475) LITERAL: ClearHitPrimalStructureAlready(/Game/Aberration/WeaponTekSniper/WeapTekSniper.WeapTekSniper:BPShouldDealDamage.K2Node_CallFunction_132891) LITERAL: Out of Element, thermal scope enabled(/Game/Aberration/WeaponTekSniper/WeapTekSniper.WeapTekSniper:BPToggleAccessoryFailed.K2Node_CallFunction_73263) LITERAL: Overheated(/Game/Aberration/WeaponTekSniper/WeapTekSniper.WeapTekSniper:EventGraph.K2Node_CallFunction_39851) LITERAL: XRay: Disabled(/Game/Aberration/WeaponTekSniper/WeapTekSniper.WeapTekSniper:Show X-Ray Enabled Message.K2Node_Select_72) LITERAL: XRay: Enabled(/Game/Aberration/WeaponTekSniper/WeapTekSniper.WeapTekSniper:Show X-Ray Enabled Message.K2Node_Select_72) CONTENT: Tek Railgun(/Game/Aberration/WeaponTekSniper/PrimalItem_TekSniper.Default__PrimalItem_TekSniper_C) CONTENT: Utilizing Element, enables you to see and shoot through walls and solid surfaces. Also has an optional Thermal Scope. Equipping requires learning this Tekgram.(/Game/Aberration/WeaponTekSniper/PrimalItem_TekSniper.Default__PrimalItem_TekSniper_C) CONTENT: Weapons(/Game/Aberration/WeaponTekSniper/PrimalItem_TekSniper.Default__PrimalItem_TekSniper_C) CONTENT: Firearms(/Game/Aberration/WeaponTekSniper/PrimalItem_TekSniper.Default__PrimalItem_TekSniper_C) CONTENT: Tek(/Game/Aberration/WeaponTekSniper/PrimalItem_TekSniper.Default__PrimalItem_TekSniper_C) CONTENT: Corrupt Heart(/Game/Extinction/CoreBlueprints/Resources/PrimalItemResource_RareDrop_CorruptHeart.Default__PrimalItemResource_RareDrop_CorruptHeart_C) CONTENT: A heart of a corrupted dinosaur.(/Game/Extinction/CoreBlueprints/Resources/PrimalItemResource_RareDrop_CorruptHeart.Default__PrimalItemResource_RareDrop_CorruptHeart_C) CONTENT: Hide Boots(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Leather/PrimalItemArmor_HideBoots.Default__PrimalItemArmor_HideBoots_C) CONTENT: Keeps you warm while providing some physical protection.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Leather/PrimalItemArmor_HideBoots.Default__PrimalItemArmor_HideBoots_C) CONTENT: Armor(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Leather/PrimalItemArmor_HideBoots.Default__PrimalItemArmor_HideBoots_C) CONTENT: Hide(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Leather/PrimalItemArmor_HideBoots.Default__PrimalItemArmor_HideBoots_C) CONTENT: Hide Gloves(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Leather/PrimalItemArmor_HideGloves.Default__PrimalItemArmor_HideGloves_C) CONTENT: Keeps you warm while providing some physical protection.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Leather/PrimalItemArmor_HideGloves.Default__PrimalItemArmor_HideGloves_C) CONTENT: Armor(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Leather/PrimalItemArmor_HideGloves.Default__PrimalItemArmor_HideGloves_C) CONTENT: Hide(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Leather/PrimalItemArmor_HideGloves.Default__PrimalItemArmor_HideGloves_C) CONTENT: Hide Hat(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Leather/PrimalItemArmor_HideHelmet.Default__PrimalItemArmor_HideHelmet_C) CONTENT: Keeps you warm while providing some physical protection.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Leather/PrimalItemArmor_HideHelmet.Default__PrimalItemArmor_HideHelmet_C) CONTENT: Armor(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Leather/PrimalItemArmor_HideHelmet.Default__PrimalItemArmor_HideHelmet_C) CONTENT: Hide(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Leather/PrimalItemArmor_HideHelmet.Default__PrimalItemArmor_HideHelmet_C) CONTENT: Hide Pants(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Leather/PrimalItemArmor_HidePants.Default__PrimalItemArmor_HidePants_C) CONTENT: Keeps you warm while providing some physical protection.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Leather/PrimalItemArmor_HidePants.Default__PrimalItemArmor_HidePants_C) CONTENT: Armor(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Leather/PrimalItemArmor_HidePants.Default__PrimalItemArmor_HidePants_C) CONTENT: Hide(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Leather/PrimalItemArmor_HidePants.Default__PrimalItemArmor_HidePants_C) CONTENT: Hide Shirt(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Leather/PrimalItemArmor_HideShirt.Default__PrimalItemArmor_HideShirt_C) CONTENT: Keeps you warm while providing some physical protection.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Leather/PrimalItemArmor_HideShirt.Default__PrimalItemArmor_HideShirt_C) CONTENT: Armor(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Leather/PrimalItemArmor_HideShirt.Default__PrimalItemArmor_HideShirt_C) CONTENT: Hide(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Leather/PrimalItemArmor_HideShirt.Default__PrimalItemArmor_HideShirt_C) CONTENT: Simple Pistol(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_WeaponGun.Default__PrimalItem_WeaponGun_C) CONTENT: This simple revolver trades accuracy for flexibility.(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_WeaponGun.Default__PrimalItem_WeaponGun_C) CONTENT: Weapons(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_WeaponGun.Default__PrimalItem_WeaponGun_C) CONTENT: Firearms(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_WeaponGun.Default__PrimalItem_WeaponGun_C) CONTENT: Resources(/Engine/Transient.REINST_DinoDropInventoryComponent_Corrupted_Huge_C_0) CONTENT: AnglerGel(/Engine/Transient.REINST_DinoDropInventoryComponent_Corrupted_Huge_C_0) CONTENT: Pearls(/Engine/Transient.REINST_DinoDropInventoryComponent_Corrupted_Huge_C_0) CONTENT: Polymer(/Engine/Transient.REINST_DinoDropInventoryComponent_Corrupted_Huge_C_0) CONTENT: LeechBlood(/Engine/Transient.REINST_DinoDropInventoryComponent_Corrupted_Huge_C_0) CONTENT: ItemsWithQuality Common(/Engine/Transient.REINST_DinoDropInventoryComponent_Corrupted_Huge_C_0) CONTENT: Apex Drop(/Engine/Transient.REINST_DinoDropInventoryComponent_Corrupted_Huge_C_0) CONTENT: Corrupt Heart(/Engine/Transient.REINST_DinoDropInventoryComponent_Corrupted_Huge_C_0) CONTENT: Resources(/Engine/Transient.Default__REINST_DinoDropInventoryComponent_Corrupted_Huge_C_4064) CONTENT: AnglerGel(/Engine/Transient.Default__REINST_DinoDropInventoryComponent_Corrupted_Huge_C_4064) CONTENT: Pearls(/Engine/Transient.Default__REINST_DinoDropInventoryComponent_Corrupted_Huge_C_4064) CONTENT: Polymer(/Engine/Transient.Default__REINST_DinoDropInventoryComponent_Corrupted_Huge_C_4064) CONTENT: LeechBlood(/Engine/Transient.Default__REINST_DinoDropInventoryComponent_Corrupted_Huge_C_4064) CONTENT: ItemsWithQuality Common(/Engine/Transient.Default__REINST_DinoDropInventoryComponent_Corrupted_Huge_C_4064) CONTENT: Apex Drop(/Engine/Transient.Default__REINST_DinoDropInventoryComponent_Corrupted_Huge_C_4064) CONTENT: Corrupt Heart(/Engine/Transient.Default__REINST_DinoDropInventoryComponent_Corrupted_Huge_C_4064) CONTENT: Resources(/Engine/Transient.REINST_DinoDropInventoryComponent_Corrupted_Huge_C_1) CONTENT: AnglerGel(/Engine/Transient.REINST_DinoDropInventoryComponent_Corrupted_Huge_C_1) CONTENT: Pearls(/Engine/Transient.REINST_DinoDropInventoryComponent_Corrupted_Huge_C_1) CONTENT: Polymer(/Engine/Transient.REINST_DinoDropInventoryComponent_Corrupted_Huge_C_1) CONTENT: LeechBlood(/Engine/Transient.REINST_DinoDropInventoryComponent_Corrupted_Huge_C_1) CONTENT: ItemsWithQuality Common(/Engine/Transient.REINST_DinoDropInventoryComponent_Corrupted_Huge_C_1) CONTENT: Apex Drop(/Engine/Transient.REINST_DinoDropInventoryComponent_Corrupted_Huge_C_1) CONTENT: Corrupt Heart(/Engine/Transient.REINST_DinoDropInventoryComponent_Corrupted_Huge_C_1) CONTENT: Fungal Wood(/Game/Aberration/CoreBlueprints/Resources/PrimalItemResource_FungalWood.Default__PrimalItemResource_FungalWood_C) CONTENT: A thick, sturdy cutting from a huge mushroom. Has all of the properties of a chunk of wood!(/Game/Aberration/CoreBlueprints/Resources/PrimalItemResource_FungalWood.Default__PrimalItemResource_FungalWood_C) CONTENT: Mek Cockpit(/Engine/Transient.REINST_Buff_MekRiderCockpit_C_0) LITERAL: Underwater breathing: (/Game/Extinction/CoreBlueprints/Buffs/Buff_MekRiderCockpit.Buff_MekRiderCockpit:EventGraph.K2Node_CallFunction_238495) CONTENT: Mek Cockpit(/Engine/Transient.Default__REINST_Buff_MekRiderCockpit_C_4086) CONTENT: Mek Cockpit(/Engine/Transient.REINST_Buff_MekRiderCockpit_C_1) CONTENT: Energy(/Game/Extinction/CoreBlueprints/DinoCharacterStatusComponent_BP_Mek.Default__DinoCharacterStatusComponent_BP_Mek_C) CONTENT: MODULE(/Engine/Transient.REINST_Mek_Character_BP_C_0) CONTENT: Idle(/Engine/Transient.REINST_Mek_Character_BP_C_0) CONTENT: Attack Sword(/Engine/Transient.REINST_Mek_Character_BP_C_0) CONTENT: Attack Pistol(/Engine/Transient.REINST_Mek_Character_BP_C_0) CONTENT: Mortar(/Engine/Transient.REINST_Mek_Character_BP_C_0) CONTENT: Hover(/Engine/Transient.REINST_Mek_Character_BP_C_0) CONTENT: hip_Aux_Jnt(/Engine/Transient.REINST_Mek_Character_BP_C_0) CONTENT: Move(/Engine/Transient.REINST_Mek_Character_BP_C_0) CONTENT: Mek(/Engine/Transient.REINST_Mek_Character_BP_C_0) CONTENT: Hovering(/Engine/Transient.REINST_Buff_MekHover_C_0) CONTENT: Hovering(/Engine/Transient.Default__REINST_Buff_MekHover_C_4094) CONTENT: Hovering(/Engine/Transient.REINST_Buff_MekHover_C_1) CONTENT: Ejected(/Engine/Transient.REINST_Buff_MekEjectedRider_C_0) CONTENT: Ejected(/Engine/Transient.Default__REINST_Buff_MekEjectedRider_C_4108) CONTENT: Ejected(/Engine/Transient.REINST_Buff_MekEjectedRider_C_1) LITERAL: Auto-repair active(/Game/Extinction/Dinos/Mek/Mek_Character_BP.Mek_Character_BP:BlueprintDrawFloatingHUD.K2Node_CallFunction_207617) LITERAL: Auto-repair activating in {sec} seconds(/Game/Extinction/Dinos/Mek/Mek_Character_BP.Mek_Character_BP:BlueprintDrawFloatingHUD.K2Node_FormatText_60) LITERAL: Disable Auto-Repair(/Game/Extinction/Dinos/Mek/Mek_Character_BP.Mek_Character_BP:BPGetMultiUseEntries.K2Node_CallFunction_151176) LITERAL: Enable Auto-Repair(/Game/Extinction/Dinos/Mek/Mek_Character_BP.Mek_Character_BP:BPGetMultiUseEntries.K2Node_CallFunction_151176) LITERAL: COMBO(/Game/Extinction/Dinos/Mek/Mek_Character_BP.Mek_Character_BP:BPHandleControllerInitiatedAttack.K2Node_CallFunction_89814) LITERAL: DETECTED UNEQUIP: (/Game/Extinction/Dinos/Mek/Mek_Character_BP.Mek_Character_BP:BPNotifyInventoryItemChange.K2Node_CallFunction_144176) LITERAL: DETECTED EQUIP: (/Game/Extinction/Dinos/Mek/Mek_Character_BP.Mek_Character_BP:BPNotifyInventoryItemChange.K2Node_CallFunction_144179) LITERAL: <--> (/Game/Extinction/Dinos/Mek/Mek_Character_BP.Mek_Character_BP:BPOnDinoCheat.K2Node_CallFunction_577325) LITERAL: Color(/Game/Extinction/Dinos/Mek/Mek_Character_BP.Mek_Character_BP:BPOnRefreshColorization.K2Node_CallFunction_185048) LITERAL: SyncBackpackColorization(/Game/Extinction/Dinos/Mek/Mek_Character_BP.Mek_Character_BP:BPOnRefreshColorization.K2Node_CallFunction_216925) LITERAL: DoDelayedSwordCombo(/Game/Extinction/Dinos/Mek/Mek_Character_BP.Mek_Character_BP:EventGraph.K2Node_CallFunction_119577) LITERAL: Attack now!(/Game/Extinction/Dinos/Mek/Mek_Character_BP.Mek_Character_BP:EventGraph.K2Node_CallFunction_124094) LITERAL: DoDelayedSwordCombo(/Game/Extinction/Dinos/Mek/Mek_Character_BP.Mek_Character_BP:EventGraph.K2Node_CallFunction_135708) LITERAL: Fuel reserves empty. Put element in the Mek's inventory to refill.(/Game/Extinction/Dinos/Mek/Mek_Character_BP.Mek_Character_BP:EventGraph.K2Node_CallFunction_149051) LITERAL: RS(/Game/Extinction/Dinos/Mek/Mek_Character_BP.Mek_Character_BP:Get Transform Key Name.K2Node_VariableSet_18772) LITERAL: R3(/Game/Extinction/Dinos/Mek/Mek_Character_BP.Mek_Character_BP:Get Transform Key Name.K2Node_VariableSet_31778) LITERAL: Ready!(/Game/Extinction/Dinos/Mek/Mek_Character_BP.Mek_Character_BP:ReceiveTick.K2Node_CallFunction_132168) LITERAL: Press {KeyName} to Transform(/Game/Extinction/Dinos/Mek/Mek_Character_BP.Mek_Character_BP:ReceiveTick.K2Node_FormatText_68) LITERAL: Must be near an Alpha King Titan to transform(/Game/Extinction/Dinos/Mek/Mek_Character_BP.Mek_Character_BP:RidingTick.K2Node_CallFunction_194118) LITERAL: Requires (/Game/Extinction/Dinos/Mek/Mek_Character_BP.Mek_Character_BP:RidingTick.K2Node_CallFunction_195649) LITERAL: Meks(/Game/Extinction/Dinos/Mek/Mek_Character_BP.Mek_Character_BP:RidingTick.K2Node_CallFunction_195649) LITERAL: Found {MekCount} nearby Meks. {Error}(/Game/Extinction/Dinos/Mek/Mek_Character_BP.Mek_Character_BP:RidingTick.K2Node_FormatText_54) LITERAL: Press {KeyName} to Transform(/Game/Extinction/Dinos/Mek/Mek_Character_BP.Mek_Character_BP:RidingTick.K2Node_FormatText_68) LITERAL: Press {KeyName} to Start Activation Process (/Game/Extinction/Dinos/Mek/Mek_Character_BP.Mek_Character_BP:RidingTick.K2Node_FormatText_71) LITERAL: Color(/Game/Extinction/Dinos/Mek/Mek_Character_BP.Mek_Character_BP:SyncBackpackColorization.K2Node_CallFunction_125156) LITERAL: Applied {dmg} damage to {target} (who is now at {cur_health}/{max_health} health)(/Game/Extinction/Dinos/Mek/AI/DinoAttackState_MekSwordSwing.DinoAttackState_MekSwordSwing:DoSwordDamage.K2Node_FormatText_67) LITERAL: Applied {dmg} damage to {target} (who is now at {cur_health}/{max_health} health)(/Game/Extinction/Dinos/Mek/AI/DinoAttackState_MekSwordSwing.DinoAttackState_MekSwordSwing:EdGraph_9950.K2Node_CallFunction_23864) LITERAL: dmg(/Game/Extinction/Dinos/Mek/AI/DinoAttackState_MekSwordSwing.DinoAttackState_MekSwordSwing:EdGraph_9950.K2Node_MakeStruct_84) LITERAL: target(/Game/Extinction/Dinos/Mek/AI/DinoAttackState_MekSwordSwing.DinoAttackState_MekSwordSwing:EdGraph_9950.K2Node_MakeStruct_85) LITERAL: cur_health(/Game/Extinction/Dinos/Mek/AI/DinoAttackState_MekSwordSwing.DinoAttackState_MekSwordSwing:EdGraph_9950.K2Node_MakeStruct_86) LITERAL: max_health(/Game/Extinction/Dinos/Mek/AI/DinoAttackState_MekSwordSwing.DinoAttackState_MekSwordSwing:EdGraph_9950.K2Node_MakeStruct_87) CONTENT: Element Dust(/Game/Extinction/CoreBlueprints/Resources/PrimalItemResource_ElementDust.Default__PrimalItemResource_ElementDust_C) CONTENT: A small pile of Dust that could be refined into Element or Element Shards.(/Game/Extinction/CoreBlueprints/Resources/PrimalItemResource_ElementDust.Default__PrimalItemResource_ElementDust_C) CONTENT: MODULE(/Engine/Transient.Default__REINST_Mek_Character_BP_C_4207) CONTENT: Idle(/Engine/Transient.Default__REINST_Mek_Character_BP_C_4207) CONTENT: Attack Sword(/Engine/Transient.Default__REINST_Mek_Character_BP_C_4207) CONTENT: Attack Pistol(/Engine/Transient.Default__REINST_Mek_Character_BP_C_4207) CONTENT: Mortar(/Engine/Transient.Default__REINST_Mek_Character_BP_C_4207) CONTENT: Hover(/Engine/Transient.Default__REINST_Mek_Character_BP_C_4207) CONTENT: hip_Aux_Jnt(/Engine/Transient.Default__REINST_Mek_Character_BP_C_4207) CONTENT: Move(/Engine/Transient.Default__REINST_Mek_Character_BP_C_4207) CONTENT: Mek(/Engine/Transient.Default__REINST_Mek_Character_BP_C_4207) LITERAL: Found {MekCount} nearby Meks. {Error}(/Game/Extinction/Dinos/Mek/Mek_Character_BP.Mek_Character_BP:EdGraph_10251.K2Node_CallFunction_24792) LITERAL: MekCount(/Game/Extinction/Dinos/Mek/Mek_Character_BP.Mek_Character_BP:EdGraph_10251.K2Node_MakeStruct_88) LITERAL: Error(/Game/Extinction/Dinos/Mek/Mek_Character_BP.Mek_Character_BP:EdGraph_10251.K2Node_MakeStruct_89) LITERAL: Press {KeyName} to Transform(/Game/Extinction/Dinos/Mek/Mek_Character_BP.Mek_Character_BP:EdGraph_10251.K2Node_CallFunction_24793) LITERAL: KeyName(/Game/Extinction/Dinos/Mek/Mek_Character_BP.Mek_Character_BP:EdGraph_10251.K2Node_MakeStruct_90) LITERAL: Press {KeyName} to Start Activation Process (/Game/Extinction/Dinos/Mek/Mek_Character_BP.Mek_Character_BP:EdGraph_10251.K2Node_CallFunction_24794) LITERAL: KeyName(/Game/Extinction/Dinos/Mek/Mek_Character_BP.Mek_Character_BP:EdGraph_10251.K2Node_MakeStruct_91) LITERAL: Press {KeyName} to Transform(/Game/Extinction/Dinos/Mek/Mek_Character_BP.Mek_Character_BP:EdGraph_10271.K2Node_CallFunction_24835) LITERAL: KeyName(/Game/Extinction/Dinos/Mek/Mek_Character_BP.Mek_Character_BP:EdGraph_10271.K2Node_MakeStruct_92) LITERAL: Auto-repair activating in {sec} seconds(/Game/Extinction/Dinos/Mek/Mek_Character_BP.Mek_Character_BP:EdGraph_10312.K2Node_CallFunction_24854) LITERAL: sec(/Game/Extinction/Dinos/Mek/Mek_Character_BP.Mek_Character_BP:EdGraph_10312.K2Node_MakeStruct_93) CONTENT: MODULE(/Engine/Transient.REINST_Mek_Character_BP_C_1) CONTENT: Idle(/Engine/Transient.REINST_Mek_Character_BP_C_1) CONTENT: Attack Sword(/Engine/Transient.REINST_Mek_Character_BP_C_1) CONTENT: Attack Pistol(/Engine/Transient.REINST_Mek_Character_BP_C_1) CONTENT: Mortar(/Engine/Transient.REINST_Mek_Character_BP_C_1) CONTENT: Hover(/Engine/Transient.REINST_Mek_Character_BP_C_1) CONTENT: hip_Aux_Jnt(/Engine/Transient.REINST_Mek_Character_BP_C_1) CONTENT: Move(/Engine/Transient.REINST_Mek_Character_BP_C_1) CONTENT: Mek(/Engine/Transient.REINST_Mek_Character_BP_C_1) CONTENT: Mek Backpack(/Engine/Transient.REINST_PrimalItemArmor_MekBackpack_Base_C_0) CONTENT: Equip a Mek with this to enhance it. Unequipping reduces durability.(/Engine/Transient.REINST_PrimalItemArmor_MekBackpack_Base_C_0) CONTENT: Saddles(/Engine/Transient.REINST_PrimalItemArmor_MekBackpack_Base_C_0) CONTENT: Mek Backpack(/Engine/Transient.Default__REINST_PrimalItemArmor_MekBackpack_Base_C_4221) CONTENT: Equip a Mek with this to enhance it. Unequipping reduces durability.(/Engine/Transient.Default__REINST_PrimalItemArmor_MekBackpack_Base_C_4221) CONTENT: Saddles(/Engine/Transient.Default__REINST_PrimalItemArmor_MekBackpack_Base_C_4221) CONTENT: Mek Backpack(/Engine/Transient.REINST_PrimalItemArmor_MekBackpack_Base_C_1) CONTENT: Equip a Mek with this to enhance it. Unequipping reduces durability.(/Engine/Transient.REINST_PrimalItemArmor_MekBackpack_Base_C_1) CONTENT: Saddles(/Engine/Transient.REINST_PrimalItemArmor_MekBackpack_Base_C_1) CONTENT: /Game/Extinction/Dinos/Mek/Buff_MekBackpack_MissilePod.Buff_MekBackpack_MissilePod(/Game/Extinction/CoreBlueprints/Items/Saddle/PrimalItemArmor_MekBackpack_MissilePod.Default__PrimalItemArmor_MekBackpack_MissilePod_C) CONTENT: M.R.L.M.(/Game/Extinction/CoreBlueprints/Items/Saddle/PrimalItemArmor_MekBackpack_MissilePod.Default__PrimalItemArmor_MekBackpack_MissilePod_C) CONTENT: Mek Rocket Launcher Module. Equip a Mek with this module to arm it with a wide reaching swarm-fire rocket launcher. Unequipping reduces durability. Requires Rocket Pods to fire.(/Game/Extinction/CoreBlueprints/Items/Saddle/PrimalItemArmor_MekBackpack_MissilePod.Default__PrimalItemArmor_MekBackpack_MissilePod_C) CONTENT: /Game/Extinction/Dinos/Mek/Buff_MekBackpack_Shield.Buff_MekBackpack_Shield(/Game/Extinction/CoreBlueprints/Items/Saddle/PrimalItemArmor_MekBackpack_Shield.Default__PrimalItemArmor_MekBackpack_Shield_C) CONTENT: M.D.S.M.(/Game/Extinction/CoreBlueprints/Items/Saddle/PrimalItemArmor_MekBackpack_Shield.Default__PrimalItemArmor_MekBackpack_Shield_C) CONTENT: Mek Deployable Shield Module. Equip a Mek with this module to arm it with a large deployable dome shield. Unequipping reduces durability.(/Game/Extinction/CoreBlueprints/Items/Saddle/PrimalItemArmor_MekBackpack_Shield.Default__PrimalItemArmor_MekBackpack_Shield_C) CONTENT: Cannon Shell(/Game/Extinction/CoreBlueprints/Weapons/PrimalItemAmmo_CannonShell.Default__PrimalItemAmmo_CannonShell_C) CONTENT: A large artillery shell. Used as ammunition for the Mek Siege Cannon Module.(/Game/Extinction/CoreBlueprints/Weapons/PrimalItemAmmo_CannonShell.Default__PrimalItemAmmo_CannonShell_C) CONTENT: Weapons(/Game/Extinction/CoreBlueprints/Weapons/PrimalItemAmmo_CannonShell.Default__PrimalItemAmmo_CannonShell_C) CONTENT: Ammo(/Game/Extinction/CoreBlueprints/Weapons/PrimalItemAmmo_CannonShell.Default__PrimalItemAmmo_CannonShell_C) LITERAL: Hello(/Game/Extinction/Dinos/Mek/SiegeCannonExplosionEmitter.SiegeCannonExplosionEmitter:EventGraph.K2Node_CallFunction_85062) LITERAL: DoAttack(/Game/Extinction/Dinos/Mek/Buff_MekBackpack_SiegeCannon.Buff_MekBackpack_SiegeCannon:EventGraph.K2Node_CallFunction_244888) LITERAL: DoAttack(/Game/Extinction/Dinos/Mek/Buff_MekBackpack_SiegeCannon.Buff_MekBackpack_SiegeCannon:EventGraph.K2Node_CallFunction_251709) LITERAL: Siege cannon malfunction(/Game/Extinction/Dinos/Mek/Buff_MekBackpack_SiegeCannon.Buff_MekBackpack_SiegeCannon:CanActivateBackpack.K2Node_VariableSet_35635) LITERAL: loc={loc}, dir={dir}, fromCrosshair={accurate}(/Game/Extinction/Dinos/Mek/Buff_MekBackpack_SiegeCannon.Buff_MekBackpack_SiegeCannon:BuffTickClient.K2Node_FormatText_17) LITERAL: SyncClientAmmo(/Game/Extinction/Dinos/Mek/Buff_MekBackpack_SiegeCannon.Buff_MekBackpack_SiegeCannon:BPActivated.K2Node_CallFunction_437767) LITERAL: restore save data!(/Game/Extinction/Dinos/Mek/Buff_MekBackpack_SiegeCannon.Buff_MekBackpack_SiegeCannon:RestoreBackpackSaveData.K2Node_CallFunction_196339) LITERAL: save siege cannon data(/Game/Extinction/Dinos/Mek/Buff_MekBackpack_SiegeCannon.Buff_MekBackpack_SiegeCannon:GetBackpackSaveData.K2Node_CallFunction_82205) LITERAL: loc={loc}, dir={dir}, fromCrosshair={accurate}(/Game/Extinction/Dinos/Mek/Buff_MekBackpack_SiegeCannon.Buff_MekBackpack_SiegeCannon:EdGraph_10639.K2Node_CallFunction_25516) LITERAL: loc(/Game/Extinction/Dinos/Mek/Buff_MekBackpack_SiegeCannon.Buff_MekBackpack_SiegeCannon:EdGraph_10639.K2Node_MakeStruct_98) LITERAL: dir(/Game/Extinction/Dinos/Mek/Buff_MekBackpack_SiegeCannon.Buff_MekBackpack_SiegeCannon:EdGraph_10639.K2Node_MakeStruct_99) LITERAL: accurate(/Game/Extinction/Dinos/Mek/Buff_MekBackpack_SiegeCannon.Buff_MekBackpack_SiegeCannon:EdGraph_10639.K2Node_MakeStruct_100) CONTENT: /Game/Extinction/Dinos/Mek/Buff_MekBackpack_SiegeCannon.Buff_MekBackpack_SiegeCannon(/Game/Extinction/CoreBlueprints/Items/Saddle/PrimalItemArmor_MekBackpack_SiegeCannon.Default__PrimalItemArmor_MekBackpack_SiegeCannon_C) CONTENT: M.S.C.M.(/Game/Extinction/CoreBlueprints/Items/Saddle/PrimalItemArmor_MekBackpack_SiegeCannon.Default__PrimalItemArmor_MekBackpack_SiegeCannon_C) CONTENT: Mek Siege Cannon Module. Equip a Mek with this module to arm it with a powerful long-range siege cannon. Unequipping reduces durability. Requires Cannon Shells to fire.(/Game/Extinction/CoreBlueprints/Items/Saddle/PrimalItemArmor_MekBackpack_SiegeCannon.Default__PrimalItemArmor_MekBackpack_SiegeCannon_C) CONTENT: Flak Boots(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Metal/PrimalItemArmor_MetalBoots.Default__PrimalItemArmor_MetalBoots_C) CONTENT: Provides heavy physical protection, but makes the elements harder to endure.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Metal/PrimalItemArmor_MetalBoots.Default__PrimalItemArmor_MetalBoots_C) CONTENT: Armor(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Metal/PrimalItemArmor_MetalBoots.Default__PrimalItemArmor_MetalBoots_C) CONTENT: Metal(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Metal/PrimalItemArmor_MetalBoots.Default__PrimalItemArmor_MetalBoots_C) CONTENT: Flak Gauntlets(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Metal/PrimalItemArmor_MetalGloves.Default__PrimalItemArmor_MetalGloves_C) CONTENT: Provides heavy physical protection, but makes the elements harder to endure.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Metal/PrimalItemArmor_MetalGloves.Default__PrimalItemArmor_MetalGloves_C) CONTENT: Armor(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Metal/PrimalItemArmor_MetalGloves.Default__PrimalItemArmor_MetalGloves_C) CONTENT: Metal(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Metal/PrimalItemArmor_MetalGloves.Default__PrimalItemArmor_MetalGloves_C) CONTENT: Flak Helmet(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Metal/PrimalItemArmor_MetalHelmet.Default__PrimalItemArmor_MetalHelmet_C) CONTENT: Provides heavy physical protection, but makes the elements harder to endure.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Metal/PrimalItemArmor_MetalHelmet.Default__PrimalItemArmor_MetalHelmet_C) CONTENT: Armor(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Metal/PrimalItemArmor_MetalHelmet.Default__PrimalItemArmor_MetalHelmet_C) CONTENT: Metal(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Metal/PrimalItemArmor_MetalHelmet.Default__PrimalItemArmor_MetalHelmet_C) CONTENT: Flak Leggings(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Metal/PrimalItemArmor_MetalPants.Default__PrimalItemArmor_MetalPants_C) CONTENT: Provides heavy physical protection, but makes the elements harder to endure.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Metal/PrimalItemArmor_MetalPants.Default__PrimalItemArmor_MetalPants_C) CONTENT: Armor(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Metal/PrimalItemArmor_MetalPants.Default__PrimalItemArmor_MetalPants_C) CONTENT: Metal(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Metal/PrimalItemArmor_MetalPants.Default__PrimalItemArmor_MetalPants_C) CONTENT: Flak Chestpiece(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Metal/PrimalItemArmor_MetalShirt.Default__PrimalItemArmor_MetalShirt_C) CONTENT: Provides heavy physical protection, but makes the elements harder to endure.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Metal/PrimalItemArmor_MetalShirt.Default__PrimalItemArmor_MetalShirt_C) CONTENT: Armor(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Metal/PrimalItemArmor_MetalShirt.Default__PrimalItemArmor_MetalShirt_C) CONTENT: Metal(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Metal/PrimalItemArmor_MetalShirt.Default__PrimalItemArmor_MetalShirt_C) CONTENT: Tek Rifle(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_TekRifle.Default__PrimalItem_TekRifle_C) CONTENT: Shoots explosive plasma bolts, with an infrared zoomable scope. Equipping requires learning this Tekgram.(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_TekRifle.Default__PrimalItem_TekRifle_C) CONTENT: Weapons(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_TekRifle.Default__PrimalItem_TekRifle_C) CONTENT: Firearms(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_TekRifle.Default__PrimalItem_TekRifle_C) CONTENT: Tek(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_TekRifle.Default__PrimalItem_TekRifle_C) CONTENT: Sword(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_WeaponSword.Default__PrimalItem_WeaponSword_C) CONTENT: The undisputed ruler of short-range combat. Needs a hotter flame to be forged.(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_WeaponSword.Default__PrimalItem_WeaponSword_C) CONTENT: Weapons(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_WeaponSword.Default__PrimalItem_WeaponSword_C) CONTENT: Primitive(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_WeaponSword.Default__PrimalItem_WeaponSword_C) CONTENT: Melee(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_WeaponSword.Default__PrimalItem_WeaponSword_C) CONTENT: TEK Armor Buff(/Engine/Transient.REINST_Buff_TekArmor_Sword_C_0) CONTENT: Alien technology grants enhanced capabilities(/Engine/Transient.REINST_Buff_TekArmor_Sword_C_0) CONTENT: TEK Armor Online(/Engine/Transient.REINST_Buff_TekArmor_Sword_C_0) LITERAL: Proxy_Fire_HoldTimer(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_TekArmor_Sword.Buff_TekArmor_Sword:InputGraph.K2Node_CallFunction_240501) LITERAL: Proxy_InputAction_Fire_Hold(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_TekArmor_Sword.Buff_TekArmor_Sword:InputGraph.K2Node_CallFunction_240502) LITERAL: Proxy_InputAction_Fire_Hold(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_TekArmor_Sword.Buff_TekArmor_Sword:InputGraph.K2Node_CallFunction_240504) LITERAL: Proxy_Targeting_HoldTimer(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_TekArmor_Sword.Buff_TekArmor_Sword:InputGraph.K2Node_CallFunction_240832) LITERAL: Proxy_Targeting_HoldTimer(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_TekArmor_Sword.Buff_TekArmor_Sword:InputGraph.K2Node_CallFunction_240833) LITERAL: Proxy_Targeting_HoldTimer(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_TekArmor_Sword.Buff_TekArmor_Sword:InputGraph.K2Node_CallFunction_240835) LITERAL: Proxy_AltFire_HoldTimer(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_TekArmor_Sword.Buff_TekArmor_Sword:InputGraph.K2Node_CallFunction_240951) LITERAL: Proxy_AltFire_HoldTimer(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_TekArmor_Sword.Buff_TekArmor_Sword:InputGraph.K2Node_CallFunction_240952) LITERAL: Proxy_AltFire_HoldTimer(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_TekArmor_Sword.Buff_TekArmor_Sword:InputGraph.K2Node_CallFunction_240954) LITERAL: Proxy_LeftTrigger_HoldTimer(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_TekArmor_Sword.Buff_TekArmor_Sword:InputGraph.K2Node_CallFunction_241079) LITERAL: Proxy_LeftTrigger_HoldTimer(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_TekArmor_Sword.Buff_TekArmor_Sword:InputGraph.K2Node_CallFunction_241080) LITERAL: Proxy_LeftTrigger_HoldTimer(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_TekArmor_Sword.Buff_TekArmor_Sword:InputGraph.K2Node_CallFunction_241082) LITERAL: Proxy_RightTrigger_HoldTimer(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_TekArmor_Sword.Buff_TekArmor_Sword:InputGraph.K2Node_CallFunction_226439) LITERAL: Proxy_RightTrigger_HoldTimer(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_TekArmor_Sword.Buff_TekArmor_Sword:InputGraph.K2Node_CallFunction_228854) LITERAL: Proxy_RightTrigger_HoldTimer(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_TekArmor_Sword.Buff_TekArmor_Sword:InputGraph.K2Node_CallFunction_231539) LITERAL: CheckForArmorRef(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_TekArmor_Sword.Buff_TekArmor_Sword:SetCastedArmorPieceRef.K2Node_CallFunction_22085) LITERAL: This item requires Element to function(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_TekArmor_Sword.Buff_TekArmor_Sword:CanUseTekAbility.K2Node_CallFunction_44497) LITERAL: PLAY PUNCH ANIMS, CANCELLED BY SHIEELD(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_TekArmor_Sword.Buff_TekArmor_Sword:PlayPunchAnimsByState.K2Node_CallFunction_66452) LITERAL: CheckForArmorRef(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_TekArmor_Sword.Buff_TekArmor_Sword:GetRelatedTekArmorRef.K2Node_CallFunction_22085) CONTENT: TEK Armor Buff(/Engine/Transient.Default__REINST_Buff_TekArmor_Sword_C_4290) CONTENT: Alien technology grants enhanced capabilities(/Engine/Transient.Default__REINST_Buff_TekArmor_Sword_C_4290) CONTENT: TEK Armor Online(/Engine/Transient.Default__REINST_Buff_TekArmor_Sword_C_4290) CONTENT: TEK Armor Buff(/Engine/Transient.REINST_Buff_TekArmor_Sword_C_1) CONTENT: Alien technology grants enhanced capabilities(/Engine/Transient.REINST_Buff_TekArmor_Sword_C_1) CONTENT: TEK Armor Online(/Engine/Transient.REINST_Buff_TekArmor_Sword_C_1) CONTENT: Tek Sword(/Engine/Transient.REINST_PrimalItem_WeaponTekSword_C_0) CONTENT: Cuts through metal and armor when infused with Element, and supports a Charge Attack. Equipping requires learning this Tekgram(/Engine/Transient.REINST_PrimalItem_WeaponTekSword_C_0) CONTENT: Weapons(/Engine/Transient.REINST_PrimalItem_WeaponTekSword_C_0) CONTENT: Melee(/Engine/Transient.REINST_PrimalItem_WeaponTekSword_C_0) CONTENT: Tek Sword(/Engine/Transient.Default__REINST_PrimalItem_WeaponTekSword_C_4304) CONTENT: Cuts through metal and armor when infused with Element, and supports a Charge Attack. Equipping requires learning this Tekgram(/Engine/Transient.Default__REINST_PrimalItem_WeaponTekSword_C_4304) CONTENT: Weapons(/Engine/Transient.Default__REINST_PrimalItem_WeaponTekSword_C_4304) CONTENT: Melee(/Engine/Transient.Default__REINST_PrimalItem_WeaponTekSword_C_4304) CONTENT: Tek Sword(/Engine/Transient.REINST_PrimalItem_WeaponTekSword_C_1) CONTENT: Cuts through metal and armor when infused with Element, and supports a Charge Attack. Equipping requires learning this Tekgram(/Engine/Transient.REINST_PrimalItem_WeaponTekSword_C_1) CONTENT: Weapons(/Engine/Transient.REINST_PrimalItem_WeaponTekSword_C_1) CONTENT: Melee(/Engine/Transient.REINST_PrimalItem_WeaponTekSword_C_1) CONTENT: Resources(/Game/Extinction/CoreBlueprints/ItemLootSets/DinoDropInventoryComponent_Kaiju.Default__DinoDropInventoryComponent_Kaiju_C) CONTENT: AnglerGel(/Game/Extinction/CoreBlueprints/ItemLootSets/DinoDropInventoryComponent_Kaiju.Default__DinoDropInventoryComponent_Kaiju_C) CONTENT: Pearls(/Game/Extinction/CoreBlueprints/ItemLootSets/DinoDropInventoryComponent_Kaiju.Default__DinoDropInventoryComponent_Kaiju_C) CONTENT: Polymer(/Game/Extinction/CoreBlueprints/ItemLootSets/DinoDropInventoryComponent_Kaiju.Default__DinoDropInventoryComponent_Kaiju_C) CONTENT: LeechBlood(/Game/Extinction/CoreBlueprints/ItemLootSets/DinoDropInventoryComponent_Kaiju.Default__DinoDropInventoryComponent_Kaiju_C) CONTENT: ItemsWithQuality Common(/Game/Extinction/CoreBlueprints/ItemLootSets/DinoDropInventoryComponent_Kaiju.Default__DinoDropInventoryComponent_Kaiju_C) CONTENT: Items Common(/Game/Extinction/CoreBlueprints/ItemLootSets/DinoDropInventoryComponent_Kaiju.Default__DinoDropInventoryComponent_Kaiju_C) CONTENT: Items(/Game/Extinction/CoreBlueprints/ItemLootSets/DinoDropInventoryComponent_Kaiju.Default__DinoDropInventoryComponent_Kaiju_C) CONTENT: Items Rare(/Game/Extinction/CoreBlueprints/ItemLootSets/DinoDropInventoryComponent_Kaiju.Default__DinoDropInventoryComponent_Kaiju_C) CONTENT: Very Rare(/Game/Extinction/CoreBlueprints/ItemLootSets/DinoDropInventoryComponent_Kaiju.Default__DinoDropInventoryComponent_Kaiju_C) CONTENT: Mek Saddles(/Game/Extinction/CoreBlueprints/ItemLootSets/DinoDropInventoryComponent_Kaiju.Default__DinoDropInventoryComponent_Kaiju_C) CONTENT: Generic Armor(/Game/PrimalEarth/CoreBlueprints/Items/Trophies/PrimalItemTrophyGenericParent.Default__PrimalItemTrophyGenericParent_C) CONTENT: It's a generic armor!(/Game/PrimalEarth/CoreBlueprints/Items/Trophies/PrimalItemTrophyGenericParent.Default__PrimalItemTrophyGenericParent_C) CONTENT: Multiple Values(/Game/PrimalEarth/CoreBlueprints/Items/Trophies/PrimalItemTrophy_Broodmother.Default__PrimalItemTrophy_Broodmother_C) CONTENT: Place it on a trophy wall-mount, and keep it safe to use as an invaluable token of your prowess...(/Game/PrimalEarth/CoreBlueprints/Items/Trophies/PrimalItemTrophy_Broodmother.Default__PrimalItemTrophy_Broodmother_C) CONTENT: Gamma Broodmother Trophy(/Game/PrimalEarth/CoreBlueprints/Items/Trophies/PrimalItemTrophy_Broodmother_Gamma.Default__PrimalItemTrophy_Broodmother_Gamma_C) CONTENT: Ice Titan Trophy(/Game/Extinction/CoreBlueprints/Trophies/PrimalItemTrophy_Kaiju_Ice.Default__PrimalItemTrophy_Kaiju_Ice_C) CONTENT: Rocket Pod(/Game/Extinction/CoreBlueprints/Weapons/PrimalItemAmmo_RocketPod.Default__PrimalItemAmmo_RocketPod_C) CONTENT: A pod containing 16 swarm-fire rockets. Used as ammunition for the Mek Rocket Launcher Module.(/Game/Extinction/CoreBlueprints/Weapons/PrimalItemAmmo_RocketPod.Default__PrimalItemAmmo_RocketPod_C) CONTENT: Weapons(/Game/Extinction/CoreBlueprints/Weapons/PrimalItemAmmo_RocketPod.Default__PrimalItemAmmo_RocketPod_C) CONTENT: Ammo(/Game/Extinction/CoreBlueprints/Weapons/PrimalItemAmmo_RocketPod.Default__PrimalItemAmmo_RocketPod_C) CONTENT: Items Common(/Game/Extinction/CoreBlueprints/ItemLootSets/DinoDropInventoryComponent_Kaiju_Ice.Default__DinoDropInventoryComponent_Kaiju_Ice_C) CONTENT: Items(/Game/Extinction/CoreBlueprints/ItemLootSets/DinoDropInventoryComponent_Kaiju_Ice.Default__DinoDropInventoryComponent_Kaiju_Ice_C) CONTENT: Items Rare(/Game/Extinction/CoreBlueprints/ItemLootSets/DinoDropInventoryComponent_Kaiju_Ice.Default__DinoDropInventoryComponent_Kaiju_Ice_C) CONTENT: Very Rare(/Game/Extinction/CoreBlueprints/ItemLootSets/DinoDropInventoryComponent_Kaiju_Ice.Default__DinoDropInventoryComponent_Kaiju_Ice_C) CONTENT: Mek Saddles(/Game/Extinction/CoreBlueprints/ItemLootSets/DinoDropInventoryComponent_Kaiju_Ice.Default__DinoDropInventoryComponent_Kaiju_Ice_C) CONTENT: Ammo(/Game/Extinction/CoreBlueprints/ItemLootSets/DinoDropInventoryComponent_Kaiju_Ice.Default__DinoDropInventoryComponent_Kaiju_Ice_C) CONTENT: Element(/Game/Extinction/CoreBlueprints/ItemLootSets/DinoDropInventoryComponent_Kaiju_Ice.Default__DinoDropInventoryComponent_Kaiju_Ice_C) CONTENT: Bullets(/Game/Extinction/CoreBlueprints/ItemLootSets/DinoDropInventoryComponent_Kaiju_Ice.Default__DinoDropInventoryComponent_Kaiju_Ice_C) CONTENT: MekAmmo(/Game/Extinction/CoreBlueprints/ItemLootSets/DinoDropInventoryComponent_Kaiju_Ice.Default__DinoDropInventoryComponent_Kaiju_Ice_C) CONTENT: Apex Drop(/Game/Extinction/CoreBlueprints/ItemLootSets/DinoDropInventoryComponent_Kaiju_Ice.Default__DinoDropInventoryComponent_Kaiju_Ice_C) CONTENT: Trophy(/Game/Extinction/CoreBlueprints/ItemLootSets/DinoDropInventoryComponent_Kaiju_Ice.Default__DinoDropInventoryComponent_Kaiju_Ice_C) CONTENT: Refrigerator(/Engine/Transient.REINST_IceBox_C_0) CONTENT: Refrigerator(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_IceBox.Default__PrimalItemStructure_IceBox_C) CONTENT: Requires electricity to run. Keeps perishables from spoiling for a long time.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_IceBox.Default__PrimalItemStructure_IceBox_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_IceBox.Default__PrimalItemStructure_IceBox_C) CONTENT: Electric(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_IceBox.Default__PrimalItemStructure_IceBox_C) CONTENT: Store your perishable items in this.(/Game/PrimalEarth/CoreBlueprints/Inventories/PrimalInventoryBP_IceBox.Default__PrimalInventoryBP_IceBox_C) CONTENT: Refrigerator(/Game/PrimalEarth/CoreBlueprints/Inventories/PrimalInventoryBP_IceBox.Default__PrimalInventoryBP_IceBox_C) CONTENT: Iced Water(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_CoolWater.Default__Buff_CoolWater_C) CONTENT: Cooling you down!(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_CoolWater.Default__Buff_CoolWater_C) CONTENT: Water Jar(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_WaterJarCraftable.Default__PrimalItemConsumable_WaterJarCraftable_C) CONTENT: Safely carries a lot of water, but is also a bit heavy.(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_WaterJarCraftable.Default__PrimalItemConsumable_WaterJarCraftable_C) CONTENT: Wtr(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_WaterJarCraftable.Default__PrimalItemConsumable_WaterJarCraftable_C) CONTENT: Water(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_WaterJarCraftable.Default__PrimalItemConsumable_WaterJarCraftable_C) CONTENT: Misc(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_WaterJarCraftable.Default__PrimalItemConsumable_WaterJarCraftable_C) CONTENT: Iced Water Jar(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_IcedWaterJar.Default__PrimalItemConsumable_IcedWaterJar_C) CONTENT: Safely carries a lot of water, but is also a bit heavy. Cools you down when drinking from it!(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_IcedWaterJar.Default__PrimalItemConsumable_IcedWaterJar_C) CONTENT: Canteen(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_CanteenCraftable.Default__PrimalItemConsumable_CanteenCraftable_C) CONTENT: Safely carries a sizable amount of water, and is reasonably lightweight.(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_CanteenCraftable.Default__PrimalItemConsumable_CanteenCraftable_C) CONTENT: Wtr(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_CanteenCraftable.Default__PrimalItemConsumable_CanteenCraftable_C) CONTENT: Water(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_CanteenCraftable.Default__PrimalItemConsumable_CanteenCraftable_C) CONTENT: Misc(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_CanteenCraftable.Default__PrimalItemConsumable_CanteenCraftable_C) CONTENT: Iced Canteen(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_IcedCanteen.Default__PrimalItemConsumable_IcedCanteen_C) CONTENT: Safely carries a sizable amount of water, and is reasonably lightweight. Cools you down when drinking from it!(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_IcedCanteen.Default__PrimalItemConsumable_IcedCanteen_C) CONTENT: Filled Fish Basket(/Engine/Transient.REINST_PrimalItem_FishBasketFilled_C_0) CONTENT: Release(/Engine/Transient.REINST_PrimalItem_FishBasketFilled_C_0) CONTENT: Filled Fish Basket(/Engine/Transient.Default__REINST_PrimalItem_FishBasketFilled_C_4342) CONTENT: Release(/Engine/Transient.Default__REINST_PrimalItem_FishBasketFilled_C_4342) CONTENT: Filled Fish Basket(/Engine/Transient.REINST_PrimalItem_FishBasketFilled_C_1) CONTENT: Release(/Engine/Transient.REINST_PrimalItem_FishBasketFilled_C_1) CONTENT: Empty Cryopod(/Engine/Transient.REINST_PrimalItem_WeaponEmptyCryopod_C_0) CONTENT: Hold up to a creature to capture it. Throw to deploy a captured creature.(/Engine/Transient.REINST_PrimalItem_WeaponEmptyCryopod_C_0) CONTENT: Can Be Recharged At: Cryofridge(/Engine/Transient.REINST_PrimalItem_WeaponEmptyCryopod_C_0) CONTENT: Weapons(/Engine/Transient.REINST_PrimalItem_WeaponEmptyCryopod_C_0) CONTENT: Store your Cryopods here to recharge them and keep them alive forever.(/Game/Extinction/CoreBlueprints/Inventories/PrimalInventoryBP_CryoFridge.Default__PrimalInventoryBP_CryoFridge_C) CONTENT: Cryofridge(/Game/Extinction/CoreBlueprints/Inventories/PrimalInventoryBP_CryoFridge.Default__PrimalInventoryBP_CryoFridge_C) LITERAL: Charge: (/Game/Extinction/CoreBlueprints/Weapons/PrimalItem_WeaponEmptyCryopod.PrimalItem_WeaponEmptyCryopod:BPGetCustomDurabilityText.K2Node_CallFunction_125984) LITERAL: CHRG(/Game/Extinction/CoreBlueprints/Weapons/PrimalItem_WeaponEmptyCryopod.PrimalItem_WeaponEmptyCryopod:BPGetCustomInventoryWidgetText.K2Node_VariableSet_23132) LITERAL: DEAD(/Game/Extinction/CoreBlueprints/Weapons/PrimalItem_WeaponEmptyCryopod.PrimalItem_WeaponEmptyCryopod:BPGetCustomInventoryWidgetText.K2Node_VariableSet_27077) LITERAL: {0}{1}(/Game/Extinction/CoreBlueprints/Weapons/PrimalItem_WeaponEmptyCryopod.PrimalItem_WeaponEmptyCryopod:BPGetItemDescription.K2Node_FormatText_91) LITERAL: {0}\n {1}: {2}(/Game/Extinction/CoreBlueprints/Weapons/PrimalItem_WeaponEmptyCryopod.PrimalItem_WeaponEmptyCryopod:BPGetItemDescription.K2Node_FormatText_95) LITERAL: Female(/Game/Extinction/CoreBlueprints/Weapons/PrimalItem_WeaponEmptyCryopod.PrimalItem_WeaponEmptyCryopod:BPGetItemName.K2Node_CallFunction_162213) LITERAL: Male(/Game/Extinction/CoreBlueprints/Weapons/PrimalItem_WeaponEmptyCryopod.PrimalItem_WeaponEmptyCryopod:BPGetItemName.K2Node_CallFunction_162213) LITERAL: Cryopod: {0} {1}(/Game/Extinction/CoreBlueprints/Weapons/PrimalItem_WeaponEmptyCryopod.PrimalItem_WeaponEmptyCryopod:BPGetItemName.K2Node_FormatText_83) LITERAL: {0}'s '{1}' died in a Cryopod!(/Game/Extinction/CoreBlueprints/Weapons/PrimalItem_WeaponEmptyCryopod.PrimalItem_WeaponEmptyCryopod:BPItemBroken.K2Node_FormatText_76) LITERAL: JH: Prevent Upload - (/Game/Extinction/CoreBlueprints/Weapons/PrimalItem_WeaponEmptyCryopod.PrimalItem_WeaponEmptyCryopod:BPPreventUpload.K2Node_CallFunction_159817) LITERAL: CRYO CHECKING ON CLIENT(/Game/Extinction/CoreBlueprints/Weapons/PrimalItem_WeaponEmptyCryopod.PrimalItem_WeaponEmptyCryopod:CanDeploy.K2Node_CallFunction_227527) LITERAL: Can't Fit(/Game/Extinction/CoreBlueprints/Weapons/PrimalItem_WeaponEmptyCryopod.PrimalItem_WeaponEmptyCryopod:CanDeploy.K2Node_VariableSet_23835) LITERAL: Not Underwater(/Game/Extinction/CoreBlueprints/Weapons/PrimalItem_WeaponEmptyCryopod.PrimalItem_WeaponEmptyCryopod:CanDeploy.K2Node_VariableSet_36773) LITERAL: MIssion Prevents(/Game/Extinction/CoreBlueprints/Weapons/PrimalItem_WeaponEmptyCryopod.PrimalItem_WeaponEmptyCryopod:CanDeploy.K2Node_VariableSet_39477) LITERAL: Class Disallowed(/Game/Extinction/CoreBlueprints/Weapons/PrimalItem_WeaponEmptyCryopod.PrimalItem_WeaponEmptyCryopod:CanDeploy.K2Node_VariableSet_39478) LITERAL: Tame Cap Reached(/Game/Extinction/CoreBlueprints/Weapons/PrimalItem_WeaponEmptyCryopod.PrimalItem_WeaponEmptyCryopod:CanDeploy.K2Node_VariableSet_39479) LITERAL: Can't Fit(/Game/Extinction/CoreBlueprints/Weapons/PrimalItem_WeaponEmptyCryopod.PrimalItem_WeaponEmptyCryopod:CanDeploy.K2Node_VariableSet_39480) LITERAL: {0}/{1}(/Game/Extinction/CoreBlueprints/Weapons/PrimalItem_WeaponEmptyCryopod.PrimalItem_WeaponEmptyCryopod:Get Stat Value for Display.K2Node_FormatText_113) LITERAL: {0}%(/Game/Extinction/CoreBlueprints/Weapons/PrimalItem_WeaponEmptyCryopod.PrimalItem_WeaponEmptyCryopod:Get Stat Value for Display.K2Node_FormatText_128) LITERAL: _C_(/Game/Extinction/CoreBlueprints/Weapons/PrimalItem_WeaponEmptyCryopod.PrimalItem_WeaponEmptyCryopod:GetContainedDinoClass.K2Node_CallFunction_210648) LITERAL: Melee Damage(/Game/Extinction/CoreBlueprints/Weapons/PrimalItem_WeaponEmptyCryopod.PrimalItem_WeaponEmptyCryopod:GetStatDisplayName.K2Node_VariableSet_27982) LITERAL: Movement Speed(/Game/Extinction/CoreBlueprints/Weapons/PrimalItem_WeaponEmptyCryopod.PrimalItem_WeaponEmptyCryopod:GetStatDisplayName.K2Node_VariableSet_28368) LITERAL: Crafting Skill(/Game/Extinction/CoreBlueprints/Weapons/PrimalItem_WeaponEmptyCryopod.PrimalItem_WeaponEmptyCryopod:GetStatDisplayName.K2Node_VariableSet_28754) LITERAL: Fortitude(/Game/Extinction/CoreBlueprints/Weapons/PrimalItem_WeaponEmptyCryopod.PrimalItem_WeaponEmptyCryopod:GetStatDisplayName.K2Node_VariableSet_29140) LITERAL: >> Failed to Spawn <<(/Game/Extinction/CoreBlueprints/Weapons/PrimalItem_WeaponEmptyCryopod.PrimalItem_WeaponEmptyCryopod:TryDeploy.K2Node_VariableSet_33770) LITERAL: > Failed to Spawn <(/Game/Extinction/CoreBlueprints/Weapons/PrimalItem_WeaponEmptyCryopod.PrimalItem_WeaponEmptyCryopod:TryDeploy.K2Node_VariableSet_33771) LITERAL: Cannot Deploy: Not Underwater(/Game/Extinction/CoreBlueprints/Weapons/WeapEmptyCryopod.WeapEmptyCryopod:BPTryFireWeapon.K2Node_CallFunction_230297) LITERAL: Ingest(/Game/Extinction/CoreBlueprints/Weapons/WeapEmptyCryopod.WeapEmptyCryopod:EventGraph.K2Node_CallFunction_238949) LITERAL: Ingest(/Game/Extinction/CoreBlueprints/Weapons/WeapEmptyCryopod.WeapEmptyCryopod:EventGraph.K2Node_CallFunction_247378) LITERAL: StartIngestion(/Game/Extinction/CoreBlueprints/Weapons/WeapEmptyCryopod.WeapEmptyCryopod:EventGraph.K2Node_CallFunction_249925) LITERAL: FEMALE(/Game/Extinction/CoreBlueprints/Weapons/WeapEmptyCryopod.WeapEmptyCryopod:EventGraph.K2Node_VariableSet_32835) LITERAL: MALE(/Game/Extinction/CoreBlueprints/Weapons/WeapEmptyCryopod.WeapEmptyCryopod:EventGraph.K2Node_VariableSet_33203) LITERAL: NEUTERED(/Game/Extinction/CoreBlueprints/Weapons/WeapEmptyCryopod.WeapEmptyCryopod:EventGraph.K2Node_VariableSet_33739) LITERAL: _C_(/Game/Extinction/CoreBlueprints/Weapons/WeapEmptyCryopod.WeapEmptyCryopod:GetContainedDinoClass.K2Node_CallFunction_210648) LITERAL: Frozen by ID: (/Game/Extinction/CoreBlueprints/Weapons/WeapEmptyCryopod.WeapEmptyCryopod:ReportSuccess.K2Node_CallFunction_194671) LITERAL: froze (/Game/Extinction/CoreBlueprints/Weapons/WeapEmptyCryopod.WeapEmptyCryopod:ReportSuccess.K2Node_CallFunction_199258) LITERAL: You froze (/Game/Extinction/CoreBlueprints/Weapons/WeapEmptyCryopod.WeapEmptyCryopod:ReportSuccess.K2Node_CallFunction_207254) LITERAL: Cannot Deploy: (/Game/Extinction/CoreBlueprints/Projectiles/ProjCryopod.ProjCryopod:EventGraph.K2Node_CallFunction_261003) CONTENT: Cryofridge(/Engine/Transient.REINST_CryoFridge_C_0) CONTENT: Cryofridge(/Game/Extinction/CoreBlueprints/Items/PrimalItemStructure_CryoFridge.Default__PrimalItemStructure_CryoFridge_C) CONTENT: Requires electricity to run. Keeps Cryopods alive forever!(/Game/Extinction/CoreBlueprints/Items/PrimalItemStructure_CryoFridge.Default__PrimalItemStructure_CryoFridge_C) CONTENT: Structures(/Game/Extinction/CoreBlueprints/Items/PrimalItemStructure_CryoFridge.Default__PrimalItemStructure_CryoFridge_C) CONTENT: Electric(/Game/Extinction/CoreBlueprints/Items/PrimalItemStructure_CryoFridge.Default__PrimalItemStructure_CryoFridge_C) CONTENT: Loot it!(/Engine/Transient.REINST_PrimalInventoryBP_SupplyCrate_C_0) CONTENT: Supply Crate(/Engine/Transient.REINST_PrimalInventoryBP_SupplyCrate_C_0) CONTENT: Tek Replicator(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekReplicator.Default__PrimalItemStructure_TekReplicator_C) CONTENT: Place materials along with blueprints in this to create Tek items, and many other items. Requires Element to run, and Tek Engram to use.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekReplicator.Default__PrimalItemStructure_TekReplicator_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekReplicator.Default__PrimalItemStructure_TekReplicator_C) CONTENT: Crafting(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekReplicator.Default__PrimalItemStructure_TekReplicator_C) LITERAL: InitGlider(/Game/Aberration/CoreBlueprints/Buffs/Buff_Glider.Buff_Glider:EventGraph.K2Node_CallFunction_49580) LITERAL: NO OWNER FOUND(/Game/Aberration/CoreBlueprints/Buffs/Buff_Glider.Buff_Glider:EventGraph.K2Node_CallFunction_50084) LITERAL: NET SET GLIDER STATE :: (/Game/Aberration/CoreBlueprints/Buffs/Buff_Glider.Buff_Glider:NetSetCurrentGliderState.K2Node_CallFunction_58982) LITERAL: PREVENTED STATE :: (/Game/Aberration/CoreBlueprints/Buffs/Buff_Glider.Buff_Glider:NetSetCurrentGliderState.K2Node_CallFunction_59197) LITERAL: boss(/Game/Aberration/CoreBlueprints/Buffs/Buff_Glider.Buff_Glider:Clamp LocationZ.K2Node_CallFunction_70112) LITERAL: :: (/Game/Aberration/CoreBlueprints/Buffs/Buff_Glider.Buff_Glider:ServerTick_UpdateGlideVelocity.K2Node_CallFunction_190002) LITERAL: AttachWingVFX(/Game/Aberration/CoreBlueprints/Buffs/Buff_Glider.Buff_Glider:AttachWingVFX.K2Node_CallFunction_274852) LITERAL: HEIGHT GAINED :: (/Game/Aberration/CoreBlueprints/Buffs/Buff_Glider.Buff_Glider:ServerTick_UpdateHighestZ.K2Node_CallFunction_70893) CONTENT: Glider Suit(/Engine/Transient.REINST_PrimalItemArmor_Glider_C_0) CONTENT: When attached to a Chest Armor, the Glider Suit enables sailing through the air by double-tapping jump, while gaining speed by running and diving!(/Engine/Transient.REINST_PrimalItemArmor_Glider_C_0) CONTENT: Armor(/Engine/Transient.REINST_PrimalItemArmor_Glider_C_0) CONTENT: Attachments(/Engine/Transient.REINST_PrimalItemArmor_Glider_C_0) CONTENT: Glider Suit(/Engine/Transient.Default__REINST_PrimalItemArmor_Glider_C_4384) CONTENT: When attached to a Chest Armor, the Glider Suit enables sailing through the air by double-tapping jump, while gaining speed by running and diving!(/Engine/Transient.Default__REINST_PrimalItemArmor_Glider_C_4384) CONTENT: Armor(/Engine/Transient.Default__REINST_PrimalItemArmor_Glider_C_4384) CONTENT: Attachments(/Engine/Transient.Default__REINST_PrimalItemArmor_Glider_C_4384) CONTENT: Glider Suit(/Engine/Transient.REINST_PrimalItemArmor_Glider_C_1) CONTENT: When attached to a Chest Armor, the Glider Suit enables sailing through the air by double-tapping jump, while gaining speed by running and diving!(/Engine/Transient.REINST_PrimalItemArmor_Glider_C_1) CONTENT: Armor(/Engine/Transient.REINST_PrimalItemArmor_Glider_C_1) CONTENT: Attachments(/Engine/Transient.REINST_PrimalItemArmor_Glider_C_1) LITERAL: EndMoveAlongZipline(/Game/Aberration/CoreBlueprints/Buffs/Buff_Zipline_Base.Buff_Zipline_Base:End Move Along Zipline.K2Node_CallFunction_589686) LITERAL: IsStillColliding(/Game/Aberration/CoreBlueprints/Buffs/Buff_Zipline_Base.Buff_Zipline_Base:HandleCollision.K2Node_CallFunction_69830) LITERAL: IsStillColliding(/Game/Aberration/CoreBlueprints/Buffs/Buff_Zipline_Base.Buff_Zipline_Base:HandleCollision.K2Node_CallFunction_69831) LITERAL: HitEnd HitMotorState: (/Game/Aberration/CoreBlueprints/Buffs/Buff_Zipline_Base.Buff_Zipline_Base:HitZiplineEndStop.K2Node_CallFunction_264025) LITERAL: HitEnd CurrentMotorState:(/Game/Aberration/CoreBlueprints/Buffs/Buff_Zipline_Base.Buff_Zipline_Base:HitZiplineEndStop.K2Node_CallFunction_264027) LITERAL: IsStillColliding(/Game/Aberration/CoreBlueprints/Buffs/Buff_Zipline_Base.Buff_Zipline_Base:IsStillColliding.K2Node_CallFunction_72165) LITERAL: UnblockedMotor NewState:(/Game/Aberration/CoreBlueprints/Buffs/Buff_Zipline_Base.Buff_Zipline_Base:SetMotorState.K2Node_CallFunction_128169) LITERAL: SetMotorState: (/Game/Aberration/CoreBlueprints/Buffs/Buff_Zipline_Base.Buff_Zipline_Base:SetMotorState.K2Node_CallFunction_128458) LITERAL: UnblockedMotor HitState:(/Game/Aberration/CoreBlueprints/Buffs/Buff_Zipline_Base.Buff_Zipline_Base:SetMotorState.K2Node_CallFunction_128461) LITERAL: TickMoveAlongZipline(/Game/Aberration/CoreBlueprints/Buffs/Buff_Zipline_Base.Buff_Zipline_Base:TickMoveAlongZipline.K2Node_CallFunction_88404) CONTENT: Zipline Anchor(/Engine/Transient.REINST_Zipline_Anchor_C_0) CONTENT: Electric Immunity(/Game/Aberration/CoreBlueprints/Buffs/Buff_Electrocuted_Rockwell_Immune.Default__Buff_Electrocuted_Rockwell_Immune_C) CONTENT: You cannot be shocked for a time...(/Game/Aberration/CoreBlueprints/Buffs/Buff_Electrocuted_Rockwell_Immune.Default__Buff_Electrocuted_Rockwell_Immune_C) CONTENT: Electrocuted!(/Engine/Transient.REINST_Buff_Electrocuted_Rockwell_C_0) CONTENT: Shocking!(/Engine/Transient.REINST_Buff_Electrocuted_Rockwell_C_0) CONTENT: Electrocuted!(/Engine/Transient.Default__REINST_Buff_Electrocuted_Rockwell_C_4401) CONTENT: Shocking!(/Engine/Transient.Default__REINST_Buff_Electrocuted_Rockwell_C_4401) CONTENT: Electrocuted!(/Engine/Transient.REINST_Buff_Electrocuted_Rockwell_C_1) CONTENT: Shocking!(/Engine/Transient.REINST_Buff_Electrocuted_Rockwell_C_1) LITERAL: Ride Zipline Motor(/Game/Aberration/Structures/Zipline/Zipline_Anchor.Zipline_Anchor:BPGetMultiUseEntries.K2Node_CallFunction_44315) LITERAL: Ride Zipline(/Game/Aberration/Structures/Zipline/Zipline_Anchor.Zipline_Anchor:BPGetMultiUseEntries.K2Node_CallFunction_44315) LITERAL: InitLinkedAnchorClient(/Game/Aberration/Structures/Zipline/Zipline_Anchor.Zipline_Anchor:InitLinkedAnchorClient.K2Node_CallFunction_35546) LITERAL: CheckPathTraceResult: (/Game/Aberration/Structures/Zipline/Zipline_Anchor.Zipline_Anchor:IsZiplineBlocked.K2Node_CallFunction_138681) LITERAL: SecondObstructionTraceFailed(/Game/Aberration/Structures/Zipline/Zipline_Anchor.Zipline_Anchor:IsZiplineBlocked.K2Node_CallFunction_138701) LITERAL: Zipline blocked!(/Game/Aberration/Structures/Zipline/Zipline_Anchor.Zipline_Anchor:RideZipline.K2Node_CallFunction_96243) CONTENT: Parachuting(/Engine/Transient.REINST_Buff_Parachute_C_0) CONTENT: You've got a parachute on!(/Engine/Transient.REINST_Buff_Parachute_C_0) CONTENT: Parachute Enabled!(/Engine/Transient.REINST_Buff_Parachute_C_0) CONTENT: Parachuting(/Engine/Transient.Default__REINST_Buff_Parachute_C_4414) CONTENT: You've got a parachute on!(/Engine/Transient.Default__REINST_Buff_Parachute_C_4414) CONTENT: Parachute Enabled!(/Engine/Transient.Default__REINST_Buff_Parachute_C_4414) CONTENT: Parachuting(/Engine/Transient.REINST_Buff_Parachute_C_1) CONTENT: You've got a parachute on!(/Engine/Transient.REINST_Buff_Parachute_C_1) CONTENT: Parachute Enabled!(/Engine/Transient.REINST_Buff_Parachute_C_1) LITERAL: BPDeactivate(/Game/Aberration/CoreBlueprints/Buffs/Buff_Zipline_CaveWolf.Buff_Zipline_CaveWolf:End Move Along Zipline.K2Node_CallFunction_73630) LITERAL: RunPressed(/Game/Aberration/CoreBlueprints/Buffs/Buff_Zipline_CaveWolf.Buff_Zipline_CaveWolf:EventGraph.K2Node_CallFunction_185247) LITERAL: RunPressed(/Game/Aberration/CoreBlueprints/Buffs/Buff_Zipline_CaveWolf.Buff_Zipline_CaveWolf:EventGraph.K2Node_CallFunction_63993) LITERAL: Can't flip here!(/Game/Aberration/CoreBlueprints/Buffs/Buff_Zipline_CaveWolf.Buff_Zipline_CaveWolf:EventGraph.K2Node_CallFunction_69680) LITERAL: Can't flip here!(/Game/Aberration/CoreBlueprints/Buffs/Buff_Zipline_CaveWolf.Buff_Zipline_CaveWolf:EventGraph.K2Node_CallFunction_72395) LITERAL: RunPressed(/Game/Aberration/CoreBlueprints/Buffs/Buff_Zipline_CaveWolf.Buff_Zipline_CaveWolf:EventGraph.K2Node_CallFunction_83701) LITERAL: IsStillColliding(/Game/Aberration/CoreBlueprints/Buffs/Buff_Zipline_CaveWolf.Buff_Zipline_CaveWolf:HandleCollision.K2Node_CallFunction_69830) LITERAL: IsStillColliding(/Game/Aberration/CoreBlueprints/Buffs/Buff_Zipline_CaveWolf.Buff_Zipline_CaveWolf:HandleCollision.K2Node_CallFunction_69831) LITERAL: IsStillColliding(/Game/Aberration/CoreBlueprints/Buffs/Buff_Zipline_CaveWolf.Buff_Zipline_CaveWolf:IsStillColliding.K2Node_CallFunction_72165) CONTENT: Cute(/Engine/Transient.REINST_CaveWolf_Character_BP_C_0) CONTENT: Action(/Engine/Transient.REINST_CaveWolf_Character_BP_C_0) CONTENT: Action2(/Engine/Transient.REINST_CaveWolf_Character_BP_C_0) CONTENT: Move(/Engine/Transient.REINST_CaveWolf_Character_BP_C_0) CONTENT: Spine_02(/Engine/Transient.REINST_CaveWolf_Character_BP_C_0) CONTENT: Ravager(/Engine/Transient.REINST_CaveWolf_Character_BP_C_0) CONTENT: Gashed!(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_Gashed.Default__Buff_Gashed_C) CONTENT: You are gashed! You are losing 5% of your health over time and are slowed!(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_Gashed.Default__Buff_Gashed_C) CONTENT: You've been Gashed!(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_Gashed.Default__Buff_Gashed_C) CONTENT: Raw Mutton(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_RawMutton.Default__PrimalItemConsumable_RawMutton_C) CONTENT: Cooked Lamb Chop(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_CookedLambChop.Default__PrimalItemConsumable_CookedLambChop_C) CONTENT: Sates your hunger, and provides health while being digested. More effective than prime meat. Wild carnivores LOVE this meat!(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_CookedLambChop.Default__PrimalItemConsumable_CookedLambChop_C) CONTENT: Body Main(/Game/Aberration/CoreBlueprints/DinoColorSet_CaveWolf.Default__DinoColorSet_CaveWolf_C) CONTENT: **Not Used**(/Game/Aberration/CoreBlueprints/DinoColorSet_CaveWolf.Default__DinoColorSet_CaveWolf_C) CONTENT: **Not Used**(/Game/Aberration/CoreBlueprints/DinoColorSet_CaveWolf.Default__DinoColorSet_CaveWolf_C) CONTENT: **Not Used**(/Game/Aberration/CoreBlueprints/DinoColorSet_CaveWolf.Default__DinoColorSet_CaveWolf_C) CONTENT: Underbelly(/Game/Aberration/CoreBlueprints/DinoColorSet_CaveWolf.Default__DinoColorSet_CaveWolf_C) CONTENT: Top Highlights(/Game/Aberration/CoreBlueprints/DinoColorSet_CaveWolf.Default__DinoColorSet_CaveWolf_C) LITERAL: BPDeactivate(/Game/Aberration/CoreBlueprints/Buffs/Buff_Zipline_DinoBase.Buff_Zipline_DinoBase:End Move Along Zipline.K2Node_CallFunction_73630) LITERAL: RunPressed(/Game/Aberration/CoreBlueprints/Buffs/Buff_Zipline_DinoBase.Buff_Zipline_DinoBase:EventGraph.K2Node_CallFunction_185247) LITERAL: SetFinishedDetach(/Game/Aberration/CoreBlueprints/Buffs/Buff_Zipline_DinoBase.Buff_Zipline_DinoBase:EventGraph.K2Node_CallFunction_267157) LITERAL: RunPressed(/Game/Aberration/CoreBlueprints/Buffs/Buff_Zipline_DinoBase.Buff_Zipline_DinoBase:EventGraph.K2Node_CallFunction_63993) LITERAL: Can't flip here!(/Game/Aberration/CoreBlueprints/Buffs/Buff_Zipline_DinoBase.Buff_Zipline_DinoBase:EventGraph.K2Node_CallFunction_69680) LITERAL: Can't flip here!(/Game/Aberration/CoreBlueprints/Buffs/Buff_Zipline_DinoBase.Buff_Zipline_DinoBase:EventGraph.K2Node_CallFunction_72395) LITERAL: RunPressed(/Game/Aberration/CoreBlueprints/Buffs/Buff_Zipline_DinoBase.Buff_Zipline_DinoBase:EventGraph.K2Node_CallFunction_83701) LITERAL: IsStillColliding(/Game/Aberration/CoreBlueprints/Buffs/Buff_Zipline_DinoBase.Buff_Zipline_DinoBase:HandleCollision.K2Node_CallFunction_69830) LITERAL: IsStillColliding(/Game/Aberration/CoreBlueprints/Buffs/Buff_Zipline_DinoBase.Buff_Zipline_DinoBase:HandleCollision.K2Node_CallFunction_69831) LITERAL: IsStillColliding(/Game/Aberration/CoreBlueprints/Buffs/Buff_Zipline_DinoBase.Buff_Zipline_DinoBase:IsStillColliding.K2Node_CallFunction_72165) LITERAL: UnblockedMotor NewState:(/Game/Aberration/CoreBlueprints/Buffs/Buff_Zipline_DinoBase.Buff_Zipline_DinoBase:SetMotorState.K2Node_CallFunction_128169) LITERAL: SetMotorState: (/Game/Aberration/CoreBlueprints/Buffs/Buff_Zipline_DinoBase.Buff_Zipline_DinoBase:SetMotorState.K2Node_CallFunction_128458) LITERAL: UnblockedMotor HitState:(/Game/Aberration/CoreBlueprints/Buffs/Buff_Zipline_DinoBase.Buff_Zipline_DinoBase:SetMotorState.K2Node_CallFunction_128461) LITERAL: TickMoveAlongZipline(/Game/Aberration/CoreBlueprints/Buffs/Buff_Zipline_DinoBase.Buff_Zipline_DinoBase:TickMoveAlongZipline.K2Node_CallFunction_88404) CONTENT: Gigantopithecus(/Engine/Transient.REINST_DinoCharacter_BP_Zipline_C_0) LITERAL: DoZiplineTurn(/Game/PrimalEarth/Dinos/Bigfoot/DinoCharacter_BP_Zipline.DinoCharacter_BP_Zipline:EventGraph.K2Node_CallFunction_140133) LITERAL: DoZiplineTurn(/Game/PrimalEarth/Dinos/Bigfoot/DinoCharacter_BP_Zipline.DinoCharacter_BP_Zipline:EventGraph.K2Node_CallFunction_211045) LITERAL: Can't attach here!(/Game/PrimalEarth/Dinos/Bigfoot/DinoCharacter_BP_Zipline.DinoCharacter_BP_Zipline:EventGraph.K2Node_CallFunction_69680) LITERAL: Set ZiplineJumping(/Game/PrimalEarth/Dinos/Bigfoot/DinoCharacter_BP_Zipline.DinoCharacter_BP_Zipline:EventGraph.K2Node_CallFunction_74432) LITERAL: ZiplineJumpNoti passed(/Game/PrimalEarth/Dinos/Bigfoot/DinoCharacter_BP_Zipline.DinoCharacter_BP_Zipline:EventGraph.K2Node_CallFunction_75659) LITERAL: ResetJumping(/Game/PrimalEarth/Dinos/Bigfoot/DinoCharacter_BP_Zipline.DinoCharacter_BP_Zipline:InterpMeshRelativeTransform.K2Node_CallFunction_97210) LITERAL: (/Game/Extinction/CoreBlueprints/Environment/City/BP_OverseerText_EX.BP_OverseerText_EX:EventGraph.K2Node_CallFunction_35617) LITERAL: NUM ASCENSIONS(/Game/Extinction/CoreBlueprints/Environment/City/BP_OverseerText_EX.BP_OverseerText_EX:EventGraph.K2Node_CallFunction_37145) LITERAL: CheckHelmet(/Game/Extinction/CoreBlueprints/Environment/City/BP_OverseerText_EX.BP_OverseerText_EX:EventGraph.K2Node_CallFunction_42210) LITERAL: CheckHelmet(/Game/Extinction/CoreBlueprints/Environment/City/BP_OverseerText_EX.BP_OverseerText_EX:EventGraph.K2Node_CallFunction_34907) LITERAL:
(/Game/Extinction/CoreBlueprints/Environment/City/BP_OverseerText_EX.BP_OverseerText_EX:RenderOriginalText.K2Node_CallFunction_98119) LITERAL: (/Game/Extinction/CoreBlueprints/Environment/City/BP_OverseerText_EX.BP_OverseerText_EX:Setup.K2Node_CallFunction_57116) LITERAL: 0200(/Game/Extinction/CoreBlueprints/Environment/City/BP_OverseerText_EX.BP_OverseerText_EX:Setup.K2Node_CallFunction_33766) LITERAL:
(/Game/Extinction/CoreBlueprints/Environment/City/BP_OverseerText_EX.BP_OverseerText_EX:Setup.K2Node_CallFunction_46914) LITERAL: (/Game/Extinction/CoreBlueprints/Environment/City/BP_OverseerText_EX.BP_OverseerText_EX:Setup.K2Node_CallFunction_21380) LITERAL:


(/Game/Extinction/CoreBlueprints/Environment/City/BP_OverseerText_EX.BP_OverseerText_EX:Setup.K2Node_CallFunction_42783) LITERAL:
(/Game/Extinction/CoreBlueprints/Environment/City/BP_OverseerText_EX.BP_OverseerText_EX:SplitEveryOtherLine.K2Node_CallFunction_19637) LITERAL:
(/Game/Extinction/CoreBlueprints/Environment/City/BP_OverseerText_EX.BP_OverseerText_EX:SplitEveryOtherLine.K2Node_CallFunction_25108) LITERAL:
(/Game/Extinction/CoreBlueprints/Environment/City/BP_OverseerText_EX.BP_OverseerText_EX:SplitEveryOtherLine.K2Node_CallFunction_24962) CONTENT: Gigantopithecus(/Engine/Transient.Default__REINST_DinoCharacter_BP_Zipline_C_4455) CONTENT: Gigantopithecus(/Engine/Transient.REINST_DinoCharacter_BP_Zipline_C_1) LITERAL: DoZiplineTurn(/Game/Aberration/Dinos/CaveWolf/CaveWolf_Character_BP.CaveWolf_Character_BP:EventGraph.K2Node_CallFunction_140133) LITERAL: DoZiplineTurn(/Game/Aberration/Dinos/CaveWolf/CaveWolf_Character_BP.CaveWolf_Character_BP:EventGraph.K2Node_CallFunction_211045) LITERAL: Set ZiplineJumping(/Game/Aberration/Dinos/CaveWolf/CaveWolf_Character_BP.CaveWolf_Character_BP:EventGraph.K2Node_CallFunction_74432) LITERAL: ZiplineJumpNoti passed(/Game/Aberration/Dinos/CaveWolf/CaveWolf_Character_BP.CaveWolf_Character_BP:EventGraph.K2Node_CallFunction_75659) LITERAL: // (/Game/Aberration/Dinos/CaveWolf/CaveWolf_Character_BP.CaveWolf_Character_BP:InterpCaveWolfMeshRelativeTransform.K2Node_CallFunction_117548) LITERAL: ResetJumping(/Game/Aberration/Dinos/CaveWolf/CaveWolf_Character_BP.CaveWolf_Character_BP:InterpCaveWolfMeshRelativeTransform.K2Node_CallFunction_97210) LITERAL: SOFT SET TRANSFORM(/Game/Aberration/Dinos/CaveWolf/CaveWolf_Character_BP.CaveWolf_Character_BP:SoftSetCaveWolfTransform.K2Node_CallFunction_134312) LITERAL: GetOffZipline_TK::(/Game/PrimalEarth/CoreAI/CaveWolf_GetOffZipline_TK.CaveWolf_GetOffZipline_TK:ReceiveExecute.K2Node_CallFunction_199242) LITERAL: TryAttach::(/Game/PrimalEarth/CoreAI/CaveWolf_TryAttachToZipline_TK.CaveWolf_TryAttachToZipline_TK:ReceiveExecute.K2Node_CallFunction_348685) LITERAL: TryAttach::(/Game/PrimalEarth/CoreAI/CaveWolf_TryAttachToZipline_TK.CaveWolf_TryAttachToZipline_TK:ReceiveExecute.K2Node_CallFunction_199242) LITERAL: IsTurning(/Game/PrimalEarth/CoreAI/CaveWolf_ZiplineFaceTarget_TK.CaveWolf_ZiplineFaceTarget_TK:ReceiveTick.K2Node_CallFunction_278637) CONTENT: Cute(/Engine/Transient.Default__REINST_CaveWolf_Character_BP_C_4572) CONTENT: Action(/Engine/Transient.Default__REINST_CaveWolf_Character_BP_C_4572) CONTENT: Action2(/Engine/Transient.Default__REINST_CaveWolf_Character_BP_C_4572) CONTENT: Move(/Engine/Transient.Default__REINST_CaveWolf_Character_BP_C_4572) CONTENT: Spine_02(/Engine/Transient.Default__REINST_CaveWolf_Character_BP_C_4572) CONTENT: Ravager(/Engine/Transient.Default__REINST_CaveWolf_Character_BP_C_4572) CONTENT: Cute(/Engine/Transient.REINST_CaveWolf_Character_BP_C_1) CONTENT: Action(/Engine/Transient.REINST_CaveWolf_Character_BP_C_1) CONTENT: Action2(/Engine/Transient.REINST_CaveWolf_Character_BP_C_1) CONTENT: Move(/Engine/Transient.REINST_CaveWolf_Character_BP_C_1) CONTENT: Spine_02(/Engine/Transient.REINST_CaveWolf_Character_BP_C_1) CONTENT: Ravager(/Engine/Transient.REINST_CaveWolf_Character_BP_C_1) CONTENT: Zip-Line Motor Attachment(/Engine/Transient.REINST_PrimalItemArmor_ZiplineMotor_C_0) CONTENT: Equip onto pants and combine with Gasoline to power yourself up a Zip-Line.(/Engine/Transient.REINST_PrimalItemArmor_ZiplineMotor_C_0) CONTENT: Gas(/Engine/Transient.REINST_PrimalItemArmor_ZiplineMotor_C_0) CONTENT: Gasoline(/Engine/Transient.REINST_PrimalItemArmor_ZiplineMotor_C_0) CONTENT: Armor(/Engine/Transient.REINST_PrimalItemArmor_ZiplineMotor_C_0) CONTENT: Attachments(/Engine/Transient.REINST_PrimalItemArmor_ZiplineMotor_C_0) LITERAL: No gasoline custom data found!(/Game/Aberration/CoreBlueprints/Buffs/Buff_Zipline_Motorized.Buff_Zipline_Motorized:EventGraph.K2Node_CallFunction_297441) LITERAL: %(/Game/Aberration/CoreBlueprints/Items/Armor/PrimalItemArmor_ZiplineMotor.PrimalItemArmor_ZiplineMotor:BPGetCustomInventoryWidgetText.K2Node_CallFunction_35418) LITERAL: %(/Game/Aberration/CoreBlueprints/Items/Armor/PrimalItemArmor_ZiplineMotor.PrimalItemArmor_ZiplineMotor:BPGetSkinnedCustomInventoryWidgetText.K2Node_CallFunction_35418) LITERAL: {ItemDescription}{LineBreak}Gasoline: {Current}/{Max}(/Game/Aberration/CoreBlueprints/Items/Armor/PrimalItemArmor_ZiplineMotor.PrimalItemArmor_ZiplineMotor:SetGasolineDescription.K2Node_FormatText_8) LITERAL: \n\n(/Game/Aberration/CoreBlueprints/Items/Armor/PrimalItemArmor_ZiplineMotor.PrimalItemArmor_ZiplineMotor:SetGasolineDescription.K2Node_FormatText_8) LITERAL: %(/Game/Aberration/CoreBlueprints/Buffs/Buff_Zipline_Motorized.Buff_Zipline_Motorized:BPDrawBuffStatusHUD.K2Node_CallFunction_49327) LITERAL: Hud found no custom data!(/Game/Aberration/CoreBlueprints/Buffs/Buff_Zipline_Motorized.Buff_Zipline_Motorized:BPDrawBuffStatusHUD.K2Node_CallFunction_323929) LITERAL: Zip Gas(/Game/Aberration/CoreBlueprints/Buffs/Buff_Zipline_Motorized.Buff_Zipline_Motorized:BPDrawBuffStatusHUD.K2Node_CallFunction_24950) LITERAL: Motor out of gas!(/Game/Aberration/CoreBlueprints/Buffs/Buff_Zipline_Motorized.Buff_Zipline_Motorized:Try Refill Gas.K2Node_CallFunction_82095) LITERAL: Gas refilled!(/Game/Aberration/CoreBlueprints/Buffs/Buff_Zipline_Motorized.Buff_Zipline_Motorized:Try Refill Gas.K2Node_CallFunction_82100) CONTENT: Zip-Line Motor Attachment(/Engine/Transient.Default__REINST_PrimalItemArmor_ZiplineMotor_C_4600) CONTENT: Equip onto pants and combine with Gasoline to power yourself up a Zip-Line.(/Engine/Transient.Default__REINST_PrimalItemArmor_ZiplineMotor_C_4600) CONTENT: Gas(/Engine/Transient.Default__REINST_PrimalItemArmor_ZiplineMotor_C_4600) CONTENT: Gasoline(/Engine/Transient.Default__REINST_PrimalItemArmor_ZiplineMotor_C_4600) CONTENT: Armor(/Engine/Transient.Default__REINST_PrimalItemArmor_ZiplineMotor_C_4600) CONTENT: Attachments(/Engine/Transient.Default__REINST_PrimalItemArmor_ZiplineMotor_C_4600) LITERAL: {ItemDescription}{LineBreak}Gasoline: {Current}/{Max}(/Game/Aberration/CoreBlueprints/Items/Armor/PrimalItemArmor_ZiplineMotor.PrimalItemArmor_ZiplineMotor:EdGraph_12800.K2Node_CallFunction_29881) LITERAL: ItemDescription(/Game/Aberration/CoreBlueprints/Items/Armor/PrimalItemArmor_ZiplineMotor.PrimalItemArmor_ZiplineMotor:EdGraph_12800.K2Node_MakeStruct_105) LITERAL: LineBreak(/Game/Aberration/CoreBlueprints/Items/Armor/PrimalItemArmor_ZiplineMotor.PrimalItemArmor_ZiplineMotor:EdGraph_12800.K2Node_MakeStruct_106) LITERAL: \n\n(/Game/Aberration/CoreBlueprints/Items/Armor/PrimalItemArmor_ZiplineMotor.PrimalItemArmor_ZiplineMotor:EdGraph_12800.K2Node_MakeStruct_106) LITERAL: Current(/Game/Aberration/CoreBlueprints/Items/Armor/PrimalItemArmor_ZiplineMotor.PrimalItemArmor_ZiplineMotor:EdGraph_12800.K2Node_MakeStruct_107) LITERAL: Max(/Game/Aberration/CoreBlueprints/Items/Armor/PrimalItemArmor_ZiplineMotor.PrimalItemArmor_ZiplineMotor:EdGraph_12800.K2Node_MakeStruct_108) CONTENT: Zip-Line Motor Attachment(/Engine/Transient.REINST_PrimalItemArmor_ZiplineMotor_C_1) CONTENT: Equip onto pants and combine with Gasoline to power yourself up a Zip-Line.(/Engine/Transient.REINST_PrimalItemArmor_ZiplineMotor_C_1) CONTENT: Gas(/Engine/Transient.REINST_PrimalItemArmor_ZiplineMotor_C_1) CONTENT: Gasoline(/Engine/Transient.REINST_PrimalItemArmor_ZiplineMotor_C_1) CONTENT: Armor(/Engine/Transient.REINST_PrimalItemArmor_ZiplineMotor_C_1) CONTENT: Attachments(/Engine/Transient.REINST_PrimalItemArmor_ZiplineMotor_C_1) CONTENT: Zipline Anchor(/Engine/Transient.Default__REINST_Zipline_Anchor_C_4614) CONTENT: Zipline Anchor(/Engine/Transient.REINST_Zipline_Anchor_C_1) CONTENT: Climbing Pick(/Game/Aberration/CoreBlueprints/Weapons/PrimalItem_WeaponClimbPick.Default__PrimalItem_WeaponClimbPick_C) CONTENT: Climb up and hang from nearly any surface with these!(/Game/Aberration/CoreBlueprints/Weapons/PrimalItem_WeaponClimbPick.Default__PrimalItem_WeaponClimbPick_C) CONTENT: Misc(/Game/Aberration/CoreBlueprints/Weapons/PrimalItem_WeaponClimbPick.Default__PrimalItem_WeaponClimbPick_C) LITERAL: HitWall(/Game/Aberration/CoreBlueprints/Projectiles/ProjZiplineAnchor.ProjZiplineAnchor:CheckForInvisibleWall.K2Node_CallFunction_137324) LITERAL: HitWall(/Game/Aberration/CoreBlueprints/Projectiles/ProjZiplineAnchor.ProjZiplineAnchor:CheckForInvisibleWall.K2Node_CallFunction_138753) LITERAL: Secondary Hit(/Game/Aberration/CoreBlueprints/Projectiles/ProjZiplineAnchor.ProjZiplineAnchor:EventGraph.K2Node_CallFunction_217104) LITERAL: InValid Weapon!(/Game/Aberration/CoreBlueprints/Projectiles/ProjZiplineAnchor.ProjZiplineAnchor:EventGraph.K2Node_CallFunction_56269) LITERAL: AttachedToSecondary(/Game/Aberration/CoreBlueprints/Projectiles/ProjZiplineAnchor.ProjZiplineAnchor:EventGraph.K2Node_CallFunction_56270) LITERAL: InValidCableAndAttachedToSecondary(/Game/Aberration/CoreBlueprints/Projectiles/ProjZiplineAnchor.ProjZiplineAnchor:EventGraph.K2Node_CallFunction_56271) LITERAL: AttachedToPrimaryAnchor(/Game/Aberration/CoreBlueprints/Projectiles/ProjZiplineAnchor.ProjZiplineAnchor:EventGraph.K2Node_CallFunction_98969) LITERAL: Bounds(/Game/Aberration/CoreBlueprints/Projectiles/ProjZiplineAnchor.ProjZiplineAnchor:HitValidForAttachment.K2Node_CallFunction_65065) CONTENT: Zip-Line Anchor(/Game/Aberration/CoreBlueprints/Weapons/PrimalItemAmmo_Zipline.Default__PrimalItemAmmo_Zipline_C) CONTENT: Apply onto a Crossbow to fire Zip-Line anchor points. Use two anchor points to complete a Zip-Line, which you can then grab onto.(/Game/Aberration/CoreBlueprints/Weapons/PrimalItemAmmo_Zipline.Default__PrimalItemAmmo_Zipline_C) CONTENT: Weapons(/Game/Aberration/CoreBlueprints/Weapons/PrimalItemAmmo_Zipline.Default__PrimalItemAmmo_Zipline_C) CONTENT: Ammo(/Game/Aberration/CoreBlueprints/Weapons/PrimalItemAmmo_Zipline.Default__PrimalItemAmmo_Zipline_C) LITERAL: Can't place zipline end-point here!(/Game/Aberration/CoreBlueprints/Weapons/WeapCrossbow_Zipline.WeapCrossbow_Zipline:EventGraph.K2Node_CallFunction_68352) LITERAL: Bounds(/Game/Aberration/CoreBlueprints/Weapons/WeapCrossbow_Zipline.WeapCrossbow_Zipline:IsValidHitLocationForAttachment.K2Node_CallFunction_65065) CONTENT: Basilisk Saddle(/Game/Aberration/Dinos/Basilisk/PrimalItemArmor_BasiliskSaddle.Default__PrimalItemArmor_BasiliskSaddle_C) CONTENT: Equip a Basilisk with this to ride it.(/Game/Aberration/Dinos/Basilisk/PrimalItemArmor_BasiliskSaddle.Default__PrimalItemArmor_BasiliskSaddle_C) CONTENT: Saddles(/Game/Aberration/Dinos/Basilisk/PrimalItemArmor_BasiliskSaddle.Default__PrimalItemArmor_BasiliskSaddle_C) CONTENT: Ravager Saddle(/Game/Aberration/Dinos/CaveWolf/PrimalItemArmor_CavewolfSaddle.Default__PrimalItemArmor_CavewolfSaddle_C) CONTENT: Equip a Ravager with this to ride it.(/Game/Aberration/Dinos/CaveWolf/PrimalItemArmor_CavewolfSaddle.Default__PrimalItemArmor_CavewolfSaddle_C) CONTENT: Saddles(/Game/Aberration/Dinos/CaveWolf/PrimalItemArmor_CavewolfSaddle.Default__PrimalItemArmor_CavewolfSaddle_C) CONTENT: Karkinos Saddle(/Game/Aberration/Dinos/Crab/PrimalItemArmor_CrabSaddle.Default__PrimalItemArmor_CrabSaddle_C) CONTENT: Equip a Karkinos with this to ride it.(/Game/Aberration/Dinos/Crab/PrimalItemArmor_CrabSaddle.Default__PrimalItemArmor_CrabSaddle_C) CONTENT: Saddles(/Game/Aberration/Dinos/Crab/PrimalItemArmor_CrabSaddle.Default__PrimalItemArmor_CrabSaddle_C) CONTENT: Roll Rat Saddle(/Game/Aberration/Dinos/MoleRat/PrimalItemArmor_MoleRatSaddle.Default__PrimalItemArmor_MoleRatSaddle_C) CONTENT: Equip a Roll Rat with this to ride it. Provides protection to passengers while rolling.(/Game/Aberration/Dinos/MoleRat/PrimalItemArmor_MoleRatSaddle.Default__PrimalItemArmor_MoleRatSaddle_C) CONTENT: Saddles(/Game/Aberration/Dinos/MoleRat/PrimalItemArmor_MoleRatSaddle.Default__PrimalItemArmor_MoleRatSaddle_C) CONTENT: Board Seat 2(/Game/Aberration/Dinos/MoleRat/PrimalItemArmor_MoleRatSaddle.Default__PrimalItemArmor_MoleRatSaddle_C) CONTENT: Board Seat 3(/Game/Aberration/Dinos/MoleRat/PrimalItemArmor_MoleRatSaddle.Default__PrimalItemArmor_MoleRatSaddle_C) CONTENT: Board Seat 4(/Game/Aberration/Dinos/MoleRat/PrimalItemArmor_MoleRatSaddle.Default__PrimalItemArmor_MoleRatSaddle_C) CONTENT: Board Seat 5(/Game/Aberration/Dinos/MoleRat/PrimalItemArmor_MoleRatSaddle.Default__PrimalItemArmor_MoleRatSaddle_C) CONTENT: Board Seat 6(/Game/Aberration/Dinos/MoleRat/PrimalItemArmor_MoleRatSaddle.Default__PrimalItemArmor_MoleRatSaddle_C) CONTENT: Rock Drake Saddle(/Game/Aberration/Dinos/RockDrake/PrimalItemArmor_RockDrakeSaddle.Default__PrimalItemArmor_RockDrakeSaddle_C) CONTENT: Equip a Rock Drake with this to ride it.(/Game/Aberration/Dinos/RockDrake/PrimalItemArmor_RockDrakeSaddle.Default__PrimalItemArmor_RockDrakeSaddle_C) CONTENT: Saddles(/Game/Aberration/Dinos/RockDrake/PrimalItemArmor_RockDrakeSaddle.Default__PrimalItemArmor_RockDrakeSaddle_C) CONTENT: Board Rear Seat(/Game/Aberration/Dinos/RockDrake/PrimalItemArmor_RockDrakeSaddle.Default__PrimalItemArmor_RockDrakeSaddle_C) CONTENT: Rex Tek Saddle(/Engine/Transient.REINST_PrimalItemArmor_SaddleGeneric_Tek_C_0) CONTENT: Equip a Rex with this to ride it.(/Engine/Transient.REINST_PrimalItemArmor_SaddleGeneric_Tek_C_0) CONTENT: Saddles(/Engine/Transient.REINST_PrimalItemArmor_SaddleGeneric_Tek_C_0) CONTENT: Tek Helmet(/Engine/Transient.REINST_Buff_DinoTekHelmet_Base_C_0) CONTENT: Toggle to Shoot Lasers!(/Engine/Transient.REINST_Buff_DinoTekHelmet_Base_C_0) LITERAL: Energy: (/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_SaddleGeneric_Tek.PrimalItemArmor_SaddleGeneric_Tek:BPGetCustomInventoryWidgetText.K2Node_CallFunction_34291) LITERAL: %(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_SaddleGeneric_Tek.PrimalItemArmor_SaddleGeneric_Tek:BPGetCustomInventoryWidgetText.K2Node_CallFunction_42067) LITERAL: CheckForItem(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_DinoTekHelmet_Base.Buff_DinoTekHelmet_Base:EventGraph.K2Node_CallFunction_59828) LITERAL: %(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_DinoTekHelmet_Base.Buff_DinoTekHelmet_Base:BPDrawBuffStatusHUD.K2Node_CallFunction_49327) LITERAL: CheckForItem(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_DinoTekHelmet_Base.Buff_DinoTekHelmet_Base:BPSetupForInstigator.K2Node_CallFunction_43022) CONTENT: Tek Helmet(/Engine/Transient.Default__REINST_Buff_DinoTekHelmet_Base_C_4659) CONTENT: Toggle to Shoot Lasers!(/Engine/Transient.Default__REINST_Buff_DinoTekHelmet_Base_C_4659) CONTENT: Tek Helmet(/Engine/Transient.REINST_Buff_DinoTekHelmet_Base_C_1) CONTENT: Toggle to Shoot Lasers!(/Engine/Transient.REINST_Buff_DinoTekHelmet_Base_C_1) CONTENT: Rex Tek Saddle(/Engine/Transient.Default__REINST_PrimalItemArmor_SaddleGeneric_Tek_C_4666) CONTENT: Equip a Rex with this to ride it.(/Engine/Transient.Default__REINST_PrimalItemArmor_SaddleGeneric_Tek_C_4666) CONTENT: Saddles(/Engine/Transient.Default__REINST_PrimalItemArmor_SaddleGeneric_Tek_C_4666) CONTENT: Rex Tek Saddle(/Engine/Transient.REINST_PrimalItemArmor_SaddleGeneric_Tek_C_1) CONTENT: Equip a Rex with this to ride it.(/Engine/Transient.REINST_PrimalItemArmor_SaddleGeneric_Tek_C_1) CONTENT: Saddles(/Engine/Transient.REINST_PrimalItemArmor_SaddleGeneric_Tek_C_1) CONTENT: Climbing(/Engine/Transient.REINST_Buff_ClimberSeeking_C_0) CONTENT: Climbing(/Engine/Transient.Default__REINST_Buff_ClimberSeeking_C_4677) CONTENT: Climbing(/Engine/Transient.REINST_Buff_ClimberSeeking_C_1) LITERAL: ALL RIDERS REACHED FINAL CAMERA ROTATION(/Game/PrimalEarth/CoreBlueprints/Dino_Character_BP_Climber.Dino_Character_BP_Climber:BPCameraRotationFinal.K2Node_CallFunction_96047) LITERAL: FOUND LITERALLY NO VALID TRACES(/Game/PrimalEarth/CoreBlueprints/Dino_Character_BP_Climber.Dino_Character_BP_Climber:CalcCurrentClimbableSurface.K2Node_CallFunction_49346) LITERAL: Has not been enough time since last attach(/Game/PrimalEarth/CoreBlueprints/Dino_Character_BP_Climber.Dino_Character_BP_Climber:Can Climber Finish Attaching.K2Node_CallFunction_132843) LITERAL: ((/Game/PrimalEarth/CoreBlueprints/Dino_Character_BP_Climber.Dino_Character_BP_Climber:Can Climber Finish Attaching.K2Node_CallFunction_132843) LITERAL: sec)(/Game/PrimalEarth/CoreBlueprints/Dino_Character_BP_Climber.Dino_Character_BP_Climber:Can Climber Finish Attaching.K2Node_CallFunction_132843) LITERAL: Too far from wall) :: (/Game/PrimalEarth/CoreBlueprints/Dino_Character_BP_Climber.Dino_Character_BP_Climber:Can Climber Finish Attaching.K2Node_CallFunction_65724) LITERAL: CAN'T ATTACH ((/Game/PrimalEarth/CoreBlueprints/Dino_Character_BP_Climber.Dino_Character_BP_Climber:Can Climber Finish Attaching.K2Node_CallFunction_75831) LITERAL: Velocity too high) :: (/Game/PrimalEarth/CoreBlueprints/Dino_Character_BP_Climber.Dino_Character_BP_Climber:Can Climber Finish Skidding.K2Node_CallFunction_65673) LITERAL: Too far from wall) :: (/Game/PrimalEarth/CoreBlueprints/Dino_Character_BP_Climber.Dino_Character_BP_Climber:Can Climber Finish Skidding.K2Node_CallFunction_65724) LITERAL: A variety of things may not be working correctly)(/Game/PrimalEarth/CoreBlueprints/Dino_Character_BP_Climber.Dino_Character_BP_Climber:Can Climber Finish Skidding.K2Node_CallFunction_66218) LITERAL: CAN'T FINISH SKIDDING ((/Game/PrimalEarth/CoreBlueprints/Dino_Character_BP_Climber.Dino_Character_BP_Climber:Can Climber Finish Skidding.K2Node_CallFunction_75831) LITERAL: STOP CLIMBING :: WALKABLE GROUND FOUND =================== (/Game/PrimalEarth/CoreBlueprints/Dino_Character_BP_Climber.Dino_Character_BP_Climber:Can ClimberContinueClimbing.K2Node_CallFunction_116842) LITERAL: CHECKING FOR WALKABLE GROUND...(/Game/PrimalEarth/CoreBlueprints/Dino_Character_BP_Climber.Dino_Character_BP_Climber:Can ClimberContinueClimbing.K2Node_CallFunction_116842) LITERAL: Above Auto Detach Dot Time :: (/Game/PrimalEarth/CoreBlueprints/Dino_Character_BP_Climber.Dino_Character_BP_Climber:Can ClimberContinueClimbing.K2Node_CallFunction_147223) LITERAL: Above Force Detach Dot Time :: (/Game/PrimalEarth/CoreBlueprints/Dino_Character_BP_Climber.Dino_Character_BP_Climber:Can ClimberContinueClimbing.K2Node_CallFunction_38077) LITERAL: FORCE STOP CLIMBING ABOVE DOT FOR TIME(/Game/PrimalEarth/CoreBlueprints/Dino_Character_BP_Climber.Dino_Character_BP_Climber:Can ClimberContinueClimbing.K2Node_CallFunction_56090) LITERAL: Up Vector has not passed attach from ground dot :: (/Game/PrimalEarth/CoreBlueprints/Dino_Character_BP_Climber.Dino_Character_BP_Climber:Can ClimberContinueClimbing.K2Node_CallFunction_63789) LITERAL: Above Auto Detach Dot Time :: {time}, Current Dot: {current_dot}, AutoDetatchDot: {auto_detatch_dot}(/Game/PrimalEarth/CoreBlueprints/Dino_Character_BP_Climber.Dino_Character_BP_Climber:Can ClimberContinueClimbing.K2Node_FormatText_82) LITERAL: ALLOW NEW CLIMBING ROTATION :: (/Game/PrimalEarth/CoreBlueprints/Dino_Character_BP_Climber.Dino_Character_BP_Climber:CanClimber Update Climbing Rotation.K2Node_CallFunction_114628) LITERAL: // (/Game/PrimalEarth/CoreBlueprints/Dino_Character_BP_Climber.Dino_Character_BP_Climber:CanClimber Update Climbing Rotation.K2Node_CallFunction_56330) LITERAL: CLEANING ANIM: (/Game/PrimalEarth/CoreBlueprints/Dino_Character_BP_Climber.Dino_Character_BP_Climber:CleanUpClimbingAnims.K2Node_CallFunction_40679) LITERAL: FOUND NO VALID SPAWN LOCATIONS(/Game/PrimalEarth/CoreBlueprints/Dino_Character_BP_Climber.Dino_Character_BP_Climber:Climber_AI_CheckForAttachToSurfaceOnSpawn.K2Node_CallFunction_198056) LITERAL: RUN AWAY(/Game/PrimalEarth/CoreBlueprints/Dino_Character_BP_Climber.Dino_Character_BP_Climber:Climber_AI_OnFlee.K2Node_CallFunction_181455) LITERAL: AI CLIMBER DETACHING :: HAS TAMED FOLLOW TARGET(/Game/PrimalEarth/CoreBlueprints/Dino_Character_BP_Climber.Dino_Character_BP_Climber:Climber_AI_OnSetTamedFollowTarget.K2Node_CallFunction_168457) LITERAL: AI CLIMBER DETACHING :: HAS TARGET(/Game/PrimalEarth/CoreBlueprints/Dino_Character_BP_Climber.Dino_Character_BP_Climber:Climber_AI_OnSetTarget.K2Node_CallFunction_168457) LITERAL: CLIMBER AI :: CANNOT STOP WANDERING(/Game/PrimalEarth/CoreBlueprints/Dino_Character_BP_Climber.Dino_Character_BP_Climber:Climber_AI_Update_IsClimbWandering.K2Node_CallFunction_62653) LITERAL: CLIMBER AI :: CANNOT START WANDERING(/Game/PrimalEarth/CoreBlueprints/Dino_Character_BP_Climber.Dino_Character_BP_Climber:Climber_AI_Update_IsClimbWandering.K2Node_CallFunction_64040) LITERAL: CLIMBER AI :: START PURSUING TARGET (RUN)(/Game/PrimalEarth/CoreBlueprints/Dino_Character_BP_Climber.Dino_Character_BP_Climber:ClimberAI_UpdateHasTargetWhileClimbing.K2Node_CallFunction_140119) LITERAL: CLIMBER AI :: START PURSUING TARGET (WALK)(/Game/PrimalEarth/CoreBlueprints/Dino_Character_BP_Climber.Dino_Character_BP_Climber:ClimberAI_UpdateHasTargetWhileClimbing.K2Node_CallFunction_142198) LITERAL: CLIMBER AI :: START PURSUING TARGET (IDLE)(/Game/PrimalEarth/CoreBlueprints/Dino_Character_BP_Climber.Dino_Character_BP_Climber:ClimberAI_UpdateHasTargetWhileClimbing.K2Node_CallFunction_92573) LITERAL: NO LAND(/Game/PrimalEarth/CoreBlueprints/Dino_Character_BP_Climber.Dino_Character_BP_Climber:ClimberPlayLandAnim.K2Node_CallFunction_294017) LITERAL: LAND(/Game/PrimalEarth/CoreBlueprints/Dino_Character_BP_Climber.Dino_Character_BP_Climber:ClimberPlayLandAnim.K2Node_CallFunction_39332) LITERAL: SEEK :: STOP(/Game/PrimalEarth/CoreBlueprints/Dino_Character_BP_Climber.Dino_Character_BP_Climber:ClimberStopSeeking.K2Node_CallFunction_35467) LITERAL: FORCE NET UPDATE(/Game/PrimalEarth/CoreBlueprints/Dino_Character_BP_Climber.Dino_Character_BP_Climber:ClimberTick_Server.K2Node_CallFunction_57824) LITERAL: Retry Cast AI Controller...(/Game/PrimalEarth/CoreBlueprints/Dino_Character_BP_Climber.Dino_Character_BP_Climber:EventGraph.K2Node_CallFunction_55399) LITERAL: AI Attached to Surface :: (/Game/PrimalEarth/CoreBlueprints/Dino_Character_BP_Climber.Dino_Character_BP_Climber:EventGraph.K2Node_CallFunction_73853) LITERAL: CIMB RUN RELEASED(/Game/PrimalEarth/CoreBlueprints/Dino_Character_BP_Climber.Dino_Character_BP_Climber:EventGraph.K2Node_CallFunction_95921) LITERAL: CLIMB RUN PRESSED(/Game/PrimalEarth/CoreBlueprints/Dino_Character_BP_Climber.Dino_Character_BP_Climber:EventGraph.K2Node_CallFunction_97122) LITERAL: VALID AI SPAWN ATTACH POINT FOUND(/Game/PrimalEarth/CoreBlueprints/Dino_Character_BP_Climber.Dino_Character_BP_Climber:Find Valid AiSpawn Transform.K2Node_CallFunction_30120) LITERAL: FOUND SPAWN POINT OUT OF ACCEPTABLE RADIUS(/Game/PrimalEarth/CoreBlueprints/Dino_Character_BP_Climber.Dino_Character_BP_Climber:Find Valid AiSpawn Transform.K2Node_CallFunction_52934) LITERAL: AI SPAWN ATTACH FAIL :: Too close to ground(/Game/PrimalEarth/CoreBlueprints/Dino_Character_BP_Climber.Dino_Character_BP_Climber:Find Valid AiSpawn Transform.K2Node_CallFunction_54763) LITERAL: AI SPAWN ATTACH FAIL :: No valid attach points found(/Game/PrimalEarth/CoreBlueprints/Dino_Character_BP_Climber.Dino_Character_BP_Climber:Find Valid AiSpawn Transform.K2Node_CallFunction_55157) LITERAL: AI CONTROLLER CAST FAIL(/Game/PrimalEarth/CoreBlueprints/Dino_Character_BP_Climber.Dino_Character_BP_Climber:Get Climber Ai Controller.K2Node_CallFunction_315682) LITERAL: ===================================== CLIMBER INITIALIZED(/Game/PrimalEarth/CoreBlueprints/Dino_Character_BP_Climber.Dino_Character_BP_Climber:Init Climber.K2Node_CallFunction_43255) LITERAL: Bounds(/Game/PrimalEarth/CoreBlueprints/Dino_Character_BP_Climber.Dino_Character_BP_Climber:IsHitSurfaceClimbable.K2Node_CallFunction_65065) LITERAL: New Climber State :: (/Game/PrimalEarth/CoreBlueprints/Dino_Character_BP_Climber.Dino_Character_BP_Climber:Net Set Climber State.K2Node_CallFunction_55275) LITERAL: ] :: (/Game/PrimalEarth/CoreBlueprints/Dino_Character_BP_Climber.Dino_Character_BP_Climber:On Climbing Traces Found No Valid Surface.K2Node_CallFunction_65040) LITERAL: [(/Game/PrimalEarth/CoreBlueprints/Dino_Character_BP_Climber.Dino_Character_BP_Climber:On Climbing Traces Found No Valid Surface.K2Node_CallFunction_65198) LITERAL: // (/Game/PrimalEarth/CoreBlueprints/Dino_Character_BP_Climber.Dino_Character_BP_Climber:On Climbing Traces Found No Valid Surface.K2Node_CallFunction_66168) LITERAL: SEEK :: START(/Game/PrimalEarth/CoreBlueprints/Dino_Character_BP_Climber.Dino_Character_BP_Climber:OnStartSeeking.K2Node_CallFunction_35467) LITERAL: NO VALID SURFACE FOUND(/Game/PrimalEarth/CoreBlueprints/Dino_Character_BP_Climber.Dino_Character_BP_Climber:ProcessResultsOfClimbingTraces.K2Node_CallFunction_49348) LITERAL: USE AVERAGE TRACE LOCATION(/Game/PrimalEarth/CoreBlueprints/Dino_Character_BP_Climber.Dino_Character_BP_Climber:ProcessResultsOfClimbingTraces.K2Node_CallFunction_95171) LITERAL: USE CENTER TRACE LOCATION(/Game/PrimalEarth/CoreBlueprints/Dino_Character_BP_Climber.Dino_Character_BP_Climber:ProcessResultsOfClimbingTraces.K2Node_CallFunction_95525) LITERAL: Climbing Stamina Cost :: (/Game/PrimalEarth/CoreBlueprints/Dino_Character_BP_Climber.Dino_Character_BP_Climber:Reduce StaminaWhileClimbing.K2Node_CallFunction_78990) LITERAL: ============ NOT READY TO CLIMB =============(/Game/PrimalEarth/CoreBlueprints/Dino_Character_BP_Climber.Dino_Character_BP_Climber:ServerTick_Attached.K2Node_CallFunction_150867) LITERAL: //==========ATTACHING TIMED OUT(/Game/PrimalEarth/CoreBlueprints/Dino_Character_BP_Climber.Dino_Character_BP_Climber:ServerTick_Attaching.K2Node_CallFunction_106588) LITERAL: ============ NOT READY TO CLIMB =============(/Game/PrimalEarth/CoreBlueprints/Dino_Character_BP_Climber.Dino_Character_BP_Climber:ServerTick_Climbing.K2Node_CallFunction_150867) LITERAL: PREVENTING SEEK TRACES...(/Game/PrimalEarth/CoreBlueprints/Dino_Character_BP_Climber.Dino_Character_BP_Climber:ServerTick_Seeking.K2Node_CallFunction_89526) LITERAL: CLIMBER IK :: (/Game/PrimalEarth/CoreBlueprints/Dino_Character_BP_Climber.Dino_Character_BP_Climber:Set Climber IK_Active.K2Node_CallFunction_72742) LITERAL: CAN IGNORE WATER :: (/Game/PrimalEarth/CoreBlueprints/Dino_Character_BP_Climber.Dino_Character_BP_Climber:SetClimberCanIgnoreWater.K2Node_CallFunction_174331) LITERAL: Ignored LookLock Trace :: (/Game/PrimalEarth/CoreBlueprints/Dino_Character_BP_Climber.Dino_Character_BP_Climber:Should Climber Use Climbing Trace Hit.K2Node_CallFunction_88431) LITERAL: :: (/Game/PrimalEarth/CoreBlueprints/Dino_Character_BP_Climber.Dino_Character_BP_Climber:Skid.K2Node_CallFunction_88080) LITERAL: [(/Game/PrimalEarth/CoreBlueprints/Dino_Character_BP_Climber.Dino_Character_BP_Climber:Tick_SimulateClimbingBetweenFrames.K2Node_CallFunction_201991) LITERAL: :: (/Game/PrimalEarth/CoreBlueprints/Dino_Character_BP_Climber.Dino_Character_BP_Climber:Tick_SimulateClimbingBetweenFrames.K2Node_CallFunction_201991) LITERAL: ](/Game/PrimalEarth/CoreBlueprints/Dino_Character_BP_Climber.Dino_Character_BP_Climber:Tick_SimulateClimbingBetweenFrames.K2Node_CallFunction_202168) LITERAL: }(/Game/PrimalEarth/CoreBlueprints/Dino_Character_BP_Climber.Dino_Character_BP_Climber:Tick_SimulateClimbingBetweenFrames.K2Node_CallFunction_327081) LITERAL: CORRECTING TO SIMULATED TRANSFORM {(/Game/PrimalEarth/CoreBlueprints/Dino_Character_BP_Climber.Dino_Character_BP_Climber:Tick_SimulateClimbingBetweenFrames.K2Node_CallFunction_327082) LITERAL: > (/Game/PrimalEarth/CoreBlueprints/Dino_Character_BP_Climber.Dino_Character_BP_Climber:Tick_SimulateClimbingBetweenFrames.K2Node_CallFunction_327082) LITERAL: Early out due to failure <(/Game/PrimalEarth/CoreBlueprints/Dino_Character_BP_Climber.Dino_Character_BP_Climber:Tick_SimulateClimbingBetweenFrames.K2Node_CallFunction_328744) LITERAL: >(/Game/PrimalEarth/CoreBlueprints/Dino_Character_BP_Climber.Dino_Character_BP_Climber:Tick_SimulateClimbingBetweenFrames.K2Node_CallFunction_328744) LITERAL: (SIMULATE CLIMBING) -> (/Game/PrimalEarth/CoreBlueprints/Dino_Character_BP_Climber.Dino_Character_BP_Climber:Tick_SimulateClimbingBetweenFrames.K2Node_CallFunction_328809) LITERAL: [(/Game/PrimalEarth/CoreBlueprints/Dino_Character_BP_Climber.Dino_Character_BP_Climber:Tick_SimulateSeekingBetweenFrames.K2Node_CallFunction_201991) LITERAL: :: (/Game/PrimalEarth/CoreBlueprints/Dino_Character_BP_Climber.Dino_Character_BP_Climber:Tick_SimulateSeekingBetweenFrames.K2Node_CallFunction_201991) LITERAL: ](/Game/PrimalEarth/CoreBlueprints/Dino_Character_BP_Climber.Dino_Character_BP_Climber:Tick_SimulateSeekingBetweenFrames.K2Node_CallFunction_202168) LITERAL: FOUND SURFACE <(/Game/PrimalEarth/CoreBlueprints/Dino_Character_BP_Climber.Dino_Character_BP_Climber:Tick_SimulateSeekingBetweenFrames.K2Node_CallFunction_328744) LITERAL: >(/Game/PrimalEarth/CoreBlueprints/Dino_Character_BP_Climber.Dino_Character_BP_Climber:Tick_SimulateSeekingBetweenFrames.K2Node_CallFunction_328744) LITERAL: (SIMULATE SEEKING) -> (/Game/PrimalEarth/CoreBlueprints/Dino_Character_BP_Climber.Dino_Character_BP_Climber:Tick_SimulateSeekingBetweenFrames.K2Node_CallFunction_328809) LITERAL: :: (/Game/PrimalEarth/CoreBlueprints/Dino_Character_BP_Climber.Dino_Character_BP_Climber:TraceForClimbableSurface.K2Node_CallFunction_212037) LITERAL: =========IGNORING CAN CLIMB FAILURE=======(/Game/PrimalEarth/CoreBlueprints/Dino_Character_BP_Climber.Dino_Character_BP_Climber:UpdateClimbingClimber.K2Node_CallFunction_146664) LITERAL: SET NEW CLIMBING ROTATION (FAILURE) :: (/Game/PrimalEarth/CoreBlueprints/Dino_Character_BP_Climber.Dino_Character_BP_Climber:UpdateClimbingVars.K2Node_CallFunction_176614) LITERAL: SET NEW CLIMBING ROTATION (SUCCESS) :: (/Game/PrimalEarth/CoreBlueprints/Dino_Character_BP_Climber.Dino_Character_BP_Climber:UpdateClimbingVars.K2Node_CallFunction_176770) LITERAL: CORRECTING LOCATION :: (/Game/PrimalEarth/CoreBlueprints/Dino_Character_BP_Climber.Dino_Character_BP_Climber:UpdateNonControlledClimber.K2Node_CallFunction_99567) LITERAL: Above Auto Detach Dot Time :: {time}, Current Dot: {current_dot}, AutoDetatchDot: {auto_detatch_dot}(/Game/PrimalEarth/CoreBlueprints/Dino_Character_BP_Climber.Dino_Character_BP_Climber:EdGraph_14206.K2Node_CallFunction_32019) LITERAL: time(/Game/PrimalEarth/CoreBlueprints/Dino_Character_BP_Climber.Dino_Character_BP_Climber:EdGraph_14206.K2Node_MakeStruct_109) LITERAL: current_dot(/Game/PrimalEarth/CoreBlueprints/Dino_Character_BP_Climber.Dino_Character_BP_Climber:EdGraph_14206.K2Node_MakeStruct_110) LITERAL: auto_detatch_dot(/Game/PrimalEarth/CoreBlueprints/Dino_Character_BP_Climber.Dino_Character_BP_Climber:EdGraph_14206.K2Node_MakeStruct_111) CONTENT: ClimbingIKSocket_Front_Top(/Engine/Transient.REINST_RockDrake_Character_BP_C_0) CONTENT: ClimbingIKSocket_Front_Top_Mid(/Engine/Transient.REINST_RockDrake_Character_BP_C_0) CONTENT: ClimbingIKSocket_Front_FloorOverride(/Engine/Transient.REINST_RockDrake_Character_BP_C_0) CONTENT: ClimbingIKSocket_Front_Bottom(/Engine/Transient.REINST_RockDrake_Character_BP_C_0) CONTENT: ClimbingIKSocket_Front_FloorOverride(/Engine/Transient.REINST_RockDrake_Character_BP_C_0) CONTENT: ClimbingIKSocket_Back_Top(/Engine/Transient.REINST_RockDrake_Character_BP_C_0) CONTENT: ClimbingIKSocket_Back_Top_Mid(/Engine/Transient.REINST_RockDrake_Character_BP_C_0) CONTENT: ClimbingIKSocket_Back_FloorOverride(/Engine/Transient.REINST_RockDrake_Character_BP_C_0) CONTENT: ClimbingIKSocket_Back_Bottom(/Engine/Transient.REINST_RockDrake_Character_BP_C_0) CONTENT: ClimbingIKSocket_Back_FloorOverride(/Engine/Transient.REINST_RockDrake_Character_BP_C_0) CONTENT: Front(/Engine/Transient.REINST_RockDrake_Character_BP_C_0) CONTENT: Back(/Engine/Transient.REINST_RockDrake_Character_BP_C_0) CONTENT: Idle(/Engine/Transient.REINST_RockDrake_Character_BP_C_0) CONTENT: Cute(/Engine/Transient.REINST_RockDrake_Character_BP_C_0) CONTENT: Action(/Engine/Transient.REINST_RockDrake_Character_BP_C_0) CONTENT: Action2(/Engine/Transient.REINST_RockDrake_Character_BP_C_0) CONTENT: Spine_02(/Engine/Transient.REINST_RockDrake_Character_BP_C_0) CONTENT: Move(/Engine/Transient.REINST_RockDrake_Character_BP_C_0) CONTENT: Spine_02(/Engine/Transient.REINST_RockDrake_Character_BP_C_0) CONTENT: Move2(/Engine/Transient.REINST_RockDrake_Character_BP_C_0) CONTENT: Rock Drake(/Engine/Transient.REINST_RockDrake_Character_BP_C_0) LITERAL: RIDER OR PASSENGERS ARENT VALID(/Game/Aberration/Dinos/RockDrake/RockDrake_Character_BP.RockDrake_Character_BP:ActivateRiderCamoParticles.K2Node_CallFunction_199059) LITERAL: ADD :: (/Game/Aberration/Dinos/RockDrake/RockDrake_Character_BP.RockDrake_Character_BP:BP_OnTargetedByTamedOrder.K2Node_CallFunction_56210) LITERAL: REMOVE :: (/Game/Aberration/Dinos/RockDrake/RockDrake_Character_BP.RockDrake_Character_BP:CleanAllowTargetWhenUsingCamoArray.K2Node_CallFunction_78445) LITERAL: CLIMBING ATTACK(/Game/Aberration/Dinos/RockDrake/RockDrake_Character_BP.RockDrake_Character_BP:Climber_AI_CheckForAttackWhileClimbing.K2Node_CallFunction_115431) LITERAL: CheckForGlideStartTimer(/Game/Aberration/Dinos/RockDrake/RockDrake_Character_BP.RockDrake_Character_BP:EventGraph.K2Node_CallFunction_107889) LITERAL: AUTO GLIDE(/Game/Aberration/Dinos/RockDrake/RockDrake_Character_BP.RockDrake_Character_BP:EventGraph.K2Node_CallFunction_52711) LITERAL: ROCK DRAKE VISIBLE END(/Game/Aberration/Dinos/RockDrake/RockDrake_Character_BP.RockDrake_Character_BP:EventGraph.K2Node_CallFunction_71500) LITERAL: ======== FLY(/Game/Aberration/Dinos/RockDrake/RockDrake_Character_BP.RockDrake_Character_BP:GlideStart.K2Node_CallFunction_82487) LITERAL: ====// ROCK DRAKE :: STARTING INITIALIZATION...(/Game/Aberration/Dinos/RockDrake/RockDrake_Character_BP.RockDrake_Character_BP:InitRockDrake.K2Node_CallFunction_116257) LITERAL: ===============// ROCK DRAKE :: INITIALIZED(/Game/Aberration/Dinos/RockDrake/RockDrake_Character_BP.RockDrake_Character_BP:InitRockDrake.K2Node_CallFunction_97780) LITERAL: New Rock Drake State :: (/Game/Aberration/Dinos/RockDrake/RockDrake_Character_BP.RockDrake_Character_BP:Net Set Climber State.K2Node_CallFunction_55275) LITERAL: SEEK :: START(/Game/Aberration/Dinos/RockDrake/RockDrake_Character_BP.RockDrake_Character_BP:OnStartSeeking.K2Node_CallFunction_35467) LITERAL: USING DEFAULT ROTATION FOR ATTACH :: (/Game/Aberration/Dinos/RockDrake/RockDrake_Character_BP.RockDrake_Character_BP:ReceiveHit.K2Node_CallFunction_109870) LITERAL: HIT ROTATION :: (/Game/Aberration/Dinos/RockDrake/RockDrake_Character_BP.RockDrake_Character_BP:ReceiveHit.K2Node_CallFunction_122435) LITERAL: :: (/Game/Aberration/Dinos/RockDrake/RockDrake_Character_BP.RockDrake_Character_BP:Replicate Index Update Non Dedi Climber.K2Node_CallFunction_121951) LITERAL: AI CANT POUNCE :: (/Game/Aberration/Dinos/RockDrake/RockDrake_Character_BP.RockDrake_Character_BP:RockDrake_AI_CheckForPounce.K2Node_CallFunction_114897) LITERAL: AUTO GLIDE(/Game/Aberration/Dinos/RockDrake/RockDrake_Character_BP.RockDrake_Character_BP:RockDrakeTick_Server.K2Node_CallFunction_52711) LITERAL: ///// (/Game/Aberration/Dinos/RockDrake/RockDrake_Character_BP.RockDrake_Character_BP:ServerTick_Gliding.K2Node_CallFunction_70886) LITERAL: Pitch :: (/Game/Aberration/Dinos/RockDrake/RockDrake_Character_BP.RockDrake_Character_BP:ServerTick_Gliding.K2Node_CallFunction_73717) LITERAL: Speed Mult: (/Game/Aberration/Dinos/RockDrake/RockDrake_Character_BP.RockDrake_Character_BP:ServerTick_Gliding.K2Node_CallFunction_73770) LITERAL: / (/Game/Aberration/Dinos/RockDrake/RockDrake_Character_BP.RockDrake_Character_BP:ServerTick_Gliding.K2Node_CallFunction_73902) LITERAL: ======== FALL(/Game/Aberration/Dinos/RockDrake/RockDrake_Character_BP.RockDrake_Character_BP:ServerTick_Gliding.K2Node_CallFunction_82488) LITERAL: ( Ratio :: (/Game/Aberration/Dinos/RockDrake/RockDrake_Character_BP.RockDrake_Character_BP:ServerTick_Gliding.K2Node_CallFunction_82524) LITERAL: ) (/Game/Aberration/Dinos/RockDrake/RockDrake_Character_BP.RockDrake_Character_BP:ServerTick_Gliding.K2Node_CallFunction_85458) LITERAL: / (/Game/Aberration/Dinos/RockDrake/RockDrake_Character_BP.RockDrake_Character_BP:ServerTick_Gliding.K2Node_CallFunction_98384) LITERAL: FEATHER INTENSITY :: (/Game/Aberration/Dinos/RockDrake/RockDrake_Character_BP.RockDrake_Character_BP:Update Gliding_Feathers.K2Node_CallFunction_65969) LITERAL: // (/Game/Aberration/Dinos/RockDrake/RockDrake_AnimBlueprint.RockDrake_AnimBlueprint:EventGraph.K2Node_CallFunction_232454) LITERAL: X: (/Game/Aberration/Dinos/RockDrake/RockDrake_AnimBlueprint.RockDrake_AnimBlueprint:UpdateRockDrake.K2Node_CallFunction_85788) LITERAL: // Y: (/Game/Aberration/Dinos/RockDrake/RockDrake_AnimBlueprint.RockDrake_AnimBlueprint:UpdateRockDrake.K2Node_CallFunction_85790) CONTENT: Camouflaged(/Engine/Transient.REINST_Buff_RockDrakeCamo_C_0) CONTENT: Camouflaged(/Engine/Transient.Default__REINST_Buff_RockDrakeCamo_C_4738) CONTENT: Camouflaged(/Engine/Transient.REINST_Buff_RockDrakeCamo_C_1) CONTENT: Woosh(/Engine/Transient.REINST_Buff_RockDrakeGliding_C_0) CONTENT: YOU GOIN SO FAST(/Engine/Transient.REINST_Buff_RockDrakeGliding_C_0) CONTENT: Woosh(/Engine/Transient.Default__REINST_Buff_RockDrakeGliding_C_4745) CONTENT: YOU GOIN SO FAST(/Engine/Transient.Default__REINST_Buff_RockDrakeGliding_C_4745) CONTENT: Woosh(/Engine/Transient.REINST_Buff_RockDrakeGliding_C_1) CONTENT: YOU GOIN SO FAST(/Engine/Transient.REINST_Buff_RockDrakeGliding_C_1) CONTENT: Rock Drake Nest(/Engine/Transient.REINST_RockDrakeNest_C_0) LITERAL: CheckForEggs(/Game/Aberration/Dinos/RockDrake/RockDrakeNest.RockDrakeNest:RestartEggCheckTimer.K2Node_CallFunction_14908) CONTENT: Rock Drake Nest(/Engine/Transient.Default__REINST_RockDrakeNest_C_4760) CONTENT: Rock Drake Nest(/Engine/Transient.REINST_RockDrakeNest_C_1) CONTENT: Nameless Venom(/Engine/Transient.REINST_PrimalItemConsumable_NamelessVenom_C_0) CONTENT: A volatile substance that can be used to raise Rock Drakes!(/Engine/Transient.REINST_PrimalItemConsumable_NamelessVenom_C_0) CONTENT: Nameless Venom(/Engine/Transient.Default__REINST_PrimalItemConsumable_NamelessVenom_C_4767) CONTENT: A volatile substance that can be used to raise Rock Drakes!(/Engine/Transient.Default__REINST_PrimalItemConsumable_NamelessVenom_C_4767) CONTENT: Nameless Venom(/Engine/Transient.REINST_PrimalItemConsumable_NamelessVenom_C_1) CONTENT: A volatile substance that can be used to raise Rock Drakes!(/Engine/Transient.REINST_PrimalItemConsumable_NamelessVenom_C_1) CONTENT: Rock Drake Feather(/Game/Aberration/CoreBlueprints/Resources/PrimalItemResource_ApexDrop_RockDrake.Default__PrimalItemResource_ApexDrop_RockDrake_C) CONTENT: This trophy proves your worth as a hunter.(/Game/Aberration/CoreBlueprints/Resources/PrimalItemResource_ApexDrop_RockDrake.Default__PrimalItemResource_ApexDrop_RockDrake_C) CONTENT: Survivor(/Game/Aberration/CoreBlueprints/Inventories/DinoDropInventoryComponent_Carnivore_Large_RockDrake.Default__DinoDropInventoryComponent_Carnivore_Large_RockDrake_C) CONTENT: Survivor(/Game/Aberration/CoreBlueprints/Inventories/DinoDropInventoryComponent_Carnivore_Large_RockDrake.Default__DinoDropInventoryComponent_Carnivore_Large_RockDrake_C) CONTENT: Survivor(/Game/Aberration/CoreBlueprints/Inventories/DinoDropInventoryComponent_Carnivore_Large_RockDrake.Default__DinoDropInventoryComponent_Carnivore_Large_RockDrake_C) CONTENT: Apex Drop(/Game/Aberration/CoreBlueprints/Inventories/DinoDropInventoryComponent_Carnivore_Large_RockDrake.Default__DinoDropInventoryComponent_Carnivore_Large_RockDrake_C) CONTENT: Rock Drake Egg(/Game/Aberration/Dinos/RockDrake/PrimalItemConsumable_Egg_RockDrake.Default__PrimalItemConsumable_Egg_RockDrake_C) CONTENT: Fertilized Rock Drake Egg(/Game/Aberration/Dinos/RockDrake/PrimalItemConsumable_Egg_RockDrake_Fertilized.Default__PrimalItemConsumable_Egg_RockDrake_Fertilized_C) CONTENT: Body Main(/Game/Aberration/CoreBlueprints/DinoColorSet_RockDrake.Default__DinoColorSet_RockDrake_C) CONTENT: FeathersMain(/Game/Aberration/CoreBlueprints/DinoColorSet_RockDrake.Default__DinoColorSet_RockDrake_C) CONTENT: Not Used(/Game/Aberration/CoreBlueprints/DinoColorSet_RockDrake.Default__DinoColorSet_RockDrake_C) CONTENT: Feathers Highlight(/Game/Aberration/CoreBlueprints/DinoColorSet_RockDrake.Default__DinoColorSet_RockDrake_C) CONTENT: Scales(/Game/Aberration/CoreBlueprints/DinoColorSet_RockDrake.Default__DinoColorSet_RockDrake_C) CONTENT: Belly(/Game/Aberration/CoreBlueprints/DinoColorSet_RockDrake.Default__DinoColorSet_RockDrake_C) CONTENT: Large Animal Feces(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_DinoPoopLarge.Default__PrimalItemConsumable_DinoPoopLarge_C) CONTENT: Consumables(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_DinoPoopLarge.Default__PrimalItemConsumable_DinoPoopLarge_C) CONTENT: Feces(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_DinoPoopLarge.Default__PrimalItemConsumable_DinoPoopLarge_C) LITERAL: LOST TARGET(/Game/Aberration/Dinos/RockDrake/RockDrake_AIController_BP.RockDrake_AIController_BP:BPNotifyTargetSet.K2Node_CallFunction_66919) CONTENT: Rock Drake Tek Saddle(/Game/Aberration/Dinos/RockDrake/PrimalItemArmor_RockDrakeSaddle_Tek.Default__PrimalItemArmor_RockDrakeSaddle_Tek_C) CONTENT: Equip a Rock Drake with this to ride it, enabling the rider to fire plasma projectiles. Using requires learning this Tekgram.(/Game/Aberration/Dinos/RockDrake/PrimalItemArmor_RockDrakeSaddle_Tek.Default__PrimalItemArmor_RockDrakeSaddle_Tek_C) CONTENT: Saddles(/Game/Aberration/Dinos/RockDrake/PrimalItemArmor_RockDrakeSaddle_Tek.Default__PrimalItemArmor_RockDrakeSaddle_Tek_C) CONTENT: Tek(/Game/Aberration/Dinos/RockDrake/PrimalItemArmor_RockDrakeSaddle_Tek.Default__PrimalItemArmor_RockDrakeSaddle_Tek_C) CONTENT: Board Rear Seat(/Game/Aberration/Dinos/RockDrake/PrimalItemArmor_RockDrakeSaddle_Tek.Default__PrimalItemArmor_RockDrakeSaddle_Tek_C) CONTENT: ClimbingIKSocket_Front_Top(/Engine/Transient.Default__REINST_RockDrake_Character_BP_C_4806) CONTENT: ClimbingIKSocket_Front_Top_Mid(/Engine/Transient.Default__REINST_RockDrake_Character_BP_C_4806) CONTENT: ClimbingIKSocket_Front_FloorOverride(/Engine/Transient.Default__REINST_RockDrake_Character_BP_C_4806) CONTENT: ClimbingIKSocket_Front_Bottom(/Engine/Transient.Default__REINST_RockDrake_Character_BP_C_4806) CONTENT: ClimbingIKSocket_Front_FloorOverride(/Engine/Transient.Default__REINST_RockDrake_Character_BP_C_4806) CONTENT: ClimbingIKSocket_Back_Top(/Engine/Transient.Default__REINST_RockDrake_Character_BP_C_4806) CONTENT: ClimbingIKSocket_Back_Top_Mid(/Engine/Transient.Default__REINST_RockDrake_Character_BP_C_4806) CONTENT: ClimbingIKSocket_Back_FloorOverride(/Engine/Transient.Default__REINST_RockDrake_Character_BP_C_4806) CONTENT: ClimbingIKSocket_Back_Bottom(/Engine/Transient.Default__REINST_RockDrake_Character_BP_C_4806) CONTENT: ClimbingIKSocket_Back_FloorOverride(/Engine/Transient.Default__REINST_RockDrake_Character_BP_C_4806) CONTENT: Front(/Engine/Transient.Default__REINST_RockDrake_Character_BP_C_4806) CONTENT: Back(/Engine/Transient.Default__REINST_RockDrake_Character_BP_C_4806) CONTENT: Idle(/Engine/Transient.Default__REINST_RockDrake_Character_BP_C_4806) CONTENT: Cute(/Engine/Transient.Default__REINST_RockDrake_Character_BP_C_4806) CONTENT: Action(/Engine/Transient.Default__REINST_RockDrake_Character_BP_C_4806) CONTENT: Action2(/Engine/Transient.Default__REINST_RockDrake_Character_BP_C_4806) CONTENT: Spine_02(/Engine/Transient.Default__REINST_RockDrake_Character_BP_C_4806) CONTENT: Move(/Engine/Transient.Default__REINST_RockDrake_Character_BP_C_4806) CONTENT: Spine_02(/Engine/Transient.Default__REINST_RockDrake_Character_BP_C_4806) CONTENT: Move2(/Engine/Transient.Default__REINST_RockDrake_Character_BP_C_4806) CONTENT: Rock Drake(/Engine/Transient.Default__REINST_RockDrake_Character_BP_C_4806) CONTENT: ClimbingIKSocket_Front_Top(/Engine/Transient.REINST_RockDrake_Character_BP_C_1) CONTENT: ClimbingIKSocket_Front_Top_Mid(/Engine/Transient.REINST_RockDrake_Character_BP_C_1) CONTENT: ClimbingIKSocket_Front_FloorOverride(/Engine/Transient.REINST_RockDrake_Character_BP_C_1) CONTENT: ClimbingIKSocket_Front_Bottom(/Engine/Transient.REINST_RockDrake_Character_BP_C_1) CONTENT: ClimbingIKSocket_Front_FloorOverride(/Engine/Transient.REINST_RockDrake_Character_BP_C_1) CONTENT: ClimbingIKSocket_Back_Top(/Engine/Transient.REINST_RockDrake_Character_BP_C_1) CONTENT: ClimbingIKSocket_Back_Top_Mid(/Engine/Transient.REINST_RockDrake_Character_BP_C_1) CONTENT: ClimbingIKSocket_Back_FloorOverride(/Engine/Transient.REINST_RockDrake_Character_BP_C_1) CONTENT: ClimbingIKSocket_Back_Bottom(/Engine/Transient.REINST_RockDrake_Character_BP_C_1) CONTENT: ClimbingIKSocket_Back_FloorOverride(/Engine/Transient.REINST_RockDrake_Character_BP_C_1) CONTENT: Front(/Engine/Transient.REINST_RockDrake_Character_BP_C_1) CONTENT: Back(/Engine/Transient.REINST_RockDrake_Character_BP_C_1) CONTENT: Idle(/Engine/Transient.REINST_RockDrake_Character_BP_C_1) CONTENT: Cute(/Engine/Transient.REINST_RockDrake_Character_BP_C_1) CONTENT: Action(/Engine/Transient.REINST_RockDrake_Character_BP_C_1) CONTENT: Action2(/Engine/Transient.REINST_RockDrake_Character_BP_C_1) CONTENT: Spine_02(/Engine/Transient.REINST_RockDrake_Character_BP_C_1) CONTENT: Move(/Engine/Transient.REINST_RockDrake_Character_BP_C_1) CONTENT: Spine_02(/Engine/Transient.REINST_RockDrake_Character_BP_C_1) CONTENT: Move2(/Engine/Transient.REINST_RockDrake_Character_BP_C_1) CONTENT: Rock Drake(/Engine/Transient.REINST_RockDrake_Character_BP_C_1) CONTENT: Base Ceiling Structure(/Game/PrimalEarth/CoreBlueprints/Items/Structures/BuildingBases/PrimalItemStructure_BaseCeiling.Default__PrimalItemStructure_BaseCeiling_C) CONTENT: Insulates the inside from the outside, and doubles as a floor for higher levels.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/BuildingBases/PrimalItemStructure_BaseCeiling.Default__PrimalItemStructure_BaseCeiling_C) CONTENT: Wooden Platform(/Game/Aberration/CoreBlueprints/Items/Structures/BuildingBases/PrimalItemStructure_BaseCliffPlatform.Default__PrimalItemStructure_BaseCliffPlatform_C) CONTENT: A Cliff foundation is required to build structures in an area. This one is made from sturdy wood.(/Game/Aberration/CoreBlueprints/Items/Structures/BuildingBases/PrimalItemStructure_BaseCliffPlatform.Default__PrimalItemStructure_BaseCliffPlatform_C) CONTENT: Metal Cliff Platform(/Game/Aberration/Structures/CliffPlatforms/Metal_CliffPlatform/PrimalItemStructure_Metal_CliffPlatform.Default__PrimalItemStructure_Metal_CliffPlatform_C) CONTENT: A Cliff Platform is required to build structures extending from a cliff. This one is made from shiny metal.(/Game/Aberration/Structures/CliffPlatforms/Metal_CliffPlatform/PrimalItemStructure_Metal_CliffPlatform.Default__PrimalItemStructure_Metal_CliffPlatform_C) CONTENT: Structures(/Game/Aberration/Structures/CliffPlatforms/Metal_CliffPlatform/PrimalItemStructure_Metal_CliffPlatform.Default__PrimalItemStructure_Metal_CliffPlatform_C) CONTENT: Cliff(/Game/Aberration/Structures/CliffPlatforms/Metal_CliffPlatform/PrimalItemStructure_Metal_CliffPlatform.Default__PrimalItemStructure_Metal_CliffPlatform_C) CONTENT: Metal Cliff Platform(/Engine/Transient.REINST_Metal_Platform_BP_C_0) CONTENT: Metal Cliff Platform(/Engine/Transient.Default__REINST_Metal_Platform_BP_C_4824) CONTENT: Metal Cliff Platform(/Engine/Transient.REINST_Metal_Platform_BP_C_1) CONTENT: Stone Cliff Platform(/Game/Aberration/Structures/CliffPlatforms/Stone_CliffPlatform/PrimalItemStructure_Stone_CliffPlatform.Default__PrimalItemStructure_Stone_CliffPlatform_C) CONTENT: A Cliff Platform is required to build structures extending from a cliff. This one is made from heavy stone.(/Game/Aberration/Structures/CliffPlatforms/Stone_CliffPlatform/PrimalItemStructure_Stone_CliffPlatform.Default__PrimalItemStructure_Stone_CliffPlatform_C) CONTENT: Structures(/Game/Aberration/Structures/CliffPlatforms/Stone_CliffPlatform/PrimalItemStructure_Stone_CliffPlatform.Default__PrimalItemStructure_Stone_CliffPlatform_C) CONTENT: Cliff(/Game/Aberration/Structures/CliffPlatforms/Stone_CliffPlatform/PrimalItemStructure_Stone_CliffPlatform.Default__PrimalItemStructure_Stone_CliffPlatform_C) CONTENT: Stone Cliff Platform(/Engine/Transient.REINST_Stone_Platform_BP_C_0) CONTENT: Stone Cliff Platform(/Engine/Transient.Default__REINST_Stone_Platform_BP_C_4833) CONTENT: Stone Cliff Platform(/Engine/Transient.REINST_Stone_Platform_BP_C_1) CONTENT: Must contain a fuel, such as wood or thatch, to light the fire. Does something afterward.(/Engine/Transient.REINST_PrimalInventoryBP_BaseAutoGenerateItems_C_0) CONTENT: Base Fuel Burner(/Engine/Transient.REINST_PrimalInventoryBP_BaseAutoGenerateItems_C_0) CONTENT: Must contain a fuel, such as wood or thatch, to light the fire. Does something afterward.(/Engine/Transient.Default__REINST_PrimalInventoryBP_BaseAutoGenerateItems_C_4848) CONTENT: Base Fuel Burner(/Engine/Transient.Default__REINST_PrimalInventoryBP_BaseAutoGenerateItems_C_4848) CONTENT: Must contain a fuel, such as wood or thatch, to light the fire. Does something afterward.(/Engine/Transient.REINST_PrimalInventoryBP_BaseAutoGenerateItems_C_1) CONTENT: Base Fuel Burner(/Engine/Transient.REINST_PrimalInventoryBP_BaseAutoGenerateItems_C_1) CONTENT: Extracts Congealed Gas Balls from a Gas Vein over time.(/Game/Aberration/CoreBlueprints/Inventories/PrimalInventoryBP_GasCollector.Default__PrimalInventoryBP_GasCollector_C) CONTENT: Gas Collector(/Game/Aberration/CoreBlueprints/Inventories/PrimalInventoryBP_GasCollector.Default__PrimalInventoryBP_GasCollector_C) CONTENT: Base Water Pipe Straight(/Game/PrimalEarth/Structures/Pipes/WaterPipe_Base_Straight.Default__WaterPipe_Base_Straight_C) CONTENT: Gas Vein(/Engine/Transient.REINST_GasVein_Base_BP_C_0) LITERAL: DoBurst(/Game/Aberration/Structures/GasCollector/GasVein_Base_BP.GasVein_Base_BP:EventGraph.K2Node_CallFunction_107715) LITERAL: CheckBurst(/Game/Aberration/Structures/GasCollector/GasVein_Base_BP.GasVein_Base_BP:EventGraph.K2Node_CallFunction_138986) LITERAL: DoBurst(/Game/Aberration/Structures/GasCollector/GasVein_Base_BP.GasVein_Base_BP:BPHandleStructureEnabled.K2Node_CallFunction_107715) LITERAL: DoBurst(/Game/Aberration/Structures/GasCollector/GasVein_Base_BP.GasVein_Base_BP:BPHandleStructureEnabled.K2Node_CallFunction_72011) LITERAL: DoBurst(/Game/Aberration/Structures/GasCollector/GasVein_Base_BP.GasVein_Base_BP:BPUnstasis.K2Node_CallFunction_107715) CONTENT: Gas Vein(/Engine/Transient.Default__REINST_GasVein_Base_BP_C_4859) CONTENT: Gas Vein(/Engine/Transient.REINST_GasVein_Base_BP_C_1) CONTENT: Gas Collector(/Game/Aberration/Structures/GasCollector/PrimalItemStructure_GasCollector.Default__PrimalItemStructure_GasCollector_C) CONTENT: Place on a Gas Vent to extract Congealed Gas Balls over time.(/Game/Aberration/Structures/GasCollector/PrimalItemStructure_GasCollector.Default__PrimalItemStructure_GasCollector_C) CONTENT: Structures(/Game/Aberration/Structures/GasCollector/PrimalItemStructure_GasCollector.Default__PrimalItemStructure_GasCollector_C) CONTENT: Gas Collector(/Game/Aberration/Structures/GasCollector/PrimalItemStructure_GasCollector.Default__PrimalItemStructure_GasCollector_C) CONTENT: Turn On(/Engine/Transient.REINST_GasCollector_C_0) CONTENT: Turn Off(/Engine/Transient.REINST_GasCollector_C_0) CONTENT: No Ground or Snap Point(/Engine/Transient.REINST_GasCollector_C_0) CONTENT: Can't Place on Floor(/Engine/Transient.REINST_GasCollector_C_0) CONTENT: Is Obstructed(/Engine/Transient.REINST_GasCollector_C_0) CONTENT: Must be placed on a Gas Vein.(/Engine/Transient.REINST_GasCollector_C_0) CONTENT: Gas Collector(/Engine/Transient.REINST_GasCollector_C_0) LITERAL: RefreshInv(/Game/Aberration/Structures/GasCollector/GasCollector.GasCollector:EventGraph.K2Node_CallFunction_107715) LITERAL: RefreshInv(/Game/Aberration/Structures/GasCollector/GasCollector.GasCollector:BPUnstasis.K2Node_CallFunction_107715) CONTENT: Turn On(/Engine/Transient.Default__REINST_GasCollector_C_4867) CONTENT: Turn Off(/Engine/Transient.Default__REINST_GasCollector_C_4867) CONTENT: No Ground or Snap Point(/Engine/Transient.Default__REINST_GasCollector_C_4867) CONTENT: Can't Place on Floor(/Engine/Transient.Default__REINST_GasCollector_C_4867) CONTENT: Is Obstructed(/Engine/Transient.Default__REINST_GasCollector_C_4867) CONTENT: Must be placed on a Gas Vein.(/Engine/Transient.Default__REINST_GasCollector_C_4867) CONTENT: Gas Collector(/Engine/Transient.Default__REINST_GasCollector_C_4867) CONTENT: Turn On(/Engine/Transient.REINST_GasCollector_C_1) CONTENT: Turn Off(/Engine/Transient.REINST_GasCollector_C_1) CONTENT: No Ground or Snap Point(/Engine/Transient.REINST_GasCollector_C_1) CONTENT: Can't Place on Floor(/Engine/Transient.REINST_GasCollector_C_1) CONTENT: Is Obstructed(/Engine/Transient.REINST_GasCollector_C_1) CONTENT: Must be placed on a Gas Vein.(/Engine/Transient.REINST_GasCollector_C_1) CONTENT: Gas Collector(/Engine/Transient.REINST_GasCollector_C_1) CONTENT: Large Wood Elevator Platform(/Game/Aberration/Structures/PrimitiveElevator/PrimalItemStructure_WoodElevatorPlatform_Large.Default__PrimalItemStructure_WoodElevatorPlatform_Large_C) CONTENT: Attach to an Elevator Track to lift a large amount of weight. (/Game/Aberration/Structures/PrimitiveElevator/PrimalItemStructure_WoodElevatorPlatform_Large.Default__PrimalItemStructure_WoodElevatorPlatform_Large_C) CONTENT: Structures(/Game/Aberration/Structures/PrimitiveElevator/PrimalItemStructure_WoodElevatorPlatform_Large.Default__PrimalItemStructure_WoodElevatorPlatform_Large_C) CONTENT: Elevators(/Game/Aberration/Structures/PrimitiveElevator/PrimalItemStructure_WoodElevatorPlatform_Large.Default__PrimalItemStructure_WoodElevatorPlatform_Large_C) CONTENT: Elevator Platform(/Engine/Transient.REINST_ElevatorPlatform_Base_C_0) CONTENT: Elevator Platform(/Game/PrimalEarth/CoreBlueprints/Items/Structures/BuildingBases/PrimalItemStructure_ElevatorPlatformBase.Default__PrimalItemStructure_ElevatorPlatformBase_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/BuildingBases/PrimalItemStructure_ElevatorPlatformBase.Default__PrimalItemStructure_ElevatorPlatformBase_C) CONTENT: Electrical(/Game/PrimalEarth/CoreBlueprints/Items/Structures/BuildingBases/PrimalItemStructure_ElevatorPlatformBase.Default__PrimalItemStructure_ElevatorPlatformBase_C) CONTENT: Elevators(/Game/PrimalEarth/CoreBlueprints/Items/Structures/BuildingBases/PrimalItemStructure_ElevatorPlatformBase.Default__PrimalItemStructure_ElevatorPlatformBase_C) CONTENT: Elevator Platform(/Engine/Transient.Default__REINST_ElevatorPlatform_Base_C_4877) CONTENT: Elevator Platform(/Engine/Transient.REINST_ElevatorPlatform_Base_C_1) CONTENT: Wood Elevator Platform(/Engine/Transient.REINST_WoodElevatorPlatform_Base_C_0) CONTENT: Wood Elevator Top Switch(/Engine/Transient.REINST_WoodElevatorTopSwitch_C_0) CONTENT: Wood Elevator Top Switch(/Game/Aberration/Structures/PrimitiveElevator/PrimalItemStructure_WoodElevatorTopSwitch.Default__PrimalItemStructure_WoodElevatorTopSwitch_C) CONTENT: Attach to the top of a Wood Elevator Track to complete an Elevator!(/Game/Aberration/Structures/PrimitiveElevator/PrimalItemStructure_WoodElevatorTopSwitch.Default__PrimalItemStructure_WoodElevatorTopSwitch_C) CONTENT: Structures(/Game/Aberration/Structures/PrimitiveElevator/PrimalItemStructure_WoodElevatorTopSwitch.Default__PrimalItemStructure_WoodElevatorTopSwitch_C) CONTENT: Elevators(/Game/Aberration/Structures/PrimitiveElevator/PrimalItemStructure_WoodElevatorTopSwitch.Default__PrimalItemStructure_WoodElevatorTopSwitch_C) LITERAL: Disable Public Use(/Game/Aberration/Structures/PrimitiveElevator/WoodElevatorTopSwitch.WoodElevatorTopSwitch:BPGetMultiUseEntries.K2Node_CallFunction_65066) LITERAL: Enable Public Use(/Game/Aberration/Structures/PrimitiveElevator/WoodElevatorTopSwitch.WoodElevatorTopSwitch:BPGetMultiUseEntries.K2Node_CallFunction_65066) CONTENT: Wood Elevator Top Switch(/Engine/Transient.Default__REINST_WoodElevatorTopSwitch_C_4885) CONTENT: Wood Elevator Top Switch(/Engine/Transient.REINST_WoodElevatorTopSwitch_C_1) CONTENT: Wood Elevator Platform(/Engine/Transient.Default__REINST_WoodElevatorPlatform_Base_C_4892) CONTENT: Wood Elevator Platform(/Engine/Transient.REINST_WoodElevatorPlatform_Base_C_1) CONTENT: Medium Wood Elevator Platform(/Game/Aberration/Structures/PrimitiveElevator/PrimalItemStructure_WoodElevatorPlatform_Medium.Default__PrimalItemStructure_WoodElevatorPlatform_Medium_C) CONTENT: Attach to an Elevator Track to lift a medium amount of weight. (/Game/Aberration/Structures/PrimitiveElevator/PrimalItemStructure_WoodElevatorPlatform_Medium.Default__PrimalItemStructure_WoodElevatorPlatform_Medium_C) CONTENT: Structures(/Game/Aberration/Structures/PrimitiveElevator/PrimalItemStructure_WoodElevatorPlatform_Medium.Default__PrimalItemStructure_WoodElevatorPlatform_Medium_C) CONTENT: Elevators(/Game/Aberration/Structures/PrimitiveElevator/PrimalItemStructure_WoodElevatorPlatform_Medium.Default__PrimalItemStructure_WoodElevatorPlatform_Medium_C) CONTENT: Small Wood Elevator Platform(/Game/Aberration/Structures/PrimitiveElevator/PrimalItemStructure_WoodElevatorPlatform_Small.Default__PrimalItemStructure_WoodElevatorPlatform_Small_C) CONTENT: Attach to an Elevator Track to lift a small amount of weight. (/Game/Aberration/Structures/PrimitiveElevator/PrimalItemStructure_WoodElevatorPlatform_Small.Default__PrimalItemStructure_WoodElevatorPlatform_Small_C) CONTENT: Structures(/Game/Aberration/Structures/PrimitiveElevator/PrimalItemStructure_WoodElevatorPlatform_Small.Default__PrimalItemStructure_WoodElevatorPlatform_Small_C) CONTENT: Elevators(/Game/Aberration/Structures/PrimitiveElevator/PrimalItemStructure_WoodElevatorPlatform_Small.Default__PrimalItemStructure_WoodElevatorPlatform_Small_C) CONTENT: Wood Elevator Track(/Game/Aberration/Structures/PrimitiveElevator/PrimalItemStructure_WoodElevatorTrack.Default__PrimalItemStructure_WoodElevatorTrack_C) CONTENT: Attach a Wood Elevator Platform to these to complete an Elevator! (/Game/Aberration/Structures/PrimitiveElevator/PrimalItemStructure_WoodElevatorTrack.Default__PrimalItemStructure_WoodElevatorTrack_C) CONTENT: Structures(/Game/Aberration/Structures/PrimitiveElevator/PrimalItemStructure_WoodElevatorTrack.Default__PrimalItemStructure_WoodElevatorTrack_C) CONTENT: Elevators(/Game/Aberration/Structures/PrimitiveElevator/PrimalItemStructure_WoodElevatorTrack.Default__PrimalItemStructure_WoodElevatorTrack_C) CONTENT: Wood Elevator Track(/Engine/Transient.REINST_WoodElevatorTrack_C_0) CONTENT: Elevator Track(/Engine/Transient.REINST_ElevatorTrack_Base_C_0) CONTENT: Elevator Track(/Game/PrimalEarth/CoreBlueprints/Items/Structures/BuildingBases/PrimalItemStructure_ElevatorTrackBase.Default__PrimalItemStructure_ElevatorTrackBase_C) CONTENT: Attach an Elevator Platform to these to complete an Elevator!(/Game/PrimalEarth/CoreBlueprints/Items/Structures/BuildingBases/PrimalItemStructure_ElevatorTrackBase.Default__PrimalItemStructure_ElevatorTrackBase_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/BuildingBases/PrimalItemStructure_ElevatorTrackBase.Default__PrimalItemStructure_ElevatorTrackBase_C) CONTENT: Electrical(/Game/PrimalEarth/CoreBlueprints/Items/Structures/BuildingBases/PrimalItemStructure_ElevatorTrackBase.Default__PrimalItemStructure_ElevatorTrackBase_C) CONTENT: Elevators(/Game/PrimalEarth/CoreBlueprints/Items/Structures/BuildingBases/PrimalItemStructure_ElevatorTrackBase.Default__PrimalItemStructure_ElevatorTrackBase_C) CONTENT: Elevator Track(/Engine/Transient.Default__REINST_ElevatorTrack_Base_C_4924) CONTENT: Elevator Track(/Engine/Transient.REINST_ElevatorTrack_Base_C_1) CONTENT: Small Elevator Platform(/Engine/Transient.REINST_ElevatorPlatform_Small_C_0) CONTENT: Small Elevator Platform(/Game/PrimalEarth/CoreBlueprints/Items/Structures/BuildingBases/PrimalItemStructure_ElevatorPlatformSmall.Default__PrimalItemStructure_ElevatorPlatformSmall_C) CONTENT: Attach to an Elevator Track to carry a Small amount of Weight.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/BuildingBases/PrimalItemStructure_ElevatorPlatformSmall.Default__PrimalItemStructure_ElevatorPlatformSmall_C) CONTENT: Small Elevator Platform(/Engine/Transient.Default__REINST_ElevatorPlatform_Small_C_4940) CONTENT: Small Elevator Platform(/Engine/Transient.REINST_ElevatorPlatform_Small_C_1) CONTENT: Medium Elevator Platform(/Engine/Transient.REINST_ElevatorPlatform_Medium_C_0) CONTENT: Medium Elevator Platform(/Game/PrimalEarth/CoreBlueprints/Items/Structures/BuildingBases/PrimalItemStructure_ElevatorPlatfromMedium.Default__PrimalItemStructure_ElevatorPlatfromMedium_C) CONTENT: Attach to an Elevator Track to carry a Medium amount of Weight.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/BuildingBases/PrimalItemStructure_ElevatorPlatfromMedium.Default__PrimalItemStructure_ElevatorPlatfromMedium_C) CONTENT: Medium Elevator Platform(/Engine/Transient.Default__REINST_ElevatorPlatform_Medium_C_4948) CONTENT: Medium Elevator Platform(/Engine/Transient.REINST_ElevatorPlatform_Medium_C_1) CONTENT: Large Elevator Platform(/Engine/Transient.REINST_ElevatorPlatfrom_Large_C_0) CONTENT: Large Elevator Platform(/Game/PrimalEarth/CoreBlueprints/Items/Structures/BuildingBases/PrimalItemStructure_ElevatorPlatformLarge.Default__PrimalItemStructure_ElevatorPlatformLarge_C) CONTENT: Attach to an Elevator Track to carry a Large amount of Weight.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/BuildingBases/PrimalItemStructure_ElevatorPlatformLarge.Default__PrimalItemStructure_ElevatorPlatformLarge_C) CONTENT: Large Elevator Platform(/Engine/Transient.Default__REINST_ElevatorPlatfrom_Large_C_4956) CONTENT: Large Elevator Platform(/Engine/Transient.REINST_ElevatorPlatfrom_Large_C_1) CONTENT: Wood Elevator Track(/Engine/Transient.Default__REINST_WoodElevatorTrack_C_4963) CONTENT: Wood Elevator Track(/Engine/Transient.REINST_WoodElevatorTrack_C_1) CONTENT: Dino Spawner(/Engine/Transient.REINST_PrimalItem_DinoSpawner_Base_C_0) CONTENT: Use this item to spawn a dino!(/Engine/Transient.REINST_PrimalItem_DinoSpawner_Base_C_0) LITERAL: Level(/Game/Extinction/CoreBlueprints/Items/PrimalItem_DinoSpawner_Base.PrimalItem_DinoSpawner_Base:BPGetItemDescription.K2Node_CallFunction_253121) LITERAL: (/Game/Extinction/CoreBlueprints/Items/PrimalItem_DinoSpawner_Base.PrimalItem_DinoSpawner_Base:BPGetItemDescription.K2Node_CallFunction_253121) LITERAL: [DEBUG MODE](/Game/Extinction/CoreBlueprints/Items/PrimalItem_DinoSpawner_Base.PrimalItem_DinoSpawner_Base:BPGetItemDescription.K2Node_CallArrayFunction_7275) LITERAL: {stat} : {value}(/Game/Extinction/CoreBlueprints/Items/PrimalItem_DinoSpawner_Base.PrimalItem_DinoSpawner_Base:BPGetItemDescription.K2Node_FormatText_94) LITERAL: {statName}: {statValue}(/Game/Extinction/CoreBlueprints/Items/PrimalItem_DinoSpawner_Base.PrimalItem_DinoSpawner_Base:GetStatDisplayString.K2Node_FormatText_86) LITERAL: %(/Game/Extinction/CoreBlueprints/Items/PrimalItem_DinoSpawner_Base.PrimalItem_DinoSpawner_Base:GetStatDisplayString.K2Node_CallFunction_134576) LITERAL: Item({itemVal}) -> Dino({dinoVal})(/Game/Extinction/CoreBlueprints/Items/PrimalItem_DinoSpawner_Base.PrimalItem_DinoSpawner_Base:GetStatDisplayString.K2Node_FormatText_90) LITERAL: %(/Game/Extinction/CoreBlueprints/Items/PrimalItem_DinoSpawner_Base.PrimalItem_DinoSpawner_Base:GetStatDisplayString.K2Node_CallFunction_132208) LITERAL: -----(/Game/Extinction/CoreBlueprints/Items/PrimalItem_DinoSpawner_Base.PrimalItem_DinoSpawner_Base:BPCanUse.K2Node_CallFunction_202503) LITERAL: Level(/Game/Extinction/CoreBlueprints/Items/PrimalItem_DinoSpawner_Base.PrimalItem_DinoSpawner_Base:BPGetCustomInventoryWidgetText.K2Node_CallFunction_253121) LITERAL: (/Game/Extinction/CoreBlueprints/Items/PrimalItem_DinoSpawner_Base.PrimalItem_DinoSpawner_Base:BPGetCustomInventoryWidgetText.K2Node_CallFunction_253121) CONTENT: Dino Spawner(/Engine/Transient.Default__REINST_PrimalItem_DinoSpawner_Base_C_4971) CONTENT: Use this item to spawn a dino!(/Engine/Transient.Default__REINST_PrimalItem_DinoSpawner_Base_C_4971) LITERAL: {stat} : {value}(/Game/Extinction/CoreBlueprints/Items/PrimalItem_DinoSpawner_Base.PrimalItem_DinoSpawner_Base:EdGraph_15596.K2Node_CallFunction_34302) LITERAL: stat(/Game/Extinction/CoreBlueprints/Items/PrimalItem_DinoSpawner_Base.PrimalItem_DinoSpawner_Base:EdGraph_15596.K2Node_MakeStruct_112) LITERAL: value(/Game/Extinction/CoreBlueprints/Items/PrimalItem_DinoSpawner_Base.PrimalItem_DinoSpawner_Base:EdGraph_15596.K2Node_MakeStruct_113) LITERAL: {statName}: {statValue}(/Game/Extinction/CoreBlueprints/Items/PrimalItem_DinoSpawner_Base.PrimalItem_DinoSpawner_Base:EdGraph_15599.K2Node_CallFunction_34312) LITERAL: statName(/Game/Extinction/CoreBlueprints/Items/PrimalItem_DinoSpawner_Base.PrimalItem_DinoSpawner_Base:EdGraph_15599.K2Node_MakeStruct_114) LITERAL: statValue(/Game/Extinction/CoreBlueprints/Items/PrimalItem_DinoSpawner_Base.PrimalItem_DinoSpawner_Base:EdGraph_15599.K2Node_MakeStruct_115) LITERAL: Item({itemVal}) -> Dino({dinoVal})(/Game/Extinction/CoreBlueprints/Items/PrimalItem_DinoSpawner_Base.PrimalItem_DinoSpawner_Base:EdGraph_15599.K2Node_CallFunction_34315) LITERAL: itemVal(/Game/Extinction/CoreBlueprints/Items/PrimalItem_DinoSpawner_Base.PrimalItem_DinoSpawner_Base:EdGraph_15599.K2Node_MakeStruct_116) LITERAL: dinoVal(/Game/Extinction/CoreBlueprints/Items/PrimalItem_DinoSpawner_Base.PrimalItem_DinoSpawner_Base:EdGraph_15599.K2Node_MakeStruct_117) CONTENT: Dino Spawner(/Engine/Transient.REINST_PrimalItem_DinoSpawner_Base_C_1) CONTENT: Use this item to spawn a dino!(/Engine/Transient.REINST_PrimalItem_DinoSpawner_Base_C_1) CONTENT: /Game/Extinction/Dinos/Enforcer/Enforcer_Character_BP.Enforcer_Character_BP(/Engine/Transient.REINST_PrimalItem_Spawner_Enforcer_C_0) CONTENT: Unassembled Enforcer(/Engine/Transient.REINST_PrimalItem_Spawner_Enforcer_C_0) CONTENT: Use this item to assemble a new Enforcer!(/Engine/Transient.REINST_PrimalItem_Spawner_Enforcer_C_0) CONTENT: Vehicles(/Engine/Transient.REINST_PrimalItem_Spawner_Enforcer_C_0) CONTENT: Construct(/Engine/Transient.REINST_PrimalItem_Spawner_Enforcer_C_0) LITERAL: E{prefix}{num1}-{num2}{midchar}{num3}-{num4}{suffix}(/Game/Extinction/CoreBlueprints/Items/PrimalItem_Spawner_Enforcer.PrimalItem_Spawner_Enforcer:PreDinoSpawned.K2Node_FormatText_88) CONTENT: /Game/Extinction/Dinos/Enforcer/Enforcer_Character_BP.Enforcer_Character_BP(/Engine/Transient.Default__REINST_PrimalItem_Spawner_Enforcer_C_4978) CONTENT: Unassembled Enforcer(/Engine/Transient.Default__REINST_PrimalItem_Spawner_Enforcer_C_4978) CONTENT: Use this item to assemble a new Enforcer!(/Engine/Transient.Default__REINST_PrimalItem_Spawner_Enforcer_C_4978) CONTENT: Vehicles(/Engine/Transient.Default__REINST_PrimalItem_Spawner_Enforcer_C_4978) CONTENT: Construct(/Engine/Transient.Default__REINST_PrimalItem_Spawner_Enforcer_C_4978) LITERAL: E{prefix}{num1}-{num2}{midchar}{num3}-{num4}{suffix}(/Game/Extinction/CoreBlueprints/Items/PrimalItem_Spawner_Enforcer.PrimalItem_Spawner_Enforcer:EdGraph_15624.K2Node_CallFunction_34345) LITERAL: prefix(/Game/Extinction/CoreBlueprints/Items/PrimalItem_Spawner_Enforcer.PrimalItem_Spawner_Enforcer:EdGraph_15624.K2Node_MakeStruct_118) LITERAL: num1(/Game/Extinction/CoreBlueprints/Items/PrimalItem_Spawner_Enforcer.PrimalItem_Spawner_Enforcer:EdGraph_15624.K2Node_MakeStruct_119) LITERAL: num2(/Game/Extinction/CoreBlueprints/Items/PrimalItem_Spawner_Enforcer.PrimalItem_Spawner_Enforcer:EdGraph_15624.K2Node_MakeStruct_120) LITERAL: midchar(/Game/Extinction/CoreBlueprints/Items/PrimalItem_Spawner_Enforcer.PrimalItem_Spawner_Enforcer:EdGraph_15624.K2Node_MakeStruct_121) LITERAL: num3(/Game/Extinction/CoreBlueprints/Items/PrimalItem_Spawner_Enforcer.PrimalItem_Spawner_Enforcer:EdGraph_15624.K2Node_MakeStruct_122) LITERAL: num4(/Game/Extinction/CoreBlueprints/Items/PrimalItem_Spawner_Enforcer.PrimalItem_Spawner_Enforcer:EdGraph_15624.K2Node_MakeStruct_123) LITERAL: suffix(/Game/Extinction/CoreBlueprints/Items/PrimalItem_Spawner_Enforcer.PrimalItem_Spawner_Enforcer:EdGraph_15624.K2Node_MakeStruct_124) CONTENT: /Game/Extinction/Dinos/Enforcer/Enforcer_Character_BP.Enforcer_Character_BP(/Engine/Transient.REINST_PrimalItem_Spawner_Enforcer_C_1) CONTENT: Unassembled Enforcer(/Engine/Transient.REINST_PrimalItem_Spawner_Enforcer_C_1) CONTENT: Use this item to assemble a new Enforcer!(/Engine/Transient.REINST_PrimalItem_Spawner_Enforcer_C_1) CONTENT: Vehicles(/Engine/Transient.REINST_PrimalItem_Spawner_Enforcer_C_1) CONTENT: Construct(/Engine/Transient.REINST_PrimalItem_Spawner_Enforcer_C_1) CONTENT: /Game/Extinction/Dinos/Mek/Mek_Character_BP.Mek_Character_BP(/Engine/Transient.REINST_PrimalItem_Spawner_Mek_C_0) CONTENT: Unassembled Mek(/Engine/Transient.REINST_PrimalItem_Spawner_Mek_C_0) CONTENT: Use this item to assemble a new Mek!(/Engine/Transient.REINST_PrimalItem_Spawner_Mek_C_0) CONTENT: Vehicles(/Engine/Transient.REINST_PrimalItem_Spawner_Mek_C_0) CONTENT: Construct(/Engine/Transient.REINST_PrimalItem_Spawner_Mek_C_0) LITERAL: Damage(/Game/Extinction/CoreBlueprints/Items/PrimalItem_Spawner_Mek.PrimalItem_Spawner_Mek:GetStatDisplayString.K2Node_CallFunction_150837) CONTENT: /Game/Extinction/Dinos/Mek/Mek_Character_BP.Mek_Character_BP(/Engine/Transient.Default__REINST_PrimalItem_Spawner_Mek_C_4985) CONTENT: Unassembled Mek(/Engine/Transient.Default__REINST_PrimalItem_Spawner_Mek_C_4985) CONTENT: Use this item to assemble a new Mek!(/Engine/Transient.Default__REINST_PrimalItem_Spawner_Mek_C_4985) CONTENT: Vehicles(/Engine/Transient.Default__REINST_PrimalItem_Spawner_Mek_C_4985) CONTENT: Construct(/Engine/Transient.Default__REINST_PrimalItem_Spawner_Mek_C_4985) CONTENT: /Game/Extinction/Dinos/Mek/Mek_Character_BP.Mek_Character_BP(/Engine/Transient.REINST_PrimalItem_Spawner_Mek_C_1) CONTENT: Unassembled Mek(/Engine/Transient.REINST_PrimalItem_Spawner_Mek_C_1) CONTENT: Use this item to assemble a new Mek!(/Engine/Transient.REINST_PrimalItem_Spawner_Mek_C_1) CONTENT: Vehicles(/Engine/Transient.REINST_PrimalItem_Spawner_Mek_C_1) CONTENT: Construct(/Engine/Transient.REINST_PrimalItem_Spawner_Mek_C_1) CONTENT: Managarmr Saddle(/Game/Extinction/CoreBlueprints/Items/Saddle/PrimalItemArmor_IceJumperSaddle.Default__PrimalItemArmor_IceJumperSaddle_C) CONTENT: Equip a Managarmr with this to ride it.(/Game/Extinction/CoreBlueprints/Items/Saddle/PrimalItemArmor_IceJumperSaddle.Default__PrimalItemArmor_IceJumperSaddle_C) CONTENT: Saddles(/Game/Extinction/CoreBlueprints/Items/Saddle/PrimalItemArmor_IceJumperSaddle.Default__PrimalItemArmor_IceJumperSaddle_C) CONTENT: Ride as Passenger(/Game/Extinction/CoreBlueprints/Items/Saddle/PrimalItemArmor_IceJumperSaddle.Default__PrimalItemArmor_IceJumperSaddle_C) CONTENT: M.O.M.I.(/Game/Extinction/CoreBlueprints/Items/Saddle/PrimalItemArmor_MekTransformer.Default__PrimalItemArmor_MekTransformer_C) CONTENT: MegaMek Operational Materialization Interface. Drag this to a Mek Module slot to enable forming the MegaMek! Requires three additional nearby Meks to transform. Will fail to operate unless if not in range of the Alpha King Titan.(/Game/Extinction/CoreBlueprints/Items/Saddle/PrimalItemArmor_MekTransformer.Default__PrimalItemArmor_MekTransformer_C) CONTENT: Saddles(/Game/Extinction/CoreBlueprints/Items/Saddle/PrimalItemArmor_MekTransformer.Default__PrimalItemArmor_MekTransformer_C) CONTENT: Snow Owl Saddle(/Game/Extinction/CoreBlueprints/Items/Saddle/PrimalItemArmor_OwlSaddle.Default__PrimalItemArmor_OwlSaddle_C) CONTENT: Equip an Snow Owl with this to ride it.(/Game/Extinction/CoreBlueprints/Items/Saddle/PrimalItemArmor_OwlSaddle.Default__PrimalItemArmor_OwlSaddle_C) CONTENT: Saddles(/Game/Extinction/CoreBlueprints/Items/Saddle/PrimalItemArmor_OwlSaddle.Default__PrimalItemArmor_OwlSaddle_C) CONTENT: Velonasaur Saddle(/Game/Extinction/CoreBlueprints/Items/Saddle/PrimalItemArmor_SpindlesSaddle.Default__PrimalItemArmor_SpindlesSaddle_C) CONTENT: Equip a Velonasaur with this to ride it.(/Game/Extinction/CoreBlueprints/Items/Saddle/PrimalItemArmor_SpindlesSaddle.Default__PrimalItemArmor_SpindlesSaddle_C) CONTENT: Saddles(/Game/Extinction/CoreBlueprints/Items/Saddle/PrimalItemArmor_SpindlesSaddle.Default__PrimalItemArmor_SpindlesSaddle_C) CONTENT: Ride as Passenger(/Game/Extinction/CoreBlueprints/Items/Saddle/PrimalItemArmor_SpindlesSaddle.Default__PrimalItemArmor_SpindlesSaddle_C) CONTENT: Gravity Grenade(/Engine/Transient.REINST_Buff_TekGravityGrenadeForce_C_0) LITERAL: StopGravityEffect(/Game/Extinction/CoreBlueprints/Buffs/Buff_TekGravityGrenadeForce.Buff_TekGravityGrenadeForce:EventGraph.K2Node_CallFunction_112224) LITERAL: ForceInstigatorNetUpdate(/Game/Extinction/CoreBlueprints/Buffs/Buff_TekGravityGrenadeForce.Buff_TekGravityGrenadeForce:SetupGravityForce.K2Node_CallFunction_131850) CONTENT: Gravity Grenade(/Engine/Transient.Default__REINST_Buff_TekGravityGrenadeForce_C_5000) CONTENT: Gravity Grenade(/Engine/Transient.REINST_Buff_TekGravityGrenadeForce_C_1) CONTENT: Tek Gravity Grenade(/Game/Extinction/CoreBlueprints/Weapons/PrimalItem_WeaponTekGravityGrenade.Default__PrimalItem_WeaponTekGravityGrenade_C) CONTENT: Pulling the pin starts a 5 second timer to an explosion. Make sure you've thrown it by then.(/Game/Extinction/CoreBlueprints/Weapons/PrimalItem_WeaponTekGravityGrenade.Default__PrimalItem_WeaponTekGravityGrenade_C) CONTENT: Weapons(/Game/Extinction/CoreBlueprints/Weapons/PrimalItem_WeaponTekGravityGrenade.Default__PrimalItem_WeaponTekGravityGrenade_C) CONTENT: Explosive(/Game/Extinction/CoreBlueprints/Weapons/PrimalItem_WeaponTekGravityGrenade.Default__PrimalItem_WeaponTekGravityGrenade_C) CONTENT: Energy(/Game/Extinction/CoreBlueprints/DinoCharacterStatusComponent_BP_Scout.Default__DinoCharacterStatusComponent_BP_Scout_C) CONTENT: Scout Remote(/Engine/Transient.REINST_PrimalItem_WeaponScoutRemote_C_0) CONTENT: Vehicles(/Engine/Transient.REINST_PrimalItem_WeaponScoutRemote_C_0) CONTENT: Drone(/Engine/Transient.REINST_PrimalItem_WeaponScoutRemote_C_0) CONTENT: Idle(/Engine/Transient.REINST_Scout_Character_BP_C_0) CONTENT: back_JNT(/Engine/Transient.REINST_Scout_Character_BP_C_0) CONTENT: Cute(/Engine/Transient.REINST_Scout_Character_BP_C_0) CONTENT: back_JNT(/Engine/Transient.REINST_Scout_Character_BP_C_0) CONTENT: Move(/Engine/Transient.REINST_Scout_Character_BP_C_0) CONTENT: back_JNT(/Engine/Transient.REINST_Scout_Character_BP_C_0) CONTENT: Scout(/Engine/Transient.REINST_Scout_Character_BP_C_0) LITERAL: Talker {0} ScoutReplicated {1}(/Game/Extinction/Dinos/Scout/Buff_ScoutVision.Buff_ScoutVision:BPGetDebugInfoString.K2Node_FormatText_76) LITERAL: ReleasePossessingSurvivorAndLongDelayedDestroy(/Game/Extinction/Dinos/Scout/Buff_ScoutVision.Buff_ScoutVision:EventGraph.K2Node_CallFunction_102869) LITERAL: ReleasePossessingSurvivorAndLongDelayedDestroy(/Game/Extinction/Dinos/Scout/Buff_ScoutVision.Buff_ScoutVision:EventGraph.K2Node_CallFunction_98210) LITERAL: Buff: {0} Scout: {1} Player: {2}(/Game/Extinction/Dinos/Scout/Buff_ScoutVision.Buff_ScoutVision:EventGraph.K2Node_FormatText_75) LITERAL: RechargeShield(/Game/Extinction/Dinos/Scout/Scout_Character_BP.Scout_Character_BP:BPAdjustDamage.K2Node_CallFunction_96624) LITERAL: s(/Game/Extinction/Dinos/Scout/Scout_Character_BP.Scout_Character_BP:BPGetHUDElements.K2Node_CallFunction_218060) LITERAL: {0}{1}(/Game/Extinction/Dinos/Scout/Scout_Character_BP.Scout_Character_BP:BPGetHUDElements.K2Node_FormatText_316) LITERAL: ClientDashTick(/Game/Extinction/Dinos/Scout/Scout_Character_BP.Scout_Character_BP:Dash.K2Node_CallFunction_49714) LITERAL: UpdateBeamVFX(/Game/Extinction/Dinos/Scout/Scout_Character_BP.Scout_Character_BP:EndBeam VFX.K2Node_CallFunction_87267) LITERAL: ClientTickShieldDamageVFX(/Game/Extinction/Dinos/Scout/Scout_Character_BP.Scout_Character_BP:EventGraph.K2Node_CallFunction_100194) LITERAL: ClientTickAlertMode(/Game/Extinction/Dinos/Scout/Scout_Character_BP.Scout_Character_BP:EventGraph.K2Node_CallFunction_100463) LITERAL: StaminaDrain(/Game/Extinction/Dinos/Scout/Scout_Character_BP.Scout_Character_BP:EventGraph.K2Node_CallFunction_104306) LITERAL: ClientScoutRangeCheck(/Game/Extinction/Dinos/Scout/Scout_Character_BP.Scout_Character_BP:EventGraph.K2Node_CallFunction_107487) LITERAL: ReleasePossessingSurvivorAndLongDelayedDestroy(/Game/Extinction/Dinos/Scout/Scout_Character_BP.Scout_Character_BP:EventGraph.K2Node_CallFunction_113755) LITERAL: StartImpactVFX(/Game/Extinction/Dinos/Scout/Scout_Character_BP.Scout_Character_BP:EventGraph.K2Node_CallFunction_117507) LITERAL: UpdateTargetImpactVFX(/Game/Extinction/Dinos/Scout/Scout_Character_BP.Scout_Character_BP:EventGraph.K2Node_CallFunction_122827) LITERAL: SpawnEnd(/Game/Extinction/Dinos/Scout/Scout_Character_BP.Scout_Character_BP:EventGraph.K2Node_CallFunction_126972) LITERAL: StopPossessingPlayerMovement(/Game/Extinction/Dinos/Scout/Scout_Character_BP.Scout_Character_BP:EventGraph.K2Node_CallFunction_127328) LITERAL: StaminaDrain(/Game/Extinction/Dinos/Scout/Scout_Character_BP.Scout_Character_BP:EventGraph.K2Node_CallFunction_146715) LITERAL: TickStaminaMeter(/Game/Extinction/Dinos/Scout/Scout_Character_BP.Scout_Character_BP:EventGraph.K2Node_CallFunction_148975) LITERAL: VerifyPossessingSurvivor(/Game/Extinction/Dinos/Scout/Scout_Character_BP.Scout_Character_BP:EventGraph.K2Node_CallFunction_173672) LITERAL: ClientTickShieldDamageVFX(/Game/Extinction/Dinos/Scout/Scout_Character_BP.Scout_Character_BP:EventGraph.K2Node_CallFunction_179761) LITERAL: ClientTickShieldDamageVFX(/Game/Extinction/Dinos/Scout/Scout_Character_BP.Scout_Character_BP:EventGraph.K2Node_CallFunction_203686) LITERAL: DelayedReleasePossessingSurvivorAndDelayedDestroy(/Game/Extinction/Dinos/Scout/Scout_Character_BP.Scout_Character_BP:EventGraph.K2Node_CallFunction_274660) LITERAL: CheckMek(/Game/Extinction/Dinos/Scout/Scout_Character_BP.Scout_Character_BP:EventGraph.K2Node_CallFunction_276115) LITERAL: UpdateBeamVFX(/Game/Extinction/Dinos/Scout/Scout_Character_BP.Scout_Character_BP:EventGraph.K2Node_CallFunction_287385) LITERAL: DelayedDestroyActor(/Game/Extinction/Dinos/Scout/Scout_Character_BP.Scout_Character_BP:EventGraph.K2Node_CallFunction_293915) LITERAL: ClientCheckClearExpiredDinoData(/Game/Extinction/Dinos/Scout/Scout_Character_BP.Scout_Character_BP:EventGraph.K2Node_CallFunction_303371) LITERAL: DelayedDestroyActor(/Game/Extinction/Dinos/Scout/Scout_Character_BP.Scout_Character_BP:EventGraph.K2Node_CallFunction_56519) LITERAL: TickThrusterVFX(/Game/Extinction/Dinos/Scout/Scout_Character_BP.Scout_Character_BP:EventGraph.K2Node_CallFunction_72252) LITERAL: ClientTickAlertMode(/Game/Extinction/Dinos/Scout/Scout_Character_BP.Scout_Character_BP:EventGraph.K2Node_CallFunction_73661) LITERAL: ClientDashTick(/Game/Extinction/Dinos/Scout/Scout_Character_BP.Scout_Character_BP:EventGraph.K2Node_CallFunction_77471) LITERAL: ClientTickAlertMode(/Game/Extinction/Dinos/Scout/Scout_Character_BP.Scout_Character_BP:EventGraph.K2Node_CallFunction_77616) LITERAL: ClientTickShieldDamageVFX(/Game/Extinction/Dinos/Scout/Scout_Character_BP.Scout_Character_BP:EventGraph.K2Node_CallFunction_83220) LITERAL: CheckSubmerged(/Game/Extinction/Dinos/Scout/Scout_Character_BP.Scout_Character_BP:EventGraph.K2Node_CallFunction_87405) LITERAL: CheckConsumeResource(/Game/Extinction/Dinos/Scout/Scout_Character_BP.Scout_Character_BP:EventGraph.K2Node_CallFunction_89748) LITERAL: Aiming(/Game/Extinction/Dinos/Scout/Scout_Character_BP.Scout_Character_BP:EventGraph.K2Node_CallFunction_93156) LITERAL: Not Aiming(/Game/Extinction/Dinos/Scout/Scout_Character_BP.Scout_Character_BP:EventGraph.K2Node_CallFunction_93887) LITERAL: DelayedReleasePossessingSurvivorAndDelayedDestroy(/Game/Extinction/Dinos/Scout/Scout_Character_BP.Scout_Character_BP:EventGraph.K2Node_CallFunction_96027) LITERAL: ReleasePossessingSurvivorAndLongDelayedDestroy(/Game/Extinction/Dinos/Scout/Scout_Character_BP.Scout_Character_BP:EventGraph.K2Node_CallFunction_97671) LITERAL: {0}. {1} remaining.(/Game/Extinction/Dinos/Scout/Scout_Character_BP.Scout_Character_BP:EventGraph.K2Node_FormatText_123) LITERAL: Warning: Nearing {0} operational range. Proceeding will result in a disconnect.(/Game/Extinction/Dinos/Scout/Scout_Character_BP.Scout_Character_BP:EventGraph.K2Node_FormatText_23) LITERAL: Out of Energy. Disconnecting...(/Game/Extinction/Dinos/Scout/Scout_Character_BP.Scout_Character_BP:EventGraph.K2Node_FormatText_29) LITERAL: Warning: Low {0} remaining.(/Game/Extinction/Dinos/Scout/Scout_Character_BP.Scout_Character_BP:EventGraph.K2Node_FormatText_30) LITERAL: IsFirstPerson {0} Res {1}(/Game/Extinction/Dinos/Scout/Scout_Character_BP.Scout_Character_BP:EventGraph.K2Node_FormatText_74) LITERAL: VerifyPossessingSurvivor(/Game/Extinction/Dinos/Scout/Scout_Character_BP.Scout_Character_BP:GetPossessedByPlayer.K2Node_CallFunction_115658) LITERAL: TriggerDisconnectFX(/Game/Extinction/Dinos/Scout/Scout_Character_BP.Scout_Character_BP:GetPossessedByPlayer.K2Node_CallFunction_196398) LITERAL: DelayedDestroyActor(/Game/Extinction/Dinos/Scout/Scout_Character_BP.Scout_Character_BP:GetPossessedByPlayer.K2Node_CallFunction_65993) LITERAL: JumpTick(/Game/Extinction/Dinos/Scout/Scout_Character_BP.Scout_Character_BP:NewEventGraph_0.K2Node_CallFunction_157118) LITERAL: CrouchTick(/Game/Extinction/Dinos/Scout/Scout_Character_BP.Scout_Character_BP:NewEventGraph_0.K2Node_CallFunction_164864) LITERAL: JumpTick(/Game/Extinction/Dinos/Scout/Scout_Character_BP.Scout_Character_BP:NewEventGraph_0.K2Node_CallFunction_169055) LITERAL: CrouchTick(/Game/Extinction/Dinos/Scout/Scout_Character_BP.Scout_Character_BP:NewEventGraph_0.K2Node_CallFunction_174301) LITERAL: Valid in inventory!(/Game/Extinction/Dinos/Scout/Scout_Character_BP.Scout_Character_BP:ReceiveTick.K2Node_CallFunction_210855) LITERAL: ClientTickAlertMode(/Game/Extinction/Dinos/Scout/Scout_Character_BP.Scout_Character_BP:ReceiveTick.K2Node_CallFunction_73661) LITERAL: Current Roll {0} TargetRoll {1}(/Game/Extinction/Dinos/Scout/Scout_Character_BP.Scout_Character_BP:ReceiveTick.K2Node_FormatText_259) LITERAL: DisableAI(/Game/Extinction/Dinos/Scout/Scout_Character_BP.Scout_Character_BP:Release Possessing Survivor.K2Node_CallFunction_103648) LITERAL: StaminaDrain(/Game/Extinction/Dinos/Scout/Scout_Character_BP.Scout_Character_BP:Release Possessing Survivor.K2Node_CallFunction_99283) LITERAL: Stat {0} Val {1}(/Game/Extinction/Dinos/Scout/Scout_Character_BP.Scout_Character_BP:Set StatsFromItem.K2Node_FormatText_133) LITERAL: DelayedDestroyActor(/Game/Extinction/Dinos/Scout/Scout_Character_BP.Scout_Character_BP:SetupScoutDisconnect.K2Node_CallFunction_108881) LITERAL: TriggerDisconnectFX(/Game/Extinction/Dinos/Scout/Scout_Character_BP.Scout_Character_BP:SetupScoutDisconnect.K2Node_CallFunction_56446) LITERAL: GetPossessedByPlayer(/Game/Extinction/Dinos/Scout/Scout_Character_BP.Scout_Character_BP:Spawned From Projectile.K2Node_CallFunction_102489) LITERAL: UpdateScoutVisionBuff(/Game/Extinction/Dinos/Scout/Scout_Character_BP.Scout_Character_BP:Spawned From Projectile.K2Node_CallFunction_169136) LITERAL: UpdateTargetImpactVFX(/Game/Extinction/Dinos/Scout/Scout_Character_BP.Scout_Character_BP:Update Target Impact VFX_Implementation.K2Node_CallFunction_216729) LITERAL: Scale {0} UniformScale {1} Size {2}(/Game/Extinction/Dinos/Scout/Scout_Character_BP.Scout_Character_BP:Update Target Impact VFX_Implementation.K2Node_FormatText_297) LITERAL: TraceForTrackerHits(/Game/Extinction/Dinos/Scout/ProjScoutTracker.ProjScoutTracker:ReceiveBeginPlay.K2Node_CallFunction_116400) LITERAL: SpawnImactVFXAndScheduleNextImpact(/Game/Extinction/Dinos/Scout/ProjScoutTracker.ProjScoutTracker:ScheduleNextTrackerImpactVFXSpawn.K2Node_CallFunction_116968) LITERAL: LastTooltipInfoText {0}(/Game/Extinction/Dinos/Scout/WeapScoutRemote.WeapScoutRemote:BPGetDebugInfoString.K2Node_FormatText_86) LITERAL: Equip No Scout(/Game/Extinction/Dinos/Scout/WeapScoutRemote.WeapScoutRemote:BPStartEquippedNotify.K2Node_CallFunction_119816) LITERAL: Equip Scout Active(/Game/Extinction/Dinos/Scout/WeapScoutRemote.WeapScoutRemote:BPStartEquippedNotify.K2Node_CallFunction_120205) LITERAL: MULTI_OnEquipScoutActive(/Game/Extinction/Dinos/Scout/WeapScoutRemote.WeapScoutRemote:BPStartEquippedNotify.K2Node_CallFunction_79987) LITERAL: Scout out of operational range.(/Game/Extinction/Dinos/Scout/WeapScoutRemote.WeapScoutRemote:BPWeaponCanFire.K2Node_CallFunction_120352) LITERAL: Another Scout is already deployed.(/Game/Extinction/Dinos/Scout/WeapScoutRemote.WeapScoutRemote:BPWeaponCanFire.K2Node_CallFunction_94881) LITERAL: Client CanFire {0}(/Game/Extinction/Dinos/Scout/WeapScoutRemote.WeapScoutRemote:BPWeaponCanFire.K2Node_FormatText_240) LITERAL: Scout out of energy, {0} required.(/Game/Extinction/Dinos/Scout/WeapScoutRemote.WeapScoutRemote:BPWeaponCanFire.K2Node_FormatText_367) LITERAL: {0} {1} is required for Scout operation.(/Game/Extinction/Dinos/Scout/WeapScoutRemote.WeapScoutRemote:BPWeaponCanFire.K2Node_FormatText_374) LITERAL: GrenadeAnimInstance(/Game/Extinction/Dinos/Scout/WeapScoutRemote.WeapScoutRemote:EventGraph.K2Node_CallFunction_116723) LITERAL: GoggleAnimInstance(/Game/Extinction/Dinos/Scout/WeapScoutRemote.WeapScoutRemote:EventGraph.K2Node_CallFunction_116724) LITERAL: Started Anim!(/Game/Extinction/Dinos/Scout/WeapScoutRemote.WeapScoutRemote:EventGraph.K2Node_CallFunction_127981) LITERAL: ExpireTooltipString(/Game/Extinction/Dinos/Scout/WeapScoutRemote.WeapScoutRemote:EventGraph.K2Node_CallFunction_130636) LITERAL: Replicated GoggleMode {0} FiredSCout {1}(/Game/Extinction/Dinos/Scout/WeapScoutRemote.WeapScoutRemote:EventGraph.K2Node_FormatText_75) LITERAL: {0}\n{1}(/Game/Extinction/Dinos/Scout/WeapScoutRemote.WeapScoutRemote:EventGraph.K2Node_FormatText_95) LITERAL: Initialize(/Game/Extinction/Dinos/Scout/WeapScoutRemote.WeapScoutRemote:ReceiveBeginPlay.K2Node_CallFunction_91114) LITERAL: IsLocallyControlledByPlayer {0} Pawn {1} FPV {2}(/Game/Extinction/Dinos/Scout/WeapScoutRemote.WeapScoutRemote:ReceiveTick.K2Node_FormatText_65) LITERAL: MULTI_ScoutLaunched(/Game/Extinction/Dinos/Scout/WeapScoutRemote.WeapScoutRemote:Scout Launched.K2Node_CallFunction_82800) LITERAL: DelayedDestroy(/Game/Extinction/Dinos/Scout/ScoutReturnToThrower_Actor.ScoutReturnToThrower_Actor:Tick.K2Node_CallFunction_101428) LITERAL: DelayedDestroy(/Game/Extinction/Dinos/Scout/ScoutReturnToThrower_Actor.ScoutReturnToThrower_Actor:Tick.K2Node_CallFunction_104923) LITERAL: DelayedDestroy(/Game/Extinction/Dinos/Scout/ScoutReturnToThrower_Actor.ScoutReturnToThrower_Actor:Tick.K2Node_CallFunction_180747) LITERAL: Color{0}(/Game/Extinction/Dinos/Scout/ScoutReturnToThrower_Actor.ScoutReturnToThrower_Actor:OnRep_Colors.K2Node_FormatText_77) LITERAL: UsingColorizedColor{0}(/Game/Extinction/Dinos/Scout/ScoutReturnToThrower_Actor.ScoutReturnToThrower_Actor:OnRep_Colors.K2Node_FormatText_82) LITERAL: UsingColorizedColor{0}(/Game/Extinction/Dinos/Scout/ScoutReturnToThrower_Actor.ScoutReturnToThrower_Actor:OnRep_Colors.K2Node_FormatText_74) LITERAL: Color{0}(/Game/Extinction/Dinos/Scout/ScoutReturnToThrower_Actor.ScoutReturnToThrower_Actor:EdGraph_15778.K2Node_CallFunction_35418) LITERAL: 0(/Game/Extinction/Dinos/Scout/ScoutReturnToThrower_Actor.ScoutReturnToThrower_Actor:EdGraph_15778.K2Node_MakeStruct_125) LITERAL: UsingColorizedColor{0}(/Game/Extinction/Dinos/Scout/ScoutReturnToThrower_Actor.ScoutReturnToThrower_Actor:EdGraph_15778.K2Node_CallFunction_35419) LITERAL: 0(/Game/Extinction/Dinos/Scout/ScoutReturnToThrower_Actor.ScoutReturnToThrower_Actor:EdGraph_15778.K2Node_MakeStruct_126) LITERAL: UsingColorizedColor{0}(/Game/Extinction/Dinos/Scout/ScoutReturnToThrower_Actor.ScoutReturnToThrower_Actor:EdGraph_15778.K2Node_CallFunction_35420) LITERAL: 0(/Game/Extinction/Dinos/Scout/ScoutReturnToThrower_Actor.ScoutReturnToThrower_Actor:EdGraph_15778.K2Node_MakeStruct_127) LITERAL: Name {0} Blocking {1} Comp {2}(/Game/Extinction/Dinos/Scout/DinoAttackStateRanged_Scout.DinoAttackStateRanged_Scout:CalculateProjectileImpacts.K2Node_FormatText_91) LITERAL: Calc(/Game/Extinction/Dinos/Scout/DinoAttackStateRanged_Scout.DinoAttackStateRanged_Scout:CalculateProjectileImpacts.K2Node_CallFunction_81143) LITERAL: Valid Found(/Game/Extinction/Dinos/Scout/DinoAttackStateRanged_Scout.DinoAttackStateRanged_Scout:CalculateProjectileImpacts.K2Node_CallFunction_81356) LITERAL: Valid {0} Distance {1}(/Game/Extinction/Dinos/Scout/DinoAttackStateRanged_Scout.DinoAttackStateRanged_Scout:OnEndEvent.K2Node_FormatText_108) LITERAL: Tick(/Game/Extinction/Dinos/Scout/DinoAttackStateRanged_Scout.DinoAttackStateRanged_Scout:OnTickEvent.K2Node_CallFunction_80715) LITERAL: Hello(/Game/Extinction/Dinos/Scout/DinoAttackStateRanged_Scout.DinoAttackStateRanged_Scout:OnTickEvent.K2Node_CallFunction_80928) LITERAL: Scout {0} PlayerOwnedScout {1} TrackerState {3} ScoutDistanceFromOwner {4}(/Game/Extinction/CoreBlueprints/Buffs/Buff_ScoutTracker.Buff_ScoutTracker:BPGetDebugInfoString.K2Node_FormatText_77) LITERAL: Scout {0} PlayerOwnedScout {1} TrackerState {3} ScoutDistanceFromOwner {4}(/Game/Extinction/CoreBlueprints/Buffs/Buff_ScoutTracker.Buff_ScoutTracker:EdGraph_15822.K2Node_CallFunction_35531) LITERAL: 0(/Game/Extinction/CoreBlueprints/Buffs/Buff_ScoutTracker.Buff_ScoutTracker:EdGraph_15822.K2Node_MakeStruct_128) LITERAL: 1(/Game/Extinction/CoreBlueprints/Buffs/Buff_ScoutTracker.Buff_ScoutTracker:EdGraph_15822.K2Node_MakeStruct_129) LITERAL: 3(/Game/Extinction/CoreBlueprints/Buffs/Buff_ScoutTracker.Buff_ScoutTracker:EdGraph_15822.K2Node_MakeStruct_130) LITERAL: 4(/Game/Extinction/CoreBlueprints/Buffs/Buff_ScoutTracker.Buff_ScoutTracker:EdGraph_15822.K2Node_MakeStruct_131) LITERAL: Name {0} Blocking {1} Comp {2}(/Game/Extinction/Dinos/Scout/DinoAttackStateRanged_Scout.DinoAttackStateRanged_Scout:EdGraph_15849.K2Node_CallFunction_35563) LITERAL: 0(/Game/Extinction/Dinos/Scout/DinoAttackStateRanged_Scout.DinoAttackStateRanged_Scout:EdGraph_15849.K2Node_MakeStruct_132) LITERAL: 1(/Game/Extinction/Dinos/Scout/DinoAttackStateRanged_Scout.DinoAttackStateRanged_Scout:EdGraph_15849.K2Node_MakeStruct_133) LITERAL: 2(/Game/Extinction/Dinos/Scout/DinoAttackStateRanged_Scout.DinoAttackStateRanged_Scout:EdGraph_15849.K2Node_MakeStruct_134) LITERAL: Valid {0} Distance {1}(/Game/Extinction/Dinos/Scout/DinoAttackStateRanged_Scout.DinoAttackStateRanged_Scout:EdGraph_15853.K2Node_CallFunction_35564) LITERAL: 0(/Game/Extinction/Dinos/Scout/DinoAttackStateRanged_Scout.DinoAttackStateRanged_Scout:EdGraph_15853.K2Node_MakeStruct_135) LITERAL: 1(/Game/Extinction/Dinos/Scout/DinoAttackStateRanged_Scout.DinoAttackStateRanged_Scout:EdGraph_15853.K2Node_MakeStruct_136) CONTENT: Desert Goggles and Hat(/Engine/Transient.REINST_PrimalItemArmor_DesertClothGogglesHelmet_C_0) CONTENT: You can see better during sandstorms. Provides some protection from the heat and cold, but only minimal protection from injuries.(/Engine/Transient.REINST_PrimalItemArmor_DesertClothGogglesHelmet_C_0) CONTENT: Armor(/Engine/Transient.REINST_PrimalItemArmor_DesertClothGogglesHelmet_C_0) CONTENT: Desert Cloth(/Engine/Transient.REINST_PrimalItemArmor_DesertClothGogglesHelmet_C_0) CONTENT: Desert Goggles and Hat(/Engine/Transient.Default__REINST_PrimalItemArmor_DesertClothGogglesHelmet_C_5111) CONTENT: You can see better during sandstorms. Provides some protection from the heat and cold, but only minimal protection from injuries.(/Engine/Transient.Default__REINST_PrimalItemArmor_DesertClothGogglesHelmet_C_5111) CONTENT: Armor(/Engine/Transient.Default__REINST_PrimalItemArmor_DesertClothGogglesHelmet_C_5111) CONTENT: Desert Cloth(/Engine/Transient.Default__REINST_PrimalItemArmor_DesertClothGogglesHelmet_C_5111) CONTENT: Desert Goggles and Hat(/Engine/Transient.REINST_PrimalItemArmor_DesertClothGogglesHelmet_C_1) CONTENT: You can see better during sandstorms. Provides some protection from the heat and cold, but only minimal protection from injuries.(/Engine/Transient.REINST_PrimalItemArmor_DesertClothGogglesHelmet_C_1) CONTENT: Armor(/Engine/Transient.REINST_PrimalItemArmor_DesertClothGogglesHelmet_C_1) CONTENT: Desert Cloth(/Engine/Transient.REINST_PrimalItemArmor_DesertClothGogglesHelmet_C_1) LITERAL: PlayStartledAnim(/Game/Aberration/CoreBlueprints/Buffs/Buff_Flashbang_DinoPawn.Buff_Flashbang_DinoPawn:EventGraph.K2Node_CallFunction_107405) CONTENT: Flashbang'd(/Engine/Transient.REINST_Buff_Flashbang_PlayerPawn_C_0) CONTENT: You have been blinded and your ears are ringing!(/Engine/Transient.REINST_Buff_Flashbang_PlayerPawn_C_0) CONTENT: Flashbang'd(/Engine/Transient.Default__REINST_Buff_Flashbang_PlayerPawn_C_5130) CONTENT: You have been blinded and your ears are ringing!(/Engine/Transient.Default__REINST_Buff_Flashbang_PlayerPawn_C_5130) CONTENT: Flashbang'd(/Engine/Transient.REINST_Buff_Flashbang_PlayerPawn_C_1) CONTENT: You have been blinded and your ears are ringing!(/Engine/Transient.REINST_Buff_Flashbang_PlayerPawn_C_1) CONTENT: Plant Species Z Fruit(/Game/Aberration/WeaponPlantSpeciesZ/PrimalItem_PlantSpeciesZ_Grenade.Default__PrimalItem_PlantSpeciesZ_Grenade_C) CONTENT: Bioluminescent Fruit that provides a flash of Charge lighting(/Game/Aberration/WeaponPlantSpeciesZ/PrimalItem_PlantSpeciesZ_Grenade.Default__PrimalItem_PlantSpeciesZ_Grenade_C) LITERAL: ResumeFollowTarget(/Game/Extinction/Dinos/Scout/Scout_AIController_BP.Scout_AIController_BP:EventGraph.K2Node_CallFunction_112063) LITERAL: FindAggressors(/Game/Extinction/Dinos/Scout/Scout_AIController_BP.Scout_AIController_BP:EventGraph.K2Node_CallFunction_157341) LITERAL: FindAggressors(/Game/Extinction/Dinos/Scout/Scout_AIController_BP.Scout_AIController_BP:EventGraph.K2Node_CallFunction_9856) LITERAL: FindAggressors(/Game/Extinction/Dinos/Scout/Scout_AIController_BP.Scout_AIController_BP:EventGraph.K2Node_CallFunction_9857) LITERAL: deactivate(/Game/Extinction/Dinos/Scout/Service_ScoutStrafe.Service_ScoutStrafe:ReceiveDeactivation.K2Node_CallFunction_228273) LITERAL: Dash(/Game/Extinction/Dinos/Scout/Task_Scout_Dash.Task_Scout_Dash:ReceiveExecute.K2Node_CallFunction_94798) LITERAL: Dist {0} {1}(/Game/Extinction/Dinos/Scout/Task_Scout_Strafe.Task_Scout_Strafe:EventGraph.K2Node_FormatText_37) LITERAL: Changed State To {0}(/Game/Extinction/Dinos/Scout/Task_Scout_Strafe.Task_Scout_Strafe:UpdateStrafeState.K2Node_FormatText_43) LITERAL: Dist {0} {1}(/Game/Extinction/Dinos/Scout/Task_Scout_Strafe.Task_Scout_Strafe:ExecuteUbergraph_Task_Scout_Strafe.K2Node_CallFunction_36602) LITERAL: 0(/Game/Extinction/Dinos/Scout/Task_Scout_Strafe.Task_Scout_Strafe:ExecuteUbergraph_Task_Scout_Strafe.K2Node_MakeStruct_137) LITERAL: 1(/Game/Extinction/Dinos/Scout/Task_Scout_Strafe.Task_Scout_Strafe:ExecuteUbergraph_Task_Scout_Strafe.K2Node_MakeStruct_138) LITERAL: Changed State To {0}(/Game/Extinction/Dinos/Scout/Task_Scout_Strafe.Task_Scout_Strafe:EdGraph_16209.K2Node_CallFunction_36607) LITERAL: 0(/Game/Extinction/Dinos/Scout/Task_Scout_Strafe.Task_Scout_Strafe:EdGraph_16209.K2Node_MakeStruct_139) CONTENT: Energy(/Game/Extinction/CoreBlueprints/DinoCharacterStatusComponent_BP_Enforcer.Default__DinoCharacterStatusComponent_BP_Enforcer_C) CONTENT: body(/Game/Extinction/CoreBlueprints/DinoColorSet_Enforcer.Default__DinoColorSet_Enforcer_C) CONTENT: algae(/Game/Extinction/CoreBlueprints/DinoColorSet_Enforcer.Default__DinoColorSet_Enforcer_C) CONTENT: metal(/Game/Extinction/CoreBlueprints/DinoColorSet_Enforcer.Default__DinoColorSet_Enforcer_C) CONTENT: Scrap Metal(/Game/Extinction/CoreBlueprints/Resources/PrimalItemResource_ScrapMetal.Default__PrimalItemResource_ScrapMetal_C) CONTENT: A small pile of Scrap Metal. Can be refined in a Forge.(/Game/Extinction/CoreBlueprints/Resources/PrimalItemResource_ScrapMetal.Default__PrimalItemResource_ScrapMetal_C) CONTENT: MeshBendSocket_Front_Top(/Engine/Transient.REINST_Enforcer_Character_BP_C_0) CONTENT: MeshBendSocket_Front_FloorOverride(/Engine/Transient.REINST_Enforcer_Character_BP_C_0) CONTENT: MeshBendSocket_Front_Bottom(/Engine/Transient.REINST_Enforcer_Character_BP_C_0) CONTENT: MeshBendSocket_Front_FloorOverride(/Engine/Transient.REINST_Enforcer_Character_BP_C_0) CONTENT: MeshBendSocket_Back_Top(/Engine/Transient.REINST_Enforcer_Character_BP_C_0) CONTENT: MeshBendSocket_Back_FloorOverride(/Engine/Transient.REINST_Enforcer_Character_BP_C_0) CONTENT: MeshBendSocket_Back_Bottom(/Engine/Transient.REINST_Enforcer_Character_BP_C_0) CONTENT: MeshBendSocket_Back_FloorOverride(/Engine/Transient.REINST_Enforcer_Character_BP_C_0) CONTENT: Front(/Engine/Transient.REINST_Enforcer_Character_BP_C_0) CONTENT: Back(/Engine/Transient.REINST_Enforcer_Character_BP_C_0) CONTENT: Idle(/Engine/Transient.REINST_Enforcer_Character_BP_C_0) CONTENT: Alert(/Engine/Transient.REINST_Enforcer_Character_BP_C_0) CONTENT: Action(/Engine/Transient.REINST_Enforcer_Character_BP_C_0) CONTENT: Move(/Engine/Transient.REINST_Enforcer_Character_BP_C_0) CONTENT: Enforcer(/Engine/Transient.REINST_Enforcer_Character_BP_C_0) LITERAL: OnBeginEvent(/Game/Extinction/Dinos/Enforcer/AI/DinoAttackState_EnforcerBlink.DinoAttackState_EnforcerBlink:OnBeginEvent.K2Node_CallFunction_90455) LITERAL: OnEndEvent(/Game/Extinction/Dinos/Enforcer/AI/DinoAttackState_EnforcerBlink.DinoAttackState_EnforcerBlink:OnEndEvent.K2Node_CallFunction_90455) LITERAL: in attack(/Game/Extinction/Dinos/Enforcer/AI/DinoAttackState_EnforcerBlink.DinoAttackState_EnforcerBlink:BPDoAttack.K2Node_CallFunction_95850) CONTENT: Stunned(/Engine/Transient.REINST_Buff_BlinkImpact_C_0) CONTENT: Stunned(/Engine/Transient.Default__REINST_Buff_BlinkImpact_C_5247) CONTENT: Stunned(/Engine/Transient.REINST_Buff_BlinkImpact_C_1) LITERAL: Ready(/Game/Extinction/Dinos/Enforcer/Enforcer_Character_BP.Enforcer_Character_BP:BPGrabDebugSnapshot.K2Node_CallFunction_102635) LITERAL: Blink(/Game/Extinction/Dinos/Enforcer/Enforcer_Character_BP.Enforcer_Character_BP:BPGrabDebugSnapshot.K2Node_MakeStruct_2041) LITERAL: CD1(/Game/Extinction/Dinos/Enforcer/Enforcer_Character_BP.Enforcer_Character_BP:BPGrabDebugSnapshot.K2Node_MakeStruct_2041) LITERAL: Blink(/Game/Extinction/Dinos/Enforcer/Enforcer_Character_BP.Enforcer_Character_BP:BPGrabDebugSnapshot.K2Node_MakeStruct_2042) LITERAL: CD2(/Game/Extinction/Dinos/Enforcer/Enforcer_Character_BP.Enforcer_Character_BP:BPGrabDebugSnapshot.K2Node_MakeStruct_2042) LITERAL: Blink(/Game/Extinction/Dinos/Enforcer/Enforcer_Character_BP.Enforcer_Character_BP:BPGrabDebugSnapshot.K2Node_MakeStruct_2043) LITERAL: CD3(/Game/Extinction/Dinos/Enforcer/Enforcer_Character_BP.Enforcer_Character_BP:BPGrabDebugSnapshot.K2Node_MakeStruct_2043) LITERAL: Blink(/Game/Extinction/Dinos/Enforcer/Enforcer_Character_BP.Enforcer_Character_BP:BPGrabDebugSnapshot.K2Node_MakeStruct_791) LITERAL: CD4(/Game/Extinction/Dinos/Enforcer/Enforcer_Character_BP.Enforcer_Character_BP:BPGrabDebugSnapshot.K2Node_MakeStruct_791) LITERAL: SetupBlinkCooldowns_Initial(/Game/Extinction/Dinos/Enforcer/Enforcer_Character_BP.Enforcer_Character_BP:BPUnstasis.K2Node_CallFunction_185472) LITERAL: FixBlinkMaterials(/Game/Extinction/Dinos/Enforcer/Enforcer_Character_BP.Enforcer_Character_BP:BPUnstasis.K2Node_CallFunction_247133) LITERAL: ERROR: Blink-to-air overlap check failed!(/Game/Extinction/Dinos/Enforcer/Enforcer_Character_BP.Enforcer_Character_BP:CalcBlinkTarget.K2Node_CallFunction_248843) LITERAL: climb={climb}, enforcer={enforcer}, result={result}(/Game/Extinction/Dinos/Enforcer/Enforcer_Character_BP.Enforcer_Character_BP:Can Receive Climbing Input Strafe.K2Node_FormatText_14) LITERAL: Blink(/Game/Extinction/Dinos/Enforcer/Enforcer_Character_BP.Enforcer_Character_BP:Do Blink.K2Node_CallFunction_77172) LITERAL: Disable Wall Detach Input Shortly After Attach Input(/Game/Extinction/Dinos/Enforcer/Enforcer_Character_BP.Enforcer_Character_BP:EventGraph.K2Node_CallFunction_399865) LITERAL: Disable Wall Detach Input Shortly After Attach Input(/Game/Extinction/Dinos/Enforcer/Enforcer_Character_BP.Enforcer_Character_BP:EventGraph.K2Node_CallFunction_402595) LITERAL: Shortly After Jumping from A Non Climbing State(/Game/Extinction/Dinos/Enforcer/Enforcer_Character_BP.Enforcer_Character_BP:EventGraph.K2Node_CallFunction_511440) LITERAL: Shortly After Detaching Prevent Reattach(/Game/Extinction/Dinos/Enforcer/Enforcer_Character_BP.Enforcer_Character_BP:EventGraph.K2Node_CallFunction_530847) LITERAL: SetupBlinkCooldowns_Initial(/Game/Extinction/Dinos/Enforcer/Enforcer_Character_BP.Enforcer_Character_BP:ReceiveBeginPlay.K2Node_CallFunction_185472) LITERAL: FixBlinkMaterials(/Game/Extinction/Dinos/Enforcer/Enforcer_Character_BP.Enforcer_Character_BP:ReceiveBeginPlay.K2Node_CallFunction_89221) LITERAL: view angle: {ang}, arc power: {pow}(/Game/Extinction/Dinos/Enforcer/Enforcer_Character_BP.Enforcer_Character_BP:ReceiveTick.K2Node_FormatText_66) LITERAL: Blink alpha: (/Game/Extinction/Dinos/Enforcer/Enforcer_Character_BP.Enforcer_Character_BP:SetBlinkMaterialFade.K2Node_CallFunction_511960) LITERAL: ; Forward = (/Game/Extinction/Dinos/Enforcer/Enforcer_Character_BP.Enforcer_Character_BP:SetBlinkMaterialFade.K2Node_CallFunction_513737) CONTENT: Desert Titan Trophy(/Game/Extinction/CoreBlueprints/Trophies/PrimalItemTrophy_Kaiju_Desert.Default__PrimalItemTrophy_Kaiju_Desert_C) CONTENT: Items Common(/Game/Extinction/CoreBlueprints/ItemLootSets/DinoDropInventoryComponent_Kaiju_Desert.Default__DinoDropInventoryComponent_Kaiju_Desert_C) CONTENT: Items(/Game/Extinction/CoreBlueprints/ItemLootSets/DinoDropInventoryComponent_Kaiju_Desert.Default__DinoDropInventoryComponent_Kaiju_Desert_C) CONTENT: Items Rare(/Game/Extinction/CoreBlueprints/ItemLootSets/DinoDropInventoryComponent_Kaiju_Desert.Default__DinoDropInventoryComponent_Kaiju_Desert_C) CONTENT: Items(/Game/Extinction/CoreBlueprints/ItemLootSets/DinoDropInventoryComponent_Kaiju_Desert.Default__DinoDropInventoryComponent_Kaiju_Desert_C) CONTENT: Very Rare(/Game/Extinction/CoreBlueprints/ItemLootSets/DinoDropInventoryComponent_Kaiju_Desert.Default__DinoDropInventoryComponent_Kaiju_Desert_C) CONTENT: Mek Saddles(/Game/Extinction/CoreBlueprints/ItemLootSets/DinoDropInventoryComponent_Kaiju_Desert.Default__DinoDropInventoryComponent_Kaiju_Desert_C) CONTENT: Ammo(/Game/Extinction/CoreBlueprints/ItemLootSets/DinoDropInventoryComponent_Kaiju_Desert.Default__DinoDropInventoryComponent_Kaiju_Desert_C) CONTENT: Element(/Game/Extinction/CoreBlueprints/ItemLootSets/DinoDropInventoryComponent_Kaiju_Desert.Default__DinoDropInventoryComponent_Kaiju_Desert_C) CONTENT: Bullets(/Game/Extinction/CoreBlueprints/ItemLootSets/DinoDropInventoryComponent_Kaiju_Desert.Default__DinoDropInventoryComponent_Kaiju_Desert_C) CONTENT: MekAmmo(/Game/Extinction/CoreBlueprints/ItemLootSets/DinoDropInventoryComponent_Kaiju_Desert.Default__DinoDropInventoryComponent_Kaiju_Desert_C) CONTENT: Apex Drop(/Game/Extinction/CoreBlueprints/ItemLootSets/DinoDropInventoryComponent_Kaiju_Desert.Default__DinoDropInventoryComponent_Kaiju_Desert_C) CONTENT: Trophy(/Game/Extinction/CoreBlueprints/ItemLootSets/DinoDropInventoryComponent_Kaiju_Desert.Default__DinoDropInventoryComponent_Kaiju_Desert_C) CONTENT: Hold On!(/Engine/Transient.REINST_DesertKaiju_Character_BP_C_0) CONTENT: Hold On!(/Engine/Transient.REINST_DesertKaiju_Character_BP_C_0) CONTENT: Idle(/Engine/Transient.REINST_DesertKaiju_Character_BP_C_0) CONTENT: Spine_04_Jnt(/Engine/Transient.REINST_DesertKaiju_Character_BP_C_0) CONTENT: Roar(/Engine/Transient.REINST_DesertKaiju_Character_BP_C_0) CONTENT: Spine_04_Jnt(/Engine/Transient.REINST_DesertKaiju_Character_BP_C_0) CONTENT: Attack(/Engine/Transient.REINST_DesertKaiju_Character_BP_C_0) CONTENT: Spine_04_Jnt(/Engine/Transient.REINST_DesertKaiju_Character_BP_C_0) CONTENT: Move(/Engine/Transient.REINST_DesertKaiju_Character_BP_C_0) CONTENT: Spine_04_Jnt(/Engine/Transient.REINST_DesertKaiju_Character_BP_C_0) CONTENT: Desert Titan(/Engine/Transient.REINST_DesertKaiju_Character_BP_C_0) CONTENT: Desert Titan Flock(/Engine/Transient.REINST_DesertKaiju_FirstFlockChar_BP_C_0) LITERAL: ERROR: DesertKaiju_FirstFlockChar_BP must have a FlockSize that is a multiple of 4.(/Game/Extinction/Dinos/DesertKaiju/DesertKaiju_FirstFlockChar_BP.DesertKaiju_FirstFlockChar_BP:BPDinoPostBeginPlay.K2Node_CallFunction_220340) LITERAL: Current value = (/Game/Extinction/Dinos/DesertKaiju/DesertKaiju_FirstFlockChar_BP.DesertKaiju_FirstFlockChar_BP:BPDinoPostBeginPlay.K2Node_CallFunction_220340) LITERAL: . Try setting to (/Game/Extinction/Dinos/DesertKaiju/DesertKaiju_FirstFlockChar_BP.DesertKaiju_FirstFlockChar_BP:BPDinoPostBeginPlay.K2Node_CallFunction_236219) LITERAL: CleanupBoids(/Game/Extinction/Dinos/DesertKaiju/DesertKaiju_FirstFlockChar_BP.DesertKaiju_FirstFlockChar_BP:EventGraph.K2Node_CallFunction_263829) LITERAL: You were dismounted by Flocks!(/Game/Extinction/CoreBlueprints/DamageTypes/DmgType_Melee_DmgMetal_Kaiju_DKFLock.DmgType_Melee_DmgMetal_Kaiju_DKFLock:BPAdjustDamage.K2Node_CallFunction_206550) LITERAL: You were dismounted by Flocks!(/Game/Extinction/CoreBlueprints/DamageTypes/DmgType_Melee_DmgMetal_Kaiju_DKFLock.DmgType_Melee_DmgMetal_Kaiju_DKFLock:BPAdjustDamage.K2Node_CallFunction_117957) LITERAL: Desert Titan cannot be damaged while downloading.(/Game/Extinction/Dinos/DesertKaiju/DesertKaiju_Character_BP.DesertKaiju_Character_BP:BPAdjustDamage.K2Node_CallFunction_166050) LITERAL: Gamma (/Game/Extinction/Dinos/DesertKaiju/DesertKaiju_Character_BP.DesertKaiju_Character_BP:BPDinoARKDownloadedEnd.K2Node_CallFunction_77583) LITERAL: Alpha (/Game/Extinction/Dinos/DesertKaiju/DesertKaiju_Character_BP.DesertKaiju_Character_BP:BPDinoARKDownloadedEnd.K2Node_CallFunction_77584) LITERAL: Beta (/Game/Extinction/Dinos/DesertKaiju/DesertKaiju_Character_BP.DesertKaiju_Character_BP:BPDinoARKDownloadedEnd.K2Node_CallFunction_77585) LITERAL: Lightning Charges: (/Game/Extinction/Dinos/DesertKaiju/DesertKaiju_Character_BP.DesertKaiju_Character_BP:BPGetHUDElements.K2Node_CallFunction_86420) LITERAL: Back (/Game/Extinction/Dinos/DesertKaiju/DesertKaiju_Character_BP.DesertKaiju_Character_BP:BPGetMultiUseEntries.K2Node_CallFunction_29460) LITERAL: Tame Kaiju!(/Game/Extinction/Dinos/DesertKaiju/DesertKaiju_Character_BP.DesertKaiju_Character_BP:BPGetMultiUseEntries.K2Node_FormatText_19) LITERAL: Out of Lightning Charges!(/Game/Extinction/Dinos/DesertKaiju/DesertKaiju_Character_BP.DesertKaiju_Character_BP:BPHandleControllerInitiatedAttack.K2Node_CallFunction_136518) LITERAL: EquipSaddle(/Game/Extinction/Dinos/DesertKaiju/DesertKaiju_Character_BP.DesertKaiju_Character_BP:BPSetupTamed.K2Node_CallFunction_128834) LITERAL: The Desert Titan has started downloading.(/Game/Extinction/Dinos/DesertKaiju/DesertKaiju_Character_BP.DesertKaiju_Character_BP:BPSetupTamed.K2Node_CallFunction_139553) LITERAL: Multi_DelayedTurnOffHealthRegen(/Game/Extinction/Dinos/DesertKaiju/DesertKaiju_Character_BP.DesertKaiju_Character_BP:BPSetupTamed.K2Node_CallFunction_232278) LITERAL: The Desert Titan has been tamed.(/Game/Extinction/Dinos/DesertKaiju/DesertKaiju_Character_BP.DesertKaiju_Character_BP:BPSetupTamed.K2Node_CallFunction_351156) LITERAL: Gamma (/Game/Extinction/Dinos/DesertKaiju/DesertKaiju_Character_BP.DesertKaiju_Character_BP:BPSetupTamed.K2Node_CallFunction_77583) LITERAL: Alpha (/Game/Extinction/Dinos/DesertKaiju/DesertKaiju_Character_BP.DesertKaiju_Character_BP:BPSetupTamed.K2Node_CallFunction_77584) LITERAL: Beta (/Game/Extinction/Dinos/DesertKaiju/DesertKaiju_Character_BP.DesertKaiju_Character_BP:BPSetupTamed.K2Node_CallFunction_77585) LITERAL: UpdateSaddlePhysics(/Game/Extinction/Dinos/DesertKaiju/DesertKaiju_Character_BP.DesertKaiju_Character_BP:EventGraph.K2Node_CallFunction_136409) LITERAL: Target acquired by a flock.(/Game/Extinction/Dinos/DesertKaiju/DesertKaiju_Character_BP.DesertKaiju_Character_BP:EventGraph.K2Node_CallFunction_136518) LITERAL: UpdateSaddlePhysics(/Game/Extinction/Dinos/DesertKaiju/DesertKaiju_Character_BP.DesertKaiju_Character_BP:EventGraph.K2Node_CallFunction_139148) LITERAL: Passenger1DelayedSetInterpSpeed(/Game/Extinction/Dinos/DesertKaiju/DesertKaiju_Character_BP.DesertKaiju_Character_BP:EventGraph.K2Node_CallFunction_50266) LITERAL: Passenger1DelayedSetInterpSpeed(/Game/Extinction/Dinos/DesertKaiju/DesertKaiju_Character_BP.DesertKaiju_Character_BP:EventGraph.K2Node_CallFunction_52173) LITERAL: Passenger1DelayedSetInterpSpeed(/Game/Extinction/Dinos/DesertKaiju/DesertKaiju_Character_BP.DesertKaiju_Character_BP:EventGraph.K2Node_CallFunction_54482) LITERAL: Passenger1DelayedSetInterpSpeed(/Game/Extinction/Dinos/DesertKaiju/DesertKaiju_Character_BP.DesertKaiju_Character_BP:EventGraph.K2Node_CallFunction_59598) LITERAL: Deactivate_CentralNode(/Game/Extinction/Dinos/DesertKaiju/DesertKaiju_Character_BP.DesertKaiju_Character_BP:EventGraph.K2Node_CallFunction_78630) LITERAL: Deactivate_RWingNode(/Game/Extinction/Dinos/DesertKaiju/DesertKaiju_Character_BP.DesertKaiju_Character_BP:EventGraph.K2Node_CallFunction_78805) LITERAL: Deactivate_LWingNode(/Game/Extinction/Dinos/DesertKaiju/DesertKaiju_Character_BP.DesertKaiju_Character_BP:EventGraph.K2Node_CallFunction_78806) CONTENT: You are being targeted by a Flock!(/Engine/Transient.REINST_Buff_DKFlockTargetMessage_C_0) LITERAL: You are being targeted by a Flock!(/Game/Extinction/Dinos/DesertKaiju/Buff_DKFlockTargetMessage.Buff_DKFlockTargetMessage:BPSetupForInstigator.K2Node_CallFunction_117957) CONTENT: You are being targeted by a Flock!(/Engine/Transient.Default__REINST_Buff_DKFlockTargetMessage_C_5292) CONTENT: You are being targeted by a Flock!(/Engine/Transient.REINST_Buff_DKFlockTargetMessage_C_1) LITERAL: DelayedTurnBoolOff(/Game/Extinction/Dinos/DesertKaiju/DKaijuFlock_AttackAIState_Slap.DKaijuFlock_AttackAIState_Slap:OnTickEvent.K2Node_CallFunction_200034) CONTENT: Dimorph Egg(/Game/PrimalEarth/Test/PrimalItemConsumable_Egg_Dimorph.Default__PrimalItemConsumable_Egg_Dimorph_C) CONTENT: All Muted -g(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Dimorph.Default__DinoColorSet_Dimorph_C) CONTENT: All(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Dimorph.Default__DinoColorSet_Dimorph_C) CONTENT: All(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Dimorph.Default__DinoColorSet_Dimorph_C) CONTENT: Fertilized Dimorph Egg(/Game/PrimalEarth/Test/PrimalItemConsumable_Egg_Dimorph_Fertilized.Default__PrimalItemConsumable_Egg_Dimorph_Fertilized_C) CONTENT: Idle - Fly(/Engine/Transient.REINST_Dimorph_Character_BP_C_0) CONTENT: c_back2(/Engine/Transient.REINST_Dimorph_Character_BP_C_0) CONTENT: Idle(/Engine/Transient.REINST_Dimorph_Character_BP_C_0) CONTENT: Cute(/Engine/Transient.REINST_Dimorph_Character_BP_C_0) CONTENT: Action(/Engine/Transient.REINST_Dimorph_Character_BP_C_0) CONTENT: c_back2(/Engine/Transient.REINST_Dimorph_Character_BP_C_0) CONTENT: Move(/Engine/Transient.REINST_Dimorph_Character_BP_C_0) CONTENT: Move - Fly(/Engine/Transient.REINST_Dimorph_Character_BP_C_0) CONTENT: c_back2(/Engine/Transient.REINST_Dimorph_Character_BP_C_0) CONTENT: Dimorphodon(/Engine/Transient.REINST_Dimorph_Character_BP_C_0) CONTENT: Idle - Fly(/Engine/Transient.Default__REINST_Dimorph_Character_BP_C_5318) CONTENT: c_back2(/Engine/Transient.Default__REINST_Dimorph_Character_BP_C_5318) CONTENT: Idle(/Engine/Transient.Default__REINST_Dimorph_Character_BP_C_5318) CONTENT: Cute(/Engine/Transient.Default__REINST_Dimorph_Character_BP_C_5318) CONTENT: Action(/Engine/Transient.Default__REINST_Dimorph_Character_BP_C_5318) CONTENT: c_back2(/Engine/Transient.Default__REINST_Dimorph_Character_BP_C_5318) CONTENT: Move(/Engine/Transient.Default__REINST_Dimorph_Character_BP_C_5318) CONTENT: Move - Fly(/Engine/Transient.Default__REINST_Dimorph_Character_BP_C_5318) CONTENT: c_back2(/Engine/Transient.Default__REINST_Dimorph_Character_BP_C_5318) CONTENT: Dimorphodon(/Engine/Transient.Default__REINST_Dimorph_Character_BP_C_5318) CONTENT: Idle - Fly(/Engine/Transient.REINST_Dimorph_Character_BP_C_1) CONTENT: c_back2(/Engine/Transient.REINST_Dimorph_Character_BP_C_1) CONTENT: Idle(/Engine/Transient.REINST_Dimorph_Character_BP_C_1) CONTENT: Cute(/Engine/Transient.REINST_Dimorph_Character_BP_C_1) CONTENT: Action(/Engine/Transient.REINST_Dimorph_Character_BP_C_1) CONTENT: c_back2(/Engine/Transient.REINST_Dimorph_Character_BP_C_1) CONTENT: Move(/Engine/Transient.REINST_Dimorph_Character_BP_C_1) CONTENT: Move - Fly(/Engine/Transient.REINST_Dimorph_Character_BP_C_1) CONTENT: c_back2(/Engine/Transient.REINST_Dimorph_Character_BP_C_1) CONTENT: Dimorphodon(/Engine/Transient.REINST_Dimorph_Character_BP_C_1) LITERAL: CheckForRain(/Game/Extinction/CoreBlueprints/Buffs/Buff_LightningAoETamed.Buff_LightningAoETamed:EventGraph.K2Node_CallFunction_36974) LITERAL: CheckForRain(/Game/Extinction/CoreBlueprints/Buffs/Buff_LightningAoE.Buff_LightningAoE:EventGraph.K2Node_CallFunction_36974) CONTENT: Marked For Lightning(/Engine/Transient.REINST_Buff_DesertKaijuLightningTarget_C_0) CONTENT: You're about to be Zapped!(/Engine/Transient.REINST_Buff_DesertKaijuLightningTarget_C_0) CONTENT: Marked For Lightning(/Engine/Transient.Default__REINST_Buff_DesertKaijuLightningTarget_C_5361) CONTENT: You're about to be Zapped!(/Engine/Transient.Default__REINST_Buff_DesertKaijuLightningTarget_C_5361) CONTENT: Marked For Lightning(/Engine/Transient.REINST_Buff_DesertKaijuLightningTarget_C_1) CONTENT: You're about to be Zapped!(/Engine/Transient.REINST_Buff_DesertKaijuLightningTarget_C_1) CONTENT: Desert Titan Flock(/Engine/Transient.Default__REINST_DesertKaiju_FirstFlockChar_BP_C_5375) CONTENT: Desert Titan Flock(/Engine/Transient.REINST_DesertKaiju_FirstFlockChar_BP_C_1) CONTENT: Requires Element to be activated.(/Engine/Transient.REINST_PrimalInventoryBP_TekGenerator_C_0) CONTENT: Tek Generator(/Engine/Transient.REINST_PrimalInventoryBP_TekGenerator_C_0) CONTENT: Requires Element to be activated.(/Engine/Transient.Default__REINST_PrimalInventoryBP_TekGenerator_C_5394) CONTENT: Tek Generator(/Engine/Transient.Default__REINST_PrimalInventoryBP_TekGenerator_C_5394) CONTENT: Requires Element to be activated.(/Engine/Transient.REINST_PrimalInventoryBP_TekGenerator_C_1) CONTENT: Tek Generator(/Engine/Transient.REINST_PrimalInventoryBP_TekGenerator_C_1) CONTENT: Tek Generator(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekGenerator.Default__PrimalItemStructure_TekGenerator_C) CONTENT: Powers Tek Structures and electrical structures wirelessly! Requires Element to run, and Tek Engram to use.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekGenerator.Default__PrimalItemStructure_TekGenerator_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekGenerator.Default__PrimalItemStructure_TekGenerator_C) CONTENT: Misc(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekGenerator.Default__PrimalItemStructure_TekGenerator_C) CONTENT: Tek Generator(/Engine/Transient.REINST_StorageBox_TekGenerator_C_0) LITERAL: UpdateShieldInterp(/Game/PrimalEarth/Structures/StorageBox_TekGenerator.StorageBox_TekGenerator:EventGraph.K2Node_CallFunction_50725) LITERAL: UpdateShieldOpacity(/Game/PrimalEarth/Structures/StorageBox_TekGenerator.StorageBox_TekGenerator:EventGraph.K2Node_CallFunction_28370) LITERAL: DoRefreshPoweredStructures(/Game/PrimalEarth/Structures/StorageBox_TekGenerator.StorageBox_TekGenerator:SetShieldActive.K2Node_CallFunction_35186) LITERAL: (At Maximum Radius)(/Game/PrimalEarth/Structures/StorageBox_TekGenerator.StorageBox_TekGenerator:BPGetMultiUseEntries.K2Node_Select_55) LITERAL: (At Minimum Radius)(/Game/PrimalEarth/Structures/StorageBox_TekGenerator.StorageBox_TekGenerator:BPGetMultiUseEntries.K2Node_Select_52) LITERAL: Decrease Radius to (/Game/PrimalEarth/Structures/StorageBox_TekGenerator.StorageBox_TekGenerator:BPGetMultiUseEntries.K2Node_CallFunction_25765) LITERAL: Increase Radius to (/Game/PrimalEarth/Structures/StorageBox_TekGenerator.StorageBox_TekGenerator:BPGetMultiUseEntries.K2Node_CallFunction_26567) LITERAL: Increase to Maximum Radius (10.0x)(/Game/PrimalEarth/Structures/StorageBox_TekGenerator.StorageBox_TekGenerator:BPGetMultiUseEntries.K2Node_MakeStruct_1371) LITERAL: Decrease to Minimum Radius (1.0x)(/Game/PrimalEarth/Structures/StorageBox_TekGenerator.StorageBox_TekGenerator:BPGetMultiUseEntries.K2Node_MakeStruct_1971) LITERAL: Deactivate Power (/Game/PrimalEarth/Structures/StorageBox_TekGenerator.StorageBox_TekGenerator:BPGetMultiUseEntries.K2Node_Select_49) LITERAL: Activate Power(/Game/PrimalEarth/Structures/StorageBox_TekGenerator.StorageBox_TekGenerator:BPGetMultiUseEntries.K2Node_Select_49) LITERAL: Pulse Generator Range(/Game/PrimalEarth/Structures/StorageBox_TekGenerator.StorageBox_TekGenerator:BPGetMultiUseEntries.K2Node_MakeStruct_1973) LITERAL: Show Generator Range(/Game/PrimalEarth/Structures/StorageBox_TekGenerator.StorageBox_TekGenerator:BPGetMultiUseEntries.K2Node_Select_59) LITERAL: Hide Generator Range(/Game/PrimalEarth/Structures/StorageBox_TekGenerator.StorageBox_TekGenerator:BPGetMultiUseEntries.K2Node_Select_59) LITERAL: [Radius Options](/Game/PrimalEarth/Structures/StorageBox_TekGenerator.StorageBox_TekGenerator:BPGetMultiUseEntries.K2Node_MakeStruct_1421) LITERAL: [Back](/Game/PrimalEarth/Structures/StorageBox_TekGenerator.StorageBox_TekGenerator:BPGetMultiUseEntries.K2Node_MakeStruct_1422) LITERAL: FinishPowerUp(/Game/PrimalEarth/Structures/StorageBox_TekGenerator.StorageBox_TekGenerator:BPTryMultiUse.K2Node_CallFunction_34234) LITERAL: Barrier Power-Up In: (/Game/PrimalEarth/Structures/StorageBox_TekGenerator.StorageBox_TekGenerator:BlueprintDrawHUD.K2Node_CallFunction_65874) CONTENT: Tek Generator(/Engine/Transient.Default__REINST_StorageBox_TekGenerator_C_5402) CONTENT: Tek Generator(/Engine/Transient.REINST_StorageBox_TekGenerator_C_1) CONTENT: Put food for your nearby pets in this, and they'll automatically eat it when hungry! Can refridgerate items, so long as it's powered by a Tek Generator!(/Game/PrimalEarth/CoreBlueprints/Inventories/PrimalInventoryBP_TekTrough.Default__PrimalInventoryBP_TekTrough_C) CONTENT: Tek Trough(/Game/PrimalEarth/CoreBlueprints/Inventories/PrimalInventoryBP_TekTrough.Default__PrimalInventoryBP_TekTrough_C) CONTENT: Tek Trough(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekTrough.Default__PrimalItemStructure_TekTrough_C) CONTENT: Put food for your nearby pets in this, and they'll automatically eat it when hungry! Can refridgerate items, so long as it's powered by a Tek Generator!(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekTrough.Default__PrimalItemStructure_TekTrough_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekTrough.Default__PrimalItemStructure_TekTrough_C) CONTENT: Tek(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekTrough.Default__PrimalItemStructure_TekTrough_C) CONTENT: Structure(/Engine/Transient.REINST_FeedingTroughBaseBP_C_0) LITERAL: Hide Visible Area(/Game/PrimalEarth/Structures/BuildingBases/FeedingTroughBaseBP.FeedingTroughBaseBP:BPGetMultiUseEntries.K2Node_CallFunction_161462) LITERAL: Show Visible Area(/Game/PrimalEarth/Structures/BuildingBases/FeedingTroughBaseBP.FeedingTroughBaseBP:BPGetMultiUseEntries.K2Node_CallFunction_161462) LITERAL: Toggle all OFF in area(/Game/PrimalEarth/Structures/BuildingBases/FeedingTroughBaseBP.FeedingTroughBaseBP:BPGetMultiUseEntries.K2Node_MakeStruct_1000) LITERAL: Check Team And Set Visual Visibility(/Game/PrimalEarth/Structures/BuildingBases/FeedingTroughBaseBP.FeedingTroughBaseBP:Check Team and Set Visual Visibility.K2Node_CallFunction_202844) CONTENT: Structure(/Engine/Transient.Default__REINST_FeedingTroughBaseBP_C_5414) CONTENT: Structure(/Engine/Transient.REINST_FeedingTroughBaseBP_C_1) CONTENT: Tek Trough(/Engine/Transient.REINST_TekTrough_C_0) CONTENT: Tek Trough(/Engine/Transient.Default__REINST_TekTrough_C_5421) CONTENT: Tek Trough(/Engine/Transient.REINST_TekTrough_C_1) CONTENT: Coal(/Game/PrimalEarth/CoreBlueprints/Resources/PrimalItemResource_Coal.Default__PrimalItemResource_Coal_C) CONTENT: Have you been naughty?(/Game/PrimalEarth/CoreBlueprints/Resources/PrimalItemResource_Coal.Default__PrimalItemResource_Coal_C) CONTENT: Wishbone(/Game/PrimalEarth/CoreBlueprints/Resources/PrimalItemResource_Wishbone.Default__PrimalItemResource_Wishbone_C) CONTENT: Be thankful and make a wish!(/Game/PrimalEarth/CoreBlueprints/Resources/PrimalItemResource_Wishbone.Default__PrimalItemResource_Wishbone_C) CONTENT: Deposit an item to select the dedicated storage type(/Engine/Transient.REINST_PrimalInventory_DedicatedStorage_C_0) CONTENT: Tek Dedicated Storage(/Engine/Transient.REINST_PrimalInventory_DedicatedStorage_C_0) LITERAL: PreventedAtMax(/Game/PrimalEarth/StructuresPlus/Misc/DedicatedStorage/PrimalInventory_DedicatedStorage.PrimalInventory_DedicatedStorage:BPAllowAddInventoryItem.K2Node_CallFunction_336504) LITERAL: +(/Game/PrimalEarth/StructuresPlus/Misc/DedicatedStorage/PrimalInventory_DedicatedStorage.PrimalInventory_DedicatedStorage:BPGetExtraItemDisplay.K2Node_CallFunction_142090) LITERAL: (/Game/PrimalEarth/StructuresPlus/Misc/DedicatedStorage/PrimalInventory_DedicatedStorage.PrimalInventory_DedicatedStorage:BPGetExtraItemDisplay.K2Node_CallFunction_134709) LITERAL: stack(/Game/PrimalEarth/StructuresPlus/Misc/DedicatedStorage/PrimalInventory_DedicatedStorage.PrimalInventory_DedicatedStorage:BPGetExtraItemDisplay.K2Node_CallFunction_146121) LITERAL: stacks(/Game/PrimalEarth/StructuresPlus/Misc/DedicatedStorage/PrimalInventory_DedicatedStorage.PrimalInventory_DedicatedStorage:BPGetExtraItemDisplay.K2Node_CallFunction_146121) CONTENT: Deposit an item to select the dedicated storage type(/Engine/Transient.Default__REINST_PrimalInventory_DedicatedStorage_C_5438) CONTENT: Tek Dedicated Storage(/Engine/Transient.Default__REINST_PrimalInventory_DedicatedStorage_C_5438) CONTENT: Deposit an item to select the dedicated storage type(/Engine/Transient.REINST_PrimalInventory_DedicatedStorage_C_1) CONTENT: Tek Dedicated Storage(/Engine/Transient.REINST_PrimalInventory_DedicatedStorage_C_1) CONTENT: Tek Dedicated Storage(/Game/PrimalEarth/StructuresPlus/Misc/DedicatedStorage/PrimalItemStructure_DedicatedStorage.Default__PrimalItemStructure_DedicatedStorage_C) CONTENT: Holds a large amount of a single resource.(/Game/PrimalEarth/StructuresPlus/Misc/DedicatedStorage/PrimalItemStructure_DedicatedStorage.Default__PrimalItemStructure_DedicatedStorage_C) CONTENT: Storage(/Game/PrimalEarth/StructuresPlus/Misc/DedicatedStorage/PrimalItemStructure_DedicatedStorage.Default__PrimalItemStructure_DedicatedStorage_C) CONTENT: Dedicated Storage(/Engine/Transient.REINST_BP_DedicatedStorage_C_0) LITERAL: Withdraw Stack(/Game/PrimalEarth/StructuresPlus/Misc/DedicatedStorage/BP_DedicatedStorage.BP_DedicatedStorage:BPGetMultiUseEntries.K2Node_MakeStruct_1360) LITERAL: Consolidate(/Game/PrimalEarth/StructuresPlus/Misc/DedicatedStorage/BP_DedicatedStorage.BP_DedicatedStorage:BPGetMultiUseEntries.K2Node_MakeStruct_7011) LITERAL: Deposit All(/Game/PrimalEarth/StructuresPlus/Misc/DedicatedStorage/BP_DedicatedStorage.BP_DedicatedStorage:BPGetMultiUseEntries.K2Node_MakeStruct_415) LITERAL: Clear Resource Type(/Game/PrimalEarth/StructuresPlus/Misc/DedicatedStorage/BP_DedicatedStorage.BP_DedicatedStorage:BPGetMultiUseEntries.K2Node_MakeStruct_4359) LITERAL: Switch to: Deposit Priority(/Game/PrimalEarth/StructuresPlus/Misc/DedicatedStorage/BP_DedicatedStorage.BP_DedicatedStorage:BPGetMultiUseEntries.K2Node_CallFunction_160070) LITERAL: Switch to: Withdraw Priority(/Game/PrimalEarth/StructuresPlus/Misc/DedicatedStorage/BP_DedicatedStorage.BP_DedicatedStorage:BPGetMultiUseEntries.K2Node_CallFunction_160070) LITERAL: Fill Storage (Creative Mode Only)(/Game/PrimalEarth/StructuresPlus/Misc/DedicatedStorage/BP_DedicatedStorage.BP_DedicatedStorage:BPGetMultiUseEntries.K2Node_MakeStruct_6746) LITERAL: Withdraw 1(/Game/PrimalEarth/StructuresPlus/Misc/DedicatedStorage/BP_DedicatedStorage.BP_DedicatedStorage:BPGetMultiUseEntries.K2Node_MakeStruct_1361) LITERAL: Withdraw 5(/Game/PrimalEarth/StructuresPlus/Misc/DedicatedStorage/BP_DedicatedStorage.BP_DedicatedStorage:BPGetMultiUseEntries.K2Node_MakeStruct_1362) LITERAL: Withdraw 10(/Game/PrimalEarth/StructuresPlus/Misc/DedicatedStorage/BP_DedicatedStorage.BP_DedicatedStorage:BPGetMultiUseEntries.K2Node_MakeStruct_695) LITERAL: Storage for: (/Game/PrimalEarth/StructuresPlus/Misc/DedicatedStorage/BP_DedicatedStorage.BP_DedicatedStorage:OnRep_SelectedResourceClass.K2Node_CallFunction_243436) LITERAL: Color(/Game/PrimalEarth/StructuresPlus/Misc/DedicatedStorage/BP_DedicatedStorage.BP_DedicatedStorage:OnRep_SelectedResourceClass.K2Node_CallFunction_165767) LITERAL: UsingColor(/Game/PrimalEarth/StructuresPlus/Misc/DedicatedStorage/BP_DedicatedStorage.BP_DedicatedStorage:OnRep_SelectedResourceClass.K2Node_CallFunction_165768) LITERAL: UsingColorizedColor(/Game/PrimalEarth/StructuresPlus/Misc/DedicatedStorage/BP_DedicatedStorage.BP_DedicatedStorage:OnRep_SelectedResourceClass.K2Node_CallFunction_165766) LITERAL: DropRestrictedItems(/Game/PrimalEarth/StructuresPlus/Misc/DedicatedStorage/BP_DedicatedStorage.BP_DedicatedStorage:BPNotifyInventoryItemChange.K2Node_CallFunction_324806) LITERAL: UpdateItemCount(/Game/PrimalEarth/StructuresPlus/Misc/DedicatedStorage/BP_DedicatedStorage.BP_DedicatedStorage:BPNotifyInventoryItemChange.K2Node_CallFunction_277850) LITERAL: items transferred.(/Game/PrimalEarth/StructuresPlus/Misc/DedicatedStorage/BP_DedicatedStorage.BP_DedicatedStorage:HandleDeposit.K2Node_CallFunction_243203) LITERAL: Inventory limit reached.(/Game/PrimalEarth/StructuresPlus/Misc/DedicatedStorage/BP_DedicatedStorage.BP_DedicatedStorage:HandleWithdraw.K2Node_CallFunction_274599) LITERAL: items transferred.(/Game/PrimalEarth/StructuresPlus/Misc/DedicatedStorage/BP_DedicatedStorage.BP_DedicatedStorage:HandleConsolidate.K2Node_CallFunction_367351) LITERAL: Storage for: (/Game/PrimalEarth/StructuresPlus/Misc/DedicatedStorage/BP_DedicatedStorage.BP_DedicatedStorage:BlueprintDrawHUD.K2Node_CallFunction_256020) LITERAL: Top & Bottom Options(/Game/PrimalEarth/StructuresPlus/Misc/DedicatedStorage/BP_DedicatedStorage.BP_DedicatedStorage:AddTopAndBottomMenuEntries.K2Node_MakeStruct_2080) LITERAL: Back(/Game/PrimalEarth/StructuresPlus/Misc/DedicatedStorage/BP_DedicatedStorage.BP_DedicatedStorage:AddTopAndBottomMenuEntries.K2Node_MakeStruct_2081) LITERAL: Apply to All Connected(/Game/PrimalEarth/StructuresPlus/Misc/DedicatedStorage/BP_DedicatedStorage.BP_DedicatedStorage:AddTopAndBottomMenuEntries.K2Node_MakeStruct_2083) LITERAL: Show Top & Bottom(/Game/PrimalEarth/StructuresPlus/Misc/DedicatedStorage/BP_DedicatedStorage.BP_DedicatedStorage:AddTopAndBottomMenuEntries.K2Node_CallFunction_158698) LITERAL: Hide Top & Bottom(/Game/PrimalEarth/StructuresPlus/Misc/DedicatedStorage/BP_DedicatedStorage.BP_DedicatedStorage:AddTopAndBottomMenuEntries.K2Node_CallFunction_158698) LITERAL: Rotation: (/Game/PrimalEarth/StructuresPlus/Misc/DedicatedStorage/BP_DedicatedStorage.BP_DedicatedStorage:AddTopAndBottomMenuEntries.K2Node_CallFunction_159836) LITERAL: Inventory limit reached.(/Game/PrimalEarth/StructuresPlus/Misc/DedicatedStorage/BP_DedicatedStorage.BP_DedicatedStorage:WithdrawAmount.K2Node_CallFunction_274599) CONTENT: Dedicated Storage(/Engine/Transient.Default__REINST_BP_DedicatedStorage_C_5445) CONTENT: Dedicated Storage(/Engine/Transient.REINST_BP_DedicatedStorage_C_1) CONTENT: Corrupted Nodule(/Game/Extinction/CoreBlueprints/Resources/PrimalItemResource_CorruptedPolymer.Default__PrimalItemResource_CorruptedPolymer_C) CONTENT: These incredibly strong, lightweight nodules are somehow naturally made in corrupted creatures. Incredibly hazardous to human health if consumed.(/Game/Extinction/CoreBlueprints/Resources/PrimalItemResource_CorruptedPolymer.Default__PrimalItemResource_CorruptedPolymer_C) CONTENT: OverCharged(/Game/Extinction/Dinos/DesertKaiju/Buff_DKOverCharged.Default__Buff_DKOverCharged_C) CONTENT: Cannot recharge Lightning Charges!(/Game/Extinction/Dinos/DesertKaiju/Buff_DKOverCharged.Default__Buff_DKOverCharged_C) CONTENT: Overcharged!(/Game/Extinction/Dinos/DesertKaiju/Buff_DKOverCharged.Default__Buff_DKOverCharged_C) CONTENT: Desert Titan Saddle(/Game/Extinction/CoreBlueprints/Items/Saddle/PrimalItemArmor_DesertKaiju.Default__PrimalItemArmor_DesertKaiju_C) CONTENT: Equip a Desert Titan with this to ride it.(/Game/Extinction/CoreBlueprints/Items/Saddle/PrimalItemArmor_DesertKaiju.Default__PrimalItemArmor_DesertKaiju_C) CONTENT: Saddles(/Game/Extinction/CoreBlueprints/Items/Saddle/PrimalItemArmor_DesertKaiju.Default__PrimalItemArmor_DesertKaiju_C) LITERAL: PlayHandleAnim(/Game/Extinction/CoreBlueprints/Buffs/Buff_DKaijuHandle.Buff_DKaijuHandle:EventGraph.K2Node_CallFunction_154243) CONTENT: Flocks Active(/Game/Extinction/Dinos/DesertKaiju/Buff_DKFlocksActive.Default__Buff_DKFlocksActive_C) CONTENT: The Desert Kaiju's Flocks are Active!(/Game/Extinction/Dinos/DesertKaiju/Buff_DKFlocksActive.Default__Buff_DKFlocksActive_C) CONTENT: Hold On!(/Engine/Transient.Default__REINST_DesertKaiju_Character_BP_C_5481) CONTENT: Hold On!(/Engine/Transient.Default__REINST_DesertKaiju_Character_BP_C_5481) CONTENT: Idle(/Engine/Transient.Default__REINST_DesertKaiju_Character_BP_C_5481) CONTENT: Spine_04_Jnt(/Engine/Transient.Default__REINST_DesertKaiju_Character_BP_C_5481) CONTENT: Roar(/Engine/Transient.Default__REINST_DesertKaiju_Character_BP_C_5481) CONTENT: Spine_04_Jnt(/Engine/Transient.Default__REINST_DesertKaiju_Character_BP_C_5481) CONTENT: Attack(/Engine/Transient.Default__REINST_DesertKaiju_Character_BP_C_5481) CONTENT: Spine_04_Jnt(/Engine/Transient.Default__REINST_DesertKaiju_Character_BP_C_5481) CONTENT: Move(/Engine/Transient.Default__REINST_DesertKaiju_Character_BP_C_5481) CONTENT: Spine_04_Jnt(/Engine/Transient.Default__REINST_DesertKaiju_Character_BP_C_5481) CONTENT: Desert Titan(/Engine/Transient.Default__REINST_DesertKaiju_Character_BP_C_5481) LITERAL: Tame Kaiju!(/Game/Extinction/Dinos/DesertKaiju/DesertKaiju_Character_BP.DesertKaiju_Character_BP:EdGraph_17280.K2Node_CallFunction_40262) CONTENT: Hold On!(/Engine/Transient.REINST_DesertKaiju_Character_BP_C_1) CONTENT: Hold On!(/Engine/Transient.REINST_DesertKaiju_Character_BP_C_1) CONTENT: Idle(/Engine/Transient.REINST_DesertKaiju_Character_BP_C_1) CONTENT: Spine_04_Jnt(/Engine/Transient.REINST_DesertKaiju_Character_BP_C_1) CONTENT: Roar(/Engine/Transient.REINST_DesertKaiju_Character_BP_C_1) CONTENT: Spine_04_Jnt(/Engine/Transient.REINST_DesertKaiju_Character_BP_C_1) CONTENT: Attack(/Engine/Transient.REINST_DesertKaiju_Character_BP_C_1) CONTENT: Spine_04_Jnt(/Engine/Transient.REINST_DesertKaiju_Character_BP_C_1) CONTENT: Move(/Engine/Transient.REINST_DesertKaiju_Character_BP_C_1) CONTENT: Spine_04_Jnt(/Engine/Transient.REINST_DesertKaiju_Character_BP_C_1) CONTENT: Desert Titan(/Engine/Transient.REINST_DesertKaiju_Character_BP_C_1) CONTENT: MeshBendSocket_Front_Top(/Engine/Transient.Default__REINST_Enforcer_Character_BP_C_5727) CONTENT: MeshBendSocket_Front_FloorOverride(/Engine/Transient.Default__REINST_Enforcer_Character_BP_C_5727) CONTENT: MeshBendSocket_Front_Bottom(/Engine/Transient.Default__REINST_Enforcer_Character_BP_C_5727) CONTENT: MeshBendSocket_Front_FloorOverride(/Engine/Transient.Default__REINST_Enforcer_Character_BP_C_5727) CONTENT: MeshBendSocket_Back_Top(/Engine/Transient.Default__REINST_Enforcer_Character_BP_C_5727) CONTENT: MeshBendSocket_Back_FloorOverride(/Engine/Transient.Default__REINST_Enforcer_Character_BP_C_5727) CONTENT: MeshBendSocket_Back_Bottom(/Engine/Transient.Default__REINST_Enforcer_Character_BP_C_5727) CONTENT: MeshBendSocket_Back_FloorOverride(/Engine/Transient.Default__REINST_Enforcer_Character_BP_C_5727) CONTENT: Front(/Engine/Transient.Default__REINST_Enforcer_Character_BP_C_5727) CONTENT: Back(/Engine/Transient.Default__REINST_Enforcer_Character_BP_C_5727) CONTENT: Idle(/Engine/Transient.Default__REINST_Enforcer_Character_BP_C_5727) CONTENT: Alert(/Engine/Transient.Default__REINST_Enforcer_Character_BP_C_5727) CONTENT: Action(/Engine/Transient.Default__REINST_Enforcer_Character_BP_C_5727) CONTENT: Move(/Engine/Transient.Default__REINST_Enforcer_Character_BP_C_5727) CONTENT: Enforcer(/Engine/Transient.Default__REINST_Enforcer_Character_BP_C_5727) LITERAL: view angle: {ang}, arc power: {pow}(/Game/Extinction/Dinos/Enforcer/Enforcer_Character_BP.Enforcer_Character_BP:EdGraph_17844.K2Node_CallFunction_43551) LITERAL: ang(/Game/Extinction/Dinos/Enforcer/Enforcer_Character_BP.Enforcer_Character_BP:EdGraph_17844.K2Node_MakeStruct_142) LITERAL: pow(/Game/Extinction/Dinos/Enforcer/Enforcer_Character_BP.Enforcer_Character_BP:EdGraph_17844.K2Node_MakeStruct_143) LITERAL: climb={climb}, enforcer={enforcer}, result={result}(/Game/Extinction/Dinos/Enforcer/Enforcer_Character_BP.Enforcer_Character_BP:EdGraph_17879.K2Node_CallFunction_43605) LITERAL: climb(/Game/Extinction/Dinos/Enforcer/Enforcer_Character_BP.Enforcer_Character_BP:EdGraph_17879.K2Node_MakeStruct_144) LITERAL: enforcer(/Game/Extinction/Dinos/Enforcer/Enforcer_Character_BP.Enforcer_Character_BP:EdGraph_17879.K2Node_MakeStruct_145) LITERAL: result(/Game/Extinction/Dinos/Enforcer/Enforcer_Character_BP.Enforcer_Character_BP:EdGraph_17879.K2Node_MakeStruct_146) CONTENT: MeshBendSocket_Front_Top(/Engine/Transient.REINST_Enforcer_Character_BP_C_1) CONTENT: MeshBendSocket_Front_FloorOverride(/Engine/Transient.REINST_Enforcer_Character_BP_C_1) CONTENT: MeshBendSocket_Front_Bottom(/Engine/Transient.REINST_Enforcer_Character_BP_C_1) CONTENT: MeshBendSocket_Front_FloorOverride(/Engine/Transient.REINST_Enforcer_Character_BP_C_1) CONTENT: MeshBendSocket_Back_Top(/Engine/Transient.REINST_Enforcer_Character_BP_C_1) CONTENT: MeshBendSocket_Back_FloorOverride(/Engine/Transient.REINST_Enforcer_Character_BP_C_1) CONTENT: MeshBendSocket_Back_Bottom(/Engine/Transient.REINST_Enforcer_Character_BP_C_1) CONTENT: MeshBendSocket_Back_FloorOverride(/Engine/Transient.REINST_Enforcer_Character_BP_C_1) CONTENT: Front(/Engine/Transient.REINST_Enforcer_Character_BP_C_1) CONTENT: Back(/Engine/Transient.REINST_Enforcer_Character_BP_C_1) CONTENT: Idle(/Engine/Transient.REINST_Enforcer_Character_BP_C_1) CONTENT: Alert(/Engine/Transient.REINST_Enforcer_Character_BP_C_1) CONTENT: Action(/Engine/Transient.REINST_Enforcer_Character_BP_C_1) CONTENT: Move(/Engine/Transient.REINST_Enforcer_Character_BP_C_1) CONTENT: Enforcer(/Engine/Transient.REINST_Enforcer_Character_BP_C_1) LITERAL: Range(/Game/Extinction/Dinos/Scout/PrimalItem_WeaponScoutRemote.PrimalItem_WeaponScoutRemote:BPGetItemDescription.K2Node_CallFunction_114719) LITERAL: Shield(/Game/Extinction/Dinos/Scout/PrimalItem_WeaponScoutRemote.PrimalItem_WeaponScoutRemote:BPGetItemDescription.K2Node_CallFunction_165823) LITERAL: Energy(/Game/Extinction/Dinos/Scout/PrimalItem_WeaponScoutRemote.PrimalItem_WeaponScoutRemote:BPGetItemDescription.K2Node_CallFunction_165901) LITERAL: Speed Multiplier(/Game/Extinction/Dinos/Scout/PrimalItem_WeaponScoutRemote.PrimalItem_WeaponScoutRemote:BPGetItemDescription.K2Node_CallFunction_166068) LITERAL: {0}\n Level: {1}\n(/Game/Extinction/Dinos/Scout/PrimalItem_WeaponScoutRemote.PrimalItem_WeaponScoutRemote:BPGetItemDescription.K2Node_FormatText_146) LITERAL: {0}\n{2} {1} (/Game/Extinction/Dinos/Scout/PrimalItem_WeaponScoutRemote.PrimalItem_WeaponScoutRemote:BPGetItemDescription.K2Node_FormatText_151) LITERAL: Energy Per {0}(/Game/Extinction/Dinos/Scout/PrimalItem_WeaponScoutRemote.PrimalItem_WeaponScoutRemote:BPGetItemDescription.K2Node_FormatText_370) LITERAL: Range {0} Stam {1} Ele {2} Scout {3} Player {4} Distance {5}(/Game/Extinction/Dinos/Scout/PrimalItem_WeaponScoutRemote.PrimalItem_WeaponScoutRemote:Can FireWeapon.K2Node_FormatText_196) LITERAL: Ret {0} Res {1}(/Game/Extinction/Dinos/Scout/PrimalItem_WeaponScoutRemote.PrimalItem_WeaponScoutRemote:Can FireWeapon.K2Node_FormatText_198) LITERAL: Actor {1} Buff {2}(/Game/Extinction/Dinos/Scout/PrimalItem_WeaponScoutRemote.PrimalItem_WeaponScoutRemote:Can FireWeapon.K2Node_FormatText_83) LITERAL: RetVal {0} Num {1}(/Game/Extinction/Dinos/Scout/PrimalItem_WeaponScoutRemote.PrimalItem_WeaponScoutRemote:Can FireWeapon.K2Node_FormatText_88) CONTENT: Idle(/Engine/Transient.Default__REINST_Scout_Character_BP_C_5741) CONTENT: back_JNT(/Engine/Transient.Default__REINST_Scout_Character_BP_C_5741) CONTENT: Cute(/Engine/Transient.Default__REINST_Scout_Character_BP_C_5741) CONTENT: back_JNT(/Engine/Transient.Default__REINST_Scout_Character_BP_C_5741) CONTENT: Move(/Engine/Transient.Default__REINST_Scout_Character_BP_C_5741) CONTENT: back_JNT(/Engine/Transient.Default__REINST_Scout_Character_BP_C_5741) CONTENT: Scout(/Engine/Transient.Default__REINST_Scout_Character_BP_C_5741) LITERAL: IsFirstPerson {0} Res {1}(/Game/Extinction/Dinos/Scout/Scout_Character_BP.Scout_Character_BP:ExecuteUbergraph_Scout_Character_BP.K2Node_CallFunction_45864) LITERAL: 0(/Game/Extinction/Dinos/Scout/Scout_Character_BP.Scout_Character_BP:ExecuteUbergraph_Scout_Character_BP.K2Node_MakeStruct_151) LITERAL: 1(/Game/Extinction/Dinos/Scout/Scout_Character_BP.Scout_Character_BP:ExecuteUbergraph_Scout_Character_BP.K2Node_MakeStruct_152) LITERAL: Warning: Low {0} remaining.(/Game/Extinction/Dinos/Scout/Scout_Character_BP.Scout_Character_BP:ExecuteUbergraph_Scout_Character_BP.K2Node_CallFunction_45865) LITERAL: 0(/Game/Extinction/Dinos/Scout/Scout_Character_BP.Scout_Character_BP:ExecuteUbergraph_Scout_Character_BP.K2Node_MakeStruct_153) LITERAL: Warning: Nearing {0} operational range. Proceeding will result in a disconnect.(/Game/Extinction/Dinos/Scout/Scout_Character_BP.Scout_Character_BP:ExecuteUbergraph_Scout_Character_BP.K2Node_CallFunction_45866) LITERAL: 0(/Game/Extinction/Dinos/Scout/Scout_Character_BP.Scout_Character_BP:ExecuteUbergraph_Scout_Character_BP.K2Node_MakeStruct_154) LITERAL: {0}. {1} remaining.(/Game/Extinction/Dinos/Scout/Scout_Character_BP.Scout_Character_BP:ExecuteUbergraph_Scout_Character_BP.K2Node_CallFunction_45867) LITERAL: 0(/Game/Extinction/Dinos/Scout/Scout_Character_BP.Scout_Character_BP:ExecuteUbergraph_Scout_Character_BP.K2Node_MakeStruct_155) LITERAL: 1(/Game/Extinction/Dinos/Scout/Scout_Character_BP.Scout_Character_BP:ExecuteUbergraph_Scout_Character_BP.K2Node_MakeStruct_156) LITERAL: Out of Energy. Disconnecting...(/Game/Extinction/Dinos/Scout/Scout_Character_BP.Scout_Character_BP:ExecuteUbergraph_Scout_Character_BP.K2Node_CallFunction_45868) LITERAL: Scale {0} UniformScale {1} Size {2}(/Game/Extinction/Dinos/Scout/Scout_Character_BP.Scout_Character_BP:EdGraph_18234.K2Node_CallFunction_45956) LITERAL: 0(/Game/Extinction/Dinos/Scout/Scout_Character_BP.Scout_Character_BP:EdGraph_18234.K2Node_MakeStruct_157) LITERAL: 1(/Game/Extinction/Dinos/Scout/Scout_Character_BP.Scout_Character_BP:EdGraph_18234.K2Node_MakeStruct_158) LITERAL: 2(/Game/Extinction/Dinos/Scout/Scout_Character_BP.Scout_Character_BP:EdGraph_18234.K2Node_MakeStruct_159) LITERAL: Current Roll {0} TargetRoll {1}(/Game/Extinction/Dinos/Scout/Scout_Character_BP.Scout_Character_BP:EdGraph_18240.K2Node_CallFunction_45962) LITERAL: 0(/Game/Extinction/Dinos/Scout/Scout_Character_BP.Scout_Character_BP:EdGraph_18240.K2Node_MakeStruct_160) LITERAL: 1(/Game/Extinction/Dinos/Scout/Scout_Character_BP.Scout_Character_BP:EdGraph_18240.K2Node_MakeStruct_161) LITERAL: {0}{1}(/Game/Extinction/Dinos/Scout/Scout_Character_BP.Scout_Character_BP:EdGraph_18245.K2Node_CallFunction_45965) LITERAL: 0(/Game/Extinction/Dinos/Scout/Scout_Character_BP.Scout_Character_BP:EdGraph_18245.K2Node_MakeStruct_162) LITERAL: 1(/Game/Extinction/Dinos/Scout/Scout_Character_BP.Scout_Character_BP:EdGraph_18245.K2Node_MakeStruct_163) LITERAL: Stat {0} Val {1}(/Game/Extinction/Dinos/Scout/Scout_Character_BP.Scout_Character_BP:EdGraph_18262.K2Node_CallFunction_45977) LITERAL: 0(/Game/Extinction/Dinos/Scout/Scout_Character_BP.Scout_Character_BP:EdGraph_18262.K2Node_MakeStruct_164) LITERAL: 1(/Game/Extinction/Dinos/Scout/Scout_Character_BP.Scout_Character_BP:EdGraph_18262.K2Node_MakeStruct_165) CONTENT: Idle(/Engine/Transient.REINST_Scout_Character_BP_C_1) CONTENT: back_JNT(/Engine/Transient.REINST_Scout_Character_BP_C_1) CONTENT: Cute(/Engine/Transient.REINST_Scout_Character_BP_C_1) CONTENT: back_JNT(/Engine/Transient.REINST_Scout_Character_BP_C_1) CONTENT: Move(/Engine/Transient.REINST_Scout_Character_BP_C_1) CONTENT: back_JNT(/Engine/Transient.REINST_Scout_Character_BP_C_1) CONTENT: Scout(/Engine/Transient.REINST_Scout_Character_BP_C_1) LITERAL: Buff: {0} Scout: {1} Player: {2}(/Game/Extinction/Dinos/Scout/Buff_ScoutVision.Buff_ScoutVision:ExecuteUbergraph_Buff_ScoutVision.K2Node_CallFunction_46311) LITERAL: 0(/Game/Extinction/Dinos/Scout/Buff_ScoutVision.Buff_ScoutVision:ExecuteUbergraph_Buff_ScoutVision.K2Node_MakeStruct_166) LITERAL: 1(/Game/Extinction/Dinos/Scout/Buff_ScoutVision.Buff_ScoutVision:ExecuteUbergraph_Buff_ScoutVision.K2Node_MakeStruct_167) LITERAL: 2(/Game/Extinction/Dinos/Scout/Buff_ScoutVision.Buff_ScoutVision:ExecuteUbergraph_Buff_ScoutVision.K2Node_MakeStruct_168) LITERAL: Talker {0} ScoutReplicated {1}(/Game/Extinction/Dinos/Scout/Buff_ScoutVision.Buff_ScoutVision:EdGraph_18328.K2Node_CallFunction_46318) LITERAL: 0(/Game/Extinction/Dinos/Scout/Buff_ScoutVision.Buff_ScoutVision:EdGraph_18328.K2Node_MakeStruct_169) LITERAL: 1(/Game/Extinction/Dinos/Scout/Buff_ScoutVision.Buff_ScoutVision:EdGraph_18328.K2Node_MakeStruct_170) CONTENT: Text(/Game/Extinction/Dinos/Scout/ScoutToolTipWidgetTargetingInfo.ScoutToolTipWidgetTargetingInfo_C:WidgetTree_35274.TitleLabel) CONTENT: Info Line 2 Line 3 Line 4(/Game/Extinction/Dinos/Scout/ScoutToolTipWidgetTargetingInfo.ScoutToolTipWidgetTargetingInfo_C:WidgetTree_35274.InfoLabel) CONTENT: Health(/Game/Extinction/Dinos/Scout/ScoutToolTipWidgetTargetingInfo.ScoutToolTipWidgetTargetingInfo_C:WidgetTree_35274.HealthDescriptionLabel) CONTENT: Torpidity(/Game/Extinction/Dinos/Scout/ScoutToolTipWidgetTargetingInfo.ScoutToolTipWidgetTargetingInfo_C:WidgetTree_35274.TorpidityDescriptionLabel) CONTENT: Scout Remote(/Engine/Transient.Default__REINST_PrimalItem_WeaponScoutRemote_C_5763) CONTENT: Vehicles(/Engine/Transient.Default__REINST_PrimalItem_WeaponScoutRemote_C_5763) CONTENT: Drone(/Engine/Transient.Default__REINST_PrimalItem_WeaponScoutRemote_C_5763) LITERAL: Ret {0} Res {1}(/Game/Extinction/Dinos/Scout/PrimalItem_WeaponScoutRemote.PrimalItem_WeaponScoutRemote:EdGraph_18379.K2Node_CallFunction_46401) LITERAL: 0(/Game/Extinction/Dinos/Scout/PrimalItem_WeaponScoutRemote.PrimalItem_WeaponScoutRemote:EdGraph_18379.K2Node_MakeStruct_171) LITERAL: 1(/Game/Extinction/Dinos/Scout/PrimalItem_WeaponScoutRemote.PrimalItem_WeaponScoutRemote:EdGraph_18379.K2Node_MakeStruct_172) LITERAL: Range {0} Stam {1} Ele {2} Scout {3} Player {4} Distance {5}(/Game/Extinction/Dinos/Scout/PrimalItem_WeaponScoutRemote.PrimalItem_WeaponScoutRemote:EdGraph_18379.K2Node_CallFunction_46402) LITERAL: 0(/Game/Extinction/Dinos/Scout/PrimalItem_WeaponScoutRemote.PrimalItem_WeaponScoutRemote:EdGraph_18379.K2Node_MakeStruct_173) LITERAL: 1(/Game/Extinction/Dinos/Scout/PrimalItem_WeaponScoutRemote.PrimalItem_WeaponScoutRemote:EdGraph_18379.K2Node_MakeStruct_174) LITERAL: 2(/Game/Extinction/Dinos/Scout/PrimalItem_WeaponScoutRemote.PrimalItem_WeaponScoutRemote:EdGraph_18379.K2Node_MakeStruct_175) LITERAL: 3(/Game/Extinction/Dinos/Scout/PrimalItem_WeaponScoutRemote.PrimalItem_WeaponScoutRemote:EdGraph_18379.K2Node_MakeStruct_176) LITERAL: 4(/Game/Extinction/Dinos/Scout/PrimalItem_WeaponScoutRemote.PrimalItem_WeaponScoutRemote:EdGraph_18379.K2Node_MakeStruct_177) LITERAL: 5(/Game/Extinction/Dinos/Scout/PrimalItem_WeaponScoutRemote.PrimalItem_WeaponScoutRemote:EdGraph_18379.K2Node_MakeStruct_178) LITERAL: RetVal {0} Num {1}(/Game/Extinction/Dinos/Scout/PrimalItem_WeaponScoutRemote.PrimalItem_WeaponScoutRemote:EdGraph_18379.K2Node_CallFunction_46403) LITERAL: 0(/Game/Extinction/Dinos/Scout/PrimalItem_WeaponScoutRemote.PrimalItem_WeaponScoutRemote:EdGraph_18379.K2Node_MakeStruct_179) LITERAL: 1(/Game/Extinction/Dinos/Scout/PrimalItem_WeaponScoutRemote.PrimalItem_WeaponScoutRemote:EdGraph_18379.K2Node_MakeStruct_180) LITERAL: Actor {1} Buff {2}(/Game/Extinction/Dinos/Scout/PrimalItem_WeaponScoutRemote.PrimalItem_WeaponScoutRemote:EdGraph_18379.K2Node_CallFunction_46405) LITERAL: 1(/Game/Extinction/Dinos/Scout/PrimalItem_WeaponScoutRemote.PrimalItem_WeaponScoutRemote:EdGraph_18379.K2Node_MakeStruct_181) LITERAL: 2(/Game/Extinction/Dinos/Scout/PrimalItem_WeaponScoutRemote.PrimalItem_WeaponScoutRemote:EdGraph_18379.K2Node_MakeStruct_182) LITERAL: {0}\n Level: {1}\n(/Game/Extinction/Dinos/Scout/PrimalItem_WeaponScoutRemote.PrimalItem_WeaponScoutRemote:EdGraph_18383.K2Node_CallFunction_46408) LITERAL: 0(/Game/Extinction/Dinos/Scout/PrimalItem_WeaponScoutRemote.PrimalItem_WeaponScoutRemote:EdGraph_18383.K2Node_MakeStruct_183) LITERAL: 1(/Game/Extinction/Dinos/Scout/PrimalItem_WeaponScoutRemote.PrimalItem_WeaponScoutRemote:EdGraph_18383.K2Node_MakeStruct_184) LITERAL: {0}\n{2} {1} (/Game/Extinction/Dinos/Scout/PrimalItem_WeaponScoutRemote.PrimalItem_WeaponScoutRemote:EdGraph_18383.K2Node_CallFunction_46409) LITERAL: 0(/Game/Extinction/Dinos/Scout/PrimalItem_WeaponScoutRemote.PrimalItem_WeaponScoutRemote:EdGraph_18383.K2Node_MakeStruct_185) LITERAL: 2(/Game/Extinction/Dinos/Scout/PrimalItem_WeaponScoutRemote.PrimalItem_WeaponScoutRemote:EdGraph_18383.K2Node_MakeStruct_186) LITERAL: 1(/Game/Extinction/Dinos/Scout/PrimalItem_WeaponScoutRemote.PrimalItem_WeaponScoutRemote:EdGraph_18383.K2Node_MakeStruct_187) LITERAL: Energy Per {0}(/Game/Extinction/Dinos/Scout/PrimalItem_WeaponScoutRemote.PrimalItem_WeaponScoutRemote:EdGraph_18383.K2Node_CallFunction_46413) LITERAL: 0(/Game/Extinction/Dinos/Scout/PrimalItem_WeaponScoutRemote.PrimalItem_WeaponScoutRemote:EdGraph_18383.K2Node_MakeStruct_188) CONTENT: Scout Remote(/Engine/Transient.REINST_PrimalItem_WeaponScoutRemote_C_1) CONTENT: Vehicles(/Engine/Transient.REINST_PrimalItem_WeaponScoutRemote_C_1) CONTENT: Drone(/Engine/Transient.REINST_PrimalItem_WeaponScoutRemote_C_1) LITERAL: {0}\n{1}(/Game/Extinction/Dinos/Scout/WeapScoutRemote.WeapScoutRemote:ExecuteUbergraph_WeapScoutRemote.K2Node_CallFunction_46844) LITERAL: 0(/Game/Extinction/Dinos/Scout/WeapScoutRemote.WeapScoutRemote:ExecuteUbergraph_WeapScoutRemote.K2Node_MakeStruct_193) LITERAL: 1(/Game/Extinction/Dinos/Scout/WeapScoutRemote.WeapScoutRemote:ExecuteUbergraph_WeapScoutRemote.K2Node_MakeStruct_194) LITERAL: Replicated GoggleMode {0} FiredSCout {1}(/Game/Extinction/Dinos/Scout/WeapScoutRemote.WeapScoutRemote:ExecuteUbergraph_WeapScoutRemote.K2Node_CallFunction_46845) LITERAL: 0(/Game/Extinction/Dinos/Scout/WeapScoutRemote.WeapScoutRemote:ExecuteUbergraph_WeapScoutRemote.K2Node_MakeStruct_195) LITERAL: 1(/Game/Extinction/Dinos/Scout/WeapScoutRemote.WeapScoutRemote:ExecuteUbergraph_WeapScoutRemote.K2Node_MakeStruct_196) LITERAL: Client CanFire {0}(/Game/Extinction/Dinos/Scout/WeapScoutRemote.WeapScoutRemote:EdGraph_18490.K2Node_CallFunction_46862) LITERAL: 0(/Game/Extinction/Dinos/Scout/WeapScoutRemote.WeapScoutRemote:EdGraph_18490.K2Node_MakeStruct_197) LITERAL: Scout out of energy, {0} required.(/Game/Extinction/Dinos/Scout/WeapScoutRemote.WeapScoutRemote:EdGraph_18490.K2Node_CallFunction_46863) LITERAL: 0(/Game/Extinction/Dinos/Scout/WeapScoutRemote.WeapScoutRemote:EdGraph_18490.K2Node_MakeStruct_198) LITERAL: {0} {1} is required for Scout operation.(/Game/Extinction/Dinos/Scout/WeapScoutRemote.WeapScoutRemote:EdGraph_18490.K2Node_CallFunction_46864) LITERAL: 0(/Game/Extinction/Dinos/Scout/WeapScoutRemote.WeapScoutRemote:EdGraph_18490.K2Node_MakeStruct_199) LITERAL: 1(/Game/Extinction/Dinos/Scout/WeapScoutRemote.WeapScoutRemote:EdGraph_18490.K2Node_MakeStruct_200) LITERAL: IsLocallyControlledByPlayer {0} Pawn {1} FPV {2}(/Game/Extinction/Dinos/Scout/WeapScoutRemote.WeapScoutRemote:EdGraph_18507.K2Node_CallFunction_46868) LITERAL: 0(/Game/Extinction/Dinos/Scout/WeapScoutRemote.WeapScoutRemote:EdGraph_18507.K2Node_MakeStruct_201) LITERAL: 1(/Game/Extinction/Dinos/Scout/WeapScoutRemote.WeapScoutRemote:EdGraph_18507.K2Node_MakeStruct_202) LITERAL: 2(/Game/Extinction/Dinos/Scout/WeapScoutRemote.WeapScoutRemote:EdGraph_18507.K2Node_MakeStruct_203) LITERAL: LastTooltipInfoText {0}(/Game/Extinction/Dinos/Scout/WeapScoutRemote.WeapScoutRemote:EdGraph_18521.K2Node_CallFunction_46869) LITERAL: 0(/Game/Extinction/Dinos/Scout/WeapScoutRemote.WeapScoutRemote:EdGraph_18521.K2Node_MakeStruct_204) CONTENT: Tek Bridge(/Game/Extinction/Structures/TekBridge/PrimalItemStructure_TekBridge.Default__PrimalItemStructure_TekBridge_C) CONTENT: Extendable force bridge(/Game/Extinction/Structures/TekBridge/PrimalItemStructure_TekBridge.Default__PrimalItemStructure_TekBridge_C) CONTENT: Structures(/Game/Extinction/Structures/TekBridge/PrimalItemStructure_TekBridge.Default__PrimalItemStructure_TekBridge_C) CONTENT: Tek(/Game/Extinction/Structures/TekBridge/PrimalItemStructure_TekBridge.Default__PrimalItemStructure_TekBridge_C) CONTENT: Activate(/Engine/Transient.REINST_PrimalStructure_TekBridge_C_0) CONTENT: Deactivate(/Engine/Transient.REINST_PrimalStructure_TekBridge_C_0) CONTENT: Tek Bridge(/Engine/Transient.REINST_PrimalStructure_TekBridge_C_0) LITERAL: PreviewLanding(/Game/Extinction/Structures/TekBridge/PrimalStructure_TekBridge.PrimalStructure_TekBridge:BPBeginPreview.K2Node_CallFunction_201898) LITERAL: ActivationFailed(/Game/Extinction/Structures/TekBridge/PrimalStructure_TekBridge.PrimalStructure_TekBridge:BPPlacedStructure.K2Node_CallFunction_161485) LITERAL: ActivationFailed(/Game/Extinction/Structures/TekBridge/PrimalStructure_TekBridge.PrimalStructure_TekBridge:BPTryMultiUse.K2Node_CallFunction_161485) LITERAL: Deactivate(/Game/Extinction/Structures/TekBridge/PrimalStructure_TekBridge.PrimalStructure_TekBridge:BPGetMultiUseEntries.K2Node_CallFunction_65196) LITERAL: Can't Activate (Blocked)(/Game/Extinction/Structures/TekBridge/PrimalStructure_TekBridge.PrimalStructure_TekBridge:BPGetMultiUseEntries.K2Node_CallFunction_115635) LITERAL: Cancel Activation(/Game/Extinction/Structures/TekBridge/PrimalStructure_TekBridge.PrimalStructure_TekBridge:BPGetMultiUseEntries.K2Node_CallFunction_75165) LITERAL: Activate(/Game/Extinction/Structures/TekBridge/PrimalStructure_TekBridge.PrimalStructure_TekBridge:BPGetMultiUseEntries.K2Node_CallFunction_75165) LITERAL: ActivationTick(/Game/Extinction/Structures/TekBridge/PrimalStructure_TekBridge.PrimalStructure_TekBridge:TryActivate.K2Node_CallFunction_157298) LITERAL: ActivationTick(/Game/Extinction/Structures/TekBridge/PrimalStructure_TekBridge.PrimalStructure_TekBridge:TryActivate.K2Node_CallFunction_158532) LITERAL: ActivationTick(/Game/Extinction/Structures/TekBridge/PrimalStructure_TekBridge.PrimalStructure_TekBridge:TryActivate.K2Node_CallFunction_157726) LITERAL: ActivationFailed(/Game/Extinction/Structures/TekBridge/PrimalStructure_TekBridge.PrimalStructure_TekBridge:TryActivate.K2Node_CallFunction_170552) LITERAL: ActivationFailed(/Game/Extinction/Structures/TekBridge/PrimalStructure_TekBridge.PrimalStructure_TekBridge:TryActivate.K2Node_CallFunction_170551) LITERAL: DeactivationComplete(/Game/Extinction/Structures/TekBridge/PrimalStructure_TekBridge.PrimalStructure_TekBridge:TryActivate.K2Node_CallFunction_72775) LITERAL: MaterialUpdate(/Game/Extinction/Structures/TekBridge/PrimalStructure_TekBridge.PrimalStructure_TekBridge:UpdateVisibility.K2Node_CallFunction_148436) LITERAL: MaterialUpdate(/Game/Extinction/Structures/TekBridge/PrimalStructure_TekBridge.PrimalStructure_TekBridge:ClientMaterialUpdate.K2Node_CallFunction_71466) LITERAL: MaterialUpdate(/Game/Extinction/Structures/TekBridge/PrimalStructure_TekBridge.PrimalStructure_TekBridge:ClientMaterialUpdate.K2Node_CallFunction_128374) LITERAL: ActivationFailed(/Game/Extinction/Structures/TekBridge/PrimalStructure_TekBridge.PrimalStructure_TekBridge:BPContainerActivated.K2Node_CallFunction_161485) CONTENT: Activate(/Engine/Transient.Default__REINST_PrimalStructure_TekBridge_C_5778) CONTENT: Deactivate(/Engine/Transient.Default__REINST_PrimalStructure_TekBridge_C_5778) CONTENT: Tek Bridge(/Engine/Transient.Default__REINST_PrimalStructure_TekBridge_C_5778) CONTENT: Activate(/Engine/Transient.REINST_PrimalStructure_TekBridge_C_1) CONTENT: Deactivate(/Engine/Transient.REINST_PrimalStructure_TekBridge_C_1) CONTENT: Tek Bridge(/Engine/Transient.REINST_PrimalStructure_TekBridge_C_1) CONTENT: Idle(/Engine/Transient.REINST_Andrewsarchus_Character_BP_C_0) CONTENT: Cute(/Engine/Transient.REINST_Andrewsarchus_Character_BP_C_0) CONTENT: Action(/Engine/Transient.REINST_Andrewsarchus_Character_BP_C_0) CONTENT: Move(/Engine/Transient.REINST_Andrewsarchus_Character_BP_C_0) CONTENT: Move Max(/Engine/Transient.REINST_Andrewsarchus_Character_BP_C_0) CONTENT: Skid(/Engine/Transient.REINST_Andrewsarchus_Character_BP_C_0) CONTENT: Andrewsarchus(/Engine/Transient.REINST_Andrewsarchus_Character_BP_C_0) CONTENT: Carnivous Plant(/Engine/Transient.REINST_VenusFlyTrap_BP_C_0) LITERAL: SeatNextTick(/Game/Genesis2/Structures/VenusFlyTrap/VenusFlyTrap_BP.VenusFlyTrap_BP:BlueprintAnimNotifyCustomEvent.K2Node_CallFunction_183235) LITERAL: SeatNextTick(/Game/Genesis2/Structures/VenusFlyTrap/VenusFlyTrap_BP.VenusFlyTrap_BP:BlueprintAnimNotifyCustomEvent.K2Node_CallFunction_197589) LITERAL: Hit VFT(/Game/Genesis2/Structures/VenusFlyTrap/VenusFlyTrap_BP.VenusFlyTrap_BP:BPAdjustDamage.K2Node_CallFunction_526877) LITERAL: ClientTick(/Game/Genesis2/Structures/VenusFlyTrap/VenusFlyTrap_BP.VenusFlyTrap_BP:BPTriggerStasisEvent.K2Node_CallFunction_381402) LITERAL: ServerTick(/Game/Genesis2/Structures/VenusFlyTrap/VenusFlyTrap_BP.VenusFlyTrap_BP:BPTriggerStasisEvent.K2Node_CallFunction_382640) LITERAL: ServerTick(/Game/Genesis2/Structures/VenusFlyTrap/VenusFlyTrap_BP.VenusFlyTrap_BP:EventGraph.K2Node_CallFunction_162123) LITERAL: ServerTick(/Game/Genesis2/Structures/VenusFlyTrap/VenusFlyTrap_BP.VenusFlyTrap_BP:EventGraph.K2Node_CallFunction_162124) LITERAL: SleepCheckTick(/Game/Genesis2/Structures/VenusFlyTrap/VenusFlyTrap_BP.VenusFlyTrap_BP:EventGraph.K2Node_CallFunction_168388) LITERAL: EventNextTick(/Game/Genesis2/Structures/VenusFlyTrap/VenusFlyTrap_BP.VenusFlyTrap_BP:EventGraph.K2Node_CallFunction_174281) LITERAL: SeatCharacter(/Game/Genesis2/Structures/VenusFlyTrap/VenusFlyTrap_BP.VenusFlyTrap_BP:EventGraph.K2Node_CallFunction_183235) LITERAL: EventNextTick(/Game/Genesis2/Structures/VenusFlyTrap/VenusFlyTrap_BP.VenusFlyTrap_BP:EventGraph.K2Node_CallFunction_316558) LITERAL: ClientTick(/Game/Genesis2/Structures/VenusFlyTrap/VenusFlyTrap_BP.VenusFlyTrap_BP:EventGraph.K2Node_CallFunction_317608) LITERAL: ClientTick(/Game/Genesis2/Structures/VenusFlyTrap/VenusFlyTrap_BP.VenusFlyTrap_BP:EventGraph.K2Node_CallFunction_317609) LITERAL: ServerTick(/Game/Genesis2/Structures/VenusFlyTrap/VenusFlyTrap_BP.VenusFlyTrap_BP:EventGraph.K2Node_CallFunction_380288) LITERAL: ServerTick(/Game/Genesis2/Structures/VenusFlyTrap/VenusFlyTrap_BP.VenusFlyTrap_BP:EventGraph.K2Node_CallFunction_381401) LITERAL: ClientTick(/Game/Genesis2/Structures/VenusFlyTrap/VenusFlyTrap_BP.VenusFlyTrap_BP:EventGraph.K2Node_CallFunction_381402) LITERAL: SleepCheckTick(/Game/Genesis2/Structures/VenusFlyTrap/VenusFlyTrap_BP.VenusFlyTrap_BP:EventGraph.K2Node_CallFunction_388095) LITERAL: SleepCheckTick(/Game/Genesis2/Structures/VenusFlyTrap/VenusFlyTrap_BP.VenusFlyTrap_BP:EventGraph.K2Node_CallFunction_388096) LITERAL: ClientTick(/Game/Genesis2/Structures/VenusFlyTrap/VenusFlyTrap_BP.VenusFlyTrap_BP:EventGraph.K2Node_CallFunction_389330) LITERAL: ClientTick(/Game/Genesis2/Structures/VenusFlyTrap/VenusFlyTrap_BP.VenusFlyTrap_BP:EventGraph.K2Node_CallFunction_389331) LITERAL: ClientTick(/Game/Genesis2/Structures/VenusFlyTrap/VenusFlyTrap_BP.VenusFlyTrap_BP:EventGraph.K2Node_CallFunction_473302) LITERAL: EventNextTick(/Game/Genesis2/Structures/VenusFlyTrap/VenusFlyTrap_BP.VenusFlyTrap_BP:OnRep_bToggleUnstasis.K2Node_CallFunction_174281) LITERAL: EventNextTick(/Game/Genesis2/Structures/VenusFlyTrap/VenusFlyTrap_BP.VenusFlyTrap_BP:OnRep_bToggleUnstasis.K2Node_CallFunction_316558) LITERAL: ClientTick(/Game/Genesis2/Structures/VenusFlyTrap/VenusFlyTrap_BP.VenusFlyTrap_BP:OnRep_bToggleUnstasis.K2Node_CallFunction_317609) LITERAL: ClientTick(/Game/Genesis2/Structures/VenusFlyTrap/VenusFlyTrap_BP.VenusFlyTrap_BP:OnRep_bToggleUnstasis.K2Node_CallFunction_473301) CONTENT: Fly-Trapped(/Engine/Transient.REINST_Buff_TrappedTarget_VenusFlyTrap_BP_C_0) CONTENT: Struggle to break free!(/Engine/Transient.REINST_Buff_TrappedTarget_VenusFlyTrap_BP_C_0) LITERAL: ({0}%)(/Game/Genesis2/Structures/VenusFlyTrap/Buff_TrappedTarget_VenusFlyTrap_BP.Buff_TrappedTarget_VenusFlyTrap_BP:BPGetHUDElements.K2Node_FormatText_225) LITERAL: {0}{1}(/Game/Genesis2/Structures/VenusFlyTrap/Buff_TrappedTarget_VenusFlyTrap_BP.Buff_TrappedTarget_VenusFlyTrap_BP:BPGetHUDElements.K2Node_FormatText_218) LITERAL: {0} / {1}(/Game/Genesis2/Structures/VenusFlyTrap/Buff_TrappedTarget_VenusFlyTrap_BP.Buff_TrappedTarget_VenusFlyTrap_BP:Struggle.K2Node_FormatText_207) CONTENT: Fly-Trapped(/Engine/Transient.Default__REINST_Buff_TrappedTarget_VenusFlyTrap_BP_C_5825) CONTENT: Struggle to break free!(/Engine/Transient.Default__REINST_Buff_TrappedTarget_VenusFlyTrap_BP_C_5825) LITERAL: ({0}%)(/Game/Genesis2/Structures/VenusFlyTrap/Buff_TrappedTarget_VenusFlyTrap_BP.Buff_TrappedTarget_VenusFlyTrap_BP:EdGraph_18798.K2Node_CallFunction_47308) LITERAL: 0(/Game/Genesis2/Structures/VenusFlyTrap/Buff_TrappedTarget_VenusFlyTrap_BP.Buff_TrappedTarget_VenusFlyTrap_BP:EdGraph_18798.K2Node_MakeStruct_205) LITERAL: {0}{1}(/Game/Genesis2/Structures/VenusFlyTrap/Buff_TrappedTarget_VenusFlyTrap_BP.Buff_TrappedTarget_VenusFlyTrap_BP:EdGraph_18798.K2Node_CallFunction_47309) LITERAL: 0(/Game/Genesis2/Structures/VenusFlyTrap/Buff_TrappedTarget_VenusFlyTrap_BP.Buff_TrappedTarget_VenusFlyTrap_BP:EdGraph_18798.K2Node_MakeStruct_206) LITERAL: 1(/Game/Genesis2/Structures/VenusFlyTrap/Buff_TrappedTarget_VenusFlyTrap_BP.Buff_TrappedTarget_VenusFlyTrap_BP:EdGraph_18798.K2Node_MakeStruct_207) LITERAL: {0} / {1}(/Game/Genesis2/Structures/VenusFlyTrap/Buff_TrappedTarget_VenusFlyTrap_BP.Buff_TrappedTarget_VenusFlyTrap_BP:EdGraph_18804.K2Node_CallFunction_47310) LITERAL: 0(/Game/Genesis2/Structures/VenusFlyTrap/Buff_TrappedTarget_VenusFlyTrap_BP.Buff_TrappedTarget_VenusFlyTrap_BP:EdGraph_18804.K2Node_MakeStruct_208) LITERAL: 1(/Game/Genesis2/Structures/VenusFlyTrap/Buff_TrappedTarget_VenusFlyTrap_BP.Buff_TrappedTarget_VenusFlyTrap_BP:EdGraph_18804.K2Node_MakeStruct_209) CONTENT: Fly-Trapped(/Engine/Transient.REINST_Buff_TrappedTarget_VenusFlyTrap_BP_C_1) CONTENT: Struggle to break free!(/Engine/Transient.REINST_Buff_TrappedTarget_VenusFlyTrap_BP_C_1) CONTENT: Carnivorous Plant(/Game/Aberration/CoreBlueprints/Buffs/Buff_Carnivorous_Plant.Default__Buff_Carnivorous_Plant_C) CONTENT: Ensnares creatures and survivors(/Game/Aberration/CoreBlueprints/Buffs/Buff_Carnivorous_Plant.Default__Buff_Carnivorous_Plant_C) CONTENT: Ensnared by a Carnivorous Plant!(/Game/Aberration/CoreBlueprints/Buffs/Buff_Carnivorous_Plant.Default__Buff_Carnivorous_Plant_C) CONTENT: Carnivous Plant(/Engine/Transient.Default__REINST_VenusFlyTrap_BP_C_5836) CONTENT: Carnivous Plant(/Engine/Transient.REINST_VenusFlyTrap_BP_C_1) CONTENT: Dizzy(/Engine/Transient.REINST_Buff_AndyKick_C_0) CONTENT: Confused and lethargic.(/Engine/Transient.REINST_Buff_AndyKick_C_0) CONTENT: Dizzy(/Engine/Transient.Default__REINST_Buff_AndyKick_C_5857) CONTENT: Confused and lethargic.(/Engine/Transient.Default__REINST_Buff_AndyKick_C_5857) CONTENT: Dizzy(/Engine/Transient.REINST_Buff_AndyKick_C_1) CONTENT: Confused and lethargic.(/Engine/Transient.REINST_Buff_AndyKick_C_1) CONTENT: main(/Game/Fjordur/Dinos/Andrewsarchus/DinoColorSet_Andrewsarchus.Default__DinoColorSet_Andrewsarchus_C) CONTENT: stripes(/Game/Fjordur/Dinos/Andrewsarchus/DinoColorSet_Andrewsarchus.Default__DinoColorSet_Andrewsarchus_C) CONTENT: back(/Game/Fjordur/Dinos/Andrewsarchus/DinoColorSet_Andrewsarchus.Default__DinoColorSet_Andrewsarchus_C) CONTENT: spots(/Game/Fjordur/Dinos/Andrewsarchus/DinoColorSet_Andrewsarchus.Default__DinoColorSet_Andrewsarchus_C) CONTENT: secondary(/Game/Fjordur/Dinos/Andrewsarchus/DinoColorSet_Andrewsarchus.Default__DinoColorSet_Andrewsarchus_C) LITERAL: ResetUseOverlapCheck(/Game/Fjordur/Dinos/Andrewsarchus/Andrewsarchus_AIController_BP.Andrewsarchus_AIController_BP:OnPossess.K2Node_CallFunction_1115877) LITERAL: RegenSpeedBoost(/Game/Fjordur/Dinos/Andrewsarchus/Andrewsarchus_Character_BP.Andrewsarchus_Character_BP:ApplySpeedBoost.K2Node_CallFunction_268386) LITERAL: RegenSpeedBoost(/Game/Fjordur/Dinos/Andrewsarchus/Andrewsarchus_Character_BP.Andrewsarchus_Character_BP:ApplySpeedBoost.K2Node_CallFunction_304064) LITERAL: ClearTamingRider(/Game/Fjordur/Dinos/Andrewsarchus/Andrewsarchus_Character_BP.Andrewsarchus_Character_BP:BPAdjustDamage.K2Node_CallFunction_188397) LITERAL: AggroOntoActorAfterRiding(/Game/Fjordur/Dinos/Andrewsarchus/Andrewsarchus_Character_BP.Andrewsarchus_Character_BP:BPAdjustDamage.K2Node_CallFunction_992139) LITERAL: PlayPinnedOutAnim(/Game/Fjordur/Dinos/Andrewsarchus/Andrewsarchus_Character_BP.Andrewsarchus_Character_BP:BPDoAttack.K2Node_CallFunction_468348) LITERAL: AMMO(/Game/Fjordur/Dinos/Andrewsarchus/Andrewsarchus_Character_BP.Andrewsarchus_Character_BP:BPGetHUDElements.K2Node_CallFunction_190495) LITERAL: CHARGES(/Game/Fjordur/Dinos/Andrewsarchus/Andrewsarchus_Character_BP.Andrewsarchus_Character_BP:BPGetHUDElements.K2Node_CallFunction_386067) LITERAL: SLIDE BOOST(/Game/Fjordur/Dinos/Andrewsarchus/Andrewsarchus_Character_BP.Andrewsarchus_Character_BP:BPGetHUDElements.K2Node_CallFunction_515303) LITERAL: WATER SINKING(/Game/Fjordur/Dinos/Andrewsarchus/Andrewsarchus_Character_BP.Andrewsarchus_Character_BP:BPGetHUDElements.K2Node_CallFunction_646924) LITERAL: {0} {1}(/Game/Fjordur/Dinos/Andrewsarchus/Andrewsarchus_Character_BP.Andrewsarchus_Character_BP:BPGetHUDElements.K2Node_FormatText_226) LITERAL: Taming: {1}%(/Game/Fjordur/Dinos/Andrewsarchus/Andrewsarchus_Character_BP.Andrewsarchus_Character_BP:BPGetHUDElements.K2Node_FormatText_367) LITERAL: Taming Effectiveness: {1}%(/Game/Fjordur/Dinos/Andrewsarchus/Andrewsarchus_Character_BP.Andrewsarchus_Character_BP:BPGetHUDElements.K2Node_FormatText_370) LITERAL: MC_RefreshMovementVars(/Game/Fjordur/Dinos/Andrewsarchus/Andrewsarchus_Character_BP.Andrewsarchus_Character_BP:BPNotifyClearRider.K2Node_CallFunction_306263) LITERAL: ClearTamingRider(/Game/Fjordur/Dinos/Andrewsarchus/Andrewsarchus_Character_BP.Andrewsarchus_Character_BP:BPNotifyClearRider.K2Node_CallFunction_403762) LITERAL: MC_RefreshMovementVars(/Game/Fjordur/Dinos/Andrewsarchus/Andrewsarchus_Character_BP.Andrewsarchus_Character_BP:BPNotifySetRider.K2Node_CallFunction_306263) LITERAL: ClearAllowTamingRiding(/Game/Fjordur/Dinos/Andrewsarchus/Andrewsarchus_Character_BP.Andrewsarchus_Character_BP:BPNotifySetRider.K2Node_CallFunction_519700) LITERAL: {0} {1} {2} {3}(/Game/Fjordur/Dinos/Andrewsarchus/Andrewsarchus_Character_BP.Andrewsarchus_Character_BP:CheckUpdateSliding.K2Node_FormatText_283) LITERAL: ClearTamingRider(/Game/Fjordur/Dinos/Andrewsarchus/Andrewsarchus_Character_BP.Andrewsarchus_Character_BP:ClearAllowTamingRiding.K2Node_CallFunction_401564) LITERAL: ClearTamingRider(/Game/Fjordur/Dinos/Andrewsarchus/Andrewsarchus_Character_BP.Andrewsarchus_Character_BP:ClearAllowTamingRiding.K2Node_CallFunction_833602) LITERAL: ClearShouldAttemptMinigunSlide(/Game/Fjordur/Dinos/Andrewsarchus/Andrewsarchus_Character_BP.Andrewsarchus_Character_BP:ClearShouldAttemptMinigunSlide.K2Node_CallFunction_515248) LITERAL: ClearShouldAttemptSpeedBoost(/Game/Fjordur/Dinos/Andrewsarchus/Andrewsarchus_Character_BP.Andrewsarchus_Character_BP:ClearShouldAttemptSpeedBoost.K2Node_CallFunction_515248) LITERAL: AggroOntoActorAfterRiding(/Game/Fjordur/Dinos/Andrewsarchus/Andrewsarchus_Character_BP.Andrewsarchus_Character_BP:ClearTamingRider.K2Node_CallFunction_992139) LITERAL: ClearMinigunSlideDirIndex(/Game/Fjordur/Dinos/Andrewsarchus/Andrewsarchus_Character_BP.Andrewsarchus_Character_BP:EventGraph.K2Node_CallFunction_1395283) LITERAL: ClearShouldAttemptSpeedBoost(/Game/Fjordur/Dinos/Andrewsarchus/Andrewsarchus_Character_BP.Andrewsarchus_Character_BP:EventGraph.K2Node_CallFunction_174182) LITERAL: ClearShouldAttemptSpeedBoost(/Game/Fjordur/Dinos/Andrewsarchus/Andrewsarchus_Character_BP.Andrewsarchus_Character_BP:EventGraph.K2Node_CallFunction_509038) LITERAL: ClearTamingRider(/Game/Fjordur/Dinos/Andrewsarchus/Andrewsarchus_Character_BP.Andrewsarchus_Character_BP:IncreaseTamingIneffectivenessOnIncorrectInput.K2Node_CallFunction_164855) LITERAL: ClearTamingRider(/Game/Fjordur/Dinos/Andrewsarchus/Andrewsarchus_Character_BP.Andrewsarchus_Character_BP:IncreaseTamingIneffectivenessOnIncorrectInput.K2Node_CallFunction_166614) LITERAL: ClearTamingRider(/Game/Fjordur/Dinos/Andrewsarchus/Andrewsarchus_Character_BP.Andrewsarchus_Character_BP:IncreaseTamingIneffectivenessOnIncorrectInput.K2Node_CallFunction_833602) LITERAL: RegenSpeedBoost(/Game/Fjordur/Dinos/Andrewsarchus/Andrewsarchus_Character_BP.Andrewsarchus_Character_BP:InitAndy.K2Node_CallFunction_268386) LITERAL: RegenSpeedBoost(/Game/Fjordur/Dinos/Andrewsarchus/Andrewsarchus_Character_BP.Andrewsarchus_Character_BP:RegenSpeedBoost.K2Node_CallFunction_268386) LITERAL: ClearShouldAttemptMinigunSlide(/Game/Fjordur/Dinos/Andrewsarchus/Andrewsarchus_Character_BP.Andrewsarchus_Character_BP:RidingTick.K2Node_CallFunction_1346252) LITERAL: ClearMinigunSlideDirIndex(/Game/Fjordur/Dinos/Andrewsarchus/Andrewsarchus_Character_BP.Andrewsarchus_Character_BP:RidingTick.K2Node_CallFunction_1395283) LITERAL: ClearShouldAttemptSpeedBoost(/Game/Fjordur/Dinos/Andrewsarchus/Andrewsarchus_Character_BP.Andrewsarchus_Character_BP:RidingTick.K2Node_CallFunction_509038) LITERAL: ResetUseOverlapCheck(/Game/Fjordur/Dinos/Andrewsarchus/Andrewsarchus_Character_BP.Andrewsarchus_Character_BP:UpdateTaming.K2Node_CallFunction_1100130) LITERAL: ClearAllowTamingRiding(/Game/Fjordur/Dinos/Andrewsarchus/Andrewsarchus_Character_BP.Andrewsarchus_Character_BP:UpdateTaming.K2Node_CallFunction_383662) CONTENT: Andrewsarchus Saddle(/Engine/Transient.REINST_PrimalItemArmor_AndrewsarchusSaddle_C_0) CONTENT: Equip a Andrewsarchus with this to ride it. The saddle is mounted with a minigun that fires advanced rifle ammo.(/Engine/Transient.REINST_PrimalItemArmor_AndrewsarchusSaddle_C_0) CONTENT: Saddles(/Engine/Transient.REINST_PrimalItemArmor_AndrewsarchusSaddle_C_0) LITERAL: DMG: {0}% {nl}ARMOR: {1}(/Game/Fjordur/Dinos/Andrewsarchus/PrimalItemArmor_AndrewsarchusSaddle.PrimalItemArmor_AndrewsarchusSaddle:GetInventoryIconDisplayText.K2Node_FormatText_81) CONTENT: Andrewsarchus Saddle(/Engine/Transient.Default__REINST_PrimalItemArmor_AndrewsarchusSaddle_C_5884) CONTENT: Equip a Andrewsarchus with this to ride it. The saddle is mounted with a minigun that fires advanced rifle ammo.(/Engine/Transient.Default__REINST_PrimalItemArmor_AndrewsarchusSaddle_C_5884) CONTENT: Saddles(/Engine/Transient.Default__REINST_PrimalItemArmor_AndrewsarchusSaddle_C_5884) LITERAL: DMG: {0}% {nl}ARMOR: {1}(/Game/Fjordur/Dinos/Andrewsarchus/PrimalItemArmor_AndrewsarchusSaddle.PrimalItemArmor_AndrewsarchusSaddle:EdGraph_19061.K2Node_CallFunction_48722) LITERAL: 0(/Game/Fjordur/Dinos/Andrewsarchus/PrimalItemArmor_AndrewsarchusSaddle.PrimalItemArmor_AndrewsarchusSaddle:EdGraph_19061.K2Node_MakeStruct_210) LITERAL: nl(/Game/Fjordur/Dinos/Andrewsarchus/PrimalItemArmor_AndrewsarchusSaddle.PrimalItemArmor_AndrewsarchusSaddle:EdGraph_19061.K2Node_MakeStruct_211) LITERAL: 1(/Game/Fjordur/Dinos/Andrewsarchus/PrimalItemArmor_AndrewsarchusSaddle.PrimalItemArmor_AndrewsarchusSaddle:EdGraph_19061.K2Node_MakeStruct_212) CONTENT: Andrewsarchus Saddle(/Engine/Transient.REINST_PrimalItemArmor_AndrewsarchusSaddle_C_1) CONTENT: Equip a Andrewsarchus with this to ride it. The saddle is mounted with a minigun that fires advanced rifle ammo.(/Engine/Transient.REINST_PrimalItemArmor_AndrewsarchusSaddle_C_1) CONTENT: Saddles(/Engine/Transient.REINST_PrimalItemArmor_AndrewsarchusSaddle_C_1) CONTENT: Idle(/Engine/Transient.Default__REINST_Andrewsarchus_Character_BP_C_5891) CONTENT: Cute(/Engine/Transient.Default__REINST_Andrewsarchus_Character_BP_C_5891) CONTENT: Action(/Engine/Transient.Default__REINST_Andrewsarchus_Character_BP_C_5891) CONTENT: Move(/Engine/Transient.Default__REINST_Andrewsarchus_Character_BP_C_5891) CONTENT: Move Max(/Engine/Transient.Default__REINST_Andrewsarchus_Character_BP_C_5891) CONTENT: Skid(/Engine/Transient.Default__REINST_Andrewsarchus_Character_BP_C_5891) CONTENT: Andrewsarchus(/Engine/Transient.Default__REINST_Andrewsarchus_Character_BP_C_5891) LITERAL: Taming Effectiveness: {1}%(/Game/Fjordur/Dinos/Andrewsarchus/Andrewsarchus_Character_BP.Andrewsarchus_Character_BP:EdGraph_19346.K2Node_CallFunction_49687) LITERAL: 1(/Game/Fjordur/Dinos/Andrewsarchus/Andrewsarchus_Character_BP.Andrewsarchus_Character_BP:EdGraph_19346.K2Node_MakeStruct_213) LITERAL: Taming: {1}%(/Game/Fjordur/Dinos/Andrewsarchus/Andrewsarchus_Character_BP.Andrewsarchus_Character_BP:EdGraph_19346.K2Node_CallFunction_49688) LITERAL: 1(/Game/Fjordur/Dinos/Andrewsarchus/Andrewsarchus_Character_BP.Andrewsarchus_Character_BP:EdGraph_19346.K2Node_MakeStruct_214) LITERAL: {0} {1}(/Game/Fjordur/Dinos/Andrewsarchus/Andrewsarchus_Character_BP.Andrewsarchus_Character_BP:EdGraph_19346.K2Node_CallFunction_49690) LITERAL: 0(/Game/Fjordur/Dinos/Andrewsarchus/Andrewsarchus_Character_BP.Andrewsarchus_Character_BP:EdGraph_19346.K2Node_MakeStruct_215) LITERAL: 1(/Game/Fjordur/Dinos/Andrewsarchus/Andrewsarchus_Character_BP.Andrewsarchus_Character_BP:EdGraph_19346.K2Node_MakeStruct_216) LITERAL: {0} {1} {2} {3}(/Game/Fjordur/Dinos/Andrewsarchus/Andrewsarchus_Character_BP.Andrewsarchus_Character_BP:EdGraph_19358.K2Node_CallFunction_49700) LITERAL: 0(/Game/Fjordur/Dinos/Andrewsarchus/Andrewsarchus_Character_BP.Andrewsarchus_Character_BP:EdGraph_19358.K2Node_MakeStruct_217) LITERAL: 1(/Game/Fjordur/Dinos/Andrewsarchus/Andrewsarchus_Character_BP.Andrewsarchus_Character_BP:EdGraph_19358.K2Node_MakeStruct_218) LITERAL: 2(/Game/Fjordur/Dinos/Andrewsarchus/Andrewsarchus_Character_BP.Andrewsarchus_Character_BP:EdGraph_19358.K2Node_MakeStruct_219) LITERAL: 3(/Game/Fjordur/Dinos/Andrewsarchus/Andrewsarchus_Character_BP.Andrewsarchus_Character_BP:EdGraph_19358.K2Node_MakeStruct_220) CONTENT: Idle(/Engine/Transient.REINST_Andrewsarchus_Character_BP_C_1) CONTENT: Cute(/Engine/Transient.REINST_Andrewsarchus_Character_BP_C_1) CONTENT: Action(/Engine/Transient.REINST_Andrewsarchus_Character_BP_C_1) CONTENT: Move(/Engine/Transient.REINST_Andrewsarchus_Character_BP_C_1) CONTENT: Move Max(/Engine/Transient.REINST_Andrewsarchus_Character_BP_C_1) CONTENT: Skid(/Engine/Transient.REINST_Andrewsarchus_Character_BP_C_1) CONTENT: Andrewsarchus(/Engine/Transient.REINST_Andrewsarchus_Character_BP_C_1) CONTENT: Desmodus Saddle(/Game/Fjordur/Dinos/Desmodus/PrimalItemArmor_DesmodusSaddle.Default__PrimalItemArmor_DesmodusSaddle_C) CONTENT: Equip a Desmodus with this to ride it.(/Game/Fjordur/Dinos/Desmodus/PrimalItemArmor_DesmodusSaddle.Default__PrimalItemArmor_DesmodusSaddle_C) CONTENT: Saddles(/Game/Fjordur/Dinos/Desmodus/PrimalItemArmor_DesmodusSaddle.Default__PrimalItemArmor_DesmodusSaddle_C) CONTENT: Freeze Immunity(/Game/Genesis2/CoreBlueprints/Buffs/Buff_FreezeImmunity.Default__Buff_FreezeImmunity_C) CONTENT: You cannot be frozen!(/Game/Genesis2/CoreBlueprints/Buffs/Buff_FreezeImmunity.Default__Buff_FreezeImmunity_C) CONTENT: Stamina Drain Reduction(/Game/Genesis2/CoreBlueprints/Buffs/Buff_StaminaDrainReduction.Default__Buff_StaminaDrainReduction_C) CONTENT: You are feeling more vigorous!(/Game/Genesis2/CoreBlueprints/Buffs/Buff_StaminaDrainReduction.Default__Buff_StaminaDrainReduction_C) CONTENT: Warm Water(/Game/Genesis2/CoreBlueprints/Buffs/Buff_WarmWater.Default__Buff_WarmWater_C) CONTENT: Warming you up!(/Game/Genesis2/CoreBlueprints/Buffs/Buff_WarmWater.Default__Buff_WarmWater_C) CONTENT: Tek Canteen(/Engine/Transient.REINST_PrimalItemConsumable_TekCanteenCraftable_C_0) CONTENT: Holds three times the water of a standard canteen. Can cool the water for extra refreshment.(/Engine/Transient.REINST_PrimalItemConsumable_TekCanteenCraftable_C_0) CONTENT: Wtr(/Engine/Transient.REINST_PrimalItemConsumable_TekCanteenCraftable_C_0) CONTENT: Water(/Engine/Transient.REINST_PrimalItemConsumable_TekCanteenCraftable_C_0) CONTENT: Misc(/Engine/Transient.REINST_PrimalItemConsumable_TekCanteenCraftable_C_0) CONTENT: Mode(/Engine/Transient.REINST_PrimalItemConsumable_TekCanteenCraftable_C_0) CONTENT: Cold(/Engine/Transient.REINST_PrimalItemConsumable_TekCanteenCraftable_C_0) CONTENT: Hot(/Engine/Transient.REINST_PrimalItemConsumable_TekCanteenCraftable_C_0) LITERAL: {ItemDescription} {Current}/{Max}(/Game/Genesis2/CoreBlueprints/Items/PrimalItemConsumable_TekCanteenCraftable.PrimalItemConsumable_TekCanteenCraftable:SetShardDescription.K2Node_FormatText_8) CONTENT: Tek Canteen(/Engine/Transient.Default__REINST_PrimalItemConsumable_TekCanteenCraftable_C_5916) CONTENT: Holds three times the water of a standard canteen. Can cool the water for extra refreshment.(/Engine/Transient.Default__REINST_PrimalItemConsumable_TekCanteenCraftable_C_5916) CONTENT: Wtr(/Engine/Transient.Default__REINST_PrimalItemConsumable_TekCanteenCraftable_C_5916) CONTENT: Water(/Engine/Transient.Default__REINST_PrimalItemConsumable_TekCanteenCraftable_C_5916) CONTENT: Misc(/Engine/Transient.Default__REINST_PrimalItemConsumable_TekCanteenCraftable_C_5916) CONTENT: Mode(/Engine/Transient.Default__REINST_PrimalItemConsumable_TekCanteenCraftable_C_5916) CONTENT: Cold(/Engine/Transient.Default__REINST_PrimalItemConsumable_TekCanteenCraftable_C_5916) CONTENT: Hot(/Engine/Transient.Default__REINST_PrimalItemConsumable_TekCanteenCraftable_C_5916) LITERAL: {ItemDescription} {Current}/{Max}(/Game/Genesis2/CoreBlueprints/Items/PrimalItemConsumable_TekCanteenCraftable.PrimalItemConsumable_TekCanteenCraftable:EdGraph_19518.K2Node_CallFunction_49917) LITERAL: ItemDescription(/Game/Genesis2/CoreBlueprints/Items/PrimalItemConsumable_TekCanteenCraftable.PrimalItemConsumable_TekCanteenCraftable:EdGraph_19518.K2Node_MakeStruct_221) LITERAL: Current(/Game/Genesis2/CoreBlueprints/Items/PrimalItemConsumable_TekCanteenCraftable.PrimalItemConsumable_TekCanteenCraftable:EdGraph_19518.K2Node_MakeStruct_222) LITERAL: Max(/Game/Genesis2/CoreBlueprints/Items/PrimalItemConsumable_TekCanteenCraftable.PrimalItemConsumable_TekCanteenCraftable:EdGraph_19518.K2Node_MakeStruct_223) CONTENT: Tek Canteen(/Engine/Transient.REINST_PrimalItemConsumable_TekCanteenCraftable_C_1) CONTENT: Holds three times the water of a standard canteen. Can cool the water for extra refreshment.(/Engine/Transient.REINST_PrimalItemConsumable_TekCanteenCraftable_C_1) CONTENT: Wtr(/Engine/Transient.REINST_PrimalItemConsumable_TekCanteenCraftable_C_1) CONTENT: Water(/Engine/Transient.REINST_PrimalItemConsumable_TekCanteenCraftable_C_1) CONTENT: Misc(/Engine/Transient.REINST_PrimalItemConsumable_TekCanteenCraftable_C_1) CONTENT: Mode(/Engine/Transient.REINST_PrimalItemConsumable_TekCanteenCraftable_C_1) CONTENT: Cold(/Engine/Transient.REINST_PrimalItemConsumable_TekCanteenCraftable_C_1) CONTENT: Hot(/Engine/Transient.REINST_PrimalItemConsumable_TekCanteenCraftable_C_1) CONTENT: /Game/Genesis2/Dinos/Exosuit/Exosuit_RTS_Character_BP.Exosuit_RTS_Character_BP(/Engine/Transient.REINST_PrimalItem_Spawner_Exosuit_C_0) CONTENT: Unassembled Exo-Mek(/Engine/Transient.REINST_PrimalItem_Spawner_Exosuit_C_0) CONTENT: Craft this item to assemble a new Exo-Mek.(/Engine/Transient.REINST_PrimalItem_Spawner_Exosuit_C_0) CONTENT: Vehicles(/Engine/Transient.REINST_PrimalItem_Spawner_Exosuit_C_0) CONTENT: Construct(/Engine/Transient.REINST_PrimalItem_Spawner_Exosuit_C_0) LITERAL: Damage(/Game/Genesis2/Dinos/Exosuit/PrimalItem_Spawner_Exosuit.PrimalItem_Spawner_Exosuit:GetStatDisplayString.K2Node_CallFunction_150837) CONTENT: /Game/Genesis2/Dinos/Exosuit/Exosuit_RTS_Character_BP.Exosuit_RTS_Character_BP(/Engine/Transient.Default__REINST_PrimalItem_Spawner_Exosuit_C_5923) CONTENT: Unassembled Exo-Mek(/Engine/Transient.Default__REINST_PrimalItem_Spawner_Exosuit_C_5923) CONTENT: Craft this item to assemble a new Exo-Mek.(/Engine/Transient.Default__REINST_PrimalItem_Spawner_Exosuit_C_5923) CONTENT: Vehicles(/Engine/Transient.Default__REINST_PrimalItem_Spawner_Exosuit_C_5923) CONTENT: Construct(/Engine/Transient.Default__REINST_PrimalItem_Spawner_Exosuit_C_5923) CONTENT: /Game/Genesis2/Dinos/Exosuit/Exosuit_RTS_Character_BP.Exosuit_RTS_Character_BP(/Engine/Transient.REINST_PrimalItem_Spawner_Exosuit_C_1) CONTENT: Unassembled Exo-Mek(/Engine/Transient.REINST_PrimalItem_Spawner_Exosuit_C_1) CONTENT: Craft this item to assemble a new Exo-Mek.(/Engine/Transient.REINST_PrimalItem_Spawner_Exosuit_C_1) CONTENT: Vehicles(/Engine/Transient.REINST_PrimalItem_Spawner_Exosuit_C_1) CONTENT: Construct(/Engine/Transient.REINST_PrimalItem_Spawner_Exosuit_C_1) CONTENT: Maewing Saddle(/Engine/Transient.REINST_PrimalItemArmor_MilkGliderSaddle_C_0) CONTENT: Equip a Maewing with this to ride it.(/Engine/Transient.REINST_PrimalItemArmor_MilkGliderSaddle_C_0) CONTENT: Saddles(/Engine/Transient.REINST_PrimalItemArmor_MilkGliderSaddle_C_0) CONTENT: Maewing Saddle(/Engine/Transient.Default__REINST_PrimalItemArmor_MilkGliderSaddle_C_5930) CONTENT: Equip a Maewing with this to ride it.(/Engine/Transient.Default__REINST_PrimalItemArmor_MilkGliderSaddle_C_5930) CONTENT: Saddles(/Engine/Transient.Default__REINST_PrimalItemArmor_MilkGliderSaddle_C_5930) CONTENT: Maewing Saddle(/Engine/Transient.REINST_PrimalItemArmor_MilkGliderSaddle_C_1) CONTENT: Equip a Maewing with this to ride it.(/Engine/Transient.REINST_PrimalItemArmor_MilkGliderSaddle_C_1) CONTENT: Saddles(/Engine/Transient.REINST_PrimalItemArmor_MilkGliderSaddle_C_1) CONTENT: Astrodelphis Starwing Saddle(/Game/Genesis2/Dinos/SpaceDolphin/PrimalItemArmor_SpaceDolphinSaddle_Tek.Default__PrimalItemArmor_SpaceDolphinSaddle_Tek_C) CONTENT: Equip an Astrodelphis with this to pilot it and fire plasma projectiles. Adapts to match creature's strength level. Using requires learning this Engram.(/Game/Genesis2/Dinos/SpaceDolphin/PrimalItemArmor_SpaceDolphinSaddle_Tek.Default__PrimalItemArmor_SpaceDolphinSaddle_Tek_C) CONTENT: Saddles(/Game/Genesis2/Dinos/SpaceDolphin/PrimalItemArmor_SpaceDolphinSaddle_Tek.Default__PrimalItemArmor_SpaceDolphinSaddle_Tek_C) CONTENT: Tek(/Game/Genesis2/Dinos/SpaceDolphin/PrimalItemArmor_SpaceDolphinSaddle_Tek.Default__PrimalItemArmor_SpaceDolphinSaddle_Tek_C) CONTENT: Board Front Seat(/Game/Genesis2/Dinos/SpaceDolphin/PrimalItemArmor_SpaceDolphinSaddle_Tek.Default__PrimalItemArmor_SpaceDolphinSaddle_Tek_C) CONTENT: Board Rear Seat(/Game/Genesis2/Dinos/SpaceDolphin/PrimalItemArmor_SpaceDolphinSaddle_Tek.Default__PrimalItemArmor_SpaceDolphinSaddle_Tek_C) LITERAL: .(/Game/Genesis2/Dinos/TekHoverSail/Buff_NotifyHoversailFollow.Buff_NotifyHoversailFollow:BuffTickClient.K2Node_CallFunction_760825) LITERAL: .(/Game/Genesis2/Dinos/TekHoverSail/Buff_NotifyHoversailFollow.Buff_NotifyHoversailFollow:BuffTickClient.K2Node_CallFunction_729370) LITERAL: .(/Game/Genesis2/Dinos/TekHoverSail/Buff_NotifyHoversailFollow.Buff_NotifyHoversailFollow:BPGetHUDElements.K2Node_CallFunction_729370) LITERAL: m(/Game/Genesis2/Dinos/TekHoverSail/Buff_NotifyHoversailFollow.Buff_NotifyHoversailFollow:BPGetHUDElements.K2Node_CallFunction_324304) LITERAL: TOO FAR(/Game/Genesis2/Dinos/TekHoverSail/Buff_NotifyHoversailFollow.Buff_NotifyHoversailFollow:BPGetHUDElements.K2Node_CallFunction_249054) CONTENT: Tek Hoversail(/Engine/Transient.REINST_PrimalItem_Spawner_HoverSail_Parent_C_0) CONTENT: Swift personal transport for quickly traversing terrain via hover and flying modes, at a cost of Element. Can support an additional passenger.(/Engine/Transient.REINST_PrimalItem_Spawner_HoverSail_Parent_C_0) CONTENT: Use(/Engine/Transient.REINST_PrimalItem_Spawner_HoverSail_Parent_C_0) LITERAL: c(/Game/Genesis2/Dinos/TekHoverSail/PrimalItem_Spawner_HoverSail_Parent.PrimalItem_Spawner_HoverSail_Parent:notify hoversail destroyed.K2Node_CallFunction_160023) LITERAL: d(/Game/Genesis2/Dinos/TekHoverSail/PrimalItem_Spawner_HoverSail_Parent.PrimalItem_Spawner_HoverSail_Parent:notify hoversail destroyed.K2Node_CallFunction_160025) CONTENT: Tek Hoversail(/Engine/Transient.Default__REINST_PrimalItem_Spawner_HoverSail_Parent_C_5946) CONTENT: Swift personal transport for quickly traversing terrain via hover and flying modes, at a cost of Element. Can support an additional passenger.(/Engine/Transient.Default__REINST_PrimalItem_Spawner_HoverSail_Parent_C_5946) CONTENT: Use(/Engine/Transient.Default__REINST_PrimalItem_Spawner_HoverSail_Parent_C_5946) CONTENT: Tek Hoversail(/Engine/Transient.REINST_PrimalItem_Spawner_HoverSail_Parent_C_1) CONTENT: Swift personal transport for quickly traversing terrain via hover and flying modes, at a cost of Element. Can support an additional passenger.(/Engine/Transient.REINST_PrimalItem_Spawner_HoverSail_Parent_C_1) CONTENT: Use(/Engine/Transient.REINST_PrimalItem_Spawner_HoverSail_Parent_C_1) LITERAL: CompTick(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/ChibiDinos/SKComponent_SkinAttachment_ChibiDino.SKComponent_SkinAttachment_ChibiDino:BPOnComponentTick.K2Node_CallFunction_137717) LITERAL: CompTick(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/ChibiDinos/SKComponent_SkinAttachment_ChibiDino.SKComponent_SkinAttachment_ChibiDino:BPOnComponentTick.K2Node_CallFunction_138138) LITERAL: CompTick(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/ChibiDinos/SKComponent_SkinAttachment_ChibiDino.SKComponent_SkinAttachment_ChibiDino:BPOnComponentTick.K2Node_CallFunction_138700) CONTENT: Chibi-Dino(/Engine/Transient.REINST_PrimalItemSkin_ChibiDino_Base_C_0) CONTENT: Earn XP from Alpha creature kills when equipped, to increase its level and earn additional max-levels for your Survivor!(/Engine/Transient.REINST_PrimalItemSkin_ChibiDino_Base_C_0) CONTENT: XP(/Engine/Transient.REINST_PrimalItemSkin_ChibiDino_Base_C_0) CONTENT: Experience(/Engine/Transient.REINST_PrimalItemSkin_ChibiDino_Base_C_0) CONTENT: Holiday(/Engine/Transient.REINST_PrimalItemSkin_ChibiDino_Base_C_0) LITERAL: {0}\nLevel: {1}\nALPHA XP: {2} (Max Level)(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/ChibiDinos/PrimalItemSkin_ChibiDino_Base.PrimalItemSkin_ChibiDino_Base:BPGetItemDescription.K2Node_FormatText_95) LITERAL: {0}\nLevel: {1}\nALPHA XP: {2} / {3}(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/ChibiDinos/PrimalItemSkin_ChibiDino_Base.PrimalItemSkin_ChibiDino_Base:BPGetItemDescription.K2Node_FormatText_116) LITERAL: Level {1}(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/ChibiDinos/PrimalItemSkin_ChibiDino_Base.PrimalItemSkin_ChibiDino_Base:BPGetCustomInventoryWidgetText.K2Node_FormatText_108) LITERAL: Lvl {1}, {0}(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/ChibiDinos/PrimalItemSkin_ChibiDino_Base.PrimalItemSkin_ChibiDino_Base:BPGetCustomInventoryWidgetText.K2Node_FormatText_95) LITERAL: - (/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/ChibiDinos/PrimalItemSkin_ChibiDino_Base.PrimalItemSkin_ChibiDino_Base:BPGetItemName.K2Node_CallFunction_153112) CONTENT: Chibi-Dino(/Engine/Transient.Default__REINST_PrimalItemSkin_ChibiDino_Base_C_5968) CONTENT: Earn XP from Alpha creature kills when equipped, to increase its level and earn additional max-levels for your Survivor!(/Engine/Transient.Default__REINST_PrimalItemSkin_ChibiDino_Base_C_5968) CONTENT: XP(/Engine/Transient.Default__REINST_PrimalItemSkin_ChibiDino_Base_C_5968) CONTENT: Experience(/Engine/Transient.Default__REINST_PrimalItemSkin_ChibiDino_Base_C_5968) CONTENT: Holiday(/Engine/Transient.Default__REINST_PrimalItemSkin_ChibiDino_Base_C_5968) LITERAL: {0}\nLevel: {1}\nALPHA XP: {2} (Max Level)(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/ChibiDinos/PrimalItemSkin_ChibiDino_Base.PrimalItemSkin_ChibiDino_Base:EdGraph_19742.K2Node_CallFunction_50151) LITERAL: 0(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/ChibiDinos/PrimalItemSkin_ChibiDino_Base.PrimalItemSkin_ChibiDino_Base:EdGraph_19742.K2Node_MakeStruct_228) LITERAL: 1(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/ChibiDinos/PrimalItemSkin_ChibiDino_Base.PrimalItemSkin_ChibiDino_Base:EdGraph_19742.K2Node_MakeStruct_229) LITERAL: 2(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/ChibiDinos/PrimalItemSkin_ChibiDino_Base.PrimalItemSkin_ChibiDino_Base:EdGraph_19742.K2Node_MakeStruct_230) LITERAL: {0}\nLevel: {1}\nALPHA XP: {2} / {3}(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/ChibiDinos/PrimalItemSkin_ChibiDino_Base.PrimalItemSkin_ChibiDino_Base:EdGraph_19742.K2Node_CallFunction_50152) LITERAL: 0(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/ChibiDinos/PrimalItemSkin_ChibiDino_Base.PrimalItemSkin_ChibiDino_Base:EdGraph_19742.K2Node_MakeStruct_231) LITERAL: 1(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/ChibiDinos/PrimalItemSkin_ChibiDino_Base.PrimalItemSkin_ChibiDino_Base:EdGraph_19742.K2Node_MakeStruct_232) LITERAL: 2(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/ChibiDinos/PrimalItemSkin_ChibiDino_Base.PrimalItemSkin_ChibiDino_Base:EdGraph_19742.K2Node_MakeStruct_233) LITERAL: 3(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/ChibiDinos/PrimalItemSkin_ChibiDino_Base.PrimalItemSkin_ChibiDino_Base:EdGraph_19742.K2Node_MakeStruct_234) LITERAL: Level {1}(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/ChibiDinos/PrimalItemSkin_ChibiDino_Base.PrimalItemSkin_ChibiDino_Base:EdGraph_19750.K2Node_CallFunction_50154) LITERAL: 1(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/ChibiDinos/PrimalItemSkin_ChibiDino_Base.PrimalItemSkin_ChibiDino_Base:EdGraph_19750.K2Node_MakeStruct_235) LITERAL: Lvl {1}, {0}(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/ChibiDinos/PrimalItemSkin_ChibiDino_Base.PrimalItemSkin_ChibiDino_Base:EdGraph_19750.K2Node_CallFunction_50155) LITERAL: 1(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/ChibiDinos/PrimalItemSkin_ChibiDino_Base.PrimalItemSkin_ChibiDino_Base:EdGraph_19750.K2Node_MakeStruct_236) LITERAL: 0(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/ChibiDinos/PrimalItemSkin_ChibiDino_Base.PrimalItemSkin_ChibiDino_Base:EdGraph_19750.K2Node_MakeStruct_237) CONTENT: Chibi-Dino(/Engine/Transient.REINST_PrimalItemSkin_ChibiDino_Base_C_1) CONTENT: Earn XP from Alpha creature kills when equipped, to increase its level and earn additional max-levels for your Survivor!(/Engine/Transient.REINST_PrimalItemSkin_ChibiDino_Base_C_1) CONTENT: XP(/Engine/Transient.REINST_PrimalItemSkin_ChibiDino_Base_C_1) CONTENT: Experience(/Engine/Transient.REINST_PrimalItemSkin_ChibiDino_Base_C_1) CONTENT: Holiday(/Engine/Transient.REINST_PrimalItemSkin_ChibiDino_Base_C_1) CONTENT: Board Passenger Seat(/Engine/Transient.REINST_TekHoverSail_Character_BP_C_0) CONTENT: Tek Hoversail(/Engine/Transient.REINST_TekHoverSail_Character_BP_C_0) CONTENT: Crafted Element Dust(/Game/Extinction/CoreBlueprints/Resources/PrimalItemResource_ElementDustFromElement.Default__PrimalItemResource_ElementDustFromElement_C) CONTENT: Element that has been crushed into a fine dust!(/Game/Extinction/CoreBlueprints/Resources/PrimalItemResource_ElementDustFromElement.Default__PrimalItemResource_ElementDustFromElement_C) CONTENT: Crafted Element Dust(/Game/Extinction/CoreBlueprints/Resources/PrimalItemResource_ElementDustFromShards.Default__PrimalItemResource_ElementDustFromShards_C) CONTENT: Element Shards that have been crushed into a fine dust!(/Game/Extinction/CoreBlueprints/Resources/PrimalItemResource_ElementDustFromShards.Default__PrimalItemResource_ElementDustFromShards_C) CONTENT: Element Ore(/Game/Aberration/CoreBlueprints/Resources/PrimalItemResource_ElementOre.Default__PrimalItemResource_ElementOre_C) CONTENT: Unrefined Element.(/Game/Aberration/CoreBlueprints/Resources/PrimalItemResource_ElementOre.Default__PrimalItemResource_ElementOre_C) CONTENT: Unstable Element(/Game/Extinction/CoreBlueprints/Resources/PrimalItemResource_ElementRefined.Default__PrimalItemResource_ElementRefined_C) CONTENT: Refined Element Dust that is unstable. Over time it will stabilize and become element.(/Game/Extinction/CoreBlueprints/Resources/PrimalItemResource_ElementRefined.Default__PrimalItemResource_ElementRefined_C) CONTENT: Skiff Repairing...(/Engine/Transient.REINST_Buff_Client_HoverSkiffRepair_C_0) CONTENT: Skiff Repairing...(/Engine/Transient.Default__REINST_Buff_Client_HoverSkiffRepair_C_5981) CONTENT: Skiff Repairing...(/Engine/Transient.REINST_Buff_Client_HoverSkiffRepair_C_1) LITERAL: (/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:Add To Accumulated Trick.K2Node_CallFunction_388846) LITERAL: (/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:Add To Accumulated Trick.K2Node_CallFunction_388847) LITERAL: (/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:Add To Accumulated Trick.K2Node_CallFunction_388848) LITERAL: (/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:Add To Accumulated Trick.K2Node_CallFunction_388849) LITERAL: {1}(x{0}) (/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:Add To Accumulated Trick.K2Node_FormatText_287) LITERAL: {2}{1}{3}{4}{0}(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:Add To Accumulated Trick.K2Node_FormatText_291) LITERAL: {1}(x{0}) (/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:Add To Accumulated Trick.K2Node_FormatText_292) LITERAL: {1}(x{0}) (/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:Add To Accumulated Trick.K2Node_FormatText_293) LITERAL: {1}(x{0}) (/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:Add To Accumulated Trick.K2Node_FormatText_294) LITERAL: {MoveForward+} (/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:Add Trick Hint Text.K2Node_CallFunction_178475) LITERAL: {MoveForward-} (/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:Add Trick Hint Text.K2Node_CallFunction_178476) LITERAL: {MoveRight+} (/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:Add Trick Hint Text.K2Node_CallFunction_178477) LITERAL: {MoveRight-} (/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:Add Trick Hint Text.K2Node_CallFunction_178478) LITERAL: Finish Aerial Boost(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:begin aerial boosting.K2Node_CallFunction_178792) LITERAL: % >(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:BlueprintDrawFloatingHUD.K2Node_CallFunction_183928) LITERAL: < Repairing... (/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:BlueprintDrawFloatingHUD.K2Node_CallFunction_204660) LITERAL: < Auto repairing...(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:BlueprintDrawFloatingHUD.K2Node_CallFunction_204660) LITERAL: < (/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:BlueprintDrawFloatingHUD.K2Node_CallFunction_274041) LITERAL: s >(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:BlueprintDrawFloatingHUD.K2Node_CallFunction_274138) LITERAL: < Auto repair requires fuel >(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:BlueprintDrawFloatingHUD.K2Node_CallFunction_624369) LITERAL: Is Shortly After Drift Boost(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:BP_GetCustomModifier_RotationRate.K2Node_CallFunction_298541) LITERAL: a (/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:BP_GetCustomModifier_RotationRate.K2Node_CallFunction_784510) LITERAL: b (/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:BP_GetCustomModifier_RotationRate.K2Node_CallFunction_784511) LITERAL: c (/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:BP_GetCustomModifier_RotationRate.K2Node_CallFunction_784512) LITERAL: d (/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:BP_GetCustomModifier_RotationRate.K2Node_CallFunction_784513) LITERAL: Client Halt Hoversail(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:BP_InterceptMoveForward.K2Node_CallFunction_177765) LITERAL: Client Halt Hoversail(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:BP_InterceptMoveForward.K2Node_CallFunction_181790) LITERAL: Reset Hold Forward(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:BP_InterceptMoveForward.K2Node_CallFunction_659014) LITERAL: Reset Hold Right(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:BP_InterceptMoveRight.K2Node_CallFunction_648776) LITERAL: BOOST(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:BPGetHUDElements.K2Node_CallFunction_226353) LITERAL: FLIGHT(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:BPGetHUDElements.K2Node_CallFunction_226354) LITERAL: FREE(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:BPGetHUDElements.K2Node_CallFunction_232451) LITERAL: FUEL(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:BPGetHUDElements.K2Node_CallFunction_232452) LITERAL: %(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:BPGetHUDElements.K2Node_CallFunction_232453) LITERAL: BoostBonusDisplayTimer(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:BPGetHUDElements.K2Node_CallFunction_257305) LITERAL: BoostBonusDisplayTimer(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:BPGetHUDElements.K2Node_CallFunction_264902) LITERAL: BoostBonusDisplayTimer(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:BPGetHUDElements.K2Node_CallFunction_350854) LITERAL: BoostBonusDisplayTimer(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:BPGetHUDElements.K2Node_CallFunction_379256) LITERAL: BoostBonusDisplayTimer(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:BPGetHUDElements.K2Node_CallFunction_436154) LITERAL: BoostBonusDisplayTimer(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:BPGetHUDElements.K2Node_CallFunction_462639) LITERAL: {0} (x{1})(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:BPGetHUDElements.K2Node_FormatText_252) LITERAL: {0} POINTS(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:BPGetHUDElements.K2Node_FormatText_294) LITERAL: BOOST +{0}%(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:BPGetHUDElements.K2Node_FormatText_337) LITERAL: 100(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:BPGetMultiUseEntries.K2Node_CallFunction_160223) LITERAL: [Requires landing](/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:BPGetMultiUseEntries.K2Node_CallFunction_203003) LITERAL: Repairing disabled ((/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:BPGetMultiUseEntries.K2Node_CallFunction_307428) LITERAL: s)(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:BPGetMultiUseEntries.K2Node_CallFunction_307527) LITERAL: <(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:BPGetMultiUseEntries.K2Node_CallFunction_460805) LITERAL: %>(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:BPGetMultiUseEntries.K2Node_CallFunction_460902) LITERAL: Pick Up(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:BPGetMultiUseEntries.K2Node_MakeStruct_1447) LITERAL: Try to Land(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:BPGetMultiUseEntries.K2Node_MakeStruct_3213) LITERAL: Nudge(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:BPGetMultiUseEntries.K2Node_MakeStruct_5334) LITERAL: Allowed Time After Stopping Drift To Be Able To Boost(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:BPModifyDesiredRotation.K2Node_CallFunction_218450) LITERAL: Allowed Time After Stopping Drift To Be Able To Boost(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:BPModifyDesiredRotation.K2Node_CallFunction_221505) LITERAL: g (/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:BPModifyDesiredRotation.K2Node_CallFunction_319913) LITERAL: a (/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:BPModifyDesiredRotation.K2Node_CallFunction_319916) LITERAL: b (/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:BPModifyDesiredRotation.K2Node_CallFunction_319920) LITERAL: c (/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:BPModifyDesiredRotation.K2Node_CallFunction_319926) LITERAL: d (/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:BPModifyDesiredRotation.K2Node_CallFunction_319930) LITERAL: e (/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:BPModifyDesiredRotation.K2Node_CallFunction_319934) LITERAL: f (/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:BPModifyDesiredRotation.K2Node_CallFunction_321328) LITERAL: Time After Drift To Retain Velocity(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:BPModifyDesiredRotation.K2Node_CallFunction_385161) LITERAL: Time After Drift To Retain Velocity(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:BPModifyDesiredRotation.K2Node_CallFunction_964774) LITERAL: Shortly After Clearing(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:BPNotifyClearRider.K2Node_CallFunction_768357) LITERAL: Aerial Boost Drain(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:BPOnStopJump.K2Node_CallFunction_302242) LITERAL: Aerial Boost Drain(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:BPOnStopJump.K2Node_CallFunction_313703) LITERAL: Aerial Boost Drain(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:BPOnStopJump.K2Node_CallFunction_329754) LITERAL: Shortly After Clearing(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:BPOverrideFlyingVelocity.K2Node_CallFunction_770155) LITERAL: launch c (/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:BPServerHandleNetExecCommand.K2Node_CallFunction_169488) LITERAL: start 2(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:BPServerHandleNetExecCommand.K2Node_CallFunction_169703) LITERAL: start 1(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:BPServerHandleNetExecCommand.K2Node_CallFunction_169706) LITERAL: trick(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:BPServerHandleNetExecCommand.K2Node_CallFunction_184595) LITERAL: A (/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:BPServerHandleNetExecCommand.K2Node_CallFunction_184598) LITERAL: B(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:BPServerHandleNetExecCommand.K2Node_CallFunction_184601) LITERAL: d (/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:BPServerHandleNetExecCommand.K2Node_CallFunction_205100) LITERAL: c(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:BPServerHandleNetExecCommand.K2Node_CallFunction_205102) LITERAL: Aerial Boost Drain(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:BPServerHandleNetExecCommand.K2Node_CallFunction_302242) LITERAL: Aerial Boost Drain(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:BPServerHandleNetExecCommand.K2Node_CallFunction_313703) LITERAL: Aerial Boost Drain(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:BPServerHandleNetExecCommand.K2Node_CallFunction_329754) LITERAL: not facing forward(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:BPServerHandleNetExecCommand.K2Node_CallFunction_400352) LITERAL: Completed One Shot Trick for Bonus(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:BPServerHandleNetExecCommand.K2Node_CallFunction_454547) LITERAL: Completed Held Trick For Bonus(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:BPServerHandleNetExecCommand.K2Node_CallFunction_467006) LITERAL: Completed One Shot Trick for Bonus(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:BPServerHandleNetExecCommand.K2Node_CallFunction_467007) LITERAL: Completed One Shot Trick for Bonus(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:BPServerHandleNetExecCommand.K2Node_CallFunction_468796) LITERAL: Completed Held Trick For Bonus(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:BPServerHandleNetExecCommand.K2Node_CallFunction_470585) LITERAL: Completed One Shot Trick for Bonus(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:BPServerHandleNetExecCommand.K2Node_CallFunction_590623) LITERAL: DisableLevelUps(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:BPSetupTamed.K2Node_CallFunction_233559) LITERAL: DisableLevelUps(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:BSetupDinoTameable.K2Node_CallFunction_233559) LITERAL: Delay Before Starting to Recharge Boost in Air(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:can aerial boost.K2Node_CallFunction_350854) LITERAL: Recharge Aerial Boost(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:can aerial boost.K2Node_CallFunction_365319) LITERAL: Completed Held Trick For Bonus(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:Completed Held Trick for Bonus.K2Node_CallFunction_467006) LITERAL: I think it detected it(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:Completed One Shot Trick For Bonus.K2Node_CallFunction_169703) LITERAL: failed onshot has started trick detection(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:Completed One Shot Trick For Bonus.K2Node_CallFunction_169704) LITERAL: c(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:ConsumeFuel.K2Node_CallFunction_848607) LITERAL: lost ref to item, so destroy self(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:destroy itself.K2Node_CallFunction_225010) LITERAL: Curr Hit %: (/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:DoHoverSlopeCheck.K2Node_CallFunction_272902) LITERAL: Avg Z: (/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:DoHoverSlopeCheck.K2Node_CallFunction_372005) LITERAL: Recharge Aerial Boost(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:DoSkiffHoverTraces.K2Node_CallFunction_344910) LITERAL: Aerial Boost Drain(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:DoSkiffHoverTraces.K2Node_CallFunction_345517) LITERAL: Delay Before Starting to Recharge Boost in Air(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:DoSkiffHoverTraces.K2Node_CallFunction_415736) LITERAL: Hello(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:EventGraph.K2Node_CallFunction_172992) LITERAL: BoostBonusDisplayTimer(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:EventGraph.K2Node_CallFunction_216133) LITERAL: DisableLevelUps(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:EventGraph.K2Node_CallFunction_233559) LITERAL: pitch(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:EventGraph.K2Node_CallFunction_293688) LITERAL: Aerial Boost Drain(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:EventGraph.K2Node_CallFunction_294956) LITERAL: Time After Drift To Retain Velocity(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:EventGraph.K2Node_CallFunction_296756) LITERAL: Recharge Aerial Boost(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:EventGraph.K2Node_CallFunction_300470) LITERAL: Aerial Boost Drain(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:EventGraph.K2Node_CallFunction_302242) LITERAL: Aerial Boost Drain(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:EventGraph.K2Node_CallFunction_306535) LITERAL: Recharge Aerial Boost(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:EventGraph.K2Node_CallFunction_311938) LITERAL: Aerial Boost Drain(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:EventGraph.K2Node_CallFunction_313703) LITERAL: Aerial Boost Drain(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:EventGraph.K2Node_CallFunction_319665) LITERAL: Recharge Aerial Boost(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:EventGraph.K2Node_CallFunction_319667) LITERAL: Aerial Boost Drain(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:EventGraph.K2Node_CallFunction_329754) LITERAL: Is Shortly After Drift Boost(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:EventGraph.K2Node_CallFunction_333439) LITERAL: Delay Before Starting to Recharge Boost in Air(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:EventGraph.K2Node_CallFunction_342056) LITERAL: Allowed Time After Stopping Drift To Be Able To Boost(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:EventGraph.K2Node_CallFunction_342124) LITERAL: Recharge Aerial Boost(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:EventGraph.K2Node_CallFunction_345518) LITERAL: Recharge Aerial Boost(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:EventGraph.K2Node_CallFunction_345519) LITERAL: Trick Score Display Timer(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:EventGraph.K2Node_CallFunction_348267) LITERAL: recharge aeral boost(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:EventGraph.K2Node_CallFunction_368549) LITERAL: FemaleRiderSocketWithoutWeapon(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:EventGraph.K2Node_CallFunction_399804) LITERAL: RiderSocketWithoutWeapon(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:EventGraph.K2Node_CallFunction_399804) LITERAL: Delay Before Starting to Recharge Boost in Air(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:EventGraph.K2Node_CallFunction_400514) LITERAL: Aerial Boost Drain(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:EventGraph.K2Node_CallFunction_400515) LITERAL: begin aerial boosting(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:EventGraph.K2Node_CallFunction_400520) LITERAL: Aerial Boost Drain(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:EventGraph.K2Node_CallFunction_411228) LITERAL: Aerial Boost Drain(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:EventGraph.K2Node_CallFunction_411229) LITERAL: Aerial Boost Drain(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:EventGraph.K2Node_CallFunction_508280) LITERAL: Aerial Boost Drain(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:EventGraph.K2Node_CallFunction_510382) LITERAL: Aerial Boost Drain(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:EventGraph.K2Node_CallFunction_514152) LITERAL: Recharge Aerial Boost(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:EventGraph.K2Node_CallFunction_524041) LITERAL: Recharge Aerial Boost(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:EventGraph.K2Node_CallFunction_524042) LITERAL: Recharge Aerial Boost(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:EventGraph.K2Node_CallFunction_524045) LITERAL: Recharge Aerial Boost(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:EventGraph.K2Node_CallFunction_530501) LITERAL: try to add(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:EventGraph.K2Node_CallFunction_542384) LITERAL: Duration After Drifting To Have Increased Speed(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:EventGraph.K2Node_CallFunction_961569) LITERAL: Finished Aerial Boost Timer Completely(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:Finish Aerial Boost.K2Node_CallFunction_493756) LITERAL: Lerp To Weapon Out Location(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:Finished Putting Sail Down.K2Node_CallFunction_242075) LITERAL: Attach Player To Weapon Out Location(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:Finished Putting Sail Down.K2Node_CallFunction_323876) LITERAL: Attach Player To Weapon Out Location(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:Finished Putting Sail Down.K2Node_CallFunction_412528) LITERAL: Recharge Aerial Boost(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:Get Aerial Charge Meter Amount.K2Node_CallFunction_313703) LITERAL: Aerial Boost Drain(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:Get Aerial Charge Meter Amount.K2Node_CallFunction_319665) LITERAL: Recharge Aerial Boost(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:Get Aerial Charge Meter Amount.K2Node_CallFunction_319667) LITERAL: Aerial Boost Drain(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:Get Aerial Charge Meter Amount.K2Node_CallFunction_320087) LITERAL: s...)(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:GetRepairModeHudMessage.K2Node_CallFunction_305418) LITERAL: s...)(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:GetRepairModeHudMessage.K2Node_CallFunction_318701) LITERAL: Time After Drift To Retain Velocity(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:HandleCrouch.K2Node_CallFunction_964774) LITERAL: Aerial Boost Drain(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:Is Aerial Boosting Active.K2Node_CallFunction_319665) LITERAL: DestroySkiff(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:KillSkiff.K2Node_CallFunction_505793) LITERAL: Attach Player to Sail Open Socket Location(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:Lerp To Sail Open Socket Location.K2Node_CallFunction_382972) LITERAL: Attach Player to Weapon Out Location(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:Lerp To Weapon Out Location.K2Node_CallFunction_382972) LITERAL: changed state to (/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:NetSetSkiffHoverState.K2Node_CallFunction_540965) LITERAL: HOVER STATE CHANGE :: (/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:OnSkiffHoverStateChanged.K2Node_CallFunction_236322) LITERAL: INVALID ITEM CHANGE(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:OnSkiffInventoryUpdated.K2Node_CallFunction_70358) LITERAL: START LANDING(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:OnSkiffLandingStageChanged.K2Node_CallFunction_176309) LITERAL: STOP LANDING(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:OnSkiffLandingStageChanged.K2Node_CallFunction_176309) LITERAL: launch a (/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:OnSkiffStartedCrashing.K2Node_CallFunction_169488) LITERAL: CrashTimeout(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:OnSkiffStartedCrashing.K2Node_CallFunction_57214) LITERAL: Restricted Sparks Spawn Rate(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:ReceiveHit.K2Node_CallFunction_169893) LITERAL: Restricted Sparks Spawn Rate(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:ReceiveHit.K2Node_CallFunction_171726) LITERAL: HIT :: (/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:ReceiveHit.K2Node_CallFunction_234031) LITERAL: // (/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:ReceiveHit.K2Node_CallFunction_234128) LITERAL: [Blocking: (/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:ReceiveHit.K2Node_CallFunction_235625) LITERAL: ](/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:ReceiveHit.K2Node_CallFunction_235625) LITERAL: Time After Drift To Retain Velocity(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:ReceiveTick.K2Node_CallFunction_221505) LITERAL: Time After Drift To Retain Velocity(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:ReceiveTick.K2Node_CallFunction_340410) LITERAL: Allowed Time After Stopping Drift To Be Able To Boost(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:ReceiveTick.K2Node_CallFunction_364489) LITERAL: oob color array(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:ReceiveTick.K2Node_CallFunction_387337) LITERAL: Allowed Time After Stopping Drift To Be Able To Boost(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:ReceiveTick.K2Node_CallFunction_809610) LITERAL: Allowed Time After Stopping Drift To Be Able To Boost(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:Request Boost After Drift.K2Node_CallFunction_227689) LITERAL: Allowed Time After Stopping Drift To Be Able To Boost(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:Request Boost After Drift.K2Node_CallFunction_234927) LITERAL: launch f (/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:Request drift boost.K2Node_CallFunction_169488) LITERAL: launch f (/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:request full boost.K2Node_CallFunction_169488) LITERAL: Client Halt Hoversail(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:Reset Hold Forward.K2Node_CallFunction_181790) LITERAL: reset skiff 3(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:ResetSkiffInputs.K2Node_CallFunction_275781) LITERAL: Lerp To Sail Open Socket Location(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:RidingTick.K2Node_CallFunction_242075) LITERAL: Aerial Boost Drain(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:RidingTick.K2Node_CallFunction_275390) LITERAL: Aerial Boost Drain(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:RidingTick.K2Node_CallFunction_275392) LITERAL: Attach Player To Sail Open Socket Location(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:RidingTick.K2Node_CallFunction_323876) LITERAL: Duration After Drifting To Have Increased Speed(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:RidingTick.K2Node_CallFunction_340410) LITERAL: refreshed(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:RidingTick.K2Node_CallFunction_367614) LITERAL: Attach Player To Sail Open Socket Location(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:RidingTick.K2Node_CallFunction_371802) LITERAL: Time After Drift To Retain Velocity(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:RidingTick.K2Node_CallFunction_964774) LITERAL: :: (/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:SetSkiffMovementInputAxisValue.K2Node_CallFunction_150126) LITERAL: :: (/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:SetSkiffMovementInputAxisValue.K2Node_CallFunction_150341) LITERAL: set skiff movement input axis(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:SetSkiffMovementInputAxisValue.K2Node_CallFunction_290736) LITERAL: stop hovering (/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:StopHovering.K2Node_CallFunction_169488) LITERAL: launch e (/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:ThrottledTick.K2Node_CallFunction_169488) LITERAL: Pulse Speed :: (/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:Tick_ManageAutoRepair.K2Node_CallFunction_176991) LITERAL: Repair Color Strength :: (/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:Tick_ManageAutoRepair.K2Node_CallFunction_176992) LITERAL: Repair Color :: (/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:Tick_ManageAutoRepair.K2Node_CallFunction_232954) LITERAL: launch b (/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:Tick_ManageSkiffCamera.K2Node_CallFunction_169488) LITERAL: Warning: no control scheme set up(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:Tick_ManageSkiffCamera.K2Node_CallFunction_238405) LITERAL: Warning: only use 1 control scheme bool(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:Tick_ManageSkiffCamera.K2Node_CallFunction_253899) LITERAL: b(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:try refill from inventory.K2Node_CallFunction_478993) LITERAL: tried refueling from main source, but the new amount is less than the old amount(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:try refill from inventory.K2Node_CallFunction_478995) LITERAL: tried refueling from main source, but the new amount is less than the old amount(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:try refill from inventory.K2Node_CallFunction_478998) LITERAL: a(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:UpdateOwningClientReplicatedInputs.K2Node_CallFunction_260123) LITERAL: try refill (/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:UpdateSyncedFuelAmount.K2Node_CallFunction_724374) LITERAL: Hello(/Game/Genesis2/Dinos/TekHoverSail/TEKHoverSail_AnimBlueprint.TEKHoverSail_AnimBlueprint:EventGraph.K2Node_CallFunction_253391) LITERAL: (/Game/Genesis2/Dinos/TekHoverSail/TEKHoverSail_AnimBlueprint.TEKHoverSail_AnimBlueprint:EventGraph.K2Node_CallFunction_450440) LITERAL: SailRootOffsetLoc(/Game/Genesis2/Dinos/TekHoverSail/TEKHoverSail_AnimBlueprint.TEKHoverSail_AnimBlueprint:EventGraph.K2Node_CallFunction_200059) LITERAL: SailRootLoc(/Game/Genesis2/Dinos/TekHoverSail/TEKHoverSail_AnimBlueprint.TEKHoverSail_AnimBlueprint:EventGraph.K2Node_CallFunction_212771) LITERAL: SailMeshLoc(/Game/Genesis2/Dinos/TekHoverSail/TEKHoverSail_AnimBlueprint.TEKHoverSail_AnimBlueprint:EventGraph.K2Node_CallFunction_191692) LITERAL: PlayerRootLoc(/Game/Genesis2/Dinos/TekHoverSail/Animations/TPV/HM_Hoversail_Riding_AnimBP.HM_Hoversail_Riding_AnimBP:EventGraph.K2Node_CallFunction_140085) LITERAL: PlayerRootOffsetLoc(/Game/Genesis2/Dinos/TekHoverSail/Animations/TPV/HM_Hoversail_Riding_AnimBP.HM_Hoversail_Riding_AnimBP:EventGraph.K2Node_CallFunction_126986) LITERAL: PlayerMeshLoc(/Game/Genesis2/Dinos/TekHoverSail/Animations/TPV/HM_Hoversail_Riding_AnimBP.HM_Hoversail_Riding_AnimBP:EventGraph.K2Node_CallFunction_191692) CONTENT: Get Tricky!(/Engine/Transient.REINST_Buff_HoversailRiderLandsATrick_C_0) CONTENT: Boost from landing a trick(/Engine/Transient.REINST_Buff_HoversailRiderLandsATrick_C_0) LITERAL: buff(/Game/Genesis2/CoreBlueprints/Buffs/Buff_HoversailRiderLandsATrick.Buff_HoversailRiderLandsATrick:BuffTickClient.K2Node_CallFunction_216272) CONTENT: Get Tricky!(/Engine/Transient.Default__REINST_Buff_HoversailRiderLandsATrick_C_6000) CONTENT: Boost from landing a trick(/Engine/Transient.Default__REINST_Buff_HoversailRiderLandsATrick_C_6000) CONTENT: Get Tricky!(/Engine/Transient.REINST_Buff_HoversailRiderLandsATrick_C_1) CONTENT: Boost from landing a trick(/Engine/Transient.REINST_Buff_HoversailRiderLandsATrick_C_1) CONTENT: Woosh(/Engine/Transient.REINST_Buff_RiderFlyingWindWoosh_LionfishLion_C_0) CONTENT: YOU GOIN SO FAST(/Engine/Transient.REINST_Buff_RiderFlyingWindWoosh_LionfishLion_C_0) CONTENT: Woosh(/Engine/Transient.Default__REINST_Buff_RiderFlyingWindWoosh_LionfishLion_C_6007) CONTENT: YOU GOIN SO FAST(/Engine/Transient.Default__REINST_Buff_RiderFlyingWindWoosh_LionfishLion_C_6007) CONTENT: Woosh(/Engine/Transient.REINST_Buff_RiderFlyingWindWoosh_LionfishLion_C_1) CONTENT: YOU GOIN SO FAST(/Engine/Transient.REINST_Buff_RiderFlyingWindWoosh_LionfishLion_C_1) CONTENT: Crafting Requirements(/Game/PrimalEarth/Items/Raft/ToolTipWidgetPrimalRaft.ToolTipWidgetPrimalRaft_C:WidgetTree_10716.CraftingRequirementsTitleLabel) CONTENT: This is a very long item description that is almost certain to wrap onto multiple lines of text.(/Game/PrimalEarth/Items/Raft/ToolTipWidgetPrimalRaft.ToolTipWidgetPrimalRaft_C:WidgetTree_10716.CraftingRequirementsLabelOld) CONTENT: Crafting: x4(/Game/PrimalEarth/Items/Raft/ToolTipWidgetPrimalRaft.ToolTipWidgetPrimalRaft_C:WidgetTree_10716.CraftingLabel) CONTENT: This is a very long item description that is almost certain to wrap onto multiple lines of text.(/Game/PrimalEarth/Items/Raft/ToolTipWidgetPrimalRaft.ToolTipWidgetPrimalRaft_C:WidgetTree_10716.CraftingRequirementsLabel) CONTENT: Unconscious(/Game/PrimalEarth/Items/Raft/ToolTipWidgetPrimalRaft.ToolTipWidgetPrimalRaft_C:WidgetTree_10716.[TextBlock] "Unconscious") CONTENT: Taming(/Game/PrimalEarth/Items/Raft/ToolTipWidgetPrimalRaft.ToolTipWidgetPrimalRaft_C:WidgetTree_10716.TamingDescriptionLabel) CONTENT: Owned By:(/Game/PrimalEarth/Items/Raft/ToolTipWidgetPrimalRaft.ToolTipWidgetPrimalRaft_C:WidgetTree_10716.TamedLabel) CONTENT: Gender:(/Game/PrimalEarth/Items/Raft/ToolTipWidgetPrimalRaft.ToolTipWidgetPrimalRaft_C:WidgetTree_10716.GenderLabel) CONTENT: XP %.1f -- %.1f(/Game/PrimalEarth/Items/Raft/ToolTipWidgetPrimalRaft.ToolTipWidgetPrimalRaft_C:WidgetTree_10716.XPBar) CONTENT: Info Text(/Game/PrimalEarth/Items/Raft/ToolTipWidgetPrimalRaft.ToolTipWidgetPrimalRaft_C:WidgetTree_10716.InfoLabel2) CONTENT: Health %i -- %i(/Game/PrimalEarth/Items/Raft/ToolTipWidgetPrimalRaft.ToolTipWidgetPrimalRaft_C:WidgetTree_10716.HealthBar) CONTENT: Stamina %i -- %i(/Game/PrimalEarth/Items/Raft/ToolTipWidgetPrimalRaft.ToolTipWidgetPrimalRaft_C:WidgetTree_10716.StaminaBar) CONTENT: Food %i -- %i(/Game/PrimalEarth/Items/Raft/ToolTipWidgetPrimalRaft.ToolTipWidgetPrimalRaft_C:WidgetTree_10716.FoodBar) CONTENT: Info Text(/Game/PrimalEarth/Items/Raft/ToolTipWidgetPrimalRaft.ToolTipWidgetPrimalRaft_C:WidgetTree_10716.InfoLabel) CONTENT: Weight %i -- %i(/Game/PrimalEarth/Items/Raft/ToolTipWidgetPrimalRaft.ToolTipWidgetPrimalRaft_C:WidgetTree_10716.WeightBar) CONTENT: Text(/Game/PrimalEarth/Items/Raft/ToolTipWidgetPrimalRaft.ToolTipWidgetPrimalRaft_C:WidgetTree_10716.DinoNameLabel) CONTENT: Board Passenger Seat(/Engine/Transient.Default__REINST_TekHoverSail_Character_BP_C_6032) CONTENT: Tek Hoversail(/Engine/Transient.Default__REINST_TekHoverSail_Character_BP_C_6032) LITERAL: BOOST +{0}%(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:EdGraph_20555.K2Node_CallFunction_54109) LITERAL: 0(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:EdGraph_20555.K2Node_MakeStruct_246) LITERAL: {0} POINTS(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:EdGraph_20555.K2Node_CallFunction_54111) LITERAL: 0(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:EdGraph_20555.K2Node_MakeStruct_249) LITERAL: {0} (x{1})(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:EdGraph_20555.K2Node_CallFunction_54114) LITERAL: 0(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:EdGraph_20555.K2Node_MakeStruct_252) LITERAL: 1(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:EdGraph_20555.K2Node_MakeStruct_253) LITERAL: {2}{1}{3}{4}{0}(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:EdGraph_20810.K2Node_CallFunction_54270) LITERAL: 2(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:EdGraph_20810.K2Node_MakeStruct_254) LITERAL: 1(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:EdGraph_20810.K2Node_MakeStruct_255) LITERAL: 3(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:EdGraph_20810.K2Node_MakeStruct_256) LITERAL: 4(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:EdGraph_20810.K2Node_MakeStruct_257) LITERAL: 0(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:EdGraph_20810.K2Node_MakeStruct_258) LITERAL: {1}(x{0}) (/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:EdGraph_20810.K2Node_CallFunction_54271) LITERAL: 1(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:EdGraph_20810.K2Node_MakeStruct_259) LITERAL: 0(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:EdGraph_20810.K2Node_MakeStruct_260) LITERAL: {1}(x{0}) (/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:EdGraph_20810.K2Node_CallFunction_54272) LITERAL: 1(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:EdGraph_20810.K2Node_MakeStruct_261) LITERAL: 0(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:EdGraph_20810.K2Node_MakeStruct_262) LITERAL: {1}(x{0}) (/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:EdGraph_20810.K2Node_CallFunction_54273) LITERAL: 1(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:EdGraph_20810.K2Node_MakeStruct_263) LITERAL: 0(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:EdGraph_20810.K2Node_MakeStruct_264) LITERAL: {1}(x{0}) (/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:EdGraph_20810.K2Node_CallFunction_54274) LITERAL: 1(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:EdGraph_20810.K2Node_MakeStruct_265) LITERAL: 0(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:EdGraph_20810.K2Node_MakeStruct_266) CONTENT: Board Passenger Seat(/Engine/Transient.REINST_TekHoverSail_Character_BP_C_1) CONTENT: Tek Hoversail(/Engine/Transient.REINST_TekHoverSail_Character_BP_C_1) CONTENT: Cannot Identify Hoversail, destroying old Hoversail(/Engine/Transient.REINST_PrimalItem_Spawner_HoverSail_Main_C_0) CONTENT: /Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP(/Engine/Transient.REINST_PrimalItem_Spawner_HoverSail_Main_C_0) CONTENT: Vehicles(/Engine/Transient.REINST_PrimalItem_Spawner_HoverSail_Main_C_0) LITERAL: %(/Game/Genesis2/Dinos/TekHoverSail/PrimalItem_Spawner_HoverSail_Main.PrimalItem_Spawner_HoverSail_Main:BPGetCustomInventoryWidgetText.K2Node_CallFunction_830911) LITERAL: %(/Game/Genesis2/Dinos/TekHoverSail/PrimalItem_Spawner_HoverSail_Main.PrimalItem_Spawner_HoverSail_Main:BPGetCustomInventoryWidgetText.K2Node_CallFunction_833976) LITERAL: .(/Game/Genesis2/Dinos/TekHoverSail/PrimalItem_Spawner_HoverSail_Main.PrimalItem_Spawner_HoverSail_Main:BPGetCustomInventoryWidgetText.K2Node_CallFunction_833629) LITERAL: .(/Game/Genesis2/Dinos/TekHoverSail/PrimalItem_Spawner_HoverSail_Main.PrimalItem_Spawner_HoverSail_Main:BPGetCustomInventoryWidgetText.K2Node_CallFunction_833535) LITERAL: .(/Game/Genesis2/Dinos/TekHoverSail/PrimalItem_Spawner_HoverSail_Main.PrimalItem_Spawner_HoverSail_Main:BPGetCustomInventoryWidgetText.K2Node_CallFunction_833977) LITERAL: .(/Game/Genesis2/Dinos/TekHoverSail/PrimalItem_Spawner_HoverSail_Main.PrimalItem_Spawner_HoverSail_Main:BPGetCustomInventoryWidgetText.K2Node_CallFunction_833695) LITERAL: Follow(/Game/Genesis2/Dinos/TekHoverSail/PrimalItem_Spawner_HoverSail_Main.PrimalItem_Spawner_HoverSail_Main:BPGetCustomInventoryWidgetText.K2Node_VariableSet_128614) LITERAL: Stop Follow(/Game/Genesis2/Dinos/TekHoverSail/PrimalItem_Spawner_HoverSail_Main.PrimalItem_Spawner_HoverSail_Main:BPGetCustomInventoryWidgetText.K2Node_VariableSet_236306) LITERAL: Delaymount(/Game/Genesis2/Dinos/TekHoverSail/PrimalItem_Spawner_HoverSail_Main.PrimalItem_Spawner_HoverSail_Main:OnDinoSpawned.K2Node_CallFunction_159672) LITERAL: passing in fuel amount (/Game/Genesis2/Dinos/TekHoverSail/PrimalItem_Spawner_HoverSail_Main.PrimalItem_Spawner_HoverSail_Main:BlueprintUsed.K2Node_CallFunction_788143) CONTENT: Cannot Identify Hoversail, destroying old Hoversail(/Engine/Transient.Default__REINST_PrimalItem_Spawner_HoverSail_Main_C_6039) CONTENT: /Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP(/Engine/Transient.Default__REINST_PrimalItem_Spawner_HoverSail_Main_C_6039) CONTENT: Vehicles(/Engine/Transient.Default__REINST_PrimalItem_Spawner_HoverSail_Main_C_6039) CONTENT: Cannot Identify Hoversail, destroying old Hoversail(/Engine/Transient.REINST_PrimalItem_Spawner_HoverSail_Main_C_1) CONTENT: /Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP(/Engine/Transient.REINST_PrimalItem_Spawner_HoverSail_Main_C_1) CONTENT: Vehicles(/Engine/Transient.REINST_PrimalItem_Spawner_HoverSail_Main_C_1) CONTENT: Tracer Rounds(/Game/Aberration/WeaponTracerRoundAmmo/PrimalItemAmmo_TracerRound.Default__PrimalItemAmmo_TracerRound_C) CONTENT: Flareboyant Ammo Placerholder description(/Game/Aberration/WeaponTracerRoundAmmo/PrimalItemAmmo_TracerRound.Default__PrimalItemAmmo_TracerRound_C) CONTENT: Weapons(/Game/Aberration/WeaponTracerRoundAmmo/PrimalItemAmmo_TracerRound.Default__PrimalItemAmmo_TracerRound_C) CONTENT: Ammo(/Game/Aberration/WeaponTracerRoundAmmo/PrimalItemAmmo_TracerRound.Default__PrimalItemAmmo_TracerRound_C) CONTENT: Structure(/Engine/Transient.REINST_Structure_AmmoContainerBaseBP_C_0) LITERAL: %)(/Game/Genesis2/Structures/AmmoBox/Structure_AmmoContainerBaseBP.Structure_AmmoContainerBaseBP:BPGetMultiUseCenterText.K2Node_CallFunction_346294) LITERAL: Reload ((/Game/Genesis2/Structures/AmmoBox/Structure_AmmoContainerBaseBP.Structure_AmmoContainerBaseBP:BPGetMultiUseCenterText.K2Node_CallFunction_346295) LITERAL: Disable Visual Indicator(/Game/Genesis2/Structures/AmmoBox/Structure_AmmoContainerBaseBP.Structure_AmmoContainerBaseBP:BPGetMultiUseEntries.K2Node_CallFunction_221240) LITERAL: Enable Visual Indicator(/Game/Genesis2/Structures/AmmoBox/Structure_AmmoContainerBaseBP.Structure_AmmoContainerBaseBP:BPGetMultiUseEntries.K2Node_CallFunction_221240) LITERAL: Decrease 5%(/Game/Genesis2/Structures/AmmoBox/Structure_AmmoContainerBaseBP.Structure_AmmoContainerBaseBP:BPGetMultiUseEntries.K2Node_CallFunction_289794) LITERAL: 10%(/Game/Genesis2/Structures/AmmoBox/Structure_AmmoContainerBaseBP.Structure_AmmoContainerBaseBP:BPGetMultiUseEntries.K2Node_CallFunction_289822) LITERAL: 25%(/Game/Genesis2/Structures/AmmoBox/Structure_AmmoContainerBaseBP.Structure_AmmoContainerBaseBP:BPGetMultiUseEntries.K2Node_CallFunction_289849) LITERAL: 50%(/Game/Genesis2/Structures/AmmoBox/Structure_AmmoContainerBaseBP.Structure_AmmoContainerBaseBP:BPGetMultiUseEntries.K2Node_CallFunction_289876) LITERAL: 75%(/Game/Genesis2/Structures/AmmoBox/Structure_AmmoContainerBaseBP.Structure_AmmoContainerBaseBP:BPGetMultiUseEntries.K2Node_CallFunction_289903) LITERAL: Adjust Turret Reload Fill Cap(/Game/Genesis2/Structures/AmmoBox/Structure_AmmoContainerBaseBP.Structure_AmmoContainerBaseBP:BPGetMultiUseEntries.K2Node_CallFunction_333823) LITERAL: Increase 5%(/Game/Genesis2/Structures/AmmoBox/Structure_AmmoContainerBaseBP.Structure_AmmoContainerBaseBP:BPGetMultiUseEntries.K2Node_CallFunction_341416) LITERAL: 100%(/Game/Genesis2/Structures/AmmoBox/Structure_AmmoContainerBaseBP.Structure_AmmoContainerBaseBP:BPGetMultiUseEntries.K2Node_CallFunction_341417) LITERAL: Back(/Game/Genesis2/Structures/AmmoBox/Structure_AmmoContainerBaseBP.Structure_AmmoContainerBaseBP:BPGetMultiUseEntries.K2Node_CallFunction_342560) LITERAL: Supply Equipped Weapon(/Game/Genesis2/Structures/AmmoBox/Structure_AmmoContainerBaseBP.Structure_AmmoContainerBaseBP:BPGetMultiUseEntries.K2Node_MakeStruct_2769) LITERAL: FullRecheckInventory(/Game/Genesis2/Structures/AmmoBox/Structure_AmmoContainerBaseBP.Structure_AmmoContainerBaseBP:BPNotifyInventoryItemChange.K2Node_CallFunction_218344) LITERAL: FullRecheckInventory(/Game/Genesis2/Structures/AmmoBox/Structure_AmmoContainerBaseBP.Structure_AmmoContainerBaseBP:BPNotifyInventoryItemChange.K2Node_CallFunction_219511) LITERAL: Too many (/Game/Genesis2/Structures/AmmoBox/Structure_AmmoContainerBaseBP.Structure_AmmoContainerBaseBP:BPOverrideCantBuildReasonString.K2Node_CallFunction_155099) LITERAL: s nearby.(/Game/Genesis2/Structures/AmmoBox/Structure_AmmoContainerBaseBP.Structure_AmmoContainerBaseBP:BPOverrideCantBuildReasonString.K2Node_CallFunction_155188) LITERAL: UpdateAmmoChanges(/Game/Genesis2/Structures/AmmoBox/Structure_AmmoContainerBaseBP.Structure_AmmoContainerBaseBP:ChangeInAmmo.K2Node_CallFunction_176484) LITERAL: UpdateAmmoChanges(/Game/Genesis2/Structures/AmmoBox/Structure_AmmoContainerBaseBP.Structure_AmmoContainerBaseBP:ChangeInAmmo.K2Node_CallFunction_44983) LITERAL: CheckNearbyPlayers(/Game/Genesis2/Structures/AmmoBox/Structure_AmmoContainerBaseBP.Structure_AmmoContainerBaseBP:CheckNearbyPlayers.K2Node_CallFunction_216329) LITERAL: UpdateAmmoChanges(/Game/Genesis2/Structures/AmmoBox/Structure_AmmoContainerBaseBP.Structure_AmmoContainerBaseBP:EventGraph.K2Node_CallFunction_176484) LITERAL: CheckNearbyPlayers(/Game/Genesis2/Structures/AmmoBox/Structure_AmmoContainerBaseBP.Structure_AmmoContainerBaseBP:EventGraph.K2Node_CallFunction_216329) LITERAL: UpdateAmmoChanges(/Game/Genesis2/Structures/AmmoBox/Structure_AmmoContainerBaseBP.Structure_AmmoContainerBaseBP:EventGraph.K2Node_CallFunction_44983) CONTENT: Spear Bolt(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItemAmmo_BallistaArrow.Default__PrimalItemAmmo_BallistaArrow_C) CONTENT: A massive bolt with a cast iron arrowhead. Can only be used in a Ballista Turret or Harpoon Gun. If it doesn't break, you can recover your ammo.(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItemAmmo_BallistaArrow.Default__PrimalItemAmmo_BallistaArrow_C) CONTENT: Weapons(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItemAmmo_BallistaArrow.Default__PrimalItemAmmo_BallistaArrow_C) CONTENT: Ammo(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItemAmmo_BallistaArrow.Default__PrimalItemAmmo_BallistaArrow_C) CONTENT: Harpoon Launcher(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_WeaponHarpoon.Default__PrimalItem_WeaponHarpoon_C) CONTENT: Has tremendous power and speed underwater, but ineffective range out of water. Uses Spear Bolts for ammunition.(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_WeaponHarpoon.Default__PrimalItem_WeaponHarpoon_C) CONTENT: Weapons(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_WeaponHarpoon.Default__PrimalItem_WeaponHarpoon_C) CONTENT: Ranged(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_WeaponHarpoon.Default__PrimalItem_WeaponHarpoon_C) CONTENT: Chain Bola(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItemAmmo_ChainBola.Default__PrimalItemAmmo_ChainBola_C) CONTENT: A gigantic bola made of metal chain, capable of ensnaring larger creatures. Usable within a Ballista Turret.(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItemAmmo_ChainBola.Default__PrimalItemAmmo_ChainBola_C) CONTENT: Weapons(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItemAmmo_ChainBola.Default__PrimalItemAmmo_ChainBola_C) CONTENT: Ammo(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItemAmmo_ChainBola.Default__PrimalItemAmmo_ChainBola_C) CONTENT: Boulder(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItemAmmo_Boulder.Default__PrimalItemAmmo_Boulder_C) CONTENT: A massive rock with metal spikes. Can only be used in a Catapult Turret.(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItemAmmo_Boulder.Default__PrimalItemAmmo_Boulder_C) CONTENT: Ammo(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItemAmmo_Boulder.Default__PrimalItemAmmo_Boulder_C) CONTENT: Cannon Ball(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItemAmmo_CannonBall.Default__PrimalItemAmmo_CannonBall_C) CONTENT: A gigantic ball of heavy metal, capable of demolishing very strong structures.(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItemAmmo_CannonBall.Default__PrimalItemAmmo_CannonBall_C) CONTENT: Weapons(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItemAmmo_CannonBall.Default__PrimalItemAmmo_CannonBall_C) CONTENT: Ammo(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItemAmmo_CannonBall.Default__PrimalItemAmmo_CannonBall_C) CONTENT: Sand(/Game/ScorchedEarth/CoreBlueprints/Resources/PrimalItemResource_Sand.Default__PrimalItemResource_Sand_C) CONTENT: Used to craft Clay. Can be found in Sand rocks(/Game/ScorchedEarth/CoreBlueprints/Resources/PrimalItemResource_Sand.Default__PrimalItemResource_Sand_C) CONTENT: Clay(/Game/ScorchedEarth/CoreBlueprints/Resources/PrimalItemResource_Clay.Default__PrimalItemResource_Clay_C) CONTENT: Created by grinding Sand with Cactus Sap in a Mortar and Pestle. (/Game/ScorchedEarth/CoreBlueprints/Resources/PrimalItemResource_Clay.Default__PrimalItemResource_Clay_C) CONTENT: Jar of Pitch(/Game/Genesis2/Weapons/FireBoulder/PrimalItemAmmo_Boulder_Fire.Default__PrimalItemAmmo_Boulder_Fire_C) CONTENT: Lights the target on fire, and can also light oil slicks. Can be fired from a Ballista Turret or Catapult.(/Game/Genesis2/Weapons/FireBoulder/PrimalItemAmmo_Boulder_Fire.Default__PrimalItemAmmo_Boulder_Fire_C) CONTENT: Ammo(/Game/Genesis2/Weapons/FireBoulder/PrimalItemAmmo_Boulder_Fire.Default__PrimalItemAmmo_Boulder_Fire_C) CONTENT: Structure(/Engine/Transient.Default__REINST_Structure_AmmoContainerBaseBP_C_6101) CONTENT: Structure(/Engine/Transient.REINST_Structure_AmmoContainerBaseBP_C_1) CONTENT: Idle(/Engine/Transient.REINST_Stego_Character_BP_C_0) CONTENT: Cute(/Engine/Transient.REINST_Stego_Character_BP_C_0) CONTENT: Action(/Engine/Transient.REINST_Stego_Character_BP_C_0) CONTENT: Move(/Engine/Transient.REINST_Stego_Character_BP_C_0) CONTENT: Stegosaurus(/Engine/Transient.REINST_Stego_Character_BP_C_0) LITERAL: Hardened Plate (/Game/PrimalEarth/Dinos/Stego/Stego_Character_BP.Stego_Character_BP:OnRep_BackplateMode.K2Node_CallFunction_164785) LITERAL: Heavy Plate (/Game/PrimalEarth/Dinos/Stego/Stego_Character_BP.Stego_Character_BP:OnRep_BackplateMode.K2Node_CallFunction_165305) LITERAL: Sharpened Plate(/Game/PrimalEarth/Dinos/Stego/Stego_Character_BP.Stego_Character_BP:OnRep_BackplateMode.K2Node_CallFunction_165305) LITERAL: Hardened(/Game/PrimalEarth/Dinos/Stego/Buff_StegoBackplate.Buff_StegoBackplate:GetBuffDescription.K2Node_VariableSet_28646) LITERAL: Hardened: Damage reduction, prevent dismount(/Game/PrimalEarth/Dinos/Stego/Buff_StegoBackplate.Buff_StegoBackplate:GetBuffDescription.K2Node_VariableSet_28646) LITERAL: Heavy(/Game/PrimalEarth/Dinos/Stego/Buff_StegoBackplate.Buff_StegoBackplate:GetBuffDescription.K2Node_VariableSet_28647) LITERAL: Heavy: Applies slow, prevent dismount(/Game/PrimalEarth/Dinos/Stego/Buff_StegoBackplate.Buff_StegoBackplate:GetBuffDescription.K2Node_VariableSet_28647) LITERAL: Sharpened(/Game/PrimalEarth/Dinos/Stego/Buff_StegoBackplate.Buff_StegoBackplate:GetBuffDescription.K2Node_VariableSet_26790) LITERAL: Sharpened: Armor penetration, prevent dismount(/Game/PrimalEarth/Dinos/Stego/Buff_StegoBackplate.Buff_StegoBackplate:GetBuffDescription.K2Node_VariableSet_26790) LITERAL: Hardened(/Game/PrimalEarth/Dinos/Stego/Buff_StegoBackplate.Buff_StegoBackplate:EdGraph_21109.K2Node_MakeStruct_302) LITERAL: Hardened: Damage reduction, prevent dismount(/Game/PrimalEarth/Dinos/Stego/Buff_StegoBackplate.Buff_StegoBackplate:EdGraph_21109.K2Node_MakeStruct_302) LITERAL: Heavy(/Game/PrimalEarth/Dinos/Stego/Buff_StegoBackplate.Buff_StegoBackplate:EdGraph_21109.K2Node_MakeStruct_303) LITERAL: Heavy: Applies slow, prevent dismount(/Game/PrimalEarth/Dinos/Stego/Buff_StegoBackplate.Buff_StegoBackplate:EdGraph_21109.K2Node_MakeStruct_303) LITERAL: Sharpened(/Game/PrimalEarth/Dinos/Stego/Buff_StegoBackplate.Buff_StegoBackplate:EdGraph_21109.K2Node_MakeStruct_304) LITERAL: Sharpened: Armor penetration, prevent dismount(/Game/PrimalEarth/Dinos/Stego/Buff_StegoBackplate.Buff_StegoBackplate:EdGraph_21109.K2Node_MakeStruct_304) CONTENT: Stego Egg(/Game/PrimalEarth/Test/PrimalItemConsumable_Egg_Stego.Default__PrimalItemConsumable_Egg_Stego_C) CONTENT: Fertilized Stego Egg(/Game/PrimalEarth/Test/PrimalItemConsumable_Egg_Stego_Fertilized.Default__PrimalItemConsumable_Egg_Stego_Fertilized_C) CONTENT: Dark Muted(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Stego.Default__DinoColorSet_Stego_C) CONTENT: Dark All(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Stego.Default__DinoColorSet_Stego_C) CONTENT: Dark All(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Stego.Default__DinoColorSet_Stego_C) CONTENT: Dark Muted(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Stego.Default__DinoColorSet_Stego_C) CONTENT: Light All(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Stego.Default__DinoColorSet_Stego_C) CONTENT: Light Muted -b(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Stego.Default__DinoColorSet_Stego_C) CONTENT: Thagomized(/Engine/Transient.REINST_Buff_PreventStaminaRegen_C_0) CONTENT: You are unable to recover stamina!(/Engine/Transient.REINST_Buff_PreventStaminaRegen_C_0) CONTENT: Thagomized(/Engine/Transient.Default__REINST_Buff_PreventStaminaRegen_C_6156) CONTENT: You are unable to recover stamina!(/Engine/Transient.Default__REINST_Buff_PreventStaminaRegen_C_6156) CONTENT: Thagomized(/Engine/Transient.REINST_Buff_PreventStaminaRegen_C_1) CONTENT: You are unable to recover stamina!(/Engine/Transient.REINST_Buff_PreventStaminaRegen_C_1) CONTENT: Impaled(/Engine/Transient.REINST_Buff_ImpaledByStego_C_0) CONTENT: You have been impaled and are bleeding out!(/Engine/Transient.REINST_Buff_ImpaledByStego_C_0) CONTENT: Impaled(/Engine/Transient.Default__REINST_Buff_ImpaledByStego_C_6163) CONTENT: You have been impaled and are bleeding out!(/Engine/Transient.Default__REINST_Buff_ImpaledByStego_C_6163) CONTENT: Impaled(/Engine/Transient.REINST_Buff_ImpaledByStego_C_1) CONTENT: You have been impaled and are bleeding out!(/Engine/Transient.REINST_Buff_ImpaledByStego_C_1) CONTENT: Tek Stegosaurus(/Engine/Transient.REINST_BionicStego_Character_BP_C_0) CONTENT: Tek Stego Egg(/Game/PrimalEarth/Test/PrimalItemConsumable_Egg_Stego_Bionic.Default__PrimalItemConsumable_Egg_Stego_Bionic_C) CONTENT: Fertilized Tek Stego Egg(/Game/PrimalEarth/Test/PrimalItemConsumable_Egg_Stego_Fertilized_Bionic.Default__PrimalItemConsumable_Egg_Stego_Fertilized_Bionic_C) CONTENT: Dark Muted(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Stego_Bionic.Default__DinoColorSet_Stego_Bionic_C) CONTENT: Dark Muted(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Stego_Bionic.Default__DinoColorSet_Stego_Bionic_C) CONTENT: Dark Muted(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Stego_Bionic.Default__DinoColorSet_Stego_Bionic_C) CONTENT: Dark Muted(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Stego_Bionic.Default__DinoColorSet_Stego_Bionic_C) CONTENT: Dark Muted(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Stego_Bionic.Default__DinoColorSet_Stego_Bionic_C) CONTENT: Emissive(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Stego_Bionic.Default__DinoColorSet_Stego_Bionic_C) CONTENT: Slowed(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_Slowed.Default__Buff_Slowed_C) CONTENT: Your movement speed is decreased!(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_Slowed.Default__Buff_Slowed_C) CONTENT: You've been slowed!(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_Slowed.Default__Buff_Slowed_C) CONTENT: Idle(/Engine/Transient.Default__REINST_Stego_Character_BP_C_6197) CONTENT: Cute(/Engine/Transient.Default__REINST_Stego_Character_BP_C_6197) CONTENT: Action(/Engine/Transient.Default__REINST_Stego_Character_BP_C_6197) CONTENT: Move(/Engine/Transient.Default__REINST_Stego_Character_BP_C_6197) CONTENT: Stegosaurus(/Engine/Transient.Default__REINST_Stego_Character_BP_C_6197) CONTENT: Idle(/Engine/Transient.REINST_Stego_Character_BP_C_1) CONTENT: Cute(/Engine/Transient.REINST_Stego_Character_BP_C_1) CONTENT: Action(/Engine/Transient.REINST_Stego_Character_BP_C_1) CONTENT: Move(/Engine/Transient.REINST_Stego_Character_BP_C_1) CONTENT: Stegosaurus(/Engine/Transient.REINST_Stego_Character_BP_C_1) CONTENT: Tek Stegosaurus(/Engine/Transient.Default__REINST_BionicStego_Character_BP_C_6204) CONTENT: Tek Stegosaurus(/Engine/Transient.REINST_BionicStego_Character_BP_C_1) CONTENT: Netted!(/Engine/Transient.REINST_Buff_Netted_Material_C_0) CONTENT: Cut yourself free(/Engine/Transient.REINST_Buff_Netted_Material_C_0) LITERAL: FadeOutNet(/Game/Genesis2/CoreBlueprints/Buffs/Buff_Netted_Material.Buff_Netted_Material:FadeOutNet.K2Node_CallFunction_399771) LITERAL: TryCuttingRope(/Game/Genesis2/CoreBlueprints/Buffs/Buff_Netted_Material.Buff_Netted_Material:BPHandleOnStopFire.K2Node_CallFunction_274350) LITERAL: TryCuttingRope(/Game/Genesis2/CoreBlueprints/Buffs/Buff_Netted_Material.Buff_Netted_Material:TryCuttingRope.K2Node_CallFunction_276295) LITERAL: TryCuttingRope(/Game/Genesis2/CoreBlueprints/Buffs/Buff_Netted_Material.Buff_Netted_Material:BPHandleOnStopAltFire.K2Node_CallFunction_274350) CONTENT: Netted!(/Engine/Transient.Default__REINST_Buff_Netted_Material_C_6211) CONTENT: Cut yourself free(/Engine/Transient.Default__REINST_Buff_Netted_Material_C_6211) CONTENT: Netted!(/Engine/Transient.REINST_Buff_Netted_Material_C_1) CONTENT: Cut yourself free(/Engine/Transient.REINST_Buff_Netted_Material_C_1) LITERAL: MultiCast_OpenNet(/Game/Genesis2/Weapons/NetAmmo/ProjArrow_Net.ProjArrow_Net:ReceiveBeginPlay.K2Node_CallFunction_182574) CONTENT: Net Projectile(/Game/Genesis2/Weapons/NetAmmo/PrimalItemAmmo_ArrowNet.Default__PrimalItemAmmo_ArrowNet_C) CONTENT: High-speed projectile that unfurls to ensnare creatures in netting. Can only be fired from a Harpoon Launcher.(/Game/Genesis2/Weapons/NetAmmo/PrimalItemAmmo_ArrowNet.Default__PrimalItemAmmo_ArrowNet_C) CONTENT: Weapons(/Game/Genesis2/Weapons/NetAmmo/PrimalItemAmmo_ArrowNet.Default__PrimalItemAmmo_ArrowNet_C) CONTENT: Ammo(/Game/Genesis2/Weapons/NetAmmo/PrimalItemAmmo_ArrowNet.Default__PrimalItemAmmo_ArrowNet_C) CONTENT: Explosive Arrow(/Game/Genesis2/Weapons/TekBow/PrimalItemAmmo_ExplosiveArrow.Default__PrimalItemAmmo_ExplosiveArrow_C) CONTENT: Arrow that goes boom!(/Game/Genesis2/Weapons/TekBow/PrimalItemAmmo_ExplosiveArrow.Default__PrimalItemAmmo_ExplosiveArrow_C) CONTENT: Weapons(/Game/Genesis2/Weapons/TekBow/PrimalItemAmmo_ExplosiveArrow.Default__PrimalItemAmmo_ExplosiveArrow_C) CONTENT: Ammo(/Game/Genesis2/Weapons/TekBow/PrimalItemAmmo_ExplosiveArrow.Default__PrimalItemAmmo_ExplosiveArrow_C) LITERAL: Hello(/Game/Genesis2/Weapons/TekBow/ProjArrow_Explosive.ProjArrow_Explosive:EventGraph.K2Node_CallFunction_251729) CONTENT: Ammonite Bile(/Game/PrimalEarth/CoreBlueprints/Resources/PrimalItemResource_AmmoniteBlood.Default__PrimalItemResource_AmmoniteBlood_C) CONTENT: A congealed glob of Ammonite Bile. Can be used for medicinal purposes when carefully prepared.(/Game/PrimalEarth/CoreBlueprints/Resources/PrimalItemResource_AmmoniteBlood.Default__PrimalItemResource_AmmoniteBlood_C) CONTENT: Tranquilizer Dart(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItemAmmo_TranqDart.Default__PrimalItemAmmo_TranqDart_C) CONTENT: A potent dart full of tranquilizing poison. For use in a Longneck rifle. Can not be used with attachments.(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItemAmmo_TranqDart.Default__PrimalItemAmmo_TranqDart_C) CONTENT: Weapons(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItemAmmo_TranqDart.Default__PrimalItemAmmo_TranqDart_C) CONTENT: Ammo(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItemAmmo_TranqDart.Default__PrimalItemAmmo_TranqDart_C) CONTENT: Pheromone Dart(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItemAmmo_AggroTranqDart.Default__PrimalItemAmmo_AggroTranqDart_C) CONTENT: A dart full of refined Ammonite chemicals, inject on a target to enrage nearby wild creatures. For use in a Longneck rifle. Can not be used with attachments.(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItemAmmo_AggroTranqDart.Default__PrimalItemAmmo_AggroTranqDart_C) CONTENT: Tranq Arrow(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItemAmmo_ArrowTranq.Default__PrimalItemAmmo_ArrowTranq_C) CONTENT: Less deadly than other arrows, but rapidly increases the victim's Torpidity.(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItemAmmo_ArrowTranq.Default__PrimalItemAmmo_ArrowTranq_C) CONTENT: Weapons(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItemAmmo_ArrowTranq.Default__PrimalItemAmmo_ArrowTranq_C) CONTENT: Ammo(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItemAmmo_ArrowTranq.Default__PrimalItemAmmo_ArrowTranq_C) CONTENT: Grappling Hook(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItemAmmo_GrapplingHook.Default__PrimalItemAmmo_GrapplingHook_C) CONTENT: Apply on the Crossbow to grapple onto the environment & other creatures. Primary Fire to "Reel-In", Secondary Fire to "Reel-Out", Crouch to Detach, Jump + Reel-In to Vault-Jump!(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItemAmmo_GrapplingHook.Default__PrimalItemAmmo_GrapplingHook_C) CONTENT: Weapons(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItemAmmo_GrapplingHook.Default__PrimalItemAmmo_GrapplingHook_C) CONTENT: Ammo(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItemAmmo_GrapplingHook.Default__PrimalItemAmmo_GrapplingHook_C) CONTENT: Bio Toxin(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_JellyVenom.Default__PrimalItemConsumable_JellyVenom_C) CONTENT: Powerful toxin harvested from an organism.(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_JellyVenom.Default__PrimalItemConsumable_JellyVenom_C) CONTENT: Consumables(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_JellyVenom.Default__PrimalItemConsumable_JellyVenom_C) CONTENT: Drugs(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_JellyVenom.Default__PrimalItemConsumable_JellyVenom_C) CONTENT: Shocking Tranquilizer Dart(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItemAmmo_RefinedTranqDart.Default__PrimalItemAmmo_RefinedTranqDart_C) CONTENT: A doubly potent dart full of refined Cnidaria toxin, which also shocks humans. For use in a Longneck rifle. Can not be used with attachments.(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItemAmmo_RefinedTranqDart.Default__PrimalItemAmmo_RefinedTranqDart_C) CONTENT: Tranq Spear Bolt(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItemAmmo_TranqSpearBolt.Default__PrimalItemAmmo_TranqSpearBolt_C) CONTENT: A massive bolt with a tranq dart mounted on the front. Used as an underwater tranquilizer projectile with the Harpoon Gun. If it doesn't break, you can recover the spear bolt.(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItemAmmo_TranqSpearBolt.Default__PrimalItemAmmo_TranqSpearBolt_C) CONTENT: Weapons(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItemAmmo_TranqSpearBolt.Default__PrimalItemAmmo_TranqSpearBolt_C) CONTENT: Ammo(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItemAmmo_TranqSpearBolt.Default__PrimalItemAmmo_TranqSpearBolt_C) CONTENT: Flamethrower Ammo(/Game/ScorchedEarth/WeaponFlamethrower/PrimalItemAmmo_Flamethrower.Default__PrimalItemAmmo_Flamethrower_C) CONTENT: Fuel for the flamethrower.(/Game/ScorchedEarth/WeaponFlamethrower/PrimalItemAmmo_Flamethrower.Default__PrimalItemAmmo_Flamethrower_C) CONTENT: Weapons(/Game/ScorchedEarth/WeaponFlamethrower/PrimalItemAmmo_Flamethrower.Default__PrimalItemAmmo_Flamethrower_C) CONTENT: Ammo(/Game/ScorchedEarth/WeaponFlamethrower/PrimalItemAmmo_Flamethrower.Default__PrimalItemAmmo_Flamethrower_C) CONTENT: Rocket Homing Missile(/Game/ScorchedEarth/WeaponHomingMissile/PrimalItemAmmo_RocketHomingMissile.Default__PrimalItemAmmo_RocketHomingMissile_C) CONTENT: Advanced projectile with trajectory auto-correction.(/Game/ScorchedEarth/WeaponHomingMissile/PrimalItemAmmo_RocketHomingMissile.Default__PrimalItemAmmo_RocketHomingMissile_C) CONTENT: Weapons(/Game/ScorchedEarth/WeaponHomingMissile/PrimalItemAmmo_RocketHomingMissile.Default__PrimalItemAmmo_RocketHomingMissile_C) CONTENT: Ammo(/Game/ScorchedEarth/WeaponHomingMissile/PrimalItemAmmo_RocketHomingMissile.Default__PrimalItemAmmo_RocketHomingMissile_C) LITERAL: UpdateLEDs(/Game/ScorchedEarth/WeaponHomingMissile/WeapHomingMissile.WeapHomingMissile:EventGraph.K2Node_CallFunction_49395) CONTENT: Ammo Container(/Engine/Transient.REINST_PrimalInventoryBP_AmmoContainer_C_0) CONTENT: Ammo Container(/Engine/Transient.Default__REINST_PrimalInventoryBP_AmmoContainer_C_6428) CONTENT: Ammo Container(/Engine/Transient.REINST_PrimalInventoryBP_AmmoContainer_C_1) CONTENT: Ammo Box(/Game/Genesis2/Structures/AmmoBox/PrimalItemStructure_AmmoContainer.Default__PrimalItemStructure_AmmoContainer_C) CONTENT: Deployable device to supply ammunition to nearby turrets.(/Game/Genesis2/Structures/AmmoBox/PrimalItemStructure_AmmoContainer.Default__PrimalItemStructure_AmmoContainer_C) CONTENT: Structures(/Game/Genesis2/Structures/AmmoBox/PrimalItemStructure_AmmoContainer.Default__PrimalItemStructure_AmmoContainer_C) CONTENT: Wood(/Game/Genesis2/Structures/AmmoBox/PrimalItemStructure_AmmoContainer.Default__PrimalItemStructure_AmmoContainer_C) CONTENT: Storage(/Game/Genesis2/Structures/AmmoBox/PrimalItemStructure_AmmoContainer.Default__PrimalItemStructure_AmmoContainer_C) CONTENT: Ballista(/Engine/Transient.REINST_StructureAmmoContainer_C_0) CONTENT: Element(/Engine/Transient.REINST_StructureAmmoContainer_C_0) CONTENT: Boulder(/Engine/Transient.REINST_StructureAmmoContainer_C_0) CONTENT: Cannon(/Engine/Transient.REINST_StructureAmmoContainer_C_0) CONTENT: Chain(/Engine/Transient.REINST_StructureAmmoContainer_C_0) CONTENT: Rocket(/Engine/Transient.REINST_StructureAmmoContainer_C_0) CONTENT: Bullet(/Engine/Transient.REINST_StructureAmmoContainer_C_0) CONTENT: Ammo Box(/Engine/Transient.REINST_StructureAmmoContainer_C_0) CONTENT: Ballista(/Engine/Transient.Default__REINST_StructureAmmoContainer_C_6435) CONTENT: Element(/Engine/Transient.Default__REINST_StructureAmmoContainer_C_6435) CONTENT: Boulder(/Engine/Transient.Default__REINST_StructureAmmoContainer_C_6435) CONTENT: Cannon(/Engine/Transient.Default__REINST_StructureAmmoContainer_C_6435) CONTENT: Chain(/Engine/Transient.Default__REINST_StructureAmmoContainer_C_6435) CONTENT: Rocket(/Engine/Transient.Default__REINST_StructureAmmoContainer_C_6435) CONTENT: Bullet(/Engine/Transient.Default__REINST_StructureAmmoContainer_C_6435) CONTENT: Ammo Box(/Engine/Transient.Default__REINST_StructureAmmoContainer_C_6435) CONTENT: Ballista(/Engine/Transient.REINST_StructureAmmoContainer_C_1) CONTENT: Element(/Engine/Transient.REINST_StructureAmmoContainer_C_1) CONTENT: Boulder(/Engine/Transient.REINST_StructureAmmoContainer_C_1) CONTENT: Cannon(/Engine/Transient.REINST_StructureAmmoContainer_C_1) CONTENT: Chain(/Engine/Transient.REINST_StructureAmmoContainer_C_1) CONTENT: Rocket(/Engine/Transient.REINST_StructureAmmoContainer_C_1) CONTENT: Bullet(/Engine/Transient.REINST_StructureAmmoContainer_C_1) CONTENT: Ammo Box(/Engine/Transient.REINST_StructureAmmoContainer_C_1) CONTENT: Plant(/Game/Aberration/CoreBlueprints/HarvestComponents/PlantHarvestComponent.Default__PlantHarvestComponent_C) CONTENT: Harvest [Plant](/Game/Aberration/CoreBlueprints/HarvestComponents/PlantHarvestComponent.Default__PlantHarvestComponent_C) CONTENT: Plant Species Z Seed(/Game/Aberration/WeaponPlantSpeciesZ/PrimalItemConsumable_Seed_PlantSpeciesZ.Default__PrimalItemConsumable_Seed_PlantSpeciesZ_C) CONTENT: Plant this in a viable large crop plot to grow a charge-infused plant, that will protect you against enemies and provide you with fruits!(/Game/Aberration/WeaponPlantSpeciesZ/PrimalItemConsumable_Seed_PlantSpeciesZ.Default__PrimalItemConsumable_Seed_PlantSpeciesZ_C) CONTENT: Plant Species Z(/Engine/Transient.REINST_Structure_PlantSpeciesZ_Base_C_0) CONTENT: Plant Species Z(/Engine/Transient.Default__REINST_Structure_PlantSpeciesZ_Base_C_6453) CONTENT: Plant Species Z(/Engine/Transient.REINST_Structure_PlantSpeciesZ_Base_C_1) CONTENT: Plant Species Z Seed (SpeedHack)(/Game/Aberration/WeaponPlantSpeciesZ/PrimalItemConsumable_Seed_PlantSpeciesZ_SpeedHack.Default__PrimalItemConsumable_Seed_PlantSpeciesZ_SpeedHack_C) CONTENT: Plant Species R(/Engine/Transient.REINST_Structure_PlantSpeciesR_C_0) LITERAL: ClearLastHitRot(/Game/Genesis2/Structures/PlantSpeciesR/Structure_PlantSpeciesR.Structure_PlantSpeciesR:EventGraph.K2Node_CallFunction_29445) LITERAL: Meat Depleted - Replenishes in (/Game/Genesis2/Structures/PlantSpeciesR/Structure_PlantSpeciesR.Structure_PlantSpeciesR:BlueprintDrawHUD.K2Node_CallFunction_728018) LITERAL: FillHarvestHealth(/Game/Genesis2/Structures/PlantSpeciesR/Structure_PlantSpeciesR.Structure_PlantSpeciesR:BPAdjustDamage.K2Node_CallFunction_338480) CONTENT: Plant Species R(/Engine/Transient.Default__REINST_Structure_PlantSpeciesR_C_6477) CONTENT: Plant Species R(/Engine/Transient.REINST_Structure_PlantSpeciesR_C_1) CONTENT: Plant Species R Seed(/Engine/Transient.REINST_PrimalItemConsumable_Seed_PlantSpeciesR_C_0) CONTENT: Plant this in a viable tek crop plot to grow a tentacle plant, that can be harvested for cuts of meat!(/Engine/Transient.REINST_PrimalItemConsumable_Seed_PlantSpeciesR_C_0) CONTENT: Plant Species R Seed(/Engine/Transient.Default__REINST_PrimalItemConsumable_Seed_PlantSpeciesR_C_6488) CONTENT: Plant this in a viable tek crop plot to grow a tentacle plant, that can be harvested for cuts of meat!(/Engine/Transient.Default__REINST_PrimalItemConsumable_Seed_PlantSpeciesR_C_6488) CONTENT: Plant Species R Seed(/Engine/Transient.REINST_PrimalItemConsumable_Seed_PlantSpeciesR_C_1) CONTENT: Plant this in a viable tek crop plot to grow a tentacle plant, that can be harvested for cuts of meat!(/Engine/Transient.REINST_PrimalItemConsumable_Seed_PlantSpeciesR_C_1) CONTENT: Super Veggie Seed(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/Seeds/PrimalItemConsumable_Seed_BaseSuperVeggie.Default__PrimalItemConsumable_Seed_BaseSuperVeggie_C) CONTENT: Eat it to gain a tiny amount of nourishment, or plant it to grow your own SUPERVEGGIE crop. Can be planted in Large Crop Plots.(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/Seeds/PrimalItemConsumable_Seed_BaseSuperVeggie.Default__PrimalItemConsumable_Seed_BaseSuperVeggie_C) CONTENT: Waterskin(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_WaterskinCraftable.Default__PrimalItemConsumable_WaterskinCraftable_C) CONTENT: Good to keep you hydrated, but slowly leaks water.(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_WaterskinCraftable.Default__PrimalItemConsumable_WaterskinCraftable_C) CONTENT: Wtr(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_WaterskinCraftable.Default__PrimalItemConsumable_WaterskinCraftable_C) CONTENT: Water(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_WaterskinCraftable.Default__PrimalItemConsumable_WaterskinCraftable_C) CONTENT: Misc(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_WaterskinCraftable.Default__PrimalItemConsumable_WaterskinCraftable_C) CONTENT: When the tap is active, put empty containers in here to fill them with water!(/Game/PrimalEarth/CoreBlueprints/Inventories/PrimalInventoryBP_Tap.Default__PrimalInventoryBP_Tap_C) CONTENT: Water Tank(/Game/PrimalEarth/CoreBlueprints/Inventories/PrimalInventoryBP_Tap.Default__PrimalInventoryBP_Tap_C) CONTENT: Base Water Tap(/Engine/Transient.REINST_WaterTap_Base_C_0) CONTENT: Base Water Tap(/Engine/Transient.Default__REINST_WaterTap_Base_C_6500) CONTENT: Base Water Tap(/Engine/Transient.REINST_WaterTap_Base_C_1) CONTENT: Crop Plot(/Engine/Transient.REINST_CropPlotBaseBP_C_0) CONTENT: Crop Plot(/Engine/Transient.Default__REINST_CropPlotBaseBP_C_6507) CONTENT: Crop Plot(/Engine/Transient.REINST_CropPlotBaseBP_C_1) CONTENT: Plant Species X Seed(/Engine/Transient.REINST_PrimalItemConsumable_Seed_DefensePlant_C_0) CONTENT: Plant this in a viable large crop plot to grow a frightening-looking defensive plant, which will shoot poisonous spores at any interlopers!(/Engine/Transient.REINST_PrimalItemConsumable_Seed_DefensePlant_C_0) CONTENT: Farming(/Engine/Transient.REINST_PrimalItemConsumable_Seed_DefensePlant_C_0) CONTENT: Seeds(/Engine/Transient.REINST_PrimalItemConsumable_Seed_DefensePlant_C_0) CONTENT: Wake Up(/Engine/Transient.REINST_StructureTurretPlant_C_0) CONTENT: Put To Sleep(/Engine/Transient.REINST_StructureTurretPlant_C_0) CONTENT: Plant Species X(/Engine/Transient.REINST_StructureTurretPlant_C_0) LITERAL: INACTIVE DUE TO TOO MANY TURRETS IN RANGE! RE-PLACE THIS TURRET!(/Game/PrimalEarth/Structures/StructureTurretPlant.StructureTurretPlant:BlueprintDrawHUD.K2Node_CallFunction_31917) LITERAL: Too many Turrets in range! Move Turrets to retain functionality!(/Game/PrimalEarth/Structures/StructureTurretPlant.StructureTurretPlant:BlueprintDrawHUD.K2Node_CallFunction_62894) LITERAL: Turrets In Range {0} / {1}(/Game/PrimalEarth/Structures/StructureTurretPlant.StructureTurretPlant:BlueprintDrawHUD.K2Node_FormatText_10) CONTENT: Plant Species X(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TurretPlant.Default__PrimalItemStructure_TurretPlant_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TurretPlant.Default__PrimalItemStructure_TurretPlant_C) CONTENT: Electrical(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TurretPlant.Default__PrimalItemStructure_TurretPlant_C) CONTENT: Defenses(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TurretPlant.Default__PrimalItemStructure_TurretPlant_C) LITERAL: Can't Add Seed. Too many Turrets nearby {0} / {1}(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/Seeds/PrimalItemConsumable_Seed_DefensePlant.PrimalItemConsumable_Seed_DefensePlant:BPAllowRemoteAddToInventory.K2Node_FormatText_13) CONTENT: Wake Up(/Engine/Transient.Default__REINST_StructureTurretPlant_C_6533) CONTENT: Put To Sleep(/Engine/Transient.Default__REINST_StructureTurretPlant_C_6533) CONTENT: Plant Species X(/Engine/Transient.Default__REINST_StructureTurretPlant_C_6533) LITERAL: Turrets In Range {0} / {1}(/Game/PrimalEarth/Structures/StructureTurretPlant.StructureTurretPlant:EdGraph_22088.K2Node_CallFunction_56336) LITERAL: 0(/Game/PrimalEarth/Structures/StructureTurretPlant.StructureTurretPlant:EdGraph_22088.K2Node_MakeStruct_307) LITERAL: 1(/Game/PrimalEarth/Structures/StructureTurretPlant.StructureTurretPlant:EdGraph_22088.K2Node_MakeStruct_308) CONTENT: Wake Up(/Engine/Transient.REINST_StructureTurretPlant_C_1) CONTENT: Put To Sleep(/Engine/Transient.REINST_StructureTurretPlant_C_1) CONTENT: Plant Species X(/Engine/Transient.REINST_StructureTurretPlant_C_1) CONTENT: Plant Species X Seed(/Engine/Transient.Default__REINST_PrimalItemConsumable_Seed_DefensePlant_C_6540) CONTENT: Plant this in a viable large crop plot to grow a frightening-looking defensive plant, which will shoot poisonous spores at any interlopers!(/Engine/Transient.Default__REINST_PrimalItemConsumable_Seed_DefensePlant_C_6540) CONTENT: Farming(/Engine/Transient.Default__REINST_PrimalItemConsumable_Seed_DefensePlant_C_6540) CONTENT: Seeds(/Engine/Transient.Default__REINST_PrimalItemConsumable_Seed_DefensePlant_C_6540) LITERAL: Can't Add Seed. Too many Turrets nearby {0} / {1}(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/Seeds/PrimalItemConsumable_Seed_DefensePlant.PrimalItemConsumable_Seed_DefensePlant:EdGraph_22106.K2Node_CallFunction_56346) LITERAL: 0(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/Seeds/PrimalItemConsumable_Seed_DefensePlant.PrimalItemConsumable_Seed_DefensePlant:EdGraph_22106.K2Node_MakeStruct_309) LITERAL: 1(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/Seeds/PrimalItemConsumable_Seed_DefensePlant.PrimalItemConsumable_Seed_DefensePlant:EdGraph_22106.K2Node_MakeStruct_310) CONTENT: Plant Species X Seed(/Engine/Transient.REINST_PrimalItemConsumable_Seed_DefensePlant_C_1) CONTENT: Plant this in a viable large crop plot to grow a frightening-looking defensive plant, which will shoot poisonous spores at any interlopers!(/Engine/Transient.REINST_PrimalItemConsumable_Seed_DefensePlant_C_1) CONTENT: Farming(/Engine/Transient.REINST_PrimalItemConsumable_Seed_DefensePlant_C_1) CONTENT: Seeds(/Engine/Transient.REINST_PrimalItemConsumable_Seed_DefensePlant_C_1) CONTENT: Plant Species Y Seed (SpeedHack)(/Game/ScorchedEarth/WeaponPlantSpeciesY/PrimalItemConsumable_Seed_PlantSpeciesY_SpeedHack.Default__PrimalItemConsumable_Seed_PlantSpeciesY_SpeedHack_C) CONTENT: Plant this in a viable large crop plot to grow a frightening-looking defensive plant, which will shoot poisonous spores at any interlopers!(/Game/ScorchedEarth/WeaponPlantSpeciesY/PrimalItemConsumable_Seed_PlantSpeciesY_SpeedHack.Default__PrimalItemConsumable_Seed_PlantSpeciesY_SpeedHack_C) CONTENT: Tek Crop Plot(/Game/Genesis2/Structures/CropPlotTek/PrimalItemStructure_CropPlot_Tek.Default__PrimalItemStructure_CropPlot_Tek_C) CONTENT: Deployable device to promote plant growth using its own light source. Powered by Tek Generator.(/Game/Genesis2/Structures/CropPlotTek/PrimalItemStructure_CropPlot_Tek.Default__PrimalItemStructure_CropPlot_Tek_C) CONTENT: Structures(/Game/Genesis2/Structures/CropPlotTek/PrimalItemStructure_CropPlot_Tek.Default__PrimalItemStructure_CropPlot_Tek_C) CONTENT: Farming(/Game/Genesis2/Structures/CropPlotTek/PrimalItemStructure_CropPlot_Tek.Default__PrimalItemStructure_CropPlot_Tek_C) CONTENT: Tek Crop Plot(/Engine/Transient.REINST_Structure_CropPlot_Tek_C_0) LITERAL: CheckInstantGrow(/Game/Genesis2/Structures/CropPlotTek/Structure_CropPlot_Tek.Structure_CropPlot_Tek:BPNotifyInventoryItemChange.K2Node_CallFunction_396371) LITERAL: ResetRefreshInterval(/Game/Genesis2/Structures/CropPlotTek/Structure_CropPlot_Tek.Structure_CropPlot_Tek:CheckInstantGrow.K2Node_CallFunction_531419) LITERAL: CheckInstantGrow(/Game/Genesis2/Structures/CropPlotTek/Structure_CropPlot_Tek.Structure_CropPlot_Tek:BPInventoryItemUsed.K2Node_CallFunction_396371) CONTENT: Tek Crop Plot(/Engine/Transient.Default__REINST_Structure_CropPlot_Tek_C_6549) CONTENT: Tek Crop Plot(/Engine/Transient.REINST_Structure_CropPlot_Tek_C_1) CONTENT: Gestation Monitoring(/Engine/Transient.REINST_Buff_IncubatorGestationMonitor_C_0) CONTENT: Gestation Monitoring(/Engine/Transient.Default__REINST_Buff_IncubatorGestationMonitor_C_6557) CONTENT: Gestation Monitoring(/Engine/Transient.REINST_Buff_IncubatorGestationMonitor_C_1) CONTENT: EGG(/Game/PrimalEarth/UI/AdvancedEggToolTipWidget.AdvancedEggToolTipWidget_C:WidgetTree_35006.DinoNameLabel) CONTENT: Slot 1(/Game/PrimalEarth/UI/AdvancedEggToolTipWidget.AdvancedEggToolTipWidget_C:WidgetTree_35006.SlotLabel) CONTENT: Incubating (00:00:00)(/Game/PrimalEarth/UI/AdvancedEggToolTipWidget.AdvancedEggToolTipWidget_C:WidgetTree_35006.EggIncubationTimerLabel) CONTENT: Egg Incubation: 0.0%(/Game/PrimalEarth/UI/AdvancedEggToolTipWidget.AdvancedEggToolTipWidget_C:WidgetTree_35006.EggIncubationLabel) CONTENT: Egg Health: 0.0%(/Game/PrimalEarth/UI/AdvancedEggToolTipWidget.AdvancedEggToolTipWidget_C:WidgetTree_35006.EggHealthLabel) CONTENT: Incubation Boost: 0.0%(/Game/PrimalEarth/UI/AdvancedEggToolTipWidget.AdvancedEggToolTipWidget_C:WidgetTree_35006.BoostLabel) CONTENT: Temperature(/Game/PrimalEarth/UI/AdvancedEggToolTipWidget.AdvancedEggToolTipWidget_C:WidgetTree_35006.CurrentTempLabel) CONTENT: 000(/Game/PrimalEarth/UI/AdvancedEggToolTipWidget.AdvancedEggToolTipWidget_C:WidgetTree_35006.ColorID0) CONTENT: 000(/Game/PrimalEarth/UI/AdvancedEggToolTipWidget.AdvancedEggToolTipWidget_C:WidgetTree_35006.ColorID1) CONTENT: 000(/Game/PrimalEarth/UI/AdvancedEggToolTipWidget.AdvancedEggToolTipWidget_C:WidgetTree_35006.ColorID2) CONTENT: 000(/Game/PrimalEarth/UI/AdvancedEggToolTipWidget.AdvancedEggToolTipWidget_C:WidgetTree_35006.ColorID3) CONTENT: 000(/Game/PrimalEarth/UI/AdvancedEggToolTipWidget.AdvancedEggToolTipWidget_C:WidgetTree_35006.ColorID4) CONTENT: 000(/Game/PrimalEarth/UI/AdvancedEggToolTipWidget.AdvancedEggToolTipWidget_C:WidgetTree_35006.ColorID5) CONTENT: Parents:(/Game/PrimalEarth/UI/AdvancedEggToolTipWidget.AdvancedEggToolTipWidget_C:WidgetTree_35006.TextBlock_315) CONTENT: MOTHER(/Game/PrimalEarth/UI/AdvancedEggToolTipWidget.AdvancedEggToolTipWidget_C:WidgetTree_35006.MotherNameLabel) CONTENT: 0 Mutations (Mat.)(/Game/PrimalEarth/UI/AdvancedEggToolTipWidget.AdvancedEggToolTipWidget_C:WidgetTree_35006.FemaleMutationsLabel) CONTENT: FATHER(/Game/PrimalEarth/UI/AdvancedEggToolTipWidget.AdvancedEggToolTipWidget_C:WidgetTree_35006.FatherNameLabel) CONTENT: 0 Mutations (Pat.)(/Game/PrimalEarth/UI/AdvancedEggToolTipWidget.AdvancedEggToolTipWidget_C:WidgetTree_35006.MaleMutationsLabel) CONTENT: 0(/Game/PrimalEarth/UI/AdvancedEggToolTipWidget.AdvancedEggToolTipWidget_C:WidgetTree_35006.EggStatHealthLabel) CONTENT: 0(/Game/PrimalEarth/UI/AdvancedEggToolTipWidget.AdvancedEggToolTipWidget_C:WidgetTree_35006.EggStatWeightLabel) CONTENT: 0(/Game/PrimalEarth/UI/AdvancedEggToolTipWidget.AdvancedEggToolTipWidget_C:WidgetTree_35006.EggStatOxygenLabel) CONTENT: 0(/Game/PrimalEarth/UI/AdvancedEggToolTipWidget.AdvancedEggToolTipWidget_C:WidgetTree_35006.EggStatSpeedLabel) CONTENT: 0(/Game/PrimalEarth/UI/AdvancedEggToolTipWidget.AdvancedEggToolTipWidget_C:WidgetTree_35006.EggStatStaminaLabel) CONTENT: 0(/Game/PrimalEarth/UI/AdvancedEggToolTipWidget.AdvancedEggToolTipWidget_C:WidgetTree_35006.EggStatMeleeLabel) CONTENT: 0(/Game/PrimalEarth/UI/AdvancedEggToolTipWidget.AdvancedEggToolTipWidget_C:WidgetTree_35006.EggStatFoodLabel) CONTENT: 100.0%(/Game/PrimalEarth/UI/AdvancedEggToolTipWidget.AdvancedEggToolTipWidget_C:WidgetTree_35006.EggTamedEffectivenessLabel) CONTENT: Unpowered(/Game/PrimalEarth/UI/AdvancedEggToolTipWidget.AdvancedEggToolTipWidget_C:WidgetTree_35006.TextBlock_708) CONTENT: Fish Egg(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_UnderwaterEgg.Default__PrimalItemConsumable_UnderwaterEgg_C) CONTENT: Eat it to gain tremendous nourishment(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_UnderwaterEgg.Default__PrimalItemConsumable_UnderwaterEgg_C) CONTENT: Have some peace of mind while you incubate your eggs. Eggs that normally must be hatched underwater require the incubator to be underwater.(/Engine/Transient.REINST_PrimalInventoryBP_EggIncubator_C_0) CONTENT: Egg Incubator(/Engine/Transient.REINST_PrimalInventoryBP_EggIncubator_C_0) CONTENT: Egg Incubator(/Engine/Transient.REINST_EggIncubator_C_0) LITERAL: PlayBdayMusic(/Game/LostIsland/Effects/Particles/EggIncubator/IncubatorGestationEmitter.IncubatorGestationEmitter:ReceiveBeginPlay.K2Node_CallFunction_251509) CONTENT: Egg Incubator(/Game/Genesis2/Structures/EggIncubator/PrimalItemStructure_EggIncubator.Default__PrimalItemStructure_EggIncubator_C) CONTENT: Deployable device for warming and monitoring up to ten eggs at once. Requires electricity to run.(/Game/Genesis2/Structures/EggIncubator/PrimalItemStructure_EggIncubator.Default__PrimalItemStructure_EggIncubator_C) CONTENT: Structures(/Game/Genesis2/Structures/EggIncubator/PrimalItemStructure_EggIncubator.Default__PrimalItemStructure_EggIncubator_C) CONTENT: Electric(/Game/Genesis2/Structures/EggIncubator/PrimalItemStructure_EggIncubator.Default__PrimalItemStructure_EggIncubator_C) LITERAL: Temperature(/Game/Genesis2/Structures/EggIncubator/EggIncubator.EggIncubator:SetIncubatorMaterialValues.K2Node_CallFunction_208664) LITERAL: Progress(/Game/Genesis2/Structures/EggIncubator/EggIncubator.EggIncubator:SetIncubatorMaterialValues.K2Node_CallFunction_220612) LITERAL: Gender(/Game/Genesis2/Structures/EggIncubator/EggIncubator.EggIncubator:SetIncubatorMaterialValues.K2Node_CallFunction_222881) LITERAL: Progress(/Game/Genesis2/Structures/EggIncubator/EggIncubator.EggIncubator:SetIncubatorMaterialValues.K2Node_CallFunction_222886) LITERAL: Gender(/Game/Genesis2/Structures/EggIncubator/EggIncubator.EggIncubator:SetIncubatorMaterialValues.K2Node_CallFunction_222890) LITERAL: Temperature(/Game/Genesis2/Structures/EggIncubator/EggIncubator.EggIncubator:SetIncubatorMaterialValues.K2Node_CallFunction_222897) CONTENT: Egg Incubator(/Engine/Transient.Default__REINST_EggIncubator_C_6589) CONTENT: Egg Incubator(/Engine/Transient.REINST_EggIncubator_C_1) CONTENT: Have some peace of mind while you incubate your eggs. Eggs that normally must be hatched underwater require the incubator to be underwater.(/Engine/Transient.Default__REINST_PrimalInventoryBP_EggIncubator_C_6596) CONTENT: Egg Incubator(/Engine/Transient.Default__REINST_PrimalInventoryBP_EggIncubator_C_6596) CONTENT: Have some peace of mind while you incubate your eggs. Eggs that normally must be hatched underwater require the incubator to be underwater.(/Engine/Transient.REINST_PrimalInventoryBP_EggIncubator_C_1) CONTENT: Egg Incubator(/Engine/Transient.REINST_PrimalInventoryBP_EggIncubator_C_1) CONTENT: Place a harvested dermis to show off your prowess!(/Engine/Transient.REINST_PrimalInventoryBP_TaxidermyBase_C_0) CONTENT: Taxidermy Inventory(/Engine/Transient.REINST_PrimalInventoryBP_TaxidermyBase_C_0) CONTENT: Place a harvested dermis to show off your prowess!(/Engine/Transient.Default__REINST_PrimalInventoryBP_TaxidermyBase_C_6603) CONTENT: Taxidermy Inventory(/Engine/Transient.Default__REINST_PrimalInventoryBP_TaxidermyBase_C_6603) CONTENT: Place a harvested dermis to show off your prowess!(/Engine/Transient.REINST_PrimalInventoryBP_TaxidermyBase_C_1) CONTENT: Taxidermy Inventory(/Engine/Transient.REINST_PrimalInventoryBP_TaxidermyBase_C_1) CONTENT: Placed Taxidermy Base(/Engine/Transient.REINST_Structure_TaxidermyBase_C_0) CONTENT: Place a harvested dermis to show off your prowess!(/Game/Extinction/CoreBlueprints/Items/PrimalItemStructure_TaxidermyBase.Default__PrimalItemStructure_TaxidermyBase_C) LITERAL: Capture Character(/Game/Extinction/Structures/Structure_TaxidermyBase.Structure_TaxidermyBase:BPGetMultiUseEntries.K2Node_MakeStruct_1077) LITERAL: Survivor Settings(/Game/Extinction/Structures/Structure_TaxidermyBase.Structure_TaxidermyBase:BPGetMultiUseEntries.K2Node_MakeStruct_3612) LITERAL: Back(/Game/Extinction/Structures/Structure_TaxidermyBase.Structure_TaxidermyBase:BPGetMultiUseEntries.K2Node_MakeStruct_37) LITERAL: Previous Pose(/Game/Extinction/Structures/Structure_TaxidermyBase.Structure_TaxidermyBase:BPGetMultiUseEntries.K2Node_MakeStruct_494) LITERAL: Next Pose(/Game/Extinction/Structures/Structure_TaxidermyBase.Structure_TaxidermyBase:BPGetMultiUseEntries.K2Node_MakeStruct_495) LITERAL: Dermis(/Game/Extinction/Structures/Structure_TaxidermyBase.Structure_TaxidermyBase:CreateSnapshot.K2Node_CallFunction_154070) LITERAL: Dermis(/Game/Extinction/Structures/Structure_TaxidermyBase.Structure_TaxidermyBase:CreateSnapshot.K2Node_CallFunction_176853) LITERAL: Dermis(/Game/Extinction/Structures/Structure_TaxidermyBase.Structure_TaxidermyBase:CreateSnapshot.K2Node_CallFunction_182438) LITERAL: Dermis(/Game/Extinction/Structures/Structure_TaxidermyBase.Structure_TaxidermyBase:CreateSnapshot.K2Node_CallFunction_188023) CONTENT: Placed Taxidermy Base(/Engine/Transient.Default__REINST_Structure_TaxidermyBase_C_6625) CONTENT: Placed Taxidermy Base(/Engine/Transient.REINST_Structure_TaxidermyBase_C_1) CONTENT: Store your hotbar loadouts in this inventory for quick and easy access through the Loadout Mannequin!(/Engine/Transient.REINST_PrimalInventoryBP_LoadoutDummyHotbar_C_0) CONTENT: Loadout Mannequin Hotbar Inventory(/Engine/Transient.REINST_PrimalInventoryBP_LoadoutDummyHotbar_C_0) CONTENT: Store your hotbar loadouts in this inventory for quick and easy access through the Loadout Mannequin!(/Engine/Transient.Default__REINST_PrimalInventoryBP_LoadoutDummyHotbar_C_6633) CONTENT: Loadout Mannequin Hotbar Inventory(/Engine/Transient.Default__REINST_PrimalInventoryBP_LoadoutDummyHotbar_C_6633) CONTENT: Store your hotbar loadouts in this inventory for quick and easy access through the Loadout Mannequin!(/Engine/Transient.REINST_PrimalInventoryBP_LoadoutDummyHotbar_C_1) CONTENT: Loadout Mannequin Hotbar Inventory(/Engine/Transient.REINST_PrimalInventoryBP_LoadoutDummyHotbar_C_1) CONTENT: Loadout Mannequin(/Game/Genesis2/Structures/LoadoutMannequin/PrimalItemStructure_LoadoutDummy.Default__PrimalItemStructure_LoadoutDummy_C) CONTENT: Deployable device to store and display Equipment and current damage state.(/Game/Genesis2/Structures/LoadoutMannequin/PrimalItemStructure_LoadoutDummy.Default__PrimalItemStructure_LoadoutDummy_C) CONTENT: Structures(/Game/Genesis2/Structures/LoadoutMannequin/PrimalItemStructure_LoadoutDummy.Default__PrimalItemStructure_LoadoutDummy_C) CONTENT: Misc(/Game/Genesis2/Structures/LoadoutMannequin/PrimalItemStructure_LoadoutDummy.Default__PrimalItemStructure_LoadoutDummy_C) CONTENT: Overwrite Dermis With Default Dummy Male(/Engine/Transient.REINST_Structure_TrainingDummy_C_0) CONTENT: Overwrite Dermis With Default Dummy Female(/Engine/Transient.REINST_Structure_TrainingDummy_C_0) CONTENT: Training Dummy(/Engine/Transient.REINST_Structure_TrainingDummy_C_0) CONTENT: Training Dummy(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Halloween/PrimalItemStructure_TrainingDummy.Default__PrimalItemStructure_TrainingDummy_C) CONTENT: Attack this training dummy to test your DPS!(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Halloween/PrimalItemStructure_TrainingDummy.Default__PrimalItemStructure_TrainingDummy_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Halloween/PrimalItemStructure_TrainingDummy.Default__PrimalItemStructure_TrainingDummy_C) CONTENT: Misc(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Halloween/PrimalItemStructure_TrainingDummy.Default__PrimalItemStructure_TrainingDummy_C) LITERAL: TimedReportDPS(/Game/PrimalEarth/Structures/Halloween/Structure_TrainingDummy.Structure_TrainingDummy:BPAdjustDamage.K2Node_CallFunction_364504) LITERAL: TimedReportDPS(/Game/PrimalEarth/Structures/Halloween/Structure_TrainingDummy.Structure_TrainingDummy:BPAdjustDamage.K2Node_CallFunction_366146) LITERAL: {1} {2}(/Game/PrimalEarth/Structures/Halloween/Structure_TrainingDummy.Structure_TrainingDummy:BPGetMultiUseCenterText.K2Node_FormatText_218) LITERAL: DPS Evaluation = {1} Sec.(/Game/PrimalEarth/Structures/Halloween/Structure_TrainingDummy.Structure_TrainingDummy:BPGetMultiUseCenterText.K2Node_FormatText_228) LITERAL: Change DPS Evaluation Time(/Game/PrimalEarth/Structures/Halloween/Structure_TrainingDummy.Structure_TrainingDummy:BPGetMultiUseEntries.K2Node_MakeStruct_2125) LITERAL: TimedReportDPS(/Game/PrimalEarth/Structures/Halloween/Structure_TrainingDummy.Structure_TrainingDummy:BPTryMultiUse.K2Node_CallFunction_368023) LITERAL: TimedReportDPS(/Game/PrimalEarth/Structures/Halloween/Structure_TrainingDummy.Structure_TrainingDummy:BPTryMultiUse.K2Node_CallFunction_369665) LITERAL: {0} Damage / {1} Seconds = {2} DPS(/Game/PrimalEarth/Structures/Halloween/Structure_TrainingDummy.Structure_TrainingDummy:ReportDPS.K2Node_FormatText_238) CONTENT: Overwrite Dermis With Default Dummy Male(/Engine/Transient.Default__REINST_Structure_TrainingDummy_C_6643) CONTENT: Overwrite Dermis With Default Dummy Female(/Engine/Transient.Default__REINST_Structure_TrainingDummy_C_6643) CONTENT: Training Dummy(/Engine/Transient.Default__REINST_Structure_TrainingDummy_C_6643) LITERAL: {0} Damage / {1} Seconds = {2} DPS(/Game/PrimalEarth/Structures/Halloween/Structure_TrainingDummy.Structure_TrainingDummy:EdGraph_22623.K2Node_CallFunction_56846) LITERAL: 0(/Game/PrimalEarth/Structures/Halloween/Structure_TrainingDummy.Structure_TrainingDummy:EdGraph_22623.K2Node_MakeStruct_313) LITERAL: 1(/Game/PrimalEarth/Structures/Halloween/Structure_TrainingDummy.Structure_TrainingDummy:EdGraph_22623.K2Node_MakeStruct_314) LITERAL: 2(/Game/PrimalEarth/Structures/Halloween/Structure_TrainingDummy.Structure_TrainingDummy:EdGraph_22623.K2Node_MakeStruct_315) LITERAL: DPS Evaluation = {1} Sec.(/Game/PrimalEarth/Structures/Halloween/Structure_TrainingDummy.Structure_TrainingDummy:EdGraph_22626.K2Node_CallFunction_56847) LITERAL: 1(/Game/PrimalEarth/Structures/Halloween/Structure_TrainingDummy.Structure_TrainingDummy:EdGraph_22626.K2Node_MakeStruct_316) LITERAL: 0(/Game/PrimalEarth/Structures/Halloween/Structure_TrainingDummy.Structure_TrainingDummy:EdGraph_22626.K2Node_MakeStruct_317) LITERAL: 1(/Game/PrimalEarth/Structures/Halloween/Structure_TrainingDummy.Structure_TrainingDummy:EdGraph_22626.K2Node_MakeStruct_318) LITERAL: {1} {2}(/Game/PrimalEarth/Structures/Halloween/Structure_TrainingDummy.Structure_TrainingDummy:EdGraph_22626.K2Node_CallFunction_56849) LITERAL: 1(/Game/PrimalEarth/Structures/Halloween/Structure_TrainingDummy.Structure_TrainingDummy:EdGraph_22626.K2Node_MakeStruct_319) LITERAL: 2(/Game/PrimalEarth/Structures/Halloween/Structure_TrainingDummy.Structure_TrainingDummy:EdGraph_22626.K2Node_MakeStruct_320) CONTENT: Overwrite Dermis With Default Dummy Male(/Engine/Transient.REINST_Structure_TrainingDummy_C_1) CONTENT: Overwrite Dermis With Default Dummy Female(/Engine/Transient.REINST_Structure_TrainingDummy_C_1) CONTENT: Training Dummy(/Engine/Transient.REINST_Structure_TrainingDummy_C_1) CONTENT: Loadout Mannequin Hotbar(/Engine/Transient.REINST_Structure_LoadoutDummy_Hotbar_C_0) CONTENT: Loadout Dummy Hotbar(/Game/Genesis2/Structures/LoadoutMannequin/PrimalItemStructure_LoadoutDummyHotbar.Default__PrimalItemStructure_LoadoutDummyHotbar_C) CONTENT: Loadout Dummy Hotbar(/Game/Genesis2/Structures/LoadoutMannequin/PrimalItemStructure_LoadoutDummyHotbar.Default__PrimalItemStructure_LoadoutDummyHotbar_C) CONTENT: Structures(/Game/Genesis2/Structures/LoadoutMannequin/PrimalItemStructure_LoadoutDummyHotbar.Default__PrimalItemStructure_LoadoutDummyHotbar_C) CONTENT: Misc(/Game/Genesis2/Structures/LoadoutMannequin/PrimalItemStructure_LoadoutDummyHotbar.Default__PrimalItemStructure_LoadoutDummyHotbar_C) LITERAL: Access Hotbar Inventory(/Game/Genesis2/Structures/LoadoutMannequin/Structure_LoadoutDummy_Hotbar.Structure_LoadoutDummy_Hotbar:BPGetMultiUseEntries.K2Node_MakeStruct_1228) LITERAL: RefreshNullSlots(/Game/Genesis2/Structures/LoadoutMannequin/Structure_LoadoutDummy_Hotbar.Structure_LoadoutDummy_Hotbar:BPNotifyInventoryItemChange.K2Node_CallFunction_126843) LITERAL: Quantity_(/Game/Genesis2/Structures/LoadoutMannequin/Structure_LoadoutDummy_Hotbar.Structure_LoadoutDummy_Hotbar:EventGraph.K2Node_CallFunction_111820) LITERAL: RefreshItemIcons(/Game/Genesis2/Structures/LoadoutMannequin/Structure_LoadoutDummy_Hotbar.Structure_LoadoutDummy_Hotbar:EventGraph.K2Node_CallFunction_164300) LITERAL: Multi_SetSlotImages(/Game/Genesis2/Structures/LoadoutMannequin/Structure_LoadoutDummy_Hotbar.Structure_LoadoutDummy_Hotbar:EventGraph.K2Node_CallFunction_169237) CONTENT: Loadout Mannequin Hotbar(/Engine/Transient.Default__REINST_Structure_LoadoutDummy_Hotbar_C_6651) CONTENT: Loadout Mannequin Hotbar(/Engine/Transient.REINST_Structure_LoadoutDummy_Hotbar_C_1) CONTENT: Loadout Mannequin(/Engine/Transient.REINST_Structure_LoadoutDummy_C_0) LITERAL: SetHotbarCurrentHealth(/Game/Genesis2/Structures/LoadoutMannequin/Structure_LoadoutDummy.Structure_LoadoutDummy:EventGraph.K2Node_CallFunction_225819) LITERAL: Swap Equipment(/Game/Genesis2/Structures/LoadoutMannequin/Structure_LoadoutDummy.Structure_LoadoutDummy:BPGetMultiUseEntries.K2Node_MakeStruct_1784) LITERAL: Pull Dummy Equipment(/Game/Genesis2/Structures/LoadoutMannequin/Structure_LoadoutDummy.Structure_LoadoutDummy:BPGetMultiUseEntries.K2Node_MakeStruct_1785) LITERAL: Fill Dummy Equipment (/Game/Genesis2/Structures/LoadoutMannequin/Structure_LoadoutDummy.Structure_LoadoutDummy:BPGetMultiUseEntries.K2Node_MakeStruct_2529) LITERAL: Pull Dummy Hotbar(/Game/Genesis2/Structures/LoadoutMannequin/Structure_LoadoutDummy.Structure_LoadoutDummy:BPGetMultiUseEntries.K2Node_MakeStruct_4632) LITERAL: Fill Dummy Hotbar(/Game/Genesis2/Structures/LoadoutMannequin/Structure_LoadoutDummy.Structure_LoadoutDummy:BPGetMultiUseEntries.K2Node_MakeStruct_4633) LITERAL: Swap Hotbar(/Game/Genesis2/Structures/LoadoutMannequin/Structure_LoadoutDummy.Structure_LoadoutDummy:BPGetMultiUseEntries.K2Node_MakeStruct_4634) LITERAL: Swap Inventory (/Game/Genesis2/Structures/LoadoutMannequin/Structure_LoadoutDummy.Structure_LoadoutDummy:BPGetMultiUseEntries.K2Node_MakeStruct_1079) LITERAL: Swap All(/Game/Genesis2/Structures/LoadoutMannequin/Structure_LoadoutDummy.Structure_LoadoutDummy:BPGetMultiUseEntries.K2Node_MakeStruct_3235) LITERAL: Loadout Options(/Game/Genesis2/Structures/LoadoutMannequin/Structure_LoadoutDummy.Structure_LoadoutDummy:BPGetMultiUseEntries.K2Node_MakeStruct_3612) LITERAL: Back(/Game/Genesis2/Structures/LoadoutMannequin/Structure_LoadoutDummy.Structure_LoadoutDummy:BPGetMultiUseEntries.K2Node_MakeStruct_37) LITERAL: Pull Dummy Inventory(/Game/Genesis2/Structures/LoadoutMannequin/Structure_LoadoutDummy.Structure_LoadoutDummy:BPGetMultiUseEntries.K2Node_MakeStruct_1080) LITERAL: Fill Dummy Inventory(/Game/Genesis2/Structures/LoadoutMannequin/Structure_LoadoutDummy.Structure_LoadoutDummy:BPGetMultiUseEntries.K2Node_MakeStruct_3255) LITERAL: Pull Dummy All(/Game/Genesis2/Structures/LoadoutMannequin/Structure_LoadoutDummy.Structure_LoadoutDummy:BPGetMultiUseEntries.K2Node_MakeStruct_3236) LITERAL: Fill Dummy All(/Game/Genesis2/Structures/LoadoutMannequin/Structure_LoadoutDummy.Structure_LoadoutDummy:BPGetMultiUseEntries.K2Node_MakeStruct_3256) LITERAL: Cycle Primary Use Action Behavior(/Game/Genesis2/Structures/LoadoutMannequin/Structure_LoadoutDummy.Structure_LoadoutDummy:BPGetMultiUseEntries.K2Node_MakeStruct_1027) LITERAL: DidNotRemoveItem: (/Game/Genesis2/Structures/LoadoutMannequin/Structure_LoadoutDummy.Structure_LoadoutDummy:SwapAllEquipment.K2Node_CallFunction_161507) LITERAL: DidNotRemoveItem: (/Game/Genesis2/Structures/LoadoutMannequin/Structure_LoadoutDummy.Structure_LoadoutDummy:SwapAllEquipment.K2Node_CallFunction_161504) LITERAL: FillCharEquipment(/Game/Genesis2/Structures/LoadoutMannequin/Structure_LoadoutDummy.Structure_LoadoutDummy:Fill Character Equipment.K2Node_CallFunction_187412) LITERAL: FillDummyEquipment(/Game/Genesis2/Structures/LoadoutMannequin/Structure_LoadoutDummy.Structure_LoadoutDummy:Fill Dummy Equipment.K2Node_CallFunction_187412) LITERAL: FillCharHotbar(/Game/Genesis2/Structures/LoadoutMannequin/Structure_LoadoutDummy.Structure_LoadoutDummy:Fill Character Hotbar.K2Node_CallFunction_187412) LITERAL: FillDummyHotbar(/Game/Genesis2/Structures/LoadoutMannequin/Structure_LoadoutDummy.Structure_LoadoutDummy:Fill Dummy Hotbar.K2Node_CallFunction_187412) LITERAL: DidNotRemoveItem: (/Game/Genesis2/Structures/LoadoutMannequin/Structure_LoadoutDummy.Structure_LoadoutDummy:Swap All Hotbar.K2Node_CallFunction_161681) LITERAL: DidNotRemoveItem: (/Game/Genesis2/Structures/LoadoutMannequin/Structure_LoadoutDummy.Structure_LoadoutDummy:Swap All Hotbar.K2Node_CallFunction_161504) LITERAL: DirectAddedOverflow(/Game/Genesis2/Structures/LoadoutMannequin/Structure_LoadoutDummy.Structure_LoadoutDummy:Swap All Inventory.K2Node_CallFunction_403023) LITERAL: FillCharInventory(/Game/Genesis2/Structures/LoadoutMannequin/Structure_LoadoutDummy.Structure_LoadoutDummy:Fill Character Inventory.K2Node_CallFunction_187412) LITERAL: FillDummyInventory(/Game/Genesis2/Structures/LoadoutMannequin/Structure_LoadoutDummy.Structure_LoadoutDummy:Fill Dummy Inventory.K2Node_CallFunction_187412) LITERAL: AllowRemoteAdd(/Game/Genesis2/Structures/LoadoutMannequin/Structure_LoadoutDummy.Structure_LoadoutDummy:AddAndEquipItem.K2Node_CallFunction_124556) LITERAL: NotAtMax(/Game/Genesis2/Structures/LoadoutMannequin/Structure_LoadoutDummy.Structure_LoadoutDummy:AddAndEquipItem.K2Node_CallFunction_199601) LITERAL: AtMax(/Game/Genesis2/Structures/LoadoutMannequin/Structure_LoadoutDummy.Structure_LoadoutDummy:AddAndEquipItem.K2Node_CallFunction_199598) LITERAL: EquippedOverMax(/Game/Genesis2/Structures/LoadoutMannequin/Structure_LoadoutDummy.Structure_LoadoutDummy:AddAndEquipItem.K2Node_CallFunction_124557) LITERAL: Equipped(/Game/Genesis2/Structures/LoadoutMannequin/Structure_LoadoutDummy.Structure_LoadoutDummy:AddAndEquipItem.K2Node_CallFunction_199600) LITERAL: ResetMax: (/Game/Genesis2/Structures/LoadoutMannequin/Structure_LoadoutDummy.Structure_LoadoutDummy:AddAndEquipItem.K2Node_CallFunction_173672) LITERAL: SetMax: (/Game/Genesis2/Structures/LoadoutMannequin/Structure_LoadoutDummy.Structure_LoadoutDummy:AddAndEquipItem.K2Node_CallFunction_173530) LITERAL: AddedToOverflow Valid(/Game/Genesis2/Structures/LoadoutMannequin/Structure_LoadoutDummy.Structure_LoadoutDummy:AddItemSafe.K2Node_CallFunction_190355) LITERAL: Added Valid(/Game/Genesis2/Structures/LoadoutMannequin/Structure_LoadoutDummy.Structure_LoadoutDummy:AddItemSafe.K2Node_CallFunction_144777) LITERAL: Added Invalid(/Game/Genesis2/Structures/LoadoutMannequin/Structure_LoadoutDummy.Structure_LoadoutDummy:AddItemSafe.K2Node_CallFunction_144778) LITERAL: AddedBackToSourceInv Valid(/Game/Genesis2/Structures/LoadoutMannequin/Structure_LoadoutDummy.Structure_LoadoutDummy:AddItemSafe.K2Node_CallFunction_149476) LITERAL: AddedBackToSourceInv Invalid(/Game/Genesis2/Structures/LoadoutMannequin/Structure_LoadoutDummy.Structure_LoadoutDummy:AddItemSafe.K2Node_CallFunction_149477) LITERAL: AddedToFallback Valid(/Game/Genesis2/Structures/LoadoutMannequin/Structure_LoadoutDummy.Structure_LoadoutDummy:AddItemSafe.K2Node_CallFunction_124785) LITERAL: AddedToFallback Invalid(/Game/Genesis2/Structures/LoadoutMannequin/Structure_LoadoutDummy.Structure_LoadoutDummy:AddItemSafe.K2Node_CallFunction_199600) LITERAL: ----AddItem----(/Game/Genesis2/Structures/LoadoutMannequin/Structure_LoadoutDummy.Structure_LoadoutDummy:AddItemSafe.K2Node_CallFunction_188242) LITERAL: Item: (/Game/Genesis2/Structures/LoadoutMannequin/Structure_LoadoutDummy.Structure_LoadoutDummy:AddItemSafe.K2Node_CallFunction_189891) LITERAL: To: (/Game/Genesis2/Structures/LoadoutMannequin/Structure_LoadoutDummy.Structure_LoadoutDummy:AddItemSafe.K2Node_CallFunction_189893) LITERAL: From: (/Game/Genesis2/Structures/LoadoutMannequin/Structure_LoadoutDummy.Structure_LoadoutDummy:AddItemSafe.K2Node_CallFunction_189581) LITERAL: AddedToOverflow Invalid(/Game/Genesis2/Structures/LoadoutMannequin/Structure_LoadoutDummy.Structure_LoadoutDummy:AddItemSafe.K2Node_CallFunction_199598) LITERAL: TargetAtMax: (/Game/Genesis2/Structures/LoadoutMannequin/Structure_LoadoutDummy.Structure_LoadoutDummy:AddItemSafe.K2Node_CallFunction_452078) LITERAL: CurrentMax: (/Game/Genesis2/Structures/LoadoutMannequin/Structure_LoadoutDummy.Structure_LoadoutDummy:AddItemSafe.K2Node_CallFunction_452078) LITERAL: (/Game/Genesis2/Structures/LoadoutMannequin/Structure_LoadoutDummy.Structure_LoadoutDummy:AddItemSafe.K2Node_CallFunction_452078) LITERAL: Max: (/Game/Genesis2/Structures/LoadoutMannequin/Structure_LoadoutDummy.Structure_LoadoutDummy:AddItemSafe.K2Node_CallFunction_452077) CONTENT: Loadout Mannequin(/Engine/Transient.Default__REINST_Structure_LoadoutDummy_C_6658) CONTENT: Loadout Mannequin(/Engine/Transient.REINST_Structure_LoadoutDummy_C_1) CONTENT: Scrap Metal Ingot(/Game/Extinction/CoreBlueprints/Resources/PrimalItemResource_ScrapMetalIngot.Default__PrimalItemResource_ScrapMetalIngot_C) CONTENT: Created by refining Scrap Metal in a Forge. Very similar to standard Metal Ingots.(/Game/Extinction/CoreBlueprints/Resources/PrimalItemResource_ScrapMetalIngot.Default__PrimalItemResource_ScrapMetalIngot_C) CONTENT: Tek Remote Camera(/Engine/Transient.REINST_PrimalItemStructure_SecurityCamera_C_0) CONTENT: Craft this item from Surveillance Console to assemble a new Remote Camera. Will transmit live imagery to nearby linked console.(/Engine/Transient.REINST_PrimalItemStructure_SecurityCamera_C_0) LITERAL: (Unlinked)(/Game/Genesis2/Structures/RemoteCamera/PrimalItemStructure_SecurityCamera.PrimalItemStructure_SecurityCamera:BPGetItemDescription.K2Node_CallFunction_255683) LITERAL: ({console})(/Game/Genesis2/Structures/RemoteCamera/PrimalItemStructure_SecurityCamera.PrimalItemStructure_SecurityCamera:BPGetItemDescription.K2Node_FormatText_264) CONTENT: Tek Remote Camera(/Engine/Transient.REINST_Structure_SecurityCamera_C_0) LITERAL: VerifyConsoleData(/Game/Genesis2/Structures/RemoteCamera/Structure_SecurityCamera.Structure_SecurityCamera:EventGraph.K2Node_CallFunction_235883) LITERAL: UpdateEffects(/Game/Genesis2/Structures/RemoteCamera/Structure_SecurityCamera.Structure_SecurityCamera:EventGraph.K2Node_CallFunction_176112) LITERAL: VerifyConsoleData(/Game/Genesis2/Structures/RemoteCamera/Structure_SecurityCamera.Structure_SecurityCamera:BPCheckItemRequiementsToBuild.K2Node_CallFunction_235126) LITERAL: AllowStasisAfterActivation(/Game/Genesis2/Structures/RemoteCamera/Structure_SecurityCamera.Structure_SecurityCamera:BPPreventStasis.K2Node_CallFunction_171895) LITERAL: ClientUpdatePosition(/Game/Genesis2/Structures/RemoteCamera/Structure_SecurityCamera.Structure_SecurityCamera:UpdateCameraPosition.K2Node_CallFunction_159700) LITERAL: PlacementTick(/Game/Genesis2/Structures/RemoteCamera/Structure_SecurityCamera.Structure_SecurityCamera:ReceiveBeginPlay.K2Node_CallFunction_190133) LITERAL: ( {console} )(/Game/Genesis2/Structures/RemoteCamera/Structure_SecurityCamera.Structure_SecurityCamera:BlueprintDrawHUD.K2Node_FormatText_245) LITERAL: ClientUpdatePosition(/Game/Genesis2/Structures/RemoteCamera/Structure_SecurityCamera.Structure_SecurityCamera:ClientUpdatePosition.K2Node_CallFunction_176567) LITERAL: {camera} ({lat},{lon})(/Game/Genesis2/Structures/RemoteCamera/Structure_SecurityCamera.Structure_SecurityCamera:BPOverrideDescriptiveName.K2Node_FormatText_113) LITERAL: UpdateEffects(/Game/Genesis2/Structures/RemoteCamera/Structure_SecurityCamera.Structure_SecurityCamera:UpdateEffects.K2Node_CallFunction_180696) CONTENT: Tek Remote Camera(/Engine/Transient.Default__REINST_Structure_SecurityCamera_C_6674) LITERAL: ( {console} )(/Game/Genesis2/Structures/RemoteCamera/Structure_SecurityCamera.Structure_SecurityCamera:EdGraph_23060.K2Node_CallFunction_57332) LITERAL: console(/Game/Genesis2/Structures/RemoteCamera/Structure_SecurityCamera.Structure_SecurityCamera:EdGraph_23060.K2Node_MakeStruct_321) LITERAL: {camera} ({lat},{lon})(/Game/Genesis2/Structures/RemoteCamera/Structure_SecurityCamera.Structure_SecurityCamera:EdGraph_23062.K2Node_CallFunction_57333) LITERAL: camera(/Game/Genesis2/Structures/RemoteCamera/Structure_SecurityCamera.Structure_SecurityCamera:EdGraph_23062.K2Node_MakeStruct_322) LITERAL: lat(/Game/Genesis2/Structures/RemoteCamera/Structure_SecurityCamera.Structure_SecurityCamera:EdGraph_23062.K2Node_MakeStruct_323) LITERAL: lon(/Game/Genesis2/Structures/RemoteCamera/Structure_SecurityCamera.Structure_SecurityCamera:EdGraph_23062.K2Node_MakeStruct_324) CONTENT: Tek Remote Camera(/Engine/Transient.REINST_Structure_SecurityCamera_C_1) CONTENT: Craft remote camera here(/Engine/Transient.REINST_PrimalInventoryBP_TekSecurityConsole_C_0) CONTENT: Craft remote camera here(/Engine/Transient.Default__REINST_PrimalInventoryBP_TekSecurityConsole_C_6681) CONTENT: Craft remote camera here(/Engine/Transient.REINST_PrimalInventoryBP_TekSecurityConsole_C_1) CONTENT: Tek Remote Camera(/Engine/Transient.Default__REINST_PrimalItemStructure_SecurityCamera_C_6688) CONTENT: Craft this item from Surveillance Console to assemble a new Remote Camera. Will transmit live imagery to nearby linked console.(/Engine/Transient.Default__REINST_PrimalItemStructure_SecurityCamera_C_6688) LITERAL: ({console})(/Game/Genesis2/Structures/RemoteCamera/PrimalItemStructure_SecurityCamera.PrimalItemStructure_SecurityCamera:EdGraph_23131.K2Node_CallFunction_57348) LITERAL: console(/Game/Genesis2/Structures/RemoteCamera/PrimalItemStructure_SecurityCamera.PrimalItemStructure_SecurityCamera:EdGraph_23131.K2Node_MakeStruct_325) CONTENT: Tek Remote Camera(/Engine/Transient.REINST_PrimalItemStructure_SecurityCamera_C_1) CONTENT: Craft this item from Surveillance Console to assemble a new Remote Camera. Will transmit live imagery to nearby linked console.(/Engine/Transient.REINST_PrimalItemStructure_SecurityCamera_C_1) CONTENT: Tek Surveillance Console(/Game/Genesis2/Structures/RemoteCamera/PrimalItemStructure_TekSecurityConsole.Default__PrimalItemStructure_TekSecurityConsole_C) CONTENT: Deployable device for crafting and viewing live footage from Remote Cameras. Powered by Tek Generator.(/Game/Genesis2/Structures/RemoteCamera/PrimalItemStructure_TekSecurityConsole.Default__PrimalItemStructure_TekSecurityConsole_C) CONTENT: Structures(/Game/Genesis2/Structures/RemoteCamera/PrimalItemStructure_TekSecurityConsole.Default__PrimalItemStructure_TekSecurityConsole_C) CONTENT: Tek(/Game/Genesis2/Structures/RemoteCamera/PrimalItemStructure_TekSecurityConsole.Default__PrimalItemStructure_TekSecurityConsole_C) CONTENT: Camera Name(/Engine/Transient.TRASHCLASS_CameraListEntry_12765:TextBlock_1495) CONTENT: --(/Engine/Transient.TRASHCLASS_CameraListEntry_12765:TextBlock_1496) CONTENT: Camera Name(/Engine/Transient.TRASHCLASS_SecurityCameraHUD_12763:TextBlock_1488) CONTENT: Console Distance: 0m(/Engine/Transient.TRASHCLASS_SecurityCameraHUD_12763:TextBlock_1489) CONTENT: Initiating Camera Controls...(/Engine/Transient.TRASHCLASS_SecurityCameraHUD_12763:PrimalRichTextBlock_26) CONTENT: CAMERA LIST(/Engine/Transient.TRASHCLASS_SecurityCameraHUD_12763:TextBlock_1490) CONTENT: Search(/Engine/Transient.TRASHCLASS_SecurityCameraHUD_12763:EditableTextBox_413) CONTENT: CAMERA NAME(/Engine/Transient.TRASHCLASS_SecurityCameraHUD_12763:TextBlock_1491) CONTENT: CONSOLE DISTANCE(/Engine/Transient.TRASHCLASS_SecurityCameraHUD_12763:TextBlock_1492) LITERAL: m(/Game/Genesis2/Structures/RemoteCamera/CameraListEntry.CameraListEntry:InitForCamera.K2Node_CallFunction_288261) CONTENT: Idle(/Engine/Transient.REINST_RemoteCamera_Character_BP_C_0) CONTENT: back_JNT(/Engine/Transient.REINST_RemoteCamera_Character_BP_C_0) CONTENT: Cute(/Engine/Transient.REINST_RemoteCamera_Character_BP_C_0) CONTENT: back_JNT(/Engine/Transient.REINST_RemoteCamera_Character_BP_C_0) CONTENT: Move(/Engine/Transient.REINST_RemoteCamera_Character_BP_C_0) CONTENT: back_JNT(/Engine/Transient.REINST_RemoteCamera_Character_BP_C_0) CONTENT: Scout(/Engine/Transient.REINST_RemoteCamera_Character_BP_C_0) LITERAL: DestroyCameraHUDWidget(/Game/Genesis2/Structures/RemoteCamera/SecurityCameraHUD.SecurityCameraHUD:EventGraph.K2Node_CallFunction_165468) LITERAL: DestroyCameraHUDWidget(/Game/Genesis2/Structures/RemoteCamera/SecurityCameraHUD.SecurityCameraHUD:EventGraph.K2Node_CallFunction_280848) LITERAL: m(/Game/Genesis2/Structures/RemoteCamera/SecurityCameraHUD.SecurityCameraHUD:InitFromCamera.K2Node_CallFunction_166489) LITERAL: Console Distance: (/Game/Genesis2/Structures/RemoteCamera/SecurityCameraHUD.SecurityCameraHUD:InitFromCamera.K2Node_CallFunction_287695) LITERAL: Console Distance: (/Game/Genesis2/Structures/RemoteCamera/SecurityCameraHUD.SecurityCameraHUD:Update Camera HUD Info.K2Node_CallFunction_287695) LITERAL: m(/Game/Genesis2/Structures/RemoteCamera/SecurityCameraHUD.SecurityCameraHUD:Update Camera HUD Info.K2Node_CallFunction_297831) LITERAL: ClientCheckClearExpiredDinoData(/Game/Genesis2/Structures/RemoteCamera/RemoteCamera_Character_BP.RemoteCamera_Character_BP:EventGraph.K2Node_CallFunction_303371) LITERAL: StopPossessingPlayerMovement(/Game/Genesis2/Structures/RemoteCamera/RemoteCamera_Character_BP.RemoteCamera_Character_BP:EventGraph.K2Node_CallFunction_127328) LITERAL: DelayedActivateCamera(/Game/Genesis2/Structures/RemoteCamera/RemoteCamera_Character_BP.RemoteCamera_Character_BP:EventGraph.K2Node_CallFunction_189925) LITERAL: DelayedReleaseCamera(/Game/Genesis2/Structures/RemoteCamera/RemoteCamera_Character_BP.RemoteCamera_Character_BP:EventGraph.K2Node_CallFunction_185514) LITERAL: DelayedActivateCamera(/Game/Genesis2/Structures/RemoteCamera/RemoteCamera_Character_BP.RemoteCamera_Character_BP:EventGraph.K2Node_CallFunction_101365) LITERAL: VerifyPossessingSurvivor(/Game/Genesis2/Structures/RemoteCamera/RemoteCamera_Character_BP.RemoteCamera_Character_BP:EventGraph.K2Node_CallFunction_118556) LITERAL: DelayedDestroyActor(/Game/Genesis2/Structures/RemoteCamera/RemoteCamera_Character_BP.RemoteCamera_Character_BP:EventGraph.K2Node_CallFunction_65993) LITERAL: VerifyPossession(/Game/Genesis2/Structures/RemoteCamera/RemoteCamera_Character_BP.RemoteCamera_Character_BP:EventGraph.K2Node_CallFunction_110681) LITERAL: VerifyPossessingSurvivor(/Game/Genesis2/Structures/RemoteCamera/RemoteCamera_Character_BP.RemoteCamera_Character_BP:EventGraph.K2Node_CallFunction_173672) LITERAL: VerifyPossessingSurvivor(/Game/Genesis2/Structures/RemoteCamera/RemoteCamera_Character_BP.RemoteCamera_Character_BP:EventGraph.K2Node_CallFunction_160222) LITERAL: VerifyPossession(/Game/Genesis2/Structures/RemoteCamera/RemoteCamera_Character_BP.RemoteCamera_Character_BP:EventGraph.K2Node_CallFunction_115658) LITERAL: VerifyPossessingSurvivor(/Game/Genesis2/Structures/RemoteCamera/RemoteCamera_Character_BP.RemoteCamera_Character_BP:EventGraph.K2Node_CallFunction_159283) LITERAL: GetPossessedByPlayer(/Game/Genesis2/Structures/RemoteCamera/RemoteCamera_Character_BP.RemoteCamera_Character_BP:Spawned from Structure.K2Node_CallFunction_102489) LITERAL: TriggerDisconnectFX(/Game/Genesis2/Structures/RemoteCamera/RemoteCamera_Character_BP.RemoteCamera_Character_BP:GetPossessedByPlayer.K2Node_CallFunction_196398) LITERAL: UpdateScoutVisionBuff(/Game/Genesis2/Structures/RemoteCamera/RemoteCamera_Character_BP.RemoteCamera_Character_BP:GetPossessedByPlayer.K2Node_CallFunction_169136) LITERAL: CameraTick(/Game/Genesis2/Structures/RemoteCamera/RemoteCamera_Character_BP.RemoteCamera_Character_BP:GetPossessedByPlayer.K2Node_CallFunction_193584) LITERAL: VerifyPossession(/Game/Genesis2/Structures/RemoteCamera/RemoteCamera_Character_BP.RemoteCamera_Character_BP:GetPossessedByPlayer.K2Node_CallFunction_115658) LITERAL: VerifyPossessingSurvivor(/Game/Genesis2/Structures/RemoteCamera/RemoteCamera_Character_BP.RemoteCamera_Character_BP:GetPossessedByPlayer.K2Node_CallFunction_110681) LITERAL: DisableAI(/Game/Genesis2/Structures/RemoteCamera/RemoteCamera_Character_BP.RemoteCamera_Character_BP:Release Possessing Survivor.K2Node_CallFunction_103648) LITERAL: TriggerDisconnectFX(/Game/Genesis2/Structures/RemoteCamera/RemoteCamera_Character_BP.RemoteCamera_Character_BP:SetupScoutDisconnect.K2Node_CallFunction_56446) LITERAL: DelayedDestroyActor(/Game/Genesis2/Structures/RemoteCamera/RemoteCamera_Character_BP.RemoteCamera_Character_BP:SetupScoutDisconnect.K2Node_CallFunction_108881) LITERAL: VerifyPossessingSurvivor(/Game/Genesis2/Structures/RemoteCamera/RemoteCamera_Character_BP.RemoteCamera_Character_BP:BPDinoPostBeginPlay.K2Node_CallFunction_173672) LITERAL: {camera} ({lat},{lon})(/Game/Genesis2/Structures/RemoteCamera/RemoteCamera_Character_BP.RemoteCamera_Character_BP:SetCameraData.K2Node_FormatText_113) LITERAL: {Camera} {num}(/Game/Genesis2/Structures/RemoteCamera/RemoteCamera_Character_BP.RemoteCamera_Character_BP:SetCameraData.K2Node_FormatText_227) LITERAL: {camera} ({lat},{lon})(/Game/Genesis2/Structures/RemoteCamera/RemoteCamera_Character_BP.RemoteCamera_Character_BP:AddCamera.K2Node_FormatText_113) LITERAL: {Camera} {num}(/Game/Genesis2/Structures/RemoteCamera/RemoteCamera_Character_BP.RemoteCamera_Character_BP:AddCamera.K2Node_FormatText_227) CONTENT: Idle(/Engine/Transient.Default__REINST_RemoteCamera_Character_BP_C_6695) CONTENT: back_JNT(/Engine/Transient.Default__REINST_RemoteCamera_Character_BP_C_6695) CONTENT: Cute(/Engine/Transient.Default__REINST_RemoteCamera_Character_BP_C_6695) CONTENT: back_JNT(/Engine/Transient.Default__REINST_RemoteCamera_Character_BP_C_6695) CONTENT: Move(/Engine/Transient.Default__REINST_RemoteCamera_Character_BP_C_6695) CONTENT: back_JNT(/Engine/Transient.Default__REINST_RemoteCamera_Character_BP_C_6695) CONTENT: Scout(/Engine/Transient.Default__REINST_RemoteCamera_Character_BP_C_6695) LITERAL: {camera} ({lat},{lon})(/Game/Genesis2/Structures/RemoteCamera/RemoteCamera_Character_BP.RemoteCamera_Character_BP:EdGraph_23383.K2Node_CallFunction_58180) LITERAL: camera(/Game/Genesis2/Structures/RemoteCamera/RemoteCamera_Character_BP.RemoteCamera_Character_BP:EdGraph_23383.K2Node_MakeStruct_326) LITERAL: lat(/Game/Genesis2/Structures/RemoteCamera/RemoteCamera_Character_BP.RemoteCamera_Character_BP:EdGraph_23383.K2Node_MakeStruct_327) LITERAL: lon(/Game/Genesis2/Structures/RemoteCamera/RemoteCamera_Character_BP.RemoteCamera_Character_BP:EdGraph_23383.K2Node_MakeStruct_328) LITERAL: {Camera} {num}(/Game/Genesis2/Structures/RemoteCamera/RemoteCamera_Character_BP.RemoteCamera_Character_BP:EdGraph_23383.K2Node_CallFunction_58181) LITERAL: Camera(/Game/Genesis2/Structures/RemoteCamera/RemoteCamera_Character_BP.RemoteCamera_Character_BP:EdGraph_23383.K2Node_MakeStruct_329) LITERAL: num(/Game/Genesis2/Structures/RemoteCamera/RemoteCamera_Character_BP.RemoteCamera_Character_BP:EdGraph_23383.K2Node_MakeStruct_330) LITERAL: {camera} ({lat},{lon})(/Game/Genesis2/Structures/RemoteCamera/RemoteCamera_Character_BP.RemoteCamera_Character_BP:EdGraph_23390.K2Node_CallFunction_58183) LITERAL: camera(/Game/Genesis2/Structures/RemoteCamera/RemoteCamera_Character_BP.RemoteCamera_Character_BP:EdGraph_23390.K2Node_MakeStruct_331) LITERAL: lat(/Game/Genesis2/Structures/RemoteCamera/RemoteCamera_Character_BP.RemoteCamera_Character_BP:EdGraph_23390.K2Node_MakeStruct_332) LITERAL: lon(/Game/Genesis2/Structures/RemoteCamera/RemoteCamera_Character_BP.RemoteCamera_Character_BP:EdGraph_23390.K2Node_MakeStruct_333) LITERAL: {Camera} {num}(/Game/Genesis2/Structures/RemoteCamera/RemoteCamera_Character_BP.RemoteCamera_Character_BP:EdGraph_23390.K2Node_CallFunction_58184) LITERAL: Camera(/Game/Genesis2/Structures/RemoteCamera/RemoteCamera_Character_BP.RemoteCamera_Character_BP:EdGraph_23390.K2Node_MakeStruct_334) LITERAL: num(/Game/Genesis2/Structures/RemoteCamera/RemoteCamera_Character_BP.RemoteCamera_Character_BP:EdGraph_23390.K2Node_MakeStruct_335) CONTENT: Idle(/Engine/Transient.REINST_RemoteCamera_Character_BP_C_1) CONTENT: back_JNT(/Engine/Transient.REINST_RemoteCamera_Character_BP_C_1) CONTENT: Cute(/Engine/Transient.REINST_RemoteCamera_Character_BP_C_1) CONTENT: back_JNT(/Engine/Transient.REINST_RemoteCamera_Character_BP_C_1) CONTENT: Move(/Engine/Transient.REINST_RemoteCamera_Character_BP_C_1) CONTENT: back_JNT(/Engine/Transient.REINST_RemoteCamera_Character_BP_C_1) CONTENT: Scout(/Engine/Transient.REINST_RemoteCamera_Character_BP_C_1) CONTENT: Text Block(/Engine/Transient.REINST_SecurityCameraHUD_C_34:WidgetTree_12048.HUDNameLabel) CONTENT: Text Block(/Engine/Transient.REINST_SecurityCameraHUD_C_34:WidgetTree_12048.HUDDistanceLabel) CONTENT: Rich Text Block(/Engine/Transient.REINST_SecurityCameraHUD_C_34:WidgetTree_12048.InputControlsRichTextBlock) CONTENT: Text Block(/Engine/Transient.REINST_SecurityCameraHUD_C_34:WidgetTree_12048.TextBlock_708) CONTENT: Text Block(/Engine/Transient.REINST_SecurityCameraHUD_C_34:WidgetTree_12048.TextBlock_913) CONTENT: Text Block(/Engine/Transient.REINST_SecurityCameraHUD_C_34:WidgetTree_12048.TextBlock_921) CONTENT: Camera Name(/Game/Genesis2/Structures/RemoteCamera/SecurityCameraHUD.SecurityCameraHUD_C:WidgetTree_159.HUDNameLabel) CONTENT: Console Distance: 0m(/Game/Genesis2/Structures/RemoteCamera/SecurityCameraHUD.SecurityCameraHUD_C:WidgetTree_159.HUDDistanceLabel) CONTENT: Initiating Camera Controls...(/Game/Genesis2/Structures/RemoteCamera/SecurityCameraHUD.SecurityCameraHUD_C:WidgetTree_159.InputControlsRichTextBlock) CONTENT: CAMERA LIST(/Game/Genesis2/Structures/RemoteCamera/SecurityCameraHUD.SecurityCameraHUD_C:WidgetTree_159.TextBlock_708) CONTENT: Search(/Game/Genesis2/Structures/RemoteCamera/SecurityCameraHUD.SecurityCameraHUD_C:WidgetTree_159.SearchTextBox) CONTENT: CAMERA NAME(/Game/Genesis2/Structures/RemoteCamera/SecurityCameraHUD.SecurityCameraHUD_C:WidgetTree_159.TextBlock_913) CONTENT: CONSOLE DISTANCE(/Game/Genesis2/Structures/RemoteCamera/SecurityCameraHUD.SecurityCameraHUD_C:WidgetTree_159.TextBlock_921) CONTENT: Text Block(/Engine/Transient.REINST_CameraListEntry_C_37:WidgetTree_46946.EntryName) CONTENT: Text Block(/Engine/Transient.REINST_CameraListEntry_C_37:WidgetTree_46946.DistanceLabel) CONTENT: Camera Name(/Game/Genesis2/Structures/RemoteCamera/CameraListEntry.CameraListEntry_C:WidgetTree_164.EntryName) CONTENT: --(/Game/Genesis2/Structures/RemoteCamera/CameraListEntry.CameraListEntry_C:WidgetTree_164.DistanceLabel) CONTENT: Tek Surveillance Console(/Engine/Transient.REINST_StructureTekSecurityConsole_C_0) LITERAL: VerifyActiveCamera(/Game/Genesis2/Structures/RemoteCamera/StructureTekSecurityConsole.StructureTekSecurityConsole:BPTryMultiUse.K2Node_CallFunction_160464) LITERAL: Access: (/Game/Genesis2/Structures/RemoteCamera/StructureTekSecurityConsole.StructureTekSecurityConsole:BPGetMultiUseEntries.K2Node_CallFunction_214890) LITERAL: VerifyCameraList(/Game/Genesis2/Structures/RemoteCamera/StructureTekSecurityConsole.StructureTekSecurityConsole:ReceiveBeginPlay.K2Node_CallFunction_210550) LITERAL: VerifyActiveCamera(/Game/Genesis2/Structures/RemoteCamera/StructureTekSecurityConsole.StructureTekSecurityConsole:VerifyActiveCamera.K2Node_CallFunction_160464) LITERAL: {Camera} {num}(/Game/Genesis2/Structures/RemoteCamera/StructureTekSecurityConsole.StructureTekSecurityConsole:GetCameraName.K2Node_FormatText_231) LITERAL: {camera} ({lat},{lon})(/Game/Genesis2/Structures/RemoteCamera/StructureTekSecurityConsole.StructureTekSecurityConsole:GetCameraName.K2Node_FormatText_113) CONTENT: Tek Surveillance Console(/Engine/Transient.Default__REINST_StructureTekSecurityConsole_C_6717) LITERAL: {Camera} {num}(/Game/Genesis2/Structures/RemoteCamera/StructureTekSecurityConsole.StructureTekSecurityConsole:EdGraph_23648.K2Node_CallFunction_58469) LITERAL: Camera(/Game/Genesis2/Structures/RemoteCamera/StructureTekSecurityConsole.StructureTekSecurityConsole:EdGraph_23648.K2Node_MakeStruct_340) LITERAL: num(/Game/Genesis2/Structures/RemoteCamera/StructureTekSecurityConsole.StructureTekSecurityConsole:EdGraph_23648.K2Node_MakeStruct_341) LITERAL: {camera} ({lat},{lon})(/Game/Genesis2/Structures/RemoteCamera/StructureTekSecurityConsole.StructureTekSecurityConsole:EdGraph_23648.K2Node_CallFunction_58470) LITERAL: camera(/Game/Genesis2/Structures/RemoteCamera/StructureTekSecurityConsole.StructureTekSecurityConsole:EdGraph_23648.K2Node_MakeStruct_342) LITERAL: lat(/Game/Genesis2/Structures/RemoteCamera/StructureTekSecurityConsole.StructureTekSecurityConsole:EdGraph_23648.K2Node_MakeStruct_343) LITERAL: lon(/Game/Genesis2/Structures/RemoteCamera/StructureTekSecurityConsole.StructureTekSecurityConsole:EdGraph_23648.K2Node_MakeStruct_344) CONTENT: Tek Surveillance Console(/Engine/Transient.REINST_StructureTekSecurityConsole_C_1) LITERAL: PlayStartledAnim(/Game/Genesis/CoreBlueprints/Buffs/Buff_Flashbang_DinoPawn_Genesis.Buff_Flashbang_DinoPawn_Genesis:EventGraph.K2Node_CallFunction_107405) LITERAL: Overheated(/Game/Genesis2/Weapons/MiniGun/Buff_MinigunHUD.Buff_MinigunHUD:EventGraph.K2Node_CallFunction_271997) LITERAL: {0}/{1}(/Game/Genesis2/Weapons/MiniGun/Buff_MinigunHUD.Buff_MinigunHUD:BPGetHUDElements.K2Node_FormatText_266) LITERAL: {0}/{1}(/Game/Genesis2/Weapons/MiniGun/Buff_MinigunHUD.Buff_MinigunHUD:EdGraph_23789.K2Node_CallFunction_58836) LITERAL: 0(/Game/Genesis2/Weapons/MiniGun/Buff_MinigunHUD.Buff_MinigunHUD:EdGraph_23789.K2Node_MakeStruct_345) LITERAL: 1(/Game/Genesis2/Weapons/MiniGun/Buff_MinigunHUD.Buff_MinigunHUD:EdGraph_23789.K2Node_MakeStruct_346) LITERAL: ({0})(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_SeatedTurretHUD.Buff_SeatedTurretHUD:BPGetHUDElements.K2Node_FormatText_333) LITERAL: (YOU)(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_SeatedTurretHUD.Buff_SeatedTurretHUD:BPGetHUDElements.K2Node_CallFunction_525779) LITERAL: TURRET(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_SeatedTurretHUD.Buff_SeatedTurretHUD:BPGetHUDElements.K2Node_CallFunction_525779) LITERAL: AMMO(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_SeatedTurretHUD.Buff_SeatedTurretHUD:BPGetHUDElements.K2Node_CallFunction_362180) LITERAL: SUPPLY(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_SeatedTurretHUD.Buff_SeatedTurretHUD:BPGetHUDElements.K2Node_CallFunction_361050) LITERAL: ({0})(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_SeatedTurretHUD.Buff_SeatedTurretHUD:EdGraph_23810.K2Node_CallFunction_58844) LITERAL: 0(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_SeatedTurretHUD.Buff_SeatedTurretHUD:EdGraph_23810.K2Node_MakeStruct_347) CONTENT: Put Ballista Bolts in this.(/Game/PrimalEarth/CoreBlueprints/Inventories/PrimalInventoryBP_Ballista.Default__PrimalInventoryBP_Ballista_C) CONTENT: Ballista Turret(/Game/PrimalEarth/CoreBlueprints/Inventories/PrimalInventoryBP_Ballista.Default__PrimalInventoryBP_Ballista_C) CONTENT: Turn On(/Engine/Transient.REINST_StructureMinigunBP_C_0) CONTENT: Turn Off(/Engine/Transient.REINST_StructureMinigunBP_C_0) CONTENT: Minigun(/Engine/Transient.REINST_StructureMinigunBP_C_0) LITERAL: DoHandleFiring(/Game/Genesis2/Weapons/MiniGun/WeapMinigun.WeapMinigun:EventGraph.K2Node_CallFunction_146100) LITERAL: UpdateMaterials(/Game/Genesis2/Weapons/MiniGun/WeapMinigun.WeapMinigun:EventGraph.K2Node_CallFunction_156041) LITERAL: DoHandleFiring(/Game/Genesis2/Weapons/MiniGun/WeapMinigun.WeapMinigun:EventGraph.K2Node_CallFunction_162615) LITERAL: ForceReplicateSpinValue(/Game/Genesis2/Weapons/MiniGun/WeapMinigun.WeapMinigun:EventGraph.K2Node_CallFunction_311248) LITERAL: ForceReplicateSpinValue(/Game/Genesis2/Weapons/MiniGun/WeapMinigun.WeapMinigun:EventGraph.K2Node_CallFunction_311249) LITERAL: Spin Speed: {1} - Is Spining Up: {2} - Is Up To Speed: {3} - Is Attempting To Fire {4}(/Game/Genesis2/Weapons/MiniGun/WeapMinigun.WeapMinigun:EventGraph.K2Node_FormatText_281) LITERAL: SecondaryAction(/Game/Genesis2/Weapons/MiniGun/WeapMinigun.WeapMinigun:StartSecondaryActionEvent.K2Node_CallFunction_231339) LITERAL: StartShellLoop(/Game/Genesis2/Weapons/MiniGun/WeapMinigun.WeapMinigun:UpdateSpinState.K2Node_CallFunction_176910) LITERAL: StopShellLoop(/Game/Genesis2/Weapons/MiniGun/WeapMinigun.WeapMinigun:UpdateSpinState.K2Node_CallFunction_176910) LITERAL: StopShellLoop(/Game/Genesis2/Weapons/MiniGun/WeapMinigun.WeapMinigun:UpdateSpinState.K2Node_CallFunction_178096) LITERAL: StartShellLoop(/Game/Genesis2/Weapons/MiniGun/WeapMinigun.WeapMinigun:UpdateSpinState.K2Node_CallFunction_178096) LITERAL: Pick Up(/Game/Genesis2/Weapons/MiniGun/StructureMinigunBP.StructureMinigunBP:BPGetMultiUseEntries.K2Node_MakeStruct_14) LITERAL: CableMat(/Game/Genesis2/Weapons/MiniGun/StructureMinigunBP.StructureMinigunBP:EventGraph.K2Node_CallFunction_145313) LITERAL: CableMat(/Game/Genesis2/Weapons/MiniGun/StructureMinigunBP.StructureMinigunBP:EventGraph.K2Node_CallFunction_147136) LITERAL: PlacementAnimationTickEvent(/Game/Genesis2/Weapons/MiniGun/StructureMinigunBP.StructureMinigunBP:EventGraph.K2Node_CallFunction_159963) LITERAL: Out of Ammo(/Game/Genesis2/Weapons/MiniGun/StructureMinigunBP.StructureMinigunBP:EventGraph.K2Node_CallFunction_176410) LITERAL: PlacementAnimationTickEvent(/Game/Genesis2/Weapons/MiniGun/StructureMinigunBP.StructureMinigunBP:EventGraph.K2Node_CallFunction_190701) LITERAL: StartShellLoop(/Game/Genesis2/Weapons/MiniGun/StructureMinigunBP.StructureMinigunBP:Update Spin Sounds.K2Node_CallFunction_176910) LITERAL: StopShellLoop(/Game/Genesis2/Weapons/MiniGun/StructureMinigunBP.StructureMinigunBP:Update Spin Sounds.K2Node_CallFunction_176910) LITERAL: StopShellLoop(/Game/Genesis2/Weapons/MiniGun/StructureMinigunBP.StructureMinigunBP:Update Spin Sounds.K2Node_CallFunction_178096) LITERAL: StartShellLoop(/Game/Genesis2/Weapons/MiniGun/StructureMinigunBP.StructureMinigunBP:Update Spin Sounds.K2Node_CallFunction_178096) LITERAL: extend {0} {1}(/Game/Genesis2/Weapons/MiniGun/StructureMinigunBP.StructureMinigunBP:UpdateMaterials.K2Node_FormatText_126) CONTENT: Fill with Advanced Rifle Bullets(/Game/Genesis2/Weapons/MiniGun/StructureMinigunBP.StructureMinigunBP_C:PrimalInventoryBP_Ballista_C_29) CONTENT: Minigun(/Game/Genesis2/Weapons/MiniGun/StructureMinigunBP.StructureMinigunBP_C:PrimalInventoryBP_Ballista_C_29) CONTENT: Minigun(/Engine/Transient.REINST_PrimalItem_WeaponMinigun_C_0) CONTENT: Deployable rotary machine gun that needs to be manned to fire at a target. Provides increased firepower after winding up, but consumes bullets quickly while firing.(/Engine/Transient.REINST_PrimalItem_WeaponMinigun_C_0) CONTENT: Weapons(/Engine/Transient.REINST_PrimalItem_WeaponMinigun_C_0) CONTENT: Firearms(/Engine/Transient.REINST_PrimalItem_WeaponMinigun_C_0) CONTENT: Minigun(/Engine/Transient.Default__REINST_PrimalItem_WeaponMinigun_C_6794) CONTENT: Deployable rotary machine gun that needs to be manned to fire at a target. Provides increased firepower after winding up, but consumes bullets quickly while firing.(/Engine/Transient.Default__REINST_PrimalItem_WeaponMinigun_C_6794) CONTENT: Weapons(/Engine/Transient.Default__REINST_PrimalItem_WeaponMinigun_C_6794) CONTENT: Firearms(/Engine/Transient.Default__REINST_PrimalItem_WeaponMinigun_C_6794) CONTENT: Minigun(/Engine/Transient.REINST_PrimalItem_WeaponMinigun_C_1) CONTENT: Deployable rotary machine gun that needs to be manned to fire at a target. Provides increased firepower after winding up, but consumes bullets quickly while firing.(/Engine/Transient.REINST_PrimalItem_WeaponMinigun_C_1) CONTENT: Weapons(/Engine/Transient.REINST_PrimalItem_WeaponMinigun_C_1) CONTENT: Firearms(/Engine/Transient.REINST_PrimalItem_WeaponMinigun_C_1) CONTENT: Fill with Advanced Rifle Bullets(/Engine/Transient.REINST_StructureMinigunBP_C_6805:PrimalInventoryBP_Ballista_C_29) CONTENT: Minigun(/Engine/Transient.REINST_StructureMinigunBP_C_6805:PrimalInventoryBP_Ballista_C_29) CONTENT: Turn On(/Engine/Transient.Default__REINST_StructureMinigunBP_C_6805) CONTENT: Turn Off(/Engine/Transient.Default__REINST_StructureMinigunBP_C_6805) CONTENT: Minigun(/Engine/Transient.Default__REINST_StructureMinigunBP_C_6805) LITERAL: 1(/Game/Genesis2/Weapons/MiniGun/StructureMinigunBP.StructureMinigunBP:ExecuteUbergraph_StructureMinigunBP.K2Node_MakeStruct_348) LITERAL: 2(/Game/Genesis2/Weapons/MiniGun/StructureMinigunBP.StructureMinigunBP:ExecuteUbergraph_StructureMinigunBP.K2Node_MakeStruct_349) LITERAL: 3(/Game/Genesis2/Weapons/MiniGun/StructureMinigunBP.StructureMinigunBP:ExecuteUbergraph_StructureMinigunBP.K2Node_MakeStruct_350) LITERAL: 4(/Game/Genesis2/Weapons/MiniGun/StructureMinigunBP.StructureMinigunBP:ExecuteUbergraph_StructureMinigunBP.K2Node_MakeStruct_351) LITERAL: extend {0} {1}(/Game/Genesis2/Weapons/MiniGun/StructureMinigunBP.StructureMinigunBP:EdGraph_23931.K2Node_CallFunction_59642) LITERAL: 0(/Game/Genesis2/Weapons/MiniGun/StructureMinigunBP.StructureMinigunBP:EdGraph_23931.K2Node_MakeStruct_352) LITERAL: 1(/Game/Genesis2/Weapons/MiniGun/StructureMinigunBP.StructureMinigunBP:EdGraph_23931.K2Node_MakeStruct_353) CONTENT: Turn On(/Engine/Transient.REINST_StructureMinigunBP_C_1) CONTENT: Turn Off(/Engine/Transient.REINST_StructureMinigunBP_C_1) CONTENT: Minigun(/Engine/Transient.REINST_StructureMinigunBP_C_1) LITERAL: Spin Speed: {1} - Is Spining Up: {2} - Is Up To Speed: {3} - Is Attempting To Fire {4}(/Game/Genesis2/Weapons/MiniGun/WeapMinigun.WeapMinigun:ExecuteUbergraph_WeapMinigun.K2Node_CallFunction_60360) LITERAL: 1(/Game/Genesis2/Weapons/MiniGun/WeapMinigun.WeapMinigun:ExecuteUbergraph_WeapMinigun.K2Node_MakeStruct_354) LITERAL: 2(/Game/Genesis2/Weapons/MiniGun/WeapMinigun.WeapMinigun:ExecuteUbergraph_WeapMinigun.K2Node_MakeStruct_355) LITERAL: 3(/Game/Genesis2/Weapons/MiniGun/WeapMinigun.WeapMinigun:ExecuteUbergraph_WeapMinigun.K2Node_MakeStruct_356) LITERAL: 4(/Game/Genesis2/Weapons/MiniGun/WeapMinigun.WeapMinigun:ExecuteUbergraph_WeapMinigun.K2Node_MakeStruct_357) CONTENT: TekBow(/Engine/Transient.REINST_Buff_TekBowHelper_C_0) LITERAL: {0} per(/Game/Genesis2/Weapons/TekBow/Buff_TekBowHelper.Buff_TekBowHelper:BPGetHUDElements.K2Node_FormatText_275) LITERAL: Arrow(/Game/Genesis2/Weapons/TekBow/Buff_TekBowHelper.Buff_TekBowHelper:BPGetHUDElements.K2Node_CallFunction_333299) LITERAL: INSTANT HIT(/Game/Genesis2/Weapons/TekBow/Buff_TekBowHelper.Buff_TekBowHelper:BPGetHUDElements.K2Node_CallFunction_334731) LITERAL: PROJECTILE(/Game/Genesis2/Weapons/TekBow/Buff_TekBowHelper.Buff_TekBowHelper:BPGetHUDElements.K2Node_CallFunction_334731) CONTENT: TekBow(/Engine/Transient.Default__REINST_Buff_TekBowHelper_C_6832) LITERAL: {0} per(/Game/Genesis2/Weapons/TekBow/Buff_TekBowHelper.Buff_TekBowHelper:EdGraph_24097.K2Node_CallFunction_60743) LITERAL: 0(/Game/Genesis2/Weapons/TekBow/Buff_TekBowHelper.Buff_TekBowHelper:EdGraph_24097.K2Node_MakeStruct_360) CONTENT: TekBow(/Engine/Transient.REINST_Buff_TekBowHelper_C_1) CONTENT: Rockwell Tentacle(/Engine/Transient.REINST_Tentacle_HazardBP_C_0) CONTENT: Goo-ed!(/Engine/Transient.REINST_Buff_TentacleProjGoo_C_0) CONTENT: Your movement speed is decreased and Tek Super Speed and Jet Pack are prevented!(/Engine/Transient.REINST_Buff_TentacleProjGoo_C_0) CONTENT: Goo-ed!(/Engine/Transient.REINST_Buff_TentacleProjGoo_C_0) CONTENT: Goo-ed!(/Engine/Transient.Default__REINST_Buff_TentacleProjGoo_C_6862) CONTENT: Your movement speed is decreased and Tek Super Speed and Jet Pack are prevented!(/Engine/Transient.Default__REINST_Buff_TentacleProjGoo_C_6862) CONTENT: Goo-ed!(/Engine/Transient.Default__REINST_Buff_TentacleProjGoo_C_6862) CONTENT: Goo-ed!(/Engine/Transient.REINST_Buff_TentacleProjGoo_C_1) CONTENT: Your movement speed is decreased and Tek Super Speed and Jet Pack are prevented!(/Engine/Transient.REINST_Buff_TentacleProjGoo_C_1) CONTENT: Goo-ed!(/Engine/Transient.REINST_Buff_TentacleProjGoo_C_1) LITERAL: SpawnedTentacleTimedDeath(/Game/Genesis2/Environment/Hazards/TentacleHazard/Tentacle_HazardBP.Tentacle_HazardBP:BlueprintAnimNotifyCustomEvent.K2Node_CallFunction_772899) LITERAL: SpawnedTentacleTimedDeath(/Game/Genesis2/Environment/Hazards/TentacleHazard/Tentacle_HazardBP.Tentacle_HazardBP:BlueprintAnimNotifyCustomEvent.K2Node_CallFunction_774054) LITERAL: SpawnedTentacleTimedDeath(/Game/Genesis2/Environment/Hazards/TentacleHazard/Tentacle_HazardBP.Tentacle_HazardBP:BlueprintAnimNotifyCustomEvent.K2Node_CallFunction_775673) LITERAL: CheckRevive(/Game/Genesis2/Environment/Hazards/TentacleHazard/Tentacle_HazardBP.Tentacle_HazardBP:BPTriggerStasisEvent.K2Node_CallFunction_255860) LITERAL: ServerTick(/Game/Genesis2/Environment/Hazards/TentacleHazard/Tentacle_HazardBP.Tentacle_HazardBP:BPTriggerStasisEvent.K2Node_CallFunction_382640) LITERAL: SpawnTentacleAttack(/Game/Genesis2/Environment/Hazards/TentacleHazard/Tentacle_HazardBP.Tentacle_HazardBP:EventGraph.K2Node_CallFunction_141292) LITERAL: EventNextTick(/Game/Genesis2/Environment/Hazards/TentacleHazard/Tentacle_HazardBP.Tentacle_HazardBP:EventGraph.K2Node_CallFunction_174281) LITERAL: StartTimers(/Game/Genesis2/Environment/Hazards/TentacleHazard/Tentacle_HazardBP.Tentacle_HazardBP:EventGraph.K2Node_CallFunction_188468) LITERAL: ServerTick(/Game/Genesis2/Environment/Hazards/TentacleHazard/Tentacle_HazardBP.Tentacle_HazardBP:EventGraph.K2Node_CallFunction_201504) LITERAL: ServerTick(/Game/Genesis2/Environment/Hazards/TentacleHazard/Tentacle_HazardBP.Tentacle_HazardBP:EventGraph.K2Node_CallFunction_381401) LITERAL: ServerTick(/Game/Genesis2/Environment/Hazards/TentacleHazard/Tentacle_HazardBP.Tentacle_HazardBP:EventGraph.K2Node_CallFunction_388095) LITERAL: ServerTick(/Game/Genesis2/Environment/Hazards/TentacleHazard/Tentacle_HazardBP.Tentacle_HazardBP:EventGraph.K2Node_CallFunction_388096) LITERAL: CheckRevive(/Game/Genesis2/Environment/Hazards/TentacleHazard/Tentacle_HazardBP.Tentacle_HazardBP:EventGraph.K2Node_CallFunction_569804) LITERAL: StartTimers(/Game/Genesis2/Environment/Hazards/TentacleHazard/Tentacle_HazardBP.Tentacle_HazardBP:ForceTargetChar.K2Node_CallFunction_188468) LITERAL: StartTimers(/Game/Genesis2/Environment/Hazards/TentacleHazard/Tentacle_HazardBP.Tentacle_HazardBP:ManualOverlapCheck.K2Node_CallFunction_188468) LITERAL: SpawnedTentacleTimedDeath(/Game/Genesis2/Environment/Hazards/TentacleHazard/Tentacle_HazardBP.Tentacle_HazardBP:OnAttackTentacleSpawned.K2Node_CallFunction_746230) LITERAL: ClearDissolve(/Game/Genesis2/Environment/Hazards/TentacleHazard/Tentacle_HazardBP.Tentacle_HazardBP:SetIsDead.K2Node_CallFunction_165190) CONTENT: Rockwell Tentacle(/Engine/Transient.Default__REINST_Tentacle_HazardBP_C_6897) CONTENT: Rockwell Tentacle(/Engine/Transient.REINST_Tentacle_HazardBP_C_1) LITERAL: HoldReloadTimer(/Game/Genesis2/Weapons/TekBow/WeapTekBow.WeapTekBow:EventGraph.K2Node_CallFunction_535450) LITERAL: HoldReloadTimer(/Game/Genesis2/Weapons/TekBow/WeapTekBow.WeapTekBow:EventGraph.K2Node_CallFunction_241171) LITERAL: DelayedEnableInput(/Game/Genesis2/Weapons/TekBow/WeapTekBow.WeapTekBow:EventGraph.K2Node_CallFunction_197057) LITERAL: DelayedEnableInput(/Game/Genesis2/Weapons/TekBow/WeapTekBow.WeapTekBow:EventGraph.K2Node_CallFunction_336682) LITERAL: Received invalid values from client(/Game/Genesis2/Weapons/TekBow/WeapTekBow.WeapTekBow:EventGraph.K2Node_CallFunction_545973) LITERAL: Hit obstructed on server(/Game/Genesis2/Weapons/TekBow/WeapTekBow.WeapTekBow:EventGraph.K2Node_CallFunction_502411) LITERAL: ViewLocation(/Game/Genesis2/Weapons/TekBow/WeapTekBow.WeapTekBow:EventGraph.K2Node_CallFunction_448236) LITERAL: Trace(/Game/Genesis2/Weapons/TekBow/WeapTekBow.WeapTekBow:EventGraph.K2Node_CallFunction_401781) LITERAL: HitLocation(/Game/Genesis2/Weapons/TekBow/WeapTekBow.WeapTekBow:EventGraph.K2Node_CallFunction_396207) LITERAL: Direction(/Game/Genesis2/Weapons/TekBow/WeapTekBow.WeapTekBow:EventGraph.K2Node_CallFunction_408621) LITERAL: Server not pulling(/Game/Genesis2/Weapons/TekBow/WeapTekBow.WeapTekBow:EventGraph.K2Node_CallFunction_244381) LITERAL: InitItemData(/Game/Genesis2/Weapons/TekBow/WeapTekBow.WeapTekBow:EventGraph.K2Node_CallFunction_336940) LITERAL: InitItemData(/Game/Genesis2/Weapons/TekBow/WeapTekBow.WeapTekBow:EventGraph.K2Node_CallFunction_197056) LITERAL: HoldReloadTimer(/Game/Genesis2/Weapons/TekBow/WeapTekBow.WeapTekBow:EventGraph.K2Node_CallFunction_428151) LITERAL: CycleAmmoTimer(/Game/Genesis2/Weapons/TekBow/WeapTekBow.WeapTekBow:EventGraph.K2Node_CallFunction_536334) LITERAL: CycleAmmoTimer(/Game/Genesis2/Weapons/TekBow/WeapTekBow.WeapTekBow:EventGraph.K2Node_CallFunction_429248) LITERAL: ((/Game/Genesis2/Weapons/TekBow/WeapTekBow.WeapTekBow:BPDrawHud.K2Node_CallFunction_166787) LITERAL: %)(/Game/Genesis2/Weapons/TekBow/WeapTekBow.WeapTekBow:BPDrawHud.K2Node_CallFunction_166787) LITERAL: NoHit(/Game/Genesis2/Weapons/TekBow/WeapTekBow.WeapTekBow:BPSelectProjectileToFire.K2Node_CallFunction_198900) LITERAL: StartLocation(/Game/Genesis2/Weapons/TekBow/WeapTekBow.WeapTekBow:BPSelectProjectileToFire.K2Node_CallFunction_448236) LITERAL: Trace(/Game/Genesis2/Weapons/TekBow/WeapTekBow.WeapTekBow:BPSelectProjectileToFire.K2Node_CallFunction_401781) LITERAL: HitLocation(/Game/Genesis2/Weapons/TekBow/WeapTekBow.WeapTekBow:BPSelectProjectileToFire.K2Node_CallFunction_396207) LITERAL: Direction(/Game/Genesis2/Weapons/TekBow/WeapTekBow.WeapTekBow:BPSelectProjectileToFire.K2Node_CallFunction_408621) LITERAL: ToggleAccessory(/Game/Genesis2/Weapons/TekBow/WeapTekBow.WeapTekBow:GetAmmoWheelEntries.K2Node_MakeStruct_10317) LITERAL: AmmoSelected(/Game/Genesis2/Weapons/TekBow/WeapTekBow.WeapTekBow:GetAmmoWheelEntries.K2Node_MakeStruct_5725) LITERAL: ((/Game/Genesis2/Weapons/TekBow/WeapTekBow.WeapTekBow:GetAmmoWheelEntries.K2Node_CallFunction_170380) LITERAL: )(/Game/Genesis2/Weapons/TekBow/WeapTekBow.WeapTekBow:GetAmmoWheelEntries.K2Node_CallFunction_170380) LITERAL: Select Ammo(/Game/Genesis2/Weapons/TekBow/WeapTekBow.WeapTekBow:Show Ammo Wheel.K2Node_MakeStruct_10678) LITERAL: AimDownSight: (/Game/Genesis2/Weapons/TekBow/WeapTekBow.WeapTekBow:UpdateArrowVisibility.K2Node_CallFunction_176048) LITERAL: InstantHit: (/Game/Genesis2/Weapons/TekBow/WeapTekBow.WeapTekBow:UpdateArrowVisibility.K2Node_CallFunction_176049) LITERAL: BlendOn: (/Game/Genesis2/Weapons/TekBow/WeapTekBow.WeapTekBow:UpdateArrowVisibility.K2Node_CallFunction_176047) LITERAL: ((/Game/Genesis2/Weapons/TekBow/WeapTekBow.WeapTekBow:GetAmmoMultiuseEntries.K2Node_CallFunction_170380) LITERAL: )(/Game/Genesis2/Weapons/TekBow/WeapTekBow.WeapTekBow:GetAmmoMultiuseEntries.K2Node_CallFunction_170380) CONTENT: Tek Bow(/Game/Genesis2/Weapons/TekBow/PrimalItem_WeaponTekBow.Default__PrimalItem_WeaponTekBow_C) CONTENT: When infused with Element Shards, will 3-D print high velocity explosive arrows at a cost of Element Shards. Can also fire other arrow types.(/Game/Genesis2/Weapons/TekBow/PrimalItem_WeaponTekBow.Default__PrimalItem_WeaponTekBow_C) CONTENT: Weapons(/Game/Genesis2/Weapons/TekBow/PrimalItem_WeaponTekBow.Default__PrimalItem_WeaponTekBow_C) CONTENT: Tek(/Game/Genesis2/Weapons/TekBow/PrimalItem_WeaponTekBow.Default__PrimalItem_WeaponTekBow_C) CONTENT: (/Engine/Transient.REINST_Buff_TekPistol_Kill_C_0) CONTENT: Kill Charge Building(/Engine/Transient.REINST_Buff_TekPistol_Kill_C_0) CONTENT: Being affected by kill beams(/Engine/Transient.REINST_Buff_TekPistol_Kill_C_0) LITERAL: Buff Active {0}(/Game/Genesis2/Weapons/TekPistol/Buff_TekPistol_Kill.Buff_TekPistol_Kill:BPActivated.K2Node_FormatText_4) LITERAL: Stun Applied {0}(/Game/Genesis2/Weapons/TekPistol/Buff_TekPistol_Kill.Buff_TekPistol_Kill:ApplyChargeWeight.K2Node_FormatText_213) CONTENT: (/Engine/Transient.Default__REINST_Buff_TekPistol_Kill_C_6980) CONTENT: Kill Charge Building(/Engine/Transient.Default__REINST_Buff_TekPistol_Kill_C_6980) CONTENT: Being affected by kill beams(/Engine/Transient.Default__REINST_Buff_TekPistol_Kill_C_6980) LITERAL: Buff Active {0}(/Game/Genesis2/Weapons/TekPistol/Buff_TekPistol_Kill.Buff_TekPistol_Kill:EdGraph_24735.K2Node_CallFunction_62403) LITERAL: 0(/Game/Genesis2/Weapons/TekPistol/Buff_TekPistol_Kill.Buff_TekPistol_Kill:EdGraph_24735.K2Node_MakeStruct_363) LITERAL: Stun Applied {0}(/Game/Genesis2/Weapons/TekPistol/Buff_TekPistol_Kill.Buff_TekPistol_Kill:EdGraph_24739.K2Node_CallFunction_62404) LITERAL: 0(/Game/Genesis2/Weapons/TekPistol/Buff_TekPistol_Kill.Buff_TekPistol_Kill:EdGraph_24739.K2Node_MakeStruct_364) CONTENT: (/Engine/Transient.REINST_Buff_TekPistol_Kill_C_1) CONTENT: Kill Charge Building(/Engine/Transient.REINST_Buff_TekPistol_Kill_C_1) CONTENT: Being affected by kill beams(/Engine/Transient.REINST_Buff_TekPistol_Kill_C_1) CONTENT: Tek Phase Pistol(/Game/Genesis2/Weapons/TekPistol/PrimalItem_WeaponTekPistol.Default__PrimalItem_WeaponTekPistol_C) CONTENT: Shoots plasma beams with varying intensity and effect, at a cost of Element.(/Game/Genesis2/Weapons/TekPistol/PrimalItem_WeaponTekPistol.Default__PrimalItem_WeaponTekPistol_C) CONTENT: Weapons(/Game/Genesis2/Weapons/TekPistol/PrimalItem_WeaponTekPistol.Default__PrimalItem_WeaponTekPistol_C) CONTENT: Firearms(/Game/Genesis2/Weapons/TekPistol/PrimalItem_WeaponTekPistol.Default__PrimalItem_WeaponTekPistol_C) CONTENT: Tek(/Game/Genesis2/Weapons/TekPistol/PrimalItem_WeaponTekPistol.Default__PrimalItem_WeaponTekPistol_C) CONTENT: STUN(/Engine/Transient.REINST_Buff_TekPistol_Stun_C_0) CONTENT: (/Engine/Transient.REINST_Buff_TekPistol_Stun_C_0) CONTENT: Stun Charge Building(/Engine/Transient.REINST_Buff_TekPistol_Stun_C_0) CONTENT: Being affected by stun beams(/Engine/Transient.REINST_Buff_TekPistol_Stun_C_0) CONTENT: Stunned!(/Engine/Transient.REINST_Buff_Stunned_TekPistol_C_0) CONTENT: In a daze(/Engine/Transient.REINST_Buff_Stunned_TekPistol_C_0) LITERAL: Stun Applied {0}(/Game/Genesis2/Weapons/TekPistol/Buff_TekPistol_Stun.Buff_TekPistol_Stun:ApplyStunWeight.K2Node_FormatText_213) LITERAL: Buff Active {0}(/Game/Genesis2/Weapons/TekPistol/Buff_TekPistol_Stun.Buff_TekPistol_Stun:BPActivated.K2Node_FormatText_4) CONTENT: Stun Resistance(/Engine/Transient.REINST_Buff_TekPistol_StunResist_C_0) CONTENT: Resistant to stun beams(/Engine/Transient.REINST_Buff_TekPistol_StunResist_C_0) CONTENT: Stun Resistance(/Engine/Transient.Default__REINST_Buff_TekPistol_StunResist_C_6988) CONTENT: Resistant to stun beams(/Engine/Transient.Default__REINST_Buff_TekPistol_StunResist_C_6988) CONTENT: Stun Resistance(/Engine/Transient.REINST_Buff_TekPistol_StunResist_C_1) CONTENT: Resistant to stun beams(/Engine/Transient.REINST_Buff_TekPistol_StunResist_C_1) CONTENT: Stunned!(/Engine/Transient.Default__REINST_Buff_Stunned_TekPistol_C_6995) CONTENT: In a daze(/Engine/Transient.Default__REINST_Buff_Stunned_TekPistol_C_6995) CONTENT: Stunned!(/Engine/Transient.REINST_Buff_Stunned_TekPistol_C_1) CONTENT: In a daze(/Engine/Transient.REINST_Buff_Stunned_TekPistol_C_1) CONTENT: STUN(/Engine/Transient.Default__REINST_Buff_TekPistol_Stun_C_7002) CONTENT: (/Engine/Transient.Default__REINST_Buff_TekPistol_Stun_C_7002) CONTENT: Stun Charge Building(/Engine/Transient.Default__REINST_Buff_TekPistol_Stun_C_7002) CONTENT: Being affected by stun beams(/Engine/Transient.Default__REINST_Buff_TekPistol_Stun_C_7002) LITERAL: Buff Active {0}(/Game/Genesis2/Weapons/TekPistol/Buff_TekPistol_Stun.Buff_TekPistol_Stun:EdGraph_24828.K2Node_CallFunction_62442) LITERAL: 0(/Game/Genesis2/Weapons/TekPistol/Buff_TekPistol_Stun.Buff_TekPistol_Stun:EdGraph_24828.K2Node_MakeStruct_365) LITERAL: Stun Applied {0}(/Game/Genesis2/Weapons/TekPistol/Buff_TekPistol_Stun.Buff_TekPistol_Stun:EdGraph_24831.K2Node_CallFunction_62443) LITERAL: 0(/Game/Genesis2/Weapons/TekPistol/Buff_TekPistol_Stun.Buff_TekPistol_Stun:EdGraph_24831.K2Node_MakeStruct_366) CONTENT: STUN(/Engine/Transient.REINST_Buff_TekPistol_Stun_C_1) CONTENT: (/Engine/Transient.REINST_Buff_TekPistol_Stun_C_1) CONTENT: Stun Charge Building(/Engine/Transient.REINST_Buff_TekPistol_Stun_C_1) CONTENT: Being affected by stun beams(/Engine/Transient.REINST_Buff_TekPistol_Stun_C_1) CONTENT: Heal Buff(/Engine/Transient.REINST_Buff_TekPistol_Heal_C_0) CONTENT: Being healed by TekPistol beams(/Engine/Transient.REINST_Buff_TekPistol_Heal_C_0) LITERAL: {d}/({p}%)(/Game/Genesis2/Weapons/TekPistol/Buff_TekPistol_Heal.Buff_TekPistol_Heal:BuffPostAdjustDamage.K2Node_FormatText_6) CONTENT: Heal Buff(/Engine/Transient.Default__REINST_Buff_TekPistol_Heal_C_7010) CONTENT: Being healed by TekPistol beams(/Engine/Transient.Default__REINST_Buff_TekPistol_Heal_C_7010) LITERAL: {d}/({p}%)(/Game/Genesis2/Weapons/TekPistol/Buff_TekPistol_Heal.Buff_TekPistol_Heal:EdGraph_24859.K2Node_CallFunction_62455) LITERAL: d(/Game/Genesis2/Weapons/TekPistol/Buff_TekPistol_Heal.Buff_TekPistol_Heal:EdGraph_24859.K2Node_MakeStruct_367) LITERAL: p(/Game/Genesis2/Weapons/TekPistol/Buff_TekPistol_Heal.Buff_TekPistol_Heal:EdGraph_24859.K2Node_MakeStruct_368) CONTENT: Heal Buff(/Engine/Transient.REINST_Buff_TekPistol_Heal_C_1) CONTENT: Being healed by TekPistol beams(/Engine/Transient.REINST_Buff_TekPistol_Heal_C_1) LITERAL: ApplyHelperBuff(/Game/Genesis2/Weapons/TekPistol/WeapTekPistol.WeapTekPistol:ApplyHelperBuff.K2Node_CallFunction_197489) LITERAL: damage scale (/Game/Genesis2/Weapons/TekPistol/WeapTekPistol.WeapTekPistol:BPSpawnImpactEffects.K2Node_CallFunction_189307) LITERAL: PreventFireDuringModeSwitch(/Game/Genesis2/Weapons/TekPistol/WeapTekPistol.WeapTekPistol:EventGraph.K2Node_CallFunction_163392) LITERAL: PreventFireDuringModeSwitch(/Game/Genesis2/Weapons/TekPistol/WeapTekPistol.WeapTekPistol:StartSecondaryActionEvent.K2Node_CallFunction_163392) LITERAL: Set to Kill(/Game/Genesis2/Weapons/TekPistol/Buff_TekPistolHelper.Buff_TekPistolHelper:BPGetHUDElements.K2Node_CallFunction_466833) LITERAL: Set to Stun(/Game/Genesis2/Weapons/TekPistol/Buff_TekPistolHelper.Buff_TekPistolHelper:BPGetHUDElements.K2Node_CallFunction_472441) LITERAL: Set to Heal(/Game/Genesis2/Weapons/TekPistol/Buff_TekPistolHelper.Buff_TekPistolHelper:BPGetHUDElements.K2Node_CallFunction_466832) LITERAL: STUN ({0}%)(/Game/Genesis2/Weapons/TekPistol/Buff_TekPistolHelper.Buff_TekPistolHelper:BPGetHUDElements.K2Node_FormatText_241) LITERAL: DMG x{0}(/Game/Genesis2/Weapons/TekPistol/Buff_TekPistolHelper.Buff_TekPistolHelper:BPGetHUDElements.K2Node_FormatText_275) LITERAL: STUN ({0}%)(/Game/Genesis2/Weapons/TekPistol/Buff_TekPistolHelper.Buff_TekPistolHelper:EdGraph_24881.K2Node_CallFunction_62619) LITERAL: 0(/Game/Genesis2/Weapons/TekPistol/Buff_TekPistolHelper.Buff_TekPistolHelper:EdGraph_24881.K2Node_MakeStruct_371) LITERAL: DMG x{0}(/Game/Genesis2/Weapons/TekPistol/Buff_TekPistolHelper.Buff_TekPistolHelper:EdGraph_24881.K2Node_CallFunction_62620) LITERAL: 0(/Game/Genesis2/Weapons/TekPistol/Buff_TekPistolHelper.Buff_TekPistolHelper:EdGraph_24881.K2Node_MakeStruct_372) CONTENT: Heavy Miner's Helmet(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Metal/PrimalItemArmor_MinersHelmet.Default__PrimalItemArmor_MinersHelmet_C) CONTENT: Provides heavy physical protection, but makes the elements harder to endure. Comes with a built-in light source, which wears out over time.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Metal/PrimalItemArmor_MinersHelmet.Default__PrimalItemArmor_MinersHelmet_C) CONTENT: Armor(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Metal/PrimalItemArmor_MinersHelmet.Default__PrimalItemArmor_MinersHelmet_C) CONTENT: Metal(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Metal/PrimalItemArmor_MinersHelmet.Default__PrimalItemArmor_MinersHelmet_C) CONTENT: Allosaurus Saddle(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_AlloSaddle.Default__PrimalItemArmor_AlloSaddle_C) CONTENT: Equip an Allosaurus with this to ride it.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_AlloSaddle.Default__PrimalItemArmor_AlloSaddle_C) CONTENT: Saddles(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_AlloSaddle.Default__PrimalItemArmor_AlloSaddle_C) CONTENT: Ankylo Saddle(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_AnkyloSaddle.Default__PrimalItemArmor_AnkyloSaddle_C) CONTENT: Equip a Ankylo with this to ride it.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_AnkyloSaddle.Default__PrimalItemArmor_AnkyloSaddle_C) CONTENT: Saddles(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_AnkyloSaddle.Default__PrimalItemArmor_AnkyloSaddle_C) CONTENT: Baryonyx Saddle(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_BaryonyxSaddle.Default__PrimalItemArmor_BaryonyxSaddle_C) CONTENT: Equip a Baryonyx with this to ride it.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_BaryonyxSaddle.Default__PrimalItemArmor_BaryonyxSaddle_C) CONTENT: Saddles(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_BaryonyxSaddle.Default__PrimalItemArmor_BaryonyxSaddle_C) CONTENT: Basilosaurus Saddle(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_BasiloSaddle.Default__PrimalItemArmor_BasiloSaddle_C) CONTENT: Equip a Basilosaurus with this to ride it.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_BasiloSaddle.Default__PrimalItemArmor_BasiloSaddle_C) CONTENT: Saddles(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_BasiloSaddle.Default__PrimalItemArmor_BasiloSaddle_C) CONTENT: Chalicotherium Saddle(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_ChalicoSaddle.Default__PrimalItemArmor_ChalicoSaddle_C) CONTENT: Equip a Chalicotherium with this to ride it.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_ChalicoSaddle.Default__PrimalItemArmor_ChalicoSaddle_C) CONTENT: Saddles(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_ChalicoSaddle.Default__PrimalItemArmor_ChalicoSaddle_C) CONTENT: Daeodon Saddle(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_DaeodonSaddle.Default__PrimalItemArmor_DaeodonSaddle_C) CONTENT: Equip a Daeodon with this to ride it.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_DaeodonSaddle.Default__PrimalItemArmor_DaeodonSaddle_C) CONTENT: Saddles(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_DaeodonSaddle.Default__PrimalItemArmor_DaeodonSaddle_C) CONTENT: Doedicurus Saddle(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_DoedSaddle.Default__PrimalItemArmor_DoedSaddle_C) CONTENT: Equip a Doedicurus with this to ride it.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_DoedSaddle.Default__PrimalItemArmor_DoedSaddle_C) CONTENT: Saddles(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_DoedSaddle.Default__PrimalItemArmor_DoedSaddle_C) CONTENT: Equus Saddle(/Engine/Transient.REINST_PrimalItemArmor_EquusSaddle_C_0) CONTENT: A saddle for your horse. Useful for crafting chemical supplies on the go!(/Engine/Transient.REINST_PrimalItemArmor_EquusSaddle_C_0) CONTENT: Saddles(/Engine/Transient.REINST_PrimalItemArmor_EquusSaddle_C_0) CONTENT: Board Back Seat(/Engine/Transient.REINST_PrimalItemArmor_EquusSaddle_C_0) CONTENT: Equus Saddle(/Engine/Transient.Default__REINST_PrimalItemArmor_EquusSaddle_C_7044) CONTENT: A saddle for your horse. Useful for crafting chemical supplies on the go!(/Engine/Transient.Default__REINST_PrimalItemArmor_EquusSaddle_C_7044) CONTENT: Saddles(/Engine/Transient.Default__REINST_PrimalItemArmor_EquusSaddle_C_7044) CONTENT: Board Back Seat(/Engine/Transient.Default__REINST_PrimalItemArmor_EquusSaddle_C_7044) CONTENT: Equus Saddle(/Engine/Transient.REINST_PrimalItemArmor_EquusSaddle_C_1) CONTENT: A saddle for your horse. Useful for crafting chemical supplies on the go!(/Engine/Transient.REINST_PrimalItemArmor_EquusSaddle_C_1) CONTENT: Saddles(/Engine/Transient.REINST_PrimalItemArmor_EquusSaddle_C_1) CONTENT: Board Back Seat(/Engine/Transient.REINST_PrimalItemArmor_EquusSaddle_C_1) CONTENT: Mammoth Saddle(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_MammothSaddle.Default__PrimalItemArmor_MammothSaddle_C) CONTENT: Equip a Mammoth with this to ride it.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_MammothSaddle.Default__PrimalItemArmor_MammothSaddle_C) CONTENT: Saddles(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_MammothSaddle.Default__PrimalItemArmor_MammothSaddle_C) CONTENT: Board Drum Platform(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_MammothSaddle.Default__PrimalItemArmor_MammothSaddle_C) CONTENT: Megalania Saddle(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_MegalaniaSaddle.Default__PrimalItemArmor_MegalaniaSaddle_C) CONTENT: Equip a Megalania with this to ride it.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_MegalaniaSaddle.Default__PrimalItemArmor_MegalaniaSaddle_C) CONTENT: Saddles(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_MegalaniaSaddle.Default__PrimalItemArmor_MegalaniaSaddle_C) CONTENT: Megalodon Tek Saddle(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_MegalodonSaddle_Tek.Default__PrimalItemArmor_MegalodonSaddle_Tek_C) CONTENT: Equip a Megalodon with this to ride it, enabling the rider to fire plasma projectiles. Using requires learning this Tekgram.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_MegalodonSaddle_Tek.Default__PrimalItemArmor_MegalodonSaddle_Tek_C) CONTENT: Saddles(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_MegalodonSaddle_Tek.Default__PrimalItemArmor_MegalodonSaddle_Tek_C) CONTENT: Tek(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_MegalodonSaddle_Tek.Default__PrimalItemArmor_MegalodonSaddle_Tek_C) CONTENT: Chalico Sit Buff(/Engine/Transient.REINST_Buff_RestingDino_C_0) CONTENT: Chalico consumes fodd and water at half the normal speed. It also recovers 2% health per second.(/Engine/Transient.REINST_Buff_RestingDino_C_0) CONTENT: Chalico Sit Buff(/Engine/Transient.Default__REINST_Buff_RestingDino_C_7066) CONTENT: Chalico consumes fodd and water at half the normal speed. It also recovers 2% health per second.(/Engine/Transient.Default__REINST_Buff_RestingDino_C_7066) CONTENT: Chalico Sit Buff(/Engine/Transient.REINST_Buff_RestingDino_C_1) CONTENT: Chalico consumes fodd and water at half the normal speed. It also recovers 2% health per second.(/Engine/Transient.REINST_Buff_RestingDino_C_1) CONTENT: Text(/Game/PrimalEarth/UI/ToolTipWidgetTargetingInfo.ToolTipWidgetTargetingInfo_C:WidgetTree_79.TitleLabel) CONTENT: Info Line 2 Line 3 Line 4(/Game/PrimalEarth/UI/ToolTipWidgetTargetingInfo.ToolTipWidgetTargetingInfo_C:WidgetTree_79.InfoLabel) CONTENT: Health(/Game/PrimalEarth/UI/ToolTipWidgetTargetingInfo.ToolTipWidgetTargetingInfo_C:WidgetTree_79.HealthDescriptionLabel) CONTENT: Torpidity(/Game/PrimalEarth/UI/ToolTipWidgetTargetingInfo.ToolTipWidgetTargetingInfo_C:WidgetTree_79.TorpidityDescriptionLabel) LITERAL: Nocturnal Dino :: BEGIN PLAY--------(/Game/PrimalEarth/CoreBlueprints/Dino_Character_BP_Nocturnal.Dino_Character_BP_Nocturnal:EventGraph.K2Node_CallFunction_54730) LITERAL: /////////FALL ASLEEP///////////(/Game/PrimalEarth/CoreBlueprints/Dino_Character_BP_Nocturnal.Dino_Character_BP_Nocturnal:FallAsleep.K2Node_CallFunction_28115) LITERAL: /////////WAKE UP///////////(/Game/PrimalEarth/CoreBlueprints/Dino_Character_BP_Nocturnal.Dino_Character_BP_Nocturnal:WakeUp.K2Node_CallFunction_38135) LITERAL: CHECK FOR SLEEP(/Game/PrimalEarth/CoreBlueprints/Dino_Character_BP_Nocturnal.Dino_Character_BP_Nocturnal:CheckForSleep.K2Node_CallFunction_73641) LITERAL: CHECK FOR WAKE(/Game/PrimalEarth/CoreBlueprints/Dino_Character_BP_Nocturnal.Dino_Character_BP_Nocturnal:CheckForWake.K2Node_CallFunction_73642) LITERAL: =======ON REP IS NATURALLY SLEEPING: (/Game/PrimalEarth/CoreBlueprints/Dino_Character_BP_Nocturnal.Dino_Character_BP_Nocturnal:OnRep_bIsNaturallySleeping.K2Node_CallFunction_63415) LITERAL: =======(/Game/PrimalEarth/CoreBlueprints/Dino_Character_BP_Nocturnal.Dino_Character_BP_Nocturnal:OnRep_bIsNaturallySleeping.K2Node_CallFunction_63488) LITERAL: / (/Game/PrimalEarth/CoreBlueprints/Dino_Character_BP_Nocturnal.Dino_Character_BP_Nocturnal:BlueprintDrawFloatingHUD.K2Node_CallFunction_20168) LITERAL: Sleep Debt: (/Game/PrimalEarth/CoreBlueprints/Dino_Character_BP_Nocturnal.Dino_Character_BP_Nocturnal:BlueprintDrawFloatingHUD.K2Node_CallFunction_20600) LITERAL: Is Staying Awake(/Game/PrimalEarth/CoreBlueprints/Dino_Character_BP_Nocturnal.Dino_Character_BP_Nocturnal:BlueprintDrawFloatingHUD.K2Node_VariableSet_10494) LITERAL: Is Staying Asleep(/Game/PrimalEarth/CoreBlueprints/Dino_Character_BP_Nocturnal.Dino_Character_BP_Nocturnal:BlueprintDrawFloatingHUD.K2Node_VariableSet_10493) LITERAL: ----OVERRIDE TO ALREADY SLEEPING!(/Game/PrimalEarth/CoreBlueprints/Dino_Character_BP_Nocturnal.Dino_Character_BP_Nocturnal:InitNocturnalDino.K2Node_CallFunction_53346) LITERAL: INITIALIZING NOCTURNAL DINO......(/Game/PrimalEarth/CoreBlueprints/Dino_Character_BP_Nocturnal.Dino_Character_BP_Nocturnal:InitNocturnalDino.K2Node_CallFunction_61654) LITERAL: Is Naturally Sleeping: (/Game/PrimalEarth/CoreBlueprints/Dino_Character_BP_Nocturnal.Dino_Character_BP_Nocturnal:InitNocturnalDino.K2Node_CallFunction_61708) LITERAL: Is Daytime: (/Game/PrimalEarth/CoreBlueprints/Dino_Character_BP_Nocturnal.Dino_Character_BP_Nocturnal:InitNocturnalDino.K2Node_CallFunction_61704) LITERAL: ============ON REP IS DAYTIME: (/Game/PrimalEarth/CoreBlueprints/Dino_Character_BP_Nocturnal.Dino_Character_BP_Nocturnal:OnRep_bIsDaytime.K2Node_CallFunction_63415) LITERAL: ============(/Game/PrimalEarth/CoreBlueprints/Dino_Character_BP_Nocturnal.Dino_Character_BP_Nocturnal:OnRep_bIsDaytime.K2Node_CallFunction_63488) LITERAL: -----UNSTASIS-----(/Game/PrimalEarth/CoreBlueprints/Dino_Character_BP_Nocturnal.Dino_Character_BP_Nocturnal:BPUnstasis.K2Node_CallFunction_22318) LITERAL: SERVER //: (/Game/PrimalEarth/CoreBlueprints/Dino_Character_BP_Nocturnal.Dino_Character_BP_Nocturnal:PrintStringWithAuth.K2Node_CallFunction_52957) LITERAL: CLIENT //: (/Game/PrimalEarth/CoreBlueprints/Dino_Character_BP_Nocturnal.Dino_Character_BP_Nocturnal:PrintStringWithAuth.K2Node_CallFunction_52957) LITERAL: Go to Sleep(/Game/PrimalEarth/CoreBlueprints/Dino_Character_BP_Nocturnal.Dino_Character_BP_Nocturnal:BPGetMultiUseEntries.K2Node_MakeStruct_854) LITERAL: Wake Up(/Game/PrimalEarth/CoreBlueprints/Dino_Character_BP_Nocturnal.Dino_Character_BP_Nocturnal:BPGetMultiUseEntries.K2Node_MakeStruct_855) LITERAL: Stay Asleep(/Game/PrimalEarth/CoreBlueprints/Dino_Character_BP_Nocturnal.Dino_Character_BP_Nocturnal:BPGetMultiUseEntries.K2Node_MakeStruct_2120) LITERAL: Stay Awake(/Game/PrimalEarth/CoreBlueprints/Dino_Character_BP_Nocturnal.Dino_Character_BP_Nocturnal:BPGetMultiUseEntries.K2Node_MakeStruct_7) LITERAL: Remove State Lock(/Game/PrimalEarth/CoreBlueprints/Dino_Character_BP_Nocturnal.Dino_Character_BP_Nocturnal:BPGetMultiUseEntries.K2Node_MakeStruct_821) LITERAL: Is Possible to Sleep :: (/Game/PrimalEarth/CoreBlueprints/Dino_Character_BP_Nocturnal.Dino_Character_BP_Nocturnal:IsPossibleToSleep.K2Node_CallFunction_37848) CONTENT: Groggy(/Engine/Transient.REINST_Buff_NocturnalState_Groggy_C_0) CONTENT: Dino is now Groggy(/Engine/Transient.REINST_Buff_NocturnalState_Groggy_C_0) CONTENT: Groggy(/Engine/Transient.Default__REINST_Buff_NocturnalState_Groggy_C_7098) CONTENT: Dino is now Groggy(/Engine/Transient.Default__REINST_Buff_NocturnalState_Groggy_C_7098) CONTENT: Groggy(/Engine/Transient.REINST_Buff_NocturnalState_Groggy_C_1) CONTENT: Dino is now Groggy(/Engine/Transient.REINST_Buff_NocturnalState_Groggy_C_1) CONTENT: Sleep Deprived(/Engine/Transient.REINST_Buff_NocturnalState_SleepDeprived_C_0) CONTENT: Dino is now sleep deprived(/Engine/Transient.REINST_Buff_NocturnalState_SleepDeprived_C_0) CONTENT: Sleep Deprived(/Engine/Transient.Default__REINST_Buff_NocturnalState_SleepDeprived_C_7105) CONTENT: Dino is now sleep deprived(/Engine/Transient.Default__REINST_Buff_NocturnalState_SleepDeprived_C_7105) CONTENT: Sleep Deprived(/Engine/Transient.REINST_Buff_NocturnalState_SleepDeprived_C_1) CONTENT: Dino is now sleep deprived(/Engine/Transient.REINST_Buff_NocturnalState_SleepDeprived_C_1) CONTENT: All Muted(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Megalosaur.Default__DinoColorSet_Megalosaur_C) CONTENT: Light Muted(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Megalosaur.Default__DinoColorSet_Megalosaur_C) CONTENT: All Muted(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Megalosaur.Default__DinoColorSet_Megalosaur_C) CONTENT: All Muted(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Megalosaur.Default__DinoColorSet_Megalosaur_C) CONTENT: Dark Muted(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Megalosaur.Default__DinoColorSet_Megalosaur_C) CONTENT: Light Muted(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Megalosaur.Default__DinoColorSet_Megalosaur_C) CONTENT: Megalosaurus Egg(/Game/PrimalEarth/Test/PrimalItemConsumable_Egg_Megalosaurus.Default__PrimalItemConsumable_Egg_Megalosaurus_C) CONTENT: Idle(/Engine/Transient.REINST_Megalosaurus_Character_BP_C_0) CONTENT: Cute(/Engine/Transient.REINST_Megalosaurus_Character_BP_C_0) CONTENT: Action(/Engine/Transient.REINST_Megalosaurus_Character_BP_C_0) CONTENT: Action2(/Engine/Transient.REINST_Megalosaurus_Character_BP_C_0) CONTENT: Move(/Engine/Transient.REINST_Megalosaurus_Character_BP_C_0) CONTENT: Megalosaurus(/Engine/Transient.REINST_Megalosaurus_Character_BP_C_0) CONTENT: Fertilized Megalosaurus Egg(/Game/PrimalEarth/Test/PrimalItemConsumable_Egg_Megalosaurus_Fertilized.Default__PrimalItemConsumable_Egg_Megalosaurus_Fertilized_C) LITERAL: Drop Prey(/Game/PrimalEarth/Dinos/Megalosaurus/Megalosaurus_Character_BP.Megalosaurus_Character_BP:BPGetMultiUseEntries.K2Node_MakeStruct_618) LITERAL: TryShakePreyAttack(/Game/PrimalEarth/Dinos/Megalosaurus/Megalosaurus_Character_BP.Megalosaurus_Character_BP:DropPrey.K2Node_CallFunction_33902) LITERAL: SKIN: SHINY(/Game/PrimalEarth/Dinos/Megalosaurus/Megalosaurus_Character_BP.Megalosaurus_Character_BP:UpdateAppearance.K2Node_CallFunction_36494) LITERAL: NIGHT EYES: ON(/Game/PrimalEarth/Dinos/Megalosaurus/Megalosaurus_Character_BP.Megalosaurus_Character_BP:UpdateAppearance.K2Node_CallFunction_36495) LITERAL: ///////////////////////UPDATING MEGALOSAURUS/////////////////////////(/Game/PrimalEarth/Dinos/Megalosaurus/Megalosaurus_Character_BP.Megalosaurus_Character_BP:UpdateAppearance.K2Node_CallFunction_36496) LITERAL: SKIN: NORMAL(/Game/PrimalEarth/Dinos/Megalosaurus/Megalosaurus_Character_BP.Megalosaurus_Character_BP:UpdateAppearance.K2Node_CallFunction_36497) LITERAL: NIGHT EYES: OFF(/Game/PrimalEarth/Dinos/Megalosaurus/Megalosaurus_Character_BP.Megalosaurus_Character_BP:UpdateAppearance.K2Node_CallFunction_36682) CONTENT: Idle(/Engine/Transient.Default__REINST_Megalosaurus_Character_BP_C_7127) CONTENT: Cute(/Engine/Transient.Default__REINST_Megalosaurus_Character_BP_C_7127) CONTENT: Action(/Engine/Transient.Default__REINST_Megalosaurus_Character_BP_C_7127) CONTENT: Action2(/Engine/Transient.Default__REINST_Megalosaurus_Character_BP_C_7127) CONTENT: Move(/Engine/Transient.Default__REINST_Megalosaurus_Character_BP_C_7127) CONTENT: Megalosaurus(/Engine/Transient.Default__REINST_Megalosaurus_Character_BP_C_7127) CONTENT: Idle(/Engine/Transient.REINST_Megalosaurus_Character_BP_C_1) CONTENT: Cute(/Engine/Transient.REINST_Megalosaurus_Character_BP_C_1) CONTENT: Action(/Engine/Transient.REINST_Megalosaurus_Character_BP_C_1) CONTENT: Action2(/Engine/Transient.REINST_Megalosaurus_Character_BP_C_1) CONTENT: Move(/Engine/Transient.REINST_Megalosaurus_Character_BP_C_1) CONTENT: Megalosaurus(/Engine/Transient.REINST_Megalosaurus_Character_BP_C_1) CONTENT: Megalosaurus Saddle(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_MegalosaurusSaddle.Default__PrimalItemArmor_MegalosaurusSaddle_C) CONTENT: Equip a Megalosaurus with this to ride it.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_MegalosaurusSaddle.Default__PrimalItemArmor_MegalosaurusSaddle_C) CONTENT: Saddles(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_MegalosaurusSaddle.Default__PrimalItemArmor_MegalosaurusSaddle_C) CONTENT: Megatherium Saddle(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_MegatheriumSaddle.Default__PrimalItemArmor_MegatheriumSaddle_C) CONTENT: Equip a Megatherium with this to ride it.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_MegatheriumSaddle.Default__PrimalItemArmor_MegatheriumSaddle_C) CONTENT: Saddles(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_MegatheriumSaddle.Default__PrimalItemArmor_MegatheriumSaddle_C) CONTENT: Mosasaur Tek Saddle(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_MosaSaddle_Tek.Default__PrimalItemArmor_MosaSaddle_Tek_C) CONTENT: Equip a Mosasaur with this to ride it, enabling the rider to fire plasma projectiles. Using requires learning this Tekgram.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_MosaSaddle_Tek.Default__PrimalItemArmor_MosaSaddle_Tek_C) CONTENT: Saddles(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_MosaSaddle_Tek.Default__PrimalItemArmor_MosaSaddle_Tek_C) CONTENT: Tek(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_MosaSaddle_Tek.Default__PrimalItemArmor_MosaSaddle_Tek_C) CONTENT: Paracer Saddle(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_Paracer_Saddle.Default__PrimalItemArmor_Paracer_Saddle_C) CONTENT: Equip a Paracer with this to ride it.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_Paracer_Saddle.Default__PrimalItemArmor_Paracer_Saddle_C) CONTENT: Saddles(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_Paracer_Saddle.Default__PrimalItemArmor_Paracer_Saddle_C) CONTENT: Paracer Platform Saddle(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_ParacerSaddle_Platform.Default__PrimalItemArmor_ParacerSaddle_Platform_C) CONTENT: Equip a Paraceratherium with this to ride it. You can build structures on the large platform to make a mobile base.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_ParacerSaddle_Platform.Default__PrimalItemArmor_ParacerSaddle_Platform_C) CONTENT: Saddles(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_ParacerSaddle_Platform.Default__PrimalItemArmor_ParacerSaddle_Platform_C) CONTENT: Plesiosaur Saddle(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_PlesiaSaddle.Default__PrimalItemArmor_PlesiaSaddle_C) CONTENT: Equip a Plesiosaur with this to ride it.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_PlesiaSaddle.Default__PrimalItemArmor_PlesiaSaddle_C) CONTENT: Saddles(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_PlesiaSaddle.Default__PrimalItemArmor_PlesiaSaddle_C) CONTENT: Plesiosaur Platform Saddle(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_PlesiSaddle_Platform.Default__PrimalItemArmor_PlesiSaddle_Platform_C) CONTENT: Equip a Plesiosaur with this to ride it. You can build structures on the large platform to make a mobile base.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_PlesiSaddle_Platform.Default__PrimalItemArmor_PlesiSaddle_Platform_C) CONTENT: Saddles(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_PlesiSaddle_Platform.Default__PrimalItemArmor_PlesiSaddle_Platform_C) CONTENT: Quetz Saddle(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_QuetzSaddle.Default__PrimalItemArmor_QuetzSaddle_C) CONTENT: Equip a Quetz with this to ride it.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_QuetzSaddle.Default__PrimalItemArmor_QuetzSaddle_C) CONTENT: Saddles(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_QuetzSaddle.Default__PrimalItemArmor_QuetzSaddle_C) CONTENT: Equip a Rex with this to ride it, enabling the rider to fire plasma projectiles. Using requires learning this Tekgram.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_RexSaddle_Tek.Default__PrimalItemArmor_RexSaddle_Tek_C) CONTENT: Saddles(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_RexSaddle_Tek.Default__PrimalItemArmor_RexSaddle_Tek_C) CONTENT: Tek(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_RexSaddle_Tek.Default__PrimalItemArmor_RexSaddle_Tek_C) CONTENT: Sabertooth Saddle(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_SaberSaddle.Default__PrimalItemArmor_SaberSaddle_C) CONTENT: Equip a Sabertooth with this to ride it.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_SaberSaddle.Default__PrimalItemArmor_SaberSaddle_C) CONTENT: Saddles(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_SaberSaddle.Default__PrimalItemArmor_SaberSaddle_C) CONTENT: Bronto Saddle(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_SauroSaddle.Default__PrimalItemArmor_SauroSaddle_C) CONTENT: Equip a Bronto with this to ride it.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_SauroSaddle.Default__PrimalItemArmor_SauroSaddle_C) CONTENT: Saddles(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_SauroSaddle.Default__PrimalItemArmor_SauroSaddle_C) CONTENT: Bronto Platform Saddle(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_SauroSaddle_Platform.Default__PrimalItemArmor_SauroSaddle_Platform_C) CONTENT: Equip a Bronto with this to ride it. You can build structures on the large platform to make a mobile base.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_SauroSaddle_Platform.Default__PrimalItemArmor_SauroSaddle_Platform_C) CONTENT: Saddles(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_SauroSaddle_Platform.Default__PrimalItemArmor_SauroSaddle_Platform_C) CONTENT: Spino Saddle(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_SpinoSaddle.Default__PrimalItemArmor_SpinoSaddle_C) CONTENT: Equip a Spino with this to ride it.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_SpinoSaddle.Default__PrimalItemArmor_SpinoSaddle_C) CONTENT: Saddles(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_SpinoSaddle.Default__PrimalItemArmor_SpinoSaddle_C) CONTENT: Tapejara Tek Saddle(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_Tapejara_Tek.Default__PrimalItemArmor_Tapejara_Tek_C) CONTENT: Equip a Tapejara with this to ride it, enabling the rider to fire plasma projectiles. Using requires learning this Tekgram.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_Tapejara_Tek.Default__PrimalItemArmor_Tapejara_Tek_C) CONTENT: Saddles(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_Tapejara_Tek.Default__PrimalItemArmor_Tapejara_Tek_C) CONTENT: Tek(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_Tapejara_Tek.Default__PrimalItemArmor_Tapejara_Tek_C) CONTENT: Board Front Seat(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_Tapejara_Tek.Default__PrimalItemArmor_Tapejara_Tek_C) CONTENT: Board Rear Seat(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_Tapejara_Tek.Default__PrimalItemArmor_Tapejara_Tek_C) CONTENT: Tapejara Saddle(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_TapejaraSaddle.Default__PrimalItemArmor_TapejaraSaddle_C) CONTENT: A saddle for your Tapejara. It has three seats! Bring your friends!(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_TapejaraSaddle.Default__PrimalItemArmor_TapejaraSaddle_C) CONTENT: Saddles(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_TapejaraSaddle.Default__PrimalItemArmor_TapejaraSaddle_C) CONTENT: Board Front Seat(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_TapejaraSaddle.Default__PrimalItemArmor_TapejaraSaddle_C) CONTENT: Board Rear Seat(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_TapejaraSaddle.Default__PrimalItemArmor_TapejaraSaddle_C) CONTENT: Therizinosaurus Saddle(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_TherizinosaurusSaddle.Default__PrimalItemArmor_TherizinosaurusSaddle_C) CONTENT: A saddle for your Therizinosaurus.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_TherizinosaurusSaddle.Default__PrimalItemArmor_TherizinosaurusSaddle_C) CONTENT: Saddles(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_TherizinosaurusSaddle.Default__PrimalItemArmor_TherizinosaurusSaddle_C) CONTENT: Board Back Seat(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_TherizinosaurusSaddle.Default__PrimalItemArmor_TherizinosaurusSaddle_C) CONTENT: Board Front Seat(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_TherizinosaurusSaddle.Default__PrimalItemArmor_TherizinosaurusSaddle_C) CONTENT: Thylacoleo Saddle(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_ThylacoSaddle.Default__PrimalItemArmor_ThylacoSaddle_C) CONTENT: Equip a Thylacoleo with this to ride it.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_ThylacoSaddle.Default__PrimalItemArmor_ThylacoSaddle_C) CONTENT: Saddles(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_ThylacoSaddle.Default__PrimalItemArmor_ThylacoSaddle_C) CONTENT: Titanosaur Platform Saddle(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_TitanSaddle_Platform.Default__PrimalItemArmor_TitanSaddle_Platform_C) CONTENT: Equip a Titanosaur with this to ride it. You can build structures on the large platform to make a mobile base.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_TitanSaddle_Platform.Default__PrimalItemArmor_TitanSaddle_Platform_C) CONTENT: Saddles(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_TitanSaddle_Platform.Default__PrimalItemArmor_TitanSaddle_Platform_C) CONTENT: Tusoteuthis Saddle(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_TusoSaddle.Default__PrimalItemArmor_TusoSaddle_C) CONTENT: Equip a Tusoteuthis with this to ride it.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_TusoSaddle.Default__PrimalItemArmor_TusoSaddle_C) CONTENT: Saddles(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_TusoSaddle.Default__PrimalItemArmor_TusoSaddle_C) CONTENT: Yutyrannus Saddle(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_YutySaddle.Default__PrimalItemArmor_YutySaddle_C) CONTENT: Equip a Yutyrannus with this to ride it.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_YutySaddle.Default__PrimalItemArmor_YutySaddle_C) CONTENT: Saddles(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_YutySaddle.Default__PrimalItemArmor_YutySaddle_C) CONTENT: Night Vision Goggles(/Engine/Transient.REINST_PrimalItemArmor_NightVisionGoggles_C_0) CONTENT: Effortlessly see in the dark, though beware blindingly bright light sources!(/Engine/Transient.REINST_PrimalItemArmor_NightVisionGoggles_C_0) CONTENT: Armor(/Engine/Transient.REINST_PrimalItemArmor_NightVisionGoggles_C_0) CONTENT: Misc(/Engine/Transient.REINST_PrimalItemArmor_NightVisionGoggles_C_0) CONTENT: Night Vision Goggles(/Engine/Transient.Default__REINST_PrimalItemArmor_NightVisionGoggles_C_7195) CONTENT: Effortlessly see in the dark, though beware blindingly bright light sources!(/Engine/Transient.Default__REINST_PrimalItemArmor_NightVisionGoggles_C_7195) CONTENT: Armor(/Engine/Transient.Default__REINST_PrimalItemArmor_NightVisionGoggles_C_7195) CONTENT: Misc(/Engine/Transient.Default__REINST_PrimalItemArmor_NightVisionGoggles_C_7195) CONTENT: Night Vision Goggles(/Engine/Transient.REINST_PrimalItemArmor_NightVisionGoggles_C_1) CONTENT: Effortlessly see in the dark, though beware blindingly bright light sources!(/Engine/Transient.REINST_PrimalItemArmor_NightVisionGoggles_C_1) CONTENT: Armor(/Engine/Transient.REINST_PrimalItemArmor_NightVisionGoggles_C_1) CONTENT: Misc(/Engine/Transient.REINST_PrimalItemArmor_NightVisionGoggles_C_1) CONTENT: Base Shield(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Shields/PrimalItemArmor_Shield.Default__PrimalItemArmor_Shield_C) CONTENT: base shield desc(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Shields/PrimalItemArmor_Shield.Default__PrimalItemArmor_Shield_C) CONTENT: Armor(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Shields/PrimalItemArmor_Shield.Default__PrimalItemArmor_Shield_C) CONTENT: Shields(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Shields/PrimalItemArmor_Shield.Default__PrimalItemArmor_Shield_C) CONTENT: Metal Shield(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Shields/PrimalItemArmor_MetalShield.Default__PrimalItemArmor_MetalShield_C) CONTENT: A metal shield on a layer of leather. Absorbs damage from the front when activated.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Shields/PrimalItemArmor_MetalShield.Default__PrimalItemArmor_MetalShield_C) CONTENT: Tek Shield(/Engine/Transient.REINST_PrimalItemArmor_ShieldTek_C_0) CONTENT: Absorbs damage from the front when activated. When infused with Element, reflects any blocked projects or bullets back at the shooter, at a cost of Element.(/Engine/Transient.REINST_PrimalItemArmor_ShieldTek_C_0) CONTENT: Armor(/Engine/Transient.REINST_PrimalItemArmor_ShieldTek_C_0) CONTENT: Tek(/Engine/Transient.REINST_PrimalItemArmor_ShieldTek_C_0) CONTENT: Tek Shield(/Engine/Transient.Default__REINST_PrimalItemArmor_ShieldTek_C_7211) CONTENT: Absorbs damage from the front when activated. When infused with Element, reflects any blocked projects or bullets back at the shooter, at a cost of Element.(/Engine/Transient.Default__REINST_PrimalItemArmor_ShieldTek_C_7211) CONTENT: Armor(/Engine/Transient.Default__REINST_PrimalItemArmor_ShieldTek_C_7211) CONTENT: Tek(/Engine/Transient.Default__REINST_PrimalItemArmor_ShieldTek_C_7211) CONTENT: Tek Shield(/Engine/Transient.REINST_PrimalItemArmor_ShieldTek_C_1) CONTENT: Absorbs damage from the front when activated. When infused with Element, reflects any blocked projects or bullets back at the shooter, at a cost of Element.(/Engine/Transient.REINST_PrimalItemArmor_ShieldTek_C_1) CONTENT: Armor(/Engine/Transient.REINST_PrimalItemArmor_ShieldTek_C_1) CONTENT: Tek(/Engine/Transient.REINST_PrimalItemArmor_ShieldTek_C_1) CONTENT: Riot Shield(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Shields/PrimalItemArmor_TransparentRiotShield.Default__PrimalItemArmor_TransparentRiotShield_C) CONTENT: A metal-framed shield reinforced with polymer and crystal. Absorbs damage from the front when activated.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Shields/PrimalItemArmor_TransparentRiotShield.Default__PrimalItemArmor_TransparentRiotShield_C) CONTENT: Pliers(/Engine/Transient.REINST_PrimalItem_Pliers_C_0) CONTENT: Use on a Smithy-crafted item in need of repairing and you can repair it on the go within any inventory, at a higher cost of resources.(/Engine/Transient.REINST_PrimalItem_Pliers_C_0) CONTENT: Misc(/Engine/Transient.REINST_PrimalItem_Pliers_C_0) CONTENT: Pliers(/Engine/Transient.Default__REINST_PrimalItem_Pliers_C_7220) CONTENT: Use on a Smithy-crafted item in need of repairing and you can repair it on the go within any inventory, at a higher cost of resources.(/Engine/Transient.Default__REINST_PrimalItem_Pliers_C_7220) CONTENT: Misc(/Engine/Transient.Default__REINST_PrimalItem_Pliers_C_7220) CONTENT: Pliers(/Engine/Transient.REINST_PrimalItem_Pliers_C_1) CONTENT: Use on a Smithy-crafted item in need of repairing and you can repair it on the go within any inventory, at a higher cost of resources.(/Engine/Transient.REINST_PrimalItem_Pliers_C_1) CONTENT: Misc(/Engine/Transient.REINST_PrimalItem_Pliers_C_1) CONTENT: Put Element Shards in this.(/Game/PrimalEarth/CoreBlueprints/Inventories/PrimalInventoryBP_TekCloningChamber.Default__PrimalInventoryBP_TekCloningChamber_C) CONTENT: Tek Cloning Chamber(/Game/PrimalEarth/CoreBlueprints/Inventories/PrimalInventoryBP_TekCloningChamber.Default__PrimalInventoryBP_TekCloningChamber_C) CONTENT: Cloning Chamber(/Game/PrimalEarth/CoreBlueprints/Items/Structures/BuildingBases/PrimalItemStructure_TekCloningChamber.Default__PrimalItemStructure_TekCloningChamber_C) CONTENT: Enables you to generate clones of your creatures!(/Game/PrimalEarth/CoreBlueprints/Items/Structures/BuildingBases/PrimalItemStructure_TekCloningChamber.Default__PrimalItemStructure_TekCloningChamber_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/BuildingBases/PrimalItemStructure_TekCloningChamber.Default__PrimalItemStructure_TekCloningChamber_C) CONTENT: Tek(/Game/PrimalEarth/CoreBlueprints/Items/Structures/BuildingBases/PrimalItemStructure_TekCloningChamber.Default__PrimalItemStructure_TekCloningChamber_C) CONTENT: Tek Cloning Chamber(/Engine/Transient.REINST_TekCloningChamber_C_0) LITERAL: NetFinishCloning(/Game/PrimalEarth/Structures/TekTier/TekCloningChamber.TekCloningChamber:EventGraph.K2Node_CallFunction_27448) LITERAL: NetFinishCloning(/Game/PrimalEarth/Structures/TekTier/TekCloningChamber.TekCloningChamber:EventGraph.K2Node_CallFunction_45667) LITERAL: Clone...(/Game/PrimalEarth/Structures/TekTier/TekCloningChamber.TekCloningChamber:BPGetMultiUseEntries.K2Node_MakeStruct_3152) LITERAL: Back(/Game/PrimalEarth/Structures/TekTier/TekCloningChamber.TekCloningChamber:BPGetMultiUseEntries.K2Node_MakeStruct_2665) LITERAL: Clone (/Game/PrimalEarth/Structures/TekTier/TekCloningChamber.TekCloningChamber:BPGetMultiUseEntries.K2Node_CallFunction_108015) LITERAL: - (/Game/PrimalEarth/Structures/TekTier/TekCloningChamber.TekCloningChamber:BPGetMultiUseEntries.K2Node_CallFunction_28053) LITERAL: Shards(/Game/PrimalEarth/Structures/TekTier/TekCloningChamber.TekCloningChamber:BPGetMultiUseEntries.K2Node_CallFunction_28201) LITERAL: Cloning {s}... {t}(/Game/PrimalEarth/Structures/TekTier/TekCloningChamber.TekCloningChamber:BlueprintDrawHUD.K2Node_FormatText_9) CONTENT: Tek Cloning Chamber(/Engine/Transient.Default__REINST_TekCloningChamber_C_7231) LITERAL: Cloning {s}... {t}(/Game/PrimalEarth/Structures/TekTier/TekCloningChamber.TekCloningChamber:EdGraph_25697.K2Node_CallFunction_63426) LITERAL: s(/Game/PrimalEarth/Structures/TekTier/TekCloningChamber.TekCloningChamber:EdGraph_25697.K2Node_MakeStruct_377) LITERAL: t(/Game/PrimalEarth/Structures/TekTier/TekCloningChamber.TekCloningChamber:EdGraph_25697.K2Node_MakeStruct_378) CONTENT: Tek Cloning Chamber(/Engine/Transient.REINST_TekCloningChamber_C_1) CONTENT: Vacuum Compartment(/Game/PrimalEarth/CoreBlueprints/Items/Structures/BuildingBases/PrimalItemStructure_UnderwaterBase.Default__PrimalItemStructure_UnderwaterBase_C) CONTENT: Place underwater, power with Tek Generator, and you can live and breath in it!(/Game/PrimalEarth/CoreBlueprints/Items/Structures/BuildingBases/PrimalItemStructure_UnderwaterBase.Default__PrimalItemStructure_UnderwaterBase_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/BuildingBases/PrimalItemStructure_UnderwaterBase.Default__PrimalItemStructure_UnderwaterBase_C) CONTENT: Tek(/Game/PrimalEarth/CoreBlueprints/Items/Structures/BuildingBases/PrimalItemStructure_UnderwaterBase.Default__PrimalItemStructure_UnderwaterBase_C) CONTENT: Front(/Engine/Transient.REINST_Underwater_Base_SM_C_0) CONTENT: Back(/Engine/Transient.REINST_Underwater_Base_SM_C_0) CONTENT: Right(/Engine/Transient.REINST_Underwater_Base_SM_C_0) CONTENT: Left(/Engine/Transient.REINST_Underwater_Base_SM_C_0) CONTENT: Top(/Engine/Transient.REINST_Underwater_Base_SM_C_0) CONTENT: Bottom(/Engine/Transient.REINST_Underwater_Base_SM_C_0) CONTENT: Vacuum Compartment(/Engine/Transient.REINST_Underwater_Base_SM_C_0) CONTENT: Stairs(/Engine/Transient.REINST_StairSM_Base_C_0) CONTENT: Stairs(/Engine/Transient.Default__REINST_StairSM_Base_C_7254) CONTENT: Stairs(/Engine/Transient.REINST_StairSM_Base_C_1) CONTENT: Base Hatchframe Structure(/Game/PrimalEarth/CoreBlueprints/Items/Structures/BuildingBases/PrimalItemStructure_BaseCeilingWithTrapdoor.Default__PrimalItemStructure_BaseCeilingWithTrapdoor_C) CONTENT: A ceiling with a hole in it for trapdoors.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/BuildingBases/PrimalItemStructure_BaseCeilingWithTrapdoor.Default__PrimalItemStructure_BaseCeilingWithTrapdoor_C) CONTENT: Wooden Hatchframe(/Engine/Transient.REINST_Ceiling_Doorway_Wood_SM_New_C_0) CONTENT: Wooden Hatchframe(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Wooden/PrimalItemStructure_WoodCeilingWithTrapdoor.Default__PrimalItemStructure_WoodCeilingWithTrapdoor_C) CONTENT: This wooden ceiling has a hole in it for trapdoors.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Wooden/PrimalItemStructure_WoodCeilingWithTrapdoor.Default__PrimalItemStructure_WoodCeilingWithTrapdoor_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Wooden/PrimalItemStructure_WoodCeilingWithTrapdoor.Default__PrimalItemStructure_WoodCeilingWithTrapdoor_C) CONTENT: Wood(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Wooden/PrimalItemStructure_WoodCeilingWithTrapdoor.Default__PrimalItemStructure_WoodCeilingWithTrapdoor_C) CONTENT: Wooden Hatchframe(/Engine/Transient.Default__REINST_Ceiling_Doorway_Wood_SM_New_C_7264) CONTENT: Wooden Hatchframe(/Engine/Transient.REINST_Ceiling_Doorway_Wood_SM_New_C_1) CONTENT: Adobe Giant Trapdoor Ceiling(/Engine/Transient.REINST_SM_BaseCeilingDoorWay_Giant_BP_C_0) CONTENT: Adobe Giant Trapdoor(/Engine/Transient.REINST_SM_BaseCeilingDoorGiant_BP_C_0) CONTENT: Metal Vein(/Game/PrimalEarth/CoreBlueprints/HarvestComponents/MetalHarvestComponent.Default__MetalHarvestComponent_C) CONTENT: Harvest [Metal](/Game/PrimalEarth/CoreBlueprints/HarvestComponents/MetalHarvestComponent.Default__MetalHarvestComponent_C) CONTENT: Oil Deposit(/Game/PrimalEarth/CoreBlueprints/HarvestComponents/OilHarvestComponent.Default__OilHarvestComponent_C) CONTENT: Harvest [Oil](/Game/PrimalEarth/CoreBlueprints/HarvestComponents/OilHarvestComponent.Default__OilHarvestComponent_C) CONTENT: Idle(/Engine/Transient.REINST_camelsaurus_Character_BP_C_0) CONTENT: Cute(/Engine/Transient.REINST_camelsaurus_Character_BP_C_0) CONTENT: Action(/Engine/Transient.REINST_camelsaurus_Character_BP_C_0) CONTENT: Action2(/Engine/Transient.REINST_camelsaurus_Character_BP_C_0) CONTENT: Move(/Engine/Transient.REINST_camelsaurus_Character_BP_C_0) CONTENT: Morellatops(/Engine/Transient.REINST_camelsaurus_Character_BP_C_0) CONTENT: Use water items or rain to fill up the tank, or place it connected to a permanent water source.(/Game/ScorchedEarth/Structures/WaterWell/PrimalInventoryBP_WaterWell.Default__PrimalInventoryBP_WaterWell_C) CONTENT: Water Tank(/Game/ScorchedEarth/Structures/WaterWell/PrimalInventoryBP_WaterWell.Default__PrimalInventoryBP_WaterWell_C) CONTENT: No Ground or Snap Point(/Engine/Transient.REINST_WaterWell_C_0) CONTENT: Can't Place on Floor(/Engine/Transient.REINST_WaterWell_C_0) CONTENT: Is Obstructed(/Engine/Transient.REINST_WaterWell_C_0) CONTENT: You need a water vein(/Engine/Transient.REINST_WaterWell_C_0) CONTENT: Water Well(/Engine/Transient.REINST_WaterWell_C_0) CONTENT: Water Well(/Game/ScorchedEarth/Structures/WaterWell/PrimalItemStructure_WaterWell.Default__PrimalItemStructure_WaterWell_C) CONTENT: This stone tap allows access to the water in an irrigation network. Can refill containers, irrigate crop plots, or provide a refreshing drink.(/Game/ScorchedEarth/Structures/WaterWell/PrimalItemStructure_WaterWell.Default__PrimalItemStructure_WaterWell_C) CONTENT: Structures(/Game/ScorchedEarth/Structures/WaterWell/PrimalItemStructure_WaterWell.Default__PrimalItemStructure_WaterWell_C) CONTENT: Water Well(/Game/ScorchedEarth/Structures/WaterWell/PrimalItemStructure_WaterWell.Default__PrimalItemStructure_WaterWell_C) LITERAL: Drink Water (/Game/ScorchedEarth/Structures/WaterWell/WaterWell.WaterWell:BPGetMultiUseEntries.K2Node_MakeStruct_6) LITERAL: New water amount: (/Game/ScorchedEarth/Structures/WaterWell/WaterWell.WaterWell:BPInventoryItemUsed.K2Node_CallFunction_12897) LITERAL: Durability to Add (/Game/ScorchedEarth/Structures/WaterWell/WaterWell.WaterWell:BPInventoryItemUsed.K2Node_CallFunction_21742) LITERAL: PlayWaterParticles(/Game/ScorchedEarth/Structures/WaterWell/WaterWell.WaterWell:EventGraph.K2Node_CallFunction_26607) LITERAL: PlayWaterParticles(/Game/ScorchedEarth/Structures/WaterWell/WaterWell.WaterWell:EventGraph.K2Node_CallFunction_35128) CONTENT: Use water items to fill up the tank(/Game/ScorchedEarth/Structures/WaterWell/WaterWell.WaterWell_C:PrimalInventoryBP_WaterWell_C_0) CONTENT: Water Vein(/Engine/Transient.REINST_WaterVein_Base_BP_C_0) LITERAL: UpdateWaterVisuals(/Game/ScorchedEarth/Structures/WaterWell/WaterVein_Base_BP.WaterVein_Base_BP:EventGraph.K2Node_CallFunction_34533) LITERAL: Drink Water (/Game/ScorchedEarth/Structures/WaterWell/WaterVein_Base_BP.WaterVein_Base_BP:BPGetMultiUseEntries.K2Node_MakeStruct_6) LITERAL: PostInitUpdateWaterVisuals(/Game/ScorchedEarth/Structures/WaterWell/WaterVein_Base_BP.WaterVein_Base_BP:ReceiveBeginPlay.K2Node_CallFunction_34533) LITERAL: /(/Game/ScorchedEarth/Structures/WaterWell/WaterVein_Base_BP.WaterVein_Base_BP:BlueprintDrawHUD.K2Node_CallFunction_20168) LITERAL: Water: (/Game/ScorchedEarth/Structures/WaterWell/WaterVein_Base_BP.WaterVein_Base_BP:BlueprintDrawHUD.K2Node_CallFunction_20600) CONTENT: Water Vein(/Engine/Transient.Default__REINST_WaterVein_Base_BP_C_7291) CONTENT: Water Vein(/Engine/Transient.REINST_WaterVein_Base_BP_C_1) CONTENT: No Ground or Snap Point(/Engine/Transient.Default__REINST_WaterWell_C_7298) CONTENT: Can't Place on Floor(/Engine/Transient.Default__REINST_WaterWell_C_7298) CONTENT: Is Obstructed(/Engine/Transient.Default__REINST_WaterWell_C_7298) CONTENT: You need a water vein(/Engine/Transient.Default__REINST_WaterWell_C_7298) CONTENT: Water Well(/Engine/Transient.Default__REINST_WaterWell_C_7298) CONTENT: No Ground or Snap Point(/Engine/Transient.REINST_WaterWell_C_1) CONTENT: Can't Place on Floor(/Engine/Transient.REINST_WaterWell_C_1) CONTENT: Is Obstructed(/Engine/Transient.REINST_WaterWell_C_1) CONTENT: You need a water vein(/Engine/Transient.REINST_WaterWell_C_1) CONTENT: Water Well(/Engine/Transient.REINST_WaterWell_C_1) LITERAL: /(/Game/ScorchedEarth/Dinos/Camelsaurus/camelsaurus_Character_BP.camelsaurus_Character_BP:BlueprintDrawFloatingHUD.K2Node_CallFunction_20168) LITERAL: Water: (/Game/ScorchedEarth/Dinos/Camelsaurus/camelsaurus_Character_BP.camelsaurus_Character_BP:BlueprintDrawFloatingHUD.K2Node_CallFunction_20600) LITERAL: Fill water tank from inventory(/Game/ScorchedEarth/Dinos/Camelsaurus/camelsaurus_Character_BP.camelsaurus_Character_BP:BPGetMultiUseEntries.K2Node_MakeStruct_188) LITERAL: Drink Water (/Game/ScorchedEarth/Dinos/Camelsaurus/camelsaurus_Character_BP.camelsaurus_Character_BP:BPGetMultiUseEntries.K2Node_MakeStruct_6) LITERAL: Fill inventory water containers(/Game/ScorchedEarth/Dinos/Camelsaurus/camelsaurus_Character_BP.camelsaurus_Character_BP:BPGetMultiUseEntries.K2Node_MakeStruct_7) CONTENT: Camelsaurus Egg(/Game/ScorchedEarth/Dinos/Camelsaurus/PrimalItemConsumable_Egg_Camelsaurus.Default__PrimalItemConsumable_Egg_Camelsaurus_C) CONTENT: Fertilized Camelsaurus Egg(/Game/ScorchedEarth/Dinos/Camelsaurus/PrimalItemConsumable_Egg_Camelsaurus_Fertilized.Default__PrimalItemConsumable_Egg_Camelsaurus_Fertilized_C) CONTENT: Idle(/Engine/Transient.Default__REINST_camelsaurus_Character_BP_C_7314) CONTENT: Cute(/Engine/Transient.Default__REINST_camelsaurus_Character_BP_C_7314) CONTENT: Action(/Engine/Transient.Default__REINST_camelsaurus_Character_BP_C_7314) CONTENT: Action2(/Engine/Transient.Default__REINST_camelsaurus_Character_BP_C_7314) CONTENT: Move(/Engine/Transient.Default__REINST_camelsaurus_Character_BP_C_7314) CONTENT: Morellatops(/Engine/Transient.Default__REINST_camelsaurus_Character_BP_C_7314) CONTENT: Idle(/Engine/Transient.REINST_camelsaurus_Character_BP_C_1) CONTENT: Cute(/Engine/Transient.REINST_camelsaurus_Character_BP_C_1) CONTENT: Action(/Engine/Transient.REINST_camelsaurus_Character_BP_C_1) CONTENT: Action2(/Engine/Transient.REINST_camelsaurus_Character_BP_C_1) CONTENT: Move(/Engine/Transient.REINST_camelsaurus_Character_BP_C_1) CONTENT: Morellatops(/Engine/Transient.REINST_camelsaurus_Character_BP_C_1) CONTENT: Cactus(/Engine/Transient.REINST_CactusHarvestComponent_C_0) CONTENT: Harvest [Raw Salt](/Engine/Transient.REINST_CactusHarvestComponent_C_0) CONTENT: Cactus(/Engine/Transient.Default__REINST_CactusHarvestComponent_C_7321) CONTENT: Harvest [Raw Salt](/Engine/Transient.Default__REINST_CactusHarvestComponent_C_7321) CONTENT: Cactus(/Engine/Transient.REINST_CactusHarvestComponent_C_1) CONTENT: Harvest [Raw Salt](/Engine/Transient.REINST_CactusHarvestComponent_C_1) CONTENT: Tree(/Game/ScorchedEarth/CoreBlueprints/HarvestComponents/WoodHardHarvestComponent.Default__WoodHardHarvestComponent_C) CONTENT: Harvest [Tree](/Game/ScorchedEarth/CoreBlueprints/HarvestComponents/WoodHardHarvestComponent.Default__WoodHardHarvestComponent_C) CONTENT: Adobe Giant Trapdoor(/Engine/Transient.Default__REINST_SM_BaseCeilingDoorGiant_BP_C_7332) CONTENT: Adobe Giant Trapdoor(/Engine/Transient.REINST_SM_BaseCeilingDoorGiant_BP_C_1) CONTENT: Adobe Giant Trapdoor Ceiling(/Engine/Transient.Default__REINST_SM_BaseCeilingDoorWay_Giant_BP_C_7339) CONTENT: Adobe Giant Trapdoor Ceiling(/Engine/Transient.REINST_SM_BaseCeilingDoorWay_Giant_BP_C_1) CONTENT: Giant Metal Hatchframe(/Engine/Transient.REINST_SM_MetalCeilingDoorWay_Giant_BP_C_0) CONTENT: Giant Metal Hatchframe(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Metal/PrimalItemStructure_MetalCeilingWithTrapdoorGiant.Default__PrimalItemStructure_MetalCeilingWithTrapdoorGiant_C) CONTENT: This giant metal-plated concrete ceiling has a hole in it for trapdoors.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Metal/PrimalItemStructure_MetalCeilingWithTrapdoorGiant.Default__PrimalItemStructure_MetalCeilingWithTrapdoorGiant_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Metal/PrimalItemStructure_MetalCeilingWithTrapdoorGiant.Default__PrimalItemStructure_MetalCeilingWithTrapdoorGiant_C) CONTENT: Metal(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Metal/PrimalItemStructure_MetalCeilingWithTrapdoorGiant.Default__PrimalItemStructure_MetalCeilingWithTrapdoorGiant_C) CONTENT: Giant Metal Hatchframe(/Engine/Transient.Default__REINST_SM_MetalCeilingDoorWay_Giant_BP_C_7347) CONTENT: Giant Metal Hatchframe(/Engine/Transient.REINST_SM_MetalCeilingDoorWay_Giant_BP_C_1) CONTENT: Front(/Engine/Transient.Default__REINST_Underwater_Base_SM_C_7355) CONTENT: Back(/Engine/Transient.Default__REINST_Underwater_Base_SM_C_7355) CONTENT: Right(/Engine/Transient.Default__REINST_Underwater_Base_SM_C_7355) CONTENT: Left(/Engine/Transient.Default__REINST_Underwater_Base_SM_C_7355) CONTENT: Top(/Engine/Transient.Default__REINST_Underwater_Base_SM_C_7355) CONTENT: Bottom(/Engine/Transient.Default__REINST_Underwater_Base_SM_C_7355) CONTENT: Vacuum Compartment(/Engine/Transient.Default__REINST_Underwater_Base_SM_C_7355) CONTENT: Front(/Engine/Transient.REINST_Underwater_Base_SM_C_1) CONTENT: Back(/Engine/Transient.REINST_Underwater_Base_SM_C_1) CONTENT: Right(/Engine/Transient.REINST_Underwater_Base_SM_C_1) CONTENT: Left(/Engine/Transient.REINST_Underwater_Base_SM_C_1) CONTENT: Top(/Engine/Transient.REINST_Underwater_Base_SM_C_1) CONTENT: Bottom(/Engine/Transient.REINST_Underwater_Base_SM_C_1) CONTENT: Vacuum Compartment(/Engine/Transient.REINST_Underwater_Base_SM_C_1) CONTENT: Vacuum Compartment Moonpool(/Game/PrimalEarth/CoreBlueprints/Items/Structures/BuildingBases/PrimalItemStructure_UnderwaterBase_Moonpool.Default__PrimalItemStructure_UnderwaterBase_Moonpool_C) CONTENT: Place underwater, power with Tek Generator, and you can live and breath in it! Has opening at the bottom for direct swimming access.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/BuildingBases/PrimalItemStructure_UnderwaterBase_Moonpool.Default__PrimalItemStructure_UnderwaterBase_Moonpool_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/BuildingBases/PrimalItemStructure_UnderwaterBase_Moonpool.Default__PrimalItemStructure_UnderwaterBase_Moonpool_C) CONTENT: Tek(/Game/PrimalEarth/CoreBlueprints/Items/Structures/BuildingBases/PrimalItemStructure_UnderwaterBase_Moonpool.Default__PrimalItemStructure_UnderwaterBase_Moonpool_C) CONTENT: Vacuum Compartment Moonpool(/Engine/Transient.REINST_Underwater_Base_SM_BottomEntry_C_0) LITERAL: UpdateVisuals(/Game/PrimalEarth/Structures/BuildingBases/Underwater_Base_SM_BottomEntry.Underwater_Base_SM_BottomEntry:ReceiveBeginPlay.K2Node_CallFunction_31584) LITERAL: UpdateVisuals(/Game/PrimalEarth/Structures/BuildingBases/Underwater_Base_SM_BottomEntry.Underwater_Base_SM_BottomEntry:BPUnstasis.K2Node_CallFunction_31584) CONTENT: Vacuum Compartment Moonpool(/Engine/Transient.Default__REINST_Underwater_Base_SM_BottomEntry_C_7371) CONTENT: Vacuum Compartment Moonpool(/Engine/Transient.REINST_Underwater_Base_SM_BottomEntry_C_1) CONTENT: Greenhouse Ceiling(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Greenhouse/PrimalItemStructure_GreenhouseCeiling.Default__PrimalItemStructure_GreenhouseCeiling_C) CONTENT: A metal-framed, glass ceiling that provides insulation, and doubles as a floor for higher levels. Excellent for growing crops indoors.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Greenhouse/PrimalItemStructure_GreenhouseCeiling.Default__PrimalItemStructure_GreenhouseCeiling_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Greenhouse/PrimalItemStructure_GreenhouseCeiling.Default__PrimalItemStructure_GreenhouseCeiling_C) CONTENT: Greenhouse(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Greenhouse/PrimalItemStructure_GreenhouseCeiling.Default__PrimalItemStructure_GreenhouseCeiling_C) CONTENT: Greenhouse Ceiling(/Game/PrimalEarth/Structures/Greenhouse_Modular/Greenhouse_Ceiling.Default__Greenhouse_Ceiling_C) CONTENT: Base Door Structure(/Game/PrimalEarth/CoreBlueprints/Items/Structures/BuildingBases/PrimalItemStructure_BaseDoor.Default__PrimalItemStructure_BaseDoor_C) CONTENT: Provides entance to structures. Can be locked.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/BuildingBases/PrimalItemStructure_BaseDoor.Default__PrimalItemStructure_BaseDoor_C) CONTENT: Wood Door(/Engine/Transient.REINST_Door_Wood_SM_C_0) CONTENT: Wooden Door(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Wooden/PrimalItemStructure_WoodDoor.Default__PrimalItemStructure_WoodDoor_C) CONTENT: A stable wooden door that provides entance to structures. Can be locked for security.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Wooden/PrimalItemStructure_WoodDoor.Default__PrimalItemStructure_WoodDoor_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Wooden/PrimalItemStructure_WoodDoor.Default__PrimalItemStructure_WoodDoor_C) CONTENT: Wood(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Wooden/PrimalItemStructure_WoodDoor.Default__PrimalItemStructure_WoodDoor_C) CONTENT: Wood Door(/Engine/Transient.Default__REINST_Door_Wood_SM_C_7385) CONTENT: Wood Door(/Engine/Transient.REINST_Door_Wood_SM_C_1) CONTENT: Greenhouse Door(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Greenhouse/PrimalItemStructure_GreenhouseDoor.Default__PrimalItemStructure_GreenhouseDoor_C) CONTENT: A metal-framed, glass door that provides entrance to structures. Can be locked for security. Excellent for growing crops indoors.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Greenhouse/PrimalItemStructure_GreenhouseDoor.Default__PrimalItemStructure_GreenhouseDoor_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Greenhouse/PrimalItemStructure_GreenhouseDoor.Default__PrimalItemStructure_GreenhouseDoor_C) CONTENT: Greenhouse(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Greenhouse/PrimalItemStructure_GreenhouseDoor.Default__PrimalItemStructure_GreenhouseDoor_C) CONTENT: Greenhouse Door(/Engine/Transient.REINST_Greenhouse_Door_C_0) CONTENT: Greenhouse Door(/Engine/Transient.Default__REINST_Greenhouse_Door_C_7392) CONTENT: Greenhouse Door(/Engine/Transient.REINST_Greenhouse_Door_C_1) CONTENT: Sloped Greenhouse Roof(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Greenhouse/PrimalItemStructure_GreenhouseRoof.Default__PrimalItemStructure_GreenhouseRoof_C) CONTENT: An inclined metal-framed, glass roof. Slightly different angle than the ramp. Excellent for growing crops indoors.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Greenhouse/PrimalItemStructure_GreenhouseRoof.Default__PrimalItemStructure_GreenhouseRoof_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Greenhouse/PrimalItemStructure_GreenhouseRoof.Default__PrimalItemStructure_GreenhouseRoof_C) CONTENT: Greenhouse(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Greenhouse/PrimalItemStructure_GreenhouseRoof.Default__PrimalItemStructure_GreenhouseRoof_C) CONTENT: Sloped Greenhouse Roof(/Engine/Transient.REINST_Greenhouse_Roof_C_0) CONTENT: Sloped Greenhouse Roof(/Engine/Transient.Default__REINST_Greenhouse_Roof_C_7400) CONTENT: Sloped Greenhouse Roof(/Engine/Transient.REINST_Greenhouse_Roof_C_1) CONTENT: Greenhouse Wall(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Greenhouse/PrimalItemStructure_GreenhouseWall.Default__PrimalItemStructure_GreenhouseWall_C) CONTENT: A metal-framed, glass wall that insulates the inside from the outside and separates rooms. Excellent for growing crops indoors.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Greenhouse/PrimalItemStructure_GreenhouseWall.Default__PrimalItemStructure_GreenhouseWall_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Greenhouse/PrimalItemStructure_GreenhouseWall.Default__PrimalItemStructure_GreenhouseWall_C) CONTENT: Greenhouse(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Greenhouse/PrimalItemStructure_GreenhouseWall.Default__PrimalItemStructure_GreenhouseWall_C) CONTENT: Greenhouse Wall(/Engine/Transient.REINST_Greenhouse_Wall_C_0) CONTENT: Greenhouse Wall(/Engine/Transient.Default__REINST_Greenhouse_Wall_C_7415) CONTENT: Greenhouse Wall(/Engine/Transient.REINST_Greenhouse_Wall_C_1) CONTENT: Sloped Greenhouse Wall Left(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Greenhouse/PrimalItemStructure_GreenhouseWall_Sloped_Left.Default__PrimalItemStructure_GreenhouseWall_Sloped_Left_C) CONTENT: A sturdy metal-framed, glass sloped wall that insulates the inside from the outside, separates rooms, and provides structural integrity. Used in conjunction with the roof. Excellent for growing crops indoors.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Greenhouse/PrimalItemStructure_GreenhouseWall_Sloped_Left.Default__PrimalItemStructure_GreenhouseWall_Sloped_Left_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Greenhouse/PrimalItemStructure_GreenhouseWall_Sloped_Left.Default__PrimalItemStructure_GreenhouseWall_Sloped_Left_C) CONTENT: Greenhouse(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Greenhouse/PrimalItemStructure_GreenhouseWall_Sloped_Left.Default__PrimalItemStructure_GreenhouseWall_Sloped_Left_C) CONTENT: Sloped Greenhouse Wall Left(/Engine/Transient.REINST_Greenhouse_Sloped_Wall_Left_C_0) CONTENT: Sloped Greenhouse Wall Left(/Engine/Transient.Default__REINST_Greenhouse_Sloped_Wall_Left_C_7423) CONTENT: Sloped Greenhouse Wall Left(/Engine/Transient.REINST_Greenhouse_Sloped_Wall_Left_C_1) CONTENT: Sloped Greenhouse Wall Right(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Greenhouse/PrimalItemStructure_GreenhouseWall_Sloped_Right.Default__PrimalItemStructure_GreenhouseWall_Sloped_Right_C) CONTENT: A sturdy metal-framed, glass sloped wall that insulates the inside from the outside, separates rooms, and provides structural integrity. Used in conjunction with the roof. Excellent for growing crops indoors.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Greenhouse/PrimalItemStructure_GreenhouseWall_Sloped_Right.Default__PrimalItemStructure_GreenhouseWall_Sloped_Right_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Greenhouse/PrimalItemStructure_GreenhouseWall_Sloped_Right.Default__PrimalItemStructure_GreenhouseWall_Sloped_Right_C) CONTENT: Greenhouse(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Greenhouse/PrimalItemStructure_GreenhouseWall_Sloped_Right.Default__PrimalItemStructure_GreenhouseWall_Sloped_Right_C) CONTENT: Sloped Greenhouse Wall Right(/Engine/Transient.REINST_Greenhouse_Sloped_Wall_Right_C_0) CONTENT: Sloped Greenhouse Wall Right(/Engine/Transient.Default__REINST_Greenhouse_Sloped_Wall_Right_C_7431) CONTENT: Sloped Greenhouse Wall Right(/Engine/Transient.REINST_Greenhouse_Sloped_Wall_Right_C_1) CONTENT: Base Doorframe Structure(/Game/PrimalEarth/CoreBlueprints/Items/Structures/BuildingBases/PrimalItemStructure_BaseWallWithDoor.Default__PrimalItemStructure_BaseWallWithDoor_C) CONTENT: A wall with a hole for a door.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/BuildingBases/PrimalItemStructure_BaseWallWithDoor.Default__PrimalItemStructure_BaseWallWithDoor_C) CONTENT: Greenhouse Doorframe(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Greenhouse/PrimalItemStructure_GreenhouseWallWithDoor.Default__PrimalItemStructure_GreenhouseWallWithDoor_C) CONTENT: A metal-framed, glass wall that provides entrance to a structure. Excellent for growing crops indoors.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Greenhouse/PrimalItemStructure_GreenhouseWallWithDoor.Default__PrimalItemStructure_GreenhouseWallWithDoor_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Greenhouse/PrimalItemStructure_GreenhouseWallWithDoor.Default__PrimalItemStructure_GreenhouseWallWithDoor_C) CONTENT: Greenhouse(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Greenhouse/PrimalItemStructure_GreenhouseWallWithDoor.Default__PrimalItemStructure_GreenhouseWallWithDoor_C) CONTENT: Greenhouse Door Frame(/Engine/Transient.REINST_Greenhouse_Doorframe_C_0) CONTENT: Greenhouse Door Frame(/Engine/Transient.Default__REINST_Greenhouse_Doorframe_C_7440) CONTENT: Greenhouse Door Frame(/Engine/Transient.REINST_Greenhouse_Doorframe_C_1) CONTENT: Base Window Structure(/Game/PrimalEarth/CoreBlueprints/Items/Structures/BuildingBases/PrimalItemStructure_BaseWindow.Default__PrimalItemStructure_BaseWindow_C) CONTENT: Beams for windows that provide a beautiful view... and minor cover.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/BuildingBases/PrimalItemStructure_BaseWindow.Default__PrimalItemStructure_BaseWindow_C) CONTENT: Wood Window(/Engine/Transient.REINST_Window_Wood_BP_C_0) CONTENT: Wooden Window(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Wooden/PrimalItemStructure_WoodWindow.Default__PrimalItemStructure_WoodWindow_C) CONTENT: Wooden beams on hinges that cover windows to provide protection from projectiles and spying.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Wooden/PrimalItemStructure_WoodWindow.Default__PrimalItemStructure_WoodWindow_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Wooden/PrimalItemStructure_WoodWindow.Default__PrimalItemStructure_WoodWindow_C) CONTENT: Wood(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Wooden/PrimalItemStructure_WoodWindow.Default__PrimalItemStructure_WoodWindow_C) CONTENT: Wood Window(/Engine/Transient.Default__REINST_Window_Wood_BP_C_7450) CONTENT: Wood Window(/Engine/Transient.REINST_Window_Wood_BP_C_1) CONTENT: Greenhouse Window(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Greenhouse/PrimalItemStructure_GreenhouseWindow.Default__PrimalItemStructure_GreenhouseWindow_C) CONTENT: Metal-framed, glass plates on hinges that cover windows to provide protection from projectiles and spying. Excellent for growing crops indoors.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Greenhouse/PrimalItemStructure_GreenhouseWindow.Default__PrimalItemStructure_GreenhouseWindow_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Greenhouse/PrimalItemStructure_GreenhouseWindow.Default__PrimalItemStructure_GreenhouseWindow_C) CONTENT: Greenhouse(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Greenhouse/PrimalItemStructure_GreenhouseWindow.Default__PrimalItemStructure_GreenhouseWindow_C) CONTENT: Greenhouse Window(/Engine/Transient.REINST_Greenhouse_Window_C_0) CONTENT: Greenhouse Window(/Engine/Transient.Default__REINST_Greenhouse_Window_C_7457) CONTENT: Greenhouse Window(/Engine/Transient.REINST_Greenhouse_Window_C_1) CONTENT: Base Catwalk Structure(/Game/PrimalEarth/CoreBlueprints/Items/Structures/BuildingBases/PrimalItemStructure_BaseCatwalk.Default__PrimalItemStructure_BaseCatwalk_C) CONTENT: A thin walkway for bridging areas together.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/BuildingBases/PrimalItemStructure_BaseCatwalk.Default__PrimalItemStructure_BaseCatwalk_C) CONTENT: Wood Catwalk(/Engine/Transient.REINST_Beam_Wood_SM_New_C_0) CONTENT: Wooden Catwalk(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Wooden/PrimalItemStructure_WoodCatwalk.Default__PrimalItemStructure_WoodCatwalk_C) CONTENT: A thin walkway for bridging areas together. Made from sturdy wood.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Wooden/PrimalItemStructure_WoodCatwalk.Default__PrimalItemStructure_WoodCatwalk_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Wooden/PrimalItemStructure_WoodCatwalk.Default__PrimalItemStructure_WoodCatwalk_C) CONTENT: Wood(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Wooden/PrimalItemStructure_WoodCatwalk.Default__PrimalItemStructure_WoodCatwalk_C) CONTENT: Wood Catwalk(/Engine/Transient.Default__REINST_Beam_Wood_SM_New_C_7468) CONTENT: Wood Catwalk(/Engine/Transient.REINST_Beam_Wood_SM_New_C_1) CONTENT: Metal Catwalk(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Metal/PrimalItemStructure_MetalCatwalk.Default__PrimalItemStructure_MetalCatwalk_C) CONTENT: A thin walkway for bridging areas together. Made from metal plates.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Metal/PrimalItemStructure_MetalCatwalk.Default__PrimalItemStructure_MetalCatwalk_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Metal/PrimalItemStructure_MetalCatwalk.Default__PrimalItemStructure_MetalCatwalk_C) CONTENT: Metal(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Metal/PrimalItemStructure_MetalCatwalk.Default__PrimalItemStructure_MetalCatwalk_C) CONTENT: Metal Catwalk(/Engine/Transient.REINST_Beam_Metal_C_0) CONTENT: Metal Catwalk(/Engine/Transient.Default__REINST_Beam_Metal_C_7476) CONTENT: Metal Catwalk(/Engine/Transient.REINST_Beam_Metal_C_1) CONTENT: Metal Ceiling(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Metal/PrimalItemStructure_MetalCeiling.Default__PrimalItemStructure_MetalCeiling_C) CONTENT: A stable metal-plated concrete ceiling that provides insulation, and doubles as a floor for higher levels.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Metal/PrimalItemStructure_MetalCeiling.Default__PrimalItemStructure_MetalCeiling_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Metal/PrimalItemStructure_MetalCeiling.Default__PrimalItemStructure_MetalCeiling_C) CONTENT: Metal(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Metal/PrimalItemStructure_MetalCeiling.Default__PrimalItemStructure_MetalCeiling_C) CONTENT: Metal Ceiling(/Engine/Transient.REINST_Ceiling_Metal_C_0) CONTENT: Metal Ceiling(/Engine/Transient.Default__REINST_Ceiling_Metal_C_7485) CONTENT: Metal Ceiling(/Engine/Transient.REINST_Ceiling_Metal_C_1) CONTENT: Metal Hatchframe(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Metal/PrimalItemStructure_MetalCeilingWithTrapdoor.Default__PrimalItemStructure_MetalCeilingWithTrapdoor_C) CONTENT: This metal-plated concrete ceiling has a hole in it for trapdoors.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Metal/PrimalItemStructure_MetalCeilingWithTrapdoor.Default__PrimalItemStructure_MetalCeilingWithTrapdoor_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Metal/PrimalItemStructure_MetalCeilingWithTrapdoor.Default__PrimalItemStructure_MetalCeilingWithTrapdoor_C) CONTENT: Metal(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Metal/PrimalItemStructure_MetalCeilingWithTrapdoor.Default__PrimalItemStructure_MetalCeilingWithTrapdoor_C) CONTENT: Metal Hatchframe(/Engine/Transient.REINST_Ceiling_Doorway_Metal_C_0) CONTENT: Metal Hatchframe(/Engine/Transient.Default__REINST_Ceiling_Doorway_Metal_C_7493) CONTENT: Metal Hatchframe(/Engine/Transient.REINST_Ceiling_Doorway_Metal_C_1) CONTENT: Metal Door(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Metal/PrimalItemStructure_MetalDoor.Default__PrimalItemStructure_MetalDoor_C) CONTENT: A stable metal-plated concrete door that provides entance to structures. Can be locked for security.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Metal/PrimalItemStructure_MetalDoor.Default__PrimalItemStructure_MetalDoor_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Metal/PrimalItemStructure_MetalDoor.Default__PrimalItemStructure_MetalDoor_C) CONTENT: Metal(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Metal/PrimalItemStructure_MetalDoor.Default__PrimalItemStructure_MetalDoor_C) CONTENT: Metal Door(/Engine/Transient.REINST_Door_Metal_C_0) CONTENT: Metal Door(/Engine/Transient.Default__REINST_Door_Metal_C_7502) CONTENT: Metal Door(/Engine/Transient.REINST_Door_Metal_C_1) CONTENT: Base Fence Foundation Structure(/Game/PrimalEarth/CoreBlueprints/Items/Structures/BuildingBases/PrimalItemStructure_BaseFenceFoundation.Default__PrimalItemStructure_BaseFenceFoundation_C) CONTENT: Required to build fences.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/BuildingBases/PrimalItemStructure_BaseFenceFoundation.Default__PrimalItemStructure_BaseFenceFoundation_C) CONTENT: Wood Fence Foundation(/Engine/Transient.REINST_FenceFoundation_Wood_SM_C_0) CONTENT: Wooden Fence Foundation(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Wooden/PrimalItemStructure_WoodFenceFoundation.Default__PrimalItemStructure_WoodFenceFoundation_C) CONTENT: This very cheap, narrow foundation is used to build fences around an area.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Wooden/PrimalItemStructure_WoodFenceFoundation.Default__PrimalItemStructure_WoodFenceFoundation_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Wooden/PrimalItemStructure_WoodFenceFoundation.Default__PrimalItemStructure_WoodFenceFoundation_C) CONTENT: Wood(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Wooden/PrimalItemStructure_WoodFenceFoundation.Default__PrimalItemStructure_WoodFenceFoundation_C) CONTENT: Wood Fence Foundation(/Engine/Transient.Default__REINST_FenceFoundation_Wood_SM_C_7513) CONTENT: Wood Fence Foundation(/Engine/Transient.REINST_FenceFoundation_Wood_SM_C_1) CONTENT: Metal Fence Foundation(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Metal/PrimalItemStructure_MetalFenceFoundation.Default__PrimalItemStructure_MetalFenceFoundation_C) CONTENT: This very strong, narrow foundation is used to build walls around an area.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Metal/PrimalItemStructure_MetalFenceFoundation.Default__PrimalItemStructure_MetalFenceFoundation_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Metal/PrimalItemStructure_MetalFenceFoundation.Default__PrimalItemStructure_MetalFenceFoundation_C) CONTENT: Metal(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Metal/PrimalItemStructure_MetalFenceFoundation.Default__PrimalItemStructure_MetalFenceFoundation_C) CONTENT: Metal Fence Foundation(/Engine/Transient.REINST_FenceFoundation_Metal_C_0) CONTENT: Metal Fence Foundation(/Engine/Transient.Default__REINST_FenceFoundation_Metal_C_7521) CONTENT: Metal Fence Foundation(/Engine/Transient.REINST_FenceFoundation_Metal_C_1) CONTENT: Base Foundation Structure(/Game/PrimalEarth/CoreBlueprints/Items/Structures/BuildingBases/PrimalItemStructure_BaseFloor.Default__PrimalItemStructure_BaseFloor_C) CONTENT: Required to build structures in an area.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/BuildingBases/PrimalItemStructure_BaseFloor.Default__PrimalItemStructure_BaseFloor_C) CONTENT: Block(/Engine/Transient.REINST_Floor_Wood_SM_New_C_0) CONTENT: Wood Floor(/Engine/Transient.REINST_Floor_Wood_SM_New_C_0) CONTENT: Wooden Foundation(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Wooden/PrimalItemStructure_WoodFloor.Default__PrimalItemStructure_WoodFloor_C) CONTENT: A foundation is required to build structures in an area. This one is made from sturdy wood.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Wooden/PrimalItemStructure_WoodFloor.Default__PrimalItemStructure_WoodFloor_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Wooden/PrimalItemStructure_WoodFloor.Default__PrimalItemStructure_WoodFloor_C) CONTENT: Wood(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Wooden/PrimalItemStructure_WoodFloor.Default__PrimalItemStructure_WoodFloor_C) CONTENT: Block(/Engine/Transient.Default__REINST_Floor_Wood_SM_New_C_7531) CONTENT: Wood Floor(/Engine/Transient.Default__REINST_Floor_Wood_SM_New_C_7531) CONTENT: Block(/Engine/Transient.REINST_Floor_Wood_SM_New_C_1) CONTENT: Wood Floor(/Engine/Transient.REINST_Floor_Wood_SM_New_C_1) CONTENT: Metal Foundation(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Metal/PrimalItemStructure_MetalFloor.Default__PrimalItemStructure_MetalFloor_C) CONTENT: A foundation is required to build structures in an area. This one is made from sturdy metal-plated concrete.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Metal/PrimalItemStructure_MetalFloor.Default__PrimalItemStructure_MetalFloor_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Metal/PrimalItemStructure_MetalFloor.Default__PrimalItemStructure_MetalFloor_C) CONTENT: Metal(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Metal/PrimalItemStructure_MetalFloor.Default__PrimalItemStructure_MetalFloor_C) CONTENT: Block(/Engine/Transient.REINST_Floor_Metal_C_0) CONTENT: Metal Floor(/Engine/Transient.REINST_Floor_Metal_C_0) CONTENT: Block(/Engine/Transient.Default__REINST_Floor_Metal_C_7538) CONTENT: Metal Floor(/Engine/Transient.Default__REINST_Floor_Metal_C_7538) CONTENT: Block(/Engine/Transient.REINST_Floor_Metal_C_1) CONTENT: Metal Floor(/Engine/Transient.REINST_Floor_Metal_C_1) CONTENT: Base Gate Structure(/Game/PrimalEarth/CoreBlueprints/Items/Structures/BuildingBases/PrimalItemStructure_BaseGate.Default__PrimalItemStructure_BaseGate_C) CONTENT: Provides entance to structures for dinosaurs.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/BuildingBases/PrimalItemStructure_BaseGate.Default__PrimalItemStructure_BaseGate_C) CONTENT: Wooden Dinosaur Gate(/Engine/Transient.REINST_Gate_SM_C_0) CONTENT: Dinosaur Gate(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Wooden/PrimalItemStructure_WoodGate.Default__PrimalItemStructure_WoodGate_C) CONTENT: A large wooden gate that can be used with a Gateway to keep dinosaurs in or out.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Wooden/PrimalItemStructure_WoodGate.Default__PrimalItemStructure_WoodGate_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Wooden/PrimalItemStructure_WoodGate.Default__PrimalItemStructure_WoodGate_C) CONTENT: Wood(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Wooden/PrimalItemStructure_WoodGate.Default__PrimalItemStructure_WoodGate_C) CONTENT: Wooden Dinosaur Gate(/Engine/Transient.Default__REINST_Gate_SM_C_7548) CONTENT: Wooden Dinosaur Gate(/Engine/Transient.REINST_Gate_SM_C_1) CONTENT: Metal Dinosaur Gate(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Metal/PrimalItemStructure_MetalGate.Default__PrimalItemStructure_MetalGate_C) CONTENT: A large metal gate that can be used with a Gateway to most keep dinosaurs in or out.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Metal/PrimalItemStructure_MetalGate.Default__PrimalItemStructure_MetalGate_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Metal/PrimalItemStructure_MetalGate.Default__PrimalItemStructure_MetalGate_C) CONTENT: Metal(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Metal/PrimalItemStructure_MetalGate.Default__PrimalItemStructure_MetalGate_C) CONTENT: Metal Dinosaur Gate(/Engine/Transient.REINST_Gate_Metal_C_0) CONTENT: Metal Dinosaur Gate(/Engine/Transient.Default__REINST_Gate_Metal_C_7556) CONTENT: Metal Dinosaur Gate(/Engine/Transient.REINST_Gate_Metal_C_1) CONTENT: Behemoth Gate(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Metal/PrimalItemStructure_MetalGate_Large.Default__PrimalItemStructure_MetalGate_Large_C) CONTENT: A large metal-plated concrete gate that can be used with a Behemoth Gateway to allow even the largest creatures in or out.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Metal/PrimalItemStructure_MetalGate_Large.Default__PrimalItemStructure_MetalGate_Large_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Metal/PrimalItemStructure_MetalGate_Large.Default__PrimalItemStructure_MetalGate_Large_C) CONTENT: Metal(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Metal/PrimalItemStructure_MetalGate_Large.Default__PrimalItemStructure_MetalGate_Large_C) CONTENT: Metal Behemoth Gate(/Engine/Transient.REINST_Gate_Large_Metal_C_0) CONTENT: Metal Dinosaur Gateframe(/Engine/Transient.REINST_GateFrame_Metal_C_0) CONTENT: Metal Dinosaur Gateway(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Metal/PrimalItemStructure_MetalGateframe.Default__PrimalItemStructure_MetalGateframe_C) CONTENT: A large metal gateway that can be used with a Gate to keep most dinosaurs in or out.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Metal/PrimalItemStructure_MetalGateframe.Default__PrimalItemStructure_MetalGateframe_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Metal/PrimalItemStructure_MetalGateframe.Default__PrimalItemStructure_MetalGateframe_C) CONTENT: Metal(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Metal/PrimalItemStructure_MetalGateframe.Default__PrimalItemStructure_MetalGateframe_C) CONTENT: Metal Dinosaur Gateframe(/Engine/Transient.Default__REINST_GateFrame_Metal_C_7566) CONTENT: Metal Dinosaur Gateframe(/Engine/Transient.REINST_GateFrame_Metal_C_1) CONTENT: Adobe Dinosaur Gateframe(/Engine/Transient.REINST_SM_AdobeFrameGate_BP_C_0) CONTENT: Adobe Dinosaur Gateway(/Game/ScorchedEarth/Structures/Adobe/Blueprints/PrimalItemStructure_AdobeFrameGate.Default__PrimalItemStructure_AdobeFrameGate_C) CONTENT: A large adobe gateway that can be used with a Gate to keep most dinosaurs in or out.(/Game/ScorchedEarth/Structures/Adobe/Blueprints/PrimalItemStructure_AdobeFrameGate.Default__PrimalItemStructure_AdobeFrameGate_C) CONTENT: Structures(/Game/ScorchedEarth/Structures/Adobe/Blueprints/PrimalItemStructure_AdobeFrameGate.Default__PrimalItemStructure_AdobeFrameGate_C) CONTENT: Adobe(/Game/ScorchedEarth/Structures/Adobe/Blueprints/PrimalItemStructure_AdobeFrameGate.Default__PrimalItemStructure_AdobeFrameGate_C) CONTENT: Adobe Dinosaur Gateframe(/Engine/Transient.Default__REINST_SM_AdobeFrameGate_BP_C_7575) CONTENT: Adobe Dinosaur Gateframe(/Engine/Transient.REINST_SM_AdobeFrameGate_BP_C_1) CONTENT: Stone Dinosaur Gateframe(/Engine/Transient.REINST_GateFrame_Stone_C_0) CONTENT: Stone Dinosaur Gateway(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Stone/PrimalItemStructure_StoneGateframe.Default__PrimalItemStructure_StoneGateframe_C) CONTENT: A large brick-and-mortar gateway that can be used with a Gate to keep most dinosaurs in or out.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Stone/PrimalItemStructure_StoneGateframe.Default__PrimalItemStructure_StoneGateframe_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Stone/PrimalItemStructure_StoneGateframe.Default__PrimalItemStructure_StoneGateframe_C) CONTENT: Stone(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Stone/PrimalItemStructure_StoneGateframe.Default__PrimalItemStructure_StoneGateframe_C) CONTENT: Stone Dinosaur Gateframe(/Engine/Transient.Default__REINST_GateFrame_Stone_C_7584) CONTENT: Stone Dinosaur Gateframe(/Engine/Transient.REINST_GateFrame_Stone_C_1) CONTENT: Wooden Dinosaur Gateframe(/Engine/Transient.REINST_GateFrame_Wood_SM_C_0) CONTENT: Dinosaur Gateway(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Wooden/PrimalItemStructure_WoodGateframe.Default__PrimalItemStructure_WoodGateframe_C) CONTENT: A large wood and stone gateway that can be used with a Gate to keep most dinosaurs in or out.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Wooden/PrimalItemStructure_WoodGateframe.Default__PrimalItemStructure_WoodGateframe_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Wooden/PrimalItemStructure_WoodGateframe.Default__PrimalItemStructure_WoodGateframe_C) CONTENT: Wood(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Wooden/PrimalItemStructure_WoodGateframe.Default__PrimalItemStructure_WoodGateframe_C) CONTENT: Wooden Dinosaur Gateframe(/Engine/Transient.Default__REINST_GateFrame_Wood_SM_C_7593) CONTENT: Wooden Dinosaur Gateframe(/Engine/Transient.REINST_GateFrame_Wood_SM_C_1) CONTENT: Metal Behemoth Gate(/Engine/Transient.Default__REINST_Gate_Large_Metal_C_7601) CONTENT: Metal Behemoth Gate(/Engine/Transient.REINST_Gate_Large_Metal_C_1) CONTENT: Behemoth Gateway(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Metal/PrimalItemStructure_MetalGateframe_Large.Default__PrimalItemStructure_MetalGateframe_Large_C) CONTENT: A large metal-plated concrete gateway, reinforced with obsidian polymer, that can be used with a Behemoth Gate to allow even the largest creatures in or out.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Metal/PrimalItemStructure_MetalGateframe_Large.Default__PrimalItemStructure_MetalGateframe_Large_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Metal/PrimalItemStructure_MetalGateframe_Large.Default__PrimalItemStructure_MetalGateframe_Large_C) CONTENT: Metal(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Metal/PrimalItemStructure_MetalGateframe_Large.Default__PrimalItemStructure_MetalGateframe_Large_C) CONTENT: Metal Behemoth Gateframe(/Engine/Transient.REINST_GateFrame_Large_Metal_C_0) CONTENT: Metal Behemoth Gateframe(/Engine/Transient.Default__REINST_GateFrame_Large_Metal_C_7610) CONTENT: Metal Behemoth Gateframe(/Engine/Transient.REINST_GateFrame_Large_Metal_C_1) CONTENT: Metal Ladder(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Metal/PrimalItemStructure_MetalLadder.Default__PrimalItemStructure_MetalLadder_C) CONTENT: A simple metal ladder used to climb up or down tall structures. Can also be used to extend existing ladders.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Metal/PrimalItemStructure_MetalLadder.Default__PrimalItemStructure_MetalLadder_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Metal/PrimalItemStructure_MetalLadder.Default__PrimalItemStructure_MetalLadder_C) CONTENT: Metal(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Metal/PrimalItemStructure_MetalLadder.Default__PrimalItemStructure_MetalLadder_C) CONTENT: Metal Ladder(/Game/PrimalEarth/Structures/Metal/Ladder_Metal.Default__Ladder_Metal_C) CONTENT: Base Pillar Structure(/Game/PrimalEarth/CoreBlueprints/Items/Structures/BuildingBases/PrimalItemStructure_BasePillar.Default__PrimalItemStructure_BasePillar_C) CONTENT: Adds structural integrity to the structure it is build on.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/BuildingBases/PrimalItemStructure_BasePillar.Default__PrimalItemStructure_BasePillar_C) CONTENT: Wood Pillar(/Engine/Transient.REINST_Pillar_Wood_SM_New_C_0) CONTENT: Wooden Pillar(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Wooden/PrimalItemStructure_WoodPillar.Default__PrimalItemStructure_WoodPillar_C) CONTENT: Adds structural integrity to the area it is build on. Can also act as stilts for buildings on inclines.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Wooden/PrimalItemStructure_WoodPillar.Default__PrimalItemStructure_WoodPillar_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Wooden/PrimalItemStructure_WoodPillar.Default__PrimalItemStructure_WoodPillar_C) CONTENT: Wood(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Wooden/PrimalItemStructure_WoodPillar.Default__PrimalItemStructure_WoodPillar_C) CONTENT: Wood Pillar(/Engine/Transient.Default__REINST_Pillar_Wood_SM_New_C_7624) CONTENT: Wood Pillar(/Engine/Transient.REINST_Pillar_Wood_SM_New_C_1) CONTENT: Metal Pillar(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Metal/PrimalItemStructure_MetalPillar.Default__PrimalItemStructure_MetalPillar_C) CONTENT: This metal-plated concrete pillar adds structural integrity to the area it is build under. Can also act as stilts for buildings on inclines.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Metal/PrimalItemStructure_MetalPillar.Default__PrimalItemStructure_MetalPillar_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Metal/PrimalItemStructure_MetalPillar.Default__PrimalItemStructure_MetalPillar_C) CONTENT: Metal(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Metal/PrimalItemStructure_MetalPillar.Default__PrimalItemStructure_MetalPillar_C) CONTENT: Metal Pillar(/Engine/Transient.REINST_Pillar_Metal_C_0) CONTENT: Metal Pillar(/Engine/Transient.Default__REINST_Pillar_Metal_C_7631) CONTENT: Metal Pillar(/Engine/Transient.REINST_Pillar_Metal_C_1) CONTENT: Metal Railing(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Metal/PrimalItemStructure_MetalRailing.Default__PrimalItemStructure_MetalRailing_C) CONTENT: A metal-plated concrete railing that acts as a simple barrier to prevent people from falling.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Metal/PrimalItemStructure_MetalRailing.Default__PrimalItemStructure_MetalRailing_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Metal/PrimalItemStructure_MetalRailing.Default__PrimalItemStructure_MetalRailing_C) CONTENT: Metal(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Metal/PrimalItemStructure_MetalRailing.Default__PrimalItemStructure_MetalRailing_C) CONTENT: Metal Railing(/Engine/Transient.REINST_Railing_Metal_C_0) CONTENT: Metal Railing(/Engine/Transient.Default__REINST_Railing_Metal_C_7640) CONTENT: Metal Railing(/Engine/Transient.REINST_Railing_Metal_C_1) CONTENT: Metal Ramp(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Metal/PrimalItemStructure_MetalRamp.Default__PrimalItemStructure_MetalRamp_C) CONTENT: An inclined metal-plated concrete floor for travelling up or down levels. Can also be used to make an angled roof.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Metal/PrimalItemStructure_MetalRamp.Default__PrimalItemStructure_MetalRamp_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Metal/PrimalItemStructure_MetalRamp.Default__PrimalItemStructure_MetalRamp_C) CONTENT: Metal(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Metal/PrimalItemStructure_MetalRamp.Default__PrimalItemStructure_MetalRamp_C) CONTENT: Metal Ramp(/Engine/Transient.REINST_Ramp_Metal_C_0) CONTENT: Metal Ramp(/Engine/Transient.Default__REINST_Ramp_Metal_C_7649) CONTENT: Metal Ramp(/Engine/Transient.REINST_Ramp_Metal_C_1) CONTENT: Base Sign Structure(/Game/PrimalEarth/CoreBlueprints/Items/Structures/BuildingBases/PrimalItemStructure_BaseSign.Default__PrimalItemStructure_BaseSign_C) CONTENT: Immoble sign post.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/BuildingBases/PrimalItemStructure_BaseSign.Default__PrimalItemStructure_BaseSign_C) CONTENT: Metal Sign(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Metal/PrimalItemStructure_MetalSign.Default__PrimalItemStructure_MetalSign_C) CONTENT: A small metal sign for landmark navigation or relaying messages.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Metal/PrimalItemStructure_MetalSign.Default__PrimalItemStructure_MetalSign_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Metal/PrimalItemStructure_MetalSign.Default__PrimalItemStructure_MetalSign_C) CONTENT: Metal(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Metal/PrimalItemStructure_MetalSign.Default__PrimalItemStructure_MetalSign_C) CONTENT: Signs(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Metal/PrimalItemStructure_MetalSign.Default__PrimalItemStructure_MetalSign_C) CONTENT: Base Signpost(/Engine/Transient.REINST_Sign_Base_C_0) CONTENT: Base Signpost(/Engine/Transient.Default__REINST_Sign_Base_C_7658) CONTENT: Base Signpost(/Engine/Transient.REINST_Sign_Base_C_1) CONTENT: Base Large Signpost(/Game/PrimalEarth/Structures/BuildingBases/Sign_Small_Base.Default__Sign_Small_Base_C) CONTENT: Small Metal Signpost(/Engine/Transient.REINST_Sign_Small_Metal_C_0) CONTENT: Small Metal Signpost(/Engine/Transient.Default__REINST_Sign_Small_Metal_C_7666) CONTENT: Small Metal Signpost(/Engine/Transient.REINST_Sign_Small_Metal_C_1) CONTENT: Metal Billboard(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Metal/PrimalItemStructure_MetalSign_Large.Default__PrimalItemStructure_MetalSign_Large_C) CONTENT: A large metal billboard for landmark navigation or relaying messages.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Metal/PrimalItemStructure_MetalSign_Large.Default__PrimalItemStructure_MetalSign_Large_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Metal/PrimalItemStructure_MetalSign_Large.Default__PrimalItemStructure_MetalSign_Large_C) CONTENT: Metal(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Metal/PrimalItemStructure_MetalSign_Large.Default__PrimalItemStructure_MetalSign_Large_C) CONTENT: Signs(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Metal/PrimalItemStructure_MetalSign_Large.Default__PrimalItemStructure_MetalSign_Large_C) CONTENT: Base Large Signpost(/Game/PrimalEarth/Structures/BuildingBases/Sign_Large_Base.Default__Sign_Large_Base_C) CONTENT: Large Metal Signpost(/Engine/Transient.REINST_Sign_Large_Metal_C_0) CONTENT: Large Metal Signpost(/Engine/Transient.Default__REINST_Sign_Large_Metal_C_7675) CONTENT: Large Metal Signpost(/Engine/Transient.REINST_Sign_Large_Metal_C_1) CONTENT: Metal Wall Sign(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Metal/PrimalItemStructure_MetalSign_Wall.Default__PrimalItemStructure_MetalSign_Wall_C) CONTENT: A simple metal wall sign for basic messages, requires attaching to a wall.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Metal/PrimalItemStructure_MetalSign_Wall.Default__PrimalItemStructure_MetalSign_Wall_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Metal/PrimalItemStructure_MetalSign_Wall.Default__PrimalItemStructure_MetalSign_Wall_C) CONTENT: Metal(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Metal/PrimalItemStructure_MetalSign_Wall.Default__PrimalItemStructure_MetalSign_Wall_C) CONTENT: Signs(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Metal/PrimalItemStructure_MetalSign_Wall.Default__PrimalItemStructure_MetalSign_Wall_C) CONTENT: Wall Sign(/Engine/Transient.REINST_Sign_Wall_Metal_C_0) CONTENT: Wall Sign(/Engine/Transient.Default__REINST_Sign_Wall_Metal_C_7683) CONTENT: Wall Sign(/Engine/Transient.REINST_Sign_Wall_Metal_C_1) CONTENT: Metal Spike Wall(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Metal/PrimalItemStructure_MetalSpikeWall.Default__PrimalItemStructure_MetalSpikeWall_C) CONTENT: These incredibly sharp metal spikes are dangerous to any that touch them. Larger creatures take more damage.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Metal/PrimalItemStructure_MetalSpikeWall.Default__PrimalItemStructure_MetalSpikeWall_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Metal/PrimalItemStructure_MetalSpikeWall.Default__PrimalItemStructure_MetalSpikeWall_C) CONTENT: Metal(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Metal/PrimalItemStructure_MetalSpikeWall.Default__PrimalItemStructure_MetalSpikeWall_C) CONTENT: Spike Wall(/Engine/Transient.REINST_SpikeWall_C_0) LITERAL: DamageTick(/Game/PrimalEarth/Structures/Wooden/SpikeWall.SpikeWall:EventGraph.K2Node_CallFunction_27343) LITERAL: DamageTick(/Game/PrimalEarth/Structures/Wooden/SpikeWall.SpikeWall:EventGraph.K2Node_CallFunction_58634) LITERAL: DamageTick(/Game/PrimalEarth/Structures/Wooden/SpikeWall.SpikeWall:EventGraph.K2Node_CallFunction_29145) CONTENT: Spike Wall(/Engine/Transient.Default__REINST_SpikeWall_C_7699) CONTENT: Spike Wall(/Engine/Transient.REINST_SpikeWall_C_1) CONTENT: Metal Staircase(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Metal/PrimalItemStructure_MetalStairs.Default__PrimalItemStructure_MetalStairs_C) CONTENT: A metal spiral staircase, useful in constructing multi-level buildings.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Metal/PrimalItemStructure_MetalStairs.Default__PrimalItemStructure_MetalStairs_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Metal/PrimalItemStructure_MetalStairs.Default__PrimalItemStructure_MetalStairs_C) CONTENT: Metal(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Metal/PrimalItemStructure_MetalStairs.Default__PrimalItemStructure_MetalStairs_C) CONTENT: Metal Staircase(/Engine/Transient.REINST_StairSM_Metal_C_0) CONTENT: Metal Staircase(/Engine/Transient.Default__REINST_StairSM_Metal_C_7707) CONTENT: Metal Staircase(/Engine/Transient.REINST_StairSM_Metal_C_1) CONTENT: Base Trapdoor Structure(/Game/PrimalEarth/CoreBlueprints/Items/Structures/BuildingBases/PrimalItemStructure_BaseTrapdoor.Default__PrimalItemStructure_BaseTrapdoor_C) CONTENT: Allows entrance via hatches.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/BuildingBases/PrimalItemStructure_BaseTrapdoor.Default__PrimalItemStructure_BaseTrapdoor_C) CONTENT: Ceiling Door(/Engine/Transient.REINST_Ceiling_Door_Base_SM_C_0) CONTENT: Ceiling Door(/Engine/Transient.Default__REINST_Ceiling_Door_Base_SM_C_7715) CONTENT: Ceiling Door(/Engine/Transient.REINST_Ceiling_Door_Base_SM_C_1) CONTENT: Wood Trapdoor(/Engine/Transient.REINST_Ceiling_Door_Wood_SM_New_C_0) CONTENT: Wooden Trapdoor(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Wooden/PrimalItemStructure_WoodTrapdoor.Default__PrimalItemStructure_WoodTrapdoor_C) CONTENT: This small wooden door can be used to secure hatches.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Wooden/PrimalItemStructure_WoodTrapdoor.Default__PrimalItemStructure_WoodTrapdoor_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Wooden/PrimalItemStructure_WoodTrapdoor.Default__PrimalItemStructure_WoodTrapdoor_C) CONTENT: Wood(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Wooden/PrimalItemStructure_WoodTrapdoor.Default__PrimalItemStructure_WoodTrapdoor_C) CONTENT: Wood Trapdoor(/Engine/Transient.Default__REINST_Ceiling_Door_Wood_SM_New_C_7725) CONTENT: Wood Trapdoor(/Engine/Transient.REINST_Ceiling_Door_Wood_SM_New_C_1) CONTENT: Metal Trapdoor(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Metal/PrimalItemStructure_MetalTrapdoor.Default__PrimalItemStructure_MetalTrapdoor_C) CONTENT: This metal-plated concrete slab can be used to secure hatches.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Metal/PrimalItemStructure_MetalTrapdoor.Default__PrimalItemStructure_MetalTrapdoor_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Metal/PrimalItemStructure_MetalTrapdoor.Default__PrimalItemStructure_MetalTrapdoor_C) CONTENT: Metal(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Metal/PrimalItemStructure_MetalTrapdoor.Default__PrimalItemStructure_MetalTrapdoor_C) CONTENT: Metal Trapdoor(/Engine/Transient.REINST_Ceiling_Door_Metal_C_0) CONTENT: Metal Trapdoor(/Engine/Transient.Default__REINST_Ceiling_Door_Metal_C_7733) CONTENT: Metal Trapdoor(/Engine/Transient.REINST_Ceiling_Door_Metal_C_1) CONTENT: Giant Metal Trapdoor(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Metal/PrimalItemStructure_MetalTrapdoorGiant.Default__PrimalItemStructure_MetalTrapdoorGiant_C) CONTENT: A large reinforced ceiling gate that can be used with a Gateway to keep most dinosaurs in or out.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Metal/PrimalItemStructure_MetalTrapdoorGiant.Default__PrimalItemStructure_MetalTrapdoorGiant_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Metal/PrimalItemStructure_MetalTrapdoorGiant.Default__PrimalItemStructure_MetalTrapdoorGiant_C) CONTENT: Metal(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Metal/PrimalItemStructure_MetalTrapdoorGiant.Default__PrimalItemStructure_MetalTrapdoorGiant_C) CONTENT: Metal Giant Trapdoor(/Engine/Transient.REINST_SM_MetalCeilingDoorGiant_BP_C_0) CONTENT: Metal Giant Trapdoor(/Engine/Transient.Default__REINST_SM_MetalCeilingDoorGiant_BP_C_7741) CONTENT: Metal Giant Trapdoor(/Engine/Transient.REINST_SM_MetalCeilingDoorGiant_BP_C_1) CONTENT: Metal Wall(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Metal/PrimalItemStructure_MetalWall.Default__PrimalItemStructure_MetalWall_C) CONTENT: A metal-plated concrete wall that insulates the inside from the outside and separates rooms.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Metal/PrimalItemStructure_MetalWall.Default__PrimalItemStructure_MetalWall_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Metal/PrimalItemStructure_MetalWall.Default__PrimalItemStructure_MetalWall_C) CONTENT: Metal(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Metal/PrimalItemStructure_MetalWall.Default__PrimalItemStructure_MetalWall_C) CONTENT: Metal Wall(/Engine/Transient.REINST_Wall_Metal_C_0) CONTENT: Metal Wall(/Engine/Transient.Default__REINST_Wall_Metal_C_7749) CONTENT: Metal Wall(/Engine/Transient.REINST_Wall_Metal_C_1) CONTENT: Metal Doorframe(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Metal/PrimalItemStructure_MetalWallWithDoor.Default__PrimalItemStructure_MetalWallWithDoor_C) CONTENT: A metal-plated concrete wall that provides entrance to a structure.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Metal/PrimalItemStructure_MetalWallWithDoor.Default__PrimalItemStructure_MetalWallWithDoor_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Metal/PrimalItemStructure_MetalWallWithDoor.Default__PrimalItemStructure_MetalWallWithDoor_C) CONTENT: Metal(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Metal/PrimalItemStructure_MetalWallWithDoor.Default__PrimalItemStructure_MetalWallWithDoor_C) CONTENT: Metal Door Frame(/Engine/Transient.REINST_Doorframe_Metal_C_0) CONTENT: Metal Door Frame(/Engine/Transient.Default__REINST_Doorframe_Metal_C_7758) CONTENT: Metal Door Frame(/Engine/Transient.REINST_Doorframe_Metal_C_1) CONTENT: Base Windowframe Structure(/Game/PrimalEarth/CoreBlueprints/Items/Structures/BuildingBases/PrimalItemStructure_BaseWallWithWindow.Default__PrimalItemStructure_BaseWallWithWindow_C) CONTENT: A wall with a hole for a window.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/BuildingBases/PrimalItemStructure_BaseWallWithWindow.Default__PrimalItemStructure_BaseWallWithWindow_C) CONTENT: Wood Window Wall(/Engine/Transient.REINST_WindowWall_Wood_SM_New_C_0) CONTENT: Wooden Windowframe(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Wooden/PrimalItemStructure_WoodWallWithWindow.Default__PrimalItemStructure_WoodWallWithWindow_C) CONTENT: A wooden wall with a hole for a window.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Wooden/PrimalItemStructure_WoodWallWithWindow.Default__PrimalItemStructure_WoodWallWithWindow_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Wooden/PrimalItemStructure_WoodWallWithWindow.Default__PrimalItemStructure_WoodWallWithWindow_C) CONTENT: Wood(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Wooden/PrimalItemStructure_WoodWallWithWindow.Default__PrimalItemStructure_WoodWallWithWindow_C) CONTENT: Wood Window Wall(/Engine/Transient.Default__REINST_WindowWall_Wood_SM_New_C_7769) CONTENT: Wood Window Wall(/Engine/Transient.REINST_WindowWall_Wood_SM_New_C_1) CONTENT: Metal Windowframe(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Metal/PrimalItemStructure_MetalWallWithWindow.Default__PrimalItemStructure_MetalWallWithWindow_C) CONTENT: A metal-plated concrete wall, with a hole for a window.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Metal/PrimalItemStructure_MetalWallWithWindow.Default__PrimalItemStructure_MetalWallWithWindow_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Metal/PrimalItemStructure_MetalWallWithWindow.Default__PrimalItemStructure_MetalWallWithWindow_C) CONTENT: Metal(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Metal/PrimalItemStructure_MetalWallWithWindow.Default__PrimalItemStructure_MetalWallWithWindow_C) CONTENT: Metal Window Wall(/Engine/Transient.REINST_WindowWall_Metal_C_0) CONTENT: Metal Window Wall(/Engine/Transient.Default__REINST_WindowWall_Metal_C_7777) CONTENT: Metal Window Wall(/Engine/Transient.REINST_WindowWall_Metal_C_1) CONTENT: Metal Window(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Metal/PrimalItemStructure_MetalWindow.Default__PrimalItemStructure_MetalWindow_C) CONTENT: Metal plates on hinges that cover windows to provide protection from projectiles and spying.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Metal/PrimalItemStructure_MetalWindow.Default__PrimalItemStructure_MetalWindow_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Metal/PrimalItemStructure_MetalWindow.Default__PrimalItemStructure_MetalWindow_C) CONTENT: Metal(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Metal/PrimalItemStructure_MetalWindow.Default__PrimalItemStructure_MetalWindow_C) CONTENT: Metal Window(/Engine/Transient.REINST_Window_Metal_BP_C_0) CONTENT: Metal Window(/Engine/Transient.Default__REINST_Window_Metal_BP_C_7786) CONTENT: Metal Window(/Engine/Transient.REINST_Window_Metal_BP_C_1) CONTENT: Place a battery in here to power!(/Game/PrimalEarth/CoreBlueprints/Inventories/PrimalInventoryBP_AC_Base.Default__PrimalInventoryBP_AC_Base_C) CONTENT: Base Storage Box(/Game/PrimalEarth/CoreBlueprints/Inventories/PrimalInventoryBP_AC_Base.Default__PrimalInventoryBP_AC_Base_C) CONTENT: Air Conditioner(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_AirConditioner.Default__PrimalItemStructure_AirConditioner_C) CONTENT: Requires electricity to run. Provides insulation from both the heat and the cold to an area.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_AirConditioner.Default__PrimalItemStructure_AirConditioner_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_AirConditioner.Default__PrimalItemStructure_AirConditioner_C) CONTENT: Electric(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_AirConditioner.Default__PrimalItemStructure_AirConditioner_C) CONTENT: Air Conditioner(/Engine/Transient.REINST_AirConditioner_C_0) CONTENT: Air Conditioner(/Engine/Transient.Default__REINST_AirConditioner_C_7795) CONTENT: Air Conditioner(/Engine/Transient.REINST_AirConditioner_C_1) CONTENT: Bear Trap(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_BearTrap.Default__PrimalItemStructure_BearTrap_C) CONTENT: Immobilizes humans and small creatures.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_BearTrap.Default__PrimalItemStructure_BearTrap_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_BearTrap.Default__PrimalItemStructure_BearTrap_C) CONTENT: Defenses(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_BearTrap.Default__PrimalItemStructure_BearTrap_C) CONTENT: Large Bear Trap(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_BearTrap_Large.Default__PrimalItemStructure_BearTrap_Large_C) CONTENT: Immobilizes large creatures only.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_BearTrap_Large.Default__PrimalItemStructure_BearTrap_Large_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_BearTrap_Large.Default__PrimalItemStructure_BearTrap_Large_C) CONTENT: Defenses(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_BearTrap_Large.Default__PrimalItemStructure_BearTrap_Large_C) CONTENT: Large Bear Trap(/Engine/Transient.REINST_BearTrapLarge_C_0) CONTENT: Large Bear Trap(/Engine/Transient.Default__REINST_BearTrapLarge_C_7810) CONTENT: Large Bear Trap(/Engine/Transient.REINST_BearTrapLarge_C_1) CONTENT: Bed(/Engine/Transient.REINST_BedBaseBP_C_0) CONTENT: Bed(/Engine/Transient.Default__REINST_BedBaseBP_C_7818) CONTENT: Bed(/Engine/Transient.REINST_BedBaseBP_C_1) CONTENT: Base Bed(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_Bed_Base.Default__PrimalItemStructure_Bed_Base_C) CONTENT: Multi-use spawn point.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_Bed_Base.Default__PrimalItemStructure_Bed_Base_C) CONTENT: Lay On(/Game/PrimalEarth/Structures/SimpleBed.Default__SimpleBed_C) CONTENT: Simple Bed(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_Bed_Simple.Default__PrimalItemStructure_Bed_Simple_C) CONTENT: Thatch may not make the most comfortable mattress, but this bed acts as a respawn point for you and your tribe.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_Bed_Simple.Default__PrimalItemStructure_Bed_Simple_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_Bed_Simple.Default__PrimalItemStructure_Bed_Simple_C) CONTENT: Beds(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_Bed_Simple.Default__PrimalItemStructure_Bed_Simple_C) CONTENT: Bunk Bed(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_Bed_Modern.Default__PrimalItemStructure_Bed_Modern_C) CONTENT: This modern bunk-style bed has two mattresses, and a high thread count. Acts as a respawn point for you and your tribe with half cooldown time.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_Bed_Modern.Default__PrimalItemStructure_Bed_Modern_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_Bed_Modern.Default__PrimalItemStructure_Bed_Modern_C) CONTENT: Beds(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_Bed_Modern.Default__PrimalItemStructure_Bed_Modern_C) CONTENT: Lay On(/Game/PrimalEarth/Structures/ModernBed.Default__ModernBed_C) CONTENT: Bunk Bed(/Game/PrimalEarth/Structures/ModernBed.Default__ModernBed_C) CONTENT: Lay On(/Engine/Transient.REINST_TekBed_C_0) CONTENT: Tek Sleeping Pod(/Engine/Transient.REINST_TekBed_C_0) CONTENT: Tek Sleeping Pod(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_Bed_Tek.Default__PrimalItemStructure_Bed_Tek_C) CONTENT: This Tek-powered Chamber lets you rapidly recover vitals, and slowly gain XP even when sleeping. You can also sleep soundly within it, protected even while on a moving platform!(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_Bed_Tek.Default__PrimalItemStructure_Bed_Tek_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_Bed_Tek.Default__PrimalItemStructure_Bed_Tek_C) CONTENT: Beds(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_Bed_Tek.Default__PrimalItemStructure_Bed_Tek_C) CONTENT: Tek Bed Recovery(/Engine/Transient.REINST_Buff_TekBedVitals_C_0) CONTENT: You are recovering vitals and XP! (/Engine/Transient.REINST_Buff_TekBedVitals_C_0) CONTENT: Tek Bed Recovery(/Engine/Transient.Default__REINST_Buff_TekBedVitals_C_7835) CONTENT: You are recovering vitals and XP! (/Engine/Transient.Default__REINST_Buff_TekBedVitals_C_7835) CONTENT: Tek Bed Recovery(/Engine/Transient.REINST_Buff_TekBedVitals_C_1) CONTENT: You are recovering vitals and XP! (/Engine/Transient.REINST_Buff_TekBedVitals_C_1) CONTENT: Lay On(/Engine/Transient.Default__REINST_TekBed_C_7842) CONTENT: Tek Sleeping Pod(/Engine/Transient.Default__REINST_TekBed_C_7842) CONTENT: Lay On(/Engine/Transient.REINST_TekBed_C_1) CONTENT: Tek Sleeping Pod(/Engine/Transient.REINST_TekBed_C_1) CONTENT: Hangover(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_Hangover.Default__Buff_Hangover_C) CONTENT: Stews have no effect. Reduced water, insulation, and stamina, decreased damage and resistance.(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_Hangover.Default__Buff_Hangover_C) CONTENT: Buzzed(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_Beer.Default__Buff_Beer_C) CONTENT: Extra insulation, reduced water consumption, reduced stamina, increased damage and resistance.(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_Beer.Default__Buff_Beer_C) CONTENT: Beer Liquid(/Game/PrimalEarth/CoreBlueprints/Resources/PrimalItemResource_Beer.Default__PrimalItemResource_Beer_C) CONTENT: Put it in a glass jar to drink it!(/Game/PrimalEarth/CoreBlueprints/Resources/PrimalItemResource_Beer.Default__PrimalItemResource_Beer_C) CONTENT: Beer Jar(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_BeerJar.Default__PrimalItemConsumable_BeerJar_C) CONTENT: Mmmmm.(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_BeerJar.Default__PrimalItemConsumable_BeerJar_C) CONTENT: Consumables(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_BeerJar.Default__PrimalItemConsumable_BeerJar_C) CONTENT: Crafted Foods(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_BeerJar.Default__PrimalItemConsumable_BeerJar_C) CONTENT: Calien Soup(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_CalienSoup.Default__Buff_CalienSoup_C) CONTENT: Hyperthermic insulation, reduced water consumption(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_CalienSoup.Default__Buff_CalienSoup_C) CONTENT: Calien Soup Enabled(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_CalienSoup.Default__Buff_CalienSoup_C) CONTENT: Beer Jar(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_BeerJarAlt.Default__PrimalItemConsumable_BeerJarAlt_C) CONTENT: Mmmmm.(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_BeerJarAlt.Default__PrimalItemConsumable_BeerJarAlt_C) CONTENT: Consumables(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_BeerJarAlt.Default__PrimalItemConsumable_BeerJarAlt_C) CONTENT: Crafted Foods(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_BeerJarAlt.Default__PrimalItemConsumable_BeerJarAlt_C) CONTENT: Put thatch, berries, and water in this, wait for fermentation, then fill up a glass jar!(/Game/PrimalEarth/CoreBlueprints/Inventories/PrimalInventoryBP_BeerBarrel.Default__PrimalInventoryBP_BeerBarrel_C) CONTENT: Beer Barrel(/Game/PrimalEarth/CoreBlueprints/Inventories/PrimalInventoryBP_BeerBarrel.Default__PrimalInventoryBP_BeerBarrel_C) CONTENT: Beer Barrel(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_BeerBarrel.Default__PrimalItemStructure_BeerBarrel_C) CONTENT: Ferments tasty brew from Thatch, Water, and Berries.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_BeerBarrel.Default__PrimalItemStructure_BeerBarrel_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_BeerBarrel.Default__PrimalItemStructure_BeerBarrel_C) CONTENT: Cooking(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_BeerBarrel.Default__PrimalItemStructure_BeerBarrel_C) CONTENT: Use water items or rain to fill up the tank, or place it connected to a permanent water source.(/Game/PrimalEarth/CoreBlueprints/Inventories/PrimalInventoryBP_WaterTank.Default__PrimalInventoryBP_WaterTank_C) CONTENT: Water Tank(/Game/PrimalEarth/CoreBlueprints/Inventories/PrimalInventoryBP_WaterTank.Default__PrimalInventoryBP_WaterTank_C) CONTENT: Water Reservoir(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Pipes/PrimalItemStructure_WaterTank.Default__PrimalItemStructure_WaterTank_C) CONTENT: Attach this to pipes to store rain, irrigation, or manually deposited water for later use. Will automatically irrigate nearby crops if attached to a tap.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Pipes/PrimalItemStructure_WaterTank.Default__PrimalItemStructure_WaterTank_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Pipes/PrimalItemStructure_WaterTank.Default__PrimalItemStructure_WaterTank_C) CONTENT: Pipes(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Pipes/PrimalItemStructure_WaterTank.Default__PrimalItemStructure_WaterTank_C) CONTENT: Stone(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Pipes/PrimalItemStructure_WaterTank.Default__PrimalItemStructure_WaterTank_C) CONTENT: Water Tank(/Engine/Transient.REINST_WaterTankBaseBP_C_0) CONTENT: Water Tank(/Engine/Transient.Default__REINST_WaterTankBaseBP_C_7857) CONTENT: Water Tank(/Engine/Transient.REINST_WaterTankBaseBP_C_1) CONTENT: Water Tank(/Engine/Transient.REINST_WaterTankBaseBP_NoInv_C_0) CONTENT: Water Tank(/Engine/Transient.Default__REINST_WaterTankBaseBP_NoInv_C_7865) CONTENT: Water Tank(/Engine/Transient.REINST_WaterTankBaseBP_NoInv_C_1) CONTENT: Beer Barrel(/Engine/Transient.REINST_BeerBarrel_C_0) CONTENT: Beer Barrel(/Engine/Transient.Default__REINST_BeerBarrel_C_7872) CONTENT: Beer Barrel(/Engine/Transient.REINST_BeerBarrel_C_1) CONTENT: Put Cannon Balls in this.(/Game/PrimalEarth/CoreBlueprints/Inventories/PrimalInventoryBP_Cannon.Default__PrimalInventoryBP_Cannon_C) CONTENT: Cannon(/Game/PrimalEarth/CoreBlueprints/Inventories/PrimalInventoryBP_Cannon.Default__PrimalInventoryBP_Cannon_C) CONTENT: Cannon(/Engine/Transient.REINST_Cannon_SM_C_0) CONTENT: Cannon(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_Cannon.Default__PrimalItemStructure_Cannon_C) CONTENT: A powerful, heavy weapon of war, capable of demolishing heavily reinforced structures.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_Cannon.Default__PrimalItemStructure_Cannon_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_Cannon.Default__PrimalItemStructure_Cannon_C) CONTENT: Metal(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_Cannon.Default__PrimalItemStructure_Cannon_C) LITERAL: Fire(/Game/PrimalEarth/Structures/Cannon_SM.Cannon_SM:BPGetMultiUseEntries.K2Node_MakeStruct_1758) LITERAL: Aim Up(/Game/PrimalEarth/Structures/Cannon_SM.Cannon_SM:BPGetMultiUseEntries.K2Node_MakeStruct_497) LITERAL: Aim Down(/Game/PrimalEarth/Structures/Cannon_SM.Cannon_SM:BPGetMultiUseEntries.K2Node_MakeStruct_498) LITERAL: Load From Ammo Container(/Game/PrimalEarth/Structures/Cannon_SM.Cannon_SM:BPGetMultiUseEntries.K2Node_MakeStruct_568) LITERAL: Aim Left(/Game/PrimalEarth/Structures/Cannon_SM.Cannon_SM:BPGetMultiUseEntries.K2Node_MakeStruct_71) LITERAL: Hold For Aim Options(/Game/PrimalEarth/Structures/Cannon_SM.Cannon_SM:BPGetMultiUseEntries.K2Node_MakeStruct_782) LITERAL: Aim Right(/Game/PrimalEarth/Structures/Cannon_SM.Cannon_SM:BPGetMultiUseEntries.K2Node_MakeStruct_783) CONTENT: Cannon(/Engine/Transient.Default__REINST_Cannon_SM_C_7889) CONTENT: Cannon(/Engine/Transient.REINST_Cannon_SM_C_1) CONTENT: Hyperdrive(/Engine/Transient.REINST_Buff_MutatingEffect_C_0) CONTENT: Hyperdrive(/Engine/Transient.Default__REINST_Buff_MutatingEffect_C_7896) CONTENT: Hyperdrive(/Engine/Transient.REINST_Buff_MutatingEffect_C_1) CONTENT: Hyperdrive(/Engine/Transient.REINST_Buff_MutatingEffectMinor_C_0) CONTENT: Hyperdrive(/Engine/Transient.Default__REINST_Buff_MutatingEffectMinor_C_7903) CONTENT: Hyperdrive(/Engine/Transient.REINST_Buff_MutatingEffectMinor_C_1) CONTENT: Mutagen Nearby(/Engine/Transient.REINST_Buff_MutagenWarning_C_0) CONTENT: Mutagen Nearby(/Engine/Transient.REINST_Buff_MutagenWarning_C_0) CONTENT: Mutagen Nearby(/Engine/Transient.Default__REINST_Buff_MutagenWarning_C_7910) CONTENT: Mutagen Nearby(/Engine/Transient.Default__REINST_Buff_MutagenWarning_C_7910) CONTENT: Mutagen Nearby(/Engine/Transient.REINST_Buff_MutagenWarning_C_1) CONTENT: Mutagen Nearby(/Engine/Transient.REINST_Buff_MutagenWarning_C_1) LITERAL: CheckForFallThrough(/Game/Genesis2/CoreBlueprints/Environment/Mutagen/DroppedItem_Mutagen.DroppedItem_Mutagen:ReceiveBeginPlay.K2Node_CallFunction_24870) CONTENT: Mutagel(/Engine/Transient.REINST_PrimalItemConsumable_Mutagel_C_0) CONTENT: Rare mechanochemical substance derived from Mutagen. Use with caution to tame autonomous Stryders.(/Engine/Transient.REINST_PrimalItemConsumable_Mutagel_C_0) CONTENT: Mutagen(/Engine/Transient.REINST_PrimalItemConsumable_Mutagen_C_0) CONTENT: Rare substance with aggravating and mutagentic properties. Use with caution to boost creature stats and gain access to Rockwell's Inner Sanctum.(/Engine/Transient.REINST_PrimalItemConsumable_Mutagen_C_0) LITERAL: Server CanUse {0}(/Game/Genesis2/CoreBlueprints/Environment/Mutagen/PrimalItemConsumable_Mutagel.PrimalItemConsumable_Mutagel:BPCanUse.K2Node_FormatText_136) LITERAL: (Cannot be used)(/Game/Genesis2/CoreBlueprints/Environment/Mutagen/PrimalItemConsumable_Mutagel.PrimalItemConsumable_Mutagel:BPGetItemDescription.K2Node_CallFunction_292306) LITERAL: (/Game/Genesis2/CoreBlueprints/Environment/Mutagen/PrimalItemConsumable_Mutagel.PrimalItemConsumable_Mutagel:BPGetItemDescription.K2Node_CallFunction_314854) LITERAL: (/Game/Genesis2/CoreBlueprints/Environment/Mutagen/PrimalItemConsumable_Mutagel.PrimalItemConsumable_Mutagel:BPGetItemDescription.K2Node_CallFunction_314854) LITERAL: {color} ( {0} of {1} )(/Game/Genesis2/CoreBlueprints/Environment/Mutagen/PrimalItemConsumable_Mutagel.PrimalItemConsumable_Mutagel:BPGetItemDescription.K2Node_FormatText_116) LITERAL: Server CanUse {0}(/Game/Genesis2/CoreBlueprints/Environment/Mutagen/PrimalItemConsumable_Mutagen.PrimalItemConsumable_Mutagen:BPCanUse.K2Node_FormatText_136) LITERAL: tried to set server strider(/Game/Genesis2/CoreBlueprints/Environment/Mutagen/PrimalItemConsumable_Mutagen.PrimalItemConsumable_Mutagen:BPCanUse.K2Node_CallFunction_689452) LITERAL: x(/Game/Genesis2/CoreBlueprints/Environment/Mutagen/PrimalItemConsumable_Mutagen.PrimalItemConsumable_Mutagen:BPCanUse.K2Node_CallFunction_908861) LITERAL: prev strider to hack seems fine(/Game/Genesis2/CoreBlueprints/Environment/Mutagen/PrimalItemConsumable_Mutagen.PrimalItemConsumable_Mutagen:BPCanUse.K2Node_CallFunction_305888) LITERAL: prev strider to hack invalid(/Game/Genesis2/CoreBlueprints/Environment/Mutagen/PrimalItemConsumable_Mutagen.PrimalItemConsumable_Mutagen:BPCanUse.K2Node_CallFunction_305889) LITERAL: cast true(/Game/Genesis2/CoreBlueprints/Environment/Mutagen/PrimalItemConsumable_Mutagen.PrimalItemConsumable_Mutagen:BPCanUse.K2Node_CallFunction_304544) LITERAL: cast fail(/Game/Genesis2/CoreBlueprints/Environment/Mutagen/PrimalItemConsumable_Mutagen.PrimalItemConsumable_Mutagen:BPCanUse.K2Node_CallFunction_690871) LITERAL: cant use cause theres not enough mutagen(/Game/Genesis2/CoreBlueprints/Environment/Mutagen/PrimalItemConsumable_Mutagen.PrimalItemConsumable_Mutagen:BPCanUse.K2Node_CallFunction_165541) LITERAL: cannot use, server strider invalid(/Game/Genesis2/CoreBlueprints/Environment/Mutagen/PrimalItemConsumable_Mutagen.PrimalItemConsumable_Mutagen:BPCanUse.K2Node_CallFunction_148695) LITERAL: cannot use,, could not determine mutagen amount in inv(/Game/Genesis2/CoreBlueprints/Environment/Mutagen/PrimalItemConsumable_Mutagen.PrimalItemConsumable_Mutagen:BlueprintUsed.K2Node_CallFunction_165542) LITERAL: cannot use invalid owner(/Game/Genesis2/CoreBlueprints/Environment/Mutagen/PrimalItemConsumable_Mutagen.PrimalItemConsumable_Mutagen:BlueprintUsed.K2Node_CallFunction_165862) LITERAL: cannot use,, could not determine needed mutagen amount(/Game/Genesis2/CoreBlueprints/Environment/Mutagen/PrimalItemConsumable_Mutagen.PrimalItemConsumable_Mutagen:BlueprintUsed.K2Node_CallFunction_165863) LITERAL: cannot use,, controller invalid(/Game/Genesis2/CoreBlueprints/Environment/Mutagen/PrimalItemConsumable_Mutagen.PrimalItemConsumable_Mutagen:BlueprintUsed.K2Node_CallFunction_165864) LITERAL: cannot use,, strider invalid in blueprint used(/Game/Genesis2/CoreBlueprints/Environment/Mutagen/PrimalItemConsumable_Mutagen.PrimalItemConsumable_Mutagen:BlueprintUsed.K2Node_CallFunction_148695) LITERAL: {color} ( {0} of {1} )(/Game/Genesis2/CoreBlueprints/Environment/Mutagen/PrimalItemConsumable_Mutagen.PrimalItemConsumable_Mutagen:BPGetItemDescription.K2Node_FormatText_116) LITERAL: (/Game/Genesis2/CoreBlueprints/Environment/Mutagen/PrimalItemConsumable_Mutagen.PrimalItemConsumable_Mutagen:BPGetItemDescription.K2Node_CallFunction_314854) LITERAL: (/Game/Genesis2/CoreBlueprints/Environment/Mutagen/PrimalItemConsumable_Mutagen.PrimalItemConsumable_Mutagen:BPGetItemDescription.K2Node_CallFunction_314854) LITERAL: (Cannot be used)(/Game/Genesis2/CoreBlueprints/Environment/Mutagen/PrimalItemConsumable_Mutagen.PrimalItemConsumable_Mutagen:BPGetItemDescription.K2Node_CallFunction_292306) LITERAL: amount set to(/Game/Genesis2/CoreBlueprints/Environment/Mutagen/PrimalItemConsumable_Mutagen.PrimalItemConsumable_Mutagen:CalculateAmountNeeded.K2Node_CallFunction_907730) LITERAL: amount set 0(/Game/Genesis2/CoreBlueprints/Environment/Mutagen/PrimalItemConsumable_Mutagen.PrimalItemConsumable_Mutagen:CalculateAmountNeeded.K2Node_CallFunction_907917) LITERAL: mutagen count(/Game/Genesis2/CoreBlueprints/Environment/Mutagen/PrimalItemConsumable_Mutagen.PrimalItemConsumable_Mutagen:CalculateAmountNeeded.K2Node_CallFunction_907979) LITERAL: prev strider ref was invalid(/Game/Genesis2/CoreBlueprints/Environment/Mutagen/PrimalItemConsumable_Mutagen.PrimalItemConsumable_Mutagen:BPServerHandleItemNetExecCommand.K2Node_CallFunction_303477) LITERAL: set server strider to hack(/Game/Genesis2/CoreBlueprints/Environment/Mutagen/PrimalItemConsumable_Mutagen.PrimalItemConsumable_Mutagen:BPServerHandleItemNetExecCommand.K2Node_CallFunction_689452) LITERAL: prev strider ref was invalid(/Game/Genesis2/CoreBlueprints/Environment/Mutagen/PrimalItemConsumable_Mutagen.PrimalItemConsumable_Mutagen:BPServerHandleItemNetExecCommand.K2Node_CallFunction_691951) LITERAL: sav ed amount of mutagen needed(/Game/Genesis2/CoreBlueprints/Environment/Mutagen/PrimalItemConsumable_Mutagen.PrimalItemConsumable_Mutagen:BPServerHandleItemNetExecCommand.K2Node_CallFunction_905014) LITERAL: z(/Game/Genesis2/CoreBlueprints/Environment/Mutagen/PrimalItemConsumable_Mutagen.PrimalItemConsumable_Mutagen:BPServerHandleItemNetExecCommand.K2Node_CallFunction_908861) CONTENT: Mutagen(/Engine/Transient.Default__REINST_PrimalItemConsumable_Mutagen_C_7932) CONTENT: Rare substance with aggravating and mutagentic properties. Use with caution to boost creature stats and gain access to Rockwell's Inner Sanctum.(/Engine/Transient.Default__REINST_PrimalItemConsumable_Mutagen_C_7932) LITERAL: Server CanUse {0}(/Game/Genesis2/CoreBlueprints/Environment/Mutagen/PrimalItemConsumable_Mutagen.PrimalItemConsumable_Mutagen:EdGraph_26868.K2Node_CallFunction_64244) LITERAL: 0(/Game/Genesis2/CoreBlueprints/Environment/Mutagen/PrimalItemConsumable_Mutagen.PrimalItemConsumable_Mutagen:EdGraph_26868.K2Node_MakeStruct_379) LITERAL: {color} ( {0} of {1} )(/Game/Genesis2/CoreBlueprints/Environment/Mutagen/PrimalItemConsumable_Mutagen.PrimalItemConsumable_Mutagen:EdGraph_26885.K2Node_CallFunction_64254) LITERAL: color(/Game/Genesis2/CoreBlueprints/Environment/Mutagen/PrimalItemConsumable_Mutagen.PrimalItemConsumable_Mutagen:EdGraph_26885.K2Node_MakeStruct_380) LITERAL: 0(/Game/Genesis2/CoreBlueprints/Environment/Mutagen/PrimalItemConsumable_Mutagen.PrimalItemConsumable_Mutagen:EdGraph_26885.K2Node_MakeStruct_381) LITERAL: 1(/Game/Genesis2/CoreBlueprints/Environment/Mutagen/PrimalItemConsumable_Mutagen.PrimalItemConsumable_Mutagen:EdGraph_26885.K2Node_MakeStruct_382) CONTENT: Mutagen(/Engine/Transient.REINST_PrimalItemConsumable_Mutagen_C_1) CONTENT: Rare substance with aggravating and mutagentic properties. Use with caution to boost creature stats and gain access to Rockwell's Inner Sanctum.(/Engine/Transient.REINST_PrimalItemConsumable_Mutagen_C_1) CONTENT: Mutagel(/Engine/Transient.Default__REINST_PrimalItemConsumable_Mutagel_C_7939) CONTENT: Rare mechanochemical substance derived from Mutagen. Use with caution to tame autonomous Stryders.(/Engine/Transient.Default__REINST_PrimalItemConsumable_Mutagel_C_7939) LITERAL: Server CanUse {0}(/Game/Genesis2/CoreBlueprints/Environment/Mutagen/PrimalItemConsumable_Mutagel.PrimalItemConsumable_Mutagel:EdGraph_26924.K2Node_CallFunction_64266) LITERAL: 0(/Game/Genesis2/CoreBlueprints/Environment/Mutagen/PrimalItemConsumable_Mutagel.PrimalItemConsumable_Mutagel:EdGraph_26924.K2Node_MakeStruct_383) LITERAL: {color} ( {0} of {1} )(/Game/Genesis2/CoreBlueprints/Environment/Mutagen/PrimalItemConsumable_Mutagel.PrimalItemConsumable_Mutagel:EdGraph_26934.K2Node_CallFunction_64271) LITERAL: color(/Game/Genesis2/CoreBlueprints/Environment/Mutagen/PrimalItemConsumable_Mutagel.PrimalItemConsumable_Mutagel:EdGraph_26934.K2Node_MakeStruct_384) LITERAL: 0(/Game/Genesis2/CoreBlueprints/Environment/Mutagen/PrimalItemConsumable_Mutagel.PrimalItemConsumable_Mutagel:EdGraph_26934.K2Node_MakeStruct_385) LITERAL: 1(/Game/Genesis2/CoreBlueprints/Environment/Mutagen/PrimalItemConsumable_Mutagel.PrimalItemConsumable_Mutagel:EdGraph_26934.K2Node_MakeStruct_386) CONTENT: Mutagel(/Engine/Transient.REINST_PrimalItemConsumable_Mutagel_C_1) CONTENT: Rare mechanochemical substance derived from Mutagen. Use with caution to tame autonomous Stryders.(/Engine/Transient.REINST_PrimalItemConsumable_Mutagel_C_1) CONTENT: Chemistry Bench(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_ChemBench.Default__PrimalItemStructure_ChemBench_C) CONTENT: Place materials in this to transmute chemical substances with extreme efficiency!(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_ChemBench.Default__PrimalItemStructure_ChemBench_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_ChemBench.Default__PrimalItemStructure_ChemBench_C) CONTENT: Crafting(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_ChemBench.Default__PrimalItemStructure_ChemBench_C) CONTENT: Chemistry Bench(/Engine/Transient.REINST_StorageBox_ChemBench_C_0) CONTENT: Chemistry Bench(/Engine/Transient.Default__REINST_StorageBox_ChemBench_C_7946) CONTENT: Chemistry Bench(/Engine/Transient.REINST_StorageBox_ChemBench_C_1) CONTENT: Raw Salt(/Game/ScorchedEarth/CoreBlueprints/Resources/PrimalItemResource_RawSalt.Default__PrimalItemResource_RawSalt_C) CONTENT: Mix it with sulfur to obtain Preserving Salt.(/Game/ScorchedEarth/CoreBlueprints/Resources/PrimalItemResource_RawSalt.Default__PrimalItemResource_RawSalt_C) CONTENT: Preserving Salt(/Game/ScorchedEarth/CoreBlueprints/Resources/PrimalItemResource_PreservingSalt.Default__PrimalItemResource_PreservingSalt_C) CONTENT: Created by grinding salt with sulfur in a Mortar and Pestle. Preserves food.(/Game/ScorchedEarth/CoreBlueprints/Resources/PrimalItemResource_PreservingSalt.Default__PrimalItemResource_PreservingSalt_C) CONTENT: Gasoline (Gas-Crafted)(/Game/PrimalEarth/CoreBlueprints/Resources/PrimalItemResource_Gasoline_GasCrafted.Default__PrimalItemResource_Gasoline_GasCrafted_C) CONTENT: An advanced fuel, created from compressed natural gas. Can only be used in machines designed to consume it.(/Game/PrimalEarth/CoreBlueprints/Resources/PrimalItemResource_Gasoline_GasCrafted.Default__PrimalItemResource_Gasoline_GasCrafted_C) CONTENT: Fabricator(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_Fabricator.Default__PrimalItemStructure_Fabricator_C) CONTENT: Place materials along with blueprints in this to create certain high-end machined items.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_Fabricator.Default__PrimalItemStructure_Fabricator_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_Fabricator.Default__PrimalItemStructure_Fabricator_C) CONTENT: Crafting(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_Fabricator.Default__PrimalItemStructure_Fabricator_C) CONTENT: Fabricator(/Engine/Transient.REINST_StorageBox_Fabricator_C_0) CONTENT: Remote Keypad(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_Keypad.Default__PrimalItemStructure_Keypad_C) CONTENT: Allows remote access to multiple doors and/or lights.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_Keypad.Default__PrimalItemStructure_Keypad_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_Keypad.Default__PrimalItemStructure_Keypad_C) CONTENT: Electric(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_Keypad.Default__PrimalItemStructure_Keypad_C) CONTENT: Remote Activation Keypad(/Engine/Transient.REINST_Keypad2_C_0) CONTENT: Remote Activation Keypad(/Engine/Transient.Default__REINST_Keypad2_C_7958) CONTENT: Remote Activation Keypad(/Engine/Transient.REINST_Keypad2_C_1) CONTENT: Fabricator(/Engine/Transient.Default__REINST_StorageBox_Fabricator_C_7966) CONTENT: Fabricator(/Engine/Transient.REINST_StorageBox_Fabricator_C_1) CONTENT: Must contain gas to start the Grill. Cooks raw food when active, in bulk.(/Game/PrimalEarth/CoreBlueprints/Inventories/PrimalInventoryBP_Grill.Default__PrimalInventoryBP_Grill_C) CONTENT: Industrial Grill(/Game/PrimalEarth/CoreBlueprints/Inventories/PrimalInventoryBP_Grill.Default__PrimalInventoryBP_Grill_C) CONTENT: Industrial Grill(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_Grill.Default__PrimalItemStructure_Grill_C) CONTENT: Perfect for cooking meat in bulk, staying warm, and providing light. Powered by gasoline.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_Grill.Default__PrimalItemStructure_Grill_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_Grill.Default__PrimalItemStructure_Grill_C) CONTENT: Cooking(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_Grill.Default__PrimalItemStructure_Grill_C) CONTENT: Industrial Grill(/Engine/Transient.REINST_Grill_C_0) CONTENT: Industrial Grill(/Engine/Transient.Default__REINST_Grill_C_7976) CONTENT: Industrial Grill(/Engine/Transient.REINST_Grill_C_1) CONTENT: Grind up crafted items and certain resources!(/Game/PrimalEarth/CoreBlueprints/Inventories/PrimalInventoryBP_IndustrialGrinder.Default__PrimalInventoryBP_IndustrialGrinder_C) CONTENT: Industrial Grinder(/Game/PrimalEarth/CoreBlueprints/Inventories/PrimalInventoryBP_IndustrialGrinder.Default__PrimalInventoryBP_IndustrialGrinder_C) CONTENT: Industrial Grinder(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_Grinder.Default__PrimalItemStructure_Grinder_C) CONTENT: Grind up crafted items and certain resources!(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_Grinder.Default__PrimalItemStructure_Grinder_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_Grinder.Default__PrimalItemStructure_Grinder_C) CONTENT: Crafting(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_Grinder.Default__PrimalItemStructure_Grinder_C) CONTENT: Industrial Grinder(/Engine/Transient.REINST_StorageBox_IndustrialGrinder_C_0) LITERAL: Grind Selected Stack(/Game/PrimalEarth/Structures/StorageBox_IndustrialGrinder.StorageBox_IndustrialGrinder:BPGetMultiUseEntries.K2Node_MakeStruct_370) LITERAL: Grind Selected Stack ({Count}x)(/Game/PrimalEarth/Structures/StorageBox_IndustrialGrinder.StorageBox_IndustrialGrinder:BPGetMultiUseEntries.K2Node_FormatText_4) LITERAL: Grind Selected Item ({TheCount}x)(/Game/PrimalEarth/Structures/StorageBox_IndustrialGrinder.StorageBox_IndustrialGrinder:BPGetMultiUseEntries.K2Node_FormatText_5) LITERAL: Grind All Items(/Game/PrimalEarth/Structures/StorageBox_IndustrialGrinder.StorageBox_IndustrialGrinder:BPGetMultiUseEntries.K2Node_MakeStruct_189) CONTENT: Industrial Grinder(/Engine/Transient.Default__REINST_StorageBox_IndustrialGrinder_C_7985) LITERAL: Grind Selected Stack ({Count}x)(/Game/PrimalEarth/Structures/StorageBox_IndustrialGrinder.StorageBox_IndustrialGrinder:EdGraph_27026.K2Node_CallFunction_64277) LITERAL: Count(/Game/PrimalEarth/Structures/StorageBox_IndustrialGrinder.StorageBox_IndustrialGrinder:EdGraph_27026.K2Node_MakeStruct_387) LITERAL: Grind Selected Item ({TheCount}x)(/Game/PrimalEarth/Structures/StorageBox_IndustrialGrinder.StorageBox_IndustrialGrinder:EdGraph_27026.K2Node_CallFunction_64278) LITERAL: TheCount(/Game/PrimalEarth/Structures/StorageBox_IndustrialGrinder.StorageBox_IndustrialGrinder:EdGraph_27026.K2Node_MakeStruct_388) CONTENT: Industrial Grinder(/Engine/Transient.REINST_StorageBox_IndustrialGrinder_C_1) CONTENT: Put Advanced Rifle Bullets in this.(/Engine/Transient.REINST_PrimalInventoryBP_Turret_C_0) CONTENT: Automated Turret(/Engine/Transient.REINST_PrimalInventoryBP_Turret_C_0) CONTENT: Put Advanced Rifle Bullets in this.(/Engine/Transient.Default__REINST_PrimalInventoryBP_Turret_C_7998) CONTENT: Automated Turret(/Engine/Transient.Default__REINST_PrimalInventoryBP_Turret_C_7998) CONTENT: Put Advanced Rifle Bullets in this.(/Engine/Transient.REINST_PrimalInventoryBP_Turret_C_1) CONTENT: Automated Turret(/Engine/Transient.REINST_PrimalInventoryBP_Turret_C_1) CONTENT: Turn On(/Engine/Transient.REINST_StructureTurretBaseBP_C_0) CONTENT: Turn Off(/Engine/Transient.REINST_StructureTurretBaseBP_C_0) CONTENT: Automated Turret(/Engine/Transient.REINST_StructureTurretBaseBP_C_0) CONTENT: Auto Turret(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_Turret.Default__PrimalItemStructure_Turret_C) CONTENT: Requires electricity to run. Consumes bullets while firing. Can be configured to automatically attack hostiles within range.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_Turret.Default__PrimalItemStructure_Turret_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_Turret.Default__PrimalItemStructure_Turret_C) CONTENT: Electrical(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_Turret.Default__PrimalItemStructure_Turret_C) CONTENT: Defenses(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_Turret.Default__PrimalItemStructure_Turret_C) LITERAL: INACTIVE DUE TO TOO MANY TURRETS IN RANGE! RE-PLACE THIS TURRET!(/Game/PrimalEarth/Structures/BuildingBases/StructureTurretBaseBP.StructureTurretBaseBP:BlueprintDrawHUD.K2Node_CallFunction_31917) LITERAL: Too many Turrets in range! Move Turrets to retain functionality!(/Game/PrimalEarth/Structures/BuildingBases/StructureTurretBaseBP.StructureTurretBaseBP:BlueprintDrawHUD.K2Node_CallFunction_55882) LITERAL: Turrets In Range {0} / {1}(/Game/PrimalEarth/Structures/BuildingBases/StructureTurretBaseBP.StructureTurretBaseBP:BlueprintDrawHUD.K2Node_FormatText_10) LITERAL: [Set Maximum Creature Target Level(/Game/PrimalEarth/Structures/BuildingBases/StructureTurretBaseBP.StructureTurretBaseBP:BPGetMultiUseEntries.K2Node_CallFunction_70186) LITERAL: : ((/Game/PrimalEarth/Structures/BuildingBases/StructureTurretBaseBP.StructureTurretBaseBP:BPGetMultiUseEntries.K2Node_CallFunction_71943) LITERAL: )](/Game/PrimalEarth/Structures/BuildingBases/StructureTurretBaseBP.StructureTurretBaseBP:BPGetMultiUseEntries.K2Node_CallFunction_72758) LITERAL: : ((/Game/PrimalEarth/Structures/BuildingBases/StructureTurretBaseBP.StructureTurretBaseBP:BPGetMultiUseEntries.K2Node_CallFunction_72762) LITERAL: )](/Game/PrimalEarth/Structures/BuildingBases/StructureTurretBaseBP.StructureTurretBaseBP:BPGetMultiUseEntries.K2Node_CallFunction_72763) LITERAL: [Set Minimum Creature Target Level(/Game/PrimalEarth/Structures/BuildingBases/StructureTurretBaseBP.StructureTurretBaseBP:BPGetMultiUseEntries.K2Node_CallFunction_72765) LITERAL: [Back](/Game/PrimalEarth/Structures/BuildingBases/StructureTurretBaseBP.StructureTurretBaseBP:BPGetMultiUseEntries.K2Node_MakeStruct_1414) LITERAL: [Set Creature Targeting Level Range](/Game/PrimalEarth/Structures/BuildingBases/StructureTurretBaseBP.StructureTurretBaseBP:BPGetMultiUseEntries.K2Node_MakeStruct_1417) LITERAL: [Set Targeting Options](/Game/PrimalEarth/Structures/BuildingBases/StructureTurretBaseBP.StructureTurretBaseBP:BPGetMultiUseEntries.K2Node_MakeStruct_1421) LITERAL: [Back](/Game/PrimalEarth/Structures/BuildingBases/StructureTurretBaseBP.StructureTurretBaseBP:BPGetMultiUseEntries.K2Node_MakeStruct_1422) LITERAL: Leave 'Maximum Creature Level'(/Game/PrimalEarth/Structures/BuildingBases/StructureTurretBaseBP.StructureTurretBaseBP:BPGetMultiUseEntries.K2Node_MakeStruct_227) LITERAL: Leave 'Minimum Creature Level'(/Game/PrimalEarth/Structures/BuildingBases/StructureTurretBaseBP.StructureTurretBaseBP:BPGetMultiUseEntries.K2Node_MakeStruct_29) LITERAL: Targeting: Exclusion List (Toggle)(/Game/PrimalEarth/Structures/BuildingBases/StructureTurretBaseBP.StructureTurretBaseBP:BPGetMultiUseEntries.K2Node_Select_60) LITERAL: Targeting: Inclusion List (Toggle)(/Game/PrimalEarth/Structures/BuildingBases/StructureTurretBaseBP.StructureTurretBaseBP:BPGetMultiUseEntries.K2Node_Select_60) LITERAL: Leave 'Remove from Exclusion List'(/Game/PrimalEarth/Structures/BuildingBases/StructureTurretBaseBP.StructureTurretBaseBP:BPGetMultiUseEntries.K2Node_Select_62) LITERAL: Leave 'Remove from Inclusion List'(/Game/PrimalEarth/Structures/BuildingBases/StructureTurretBaseBP.StructureTurretBaseBP:BPGetMultiUseEntries.K2Node_Select_62) LITERAL: [Targeting: Remove Creature Classes to Exclude](/Game/PrimalEarth/Structures/BuildingBases/StructureTurretBaseBP.StructureTurretBaseBP:BPGetMultiUseEntries.K2Node_Select_63) LITERAL: [Targeting: Remove Creature Classes to Include](/Game/PrimalEarth/Structures/BuildingBases/StructureTurretBaseBP.StructureTurretBaseBP:BPGetMultiUseEntries.K2Node_Select_63) LITERAL: [Targeting: Add Nearby Creature Classes to Exclude](/Game/PrimalEarth/Structures/BuildingBases/StructureTurretBaseBP.StructureTurretBaseBP:BPGetMultiUseEntries.K2Node_Select_66) LITERAL: [Targeting: Add Nearby Creature Classes to Include](/Game/PrimalEarth/Structures/BuildingBases/StructureTurretBaseBP.StructureTurretBaseBP:BPGetMultiUseEntries.K2Node_Select_66) LITERAL: Leave 'Add to Exclusion List'(/Game/PrimalEarth/Structures/BuildingBases/StructureTurretBaseBP.StructureTurretBaseBP:BPGetMultiUseEntries.K2Node_Select_67) LITERAL: Leave 'Add to Inclusion List'(/Game/PrimalEarth/Structures/BuildingBases/StructureTurretBaseBP.StructureTurretBaseBP:BPGetMultiUseEntries.K2Node_Select_67) LITERAL: Clear(/Game/PrimalEarth/Structures/BuildingBases/StructureTurretBaseBP.StructureTurretBaseBP:BPGetMultiUseEntries.K2Node_Select_68) LITERAL: 20(/Game/PrimalEarth/Structures/BuildingBases/StructureTurretBaseBP.StructureTurretBaseBP:BPGetMultiUseEntries.K2Node_Select_68) LITERAL: 40(/Game/PrimalEarth/Structures/BuildingBases/StructureTurretBaseBP.StructureTurretBaseBP:BPGetMultiUseEntries.K2Node_Select_68) LITERAL: 60(/Game/PrimalEarth/Structures/BuildingBases/StructureTurretBaseBP.StructureTurretBaseBP:BPGetMultiUseEntries.K2Node_Select_68) LITERAL: 80(/Game/PrimalEarth/Structures/BuildingBases/StructureTurretBaseBP.StructureTurretBaseBP:BPGetMultiUseEntries.K2Node_Select_68) LITERAL: 100(/Game/PrimalEarth/Structures/BuildingBases/StructureTurretBaseBP.StructureTurretBaseBP:BPGetMultiUseEntries.K2Node_Select_68) LITERAL: 120(/Game/PrimalEarth/Structures/BuildingBases/StructureTurretBaseBP.StructureTurretBaseBP:BPGetMultiUseEntries.K2Node_Select_68) LITERAL: 140(/Game/PrimalEarth/Structures/BuildingBases/StructureTurretBaseBP.StructureTurretBaseBP:BPGetMultiUseEntries.K2Node_Select_68) LITERAL: 160(/Game/PrimalEarth/Structures/BuildingBases/StructureTurretBaseBP.StructureTurretBaseBP:BPGetMultiUseEntries.K2Node_Select_68) LITERAL: 180(/Game/PrimalEarth/Structures/BuildingBases/StructureTurretBaseBP.StructureTurretBaseBP:BPGetMultiUseEntries.K2Node_Select_68) LITERAL: 200(/Game/PrimalEarth/Structures/BuildingBases/StructureTurretBaseBP.StructureTurretBaseBP:BPGetMultiUseEntries.K2Node_Select_68) LITERAL: 220(/Game/PrimalEarth/Structures/BuildingBases/StructureTurretBaseBP.StructureTurretBaseBP:BPGetMultiUseEntries.K2Node_Select_68) LITERAL: 240(/Game/PrimalEarth/Structures/BuildingBases/StructureTurretBaseBP.StructureTurretBaseBP:BPGetMultiUseEntries.K2Node_Select_68) LITERAL: 260(/Game/PrimalEarth/Structures/BuildingBases/StructureTurretBaseBP.StructureTurretBaseBP:BPGetMultiUseEntries.K2Node_Select_68) LITERAL: 280(/Game/PrimalEarth/Structures/BuildingBases/StructureTurretBaseBP.StructureTurretBaseBP:BPGetMultiUseEntries.K2Node_Select_68) LITERAL: 300(/Game/PrimalEarth/Structures/BuildingBases/StructureTurretBaseBP.StructureTurretBaseBP:BPGetMultiUseEntries.K2Node_Select_68) LITERAL: 320(/Game/PrimalEarth/Structures/BuildingBases/StructureTurretBaseBP.StructureTurretBaseBP:BPGetMultiUseEntries.K2Node_Select_68) LITERAL: 340(/Game/PrimalEarth/Structures/BuildingBases/StructureTurretBaseBP.StructureTurretBaseBP:BPGetMultiUseEntries.K2Node_Select_68) LITERAL: 360(/Game/PrimalEarth/Structures/BuildingBases/StructureTurretBaseBP.StructureTurretBaseBP:BPGetMultiUseEntries.K2Node_Select_68) LITERAL: 380(/Game/PrimalEarth/Structures/BuildingBases/StructureTurretBaseBP.StructureTurretBaseBP:BPGetMultiUseEntries.K2Node_Select_68) LITERAL: 400(/Game/PrimalEarth/Structures/BuildingBases/StructureTurretBaseBP.StructureTurretBaseBP:BPGetMultiUseEntries.K2Node_Select_68) CONTENT: Turn On(/Engine/Transient.REINST_StructureTurretBaseBP_BaseHeavy_C_0) CONTENT: Turn Off(/Engine/Transient.REINST_StructureTurretBaseBP_BaseHeavy_C_0) CONTENT: Automated Turret(/Engine/Transient.REINST_StructureTurretBaseBP_BaseHeavy_C_0) LITERAL: INACTIVE DUE TO TOO MANY TURRETS IN RANGE! RE-PLACE THIS TURRET!(/Game/PrimalEarth/Structures/BuildingBases/StructureTurretBaseBP_BaseHeavy.StructureTurretBaseBP_BaseHeavy:BlueprintDrawHUD.K2Node_CallFunction_31917) LITERAL: Too many Turrets in range! Move Turrets to retain functionality!(/Game/PrimalEarth/Structures/BuildingBases/StructureTurretBaseBP_BaseHeavy.StructureTurretBaseBP_BaseHeavy:BlueprintDrawHUD.K2Node_CallFunction_83939) LITERAL: Turrets In Range {0} / {1}(/Game/PrimalEarth/Structures/BuildingBases/StructureTurretBaseBP_BaseHeavy.StructureTurretBaseBP_BaseHeavy:BlueprintDrawHUD.K2Node_FormatText_10) LITERAL: [Set Maximum Creature Target Level(/Game/PrimalEarth/Structures/BuildingBases/StructureTurretBaseBP_BaseHeavy.StructureTurretBaseBP_BaseHeavy:BPGetMultiUseEntries.K2Node_CallFunction_70186) LITERAL: : ((/Game/PrimalEarth/Structures/BuildingBases/StructureTurretBaseBP_BaseHeavy.StructureTurretBaseBP_BaseHeavy:BPGetMultiUseEntries.K2Node_CallFunction_71943) LITERAL: )](/Game/PrimalEarth/Structures/BuildingBases/StructureTurretBaseBP_BaseHeavy.StructureTurretBaseBP_BaseHeavy:BPGetMultiUseEntries.K2Node_CallFunction_72758) LITERAL: : ((/Game/PrimalEarth/Structures/BuildingBases/StructureTurretBaseBP_BaseHeavy.StructureTurretBaseBP_BaseHeavy:BPGetMultiUseEntries.K2Node_CallFunction_72762) LITERAL: )](/Game/PrimalEarth/Structures/BuildingBases/StructureTurretBaseBP_BaseHeavy.StructureTurretBaseBP_BaseHeavy:BPGetMultiUseEntries.K2Node_CallFunction_72763) LITERAL: [Set Minimum Creature Target Level(/Game/PrimalEarth/Structures/BuildingBases/StructureTurretBaseBP_BaseHeavy.StructureTurretBaseBP_BaseHeavy:BPGetMultiUseEntries.K2Node_CallFunction_72765) LITERAL: [Back](/Game/PrimalEarth/Structures/BuildingBases/StructureTurretBaseBP_BaseHeavy.StructureTurretBaseBP_BaseHeavy:BPGetMultiUseEntries.K2Node_MakeStruct_1414) LITERAL: [Set Creature Targeting Level Range](/Game/PrimalEarth/Structures/BuildingBases/StructureTurretBaseBP_BaseHeavy.StructureTurretBaseBP_BaseHeavy:BPGetMultiUseEntries.K2Node_MakeStruct_1417) LITERAL: [Set Targeting Options](/Game/PrimalEarth/Structures/BuildingBases/StructureTurretBaseBP_BaseHeavy.StructureTurretBaseBP_BaseHeavy:BPGetMultiUseEntries.K2Node_MakeStruct_1421) LITERAL: [Back](/Game/PrimalEarth/Structures/BuildingBases/StructureTurretBaseBP_BaseHeavy.StructureTurretBaseBP_BaseHeavy:BPGetMultiUseEntries.K2Node_MakeStruct_1422) LITERAL: Leave 'Maximum Creature Level'(/Game/PrimalEarth/Structures/BuildingBases/StructureTurretBaseBP_BaseHeavy.StructureTurretBaseBP_BaseHeavy:BPGetMultiUseEntries.K2Node_MakeStruct_227) LITERAL: Leave 'Minimum Creature Level'(/Game/PrimalEarth/Structures/BuildingBases/StructureTurretBaseBP_BaseHeavy.StructureTurretBaseBP_BaseHeavy:BPGetMultiUseEntries.K2Node_MakeStruct_29) LITERAL: Targeting: Exclusion List (Toggle)(/Game/PrimalEarth/Structures/BuildingBases/StructureTurretBaseBP_BaseHeavy.StructureTurretBaseBP_BaseHeavy:BPGetMultiUseEntries.K2Node_Select_60) LITERAL: Targeting: Inclusion List (Toggle)(/Game/PrimalEarth/Structures/BuildingBases/StructureTurretBaseBP_BaseHeavy.StructureTurretBaseBP_BaseHeavy:BPGetMultiUseEntries.K2Node_Select_60) LITERAL: Leave 'Remove from Exclusion List'(/Game/PrimalEarth/Structures/BuildingBases/StructureTurretBaseBP_BaseHeavy.StructureTurretBaseBP_BaseHeavy:BPGetMultiUseEntries.K2Node_Select_62) LITERAL: Leave 'Remove from Inclusion List'(/Game/PrimalEarth/Structures/BuildingBases/StructureTurretBaseBP_BaseHeavy.StructureTurretBaseBP_BaseHeavy:BPGetMultiUseEntries.K2Node_Select_62) LITERAL: [Targeting: Remove Creature Classes to Exclude](/Game/PrimalEarth/Structures/BuildingBases/StructureTurretBaseBP_BaseHeavy.StructureTurretBaseBP_BaseHeavy:BPGetMultiUseEntries.K2Node_Select_63) LITERAL: [Targeting: Remove Creature Classes to Include](/Game/PrimalEarth/Structures/BuildingBases/StructureTurretBaseBP_BaseHeavy.StructureTurretBaseBP_BaseHeavy:BPGetMultiUseEntries.K2Node_Select_63) LITERAL: [Targeting: Add Nearby Creature Classes to Exclude](/Game/PrimalEarth/Structures/BuildingBases/StructureTurretBaseBP_BaseHeavy.StructureTurretBaseBP_BaseHeavy:BPGetMultiUseEntries.K2Node_Select_66) LITERAL: [Targeting: Add Nearby Creature Classes to Include](/Game/PrimalEarth/Structures/BuildingBases/StructureTurretBaseBP_BaseHeavy.StructureTurretBaseBP_BaseHeavy:BPGetMultiUseEntries.K2Node_Select_66) LITERAL: Leave 'Add to Exclusion List'(/Game/PrimalEarth/Structures/BuildingBases/StructureTurretBaseBP_BaseHeavy.StructureTurretBaseBP_BaseHeavy:BPGetMultiUseEntries.K2Node_Select_67) LITERAL: Leave 'Add to Inclusion List'(/Game/PrimalEarth/Structures/BuildingBases/StructureTurretBaseBP_BaseHeavy.StructureTurretBaseBP_BaseHeavy:BPGetMultiUseEntries.K2Node_Select_67) LITERAL: Clear(/Game/PrimalEarth/Structures/BuildingBases/StructureTurretBaseBP_BaseHeavy.StructureTurretBaseBP_BaseHeavy:BPGetMultiUseEntries.K2Node_Select_68) LITERAL: 20(/Game/PrimalEarth/Structures/BuildingBases/StructureTurretBaseBP_BaseHeavy.StructureTurretBaseBP_BaseHeavy:BPGetMultiUseEntries.K2Node_Select_68) LITERAL: 40(/Game/PrimalEarth/Structures/BuildingBases/StructureTurretBaseBP_BaseHeavy.StructureTurretBaseBP_BaseHeavy:BPGetMultiUseEntries.K2Node_Select_68) LITERAL: 60(/Game/PrimalEarth/Structures/BuildingBases/StructureTurretBaseBP_BaseHeavy.StructureTurretBaseBP_BaseHeavy:BPGetMultiUseEntries.K2Node_Select_68) LITERAL: 80(/Game/PrimalEarth/Structures/BuildingBases/StructureTurretBaseBP_BaseHeavy.StructureTurretBaseBP_BaseHeavy:BPGetMultiUseEntries.K2Node_Select_68) LITERAL: 100(/Game/PrimalEarth/Structures/BuildingBases/StructureTurretBaseBP_BaseHeavy.StructureTurretBaseBP_BaseHeavy:BPGetMultiUseEntries.K2Node_Select_68) LITERAL: 120(/Game/PrimalEarth/Structures/BuildingBases/StructureTurretBaseBP_BaseHeavy.StructureTurretBaseBP_BaseHeavy:BPGetMultiUseEntries.K2Node_Select_68) LITERAL: 140(/Game/PrimalEarth/Structures/BuildingBases/StructureTurretBaseBP_BaseHeavy.StructureTurretBaseBP_BaseHeavy:BPGetMultiUseEntries.K2Node_Select_68) LITERAL: 160(/Game/PrimalEarth/Structures/BuildingBases/StructureTurretBaseBP_BaseHeavy.StructureTurretBaseBP_BaseHeavy:BPGetMultiUseEntries.K2Node_Select_68) LITERAL: 180(/Game/PrimalEarth/Structures/BuildingBases/StructureTurretBaseBP_BaseHeavy.StructureTurretBaseBP_BaseHeavy:BPGetMultiUseEntries.K2Node_Select_68) LITERAL: 200(/Game/PrimalEarth/Structures/BuildingBases/StructureTurretBaseBP_BaseHeavy.StructureTurretBaseBP_BaseHeavy:BPGetMultiUseEntries.K2Node_Select_68) LITERAL: 220(/Game/PrimalEarth/Structures/BuildingBases/StructureTurretBaseBP_BaseHeavy.StructureTurretBaseBP_BaseHeavy:BPGetMultiUseEntries.K2Node_Select_68) LITERAL: 240(/Game/PrimalEarth/Structures/BuildingBases/StructureTurretBaseBP_BaseHeavy.StructureTurretBaseBP_BaseHeavy:BPGetMultiUseEntries.K2Node_Select_68) LITERAL: 260(/Game/PrimalEarth/Structures/BuildingBases/StructureTurretBaseBP_BaseHeavy.StructureTurretBaseBP_BaseHeavy:BPGetMultiUseEntries.K2Node_Select_68) LITERAL: 280(/Game/PrimalEarth/Structures/BuildingBases/StructureTurretBaseBP_BaseHeavy.StructureTurretBaseBP_BaseHeavy:BPGetMultiUseEntries.K2Node_Select_68) LITERAL: 300(/Game/PrimalEarth/Structures/BuildingBases/StructureTurretBaseBP_BaseHeavy.StructureTurretBaseBP_BaseHeavy:BPGetMultiUseEntries.K2Node_Select_68) LITERAL: 320(/Game/PrimalEarth/Structures/BuildingBases/StructureTurretBaseBP_BaseHeavy.StructureTurretBaseBP_BaseHeavy:BPGetMultiUseEntries.K2Node_Select_68) LITERAL: 340(/Game/PrimalEarth/Structures/BuildingBases/StructureTurretBaseBP_BaseHeavy.StructureTurretBaseBP_BaseHeavy:BPGetMultiUseEntries.K2Node_Select_68) LITERAL: 360(/Game/PrimalEarth/Structures/BuildingBases/StructureTurretBaseBP_BaseHeavy.StructureTurretBaseBP_BaseHeavy:BPGetMultiUseEntries.K2Node_Select_68) LITERAL: 380(/Game/PrimalEarth/Structures/BuildingBases/StructureTurretBaseBP_BaseHeavy.StructureTurretBaseBP_BaseHeavy:BPGetMultiUseEntries.K2Node_Select_68) LITERAL: 400(/Game/PrimalEarth/Structures/BuildingBases/StructureTurretBaseBP_BaseHeavy.StructureTurretBaseBP_BaseHeavy:BPGetMultiUseEntries.K2Node_Select_68) CONTENT: Put Element Shards in this.(/Engine/Transient.REINST_PrimalInventoryBP_TurretTek_C_0) CONTENT: Tek Turret(/Engine/Transient.REINST_PrimalInventoryBP_TurretTek_C_0) CONTENT: Put Element Shards in this.(/Engine/Transient.Default__REINST_PrimalInventoryBP_TurretTek_C_8009) CONTENT: Tek Turret(/Engine/Transient.Default__REINST_PrimalInventoryBP_TurretTek_C_8009) CONTENT: Put Element Shards in this.(/Engine/Transient.REINST_PrimalInventoryBP_TurretTek_C_1) CONTENT: Tek Turret(/Engine/Transient.REINST_PrimalInventoryBP_TurretTek_C_1) CONTENT: Turn On(/Engine/Transient.REINST_StructureTurretTek_C_0) CONTENT: Turn Off(/Engine/Transient.REINST_StructureTurretTek_C_0) CONTENT: Tek Turret(/Engine/Transient.REINST_StructureTurretTek_C_0) LITERAL: INACTIVE DUE TO TOO MANY TURRETS IN RANGE! RE-PLACE THIS TURRET!(/Game/PrimalEarth/Structures/BuildingBases/StructureTurretTek.StructureTurretTek:BlueprintDrawHUD.K2Node_CallFunction_31917) LITERAL: Too many Turrets in range! Move Turrets to retain functionality!(/Game/PrimalEarth/Structures/BuildingBases/StructureTurretTek.StructureTurretTek:BlueprintDrawHUD.K2Node_CallFunction_60728) LITERAL: Turrets In Range {0} / {1}(/Game/PrimalEarth/Structures/BuildingBases/StructureTurretTek.StructureTurretTek:BlueprintDrawHUD.K2Node_FormatText_10) LITERAL: [Set Maximum Creature Target Level(/Game/PrimalEarth/Structures/BuildingBases/StructureTurretTek.StructureTurretTek:BPGetMultiUseEntries.K2Node_CallFunction_70186) LITERAL: : ((/Game/PrimalEarth/Structures/BuildingBases/StructureTurretTek.StructureTurretTek:BPGetMultiUseEntries.K2Node_CallFunction_71943) LITERAL: )](/Game/PrimalEarth/Structures/BuildingBases/StructureTurretTek.StructureTurretTek:BPGetMultiUseEntries.K2Node_CallFunction_72758) LITERAL: : ((/Game/PrimalEarth/Structures/BuildingBases/StructureTurretTek.StructureTurretTek:BPGetMultiUseEntries.K2Node_CallFunction_72762) LITERAL: )](/Game/PrimalEarth/Structures/BuildingBases/StructureTurretTek.StructureTurretTek:BPGetMultiUseEntries.K2Node_CallFunction_72763) LITERAL: [Set Minimum Creature Target Level(/Game/PrimalEarth/Structures/BuildingBases/StructureTurretTek.StructureTurretTek:BPGetMultiUseEntries.K2Node_CallFunction_72765) LITERAL: [Back](/Game/PrimalEarth/Structures/BuildingBases/StructureTurretTek.StructureTurretTek:BPGetMultiUseEntries.K2Node_MakeStruct_1414) LITERAL: [Set Creature Targeting Level Range](/Game/PrimalEarth/Structures/BuildingBases/StructureTurretTek.StructureTurretTek:BPGetMultiUseEntries.K2Node_MakeStruct_1417) LITERAL: [Set Targeting Options](/Game/PrimalEarth/Structures/BuildingBases/StructureTurretTek.StructureTurretTek:BPGetMultiUseEntries.K2Node_MakeStruct_1421) LITERAL: [Back](/Game/PrimalEarth/Structures/BuildingBases/StructureTurretTek.StructureTurretTek:BPGetMultiUseEntries.K2Node_MakeStruct_1422) LITERAL: Leave 'Maximum Creature Level'(/Game/PrimalEarth/Structures/BuildingBases/StructureTurretTek.StructureTurretTek:BPGetMultiUseEntries.K2Node_MakeStruct_227) LITERAL: Leave 'Minimum Creature Level'(/Game/PrimalEarth/Structures/BuildingBases/StructureTurretTek.StructureTurretTek:BPGetMultiUseEntries.K2Node_MakeStruct_29) LITERAL: Targeting: Exclusion List (Toggle)(/Game/PrimalEarth/Structures/BuildingBases/StructureTurretTek.StructureTurretTek:BPGetMultiUseEntries.K2Node_Select_60) LITERAL: Targeting: Inclusion List (Toggle)(/Game/PrimalEarth/Structures/BuildingBases/StructureTurretTek.StructureTurretTek:BPGetMultiUseEntries.K2Node_Select_60) LITERAL: Leave 'Remove from Exclusion List'(/Game/PrimalEarth/Structures/BuildingBases/StructureTurretTek.StructureTurretTek:BPGetMultiUseEntries.K2Node_Select_62) LITERAL: Leave 'Remove from Inclusion List'(/Game/PrimalEarth/Structures/BuildingBases/StructureTurretTek.StructureTurretTek:BPGetMultiUseEntries.K2Node_Select_62) LITERAL: [Targeting: Remove Creature Classes to Exclude](/Game/PrimalEarth/Structures/BuildingBases/StructureTurretTek.StructureTurretTek:BPGetMultiUseEntries.K2Node_Select_63) LITERAL: [Targeting: Remove Creature Classes to Include](/Game/PrimalEarth/Structures/BuildingBases/StructureTurretTek.StructureTurretTek:BPGetMultiUseEntries.K2Node_Select_63) LITERAL: [Targeting: Add Nearby Creature Classes to Exclude](/Game/PrimalEarth/Structures/BuildingBases/StructureTurretTek.StructureTurretTek:BPGetMultiUseEntries.K2Node_Select_66) LITERAL: [Targeting: Add Nearby Creature Classes to Include](/Game/PrimalEarth/Structures/BuildingBases/StructureTurretTek.StructureTurretTek:BPGetMultiUseEntries.K2Node_Select_66) LITERAL: Leave 'Add to Exclusion List'(/Game/PrimalEarth/Structures/BuildingBases/StructureTurretTek.StructureTurretTek:BPGetMultiUseEntries.K2Node_Select_67) LITERAL: Leave 'Add to Inclusion List'(/Game/PrimalEarth/Structures/BuildingBases/StructureTurretTek.StructureTurretTek:BPGetMultiUseEntries.K2Node_Select_67) LITERAL: Clear(/Game/PrimalEarth/Structures/BuildingBases/StructureTurretTek.StructureTurretTek:BPGetMultiUseEntries.K2Node_Select_68) LITERAL: 20(/Game/PrimalEarth/Structures/BuildingBases/StructureTurretTek.StructureTurretTek:BPGetMultiUseEntries.K2Node_Select_68) LITERAL: 40(/Game/PrimalEarth/Structures/BuildingBases/StructureTurretTek.StructureTurretTek:BPGetMultiUseEntries.K2Node_Select_68) LITERAL: 60(/Game/PrimalEarth/Structures/BuildingBases/StructureTurretTek.StructureTurretTek:BPGetMultiUseEntries.K2Node_Select_68) LITERAL: 80(/Game/PrimalEarth/Structures/BuildingBases/StructureTurretTek.StructureTurretTek:BPGetMultiUseEntries.K2Node_Select_68) LITERAL: 100(/Game/PrimalEarth/Structures/BuildingBases/StructureTurretTek.StructureTurretTek:BPGetMultiUseEntries.K2Node_Select_68) LITERAL: 120(/Game/PrimalEarth/Structures/BuildingBases/StructureTurretTek.StructureTurretTek:BPGetMultiUseEntries.K2Node_Select_68) LITERAL: 140(/Game/PrimalEarth/Structures/BuildingBases/StructureTurretTek.StructureTurretTek:BPGetMultiUseEntries.K2Node_Select_68) LITERAL: 160(/Game/PrimalEarth/Structures/BuildingBases/StructureTurretTek.StructureTurretTek:BPGetMultiUseEntries.K2Node_Select_68) LITERAL: 180(/Game/PrimalEarth/Structures/BuildingBases/StructureTurretTek.StructureTurretTek:BPGetMultiUseEntries.K2Node_Select_68) LITERAL: 200(/Game/PrimalEarth/Structures/BuildingBases/StructureTurretTek.StructureTurretTek:BPGetMultiUseEntries.K2Node_Select_68) LITERAL: 220(/Game/PrimalEarth/Structures/BuildingBases/StructureTurretTek.StructureTurretTek:BPGetMultiUseEntries.K2Node_Select_68) LITERAL: 240(/Game/PrimalEarth/Structures/BuildingBases/StructureTurretTek.StructureTurretTek:BPGetMultiUseEntries.K2Node_Select_68) LITERAL: 260(/Game/PrimalEarth/Structures/BuildingBases/StructureTurretTek.StructureTurretTek:BPGetMultiUseEntries.K2Node_Select_68) LITERAL: 280(/Game/PrimalEarth/Structures/BuildingBases/StructureTurretTek.StructureTurretTek:BPGetMultiUseEntries.K2Node_Select_68) LITERAL: 300(/Game/PrimalEarth/Structures/BuildingBases/StructureTurretTek.StructureTurretTek:BPGetMultiUseEntries.K2Node_Select_68) LITERAL: 320(/Game/PrimalEarth/Structures/BuildingBases/StructureTurretTek.StructureTurretTek:BPGetMultiUseEntries.K2Node_Select_68) LITERAL: 340(/Game/PrimalEarth/Structures/BuildingBases/StructureTurretTek.StructureTurretTek:BPGetMultiUseEntries.K2Node_Select_68) LITERAL: 360(/Game/PrimalEarth/Structures/BuildingBases/StructureTurretTek.StructureTurretTek:BPGetMultiUseEntries.K2Node_Select_68) LITERAL: 380(/Game/PrimalEarth/Structures/BuildingBases/StructureTurretTek.StructureTurretTek:BPGetMultiUseEntries.K2Node_Select_68) LITERAL: 400(/Game/PrimalEarth/Structures/BuildingBases/StructureTurretTek.StructureTurretTek:BPGetMultiUseEntries.K2Node_Select_68) LITERAL: [for inventory check] (/Game/PrimalEarth/Structures/BuildingBases/StructureTurretTek.StructureTurretTek:BPOverrideAllowStructureAccess.K2Node_CallFunction_151752) LITERAL: [not for inventory check](/Game/PrimalEarth/Structures/BuildingBases/StructureTurretTek.StructureTurretTek:BPOverrideAllowStructureAccess.K2Node_CallFunction_151752) LITERAL: [Allow to use](/Game/PrimalEarth/Structures/BuildingBases/StructureTurretTek.StructureTurretTek:BPOverrideAllowStructureAccess.K2Node_CallFunction_152340) LITERAL: [Not allow to use](/Game/PrimalEarth/Structures/BuildingBases/StructureTurretTek.StructureTurretTek:BPOverrideAllowStructureAccess.K2Node_CallFunction_152340) LITERAL: Tek Turret: (/Game/PrimalEarth/Structures/BuildingBases/StructureTurretTek.StructureTurretTek:BPOverrideAllowStructureAccess.K2Node_CallFunction_152341) LITERAL: [Has Engram](/Game/PrimalEarth/Structures/BuildingBases/StructureTurretTek.StructureTurretTek:BPOverrideAllowStructureAccess.K2Node_CallFunction_152485) LITERAL: [No Engram]](/Game/PrimalEarth/Structures/BuildingBases/StructureTurretTek.StructureTurretTek:BPOverrideAllowStructureAccess.K2Node_CallFunction_152485) CONTENT: Tek Turret(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TurretTek.Default__PrimalItemStructure_TurretTek_C) CONTENT: Requires Tek Generator power. Consumes Element Shards while firing. Has a variety of smart-targeting configuration options.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TurretTek.Default__PrimalItemStructure_TurretTek_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TurretTek.Default__PrimalItemStructure_TurretTek_C) CONTENT: Tek(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TurretTek.Default__PrimalItemStructure_TurretTek_C) CONTENT: Turn On(/Engine/Transient.Default__REINST_StructureTurretTek_C_8023) CONTENT: Turn Off(/Engine/Transient.Default__REINST_StructureTurretTek_C_8023) CONTENT: Tek Turret(/Engine/Transient.Default__REINST_StructureTurretTek_C_8023) LITERAL: Turrets In Range {0} / {1}(/Game/PrimalEarth/Structures/BuildingBases/StructureTurretTek.StructureTurretTek:EdGraph_27140.K2Node_CallFunction_64385) LITERAL: 0(/Game/PrimalEarth/Structures/BuildingBases/StructureTurretTek.StructureTurretTek:EdGraph_27140.K2Node_MakeStruct_389) LITERAL: 1(/Game/PrimalEarth/Structures/BuildingBases/StructureTurretTek.StructureTurretTek:EdGraph_27140.K2Node_MakeStruct_390) CONTENT: Turn On(/Engine/Transient.REINST_StructureTurretTek_C_1) CONTENT: Turn Off(/Engine/Transient.REINST_StructureTurretTek_C_1) CONTENT: Tek Turret(/Engine/Transient.REINST_StructureTurretTek_C_1) CONTENT: Turn On(/Engine/Transient.Default__REINST_StructureTurretBaseBP_BaseHeavy_C_8030) CONTENT: Turn Off(/Engine/Transient.Default__REINST_StructureTurretBaseBP_BaseHeavy_C_8030) CONTENT: Automated Turret(/Engine/Transient.Default__REINST_StructureTurretBaseBP_BaseHeavy_C_8030) LITERAL: Turrets In Range {0} / {1}(/Game/PrimalEarth/Structures/BuildingBases/StructureTurretBaseBP_BaseHeavy.StructureTurretBaseBP_BaseHeavy:EdGraph_27191.K2Node_CallFunction_64470) LITERAL: 0(/Game/PrimalEarth/Structures/BuildingBases/StructureTurretBaseBP_BaseHeavy.StructureTurretBaseBP_BaseHeavy:EdGraph_27191.K2Node_MakeStruct_391) LITERAL: 1(/Game/PrimalEarth/Structures/BuildingBases/StructureTurretBaseBP_BaseHeavy.StructureTurretBaseBP_BaseHeavy:EdGraph_27191.K2Node_MakeStruct_392) CONTENT: Turn On(/Engine/Transient.REINST_StructureTurretBaseBP_BaseHeavy_C_1) CONTENT: Turn Off(/Engine/Transient.REINST_StructureTurretBaseBP_BaseHeavy_C_1) CONTENT: Automated Turret(/Engine/Transient.REINST_StructureTurretBaseBP_BaseHeavy_C_1) CONTENT: Turn On(/Engine/Transient.Default__REINST_StructureTurretBaseBP_C_8037) CONTENT: Turn Off(/Engine/Transient.Default__REINST_StructureTurretBaseBP_C_8037) CONTENT: Automated Turret(/Engine/Transient.Default__REINST_StructureTurretBaseBP_C_8037) LITERAL: Turrets In Range {0} / {1}(/Game/PrimalEarth/Structures/BuildingBases/StructureTurretBaseBP.StructureTurretBaseBP:EdGraph_27250.K2Node_CallFunction_64558) LITERAL: 0(/Game/PrimalEarth/Structures/BuildingBases/StructureTurretBaseBP.StructureTurretBaseBP:EdGraph_27250.K2Node_MakeStruct_393) LITERAL: 1(/Game/PrimalEarth/Structures/BuildingBases/StructureTurretBaseBP.StructureTurretBaseBP:EdGraph_27250.K2Node_MakeStruct_394) CONTENT: Turn On(/Engine/Transient.REINST_StructureTurretBaseBP_C_1) CONTENT: Turn Off(/Engine/Transient.REINST_StructureTurretBaseBP_C_1) CONTENT: Automated Turret(/Engine/Transient.REINST_StructureTurretBaseBP_C_1) CONTENT: Put Advanced Rifle Bullets in this. Uses 4 bullets per shot.(/Engine/Transient.REINST_PrimalInventoryBP_HeavyTurret_C_0) CONTENT: Automated Turret(/Engine/Transient.REINST_PrimalInventoryBP_HeavyTurret_C_0) CONTENT: Put Advanced Rifle Bullets in this. Uses 4 bullets per shot.(/Engine/Transient.Default__REINST_PrimalInventoryBP_HeavyTurret_C_8044) CONTENT: Automated Turret(/Engine/Transient.Default__REINST_PrimalInventoryBP_HeavyTurret_C_8044) CONTENT: Put Advanced Rifle Bullets in this. Uses 4 bullets per shot.(/Engine/Transient.REINST_PrimalInventoryBP_HeavyTurret_C_1) CONTENT: Automated Turret(/Engine/Transient.REINST_PrimalInventoryBP_HeavyTurret_C_1) CONTENT: Heavy Auto Turret(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_HeavyTurret.Default__PrimalItemStructure_HeavyTurret_C) CONTENT: Requires electricity to run. Provides increased firepower, but consumes FOUR bullets while firing. Can be configured to automatically attack hostiles within range.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_HeavyTurret.Default__PrimalItemStructure_HeavyTurret_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_HeavyTurret.Default__PrimalItemStructure_HeavyTurret_C) CONTENT: Electrical(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_HeavyTurret.Default__PrimalItemStructure_HeavyTurret_C) CONTENT: Defenses(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_HeavyTurret.Default__PrimalItemStructure_HeavyTurret_C) CONTENT: Heavy Automated Turret(/Engine/Transient.REINST_StructureTurretBaseBP_Heavy_C_0) CONTENT: Heavy Automated Turret(/Engine/Transient.Default__REINST_StructureTurretBaseBP_Heavy_C_8052) CONTENT: Heavy Automated Turret(/Engine/Transient.REINST_StructureTurretBaseBP_Heavy_C_1) CONTENT: Kibble (Featherlight Egg)(/Game/Aberration/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Kibble_LanternBirdEgg.Default__PrimalItemConsumable_Kibble_LanternBirdEgg_C) CONTENT: This pet food recipe has been carefully designed to give balanced nutrition to almost any creature native to the island. Includes the best protein, plant fibers to help with digestion, and egg to bind the mix. Humans have difficulty digesting this.(/Game/Aberration/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Kibble_LanternBirdEgg.Default__PrimalItemConsumable_Kibble_LanternBirdEgg_C) CONTENT: Kibble (Glowtail Egg)(/Game/Aberration/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Kibble_LanternLizardEgg.Default__PrimalItemConsumable_Kibble_LanternLizardEgg_C) CONTENT: This pet food recipe has been carefully designed to give balanced nutrition to almost any creature native to the island. Includes the best protein, plant fibers to help with digestion, and egg to bind the mix. Humans have difficulty digesting this.(/Game/Aberration/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Kibble_LanternLizardEgg.Default__PrimalItemConsumable_Kibble_LanternLizardEgg_C) CONTENT: Kibble (Rock Drake Egg)(/Game/Aberration/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Kibble_RockDrakeEgg.Default__PrimalItemConsumable_Kibble_RockDrakeEgg_C) CONTENT: This pet food recipe has been carefully designed to give balanced nutrition to almost any creature native to the island. Includes the best protein, plant fibers to help with digestion, and egg to bind the mix. Humans have difficulty digesting this.(/Game/Aberration/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Kibble_RockDrakeEgg.Default__PrimalItemConsumable_Kibble_RockDrakeEgg_C) CONTENT: Poison Immunity(/Engine/Transient.REINST_Buff_PoisonImmunity_Base_C_0) CONTENT: Poison Immunity(/Engine/Transient.Default__REINST_Buff_PoisonImmunity_Base_C_8063) CONTENT: Poison Immunity(/Engine/Transient.REINST_Buff_PoisonImmunity_Base_C_1) CONTENT: Poison Immunity Biolum(/Engine/Transient.REINST_Buff_PoisonImmunity_Biolum_C_0) CONTENT: Poison Immunity Biolum(/Engine/Transient.Default__REINST_Buff_PoisonImmunity_Biolum_C_8070) CONTENT: Poison Immunity Biolum(/Engine/Transient.REINST_Buff_PoisonImmunity_Biolum_C_1) CONTENT: Aquatic Mushroom(/Engine/Transient.REINST_PrimalItemConsumable_Mushroom_Aquatic_C_0) CONTENT: A wavy blueish-green mushroom with a glowing edge. Looks refreshing.(/Engine/Transient.REINST_PrimalItemConsumable_Mushroom_Aquatic_C_0) CONTENT: Consumables(/Engine/Transient.REINST_PrimalItemConsumable_Mushroom_Aquatic_C_0) CONTENT: Mushrooms(/Engine/Transient.REINST_PrimalItemConsumable_Mushroom_Aquatic_C_0) CONTENT: Aquatic Mushroom(/Engine/Transient.Default__REINST_PrimalItemConsumable_Mushroom_Aquatic_C_8077) CONTENT: A wavy blueish-green mushroom with a glowing edge. Looks refreshing.(/Engine/Transient.Default__REINST_PrimalItemConsumable_Mushroom_Aquatic_C_8077) CONTENT: Consumables(/Engine/Transient.Default__REINST_PrimalItemConsumable_Mushroom_Aquatic_C_8077) CONTENT: Mushrooms(/Engine/Transient.Default__REINST_PrimalItemConsumable_Mushroom_Aquatic_C_8077) CONTENT: Aquatic Mushroom(/Engine/Transient.REINST_PrimalItemConsumable_Mushroom_Aquatic_C_1) CONTENT: A wavy blueish-green mushroom with a glowing edge. Looks refreshing.(/Engine/Transient.REINST_PrimalItemConsumable_Mushroom_Aquatic_C_1) CONTENT: Consumables(/Engine/Transient.REINST_PrimalItemConsumable_Mushroom_Aquatic_C_1) CONTENT: Mushrooms(/Engine/Transient.REINST_PrimalItemConsumable_Mushroom_Aquatic_C_1) CONTENT: Poison Immunity Element(/Engine/Transient.REINST_Buff_PoisonImmunity_Element_C_0) CONTENT: Poison Immunity Element(/Engine/Transient.Default__REINST_Buff_PoisonImmunity_Element_C_8084) CONTENT: Poison Immunity Element(/Engine/Transient.REINST_Buff_PoisonImmunity_Element_C_1) CONTENT: Ascerbic Mushroom(/Engine/Transient.REINST_PrimalItemConsumable_Mushroom_Ascerbic_C_0) CONTENT: A mushroom as black as a moonless midnight. Looks to be highly narcotic.(/Engine/Transient.REINST_PrimalItemConsumable_Mushroom_Ascerbic_C_0) CONTENT: Consumables(/Engine/Transient.REINST_PrimalItemConsumable_Mushroom_Ascerbic_C_0) CONTENT: Mushrooms(/Engine/Transient.REINST_PrimalItemConsumable_Mushroom_Ascerbic_C_0) CONTENT: Ascerbic Mushroom(/Engine/Transient.Default__REINST_PrimalItemConsumable_Mushroom_Ascerbic_C_8091) CONTENT: A mushroom as black as a moonless midnight. Looks to be highly narcotic.(/Engine/Transient.Default__REINST_PrimalItemConsumable_Mushroom_Ascerbic_C_8091) CONTENT: Consumables(/Engine/Transient.Default__REINST_PrimalItemConsumable_Mushroom_Ascerbic_C_8091) CONTENT: Mushrooms(/Engine/Transient.Default__REINST_PrimalItemConsumable_Mushroom_Ascerbic_C_8091) CONTENT: Ascerbic Mushroom(/Engine/Transient.REINST_PrimalItemConsumable_Mushroom_Ascerbic_C_1) CONTENT: A mushroom as black as a moonless midnight. Looks to be highly narcotic.(/Engine/Transient.REINST_PrimalItemConsumable_Mushroom_Ascerbic_C_1) CONTENT: Consumables(/Engine/Transient.REINST_PrimalItemConsumable_Mushroom_Ascerbic_C_1) CONTENT: Mushrooms(/Engine/Transient.REINST_PrimalItemConsumable_Mushroom_Ascerbic_C_1) CONTENT: Auric Mushroom(/Engine/Transient.REINST_PrimalItemConsumable_Mushroom_Auric_C_0) CONTENT: An oily-looking mushroom which glitters gold even in the dimmest light. Looks invigorating!(/Engine/Transient.REINST_PrimalItemConsumable_Mushroom_Auric_C_0) CONTENT: Consumables(/Engine/Transient.REINST_PrimalItemConsumable_Mushroom_Auric_C_0) CONTENT: Mushrooms(/Engine/Transient.REINST_PrimalItemConsumable_Mushroom_Auric_C_0) CONTENT: Auric Mushroom(/Engine/Transient.Default__REINST_PrimalItemConsumable_Mushroom_Auric_C_8098) CONTENT: An oily-looking mushroom which glitters gold even in the dimmest light. Looks invigorating!(/Engine/Transient.Default__REINST_PrimalItemConsumable_Mushroom_Auric_C_8098) CONTENT: Consumables(/Engine/Transient.Default__REINST_PrimalItemConsumable_Mushroom_Auric_C_8098) CONTENT: Mushrooms(/Engine/Transient.Default__REINST_PrimalItemConsumable_Mushroom_Auric_C_8098) CONTENT: Auric Mushroom(/Engine/Transient.REINST_PrimalItemConsumable_Mushroom_Auric_C_1) CONTENT: An oily-looking mushroom which glitters gold even in the dimmest light. Looks invigorating!(/Engine/Transient.REINST_PrimalItemConsumable_Mushroom_Auric_C_1) CONTENT: Consumables(/Engine/Transient.REINST_PrimalItemConsumable_Mushroom_Auric_C_1) CONTENT: Mushrooms(/Engine/Transient.REINST_PrimalItemConsumable_Mushroom_Auric_C_1) CONTENT: Poison Immunity Fertile(/Engine/Transient.REINST_Buff_PoisonImmunity_Fertile_C_0) CONTENT: Poison Immunity Fertile(/Engine/Transient.Default__REINST_Buff_PoisonImmunity_Fertile_C_8105) CONTENT: Poison Immunity Fertile(/Engine/Transient.REINST_Buff_PoisonImmunity_Fertile_C_1) CONTENT: Aggeravic Mushroom(/Engine/Transient.REINST_PrimalItemResource_CommonMushroom_C_0) CONTENT: This mushroom can be found pretty much everywhere. It's tasty, and heals you slowly over time. Great in recipes!(/Engine/Transient.REINST_PrimalItemResource_CommonMushroom_C_0) CONTENT: Consumables(/Engine/Transient.REINST_PrimalItemResource_CommonMushroom_C_0) CONTENT: Mushrooms(/Engine/Transient.REINST_PrimalItemResource_CommonMushroom_C_0) CONTENT: Aggeravic Mushroom(/Engine/Transient.Default__REINST_PrimalItemResource_CommonMushroom_C_8112) CONTENT: This mushroom can be found pretty much everywhere. It's tasty, and heals you slowly over time. Great in recipes!(/Engine/Transient.Default__REINST_PrimalItemResource_CommonMushroom_C_8112) CONTENT: Consumables(/Engine/Transient.Default__REINST_PrimalItemResource_CommonMushroom_C_8112) CONTENT: Mushrooms(/Engine/Transient.Default__REINST_PrimalItemResource_CommonMushroom_C_8112) CONTENT: Aggeravic Mushroom(/Engine/Transient.REINST_PrimalItemResource_CommonMushroom_C_1) CONTENT: This mushroom can be found pretty much everywhere. It's tasty, and heals you slowly over time. Great in recipes!(/Engine/Transient.REINST_PrimalItemResource_CommonMushroom_C_1) CONTENT: Consumables(/Engine/Transient.REINST_PrimalItemResource_CommonMushroom_C_1) CONTENT: Mushrooms(/Engine/Transient.REINST_PrimalItemResource_CommonMushroom_C_1) CONTENT: Mushroom Brew(/Engine/Transient.REINST_Buff_AntiRad_C_0) CONTENT: An effective anti-radiation solution for home and hearth.(/Engine/Transient.REINST_Buff_AntiRad_C_0) CONTENT: Mushroom Brew Enabled(/Engine/Transient.REINST_Buff_AntiRad_C_0) CONTENT: Mushroom Brew(/Engine/Transient.Default__REINST_Buff_AntiRad_C_8119) CONTENT: An effective anti-radiation solution for home and hearth.(/Engine/Transient.Default__REINST_Buff_AntiRad_C_8119) CONTENT: Mushroom Brew Enabled(/Engine/Transient.Default__REINST_Buff_AntiRad_C_8119) CONTENT: Mushroom Brew(/Engine/Transient.REINST_Buff_AntiRad_C_1) CONTENT: An effective anti-radiation solution for home and hearth.(/Engine/Transient.REINST_Buff_AntiRad_C_1) CONTENT: Mushroom Brew Enabled(/Engine/Transient.REINST_Buff_AntiRad_C_1) CONTENT: Mushroom Brew(/Game/Aberration/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Soup_MushroomSoup.Default__PrimalItemConsumable_Soup_MushroomSoup_C) CONTENT: Double, double, toil and trouble, fire burn and cauldron bubble... this is a lovely mushroom brew, a healthy syrup to protect your pets from radiation!(/Game/Aberration/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Soup_MushroomSoup.Default__PrimalItemConsumable_Soup_MushroomSoup_C) CONTENT: Consumables(/Game/Aberration/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Soup_MushroomSoup.Default__PrimalItemConsumable_Soup_MushroomSoup_C) CONTENT: Crafted Foods(/Game/Aberration/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Soup_MushroomSoup.Default__PrimalItemConsumable_Soup_MushroomSoup_C) CONTENT: Red Crystalized Sap(/Game/Extinction/CoreBlueprints/Resources/PrimalItemResource_RedSap.Default__PrimalItemResource_RedSap_C) CONTENT: This strange sap has unique properties that make it an ideal replacement for Red Gems.(/Game/Extinction/CoreBlueprints/Resources/PrimalItemResource_RedSap.Default__PrimalItemResource_RedSap_C) CONTENT: Superior Augmented Kibble (/Game/Extinction/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Kibble_Base_Large_EX.Default__PrimalItemConsumable_Kibble_Base_Large_EX_C) CONTENT: Blue Crystalized Sap(/Game/Extinction/CoreBlueprints/Resources/PrimalItemResource_BlueSap.Default__PrimalItemResource_BlueSap_C) CONTENT: This strange sap has unique properties that make it an ideal replacement for Blue Gems(/Game/Extinction/CoreBlueprints/Resources/PrimalItemResource_BlueSap.Default__PrimalItemResource_BlueSap_C) CONTENT: Regular Augmented Kibble (/Game/Extinction/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Kibble_Base_Medium_EX.Default__PrimalItemConsumable_Kibble_Base_Medium_EX_C) CONTENT: Simple Augmented Kibble (/Game/Extinction/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Kibble_Base_Small_EX.Default__PrimalItemConsumable_Kibble_Base_Small_EX_C) CONTENT: Extraordinary Augmented Kibble (/Game/Extinction/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Kibble_Base_Special_EX.Default__PrimalItemConsumable_Kibble_Base_Special_EX_C) CONTENT: This specially blended pet food is a favorite of many exotic creatures. Containing only the finest natural ingredients, it provides pets with the balanced nutrition they need. And with a taste they can't resist, they'll warm up to you in no time! Not intended for human consumption.(/Game/Extinction/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Kibble_Base_Special_EX.Default__PrimalItemConsumable_Kibble_Base_Special_EX_C) CONTENT: Exceptional Augmented Kibble (/Game/Extinction/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Kibble_Base_XLarge_EX.Default__PrimalItemConsumable_Kibble_Base_XLarge_EX_C) CONTENT: Corrupted Wood(/Game/Extinction/CoreBlueprints/Resources/PrimalItemResource_CorruptedWood.Default__PrimalItemResource_CorruptedWood_C) CONTENT: A thick, sturdy cutting from a corrupted tree. Has all of the properties of a chunk of fungal wood!(/Game/Extinction/CoreBlueprints/Resources/PrimalItemResource_CorruptedWood.Default__PrimalItemResource_CorruptedWood_C) CONTENT: Basic Augmented Kibble (/Game/Extinction/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Kibble_Base_XSmall_EX.Default__PrimalItemConsumable_Kibble_Base_XSmall_EX_C) CONTENT: Medical Brew(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_HealSoup.Default__PrimalItemConsumable_HealSoup_C) CONTENT: This brew doesn't have any nutritional value, but it promotes healing.(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_HealSoup.Default__PrimalItemConsumable_HealSoup_C) CONTENT: Consumables(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_HealSoup.Default__PrimalItemConsumable_HealSoup_C) CONTENT: Crafted Foods(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_HealSoup.Default__PrimalItemConsumable_HealSoup_C) CONTENT: Battle Tartare(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_BattleTartare.Default__Buff_BattleTartare_C) CONTENT: Massive boost to melee damage and runspeed, and stamina regen Consuming extra food and water, and losing health.(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_BattleTartare.Default__Buff_BattleTartare_C) CONTENT: Battle Tartare Enabled(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_BattleTartare.Default__Buff_BattleTartare_C) CONTENT: Battle Tartare(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Soup_BattleTartare.Default__PrimalItemConsumable_Soup_BattleTartare_C) CONTENT: This dish grants you almost combat prowess of a berserker. Consume it to gain massively increased melee damage, move speed, damage resistance, and stamina regen. Also causes you to consume food and water more quickly, and lose health. Effects last 3 minutes.(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Soup_BattleTartare.Default__PrimalItemConsumable_Soup_BattleTartare_C) CONTENT: Consumables(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Soup_BattleTartare.Default__PrimalItemConsumable_Soup_BattleTartare_C) CONTENT: Crafted Foods(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Soup_BattleTartare.Default__PrimalItemConsumable_Soup_BattleTartare_C) CONTENT: Calien Soup(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Soup_CalienSoup.Default__PrimalItemConsumable_Soup_CalienSoup_C) CONTENT: This simple vegetarian dish refreshes your body like an oasis. Consume it to gain increased hyperthermic insulation, and slow your rate of water consumption. Effects last 15 minutes.(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Soup_CalienSoup.Default__PrimalItemConsumable_Soup_CalienSoup_C) CONTENT: Consumables(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Soup_CalienSoup.Default__PrimalItemConsumable_Soup_CalienSoup_C) CONTENT: Crafted Foods(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Soup_CalienSoup.Default__PrimalItemConsumable_Soup_CalienSoup_C) CONTENT: Enduro Stew(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_EnduroStew.Default__Buff_EnduroStew_C) CONTENT: Stamina recovery, bonus melee damage(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_EnduroStew.Default__Buff_EnduroStew_C) CONTENT: Enduro Stew Enabled(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_EnduroStew.Default__Buff_EnduroStew_C) CONTENT: Enduro Stew(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Soup_EnduroStew.Default__PrimalItemConsumable_Soup_EnduroStew_C) CONTENT: This hearty dish is like a workout in the form of a meal. Consume it to deal increased melee damage, and gain extra stamina regen. Effects last 15 minutes.(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Soup_EnduroStew.Default__PrimalItemConsumable_Soup_EnduroStew_C) CONTENT: Consumables(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Soup_EnduroStew.Default__PrimalItemConsumable_Soup_EnduroStew_C) CONTENT: Crafted Foods(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Soup_EnduroStew.Default__PrimalItemConsumable_Soup_EnduroStew_C) CONTENT: Fria Curry(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_FriaCurry.Default__Buff_FriaCurry_C) CONTENT: Hypothermic insulation, reduced food consumption(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_FriaCurry.Default__Buff_FriaCurry_C) CONTENT: Fria Curry Enabled(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_FriaCurry.Default__Buff_FriaCurry_C) CONTENT: Fria Curry(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Soup_FriaCurry.Default__PrimalItemConsumable_Soup_FriaCurry_C) CONTENT: This spicy vegetarian dish fills the body with a comfortable warmth. Consume it to gain increased hypothermic insulation, and slow your rate of food consumption. Effects last 15 minutes.(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Soup_FriaCurry.Default__PrimalItemConsumable_Soup_FriaCurry_C) CONTENT: Consumables(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Soup_FriaCurry.Default__PrimalItemConsumable_Soup_FriaCurry_C) CONTENT: Crafted Foods(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Soup_FriaCurry.Default__PrimalItemConsumable_Soup_FriaCurry_C) CONTENT: Lazarus Chowder(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_LazarusChowder.Default__Buff_LazarusChowder_C) CONTENT: Stamina recovery & reduced oxygen consumption(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_LazarusChowder.Default__Buff_LazarusChowder_C) CONTENT: Lazarus Chowder Enabled(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_LazarusChowder.Default__Buff_LazarusChowder_C) CONTENT: Lazarus Chowder(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Soup_LazarusChowder.Default__PrimalItemConsumable_Soup_LazarusChowder_C) CONTENT: This creamy dish improves the body's natural constitution. Consume it to slow your rate of oxygen consumption while underwater, and gain extra health regen. Effects last 15 minutes.(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Soup_LazarusChowder.Default__PrimalItemConsumable_Soup_LazarusChowder_C) CONTENT: Consumables(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Soup_LazarusChowder.Default__PrimalItemConsumable_Soup_LazarusChowder_C) CONTENT: Crafted Foods(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Soup_LazarusChowder.Default__PrimalItemConsumable_Soup_LazarusChowder_C) CONTENT: Shadow Steak Saute(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_ShadowSteak.Default__Buff_ShadowSteak_C) CONTENT: Improved insulation, and steady aim.(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_ShadowSteak.Default__Buff_ShadowSteak_C) CONTENT: Shadow Steak Saute Enabled(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_ShadowSteak.Default__Buff_ShadowSteak_C) CONTENT: Shadow Steak Saute(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Soup_ShadowSteak.Default__PrimalItemConsumable_Soup_ShadowSteak_C) CONTENT: This dish grants you a hunters instinct. Consume it to ignore most weather, and steady your aim. Effects last 3 minutes.(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Soup_ShadowSteak.Default__PrimalItemConsumable_Soup_ShadowSteak_C) CONTENT: Consumables(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Soup_ShadowSteak.Default__PrimalItemConsumable_Soup_ShadowSteak_C) CONTENT: Crafted Foods(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Soup_ShadowSteak.Default__PrimalItemConsumable_Soup_ShadowSteak_C) CONTENT: Energy Brew(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_StaminaSoup.Default__PrimalItemConsumable_StaminaSoup_C) CONTENT: This brew doesn't have any nutritional value, but fills your stamina.(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_StaminaSoup.Default__PrimalItemConsumable_StaminaSoup_C) CONTENT: Consumables(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_StaminaSoup.Default__PrimalItemConsumable_StaminaSoup_C) CONTENT: Crafted Foods(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_StaminaSoup.Default__PrimalItemConsumable_StaminaSoup_C) CONTENT: Text Block(/Game/PrimalEarth/UI/ContextMenuItem_SimpleButton.ContextMenuItem_SimpleButton_C:WidgetTree_753.Caption) CONTENT: ((/Game/PrimalEarth/UI/ContextMenuItem_SimpleButton.ContextMenuItem_SimpleButton_C:WidgetTree_753.ShortcutKey) CONTENT: )(/Game/PrimalEarth/UI/ContextMenuItem_SimpleButton.ContextMenuItem_SimpleButton_C:WidgetTree_753.ShortcutKey) CONTENT: Text Block(/Game/PrimalEarth/UI/ContextMenuItem_SimpleCaption.ContextMenuItem_SimpleCaption_C:WidgetTree_59.Caption) CONTENT: SUPERLONGLASTNAME(/Game/PrimalEarth/UI/DyeRegionButton.DyeRegionButton_C:WidgetTree_812.DisplayString) CONTENT: Text Block(/Game/PrimalEarth/UI/DataListEntryWidgetGeneric_DyeResources.DataListEntryWidgetGeneric_DyeResources_C:WidgetTree_1202.DisplayString) CONTENT: SELECT A PAINTING(/Game/PrimalEarth/UI/PaintingsListUI.PaintingsListUI_C:WidgetTree_123.TextBlock_595) CONTENT: SAVED PAINTINGS(/Game/PrimalEarth/UI/PaintingsListUI.PaintingsListUI_C:WidgetTree_123.CreatureTitle) CONTENT: LOAD PAINTING(/Game/PrimalEarth/UI/PaintingsListUI.PaintingsListUI_C:WidgetTree_123.SelectBtn) CONTENT: RENAME(/Game/PrimalEarth/UI/PaintingsListUI.PaintingsListUI_C:WidgetTree_123.RenameButton) CONTENT: DELETE PAINTING(/Game/PrimalEarth/UI/PaintingsListUI.PaintingsListUI_C:WidgetTree_123.DeletePaintingButton) CONTENT: PAINTING RESOURCES(/Game/PrimalEarth/UI/PaintingsListUI.PaintingsListUI_C:WidgetTree_123.TextBlock_1739) CONTENT: NEEDED RESOURCES(/Game/PrimalEarth/UI/PaintingsListUI.PaintingsListUI_C:WidgetTree_123.[TextBlock] "NEEDED RESOUR..") CONTENT: MISSING RESOURCES(/Game/PrimalEarth/UI/PaintingsListUI.PaintingsListUI_C:WidgetTree_123.TextBlock_2138) CONTENT: LOADING PAINTING(/Game/PrimalEarth/UI/PaintingsListUI.PaintingsListUI_C:WidgetTree_123.LoadingLabel) CONTENT: CLOSE(/Game/PrimalEarth/UI/PaintingsListUI.PaintingsListUI_C:WidgetTree_123.TextBlock_24) CONTENT: CLOSE INVENTORY(/Game/PrimalEarth/UI/PaintingsListUI.PaintingsListUI_C:WidgetTree_123.Close) CONTENT: SET(/Game/PrimalEarth/UI/SavePaintingEntryUI.SavePaintingEntryUI_C:WidgetTree_3308.test) CONTENT: CLOSE(/Game/PrimalEarth/UI/SavePaintingEntryUI.SavePaintingEntryUI_C:WidgetTree_3308.TextBlock_441) CONTENT: Can't Save Empty Paint(/Game/PrimalEarth/UI/SavePaintingEntryUI.SavePaintingEntryUI_C:WidgetTree_3308.ErrorEmpty) CONTENT: ENTER PAINTING NAME(/Game/PrimalEarth/UI/SavePaintingEntryUI.SavePaintingEntryUI_C:WidgetTree_3308.TitleLabel) CONTENT: Text Block(/Game/PrimalEarth/UI/DyeUI.DyeUI_C:WidgetTree_9828.PaintingId) CONTENT: APPLY PAINT(/Game/PrimalEarth/UI/DyeUI.DyeUI_C:WidgetTree_9828.TextBlock_77) CONTENT: Long Item Name That May Wrap(/Game/PrimalEarth/UI/DyeUI.DyeUI_C:WidgetTree_9828.ItemLabel) CONTENT: USE DYE & PAINT(/Game/PrimalEarth/UI/DyeUI.DyeUI_C:WidgetTree_9828.TitleLabel) CONTENT: Use Dye(/Game/PrimalEarth/UI/DyeUI.DyeUI_C:WidgetTree_9828.DyeLabel) CONTENT: DYES AVAILABLE(/Game/PrimalEarth/UI/DyeUI.DyeUI_C:WidgetTree_9828.TextBlock_3077) CONTENT: LOAD PAINTS FROM THIS TYPE(/Game/PrimalEarth/UI/DyeUI.DyeUI_C:WidgetTree_9828.LoadPaintings) CONTENT: SAVE PAINT(/Game/PrimalEarth/UI/DyeUI.DyeUI_C:WidgetTree_9828.SavePaintings) CONTENT: ERASE PAINTING(/Game/PrimalEarth/UI/DyeUI.DyeUI_C:WidgetTree_9828.ErasePainting) CONTENT: RESET CAMERA TO HOME POSITION(/Game/PrimalEarth/UI/DyeUI.DyeUI_C:WidgetTree_9828.ResetCamera) CONTENT: TOOLS AVAILABLE(/Game/PrimalEarth/UI/DyeUI.DyeUI_C:WidgetTree_9828.TextBlock_1107) CONTENT: COLOR REGIONS(/Game/PrimalEarth/UI/DyeUI.DyeUI_C:WidgetTree_9828.CreatureTitle) CONTENT: PAINT AVAILABLE(/Game/PrimalEarth/UI/DyeUI.DyeUI_C:WidgetTree_9828.StatTextBlock) CONTENT: TO PAINT(/Game/PrimalEarth/UI/DyeUI.DyeUI_C:WidgetTree_9828.TextBlock_625) CONTENT: + SHIFT TO THICK PAINT(/Game/PrimalEarth/UI/DyeUI.DyeUI_C:WidgetTree_9828.TextBlock_648) CONTENT: + CTRL TO ERASE(/Game/PrimalEarth/UI/DyeUI.DyeUI_C:WidgetTree_9828.TextBlock_647) CONTENT: + SHIFT TO THICK ERASE(/Game/PrimalEarth/UI/DyeUI.DyeUI_C:WidgetTree_9828.TextBlock_660) CONTENT: PAN(/Game/PrimalEarth/UI/DyeUI.DyeUI_C:WidgetTree_9828.TextBlock_655) CONTENT: ROTATE(/Game/PrimalEarth/UI/DyeUI.DyeUI_C:WidgetTree_9828.TextBlock_656) CONTENT: ZOOM(/Game/PrimalEarth/UI/DyeUI.DyeUI_C:WidgetTree_9828.TextBlock_657) CONTENT: FREEPAINT(/Game/PrimalEarth/UI/DyeUI.DyeUI_C:WidgetTree_9828.GamepadButtonLegend_C_0) CONTENT: CANCEL FREEPAINTING(/Game/PrimalEarth/UI/DyeUI.DyeUI_C:WidgetTree_9828.GamepadButtonLegend_C_1) CONTENT: (Use D-Pad for finer camera control)(/Game/PrimalEarth/UI/DyeUI.DyeUI_C:WidgetTree_9828.UseDPadForFinerControl) CONTENT: MOVE CURSOR(/Game/PrimalEarth/UI/DyeUI.DyeUI_C:WidgetTree_9828.TextBlock_1250) CONTENT: CLICK FOR THICK BRUSH(/Game/PrimalEarth/UI/DyeUI.DyeUI_C:WidgetTree_9828.BrushThicknessStateTextControl) CONTENT: PAINT(/Game/PrimalEarth/UI/DyeUI.DyeUI_C:WidgetTree_9828.TextBlock_1329) CONTENT: ERASE(/Game/PrimalEarth/UI/DyeUI.DyeUI_C:WidgetTree_9828.TextBlock_1370) CONTENT: HIGHLIGHT THE PREVIEW WINDOW TO FREEPAINT(/Game/PrimalEarth/UI/DyeUI.DyeUI_C:WidgetTree_9828.HighlightMessageLabel) CONTENT: CLOSE INVENTORY(/Game/PrimalEarth/UI/DyeUI.DyeUI_C:WidgetTree_9828.CloseButton) CONTENT: SUPERLONGLASTNAME(/Game/PrimalEarth/UI/DyeUI.DyeUI_C:WidgetTree_9828.Color0.WidgetTree_9835.DisplayString) CONTENT: SUPERLONGLASTNAME(/Game/PrimalEarth/UI/DyeUI.DyeUI_C:WidgetTree_9828.Color1.WidgetTree_9834.DisplayString) CONTENT: SUPERLONGLASTNAME(/Game/PrimalEarth/UI/DyeUI.DyeUI_C:WidgetTree_9828.Color2.WidgetTree_9833.DisplayString) CONTENT: SUPERLONGLASTNAME(/Game/PrimalEarth/UI/DyeUI.DyeUI_C:WidgetTree_9828.Color3.WidgetTree_9831.DisplayString) CONTENT: SUPERLONGLASTNAME(/Game/PrimalEarth/UI/DyeUI.DyeUI_C:WidgetTree_9828.Color4.WidgetTree_9836.DisplayString) CONTENT: SUPERLONGLASTNAME(/Game/PrimalEarth/UI/DyeUI.DyeUI_C:WidgetTree_9828.Color5.WidgetTree_9832.DisplayString) CONTENT: Text Block(/Game/PrimalEarth/UI/DyeUI.DyeUI_C:WidgetTree_9828.GamepadButtonLegend_C_0.WidgetTree_9830.ButtonDescriptionLabel) CONTENT: Text Block(/Game/PrimalEarth/UI/DyeUI.DyeUI_C:WidgetTree_9828.GamepadButtonLegend_C_1.WidgetTree_9829.ButtonDescriptionLabel) CONTENT: Paint(/Game/PrimalEarth/CoreBlueprints/Items/PrimalItemDyeGeneric.Default__PrimalItemDyeGeneric_C) CONTENT: This substance can be used to color certain items and structures.(/Game/PrimalEarth/CoreBlueprints/Items/PrimalItemDyeGeneric.Default__PrimalItemDyeGeneric_C) CONTENT: Black Coloring(/Game/PrimalEarth/CoreBlueprints/Items/PrimalItemDye_Black.Default__PrimalItemDye_Black_C) CONTENT: Dyes(/Game/PrimalEarth/CoreBlueprints/Items/PrimalItemDye_Black.Default__PrimalItemDye_Black_C) CONTENT: Blue Coloring(/Game/PrimalEarth/CoreBlueprints/Items/PrimalItemDye_Blue.Default__PrimalItemDye_Blue_C) CONTENT: Dyes(/Game/PrimalEarth/CoreBlueprints/Items/PrimalItemDye_Blue.Default__PrimalItemDye_Blue_C) CONTENT: Brown Coloring(/Game/PrimalEarth/CoreBlueprints/Items/PrimalItemDye_Brown.Default__PrimalItemDye_Brown_C) CONTENT: Dyes(/Game/PrimalEarth/CoreBlueprints/Items/PrimalItemDye_Brown.Default__PrimalItemDye_Brown_C) CONTENT: Forest Coloring(/Game/PrimalEarth/CoreBlueprints/Items/PrimalItemDye_Forest.Default__PrimalItemDye_Forest_C) CONTENT: Dyes(/Game/PrimalEarth/CoreBlueprints/Items/PrimalItemDye_Forest.Default__PrimalItemDye_Forest_C) CONTENT: Green Coloring(/Game/PrimalEarth/CoreBlueprints/Items/PrimalItemDye_Green.Default__PrimalItemDye_Green_C) CONTENT: Dyes(/Game/PrimalEarth/CoreBlueprints/Items/PrimalItemDye_Green.Default__PrimalItemDye_Green_C) CONTENT: Orange Coloring(/Game/PrimalEarth/CoreBlueprints/Items/PrimalItemDye_Orange.Default__PrimalItemDye_Orange_C) CONTENT: Dyes(/Game/PrimalEarth/CoreBlueprints/Items/PrimalItemDye_Orange.Default__PrimalItemDye_Orange_C) CONTENT: Parchement Coloring(/Game/PrimalEarth/CoreBlueprints/Items/PrimalItemDye_Parchment.Default__PrimalItemDye_Parchment_C) CONTENT: Dyes(/Game/PrimalEarth/CoreBlueprints/Items/PrimalItemDye_Parchment.Default__PrimalItemDye_Parchment_C) CONTENT: Pink Coloring(/Game/PrimalEarth/CoreBlueprints/Items/PrimalItemDye_Pink.Default__PrimalItemDye_Pink_C) CONTENT: Dyes(/Game/PrimalEarth/CoreBlueprints/Items/PrimalItemDye_Pink.Default__PrimalItemDye_Pink_C) CONTENT: Purple Coloring(/Game/PrimalEarth/CoreBlueprints/Items/PrimalItemDye_Purple.Default__PrimalItemDye_Purple_C) CONTENT: Dyes(/Game/PrimalEarth/CoreBlueprints/Items/PrimalItemDye_Purple.Default__PrimalItemDye_Purple_C) CONTENT: Red Coloring(/Game/PrimalEarth/CoreBlueprints/Items/PrimalItemDye_Red.Default__PrimalItemDye_Red_C) CONTENT: Dyes(/Game/PrimalEarth/CoreBlueprints/Items/PrimalItemDye_Red.Default__PrimalItemDye_Red_C) CONTENT: Royalty Coloring(/Game/PrimalEarth/CoreBlueprints/Items/PrimalItemDye_Royalty.Default__PrimalItemDye_Royalty_C) CONTENT: Dyes(/Game/PrimalEarth/CoreBlueprints/Items/PrimalItemDye_Royalty.Default__PrimalItemDye_Royalty_C) CONTENT: Silver Coloring(/Game/PrimalEarth/CoreBlueprints/Items/PrimalItemDye_Silver.Default__PrimalItemDye_Silver_C) CONTENT: Dyes(/Game/PrimalEarth/CoreBlueprints/Items/PrimalItemDye_Silver.Default__PrimalItemDye_Silver_C) CONTENT: Sky Coloring(/Game/PrimalEarth/CoreBlueprints/Items/PrimalItemDye_Sky.Default__PrimalItemDye_Sky_C) CONTENT: Dyes(/Game/PrimalEarth/CoreBlueprints/Items/PrimalItemDye_Sky.Default__PrimalItemDye_Sky_C) CONTENT: Tan Coloring(/Game/PrimalEarth/CoreBlueprints/Items/PrimalItemDye_Tan.Default__PrimalItemDye_Tan_C) CONTENT: Dyes(/Game/PrimalEarth/CoreBlueprints/Items/PrimalItemDye_Tan.Default__PrimalItemDye_Tan_C) CONTENT: Tangerine Coloring(/Game/PrimalEarth/CoreBlueprints/Items/PrimalItemDye_Tangerine.Default__PrimalItemDye_Tangerine_C) CONTENT: Dyes(/Game/PrimalEarth/CoreBlueprints/Items/PrimalItemDye_Tangerine.Default__PrimalItemDye_Tangerine_C) CONTENT: White Coloring(/Game/PrimalEarth/CoreBlueprints/Items/PrimalItemDye_White.Default__PrimalItemDye_White_C) CONTENT: Dyes(/Game/PrimalEarth/CoreBlueprints/Items/PrimalItemDye_White.Default__PrimalItemDye_White_C) CONTENT: Yellow Coloring(/Game/PrimalEarth/CoreBlueprints/Items/PrimalItemDye_Yellow.Default__PrimalItemDye_Yellow_C) CONTENT: Dyes(/Game/PrimalEarth/CoreBlueprints/Items/PrimalItemDye_Yellow.Default__PrimalItemDye_Yellow_C) CONTENT: Must contain fuel to light the fire. Put various foods and a recipe in this to cook advanced consumables.(/Game/PrimalEarth/CoreBlueprints/Inventories/PrimalInventoryBP_CookingPot.Default__PrimalInventoryBP_CookingPot_C) CONTENT: Cooking Pot(/Game/PrimalEarth/CoreBlueprints/Inventories/PrimalInventoryBP_CookingPot.Default__PrimalInventoryBP_CookingPot_C) CONTENT: Mindwipe Tonic(/Engine/Transient.REINST_PrimalItemConsumableRespecSoup_C_0) CONTENT: Drink this tonic to forget everything you have learned (resets your Engram Points). Usable once every 24 hours.(/Engine/Transient.REINST_PrimalItemConsumableRespecSoup_C_0) CONTENT: Consumables(/Engine/Transient.REINST_PrimalItemConsumableRespecSoup_C_0) CONTENT: Crafted Foods(/Engine/Transient.REINST_PrimalItemConsumableRespecSoup_C_0) CONTENT: Mindwipe Tonic(/Engine/Transient.Default__REINST_PrimalItemConsumableRespecSoup_C_8188) CONTENT: Drink this tonic to forget everything you have learned (resets your Engram Points). Usable once every 24 hours.(/Engine/Transient.Default__REINST_PrimalItemConsumableRespecSoup_C_8188) CONTENT: Consumables(/Engine/Transient.Default__REINST_PrimalItemConsumableRespecSoup_C_8188) CONTENT: Crafted Foods(/Engine/Transient.Default__REINST_PrimalItemConsumableRespecSoup_C_8188) CONTENT: Mindwipe Tonic(/Engine/Transient.REINST_PrimalItemConsumableRespecSoup_C_1) CONTENT: Drink this tonic to forget everything you have learned (resets your Engram Points). Usable once every 24 hours.(/Engine/Transient.REINST_PrimalItemConsumableRespecSoup_C_1) CONTENT: Consumables(/Engine/Transient.REINST_PrimalItemConsumableRespecSoup_C_1) CONTENT: Crafted Foods(/Engine/Transient.REINST_PrimalItemConsumableRespecSoup_C_1) CONTENT: Soap(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/BaseBPs/PrimalItemConsumableSoap.Default__PrimalItemConsumableSoap_C) CONTENT: Scrubs dye and paint off items and structures!(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/BaseBPs/PrimalItemConsumableSoap.Default__PrimalItemConsumableSoap_C) CONTENT: Cactus Brew(/Engine/Transient.REINST_Buff_CactusSoup_C_0) CONTENT: You feel less thirsty, and better able to beat the heat!(/Engine/Transient.REINST_Buff_CactusSoup_C_0) CONTENT: Cactus Brew Enabled(/Engine/Transient.REINST_Buff_CactusSoup_C_0) CONTENT: Cactus Brew(/Engine/Transient.Default__REINST_Buff_CactusSoup_C_8196) CONTENT: You feel less thirsty, and better able to beat the heat!(/Engine/Transient.Default__REINST_Buff_CactusSoup_C_8196) CONTENT: Cactus Brew Enabled(/Engine/Transient.Default__REINST_Buff_CactusSoup_C_8196) CONTENT: Cactus Brew(/Engine/Transient.REINST_Buff_CactusSoup_C_1) CONTENT: You feel less thirsty, and better able to beat the heat!(/Engine/Transient.REINST_Buff_CactusSoup_C_1) CONTENT: Cactus Brew Enabled(/Engine/Transient.REINST_Buff_CactusSoup_C_1) CONTENT: Cactus Broth(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_CactusBuffSoup.Default__PrimalItemConsumable_CactusBuffSoup_C) CONTENT: This magical soup will greatly reduce your water consumption. The aroma of the cactus has a side effect of making the wildlife notice you less.(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_CactusBuffSoup.Default__PrimalItemConsumable_CactusBuffSoup_C) CONTENT: Consumables(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_CactusBuffSoup.Default__PrimalItemConsumable_CactusBuffSoup_C) CONTENT: Crafted Foods(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_CactusBuffSoup.Default__PrimalItemConsumable_CactusBuffSoup_C) CONTENT: Kibble (Allosaurus Egg)(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Kibble_Allo.Default__PrimalItemConsumable_Kibble_Allo_C) CONTENT: This pet food recipe has been carefully designed to give balanced nutrition to almost any creature native to the island. Includes the best protein, plant fibers to help with digestion, and egg to bind the mix. Humans have difficulty digesting this.(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Kibble_Allo.Default__PrimalItemConsumable_Kibble_Allo_C) CONTENT: Kibble (Ankylo Egg)(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Kibble_AnkyloEgg.Default__PrimalItemConsumable_Kibble_AnkyloEgg_C) CONTENT: This pet food recipe has been carefully designed to give balanced nutrition to almost any creature native to the island. Includes the best protein, plant fibers to help with digestion, and egg to bind the mix. Humans have difficulty digesting this.(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Kibble_AnkyloEgg.Default__PrimalItemConsumable_Kibble_AnkyloEgg_C) CONTENT: Kibble (Archaeopteryx Egg)(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Kibble_ArchaEgg.Default__PrimalItemConsumable_Kibble_ArchaEgg_C) CONTENT: This pet food recipe has been carefully designed to give balanced nutrition to almost any creature native to the island. Includes the best protein, plant fibers to help with digestion, and egg to bind the mix. Humans have difficulty digesting this.(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Kibble_ArchaEgg.Default__PrimalItemConsumable_Kibble_ArchaEgg_C) CONTENT: Kibble (Baryonyx Egg)(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Kibble_BaryonyxEgg.Default__PrimalItemConsumable_Kibble_BaryonyxEgg_C) CONTENT: This pet food recipe has been carefully designed to give balanced nutrition to almost any creature native to the island. Includes the best protein, plant fibers to help with digestion, and egg to bind the mix. Humans have difficulty digesting this.(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Kibble_BaryonyxEgg.Default__PrimalItemConsumable_Kibble_BaryonyxEgg_C) CONTENT: Extraordinary Kibble (/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Kibble_Base_Special.Default__PrimalItemConsumable_Kibble_Base_Special_C) CONTENT: This specially blended pet food is a favorite of many exotic creatures. Containing only the finest natural ingredients, it provides pets with the balanced nutrition they need. And with a taste they can't resist, they'll warm up to you in no time! Not intended for human consumption.(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Kibble_Base_Special.Default__PrimalItemConsumable_Kibble_Base_Special_C) CONTENT: Kibble (Titanboa Egg)(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Kibble_BoaEgg.Default__PrimalItemConsumable_Kibble_BoaEgg_C) CONTENT: This pet food recipe has been carefully designed to give balanced nutrition to almost any creature native to the island. Includes plant fibers to help with digestion and egg to bind the mix. Humans have difficulty digesting this.(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Kibble_BoaEgg.Default__PrimalItemConsumable_Kibble_BoaEgg_C) CONTENT: Kibble (Carno Egg)(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Kibble_CarnoEgg.Default__PrimalItemConsumable_Kibble_CarnoEgg_C) CONTENT: This pet food recipe has been carefully designed to give balanced nutrition to almost any creature native to the island. Includes plant fibers to help with digestion and egg to bind the mix. Humans have difficulty digesting this.(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Kibble_CarnoEgg.Default__PrimalItemConsumable_Kibble_CarnoEgg_C) CONTENT: Kibble (Compy Egg)(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Kibble_Compy.Default__PrimalItemConsumable_Kibble_Compy_C) CONTENT: This pet food recipe has been carefully designed to give balanced nutrition to almost any creature native to the island. Includes plant fibers to help with digestion and egg to bind the mix. Humans have difficulty digesting this.(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Kibble_Compy.Default__PrimalItemConsumable_Kibble_Compy_C) CONTENT: Kibble (Dilo Egg)(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Kibble_DiloEgg.Default__PrimalItemConsumable_Kibble_DiloEgg_C) CONTENT: This pet food recipe has been carefully designed to give balanced nutrition to almost any creature native to the island. Includes plant fibers to help with digestion and egg to bind the mix. Humans have difficulty digesting this.(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Kibble_DiloEgg.Default__PrimalItemConsumable_Kibble_DiloEgg_C) CONTENT: Kibble (Dimetrodon Egg)(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Kibble_DimetroEgg.Default__PrimalItemConsumable_Kibble_DimetroEgg_C) CONTENT: This pet food recipe has been carefully designed to give balanced nutrition to almost any creature native to the island. Includes plant fibers to help with digestion and egg to bind the mix. Humans have difficulty digesting this.(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Kibble_DimetroEgg.Default__PrimalItemConsumable_Kibble_DimetroEgg_C) CONTENT: Kibble (Dimorph Egg)(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Kibble_DimorphEgg.Default__PrimalItemConsumable_Kibble_DimorphEgg_C) CONTENT: This pet food recipe has been carefully designed to give balanced nutrition to almost any creature native to the island. Includes plant fibers to help with digestion and egg to bind the mix. Humans have difficulty digesting this.(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Kibble_DimorphEgg.Default__PrimalItemConsumable_Kibble_DimorphEgg_C) CONTENT: Kibble (Diplo Egg)(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Kibble_DiploEgg.Default__PrimalItemConsumable_Kibble_DiploEgg_C) CONTENT: This pet food recipe has been carefully designed to give balanced nutrition to almost any creature native to the island. Includes plant fibers to help with digestion and egg to bind the mix. Humans have difficulty digesting this.(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Kibble_DiploEgg.Default__PrimalItemConsumable_Kibble_DiploEgg_C) CONTENT: Kibble (Dodo Egg)(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Kibble_DodoEgg.Default__PrimalItemConsumable_Kibble_DodoEgg_C) CONTENT: This pet food recipe has been carefully designed to give balanced nutrition to almost any creature native to the island. Includes plant fibers to help with digestion and egg to bind the mix. Humans have difficulty digesting this.(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Kibble_DodoEgg.Default__PrimalItemConsumable_Kibble_DodoEgg_C) CONTENT: Kibble (Gallimimus Egg)(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Kibble_GalliEgg.Default__PrimalItemConsumable_Kibble_GalliEgg_C) CONTENT: This pet food recipe has been carefully designed to give balanced nutrition to almost any creature native to the island. Includes plant fibers to help with digestion and egg to bind the mix. Humans have difficulty digesting this.(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Kibble_GalliEgg.Default__PrimalItemConsumable_Kibble_GalliEgg_C) CONTENT: Kibble (Ichthyornis Egg)(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Kibble_IchthyornisEgg.Default__PrimalItemConsumable_Kibble_IchthyornisEgg_C) CONTENT: This pet food recipe has been carefully designed to give balanced nutrition to almost any creature native to the island. Includes the best protein, plant fibers to help with digestion, and egg to bind the mix. Humans have difficulty digesting this.(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Kibble_IchthyornisEgg.Default__PrimalItemConsumable_Kibble_IchthyornisEgg_C) CONTENT: Kibble (Iguanodon Egg)(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Kibble_IguanodonEgg.Default__PrimalItemConsumable_Kibble_IguanodonEgg_C) CONTENT: This pet food recipe has been carefully designed to give balanced nutrition to almost any creature native to the island. Includes the best protein, plant fibers to help with digestion, and egg to bind the mix. Humans have difficulty digesting this.(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Kibble_IguanodonEgg.Default__PrimalItemConsumable_Kibble_IguanodonEgg_C) CONTENT: Kibble (Kairuku Egg)(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Kibble_KairukuEgg.Default__PrimalItemConsumable_Kibble_KairukuEgg_C) CONTENT: This pet food recipe has been carefully designed to give balanced nutrition to almost any creature native to the island. Includes plant fibers to help with digestion and egg to bind the mix. Humans have difficulty digesting this.(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Kibble_KairukuEgg.Default__PrimalItemConsumable_Kibble_KairukuEgg_C) CONTENT: Kibble (Kaprosuchus Egg)(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Kibble_KaproEgg.Default__PrimalItemConsumable_Kibble_KaproEgg_C) CONTENT: This pet food recipe has been carefully designed to give balanced nutrition to almost any creature native to the island. Includes the best protein, plant fibers to help with digestion, and egg to bind the mix. Humans have difficulty digesting this.(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Kibble_KaproEgg.Default__PrimalItemConsumable_Kibble_KaproEgg_C) CONTENT: Kibble (Kentrosaurus Egg)(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Kibble_KentroEgg.Default__PrimalItemConsumable_Kibble_KentroEgg_C) CONTENT: This pet food recipe has been carefully designed to give balanced nutrition to almost any creature native to the island. Includes the best protein, plant fibers to help with digestion, and egg to bind the mix. Humans have difficulty digesting this.(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Kibble_KentroEgg.Default__PrimalItemConsumable_Kibble_KentroEgg_C) CONTENT: 111(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Kibble_LystroEgg.Default__PrimalItemConsumable_Kibble_LystroEgg_C) CONTENT: Kibble (Lystrosaurus Egg)(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Kibble_LystroEgg.Default__PrimalItemConsumable_Kibble_LystroEgg_C) CONTENT: This pet food recipe has been carefully designed to give balanced nutrition to almost any creature native to the island. Includes plant fibers to help with digestion and egg to bind the mix. Humans have difficulty digesting this.(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Kibble_LystroEgg.Default__PrimalItemConsumable_Kibble_LystroEgg_C) CONTENT: Kibble (Megalania Egg)(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Kibble_Megalania.Default__PrimalItemConsumable_Kibble_Megalania_C) CONTENT: This pet food recipe has been carefully designed to give balanced nutrition to almost any creature native to the island. Includes plant fibers to help with digestion and egg to bind the mix. Humans have difficulty digesting this.(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Kibble_Megalania.Default__PrimalItemConsumable_Kibble_Megalania_C) CONTENT: Kibble (Megalosaurus Egg)(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Kibble_MegalosaurusEgg.Default__PrimalItemConsumable_Kibble_MegalosaurusEgg_C) CONTENT: This pet food recipe has been carefully designed to give balanced nutrition to almost any creature native to the island. Includes the best protein, plant fibers to help with digestion, and egg to bind the mix. Humans have difficulty digesting this.(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Kibble_MegalosaurusEgg.Default__PrimalItemConsumable_Kibble_MegalosaurusEgg_C) CONTENT: Kibble (Microraptor Egg)(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Kibble_MicroraptorEgg.Default__PrimalItemConsumable_Kibble_MicroraptorEgg_C) CONTENT: This pet food recipe has been carefully designed to give balanced nutrition to almost any creature native to the island. Includes the best protein, plant fibers to help with digestion, and egg to bind the mix. Humans have difficulty digesting this.(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Kibble_MicroraptorEgg.Default__PrimalItemConsumable_Kibble_MicroraptorEgg_C) CONTENT: Kibble (Moschops Egg)(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Kibble_MoschopsEgg.Default__PrimalItemConsumable_Kibble_MoschopsEgg_C) CONTENT: This pet food recipe has been carefully designed to give balanced nutrition to almost any creature native to the island. Includes plant fibers to help with digestion and egg to bind the mix. Humans have difficulty digesting this.(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Kibble_MoschopsEgg.Default__PrimalItemConsumable_Kibble_MoschopsEgg_C) CONTENT: Kibble (Oviraptor Egg)(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Kibble_OviraptorEgg.Default__PrimalItemConsumable_Kibble_OviraptorEgg_C) CONTENT: This pet food recipe has been carefully designed to give balanced nutrition to almost any creature native to the island. Includes the best protein, plant fibers to help with digestion, and egg to bind the mix. Humans have difficulty digesting this.(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Kibble_OviraptorEgg.Default__PrimalItemConsumable_Kibble_OviraptorEgg_C) CONTENT: Kibble (Pachy Egg)(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Kibble_PachyEgg.Default__PrimalItemConsumable_Kibble_PachyEgg_C) CONTENT: This pet food recipe has been carefully designed to give balanced nutrition to almost any creature native to the island. Includes plant fibers to help with digestion and egg to bind the mix. Humans have difficulty digesting this.(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Kibble_PachyEgg.Default__PrimalItemConsumable_Kibble_PachyEgg_C) CONTENT: Kibble (Pachyrhino Egg)(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Kibble_PachyRhinoEgg.Default__PrimalItemConsumable_Kibble_PachyRhinoEgg_C) CONTENT: This pet food recipe has been carefully designed to give balanced nutrition to almost any creature native to the island. Includes plant fibers to help with digestion and egg to bind the mix. Humans have difficulty digesting this.(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Kibble_PachyRhinoEgg.Default__PrimalItemConsumable_Kibble_PachyRhinoEgg_C) CONTENT: Kibble (Parasaur Egg)(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Kibble_ParaEgg.Default__PrimalItemConsumable_Kibble_ParaEgg_C) CONTENT: This pet food recipe has been carefully designed to give balanced nutrition to almost any creature native to the island. Includes plant fibers to help with digestion and egg to bind the mix. Humans have difficulty digesting this.(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Kibble_ParaEgg.Default__PrimalItemConsumable_Kibble_ParaEgg_C) CONTENT: Kibble (Pegomastax Egg)(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Kibble_PegomastaxEgg.Default__PrimalItemConsumable_Kibble_PegomastaxEgg_C) CONTENT: This pet food recipe has been carefully designed to give balanced nutrition to almost any creature native to the island. Includes plant fibers to help with digestion and egg to bind the mix. Humans have difficulty digesting this.(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Kibble_PegomastaxEgg.Default__PrimalItemConsumable_Kibble_PegomastaxEgg_C) CONTENT: Kibble (Pelagornis Egg)(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Kibble_Pela.Default__PrimalItemConsumable_Kibble_Pela_C) CONTENT: This pet food recipe has been carefully designed to give balanced nutrition to almost any creature native to the island. Includes plant fibers to help with digestion and egg to bind the mix. Humans have difficulty digesting this.(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Kibble_Pela.Default__PrimalItemConsumable_Kibble_Pela_C) CONTENT: Kibble (Pteranodon Egg)(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Kibble_PteroEgg.Default__PrimalItemConsumable_Kibble_PteroEgg_C) CONTENT: This pet food recipe has been carefully designed to give balanced nutrition to almost any creature native to the island. Includes plant fibers to help with digestion and egg to bind the mix. Humans have difficulty digesting this.(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Kibble_PteroEgg.Default__PrimalItemConsumable_Kibble_PteroEgg_C) CONTENT: Kibble (Quetzal Egg)(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Kibble_QuetzEgg.Default__PrimalItemConsumable_Kibble_QuetzEgg_C) CONTENT: This pet food recipe has been carefully designed to give balanced nutrition to almost any creature native to the island. Includes plant fibers to help with digestion and egg to bind the mix. Humans have difficulty digesting this.(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Kibble_QuetzEgg.Default__PrimalItemConsumable_Kibble_QuetzEgg_C) CONTENT: Kibble (Raptor Egg)(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Kibble_RaptorEgg.Default__PrimalItemConsumable_Kibble_RaptorEgg_C) CONTENT: This pet food recipe has been carefully designed to give balanced nutrition to almost any creature native to the island. Includes plant fibers to help with digestion and egg to bind the mix. Humans have difficulty digesting this.(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Kibble_RaptorEgg.Default__PrimalItemConsumable_Kibble_RaptorEgg_C) CONTENT: Kibble (Rex Egg)(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Kibble_RexEgg.Default__PrimalItemConsumable_Kibble_RexEgg_C) CONTENT: This pet food recipe has been carefully designed to give balanced nutrition to almost any creature native to the island. Includes the best protein, plant fibers to help with digestion, and egg to bind the mix. Humans have difficulty digesting this.(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Kibble_RexEgg.Default__PrimalItemConsumable_Kibble_RexEgg_C) CONTENT: Kibble (Sarco Egg)(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Kibble_SarcoEgg.Default__PrimalItemConsumable_Kibble_SarcoEgg_C) CONTENT: This pet food recipe has been carefully designed to give balanced nutrition to almost any creature native to the island. Includes plant fibers to help with digestion and egg to bind the mix. Humans have difficulty digesting this.(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Kibble_SarcoEgg.Default__PrimalItemConsumable_Kibble_SarcoEgg_C) CONTENT: Kibble (Bronto Egg)(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Kibble_SauroEgg.Default__PrimalItemConsumable_Kibble_SauroEgg_C) CONTENT: This pet food recipe has been carefully designed to give balanced nutrition to almost any creature native to the island. Includes plant fibers to help with digestion and egg to bind the mix. Humans have difficulty digesting this.(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Kibble_SauroEgg.Default__PrimalItemConsumable_Kibble_SauroEgg_C) CONTENT: Kibble (Pulminoscorpius Egg)(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Kibble_ScorpionEgg.Default__PrimalItemConsumable_Kibble_ScorpionEgg_C) CONTENT: This pet food recipe has been carefully designed to give balanced nutrition to almost any creature native to the island. Includes the best protein, plant fibers to help with digestion, and egg to bind the mix. Humans have difficulty digesting this.(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Kibble_ScorpionEgg.Default__PrimalItemConsumable_Kibble_ScorpionEgg_C) CONTENT: Kibble (Spino Egg)(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Kibble_SpinoEgg.Default__PrimalItemConsumable_Kibble_SpinoEgg_C) CONTENT: This pet food recipe has been carefully designed to give balanced nutrition to almost any creature native to the island. Includes the best protein, plant fibers to help with digestion, and egg to bind the mix. Humans have difficulty digesting this.(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Kibble_SpinoEgg.Default__PrimalItemConsumable_Kibble_SpinoEgg_C) CONTENT: Kibble (Stego Egg)(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Kibble_StegoEgg.Default__PrimalItemConsumable_Kibble_StegoEgg_C) CONTENT: This pet food recipe has been carefully designed to give balanced nutrition to almost any creature native to the island. Includes the best protein, plant fibers to help with digestion, and egg to bind the mix. Humans have difficulty digesting this.(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Kibble_StegoEgg.Default__PrimalItemConsumable_Kibble_StegoEgg_C) CONTENT: Kibble (Tapejara Egg)(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Kibble_TapejaraEgg.Default__PrimalItemConsumable_Kibble_TapejaraEgg_C) CONTENT: This pet food recipe has been carefully designed to give balanced nutrition to almost any creature native to the island. Includes the best protein, plant fibers to help with digestion, and egg to bind the mix. Humans have difficulty digesting this.(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Kibble_TapejaraEgg.Default__PrimalItemConsumable_Kibble_TapejaraEgg_C) CONTENT: Kibble (Terror Bird Egg)(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Kibble_TerrorbirdEgg.Default__PrimalItemConsumable_Kibble_TerrorbirdEgg_C) CONTENT: This pet food recipe has been carefully designed to give balanced nutrition to almost any creature native to the island. Includes plant fibers to help with digestion and egg to bind the mix. Humans have difficulty digesting this.(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Kibble_TerrorbirdEgg.Default__PrimalItemConsumable_Kibble_TerrorbirdEgg_C) CONTENT: Kibble (Therizinosaurus Egg)(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Kibble_TherizinoEgg.Default__PrimalItemConsumable_Kibble_TherizinoEgg_C) CONTENT: This pet food recipe has been carefully designed to give balanced nutrition to almost any creature native to the island. Includes plant fibers to help with digestion and egg to bind the mix. Humans have difficulty digesting this.(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Kibble_TherizinoEgg.Default__PrimalItemConsumable_Kibble_TherizinoEgg_C) CONTENT: Kibble (Trike Egg)(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Kibble_TrikeEgg.Default__PrimalItemConsumable_Kibble_TrikeEgg_C) CONTENT: This pet food recipe has been carefully designed to give balanced nutrition to almost any creature native to the island. Includes plant fibers to help with digestion and egg to bind the mix. Humans have difficulty digesting this.(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Kibble_TrikeEgg.Default__PrimalItemConsumable_Kibble_TrikeEgg_C) CONTENT: Kibble (Troodon Egg)(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Kibble_TroodonEgg.Default__PrimalItemConsumable_Kibble_TroodonEgg_C) CONTENT: This pet food recipe has been carefully designed to give balanced nutrition to almost any creature native to the island. Includes plant fibers to help with digestion and egg to bind the mix. Humans have difficulty digesting this.(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Kibble_TroodonEgg.Default__PrimalItemConsumable_Kibble_TroodonEgg_C) CONTENT: Kibble (Carbonemys Egg)(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Kibble_TurtleEgg.Default__PrimalItemConsumable_Kibble_TurtleEgg_C) CONTENT: This pet food recipe has been carefully designed to give balanced nutrition to almost any creature native to the island. Includes plant fibers to help with digestion and egg to bind the mix. Humans have difficulty digesting this.(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Kibble_TurtleEgg.Default__PrimalItemConsumable_Kibble_TurtleEgg_C) CONTENT: Magenta Coloring(/Game/PrimalEarth/CoreBlueprints/Items/PrimalItemDye_ActuallyMagenta.Default__PrimalItemDye_ActuallyMagenta_C) CONTENT: Dyes(/Game/PrimalEarth/CoreBlueprints/Items/PrimalItemDye_ActuallyMagenta.Default__PrimalItemDye_ActuallyMagenta_C) CONTENT: Brick Coloring(/Game/PrimalEarth/CoreBlueprints/Items/PrimalItemDye_Brick.Default__PrimalItemDye_Brick_C) CONTENT: Dyes(/Game/PrimalEarth/CoreBlueprints/Items/PrimalItemDye_Brick.Default__PrimalItemDye_Brick_C) CONTENT: Cantaloupe Coloring(/Game/PrimalEarth/CoreBlueprints/Items/PrimalItemDye_Cantaloupe.Default__PrimalItemDye_Cantaloupe_C) CONTENT: Dyes(/Game/PrimalEarth/CoreBlueprints/Items/PrimalItemDye_Cantaloupe.Default__PrimalItemDye_Cantaloupe_C) CONTENT: Cyan Coloring(/Game/PrimalEarth/CoreBlueprints/Items/PrimalItemDye_Cyan.Default__PrimalItemDye_Cyan_C) CONTENT: Dyes(/Game/PrimalEarth/CoreBlueprints/Items/PrimalItemDye_Cyan.Default__PrimalItemDye_Cyan_C) CONTENT: Mud Coloring(/Game/PrimalEarth/CoreBlueprints/Items/PrimalItemDye_Mud.Default__PrimalItemDye_Mud_C) CONTENT: Dyes(/Game/PrimalEarth/CoreBlueprints/Items/PrimalItemDye_Mud.Default__PrimalItemDye_Mud_C) CONTENT: Navy Coloring(/Game/PrimalEarth/CoreBlueprints/Items/PrimalItemDye_Navy.Default__PrimalItemDye_Navy_C) CONTENT: Dyes(/Game/PrimalEarth/CoreBlueprints/Items/PrimalItemDye_Navy.Default__PrimalItemDye_Navy_C) CONTENT: Olive Coloring(/Game/PrimalEarth/CoreBlueprints/Items/PrimalItemDye_Olive.Default__PrimalItemDye_Olive_C) CONTENT: Dyes(/Game/PrimalEarth/CoreBlueprints/Items/PrimalItemDye_Olive.Default__PrimalItemDye_Olive_C) CONTENT: Slate Coloring(/Game/PrimalEarth/CoreBlueprints/Items/PrimalItemDye_Slate.Default__PrimalItemDye_Slate_C) CONTENT: Dyes(/Game/PrimalEarth/CoreBlueprints/Items/PrimalItemDye_Slate.Default__PrimalItemDye_Slate_C) CONTENT: Industrial Cooker(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_IndustrialCookingPot.Default__PrimalItemStructure_IndustrialCookingPot_C) CONTENT: Burns Gasoline to cook large quantities of food quickly. Put various ingredients in this to make soups, stews, and dyes.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_IndustrialCookingPot.Default__PrimalItemStructure_IndustrialCookingPot_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_IndustrialCookingPot.Default__PrimalItemStructure_IndustrialCookingPot_C) CONTENT: Cooking(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_IndustrialCookingPot.Default__PrimalItemStructure_IndustrialCookingPot_C) CONTENT: Turn On(/Engine/Transient.REINST_IndustrialCookingPot_C_0) CONTENT: Turn Off(/Engine/Transient.REINST_IndustrialCookingPot_C_0) CONTENT: Make Recipe(/Engine/Transient.REINST_IndustrialCookingPot_C_0) CONTENT: Add Note to Make Recipe (/Engine/Transient.REINST_IndustrialCookingPot_C_0) CONTENT: Industrial Cooker(/Engine/Transient.REINST_IndustrialCookingPot_C_0) CONTENT: Must use Gasoline to light the pilot. Put various foods in this to cook advanced consumables. Cooks super fast!(/Game/PrimalEarth/Structures/IndustrialCookingPot.IndustrialCookingPot_C:PrimalInventoryBP_CookingPot_Industrial_C_0) CONTENT: Industrial Cooker(/Game/PrimalEarth/Structures/IndustrialCookingPot.IndustrialCookingPot_C:PrimalInventoryBP_CookingPot_Industrial_C_0) CONTENT: Turn On(/Engine/Transient.Default__REINST_IndustrialCookingPot_C_8257) CONTENT: Turn Off(/Engine/Transient.Default__REINST_IndustrialCookingPot_C_8257) CONTENT: Make Recipe(/Engine/Transient.Default__REINST_IndustrialCookingPot_C_8257) CONTENT: Add Note to Make Recipe (/Engine/Transient.Default__REINST_IndustrialCookingPot_C_8257) CONTENT: Industrial Cooker(/Engine/Transient.Default__REINST_IndustrialCookingPot_C_8257) CONTENT: Turn On(/Engine/Transient.REINST_IndustrialCookingPot_C_1) CONTENT: Turn Off(/Engine/Transient.REINST_IndustrialCookingPot_C_1) CONTENT: Make Recipe(/Engine/Transient.REINST_IndustrialCookingPot_C_1) CONTENT: Add Note to Make Recipe (/Engine/Transient.REINST_IndustrialCookingPot_C_1) CONTENT: Industrial Cooker(/Engine/Transient.REINST_IndustrialCookingPot_C_1) CONTENT: Kibble (Camelsaurus Egg)(/Game/ScorchedEarth/Dinos/Camelsaurus/PrimalItemConsumable_Kibble_Camelsaurus.Default__PrimalItemConsumable_Kibble_Camelsaurus_C) CONTENT: This pet food recipe has been carefully designed to give balanced nutrition to almost any creature native to the island. Includes plant fibers to help with digestion and egg to bind the mix. Humans have difficulty digesting this.(/Game/ScorchedEarth/Dinos/Camelsaurus/PrimalItemConsumable_Kibble_Camelsaurus.Default__PrimalItemConsumable_Kibble_Camelsaurus_C) CONTENT: Kibble (Mantis Egg)(/Game/ScorchedEarth/Dinos/Mantis/PrimalItemConsumable_Kibble_Mantis.Default__PrimalItemConsumable_Kibble_Mantis_C) CONTENT: This pet food recipe has been carefully designed to give balanced nutrition to almost any creature native to the island. Includes the best protein, plant fibers to help with digestion, and egg to bind the mix. Humans have difficulty digesting this.(/Game/ScorchedEarth/Dinos/Mantis/PrimalItemConsumable_Kibble_Mantis.Default__PrimalItemConsumable_Kibble_Mantis_C) CONTENT: Kibble (Moth Egg)(/Game/ScorchedEarth/Dinos/Moth/PrimalItemConsumable_Kibble_Moth.Default__PrimalItemConsumable_Kibble_Moth_C) CONTENT: This pet food recipe has been carefully designed to give balanced nutrition to almost any creature native to the island. Includes the best protein, plant fibers to help with digestion, and egg to bind the mix. Humans have difficulty digesting this.(/Game/ScorchedEarth/Dinos/Moth/PrimalItemConsumable_Kibble_Moth.Default__PrimalItemConsumable_Kibble_Moth_C) CONTENT: Kibble (Thorny Dragon Egg)(/Game/ScorchedEarth/Dinos/SpineyLizard/PrimalItemConsumable_Kibble_SpineyLizard.Default__PrimalItemConsumable_Kibble_SpineyLizard_C) CONTENT: This pet food recipe has been carefully designed to give balanced nutrition to almost any creature native to the island. Includes plant fibers to help with digestion and egg to bind the mix. Humans have difficulty digesting this.(/Game/ScorchedEarth/Dinos/SpineyLizard/PrimalItemConsumable_Kibble_SpineyLizard.Default__PrimalItemConsumable_Kibble_SpineyLizard_C) CONTENT: Kibble (Vulture Egg)(/Game/ScorchedEarth/Dinos/Vulture/PrimalItemConsumable_Kibble_Vulture.Default__PrimalItemConsumable_Kibble_Vulture_C) CONTENT: This pet food recipe has been carefully designed to give balanced nutrition to almost any creature native to the island. Includes plant fibers to help with digestion and egg to bind the mix. Humans have difficulty digesting this.(/Game/ScorchedEarth/Dinos/Vulture/PrimalItemConsumable_Kibble_Vulture.Default__PrimalItemConsumable_Kibble_Vulture_C) CONTENT: Requires Gasoline to operate. Put unrefined resources in this to refine them.(/Game/PrimalEarth/CoreBlueprints/Inventories/PrimalInventoryBP_IndustrialForge.Default__PrimalInventoryBP_IndustrialForge_C) CONTENT: Industrial Forge(/Game/PrimalEarth/CoreBlueprints/Inventories/PrimalInventoryBP_IndustrialForge.Default__PrimalInventoryBP_IndustrialForge_C) CONTENT: Industrial Forge(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_IndustrialForge.Default__PrimalItemStructure_IndustrialForge_C) CONTENT: Refines resources in bulk. Powered by gasoline.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_IndustrialForge.Default__PrimalItemStructure_IndustrialForge_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_IndustrialForge.Default__PrimalItemStructure_IndustrialForge_C) CONTENT: Crafting(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_IndustrialForge.Default__PrimalItemStructure_IndustrialForge_C) CONTENT: Industrial Forge(/Engine/Transient.REINST_IndustrialForge_C_0) CONTENT: Motorboat(/Engine/Transient.REINST_MotorRaft_BP_C_0) CONTENT: Motorboat(/Game/PrimalEarth/Items/Raft/PrimalItemMotorboat.Default__PrimalItemMotorboat_C) CONTENT: A floating metal platform that you can pilot across the water, requires gasoline to power its motor. Can support the weight of structures and be built on.(/Game/PrimalEarth/Items/Raft/PrimalItemMotorboat.Default__PrimalItemMotorboat_C) CONTENT: Misc(/Game/PrimalEarth/Items/Raft/PrimalItemMotorboat.Default__PrimalItemMotorboat_C) LITERAL: Fuel: {0}% x{1} (/Game/PrimalEarth/Items/Raft/MotorRaft_BP.MotorRaft_BP:BlueprintDrawFloatingHUD.K2Node_FormatText_4) LITERAL: Fuel: {0}% (/Game/PrimalEarth/Items/Raft/MotorRaft_BP.MotorRaft_BP:BlueprintDrawFloatingHUD.K2Node_FormatText_6) LITERAL: Turn On(/Game/PrimalEarth/Items/Raft/MotorRaft_BP.MotorRaft_BP:BPGetMultiUseEntries.K2Node_Select_88) LITERAL: Turn Off(/Game/PrimalEarth/Items/Raft/MotorRaft_BP.MotorRaft_BP:BPGetMultiUseEntries.K2Node_Select_88) LITERAL: Turn On (Requires Gasoline)(/Game/PrimalEarth/Items/Raft/MotorRaft_BP.MotorRaft_BP:BPGetMultiUseEntries.K2Node_Select_90) CONTENT: Motorboat(/Engine/Transient.Default__REINST_MotorRaft_BP_C_8281) LITERAL: Fuel: {0}% (/Game/PrimalEarth/Items/Raft/MotorRaft_BP.MotorRaft_BP:EdGraph_27649.K2Node_CallFunction_64740) LITERAL: 0(/Game/PrimalEarth/Items/Raft/MotorRaft_BP.MotorRaft_BP:EdGraph_27649.K2Node_MakeStruct_395) LITERAL: Fuel: {0}% x{1} (/Game/PrimalEarth/Items/Raft/MotorRaft_BP.MotorRaft_BP:EdGraph_27649.K2Node_CallFunction_64741) LITERAL: 0(/Game/PrimalEarth/Items/Raft/MotorRaft_BP.MotorRaft_BP:EdGraph_27649.K2Node_MakeStruct_396) LITERAL: 1(/Game/PrimalEarth/Items/Raft/MotorRaft_BP.MotorRaft_BP:EdGraph_27649.K2Node_MakeStruct_397) CONTENT: Motorboat(/Engine/Transient.REINST_MotorRaft_BP_C_1) CONTENT: Industrial Forge(/Engine/Transient.Default__REINST_IndustrialForge_C_8288) CONTENT: Industrial Forge(/Engine/Transient.REINST_IndustrialForge_C_1) CONTENT: Omnidirectional Lamppost(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_LamppostOmni.Default__PrimalItemStructure_LamppostOmni_C) CONTENT: Requires electricity to activate. Lights a large area without adding much heat.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_LamppostOmni.Default__PrimalItemStructure_LamppostOmni_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_LamppostOmni.Default__PrimalItemStructure_LamppostOmni_C) CONTENT: Electric(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_LamppostOmni.Default__PrimalItemStructure_LamppostOmni_C) CONTENT: Turn On(/Engine/Transient.REINST_LampPostOmni_C_0) CONTENT: Turn Off(/Engine/Transient.REINST_LampPostOmni_C_0) CONTENT: Omnidirectional Lamppost(/Engine/Transient.REINST_LampPostOmni_C_0) LITERAL: [Change Light Intensity From: (/Game/PrimalEarth/Structures/Electric/LampPostOmni.LampPostOmni:BPGetMultiUseEntries.K2Node_CallFunction_26722) LITERAL: Low](/Game/PrimalEarth/Structures/Electric/LampPostOmni.LampPostOmni:BPGetMultiUseEntries.K2Node_VariableSet_4238) LITERAL: Medium](/Game/PrimalEarth/Structures/Electric/LampPostOmni.LampPostOmni:BPGetMultiUseEntries.K2Node_VariableSet_4239) LITERAL: High](/Game/PrimalEarth/Structures/Electric/LampPostOmni.LampPostOmni:BPGetMultiUseEntries.K2Node_VariableSet_4157) LITERAL: [Back](/Game/PrimalEarth/Structures/Electric/LampPostOmni.LampPostOmni:BPGetMultiUseEntries.K2Node_MakeStruct_46) LITERAL: Low(/Game/PrimalEarth/Structures/Electric/LampPostOmni.LampPostOmni:BPGetMultiUseEntries.K2Node_MakeStruct_529) LITERAL: Medium(/Game/PrimalEarth/Structures/Electric/LampPostOmni.LampPostOmni:BPGetMultiUseEntries.K2Node_MakeStruct_756) LITERAL: High(/Game/PrimalEarth/Structures/Electric/LampPostOmni.LampPostOmni:BPGetMultiUseEntries.K2Node_MakeStruct_527) LITERAL: HIGH: (/Game/PrimalEarth/Structures/Electric/LampPostOmni.LampPostOmni:SetLampLightIntensity.K2Node_CallFunction_61084) LITERAL: MED: (/Game/PrimalEarth/Structures/Electric/LampPostOmni.LampPostOmni:SetLampLightIntensity.K2Node_CallFunction_61921) LITERAL: LOW: (/Game/PrimalEarth/Structures/Electric/LampPostOmni.LampPostOmni:SetLampLightIntensity.K2Node_CallFunction_61081) CONTENT: Turn On(/Engine/Transient.Default__REINST_LampPostOmni_C_8304) CONTENT: Turn Off(/Engine/Transient.Default__REINST_LampPostOmni_C_8304) CONTENT: Omnidirectional Lamppost(/Engine/Transient.Default__REINST_LampPostOmni_C_8304) CONTENT: Turn On(/Engine/Transient.REINST_LampPostOmni_C_1) CONTENT: Turn Off(/Engine/Transient.REINST_LampPostOmni_C_1) CONTENT: Omnidirectional Lamppost(/Engine/Transient.REINST_LampPostOmni_C_1) CONTENT: Homing Underwater Mine(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_SeaMine.Default__PrimalItemStructure_SeaMine_C) CONTENT: Place this underwater to create an explosive trap that floats, homes, and explodes when touched.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_SeaMine.Default__PrimalItemStructure_SeaMine_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_SeaMine.Default__PrimalItemStructure_SeaMine_C) CONTENT: Defenses(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_SeaMine.Default__PrimalItemStructure_SeaMine_C) CONTENT: Underwater Mine(/Engine/Transient.REINST_SeaMine_C_0) CONTENT: Underwater Mine(/Engine/Transient.Default__REINST_SeaMine_C_8319) CONTENT: Underwater Mine(/Engine/Transient.REINST_SeaMine_C_1) CONTENT: Store your items in this.(/Game/PrimalEarth/CoreBlueprints/Inventories/PrimalInventoryBP_StorageBox_Huge.Default__PrimalInventoryBP_StorageBox_Huge_C) CONTENT: Vault(/Game/PrimalEarth/CoreBlueprints/Inventories/PrimalInventoryBP_StorageBox_Huge.Default__PrimalInventoryBP_StorageBox_Huge_C) CONTENT: Vault(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_StorageBox_Huge.Default__PrimalItemStructure_StorageBox_Huge_C) CONTENT: A large metal vault to securely store goods in.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_StorageBox_Huge.Default__PrimalItemStructure_StorageBox_Huge_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_StorageBox_Huge.Default__PrimalItemStructure_StorageBox_Huge_C) CONTENT: Metal(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_StorageBox_Huge.Default__PrimalItemStructure_StorageBox_Huge_C) CONTENT: Storage(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_StorageBox_Huge.Default__PrimalItemStructure_StorageBox_Huge_C) CONTENT: Vault(/Engine/Transient.REINST_StorageBox_Huge_C_0) CONTENT: Painting Canvas(/Engine/Transient.REINST_Sign_PaintingCanvas_C_0) CONTENT: Painting Canvas(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_PaintingCanvas.Default__PrimalItemStructure_PaintingCanvas_C) CONTENT: A canvas sheet stretched over a wooden frame. Perfect for painting on.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_PaintingCanvas.Default__PrimalItemStructure_PaintingCanvas_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_PaintingCanvas.Default__PrimalItemStructure_PaintingCanvas_C) CONTENT: Misc(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_PaintingCanvas.Default__PrimalItemStructure_PaintingCanvas_C) CONTENT: Painting Canvas(/Engine/Transient.Default__REINST_Sign_PaintingCanvas_C_8329) CONTENT: Painting Canvas(/Engine/Transient.REINST_Sign_PaintingCanvas_C_1) CONTENT: Vault(/Engine/Transient.Default__REINST_StorageBox_Huge_C_8336) CONTENT: Vault(/Engine/Transient.REINST_StorageBox_Huge_C_1) CONTENT: Minigun Turret(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TurretMinigun.Default__PrimalItemStructure_TurretMinigun_C) CONTENT: Mount this to fire a hail of Advanced Rifle Bullets at your enemies. Powered by the rider.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TurretMinigun.Default__PrimalItemStructure_TurretMinigun_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TurretMinigun.Default__PrimalItemStructure_TurretMinigun_C) CONTENT: Metal(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TurretMinigun.Default__PrimalItemStructure_TurretMinigun_C) CONTENT: Turn On(/Engine/Transient.REINST_StructureTurretMinigun_C_0) CONTENT: Turn Off(/Engine/Transient.REINST_StructureTurretMinigun_C_0) CONTENT: Minigun Turret(/Engine/Transient.REINST_StructureTurretMinigun_C_0) CONTENT: Put Advanced Rifle Bullets in this.(/Game/PrimalEarth/Structures/BuildingBases/StructureTurretMinigun.StructureTurretMinigun_C:PrimalInventoryBP_Ballista_C_0) CONTENT: Turn On(/Engine/Transient.Default__REINST_StructureTurretMinigun_C_8352) CONTENT: Turn Off(/Engine/Transient.Default__REINST_StructureTurretMinigun_C_8352) CONTENT: Minigun Turret(/Engine/Transient.Default__REINST_StructureTurretMinigun_C_8352) CONTENT: Turn On(/Engine/Transient.REINST_StructureTurretMinigun_C_1) CONTENT: Turn Off(/Engine/Transient.REINST_StructureTurretMinigun_C_1) CONTENT: Minigun Turret(/Engine/Transient.REINST_StructureTurretMinigun_C_1) CONTENT: Rocket Turret(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TurretRocket.Default__PrimalItemStructure_TurretRocket_C) CONTENT: Mount this to fire Rockets at your enemies. Powered by the rider.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TurretRocket.Default__PrimalItemStructure_TurretRocket_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TurretRocket.Default__PrimalItemStructure_TurretRocket_C) CONTENT: Metal(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TurretRocket.Default__PrimalItemStructure_TurretRocket_C) CONTENT: Turn On(/Engine/Transient.REINST_StructureTurretRocket_C_0) CONTENT: Turn Off(/Engine/Transient.REINST_StructureTurretRocket_C_0) CONTENT: Rocket-Launcher Turret(/Engine/Transient.REINST_StructureTurretRocket_C_0) CONTENT: Put Rockets in this.(/Game/PrimalEarth/Structures/BuildingBases/StructureTurretRocket.StructureTurretRocket_C:PrimalInventoryBP_Ballista_C_0) CONTENT: Rocket Turret(/Game/PrimalEarth/Structures/BuildingBases/StructureTurretRocket.StructureTurretRocket_C:PrimalInventoryBP_Ballista_C_0) CONTENT: Turn On(/Engine/Transient.Default__REINST_StructureTurretRocket_C_8361) CONTENT: Turn Off(/Engine/Transient.Default__REINST_StructureTurretRocket_C_8361) CONTENT: Rocket-Launcher Turret(/Engine/Transient.Default__REINST_StructureTurretRocket_C_8361) CONTENT: Turn On(/Engine/Transient.REINST_StructureTurretRocket_C_1) CONTENT: Turn Off(/Engine/Transient.REINST_StructureTurretRocket_C_1) CONTENT: Rocket-Launcher Turret(/Engine/Transient.REINST_StructureTurretRocket_C_1) CONTENT: Generic Weapon Attachment(/Game/PrimalEarth/CoreBlueprints/Items/WeaponAttachments/PrimalItemWeaponAttachmentGeneric.Default__PrimalItemWeaponAttachmentGeneric_C) CONTENT: It's a generic weapon attachment!(/Game/PrimalEarth/CoreBlueprints/Items/WeaponAttachments/PrimalItemWeaponAttachmentGeneric.Default__PrimalItemWeaponAttachmentGeneric_C) CONTENT: Weapons(/Game/PrimalEarth/CoreBlueprints/Items/WeaponAttachments/PrimalItemWeaponAttachmentGeneric.Default__PrimalItemWeaponAttachmentGeneric_C) CONTENT: Attachments(/Game/PrimalEarth/CoreBlueprints/Items/WeaponAttachments/PrimalItemWeaponAttachmentGeneric.Default__PrimalItemWeaponAttachmentGeneric_C) CONTENT: Flashlight Attachment(/Game/PrimalEarth/CoreBlueprints/Items/WeaponAttachments/PrimalItemWeaponAttachment_Flashlight.Default__PrimalItemWeaponAttachment_Flashlight_C) CONTENT: This flashlight sheds light out in a wide area, but makes you easier to see too. Attach this to a supporting weapon to shine light from a weapon. Supports: Sniper Rifle, Pistols, Longneck Rifle, Shotguns, and Assault Rifle.(/Game/PrimalEarth/CoreBlueprints/Items/WeaponAttachments/PrimalItemWeaponAttachment_Flashlight.Default__PrimalItemWeaponAttachment_Flashlight_C) CONTENT: Holo-Scope Attachment(/Game/PrimalEarth/CoreBlueprints/Items/WeaponAttachments/PrimalItemWeaponAttachment_HoloScope.Default__PrimalItemWeaponAttachment_HoloScope_C) CONTENT: This advanced scope can tell friends from strangers. Attach this to a supporting weapon to gain more accurate aiming. Supports: Machine Pistol, Assault Rifle, and Machined Shotgun.(/Game/PrimalEarth/CoreBlueprints/Items/WeaponAttachments/PrimalItemWeaponAttachment_HoloScope.Default__PrimalItemWeaponAttachment_HoloScope_C) CONTENT: Laser Attachment(/Game/PrimalEarth/CoreBlueprints/Items/WeaponAttachments/PrimalItemWeaponAttachment_Laser.Default__PrimalItemWeaponAttachment_Laser_C) CONTENT: This advanced aiming device places a red dot where the weapon is pointed. Attach this to a supporting weapon to add a laser sight. Supports: Pistols, Assault Rifle, Shotguns, Longneck Rifle, Sniper Rifle.(/Game/PrimalEarth/CoreBlueprints/Items/WeaponAttachments/PrimalItemWeaponAttachment_Laser.Default__PrimalItemWeaponAttachment_Laser_C) CONTENT: Poison Grenade(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_PoisonGrenade.Default__PrimalItem_PoisonGrenade_C) CONTENT: Releases narcotic smoke to knock out anything in the area -- only affects humans.(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_PoisonGrenade.Default__PrimalItem_PoisonGrenade_C) CONTENT: Weapons(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_PoisonGrenade.Default__PrimalItem_PoisonGrenade_C) CONTENT: Explosive(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_PoisonGrenade.Default__PrimalItem_PoisonGrenade_C) CONTENT: C4 Charge(/Game/PrimalEarth/Test/PrimalItemC4Ammo.Default__PrimalItemC4Ammo_C) CONTENT: This advanced explosive can annihilate structures.(/Game/PrimalEarth/Test/PrimalItemC4Ammo.Default__PrimalItemC4Ammo_C) CONTENT: Weapons(/Game/PrimalEarth/Test/PrimalItemC4Ammo.Default__PrimalItemC4Ammo_C) CONTENT: Ammo(/Game/PrimalEarth/Test/PrimalItemC4Ammo.Default__PrimalItemC4Ammo_C) CONTENT: C4 Charge(/Engine/Transient.REINST_C4Charge_C_0) CONTENT: C4 Charge(/Engine/Transient.Default__REINST_C4Charge_C_8494) CONTENT: C4 Charge(/Engine/Transient.REINST_C4Charge_C_1) CONTENT: C4 Remote Detonator(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_WeaponC4.Default__PrimalItem_WeaponC4_C) CONTENT: This device uses radio waves to detonate all primed C4 packages on the same frequency.(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_WeaponC4.Default__PrimalItem_WeaponC4_C) CONTENT: Weapons(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_WeaponC4.Default__PrimalItem_WeaponC4_C) CONTENT: Explosive(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_WeaponC4.Default__PrimalItem_WeaponC4_C) CONTENT: Spray Painter(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_WeaponSprayPaint.Default__PrimalItem_WeaponSprayPaint_C) CONTENT: Apply a dye to this, then shoot it at structures to paint them. Hold Alt Fire + Hotkey Number to set painting region.(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_WeaponSprayPaint.Default__PrimalItem_WeaponSprayPaint_C) CONTENT: Pnt(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_WeaponSprayPaint.Default__PrimalItem_WeaponSprayPaint_C) CONTENT: Paint(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_WeaponSprayPaint.Default__PrimalItem_WeaponSprayPaint_C) CONTENT: Misc(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_WeaponSprayPaint.Default__PrimalItem_WeaponSprayPaint_C) CONTENT: Transponder Node(/Game/PrimalEarth/Test/PrimalItemTransGPSAmmo.Default__PrimalItemTransGPSAmmo_C) CONTENT: Can be attached to living creatures to track their location.(/Game/PrimalEarth/Test/PrimalItemTransGPSAmmo.Default__PrimalItemTransGPSAmmo_C) CONTENT: Navigation(/Game/PrimalEarth/Test/PrimalItemTransGPSAmmo.Default__PrimalItemTransGPSAmmo_C) CONTENT: No creature to attach to.(/Engine/Transient.REINST_TransGPSCharge_C_0) CONTENT: GPS Transponder(/Engine/Transient.REINST_TransGPSCharge_C_0) CONTENT: No creature to attach to.(/Engine/Transient.Default__REINST_TransGPSCharge_C_8515) CONTENT: GPS Transponder(/Engine/Transient.Default__REINST_TransGPSCharge_C_8515) CONTENT: No creature to attach to.(/Engine/Transient.REINST_TransGPSCharge_C_1) CONTENT: GPS Transponder(/Engine/Transient.REINST_TransGPSCharge_C_1) CONTENT: Transponder Tracker(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_WeaponTransGPS.Default__PrimalItem_WeaponTransGPS_C) CONTENT: Uses strange energy from the three Obelisks to triangulate all Transponder Nodes on the specified frequency.(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_WeaponTransGPS.Default__PrimalItem_WeaponTransGPS_C) CONTENT: Navigation(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_WeaponTransGPS.Default__PrimalItem_WeaponTransGPS_C) CONTENT: Tropeognathus Saddle(/Engine/Transient.REINST_PrimalItemArmor_TropeSaddle_C_0) CONTENT: Equip a Tropeognathus with this to ride it. Saddle is mounted with a cannon that fires grenades and a gasoline-powered jet engine.(/Engine/Transient.REINST_PrimalItemArmor_TropeSaddle_C_0) CONTENT: Saddles(/Engine/Transient.REINST_PrimalItemArmor_TropeSaddle_C_0) CONTENT: Board Front Seat(/Engine/Transient.REINST_PrimalItemArmor_TropeSaddle_C_0) CONTENT: Board Rear Seat(/Engine/Transient.REINST_PrimalItemArmor_TropeSaddle_C_0) LITERAL: DMG: {0}%(/Game/PrimalEarth/Dinos/Tropeognathus/PrimalItemArmor_TropeSaddle.PrimalItemArmor_TropeSaddle:GetInventoryIconDisplayText.K2Node_FormatText_81) CONTENT: Tropeognathus Saddle(/Engine/Transient.Default__REINST_PrimalItemArmor_TropeSaddle_C_8524) CONTENT: Equip a Tropeognathus with this to ride it. Saddle is mounted with a cannon that fires grenades and a gasoline-powered jet engine.(/Engine/Transient.Default__REINST_PrimalItemArmor_TropeSaddle_C_8524) CONTENT: Saddles(/Engine/Transient.Default__REINST_PrimalItemArmor_TropeSaddle_C_8524) CONTENT: Board Front Seat(/Engine/Transient.Default__REINST_PrimalItemArmor_TropeSaddle_C_8524) CONTENT: Board Rear Seat(/Engine/Transient.Default__REINST_PrimalItemArmor_TropeSaddle_C_8524) LITERAL: DMG: {0}%(/Game/PrimalEarth/Dinos/Tropeognathus/PrimalItemArmor_TropeSaddle.PrimalItemArmor_TropeSaddle:EdGraph_28002.K2Node_CallFunction_64958) LITERAL: 0(/Game/PrimalEarth/Dinos/Tropeognathus/PrimalItemArmor_TropeSaddle.PrimalItemArmor_TropeSaddle:EdGraph_28002.K2Node_MakeStruct_398) CONTENT: Tropeognathus Saddle(/Engine/Transient.REINST_PrimalItemArmor_TropeSaddle_C_1) CONTENT: Equip a Tropeognathus with this to ride it. Saddle is mounted with a cannon that fires grenades and a gasoline-powered jet engine.(/Engine/Transient.REINST_PrimalItemArmor_TropeSaddle_C_1) CONTENT: Saddles(/Engine/Transient.REINST_PrimalItemArmor_TropeSaddle_C_1) CONTENT: Board Front Seat(/Engine/Transient.REINST_PrimalItemArmor_TropeSaddle_C_1) CONTENT: Board Rear Seat(/Engine/Transient.REINST_PrimalItemArmor_TropeSaddle_C_1) CONTENT: Flexible Electrical Cable(/Game/PrimalEarth/StructuresPlus/Wires/Flex/PrimalItemStructure_Wire_Flex.Default__PrimalItemStructure_Wire_Flex_C) CONTENT: Connects nearby cables dynamically.(/Game/PrimalEarth/StructuresPlus/Wires/Flex/PrimalItemStructure_Wire_Flex.Default__PrimalItemStructure_Wire_Flex_C) CONTENT: Electrical(/Game/PrimalEarth/StructuresPlus/Wires/Flex/PrimalItemStructure_Wire_Flex.Default__PrimalItemStructure_Wire_Flex_C) CONTENT: Flexible Electric Cable(/Engine/Transient.REINST_BP_Wire_Flex_C_0) LITERAL: Requires at least one nearby wire to connect to.(/Game/PrimalEarth/StructuresPlus/Wires/Flex/BP_Wire_Flex.BP_Wire_Flex:BPOverrideCantBuildReasonString.K2Node_CallFunction_340452) LITERAL: Refresh Connections(/Game/PrimalEarth/StructuresPlus/Wires/Flex/BP_Wire_Flex.BP_Wire_Flex:BPGetMultiUseEntries.K2Node_MakeStruct_2338) CONTENT: Flexible Electric Cable(/Engine/Transient.Default__REINST_BP_Wire_Flex_C_8538) CONTENT: Flexible Electric Cable(/Engine/Transient.REINST_BP_Wire_Flex_C_1) CONTENT: Oil Vein(/Game/ScorchedEarth/Structures/OilPump/OilVein_Base_BP.Default__OilVein_Base_BP_C) CONTENT: Extracts Oil from an Oil zone(/Game/ScorchedEarth/Structures/OilPump/PrimalInventoryBP_oilPump.Default__PrimalInventoryBP_oilPump_C) CONTENT: Oil Pump(/Game/ScorchedEarth/Structures/OilPump/PrimalInventoryBP_oilPump.Default__PrimalInventoryBP_oilPump_C) CONTENT: Oil Pump(/Game/ScorchedEarth/Structures/OilPump/PrimalItemStructure_oilPump.Default__PrimalItemStructure_oilPump_C) CONTENT: Extracts Oil from an Oil zone(/Game/ScorchedEarth/Structures/OilPump/PrimalItemStructure_oilPump.Default__PrimalItemStructure_oilPump_C) CONTENT: Structures(/Game/ScorchedEarth/Structures/OilPump/PrimalItemStructure_oilPump.Default__PrimalItemStructure_oilPump_C) CONTENT: Oil Pump(/Game/ScorchedEarth/Structures/OilPump/PrimalItemStructure_oilPump.Default__PrimalItemStructure_oilPump_C) CONTENT: Turn On(/Engine/Transient.REINST_OilPump_C_0) CONTENT: Turn Off(/Engine/Transient.REINST_OilPump_C_0) CONTENT: No Ground or Snap Point(/Engine/Transient.REINST_OilPump_C_0) CONTENT: Can't Place on Floor(/Engine/Transient.REINST_OilPump_C_0) CONTENT: Is Obstructed(/Engine/Transient.REINST_OilPump_C_0) CONTENT: You need an oil vein(/Engine/Transient.REINST_OilPump_C_0) CONTENT: Oil Pump(/Engine/Transient.REINST_OilPump_C_0) CONTENT: Turn On(/Engine/Transient.Default__REINST_OilPump_C_8552) CONTENT: Turn Off(/Engine/Transient.Default__REINST_OilPump_C_8552) CONTENT: No Ground or Snap Point(/Engine/Transient.Default__REINST_OilPump_C_8552) CONTENT: Can't Place on Floor(/Engine/Transient.Default__REINST_OilPump_C_8552) CONTENT: Is Obstructed(/Engine/Transient.Default__REINST_OilPump_C_8552) CONTENT: You need an oil vein(/Engine/Transient.Default__REINST_OilPump_C_8552) CONTENT: Oil Pump(/Engine/Transient.Default__REINST_OilPump_C_8552) CONTENT: Turn On(/Engine/Transient.REINST_OilPump_C_1) CONTENT: Turn Off(/Engine/Transient.REINST_OilPump_C_1) CONTENT: No Ground or Snap Point(/Engine/Transient.REINST_OilPump_C_1) CONTENT: Can't Place on Floor(/Engine/Transient.REINST_OilPump_C_1) CONTENT: Is Obstructed(/Engine/Transient.REINST_OilPump_C_1) CONTENT: You need an oil vein(/Engine/Transient.REINST_OilPump_C_1) CONTENT: Oil Pump(/Engine/Transient.REINST_OilPump_C_1) CONTENT: Wind Turbine(/Engine/Transient.REINST_WindTrubine_C_0) CONTENT: Wind Turbine(/Game/ScorchedEarth/Structures/WindTurbine/PrimalItemStructure_WindTurbine.Default__PrimalItemStructure_WindTurbine_C) CONTENT: Converts the force of the wind into electricity.(/Game/ScorchedEarth/Structures/WindTurbine/PrimalItemStructure_WindTurbine.Default__PrimalItemStructure_WindTurbine_C) CONTENT: Structures(/Game/ScorchedEarth/Structures/WindTurbine/PrimalItemStructure_WindTurbine.Default__PrimalItemStructure_WindTurbine_C) CONTENT: Electrical(/Game/ScorchedEarth/Structures/WindTurbine/PrimalItemStructure_WindTurbine.Default__PrimalItemStructure_WindTurbine_C) LITERAL: Needs open access to the sky!(/Game/ScorchedEarth/Structures/WindTurbine/WindTrubine.WindTrubine:BPOverrideCantBuildReasonString.K2Node_VariableSet_4027) LITERAL: ForceUpdateWind(/Game/ScorchedEarth/Structures/WindTurbine/WindTrubine.WindTrubine:EventGraph.K2Node_CallFunction_34261) CONTENT: Wind Turbine(/Engine/Transient.Default__REINST_WindTrubine_C_8566) CONTENT: Wind Turbine(/Engine/Transient.REINST_WindTrubine_C_1) LITERAL: UpdateIdleSound(/Game/ScorchedEarth/WeaponChainsaw/WeapChainSaw.WeapChainSaw:UpdateIdleSound.K2Node_CallFunction_28373) CONTENT: Chainsaw(/Game/ScorchedEarth/WeaponChainsaw/PrimalItem_ChainSaw.Default__PrimalItem_ChainSaw_C) CONTENT: The fastest way to cut a tree.(/Game/ScorchedEarth/WeaponChainsaw/PrimalItem_ChainSaw.Default__PrimalItem_ChainSaw_C) CONTENT: Weapons(/Game/ScorchedEarth/WeaponChainsaw/PrimalItem_ChainSaw.Default__PrimalItem_ChainSaw_C) CONTENT: Melee(/Game/ScorchedEarth/WeaponChainsaw/PrimalItem_ChainSaw.Default__PrimalItem_ChainSaw_C) CONTENT: Grenade(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_WeaponGrenade.Default__PrimalItem_WeaponGrenade_C) CONTENT: Pulling the pin starts a 5 second timer to an explosion. Make sure you've thrown it by then.(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_WeaponGrenade.Default__PrimalItem_WeaponGrenade_C) CONTENT: Weapons(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_WeaponGrenade.Default__PrimalItem_WeaponGrenade_C) CONTENT: Explosive(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_WeaponGrenade.Default__PrimalItem_WeaponGrenade_C) CONTENT: Cluster Grenade(/Game/ScorchedEarth/WeaponClusterGrenade/PrimalItem_WeaponClusterGrenade.Default__PrimalItem_WeaponClusterGrenade_C) CONTENT: Splits in several explosive fragments.(/Game/ScorchedEarth/WeaponClusterGrenade/PrimalItem_WeaponClusterGrenade.Default__PrimalItem_WeaponClusterGrenade_C) CONTENT: Weapons(/Game/ScorchedEarth/WeaponClusterGrenade/PrimalItem_WeaponClusterGrenade.Default__PrimalItem_WeaponClusterGrenade_C) CONTENT: Explosive(/Game/ScorchedEarth/WeaponClusterGrenade/PrimalItem_WeaponClusterGrenade.Default__PrimalItem_WeaponClusterGrenade_C) LITERAL: RefreshLighterState(/Game/ScorchedEarth/WeaponFlamethrower/WeapFlamethrower.WeapFlamethrower:RefreshLighterState.K2Node_CallFunction_20859) CONTENT: Flamethrower(/Game/ScorchedEarth/WeaponFlamethrower/PrimalItem_WeapFlamethrower.Default__PrimalItem_WeapFlamethrower_C) CONTENT: The fastest way to roast a target.(/Game/ScorchedEarth/WeaponFlamethrower/PrimalItem_WeapFlamethrower.Default__PrimalItem_WeapFlamethrower_C) CONTENT: Weapons(/Game/ScorchedEarth/WeaponFlamethrower/PrimalItem_WeapFlamethrower.Default__PrimalItem_WeapFlamethrower_C) CONTENT: Firearms(/Game/ScorchedEarth/WeaponFlamethrower/PrimalItem_WeapFlamethrower.Default__PrimalItem_WeapFlamethrower_C) CONTENT: Put Element Shards in this.(/Game/PrimalEarth/CoreBlueprints/Inventories/PrimalInventoryBP_TekLight.Default__PrimalInventoryBP_TekLight_C) CONTENT: Tek Light(/Game/PrimalEarth/CoreBlueprints/Inventories/PrimalInventoryBP_TekLight.Default__PrimalInventoryBP_TekLight_C) CONTENT: Tek Light(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekLight.Default__PrimalItemStructure_TekLight_C) CONTENT: Useful for spelunking, they can be attached to any surface, self powered by Element Shards , or linked to generators, and picked-up after placement.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekLight.Default__PrimalItemStructure_TekLight_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekLight.Default__PrimalItemStructure_TekLight_C) CONTENT: Misc(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekLight.Default__PrimalItemStructure_TekLight_C) CONTENT: Tek Light(/Engine/Transient.REINST_TekLight_C_0) LITERAL: [Change Light Intensity From: (/Game/PrimalEarth/Structures/Electric/TekLight.TekLight:BPGetMultiUseEntries.K2Node_CallFunction_26722) LITERAL: Low](/Game/PrimalEarth/Structures/Electric/TekLight.TekLight:BPGetMultiUseEntries.K2Node_VariableSet_4238) LITERAL: Medium](/Game/PrimalEarth/Structures/Electric/TekLight.TekLight:BPGetMultiUseEntries.K2Node_VariableSet_4239) LITERAL: High](/Game/PrimalEarth/Structures/Electric/TekLight.TekLight:BPGetMultiUseEntries.K2Node_VariableSet_4157) LITERAL: [Back](/Game/PrimalEarth/Structures/Electric/TekLight.TekLight:BPGetMultiUseEntries.K2Node_MakeStruct_46) LITERAL: Low(/Game/PrimalEarth/Structures/Electric/TekLight.TekLight:BPGetMultiUseEntries.K2Node_MakeStruct_529) LITERAL: Medium(/Game/PrimalEarth/Structures/Electric/TekLight.TekLight:BPGetMultiUseEntries.K2Node_MakeStruct_756) LITERAL: High(/Game/PrimalEarth/Structures/Electric/TekLight.TekLight:BPGetMultiUseEntries.K2Node_MakeStruct_527) LITERAL: HIGH: (/Game/PrimalEarth/Structures/Electric/TekLight.TekLight:SetLampLightIntensity.K2Node_CallFunction_61084) LITERAL: MED: (/Game/PrimalEarth/Structures/Electric/TekLight.TekLight:SetLampLightIntensity.K2Node_CallFunction_61921) LITERAL: LOW: (/Game/PrimalEarth/Structures/Electric/TekLight.TekLight:SetLampLightIntensity.K2Node_CallFunction_61081) CONTENT: Tek Light(/Engine/Transient.Default__REINST_TekLight_C_8634) CONTENT: Tek Light(/Engine/Transient.REINST_TekLight_C_1) CONTENT: Tek Teleporter(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekTeleporter.Default__PrimalItemStructure_TekTeleporter_C) CONTENT: Allows instantaneous traversal between Teleporters! Requires Tek Generator to power, and Element & Tek Engram to use.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekTeleporter.Default__PrimalItemStructure_TekTeleporter_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekTeleporter.Default__PrimalItemStructure_TekTeleporter_C) CONTENT: Misc(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekTeleporter.Default__PrimalItemStructure_TekTeleporter_C) CONTENT: Tek Teleporter(/Engine/Transient.REINST_TekTeleporter_C_0) LITERAL: Teleport(/Game/PrimalEarth/Structures/TekTier/TekTeleporter.TekTeleporter:BPGetMultiUseEntries.K2Node_MakeStruct_760) LITERAL: Disable Public Teleportation(/Game/PrimalEarth/Structures/TekTier/TekTeleporter.TekTeleporter:BPGetMultiUseEntries.K2Node_CallFunction_35712) LITERAL: Enable Public Teleportation(/Game/PrimalEarth/Structures/TekTier/TekTeleporter.TekTeleporter:BPGetMultiUseEntries.K2Node_CallFunction_35712) LITERAL: DoTeleportBatch(/Game/PrimalEarth/Structures/TekTier/TekTeleporter.TekTeleporter:DoTeleportBatch.K2Node_CallFunction_174201) LITERAL: DoTeleportBatch(/Game/PrimalEarth/Structures/TekTier/TekTeleporter.TekTeleporter:DoTeleportBatch.K2Node_CallFunction_185947) LITERAL: DoTeleportBatch(/Game/PrimalEarth/Structures/TekTier/TekTeleporter.TekTeleporter:DoTeleportBatch.K2Node_CallFunction_222709) CONTENT: Tek Teleporter(/Engine/Transient.Default__REINST_TekTeleporter_C_8643) CONTENT: Tek Teleporter(/Engine/Transient.REINST_TekTeleporter_C_1) CONTENT: Transmits items, Survivors, and creatures to other ARKs!(/Engine/Transient.REINST_PrimalInventoryBP_TekTransmitter_C_0) CONTENT: Tek Transmitter(/Engine/Transient.REINST_PrimalInventoryBP_TekTransmitter_C_0) CONTENT: Transmits items, Survivors, and creatures to other ARKs!(/Engine/Transient.Default__REINST_PrimalInventoryBP_TekTransmitter_C_8655) CONTENT: Tek Transmitter(/Engine/Transient.Default__REINST_PrimalInventoryBP_TekTransmitter_C_8655) CONTENT: Transmits items, Survivors, and creatures to other ARKs!(/Engine/Transient.REINST_PrimalInventoryBP_TekTransmitter_C_1) CONTENT: Tek Transmitter(/Engine/Transient.REINST_PrimalInventoryBP_TekTransmitter_C_1) CONTENT: Tek Transmitter(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekTransmitter.Default__PrimalItemStructure_TekTransmitter_C) CONTENT: Transmits items, Survivors, and creatures to other ARKs! Requires Tek Engram to use.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekTransmitter.Default__PrimalItemStructure_TekTransmitter_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekTransmitter.Default__PrimalItemStructure_TekTransmitter_C) CONTENT: Crafting(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekTransmitter.Default__PrimalItemStructure_TekTransmitter_C) CONTENT: Tek Transmitter(/Engine/Transient.REINST_StorageBox_TekTransmitter_C_0) CONTENT: Tek Transmitter(/Engine/Transient.Default__REINST_StorageBox_TekTransmitter_C_8663) CONTENT: Tek Transmitter(/Engine/Transient.REINST_StorageBox_TekTransmitter_C_1) CONTENT: Apply a Trophy to this!(/Game/PrimalEarth/CoreBlueprints/Inventories/PrimalInventoryBP_TrophyBase.Default__PrimalInventoryBP_TrophyBase_C) CONTENT: Trophy Base(/Game/PrimalEarth/CoreBlueprints/Inventories/PrimalInventoryBP_TrophyBase.Default__PrimalInventoryBP_TrophyBase_C) CONTENT: Artifact Pedestal(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TrophyBase.Default__PrimalItemStructure_TrophyBase_C) CONTENT: Provides the base upon which you can proudly display an Artifact, among other things!(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TrophyBase.Default__PrimalItemStructure_TrophyBase_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TrophyBase.Default__PrimalItemStructure_TrophyBase_C) CONTENT: Misc(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TrophyBase.Default__PrimalItemStructure_TrophyBase_C) CONTENT: Artifact Pedestal(/Engine/Transient.REINST_TrophyBaseBP_C_0) CONTENT: Artifact Pedestal(/Engine/Transient.Default__REINST_TrophyBaseBP_C_8674) CONTENT: Artifact Pedestal(/Engine/Transient.REINST_TrophyBaseBP_C_1) CONTENT: Ballista Turret(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TurretBallista.Default__PrimalItemStructure_TurretBallista_C) CONTENT: Mount this to fire large piercing Spear Bolts, useful for bringing down large dinos and structures.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TurretBallista.Default__PrimalItemStructure_TurretBallista_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TurretBallista.Default__PrimalItemStructure_TurretBallista_C) CONTENT: Metal(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TurretBallista.Default__PrimalItemStructure_TurretBallista_C) CONTENT: Turn On(/Engine/Transient.REINST_StructureTurretBallistaBaseBP_C_0) CONTENT: Turn Off(/Engine/Transient.REINST_StructureTurretBallistaBaseBP_C_0) CONTENT: Ballista Turret(/Engine/Transient.REINST_StructureTurretBallistaBaseBP_C_0) CONTENT: Chain Bola!(/Engine/Transient.REINST_Buff_ChainBola_C_0) CONTENT: You have been caught in a Chain Bola, and are immobilized(/Engine/Transient.REINST_Buff_ChainBola_C_0) CONTENT: Bola!(/Engine/Transient.REINST_Buff_Bola_C_0) CONTENT: You have been caught in a Bola, and are immobilized(/Engine/Transient.REINST_Buff_Bola_C_0) LITERAL: Hold To Remove Bola(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_ChainBola.Buff_ChainBola:BPGetMultiUseEntries.K2Node_MakeStruct_71) LITERAL: Hold To Remove Bola(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_Bola.Buff_Bola:BPGetMultiUseEntries.K2Node_MakeStruct_71) CONTENT: Bola!(/Engine/Transient.Default__REINST_Buff_Bola_C_8684) CONTENT: You have been caught in a Bola, and are immobilized(/Engine/Transient.Default__REINST_Buff_Bola_C_8684) CONTENT: Bola!(/Engine/Transient.REINST_Buff_Bola_C_1) CONTENT: You have been caught in a Bola, and are immobilized(/Engine/Transient.REINST_Buff_Bola_C_1) CONTENT: Chain Bola!(/Engine/Transient.Default__REINST_Buff_ChainBola_C_8691) CONTENT: You have been caught in a Chain Bola, and are immobilized(/Engine/Transient.Default__REINST_Buff_ChainBola_C_8691) CONTENT: Chain Bola!(/Engine/Transient.REINST_Buff_ChainBola_C_1) CONTENT: You have been caught in a Chain Bola, and are immobilized(/Engine/Transient.REINST_Buff_ChainBola_C_1) CONTENT: Turn On(/Engine/Transient.Default__REINST_StructureTurretBallistaBaseBP_C_8707) CONTENT: Turn Off(/Engine/Transient.Default__REINST_StructureTurretBallistaBaseBP_C_8707) CONTENT: Ballista Turret(/Engine/Transient.Default__REINST_StructureTurretBallistaBaseBP_C_8707) CONTENT: Turn On(/Engine/Transient.REINST_StructureTurretBallistaBaseBP_C_1) CONTENT: Turn Off(/Engine/Transient.REINST_StructureTurretBallistaBaseBP_C_1) CONTENT: Ballista Turret(/Engine/Transient.REINST_StructureTurretBallistaBaseBP_C_1) CONTENT: Craft and store Boulder items here.(/Game/PrimalEarth/CoreBlueprints/Inventories/PrimalInventoryBP_Catapult.Default__PrimalInventoryBP_Catapult_C) CONTENT: Catapult(/Game/PrimalEarth/CoreBlueprints/Inventories/PrimalInventoryBP_Catapult.Default__PrimalInventoryBP_Catapult_C) CONTENT: Catapult Turret(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TurretCatapult.Default__PrimalItemStructure_TurretCatapult_C) CONTENT: Mount this to throw destructive Boulders at your enemies, particularly effective against Structures.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TurretCatapult.Default__PrimalItemStructure_TurretCatapult_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TurretCatapult.Default__PrimalItemStructure_TurretCatapult_C) CONTENT: Metal(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TurretCatapult.Default__PrimalItemStructure_TurretCatapult_C) CONTENT: Turn On(/Engine/Transient.REINST_StructureTurretCatapult_C_0) CONTENT: Turn Off(/Engine/Transient.REINST_StructureTurretCatapult_C_0) CONTENT: Catapult Turret(/Engine/Transient.REINST_StructureTurretCatapult_C_0) CONTENT: Turn On(/Engine/Transient.Default__REINST_StructureTurretCatapult_C_8737) CONTENT: Turn Off(/Engine/Transient.Default__REINST_StructureTurretCatapult_C_8737) CONTENT: Catapult Turret(/Engine/Transient.Default__REINST_StructureTurretCatapult_C_8737) CONTENT: Turn On(/Engine/Transient.REINST_StructureTurretCatapult_C_1) CONTENT: Turn Off(/Engine/Transient.REINST_StructureTurretCatapult_C_1) CONTENT: Catapult Turret(/Engine/Transient.REINST_StructureTurretCatapult_C_1) CONTENT: Must contain a fuel, such as wood or thatch, to light the fire. Lights and warms the immediate area.(/Game/PrimalEarth/CoreBlueprints/Inventories/PrimalInventoryBP_StandingTorch.Default__PrimalInventoryBP_StandingTorch_C) CONTENT: Standing Torch(/Game/PrimalEarth/CoreBlueprints/Inventories/PrimalInventoryBP_StandingTorch.Default__PrimalInventoryBP_StandingTorch_C) CONTENT: Wall Torch(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_WallTorch.Default__PrimalItemStructure_WallTorch_C) CONTENT: A torch on a metal connector that lights and warms the immediate area. Must be placed on a wall.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_WallTorch.Default__PrimalItemStructure_WallTorch_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_WallTorch.Default__PrimalItemStructure_WallTorch_C) CONTENT: Metal(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_WallTorch.Default__PrimalItemStructure_WallTorch_C) CONTENT: Wall Torch(/Engine/Transient.REINST_WallTorch_C_0) CONTENT: Wall Torch(/Engine/Transient.Default__REINST_WallTorch_C_8747) CONTENT: Wall Torch(/Engine/Transient.REINST_WallTorch_C_1) CONTENT: Metal Irrigation Pipe - Inclined(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Pipes/PrimalItemStructure_MetalPipeIncline.Default__PrimalItemStructure_MetalPipeIncline_C) CONTENT: An inclined metal pipe for an irrigation network, used for transporting water up and down hills.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Pipes/PrimalItemStructure_MetalPipeIncline.Default__PrimalItemStructure_MetalPipeIncline_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Pipes/PrimalItemStructure_MetalPipeIncline.Default__PrimalItemStructure_MetalPipeIncline_C) CONTENT: Pipes(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Pipes/PrimalItemStructure_MetalPipeIncline.Default__PrimalItemStructure_MetalPipeIncline_C) CONTENT: Metal(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Pipes/PrimalItemStructure_MetalPipeIncline.Default__PrimalItemStructure_MetalPipeIncline_C) CONTENT: Base Water Pipe Diagonal(/Game/PrimalEarth/Structures/Pipes/WaterPipe_Base_Up.Default__WaterPipe_Base_Up_C) CONTENT: Diagonal Metal Water Pipe(/Game/PrimalEarth/Structures/Pipes/WaterPipe_Metal_Up.Default__WaterPipe_Metal_Up_C) CONTENT: Metal Irrigation Pipe - Intake(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Pipes/PrimalItemStructure_MetalPipeIntake.Default__PrimalItemStructure_MetalPipeIntake_C) CONTENT: The metal intake for an irrigation network that transports water over land.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Pipes/PrimalItemStructure_MetalPipeIntake.Default__PrimalItemStructure_MetalPipeIntake_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Pipes/PrimalItemStructure_MetalPipeIntake.Default__PrimalItemStructure_MetalPipeIntake_C) CONTENT: Pipes(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Pipes/PrimalItemStructure_MetalPipeIntake.Default__PrimalItemStructure_MetalPipeIntake_C) CONTENT: Metal(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Pipes/PrimalItemStructure_MetalPipeIntake.Default__PrimalItemStructure_MetalPipeIntake_C) CONTENT: Base Water Intake Pipe(/Game/PrimalEarth/Structures/Pipes/WaterPipe_Base_Intake.Default__WaterPipe_Base_Intake_C) CONTENT: Metal Water Intake Pipe(/Game/PrimalEarth/Structures/Pipes/WaterPipe_Metal_Intake.Default__WaterPipe_Metal_Intake_C) CONTENT: Metal Irrigation Pipe - Intersection(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Pipes/PrimalItemStructure_MetalPipeIntersection.Default__PrimalItemStructure_MetalPipeIntersection_C) CONTENT: A plus-shaped metal intersection for an irrigation network, used for splitting one water source into three.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Pipes/PrimalItemStructure_MetalPipeIntersection.Default__PrimalItemStructure_MetalPipeIntersection_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Pipes/PrimalItemStructure_MetalPipeIntersection.Default__PrimalItemStructure_MetalPipeIntersection_C) CONTENT: Pipes(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Pipes/PrimalItemStructure_MetalPipeIntersection.Default__PrimalItemStructure_MetalPipeIntersection_C) CONTENT: Metal(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Pipes/PrimalItemStructure_MetalPipeIntersection.Default__PrimalItemStructure_MetalPipeIntersection_C) CONTENT: Base Water Pipe Intersection(/Game/PrimalEarth/Structures/Pipes/WaterPipe_Base_Intersection.Default__WaterPipe_Base_Intersection_C) CONTENT: Metal Water Pipe Intersection(/Game/PrimalEarth/Structures/Pipes/WaterPipe_Metal_Intersection.Default__WaterPipe_Metal_Intersection_C) CONTENT: Metal Irrigation Pipe - Straight(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Pipes/PrimalItemStructure_MetalPipeStraight.Default__PrimalItemStructure_MetalPipeStraight_C) CONTENT: A straight metal pipe for an irrigation network, used for transporting water across land.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Pipes/PrimalItemStructure_MetalPipeStraight.Default__PrimalItemStructure_MetalPipeStraight_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Pipes/PrimalItemStructure_MetalPipeStraight.Default__PrimalItemStructure_MetalPipeStraight_C) CONTENT: Pipes(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Pipes/PrimalItemStructure_MetalPipeStraight.Default__PrimalItemStructure_MetalPipeStraight_C) CONTENT: Metal(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Pipes/PrimalItemStructure_MetalPipeStraight.Default__PrimalItemStructure_MetalPipeStraight_C) CONTENT: Straight Metal Water Pipe(/Game/PrimalEarth/Structures/Pipes/WaterPipe_Metal_Straight.Default__WaterPipe_Metal_Straight_C) CONTENT: Metal Irrigation Pipe - Tap(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Pipes/PrimalItemStructure_MetalPipeTap.Default__PrimalItemStructure_MetalPipeTap_C) CONTENT: This metal tap allows access to the water in an irrigation network. Can refill containers, irrigate crop plots, or provide a refreshing drink.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Pipes/PrimalItemStructure_MetalPipeTap.Default__PrimalItemStructure_MetalPipeTap_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Pipes/PrimalItemStructure_MetalPipeTap.Default__PrimalItemStructure_MetalPipeTap_C) CONTENT: Pipes(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Pipes/PrimalItemStructure_MetalPipeTap.Default__PrimalItemStructure_MetalPipeTap_C) CONTENT: Metal(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Pipes/PrimalItemStructure_MetalPipeTap.Default__PrimalItemStructure_MetalPipeTap_C) CONTENT: Metal Water Tap(/Engine/Transient.REINST_WaterTap_Metal_C_0) CONTENT: Metal Water Tap(/Engine/Transient.Default__REINST_WaterTap_Metal_C_8773) CONTENT: Metal Water Tap(/Engine/Transient.REINST_WaterTap_Metal_C_1) CONTENT: Metal Irrigation Pipe - Vertical(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Pipes/PrimalItemStructure_MetalPipeVertical.Default__PrimalItemStructure_MetalPipeVertical_C) CONTENT: An vertical metal pipe for an irrigation network, used for transporting water up and down cliffs.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Pipes/PrimalItemStructure_MetalPipeVertical.Default__PrimalItemStructure_MetalPipeVertical_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Pipes/PrimalItemStructure_MetalPipeVertical.Default__PrimalItemStructure_MetalPipeVertical_C) CONTENT: Pipes(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Pipes/PrimalItemStructure_MetalPipeVertical.Default__PrimalItemStructure_MetalPipeVertical_C) CONTENT: Metal(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Pipes/PrimalItemStructure_MetalPipeVertical.Default__PrimalItemStructure_MetalPipeVertical_C) CONTENT: Base Pipe Straight(/Game/PrimalEarth/Structures/Pipes/WaterPipe_Base_Vertical.Default__WaterPipe_Base_Vertical_C) CONTENT: Vertical Metal Water Pipe(/Game/PrimalEarth/Structures/Pipes/WaterPipe_Metal_Vertical.Default__WaterPipe_Metal_Vertical_C) CONTENT: Refreshed!(/Engine/Transient.REINST_Buff_RefreshedXP_C_0) CONTENT: +33% XP!(/Engine/Transient.REINST_Buff_RefreshedXP_C_0) CONTENT: You feel refreshed!(/Engine/Transient.REINST_Buff_RefreshedXP_C_0) CONTENT: Refreshed!(/Engine/Transient.Default__REINST_Buff_RefreshedXP_C_8785) CONTENT: +33% XP!(/Engine/Transient.Default__REINST_Buff_RefreshedXP_C_8785) CONTENT: You feel refreshed!(/Engine/Transient.Default__REINST_Buff_RefreshedXP_C_8785) CONTENT: Refreshed!(/Engine/Transient.REINST_Buff_RefreshedXP_C_1) CONTENT: +33% XP!(/Engine/Transient.REINST_Buff_RefreshedXP_C_1) CONTENT: You feel refreshed!(/Engine/Transient.REINST_Buff_RefreshedXP_C_1) CONTENT: Disposes of fecal matter into compost, and feels refreshing!(/Game/PrimalEarth/CoreBlueprints/Inventories/PrimalInventoryBP_Toilet.Default__PrimalInventoryBP_Toilet_C) CONTENT: Toilet(/Game/PrimalEarth/CoreBlueprints/Inventories/PrimalInventoryBP_Toilet.Default__PrimalInventoryBP_Toilet_C) CONTENT: Toilet(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Pipes/PrimalItemStructure_Toilet.Default__PrimalItemStructure_Toilet_C) CONTENT: Attach to water pipes, and sit on it when you hear the call of nature. Do your business, feel refreshed, and then flush for efficient waste disposal!(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Pipes/PrimalItemStructure_Toilet.Default__PrimalItemStructure_Toilet_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Pipes/PrimalItemStructure_Toilet.Default__PrimalItemStructure_Toilet_C) CONTENT: Furniture(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Pipes/PrimalItemStructure_Toilet.Default__PrimalItemStructure_Toilet_C) CONTENT: Toilet(/Engine/Transient.REINST_StructureBP_Toilet_C_0) LITERAL: Flush(/Game/PrimalEarth/Structures/Furniture/StructureBP_Toilet.StructureBP_Toilet:BPGetMultiUseEntries.K2Node_MakeStruct_658) CONTENT: Toilet(/Engine/Transient.Default__REINST_StructureBP_Toilet_C_8793) CONTENT: Toilet(/Engine/Transient.REINST_StructureBP_Toilet_C_1) CONTENT: Amargasaurus Spike(/Game/LostIsland/Dinos/Amargasaurus/PrimalItemResource_AmargaSpike.Default__PrimalItemResource_AmargaSpike_C) CONTENT: An incredibly sharp keratin spike extracted from an Amargasaurus. Armor reducing abilities are nullified after removal, but the core of the spike still contains some thermal activity. Can be placed in a Sap Tap to increase production speed and quantity.(/Game/LostIsland/Dinos/Amargasaurus/PrimalItemResource_AmargaSpike.Default__PrimalItemResource_AmargaSpike_C) CONTENT: Contains any Sap that has been extracted from the tree over time.(/Engine/Transient.REINST_PrimalInventoryBP_TreeSapTap_C_0) CONTENT: Tree Sap Tap(/Engine/Transient.REINST_PrimalInventoryBP_TreeSapTap_C_0) CONTENT: Contains any Sap that has been extracted from the tree over time.(/Engine/Transient.Default__REINST_PrimalInventoryBP_TreeSapTap_C_8802) CONTENT: Tree Sap Tap(/Engine/Transient.Default__REINST_PrimalInventoryBP_TreeSapTap_C_8802) CONTENT: Contains any Sap that has been extracted from the tree over time.(/Engine/Transient.REINST_PrimalInventoryBP_TreeSapTap_C_1) CONTENT: Tree Sap Tap(/Engine/Transient.REINST_PrimalInventoryBP_TreeSapTap_C_1) CONTENT: Tree Sap Tap(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Pipes/PrimalItemStructure_TreeTap.Default__PrimalItemStructure_TreeTap_C) CONTENT: Attach this to a large tree to tap its sap over time.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Pipes/PrimalItemStructure_TreeTap.Default__PrimalItemStructure_TreeTap_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Pipes/PrimalItemStructure_TreeTap.Default__PrimalItemStructure_TreeTap_C) CONTENT: Misc(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Pipes/PrimalItemStructure_TreeTap.Default__PrimalItemStructure_TreeTap_C) CONTENT: Tree Sap Tap(/Engine/Transient.REINST_TreeSapTap_SM_C_0) CONTENT: Tree Sap Tap(/Engine/Transient.Default__REINST_TreeSapTap_SM_C_8809) CONTENT: Tree Sap Tap(/Engine/Transient.REINST_TreeSapTap_SM_C_1) CONTENT: Metal Water Reservoir(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Pipes/PrimalItemStructure_WaterTankMetal.Default__PrimalItemStructure_WaterTankMetal_C) CONTENT: Attach this to pipes to store rain, irrigation, or manually deposited water for later use. Will automatically irrigate nearby crops if attached to a tap. Stores a large amount of water!(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Pipes/PrimalItemStructure_WaterTankMetal.Default__PrimalItemStructure_WaterTankMetal_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Pipes/PrimalItemStructure_WaterTankMetal.Default__PrimalItemStructure_WaterTankMetal_C) CONTENT: Pipes(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Pipes/PrimalItemStructure_WaterTankMetal.Default__PrimalItemStructure_WaterTankMetal_C) CONTENT: Metal(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Pipes/PrimalItemStructure_WaterTankMetal.Default__PrimalItemStructure_WaterTankMetal_C) CONTENT: Metal Water Tank(/Engine/Transient.REINST_WaterTank_Metal_C_0) CONTENT: Metal Water Tank(/Engine/Transient.Default__REINST_WaterTank_Metal_C_8817) CONTENT: Metal Water Tank(/Engine/Transient.REINST_WaterTank_Metal_C_1) CONTENT: Sloped Metal Roof(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Roofs/Metal/PrimalItemStructure_MetalRoof.Default__PrimalItemStructure_MetalRoof_C) CONTENT: An inclined Metal roof. Slightly different angle than the ramp.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Roofs/Metal/PrimalItemStructure_MetalRoof.Default__PrimalItemStructure_MetalRoof_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Roofs/Metal/PrimalItemStructure_MetalRoof.Default__PrimalItemStructure_MetalRoof_C) CONTENT: Metal(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Roofs/Metal/PrimalItemStructure_MetalRoof.Default__PrimalItemStructure_MetalRoof_C) CONTENT: Sloped Metal Roof(/Engine/Transient.REINST_MetalRoof_SM_C_0) CONTENT: Sloped Metal Roof(/Engine/Transient.Default__REINST_MetalRoof_SM_C_8825) CONTENT: Sloped Metal Roof(/Engine/Transient.REINST_MetalRoof_SM_C_1) CONTENT: Sloped Metal Wall Left(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Roofs/Metal/PrimalItemStructure_MetalWall_Sloped_Left.Default__PrimalItemStructure_MetalWall_Sloped_Left_C) CONTENT: A sturdy Metal sloped wall that insulates the inside from the outside, separates rooms, and provides structural integrity. Used in conjunction with the roof.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Roofs/Metal/PrimalItemStructure_MetalWall_Sloped_Left.Default__PrimalItemStructure_MetalWall_Sloped_Left_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Roofs/Metal/PrimalItemStructure_MetalWall_Sloped_Left.Default__PrimalItemStructure_MetalWall_Sloped_Left_C) CONTENT: Metal(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Roofs/Metal/PrimalItemStructure_MetalWall_Sloped_Left.Default__PrimalItemStructure_MetalWall_Sloped_Left_C) CONTENT: Sloped Metal Wall Left(/Engine/Transient.REINST_MetalWall_Sloped_Left_SM_C_0) CONTENT: Sloped Metal Wall Left(/Engine/Transient.Default__REINST_MetalWall_Sloped_Left_SM_C_8833) CONTENT: Sloped Metal Wall Left(/Engine/Transient.REINST_MetalWall_Sloped_Left_SM_C_1) CONTENT: Sloped Metal Wall Right(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Roofs/Metal/PrimalItemStructure_MetalWall_Sloped_Right.Default__PrimalItemStructure_MetalWall_Sloped_Right_C) CONTENT: A sturdy Metal sloped wall that insulates the inside from the outside, separates rooms, and provides structural integrity. Used in conjunction with the roof.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Roofs/Metal/PrimalItemStructure_MetalWall_Sloped_Right.Default__PrimalItemStructure_MetalWall_Sloped_Right_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Roofs/Metal/PrimalItemStructure_MetalWall_Sloped_Right.Default__PrimalItemStructure_MetalWall_Sloped_Right_C) CONTENT: Metal(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Roofs/Metal/PrimalItemStructure_MetalWall_Sloped_Right.Default__PrimalItemStructure_MetalWall_Sloped_Right_C) CONTENT: Sloped Metal Wall Right(/Engine/Transient.REINST_MetalWall_Sloped_Right_SM_C_0) CONTENT: Sloped Metal Wall Right(/Engine/Transient.Default__REINST_MetalWall_Sloped_Right_SM_C_8841) CONTENT: Sloped Metal Wall Right(/Engine/Transient.REINST_MetalWall_Sloped_Right_SM_C_1) CONTENT: Giant Reinforced Trapdoor(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Stone/PrimalItemStructure_StoneCeilingDoorGiant.Default__PrimalItemStructure_StoneCeilingDoorGiant_C) CONTENT: A large reinforced ceiling gate that can be used with a Gateway to keep most dinosaurs in or out.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Stone/PrimalItemStructure_StoneCeilingDoorGiant.Default__PrimalItemStructure_StoneCeilingDoorGiant_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Stone/PrimalItemStructure_StoneCeilingDoorGiant.Default__PrimalItemStructure_StoneCeilingDoorGiant_C) CONTENT: Stone(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Stone/PrimalItemStructure_StoneCeilingDoorGiant.Default__PrimalItemStructure_StoneCeilingDoorGiant_C) CONTENT: Reinforced Giant Trapdoor(/Engine/Transient.REINST_SM_StoneCeilingDoorGiant_BP_C_0) CONTENT: Reinforced Giant Trapdoor(/Engine/Transient.Default__REINST_SM_StoneCeilingDoorGiant_BP_C_8849) CONTENT: Reinforced Giant Trapdoor(/Engine/Transient.REINST_SM_StoneCeilingDoorGiant_BP_C_1) CONTENT: Giant Stone Hatchframe(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Stone/PrimalItemStructure_StoneCeilingWithTrapdoorGiant.Default__PrimalItemStructure_StoneCeilingWithTrapdoorGiant_C) CONTENT: This Giant Stone ceiling has a hole in it for trapdoors.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Stone/PrimalItemStructure_StoneCeilingWithTrapdoorGiant.Default__PrimalItemStructure_StoneCeilingWithTrapdoorGiant_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Stone/PrimalItemStructure_StoneCeilingWithTrapdoorGiant.Default__PrimalItemStructure_StoneCeilingWithTrapdoorGiant_C) CONTENT: Stone(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Stone/PrimalItemStructure_StoneCeilingWithTrapdoorGiant.Default__PrimalItemStructure_StoneCeilingWithTrapdoorGiant_C) CONTENT: Giant Stone Hatchframe(/Engine/Transient.REINST_SM_StoneCeilingDoorWay_Giant_BP_C_0) CONTENT: Giant Stone Hatchframe(/Engine/Transient.Default__REINST_SM_StoneCeilingDoorWay_Giant_BP_C_8857) CONTENT: Giant Stone Hatchframe(/Engine/Transient.REINST_SM_StoneCeilingDoorWay_Giant_BP_C_1) CONTENT: Behemoth Stone Dinosaur Gateway(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Stone/PrimalItemStructure_StoneGateframe_Large.Default__PrimalItemStructure_StoneGateframe_Large_C) CONTENT: A massive brick-and-mortar gateway that can be used for penning up huge dinosaurs.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Stone/PrimalItemStructure_StoneGateframe_Large.Default__PrimalItemStructure_StoneGateframe_Large_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Stone/PrimalItemStructure_StoneGateframe_Large.Default__PrimalItemStructure_StoneGateframe_Large_C) CONTENT: Stone(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Stone/PrimalItemStructure_StoneGateframe_Large.Default__PrimalItemStructure_StoneGateframe_Large_C) CONTENT: Stone Dinosaur Gateframe(/Engine/Transient.REINST_GateFrame_Stone_Large_C_0) CONTENT: Stone Dinosaur Gateframe(/Engine/Transient.Default__REINST_GateFrame_Stone_Large_C_8865) CONTENT: Stone Dinosaur Gateframe(/Engine/Transient.REINST_GateFrame_Stone_Large_C_1) CONTENT: Behemoth Reinforced Dinosaur Gate(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Stone/PrimalItemStructure_StoneGateLarge.Default__PrimalItemStructure_StoneGateLarge_C) CONTENT: A large, reinforced wooden gate that can be used with a Behemoth Gateway to keep dinosaurs in or out.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Stone/PrimalItemStructure_StoneGateLarge.Default__PrimalItemStructure_StoneGateLarge_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Stone/PrimalItemStructure_StoneGateLarge.Default__PrimalItemStructure_StoneGateLarge_C) CONTENT: Stone(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Stone/PrimalItemStructure_StoneGateLarge.Default__PrimalItemStructure_StoneGateLarge_C) CONTENT: Reinforced Behemoth Gate(/Engine/Transient.REINST_Gate_Stone_Large_C_0) CONTENT: Reinforced Behemoth Gate(/Engine/Transient.Default__REINST_Gate_Stone_Large_C_8873) CONTENT: Reinforced Behemoth Gate(/Engine/Transient.REINST_Gate_Stone_Large_C_1) CONTENT: Tek Catwalk(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekCatwalk.Default__PrimalItemStructure_TekCatwalk_C) CONTENT: A thin walkway for bridging areas together. Made from advanced Tek materials.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekCatwalk.Default__PrimalItemStructure_TekCatwalk_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekCatwalk.Default__PrimalItemStructure_TekCatwalk_C) CONTENT: Tek(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekCatwalk.Default__PrimalItemStructure_TekCatwalk_C) CONTENT: Tek Catwalk(/Engine/Transient.REINST_Beam_Tek_C_0) CONTENT: Tek Catwalk(/Engine/Transient.Default__REINST_Beam_Tek_C_8882) CONTENT: Tek Catwalk(/Engine/Transient.REINST_Beam_Tek_C_1) CONTENT: Tek Ceiling(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekCeiling.Default__PrimalItemStructure_TekCeiling_C) CONTENT: An incredibly durable composite Tek ceiling that provides insulation, and doubles as a floor for higher levels.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekCeiling.Default__PrimalItemStructure_TekCeiling_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekCeiling.Default__PrimalItemStructure_TekCeiling_C) CONTENT: Tek(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekCeiling.Default__PrimalItemStructure_TekCeiling_C) CONTENT: Tek Ceiling(/Engine/Transient.REINST_Ceiling_Tek_C_0) CONTENT: Tek Ceiling(/Engine/Transient.Default__REINST_Ceiling_Tek_C_8891) CONTENT: Tek Ceiling(/Engine/Transient.REINST_Ceiling_Tek_C_1) CONTENT: Tek Hatchframe(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekCeilingWithTrapdoor.Default__PrimalItemStructure_TekCeilingWithTrapdoor_C) CONTENT: This composite Tek ceiling has a hole in it for trapdoors.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekCeilingWithTrapdoor.Default__PrimalItemStructure_TekCeilingWithTrapdoor_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekCeilingWithTrapdoor.Default__PrimalItemStructure_TekCeilingWithTrapdoor_C) CONTENT: Tek(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekCeilingWithTrapdoor.Default__PrimalItemStructure_TekCeilingWithTrapdoor_C) CONTENT: Tek Hatchframe(/Engine/Transient.REINST_Ceiling_Doorway_Tek_C_0) CONTENT: Base-Class Tek Door(/Engine/Transient.REINST_Door_Tek_Base_C_0) CONTENT: Tek Door Frame(/Engine/Transient.REINST_Doorframe_Tek_C_0) CONTENT: Tek Doorframe(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekWallWithDoor.Default__PrimalItemStructure_TekWallWithDoor_C) CONTENT: A composite Tek wall that provides entrance to a structure.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekWallWithDoor.Default__PrimalItemStructure_TekWallWithDoor_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekWallWithDoor.Default__PrimalItemStructure_TekWallWithDoor_C) CONTENT: Tek(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekWallWithDoor.Default__PrimalItemStructure_TekWallWithDoor_C) LITERAL: Auto-Close: 0.5 seconds(/Game/PrimalEarth/Structures/TekTier/Door_Tek_Base.Door_Tek_Base:BPGetMultiUseEntries.K2Node_MakeStruct_1769) LITERAL: Auto-Close Settings(/Game/PrimalEarth/Structures/TekTier/Door_Tek_Base.Door_Tek_Base:BPGetMultiUseEntries.K2Node_MakeStruct_224) LITERAL: Back(/Game/PrimalEarth/Structures/TekTier/Door_Tek_Base.Door_Tek_Base:BPGetMultiUseEntries.K2Node_MakeStruct_227) LITERAL: Auto-Close: Never(/Game/PrimalEarth/Structures/TekTier/Door_Tek_Base.Door_Tek_Base:BPGetMultiUseEntries.K2Node_MakeStruct_24) LITERAL: Auto-Open Settings(/Game/PrimalEarth/Structures/TekTier/Door_Tek_Base.Door_Tek_Base:BPGetMultiUseEntries.K2Node_MakeStruct_2418) LITERAL: Back(/Game/PrimalEarth/Structures/TekTier/Door_Tek_Base.Door_Tek_Base:BPGetMultiUseEntries.K2Node_MakeStruct_2419) LITERAL: Auto-Open For Nearby Authorized Players(/Game/PrimalEarth/Structures/TekTier/Door_Tek_Base.Door_Tek_Base:BPGetMultiUseEntries.K2Node_MakeStruct_2421) LITERAL: Don't Auto-Open(/Game/PrimalEarth/Structures/TekTier/Door_Tek_Base.Door_Tek_Base:BPGetMultiUseEntries.K2Node_MakeStruct_2424) LITERAL: Auto-Close: 2 seconds(/Game/PrimalEarth/Structures/TekTier/Door_Tek_Base.Door_Tek_Base:BPGetMultiUseEntries.K2Node_MakeStruct_2425) LITERAL: Stay-Open Settings(/Game/PrimalEarth/Structures/TekTier/Door_Tek_Base.Door_Tek_Base:BPGetMultiUseEntries.K2Node_MakeStruct_2427) LITERAL: Back(/Game/PrimalEarth/Structures/TekTier/Door_Tek_Base.Door_Tek_Base:BPGetMultiUseEntries.K2Node_MakeStruct_2428) LITERAL: Auto-Close: 60 seconds(/Game/PrimalEarth/Structures/TekTier/Door_Tek_Base.Door_Tek_Base:BPGetMultiUseEntries.K2Node_MakeStruct_26) LITERAL: Stay Open For Nearby Authorized Players(/Game/PrimalEarth/Structures/TekTier/Door_Tek_Base.Door_Tek_Base:BPGetMultiUseEntries.K2Node_MakeStruct_2645) LITERAL: Stay Open for Nearby Authorized Players & Tamed Dinos(/Game/PrimalEarth/Structures/TekTier/Door_Tek_Base.Door_Tek_Base:BPGetMultiUseEntries.K2Node_MakeStruct_2646) LITERAL: Don't Stay Open(/Game/PrimalEarth/Structures/TekTier/Door_Tek_Base.Door_Tek_Base:BPGetMultiUseEntries.K2Node_MakeStruct_2647) LITERAL: Auto-Close: 4 seconds(/Game/PrimalEarth/Structures/TekTier/Door_Tek_Base.Door_Tek_Base:BPGetMultiUseEntries.K2Node_MakeStruct_2650) LITERAL: Auto-Close: 10 seconds(/Game/PrimalEarth/Structures/TekTier/Door_Tek_Base.Door_Tek_Base:BPGetMultiUseEntries.K2Node_MakeStruct_2651) LITERAL: Auto-Close: 30 seconds(/Game/PrimalEarth/Structures/TekTier/Door_Tek_Base.Door_Tek_Base:BPGetMultiUseEntries.K2Node_MakeStruct_2652) LITERAL: CheckForDoorOpeners(/Game/PrimalEarth/Structures/TekTier/Door_Tek_Base.Door_Tek_Base:BPGotoDoorState.K2Node_CallFunction_30755) LITERAL: CheckForDoorOpeners(/Game/PrimalEarth/Structures/TekTier/Door_Tek_Base.Door_Tek_Base:BPTryMultiUse.K2Node_CallFunction_66418) LITERAL: CheckForDoorOpeners(/Game/PrimalEarth/Structures/TekTier/Door_Tek_Base.Door_Tek_Base:BPTryMultiUse.K2Node_CallFunction_68388) LITERAL: CheckForDoorOpeners(/Game/PrimalEarth/Structures/TekTier/Door_Tek_Base.Door_Tek_Base:EventGraph.K2Node_CallFunction_30755) LITERAL: CheckForDoorOpeners(/Game/PrimalEarth/Structures/TekTier/Door_Tek_Base.Door_Tek_Base:EventGraph.K2Node_CallFunction_54278) LITERAL: UpdateDoorInterp(/Game/PrimalEarth/Structures/TekTier/Door_Tek_Base.Door_Tek_Base:EventGraph.K2Node_CallFunction_80593) CONTENT: Tek Door(/Engine/Transient.REINST_Door_Tek_C_0) CONTENT: Tek Door(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekDoor.Default__PrimalItemStructure_TekDoor_C) CONTENT: A stable composite Tek door that provides entance to structures. Can be locked for security.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekDoor.Default__PrimalItemStructure_TekDoor_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekDoor.Default__PrimalItemStructure_TekDoor_C) CONTENT: Tek(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekDoor.Default__PrimalItemStructure_TekDoor_C) CONTENT: Base-Class Tek Door(/Engine/Transient.Default__REINST_Door_Tek_Base_C_8904) CONTENT: Base-Class Tek Door(/Engine/Transient.REINST_Door_Tek_Base_C_1) CONTENT: Tek Door(/Engine/Transient.Default__REINST_Door_Tek_C_8911) CONTENT: Tek Door(/Engine/Transient.REINST_Door_Tek_C_1) CONTENT: Tek Door Frame(/Engine/Transient.Default__REINST_Doorframe_Tek_C_8918) CONTENT: Tek Door Frame(/Engine/Transient.REINST_Doorframe_Tek_C_1) CONTENT: Tek Trapdoor(/Engine/Transient.REINST_Ceiling_Door_Tek_C_0) CONTENT: Tek Trapdoor(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekTrapdoor.Default__PrimalItemStructure_TekTrapdoor_C) CONTENT: This composite Tek slab can be used to secure hatches.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekTrapdoor.Default__PrimalItemStructure_TekTrapdoor_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekTrapdoor.Default__PrimalItemStructure_TekTrapdoor_C) CONTENT: Tek(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekTrapdoor.Default__PrimalItemStructure_TekTrapdoor_C) CONTENT: Tek Trapdoor(/Engine/Transient.Default__REINST_Ceiling_Door_Tek_C_8927) CONTENT: Tek Trapdoor(/Engine/Transient.REINST_Ceiling_Door_Tek_C_1) CONTENT: Tek Hatchframe(/Engine/Transient.Default__REINST_Ceiling_Doorway_Tek_C_8934) CONTENT: Tek Hatchframe(/Engine/Transient.REINST_Ceiling_Doorway_Tek_C_1) CONTENT: Tek Fence Foundation(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekFenceFoundation.Default__PrimalItemStructure_TekFenceFoundation_C) CONTENT: This composite Tek foundation is used to build walls around an area.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekFenceFoundation.Default__PrimalItemStructure_TekFenceFoundation_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekFenceFoundation.Default__PrimalItemStructure_TekFenceFoundation_C) CONTENT: Tek(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekFenceFoundation.Default__PrimalItemStructure_TekFenceFoundation_C) CONTENT: Tek Fence Foundation(/Engine/Transient.REINST_FenceFoundation_Tek_C_0) CONTENT: Tek Fence Foundation(/Engine/Transient.Default__REINST_FenceFoundation_Tek_C_8942) CONTENT: Tek Fence Foundation(/Engine/Transient.REINST_FenceFoundation_Tek_C_1) CONTENT: Tek Foundation(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekFloor.Default__PrimalItemStructure_TekFloor_C) CONTENT: A foundation is required to build structures in an area. This one is made from sturdy composite Tek materials.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekFloor.Default__PrimalItemStructure_TekFloor_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekFloor.Default__PrimalItemStructure_TekFloor_C) CONTENT: Tek(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekFloor.Default__PrimalItemStructure_TekFloor_C) CONTENT: Block(/Engine/Transient.REINST_Floor_Tek_C_0) CONTENT: Tek Floor(/Engine/Transient.REINST_Floor_Tek_C_0) CONTENT: Block(/Engine/Transient.Default__REINST_Floor_Tek_C_8950) CONTENT: Tek Floor(/Engine/Transient.Default__REINST_Floor_Tek_C_8950) CONTENT: Block(/Engine/Transient.REINST_Floor_Tek_C_1) CONTENT: Tek Floor(/Engine/Transient.REINST_Floor_Tek_C_1) CONTENT: Tek Dinosaur Gate(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekGate.Default__PrimalItemStructure_TekGate_C) CONTENT: A large composite Tek gate that can be used with a Gateway to most keep dinosaurs in or out.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekGate.Default__PrimalItemStructure_TekGate_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekGate.Default__PrimalItemStructure_TekGate_C) CONTENT: Tek(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekGate.Default__PrimalItemStructure_TekGate_C) CONTENT: Tek Dinosaur Gate(/Engine/Transient.REINST_Gate_Tek_C_0) CONTENT: Tek Dinosaur Gateframe(/Engine/Transient.REINST_GateFrame_Tek_C_0) CONTENT: Tek Dinosaur Gateway(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekGateframe.Default__PrimalItemStructure_TekGateframe_C) CONTENT: A large composite Tek gateway that can be used with a Gate to keep most dinosaurs in or out.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekGateframe.Default__PrimalItemStructure_TekGateframe_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekGateframe.Default__PrimalItemStructure_TekGateframe_C) CONTENT: Tek(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekGateframe.Default__PrimalItemStructure_TekGateframe_C) CONTENT: Tek Dinosaur Gateframe(/Engine/Transient.Default__REINST_GateFrame_Tek_C_8960) CONTENT: Tek Dinosaur Gateframe(/Engine/Transient.REINST_GateFrame_Tek_C_1) CONTENT: Tek Dinosaur Gate(/Engine/Transient.Default__REINST_Gate_Tek_C_8968) CONTENT: Tek Dinosaur Gate(/Engine/Transient.REINST_Gate_Tek_C_1) CONTENT: Behemoth Tek Gate(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekGate_Large.Default__PrimalItemStructure_TekGate_Large_C) CONTENT: A large composite Tek gate that can be used with a Behemoth Gateway to allow even the largest creatures in or out.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekGate_Large.Default__PrimalItemStructure_TekGate_Large_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekGate_Large.Default__PrimalItemStructure_TekGate_Large_C) CONTENT: Tek(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekGate_Large.Default__PrimalItemStructure_TekGate_Large_C) CONTENT: Tek Behemoth Gate(/Engine/Transient.REINST_Gate_Large_Tek_C_0) CONTENT: Tek Behemoth Gateframe(/Engine/Transient.REINST_GateFrame_Large_Tek_C_0) CONTENT: Behemoth Tek Gateway(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekGateframe_Large.Default__PrimalItemStructure_TekGateframe_Large_C) CONTENT: A large composite Tek gateway, reinforced with obsidian polymer, that can be used with a Behemoth Gate to allow even the largest creatures in or out.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekGateframe_Large.Default__PrimalItemStructure_TekGateframe_Large_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekGateframe_Large.Default__PrimalItemStructure_TekGateframe_Large_C) CONTENT: Tek(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekGateframe_Large.Default__PrimalItemStructure_TekGateframe_Large_C) CONTENT: Tek Behemoth Gateframe(/Engine/Transient.Default__REINST_GateFrame_Large_Tek_C_8978) CONTENT: Tek Behemoth Gateframe(/Engine/Transient.REINST_GateFrame_Large_Tek_C_1) CONTENT: Tek Behemoth Gate(/Engine/Transient.Default__REINST_Gate_Large_Tek_C_8986) CONTENT: Tek Behemoth Gate(/Engine/Transient.REINST_Gate_Large_Tek_C_1) CONTENT: Tek Ladder(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekLadder.Default__PrimalItemStructure_TekLadder_C) CONTENT: A composite Tek ladder used to climb up or down tall structures. Can also be used to extend existing ladders.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekLadder.Default__PrimalItemStructure_TekLadder_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekLadder.Default__PrimalItemStructure_TekLadder_C) CONTENT: Tek(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekLadder.Default__PrimalItemStructure_TekLadder_C) CONTENT: Tek Ladder(/Engine/Transient.REINST_Ladder_Tek_C_0) CONTENT: Tek Ladder(/Engine/Transient.Default__REINST_Ladder_Tek_C_8995) CONTENT: Tek Ladder(/Engine/Transient.REINST_Ladder_Tek_C_1) CONTENT: Tek Pillar(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekPillar.Default__PrimalItemStructure_TekPillar_C) CONTENT: This composite Tek pillar adds structural integrity to the area it is build under. Can also act as stilts for buildings on inclines.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekPillar.Default__PrimalItemStructure_TekPillar_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekPillar.Default__PrimalItemStructure_TekPillar_C) CONTENT: Tek(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekPillar.Default__PrimalItemStructure_TekPillar_C) CONTENT: Tek Pillar(/Engine/Transient.REINST_Pillar_Tek_C_0) CONTENT: Tek Pillar(/Engine/Transient.Default__REINST_Pillar_Tek_C_9004) CONTENT: Tek Pillar(/Engine/Transient.REINST_Pillar_Tek_C_1) CONTENT: Tek Railing(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekRailing.Default__PrimalItemStructure_TekRailing_C) CONTENT: A composite Tek railing that acts as a simple barrier to prevent people from falling.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekRailing.Default__PrimalItemStructure_TekRailing_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekRailing.Default__PrimalItemStructure_TekRailing_C) CONTENT: Tek(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekRailing.Default__PrimalItemStructure_TekRailing_C) CONTENT: Tek Railing(/Engine/Transient.REINST_Railing_Tek_C_0) CONTENT: Tek Railing(/Engine/Transient.Default__REINST_Railing_Tek_C_9013) CONTENT: Tek Railing(/Engine/Transient.REINST_Railing_Tek_C_1) CONTENT: Tek Ramp(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekRamp.Default__PrimalItemStructure_TekRamp_C) CONTENT: An inclined composite Tek floor for travelling up or down levels. Can also be used to make an angled roof.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekRamp.Default__PrimalItemStructure_TekRamp_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekRamp.Default__PrimalItemStructure_TekRamp_C) CONTENT: Tek(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekRamp.Default__PrimalItemStructure_TekRamp_C) CONTENT: Tek Ramp(/Engine/Transient.REINST_Ramp_Tek_C_0) CONTENT: Tek Ramp(/Engine/Transient.Default__REINST_Ramp_Tek_C_9022) CONTENT: Tek Ramp(/Engine/Transient.REINST_Ramp_Tek_C_1) CONTENT: Sloped Tek Roof(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekRoof.Default__PrimalItemStructure_TekRoof_C) CONTENT: An inclined Tek roof. Slightly different angle than the ramp.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekRoof.Default__PrimalItemStructure_TekRoof_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekRoof.Default__PrimalItemStructure_TekRoof_C) CONTENT: Tek(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekRoof.Default__PrimalItemStructure_TekRoof_C) CONTENT: Sloped Tek Roof(/Engine/Transient.REINST_TekRoof_SM_C_0) CONTENT: Sloped Tek Roof(/Engine/Transient.Default__REINST_TekRoof_SM_C_9031) CONTENT: Sloped Tek Roof(/Engine/Transient.REINST_TekRoof_SM_C_1) CONTENT: Tek Staircase(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekStairs.Default__PrimalItemStructure_TekStairs_C) CONTENT: A composite Tek spiral staircase, useful in constructing multi-level buildings.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekStairs.Default__PrimalItemStructure_TekStairs_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekStairs.Default__PrimalItemStructure_TekStairs_C) CONTENT: Tek(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekStairs.Default__PrimalItemStructure_TekStairs_C) CONTENT: Tek Staircase(/Engine/Transient.REINST_StairSM_Tek_C_0) CONTENT: Tek Staircase(/Engine/Transient.Default__REINST_StairSM_Tek_C_9040) CONTENT: Tek Staircase(/Engine/Transient.REINST_StairSM_Tek_C_1) CONTENT: Tek Wall(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekWall.Default__PrimalItemStructure_TekWall_C) CONTENT: A composite Tek wall that insulates the inside from the outside and separates rooms.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekWall.Default__PrimalItemStructure_TekWall_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekWall.Default__PrimalItemStructure_TekWall_C) CONTENT: Tek(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekWall.Default__PrimalItemStructure_TekWall_C) CONTENT: Tek Wall(/Engine/Transient.REINST_Wall_Tek_C_0) CONTENT: Tek Wall(/Engine/Transient.Default__REINST_Wall_Tek_C_9049) CONTENT: Tek Wall(/Engine/Transient.REINST_Wall_Tek_C_1) CONTENT: Sloped Tek Wall Left(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekWall_Sloped_Left.Default__PrimalItemStructure_TekWall_Sloped_Left_C) CONTENT: A composite Tek sloped wall that insulates the inside from the outside, separates rooms, and provides structural integrity. Used in conjunction with the roof.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekWall_Sloped_Left.Default__PrimalItemStructure_TekWall_Sloped_Left_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekWall_Sloped_Left.Default__PrimalItemStructure_TekWall_Sloped_Left_C) CONTENT: Tek(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekWall_Sloped_Left.Default__PrimalItemStructure_TekWall_Sloped_Left_C) CONTENT: Sloped Tek Wall Left(/Engine/Transient.REINST_TekWall_Sloped_Left_SM_C_0) CONTENT: Sloped Tek Wall Left(/Engine/Transient.Default__REINST_TekWall_Sloped_Left_SM_C_9058) CONTENT: Sloped Tek Wall Left(/Engine/Transient.REINST_TekWall_Sloped_Left_SM_C_1) CONTENT: Sloped Tek Wall Right(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekWall_Sloped_Right.Default__PrimalItemStructure_TekWall_Sloped_Right_C) CONTENT: A composite Tek sloped wall that insulates the inside from the outside, separates rooms, and provides structural integrity. Used in conjunction with the roof.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekWall_Sloped_Right.Default__PrimalItemStructure_TekWall_Sloped_Right_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekWall_Sloped_Right.Default__PrimalItemStructure_TekWall_Sloped_Right_C) CONTENT: Tek(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekWall_Sloped_Right.Default__PrimalItemStructure_TekWall_Sloped_Right_C) CONTENT: Sloped Tek Wall Right(/Engine/Transient.REINST_TekWall_Sloped_Right_SM_C_0) CONTENT: Sloped Tek Wall Right(/Engine/Transient.Default__REINST_TekWall_Sloped_Right_SM_C_9067) CONTENT: Sloped Tek Wall Right(/Engine/Transient.REINST_TekWall_Sloped_Right_SM_C_1) CONTENT: Tek Windowframe(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekWallWithWindow.Default__PrimalItemStructure_TekWallWithWindow_C) CONTENT: A composite Tek wall, with a hole for a window.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekWallWithWindow.Default__PrimalItemStructure_TekWallWithWindow_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekWallWithWindow.Default__PrimalItemStructure_TekWallWithWindow_C) CONTENT: Tek(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekWallWithWindow.Default__PrimalItemStructure_TekWallWithWindow_C) CONTENT: Tek Window Wall(/Engine/Transient.REINST_WindowWall_Tek_C_0) CONTENT: Tek Window(/Engine/Transient.REINST_Window_Tek_C_0) CONTENT: Tek Window(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekWindow.Default__PrimalItemStructure_TekWindow_C) CONTENT: Tek plates that cover windows to provide protection from projectiles and spying.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekWindow.Default__PrimalItemStructure_TekWindow_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekWindow.Default__PrimalItemStructure_TekWindow_C) CONTENT: Tek(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekWindow.Default__PrimalItemStructure_TekWindow_C) CONTENT: Tek Window(/Engine/Transient.Default__REINST_Window_Tek_C_9078) CONTENT: Tek Window(/Engine/Transient.REINST_Window_Tek_C_1) CONTENT: Tek Window Wall(/Engine/Transient.Default__REINST_WindowWall_Tek_C_9085) CONTENT: Tek Window Wall(/Engine/Transient.REINST_WindowWall_Tek_C_1) CONTENT: Metal Tree Platform(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Wooden/PrimalItemStructure_TreePlatform_Metal.Default__PrimalItemStructure_TreePlatform_Metal_C) CONTENT: Attaches to a large tree, enabling you to build on it!(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Wooden/PrimalItemStructure_TreePlatform_Metal.Default__PrimalItemStructure_TreePlatform_Metal_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Wooden/PrimalItemStructure_TreePlatform_Metal.Default__PrimalItemStructure_TreePlatform_Metal_C) CONTENT: Metal(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Wooden/PrimalItemStructure_TreePlatform_Metal.Default__PrimalItemStructure_TreePlatform_Metal_C) CONTENT: Metal Tree Platform(/Engine/Transient.REINST_TreePlatform_Metal_SM_C_0) CONTENT: Metal Tree Platform(/Engine/Transient.Default__REINST_TreePlatform_Metal_SM_C_9093) CONTENT: Metal Tree Platform(/Engine/Transient.REINST_TreePlatform_Metal_SM_C_1) CONTENT: Scope Attachment(/Game/PrimalEarth/CoreBlueprints/Items/WeaponAttachments/PrimalItemWeaponAttachment_Scope.Default__PrimalItemWeaponAttachment_Scope_C) CONTENT: The carefully shaped crystal lenses in this scope grant the user a telescopic aim when firing. Attach this to a supporting weapon to gain more accurate aiming. Supports: Pistols, Machined Shotgun, Machined Sniper and Longneck Rifle.(/Game/PrimalEarth/CoreBlueprints/Items/WeaponAttachments/PrimalItemWeaponAttachment_Scope.Default__PrimalItemWeaponAttachment_Scope_C) CONTENT: Silencer Attachment(/Game/PrimalEarth/CoreBlueprints/Items/WeaponAttachments/PrimalItemWeaponAttachment_Silencer.Default__PrimalItemWeaponAttachment_Silencer_C) CONTENT: The lubricated materials in this silencer slow the gases released from a gunshot, muffling the sounds. Attach this to a supporting weapon for reduced noise when firing. Supports: Longneck Rifle, Pistols, Assault Rifle.(/Game/PrimalEarth/CoreBlueprints/Items/WeaponAttachments/PrimalItemWeaponAttachment_Silencer.Default__PrimalItemWeaponAttachment_Silencer_C) CONTENT: Tek Grenade(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_TekGrenade.Default__PrimalItem_TekGrenade_C) CONTENT: Sticks to targets with a powerful Tek Explosion after 5 seconds. Equipping requires learning this Tekgram.(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_TekGrenade.Default__PrimalItem_TekGrenade_C) CONTENT: Weapons(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_TekGrenade.Default__PrimalItem_TekGrenade_C) CONTENT: Explosive(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_TekGrenade.Default__PrimalItem_TekGrenade_C) CONTENT: Handcuffs(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_WeaponHandcuffs.Default__PrimalItem_WeaponHandcuffs_C) CONTENT: Equip this onto an unconscious player, to and they'll be restrained when they wake up!(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_WeaponHandcuffs.Default__PrimalItem_WeaponHandcuffs_C) CONTENT: Offhand(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_WeaponHandcuffs.Default__PrimalItem_WeaponHandcuffs_C) CONTENT: Lance(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_WeaponLance.Default__PrimalItem_WeaponLance_C) CONTENT: Knock your foes oft their mounts! Can only be utilized when riding a mount.(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_WeaponLance.Default__PrimalItem_WeaponLance_C) CONTENT: Weapons(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_WeaponLance.Default__PrimalItem_WeaponLance_C) CONTENT: Melee(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_WeaponLance.Default__PrimalItem_WeaponLance_C) CONTENT: Human Hair(/Game/PrimalEarth/CoreBlueprints/Resources/PrimalItemResource_Hair.Default__PrimalItemResource_Hair_C) CONTENT: A lock of human hair!(/Game/PrimalEarth/CoreBlueprints/Resources/PrimalItemResource_Hair.Default__PrimalItemResource_Hair_C) CONTENT: DINO NAME(/Game/PrimalEarth/UI/ToolTipWidgetDinoItem_Inventory.ToolTipWidgetDinoItem_Inventory_C:WidgetTree_78.NameLabel) CONTENT: / (/Game/PrimalEarth/UI/ToolTipWidgetDinoItem_Inventory.ToolTipWidgetDinoItem_Inventory_C:WidgetTree_78.TypeNameSeparator) CONTENT: LEVEL: (/Game/PrimalEarth/UI/ToolTipWidgetDinoItem_Inventory.ToolTipWidgetDinoItem_Inventory_C:WidgetTree_78.TextBlock_0) CONTENT: 0(/Game/PrimalEarth/UI/ToolTipWidgetDinoItem_Inventory.ToolTipWidgetDinoItem_Inventory_C:WidgetTree_78.LevelLabel) CONTENT: Stat 1(/Game/PrimalEarth/UI/ToolTipWidgetDinoItem_Inventory.ToolTipWidgetDinoItem_Inventory_C:WidgetTree_78.StatLabel_1) CONTENT: Stat 2(/Game/PrimalEarth/UI/ToolTipWidgetDinoItem_Inventory.ToolTipWidgetDinoItem_Inventory_C:WidgetTree_78.StatLabel_2) CONTENT: Stat 3(/Game/PrimalEarth/UI/ToolTipWidgetDinoItem_Inventory.ToolTipWidgetDinoItem_Inventory_C:WidgetTree_78.StatLabel_3) CONTENT: Stat 4(/Game/PrimalEarth/UI/ToolTipWidgetDinoItem_Inventory.ToolTipWidgetDinoItem_Inventory_C:WidgetTree_78.StatLabel_4) CONTENT: Stat 5(/Game/PrimalEarth/UI/ToolTipWidgetDinoItem_Inventory.ToolTipWidgetDinoItem_Inventory_C:WidgetTree_78.StatLabel_5) CONTENT: Stat 6(/Game/PrimalEarth/UI/ToolTipWidgetDinoItem_Inventory.ToolTipWidgetDinoItem_Inventory_C:WidgetTree_78.StatLabel_6) CONTENT: Stat 7(/Game/PrimalEarth/UI/ToolTipWidgetDinoItem_Inventory.ToolTipWidgetDinoItem_Inventory_C:WidgetTree_78.StatLabel_7) CONTENT: Stat 8(/Game/PrimalEarth/UI/ToolTipWidgetDinoItem_Inventory.ToolTipWidgetDinoItem_Inventory_C:WidgetTree_78.StatLabel_8) CONTENT: Stat 9(/Game/PrimalEarth/UI/ToolTipWidgetDinoItem_Inventory.ToolTipWidgetDinoItem_Inventory_C:WidgetTree_78.StatLabel_9) CONTENT: Stat 10(/Game/PrimalEarth/UI/ToolTipWidgetDinoItem_Inventory.ToolTipWidgetDinoItem_Inventory_C:WidgetTree_78.StatLabel_10) CONTENT: KAPROSUCHUS /LEVEL: 208 /REPTILES / CARNIVORE(/Game/PrimalEarth/UI/Inventory/DataListButtonCenteredText.DataListButtonCenteredText_C:WidgetTree_960.DinoStatusLabel) CONTENT: 23:11:52(/Game/PrimalEarth/UI/Inventory/DataListButtonCenteredText.DataListButtonCenteredText_C:WidgetTree_960.DinoExpirationLabel) CONTENT: FACIAL HAIR(/Game/PrimalEarth/UI/HairStyleUI.HairStyleUI_C:WidgetTree_7170.FacialHairTabLabel) CONTENT: HEAD HAIR(/Game/PrimalEarth/UI/HairStyleUI.HairStyleUI_C:WidgetTree_7170.TextBlock_472) CONTENT: HAIR COLOR(/Game/PrimalEarth/UI/HairStyleUI.HairStyleUI_C:WidgetTree_7170.TextBlock_3598) CONTENT: HAIR LENGTH(/Game/PrimalEarth/UI/HairStyleUI.HairStyleUI_C:WidgetTree_7170.TextBlock_3599) CONTENT: HAIR LENGTH(/Game/PrimalEarth/UI/HairStyleUI.HairStyleUI_C:WidgetTree_7170.TextBlock_3600) CONTENT: HAIR STYLE(/Game/PrimalEarth/UI/HairStyleUI.HairStyleUI_C:WidgetTree_7170.TextBlock_3601) CONTENT: HAIR COLOR(/Game/PrimalEarth/UI/HairStyleUI.HairStyleUI_C:WidgetTree_7170.CreatureTitle) CONTENT: HAIR LENGTH(/Game/PrimalEarth/UI/HairStyleUI.HairStyleUI_C:WidgetTree_7170.TextBlock_234) CONTENT: HAIR LENGTH(/Game/PrimalEarth/UI/HairStyleUI.HairStyleUI_C:WidgetTree_7170.TextBlock_3302) CONTENT: HAIR STYLE(/Game/PrimalEarth/UI/HairStyleUI.HairStyleUI_C:WidgetTree_7170.TextBlock_3369) CONTENT: PAN(/Game/PrimalEarth/UI/HairStyleUI.HairStyleUI_C:WidgetTree_7170.TextBlock_655) CONTENT: ROTATE(/Game/PrimalEarth/UI/HairStyleUI.HairStyleUI_C:WidgetTree_7170.TextBlock_656) CONTENT: ZOOM(/Game/PrimalEarth/UI/HairStyleUI.HairStyleUI_C:WidgetTree_7170.TextBlock_657) CONTENT: HAIRCUT(/Game/PrimalEarth/UI/HairStyleUI.HairStyleUI_C:WidgetTree_7170.TextBlock_1053) CONTENT: CURRENT HAIR STYLE(/Game/PrimalEarth/UI/HairStyleUI.HairStyleUI_C:WidgetTree_7170.TextBlock_573) CONTENT: REMOVE DYE COLOR(/Game/PrimalEarth/UI/HairStyleUI.HairStyleUI_C:WidgetTree_7170.TextBlock_12) CONTENT: ACCEPT(/Game/PrimalEarth/UI/HairStyleUI.HairStyleUI_C:WidgetTree_7170.TextBlock_0) CONTENT: Warning: Hair length will be cut to zero when changing hairstyle!(/Game/PrimalEarth/UI/HairStyleUI.HairStyleUI_C:WidgetTree_7170.ChangeWarningLabel) CONTENT: CURRENT FACIAL HAIR STYLE(/Game/PrimalEarth/UI/HairStyleUI.HairStyleUI_C:WidgetTree_7170.TextBlock_591) CONTENT: [STYLE NAME](/Game/PrimalEarth/UI/HairStyleUI.HairStyleUI_C:WidgetTree_7170.CurrentHeadHair) CONTENT: [STYLE NAME](/Game/PrimalEarth/UI/HairStyleUI.HairStyleUI_C:WidgetTree_7170.CurrentFacialHair) CONTENT: CLOSE INVENTORY(/Game/PrimalEarth/UI/HairStyleUI.HairStyleUI_C:WidgetTree_7170.CloseButton) CONTENT: Scissors(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_WeaponScissors.Default__PrimalItem_WeaponScissors_C) CONTENT: Used for cutting hair & other materials!(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_WeaponScissors.Default__PrimalItem_WeaponScissors_C) CONTENT: Weapons(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_WeaponScissors.Default__PrimalItem_WeaponScissors_C) CONTENT: Misc(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_WeaponScissors.Default__PrimalItem_WeaponScissors_C) CONTENT: Shotgun(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_WeaponShotgun.Default__PrimalItem_WeaponShotgun_C) CONTENT: Very powerful up close, but less reliable with range.(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_WeaponShotgun.Default__PrimalItem_WeaponShotgun_C) CONTENT: Weapons(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_WeaponShotgun.Default__PrimalItem_WeaponShotgun_C) CONTENT: Firearms(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_WeaponShotgun.Default__PrimalItem_WeaponShotgun_C) CONTENT: Metal Sickle(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_WeaponSickle.Default__PrimalItem_WeaponSickle_C) CONTENT: A curved tool ideal for harvesting fiber from seed plants. Also useful for delicately shearing off slices of Prime Fish!(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_WeaponSickle.Default__PrimalItem_WeaponSickle_C) CONTENT: Weapons(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_WeaponSickle.Default__PrimalItem_WeaponSickle_C) CONTENT: Melee(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_WeaponSickle.Default__PrimalItem_WeaponSickle_C) CONTENT: Improvised Explosive Device(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_WeaponTripwireC4.Default__PrimalItem_WeaponTripwireC4_C) CONTENT: Place two of these near each other to create an explosive trap.(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_WeaponTripwireC4.Default__PrimalItem_WeaponTripwireC4_C) CONTENT: Weapons(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_WeaponTripwireC4.Default__PrimalItem_WeaponTripwireC4_C) CONTENT: Explosive(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_WeaponTripwireC4.Default__PrimalItem_WeaponTripwireC4_C) CONTENT: C4 Charge(/Engine/Transient.REINST_C4Tripwire_C_0) CONTENT: C4 Charge(/Engine/Transient.Default__REINST_C4Tripwire_C_9249) CONTENT: C4 Charge(/Engine/Transient.REINST_C4Tripwire_C_1) CONTENT: Radio(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItemRadio.Default__PrimalItemRadio_C) CONTENT: Use this to communicate securely over great distances.(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItemRadio.Default__PrimalItemRadio_C) CONTENT: Communications(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItemRadio.Default__PrimalItemRadio_C) CONTENT: Greenhouse Double Door(/Game/PrimalEarth/StructuresPlus/Doors/Doors_Double/Greenhouse/PrimalItemStructure_DoubleDoor_Greenhouse.Default__PrimalItemStructure_DoubleDoor_Greenhouse_C) CONTENT: A metal-framed, glass door that provides entrance to structures. Can be locked for security. Excellent for growing crops indoors.(/Game/PrimalEarth/StructuresPlus/Doors/Doors_Double/Greenhouse/PrimalItemStructure_DoubleDoor_Greenhouse.Default__PrimalItemStructure_DoubleDoor_Greenhouse_C) CONTENT: Structures(/Game/PrimalEarth/StructuresPlus/Doors/Doors_Double/Greenhouse/PrimalItemStructure_DoubleDoor_Greenhouse.Default__PrimalItemStructure_DoubleDoor_Greenhouse_C) CONTENT: Greenhouse(/Game/PrimalEarth/StructuresPlus/Doors/Doors_Double/Greenhouse/PrimalItemStructure_DoubleDoor_Greenhouse.Default__PrimalItemStructure_DoubleDoor_Greenhouse_C) CONTENT: Greenhouse Double Door(/Engine/Transient.REINST_BP_DoubleDoor_Greenhouse_C_0) CONTENT: Greenhouse Double Door(/Engine/Transient.Default__REINST_BP_DoubleDoor_Greenhouse_C_9260) CONTENT: Greenhouse Double Door(/Engine/Transient.REINST_BP_DoubleDoor_Greenhouse_C_1) CONTENT: Metal Double Door(/Game/PrimalEarth/StructuresPlus/Doors/Doors_Double/Metal/PrimalItemStructure_DoubleDoor_Metal.Default__PrimalItemStructure_DoubleDoor_Metal_C) CONTENT: A stable metal-plated concrete door that provides entance to structures. Can be locked for security.(/Game/PrimalEarth/StructuresPlus/Doors/Doors_Double/Metal/PrimalItemStructure_DoubleDoor_Metal.Default__PrimalItemStructure_DoubleDoor_Metal_C) CONTENT: Structures(/Game/PrimalEarth/StructuresPlus/Doors/Doors_Double/Metal/PrimalItemStructure_DoubleDoor_Metal.Default__PrimalItemStructure_DoubleDoor_Metal_C) CONTENT: Metal(/Game/PrimalEarth/StructuresPlus/Doors/Doors_Double/Metal/PrimalItemStructure_DoubleDoor_Metal.Default__PrimalItemStructure_DoubleDoor_Metal_C) CONTENT: Metal Double Door(/Engine/Transient.REINST_BP_DoubleDoor_Metal_C_0) CONTENT: Metal Double Door(/Engine/Transient.Default__REINST_BP_DoubleDoor_Metal_C_9268) CONTENT: Metal Double Door(/Engine/Transient.REINST_BP_DoubleDoor_Metal_C_1) CONTENT: Base-Class Tek Door(/Engine/Transient.REINST_Base_TekDoor_C_0) LITERAL: UpdateDoorInterp(/Game/PrimalEarth/StructuresPlus/Doors/Base_TekDoor.Base_TekDoor:EventGraph.K2Node_CallFunction_80593) LITERAL: CheckForDoorOpeners(/Game/PrimalEarth/StructuresPlus/Doors/Base_TekDoor.Base_TekDoor:EventGraph.K2Node_CallFunction_54278) LITERAL: CheckForDoorOpeners(/Game/PrimalEarth/StructuresPlus/Doors/Base_TekDoor.Base_TekDoor:EventGraph.K2Node_CallFunction_30755) LITERAL: CheckForDoorOpeners(/Game/PrimalEarth/StructuresPlus/Doors/Base_TekDoor.Base_TekDoor:BPGotoDoorState.K2Node_CallFunction_30755) LITERAL: Auto-Open Settings(/Game/PrimalEarth/StructuresPlus/Doors/Base_TekDoor.Base_TekDoor:BPGetMultiUseEntries.K2Node_MakeStruct_2418) LITERAL: Back(/Game/PrimalEarth/StructuresPlus/Doors/Base_TekDoor.Base_TekDoor:BPGetMultiUseEntries.K2Node_MakeStruct_2419) LITERAL: Auto-Open For Nearby Authorized Players(/Game/PrimalEarth/StructuresPlus/Doors/Base_TekDoor.Base_TekDoor:BPGetMultiUseEntries.K2Node_MakeStruct_2421) LITERAL: Don't Auto-Open(/Game/PrimalEarth/StructuresPlus/Doors/Base_TekDoor.Base_TekDoor:BPGetMultiUseEntries.K2Node_MakeStruct_2424) LITERAL: Stay-Open Settings(/Game/PrimalEarth/StructuresPlus/Doors/Base_TekDoor.Base_TekDoor:BPGetMultiUseEntries.K2Node_MakeStruct_2427) LITERAL: Back(/Game/PrimalEarth/StructuresPlus/Doors/Base_TekDoor.Base_TekDoor:BPGetMultiUseEntries.K2Node_MakeStruct_2428) LITERAL: Stay Open For Nearby Authorized Players(/Game/PrimalEarth/StructuresPlus/Doors/Base_TekDoor.Base_TekDoor:BPGetMultiUseEntries.K2Node_MakeStruct_2645) LITERAL: Stay Open for Nearby Authorized Players & Tamed Dinos(/Game/PrimalEarth/StructuresPlus/Doors/Base_TekDoor.Base_TekDoor:BPGetMultiUseEntries.K2Node_MakeStruct_2646) LITERAL: Don't Stay Open(/Game/PrimalEarth/StructuresPlus/Doors/Base_TekDoor.Base_TekDoor:BPGetMultiUseEntries.K2Node_MakeStruct_2647) LITERAL: Auto-Close Settings(/Game/PrimalEarth/StructuresPlus/Doors/Base_TekDoor.Base_TekDoor:BPGetMultiUseEntries.K2Node_MakeStruct_224) LITERAL: Back(/Game/PrimalEarth/StructuresPlus/Doors/Base_TekDoor.Base_TekDoor:BPGetMultiUseEntries.K2Node_MakeStruct_227) LITERAL: Auto-Close: 0.5 seconds(/Game/PrimalEarth/StructuresPlus/Doors/Base_TekDoor.Base_TekDoor:BPGetMultiUseEntries.K2Node_MakeStruct_1769) LITERAL: Auto-Close: 2 seconds(/Game/PrimalEarth/StructuresPlus/Doors/Base_TekDoor.Base_TekDoor:BPGetMultiUseEntries.K2Node_MakeStruct_2425) LITERAL: Auto-Close: 4 seconds(/Game/PrimalEarth/StructuresPlus/Doors/Base_TekDoor.Base_TekDoor:BPGetMultiUseEntries.K2Node_MakeStruct_2650) LITERAL: Auto-Close: 10 seconds(/Game/PrimalEarth/StructuresPlus/Doors/Base_TekDoor.Base_TekDoor:BPGetMultiUseEntries.K2Node_MakeStruct_2651) LITERAL: Auto-Close: 30 seconds(/Game/PrimalEarth/StructuresPlus/Doors/Base_TekDoor.Base_TekDoor:BPGetMultiUseEntries.K2Node_MakeStruct_2652) LITERAL: Auto-Close: 60 seconds(/Game/PrimalEarth/StructuresPlus/Doors/Base_TekDoor.Base_TekDoor:BPGetMultiUseEntries.K2Node_MakeStruct_26) LITERAL: Auto-Close: Never(/Game/PrimalEarth/StructuresPlus/Doors/Base_TekDoor.Base_TekDoor:BPGetMultiUseEntries.K2Node_MakeStruct_24) LITERAL: CheckForDoorOpeners(/Game/PrimalEarth/StructuresPlus/Doors/Base_TekDoor.Base_TekDoor:BPTryMultiUse.K2Node_CallFunction_66418) LITERAL: CheckForDoorOpeners(/Game/PrimalEarth/StructuresPlus/Doors/Base_TekDoor.Base_TekDoor:BPTryMultiUse.K2Node_CallFunction_68388) CONTENT: Base-Class Tek Door(/Engine/Transient.Default__REINST_Base_TekDoor_C_9276) CONTENT: Base-Class Tek Door(/Engine/Transient.REINST_Base_TekDoor_C_1) CONTENT: Tek Double Door(/Game/PrimalEarth/StructuresPlus/Doors/Doors_Double/Tek/PrimalItemStructure_DoubleDoor_Tek.Default__PrimalItemStructure_DoubleDoor_Tek_C) CONTENT: A stable composite Tek door that provides entance to structures. Can be locked for security.(/Game/PrimalEarth/StructuresPlus/Doors/Doors_Double/Tek/PrimalItemStructure_DoubleDoor_Tek.Default__PrimalItemStructure_DoubleDoor_Tek_C) CONTENT: Structures(/Game/PrimalEarth/StructuresPlus/Doors/Doors_Double/Tek/PrimalItemStructure_DoubleDoor_Tek.Default__PrimalItemStructure_DoubleDoor_Tek_C) CONTENT: Tek(/Game/PrimalEarth/StructuresPlus/Doors/Doors_Double/Tek/PrimalItemStructure_DoubleDoor_Tek.Default__PrimalItemStructure_DoubleDoor_Tek_C) CONTENT: Tek Double Door(/Engine/Transient.REINST_BP_DoubleDoor_Tek_C_0) CONTENT: Tek Double Doorframe(/Engine/Transient.REINST_BP_DoubleDoorframe_Tek_C_0) CONTENT: Tek Double Doorframe(/Game/PrimalEarth/StructuresPlus/Structures/Doorframes_Double/Tek/PrimalItemStructure_DoubleDoorframe_Tek.Default__PrimalItemStructure_DoubleDoorframe_Tek_C) CONTENT: A composite Tek wall that provides entrance to a structure.(/Game/PrimalEarth/StructuresPlus/Structures/Doorframes_Double/Tek/PrimalItemStructure_DoubleDoorframe_Tek.Default__PrimalItemStructure_DoubleDoorframe_Tek_C) CONTENT: Structures(/Game/PrimalEarth/StructuresPlus/Structures/Doorframes_Double/Tek/PrimalItemStructure_DoubleDoorframe_Tek.Default__PrimalItemStructure_DoubleDoorframe_Tek_C) CONTENT: Tek(/Game/PrimalEarth/StructuresPlus/Structures/Doorframes_Double/Tek/PrimalItemStructure_DoubleDoorframe_Tek.Default__PrimalItemStructure_DoubleDoorframe_Tek_C) CONTENT: Tek Double Doorframe(/Engine/Transient.Default__REINST_BP_DoubleDoorframe_Tek_C_9285) CONTENT: Tek Double Doorframe(/Engine/Transient.REINST_BP_DoubleDoorframe_Tek_C_1) CONTENT: Tek Double Door(/Engine/Transient.Default__REINST_BP_DoubleDoor_Tek_C_9292) CONTENT: Tek Double Door(/Engine/Transient.REINST_BP_DoubleDoor_Tek_C_1) CONTENT: Base Water Pipe Flexible(/Engine/Transient.REINST_Base_Pipe_Flex_C_0) LITERAL: Requires at least one nearby pipe to connect to.(/Game/PrimalEarth/StructuresPlus/Pipes/Flex/Base_Pipe_Flex.Base_Pipe_Flex:BPOverrideCantBuildReasonString.K2Node_CallFunction_340452) LITERAL: Refresh Connections(/Game/PrimalEarth/StructuresPlus/Pipes/Flex/Base_Pipe_Flex.Base_Pipe_Flex:BPGetMultiUseEntries.K2Node_MakeStruct_2338) CONTENT: Base Water Pipe Flexible(/Engine/Transient.Default__REINST_Base_Pipe_Flex_C_9307) CONTENT: Base Water Pipe Flexible(/Engine/Transient.REINST_Base_Pipe_Flex_C_1) CONTENT: Metal Irrigation Pipe - Flexible(/Game/PrimalEarth/StructuresPlus/Pipes/Flex/Metal/PrimalItemStructure_PipeFlex_Metal.Default__PrimalItemStructure_PipeFlex_Metal_C) CONTENT: Connects nearby pipes dynamically.(/Game/PrimalEarth/StructuresPlus/Pipes/Flex/Metal/PrimalItemStructure_PipeFlex_Metal.Default__PrimalItemStructure_PipeFlex_Metal_C) CONTENT: Metal(/Game/PrimalEarth/StructuresPlus/Pipes/Flex/Metal/PrimalItemStructure_PipeFlex_Metal.Default__PrimalItemStructure_PipeFlex_Metal_C) CONTENT: Pipes(/Game/PrimalEarth/StructuresPlus/Pipes/Flex/Metal/PrimalItemStructure_PipeFlex_Metal.Default__PrimalItemStructure_PipeFlex_Metal_C) CONTENT: Flexible Metal Water Pipe(/Game/PrimalEarth/StructuresPlus/Pipes/Flex/Metal/BP_PipeFlex_Metal.Default__BP_PipeFlex_Metal_C) CONTENT: Greenhouse Triangle Ceiling(/Game/PrimalEarth/StructuresPlus/Structures/Ceilings/Triangle/Greenhouse/PrimalItemStructure_TriCeiling_Greenhouse.Default__PrimalItemStructure_TriCeiling_Greenhouse_C) CONTENT: A metal-framed, glass ceiling that provides insulation, and doubles as a floor for higher levels. Excellent for growing crops indoors.(/Game/PrimalEarth/StructuresPlus/Structures/Ceilings/Triangle/Greenhouse/PrimalItemStructure_TriCeiling_Greenhouse.Default__PrimalItemStructure_TriCeiling_Greenhouse_C) CONTENT: Greenhouse(/Game/PrimalEarth/StructuresPlus/Structures/Ceilings/Triangle/Greenhouse/PrimalItemStructure_TriCeiling_Greenhouse.Default__PrimalItemStructure_TriCeiling_Greenhouse_C) CONTENT: Greenhouse Triangle Ceiling(/Engine/Transient.REINST_BP_TriCeiling_Greenhouse_C_0) CONTENT: Greenhouse Triangle Ceiling(/Engine/Transient.Default__REINST_BP_TriCeiling_Greenhouse_C_9316) CONTENT: Greenhouse Triangle Ceiling(/Engine/Transient.REINST_BP_TriCeiling_Greenhouse_C_1) CONTENT: Metal Triangle Ceiling(/Game/PrimalEarth/StructuresPlus/Structures/Ceilings/Triangle/Metal/PrimalItemStructure_TriCeiling_Metal.Default__PrimalItemStructure_TriCeiling_Metal_C) CONTENT: A stable metal-plated concrete ceiling that provides insulation, and doubles as a floor for higher levels.(/Game/PrimalEarth/StructuresPlus/Structures/Ceilings/Triangle/Metal/PrimalItemStructure_TriCeiling_Metal.Default__PrimalItemStructure_TriCeiling_Metal_C) CONTENT: Metal(/Game/PrimalEarth/StructuresPlus/Structures/Ceilings/Triangle/Metal/PrimalItemStructure_TriCeiling_Metal.Default__PrimalItemStructure_TriCeiling_Metal_C) CONTENT: Metal Triangle Ceiling(/Engine/Transient.REINST_BP_TriCeiling_Metal_C_0) CONTENT: Metal Triangle Ceiling(/Engine/Transient.Default__REINST_BP_TriCeiling_Metal_C_9324) CONTENT: Metal Triangle Ceiling(/Engine/Transient.REINST_BP_TriCeiling_Metal_C_1) CONTENT: Tek Triangle Ceiling(/Game/PrimalEarth/StructuresPlus/Structures/Ceilings/Triangle/Tek/PrimalItemStructure_TriCeiling_Tek.Default__PrimalItemStructure_TriCeiling_Tek_C) CONTENT: An incredibly durable composite Tek ceiling that provides insulation, and doubles as a floor for higher levels.(/Game/PrimalEarth/StructuresPlus/Structures/Ceilings/Triangle/Tek/PrimalItemStructure_TriCeiling_Tek.Default__PrimalItemStructure_TriCeiling_Tek_C) CONTENT: Tek(/Game/PrimalEarth/StructuresPlus/Structures/Ceilings/Triangle/Tek/PrimalItemStructure_TriCeiling_Tek.Default__PrimalItemStructure_TriCeiling_Tek_C) CONTENT: Tek Triangle Ceiling(/Engine/Transient.REINST_BP_TriCeiling_Tek_C_0) CONTENT: Tek Triangle Ceiling(/Engine/Transient.Default__REINST_BP_TriCeiling_Tek_C_9333) CONTENT: Tek Triangle Ceiling(/Engine/Transient.REINST_BP_TriCeiling_Tek_C_1) CONTENT: Greenhouse Double Doorframe(/Game/PrimalEarth/StructuresPlus/Structures/Doorframes_Double/Greenhouse/PrimalItemStructure_DoubleDoorframe_Greenhouse.Default__PrimalItemStructure_DoubleDoorframe_Greenhouse_C) CONTENT: A metal-framed, glass wall that provides entrance to a structure. Excellent for growing crops indoors.(/Game/PrimalEarth/StructuresPlus/Structures/Doorframes_Double/Greenhouse/PrimalItemStructure_DoubleDoorframe_Greenhouse.Default__PrimalItemStructure_DoubleDoorframe_Greenhouse_C) CONTENT: Structures(/Game/PrimalEarth/StructuresPlus/Structures/Doorframes_Double/Greenhouse/PrimalItemStructure_DoubleDoorframe_Greenhouse.Default__PrimalItemStructure_DoubleDoorframe_Greenhouse_C) CONTENT: Greenhouse(/Game/PrimalEarth/StructuresPlus/Structures/Doorframes_Double/Greenhouse/PrimalItemStructure_DoubleDoorframe_Greenhouse.Default__PrimalItemStructure_DoubleDoorframe_Greenhouse_C) CONTENT: Greenhouse Double Doorframe(/Engine/Transient.REINST_BP_DoubleDoorframe_Greenhouse_C_0) CONTENT: Greenhouse Double Doorframe(/Engine/Transient.Default__REINST_BP_DoubleDoorframe_Greenhouse_C_9341) CONTENT: Greenhouse Double Doorframe(/Engine/Transient.REINST_BP_DoubleDoorframe_Greenhouse_C_1) CONTENT: Metal Double Doorframe(/Game/PrimalEarth/StructuresPlus/Structures/Doorframes_Double/Metal/PrimalItemStructure_DoubleDoorframe_Metal.Default__PrimalItemStructure_DoubleDoorframe_Metal_C) CONTENT: A metal-plated concrete wall that provides entrance to a structure.(/Game/PrimalEarth/StructuresPlus/Structures/Doorframes_Double/Metal/PrimalItemStructure_DoubleDoorframe_Metal.Default__PrimalItemStructure_DoubleDoorframe_Metal_C) CONTENT: Structures(/Game/PrimalEarth/StructuresPlus/Structures/Doorframes_Double/Metal/PrimalItemStructure_DoubleDoorframe_Metal.Default__PrimalItemStructure_DoubleDoorframe_Metal_C) CONTENT: Metal(/Game/PrimalEarth/StructuresPlus/Structures/Doorframes_Double/Metal/PrimalItemStructure_DoubleDoorframe_Metal.Default__PrimalItemStructure_DoubleDoorframe_Metal_C) CONTENT: Metal Double Doorframe(/Engine/Transient.REINST_BP_DoubleDoorframe_Metal_C_0) CONTENT: Metal Double Doorframe(/Engine/Transient.Default__REINST_BP_DoubleDoorframe_Metal_C_9349) CONTENT: Metal Double Doorframe(/Engine/Transient.REINST_BP_DoubleDoorframe_Metal_C_1) CONTENT: Metal Fence Support(/Game/PrimalEarth/StructuresPlus/Structures/FenceSupports/Metal/PrimalItemStructure_FenceSupport_Metal.Default__PrimalItemStructure_FenceSupport_Metal_C) CONTENT: Acts as a foundation so you can build on fence walls. Doesn't follow ground so can build level fences.(/Game/PrimalEarth/StructuresPlus/Structures/FenceSupports/Metal/PrimalItemStructure_FenceSupport_Metal.Default__PrimalItemStructure_FenceSupport_Metal_C) CONTENT: Structures(/Game/PrimalEarth/StructuresPlus/Structures/FenceSupports/Metal/PrimalItemStructure_FenceSupport_Metal.Default__PrimalItemStructure_FenceSupport_Metal_C) CONTENT: Metal(/Game/PrimalEarth/StructuresPlus/Structures/FenceSupports/Metal/PrimalItemStructure_FenceSupport_Metal.Default__PrimalItemStructure_FenceSupport_Metal_C) CONTENT: Metal Fence Support(/Engine/Transient.REINST_BP_FenceSupport_Metal_C_0) CONTENT: Metal Fence Support(/Engine/Transient.Default__REINST_BP_FenceSupport_Metal_C_9364) CONTENT: Metal Fence Support(/Engine/Transient.REINST_BP_FenceSupport_Metal_C_1) CONTENT: Tek Fence Support(/Game/PrimalEarth/StructuresPlus/Structures/FenceSupports/Tek/PrimalItemStructure_FenceSupport_Tek.Default__PrimalItemStructure_FenceSupport_Tek_C) CONTENT: Acts as a foundation so you can build on fence walls. Doesn't follow ground so can build level fences.(/Game/PrimalEarth/StructuresPlus/Structures/FenceSupports/Tek/PrimalItemStructure_FenceSupport_Tek.Default__PrimalItemStructure_FenceSupport_Tek_C) CONTENT: Structures(/Game/PrimalEarth/StructuresPlus/Structures/FenceSupports/Tek/PrimalItemStructure_FenceSupport_Tek.Default__PrimalItemStructure_FenceSupport_Tek_C) CONTENT: Tek(/Game/PrimalEarth/StructuresPlus/Structures/FenceSupports/Tek/PrimalItemStructure_FenceSupport_Tek.Default__PrimalItemStructure_FenceSupport_Tek_C) CONTENT: Tek Fence Support(/Engine/Transient.REINST_BP_FenceSupport_Tek_C_0) CONTENT: Tek Fence Support(/Engine/Transient.Default__REINST_BP_FenceSupport_Tek_C_9373) CONTENT: Tek Fence Support(/Engine/Transient.REINST_BP_FenceSupport_Tek_C_1) CONTENT: Metal Triangle Foundation(/Game/PrimalEarth/StructuresPlus/Structures/Foundations/Triangle/Metal/PrimalItemStructure_TriFoundation_Metal.Default__PrimalItemStructure_TriFoundation_Metal_C) CONTENT: Required to build structures in an area. Triangle shaped.(/Game/PrimalEarth/StructuresPlus/Structures/Foundations/Triangle/Metal/PrimalItemStructure_TriFoundation_Metal.Default__PrimalItemStructure_TriFoundation_Metal_C) CONTENT: Metal(/Game/PrimalEarth/StructuresPlus/Structures/Foundations/Triangle/Metal/PrimalItemStructure_TriFoundation_Metal.Default__PrimalItemStructure_TriFoundation_Metal_C) CONTENT: Metal Triangle Foundation(/Engine/Transient.REINST_BP_TriFoundation_Metal_C_0) CONTENT: Metal Triangle Foundation(/Engine/Transient.Default__REINST_BP_TriFoundation_Metal_C_9381) CONTENT: Metal Triangle Foundation(/Engine/Transient.REINST_BP_TriFoundation_Metal_C_1) CONTENT: Tek Triangle Foundation(/Game/PrimalEarth/StructuresPlus/Structures/Foundations/Triangle/Tek/PrimalItemStructure_TriFoundation_Tek.Default__PrimalItemStructure_TriFoundation_Tek_C) CONTENT: Required to build structures in an area. Triangle shaped.(/Game/PrimalEarth/StructuresPlus/Structures/Foundations/Triangle/Tek/PrimalItemStructure_TriFoundation_Tek.Default__PrimalItemStructure_TriFoundation_Tek_C) CONTENT: Tek(/Game/PrimalEarth/StructuresPlus/Structures/Foundations/Triangle/Tek/PrimalItemStructure_TriFoundation_Tek.Default__PrimalItemStructure_TriFoundation_Tek_C) CONTENT: Tek Triangle Foundation(/Engine/Transient.REINST_BP_TriFoundation_Tek_C_0) CONTENT: Tek Triangle Foundation(/Engine/Transient.Default__REINST_BP_TriFoundation_Tek_C_9390) CONTENT: Tek Triangle Foundation(/Engine/Transient.REINST_BP_TriFoundation_Tek_C_1) CONTENT: Metal Stairs(/Game/PrimalEarth/StructuresPlus/Structures/Ramps/Metal/PrimalItemStructure_Ramp_Metal.Default__PrimalItemStructure_Ramp_Metal_C) CONTENT: Metal-plated concrete stairs for travelling up or down levels. Can be switched to a ramp variant.(/Game/PrimalEarth/StructuresPlus/Structures/Ramps/Metal/PrimalItemStructure_Ramp_Metal.Default__PrimalItemStructure_Ramp_Metal_C) CONTENT: Metal(/Game/PrimalEarth/StructuresPlus/Structures/Ramps/Metal/PrimalItemStructure_Ramp_Metal.Default__PrimalItemStructure_Ramp_Metal_C) CONTENT: Stairs(/Engine/Transient.REINST_BP_Ramp_Metal_C_0) CONTENT: Ramp(/Engine/Transient.REINST_BP_Ramp_Metal_C_0) CONTENT: Metal Stairs(/Engine/Transient.REINST_BP_Ramp_Metal_C_0) CONTENT: Stairs(/Engine/Transient.Default__REINST_BP_Ramp_Metal_C_9398) CONTENT: Ramp(/Engine/Transient.Default__REINST_BP_Ramp_Metal_C_9398) CONTENT: Metal Stairs(/Engine/Transient.Default__REINST_BP_Ramp_Metal_C_9398) CONTENT: Stairs(/Engine/Transient.REINST_BP_Ramp_Metal_C_1) CONTENT: Ramp(/Engine/Transient.REINST_BP_Ramp_Metal_C_1) CONTENT: Metal Stairs(/Engine/Transient.REINST_BP_Ramp_Metal_C_1) CONTENT: Tek Stairs(/Game/PrimalEarth/StructuresPlus/Structures/Ramps/Tek/PrimalItemStructure_Ramp_Tek.Default__PrimalItemStructure_Ramp_Tek_C) CONTENT: Composite Tek stairs for travelling up or down levels. Can be switched to a ramp variant.(/Game/PrimalEarth/StructuresPlus/Structures/Ramps/Tek/PrimalItemStructure_Ramp_Tek.Default__PrimalItemStructure_Ramp_Tek_C) CONTENT: Tek(/Game/PrimalEarth/StructuresPlus/Structures/Ramps/Tek/PrimalItemStructure_Ramp_Tek.Default__PrimalItemStructure_Ramp_Tek_C) CONTENT: Stairs(/Engine/Transient.REINST_BP_Ramp_Tek_C_0) CONTENT: Ramp(/Engine/Transient.REINST_BP_Ramp_Tek_C_0) CONTENT: Tek Stairs(/Engine/Transient.REINST_BP_Ramp_Tek_C_0) CONTENT: Stairs(/Engine/Transient.Default__REINST_BP_Ramp_Tek_C_9407) CONTENT: Ramp(/Engine/Transient.Default__REINST_BP_Ramp_Tek_C_9407) CONTENT: Tek Stairs(/Engine/Transient.Default__REINST_BP_Ramp_Tek_C_9407) CONTENT: Stairs(/Engine/Transient.REINST_BP_Ramp_Tek_C_1) CONTENT: Ramp(/Engine/Transient.REINST_BP_Ramp_Tek_C_1) CONTENT: Tek Stairs(/Engine/Transient.REINST_BP_Ramp_Tek_C_1) CONTENT: Greenhouse Triangle Roof(/Game/PrimalEarth/StructuresPlus/Structures/Roofs_Tri/Greenhouse/PrimalItemStructure_TriRoof_Greenhouse.Default__PrimalItemStructure_TriRoof_Greenhouse_C) CONTENT: A sloped greenhouse triangle roof.(/Game/PrimalEarth/StructuresPlus/Structures/Roofs_Tri/Greenhouse/PrimalItemStructure_TriRoof_Greenhouse.Default__PrimalItemStructure_TriRoof_Greenhouse_C) CONTENT: Structures(/Game/PrimalEarth/StructuresPlus/Structures/Roofs_Tri/Greenhouse/PrimalItemStructure_TriRoof_Greenhouse.Default__PrimalItemStructure_TriRoof_Greenhouse_C) CONTENT: Greenhouse(/Game/PrimalEarth/StructuresPlus/Structures/Roofs_Tri/Greenhouse/PrimalItemStructure_TriRoof_Greenhouse.Default__PrimalItemStructure_TriRoof_Greenhouse_C) CONTENT: Greenhouse Triangle Roof(/Engine/Transient.REINST_BP_TriRoof_Greenhouse_C_0) CONTENT: Greenhouse Triangle Roof(/Engine/Transient.Default__REINST_BP_TriRoof_Greenhouse_C_9415) CONTENT: Greenhouse Triangle Roof(/Engine/Transient.REINST_BP_TriRoof_Greenhouse_C_1) CONTENT: Metal Triangle Roof(/Game/PrimalEarth/StructuresPlus/Structures/Roofs_Tri/Metal/PrimalItemStructure_TriRoof_Metal.Default__PrimalItemStructure_TriRoof_Metal_C) CONTENT: A sloped metal triangle roof.(/Game/PrimalEarth/StructuresPlus/Structures/Roofs_Tri/Metal/PrimalItemStructure_TriRoof_Metal.Default__PrimalItemStructure_TriRoof_Metal_C) CONTENT: Structures(/Game/PrimalEarth/StructuresPlus/Structures/Roofs_Tri/Metal/PrimalItemStructure_TriRoof_Metal.Default__PrimalItemStructure_TriRoof_Metal_C) CONTENT: Metal(/Game/PrimalEarth/StructuresPlus/Structures/Roofs_Tri/Metal/PrimalItemStructure_TriRoof_Metal.Default__PrimalItemStructure_TriRoof_Metal_C) CONTENT: Metal Triangle Roof(/Engine/Transient.REINST_BP_TriRoof_Metal_C_0) CONTENT: Metal Triangle Roof(/Engine/Transient.Default__REINST_BP_TriRoof_Metal_C_9423) CONTENT: Metal Triangle Roof(/Engine/Transient.REINST_BP_TriRoof_Metal_C_1) CONTENT: Tek Triangle Roof(/Game/PrimalEarth/StructuresPlus/Structures/Roofs_Tri/Tek/PrimalItemStructure_TriRoof_Tek.Default__PrimalItemStructure_TriRoof_Tek_C) CONTENT: A sloped Tek triangle roof.(/Game/PrimalEarth/StructuresPlus/Structures/Roofs_Tri/Tek/PrimalItemStructure_TriRoof_Tek.Default__PrimalItemStructure_TriRoof_Tek_C) CONTENT: Structures(/Game/PrimalEarth/StructuresPlus/Structures/Roofs_Tri/Tek/PrimalItemStructure_TriRoof_Tek.Default__PrimalItemStructure_TriRoof_Tek_C) CONTENT: Tek(/Game/PrimalEarth/StructuresPlus/Structures/Roofs_Tri/Tek/PrimalItemStructure_TriRoof_Tek.Default__PrimalItemStructure_TriRoof_Tek_C) CONTENT: Tek Triangle Roof(/Engine/Transient.REINST_BP_TriRoof_Tek_C_0) CONTENT: Tek Triangle Roof(/Engine/Transient.Default__REINST_BP_TriRoof_Tek_C_9432) CONTENT: Tek Triangle Roof(/Engine/Transient.REINST_BP_TriRoof_Tek_C_1) CONTENT: Large Metal Wall(/Game/PrimalEarth/StructuresPlus/Structures/Walls_L/Metal/PrimalItemStructure_LargeWall_Metal.Default__PrimalItemStructure_LargeWall_Metal_C) CONTENT: A wall that is as tall as four normal walls.(/Game/PrimalEarth/StructuresPlus/Structures/Walls_L/Metal/PrimalItemStructure_LargeWall_Metal.Default__PrimalItemStructure_LargeWall_Metal_C) CONTENT: Structures(/Game/PrimalEarth/StructuresPlus/Structures/Walls_L/Metal/PrimalItemStructure_LargeWall_Metal.Default__PrimalItemStructure_LargeWall_Metal_C) CONTENT: Metal(/Game/PrimalEarth/StructuresPlus/Structures/Walls_L/Metal/PrimalItemStructure_LargeWall_Metal.Default__PrimalItemStructure_LargeWall_Metal_C) CONTENT: Large Metal Wall(/Engine/Transient.REINST_BP_LargeWall_Metal_C_0) CONTENT: Large Metal Wall(/Engine/Transient.Default__REINST_BP_LargeWall_Metal_C_9440) CONTENT: Large Metal Wall(/Engine/Transient.REINST_BP_LargeWall_Metal_C_1) CONTENT: Large Tek Wall(/Game/PrimalEarth/StructuresPlus/Structures/Walls_L/Tek/PrimalItemStructure_LargeWall_Tek.Default__PrimalItemStructure_LargeWall_Tek_C) CONTENT: A wall that is as tall as four normal walls.(/Game/PrimalEarth/StructuresPlus/Structures/Walls_L/Tek/PrimalItemStructure_LargeWall_Tek.Default__PrimalItemStructure_LargeWall_Tek_C) CONTENT: Structures(/Game/PrimalEarth/StructuresPlus/Structures/Walls_L/Tek/PrimalItemStructure_LargeWall_Tek.Default__PrimalItemStructure_LargeWall_Tek_C) CONTENT: Tek(/Game/PrimalEarth/StructuresPlus/Structures/Walls_L/Tek/PrimalItemStructure_LargeWall_Tek.Default__PrimalItemStructure_LargeWall_Tek_C) CONTENT: Large Tek Wall(/Engine/Transient.REINST_BP_LargeWall_Tek_C_0) CONTENT: Large Tek Wall(/Engine/Transient.Default__REINST_BP_LargeWall_Tek_C_9449) CONTENT: Large Tek Wall(/Engine/Transient.REINST_BP_LargeWall_Tek_C_1) LITERAL: AndrewsarchusSaddle.pnt(/Game/PrimalEarth/CoreBlueprints/Weapons/WeapCamera.WeapCamera:BPTryFireWeapon.K2Node_CallFunction_16180) LITERAL: Andrewsarchus Mode Disabled(/Game/PrimalEarth/CoreBlueprints/Weapons/WeapCamera.WeapCamera:BP_OnReloadNotify.K2Node_Select_23) LITERAL: Andrewsarchus Mode Enabled(/Game/PrimalEarth/CoreBlueprints/Weapons/WeapCamera.WeapCamera:BP_OnReloadNotify.K2Node_Select_23) CONTENT: Camera(/Game/PrimalEarth/Test/PrimalItem_Camera.Default__PrimalItem_Camera_C) CONTENT: Equip, target, and take a shot!.(/Game/PrimalEarth/Test/PrimalItem_Camera.Default__PrimalItem_Camera_C) CONTENT: Misc(/Game/PrimalEarth/Test/PrimalItem_Camera.Default__PrimalItem_Camera_C) CONTENT: Compass(/Game/PrimalEarth/Test/PrimalItem_WeaponCompass.Default__PrimalItem_WeaponCompass_C) CONTENT: Use this to find which direction you are travelling.(/Game/PrimalEarth/Test/PrimalItem_WeaponCompass.Default__PrimalItem_WeaponCompass_C) CONTENT: Navigation(/Game/PrimalEarth/Test/PrimalItem_WeaponCompass.Default__PrimalItem_WeaponCompass_C) CONTENT: Mantis Saddle(/Game/ScorchedEarth/Dinos/Mantis/PrimalItemArmor_MantisSaddle.Default__PrimalItemArmor_MantisSaddle_C) CONTENT: Equip a Mantis with this to ride it.(/Game/ScorchedEarth/Dinos/Mantis/PrimalItemArmor_MantisSaddle.Default__PrimalItemArmor_MantisSaddle_C) CONTENT: Saddles(/Game/ScorchedEarth/Dinos/Mantis/PrimalItemArmor_MantisSaddle.Default__PrimalItemArmor_MantisSaddle_C) CONTENT: Rock Golem Saddle(/Game/ScorchedEarth/Dinos/RockGolem/PrimalItemArmor_RockGolemSaddle.Default__PrimalItemArmor_RockGolemSaddle_C) CONTENT: Equip a Rock Golem with this to ride it.(/Game/ScorchedEarth/Dinos/RockGolem/PrimalItemArmor_RockGolemSaddle.Default__PrimalItemArmor_RockGolemSaddle_C) CONTENT: Saddles(/Game/ScorchedEarth/Dinos/RockGolem/PrimalItemArmor_RockGolemSaddle.Default__PrimalItemArmor_RockGolemSaddle_C) CONTENT: Thorny Dragon Saddle(/Game/ScorchedEarth/Dinos/SpineyLizard/PrimalItemArmor_SpineyLizardSaddle.Default__PrimalItemArmor_SpineyLizardSaddle_C) CONTENT: Equip a Thorny Dragon with this to ride it.(/Game/ScorchedEarth/Dinos/SpineyLizard/PrimalItemArmor_SpineyLizardSaddle.Default__PrimalItemArmor_SpineyLizardSaddle_C) CONTENT: Saddles(/Game/ScorchedEarth/Dinos/SpineyLizard/PrimalItemArmor_SpineyLizardSaddle.Default__PrimalItemArmor_SpineyLizardSaddle_C) CONTENT: Desert Cloth Boots(/Game/ScorchedEarth/Outfits/PrimalItemArmor_DesertClothBoots.Default__PrimalItemArmor_DesertClothBoots_C) CONTENT: Hide-soled shoes provide some protection from the heat and cold, but only minimal protection from injuries.(/Game/ScorchedEarth/Outfits/PrimalItemArmor_DesertClothBoots.Default__PrimalItemArmor_DesertClothBoots_C) CONTENT: Armor(/Game/ScorchedEarth/Outfits/PrimalItemArmor_DesertClothBoots.Default__PrimalItemArmor_DesertClothBoots_C) CONTENT: Desert Cloth(/Game/ScorchedEarth/Outfits/PrimalItemArmor_DesertClothBoots.Default__PrimalItemArmor_DesertClothBoots_C) CONTENT: Desert Cloth Gloves(/Game/ScorchedEarth/Outfits/PrimalItemArmor_DesertClothGloves.Default__PrimalItemArmor_DesertClothGloves_C) CONTENT: Hide-padded gloves provide some protection from the heat and cold, but only minimal protection from injuries.(/Game/ScorchedEarth/Outfits/PrimalItemArmor_DesertClothGloves.Default__PrimalItemArmor_DesertClothGloves_C) CONTENT: Armor(/Game/ScorchedEarth/Outfits/PrimalItemArmor_DesertClothGloves.Default__PrimalItemArmor_DesertClothGloves_C) CONTENT: Desert Cloth(/Game/ScorchedEarth/Outfits/PrimalItemArmor_DesertClothGloves.Default__PrimalItemArmor_DesertClothGloves_C) CONTENT: Desert Cloth Pants(/Game/ScorchedEarth/Outfits/PrimalItemArmor_DesertClothPants.Default__PrimalItemArmor_DesertClothPants_C) CONTENT: Provides some protection from the heat and cold, but only minimal protection from injuries.(/Game/ScorchedEarth/Outfits/PrimalItemArmor_DesertClothPants.Default__PrimalItemArmor_DesertClothPants_C) CONTENT: Armor(/Game/ScorchedEarth/Outfits/PrimalItemArmor_DesertClothPants.Default__PrimalItemArmor_DesertClothPants_C) CONTENT: Desert Cloth(/Game/ScorchedEarth/Outfits/PrimalItemArmor_DesertClothPants.Default__PrimalItemArmor_DesertClothPants_C) CONTENT: Desert Cloth Shirt(/Game/ScorchedEarth/Outfits/PrimalItemArmor_DesertClothShirt.Default__PrimalItemArmor_DesertClothShirt_C) CONTENT: Provides some protection from the heat and cold, but only minimal protection from injuries.(/Game/ScorchedEarth/Outfits/PrimalItemArmor_DesertClothShirt.Default__PrimalItemArmor_DesertClothShirt_C) CONTENT: Armor(/Game/ScorchedEarth/Outfits/PrimalItemArmor_DesertClothShirt.Default__PrimalItemArmor_DesertClothShirt_C) CONTENT: Desert Cloth(/Game/ScorchedEarth/Outfits/PrimalItemArmor_DesertClothShirt.Default__PrimalItemArmor_DesertClothShirt_C) CONTENT: Giant Adobe Trapdoor(/Game/ScorchedEarth/Structures/Adobe/Blueprints/PrimalItemStructure_AdobeCeilingDoorGiant.Default__PrimalItemStructure_AdobeCeilingDoorGiant_C) CONTENT: A large adobe gate that can be used with a Gateway to keep most dinosaurs in or out.(/Game/ScorchedEarth/Structures/Adobe/Blueprints/PrimalItemStructure_AdobeCeilingDoorGiant.Default__PrimalItemStructure_AdobeCeilingDoorGiant_C) CONTENT: Structures(/Game/ScorchedEarth/Structures/Adobe/Blueprints/PrimalItemStructure_AdobeCeilingDoorGiant.Default__PrimalItemStructure_AdobeCeilingDoorGiant_C) CONTENT: Adobe(/Game/ScorchedEarth/Structures/Adobe/Blueprints/PrimalItemStructure_AdobeCeilingDoorGiant.Default__PrimalItemStructure_AdobeCeilingDoorGiant_C) CONTENT: Giant Adobe Hatchframe(/Game/ScorchedEarth/Structures/Adobe/Blueprints/PrimalItemStructure_AdobeCeilingWithDoorWay_Giant.Default__PrimalItemStructure_AdobeCeilingWithDoorWay_Giant_C) CONTENT: This Giant Adobe concrete ceiling has a hole in it for trapdoors.(/Game/ScorchedEarth/Structures/Adobe/Blueprints/PrimalItemStructure_AdobeCeilingWithDoorWay_Giant.Default__PrimalItemStructure_AdobeCeilingWithDoorWay_Giant_C) CONTENT: Structures(/Game/ScorchedEarth/Structures/Adobe/Blueprints/PrimalItemStructure_AdobeCeilingWithDoorWay_Giant.Default__PrimalItemStructure_AdobeCeilingWithDoorWay_Giant_C) CONTENT: Adobe(/Game/ScorchedEarth/Structures/Adobe/Blueprints/PrimalItemStructure_AdobeCeilingWithDoorWay_Giant.Default__PrimalItemStructure_AdobeCeilingWithDoorWay_Giant_C) CONTENT: Giant Adobe Hatchframe(/Engine/Transient.REINST_SM_AdobeCeilingDoorWay_Giant_BP_C_0) CONTENT: Giant Adobe Hatchframe(/Engine/Transient.Default__REINST_SM_AdobeCeilingDoorWay_Giant_BP_C_9483) CONTENT: Giant Adobe Hatchframe(/Engine/Transient.REINST_SM_AdobeCeilingDoorWay_Giant_BP_C_1) CONTENT: Metal Behemoth Gate(/Engine/Transient.REINST_Gate_Large_AdobeBase_C_0) CONTENT: Metal Behemoth Gate(/Engine/Transient.Default__REINST_Gate_Large_AdobeBase_C_9491) CONTENT: Metal Behemoth Gate(/Engine/Transient.REINST_Gate_Large_AdobeBase_C_1) CONTENT: Behemoth Adobe Dinosaur Gate(/Game/ScorchedEarth/Structures/Adobe/Blueprints/PrimalItemStructure_AdobeGateDoor_Large.Default__PrimalItemStructure_AdobeGateDoor_Large_C) CONTENT: A large, reinforced adobe gate that can be used with a Behemoth Gateway to keep dinosaurs in or out.(/Game/ScorchedEarth/Structures/Adobe/Blueprints/PrimalItemStructure_AdobeGateDoor_Large.Default__PrimalItemStructure_AdobeGateDoor_Large_C) CONTENT: Structures(/Game/ScorchedEarth/Structures/Adobe/Blueprints/PrimalItemStructure_AdobeGateDoor_Large.Default__PrimalItemStructure_AdobeGateDoor_Large_C) CONTENT: Adobe(/Game/ScorchedEarth/Structures/Adobe/Blueprints/PrimalItemStructure_AdobeGateDoor_Large.Default__PrimalItemStructure_AdobeGateDoor_Large_C) CONTENT: Behemoth Adobe Dinosaur Gate(/Engine/Transient.REINST_SM_AdobeGateDoor_Large_BP_C_0) CONTENT: Behemoth Adobe Dinosaur Gate(/Engine/Transient.Default__REINST_SM_AdobeGateDoor_Large_BP_C_9499) CONTENT: Behemoth Adobe Dinosaur Gate(/Engine/Transient.REINST_SM_AdobeGateDoor_Large_BP_C_1) CONTENT: Behemoth Adobe Dinosaur Gateway(/Game/ScorchedEarth/Structures/Adobe/Blueprints/PrimalItemStructure_AdobeGateframe_Large.Default__PrimalItemStructure_AdobeGateframe_Large_C) CONTENT: A massive brick-and-mortar gateway that can be used for penning up huge dinosaurs.(/Game/ScorchedEarth/Structures/Adobe/Blueprints/PrimalItemStructure_AdobeGateframe_Large.Default__PrimalItemStructure_AdobeGateframe_Large_C) CONTENT: Structures(/Game/ScorchedEarth/Structures/Adobe/Blueprints/PrimalItemStructure_AdobeGateframe_Large.Default__PrimalItemStructure_AdobeGateframe_Large_C) CONTENT: Adobe(/Game/ScorchedEarth/Structures/Adobe/Blueprints/PrimalItemStructure_AdobeGateframe_Large.Default__PrimalItemStructure_AdobeGateframe_Large_C) CONTENT: Behemoth Adobe Dinosaur Gateframe(/Engine/Transient.REINST_SM_AdobeGateFrame_Large_BP_C_0) CONTENT: Behemoth Adobe Dinosaur Gateframe(/Engine/Transient.Default__REINST_SM_AdobeGateFrame_Large_BP_C_9508) CONTENT: Behemoth Adobe Dinosaur Gateframe(/Engine/Transient.REINST_SM_AdobeGateFrame_Large_BP_C_1) CONTENT: Mirror(/Game/ScorchedEarth/Structures/DesertFurnitureSet/Mirror/PrimalItemStructure_Mirror.Default__PrimalItemStructure_Mirror_C) CONTENT: Put it on a wall, and look at your beautiful self!(/Game/ScorchedEarth/Structures/DesertFurnitureSet/Mirror/PrimalItemStructure_Mirror.Default__PrimalItemStructure_Mirror_C) CONTENT: Structures(/Game/ScorchedEarth/Structures/DesertFurnitureSet/Mirror/PrimalItemStructure_Mirror.Default__PrimalItemStructure_Mirror_C) CONTENT: Furniture(/Game/ScorchedEarth/Structures/DesertFurnitureSet/Mirror/PrimalItemStructure_Mirror.Default__PrimalItemStructure_Mirror_C) CONTENT: Mirror(/Engine/Transient.REINST_SM_Mirror_BP_C_0) LITERAL: DistanceCheck(/Game/ScorchedEarth/Structures/DesertFurnitureSet/Mirror/SM_Mirror_BP.SM_Mirror_BP:EventGraph.K2Node_CallFunction_22639) LITERAL: ForcedTick(/Game/ScorchedEarth/Structures/DesertFurnitureSet/Mirror/SM_Mirror_BP.SM_Mirror_BP:EventGraph.K2Node_CallFunction_65241) LITERAL: ForcedTick(/Game/ScorchedEarth/Structures/DesertFurnitureSet/Mirror/SM_Mirror_BP.SM_Mirror_BP:EventGraph.K2Node_CallFunction_37934) LITERAL: DistanceCheck(/Game/ScorchedEarth/Structures/DesertFurnitureSet/Mirror/SM_Mirror_BP.SM_Mirror_BP:EventGraph.K2Node_CallFunction_24356) LITERAL: FadeOutDestroy(/Game/ScorchedEarth/Structures/DesertFurnitureSet/Mirror/SM_Mirror_BP.SM_Mirror_BP:EventGraph.K2Node_CallFunction_37940) LITERAL: FadeOutDestroy(/Game/ScorchedEarth/Structures/DesertFurnitureSet/Mirror/SM_Mirror_BP.SM_Mirror_BP:EventGraph.K2Node_CallFunction_37941) LITERAL: FadeOutDestroy(/Game/ScorchedEarth/Structures/DesertFurnitureSet/Mirror/SM_Mirror_BP.SM_Mirror_BP:EventGraph.K2Node_CallFunction_25765) LITERAL: ForcedTick(/Game/ScorchedEarth/Structures/DesertFurnitureSet/Mirror/SM_Mirror_BP.SM_Mirror_BP:EventGraph.K2Node_CallFunction_23379) LITERAL: FadeOutDestroy(/Game/ScorchedEarth/Structures/DesertFurnitureSet/Mirror/SM_Mirror_BP.SM_Mirror_BP:EventGraph.K2Node_CallFunction_22969) LITERAL: XboxOne(/Game/ScorchedEarth/Structures/DesertFurnitureSet/Mirror/SM_Mirror_BP.SM_Mirror_BP:EventGraph.K2Node_CallFunction_18215) LITERAL: XboxOne(/Game/ScorchedEarth/Structures/DesertFurnitureSet/Mirror/SM_Mirror_BP.SM_Mirror_BP:EventGraph.K2Node_CallFunction_17956) CONTENT: Mirror(/Engine/Transient.Default__REINST_SM_Mirror_BP_C_9516) CONTENT: Mirror(/Engine/Transient.REINST_SM_Mirror_BP_C_1) CONTENT: Tek Replicator(/Engine/Transient.REINST_StorageBox_TekReplicator_C_0) CONTENT: Tek Replicator(/Engine/Transient.Default__REINST_StorageBox_TekReplicator_C_9524) CONTENT: Tek Replicator(/Engine/Transient.REINST_StorageBox_TekReplicator_C_1) CONTENT: Loot it!(/Engine/Transient.Default__REINST_PrimalInventoryBP_SupplyCrate_C_9532) CONTENT: Supply Crate(/Engine/Transient.Default__REINST_PrimalInventoryBP_SupplyCrate_C_9532) CONTENT: Loot it!(/Engine/Transient.REINST_PrimalInventoryBP_SupplyCrate_C_1) CONTENT: Supply Crate(/Engine/Transient.REINST_PrimalInventoryBP_SupplyCrate_C_1) CONTENT: Deposit Items for Tribute (/Game/PrimalEarth/CoreBlueprints/Inventories/PrimalInventoryBP_TributeTerminal_Base.Default__PrimalInventoryBP_TributeTerminal_Base_C) CONTENT: Tribute Terminal(/Game/PrimalEarth/CoreBlueprints/Inventories/PrimalInventoryBP_TributeTerminal_Base.Default__PrimalInventoryBP_TributeTerminal_Base_C) CONTENT: Cryofridge(/Engine/Transient.Default__REINST_CryoFridge_C_9541) CONTENT: Cryofridge(/Engine/Transient.REINST_CryoFridge_C_1) CONTENT: Cryo Sickness(/Engine/Transient.REINST_Buff_SummoningSickness_C_0) LITERAL: Cryo Sickness(/Game/Extinction/CoreBlueprints/Buffs/Buff_SummoningSickness.Buff_SummoningSickness:DrawBuffFloatingHUD.K2Node_CallFunction_365978) CONTENT: Cryo Sickness(/Engine/Transient.Default__REINST_Buff_SummoningSickness_C_9562) CONTENT: Cryo Sickness(/Engine/Transient.REINST_Buff_SummoningSickness_C_1) CONTENT: CRYOPOD(/Game/PrimalEarth/UI/CryopodInventoryTooltipWidget.CryopodInventoryTooltipWidget_C:WidgetTree_9.DinoNameLabel) CONTENT: Cryopod Charge: 0h(/Game/PrimalEarth/UI/CryopodInventoryTooltipWidget.CryopodInventoryTooltipWidget_C:WidgetTree_9.ChargeLabel) CONTENT: Throw to deploy captured creature. Can be recharged in Cryofridge.(/Game/PrimalEarth/UI/CryopodInventoryTooltipWidget.CryopodInventoryTooltipWidget_C:WidgetTree_9.TextBlock_705) CONTENT: Weight: 0.5(/Game/PrimalEarth/UI/CryopodInventoryTooltipWidget.CryopodInventoryTooltipWidget_C:WidgetTree_9.DescriptionLabel) CONTENT: 000(/Game/PrimalEarth/UI/CryopodInventoryTooltipWidget.CryopodInventoryTooltipWidget_C:WidgetTree_9.ColorID0) CONTENT: 000(/Game/PrimalEarth/UI/CryopodInventoryTooltipWidget.CryopodInventoryTooltipWidget_C:WidgetTree_9.ColorID1) CONTENT: 000(/Game/PrimalEarth/UI/CryopodInventoryTooltipWidget.CryopodInventoryTooltipWidget_C:WidgetTree_9.ColorID2) CONTENT: 000(/Game/PrimalEarth/UI/CryopodInventoryTooltipWidget.CryopodInventoryTooltipWidget_C:WidgetTree_9.ColorID3) CONTENT: 000(/Game/PrimalEarth/UI/CryopodInventoryTooltipWidget.CryopodInventoryTooltipWidget_C:WidgetTree_9.ColorID4) CONTENT: 000(/Game/PrimalEarth/UI/CryopodInventoryTooltipWidget.CryopodInventoryTooltipWidget_C:WidgetTree_9.ColorID5) CONTENT: 0 Mutations (Mat.)(/Game/PrimalEarth/UI/CryopodInventoryTooltipWidget.CryopodInventoryTooltipWidget_C:WidgetTree_9.FemaleMutationsLabel) CONTENT: 0.0 / 0.0(/Game/PrimalEarth/UI/CryopodInventoryTooltipWidget.CryopodInventoryTooltipWidget_C:WidgetTree_9.StatHealthLabel) CONTENT: 0.0 / 0.0(/Game/PrimalEarth/UI/CryopodInventoryTooltipWidget.CryopodInventoryTooltipWidget_C:WidgetTree_9.StatWeightLabel) CONTENT: 0.0 / 0.0(/Game/PrimalEarth/UI/CryopodInventoryTooltipWidget.CryopodInventoryTooltipWidget_C:WidgetTree_9.StatOxygenLabel) CONTENT: 0.0%(/Game/PrimalEarth/UI/CryopodInventoryTooltipWidget.CryopodInventoryTooltipWidget_C:WidgetTree_9.StatSpeedLabel) CONTENT: 0.0 / 0.0(/Game/PrimalEarth/UI/CryopodInventoryTooltipWidget.CryopodInventoryTooltipWidget_C:WidgetTree_9.StatTorporLabel) CONTENT: 0 Mutations (Pat.)(/Game/PrimalEarth/UI/CryopodInventoryTooltipWidget.CryopodInventoryTooltipWidget_C:WidgetTree_9.MaleMutationsLabel) CONTENT: 0.0 / 0.0(/Game/PrimalEarth/UI/CryopodInventoryTooltipWidget.CryopodInventoryTooltipWidget_C:WidgetTree_9.StatStaminaLabel) CONTENT: 0.0 / 0.0(/Game/PrimalEarth/UI/CryopodInventoryTooltipWidget.CryopodInventoryTooltipWidget_C:WidgetTree_9.StatMeleeLabel) CONTENT: 0.0 / 0.0(/Game/PrimalEarth/UI/CryopodInventoryTooltipWidget.CryopodInventoryTooltipWidget_C:WidgetTree_9.StatFoodLabel) CONTENT: 0.0%(/Game/PrimalEarth/UI/CryopodInventoryTooltipWidget.CryopodInventoryTooltipWidget_C:WidgetTree_9.TamedEffectivenessLabel) CONTENT: SPAYED(/Game/PrimalEarth/UI/CryopodInventoryTooltipWidget.CryopodInventoryTooltipWidget_C:WidgetTree_9.NeuteredLabel) CONTENT: Item Description(/Game/PrimalEarth/UI/CryopodInventoryTooltipWidget.CryopodInventoryTooltipWidget_C:WidgetTree_9.TooltipEmptyCryopod.WidgetTree_10.ItemDescriptionLabel) CONTENT: Item Description(/Game/PrimalEarth/UI/CryopodInventoryTooltipWidget.CryopodInventoryTooltipWidget_C:WidgetTree_9.TooltipEmptyCryopod.WidgetTree_10.ItemDescriptionOnlyLabel) CONTENT: TITLE(/Game/PrimalEarth/UI/CryopodInventoryTooltipWidget.CryopodInventoryTooltipWidget_C:WidgetTree_9.TooltipEmptyCryopod.WidgetTree_10.CraftingTitleLabel) CONTENT: ITEM NAME(/Game/PrimalEarth/UI/CryopodInventoryTooltipWidget.CryopodInventoryTooltipWidget_C:WidgetTree_9.TooltipEmptyCryopod.WidgetTree_10.EngramTypeName) CONTENT: / (/Game/PrimalEarth/UI/CryopodInventoryTooltipWidget.CryopodInventoryTooltipWidget_C:WidgetTree_9.TooltipEmptyCryopod.WidgetTree_10.EngramTypeSeparator) CONTENT: General Info 1(/Game/PrimalEarth/UI/CryopodInventoryTooltipWidget.CryopodInventoryTooltipWidget_C:WidgetTree_9.TooltipEmptyCryopod.WidgetTree_10.GeneralInfo_1) CONTENT: General Info 2(/Game/PrimalEarth/UI/CryopodInventoryTooltipWidget.CryopodInventoryTooltipWidget_C:WidgetTree_9.TooltipEmptyCryopod.WidgetTree_10.GeneralInfo_2) CONTENT: General Info 3(/Game/PrimalEarth/UI/CryopodInventoryTooltipWidget.CryopodInventoryTooltipWidget_C:WidgetTree_9.TooltipEmptyCryopod.WidgetTree_10.GeneralInfo_3) CONTENT: ITEM NAME(/Game/PrimalEarth/UI/CryopodInventoryTooltipWidget.CryopodInventoryTooltipWidget_C:WidgetTree_9.TooltipEmptyCryopod.WidgetTree_10.ItemNameLabel) CONTENT: Right click for more options(/Game/PrimalEarth/UI/CryopodInventoryTooltipWidget.CryopodInventoryTooltipWidget_C:WidgetTree_9.TooltipEmptyCryopod.WidgetTree_10.MoreOptionsLabel) CONTENT: QUALITY(/Game/PrimalEarth/UI/CryopodInventoryTooltipWidget.CryopodInventoryTooltipWidget_C:WidgetTree_9.TooltipEmptyCryopod.WidgetTree_10.QualityNameLabel) CONTENT: / (/Game/PrimalEarth/UI/CryopodInventoryTooltipWidget.CryopodInventoryTooltipWidget_C:WidgetTree_9.TooltipEmptyCryopod.WidgetTree_10.QualityNameSeparator) CONTENT: Requirement 1(/Game/PrimalEarth/UI/CryopodInventoryTooltipWidget.CryopodInventoryTooltipWidget_C:WidgetTree_9.TooltipEmptyCryopod.WidgetTree_10.RequirementLabel_1) CONTENT: Requirement 10(/Game/PrimalEarth/UI/CryopodInventoryTooltipWidget.CryopodInventoryTooltipWidget_C:WidgetTree_9.TooltipEmptyCryopod.WidgetTree_10.RequirementLabel_10) CONTENT: Requirement 11(/Game/PrimalEarth/UI/CryopodInventoryTooltipWidget.CryopodInventoryTooltipWidget_C:WidgetTree_9.TooltipEmptyCryopod.WidgetTree_10.RequirementLabel_11) CONTENT: Requirement 12(/Game/PrimalEarth/UI/CryopodInventoryTooltipWidget.CryopodInventoryTooltipWidget_C:WidgetTree_9.TooltipEmptyCryopod.WidgetTree_10.RequirementLabel_12) CONTENT: Requirement 13(/Game/PrimalEarth/UI/CryopodInventoryTooltipWidget.CryopodInventoryTooltipWidget_C:WidgetTree_9.TooltipEmptyCryopod.WidgetTree_10.RequirementLabel_13) CONTENT: Requirement 14(/Game/PrimalEarth/UI/CryopodInventoryTooltipWidget.CryopodInventoryTooltipWidget_C:WidgetTree_9.TooltipEmptyCryopod.WidgetTree_10.RequirementLabel_14) CONTENT: Requirement 15(/Game/PrimalEarth/UI/CryopodInventoryTooltipWidget.CryopodInventoryTooltipWidget_C:WidgetTree_9.TooltipEmptyCryopod.WidgetTree_10.RequirementLabel_15) CONTENT: Requirement 16(/Game/PrimalEarth/UI/CryopodInventoryTooltipWidget.CryopodInventoryTooltipWidget_C:WidgetTree_9.TooltipEmptyCryopod.WidgetTree_10.RequirementLabel_16) CONTENT: Requirement 17(/Game/PrimalEarth/UI/CryopodInventoryTooltipWidget.CryopodInventoryTooltipWidget_C:WidgetTree_9.TooltipEmptyCryopod.WidgetTree_10.RequirementLabel_17) CONTENT: Requirement 18(/Game/PrimalEarth/UI/CryopodInventoryTooltipWidget.CryopodInventoryTooltipWidget_C:WidgetTree_9.TooltipEmptyCryopod.WidgetTree_10.RequirementLabel_18) CONTENT: Requirement 19(/Game/PrimalEarth/UI/CryopodInventoryTooltipWidget.CryopodInventoryTooltipWidget_C:WidgetTree_9.TooltipEmptyCryopod.WidgetTree_10.RequirementLabel_19) CONTENT: Requirement 2(/Game/PrimalEarth/UI/CryopodInventoryTooltipWidget.CryopodInventoryTooltipWidget_C:WidgetTree_9.TooltipEmptyCryopod.WidgetTree_10.RequirementLabel_2) CONTENT: Requirement 20(/Game/PrimalEarth/UI/CryopodInventoryTooltipWidget.CryopodInventoryTooltipWidget_C:WidgetTree_9.TooltipEmptyCryopod.WidgetTree_10.RequirementLabel_20) CONTENT: Requirement 3(/Game/PrimalEarth/UI/CryopodInventoryTooltipWidget.CryopodInventoryTooltipWidget_C:WidgetTree_9.TooltipEmptyCryopod.WidgetTree_10.RequirementLabel_3) CONTENT: Requirement 4(/Game/PrimalEarth/UI/CryopodInventoryTooltipWidget.CryopodInventoryTooltipWidget_C:WidgetTree_9.TooltipEmptyCryopod.WidgetTree_10.RequirementLabel_4) CONTENT: Requirement 5(/Game/PrimalEarth/UI/CryopodInventoryTooltipWidget.CryopodInventoryTooltipWidget_C:WidgetTree_9.TooltipEmptyCryopod.WidgetTree_10.RequirementLabel_5) CONTENT: Requirement 6(/Game/PrimalEarth/UI/CryopodInventoryTooltipWidget.CryopodInventoryTooltipWidget_C:WidgetTree_9.TooltipEmptyCryopod.WidgetTree_10.RequirementLabel_6) CONTENT: Requirement 7(/Game/PrimalEarth/UI/CryopodInventoryTooltipWidget.CryopodInventoryTooltipWidget_C:WidgetTree_9.TooltipEmptyCryopod.WidgetTree_10.RequirementLabel_7) CONTENT: Requirement 8(/Game/PrimalEarth/UI/CryopodInventoryTooltipWidget.CryopodInventoryTooltipWidget_C:WidgetTree_9.TooltipEmptyCryopod.WidgetTree_10.RequirementLabel_8) CONTENT: Requirement 9(/Game/PrimalEarth/UI/CryopodInventoryTooltipWidget.CryopodInventoryTooltipWidget_C:WidgetTree_9.TooltipEmptyCryopod.WidgetTree_10.RequirementLabel_9) CONTENT: Stat 1(/Game/PrimalEarth/UI/CryopodInventoryTooltipWidget.CryopodInventoryTooltipWidget_C:WidgetTree_9.TooltipEmptyCryopod.WidgetTree_10.StatLabel_1) CONTENT: Stat 2(/Game/PrimalEarth/UI/CryopodInventoryTooltipWidget.CryopodInventoryTooltipWidget_C:WidgetTree_9.TooltipEmptyCryopod.WidgetTree_10.StatLabel_2) CONTENT: Stat 3(/Game/PrimalEarth/UI/CryopodInventoryTooltipWidget.CryopodInventoryTooltipWidget_C:WidgetTree_9.TooltipEmptyCryopod.WidgetTree_10.StatLabel_3) CONTENT: Stat 4(/Game/PrimalEarth/UI/CryopodInventoryTooltipWidget.CryopodInventoryTooltipWidget_C:WidgetTree_9.TooltipEmptyCryopod.WidgetTree_10.StatLabel_4) CONTENT: Stat 5(/Game/PrimalEarth/UI/CryopodInventoryTooltipWidget.CryopodInventoryTooltipWidget_C:WidgetTree_9.TooltipEmptyCryopod.WidgetTree_10.StatLabel_5) CONTENT: Stat 6(/Game/PrimalEarth/UI/CryopodInventoryTooltipWidget.CryopodInventoryTooltipWidget_C:WidgetTree_9.TooltipEmptyCryopod.WidgetTree_10.StatLabel_6) CONTENT: Stat 7(/Game/PrimalEarth/UI/CryopodInventoryTooltipWidget.CryopodInventoryTooltipWidget_C:WidgetTree_9.TooltipEmptyCryopod.WidgetTree_10.StatLabel_7) CONTENT: Stat 8(/Game/PrimalEarth/UI/CryopodInventoryTooltipWidget.CryopodInventoryTooltipWidget_C:WidgetTree_9.TooltipEmptyCryopod.WidgetTree_10.StatLabel_8) CONTENT: Not Grindable(/Game/PrimalEarth/UI/CryopodInventoryTooltipWidget.CryopodInventoryTooltipWidget_C:WidgetTree_9.TooltipEmptyCryopod.WidgetTree_10.TextBlock_0) CONTENT: TYPE(/Game/PrimalEarth/UI/CryopodInventoryTooltipWidget.CryopodInventoryTooltipWidget_C:WidgetTree_9.TooltipEmptyCryopod.WidgetTree_10.TypeNameLabel) CONTENT: / (/Game/PrimalEarth/UI/CryopodInventoryTooltipWidget.CryopodInventoryTooltipWidget_C:WidgetTree_9.TooltipEmptyCryopod.WidgetTree_10.TypeNameSeparator) CONTENT: Cryo Sickness(/Engine/Transient.REINST_Buff_CryopodNerf_C_0) CONTENT: Damage Reduction(/Engine/Transient.REINST_Buff_CryopodNerf_C_0) LITERAL: Cryo Sickness(/Game/Extinction/CoreBlueprints/Buffs/Buff_CryopodNerf.Buff_CryopodNerf:DrawBuffFloatingHUD.K2Node_CallFunction_365978) CONTENT: Cryo Sickness(/Engine/Transient.Default__REINST_Buff_CryopodNerf_C_9578) CONTENT: Damage Reduction(/Engine/Transient.Default__REINST_Buff_CryopodNerf_C_9578) CONTENT: Cryo Sickness(/Engine/Transient.REINST_Buff_CryopodNerf_C_1) CONTENT: Damage Reduction(/Engine/Transient.REINST_Buff_CryopodNerf_C_1) CONTENT: Empty Cryopod(/Engine/Transient.Default__REINST_PrimalItem_WeaponEmptyCryopod_C_9585) CONTENT: Hold up to a creature to capture it. Throw to deploy a captured creature.(/Engine/Transient.Default__REINST_PrimalItem_WeaponEmptyCryopod_C_9585) CONTENT: Can Be Recharged At: Cryofridge(/Engine/Transient.Default__REINST_PrimalItem_WeaponEmptyCryopod_C_9585) CONTENT: Weapons(/Engine/Transient.Default__REINST_PrimalItem_WeaponEmptyCryopod_C_9585) LITERAL: Cryopod: {0} {1}(/Game/Extinction/CoreBlueprints/Weapons/PrimalItem_WeaponEmptyCryopod.PrimalItem_WeaponEmptyCryopod:EdGraph_30015.K2Node_CallFunction_67989) LITERAL: 0(/Game/Extinction/CoreBlueprints/Weapons/PrimalItem_WeaponEmptyCryopod.PrimalItem_WeaponEmptyCryopod:EdGraph_30015.K2Node_MakeStruct_423) LITERAL: 1(/Game/Extinction/CoreBlueprints/Weapons/PrimalItem_WeaponEmptyCryopod.PrimalItem_WeaponEmptyCryopod:EdGraph_30015.K2Node_MakeStruct_424) LITERAL: {0}'s '{1}' died in a Cryopod!(/Game/Extinction/CoreBlueprints/Weapons/PrimalItem_WeaponEmptyCryopod.PrimalItem_WeaponEmptyCryopod:EdGraph_30025.K2Node_CallFunction_68007) LITERAL: 0(/Game/Extinction/CoreBlueprints/Weapons/PrimalItem_WeaponEmptyCryopod.PrimalItem_WeaponEmptyCryopod:EdGraph_30025.K2Node_MakeStruct_425) LITERAL: 1(/Game/Extinction/CoreBlueprints/Weapons/PrimalItem_WeaponEmptyCryopod.PrimalItem_WeaponEmptyCryopod:EdGraph_30025.K2Node_MakeStruct_426) LITERAL: {0}{1}(/Game/Extinction/CoreBlueprints/Weapons/PrimalItem_WeaponEmptyCryopod.PrimalItem_WeaponEmptyCryopod:EdGraph_30037.K2Node_CallFunction_68011) LITERAL: 0(/Game/Extinction/CoreBlueprints/Weapons/PrimalItem_WeaponEmptyCryopod.PrimalItem_WeaponEmptyCryopod:EdGraph_30037.K2Node_MakeStruct_427) LITERAL: 1(/Game/Extinction/CoreBlueprints/Weapons/PrimalItem_WeaponEmptyCryopod.PrimalItem_WeaponEmptyCryopod:EdGraph_30037.K2Node_MakeStruct_428) LITERAL: {0}\n {1}: {2}(/Game/Extinction/CoreBlueprints/Weapons/PrimalItem_WeaponEmptyCryopod.PrimalItem_WeaponEmptyCryopod:EdGraph_30037.K2Node_CallFunction_68013) LITERAL: 0(/Game/Extinction/CoreBlueprints/Weapons/PrimalItem_WeaponEmptyCryopod.PrimalItem_WeaponEmptyCryopod:EdGraph_30037.K2Node_MakeStruct_429) LITERAL: 1(/Game/Extinction/CoreBlueprints/Weapons/PrimalItem_WeaponEmptyCryopod.PrimalItem_WeaponEmptyCryopod:EdGraph_30037.K2Node_MakeStruct_430) LITERAL: 2(/Game/Extinction/CoreBlueprints/Weapons/PrimalItem_WeaponEmptyCryopod.PrimalItem_WeaponEmptyCryopod:EdGraph_30037.K2Node_MakeStruct_431) LITERAL: {0}/{1}(/Game/Extinction/CoreBlueprints/Weapons/PrimalItem_WeaponEmptyCryopod.PrimalItem_WeaponEmptyCryopod:EdGraph_30040.K2Node_CallFunction_68016) LITERAL: 0(/Game/Extinction/CoreBlueprints/Weapons/PrimalItem_WeaponEmptyCryopod.PrimalItem_WeaponEmptyCryopod:EdGraph_30040.K2Node_MakeStruct_432) LITERAL: 1(/Game/Extinction/CoreBlueprints/Weapons/PrimalItem_WeaponEmptyCryopod.PrimalItem_WeaponEmptyCryopod:EdGraph_30040.K2Node_MakeStruct_433) LITERAL: {0}%(/Game/Extinction/CoreBlueprints/Weapons/PrimalItem_WeaponEmptyCryopod.PrimalItem_WeaponEmptyCryopod:EdGraph_30040.K2Node_CallFunction_68017) LITERAL: 0(/Game/Extinction/CoreBlueprints/Weapons/PrimalItem_WeaponEmptyCryopod.PrimalItem_WeaponEmptyCryopod:EdGraph_30040.K2Node_MakeStruct_434) CONTENT: Empty Cryopod(/Engine/Transient.REINST_PrimalItem_WeaponEmptyCryopod_C_1) CONTENT: Hold up to a creature to capture it. Throw to deploy a captured creature.(/Engine/Transient.REINST_PrimalItem_WeaponEmptyCryopod_C_1) CONTENT: Can Be Recharged At: Cryofridge(/Engine/Transient.REINST_PrimalItem_WeaponEmptyCryopod_C_1) CONTENT: Weapons(/Engine/Transient.REINST_PrimalItem_WeaponEmptyCryopod_C_1) CONTENT: Refrigerator(/Engine/Transient.Default__REINST_IceBox_C_9594) CONTENT: Refrigerator(/Engine/Transient.REINST_IceBox_C_1) CONTENT: Ice Titan Saddle(/Game/Extinction/CoreBlueprints/Items/Saddle/PrimalItemArmor_IceKaiju.Default__PrimalItemArmor_IceKaiju_C) CONTENT: Equip an Ice Titan with this to ride it.(/Game/Extinction/CoreBlueprints/Items/Saddle/PrimalItemArmor_IceKaiju.Default__PrimalItemArmor_IceKaiju_C) CONTENT: Saddles(/Game/Extinction/CoreBlueprints/Items/Saddle/PrimalItemArmor_IceKaiju.Default__PrimalItemArmor_IceKaiju_C) CONTENT: Idle(/Engine/Transient.Default__REINST_IceKaiju_Character_BP_C_9626) CONTENT: Action(/Engine/Transient.Default__REINST_IceKaiju_Character_BP_C_9626) CONTENT: Spine_Top_Jnt(/Engine/Transient.Default__REINST_IceKaiju_Character_BP_C_9626) CONTENT: Roar(/Engine/Transient.Default__REINST_IceKaiju_Character_BP_C_9626) CONTENT: Attack(/Engine/Transient.Default__REINST_IceKaiju_Character_BP_C_9626) CONTENT: Move(/Engine/Transient.Default__REINST_IceKaiju_Character_BP_C_9626) CONTENT: Ice Titan(/Engine/Transient.Default__REINST_IceKaiju_Character_BP_C_9626) LITERAL: Tame Kaiju!(/Game/Extinction/Dinos/IceKaiju/IceKaiju_Character_BP.IceKaiju_Character_BP:EdGraph_30435.K2Node_CallFunction_70075) CONTENT: Idle(/Engine/Transient.REINST_IceKaiju_Character_BP_C_1) CONTENT: Action(/Engine/Transient.REINST_IceKaiju_Character_BP_C_1) CONTENT: Spine_Top_Jnt(/Engine/Transient.REINST_IceKaiju_Character_BP_C_1) CONTENT: Roar(/Engine/Transient.REINST_IceKaiju_Character_BP_C_1) CONTENT: Attack(/Engine/Transient.REINST_IceKaiju_Character_BP_C_1) CONTENT: Move(/Engine/Transient.REINST_IceKaiju_Character_BP_C_1) CONTENT: Ice Titan(/Engine/Transient.REINST_IceKaiju_Character_BP_C_1) LITERAL: Ice Titan is being drawn back to the center...(/Game/Extinction/Dinos/IceKaiju/AI/Task_IceKaijuHealDuringLeash.Task_IceKaijuHealDuringLeash:EventGraph.K2Node_CallFunction_143728) LITERAL: Hello(/Game/Extinction/CoreBlueprints/DamageTypes/DmgType_IceKaijuRoar.DmgType_IceKaijuRoar:BPAdjustDamage.K2Node_CallFunction_131285) LITERAL: Rating {0} FreezeAmountMult {1}(/Game/PrimalEarth/CoreBlueprints/DamageTypes/DmgType_Projectile_IceBreath_IceJumper.DmgType_Projectile_IceBreath_IceJumper:GetFreezeBuffAmountPerHit.K2Node_FormatText_69) LITERAL: FreezeAmountMult {0} Base {1} Float {2} Total {3}(/Game/PrimalEarth/CoreBlueprints/DamageTypes/DmgType_Projectile_IceBreath_IceJumper.DmgType_Projectile_IceBreath_IceJumper:GetFreezeBuffAmountPerHit.K2Node_FormatText_72) LITERAL: Mult {0} Dist {1}(/Game/PrimalEarth/CoreBlueprints/DamageTypes/DmgType_Projectile_IceBreath_IceJumper.DmgType_Projectile_IceBreath_IceJumper:GetFreezeBuffAmountPerHit.K2Node_FormatText_77) LITERAL: Rating {0} FreezeAmountMult {1}(/Game/PrimalEarth/CoreBlueprints/DamageTypes/DmgType_Projectile_IceBreath_IceJumper.DmgType_Projectile_IceBreath_IceJumper:EdGraph_30703.K2Node_CallFunction_71399) LITERAL: 0(/Game/PrimalEarth/CoreBlueprints/DamageTypes/DmgType_Projectile_IceBreath_IceJumper.DmgType_Projectile_IceBreath_IceJumper:EdGraph_30703.K2Node_MakeStruct_444) LITERAL: 1(/Game/PrimalEarth/CoreBlueprints/DamageTypes/DmgType_Projectile_IceBreath_IceJumper.DmgType_Projectile_IceBreath_IceJumper:EdGraph_30703.K2Node_MakeStruct_445) LITERAL: FreezeAmountMult {0} Base {1} Float {2} Total {3}(/Game/PrimalEarth/CoreBlueprints/DamageTypes/DmgType_Projectile_IceBreath_IceJumper.DmgType_Projectile_IceBreath_IceJumper:EdGraph_30703.K2Node_CallFunction_71400) LITERAL: 0(/Game/PrimalEarth/CoreBlueprints/DamageTypes/DmgType_Projectile_IceBreath_IceJumper.DmgType_Projectile_IceBreath_IceJumper:EdGraph_30703.K2Node_MakeStruct_446) LITERAL: 1(/Game/PrimalEarth/CoreBlueprints/DamageTypes/DmgType_Projectile_IceBreath_IceJumper.DmgType_Projectile_IceBreath_IceJumper:EdGraph_30703.K2Node_MakeStruct_447) LITERAL: 2(/Game/PrimalEarth/CoreBlueprints/DamageTypes/DmgType_Projectile_IceBreath_IceJumper.DmgType_Projectile_IceBreath_IceJumper:EdGraph_30703.K2Node_MakeStruct_448) LITERAL: 3(/Game/PrimalEarth/CoreBlueprints/DamageTypes/DmgType_Projectile_IceBreath_IceJumper.DmgType_Projectile_IceBreath_IceJumper:EdGraph_30703.K2Node_MakeStruct_449) LITERAL: Mult {0} Dist {1}(/Game/PrimalEarth/CoreBlueprints/DamageTypes/DmgType_Projectile_IceBreath_IceJumper.DmgType_Projectile_IceBreath_IceJumper:EdGraph_30703.K2Node_CallFunction_71401) LITERAL: 0(/Game/PrimalEarth/CoreBlueprints/DamageTypes/DmgType_Projectile_IceBreath_IceJumper.DmgType_Projectile_IceBreath_IceJumper:EdGraph_30703.K2Node_MakeStruct_450) LITERAL: 1(/Game/PrimalEarth/CoreBlueprints/DamageTypes/DmgType_Projectile_IceBreath_IceJumper.DmgType_Projectile_IceBreath_IceJumper:EdGraph_30703.K2Node_MakeStruct_451) LITERAL: Dmg {0} Dist {1}(/Game/Extinction/Dinos/IceJumper/IceJumperProjIceBreath.IceJumperProjIceBreath:ExecuteUbergraph_IceJumperProjIceBreath.K2Node_CallFunction_71976) LITERAL: 0(/Game/Extinction/Dinos/IceJumper/IceJumperProjIceBreath.IceJumperProjIceBreath:ExecuteUbergraph_IceJumperProjIceBreath.K2Node_MakeStruct_452) LITERAL: 1(/Game/Extinction/Dinos/IceJumper/IceJumperProjIceBreath.IceJumperProjIceBreath:ExecuteUbergraph_IceJumperProjIceBreath.K2Node_MakeStruct_453) LITERAL: Clamp {0} X {1} X'{2} Y {3} Y'{4}(/Game/Extinction/Dinos/IceJumper/IceJumperProjIceBreath.IceJumperProjIceBreath:EdGraph_30745.K2Node_CallFunction_71984) LITERAL: 0(/Game/Extinction/Dinos/IceJumper/IceJumperProjIceBreath.IceJumperProjIceBreath:EdGraph_30745.K2Node_MakeStruct_454) LITERAL: 1(/Game/Extinction/Dinos/IceJumper/IceJumperProjIceBreath.IceJumperProjIceBreath:EdGraph_30745.K2Node_MakeStruct_455) LITERAL: 2(/Game/Extinction/Dinos/IceJumper/IceJumperProjIceBreath.IceJumperProjIceBreath:EdGraph_30745.K2Node_MakeStruct_456) LITERAL: 3(/Game/Extinction/Dinos/IceJumper/IceJumperProjIceBreath.IceJumperProjIceBreath:EdGraph_30745.K2Node_MakeStruct_457) LITERAL: 4(/Game/Extinction/Dinos/IceJumper/IceJumperProjIceBreath.IceJumperProjIceBreath:EdGraph_30745.K2Node_MakeStruct_458) LITERAL: Unable to dive here.(/Game/Extinction/Dinos/IceJumper/DinoAttackState_IceJumper_Dash.DinoAttackState_IceJumper_Dash:OnBeginEvent.K2Node_CallFunction_162255) CONTENT: Body Main(/Game/Extinction/CoreBlueprints/DinoColorSet_IceJumper.Default__DinoColorSet_IceJumper_C) CONTENT: Side Highlights(/Game/Extinction/CoreBlueprints/DinoColorSet_IceJumper.Default__DinoColorSet_IceJumper_C) CONTENT: Facial Highlights(/Game/Extinction/CoreBlueprints/DinoColorSet_IceJumper.Default__DinoColorSet_IceJumper_C) CONTENT: Wings Main(/Game/Extinction/CoreBlueprints/DinoColorSet_IceJumper.Default__DinoColorSet_IceJumper_C) CONTENT: Body Main(/Game/Extinction/CoreBlueprints/DinoColorSet_IceJumper.Default__DinoColorSet_IceJumper_C) CONTENT: Wing Highlights(/Game/Extinction/CoreBlueprints/DinoColorSet_IceJumper.Default__DinoColorSet_IceJumper_C) CONTENT: Poop Hit(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_PoopHit.Default__Buff_PoopHit_C) CONTENT: You feel really sick!(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_PoopHit.Default__Buff_PoopHit_C) CONTENT: Idle(/Engine/Transient.REINST_Chalico_Character_BP_C_0) CONTENT: Cute(/Engine/Transient.REINST_Chalico_Character_BP_C_0) CONTENT: Action(/Engine/Transient.REINST_Chalico_Character_BP_C_0) CONTENT: Move(/Engine/Transient.REINST_Chalico_Character_BP_C_0) CONTENT: c_back2(/Engine/Transient.REINST_Chalico_Character_BP_C_0) CONTENT: Chalicotherium(/Engine/Transient.REINST_Chalico_Character_BP_C_0) CONTENT: Chalico Sit Buff(/Engine/Transient.REINST_Buff_ChalicoSit_C_0) CONTENT: Chalico consumes fodd and water at half the normal speed. It also recovers 2% health per second.(/Engine/Transient.REINST_Buff_ChalicoSit_C_0) LITERAL: Sit Down(/Game/PrimalEarth/Dinos/Chalicotherium/Chalico_Character_BP.Chalico_Character_BP:BPGetMultiUseEntries.K2Node_Select_3) LITERAL: Stand Up(/Game/PrimalEarth/Dinos/Chalicotherium/Chalico_Character_BP.Chalico_Character_BP:BPGetMultiUseEntries.K2Node_Select_3) LITERAL: OnSittingEvent(/Game/PrimalEarth/Dinos/Chalicotherium/Chalico_Character_BP.Chalico_Character_BP:EventGraph.K2Node_CallFunction_17262) LITERAL: OnSittingEvent(/Game/PrimalEarth/Dinos/Chalicotherium/Chalico_Character_BP.Chalico_Character_BP:EventGraph.K2Node_CallFunction_17508) LITERAL: TryThrowMud(/Game/PrimalEarth/Dinos/Chalicotherium/Chalico_Character_BP.Chalico_Character_BP:EventGraph.K2Node_CallFunction_19381) LITERAL: OnSittingEvent(/Game/PrimalEarth/Dinos/Chalicotherium/Chalico_Character_BP.Chalico_Character_BP:EventGraph.K2Node_CallFunction_21262) LITERAL: OnThrowMudEvent(/Game/PrimalEarth/Dinos/Chalicotherium/Chalico_Character_BP.Chalico_Character_BP:EventGraph.K2Node_CallFunction_22660) LITERAL: OnThrowMudEvent(/Game/PrimalEarth/Dinos/Chalicotherium/Chalico_Character_BP.Chalico_Character_BP:EventGraph.K2Node_CallFunction_23604) CONTENT: Chalico Sit Buff(/Engine/Transient.Default__REINST_Buff_ChalicoSit_C_9798) CONTENT: Chalico consumes fodd and water at half the normal speed. It also recovers 2% health per second.(/Engine/Transient.Default__REINST_Buff_ChalicoSit_C_9798) CONTENT: Chalico Sit Buff(/Engine/Transient.REINST_Buff_ChalicoSit_C_1) CONTENT: Chalico consumes fodd and water at half the normal speed. It also recovers 2% health per second.(/Engine/Transient.REINST_Buff_ChalicoSit_C_1) CONTENT: Main Body(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Chalico.Default__DinoColorSet_Chalico_C) CONTENT: ***No Effect****(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Chalico.Default__DinoColorSet_Chalico_C) CONTENT: ***No Effect****(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Chalico.Default__DinoColorSet_Chalico_C) CONTENT: ***No Effect****(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Chalico.Default__DinoColorSet_Chalico_C) CONTENT: Fur Highlights(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Chalico.Default__DinoColorSet_Chalico_C) CONTENT: Stripes and Belly(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Chalico.Default__DinoColorSet_Chalico_C) CONTENT: Idle(/Engine/Transient.Default__REINST_Chalico_Character_BP_C_9878) CONTENT: Cute(/Engine/Transient.Default__REINST_Chalico_Character_BP_C_9878) CONTENT: Action(/Engine/Transient.Default__REINST_Chalico_Character_BP_C_9878) CONTENT: Move(/Engine/Transient.Default__REINST_Chalico_Character_BP_C_9878) CONTENT: c_back2(/Engine/Transient.Default__REINST_Chalico_Character_BP_C_9878) CONTENT: Chalicotherium(/Engine/Transient.Default__REINST_Chalico_Character_BP_C_9878) CONTENT: Idle(/Engine/Transient.REINST_Chalico_Character_BP_C_1) CONTENT: Cute(/Engine/Transient.REINST_Chalico_Character_BP_C_1) CONTENT: Action(/Engine/Transient.REINST_Chalico_Character_BP_C_1) CONTENT: Move(/Engine/Transient.REINST_Chalico_Character_BP_C_1) CONTENT: c_back2(/Engine/Transient.REINST_Chalico_Character_BP_C_1) CONTENT: Chalicotherium(/Engine/Transient.REINST_Chalico_Character_BP_C_1) CONTENT: Implant Unstable(/Engine/Transient.REINST_Buff_BorderWarning_C_0) CONTENT: Implant Unstable(/Engine/Transient.REINST_Buff_BorderWarning_C_0) CONTENT: Your implant is unstable, turn back now!(/Engine/Transient.REINST_Buff_BorderWarning_C_0) CONTENT: Implant Unstable(/Engine/Transient.Default__REINST_Buff_BorderWarning_C_9892) CONTENT: Implant Unstable(/Engine/Transient.Default__REINST_Buff_BorderWarning_C_9892) CONTENT: Your implant is unstable, turn back now!(/Engine/Transient.Default__REINST_Buff_BorderWarning_C_9892) CONTENT: Implant Unstable(/Engine/Transient.REINST_Buff_BorderWarning_C_1) CONTENT: Implant Unstable(/Engine/Transient.REINST_Buff_BorderWarning_C_1) CONTENT: Your implant is unstable, turn back now!(/Engine/Transient.REINST_Buff_BorderWarning_C_1) CONTENT: Frosty!(/Game/Mods/Ragnarok/Custom_Assets/Dinos/Wyvern/Ice_Wyvern/Extra/Buff_Frozen.Default__Buff_Frozen_C) CONTENT: Your movement speed is decreased!(/Game/Mods/Ragnarok/Custom_Assets/Dinos/Wyvern/Ice_Wyvern/Extra/Buff_Frozen.Default__Buff_Frozen_C) CONTENT: You've been Iced!(/Game/Mods/Ragnarok/Custom_Assets/Dinos/Wyvern/Ice_Wyvern/Extra/Buff_Frozen.Default__Buff_Frozen_C) CONTENT: Idle(/Engine/Transient.Default__REINST_IceJumper_Character_BP_C_9900) CONTENT: Cute(/Engine/Transient.Default__REINST_IceJumper_Character_BP_C_9900) CONTENT: Attack(/Engine/Transient.Default__REINST_IceJumper_Character_BP_C_9900) CONTENT: Hover(/Engine/Transient.Default__REINST_IceJumper_Character_BP_C_9900) CONTENT: Spine_02_Jnt(/Engine/Transient.Default__REINST_IceJumper_Character_BP_C_9900) CONTENT: Move(/Engine/Transient.Default__REINST_IceJumper_Character_BP_C_9900) CONTENT: Managarmr(/Engine/Transient.Default__REINST_IceJumper_Character_BP_C_9900) LITERAL: TargetYawTick {0}(/Game/Extinction/Dinos/IceJumper/IceJumper_Character_BP.IceJumper_Character_BP:ExecuteUbergraph_IceJumper_Character_BP.K2Node_CallFunction_75600) LITERAL: 0(/Game/Extinction/Dinos/IceJumper/IceJumper_Character_BP.IceJumper_Character_BP:ExecuteUbergraph_IceJumper_Character_BP.K2Node_MakeStruct_463) LITERAL: Stamina {0} Ab {1}(/Game/Extinction/Dinos/IceJumper/IceJumper_Character_BP.IceJumper_Character_BP:EdGraph_31290.K2Node_CallFunction_75687) LITERAL: 0(/Game/Extinction/Dinos/IceJumper/IceJumper_Character_BP.IceJumper_Character_BP:EdGraph_31290.K2Node_MakeStruct_464) LITERAL: 1(/Game/Extinction/Dinos/IceJumper/IceJumper_Character_BP.IceJumper_Character_BP:EdGraph_31290.K2Node_MakeStruct_465) LITERAL: Gravity {0} ActiveAbility {1} Mode {2}(/Game/Extinction/Dinos/IceJumper/IceJumper_Character_BP.IceJumper_Character_BP:EdGraph_31304.K2Node_CallFunction_75707) LITERAL: 0(/Game/Extinction/Dinos/IceJumper/IceJumper_Character_BP.IceJumper_Character_BP:EdGraph_31304.K2Node_MakeStruct_466) LITERAL: 1(/Game/Extinction/Dinos/IceJumper/IceJumper_Character_BP.IceJumper_Character_BP:EdGraph_31304.K2Node_MakeStruct_467) LITERAL: 2(/Game/Extinction/Dinos/IceJumper/IceJumper_Character_BP.IceJumper_Character_BP:EdGraph_31304.K2Node_MakeStruct_468) LITERAL: {0} {1} {2} {3}(/Game/Extinction/Dinos/IceJumper/IceJumper_Character_BP.IceJumper_Character_BP:EdGraph_31307.K2Node_CallFunction_75715) LITERAL: 0(/Game/Extinction/Dinos/IceJumper/IceJumper_Character_BP.IceJumper_Character_BP:EdGraph_31307.K2Node_MakeStruct_469) LITERAL: 1(/Game/Extinction/Dinos/IceJumper/IceJumper_Character_BP.IceJumper_Character_BP:EdGraph_31307.K2Node_MakeStruct_470) LITERAL: 2(/Game/Extinction/Dinos/IceJumper/IceJumper_Character_BP.IceJumper_Character_BP:EdGraph_31307.K2Node_MakeStruct_471) LITERAL: 3(/Game/Extinction/Dinos/IceJumper/IceJumper_Character_BP.IceJumper_Character_BP:EdGraph_31307.K2Node_MakeStruct_472) LITERAL: Type {0} Amount {1}(/Game/Extinction/Dinos/IceJumper/IceJumper_Character_BP.IceJumper_Character_BP:EdGraph_31311.K2Node_CallFunction_75721) LITERAL: 0(/Game/Extinction/Dinos/IceJumper/IceJumper_Character_BP.IceJumper_Character_BP:EdGraph_31311.K2Node_MakeStruct_473) LITERAL: 1(/Game/Extinction/Dinos/IceJumper/IceJumper_Character_BP.IceJumper_Character_BP:EdGraph_31311.K2Node_MakeStruct_474) LITERAL: ActiveAbility {0} Velocity {1} Speed {2} Forward Dash Ending {3} IsForwardDashTickActive {4} IsBored {5}(/Game/Extinction/Dinos/IceJumper/IceJumper_Character_BP.IceJumper_Character_BP:EdGraph_31340.K2Node_CallFunction_75732) LITERAL: 0(/Game/Extinction/Dinos/IceJumper/IceJumper_Character_BP.IceJumper_Character_BP:EdGraph_31340.K2Node_MakeStruct_475) LITERAL: 1(/Game/Extinction/Dinos/IceJumper/IceJumper_Character_BP.IceJumper_Character_BP:EdGraph_31340.K2Node_MakeStruct_476) LITERAL: 2(/Game/Extinction/Dinos/IceJumper/IceJumper_Character_BP.IceJumper_Character_BP:EdGraph_31340.K2Node_MakeStruct_477) LITERAL: 3(/Game/Extinction/Dinos/IceJumper/IceJumper_Character_BP.IceJumper_Character_BP:EdGraph_31340.K2Node_MakeStruct_478) LITERAL: 4(/Game/Extinction/Dinos/IceJumper/IceJumper_Character_BP.IceJumper_Character_BP:EdGraph_31340.K2Node_MakeStruct_479) LITERAL: 5(/Game/Extinction/Dinos/IceJumper/IceJumper_Character_BP.IceJumper_Character_BP:EdGraph_31340.K2Node_MakeStruct_480) LITERAL: Training available in {0}(/Game/Extinction/Dinos/IceJumper/IceJumper_Character_BP.IceJumper_Character_BP:EdGraph_31343.K2Node_CallFunction_75735) LITERAL: 0(/Game/Extinction/Dinos/IceJumper/IceJumper_Character_BP.IceJumper_Character_BP:EdGraph_31343.K2Node_MakeStruct_481) LITERAL: bored in {0}(/Game/Extinction/Dinos/IceJumper/IceJumper_Character_BP.IceJumper_Character_BP:EdGraph_31346.K2Node_CallFunction_75736) LITERAL: 0(/Game/Extinction/Dinos/IceJumper/IceJumper_Character_BP.IceJumper_Character_BP:EdGraph_31346.K2Node_MakeStruct_482) CONTENT: Idle(/Engine/Transient.REINST_IceJumper_Character_BP_C_1) CONTENT: Cute(/Engine/Transient.REINST_IceJumper_Character_BP_C_1) CONTENT: Attack(/Engine/Transient.REINST_IceJumper_Character_BP_C_1) CONTENT: Hover(/Engine/Transient.REINST_IceJumper_Character_BP_C_1) CONTENT: Spine_02_Jnt(/Engine/Transient.REINST_IceJumper_Character_BP_C_1) CONTENT: Move(/Engine/Transient.REINST_IceJumper_Character_BP_C_1) CONTENT: Managarmr(/Engine/Transient.REINST_IceJumper_Character_BP_C_1) CONTENT: Cloth Gloves(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Cloth/PrimalItemArmor_ClothGloves.Default__PrimalItemArmor_ClothGloves_C) CONTENT: Hide-padded gloves provide some protection from the heat and cold, but only minimal protection from injuries.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Cloth/PrimalItemArmor_ClothGloves.Default__PrimalItemArmor_ClothGloves_C) CONTENT: Armor(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Cloth/PrimalItemArmor_ClothGloves.Default__PrimalItemArmor_ClothGloves_C) CONTENT: Cloth(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Cloth/PrimalItemArmor_ClothGloves.Default__PrimalItemArmor_ClothGloves_C) CONTENT: Cloth Hat(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Cloth/PrimalItemArmor_ClothHelmet.Default__PrimalItemArmor_ClothHelmet_C) CONTENT: Provides some protection from the heat and cold, but only minimal protection from injuries.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Cloth/PrimalItemArmor_ClothHelmet.Default__PrimalItemArmor_ClothHelmet_C) CONTENT: Armor(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Cloth/PrimalItemArmor_ClothHelmet.Default__PrimalItemArmor_ClothHelmet_C) CONTENT: Cloth(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Cloth/PrimalItemArmor_ClothHelmet.Default__PrimalItemArmor_ClothHelmet_C) CONTENT: Cloth Pants(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Cloth/PrimalItemArmor_ClothPants.Default__PrimalItemArmor_ClothPants_C) CONTENT: Provides some protection from the heat and cold, but only minimal protection from injuries.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Cloth/PrimalItemArmor_ClothPants.Default__PrimalItemArmor_ClothPants_C) CONTENT: Armor(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Cloth/PrimalItemArmor_ClothPants.Default__PrimalItemArmor_ClothPants_C) CONTENT: Cloth(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Cloth/PrimalItemArmor_ClothPants.Default__PrimalItemArmor_ClothPants_C) CONTENT: Cloth Shirt(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Cloth/PrimalItemArmor_ClothShirt.Default__PrimalItemArmor_ClothShirt_C) CONTENT: Provides some protection from the heat and cold, but only minimal protection from injuries.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Cloth/PrimalItemArmor_ClothShirt.Default__PrimalItemArmor_ClothShirt_C) CONTENT: Armor(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Cloth/PrimalItemArmor_ClothShirt.Default__PrimalItemArmor_ClothShirt_C) CONTENT: Cloth(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Cloth/PrimalItemArmor_ClothShirt.Default__PrimalItemArmor_ClothShirt_C) CONTENT: Blood Pack(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_BloodPack.Default__PrimalItemConsumable_BloodPack_C) CONTENT: Use this to replace lost blood. Restores Health over time.(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_BloodPack.Default__PrimalItemConsumable_BloodPack_C) CONTENT: Consumables(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_BloodPack.Default__PrimalItemConsumable_BloodPack_C) CONTENT: Blood Extraction Syringe(/Game/PrimalEarth/Test/PrimalItem_BloodExtractor.Default__PrimalItem_BloodExtractor_C) CONTENT: Use this on a human to extract their blood for transfusion.(/Game/PrimalEarth/Test/PrimalItem_BloodExtractor.Default__PrimalItem_BloodExtractor_C) CONTENT: Misc(/Game/PrimalEarth/Test/PrimalItem_BloodExtractor.Default__PrimalItem_BloodExtractor_C) CONTENT: Bingleberry Soup(/Game/PrimalEarth/Test/PrimalItemConsumable_BerrySoup.Default__PrimalItemConsumable_BerrySoup_C) CONTENT: Eat it to mega nourishment, long-term fortification!(/Game/PrimalEarth/Test/PrimalItemConsumable_BerrySoup.Default__PrimalItemConsumable_BerrySoup_C) CONTENT: Consumables(/Game/PrimalEarth/Test/PrimalItemConsumable_BerrySoup.Default__PrimalItemConsumable_BerrySoup_C) CONTENT: Crafted Foods(/Game/PrimalEarth/Test/PrimalItemConsumable_BerrySoup.Default__PrimalItemConsumable_BerrySoup_C) CONTENT: Berrybush Seeds(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/Seeds/PrimalItemConsumable_Seed_Test.Default__PrimalItemConsumable_Seed_Test_C) CONTENT: Eat it to gain small nourishment, or plant it to grow your own Berrybush! (Supports Small, Medium, or Large Crop Plots)(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/Seeds/PrimalItemConsumable_Seed_Test.Default__PrimalItemConsumable_Seed_Test_C) CONTENT: Base Sleeping Bag(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_SleepingBag_Base.Default__PrimalItemStructure_SleepingBag_Base_C) CONTENT: Acts as a single-use respawn point, only usable by you.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_SleepingBag_Base.Default__PrimalItemStructure_SleepingBag_Base_C) CONTENT: Sleeping Bag(/Engine/Transient.REINST_SleepingBag_C_0) CONTENT: Hide Sleeping Bag(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_SleepingBag_Hide.Default__PrimalItemStructure_SleepingBag_Hide_C) CONTENT: This hide sleeping bag acts as a single-use respawn point, only usable by you.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_SleepingBag_Hide.Default__PrimalItemStructure_SleepingBag_Hide_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_SleepingBag_Hide.Default__PrimalItemStructure_SleepingBag_Hide_C) CONTENT: Beds(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_SleepingBag_Hide.Default__PrimalItemStructure_SleepingBag_Hide_C) CONTENT: Sleeping Bag(/Engine/Transient.Default__REINST_SleepingBag_C_9920) CONTENT: Sleeping Bag(/Engine/Transient.REINST_SleepingBag_C_1) CONTENT: Paintbrush(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_WeaponPaintbrush.Default__PrimalItem_WeaponPaintbrush_C) CONTENT: Apply a dye to this, then swing it at structures to paint them.(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_WeaponPaintbrush.Default__PrimalItem_WeaponPaintbrush_C) CONTENT: Pnt(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_WeaponPaintbrush.Default__PrimalItem_WeaponPaintbrush_C) CONTENT: Paint(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_WeaponPaintbrush.Default__PrimalItem_WeaponPaintbrush_C) CONTENT: Misc(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_WeaponPaintbrush.Default__PrimalItem_WeaponPaintbrush_C) CONTENT: Wooden Shield(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Shields/PrimalItemArmor_WoodShield.Default__PrimalItemArmor_WoodShield_C) CONTENT: A wooden shield on a layer of leather. Absorbs damage from the front when activated.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Shields/PrimalItemArmor_WoodShield.Default__PrimalItemArmor_WoodShield_C) CONTENT: Artifact of the Hunter(/Game/PrimalEarth/CoreBlueprints/Items/Artifacts/PrimalItemArtifact_01.Default__PrimalItemArtifact_01_C) CONTENT: With relentless determination, the hunter will never waiver until it catches its prey. Only one of these may be carried at a time by an organism.(/Game/PrimalEarth/CoreBlueprints/Items/Artifacts/PrimalItemArtifact_01.Default__PrimalItemArtifact_01_C) CONTENT: Artifacts(/Game/PrimalEarth/CoreBlueprints/Items/Artifacts/PrimalItemArtifact_01.Default__PrimalItemArtifact_01_C) CONTENT: Artifact of the Pack(/Game/PrimalEarth/CoreBlueprints/Items/Artifacts/PrimalItemArtifact_02.Default__PrimalItemArtifact_02_C) CONTENT: Stronger than any lone creature, one may die but the pack will survive. Only one of these may be carried at a time by an organism.(/Game/PrimalEarth/CoreBlueprints/Items/Artifacts/PrimalItemArtifact_02.Default__PrimalItemArtifact_02_C) CONTENT: Artifacts(/Game/PrimalEarth/CoreBlueprints/Items/Artifacts/PrimalItemArtifact_02.Default__PrimalItemArtifact_02_C) CONTENT: Artifact of the Massive(/Game/PrimalEarth/CoreBlueprints/Items/Artifacts/PrimalItemArtifact_03.Default__PrimalItemArtifact_03_C) CONTENT: Size alone can sometimes mean the difference between survival and oblivion. Only one of these may be carried at a time by an organism.(/Game/PrimalEarth/CoreBlueprints/Items/Artifacts/PrimalItemArtifact_03.Default__PrimalItemArtifact_03_C) CONTENT: Artifacts(/Game/PrimalEarth/CoreBlueprints/Items/Artifacts/PrimalItemArtifact_03.Default__PrimalItemArtifact_03_C) CONTENT: Artifact of the Devious(/Game/PrimalEarth/CoreBlueprints/Items/Artifacts/PrimalItemArtifact_04.Default__PrimalItemArtifact_04_C) CONTENT: With craft and cunning, to look out for one's self may be essential to survival. Only one of these may be carried at a time by an organism.(/Game/PrimalEarth/CoreBlueprints/Items/Artifacts/PrimalItemArtifact_04.Default__PrimalItemArtifact_04_C) CONTENT: Artifacts(/Game/PrimalEarth/CoreBlueprints/Items/Artifacts/PrimalItemArtifact_04.Default__PrimalItemArtifact_04_C) CONTENT: Artifact of the Clever(/Game/PrimalEarth/CoreBlueprints/Items/Artifacts/PrimalItemArtifact_05.Default__PrimalItemArtifact_05_C) CONTENT: Wit and and quick thinking may turn the odds in one's favor, even when nature has other plans. Only one of these may be carried at a time by an organism.(/Game/PrimalEarth/CoreBlueprints/Items/Artifacts/PrimalItemArtifact_05.Default__PrimalItemArtifact_05_C) CONTENT: Artifacts(/Game/PrimalEarth/CoreBlueprints/Items/Artifacts/PrimalItemArtifact_05.Default__PrimalItemArtifact_05_C) CONTENT: Artifact of the Skylord(/Game/PrimalEarth/CoreBlueprints/Items/Artifacts/PrimalItemArtifact_06.Default__PrimalItemArtifact_06_C) CONTENT: Mastery of the skies confers a distinct advantage over earthbound competition. Only one of these may be carried at a time by an organism.(/Game/PrimalEarth/CoreBlueprints/Items/Artifacts/PrimalItemArtifact_06.Default__PrimalItemArtifact_06_C) CONTENT: Artifacts(/Game/PrimalEarth/CoreBlueprints/Items/Artifacts/PrimalItemArtifact_06.Default__PrimalItemArtifact_06_C) CONTENT: Artifact of the Devourer(/Game/PrimalEarth/CoreBlueprints/Items/Artifacts/PrimalItemArtifact_07.Default__PrimalItemArtifact_07_C) CONTENT: To consume is to become, and to become is to evolve. Only one of these may be carried at a time by an organism.(/Game/PrimalEarth/CoreBlueprints/Items/Artifacts/PrimalItemArtifact_07.Default__PrimalItemArtifact_07_C) CONTENT: Artifacts(/Game/PrimalEarth/CoreBlueprints/Items/Artifacts/PrimalItemArtifact_07.Default__PrimalItemArtifact_07_C) CONTENT: Artifact of the Immune(/Game/PrimalEarth/CoreBlueprints/Items/Artifacts/PrimalItemArtifact_08.Default__PrimalItemArtifact_08_C) CONTENT: With a mastery of one's equilibrium, no simple poison nor toxin can be a threat. Only one of these may be carried at a time by an organism.(/Game/PrimalEarth/CoreBlueprints/Items/Artifacts/PrimalItemArtifact_08.Default__PrimalItemArtifact_08_C) CONTENT: Artifacts(/Game/PrimalEarth/CoreBlueprints/Items/Artifacts/PrimalItemArtifact_08.Default__PrimalItemArtifact_08_C) CONTENT: Artifact of the Strong(/Game/PrimalEarth/CoreBlueprints/Items/Artifacts/PrimalItemArtifact_09.Default__PrimalItemArtifact_09_C) CONTENT: Such power may be crucial when survival becomes a question of raw physical capability. Only one of these may be carried at a time by an organism.(/Game/PrimalEarth/CoreBlueprints/Items/Artifacts/PrimalItemArtifact_09.Default__PrimalItemArtifact_09_C) CONTENT: Artifacts(/Game/PrimalEarth/CoreBlueprints/Items/Artifacts/PrimalItemArtifact_09.Default__PrimalItemArtifact_09_C) CONTENT: Artifact of the Cunning(/Game/PrimalEarth/CoreBlueprints/Items/Artifacts/PrimalItemArtifact_11.Default__PrimalItemArtifact_11_C) CONTENT: With craft and strategy, to outwit one's opponents may be essential to survival. Only one of these may be carried at a time by an organism.(/Game/PrimalEarth/CoreBlueprints/Items/Artifacts/PrimalItemArtifact_11.Default__PrimalItemArtifact_11_C) CONTENT: Artifacts(/Game/PrimalEarth/CoreBlueprints/Items/Artifacts/PrimalItemArtifact_11.Default__PrimalItemArtifact_11_C) CONTENT: Artifact of the Brute(/Game/PrimalEarth/CoreBlueprints/Items/Artifacts/PrimalItemArtifact_12.Default__PrimalItemArtifact_12_C) CONTENT: Striking fear into the hearts of one's enemies may be a crucial component of survival. Only one of these may be carried at a time by an organism.(/Game/PrimalEarth/CoreBlueprints/Items/Artifacts/PrimalItemArtifact_12.Default__PrimalItemArtifact_12_C) CONTENT: Artifacts(/Game/PrimalEarth/CoreBlueprints/Items/Artifacts/PrimalItemArtifact_12.Default__PrimalItemArtifact_12_C) CONTENT: Artifact of the Gatekeeper(/Game/PrimalEarth/CoreBlueprints/Items/Artifacts/PrimalItemArtifactSE_01.Default__PrimalItemArtifactSE_01_C) CONTENT: Found within the depths of the Scorched Earth. Only one of these may be carried at a time by an organism.(/Game/PrimalEarth/CoreBlueprints/Items/Artifacts/PrimalItemArtifactSE_01.Default__PrimalItemArtifactSE_01_C) CONTENT: Artifacts(/Game/PrimalEarth/CoreBlueprints/Items/Artifacts/PrimalItemArtifactSE_01.Default__PrimalItemArtifactSE_01_C) CONTENT: Artifact of the Crag(/Game/PrimalEarth/CoreBlueprints/Items/Artifacts/PrimalItemArtifactSE_02.Default__PrimalItemArtifactSE_02_C) CONTENT: Found within the depths of the Scorched Earth. Only one of these may be carried at a time by an organism.(/Game/PrimalEarth/CoreBlueprints/Items/Artifacts/PrimalItemArtifactSE_02.Default__PrimalItemArtifactSE_02_C) CONTENT: Artifacts(/Game/PrimalEarth/CoreBlueprints/Items/Artifacts/PrimalItemArtifactSE_02.Default__PrimalItemArtifactSE_02_C) CONTENT: Artifact of the Destroyer(/Game/PrimalEarth/CoreBlueprints/Items/Artifacts/PrimalItemArtifactSE_03.Default__PrimalItemArtifactSE_03_C) CONTENT: Found within the depths of the Scorched Earth. Only one of these may be carried at a time by an organism.(/Game/PrimalEarth/CoreBlueprints/Items/Artifacts/PrimalItemArtifactSE_03.Default__PrimalItemArtifactSE_03_C) CONTENT: Artifacts(/Game/PrimalEarth/CoreBlueprints/Items/Artifacts/PrimalItemArtifactSE_03.Default__PrimalItemArtifactSE_03_C) CONTENT: Artifact of the Depths(/Game/PrimalEarth/CoreBlueprints/Items/Artifacts/PrimalItemArtifactAB.Default__PrimalItemArtifactAB_C) CONTENT: Found within the depths of the Aberration. Only one of these may be carried at a time by an organism.(/Game/PrimalEarth/CoreBlueprints/Items/Artifacts/PrimalItemArtifactAB.Default__PrimalItemArtifactAB_C) CONTENT: Artifacts(/Game/PrimalEarth/CoreBlueprints/Items/Artifacts/PrimalItemArtifactAB.Default__PrimalItemArtifactAB_C) CONTENT: Artifact of the Shadows(/Game/PrimalEarth/CoreBlueprints/Items/Artifacts/PrimalItemArtifactAB_2.Default__PrimalItemArtifactAB_2_C) CONTENT: Found within the depths of the Aberration. Only one of these may be carried at a time by an organism.(/Game/PrimalEarth/CoreBlueprints/Items/Artifacts/PrimalItemArtifactAB_2.Default__PrimalItemArtifactAB_2_C) CONTENT: Artifacts(/Game/PrimalEarth/CoreBlueprints/Items/Artifacts/PrimalItemArtifactAB_2.Default__PrimalItemArtifactAB_2_C) CONTENT: Artifact of the Stalker(/Game/PrimalEarth/CoreBlueprints/Items/Artifacts/PrimalItemArtifactAB_3.Default__PrimalItemArtifactAB_3_C) CONTENT: Found within the depths of the Aberration. Only one of these may be carried at a time by an organism.(/Game/PrimalEarth/CoreBlueprints/Items/Artifacts/PrimalItemArtifactAB_3.Default__PrimalItemArtifactAB_3_C) CONTENT: Artifacts(/Game/PrimalEarth/CoreBlueprints/Items/Artifacts/PrimalItemArtifactAB_3.Default__PrimalItemArtifactAB_3_C) CONTENT: AI brain deactivated(/Engine/Transient.REINST_Buff_PauseBrain_C_0) LITERAL: PAUSE BRAIN BUFF ADDED(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_PauseBrain.Buff_PauseBrain:BPCustomAllowAddBuff.K2Node_CallFunction_26279) CONTENT: AI brain deactivated(/Engine/Transient.Default__REINST_Buff_PauseBrain_C_9968) CONTENT: AI brain deactivated(/Engine/Transient.REINST_Buff_PauseBrain_C_1) CONTENT: Idle(/Engine/Transient.REINST_Leedsichthys_Character_BP_C_0) CONTENT: c_back2(/Engine/Transient.REINST_Leedsichthys_Character_BP_C_0) CONTENT: Cute(/Engine/Transient.REINST_Leedsichthys_Character_BP_C_0) CONTENT: c_back2(/Engine/Transient.REINST_Leedsichthys_Character_BP_C_0) CONTENT: Action(/Engine/Transient.REINST_Leedsichthys_Character_BP_C_0) CONTENT: c_back2(/Engine/Transient.REINST_Leedsichthys_Character_BP_C_0) CONTENT: Move(/Engine/Transient.REINST_Leedsichthys_Character_BP_C_0) CONTENT: c_back2(/Engine/Transient.REINST_Leedsichthys_Character_BP_C_0) CONTENT: Leedsichthys(/Engine/Transient.REINST_Leedsichthys_Character_BP_C_0) CONTENT: Main Body(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Leeds.Default__DinoColorSet_Leeds_C) CONTENT: **Not Used**(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Leeds.Default__DinoColorSet_Leeds_C) CONTENT: **Not Used**(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Leeds.Default__DinoColorSet_Leeds_C) CONTENT: **Not Used**(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Leeds.Default__DinoColorSet_Leeds_C) CONTENT: Body Highlights(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Leeds.Default__DinoColorSet_Leeds_C) CONTENT: Underbelly(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Leeds.Default__DinoColorSet_Leeds_C) LITERAL: Scrape Meat {0}(/Game/PrimalEarth/Dinos/Leedsichthys/Leedsichthys_Character_BP.Leedsichthys_Character_BP:BPGetMultiUseEntries.K2Node_FormatText_5) LITERAL: : Wait Time {0}(/Game/PrimalEarth/Dinos/Leedsichthys/Leedsichthys_Character_BP.Leedsichthys_Character_BP:BPGetMultiUseEntries.K2Node_FormatText_9) LITERAL: UpdateBait(/Game/PrimalEarth/Test/DroppedItemGeneric_HoneyLure.DroppedItemGeneric_HoneyLure:EventGraph.K2Node_CallFunction_39678) CONTENT: Idle(/Engine/Transient.Default__REINST_Leedsichthys_Character_BP_C_9999) CONTENT: c_back2(/Engine/Transient.Default__REINST_Leedsichthys_Character_BP_C_9999) CONTENT: Cute(/Engine/Transient.Default__REINST_Leedsichthys_Character_BP_C_9999) CONTENT: c_back2(/Engine/Transient.Default__REINST_Leedsichthys_Character_BP_C_9999) CONTENT: Action(/Engine/Transient.Default__REINST_Leedsichthys_Character_BP_C_9999) CONTENT: c_back2(/Engine/Transient.Default__REINST_Leedsichthys_Character_BP_C_9999) CONTENT: Move(/Engine/Transient.Default__REINST_Leedsichthys_Character_BP_C_9999) CONTENT: c_back2(/Engine/Transient.Default__REINST_Leedsichthys_Character_BP_C_9999) CONTENT: Leedsichthys(/Engine/Transient.Default__REINST_Leedsichthys_Character_BP_C_9999) LITERAL: Scrape Meat {0}(/Game/PrimalEarth/Dinos/Leedsichthys/Leedsichthys_Character_BP.Leedsichthys_Character_BP:EdGraph_31554.K2Node_CallFunction_76243) LITERAL: 0(/Game/PrimalEarth/Dinos/Leedsichthys/Leedsichthys_Character_BP.Leedsichthys_Character_BP:EdGraph_31554.K2Node_MakeStruct_483) LITERAL: : Wait Time {0}(/Game/PrimalEarth/Dinos/Leedsichthys/Leedsichthys_Character_BP.Leedsichthys_Character_BP:EdGraph_31554.K2Node_CallFunction_76244) LITERAL: 0(/Game/PrimalEarth/Dinos/Leedsichthys/Leedsichthys_Character_BP.Leedsichthys_Character_BP:EdGraph_31554.K2Node_MakeStruct_484) CONTENT: Idle(/Engine/Transient.REINST_Leedsichthys_Character_BP_C_1) CONTENT: c_back2(/Engine/Transient.REINST_Leedsichthys_Character_BP_C_1) CONTENT: Cute(/Engine/Transient.REINST_Leedsichthys_Character_BP_C_1) CONTENT: c_back2(/Engine/Transient.REINST_Leedsichthys_Character_BP_C_1) CONTENT: Action(/Engine/Transient.REINST_Leedsichthys_Character_BP_C_1) CONTENT: c_back2(/Engine/Transient.REINST_Leedsichthys_Character_BP_C_1) CONTENT: Move(/Engine/Transient.REINST_Leedsichthys_Character_BP_C_1) CONTENT: c_back2(/Engine/Transient.REINST_Leedsichthys_Character_BP_C_1) CONTENT: Leedsichthys(/Engine/Transient.REINST_Leedsichthys_Character_BP_C_1) CONTENT: Giant Bee Honey(/Engine/Transient.Default__REINST_PrimalItemConsumable_Honey_C_10013) CONTENT: A delicious and nutritious snack, useful for luring creatures to a trap or for fishing.(/Engine/Transient.Default__REINST_PrimalItemConsumable_Honey_C_10013) CONTENT: Consumables(/Engine/Transient.Default__REINST_PrimalItemConsumable_Honey_C_10013) CONTENT: Giant Bee Honey(/Engine/Transient.REINST_PrimalItemConsumable_Honey_C_1) CONTENT: A delicious and nutritious snack, useful for luring creatures to a trap or for fishing.(/Engine/Transient.REINST_PrimalItemConsumable_Honey_C_1) CONTENT: Consumables(/Engine/Transient.REINST_PrimalItemConsumable_Honey_C_1) CONTENT: Sweet Vegetable Cake(/Engine/Transient.Default__REINST_PrimalItemConsumable_SweetVeggieCake_C_10020) CONTENT: A sappy vegetable cake which Herbivores find delicious, which will be automatically eaten when needed for healing. Alas, humans and carnivores tend to find its taste repugnant. (/Engine/Transient.Default__REINST_PrimalItemConsumable_SweetVeggieCake_C_10020) CONTENT: Consumables(/Engine/Transient.Default__REINST_PrimalItemConsumable_SweetVeggieCake_C_10020) CONTENT: Vegetables(/Engine/Transient.Default__REINST_PrimalItemConsumable_SweetVeggieCake_C_10020) CONTENT: Sweet Vegetable Cake(/Engine/Transient.REINST_PrimalItemConsumable_SweetVeggieCake_C_1) CONTENT: A sappy vegetable cake which Herbivores find delicious, which will be automatically eaten when needed for healing. Alas, humans and carnivores tend to find its taste repugnant. (/Engine/Transient.REINST_PrimalItemConsumable_SweetVeggieCake_C_1) CONTENT: Consumables(/Engine/Transient.REINST_PrimalItemConsumable_SweetVeggieCake_C_1) CONTENT: Vegetables(/Engine/Transient.REINST_PrimalItemConsumable_SweetVeggieCake_C_1) CONTENT: Text Block(/Engine/Transient.REINST_ReelingGame_C_40:WidgetTree_24787.EndGameTextBlock) CONTENT: Text Block(/Engine/Transient.REINST_ReelingGame_C_40:WidgetTree_24787.RemainingTimeTextBlock) CONTENT: Text Block(/Engine/Transient.REINST_ReelingGame_C_40:WidgetTree_24787.KeyTextBlock) CONTENT: REELED IN!!(/Game/PrimalEarth/UI/ReelingGame.ReelingGame_C:WidgetTree_214.EndGameTextBlock) CONTENT: 0:00(/Game/PrimalEarth/UI/ReelingGame.ReelingGame_C:WidgetTree_214.RemainingTimeTextBlock) CONTENT: Press A(/Game/PrimalEarth/UI/ReelingGame.ReelingGame_C:WidgetTree_214.KeyTextBlock) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekReplicator.PrimalItemStructure_TekReplicator(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekFloor.PrimalItemStructure_TekFloor(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/StructuresPlus/Structures/Ceilings/Triangle/Tek/PrimalItemStructure_TriCeiling_Tek.PrimalItemStructure_TriCeiling_Tek(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/StructuresPlus/Structures/Foundations/Triangle/Tek/PrimalItemStructure_TriFoundation_Tek.PrimalItemStructure_TriFoundation_Tek(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/StructuresPlus/Structures/Roofs_Tri/Tek/PrimalItemStructure_TriRoof_Tek.PrimalItemStructure_TriRoof_Tek(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekReplicator.PrimalItemStructure_TekReplicator(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekFloor.PrimalItemStructure_TekFloor(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/StructuresPlus/Structures/Ceilings/Triangle/Tek/PrimalItemStructure_TriCeiling_Tek.PrimalItemStructure_TriCeiling_Tek(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/StructuresPlus/Structures/Foundations/Triangle/Tek/PrimalItemStructure_TriFoundation_Tek.PrimalItemStructure_TriFoundation_Tek(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/StructuresPlus/Structures/Roofs_Tri/Tek/PrimalItemStructure_TriRoof_Tek.PrimalItemStructure_TriRoof_Tek(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekRoof.PrimalItemStructure_TekRoof(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekWall_Sloped_Left.PrimalItemStructure_TekWall_Sloped_Left(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekWall_Sloped_Right.PrimalItemStructure_TekWall_Sloped_Right(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekBoots.PrimalItemArmor_TekBoots(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekCatwalk.PrimalItemStructure_TekCatwalk(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekCeiling.PrimalItemStructure_TekCeiling(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekFenceFoundation.PrimalItemStructure_TekFenceFoundation(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekLadder.PrimalItemStructure_TekLadder(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekPillar.PrimalItemStructure_TekPillar(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekRailing.PrimalItemStructure_TekRailing(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekRamp.PrimalItemStructure_TekRamp(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekStairs.PrimalItemStructure_TekStairs(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekWall.PrimalItemStructure_TekWall(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekReplicator.PrimalItemStructure_TekReplicator(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekFloor.PrimalItemStructure_TekFloor(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/StructuresPlus/Structures/Ceilings/Triangle/Tek/PrimalItemStructure_TriCeiling_Tek.PrimalItemStructure_TriCeiling_Tek(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/StructuresPlus/Structures/Foundations/Triangle/Tek/PrimalItemStructure_TriFoundation_Tek.PrimalItemStructure_TriFoundation_Tek(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/StructuresPlus/Structures/Roofs_Tri/Tek/PrimalItemStructure_TriRoof_Tek.PrimalItemStructure_TriRoof_Tek(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekRoof.PrimalItemStructure_TekRoof(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekWall_Sloped_Left.PrimalItemStructure_TekWall_Sloped_Left(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekWall_Sloped_Right.PrimalItemStructure_TekWall_Sloped_Right(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekBoots.PrimalItemArmor_TekBoots(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekCatwalk.PrimalItemStructure_TekCatwalk(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekCeiling.PrimalItemStructure_TekCeiling(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekFenceFoundation.PrimalItemStructure_TekFenceFoundation(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekLadder.PrimalItemStructure_TekLadder(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekPillar.PrimalItemStructure_TekPillar(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekRailing.PrimalItemStructure_TekRailing(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekRamp.PrimalItemStructure_TekRamp(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekStairs.PrimalItemStructure_TekStairs(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekWall.PrimalItemStructure_TekWall(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_MosaSaddle_Tek.PrimalItemArmor_MosaSaddle_Tek(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekHelmet.PrimalItemArmor_TekHelmet(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TurretTek.PrimalItemStructure_TurretTek(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekGloves.PrimalItemArmor_TekGloves(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekCeilingWithTrapdoor.PrimalItemStructure_TekCeilingWithTrapdoor(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekReplicator.PrimalItemStructure_TekReplicator(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekTrapdoor.PrimalItemStructure_TekTrapdoor(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekWindow.PrimalItemStructure_TekWindow(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekWallWithWindow.PrimalItemStructure_TekWallWithWindow(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekGloves.PrimalItemArmor_TekGloves(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekCeilingWithTrapdoor.PrimalItemStructure_TekCeilingWithTrapdoor(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekReplicator.PrimalItemStructure_TekReplicator(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekTrapdoor.PrimalItemStructure_TekTrapdoor(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekWindow.PrimalItemStructure_TekWindow(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekWallWithWindow.PrimalItemStructure_TekWallWithWindow(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekGateframe.PrimalItemStructure_TekGateframe(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekGate.PrimalItemStructure_TekGate(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekDoor.PrimalItemStructure_TekDoor(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekWallWithDoor.PrimalItemStructure_TekWallWithDoor(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekGenerator.PrimalItemStructure_TekGenerator(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_TekRifle.PrimalItem_TekRifle(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekTrough.PrimalItemStructure_TekTrough(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekGloves.PrimalItemArmor_TekGloves(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekCeilingWithTrapdoor.PrimalItemStructure_TekCeilingWithTrapdoor(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekReplicator.PrimalItemStructure_TekReplicator(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekTrapdoor.PrimalItemStructure_TekTrapdoor(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekWindow.PrimalItemStructure_TekWindow(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekWallWithWindow.PrimalItemStructure_TekWallWithWindow(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekGateframe.PrimalItemStructure_TekGateframe(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekGate.PrimalItemStructure_TekGate(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekDoor.PrimalItemStructure_TekDoor(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekWallWithDoor.PrimalItemStructure_TekWallWithDoor(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekGenerator.PrimalItemStructure_TekGenerator(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_TekRifle.PrimalItem_TekRifle(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekTrough.PrimalItemStructure_TekTrough(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/StructuresPlus/Structures/Walls_L/Tek/PrimalItemStructure_LargeWall_Tek.PrimalItemStructure_LargeWall_Tek(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_RexSaddle_Tek.PrimalItemArmor_RexSaddle_Tek(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_TekGrenade.PrimalItem_TekGrenade(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekReplicator.PrimalItemStructure_TekReplicator(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekGate_Large.PrimalItemStructure_TekGate_Large(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekGateframe_Large.PrimalItemStructure_TekGateframe_Large(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_MegalodonSaddle_Tek.PrimalItemArmor_MegalodonSaddle_Tek(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_Tapejara_Tek.PrimalItemArmor_Tapejara_Tek(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekPants.PrimalItemArmor_TekPants(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekReplicator.PrimalItemStructure_TekReplicator(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekGate_Large.PrimalItemStructure_TekGate_Large(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekGateframe_Large.PrimalItemStructure_TekGateframe_Large(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_MegalodonSaddle_Tek.PrimalItemArmor_MegalodonSaddle_Tek(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_Tapejara_Tek.PrimalItemArmor_Tapejara_Tek(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekPants.PrimalItemArmor_TekPants(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/StructuresPlus/Misc/DedicatedStorage/PrimalItemStructure_DedicatedStorage.PrimalItemStructure_DedicatedStorage(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/StructuresPlus/Doors/Doors_Double/Tek/PrimalItemStructure_DoubleDoor_Tek.PrimalItemStructure_DoubleDoor_Tek(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/StructuresPlus/Structures/Doorframes_Double/Tek/PrimalItemStructure_DoubleDoorframe_Tek.PrimalItemStructure_DoubleDoorframe_Tek(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/StructuresPlus/Structures/FenceSupports/Tek/PrimalItemStructure_FenceSupport_Tek.PrimalItemStructure_FenceSupport_Tek(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekShield.PrimalItemStructure_TekShield(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/StructuresPlus/Structures/Ramps/Tek/PrimalItemStructure_Ramp_Tek.PrimalItemStructure_Ramp_Tek(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekTransmitter.PrimalItemStructure_TekTransmitter(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/BuildingBases/PrimalItemStructure_UnderwaterBase.PrimalItemStructure_UnderwaterBase(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekReplicator.PrimalItemStructure_TekReplicator(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekGate_Large.PrimalItemStructure_TekGate_Large(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekGateframe_Large.PrimalItemStructure_TekGateframe_Large(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_MegalodonSaddle_Tek.PrimalItemArmor_MegalodonSaddle_Tek(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_Tapejara_Tek.PrimalItemArmor_Tapejara_Tek(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekPants.PrimalItemArmor_TekPants(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/StructuresPlus/Misc/DedicatedStorage/PrimalItemStructure_DedicatedStorage.PrimalItemStructure_DedicatedStorage(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/StructuresPlus/Doors/Doors_Double/Tek/PrimalItemStructure_DoubleDoor_Tek.PrimalItemStructure_DoubleDoor_Tek(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/StructuresPlus/Structures/Doorframes_Double/Tek/PrimalItemStructure_DoubleDoorframe_Tek.PrimalItemStructure_DoubleDoorframe_Tek(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/StructuresPlus/Structures/FenceSupports/Tek/PrimalItemStructure_FenceSupport_Tek.PrimalItemStructure_FenceSupport_Tek(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekShield.PrimalItemStructure_TekShield(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/StructuresPlus/Structures/Ramps/Tek/PrimalItemStructure_Ramp_Tek.PrimalItemStructure_Ramp_Tek(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekTransmitter.PrimalItemStructure_TekTransmitter(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/BuildingBases/PrimalItemStructure_UnderwaterBase.PrimalItemStructure_UnderwaterBase(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: Blueprint'/Game/PrimalEarth/CoreBlueprints/Items/Structures/BuildingBases/PrimalItemStructure_UnderwaterBase_Moonpool.PrimalItemStructure_UnderwaterBase_Moonpool(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekShirt.PrimalItemArmor_TekShirt(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/BuildingBases/PrimalItemStructure_TekCloningChamber.PrimalItemStructure_TekCloningChamber(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekTeleporter.PrimalItemStructure_TekTeleporter(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekReplicator.PrimalItemStructure_TekReplicator(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekGloves.PrimalItemArmor_TekGloves(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekPants.PrimalItemArmor_TekPants(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekGenerator.PrimalItemStructure_TekGenerator(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekTrough.PrimalItemStructure_TekTrough(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekReplicator.PrimalItemStructure_TekReplicator(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekGloves.PrimalItemArmor_TekGloves(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekPants.PrimalItemArmor_TekPants(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekGenerator.PrimalItemStructure_TekGenerator(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekTrough.PrimalItemStructure_TekTrough(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_Tapejara_Tek.PrimalItemArmor_Tapejara_Tek(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/StructuresPlus/Misc/DedicatedStorage/PrimalItemStructure_DedicatedStorage.PrimalItemStructure_DedicatedStorage(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_TekRifle.PrimalItem_TekRifle(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekReplicator.PrimalItemStructure_TekReplicator(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekGloves.PrimalItemArmor_TekGloves(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekPants.PrimalItemArmor_TekPants(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekGenerator.PrimalItemStructure_TekGenerator(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekTrough.PrimalItemStructure_TekTrough(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_Tapejara_Tek.PrimalItemArmor_Tapejara_Tek(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/StructuresPlus/Misc/DedicatedStorage/PrimalItemStructure_DedicatedStorage.PrimalItemStructure_DedicatedStorage(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_TekRifle.PrimalItem_TekRifle(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/BuildingBases/PrimalItemStructure_TekCloningChamber.PrimalItemStructure_TekCloningChamber(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_RexSaddle_Tek.PrimalItemArmor_RexSaddle_Tek(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekShield.PrimalItemStructure_TekShield(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_TekGrenade.PrimalItem_TekGrenade(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekTeleporter.PrimalItemStructure_TekTeleporter(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekReplicator.PrimalItemStructure_TekReplicator(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekGloves.PrimalItemArmor_TekGloves(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekGenerator.PrimalItemStructure_TekGenerator(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekPants.PrimalItemArmor_TekPants(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_Bed_Tek.PrimalItemStructure_Bed_Tek(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekTrough.PrimalItemStructure_TekTrough(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekReplicator.PrimalItemStructure_TekReplicator(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekGloves.PrimalItemArmor_TekGloves(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekGenerator.PrimalItemStructure_TekGenerator(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekPants.PrimalItemArmor_TekPants(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_Bed_Tek.PrimalItemStructure_Bed_Tek(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekTrough.PrimalItemStructure_TekTrough(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekBoots.PrimalItemArmor_TekBoots(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekShirt.PrimalItemArmor_TekShirt(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/Aberration/Dinos/RockDrake/PrimalItemArmor_RockDrakeSaddle_Tek.PrimalItemArmor_RockDrakeSaddle_Tek(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/StructuresPlus/Misc/DedicatedStorage/PrimalItemStructure_DedicatedStorage.PrimalItemStructure_DedicatedStorage(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekHelmet.PrimalItemArmor_TekHelmet(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_TekRifle.PrimalItem_TekRifle(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekReplicator.PrimalItemStructure_TekReplicator(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekGloves.PrimalItemArmor_TekGloves(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekGenerator.PrimalItemStructure_TekGenerator(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekPants.PrimalItemArmor_TekPants(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_Bed_Tek.PrimalItemStructure_Bed_Tek(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekTrough.PrimalItemStructure_TekTrough(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekBoots.PrimalItemArmor_TekBoots(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekShirt.PrimalItemArmor_TekShirt(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/Aberration/Dinos/RockDrake/PrimalItemArmor_RockDrakeSaddle_Tek.PrimalItemArmor_RockDrakeSaddle_Tek(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/StructuresPlus/Misc/DedicatedStorage/PrimalItemStructure_DedicatedStorage.PrimalItemStructure_DedicatedStorage(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekHelmet.PrimalItemArmor_TekHelmet(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_TekRifle.PrimalItem_TekRifle(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/BuildingBases/PrimalItemStructure_TekCloningChamber.PrimalItemStructure_TekCloningChamber(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_RexSaddle_Tek.PrimalItemArmor_RexSaddle_Tek(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekShield.PrimalItemStructure_TekShield(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/Aberration/WeaponTekSniper/PrimalItem_TekSniper.PrimalItem_TekSniper(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekTeleporter.PrimalItemStructure_TekTeleporter(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/Genesis/Weapons/TekHandBlades/PrimalItem_WeaponTekClaws.PrimalItem_WeaponTekClaws(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekReplicator.PrimalItemStructure_TekReplicator(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/StructuresPlus/Misc/DedicatedStorage/PrimalItemStructure_DedicatedStorage.PrimalItemStructure_DedicatedStorage(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/Genesis/CoreBlueprints/Items/PrimalItem_Spawner_HoverSkiff.PrimalItem_Spawner_HoverSkiff(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/Genesis/Weapons/TekHandBlades/PrimalItem_WeaponTekClaws.PrimalItem_WeaponTekClaws(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekReplicator.PrimalItemStructure_TekReplicator(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/StructuresPlus/Misc/DedicatedStorage/PrimalItemStructure_DedicatedStorage.PrimalItemStructure_DedicatedStorage(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/Genesis/CoreBlueprints/Items/PrimalItem_Spawner_HoverSkiff.PrimalItem_Spawner_HoverSkiff(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/Genesis/Dinos/SpaceWhale/PrimalItemArmor_SpaceWhaleSaddle_Tek.PrimalItemArmor_SpaceWhaleSaddle_Tek(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekPants.PrimalItemArmor_TekPants(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/Genesis/Items/Armor/PrimalItemArmor_ShoulderCannon.PrimalItemArmor_ShoulderCannon(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/Genesis/Weapons/TekHandBlades/PrimalItem_WeaponTekClaws.PrimalItem_WeaponTekClaws(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekReplicator.PrimalItemStructure_TekReplicator(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/StructuresPlus/Misc/DedicatedStorage/PrimalItemStructure_DedicatedStorage.PrimalItemStructure_DedicatedStorage(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/Genesis/CoreBlueprints/Items/PrimalItem_Spawner_HoverSkiff.PrimalItem_Spawner_HoverSkiff(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/Genesis/Dinos/SpaceWhale/PrimalItemArmor_SpaceWhaleSaddle_Tek.PrimalItemArmor_SpaceWhaleSaddle_Tek(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekPants.PrimalItemArmor_TekPants(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/Genesis/Items/Armor/PrimalItemArmor_ShoulderCannon.PrimalItemArmor_ShoulderCannon(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/Genesis/Weapons/CruiseMissile/PrimalItem_WeaponTekCruiseMissile.PrimalItem_WeaponTekCruiseMissile(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekShirt.PrimalItemArmor_TekShirt(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/Genesis2/Dinos/Exosuit/PrimalItem_Spawner_Exosuit.PrimalItem_Spawner_Exosuit(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekReplicator.PrimalItemStructure_TekReplicator(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekBoots.PrimalItemArmor_TekBoots(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekGloves.PrimalItemArmor_TekGloves(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekPants.PrimalItemArmor_TekPants(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/StructuresPlus/Misc/DedicatedStorage/PrimalItemStructure_DedicatedStorage.PrimalItemStructure_DedicatedStorage(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekTrough.PrimalItemStructure_TekTrough(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekGenerator.PrimalItemStructure_TekGenerator(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/Genesis2/Dinos/Exosuit/PrimalItem_Spawner_Exosuit.PrimalItem_Spawner_Exosuit(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekReplicator.PrimalItemStructure_TekReplicator(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekBoots.PrimalItemArmor_TekBoots(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekGloves.PrimalItemArmor_TekGloves(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekPants.PrimalItemArmor_TekPants(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/StructuresPlus/Misc/DedicatedStorage/PrimalItemStructure_DedicatedStorage.PrimalItemStructure_DedicatedStorage(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekTrough.PrimalItemStructure_TekTrough(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekGenerator.PrimalItemStructure_TekGenerator(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekTeleporter.PrimalItemStructure_TekTeleporter(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_TekRifle.PrimalItem_TekRifle(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekShield.PrimalItemStructure_TekShield(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekShirt.PrimalItemArmor_TekShirt(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekHelmet.PrimalItemArmor_TekHelmet(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TurretTek.PrimalItemStructure_TurretTek(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/Genesis2/Dinos/Exosuit/PrimalItem_Spawner_Exosuit.PrimalItem_Spawner_Exosuit(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekReplicator.PrimalItemStructure_TekReplicator(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekBoots.PrimalItemArmor_TekBoots(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekGloves.PrimalItemArmor_TekGloves(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekPants.PrimalItemArmor_TekPants(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/StructuresPlus/Misc/DedicatedStorage/PrimalItemStructure_DedicatedStorage.PrimalItemStructure_DedicatedStorage(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekTrough.PrimalItemStructure_TekTrough(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekGenerator.PrimalItemStructure_TekGenerator(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekTeleporter.PrimalItemStructure_TekTeleporter(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_TekRifle.PrimalItem_TekRifle(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekShield.PrimalItemStructure_TekShield(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekShirt.PrimalItemArmor_TekShirt(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekHelmet.PrimalItemArmor_TekHelmet(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TurretTek.PrimalItemStructure_TurretTek(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10032) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekReplicator.PrimalItemStructure_TekReplicator(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekFloor.PrimalItemStructure_TekFloor(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/StructuresPlus/Structures/Ceilings/Triangle/Tek/PrimalItemStructure_TriCeiling_Tek.PrimalItemStructure_TriCeiling_Tek(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/StructuresPlus/Structures/Foundations/Triangle/Tek/PrimalItemStructure_TriFoundation_Tek.PrimalItemStructure_TriFoundation_Tek(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/StructuresPlus/Structures/Roofs_Tri/Tek/PrimalItemStructure_TriRoof_Tek.PrimalItemStructure_TriRoof_Tek(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekReplicator.PrimalItemStructure_TekReplicator(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekFloor.PrimalItemStructure_TekFloor(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/StructuresPlus/Structures/Ceilings/Triangle/Tek/PrimalItemStructure_TriCeiling_Tek.PrimalItemStructure_TriCeiling_Tek(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/StructuresPlus/Structures/Foundations/Triangle/Tek/PrimalItemStructure_TriFoundation_Tek.PrimalItemStructure_TriFoundation_Tek(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/StructuresPlus/Structures/Roofs_Tri/Tek/PrimalItemStructure_TriRoof_Tek.PrimalItemStructure_TriRoof_Tek(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekRoof.PrimalItemStructure_TekRoof(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekWall_Sloped_Left.PrimalItemStructure_TekWall_Sloped_Left(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekWall_Sloped_Right.PrimalItemStructure_TekWall_Sloped_Right(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekBoots.PrimalItemArmor_TekBoots(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekCatwalk.PrimalItemStructure_TekCatwalk(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekCeiling.PrimalItemStructure_TekCeiling(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekFenceFoundation.PrimalItemStructure_TekFenceFoundation(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekLadder.PrimalItemStructure_TekLadder(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekPillar.PrimalItemStructure_TekPillar(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekRailing.PrimalItemStructure_TekRailing(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekRamp.PrimalItemStructure_TekRamp(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekStairs.PrimalItemStructure_TekStairs(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekWall.PrimalItemStructure_TekWall(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekReplicator.PrimalItemStructure_TekReplicator(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekFloor.PrimalItemStructure_TekFloor(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/StructuresPlus/Structures/Ceilings/Triangle/Tek/PrimalItemStructure_TriCeiling_Tek.PrimalItemStructure_TriCeiling_Tek(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/StructuresPlus/Structures/Foundations/Triangle/Tek/PrimalItemStructure_TriFoundation_Tek.PrimalItemStructure_TriFoundation_Tek(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/StructuresPlus/Structures/Roofs_Tri/Tek/PrimalItemStructure_TriRoof_Tek.PrimalItemStructure_TriRoof_Tek(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekRoof.PrimalItemStructure_TekRoof(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekWall_Sloped_Left.PrimalItemStructure_TekWall_Sloped_Left(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekWall_Sloped_Right.PrimalItemStructure_TekWall_Sloped_Right(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekBoots.PrimalItemArmor_TekBoots(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekCatwalk.PrimalItemStructure_TekCatwalk(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekCeiling.PrimalItemStructure_TekCeiling(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekFenceFoundation.PrimalItemStructure_TekFenceFoundation(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekLadder.PrimalItemStructure_TekLadder(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekPillar.PrimalItemStructure_TekPillar(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekRailing.PrimalItemStructure_TekRailing(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekRamp.PrimalItemStructure_TekRamp(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekStairs.PrimalItemStructure_TekStairs(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekWall.PrimalItemStructure_TekWall(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_MosaSaddle_Tek.PrimalItemArmor_MosaSaddle_Tek(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekHelmet.PrimalItemArmor_TekHelmet(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TurretTek.PrimalItemStructure_TurretTek(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekGloves.PrimalItemArmor_TekGloves(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekCeilingWithTrapdoor.PrimalItemStructure_TekCeilingWithTrapdoor(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekReplicator.PrimalItemStructure_TekReplicator(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekTrapdoor.PrimalItemStructure_TekTrapdoor(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekWindow.PrimalItemStructure_TekWindow(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekWallWithWindow.PrimalItemStructure_TekWallWithWindow(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekGloves.PrimalItemArmor_TekGloves(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekCeilingWithTrapdoor.PrimalItemStructure_TekCeilingWithTrapdoor(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekReplicator.PrimalItemStructure_TekReplicator(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekTrapdoor.PrimalItemStructure_TekTrapdoor(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekWindow.PrimalItemStructure_TekWindow(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekWallWithWindow.PrimalItemStructure_TekWallWithWindow(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekGateframe.PrimalItemStructure_TekGateframe(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekGate.PrimalItemStructure_TekGate(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekDoor.PrimalItemStructure_TekDoor(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekWallWithDoor.PrimalItemStructure_TekWallWithDoor(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekGenerator.PrimalItemStructure_TekGenerator(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_TekRifle.PrimalItem_TekRifle(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekTrough.PrimalItemStructure_TekTrough(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekGloves.PrimalItemArmor_TekGloves(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekCeilingWithTrapdoor.PrimalItemStructure_TekCeilingWithTrapdoor(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekReplicator.PrimalItemStructure_TekReplicator(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekTrapdoor.PrimalItemStructure_TekTrapdoor(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekWindow.PrimalItemStructure_TekWindow(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekWallWithWindow.PrimalItemStructure_TekWallWithWindow(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekGateframe.PrimalItemStructure_TekGateframe(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekGate.PrimalItemStructure_TekGate(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekDoor.PrimalItemStructure_TekDoor(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekWallWithDoor.PrimalItemStructure_TekWallWithDoor(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekGenerator.PrimalItemStructure_TekGenerator(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_TekRifle.PrimalItem_TekRifle(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekTrough.PrimalItemStructure_TekTrough(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/StructuresPlus/Structures/Walls_L/Tek/PrimalItemStructure_LargeWall_Tek.PrimalItemStructure_LargeWall_Tek(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_RexSaddle_Tek.PrimalItemArmor_RexSaddle_Tek(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_TekGrenade.PrimalItem_TekGrenade(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekReplicator.PrimalItemStructure_TekReplicator(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekGate_Large.PrimalItemStructure_TekGate_Large(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekGateframe_Large.PrimalItemStructure_TekGateframe_Large(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_MegalodonSaddle_Tek.PrimalItemArmor_MegalodonSaddle_Tek(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_Tapejara_Tek.PrimalItemArmor_Tapejara_Tek(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekPants.PrimalItemArmor_TekPants(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekReplicator.PrimalItemStructure_TekReplicator(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekGate_Large.PrimalItemStructure_TekGate_Large(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekGateframe_Large.PrimalItemStructure_TekGateframe_Large(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_MegalodonSaddle_Tek.PrimalItemArmor_MegalodonSaddle_Tek(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_Tapejara_Tek.PrimalItemArmor_Tapejara_Tek(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekPants.PrimalItemArmor_TekPants(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/StructuresPlus/Misc/DedicatedStorage/PrimalItemStructure_DedicatedStorage.PrimalItemStructure_DedicatedStorage(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/StructuresPlus/Doors/Doors_Double/Tek/PrimalItemStructure_DoubleDoor_Tek.PrimalItemStructure_DoubleDoor_Tek(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/StructuresPlus/Structures/Doorframes_Double/Tek/PrimalItemStructure_DoubleDoorframe_Tek.PrimalItemStructure_DoubleDoorframe_Tek(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/StructuresPlus/Structures/FenceSupports/Tek/PrimalItemStructure_FenceSupport_Tek.PrimalItemStructure_FenceSupport_Tek(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekShield.PrimalItemStructure_TekShield(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/StructuresPlus/Structures/Ramps/Tek/PrimalItemStructure_Ramp_Tek.PrimalItemStructure_Ramp_Tek(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekTransmitter.PrimalItemStructure_TekTransmitter(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/BuildingBases/PrimalItemStructure_UnderwaterBase.PrimalItemStructure_UnderwaterBase(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekReplicator.PrimalItemStructure_TekReplicator(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekGate_Large.PrimalItemStructure_TekGate_Large(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekGateframe_Large.PrimalItemStructure_TekGateframe_Large(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_MegalodonSaddle_Tek.PrimalItemArmor_MegalodonSaddle_Tek(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_Tapejara_Tek.PrimalItemArmor_Tapejara_Tek(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekPants.PrimalItemArmor_TekPants(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/StructuresPlus/Misc/DedicatedStorage/PrimalItemStructure_DedicatedStorage.PrimalItemStructure_DedicatedStorage(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/StructuresPlus/Doors/Doors_Double/Tek/PrimalItemStructure_DoubleDoor_Tek.PrimalItemStructure_DoubleDoor_Tek(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/StructuresPlus/Structures/Doorframes_Double/Tek/PrimalItemStructure_DoubleDoorframe_Tek.PrimalItemStructure_DoubleDoorframe_Tek(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/StructuresPlus/Structures/FenceSupports/Tek/PrimalItemStructure_FenceSupport_Tek.PrimalItemStructure_FenceSupport_Tek(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekShield.PrimalItemStructure_TekShield(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/StructuresPlus/Structures/Ramps/Tek/PrimalItemStructure_Ramp_Tek.PrimalItemStructure_Ramp_Tek(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekTransmitter.PrimalItemStructure_TekTransmitter(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/BuildingBases/PrimalItemStructure_UnderwaterBase.PrimalItemStructure_UnderwaterBase(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: Blueprint'/Game/PrimalEarth/CoreBlueprints/Items/Structures/BuildingBases/PrimalItemStructure_UnderwaterBase_Moonpool.PrimalItemStructure_UnderwaterBase_Moonpool(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekShirt.PrimalItemArmor_TekShirt(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/BuildingBases/PrimalItemStructure_TekCloningChamber.PrimalItemStructure_TekCloningChamber(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekTeleporter.PrimalItemStructure_TekTeleporter(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekReplicator.PrimalItemStructure_TekReplicator(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekGloves.PrimalItemArmor_TekGloves(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekPants.PrimalItemArmor_TekPants(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekGenerator.PrimalItemStructure_TekGenerator(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekTrough.PrimalItemStructure_TekTrough(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekReplicator.PrimalItemStructure_TekReplicator(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekGloves.PrimalItemArmor_TekGloves(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekPants.PrimalItemArmor_TekPants(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekGenerator.PrimalItemStructure_TekGenerator(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekTrough.PrimalItemStructure_TekTrough(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_Tapejara_Tek.PrimalItemArmor_Tapejara_Tek(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/StructuresPlus/Misc/DedicatedStorage/PrimalItemStructure_DedicatedStorage.PrimalItemStructure_DedicatedStorage(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_TekRifle.PrimalItem_TekRifle(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekReplicator.PrimalItemStructure_TekReplicator(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekGloves.PrimalItemArmor_TekGloves(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekPants.PrimalItemArmor_TekPants(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekGenerator.PrimalItemStructure_TekGenerator(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekTrough.PrimalItemStructure_TekTrough(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_Tapejara_Tek.PrimalItemArmor_Tapejara_Tek(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/StructuresPlus/Misc/DedicatedStorage/PrimalItemStructure_DedicatedStorage.PrimalItemStructure_DedicatedStorage(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_TekRifle.PrimalItem_TekRifle(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/BuildingBases/PrimalItemStructure_TekCloningChamber.PrimalItemStructure_TekCloningChamber(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_RexSaddle_Tek.PrimalItemArmor_RexSaddle_Tek(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekShield.PrimalItemStructure_TekShield(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_TekGrenade.PrimalItem_TekGrenade(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekTeleporter.PrimalItemStructure_TekTeleporter(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekReplicator.PrimalItemStructure_TekReplicator(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekGloves.PrimalItemArmor_TekGloves(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekGenerator.PrimalItemStructure_TekGenerator(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekPants.PrimalItemArmor_TekPants(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_Bed_Tek.PrimalItemStructure_Bed_Tek(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekTrough.PrimalItemStructure_TekTrough(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekReplicator.PrimalItemStructure_TekReplicator(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekGloves.PrimalItemArmor_TekGloves(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekGenerator.PrimalItemStructure_TekGenerator(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekPants.PrimalItemArmor_TekPants(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_Bed_Tek.PrimalItemStructure_Bed_Tek(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekTrough.PrimalItemStructure_TekTrough(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekBoots.PrimalItemArmor_TekBoots(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekShirt.PrimalItemArmor_TekShirt(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/Aberration/Dinos/RockDrake/PrimalItemArmor_RockDrakeSaddle_Tek.PrimalItemArmor_RockDrakeSaddle_Tek(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/StructuresPlus/Misc/DedicatedStorage/PrimalItemStructure_DedicatedStorage.PrimalItemStructure_DedicatedStorage(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekHelmet.PrimalItemArmor_TekHelmet(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_TekRifle.PrimalItem_TekRifle(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekReplicator.PrimalItemStructure_TekReplicator(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekGloves.PrimalItemArmor_TekGloves(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekGenerator.PrimalItemStructure_TekGenerator(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekPants.PrimalItemArmor_TekPants(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_Bed_Tek.PrimalItemStructure_Bed_Tek(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekTrough.PrimalItemStructure_TekTrough(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekBoots.PrimalItemArmor_TekBoots(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekShirt.PrimalItemArmor_TekShirt(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/Aberration/Dinos/RockDrake/PrimalItemArmor_RockDrakeSaddle_Tek.PrimalItemArmor_RockDrakeSaddle_Tek(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/StructuresPlus/Misc/DedicatedStorage/PrimalItemStructure_DedicatedStorage.PrimalItemStructure_DedicatedStorage(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekHelmet.PrimalItemArmor_TekHelmet(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_TekRifle.PrimalItem_TekRifle(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/BuildingBases/PrimalItemStructure_TekCloningChamber.PrimalItemStructure_TekCloningChamber(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_RexSaddle_Tek.PrimalItemArmor_RexSaddle_Tek(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekShield.PrimalItemStructure_TekShield(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/Aberration/WeaponTekSniper/PrimalItem_TekSniper.PrimalItem_TekSniper(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekTeleporter.PrimalItemStructure_TekTeleporter(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/Genesis/Weapons/TekHandBlades/PrimalItem_WeaponTekClaws.PrimalItem_WeaponTekClaws(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekReplicator.PrimalItemStructure_TekReplicator(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/StructuresPlus/Misc/DedicatedStorage/PrimalItemStructure_DedicatedStorage.PrimalItemStructure_DedicatedStorage(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/Genesis/CoreBlueprints/Items/PrimalItem_Spawner_HoverSkiff.PrimalItem_Spawner_HoverSkiff(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/Genesis/Weapons/TekHandBlades/PrimalItem_WeaponTekClaws.PrimalItem_WeaponTekClaws(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekReplicator.PrimalItemStructure_TekReplicator(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/StructuresPlus/Misc/DedicatedStorage/PrimalItemStructure_DedicatedStorage.PrimalItemStructure_DedicatedStorage(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/Genesis/CoreBlueprints/Items/PrimalItem_Spawner_HoverSkiff.PrimalItem_Spawner_HoverSkiff(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/Genesis/Dinos/SpaceWhale/PrimalItemArmor_SpaceWhaleSaddle_Tek.PrimalItemArmor_SpaceWhaleSaddle_Tek(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekPants.PrimalItemArmor_TekPants(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/Genesis/Items/Armor/PrimalItemArmor_ShoulderCannon.PrimalItemArmor_ShoulderCannon(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/Genesis/Weapons/TekHandBlades/PrimalItem_WeaponTekClaws.PrimalItem_WeaponTekClaws(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekReplicator.PrimalItemStructure_TekReplicator(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/StructuresPlus/Misc/DedicatedStorage/PrimalItemStructure_DedicatedStorage.PrimalItemStructure_DedicatedStorage(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/Genesis/CoreBlueprints/Items/PrimalItem_Spawner_HoverSkiff.PrimalItem_Spawner_HoverSkiff(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/Genesis/Dinos/SpaceWhale/PrimalItemArmor_SpaceWhaleSaddle_Tek.PrimalItemArmor_SpaceWhaleSaddle_Tek(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekPants.PrimalItemArmor_TekPants(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/Genesis/Items/Armor/PrimalItemArmor_ShoulderCannon.PrimalItemArmor_ShoulderCannon(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/Genesis/Weapons/CruiseMissile/PrimalItem_WeaponTekCruiseMissile.PrimalItem_WeaponTekCruiseMissile(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekShirt.PrimalItemArmor_TekShirt(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/Genesis2/Dinos/Exosuit/PrimalItem_Spawner_Exosuit.PrimalItem_Spawner_Exosuit(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekReplicator.PrimalItemStructure_TekReplicator(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekBoots.PrimalItemArmor_TekBoots(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekGloves.PrimalItemArmor_TekGloves(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekPants.PrimalItemArmor_TekPants(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/StructuresPlus/Misc/DedicatedStorage/PrimalItemStructure_DedicatedStorage.PrimalItemStructure_DedicatedStorage(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekTrough.PrimalItemStructure_TekTrough(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekGenerator.PrimalItemStructure_TekGenerator(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/Genesis2/Dinos/Exosuit/PrimalItem_Spawner_Exosuit.PrimalItem_Spawner_Exosuit(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekReplicator.PrimalItemStructure_TekReplicator(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekBoots.PrimalItemArmor_TekBoots(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekGloves.PrimalItemArmor_TekGloves(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekPants.PrimalItemArmor_TekPants(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/StructuresPlus/Misc/DedicatedStorage/PrimalItemStructure_DedicatedStorage.PrimalItemStructure_DedicatedStorage(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekTrough.PrimalItemStructure_TekTrough(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekGenerator.PrimalItemStructure_TekGenerator(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekTeleporter.PrimalItemStructure_TekTeleporter(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_TekRifle.PrimalItem_TekRifle(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekShield.PrimalItemStructure_TekShield(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekShirt.PrimalItemArmor_TekShirt(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekHelmet.PrimalItemArmor_TekHelmet(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TurretTek.PrimalItemStructure_TurretTek(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/Genesis2/Dinos/Exosuit/PrimalItem_Spawner_Exosuit.PrimalItem_Spawner_Exosuit(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekReplicator.PrimalItemStructure_TekReplicator(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekBoots.PrimalItemArmor_TekBoots(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekGloves.PrimalItemArmor_TekGloves(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekPants.PrimalItemArmor_TekPants(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/StructuresPlus/Misc/DedicatedStorage/PrimalItemStructure_DedicatedStorage.PrimalItemStructure_DedicatedStorage(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekTrough.PrimalItemStructure_TekTrough(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekGenerator.PrimalItemStructure_TekGenerator(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekTeleporter.PrimalItemStructure_TekTeleporter(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_TekRifle.PrimalItem_TekRifle(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekShield.PrimalItemStructure_TekShield(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekShirt.PrimalItemArmor_TekShirt(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekHelmet.PrimalItemArmor_TekHelmet(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TurretTek.PrimalItemStructure_TurretTek(/Engine/Transient.REINST_PrimalPlayerDataBP_Base_C_1) CONTENT: Standing on Desert Titan(/Engine/Transient.Default__REINST_Buff_BasedOnDesertKaiju_C_10044) CONTENT: Under Desert Titan's Gravity(/Engine/Transient.Default__REINST_Buff_BasedOnDesertKaiju_C_10044) CONTENT: Standing on Desert Titan(/Game/Extinction/CoreBlueprints/Buffs/Buff_BasedOnDesertKaiju.Default__Buff_BasedOnDesertKaiju_C) CONTENT: Under Desert Titan's Gravity(/Game/Extinction/CoreBlueprints/Buffs/Buff_BasedOnDesertKaiju.Default__Buff_BasedOnDesertKaiju_C) CONTENT: Super(/Engine/Transient.Default__REINST_PlayerPawnTest_C_10058) CONTENT: Heart(/Engine/Transient.Default__REINST_PlayerPawnTest_C_10058) CONTENT: Super(/Game/PrimalEarth/CoreBlueprints/PlayerPawnTest.Default__PlayerPawnTest_C) CONTENT: Heart(/Game/PrimalEarth/CoreBlueprints/PlayerPawnTest.Default__PlayerPawnTest_C) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekReplicator.PrimalItemStructure_TekReplicator(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekFloor.PrimalItemStructure_TekFloor(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/StructuresPlus/Structures/Ceilings/Triangle/Tek/PrimalItemStructure_TriCeiling_Tek.PrimalItemStructure_TriCeiling_Tek(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/StructuresPlus/Structures/Foundations/Triangle/Tek/PrimalItemStructure_TriFoundation_Tek.PrimalItemStructure_TriFoundation_Tek(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/StructuresPlus/Structures/Roofs_Tri/Tek/PrimalItemStructure_TriRoof_Tek.PrimalItemStructure_TriRoof_Tek(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekReplicator.PrimalItemStructure_TekReplicator(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekFloor.PrimalItemStructure_TekFloor(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/StructuresPlus/Structures/Ceilings/Triangle/Tek/PrimalItemStructure_TriCeiling_Tek.PrimalItemStructure_TriCeiling_Tek(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/StructuresPlus/Structures/Foundations/Triangle/Tek/PrimalItemStructure_TriFoundation_Tek.PrimalItemStructure_TriFoundation_Tek(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/StructuresPlus/Structures/Roofs_Tri/Tek/PrimalItemStructure_TriRoof_Tek.PrimalItemStructure_TriRoof_Tek(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekRoof.PrimalItemStructure_TekRoof(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekWall_Sloped_Left.PrimalItemStructure_TekWall_Sloped_Left(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekWall_Sloped_Right.PrimalItemStructure_TekWall_Sloped_Right(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekBoots.PrimalItemArmor_TekBoots(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekCatwalk.PrimalItemStructure_TekCatwalk(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekCeiling.PrimalItemStructure_TekCeiling(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekFenceFoundation.PrimalItemStructure_TekFenceFoundation(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekLadder.PrimalItemStructure_TekLadder(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekPillar.PrimalItemStructure_TekPillar(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekRailing.PrimalItemStructure_TekRailing(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekRamp.PrimalItemStructure_TekRamp(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekStairs.PrimalItemStructure_TekStairs(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekWall.PrimalItemStructure_TekWall(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekReplicator.PrimalItemStructure_TekReplicator(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekFloor.PrimalItemStructure_TekFloor(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/StructuresPlus/Structures/Ceilings/Triangle/Tek/PrimalItemStructure_TriCeiling_Tek.PrimalItemStructure_TriCeiling_Tek(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/StructuresPlus/Structures/Foundations/Triangle/Tek/PrimalItemStructure_TriFoundation_Tek.PrimalItemStructure_TriFoundation_Tek(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/StructuresPlus/Structures/Roofs_Tri/Tek/PrimalItemStructure_TriRoof_Tek.PrimalItemStructure_TriRoof_Tek(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekRoof.PrimalItemStructure_TekRoof(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekWall_Sloped_Left.PrimalItemStructure_TekWall_Sloped_Left(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekWall_Sloped_Right.PrimalItemStructure_TekWall_Sloped_Right(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekBoots.PrimalItemArmor_TekBoots(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekCatwalk.PrimalItemStructure_TekCatwalk(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekCeiling.PrimalItemStructure_TekCeiling(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekFenceFoundation.PrimalItemStructure_TekFenceFoundation(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekLadder.PrimalItemStructure_TekLadder(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekPillar.PrimalItemStructure_TekPillar(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekRailing.PrimalItemStructure_TekRailing(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekRamp.PrimalItemStructure_TekRamp(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekStairs.PrimalItemStructure_TekStairs(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekWall.PrimalItemStructure_TekWall(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_MosaSaddle_Tek.PrimalItemArmor_MosaSaddle_Tek(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekHelmet.PrimalItemArmor_TekHelmet(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TurretTek.PrimalItemStructure_TurretTek(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekGloves.PrimalItemArmor_TekGloves(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekCeilingWithTrapdoor.PrimalItemStructure_TekCeilingWithTrapdoor(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekReplicator.PrimalItemStructure_TekReplicator(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekTrapdoor.PrimalItemStructure_TekTrapdoor(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekWindow.PrimalItemStructure_TekWindow(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekWallWithWindow.PrimalItemStructure_TekWallWithWindow(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekGloves.PrimalItemArmor_TekGloves(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekCeilingWithTrapdoor.PrimalItemStructure_TekCeilingWithTrapdoor(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekReplicator.PrimalItemStructure_TekReplicator(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekTrapdoor.PrimalItemStructure_TekTrapdoor(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekWindow.PrimalItemStructure_TekWindow(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekWallWithWindow.PrimalItemStructure_TekWallWithWindow(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekGateframe.PrimalItemStructure_TekGateframe(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekGate.PrimalItemStructure_TekGate(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekDoor.PrimalItemStructure_TekDoor(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekWallWithDoor.PrimalItemStructure_TekWallWithDoor(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekGenerator.PrimalItemStructure_TekGenerator(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_TekRifle.PrimalItem_TekRifle(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekTrough.PrimalItemStructure_TekTrough(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekGloves.PrimalItemArmor_TekGloves(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekCeilingWithTrapdoor.PrimalItemStructure_TekCeilingWithTrapdoor(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekReplicator.PrimalItemStructure_TekReplicator(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekTrapdoor.PrimalItemStructure_TekTrapdoor(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekWindow.PrimalItemStructure_TekWindow(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekWallWithWindow.PrimalItemStructure_TekWallWithWindow(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekGateframe.PrimalItemStructure_TekGateframe(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekGate.PrimalItemStructure_TekGate(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekDoor.PrimalItemStructure_TekDoor(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekWallWithDoor.PrimalItemStructure_TekWallWithDoor(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekGenerator.PrimalItemStructure_TekGenerator(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_TekRifle.PrimalItem_TekRifle(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekTrough.PrimalItemStructure_TekTrough(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/StructuresPlus/Structures/Walls_L/Tek/PrimalItemStructure_LargeWall_Tek.PrimalItemStructure_LargeWall_Tek(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_RexSaddle_Tek.PrimalItemArmor_RexSaddle_Tek(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_TekGrenade.PrimalItem_TekGrenade(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekReplicator.PrimalItemStructure_TekReplicator(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekGate_Large.PrimalItemStructure_TekGate_Large(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekGateframe_Large.PrimalItemStructure_TekGateframe_Large(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_MegalodonSaddle_Tek.PrimalItemArmor_MegalodonSaddle_Tek(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_Tapejara_Tek.PrimalItemArmor_Tapejara_Tek(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekPants.PrimalItemArmor_TekPants(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekReplicator.PrimalItemStructure_TekReplicator(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekGate_Large.PrimalItemStructure_TekGate_Large(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekGateframe_Large.PrimalItemStructure_TekGateframe_Large(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_MegalodonSaddle_Tek.PrimalItemArmor_MegalodonSaddle_Tek(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_Tapejara_Tek.PrimalItemArmor_Tapejara_Tek(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekPants.PrimalItemArmor_TekPants(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/StructuresPlus/Misc/DedicatedStorage/PrimalItemStructure_DedicatedStorage.PrimalItemStructure_DedicatedStorage(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/StructuresPlus/Doors/Doors_Double/Tek/PrimalItemStructure_DoubleDoor_Tek.PrimalItemStructure_DoubleDoor_Tek(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/StructuresPlus/Structures/Doorframes_Double/Tek/PrimalItemStructure_DoubleDoorframe_Tek.PrimalItemStructure_DoubleDoorframe_Tek(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/StructuresPlus/Structures/FenceSupports/Tek/PrimalItemStructure_FenceSupport_Tek.PrimalItemStructure_FenceSupport_Tek(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekShield.PrimalItemStructure_TekShield(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/StructuresPlus/Structures/Ramps/Tek/PrimalItemStructure_Ramp_Tek.PrimalItemStructure_Ramp_Tek(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekTransmitter.PrimalItemStructure_TekTransmitter(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/BuildingBases/PrimalItemStructure_UnderwaterBase.PrimalItemStructure_UnderwaterBase(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekReplicator.PrimalItemStructure_TekReplicator(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekGate_Large.PrimalItemStructure_TekGate_Large(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekGateframe_Large.PrimalItemStructure_TekGateframe_Large(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_MegalodonSaddle_Tek.PrimalItemArmor_MegalodonSaddle_Tek(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_Tapejara_Tek.PrimalItemArmor_Tapejara_Tek(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekPants.PrimalItemArmor_TekPants(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/StructuresPlus/Misc/DedicatedStorage/PrimalItemStructure_DedicatedStorage.PrimalItemStructure_DedicatedStorage(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/StructuresPlus/Doors/Doors_Double/Tek/PrimalItemStructure_DoubleDoor_Tek.PrimalItemStructure_DoubleDoor_Tek(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/StructuresPlus/Structures/Doorframes_Double/Tek/PrimalItemStructure_DoubleDoorframe_Tek.PrimalItemStructure_DoubleDoorframe_Tek(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/StructuresPlus/Structures/FenceSupports/Tek/PrimalItemStructure_FenceSupport_Tek.PrimalItemStructure_FenceSupport_Tek(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekShield.PrimalItemStructure_TekShield(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/StructuresPlus/Structures/Ramps/Tek/PrimalItemStructure_Ramp_Tek.PrimalItemStructure_Ramp_Tek(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekTransmitter.PrimalItemStructure_TekTransmitter(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/BuildingBases/PrimalItemStructure_UnderwaterBase.PrimalItemStructure_UnderwaterBase(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: Blueprint'/Game/PrimalEarth/CoreBlueprints/Items/Structures/BuildingBases/PrimalItemStructure_UnderwaterBase_Moonpool.PrimalItemStructure_UnderwaterBase_Moonpool(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekShirt.PrimalItemArmor_TekShirt(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/BuildingBases/PrimalItemStructure_TekCloningChamber.PrimalItemStructure_TekCloningChamber(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekTeleporter.PrimalItemStructure_TekTeleporter(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekReplicator.PrimalItemStructure_TekReplicator(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekGloves.PrimalItemArmor_TekGloves(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekPants.PrimalItemArmor_TekPants(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekGenerator.PrimalItemStructure_TekGenerator(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekTrough.PrimalItemStructure_TekTrough(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekReplicator.PrimalItemStructure_TekReplicator(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekGloves.PrimalItemArmor_TekGloves(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekPants.PrimalItemArmor_TekPants(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekGenerator.PrimalItemStructure_TekGenerator(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekTrough.PrimalItemStructure_TekTrough(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_Tapejara_Tek.PrimalItemArmor_Tapejara_Tek(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/StructuresPlus/Misc/DedicatedStorage/PrimalItemStructure_DedicatedStorage.PrimalItemStructure_DedicatedStorage(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_TekRifle.PrimalItem_TekRifle(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekReplicator.PrimalItemStructure_TekReplicator(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekGloves.PrimalItemArmor_TekGloves(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekPants.PrimalItemArmor_TekPants(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekGenerator.PrimalItemStructure_TekGenerator(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekTrough.PrimalItemStructure_TekTrough(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_Tapejara_Tek.PrimalItemArmor_Tapejara_Tek(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/StructuresPlus/Misc/DedicatedStorage/PrimalItemStructure_DedicatedStorage.PrimalItemStructure_DedicatedStorage(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_TekRifle.PrimalItem_TekRifle(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/BuildingBases/PrimalItemStructure_TekCloningChamber.PrimalItemStructure_TekCloningChamber(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_RexSaddle_Tek.PrimalItemArmor_RexSaddle_Tek(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekShield.PrimalItemStructure_TekShield(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_TekGrenade.PrimalItem_TekGrenade(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekTeleporter.PrimalItemStructure_TekTeleporter(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekReplicator.PrimalItemStructure_TekReplicator(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekGloves.PrimalItemArmor_TekGloves(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekGenerator.PrimalItemStructure_TekGenerator(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekPants.PrimalItemArmor_TekPants(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_Bed_Tek.PrimalItemStructure_Bed_Tek(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekTrough.PrimalItemStructure_TekTrough(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekReplicator.PrimalItemStructure_TekReplicator(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekGloves.PrimalItemArmor_TekGloves(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekGenerator.PrimalItemStructure_TekGenerator(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekPants.PrimalItemArmor_TekPants(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_Bed_Tek.PrimalItemStructure_Bed_Tek(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekTrough.PrimalItemStructure_TekTrough(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekBoots.PrimalItemArmor_TekBoots(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekShirt.PrimalItemArmor_TekShirt(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/Aberration/Dinos/RockDrake/PrimalItemArmor_RockDrakeSaddle_Tek.PrimalItemArmor_RockDrakeSaddle_Tek(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/StructuresPlus/Misc/DedicatedStorage/PrimalItemStructure_DedicatedStorage.PrimalItemStructure_DedicatedStorage(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekHelmet.PrimalItemArmor_TekHelmet(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_TekRifle.PrimalItem_TekRifle(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekReplicator.PrimalItemStructure_TekReplicator(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekGloves.PrimalItemArmor_TekGloves(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekGenerator.PrimalItemStructure_TekGenerator(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekPants.PrimalItemArmor_TekPants(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_Bed_Tek.PrimalItemStructure_Bed_Tek(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekTrough.PrimalItemStructure_TekTrough(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekBoots.PrimalItemArmor_TekBoots(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekShirt.PrimalItemArmor_TekShirt(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/Aberration/Dinos/RockDrake/PrimalItemArmor_RockDrakeSaddle_Tek.PrimalItemArmor_RockDrakeSaddle_Tek(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/StructuresPlus/Misc/DedicatedStorage/PrimalItemStructure_DedicatedStorage.PrimalItemStructure_DedicatedStorage(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekHelmet.PrimalItemArmor_TekHelmet(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_TekRifle.PrimalItem_TekRifle(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/BuildingBases/PrimalItemStructure_TekCloningChamber.PrimalItemStructure_TekCloningChamber(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_RexSaddle_Tek.PrimalItemArmor_RexSaddle_Tek(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekShield.PrimalItemStructure_TekShield(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/Aberration/WeaponTekSniper/PrimalItem_TekSniper.PrimalItem_TekSniper(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekTeleporter.PrimalItemStructure_TekTeleporter(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/Genesis/Weapons/TekHandBlades/PrimalItem_WeaponTekClaws.PrimalItem_WeaponTekClaws(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekReplicator.PrimalItemStructure_TekReplicator(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/StructuresPlus/Misc/DedicatedStorage/PrimalItemStructure_DedicatedStorage.PrimalItemStructure_DedicatedStorage(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/Genesis/CoreBlueprints/Items/PrimalItem_Spawner_HoverSkiff.PrimalItem_Spawner_HoverSkiff(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/Genesis/Weapons/TekHandBlades/PrimalItem_WeaponTekClaws.PrimalItem_WeaponTekClaws(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekReplicator.PrimalItemStructure_TekReplicator(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/StructuresPlus/Misc/DedicatedStorage/PrimalItemStructure_DedicatedStorage.PrimalItemStructure_DedicatedStorage(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/Genesis/CoreBlueprints/Items/PrimalItem_Spawner_HoverSkiff.PrimalItem_Spawner_HoverSkiff(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/Genesis/Dinos/SpaceWhale/PrimalItemArmor_SpaceWhaleSaddle_Tek.PrimalItemArmor_SpaceWhaleSaddle_Tek(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekPants.PrimalItemArmor_TekPants(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/Genesis/Items/Armor/PrimalItemArmor_ShoulderCannon.PrimalItemArmor_ShoulderCannon(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/Genesis/Weapons/TekHandBlades/PrimalItem_WeaponTekClaws.PrimalItem_WeaponTekClaws(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekReplicator.PrimalItemStructure_TekReplicator(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/StructuresPlus/Misc/DedicatedStorage/PrimalItemStructure_DedicatedStorage.PrimalItemStructure_DedicatedStorage(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/Genesis/CoreBlueprints/Items/PrimalItem_Spawner_HoverSkiff.PrimalItem_Spawner_HoverSkiff(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/Genesis/Dinos/SpaceWhale/PrimalItemArmor_SpaceWhaleSaddle_Tek.PrimalItemArmor_SpaceWhaleSaddle_Tek(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekPants.PrimalItemArmor_TekPants(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/Genesis/Items/Armor/PrimalItemArmor_ShoulderCannon.PrimalItemArmor_ShoulderCannon(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/Genesis/Weapons/CruiseMissile/PrimalItem_WeaponTekCruiseMissile.PrimalItem_WeaponTekCruiseMissile(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekShirt.PrimalItemArmor_TekShirt(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/Genesis2/Dinos/Exosuit/PrimalItem_Spawner_Exosuit.PrimalItem_Spawner_Exosuit(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekReplicator.PrimalItemStructure_TekReplicator(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekBoots.PrimalItemArmor_TekBoots(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekGloves.PrimalItemArmor_TekGloves(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekPants.PrimalItemArmor_TekPants(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/StructuresPlus/Misc/DedicatedStorage/PrimalItemStructure_DedicatedStorage.PrimalItemStructure_DedicatedStorage(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekTrough.PrimalItemStructure_TekTrough(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekGenerator.PrimalItemStructure_TekGenerator(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/Genesis2/Dinos/Exosuit/PrimalItem_Spawner_Exosuit.PrimalItem_Spawner_Exosuit(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekReplicator.PrimalItemStructure_TekReplicator(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekBoots.PrimalItemArmor_TekBoots(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekGloves.PrimalItemArmor_TekGloves(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekPants.PrimalItemArmor_TekPants(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/StructuresPlus/Misc/DedicatedStorage/PrimalItemStructure_DedicatedStorage.PrimalItemStructure_DedicatedStorage(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekTrough.PrimalItemStructure_TekTrough(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekGenerator.PrimalItemStructure_TekGenerator(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekTeleporter.PrimalItemStructure_TekTeleporter(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_TekRifle.PrimalItem_TekRifle(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekShield.PrimalItemStructure_TekShield(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekShirt.PrimalItemArmor_TekShirt(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekHelmet.PrimalItemArmor_TekHelmet(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TurretTek.PrimalItemStructure_TurretTek(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/Genesis2/Dinos/Exosuit/PrimalItem_Spawner_Exosuit.PrimalItem_Spawner_Exosuit(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekReplicator.PrimalItemStructure_TekReplicator(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekBoots.PrimalItemArmor_TekBoots(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekGloves.PrimalItemArmor_TekGloves(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekPants.PrimalItemArmor_TekPants(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/StructuresPlus/Misc/DedicatedStorage/PrimalItemStructure_DedicatedStorage.PrimalItemStructure_DedicatedStorage(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekTrough.PrimalItemStructure_TekTrough(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekGenerator.PrimalItemStructure_TekGenerator(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekTeleporter.PrimalItemStructure_TekTeleporter(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_TekRifle.PrimalItem_TekRifle(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekShield.PrimalItemStructure_TekShield(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekShirt.PrimalItemArmor_TekShirt(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekHelmet.PrimalItemArmor_TekHelmet(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TurretTek.PrimalItemStructure_TurretTek(/Engine/Transient.Default__REINST_PrimalPlayerDataBP_Base_C_10062) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekReplicator.PrimalItemStructure_TekReplicator(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekFloor.PrimalItemStructure_TekFloor(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/StructuresPlus/Structures/Ceilings/Triangle/Tek/PrimalItemStructure_TriCeiling_Tek.PrimalItemStructure_TriCeiling_Tek(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/StructuresPlus/Structures/Foundations/Triangle/Tek/PrimalItemStructure_TriFoundation_Tek.PrimalItemStructure_TriFoundation_Tek(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/StructuresPlus/Structures/Roofs_Tri/Tek/PrimalItemStructure_TriRoof_Tek.PrimalItemStructure_TriRoof_Tek(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekReplicator.PrimalItemStructure_TekReplicator(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekFloor.PrimalItemStructure_TekFloor(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/StructuresPlus/Structures/Ceilings/Triangle/Tek/PrimalItemStructure_TriCeiling_Tek.PrimalItemStructure_TriCeiling_Tek(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/StructuresPlus/Structures/Foundations/Triangle/Tek/PrimalItemStructure_TriFoundation_Tek.PrimalItemStructure_TriFoundation_Tek(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/StructuresPlus/Structures/Roofs_Tri/Tek/PrimalItemStructure_TriRoof_Tek.PrimalItemStructure_TriRoof_Tek(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekRoof.PrimalItemStructure_TekRoof(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekWall_Sloped_Left.PrimalItemStructure_TekWall_Sloped_Left(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekWall_Sloped_Right.PrimalItemStructure_TekWall_Sloped_Right(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekBoots.PrimalItemArmor_TekBoots(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekCatwalk.PrimalItemStructure_TekCatwalk(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekCeiling.PrimalItemStructure_TekCeiling(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekFenceFoundation.PrimalItemStructure_TekFenceFoundation(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekLadder.PrimalItemStructure_TekLadder(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekPillar.PrimalItemStructure_TekPillar(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekRailing.PrimalItemStructure_TekRailing(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekRamp.PrimalItemStructure_TekRamp(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekStairs.PrimalItemStructure_TekStairs(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekWall.PrimalItemStructure_TekWall(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekReplicator.PrimalItemStructure_TekReplicator(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekFloor.PrimalItemStructure_TekFloor(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/StructuresPlus/Structures/Ceilings/Triangle/Tek/PrimalItemStructure_TriCeiling_Tek.PrimalItemStructure_TriCeiling_Tek(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/StructuresPlus/Structures/Foundations/Triangle/Tek/PrimalItemStructure_TriFoundation_Tek.PrimalItemStructure_TriFoundation_Tek(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/StructuresPlus/Structures/Roofs_Tri/Tek/PrimalItemStructure_TriRoof_Tek.PrimalItemStructure_TriRoof_Tek(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekRoof.PrimalItemStructure_TekRoof(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekWall_Sloped_Left.PrimalItemStructure_TekWall_Sloped_Left(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekWall_Sloped_Right.PrimalItemStructure_TekWall_Sloped_Right(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekBoots.PrimalItemArmor_TekBoots(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekCatwalk.PrimalItemStructure_TekCatwalk(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekCeiling.PrimalItemStructure_TekCeiling(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekFenceFoundation.PrimalItemStructure_TekFenceFoundation(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekLadder.PrimalItemStructure_TekLadder(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekPillar.PrimalItemStructure_TekPillar(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekRailing.PrimalItemStructure_TekRailing(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekRamp.PrimalItemStructure_TekRamp(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekStairs.PrimalItemStructure_TekStairs(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekWall.PrimalItemStructure_TekWall(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_MosaSaddle_Tek.PrimalItemArmor_MosaSaddle_Tek(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekHelmet.PrimalItemArmor_TekHelmet(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TurretTek.PrimalItemStructure_TurretTek(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekGloves.PrimalItemArmor_TekGloves(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekCeilingWithTrapdoor.PrimalItemStructure_TekCeilingWithTrapdoor(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekReplicator.PrimalItemStructure_TekReplicator(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekTrapdoor.PrimalItemStructure_TekTrapdoor(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekWindow.PrimalItemStructure_TekWindow(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekWallWithWindow.PrimalItemStructure_TekWallWithWindow(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekGloves.PrimalItemArmor_TekGloves(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekCeilingWithTrapdoor.PrimalItemStructure_TekCeilingWithTrapdoor(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekReplicator.PrimalItemStructure_TekReplicator(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekTrapdoor.PrimalItemStructure_TekTrapdoor(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekWindow.PrimalItemStructure_TekWindow(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekWallWithWindow.PrimalItemStructure_TekWallWithWindow(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekGateframe.PrimalItemStructure_TekGateframe(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekGate.PrimalItemStructure_TekGate(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekDoor.PrimalItemStructure_TekDoor(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekWallWithDoor.PrimalItemStructure_TekWallWithDoor(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekGenerator.PrimalItemStructure_TekGenerator(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_TekRifle.PrimalItem_TekRifle(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekTrough.PrimalItemStructure_TekTrough(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekGloves.PrimalItemArmor_TekGloves(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekCeilingWithTrapdoor.PrimalItemStructure_TekCeilingWithTrapdoor(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekReplicator.PrimalItemStructure_TekReplicator(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekTrapdoor.PrimalItemStructure_TekTrapdoor(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekWindow.PrimalItemStructure_TekWindow(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekWallWithWindow.PrimalItemStructure_TekWallWithWindow(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekGateframe.PrimalItemStructure_TekGateframe(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekGate.PrimalItemStructure_TekGate(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekDoor.PrimalItemStructure_TekDoor(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekWallWithDoor.PrimalItemStructure_TekWallWithDoor(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekGenerator.PrimalItemStructure_TekGenerator(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_TekRifle.PrimalItem_TekRifle(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekTrough.PrimalItemStructure_TekTrough(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/StructuresPlus/Structures/Walls_L/Tek/PrimalItemStructure_LargeWall_Tek.PrimalItemStructure_LargeWall_Tek(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_RexSaddle_Tek.PrimalItemArmor_RexSaddle_Tek(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_TekGrenade.PrimalItem_TekGrenade(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekReplicator.PrimalItemStructure_TekReplicator(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekGate_Large.PrimalItemStructure_TekGate_Large(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekGateframe_Large.PrimalItemStructure_TekGateframe_Large(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_MegalodonSaddle_Tek.PrimalItemArmor_MegalodonSaddle_Tek(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_Tapejara_Tek.PrimalItemArmor_Tapejara_Tek(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekPants.PrimalItemArmor_TekPants(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekReplicator.PrimalItemStructure_TekReplicator(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekGate_Large.PrimalItemStructure_TekGate_Large(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekGateframe_Large.PrimalItemStructure_TekGateframe_Large(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_MegalodonSaddle_Tek.PrimalItemArmor_MegalodonSaddle_Tek(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_Tapejara_Tek.PrimalItemArmor_Tapejara_Tek(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekPants.PrimalItemArmor_TekPants(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/StructuresPlus/Misc/DedicatedStorage/PrimalItemStructure_DedicatedStorage.PrimalItemStructure_DedicatedStorage(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/StructuresPlus/Doors/Doors_Double/Tek/PrimalItemStructure_DoubleDoor_Tek.PrimalItemStructure_DoubleDoor_Tek(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/StructuresPlus/Structures/Doorframes_Double/Tek/PrimalItemStructure_DoubleDoorframe_Tek.PrimalItemStructure_DoubleDoorframe_Tek(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/StructuresPlus/Structures/FenceSupports/Tek/PrimalItemStructure_FenceSupport_Tek.PrimalItemStructure_FenceSupport_Tek(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekShield.PrimalItemStructure_TekShield(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/StructuresPlus/Structures/Ramps/Tek/PrimalItemStructure_Ramp_Tek.PrimalItemStructure_Ramp_Tek(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekTransmitter.PrimalItemStructure_TekTransmitter(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/BuildingBases/PrimalItemStructure_UnderwaterBase.PrimalItemStructure_UnderwaterBase(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekReplicator.PrimalItemStructure_TekReplicator(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekGate_Large.PrimalItemStructure_TekGate_Large(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Tek/PrimalItemStructure_TekGateframe_Large.PrimalItemStructure_TekGateframe_Large(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_MegalodonSaddle_Tek.PrimalItemArmor_MegalodonSaddle_Tek(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_Tapejara_Tek.PrimalItemArmor_Tapejara_Tek(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekPants.PrimalItemArmor_TekPants(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/StructuresPlus/Misc/DedicatedStorage/PrimalItemStructure_DedicatedStorage.PrimalItemStructure_DedicatedStorage(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/StructuresPlus/Doors/Doors_Double/Tek/PrimalItemStructure_DoubleDoor_Tek.PrimalItemStructure_DoubleDoor_Tek(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/StructuresPlus/Structures/Doorframes_Double/Tek/PrimalItemStructure_DoubleDoorframe_Tek.PrimalItemStructure_DoubleDoorframe_Tek(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/StructuresPlus/Structures/FenceSupports/Tek/PrimalItemStructure_FenceSupport_Tek.PrimalItemStructure_FenceSupport_Tek(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekShield.PrimalItemStructure_TekShield(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/StructuresPlus/Structures/Ramps/Tek/PrimalItemStructure_Ramp_Tek.PrimalItemStructure_Ramp_Tek(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekTransmitter.PrimalItemStructure_TekTransmitter(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/BuildingBases/PrimalItemStructure_UnderwaterBase.PrimalItemStructure_UnderwaterBase(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: Blueprint'/Game/PrimalEarth/CoreBlueprints/Items/Structures/BuildingBases/PrimalItemStructure_UnderwaterBase_Moonpool.PrimalItemStructure_UnderwaterBase_Moonpool(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekShirt.PrimalItemArmor_TekShirt(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/BuildingBases/PrimalItemStructure_TekCloningChamber.PrimalItemStructure_TekCloningChamber(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekTeleporter.PrimalItemStructure_TekTeleporter(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekReplicator.PrimalItemStructure_TekReplicator(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekGloves.PrimalItemArmor_TekGloves(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekPants.PrimalItemArmor_TekPants(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekGenerator.PrimalItemStructure_TekGenerator(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekTrough.PrimalItemStructure_TekTrough(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekReplicator.PrimalItemStructure_TekReplicator(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekGloves.PrimalItemArmor_TekGloves(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekPants.PrimalItemArmor_TekPants(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekGenerator.PrimalItemStructure_TekGenerator(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekTrough.PrimalItemStructure_TekTrough(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_Tapejara_Tek.PrimalItemArmor_Tapejara_Tek(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/StructuresPlus/Misc/DedicatedStorage/PrimalItemStructure_DedicatedStorage.PrimalItemStructure_DedicatedStorage(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_TekRifle.PrimalItem_TekRifle(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekReplicator.PrimalItemStructure_TekReplicator(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekGloves.PrimalItemArmor_TekGloves(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekPants.PrimalItemArmor_TekPants(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekGenerator.PrimalItemStructure_TekGenerator(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekTrough.PrimalItemStructure_TekTrough(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_Tapejara_Tek.PrimalItemArmor_Tapejara_Tek(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/StructuresPlus/Misc/DedicatedStorage/PrimalItemStructure_DedicatedStorage.PrimalItemStructure_DedicatedStorage(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_TekRifle.PrimalItem_TekRifle(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/BuildingBases/PrimalItemStructure_TekCloningChamber.PrimalItemStructure_TekCloningChamber(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_RexSaddle_Tek.PrimalItemArmor_RexSaddle_Tek(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekShield.PrimalItemStructure_TekShield(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_TekGrenade.PrimalItem_TekGrenade(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekTeleporter.PrimalItemStructure_TekTeleporter(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekReplicator.PrimalItemStructure_TekReplicator(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekGloves.PrimalItemArmor_TekGloves(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekGenerator.PrimalItemStructure_TekGenerator(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekPants.PrimalItemArmor_TekPants(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_Bed_Tek.PrimalItemStructure_Bed_Tek(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekTrough.PrimalItemStructure_TekTrough(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekReplicator.PrimalItemStructure_TekReplicator(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekGloves.PrimalItemArmor_TekGloves(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekGenerator.PrimalItemStructure_TekGenerator(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekPants.PrimalItemArmor_TekPants(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_Bed_Tek.PrimalItemStructure_Bed_Tek(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekTrough.PrimalItemStructure_TekTrough(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekBoots.PrimalItemArmor_TekBoots(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekShirt.PrimalItemArmor_TekShirt(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/Aberration/Dinos/RockDrake/PrimalItemArmor_RockDrakeSaddle_Tek.PrimalItemArmor_RockDrakeSaddle_Tek(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/StructuresPlus/Misc/DedicatedStorage/PrimalItemStructure_DedicatedStorage.PrimalItemStructure_DedicatedStorage(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekHelmet.PrimalItemArmor_TekHelmet(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_TekRifle.PrimalItem_TekRifle(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekReplicator.PrimalItemStructure_TekReplicator(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekGloves.PrimalItemArmor_TekGloves(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekGenerator.PrimalItemStructure_TekGenerator(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekPants.PrimalItemArmor_TekPants(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_Bed_Tek.PrimalItemStructure_Bed_Tek(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekTrough.PrimalItemStructure_TekTrough(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekBoots.PrimalItemArmor_TekBoots(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekShirt.PrimalItemArmor_TekShirt(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/Aberration/Dinos/RockDrake/PrimalItemArmor_RockDrakeSaddle_Tek.PrimalItemArmor_RockDrakeSaddle_Tek(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/StructuresPlus/Misc/DedicatedStorage/PrimalItemStructure_DedicatedStorage.PrimalItemStructure_DedicatedStorage(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekHelmet.PrimalItemArmor_TekHelmet(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_TekRifle.PrimalItem_TekRifle(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/BuildingBases/PrimalItemStructure_TekCloningChamber.PrimalItemStructure_TekCloningChamber(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_RexSaddle_Tek.PrimalItemArmor_RexSaddle_Tek(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekShield.PrimalItemStructure_TekShield(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/Aberration/WeaponTekSniper/PrimalItem_TekSniper.PrimalItem_TekSniper(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekTeleporter.PrimalItemStructure_TekTeleporter(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/Genesis/Weapons/TekHandBlades/PrimalItem_WeaponTekClaws.PrimalItem_WeaponTekClaws(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekReplicator.PrimalItemStructure_TekReplicator(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/StructuresPlus/Misc/DedicatedStorage/PrimalItemStructure_DedicatedStorage.PrimalItemStructure_DedicatedStorage(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/Genesis/CoreBlueprints/Items/PrimalItem_Spawner_HoverSkiff.PrimalItem_Spawner_HoverSkiff(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/Genesis/Weapons/TekHandBlades/PrimalItem_WeaponTekClaws.PrimalItem_WeaponTekClaws(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekReplicator.PrimalItemStructure_TekReplicator(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/StructuresPlus/Misc/DedicatedStorage/PrimalItemStructure_DedicatedStorage.PrimalItemStructure_DedicatedStorage(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/Genesis/CoreBlueprints/Items/PrimalItem_Spawner_HoverSkiff.PrimalItem_Spawner_HoverSkiff(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/Genesis/Dinos/SpaceWhale/PrimalItemArmor_SpaceWhaleSaddle_Tek.PrimalItemArmor_SpaceWhaleSaddle_Tek(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekPants.PrimalItemArmor_TekPants(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/Genesis/Items/Armor/PrimalItemArmor_ShoulderCannon.PrimalItemArmor_ShoulderCannon(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/Genesis/Weapons/TekHandBlades/PrimalItem_WeaponTekClaws.PrimalItem_WeaponTekClaws(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekReplicator.PrimalItemStructure_TekReplicator(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/StructuresPlus/Misc/DedicatedStorage/PrimalItemStructure_DedicatedStorage.PrimalItemStructure_DedicatedStorage(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/Genesis/CoreBlueprints/Items/PrimalItem_Spawner_HoverSkiff.PrimalItem_Spawner_HoverSkiff(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/Genesis/Dinos/SpaceWhale/PrimalItemArmor_SpaceWhaleSaddle_Tek.PrimalItemArmor_SpaceWhaleSaddle_Tek(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekPants.PrimalItemArmor_TekPants(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/Genesis/Items/Armor/PrimalItemArmor_ShoulderCannon.PrimalItemArmor_ShoulderCannon(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/Genesis/Weapons/CruiseMissile/PrimalItem_WeaponTekCruiseMissile.PrimalItem_WeaponTekCruiseMissile(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekShirt.PrimalItemArmor_TekShirt(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/Genesis2/Dinos/Exosuit/PrimalItem_Spawner_Exosuit.PrimalItem_Spawner_Exosuit(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekReplicator.PrimalItemStructure_TekReplicator(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekBoots.PrimalItemArmor_TekBoots(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekGloves.PrimalItemArmor_TekGloves(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekPants.PrimalItemArmor_TekPants(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/StructuresPlus/Misc/DedicatedStorage/PrimalItemStructure_DedicatedStorage.PrimalItemStructure_DedicatedStorage(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekTrough.PrimalItemStructure_TekTrough(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekGenerator.PrimalItemStructure_TekGenerator(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/Genesis2/Dinos/Exosuit/PrimalItem_Spawner_Exosuit.PrimalItem_Spawner_Exosuit(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekReplicator.PrimalItemStructure_TekReplicator(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekBoots.PrimalItemArmor_TekBoots(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekGloves.PrimalItemArmor_TekGloves(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekPants.PrimalItemArmor_TekPants(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/StructuresPlus/Misc/DedicatedStorage/PrimalItemStructure_DedicatedStorage.PrimalItemStructure_DedicatedStorage(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekTrough.PrimalItemStructure_TekTrough(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekGenerator.PrimalItemStructure_TekGenerator(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekTeleporter.PrimalItemStructure_TekTeleporter(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_TekRifle.PrimalItem_TekRifle(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekShield.PrimalItemStructure_TekShield(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekShirt.PrimalItemArmor_TekShirt(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekHelmet.PrimalItemArmor_TekHelmet(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TurretTek.PrimalItemStructure_TurretTek(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/Genesis2/Dinos/Exosuit/PrimalItem_Spawner_Exosuit.PrimalItem_Spawner_Exosuit(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekReplicator.PrimalItemStructure_TekReplicator(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekBoots.PrimalItemArmor_TekBoots(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekGloves.PrimalItemArmor_TekGloves(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekPants.PrimalItemArmor_TekPants(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/StructuresPlus/Misc/DedicatedStorage/PrimalItemStructure_DedicatedStorage.PrimalItemStructure_DedicatedStorage(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekTrough.PrimalItemStructure_TekTrough(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekGenerator.PrimalItemStructure_TekGenerator(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekTeleporter.PrimalItemStructure_TekTeleporter(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_TekRifle.PrimalItem_TekRifle(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekShield.PrimalItemStructure_TekShield(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekShirt.PrimalItemArmor_TekShirt(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekHelmet.PrimalItemArmor_TekHelmet(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TurretTek.PrimalItemStructure_TurretTek(/Game/PrimalEarth/CoreBlueprints/PrimalPlayerDataBP_Base.Default__PrimalPlayerDataBP_Base_C) CONTENT: Specimen Implant(/Engine/Transient.Default__REINST_PrimalItem_StartingNote_C_10066) LITERAL: Sample #: {NumID}\nVernacular ID: {PlayName}\nGender: {Gen}\n\nSurvival Quotient:\n{Surv}(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_StartingNote.PrimalItem_StartingNote:EdGraph_31808.K2Node_CallFunction_76404) LITERAL: NumID(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_StartingNote.PrimalItem_StartingNote:EdGraph_31808.K2Node_MakeStruct_485) LITERAL: PlayName(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_StartingNote.PrimalItem_StartingNote:EdGraph_31808.K2Node_MakeStruct_486) LITERAL: Gen(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_StartingNote.PrimalItem_StartingNote:EdGraph_31808.K2Node_MakeStruct_487) LITERAL: Col(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_StartingNote.PrimalItem_StartingNote:EdGraph_31808.K2Node_MakeStruct_488) LITERAL: Surv(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_StartingNote.PrimalItem_StartingNote:EdGraph_31808.K2Node_MakeStruct_489) LITERAL: \nChibi-Dino Level-Ups: {0}, Max Level: +{0} -- Get a Chibi-Dino to Level {1} to advance!(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_StartingNote.PrimalItem_StartingNote:EdGraph_31811.K2Node_CallFunction_76406) LITERAL: 0(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_StartingNote.PrimalItem_StartingNote:EdGraph_31811.K2Node_MakeStruct_490) LITERAL: 1(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_StartingNote.PrimalItem_StartingNote:EdGraph_31811.K2Node_MakeStruct_491) LITERAL: \nChibi-Dino Level-Ups: {0}, Max Level: +{0} -- You've reached maximum Chibi-Levels!(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_StartingNote.PrimalItem_StartingNote:EdGraph_31811.K2Node_CallFunction_76407) LITERAL: 0(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_StartingNote.PrimalItem_StartingNote:EdGraph_31811.K2Node_MakeStruct_492) CONTENT: Gamma(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_StartingNote.Default__PrimalItem_StartingNote_C) CONTENT: Beta(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_StartingNote.Default__PrimalItem_StartingNote_C) CONTENT: Alpha(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_StartingNote.Default__PrimalItem_StartingNote_C) CONTENT: Broodmother(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_StartingNote.Default__PrimalItem_StartingNote_C) CONTENT: Megapithecus(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_StartingNote.Default__PrimalItem_StartingNote_C) CONTENT: Dragon(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_StartingNote.Default__PrimalItem_StartingNote_C) CONTENT: Manticore(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_StartingNote.Default__PrimalItem_StartingNote_C) CONTENT: Overseer(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_StartingNote.Default__PrimalItem_StartingNote_C) CONTENT: Rockwell(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_StartingNote.Default__PrimalItem_StartingNote_C) CONTENT: King Titan(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_StartingNote.Default__PrimalItem_StartingNote_C) CONTENT: Master Controller(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_StartingNote.Default__PrimalItem_StartingNote_C) CONTENT: Gen2 Rockwell(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_StartingNote.Default__PrimalItem_StartingNote_C) CONTENT: (+5 Survivor Max Level)(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_StartingNote.Default__PrimalItem_StartingNote_C) CONTENT: (+10 Survivor Max Level)(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_StartingNote.Default__PrimalItem_StartingNote_C) CONTENT: (+15 Survivor Max Level)(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_StartingNote.Default__PrimalItem_StartingNote_C) CONTENT: (+5 Survivor Max Level)(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_StartingNote.Default__PrimalItem_StartingNote_C) CONTENT: (+10 Survivor Max Level)(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_StartingNote.Default__PrimalItem_StartingNote_C) CONTENT: (+15 Survivor Max Level)(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_StartingNote.Default__PrimalItem_StartingNote_C) CONTENT: (+5 Survivor Max Level)(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_StartingNote.Default__PrimalItem_StartingNote_C) CONTENT: (+10 Survivor Max Level)(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_StartingNote.Default__PrimalItem_StartingNote_C) CONTENT: (+15 Survivor Max Level)(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_StartingNote.Default__PrimalItem_StartingNote_C) CONTENT: (+5 Survivor Max Level)(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_StartingNote.Default__PrimalItem_StartingNote_C) CONTENT: (+10 Survivor Max Level)(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_StartingNote.Default__PrimalItem_StartingNote_C) CONTENT: (+15 Survivor Max Level)(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_StartingNote.Default__PrimalItem_StartingNote_C) CONTENT: Specimen Implant(/Game/PrimalEarth/CoreBlueprints/Items/Notes/PrimalItem_StartingNote.Default__PrimalItem_StartingNote_C) CONTENT: CREDITS(/Engine/Transient.REINST_FinalCreditsUI_C_42:WidgetTree_145.[TextBlock] "CREDITS") CONTENT: END(/Engine/Transient.REINST_FinalCreditsUI_C_42:WidgetTree_145.TextBlock_45) CONTENT: CREDITS(/Game/PrimalEarth/UI/FinalCreditsUI.FinalCreditsUI_C:WidgetTree_218.[TextBlock] "CREDITS") CONTENT: END(/Game/PrimalEarth/UI/FinalCreditsUI.FinalCreditsUI_C:WidgetTree_218.TextBlock_45) CONTENT: Gas Mask(/Engine/Transient.Default__REINST_Buff_GasMask_C_10124) CONTENT: Protects the wearer against various airborn poisons.(/Engine/Transient.Default__REINST_Buff_GasMask_C_10124) CONTENT: Gas Mask(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_GasMask.Default__Buff_GasMask_C) CONTENT: Protects the wearer against various airborn poisons.(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_GasMask.Default__Buff_GasMask_C) CONTENT: Enflamed!(/Engine/Transient.Default__REINST_Buff_FlameThrower_OnFire_C_10146) CONTENT: You're burning up! A percentage of your Health will burn away!(/Engine/Transient.Default__REINST_Buff_FlameThrower_OnFire_C_10146) CONTENT: Enflamed!(/Game/ScorchedEarth/CoreBlueprints/Buffs/Buff_FlameThrower_OnFire.Default__Buff_FlameThrower_OnFire_C) CONTENT: You're burning up! A percentage of your Health will burn away!(/Game/ScorchedEarth/CoreBlueprints/Buffs/Buff_FlameThrower_OnFire.Default__Buff_FlameThrower_OnFire_C) LITERAL: {YouCaught} {FishName}, {WithQuality}: {QualityValue}!(/Game/PrimalEarth/CoreBlueprints/Weapons/WeapFishingRod.WeapFishingRod:EdGraph_31992.K2Node_CallFunction_76899) LITERAL: YouCaught(/Game/PrimalEarth/CoreBlueprints/Weapons/WeapFishingRod.WeapFishingRod:EdGraph_31992.K2Node_MakeStruct_493) LITERAL: FishName(/Game/PrimalEarth/CoreBlueprints/Weapons/WeapFishingRod.WeapFishingRod:EdGraph_31992.K2Node_MakeStruct_494) LITERAL: WithQuality(/Game/PrimalEarth/CoreBlueprints/Weapons/WeapFishingRod.WeapFishingRod:EdGraph_31992.K2Node_MakeStruct_495) LITERAL: QualityValue(/Game/PrimalEarth/CoreBlueprints/Weapons/WeapFishingRod.WeapFishingRod:EdGraph_31992.K2Node_MakeStruct_496) CONTENT: You caught a(/Game/PrimalEarth/CoreBlueprints/Weapons/WeapFishingRod.Default__WeapFishingRod_C) CONTENT: with Quality(/Game/PrimalEarth/CoreBlueprints/Weapons/WeapFishingRod.Default__WeapFishingRod_C) CONTENT: /Game/PrimalEarth/Dinos/Coelacanth/Coel_Character_BP_VDay.Coel_Character_BP_VDay(/Game/PrimalEarth/CoreBlueprints/Weapons/WeapFishingRod.Default__WeapFishingRod_C) CONTENT: /Game/PrimalEarth/CoreBlueprints/Inventories/PrimalInventoryBP_ValentineFishing.PrimalInventoryBP_ValentineFishing(/Game/PrimalEarth/CoreBlueprints/Weapons/WeapFishingRod.Default__WeapFishingRod_C) CONTENT: /Game/PrimalEarth/CoreBlueprints/Inventories/PrimalInventoryBP_BaseMeatFishing_Valentine.PrimalInventoryBP_BaseMeatFishing_Valentine(/Game/PrimalEarth/CoreBlueprints/Weapons/WeapFishingRod.Default__WeapFishingRod_C) CONTENT: Turn On(/Engine/Transient.Default__REINST_StructureSeatingBaseBP_C_10154) CONTENT: Turn Off(/Engine/Transient.Default__REINST_StructureSeatingBaseBP_C_10154) CONTENT: Seating Structure(/Engine/Transient.Default__REINST_StructureSeatingBaseBP_C_10154) CONTENT: Turn On(/Game/PrimalEarth/Structures/BuildingBases/StructureSeatingBaseBP.Default__StructureSeatingBaseBP_C) CONTENT: Turn Off(/Game/PrimalEarth/Structures/BuildingBases/StructureSeatingBaseBP.Default__StructureSeatingBaseBP_C) CONTENT: Seating Structure(/Game/PrimalEarth/Structures/BuildingBases/StructureSeatingBaseBP.Default__StructureSeatingBaseBP_C) CONTENT: REELED IN!!(/Engine/Transient.REINST_ReelingGame_C_44:WidgetTree_214.EndGameTextBlock) CONTENT: 0:00(/Engine/Transient.REINST_ReelingGame_C_44:WidgetTree_214.RemainingTimeTextBlock) CONTENT: Press A(/Engine/Transient.REINST_ReelingGame_C_44:WidgetTree_214.KeyTextBlock) CONTENT: REELED IN!!(/Game/PrimalEarth/UI/ReelingGame.ReelingGame_C:WidgetTree_222.EndGameTextBlock) CONTENT: 0:00(/Game/PrimalEarth/UI/ReelingGame.ReelingGame_C:WidgetTree_222.RemainingTimeTextBlock) CONTENT: Press A(/Game/PrimalEarth/UI/ReelingGame.ReelingGame_C:WidgetTree_222.KeyTextBlock) CONTENT: Right(/Game/PrimalEarth/UI/ReelingGame.Default__ReelingGame_C) CONTENT: Left(/Game/PrimalEarth/UI/ReelingGame.Default__ReelingGame_C) CONTENT: Up(/Game/PrimalEarth/UI/ReelingGame.Default__ReelingGame_C) CONTENT: Down(/Game/PrimalEarth/UI/ReelingGame.Default__ReelingGame_C) CONTENT: GP_B(/Game/PrimalEarth/UI/ReelingGame.Default__ReelingGame_C) CONTENT: GP_X(/Game/PrimalEarth/UI/ReelingGame.Default__ReelingGame_C) CONTENT: GP_Y(/Game/PrimalEarth/UI/ReelingGame.Default__ReelingGame_C) CONTENT: GP_A(/Game/PrimalEarth/UI/ReelingGame.Default__ReelingGame_C) CONTENT: Sweet Vegetable Cake(/Engine/Transient.Default__REINST_PrimalItemConsumable_SweetVeggieCake_C_10172) CONTENT: A sappy vegetable cake which Herbivores find delicious, which will be automatically eaten when needed for healing. Alas, humans and carnivores tend to find its taste repugnant. (/Engine/Transient.Default__REINST_PrimalItemConsumable_SweetVeggieCake_C_10172) CONTENT: Consumables(/Engine/Transient.Default__REINST_PrimalItemConsumable_SweetVeggieCake_C_10172) CONTENT: Vegetables(/Engine/Transient.Default__REINST_PrimalItemConsumable_SweetVeggieCake_C_10172) CONTENT: Sweet Vegetable Cake(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_SweetVeggieCake.Default__PrimalItemConsumable_SweetVeggieCake_C) CONTENT: A sappy vegetable cake which Herbivores find delicious, which will be automatically eaten when needed for healing. Alas, humans and carnivores tend to find its taste repugnant. (/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_SweetVeggieCake.Default__PrimalItemConsumable_SweetVeggieCake_C) CONTENT: Consumables(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_SweetVeggieCake.Default__PrimalItemConsumable_SweetVeggieCake_C) CONTENT: Vegetables(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_SweetVeggieCake.Default__PrimalItemConsumable_SweetVeggieCake_C) CONTENT: Giant Bee Honey(/Engine/Transient.Default__REINST_PrimalItemConsumable_Honey_C_10176) CONTENT: A delicious and nutritious snack, useful for luring creatures to a trap or for fishing.(/Engine/Transient.Default__REINST_PrimalItemConsumable_Honey_C_10176) CONTENT: Consumables(/Engine/Transient.Default__REINST_PrimalItemConsumable_Honey_C_10176) CONTENT: Giant Bee Honey(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Honey.Default__PrimalItemConsumable_Honey_C) CONTENT: A delicious and nutritious snack, useful for luring creatures to a trap or for fishing.(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Honey.Default__PrimalItemConsumable_Honey_C) CONTENT: Consumables(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Honey.Default__PrimalItemConsumable_Honey_C) CONTENT: Fishing Rod(/Engine/Transient.Default__REINST_PrimalItem_WeaponFishingRod_C_10180) CONTENT: Apply various bait to this, and then use when sitting on a chair or bench to catch some fish!(/Engine/Transient.Default__REINST_PrimalItem_WeaponFishingRod_C_10180) CONTENT: Weapons(/Engine/Transient.Default__REINST_PrimalItem_WeaponFishingRod_C_10180) CONTENT: Ranged(/Engine/Transient.Default__REINST_PrimalItem_WeaponFishingRod_C_10180) CONTENT: Fishing Rod(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_WeaponFishingRod.Default__PrimalItem_WeaponFishingRod_C) CONTENT: Apply various bait to this, and then use when sitting on a chair or bench to catch some fish!(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_WeaponFishingRod.Default__PrimalItem_WeaponFishingRod_C) CONTENT: Weapons(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_WeaponFishingRod.Default__PrimalItem_WeaponFishingRod_C) CONTENT: Ranged(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_WeaponFishingRod.Default__PrimalItem_WeaponFishingRod_C) CONTENT: Idle(/Engine/Transient.Default__REINST_Salmon_Character_BP_C_10188) CONTENT: Spine_01(/Engine/Transient.Default__REINST_Salmon_Character_BP_C_10188) CONTENT: Action(/Engine/Transient.Default__REINST_Salmon_Character_BP_C_10188) CONTENT: Spine_01(/Engine/Transient.Default__REINST_Salmon_Character_BP_C_10188) CONTENT: Action2(/Engine/Transient.Default__REINST_Salmon_Character_BP_C_10188) CONTENT: Spine_01(/Engine/Transient.Default__REINST_Salmon_Character_BP_C_10188) CONTENT: Move(/Engine/Transient.Default__REINST_Salmon_Character_BP_C_10188) CONTENT: Spine_01(/Engine/Transient.Default__REINST_Salmon_Character_BP_C_10188) CONTENT: Sabertooth Salmon(/Engine/Transient.Default__REINST_Salmon_Character_BP_C_10188) CONTENT: Idle(/Game/PrimalEarth/Dinos/Salmon/Salmon_Character_BP.Default__Salmon_Character_BP_C) CONTENT: Spine_01(/Game/PrimalEarth/Dinos/Salmon/Salmon_Character_BP.Default__Salmon_Character_BP_C) CONTENT: Action(/Game/PrimalEarth/Dinos/Salmon/Salmon_Character_BP.Default__Salmon_Character_BP_C) CONTENT: Spine_01(/Game/PrimalEarth/Dinos/Salmon/Salmon_Character_BP.Default__Salmon_Character_BP_C) CONTENT: Action2(/Game/PrimalEarth/Dinos/Salmon/Salmon_Character_BP.Default__Salmon_Character_BP_C) CONTENT: Spine_01(/Game/PrimalEarth/Dinos/Salmon/Salmon_Character_BP.Default__Salmon_Character_BP_C) CONTENT: Move(/Game/PrimalEarth/Dinos/Salmon/Salmon_Character_BP.Default__Salmon_Character_BP_C) CONTENT: Spine_01(/Game/PrimalEarth/Dinos/Salmon/Salmon_Character_BP.Default__Salmon_Character_BP_C) CONTENT: Sabertooth Salmon(/Game/PrimalEarth/Dinos/Salmon/Salmon_Character_BP.Default__Salmon_Character_BP_C) CONTENT: Idle(/Engine/Transient.Default__REINST_Coel_Character_BP_C_10192) CONTENT: c_back2(/Engine/Transient.Default__REINST_Coel_Character_BP_C_10192) CONTENT: Action(/Engine/Transient.Default__REINST_Coel_Character_BP_C_10192) CONTENT: c_back2(/Engine/Transient.Default__REINST_Coel_Character_BP_C_10192) CONTENT: Move(/Engine/Transient.Default__REINST_Coel_Character_BP_C_10192) CONTENT: c_back2(/Engine/Transient.Default__REINST_Coel_Character_BP_C_10192) CONTENT: Coelacanth(/Engine/Transient.Default__REINST_Coel_Character_BP_C_10192) CONTENT: Idle(/Game/PrimalEarth/Dinos/Coelacanth/Coel_Character_BP.Default__Coel_Character_BP_C) CONTENT: c_back2(/Game/PrimalEarth/Dinos/Coelacanth/Coel_Character_BP.Default__Coel_Character_BP_C) CONTENT: Action(/Game/PrimalEarth/Dinos/Coelacanth/Coel_Character_BP.Default__Coel_Character_BP_C) CONTENT: c_back2(/Game/PrimalEarth/Dinos/Coelacanth/Coel_Character_BP.Default__Coel_Character_BP_C) CONTENT: Move(/Game/PrimalEarth/Dinos/Coelacanth/Coel_Character_BP.Default__Coel_Character_BP_C) CONTENT: c_back2(/Game/PrimalEarth/Dinos/Coelacanth/Coel_Character_BP.Default__Coel_Character_BP_C) CONTENT: Coelacanth(/Game/PrimalEarth/Dinos/Coelacanth/Coel_Character_BP.Default__Coel_Character_BP_C) CONTENT: Generic Saddle(/Engine/Transient.Default__REINST_PrimalItemArmor_SaddleGeneric_C_10212) CONTENT: Ride that Dino!(/Engine/Transient.Default__REINST_PrimalItemArmor_SaddleGeneric_C_10212) CONTENT: Generic Saddle(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Base/PrimalItemArmor_SaddleGeneric.Default__PrimalItemArmor_SaddleGeneric_C) CONTENT: Ride that Dino!(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Base/PrimalItemArmor_SaddleGeneric.Default__PrimalItemArmor_SaddleGeneric_C) CONTENT: Enflamed!(/Engine/Transient.Default__REINST_Buff_OnFire_C_10232) CONTENT: You're burning up! 20% of your Health will burn away!(/Engine/Transient.Default__REINST_Buff_OnFire_C_10232) CONTENT: You're burning!(/Engine/Transient.Default__REINST_Buff_OnFire_C_10232) CONTENT: Enflamed!(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_OnFire.Default__Buff_OnFire_C) CONTENT: You're burning up! 20% of your Health will burn away!(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_OnFire.Default__Buff_OnFire_C) CONTENT: You're burning!(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_OnFire.Default__Buff_OnFire_C) CONTENT: Torch(/Engine/Transient.Default__REINST_PrimalItem_WeaponTorch_C_10252) CONTENT: Provides light, and some warmth. Doubles as a melee weapon in a pinch, and can be applied to various saddles for a mobile light source.(/Engine/Transient.Default__REINST_PrimalItem_WeaponTorch_C_10252) CONTENT: Weapons(/Engine/Transient.Default__REINST_PrimalItem_WeaponTorch_C_10252) CONTENT: Primitive(/Engine/Transient.Default__REINST_PrimalItem_WeaponTorch_C_10252) CONTENT: Melee(/Engine/Transient.Default__REINST_PrimalItem_WeaponTorch_C_10252) CONTENT: Torch(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_WeaponTorch.Default__PrimalItem_WeaponTorch_C) CONTENT: Provides light, and some warmth. Doubles as a melee weapon in a pinch, and can be applied to various saddles for a mobile light source.(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_WeaponTorch.Default__PrimalItem_WeaponTorch_C) CONTENT: Weapons(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_WeaponTorch.Default__PrimalItem_WeaponTorch_C) CONTENT: Primitive(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_WeaponTorch.Default__PrimalItem_WeaponTorch_C) CONTENT: Melee(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_WeaponTorch.Default__PrimalItem_WeaponTorch_C) CONTENT: Ant(/Engine/Transient.Default__REINST_Insect_Character_Base_C_10260) CONTENT: Ant(/Game/PrimalEarth/Dinos/Ant/Insect_Character_Base.Default__Insect_Character_Base_C) CONTENT: Gasoline(/Engine/Transient.Default__REINST_PrimalItemResource_Gasoline_C_10292) CONTENT: An advanced fuel. Can only be used in machines designed to consume it.(/Engine/Transient.Default__REINST_PrimalItemResource_Gasoline_C_10292) CONTENT: Gasoline(/Game/PrimalEarth/CoreBlueprints/Resources/PrimalItemResource_Gasoline.Default__PrimalItemResource_Gasoline_C) CONTENT: An advanced fuel. Can only be used in machines designed to consume it.(/Game/PrimalEarth/CoreBlueprints/Resources/PrimalItemResource_Gasoline.Default__PrimalItemResource_Gasoline_C) CONTENT: Turn On(/Engine/Transient.Default__REINST_BaseFuelBurner_GasOnly_C_10304) CONTENT: Turn Off(/Engine/Transient.Default__REINST_BaseFuelBurner_GasOnly_C_10304) CONTENT: Turn On(/Game/PrimalEarth/Structures/BaseFuelBurner_GasOnly.Default__BaseFuelBurner_GasOnly_C) CONTENT: Turn Off(/Game/PrimalEarth/Structures/BaseFuelBurner_GasOnly.Default__BaseFuelBurner_GasOnly_C) CONTENT: Power Generator(/Engine/Transient.Default__REINST_ElectricGenerator_C_10312) CONTENT: Power Generator(/Game/PrimalEarth/Structures/Electric/ElectricGenerator.Default__ElectricGenerator_C) CONTENT: Electric Junction Box(/Engine/Transient.Default__REINST_ElectricJunction_C_10316) CONTENT: Electric Junction Box(/Game/PrimalEarth/Structures/Electric/ElectricJunction.Default__ElectricJunction_C) CONTENT: Water Pipe(/Engine/Transient.Default__REINST_CableBaseBP_C_10320) CONTENT: Water Pipe(/Game/PrimalEarth/Structures/BuildingBases/CableBaseBP.Default__CableBaseBP_C) CONTENT: Charge Battery(/Engine/Transient.Default__REINST_PrimalItem_ChargeBattery_C_10328) CONTENT: Stores Charge from Power Nodes, and can be placed in various Electrical Devices to power them.(/Engine/Transient.Default__REINST_PrimalItem_ChargeBattery_C_10328) CONTENT: Chr(/Engine/Transient.Default__REINST_PrimalItem_ChargeBattery_C_10328) CONTENT: Charge(/Engine/Transient.Default__REINST_PrimalItem_ChargeBattery_C_10328) CONTENT: Misc(/Engine/Transient.Default__REINST_PrimalItem_ChargeBattery_C_10328) CONTENT: Charge Battery(/Game/Aberration/WeaponGlowStickCharge/PrimalItem_ChargeBattery.Default__PrimalItem_ChargeBattery_C) CONTENT: Stores Charge from Power Nodes, and can be placed in various Electrical Devices to power them.(/Game/Aberration/WeaponGlowStickCharge/PrimalItem_ChargeBattery.Default__PrimalItem_ChargeBattery_C) CONTENT: Chr(/Game/Aberration/WeaponGlowStickCharge/PrimalItem_ChargeBattery.Default__PrimalItem_ChargeBattery_C) CONTENT: Charge(/Game/Aberration/WeaponGlowStickCharge/PrimalItem_ChargeBattery.Default__PrimalItem_ChargeBattery_C) CONTENT: Misc(/Game/Aberration/WeaponGlowStickCharge/PrimalItem_ChargeBattery.Default__PrimalItem_ChargeBattery_C) CONTENT: Charge Lantern(/Engine/Transient.Default__REINST_PrimalItem_WeaponRadioactiveLanternCharge_C_10332) CONTENT: Weaponized Charge Light that damages and stuns lifeforms. Place down to ward of dangers in an area. Uses Charge Batteries as fuel. (/Engine/Transient.Default__REINST_PrimalItem_WeaponRadioactiveLanternCharge_C_10332) CONTENT: Weapons(/Engine/Transient.Default__REINST_PrimalItem_WeaponRadioactiveLanternCharge_C_10332) CONTENT: Charge Lantern(/Game/Aberration/WeaponRadioactiveLanternCharge/PrimalItem_WeaponRadioactiveLanternCharge.Default__PrimalItem_WeaponRadioactiveLanternCharge_C) CONTENT: Weaponized Charge Light that damages and stuns lifeforms. Place down to ward of dangers in an area. Uses Charge Batteries as fuel. (/Game/Aberration/WeaponRadioactiveLanternCharge/PrimalItem_WeaponRadioactiveLanternCharge.Default__PrimalItem_WeaponRadioactiveLanternCharge_C) CONTENT: Weapons(/Game/Aberration/WeaponRadioactiveLanternCharge/PrimalItem_WeaponRadioactiveLanternCharge.Default__PrimalItem_WeaponRadioactiveLanternCharge_C) CONTENT: Put a battery in inventory, or a pet on shoulder to harvest Charge(/Game/Aberration/CoreBlueprints/Buffs/Buff_ChargeEmitter.Default__Buff_ChargeEmitter_C) CONTENT: Put a battery in inventory to harvest Charge(/Game/Aberration/CoreBlueprints/Buffs/Buff_ChargeEmitter.Default__Buff_ChargeEmitter_C) CONTENT: Pack Dino(/Engine/Transient.Default__REINST_Dino_Character_BP_Pack_C_10352) CONTENT: Pack Dino(/Game/PrimalEarth/CoreBlueprints/Dino_Character_BP_Pack.Default__Dino_Character_BP_Pack_C) CONTENT: Pack Leader(/Engine/Transient.Default__REINST_Buff_DinoPackLeader_C_10356) CONTENT: Pack Leader(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_DinoPackLeader.Default__Buff_DinoPackLeader_C) CONTENT: Board Passenger Seat(/Engine/Transient.Default__REINST_VH_Buggy_C_10378) CONTENT: Tek ATV(/Engine/Transient.Default__REINST_VH_Buggy_C_10378) CONTENT: Board Passenger Seat(/Game/PrimalEarth/Vehicles/VH_Buggy/Blueprint/VH_Buggy.Default__VH_Buggy_C) CONTENT: Tek ATV(/Game/PrimalEarth/Vehicles/VH_Buggy/Blueprint/VH_Buggy.Default__VH_Buggy_C) CONTENT: Thruster(/Engine/Transient.Default__REINST_Buff_OverrideVelocity_C_10382) CONTENT: Thruster Test(/Engine/Transient.Default__REINST_Buff_OverrideVelocity_C_10382) CONTENT: Thruster(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_OverrideVelocity.Default__Buff_OverrideVelocity_C) CONTENT: Thruster Test(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_OverrideVelocity.Default__Buff_OverrideVelocity_C) CONTENT: TEK Armor Buff(/Engine/Transient.Default__REINST_Buff_TekArmor_C_10390) CONTENT: Alien technology grants enhanced capabilities(/Engine/Transient.Default__REINST_Buff_TekArmor_C_10390) CONTENT: TEK Armor Online(/Engine/Transient.Default__REINST_Buff_TekArmor_C_10390) CONTENT: Some TEK equipment abilities cannot be used in the Genesis simulation(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_TekArmor.Default__Buff_TekArmor_C) CONTENT: TEK Armor Buff(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_TekArmor.Default__Buff_TekArmor_C) CONTENT: Alien technology grants enhanced capabilities(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_TekArmor.Default__Buff_TekArmor_C) CONTENT: TEK Armor Online(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_TekArmor.Default__Buff_TekArmor_C) CONTENT: Element(/Engine/Transient.Default__REINST_PrimalItemResource_Element_C_10394) CONTENT: A strange, highly advanced material humming with energy. It dissolves when transferred across ARKs.(/Engine/Transient.Default__REINST_PrimalItemResource_Element_C_10394) CONTENT: Tek(/Engine/Transient.Default__REINST_PrimalItemResource_Element_C_10394) LITERAL: Server CanUse {0}(/Game/PrimalEarth/CoreBlueprints/Resources/PrimalItemResource_Element.PrimalItemResource_Element:EdGraph_32845.K2Node_CallFunction_78730) LITERAL: 0(/Game/PrimalEarth/CoreBlueprints/Resources/PrimalItemResource_Element.PrimalItemResource_Element:EdGraph_32845.K2Node_MakeStruct_501) CONTENT: Element(/Game/PrimalEarth/CoreBlueprints/Resources/PrimalItemResource_Element.Default__PrimalItemResource_Element_C) CONTENT: A strange, highly advanced material humming with energy. It dissolves when transferred across ARKs.(/Game/PrimalEarth/CoreBlueprints/Resources/PrimalItemResource_Element.Default__PrimalItemResource_Element_C) CONTENT: Tek(/Game/PrimalEarth/CoreBlueprints/Resources/PrimalItemResource_Element.Default__PrimalItemResource_Element_C) CONTENT: Element Shard(/Engine/Transient.Default__REINST_PrimalItemResource_ElementShard_C_10398) CONTENT: A small chunk of strange, highly advanced material. It dissolves when transferred across ARKs.(/Engine/Transient.Default__REINST_PrimalItemResource_ElementShard_C_10398) CONTENT: Tek(/Engine/Transient.Default__REINST_PrimalItemResource_ElementShard_C_10398) CONTENT: Element Shard(/Game/PrimalEarth/CoreBlueprints/Resources/PrimalItemResource_ElementShard.Default__PrimalItemResource_ElementShard_C) CONTENT: A small chunk of strange, highly advanced material. It dissolves when transferred across ARKs.(/Game/PrimalEarth/CoreBlueprints/Resources/PrimalItemResource_ElementShard.Default__PrimalItemResource_ElementShard_C) CONTENT: Tek(/Game/PrimalEarth/CoreBlueprints/Resources/PrimalItemResource_ElementShard.Default__PrimalItemResource_ElementShard_C) CONTENT: Replicate items here. Requires Element to be activated.(/Engine/Transient.Default__REINST_PrimalInventoryBP_TekReplicator_C_10406) CONTENT: Tek Replicator(/Engine/Transient.Default__REINST_PrimalInventoryBP_TekReplicator_C_10406) CONTENT: Replicate items here. Requires Element to be activated.(/Game/PrimalEarth/CoreBlueprints/Inventories/PrimalInventoryBP_TekReplicator.Default__PrimalInventoryBP_TekReplicator_C) CONTENT: Tek Replicator(/Game/PrimalEarth/CoreBlueprints/Inventories/PrimalInventoryBP_TekReplicator.Default__PrimalInventoryBP_TekReplicator_C) CONTENT: Stunned!(/Engine/Transient.Default__REINST_Buff_Stunned_C_10422) CONTENT: In a daze(/Engine/Transient.Default__REINST_Buff_Stunned_C_10422) CONTENT: Stunned!(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_Stunned.Default__Buff_Stunned_C) CONTENT: In a daze(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_Stunned.Default__Buff_Stunned_C) CONTENT: Stunned by Charge!(/Engine/Transient.Default__REINST_Buff_ChargeStun_C_10430) CONTENT: In a daze(/Engine/Transient.Default__REINST_Buff_ChargeStun_C_10430) CONTENT: Stunned by Charge!(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_ChargeStun.Default__Buff_ChargeStun_C) CONTENT: In a daze(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_ChargeStun.Default__Buff_ChargeStun_C) CONTENT: Charge Lantern(/Engine/Transient.Default__REINST_RadioActiveLanternGroundCharge_C_10434) CONTENT: Charge Lantern(/Game/Aberration/Structures/RadioactiveLanternGroundCharge/RadioActiveLanternGroundCharge.Default__RadioActiveLanternGroundCharge_C) CONTENT: BuffEmitterSocket(/Engine/Transient.Default__REINST_Buff_ChargeEmitterStructure_ChargeLantern_C_10442) CONTENT: BuffEmitterSocket(/Game/Aberration/CoreBlueprints/Buffs/Buff_ChargeEmitterStructure_ChargeLantern.Default__Buff_ChargeEmitterStructure_ChargeLantern_C) CONTENT: Turn On(/Engine/Transient.Default__REINST_LampPost_C_10448) CONTENT: Turn Off(/Engine/Transient.Default__REINST_LampPost_C_10448) CONTENT: Lamp Post(/Engine/Transient.Default__REINST_LampPost_C_10448) CONTENT: Turn On(/Game/PrimalEarth/Structures/Electric/LampPost.Default__LampPost_C) CONTENT: Turn Off(/Game/PrimalEarth/Structures/Electric/LampPost.Default__LampPost_C) CONTENT: Lamp Post(/Game/PrimalEarth/Structures/Electric/LampPost.Default__LampPost_C) CONTENT: Cryo Cooldown(/Engine/Transient.Default__REINST_Buff_CryoCooldown_C_10460) CONTENT: Causes Cryo Sickness to dinos summoned(/Engine/Transient.Default__REINST_Buff_CryoCooldown_C_10460) CONTENT: Cryo Cooldown(/Game/Extinction/CoreBlueprints/Buffs/Buff_CryoCooldown.Default__Buff_CryoCooldown_C) CONTENT: Causes Cryo Sickness to dinos summoned(/Game/Extinction/CoreBlueprints/Buffs/Buff_CryoCooldown.Default__Buff_CryoCooldown_C) CONTENT: Fixed-time Encapsulate(/Engine/Transient.Default__REINST_Buff_EncapsulateFixedTime_C_10464) CONTENT: Protected!(/Engine/Transient.Default__REINST_Buff_EncapsulateFixedTime_C_10464) CONTENT: Fixed-time Encapsulate(/Game/Extinction/CoreBlueprints/Buffs/Buff_EncapsulateFixedTime.Default__Buff_EncapsulateFixedTime_C) CONTENT: Protected!(/Game/Extinction/CoreBlueprints/Buffs/Buff_EncapsulateFixedTime.Default__Buff_EncapsulateFixedTime_C) CONTENT: Pig's hunger(/Engine/Transient.Default__REINST_Buff_HealAura_C_10478) CONTENT: Daeodon consumes extra food after a healing attack.(/Engine/Transient.Default__REINST_Buff_HealAura_C_10478) CONTENT: Your Daeodon is consuming extra food to heal your allies!(/Engine/Transient.Default__REINST_Buff_HealAura_C_10478) CONTENT: Pig's hunger(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_HealAura.Default__Buff_HealAura_C) CONTENT: Daeodon consumes extra food after a healing attack.(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_HealAura.Default__Buff_HealAura_C) CONTENT: Your Daeodon is consuming extra food to heal your allies!(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_HealAura.Default__Buff_HealAura_C) CONTENT: Your Daeodon doesn't have enough food to continue healing!(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_HealAura.Default__Buff_HealAura_C) CONTENT: Pig's hunger(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_HealAura.Default__Buff_HealAura_C) CONTENT: Daeodon consumes extra food after a healing attack.(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_HealAura.Default__Buff_HealAura_C) CONTENT: Your Daeodon is consuming extra food to heal your allies!(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_HealAura.Default__Buff_HealAura_C) CONTENT: Idle(/Engine/Transient.Default__REINST_Daeodon_Character_BP_C_10482) CONTENT: Cute(/Engine/Transient.Default__REINST_Daeodon_Character_BP_C_10482) CONTENT: Action(/Engine/Transient.Default__REINST_Daeodon_Character_BP_C_10482) CONTENT: Move(/Engine/Transient.Default__REINST_Daeodon_Character_BP_C_10482) CONTENT: Daeodon(/Engine/Transient.Default__REINST_Daeodon_Character_BP_C_10482) CONTENT: You don't have enough food to use the healing attack!(/Game/PrimalEarth/Dinos/Daeodon/Daeodon_Character_BP.Default__Daeodon_Character_BP_C) CONTENT: Idle(/Game/PrimalEarth/Dinos/Daeodon/Daeodon_Character_BP.Default__Daeodon_Character_BP_C) CONTENT: Cute(/Game/PrimalEarth/Dinos/Daeodon/Daeodon_Character_BP.Default__Daeodon_Character_BP_C) CONTENT: Action(/Game/PrimalEarth/Dinos/Daeodon/Daeodon_Character_BP.Default__Daeodon_Character_BP_C) CONTENT: Move(/Game/PrimalEarth/Dinos/Daeodon/Daeodon_Character_BP.Default__Daeodon_Character_BP_C) CONTENT: Daeodon(/Game/PrimalEarth/Dinos/Daeodon/Daeodon_Character_BP.Default__Daeodon_Character_BP_C) CONTENT: Hallucinogenic Spores(/Engine/Transient.Default__REINST_Buff_BlurEffect_RareMushroom_C_10486) CONTENT: Whoa, trippy!(/Engine/Transient.Default__REINST_Buff_BlurEffect_RareMushroom_C_10486) CONTENT: Hallucinogenic Spores(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_BlurEffect_RareMushroom.Default__Buff_BlurEffect_RareMushroom_C) CONTENT: Whoa, trippy!(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_BlurEffect_RareMushroom.Default__Buff_BlurEffect_RareMushroom_C) CONTENT: Pig's hunger(/Engine/Transient.Default__REINST_Buff_HealAura_Passive_C_10490) CONTENT: Daeodon consumes extra food after a healing attack.(/Engine/Transient.Default__REINST_Buff_HealAura_Passive_C_10490) CONTENT: Your Daeodon is consuming extra food to heal your allies!(/Engine/Transient.Default__REINST_Buff_HealAura_Passive_C_10490) CONTENT: Pig's hunger(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_HealAura_Passive.Default__Buff_HealAura_Passive_C) CONTENT: Daeodon consumes extra food after a healing attack.(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_HealAura_Passive.Default__Buff_HealAura_Passive_C) CONTENT: Your Daeodon is consuming extra food to heal your allies!(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_HealAura_Passive.Default__Buff_HealAura_Passive_C) CONTENT: Idle(/Engine/Transient.Default__REINST_Piranha_Character_BP_C_10502) CONTENT: c_back2(/Engine/Transient.Default__REINST_Piranha_Character_BP_C_10502) CONTENT: Attack(/Engine/Transient.Default__REINST_Piranha_Character_BP_C_10502) CONTENT: c_back2(/Engine/Transient.Default__REINST_Piranha_Character_BP_C_10502) CONTENT: Move(/Engine/Transient.Default__REINST_Piranha_Character_BP_C_10502) CONTENT: c_back2(/Engine/Transient.Default__REINST_Piranha_Character_BP_C_10502) CONTENT: Move2(/Engine/Transient.Default__REINST_Piranha_Character_BP_C_10502) CONTENT: c_back2(/Engine/Transient.Default__REINST_Piranha_Character_BP_C_10502) CONTENT: Piranha(/Engine/Transient.Default__REINST_Piranha_Character_BP_C_10502) CONTENT: Idle(/Game/PrimalEarth/Dinos/Piranha/Piranha_Character_BP.Default__Piranha_Character_BP_C) CONTENT: c_back2(/Game/PrimalEarth/Dinos/Piranha/Piranha_Character_BP.Default__Piranha_Character_BP_C) CONTENT: Attack(/Game/PrimalEarth/Dinos/Piranha/Piranha_Character_BP.Default__Piranha_Character_BP_C) CONTENT: c_back2(/Game/PrimalEarth/Dinos/Piranha/Piranha_Character_BP.Default__Piranha_Character_BP_C) CONTENT: Move(/Game/PrimalEarth/Dinos/Piranha/Piranha_Character_BP.Default__Piranha_Character_BP_C) CONTENT: c_back2(/Game/PrimalEarth/Dinos/Piranha/Piranha_Character_BP.Default__Piranha_Character_BP_C) CONTENT: Move2(/Game/PrimalEarth/Dinos/Piranha/Piranha_Character_BP.Default__Piranha_Character_BP_C) CONTENT: c_back2(/Game/PrimalEarth/Dinos/Piranha/Piranha_Character_BP.Default__Piranha_Character_BP_C) CONTENT: Piranha(/Game/PrimalEarth/Dinos/Piranha/Piranha_Character_BP.Default__Piranha_Character_BP_C) CONTENT: Idle(/Engine/Transient.Default__REINST_Sarco_Character_BP_C_10510) CONTENT: Cute(/Engine/Transient.Default__REINST_Sarco_Character_BP_C_10510) CONTENT: Action(/Engine/Transient.Default__REINST_Sarco_Character_BP_C_10510) CONTENT: c_back3(/Engine/Transient.Default__REINST_Sarco_Character_BP_C_10510) CONTENT: Action2(/Engine/Transient.Default__REINST_Sarco_Character_BP_C_10510) CONTENT: Move(/Engine/Transient.Default__REINST_Sarco_Character_BP_C_10510) CONTENT: Sarco(/Engine/Transient.Default__REINST_Sarco_Character_BP_C_10510) CONTENT: Idle(/Game/PrimalEarth/Dinos/Sarco/Sarco_Character_BP.Default__Sarco_Character_BP_C) CONTENT: Cute(/Game/PrimalEarth/Dinos/Sarco/Sarco_Character_BP.Default__Sarco_Character_BP_C) CONTENT: Action(/Game/PrimalEarth/Dinos/Sarco/Sarco_Character_BP.Default__Sarco_Character_BP_C) CONTENT: c_back3(/Game/PrimalEarth/Dinos/Sarco/Sarco_Character_BP.Default__Sarco_Character_BP_C) CONTENT: Action2(/Game/PrimalEarth/Dinos/Sarco/Sarco_Character_BP.Default__Sarco_Character_BP_C) CONTENT: Move(/Game/PrimalEarth/Dinos/Sarco/Sarco_Character_BP.Default__Sarco_Character_BP_C) CONTENT: Sarco(/Game/PrimalEarth/Dinos/Sarco/Sarco_Character_BP.Default__Sarco_Character_BP_C) CONTENT: Idle(/Engine/Transient.Default__REINST_PlayerPawnTest_Male_C_10522) CONTENT: Super(/Engine/Transient.Default__REINST_PlayerPawnTest_Male_C_10522) CONTENT: Heart(/Engine/Transient.Default__REINST_PlayerPawnTest_Male_C_10522) CONTENT: Idle(/Engine/Transient.Default__REINST_PlayerPawnTest_Male_C_10522) CONTENT: Running(/Engine/Transient.Default__REINST_PlayerPawnTest_Male_C_10522) CONTENT: Passive(/Engine/Transient.Default__REINST_PlayerPawnTest_Male_C_10522) CONTENT: Salute(/Engine/Transient.Default__REINST_PlayerPawnTest_Male_C_10522) CONTENT: Ascend(/Engine/Transient.Default__REINST_PlayerPawnTest_Male_C_10522) CONTENT: Cnt_Spine_003_JNT_SKL(/Engine/Transient.Default__REINST_PlayerPawnTest_Male_C_10522) CONTENT: Rifle(/Engine/Transient.Default__REINST_PlayerPawnTest_Male_C_10522) CONTENT: Pistol(/Engine/Transient.Default__REINST_PlayerPawnTest_Male_C_10522) CONTENT: Idle(/Game/PrimalEarth/CoreBlueprints/PlayerPawnTest_Male.Default__PlayerPawnTest_Male_C) CONTENT: Super(/Game/PrimalEarth/CoreBlueprints/PlayerPawnTest_Male.Default__PlayerPawnTest_Male_C) CONTENT: Heart(/Game/PrimalEarth/CoreBlueprints/PlayerPawnTest_Male.Default__PlayerPawnTest_Male_C) CONTENT: Idle(/Game/PrimalEarth/CoreBlueprints/PlayerPawnTest_Male.Default__PlayerPawnTest_Male_C) CONTENT: Running(/Game/PrimalEarth/CoreBlueprints/PlayerPawnTest_Male.Default__PlayerPawnTest_Male_C) CONTENT: Passive(/Game/PrimalEarth/CoreBlueprints/PlayerPawnTest_Male.Default__PlayerPawnTest_Male_C) CONTENT: Salute(/Game/PrimalEarth/CoreBlueprints/PlayerPawnTest_Male.Default__PlayerPawnTest_Male_C) CONTENT: Ascend(/Game/PrimalEarth/CoreBlueprints/PlayerPawnTest_Male.Default__PlayerPawnTest_Male_C) CONTENT: Cnt_Spine_003_JNT_SKL(/Game/PrimalEarth/CoreBlueprints/PlayerPawnTest_Male.Default__PlayerPawnTest_Male_C) CONTENT: Rifle(/Game/PrimalEarth/CoreBlueprints/PlayerPawnTest_Male.Default__PlayerPawnTest_Male_C) CONTENT: Pistol(/Game/PrimalEarth/CoreBlueprints/PlayerPawnTest_Male.Default__PlayerPawnTest_Male_C) CONTENT: Idle(/Engine/Transient.Default__REINST_PlayerPawnTest_Female_C_10530) CONTENT: Super(/Engine/Transient.Default__REINST_PlayerPawnTest_Female_C_10530) CONTENT: Heart(/Engine/Transient.Default__REINST_PlayerPawnTest_Female_C_10530) CONTENT: Running(/Engine/Transient.Default__REINST_PlayerPawnTest_Female_C_10530) CONTENT: Passive(/Engine/Transient.Default__REINST_PlayerPawnTest_Female_C_10530) CONTENT: Salute(/Engine/Transient.Default__REINST_PlayerPawnTest_Female_C_10530) CONTENT: Ascend(/Engine/Transient.Default__REINST_PlayerPawnTest_Female_C_10530) CONTENT: Cnt_Chest_000_JNT_SKL(/Engine/Transient.Default__REINST_PlayerPawnTest_Female_C_10530) CONTENT: Rifle(/Engine/Transient.Default__REINST_PlayerPawnTest_Female_C_10530) CONTENT: Pistol(/Engine/Transient.Default__REINST_PlayerPawnTest_Female_C_10530) CONTENT: Idle(/Game/PrimalEarth/CoreBlueprints/PlayerPawnTest_Female.Default__PlayerPawnTest_Female_C) CONTENT: Super(/Game/PrimalEarth/CoreBlueprints/PlayerPawnTest_Female.Default__PlayerPawnTest_Female_C) CONTENT: Heart(/Game/PrimalEarth/CoreBlueprints/PlayerPawnTest_Female.Default__PlayerPawnTest_Female_C) CONTENT: Running(/Game/PrimalEarth/CoreBlueprints/PlayerPawnTest_Female.Default__PlayerPawnTest_Female_C) CONTENT: Passive(/Game/PrimalEarth/CoreBlueprints/PlayerPawnTest_Female.Default__PlayerPawnTest_Female_C) CONTENT: Salute(/Game/PrimalEarth/CoreBlueprints/PlayerPawnTest_Female.Default__PlayerPawnTest_Female_C) CONTENT: Ascend(/Game/PrimalEarth/CoreBlueprints/PlayerPawnTest_Female.Default__PlayerPawnTest_Female_C) CONTENT: Cnt_Chest_000_JNT_SKL(/Game/PrimalEarth/CoreBlueprints/PlayerPawnTest_Female.Default__PlayerPawnTest_Female_C) CONTENT: Rifle(/Game/PrimalEarth/CoreBlueprints/PlayerPawnTest_Female.Default__PlayerPawnTest_Female_C) CONTENT: Pistol(/Game/PrimalEarth/CoreBlueprints/PlayerPawnTest_Female.Default__PlayerPawnTest_Female_C) CONTENT: Base Pants Clothing(/Engine/Transient.Default__REINST_PrimalItemArmor_BasePants_C_10538) CONTENT: Covers your legs.(/Engine/Transient.Default__REINST_PrimalItemArmor_BasePants_C_10538) CONTENT: Base Pants Clothing(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Base/PrimalItemArmor_BasePants.Default__PrimalItemArmor_BasePants_C) CONTENT: Covers your legs.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Base/PrimalItemArmor_BasePants.Default__PrimalItemArmor_BasePants_C) CONTENT: Lesser Antidote(/Engine/Transient.Default__REINST_PrimalItemConsumable_CureLow_C_10542) CONTENT: Cures Lesser Afflictions!(/Engine/Transient.Default__REINST_PrimalItemConsumable_CureLow_C_10542) CONTENT: Consumables(/Engine/Transient.Default__REINST_PrimalItemConsumable_CureLow_C_10542) CONTENT: Drugs(/Engine/Transient.Default__REINST_PrimalItemConsumable_CureLow_C_10542) CONTENT: Lesser Antidote(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/BaseBPs/PrimalItemConsumable_CureLow.Default__PrimalItemConsumable_CureLow_C) CONTENT: Cures Lesser Afflictions!(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/BaseBPs/PrimalItemConsumable_CureLow.Default__PrimalItemConsumable_CureLow_C) CONTENT: Consumables(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/BaseBPs/PrimalItemConsumable_CureLow.Default__PrimalItemConsumable_CureLow_C) CONTENT: Drugs(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/BaseBPs/PrimalItemConsumable_CureLow.Default__PrimalItemConsumable_CureLow_C) CONTENT: Rage(/Engine/Transient.Default__REINST_Buff_RageEffect_C_10546) CONTENT: Rage(/Game/PrimalEarth/Dinos/Pachyrhinosaurus/Buff_RageEffect.Default__Buff_RageEffect_C) CONTENT: Rare Flower Pheromones(/Engine/Transient.Default__REINST_Buff_RageEffect_RareFlower_C_10550) CONTENT: Provokes aggression from nearby dinosaurs.(/Engine/Transient.Default__REINST_Buff_RageEffect_RareFlower_C_10550) CONTENT: Rare Flower Pheromones(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_RageEffect_RareFlower.Default__Buff_RageEffect_RareFlower_C) CONTENT: Provokes aggression from nearby dinosaurs.(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_RageEffect_RareFlower.Default__Buff_RageEffect_RareFlower_C) CONTENT: Swamp Fever(/Engine/Transient.Default__REINST_Buff_SwampFever_C_10554) CONTENT: Health, Damage, Weight, Stamina & Speed are permanently decreased until Cured!(/Engine/Transient.Default__REINST_Buff_SwampFever_C_10554) CONTENT: Swamp Fever(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_SwampFever.Default__Buff_SwampFever_C) CONTENT: Health, Damage, Weight, Stamina & Speed are permanently decreased until Cured!(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_SwampFever.Default__Buff_SwampFever_C) CONTENT: Idle(/Engine/Transient.Default__REINST_Dodo_Character_BP_C_10558) CONTENT: Cute(/Engine/Transient.Default__REINST_Dodo_Character_BP_C_10558) CONTENT: Action(/Engine/Transient.Default__REINST_Dodo_Character_BP_C_10558) CONTENT: Move(/Engine/Transient.Default__REINST_Dodo_Character_BP_C_10558) CONTENT: Dodo(/Engine/Transient.Default__REINST_Dodo_Character_BP_C_10558) CONTENT: Idle(/Game/PrimalEarth/Dinos/Dodo/Dodo_Character_BP.Default__Dodo_Character_BP_C) CONTENT: Cute(/Game/PrimalEarth/Dinos/Dodo/Dodo_Character_BP.Default__Dodo_Character_BP_C) CONTENT: Action(/Game/PrimalEarth/Dinos/Dodo/Dodo_Character_BP.Default__Dodo_Character_BP_C) CONTENT: Move(/Game/PrimalEarth/Dinos/Dodo/Dodo_Character_BP.Default__Dodo_Character_BP_C) CONTENT: Dodo(/Game/PrimalEarth/Dinos/Dodo/Dodo_Character_BP.Default__Dodo_Character_BP_C) CONTENT: c_back3(/Engine/Transient.Default__REINST_Manta_Character_BP_C_10574) CONTENT: Action(/Engine/Transient.Default__REINST_Manta_Character_BP_C_10574) CONTENT: c_back3(/Engine/Transient.Default__REINST_Manta_Character_BP_C_10574) CONTENT: Action2(/Engine/Transient.Default__REINST_Manta_Character_BP_C_10574) CONTENT: c_back3(/Engine/Transient.Default__REINST_Manta_Character_BP_C_10574) CONTENT: Move(/Engine/Transient.Default__REINST_Manta_Character_BP_C_10574) CONTENT: c_back3(/Engine/Transient.Default__REINST_Manta_Character_BP_C_10574) CONTENT: Manta(/Engine/Transient.Default__REINST_Manta_Character_BP_C_10574) CONTENT: c_back3(/Game/PrimalEarth/Dinos/Manta/Manta_Character_BP.Default__Manta_Character_BP_C) CONTENT: Action(/Game/PrimalEarth/Dinos/Manta/Manta_Character_BP.Default__Manta_Character_BP_C) CONTENT: c_back3(/Game/PrimalEarth/Dinos/Manta/Manta_Character_BP.Default__Manta_Character_BP_C) CONTENT: Action2(/Game/PrimalEarth/Dinos/Manta/Manta_Character_BP.Default__Manta_Character_BP_C) CONTENT: c_back3(/Game/PrimalEarth/Dinos/Manta/Manta_Character_BP.Default__Manta_Character_BP_C) CONTENT: Move(/Game/PrimalEarth/Dinos/Manta/Manta_Character_BP.Default__Manta_Character_BP_C) CONTENT: c_back3(/Game/PrimalEarth/Dinos/Manta/Manta_Character_BP.Default__Manta_Character_BP_C) CONTENT: Manta(/Game/PrimalEarth/Dinos/Manta/Manta_Character_BP.Default__Manta_Character_BP_C) CONTENT: Idle(/Engine/Transient.Default__REINST_Arthro_Character_BP_C_10578) CONTENT: Action(/Engine/Transient.Default__REINST_Arthro_Character_BP_C_10578) CONTENT: Move(/Engine/Transient.Default__REINST_Arthro_Character_BP_C_10578) CONTENT: Arthropluera(/Engine/Transient.Default__REINST_Arthro_Character_BP_C_10578) CONTENT: Idle(/Game/PrimalEarth/Dinos/Arthropluera/Arthro_Character_BP.Default__Arthro_Character_BP_C) CONTENT: Action(/Game/PrimalEarth/Dinos/Arthropluera/Arthro_Character_BP.Default__Arthro_Character_BP_C) CONTENT: Move(/Game/PrimalEarth/Dinos/Arthropluera/Arthro_Character_BP.Default__Arthro_Character_BP_C) CONTENT: Arthropluera(/Game/PrimalEarth/Dinos/Arthropluera/Arthro_Character_BP.Default__Arthro_Character_BP_C) CONTENT: Idle(/Engine/Transient.Default__REINST_Leech_Character_C_10606) CONTENT: Cute(/Engine/Transient.Default__REINST_Leech_Character_C_10606) CONTENT: Move(/Engine/Transient.Default__REINST_Leech_Character_C_10606) CONTENT: Leech(/Engine/Transient.Default__REINST_Leech_Character_C_10606) CONTENT: Idle(/Game/PrimalEarth/Dinos/Leech/Leech_Character.Default__Leech_Character_C) CONTENT: Cute(/Game/PrimalEarth/Dinos/Leech/Leech_Character.Default__Leech_Character_C) CONTENT: Move(/Game/PrimalEarth/Dinos/Leech/Leech_Character.Default__Leech_Character_C) CONTENT: Leech(/Game/PrimalEarth/Dinos/Leech/Leech_Character.Default__Leech_Character_C) CONTENT: Leeched(/Engine/Transient.Default__REINST_Buff_Leech_C_10610) CONTENT: Your Health and Stamina is slowly being drained! Get it off!!!(/Engine/Transient.Default__REINST_Buff_Leech_C_10610) CONTENT: Leeched!(/Engine/Transient.Default__REINST_Buff_Leech_C_10610) CONTENT: Leeched(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_Leech.Default__Buff_Leech_C) CONTENT: Your Health and Stamina is slowly being drained! Get it off!!!(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_Leech.Default__Buff_Leech_C) CONTENT: Leeched!(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_Leech.Default__Buff_Leech_C) CONTENT: SCUBA Tank(/Engine/Transient.Default__REINST_PrimalItemArmor_ScubaShirt_SuitWithTank_C_10636) CONTENT: A tank that's filled with Oxygen. Used to temporarliy breathe underwater.(/Engine/Transient.Default__REINST_PrimalItemArmor_ScubaShirt_SuitWithTank_C_10636) CONTENT: Armor(/Engine/Transient.Default__REINST_PrimalItemArmor_ScubaShirt_SuitWithTank_C_10636) CONTENT: SCUBA(/Engine/Transient.Default__REINST_PrimalItemArmor_ScubaShirt_SuitWithTank_C_10636) CONTENT: SCUBA Tank(/Game/PrimalEarth/CoreBlueprints/Items/Armor/SCUBA/PrimalItemArmor_ScubaShirt_SuitWithTank.Default__PrimalItemArmor_ScubaShirt_SuitWithTank_C) CONTENT: A tank that's filled with Oxygen. Used to temporarliy breathe underwater.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/SCUBA/PrimalItemArmor_ScubaShirt_SuitWithTank.Default__PrimalItemArmor_ScubaShirt_SuitWithTank_C) CONTENT: Armor(/Game/PrimalEarth/CoreBlueprints/Items/Armor/SCUBA/PrimalItemArmor_ScubaShirt_SuitWithTank.Default__PrimalItemArmor_ScubaShirt_SuitWithTank_C) CONTENT: SCUBA(/Game/PrimalEarth/CoreBlueprints/Items/Armor/SCUBA/PrimalItemArmor_ScubaShirt_SuitWithTank.Default__PrimalItemArmor_ScubaShirt_SuitWithTank_C) CONTENT: Gas Mask(/Engine/Transient.Default__REINST_PrimalItemArmor_GasMask_C_10688) CONTENT: Protects the wearer against various airborn poisons.(/Engine/Transient.Default__REINST_PrimalItemArmor_GasMask_C_10688) CONTENT: Armor(/Engine/Transient.Default__REINST_PrimalItemArmor_GasMask_C_10688) CONTENT: Misc(/Engine/Transient.Default__REINST_PrimalItemArmor_GasMask_C_10688) CONTENT: Gas Mask(/Game/PrimalEarth/CoreBlueprints/Items/Armor/SCUBA/PrimalItemArmor_GasMask.Default__PrimalItemArmor_GasMask_C) CONTENT: Protects the wearer against various airborn poisons.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/SCUBA/PrimalItemArmor_GasMask.Default__PrimalItemArmor_GasMask_C) CONTENT: Armor(/Game/PrimalEarth/CoreBlueprints/Items/Armor/SCUBA/PrimalItemArmor_GasMask.Default__PrimalItemArmor_GasMask_C) CONTENT: Misc(/Game/PrimalEarth/CoreBlueprints/Items/Armor/SCUBA/PrimalItemArmor_GasMask.Default__PrimalItemArmor_GasMask_C) CONTENT: SCUBA Flippers(/Engine/Transient.Default__REINST_PrimalItemArmor_ScubaBoots_Flippers_C_10692) CONTENT: These flippers are firm, but flexible. Wearing them increases swim speed, but decreases walking speed.(/Engine/Transient.Default__REINST_PrimalItemArmor_ScubaBoots_Flippers_C_10692) CONTENT: Armor(/Engine/Transient.Default__REINST_PrimalItemArmor_ScubaBoots_Flippers_C_10692) CONTENT: SCUBA(/Engine/Transient.Default__REINST_PrimalItemArmor_ScubaBoots_Flippers_C_10692) CONTENT: SCUBA Flippers(/Game/PrimalEarth/CoreBlueprints/Items/Armor/SCUBA/PrimalItemArmor_ScubaBoots_Flippers.Default__PrimalItemArmor_ScubaBoots_Flippers_C) CONTENT: These flippers are firm, but flexible. Wearing them increases swim speed, but decreases walking speed.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/SCUBA/PrimalItemArmor_ScubaBoots_Flippers.Default__PrimalItemArmor_ScubaBoots_Flippers_C) CONTENT: Armor(/Game/PrimalEarth/CoreBlueprints/Items/Armor/SCUBA/PrimalItemArmor_ScubaBoots_Flippers.Default__PrimalItemArmor_ScubaBoots_Flippers_C) CONTENT: SCUBA(/Game/PrimalEarth/CoreBlueprints/Items/Armor/SCUBA/PrimalItemArmor_ScubaBoots_Flippers.Default__PrimalItemArmor_ScubaBoots_Flippers_C) CONTENT: SCUBA Mask(/Engine/Transient.Default__REINST_PrimalItemArmor_ScubaHelmet_Goggles_C_10696) CONTENT: Connects to a SCUBA tank, allowing the wearer to breathe underwater for as long as the tank has Oxygen.(/Engine/Transient.Default__REINST_PrimalItemArmor_ScubaHelmet_Goggles_C_10696) CONTENT: Armor(/Engine/Transient.Default__REINST_PrimalItemArmor_ScubaHelmet_Goggles_C_10696) CONTENT: SCUBA(/Engine/Transient.Default__REINST_PrimalItemArmor_ScubaHelmet_Goggles_C_10696) CONTENT: SCUBA Mask(/Game/PrimalEarth/CoreBlueprints/Items/Armor/SCUBA/PrimalItemArmor_ScubaHelmet_Goggles.Default__PrimalItemArmor_ScubaHelmet_Goggles_C) CONTENT: Connects to a SCUBA tank, allowing the wearer to breathe underwater for as long as the tank has Oxygen.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/SCUBA/PrimalItemArmor_ScubaHelmet_Goggles.Default__PrimalItemArmor_ScubaHelmet_Goggles_C) CONTENT: Armor(/Game/PrimalEarth/CoreBlueprints/Items/Armor/SCUBA/PrimalItemArmor_ScubaHelmet_Goggles.Default__PrimalItemArmor_ScubaHelmet_Goggles_C) CONTENT: SCUBA(/Game/PrimalEarth/CoreBlueprints/Items/Armor/SCUBA/PrimalItemArmor_ScubaHelmet_Goggles.Default__PrimalItemArmor_ScubaHelmet_Goggles_C) CONTENT: Bear Trap(/Engine/Transient.Default__REINST_BaseBearTrap_C_10708) CONTENT: Bear Trap(/Game/PrimalEarth/Structures/BaseBearTrap.Default__BaseBearTrap_C) CONTENT: Plant Species Y trap(/Engine/Transient.Default__REINST_Structure_PlantSpeciesY_C_10712) CONTENT: Plant Species Y trap(/Game/ScorchedEarth/WeaponPlantSpeciesY/Structure_PlantSpeciesY.Default__Structure_PlantSpeciesY_C) CONTENT: Idle(/Engine/Transient.Default__REINST_Owl_Character_BP_C_10720) CONTENT: Cute(/Engine/Transient.Default__REINST_Owl_Character_BP_C_10720) CONTENT: Attack(/Engine/Transient.Default__REINST_Owl_Character_BP_C_10720) CONTENT: Spine_02_Jnt(/Engine/Transient.Default__REINST_Owl_Character_BP_C_10720) CONTENT: Move(/Engine/Transient.Default__REINST_Owl_Character_BP_C_10720) CONTENT: Spine_02_Jnt(/Engine/Transient.Default__REINST_Owl_Character_BP_C_10720) CONTENT: Move Fwd(/Engine/Transient.Default__REINST_Owl_Character_BP_C_10720) CONTENT: Spine_02_Jnt(/Engine/Transient.Default__REINST_Owl_Character_BP_C_10720) CONTENT: Snow Owl(/Engine/Transient.Default__REINST_Owl_Character_BP_C_10720) CONTENT: Idle(/Game/Extinction/Dinos/Owl/Owl_Character_BP.Default__Owl_Character_BP_C) CONTENT: Cute(/Game/Extinction/Dinos/Owl/Owl_Character_BP.Default__Owl_Character_BP_C) CONTENT: Attack(/Game/Extinction/Dinos/Owl/Owl_Character_BP.Default__Owl_Character_BP_C) CONTENT: Spine_02_Jnt(/Game/Extinction/Dinos/Owl/Owl_Character_BP.Default__Owl_Character_BP_C) CONTENT: Move(/Game/Extinction/Dinos/Owl/Owl_Character_BP.Default__Owl_Character_BP_C) CONTENT: Spine_02_Jnt(/Game/Extinction/Dinos/Owl/Owl_Character_BP.Default__Owl_Character_BP_C) CONTENT: Move Fwd(/Game/Extinction/Dinos/Owl/Owl_Character_BP.Default__Owl_Character_BP_C) CONTENT: Spine_02_Jnt(/Game/Extinction/Dinos/Owl/Owl_Character_BP.Default__Owl_Character_BP_C) CONTENT: Snow Owl(/Game/Extinction/Dinos/Owl/Owl_Character_BP.Default__Owl_Character_BP_C) CONTENT: Predator Vision(/Engine/Transient.Default__REINST_Buff_PredatorVision_C_10728) CONTENT: Predator Vision(/Game/Extinction/CoreBlueprints/Buffs/Buff_PredatorVision.Default__Buff_PredatorVision_C) CONTENT: Frigid Armor(/Engine/Transient.Default__REINST_Buff_Fenrir_IceState_C_10732) CONTENT: Increases the armor of Frozen Fur, inflicts return damage to attackers and grants freeze immunity at the cost of stamina.(/Engine/Transient.Default__REINST_Buff_Fenrir_IceState_C_10732) CONTENT: Frigid Armor(/Game/Fjordur/Dinos/Fenrir/Buff_Fenrir_IceState.Default__Buff_Fenrir_IceState_C) CONTENT: Increases the armor of Frozen Fur, inflicts return damage to attackers and grants freeze immunity at the cost of stamina.(/Game/Fjordur/Dinos/Fenrir/Buff_Fenrir_IceState.Default__Buff_Fenrir_IceState_C) CONTENT: Magmasaur Prevent Freezing(/Engine/Transient.Default__REINST_Buff_PreventFreezing_Cherufe_C_10740) CONTENT: Magmasaur Prevent Freezing(/Game/Genesis/Dinos/Cherufe/Buff_PreventFreezing_Cherufe.Default__Buff_PreventFreezing_Cherufe_C) CONTENT: Ice Crash!(/Engine/Transient.Default__REINST_Buff_OwlIceCrash_C_10744) CONTENT: Ice Crash!(/Game/Extinction/Dinos/Owl/Buff_OwlIceCrash.Default__Buff_OwlIceCrash_C) CONTENT: Woosh(/Engine/Transient.Default__REINST_Buff_RiderFlyingWindWoosh_C_10752) CONTENT: YOU GOIN SO FAST(/Engine/Transient.Default__REINST_Buff_RiderFlyingWindWoosh_C_10752) CONTENT: Woosh(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_RiderFlyingWindWoosh.Default__Buff_RiderFlyingWindWoosh_C) CONTENT: YOU GOIN SO FAST(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_RiderFlyingWindWoosh.Default__Buff_RiderFlyingWindWoosh_C) CONTENT: Idle(/Engine/Transient.Default__REINST_IceJumper_Character_BP_C_10784) CONTENT: Cute(/Engine/Transient.Default__REINST_IceJumper_Character_BP_C_10784) CONTENT: Attack(/Engine/Transient.Default__REINST_IceJumper_Character_BP_C_10784) CONTENT: Hover(/Engine/Transient.Default__REINST_IceJumper_Character_BP_C_10784) CONTENT: Spine_02_Jnt(/Engine/Transient.Default__REINST_IceJumper_Character_BP_C_10784) CONTENT: Move(/Engine/Transient.Default__REINST_IceJumper_Character_BP_C_10784) CONTENT: Managarmr(/Engine/Transient.Default__REINST_IceJumper_Character_BP_C_10784) LITERAL: TargetYawTick {0}(/Game/Extinction/Dinos/IceJumper/IceJumper_Character_BP.IceJumper_Character_BP:ExecuteUbergraph_IceJumper_Character_BP.K2Node_CallFunction_82134) LITERAL: 0(/Game/Extinction/Dinos/IceJumper/IceJumper_Character_BP.IceJumper_Character_BP:ExecuteUbergraph_IceJumper_Character_BP.K2Node_MakeStruct_510) LITERAL: Stamina {0} Ab {1}(/Game/Extinction/Dinos/IceJumper/IceJumper_Character_BP.IceJumper_Character_BP:EdGraph_33890.K2Node_CallFunction_82221) LITERAL: 0(/Game/Extinction/Dinos/IceJumper/IceJumper_Character_BP.IceJumper_Character_BP:EdGraph_33890.K2Node_MakeStruct_511) LITERAL: 1(/Game/Extinction/Dinos/IceJumper/IceJumper_Character_BP.IceJumper_Character_BP:EdGraph_33890.K2Node_MakeStruct_512) LITERAL: Gravity {0} ActiveAbility {1} Mode {2}(/Game/Extinction/Dinos/IceJumper/IceJumper_Character_BP.IceJumper_Character_BP:EdGraph_33904.K2Node_CallFunction_82241) LITERAL: 0(/Game/Extinction/Dinos/IceJumper/IceJumper_Character_BP.IceJumper_Character_BP:EdGraph_33904.K2Node_MakeStruct_513) LITERAL: 1(/Game/Extinction/Dinos/IceJumper/IceJumper_Character_BP.IceJumper_Character_BP:EdGraph_33904.K2Node_MakeStruct_514) LITERAL: 2(/Game/Extinction/Dinos/IceJumper/IceJumper_Character_BP.IceJumper_Character_BP:EdGraph_33904.K2Node_MakeStruct_515) LITERAL: {0} {1} {2} {3}(/Game/Extinction/Dinos/IceJumper/IceJumper_Character_BP.IceJumper_Character_BP:EdGraph_33907.K2Node_CallFunction_82249) LITERAL: 0(/Game/Extinction/Dinos/IceJumper/IceJumper_Character_BP.IceJumper_Character_BP:EdGraph_33907.K2Node_MakeStruct_516) LITERAL: 1(/Game/Extinction/Dinos/IceJumper/IceJumper_Character_BP.IceJumper_Character_BP:EdGraph_33907.K2Node_MakeStruct_517) LITERAL: 2(/Game/Extinction/Dinos/IceJumper/IceJumper_Character_BP.IceJumper_Character_BP:EdGraph_33907.K2Node_MakeStruct_518) LITERAL: 3(/Game/Extinction/Dinos/IceJumper/IceJumper_Character_BP.IceJumper_Character_BP:EdGraph_33907.K2Node_MakeStruct_519) LITERAL: Type {0} Amount {1}(/Game/Extinction/Dinos/IceJumper/IceJumper_Character_BP.IceJumper_Character_BP:EdGraph_33911.K2Node_CallFunction_82255) LITERAL: 0(/Game/Extinction/Dinos/IceJumper/IceJumper_Character_BP.IceJumper_Character_BP:EdGraph_33911.K2Node_MakeStruct_520) LITERAL: 1(/Game/Extinction/Dinos/IceJumper/IceJumper_Character_BP.IceJumper_Character_BP:EdGraph_33911.K2Node_MakeStruct_521) LITERAL: ActiveAbility {0} Velocity {1} Speed {2} Forward Dash Ending {3} IsForwardDashTickActive {4} IsBored {5}(/Game/Extinction/Dinos/IceJumper/IceJumper_Character_BP.IceJumper_Character_BP:EdGraph_33940.K2Node_CallFunction_82266) LITERAL: 0(/Game/Extinction/Dinos/IceJumper/IceJumper_Character_BP.IceJumper_Character_BP:EdGraph_33940.K2Node_MakeStruct_522) LITERAL: 1(/Game/Extinction/Dinos/IceJumper/IceJumper_Character_BP.IceJumper_Character_BP:EdGraph_33940.K2Node_MakeStruct_523) LITERAL: 2(/Game/Extinction/Dinos/IceJumper/IceJumper_Character_BP.IceJumper_Character_BP:EdGraph_33940.K2Node_MakeStruct_524) LITERAL: 3(/Game/Extinction/Dinos/IceJumper/IceJumper_Character_BP.IceJumper_Character_BP:EdGraph_33940.K2Node_MakeStruct_525) LITERAL: 4(/Game/Extinction/Dinos/IceJumper/IceJumper_Character_BP.IceJumper_Character_BP:EdGraph_33940.K2Node_MakeStruct_526) LITERAL: 5(/Game/Extinction/Dinos/IceJumper/IceJumper_Character_BP.IceJumper_Character_BP:EdGraph_33940.K2Node_MakeStruct_527) LITERAL: Training available in {0}(/Game/Extinction/Dinos/IceJumper/IceJumper_Character_BP.IceJumper_Character_BP:EdGraph_33943.K2Node_CallFunction_82269) LITERAL: 0(/Game/Extinction/Dinos/IceJumper/IceJumper_Character_BP.IceJumper_Character_BP:EdGraph_33943.K2Node_MakeStruct_528) LITERAL: bored in {0}(/Game/Extinction/Dinos/IceJumper/IceJumper_Character_BP.IceJumper_Character_BP:EdGraph_33946.K2Node_CallFunction_82270) LITERAL: 0(/Game/Extinction/Dinos/IceJumper/IceJumper_Character_BP.IceJumper_Character_BP:EdGraph_33946.K2Node_MakeStruct_529) CONTENT: Idle(/Game/Extinction/Dinos/IceJumper/IceJumper_Character_BP.Default__IceJumper_Character_BP_C) CONTENT: Cute(/Game/Extinction/Dinos/IceJumper/IceJumper_Character_BP.Default__IceJumper_Character_BP_C) CONTENT: Attack(/Game/Extinction/Dinos/IceJumper/IceJumper_Character_BP.Default__IceJumper_Character_BP_C) CONTENT: Hover(/Game/Extinction/Dinos/IceJumper/IceJumper_Character_BP.Default__IceJumper_Character_BP_C) CONTENT: Spine_02_Jnt(/Game/Extinction/Dinos/IceJumper/IceJumper_Character_BP.Default__IceJumper_Character_BP_C) CONTENT: Move(/Game/Extinction/Dinos/IceJumper/IceJumper_Character_BP.Default__IceJumper_Character_BP_C) CONTENT: Managarmr(/Game/Extinction/Dinos/IceJumper/IceJumper_Character_BP.Default__IceJumper_Character_BP_C) CONTENT: Frozen(/Engine/Transient.Default__REINST_Buff_Frozen_IceKaiju_C_10788) CONTENT: Frozen Solid! (/Engine/Transient.Default__REINST_Buff_Frozen_IceKaiju_C_10788) CONTENT: You're Frozen!(/Engine/Transient.Default__REINST_Buff_Frozen_IceKaiju_C_10788) LITERAL: FrozenProgress {0} ThawRate {1}(/Game/Extinction/CoreBlueprints/Buffs/Buff_Frozen_IceKaiju.Buff_Frozen_IceKaiju:EdGraph_33984.K2Node_CallFunction_82537) LITERAL: 0(/Game/Extinction/CoreBlueprints/Buffs/Buff_Frozen_IceKaiju.Buff_Frozen_IceKaiju:EdGraph_33984.K2Node_MakeStruct_530) LITERAL: 1(/Game/Extinction/CoreBlueprints/Buffs/Buff_Frozen_IceKaiju.Buff_Frozen_IceKaiju:EdGraph_33984.K2Node_MakeStruct_531) CONTENT: Frozen(/Game/Extinction/CoreBlueprints/Buffs/Buff_Frozen_IceKaiju.Default__Buff_Frozen_IceKaiju_C) CONTENT: Frozen Solid! (/Game/Extinction/CoreBlueprints/Buffs/Buff_Frozen_IceKaiju.Default__Buff_Frozen_IceKaiju_C) CONTENT: You're Frozen!(/Game/Extinction/CoreBlueprints/Buffs/Buff_Frozen_IceKaiju.Default__Buff_Frozen_IceKaiju_C) LITERAL: Forward Dash Weight {0}(/Game/Extinction/Dinos/IceJumper/IceJumper_AIController_BP.IceJumper_AIController_BP:EdGraph_34050.K2Node_CallFunction_82609) LITERAL: 0(/Game/Extinction/Dinos/IceJumper/IceJumper_AIController_BP.IceJumper_AIController_BP:EdGraph_34050.K2Node_MakeStruct_532) LITERAL: Weight {2} HasLOSFromBelow {1}(/Game/Extinction/Dinos/IceJumper/IceJumper_AIController_BP.IceJumper_AIController_BP:EdGraph_34052.K2Node_CallFunction_82611) LITERAL: 2(/Game/Extinction/Dinos/IceJumper/IceJumper_AIController_BP.IceJumper_AIController_BP:EdGraph_34052.K2Node_MakeStruct_533) LITERAL: 1(/Game/Extinction/Dinos/IceJumper/IceJumper_AIController_BP.IceJumper_AIController_BP:EdGraph_34052.K2Node_MakeStruct_534) LITERAL: Sum {0} Ice Breath {1} NumMovementAbilitiesSinceGroundOrIceBreath {2}(/Game/Extinction/Dinos/IceJumper/IceJumper_AIController_BP.IceJumper_AIController_BP:EdGraph_34055.K2Node_CallFunction_82614) LITERAL: 0(/Game/Extinction/Dinos/IceJumper/IceJumper_AIController_BP.IceJumper_AIController_BP:EdGraph_34055.K2Node_MakeStruct_535) LITERAL: 1(/Game/Extinction/Dinos/IceJumper/IceJumper_AIController_BP.IceJumper_AIController_BP:EdGraph_34055.K2Node_MakeStruct_536) LITERAL: 2(/Game/Extinction/Dinos/IceJumper/IceJumper_AIController_BP.IceJumper_AIController_BP:EdGraph_34055.K2Node_MakeStruct_537) LITERAL: Abil Change {0}(/Game/Extinction/Dinos/IceJumper/IceJumper_AIController_BP.IceJumper_AIController_BP:EdGraph_34056.K2Node_CallFunction_82616) LITERAL: 0(/Game/Extinction/Dinos/IceJumper/IceJumper_AIController_BP.IceJumper_AIController_BP:EdGraph_34056.K2Node_MakeStruct_538) LITERAL: UpdateMelee TookDamage {0} Should Flee {1}(/Game/Extinction/Dinos/IceJumper/IceJumper_AIController_BP.IceJumper_AIController_BP:EdGraph_34060.K2Node_CallFunction_82617) LITERAL: 0(/Game/Extinction/Dinos/IceJumper/IceJumper_AIController_BP.IceJumper_AIController_BP:EdGraph_34060.K2Node_MakeStruct_539) LITERAL: 1(/Game/Extinction/Dinos/IceJumper/IceJumper_AIController_BP.IceJumper_AIController_BP:EdGraph_34060.K2Node_MakeStruct_540) LITERAL: Target {0} Weight {1}(/Game/Extinction/Dinos/IceJumper/IceJumper_AIController_BP.IceJumper_AIController_BP:EdGraph_34072.K2Node_CallFunction_82622) LITERAL: 0(/Game/Extinction/Dinos/IceJumper/IceJumper_AIController_BP.IceJumper_AIController_BP:EdGraph_34072.K2Node_MakeStruct_541) LITERAL: 1(/Game/Extinction/Dinos/IceJumper/IceJumper_AIController_BP.IceJumper_AIController_BP:EdGraph_34072.K2Node_MakeStruct_542) LITERAL: Dmg {0} Dist {1}(/Game/Extinction/Dinos/IceJumper/IceJumperProjIceBreath.IceJumperProjIceBreath:ExecuteUbergraph_IceJumperProjIceBreath.K2Node_CallFunction_82910) LITERAL: 0(/Game/Extinction/Dinos/IceJumper/IceJumperProjIceBreath.IceJumperProjIceBreath:ExecuteUbergraph_IceJumperProjIceBreath.K2Node_MakeStruct_543) LITERAL: 1(/Game/Extinction/Dinos/IceJumper/IceJumperProjIceBreath.IceJumperProjIceBreath:ExecuteUbergraph_IceJumperProjIceBreath.K2Node_MakeStruct_544) LITERAL: Clamp {0} X {1} X'{2} Y {3} Y'{4}(/Game/Extinction/Dinos/IceJumper/IceJumperProjIceBreath.IceJumperProjIceBreath:EdGraph_34105.K2Node_CallFunction_82918) LITERAL: 0(/Game/Extinction/Dinos/IceJumper/IceJumperProjIceBreath.IceJumperProjIceBreath:EdGraph_34105.K2Node_MakeStruct_545) LITERAL: 1(/Game/Extinction/Dinos/IceJumper/IceJumperProjIceBreath.IceJumperProjIceBreath:EdGraph_34105.K2Node_MakeStruct_546) LITERAL: 2(/Game/Extinction/Dinos/IceJumper/IceJumperProjIceBreath.IceJumperProjIceBreath:EdGraph_34105.K2Node_MakeStruct_547) LITERAL: 3(/Game/Extinction/Dinos/IceJumper/IceJumperProjIceBreath.IceJumperProjIceBreath:EdGraph_34105.K2Node_MakeStruct_548) LITERAL: 4(/Game/Extinction/Dinos/IceJumper/IceJumperProjIceBreath.IceJumperProjIceBreath:EdGraph_34105.K2Node_MakeStruct_549) CONTENT: Battery Storage(/Engine/Transient.Default__REINST_PrimalInventory_DinoLeash_C_10818) CONTENT: Battery Storage(/Engine/Transient.Default__REINST_PrimalInventory_DinoLeash_C_10818) CONTENT: Battery Storage(/Game/Extinction/Structures/DinoLeash/PrimalInventory_DinoLeash.Default__PrimalInventory_DinoLeash_C) CONTENT: Battery Storage(/Game/Extinction/Structures/DinoLeash/PrimalInventory_DinoLeash.Default__PrimalInventory_DinoLeash_C) CONTENT: Dino Leash(/Engine/Transient.Default__REINST_Structure_DinoLeash_C_10822) LITERAL: Change range from {0}(/Game/Extinction/Structures/DinoLeash/Structure_DinoLeash.Structure_DinoLeash:EdGraph_34179.K2Node_CallFunction_83266) LITERAL: 0(/Game/Extinction/Structures/DinoLeash/Structure_DinoLeash.Structure_DinoLeash:EdGraph_34179.K2Node_MakeStruct_550) LITERAL: Max Range: {0}(/Game/Extinction/Structures/DinoLeash/Structure_DinoLeash.Structure_DinoLeash:EdGraph_34198.K2Node_CallFunction_83285) LITERAL: 0(/Game/Extinction/Structures/DinoLeash/Structure_DinoLeash.Structure_DinoLeash:EdGraph_34198.K2Node_MakeStruct_551) CONTENT: Minimum(/Game/Extinction/Structures/DinoLeash/Structure_DinoLeash.Default__Structure_DinoLeash_C) CONTENT: Short(/Game/Extinction/Structures/DinoLeash/Structure_DinoLeash.Default__Structure_DinoLeash_C) CONTENT: Medium(/Game/Extinction/Structures/DinoLeash/Structure_DinoLeash.Default__Structure_DinoLeash_C) CONTENT: Long(/Game/Extinction/Structures/DinoLeash/Structure_DinoLeash.Default__Structure_DinoLeash_C) CONTENT: Dino Leash(/Game/Extinction/Structures/DinoLeash/Structure_DinoLeash.Default__Structure_DinoLeash_C) CONTENT: Freezing(/Engine/Transient.Default__REINST_Buff_Freeze_C_10826) CONTENT: You're freezing quickly!(/Engine/Transient.Default__REINST_Buff_Freeze_C_10826) CONTENT: You're Freezing!(/Engine/Transient.Default__REINST_Buff_Freeze_C_10826) LITERAL: Freeze {0} HasBuff {1}(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_Freeze.Buff_Freeze:EdGraph_34237.K2Node_CallFunction_83413) LITERAL: 0(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_Freeze.Buff_Freeze:EdGraph_34237.K2Node_MakeStruct_552) LITERAL: 1(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_Freeze.Buff_Freeze:EdGraph_34237.K2Node_MakeStruct_553) CONTENT: Blueprint'/Game/Extinction/CoreBlueprints/Buffs/Buff_Frozen_IceKaiju.Buff_Frozen_IceKaiju'(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_Freeze.Default__Buff_Freeze_C) CONTENT: Freezing(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_Freeze.Default__Buff_Freeze_C) CONTENT: You're freezing quickly!(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_Freeze.Default__Buff_Freeze_C) CONTENT: You're Freezing!(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_Freeze.Default__Buff_Freeze_C) CONTENT: Idle(/Engine/Transient.Default__REINST_IceKaiju_Character_BP_C_10860) CONTENT: Action(/Engine/Transient.Default__REINST_IceKaiju_Character_BP_C_10860) CONTENT: Spine_Top_Jnt(/Engine/Transient.Default__REINST_IceKaiju_Character_BP_C_10860) CONTENT: Roar(/Engine/Transient.Default__REINST_IceKaiju_Character_BP_C_10860) CONTENT: Attack(/Engine/Transient.Default__REINST_IceKaiju_Character_BP_C_10860) CONTENT: Move(/Engine/Transient.Default__REINST_IceKaiju_Character_BP_C_10860) CONTENT: Ice Titan(/Engine/Transient.Default__REINST_IceKaiju_Character_BP_C_10860) LITERAL: Tame Kaiju!(/Game/Extinction/Dinos/IceKaiju/IceKaiju_Character_BP.IceKaiju_Character_BP:EdGraph_34455.K2Node_CallFunction_84457) CONTENT: Idle(/Game/Extinction/Dinos/IceKaiju/IceKaiju_Character_BP.Default__IceKaiju_Character_BP_C) CONTENT: Action(/Game/Extinction/Dinos/IceKaiju/IceKaiju_Character_BP.Default__IceKaiju_Character_BP_C) CONTENT: Spine_Top_Jnt(/Game/Extinction/Dinos/IceKaiju/IceKaiju_Character_BP.Default__IceKaiju_Character_BP_C) CONTENT: Roar(/Game/Extinction/Dinos/IceKaiju/IceKaiju_Character_BP.Default__IceKaiju_Character_BP_C) CONTENT: Attack(/Game/Extinction/Dinos/IceKaiju/IceKaiju_Character_BP.Default__IceKaiju_Character_BP_C) CONTENT: Move(/Game/Extinction/Dinos/IceKaiju/IceKaiju_Character_BP.Default__IceKaiju_Character_BP_C) CONTENT: Ice Titan(/Game/Extinction/Dinos/IceKaiju/IceKaiju_Character_BP.Default__IceKaiju_Character_BP_C) CONTENT: Tek Forcefield(/Engine/Transient.Default__REINST_StorageBox_TekShield_C_10870) CONTENT: Tek Forcefield(/Game/PrimalEarth/Structures/StorageBox_TekShield.Default__StorageBox_TekShield_C) CONTENT: Requires Element to be activated.(/Engine/Transient.Default__REINST_PrimalInventoryBP_TekShield_C_10874) CONTENT: Tek Shield Generator(/Engine/Transient.Default__REINST_PrimalInventoryBP_TekShield_C_10874) CONTENT: Requires Element to be activated.(/Game/PrimalEarth/CoreBlueprints/Inventories/PrimalInventoryBP_TekShield.Default__PrimalInventoryBP_TekShield_C) CONTENT: Tek Shield Generator(/Game/PrimalEarth/CoreBlueprints/Inventories/PrimalInventoryBP_TekShield.Default__PrimalInventoryBP_TekShield_C) CONTENT: Shielded(/Engine/Transient.Default__REINST_Buff_InsideTekShield_C_10886) CONTENT: Shielded(/Game/Genesis/CoreBlueprints/Buffs/Buff_InsideTekShield.Default__Buff_InsideTekShield_C) CONTENT: Hazard Suit Boots(/Engine/Transient.Default__REINST_PrimalItemArmor_HazardSuitBoots_C_10902) CONTENT: Boots made from a unique combination of materials that protect the wearer from environmental contaminants.(/Engine/Transient.Default__REINST_PrimalItemArmor_HazardSuitBoots_C_10902) CONTENT: Armor(/Engine/Transient.Default__REINST_PrimalItemArmor_HazardSuitBoots_C_10902) CONTENT: Hazard(/Engine/Transient.Default__REINST_PrimalItemArmor_HazardSuitBoots_C_10902) CONTENT: Hazard Suit Boots(/Game/Aberration/CoreBlueprints/Items/Armor/HazardSuit/PrimalItemArmor_HazardSuitBoots.Default__PrimalItemArmor_HazardSuitBoots_C) CONTENT: Boots made from a unique combination of materials that protect the wearer from environmental contaminants.(/Game/Aberration/CoreBlueprints/Items/Armor/HazardSuit/PrimalItemArmor_HazardSuitBoots.Default__PrimalItemArmor_HazardSuitBoots_C) CONTENT: Armor(/Game/Aberration/CoreBlueprints/Items/Armor/HazardSuit/PrimalItemArmor_HazardSuitBoots.Default__PrimalItemArmor_HazardSuitBoots_C) CONTENT: Hazard(/Game/Aberration/CoreBlueprints/Items/Armor/HazardSuit/PrimalItemArmor_HazardSuitBoots.Default__PrimalItemArmor_HazardSuitBoots_C) CONTENT: Hazard Suit Gloves(/Engine/Transient.Default__REINST_PrimalItemArmor_HazardSuitGloves_C_10910) CONTENT: Gloves made from a unique combination of materials that protect the wearer from environmental contaminants.(/Engine/Transient.Default__REINST_PrimalItemArmor_HazardSuitGloves_C_10910) CONTENT: Armor(/Engine/Transient.Default__REINST_PrimalItemArmor_HazardSuitGloves_C_10910) CONTENT: Hazard(/Engine/Transient.Default__REINST_PrimalItemArmor_HazardSuitGloves_C_10910) CONTENT: Hazard Suit Gloves(/Game/Aberration/CoreBlueprints/Items/Armor/HazardSuit/PrimalItemArmor_HazardSuitGloves.Default__PrimalItemArmor_HazardSuitGloves_C) CONTENT: Gloves made from a unique combination of materials that protect the wearer from environmental contaminants.(/Game/Aberration/CoreBlueprints/Items/Armor/HazardSuit/PrimalItemArmor_HazardSuitGloves.Default__PrimalItemArmor_HazardSuitGloves_C) CONTENT: Armor(/Game/Aberration/CoreBlueprints/Items/Armor/HazardSuit/PrimalItemArmor_HazardSuitGloves.Default__PrimalItemArmor_HazardSuitGloves_C) CONTENT: Hazard(/Game/Aberration/CoreBlueprints/Items/Armor/HazardSuit/PrimalItemArmor_HazardSuitGloves.Default__PrimalItemArmor_HazardSuitGloves_C) CONTENT: Gas Bursts(/Engine/Transient.Default__REINST_Buff_GasBursts_C_10914) CONTENT: Applied damage over time(/Engine/Transient.Default__REINST_Buff_GasBursts_C_10914) CONTENT: Poisoned!(/Engine/Transient.Default__REINST_Buff_GasBursts_C_10914) CONTENT: Gas Bursts(/Game/Aberration/CoreBlueprints/Buffs/Buff_GasBursts.Default__Buff_GasBursts_C) CONTENT: Applied damage over time(/Game/Aberration/CoreBlueprints/Buffs/Buff_GasBursts.Default__Buff_GasBursts_C) CONTENT: Poisoned!(/Game/Aberration/CoreBlueprints/Buffs/Buff_GasBursts.Default__Buff_GasBursts_C) CONTENT: Mushroom Spores(/Engine/Transient.Default__REINST_Buff_PoisonousMushroom_C_10922) CONTENT: You are choking on poisonous spores!(/Engine/Transient.Default__REINST_Buff_PoisonousMushroom_C_10922) CONTENT: Hallucinating!(/Engine/Transient.Default__REINST_Buff_PoisonousMushroom_C_10922) CONTENT: Mushroom Spores(/Game/Aberration/CoreBlueprints/Buffs/Buff_PoisonousMushroom.Default__Buff_PoisonousMushroom_C) CONTENT: You are choking on poisonous spores!(/Game/Aberration/CoreBlueprints/Buffs/Buff_PoisonousMushroom.Default__Buff_PoisonousMushroom_C) CONTENT: Hallucinating!(/Game/Aberration/CoreBlueprints/Buffs/Buff_PoisonousMushroom.Default__Buff_PoisonousMushroom_C) CONTENT: Poison Spores(/Engine/Transient.Default__REINST_Buff_PoisonousPlant_Element_C_10934) CONTENT: You are choking on poisonous spores!(/Engine/Transient.Default__REINST_Buff_PoisonousPlant_Element_C_10934) CONTENT: Hallucinating!(/Engine/Transient.Default__REINST_Buff_PoisonousPlant_Element_C_10934) CONTENT: Poison Spores(/Game/Aberration/CoreBlueprints/Buffs/Buff_PoisonousPlant_Element.Default__Buff_PoisonousPlant_Element_C) CONTENT: You are choking on poisonous spores!(/Game/Aberration/CoreBlueprints/Buffs/Buff_PoisonousPlant_Element.Default__Buff_PoisonousPlant_Element_C) CONTENT: Hallucinating!(/Game/Aberration/CoreBlueprints/Buffs/Buff_PoisonousPlant_Element.Default__Buff_PoisonousPlant_Element_C) CONTENT: Lamprey Poison(/Engine/Transient.Default__REINST_Buff_Lamprey_Poison_C_10942) CONTENT: Health, Damage, Stamina, & Weight are permanently decreased until Cured or wears off!(/Engine/Transient.Default__REINST_Buff_Lamprey_Poison_C_10942) CONTENT: Lamprey Poison(/Game/Aberration/CoreBlueprints/Buffs/Buff_Lamprey_Poison.Default__Buff_Lamprey_Poison_C) CONTENT: Health, Damage, Stamina, & Weight are permanently decreased until Cured or wears off!(/Game/Aberration/CoreBlueprints/Buffs/Buff_Lamprey_Poison.Default__Buff_Lamprey_Poison_C) CONTENT: Radiation Sickness(/Engine/Transient.Default__REINST_Buff_Radiation_Sickness_C_10950) CONTENT: Applies damage over time to death(/Engine/Transient.Default__REINST_Buff_Radiation_Sickness_C_10950) CONTENT: Radiation Sickness Enabled(/Engine/Transient.Default__REINST_Buff_Radiation_Sickness_C_10950) CONTENT: Radiation Sickness(/Game/Aberration/CoreBlueprints/Buffs/Buff_Radiation_Sickness.Default__Buff_Radiation_Sickness_C) CONTENT: Applies damage over time to death(/Game/Aberration/CoreBlueprints/Buffs/Buff_Radiation_Sickness.Default__Buff_Radiation_Sickness_C) CONTENT: Radiation Sickness Enabled(/Game/Aberration/CoreBlueprints/Buffs/Buff_Radiation_Sickness.Default__Buff_Radiation_Sickness_C) CONTENT: Lamprey Charge(/Engine/Transient.Default__REINST_Buff_Lamprey_C_10954) CONTENT: A Lamprey is draining your Health, but you are Charged. Get it off!(/Engine/Transient.Default__REINST_Buff_Lamprey_C_10954) CONTENT: Charged!(/Engine/Transient.Default__REINST_Buff_Lamprey_C_10954) CONTENT: Lamprey Charge(/Game/Aberration/CoreBlueprints/Buffs/Buff_Lamprey.Default__Buff_Lamprey_C) CONTENT: A Lamprey is draining your Health, but you are Charged. Get it off!(/Game/Aberration/CoreBlueprints/Buffs/Buff_Lamprey.Default__Buff_Lamprey_C) CONTENT: Charged!(/Game/Aberration/CoreBlueprints/Buffs/Buff_Lamprey.Default__Buff_Lamprey_C) CONTENT: Idle(/Engine/Transient.Default__REINST_Lamprey_Character_C_10962) CONTENT: c_back9(/Engine/Transient.Default__REINST_Lamprey_Character_C_10962) CONTENT: Action(/Engine/Transient.Default__REINST_Lamprey_Character_C_10962) CONTENT: c_back9(/Engine/Transient.Default__REINST_Lamprey_Character_C_10962) CONTENT: Move(/Engine/Transient.Default__REINST_Lamprey_Character_C_10962) CONTENT: c_back9(/Engine/Transient.Default__REINST_Lamprey_Character_C_10962) CONTENT: Lamprey(/Engine/Transient.Default__REINST_Lamprey_Character_C_10962) CONTENT: Idle(/Game/Aberration/Dinos/Lamprey/Lamprey_Character.Default__Lamprey_Character_C) CONTENT: c_back9(/Game/Aberration/Dinos/Lamprey/Lamprey_Character.Default__Lamprey_Character_C) CONTENT: Action(/Game/Aberration/Dinos/Lamprey/Lamprey_Character.Default__Lamprey_Character_C) CONTENT: c_back9(/Game/Aberration/Dinos/Lamprey/Lamprey_Character.Default__Lamprey_Character_C) CONTENT: Move(/Game/Aberration/Dinos/Lamprey/Lamprey_Character.Default__Lamprey_Character_C) CONTENT: c_back9(/Game/Aberration/Dinos/Lamprey/Lamprey_Character.Default__Lamprey_Character_C) CONTENT: Lamprey(/Game/Aberration/Dinos/Lamprey/Lamprey_Character.Default__Lamprey_Character_C) CONTENT: Purlovia Bury Buff(/Engine/Transient.Default__REINST_Buff_AberrationBury_C_10986) CONTENT: Purlovia consumes no food while buried.(/Engine/Transient.Default__REINST_Buff_AberrationBury_C_10986) CONTENT: Purlovia Bury Buff(/Game/Aberration/CoreBlueprints/Buffs/Buff_AberrationBury.Default__Buff_AberrationBury_C) CONTENT: Purlovia consumes no food while buried.(/Game/Aberration/CoreBlueprints/Buffs/Buff_AberrationBury.Default__Buff_AberrationBury_C) CONTENT: Idle(/Engine/Transient.Default__REINST_Xenomorph_Character_BP_C_10990) CONTENT: Cute(/Engine/Transient.Default__REINST_Xenomorph_Character_BP_C_10990) CONTENT: Action(/Engine/Transient.Default__REINST_Xenomorph_Character_BP_C_10990) CONTENT: Action2(/Engine/Transient.Default__REINST_Xenomorph_Character_BP_C_10990) CONTENT: Move(/Engine/Transient.Default__REINST_Xenomorph_Character_BP_C_10990) CONTENT: Nameless Queen(/Engine/Transient.Default__REINST_Xenomorph_Character_BP_C_10990) CONTENT: Idle(/Game/Aberration/Dinos/Nameless/Xenomorph_Character_BP.Default__Xenomorph_Character_BP_C) CONTENT: Cute(/Game/Aberration/Dinos/Nameless/Xenomorph_Character_BP.Default__Xenomorph_Character_BP_C) CONTENT: Action(/Game/Aberration/Dinos/Nameless/Xenomorph_Character_BP.Default__Xenomorph_Character_BP_C) CONTENT: Action2(/Game/Aberration/Dinos/Nameless/Xenomorph_Character_BP.Default__Xenomorph_Character_BP_C) CONTENT: Move(/Game/Aberration/Dinos/Nameless/Xenomorph_Character_BP.Default__Xenomorph_Character_BP_C) CONTENT: Nameless Queen(/Game/Aberration/Dinos/Nameless/Xenomorph_Character_BP.Default__Xenomorph_Character_BP_C) CONTENT: Cocooned(/Engine/Transient.Default__REINST_Buff_XenomorphCocoon_C_10998) CONTENT: Your movement speed is decreased!(/Engine/Transient.Default__REINST_Buff_XenomorphCocoon_C_10998) CONTENT: Coccooned!(/Engine/Transient.Default__REINST_Buff_XenomorphCocoon_C_10998) CONTENT: Cocooned(/Game/Aberration/Dinos/Nameless/Buff_XenomorphCocoon.Default__Buff_XenomorphCocoon_C) CONTENT: Your movement speed is decreased!(/Game/Aberration/Dinos/Nameless/Buff_XenomorphCocoon.Default__Buff_XenomorphCocoon_C) CONTENT: Coccooned!(/Game/Aberration/Dinos/Nameless/Buff_XenomorphCocoon.Default__Buff_XenomorphCocoon_C) CONTENT: Idle(/Engine/Transient.Default__REINST_SpiderS_Character_BP_C_11014) CONTENT: Action(/Engine/Transient.Default__REINST_SpiderS_Character_BP_C_11014) CONTENT: Action2(/Engine/Transient.Default__REINST_SpiderS_Character_BP_C_11014) CONTENT: Move(/Engine/Transient.Default__REINST_SpiderS_Character_BP_C_11014) CONTENT: Araneo(/Engine/Transient.Default__REINST_SpiderS_Character_BP_C_11014) CONTENT: Idle(/Game/PrimalEarth/Dinos/Spider-Small/SpiderS_Character_BP.Default__SpiderS_Character_BP_C) CONTENT: Action(/Game/PrimalEarth/Dinos/Spider-Small/SpiderS_Character_BP.Default__SpiderS_Character_BP_C) CONTENT: Action2(/Game/PrimalEarth/Dinos/Spider-Small/SpiderS_Character_BP.Default__SpiderS_Character_BP_C) CONTENT: Move(/Game/PrimalEarth/Dinos/Spider-Small/SpiderS_Character_BP.Default__SpiderS_Character_BP_C) CONTENT: Araneo(/Game/PrimalEarth/Dinos/Spider-Small/SpiderS_Character_BP.Default__SpiderS_Character_BP_C) CONTENT: Charged!(/Engine/Transient.Default__REINST_Buff_XenoChargeVisuals_C_11046) CONTENT: You're within the effects of a Charge radius, protecting you from the Nameless!(/Engine/Transient.Default__REINST_Buff_XenoChargeVisuals_C_11046) CONTENT: Charged!(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_XenoChargeVisuals.Default__Buff_XenoChargeVisuals_C) CONTENT: You're within the effects of a Charge radius, protecting you from the Nameless!(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_XenoChargeVisuals.Default__Buff_XenoChargeVisuals_C) CONTENT: Reaper Gestation(/Engine/Transient.Default__REINST_Buff_NamelessPreggers_C_11050) CONTENT: What to expect when you're expecting...(/Engine/Transient.Default__REINST_Buff_NamelessPreggers_C_11050) LITERAL: {x} (+{y})(/Game/Aberration/CoreBlueprints/Buffs/Buff_NamelessPreggers.Buff_NamelessPreggers:EdGraph_35039.K2Node_CallFunction_86042) LITERAL: x(/Game/Aberration/CoreBlueprints/Buffs/Buff_NamelessPreggers.Buff_NamelessPreggers:EdGraph_35039.K2Node_MakeStruct_563) LITERAL: y(/Game/Aberration/CoreBlueprints/Buffs/Buff_NamelessPreggers.Buff_NamelessPreggers:EdGraph_35039.K2Node_MakeStruct_564) CONTENT: Reaper Gestation(/Game/Aberration/CoreBlueprints/Buffs/Buff_NamelessPreggers.Default__Buff_NamelessPreggers_C) CONTENT: What to expect when you're expecting...(/Game/Aberration/CoreBlueprints/Buffs/Buff_NamelessPreggers.Default__Buff_NamelessPreggers_C) CONTENT: Reaper King(/Engine/Transient.Default__REINST_Xenomorph_Character_BP_Male_C_11066) CONTENT: Reaper King(/Game/Aberration/Dinos/Nameless/Xenomorph_Character_BP_Male.Default__Xenomorph_Character_BP_Male_C) CONTENT: Hazard Suit Hat(/Engine/Transient.Default__REINST_PrimalItemArmor_HazardSuitHelmet_C_11074) CONTENT: A helmet made from a unique combination of materials that protect the wearer from environmental contaminants.(/Engine/Transient.Default__REINST_PrimalItemArmor_HazardSuitHelmet_C_11074) CONTENT: Armor(/Engine/Transient.Default__REINST_PrimalItemArmor_HazardSuitHelmet_C_11074) CONTENT: Hazard(/Engine/Transient.Default__REINST_PrimalItemArmor_HazardSuitHelmet_C_11074) CONTENT: Hazard Suit Hat(/Game/Aberration/CoreBlueprints/Items/Armor/HazardSuit/PrimalItemArmor_HazardSuitHelmet.Default__PrimalItemArmor_HazardSuitHelmet_C) CONTENT: A helmet made from a unique combination of materials that protect the wearer from environmental contaminants.(/Game/Aberration/CoreBlueprints/Items/Armor/HazardSuit/PrimalItemArmor_HazardSuitHelmet.Default__PrimalItemArmor_HazardSuitHelmet_C) CONTENT: Armor(/Game/Aberration/CoreBlueprints/Items/Armor/HazardSuit/PrimalItemArmor_HazardSuitHelmet.Default__PrimalItemArmor_HazardSuitHelmet_C) CONTENT: Hazard(/Game/Aberration/CoreBlueprints/Items/Armor/HazardSuit/PrimalItemArmor_HazardSuitHelmet.Default__PrimalItemArmor_HazardSuitHelmet_C) CONTENT: Hazard Suit Pants(/Engine/Transient.Default__REINST_PrimalItemArmor_HazardSuitPants_C_11086) CONTENT: Pants made from a unique combination of materials that protect the wearer from environmental contaminants.(/Engine/Transient.Default__REINST_PrimalItemArmor_HazardSuitPants_C_11086) CONTENT: Armor(/Engine/Transient.Default__REINST_PrimalItemArmor_HazardSuitPants_C_11086) CONTENT: Hazard(/Engine/Transient.Default__REINST_PrimalItemArmor_HazardSuitPants_C_11086) CONTENT: Hazard Suit Pants(/Game/Aberration/CoreBlueprints/Items/Armor/HazardSuit/PrimalItemArmor_HazardSuitPants.Default__PrimalItemArmor_HazardSuitPants_C) CONTENT: Pants made from a unique combination of materials that protect the wearer from environmental contaminants.(/Game/Aberration/CoreBlueprints/Items/Armor/HazardSuit/PrimalItemArmor_HazardSuitPants.Default__PrimalItemArmor_HazardSuitPants_C) CONTENT: Armor(/Game/Aberration/CoreBlueprints/Items/Armor/HazardSuit/PrimalItemArmor_HazardSuitPants.Default__PrimalItemArmor_HazardSuitPants_C) CONTENT: Hazard(/Game/Aberration/CoreBlueprints/Items/Armor/HazardSuit/PrimalItemArmor_HazardSuitPants.Default__PrimalItemArmor_HazardSuitPants_C) CONTENT: Hidden(/Engine/Transient.Default__REINST_Buff_CamoEffect_C_11090) CONTENT: Hidden(/Game/PrimalEarth/Dinos/Pachyrhinosaurus/Buff_CamoEffect.Default__Buff_CamoEffect_C) CONTENT: Hazard Suit Shirt(/Engine/Transient.Default__REINST_PrimalItemArmor_HazardSuitShirt_C_11098) CONTENT: A shirt made from a unique combination of materials that protect the wearer from environmental contaminants.(/Engine/Transient.Default__REINST_PrimalItemArmor_HazardSuitShirt_C_11098) CONTENT: Armor(/Engine/Transient.Default__REINST_PrimalItemArmor_HazardSuitShirt_C_11098) CONTENT: Hazard(/Engine/Transient.Default__REINST_PrimalItemArmor_HazardSuitShirt_C_11098) CONTENT: Hazard Suit Shirt(/Game/Aberration/CoreBlueprints/Items/Armor/HazardSuit/PrimalItemArmor_HazardSuitShirt.Default__PrimalItemArmor_HazardSuitShirt_C) CONTENT: A shirt made from a unique combination of materials that protect the wearer from environmental contaminants.(/Game/Aberration/CoreBlueprints/Items/Armor/HazardSuit/PrimalItemArmor_HazardSuitShirt.Default__PrimalItemArmor_HazardSuitShirt_C) CONTENT: Armor(/Game/Aberration/CoreBlueprints/Items/Armor/HazardSuit/PrimalItemArmor_HazardSuitShirt.Default__PrimalItemArmor_HazardSuitShirt_C) CONTENT: Hazard(/Game/Aberration/CoreBlueprints/Items/Armor/HazardSuit/PrimalItemArmor_HazardSuitShirt.Default__PrimalItemArmor_HazardSuitShirt_C) CONTENT: Moth Poison(/Engine/Transient.Default__REINST_Buff_PoisonGrenade_C_11106) CONTENT: Your Speed & Stamina are decreasing(/Engine/Transient.Default__REINST_Buff_PoisonGrenade_C_11106) CONTENT: Moth Poison(/Game/ScorchedEarth/Dinos/Moth/Buff_PoisonGrenade.Default__Buff_PoisonGrenade_C) CONTENT: Your Speed & Stamina are decreasing(/Game/ScorchedEarth/Dinos/Moth/Buff_PoisonGrenade.Default__Buff_PoisonGrenade_C) CONTENT: Pteranodon(/Engine/Transient.Default__REINST_Moth_Character_BP_Base_C_11110) CONTENT: Pteranodon(/Game/ScorchedEarth/Dinos/Moth/Moth_Character_BP_Base.Default__Moth_Character_BP_Base_C) CONTENT: Wyvern Milk(/Engine/Transient.Default__REINST_PrimalItemConsumable_WyvernMilk_C_11122) CONTENT: Eat it to gain nourishment, or feed to raise Wyverns!(/Engine/Transient.Default__REINST_PrimalItemConsumable_WyvernMilk_C_11122) CONTENT: Wyvern Milk(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/BaseBPs/PrimalItemConsumable_WyvernMilk.Default__PrimalItemConsumable_WyvernMilk_C) CONTENT: Eat it to gain nourishment, or feed to raise Wyverns!(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/BaseBPs/PrimalItemConsumable_WyvernMilk.Default__PrimalItemConsumable_WyvernMilk_C) CONTENT: Idle(/Engine/Transient.Default__REINST_Wyvern_Character_BP_Base_C_11134) CONTENT: Action(/Engine/Transient.Default__REINST_Wyvern_Character_BP_Base_C_11134) CONTENT: Action2(/Engine/Transient.Default__REINST_Wyvern_Character_BP_Base_C_11134) CONTENT: Spine_03_exp(/Engine/Transient.Default__REINST_Wyvern_Character_BP_Base_C_11134) CONTENT: Action3(/Engine/Transient.Default__REINST_Wyvern_Character_BP_Base_C_11134) CONTENT: Spine_03_exp(/Engine/Transient.Default__REINST_Wyvern_Character_BP_Base_C_11134) CONTENT: Action4(/Engine/Transient.Default__REINST_Wyvern_Character_BP_Base_C_11134) CONTENT: Wyvern(/Engine/Transient.Default__REINST_Wyvern_Character_BP_Base_C_11134) CONTENT: Idle(/Game/ScorchedEarth/Dinos/Wyvern/Wyvern_Character_BP_Base.Default__Wyvern_Character_BP_Base_C) CONTENT: Action(/Game/ScorchedEarth/Dinos/Wyvern/Wyvern_Character_BP_Base.Default__Wyvern_Character_BP_Base_C) CONTENT: Action2(/Game/ScorchedEarth/Dinos/Wyvern/Wyvern_Character_BP_Base.Default__Wyvern_Character_BP_Base_C) CONTENT: Spine_03_exp(/Game/ScorchedEarth/Dinos/Wyvern/Wyvern_Character_BP_Base.Default__Wyvern_Character_BP_Base_C) CONTENT: Action3(/Game/ScorchedEarth/Dinos/Wyvern/Wyvern_Character_BP_Base.Default__Wyvern_Character_BP_Base_C) CONTENT: Spine_03_exp(/Game/ScorchedEarth/Dinos/Wyvern/Wyvern_Character_BP_Base.Default__Wyvern_Character_BP_Base_C) CONTENT: Action4(/Game/ScorchedEarth/Dinos/Wyvern/Wyvern_Character_BP_Base.Default__Wyvern_Character_BP_Base_C) CONTENT: Wyvern(/Game/ScorchedEarth/Dinos/Wyvern/Wyvern_Character_BP_Base.Default__Wyvern_Character_BP_Base_C) CONTENT: Structure(/Engine/Transient.Default__REINST_StructureBaseBP_C_11138) CONTENT: Structure(/Game/PrimalEarth/Structures/BuildingBases/StructureBaseBP.Default__StructureBaseBP_C) CONTENT: Wyvern Nest(/Engine/Transient.Default__REINST_WyvernNest_C_11142) CONTENT: Wyvern Nest(/Game/ScorchedEarth/Dinos/Wyvern/WyvernNest.Default__WyvernNest_C) CONTENT: Fire Wyvern(/Engine/Transient.Default__REINST_Wyvern_Character_BP_Fire_C_11150) CONTENT: Fire Wyvern(/Game/ScorchedEarth/Dinos/Wyvern/Wyvern_Character_BP_Fire.Default__Wyvern_Character_BP_Fire_C) CONTENT: Tranquilized(/Engine/Transient.Default__REINST_PoisonGasCloud_C_11158) CONTENT: Your torpor is rising.(/Engine/Transient.Default__REINST_PoisonGasCloud_C_11158) CONTENT: Tranquilized(/Game/ScorchedEarth/Dinos/Moth/PoisonGasCloud.Default__PoisonGasCloud_C) CONTENT: Your torpor is rising.(/Game/ScorchedEarth/Dinos/Moth/PoisonGasCloud.Default__PoisonGasCloud_C) CONTENT: Full Hazard Protection(/Engine/Transient.Default__REINST_Buff_FullHazardSuit_C_11162) CONTENT: Full Hazard Protection(/Game/Aberration/CoreBlueprints/Buffs/Buff_FullHazardSuit.Default__Buff_FullHazardSuit_C) CONTENT: Tek Insulation(/Engine/Transient.Default__REINST_Buff_Tek_insulation_C_11178) CONTENT: Full set with Element increases hyper & hypothermic insulation(/Engine/Transient.Default__REINST_Buff_Tek_insulation_C_11178) CONTENT: Tek Insulation(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_Tek_insulation.Default__Buff_Tek_insulation_C) CONTENT: Full set with Element increases hyper & hypothermic insulation(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_Tek_insulation.Default__Buff_Tek_insulation_C) CONTENT: TEK Armor Buff(/Engine/Transient.Default__REINST_Buff_TekArmor_Gloves_C_11182) CONTENT: Alien technology grants enhanced capabilities(/Engine/Transient.Default__REINST_Buff_TekArmor_Gloves_C_11182) CONTENT: TEK Armor Online(/Engine/Transient.Default__REINST_Buff_TekArmor_Gloves_C_11182) CONTENT: TEK Armor Buff(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_TekArmor_Gloves.Default__Buff_TekArmor_Gloves_C) CONTENT: Alien technology grants enhanced capabilities(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_TekArmor_Gloves.Default__Buff_TekArmor_Gloves_C) CONTENT: TEK Armor Online(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_TekArmor_Gloves.Default__Buff_TekArmor_Gloves_C) CONTENT: Tek Gauntlets(/Engine/Transient.Default__REINST_PrimalItemArmor_TekGloves_C_11190) CONTENT: Highly advanced gauntlets that allow the wearer to perform devastating punches. Equipping requires learning this Tekgram.(/Engine/Transient.Default__REINST_PrimalItemArmor_TekGloves_C_11190) CONTENT: Armor(/Engine/Transient.Default__REINST_PrimalItemArmor_TekGloves_C_11190) CONTENT: Tek(/Engine/Transient.Default__REINST_PrimalItemArmor_TekGloves_C_11190) CONTENT: [Punch cannot be used in Genesis Simulation](/Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekGloves.Default__PrimalItemArmor_TekGloves_C) CONTENT: Tek Gauntlets(/Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekGloves.Default__PrimalItemArmor_TekGloves_C) CONTENT: Highly advanced gauntlets that allow the wearer to perform devastating punches. Equipping requires learning this Tekgram.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekGloves.Default__PrimalItemArmor_TekGloves_C) CONTENT: Armor(/Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekGloves.Default__PrimalItemArmor_TekGloves_C) CONTENT: Tek(/Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekGloves.Default__PrimalItemArmor_TekGloves_C) CONTENT: Tek Leggings(/Engine/Transient.Default__REINST_PrimalItemArmor_TekPants_C_11202) CONTENT: Highly advanced leggings that allow for powerful forward movement. Equipping requires learning this Tekgram.(/Engine/Transient.Default__REINST_PrimalItemArmor_TekPants_C_11202) CONTENT: Armor(/Engine/Transient.Default__REINST_PrimalItemArmor_TekPants_C_11202) CONTENT: Tek(/Engine/Transient.Default__REINST_PrimalItemArmor_TekPants_C_11202) CONTENT: [Boosts cannot be done in Genesis Simulation](/Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekPants.Default__PrimalItemArmor_TekPants_C) CONTENT: Tek Leggings(/Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekPants.Default__PrimalItemArmor_TekPants_C) CONTENT: Highly advanced leggings that allow for powerful forward movement. Equipping requires learning this Tekgram.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekPants.Default__PrimalItemArmor_TekPants_C) CONTENT: Armor(/Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekPants.Default__PrimalItemArmor_TekPants_C) CONTENT: Tek(/Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekPants.Default__PrimalItemArmor_TekPants_C) CONTENT: Wood Ramp(/Engine/Transient.Default__REINST_Ramp_Wood_SM_New_C_11206) CONTENT: Wood Ramp(/Game/PrimalEarth/Structures/Wooden/Ramp_Wood_SM_New.Default__Ramp_Wood_SM_New_C) CONTENT: Base Roof(/Engine/Transient.Default__REINST_BaseRoof_SM_C_11210) CONTENT: Base Roof(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Roofs/Base/BaseRoof_SM.Default__BaseRoof_SM_C) CONTENT: Floor(/Engine/Transient.Default__REINST_Floor_Base_SM_C_11214) CONTENT: Floor(/Game/PrimalEarth/Structures/BuildingBases/Floor_Base_SM.Default__Floor_Base_SM_C) CONTENT: Base Railing(/Engine/Transient.Default__REINST_Railing_Base_C_11218) CONTENT: Base Railing(/Game/PrimalEarth/Structures/BuildingBases/Railing_Base.Default__Railing_Base_C) CONTENT: Stairs(/Engine/Transient.Default__REINST_Base_Ramp_C_11222) CONTENT: Ramp(/Engine/Transient.Default__REINST_Base_Ramp_C_11222) CONTENT: Stairs(/Game/PrimalEarth/StructuresPlus/Structures/Ramps/Base_Ramp.Default__Base_Ramp_C) CONTENT: Ramp(/Game/PrimalEarth/StructuresPlus/Structures/Ramps/Base_Ramp.Default__Base_Ramp_C) CONTENT: Triangle Foundation(/Engine/Transient.Default__REINST_Base_Foundation_Tri_C_11226) CONTENT: Triangle Foundation(/Game/PrimalEarth/StructuresPlus/Structures/Foundations/Base_Foundation_Tri.Default__Base_Foundation_Tri_C) CONTENT: Ceiling(/Engine/Transient.Default__REINST_Ceiling_Base_C_11230) CONTENT: Ceiling(/Game/PrimalEarth/Structures/BuildingBases/Ceiling_Base.Default__Ceiling_Base_C) CONTENT: Structure(/Engine/Transient.Default__REINST_LadderBaseBP_C_11234) CONTENT: Structure(/Game/PrimalEarth/Structures/BuildingBases/LadderBaseBP.Default__LadderBaseBP_C) CONTENT: Wooden Tree Platform(/Engine/Transient.Default__REINST_TreePlatform_Wood_SM_C_11238) CONTENT: Wooden Tree Platform(/Game/PrimalEarth/Structures/BuildingBases/TreePlatform_Wood_SM.Default__TreePlatform_Wood_SM_C) CONTENT: Sloped Base Wall Left(/Engine/Transient.Default__REINST_BaseWall_Sloped_Left_SM_C_11242) CONTENT: Sloped Base Wall Left(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Roofs/Base/BaseWall_Sloped_Left_SM.Default__BaseWall_Sloped_Left_SM_C) CONTENT: Sloped Base Wall Right(/Engine/Transient.Default__REINST_BaseWall_Sloped_Right_SM_C_11246) CONTENT: Sloped Base Wall Right(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Roofs/Base/BaseWall_Sloped_Right_SM.Default__BaseWall_Sloped_Right_SM_C) CONTENT: Door Frame(/Engine/Transient.Default__REINST_Doorframe_Base_SM_C_11250) CONTENT: Door Frame(/Game/PrimalEarth/Structures/BuildingBases/Doorframe_Base_SM.Default__Doorframe_Base_SM_C) CONTENT: Triangle Ceiling(/Engine/Transient.Default__REINST_Base_Ceiling_Tri_C_11254) CONTENT: Triangle Ceiling(/Game/PrimalEarth/StructuresPlus/Structures/Ceilings/Base_Ceiling_Tri.Default__Base_Ceiling_Tri_C) CONTENT: Wall(/Engine/Transient.Default__REINST_Base_Wall_Large_C_11258) CONTENT: Wall(/Game/PrimalEarth/StructuresPlus/Structures/Walls_L/Base_Wall_Large.Default__Base_Wall_Large_C) CONTENT: Door(/Engine/Transient.Default__REINST_Door_Base_SM_C_11262) CONTENT: Door(/Game/PrimalEarth/Structures/BuildingBases/Door_Base_SM.Default__Door_Base_SM_C) CONTENT: Doorframe(/Engine/Transient.Default__REINST_Base_DoubleDoorframe_C_11270) CONTENT: Doorframe(/Game/PrimalEarth/StructuresPlus/Structures/Doorframes_Double/Base_DoubleDoorframe.Default__Base_DoubleDoorframe_C) CONTENT: Wall(/Engine/Transient.Default__REINST_Base_Roof_Tri_C_11274) CONTENT: Wall(/Game/PrimalEarth/StructuresPlus/Structures/Roofs_Tri/Base_Roof_Tri.Default__Base_Roof_Tri_C) CONTENT: Gate(/Engine/Transient.Default__REINST_Base_DoubleDoor_C_11278) CONTENT: Gate(/Game/PrimalEarth/StructuresPlus/Doors/Doors_Double/Base_DoubleDoor.Default__Base_DoubleDoor_C) CONTENT: Gas Bursts(/Engine/Transient.Default__REINST_Buff_GasBursts_Bog_C_11282) CONTENT: Applied damage over time(/Engine/Transient.Default__REINST_Buff_GasBursts_Bog_C_11282) CONTENT: Poisoned!(/Engine/Transient.Default__REINST_Buff_GasBursts_Bog_C_11282) CONTENT: Gas Bursts(/Game/Genesis/CoreBlueprints/Buffs/Buff_GasBursts_Bog.Default__Buff_GasBursts_Bog_C) CONTENT: Applied damage over time(/Game/Genesis/CoreBlueprints/Buffs/Buff_GasBursts_Bog.Default__Buff_GasBursts_Bog_C) CONTENT: Poisoned!(/Game/Genesis/CoreBlueprints/Buffs/Buff_GasBursts_Bog.Default__Buff_GasBursts_Bog_C) CONTENT: Gas Bursts(/Engine/Transient.Default__REINST_Buff_GasBursts_Volcano_C_11286) CONTENT: Applied damage over time(/Engine/Transient.Default__REINST_Buff_GasBursts_Volcano_C_11286) CONTENT: Poisoned Gas!(/Engine/Transient.Default__REINST_Buff_GasBursts_Volcano_C_11286) CONTENT: Gas Bursts(/Game/Genesis/CoreBlueprints/Buffs/Buff_GasBursts_Volcano.Default__Buff_GasBursts_Volcano_C) CONTENT: Applied damage over time(/Game/Genesis/CoreBlueprints/Buffs/Buff_GasBursts_Volcano.Default__Buff_GasBursts_Volcano_C) CONTENT: Poisoned Gas!(/Game/Genesis/CoreBlueprints/Buffs/Buff_GasBursts_Volcano.Default__Buff_GasBursts_Volcano_C) CONTENT: Outdoor Radiation(/Engine/Transient.Default__REINST_Buff_OutdoorRadiation_Genesis_C_11290) CONTENT: Applied radiation damage while exposed(/Engine/Transient.Default__REINST_Buff_OutdoorRadiation_Genesis_C_11290) CONTENT: The radation is scorching you! Get in the shadow(/Engine/Transient.Default__REINST_Buff_OutdoorRadiation_Genesis_C_11290) CONTENT: Outdoor Radiation(/Game/Genesis/CoreBlueprints/Buffs/Buff_OutdoorRadiation_Genesis.Default__Buff_OutdoorRadiation_Genesis_C) CONTENT: Applied radiation damage while exposed(/Game/Genesis/CoreBlueprints/Buffs/Buff_OutdoorRadiation_Genesis.Default__Buff_OutdoorRadiation_Genesis_C) CONTENT: The radation is scorching you! Get in the shadow(/Game/Genesis/CoreBlueprints/Buffs/Buff_OutdoorRadiation_Genesis.Default__Buff_OutdoorRadiation_Genesis_C) CONTENT: Tek Helmet(/Engine/Transient.Default__REINST_Buff_TekArmor_Helmet_C_11298) CONTENT: Alien technology grants enhanced capabilities(/Engine/Transient.Default__REINST_Buff_TekArmor_Helmet_C_11298) CONTENT: TEK Armor Online(/Engine/Transient.Default__REINST_Buff_TekArmor_Helmet_C_11298) CONTENT: Tek Helmet(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_TekArmor_Helmet.Default__Buff_TekArmor_Helmet_C) CONTENT: Alien technology grants enhanced capabilities(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_TekArmor_Helmet.Default__Buff_TekArmor_Helmet_C) CONTENT: TEK Armor Online(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_TekArmor_Helmet.Default__Buff_TekArmor_Helmet_C) CONTENT: Rooted(/Engine/Transient.Default__REINST_Buff_Rooted_ForestKaiju_C_11310) CONTENT: You're Rooted!(/Engine/Transient.Default__REINST_Buff_Rooted_ForestKaiju_C_11310) CONTENT: You're Rooted!(/Engine/Transient.Default__REINST_Buff_Rooted_ForestKaiju_C_11310) CONTENT: Rooted(/Game/Extinction/CoreBlueprints/Buffs/Buff_Rooted_ForestKaiju.Default__Buff_Rooted_ForestKaiju_C) CONTENT: You're Rooted!(/Game/Extinction/CoreBlueprints/Buffs/Buff_Rooted_ForestKaiju.Default__Buff_Rooted_ForestKaiju_C) CONTENT: You're Rooted!(/Game/Extinction/CoreBlueprints/Buffs/Buff_Rooted_ForestKaiju.Default__Buff_Rooted_ForestKaiju_C) CONTENT: Tek Chestpiece(/Engine/Transient.Default__REINST_PrimalItemArmor_TekShirt_C_11314) CONTENT: Highly advanced chestpiece with an integrated jetpack. Equipping requires learning this Tekgram.(/Engine/Transient.Default__REINST_PrimalItemArmor_TekShirt_C_11314) CONTENT: Armor(/Engine/Transient.Default__REINST_PrimalItemArmor_TekShirt_C_11314) CONTENT: Tek(/Engine/Transient.Default__REINST_PrimalItemArmor_TekShirt_C_11314) CONTENT: [Jetpack cannot be done in Genesis Simulation](/Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekShirt.Default__PrimalItemArmor_TekShirt_C) CONTENT: Tek Chestpiece(/Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekShirt.Default__PrimalItemArmor_TekShirt_C) CONTENT: Highly advanced chestpiece with an integrated jetpack. Equipping requires learning this Tekgram.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekShirt.Default__PrimalItemArmor_TekShirt_C) CONTENT: Armor(/Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekShirt.Default__PrimalItemArmor_TekShirt_C) CONTENT: Tek(/Game/PrimalEarth/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekShirt.Default__PrimalItemArmor_TekShirt_C) CONTENT: Full Tek Protection(/Engine/Transient.Default__REINST_Buff_FullTekSuit_C_11322) CONTENT: Full Tek Protection(/Game/Aberration/CoreBlueprints/Buffs/Buff_FullTekSuit.Default__Buff_FullTekSuit_C) CONTENT: BEES!(/Engine/Transient.Default__REINST_Buff_HasBees_C_11326) CONTENT: BEEEEEEEESSSSS!(/Engine/Transient.Default__REINST_Buff_HasBees_C_11326) CONTENT: BEES!(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_HasBees.Default__Buff_HasBees_C) CONTENT: BEEEEEEEESSSSS!(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_HasBees.Default__Buff_HasBees_C) CONTENT: Resources(/Engine/Transient.Default__REINST_DinoDropInventoryComponent_Corrupted_Huge_C_11414) CONTENT: AnglerGel(/Engine/Transient.Default__REINST_DinoDropInventoryComponent_Corrupted_Huge_C_11414) CONTENT: Pearls(/Engine/Transient.Default__REINST_DinoDropInventoryComponent_Corrupted_Huge_C_11414) CONTENT: Polymer(/Engine/Transient.Default__REINST_DinoDropInventoryComponent_Corrupted_Huge_C_11414) CONTENT: LeechBlood(/Engine/Transient.Default__REINST_DinoDropInventoryComponent_Corrupted_Huge_C_11414) CONTENT: ItemsWithQuality Common(/Engine/Transient.Default__REINST_DinoDropInventoryComponent_Corrupted_Huge_C_11414) CONTENT: Apex Drop(/Engine/Transient.Default__REINST_DinoDropInventoryComponent_Corrupted_Huge_C_11414) CONTENT: Corrupt Heart(/Engine/Transient.Default__REINST_DinoDropInventoryComponent_Corrupted_Huge_C_11414) CONTENT: Resources(/Game/Extinction/CoreBlueprints/ItemLootSets/DinoDropInventoryComponent_Corrupted_Huge.Default__DinoDropInventoryComponent_Corrupted_Huge_C) CONTENT: AnglerGel(/Game/Extinction/CoreBlueprints/ItemLootSets/DinoDropInventoryComponent_Corrupted_Huge.Default__DinoDropInventoryComponent_Corrupted_Huge_C) CONTENT: Pearls(/Game/Extinction/CoreBlueprints/ItemLootSets/DinoDropInventoryComponent_Corrupted_Huge.Default__DinoDropInventoryComponent_Corrupted_Huge_C) CONTENT: Polymer(/Game/Extinction/CoreBlueprints/ItemLootSets/DinoDropInventoryComponent_Corrupted_Huge.Default__DinoDropInventoryComponent_Corrupted_Huge_C) CONTENT: LeechBlood(/Game/Extinction/CoreBlueprints/ItemLootSets/DinoDropInventoryComponent_Corrupted_Huge.Default__DinoDropInventoryComponent_Corrupted_Huge_C) CONTENT: ItemsWithQuality Common(/Game/Extinction/CoreBlueprints/ItemLootSets/DinoDropInventoryComponent_Corrupted_Huge.Default__DinoDropInventoryComponent_Corrupted_Huge_C) CONTENT: Apex Drop(/Game/Extinction/CoreBlueprints/ItemLootSets/DinoDropInventoryComponent_Corrupted_Huge.Default__DinoDropInventoryComponent_Corrupted_Huge_C) CONTENT: Corrupt Heart(/Game/Extinction/CoreBlueprints/ItemLootSets/DinoDropInventoryComponent_Corrupted_Huge.Default__DinoDropInventoryComponent_Corrupted_Huge_C) CONTENT: MODULE(/Engine/Transient.Default__REINST_Mek_Character_BP_C_11418) CONTENT: Idle(/Engine/Transient.Default__REINST_Mek_Character_BP_C_11418) CONTENT: Attack Sword(/Engine/Transient.Default__REINST_Mek_Character_BP_C_11418) CONTENT: Attack Pistol(/Engine/Transient.Default__REINST_Mek_Character_BP_C_11418) CONTENT: Mortar(/Engine/Transient.Default__REINST_Mek_Character_BP_C_11418) CONTENT: Hover(/Engine/Transient.Default__REINST_Mek_Character_BP_C_11418) CONTENT: hip_Aux_Jnt(/Engine/Transient.Default__REINST_Mek_Character_BP_C_11418) CONTENT: Move(/Engine/Transient.Default__REINST_Mek_Character_BP_C_11418) CONTENT: Mek(/Engine/Transient.Default__REINST_Mek_Character_BP_C_11418) LITERAL: Found {MekCount} nearby Meks. {Error}(/Game/Extinction/Dinos/Mek/Mek_Character_BP.Mek_Character_BP:EdGraph_36167.K2Node_CallFunction_88731) LITERAL: MekCount(/Game/Extinction/Dinos/Mek/Mek_Character_BP.Mek_Character_BP:EdGraph_36167.K2Node_MakeStruct_567) LITERAL: Error(/Game/Extinction/Dinos/Mek/Mek_Character_BP.Mek_Character_BP:EdGraph_36167.K2Node_MakeStruct_568) LITERAL: Press {KeyName} to Transform(/Game/Extinction/Dinos/Mek/Mek_Character_BP.Mek_Character_BP:EdGraph_36167.K2Node_CallFunction_88732) LITERAL: KeyName(/Game/Extinction/Dinos/Mek/Mek_Character_BP.Mek_Character_BP:EdGraph_36167.K2Node_MakeStruct_569) LITERAL: Press {KeyName} to Start Activation Process (/Game/Extinction/Dinos/Mek/Mek_Character_BP.Mek_Character_BP:EdGraph_36167.K2Node_CallFunction_88733) LITERAL: KeyName(/Game/Extinction/Dinos/Mek/Mek_Character_BP.Mek_Character_BP:EdGraph_36167.K2Node_MakeStruct_570) LITERAL: Press {KeyName} to Transform(/Game/Extinction/Dinos/Mek/Mek_Character_BP.Mek_Character_BP:EdGraph_36187.K2Node_CallFunction_88774) LITERAL: KeyName(/Game/Extinction/Dinos/Mek/Mek_Character_BP.Mek_Character_BP:EdGraph_36187.K2Node_MakeStruct_571) LITERAL: Auto-repair activating in {sec} seconds(/Game/Extinction/Dinos/Mek/Mek_Character_BP.Mek_Character_BP:EdGraph_36228.K2Node_CallFunction_88793) LITERAL: sec(/Game/Extinction/Dinos/Mek/Mek_Character_BP.Mek_Character_BP:EdGraph_36228.K2Node_MakeStruct_572) CONTENT: Fuel(/Game/Extinction/Dinos/Mek/Mek_Character_BP.Default__Mek_Character_BP_C) CONTENT: Heat(/Game/Extinction/Dinos/Mek/Mek_Character_BP.Default__Mek_Character_BP_C) CONTENT: MegaMek Transformer Equipped(/Game/Extinction/Dinos/Mek/Mek_Character_BP.Default__Mek_Character_BP_C) CONTENT: Press C to Transform(/Game/Extinction/Dinos/Mek/Mek_Character_BP.Default__Mek_Character_BP_C) CONTENT: /Game/Extinction/Dinos/Mek/MegaMek_Character_BP.MegaMek_Character_BP(/Game/Extinction/Dinos/Mek/Mek_Character_BP.Default__Mek_Character_BP_C) CONTENT: MODULE(/Game/Extinction/Dinos/Mek/Mek_Character_BP.Default__Mek_Character_BP_C) CONTENT: Idle(/Game/Extinction/Dinos/Mek/Mek_Character_BP.Default__Mek_Character_BP_C) CONTENT: Attack Sword(/Game/Extinction/Dinos/Mek/Mek_Character_BP.Default__Mek_Character_BP_C) CONTENT: Attack Pistol(/Game/Extinction/Dinos/Mek/Mek_Character_BP.Default__Mek_Character_BP_C) CONTENT: Mortar(/Game/Extinction/Dinos/Mek/Mek_Character_BP.Default__Mek_Character_BP_C) CONTENT: Hover(/Game/Extinction/Dinos/Mek/Mek_Character_BP.Default__Mek_Character_BP_C) CONTENT: hip_Aux_Jnt(/Game/Extinction/Dinos/Mek/Mek_Character_BP.Default__Mek_Character_BP_C) CONTENT: Move(/Game/Extinction/Dinos/Mek/Mek_Character_BP.Default__Mek_Character_BP_C) CONTENT: Mek(/Game/Extinction/Dinos/Mek/Mek_Character_BP.Default__Mek_Character_BP_C) CONTENT: Mek Cockpit(/Engine/Transient.Default__REINST_Buff_MekRiderCockpit_C_11426) CONTENT: Mek Cockpit(/Game/Extinction/CoreBlueprints/Buffs/Buff_MekRiderCockpit.Default__Buff_MekRiderCockpit_C) CONTENT: /Game/Extinction/Dinos/Mek/MegaMek_Character_BP.MegaMek_Character_BP(/Game/Extinction/Dinos/Mek/Buff_MekDepleted.Default__Buff_MekDepleted_C) CONTENT: Hovering(/Engine/Transient.Default__REINST_Buff_MekHover_C_11434) CONTENT: Hovering(/Game/Extinction/CoreBlueprints/Buffs/Buff_MekHover.Default__Buff_MekHover_C) CONTENT: Ejected(/Engine/Transient.Default__REINST_Buff_MekEjectedRider_C_11442) CONTENT: Ejected(/Game/Extinction/CoreBlueprints/Buffs/Buff_MekEjectedRider.Default__Buff_MekEjectedRider_C) CONTENT: /Game/Extinction/Dinos/Mek/MegaMek_Character_BP.MegaMek_Character_BP(/Game/Extinction/Dinos/Mek/Buff_MegaMekSetupForPlayer.Default__Buff_MegaMekSetupForPlayer_C) LITERAL: Applied {dmg} damage to {target} (who is now at {cur_health}/{max_health} health)(/Game/Extinction/Dinos/Mek/AI/DinoAttackState_MekSwordSwing.DinoAttackState_MekSwordSwing:EdGraph_36420.K2Node_CallFunction_89231) LITERAL: dmg(/Game/Extinction/Dinos/Mek/AI/DinoAttackState_MekSwordSwing.DinoAttackState_MekSwordSwing:EdGraph_36420.K2Node_MakeStruct_573) LITERAL: target(/Game/Extinction/Dinos/Mek/AI/DinoAttackState_MekSwordSwing.DinoAttackState_MekSwordSwing:EdGraph_36420.K2Node_MakeStruct_574) LITERAL: cur_health(/Game/Extinction/Dinos/Mek/AI/DinoAttackState_MekSwordSwing.DinoAttackState_MekSwordSwing:EdGraph_36420.K2Node_MakeStruct_575) LITERAL: max_health(/Game/Extinction/Dinos/Mek/AI/DinoAttackState_MekSwordSwing.DinoAttackState_MekSwordSwing:EdGraph_36420.K2Node_MakeStruct_576) CONTENT: Mek Backpack(/Engine/Transient.Default__REINST_PrimalItemArmor_MekBackpack_Base_C_11484) CONTENT: Equip a Mek with this to enhance it. Unequipping reduces durability.(/Engine/Transient.Default__REINST_PrimalItemArmor_MekBackpack_Base_C_11484) CONTENT: Saddles(/Engine/Transient.Default__REINST_PrimalItemArmor_MekBackpack_Base_C_11484) CONTENT: Mek Backpack(/Game/Extinction/CoreBlueprints/Items/Saddle/PrimalItemArmor_MekBackpack_Base.Default__PrimalItemArmor_MekBackpack_Base_C) CONTENT: Equip a Mek with this to enhance it. Unequipping reduces durability.(/Game/Extinction/CoreBlueprints/Items/Saddle/PrimalItemArmor_MekBackpack_Base.Default__PrimalItemArmor_MekBackpack_Base_C) CONTENT: Saddles(/Game/Extinction/CoreBlueprints/Items/Saddle/PrimalItemArmor_MekBackpack_Base.Default__PrimalItemArmor_MekBackpack_Base_C) LITERAL: loc={loc}, dir={dir}, fromCrosshair={accurate}(/Game/Extinction/Dinos/Mek/Buff_MekBackpack_SiegeCannon.Buff_MekBackpack_SiegeCannon:EdGraph_36517.K2Node_CallFunction_89544) LITERAL: loc(/Game/Extinction/Dinos/Mek/Buff_MekBackpack_SiegeCannon.Buff_MekBackpack_SiegeCannon:EdGraph_36517.K2Node_MakeStruct_579) LITERAL: dir(/Game/Extinction/Dinos/Mek/Buff_MekBackpack_SiegeCannon.Buff_MekBackpack_SiegeCannon:EdGraph_36517.K2Node_MakeStruct_580) LITERAL: accurate(/Game/Extinction/Dinos/Mek/Buff_MekBackpack_SiegeCannon.Buff_MekBackpack_SiegeCannon:EdGraph_36517.K2Node_MakeStruct_581) CONTENT: TEK Armor Buff(/Engine/Transient.Default__REINST_Buff_TekArmor_Sword_C_11516) CONTENT: Alien technology grants enhanced capabilities(/Engine/Transient.Default__REINST_Buff_TekArmor_Sword_C_11516) CONTENT: TEK Armor Online(/Engine/Transient.Default__REINST_Buff_TekArmor_Sword_C_11516) CONTENT: TEK Armor Buff(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_TekArmor_Sword.Default__Buff_TekArmor_Sword_C) CONTENT: Alien technology grants enhanced capabilities(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_TekArmor_Sword.Default__Buff_TekArmor_Sword_C) CONTENT: TEK Armor Online(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_TekArmor_Sword.Default__Buff_TekArmor_Sword_C) CONTENT: Tek Sword(/Engine/Transient.Default__REINST_PrimalItem_WeaponTekSword_C_11524) CONTENT: Cuts through metal and armor when infused with Element, and supports a Charge Attack. Equipping requires learning this Tekgram(/Engine/Transient.Default__REINST_PrimalItem_WeaponTekSword_C_11524) CONTENT: Weapons(/Engine/Transient.Default__REINST_PrimalItem_WeaponTekSword_C_11524) CONTENT: Melee(/Engine/Transient.Default__REINST_PrimalItem_WeaponTekSword_C_11524) CONTENT: Tek Sword(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_WeaponTekSword.Default__PrimalItem_WeaponTekSword_C) CONTENT: Cuts through metal and armor when infused with Element, and supports a Charge Attack. Equipping requires learning this Tekgram(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_WeaponTekSword.Default__PrimalItem_WeaponTekSword_C) CONTENT: Weapons(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_WeaponTekSword.Default__PrimalItem_WeaponTekSword_C) CONTENT: Melee(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_WeaponTekSword.Default__PrimalItem_WeaponTekSword_C) CONTENT: Empty Cryopod(/Engine/Transient.Default__REINST_PrimalItem_WeaponEmptyCryopod_C_11528) CONTENT: Hold up to a creature to capture it. Throw to deploy a captured creature.(/Engine/Transient.Default__REINST_PrimalItem_WeaponEmptyCryopod_C_11528) CONTENT: Can Be Recharged At: Cryofridge(/Engine/Transient.Default__REINST_PrimalItem_WeaponEmptyCryopod_C_11528) CONTENT: Weapons(/Engine/Transient.Default__REINST_PrimalItem_WeaponEmptyCryopod_C_11528) LITERAL: Cryopod: {0} {1}(/Game/Extinction/CoreBlueprints/Weapons/PrimalItem_WeaponEmptyCryopod.PrimalItem_WeaponEmptyCryopod:EdGraph_36710.K2Node_CallFunction_89972) LITERAL: 0(/Game/Extinction/CoreBlueprints/Weapons/PrimalItem_WeaponEmptyCryopod.PrimalItem_WeaponEmptyCryopod:EdGraph_36710.K2Node_MakeStruct_582) LITERAL: 1(/Game/Extinction/CoreBlueprints/Weapons/PrimalItem_WeaponEmptyCryopod.PrimalItem_WeaponEmptyCryopod:EdGraph_36710.K2Node_MakeStruct_583) LITERAL: {0}'s '{1}' died in a Cryopod!(/Game/Extinction/CoreBlueprints/Weapons/PrimalItem_WeaponEmptyCryopod.PrimalItem_WeaponEmptyCryopod:EdGraph_36720.K2Node_CallFunction_89990) LITERAL: 0(/Game/Extinction/CoreBlueprints/Weapons/PrimalItem_WeaponEmptyCryopod.PrimalItem_WeaponEmptyCryopod:EdGraph_36720.K2Node_MakeStruct_584) LITERAL: 1(/Game/Extinction/CoreBlueprints/Weapons/PrimalItem_WeaponEmptyCryopod.PrimalItem_WeaponEmptyCryopod:EdGraph_36720.K2Node_MakeStruct_585) LITERAL: {0}{1}(/Game/Extinction/CoreBlueprints/Weapons/PrimalItem_WeaponEmptyCryopod.PrimalItem_WeaponEmptyCryopod:EdGraph_36732.K2Node_CallFunction_89994) LITERAL: 0(/Game/Extinction/CoreBlueprints/Weapons/PrimalItem_WeaponEmptyCryopod.PrimalItem_WeaponEmptyCryopod:EdGraph_36732.K2Node_MakeStruct_586) LITERAL: 1(/Game/Extinction/CoreBlueprints/Weapons/PrimalItem_WeaponEmptyCryopod.PrimalItem_WeaponEmptyCryopod:EdGraph_36732.K2Node_MakeStruct_587) LITERAL: {0}\n {1}: {2}(/Game/Extinction/CoreBlueprints/Weapons/PrimalItem_WeaponEmptyCryopod.PrimalItem_WeaponEmptyCryopod:EdGraph_36732.K2Node_CallFunction_89996) LITERAL: 0(/Game/Extinction/CoreBlueprints/Weapons/PrimalItem_WeaponEmptyCryopod.PrimalItem_WeaponEmptyCryopod:EdGraph_36732.K2Node_MakeStruct_588) LITERAL: 1(/Game/Extinction/CoreBlueprints/Weapons/PrimalItem_WeaponEmptyCryopod.PrimalItem_WeaponEmptyCryopod:EdGraph_36732.K2Node_MakeStruct_589) LITERAL: 2(/Game/Extinction/CoreBlueprints/Weapons/PrimalItem_WeaponEmptyCryopod.PrimalItem_WeaponEmptyCryopod:EdGraph_36732.K2Node_MakeStruct_590) LITERAL: {0}/{1}(/Game/Extinction/CoreBlueprints/Weapons/PrimalItem_WeaponEmptyCryopod.PrimalItem_WeaponEmptyCryopod:EdGraph_36735.K2Node_CallFunction_89999) LITERAL: 0(/Game/Extinction/CoreBlueprints/Weapons/PrimalItem_WeaponEmptyCryopod.PrimalItem_WeaponEmptyCryopod:EdGraph_36735.K2Node_MakeStruct_591) LITERAL: 1(/Game/Extinction/CoreBlueprints/Weapons/PrimalItem_WeaponEmptyCryopod.PrimalItem_WeaponEmptyCryopod:EdGraph_36735.K2Node_MakeStruct_592) LITERAL: {0}%(/Game/Extinction/CoreBlueprints/Weapons/PrimalItem_WeaponEmptyCryopod.PrimalItem_WeaponEmptyCryopod:EdGraph_36735.K2Node_CallFunction_90000) LITERAL: 0(/Game/Extinction/CoreBlueprints/Weapons/PrimalItem_WeaponEmptyCryopod.PrimalItem_WeaponEmptyCryopod:EdGraph_36735.K2Node_MakeStruct_593) CONTENT: Empty Cryopod(/Game/Extinction/CoreBlueprints/Weapons/PrimalItem_WeaponEmptyCryopod.Default__PrimalItem_WeaponEmptyCryopod_C) CONTENT: Hold up to a creature to capture it. Throw to deploy a captured creature.(/Game/Extinction/CoreBlueprints/Weapons/PrimalItem_WeaponEmptyCryopod.Default__PrimalItem_WeaponEmptyCryopod_C) CONTENT: Can Be Recharged At: Cryofridge(/Game/Extinction/CoreBlueprints/Weapons/PrimalItem_WeaponEmptyCryopod.Default__PrimalItem_WeaponEmptyCryopod_C) CONTENT: Weapons(/Game/Extinction/CoreBlueprints/Weapons/PrimalItem_WeaponEmptyCryopod.Default__PrimalItem_WeaponEmptyCryopod_C) CONTENT: Refrigerator(/Engine/Transient.Default__REINST_IceBox_C_11532) CONTENT: Refrigerator(/Game/PrimalEarth/Structures/Electric/IceBox.Default__IceBox_C) CONTENT: Filled Fish Basket(/Engine/Transient.Default__REINST_PrimalItem_FishBasketFilled_C_11544) CONTENT: Release(/Engine/Transient.Default__REINST_PrimalItem_FishBasketFilled_C_11544) CONTENT: Fish is too small(/Game/PrimalEarth/CoreBlueprints/Items/PrimalItem_FishBasketFilled.Default__PrimalItem_FishBasketFilled_C) CONTENT: Shadowmane is Already Eating(/Game/PrimalEarth/CoreBlueprints/Items/PrimalItem_FishBasketFilled.Default__PrimalItem_FishBasketFilled_C) CONTENT: Shadowmane cannot eat this animal(/Game/PrimalEarth/CoreBlueprints/Items/PrimalItem_FishBasketFilled.Default__PrimalItem_FishBasketFilled_C) CONTENT: Filled Fish Basket(/Game/PrimalEarth/CoreBlueprints/Items/PrimalItem_FishBasketFilled.Default__PrimalItem_FishBasketFilled_C) CONTENT: Release(/Game/PrimalEarth/CoreBlueprints/Items/PrimalItem_FishBasketFilled.Default__PrimalItem_FishBasketFilled_C) CONTENT: Cryofridge(/Engine/Transient.Default__REINST_CryoFridge_C_11548) CONTENT: Cryofridge(/Game/Extinction/Structures/Cryofridge/CryoFridge.Default__CryoFridge_C) CONTENT: Loot it!(/Engine/Transient.Default__REINST_PrimalInventoryBP_SupplyCrate_C_11560) CONTENT: Supply Crate(/Engine/Transient.Default__REINST_PrimalInventoryBP_SupplyCrate_C_11560) CONTENT: Loot it!(/Game/PrimalEarth/CoreBlueprints/Inventories/PrimalInventoryBP_SupplyCrate.Default__PrimalInventoryBP_SupplyCrate_C) CONTENT: Supply Crate(/Game/PrimalEarth/CoreBlueprints/Inventories/PrimalInventoryBP_SupplyCrate.Default__PrimalInventoryBP_SupplyCrate_C) CONTENT: Glider Suit(/Engine/Transient.Default__REINST_PrimalItemArmor_Glider_C_11586) CONTENT: When attached to a Chest Armor, the Glider Suit enables sailing through the air by double-tapping jump, while gaining speed by running and diving!(/Engine/Transient.Default__REINST_PrimalItemArmor_Glider_C_11586) CONTENT: Armor(/Engine/Transient.Default__REINST_PrimalItemArmor_Glider_C_11586) CONTENT: Attachments(/Engine/Transient.Default__REINST_PrimalItemArmor_Glider_C_11586) CONTENT: Glider Suit(/Game/Aberration/CoreBlueprints/Items/Armor/PrimalItemArmor_Glider.Default__PrimalItemArmor_Glider_C) CONTENT: When attached to a Chest Armor, the Glider Suit enables sailing through the air by double-tapping jump, while gaining speed by running and diving!(/Game/Aberration/CoreBlueprints/Items/Armor/PrimalItemArmor_Glider.Default__PrimalItemArmor_Glider_C) CONTENT: Armor(/Game/Aberration/CoreBlueprints/Items/Armor/PrimalItemArmor_Glider.Default__PrimalItemArmor_Glider_C) CONTENT: Attachments(/Game/Aberration/CoreBlueprints/Items/Armor/PrimalItemArmor_Glider.Default__PrimalItemArmor_Glider_C) CONTENT: Zipline Anchor(/Engine/Transient.Default__REINST_Zipline_Anchor_C_11594) CONTENT: Zipline Anchor(/Game/Aberration/Structures/Zipline/Zipline_Anchor.Default__Zipline_Anchor_C) CONTENT: Gigantopithecus(/Engine/Transient.Default__REINST_DinoCharacter_BP_Zipline_C_11598) CONTENT: Gigantopithecus(/Game/PrimalEarth/Dinos/Bigfoot/DinoCharacter_BP_Zipline.Default__DinoCharacter_BP_Zipline_C) CONTENT: Cute(/Engine/Transient.Default__REINST_CaveWolf_Character_BP_C_11606) CONTENT: Action(/Engine/Transient.Default__REINST_CaveWolf_Character_BP_C_11606) CONTENT: Action2(/Engine/Transient.Default__REINST_CaveWolf_Character_BP_C_11606) CONTENT: Move(/Engine/Transient.Default__REINST_CaveWolf_Character_BP_C_11606) CONTENT: Spine_02(/Engine/Transient.Default__REINST_CaveWolf_Character_BP_C_11606) CONTENT: Ravager(/Engine/Transient.Default__REINST_CaveWolf_Character_BP_C_11606) CONTENT: Cute(/Game/Aberration/Dinos/CaveWolf/CaveWolf_Character_BP.Default__CaveWolf_Character_BP_C) CONTENT: Action(/Game/Aberration/Dinos/CaveWolf/CaveWolf_Character_BP.Default__CaveWolf_Character_BP_C) CONTENT: Action2(/Game/Aberration/Dinos/CaveWolf/CaveWolf_Character_BP.Default__CaveWolf_Character_BP_C) CONTENT: Move(/Game/Aberration/Dinos/CaveWolf/CaveWolf_Character_BP.Default__CaveWolf_Character_BP_C) CONTENT: Spine_02(/Game/Aberration/Dinos/CaveWolf/CaveWolf_Character_BP.Default__CaveWolf_Character_BP_C) CONTENT: Ravager(/Game/Aberration/Dinos/CaveWolf/CaveWolf_Character_BP.Default__CaveWolf_Character_BP_C) CONTENT: Electrocuted!(/Engine/Transient.Default__REINST_Buff_Electrocuted_Rockwell_C_11610) CONTENT: Shocking!(/Engine/Transient.Default__REINST_Buff_Electrocuted_Rockwell_C_11610) CONTENT: Electrocuted!(/Game/Aberration/CoreBlueprints/Buffs/Buff_Electrocuted_Rockwell.Default__Buff_Electrocuted_Rockwell_C) CONTENT: Shocking!(/Game/Aberration/CoreBlueprints/Buffs/Buff_Electrocuted_Rockwell.Default__Buff_Electrocuted_Rockwell_C) CONTENT: Parachuting(/Engine/Transient.Default__REINST_Buff_Parachute_C_11620) CONTENT: You've got a parachute on!(/Engine/Transient.Default__REINST_Buff_Parachute_C_11620) CONTENT: Parachute Enabled!(/Engine/Transient.Default__REINST_Buff_Parachute_C_11620) CONTENT: Parachuting(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_Parachute.Default__Buff_Parachute_C) CONTENT: You've got a parachute on!(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_Parachute.Default__Buff_Parachute_C) CONTENT: Parachute Enabled!(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_Parachute.Default__Buff_Parachute_C) CONTENT: Zip-Line Motor Attachment(/Engine/Transient.Default__REINST_PrimalItemArmor_ZiplineMotor_C_11696) CONTENT: Equip onto pants and combine with Gasoline to power yourself up a Zip-Line.(/Engine/Transient.Default__REINST_PrimalItemArmor_ZiplineMotor_C_11696) CONTENT: Gas(/Engine/Transient.Default__REINST_PrimalItemArmor_ZiplineMotor_C_11696) CONTENT: Gasoline(/Engine/Transient.Default__REINST_PrimalItemArmor_ZiplineMotor_C_11696) CONTENT: Armor(/Engine/Transient.Default__REINST_PrimalItemArmor_ZiplineMotor_C_11696) CONTENT: Attachments(/Engine/Transient.Default__REINST_PrimalItemArmor_ZiplineMotor_C_11696) LITERAL: {ItemDescription}{LineBreak}Gasoline: {Current}/{Max}(/Game/Aberration/CoreBlueprints/Items/Armor/PrimalItemArmor_ZiplineMotor.PrimalItemArmor_ZiplineMotor:EdGraph_37773.K2Node_CallFunction_92294) LITERAL: ItemDescription(/Game/Aberration/CoreBlueprints/Items/Armor/PrimalItemArmor_ZiplineMotor.PrimalItemArmor_ZiplineMotor:EdGraph_37773.K2Node_MakeStruct_604) LITERAL: LineBreak(/Game/Aberration/CoreBlueprints/Items/Armor/PrimalItemArmor_ZiplineMotor.PrimalItemArmor_ZiplineMotor:EdGraph_37773.K2Node_MakeStruct_605) LITERAL: \n\n(/Game/Aberration/CoreBlueprints/Items/Armor/PrimalItemArmor_ZiplineMotor.PrimalItemArmor_ZiplineMotor:EdGraph_37773.K2Node_MakeStruct_605) LITERAL: Current(/Game/Aberration/CoreBlueprints/Items/Armor/PrimalItemArmor_ZiplineMotor.PrimalItemArmor_ZiplineMotor:EdGraph_37773.K2Node_MakeStruct_606) LITERAL: Max(/Game/Aberration/CoreBlueprints/Items/Armor/PrimalItemArmor_ZiplineMotor.PrimalItemArmor_ZiplineMotor:EdGraph_37773.K2Node_MakeStruct_607) CONTENT: Zip-Line Motor Attachment(/Game/Aberration/CoreBlueprints/Items/Armor/PrimalItemArmor_ZiplineMotor.Default__PrimalItemArmor_ZiplineMotor_C) CONTENT: Equip onto pants and combine with Gasoline to power yourself up a Zip-Line.(/Game/Aberration/CoreBlueprints/Items/Armor/PrimalItemArmor_ZiplineMotor.Default__PrimalItemArmor_ZiplineMotor_C) CONTENT: Gas(/Game/Aberration/CoreBlueprints/Items/Armor/PrimalItemArmor_ZiplineMotor.Default__PrimalItemArmor_ZiplineMotor_C) CONTENT: Gasoline(/Game/Aberration/CoreBlueprints/Items/Armor/PrimalItemArmor_ZiplineMotor.Default__PrimalItemArmor_ZiplineMotor_C) CONTENT: Armor(/Game/Aberration/CoreBlueprints/Items/Armor/PrimalItemArmor_ZiplineMotor.Default__PrimalItemArmor_ZiplineMotor_C) CONTENT: Attachments(/Game/Aberration/CoreBlueprints/Items/Armor/PrimalItemArmor_ZiplineMotor.Default__PrimalItemArmor_ZiplineMotor_C) CONTENT: Tek Helmet(/Engine/Transient.Default__REINST_Buff_DinoTekHelmet_Base_C_11716) CONTENT: Toggle to Shoot Lasers!(/Engine/Transient.Default__REINST_Buff_DinoTekHelmet_Base_C_11716) CONTENT: Tek Helmet(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_DinoTekHelmet_Base.Default__Buff_DinoTekHelmet_Base_C) CONTENT: Toggle to Shoot Lasers!(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_DinoTekHelmet_Base.Default__Buff_DinoTekHelmet_Base_C) CONTENT: Rex Tek Saddle(/Engine/Transient.Default__REINST_PrimalItemArmor_SaddleGeneric_Tek_C_11720) CONTENT: Equip a Rex with this to ride it.(/Engine/Transient.Default__REINST_PrimalItemArmor_SaddleGeneric_Tek_C_11720) CONTENT: Saddles(/Engine/Transient.Default__REINST_PrimalItemArmor_SaddleGeneric_Tek_C_11720) CONTENT: Rex Tek Saddle(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_SaddleGeneric_Tek.Default__PrimalItemArmor_SaddleGeneric_Tek_C) CONTENT: Equip a Rex with this to ride it.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_SaddleGeneric_Tek.Default__PrimalItemArmor_SaddleGeneric_Tek_C) CONTENT: Saddles(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_SaddleGeneric_Tek.Default__PrimalItemArmor_SaddleGeneric_Tek_C) LITERAL: Above Auto Detach Dot Time :: {time}, Current Dot: {current_dot}, AutoDetatchDot: {auto_detatch_dot}(/Game/PrimalEarth/CoreBlueprints/Dino_Character_BP_Climber.Dino_Character_BP_Climber:EdGraph_38287.K2Node_CallFunction_93083) LITERAL: time(/Game/PrimalEarth/CoreBlueprints/Dino_Character_BP_Climber.Dino_Character_BP_Climber:EdGraph_38287.K2Node_MakeStruct_610) LITERAL: current_dot(/Game/PrimalEarth/CoreBlueprints/Dino_Character_BP_Climber.Dino_Character_BP_Climber:EdGraph_38287.K2Node_MakeStruct_611) LITERAL: auto_detatch_dot(/Game/PrimalEarth/CoreBlueprints/Dino_Character_BP_Climber.Dino_Character_BP_Climber:EdGraph_38287.K2Node_MakeStruct_612) CONTENT: Not enough stamina to climb!(/Game/PrimalEarth/CoreBlueprints/Dino_Character_BP_Climber.Default__Dino_Character_BP_Climber_C) CONTENT: Not enough stamina to wall jump!(/Game/PrimalEarth/CoreBlueprints/Dino_Character_BP_Climber.Default__Dino_Character_BP_Climber_C) CONTENT: FloorOverride(/Game/PrimalEarth/CoreBlueprints/Dino_Character_BP_Climber.Default__Dino_Character_BP_Climber_C) CONTENT: Too heavy to climb!(/Game/PrimalEarth/CoreBlueprints/Dino_Character_BP_Climber.Default__Dino_Character_BP_Climber_C) CONTENT: Too heavy to wall jump!(/Game/PrimalEarth/CoreBlueprints/Dino_Character_BP_Climber.Default__Dino_Character_BP_Climber_C) CONTENT: Climbing(/Engine/Transient.Default__REINST_Buff_ClimberSeeking_C_11746) CONTENT: Climbing(/Game/PrimalEarth/CoreBlueprints/Buff_ClimberSeeking.Default__Buff_ClimberSeeking_C) CONTENT: ClimbingIKSocket_Front_Top(/Engine/Transient.Default__REINST_RockDrake_Character_BP_C_11762) CONTENT: ClimbingIKSocket_Front_Top_Mid(/Engine/Transient.Default__REINST_RockDrake_Character_BP_C_11762) CONTENT: ClimbingIKSocket_Front_FloorOverride(/Engine/Transient.Default__REINST_RockDrake_Character_BP_C_11762) CONTENT: ClimbingIKSocket_Front_Bottom(/Engine/Transient.Default__REINST_RockDrake_Character_BP_C_11762) CONTENT: ClimbingIKSocket_Front_FloorOverride(/Engine/Transient.Default__REINST_RockDrake_Character_BP_C_11762) CONTENT: ClimbingIKSocket_Back_Top(/Engine/Transient.Default__REINST_RockDrake_Character_BP_C_11762) CONTENT: ClimbingIKSocket_Back_Top_Mid(/Engine/Transient.Default__REINST_RockDrake_Character_BP_C_11762) CONTENT: ClimbingIKSocket_Back_FloorOverride(/Engine/Transient.Default__REINST_RockDrake_Character_BP_C_11762) CONTENT: ClimbingIKSocket_Back_Bottom(/Engine/Transient.Default__REINST_RockDrake_Character_BP_C_11762) CONTENT: ClimbingIKSocket_Back_FloorOverride(/Engine/Transient.Default__REINST_RockDrake_Character_BP_C_11762) CONTENT: Front(/Engine/Transient.Default__REINST_RockDrake_Character_BP_C_11762) CONTENT: Back(/Engine/Transient.Default__REINST_RockDrake_Character_BP_C_11762) CONTENT: Idle(/Engine/Transient.Default__REINST_RockDrake_Character_BP_C_11762) CONTENT: Cute(/Engine/Transient.Default__REINST_RockDrake_Character_BP_C_11762) CONTENT: Action(/Engine/Transient.Default__REINST_RockDrake_Character_BP_C_11762) CONTENT: Action2(/Engine/Transient.Default__REINST_RockDrake_Character_BP_C_11762) CONTENT: Spine_02(/Engine/Transient.Default__REINST_RockDrake_Character_BP_C_11762) CONTENT: Move(/Engine/Transient.Default__REINST_RockDrake_Character_BP_C_11762) CONTENT: Spine_02(/Engine/Transient.Default__REINST_RockDrake_Character_BP_C_11762) CONTENT: Move2(/Engine/Transient.Default__REINST_RockDrake_Character_BP_C_11762) CONTENT: Rock Drake(/Engine/Transient.Default__REINST_RockDrake_Character_BP_C_11762) CONTENT: Not enough stamina to glide!(/Game/Aberration/Dinos/RockDrake/RockDrake_Character_BP.Default__RockDrake_Character_BP_C) CONTENT: Not enough stamina to pounce!(/Game/Aberration/Dinos/RockDrake/RockDrake_Character_BP.Default__RockDrake_Character_BP_C) CONTENT: Not enough stamina to use camo!(/Game/Aberration/Dinos/RockDrake/RockDrake_Character_BP.Default__RockDrake_Character_BP_C) CONTENT: Too heavy to pounce!(/Game/Aberration/Dinos/RockDrake/RockDrake_Character_BP.Default__RockDrake_Character_BP_C) CONTENT: ClimbingIKSocket_Front_Top(/Game/Aberration/Dinos/RockDrake/RockDrake_Character_BP.Default__RockDrake_Character_BP_C) CONTENT: ClimbingIKSocket_Front_Top_Mid(/Game/Aberration/Dinos/RockDrake/RockDrake_Character_BP.Default__RockDrake_Character_BP_C) CONTENT: ClimbingIKSocket_Front_FloorOverride(/Game/Aberration/Dinos/RockDrake/RockDrake_Character_BP.Default__RockDrake_Character_BP_C) CONTENT: ClimbingIKSocket_Front_Bottom(/Game/Aberration/Dinos/RockDrake/RockDrake_Character_BP.Default__RockDrake_Character_BP_C) CONTENT: ClimbingIKSocket_Front_FloorOverride(/Game/Aberration/Dinos/RockDrake/RockDrake_Character_BP.Default__RockDrake_Character_BP_C) CONTENT: ClimbingIKSocket_Back_Top(/Game/Aberration/Dinos/RockDrake/RockDrake_Character_BP.Default__RockDrake_Character_BP_C) CONTENT: ClimbingIKSocket_Back_Top_Mid(/Game/Aberration/Dinos/RockDrake/RockDrake_Character_BP.Default__RockDrake_Character_BP_C) CONTENT: ClimbingIKSocket_Back_FloorOverride(/Game/Aberration/Dinos/RockDrake/RockDrake_Character_BP.Default__RockDrake_Character_BP_C) CONTENT: ClimbingIKSocket_Back_Bottom(/Game/Aberration/Dinos/RockDrake/RockDrake_Character_BP.Default__RockDrake_Character_BP_C) CONTENT: ClimbingIKSocket_Back_FloorOverride(/Game/Aberration/Dinos/RockDrake/RockDrake_Character_BP.Default__RockDrake_Character_BP_C) CONTENT: Front(/Game/Aberration/Dinos/RockDrake/RockDrake_Character_BP.Default__RockDrake_Character_BP_C) CONTENT: Back(/Game/Aberration/Dinos/RockDrake/RockDrake_Character_BP.Default__RockDrake_Character_BP_C) CONTENT: Idle(/Game/Aberration/Dinos/RockDrake/RockDrake_Character_BP.Default__RockDrake_Character_BP_C) CONTENT: Cute(/Game/Aberration/Dinos/RockDrake/RockDrake_Character_BP.Default__RockDrake_Character_BP_C) CONTENT: Action(/Game/Aberration/Dinos/RockDrake/RockDrake_Character_BP.Default__RockDrake_Character_BP_C) CONTENT: Action2(/Game/Aberration/Dinos/RockDrake/RockDrake_Character_BP.Default__RockDrake_Character_BP_C) CONTENT: Spine_02(/Game/Aberration/Dinos/RockDrake/RockDrake_Character_BP.Default__RockDrake_Character_BP_C) CONTENT: Move(/Game/Aberration/Dinos/RockDrake/RockDrake_Character_BP.Default__RockDrake_Character_BP_C) CONTENT: Spine_02(/Game/Aberration/Dinos/RockDrake/RockDrake_Character_BP.Default__RockDrake_Character_BP_C) CONTENT: Move2(/Game/Aberration/Dinos/RockDrake/RockDrake_Character_BP.Default__RockDrake_Character_BP_C) CONTENT: Rock Drake(/Game/Aberration/Dinos/RockDrake/RockDrake_Character_BP.Default__RockDrake_Character_BP_C) CONTENT: Camouflaged(/Engine/Transient.Default__REINST_Buff_RockDrakeCamo_C_11768) CONTENT: Camouflaged(/Game/Aberration/Dinos/RockDrake/Buff_RockDrakeCamo.Default__Buff_RockDrakeCamo_C) CONTENT: Woosh(/Engine/Transient.Default__REINST_Buff_RockDrakeGliding_C_11772) CONTENT: YOU GOIN SO FAST(/Engine/Transient.Default__REINST_Buff_RockDrakeGliding_C_11772) CONTENT: Woosh(/Game/Aberration/Dinos/RockDrake/Buff_RockDrakeGliding.Default__Buff_RockDrakeGliding_C) CONTENT: YOU GOIN SO FAST(/Game/Aberration/Dinos/RockDrake/Buff_RockDrakeGliding.Default__Buff_RockDrakeGliding_C) CONTENT: Rock Drake Nest(/Engine/Transient.Default__REINST_RockDrakeNest_C_11780) CONTENT: Rock Drake Nest(/Game/Aberration/Dinos/RockDrake/RockDrakeNest.Default__RockDrakeNest_C) CONTENT: Nameless Venom(/Engine/Transient.Default__REINST_PrimalItemConsumable_NamelessVenom_C_11784) CONTENT: A volatile substance that can be used to raise Rock Drakes!(/Engine/Transient.Default__REINST_PrimalItemConsumable_NamelessVenom_C_11784) CONTENT: Nameless Venom(/Game/Aberration/CoreBlueprints/Resources/PrimalItemConsumable_NamelessVenom.Default__PrimalItemConsumable_NamelessVenom_C) CONTENT: A volatile substance that can be used to raise Rock Drakes!(/Game/Aberration/CoreBlueprints/Resources/PrimalItemConsumable_NamelessVenom.Default__PrimalItemConsumable_NamelessVenom_C) CONTENT: Metal Cliff Platform(/Engine/Transient.Default__REINST_Metal_Platform_BP_C_11804) CONTENT: Metal Cliff Platform(/Game/Aberration/Structures/CliffPlatforms/Metal_CliffPlatform/Metal_Platform_BP.Default__Metal_Platform_BP_C) CONTENT: Stone Cliff Platform(/Engine/Transient.Default__REINST_Stone_Platform_BP_C_11808) CONTENT: Stone Cliff Platform(/Game/Aberration/Structures/CliffPlatforms/Stone_CliffPlatform/Stone_Platform_BP.Default__Stone_Platform_BP_C) CONTENT: Must contain a fuel, such as wood or thatch, to light the fire. Does something afterward.(/Engine/Transient.Default__REINST_PrimalInventoryBP_BaseAutoGenerateItems_C_11816) CONTENT: Base Fuel Burner(/Engine/Transient.Default__REINST_PrimalInventoryBP_BaseAutoGenerateItems_C_11816) CONTENT: Must contain a fuel, such as wood or thatch, to light the fire. Does something afterward.(/Game/PrimalEarth/CoreBlueprints/Inventories/PrimalInventoryBP_BaseAutoGenerateItems.Default__PrimalInventoryBP_BaseAutoGenerateItems_C) CONTENT: Base Fuel Burner(/Game/PrimalEarth/CoreBlueprints/Inventories/PrimalInventoryBP_BaseAutoGenerateItems.Default__PrimalInventoryBP_BaseAutoGenerateItems_C) CONTENT: Gas Vein(/Engine/Transient.Default__REINST_GasVein_Base_BP_C_11820) CONTENT: Gas Vein(/Game/Aberration/Structures/GasCollector/GasVein_Base_BP.Default__GasVein_Base_BP_C) CONTENT: Turn On(/Engine/Transient.Default__REINST_GasCollector_C_11824) CONTENT: Turn Off(/Engine/Transient.Default__REINST_GasCollector_C_11824) CONTENT: No Ground or Snap Point(/Engine/Transient.Default__REINST_GasCollector_C_11824) CONTENT: Can't Place on Floor(/Engine/Transient.Default__REINST_GasCollector_C_11824) CONTENT: Is Obstructed(/Engine/Transient.Default__REINST_GasCollector_C_11824) CONTENT: Must be placed on a Gas Vein.(/Engine/Transient.Default__REINST_GasCollector_C_11824) CONTENT: Gas Collector(/Engine/Transient.Default__REINST_GasCollector_C_11824) CONTENT: Turn On(/Game/Aberration/Structures/GasCollector/GasCollector.Default__GasCollector_C) CONTENT: Turn Off(/Game/Aberration/Structures/GasCollector/GasCollector.Default__GasCollector_C) CONTENT: No Ground or Snap Point(/Game/Aberration/Structures/GasCollector/GasCollector.Default__GasCollector_C) CONTENT: Can't Place on Floor(/Game/Aberration/Structures/GasCollector/GasCollector.Default__GasCollector_C) CONTENT: Is Obstructed(/Game/Aberration/Structures/GasCollector/GasCollector.Default__GasCollector_C) CONTENT: Must be placed on a Gas Vein.(/Game/Aberration/Structures/GasCollector/GasCollector.Default__GasCollector_C) CONTENT: Gas Collector(/Game/Aberration/Structures/GasCollector/GasCollector.Default__GasCollector_C) CONTENT: Wood Elevator Top Switch(/Engine/Transient.Default__REINST_WoodElevatorTopSwitch_C_11828) CONTENT: Lift Platform(/Game/Aberration/Structures/PrimitiveElevator/WoodElevatorTopSwitch.Default__WoodElevatorTopSwitch_C) CONTENT: Hold to Release Platform(/Game/Aberration/Structures/PrimitiveElevator/WoodElevatorTopSwitch.Default__WoodElevatorTopSwitch_C) CONTENT: Wood Elevator Top Switch(/Game/Aberration/Structures/PrimitiveElevator/WoodElevatorTopSwitch.Default__WoodElevatorTopSwitch_C) CONTENT: Elevator Platform(/Engine/Transient.Default__REINST_ElevatorPlatform_Base_C_11832) CONTENT: Elevator Platform(/Game/PrimalEarth/Structures/BuildingBases/ElevatorPlatform_Base.Default__ElevatorPlatform_Base_C) CONTENT: Wood Elevator Platform(/Engine/Transient.Default__REINST_WoodElevatorPlatform_Base_C_11836) CONTENT: Wood Elevator Platform(/Game/Aberration/Structures/PrimitiveElevator/WoodElevatorPlatform_Base.Default__WoodElevatorPlatform_Base_C) CONTENT: Wood Elevator Track(/Engine/Transient.Default__REINST_WoodElevatorTrack_C_11852) CONTENT: Wood Elevator Track(/Game/Aberration/Structures/PrimitiveElevator/WoodElevatorTrack.Default__WoodElevatorTrack_C) CONTENT: Elevator Track(/Engine/Transient.Default__REINST_ElevatorTrack_Base_C_11856) CONTENT: Elevator Track(/Game/PrimalEarth/Structures/BuildingBases/ElevatorTrack_Base.Default__ElevatorTrack_Base_C) CONTENT: Small Elevator Platform(/Engine/Transient.Default__REINST_ElevatorPlatform_Small_C_11864) CONTENT: Small Elevator Platform(/Game/PrimalEarth/Structures/BuildingBases/ElevatorPlatform_Small.Default__ElevatorPlatform_Small_C) CONTENT: Medium Elevator Platform(/Engine/Transient.Default__REINST_ElevatorPlatform_Medium_C_11868) CONTENT: Medium Elevator Platform(/Game/PrimalEarth/Structures/BuildingBases/ElevatorPlatform_Medium.Default__ElevatorPlatform_Medium_C) CONTENT: Large Elevator Platform(/Engine/Transient.Default__REINST_ElevatorPlatfrom_Large_C_11872) CONTENT: Large Elevator Platform(/Game/PrimalEarth/Structures/BuildingBases/ElevatorPlatfrom_Large.Default__ElevatorPlatfrom_Large_C) CONTENT: Dino Spawner(/Engine/Transient.Default__REINST_PrimalItem_DinoSpawner_Base_C_11876) CONTENT: Use this item to spawn a dino!(/Engine/Transient.Default__REINST_PrimalItem_DinoSpawner_Base_C_11876) LITERAL: {stat} : {value}(/Game/Extinction/CoreBlueprints/Items/PrimalItem_DinoSpawner_Base.PrimalItem_DinoSpawner_Base:EdGraph_39216.K2Node_CallFunction_94790) LITERAL: stat(/Game/Extinction/CoreBlueprints/Items/PrimalItem_DinoSpawner_Base.PrimalItem_DinoSpawner_Base:EdGraph_39216.K2Node_MakeStruct_613) LITERAL: value(/Game/Extinction/CoreBlueprints/Items/PrimalItem_DinoSpawner_Base.PrimalItem_DinoSpawner_Base:EdGraph_39216.K2Node_MakeStruct_614) LITERAL: {statName}: {statValue}(/Game/Extinction/CoreBlueprints/Items/PrimalItem_DinoSpawner_Base.PrimalItem_DinoSpawner_Base:EdGraph_39219.K2Node_CallFunction_94800) LITERAL: statName(/Game/Extinction/CoreBlueprints/Items/PrimalItem_DinoSpawner_Base.PrimalItem_DinoSpawner_Base:EdGraph_39219.K2Node_MakeStruct_615) LITERAL: statValue(/Game/Extinction/CoreBlueprints/Items/PrimalItem_DinoSpawner_Base.PrimalItem_DinoSpawner_Base:EdGraph_39219.K2Node_MakeStruct_616) LITERAL: Item({itemVal}) -> Dino({dinoVal})(/Game/Extinction/CoreBlueprints/Items/PrimalItem_DinoSpawner_Base.PrimalItem_DinoSpawner_Base:EdGraph_39219.K2Node_CallFunction_94803) LITERAL: itemVal(/Game/Extinction/CoreBlueprints/Items/PrimalItem_DinoSpawner_Base.PrimalItem_DinoSpawner_Base:EdGraph_39219.K2Node_MakeStruct_617) LITERAL: dinoVal(/Game/Extinction/CoreBlueprints/Items/PrimalItem_DinoSpawner_Base.PrimalItem_DinoSpawner_Base:EdGraph_39219.K2Node_MakeStruct_618) CONTENT: Dino Spawner(/Game/Extinction/CoreBlueprints/Items/PrimalItem_DinoSpawner_Base.Default__PrimalItem_DinoSpawner_Base_C) CONTENT: Use this item to spawn a dino!(/Game/Extinction/CoreBlueprints/Items/PrimalItem_DinoSpawner_Base.Default__PrimalItem_DinoSpawner_Base_C) CONTENT: /Game/Extinction/Dinos/Enforcer/Enforcer_Character_BP.Enforcer_Character_BP(/Engine/Transient.Default__REINST_PrimalItem_Spawner_Enforcer_C_11880) CONTENT: Unassembled Enforcer(/Engine/Transient.Default__REINST_PrimalItem_Spawner_Enforcer_C_11880) CONTENT: Use this item to assemble a new Enforcer!(/Engine/Transient.Default__REINST_PrimalItem_Spawner_Enforcer_C_11880) CONTENT: Vehicles(/Engine/Transient.Default__REINST_PrimalItem_Spawner_Enforcer_C_11880) CONTENT: Construct(/Engine/Transient.Default__REINST_PrimalItem_Spawner_Enforcer_C_11880) LITERAL: E{prefix}{num1}-{num2}{midchar}{num3}-{num4}{suffix}(/Game/Extinction/CoreBlueprints/Items/PrimalItem_Spawner_Enforcer.PrimalItem_Spawner_Enforcer:EdGraph_39238.K2Node_CallFunction_94833) LITERAL: prefix(/Game/Extinction/CoreBlueprints/Items/PrimalItem_Spawner_Enforcer.PrimalItem_Spawner_Enforcer:EdGraph_39238.K2Node_MakeStruct_619) LITERAL: num1(/Game/Extinction/CoreBlueprints/Items/PrimalItem_Spawner_Enforcer.PrimalItem_Spawner_Enforcer:EdGraph_39238.K2Node_MakeStruct_620) LITERAL: num2(/Game/Extinction/CoreBlueprints/Items/PrimalItem_Spawner_Enforcer.PrimalItem_Spawner_Enforcer:EdGraph_39238.K2Node_MakeStruct_621) LITERAL: midchar(/Game/Extinction/CoreBlueprints/Items/PrimalItem_Spawner_Enforcer.PrimalItem_Spawner_Enforcer:EdGraph_39238.K2Node_MakeStruct_622) LITERAL: num3(/Game/Extinction/CoreBlueprints/Items/PrimalItem_Spawner_Enforcer.PrimalItem_Spawner_Enforcer:EdGraph_39238.K2Node_MakeStruct_623) LITERAL: num4(/Game/Extinction/CoreBlueprints/Items/PrimalItem_Spawner_Enforcer.PrimalItem_Spawner_Enforcer:EdGraph_39238.K2Node_MakeStruct_624) LITERAL: suffix(/Game/Extinction/CoreBlueprints/Items/PrimalItem_Spawner_Enforcer.PrimalItem_Spawner_Enforcer:EdGraph_39238.K2Node_MakeStruct_625) CONTENT: Energy(/Game/Extinction/CoreBlueprints/Items/PrimalItem_Spawner_Enforcer.Default__PrimalItem_Spawner_Enforcer_C) CONTENT: Damage(/Game/Extinction/CoreBlueprints/Items/PrimalItem_Spawner_Enforcer.Default__PrimalItem_Spawner_Enforcer_C) CONTENT: /Game/Extinction/Dinos/Enforcer/Enforcer_Character_BP.Enforcer_Character_BP(/Game/Extinction/CoreBlueprints/Items/PrimalItem_Spawner_Enforcer.Default__PrimalItem_Spawner_Enforcer_C) CONTENT: Unassembled Enforcer(/Game/Extinction/CoreBlueprints/Items/PrimalItem_Spawner_Enforcer.Default__PrimalItem_Spawner_Enforcer_C) CONTENT: Use this item to assemble a new Enforcer!(/Game/Extinction/CoreBlueprints/Items/PrimalItem_Spawner_Enforcer.Default__PrimalItem_Spawner_Enforcer_C) CONTENT: Vehicles(/Game/Extinction/CoreBlueprints/Items/PrimalItem_Spawner_Enforcer.Default__PrimalItem_Spawner_Enforcer_C) CONTENT: Construct(/Game/Extinction/CoreBlueprints/Items/PrimalItem_Spawner_Enforcer.Default__PrimalItem_Spawner_Enforcer_C) CONTENT: /Game/Extinction/Dinos/Mek/Mek_Character_BP.Mek_Character_BP(/Engine/Transient.Default__REINST_PrimalItem_Spawner_Mek_C_11884) CONTENT: Unassembled Mek(/Engine/Transient.Default__REINST_PrimalItem_Spawner_Mek_C_11884) CONTENT: Use this item to assemble a new Mek!(/Engine/Transient.Default__REINST_PrimalItem_Spawner_Mek_C_11884) CONTENT: Vehicles(/Engine/Transient.Default__REINST_PrimalItem_Spawner_Mek_C_11884) CONTENT: Construct(/Engine/Transient.Default__REINST_PrimalItem_Spawner_Mek_C_11884) CONTENT: /Game/Extinction/Dinos/Mek/Mek_Character_BP.Mek_Character_BP(/Game/Extinction/CoreBlueprints/Items/PrimalItem_Spawner_Mek.Default__PrimalItem_Spawner_Mek_C) CONTENT: Unassembled Mek(/Game/Extinction/CoreBlueprints/Items/PrimalItem_Spawner_Mek.Default__PrimalItem_Spawner_Mek_C) CONTENT: Use this item to assemble a new Mek!(/Game/Extinction/CoreBlueprints/Items/PrimalItem_Spawner_Mek.Default__PrimalItem_Spawner_Mek_C) CONTENT: Vehicles(/Game/Extinction/CoreBlueprints/Items/PrimalItem_Spawner_Mek.Default__PrimalItem_Spawner_Mek_C) CONTENT: Construct(/Game/Extinction/CoreBlueprints/Items/PrimalItem_Spawner_Mek.Default__PrimalItem_Spawner_Mek_C) CONTENT: Gravity Grenade(/Engine/Transient.Default__REINST_Buff_TekGravityGrenadeForce_C_11890) CONTENT: Gravity Grenade(/Game/Extinction/CoreBlueprints/Buffs/Buff_TekGravityGrenadeForce.Default__Buff_TekGravityGrenadeForce_C) CONTENT: Idle(/Engine/Transient.Default__REINST_Scout_Character_BP_C_11918) CONTENT: back_JNT(/Engine/Transient.Default__REINST_Scout_Character_BP_C_11918) CONTENT: Cute(/Engine/Transient.Default__REINST_Scout_Character_BP_C_11918) CONTENT: back_JNT(/Engine/Transient.Default__REINST_Scout_Character_BP_C_11918) CONTENT: Move(/Engine/Transient.Default__REINST_Scout_Character_BP_C_11918) CONTENT: back_JNT(/Engine/Transient.Default__REINST_Scout_Character_BP_C_11918) CONTENT: Scout(/Engine/Transient.Default__REINST_Scout_Character_BP_C_11918) LITERAL: IsFirstPerson {0} Res {1}(/Game/Extinction/Dinos/Scout/Scout_Character_BP.Scout_Character_BP:ExecuteUbergraph_Scout_Character_BP.K2Node_CallFunction_96254) LITERAL: 0(/Game/Extinction/Dinos/Scout/Scout_Character_BP.Scout_Character_BP:ExecuteUbergraph_Scout_Character_BP.K2Node_MakeStruct_628) LITERAL: 1(/Game/Extinction/Dinos/Scout/Scout_Character_BP.Scout_Character_BP:ExecuteUbergraph_Scout_Character_BP.K2Node_MakeStruct_629) LITERAL: Warning: Low {0} remaining.(/Game/Extinction/Dinos/Scout/Scout_Character_BP.Scout_Character_BP:ExecuteUbergraph_Scout_Character_BP.K2Node_CallFunction_96255) LITERAL: 0(/Game/Extinction/Dinos/Scout/Scout_Character_BP.Scout_Character_BP:ExecuteUbergraph_Scout_Character_BP.K2Node_MakeStruct_630) LITERAL: Warning: Nearing {0} operational range. Proceeding will result in a disconnect.(/Game/Extinction/Dinos/Scout/Scout_Character_BP.Scout_Character_BP:ExecuteUbergraph_Scout_Character_BP.K2Node_CallFunction_96256) LITERAL: 0(/Game/Extinction/Dinos/Scout/Scout_Character_BP.Scout_Character_BP:ExecuteUbergraph_Scout_Character_BP.K2Node_MakeStruct_631) LITERAL: {0}. {1} remaining.(/Game/Extinction/Dinos/Scout/Scout_Character_BP.Scout_Character_BP:ExecuteUbergraph_Scout_Character_BP.K2Node_CallFunction_96257) LITERAL: 0(/Game/Extinction/Dinos/Scout/Scout_Character_BP.Scout_Character_BP:ExecuteUbergraph_Scout_Character_BP.K2Node_MakeStruct_632) LITERAL: 1(/Game/Extinction/Dinos/Scout/Scout_Character_BP.Scout_Character_BP:ExecuteUbergraph_Scout_Character_BP.K2Node_MakeStruct_633) LITERAL: Out of Energy. Disconnecting...(/Game/Extinction/Dinos/Scout/Scout_Character_BP.Scout_Character_BP:ExecuteUbergraph_Scout_Character_BP.K2Node_CallFunction_96258) LITERAL: Scale {0} UniformScale {1} Size {2}(/Game/Extinction/Dinos/Scout/Scout_Character_BP.Scout_Character_BP:EdGraph_39417.K2Node_CallFunction_96346) LITERAL: 0(/Game/Extinction/Dinos/Scout/Scout_Character_BP.Scout_Character_BP:EdGraph_39417.K2Node_MakeStruct_634) LITERAL: 1(/Game/Extinction/Dinos/Scout/Scout_Character_BP.Scout_Character_BP:EdGraph_39417.K2Node_MakeStruct_635) LITERAL: 2(/Game/Extinction/Dinos/Scout/Scout_Character_BP.Scout_Character_BP:EdGraph_39417.K2Node_MakeStruct_636) LITERAL: Current Roll {0} TargetRoll {1}(/Game/Extinction/Dinos/Scout/Scout_Character_BP.Scout_Character_BP:EdGraph_39423.K2Node_CallFunction_96352) LITERAL: 0(/Game/Extinction/Dinos/Scout/Scout_Character_BP.Scout_Character_BP:EdGraph_39423.K2Node_MakeStruct_637) LITERAL: 1(/Game/Extinction/Dinos/Scout/Scout_Character_BP.Scout_Character_BP:EdGraph_39423.K2Node_MakeStruct_638) LITERAL: {0}{1}(/Game/Extinction/Dinos/Scout/Scout_Character_BP.Scout_Character_BP:EdGraph_39428.K2Node_CallFunction_96355) LITERAL: 0(/Game/Extinction/Dinos/Scout/Scout_Character_BP.Scout_Character_BP:EdGraph_39428.K2Node_MakeStruct_639) LITERAL: 1(/Game/Extinction/Dinos/Scout/Scout_Character_BP.Scout_Character_BP:EdGraph_39428.K2Node_MakeStruct_640) LITERAL: Stat {0} Val {1}(/Game/Extinction/Dinos/Scout/Scout_Character_BP.Scout_Character_BP:EdGraph_39445.K2Node_CallFunction_96367) LITERAL: 0(/Game/Extinction/Dinos/Scout/Scout_Character_BP.Scout_Character_BP:EdGraph_39445.K2Node_MakeStruct_641) LITERAL: 1(/Game/Extinction/Dinos/Scout/Scout_Character_BP.Scout_Character_BP:EdGraph_39445.K2Node_MakeStruct_642) CONTENT: Energy(/Game/Extinction/Dinos/Scout/Scout_Character_BP.Default__Scout_Character_BP_C) CONTENT: Idle(/Game/Extinction/Dinos/Scout/Scout_Character_BP.Default__Scout_Character_BP_C) CONTENT: back_JNT(/Game/Extinction/Dinos/Scout/Scout_Character_BP.Default__Scout_Character_BP_C) CONTENT: Cute(/Game/Extinction/Dinos/Scout/Scout_Character_BP.Default__Scout_Character_BP_C) CONTENT: back_JNT(/Game/Extinction/Dinos/Scout/Scout_Character_BP.Default__Scout_Character_BP_C) CONTENT: Move(/Game/Extinction/Dinos/Scout/Scout_Character_BP.Default__Scout_Character_BP_C) CONTENT: back_JNT(/Game/Extinction/Dinos/Scout/Scout_Character_BP.Default__Scout_Character_BP_C) CONTENT: Scout(/Game/Extinction/Dinos/Scout/Scout_Character_BP.Default__Scout_Character_BP_C) LITERAL: Buff: {0} Scout: {1} Player: {2}(/Game/Extinction/Dinos/Scout/Buff_ScoutVision.Buff_ScoutVision:ExecuteUbergraph_Buff_ScoutVision.K2Node_CallFunction_96571) LITERAL: 0(/Game/Extinction/Dinos/Scout/Buff_ScoutVision.Buff_ScoutVision:ExecuteUbergraph_Buff_ScoutVision.K2Node_MakeStruct_643) LITERAL: 1(/Game/Extinction/Dinos/Scout/Buff_ScoutVision.Buff_ScoutVision:ExecuteUbergraph_Buff_ScoutVision.K2Node_MakeStruct_644) LITERAL: 2(/Game/Extinction/Dinos/Scout/Buff_ScoutVision.Buff_ScoutVision:ExecuteUbergraph_Buff_ScoutVision.K2Node_MakeStruct_645) LITERAL: Talker {0} ScoutReplicated {1}(/Game/Extinction/Dinos/Scout/Buff_ScoutVision.Buff_ScoutVision:EdGraph_39485.K2Node_CallFunction_96578) LITERAL: 0(/Game/Extinction/Dinos/Scout/Buff_ScoutVision.Buff_ScoutVision:EdGraph_39485.K2Node_MakeStruct_646) LITERAL: 1(/Game/Extinction/Dinos/Scout/Buff_ScoutVision.Buff_ScoutVision:EdGraph_39485.K2Node_MakeStruct_647) LITERAL: Scout {0} PlayerOwnedScout {1} TrackerState {3} ScoutDistanceFromOwner {4}(/Game/Extinction/CoreBlueprints/Buffs/Buff_ScoutTracker.Buff_ScoutTracker:EdGraph_39509.K2Node_CallFunction_96635) LITERAL: 0(/Game/Extinction/CoreBlueprints/Buffs/Buff_ScoutTracker.Buff_ScoutTracker:EdGraph_39509.K2Node_MakeStruct_648) LITERAL: 1(/Game/Extinction/CoreBlueprints/Buffs/Buff_ScoutTracker.Buff_ScoutTracker:EdGraph_39509.K2Node_MakeStruct_649) LITERAL: 3(/Game/Extinction/CoreBlueprints/Buffs/Buff_ScoutTracker.Buff_ScoutTracker:EdGraph_39509.K2Node_MakeStruct_650) LITERAL: 4(/Game/Extinction/CoreBlueprints/Buffs/Buff_ScoutTracker.Buff_ScoutTracker:EdGraph_39509.K2Node_MakeStruct_651) CONTENT: Scout Remote(/Engine/Transient.Default__REINST_PrimalItem_WeaponScoutRemote_C_11934) CONTENT: Vehicles(/Engine/Transient.Default__REINST_PrimalItem_WeaponScoutRemote_C_11934) CONTENT: Drone(/Engine/Transient.Default__REINST_PrimalItem_WeaponScoutRemote_C_11934) LITERAL: Ret {0} Res {1}(/Game/Extinction/Dinos/Scout/PrimalItem_WeaponScoutRemote.PrimalItem_WeaponScoutRemote:EdGraph_39564.K2Node_CallFunction_96803) LITERAL: 0(/Game/Extinction/Dinos/Scout/PrimalItem_WeaponScoutRemote.PrimalItem_WeaponScoutRemote:EdGraph_39564.K2Node_MakeStruct_652) LITERAL: 1(/Game/Extinction/Dinos/Scout/PrimalItem_WeaponScoutRemote.PrimalItem_WeaponScoutRemote:EdGraph_39564.K2Node_MakeStruct_653) LITERAL: Range {0} Stam {1} Ele {2} Scout {3} Player {4} Distance {5}(/Game/Extinction/Dinos/Scout/PrimalItem_WeaponScoutRemote.PrimalItem_WeaponScoutRemote:EdGraph_39564.K2Node_CallFunction_96804) LITERAL: 0(/Game/Extinction/Dinos/Scout/PrimalItem_WeaponScoutRemote.PrimalItem_WeaponScoutRemote:EdGraph_39564.K2Node_MakeStruct_654) LITERAL: 1(/Game/Extinction/Dinos/Scout/PrimalItem_WeaponScoutRemote.PrimalItem_WeaponScoutRemote:EdGraph_39564.K2Node_MakeStruct_655) LITERAL: 2(/Game/Extinction/Dinos/Scout/PrimalItem_WeaponScoutRemote.PrimalItem_WeaponScoutRemote:EdGraph_39564.K2Node_MakeStruct_656) LITERAL: 3(/Game/Extinction/Dinos/Scout/PrimalItem_WeaponScoutRemote.PrimalItem_WeaponScoutRemote:EdGraph_39564.K2Node_MakeStruct_657) LITERAL: 4(/Game/Extinction/Dinos/Scout/PrimalItem_WeaponScoutRemote.PrimalItem_WeaponScoutRemote:EdGraph_39564.K2Node_MakeStruct_658) LITERAL: 5(/Game/Extinction/Dinos/Scout/PrimalItem_WeaponScoutRemote.PrimalItem_WeaponScoutRemote:EdGraph_39564.K2Node_MakeStruct_659) LITERAL: RetVal {0} Num {1}(/Game/Extinction/Dinos/Scout/PrimalItem_WeaponScoutRemote.PrimalItem_WeaponScoutRemote:EdGraph_39564.K2Node_CallFunction_96805) LITERAL: 0(/Game/Extinction/Dinos/Scout/PrimalItem_WeaponScoutRemote.PrimalItem_WeaponScoutRemote:EdGraph_39564.K2Node_MakeStruct_660) LITERAL: 1(/Game/Extinction/Dinos/Scout/PrimalItem_WeaponScoutRemote.PrimalItem_WeaponScoutRemote:EdGraph_39564.K2Node_MakeStruct_661) LITERAL: Actor {1} Buff {2}(/Game/Extinction/Dinos/Scout/PrimalItem_WeaponScoutRemote.PrimalItem_WeaponScoutRemote:EdGraph_39564.K2Node_CallFunction_96807) LITERAL: 1(/Game/Extinction/Dinos/Scout/PrimalItem_WeaponScoutRemote.PrimalItem_WeaponScoutRemote:EdGraph_39564.K2Node_MakeStruct_662) LITERAL: 2(/Game/Extinction/Dinos/Scout/PrimalItem_WeaponScoutRemote.PrimalItem_WeaponScoutRemote:EdGraph_39564.K2Node_MakeStruct_663) LITERAL: {0}\n Level: {1}\n(/Game/Extinction/Dinos/Scout/PrimalItem_WeaponScoutRemote.PrimalItem_WeaponScoutRemote:EdGraph_39568.K2Node_CallFunction_96810) LITERAL: 0(/Game/Extinction/Dinos/Scout/PrimalItem_WeaponScoutRemote.PrimalItem_WeaponScoutRemote:EdGraph_39568.K2Node_MakeStruct_664) LITERAL: 1(/Game/Extinction/Dinos/Scout/PrimalItem_WeaponScoutRemote.PrimalItem_WeaponScoutRemote:EdGraph_39568.K2Node_MakeStruct_665) LITERAL: {0}\n{2} {1} (/Game/Extinction/Dinos/Scout/PrimalItem_WeaponScoutRemote.PrimalItem_WeaponScoutRemote:EdGraph_39568.K2Node_CallFunction_96811) LITERAL: 0(/Game/Extinction/Dinos/Scout/PrimalItem_WeaponScoutRemote.PrimalItem_WeaponScoutRemote:EdGraph_39568.K2Node_MakeStruct_666) LITERAL: 2(/Game/Extinction/Dinos/Scout/PrimalItem_WeaponScoutRemote.PrimalItem_WeaponScoutRemote:EdGraph_39568.K2Node_MakeStruct_667) LITERAL: 1(/Game/Extinction/Dinos/Scout/PrimalItem_WeaponScoutRemote.PrimalItem_WeaponScoutRemote:EdGraph_39568.K2Node_MakeStruct_668) LITERAL: Energy Per {0}(/Game/Extinction/Dinos/Scout/PrimalItem_WeaponScoutRemote.PrimalItem_WeaponScoutRemote:EdGraph_39568.K2Node_CallFunction_96815) LITERAL: 0(/Game/Extinction/Dinos/Scout/PrimalItem_WeaponScoutRemote.PrimalItem_WeaponScoutRemote:EdGraph_39568.K2Node_MakeStruct_669) CONTENT: Scout(/Game/Extinction/Dinos/Scout/PrimalItem_WeaponScoutRemote.Default__PrimalItem_WeaponScoutRemote_C) CONTENT: Scout Remote(/Game/Extinction/Dinos/Scout/PrimalItem_WeaponScoutRemote.Default__PrimalItem_WeaponScoutRemote_C) CONTENT: Vehicles(/Game/Extinction/Dinos/Scout/PrimalItem_WeaponScoutRemote.Default__PrimalItem_WeaponScoutRemote_C) CONTENT: Drone(/Game/Extinction/Dinos/Scout/PrimalItem_WeaponScoutRemote.Default__PrimalItem_WeaponScoutRemote_C) LITERAL: {0}\n{1}(/Game/Extinction/Dinos/Scout/WeapScoutRemote.WeapScoutRemote:ExecuteUbergraph_WeapScoutRemote.K2Node_CallFunction_97014) LITERAL: 0(/Game/Extinction/Dinos/Scout/WeapScoutRemote.WeapScoutRemote:ExecuteUbergraph_WeapScoutRemote.K2Node_MakeStruct_672) LITERAL: 1(/Game/Extinction/Dinos/Scout/WeapScoutRemote.WeapScoutRemote:ExecuteUbergraph_WeapScoutRemote.K2Node_MakeStruct_673) LITERAL: Replicated GoggleMode {0} FiredSCout {1}(/Game/Extinction/Dinos/Scout/WeapScoutRemote.WeapScoutRemote:ExecuteUbergraph_WeapScoutRemote.K2Node_CallFunction_97015) LITERAL: 0(/Game/Extinction/Dinos/Scout/WeapScoutRemote.WeapScoutRemote:ExecuteUbergraph_WeapScoutRemote.K2Node_MakeStruct_674) LITERAL: 1(/Game/Extinction/Dinos/Scout/WeapScoutRemote.WeapScoutRemote:ExecuteUbergraph_WeapScoutRemote.K2Node_MakeStruct_675) LITERAL: Client CanFire {0}(/Game/Extinction/Dinos/Scout/WeapScoutRemote.WeapScoutRemote:EdGraph_39613.K2Node_CallFunction_97032) LITERAL: 0(/Game/Extinction/Dinos/Scout/WeapScoutRemote.WeapScoutRemote:EdGraph_39613.K2Node_MakeStruct_676) LITERAL: Scout out of energy, {0} required.(/Game/Extinction/Dinos/Scout/WeapScoutRemote.WeapScoutRemote:EdGraph_39613.K2Node_CallFunction_97033) LITERAL: 0(/Game/Extinction/Dinos/Scout/WeapScoutRemote.WeapScoutRemote:EdGraph_39613.K2Node_MakeStruct_677) LITERAL: {0} {1} is required for Scout operation.(/Game/Extinction/Dinos/Scout/WeapScoutRemote.WeapScoutRemote:EdGraph_39613.K2Node_CallFunction_97034) LITERAL: 0(/Game/Extinction/Dinos/Scout/WeapScoutRemote.WeapScoutRemote:EdGraph_39613.K2Node_MakeStruct_678) LITERAL: 1(/Game/Extinction/Dinos/Scout/WeapScoutRemote.WeapScoutRemote:EdGraph_39613.K2Node_MakeStruct_679) LITERAL: IsLocallyControlledByPlayer {0} Pawn {1} FPV {2}(/Game/Extinction/Dinos/Scout/WeapScoutRemote.WeapScoutRemote:EdGraph_39630.K2Node_CallFunction_97038) LITERAL: 0(/Game/Extinction/Dinos/Scout/WeapScoutRemote.WeapScoutRemote:EdGraph_39630.K2Node_MakeStruct_680) LITERAL: 1(/Game/Extinction/Dinos/Scout/WeapScoutRemote.WeapScoutRemote:EdGraph_39630.K2Node_MakeStruct_681) LITERAL: 2(/Game/Extinction/Dinos/Scout/WeapScoutRemote.WeapScoutRemote:EdGraph_39630.K2Node_MakeStruct_682) LITERAL: LastTooltipInfoText {0}(/Game/Extinction/Dinos/Scout/WeapScoutRemote.WeapScoutRemote:EdGraph_39644.K2Node_CallFunction_97039) LITERAL: 0(/Game/Extinction/Dinos/Scout/WeapScoutRemote.WeapScoutRemote:EdGraph_39644.K2Node_MakeStruct_683) LITERAL: Name {0} Blocking {1} Comp {2}(/Game/Extinction/Dinos/Scout/DinoAttackStateRanged_Scout.DinoAttackStateRanged_Scout:EdGraph_39655.K2Node_CallFunction_97075) LITERAL: 0(/Game/Extinction/Dinos/Scout/DinoAttackStateRanged_Scout.DinoAttackStateRanged_Scout:EdGraph_39655.K2Node_MakeStruct_684) LITERAL: 1(/Game/Extinction/Dinos/Scout/DinoAttackStateRanged_Scout.DinoAttackStateRanged_Scout:EdGraph_39655.K2Node_MakeStruct_685) LITERAL: 2(/Game/Extinction/Dinos/Scout/DinoAttackStateRanged_Scout.DinoAttackStateRanged_Scout:EdGraph_39655.K2Node_MakeStruct_686) LITERAL: Valid {0} Distance {1}(/Game/Extinction/Dinos/Scout/DinoAttackStateRanged_Scout.DinoAttackStateRanged_Scout:EdGraph_39659.K2Node_CallFunction_97076) LITERAL: 0(/Game/Extinction/Dinos/Scout/DinoAttackStateRanged_Scout.DinoAttackStateRanged_Scout:EdGraph_39659.K2Node_MakeStruct_687) LITERAL: 1(/Game/Extinction/Dinos/Scout/DinoAttackStateRanged_Scout.DinoAttackStateRanged_Scout:EdGraph_39659.K2Node_MakeStruct_688) LITERAL: Color{0}(/Game/Extinction/Dinos/Scout/ScoutReturnToThrower_Actor.ScoutReturnToThrower_Actor:EdGraph_39693.K2Node_CallFunction_97130) LITERAL: 0(/Game/Extinction/Dinos/Scout/ScoutReturnToThrower_Actor.ScoutReturnToThrower_Actor:EdGraph_39693.K2Node_MakeStruct_689) LITERAL: UsingColorizedColor{0}(/Game/Extinction/Dinos/Scout/ScoutReturnToThrower_Actor.ScoutReturnToThrower_Actor:EdGraph_39693.K2Node_CallFunction_97131) LITERAL: 0(/Game/Extinction/Dinos/Scout/ScoutReturnToThrower_Actor.ScoutReturnToThrower_Actor:EdGraph_39693.K2Node_MakeStruct_690) LITERAL: UsingColorizedColor{0}(/Game/Extinction/Dinos/Scout/ScoutReturnToThrower_Actor.ScoutReturnToThrower_Actor:EdGraph_39693.K2Node_CallFunction_97132) LITERAL: 0(/Game/Extinction/Dinos/Scout/ScoutReturnToThrower_Actor.ScoutReturnToThrower_Actor:EdGraph_39693.K2Node_MakeStruct_691) CONTENT: Desert Goggles and Hat(/Engine/Transient.Default__REINST_PrimalItemArmor_DesertClothGogglesHelmet_C_11982) CONTENT: You can see better during sandstorms. Provides some protection from the heat and cold, but only minimal protection from injuries.(/Engine/Transient.Default__REINST_PrimalItemArmor_DesertClothGogglesHelmet_C_11982) CONTENT: Armor(/Engine/Transient.Default__REINST_PrimalItemArmor_DesertClothGogglesHelmet_C_11982) CONTENT: Desert Cloth(/Engine/Transient.Default__REINST_PrimalItemArmor_DesertClothGogglesHelmet_C_11982) CONTENT: Desert Goggles and Hat(/Game/ScorchedEarth/Outfits/PrimalItemArmor_DesertClothGogglesHelmet.Default__PrimalItemArmor_DesertClothGogglesHelmet_C) CONTENT: You can see better during sandstorms. Provides some protection from the heat and cold, but only minimal protection from injuries.(/Game/ScorchedEarth/Outfits/PrimalItemArmor_DesertClothGogglesHelmet.Default__PrimalItemArmor_DesertClothGogglesHelmet_C) CONTENT: Armor(/Game/ScorchedEarth/Outfits/PrimalItemArmor_DesertClothGogglesHelmet.Default__PrimalItemArmor_DesertClothGogglesHelmet_C) CONTENT: Desert Cloth(/Game/ScorchedEarth/Outfits/PrimalItemArmor_DesertClothGogglesHelmet.Default__PrimalItemArmor_DesertClothGogglesHelmet_C) CONTENT: Flashbang'd(/Engine/Transient.Default__REINST_Buff_Flashbang_PlayerPawn_C_11998) CONTENT: You have been blinded and your ears are ringing!(/Engine/Transient.Default__REINST_Buff_Flashbang_PlayerPawn_C_11998) CONTENT: Flashbang'd(/Game/Aberration/CoreBlueprints/Buffs/Buff_Flashbang_PlayerPawn.Default__Buff_Flashbang_PlayerPawn_C) CONTENT: You have been blinded and your ears are ringing!(/Game/Aberration/CoreBlueprints/Buffs/Buff_Flashbang_PlayerPawn.Default__Buff_Flashbang_PlayerPawn_C) LITERAL: Dist {0} {1}(/Game/Extinction/Dinos/Scout/Task_Scout_Strafe.Task_Scout_Strafe:ExecuteUbergraph_Task_Scout_Strafe.K2Node_CallFunction_97637) LITERAL: 0(/Game/Extinction/Dinos/Scout/Task_Scout_Strafe.Task_Scout_Strafe:ExecuteUbergraph_Task_Scout_Strafe.K2Node_MakeStruct_692) LITERAL: 1(/Game/Extinction/Dinos/Scout/Task_Scout_Strafe.Task_Scout_Strafe:ExecuteUbergraph_Task_Scout_Strafe.K2Node_MakeStruct_693) LITERAL: Changed State To {0}(/Game/Extinction/Dinos/Scout/Task_Scout_Strafe.Task_Scout_Strafe:EdGraph_39861.K2Node_CallFunction_97642) LITERAL: 0(/Game/Extinction/Dinos/Scout/Task_Scout_Strafe.Task_Scout_Strafe:EdGraph_39861.K2Node_MakeStruct_694) CONTENT: MeshBendSocket_Front_Top(/Engine/Transient.Default__REINST_Enforcer_Character_BP_C_12040) CONTENT: MeshBendSocket_Front_FloorOverride(/Engine/Transient.Default__REINST_Enforcer_Character_BP_C_12040) CONTENT: MeshBendSocket_Front_Bottom(/Engine/Transient.Default__REINST_Enforcer_Character_BP_C_12040) CONTENT: MeshBendSocket_Front_FloorOverride(/Engine/Transient.Default__REINST_Enforcer_Character_BP_C_12040) CONTENT: MeshBendSocket_Back_Top(/Engine/Transient.Default__REINST_Enforcer_Character_BP_C_12040) CONTENT: MeshBendSocket_Back_FloorOverride(/Engine/Transient.Default__REINST_Enforcer_Character_BP_C_12040) CONTENT: MeshBendSocket_Back_Bottom(/Engine/Transient.Default__REINST_Enforcer_Character_BP_C_12040) CONTENT: MeshBendSocket_Back_FloorOverride(/Engine/Transient.Default__REINST_Enforcer_Character_BP_C_12040) CONTENT: Front(/Engine/Transient.Default__REINST_Enforcer_Character_BP_C_12040) CONTENT: Back(/Engine/Transient.Default__REINST_Enforcer_Character_BP_C_12040) CONTENT: Idle(/Engine/Transient.Default__REINST_Enforcer_Character_BP_C_12040) CONTENT: Alert(/Engine/Transient.Default__REINST_Enforcer_Character_BP_C_12040) CONTENT: Action(/Engine/Transient.Default__REINST_Enforcer_Character_BP_C_12040) CONTENT: Move(/Engine/Transient.Default__REINST_Enforcer_Character_BP_C_12040) CONTENT: Enforcer(/Engine/Transient.Default__REINST_Enforcer_Character_BP_C_12040) LITERAL: view angle: {ang}, arc power: {pow}(/Game/Extinction/Dinos/Enforcer/Enforcer_Character_BP.Enforcer_Character_BP:EdGraph_39962.K2Node_CallFunction_98141) LITERAL: ang(/Game/Extinction/Dinos/Enforcer/Enforcer_Character_BP.Enforcer_Character_BP:EdGraph_39962.K2Node_MakeStruct_697) LITERAL: pow(/Game/Extinction/Dinos/Enforcer/Enforcer_Character_BP.Enforcer_Character_BP:EdGraph_39962.K2Node_MakeStruct_698) LITERAL: climb={climb}, enforcer={enforcer}, result={result}(/Game/Extinction/Dinos/Enforcer/Enforcer_Character_BP.Enforcer_Character_BP:EdGraph_39997.K2Node_CallFunction_98195) LITERAL: climb(/Game/Extinction/Dinos/Enforcer/Enforcer_Character_BP.Enforcer_Character_BP:EdGraph_39997.K2Node_MakeStruct_699) LITERAL: enforcer(/Game/Extinction/Dinos/Enforcer/Enforcer_Character_BP.Enforcer_Character_BP:EdGraph_39997.K2Node_MakeStruct_700) LITERAL: result(/Game/Extinction/Dinos/Enforcer/Enforcer_Character_BP.Enforcer_Character_BP:EdGraph_39997.K2Node_MakeStruct_701) CONTENT: MeshBendSocket_Front_Top(/Game/Extinction/Dinos/Enforcer/Enforcer_Character_BP.Default__Enforcer_Character_BP_C) CONTENT: MeshBendSocket_Front_FloorOverride(/Game/Extinction/Dinos/Enforcer/Enforcer_Character_BP.Default__Enforcer_Character_BP_C) CONTENT: MeshBendSocket_Front_Bottom(/Game/Extinction/Dinos/Enforcer/Enforcer_Character_BP.Default__Enforcer_Character_BP_C) CONTENT: MeshBendSocket_Front_FloorOverride(/Game/Extinction/Dinos/Enforcer/Enforcer_Character_BP.Default__Enforcer_Character_BP_C) CONTENT: MeshBendSocket_Back_Top(/Game/Extinction/Dinos/Enforcer/Enforcer_Character_BP.Default__Enforcer_Character_BP_C) CONTENT: MeshBendSocket_Back_FloorOverride(/Game/Extinction/Dinos/Enforcer/Enforcer_Character_BP.Default__Enforcer_Character_BP_C) CONTENT: MeshBendSocket_Back_Bottom(/Game/Extinction/Dinos/Enforcer/Enforcer_Character_BP.Default__Enforcer_Character_BP_C) CONTENT: MeshBendSocket_Back_FloorOverride(/Game/Extinction/Dinos/Enforcer/Enforcer_Character_BP.Default__Enforcer_Character_BP_C) CONTENT: Front(/Game/Extinction/Dinos/Enforcer/Enforcer_Character_BP.Default__Enforcer_Character_BP_C) CONTENT: Back(/Game/Extinction/Dinos/Enforcer/Enforcer_Character_BP.Default__Enforcer_Character_BP_C) CONTENT: Idle(/Game/Extinction/Dinos/Enforcer/Enforcer_Character_BP.Default__Enforcer_Character_BP_C) CONTENT: Alert(/Game/Extinction/Dinos/Enforcer/Enforcer_Character_BP.Default__Enforcer_Character_BP_C) CONTENT: Action(/Game/Extinction/Dinos/Enforcer/Enforcer_Character_BP.Default__Enforcer_Character_BP_C) CONTENT: Move(/Game/Extinction/Dinos/Enforcer/Enforcer_Character_BP.Default__Enforcer_Character_BP_C) CONTENT: Enforcer(/Game/Extinction/Dinos/Enforcer/Enforcer_Character_BP.Default__Enforcer_Character_BP_C) CONTENT: Stunned(/Engine/Transient.Default__REINST_Buff_BlinkImpact_C_12048) CONTENT: Stunned(/Game/Extinction/CoreBlueprints/Buffs/Buff_BlinkImpact.Default__Buff_BlinkImpact_C) CONTENT: Hold On!(/Engine/Transient.Default__REINST_DesertKaiju_Character_BP_C_12058) CONTENT: Hold On!(/Engine/Transient.Default__REINST_DesertKaiju_Character_BP_C_12058) CONTENT: Idle(/Engine/Transient.Default__REINST_DesertKaiju_Character_BP_C_12058) CONTENT: Spine_04_Jnt(/Engine/Transient.Default__REINST_DesertKaiju_Character_BP_C_12058) CONTENT: Roar(/Engine/Transient.Default__REINST_DesertKaiju_Character_BP_C_12058) CONTENT: Spine_04_Jnt(/Engine/Transient.Default__REINST_DesertKaiju_Character_BP_C_12058) CONTENT: Attack(/Engine/Transient.Default__REINST_DesertKaiju_Character_BP_C_12058) CONTENT: Spine_04_Jnt(/Engine/Transient.Default__REINST_DesertKaiju_Character_BP_C_12058) CONTENT: Move(/Engine/Transient.Default__REINST_DesertKaiju_Character_BP_C_12058) CONTENT: Spine_04_Jnt(/Engine/Transient.Default__REINST_DesertKaiju_Character_BP_C_12058) CONTENT: Desert Titan(/Engine/Transient.Default__REINST_DesertKaiju_Character_BP_C_12058) LITERAL: Tame Kaiju!(/Game/Extinction/Dinos/DesertKaiju/DesertKaiju_Character_BP.DesertKaiju_Character_BP:EdGraph_40183.K2Node_CallFunction_99139) CONTENT: Hold On!(/Game/Extinction/Dinos/DesertKaiju/DesertKaiju_Character_BP.Default__DesertKaiju_Character_BP_C) CONTENT: Hold On!(/Game/Extinction/Dinos/DesertKaiju/DesertKaiju_Character_BP.Default__DesertKaiju_Character_BP_C) CONTENT: Hold On!(/Game/Extinction/Dinos/DesertKaiju/DesertKaiju_Character_BP.Default__DesertKaiju_Character_BP_C) CONTENT: Hold On!(/Game/Extinction/Dinos/DesertKaiju/DesertKaiju_Character_BP.Default__DesertKaiju_Character_BP_C) CONTENT: LClick: Flock One Attack(/Game/Extinction/Dinos/DesertKaiju/DesertKaiju_Character_BP.Default__DesertKaiju_Character_BP_C) CONTENT: RClick: Flock Two Attack(/Game/Extinction/Dinos/DesertKaiju/DesertKaiju_Character_BP.Default__DesertKaiju_Character_BP_C) CONTENT: hello(/Game/Extinction/Dinos/DesertKaiju/DesertKaiju_Character_BP.Default__DesertKaiju_Character_BP_C) CONTENT: Spacebar: Toggle Deplay/Recall Flocks(/Game/Extinction/Dinos/DesertKaiju/DesertKaiju_Character_BP.Default__DesertKaiju_Character_BP_C) CONTENT: Hold On!(/Game/Extinction/Dinos/DesertKaiju/DesertKaiju_Character_BP.Default__DesertKaiju_Character_BP_C) CONTENT: Hold On!(/Game/Extinction/Dinos/DesertKaiju/DesertKaiju_Character_BP.Default__DesertKaiju_Character_BP_C) CONTENT: Idle(/Game/Extinction/Dinos/DesertKaiju/DesertKaiju_Character_BP.Default__DesertKaiju_Character_BP_C) CONTENT: Spine_04_Jnt(/Game/Extinction/Dinos/DesertKaiju/DesertKaiju_Character_BP.Default__DesertKaiju_Character_BP_C) CONTENT: Roar(/Game/Extinction/Dinos/DesertKaiju/DesertKaiju_Character_BP.Default__DesertKaiju_Character_BP_C) CONTENT: Spine_04_Jnt(/Game/Extinction/Dinos/DesertKaiju/DesertKaiju_Character_BP.Default__DesertKaiju_Character_BP_C) CONTENT: Attack(/Game/Extinction/Dinos/DesertKaiju/DesertKaiju_Character_BP.Default__DesertKaiju_Character_BP_C) CONTENT: Spine_04_Jnt(/Game/Extinction/Dinos/DesertKaiju/DesertKaiju_Character_BP.Default__DesertKaiju_Character_BP_C) CONTENT: Move(/Game/Extinction/Dinos/DesertKaiju/DesertKaiju_Character_BP.Default__DesertKaiju_Character_BP_C) CONTENT: Spine_04_Jnt(/Game/Extinction/Dinos/DesertKaiju/DesertKaiju_Character_BP.Default__DesertKaiju_Character_BP_C) CONTENT: Desert Titan(/Game/Extinction/Dinos/DesertKaiju/DesertKaiju_Character_BP.Default__DesertKaiju_Character_BP_C) CONTENT: Desert Titan Flock(/Engine/Transient.Default__REINST_DesertKaiju_FirstFlockChar_BP_C_12082) CONTENT: Desert Titan Flock(/Game/Extinction/Dinos/DesertKaiju/DesertKaiju_FirstFlockChar_BP.Default__DesertKaiju_FirstFlockChar_BP_C) CONTENT: Marked For Lightning(/Engine/Transient.Default__REINST_Buff_DesertKaijuLightningTarget_C_12090) CONTENT: You're about to be Zapped!(/Engine/Transient.Default__REINST_Buff_DesertKaijuLightningTarget_C_12090) CONTENT: Marked For Lightning(/Game/Extinction/CoreBlueprints/Buffs/Buff_DesertKaijuLightningTarget.Default__Buff_DesertKaijuLightningTarget_C) CONTENT: You're about to be Zapped!(/Game/Extinction/CoreBlueprints/Buffs/Buff_DesertKaijuLightningTarget.Default__Buff_DesertKaijuLightningTarget_C) CONTENT: You are being targeted by a Flock!(/Engine/Transient.Default__REINST_Buff_DKFlockTargetMessage_C_12098) CONTENT: You are being targeted by a Flock!(/Game/Extinction/Dinos/DesertKaiju/Buff_DKFlockTargetMessage.Default__Buff_DKFlockTargetMessage_C) CONTENT: Idle - Fly(/Engine/Transient.Default__REINST_Dimorph_Character_BP_C_12110) CONTENT: c_back2(/Engine/Transient.Default__REINST_Dimorph_Character_BP_C_12110) CONTENT: Idle(/Engine/Transient.Default__REINST_Dimorph_Character_BP_C_12110) CONTENT: Cute(/Engine/Transient.Default__REINST_Dimorph_Character_BP_C_12110) CONTENT: Action(/Engine/Transient.Default__REINST_Dimorph_Character_BP_C_12110) CONTENT: c_back2(/Engine/Transient.Default__REINST_Dimorph_Character_BP_C_12110) CONTENT: Move(/Engine/Transient.Default__REINST_Dimorph_Character_BP_C_12110) CONTENT: Move - Fly(/Engine/Transient.Default__REINST_Dimorph_Character_BP_C_12110) CONTENT: c_back2(/Engine/Transient.Default__REINST_Dimorph_Character_BP_C_12110) CONTENT: Dimorphodon(/Engine/Transient.Default__REINST_Dimorph_Character_BP_C_12110) CONTENT: Idle - Fly(/Game/PrimalEarth/Dinos/Dimorphodon/Dimorph_Character_BP.Default__Dimorph_Character_BP_C) CONTENT: c_back2(/Game/PrimalEarth/Dinos/Dimorphodon/Dimorph_Character_BP.Default__Dimorph_Character_BP_C) CONTENT: Idle(/Game/PrimalEarth/Dinos/Dimorphodon/Dimorph_Character_BP.Default__Dimorph_Character_BP_C) CONTENT: Cute(/Game/PrimalEarth/Dinos/Dimorphodon/Dimorph_Character_BP.Default__Dimorph_Character_BP_C) CONTENT: Action(/Game/PrimalEarth/Dinos/Dimorphodon/Dimorph_Character_BP.Default__Dimorph_Character_BP_C) CONTENT: c_back2(/Game/PrimalEarth/Dinos/Dimorphodon/Dimorph_Character_BP.Default__Dimorph_Character_BP_C) CONTENT: Move(/Game/PrimalEarth/Dinos/Dimorphodon/Dimorph_Character_BP.Default__Dimorph_Character_BP_C) CONTENT: Move - Fly(/Game/PrimalEarth/Dinos/Dimorphodon/Dimorph_Character_BP.Default__Dimorph_Character_BP_C) CONTENT: c_back2(/Game/PrimalEarth/Dinos/Dimorphodon/Dimorph_Character_BP.Default__Dimorph_Character_BP_C) CONTENT: Dimorphodon(/Game/PrimalEarth/Dinos/Dimorphodon/Dimorph_Character_BP.Default__Dimorph_Character_BP_C) CONTENT: Requires Element to be activated.(/Engine/Transient.Default__REINST_PrimalInventoryBP_TekGenerator_C_12140) CONTENT: Tek Generator(/Engine/Transient.Default__REINST_PrimalInventoryBP_TekGenerator_C_12140) CONTENT: Requires Element to be activated.(/Game/PrimalEarth/CoreBlueprints/Inventories/PrimalInventoryBP_TekGenerator.Default__PrimalInventoryBP_TekGenerator_C) CONTENT: Tek Generator(/Game/PrimalEarth/CoreBlueprints/Inventories/PrimalInventoryBP_TekGenerator.Default__PrimalInventoryBP_TekGenerator_C) CONTENT: Tek Generator(/Engine/Transient.Default__REINST_StorageBox_TekGenerator_C_12144) CONTENT: Tek Generator(/Game/PrimalEarth/Structures/StorageBox_TekGenerator.Default__StorageBox_TekGenerator_C) CONTENT: Structure(/Engine/Transient.Default__REINST_FeedingTroughBaseBP_C_12148) CONTENT: Structure(/Game/PrimalEarth/Structures/BuildingBases/FeedingTroughBaseBP.Default__FeedingTroughBaseBP_C) CONTENT: Tek Trough(/Engine/Transient.Default__REINST_TekTrough_C_12152) CONTENT: Tek Trough(/Game/PrimalEarth/Structures/TekTrough.Default__TekTrough_C) CONTENT: Deposit an item to select the dedicated storage type(/Engine/Transient.Default__REINST_PrimalInventory_DedicatedStorage_C_12160) CONTENT: Tek Dedicated Storage(/Engine/Transient.Default__REINST_PrimalInventory_DedicatedStorage_C_12160) CONTENT: Deposit an item to select the dedicated storage type(/Game/PrimalEarth/StructuresPlus/Misc/DedicatedStorage/PrimalInventory_DedicatedStorage.Default__PrimalInventory_DedicatedStorage_C) CONTENT: Tek Dedicated Storage(/Game/PrimalEarth/StructuresPlus/Misc/DedicatedStorage/PrimalInventory_DedicatedStorage.Default__PrimalInventory_DedicatedStorage_C) CONTENT: Dedicated Storage(/Engine/Transient.Default__REINST_BP_DedicatedStorage_C_12164) CONTENT: Dedicated Storage(/Game/PrimalEarth/StructuresPlus/Misc/DedicatedStorage/BP_DedicatedStorage.Default__BP_DedicatedStorage_C) CONTENT: Activate(/Engine/Transient.Default__REINST_PrimalStructure_TekBridge_C_12304) CONTENT: Deactivate(/Engine/Transient.Default__REINST_PrimalStructure_TekBridge_C_12304) CONTENT: Tek Bridge(/Engine/Transient.Default__REINST_PrimalStructure_TekBridge_C_12304) CONTENT: Activate(/Game/Extinction/Structures/TekBridge/PrimalStructure_TekBridge.Default__PrimalStructure_TekBridge_C) CONTENT: Deactivate(/Game/Extinction/Structures/TekBridge/PrimalStructure_TekBridge.Default__PrimalStructure_TekBridge_C) CONTENT: Tek Bridge(/Game/Extinction/Structures/TekBridge/PrimalStructure_TekBridge.Default__PrimalStructure_TekBridge_C) CONTENT: Idle(/Engine/Transient.Default__REINST_Andrewsarchus_Character_BP_C_12308) CONTENT: Cute(/Engine/Transient.Default__REINST_Andrewsarchus_Character_BP_C_12308) CONTENT: Action(/Engine/Transient.Default__REINST_Andrewsarchus_Character_BP_C_12308) CONTENT: Move(/Engine/Transient.Default__REINST_Andrewsarchus_Character_BP_C_12308) CONTENT: Move Max(/Engine/Transient.Default__REINST_Andrewsarchus_Character_BP_C_12308) CONTENT: Skid(/Engine/Transient.Default__REINST_Andrewsarchus_Character_BP_C_12308) CONTENT: Andrewsarchus(/Engine/Transient.Default__REINST_Andrewsarchus_Character_BP_C_12308) LITERAL: Taming Effectiveness: {1}%(/Game/Fjordur/Dinos/Andrewsarchus/Andrewsarchus_Character_BP.Andrewsarchus_Character_BP:EdGraph_40998.K2Node_CallFunction_102029) LITERAL: 1(/Game/Fjordur/Dinos/Andrewsarchus/Andrewsarchus_Character_BP.Andrewsarchus_Character_BP:EdGraph_40998.K2Node_MakeStruct_702) LITERAL: Taming: {1}%(/Game/Fjordur/Dinos/Andrewsarchus/Andrewsarchus_Character_BP.Andrewsarchus_Character_BP:EdGraph_40998.K2Node_CallFunction_102030) LITERAL: 1(/Game/Fjordur/Dinos/Andrewsarchus/Andrewsarchus_Character_BP.Andrewsarchus_Character_BP:EdGraph_40998.K2Node_MakeStruct_703) LITERAL: {0} {1}(/Game/Fjordur/Dinos/Andrewsarchus/Andrewsarchus_Character_BP.Andrewsarchus_Character_BP:EdGraph_40998.K2Node_CallFunction_102032) LITERAL: 0(/Game/Fjordur/Dinos/Andrewsarchus/Andrewsarchus_Character_BP.Andrewsarchus_Character_BP:EdGraph_40998.K2Node_MakeStruct_704) LITERAL: 1(/Game/Fjordur/Dinos/Andrewsarchus/Andrewsarchus_Character_BP.Andrewsarchus_Character_BP:EdGraph_40998.K2Node_MakeStruct_705) LITERAL: {0} {1} {2} {3}(/Game/Fjordur/Dinos/Andrewsarchus/Andrewsarchus_Character_BP.Andrewsarchus_Character_BP:EdGraph_41010.K2Node_CallFunction_102042) LITERAL: 0(/Game/Fjordur/Dinos/Andrewsarchus/Andrewsarchus_Character_BP.Andrewsarchus_Character_BP:EdGraph_41010.K2Node_MakeStruct_706) LITERAL: 1(/Game/Fjordur/Dinos/Andrewsarchus/Andrewsarchus_Character_BP.Andrewsarchus_Character_BP:EdGraph_41010.K2Node_MakeStruct_707) LITERAL: 2(/Game/Fjordur/Dinos/Andrewsarchus/Andrewsarchus_Character_BP.Andrewsarchus_Character_BP:EdGraph_41010.K2Node_MakeStruct_708) LITERAL: 3(/Game/Fjordur/Dinos/Andrewsarchus/Andrewsarchus_Character_BP.Andrewsarchus_Character_BP:EdGraph_41010.K2Node_MakeStruct_709) CONTENT: Taming: {1}%(/Game/Fjordur/Dinos/Andrewsarchus/Andrewsarchus_Character_BP.Default__Andrewsarchus_Character_BP_C) CONTENT: Taming Effectiveness:(/Game/Fjordur/Dinos/Andrewsarchus/Andrewsarchus_Character_BP.Default__Andrewsarchus_Character_BP_C) CONTENT: Toggle Painting Target(/Game/Fjordur/Dinos/Andrewsarchus/Andrewsarchus_Character_BP.Default__Andrewsarchus_Character_BP_C) CONTENT: [Armor](/Game/Fjordur/Dinos/Andrewsarchus/Andrewsarchus_Character_BP.Default__Andrewsarchus_Character_BP_C) CONTENT: [Turret](/Game/Fjordur/Dinos/Andrewsarchus/Andrewsarchus_Character_BP.Default__Andrewsarchus_Character_BP_C) CONTENT: Turret's line of sight is blocked!(/Game/Fjordur/Dinos/Andrewsarchus/Andrewsarchus_Character_BP.Default__Andrewsarchus_Character_BP_C) CONTENT: Idle(/Game/Fjordur/Dinos/Andrewsarchus/Andrewsarchus_Character_BP.Default__Andrewsarchus_Character_BP_C) CONTENT: Cute(/Game/Fjordur/Dinos/Andrewsarchus/Andrewsarchus_Character_BP.Default__Andrewsarchus_Character_BP_C) CONTENT: Action(/Game/Fjordur/Dinos/Andrewsarchus/Andrewsarchus_Character_BP.Default__Andrewsarchus_Character_BP_C) CONTENT: Move(/Game/Fjordur/Dinos/Andrewsarchus/Andrewsarchus_Character_BP.Default__Andrewsarchus_Character_BP_C) CONTENT: Move Max(/Game/Fjordur/Dinos/Andrewsarchus/Andrewsarchus_Character_BP.Default__Andrewsarchus_Character_BP_C) CONTENT: Skid(/Game/Fjordur/Dinos/Andrewsarchus/Andrewsarchus_Character_BP.Default__Andrewsarchus_Character_BP_C) CONTENT: Andrewsarchus(/Game/Fjordur/Dinos/Andrewsarchus/Andrewsarchus_Character_BP.Default__Andrewsarchus_Character_BP_C) CONTENT: {Fire} Struggle Free(/Game/PrimalEarth/CoreBlueprints/GlobalUIData_BP.Default__GlobalUIData_BP_C) CONTENT: {Fire} STRUGGLE FREE(/Game/PrimalEarth/CoreBlueprints/GlobalUIData_BP.Default__GlobalUIData_BP_C) CONTENT: Carnivous Plant(/Engine/Transient.Default__REINST_VenusFlyTrap_BP_C_12328) CONTENT: Carnivous Plant(/Game/Genesis2/Structures/VenusFlyTrap/VenusFlyTrap_BP.Default__VenusFlyTrap_BP_C) CONTENT: Fly-Trapped(/Engine/Transient.Default__REINST_Buff_TrappedTarget_VenusFlyTrap_BP_C_12334) CONTENT: Struggle to break free!(/Engine/Transient.Default__REINST_Buff_TrappedTarget_VenusFlyTrap_BP_C_12334) LITERAL: ({0}%)(/Game/Genesis2/Structures/VenusFlyTrap/Buff_TrappedTarget_VenusFlyTrap_BP.Buff_TrappedTarget_VenusFlyTrap_BP:EdGraph_41243.K2Node_CallFunction_102783) LITERAL: 0(/Game/Genesis2/Structures/VenusFlyTrap/Buff_TrappedTarget_VenusFlyTrap_BP.Buff_TrappedTarget_VenusFlyTrap_BP:EdGraph_41243.K2Node_MakeStruct_710) LITERAL: {0}{1}(/Game/Genesis2/Structures/VenusFlyTrap/Buff_TrappedTarget_VenusFlyTrap_BP.Buff_TrappedTarget_VenusFlyTrap_BP:EdGraph_41243.K2Node_CallFunction_102784) LITERAL: 0(/Game/Genesis2/Structures/VenusFlyTrap/Buff_TrappedTarget_VenusFlyTrap_BP.Buff_TrappedTarget_VenusFlyTrap_BP:EdGraph_41243.K2Node_MakeStruct_711) LITERAL: 1(/Game/Genesis2/Structures/VenusFlyTrap/Buff_TrappedTarget_VenusFlyTrap_BP.Buff_TrappedTarget_VenusFlyTrap_BP:EdGraph_41243.K2Node_MakeStruct_712) LITERAL: {0} / {1}(/Game/Genesis2/Structures/VenusFlyTrap/Buff_TrappedTarget_VenusFlyTrap_BP.Buff_TrappedTarget_VenusFlyTrap_BP:EdGraph_41249.K2Node_CallFunction_102785) LITERAL: 0(/Game/Genesis2/Structures/VenusFlyTrap/Buff_TrappedTarget_VenusFlyTrap_BP.Buff_TrappedTarget_VenusFlyTrap_BP:EdGraph_41249.K2Node_MakeStruct_713) LITERAL: 1(/Game/Genesis2/Structures/VenusFlyTrap/Buff_TrappedTarget_VenusFlyTrap_BP.Buff_TrappedTarget_VenusFlyTrap_BP:EdGraph_41249.K2Node_MakeStruct_714) CONTENT: ATTACK or JUMP to struggle free(/Game/Genesis2/Structures/VenusFlyTrap/Buff_TrappedTarget_VenusFlyTrap_BP.Default__Buff_TrappedTarget_VenusFlyTrap_BP_C) CONTENT: Durability Damage Per Second(/Game/Genesis2/Structures/VenusFlyTrap/Buff_TrappedTarget_VenusFlyTrap_BP.Default__Buff_TrappedTarget_VenusFlyTrap_BP_C) CONTENT: Fly-Trapped(/Game/Genesis2/Structures/VenusFlyTrap/Buff_TrappedTarget_VenusFlyTrap_BP.Default__Buff_TrappedTarget_VenusFlyTrap_BP_C) CONTENT: Struggle to break free!(/Game/Genesis2/Structures/VenusFlyTrap/Buff_TrappedTarget_VenusFlyTrap_BP.Default__Buff_TrappedTarget_VenusFlyTrap_BP_C) CONTENT: Dizzy(/Engine/Transient.Default__REINST_Buff_AndyKick_C_12346) CONTENT: Confused and lethargic.(/Engine/Transient.Default__REINST_Buff_AndyKick_C_12346) CONTENT: Dizzy(/Game/Fjordur/Dinos/Andrewsarchus/Buff_AndyKick.Default__Buff_AndyKick_C) CONTENT: Confused and lethargic.(/Game/Fjordur/Dinos/Andrewsarchus/Buff_AndyKick.Default__Buff_AndyKick_C) CONTENT: Andrewsarchus Saddle(/Engine/Transient.Default__REINST_PrimalItemArmor_AndrewsarchusSaddle_C_12356) CONTENT: Equip a Andrewsarchus with this to ride it. The saddle is mounted with a minigun that fires advanced rifle ammo.(/Engine/Transient.Default__REINST_PrimalItemArmor_AndrewsarchusSaddle_C_12356) CONTENT: Saddles(/Engine/Transient.Default__REINST_PrimalItemArmor_AndrewsarchusSaddle_C_12356) LITERAL: DMG: {0}% {nl}ARMOR: {1}(/Game/Fjordur/Dinos/Andrewsarchus/PrimalItemArmor_AndrewsarchusSaddle.PrimalItemArmor_AndrewsarchusSaddle:EdGraph_41300.K2Node_CallFunction_103062) LITERAL: 0(/Game/Fjordur/Dinos/Andrewsarchus/PrimalItemArmor_AndrewsarchusSaddle.PrimalItemArmor_AndrewsarchusSaddle:EdGraph_41300.K2Node_MakeStruct_715) LITERAL: nl(/Game/Fjordur/Dinos/Andrewsarchus/PrimalItemArmor_AndrewsarchusSaddle.PrimalItemArmor_AndrewsarchusSaddle:EdGraph_41300.K2Node_MakeStruct_716) LITERAL: 1(/Game/Fjordur/Dinos/Andrewsarchus/PrimalItemArmor_AndrewsarchusSaddle.PrimalItemArmor_AndrewsarchusSaddle:EdGraph_41300.K2Node_MakeStruct_717) CONTENT: Andrewsarchus Saddle(/Game/Fjordur/Dinos/Andrewsarchus/PrimalItemArmor_AndrewsarchusSaddle.Default__PrimalItemArmor_AndrewsarchusSaddle_C) CONTENT: Equip a Andrewsarchus with this to ride it. The saddle is mounted with a minigun that fires advanced rifle ammo.(/Game/Fjordur/Dinos/Andrewsarchus/PrimalItemArmor_AndrewsarchusSaddle.Default__PrimalItemArmor_AndrewsarchusSaddle_C) CONTENT: Saddles(/Game/Fjordur/Dinos/Andrewsarchus/PrimalItemArmor_AndrewsarchusSaddle.Default__PrimalItemArmor_AndrewsarchusSaddle_C) CONTENT: Tek Canteen(/Engine/Transient.Default__REINST_PrimalItemConsumable_TekCanteenCraftable_C_12370) CONTENT: Holds three times the water of a standard canteen. Can cool the water for extra refreshment.(/Engine/Transient.Default__REINST_PrimalItemConsumable_TekCanteenCraftable_C_12370) CONTENT: Wtr(/Engine/Transient.Default__REINST_PrimalItemConsumable_TekCanteenCraftable_C_12370) CONTENT: Water(/Engine/Transient.Default__REINST_PrimalItemConsumable_TekCanteenCraftable_C_12370) CONTENT: Misc(/Engine/Transient.Default__REINST_PrimalItemConsumable_TekCanteenCraftable_C_12370) CONTENT: Mode(/Engine/Transient.Default__REINST_PrimalItemConsumable_TekCanteenCraftable_C_12370) CONTENT: Cold(/Engine/Transient.Default__REINST_PrimalItemConsumable_TekCanteenCraftable_C_12370) CONTENT: Hot(/Engine/Transient.Default__REINST_PrimalItemConsumable_TekCanteenCraftable_C_12370) LITERAL: {ItemDescription} {Current}/{Max}(/Game/Genesis2/CoreBlueprints/Items/PrimalItemConsumable_TekCanteenCraftable.PrimalItemConsumable_TekCanteenCraftable:EdGraph_41331.K2Node_CallFunction_103128) LITERAL: ItemDescription(/Game/Genesis2/CoreBlueprints/Items/PrimalItemConsumable_TekCanteenCraftable.PrimalItemConsumable_TekCanteenCraftable:EdGraph_41331.K2Node_MakeStruct_718) LITERAL: Current(/Game/Genesis2/CoreBlueprints/Items/PrimalItemConsumable_TekCanteenCraftable.PrimalItemConsumable_TekCanteenCraftable:EdGraph_41331.K2Node_MakeStruct_719) LITERAL: Max(/Game/Genesis2/CoreBlueprints/Items/PrimalItemConsumable_TekCanteenCraftable.PrimalItemConsumable_TekCanteenCraftable:EdGraph_41331.K2Node_MakeStruct_720) CONTENT: Tek Canteen(/Game/Genesis2/CoreBlueprints/Items/PrimalItemConsumable_TekCanteenCraftable.Default__PrimalItemConsumable_TekCanteenCraftable_C) CONTENT: Holds three times the water of a standard canteen. Can cool the water for extra refreshment.(/Game/Genesis2/CoreBlueprints/Items/PrimalItemConsumable_TekCanteenCraftable.Default__PrimalItemConsumable_TekCanteenCraftable_C) CONTENT: Wtr(/Game/Genesis2/CoreBlueprints/Items/PrimalItemConsumable_TekCanteenCraftable.Default__PrimalItemConsumable_TekCanteenCraftable_C) CONTENT: Water(/Game/Genesis2/CoreBlueprints/Items/PrimalItemConsumable_TekCanteenCraftable.Default__PrimalItemConsumable_TekCanteenCraftable_C) CONTENT: Misc(/Game/Genesis2/CoreBlueprints/Items/PrimalItemConsumable_TekCanteenCraftable.Default__PrimalItemConsumable_TekCanteenCraftable_C) CONTENT: Mode(/Game/Genesis2/CoreBlueprints/Items/PrimalItemConsumable_TekCanteenCraftable.Default__PrimalItemConsumable_TekCanteenCraftable_C) CONTENT: Cold(/Game/Genesis2/CoreBlueprints/Items/PrimalItemConsumable_TekCanteenCraftable.Default__PrimalItemConsumable_TekCanteenCraftable_C) CONTENT: Hot(/Game/Genesis2/CoreBlueprints/Items/PrimalItemConsumable_TekCanteenCraftable.Default__PrimalItemConsumable_TekCanteenCraftable_C) CONTENT: /Game/Genesis2/Dinos/Exosuit/Exosuit_RTS_Character_BP.Exosuit_RTS_Character_BP(/Engine/Transient.Default__REINST_PrimalItem_Spawner_Exosuit_C_12374) CONTENT: Unassembled Exo-Mek(/Engine/Transient.Default__REINST_PrimalItem_Spawner_Exosuit_C_12374) CONTENT: Craft this item to assemble a new Exo-Mek.(/Engine/Transient.Default__REINST_PrimalItem_Spawner_Exosuit_C_12374) CONTENT: Vehicles(/Engine/Transient.Default__REINST_PrimalItem_Spawner_Exosuit_C_12374) CONTENT: Construct(/Engine/Transient.Default__REINST_PrimalItem_Spawner_Exosuit_C_12374) CONTENT: /Game/Genesis2/Dinos/Exosuit/Exosuit_RTS_Character_BP.Exosuit_RTS_Character_BP(/Game/Genesis2/Dinos/Exosuit/PrimalItem_Spawner_Exosuit.Default__PrimalItem_Spawner_Exosuit_C) CONTENT: Unassembled Exo-Mek(/Game/Genesis2/Dinos/Exosuit/PrimalItem_Spawner_Exosuit.Default__PrimalItem_Spawner_Exosuit_C) CONTENT: Craft this item to assemble a new Exo-Mek.(/Game/Genesis2/Dinos/Exosuit/PrimalItem_Spawner_Exosuit.Default__PrimalItem_Spawner_Exosuit_C) CONTENT: Vehicles(/Game/Genesis2/Dinos/Exosuit/PrimalItem_Spawner_Exosuit.Default__PrimalItem_Spawner_Exosuit_C) CONTENT: Construct(/Game/Genesis2/Dinos/Exosuit/PrimalItem_Spawner_Exosuit.Default__PrimalItem_Spawner_Exosuit_C) CONTENT: Maewing Saddle(/Engine/Transient.Default__REINST_PrimalItemArmor_MilkGliderSaddle_C_12378) CONTENT: Equip a Maewing with this to ride it.(/Engine/Transient.Default__REINST_PrimalItemArmor_MilkGliderSaddle_C_12378) CONTENT: Saddles(/Engine/Transient.Default__REINST_PrimalItemArmor_MilkGliderSaddle_C_12378) CONTENT: Maewing Saddle(/Game/Genesis2/Dinos/MilkGlider/PrimalItemArmor_MilkGliderSaddle.Default__PrimalItemArmor_MilkGliderSaddle_C) CONTENT: Equip a Maewing with this to ride it.(/Game/Genesis2/Dinos/MilkGlider/PrimalItemArmor_MilkGliderSaddle.Default__PrimalItemArmor_MilkGliderSaddle_C) CONTENT: Saddles(/Game/Genesis2/Dinos/MilkGlider/PrimalItemArmor_MilkGliderSaddle.Default__PrimalItemArmor_MilkGliderSaddle_C) CONTENT: Hoversail Now Following - Distance: (/Game/Genesis2/Dinos/TekHoverSail/Buff_NotifyHoversailFollow.Default__Buff_NotifyHoversailFollow_C) CONTENT: Hoversail too far away to follow(/Game/Genesis2/Dinos/TekHoverSail/Buff_NotifyHoversailFollow.Default__Buff_NotifyHoversailFollow_C) CONTENT: HOVERSAIL(/Game/Genesis2/Dinos/TekHoverSail/Buff_NotifyHoversailFollow.Default__Buff_NotifyHoversailFollow_C) CONTENT: Tek Hoversail(/Engine/Transient.Default__REINST_PrimalItem_Spawner_HoverSail_Parent_C_12386) CONTENT: Swift personal transport for quickly traversing terrain via hover and flying modes, at a cost of Element. Can support an additional passenger.(/Engine/Transient.Default__REINST_PrimalItem_Spawner_HoverSail_Parent_C_12386) CONTENT: Use(/Engine/Transient.Default__REINST_PrimalItem_Spawner_HoverSail_Parent_C_12386) CONTENT: You have constructed a TEK Hover Skiff!(/Game/Genesis2/Dinos/TekHoverSail/PrimalItem_Spawner_HoverSail_Parent.Default__PrimalItem_Spawner_HoverSail_Parent_C) CONTENT: Lost reference to Hoversail, setting cooldown(/Game/Genesis2/Dinos/TekHoverSail/PrimalItem_Spawner_HoverSail_Parent.Default__PrimalItem_Spawner_HoverSail_Parent_C) CONTENT: Use to toggle following.(/Game/Genesis2/Dinos/TekHoverSail/PrimalItem_Spawner_HoverSail_Parent.Default__PrimalItem_Spawner_HoverSail_Parent_C) CONTENT: Use to deploy a Hoversail.(/Game/Genesis2/Dinos/TekHoverSail/PrimalItem_Spawner_HoverSail_Parent.Default__PrimalItem_Spawner_HoverSail_Parent_C) CONTENT: Use to put Hoversail away.(/Game/Genesis2/Dinos/TekHoverSail/PrimalItem_Spawner_HoverSail_Parent.Default__PrimalItem_Spawner_HoverSail_Parent_C) CONTENT: Tek Hoversail(/Game/Genesis2/Dinos/TekHoverSail/PrimalItem_Spawner_HoverSail_Parent.Default__PrimalItem_Spawner_HoverSail_Parent_C) CONTENT: Swift personal transport for quickly traversing terrain via hover and flying modes, at a cost of Element. Can support an additional passenger.(/Game/Genesis2/Dinos/TekHoverSail/PrimalItem_Spawner_HoverSail_Parent.Default__PrimalItem_Spawner_HoverSail_Parent_C) CONTENT: Use(/Game/Genesis2/Dinos/TekHoverSail/PrimalItem_Spawner_HoverSail_Parent.Default__PrimalItem_Spawner_HoverSail_Parent_C) CONTENT: Board Passenger Seat(/Engine/Transient.Default__REINST_TekHoverSail_Character_BP_C_12390) CONTENT: Tek Hoversail(/Engine/Transient.Default__REINST_TekHoverSail_Character_BP_C_12390) LITERAL: BOOST +{0}%(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:EdGraph_41666.K2Node_CallFunction_104266) LITERAL: 0(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:EdGraph_41666.K2Node_MakeStruct_725) LITERAL: {0} POINTS(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:EdGraph_41666.K2Node_CallFunction_104268) LITERAL: 0(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:EdGraph_41666.K2Node_MakeStruct_728) LITERAL: {0} (x{1})(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:EdGraph_41666.K2Node_CallFunction_104271) LITERAL: 0(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:EdGraph_41666.K2Node_MakeStruct_731) LITERAL: 1(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:EdGraph_41666.K2Node_MakeStruct_732) LITERAL: {2}{1}{3}{4}{0}(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:EdGraph_41921.K2Node_CallFunction_104427) LITERAL: 2(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:EdGraph_41921.K2Node_MakeStruct_733) LITERAL: 1(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:EdGraph_41921.K2Node_MakeStruct_734) LITERAL: 3(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:EdGraph_41921.K2Node_MakeStruct_735) LITERAL: 4(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:EdGraph_41921.K2Node_MakeStruct_736) LITERAL: 0(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:EdGraph_41921.K2Node_MakeStruct_737) LITERAL: {1}(x{0}) (/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:EdGraph_41921.K2Node_CallFunction_104428) LITERAL: 1(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:EdGraph_41921.K2Node_MakeStruct_738) LITERAL: 0(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:EdGraph_41921.K2Node_MakeStruct_739) LITERAL: {1}(x{0}) (/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:EdGraph_41921.K2Node_CallFunction_104429) LITERAL: 1(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:EdGraph_41921.K2Node_MakeStruct_740) LITERAL: 0(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:EdGraph_41921.K2Node_MakeStruct_741) LITERAL: {1}(x{0}) (/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:EdGraph_41921.K2Node_CallFunction_104430) LITERAL: 1(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:EdGraph_41921.K2Node_MakeStruct_742) LITERAL: 0(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:EdGraph_41921.K2Node_MakeStruct_743) LITERAL: {1}(x{0}) (/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:EdGraph_41921.K2Node_CallFunction_104431) LITERAL: 1(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:EdGraph_41921.K2Node_MakeStruct_744) LITERAL: 0(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP:EdGraph_41921.K2Node_MakeStruct_745) CONTENT: Activate Skiff Repair Mode(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.Default__TekHoverSail_Character_BP_C) CONTENT: Deactivate Skiff Repair Mode(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.Default__TekHoverSail_Character_BP_C) CONTENT: [ SEVERE DAMAGE DETECTED ](/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.Default__TekHoverSail_Character_BP_C) CONTENT: [ Damage detected ](/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.Default__TekHoverSail_Character_BP_C) CONTENT: [ Full Repair Mode Active ](/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.Default__TekHoverSail_Character_BP_C) CONTENT: Activating Repair Mode ((/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.Default__TekHoverSail_Character_BP_C) CONTENT: Deactivating Repair Mode ((/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.Default__TekHoverSail_Character_BP_C) CONTENT: [ ASSESSING DAMAGE :: Repairing disabled! ](/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.Default__TekHoverSail_Character_BP_C) CONTENT: AERIAL BOOST(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.Default__TekHoverSail_Character_BP_C) CONTENT: 0(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.Default__TekHoverSail_Character_BP_C) CONTENT: 0(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.Default__TekHoverSail_Character_BP_C) CONTENT: NO FUEL(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.Default__TekHoverSail_Character_BP_C) CONTENT: ELEMENT(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.Default__TekHoverSail_Character_BP_C) CONTENT: Self Destruct in: (/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.Default__TekHoverSail_Character_BP_C) CONTENT: 0(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.Default__TekHoverSail_Character_BP_C) CONTENT: CORK(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.Default__TekHoverSail_Character_BP_C) CONTENT: UBER(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.Default__TekHoverSail_Character_BP_C) CONTENT: SUPERMAN(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.Default__TekHoverSail_Character_BP_C) CONTENT: HANGTIME(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.Default__TekHoverSail_Character_BP_C) CONTENT: {Crouch} SPIN(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.Default__TekHoverSail_Character_BP_C) CONTENT: {Fire} PERFORM MIDAIR TRICKS(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.Default__TekHoverSail_Character_BP_C) CONTENT: Board Passenger Seat(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.Default__TekHoverSail_Character_BP_C) CONTENT: Tek Hoversail(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.Default__TekHoverSail_Character_BP_C) CONTENT: Chibi-Dino(/Engine/Transient.Default__REINST_PrimalItemSkin_ChibiDino_Base_C_12402) CONTENT: Earn XP from Alpha creature kills when equipped, to increase its level and earn additional max-levels for your Survivor!(/Engine/Transient.Default__REINST_PrimalItemSkin_ChibiDino_Base_C_12402) CONTENT: XP(/Engine/Transient.Default__REINST_PrimalItemSkin_ChibiDino_Base_C_12402) CONTENT: Experience(/Engine/Transient.Default__REINST_PrimalItemSkin_ChibiDino_Base_C_12402) CONTENT: Holiday(/Engine/Transient.Default__REINST_PrimalItemSkin_ChibiDino_Base_C_12402) LITERAL: {0}\nLevel: {1}\nALPHA XP: {2} (Max Level)(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/ChibiDinos/PrimalItemSkin_ChibiDino_Base.PrimalItemSkin_ChibiDino_Base:EdGraph_41992.K2Node_CallFunction_104658) LITERAL: 0(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/ChibiDinos/PrimalItemSkin_ChibiDino_Base.PrimalItemSkin_ChibiDino_Base:EdGraph_41992.K2Node_MakeStruct_746) LITERAL: 1(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/ChibiDinos/PrimalItemSkin_ChibiDino_Base.PrimalItemSkin_ChibiDino_Base:EdGraph_41992.K2Node_MakeStruct_747) LITERAL: 2(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/ChibiDinos/PrimalItemSkin_ChibiDino_Base.PrimalItemSkin_ChibiDino_Base:EdGraph_41992.K2Node_MakeStruct_748) LITERAL: {0}\nLevel: {1}\nALPHA XP: {2} / {3}(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/ChibiDinos/PrimalItemSkin_ChibiDino_Base.PrimalItemSkin_ChibiDino_Base:EdGraph_41992.K2Node_CallFunction_104659) LITERAL: 0(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/ChibiDinos/PrimalItemSkin_ChibiDino_Base.PrimalItemSkin_ChibiDino_Base:EdGraph_41992.K2Node_MakeStruct_749) LITERAL: 1(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/ChibiDinos/PrimalItemSkin_ChibiDino_Base.PrimalItemSkin_ChibiDino_Base:EdGraph_41992.K2Node_MakeStruct_750) LITERAL: 2(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/ChibiDinos/PrimalItemSkin_ChibiDino_Base.PrimalItemSkin_ChibiDino_Base:EdGraph_41992.K2Node_MakeStruct_751) LITERAL: 3(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/ChibiDinos/PrimalItemSkin_ChibiDino_Base.PrimalItemSkin_ChibiDino_Base:EdGraph_41992.K2Node_MakeStruct_752) LITERAL: Level {1}(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/ChibiDinos/PrimalItemSkin_ChibiDino_Base.PrimalItemSkin_ChibiDino_Base:EdGraph_42000.K2Node_CallFunction_104661) LITERAL: 1(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/ChibiDinos/PrimalItemSkin_ChibiDino_Base.PrimalItemSkin_ChibiDino_Base:EdGraph_42000.K2Node_MakeStruct_753) LITERAL: Lvl {1}, {0}(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/ChibiDinos/PrimalItemSkin_ChibiDino_Base.PrimalItemSkin_ChibiDino_Base:EdGraph_42000.K2Node_CallFunction_104662) LITERAL: 1(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/ChibiDinos/PrimalItemSkin_ChibiDino_Base.PrimalItemSkin_ChibiDino_Base:EdGraph_42000.K2Node_MakeStruct_754) LITERAL: 0(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/ChibiDinos/PrimalItemSkin_ChibiDino_Base.PrimalItemSkin_ChibiDino_Base:EdGraph_42000.K2Node_MakeStruct_755) CONTENT: Chibi-Dino(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/ChibiDinos/PrimalItemSkin_ChibiDino_Base.Default__PrimalItemSkin_ChibiDino_Base_C) CONTENT: Earn XP from Alpha creature kills when equipped, to increase its level and earn additional max-levels for your Survivor!(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/ChibiDinos/PrimalItemSkin_ChibiDino_Base.Default__PrimalItemSkin_ChibiDino_Base_C) CONTENT: XP(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/ChibiDinos/PrimalItemSkin_ChibiDino_Base.Default__PrimalItemSkin_ChibiDino_Base_C) CONTENT: Experience(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/ChibiDinos/PrimalItemSkin_ChibiDino_Base.Default__PrimalItemSkin_ChibiDino_Base_C) CONTENT: Holiday(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/ChibiDinos/PrimalItemSkin_ChibiDino_Base.Default__PrimalItemSkin_ChibiDino_Base_C) CONTENT: Skiff Repairing...(/Engine/Transient.Default__REINST_Buff_Client_HoverSkiffRepair_C_12406) CONTENT: Skiff Repairing...(/Game/Genesis/Dinos/TEKHoverSkiff/Buff_Client_HoverSkiffRepair.Default__Buff_Client_HoverSkiffRepair_C) CONTENT: Get Tricky!(/Engine/Transient.Default__REINST_Buff_HoversailRiderLandsATrick_C_12418) CONTENT: Boost from landing a trick(/Engine/Transient.Default__REINST_Buff_HoversailRiderLandsATrick_C_12418) CONTENT: Get Tricky!(/Game/Genesis2/CoreBlueprints/Buffs/Buff_HoversailRiderLandsATrick.Default__Buff_HoversailRiderLandsATrick_C) CONTENT: Boost from landing a trick(/Game/Genesis2/CoreBlueprints/Buffs/Buff_HoversailRiderLandsATrick.Default__Buff_HoversailRiderLandsATrick_C) CONTENT: Woosh(/Engine/Transient.Default__REINST_Buff_RiderFlyingWindWoosh_LionfishLion_C_12422) CONTENT: YOU GOIN SO FAST(/Engine/Transient.Default__REINST_Buff_RiderFlyingWindWoosh_LionfishLion_C_12422) CONTENT: Woosh(/Game/Genesis2/CoreBlueprints/Buffs/Buff_RiderFlyingWindWoosh_LionfishLion.Default__Buff_RiderFlyingWindWoosh_LionfishLion_C) CONTENT: YOU GOIN SO FAST(/Game/Genesis2/CoreBlueprints/Buffs/Buff_RiderFlyingWindWoosh_LionfishLion.Default__Buff_RiderFlyingWindWoosh_LionfishLion_C) CONTENT: Cannot Identify Hoversail, destroying old Hoversail(/Engine/Transient.Default__REINST_PrimalItem_Spawner_HoverSail_Main_C_12434) CONTENT: /Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP(/Engine/Transient.Default__REINST_PrimalItem_Spawner_HoverSail_Main_C_12434) CONTENT: Vehicles(/Engine/Transient.Default__REINST_PrimalItem_Spawner_HoverSail_Main_C_12434) CONTENT: Cannot spawn Hoversail while on another dino(/Game/Genesis2/Dinos/TekHoverSail/PrimalItem_Spawner_HoverSail_Main.Default__PrimalItem_Spawner_HoverSail_Main_C) CONTENT: Cannot spawn Hoversail while sitting(/Game/Genesis2/Dinos/TekHoverSail/PrimalItem_Spawner_HoverSail_Main.Default__PrimalItem_Spawner_HoverSail_Main_C) CONTENT: Could not transfer items to inventory, inventory was invalid(/Game/Genesis2/Dinos/TekHoverSail/PrimalItem_Spawner_HoverSail_Main.Default__PrimalItem_Spawner_HoverSail_Main_C) CONTENT: Cannot Identify Hoversail, destroying old Hoversail(/Game/Genesis2/Dinos/TekHoverSail/PrimalItem_Spawner_HoverSail_Main.Default__PrimalItem_Spawner_HoverSail_Main_C) CONTENT: /Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP.TekHoverSail_Character_BP(/Game/Genesis2/Dinos/TekHoverSail/PrimalItem_Spawner_HoverSail_Main.Default__PrimalItem_Spawner_HoverSail_Main_C) CONTENT: Vehicles(/Game/Genesis2/Dinos/TekHoverSail/PrimalItem_Spawner_HoverSail_Main.Default__PrimalItem_Spawner_HoverSail_Main_C) CONTENT: Structure(/Engine/Transient.Default__REINST_Structure_AmmoContainerBaseBP_C_12442) CONTENT: Structure(/Game/Genesis2/Structures/AmmoBox/Structure_AmmoContainerBaseBP.Default__Structure_AmmoContainerBaseBP_C) CONTENT: 1(/Game/Genesis2/Structures/AmmoBox/Buff_AmmoContainerHelper.Default__Buff_AmmoContainerHelper_C) CONTENT: 1(/Game/Genesis2/Structures/AmmoBox/Buff_AmmoContainerHelper.Default__Buff_AmmoContainerHelper_C) CONTENT: Ammo In Inventory(/Game/Genesis2/Structures/AmmoBox/Buff_AmmoContainerHelper.Default__Buff_AmmoContainerHelper_C) CONTENT: Available From Ammo Container(/Game/Genesis2/Structures/AmmoBox/Buff_AmmoContainerHelper.Default__Buff_AmmoContainerHelper_C) CONTENT: Idle(/Engine/Transient.Default__REINST_Stego_Character_BP_C_12462) CONTENT: Cute(/Engine/Transient.Default__REINST_Stego_Character_BP_C_12462) CONTENT: Action(/Engine/Transient.Default__REINST_Stego_Character_BP_C_12462) CONTENT: Move(/Engine/Transient.Default__REINST_Stego_Character_BP_C_12462) CONTENT: Stegosaurus(/Engine/Transient.Default__REINST_Stego_Character_BP_C_12462) CONTENT: Hardened Mode(/Game/PrimalEarth/Dinos/Stego/Stego_Character_BP.Default__Stego_Character_BP_C) CONTENT: Heavy Plate(/Game/PrimalEarth/Dinos/Stego/Stego_Character_BP.Default__Stego_Character_BP_C) CONTENT: Sharpened Plate(/Game/PrimalEarth/Dinos/Stego/Stego_Character_BP.Default__Stego_Character_BP_C) CONTENT: Hardened Plate(/Game/PrimalEarth/Dinos/Stego/Stego_Character_BP.Default__Stego_Character_BP_C) CONTENT: Idle(/Game/PrimalEarth/Dinos/Stego/Stego_Character_BP.Default__Stego_Character_BP_C) CONTENT: Cute(/Game/PrimalEarth/Dinos/Stego/Stego_Character_BP.Default__Stego_Character_BP_C) CONTENT: Action(/Game/PrimalEarth/Dinos/Stego/Stego_Character_BP.Default__Stego_Character_BP_C) CONTENT: Move(/Game/PrimalEarth/Dinos/Stego/Stego_Character_BP.Default__Stego_Character_BP_C) CONTENT: Stegosaurus(/Game/PrimalEarth/Dinos/Stego/Stego_Character_BP.Default__Stego_Character_BP_C) LITERAL: Hardened(/Game/PrimalEarth/Dinos/Stego/Buff_StegoBackplate.Buff_StegoBackplate:EdGraph_42279.K2Node_MakeStruct_773) LITERAL: Hardened: Damage reduction, prevent dismount(/Game/PrimalEarth/Dinos/Stego/Buff_StegoBackplate.Buff_StegoBackplate:EdGraph_42279.K2Node_MakeStruct_773) LITERAL: Heavy(/Game/PrimalEarth/Dinos/Stego/Buff_StegoBackplate.Buff_StegoBackplate:EdGraph_42279.K2Node_MakeStruct_774) LITERAL: Heavy: Applies slow, prevent dismount(/Game/PrimalEarth/Dinos/Stego/Buff_StegoBackplate.Buff_StegoBackplate:EdGraph_42279.K2Node_MakeStruct_774) LITERAL: Sharpened(/Game/PrimalEarth/Dinos/Stego/Buff_StegoBackplate.Buff_StegoBackplate:EdGraph_42279.K2Node_MakeStruct_775) LITERAL: Sharpened: Armor penetration, prevent dismount(/Game/PrimalEarth/Dinos/Stego/Buff_StegoBackplate.Buff_StegoBackplate:EdGraph_42279.K2Node_MakeStruct_775) CONTENT: Thagomized(/Engine/Transient.Default__REINST_Buff_PreventStaminaRegen_C_12484) CONTENT: You are unable to recover stamina!(/Engine/Transient.Default__REINST_Buff_PreventStaminaRegen_C_12484) CONTENT: Thagomized(/Game/PrimalEarth/Dinos/Stego/Buff_PreventStaminaRegen.Default__Buff_PreventStaminaRegen_C) CONTENT: You are unable to recover stamina!(/Game/PrimalEarth/Dinos/Stego/Buff_PreventStaminaRegen.Default__Buff_PreventStaminaRegen_C) CONTENT: Impaled(/Engine/Transient.Default__REINST_Buff_ImpaledByStego_C_12488) CONTENT: You have been impaled and are bleeding out!(/Engine/Transient.Default__REINST_Buff_ImpaledByStego_C_12488) CONTENT: Impaled(/Game/PrimalEarth/Dinos/Stego/Buff_ImpaledByStego.Default__Buff_ImpaledByStego_C) CONTENT: You have been impaled and are bleeding out!(/Game/PrimalEarth/Dinos/Stego/Buff_ImpaledByStego.Default__Buff_ImpaledByStego_C) CONTENT: Tek Stegosaurus(/Engine/Transient.Default__REINST_BionicStego_Character_BP_C_12496) CONTENT: Tek Stegosaurus(/Game/PrimalEarth/Dinos/Stego/BionicStego_Character_BP.Default__BionicStego_Character_BP_C) CONTENT: Netted!(/Engine/Transient.Default__REINST_Buff_Netted_Material_C_12508) CONTENT: Cut yourself free(/Engine/Transient.Default__REINST_Buff_Netted_Material_C_12508) CONTENT: TRAPPED!(/Game/Genesis2/CoreBlueprints/Buffs/Buff_Netted_Material.Default__Buff_Netted_Material_C) CONTENT: Cut The Net With Your Weapon!(/Game/Genesis2/CoreBlueprints/Buffs/Buff_Netted_Material.Default__Buff_Netted_Material_C) CONTENT: Equip Sharp Weapon To Cut Net!(/Game/Genesis2/CoreBlueprints/Buffs/Buff_Netted_Material.Default__Buff_Netted_Material_C) CONTENT: Netted!(/Game/Genesis2/CoreBlueprints/Buffs/Buff_Netted_Material.Default__Buff_Netted_Material_C) CONTENT: Cut yourself free(/Game/Genesis2/CoreBlueprints/Buffs/Buff_Netted_Material.Default__Buff_Netted_Material_C) CONTENT: Ammo Container(/Engine/Transient.Default__REINST_PrimalInventoryBP_AmmoContainer_C_12620) CONTENT: Ammo Container(/Game/Genesis2/Structures/AmmoBox/PrimalInventoryBP_AmmoContainer.Default__PrimalInventoryBP_AmmoContainer_C) CONTENT: Ballista(/Engine/Transient.Default__REINST_StructureAmmoContainer_C_12624) CONTENT: Element(/Engine/Transient.Default__REINST_StructureAmmoContainer_C_12624) CONTENT: Boulder(/Engine/Transient.Default__REINST_StructureAmmoContainer_C_12624) CONTENT: Cannon(/Engine/Transient.Default__REINST_StructureAmmoContainer_C_12624) CONTENT: Chain(/Engine/Transient.Default__REINST_StructureAmmoContainer_C_12624) CONTENT: Rocket(/Engine/Transient.Default__REINST_StructureAmmoContainer_C_12624) CONTENT: Bullet(/Engine/Transient.Default__REINST_StructureAmmoContainer_C_12624) CONTENT: Ammo Box(/Engine/Transient.Default__REINST_StructureAmmoContainer_C_12624) CONTENT: Ballista(/Game/Genesis2/Structures/AmmoBox/StructureAmmoContainer.Default__StructureAmmoContainer_C) CONTENT: Element(/Game/Genesis2/Structures/AmmoBox/StructureAmmoContainer.Default__StructureAmmoContainer_C) CONTENT: Boulder(/Game/Genesis2/Structures/AmmoBox/StructureAmmoContainer.Default__StructureAmmoContainer_C) CONTENT: Cannon(/Game/Genesis2/Structures/AmmoBox/StructureAmmoContainer.Default__StructureAmmoContainer_C) CONTENT: Chain(/Game/Genesis2/Structures/AmmoBox/StructureAmmoContainer.Default__StructureAmmoContainer_C) CONTENT: Rocket(/Game/Genesis2/Structures/AmmoBox/StructureAmmoContainer.Default__StructureAmmoContainer_C) CONTENT: Bullet(/Game/Genesis2/Structures/AmmoBox/StructureAmmoContainer.Default__StructureAmmoContainer_C) CONTENT: Ammo Box(/Game/Genesis2/Structures/AmmoBox/StructureAmmoContainer.Default__StructureAmmoContainer_C) CONTENT: Plant Species Z(/Engine/Transient.Default__REINST_Structure_PlantSpeciesZ_Base_C_12632) CONTENT: Plant Species Z(/Game/Aberration/WeaponPlantSpeciesZ/Structure_PlantSpeciesZ_Base.Default__Structure_PlantSpeciesZ_Base_C) CONTENT: Plant Species R(/Engine/Transient.Default__REINST_Structure_PlantSpeciesR_C_12644) CONTENT: Plant Species R(/Game/Genesis2/Structures/PlantSpeciesR/Structure_PlantSpeciesR.Default__Structure_PlantSpeciesR_C) CONTENT: Plant Species R Seed(/Engine/Transient.Default__REINST_PrimalItemConsumable_Seed_PlantSpeciesR_C_12650) CONTENT: Plant this in a viable tek crop plot to grow a tentacle plant, that can be harvested for cuts of meat!(/Engine/Transient.Default__REINST_PrimalItemConsumable_Seed_PlantSpeciesR_C_12650) CONTENT: Plant Species R Seed(/Game/Genesis2/Structures/PlantSpeciesR/PrimalItemConsumable_Seed_PlantSpeciesR.Default__PrimalItemConsumable_Seed_PlantSpeciesR_C) CONTENT: Plant this in a viable tek crop plot to grow a tentacle plant, that can be harvested for cuts of meat!(/Game/Genesis2/Structures/PlantSpeciesR/PrimalItemConsumable_Seed_PlantSpeciesR.Default__PrimalItemConsumable_Seed_PlantSpeciesR_C) CONTENT: Base Water Tap(/Engine/Transient.Default__REINST_WaterTap_Base_C_12654) CONTENT: Base Water Tap(/Game/PrimalEarth/Structures/WaterTap_Base.Default__WaterTap_Base_C) CONTENT: Crop Plot(/Engine/Transient.Default__REINST_CropPlotBaseBP_C_12658) CONTENT: Crop Plot(/Game/PrimalEarth/Structures/BuildingBases/CropPlotBaseBP.Default__CropPlotBaseBP_C) CONTENT: Plant Species X Seed(/Engine/Transient.Default__REINST_PrimalItemConsumable_Seed_DefensePlant_C_12662) CONTENT: Plant this in a viable large crop plot to grow a frightening-looking defensive plant, which will shoot poisonous spores at any interlopers!(/Engine/Transient.Default__REINST_PrimalItemConsumable_Seed_DefensePlant_C_12662) CONTENT: Farming(/Engine/Transient.Default__REINST_PrimalItemConsumable_Seed_DefensePlant_C_12662) CONTENT: Seeds(/Engine/Transient.Default__REINST_PrimalItemConsumable_Seed_DefensePlant_C_12662) LITERAL: Can't Add Seed. Too many Turrets nearby {0} / {1}(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/Seeds/PrimalItemConsumable_Seed_DefensePlant.PrimalItemConsumable_Seed_DefensePlant:EdGraph_42697.K2Node_CallFunction_106577) LITERAL: 0(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/Seeds/PrimalItemConsumable_Seed_DefensePlant.PrimalItemConsumable_Seed_DefensePlant:EdGraph_42697.K2Node_MakeStruct_776) LITERAL: 1(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/Seeds/PrimalItemConsumable_Seed_DefensePlant.PrimalItemConsumable_Seed_DefensePlant:EdGraph_42697.K2Node_MakeStruct_777) CONTENT: Plant Species X Seed(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/Seeds/PrimalItemConsumable_Seed_DefensePlant.Default__PrimalItemConsumable_Seed_DefensePlant_C) CONTENT: Plant this in a viable large crop plot to grow a frightening-looking defensive plant, which will shoot poisonous spores at any interlopers!(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/Seeds/PrimalItemConsumable_Seed_DefensePlant.Default__PrimalItemConsumable_Seed_DefensePlant_C) CONTENT: Farming(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/Seeds/PrimalItemConsumable_Seed_DefensePlant.Default__PrimalItemConsumable_Seed_DefensePlant_C) CONTENT: Seeds(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/Seeds/PrimalItemConsumable_Seed_DefensePlant.Default__PrimalItemConsumable_Seed_DefensePlant_C) CONTENT: Wake Up(/Engine/Transient.Default__REINST_StructureTurretPlant_C_12666) CONTENT: Put To Sleep(/Engine/Transient.Default__REINST_StructureTurretPlant_C_12666) CONTENT: Plant Species X(/Engine/Transient.Default__REINST_StructureTurretPlant_C_12666) LITERAL: Turrets In Range {0} / {1}(/Game/PrimalEarth/Structures/StructureTurretPlant.StructureTurretPlant:EdGraph_42708.K2Node_CallFunction_106580) LITERAL: 0(/Game/PrimalEarth/Structures/StructureTurretPlant.StructureTurretPlant:EdGraph_42708.K2Node_MakeStruct_778) LITERAL: 1(/Game/PrimalEarth/Structures/StructureTurretPlant.StructureTurretPlant:EdGraph_42708.K2Node_MakeStruct_779) CONTENT: Wake Up(/Game/PrimalEarth/Structures/StructureTurretPlant.Default__StructureTurretPlant_C) CONTENT: Put To Sleep(/Game/PrimalEarth/Structures/StructureTurretPlant.Default__StructureTurretPlant_C) CONTENT: Plant Species X(/Game/PrimalEarth/Structures/StructureTurretPlant.Default__StructureTurretPlant_C) CONTENT: Tek Crop Plot(/Engine/Transient.Default__REINST_Structure_CropPlot_Tek_C_12678) CONTENT: Tek Crop Plot(/Game/Genesis2/Structures/CropPlotTek/Structure_CropPlot_Tek.Default__Structure_CropPlot_Tek_C) CONTENT: Gestation Monitoring(/Engine/Transient.Default__REINST_Buff_IncubatorGestationMonitor_C_12682) CONTENT: Gestation Monitoring(/Game/Genesis2/CoreBlueprints/Buffs/Buff_IncubatorGestationMonitor.Default__Buff_IncubatorGestationMonitor_C) CONTENT: Egg Incubator(/Engine/Transient.Default__REINST_EggIncubator_C_12686) CONTENT: No Power(/Game/Genesis2/Structures/EggIncubator/EggIncubator.Default__EggIncubator_C) CONTENT: Temperature Control: (/Game/Genesis2/Structures/EggIncubator/EggIncubator.Default__EggIncubator_C) CONTENT: Back(/Game/Genesis2/Structures/EggIncubator/EggIncubator.Default__EggIncubator_C) CONTENT: Temperature Controls(/Game/Genesis2/Structures/EggIncubator/EggIncubator.Default__EggIncubator_C) CONTENT: Increase Temp: +(/Game/Genesis2/Structures/EggIncubator/EggIncubator.Default__EggIncubator_C) CONTENT: Decrease Temp: -(/Game/Genesis2/Structures/EggIncubator/EggIncubator.Default__EggIncubator_C) CONTENT: Crack Egg (destroy)(/Game/Genesis2/Structures/EggIncubator/EggIncubator.Default__EggIncubator_C) CONTENT: Hatch Egg (requires 100%)(/Game/Genesis2/Structures/EggIncubator/EggIncubator.Default__EggIncubator_C) CONTENT: Gestation Monitoring (5 min)(/Game/Genesis2/Structures/EggIncubator/EggIncubator.Default__EggIncubator_C) CONTENT: Egg Incubator(/Game/Genesis2/Structures/EggIncubator/EggIncubator.Default__EggIncubator_C) CONTENT: Have some peace of mind while you incubate your eggs. Eggs that normally must be hatched underwater require the incubator to be underwater.(/Engine/Transient.Default__REINST_PrimalInventoryBP_EggIncubator_C_12698) CONTENT: Egg Incubator(/Engine/Transient.Default__REINST_PrimalInventoryBP_EggIncubator_C_12698) CONTENT: Have some peace of mind while you incubate your eggs. Eggs that normally must be hatched underwater require the incubator to be underwater.(/Game/Genesis2/Structures/EggIncubator/PrimalInventoryBP_EggIncubator.Default__PrimalInventoryBP_EggIncubator_C) CONTENT: Egg Incubator(/Game/Genesis2/Structures/EggIncubator/PrimalInventoryBP_EggIncubator.Default__PrimalInventoryBP_EggIncubator_C) CONTENT: Place a harvested dermis to show off your prowess!(/Engine/Transient.Default__REINST_PrimalInventoryBP_TaxidermyBase_C_12706) CONTENT: Taxidermy Inventory(/Engine/Transient.Default__REINST_PrimalInventoryBP_TaxidermyBase_C_12706) CONTENT: Place a harvested dermis to show off your prowess!(/Game/Extinction/CoreBlueprints/Inventories/PrimalInventoryBP_TaxidermyBase.Default__PrimalInventoryBP_TaxidermyBase_C) CONTENT: Taxidermy Inventory(/Game/Extinction/CoreBlueprints/Inventories/PrimalInventoryBP_TaxidermyBase.Default__PrimalInventoryBP_TaxidermyBase_C) CONTENT: Placed Taxidermy Base(/Engine/Transient.Default__REINST_Structure_TaxidermyBase_C_12710) CONTENT: Overwrite Dermis With Default Human Male(/Game/Extinction/Structures/Structure_TaxidermyBase.Default__Structure_TaxidermyBase_C) CONTENT: Overwrite Dermis With Default Human Female(/Game/Extinction/Structures/Structure_TaxidermyBase.Default__Structure_TaxidermyBase_C) CONTENT: Placed Taxidermy Base(/Game/Extinction/Structures/Structure_TaxidermyBase.Default__Structure_TaxidermyBase_C) CONTENT: Store your hotbar loadouts in this inventory for quick and easy access through the Loadout Mannequin!(/Engine/Transient.Default__REINST_PrimalInventoryBP_LoadoutDummyHotbar_C_12722) CONTENT: Loadout Mannequin Hotbar Inventory(/Engine/Transient.Default__REINST_PrimalInventoryBP_LoadoutDummyHotbar_C_12722) CONTENT: Store your hotbar loadouts in this inventory for quick and easy access through the Loadout Mannequin!(/Game/Genesis2/Structures/LoadoutMannequin/PrimalInventoryBP_LoadoutDummyHotbar.Default__PrimalInventoryBP_LoadoutDummyHotbar_C) CONTENT: Loadout Mannequin Hotbar Inventory(/Game/Genesis2/Structures/LoadoutMannequin/PrimalInventoryBP_LoadoutDummyHotbar.Default__PrimalInventoryBP_LoadoutDummyHotbar_C) CONTENT: Overwrite Dermis With Default Dummy Male(/Engine/Transient.Default__REINST_Structure_TrainingDummy_C_12726) CONTENT: Overwrite Dermis With Default Dummy Female(/Engine/Transient.Default__REINST_Structure_TrainingDummy_C_12726) CONTENT: Training Dummy(/Engine/Transient.Default__REINST_Structure_TrainingDummy_C_12726) LITERAL: {0} Damage / {1} Seconds = {2} DPS(/Game/PrimalEarth/Structures/Halloween/Structure_TrainingDummy.Structure_TrainingDummy:EdGraph_43006.K2Node_CallFunction_106897) LITERAL: 0(/Game/PrimalEarth/Structures/Halloween/Structure_TrainingDummy.Structure_TrainingDummy:EdGraph_43006.K2Node_MakeStruct_781) LITERAL: 1(/Game/PrimalEarth/Structures/Halloween/Structure_TrainingDummy.Structure_TrainingDummy:EdGraph_43006.K2Node_MakeStruct_782) LITERAL: 2(/Game/PrimalEarth/Structures/Halloween/Structure_TrainingDummy.Structure_TrainingDummy:EdGraph_43006.K2Node_MakeStruct_783) LITERAL: DPS Evaluation = {1} Sec.(/Game/PrimalEarth/Structures/Halloween/Structure_TrainingDummy.Structure_TrainingDummy:EdGraph_43009.K2Node_CallFunction_106898) LITERAL: 1(/Game/PrimalEarth/Structures/Halloween/Structure_TrainingDummy.Structure_TrainingDummy:EdGraph_43009.K2Node_MakeStruct_784) LITERAL: 0(/Game/PrimalEarth/Structures/Halloween/Structure_TrainingDummy.Structure_TrainingDummy:EdGraph_43009.K2Node_MakeStruct_785) LITERAL: 1(/Game/PrimalEarth/Structures/Halloween/Structure_TrainingDummy.Structure_TrainingDummy:EdGraph_43009.K2Node_MakeStruct_786) LITERAL: {1} {2}(/Game/PrimalEarth/Structures/Halloween/Structure_TrainingDummy.Structure_TrainingDummy:EdGraph_43009.K2Node_CallFunction_106900) LITERAL: 1(/Game/PrimalEarth/Structures/Halloween/Structure_TrainingDummy.Structure_TrainingDummy:EdGraph_43009.K2Node_MakeStruct_787) LITERAL: 2(/Game/PrimalEarth/Structures/Halloween/Structure_TrainingDummy.Structure_TrainingDummy:EdGraph_43009.K2Node_MakeStruct_788) CONTENT: {0} {1}(/Game/PrimalEarth/Structures/Halloween/Structure_TrainingDummy.Default__Structure_TrainingDummy_C) CONTENT: Overwrite Dermis With Default Dummy Male(/Game/PrimalEarth/Structures/Halloween/Structure_TrainingDummy.Default__Structure_TrainingDummy_C) CONTENT: Overwrite Dermis With Default Dummy Female(/Game/PrimalEarth/Structures/Halloween/Structure_TrainingDummy.Default__Structure_TrainingDummy_C) CONTENT: Training Dummy(/Game/PrimalEarth/Structures/Halloween/Structure_TrainingDummy.Default__Structure_TrainingDummy_C) CONTENT: Loadout Mannequin(/Engine/Transient.Default__REINST_Structure_LoadoutDummy_C_12730) CONTENT: Loadout Mannequin(/Game/Genesis2/Structures/LoadoutMannequin/Structure_LoadoutDummy.Default__Structure_LoadoutDummy_C) CONTENT: Loadout Mannequin Hotbar(/Engine/Transient.Default__REINST_Structure_LoadoutDummy_Hotbar_C_12734) CONTENT: Loadout Mannequin Hotbar(/Game/Genesis2/Structures/LoadoutMannequin/Structure_LoadoutDummy_Hotbar.Default__Structure_LoadoutDummy_Hotbar_C) CONTENT: Craft remote camera here(/Engine/Transient.Default__REINST_PrimalInventoryBP_TekSecurityConsole_C_12738) CONTENT: Craft remote camera here(/Game/Genesis2/Structures/RemoteCamera/PrimalInventoryBP_TekSecurityConsole.Default__PrimalInventoryBP_TekSecurityConsole_C) CONTENT: Tek Remote Camera(/Engine/Transient.Default__REINST_PrimalItemStructure_SecurityCamera_C_12742) CONTENT: Craft this item from Surveillance Console to assemble a new Remote Camera. Will transmit live imagery to nearby linked console.(/Engine/Transient.Default__REINST_PrimalItemStructure_SecurityCamera_C_12742) LITERAL: ({console})(/Game/Genesis2/Structures/RemoteCamera/PrimalItemStructure_SecurityCamera.PrimalItemStructure_SecurityCamera:EdGraph_43207.K2Node_CallFunction_107135) LITERAL: console(/Game/Genesis2/Structures/RemoteCamera/PrimalItemStructure_SecurityCamera.PrimalItemStructure_SecurityCamera:EdGraph_43207.K2Node_MakeStruct_789) CONTENT: Tek Remote Camera(/Game/Genesis2/Structures/RemoteCamera/PrimalItemStructure_SecurityCamera.Default__PrimalItemStructure_SecurityCamera_C) CONTENT: Craft this item from Surveillance Console to assemble a new Remote Camera. Will transmit live imagery to nearby linked console.(/Game/Genesis2/Structures/RemoteCamera/PrimalItemStructure_SecurityCamera.Default__PrimalItemStructure_SecurityCamera_C) CONTENT: Tek Remote Camera(/Engine/Transient.Default__REINST_Structure_SecurityCamera_C_12746) LITERAL: ( {console} )(/Game/Genesis2/Structures/RemoteCamera/Structure_SecurityCamera.Structure_SecurityCamera:EdGraph_43286.K2Node_CallFunction_107219) LITERAL: console(/Game/Genesis2/Structures/RemoteCamera/Structure_SecurityCamera.Structure_SecurityCamera:EdGraph_43286.K2Node_MakeStruct_790) LITERAL: {camera} ({lat},{lon})(/Game/Genesis2/Structures/RemoteCamera/Structure_SecurityCamera.Structure_SecurityCamera:EdGraph_43288.K2Node_CallFunction_107220) LITERAL: camera(/Game/Genesis2/Structures/RemoteCamera/Structure_SecurityCamera.Structure_SecurityCamera:EdGraph_43288.K2Node_MakeStruct_791) LITERAL: lat(/Game/Genesis2/Structures/RemoteCamera/Structure_SecurityCamera.Structure_SecurityCamera:EdGraph_43288.K2Node_MakeStruct_792) LITERAL: lon(/Game/Genesis2/Structures/RemoteCamera/Structure_SecurityCamera.Structure_SecurityCamera:EdGraph_43288.K2Node_MakeStruct_793) CONTENT: No Console linked to this camera(/Game/Genesis2/Structures/RemoteCamera/Structure_SecurityCamera.Default__Structure_SecurityCamera_C) CONTENT: Linked Console is too far away(/Game/Genesis2/Structures/RemoteCamera/Structure_SecurityCamera.Default__Structure_SecurityCamera_C) CONTENT: Console At Capacity(/Game/Genesis2/Structures/RemoteCamera/Structure_SecurityCamera.Default__Structure_SecurityCamera_C) CONTENT: Tek Remote Camera(/Game/Genesis2/Structures/RemoteCamera/Structure_SecurityCamera.Default__Structure_SecurityCamera_C) CONTENT: Tek Surveillance Console(/Engine/Transient.Default__REINST_StructureTekSecurityConsole_C_12750) LITERAL: {Camera} {num}(/Game/Genesis2/Structures/RemoteCamera/StructureTekSecurityConsole.StructureTekSecurityConsole:EdGraph_43353.K2Node_CallFunction_107290) LITERAL: Camera(/Game/Genesis2/Structures/RemoteCamera/StructureTekSecurityConsole.StructureTekSecurityConsole:EdGraph_43353.K2Node_MakeStruct_796) LITERAL: num(/Game/Genesis2/Structures/RemoteCamera/StructureTekSecurityConsole.StructureTekSecurityConsole:EdGraph_43353.K2Node_MakeStruct_797) LITERAL: {camera} ({lat},{lon})(/Game/Genesis2/Structures/RemoteCamera/StructureTekSecurityConsole.StructureTekSecurityConsole:EdGraph_43353.K2Node_CallFunction_107291) LITERAL: camera(/Game/Genesis2/Structures/RemoteCamera/StructureTekSecurityConsole.StructureTekSecurityConsole:EdGraph_43353.K2Node_MakeStruct_798) LITERAL: lat(/Game/Genesis2/Structures/RemoteCamera/StructureTekSecurityConsole.StructureTekSecurityConsole:EdGraph_43353.K2Node_MakeStruct_799) LITERAL: lon(/Game/Genesis2/Structures/RemoteCamera/StructureTekSecurityConsole.StructureTekSecurityConsole:EdGraph_43353.K2Node_MakeStruct_800) CONTENT: Remote Camera(/Game/Genesis2/Structures/RemoteCamera/StructureTekSecurityConsole.Default__StructureTekSecurityConsole_C) CONTENT: Tek Surveillance Console(/Game/Genesis2/Structures/RemoteCamera/StructureTekSecurityConsole.Default__StructureTekSecurityConsole_C) CONTENT: Idle(/Engine/Transient.Default__REINST_RemoteCamera_Character_BP_C_12754) CONTENT: back_JNT(/Engine/Transient.Default__REINST_RemoteCamera_Character_BP_C_12754) CONTENT: Cute(/Engine/Transient.Default__REINST_RemoteCamera_Character_BP_C_12754) CONTENT: back_JNT(/Engine/Transient.Default__REINST_RemoteCamera_Character_BP_C_12754) CONTENT: Move(/Engine/Transient.Default__REINST_RemoteCamera_Character_BP_C_12754) CONTENT: back_JNT(/Engine/Transient.Default__REINST_RemoteCamera_Character_BP_C_12754) CONTENT: Scout(/Engine/Transient.Default__REINST_RemoteCamera_Character_BP_C_12754) LITERAL: {camera} ({lat},{lon})(/Game/Genesis2/Structures/RemoteCamera/RemoteCamera_Character_BP.RemoteCamera_Character_BP:EdGraph_43475.K2Node_CallFunction_107717) LITERAL: camera(/Game/Genesis2/Structures/RemoteCamera/RemoteCamera_Character_BP.RemoteCamera_Character_BP:EdGraph_43475.K2Node_MakeStruct_801) LITERAL: lat(/Game/Genesis2/Structures/RemoteCamera/RemoteCamera_Character_BP.RemoteCamera_Character_BP:EdGraph_43475.K2Node_MakeStruct_802) LITERAL: lon(/Game/Genesis2/Structures/RemoteCamera/RemoteCamera_Character_BP.RemoteCamera_Character_BP:EdGraph_43475.K2Node_MakeStruct_803) LITERAL: {Camera} {num}(/Game/Genesis2/Structures/RemoteCamera/RemoteCamera_Character_BP.RemoteCamera_Character_BP:EdGraph_43475.K2Node_CallFunction_107718) LITERAL: Camera(/Game/Genesis2/Structures/RemoteCamera/RemoteCamera_Character_BP.RemoteCamera_Character_BP:EdGraph_43475.K2Node_MakeStruct_804) LITERAL: num(/Game/Genesis2/Structures/RemoteCamera/RemoteCamera_Character_BP.RemoteCamera_Character_BP:EdGraph_43475.K2Node_MakeStruct_805) LITERAL: {camera} ({lat},{lon})(/Game/Genesis2/Structures/RemoteCamera/RemoteCamera_Character_BP.RemoteCamera_Character_BP:EdGraph_43482.K2Node_CallFunction_107720) LITERAL: camera(/Game/Genesis2/Structures/RemoteCamera/RemoteCamera_Character_BP.RemoteCamera_Character_BP:EdGraph_43482.K2Node_MakeStruct_806) LITERAL: lat(/Game/Genesis2/Structures/RemoteCamera/RemoteCamera_Character_BP.RemoteCamera_Character_BP:EdGraph_43482.K2Node_MakeStruct_807) LITERAL: lon(/Game/Genesis2/Structures/RemoteCamera/RemoteCamera_Character_BP.RemoteCamera_Character_BP:EdGraph_43482.K2Node_MakeStruct_808) LITERAL: {Camera} {num}(/Game/Genesis2/Structures/RemoteCamera/RemoteCamera_Character_BP.RemoteCamera_Character_BP:EdGraph_43482.K2Node_CallFunction_107721) LITERAL: Camera(/Game/Genesis2/Structures/RemoteCamera/RemoteCamera_Character_BP.RemoteCamera_Character_BP:EdGraph_43482.K2Node_MakeStruct_809) LITERAL: num(/Game/Genesis2/Structures/RemoteCamera/RemoteCamera_Character_BP.RemoteCamera_Character_BP:EdGraph_43482.K2Node_MakeStruct_810) CONTENT: Accessing:(/Game/Genesis2/Structures/RemoteCamera/RemoteCamera_Character_BP.Default__RemoteCamera_Character_BP_C) CONTENT: Next Camera:(/Game/Genesis2/Structures/RemoteCamera/RemoteCamera_Character_BP.Default__RemoteCamera_Character_BP_C) CONTENT: Idle(/Game/Genesis2/Structures/RemoteCamera/RemoteCamera_Character_BP.Default__RemoteCamera_Character_BP_C) CONTENT: back_JNT(/Game/Genesis2/Structures/RemoteCamera/RemoteCamera_Character_BP.Default__RemoteCamera_Character_BP_C) CONTENT: Cute(/Game/Genesis2/Structures/RemoteCamera/RemoteCamera_Character_BP.Default__RemoteCamera_Character_BP_C) CONTENT: back_JNT(/Game/Genesis2/Structures/RemoteCamera/RemoteCamera_Character_BP.Default__RemoteCamera_Character_BP_C) CONTENT: Move(/Game/Genesis2/Structures/RemoteCamera/RemoteCamera_Character_BP.Default__RemoteCamera_Character_BP_C) CONTENT: back_JNT(/Game/Genesis2/Structures/RemoteCamera/RemoteCamera_Character_BP.Default__RemoteCamera_Character_BP_C) CONTENT: Scout(/Game/Genesis2/Structures/RemoteCamera/RemoteCamera_Character_BP.Default__RemoteCamera_Character_BP_C) CONTENT: Camera Name(/Engine/Transient.REINST_SecurityCameraHUD_C_46:WidgetTree_159.HUDNameLabel) CONTENT: Console Distance: 0m(/Engine/Transient.REINST_SecurityCameraHUD_C_46:WidgetTree_159.HUDDistanceLabel) CONTENT: Initiating Camera Controls...(/Engine/Transient.REINST_SecurityCameraHUD_C_46:WidgetTree_159.InputControlsRichTextBlock) CONTENT: CAMERA LIST(/Engine/Transient.REINST_SecurityCameraHUD_C_46:WidgetTree_159.TextBlock_708) CONTENT: Search(/Engine/Transient.REINST_SecurityCameraHUD_C_46:WidgetTree_159.SearchTextBox) CONTENT: CAMERA NAME(/Engine/Transient.REINST_SecurityCameraHUD_C_46:WidgetTree_159.TextBlock_913) CONTENT: CONSOLE DISTANCE(/Engine/Transient.REINST_SecurityCameraHUD_C_46:WidgetTree_159.TextBlock_921) CONTENT: Camera Name(/Game/Genesis2/Structures/RemoteCamera/SecurityCameraHUD.SecurityCameraHUD_C:WidgetTree_226.HUDNameLabel) CONTENT: Console Distance: 0m(/Game/Genesis2/Structures/RemoteCamera/SecurityCameraHUD.SecurityCameraHUD_C:WidgetTree_226.HUDDistanceLabel) CONTENT: Initiating Camera Controls...(/Game/Genesis2/Structures/RemoteCamera/SecurityCameraHUD.SecurityCameraHUD_C:WidgetTree_226.InputControlsRichTextBlock) CONTENT: CAMERA LIST(/Game/Genesis2/Structures/RemoteCamera/SecurityCameraHUD.SecurityCameraHUD_C:WidgetTree_226.TextBlock_708) CONTENT: Search(/Game/Genesis2/Structures/RemoteCamera/SecurityCameraHUD.SecurityCameraHUD_C:WidgetTree_226.SearchTextBox) CONTENT: CAMERA NAME(/Game/Genesis2/Structures/RemoteCamera/SecurityCameraHUD.SecurityCameraHUD_C:WidgetTree_226.TextBlock_913) CONTENT: CONSOLE DISTANCE(/Game/Genesis2/Structures/RemoteCamera/SecurityCameraHUD.SecurityCameraHUD_C:WidgetTree_226.TextBlock_921) CONTENT: {Fire} Next Camera(/Game/Genesis2/Structures/RemoteCamera/SecurityCameraHUD.Default__SecurityCameraHUD_C) CONTENT: {Targeting} Previous Camera(/Game/Genesis2/Structures/RemoteCamera/SecurityCameraHUD.Default__SecurityCameraHUD_C) CONTENT: {Crouch} Camera Mode(/Game/Genesis2/Structures/RemoteCamera/SecurityCameraHUD.Default__SecurityCameraHUD_C) CONTENT: {Jump} Camera List(/Game/Genesis2/Structures/RemoteCamera/SecurityCameraHUD.Default__SecurityCameraHUD_C) CONTENT: {Run} Exit(/Game/Genesis2/Structures/RemoteCamera/SecurityCameraHUD.Default__SecurityCameraHUD_C) CONTENT: {Crouch} Camera Mode(/Game/Genesis2/Structures/RemoteCamera/SecurityCameraHUD.Default__SecurityCameraHUD_C) CONTENT: {Jump} Camera List(/Game/Genesis2/Structures/RemoteCamera/SecurityCameraHUD.Default__SecurityCameraHUD_C) CONTENT: {Run} Exit(/Game/Genesis2/Structures/RemoteCamera/SecurityCameraHUD.Default__SecurityCameraHUD_C) CONTENT: {Prone} Unlink(/Game/Genesis2/Structures/RemoteCamera/SecurityCameraHUD.Default__SecurityCameraHUD_C) CONTENT: {Crouch} Camera Mode(/Game/Genesis2/Structures/RemoteCamera/SecurityCameraHUD.Default__SecurityCameraHUD_C) CONTENT: {Jump} Activate(/Game/Genesis2/Structures/RemoteCamera/SecurityCameraHUD.Default__SecurityCameraHUD_C) CONTENT: {ShowMyInventory} Close(/Game/Genesis2/Structures/RemoteCamera/SecurityCameraHUD.Default__SecurityCameraHUD_C) CONTENT: {Run} Exit(/Game/Genesis2/Structures/RemoteCamera/SecurityCameraHUD.Default__SecurityCameraHUD_C) CONTENT: {Reload} Unlink(/Game/Genesis2/Structures/RemoteCamera/SecurityCameraHUD.Default__SecurityCameraHUD_C) CONTENT: {Fire} Next Camera(/Game/Genesis2/Structures/RemoteCamera/SecurityCameraHUD.Default__SecurityCameraHUD_C) CONTENT: {Targeting} Previous Camera(/Game/Genesis2/Structures/RemoteCamera/SecurityCameraHUD.Default__SecurityCameraHUD_C) CONTENT: {AltFire} Zoom In(/Game/Genesis2/Structures/RemoteCamera/SecurityCameraHUD.Default__SecurityCameraHUD_C) CONTENT: {RemoteZoomOut} Zoom Out(/Game/Genesis2/Structures/RemoteCamera/SecurityCameraHUD.Default__SecurityCameraHUD_C) CONTENT: {Crouch} Camera Mode(/Game/Genesis2/Structures/RemoteCamera/SecurityCameraHUD.Default__SecurityCameraHUD_C) CONTENT: {Jump} Camera List(/Game/Genesis2/Structures/RemoteCamera/SecurityCameraHUD.Default__SecurityCameraHUD_C) CONTENT: {Run} Exit(/Game/Genesis2/Structures/RemoteCamera/SecurityCameraHUD.Default__SecurityCameraHUD_C) CONTENT: Camera Name(/Engine/Transient.REINST_CameraListEntry_C_48:WidgetTree_164.EntryName) CONTENT: --(/Engine/Transient.REINST_CameraListEntry_C_48:WidgetTree_164.DistanceLabel) CONTENT: Camera Name(/Game/Genesis2/Structures/RemoteCamera/CameraListEntry.CameraListEntry_C:WidgetTree_230.EntryName) CONTENT: --(/Game/Genesis2/Structures/RemoteCamera/CameraListEntry.CameraListEntry_C:WidgetTree_230.DistanceLabel) LITERAL: Spin Speed: {1} - Is Spining Up: {2} - Is Up To Speed: {3} - Is Attempting To Fire {4}(/Game/Genesis2/Weapons/MiniGun/WeapMinigun.WeapMinigun:ExecuteUbergraph_WeapMinigun.K2Node_CallFunction_108322) LITERAL: 1(/Game/Genesis2/Weapons/MiniGun/WeapMinigun.WeapMinigun:ExecuteUbergraph_WeapMinigun.K2Node_MakeStruct_811) LITERAL: 2(/Game/Genesis2/Weapons/MiniGun/WeapMinigun.WeapMinigun:ExecuteUbergraph_WeapMinigun.K2Node_MakeStruct_812) LITERAL: 3(/Game/Genesis2/Weapons/MiniGun/WeapMinigun.WeapMinigun:ExecuteUbergraph_WeapMinigun.K2Node_MakeStruct_813) LITERAL: 4(/Game/Genesis2/Weapons/MiniGun/WeapMinigun.WeapMinigun:ExecuteUbergraph_WeapMinigun.K2Node_MakeStruct_814) LITERAL: {0}/{1}(/Game/Genesis2/Weapons/MiniGun/Buff_MinigunHUD.Buff_MinigunHUD:EdGraph_43719.K2Node_CallFunction_108438) LITERAL: 0(/Game/Genesis2/Weapons/MiniGun/Buff_MinigunHUD.Buff_MinigunHUD:EdGraph_43719.K2Node_MakeStruct_815) LITERAL: 1(/Game/Genesis2/Weapons/MiniGun/Buff_MinigunHUD.Buff_MinigunHUD:EdGraph_43719.K2Node_MakeStruct_816) CONTENT: Heat(/Game/Genesis2/Weapons/MiniGun/Buff_MinigunHUD.Default__Buff_MinigunHUD_C) CONTENT: SUPPLIED(/Game/Genesis2/Weapons/MiniGun/Buff_MinigunHUD.Default__Buff_MinigunHUD_C) CONTENT: Fill with Advanced Rifle Bullets(/Engine/Transient.REINST_StructureMinigunBP_C_12788:PrimalInventoryBP_Ballista_C_29) CONTENT: Minigun(/Engine/Transient.REINST_StructureMinigunBP_C_12788:PrimalInventoryBP_Ballista_C_29) CONTENT: Turn On(/Engine/Transient.Default__REINST_StructureMinigunBP_C_12788) CONTENT: Turn Off(/Engine/Transient.Default__REINST_StructureMinigunBP_C_12788) CONTENT: Minigun(/Engine/Transient.Default__REINST_StructureMinigunBP_C_12788) LITERAL: 1(/Game/Genesis2/Weapons/MiniGun/StructureMinigunBP.StructureMinigunBP:ExecuteUbergraph_StructureMinigunBP.K2Node_MakeStruct_817) LITERAL: 2(/Game/Genesis2/Weapons/MiniGun/StructureMinigunBP.StructureMinigunBP:ExecuteUbergraph_StructureMinigunBP.K2Node_MakeStruct_818) LITERAL: 3(/Game/Genesis2/Weapons/MiniGun/StructureMinigunBP.StructureMinigunBP:ExecuteUbergraph_StructureMinigunBP.K2Node_MakeStruct_819) LITERAL: 4(/Game/Genesis2/Weapons/MiniGun/StructureMinigunBP.StructureMinigunBP:ExecuteUbergraph_StructureMinigunBP.K2Node_MakeStruct_820) LITERAL: extend {0} {1}(/Game/Genesis2/Weapons/MiniGun/StructureMinigunBP.StructureMinigunBP:EdGraph_43764.K2Node_CallFunction_108733) LITERAL: 0(/Game/Genesis2/Weapons/MiniGun/StructureMinigunBP.StructureMinigunBP:EdGraph_43764.K2Node_MakeStruct_821) LITERAL: 1(/Game/Genesis2/Weapons/MiniGun/StructureMinigunBP.StructureMinigunBP:EdGraph_43764.K2Node_MakeStruct_822) CONTENT: Ground Too Steep(/Game/Genesis2/Weapons/MiniGun/StructureMinigunBP.Default__StructureMinigunBP_C) CONTENT: Turn On(/Game/Genesis2/Weapons/MiniGun/StructureMinigunBP.Default__StructureMinigunBP_C) CONTENT: Turn Off(/Game/Genesis2/Weapons/MiniGun/StructureMinigunBP.Default__StructureMinigunBP_C) CONTENT: Minigun(/Game/Genesis2/Weapons/MiniGun/StructureMinigunBP.Default__StructureMinigunBP_C) LITERAL: ({0})(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_SeatedTurretHUD.Buff_SeatedTurretHUD:EdGraph_43784.K2Node_CallFunction_108773) LITERAL: 0(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_SeatedTurretHUD.Buff_SeatedTurretHUD:EdGraph_43784.K2Node_MakeStruct_823) CONTENT: {Targeting} SWITCH AMMO TYPE(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_SeatedTurretHUD.Default__Buff_SeatedTurretHUD_C) CONTENT: Minigun(/Engine/Transient.Default__REINST_PrimalItem_WeaponMinigun_C_12796) CONTENT: Deployable rotary machine gun that needs to be manned to fire at a target. Provides increased firepower after winding up, but consumes bullets quickly while firing.(/Engine/Transient.Default__REINST_PrimalItem_WeaponMinigun_C_12796) CONTENT: Weapons(/Engine/Transient.Default__REINST_PrimalItem_WeaponMinigun_C_12796) CONTENT: Firearms(/Engine/Transient.Default__REINST_PrimalItem_WeaponMinigun_C_12796) CONTENT: Minigun(/Game/Genesis2/Weapons/MiniGun/PrimalItem_WeaponMinigun.Default__PrimalItem_WeaponMinigun_C) CONTENT: Deployable rotary machine gun that needs to be manned to fire at a target. Provides increased firepower after winding up, but consumes bullets quickly while firing.(/Game/Genesis2/Weapons/MiniGun/PrimalItem_WeaponMinigun.Default__PrimalItem_WeaponMinigun_C) CONTENT: Weapons(/Game/Genesis2/Weapons/MiniGun/PrimalItem_WeaponMinigun.Default__PrimalItem_WeaponMinigun_C) CONTENT: Firearms(/Game/Genesis2/Weapons/MiniGun/PrimalItem_WeaponMinigun.Default__PrimalItem_WeaponMinigun_C) CONTENT: TekBow(/Engine/Transient.Default__REINST_Buff_TekBowHelper_C_12808) LITERAL: {0} per(/Game/Genesis2/Weapons/TekBow/Buff_TekBowHelper.Buff_TekBowHelper:EdGraph_43807.K2Node_CallFunction_109014) LITERAL: 0(/Game/Genesis2/Weapons/TekBow/Buff_TekBowHelper.Buff_TekBowHelper:EdGraph_43807.K2Node_MakeStruct_824) CONTENT: TekBow(/Game/Genesis2/Weapons/TekBow/Buff_TekBowHelper.Default__Buff_TekBowHelper_C) CONTENT: Rockwell Tentacle(/Engine/Transient.Default__REINST_Tentacle_HazardBP_C_12812) CONTENT: Rockwell Tentacle(/Game/Genesis2/Environment/Hazards/TentacleHazard/Tentacle_HazardBP.Default__Tentacle_HazardBP_C) CONTENT: Goo-ed!(/Engine/Transient.Default__REINST_Buff_TentacleProjGoo_C_12830) CONTENT: Your movement speed is decreased and Tek Super Speed and Jet Pack are prevented!(/Engine/Transient.Default__REINST_Buff_TentacleProjGoo_C_12830) CONTENT: Goo-ed!(/Engine/Transient.Default__REINST_Buff_TentacleProjGoo_C_12830) CONTENT: Goo-ed!(/Game/Genesis2/CoreBlueprints/Buffs/Buff_TentacleProjGoo.Default__Buff_TentacleProjGoo_C) CONTENT: Your movement speed is decreased and Tek Super Speed and Jet Pack are prevented!(/Game/Genesis2/CoreBlueprints/Buffs/Buff_TentacleProjGoo.Default__Buff_TentacleProjGoo_C) CONTENT: Goo-ed!(/Game/Genesis2/CoreBlueprints/Buffs/Buff_TentacleProjGoo.Default__Buff_TentacleProjGoo_C) CONTENT: Metal Arrow(/Game/Genesis2/Weapons/TekBow/WeapTekBow.Default__WeapTekBow_C) CONTENT: Explosive Arrow(/Game/Genesis2/Weapons/TekBow/WeapTekBow.Default__WeapTekBow_C) CONTENT: Tranq Arrow(/Game/Genesis2/Weapons/TekBow/WeapTekBow.Default__WeapTekBow_C) CONTENT: Flame Arrow(/Game/Genesis2/Weapons/TekBow/WeapTekBow.Default__WeapTekBow_C) CONTENT: Instant Hit Mode Enabled(/Game/Genesis2/Weapons/TekBow/WeapTekBow.Default__WeapTekBow_C) CONTENT: Instant Hit Mode Disabled(/Game/Genesis2/Weapons/TekBow/WeapTekBow.Default__WeapTekBow_C) CONTENT: Set Firing Mode: Projectile(/Game/Genesis2/Weapons/TekBow/WeapTekBow.Default__WeapTekBow_C) CONTENT: Set Firing Mode: Instant Hit(/Game/Genesis2/Weapons/TekBow/WeapTekBow.Default__WeapTekBow_C) CONTENT: NONE(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_Base_PointOfInterest.Default__SKEL_Buff_Base_PointOfInterest_C) CONTENT: NONE(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_Base_PointOfInterest.Default__SKEL_Buff_Base_PointOfInterest_C) CONTENT: NONE(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_Base_PointOfInterest.Default__Buff_Base_PointOfInterest_C) CONTENT: NONE(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_Base_PointOfInterest.Default__Buff_Base_PointOfInterest_C) CONTENT: (/Engine/Transient.Default__REINST_Buff_TekPistol_Kill_C_12890) CONTENT: Kill Charge Building(/Engine/Transient.Default__REINST_Buff_TekPistol_Kill_C_12890) CONTENT: Being affected by kill beams(/Engine/Transient.Default__REINST_Buff_TekPistol_Kill_C_12890) LITERAL: Buff Active {0}(/Game/Genesis2/Weapons/TekPistol/Buff_TekPistol_Kill.Buff_TekPistol_Kill:EdGraph_44222.K2Node_CallFunction_109976) LITERAL: 0(/Game/Genesis2/Weapons/TekPistol/Buff_TekPistol_Kill.Buff_TekPistol_Kill:EdGraph_44222.K2Node_MakeStruct_827) LITERAL: Stun Applied {0}(/Game/Genesis2/Weapons/TekPistol/Buff_TekPistol_Kill.Buff_TekPistol_Kill:EdGraph_44226.K2Node_CallFunction_109977) LITERAL: 0(/Game/Genesis2/Weapons/TekPistol/Buff_TekPistol_Kill.Buff_TekPistol_Kill:EdGraph_44226.K2Node_MakeStruct_828) CONTENT: (/Game/Genesis2/Weapons/TekPistol/Buff_TekPistol_Kill.Default__Buff_TekPistol_Kill_C) CONTENT: Kill Charge Building(/Game/Genesis2/Weapons/TekPistol/Buff_TekPistol_Kill.Default__Buff_TekPistol_Kill_C) CONTENT: Being affected by kill beams(/Game/Genesis2/Weapons/TekPistol/Buff_TekPistol_Kill.Default__Buff_TekPistol_Kill_C) CONTENT: STUN(/Engine/Transient.Default__REINST_Buff_TekPistol_Stun_C_12894) CONTENT: (/Engine/Transient.Default__REINST_Buff_TekPistol_Stun_C_12894) CONTENT: Stun Charge Building(/Engine/Transient.Default__REINST_Buff_TekPistol_Stun_C_12894) CONTENT: Being affected by stun beams(/Engine/Transient.Default__REINST_Buff_TekPistol_Stun_C_12894) LITERAL: Buff Active {0}(/Game/Genesis2/Weapons/TekPistol/Buff_TekPistol_Stun.Buff_TekPistol_Stun:EdGraph_44252.K2Node_CallFunction_109996) LITERAL: 0(/Game/Genesis2/Weapons/TekPistol/Buff_TekPistol_Stun.Buff_TekPistol_Stun:EdGraph_44252.K2Node_MakeStruct_829) LITERAL: Stun Applied {0}(/Game/Genesis2/Weapons/TekPistol/Buff_TekPistol_Stun.Buff_TekPistol_Stun:EdGraph_44255.K2Node_CallFunction_109997) LITERAL: 0(/Game/Genesis2/Weapons/TekPistol/Buff_TekPistol_Stun.Buff_TekPistol_Stun:EdGraph_44255.K2Node_MakeStruct_830) CONTENT: STUN(/Game/Genesis2/Weapons/TekPistol/Buff_TekPistol_Stun.Default__Buff_TekPistol_Stun_C) CONTENT: (/Game/Genesis2/Weapons/TekPistol/Buff_TekPistol_Stun.Default__Buff_TekPistol_Stun_C) CONTENT: Stun Charge Building(/Game/Genesis2/Weapons/TekPistol/Buff_TekPistol_Stun.Default__Buff_TekPistol_Stun_C) CONTENT: Being affected by stun beams(/Game/Genesis2/Weapons/TekPistol/Buff_TekPistol_Stun.Default__Buff_TekPistol_Stun_C) CONTENT: Stunned!(/Engine/Transient.Default__REINST_Buff_Stunned_TekPistol_C_12898) CONTENT: In a daze(/Engine/Transient.Default__REINST_Buff_Stunned_TekPistol_C_12898) CONTENT: Stunned!(/Game/Genesis2/Weapons/TekPistol/Buff_Stunned_TekPistol.Default__Buff_Stunned_TekPistol_C) CONTENT: In a daze(/Game/Genesis2/Weapons/TekPistol/Buff_Stunned_TekPistol.Default__Buff_Stunned_TekPistol_C) CONTENT: Stun Resistance(/Engine/Transient.Default__REINST_Buff_TekPistol_StunResist_C_12902) CONTENT: Resistant to stun beams(/Engine/Transient.Default__REINST_Buff_TekPistol_StunResist_C_12902) CONTENT: Stun Resistance(/Game/Genesis2/Weapons/TekPistol/Buff_TekPistol_StunResist.Default__Buff_TekPistol_StunResist_C) CONTENT: Resistant to stun beams(/Game/Genesis2/Weapons/TekPistol/Buff_TekPistol_StunResist.Default__Buff_TekPistol_StunResist_C) CONTENT: Heal Buff(/Engine/Transient.Default__REINST_Buff_TekPistol_Heal_C_12906) CONTENT: Being healed by TekPistol beams(/Engine/Transient.Default__REINST_Buff_TekPistol_Heal_C_12906) LITERAL: {d}/({p}%)(/Game/Genesis2/Weapons/TekPistol/Buff_TekPistol_Heal.Buff_TekPistol_Heal:EdGraph_44291.K2Node_CallFunction_110010) LITERAL: d(/Game/Genesis2/Weapons/TekPistol/Buff_TekPistol_Heal.Buff_TekPistol_Heal:EdGraph_44291.K2Node_MakeStruct_831) LITERAL: p(/Game/Genesis2/Weapons/TekPistol/Buff_TekPistol_Heal.Buff_TekPistol_Heal:EdGraph_44291.K2Node_MakeStruct_832) CONTENT: Heal Buff(/Game/Genesis2/Weapons/TekPistol/Buff_TekPistol_Heal.Default__Buff_TekPistol_Heal_C) CONTENT: Being healed by TekPistol beams(/Game/Genesis2/Weapons/TekPistol/Buff_TekPistol_Heal.Default__Buff_TekPistol_Heal_C) LITERAL: STUN ({0}%)(/Game/Genesis2/Weapons/TekPistol/Buff_TekPistolHelper.Buff_TekPistolHelper:EdGraph_44301.K2Node_CallFunction_110093) LITERAL: 0(/Game/Genesis2/Weapons/TekPistol/Buff_TekPistolHelper.Buff_TekPistolHelper:EdGraph_44301.K2Node_MakeStruct_834) LITERAL: DMG x{0}(/Game/Genesis2/Weapons/TekPistol/Buff_TekPistolHelper.Buff_TekPistolHelper:EdGraph_44301.K2Node_CallFunction_110094) LITERAL: 0(/Game/Genesis2/Weapons/TekPistol/Buff_TekPistolHelper.Buff_TekPistolHelper:EdGraph_44301.K2Node_MakeStruct_835) CONTENT: Equus Saddle(/Engine/Transient.Default__REINST_PrimalItemArmor_EquusSaddle_C_12916) CONTENT: A saddle for your horse. Useful for crafting chemical supplies on the go!(/Engine/Transient.Default__REINST_PrimalItemArmor_EquusSaddle_C_12916) CONTENT: Saddles(/Engine/Transient.Default__REINST_PrimalItemArmor_EquusSaddle_C_12916) CONTENT: Board Back Seat(/Engine/Transient.Default__REINST_PrimalItemArmor_EquusSaddle_C_12916) CONTENT: Equus Saddle(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_EquusSaddle.Default__PrimalItemArmor_EquusSaddle_C) CONTENT: A saddle for your horse. Useful for crafting chemical supplies on the go!(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_EquusSaddle.Default__PrimalItemArmor_EquusSaddle_C) CONTENT: Saddles(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_EquusSaddle.Default__PrimalItemArmor_EquusSaddle_C) CONTENT: Board Back Seat(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_EquusSaddle.Default__PrimalItemArmor_EquusSaddle_C) CONTENT: Chalico Sit Buff(/Engine/Transient.Default__REINST_Buff_RestingDino_C_12926) CONTENT: Chalico consumes fodd and water at half the normal speed. It also recovers 2% health per second.(/Engine/Transient.Default__REINST_Buff_RestingDino_C_12926) CONTENT: Chalico Sit Buff(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_RestingDino.Default__Buff_RestingDino_C) CONTENT: Chalico consumes fodd and water at half the normal speed. It also recovers 2% health per second.(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_RestingDino.Default__Buff_RestingDino_C) CONTENT: Groggy(/Engine/Transient.Default__REINST_Buff_NocturnalState_Groggy_C_12942) CONTENT: Dino is now Groggy(/Engine/Transient.Default__REINST_Buff_NocturnalState_Groggy_C_12942) CONTENT: Groggy(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_NocturnalState_Groggy.Default__Buff_NocturnalState_Groggy_C) CONTENT: Dino is now Groggy(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_NocturnalState_Groggy.Default__Buff_NocturnalState_Groggy_C) CONTENT: Sleep Deprived(/Engine/Transient.Default__REINST_Buff_NocturnalState_SleepDeprived_C_12946) CONTENT: Dino is now sleep deprived(/Engine/Transient.Default__REINST_Buff_NocturnalState_SleepDeprived_C_12946) CONTENT: Sleep Deprived(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_NocturnalState_SleepDeprived.Default__Buff_NocturnalState_SleepDeprived_C) CONTENT: Dino is now sleep deprived(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_NocturnalState_SleepDeprived.Default__Buff_NocturnalState_SleepDeprived_C) CONTENT: Idle(/Engine/Transient.Default__REINST_Megalosaurus_Character_BP_C_12954) CONTENT: Cute(/Engine/Transient.Default__REINST_Megalosaurus_Character_BP_C_12954) CONTENT: Action(/Engine/Transient.Default__REINST_Megalosaurus_Character_BP_C_12954) CONTENT: Action2(/Engine/Transient.Default__REINST_Megalosaurus_Character_BP_C_12954) CONTENT: Move(/Engine/Transient.Default__REINST_Megalosaurus_Character_BP_C_12954) CONTENT: Megalosaurus(/Engine/Transient.Default__REINST_Megalosaurus_Character_BP_C_12954) CONTENT: Idle(/Game/PrimalEarth/Dinos/Megalosaurus/Megalosaurus_Character_BP.Default__Megalosaurus_Character_BP_C) CONTENT: Cute(/Game/PrimalEarth/Dinos/Megalosaurus/Megalosaurus_Character_BP.Default__Megalosaurus_Character_BP_C) CONTENT: Action(/Game/PrimalEarth/Dinos/Megalosaurus/Megalosaurus_Character_BP.Default__Megalosaurus_Character_BP_C) CONTENT: Action2(/Game/PrimalEarth/Dinos/Megalosaurus/Megalosaurus_Character_BP.Default__Megalosaurus_Character_BP_C) CONTENT: Move(/Game/PrimalEarth/Dinos/Megalosaurus/Megalosaurus_Character_BP.Default__Megalosaurus_Character_BP_C) CONTENT: Megalosaurus(/Game/PrimalEarth/Dinos/Megalosaurus/Megalosaurus_Character_BP.Default__Megalosaurus_Character_BP_C) CONTENT: Night Vision Goggles(/Engine/Transient.Default__REINST_PrimalItemArmor_NightVisionGoggles_C_12980) CONTENT: Effortlessly see in the dark, though beware blindingly bright light sources!(/Engine/Transient.Default__REINST_PrimalItemArmor_NightVisionGoggles_C_12980) CONTENT: Armor(/Engine/Transient.Default__REINST_PrimalItemArmor_NightVisionGoggles_C_12980) CONTENT: Misc(/Engine/Transient.Default__REINST_PrimalItemArmor_NightVisionGoggles_C_12980) CONTENT: Night Vision Goggles(/Game/PrimalEarth/CoreBlueprints/Items/Armor/SCUBA/PrimalItemArmor_NightVisionGoggles.Default__PrimalItemArmor_NightVisionGoggles_C) CONTENT: Effortlessly see in the dark, though beware blindingly bright light sources!(/Game/PrimalEarth/CoreBlueprints/Items/Armor/SCUBA/PrimalItemArmor_NightVisionGoggles.Default__PrimalItemArmor_NightVisionGoggles_C) CONTENT: Armor(/Game/PrimalEarth/CoreBlueprints/Items/Armor/SCUBA/PrimalItemArmor_NightVisionGoggles.Default__PrimalItemArmor_NightVisionGoggles_C) CONTENT: Misc(/Game/PrimalEarth/CoreBlueprints/Items/Armor/SCUBA/PrimalItemArmor_NightVisionGoggles.Default__PrimalItemArmor_NightVisionGoggles_C) CONTENT: Tek Shield(/Engine/Transient.Default__REINST_PrimalItemArmor_ShieldTek_C_12988) CONTENT: Absorbs damage from the front when activated. When infused with Element, reflects any blocked projects or bullets back at the shooter, at a cost of Element.(/Engine/Transient.Default__REINST_PrimalItemArmor_ShieldTek_C_12988) CONTENT: Armor(/Engine/Transient.Default__REINST_PrimalItemArmor_ShieldTek_C_12988) CONTENT: Tek(/Engine/Transient.Default__REINST_PrimalItemArmor_ShieldTek_C_12988) CONTENT: Tek Shield(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Shields/PrimalItemArmor_ShieldTek.Default__PrimalItemArmor_ShieldTek_C) CONTENT: Absorbs damage from the front when activated. When infused with Element, reflects any blocked projects or bullets back at the shooter, at a cost of Element.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Shields/PrimalItemArmor_ShieldTek.Default__PrimalItemArmor_ShieldTek_C) CONTENT: Armor(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Shields/PrimalItemArmor_ShieldTek.Default__PrimalItemArmor_ShieldTek_C) CONTENT: Tek(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Shields/PrimalItemArmor_ShieldTek.Default__PrimalItemArmor_ShieldTek_C) CONTENT: Pliers(/Engine/Transient.Default__REINST_PrimalItem_Pliers_C_12992) CONTENT: Use on a Smithy-crafted item in need of repairing and you can repair it on the go within any inventory, at a higher cost of resources.(/Engine/Transient.Default__REINST_PrimalItem_Pliers_C_12992) CONTENT: Misc(/Engine/Transient.Default__REINST_PrimalItem_Pliers_C_12992) CONTENT: Pliers(/Game/PrimalEarth/CoreBlueprints/Items/PrimalItem_Pliers.Default__PrimalItem_Pliers_C) CONTENT: Use on a Smithy-crafted item in need of repairing and you can repair it on the go within any inventory, at a higher cost of resources.(/Game/PrimalEarth/CoreBlueprints/Items/PrimalItem_Pliers.Default__PrimalItem_Pliers_C) CONTENT: Misc(/Game/PrimalEarth/CoreBlueprints/Items/PrimalItem_Pliers.Default__PrimalItem_Pliers_C) CONTENT: Tek Cloning Chamber(/Engine/Transient.Default__REINST_TekCloningChamber_C_12996) LITERAL: Cloning {s}... {t}(/Game/PrimalEarth/Structures/TekTier/TekCloningChamber.TekCloningChamber:EdGraph_44628.K2Node_CallFunction_110460) LITERAL: s(/Game/PrimalEarth/Structures/TekTier/TekCloningChamber.TekCloningChamber:EdGraph_44628.K2Node_MakeStruct_838) LITERAL: t(/Game/PrimalEarth/Structures/TekTier/TekCloningChamber.TekCloningChamber:EdGraph_44628.K2Node_MakeStruct_839) CONTENT: Tek Cloning Chamber(/Game/PrimalEarth/Structures/TekTier/TekCloningChamber.Default__TekCloningChamber_C) CONTENT: Front(/Engine/Transient.Default__REINST_Underwater_Base_SM_C_13000) CONTENT: Back(/Engine/Transient.Default__REINST_Underwater_Base_SM_C_13000) CONTENT: Right(/Engine/Transient.Default__REINST_Underwater_Base_SM_C_13000) CONTENT: Left(/Engine/Transient.Default__REINST_Underwater_Base_SM_C_13000) CONTENT: Top(/Engine/Transient.Default__REINST_Underwater_Base_SM_C_13000) CONTENT: Bottom(/Engine/Transient.Default__REINST_Underwater_Base_SM_C_13000) CONTENT: Vacuum Compartment(/Engine/Transient.Default__REINST_Underwater_Base_SM_C_13000) CONTENT: Front(/Game/PrimalEarth/Structures/BuildingBases/Underwater_Base_SM.Default__Underwater_Base_SM_C) CONTENT: Back(/Game/PrimalEarth/Structures/BuildingBases/Underwater_Base_SM.Default__Underwater_Base_SM_C) CONTENT: Right(/Game/PrimalEarth/Structures/BuildingBases/Underwater_Base_SM.Default__Underwater_Base_SM_C) CONTENT: Left(/Game/PrimalEarth/Structures/BuildingBases/Underwater_Base_SM.Default__Underwater_Base_SM_C) CONTENT: Top(/Game/PrimalEarth/Structures/BuildingBases/Underwater_Base_SM.Default__Underwater_Base_SM_C) CONTENT: Bottom(/Game/PrimalEarth/Structures/BuildingBases/Underwater_Base_SM.Default__Underwater_Base_SM_C) CONTENT: Vacuum Compartment(/Game/PrimalEarth/Structures/BuildingBases/Underwater_Base_SM.Default__Underwater_Base_SM_C) CONTENT: Stairs(/Engine/Transient.Default__REINST_StairSM_Base_C_13012) CONTENT: Stairs(/Game/PrimalEarth/Structures/BuildingBases/StairSM_Base.Default__StairSM_Base_C) CONTENT: Wooden Hatchframe(/Engine/Transient.Default__REINST_Ceiling_Doorway_Wood_SM_New_C_13016) CONTENT: Wooden Hatchframe(/Game/PrimalEarth/Structures/Wooden/Ceiling_Doorway_Wood_SM_New.Default__Ceiling_Doorway_Wood_SM_New_C) CONTENT: Adobe Giant Trapdoor Ceiling(/Engine/Transient.Default__REINST_SM_BaseCeilingDoorWay_Giant_BP_C_13020) CONTENT: Adobe Giant Trapdoor Ceiling(/Game/PrimalEarth/Structures/SM_BaseCeilingDoorWay_Giant_BP.Default__SM_BaseCeilingDoorWay_Giant_BP_C) CONTENT: Adobe Giant Trapdoor(/Engine/Transient.Default__REINST_SM_BaseCeilingDoorGiant_BP_C_13024) CONTENT: Adobe Giant Trapdoor(/Game/PrimalEarth/Structures/SM_BaseCeilingDoorGiant_BP.Default__SM_BaseCeilingDoorGiant_BP_C) CONTENT: Idle(/Engine/Transient.Default__REINST_camelsaurus_Character_BP_C_13032) CONTENT: Cute(/Engine/Transient.Default__REINST_camelsaurus_Character_BP_C_13032) CONTENT: Action(/Engine/Transient.Default__REINST_camelsaurus_Character_BP_C_13032) CONTENT: Action2(/Engine/Transient.Default__REINST_camelsaurus_Character_BP_C_13032) CONTENT: Move(/Engine/Transient.Default__REINST_camelsaurus_Character_BP_C_13032) CONTENT: Morellatops(/Engine/Transient.Default__REINST_camelsaurus_Character_BP_C_13032) CONTENT: Idle(/Game/ScorchedEarth/Dinos/Camelsaurus/camelsaurus_Character_BP.Default__camelsaurus_Character_BP_C) CONTENT: Cute(/Game/ScorchedEarth/Dinos/Camelsaurus/camelsaurus_Character_BP.Default__camelsaurus_Character_BP_C) CONTENT: Action(/Game/ScorchedEarth/Dinos/Camelsaurus/camelsaurus_Character_BP.Default__camelsaurus_Character_BP_C) CONTENT: Action2(/Game/ScorchedEarth/Dinos/Camelsaurus/camelsaurus_Character_BP.Default__camelsaurus_Character_BP_C) CONTENT: Move(/Game/ScorchedEarth/Dinos/Camelsaurus/camelsaurus_Character_BP.Default__camelsaurus_Character_BP_C) CONTENT: Morellatops(/Game/ScorchedEarth/Dinos/Camelsaurus/camelsaurus_Character_BP.Default__camelsaurus_Character_BP_C) CONTENT: No Ground or Snap Point(/Engine/Transient.Default__REINST_WaterWell_C_13040) CONTENT: Can't Place on Floor(/Engine/Transient.Default__REINST_WaterWell_C_13040) CONTENT: Is Obstructed(/Engine/Transient.Default__REINST_WaterWell_C_13040) CONTENT: You need a water vein(/Engine/Transient.Default__REINST_WaterWell_C_13040) CONTENT: Water Well(/Engine/Transient.Default__REINST_WaterWell_C_13040) CONTENT: No Ground or Snap Point(/Game/ScorchedEarth/Structures/WaterWell/WaterWell.Default__WaterWell_C) CONTENT: Can't Place on Floor(/Game/ScorchedEarth/Structures/WaterWell/WaterWell.Default__WaterWell_C) CONTENT: Is Obstructed(/Game/ScorchedEarth/Structures/WaterWell/WaterWell.Default__WaterWell_C) CONTENT: You need a water vein(/Game/ScorchedEarth/Structures/WaterWell/WaterWell.Default__WaterWell_C) CONTENT: Water Well(/Game/ScorchedEarth/Structures/WaterWell/WaterWell.Default__WaterWell_C) CONTENT: Water Vein(/Engine/Transient.Default__REINST_WaterVein_Base_BP_C_13044) CONTENT: Water Vein(/Game/ScorchedEarth/Structures/WaterWell/WaterVein_Base_BP.Default__WaterVein_Base_BP_C) CONTENT: Cactus(/Engine/Transient.Default__REINST_CactusHarvestComponent_C_13048) CONTENT: Harvest [Raw Salt](/Engine/Transient.Default__REINST_CactusHarvestComponent_C_13048) CONTENT: Cactus(/Game/ScorchedEarth/CoreBlueprints/HarvestComponents/CactusHarvestComponent.Default__CactusHarvestComponent_C) CONTENT: Harvest [Raw Salt](/Game/ScorchedEarth/CoreBlueprints/HarvestComponents/CactusHarvestComponent.Default__CactusHarvestComponent_C) CONTENT: Giant Metal Hatchframe(/Engine/Transient.Default__REINST_SM_MetalCeilingDoorWay_Giant_BP_C_13052) CONTENT: Giant Metal Hatchframe(/Game/PrimalEarth/Structures/SM_MetalCeilingDoorWay_Giant_BP.Default__SM_MetalCeilingDoorWay_Giant_BP_C) CONTENT: Vacuum Compartment Moonpool(/Engine/Transient.Default__REINST_Underwater_Base_SM_BottomEntry_C_13060) CONTENT: Vacuum Compartment Moonpool(/Game/PrimalEarth/Structures/BuildingBases/Underwater_Base_SM_BottomEntry.Default__Underwater_Base_SM_BottomEntry_C) CONTENT: Wood Door(/Engine/Transient.Default__REINST_Door_Wood_SM_C_13064) CONTENT: Wood Door(/Game/PrimalEarth/Structures/Wooden/Door_Wood_SM.Default__Door_Wood_SM_C) CONTENT: Greenhouse Door(/Engine/Transient.Default__REINST_Greenhouse_Door_C_13068) CONTENT: Greenhouse Door(/Game/PrimalEarth/Structures/Greenhouse_Modular/Greenhouse_Door.Default__Greenhouse_Door_C) CONTENT: Sloped Greenhouse Roof(/Engine/Transient.Default__REINST_Greenhouse_Roof_C_13072) CONTENT: Sloped Greenhouse Roof(/Game/PrimalEarth/Structures/Greenhouse_Modular/Greenhouse_Roof.Default__Greenhouse_Roof_C) CONTENT: Greenhouse Wall(/Engine/Transient.Default__REINST_Greenhouse_Wall_C_13076) CONTENT: Greenhouse Wall(/Game/PrimalEarth/Structures/Greenhouse_Modular/Greenhouse_Wall.Default__Greenhouse_Wall_C) CONTENT: Sloped Greenhouse Wall Left(/Engine/Transient.Default__REINST_Greenhouse_Sloped_Wall_Left_C_13084) CONTENT: Sloped Greenhouse Wall Left(/Game/PrimalEarth/Structures/Greenhouse_Modular/Greenhouse_Sloped_Wall_Left.Default__Greenhouse_Sloped_Wall_Left_C) CONTENT: Sloped Greenhouse Wall Right(/Engine/Transient.Default__REINST_Greenhouse_Sloped_Wall_Right_C_13088) CONTENT: Sloped Greenhouse Wall Right(/Game/PrimalEarth/Structures/Greenhouse_Modular/Greenhouse_Sloped_Wall_Right.Default__Greenhouse_Sloped_Wall_Right_C) CONTENT: Greenhouse Door Frame(/Engine/Transient.Default__REINST_Greenhouse_Doorframe_C_13092) CONTENT: Greenhouse Door Frame(/Game/PrimalEarth/Structures/Greenhouse_Modular/Greenhouse_Doorframe.Default__Greenhouse_Doorframe_C) CONTENT: Wood Window(/Engine/Transient.Default__REINST_Window_Wood_BP_C_13096) CONTENT: Wood Window(/Game/PrimalEarth/Structures/Wooden/Window_Wood_BP.Default__Window_Wood_BP_C) CONTENT: Greenhouse Window(/Engine/Transient.Default__REINST_Greenhouse_Window_C_13100) CONTENT: Greenhouse Window(/Game/PrimalEarth/Structures/Greenhouse_Modular/Greenhouse_Window.Default__Greenhouse_Window_C) CONTENT: Wood Catwalk(/Engine/Transient.Default__REINST_Beam_Wood_SM_New_C_13104) CONTENT: Wood Catwalk(/Game/PrimalEarth/Structures/Wooden/Beam_Wood_SM_New.Default__Beam_Wood_SM_New_C) CONTENT: Metal Catwalk(/Engine/Transient.Default__REINST_Beam_Metal_C_13108) CONTENT: Metal Catwalk(/Game/PrimalEarth/Structures/Metal/Beam_Metal.Default__Beam_Metal_C) CONTENT: Metal Ceiling(/Engine/Transient.Default__REINST_Ceiling_Metal_C_13112) CONTENT: Metal Ceiling(/Game/PrimalEarth/Structures/Metal/Ceiling_Metal.Default__Ceiling_Metal_C) CONTENT: Metal Hatchframe(/Engine/Transient.Default__REINST_Ceiling_Doorway_Metal_C_13116) CONTENT: Metal Hatchframe(/Game/PrimalEarth/Structures/Metal/Ceiling_Doorway_Metal.Default__Ceiling_Doorway_Metal_C) CONTENT: Metal Door(/Engine/Transient.Default__REINST_Door_Metal_C_13120) CONTENT: Metal Door(/Game/PrimalEarth/Structures/Metal/Door_Metal.Default__Door_Metal_C) CONTENT: Wood Fence Foundation(/Engine/Transient.Default__REINST_FenceFoundation_Wood_SM_C_13124) CONTENT: Wood Fence Foundation(/Game/PrimalEarth/Structures/Wooden/FenceFoundation_Wood_SM.Default__FenceFoundation_Wood_SM_C) CONTENT: Metal Fence Foundation(/Engine/Transient.Default__REINST_FenceFoundation_Metal_C_13128) CONTENT: Metal Fence Foundation(/Game/PrimalEarth/Structures/Metal/FenceFoundation_Metal.Default__FenceFoundation_Metal_C) CONTENT: Block(/Engine/Transient.Default__REINST_Floor_Wood_SM_New_C_13132) CONTENT: Wood Floor(/Engine/Transient.Default__REINST_Floor_Wood_SM_New_C_13132) CONTENT: Block(/Game/PrimalEarth/Structures/Wooden/Floor_Wood_SM_New.Default__Floor_Wood_SM_New_C) CONTENT: Wood Floor(/Game/PrimalEarth/Structures/Wooden/Floor_Wood_SM_New.Default__Floor_Wood_SM_New_C) CONTENT: Block(/Engine/Transient.Default__REINST_Floor_Metal_C_13136) CONTENT: Metal Floor(/Engine/Transient.Default__REINST_Floor_Metal_C_13136) CONTENT: Block(/Game/PrimalEarth/Structures/Metal/Floor_Metal.Default__Floor_Metal_C) CONTENT: Metal Floor(/Game/PrimalEarth/Structures/Metal/Floor_Metal.Default__Floor_Metal_C) CONTENT: Wooden Dinosaur Gate(/Engine/Transient.Default__REINST_Gate_SM_C_13140) CONTENT: Wooden Dinosaur Gate(/Game/PrimalEarth/Structures/Wooden/Gate_SM.Default__Gate_SM_C) CONTENT: Metal Dinosaur Gate(/Engine/Transient.Default__REINST_Gate_Metal_C_13144) CONTENT: Metal Dinosaur Gate(/Game/PrimalEarth/Structures/Metal/Gate_Metal.Default__Gate_Metal_C) CONTENT: Metal Behemoth Gate(/Engine/Transient.Default__REINST_Gate_Large_Metal_C_13148) CONTENT: Metal Behemoth Gate(/Game/PrimalEarth/Structures/Metal/Gate_Large_Metal.Default__Gate_Large_Metal_C) CONTENT: Metal Dinosaur Gateframe(/Engine/Transient.Default__REINST_GateFrame_Metal_C_13152) CONTENT: Metal Dinosaur Gateframe(/Game/PrimalEarth/Structures/Metal/GateFrame_Metal.Default__GateFrame_Metal_C) CONTENT: Adobe Dinosaur Gateframe(/Engine/Transient.Default__REINST_SM_AdobeFrameGate_BP_C_13156) CONTENT: Adobe Dinosaur Gateframe(/Game/ScorchedEarth/Structures/Adobe/Blueprints/SM_AdobeFrameGate_BP.Default__SM_AdobeFrameGate_BP_C) CONTENT: Stone Dinosaur Gateframe(/Engine/Transient.Default__REINST_GateFrame_Stone_C_13160) CONTENT: Stone Dinosaur Gateframe(/Game/PrimalEarth/Structures/Stone/Stone_GateFrame/GateFrame_Stone.Default__GateFrame_Stone_C) CONTENT: Wooden Dinosaur Gateframe(/Engine/Transient.Default__REINST_GateFrame_Wood_SM_C_13164) CONTENT: Wooden Dinosaur Gateframe(/Game/PrimalEarth/Structures/Wooden/GateFrame_Wood_SM.Default__GateFrame_Wood_SM_C) CONTENT: Metal Behemoth Gateframe(/Engine/Transient.Default__REINST_GateFrame_Large_Metal_C_13168) CONTENT: Metal Behemoth Gateframe(/Game/PrimalEarth/Structures/Metal/GateFrame_Large_Metal.Default__GateFrame_Large_Metal_C) CONTENT: Wood Pillar(/Engine/Transient.Default__REINST_Pillar_Wood_SM_New_C_13172) CONTENT: Wood Pillar(/Game/PrimalEarth/Structures/Wooden/Pillar_Wood_SM_New.Default__Pillar_Wood_SM_New_C) CONTENT: Metal Pillar(/Engine/Transient.Default__REINST_Pillar_Metal_C_13176) CONTENT: Metal Pillar(/Game/PrimalEarth/Structures/Metal/Pillar_Metal.Default__Pillar_Metal_C) CONTENT: Metal Railing(/Engine/Transient.Default__REINST_Railing_Metal_C_13180) CONTENT: Metal Railing(/Game/PrimalEarth/Structures/Metal/Railing_Metal.Default__Railing_Metal_C) CONTENT: Metal Ramp(/Engine/Transient.Default__REINST_Ramp_Metal_C_13184) CONTENT: Metal Ramp(/Game/PrimalEarth/Structures/Metal/Ramp_Metal.Default__Ramp_Metal_C) CONTENT: Base Signpost(/Engine/Transient.Default__REINST_Sign_Base_C_13188) CONTENT: Base Signpost(/Game/PrimalEarth/Structures/BuildingBases/Sign_Base.Default__Sign_Base_C) CONTENT: Small Metal Signpost(/Engine/Transient.Default__REINST_Sign_Small_Metal_C_13192) CONTENT: Small Metal Signpost(/Game/PrimalEarth/Structures/Sign_Small_Metal.Default__Sign_Small_Metal_C) CONTENT: Large Metal Signpost(/Engine/Transient.Default__REINST_Sign_Large_Metal_C_13196) CONTENT: Large Metal Signpost(/Game/PrimalEarth/Structures/Sign_Large_Metal.Default__Sign_Large_Metal_C) CONTENT: Wall Sign(/Engine/Transient.Default__REINST_Sign_Wall_Metal_C_13200) CONTENT: Wall Sign(/Game/PrimalEarth/Structures/Sign_Wall_Metal.Default__Sign_Wall_Metal_C) CONTENT: Spike Wall(/Engine/Transient.Default__REINST_SpikeWall_C_13204) CONTENT: Spike Wall(/Game/PrimalEarth/Structures/Wooden/SpikeWall.Default__SpikeWall_C) CONTENT: Metal Staircase(/Engine/Transient.Default__REINST_StairSM_Metal_C_13212) CONTENT: Metal Staircase(/Game/PrimalEarth/Structures/BuildingBases/StairSM_Metal.Default__StairSM_Metal_C) CONTENT: Ceiling Door(/Engine/Transient.Default__REINST_Ceiling_Door_Base_SM_C_13216) CONTENT: Ceiling Door(/Game/PrimalEarth/Structures/BuildingBases/Ceiling_Door_Base_SM.Default__Ceiling_Door_Base_SM_C) CONTENT: Wood Trapdoor(/Engine/Transient.Default__REINST_Ceiling_Door_Wood_SM_New_C_13220) CONTENT: Wood Trapdoor(/Game/PrimalEarth/Structures/Wooden/Ceiling_Door_Wood_SM_New.Default__Ceiling_Door_Wood_SM_New_C) CONTENT: Metal Trapdoor(/Engine/Transient.Default__REINST_Ceiling_Door_Metal_C_13224) CONTENT: Metal Trapdoor(/Game/PrimalEarth/Structures/Metal/Ceiling_Door_Metal.Default__Ceiling_Door_Metal_C) CONTENT: Metal Giant Trapdoor(/Engine/Transient.Default__REINST_SM_MetalCeilingDoorGiant_BP_C_13228) CONTENT: Metal Giant Trapdoor(/Game/PrimalEarth/Structures/SM_MetalCeilingDoorGiant_BP.Default__SM_MetalCeilingDoorGiant_BP_C) CONTENT: Metal Wall(/Engine/Transient.Default__REINST_Wall_Metal_C_13232) CONTENT: Metal Wall(/Game/PrimalEarth/Structures/Metal/Wall_Metal.Default__Wall_Metal_C) CONTENT: Metal Door Frame(/Engine/Transient.Default__REINST_Doorframe_Metal_C_13236) CONTENT: Metal Door Frame(/Game/PrimalEarth/Structures/Metal/Doorframe_Metal.Default__Doorframe_Metal_C) CONTENT: Wood Window Wall(/Engine/Transient.Default__REINST_WindowWall_Wood_SM_New_C_13240) CONTENT: Wood Window Wall(/Game/PrimalEarth/Structures/Wooden/WindowWall_Wood_SM_New.Default__WindowWall_Wood_SM_New_C) CONTENT: Metal Window Wall(/Engine/Transient.Default__REINST_WindowWall_Metal_C_13244) CONTENT: Metal Window Wall(/Game/PrimalEarth/Structures/Metal/WindowWall_Metal.Default__WindowWall_Metal_C) CONTENT: Metal Window(/Engine/Transient.Default__REINST_Window_Metal_BP_C_13248) CONTENT: Metal Window(/Game/PrimalEarth/Structures/Metal/Window_Metal_BP.Default__Window_Metal_BP_C) CONTENT: Air Conditioner(/Engine/Transient.Default__REINST_AirConditioner_C_13252) CONTENT: Air Conditioner(/Game/PrimalEarth/Structures/Electric/AirConditioner.Default__AirConditioner_C) CONTENT: Large Bear Trap(/Engine/Transient.Default__REINST_BearTrapLarge_C_13258) CONTENT: Large Bear Trap(/Game/PrimalEarth/Structures/BearTrapLarge.Default__BearTrapLarge_C) CONTENT: Bed(/Engine/Transient.Default__REINST_BedBaseBP_C_13262) CONTENT: Bed(/Game/PrimalEarth/Structures/BuildingBases/BedBaseBP.Default__BedBaseBP_C) CONTENT: Lay On(/Engine/Transient.Default__REINST_TekBed_C_13268) CONTENT: Tek Sleeping Pod(/Engine/Transient.Default__REINST_TekBed_C_13268) CONTENT: Lay On(/Game/PrimalEarth/Structures/TekBed.Default__TekBed_C) CONTENT: Tek Sleeping Pod(/Game/PrimalEarth/Structures/TekBed.Default__TekBed_C) CONTENT: Tek Bed Recovery(/Engine/Transient.Default__REINST_Buff_TekBedVitals_C_13272) CONTENT: You are recovering vitals and XP! (/Engine/Transient.Default__REINST_Buff_TekBedVitals_C_13272) CONTENT: Tek Bed Recovery(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_TekBedVitals.Default__Buff_TekBedVitals_C) CONTENT: You are recovering vitals and XP! (/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_TekBedVitals.Default__Buff_TekBedVitals_C) CONTENT: Water Tank(/Engine/Transient.Default__REINST_WaterTankBaseBP_C_13276) CONTENT: Water Tank(/Game/PrimalEarth/Structures/BuildingBases/WaterTankBaseBP.Default__WaterTankBaseBP_C) CONTENT: Water Tank(/Engine/Transient.Default__REINST_WaterTankBaseBP_NoInv_C_13280) CONTENT: Water Tank(/Game/PrimalEarth/Structures/BuildingBases/WaterTankBaseBP_NoInv.Default__WaterTankBaseBP_NoInv_C) CONTENT: Beer Barrel(/Engine/Transient.Default__REINST_BeerBarrel_C_13284) CONTENT: Beer Barrel(/Game/PrimalEarth/Structures/BeerBarrel.Default__BeerBarrel_C) CONTENT: Cannon(/Engine/Transient.Default__REINST_Cannon_SM_C_13288) CONTENT: Cannon(/Game/PrimalEarth/Structures/Cannon_SM.Default__Cannon_SM_C) CONTENT: Hyperdrive(/Engine/Transient.Default__REINST_Buff_MutatingEffect_C_13294) CONTENT: Hyperdrive(/Game/Genesis2/CoreBlueprints/Environment/Mutagen/Buff_MutatingEffect.Default__Buff_MutatingEffect_C) CONTENT: Hyperdrive(/Engine/Transient.Default__REINST_Buff_MutatingEffectMinor_C_13298) CONTENT: Hyperdrive(/Game/Genesis2/CoreBlueprints/Environment/Mutagen/Buff_MutatingEffectMinor.Default__Buff_MutatingEffectMinor_C) CONTENT: Mutagen Nearby(/Engine/Transient.Default__REINST_Buff_MutagenWarning_C_13302) CONTENT: Mutagen Nearby(/Engine/Transient.Default__REINST_Buff_MutagenWarning_C_13302) CONTENT: Mutagen Nearby(/Game/Genesis2/CoreBlueprints/Environment/Mutagen/Buff_MutagenWarning.Default__Buff_MutagenWarning_C) CONTENT: Mutagen Nearby(/Game/Genesis2/CoreBlueprints/Environment/Mutagen/Buff_MutagenWarning.Default__Buff_MutagenWarning_C) CONTENT: Mutagel(/Engine/Transient.Default__REINST_PrimalItemConsumable_Mutagel_C_13310) CONTENT: Rare mechanochemical substance derived from Mutagen. Use with caution to tame autonomous Stryders.(/Engine/Transient.Default__REINST_PrimalItemConsumable_Mutagel_C_13310) LITERAL: Server CanUse {0}(/Game/Genesis2/CoreBlueprints/Environment/Mutagen/PrimalItemConsumable_Mutagel.PrimalItemConsumable_Mutagel:EdGraph_45132.K2Node_CallFunction_110918) LITERAL: 0(/Game/Genesis2/CoreBlueprints/Environment/Mutagen/PrimalItemConsumable_Mutagel.PrimalItemConsumable_Mutagel:EdGraph_45132.K2Node_MakeStruct_840) LITERAL: {color} ( {0} of {1} )(/Game/Genesis2/CoreBlueprints/Environment/Mutagen/PrimalItemConsumable_Mutagel.PrimalItemConsumable_Mutagel:EdGraph_45142.K2Node_CallFunction_110923) LITERAL: color(/Game/Genesis2/CoreBlueprints/Environment/Mutagen/PrimalItemConsumable_Mutagel.PrimalItemConsumable_Mutagel:EdGraph_45142.K2Node_MakeStruct_841) LITERAL: 0(/Game/Genesis2/CoreBlueprints/Environment/Mutagen/PrimalItemConsumable_Mutagel.PrimalItemConsumable_Mutagel:EdGraph_45142.K2Node_MakeStruct_842) LITERAL: 1(/Game/Genesis2/CoreBlueprints/Environment/Mutagen/PrimalItemConsumable_Mutagel.PrimalItemConsumable_Mutagel:EdGraph_45142.K2Node_MakeStruct_843) CONTENT: Mutagel(/Game/Genesis2/CoreBlueprints/Environment/Mutagen/PrimalItemConsumable_Mutagel.Default__PrimalItemConsumable_Mutagel_C) CONTENT: Rare mechanochemical substance derived from Mutagen. Use with caution to tame autonomous Stryders.(/Game/Genesis2/CoreBlueprints/Environment/Mutagen/PrimalItemConsumable_Mutagel.Default__PrimalItemConsumable_Mutagel_C) CONTENT: Mutagen(/Engine/Transient.Default__REINST_PrimalItemConsumable_Mutagen_C_13314) CONTENT: Rare substance with aggravating and mutagentic properties. Use with caution to boost creature stats and gain access to Rockwell's Inner Sanctum.(/Engine/Transient.Default__REINST_PrimalItemConsumable_Mutagen_C_13314) LITERAL: Server CanUse {0}(/Game/Genesis2/CoreBlueprints/Environment/Mutagen/PrimalItemConsumable_Mutagen.PrimalItemConsumable_Mutagen:EdGraph_45161.K2Node_CallFunction_110935) LITERAL: 0(/Game/Genesis2/CoreBlueprints/Environment/Mutagen/PrimalItemConsumable_Mutagen.PrimalItemConsumable_Mutagen:EdGraph_45161.K2Node_MakeStruct_844) LITERAL: {color} ( {0} of {1} )(/Game/Genesis2/CoreBlueprints/Environment/Mutagen/PrimalItemConsumable_Mutagen.PrimalItemConsumable_Mutagen:EdGraph_45178.K2Node_CallFunction_110945) LITERAL: color(/Game/Genesis2/CoreBlueprints/Environment/Mutagen/PrimalItemConsumable_Mutagen.PrimalItemConsumable_Mutagen:EdGraph_45178.K2Node_MakeStruct_845) LITERAL: 0(/Game/Genesis2/CoreBlueprints/Environment/Mutagen/PrimalItemConsumable_Mutagen.PrimalItemConsumable_Mutagen:EdGraph_45178.K2Node_MakeStruct_846) LITERAL: 1(/Game/Genesis2/CoreBlueprints/Environment/Mutagen/PrimalItemConsumable_Mutagen.PrimalItemConsumable_Mutagen:EdGraph_45178.K2Node_MakeStruct_847) CONTENT: Mutagen(/Game/Genesis2/CoreBlueprints/Environment/Mutagen/PrimalItemConsumable_Mutagen.Default__PrimalItemConsumable_Mutagen_C) CONTENT: Rare substance with aggravating and mutagentic properties. Use with caution to boost creature stats and gain access to Rockwell's Inner Sanctum.(/Game/Genesis2/CoreBlueprints/Environment/Mutagen/PrimalItemConsumable_Mutagen.Default__PrimalItemConsumable_Mutagen_C) CONTENT: Chemistry Bench(/Engine/Transient.Default__REINST_StorageBox_ChemBench_C_13318) CONTENT: Chemistry Bench(/Game/PrimalEarth/Structures/StorageBox_ChemBench.Default__StorageBox_ChemBench_C) CONTENT: Fabricator(/Engine/Transient.Default__REINST_StorageBox_Fabricator_C_13322) CONTENT: Fabricator(/Game/PrimalEarth/Structures/StorageBox_Fabricator.Default__StorageBox_Fabricator_C) CONTENT: Remote Activation Keypad(/Engine/Transient.Default__REINST_Keypad2_C_13326) CONTENT: Remote Activation Keypad(/Game/PrimalEarth/Structures/Keypad2.Default__Keypad2_C) CONTENT: Industrial Grill(/Engine/Transient.Default__REINST_Grill_C_13330) CONTENT: Industrial Grill(/Game/PrimalEarth/Structures/Grill.Default__Grill_C) CONTENT: Industrial Grinder(/Engine/Transient.Default__REINST_StorageBox_IndustrialGrinder_C_13334) LITERAL: Grind Selected Stack ({Count}x)(/Game/PrimalEarth/Structures/StorageBox_IndustrialGrinder.StorageBox_IndustrialGrinder:EdGraph_45219.K2Node_CallFunction_110953) LITERAL: Count(/Game/PrimalEarth/Structures/StorageBox_IndustrialGrinder.StorageBox_IndustrialGrinder:EdGraph_45219.K2Node_MakeStruct_848) LITERAL: Grind Selected Item ({TheCount}x)(/Game/PrimalEarth/Structures/StorageBox_IndustrialGrinder.StorageBox_IndustrialGrinder:EdGraph_45219.K2Node_CallFunction_110954) LITERAL: TheCount(/Game/PrimalEarth/Structures/StorageBox_IndustrialGrinder.StorageBox_IndustrialGrinder:EdGraph_45219.K2Node_MakeStruct_849) CONTENT: Industrial Grinder(/Game/PrimalEarth/Structures/StorageBox_IndustrialGrinder.Default__StorageBox_IndustrialGrinder_C) CONTENT: Turn On(/Engine/Transient.Default__REINST_StructureTurretBaseBP_C_13340) CONTENT: Turn Off(/Engine/Transient.Default__REINST_StructureTurretBaseBP_C_13340) CONTENT: Automated Turret(/Engine/Transient.Default__REINST_StructureTurretBaseBP_C_13340) LITERAL: Turrets In Range {0} / {1}(/Game/PrimalEarth/Structures/BuildingBases/StructureTurretBaseBP.StructureTurretBaseBP:EdGraph_45253.K2Node_CallFunction_110998) LITERAL: 0(/Game/PrimalEarth/Structures/BuildingBases/StructureTurretBaseBP.StructureTurretBaseBP:EdGraph_45253.K2Node_MakeStruct_850) LITERAL: 1(/Game/PrimalEarth/Structures/BuildingBases/StructureTurretBaseBP.StructureTurretBaseBP:EdGraph_45253.K2Node_MakeStruct_851) CONTENT: Turn On(/Game/PrimalEarth/Structures/BuildingBases/StructureTurretBaseBP.Default__StructureTurretBaseBP_C) CONTENT: Turn Off(/Game/PrimalEarth/Structures/BuildingBases/StructureTurretBaseBP.Default__StructureTurretBaseBP_C) CONTENT: Automated Turret(/Game/PrimalEarth/Structures/BuildingBases/StructureTurretBaseBP.Default__StructureTurretBaseBP_C) CONTENT: Turn On(/Engine/Transient.Default__REINST_StructureTurretBaseBP_BaseHeavy_C_13344) CONTENT: Turn Off(/Engine/Transient.Default__REINST_StructureTurretBaseBP_BaseHeavy_C_13344) CONTENT: Automated Turret(/Engine/Transient.Default__REINST_StructureTurretBaseBP_BaseHeavy_C_13344) LITERAL: Turrets In Range {0} / {1}(/Game/PrimalEarth/Structures/BuildingBases/StructureTurretBaseBP_BaseHeavy.StructureTurretBaseBP_BaseHeavy:EdGraph_45288.K2Node_CallFunction_111052) LITERAL: 0(/Game/PrimalEarth/Structures/BuildingBases/StructureTurretBaseBP_BaseHeavy.StructureTurretBaseBP_BaseHeavy:EdGraph_45288.K2Node_MakeStruct_852) LITERAL: 1(/Game/PrimalEarth/Structures/BuildingBases/StructureTurretBaseBP_BaseHeavy.StructureTurretBaseBP_BaseHeavy:EdGraph_45288.K2Node_MakeStruct_853) CONTENT: Turn On(/Game/PrimalEarth/Structures/BuildingBases/StructureTurretBaseBP_BaseHeavy.Default__StructureTurretBaseBP_BaseHeavy_C) CONTENT: Turn Off(/Game/PrimalEarth/Structures/BuildingBases/StructureTurretBaseBP_BaseHeavy.Default__StructureTurretBaseBP_BaseHeavy_C) CONTENT: Automated Turret(/Game/PrimalEarth/Structures/BuildingBases/StructureTurretBaseBP_BaseHeavy.Default__StructureTurretBaseBP_BaseHeavy_C) CONTENT: Put Advanced Rifle Bullets in this.(/Engine/Transient.Default__REINST_PrimalInventoryBP_Turret_C_13348) CONTENT: Automated Turret(/Engine/Transient.Default__REINST_PrimalInventoryBP_Turret_C_13348) CONTENT: Put Advanced Rifle Bullets in this.(/Game/PrimalEarth/CoreBlueprints/Inventories/PrimalInventoryBP_Turret.Default__PrimalInventoryBP_Turret_C) CONTENT: Automated Turret(/Game/PrimalEarth/CoreBlueprints/Inventories/PrimalInventoryBP_Turret.Default__PrimalInventoryBP_Turret_C) CONTENT: Turn On(/Engine/Transient.Default__REINST_StructureTurretTek_C_13352) CONTENT: Turn Off(/Engine/Transient.Default__REINST_StructureTurretTek_C_13352) CONTENT: Tek Turret(/Engine/Transient.Default__REINST_StructureTurretTek_C_13352) LITERAL: Turrets In Range {0} / {1}(/Game/PrimalEarth/Structures/BuildingBases/StructureTurretTek.StructureTurretTek:EdGraph_45335.K2Node_CallFunction_111113) LITERAL: 0(/Game/PrimalEarth/Structures/BuildingBases/StructureTurretTek.StructureTurretTek:EdGraph_45335.K2Node_MakeStruct_854) LITERAL: 1(/Game/PrimalEarth/Structures/BuildingBases/StructureTurretTek.StructureTurretTek:EdGraph_45335.K2Node_MakeStruct_855) CONTENT: Turn On(/Game/PrimalEarth/Structures/BuildingBases/StructureTurretTek.Default__StructureTurretTek_C) CONTENT: Turn Off(/Game/PrimalEarth/Structures/BuildingBases/StructureTurretTek.Default__StructureTurretTek_C) CONTENT: Tek Turret(/Game/PrimalEarth/Structures/BuildingBases/StructureTurretTek.Default__StructureTurretTek_C) CONTENT: Put Element Shards in this.(/Engine/Transient.Default__REINST_PrimalInventoryBP_TurretTek_C_13356) CONTENT: Tek Turret(/Engine/Transient.Default__REINST_PrimalInventoryBP_TurretTek_C_13356) CONTENT: Put Element Shards in this.(/Game/PrimalEarth/CoreBlueprints/Inventories/PrimalInventoryBP_TurretTek.Default__PrimalInventoryBP_TurretTek_C) CONTENT: Tek Turret(/Game/PrimalEarth/CoreBlueprints/Inventories/PrimalInventoryBP_TurretTek.Default__PrimalInventoryBP_TurretTek_C) CONTENT: Put Advanced Rifle Bullets in this. Uses 4 bullets per shot.(/Engine/Transient.Default__REINST_PrimalInventoryBP_HeavyTurret_C_13360) CONTENT: Automated Turret(/Engine/Transient.Default__REINST_PrimalInventoryBP_HeavyTurret_C_13360) CONTENT: Put Advanced Rifle Bullets in this. Uses 4 bullets per shot.(/Game/PrimalEarth/CoreBlueprints/Inventories/PrimalInventoryBP_HeavyTurret.Default__PrimalInventoryBP_HeavyTurret_C) CONTENT: Automated Turret(/Game/PrimalEarth/CoreBlueprints/Inventories/PrimalInventoryBP_HeavyTurret.Default__PrimalInventoryBP_HeavyTurret_C) CONTENT: Heavy Automated Turret(/Engine/Transient.Default__REINST_StructureTurretBaseBP_Heavy_C_13364) CONTENT: Heavy Automated Turret(/Game/PrimalEarth/Structures/BuildingBases/StructureTurretBaseBP_Heavy.Default__StructureTurretBaseBP_Heavy_C) CONTENT: Poison Immunity(/Engine/Transient.Default__REINST_Buff_PoisonImmunity_Base_C_13368) CONTENT: Poison Immunity(/Game/Aberration/CoreBlueprints/Buffs/Buff_PoisonImmunity_Base.Default__Buff_PoisonImmunity_Base_C) CONTENT: Poison Immunity Biolum(/Engine/Transient.Default__REINST_Buff_PoisonImmunity_Biolum_C_13372) CONTENT: Poison Immunity Biolum(/Game/Aberration/CoreBlueprints/Buffs/Buff_PoisonImmunity_Biolum.Default__Buff_PoisonImmunity_Biolum_C) CONTENT: Aquatic Mushroom(/Engine/Transient.Default__REINST_PrimalItemConsumable_Mushroom_Aquatic_C_13376) CONTENT: A wavy blueish-green mushroom with a glowing edge. Looks refreshing.(/Engine/Transient.Default__REINST_PrimalItemConsumable_Mushroom_Aquatic_C_13376) CONTENT: Consumables(/Engine/Transient.Default__REINST_PrimalItemConsumable_Mushroom_Aquatic_C_13376) CONTENT: Mushrooms(/Engine/Transient.Default__REINST_PrimalItemConsumable_Mushroom_Aquatic_C_13376) CONTENT: Aquatic Mushroom(/Game/Aberration/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Mushroom_Aquatic.Default__PrimalItemConsumable_Mushroom_Aquatic_C) CONTENT: A wavy blueish-green mushroom with a glowing edge. Looks refreshing.(/Game/Aberration/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Mushroom_Aquatic.Default__PrimalItemConsumable_Mushroom_Aquatic_C) CONTENT: Consumables(/Game/Aberration/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Mushroom_Aquatic.Default__PrimalItemConsumable_Mushroom_Aquatic_C) CONTENT: Mushrooms(/Game/Aberration/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Mushroom_Aquatic.Default__PrimalItemConsumable_Mushroom_Aquatic_C) CONTENT: Poison Immunity Element(/Engine/Transient.Default__REINST_Buff_PoisonImmunity_Element_C_13380) CONTENT: Poison Immunity Element(/Game/Aberration/CoreBlueprints/Buffs/Buff_PoisonImmunity_Element.Default__Buff_PoisonImmunity_Element_C) CONTENT: Ascerbic Mushroom(/Engine/Transient.Default__REINST_PrimalItemConsumable_Mushroom_Ascerbic_C_13384) CONTENT: A mushroom as black as a moonless midnight. Looks to be highly narcotic.(/Engine/Transient.Default__REINST_PrimalItemConsumable_Mushroom_Ascerbic_C_13384) CONTENT: Consumables(/Engine/Transient.Default__REINST_PrimalItemConsumable_Mushroom_Ascerbic_C_13384) CONTENT: Mushrooms(/Engine/Transient.Default__REINST_PrimalItemConsumable_Mushroom_Ascerbic_C_13384) CONTENT: Ascerbic Mushroom(/Game/Aberration/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Mushroom_Ascerbic.Default__PrimalItemConsumable_Mushroom_Ascerbic_C) CONTENT: A mushroom as black as a moonless midnight. Looks to be highly narcotic.(/Game/Aberration/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Mushroom_Ascerbic.Default__PrimalItemConsumable_Mushroom_Ascerbic_C) CONTENT: Consumables(/Game/Aberration/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Mushroom_Ascerbic.Default__PrimalItemConsumable_Mushroom_Ascerbic_C) CONTENT: Mushrooms(/Game/Aberration/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Mushroom_Ascerbic.Default__PrimalItemConsumable_Mushroom_Ascerbic_C) CONTENT: Auric Mushroom(/Engine/Transient.Default__REINST_PrimalItemConsumable_Mushroom_Auric_C_13388) CONTENT: An oily-looking mushroom which glitters gold even in the dimmest light. Looks invigorating!(/Engine/Transient.Default__REINST_PrimalItemConsumable_Mushroom_Auric_C_13388) CONTENT: Consumables(/Engine/Transient.Default__REINST_PrimalItemConsumable_Mushroom_Auric_C_13388) CONTENT: Mushrooms(/Engine/Transient.Default__REINST_PrimalItemConsumable_Mushroom_Auric_C_13388) CONTENT: Auric Mushroom(/Game/Aberration/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Mushroom_Auric.Default__PrimalItemConsumable_Mushroom_Auric_C) CONTENT: An oily-looking mushroom which glitters gold even in the dimmest light. Looks invigorating!(/Game/Aberration/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Mushroom_Auric.Default__PrimalItemConsumable_Mushroom_Auric_C) CONTENT: Consumables(/Game/Aberration/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Mushroom_Auric.Default__PrimalItemConsumable_Mushroom_Auric_C) CONTENT: Mushrooms(/Game/Aberration/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Mushroom_Auric.Default__PrimalItemConsumable_Mushroom_Auric_C) CONTENT: Poison Immunity Fertile(/Engine/Transient.Default__REINST_Buff_PoisonImmunity_Fertile_C_13392) CONTENT: Poison Immunity Fertile(/Game/Aberration/CoreBlueprints/Buffs/Buff_PoisonImmunity_Fertile.Default__Buff_PoisonImmunity_Fertile_C) CONTENT: Aggeravic Mushroom(/Engine/Transient.Default__REINST_PrimalItemResource_CommonMushroom_C_13396) CONTENT: This mushroom can be found pretty much everywhere. It's tasty, and heals you slowly over time. Great in recipes!(/Engine/Transient.Default__REINST_PrimalItemResource_CommonMushroom_C_13396) CONTENT: Consumables(/Engine/Transient.Default__REINST_PrimalItemResource_CommonMushroom_C_13396) CONTENT: Mushrooms(/Engine/Transient.Default__REINST_PrimalItemResource_CommonMushroom_C_13396) CONTENT: Aggeravic Mushroom(/Game/Aberration/CoreBlueprints/Items/Consumables/PrimalItemResource_CommonMushroom.Default__PrimalItemResource_CommonMushroom_C) CONTENT: This mushroom can be found pretty much everywhere. It's tasty, and heals you slowly over time. Great in recipes!(/Game/Aberration/CoreBlueprints/Items/Consumables/PrimalItemResource_CommonMushroom.Default__PrimalItemResource_CommonMushroom_C) CONTENT: Consumables(/Game/Aberration/CoreBlueprints/Items/Consumables/PrimalItemResource_CommonMushroom.Default__PrimalItemResource_CommonMushroom_C) CONTENT: Mushrooms(/Game/Aberration/CoreBlueprints/Items/Consumables/PrimalItemResource_CommonMushroom.Default__PrimalItemResource_CommonMushroom_C) CONTENT: Mushroom Brew(/Engine/Transient.Default__REINST_Buff_AntiRad_C_13400) CONTENT: An effective anti-radiation solution for home and hearth.(/Engine/Transient.Default__REINST_Buff_AntiRad_C_13400) CONTENT: Mushroom Brew Enabled(/Engine/Transient.Default__REINST_Buff_AntiRad_C_13400) CONTENT: Mushroom Brew(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_AntiRad.Default__Buff_AntiRad_C) CONTENT: An effective anti-radiation solution for home and hearth.(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_AntiRad.Default__Buff_AntiRad_C) CONTENT: Mushroom Brew Enabled(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_AntiRad.Default__Buff_AntiRad_C) CONTENT: Mindwipe Tonic(/Engine/Transient.Default__REINST_PrimalItemConsumableRespecSoup_C_13408) CONTENT: Drink this tonic to forget everything you have learned (resets your Engram Points). Usable once every 24 hours.(/Engine/Transient.Default__REINST_PrimalItemConsumableRespecSoup_C_13408) CONTENT: Consumables(/Engine/Transient.Default__REINST_PrimalItemConsumableRespecSoup_C_13408) CONTENT: Crafted Foods(/Engine/Transient.Default__REINST_PrimalItemConsumableRespecSoup_C_13408) CONTENT: Mindwipe Tonic(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/BaseBPs/PrimalItemConsumableRespecSoup.Default__PrimalItemConsumableRespecSoup_C) CONTENT: Drink this tonic to forget everything you have learned (resets your Engram Points). Usable once every 24 hours.(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/BaseBPs/PrimalItemConsumableRespecSoup.Default__PrimalItemConsumableRespecSoup_C) CONTENT: Consumables(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/BaseBPs/PrimalItemConsumableRespecSoup.Default__PrimalItemConsumableRespecSoup_C) CONTENT: Crafted Foods(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/BaseBPs/PrimalItemConsumableRespecSoup.Default__PrimalItemConsumableRespecSoup_C) CONTENT: Cactus Brew(/Engine/Transient.Default__REINST_Buff_CactusSoup_C_13412) CONTENT: You feel less thirsty, and better able to beat the heat!(/Engine/Transient.Default__REINST_Buff_CactusSoup_C_13412) CONTENT: Cactus Brew Enabled(/Engine/Transient.Default__REINST_Buff_CactusSoup_C_13412) CONTENT: Cactus Brew(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_CactusSoup.Default__Buff_CactusSoup_C) CONTENT: You feel less thirsty, and better able to beat the heat!(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_CactusSoup.Default__Buff_CactusSoup_C) CONTENT: Cactus Brew Enabled(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_CactusSoup.Default__Buff_CactusSoup_C) CONTENT: Must use Gasoline to light the pilot. Put various foods in this to cook advanced consumables. Cooks super fast!(/Engine/Transient.REINST_IndustrialCookingPot_C_13416:PrimalInventoryBP_CookingPot_Industrial_C_0) CONTENT: Industrial Cooker(/Engine/Transient.REINST_IndustrialCookingPot_C_13416:PrimalInventoryBP_CookingPot_Industrial_C_0) CONTENT: Turn On(/Engine/Transient.Default__REINST_IndustrialCookingPot_C_13416) CONTENT: Turn Off(/Engine/Transient.Default__REINST_IndustrialCookingPot_C_13416) CONTENT: Make Recipe(/Engine/Transient.Default__REINST_IndustrialCookingPot_C_13416) CONTENT: Add Note to Make Recipe (/Engine/Transient.Default__REINST_IndustrialCookingPot_C_13416) CONTENT: Industrial Cooker(/Engine/Transient.Default__REINST_IndustrialCookingPot_C_13416) CONTENT: Turn On(/Game/PrimalEarth/Structures/IndustrialCookingPot.Default__IndustrialCookingPot_C) CONTENT: Turn Off(/Game/PrimalEarth/Structures/IndustrialCookingPot.Default__IndustrialCookingPot_C) CONTENT: Make Recipe(/Game/PrimalEarth/Structures/IndustrialCookingPot.Default__IndustrialCookingPot_C) CONTENT: Add Note to Make Recipe (/Game/PrimalEarth/Structures/IndustrialCookingPot.Default__IndustrialCookingPot_C) CONTENT: Industrial Cooker(/Game/PrimalEarth/Structures/IndustrialCookingPot.Default__IndustrialCookingPot_C) CONTENT: Industrial Forge(/Engine/Transient.Default__REINST_IndustrialForge_C_13420) CONTENT: Industrial Forge(/Game/PrimalEarth/Structures/IndustrialForge.Default__IndustrialForge_C) CONTENT: Motorboat(/Engine/Transient.Default__REINST_MotorRaft_BP_C_13426) LITERAL: Fuel: {0}% (/Game/PrimalEarth/Items/Raft/MotorRaft_BP.MotorRaft_BP:EdGraph_45476.K2Node_CallFunction_111220) LITERAL: 0(/Game/PrimalEarth/Items/Raft/MotorRaft_BP.MotorRaft_BP:EdGraph_45476.K2Node_MakeStruct_856) LITERAL: Fuel: {0}% x{1} (/Game/PrimalEarth/Items/Raft/MotorRaft_BP.MotorRaft_BP:EdGraph_45476.K2Node_CallFunction_111221) LITERAL: 0(/Game/PrimalEarth/Items/Raft/MotorRaft_BP.MotorRaft_BP:EdGraph_45476.K2Node_MakeStruct_857) LITERAL: 1(/Game/PrimalEarth/Items/Raft/MotorRaft_BP.MotorRaft_BP:EdGraph_45476.K2Node_MakeStruct_858) CONTENT: Motorboat(/Game/PrimalEarth/Items/Raft/MotorRaft_BP.Default__MotorRaft_BP_C) CONTENT: Turn On(/Engine/Transient.Default__REINST_LampPostOmni_C_13430) CONTENT: Turn Off(/Engine/Transient.Default__REINST_LampPostOmni_C_13430) CONTENT: Omnidirectional Lamppost(/Engine/Transient.Default__REINST_LampPostOmni_C_13430) CONTENT: Turn On(/Game/PrimalEarth/Structures/Electric/LampPostOmni.Default__LampPostOmni_C) CONTENT: Turn Off(/Game/PrimalEarth/Structures/Electric/LampPostOmni.Default__LampPostOmni_C) CONTENT: Omnidirectional Lamppost(/Game/PrimalEarth/Structures/Electric/LampPostOmni.Default__LampPostOmni_C) CONTENT: Underwater Mine(/Engine/Transient.Default__REINST_SeaMine_C_13438) CONTENT: Underwater Mine(/Game/PrimalEarth/Structures/SeaMine.Default__SeaMine_C) CONTENT: Vault(/Engine/Transient.Default__REINST_StorageBox_Huge_C_13446) CONTENT: Vault(/Game/PrimalEarth/Structures/StorageBox_Huge.Default__StorageBox_Huge_C) CONTENT: Painting Canvas(/Engine/Transient.Default__REINST_Sign_PaintingCanvas_C_13450) CONTENT: Painting Canvas(/Game/PrimalEarth/Structures/BuildingBases/Sign_PaintingCanvas.Default__Sign_PaintingCanvas_C) CONTENT: Put Advanced Rifle Bullets in this.(/Engine/Transient.REINST_StructureTurretMinigun_C_13458:PrimalInventoryBP_Ballista_C_0) CONTENT: Turn On(/Engine/Transient.Default__REINST_StructureTurretMinigun_C_13458) CONTENT: Turn Off(/Engine/Transient.Default__REINST_StructureTurretMinigun_C_13458) CONTENT: Minigun Turret(/Engine/Transient.Default__REINST_StructureTurretMinigun_C_13458) CONTENT: Turn On(/Game/PrimalEarth/Structures/BuildingBases/StructureTurretMinigun.Default__StructureTurretMinigun_C) CONTENT: Turn Off(/Game/PrimalEarth/Structures/BuildingBases/StructureTurretMinigun.Default__StructureTurretMinigun_C) CONTENT: Minigun Turret(/Game/PrimalEarth/Structures/BuildingBases/StructureTurretMinigun.Default__StructureTurretMinigun_C) CONTENT: Put Rockets in this.(/Engine/Transient.REINST_StructureTurretRocket_C_13462:PrimalInventoryBP_Ballista_C_0) CONTENT: Rocket Turret(/Engine/Transient.REINST_StructureTurretRocket_C_13462:PrimalInventoryBP_Ballista_C_0) CONTENT: Turn On(/Engine/Transient.Default__REINST_StructureTurretRocket_C_13462) CONTENT: Turn Off(/Engine/Transient.Default__REINST_StructureTurretRocket_C_13462) CONTENT: Rocket-Launcher Turret(/Engine/Transient.Default__REINST_StructureTurretRocket_C_13462) CONTENT: Turn On(/Game/PrimalEarth/Structures/BuildingBases/StructureTurretRocket.Default__StructureTurretRocket_C) CONTENT: Turn Off(/Game/PrimalEarth/Structures/BuildingBases/StructureTurretRocket.Default__StructureTurretRocket_C) CONTENT: Rocket-Launcher Turret(/Game/PrimalEarth/Structures/BuildingBases/StructureTurretRocket.Default__StructureTurretRocket_C) CONTENT: C4 Charge(/Engine/Transient.Default__REINST_C4Charge_C_13534) CONTENT: C4 Charge(/Game/PrimalEarth/Structures/C4Charge.Default__C4Charge_C) CONTENT: No creature to attach to.(/Engine/Transient.Default__REINST_TransGPSCharge_C_13542) CONTENT: GPS Transponder(/Engine/Transient.Default__REINST_TransGPSCharge_C_13542) CONTENT: No creature to attach to.(/Game/PrimalEarth/Structures/TransGPSCharge.Default__TransGPSCharge_C) CONTENT: GPS Transponder(/Game/PrimalEarth/Structures/TransGPSCharge.Default__TransGPSCharge_C) CONTENT: Tropeognathus Saddle(/Engine/Transient.Default__REINST_PrimalItemArmor_TropeSaddle_C_13546) CONTENT: Equip a Tropeognathus with this to ride it. Saddle is mounted with a cannon that fires grenades and a gasoline-powered jet engine.(/Engine/Transient.Default__REINST_PrimalItemArmor_TropeSaddle_C_13546) CONTENT: Saddles(/Engine/Transient.Default__REINST_PrimalItemArmor_TropeSaddle_C_13546) CONTENT: Board Front Seat(/Engine/Transient.Default__REINST_PrimalItemArmor_TropeSaddle_C_13546) CONTENT: Board Rear Seat(/Engine/Transient.Default__REINST_PrimalItemArmor_TropeSaddle_C_13546) LITERAL: DMG: {0}%(/Game/PrimalEarth/Dinos/Tropeognathus/PrimalItemArmor_TropeSaddle.PrimalItemArmor_TropeSaddle:EdGraph_45642.K2Node_CallFunction_111338) LITERAL: 0(/Game/PrimalEarth/Dinos/Tropeognathus/PrimalItemArmor_TropeSaddle.PrimalItemArmor_TropeSaddle:EdGraph_45642.K2Node_MakeStruct_859) CONTENT: Tropeognathus Saddle(/Game/PrimalEarth/Dinos/Tropeognathus/PrimalItemArmor_TropeSaddle.Default__PrimalItemArmor_TropeSaddle_C) CONTENT: Equip a Tropeognathus with this to ride it. Saddle is mounted with a cannon that fires grenades and a gasoline-powered jet engine.(/Game/PrimalEarth/Dinos/Tropeognathus/PrimalItemArmor_TropeSaddle.Default__PrimalItemArmor_TropeSaddle_C) CONTENT: Saddles(/Game/PrimalEarth/Dinos/Tropeognathus/PrimalItemArmor_TropeSaddle.Default__PrimalItemArmor_TropeSaddle_C) CONTENT: Board Front Seat(/Game/PrimalEarth/Dinos/Tropeognathus/PrimalItemArmor_TropeSaddle.Default__PrimalItemArmor_TropeSaddle_C) CONTENT: Board Rear Seat(/Game/PrimalEarth/Dinos/Tropeognathus/PrimalItemArmor_TropeSaddle.Default__PrimalItemArmor_TropeSaddle_C) CONTENT: Flexible Electric Cable(/Engine/Transient.Default__REINST_BP_Wire_Flex_C_13554) CONTENT: Flexible Electric Cable(/Game/PrimalEarth/StructuresPlus/Wires/Flex/BP_Wire_Flex.Default__BP_Wire_Flex_C) CONTENT: Turn On(/Engine/Transient.Default__REINST_OilPump_C_13560) CONTENT: Turn Off(/Engine/Transient.Default__REINST_OilPump_C_13560) CONTENT: No Ground or Snap Point(/Engine/Transient.Default__REINST_OilPump_C_13560) CONTENT: Can't Place on Floor(/Engine/Transient.Default__REINST_OilPump_C_13560) CONTENT: Is Obstructed(/Engine/Transient.Default__REINST_OilPump_C_13560) CONTENT: You need an oil vein(/Engine/Transient.Default__REINST_OilPump_C_13560) CONTENT: Oil Pump(/Engine/Transient.Default__REINST_OilPump_C_13560) CONTENT: Turn On(/Game/ScorchedEarth/Structures/OilPump/OilPump.Default__OilPump_C) CONTENT: Turn Off(/Game/ScorchedEarth/Structures/OilPump/OilPump.Default__OilPump_C) CONTENT: No Ground or Snap Point(/Game/ScorchedEarth/Structures/OilPump/OilPump.Default__OilPump_C) CONTENT: Can't Place on Floor(/Game/ScorchedEarth/Structures/OilPump/OilPump.Default__OilPump_C) CONTENT: Is Obstructed(/Game/ScorchedEarth/Structures/OilPump/OilPump.Default__OilPump_C) CONTENT: You need an oil vein(/Game/ScorchedEarth/Structures/OilPump/OilPump.Default__OilPump_C) CONTENT: Oil Pump(/Game/ScorchedEarth/Structures/OilPump/OilPump.Default__OilPump_C) CONTENT: Wind Turbine(/Engine/Transient.Default__REINST_WindTrubine_C_13564) CONTENT: Wind Turbine(/Game/ScorchedEarth/Structures/WindTurbine/WindTrubine.Default__WindTrubine_C) CONTENT: Tek Light(/Engine/Transient.Default__REINST_TekLight_C_13594) CONTENT: Tek Light(/Game/PrimalEarth/Structures/Electric/TekLight.Default__TekLight_C) CONTENT: Tek Teleporter(/Engine/Transient.Default__REINST_TekTeleporter_C_13602) CONTENT: Tek Teleporter(/Game/PrimalEarth/Structures/TekTier/TekTeleporter.Default__TekTeleporter_C) CONTENT: Transmits items, Survivors, and creatures to other ARKs!(/Engine/Transient.Default__REINST_PrimalInventoryBP_TekTransmitter_C_13608) CONTENT: Tek Transmitter(/Engine/Transient.Default__REINST_PrimalInventoryBP_TekTransmitter_C_13608) CONTENT: Transmits items, Survivors, and creatures to other ARKs!(/Game/PrimalEarth/CoreBlueprints/Inventories/PrimalInventoryBP_TekTransmitter.Default__PrimalInventoryBP_TekTransmitter_C) CONTENT: Tek Transmitter(/Game/PrimalEarth/CoreBlueprints/Inventories/PrimalInventoryBP_TekTransmitter.Default__PrimalInventoryBP_TekTransmitter_C) CONTENT: Tek Transmitter(/Engine/Transient.Default__REINST_StorageBox_TekTransmitter_C_13612) CONTENT: Tek Transmitter(/Game/PrimalEarth/Structures/StorageBox_TekTransmitter.Default__StorageBox_TekTransmitter_C) CONTENT: Artifact Pedestal(/Engine/Transient.Default__REINST_TrophyBaseBP_C_13616) CONTENT: Artifact Pedestal(/Game/PrimalEarth/Structures/TrophyBaseBP.Default__TrophyBaseBP_C) CONTENT: Turn On(/Engine/Transient.Default__REINST_StructureTurretBallistaBaseBP_C_13620) CONTENT: Turn Off(/Engine/Transient.Default__REINST_StructureTurretBallistaBaseBP_C_13620) CONTENT: Ballista Turret(/Engine/Transient.Default__REINST_StructureTurretBallistaBaseBP_C_13620) CONTENT: Turn On(/Game/PrimalEarth/Structures/BuildingBases/StructureTurretBallistaBaseBP.Default__StructureTurretBallistaBaseBP_C) CONTENT: Turn Off(/Game/PrimalEarth/Structures/BuildingBases/StructureTurretBallistaBaseBP.Default__StructureTurretBallistaBaseBP_C) CONTENT: Ballista Turret(/Game/PrimalEarth/Structures/BuildingBases/StructureTurretBallistaBaseBP.Default__StructureTurretBallistaBaseBP_C) CONTENT: Chain Bola!(/Engine/Transient.Default__REINST_Buff_ChainBola_C_13624) CONTENT: You have been caught in a Chain Bola, and are immobilized(/Engine/Transient.Default__REINST_Buff_ChainBola_C_13624) CONTENT: Chain Bola!(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_ChainBola.Default__Buff_ChainBola_C) CONTENT: You have been caught in a Chain Bola, and are immobilized(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_ChainBola.Default__Buff_ChainBola_C) CONTENT: Bola!(/Engine/Transient.Default__REINST_Buff_Bola_C_13628) CONTENT: You have been caught in a Bola, and are immobilized(/Engine/Transient.Default__REINST_Buff_Bola_C_13628) CONTENT: Bola!(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_Bola.Default__Buff_Bola_C) CONTENT: You have been caught in a Bola, and are immobilized(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_Bola.Default__Buff_Bola_C) CONTENT: Turn On(/Engine/Transient.Default__REINST_StructureTurretCatapult_C_13646) CONTENT: Turn Off(/Engine/Transient.Default__REINST_StructureTurretCatapult_C_13646) CONTENT: Catapult Turret(/Engine/Transient.Default__REINST_StructureTurretCatapult_C_13646) CONTENT: Turn On(/Game/PrimalEarth/Structures/BuildingBases/StructureTurretCatapult.Default__StructureTurretCatapult_C) CONTENT: Turn Off(/Game/PrimalEarth/Structures/BuildingBases/StructureTurretCatapult.Default__StructureTurretCatapult_C) CONTENT: Catapult Turret(/Game/PrimalEarth/Structures/BuildingBases/StructureTurretCatapult.Default__StructureTurretCatapult_C) CONTENT: Wall Torch(/Engine/Transient.Default__REINST_WallTorch_C_13650) CONTENT: Wall Torch(/Game/PrimalEarth/Structures/WallTorch.Default__WallTorch_C) CONTENT: Metal Water Tap(/Engine/Transient.Default__REINST_WaterTap_Metal_C_13658) CONTENT: Metal Water Tap(/Game/PrimalEarth/Structures/WaterTap_Metal.Default__WaterTap_Metal_C) CONTENT: Refreshed!(/Engine/Transient.Default__REINST_Buff_RefreshedXP_C_13662) CONTENT: +33% XP!(/Engine/Transient.Default__REINST_Buff_RefreshedXP_C_13662) CONTENT: You feel refreshed!(/Engine/Transient.Default__REINST_Buff_RefreshedXP_C_13662) CONTENT: Refreshed!(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_RefreshedXP.Default__Buff_RefreshedXP_C) CONTENT: +33% XP!(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_RefreshedXP.Default__Buff_RefreshedXP_C) CONTENT: You feel refreshed!(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_RefreshedXP.Default__Buff_RefreshedXP_C) CONTENT: Toilet(/Engine/Transient.Default__REINST_StructureBP_Toilet_C_13666) CONTENT: Toilet(/Game/PrimalEarth/Structures/Furniture/StructureBP_Toilet.Default__StructureBP_Toilet_C) CONTENT: Contains any Sap that has been extracted from the tree over time.(/Engine/Transient.Default__REINST_PrimalInventoryBP_TreeSapTap_C_13670) CONTENT: Tree Sap Tap(/Engine/Transient.Default__REINST_PrimalInventoryBP_TreeSapTap_C_13670) CONTENT: Contains any Sap that has been extracted from the tree over time.(/Game/PrimalEarth/CoreBlueprints/Inventories/PrimalInventoryBP_TreeSapTap.Default__PrimalInventoryBP_TreeSapTap_C) CONTENT: Tree Sap Tap(/Game/PrimalEarth/CoreBlueprints/Inventories/PrimalInventoryBP_TreeSapTap.Default__PrimalInventoryBP_TreeSapTap_C) CONTENT: Tree Sap Tap(/Engine/Transient.Default__REINST_TreeSapTap_SM_C_13674) CONTENT: Tree Sap Tap(/Game/PrimalEarth/Structures/BuildingBases/TreeSapTap_SM.Default__TreeSapTap_SM_C) CONTENT: Metal Water Tank(/Engine/Transient.Default__REINST_WaterTank_Metal_C_13678) CONTENT: Metal Water Tank(/Game/PrimalEarth/Structures/BuildingBases/WaterTank_Metal.Default__WaterTank_Metal_C) CONTENT: Sloped Metal Roof(/Engine/Transient.Default__REINST_MetalRoof_SM_C_13682) CONTENT: Sloped Metal Roof(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Roofs/Metal/MetalRoof_SM.Default__MetalRoof_SM_C) CONTENT: Sloped Metal Wall Left(/Engine/Transient.Default__REINST_MetalWall_Sloped_Left_SM_C_13686) CONTENT: Sloped Metal Wall Left(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Roofs/Metal/MetalWall_Sloped_Left_SM.Default__MetalWall_Sloped_Left_SM_C) CONTENT: Sloped Metal Wall Right(/Engine/Transient.Default__REINST_MetalWall_Sloped_Right_SM_C_13690) CONTENT: Sloped Metal Wall Right(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Roofs/Metal/MetalWall_Sloped_Right_SM.Default__MetalWall_Sloped_Right_SM_C) CONTENT: Reinforced Giant Trapdoor(/Engine/Transient.Default__REINST_SM_StoneCeilingDoorGiant_BP_C_13694) CONTENT: Reinforced Giant Trapdoor(/Game/PrimalEarth/Structures/SM_StoneCeilingDoorGiant_BP.Default__SM_StoneCeilingDoorGiant_BP_C) CONTENT: Giant Stone Hatchframe(/Engine/Transient.Default__REINST_SM_StoneCeilingDoorWay_Giant_BP_C_13698) CONTENT: Giant Stone Hatchframe(/Game/PrimalEarth/Structures/SM_StoneCeilingDoorWay_Giant_BP.Default__SM_StoneCeilingDoorWay_Giant_BP_C) CONTENT: Stone Dinosaur Gateframe(/Engine/Transient.Default__REINST_GateFrame_Stone_Large_C_13702) CONTENT: Stone Dinosaur Gateframe(/Game/PrimalEarth/Structures/Stone/Stone_GateFrame/GateFrame_Stone_Large.Default__GateFrame_Stone_Large_C) CONTENT: Reinforced Behemoth Gate(/Engine/Transient.Default__REINST_Gate_Stone_Large_C_13706) CONTENT: Reinforced Behemoth Gate(/Game/PrimalEarth/Structures/Stone/Stone_GateDoor/Gate_Stone_Large.Default__Gate_Stone_Large_C) CONTENT: Tek Catwalk(/Engine/Transient.Default__REINST_Beam_Tek_C_13710) CONTENT: Tek Catwalk(/Game/PrimalEarth/Structures/TekTier/Beam_Tek.Default__Beam_Tek_C) CONTENT: Tek Ceiling(/Engine/Transient.Default__REINST_Ceiling_Tek_C_13714) CONTENT: Tek Ceiling(/Game/PrimalEarth/Structures/TekTier/Ceiling_Tek.Default__Ceiling_Tek_C) CONTENT: Tek Hatchframe(/Engine/Transient.Default__REINST_Ceiling_Doorway_Tek_C_13718) CONTENT: Tek Hatchframe(/Game/PrimalEarth/Structures/TekTier/Ceiling_Doorway_Tek.Default__Ceiling_Doorway_Tek_C) CONTENT: Base-Class Tek Door(/Engine/Transient.Default__REINST_Door_Tek_Base_C_13722) CONTENT: Base-Class Tek Door(/Game/PrimalEarth/Structures/TekTier/Door_Tek_Base.Default__Door_Tek_Base_C) CONTENT: Tek Door Frame(/Engine/Transient.Default__REINST_Doorframe_Tek_C_13726) CONTENT: Tek Door Frame(/Game/PrimalEarth/Structures/TekTier/Doorframe_Tek.Default__Doorframe_Tek_C) CONTENT: Tek Door(/Engine/Transient.Default__REINST_Door_Tek_C_13730) CONTENT: Tek Door(/Game/PrimalEarth/Structures/TekTier/Door_Tek.Default__Door_Tek_C) CONTENT: Tek Trapdoor(/Engine/Transient.Default__REINST_Ceiling_Door_Tek_C_13734) CONTENT: Tek Trapdoor(/Game/PrimalEarth/Structures/TekTier/Ceiling_Door_Tek.Default__Ceiling_Door_Tek_C) CONTENT: Tek Fence Foundation(/Engine/Transient.Default__REINST_FenceFoundation_Tek_C_13738) CONTENT: Tek Fence Foundation(/Game/PrimalEarth/Structures/TekTier/FenceFoundation_Tek.Default__FenceFoundation_Tek_C) CONTENT: Block(/Engine/Transient.Default__REINST_Floor_Tek_C_13742) CONTENT: Tek Floor(/Engine/Transient.Default__REINST_Floor_Tek_C_13742) CONTENT: Block(/Game/PrimalEarth/Structures/TekTier/Floor_Tek.Default__Floor_Tek_C) CONTENT: Tek Floor(/Game/PrimalEarth/Structures/TekTier/Floor_Tek.Default__Floor_Tek_C) CONTENT: Tek Dinosaur Gate(/Engine/Transient.Default__REINST_Gate_Tek_C_13746) CONTENT: Tek Dinosaur Gate(/Game/PrimalEarth/Structures/TekTier/Gate_Tek.Default__Gate_Tek_C) CONTENT: Tek Dinosaur Gateframe(/Engine/Transient.Default__REINST_GateFrame_Tek_C_13750) CONTENT: Tek Dinosaur Gateframe(/Game/PrimalEarth/Structures/TekTier/GateFrame_Tek.Default__GateFrame_Tek_C) CONTENT: Tek Behemoth Gate(/Engine/Transient.Default__REINST_Gate_Large_Tek_C_13754) CONTENT: Tek Behemoth Gate(/Game/PrimalEarth/Structures/TekTier/Gate_Large_Tek.Default__Gate_Large_Tek_C) CONTENT: Tek Behemoth Gateframe(/Engine/Transient.Default__REINST_GateFrame_Large_Tek_C_13758) CONTENT: Tek Behemoth Gateframe(/Game/PrimalEarth/Structures/TekTier/GateFrame_Large_Tek.Default__GateFrame_Large_Tek_C) CONTENT: Tek Ladder(/Engine/Transient.Default__REINST_Ladder_Tek_C_13762) CONTENT: Tek Ladder(/Game/PrimalEarth/Structures/TekTier/Ladder_Tek.Default__Ladder_Tek_C) CONTENT: Tek Pillar(/Engine/Transient.Default__REINST_Pillar_Tek_C_13766) CONTENT: Tek Pillar(/Game/PrimalEarth/Structures/TekTier/Pillar_Tek.Default__Pillar_Tek_C) CONTENT: Tek Railing(/Engine/Transient.Default__REINST_Railing_Tek_C_13770) CONTENT: Tek Railing(/Game/PrimalEarth/Structures/TekTier/Railing_Tek.Default__Railing_Tek_C) CONTENT: Tek Ramp(/Engine/Transient.Default__REINST_Ramp_Tek_C_13774) CONTENT: Tek Ramp(/Game/PrimalEarth/Structures/TekTier/Ramp_Tek.Default__Ramp_Tek_C) CONTENT: Sloped Tek Roof(/Engine/Transient.Default__REINST_TekRoof_SM_C_13778) CONTENT: Sloped Tek Roof(/Game/PrimalEarth/Structures/TekTier/TekRoof_SM.Default__TekRoof_SM_C) CONTENT: Tek Staircase(/Engine/Transient.Default__REINST_StairSM_Tek_C_13782) CONTENT: Tek Staircase(/Game/PrimalEarth/Structures/TekTier/StairSM_Tek.Default__StairSM_Tek_C) CONTENT: Tek Wall(/Engine/Transient.Default__REINST_Wall_Tek_C_13786) CONTENT: Tek Wall(/Game/PrimalEarth/Structures/TekTier/Wall_Tek.Default__Wall_Tek_C) CONTENT: Sloped Tek Wall Left(/Engine/Transient.Default__REINST_TekWall_Sloped_Left_SM_C_13790) CONTENT: Sloped Tek Wall Left(/Game/PrimalEarth/Structures/TekTier/TekWall_Sloped_Left_SM.Default__TekWall_Sloped_Left_SM_C) CONTENT: Sloped Tek Wall Right(/Engine/Transient.Default__REINST_TekWall_Sloped_Right_SM_C_13794) CONTENT: Sloped Tek Wall Right(/Game/PrimalEarth/Structures/TekTier/TekWall_Sloped_Right_SM.Default__TekWall_Sloped_Right_SM_C) CONTENT: Tek Window Wall(/Engine/Transient.Default__REINST_WindowWall_Tek_C_13798) CONTENT: Tek Window Wall(/Game/PrimalEarth/Structures/TekTier/WindowWall_Tek.Default__WindowWall_Tek_C) CONTENT: Tek Window(/Engine/Transient.Default__REINST_Window_Tek_C_13802) CONTENT: Tek Window(/Game/PrimalEarth/Structures/TekTier/Window_Tek.Default__Window_Tek_C) CONTENT: Metal Tree Platform(/Engine/Transient.Default__REINST_TreePlatform_Metal_SM_C_13806) CONTENT: Metal Tree Platform(/Game/PrimalEarth/Structures/BuildingBases/TreePlatform_Metal_SM.Default__TreePlatform_Metal_SM_C) CONTENT: C4 Charge(/Engine/Transient.Default__REINST_C4Tripwire_C_13882) CONTENT: C4 Charge(/Game/PrimalEarth/Structures/C4Tripwire.Default__C4Tripwire_C) CONTENT: Greenhouse Double Door(/Engine/Transient.Default__REINST_BP_DoubleDoor_Greenhouse_C_13886) CONTENT: Greenhouse Double Door(/Game/PrimalEarth/StructuresPlus/Doors/Doors_Double/Greenhouse/BP_DoubleDoor_Greenhouse.Default__BP_DoubleDoor_Greenhouse_C) CONTENT: Metal Double Door(/Engine/Transient.Default__REINST_BP_DoubleDoor_Metal_C_13890) CONTENT: Metal Double Door(/Game/PrimalEarth/StructuresPlus/Doors/Doors_Double/Metal/BP_DoubleDoor_Metal.Default__BP_DoubleDoor_Metal_C) CONTENT: Base-Class Tek Door(/Engine/Transient.Default__REINST_Base_TekDoor_C_13894) CONTENT: Base-Class Tek Door(/Game/PrimalEarth/StructuresPlus/Doors/Base_TekDoor.Default__Base_TekDoor_C) CONTENT: Tek Double Door(/Engine/Transient.Default__REINST_BP_DoubleDoor_Tek_C_13898) CONTENT: Tek Double Door(/Game/PrimalEarth/StructuresPlus/Doors/Doors_Double/Tek/BP_DoubleDoor_Tek.Default__BP_DoubleDoor_Tek_C) CONTENT: Tek Double Doorframe(/Engine/Transient.Default__REINST_BP_DoubleDoorframe_Tek_C_13902) CONTENT: Tek Double Doorframe(/Game/PrimalEarth/StructuresPlus/Structures/Doorframes_Double/Tek/BP_DoubleDoorframe_Tek.Default__BP_DoubleDoorframe_Tek_C) CONTENT: Base Water Pipe Flexible(/Engine/Transient.Default__REINST_Base_Pipe_Flex_C_13910) CONTENT: Base Water Pipe Flexible(/Game/PrimalEarth/StructuresPlus/Pipes/Flex/Base_Pipe_Flex.Default__Base_Pipe_Flex_C) CONTENT: Greenhouse Triangle Ceiling(/Engine/Transient.Default__REINST_BP_TriCeiling_Greenhouse_C_13914) CONTENT: Greenhouse Triangle Ceiling(/Game/PrimalEarth/StructuresPlus/Structures/Ceilings/Triangle/Greenhouse/BP_TriCeiling_Greenhouse.Default__BP_TriCeiling_Greenhouse_C) CONTENT: Metal Triangle Ceiling(/Engine/Transient.Default__REINST_BP_TriCeiling_Metal_C_13918) CONTENT: Metal Triangle Ceiling(/Game/PrimalEarth/StructuresPlus/Structures/Ceilings/Triangle/Metal/BP_TriCeiling_Metal.Default__BP_TriCeiling_Metal_C) CONTENT: Tek Triangle Ceiling(/Engine/Transient.Default__REINST_BP_TriCeiling_Tek_C_13922) CONTENT: Tek Triangle Ceiling(/Game/PrimalEarth/StructuresPlus/Structures/Ceilings/Triangle/Tek/BP_TriCeiling_Tek.Default__BP_TriCeiling_Tek_C) CONTENT: Greenhouse Double Doorframe(/Engine/Transient.Default__REINST_BP_DoubleDoorframe_Greenhouse_C_13926) CONTENT: Greenhouse Double Doorframe(/Game/PrimalEarth/StructuresPlus/Structures/Doorframes_Double/Greenhouse/BP_DoubleDoorframe_Greenhouse.Default__BP_DoubleDoorframe_Greenhouse_C) CONTENT: Metal Double Doorframe(/Engine/Transient.Default__REINST_BP_DoubleDoorframe_Metal_C_13930) CONTENT: Metal Double Doorframe(/Game/PrimalEarth/StructuresPlus/Structures/Doorframes_Double/Metal/BP_DoubleDoorframe_Metal.Default__BP_DoubleDoorframe_Metal_C) CONTENT: Metal Fence Support(/Engine/Transient.Default__REINST_BP_FenceSupport_Metal_C_13938) CONTENT: Metal Fence Support(/Game/PrimalEarth/StructuresPlus/Structures/FenceSupports/Metal/BP_FenceSupport_Metal.Default__BP_FenceSupport_Metal_C) CONTENT: Tek Fence Support(/Engine/Transient.Default__REINST_BP_FenceSupport_Tek_C_13942) CONTENT: Tek Fence Support(/Game/PrimalEarth/StructuresPlus/Structures/FenceSupports/Tek/BP_FenceSupport_Tek.Default__BP_FenceSupport_Tek_C) CONTENT: Metal Triangle Foundation(/Engine/Transient.Default__REINST_BP_TriFoundation_Metal_C_13946) CONTENT: Metal Triangle Foundation(/Game/PrimalEarth/StructuresPlus/Structures/Foundations/Triangle/Metal/BP_TriFoundation_Metal.Default__BP_TriFoundation_Metal_C) CONTENT: Tek Triangle Foundation(/Engine/Transient.Default__REINST_BP_TriFoundation_Tek_C_13950) CONTENT: Tek Triangle Foundation(/Game/PrimalEarth/StructuresPlus/Structures/Foundations/Triangle/Tek/BP_TriFoundation_Tek.Default__BP_TriFoundation_Tek_C) CONTENT: Stairs(/Engine/Transient.Default__REINST_BP_Ramp_Metal_C_13954) CONTENT: Ramp(/Engine/Transient.Default__REINST_BP_Ramp_Metal_C_13954) CONTENT: Metal Stairs(/Engine/Transient.Default__REINST_BP_Ramp_Metal_C_13954) CONTENT: Stairs(/Game/PrimalEarth/StructuresPlus/Structures/Ramps/Metal/BP_Ramp_Metal.Default__BP_Ramp_Metal_C) CONTENT: Ramp(/Game/PrimalEarth/StructuresPlus/Structures/Ramps/Metal/BP_Ramp_Metal.Default__BP_Ramp_Metal_C) CONTENT: Metal Stairs(/Game/PrimalEarth/StructuresPlus/Structures/Ramps/Metal/BP_Ramp_Metal.Default__BP_Ramp_Metal_C) CONTENT: Stairs(/Engine/Transient.Default__REINST_BP_Ramp_Tek_C_13958) CONTENT: Ramp(/Engine/Transient.Default__REINST_BP_Ramp_Tek_C_13958) CONTENT: Tek Stairs(/Engine/Transient.Default__REINST_BP_Ramp_Tek_C_13958) CONTENT: Stairs(/Game/PrimalEarth/StructuresPlus/Structures/Ramps/Tek/BP_Ramp_Tek.Default__BP_Ramp_Tek_C) CONTENT: Ramp(/Game/PrimalEarth/StructuresPlus/Structures/Ramps/Tek/BP_Ramp_Tek.Default__BP_Ramp_Tek_C) CONTENT: Tek Stairs(/Game/PrimalEarth/StructuresPlus/Structures/Ramps/Tek/BP_Ramp_Tek.Default__BP_Ramp_Tek_C) CONTENT: Greenhouse Triangle Roof(/Engine/Transient.Default__REINST_BP_TriRoof_Greenhouse_C_13962) CONTENT: Greenhouse Triangle Roof(/Game/PrimalEarth/StructuresPlus/Structures/Roofs_Tri/Greenhouse/BP_TriRoof_Greenhouse.Default__BP_TriRoof_Greenhouse_C) CONTENT: Metal Triangle Roof(/Engine/Transient.Default__REINST_BP_TriRoof_Metal_C_13966) CONTENT: Metal Triangle Roof(/Game/PrimalEarth/StructuresPlus/Structures/Roofs_Tri/Metal/BP_TriRoof_Metal.Default__BP_TriRoof_Metal_C) CONTENT: Tek Triangle Roof(/Engine/Transient.Default__REINST_BP_TriRoof_Tek_C_13970) CONTENT: Tek Triangle Roof(/Game/PrimalEarth/StructuresPlus/Structures/Roofs_Tri/Tek/BP_TriRoof_Tek.Default__BP_TriRoof_Tek_C) CONTENT: Large Metal Wall(/Engine/Transient.Default__REINST_BP_LargeWall_Metal_C_13974) CONTENT: Large Metal Wall(/Game/PrimalEarth/StructuresPlus/Structures/Walls_L/Metal/BP_LargeWall_Metal.Default__BP_LargeWall_Metal_C) CONTENT: Large Tek Wall(/Engine/Transient.Default__REINST_BP_LargeWall_Tek_C_13978) CONTENT: Large Tek Wall(/Game/PrimalEarth/StructuresPlus/Structures/Walls_L/Tek/BP_LargeWall_Tek.Default__BP_LargeWall_Tek_C) CONTENT: Photographed: (/Game/PrimalEarth/CoreBlueprints/Weapons/WeapCamera.Default__WeapCamera_C) CONTENT: Camera Flash Enabled(/Game/PrimalEarth/CoreBlueprints/Weapons/WeapCamera.Default__WeapCamera_C) CONTENT: Camera Flash Disabled(/Game/PrimalEarth/CoreBlueprints/Weapons/WeapCamera.Default__WeapCamera_C) CONTENT: Giant Adobe Hatchframe(/Engine/Transient.Default__REINST_SM_AdobeCeilingDoorWay_Giant_BP_C_13990) CONTENT: Giant Adobe Hatchframe(/Game/ScorchedEarth/Structures/Adobe/Blueprints/SM_AdobeCeilingDoorWay_Giant_BP.Default__SM_AdobeCeilingDoorWay_Giant_BP_C) CONTENT: Metal Behemoth Gate(/Engine/Transient.Default__REINST_Gate_Large_AdobeBase_C_13994) CONTENT: Metal Behemoth Gate(/Game/PrimalEarth/Structures/Metal/Gate_Large_AdobeBase.Default__Gate_Large_AdobeBase_C) CONTENT: Behemoth Adobe Dinosaur Gate(/Engine/Transient.Default__REINST_SM_AdobeGateDoor_Large_BP_C_13998) CONTENT: Behemoth Adobe Dinosaur Gate(/Game/ScorchedEarth/Structures/Adobe/Blueprints/SM_AdobeGateDoor_Large_BP.Default__SM_AdobeGateDoor_Large_BP_C) CONTENT: Behemoth Adobe Dinosaur Gateframe(/Engine/Transient.Default__REINST_SM_AdobeGateFrame_Large_BP_C_14002) CONTENT: Behemoth Adobe Dinosaur Gateframe(/Game/ScorchedEarth/Structures/Adobe/Blueprints/SM_AdobeGateFrame_Large_BP.Default__SM_AdobeGateFrame_Large_BP_C) CONTENT: Mirror(/Engine/Transient.Default__REINST_SM_Mirror_BP_C_14006) CONTENT: Mirror(/Game/ScorchedEarth/Structures/DesertFurnitureSet/Mirror/SM_Mirror_BP.Default__SM_Mirror_BP_C) CONTENT: Tek Replicator(/Engine/Transient.Default__REINST_StorageBox_TekReplicator_C_14010) CONTENT: Tek Replicator(/Game/PrimalEarth/Structures/StorageBox_TekReplicator.Default__StorageBox_TekReplicator_C) CONTENT: Cryo Sickness(/Engine/Transient.Default__REINST_Buff_SummoningSickness_C_14014) CONTENT: Cryo Sickness(/Game/Extinction/CoreBlueprints/Buffs/Buff_SummoningSickness.Default__Buff_SummoningSickness_C) CONTENT: Cryo Sickness(/Engine/Transient.Default__REINST_Buff_CryopodNerf_C_14022) CONTENT: Damage Reduction(/Engine/Transient.Default__REINST_Buff_CryopodNerf_C_14022) CONTENT: Cryo Sickness(/Game/Extinction/CoreBlueprints/Buffs/Buff_CryopodNerf.Default__Buff_CryopodNerf_C) CONTENT: Damage Reduction(/Game/Extinction/CoreBlueprints/Buffs/Buff_CryopodNerf.Default__Buff_CryopodNerf_C) LITERAL: Rating {0} FreezeAmountMult {1}(/Game/PrimalEarth/CoreBlueprints/DamageTypes/DmgType_Projectile_IceBreath_IceJumper.DmgType_Projectile_IceBreath_IceJumper:EdGraph_46575.K2Node_CallFunction_113200) LITERAL: 0(/Game/PrimalEarth/CoreBlueprints/DamageTypes/DmgType_Projectile_IceBreath_IceJumper.DmgType_Projectile_IceBreath_IceJumper:EdGraph_46575.K2Node_MakeStruct_862) LITERAL: 1(/Game/PrimalEarth/CoreBlueprints/DamageTypes/DmgType_Projectile_IceBreath_IceJumper.DmgType_Projectile_IceBreath_IceJumper:EdGraph_46575.K2Node_MakeStruct_863) LITERAL: FreezeAmountMult {0} Base {1} Float {2} Total {3}(/Game/PrimalEarth/CoreBlueprints/DamageTypes/DmgType_Projectile_IceBreath_IceJumper.DmgType_Projectile_IceBreath_IceJumper:EdGraph_46575.K2Node_CallFunction_113201) LITERAL: 0(/Game/PrimalEarth/CoreBlueprints/DamageTypes/DmgType_Projectile_IceBreath_IceJumper.DmgType_Projectile_IceBreath_IceJumper:EdGraph_46575.K2Node_MakeStruct_864) LITERAL: 1(/Game/PrimalEarth/CoreBlueprints/DamageTypes/DmgType_Projectile_IceBreath_IceJumper.DmgType_Projectile_IceBreath_IceJumper:EdGraph_46575.K2Node_MakeStruct_865) LITERAL: 2(/Game/PrimalEarth/CoreBlueprints/DamageTypes/DmgType_Projectile_IceBreath_IceJumper.DmgType_Projectile_IceBreath_IceJumper:EdGraph_46575.K2Node_MakeStruct_866) LITERAL: 3(/Game/PrimalEarth/CoreBlueprints/DamageTypes/DmgType_Projectile_IceBreath_IceJumper.DmgType_Projectile_IceBreath_IceJumper:EdGraph_46575.K2Node_MakeStruct_867) LITERAL: Mult {0} Dist {1}(/Game/PrimalEarth/CoreBlueprints/DamageTypes/DmgType_Projectile_IceBreath_IceJumper.DmgType_Projectile_IceBreath_IceJumper:EdGraph_46575.K2Node_CallFunction_113202) LITERAL: 0(/Game/PrimalEarth/CoreBlueprints/DamageTypes/DmgType_Projectile_IceBreath_IceJumper.DmgType_Projectile_IceBreath_IceJumper:EdGraph_46575.K2Node_MakeStruct_868) LITERAL: 1(/Game/PrimalEarth/CoreBlueprints/DamageTypes/DmgType_Projectile_IceBreath_IceJumper.DmgType_Projectile_IceBreath_IceJumper:EdGraph_46575.K2Node_MakeStruct_869) CONTENT: Idle(/Engine/Transient.Default__REINST_Chalico_Character_BP_C_14106) CONTENT: Cute(/Engine/Transient.Default__REINST_Chalico_Character_BP_C_14106) CONTENT: Action(/Engine/Transient.Default__REINST_Chalico_Character_BP_C_14106) CONTENT: Move(/Engine/Transient.Default__REINST_Chalico_Character_BP_C_14106) CONTENT: c_back2(/Engine/Transient.Default__REINST_Chalico_Character_BP_C_14106) CONTENT: Chalicotherium(/Engine/Transient.Default__REINST_Chalico_Character_BP_C_14106) CONTENT: Idle(/Game/PrimalEarth/Dinos/Chalicotherium/Chalico_Character_BP.Default__Chalico_Character_BP_C) CONTENT: Cute(/Game/PrimalEarth/Dinos/Chalicotherium/Chalico_Character_BP.Default__Chalico_Character_BP_C) CONTENT: Action(/Game/PrimalEarth/Dinos/Chalicotherium/Chalico_Character_BP.Default__Chalico_Character_BP_C) CONTENT: Move(/Game/PrimalEarth/Dinos/Chalicotherium/Chalico_Character_BP.Default__Chalico_Character_BP_C) CONTENT: c_back2(/Game/PrimalEarth/Dinos/Chalicotherium/Chalico_Character_BP.Default__Chalico_Character_BP_C) CONTENT: Chalicotherium(/Game/PrimalEarth/Dinos/Chalicotherium/Chalico_Character_BP.Default__Chalico_Character_BP_C) CONTENT: Chalico Sit Buff(/Engine/Transient.Default__REINST_Buff_ChalicoSit_C_14114) CONTENT: Chalico consumes fodd and water at half the normal speed. It also recovers 2% health per second.(/Engine/Transient.Default__REINST_Buff_ChalicoSit_C_14114) CONTENT: Chalico Sit Buff(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_ChalicoSit.Default__Buff_ChalicoSit_C) CONTENT: Chalico consumes fodd and water at half the normal speed. It also recovers 2% health per second.(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_ChalicoSit.Default__Buff_ChalicoSit_C) CONTENT: Implant Unstable(/Engine/Transient.Default__REINST_Buff_BorderWarning_C_14158) CONTENT: Implant Unstable(/Engine/Transient.Default__REINST_Buff_BorderWarning_C_14158) CONTENT: Your implant is unstable, turn back now!(/Engine/Transient.Default__REINST_Buff_BorderWarning_C_14158) CONTENT: Implant Unstable(/Game/Extinction/CoreBlueprints/Buffs/Buff_BorderWarning.Default__Buff_BorderWarning_C) CONTENT: Implant Unstable(/Game/Extinction/CoreBlueprints/Buffs/Buff_BorderWarning.Default__Buff_BorderWarning_C) CONTENT: Your implant is unstable, turn back now!(/Game/Extinction/CoreBlueprints/Buffs/Buff_BorderWarning.Default__Buff_BorderWarning_C) CONTENT: Sleeping Bag(/Engine/Transient.Default__REINST_SleepingBag_C_14162) CONTENT: Sleeping Bag(/Game/PrimalEarth/Structures/SleepingBag.Default__SleepingBag_C) CONTENT: AI brain deactivated(/Engine/Transient.Default__REINST_Buff_PauseBrain_C_14174) CONTENT: Baited(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_PauseBrain.Default__Buff_PauseBrain_C) CONTENT: AI brain deactivated(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_PauseBrain.Default__Buff_PauseBrain_C) CONTENT: Idle(/Engine/Transient.Default__REINST_Leedsichthys_Character_BP_C_14182) CONTENT: c_back2(/Engine/Transient.Default__REINST_Leedsichthys_Character_BP_C_14182) CONTENT: Cute(/Engine/Transient.Default__REINST_Leedsichthys_Character_BP_C_14182) CONTENT: c_back2(/Engine/Transient.Default__REINST_Leedsichthys_Character_BP_C_14182) CONTENT: Action(/Engine/Transient.Default__REINST_Leedsichthys_Character_BP_C_14182) CONTENT: c_back2(/Engine/Transient.Default__REINST_Leedsichthys_Character_BP_C_14182) CONTENT: Move(/Engine/Transient.Default__REINST_Leedsichthys_Character_BP_C_14182) CONTENT: c_back2(/Engine/Transient.Default__REINST_Leedsichthys_Character_BP_C_14182) CONTENT: Leedsichthys(/Engine/Transient.Default__REINST_Leedsichthys_Character_BP_C_14182) LITERAL: Scrape Meat {0}(/Game/PrimalEarth/Dinos/Leedsichthys/Leedsichthys_Character_BP.Leedsichthys_Character_BP:EdGraph_46767.K2Node_CallFunction_113575) LITERAL: 0(/Game/PrimalEarth/Dinos/Leedsichthys/Leedsichthys_Character_BP.Leedsichthys_Character_BP:EdGraph_46767.K2Node_MakeStruct_870) LITERAL: : Wait Time {0}(/Game/PrimalEarth/Dinos/Leedsichthys/Leedsichthys_Character_BP.Leedsichthys_Character_BP:EdGraph_46767.K2Node_CallFunction_113576) LITERAL: 0(/Game/PrimalEarth/Dinos/Leedsichthys/Leedsichthys_Character_BP.Leedsichthys_Character_BP:EdGraph_46767.K2Node_MakeStruct_871) CONTENT: Idle(/Game/PrimalEarth/Dinos/Leedsichthys/Leedsichthys_Character_BP.Default__Leedsichthys_Character_BP_C) CONTENT: c_back2(/Game/PrimalEarth/Dinos/Leedsichthys/Leedsichthys_Character_BP.Default__Leedsichthys_Character_BP_C) CONTENT: Cute(/Game/PrimalEarth/Dinos/Leedsichthys/Leedsichthys_Character_BP.Default__Leedsichthys_Character_BP_C) CONTENT: c_back2(/Game/PrimalEarth/Dinos/Leedsichthys/Leedsichthys_Character_BP.Default__Leedsichthys_Character_BP_C) CONTENT: Action(/Game/PrimalEarth/Dinos/Leedsichthys/Leedsichthys_Character_BP.Default__Leedsichthys_Character_BP_C) CONTENT: c_back2(/Game/PrimalEarth/Dinos/Leedsichthys/Leedsichthys_Character_BP.Default__Leedsichthys_Character_BP_C) CONTENT: Move(/Game/PrimalEarth/Dinos/Leedsichthys/Leedsichthys_Character_BP.Default__Leedsichthys_Character_BP_C) CONTENT: c_back2(/Game/PrimalEarth/Dinos/Leedsichthys/Leedsichthys_Character_BP.Default__Leedsichthys_Character_BP_C) CONTENT: Leedsichthys(/Game/PrimalEarth/Dinos/Leedsichthys/Leedsichthys_Character_BP.Default__Leedsichthys_Character_BP_C) CONTENT: Encapsulated(/Engine/Transient.Default__REINST_Buff_Encapsulated_C_14194) CONTENT: Protected!(/Engine/Transient.Default__REINST_Buff_Encapsulated_C_14194) LITERAL: ERROR: Buff can't take remote damage unless it created the encapsulate buff (creator={owl}, instigator={instigator})(/Game/Extinction/CoreBlueprints/Buffs/Buff_Encapsulated.Buff_Encapsulated:EdGraph_46836.K2Node_CallFunction_113659) LITERAL: owl(/Game/Extinction/CoreBlueprints/Buffs/Buff_Encapsulated.Buff_Encapsulated:EdGraph_46836.K2Node_MakeStruct_872) LITERAL: instigator(/Game/Extinction/CoreBlueprints/Buffs/Buff_Encapsulated.Buff_Encapsulated:EdGraph_46836.K2Node_MakeStruct_873) CONTENT: Encapsulated(/Game/Extinction/CoreBlueprints/Buffs/Buff_Encapsulated.Default__Buff_Encapsulated_C) CONTENT: Protected!(/Game/Extinction/CoreBlueprints/Buffs/Buff_Encapsulated.Default__Buff_Encapsulated_C) LITERAL: SyncClientAmmo(/Game/Extinction/Dinos/Mek/Buff_MekBackpack_MissilePod.Buff_MekBackpack_MissilePod:BPActivated.K2Node_CallFunction_388630) CONTENT: Exited Mek Shield(/Engine/Transient.REINST_Buff_ExitedMekShield_C_0) CONTENT: Exited Mek Shield(/Engine/Transient.Default__REINST_Buff_ExitedMekShield_C_14235) CONTENT: Exited Mek Shield(/Engine/Transient.REINST_Buff_ExitedMekShield_C_1) CONTENT: Exited Mek Shield(/Engine/Transient.Default__REINST_Buff_ExitedMekShield_C_14239) CONTENT: Exited Mek Shield(/Game/Extinction/Dinos/Mek/Buff_ExitedMekShield.Default__Buff_ExitedMekShield_C) LITERAL: Cannot activate shield while overheated(/Game/Extinction/Dinos/Mek/Buff_MekBackpack_Shield.Buff_MekBackpack_Shield:CanActivateBackpack.K2Node_VariableSet_13062) LITERAL: Cannot activate shield, too close to enemy turrets (/Game/Extinction/Dinos/Mek/Buff_MekBackpack_Shield.Buff_MekBackpack_Shield:CanActivateBackpack.K2Node_VariableSet_32660) LITERAL: Not enough fuel to activate shield(/Game/Extinction/Dinos/Mek/Buff_MekBackpack_Shield.Buff_MekBackpack_Shield:CanActivateBackpack.K2Node_VariableSet_32661) LITERAL: Color(/Game/Extinction/Dinos/Mek/Buff_MekBackpack_Shield.Buff_MekBackpack_Shield:EventGraph.K2Node_CallFunction_125156) LITERAL: OVERLAP END: (/Game/Extinction/Dinos/Mek/Buff_MekBackpack_Shield.Buff_MekBackpack_Shield:EventGraph.K2Node_CallFunction_153993) LITERAL: OVERLAP START: (/Game/Extinction/Dinos/Mek/Buff_MekBackpack_Shield.Buff_MekBackpack_Shield:EventGraph.K2Node_CallFunction_154045) LITERAL: Color(/Game/Extinction/Dinos/Mek/Buff_MekBackpack_Shield.Buff_MekBackpack_Shield:EventGraph.K2Node_CallFunction_315626) LITERAL: SyncColorization(/Game/Extinction/Dinos/Mek/Buff_MekBackpack_Shield.Buff_MekBackpack_Shield:OnSyncColorization.K2Node_CallFunction_324837) CONTENT: Inside Mek Shield(/Engine/Transient.REINST_Buff_InsideMekShield_C_0) LITERAL: LEFT(/Game/Extinction/Dinos/Mek/Buff_InsideMekShield.Buff_InsideMekShield:BPDeactivated.K2Node_CallFunction_448482) CONTENT: Inside Mek Shield(/Engine/Transient.Default__REINST_Buff_InsideMekShield_C_14246) CONTENT: Inside Mek Shield(/Engine/Transient.REINST_Buff_InsideMekShield_C_1) CONTENT: Inside Mek Shield(/Engine/Transient.Default__REINST_Buff_InsideMekShield_C_14257) CONTENT: Inside Mek Shield(/Game/Extinction/Dinos/Mek/Buff_InsideMekShield.Default__Buff_InsideMekShield_C) CONTENT: Achatina Paste(/Game/PrimalEarth/Dinos/Achatina/PrimalItemResource_SnailPaste.Default__PrimalItemResource_SnailPaste_C) CONTENT: Achatina secretion chemically similar to cementing paste.(/Game/PrimalEarth/Dinos/Achatina/PrimalItemResource_SnailPaste.Default__PrimalItemResource_SnailPaste_C) CONTENT: Dark All(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Achatina.Default__DinoColorSet_Achatina_C) CONTENT: All -w(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Achatina.Default__DinoColorSet_Achatina_C) CONTENT: Dark All(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Achatina.Default__DinoColorSet_Achatina_C) CONTENT: Dark All(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Achatina.Default__DinoColorSet_Achatina_C) CONTENT: Dark All(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Achatina.Default__DinoColorSet_Achatina_C) CONTENT: Dark All(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Achatina.Default__DinoColorSet_Achatina_C) CONTENT: Idle(/Engine/Transient.REINST_Achatina_Character_BP_C_0) CONTENT: Cute(/Engine/Transient.REINST_Achatina_Character_BP_C_0) CONTENT: Move(/Engine/Transient.REINST_Achatina_Character_BP_C_0) CONTENT: Achatina(/Engine/Transient.REINST_Achatina_Character_BP_C_0) CONTENT: Idle(/Engine/Transient.Default__REINST_Achatina_Character_BP_C_14298) CONTENT: Cute(/Engine/Transient.Default__REINST_Achatina_Character_BP_C_14298) CONTENT: Move(/Engine/Transient.Default__REINST_Achatina_Character_BP_C_14298) CONTENT: Achatina(/Engine/Transient.Default__REINST_Achatina_Character_BP_C_14298) CONTENT: Idle(/Engine/Transient.REINST_Achatina_Character_BP_C_1) CONTENT: Cute(/Engine/Transient.REINST_Achatina_Character_BP_C_1) CONTENT: Move(/Engine/Transient.REINST_Achatina_Character_BP_C_1) CONTENT: Achatina(/Engine/Transient.REINST_Achatina_Character_BP_C_1) CONTENT: Idle(/Engine/Transient.Default__REINST_Achatina_Character_BP_C_14302) CONTENT: Cute(/Engine/Transient.Default__REINST_Achatina_Character_BP_C_14302) CONTENT: Move(/Engine/Transient.Default__REINST_Achatina_Character_BP_C_14302) CONTENT: Achatina(/Engine/Transient.Default__REINST_Achatina_Character_BP_C_14302) CONTENT: Idle(/Game/PrimalEarth/Dinos/Achatina/Achatina_Character_BP.Default__Achatina_Character_BP_C) CONTENT: Cute(/Game/PrimalEarth/Dinos/Achatina/Achatina_Character_BP.Default__Achatina_Character_BP_C) CONTENT: Move(/Game/PrimalEarth/Dinos/Achatina/Achatina_Character_BP.Default__Achatina_Character_BP_C) CONTENT: Achatina(/Game/PrimalEarth/Dinos/Achatina/Achatina_Character_BP.Default__Achatina_Character_BP_C) CONTENT: Aberrant Achatina(/Engine/Transient.REINST_Achatina_Character_BP_Aberrant_C_0) CONTENT: Aberrant Achatina(/Engine/Transient.Default__REINST_Achatina_Character_BP_Aberrant_C_14309) CONTENT: Aberrant Achatina(/Engine/Transient.REINST_Achatina_Character_BP_Aberrant_C_1) CONTENT: Aberrant Achatina(/Engine/Transient.Default__REINST_Achatina_Character_BP_Aberrant_C_14313) CONTENT: Aberrant Achatina(/Game/PrimalEarth/Dinos/Achatina/Achatina_Character_BP_Aberrant.Default__Achatina_Character_BP_Aberrant_C) CONTENT: Idle(/Engine/Transient.REINST_Angler_Character_BP_C_0) CONTENT: c_back2(/Engine/Transient.REINST_Angler_Character_BP_C_0) CONTENT: Action(/Engine/Transient.REINST_Angler_Character_BP_C_0) CONTENT: c_back2(/Engine/Transient.REINST_Angler_Character_BP_C_0) CONTENT: Move(/Engine/Transient.REINST_Angler_Character_BP_C_0) CONTENT: c_back2(/Engine/Transient.REINST_Angler_Character_BP_C_0) CONTENT: Anglerfish(/Engine/Transient.REINST_Angler_Character_BP_C_0) CONTENT: Fertilized Angler Egg(/Game/PrimalEarth/Test/PrimalItemConsumable_UnderwaterEgg_Angler.Default__PrimalItemConsumable_UnderwaterEgg_Angler_C) CONTENT: Idle(/Engine/Transient.Default__REINST_Angler_Character_BP_C_14328) CONTENT: c_back2(/Engine/Transient.Default__REINST_Angler_Character_BP_C_14328) CONTENT: Action(/Engine/Transient.Default__REINST_Angler_Character_BP_C_14328) CONTENT: c_back2(/Engine/Transient.Default__REINST_Angler_Character_BP_C_14328) CONTENT: Move(/Engine/Transient.Default__REINST_Angler_Character_BP_C_14328) CONTENT: c_back2(/Engine/Transient.Default__REINST_Angler_Character_BP_C_14328) CONTENT: Anglerfish(/Engine/Transient.Default__REINST_Angler_Character_BP_C_14328) CONTENT: Idle(/Engine/Transient.REINST_Angler_Character_BP_C_1) CONTENT: c_back2(/Engine/Transient.REINST_Angler_Character_BP_C_1) CONTENT: Action(/Engine/Transient.REINST_Angler_Character_BP_C_1) CONTENT: c_back2(/Engine/Transient.REINST_Angler_Character_BP_C_1) CONTENT: Move(/Engine/Transient.REINST_Angler_Character_BP_C_1) CONTENT: c_back2(/Engine/Transient.REINST_Angler_Character_BP_C_1) CONTENT: Anglerfish(/Engine/Transient.REINST_Angler_Character_BP_C_1) CONTENT: Idle(/Engine/Transient.Default__REINST_Angler_Character_BP_C_14332) CONTENT: c_back2(/Engine/Transient.Default__REINST_Angler_Character_BP_C_14332) CONTENT: Action(/Engine/Transient.Default__REINST_Angler_Character_BP_C_14332) CONTENT: c_back2(/Engine/Transient.Default__REINST_Angler_Character_BP_C_14332) CONTENT: Move(/Engine/Transient.Default__REINST_Angler_Character_BP_C_14332) CONTENT: c_back2(/Engine/Transient.Default__REINST_Angler_Character_BP_C_14332) CONTENT: Anglerfish(/Engine/Transient.Default__REINST_Angler_Character_BP_C_14332) CONTENT: Idle(/Game/PrimalEarth/Dinos/Anglerfish/Angler_Character_BP.Default__Angler_Character_BP_C) CONTENT: c_back2(/Game/PrimalEarth/Dinos/Anglerfish/Angler_Character_BP.Default__Angler_Character_BP_C) CONTENT: Action(/Game/PrimalEarth/Dinos/Anglerfish/Angler_Character_BP.Default__Angler_Character_BP_C) CONTENT: c_back2(/Game/PrimalEarth/Dinos/Anglerfish/Angler_Character_BP.Default__Angler_Character_BP_C) CONTENT: Move(/Game/PrimalEarth/Dinos/Anglerfish/Angler_Character_BP.Default__Angler_Character_BP_C) CONTENT: c_back2(/Game/PrimalEarth/Dinos/Anglerfish/Angler_Character_BP.Default__Angler_Character_BP_C) CONTENT: Anglerfish(/Game/PrimalEarth/Dinos/Anglerfish/Angler_Character_BP.Default__Angler_Character_BP_C) CONTENT: Aberrant Anglerfish(/Engine/Transient.REINST_Angler_Character_BP_Aberrant_C_0) CONTENT: Fertilized Aberrant Angler Egg(/Game/PrimalEarth/Test/PrimalItemConsumable_UnderwaterEgg_Angler_Aberrant.Default__PrimalItemConsumable_UnderwaterEgg_Angler_Aberrant_C) CONTENT: Aberrant Anglerfish(/Engine/Transient.Default__REINST_Angler_Character_BP_Aberrant_C_14351) CONTENT: Aberrant Anglerfish(/Engine/Transient.REINST_Angler_Character_BP_Aberrant_C_1) CONTENT: Aberrant Anglerfish(/Engine/Transient.Default__REINST_Angler_Character_BP_Aberrant_C_14355) CONTENT: Aberrant Anglerfish(/Game/PrimalEarth/Dinos/Anglerfish/Angler_Character_BP_Aberrant.Default__Angler_Character_BP_Aberrant_C) CONTENT: Dark Muted - blue/green(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Akylo.Default__DinoColorSet_Akylo_C) CONTENT: Light Muted - gb(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Akylo.Default__DinoColorSet_Akylo_C) CONTENT: Dark All - gbv(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Akylo.Default__DinoColorSet_Akylo_C) CONTENT: Dark All - gbv(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Akylo.Default__DinoColorSet_Akylo_C) CONTENT: Dark All - gbv(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Akylo.Default__DinoColorSet_Akylo_C) CONTENT: Light Muted - blue/green(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Akylo.Default__DinoColorSet_Akylo_C) CONTENT: Ankylo Egg(/Game/PrimalEarth/Test/PrimalItemConsumable_Egg_Ankylo.Default__PrimalItemConsumable_Egg_Ankylo_C) CONTENT: Idle(/Engine/Transient.REINST_Ankylo_Character_BP_C_0) CONTENT: Cute(/Engine/Transient.REINST_Ankylo_Character_BP_C_0) CONTENT: Action(/Engine/Transient.REINST_Ankylo_Character_BP_C_0) CONTENT: Move(/Engine/Transient.REINST_Ankylo_Character_BP_C_0) CONTENT: Ankylosaurus(/Engine/Transient.REINST_Ankylo_Character_BP_C_0) CONTENT: Fertilized Ankylo Egg(/Game/PrimalEarth/Test/PrimalItemConsumable_Egg_Ankylo_Fertilized.Default__PrimalItemConsumable_Egg_Ankylo_Fertilized_C) CONTENT: Idle(/Engine/Transient.Default__REINST_Ankylo_Character_BP_C_14383) CONTENT: Cute(/Engine/Transient.Default__REINST_Ankylo_Character_BP_C_14383) CONTENT: Action(/Engine/Transient.Default__REINST_Ankylo_Character_BP_C_14383) CONTENT: Move(/Engine/Transient.Default__REINST_Ankylo_Character_BP_C_14383) CONTENT: Ankylosaurus(/Engine/Transient.Default__REINST_Ankylo_Character_BP_C_14383) CONTENT: Idle(/Engine/Transient.REINST_Ankylo_Character_BP_C_1) CONTENT: Cute(/Engine/Transient.REINST_Ankylo_Character_BP_C_1) CONTENT: Action(/Engine/Transient.REINST_Ankylo_Character_BP_C_1) CONTENT: Move(/Engine/Transient.REINST_Ankylo_Character_BP_C_1) CONTENT: Ankylosaurus(/Engine/Transient.REINST_Ankylo_Character_BP_C_1) CONTENT: Idle(/Engine/Transient.Default__REINST_Ankylo_Character_BP_C_14387) CONTENT: Cute(/Engine/Transient.Default__REINST_Ankylo_Character_BP_C_14387) CONTENT: Action(/Engine/Transient.Default__REINST_Ankylo_Character_BP_C_14387) CONTENT: Move(/Engine/Transient.Default__REINST_Ankylo_Character_BP_C_14387) CONTENT: Ankylosaurus(/Engine/Transient.Default__REINST_Ankylo_Character_BP_C_14387) CONTENT: Idle(/Game/PrimalEarth/Dinos/Ankylo/Ankylo_Character_BP.Default__Ankylo_Character_BP_C) CONTENT: Cute(/Game/PrimalEarth/Dinos/Ankylo/Ankylo_Character_BP.Default__Ankylo_Character_BP_C) CONTENT: Action(/Game/PrimalEarth/Dinos/Ankylo/Ankylo_Character_BP.Default__Ankylo_Character_BP_C) CONTENT: Move(/Game/PrimalEarth/Dinos/Ankylo/Ankylo_Character_BP.Default__Ankylo_Character_BP_C) CONTENT: Ankylosaurus(/Game/PrimalEarth/Dinos/Ankylo/Ankylo_Character_BP.Default__Ankylo_Character_BP_C) CONTENT: Aberrant Ankylosaurus(/Engine/Transient.REINST_Ankylo_Character_BP_Aberrant_C_0) CONTENT: Fertilized Aberrant Ankylo Egg(/Game/PrimalEarth/Test/PrimalItemConsumable_Egg_Ankylo_Fertilized_AB.Default__PrimalItemConsumable_Egg_Ankylo_Fertilized_AB_C) CONTENT: Aberrant Ankylosaurus(/Engine/Transient.Default__REINST_Ankylo_Character_BP_Aberrant_C_14395) CONTENT: Aberrant Ankylosaurus(/Engine/Transient.REINST_Ankylo_Character_BP_Aberrant_C_1) CONTENT: Aberrant Ankylosaurus(/Engine/Transient.Default__REINST_Ankylo_Character_BP_Aberrant_C_14399) CONTENT: Aberrant Ankylosaurus(/Game/PrimalEarth/Dinos/Ankylo/Ankylo_Character_BP_Aberrant.Default__Ankylo_Character_BP_Aberrant_C) CONTENT: Aberrant Arthropluera(/Engine/Transient.REINST_Arthro_Character_BP_Aberrant_C_0) CONTENT: Fertilized Aberrant Arthropluera Egg(/Game/PrimalEarth/Test/PrimalItemConsumable_Egg_Arthro_Fertilized_Aberrant.Default__PrimalItemConsumable_Egg_Arthro_Fertilized_Aberrant_C) CONTENT: Aberrant Arthropluera(/Engine/Transient.Default__REINST_Arthro_Character_BP_Aberrant_C_14407) CONTENT: Aberrant Arthropluera(/Engine/Transient.REINST_Arthro_Character_BP_Aberrant_C_1) CONTENT: Aberrant Arthropluera(/Engine/Transient.Default__REINST_Arthro_Character_BP_Aberrant_C_14411) CONTENT: Aberrant Arthropluera(/Game/PrimalEarth/Dinos/Arthropluera/Arthro_Character_BP_Aberrant.Default__Arthro_Character_BP_Aberrant_C) CONTENT: Body(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Baryonyx.Default__DinoColorSet_Baryonyx_C) CONTENT: Top Fins(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Baryonyx.Default__DinoColorSet_Baryonyx_C) CONTENT: ****No Effect****(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Baryonyx.Default__DinoColorSet_Baryonyx_C) CONTENT: ****No Effect****(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Baryonyx.Default__DinoColorSet_Baryonyx_C) CONTENT: Top Stripes(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Baryonyx.Default__DinoColorSet_Baryonyx_C) CONTENT: Underbelly(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Baryonyx.Default__DinoColorSet_Baryonyx_C) CONTENT: Idle(/Engine/Transient.REINST_Baryonyx_Character_BP_C_0) CONTENT: Cute(/Engine/Transient.REINST_Baryonyx_Character_BP_C_0) CONTENT: Action(/Engine/Transient.REINST_Baryonyx_Character_BP_C_0) CONTENT: Move(/Engine/Transient.REINST_Baryonyx_Character_BP_C_0) CONTENT: Baryonyx(/Engine/Transient.REINST_Baryonyx_Character_BP_C_0) CONTENT: Pescavore(/Game/PrimalEarth/Dinos/BaseBPs/DinoSettings_Pescavore.Default__DinoSettings_Pescavore_C) CONTENT: Baryonyx Egg(/Game/PrimalEarth/Test/PrimalItemConsumable_Egg_Baryonyx.Default__PrimalItemConsumable_Egg_Baryonyx_C) LITERAL: {x}Seek Fish on Low Health(/Game/PrimalEarth/Dinos/Baryonyx/Baryonyx_Character_BP.Baryonyx_Character_BP:BPGetMultiUseEntries.K2Node_FormatText_31) LITERAL: Don't (/Game/PrimalEarth/Dinos/Baryonyx/Baryonyx_Character_BP.Baryonyx_Character_BP:BPGetMultiUseEntries.K2Node_Select_59) LITERAL: FISH KILLED(/Game/PrimalEarth/Dinos/Baryonyx/Baryonyx_Character_BP.Baryonyx_Character_BP:BPKilledSomethingEvent.K2Node_CallFunction_50401) LITERAL: FISH AGGRO ADDED(/Game/PrimalEarth/Dinos/Baryonyx/Baryonyx_Character_BP.Baryonyx_Character_BP:BPTimerServer.K2Node_CallFunction_98263) CONTENT: Kaprosuchus Egg(/Game/PrimalEarth/Test/PrimalItemConsumable_Egg_Kaprosuchus.Default__PrimalItemConsumable_Egg_Kaprosuchus_C) CONTENT: Fertilized Baryonyx Egg(/Game/PrimalEarth/Test/PrimalItemConsumable_Egg_Baryonyx_Fertilized.Default__PrimalItemConsumable_Egg_Baryonyx_Fertilized_C) LITERAL: We're not a baryonyx(/Game/PrimalEarth/Dinos/Baryonyx/Baryonyx_AIController_BP.Baryonyx_AIController_BP:BPGetTargetingDesire.K2Node_CallFunction_38835) LITERAL: I'VE BEEN HIT, ATTACK(/Game/PrimalEarth/Dinos/Baryonyx/Baryonyx_AIController_BP.Baryonyx_AIController_BP:BPGetTargetingDesire.K2Node_CallFunction_46089) LITERAL: EVAL target(/Game/PrimalEarth/Dinos/Baryonyx/Baryonyx_AIController_BP.Baryonyx_AIController_BP:BPGetTargetingDesire.K2Node_CallFunction_53962) LITERAL: EVAL target(/Game/PrimalEarth/Dinos/Baryonyx/Baryonyx_AIController_BP.Baryonyx_AIController_BP:BPAggroDesirability.K2Node_CallFunction_53962) CONTENT: Idle(/Engine/Transient.Default__REINST_Baryonyx_Character_BP_C_14436) CONTENT: Cute(/Engine/Transient.Default__REINST_Baryonyx_Character_BP_C_14436) CONTENT: Action(/Engine/Transient.Default__REINST_Baryonyx_Character_BP_C_14436) CONTENT: Move(/Engine/Transient.Default__REINST_Baryonyx_Character_BP_C_14436) CONTENT: Baryonyx(/Engine/Transient.Default__REINST_Baryonyx_Character_BP_C_14436) LITERAL: {x}Seek Fish on Low Health(/Game/PrimalEarth/Dinos/Baryonyx/Baryonyx_Character_BP.Baryonyx_Character_BP:EdGraph_47524.K2Node_CallFunction_115081) LITERAL: x(/Game/PrimalEarth/Dinos/Baryonyx/Baryonyx_Character_BP.Baryonyx_Character_BP:EdGraph_47524.K2Node_MakeStruct_880) CONTENT: Idle(/Engine/Transient.REINST_Baryonyx_Character_BP_C_1) CONTENT: Cute(/Engine/Transient.REINST_Baryonyx_Character_BP_C_1) CONTENT: Action(/Engine/Transient.REINST_Baryonyx_Character_BP_C_1) CONTENT: Move(/Engine/Transient.REINST_Baryonyx_Character_BP_C_1) CONTENT: Baryonyx(/Engine/Transient.REINST_Baryonyx_Character_BP_C_1) CONTENT: Idle(/Engine/Transient.Default__REINST_Baryonyx_Character_BP_C_14444) CONTENT: Cute(/Engine/Transient.Default__REINST_Baryonyx_Character_BP_C_14444) CONTENT: Action(/Engine/Transient.Default__REINST_Baryonyx_Character_BP_C_14444) CONTENT: Move(/Engine/Transient.Default__REINST_Baryonyx_Character_BP_C_14444) CONTENT: Baryonyx(/Engine/Transient.Default__REINST_Baryonyx_Character_BP_C_14444) LITERAL: {x}Seek Fish on Low Health(/Game/PrimalEarth/Dinos/Baryonyx/Baryonyx_Character_BP.Baryonyx_Character_BP:EdGraph_47560.K2Node_CallFunction_115117) LITERAL: x(/Game/PrimalEarth/Dinos/Baryonyx/Baryonyx_Character_BP.Baryonyx_Character_BP:EdGraph_47560.K2Node_MakeStruct_881) CONTENT: Idle(/Game/PrimalEarth/Dinos/Baryonyx/Baryonyx_Character_BP.Default__Baryonyx_Character_BP_C) CONTENT: Cute(/Game/PrimalEarth/Dinos/Baryonyx/Baryonyx_Character_BP.Default__Baryonyx_Character_BP_C) CONTENT: Action(/Game/PrimalEarth/Dinos/Baryonyx/Baryonyx_Character_BP.Default__Baryonyx_Character_BP_C) CONTENT: Move(/Game/PrimalEarth/Dinos/Baryonyx/Baryonyx_Character_BP.Default__Baryonyx_Character_BP_C) CONTENT: Baryonyx(/Game/PrimalEarth/Dinos/Baryonyx/Baryonyx_Character_BP.Default__Baryonyx_Character_BP_C) CONTENT: Aberrant Baryonyx(/Engine/Transient.REINST_Baryonyx_Character_BP_Aberrant_C_0) CONTENT: Fertilized Aberrant Baryonyx Egg(/Game/PrimalEarth/Test/PrimalItemConsumable_Egg_Baryonyx_Fertilized_Aberrant.Default__PrimalItemConsumable_Egg_Baryonyx_Fertilized_Aberrant_C) CONTENT: Aberrant Baryonyx(/Engine/Transient.Default__REINST_Baryonyx_Character_BP_Aberrant_C_14452) CONTENT: Aberrant Baryonyx(/Engine/Transient.REINST_Baryonyx_Character_BP_Aberrant_C_1) CONTENT: Aberrant Baryonyx(/Engine/Transient.Default__REINST_Baryonyx_Character_BP_Aberrant_C_14456) CONTENT: Aberrant Baryonyx(/Game/PrimalEarth/Dinos/Baryonyx/Baryonyx_Character_BP_Aberrant.Default__Baryonyx_Character_BP_Aberrant_C) CONTENT: Titanoboa Venom(/Game/PrimalEarth/CoreBlueprints/Resources/PrimalItemResource_ApexDrop_Boa.Default__PrimalItemResource_ApexDrop_Boa_C) CONTENT: This trophy proves your worth as a hunter.(/Game/PrimalEarth/CoreBlueprints/Resources/PrimalItemResource_ApexDrop_Boa.Default__PrimalItemResource_ApexDrop_Boa_C) CONTENT: Survivor(/Game/PrimalEarth/CoreBlueprints/Inventories/DinoDropInventoryComponent_Carnivore_Large_Boa.Default__DinoDropInventoryComponent_Carnivore_Large_Boa_C) CONTENT: Survivor(/Game/PrimalEarth/CoreBlueprints/Inventories/DinoDropInventoryComponent_Carnivore_Large_Boa.Default__DinoDropInventoryComponent_Carnivore_Large_Boa_C) CONTENT: Survivor(/Game/PrimalEarth/CoreBlueprints/Inventories/DinoDropInventoryComponent_Carnivore_Large_Boa.Default__DinoDropInventoryComponent_Carnivore_Large_Boa_C) CONTENT: Apex Drop(/Game/PrimalEarth/CoreBlueprints/Inventories/DinoDropInventoryComponent_Carnivore_Large_Boa.Default__DinoDropInventoryComponent_Carnivore_Large_Boa_C) CONTENT: Apex Drop(/Game/PrimalEarth/CoreBlueprints/Inventories/DinoDropInventoryComponent_Carnivore_Large_Boa.Default__DinoDropInventoryComponent_Carnivore_Large_Boa_C) CONTENT: Dark All +w(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Boa.Default__DinoColorSet_Boa_C) CONTENT: Light All +w(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Boa.Default__DinoColorSet_Boa_C) CONTENT: Light All +w(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Boa.Default__DinoColorSet_Boa_C) CONTENT: Light All +w(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Boa.Default__DinoColorSet_Boa_C) CONTENT: Light All +w(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Boa.Default__DinoColorSet_Boa_C) CONTENT: Light All +w(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Boa.Default__DinoColorSet_Boa_C) CONTENT: Titanboa Egg(/Game/PrimalEarth/Test/PrimalItemConsumable_Egg_Boa.Default__PrimalItemConsumable_Egg_Boa_C) CONTENT: Idle(/Engine/Transient.REINST_BoaFrill_Character_BP_C_0) CONTENT: Cute(/Engine/Transient.REINST_BoaFrill_Character_BP_C_0) CONTENT: Action(/Engine/Transient.REINST_BoaFrill_Character_BP_C_0) CONTENT: Move(/Engine/Transient.REINST_BoaFrill_Character_BP_C_0) CONTENT: Titanoboa(/Engine/Transient.REINST_BoaFrill_Character_BP_C_0) LITERAL: UpdateSeekEgg(/Game/PrimalEarth/Dinos/BoaFrill/BoaFrill_Character_BP.BoaFrill_Character_BP:EventGraph.K2Node_CallFunction_171523) LITERAL: UpdateSeekEgg(/Game/PrimalEarth/Dinos/BoaFrill/BoaFrill_Character_BP.BoaFrill_Character_BP:EventGraph.K2Node_CallFunction_183994) LITERAL: ATTRACTED(/Game/PrimalEarth/Dinos/BoaFrill/BoaFrill_Character_BP.BoaFrill_Character_BP:EventGraph.K2Node_CallFunction_189012) LITERAL: NO LONGER ATTRACTED(/Game/PrimalEarth/Dinos/BoaFrill/BoaFrill_Character_BP.BoaFrill_Character_BP:EventGraph.K2Node_CallFunction_204179) LITERAL: UpdateSeekEgg(/Game/PrimalEarth/Dinos/BoaFrill/BoaFrill_Character_BP.BoaFrill_Character_BP:EventGraph.K2Node_CallFunction_61555) LITERAL: RestartBrain(/Game/PrimalEarth/Dinos/BoaFrill/BoaFrill_Character_BP.BoaFrill_Character_BP:EventGraph.K2Node_CallFunction_39139) LITERAL: MoveToEgg(/Game/PrimalEarth/Dinos/BoaFrill/BoaFrill_Character_BP.BoaFrill_Character_BP:EventGraph.K2Node_CallFunction_23877) LITERAL: UpdateSeekEgg(/Game/PrimalEarth/Dinos/BoaFrill/BoaFrill_Character_BP.BoaFrill_Character_BP:ResetEggSeeking.K2Node_CallFunction_183993) LITERAL: UpdateSeekEgg(/Game/PrimalEarth/Dinos/BoaFrill/BoaFrill_Character_BP.BoaFrill_Character_BP:ResetEggSeeking.K2Node_CallFunction_183994) CONTENT: Idle(/Engine/Transient.Default__REINST_BoaFrill_Character_BP_C_14482) CONTENT: Cute(/Engine/Transient.Default__REINST_BoaFrill_Character_BP_C_14482) CONTENT: Action(/Engine/Transient.Default__REINST_BoaFrill_Character_BP_C_14482) CONTENT: Move(/Engine/Transient.Default__REINST_BoaFrill_Character_BP_C_14482) CONTENT: Titanoboa(/Engine/Transient.Default__REINST_BoaFrill_Character_BP_C_14482) CONTENT: Idle(/Engine/Transient.REINST_BoaFrill_Character_BP_C_1) CONTENT: Cute(/Engine/Transient.REINST_BoaFrill_Character_BP_C_1) CONTENT: Action(/Engine/Transient.REINST_BoaFrill_Character_BP_C_1) CONTENT: Move(/Engine/Transient.REINST_BoaFrill_Character_BP_C_1) CONTENT: Titanoboa(/Engine/Transient.REINST_BoaFrill_Character_BP_C_1) CONTENT: Idle(/Engine/Transient.Default__REINST_BoaFrill_Character_BP_C_14486) CONTENT: Cute(/Engine/Transient.Default__REINST_BoaFrill_Character_BP_C_14486) CONTENT: Action(/Engine/Transient.Default__REINST_BoaFrill_Character_BP_C_14486) CONTENT: Move(/Engine/Transient.Default__REINST_BoaFrill_Character_BP_C_14486) CONTENT: Titanoboa(/Engine/Transient.Default__REINST_BoaFrill_Character_BP_C_14486) CONTENT: Idle(/Game/PrimalEarth/Dinos/BoaFrill/BoaFrill_Character_BP.Default__BoaFrill_Character_BP_C) CONTENT: Cute(/Game/PrimalEarth/Dinos/BoaFrill/BoaFrill_Character_BP.Default__BoaFrill_Character_BP_C) CONTENT: Action(/Game/PrimalEarth/Dinos/BoaFrill/BoaFrill_Character_BP.Default__BoaFrill_Character_BP_C) CONTENT: Move(/Game/PrimalEarth/Dinos/BoaFrill/BoaFrill_Character_BP.Default__BoaFrill_Character_BP_C) CONTENT: Titanoboa(/Game/PrimalEarth/Dinos/BoaFrill/BoaFrill_Character_BP.Default__BoaFrill_Character_BP_C) CONTENT: Aberrant Titanoboa(/Engine/Transient.REINST_BoaFrill_Character_BP_Aberrant_C_0) CONTENT: Aberrant Titanoboa(/Engine/Transient.Default__REINST_BoaFrill_Character_BP_Aberrant_C_14493) CONTENT: Aberrant Titanoboa(/Engine/Transient.REINST_BoaFrill_Character_BP_Aberrant_C_1) CONTENT: Aberrant Titanoboa(/Engine/Transient.Default__REINST_BoaFrill_Character_BP_Aberrant_C_14497) CONTENT: Aberrant Titanoboa(/Game/PrimalEarth/Dinos/BoaFrill/BoaFrill_Character_BP_Aberrant.Default__BoaFrill_Character_BP_Aberrant_C) CONTENT: Bleeding!(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_Bleeding.Default__Buff_Bleeding_C) CONTENT: You're bleeding! 20% of your Health will be drained!(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_Bleeding.Default__Buff_Bleeding_C) CONTENT: Bleeding!(/Engine/Transient.REINST_Buff_Bleeding_Carno_C_0) CONTENT: You're bleeding! 5% of your Health will be drained!(/Engine/Transient.REINST_Buff_Bleeding_Carno_C_0) CONTENT: You've been impaled!(/Engine/Transient.REINST_Buff_Bleeding_Carno_C_0) CONTENT: Bleeding!(/Engine/Transient.Default__REINST_Buff_Bleeding_Carno_C_14506) CONTENT: You're bleeding! 5% of your Health will be drained!(/Engine/Transient.Default__REINST_Buff_Bleeding_Carno_C_14506) CONTENT: You've been impaled!(/Engine/Transient.Default__REINST_Buff_Bleeding_Carno_C_14506) CONTENT: Bleeding!(/Engine/Transient.REINST_Buff_Bleeding_Carno_C_1) CONTENT: You're bleeding! 5% of your Health will be drained!(/Engine/Transient.REINST_Buff_Bleeding_Carno_C_1) CONTENT: You've been impaled!(/Engine/Transient.REINST_Buff_Bleeding_Carno_C_1) CONTENT: Bleeding!(/Engine/Transient.Default__REINST_Buff_Bleeding_Carno_C_14510) CONTENT: You're bleeding! 5% of your Health will be drained!(/Engine/Transient.Default__REINST_Buff_Bleeding_Carno_C_14510) CONTENT: You've been impaled!(/Engine/Transient.Default__REINST_Buff_Bleeding_Carno_C_14510) CONTENT: Bleeding!(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_Bleeding_Carno.Default__Buff_Bleeding_Carno_C) CONTENT: You're bleeding! 5% of your Health will be drained!(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_Bleeding_Carno.Default__Buff_Bleeding_Carno_C) CONTENT: You've been impaled!(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_Bleeding_Carno.Default__Buff_Bleeding_Carno_C) CONTENT: All Muted(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Carno.Default__DinoColorSet_Carno_C) CONTENT: Light Muted(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Carno.Default__DinoColorSet_Carno_C) CONTENT: All Muted(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Carno.Default__DinoColorSet_Carno_C) CONTENT: All Muted(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Carno.Default__DinoColorSet_Carno_C) CONTENT: Dark Muted(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Carno.Default__DinoColorSet_Carno_C) CONTENT: Light Muted(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Carno.Default__DinoColorSet_Carno_C) CONTENT: Carno Egg(/Game/PrimalEarth/Test/PrimalItemConsumable_Egg_Carno.Default__PrimalItemConsumable_Egg_Carno_C) CONTENT: Idle(/Engine/Transient.REINST_Carno_Character_BP_C_0) CONTENT: Cute(/Engine/Transient.REINST_Carno_Character_BP_C_0) CONTENT: Action(/Engine/Transient.REINST_Carno_Character_BP_C_0) CONTENT: Move(/Engine/Transient.REINST_Carno_Character_BP_C_0) CONTENT: Carnotaurus(/Engine/Transient.REINST_Carno_Character_BP_C_0) CONTENT: Fertilized Carno Egg(/Game/PrimalEarth/Test/PrimalItemConsumable_Egg_Carno_Fertilized.Default__PrimalItemConsumable_Egg_Carno_Fertilized_C) CONTENT: Idle(/Engine/Transient.Default__REINST_Carno_Character_BP_C_14536) CONTENT: Cute(/Engine/Transient.Default__REINST_Carno_Character_BP_C_14536) CONTENT: Action(/Engine/Transient.Default__REINST_Carno_Character_BP_C_14536) CONTENT: Move(/Engine/Transient.Default__REINST_Carno_Character_BP_C_14536) CONTENT: Carnotaurus(/Engine/Transient.Default__REINST_Carno_Character_BP_C_14536) CONTENT: Idle(/Engine/Transient.REINST_Carno_Character_BP_C_1) CONTENT: Cute(/Engine/Transient.REINST_Carno_Character_BP_C_1) CONTENT: Action(/Engine/Transient.REINST_Carno_Character_BP_C_1) CONTENT: Move(/Engine/Transient.REINST_Carno_Character_BP_C_1) CONTENT: Carnotaurus(/Engine/Transient.REINST_Carno_Character_BP_C_1) CONTENT: Idle(/Engine/Transient.Default__REINST_Carno_Character_BP_C_14540) CONTENT: Cute(/Engine/Transient.Default__REINST_Carno_Character_BP_C_14540) CONTENT: Action(/Engine/Transient.Default__REINST_Carno_Character_BP_C_14540) CONTENT: Move(/Engine/Transient.Default__REINST_Carno_Character_BP_C_14540) CONTENT: Carnotaurus(/Engine/Transient.Default__REINST_Carno_Character_BP_C_14540) CONTENT: Idle(/Game/PrimalEarth/Dinos/Carno/Carno_Character_BP.Default__Carno_Character_BP_C) CONTENT: Cute(/Game/PrimalEarth/Dinos/Carno/Carno_Character_BP.Default__Carno_Character_BP_C) CONTENT: Action(/Game/PrimalEarth/Dinos/Carno/Carno_Character_BP.Default__Carno_Character_BP_C) CONTENT: Move(/Game/PrimalEarth/Dinos/Carno/Carno_Character_BP.Default__Carno_Character_BP_C) CONTENT: Carnotaurus(/Game/PrimalEarth/Dinos/Carno/Carno_Character_BP.Default__Carno_Character_BP_C) CONTENT: Aberrant Carnotaurus(/Engine/Transient.REINST_Carno_Character_BP_Aberrant_C_0) CONTENT: Fertilized Aberrant Carno Egg(/Game/PrimalEarth/Test/PrimalItemConsumable_Egg_Carno_Fertilized_Aberrant.Default__PrimalItemConsumable_Egg_Carno_Fertilized_Aberrant_C) CONTENT: Aberrant Carnotaurus(/Engine/Transient.Default__REINST_Carno_Character_BP_Aberrant_C_14548) CONTENT: Aberrant Carnotaurus(/Engine/Transient.REINST_Carno_Character_BP_Aberrant_C_1) CONTENT: Aberrant Carnotaurus(/Engine/Transient.Default__REINST_Carno_Character_BP_Aberrant_C_14552) CONTENT: Aberrant Carnotaurus(/Game/PrimalEarth/Dinos/Carno/Carno_Character_BP_Aberrant.Default__Carno_Character_BP_Aberrant_C) CONTENT: Idle(/Engine/Transient.REINST_Cnidaria_Character_BP_C_0) CONTENT: body(/Engine/Transient.REINST_Cnidaria_Character_BP_C_0) CONTENT: Action(/Engine/Transient.REINST_Cnidaria_Character_BP_C_0) CONTENT: body(/Engine/Transient.REINST_Cnidaria_Character_BP_C_0) CONTENT: Move(/Engine/Transient.REINST_Cnidaria_Character_BP_C_0) CONTENT: body(/Engine/Transient.REINST_Cnidaria_Character_BP_C_0) CONTENT: Cnidaria(/Engine/Transient.REINST_Cnidaria_Character_BP_C_0) CONTENT: Idle(/Engine/Transient.Default__REINST_Cnidaria_Character_BP_C_14564) CONTENT: body(/Engine/Transient.Default__REINST_Cnidaria_Character_BP_C_14564) CONTENT: Action(/Engine/Transient.Default__REINST_Cnidaria_Character_BP_C_14564) CONTENT: body(/Engine/Transient.Default__REINST_Cnidaria_Character_BP_C_14564) CONTENT: Move(/Engine/Transient.Default__REINST_Cnidaria_Character_BP_C_14564) CONTENT: body(/Engine/Transient.Default__REINST_Cnidaria_Character_BP_C_14564) CONTENT: Cnidaria(/Engine/Transient.Default__REINST_Cnidaria_Character_BP_C_14564) CONTENT: Idle(/Engine/Transient.REINST_Cnidaria_Character_BP_C_1) CONTENT: body(/Engine/Transient.REINST_Cnidaria_Character_BP_C_1) CONTENT: Action(/Engine/Transient.REINST_Cnidaria_Character_BP_C_1) CONTENT: body(/Engine/Transient.REINST_Cnidaria_Character_BP_C_1) CONTENT: Move(/Engine/Transient.REINST_Cnidaria_Character_BP_C_1) CONTENT: body(/Engine/Transient.REINST_Cnidaria_Character_BP_C_1) CONTENT: Cnidaria(/Engine/Transient.REINST_Cnidaria_Character_BP_C_1) CONTENT: Idle(/Engine/Transient.Default__REINST_Cnidaria_Character_BP_C_14568) CONTENT: body(/Engine/Transient.Default__REINST_Cnidaria_Character_BP_C_14568) CONTENT: Action(/Engine/Transient.Default__REINST_Cnidaria_Character_BP_C_14568) CONTENT: body(/Engine/Transient.Default__REINST_Cnidaria_Character_BP_C_14568) CONTENT: Move(/Engine/Transient.Default__REINST_Cnidaria_Character_BP_C_14568) CONTENT: body(/Engine/Transient.Default__REINST_Cnidaria_Character_BP_C_14568) CONTENT: Cnidaria(/Engine/Transient.Default__REINST_Cnidaria_Character_BP_C_14568) CONTENT: Idle(/Game/PrimalEarth/Dinos/Cnidaria/Cnidaria_Character_BP.Default__Cnidaria_Character_BP_C) CONTENT: body(/Game/PrimalEarth/Dinos/Cnidaria/Cnidaria_Character_BP.Default__Cnidaria_Character_BP_C) CONTENT: Action(/Game/PrimalEarth/Dinos/Cnidaria/Cnidaria_Character_BP.Default__Cnidaria_Character_BP_C) CONTENT: body(/Game/PrimalEarth/Dinos/Cnidaria/Cnidaria_Character_BP.Default__Cnidaria_Character_BP_C) CONTENT: Move(/Game/PrimalEarth/Dinos/Cnidaria/Cnidaria_Character_BP.Default__Cnidaria_Character_BP_C) CONTENT: body(/Game/PrimalEarth/Dinos/Cnidaria/Cnidaria_Character_BP.Default__Cnidaria_Character_BP_C) CONTENT: Cnidaria(/Game/PrimalEarth/Dinos/Cnidaria/Cnidaria_Character_BP.Default__Cnidaria_Character_BP_C) CONTENT: Aberrant Cnidaria(/Engine/Transient.REINST_Cnidaria_Character_BP_Aberrant_C_0) CONTENT: Aberrant Cnidaria(/Engine/Transient.Default__REINST_Cnidaria_Character_BP_Aberrant_C_14575) CONTENT: Aberrant Cnidaria(/Engine/Transient.REINST_Cnidaria_Character_BP_Aberrant_C_1) CONTENT: Aberrant Cnidaria(/Engine/Transient.Default__REINST_Cnidaria_Character_BP_Aberrant_C_14579) CONTENT: Aberrant Cnidaria(/Game/PrimalEarth/Dinos/Cnidaria/Cnidaria_Character_BP_Aberrant.Default__Cnidaria_Character_BP_Aberrant_C) CONTENT: Aberrant Coelacanth(/Engine/Transient.REINST_Coel_Character_BP_Aberrant_C_0) CONTENT: Aberrant Coelacanth(/Engine/Transient.Default__REINST_Coel_Character_BP_Aberrant_C_14586) CONTENT: Aberrant Coelacanth(/Engine/Transient.REINST_Coel_Character_BP_Aberrant_C_1) CONTENT: Aberrant Coelacanth(/Engine/Transient.Default__REINST_Coel_Character_BP_Aberrant_C_14590) CONTENT: Aberrant Coelacanth(/Game/PrimalEarth/Dinos/Coelacanth/Coel_Character_BP_Aberrant.Default__Coel_Character_BP_Aberrant_C) CONTENT: Light Muted -u +w(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Dimetrodon.Default__DinoColorSet_Dimetrodon_C) CONTENT: All(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Dimetrodon.Default__DinoColorSet_Dimetrodon_C) CONTENT: All(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Dimetrodon.Default__DinoColorSet_Dimetrodon_C) CONTENT: All(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Dimetrodon.Default__DinoColorSet_Dimetrodon_C) CONTENT: All Muted(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Dimetrodon.Default__DinoColorSet_Dimetrodon_C) CONTENT: Dimetrodon Egg(/Game/PrimalEarth/Test/PrimalItemConsumable_Egg_Dimetrodon.Default__PrimalItemConsumable_Egg_Dimetrodon_C) CONTENT: Idle(/Engine/Transient.REINST_Dimetro_Character_BP_C_0) CONTENT: Cute(/Engine/Transient.REINST_Dimetro_Character_BP_C_0) CONTENT: Action(/Engine/Transient.REINST_Dimetro_Character_BP_C_0) CONTENT: Move(/Engine/Transient.REINST_Dimetro_Character_BP_C_0) CONTENT: Dimetrodon(/Engine/Transient.REINST_Dimetro_Character_BP_C_0) CONTENT: Fertilized Dimetrodon Egg(/Game/PrimalEarth/Test/PrimalItemConsumable_Egg_Dimetrodon_Fertilized.Default__PrimalItemConsumable_Egg_Dimetrodon_Fertilized_C) CONTENT: Idle(/Engine/Transient.Default__REINST_Dimetro_Character_BP_C_14615) CONTENT: Cute(/Engine/Transient.Default__REINST_Dimetro_Character_BP_C_14615) CONTENT: Action(/Engine/Transient.Default__REINST_Dimetro_Character_BP_C_14615) CONTENT: Move(/Engine/Transient.Default__REINST_Dimetro_Character_BP_C_14615) CONTENT: Dimetrodon(/Engine/Transient.Default__REINST_Dimetro_Character_BP_C_14615) CONTENT: Idle(/Engine/Transient.REINST_Dimetro_Character_BP_C_1) CONTENT: Cute(/Engine/Transient.REINST_Dimetro_Character_BP_C_1) CONTENT: Action(/Engine/Transient.REINST_Dimetro_Character_BP_C_1) CONTENT: Move(/Engine/Transient.REINST_Dimetro_Character_BP_C_1) CONTENT: Dimetrodon(/Engine/Transient.REINST_Dimetro_Character_BP_C_1) CONTENT: Idle(/Engine/Transient.Default__REINST_Dimetro_Character_BP_C_14619) CONTENT: Cute(/Engine/Transient.Default__REINST_Dimetro_Character_BP_C_14619) CONTENT: Action(/Engine/Transient.Default__REINST_Dimetro_Character_BP_C_14619) CONTENT: Move(/Engine/Transient.Default__REINST_Dimetro_Character_BP_C_14619) CONTENT: Dimetrodon(/Engine/Transient.Default__REINST_Dimetro_Character_BP_C_14619) CONTENT: Idle(/Game/PrimalEarth/Dinos/Dimetrodon/Dimetro_Character_BP.Default__Dimetro_Character_BP_C) CONTENT: Cute(/Game/PrimalEarth/Dinos/Dimetrodon/Dimetro_Character_BP.Default__Dimetro_Character_BP_C) CONTENT: Action(/Game/PrimalEarth/Dinos/Dimetrodon/Dimetro_Character_BP.Default__Dimetro_Character_BP_C) CONTENT: Move(/Game/PrimalEarth/Dinos/Dimetrodon/Dimetro_Character_BP.Default__Dimetro_Character_BP_C) CONTENT: Dimetrodon(/Game/PrimalEarth/Dinos/Dimetrodon/Dimetro_Character_BP.Default__Dimetro_Character_BP_C) CONTENT: Aberrant Dimetrodon(/Engine/Transient.REINST_Dimetro_Character_BP_Aberrant_C_0) CONTENT: Fertilized Aberrant Dimetrodon Egg(/Game/PrimalEarth/Test/PrimalItemConsumable_Egg_Dimetrodon_Fertilized_Aberrant.Default__PrimalItemConsumable_Egg_Dimetrodon_Fertilized_Aberrant_C) CONTENT: Aberrant Dimetrodon(/Engine/Transient.Default__REINST_Dimetro_Character_BP_Aberrant_C_14627) CONTENT: Aberrant Dimetrodon(/Engine/Transient.REINST_Dimetro_Character_BP_Aberrant_C_1) CONTENT: Aberrant Dimetrodon(/Engine/Transient.Default__REINST_Dimetro_Character_BP_Aberrant_C_14631) CONTENT: Aberrant Dimetrodon(/Game/PrimalEarth/Dinos/Dimetrodon/Dimetro_Character_BP_Aberrant.Default__Dimetro_Character_BP_Aberrant_C) CONTENT: Aberrant Dimorphodon(/Engine/Transient.REINST_Dimorph_Character_BP_Aberrant_C_0) CONTENT: Aberrant Dimorphodon(/Engine/Transient.Default__REINST_Dimorph_Character_BP_Aberrant_C_14639) CONTENT: Aberrant Dimorphodon(/Engine/Transient.REINST_Dimorph_Character_BP_Aberrant_C_1) CONTENT: Aberrant Dimorphodon(/Engine/Transient.Default__REINST_Dimorph_Character_BP_Aberrant_C_14643) CONTENT: Aberrant Dimorphodon(/Game/PrimalEarth/Dinos/Dimorphodon/Dimorph_Character_BP_Aberrant.Default__Dimorph_Character_BP_Aberrant_C) CONTENT: Body(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Diplocaulus.Default__DinoColorSet_Diplocaulus_C) CONTENT: Fins(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Diplocaulus.Default__DinoColorSet_Diplocaulus_C) CONTENT: ****No Effect****(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Diplocaulus.Default__DinoColorSet_Diplocaulus_C) CONTENT: ****No Effect****(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Diplocaulus.Default__DinoColorSet_Diplocaulus_C) CONTENT: Body Highlights(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Diplocaulus.Default__DinoColorSet_Diplocaulus_C) CONTENT: Underbelly(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Diplocaulus.Default__DinoColorSet_Diplocaulus_C) CONTENT: Idle(/Engine/Transient.REINST_Diplocaulus_Character_BP_C_0) CONTENT: Cute(/Engine/Transient.REINST_Diplocaulus_Character_BP_C_0) CONTENT: Action(/Engine/Transient.REINST_Diplocaulus_Character_BP_C_0) CONTENT: Move(/Engine/Transient.REINST_Diplocaulus_Character_BP_C_0) CONTENT: Swim(/Engine/Transient.REINST_Diplocaulus_Character_BP_C_0) CONTENT: c_back3(/Engine/Transient.REINST_Diplocaulus_Character_BP_C_0) CONTENT: Diplocaulus(/Engine/Transient.REINST_Diplocaulus_Character_BP_C_0) CONTENT: Fertilized Diplocaulus Egg(/Game/PrimalEarth/Test/PrimalItemConsumable_UnderwaterEgg_Diplocaulus.Default__PrimalItemConsumable_UnderwaterEgg_Diplocaulus_C) LITERAL: /(/Game/PrimalEarth/Dinos/Diplocaulus/Diplocaulus_Character_BP.Diplocaulus_Character_BP:BlueprintDrawFloatingHUD.K2Node_CallFunction_20168) LITERAL: Oxygen: (/Game/PrimalEarth/Dinos/Diplocaulus/Diplocaulus_Character_BP.Diplocaulus_Character_BP:BlueprintDrawFloatingHUD.K2Node_CallFunction_20600) LITERAL: Take Oxygen (/Game/PrimalEarth/Dinos/Diplocaulus/Diplocaulus_Character_BP.Diplocaulus_Character_BP:BPGetMultiUseEntries.K2Node_MakeStruct_6) CONTENT: Idle(/Engine/Transient.Default__REINST_Diplocaulus_Character_BP_C_14678) CONTENT: Cute(/Engine/Transient.Default__REINST_Diplocaulus_Character_BP_C_14678) CONTENT: Action(/Engine/Transient.Default__REINST_Diplocaulus_Character_BP_C_14678) CONTENT: Move(/Engine/Transient.Default__REINST_Diplocaulus_Character_BP_C_14678) CONTENT: Swim(/Engine/Transient.Default__REINST_Diplocaulus_Character_BP_C_14678) CONTENT: c_back3(/Engine/Transient.Default__REINST_Diplocaulus_Character_BP_C_14678) CONTENT: Diplocaulus(/Engine/Transient.Default__REINST_Diplocaulus_Character_BP_C_14678) CONTENT: Idle(/Engine/Transient.REINST_Diplocaulus_Character_BP_C_1) CONTENT: Cute(/Engine/Transient.REINST_Diplocaulus_Character_BP_C_1) CONTENT: Action(/Engine/Transient.REINST_Diplocaulus_Character_BP_C_1) CONTENT: Move(/Engine/Transient.REINST_Diplocaulus_Character_BP_C_1) CONTENT: Swim(/Engine/Transient.REINST_Diplocaulus_Character_BP_C_1) CONTENT: c_back3(/Engine/Transient.REINST_Diplocaulus_Character_BP_C_1) CONTENT: Diplocaulus(/Engine/Transient.REINST_Diplocaulus_Character_BP_C_1) CONTENT: Idle(/Engine/Transient.Default__REINST_Diplocaulus_Character_BP_C_14682) CONTENT: Cute(/Engine/Transient.Default__REINST_Diplocaulus_Character_BP_C_14682) CONTENT: Action(/Engine/Transient.Default__REINST_Diplocaulus_Character_BP_C_14682) CONTENT: Move(/Engine/Transient.Default__REINST_Diplocaulus_Character_BP_C_14682) CONTENT: Swim(/Engine/Transient.Default__REINST_Diplocaulus_Character_BP_C_14682) CONTENT: c_back3(/Engine/Transient.Default__REINST_Diplocaulus_Character_BP_C_14682) CONTENT: Diplocaulus(/Engine/Transient.Default__REINST_Diplocaulus_Character_BP_C_14682) CONTENT: Idle(/Game/PrimalEarth/Dinos/Diplocaulus/Diplocaulus_Character_BP.Default__Diplocaulus_Character_BP_C) CONTENT: Cute(/Game/PrimalEarth/Dinos/Diplocaulus/Diplocaulus_Character_BP.Default__Diplocaulus_Character_BP_C) CONTENT: Action(/Game/PrimalEarth/Dinos/Diplocaulus/Diplocaulus_Character_BP.Default__Diplocaulus_Character_BP_C) CONTENT: Move(/Game/PrimalEarth/Dinos/Diplocaulus/Diplocaulus_Character_BP.Default__Diplocaulus_Character_BP_C) CONTENT: Swim(/Game/PrimalEarth/Dinos/Diplocaulus/Diplocaulus_Character_BP.Default__Diplocaulus_Character_BP_C) CONTENT: c_back3(/Game/PrimalEarth/Dinos/Diplocaulus/Diplocaulus_Character_BP.Default__Diplocaulus_Character_BP_C) CONTENT: Diplocaulus(/Game/PrimalEarth/Dinos/Diplocaulus/Diplocaulus_Character_BP.Default__Diplocaulus_Character_BP_C) CONTENT: Aberrant Diplocaulus(/Engine/Transient.REINST_Diplocaulus_Character_BP_Aberrant_C_0) CONTENT: Fertilized Aberrant Diplocaulus Egg(/Game/PrimalEarth/Test/PrimalItemConsumable_UnderwaterEgg_Diplocaulus_Aberrant.Default__PrimalItemConsumable_UnderwaterEgg_Diplocaulus_Aberrant_C) CONTENT: Aberrant Diplocaulus(/Engine/Transient.Default__REINST_Diplocaulus_Character_BP_Aberrant_C_14690) CONTENT: Aberrant Diplocaulus(/Engine/Transient.REINST_Diplocaulus_Character_BP_Aberrant_C_1) CONTENT: Aberrant Diplocaulus(/Engine/Transient.Default__REINST_Diplocaulus_Character_BP_Aberrant_C_14694) CONTENT: Aberrant Diplocaulus(/Game/PrimalEarth/Dinos/Diplocaulus/Diplocaulus_Character_BP_Aberrant.Default__Diplocaulus_Character_BP_Aberrant_C) CONTENT: Sauropod Vertebra(/Game/PrimalEarth/CoreBlueprints/Resources/PrimalItemResource_ApexDrop_Sauro.Default__PrimalItemResource_ApexDrop_Sauro_C) CONTENT: This trophy proves your worth as a hunter.(/Game/PrimalEarth/CoreBlueprints/Resources/PrimalItemResource_ApexDrop_Sauro.Default__PrimalItemResource_ApexDrop_Sauro_C) CONTENT: Apex Drop(/Game/PrimalEarth/CoreBlueprints/Inventories/DinoDropInventoryComponent_Carnivore_Huge_Sauro.Default__DinoDropInventoryComponent_Carnivore_Huge_Sauro_C) CONTENT: Apex Drop(/Game/PrimalEarth/CoreBlueprints/Inventories/DinoDropInventoryComponent_Carnivore_Huge_Sauro.Default__DinoDropInventoryComponent_Carnivore_Huge_Sauro_C) CONTENT: Dark Muted(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Sauro.Default__DinoColorSet_Sauro_C) CONTENT: Dark Muted(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Sauro.Default__DinoColorSet_Sauro_C) CONTENT: Dark Muted(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Sauro.Default__DinoColorSet_Sauro_C) CONTENT: Dark Muted(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Sauro.Default__DinoColorSet_Sauro_C) CONTENT: Dark Muted(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Sauro.Default__DinoColorSet_Sauro_C) CONTENT: Light Muted(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Sauro.Default__DinoColorSet_Sauro_C) CONTENT: Diplo Egg(/Game/PrimalEarth/Test/PrimalItemConsumable_Egg_Diplo.Default__PrimalItemConsumable_Egg_Diplo_C) CONTENT: Idle(/Engine/Transient.REINST_Diplodocus_Character_BP_C_0) CONTENT: Cute(/Engine/Transient.REINST_Diplodocus_Character_BP_C_0) CONTENT: Action(/Engine/Transient.REINST_Diplodocus_Character_BP_C_0) CONTENT: Move(/Engine/Transient.REINST_Diplodocus_Character_BP_C_0) CONTENT: Diplodocus(/Engine/Transient.REINST_Diplodocus_Character_BP_C_0) CONTENT: Fertilized Diplo Egg(/Game/PrimalEarth/Test/PrimalItemConsumable_Egg_Diplo_Fertilized.Default__PrimalItemConsumable_Egg_Diplo_Fertilized_C) CONTENT: Idle(/Engine/Transient.Default__REINST_Diplodocus_Character_BP_C_14722) CONTENT: Cute(/Engine/Transient.Default__REINST_Diplodocus_Character_BP_C_14722) CONTENT: Action(/Engine/Transient.Default__REINST_Diplodocus_Character_BP_C_14722) CONTENT: Move(/Engine/Transient.Default__REINST_Diplodocus_Character_BP_C_14722) CONTENT: Diplodocus(/Engine/Transient.Default__REINST_Diplodocus_Character_BP_C_14722) CONTENT: Idle(/Engine/Transient.REINST_Diplodocus_Character_BP_C_1) CONTENT: Cute(/Engine/Transient.REINST_Diplodocus_Character_BP_C_1) CONTENT: Action(/Engine/Transient.REINST_Diplodocus_Character_BP_C_1) CONTENT: Move(/Engine/Transient.REINST_Diplodocus_Character_BP_C_1) CONTENT: Diplodocus(/Engine/Transient.REINST_Diplodocus_Character_BP_C_1) CONTENT: Idle(/Engine/Transient.Default__REINST_Diplodocus_Character_BP_C_14726) CONTENT: Cute(/Engine/Transient.Default__REINST_Diplodocus_Character_BP_C_14726) CONTENT: Action(/Engine/Transient.Default__REINST_Diplodocus_Character_BP_C_14726) CONTENT: Move(/Engine/Transient.Default__REINST_Diplodocus_Character_BP_C_14726) CONTENT: Diplodocus(/Engine/Transient.Default__REINST_Diplodocus_Character_BP_C_14726) CONTENT: Idle(/Game/PrimalEarth/Dinos/Diplodocus/Diplodocus_Character_BP.Default__Diplodocus_Character_BP_C) CONTENT: Cute(/Game/PrimalEarth/Dinos/Diplodocus/Diplodocus_Character_BP.Default__Diplodocus_Character_BP_C) CONTENT: Action(/Game/PrimalEarth/Dinos/Diplodocus/Diplodocus_Character_BP.Default__Diplodocus_Character_BP_C) CONTENT: Move(/Game/PrimalEarth/Dinos/Diplodocus/Diplodocus_Character_BP.Default__Diplodocus_Character_BP_C) CONTENT: Diplodocus(/Game/PrimalEarth/Dinos/Diplodocus/Diplodocus_Character_BP.Default__Diplodocus_Character_BP_C) CONTENT: Aberrant Diplodocus(/Engine/Transient.REINST_Diplodocus_Character_BP_Aberrant_C_0) CONTENT: Fertilized Aberrant Diplo Egg(/Game/PrimalEarth/Test/PrimalItemConsumable_Egg_Diplo_Fertilized_Aberrant.Default__PrimalItemConsumable_Egg_Diplo_Fertilized_Aberrant_C) CONTENT: Aberrant Diplodocus(/Engine/Transient.Default__REINST_Diplodocus_Character_BP_Aberrant_C_14734) CONTENT: Aberrant Diplodocus(/Engine/Transient.REINST_Diplodocus_Character_BP_Aberrant_C_1) CONTENT: Aberrant Diplodocus(/Engine/Transient.Default__REINST_Diplodocus_Character_BP_Aberrant_C_14738) CONTENT: Aberrant Diplodocus(/Game/PrimalEarth/Dinos/Diplodocus/Diplodocus_Character_BP_Aberrant.Default__Diplodocus_Character_BP_Aberrant_C) CONTENT: Aberrant Dodo(/Engine/Transient.REINST_Dodo_Character_BP_Aberrant_C_0) CONTENT: Fertilized Aberrant Dodo Egg(/Game/PrimalEarth/Test/PrimalItemConsumable_Egg_Dodo_Fertilized_Aberrant.Default__PrimalItemConsumable_Egg_Dodo_Fertilized_Aberrant_C) CONTENT: Aberrant Dodo(/Engine/Transient.Default__REINST_Dodo_Character_BP_Aberrant_C_14746) CONTENT: Aberrant Dodo(/Engine/Transient.REINST_Dodo_Character_BP_Aberrant_C_1) CONTENT: Aberrant Dodo(/Engine/Transient.Default__REINST_Dodo_Character_BP_Aberrant_C_14750) CONTENT: Aberrant Dodo(/Game/PrimalEarth/Dinos/Dodo/Dodo_Character_BP_Aberrant.Default__Dodo_Character_BP_Aberrant_C) CONTENT: Idle(/Engine/Transient.REINST_Doed_Character_BP_C_0) CONTENT: Cute(/Engine/Transient.REINST_Doed_Character_BP_C_0) CONTENT: c_Tail1(/Engine/Transient.REINST_Doed_Character_BP_C_0) CONTENT: Attack(/Engine/Transient.REINST_Doed_Character_BP_C_0) CONTENT: Move(/Engine/Transient.REINST_Doed_Character_BP_C_0) CONTENT: Doedicurus(/Engine/Transient.REINST_Doed_Character_BP_C_0) CONTENT: Idle(/Engine/Transient.Default__REINST_Doed_Character_BP_C_14783) CONTENT: Cute(/Engine/Transient.Default__REINST_Doed_Character_BP_C_14783) CONTENT: c_Tail1(/Engine/Transient.Default__REINST_Doed_Character_BP_C_14783) CONTENT: Attack(/Engine/Transient.Default__REINST_Doed_Character_BP_C_14783) CONTENT: Move(/Engine/Transient.Default__REINST_Doed_Character_BP_C_14783) CONTENT: Doedicurus(/Engine/Transient.Default__REINST_Doed_Character_BP_C_14783) CONTENT: Idle(/Engine/Transient.REINST_Doed_Character_BP_C_1) CONTENT: Cute(/Engine/Transient.REINST_Doed_Character_BP_C_1) CONTENT: c_Tail1(/Engine/Transient.REINST_Doed_Character_BP_C_1) CONTENT: Attack(/Engine/Transient.REINST_Doed_Character_BP_C_1) CONTENT: Move(/Engine/Transient.REINST_Doed_Character_BP_C_1) CONTENT: Doedicurus(/Engine/Transient.REINST_Doed_Character_BP_C_1) CONTENT: Idle(/Engine/Transient.Default__REINST_Doed_Character_BP_C_14787) CONTENT: Cute(/Engine/Transient.Default__REINST_Doed_Character_BP_C_14787) CONTENT: c_Tail1(/Engine/Transient.Default__REINST_Doed_Character_BP_C_14787) CONTENT: Attack(/Engine/Transient.Default__REINST_Doed_Character_BP_C_14787) CONTENT: Move(/Engine/Transient.Default__REINST_Doed_Character_BP_C_14787) CONTENT: Doedicurus(/Engine/Transient.Default__REINST_Doed_Character_BP_C_14787) CONTENT: Idle(/Game/PrimalEarth/Dinos/Doedicurus/Doed_Character_BP.Default__Doed_Character_BP_C) CONTENT: Cute(/Game/PrimalEarth/Dinos/Doedicurus/Doed_Character_BP.Default__Doed_Character_BP_C) CONTENT: c_Tail1(/Game/PrimalEarth/Dinos/Doedicurus/Doed_Character_BP.Default__Doed_Character_BP_C) CONTENT: Attack(/Game/PrimalEarth/Dinos/Doedicurus/Doed_Character_BP.Default__Doed_Character_BP_C) CONTENT: Move(/Game/PrimalEarth/Dinos/Doedicurus/Doed_Character_BP.Default__Doed_Character_BP_C) CONTENT: Doedicurus(/Game/PrimalEarth/Dinos/Doedicurus/Doed_Character_BP.Default__Doed_Character_BP_C) CONTENT: Aberrant Doedicurus(/Engine/Transient.REINST_Doed_Character_BP_Aberrant_C_0) CONTENT: Aberrant Doedicurus(/Engine/Transient.Default__REINST_Doed_Character_BP_Aberrant_C_14794) CONTENT: Aberrant Doedicurus(/Engine/Transient.REINST_Doed_Character_BP_Aberrant_C_1) CONTENT: Aberrant Doedicurus(/Engine/Transient.Default__REINST_Doed_Character_BP_Aberrant_C_14798) CONTENT: Aberrant Doedicurus(/Game/PrimalEarth/Dinos/Doedicurus/Doed_Character_BP_Aberrant.Default__Doed_Character_BP_Aberrant_C) CONTENT: All -ny(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Dragonfly.Default__DinoColorSet_Dragonfly_C) CONTENT: All -ny(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Dragonfly.Default__DinoColorSet_Dragonfly_C) CONTENT: Dark All -ny(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Dragonfly.Default__DinoColorSet_Dragonfly_C) CONTENT: Light All -ny(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Dragonfly.Default__DinoColorSet_Dragonfly_C) CONTENT: Dark All -ny(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Dragonfly.Default__DinoColorSet_Dragonfly_C) CONTENT: Idle(/Engine/Transient.REINST_Dragonfly_Character_BP_C_0) CONTENT: c_tail1(/Engine/Transient.REINST_Dragonfly_Character_BP_C_0) CONTENT: Idle Landed(/Engine/Transient.REINST_Dragonfly_Character_BP_C_0) CONTENT: c_tail1(/Engine/Transient.REINST_Dragonfly_Character_BP_C_0) CONTENT: Move(/Engine/Transient.REINST_Dragonfly_Character_BP_C_0) CONTENT: c_tail1(/Engine/Transient.REINST_Dragonfly_Character_BP_C_0) CONTENT: Meganeura(/Engine/Transient.REINST_Dragonfly_Character_BP_C_0) CONTENT: Idle(/Engine/Transient.Default__REINST_Dragonfly_Character_BP_C_14811) CONTENT: c_tail1(/Engine/Transient.Default__REINST_Dragonfly_Character_BP_C_14811) CONTENT: Idle Landed(/Engine/Transient.Default__REINST_Dragonfly_Character_BP_C_14811) CONTENT: c_tail1(/Engine/Transient.Default__REINST_Dragonfly_Character_BP_C_14811) CONTENT: Move(/Engine/Transient.Default__REINST_Dragonfly_Character_BP_C_14811) CONTENT: c_tail1(/Engine/Transient.Default__REINST_Dragonfly_Character_BP_C_14811) CONTENT: Meganeura(/Engine/Transient.Default__REINST_Dragonfly_Character_BP_C_14811) CONTENT: Idle(/Engine/Transient.REINST_Dragonfly_Character_BP_C_1) CONTENT: c_tail1(/Engine/Transient.REINST_Dragonfly_Character_BP_C_1) CONTENT: Idle Landed(/Engine/Transient.REINST_Dragonfly_Character_BP_C_1) CONTENT: c_tail1(/Engine/Transient.REINST_Dragonfly_Character_BP_C_1) CONTENT: Move(/Engine/Transient.REINST_Dragonfly_Character_BP_C_1) CONTENT: c_tail1(/Engine/Transient.REINST_Dragonfly_Character_BP_C_1) CONTENT: Meganeura(/Engine/Transient.REINST_Dragonfly_Character_BP_C_1) CONTENT: Idle(/Engine/Transient.Default__REINST_Dragonfly_Character_BP_C_14815) CONTENT: c_tail1(/Engine/Transient.Default__REINST_Dragonfly_Character_BP_C_14815) CONTENT: Idle Landed(/Engine/Transient.Default__REINST_Dragonfly_Character_BP_C_14815) CONTENT: c_tail1(/Engine/Transient.Default__REINST_Dragonfly_Character_BP_C_14815) CONTENT: Move(/Engine/Transient.Default__REINST_Dragonfly_Character_BP_C_14815) CONTENT: c_tail1(/Engine/Transient.Default__REINST_Dragonfly_Character_BP_C_14815) CONTENT: Meganeura(/Engine/Transient.Default__REINST_Dragonfly_Character_BP_C_14815) CONTENT: Idle(/Game/PrimalEarth/Dinos/Dragonfly/Dragonfly_Character_BP.Default__Dragonfly_Character_BP_C) CONTENT: c_tail1(/Game/PrimalEarth/Dinos/Dragonfly/Dragonfly_Character_BP.Default__Dragonfly_Character_BP_C) CONTENT: Idle Landed(/Game/PrimalEarth/Dinos/Dragonfly/Dragonfly_Character_BP.Default__Dragonfly_Character_BP_C) CONTENT: c_tail1(/Game/PrimalEarth/Dinos/Dragonfly/Dragonfly_Character_BP.Default__Dragonfly_Character_BP_C) CONTENT: Move(/Game/PrimalEarth/Dinos/Dragonfly/Dragonfly_Character_BP.Default__Dragonfly_Character_BP_C) CONTENT: c_tail1(/Game/PrimalEarth/Dinos/Dragonfly/Dragonfly_Character_BP.Default__Dragonfly_Character_BP_C) CONTENT: Meganeura(/Game/PrimalEarth/Dinos/Dragonfly/Dragonfly_Character_BP.Default__Dragonfly_Character_BP_C) CONTENT: Aberrant Meganeura(/Engine/Transient.REINST_Dragonfly_Character_BP_Aberrant_C_0) CONTENT: Aberrant Meganeura(/Engine/Transient.Default__REINST_Dragonfly_Character_BP_Aberrant_C_14822) CONTENT: Aberrant Meganeura(/Engine/Transient.REINST_Dragonfly_Character_BP_Aberrant_C_1) CONTENT: Aberrant Meganeura(/Engine/Transient.Default__REINST_Dragonfly_Character_BP_Aberrant_C_14826) CONTENT: Aberrant Meganeura(/Game/PrimalEarth/Dinos/Dragonfly/Dragonfly_Character_BP_Aberrant.Default__Dragonfly_Character_BP_Aberrant_C) CONTENT: Dark All -Nn(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Beetle.Default__DinoColorSet_Beetle_C) CONTENT: Dark All(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Beetle.Default__DinoColorSet_Beetle_C) CONTENT: Light All(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Beetle.Default__DinoColorSet_Beetle_C) CONTENT: Dark All -NnYy(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Beetle.Default__DinoColorSet_Beetle_C) CONTENT: Dark All(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Beetle.Default__DinoColorSet_Beetle_C) CONTENT: Base Multi-item(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/BaseBPs/PrimalItemConsumable_MulticraftItem_Base.Default__PrimalItemConsumable_MulticraftItem_Base_C) CONTENT: Inherit this for easy mutli-item creation(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/BaseBPs/PrimalItemConsumable_MulticraftItem_Base.Default__PrimalItemConsumable_MulticraftItem_Base_C) CONTENT: Massive Animal Feces(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_DinoPoopMassive.Default__PrimalItemConsumable_DinoPoopMassive_C) CONTENT: Consumables(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_DinoPoopMassive.Default__PrimalItemConsumable_DinoPoopMassive_C) CONTENT: Feces(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_DinoPoopMassive.Default__PrimalItemConsumable_DinoPoopMassive_C) CONTENT: Can turn fecal matter into Oil and Compost, but only when 'wandering'!(/Engine/Transient.REINST_DinoTamedInventoryComponent_Beetle_C_0) CONTENT: Can turn fecal matter into Oil and Compost, but only when 'wandering'!(/Engine/Transient.Default__REINST_DinoTamedInventoryComponent_Beetle_C_14843) CONTENT: Can turn fecal matter into Oil and Compost, but only when 'wandering'!(/Engine/Transient.REINST_DinoTamedInventoryComponent_Beetle_C_1) CONTENT: Can turn fecal matter into Oil and Compost, but only when 'wandering'!(/Engine/Transient.Default__REINST_DinoTamedInventoryComponent_Beetle_C_14847) CONTENT: Can turn fecal matter into Oil and Compost, but only when 'wandering'!(/Game/PrimalEarth/CoreBlueprints/Inventories/DinoTamedInventoryComponent_Beetle.Default__DinoTamedInventoryComponent_Beetle_C) CONTENT: Idle(/Engine/Transient.REINST_DungBeetle_Character_BP_C_0) CONTENT: Attack(/Engine/Transient.REINST_DungBeetle_Character_BP_C_0) CONTENT: Move(/Engine/Transient.REINST_DungBeetle_Character_BP_C_0) CONTENT: Dung Beetle(/Engine/Transient.REINST_DungBeetle_Character_BP_C_0) CONTENT: Idle(/Engine/Transient.Default__REINST_DungBeetle_Character_BP_C_14866) CONTENT: Attack(/Engine/Transient.Default__REINST_DungBeetle_Character_BP_C_14866) CONTENT: Move(/Engine/Transient.Default__REINST_DungBeetle_Character_BP_C_14866) CONTENT: Dung Beetle(/Engine/Transient.Default__REINST_DungBeetle_Character_BP_C_14866) CONTENT: Idle(/Engine/Transient.REINST_DungBeetle_Character_BP_C_1) CONTENT: Attack(/Engine/Transient.REINST_DungBeetle_Character_BP_C_1) CONTENT: Move(/Engine/Transient.REINST_DungBeetle_Character_BP_C_1) CONTENT: Dung Beetle(/Engine/Transient.REINST_DungBeetle_Character_BP_C_1) CONTENT: Idle(/Engine/Transient.Default__REINST_DungBeetle_Character_BP_C_14870) CONTENT: Attack(/Engine/Transient.Default__REINST_DungBeetle_Character_BP_C_14870) CONTENT: Move(/Engine/Transient.Default__REINST_DungBeetle_Character_BP_C_14870) CONTENT: Dung Beetle(/Engine/Transient.Default__REINST_DungBeetle_Character_BP_C_14870) CONTENT: Idle(/Game/PrimalEarth/Dinos/DungBeetle/DungBeetle_Character_BP.Default__DungBeetle_Character_BP_C) CONTENT: Attack(/Game/PrimalEarth/Dinos/DungBeetle/DungBeetle_Character_BP.Default__DungBeetle_Character_BP_C) CONTENT: Move(/Game/PrimalEarth/Dinos/DungBeetle/DungBeetle_Character_BP.Default__DungBeetle_Character_BP_C) CONTENT: Dung Beetle(/Game/PrimalEarth/Dinos/DungBeetle/DungBeetle_Character_BP.Default__DungBeetle_Character_BP_C) CONTENT: Aberrant Dung Beetle(/Engine/Transient.REINST_DungBeetle_Character_BP_Aberrant_C_0) CONTENT: Aberrant Dung Beetle(/Engine/Transient.Default__REINST_DungBeetle_Character_BP_Aberrant_C_14877) CONTENT: Aberrant Dung Beetle(/Engine/Transient.REINST_DungBeetle_Character_BP_Aberrant_C_1) CONTENT: Aberrant Dung Beetle(/Engine/Transient.Default__REINST_DungBeetle_Character_BP_Aberrant_C_14881) CONTENT: Aberrant Dung Beetle(/Game/PrimalEarth/Dinos/DungBeetle/DungBeetle_Character_BP_Aberrant.Default__DungBeetle_Character_BP_Aberrant_C) CONTENT: Idle(/Engine/Transient.REINST_Eel_Character_BP_C_0) CONTENT: c_back6(/Engine/Transient.REINST_Eel_Character_BP_C_0) CONTENT: Cute(/Engine/Transient.REINST_Eel_Character_BP_C_0) CONTENT: c_back6(/Engine/Transient.REINST_Eel_Character_BP_C_0) CONTENT: Action(/Engine/Transient.REINST_Eel_Character_BP_C_0) CONTENT: c_back6(/Engine/Transient.REINST_Eel_Character_BP_C_0) CONTENT: Action(/Engine/Transient.REINST_Eel_Character_BP_C_0) CONTENT: c_back6(/Engine/Transient.REINST_Eel_Character_BP_C_0) CONTENT: Electrophorus(/Engine/Transient.REINST_Eel_Character_BP_C_0) CONTENT: Fertilized Eel Egg(/Game/PrimalEarth/Test/PrimalItemConsumable_UnderwaterEgg_Eel.Default__PrimalItemConsumable_UnderwaterEgg_Eel_C) CONTENT: Body Main(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Eel.Default__DinoColorSet_Eel_C) CONTENT: Fins(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Eel.Default__DinoColorSet_Eel_C) CONTENT: Eel Highlight(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Eel.Default__DinoColorSet_Eel_C) CONTENT: Fin Highlight(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Eel.Default__DinoColorSet_Eel_C) CONTENT: **Not Used**(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Eel.Default__DinoColorSet_Eel_C) CONTENT: Belly(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Eel.Default__DinoColorSet_Eel_C) CONTENT: Idle(/Engine/Transient.Default__REINST_Eel_Character_BP_C_14960) CONTENT: c_back6(/Engine/Transient.Default__REINST_Eel_Character_BP_C_14960) CONTENT: Cute(/Engine/Transient.Default__REINST_Eel_Character_BP_C_14960) CONTENT: c_back6(/Engine/Transient.Default__REINST_Eel_Character_BP_C_14960) CONTENT: Action(/Engine/Transient.Default__REINST_Eel_Character_BP_C_14960) CONTENT: c_back6(/Engine/Transient.Default__REINST_Eel_Character_BP_C_14960) CONTENT: Action(/Engine/Transient.Default__REINST_Eel_Character_BP_C_14960) CONTENT: c_back6(/Engine/Transient.Default__REINST_Eel_Character_BP_C_14960) CONTENT: Electrophorus(/Engine/Transient.Default__REINST_Eel_Character_BP_C_14960) CONTENT: Idle(/Engine/Transient.REINST_Eel_Character_BP_C_1) CONTENT: c_back6(/Engine/Transient.REINST_Eel_Character_BP_C_1) CONTENT: Cute(/Engine/Transient.REINST_Eel_Character_BP_C_1) CONTENT: c_back6(/Engine/Transient.REINST_Eel_Character_BP_C_1) CONTENT: Action(/Engine/Transient.REINST_Eel_Character_BP_C_1) CONTENT: c_back6(/Engine/Transient.REINST_Eel_Character_BP_C_1) CONTENT: Action(/Engine/Transient.REINST_Eel_Character_BP_C_1) CONTENT: c_back6(/Engine/Transient.REINST_Eel_Character_BP_C_1) CONTENT: Electrophorus(/Engine/Transient.REINST_Eel_Character_BP_C_1) CONTENT: Idle(/Engine/Transient.Default__REINST_Eel_Character_BP_C_14996) CONTENT: c_back6(/Engine/Transient.Default__REINST_Eel_Character_BP_C_14996) CONTENT: Cute(/Engine/Transient.Default__REINST_Eel_Character_BP_C_14996) CONTENT: c_back6(/Engine/Transient.Default__REINST_Eel_Character_BP_C_14996) CONTENT: Action(/Engine/Transient.Default__REINST_Eel_Character_BP_C_14996) CONTENT: c_back6(/Engine/Transient.Default__REINST_Eel_Character_BP_C_14996) CONTENT: Action(/Engine/Transient.Default__REINST_Eel_Character_BP_C_14996) CONTENT: c_back6(/Engine/Transient.Default__REINST_Eel_Character_BP_C_14996) CONTENT: Electrophorus(/Engine/Transient.Default__REINST_Eel_Character_BP_C_14996) CONTENT: Idle(/Game/PrimalEarth/Dinos/Eel/Eel_Character_BP.Default__Eel_Character_BP_C) CONTENT: c_back6(/Game/PrimalEarth/Dinos/Eel/Eel_Character_BP.Default__Eel_Character_BP_C) CONTENT: Cute(/Game/PrimalEarth/Dinos/Eel/Eel_Character_BP.Default__Eel_Character_BP_C) CONTENT: c_back6(/Game/PrimalEarth/Dinos/Eel/Eel_Character_BP.Default__Eel_Character_BP_C) CONTENT: Action(/Game/PrimalEarth/Dinos/Eel/Eel_Character_BP.Default__Eel_Character_BP_C) CONTENT: c_back6(/Game/PrimalEarth/Dinos/Eel/Eel_Character_BP.Default__Eel_Character_BP_C) CONTENT: Action(/Game/PrimalEarth/Dinos/Eel/Eel_Character_BP.Default__Eel_Character_BP_C) CONTENT: c_back6(/Game/PrimalEarth/Dinos/Eel/Eel_Character_BP.Default__Eel_Character_BP_C) CONTENT: Electrophorus(/Game/PrimalEarth/Dinos/Eel/Eel_Character_BP.Default__Eel_Character_BP_C) CONTENT: Aberrant Electrophorus(/Engine/Transient.REINST_Eel_Character_BP_Aberrant_C_0) CONTENT: Fertilized Aberrant Eel Egg(/Game/PrimalEarth/Test/PrimalItemConsumable_UnderwaterEgg_Eel_Aberrant.Default__PrimalItemConsumable_UnderwaterEgg_Eel_Aberrant_C) CONTENT: Aberrant Electrophorus(/Engine/Transient.Default__REINST_Eel_Character_BP_Aberrant_C_15015) CONTENT: Aberrant Electrophorus(/Engine/Transient.REINST_Eel_Character_BP_Aberrant_C_1) CONTENT: Aberrant Electrophorus(/Engine/Transient.Default__REINST_Eel_Character_BP_Aberrant_C_15019) CONTENT: Aberrant Electrophorus(/Game/PrimalEarth/Dinos/Eel/Eel_Character_BP_Aberrant.Default__Eel_Character_BP_Aberrant_C) CONTENT: Idle(/Engine/Transient.REINST_Equus_Character_BP_C_0) CONTENT: Cute(/Engine/Transient.REINST_Equus_Character_BP_C_0) CONTENT: c_back4(/Engine/Transient.REINST_Equus_Character_BP_C_0) CONTENT: Cute2(/Engine/Transient.REINST_Equus_Character_BP_C_0) CONTENT: c_neck1(/Engine/Transient.REINST_Equus_Character_BP_C_0) CONTENT: Action(/Engine/Transient.REINST_Equus_Character_BP_C_0) CONTENT: c_back2(/Engine/Transient.REINST_Equus_Character_BP_C_0) CONTENT: Move(/Engine/Transient.REINST_Equus_Character_BP_C_0) CONTENT: Equus(/Engine/Transient.REINST_Equus_Character_BP_C_0) CONTENT: Saddle can craft useful chemical supplies on the go!(/Game/PrimalEarth/CoreBlueprints/Inventories/DinoTamedInventoryComponent_BP_MortarCapable.Default__DinoTamedInventoryComponent_BP_MortarCapable_C) CONTENT: Lasso(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_WeaponLasso.Default__PrimalItem_WeaponLasso_C) CONTENT: An easily-crafted ranged tool that can ensnare and pull a target. Can only be wielded when riding a certain creature.(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_WeaponLasso.Default__PrimalItem_WeaponLasso_C) LITERAL: UPDATE PATHING(/Game/PrimalEarth/Dinos/Equus/Equus_Character_BP.Equus_Character_BP:BPTimerNonDedicated.K2Node_CallFunction_49973) CONTENT: BodyMain(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Equus.Default__DinoColorSet_Equus_C) CONTENT: **NotUsed**(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Equus.Default__DinoColorSet_Equus_C) CONTENT: **NotUsed**(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Equus.Default__DinoColorSet_Equus_C) CONTENT: **NotUsed**(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Equus.Default__DinoColorSet_Equus_C) CONTENT: Stripes(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Equus.Default__DinoColorSet_Equus_C) CONTENT: Underbelly and Highlights(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Equus.Default__DinoColorSet_Equus_C) CONTENT: Breaking Equus(/Engine/Transient.REINST_Buff_IsTameRiding_C_0) CONTENT: Equus is running wild! Maybe some food can soothe it(/Engine/Transient.REINST_Buff_IsTameRiding_C_0) LITERAL: -----------------prevent input to----------------(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_IsTameRiding.Buff_IsTameRiding:EventGraph.K2Node_CallFunction_55773) LITERAL: %(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_IsTameRiding.Buff_IsTameRiding:BPDrawBuffStatusHUD.K2Node_CallFunction_33286) LITERAL: Taming (/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_IsTameRiding.Buff_IsTameRiding:BPDrawBuffStatusHUD.K2Node_CallFunction_39300) LITERAL: Effectiveness: {e}% (+{i} Lvl)(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_IsTameRiding.Buff_IsTameRiding:BPDrawBuffStatusHUD.K2Node_Composite_25.GetTameEffectivenessAnd+Level.K2Node_FormatText_8) LITERAL: USE to feed and soothe Equus!(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_IsTameRiding.Buff_IsTameRiding:DrawActiveStateText.K2Node_CallFunction_32820) CONTENT: Breaking Equus(/Engine/Transient.Default__REINST_Buff_IsTameRiding_C_15060) CONTENT: Equus is running wild! Maybe some food can soothe it(/Engine/Transient.Default__REINST_Buff_IsTameRiding_C_15060) LITERAL: Effectiveness: {e}% (+{i} Lvl)(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_IsTameRiding.Buff_IsTameRiding:EdGraph_48676.K2Node_CallFunction_116202) LITERAL: e(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_IsTameRiding.Buff_IsTameRiding:EdGraph_48676.K2Node_MakeStruct_888) LITERAL: i(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_IsTameRiding.Buff_IsTameRiding:EdGraph_48676.K2Node_MakeStruct_889) CONTENT: Breaking Equus(/Engine/Transient.REINST_Buff_IsTameRiding_C_1) CONTENT: Equus is running wild! Maybe some food can soothe it(/Engine/Transient.REINST_Buff_IsTameRiding_C_1) CONTENT: Idle(/Engine/Transient.Default__REINST_Equus_Character_BP_C_15074) CONTENT: Cute(/Engine/Transient.Default__REINST_Equus_Character_BP_C_15074) CONTENT: c_back4(/Engine/Transient.Default__REINST_Equus_Character_BP_C_15074) CONTENT: Cute2(/Engine/Transient.Default__REINST_Equus_Character_BP_C_15074) CONTENT: c_neck1(/Engine/Transient.Default__REINST_Equus_Character_BP_C_15074) CONTENT: Action(/Engine/Transient.Default__REINST_Equus_Character_BP_C_15074) CONTENT: c_back2(/Engine/Transient.Default__REINST_Equus_Character_BP_C_15074) CONTENT: Move(/Engine/Transient.Default__REINST_Equus_Character_BP_C_15074) CONTENT: Equus(/Engine/Transient.Default__REINST_Equus_Character_BP_C_15074) CONTENT: Idle(/Engine/Transient.REINST_Equus_Character_BP_C_1) CONTENT: Cute(/Engine/Transient.REINST_Equus_Character_BP_C_1) CONTENT: c_back4(/Engine/Transient.REINST_Equus_Character_BP_C_1) CONTENT: Cute2(/Engine/Transient.REINST_Equus_Character_BP_C_1) CONTENT: c_neck1(/Engine/Transient.REINST_Equus_Character_BP_C_1) CONTENT: Action(/Engine/Transient.REINST_Equus_Character_BP_C_1) CONTENT: c_back2(/Engine/Transient.REINST_Equus_Character_BP_C_1) CONTENT: Move(/Engine/Transient.REINST_Equus_Character_BP_C_1) CONTENT: Equus(/Engine/Transient.REINST_Equus_Character_BP_C_1) CONTENT: Breaking Equus(/Engine/Transient.Default__REINST_Buff_IsTameRiding_C_15092) CONTENT: Equus is running wild! Maybe some food can soothe it(/Engine/Transient.Default__REINST_Buff_IsTameRiding_C_15092) LITERAL: Effectiveness: {e}% (+{i} Lvl)(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_IsTameRiding.Buff_IsTameRiding:EdGraph_48803.K2Node_CallFunction_116603) LITERAL: e(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_IsTameRiding.Buff_IsTameRiding:EdGraph_48803.K2Node_MakeStruct_890) LITERAL: i(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_IsTameRiding.Buff_IsTameRiding:EdGraph_48803.K2Node_MakeStruct_891) CONTENT: Breaking Equus(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_IsTameRiding.Default__Buff_IsTameRiding_C) CONTENT: Equus is running wild! Maybe some food can soothe it(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_IsTameRiding.Default__Buff_IsTameRiding_C) CONTENT: Idle(/Engine/Transient.Default__REINST_Equus_Character_BP_C_15100) CONTENT: Cute(/Engine/Transient.Default__REINST_Equus_Character_BP_C_15100) CONTENT: c_back4(/Engine/Transient.Default__REINST_Equus_Character_BP_C_15100) CONTENT: Cute2(/Engine/Transient.Default__REINST_Equus_Character_BP_C_15100) CONTENT: c_neck1(/Engine/Transient.Default__REINST_Equus_Character_BP_C_15100) CONTENT: Action(/Engine/Transient.Default__REINST_Equus_Character_BP_C_15100) CONTENT: c_back2(/Engine/Transient.Default__REINST_Equus_Character_BP_C_15100) CONTENT: Move(/Engine/Transient.Default__REINST_Equus_Character_BP_C_15100) CONTENT: Equus(/Engine/Transient.Default__REINST_Equus_Character_BP_C_15100) CONTENT: Idle(/Game/PrimalEarth/Dinos/Equus/Equus_Character_BP.Default__Equus_Character_BP_C) CONTENT: Cute(/Game/PrimalEarth/Dinos/Equus/Equus_Character_BP.Default__Equus_Character_BP_C) CONTENT: c_back4(/Game/PrimalEarth/Dinos/Equus/Equus_Character_BP.Default__Equus_Character_BP_C) CONTENT: Cute2(/Game/PrimalEarth/Dinos/Equus/Equus_Character_BP.Default__Equus_Character_BP_C) CONTENT: c_neck1(/Game/PrimalEarth/Dinos/Equus/Equus_Character_BP.Default__Equus_Character_BP_C) CONTENT: Action(/Game/PrimalEarth/Dinos/Equus/Equus_Character_BP.Default__Equus_Character_BP_C) CONTENT: c_back2(/Game/PrimalEarth/Dinos/Equus/Equus_Character_BP.Default__Equus_Character_BP_C) CONTENT: Move(/Game/PrimalEarth/Dinos/Equus/Equus_Character_BP.Default__Equus_Character_BP_C) CONTENT: Equus(/Game/PrimalEarth/Dinos/Equus/Equus_Character_BP.Default__Equus_Character_BP_C) CONTENT: Aberrant Equus(/Engine/Transient.REINST_Equus_Character_BP_Aberrant_C_0) CONTENT: Aberrant Equus(/Engine/Transient.Default__REINST_Equus_Character_BP_Aberrant_C_15107) CONTENT: Aberrant Equus(/Engine/Transient.REINST_Equus_Character_BP_Aberrant_C_1) CONTENT: Aberrant Equus(/Engine/Transient.Default__REINST_Equus_Character_BP_Aberrant_C_15111) CONTENT: Aberrant Equus(/Game/PrimalEarth/Dinos/Equus/Equus_Character_BP_Aberrant.Default__Equus_Character_BP_Aberrant_C) CONTENT: MainBody(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Iguanadon.Default__DinoColorSet_Iguanadon_C) CONTENT: **Not Used**(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Iguanadon.Default__DinoColorSet_Iguanadon_C) CONTENT: **Not Used**(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Iguanadon.Default__DinoColorSet_Iguanadon_C) CONTENT: **Not Used**(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Iguanadon.Default__DinoColorSet_Iguanadon_C) CONTENT: Stripes(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Iguanadon.Default__DinoColorSet_Iguanadon_C) CONTENT: Highlights and Belly(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Iguanadon.Default__DinoColorSet_Iguanadon_C) CONTENT: Idle(/Engine/Transient.REINST_Iguanodon_Character_BP_C_0) CONTENT: Cute(/Engine/Transient.REINST_Iguanodon_Character_BP_C_0) CONTENT: Action(/Engine/Transient.REINST_Iguanodon_Character_BP_C_0) CONTENT: Action2(/Engine/Transient.REINST_Iguanodon_Character_BP_C_0) CONTENT: Move(/Engine/Transient.REINST_Iguanodon_Character_BP_C_0) CONTENT: Move2(/Engine/Transient.REINST_Iguanodon_Character_BP_C_0) CONTENT: c_back2(/Engine/Transient.REINST_Iguanodon_Character_BP_C_0) CONTENT: Iguanodon(/Engine/Transient.REINST_Iguanodon_Character_BP_C_0) LITERAL: SEEDED: (/Game/PrimalEarth/Dinos/Iguanodon/Iguanodon_Character_BP.Iguanodon_Character_BP:ConvertFruitToSeeds.K2Node_CallFunction_87719) LITERAL: UpdateHasFruitInInventory(/Game/PrimalEarth/Dinos/Iguanodon/Iguanodon_Character_BP.Iguanodon_Character_BP:InitIguanodon.K2Node_CallFunction_28019) LITERAL: NO ATTACK(/Game/PrimalEarth/Dinos/Iguanodon/Iguanodon_Character_BP.Iguanodon_Character_BP:Net SetCurrentStance.K2Node_CallFunction_36168) CONTENT: Iguanodon Egg(/Game/PrimalEarth/Test/PrimalItemConsumable_Egg_Iguanodon.Default__PrimalItemConsumable_Egg_Iguanodon_C) CONTENT: Fertilized Iguanodon Egg(/Game/PrimalEarth/Test/PrimalItemConsumable_Egg_Iguanodon_Fertilized.Default__PrimalItemConsumable_Egg_Iguanodon_Fertilized_C) CONTENT: Idle(/Engine/Transient.Default__REINST_Iguanodon_Character_BP_C_15152) CONTENT: Cute(/Engine/Transient.Default__REINST_Iguanodon_Character_BP_C_15152) CONTENT: Action(/Engine/Transient.Default__REINST_Iguanodon_Character_BP_C_15152) CONTENT: Action2(/Engine/Transient.Default__REINST_Iguanodon_Character_BP_C_15152) CONTENT: Move(/Engine/Transient.Default__REINST_Iguanodon_Character_BP_C_15152) CONTENT: Move2(/Engine/Transient.Default__REINST_Iguanodon_Character_BP_C_15152) CONTENT: c_back2(/Engine/Transient.Default__REINST_Iguanodon_Character_BP_C_15152) CONTENT: Iguanodon(/Engine/Transient.Default__REINST_Iguanodon_Character_BP_C_15152) CONTENT: Idle(/Engine/Transient.REINST_Iguanodon_Character_BP_C_1) CONTENT: Cute(/Engine/Transient.REINST_Iguanodon_Character_BP_C_1) CONTENT: Action(/Engine/Transient.REINST_Iguanodon_Character_BP_C_1) CONTENT: Action2(/Engine/Transient.REINST_Iguanodon_Character_BP_C_1) CONTENT: Move(/Engine/Transient.REINST_Iguanodon_Character_BP_C_1) CONTENT: Move2(/Engine/Transient.REINST_Iguanodon_Character_BP_C_1) CONTENT: c_back2(/Engine/Transient.REINST_Iguanodon_Character_BP_C_1) CONTENT: Iguanodon(/Engine/Transient.REINST_Iguanodon_Character_BP_C_1) CONTENT: Idle(/Engine/Transient.Default__REINST_Iguanodon_Character_BP_C_15168) CONTENT: Cute(/Engine/Transient.Default__REINST_Iguanodon_Character_BP_C_15168) CONTENT: Action(/Engine/Transient.Default__REINST_Iguanodon_Character_BP_C_15168) CONTENT: Action2(/Engine/Transient.Default__REINST_Iguanodon_Character_BP_C_15168) CONTENT: Move(/Engine/Transient.Default__REINST_Iguanodon_Character_BP_C_15168) CONTENT: Move2(/Engine/Transient.Default__REINST_Iguanodon_Character_BP_C_15168) CONTENT: c_back2(/Engine/Transient.Default__REINST_Iguanodon_Character_BP_C_15168) CONTENT: Iguanodon(/Engine/Transient.Default__REINST_Iguanodon_Character_BP_C_15168) CONTENT: Seed Fruit in Inventory(/Game/PrimalEarth/Dinos/Iguanodon/Iguanodon_Character_BP.Default__Iguanodon_Character_BP_C) CONTENT: Idle(/Game/PrimalEarth/Dinos/Iguanodon/Iguanodon_Character_BP.Default__Iguanodon_Character_BP_C) CONTENT: Cute(/Game/PrimalEarth/Dinos/Iguanodon/Iguanodon_Character_BP.Default__Iguanodon_Character_BP_C) CONTENT: Action(/Game/PrimalEarth/Dinos/Iguanodon/Iguanodon_Character_BP.Default__Iguanodon_Character_BP_C) CONTENT: Action2(/Game/PrimalEarth/Dinos/Iguanodon/Iguanodon_Character_BP.Default__Iguanodon_Character_BP_C) CONTENT: Move(/Game/PrimalEarth/Dinos/Iguanodon/Iguanodon_Character_BP.Default__Iguanodon_Character_BP_C) CONTENT: Move2(/Game/PrimalEarth/Dinos/Iguanodon/Iguanodon_Character_BP.Default__Iguanodon_Character_BP_C) CONTENT: c_back2(/Game/PrimalEarth/Dinos/Iguanodon/Iguanodon_Character_BP.Default__Iguanodon_Character_BP_C) CONTENT: Iguanodon(/Game/PrimalEarth/Dinos/Iguanodon/Iguanodon_Character_BP.Default__Iguanodon_Character_BP_C) CONTENT: Aberrant Iguanodon(/Engine/Transient.REINST_Iguanodon_Character_BP_Aberrant_C_0) CONTENT: Fertilized Aberrant Iguanodon Egg(/Game/PrimalEarth/Test/PrimalItemConsumable_Egg_Iguanodon_Fertilized_Aberrant.Default__PrimalItemConsumable_Egg_Iguanodon_Fertilized_Aberrant_C) CONTENT: Aberrant Iguanodon(/Engine/Transient.Default__REINST_Iguanodon_Character_BP_Aberrant_C_15176) CONTENT: Aberrant Iguanodon(/Engine/Transient.REINST_Iguanodon_Character_BP_Aberrant_C_1) CONTENT: Aberrant Iguanodon(/Engine/Transient.Default__REINST_Iguanodon_Character_BP_Aberrant_C_15180) CONTENT: Aberrant Iguanodon(/Game/PrimalEarth/Dinos/Iguanodon/Iguanodon_Character_BP_Aberrant.Default__Iguanodon_Character_BP_Aberrant_C) CONTENT: Fast Learner(/Engine/Transient.REINST_Buff_XPFromLystro_C_0) CONTENT: Idle(/Engine/Transient.REINST_Lystro_Character_BP_C_0) CONTENT: Cute(/Engine/Transient.REINST_Lystro_Character_BP_C_0) CONTENT: Cute2(/Engine/Transient.REINST_Lystro_Character_BP_C_0) CONTENT: c_back2(/Engine/Transient.REINST_Lystro_Character_BP_C_0) CONTENT: Cute3(/Engine/Transient.REINST_Lystro_Character_BP_C_0) CONTENT: c_back3(/Engine/Transient.REINST_Lystro_Character_BP_C_0) CONTENT: Cute4(/Engine/Transient.REINST_Lystro_Character_BP_C_0) CONTENT: Move(/Engine/Transient.REINST_Lystro_Character_BP_C_0) CONTENT: Lystrosaurus(/Engine/Transient.REINST_Lystro_Character_BP_C_0) CONTENT: Lystro Egg(/Game/PrimalEarth/Test/PrimalItemConsumable_Egg_Lystro.Default__PrimalItemConsumable_Egg_Lystro_C) LITERAL: Pet It(/Game/PrimalEarth/Dinos/Lystrosaurus/Lystro_Character_BP.Lystro_Character_BP:BPGetMultiUseEntries.K2Node_MakeStruct_71) CONTENT: Fertilized Lystrosaurus Egg(/Game/PrimalEarth/Test/PrimalItemConsumable_Egg_Lystro_Fertilized.Default__PrimalItemConsumable_Egg_Lystro_Fertilized_C) CONTENT: Dark Muted(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Trike.Default__DinoColorSet_Trike_C) CONTENT: Dark All(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Trike.Default__DinoColorSet_Trike_C) CONTENT: Dark Muted(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Trike.Default__DinoColorSet_Trike_C) CONTENT: Dark Muted(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Trike.Default__DinoColorSet_Trike_C) CONTENT: Dark All(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Trike.Default__DinoColorSet_Trike_C) CONTENT: Light Muted -b(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Trike.Default__DinoColorSet_Trike_C) CONTENT: Idle(/Engine/Transient.Default__REINST_Lystro_Character_BP_C_15201) CONTENT: Cute(/Engine/Transient.Default__REINST_Lystro_Character_BP_C_15201) CONTENT: Cute2(/Engine/Transient.Default__REINST_Lystro_Character_BP_C_15201) CONTENT: c_back2(/Engine/Transient.Default__REINST_Lystro_Character_BP_C_15201) CONTENT: Cute3(/Engine/Transient.Default__REINST_Lystro_Character_BP_C_15201) CONTENT: c_back3(/Engine/Transient.Default__REINST_Lystro_Character_BP_C_15201) CONTENT: Cute4(/Engine/Transient.Default__REINST_Lystro_Character_BP_C_15201) CONTENT: Move(/Engine/Transient.Default__REINST_Lystro_Character_BP_C_15201) CONTENT: Lystrosaurus(/Engine/Transient.Default__REINST_Lystro_Character_BP_C_15201) CONTENT: Idle(/Engine/Transient.REINST_Lystro_Character_BP_C_1) CONTENT: Cute(/Engine/Transient.REINST_Lystro_Character_BP_C_1) CONTENT: Cute2(/Engine/Transient.REINST_Lystro_Character_BP_C_1) CONTENT: c_back2(/Engine/Transient.REINST_Lystro_Character_BP_C_1) CONTENT: Cute3(/Engine/Transient.REINST_Lystro_Character_BP_C_1) CONTENT: c_back3(/Engine/Transient.REINST_Lystro_Character_BP_C_1) CONTENT: Cute4(/Engine/Transient.REINST_Lystro_Character_BP_C_1) CONTENT: Move(/Engine/Transient.REINST_Lystro_Character_BP_C_1) CONTENT: Lystrosaurus(/Engine/Transient.REINST_Lystro_Character_BP_C_1) CONTENT: Fast Learner(/Engine/Transient.Default__REINST_Buff_XPFromLystro_C_15208) CONTENT: Fast Learner(/Engine/Transient.REINST_Buff_XPFromLystro_C_1) CONTENT: Fast Learner(/Engine/Transient.Default__REINST_Buff_XPFromLystro_C_15223) CONTENT: Fast Learner(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_XPFromLystro.Default__Buff_XPFromLystro_C) CONTENT: Idle(/Engine/Transient.Default__REINST_Lystro_Character_BP_C_15231) CONTENT: Cute(/Engine/Transient.Default__REINST_Lystro_Character_BP_C_15231) CONTENT: Cute2(/Engine/Transient.Default__REINST_Lystro_Character_BP_C_15231) CONTENT: c_back2(/Engine/Transient.Default__REINST_Lystro_Character_BP_C_15231) CONTENT: Cute3(/Engine/Transient.Default__REINST_Lystro_Character_BP_C_15231) CONTENT: c_back3(/Engine/Transient.Default__REINST_Lystro_Character_BP_C_15231) CONTENT: Cute4(/Engine/Transient.Default__REINST_Lystro_Character_BP_C_15231) CONTENT: Move(/Engine/Transient.Default__REINST_Lystro_Character_BP_C_15231) CONTENT: Lystrosaurus(/Engine/Transient.Default__REINST_Lystro_Character_BP_C_15231) CONTENT: Idle(/Game/PrimalEarth/Dinos/Lystrosaurus/Lystro_Character_BP.Default__Lystro_Character_BP_C) CONTENT: Cute(/Game/PrimalEarth/Dinos/Lystrosaurus/Lystro_Character_BP.Default__Lystro_Character_BP_C) CONTENT: Cute2(/Game/PrimalEarth/Dinos/Lystrosaurus/Lystro_Character_BP.Default__Lystro_Character_BP_C) CONTENT: c_back2(/Game/PrimalEarth/Dinos/Lystrosaurus/Lystro_Character_BP.Default__Lystro_Character_BP_C) CONTENT: Cute3(/Game/PrimalEarth/Dinos/Lystrosaurus/Lystro_Character_BP.Default__Lystro_Character_BP_C) CONTENT: c_back3(/Game/PrimalEarth/Dinos/Lystrosaurus/Lystro_Character_BP.Default__Lystro_Character_BP_C) CONTENT: Cute4(/Game/PrimalEarth/Dinos/Lystrosaurus/Lystro_Character_BP.Default__Lystro_Character_BP_C) CONTENT: Move(/Game/PrimalEarth/Dinos/Lystrosaurus/Lystro_Character_BP.Default__Lystro_Character_BP_C) CONTENT: Lystrosaurus(/Game/PrimalEarth/Dinos/Lystrosaurus/Lystro_Character_BP.Default__Lystro_Character_BP_C) CONTENT: Aberrant Lystrosaurus(/Engine/Transient.REINST_Lystro_Character_BP_Aberrant_C_0) CONTENT: Fertilized Aberrant Lystrosaurus Egg(/Game/PrimalEarth/Test/PrimalItemConsumable_Egg_Lystro_Fertilized_Aberrant.Default__PrimalItemConsumable_Egg_Lystro_Fertilized_Aberrant_C) CONTENT: Aberrant Lystrosaurus(/Engine/Transient.Default__REINST_Lystro_Character_BP_Aberrant_C_15239) CONTENT: Aberrant Lystrosaurus(/Engine/Transient.REINST_Lystro_Character_BP_Aberrant_C_1) CONTENT: Aberrant Lystrosaurus(/Engine/Transient.Default__REINST_Lystro_Character_BP_Aberrant_C_15243) CONTENT: Aberrant Lystrosaurus(/Game/PrimalEarth/Dinos/Lystrosaurus/Lystro_Character_BP_Aberrant.Default__Lystro_Character_BP_Aberrant_C) CONTENT: Aberrant Manta(/Engine/Transient.REINST_Manta_Character_BP_Aberrant_C_0) CONTENT: Aberrant Manta(/Engine/Transient.Default__REINST_Manta_Character_BP_Aberrant_C_15250) CONTENT: Aberrant Manta(/Engine/Transient.REINST_Manta_Character_BP_Aberrant_C_1) CONTENT: Aberrant Manta(/Engine/Transient.Default__REINST_Manta_Character_BP_Aberrant_C_15254) CONTENT: Aberrant Manta(/Game/PrimalEarth/Dinos/Manta/Manta_Character_BP_Aberrant.Default__Manta_Character_BP_Aberrant_C) CONTENT: MeshBendSocket_Front_Top(/Engine/Transient.REINST_Megalania_Character_BP_C_0) CONTENT: MeshBendSocket_Front_FloorOverride(/Engine/Transient.REINST_Megalania_Character_BP_C_0) CONTENT: MeshBendSocket_Front_Bottom(/Engine/Transient.REINST_Megalania_Character_BP_C_0) CONTENT: MeshBendSocket_Front_FloorOverride(/Engine/Transient.REINST_Megalania_Character_BP_C_0) CONTENT: MeshBendSocket_Back_Top(/Engine/Transient.REINST_Megalania_Character_BP_C_0) CONTENT: MeshBendSocket_Back_FloorOverride(/Engine/Transient.REINST_Megalania_Character_BP_C_0) CONTENT: MeshBendSocket_Back_Bottom(/Engine/Transient.REINST_Megalania_Character_BP_C_0) CONTENT: MeshBendSocket_Back_FloorOverride(/Engine/Transient.REINST_Megalania_Character_BP_C_0) CONTENT: Front(/Engine/Transient.REINST_Megalania_Character_BP_C_0) CONTENT: Back(/Engine/Transient.REINST_Megalania_Character_BP_C_0) CONTENT: Idle(/Engine/Transient.REINST_Megalania_Character_BP_C_0) CONTENT: Cute(/Engine/Transient.REINST_Megalania_Character_BP_C_0) CONTENT: Action(/Engine/Transient.REINST_Megalania_Character_BP_C_0) CONTENT: Action2(/Engine/Transient.REINST_Megalania_Character_BP_C_0) CONTENT: Move(/Engine/Transient.REINST_Megalania_Character_BP_C_0) CONTENT: Megalania(/Engine/Transient.REINST_Megalania_Character_BP_C_0) CONTENT: Mega Rabies(/Engine/Transient.REINST_Buff_ReptileRabies_C_0) CONTENT: Health and Stamina rapidly decreasing!(/Engine/Transient.REINST_Buff_ReptileRabies_C_0) CONTENT: You've contracted highly contagious Mega Rabies(/Engine/Transient.REINST_Buff_ReptileRabies_C_0) CONTENT: Mega Rabies(/Engine/Transient.Default__REINST_Buff_ReptileRabies_C_15268) CONTENT: Health and Stamina rapidly decreasing!(/Engine/Transient.Default__REINST_Buff_ReptileRabies_C_15268) CONTENT: You've contracted highly contagious Mega Rabies(/Engine/Transient.Default__REINST_Buff_ReptileRabies_C_15268) CONTENT: Mega Rabies(/Engine/Transient.REINST_Buff_ReptileRabies_C_1) CONTENT: Health and Stamina rapidly decreasing!(/Engine/Transient.REINST_Buff_ReptileRabies_C_1) CONTENT: You've contracted highly contagious Mega Rabies(/Engine/Transient.REINST_Buff_ReptileRabies_C_1) CONTENT: Megalania Egg(/Game/PrimalEarth/Test/PrimalItemConsumable_Egg_Megalania.Default__PrimalItemConsumable_Egg_Megalania_C) CONTENT: Fertilized Megalania Egg(/Game/PrimalEarth/Test/PrimalItemConsumable_Egg_Megalania_Fertilized.Default__PrimalItemConsumable_Egg_Megalania_Fertilized_C) CONTENT: Body Main(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Megalania.Default__DinoColorSet_Megalania_C) CONTENT: **Not Used**(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Megalania.Default__DinoColorSet_Megalania_C) CONTENT: **Not Used**(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Megalania.Default__DinoColorSet_Megalania_C) CONTENT: **Not Used**(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Megalania.Default__DinoColorSet_Megalania_C) CONTENT: Stripes(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Megalania.Default__DinoColorSet_Megalania_C) CONTENT: Belly(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Megalania.Default__DinoColorSet_Megalania_C) CONTENT: Megalania Toxin(/Game/PrimalEarth/CoreBlueprints/Resources/PrimalItemResource_ApexDrop_Megalania.Default__PrimalItemResource_ApexDrop_Megalania_C) CONTENT: This trophy proves your worth as a hunter.(/Game/PrimalEarth/CoreBlueprints/Resources/PrimalItemResource_ApexDrop_Megalania.Default__PrimalItemResource_ApexDrop_Megalania_C) CONTENT: MeshBendSocket_Front_Top(/Engine/Transient.Default__REINST_Megalania_Character_BP_C_15288) CONTENT: MeshBendSocket_Front_FloorOverride(/Engine/Transient.Default__REINST_Megalania_Character_BP_C_15288) CONTENT: MeshBendSocket_Front_Bottom(/Engine/Transient.Default__REINST_Megalania_Character_BP_C_15288) CONTENT: MeshBendSocket_Front_FloorOverride(/Engine/Transient.Default__REINST_Megalania_Character_BP_C_15288) CONTENT: MeshBendSocket_Back_Top(/Engine/Transient.Default__REINST_Megalania_Character_BP_C_15288) CONTENT: MeshBendSocket_Back_FloorOverride(/Engine/Transient.Default__REINST_Megalania_Character_BP_C_15288) CONTENT: MeshBendSocket_Back_Bottom(/Engine/Transient.Default__REINST_Megalania_Character_BP_C_15288) CONTENT: MeshBendSocket_Back_FloorOverride(/Engine/Transient.Default__REINST_Megalania_Character_BP_C_15288) CONTENT: Front(/Engine/Transient.Default__REINST_Megalania_Character_BP_C_15288) CONTENT: Back(/Engine/Transient.Default__REINST_Megalania_Character_BP_C_15288) CONTENT: Idle(/Engine/Transient.Default__REINST_Megalania_Character_BP_C_15288) CONTENT: Cute(/Engine/Transient.Default__REINST_Megalania_Character_BP_C_15288) CONTENT: Action(/Engine/Transient.Default__REINST_Megalania_Character_BP_C_15288) CONTENT: Action2(/Engine/Transient.Default__REINST_Megalania_Character_BP_C_15288) CONTENT: Move(/Engine/Transient.Default__REINST_Megalania_Character_BP_C_15288) CONTENT: Megalania(/Engine/Transient.Default__REINST_Megalania_Character_BP_C_15288) CONTENT: MeshBendSocket_Front_Top(/Engine/Transient.REINST_Megalania_Character_BP_C_1) CONTENT: MeshBendSocket_Front_FloorOverride(/Engine/Transient.REINST_Megalania_Character_BP_C_1) CONTENT: MeshBendSocket_Front_Bottom(/Engine/Transient.REINST_Megalania_Character_BP_C_1) CONTENT: MeshBendSocket_Front_FloorOverride(/Engine/Transient.REINST_Megalania_Character_BP_C_1) CONTENT: MeshBendSocket_Back_Top(/Engine/Transient.REINST_Megalania_Character_BP_C_1) CONTENT: MeshBendSocket_Back_FloorOverride(/Engine/Transient.REINST_Megalania_Character_BP_C_1) CONTENT: MeshBendSocket_Back_Bottom(/Engine/Transient.REINST_Megalania_Character_BP_C_1) CONTENT: MeshBendSocket_Back_FloorOverride(/Engine/Transient.REINST_Megalania_Character_BP_C_1) CONTENT: Front(/Engine/Transient.REINST_Megalania_Character_BP_C_1) CONTENT: Back(/Engine/Transient.REINST_Megalania_Character_BP_C_1) CONTENT: Idle(/Engine/Transient.REINST_Megalania_Character_BP_C_1) CONTENT: Cute(/Engine/Transient.REINST_Megalania_Character_BP_C_1) CONTENT: Action(/Engine/Transient.REINST_Megalania_Character_BP_C_1) CONTENT: Action2(/Engine/Transient.REINST_Megalania_Character_BP_C_1) CONTENT: Move(/Engine/Transient.REINST_Megalania_Character_BP_C_1) CONTENT: Megalania(/Engine/Transient.REINST_Megalania_Character_BP_C_1) CONTENT: Mega Rabies(/Engine/Transient.Default__REINST_Buff_ReptileRabies_C_15292) CONTENT: Health and Stamina rapidly decreasing!(/Engine/Transient.Default__REINST_Buff_ReptileRabies_C_15292) CONTENT: You've contracted highly contagious Mega Rabies(/Engine/Transient.Default__REINST_Buff_ReptileRabies_C_15292) CONTENT: Mega Rabies(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_ReptileRabies.Default__Buff_ReptileRabies_C) CONTENT: Health and Stamina rapidly decreasing!(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_ReptileRabies.Default__Buff_ReptileRabies_C) CONTENT: You've contracted highly contagious Mega Rabies(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_ReptileRabies.Default__Buff_ReptileRabies_C) CONTENT: MeshBendSocket_Front_Top(/Engine/Transient.Default__REINST_Megalania_Character_BP_C_15300) CONTENT: MeshBendSocket_Front_FloorOverride(/Engine/Transient.Default__REINST_Megalania_Character_BP_C_15300) CONTENT: MeshBendSocket_Front_Bottom(/Engine/Transient.Default__REINST_Megalania_Character_BP_C_15300) CONTENT: MeshBendSocket_Front_FloorOverride(/Engine/Transient.Default__REINST_Megalania_Character_BP_C_15300) CONTENT: MeshBendSocket_Back_Top(/Engine/Transient.Default__REINST_Megalania_Character_BP_C_15300) CONTENT: MeshBendSocket_Back_FloorOverride(/Engine/Transient.Default__REINST_Megalania_Character_BP_C_15300) CONTENT: MeshBendSocket_Back_Bottom(/Engine/Transient.Default__REINST_Megalania_Character_BP_C_15300) CONTENT: MeshBendSocket_Back_FloorOverride(/Engine/Transient.Default__REINST_Megalania_Character_BP_C_15300) CONTENT: Front(/Engine/Transient.Default__REINST_Megalania_Character_BP_C_15300) CONTENT: Back(/Engine/Transient.Default__REINST_Megalania_Character_BP_C_15300) CONTENT: Idle(/Engine/Transient.Default__REINST_Megalania_Character_BP_C_15300) CONTENT: Cute(/Engine/Transient.Default__REINST_Megalania_Character_BP_C_15300) CONTENT: Action(/Engine/Transient.Default__REINST_Megalania_Character_BP_C_15300) CONTENT: Action2(/Engine/Transient.Default__REINST_Megalania_Character_BP_C_15300) CONTENT: Move(/Engine/Transient.Default__REINST_Megalania_Character_BP_C_15300) CONTENT: Megalania(/Engine/Transient.Default__REINST_Megalania_Character_BP_C_15300) CONTENT: MeshBendSocket_Front_Top(/Game/PrimalEarth/Dinos/Megalania/Megalania_Character_BP.Default__Megalania_Character_BP_C) CONTENT: MeshBendSocket_Front_FloorOverride(/Game/PrimalEarth/Dinos/Megalania/Megalania_Character_BP.Default__Megalania_Character_BP_C) CONTENT: MeshBendSocket_Front_Bottom(/Game/PrimalEarth/Dinos/Megalania/Megalania_Character_BP.Default__Megalania_Character_BP_C) CONTENT: MeshBendSocket_Front_FloorOverride(/Game/PrimalEarth/Dinos/Megalania/Megalania_Character_BP.Default__Megalania_Character_BP_C) CONTENT: MeshBendSocket_Back_Top(/Game/PrimalEarth/Dinos/Megalania/Megalania_Character_BP.Default__Megalania_Character_BP_C) CONTENT: MeshBendSocket_Back_FloorOverride(/Game/PrimalEarth/Dinos/Megalania/Megalania_Character_BP.Default__Megalania_Character_BP_C) CONTENT: MeshBendSocket_Back_Bottom(/Game/PrimalEarth/Dinos/Megalania/Megalania_Character_BP.Default__Megalania_Character_BP_C) CONTENT: MeshBendSocket_Back_FloorOverride(/Game/PrimalEarth/Dinos/Megalania/Megalania_Character_BP.Default__Megalania_Character_BP_C) CONTENT: Front(/Game/PrimalEarth/Dinos/Megalania/Megalania_Character_BP.Default__Megalania_Character_BP_C) CONTENT: Back(/Game/PrimalEarth/Dinos/Megalania/Megalania_Character_BP.Default__Megalania_Character_BP_C) CONTENT: Idle(/Game/PrimalEarth/Dinos/Megalania/Megalania_Character_BP.Default__Megalania_Character_BP_C) CONTENT: Cute(/Game/PrimalEarth/Dinos/Megalania/Megalania_Character_BP.Default__Megalania_Character_BP_C) CONTENT: Action(/Game/PrimalEarth/Dinos/Megalania/Megalania_Character_BP.Default__Megalania_Character_BP_C) CONTENT: Action2(/Game/PrimalEarth/Dinos/Megalania/Megalania_Character_BP.Default__Megalania_Character_BP_C) CONTENT: Move(/Game/PrimalEarth/Dinos/Megalania/Megalania_Character_BP.Default__Megalania_Character_BP_C) CONTENT: Megalania(/Game/PrimalEarth/Dinos/Megalania/Megalania_Character_BP.Default__Megalania_Character_BP_C) CONTENT: Aberrant Megalania(/Engine/Transient.REINST_Megalania_Character_BP_Aberrant_C_0) CONTENT: Fertilized Aberrant Megalania Egg(/Game/PrimalEarth/Test/PrimalItemConsumable_Egg_Megalania_Fertilized_Aberrant.Default__PrimalItemConsumable_Egg_Megalania_Fertilized_Aberrant_C) CONTENT: Aberrant Megalania(/Engine/Transient.Default__REINST_Megalania_Character_BP_Aberrant_C_15308) CONTENT: Aberrant Megalania(/Engine/Transient.REINST_Megalania_Character_BP_Aberrant_C_1) CONTENT: Aberrant Megalania(/Engine/Transient.Default__REINST_Megalania_Character_BP_Aberrant_C_15312) CONTENT: Aberrant Megalania(/Game/PrimalEarth/Dinos/Megalania/Megalania_Character_BP_Aberrant.Default__Megalania_Character_BP_Aberrant_C) CONTENT: Aberrant Megalosaurus(/Engine/Transient.REINST_Megalosaurus_Character_BP_Aberrant_C_0) CONTENT: Fertilized Aberrant Megalosaurus Egg(/Game/PrimalEarth/Test/PrimalItemConsumable_Egg_Megalosaurus_Fertilized_Aberrant.Default__PrimalItemConsumable_Egg_Megalosaurus_Fertilized_Aberrant_C) CONTENT: Aberrant Megalosaurus(/Engine/Transient.Default__REINST_Megalosaurus_Character_BP_Aberrant_C_15320) CONTENT: Aberrant Megalosaurus(/Engine/Transient.REINST_Megalosaurus_Character_BP_Aberrant_C_1) CONTENT: Aberrant Megalosaurus(/Engine/Transient.Default__REINST_Megalosaurus_Character_BP_Aberrant_C_15324) CONTENT: Aberrant Megalosaurus(/Game/PrimalEarth/Dinos/Megalosaurus/Megalosaurus_Character_BP_Aberrant.Default__Megalosaurus_Character_BP_Aberrant_C) CONTENT: Dark Muted - blue/green(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Moschops.Default__DinoColorSet_Moschops_C) CONTENT: Light Muted - gb(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Moschops.Default__DinoColorSet_Moschops_C) CONTENT: Dark All - gbv(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Moschops.Default__DinoColorSet_Moschops_C) CONTENT: Dark All - gbv(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Moschops.Default__DinoColorSet_Moschops_C) CONTENT: Dark All - gbv(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Moschops.Default__DinoColorSet_Moschops_C) CONTENT: Light Muted - blue/green(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Moschops.Default__DinoColorSet_Moschops_C) CONTENT: Moschops Egg(/Game/PrimalEarth/Test/PrimalItemConsumable_Egg_Moschops.Default__PrimalItemConsumable_Egg_Moschops_C) CONTENT: Idle(/Engine/Transient.REINST_Moschops_Character_BP_C_0) CONTENT: Cute(/Engine/Transient.REINST_Moschops_Character_BP_C_0) CONTENT: Cute2(/Engine/Transient.REINST_Moschops_Character_BP_C_0) CONTENT: Action(/Engine/Transient.REINST_Moschops_Character_BP_C_0) CONTENT: Move(/Engine/Transient.REINST_Moschops_Character_BP_C_0) CONTENT: Moschops(/Engine/Transient.REINST_Moschops_Character_BP_C_0) CONTENT: Fertilized Moschops Egg(/Game/PrimalEarth/Test/PrimalItemConsumable_Egg_Moschops_Fertilized.Default__PrimalItemConsumable_Egg_Moschops_Fertilized_C) LITERAL: Back (/Game/PrimalEarth/Dinos/Moschops/Moschops_Character_BP.Moschops_Character_BP:BPGetMultiUseEntries.K2Node_CallFunction_29460) LITERAL: View Harvesting Levels (/Game/PrimalEarth/Dinos/Moschops/Moschops_Character_BP.Moschops_Character_BP:BPGetMultiUseEntries.K2Node_CallFunction_44645) LITERAL: +{NumLevels} Available!(/Game/PrimalEarth/Dinos/Moschops/Moschops_Character_BP.Moschops_Character_BP:BPGetMultiUseEntries.K2Node_FormatText_14) LITERAL: , MOSCH CHOMP HARVESTS ORIGINAL: (/Game/PrimalEarth/Dinos/Moschops/Moschops_Character_BP.Moschops_Character_BP:BPModifyHarvestingWeightsArray.K2Node_CallFunction_29372) LITERAL: MOSCH CHOMP HARVESTS WEIGHT: (/Game/PrimalEarth/Dinos/Moschops/Moschops_Character_BP.Moschops_Character_BP:BPModifyHarvestingWeightsArray.K2Node_CallFunction_30478) LITERAL: MOSCH LEVELS: (/Game/PrimalEarth/Dinos/Moschops/Moschops_Character_BP.Moschops_Character_BP:BPNotifyLevelUp.K2Node_CallFunction_17873) LITERAL: food consumed(/Game/PrimalEarth/Dinos/Moschops/Moschops_Character_BP.Moschops_Character_BP:BPUntamedConsumeFoodItem.K2Node_CallFunction_18194) LITERAL: Levels remaining: (/Game/PrimalEarth/Dinos/Moschops/Moschops_Character_BP.Moschops_Character_BP:Harvest Multiplier Level Up.K2Node_CallFunction_35858) LITERAL: Cool number is: (/Game/PrimalEarth/Dinos/Moschops/Moschops_Character_BP.Moschops_Character_BP:Harvest Multiplier Level Up.K2Node_CallFunction_62705) LITERAL: %(/Game/PrimalEarth/Dinos/Moschops/Moschops_Character_BP.Moschops_Character_BP:MakeUseEntryString.K2Node_CallFunction_19735) LITERAL: Harvest Weight: (/Game/PrimalEarth/Dinos/Moschops/Moschops_Character_BP.Moschops_Character_BP:MakeUseEntryString.K2Node_CallFunction_19739) LITERAL: %(/Game/PrimalEarth/Dinos/Moschops/Moschops_Character_BP.Moschops_Character_BP:MakeUseEntryString.K2Node_CallFunction_56474) LITERAL: +(/Game/PrimalEarth/Dinos/Moschops/Moschops_Character_BP.Moschops_Character_BP:MakeUseEntryString.K2Node_CallFunction_57539) LITERAL: [(/Game/PrimalEarth/Dinos/Moschops/Moschops_Character_BP.Moschops_Character_BP:MakeUseEntryString.K2Node_CallFunction_57540) LITERAL: ](/Game/PrimalEarth/Dinos/Moschops/Moschops_Character_BP.Moschops_Character_BP:MakeUseEntryString.K2Node_CallFunction_57541) LITERAL: , (/Game/PrimalEarth/Dinos/Moschops/Moschops_Character_BP.Moschops_Character_BP:MakeUseEntryString.K2Node_CallFunction_57542) LITERAL: Quantity: (/Game/PrimalEarth/Dinos/Moschops/Moschops_Character_BP.Moschops_Character_BP:MakeUseEntryString.K2Node_CallFunction_57542) CONTENT: Idle(/Engine/Transient.Default__REINST_Moschops_Character_BP_C_15375) CONTENT: Cute(/Engine/Transient.Default__REINST_Moschops_Character_BP_C_15375) CONTENT: Cute2(/Engine/Transient.Default__REINST_Moschops_Character_BP_C_15375) CONTENT: Action(/Engine/Transient.Default__REINST_Moschops_Character_BP_C_15375) CONTENT: Move(/Engine/Transient.Default__REINST_Moschops_Character_BP_C_15375) CONTENT: Moschops(/Engine/Transient.Default__REINST_Moschops_Character_BP_C_15375) LITERAL: +{NumLevels} Available!(/Game/PrimalEarth/Dinos/Moschops/Moschops_Character_BP.Moschops_Character_BP:EdGraph_49508.K2Node_CallFunction_117623) LITERAL: NumLevels(/Game/PrimalEarth/Dinos/Moschops/Moschops_Character_BP.Moschops_Character_BP:EdGraph_49508.K2Node_MakeStruct_892) CONTENT: Idle(/Engine/Transient.REINST_Moschops_Character_BP_C_1) CONTENT: Cute(/Engine/Transient.REINST_Moschops_Character_BP_C_1) CONTENT: Cute2(/Engine/Transient.REINST_Moschops_Character_BP_C_1) CONTENT: Action(/Engine/Transient.REINST_Moschops_Character_BP_C_1) CONTENT: Move(/Engine/Transient.REINST_Moschops_Character_BP_C_1) CONTENT: Moschops(/Engine/Transient.REINST_Moschops_Character_BP_C_1) CONTENT: Idle(/Engine/Transient.Default__REINST_Moschops_Character_BP_C_15383) CONTENT: Cute(/Engine/Transient.Default__REINST_Moschops_Character_BP_C_15383) CONTENT: Cute2(/Engine/Transient.Default__REINST_Moschops_Character_BP_C_15383) CONTENT: Action(/Engine/Transient.Default__REINST_Moschops_Character_BP_C_15383) CONTENT: Move(/Engine/Transient.Default__REINST_Moschops_Character_BP_C_15383) CONTENT: Moschops(/Engine/Transient.Default__REINST_Moschops_Character_BP_C_15383) LITERAL: +{NumLevels} Available!(/Game/PrimalEarth/Dinos/Moschops/Moschops_Character_BP.Moschops_Character_BP:EdGraph_49561.K2Node_CallFunction_117705) LITERAL: NumLevels(/Game/PrimalEarth/Dinos/Moschops/Moschops_Character_BP.Moschops_Character_BP:EdGraph_49561.K2Node_MakeStruct_893) CONTENT: Idle(/Game/PrimalEarth/Dinos/Moschops/Moschops_Character_BP.Default__Moschops_Character_BP_C) CONTENT: Cute(/Game/PrimalEarth/Dinos/Moschops/Moschops_Character_BP.Default__Moschops_Character_BP_C) CONTENT: Cute2(/Game/PrimalEarth/Dinos/Moschops/Moschops_Character_BP.Default__Moschops_Character_BP_C) CONTENT: Action(/Game/PrimalEarth/Dinos/Moschops/Moschops_Character_BP.Default__Moschops_Character_BP_C) CONTENT: Move(/Game/PrimalEarth/Dinos/Moschops/Moschops_Character_BP.Default__Moschops_Character_BP_C) CONTENT: Moschops(/Game/PrimalEarth/Dinos/Moschops/Moschops_Character_BP.Default__Moschops_Character_BP_C) CONTENT: Aberrant Moschops(/Engine/Transient.REINST_Moschops_Character_BP_Aberrant_C_0) CONTENT: Fertilized Aberrant Moschops Egg(/Game/PrimalEarth/Test/PrimalItemConsumable_Egg_Moschops_Fertilized_Aberrant.Default__PrimalItemConsumable_Egg_Moschops_Fertilized_Aberrant_C) CONTENT: Aberrant Moschops(/Engine/Transient.Default__REINST_Moschops_Character_BP_Aberrant_C_15391) CONTENT: Aberrant Moschops(/Engine/Transient.REINST_Moschops_Character_BP_Aberrant_C_1) CONTENT: Aberrant Moschops(/Engine/Transient.Default__REINST_Moschops_Character_BP_Aberrant_C_15395) CONTENT: Aberrant Moschops(/Game/PrimalEarth/Dinos/Moschops/Moschops_Character_BP_Aberrant.Default__Moschops_Character_BP_Aberrant_C) CONTENT: Body Main(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Otter.Default__DinoColorSet_Otter_C) CONTENT: **Not Used**(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Otter.Default__DinoColorSet_Otter_C) CONTENT: **Not Used**(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Otter.Default__DinoColorSet_Otter_C) CONTENT: **Not Used**(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Otter.Default__DinoColorSet_Otter_C) CONTENT: Body Stripes and Highlights(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Otter.Default__DinoColorSet_Otter_C) CONTENT: Underbelly(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Otter.Default__DinoColorSet_Otter_C) CONTENT: Idle(/Engine/Transient.REINST_Otter_Character_BP_C_0) CONTENT: Cute(/Engine/Transient.REINST_Otter_Character_BP_C_0) CONTENT: Action(/Engine/Transient.REINST_Otter_Character_BP_C_0) CONTENT: Move(/Engine/Transient.REINST_Otter_Character_BP_C_0) CONTENT: c_Spine_02(/Engine/Transient.REINST_Otter_Character_BP_C_0) CONTENT: Move2(/Engine/Transient.REINST_Otter_Character_BP_C_0) CONTENT: c_Hip(/Engine/Transient.REINST_Otter_Character_BP_C_0) CONTENT: Otter(/Engine/Transient.REINST_Otter_Character_BP_C_0) LITERAL: Drag A Fish To Feed(/Game/PrimalEarth/Dinos/Otter/Otter_Character_BP.Otter_Character_BP:BPGetMultiUseEntries.K2Node_CallFunction_72220) LITERAL: Feed Fish {0}(/Game/PrimalEarth/Dinos/Otter/Otter_Character_BP.Otter_Character_BP:BPGetMultiUseEntries.K2Node_FormatText_5) LITERAL: : Wait Time {0}(/Game/PrimalEarth/Dinos/Otter/Otter_Character_BP.Otter_Character_BP:BPGetMultiUseEntries.K2Node_FormatText_9) CONTENT: Idle(/Engine/Transient.Default__REINST_Otter_Character_BP_C_15414) CONTENT: Cute(/Engine/Transient.Default__REINST_Otter_Character_BP_C_15414) CONTENT: Action(/Engine/Transient.Default__REINST_Otter_Character_BP_C_15414) CONTENT: Move(/Engine/Transient.Default__REINST_Otter_Character_BP_C_15414) CONTENT: c_Spine_02(/Engine/Transient.Default__REINST_Otter_Character_BP_C_15414) CONTENT: Move2(/Engine/Transient.Default__REINST_Otter_Character_BP_C_15414) CONTENT: c_Hip(/Engine/Transient.Default__REINST_Otter_Character_BP_C_15414) CONTENT: Otter(/Engine/Transient.Default__REINST_Otter_Character_BP_C_15414) LITERAL: Feed Fish {0}(/Game/PrimalEarth/Dinos/Otter/Otter_Character_BP.Otter_Character_BP:EdGraph_49678.K2Node_CallFunction_117836) LITERAL: 0(/Game/PrimalEarth/Dinos/Otter/Otter_Character_BP.Otter_Character_BP:EdGraph_49678.K2Node_MakeStruct_894) LITERAL: : Wait Time {0}(/Game/PrimalEarth/Dinos/Otter/Otter_Character_BP.Otter_Character_BP:EdGraph_49678.K2Node_CallFunction_117837) LITERAL: 0(/Game/PrimalEarth/Dinos/Otter/Otter_Character_BP.Otter_Character_BP:EdGraph_49678.K2Node_MakeStruct_895) CONTENT: Idle(/Engine/Transient.REINST_Otter_Character_BP_C_1) CONTENT: Cute(/Engine/Transient.REINST_Otter_Character_BP_C_1) CONTENT: Action(/Engine/Transient.REINST_Otter_Character_BP_C_1) CONTENT: Move(/Engine/Transient.REINST_Otter_Character_BP_C_1) CONTENT: c_Spine_02(/Engine/Transient.REINST_Otter_Character_BP_C_1) CONTENT: Move2(/Engine/Transient.REINST_Otter_Character_BP_C_1) CONTENT: c_Hip(/Engine/Transient.REINST_Otter_Character_BP_C_1) CONTENT: Otter(/Engine/Transient.REINST_Otter_Character_BP_C_1) CONTENT: Idle(/Engine/Transient.Default__REINST_Otter_Character_BP_C_15422) CONTENT: Cute(/Engine/Transient.Default__REINST_Otter_Character_BP_C_15422) CONTENT: Action(/Engine/Transient.Default__REINST_Otter_Character_BP_C_15422) CONTENT: Move(/Engine/Transient.Default__REINST_Otter_Character_BP_C_15422) CONTENT: c_Spine_02(/Engine/Transient.Default__REINST_Otter_Character_BP_C_15422) CONTENT: Move2(/Engine/Transient.Default__REINST_Otter_Character_BP_C_15422) CONTENT: c_Hip(/Engine/Transient.Default__REINST_Otter_Character_BP_C_15422) CONTENT: Otter(/Engine/Transient.Default__REINST_Otter_Character_BP_C_15422) LITERAL: Feed Fish {0}(/Game/PrimalEarth/Dinos/Otter/Otter_Character_BP.Otter_Character_BP:EdGraph_49732.K2Node_CallFunction_117915) LITERAL: 0(/Game/PrimalEarth/Dinos/Otter/Otter_Character_BP.Otter_Character_BP:EdGraph_49732.K2Node_MakeStruct_896) LITERAL: : Wait Time {0}(/Game/PrimalEarth/Dinos/Otter/Otter_Character_BP.Otter_Character_BP:EdGraph_49732.K2Node_CallFunction_117916) LITERAL: 0(/Game/PrimalEarth/Dinos/Otter/Otter_Character_BP.Otter_Character_BP:EdGraph_49732.K2Node_MakeStruct_897) CONTENT: Idle(/Game/PrimalEarth/Dinos/Otter/Otter_Character_BP.Default__Otter_Character_BP_C) CONTENT: Cute(/Game/PrimalEarth/Dinos/Otter/Otter_Character_BP.Default__Otter_Character_BP_C) CONTENT: Action(/Game/PrimalEarth/Dinos/Otter/Otter_Character_BP.Default__Otter_Character_BP_C) CONTENT: Move(/Game/PrimalEarth/Dinos/Otter/Otter_Character_BP.Default__Otter_Character_BP_C) CONTENT: c_Spine_02(/Game/PrimalEarth/Dinos/Otter/Otter_Character_BP.Default__Otter_Character_BP_C) CONTENT: Move2(/Game/PrimalEarth/Dinos/Otter/Otter_Character_BP.Default__Otter_Character_BP_C) CONTENT: c_Hip(/Game/PrimalEarth/Dinos/Otter/Otter_Character_BP.Default__Otter_Character_BP_C) CONTENT: Otter(/Game/PrimalEarth/Dinos/Otter/Otter_Character_BP.Default__Otter_Character_BP_C) CONTENT: Aberrant Otter(/Engine/Transient.REINST_Otter_Character_BP_Aberrant_C_0) CONTENT: Aberrant Otter(/Engine/Transient.Default__REINST_Otter_Character_BP_Aberrant_C_15429) CONTENT: Aberrant Otter(/Engine/Transient.REINST_Otter_Character_BP_Aberrant_C_1) CONTENT: Aberrant Otter(/Engine/Transient.Default__REINST_Otter_Character_BP_Aberrant_C_15433) CONTENT: Aberrant Otter(/Game/PrimalEarth/Dinos/Otter/Otter_Character_BP_Aberrant.Default__Otter_Character_BP_Aberrant_C) CONTENT: Rockwell Flag(/Game/Aberration/CoreBlueprints/Items/Trophies/PrimalItemStructure_Flag_Rockwell.Default__PrimalItemStructure_Flag_Rockwell_C) CONTENT: This flag is proof that you have defeated Rockwell.(/Game/Aberration/CoreBlueprints/Items/Trophies/PrimalItemStructure_Flag_Rockwell.Default__PrimalItemStructure_Flag_Rockwell_C) CONTENT: Structures(/Game/Aberration/CoreBlueprints/Items/Trophies/PrimalItemStructure_Flag_Rockwell.Default__PrimalItemStructure_Flag_Rockwell_C) CONTENT: Misc(/Game/Aberration/CoreBlueprints/Items/Trophies/PrimalItemStructure_Flag_Rockwell.Default__PrimalItemStructure_Flag_Rockwell_C) CONTENT: Multi Panel Flag(/Engine/Transient.REINST_Flag_SM_C_0) CONTENT: Multi-Panel Flag(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_Flag.Default__PrimalItemStructure_Flag_C) CONTENT: Mark your tribe's territory and show off your colors by placing this and dying it.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_Flag.Default__PrimalItemStructure_Flag_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_Flag.Default__PrimalItemStructure_Flag_C) CONTENT: Misc(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_Flag.Default__PrimalItemStructure_Flag_C) CONTENT: Multi Panel Flag(/Engine/Transient.Default__REINST_Flag_SM_C_15452) CONTENT: Multi Panel Flag(/Engine/Transient.REINST_Flag_SM_C_1) CONTENT: Rockwell Flag(/Engine/Transient.REINST_Flag_SM_Rockwell_C_0) CONTENT: Rockwell Flag(/Engine/Transient.Default__REINST_Flag_SM_Rockwell_C_15459) CONTENT: Rockwell Flag(/Engine/Transient.REINST_Flag_SM_Rockwell_C_1) CONTENT: Multi Panel Flag(/Engine/Transient.Default__REINST_Flag_SM_C_15464) CONTENT: Multi Panel Flag(/Game/PrimalEarth/Structures/Flag_SM.Default__Flag_SM_C) CONTENT: Rockwell Flag(/Engine/Transient.Default__REINST_Flag_SM_Rockwell_C_15468) CONTENT: Rockwell Flag(/Game/Aberration/Structures/RockwellFlag/Flag_SM_Rockwell.Default__Flag_SM_Rockwell_C) CONTENT: Rockwell Trophy (Gamma)(/Game/Aberration/CoreBlueprints/Items/Trophies/PrimalItemTrophy_Rockwell.Default__PrimalItemTrophy_Rockwell_C) CONTENT: Place it on a trophy wall-mount, and keep it safe to use as an invaluable token of your prowess...(/Game/Aberration/CoreBlueprints/Items/Trophies/PrimalItemTrophy_Rockwell.Default__PrimalItemTrophy_Rockwell_C) CONTENT: Rockwell Trophy (Beta)(/Game/Aberration/CoreBlueprints/Items/Trophies/PrimalItemTrophy_Rockwell_Beta.Default__PrimalItemTrophy_Rockwell_Beta_C) CONTENT: Rockwell Trophy (Alpha)(/Game/Aberration/CoreBlueprints/Items/Trophies/PrimalItemTrophy_Rockwell_Beta_Alpha.Default__PrimalItemTrophy_Rockwell_Beta_Alpha_C) CONTENT: Basilisk Scale(/Game/Aberration/CoreBlueprints/Resources/PrimalItemResource_ApexDrop_Basilisk.Default__PrimalItemResource_ApexDrop_Basilisk_C) CONTENT: This trophy proves your worth as a hunter.(/Game/Aberration/CoreBlueprints/Resources/PrimalItemResource_ApexDrop_Basilisk.Default__PrimalItemResource_ApexDrop_Basilisk_C) CONTENT: Survivor(/Game/Aberration/CoreBlueprints/Inventories/DinoDropInventoryComponent_Carnivore_Large_Basilisk.Default__DinoDropInventoryComponent_Carnivore_Large_Basilisk_C) CONTENT: Survivor(/Game/Aberration/CoreBlueprints/Inventories/DinoDropInventoryComponent_Carnivore_Large_Basilisk.Default__DinoDropInventoryComponent_Carnivore_Large_Basilisk_C) CONTENT: Survivor(/Game/Aberration/CoreBlueprints/Inventories/DinoDropInventoryComponent_Carnivore_Large_Basilisk.Default__DinoDropInventoryComponent_Carnivore_Large_Basilisk_C) CONTENT: Apex Drop(/Game/Aberration/CoreBlueprints/Inventories/DinoDropInventoryComponent_Carnivore_Large_Basilisk.Default__DinoDropInventoryComponent_Carnivore_Large_Basilisk_C) CONTENT: Body Main(/Game/Aberration/CoreBlueprints/DinoColorSet_Basilisk.Default__DinoColorSet_Basilisk_C) CONTENT: Horns(/Game/Aberration/CoreBlueprints/DinoColorSet_Basilisk.Default__DinoColorSet_Basilisk_C) CONTENT: Underbelly(/Game/Aberration/CoreBlueprints/DinoColorSet_Basilisk.Default__DinoColorSet_Basilisk_C) CONTENT: Not Used(/Game/Aberration/CoreBlueprints/DinoColorSet_Basilisk.Default__DinoColorSet_Basilisk_C) CONTENT: Emissive(/Game/Aberration/CoreBlueprints/DinoColorSet_Basilisk.Default__DinoColorSet_Basilisk_C) CONTENT: Highlights(/Game/Aberration/CoreBlueprints/DinoColorSet_Basilisk.Default__DinoColorSet_Basilisk_C) CONTENT: Basilisk Egg(/Game/Aberration/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Egg_Basilisk.Default__PrimalItemConsumable_Egg_Basilisk_C) CONTENT: Poison Talon(/Game/PrimalEarth/CoreBlueprints/Resources/PrimalItemResource_ApexDrop_PoisonWyvern.Default__PrimalItemResource_ApexDrop_PoisonWyvern_C) CONTENT: This trophy proves your worth as a hunter.(/Game/PrimalEarth/CoreBlueprints/Resources/PrimalItemResource_ApexDrop_PoisonWyvern.Default__PrimalItemResource_ApexDrop_PoisonWyvern_C) CONTENT: Apex Drop(/Game/PrimalEarth/CoreBlueprints/Inventories/DinoDropInventoryComponent_Carnivore_Huge_PoisonWyvern.Default__DinoDropInventoryComponent_Carnivore_Huge_PoisonWyvern_C) CONTENT: Apex Drop(/Game/PrimalEarth/CoreBlueprints/Inventories/DinoDropInventoryComponent_Carnivore_Huge_PoisonWyvern.Default__DinoDropInventoryComponent_Carnivore_Huge_PoisonWyvern_C) CONTENT: Poison Wyvern(/Engine/Transient.REINST_Wyvern_Character_BP_Poison_C_0) CONTENT: Fertilized Poison Wyvern Egg(/Game/PrimalEarth/Test/PrimalItemConsumable_Egg_Wyvern_Fertilized_Poison.Default__PrimalItemConsumable_Egg_Wyvern_Fertilized_Poison_C) CONTENT: Body Main(/Game/ScorchedEarth/Dinos/ColorSets/SE_DinoColorSet_Wyvern_Poison.Default__SE_DinoColorSet_Wyvern_Poison_C) CONTENT: Wings Main(/Game/ScorchedEarth/Dinos/ColorSets/SE_DinoColorSet_Wyvern_Poison.Default__SE_DinoColorSet_Wyvern_Poison_C) CONTENT: Scales Main(/Game/ScorchedEarth/Dinos/ColorSets/SE_DinoColorSet_Wyvern_Poison.Default__SE_DinoColorSet_Wyvern_Poison_C) CONTENT: Wings Highlight(/Game/ScorchedEarth/Dinos/ColorSets/SE_DinoColorSet_Wyvern_Poison.Default__SE_DinoColorSet_Wyvern_Poison_C) CONTENT: Scale Highlights(/Game/ScorchedEarth/Dinos/ColorSets/SE_DinoColorSet_Wyvern_Poison.Default__SE_DinoColorSet_Wyvern_Poison_C) CONTENT: Body Highlights(/Game/ScorchedEarth/Dinos/ColorSets/SE_DinoColorSet_Wyvern_Poison.Default__SE_DinoColorSet_Wyvern_Poison_C) CONTENT: Poison Wyvern(/Engine/Transient.Default__REINST_Wyvern_Character_BP_Poison_C_15557) CONTENT: Poison Wyvern(/Engine/Transient.REINST_Wyvern_Character_BP_Poison_C_1) CONTENT: Poison Wyvern(/Engine/Transient.Default__REINST_Wyvern_Character_BP_Poison_C_15573) CONTENT: Poison Wyvern(/Game/ScorchedEarth/Dinos/Wyvern/Wyvern_Character_BP_Poison.Default__Wyvern_Character_BP_Poison_C) CONTENT: Magmasaur Nest(/Engine/Transient.REINST_CherufeNest_C_0) CONTENT: Magmasaur Nest(/Engine/Transient.Default__REINST_CherufeNest_C_15610) CONTENT: Magmasaur Nest(/Engine/Transient.REINST_CherufeNest_C_1) CONTENT: Magmasaur Heat(/Engine/Transient.REINST_Buff_NearChrufe_C_0) CONTENT: The Magmasaur is getting hot, you should move away(/Engine/Transient.REINST_Buff_NearChrufe_C_0) LITERAL: Getting hot! Stay away!(/Game/Genesis/CoreBlueprints/Buffs/Buff_NearChrufe.Buff_NearChrufe:Update Heat Level.K2Node_CallFunction_204437) LITERAL: Getting hot! Stay away!!!!(/Game/Genesis/CoreBlueprints/Buffs/Buff_NearChrufe.Buff_NearChrufe:Update Heat Level.K2Node_CallFunction_141201) CONTENT: Magmasaur Heat(/Engine/Transient.Default__REINST_Buff_NearChrufe_C_15618) CONTENT: The Magmasaur is getting hot, you should move away(/Engine/Transient.Default__REINST_Buff_NearChrufe_C_15618) CONTENT: Magmasaur Heat(/Engine/Transient.REINST_Buff_NearChrufe_C_1) CONTENT: The Magmasaur is getting hot, you should move away(/Engine/Transient.REINST_Buff_NearChrufe_C_1) CONTENT: Idle(/Engine/Transient.REINST_Cherufe_Character_BP_C_0) CONTENT: Cute(/Engine/Transient.REINST_Cherufe_Character_BP_C_0) CONTENT: Fireball(/Engine/Transient.REINST_Cherufe_Character_BP_C_0) CONTENT: Run(/Engine/Transient.REINST_Cherufe_Character_BP_C_0) CONTENT: Swipe(/Engine/Transient.REINST_Cherufe_Character_BP_C_0) CONTENT: Magmasaur(/Engine/Transient.REINST_Cherufe_Character_BP_C_0) CONTENT: Ambergris(/Game/Genesis/Dinos/SpaceWhale/PrimalItemResource_Ambergris.Default__PrimalItemResource_Ambergris_C) CONTENT: A waxy substance secreted by the Astrocetus. Used to create ordnance for the Astrocetus Tek Saddle. (/Game/Genesis/Dinos/SpaceWhale/PrimalItemResource_Ambergris.Default__PrimalItemResource_Ambergris_C) LITERAL: CheckForRain(/Game/Genesis/Dinos/Cherufe/Buff_MagmaAoE.Buff_MagmaAoE:EventGraph.K2Node_CallFunction_36974) LITERAL: ((/Game/Genesis/Dinos/Cherufe/Cherufe_Character_BP.Cherufe_Character_BP:BPGetHUDElements.K2Node_CallFunction_385935) LITERAL: %)(/Game/Genesis/Dinos/Cherufe/Cherufe_Character_BP.Cherufe_Character_BP:BPGetHUDElements.K2Node_CallFunction_385935) LITERAL: cannot charge in inclement weather or while in water(/Game/Genesis/Dinos/Cherufe/Cherufe_Character_BP.Cherufe_Character_BP:BPGetHUDElements.K2Node_CallFunction_401550) LITERAL: Disable Smelting(/Game/Genesis/Dinos/Cherufe/Cherufe_Character_BP.Cherufe_Character_BP:BPGetMultiUseEntries.K2Node_CallFunction_368614) LITERAL: Enable Smelting(/Game/Genesis/Dinos/Cherufe/Cherufe_Character_BP.Cherufe_Character_BP:BPGetMultiUseEntries.K2Node_CallFunction_368614) LITERAL: Cannot Charge(/Game/Genesis/Dinos/Cherufe/Cherufe_Character_BP.Cherufe_Character_BP:BPHandleControllerInitiatedAttack.K2Node_CallFunction_141201) LITERAL: + (/Game/Genesis/Dinos/Cherufe/Cherufe_Character_BP.Cherufe_Character_BP:BPOnMovementModeChangedNotify.K2Node_CallFunction_148912) LITERAL: Not enough fuel!(/Game/Genesis/Dinos/Cherufe/Cherufe_Character_BP.Cherufe_Character_BP:EventGraph.K2Node_CallFunction_263344) LITERAL: Not enough {x}s!(/Game/Genesis/Dinos/Cherufe/Cherufe_Character_BP.Cherufe_Character_BP:EventGraph.K2Node_FormatText_274) LITERAL: Not enough stamina!(/Game/Genesis/Dinos/Cherufe/Cherufe_Character_BP.Cherufe_Character_BP:EventGraph.K2Node_Select_390) LITERAL: EggSpawnPoint(/Game/Genesis/Dinos/Cherufe/Cherufe_Character_BP.Cherufe_Character_BP:SpawnNestEgg.K2Node_CallFunction_323703) LITERAL: SpawnVentProjectiles(/Game/Genesis/Dinos/Cherufe/Cherufe_Character_BP.Cherufe_Character_BP:SpawnVentProjectiles.K2Node_CallFunction_277011) LITERAL: SpawnVentProjectiles(/Game/Genesis/Dinos/Cherufe/Cherufe_Character_BP.Cherufe_Character_BP:SpawnVentProjectiles.K2Node_CallFunction_277799) LITERAL: UpdateForgeCharging(/Game/Genesis/Dinos/Cherufe/Cherufe_Character_BP.Cherufe_Character_BP:UpdateForgeCharging.K2Node_CallFunction_289043) CONTENT: Crippled(/Engine/Transient.REINST_Buff_TrikeStun_C_0) CONTENT: Can't move!(/Engine/Transient.REINST_Buff_TrikeStun_C_0) CONTENT: Crippled(/Engine/Transient.Default__REINST_Buff_TrikeStun_C_15643) CONTENT: Can't move!(/Engine/Transient.Default__REINST_Buff_TrikeStun_C_15643) CONTENT: Crippled(/Engine/Transient.REINST_Buff_TrikeStun_C_1) CONTENT: Can't move!(/Engine/Transient.REINST_Buff_TrikeStun_C_1) LITERAL: OnRamEnded(/Game/PrimalEarth/CoreBlueprints/Dino_Character_BP_Ramming.Dino_Character_BP_Ramming:EventGraph.K2Node_CallFunction_171701) LITERAL: OnRamEnded(/Game/PrimalEarth/CoreBlueprints/Dino_Character_BP_Ramming.Dino_Character_BP_Ramming:EventGraph.K2Node_CallFunction_130422) LITERAL: Caller{Caller}IsServer: {IsServer}IsRamBuildUp:{IsRamBuildUp}RamStarted:{RamStarted}RamHitSomething:{RamHitSomething}CanRun:{CanRun}PreventMovement:{PreventMovement}HasRider:{HasRider}(/Game/PrimalEarth/CoreBlueprints/Dino_Character_BP_Ramming.Dino_Character_BP_Ramming:ToString.K2Node_FormatText_11) LITERAL: Caller{Caller}IsServer: {IsServer}IsRamBuildUp:{IsRamBuildUp}RamStarted:{RamStarted}RamHitSomething:{RamHitSomething}CanRun:{CanRun}PreventMovement:{PreventMovement}HasRider:{HasRider}(/Game/PrimalEarth/CoreBlueprints/Dino_Character_BP_Ramming.Dino_Character_BP_Ramming:EdGraph_50116.K2Node_CallFunction_118492) LITERAL: Caller(/Game/PrimalEarth/CoreBlueprints/Dino_Character_BP_Ramming.Dino_Character_BP_Ramming:EdGraph_50116.K2Node_MakeStruct_898) LITERAL: IsServer(/Game/PrimalEarth/CoreBlueprints/Dino_Character_BP_Ramming.Dino_Character_BP_Ramming:EdGraph_50116.K2Node_MakeStruct_899) LITERAL: IsRamBuildUp(/Game/PrimalEarth/CoreBlueprints/Dino_Character_BP_Ramming.Dino_Character_BP_Ramming:EdGraph_50116.K2Node_MakeStruct_900) LITERAL: RamStarted(/Game/PrimalEarth/CoreBlueprints/Dino_Character_BP_Ramming.Dino_Character_BP_Ramming:EdGraph_50116.K2Node_MakeStruct_901) LITERAL: RamHitSomething(/Game/PrimalEarth/CoreBlueprints/Dino_Character_BP_Ramming.Dino_Character_BP_Ramming:EdGraph_50116.K2Node_MakeStruct_902) LITERAL: CanRun(/Game/PrimalEarth/CoreBlueprints/Dino_Character_BP_Ramming.Dino_Character_BP_Ramming:EdGraph_50116.K2Node_MakeStruct_903) LITERAL: PreventMovement(/Game/PrimalEarth/CoreBlueprints/Dino_Character_BP_Ramming.Dino_Character_BP_Ramming:EdGraph_50116.K2Node_MakeStruct_904) LITERAL: HasRider(/Game/PrimalEarth/CoreBlueprints/Dino_Character_BP_Ramming.Dino_Character_BP_Ramming:EdGraph_50116.K2Node_MakeStruct_905) CONTENT: Taunt(/Engine/Transient.REINST_Buff_RageEffect_Cherufe_C_0) CONTENT: Taunt(/Engine/Transient.Default__REINST_Buff_RageEffect_Cherufe_C_15709) CONTENT: Taunt(/Engine/Transient.REINST_Buff_RageEffect_Cherufe_C_1) CONTENT: He Protec(/Engine/Transient.REINST_Buff_LavaLizardSaddleProtection_C_0) CONTENT: He Protec(/Engine/Transient.Default__REINST_Buff_LavaLizardSaddleProtection_C_15716) CONTENT: He Protec(/Engine/Transient.REINST_Buff_LavaLizardSaddleProtection_C_1) CONTENT: Dino can function as a forge!(/Game/Genesis/CoreBlueprints/Inventories/DinoTamedInventoryComponent_ForgeCapable.Default__DinoTamedInventoryComponent_ForgeCapable_C) CONTENT: Magmasaur Egg(/Game/Genesis/Dinos/Cherufe/PrimalItemConsumable_Egg_Cherufe.Default__PrimalItemConsumable_Egg_Cherufe_C) CONTENT: Fertilized Magmasaur Egg(/Game/Genesis/Dinos/Cherufe/PrimalItemConsumable_Egg_Cherufe_Fertilized.Default__PrimalItemConsumable_Egg_Cherufe_Fertilized_C) CONTENT: main(/Game/Genesis/Dinos/Cherufe/DinoColorSet_Cherufe.Default__DinoColorSet_Cherufe_C) CONTENT: gradient(/Game/Genesis/Dinos/Cherufe/DinoColorSet_Cherufe.Default__DinoColorSet_Cherufe_C) CONTENT: tips(/Game/Genesis/Dinos/Cherufe/DinoColorSet_Cherufe.Default__DinoColorSet_Cherufe_C) CONTENT: Idle(/Engine/Transient.Default__REINST_Cherufe_Character_BP_C_15770) CONTENT: Cute(/Engine/Transient.Default__REINST_Cherufe_Character_BP_C_15770) CONTENT: Fireball(/Engine/Transient.Default__REINST_Cherufe_Character_BP_C_15770) CONTENT: Run(/Engine/Transient.Default__REINST_Cherufe_Character_BP_C_15770) CONTENT: Swipe(/Engine/Transient.Default__REINST_Cherufe_Character_BP_C_15770) CONTENT: Magmasaur(/Engine/Transient.Default__REINST_Cherufe_Character_BP_C_15770) LITERAL: Not enough {x}s!(/Game/Genesis/Dinos/Cherufe/Cherufe_Character_BP.Cherufe_Character_BP:ExecuteUbergraph_Cherufe_Character_BP.K2Node_CallFunction_120153) LITERAL: x(/Game/Genesis/Dinos/Cherufe/Cherufe_Character_BP.Cherufe_Character_BP:ExecuteUbergraph_Cherufe_Character_BP.K2Node_MakeStruct_916) CONTENT: Idle(/Engine/Transient.REINST_Cherufe_Character_BP_C_1) CONTENT: Cute(/Engine/Transient.REINST_Cherufe_Character_BP_C_1) CONTENT: Fireball(/Engine/Transient.REINST_Cherufe_Character_BP_C_1) CONTENT: Run(/Engine/Transient.REINST_Cherufe_Character_BP_C_1) CONTENT: Swipe(/Engine/Transient.REINST_Cherufe_Character_BP_C_1) CONTENT: Magmasaur(/Engine/Transient.REINST_Cherufe_Character_BP_C_1) CONTENT: Magmasaur Nest(/Engine/Transient.Default__REINST_CherufeNest_C_15778) CONTENT: Magmasaur Nest(/Game/Genesis/Dinos/Cherufe/CherufeNest.Default__CherufeNest_C) CONTENT: Magmasaur Heat(/Engine/Transient.Default__REINST_Buff_NearChrufe_C_15782) CONTENT: The Magmasaur is getting hot, you should move away(/Engine/Transient.Default__REINST_Buff_NearChrufe_C_15782) CONTENT: Magmasaur Heat(/Game/Genesis/CoreBlueprints/Buffs/Buff_NearChrufe.Default__Buff_NearChrufe_C) CONTENT: The Magmasaur is getting hot, you should move away(/Game/Genesis/CoreBlueprints/Buffs/Buff_NearChrufe.Default__Buff_NearChrufe_C) CONTENT: Crippled(/Engine/Transient.Default__REINST_Buff_TrikeStun_C_15796) CONTENT: Can't move!(/Engine/Transient.Default__REINST_Buff_TrikeStun_C_15796) CONTENT: Crippled(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_TrikeStun.Default__Buff_TrikeStun_C) CONTENT: Can't move!(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_TrikeStun.Default__Buff_TrikeStun_C) LITERAL: Caller{Caller}IsServer: {IsServer}IsRamBuildUp:{IsRamBuildUp}RamStarted:{RamStarted}RamHitSomething:{RamHitSomething}CanRun:{CanRun}PreventMovement:{PreventMovement}HasRider:{HasRider}(/Game/PrimalEarth/CoreBlueprints/Dino_Character_BP_Ramming.Dino_Character_BP_Ramming:EdGraph_50635.K2Node_CallFunction_120894) LITERAL: Caller(/Game/PrimalEarth/CoreBlueprints/Dino_Character_BP_Ramming.Dino_Character_BP_Ramming:EdGraph_50635.K2Node_MakeStruct_919) LITERAL: IsServer(/Game/PrimalEarth/CoreBlueprints/Dino_Character_BP_Ramming.Dino_Character_BP_Ramming:EdGraph_50635.K2Node_MakeStruct_920) LITERAL: IsRamBuildUp(/Game/PrimalEarth/CoreBlueprints/Dino_Character_BP_Ramming.Dino_Character_BP_Ramming:EdGraph_50635.K2Node_MakeStruct_921) LITERAL: RamStarted(/Game/PrimalEarth/CoreBlueprints/Dino_Character_BP_Ramming.Dino_Character_BP_Ramming:EdGraph_50635.K2Node_MakeStruct_922) LITERAL: RamHitSomething(/Game/PrimalEarth/CoreBlueprints/Dino_Character_BP_Ramming.Dino_Character_BP_Ramming:EdGraph_50635.K2Node_MakeStruct_923) LITERAL: CanRun(/Game/PrimalEarth/CoreBlueprints/Dino_Character_BP_Ramming.Dino_Character_BP_Ramming:EdGraph_50635.K2Node_MakeStruct_924) LITERAL: PreventMovement(/Game/PrimalEarth/CoreBlueprints/Dino_Character_BP_Ramming.Dino_Character_BP_Ramming:EdGraph_50635.K2Node_MakeStruct_925) LITERAL: HasRider(/Game/PrimalEarth/CoreBlueprints/Dino_Character_BP_Ramming.Dino_Character_BP_Ramming:EdGraph_50635.K2Node_MakeStruct_926) CONTENT: Taunt(/Engine/Transient.Default__REINST_Buff_RageEffect_Cherufe_C_15828) CONTENT: Taunt(/Game/Genesis/Dinos/Cherufe/Buff_RageEffect_Cherufe.Default__Buff_RageEffect_Cherufe_C) CONTENT: He Protec(/Engine/Transient.Default__REINST_Buff_LavaLizardSaddleProtection_C_15832) CONTENT: He Protec(/Game/Genesis/Dinos/Cherufe/Buff_LavaLizardSaddleProtection.Default__Buff_LavaLizardSaddleProtection_C) CONTENT: Idle(/Engine/Transient.Default__REINST_Cherufe_Character_BP_C_15860) CONTENT: Cute(/Engine/Transient.Default__REINST_Cherufe_Character_BP_C_15860) CONTENT: Fireball(/Engine/Transient.Default__REINST_Cherufe_Character_BP_C_15860) CONTENT: Run(/Engine/Transient.Default__REINST_Cherufe_Character_BP_C_15860) CONTENT: Swipe(/Engine/Transient.Default__REINST_Cherufe_Character_BP_C_15860) CONTENT: Magmasaur(/Engine/Transient.Default__REINST_Cherufe_Character_BP_C_15860) LITERAL: Not enough {x}s!(/Game/Genesis/Dinos/Cherufe/Cherufe_Character_BP.Cherufe_Character_BP:ExecuteUbergraph_Cherufe_Character_BP.K2Node_CallFunction_121477) LITERAL: x(/Game/Genesis/Dinos/Cherufe/Cherufe_Character_BP.Cherufe_Character_BP:ExecuteUbergraph_Cherufe_Character_BP.K2Node_MakeStruct_932) CONTENT: Searing Spit(/Game/Genesis/Dinos/Cherufe/Cherufe_Character_BP.Default__Cherufe_Character_BP_C) CONTENT: Requires Lava to Mate(/Game/Genesis/Dinos/Cherufe/Cherufe_Character_BP.Default__Cherufe_Character_BP_C) CONTENT: Idle(/Game/Genesis/Dinos/Cherufe/Cherufe_Character_BP.Default__Cherufe_Character_BP_C) CONTENT: Cute(/Game/Genesis/Dinos/Cherufe/Cherufe_Character_BP.Default__Cherufe_Character_BP_C) CONTENT: Fireball(/Game/Genesis/Dinos/Cherufe/Cherufe_Character_BP.Default__Cherufe_Character_BP_C) CONTENT: Run(/Game/Genesis/Dinos/Cherufe/Cherufe_Character_BP.Default__Cherufe_Character_BP_C) CONTENT: Swipe(/Game/Genesis/Dinos/Cherufe/Cherufe_Character_BP.Default__Cherufe_Character_BP_C) CONTENT: Magmasaur(/Game/Genesis/Dinos/Cherufe/Cherufe_Character_BP.Default__Cherufe_Character_BP_C) CONTENT: Idle(/Engine/Transient.REINST_Purlovia_Character_BP_C_0) CONTENT: Cute(/Engine/Transient.REINST_Purlovia_Character_BP_C_0) CONTENT: Action(/Engine/Transient.REINST_Purlovia_Character_BP_C_0) CONTENT: c_back4(/Engine/Transient.REINST_Purlovia_Character_BP_C_0) CONTENT: Action2(/Engine/Transient.REINST_Purlovia_Character_BP_C_0) CONTENT: Move(/Engine/Transient.REINST_Purlovia_Character_BP_C_0) CONTENT: Purlovia(/Engine/Transient.REINST_Purlovia_Character_BP_C_0) CONTENT: Main Body(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Purlovia.Default__DinoColorSet_Purlovia_C) CONTENT: ***No Effect****(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Purlovia.Default__DinoColorSet_Purlovia_C) CONTENT: ***No Effect****(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Purlovia.Default__DinoColorSet_Purlovia_C) CONTENT: ***No Effect****(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Purlovia.Default__DinoColorSet_Purlovia_C) CONTENT: Belly(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Purlovia.Default__DinoColorSet_Purlovia_C) CONTENT: Highlights(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Purlovia.Default__DinoColorSet_Purlovia_C) LITERAL: Short Range(/Game/PrimalEarth/Dinos/Purlovia/Purlovia_Character_BP.Purlovia_Character_BP:BlueprintDrawFloatingHUD.K2Node_VariableSet_10494) LITERAL: Long Range(/Game/PrimalEarth/Dinos/Purlovia/Purlovia_Character_BP.Purlovia_Character_BP:BlueprintDrawFloatingHUD.K2Node_VariableSet_18092) LITERAL: Medium Range(/Game/PrimalEarth/Dinos/Purlovia/Purlovia_Character_BP.Purlovia_Character_BP:BlueprintDrawFloatingHUD.K2Node_VariableSet_6023) LITERAL: Bury(/Game/PrimalEarth/Dinos/Purlovia/Purlovia_Character_BP.Purlovia_Character_BP:BPGetMultiUseEntries.K2Node_Select_20) LITERAL: Come out(/Game/PrimalEarth/Dinos/Purlovia/Purlovia_Character_BP.Purlovia_Character_BP:BPGetMultiUseEntries.K2Node_Select_20) LITERAL: Set Short Range(/Game/PrimalEarth/Dinos/Purlovia/Purlovia_Character_BP.Purlovia_Character_BP:BPGetMultiUseEntries.K2Node_VariableSet_41207) LITERAL: Set Medium Range(/Game/PrimalEarth/Dinos/Purlovia/Purlovia_Character_BP.Purlovia_Character_BP:BPGetMultiUseEntries.K2Node_VariableSet_41208) LITERAL: Set Long Range(/Game/PrimalEarth/Dinos/Purlovia/Purlovia_Character_BP.Purlovia_Character_BP:BPGetMultiUseEntries.K2Node_VariableSet_41209) LITERAL: FAILSAFE CALLED(/Game/PrimalEarth/Dinos/Purlovia/Purlovia_Character_BP.Purlovia_Character_BP:EventGraph.K2Node_CallFunction_28242) LITERAL: FAILSAFE CALLED(/Game/PrimalEarth/Dinos/Purlovia/Purlovia_Character_BP.Purlovia_Character_BP:EventGraph.K2Node_CallFunction_65396) CONTENT: Purlovia Bury Buff(/Engine/Transient.REINST_Buff_PurloviaBury_C_0) CONTENT: Purlovia consumes no food while buried.(/Engine/Transient.REINST_Buff_PurloviaBury_C_0) CONTENT: **IGNORE**NOTHING**(/Game/ScorchedEarth/Dinos/ColorSets/SE_DinoColorSet_RockGolem.Default__SE_DinoColorSet_RockGolem_C) CONTENT: Body(/Game/ScorchedEarth/Dinos/ColorSets/SE_DinoColorSet_RockGolem.Default__SE_DinoColorSet_RockGolem_C) CONTENT: **IGNORE**NOTHING**(/Game/ScorchedEarth/Dinos/ColorSets/SE_DinoColorSet_RockGolem.Default__SE_DinoColorSet_RockGolem_C) CONTENT: **IGNORE**NOTHING**(/Game/ScorchedEarth/Dinos/ColorSets/SE_DinoColorSet_RockGolem.Default__SE_DinoColorSet_RockGolem_C) CONTENT: **IGNORE**NOTHING**(/Game/ScorchedEarth/Dinos/ColorSets/SE_DinoColorSet_RockGolem.Default__SE_DinoColorSet_RockGolem_C) CONTENT: **IGNORE**NOTHING**(/Game/ScorchedEarth/Dinos/ColorSets/SE_DinoColorSet_RockGolem.Default__SE_DinoColorSet_RockGolem_C) CONTENT: Rock Golem Corpse(/Game/ScorchedEarth/Dinos/RockGolem/DinoDeathHarvestingComponent_RockGolem.Default__DinoDeathHarvestingComponent_RockGolem_C) CONTENT: Idle(/Engine/Transient.REINST_RockGolem_Character_BP_C_0) CONTENT: Action(/Engine/Transient.REINST_RockGolem_Character_BP_C_0) CONTENT: Action2(/Engine/Transient.REINST_RockGolem_Character_BP_C_0) CONTENT: Move(/Engine/Transient.REINST_RockGolem_Character_BP_C_0) CONTENT: Rock Elemental(/Engine/Transient.REINST_RockGolem_Character_BP_C_0) LITERAL: Disguise As Rock(/Game/ScorchedEarth/Dinos/RockGolem/RockGolem_Character_BP.RockGolem_Character_BP:BPGetMultiUseEntries.K2Node_Select_3) LITERAL: Reveal From Rock(/Game/ScorchedEarth/Dinos/RockGolem/RockGolem_Character_BP.RockGolem_Character_BP:BPGetMultiUseEntries.K2Node_Select_3) LITERAL: AnimNotify_Golem_Bury(/Game/ScorchedEarth/Dinos/RockGolem/RockGolem_Character_BP.RockGolem_Character_BP:OnRep_bIsDisguised.K2Node_CallFunction_44327) LITERAL: AnimNotify_Golem_Getup(/Game/ScorchedEarth/Dinos/RockGolem/RockGolem_Character_BP.RockGolem_Character_BP:OnRep_bIsDisguised.K2Node_CallFunction_49814) LITERAL: TorporHit(/Game/ScorchedEarth/Dinos/RockGolem/RockGolem_Character_BP.RockGolem_Character_BP:BPAdjustDamage.K2Node_CallFunction_82847) LITERAL: ClearTorporHit(/Game/ScorchedEarth/Dinos/RockGolem/RockGolem_Character_BP.RockGolem_Character_BP:BPAdjustDamage.K2Node_CallFunction_82051) CONTENT: Idle(/Engine/Transient.Default__REINST_RockGolem_Character_BP_C_15911) CONTENT: Action(/Engine/Transient.Default__REINST_RockGolem_Character_BP_C_15911) CONTENT: Action2(/Engine/Transient.Default__REINST_RockGolem_Character_BP_C_15911) CONTENT: Move(/Engine/Transient.Default__REINST_RockGolem_Character_BP_C_15911) CONTENT: Rock Elemental(/Engine/Transient.Default__REINST_RockGolem_Character_BP_C_15911) CONTENT: Idle(/Engine/Transient.REINST_RockGolem_Character_BP_C_1) CONTENT: Action(/Engine/Transient.REINST_RockGolem_Character_BP_C_1) CONTENT: Action2(/Engine/Transient.REINST_RockGolem_Character_BP_C_1) CONTENT: Move(/Engine/Transient.REINST_RockGolem_Character_BP_C_1) CONTENT: Rock Elemental(/Engine/Transient.REINST_RockGolem_Character_BP_C_1) LITERAL: InitializeNonDedi(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_FearCourage.Buff_FearCourage:EventGraph.K2Node_CallFunction_44168) LITERAL: Hello(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_FearCourage.Buff_FearCourage:EventGraph.K2Node_CallFunction_58282) LITERAL: fearRoarMessage(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_FearCourage.Buff_FearCourage:On FearRoar.K2Node_CallFunction_33245) LITERAL: %(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_FearCourage.Buff_FearCourage:DrawBuffFloatingHUD.K2Node_CallFunction_53784) LITERAL: %(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_FearCourage.Buff_FearCourage:DrawBuffFloatingHUD.K2Node_CallFunction_31049) LITERAL: TERROR(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_FearCourage.Buff_FearCourage:DrawBuffFloatingHUD.K2Node_CallFunction_46831) LITERAL: FEAR(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_FearCourage.Buff_FearCourage:DrawBuffFloatingHUD.K2Node_CallFunction_46831) LITERAL: COURAGE(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_FearCourage.Buff_FearCourage:DrawBuffFloatingHUD.K2Node_CallFunction_149939) LITERAL: TRUST(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_FearCourage.Buff_FearCourage:DrawBuffFloatingHUD.K2Node_CallFunction_149939) LITERAL: courageRoarMessage(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_FearCourage.Buff_FearCourage:OnCourageRoar.K2Node_CallFunction_33245) LITERAL: DEATHHHHHHHHHHHHH(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_FearCourage.Buff_FearCourage:CheckDeactivateCondition.K2Node_CallFunction_54216) LITERAL: courageRoarMessage(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_FearCourage.Buff_FearCourage:BPClientHandleNetExecCommand.K2Node_CallFunction_24385) LITERAL: fearRoarMessage(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_FearCourage.Buff_FearCourage:BPClientHandleNetExecCommand.K2Node_CallFunction_76624) LITERAL: %(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_FearCourage.Buff_FearCourage:BPDrawBuffStatusHUD.K2Node_CallFunction_39300) LITERAL: -(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_FearCourage.Buff_FearCourage:BPDrawBuffStatusHUD.K2Node_CallFunction_59616) LITERAL: +(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_FearCourage.Buff_FearCourage:BPDrawBuffStatusHUD.K2Node_CallFunction_59616) LITERAL: .(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_FearCourage.Buff_FearCourage:BPDrawBuffStatusHUD.K2Node_CallFunction_87184) CONTENT: You have earned the dinosaurs' trust for a brief period of time!(/Engine/Transient.REINST_Buff_TamedLeaderOfWildPack_C_0) CONTENT: Idle(/Engine/Transient.REINST_Yutyrannus_Character_BP_C_0) CONTENT: Cute(/Engine/Transient.REINST_Yutyrannus_Character_BP_C_0) CONTENT: Action(/Engine/Transient.REINST_Yutyrannus_Character_BP_C_0) CONTENT: Move(/Engine/Transient.REINST_Yutyrannus_Character_BP_C_0) CONTENT: Yutyrannus(/Engine/Transient.REINST_Yutyrannus_Character_BP_C_0) LITERAL: Auto Courage On(/Game/PrimalEarth/Dinos/Yutyrannus/Yutyrannus_Character_BP.Yutyrannus_Character_BP:BlueprintDrawFloatingHUD.K2Node_VariableSet_10494) LITERAL: Auto Courage Off(/Game/PrimalEarth/Dinos/Yutyrannus/Yutyrannus_Character_BP.Yutyrannus_Character_BP:BlueprintDrawFloatingHUD.K2Node_VariableSet_18092) LITERAL: Auto Courage On - Low Food(/Game/PrimalEarth/Dinos/Yutyrannus/Yutyrannus_Character_BP.Yutyrannus_Character_BP:BlueprintDrawFloatingHUD.K2Node_VariableSet_21619) LITERAL: Disable Auto-Courage mode(/Game/PrimalEarth/Dinos/Yutyrannus/Yutyrannus_Character_BP.Yutyrannus_Character_BP:BPGetMultiUseEntries.K2Node_VariableSet_6156) LITERAL: Enable Auto-Courage mode(/Game/PrimalEarth/Dinos/Yutyrannus/Yutyrannus_Character_BP.Yutyrannus_Character_BP:BPGetMultiUseEntries.K2Node_VariableSet_6157) CONTENT: Your dino doesn't respond to your commands!(/Engine/Transient.REINST_Buff_FearCourage_WildYutyrannus_C_1) CONTENT: Your dino feels uneasy(/Engine/Transient.REINST_Buff_FearCourage_WildYutyrannus_C_1) CONTENT: Courage(/Engine/Transient.REINST_Buff_FearCourage_WildYutyrannus_C_1) CONTENT: Your dino feels energized!(/Engine/Transient.REINST_Buff_FearCourage_WildYutyrannus_C_1) CONTENT: Your dino doesn't respond to your commands!(/Engine/Transient.REINST_Buff_Trust_C_0) CONTENT: Your dino feels uneasy(/Engine/Transient.REINST_Buff_Trust_C_0) CONTENT: Courage(/Engine/Transient.REINST_Buff_Trust_C_0) CONTENT: Your dino feels energized!(/Engine/Transient.REINST_Buff_Trust_C_0) CONTENT: Your dino doesn't respond to your commands!(/Engine/Transient.Default__REINST_Buff_Trust_C_15934) CONTENT: Your dino feels uneasy(/Engine/Transient.Default__REINST_Buff_Trust_C_15934) CONTENT: Courage(/Engine/Transient.Default__REINST_Buff_Trust_C_15934) CONTENT: Your dino feels energized!(/Engine/Transient.Default__REINST_Buff_Trust_C_15934) CONTENT: Your dino doesn't respond to your commands!(/Engine/Transient.REINST_Buff_Trust_C_1) CONTENT: Your dino feels uneasy(/Engine/Transient.REINST_Buff_Trust_C_1) CONTENT: Courage(/Engine/Transient.REINST_Buff_Trust_C_1) CONTENT: Your dino feels energized!(/Engine/Transient.REINST_Buff_Trust_C_1) CONTENT: Yutyrannus Lungs(/Game/PrimalEarth/CoreBlueprints/Resources/PrimalItemResource_ApexDrop_Yuty.Default__PrimalItemResource_ApexDrop_Yuty_C) CONTENT: This trophy proves your worth as a hunter.(/Game/PrimalEarth/CoreBlueprints/Resources/PrimalItemResource_ApexDrop_Yuty.Default__PrimalItemResource_ApexDrop_Yuty_C) CONTENT: Apex Drop(/Game/PrimalEarth/CoreBlueprints/Inventories/DinoDropInventoryComponent_Carnivore_Huge_Yuty.Default__DinoDropInventoryComponent_Carnivore_Huge_Yuty_C) CONTENT: Apex Drop(/Game/PrimalEarth/CoreBlueprints/Inventories/DinoDropInventoryComponent_Carnivore_Huge_Yuty.Default__DinoDropInventoryComponent_Carnivore_Huge_Yuty_C) CONTENT: Yutyrannus Egg(/Game/PrimalEarth/Test/PrimalItemConsumable_Egg_Yuty.Default__PrimalItemConsumable_Egg_Yuty_C) CONTENT: Fertilized Yutyrannus Egg(/Game/PrimalEarth/Test/PrimalItemConsumable_Egg_Yuty_Fertilized.Default__PrimalItemConsumable_Egg_Yuty_Fertilized_C) CONTENT: Body Main(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Yutyrannus.Default__DinoColorSet_Yutyrannus_C) CONTENT: Facial crest(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Yutyrannus.Default__DinoColorSet_Yutyrannus_C) CONTENT: **Not Used**(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Yutyrannus.Default__DinoColorSet_Yutyrannus_C) CONTENT: **Not Used**(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Yutyrannus.Default__DinoColorSet_Yutyrannus_C) CONTENT: Facial Highlights and Stripes(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Yutyrannus.Default__DinoColorSet_Yutyrannus_C) CONTENT: Feet and Hands(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Yutyrannus.Default__DinoColorSet_Yutyrannus_C) CONTENT: Idle(/Engine/Transient.Default__REINST_Yutyrannus_Character_BP_C_15958) CONTENT: Cute(/Engine/Transient.Default__REINST_Yutyrannus_Character_BP_C_15958) CONTENT: Action(/Engine/Transient.Default__REINST_Yutyrannus_Character_BP_C_15958) CONTENT: Move(/Engine/Transient.Default__REINST_Yutyrannus_Character_BP_C_15958) CONTENT: Yutyrannus(/Engine/Transient.Default__REINST_Yutyrannus_Character_BP_C_15958) CONTENT: Idle(/Engine/Transient.REINST_Yutyrannus_Character_BP_C_1) CONTENT: Cute(/Engine/Transient.REINST_Yutyrannus_Character_BP_C_1) CONTENT: Action(/Engine/Transient.REINST_Yutyrannus_Character_BP_C_1) CONTENT: Move(/Engine/Transient.REINST_Yutyrannus_Character_BP_C_1) CONTENT: Yutyrannus(/Engine/Transient.REINST_Yutyrannus_Character_BP_C_1) CONTENT: You have earned the dinosaurs' trust for a brief period of time!(/Engine/Transient.Default__REINST_Buff_TamedLeaderOfWildPack_C_15965) CONTENT: You have earned the dinosaurs' trust for a brief period of time!(/Engine/Transient.REINST_Buff_TamedLeaderOfWildPack_C_1) CONTENT: Purlovia Bury Buff(/Engine/Transient.Default__REINST_Buff_PurloviaBury_C_15972) CONTENT: Purlovia consumes no food while buried.(/Engine/Transient.Default__REINST_Buff_PurloviaBury_C_15972) CONTENT: Purlovia Bury Buff(/Engine/Transient.REINST_Buff_PurloviaBury_C_1) CONTENT: Purlovia consumes no food while buried.(/Engine/Transient.REINST_Buff_PurloviaBury_C_1) CONTENT: Idle(/Engine/Transient.Default__REINST_Purlovia_Character_BP_C_15979) CONTENT: Cute(/Engine/Transient.Default__REINST_Purlovia_Character_BP_C_15979) CONTENT: Action(/Engine/Transient.Default__REINST_Purlovia_Character_BP_C_15979) CONTENT: c_back4(/Engine/Transient.Default__REINST_Purlovia_Character_BP_C_15979) CONTENT: Action2(/Engine/Transient.Default__REINST_Purlovia_Character_BP_C_15979) CONTENT: Move(/Engine/Transient.Default__REINST_Purlovia_Character_BP_C_15979) CONTENT: Purlovia(/Engine/Transient.Default__REINST_Purlovia_Character_BP_C_15979) CONTENT: Idle(/Engine/Transient.REINST_Purlovia_Character_BP_C_1) CONTENT: Cute(/Engine/Transient.REINST_Purlovia_Character_BP_C_1) CONTENT: Action(/Engine/Transient.REINST_Purlovia_Character_BP_C_1) CONTENT: c_back4(/Engine/Transient.REINST_Purlovia_Character_BP_C_1) CONTENT: Action2(/Engine/Transient.REINST_Purlovia_Character_BP_C_1) CONTENT: Move(/Engine/Transient.REINST_Purlovia_Character_BP_C_1) CONTENT: Purlovia(/Engine/Transient.REINST_Purlovia_Character_BP_C_1) CONTENT: Idle(/Engine/Transient.Default__REINST_Purlovia_Character_BP_C_15983) CONTENT: Cute(/Engine/Transient.Default__REINST_Purlovia_Character_BP_C_15983) CONTENT: Action(/Engine/Transient.Default__REINST_Purlovia_Character_BP_C_15983) CONTENT: c_back4(/Engine/Transient.Default__REINST_Purlovia_Character_BP_C_15983) CONTENT: Action2(/Engine/Transient.Default__REINST_Purlovia_Character_BP_C_15983) CONTENT: Move(/Engine/Transient.Default__REINST_Purlovia_Character_BP_C_15983) CONTENT: Purlovia(/Engine/Transient.Default__REINST_Purlovia_Character_BP_C_15983) CONTENT: Idle(/Game/PrimalEarth/Dinos/Purlovia/Purlovia_Character_BP.Default__Purlovia_Character_BP_C) CONTENT: Cute(/Game/PrimalEarth/Dinos/Purlovia/Purlovia_Character_BP.Default__Purlovia_Character_BP_C) CONTENT: Action(/Game/PrimalEarth/Dinos/Purlovia/Purlovia_Character_BP.Default__Purlovia_Character_BP_C) CONTENT: c_back4(/Game/PrimalEarth/Dinos/Purlovia/Purlovia_Character_BP.Default__Purlovia_Character_BP_C) CONTENT: Action2(/Game/PrimalEarth/Dinos/Purlovia/Purlovia_Character_BP.Default__Purlovia_Character_BP_C) CONTENT: Move(/Game/PrimalEarth/Dinos/Purlovia/Purlovia_Character_BP.Default__Purlovia_Character_BP_C) CONTENT: Purlovia(/Game/PrimalEarth/Dinos/Purlovia/Purlovia_Character_BP.Default__Purlovia_Character_BP_C) CONTENT: Purlovia Bury Buff(/Engine/Transient.Default__REINST_Buff_PurloviaBury_C_15991) CONTENT: Purlovia consumes no food while buried.(/Engine/Transient.Default__REINST_Buff_PurloviaBury_C_15991) CONTENT: Purlovia Bury Buff(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_PurloviaBury.Default__Buff_PurloviaBury_C) CONTENT: Purlovia consumes no food while buried.(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_PurloviaBury.Default__Buff_PurloviaBury_C) CONTENT: Idle(/Engine/Transient.Default__REINST_Yutyrannus_Character_BP_C_15995) CONTENT: Cute(/Engine/Transient.Default__REINST_Yutyrannus_Character_BP_C_15995) CONTENT: Action(/Engine/Transient.Default__REINST_Yutyrannus_Character_BP_C_15995) CONTENT: Move(/Engine/Transient.Default__REINST_Yutyrannus_Character_BP_C_15995) CONTENT: Yutyrannus(/Engine/Transient.Default__REINST_Yutyrannus_Character_BP_C_15995) CONTENT: Idle(/Game/PrimalEarth/Dinos/Yutyrannus/Yutyrannus_Character_BP.Default__Yutyrannus_Character_BP_C) CONTENT: Cute(/Game/PrimalEarth/Dinos/Yutyrannus/Yutyrannus_Character_BP.Default__Yutyrannus_Character_BP_C) CONTENT: Action(/Game/PrimalEarth/Dinos/Yutyrannus/Yutyrannus_Character_BP.Default__Yutyrannus_Character_BP_C) CONTENT: Move(/Game/PrimalEarth/Dinos/Yutyrannus/Yutyrannus_Character_BP.Default__Yutyrannus_Character_BP_C) CONTENT: Yutyrannus(/Game/PrimalEarth/Dinos/Yutyrannus/Yutyrannus_Character_BP.Default__Yutyrannus_Character_BP_C) CONTENT: You have earned the dinosaurs' trust for a brief period of time!(/Engine/Transient.Default__REINST_Buff_TamedLeaderOfWildPack_C_15999) CONTENT: You have earned the dinosaurs' trust for a brief period of time!(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_TamedLeaderOfWildPack.Default__Buff_TamedLeaderOfWildPack_C) CONTENT: Idle(/Engine/Transient.Default__REINST_RockGolem_Character_BP_C_16015) CONTENT: Action(/Engine/Transient.Default__REINST_RockGolem_Character_BP_C_16015) CONTENT: Action2(/Engine/Transient.Default__REINST_RockGolem_Character_BP_C_16015) CONTENT: Move(/Engine/Transient.Default__REINST_RockGolem_Character_BP_C_16015) CONTENT: Rock Elemental(/Engine/Transient.Default__REINST_RockGolem_Character_BP_C_16015) CONTENT: Idle(/Game/ScorchedEarth/Dinos/RockGolem/RockGolem_Character_BP.Default__RockGolem_Character_BP_C) CONTENT: Action(/Game/ScorchedEarth/Dinos/RockGolem/RockGolem_Character_BP.Default__RockGolem_Character_BP_C) CONTENT: Action2(/Game/ScorchedEarth/Dinos/RockGolem/RockGolem_Character_BP.Default__RockGolem_Character_BP_C) CONTENT: Move(/Game/ScorchedEarth/Dinos/RockGolem/RockGolem_Character_BP.Default__RockGolem_Character_BP_C) CONTENT: Rock Elemental(/Game/ScorchedEarth/Dinos/RockGolem/RockGolem_Character_BP.Default__RockGolem_Character_BP_C) CONTENT: Your dino doesn't respond to your commands!(/Engine/Transient.Default__REINST_Buff_FearCourage_WildYutyrannus_C_16019) CONTENT: Your dino feels uneasy(/Engine/Transient.Default__REINST_Buff_FearCourage_WildYutyrannus_C_16019) CONTENT: Courage(/Engine/Transient.Default__REINST_Buff_FearCourage_WildYutyrannus_C_16019) CONTENT: Your dino feels energized!(/Engine/Transient.Default__REINST_Buff_FearCourage_WildYutyrannus_C_16019) CONTENT: Your dino doesn't respond to your commands!(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_FearCourage_WildYutyrannus.Default__Buff_FearCourage_WildYutyrannus_C) CONTENT: Your dino feels uneasy(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_FearCourage_WildYutyrannus.Default__Buff_FearCourage_WildYutyrannus_C) CONTENT: Courage(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_FearCourage_WildYutyrannus.Default__Buff_FearCourage_WildYutyrannus_C) CONTENT: Your dino feels energized!(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_FearCourage_WildYutyrannus.Default__Buff_FearCourage_WildYutyrannus_C) CONTENT: Your dino doesn't respond to your commands!(/Engine/Transient.Default__REINST_Buff_Trust_C_16023) CONTENT: Your dino feels uneasy(/Engine/Transient.Default__REINST_Buff_Trust_C_16023) CONTENT: Courage(/Engine/Transient.Default__REINST_Buff_Trust_C_16023) CONTENT: Your dino feels energized!(/Engine/Transient.Default__REINST_Buff_Trust_C_16023) CONTENT: Your dino doesn't respond to your commands!(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_Trust.Default__Buff_Trust_C) CONTENT: Your dino feels uneasy(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_Trust.Default__Buff_Trust_C) CONTENT: Courage(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_Trust.Default__Buff_Trust_C) CONTENT: Your dino feels energized!(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_Trust.Default__Buff_Trust_C) CONTENT: Terror(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_FearCourage.Default__Buff_FearCourage_C) CONTENT: Reduced damage resistance and lack of control!(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_FearCourage.Default__Buff_FearCourage_C) CONTENT: Your dino is scared and out of control!(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_FearCourage.Default__Buff_FearCourage_C) CONTENT: Your dino doesn't respond to your commands!(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_FearCourage.Default__Buff_FearCourage_C) CONTENT: Your dino feels uneasy(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_FearCourage.Default__Buff_FearCourage_C) CONTENT: Courage(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_FearCourage.Default__Buff_FearCourage_C) CONTENT: Your dino feels energized!(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_FearCourage.Default__Buff_FearCourage_C) CONTENT: Fear(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_FearCourage.Default__Buff_FearCourage_C) CONTENT: Reduced damage resistance and damage power!(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_FearCourage.Default__Buff_FearCourage_C) CONTENT: Courage(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_FearCourage.Default__Buff_FearCourage_C) CONTENT: +25% Damage output, and increased resistance!(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_FearCourage.Default__Buff_FearCourage_C) CONTENT: Generic Costume(/Game/PrimalEarth/Test/PrimalItemCostumeGeneric.Default__PrimalItemCostumeGeneric_C) CONTENT: It's a generic costume!(/Game/PrimalEarth/Test/PrimalItemCostumeGeneric.Default__PrimalItemCostumeGeneric_C) CONTENT: Idle(/Engine/Transient.REINST_Basilisk_Character_BP_C_0) CONTENT: Cute(/Engine/Transient.REINST_Basilisk_Character_BP_C_0) CONTENT: Action(/Engine/Transient.REINST_Basilisk_Character_BP_C_0) CONTENT: Action2(/Engine/Transient.REINST_Basilisk_Character_BP_C_0) CONTENT: Basilisk(/Engine/Transient.REINST_Basilisk_Character_BP_C_0) LITERAL: UpdateSeekEgg(/Game/Aberration/Dinos/Basilisk/Basilisk_Character_BP.Basilisk_Character_BP:EventGraph.K2Node_Composite_92.EggSeeking.K2Node_CallFunction_52492) LITERAL: ATTRACTED(/Game/Aberration/Dinos/Basilisk/Basilisk_Character_BP.Basilisk_Character_BP:EventGraph.K2Node_Composite_92.EggSeeking.K2Node_CallFunction_52493) LITERAL: NO LONGER ATTRACTED(/Game/Aberration/Dinos/Basilisk/Basilisk_Character_BP.Basilisk_Character_BP:EventGraph.K2Node_Composite_92.EggSeeking.K2Node_CallFunction_52498) LITERAL: UpdateSeekEgg(/Game/Aberration/Dinos/Basilisk/Basilisk_Character_BP.Basilisk_Character_BP:EventGraph.K2Node_Composite_92.EggSeeking.K2Node_CallFunction_52505) LITERAL: RestartBrain(/Game/Aberration/Dinos/Basilisk/Basilisk_Character_BP.Basilisk_Character_BP:EventGraph.K2Node_Composite_92.EggSeeking.K2Node_CallFunction_52517) LITERAL: MoveToEgg(/Game/Aberration/Dinos/Basilisk/Basilisk_Character_BP.Basilisk_Character_BP:EventGraph.K2Node_Composite_92.EggSeeking.K2Node_CallFunction_52527) LITERAL: ATTEMPT DIVE IN(/Game/Aberration/Dinos/Basilisk/Basilisk_Character_BP.Basilisk_Character_BP:EventGraph.K2Node_Composite_366.UndergroundEvents.K2Node_CallFunction_75700) LITERAL: ATTEMPT DIVE OUT(/Game/Aberration/Dinos/Basilisk/Basilisk_Character_BP.Basilisk_Character_BP:EventGraph.K2Node_Composite_366.UndergroundEvents.K2Node_CallFunction_75699) LITERAL: UpdateSeekEgg(/Game/Aberration/Dinos/Basilisk/Basilisk_Character_BP.Basilisk_Character_BP:ResetEggSeeking.K2Node_CallFunction_183993) LITERAL: UpdateSeekEgg(/Game/Aberration/Dinos/Basilisk/Basilisk_Character_BP.Basilisk_Character_BP:ResetEggSeeking.K2Node_CallFunction_183994) LITERAL: Not Enough Stamina to Bury!(/Game/Aberration/Dinos/Basilisk/Basilisk_Character_BP.Basilisk_Character_BP:CanDive.K2Node_CallFunction_141201) LITERAL: Bury is On Cooldown!(/Game/Aberration/Dinos/Basilisk/Basilisk_Character_BP.Basilisk_Character_BP:CanDive.K2Node_CallFunction_147129) LITERAL: You Cannot Bury Here!(/Game/Aberration/Dinos/Basilisk/Basilisk_Character_BP.Basilisk_Character_BP:CanDive.K2Node_CallFunction_30634) LITERAL: DIVE IDLE(/Game/Aberration/Dinos/Basilisk/Basilisk_Character_BP.Basilisk_Character_BP:DiveIdle.K2Node_CallFunction_242344) LITERAL: DIVE END(/Game/Aberration/Dinos/Basilisk/Basilisk_Character_BP.Basilisk_Character_BP:DiveEnd.K2Node_CallFunction_241133) LITERAL: Test MOUND(/Game/Aberration/Dinos/Basilisk/Basilisk_Character_BP.Basilisk_Character_BP:Update Bury Mound.K2Node_CallFunction_240262) LITERAL: Should Force Fleeing!(/Game/Aberration/Dinos/Basilisk/Basilisk_Character_BP.Basilisk_Character_BP:BPTimerServer.K2Node_CallFunction_176312) LITERAL: MODIFIER CLEARED(/Game/Aberration/Dinos/Basilisk/Basilisk_Character_BP.Basilisk_Character_BP:BPTimerServer.K2Node_CallFunction_99275) LITERAL: Bury(/Game/Aberration/Dinos/Basilisk/Basilisk_Character_BP.Basilisk_Character_BP:BPGetMultiUseEntries.K2Node_Select_98) LITERAL: Unbury(/Game/Aberration/Dinos/Basilisk/Basilisk_Character_BP.Basilisk_Character_BP:BPGetMultiUseEntries.K2Node_Select_98) LITERAL: FAIL CAN ATTTACK(/Game/Aberration/Dinos/Basilisk/Basilisk_Character_BP.Basilisk_Character_BP:SharedCanAttack.K2Node_CallFunction_40545) LITERAL: DoNothing(/Game/Aberration/Dinos/Basilisk/Basilisk_Character_BP.Basilisk_Character_BP:Check Unburied State and Add Hungry Ineffectiveness.K2Node_VariableSet_75148) LITERAL: ShouldBury(/Game/Aberration/Dinos/Basilisk/Basilisk_Character_BP.Basilisk_Character_BP:Check Unburied State and Add Hungry Ineffectiveness.K2Node_VariableSet_79165) LITERAL: ShouldSeekEggs(/Game/Aberration/Dinos/Basilisk/Basilisk_Character_BP.Basilisk_Character_BP:Check Unburied State and Add Hungry Ineffectiveness.K2Node_VariableSet_67783) LITERAL: ShouldBury(/Game/Aberration/Dinos/Basilisk/Basilisk_Character_BP.Basilisk_Character_BP:Check Unburied State and Add Hungry Ineffectiveness.K2Node_VariableSet_76380) LITERAL: GOT HERE ANYWAY, TIME WAS: (/Game/Aberration/Dinos/Basilisk/Basilisk_Character_BP.Basilisk_Character_BP:Check Unburied State and Add Hungry Ineffectiveness.K2Node_CallFunction_85204) LITERAL: <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<< LOAD FROM SAVE GAME(/Game/Aberration/Dinos/Basilisk/Basilisk_Character_BP.Basilisk_Character_BP:BPPostLoadedFromSaveGame.K2Node_CallFunction_69604) LITERAL: <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<< TEST REF: (/Game/Aberration/Dinos/Basilisk/Basilisk_Character_BP.Basilisk_Character_BP:BPPostLoadedFromSaveGame.K2Node_CallFunction_69658) CONTENT: Idle(/Engine/Transient.Default__REINST_Basilisk_Character_BP_C_16040) CONTENT: Cute(/Engine/Transient.Default__REINST_Basilisk_Character_BP_C_16040) CONTENT: Action(/Engine/Transient.Default__REINST_Basilisk_Character_BP_C_16040) CONTENT: Action2(/Engine/Transient.Default__REINST_Basilisk_Character_BP_C_16040) CONTENT: Basilisk(/Engine/Transient.Default__REINST_Basilisk_Character_BP_C_16040) CONTENT: Idle(/Engine/Transient.REINST_Basilisk_Character_BP_C_1) CONTENT: Cute(/Engine/Transient.REINST_Basilisk_Character_BP_C_1) CONTENT: Action(/Engine/Transient.REINST_Basilisk_Character_BP_C_1) CONTENT: Action2(/Engine/Transient.REINST_Basilisk_Character_BP_C_1) CONTENT: Basilisk(/Engine/Transient.REINST_Basilisk_Character_BP_C_1) CONTENT: Idle(/Engine/Transient.Default__REINST_Basilisk_Character_BP_C_16044) CONTENT: Cute(/Engine/Transient.Default__REINST_Basilisk_Character_BP_C_16044) CONTENT: Action(/Engine/Transient.Default__REINST_Basilisk_Character_BP_C_16044) CONTENT: Action2(/Engine/Transient.Default__REINST_Basilisk_Character_BP_C_16044) CONTENT: Basilisk(/Engine/Transient.Default__REINST_Basilisk_Character_BP_C_16044) CONTENT: Idle(/Game/Aberration/Dinos/Basilisk/Basilisk_Character_BP.Default__Basilisk_Character_BP_C) CONTENT: Cute(/Game/Aberration/Dinos/Basilisk/Basilisk_Character_BP.Default__Basilisk_Character_BP_C) CONTENT: Action(/Game/Aberration/Dinos/Basilisk/Basilisk_Character_BP.Default__Basilisk_Character_BP_C) CONTENT: Action2(/Game/Aberration/Dinos/Basilisk/Basilisk_Character_BP.Default__Basilisk_Character_BP_C) CONTENT: Basilisk(/Game/Aberration/Dinos/Basilisk/Basilisk_Character_BP.Default__Basilisk_Character_BP_C) CONTENT: Idle(/Engine/Transient.REINST_Crab_Character_BP_C_0) CONTENT: Cute(/Engine/Transient.REINST_Crab_Character_BP_C_0) CONTENT: Action(/Engine/Transient.REINST_Crab_Character_BP_C_0) CONTENT: Action2(/Engine/Transient.REINST_Crab_Character_BP_C_0) CONTENT: c_body(/Engine/Transient.REINST_Crab_Character_BP_C_0) CONTENT: Move(/Engine/Transient.REINST_Crab_Character_BP_C_0) CONTENT: Karkinos(/Engine/Transient.REINST_Crab_Character_BP_C_0) CONTENT: Body Main(/Game/Aberration/CoreBlueprints/DinoColorSet_CaveCrab.Default__DinoColorSet_CaveCrab_C) CONTENT: **No Effect**(/Game/Aberration/CoreBlueprints/DinoColorSet_CaveCrab.Default__DinoColorSet_CaveCrab_C) CONTENT: **No Effect**(/Game/Aberration/CoreBlueprints/DinoColorSet_CaveCrab.Default__DinoColorSet_CaveCrab_C) CONTENT: **No Effect**(/Game/Aberration/CoreBlueprints/DinoColorSet_CaveCrab.Default__DinoColorSet_CaveCrab_C) CONTENT: Highlights(/Game/Aberration/CoreBlueprints/DinoColorSet_CaveCrab.Default__DinoColorSet_CaveCrab_C) CONTENT: Underbody(/Game/Aberration/CoreBlueprints/DinoColorSet_CaveCrab.Default__DinoColorSet_CaveCrab_C) CONTENT: All(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Scorp.Default__DinoColorSet_Scorp_C) CONTENT: All(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Scorp.Default__DinoColorSet_Scorp_C) CONTENT: Light All(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Scorp.Default__DinoColorSet_Scorp_C) CONTENT: Light All(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Scorp.Default__DinoColorSet_Scorp_C) CONTENT: Dark All(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Scorp.Default__DinoColorSet_Scorp_C) CONTENT: All(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Scorp.Default__DinoColorSet_Scorp_C) CONTENT: Idle(/Engine/Transient.REINST_Toad_Character_BP_C_0) CONTENT: Cute(/Engine/Transient.REINST_Toad_Character_BP_C_0) CONTENT: Action(/Engine/Transient.REINST_Toad_Character_BP_C_0) CONTENT: Move(/Engine/Transient.REINST_Toad_Character_BP_C_0) CONTENT: c_back3(/Engine/Transient.REINST_Toad_Character_BP_C_0) CONTENT: Beelzebufo(/Engine/Transient.REINST_Toad_Character_BP_C_0) CONTENT: Fertilized Beelzebufo Egg(/Game/PrimalEarth/Test/PrimalItemConsumable_UnderwaterEgg_Toad.Default__PrimalItemConsumable_UnderwaterEgg_Toad_C) LITERAL: move_water(/Game/PrimalEarth/Dinos/Toad/Toad_Character_BP.Toad_Character_BP:BPPreventNotifySound.K2Node_CallFunction_314170) CONTENT: Idle(/Engine/Transient.Default__REINST_Toad_Character_BP_C_16081) CONTENT: Cute(/Engine/Transient.Default__REINST_Toad_Character_BP_C_16081) CONTENT: Action(/Engine/Transient.Default__REINST_Toad_Character_BP_C_16081) CONTENT: Move(/Engine/Transient.Default__REINST_Toad_Character_BP_C_16081) CONTENT: c_back3(/Engine/Transient.Default__REINST_Toad_Character_BP_C_16081) CONTENT: Beelzebufo(/Engine/Transient.Default__REINST_Toad_Character_BP_C_16081) CONTENT: Idle(/Engine/Transient.REINST_Toad_Character_BP_C_1) CONTENT: Cute(/Engine/Transient.REINST_Toad_Character_BP_C_1) CONTENT: Action(/Engine/Transient.REINST_Toad_Character_BP_C_1) CONTENT: Move(/Engine/Transient.REINST_Toad_Character_BP_C_1) CONTENT: c_back3(/Engine/Transient.REINST_Toad_Character_BP_C_1) CONTENT: Beelzebufo(/Engine/Transient.REINST_Toad_Character_BP_C_1) LITERAL: ClearTorporHit(/Game/Aberration/Dinos/Crab/Crab_Character_BP.Crab_Character_BP:BPAdjustDamage.K2Node_CallFunction_82051) LITERAL: TorporHit(/Game/Aberration/Dinos/Crab/Crab_Character_BP.Crab_Character_BP:BPAdjustDamage.K2Node_CallFunction_82847) LITERAL: DelayedRightAttack(/Game/Aberration/Dinos/Crab/Crab_Character_BP.Crab_Character_BP:BPHandleControllerInitiatedAttack.K2Node_CallFunction_105231) LITERAL: DelayedRightAttack(/Game/Aberration/Dinos/Crab/Crab_Character_BP.Crab_Character_BP:BPHandleControllerInitiatedAttack.K2Node_CallFunction_105232) LITERAL: DelayedRightAttack(/Game/Aberration/Dinos/Crab/Crab_Character_BP.Crab_Character_BP:BPHandleControllerInitiatedAttack.K2Node_CallFunction_46819) LITERAL: DelayedLeftAttack(/Game/Aberration/Dinos/Crab/Crab_Character_BP.Crab_Character_BP:BPHandleControllerInitiatedAttack.K2Node_CallFunction_48017) LITERAL: DelayedRightAttack(/Game/Aberration/Dinos/Crab/Crab_Character_BP.Crab_Character_BP:BPHandleControllerInitiatedAttack.K2Node_CallFunction_54979) LITERAL: DelayedLeftAttack(/Game/Aberration/Dinos/Crab/Crab_Character_BP.Crab_Character_BP:BPHandleControllerInitiatedAttack.K2Node_CallFunction_56176) LITERAL: DelayedLeftAttack(/Game/Aberration/Dinos/Crab/Crab_Character_BP.Crab_Character_BP:BPHandleControllerInitiatedAttack.K2Node_CallFunction_62615) LITERAL: DelayedLeftAttack(/Game/Aberration/Dinos/Crab/Crab_Character_BP.Crab_Character_BP:BPHandleControllerInitiatedAttack.K2Node_CallFunction_62616) LITERAL: DelayedLeftAttack(/Game/Aberration/Dinos/Crab/Crab_Character_BP.Crab_Character_BP:BPHandleControllerInitiatedAttack.K2Node_CallFunction_72337) LITERAL: DelayedRightAttack(/Game/Aberration/Dinos/Crab/Crab_Character_BP.Crab_Character_BP:BPHandleControllerInitiatedAttack.K2Node_CallFunction_72338) LITERAL: DelayedRightAttack(/Game/Aberration/Dinos/Crab/Crab_Character_BP.Crab_Character_BP:BPHandleOnStopFire.K2Node_CallFunction_105231) LITERAL: DelayedRightAttack(/Game/Aberration/Dinos/Crab/Crab_Character_BP.Crab_Character_BP:BPHandleOnStopFire.K2Node_CallFunction_105232) LITERAL: DelayedLeftAttack(/Game/Aberration/Dinos/Crab/Crab_Character_BP.Crab_Character_BP:BPHandleOnStopFire.K2Node_CallFunction_62615) LITERAL: DelayedLeftAttack(/Game/Aberration/Dinos/Crab/Crab_Character_BP.Crab_Character_BP:BPHandleOnStopFire.K2Node_CallFunction_62616) LITERAL: DelayedRightAttack(/Game/Aberration/Dinos/Crab/Crab_Character_BP.Crab_Character_BP:BPHandleOnStopTargeting.K2Node_CallFunction_105231) LITERAL: DelayedRightAttack(/Game/Aberration/Dinos/Crab/Crab_Character_BP.Crab_Character_BP:BPHandleOnStopTargeting.K2Node_CallFunction_105232) LITERAL: DelayedLeftAttack(/Game/Aberration/Dinos/Crab/Crab_Character_BP.Crab_Character_BP:BPHandleOnStopTargeting.K2Node_CallFunction_62615) LITERAL: DelayedLeftAttack(/Game/Aberration/Dinos/Crab/Crab_Character_BP.Crab_Character_BP:BPHandleOnStopTargeting.K2Node_CallFunction_62616) LITERAL: YEAH, WE'RE HERE, should stop = (/Game/Aberration/Dinos/Crab/Crab_Character_BP.Crab_Character_BP:EventGraph.K2Node_CallFunction_107253) LITERAL: UpdateJumpRotation(/Game/Aberration/Dinos/Crab/Crab_Character_BP.Crab_Character_BP:EventGraph.K2Node_CallFunction_116484) LITERAL: TraceGrab(/Game/Aberration/Dinos/Crab/Crab_Character_BP.Crab_Character_BP:EventGraph.K2Node_CallFunction_52769) LITERAL: DelayedThrowPress(/Game/Aberration/Dinos/Crab/Crab_Character_BP.Crab_Character_BP:EventGraph.K2Node_CallFunction_58392) LITERAL: DelayedThrowPress(/Game/Aberration/Dinos/Crab/Crab_Character_BP.Crab_Character_BP:EventGraph.K2Node_CallFunction_58393) LITERAL: TraceGrab(/Game/Aberration/Dinos/Crab/Crab_Character_BP.Crab_Character_BP:EventGraph.K2Node_CallFunction_69980) LITERAL: TraceGrab(/Game/Aberration/Dinos/Crab/Crab_Character_BP.Crab_Character_BP:EventGraph.K2Node_CallFunction_70241) LITERAL: TraceGrab(/Game/Aberration/Dinos/Crab/Crab_Character_BP.Crab_Character_BP:EventGraph.K2Node_CallFunction_70242) LITERAL: DelayedThrowPress(/Game/Aberration/Dinos/Crab/Crab_Character_BP.Crab_Character_BP:EventGraph.K2Node_CallFunction_81497) LITERAL: UpdateJumpRotation(/Game/Aberration/Dinos/Crab/Crab_Character_BP.Crab_Character_BP:EventGraph.K2Node_CallFunction_88080) LITERAL: UpdateJumpRotation(/Game/Aberration/Dinos/Crab/Crab_Character_BP.Crab_Character_BP:EventGraph.K2Node_CallFunction_89273) LITERAL: UpdateJumpRotation(/Game/Aberration/Dinos/Crab/Crab_Character_BP.Crab_Character_BP:EventGraph.K2Node_CallFunction_90466) LITERAL: SwimUp(/Game/Aberration/Dinos/Crab/Crab_Character_BP.Crab_Character_BP:EventGraph.K2Node_CallFunction_90722) LITERAL: UpdateJumpRotation(/Game/Aberration/Dinos/Crab/Crab_Character_BP.Crab_Character_BP:EventGraph.K2Node_CallFunction_92259) LITERAL: SwimUp(/Game/Aberration/Dinos/Crab/Crab_Character_BP.Crab_Character_BP:EventGraph.K2Node_CallFunction_93556) LITERAL: DelayedPress(/Game/Aberration/Dinos/Crab/Crab_Character_BP.Crab_Character_BP:EventGraph.K2Node_CallFunction_98376) LITERAL: DelayedPress(/Game/Aberration/Dinos/Crab/Crab_Character_BP.Crab_Character_BP:EventGraph.K2Node_CallFunction_98377) LITERAL: DelayedPress(/Game/Aberration/Dinos/Crab/Crab_Character_BP.Crab_Character_BP:EventGraph.K2Node_CallFunction_98378) LITERAL: PlayGrabbedIdle(/Game/Aberration/Dinos/Crab/Crab_Character_BP.Crab_Character_BP:GrabFoundCharacter.K2Node_CallFunction_62577) LITERAL: LAUNCHED(/Game/Aberration/Dinos/Crab/Crab_Character_BP.Crab_Character_BP:LaunchAtTracePoint.K2Node_CallFunction_109825) LITERAL: UpdateAllJumpRotation(/Game/Aberration/Dinos/Crab/Crab_Character_BP.Crab_Character_BP:LaunchAtTracePoint.K2Node_CallFunction_116484) LITERAL: Hello(/Game/Aberration/Dinos/Crab/Crab_Character_BP.Crab_Character_BP:Should Stop Jump Rotation.K2Node_CallFunction_62530) CONTENT: Idle(/Engine/Transient.Default__REINST_Crab_Character_BP_C_16100) CONTENT: Cute(/Engine/Transient.Default__REINST_Crab_Character_BP_C_16100) CONTENT: Action(/Engine/Transient.Default__REINST_Crab_Character_BP_C_16100) CONTENT: Action2(/Engine/Transient.Default__REINST_Crab_Character_BP_C_16100) CONTENT: c_body(/Engine/Transient.Default__REINST_Crab_Character_BP_C_16100) CONTENT: Move(/Engine/Transient.Default__REINST_Crab_Character_BP_C_16100) CONTENT: Karkinos(/Engine/Transient.Default__REINST_Crab_Character_BP_C_16100) CONTENT: Idle(/Engine/Transient.REINST_Crab_Character_BP_C_1) CONTENT: Cute(/Engine/Transient.REINST_Crab_Character_BP_C_1) CONTENT: Action(/Engine/Transient.REINST_Crab_Character_BP_C_1) CONTENT: Action2(/Engine/Transient.REINST_Crab_Character_BP_C_1) CONTENT: c_body(/Engine/Transient.REINST_Crab_Character_BP_C_1) CONTENT: Move(/Engine/Transient.REINST_Crab_Character_BP_C_1) CONTENT: Karkinos(/Engine/Transient.REINST_Crab_Character_BP_C_1) CONTENT: Idle(/Engine/Transient.Default__REINST_Toad_Character_BP_C_16112) CONTENT: Cute(/Engine/Transient.Default__REINST_Toad_Character_BP_C_16112) CONTENT: Action(/Engine/Transient.Default__REINST_Toad_Character_BP_C_16112) CONTENT: Move(/Engine/Transient.Default__REINST_Toad_Character_BP_C_16112) CONTENT: c_back3(/Engine/Transient.Default__REINST_Toad_Character_BP_C_16112) CONTENT: Beelzebufo(/Engine/Transient.Default__REINST_Toad_Character_BP_C_16112) CONTENT: Idle(/Game/PrimalEarth/Dinos/Toad/Toad_Character_BP.Default__Toad_Character_BP_C) CONTENT: Cute(/Game/PrimalEarth/Dinos/Toad/Toad_Character_BP.Default__Toad_Character_BP_C) CONTENT: Action(/Game/PrimalEarth/Dinos/Toad/Toad_Character_BP.Default__Toad_Character_BP_C) CONTENT: Move(/Game/PrimalEarth/Dinos/Toad/Toad_Character_BP.Default__Toad_Character_BP_C) CONTENT: c_back3(/Game/PrimalEarth/Dinos/Toad/Toad_Character_BP.Default__Toad_Character_BP_C) CONTENT: Beelzebufo(/Game/PrimalEarth/Dinos/Toad/Toad_Character_BP.Default__Toad_Character_BP_C) CONTENT: Idle(/Engine/Transient.Default__REINST_Crab_Character_BP_C_16122) CONTENT: Cute(/Engine/Transient.Default__REINST_Crab_Character_BP_C_16122) CONTENT: Action(/Engine/Transient.Default__REINST_Crab_Character_BP_C_16122) CONTENT: Action2(/Engine/Transient.Default__REINST_Crab_Character_BP_C_16122) CONTENT: c_body(/Engine/Transient.Default__REINST_Crab_Character_BP_C_16122) CONTENT: Move(/Engine/Transient.Default__REINST_Crab_Character_BP_C_16122) CONTENT: Karkinos(/Engine/Transient.Default__REINST_Crab_Character_BP_C_16122) CONTENT: Idle(/Game/Aberration/Dinos/Crab/Crab_Character_BP.Default__Crab_Character_BP_C) CONTENT: Cute(/Game/Aberration/Dinos/Crab/Crab_Character_BP.Default__Crab_Character_BP_C) CONTENT: Action(/Game/Aberration/Dinos/Crab/Crab_Character_BP.Default__Crab_Character_BP_C) CONTENT: Action2(/Game/Aberration/Dinos/Crab/Crab_Character_BP.Default__Crab_Character_BP_C) CONTENT: c_body(/Game/Aberration/Dinos/Crab/Crab_Character_BP.Default__Crab_Character_BP_C) CONTENT: Move(/Game/Aberration/Dinos/Crab/Crab_Character_BP.Default__Crab_Character_BP_C) CONTENT: Karkinos(/Game/Aberration/Dinos/Crab/Crab_Character_BP.Default__Crab_Character_BP_C) CONTENT: Radiation(/Engine/Transient.REINST_Buff_Radiation_Indicator_C_0) CONTENT: Irradiated area(/Engine/Transient.REINST_Buff_Radiation_Indicator_C_0) CONTENT: Radiation(/Engine/Transient.Default__REINST_Buff_Radiation_Indicator_C_16136) CONTENT: Irradiated area(/Engine/Transient.Default__REINST_Buff_Radiation_Indicator_C_16136) CONTENT: Radiation(/Engine/Transient.REINST_Buff_Radiation_Indicator_C_1) CONTENT: Irradiated area(/Engine/Transient.REINST_Buff_Radiation_Indicator_C_1) LITERAL: /(/Game/Aberration/CoreBlueprints/LanternPet_Character_BP.LanternPet_Character_BP:BlueprintDrawFloatingHUD.K2Node_CallFunction_20168) LITERAL: %(/Game/Aberration/CoreBlueprints/LanternPet_Character_BP.LanternPet_Character_BP:BlueprintDrawFloatingHUD.K2Node_CallFunction_20526) LITERAL: .(/Game/Aberration/CoreBlueprints/LanternPet_Character_BP.LanternPet_Character_BP:BlueprintDrawFloatingHUD.K2Node_CallFunction_59682) LITERAL: .(/Game/Aberration/CoreBlueprints/LanternPet_Character_BP.LanternPet_Character_BP:BlueprintDrawFloatingHUD.K2Node_CallFunction_59758) LITERAL: Charge: (/Game/Aberration/CoreBlueprints/LanternPet_Character_BP.LanternPet_Character_BP:BlueprintDrawFloatingHUD.K2Node_Select_133) LITERAL: Charge (A): (/Game/Aberration/CoreBlueprints/LanternPet_Character_BP.LanternPet_Character_BP:BlueprintDrawFloatingHUD.K2Node_Select_133) LITERAL: Enabled(/Game/Aberration/CoreBlueprints/LanternPet_Character_BP.LanternPet_Character_BP:BPGetMultiUseEntries.K2Node_CallFunction_119648) LITERAL: Disabled(/Game/Aberration/CoreBlueprints/LanternPet_Character_BP.LanternPet_Character_BP:BPGetMultiUseEntries.K2Node_CallFunction_119648) LITERAL: Enabled(/Game/Aberration/CoreBlueprints/LanternPet_Character_BP.LanternPet_Character_BP:BPGetMultiUseEntries.K2Node_CallFunction_57395) LITERAL: Disabled(/Game/Aberration/CoreBlueprints/LanternPet_Character_BP.LanternPet_Character_BP:BPGetMultiUseEntries.K2Node_CallFunction_57395) LITERAL: Enabled(/Game/Aberration/CoreBlueprints/LanternPet_Character_BP.LanternPet_Character_BP:BPGetMultiUseEntries.K2Node_CallFunction_57528) LITERAL: Disabled(/Game/Aberration/CoreBlueprints/LanternPet_Character_BP.LanternPet_Character_BP:BPGetMultiUseEntries.K2Node_CallFunction_57528) LITERAL: Turn Off(/Game/Aberration/CoreBlueprints/LanternPet_Character_BP.LanternPet_Character_BP:BPGetMultiUseEntries.K2Node_CallFunction_86059) LITERAL: Turn On(/Game/Aberration/CoreBlueprints/LanternPet_Character_BP.LanternPet_Character_BP:BPGetMultiUseEntries.K2Node_CallFunction_86059) LITERAL: Pet to Toggle Light ({0})(/Game/Aberration/CoreBlueprints/LanternPet_Character_BP.LanternPet_Character_BP:BPGetMultiUseEntries.K2Node_FormatText_14) LITERAL: Autoactivate at Full Charge ({0})(/Game/Aberration/CoreBlueprints/LanternPet_Character_BP.LanternPet_Character_BP:BPGetMultiUseEntries.K2Node_FormatText_15) LITERAL: Enemy Player Detection ({0})(/Game/Aberration/CoreBlueprints/LanternPet_Character_BP.LanternPet_Character_BP:BPGetMultiUseEntries.K2Node_FormatText_16) LITERAL: Max Level Wild Creature Detection ({0})(/Game/Aberration/CoreBlueprints/LanternPet_Character_BP.LanternPet_Character_BP:BPGetMultiUseEntries.K2Node_FormatText_9) LITERAL: RandomizeUntamedStart(/Game/Aberration/CoreBlueprints/LanternPet_Character_BP.LanternPet_Character_BP:EventGraph.K2Node_CallFunction_130282) CONTENT: Enemy Player Detected(/Engine/Transient.REINST_Buff_Pet_WarnOwnerOfPlayers_C_0) CONTENT: Careful, there are enemy players nearby!(/Engine/Transient.REINST_Buff_Pet_WarnOwnerOfPlayers_C_0) CONTENT: Enemy Player Detected(/Engine/Transient.Default__REINST_Buff_Pet_WarnOwnerOfPlayers_C_16151) CONTENT: Careful, there are enemy players nearby!(/Engine/Transient.Default__REINST_Buff_Pet_WarnOwnerOfPlayers_C_16151) CONTENT: Enemy Player Detected(/Engine/Transient.REINST_Buff_Pet_WarnOwnerOfPlayers_C_1) CONTENT: Careful, there are enemy players nearby!(/Engine/Transient.REINST_Buff_Pet_WarnOwnerOfPlayers_C_1) CONTENT: Max Level Wild Dino Detected(/Engine/Transient.REINST_Buff_Pet_WarnOwnerOfDinos_C_0) CONTENT: Careful, there are high level creatures nearby!(/Engine/Transient.REINST_Buff_Pet_WarnOwnerOfDinos_C_0) CONTENT: Max Level Wild Dino Detected(/Engine/Transient.Default__REINST_Buff_Pet_WarnOwnerOfDinos_C_16158) CONTENT: Careful, there are high level creatures nearby!(/Engine/Transient.Default__REINST_Buff_Pet_WarnOwnerOfDinos_C_16158) CONTENT: Max Level Wild Dino Detected(/Engine/Transient.REINST_Buff_Pet_WarnOwnerOfDinos_C_1) CONTENT: Careful, there are high level creatures nearby!(/Engine/Transient.REINST_Buff_Pet_WarnOwnerOfDinos_C_1) LITERAL: Pet to Toggle Light ({0})(/Game/Aberration/CoreBlueprints/LanternPet_Character_BP.LanternPet_Character_BP:EdGraph_53275.K2Node_CallFunction_130178) LITERAL: 0(/Game/Aberration/CoreBlueprints/LanternPet_Character_BP.LanternPet_Character_BP:EdGraph_53275.K2Node_MakeStruct_935) LITERAL: Autoactivate at Full Charge ({0})(/Game/Aberration/CoreBlueprints/LanternPet_Character_BP.LanternPet_Character_BP:EdGraph_53275.K2Node_CallFunction_130179) LITERAL: 0(/Game/Aberration/CoreBlueprints/LanternPet_Character_BP.LanternPet_Character_BP:EdGraph_53275.K2Node_MakeStruct_936) LITERAL: Enemy Player Detection ({0})(/Game/Aberration/CoreBlueprints/LanternPet_Character_BP.LanternPet_Character_BP:EdGraph_53275.K2Node_CallFunction_130180) LITERAL: 0(/Game/Aberration/CoreBlueprints/LanternPet_Character_BP.LanternPet_Character_BP:EdGraph_53275.K2Node_MakeStruct_937) LITERAL: Max Level Wild Creature Detection ({0})(/Game/Aberration/CoreBlueprints/LanternPet_Character_BP.LanternPet_Character_BP:EdGraph_53275.K2Node_CallFunction_130181) LITERAL: 0(/Game/Aberration/CoreBlueprints/LanternPet_Character_BP.LanternPet_Character_BP:EdGraph_53275.K2Node_MakeStruct_938) CONTENT: Radiation(/Engine/Transient.Default__REINST_Buff_Radiation_Indicator_C_16173) CONTENT: Irradiated area(/Engine/Transient.Default__REINST_Buff_Radiation_Indicator_C_16173) CONTENT: Radiation(/Game/Aberration/CoreBlueprints/Buffs/Buff_Radiation_Indicator.Default__Buff_Radiation_Indicator_C) CONTENT: Irradiated area(/Game/Aberration/CoreBlueprints/Buffs/Buff_Radiation_Indicator.Default__Buff_Radiation_Indicator_C) CONTENT: Enemy Player Detected(/Engine/Transient.Default__REINST_Buff_Pet_WarnOwnerOfPlayers_C_16177) CONTENT: Careful, there are enemy players nearby!(/Engine/Transient.Default__REINST_Buff_Pet_WarnOwnerOfPlayers_C_16177) CONTENT: Enemy Player Detected(/Game/Aberration/CoreBlueprints/Buffs/Buff_Pet_WarnOwnerOfPlayers.Default__Buff_Pet_WarnOwnerOfPlayers_C) CONTENT: Careful, there are enemy players nearby!(/Game/Aberration/CoreBlueprints/Buffs/Buff_Pet_WarnOwnerOfPlayers.Default__Buff_Pet_WarnOwnerOfPlayers_C) CONTENT: Max Level Wild Dino Detected(/Engine/Transient.Default__REINST_Buff_Pet_WarnOwnerOfDinos_C_16181) CONTENT: Careful, there are high level creatures nearby!(/Engine/Transient.Default__REINST_Buff_Pet_WarnOwnerOfDinos_C_16181) CONTENT: Max Level Wild Dino Detected(/Game/Aberration/CoreBlueprints/Buffs/Buff_Pet_WarnOwnerOfDinos.Default__Buff_Pet_WarnOwnerOfDinos_C) CONTENT: Careful, there are high level creatures nearby!(/Game/Aberration/CoreBlueprints/Buffs/Buff_Pet_WarnOwnerOfDinos.Default__Buff_Pet_WarnOwnerOfDinos_C) LITERAL: Pet to Toggle Light ({0})(/Game/Aberration/CoreBlueprints/LanternPet_Character_BP.LanternPet_Character_BP:EdGraph_53416.K2Node_CallFunction_130526) LITERAL: 0(/Game/Aberration/CoreBlueprints/LanternPet_Character_BP.LanternPet_Character_BP:EdGraph_53416.K2Node_MakeStruct_939) LITERAL: Autoactivate at Full Charge ({0})(/Game/Aberration/CoreBlueprints/LanternPet_Character_BP.LanternPet_Character_BP:EdGraph_53416.K2Node_CallFunction_130527) LITERAL: 0(/Game/Aberration/CoreBlueprints/LanternPet_Character_BP.LanternPet_Character_BP:EdGraph_53416.K2Node_MakeStruct_940) LITERAL: Enemy Player Detection ({0})(/Game/Aberration/CoreBlueprints/LanternPet_Character_BP.LanternPet_Character_BP:EdGraph_53416.K2Node_CallFunction_130528) LITERAL: 0(/Game/Aberration/CoreBlueprints/LanternPet_Character_BP.LanternPet_Character_BP:EdGraph_53416.K2Node_MakeStruct_941) LITERAL: Max Level Wild Creature Detection ({0})(/Game/Aberration/CoreBlueprints/LanternPet_Character_BP.LanternPet_Character_BP:EdGraph_53416.K2Node_CallFunction_130529) LITERAL: 0(/Game/Aberration/CoreBlueprints/LanternPet_Character_BP.LanternPet_Character_BP:EdGraph_53416.K2Node_MakeStruct_942) CONTENT: Charge Capacity(/Game/Aberration/CoreBlueprints/DinoCharacterStatusComponent_BP_LanternBase.Default__DinoCharacterStatusComponent_BP_LanternBase_C) CONTENT: Charge Regen(/Game/Aberration/CoreBlueprints/DinoCharacterStatusComponent_BP_LanternBase.Default__DinoCharacterStatusComponent_BP_LanternBase_C) CONTENT: Charge Emission Range(/Game/Aberration/CoreBlueprints/DinoCharacterStatusComponent_BP_LanternBase.Default__DinoCharacterStatusComponent_BP_LanternBase_C) CONTENT: main body(/Game/Aberration/CoreBlueprints/DinoColorSet_LanternBird.Default__DinoColorSet_LanternBird_C) CONTENT: legs(/Game/Aberration/CoreBlueprints/DinoColorSet_LanternBird.Default__DinoColorSet_LanternBird_C) CONTENT: **Not Used**(/Game/Aberration/CoreBlueprints/DinoColorSet_LanternBird.Default__DinoColorSet_LanternBird_C) CONTENT: **Not Used**(/Game/Aberration/CoreBlueprints/DinoColorSet_LanternBird.Default__DinoColorSet_LanternBird_C) CONTENT: belly(/Game/Aberration/CoreBlueprints/DinoColorSet_LanternBird.Default__DinoColorSet_LanternBird_C) CONTENT: emissive(/Game/Aberration/CoreBlueprints/DinoColorSet_LanternBird.Default__DinoColorSet_LanternBird_C) CONTENT: Featherlight Egg(/Game/Aberration/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Egg_LanternBird.Default__PrimalItemConsumable_Egg_LanternBird_C) CONTENT: Idle(/Engine/Transient.REINST_LanternBird_Character_BP_C_0) CONTENT: Cute(/Engine/Transient.REINST_LanternBird_Character_BP_C_0) CONTENT: Action(/Engine/Transient.REINST_LanternBird_Character_BP_C_0) CONTENT: Move(/Engine/Transient.REINST_LanternBird_Character_BP_C_0) CONTENT: c_Spine_Top(/Engine/Transient.REINST_LanternBird_Character_BP_C_0) CONTENT: Move2(/Engine/Transient.REINST_LanternBird_Character_BP_C_0) CONTENT: c_Spine_Top(/Engine/Transient.REINST_LanternBird_Character_BP_C_0) CONTENT: Featherlight(/Engine/Transient.REINST_LanternBird_Character_BP_C_0) CONTENT: Fertilized Featherlight Egg(/Game/Aberration/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Egg_LanternBird_Fertilized.Default__PrimalItemConsumable_Egg_LanternBird_Fertilized_C) CONTENT: Idle(/Engine/Transient.Default__REINST_LanternBird_Character_BP_C_16213) CONTENT: Cute(/Engine/Transient.Default__REINST_LanternBird_Character_BP_C_16213) CONTENT: Action(/Engine/Transient.Default__REINST_LanternBird_Character_BP_C_16213) CONTENT: Move(/Engine/Transient.Default__REINST_LanternBird_Character_BP_C_16213) CONTENT: c_Spine_Top(/Engine/Transient.Default__REINST_LanternBird_Character_BP_C_16213) CONTENT: Move2(/Engine/Transient.Default__REINST_LanternBird_Character_BP_C_16213) CONTENT: c_Spine_Top(/Engine/Transient.Default__REINST_LanternBird_Character_BP_C_16213) CONTENT: Featherlight(/Engine/Transient.Default__REINST_LanternBird_Character_BP_C_16213) CONTENT: Idle(/Engine/Transient.REINST_LanternBird_Character_BP_C_1) CONTENT: Cute(/Engine/Transient.REINST_LanternBird_Character_BP_C_1) CONTENT: Action(/Engine/Transient.REINST_LanternBird_Character_BP_C_1) CONTENT: Move(/Engine/Transient.REINST_LanternBird_Character_BP_C_1) CONTENT: c_Spine_Top(/Engine/Transient.REINST_LanternBird_Character_BP_C_1) CONTENT: Move2(/Engine/Transient.REINST_LanternBird_Character_BP_C_1) CONTENT: c_Spine_Top(/Engine/Transient.REINST_LanternBird_Character_BP_C_1) CONTENT: Featherlight(/Engine/Transient.REINST_LanternBird_Character_BP_C_1) CONTENT: Idle(/Engine/Transient.Default__REINST_LanternBird_Character_BP_C_16225) CONTENT: Cute(/Engine/Transient.Default__REINST_LanternBird_Character_BP_C_16225) CONTENT: Action(/Engine/Transient.Default__REINST_LanternBird_Character_BP_C_16225) CONTENT: Move(/Engine/Transient.Default__REINST_LanternBird_Character_BP_C_16225) CONTENT: c_Spine_Top(/Engine/Transient.Default__REINST_LanternBird_Character_BP_C_16225) CONTENT: Move2(/Engine/Transient.Default__REINST_LanternBird_Character_BP_C_16225) CONTENT: c_Spine_Top(/Engine/Transient.Default__REINST_LanternBird_Character_BP_C_16225) CONTENT: Featherlight(/Engine/Transient.Default__REINST_LanternBird_Character_BP_C_16225) CONTENT: Idle(/Game/Aberration/Dinos/LanternBird/LanternBird_Character_BP.Default__LanternBird_Character_BP_C) CONTENT: Cute(/Game/Aberration/Dinos/LanternBird/LanternBird_Character_BP.Default__LanternBird_Character_BP_C) CONTENT: Action(/Game/Aberration/Dinos/LanternBird/LanternBird_Character_BP.Default__LanternBird_Character_BP_C) CONTENT: Move(/Game/Aberration/Dinos/LanternBird/LanternBird_Character_BP.Default__LanternBird_Character_BP_C) CONTENT: c_Spine_Top(/Game/Aberration/Dinos/LanternBird/LanternBird_Character_BP.Default__LanternBird_Character_BP_C) CONTENT: Move2(/Game/Aberration/Dinos/LanternBird/LanternBird_Character_BP.Default__LanternBird_Character_BP_C) CONTENT: c_Spine_Top(/Game/Aberration/Dinos/LanternBird/LanternBird_Character_BP.Default__LanternBird_Character_BP_C) CONTENT: Featherlight(/Game/Aberration/Dinos/LanternBird/LanternBird_Character_BP.Default__LanternBird_Character_BP_C) CONTENT: main body(/Game/Aberration/CoreBlueprints/DinoColorSet_LanternGoat.Default__DinoColorSet_LanternGoat_C) CONTENT: stripes(/Game/Aberration/CoreBlueprints/DinoColorSet_LanternGoat.Default__DinoColorSet_LanternGoat_C) CONTENT: lantern(/Game/Aberration/CoreBlueprints/DinoColorSet_LanternGoat.Default__DinoColorSet_LanternGoat_C) CONTENT: feet(/Game/Aberration/CoreBlueprints/DinoColorSet_LanternGoat.Default__DinoColorSet_LanternGoat_C) CONTENT: back(/Game/Aberration/CoreBlueprints/DinoColorSet_LanternGoat.Default__DinoColorSet_LanternGoat_C) CONTENT: Idle(/Engine/Transient.REINST_LanternGoat_Character_BP_C_0) CONTENT: Cute(/Engine/Transient.REINST_LanternGoat_Character_BP_C_0) CONTENT: c_Spine_02(/Engine/Transient.REINST_LanternGoat_Character_BP_C_0) CONTENT: Cute2(/Engine/Transient.REINST_LanternGoat_Character_BP_C_0) CONTENT: c_Neck_01(/Engine/Transient.REINST_LanternGoat_Character_BP_C_0) CONTENT: Action(/Engine/Transient.REINST_LanternGoat_Character_BP_C_0) CONTENT: Move(/Engine/Transient.REINST_LanternGoat_Character_BP_C_0) CONTENT: c_Spine_02(/Engine/Transient.REINST_LanternGoat_Character_BP_C_0) CONTENT: Shinehorn(/Engine/Transient.REINST_LanternGoat_Character_BP_C_0) CONTENT: Idle(/Engine/Transient.Default__REINST_LanternGoat_Character_BP_C_16254) CONTENT: Cute(/Engine/Transient.Default__REINST_LanternGoat_Character_BP_C_16254) CONTENT: c_Spine_02(/Engine/Transient.Default__REINST_LanternGoat_Character_BP_C_16254) CONTENT: Cute2(/Engine/Transient.Default__REINST_LanternGoat_Character_BP_C_16254) CONTENT: c_Neck_01(/Engine/Transient.Default__REINST_LanternGoat_Character_BP_C_16254) CONTENT: Action(/Engine/Transient.Default__REINST_LanternGoat_Character_BP_C_16254) CONTENT: Move(/Engine/Transient.Default__REINST_LanternGoat_Character_BP_C_16254) CONTENT: c_Spine_02(/Engine/Transient.Default__REINST_LanternGoat_Character_BP_C_16254) CONTENT: Shinehorn(/Engine/Transient.Default__REINST_LanternGoat_Character_BP_C_16254) CONTENT: Idle(/Engine/Transient.REINST_LanternGoat_Character_BP_C_1) CONTENT: Cute(/Engine/Transient.REINST_LanternGoat_Character_BP_C_1) CONTENT: c_Spine_02(/Engine/Transient.REINST_LanternGoat_Character_BP_C_1) CONTENT: Cute2(/Engine/Transient.REINST_LanternGoat_Character_BP_C_1) CONTENT: c_Neck_01(/Engine/Transient.REINST_LanternGoat_Character_BP_C_1) CONTENT: Action(/Engine/Transient.REINST_LanternGoat_Character_BP_C_1) CONTENT: Move(/Engine/Transient.REINST_LanternGoat_Character_BP_C_1) CONTENT: c_Spine_02(/Engine/Transient.REINST_LanternGoat_Character_BP_C_1) CONTENT: Shinehorn(/Engine/Transient.REINST_LanternGoat_Character_BP_C_1) CONTENT: Idle(/Engine/Transient.Default__REINST_LanternGoat_Character_BP_C_16258) CONTENT: Cute(/Engine/Transient.Default__REINST_LanternGoat_Character_BP_C_16258) CONTENT: c_Spine_02(/Engine/Transient.Default__REINST_LanternGoat_Character_BP_C_16258) CONTENT: Cute2(/Engine/Transient.Default__REINST_LanternGoat_Character_BP_C_16258) CONTENT: c_Neck_01(/Engine/Transient.Default__REINST_LanternGoat_Character_BP_C_16258) CONTENT: Action(/Engine/Transient.Default__REINST_LanternGoat_Character_BP_C_16258) CONTENT: Move(/Engine/Transient.Default__REINST_LanternGoat_Character_BP_C_16258) CONTENT: c_Spine_02(/Engine/Transient.Default__REINST_LanternGoat_Character_BP_C_16258) CONTENT: Shinehorn(/Engine/Transient.Default__REINST_LanternGoat_Character_BP_C_16258) CONTENT: Idle(/Game/Aberration/Dinos/LanternGoat/LanternGoat_Character_BP.Default__LanternGoat_Character_BP_C) CONTENT: Cute(/Game/Aberration/Dinos/LanternGoat/LanternGoat_Character_BP.Default__LanternGoat_Character_BP_C) CONTENT: c_Spine_02(/Game/Aberration/Dinos/LanternGoat/LanternGoat_Character_BP.Default__LanternGoat_Character_BP_C) CONTENT: Cute2(/Game/Aberration/Dinos/LanternGoat/LanternGoat_Character_BP.Default__LanternGoat_Character_BP_C) CONTENT: c_Neck_01(/Game/Aberration/Dinos/LanternGoat/LanternGoat_Character_BP.Default__LanternGoat_Character_BP_C) CONTENT: Action(/Game/Aberration/Dinos/LanternGoat/LanternGoat_Character_BP.Default__LanternGoat_Character_BP_C) CONTENT: Move(/Game/Aberration/Dinos/LanternGoat/LanternGoat_Character_BP.Default__LanternGoat_Character_BP_C) CONTENT: c_Spine_02(/Game/Aberration/Dinos/LanternGoat/LanternGoat_Character_BP.Default__LanternGoat_Character_BP_C) CONTENT: Shinehorn(/Game/Aberration/Dinos/LanternGoat/LanternGoat_Character_BP.Default__LanternGoat_Character_BP_C) CONTENT: main body(/Game/Aberration/CoreBlueprints/DinoColorSet_LanternLizard.Default__DinoColorSet_LanternLizard_C) CONTENT: wings(/Game/Aberration/CoreBlueprints/DinoColorSet_LanternLizard.Default__DinoColorSet_LanternLizard_C) CONTENT: lantern(/Game/Aberration/CoreBlueprints/DinoColorSet_LanternLizard.Default__DinoColorSet_LanternLizard_C) CONTENT: belly(/Game/Aberration/CoreBlueprints/DinoColorSet_LanternLizard.Default__DinoColorSet_LanternLizard_C) CONTENT: back stripes(/Game/Aberration/CoreBlueprints/DinoColorSet_LanternLizard.Default__DinoColorSet_LanternLizard_C) CONTENT: Glowtail Egg(/Game/Aberration/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Egg_LanternLizard.Default__PrimalItemConsumable_Egg_LanternLizard_C) CONTENT: Idle(/Engine/Transient.REINST_LanternLizard_Character_BP_C_0) CONTENT: Cute(/Engine/Transient.REINST_LanternLizard_Character_BP_C_0) CONTENT: Cute2(/Engine/Transient.REINST_LanternLizard_Character_BP_C_0) CONTENT: c_Spine_03(/Engine/Transient.REINST_LanternLizard_Character_BP_C_0) CONTENT: Action(/Engine/Transient.REINST_LanternLizard_Character_BP_C_0) CONTENT: Move(/Engine/Transient.REINST_LanternLizard_Character_BP_C_0) CONTENT: c_Spine_03(/Engine/Transient.REINST_LanternLizard_Character_BP_C_0) CONTENT: Move2(/Engine/Transient.REINST_LanternLizard_Character_BP_C_0) CONTENT: Glowtail(/Engine/Transient.REINST_LanternLizard_Character_BP_C_0) CONTENT: Fertilized Glowtail Egg(/Game/Aberration/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Egg_LanternLizard_Fertilized.Default__PrimalItemConsumable_Egg_LanternLizard_Fertilized_C) CONTENT: Idle(/Engine/Transient.Default__REINST_LanternLizard_Character_BP_C_16279) CONTENT: Cute(/Engine/Transient.Default__REINST_LanternLizard_Character_BP_C_16279) CONTENT: Cute2(/Engine/Transient.Default__REINST_LanternLizard_Character_BP_C_16279) CONTENT: c_Spine_03(/Engine/Transient.Default__REINST_LanternLizard_Character_BP_C_16279) CONTENT: Action(/Engine/Transient.Default__REINST_LanternLizard_Character_BP_C_16279) CONTENT: Move(/Engine/Transient.Default__REINST_LanternLizard_Character_BP_C_16279) CONTENT: c_Spine_03(/Engine/Transient.Default__REINST_LanternLizard_Character_BP_C_16279) CONTENT: Move2(/Engine/Transient.Default__REINST_LanternLizard_Character_BP_C_16279) CONTENT: Glowtail(/Engine/Transient.Default__REINST_LanternLizard_Character_BP_C_16279) CONTENT: Idle(/Engine/Transient.REINST_LanternLizard_Character_BP_C_1) CONTENT: Cute(/Engine/Transient.REINST_LanternLizard_Character_BP_C_1) CONTENT: Cute2(/Engine/Transient.REINST_LanternLizard_Character_BP_C_1) CONTENT: c_Spine_03(/Engine/Transient.REINST_LanternLizard_Character_BP_C_1) CONTENT: Action(/Engine/Transient.REINST_LanternLizard_Character_BP_C_1) CONTENT: Move(/Engine/Transient.REINST_LanternLizard_Character_BP_C_1) CONTENT: c_Spine_03(/Engine/Transient.REINST_LanternLizard_Character_BP_C_1) CONTENT: Move2(/Engine/Transient.REINST_LanternLizard_Character_BP_C_1) CONTENT: Glowtail(/Engine/Transient.REINST_LanternLizard_Character_BP_C_1) CONTENT: Idle(/Engine/Transient.Default__REINST_LanternLizard_Character_BP_C_16287) CONTENT: Cute(/Engine/Transient.Default__REINST_LanternLizard_Character_BP_C_16287) CONTENT: Cute2(/Engine/Transient.Default__REINST_LanternLizard_Character_BP_C_16287) CONTENT: c_Spine_03(/Engine/Transient.Default__REINST_LanternLizard_Character_BP_C_16287) CONTENT: Action(/Engine/Transient.Default__REINST_LanternLizard_Character_BP_C_16287) CONTENT: Move(/Engine/Transient.Default__REINST_LanternLizard_Character_BP_C_16287) CONTENT: c_Spine_03(/Engine/Transient.Default__REINST_LanternLizard_Character_BP_C_16287) CONTENT: Move2(/Engine/Transient.Default__REINST_LanternLizard_Character_BP_C_16287) CONTENT: Glowtail(/Engine/Transient.Default__REINST_LanternLizard_Character_BP_C_16287) CONTENT: Idle(/Game/Aberration/Dinos/LanternLizard/LanternLizard_Character_BP.Default__LanternLizard_Character_BP_C) CONTENT: Cute(/Game/Aberration/Dinos/LanternLizard/LanternLizard_Character_BP.Default__LanternLizard_Character_BP_C) CONTENT: Cute2(/Game/Aberration/Dinos/LanternLizard/LanternLizard_Character_BP.Default__LanternLizard_Character_BP_C) CONTENT: c_Spine_03(/Game/Aberration/Dinos/LanternLizard/LanternLizard_Character_BP.Default__LanternLizard_Character_BP_C) CONTENT: Action(/Game/Aberration/Dinos/LanternLizard/LanternLizard_Character_BP.Default__LanternLizard_Character_BP_C) CONTENT: Move(/Game/Aberration/Dinos/LanternLizard/LanternLizard_Character_BP.Default__LanternLizard_Character_BP_C) CONTENT: c_Spine_03(/Game/Aberration/Dinos/LanternLizard/LanternLizard_Character_BP.Default__LanternLizard_Character_BP_C) CONTENT: Move2(/Game/Aberration/Dinos/LanternLizard/LanternLizard_Character_BP.Default__LanternLizard_Character_BP_C) CONTENT: Glowtail(/Game/Aberration/Dinos/LanternLizard/LanternLizard_Character_BP.Default__LanternLizard_Character_BP_C) CONTENT: main body(/Game/Aberration/CoreBlueprints/DinoColorSet_LanternPug.Default__DinoColorSet_LanternPug_C) CONTENT: spots(/Game/Aberration/CoreBlueprints/DinoColorSet_LanternPug.Default__DinoColorSet_LanternPug_C) CONTENT: lantern(/Game/Aberration/CoreBlueprints/DinoColorSet_LanternPug.Default__DinoColorSet_LanternPug_C) CONTENT: belly(/Game/Aberration/CoreBlueprints/DinoColorSet_LanternPug.Default__DinoColorSet_LanternPug_C) CONTENT: back stripes(/Game/Aberration/CoreBlueprints/DinoColorSet_LanternPug.Default__DinoColorSet_LanternPug_C) CONTENT: Idle(/Engine/Transient.REINST_LanternPug_Character_BP_C_0) CONTENT: Cute(/Engine/Transient.REINST_LanternPug_Character_BP_C_0) CONTENT: Cute2(/Engine/Transient.REINST_LanternPug_Character_BP_C_0) CONTENT: Action(/Engine/Transient.REINST_LanternPug_Character_BP_C_0) CONTENT: Move(/Engine/Transient.REINST_LanternPug_Character_BP_C_0) CONTENT: Bulbdog(/Engine/Transient.REINST_LanternPug_Character_BP_C_0) CONTENT: Idle(/Engine/Transient.Default__REINST_LanternPug_Character_BP_C_16310) CONTENT: Cute(/Engine/Transient.Default__REINST_LanternPug_Character_BP_C_16310) CONTENT: Cute2(/Engine/Transient.Default__REINST_LanternPug_Character_BP_C_16310) CONTENT: Action(/Engine/Transient.Default__REINST_LanternPug_Character_BP_C_16310) CONTENT: Move(/Engine/Transient.Default__REINST_LanternPug_Character_BP_C_16310) CONTENT: Bulbdog(/Engine/Transient.Default__REINST_LanternPug_Character_BP_C_16310) CONTENT: Idle(/Engine/Transient.REINST_LanternPug_Character_BP_C_1) CONTENT: Cute(/Engine/Transient.REINST_LanternPug_Character_BP_C_1) CONTENT: Cute2(/Engine/Transient.REINST_LanternPug_Character_BP_C_1) CONTENT: Action(/Engine/Transient.REINST_LanternPug_Character_BP_C_1) CONTENT: Move(/Engine/Transient.REINST_LanternPug_Character_BP_C_1) CONTENT: Bulbdog(/Engine/Transient.REINST_LanternPug_Character_BP_C_1) CONTENT: Idle(/Engine/Transient.Default__REINST_LanternPug_Character_BP_C_16314) CONTENT: Cute(/Engine/Transient.Default__REINST_LanternPug_Character_BP_C_16314) CONTENT: Cute2(/Engine/Transient.Default__REINST_LanternPug_Character_BP_C_16314) CONTENT: Action(/Engine/Transient.Default__REINST_LanternPug_Character_BP_C_16314) CONTENT: Move(/Engine/Transient.Default__REINST_LanternPug_Character_BP_C_16314) CONTENT: Bulbdog(/Engine/Transient.Default__REINST_LanternPug_Character_BP_C_16314) CONTENT: Idle(/Game/Aberration/Dinos/LanternPug/LanternPug_Character_BP.Default__LanternPug_Character_BP_C) CONTENT: Cute(/Game/Aberration/Dinos/LanternPug/LanternPug_Character_BP.Default__LanternPug_Character_BP_C) CONTENT: Cute2(/Game/Aberration/Dinos/LanternPug/LanternPug_Character_BP.Default__LanternPug_Character_BP_C) CONTENT: Action(/Game/Aberration/Dinos/LanternPug/LanternPug_Character_BP.Default__LanternPug_Character_BP_C) CONTENT: Move(/Game/Aberration/Dinos/LanternPug/LanternPug_Character_BP.Default__LanternPug_Character_BP_C) CONTENT: Bulbdog(/Game/Aberration/Dinos/LanternPug/LanternPug_Character_BP.Default__LanternPug_Character_BP_C) CONTENT: Body Main(/Game/Aberration/CoreBlueprints/DinoColorSet_MoleRat.Default__DinoColorSet_MoleRat_C) CONTENT: **Not Used**(/Game/Aberration/CoreBlueprints/DinoColorSet_MoleRat.Default__DinoColorSet_MoleRat_C) CONTENT: **Not Used**(/Game/Aberration/CoreBlueprints/DinoColorSet_MoleRat.Default__DinoColorSet_MoleRat_C) CONTENT: **Not Used**(/Game/Aberration/CoreBlueprints/DinoColorSet_MoleRat.Default__DinoColorSet_MoleRat_C) CONTENT: Scales(/Game/Aberration/CoreBlueprints/DinoColorSet_MoleRat.Default__DinoColorSet_MoleRat_C) CONTENT: Underbelly(/Game/Aberration/CoreBlueprints/DinoColorSet_MoleRat.Default__DinoColorSet_MoleRat_C) CONTENT: Idle(/Engine/Transient.REINST_MoleRat_Character_BP_C_0) CONTENT: Cute(/Engine/Transient.REINST_MoleRat_Character_BP_C_0) CONTENT: Action(/Engine/Transient.REINST_MoleRat_Character_BP_C_0) CONTENT: c_neck(/Engine/Transient.REINST_MoleRat_Character_BP_C_0) CONTENT: Action2(/Engine/Transient.REINST_MoleRat_Character_BP_C_0) CONTENT: Action3(/Engine/Transient.REINST_MoleRat_Character_BP_C_0) CONTENT: Move(/Engine/Transient.REINST_MoleRat_Character_BP_C_0) CONTENT: Roll Rat(/Engine/Transient.REINST_MoleRat_Character_BP_C_0) LITERAL: SetTPVOffsetForRoll(/Game/Aberration/Dinos/MoleRat/MoleRat_Character_BP.MoleRat_Character_BP:EventGraph.K2Node_CallFunction_65763) LITERAL: SetNormalTPVOffset(/Game/Aberration/Dinos/MoleRat/MoleRat_Character_BP.MoleRat_Character_BP:EventGraph.K2Node_CallFunction_61246) LITERAL: ChargeActions(/Game/Aberration/Dinos/MoleRat/MoleRat_Character_BP.MoleRat_Character_BP:EventGraph.K2Node_CallFunction_51946) LITERAL: ChargeActions(/Game/Aberration/Dinos/MoleRat/MoleRat_Character_BP.MoleRat_Character_BP:On StartCharging.K2Node_CallFunction_44999) LITERAL: SlidingUpdate(/Game/Aberration/Dinos/MoleRat/MoleRat_Character_BP.MoleRat_Character_BP:SlidingUpdate.K2Node_CallFunction_66237) LITERAL: SlidingUpdate(/Game/Aberration/Dinos/MoleRat/MoleRat_Character_BP.MoleRat_Character_BP:BPOnEndCharging.K2Node_CallFunction_63949) CONTENT: Idle(/Engine/Transient.Default__REINST_MoleRat_Character_BP_C_16417) CONTENT: Cute(/Engine/Transient.Default__REINST_MoleRat_Character_BP_C_16417) CONTENT: Action(/Engine/Transient.Default__REINST_MoleRat_Character_BP_C_16417) CONTENT: c_neck(/Engine/Transient.Default__REINST_MoleRat_Character_BP_C_16417) CONTENT: Action2(/Engine/Transient.Default__REINST_MoleRat_Character_BP_C_16417) CONTENT: Action3(/Engine/Transient.Default__REINST_MoleRat_Character_BP_C_16417) CONTENT: Move(/Engine/Transient.Default__REINST_MoleRat_Character_BP_C_16417) CONTENT: Roll Rat(/Engine/Transient.Default__REINST_MoleRat_Character_BP_C_16417) CONTENT: Idle(/Engine/Transient.REINST_MoleRat_Character_BP_C_1) CONTENT: Cute(/Engine/Transient.REINST_MoleRat_Character_BP_C_1) CONTENT: Action(/Engine/Transient.REINST_MoleRat_Character_BP_C_1) CONTENT: c_neck(/Engine/Transient.REINST_MoleRat_Character_BP_C_1) CONTENT: Action2(/Engine/Transient.REINST_MoleRat_Character_BP_C_1) CONTENT: Action3(/Engine/Transient.REINST_MoleRat_Character_BP_C_1) CONTENT: Move(/Engine/Transient.REINST_MoleRat_Character_BP_C_1) CONTENT: Roll Rat(/Engine/Transient.REINST_MoleRat_Character_BP_C_1) CONTENT: Idle(/Engine/Transient.Default__REINST_MoleRat_Character_BP_C_16421) CONTENT: Cute(/Engine/Transient.Default__REINST_MoleRat_Character_BP_C_16421) CONTENT: Action(/Engine/Transient.Default__REINST_MoleRat_Character_BP_C_16421) CONTENT: c_neck(/Engine/Transient.Default__REINST_MoleRat_Character_BP_C_16421) CONTENT: Action2(/Engine/Transient.Default__REINST_MoleRat_Character_BP_C_16421) CONTENT: Action3(/Engine/Transient.Default__REINST_MoleRat_Character_BP_C_16421) CONTENT: Move(/Engine/Transient.Default__REINST_MoleRat_Character_BP_C_16421) CONTENT: Roll Rat(/Engine/Transient.Default__REINST_MoleRat_Character_BP_C_16421) CONTENT: Idle(/Game/Aberration/Dinos/MoleRat/MoleRat_Character_BP.Default__MoleRat_Character_BP_C) CONTENT: Cute(/Game/Aberration/Dinos/MoleRat/MoleRat_Character_BP.Default__MoleRat_Character_BP_C) CONTENT: Action(/Game/Aberration/Dinos/MoleRat/MoleRat_Character_BP.Default__MoleRat_Character_BP_C) CONTENT: c_neck(/Game/Aberration/Dinos/MoleRat/MoleRat_Character_BP.Default__MoleRat_Character_BP_C) CONTENT: Action2(/Game/Aberration/Dinos/MoleRat/MoleRat_Character_BP.Default__MoleRat_Character_BP_C) CONTENT: Action3(/Game/Aberration/Dinos/MoleRat/MoleRat_Character_BP.Default__MoleRat_Character_BP_C) CONTENT: Move(/Game/Aberration/Dinos/MoleRat/MoleRat_Character_BP.Default__MoleRat_Character_BP_C) CONTENT: Roll Rat(/Game/Aberration/Dinos/MoleRat/MoleRat_Character_BP.Default__MoleRat_Character_BP_C) CONTENT: Gassed(/Engine/Transient.REINST_Buff_GasBagsExhale_C_0) CONTENT: Idle(/Engine/Transient.REINST_GasBags_Character_BP_C_0) CONTENT: Action(/Engine/Transient.REINST_GasBags_Character_BP_C_0) CONTENT: Float(/Engine/Transient.REINST_GasBags_Character_BP_C_0) CONTENT: Spine_02_Jnt(/Engine/Transient.REINST_GasBags_Character_BP_C_0) CONTENT: Move(/Engine/Transient.REINST_GasBags_Character_BP_C_0) CONTENT: Gasbags(/Engine/Transient.REINST_GasBags_Character_BP_C_0) LITERAL: Took (/Game/Extinction/Dinos/GasBag/GasBags_Character_BP.GasBags_Character_BP:BPAdjustDamage.K2Node_CallFunction_219023) LITERAL: damage (no inflation absorb) - DMGTYPE=(/Game/Extinction/Dinos/GasBag/GasBags_Character_BP.GasBags_Character_BP:BPAdjustDamage.K2Node_CallFunction_222622) LITERAL: Took {hpdmg} damage and {infdmg} inflation damage - DMGTYPE={dmgtype}(/Game/Extinction/Dinos/GasBag/GasBags_Character_BP.GasBags_Character_BP:BPAdjustDamage.K2Node_FormatText_40) LITERAL: {inf}/{maxinf} ({pct}%)(/Game/Extinction/Dinos/GasBag/GasBags_Character_BP.GasBags_Character_BP:BPGrabDebugSnapshot.K2Node_FormatText_11) LITERAL: GasBags(/Game/Extinction/Dinos/GasBag/GasBags_Character_BP.GasBags_Character_BP:BPGrabDebugSnapshot.K2Node_MakeStruct_1204) LITERAL: Inflation(/Game/Extinction/Dinos/GasBag/GasBags_Character_BP.GasBags_Character_BP:BPGrabDebugSnapshot.K2Node_MakeStruct_1204) LITERAL: GasBags(/Game/Extinction/Dinos/GasBag/GasBags_Character_BP.GasBags_Character_BP:BPGrabDebugSnapshot.K2Node_MakeStruct_1210) LITERAL: FloatingAirControl(/Game/Extinction/Dinos/GasBag/GasBags_Character_BP.GasBags_Character_BP:BPGrabDebugSnapshot.K2Node_MakeStruct_1210) LITERAL: GasBags(/Game/Extinction/Dinos/GasBag/GasBags_Character_BP.GasBags_Character_BP:BPGrabDebugSnapshot.K2Node_MakeStruct_1213) LITERAL: GravityZ(/Game/Extinction/Dinos/GasBag/GasBags_Character_BP.GasBags_Character_BP:BPGrabDebugSnapshot.K2Node_MakeStruct_1213) LITERAL: GasBags(/Game/Extinction/Dinos/GasBag/GasBags_Character_BP.GasBags_Character_BP:BPGrabDebugSnapshot.K2Node_MakeStruct_2471) LITERAL: EnvironmentMultiplier(/Game/Extinction/Dinos/GasBag/GasBags_Character_BP.GasBags_Character_BP:BPGrabDebugSnapshot.K2Node_MakeStruct_2471) LITERAL: SWIM(/Game/Extinction/Dinos/GasBag/GasBags_Character_BP.GasBags_Character_BP:BPOnMovementModeChangedNotify.K2Node_CallFunction_227506) LITERAL: Took RAW fall damage: {dmg}(/Game/Extinction/Dinos/GasBag/GasBags_Character_BP.GasBags_Character_BP:BPPreventFallDamage.K2Node_FormatText_32) LITERAL: Not enough Stamina to launch!(/Game/Extinction/Dinos/GasBag/GasBags_Character_BP.GasBags_Character_BP:EventGraph.K2Node_Select_227) LITERAL: Not enough stamina for floating air control!(/Game/Extinction/Dinos/GasBag/GasBags_Character_BP.GasBags_Character_BP:EventGraph.K2Node_Select_227) LITERAL: Not enough stamina for exhale attack!(/Game/Extinction/Dinos/GasBag/GasBags_Character_BP.GasBags_Character_BP:EventGraph.K2Node_Select_227) LITERAL: (Damage Percent): (/Game/Extinction/Dinos/GasBag/GasBags_Character_BP.GasBags_Character_BP:LaunchAbilityFinish.K2Node_CallFunction_331033) LITERAL: Landing Velocity (Z): (/Game/Extinction/Dinos/GasBag/GasBags_Character_BP.GasBags_Character_BP:LaunchAbilityFinish.K2Node_CallFunction_332333) LITERAL: , (/Game/Extinction/Dinos/GasBag/GasBags_Character_BP.GasBags_Character_BP:LaunchAbilityFinish.K2Node_CallFunction_332333) LITERAL: , (/Game/Extinction/Dinos/GasBag/GasBags_Character_BP.GasBags_Character_BP:NonDediTickFloatingVFX.K2Node_CallFunction_48342) LITERAL: [{socket}: {dot} -> {intensity}](/Game/Extinction/Dinos/GasBag/GasBags_Character_BP.GasBags_Character_BP:NonDediTickFloatingVFX.K2Node_FormatText_10) LITERAL: Converted {infOverkill} back to {dmg} damage(/Game/Extinction/Dinos/GasBag/GasBags_Character_BP.GasBags_Character_BP:RawDamageToInflationDamage.K2Node_FormatText_26) LITERAL: RawDmg:{raw} ==> {infdmg} inflation and {hpdmg} damage(/Game/Extinction/Dinos/GasBag/GasBags_Character_BP.GasBags_Character_BP:RawDamageToInflationDamage.K2Node_FormatText_28) LITERAL: FALL: orig={dmg}, dampened={damp}, clamped={clamped}(/Game/Extinction/Dinos/GasBag/GasBags_Character_BP.GasBags_Character_BP:RawDamageToInflationDamage.K2Node_FormatText_48) LITERAL: Inflation material value: (/Game/Extinction/Dinos/GasBag/GasBags_Character_BP.GasBags_Character_BP:SetInflationMaterialParam.K2Node_CallFunction_265130) CONTENT: Gasbags bladder(/Game/Extinction/CoreBlueprints/Resources/PrimalItemResource_ApexDrop_GasBag.Default__PrimalItemResource_ApexDrop_GasBag_C) CONTENT: An air bladder from a Gasbags(/Game/Extinction/CoreBlueprints/Resources/PrimalItemResource_ApexDrop_GasBag.Default__PrimalItemResource_ApexDrop_GasBag_C) CONTENT: Extra Bladder(/Game/Extinction/CoreBlueprints/Inventories/DinoDropInventoryComponent_Herbivore_Medium_GasBags.Default__DinoDropInventoryComponent_Herbivore_Medium_GasBags_C) CONTENT: Apex Drop(/Game/Extinction/CoreBlueprints/Inventories/DinoDropInventoryComponent_Herbivore_Medium_GasBags.Default__DinoDropInventoryComponent_Herbivore_Medium_GasBags_C) CONTENT: Apex Drop(/Game/Extinction/CoreBlueprints/Inventories/DinoDropInventoryComponent_Herbivore_Medium_GasBags.Default__DinoDropInventoryComponent_Herbivore_Medium_GasBags_C) CONTENT: back stripe(/Game/Extinction/CoreBlueprints/DinoColorSet_GasBags.Default__DinoColorSet_GasBags_C) CONTENT: splotches(/Game/Extinction/CoreBlueprints/DinoColorSet_GasBags.Default__DinoColorSet_GasBags_C) CONTENT: back spots(/Game/Extinction/CoreBlueprints/DinoColorSet_GasBags.Default__DinoColorSet_GasBags_C) CONTENT: main body (/Game/Extinction/CoreBlueprints/DinoColorSet_GasBags.Default__DinoColorSet_GasBags_C) LITERAL: Task_GetRandomLaunchDirection(/Game/Extinction/Dinos/GasBag/AI/Task_GasBags_GetRandomLaunchDirection.Task_GasBags_GetRandomLaunchDirection:EventGraph.K2Node_CallFunction_155289) LITERAL: Task_TryLaunch(/Game/Extinction/Dinos/GasBag/AI/Task_GasBags_TryLaunch.Task_GasBags_TryLaunch:EventGraph.K2Node_CallFunction_155289) CONTENT: Idle(/Engine/Transient.Default__REINST_GasBags_Character_BP_C_16530) CONTENT: Action(/Engine/Transient.Default__REINST_GasBags_Character_BP_C_16530) CONTENT: Float(/Engine/Transient.Default__REINST_GasBags_Character_BP_C_16530) CONTENT: Spine_02_Jnt(/Engine/Transient.Default__REINST_GasBags_Character_BP_C_16530) CONTENT: Move(/Engine/Transient.Default__REINST_GasBags_Character_BP_C_16530) CONTENT: Gasbags(/Engine/Transient.Default__REINST_GasBags_Character_BP_C_16530) LITERAL: Took {hpdmg} damage and {infdmg} inflation damage - DMGTYPE={dmgtype}(/Game/Extinction/Dinos/GasBag/GasBags_Character_BP.GasBags_Character_BP:EdGraph_54339.K2Node_CallFunction_133306) LITERAL: hpdmg(/Game/Extinction/Dinos/GasBag/GasBags_Character_BP.GasBags_Character_BP:EdGraph_54339.K2Node_MakeStruct_947) LITERAL: infdmg(/Game/Extinction/Dinos/GasBag/GasBags_Character_BP.GasBags_Character_BP:EdGraph_54339.K2Node_MakeStruct_948) LITERAL: dmgtype(/Game/Extinction/Dinos/GasBag/GasBags_Character_BP.GasBags_Character_BP:EdGraph_54339.K2Node_MakeStruct_949) LITERAL: Took RAW fall damage: {dmg}(/Game/Extinction/Dinos/GasBag/GasBags_Character_BP.GasBags_Character_BP:EdGraph_54368.K2Node_CallFunction_133350) LITERAL: dmg(/Game/Extinction/Dinos/GasBag/GasBags_Character_BP.GasBags_Character_BP:EdGraph_54368.K2Node_MakeStruct_950) LITERAL: {inf}/{maxinf} ({pct}%)(/Game/Extinction/Dinos/GasBag/GasBags_Character_BP.GasBags_Character_BP:EdGraph_54383.K2Node_CallFunction_133377) LITERAL: inf(/Game/Extinction/Dinos/GasBag/GasBags_Character_BP.GasBags_Character_BP:EdGraph_54383.K2Node_MakeStruct_951) LITERAL: maxinf(/Game/Extinction/Dinos/GasBag/GasBags_Character_BP.GasBags_Character_BP:EdGraph_54383.K2Node_MakeStruct_952) LITERAL: pct(/Game/Extinction/Dinos/GasBag/GasBags_Character_BP.GasBags_Character_BP:EdGraph_54383.K2Node_MakeStruct_953) LITERAL: [{socket}: {dot} -> {intensity}](/Game/Extinction/Dinos/GasBag/GasBags_Character_BP.GasBags_Character_BP:EdGraph_54386.K2Node_CallFunction_133385) LITERAL: socket(/Game/Extinction/Dinos/GasBag/GasBags_Character_BP.GasBags_Character_BP:EdGraph_54386.K2Node_MakeStruct_954) LITERAL: dot(/Game/Extinction/Dinos/GasBag/GasBags_Character_BP.GasBags_Character_BP:EdGraph_54386.K2Node_MakeStruct_955) LITERAL: intensity(/Game/Extinction/Dinos/GasBag/GasBags_Character_BP.GasBags_Character_BP:EdGraph_54386.K2Node_MakeStruct_956) LITERAL: Converted {infOverkill} back to {dmg} damage(/Game/Extinction/Dinos/GasBag/GasBags_Character_BP.GasBags_Character_BP:EdGraph_54390.K2Node_CallFunction_133386) LITERAL: infOverkill(/Game/Extinction/Dinos/GasBag/GasBags_Character_BP.GasBags_Character_BP:EdGraph_54390.K2Node_MakeStruct_957) LITERAL: dmg(/Game/Extinction/Dinos/GasBag/GasBags_Character_BP.GasBags_Character_BP:EdGraph_54390.K2Node_MakeStruct_958) LITERAL: RawDmg:{raw} ==> {infdmg} inflation and {hpdmg} damage(/Game/Extinction/Dinos/GasBag/GasBags_Character_BP.GasBags_Character_BP:EdGraph_54390.K2Node_CallFunction_133387) LITERAL: raw(/Game/Extinction/Dinos/GasBag/GasBags_Character_BP.GasBags_Character_BP:EdGraph_54390.K2Node_MakeStruct_959) LITERAL: infdmg(/Game/Extinction/Dinos/GasBag/GasBags_Character_BP.GasBags_Character_BP:EdGraph_54390.K2Node_MakeStruct_960) LITERAL: hpdmg(/Game/Extinction/Dinos/GasBag/GasBags_Character_BP.GasBags_Character_BP:EdGraph_54390.K2Node_MakeStruct_961) LITERAL: FALL: orig={dmg}, dampened={damp}, clamped={clamped}(/Game/Extinction/Dinos/GasBag/GasBags_Character_BP.GasBags_Character_BP:EdGraph_54390.K2Node_CallFunction_133388) LITERAL: dmg(/Game/Extinction/Dinos/GasBag/GasBags_Character_BP.GasBags_Character_BP:EdGraph_54390.K2Node_MakeStruct_962) LITERAL: damp(/Game/Extinction/Dinos/GasBag/GasBags_Character_BP.GasBags_Character_BP:EdGraph_54390.K2Node_MakeStruct_963) LITERAL: clamped(/Game/Extinction/Dinos/GasBag/GasBags_Character_BP.GasBags_Character_BP:EdGraph_54390.K2Node_MakeStruct_964) CONTENT: Idle(/Engine/Transient.REINST_GasBags_Character_BP_C_1) CONTENT: Action(/Engine/Transient.REINST_GasBags_Character_BP_C_1) CONTENT: Float(/Engine/Transient.REINST_GasBags_Character_BP_C_1) CONTENT: Spine_02_Jnt(/Engine/Transient.REINST_GasBags_Character_BP_C_1) CONTENT: Move(/Engine/Transient.REINST_GasBags_Character_BP_C_1) CONTENT: Gasbags(/Engine/Transient.REINST_GasBags_Character_BP_C_1) CONTENT: Gassed(/Engine/Transient.Default__REINST_Buff_GasBagsExhale_C_16537) CONTENT: Gassed(/Engine/Transient.REINST_Buff_GasBagsExhale_C_1) CONTENT: Gassed(/Engine/Transient.Default__REINST_Buff_GasBagsExhale_C_16541) CONTENT: Gassed(/Game/Extinction/Dinos/GasBag/Buff_GasBagsExhale.Default__Buff_GasBagsExhale_C) CONTENT: Idle(/Engine/Transient.Default__REINST_GasBags_Character_BP_C_16599) CONTENT: Action(/Engine/Transient.Default__REINST_GasBags_Character_BP_C_16599) CONTENT: Float(/Engine/Transient.Default__REINST_GasBags_Character_BP_C_16599) CONTENT: Spine_02_Jnt(/Engine/Transient.Default__REINST_GasBags_Character_BP_C_16599) CONTENT: Move(/Engine/Transient.Default__REINST_GasBags_Character_BP_C_16599) CONTENT: Gasbags(/Engine/Transient.Default__REINST_GasBags_Character_BP_C_16599) LITERAL: Took {hpdmg} damage and {infdmg} inflation damage - DMGTYPE={dmgtype}(/Game/Extinction/Dinos/GasBag/GasBags_Character_BP.GasBags_Character_BP:EdGraph_54594.K2Node_CallFunction_134223) LITERAL: hpdmg(/Game/Extinction/Dinos/GasBag/GasBags_Character_BP.GasBags_Character_BP:EdGraph_54594.K2Node_MakeStruct_967) LITERAL: infdmg(/Game/Extinction/Dinos/GasBag/GasBags_Character_BP.GasBags_Character_BP:EdGraph_54594.K2Node_MakeStruct_968) LITERAL: dmgtype(/Game/Extinction/Dinos/GasBag/GasBags_Character_BP.GasBags_Character_BP:EdGraph_54594.K2Node_MakeStruct_969) LITERAL: Took RAW fall damage: {dmg}(/Game/Extinction/Dinos/GasBag/GasBags_Character_BP.GasBags_Character_BP:EdGraph_54623.K2Node_CallFunction_134267) LITERAL: dmg(/Game/Extinction/Dinos/GasBag/GasBags_Character_BP.GasBags_Character_BP:EdGraph_54623.K2Node_MakeStruct_970) LITERAL: {inf}/{maxinf} ({pct}%)(/Game/Extinction/Dinos/GasBag/GasBags_Character_BP.GasBags_Character_BP:EdGraph_54638.K2Node_CallFunction_134294) LITERAL: inf(/Game/Extinction/Dinos/GasBag/GasBags_Character_BP.GasBags_Character_BP:EdGraph_54638.K2Node_MakeStruct_971) LITERAL: maxinf(/Game/Extinction/Dinos/GasBag/GasBags_Character_BP.GasBags_Character_BP:EdGraph_54638.K2Node_MakeStruct_972) LITERAL: pct(/Game/Extinction/Dinos/GasBag/GasBags_Character_BP.GasBags_Character_BP:EdGraph_54638.K2Node_MakeStruct_973) LITERAL: [{socket}: {dot} -> {intensity}](/Game/Extinction/Dinos/GasBag/GasBags_Character_BP.GasBags_Character_BP:EdGraph_54641.K2Node_CallFunction_134302) LITERAL: socket(/Game/Extinction/Dinos/GasBag/GasBags_Character_BP.GasBags_Character_BP:EdGraph_54641.K2Node_MakeStruct_974) LITERAL: dot(/Game/Extinction/Dinos/GasBag/GasBags_Character_BP.GasBags_Character_BP:EdGraph_54641.K2Node_MakeStruct_975) LITERAL: intensity(/Game/Extinction/Dinos/GasBag/GasBags_Character_BP.GasBags_Character_BP:EdGraph_54641.K2Node_MakeStruct_976) LITERAL: Converted {infOverkill} back to {dmg} damage(/Game/Extinction/Dinos/GasBag/GasBags_Character_BP.GasBags_Character_BP:EdGraph_54645.K2Node_CallFunction_134303) LITERAL: infOverkill(/Game/Extinction/Dinos/GasBag/GasBags_Character_BP.GasBags_Character_BP:EdGraph_54645.K2Node_MakeStruct_977) LITERAL: dmg(/Game/Extinction/Dinos/GasBag/GasBags_Character_BP.GasBags_Character_BP:EdGraph_54645.K2Node_MakeStruct_978) LITERAL: RawDmg:{raw} ==> {infdmg} inflation and {hpdmg} damage(/Game/Extinction/Dinos/GasBag/GasBags_Character_BP.GasBags_Character_BP:EdGraph_54645.K2Node_CallFunction_134304) LITERAL: raw(/Game/Extinction/Dinos/GasBag/GasBags_Character_BP.GasBags_Character_BP:EdGraph_54645.K2Node_MakeStruct_979) LITERAL: infdmg(/Game/Extinction/Dinos/GasBag/GasBags_Character_BP.GasBags_Character_BP:EdGraph_54645.K2Node_MakeStruct_980) LITERAL: hpdmg(/Game/Extinction/Dinos/GasBag/GasBags_Character_BP.GasBags_Character_BP:EdGraph_54645.K2Node_MakeStruct_981) LITERAL: FALL: orig={dmg}, dampened={damp}, clamped={clamped}(/Game/Extinction/Dinos/GasBag/GasBags_Character_BP.GasBags_Character_BP:EdGraph_54645.K2Node_CallFunction_134305) LITERAL: dmg(/Game/Extinction/Dinos/GasBag/GasBags_Character_BP.GasBags_Character_BP:EdGraph_54645.K2Node_MakeStruct_982) LITERAL: damp(/Game/Extinction/Dinos/GasBag/GasBags_Character_BP.GasBags_Character_BP:EdGraph_54645.K2Node_MakeStruct_983) LITERAL: clamped(/Game/Extinction/Dinos/GasBag/GasBags_Character_BP.GasBags_Character_BP:EdGraph_54645.K2Node_MakeStruct_984) CONTENT: Gas(/Game/Extinction/Dinos/GasBag/GasBags_Character_BP.Default__GasBags_Character_BP_C) CONTENT: GravityMult(/Game/Extinction/Dinos/GasBag/GasBags_Character_BP.Default__GasBags_Character_BP_C) CONTENT: AirVelocity(/Game/Extinction/Dinos/GasBag/GasBags_Character_BP.Default__GasBags_Character_BP_C) CONTENT: TempMult(/Game/Extinction/Dinos/GasBag/GasBags_Character_BP.Default__GasBags_Character_BP_C) CONTENT: Inflation debug meters(/Game/Extinction/Dinos/GasBag/GasBags_Character_BP.Default__GasBags_Character_BP_C) CONTENT: Idle(/Game/Extinction/Dinos/GasBag/GasBags_Character_BP.Default__GasBags_Character_BP_C) CONTENT: Action(/Game/Extinction/Dinos/GasBag/GasBags_Character_BP.Default__GasBags_Character_BP_C) CONTENT: Float(/Game/Extinction/Dinos/GasBag/GasBags_Character_BP.Default__GasBags_Character_BP_C) CONTENT: Spine_02_Jnt(/Game/Extinction/Dinos/GasBag/GasBags_Character_BP.Default__GasBags_Character_BP_C) CONTENT: Move(/Game/Extinction/Dinos/GasBag/GasBags_Character_BP.Default__GasBags_Character_BP_C) CONTENT: Gasbags(/Game/Extinction/Dinos/GasBag/GasBags_Character_BP.Default__GasBags_Character_BP_C) CONTENT: Nerdry Glasses(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Leather/PrimalItemSkin_Glasses.Default__PrimalItemSkin_Glasses_C) CONTENT: You can use this to skin the appearance of a helmet or hat. Slightly cracked and chewed, but still provides an intelligent look!(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Leather/PrimalItemSkin_Glasses.Default__PrimalItemSkin_Glasses_C) CONTENT: Bonus Glasses Skin(/Game/PrimalEarth/CoreBlueprints/Inventories/DinoDropInventoryComponent_Carnivore_Small_Dilo.Default__DinoDropInventoryComponent_Carnivore_Small_Dilo_C) CONTENT: Body Lower(/Game/Extinction/CoreBlueprints/DinoColorSet_Spindles.Default__DinoColorSet_Spindles_C) CONTENT: Claws(/Game/Extinction/CoreBlueprints/DinoColorSet_Spindles.Default__DinoColorSet_Spindles_C) CONTENT: Armor Plating Highlights(/Game/Extinction/CoreBlueprints/DinoColorSet_Spindles.Default__DinoColorSet_Spindles_C) CONTENT: Spikes Base(/Game/Extinction/CoreBlueprints/DinoColorSet_Spindles.Default__DinoColorSet_Spindles_C) CONTENT: Belly(/Game/Extinction/CoreBlueprints/DinoColorSet_Spindles.Default__DinoColorSet_Spindles_C) CONTENT: Body Upper(/Game/Extinction/CoreBlueprints/DinoColorSet_Spindles.Default__DinoColorSet_Spindles_C) CONTENT: Idle(/Engine/Transient.REINST_Spindles_Character_BP_C_0) CONTENT: Cute(/Engine/Transient.REINST_Spindles_Character_BP_C_0) CONTENT: Attack(/Engine/Transient.REINST_Spindles_Character_BP_C_0) CONTENT: Attack2(/Engine/Transient.REINST_Spindles_Character_BP_C_0) CONTENT: Move(/Engine/Transient.REINST_Spindles_Character_BP_C_0) CONTENT: Velonasaur(/Engine/Transient.REINST_Spindles_Character_BP_C_0) LITERAL: RotateAttack(/Game/Extinction/Dinos/Spindles/Spindles_Character_BP.Spindles_Character_BP:BPGetDebugInfoString.K2Node_CallFunction_126994) LITERAL: StopCheckConsumeResource(/Game/Extinction/Dinos/Spindles/Spindles_Character_BP.Spindles_Character_BP:BPGetDebugInfoString.K2Node_CallFunction_127157) LITERAL: CheckConsumeResource(/Game/Extinction/Dinos/Spindles/Spindles_Character_BP.Spindles_Character_BP:BPGetDebugInfoString.K2Node_CallFunction_127160) LITERAL: IsMinigunFiring {0} IsMinigunMode {1} IsRunningMinigunAOE {2} TimerStopCheckConsumeResource {3} TimerCheckConsumeResource{4} TimerRotateAttack {5}(/Game/Extinction/Dinos/Spindles/Spindles_Character_BP.Spindles_Character_BP:BPGetDebugInfoString.K2Node_FormatText_94) LITERAL: MinigunModeOff(/Game/Extinction/Dinos/Spindles/Spindles_Character_BP.Spindles_Character_BP:BPTimerServer.K2Node_CallFunction_184915) LITERAL: StopCheckConsumeResource(/Game/Extinction/Dinos/Spindles/Spindles_Character_BP.Spindles_Character_BP:EventGraph.K2Node_CallFunction_104553) LITERAL: RotateAttack(/Game/Extinction/Dinos/Spindles/Spindles_Character_BP.Spindles_Character_BP:EventGraph.K2Node_CallFunction_136618) LITERAL: MinigunModeOff(/Game/Extinction/Dinos/Spindles/Spindles_Character_BP.Spindles_Character_BP:EventGraph.K2Node_CallFunction_184915) LITERAL: MinigunModeOn(/Game/Extinction/Dinos/Spindles/Spindles_Character_BP.Spindles_Character_BP:EventGraph.K2Node_CallFunction_186348) LITERAL: CheckConsumeResource(/Game/Extinction/Dinos/Spindles/Spindles_Character_BP.Spindles_Character_BP:EventGraph.K2Node_CallFunction_209520) LITERAL: CheckConsumeResource(/Game/Extinction/Dinos/Spindles/Spindles_Character_BP.Spindles_Character_BP:EventGraph.K2Node_CallFunction_64166) LITERAL: StopCheckConsumeResource(/Game/Extinction/Dinos/Spindles/Spindles_Character_BP.Spindles_Character_BP:EventGraph.K2Node_CallFunction_97076) LITERAL: LoopMinigunFiringAnim(/Game/Extinction/Dinos/Spindles/Spindles_Character_BP.Spindles_Character_BP:EventGraph.K2Node_CallFunction_98625) LITERAL: CheckConsumeResource(/Game/Extinction/Dinos/Spindles/Spindles_Character_BP.Spindles_Character_BP:EventGraph.K2Node_CallFunction_99963) LITERAL: Insuficient stamina to continue attack.(/Game/Extinction/Dinos/Spindles/Spindles_Character_BP.Spindles_Character_BP:EventGraph.K2Node_FormatText_29) LITERAL: Reset: StaminaCurrent {0}(/Game/Extinction/Dinos/Spindles/Buff_SpindlesMinigunHit.Buff_SpindlesMinigunHit:BPResetBuffStart.K2Node_FormatText_28) LITERAL: StaminaCurrent {0}(/Game/Extinction/Dinos/Spindles/Buff_SpindlesMinigunHit.Buff_SpindlesMinigunHit:BuffTickServer.K2Node_FormatText_60) LITERAL: PreventFlight {0} Ret {1}(/Game/Extinction/Dinos/Spindles/Buff_SpindlesMinigunHit.Buff_SpindlesMinigunHit:BPPreventflight.K2Node_FormatText_31) LITERAL: StaminaCurrent {0} of StaminaMax {1} LastDamageTime {2} TimeLastAddSeconds {3} IsLanding {4} IsFlying {5}(/Game/Extinction/Dinos/Spindles/Buff_SpindlesMinigunHit.Buff_SpindlesMinigunHit:BPGetDebugInfoString.K2Node_FormatText_100) LITERAL: DPS: {0}(/Game/Extinction/Dinos/Spindles/DinoAttackState_Spindles_MinigunBase.DinoAttackState_Spindles_MinigunBase:EventGraph.K2Node_FormatText_39) LITERAL: PrintDPS(/Game/Extinction/Dinos/Spindles/DinoAttackState_Spindles_MinigunBase.DinoAttackState_Spindles_MinigunBase:OnBeginEvent.K2Node_CallFunction_109200) LITERAL: EndMinigun(/Game/Extinction/Dinos/Spindles/DinoAttackState_Spindles_MinigunBase.DinoAttackState_Spindles_MinigunBase:OnEndEvent.K2Node_CallFunction_127963) CONTENT: Spindles is exhausted.(/Engine/Transient.REINST_Buff_MinigunOverheat_C_0) LITERAL: StopStaminaDrain(/Game/Extinction/Dinos/Spindles/Buff_MinigunOverheat.Buff_MinigunOverheat:ReceiveBeginPlay.K2Node_CallFunction_66630) LITERAL: StartTime {0} Duration {1}(/Game/Extinction/Dinos/Spindles/DinoAttackState_Spindles_MinigunBase.DinoAttackState_Spindles_MinigunBase:BPShouldEndAttack.K2Node_FormatText_33) LITERAL: NumTargetsInArea {0} RetVal {1}(/Game/Extinction/Dinos/Spindles/DinoAttackState_Spindles_MinigunAOE.DinoAttackState_Spindles_MinigunAOE:BPCanAttack.K2Node_FormatText_45) LITERAL: G {0}(/Game/Extinction/Dinos/Spindles/DinoAttackState_Spindles_MinigunAOE.DinoAttackState_Spindles_MinigunAOE:EventGraph.K2Node_FormatText_133) LITERAL: FireRandomSpines(/Game/Extinction/Dinos/Spindles/DinoAttackState_Spindles_MinigunAOE.DinoAttackState_Spindles_MinigunAOE:OnBeginEvent.K2Node_CallFunction_200770) LITERAL: FireGuaranteedSpines(/Game/Extinction/Dinos/Spindles/DinoAttackState_Spindles_MinigunAOE.DinoAttackState_Spindles_MinigunAOE:OnBeginEvent.K2Node_CallFunction_200992) LITERAL: FireRandomSpines(/Game/Extinction/Dinos/Spindles/DinoAttackState_Spindles_MinigunAOE.DinoAttackState_Spindles_MinigunAOE:OnEndEvent.K2Node_CallFunction_69808) LITERAL: FireGuaranteedSpines(/Game/Extinction/Dinos/Spindles/DinoAttackState_Spindles_MinigunAOE.DinoAttackState_Spindles_MinigunAOE:OnEndEvent.K2Node_CallFunction_77655) LITERAL: DPS: {0}(/Game/Extinction/Dinos/Spindles/DinoAttackState_Spindles_MinigunBase.DinoAttackState_Spindles_MinigunBase:ExecuteUbergraph_DinoAttackState_Spindles_MinigunBase.K2Node_CallFunction_135061) LITERAL: 0(/Game/Extinction/Dinos/Spindles/DinoAttackState_Spindles_MinigunBase.DinoAttackState_Spindles_MinigunBase:ExecuteUbergraph_DinoAttackState_Spindles_MinigunBase.K2Node_MakeStruct_985) LITERAL: StartTime {0} Duration {1}(/Game/Extinction/Dinos/Spindles/DinoAttackState_Spindles_MinigunBase.DinoAttackState_Spindles_MinigunBase:EdGraph_54724.K2Node_CallFunction_135064) LITERAL: 0(/Game/Extinction/Dinos/Spindles/DinoAttackState_Spindles_MinigunBase.DinoAttackState_Spindles_MinigunBase:EdGraph_54724.K2Node_MakeStruct_986) LITERAL: 1(/Game/Extinction/Dinos/Spindles/DinoAttackState_Spindles_MinigunBase.DinoAttackState_Spindles_MinigunBase:EdGraph_54724.K2Node_MakeStruct_987) LITERAL: G {0}(/Game/Extinction/Dinos/Spindles/DinoAttackState_Spindles_MinigunAOE.DinoAttackState_Spindles_MinigunAOE:ExecuteUbergraph_DinoAttackState_Spindles_MinigunAOE.K2Node_CallFunction_135178) LITERAL: 0(/Game/Extinction/Dinos/Spindles/DinoAttackState_Spindles_MinigunAOE.DinoAttackState_Spindles_MinigunAOE:ExecuteUbergraph_DinoAttackState_Spindles_MinigunAOE.K2Node_MakeStruct_988) LITERAL: NumTargetsInArea {0} RetVal {1}(/Game/Extinction/Dinos/Spindles/DinoAttackState_Spindles_MinigunAOE.DinoAttackState_Spindles_MinigunAOE:EdGraph_54765.K2Node_CallFunction_135187) LITERAL: 0(/Game/Extinction/Dinos/Spindles/DinoAttackState_Spindles_MinigunAOE.DinoAttackState_Spindles_MinigunAOE:EdGraph_54765.K2Node_MakeStruct_989) LITERAL: 1(/Game/Extinction/Dinos/Spindles/DinoAttackState_Spindles_MinigunAOE.DinoAttackState_Spindles_MinigunAOE:EdGraph_54765.K2Node_MakeStruct_990) CONTENT: Spindles is exhausted.(/Engine/Transient.Default__REINST_Buff_MinigunOverheat_C_16638) CONTENT: Spindles is exhausted.(/Engine/Transient.REINST_Buff_MinigunOverheat_C_1) LITERAL: Reset: StaminaCurrent {0}(/Game/Extinction/Dinos/Spindles/Buff_SpindlesMinigunHit.Buff_SpindlesMinigunHit:EdGraph_54843.K2Node_CallFunction_135219) LITERAL: 0(/Game/Extinction/Dinos/Spindles/Buff_SpindlesMinigunHit.Buff_SpindlesMinigunHit:EdGraph_54843.K2Node_MakeStruct_991) LITERAL: StaminaCurrent {0}(/Game/Extinction/Dinos/Spindles/Buff_SpindlesMinigunHit.Buff_SpindlesMinigunHit:EdGraph_54844.K2Node_CallFunction_135221) LITERAL: 0(/Game/Extinction/Dinos/Spindles/Buff_SpindlesMinigunHit.Buff_SpindlesMinigunHit:EdGraph_54844.K2Node_MakeStruct_992) LITERAL: PreventFlight {0} Ret {1}(/Game/Extinction/Dinos/Spindles/Buff_SpindlesMinigunHit.Buff_SpindlesMinigunHit:EdGraph_54846.K2Node_CallFunction_135222) LITERAL: 0(/Game/Extinction/Dinos/Spindles/Buff_SpindlesMinigunHit.Buff_SpindlesMinigunHit:EdGraph_54846.K2Node_MakeStruct_993) LITERAL: 1(/Game/Extinction/Dinos/Spindles/Buff_SpindlesMinigunHit.Buff_SpindlesMinigunHit:EdGraph_54846.K2Node_MakeStruct_994) LITERAL: StaminaCurrent {0} of StaminaMax {1} LastDamageTime {2} TimeLastAddSeconds {3} IsLanding {4} IsFlying {5}(/Game/Extinction/Dinos/Spindles/Buff_SpindlesMinigunHit.Buff_SpindlesMinigunHit:EdGraph_54850.K2Node_CallFunction_135223) LITERAL: 0(/Game/Extinction/Dinos/Spindles/Buff_SpindlesMinigunHit.Buff_SpindlesMinigunHit:EdGraph_54850.K2Node_MakeStruct_995) LITERAL: 1(/Game/Extinction/Dinos/Spindles/Buff_SpindlesMinigunHit.Buff_SpindlesMinigunHit:EdGraph_54850.K2Node_MakeStruct_996) LITERAL: 2(/Game/Extinction/Dinos/Spindles/Buff_SpindlesMinigunHit.Buff_SpindlesMinigunHit:EdGraph_54850.K2Node_MakeStruct_997) LITERAL: 3(/Game/Extinction/Dinos/Spindles/Buff_SpindlesMinigunHit.Buff_SpindlesMinigunHit:EdGraph_54850.K2Node_MakeStruct_998) LITERAL: 4(/Game/Extinction/Dinos/Spindles/Buff_SpindlesMinigunHit.Buff_SpindlesMinigunHit:EdGraph_54850.K2Node_MakeStruct_999) LITERAL: 5(/Game/Extinction/Dinos/Spindles/Buff_SpindlesMinigunHit.Buff_SpindlesMinigunHit:EdGraph_54850.K2Node_MakeStruct_1000) LITERAL: UpdateAimedActors(/Game/Extinction/Dinos/Spindles/DinoAttackState_Spindles_MinigunDirected.DinoAttackState_Spindles_MinigunDirected:OnBeginEvent.K2Node_CallFunction_163114) LITERAL: UpdateAimedActors(/Game/Extinction/Dinos/Spindles/DinoAttackState_Spindles_MinigunDirected.DinoAttackState_Spindles_MinigunDirected:OnEndEvent.K2Node_CallFunction_118333) LITERAL: Hello(/Game/Extinction/Dinos/Spindles/DinoAttackState_Spindles_MinigunDirected.DinoAttackState_Spindles_MinigunDirected:BPShouldEndAttack.K2Node_CallFunction_192512) LITERAL: TimerUpdateAimedActors {0} TimeSinceLastSpineFire {1}(/Game/Extinction/Dinos/Spindles/DinoAttackState_Spindles_MinigunDirected.DinoAttackState_Spindles_MinigunDirected:BPGetDebugInfoString.K2Node_FormatText_105) LITERAL: UpdateAimedActors(/Game/Extinction/Dinos/Spindles/DinoAttackState_Spindles_MinigunDirected.DinoAttackState_Spindles_MinigunDirected:BPGetDebugInfoString.K2Node_CallFunction_199403) LITERAL: TimerUpdateAimedActors {0} TimeSinceLastSpineFire {1}(/Game/Extinction/Dinos/Spindles/DinoAttackState_Spindles_MinigunDirected.DinoAttackState_Spindles_MinigunDirected:EdGraph_54924.K2Node_CallFunction_135254) LITERAL: 0(/Game/Extinction/Dinos/Spindles/DinoAttackState_Spindles_MinigunDirected.DinoAttackState_Spindles_MinigunDirected:EdGraph_54924.K2Node_MakeStruct_1001) LITERAL: 1(/Game/Extinction/Dinos/Spindles/DinoAttackState_Spindles_MinigunDirected.DinoAttackState_Spindles_MinigunDirected:EdGraph_54924.K2Node_MakeStruct_1002) CONTENT: Velonasaur Egg(/Game/Extinction/Dinos/Spindles/PrimalItemConsumable_Egg_Spindles.Default__PrimalItemConsumable_Egg_Spindles_C) CONTENT: Fertilized Velonasaur Egg(/Game/Extinction/Dinos/Spindles/PrimalItemConsumable_Egg_Spindles_Fertilized.Default__PrimalItemConsumable_Egg_Spindles_Fertilized_C) CONTENT: Idle(/Engine/Transient.Default__REINST_Spindles_Character_BP_C_16734) CONTENT: Cute(/Engine/Transient.Default__REINST_Spindles_Character_BP_C_16734) CONTENT: Attack(/Engine/Transient.Default__REINST_Spindles_Character_BP_C_16734) CONTENT: Attack2(/Engine/Transient.Default__REINST_Spindles_Character_BP_C_16734) CONTENT: Move(/Engine/Transient.Default__REINST_Spindles_Character_BP_C_16734) CONTENT: Velonasaur(/Engine/Transient.Default__REINST_Spindles_Character_BP_C_16734) LITERAL: Insuficient stamina to continue attack.(/Game/Extinction/Dinos/Spindles/Spindles_Character_BP.Spindles_Character_BP:ExecuteUbergraph_Spindles_Character_BP.K2Node_CallFunction_136102) LITERAL: IsMinigunFiring {0} IsMinigunMode {1} IsRunningMinigunAOE {2} TimerStopCheckConsumeResource {3} TimerCheckConsumeResource{4} TimerRotateAttack {5}(/Game/Extinction/Dinos/Spindles/Spindles_Character_BP.Spindles_Character_BP:EdGraph_55165.K2Node_CallFunction_136138) LITERAL: 0(/Game/Extinction/Dinos/Spindles/Spindles_Character_BP.Spindles_Character_BP:EdGraph_55165.K2Node_MakeStruct_1003) LITERAL: 1(/Game/Extinction/Dinos/Spindles/Spindles_Character_BP.Spindles_Character_BP:EdGraph_55165.K2Node_MakeStruct_1004) LITERAL: 2(/Game/Extinction/Dinos/Spindles/Spindles_Character_BP.Spindles_Character_BP:EdGraph_55165.K2Node_MakeStruct_1005) LITERAL: 3(/Game/Extinction/Dinos/Spindles/Spindles_Character_BP.Spindles_Character_BP:EdGraph_55165.K2Node_MakeStruct_1006) LITERAL: 4(/Game/Extinction/Dinos/Spindles/Spindles_Character_BP.Spindles_Character_BP:EdGraph_55165.K2Node_MakeStruct_1007) LITERAL: 5(/Game/Extinction/Dinos/Spindles/Spindles_Character_BP.Spindles_Character_BP:EdGraph_55165.K2Node_MakeStruct_1008) CONTENT: Idle(/Engine/Transient.REINST_Spindles_Character_BP_C_1) CONTENT: Cute(/Engine/Transient.REINST_Spindles_Character_BP_C_1) CONTENT: Attack(/Engine/Transient.REINST_Spindles_Character_BP_C_1) CONTENT: Attack2(/Engine/Transient.REINST_Spindles_Character_BP_C_1) CONTENT: Move(/Engine/Transient.REINST_Spindles_Character_BP_C_1) CONTENT: Velonasaur(/Engine/Transient.REINST_Spindles_Character_BP_C_1) LITERAL: Reset: StaminaCurrent {0}(/Game/Extinction/Dinos/Spindles/Buff_SpindlesMinigunHit.Buff_SpindlesMinigunHit:EdGraph_55187.K2Node_CallFunction_136159) LITERAL: 0(/Game/Extinction/Dinos/Spindles/Buff_SpindlesMinigunHit.Buff_SpindlesMinigunHit:EdGraph_55187.K2Node_MakeStruct_1009) LITERAL: StaminaCurrent {0}(/Game/Extinction/Dinos/Spindles/Buff_SpindlesMinigunHit.Buff_SpindlesMinigunHit:EdGraph_55188.K2Node_CallFunction_136161) LITERAL: 0(/Game/Extinction/Dinos/Spindles/Buff_SpindlesMinigunHit.Buff_SpindlesMinigunHit:EdGraph_55188.K2Node_MakeStruct_1010) LITERAL: PreventFlight {0} Ret {1}(/Game/Extinction/Dinos/Spindles/Buff_SpindlesMinigunHit.Buff_SpindlesMinigunHit:EdGraph_55190.K2Node_CallFunction_136162) LITERAL: 0(/Game/Extinction/Dinos/Spindles/Buff_SpindlesMinigunHit.Buff_SpindlesMinigunHit:EdGraph_55190.K2Node_MakeStruct_1011) LITERAL: 1(/Game/Extinction/Dinos/Spindles/Buff_SpindlesMinigunHit.Buff_SpindlesMinigunHit:EdGraph_55190.K2Node_MakeStruct_1012) LITERAL: StaminaCurrent {0} of StaminaMax {1} LastDamageTime {2} TimeLastAddSeconds {3} IsLanding {4} IsFlying {5}(/Game/Extinction/Dinos/Spindles/Buff_SpindlesMinigunHit.Buff_SpindlesMinigunHit:EdGraph_55194.K2Node_CallFunction_136163) LITERAL: 0(/Game/Extinction/Dinos/Spindles/Buff_SpindlesMinigunHit.Buff_SpindlesMinigunHit:EdGraph_55194.K2Node_MakeStruct_1013) LITERAL: 1(/Game/Extinction/Dinos/Spindles/Buff_SpindlesMinigunHit.Buff_SpindlesMinigunHit:EdGraph_55194.K2Node_MakeStruct_1014) LITERAL: 2(/Game/Extinction/Dinos/Spindles/Buff_SpindlesMinigunHit.Buff_SpindlesMinigunHit:EdGraph_55194.K2Node_MakeStruct_1015) LITERAL: 3(/Game/Extinction/Dinos/Spindles/Buff_SpindlesMinigunHit.Buff_SpindlesMinigunHit:EdGraph_55194.K2Node_MakeStruct_1016) LITERAL: 4(/Game/Extinction/Dinos/Spindles/Buff_SpindlesMinigunHit.Buff_SpindlesMinigunHit:EdGraph_55194.K2Node_MakeStruct_1017) LITERAL: 5(/Game/Extinction/Dinos/Spindles/Buff_SpindlesMinigunHit.Buff_SpindlesMinigunHit:EdGraph_55194.K2Node_MakeStruct_1018) LITERAL: DPS: {0}(/Game/Extinction/Dinos/Spindles/DinoAttackState_Spindles_MinigunBase.DinoAttackState_Spindles_MinigunBase:ExecuteUbergraph_DinoAttackState_Spindles_MinigunBase.K2Node_CallFunction_136198) LITERAL: 0(/Game/Extinction/Dinos/Spindles/DinoAttackState_Spindles_MinigunBase.DinoAttackState_Spindles_MinigunBase:ExecuteUbergraph_DinoAttackState_Spindles_MinigunBase.K2Node_MakeStruct_1019) LITERAL: StartTime {0} Duration {1}(/Game/Extinction/Dinos/Spindles/DinoAttackState_Spindles_MinigunBase.DinoAttackState_Spindles_MinigunBase:EdGraph_55218.K2Node_CallFunction_136201) LITERAL: 0(/Game/Extinction/Dinos/Spindles/DinoAttackState_Spindles_MinigunBase.DinoAttackState_Spindles_MinigunBase:EdGraph_55218.K2Node_MakeStruct_1020) LITERAL: 1(/Game/Extinction/Dinos/Spindles/DinoAttackState_Spindles_MinigunBase.DinoAttackState_Spindles_MinigunBase:EdGraph_55218.K2Node_MakeStruct_1021) CONTENT: Spindles is exhausted.(/Engine/Transient.Default__REINST_Buff_MinigunOverheat_C_16754) CONTENT: Spindles is exhausted.(/Game/Extinction/Dinos/Spindles/Buff_MinigunOverheat.Default__Buff_MinigunOverheat_C) LITERAL: G {0}(/Game/Extinction/Dinos/Spindles/DinoAttackState_Spindles_MinigunAOE.DinoAttackState_Spindles_MinigunAOE:ExecuteUbergraph_DinoAttackState_Spindles_MinigunAOE.K2Node_CallFunction_136263) LITERAL: 0(/Game/Extinction/Dinos/Spindles/DinoAttackState_Spindles_MinigunAOE.DinoAttackState_Spindles_MinigunAOE:ExecuteUbergraph_DinoAttackState_Spindles_MinigunAOE.K2Node_MakeStruct_1022) LITERAL: NumTargetsInArea {0} RetVal {1}(/Game/Extinction/Dinos/Spindles/DinoAttackState_Spindles_MinigunAOE.DinoAttackState_Spindles_MinigunAOE:EdGraph_55253.K2Node_CallFunction_136272) LITERAL: 0(/Game/Extinction/Dinos/Spindles/DinoAttackState_Spindles_MinigunAOE.DinoAttackState_Spindles_MinigunAOE:EdGraph_55253.K2Node_MakeStruct_1023) LITERAL: 1(/Game/Extinction/Dinos/Spindles/DinoAttackState_Spindles_MinigunAOE.DinoAttackState_Spindles_MinigunAOE:EdGraph_55253.K2Node_MakeStruct_1024) LITERAL: TimerUpdateAimedActors {0} TimeSinceLastSpineFire {1}(/Game/Extinction/Dinos/Spindles/DinoAttackState_Spindles_MinigunDirected.DinoAttackState_Spindles_MinigunDirected:EdGraph_55290.K2Node_CallFunction_136283) LITERAL: 0(/Game/Extinction/Dinos/Spindles/DinoAttackState_Spindles_MinigunDirected.DinoAttackState_Spindles_MinigunDirected:EdGraph_55290.K2Node_MakeStruct_1025) LITERAL: 1(/Game/Extinction/Dinos/Spindles/DinoAttackState_Spindles_MinigunDirected.DinoAttackState_Spindles_MinigunDirected:EdGraph_55290.K2Node_MakeStruct_1026) CONTENT: Idle(/Engine/Transient.Default__REINST_Spindles_Character_BP_C_16798) CONTENT: Cute(/Engine/Transient.Default__REINST_Spindles_Character_BP_C_16798) CONTENT: Attack(/Engine/Transient.Default__REINST_Spindles_Character_BP_C_16798) CONTENT: Attack2(/Engine/Transient.Default__REINST_Spindles_Character_BP_C_16798) CONTENT: Move(/Engine/Transient.Default__REINST_Spindles_Character_BP_C_16798) CONTENT: Velonasaur(/Engine/Transient.Default__REINST_Spindles_Character_BP_C_16798) LITERAL: Insuficient stamina to continue attack.(/Game/Extinction/Dinos/Spindles/Spindles_Character_BP.Spindles_Character_BP:ExecuteUbergraph_Spindles_Character_BP.K2Node_CallFunction_136691) LITERAL: IsMinigunFiring {0} IsMinigunMode {1} IsRunningMinigunAOE {2} TimerStopCheckConsumeResource {3} TimerCheckConsumeResource{4} TimerRotateAttack {5}(/Game/Extinction/Dinos/Spindles/Spindles_Character_BP.Spindles_Character_BP:EdGraph_55410.K2Node_CallFunction_136727) LITERAL: 0(/Game/Extinction/Dinos/Spindles/Spindles_Character_BP.Spindles_Character_BP:EdGraph_55410.K2Node_MakeStruct_1027) LITERAL: 1(/Game/Extinction/Dinos/Spindles/Spindles_Character_BP.Spindles_Character_BP:EdGraph_55410.K2Node_MakeStruct_1028) LITERAL: 2(/Game/Extinction/Dinos/Spindles/Spindles_Character_BP.Spindles_Character_BP:EdGraph_55410.K2Node_MakeStruct_1029) LITERAL: 3(/Game/Extinction/Dinos/Spindles/Spindles_Character_BP.Spindles_Character_BP:EdGraph_55410.K2Node_MakeStruct_1030) LITERAL: 4(/Game/Extinction/Dinos/Spindles/Spindles_Character_BP.Spindles_Character_BP:EdGraph_55410.K2Node_MakeStruct_1031) LITERAL: 5(/Game/Extinction/Dinos/Spindles/Spindles_Character_BP.Spindles_Character_BP:EdGraph_55410.K2Node_MakeStruct_1032) CONTENT: Idle(/Game/Extinction/Dinos/Spindles/Spindles_Character_BP.Default__Spindles_Character_BP_C) CONTENT: Cute(/Game/Extinction/Dinos/Spindles/Spindles_Character_BP.Default__Spindles_Character_BP_C) CONTENT: Attack(/Game/Extinction/Dinos/Spindles/Spindles_Character_BP.Default__Spindles_Character_BP_C) CONTENT: Attack2(/Game/Extinction/Dinos/Spindles/Spindles_Character_BP.Default__Spindles_Character_BP_C) CONTENT: Move(/Game/Extinction/Dinos/Spindles/Spindles_Character_BP.Default__Spindles_Character_BP_C) CONTENT: Velonasaur(/Game/Extinction/Dinos/Spindles/Spindles_Character_BP.Default__Spindles_Character_BP_C) CONTENT: Idle(/Engine/Transient.REINST_Ant_Character_Base_C_0) CONTENT: Action(/Engine/Transient.REINST_Ant_Character_Base_C_0) CONTENT: Move(/Engine/Transient.REINST_Ant_Character_Base_C_0) CONTENT: Idle(/Engine/Transient.Default__REINST_Ant_Character_Base_C_16813) CONTENT: Action(/Engine/Transient.Default__REINST_Ant_Character_Base_C_16813) CONTENT: Move(/Engine/Transient.Default__REINST_Ant_Character_Base_C_16813) CONTENT: Idle(/Engine/Transient.REINST_Ant_Character_Base_C_1) CONTENT: Action(/Engine/Transient.REINST_Ant_Character_Base_C_1) CONTENT: Move(/Engine/Transient.REINST_Ant_Character_Base_C_1) CONTENT: Idle(/Engine/Transient.Default__REINST_Ant_Character_Base_C_16821) CONTENT: Action(/Engine/Transient.Default__REINST_Ant_Character_Base_C_16821) CONTENT: Move(/Engine/Transient.Default__REINST_Ant_Character_Base_C_16821) CONTENT: Idle(/Game/PrimalEarth/Dinos/Ant/Ant_Character_Base.Default__Ant_Character_Base_C) CONTENT: Action(/Game/PrimalEarth/Dinos/Ant/Ant_Character_Base.Default__Ant_Character_Base_C) CONTENT: Move(/Game/PrimalEarth/Dinos/Ant/Ant_Character_Base.Default__Ant_Character_Base_C) CONTENT: Titanomyrma Drone(/Engine/Transient.REINST_Ant_Character_BP_C_0) CONTENT: Titanomyrma Drone(/Engine/Transient.Default__REINST_Ant_Character_BP_C_16829) CONTENT: Titanomyrma Drone(/Engine/Transient.REINST_Ant_Character_BP_C_1) CONTENT: Titanomyrma Drone(/Engine/Transient.Default__REINST_Ant_Character_BP_C_16833) CONTENT: Titanomyrma Drone(/Game/PrimalEarth/Dinos/Ant/Ant_Character_BP.Default__Ant_Character_BP_C) CONTENT: Idle(/Engine/Transient.REINST_FlyingAnt_Character_BP_C_0) CONTENT: c_tail1(/Engine/Transient.REINST_FlyingAnt_Character_BP_C_0) CONTENT: Action(/Engine/Transient.REINST_FlyingAnt_Character_BP_C_0) CONTENT: c_tail1(/Engine/Transient.REINST_FlyingAnt_Character_BP_C_0) CONTENT: Move(/Engine/Transient.REINST_FlyingAnt_Character_BP_C_0) CONTENT: c_tail1(/Engine/Transient.REINST_FlyingAnt_Character_BP_C_0) CONTENT: Titanomyrma Soldier(/Engine/Transient.REINST_FlyingAnt_Character_BP_C_0) CONTENT: Idle(/Engine/Transient.Default__REINST_FlyingAnt_Character_BP_C_16843) CONTENT: c_tail1(/Engine/Transient.Default__REINST_FlyingAnt_Character_BP_C_16843) CONTENT: Action(/Engine/Transient.Default__REINST_FlyingAnt_Character_BP_C_16843) CONTENT: c_tail1(/Engine/Transient.Default__REINST_FlyingAnt_Character_BP_C_16843) CONTENT: Move(/Engine/Transient.Default__REINST_FlyingAnt_Character_BP_C_16843) CONTENT: c_tail1(/Engine/Transient.Default__REINST_FlyingAnt_Character_BP_C_16843) CONTENT: Titanomyrma Soldier(/Engine/Transient.Default__REINST_FlyingAnt_Character_BP_C_16843) CONTENT: Idle(/Engine/Transient.REINST_FlyingAnt_Character_BP_C_1) CONTENT: c_tail1(/Engine/Transient.REINST_FlyingAnt_Character_BP_C_1) CONTENT: Action(/Engine/Transient.REINST_FlyingAnt_Character_BP_C_1) CONTENT: c_tail1(/Engine/Transient.REINST_FlyingAnt_Character_BP_C_1) CONTENT: Move(/Engine/Transient.REINST_FlyingAnt_Character_BP_C_1) CONTENT: c_tail1(/Engine/Transient.REINST_FlyingAnt_Character_BP_C_1) CONTENT: Titanomyrma Soldier(/Engine/Transient.REINST_FlyingAnt_Character_BP_C_1) CONTENT: Idle(/Engine/Transient.Default__REINST_FlyingAnt_Character_BP_C_16847) CONTENT: c_tail1(/Engine/Transient.Default__REINST_FlyingAnt_Character_BP_C_16847) CONTENT: Action(/Engine/Transient.Default__REINST_FlyingAnt_Character_BP_C_16847) CONTENT: c_tail1(/Engine/Transient.Default__REINST_FlyingAnt_Character_BP_C_16847) CONTENT: Move(/Engine/Transient.Default__REINST_FlyingAnt_Character_BP_C_16847) CONTENT: c_tail1(/Engine/Transient.Default__REINST_FlyingAnt_Character_BP_C_16847) CONTENT: Titanomyrma Soldier(/Engine/Transient.Default__REINST_FlyingAnt_Character_BP_C_16847) CONTENT: Idle(/Game/PrimalEarth/Dinos/Ant/FlyingAnt_Character_BP.Default__FlyingAnt_Character_BP_C) CONTENT: c_tail1(/Game/PrimalEarth/Dinos/Ant/FlyingAnt_Character_BP.Default__FlyingAnt_Character_BP_C) CONTENT: Action(/Game/PrimalEarth/Dinos/Ant/FlyingAnt_Character_BP.Default__FlyingAnt_Character_BP_C) CONTENT: c_tail1(/Game/PrimalEarth/Dinos/Ant/FlyingAnt_Character_BP.Default__FlyingAnt_Character_BP_C) CONTENT: Move(/Game/PrimalEarth/Dinos/Ant/FlyingAnt_Character_BP.Default__FlyingAnt_Character_BP_C) CONTENT: c_tail1(/Game/PrimalEarth/Dinos/Ant/FlyingAnt_Character_BP.Default__FlyingAnt_Character_BP_C) CONTENT: Titanomyrma Soldier(/Game/PrimalEarth/Dinos/Ant/FlyingAnt_Character_BP.Default__FlyingAnt_Character_BP_C) CONTENT: Bleeding!(/Engine/Transient.REINST_Buff_Bleeding_Kentro_C_0) CONTENT: You're bleeding! 10% of your Health will be drained!(/Engine/Transient.REINST_Buff_Bleeding_Kentro_C_0) CONTENT: You've been impaled!(/Engine/Transient.REINST_Buff_Bleeding_Kentro_C_0) CONTENT: Bleeding!(/Engine/Transient.Default__REINST_Buff_Bleeding_Kentro_C_16855) CONTENT: You're bleeding! 10% of your Health will be drained!(/Engine/Transient.Default__REINST_Buff_Bleeding_Kentro_C_16855) CONTENT: You've been impaled!(/Engine/Transient.Default__REINST_Buff_Bleeding_Kentro_C_16855) CONTENT: Bleeding!(/Engine/Transient.REINST_Buff_Bleeding_Kentro_C_1) CONTENT: You're bleeding! 10% of your Health will be drained!(/Engine/Transient.REINST_Buff_Bleeding_Kentro_C_1) CONTENT: You've been impaled!(/Engine/Transient.REINST_Buff_Bleeding_Kentro_C_1) CONTENT: Bleeding!(/Engine/Transient.Default__REINST_Buff_Bleeding_Kentro_C_16859) CONTENT: You're bleeding! 10% of your Health will be drained!(/Engine/Transient.Default__REINST_Buff_Bleeding_Kentro_C_16859) CONTENT: You've been impaled!(/Engine/Transient.Default__REINST_Buff_Bleeding_Kentro_C_16859) CONTENT: Bleeding!(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_Bleeding_Kentro.Default__Buff_Bleeding_Kentro_C) CONTENT: You're bleeding! 10% of your Health will be drained!(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_Bleeding_Kentro.Default__Buff_Bleeding_Kentro_C) CONTENT: You've been impaled!(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_Bleeding_Kentro.Default__Buff_Bleeding_Kentro_C) CONTENT: Body Main(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Kentro.Default__DinoColorSet_Kentro_C) CONTENT: Plates Main(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Kentro.Default__DinoColorSet_Kentro_C) CONTENT: Spikes(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Kentro.Default__DinoColorSet_Kentro_C) CONTENT: Plates Highlights(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Kentro.Default__DinoColorSet_Kentro_C) CONTENT: Body Highlights(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Kentro.Default__DinoColorSet_Kentro_C) CONTENT: Underbelly(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Kentro.Default__DinoColorSet_Kentro_C) CONTENT: Kentro Egg(/Game/PrimalEarth/Test/PrimalItemConsumable_Egg_Kentro.Default__PrimalItemConsumable_Egg_Kentro_C) CONTENT: Idle(/Engine/Transient.REINST_Kentro_Character_BP_C_0) CONTENT: Cute(/Engine/Transient.REINST_Kentro_Character_BP_C_0) CONTENT: Action(/Engine/Transient.REINST_Kentro_Character_BP_C_0) CONTENT: Move(/Engine/Transient.REINST_Kentro_Character_BP_C_0) CONTENT: Kentrosaurus(/Engine/Transient.REINST_Kentro_Character_BP_C_0) CONTENT: Fertilized Kentro Egg(/Game/PrimalEarth/Test/PrimalItemConsumable_Egg_Kentro_Fertilized.Default__PrimalItemConsumable_Egg_Kentro_Fertilized_C) LITERAL: INVALID HIT(/Game/PrimalEarth/Dinos/Kentrosaurus/Kentro_Character_BP.Kentro_Character_BP:BPDoAttack.K2Node_CallFunction_39615) CONTENT: Idle(/Engine/Transient.Default__REINST_Kentro_Character_BP_C_16895) CONTENT: Cute(/Engine/Transient.Default__REINST_Kentro_Character_BP_C_16895) CONTENT: Action(/Engine/Transient.Default__REINST_Kentro_Character_BP_C_16895) CONTENT: Move(/Engine/Transient.Default__REINST_Kentro_Character_BP_C_16895) CONTENT: Kentrosaurus(/Engine/Transient.Default__REINST_Kentro_Character_BP_C_16895) CONTENT: Idle(/Engine/Transient.REINST_Kentro_Character_BP_C_1) CONTENT: Cute(/Engine/Transient.REINST_Kentro_Character_BP_C_1) CONTENT: Action(/Engine/Transient.REINST_Kentro_Character_BP_C_1) CONTENT: Move(/Engine/Transient.REINST_Kentro_Character_BP_C_1) CONTENT: Kentrosaurus(/Engine/Transient.REINST_Kentro_Character_BP_C_1) CONTENT: Idle(/Engine/Transient.Default__REINST_Kentro_Character_BP_C_16899) CONTENT: Cute(/Engine/Transient.Default__REINST_Kentro_Character_BP_C_16899) CONTENT: Action(/Engine/Transient.Default__REINST_Kentro_Character_BP_C_16899) CONTENT: Move(/Engine/Transient.Default__REINST_Kentro_Character_BP_C_16899) CONTENT: Kentrosaurus(/Engine/Transient.Default__REINST_Kentro_Character_BP_C_16899) CONTENT: Idle(/Game/PrimalEarth/Dinos/Kentrosaurus/Kentro_Character_BP.Default__Kentro_Character_BP_C) CONTENT: Cute(/Game/PrimalEarth/Dinos/Kentrosaurus/Kentro_Character_BP.Default__Kentro_Character_BP_C) CONTENT: Action(/Game/PrimalEarth/Dinos/Kentrosaurus/Kentro_Character_BP.Default__Kentro_Character_BP_C) CONTENT: Move(/Game/PrimalEarth/Dinos/Kentrosaurus/Kentro_Character_BP.Default__Kentro_Character_BP_C) CONTENT: Kentrosaurus(/Game/PrimalEarth/Dinos/Kentrosaurus/Kentro_Character_BP.Default__Kentro_Character_BP_C) CONTENT: Nursing(/Engine/Transient.REINST_Buff_Nursing_C_0) CONTENT: Procoptodon milk nourishes a growing body(/Engine/Transient.REINST_Buff_Nursing_C_0) CONTENT: Nursing!(/Engine/Transient.REINST_Buff_Nursing_C_0) CONTENT: Nursing(/Engine/Transient.Default__REINST_Buff_Nursing_C_16912) CONTENT: Procoptodon milk nourishes a growing body(/Engine/Transient.Default__REINST_Buff_Nursing_C_16912) CONTENT: Nursing!(/Engine/Transient.Default__REINST_Buff_Nursing_C_16912) CONTENT: Nursing(/Engine/Transient.REINST_Buff_Nursing_C_1) CONTENT: Procoptodon milk nourishes a growing body(/Engine/Transient.REINST_Buff_Nursing_C_1) CONTENT: Nursing!(/Engine/Transient.REINST_Buff_Nursing_C_1) CONTENT: Nursing(/Engine/Transient.Default__REINST_Buff_Nursing_C_16916) CONTENT: Procoptodon milk nourishes a growing body(/Engine/Transient.Default__REINST_Buff_Nursing_C_16916) CONTENT: Nursing!(/Engine/Transient.Default__REINST_Buff_Nursing_C_16916) CONTENT: Nursing(/Game/PrimalEarth/Dinos/Procoptodon/Buff_Nursing.Default__Buff_Nursing_C) CONTENT: Procoptodon milk nourishes a growing body(/Game/PrimalEarth/Dinos/Procoptodon/Buff_Nursing.Default__Buff_Nursing_C) CONTENT: Nursing!(/Game/PrimalEarth/Dinos/Procoptodon/Buff_Nursing.Default__Buff_Nursing_C) CONTENT: Board Pouch(/Engine/Transient.REINST_Procoptodon_Character_BP_C_0) CONTENT: Idle(/Engine/Transient.REINST_Procoptodon_Character_BP_C_0) CONTENT: Cute(/Engine/Transient.REINST_Procoptodon_Character_BP_C_0) CONTENT: Action(/Engine/Transient.REINST_Procoptodon_Character_BP_C_0) CONTENT: c_neck1(/Engine/Transient.REINST_Procoptodon_Character_BP_C_0) CONTENT: Move(/Engine/Transient.REINST_Procoptodon_Character_BP_C_0) CONTENT: c_back3(/Engine/Transient.REINST_Procoptodon_Character_BP_C_0) CONTENT: Procoptodon(/Engine/Transient.REINST_Procoptodon_Character_BP_C_0) LITERAL: DelayedPress(/Game/PrimalEarth/Dinos/Procoptodon/Procoptodon_Character_BP.Procoptodon_Character_BP:EventGraph.K2Node_CallFunction_98376) LITERAL: DelayedPress(/Game/PrimalEarth/Dinos/Procoptodon/Procoptodon_Character_BP.Procoptodon_Character_BP:EventGraph.K2Node_CallFunction_98377) LITERAL: DelayedPress(/Game/PrimalEarth/Dinos/Procoptodon/Procoptodon_Character_BP.Procoptodon_Character_BP:EventGraph.K2Node_CallFunction_98378) LITERAL: Difference between current dir and target dir:(/Game/PrimalEarth/Dinos/Procoptodon/Procoptodon_Character_BP.Procoptodon_Character_BP:EventGraph.K2Node_CallFunction_107253) LITERAL: UpdateJumpRotation(/Game/PrimalEarth/Dinos/Procoptodon/Procoptodon_Character_BP.Procoptodon_Character_BP:EventGraph.K2Node_CallFunction_116484) LITERAL: , (/Game/PrimalEarth/Dinos/Procoptodon/Procoptodon_Character_BP.Procoptodon_Character_BP:EventGraph.K2Node_CallFunction_94966) LITERAL: DELAYED ACTION(/Game/PrimalEarth/Dinos/Procoptodon/Procoptodon_Character_BP.Procoptodon_Character_BP:EventGraph.K2Node_CallFunction_105803) LITERAL: Remove from pouch(/Game/PrimalEarth/Dinos/Procoptodon/Procoptodon_Character_BP.Procoptodon_Character_BP:BPGetMultiUseEntries.K2Node_MakeStruct_1103) LITERAL: Pick Up...(/Game/PrimalEarth/Dinos/Procoptodon/Procoptodon_Character_BP.Procoptodon_Character_BP:BPGetMultiUseEntries.K2Node_Composite_92.AddSubmenuAndBack.K2Node_MakeStruct_5376) LITERAL: Back(/Game/PrimalEarth/Dinos/Procoptodon/Procoptodon_Character_BP.Procoptodon_Character_BP:BPGetMultiUseEntries.K2Node_Composite_92.AddSubmenuAndBack.K2Node_MakeStruct_5377) LITERAL: Pick up (/Game/PrimalEarth/Dinos/Procoptodon/Procoptodon_Character_BP.Procoptodon_Character_BP:CreatePouchGrabbableEntry.K2Node_CallFunction_163736) LITERAL: in pouch(/Game/PrimalEarth/Dinos/Procoptodon/Procoptodon_Character_BP.Procoptodon_Character_BP:CreatePouchGrabbableEntry.K2Node_CallFunction_163737) LITERAL: Human(/Game/PrimalEarth/Dinos/Procoptodon/Procoptodon_Character_BP.Procoptodon_Character_BP:CreatePouchGrabbableEntry.K2Node_CallFunction_45878) LITERAL: -----------------SIZE GUESSTIMATE: (/Game/PrimalEarth/Dinos/Procoptodon/Procoptodon_Character_BP.Procoptodon_Character_BP:BPServerHandleNetExecCommand.K2Node_CallFunction_46183) LITERAL: <<<<<<<<<<<<<<<<<<<<< NEW bounds = {x}, OLD bounds = {y}, new with calc = {z}, old with calc = {u}(/Game/PrimalEarth/Dinos/Procoptodon/Procoptodon_Character_BP.Procoptodon_Character_BP:Can Pouch Carry.K2Node_Composite_92.DinoSpecificChecks.K2Node_FormatText_14) LITERAL: DelayedCarryingResponseBehavior(/Game/PrimalEarth/Dinos/Procoptodon/Procoptodon_Character_BP.Procoptodon_Character_BP:BPNotifyAddPassenger.K2Node_CallFunction_139152) LITERAL: UpdateAllJumpRotation(/Game/PrimalEarth/Dinos/Procoptodon/Procoptodon_Character_BP.Procoptodon_Character_BP:LaunchAtTracePoint.K2Node_CallFunction_116484) CONTENT: Board Pouch(/Engine/Transient.Default__REINST_Procoptodon_Character_BP_C_16934) CONTENT: Idle(/Engine/Transient.Default__REINST_Procoptodon_Character_BP_C_16934) CONTENT: Cute(/Engine/Transient.Default__REINST_Procoptodon_Character_BP_C_16934) CONTENT: Action(/Engine/Transient.Default__REINST_Procoptodon_Character_BP_C_16934) CONTENT: c_neck1(/Engine/Transient.Default__REINST_Procoptodon_Character_BP_C_16934) CONTENT: Move(/Engine/Transient.Default__REINST_Procoptodon_Character_BP_C_16934) CONTENT: c_back3(/Engine/Transient.Default__REINST_Procoptodon_Character_BP_C_16934) CONTENT: Procoptodon(/Engine/Transient.Default__REINST_Procoptodon_Character_BP_C_16934) LITERAL: <<<<<<<<<<<<<<<<<<<<< NEW bounds = {x}, OLD bounds = {y}, new with calc = {z}, old with calc = {u}(/Game/PrimalEarth/Dinos/Procoptodon/Procoptodon_Character_BP.Procoptodon_Character_BP:EdGraph_55736.K2Node_CallFunction_137357) LITERAL: x(/Game/PrimalEarth/Dinos/Procoptodon/Procoptodon_Character_BP.Procoptodon_Character_BP:EdGraph_55736.K2Node_MakeStruct_1041) LITERAL: y(/Game/PrimalEarth/Dinos/Procoptodon/Procoptodon_Character_BP.Procoptodon_Character_BP:EdGraph_55736.K2Node_MakeStruct_1042) LITERAL: z(/Game/PrimalEarth/Dinos/Procoptodon/Procoptodon_Character_BP.Procoptodon_Character_BP:EdGraph_55736.K2Node_MakeStruct_1043) LITERAL: u(/Game/PrimalEarth/Dinos/Procoptodon/Procoptodon_Character_BP.Procoptodon_Character_BP:EdGraph_55736.K2Node_MakeStruct_1044) CONTENT: Board Pouch(/Engine/Transient.REINST_Procoptodon_Character_BP_C_1) CONTENT: Idle(/Engine/Transient.REINST_Procoptodon_Character_BP_C_1) CONTENT: Cute(/Engine/Transient.REINST_Procoptodon_Character_BP_C_1) CONTENT: Action(/Engine/Transient.REINST_Procoptodon_Character_BP_C_1) CONTENT: c_neck1(/Engine/Transient.REINST_Procoptodon_Character_BP_C_1) CONTENT: Move(/Engine/Transient.REINST_Procoptodon_Character_BP_C_1) CONTENT: c_back3(/Engine/Transient.REINST_Procoptodon_Character_BP_C_1) CONTENT: Procoptodon(/Engine/Transient.REINST_Procoptodon_Character_BP_C_1) CONTENT: Board Pouch(/Engine/Transient.Default__REINST_Procoptodon_Character_BP_C_16938) CONTENT: Idle(/Engine/Transient.Default__REINST_Procoptodon_Character_BP_C_16938) CONTENT: Cute(/Engine/Transient.Default__REINST_Procoptodon_Character_BP_C_16938) CONTENT: Action(/Engine/Transient.Default__REINST_Procoptodon_Character_BP_C_16938) CONTENT: c_neck1(/Engine/Transient.Default__REINST_Procoptodon_Character_BP_C_16938) CONTENT: Move(/Engine/Transient.Default__REINST_Procoptodon_Character_BP_C_16938) CONTENT: c_back3(/Engine/Transient.Default__REINST_Procoptodon_Character_BP_C_16938) CONTENT: Procoptodon(/Engine/Transient.Default__REINST_Procoptodon_Character_BP_C_16938) LITERAL: <<<<<<<<<<<<<<<<<<<<< NEW bounds = {x}, OLD bounds = {y}, new with calc = {z}, old with calc = {u}(/Game/PrimalEarth/Dinos/Procoptodon/Procoptodon_Character_BP.Procoptodon_Character_BP:EdGraph_55816.K2Node_CallFunction_137678) LITERAL: x(/Game/PrimalEarth/Dinos/Procoptodon/Procoptodon_Character_BP.Procoptodon_Character_BP:EdGraph_55816.K2Node_MakeStruct_1049) LITERAL: y(/Game/PrimalEarth/Dinos/Procoptodon/Procoptodon_Character_BP.Procoptodon_Character_BP:EdGraph_55816.K2Node_MakeStruct_1050) LITERAL: z(/Game/PrimalEarth/Dinos/Procoptodon/Procoptodon_Character_BP.Procoptodon_Character_BP:EdGraph_55816.K2Node_MakeStruct_1051) LITERAL: u(/Game/PrimalEarth/Dinos/Procoptodon/Procoptodon_Character_BP.Procoptodon_Character_BP:EdGraph_55816.K2Node_MakeStruct_1052) CONTENT: Board Pouch(/Game/PrimalEarth/Dinos/Procoptodon/Procoptodon_Character_BP.Default__Procoptodon_Character_BP_C) CONTENT: Idle(/Game/PrimalEarth/Dinos/Procoptodon/Procoptodon_Character_BP.Default__Procoptodon_Character_BP_C) CONTENT: Cute(/Game/PrimalEarth/Dinos/Procoptodon/Procoptodon_Character_BP.Default__Procoptodon_Character_BP_C) CONTENT: Action(/Game/PrimalEarth/Dinos/Procoptodon/Procoptodon_Character_BP.Default__Procoptodon_Character_BP_C) CONTENT: c_neck1(/Game/PrimalEarth/Dinos/Procoptodon/Procoptodon_Character_BP.Default__Procoptodon_Character_BP_C) CONTENT: Move(/Game/PrimalEarth/Dinos/Procoptodon/Procoptodon_Character_BP.Default__Procoptodon_Character_BP_C) CONTENT: c_back3(/Game/PrimalEarth/Dinos/Procoptodon/Procoptodon_Character_BP.Default__Procoptodon_Character_BP_C) CONTENT: Procoptodon(/Game/PrimalEarth/Dinos/Procoptodon/Procoptodon_Character_BP.Default__Procoptodon_Character_BP_C) CONTENT: Idle(/Engine/Transient.REINST_Scorpion_Character_BP_C_0) CONTENT: Cute(/Engine/Transient.REINST_Scorpion_Character_BP_C_0) CONTENT: Action(/Engine/Transient.REINST_Scorpion_Character_BP_C_0) CONTENT: Move(/Engine/Transient.REINST_Scorpion_Character_BP_C_0) CONTENT: Pulmonoscorpius(/Engine/Transient.REINST_Scorpion_Character_BP_C_0) CONTENT: Pulminoscorpius Egg(/Game/PrimalEarth/Test/PrimalItemConsumable_Egg_Scorpion.Default__PrimalItemConsumable_Egg_Scorpion_C) CONTENT: Fertilized Pulminoscorpius Egg(/Game/PrimalEarth/Test/PrimalItemConsumable_Egg_Scorpion_Fertilized.Default__PrimalItemConsumable_Egg_Scorpion_Fertilized_C) CONTENT: Idle(/Engine/Transient.Default__REINST_Scorpion_Character_BP_C_16962) CONTENT: Cute(/Engine/Transient.Default__REINST_Scorpion_Character_BP_C_16962) CONTENT: Action(/Engine/Transient.Default__REINST_Scorpion_Character_BP_C_16962) CONTENT: Move(/Engine/Transient.Default__REINST_Scorpion_Character_BP_C_16962) CONTENT: Pulmonoscorpius(/Engine/Transient.Default__REINST_Scorpion_Character_BP_C_16962) CONTENT: Idle(/Engine/Transient.REINST_Scorpion_Character_BP_C_1) CONTENT: Cute(/Engine/Transient.REINST_Scorpion_Character_BP_C_1) CONTENT: Action(/Engine/Transient.REINST_Scorpion_Character_BP_C_1) CONTENT: Move(/Engine/Transient.REINST_Scorpion_Character_BP_C_1) CONTENT: Pulmonoscorpius(/Engine/Transient.REINST_Scorpion_Character_BP_C_1) CONTENT: Idle(/Engine/Transient.Default__REINST_Scorpion_Character_BP_C_16966) CONTENT: Cute(/Engine/Transient.Default__REINST_Scorpion_Character_BP_C_16966) CONTENT: Action(/Engine/Transient.Default__REINST_Scorpion_Character_BP_C_16966) CONTENT: Move(/Engine/Transient.Default__REINST_Scorpion_Character_BP_C_16966) CONTENT: Pulmonoscorpius(/Engine/Transient.Default__REINST_Scorpion_Character_BP_C_16966) CONTENT: Idle(/Game/PrimalEarth/Dinos/Scorpion/Scorpion_Character_BP.Default__Scorpion_Character_BP_C) CONTENT: Cute(/Game/PrimalEarth/Dinos/Scorpion/Scorpion_Character_BP.Default__Scorpion_Character_BP_C) CONTENT: Action(/Game/PrimalEarth/Dinos/Scorpion/Scorpion_Character_BP.Default__Scorpion_Character_BP_C) CONTENT: Move(/Game/PrimalEarth/Dinos/Scorpion/Scorpion_Character_BP.Default__Scorpion_Character_BP_C) CONTENT: Pulmonoscorpius(/Game/PrimalEarth/Dinos/Scorpion/Scorpion_Character_BP.Default__Scorpion_Character_BP_C) CONTENT: All -bv(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Tapejara.Default__DinoColorSet_Tapejara_C) CONTENT: Light All(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Tapejara.Default__DinoColorSet_Tapejara_C) CONTENT: Dark All(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Tapejara.Default__DinoColorSet_Tapejara_C) CONTENT: Light All(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Tapejara.Default__DinoColorSet_Tapejara_C) CONTENT: Light All(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Tapejara.Default__DinoColorSet_Tapejara_C) CONTENT: Dark All(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Tapejara.Default__DinoColorSet_Tapejara_C) CONTENT: Tapejara Egg(/Game/PrimalEarth/Test/PrimalItemConsumable_Egg_Tapejara.Default__PrimalItemConsumable_Egg_Tapejara_C) CONTENT: Idle(/Engine/Transient.REINST_Tapejara_Character_BP_C_0) CONTENT: Cute(/Engine/Transient.REINST_Tapejara_Character_BP_C_0) CONTENT: Action(/Engine/Transient.REINST_Tapejara_Character_BP_C_0) CONTENT: Move(/Engine/Transient.REINST_Tapejara_Character_BP_C_0) CONTENT: Move2(/Engine/Transient.REINST_Tapejara_Character_BP_C_0) CONTENT: Tapejara(/Engine/Transient.REINST_Tapejara_Character_BP_C_0) CONTENT: Fertilized Tapejara Egg(/Game/PrimalEarth/Test/PrimalItemConsumable_Egg_Tapejara_Fertilized.Default__PrimalItemConsumable_Egg_Tapejara_Fertilized_C) LITERAL: DisableCameraInterpolation(/Game/PrimalEarth/Dinos/Tapejara/Tapejara_Character_BP.Tapejara_Character_BP:EventGraph.K2Node_CallFunction_15815) CONTENT: Idle(/Engine/Transient.Default__REINST_Tapejara_Character_BP_C_16980) CONTENT: Cute(/Engine/Transient.Default__REINST_Tapejara_Character_BP_C_16980) CONTENT: Action(/Engine/Transient.Default__REINST_Tapejara_Character_BP_C_16980) CONTENT: Move(/Engine/Transient.Default__REINST_Tapejara_Character_BP_C_16980) CONTENT: Move2(/Engine/Transient.Default__REINST_Tapejara_Character_BP_C_16980) CONTENT: Tapejara(/Engine/Transient.Default__REINST_Tapejara_Character_BP_C_16980) CONTENT: Idle(/Engine/Transient.REINST_Tapejara_Character_BP_C_1) CONTENT: Cute(/Engine/Transient.REINST_Tapejara_Character_BP_C_1) CONTENT: Action(/Engine/Transient.REINST_Tapejara_Character_BP_C_1) CONTENT: Move(/Engine/Transient.REINST_Tapejara_Character_BP_C_1) CONTENT: Move2(/Engine/Transient.REINST_Tapejara_Character_BP_C_1) CONTENT: Tapejara(/Engine/Transient.REINST_Tapejara_Character_BP_C_1) CONTENT: Idle(/Engine/Transient.Default__REINST_Tapejara_Character_BP_C_16984) CONTENT: Cute(/Engine/Transient.Default__REINST_Tapejara_Character_BP_C_16984) CONTENT: Action(/Engine/Transient.Default__REINST_Tapejara_Character_BP_C_16984) CONTENT: Move(/Engine/Transient.Default__REINST_Tapejara_Character_BP_C_16984) CONTENT: Move2(/Engine/Transient.Default__REINST_Tapejara_Character_BP_C_16984) CONTENT: Tapejara(/Engine/Transient.Default__REINST_Tapejara_Character_BP_C_16984) CONTENT: Idle(/Game/PrimalEarth/Dinos/Tapejara/Tapejara_Character_BP.Default__Tapejara_Character_BP_C) CONTENT: Cute(/Game/PrimalEarth/Dinos/Tapejara/Tapejara_Character_BP.Default__Tapejara_Character_BP_C) CONTENT: Action(/Game/PrimalEarth/Dinos/Tapejara/Tapejara_Character_BP.Default__Tapejara_Character_BP_C) CONTENT: Move(/Game/PrimalEarth/Dinos/Tapejara/Tapejara_Character_BP.Default__Tapejara_Character_BP_C) CONTENT: Move2(/Game/PrimalEarth/Dinos/Tapejara/Tapejara_Character_BP.Default__Tapejara_Character_BP_C) CONTENT: Tapejara(/Game/PrimalEarth/Dinos/Tapejara/Tapejara_Character_BP.Default__Tapejara_Character_BP_C) CONTENT: Saddle can craft metal items on the go!(/Game/PrimalEarth/CoreBlueprints/Inventories/DinoTamedInventoryComponent_SmithyCapable.Default__DinoTamedInventoryComponent_SmithyCapable_C) CONTENT: Thorny Dragon Egg(/Game/ScorchedEarth/Dinos/SpineyLizard/PrimalItemConsumable_Egg_SpineyLizard.Default__PrimalItemConsumable_Egg_SpineyLizard_C) CONTENT: Idle(/Engine/Transient.REINST_SpineyLizard_Character_BP_C_0) CONTENT: Cute(/Engine/Transient.REINST_SpineyLizard_Character_BP_C_0) CONTENT: Action(/Engine/Transient.REINST_SpineyLizard_Character_BP_C_0) CONTENT: Move(/Engine/Transient.REINST_SpineyLizard_Character_BP_C_0) CONTENT: Thorny Dragon(/Engine/Transient.REINST_SpineyLizard_Character_BP_C_0) CONTENT: Fertilized Thorny Dragon Egg(/Game/ScorchedEarth/Dinos/SpineyLizard/PrimalItemConsumable_Egg_SpineyLizard_Fertilized.Default__PrimalItemConsumable_Egg_SpineyLizard_Fertilized_C) CONTENT: Idle(/Engine/Transient.Default__REINST_SpineyLizard_Character_BP_C_17030) CONTENT: Cute(/Engine/Transient.Default__REINST_SpineyLizard_Character_BP_C_17030) CONTENT: Action(/Engine/Transient.Default__REINST_SpineyLizard_Character_BP_C_17030) CONTENT: Move(/Engine/Transient.Default__REINST_SpineyLizard_Character_BP_C_17030) CONTENT: Thorny Dragon(/Engine/Transient.Default__REINST_SpineyLizard_Character_BP_C_17030) CONTENT: Idle(/Engine/Transient.REINST_SpineyLizard_Character_BP_C_1) CONTENT: Cute(/Engine/Transient.REINST_SpineyLizard_Character_BP_C_1) CONTENT: Action(/Engine/Transient.REINST_SpineyLizard_Character_BP_C_1) CONTENT: Move(/Engine/Transient.REINST_SpineyLizard_Character_BP_C_1) CONTENT: Thorny Dragon(/Engine/Transient.REINST_SpineyLizard_Character_BP_C_1) CONTENT: Idle(/Engine/Transient.Default__REINST_SpineyLizard_Character_BP_C_17042) CONTENT: Cute(/Engine/Transient.Default__REINST_SpineyLizard_Character_BP_C_17042) CONTENT: Action(/Engine/Transient.Default__REINST_SpineyLizard_Character_BP_C_17042) CONTENT: Move(/Engine/Transient.Default__REINST_SpineyLizard_Character_BP_C_17042) CONTENT: Thorny Dragon(/Engine/Transient.Default__REINST_SpineyLizard_Character_BP_C_17042) CONTENT: Idle(/Game/ScorchedEarth/Dinos/SpineyLizard/SpineyLizard_Character_BP.Default__SpineyLizard_Character_BP_C) CONTENT: Cute(/Game/ScorchedEarth/Dinos/SpineyLizard/SpineyLizard_Character_BP.Default__SpineyLizard_Character_BP_C) CONTENT: Action(/Game/ScorchedEarth/Dinos/SpineyLizard/SpineyLizard_Character_BP.Default__SpineyLizard_Character_BP_C) CONTENT: Move(/Game/ScorchedEarth/Dinos/SpineyLizard/SpineyLizard_Character_BP.Default__SpineyLizard_Character_BP_C) CONTENT: Thorny Dragon(/Game/ScorchedEarth/Dinos/SpineyLizard/SpineyLizard_Character_BP.Default__SpineyLizard_Character_BP_C) CONTENT: Doeds (1-3)(/Game/Extinction/CoreBlueprints/Spawners/Ext_DinoSpawnEntries_DesertMountain.Default__Ext_DinoSpawnEntries_DesertMountain_C) CONTENT: Procops (1-2)(/Game/Extinction/CoreBlueprints/Spawners/Ext_DinoSpawnEntries_DesertMountain.Default__Ext_DinoSpawnEntries_DesertMountain_C) CONTENT: Carno (1)(/Game/Extinction/CoreBlueprints/Spawners/Ext_DinoSpawnEntries_DesertMountain.Default__Ext_DinoSpawnEntries_DesertMountain_C) CONTENT: Doed (1-6)(/Game/Extinction/CoreBlueprints/Spawners/Ext_DinoSpawnEntries_DesertMountain.Default__Ext_DinoSpawnEntries_DesertMountain_C) CONTENT: Tapejara (1)(/Game/Extinction/CoreBlueprints/Spawners/Ext_DinoSpawnEntries_DesertMountain.Default__Ext_DinoSpawnEntries_DesertMountain_C) CONTENT: Anky (1-2)(/Game/Extinction/CoreBlueprints/Spawners/Ext_DinoSpawnEntries_DesertMountain.Default__Ext_DinoSpawnEntries_DesertMountain_C) CONTENT: Dragonfly Spawn 1-3)(/Game/Extinction/CoreBlueprints/Spawners/Ext_DinoSpawnEntries_DesertMountain.Default__Ext_DinoSpawnEntries_DesertMountain_C) CONTENT: Dimetro (1-2)(/Game/Extinction/CoreBlueprints/Spawners/Ext_DinoSpawnEntries_DesertMountain.Default__Ext_DinoSpawnEntries_DesertMountain_C) CONTENT: Rock Golem (1)(/Game/Extinction/CoreBlueprints/Spawners/Ext_DinoSpawnEntries_DesertMountain.Default__Ext_DinoSpawnEntries_DesertMountain_C) CONTENT: Equus (1-4)(/Game/Extinction/CoreBlueprints/Spawners/Ext_DinoSpawnEntries_DesertMountain.Default__Ext_DinoSpawnEntries_DesertMountain_C) CONTENT: Kentro (1-3)(/Game/Extinction/CoreBlueprints/Spawners/Ext_DinoSpawnEntries_DesertMountain.Default__Ext_DinoSpawnEntries_DesertMountain_C) CONTENT: Yut (1) + Carnos (3)(/Game/Extinction/CoreBlueprints/Spawners/Ext_DinoSpawnEntries_DesertMountain.Default__Ext_DinoSpawnEntries_DesertMountain_C) CONTENT: Spindles (1)(/Game/Extinction/CoreBlueprints/Spawners/Ext_DinoSpawnEntries_DesertMountain.Default__Ext_DinoSpawnEntries_DesertMountain_C) CONTENT: Scorpions (1-2)(/Game/Extinction/CoreBlueprints/Spawners/Ext_DinoSpawnEntries_DesertMountain.Default__Ext_DinoSpawnEntries_DesertMountain_C) CONTENT: Ant Spawn (1-5) 2(/Game/Extinction/CoreBlueprints/Spawners/Ext_DinoSpawnEntries_DesertMountain.Default__Ext_DinoSpawnEntries_DesertMountain_C) CONTENT: Water Camel(1-6)(/Game/Extinction/CoreBlueprints/Spawners/Ext_DinoSpawnEntries_DesertMountain.Default__Ext_DinoSpawnEntries_DesertMountain_C) CONTENT: SpineyLizard (2)(/Game/Extinction/CoreBlueprints/Spawners/Ext_DinoSpawnEntries_DesertMountain.Default__Ext_DinoSpawnEntries_DesertMountain_C) CONTENT: skin(/Game/Extinction/CoreBlueprints/DinoColorSet_Gacha.Default__DinoColorSet_Gacha_C) CONTENT: light stripe(/Game/Extinction/CoreBlueprints/DinoColorSet_Gacha.Default__DinoColorSet_Gacha_C) CONTENT: dark stripe(/Game/Extinction/CoreBlueprints/DinoColorSet_Gacha.Default__DinoColorSet_Gacha_C) CONTENT: algae(/Game/Extinction/CoreBlueprints/DinoColorSet_Gacha.Default__DinoColorSet_Gacha_C) CONTENT: fur main(/Game/Extinction/CoreBlueprints/DinoColorSet_Gacha.Default__DinoColorSet_Gacha_C) CONTENT: Rock(/Game/Extinction/CoreBlueprints/HarvestComponents/Salt_Sulfur_Stone_HarvestComponent.Default__Salt_Sulfur_Stone_HarvestComponent_C) CONTENT: Take [Stone](/Game/Extinction/CoreBlueprints/HarvestComponents/Salt_Sulfur_Stone_HarvestComponent.Default__Salt_Sulfur_Stone_HarvestComponent_C) CONTENT: Gacha Saddle(/Game/Extinction/CoreBlueprints/Items/Saddle/PrimalItemArmor_GachaSaddle.Default__PrimalItemArmor_GachaSaddle_C) CONTENT: Equip a Gacha with this to ride it.(/Game/Extinction/CoreBlueprints/Items/Saddle/PrimalItemArmor_GachaSaddle.Default__PrimalItemArmor_GachaSaddle_C) CONTENT: Saddles(/Game/Extinction/CoreBlueprints/Items/Saddle/PrimalItemArmor_GachaSaddle.Default__PrimalItemArmor_GachaSaddle_C) CONTENT: Fragmented Green Gem(/Game/Extinction/CoreBlueprints/Resources/PrimalItemResource_FracturedGem.Default__PrimalItemResource_FracturedGem_C) CONTENT: This strange gem fragment is used as a crafting ingredient in certain primitive tools and saddles. It feels noticeably weaker than the crystalline formation it used to belong to.(/Game/Extinction/CoreBlueprints/Resources/PrimalItemResource_FracturedGem.Default__PrimalItemResource_FracturedGem_C) LITERAL: ColorShift(/Game/Extinction/Dinos/Gacha/DroppedItem_GachaPod.DroppedItem_GachaPod:EventGraph.K2Node_CallFunction_90831) LITERAL: ActivateFX Qual {0}(/Game/Extinction/Dinos/Gacha/DroppedItem_GachaPod.DroppedItem_GachaPod:ActivateFX.K2Node_FormatText_21) LITERAL: ColorShift(/Game/Extinction/Dinos/Gacha/DroppedItem_GachaPod.DroppedItem_GachaPod:ActivateFX.K2Node_CallFunction_90831) LITERAL: CheckForItem(/Game/Extinction/Dinos/Gacha/DroppedItem_GachaPod.DroppedItem_GachaPod:ReceiveBeginPlay.K2Node_CallFunction_107940) LITERAL: UpdateItemName(/Game/Extinction/Dinos/Gacha/DroppedItem_GachaPod.DroppedItem_GachaPod:OnRep_ItemQuality.K2Node_CallFunction_106630) LITERAL: ColorShift(/Game/Extinction/Dinos/Gacha/DroppedItem_GachaPod.DroppedItem_GachaPod:OnRep_ItemQuality.K2Node_CallFunction_90831) LITERAL: UpdateItemName(/Game/Extinction/Dinos/Gacha/DroppedItem_GachaPod.DroppedItem_GachaPod:UpdateItemName.K2Node_CallFunction_106582) LITERAL: ActivateFX Qual {0}(/Game/Extinction/Dinos/Gacha/DroppedItem_GachaPod.DroppedItem_GachaPod:EdGraph_56147.K2Node_CallFunction_138953) LITERAL: 0(/Game/Extinction/Dinos/Gacha/DroppedItem_GachaPod.DroppedItem_GachaPod:EdGraph_56147.K2Node_MakeStruct_1053) CONTENT: Large Crop Plot(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_CropPlot_Large.Default__PrimalItemStructure_CropPlot_Large_C) CONTENT: A large garden plot, with a fence to keep out vermin.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_CropPlot_Large.Default__PrimalItemStructure_CropPlot_Large_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_CropPlot_Large.Default__PrimalItemStructure_CropPlot_Large_C) CONTENT: Farming(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_CropPlot_Large.Default__PrimalItemStructure_CropPlot_Large_C) CONTENT: Large Crop Plot(/Engine/Transient.REINST_CropPlotLarge_SM_C_0) CONTENT: Large Crop Plot(/Engine/Transient.Default__REINST_CropPlotLarge_SM_C_17072) CONTENT: Large Crop Plot(/Engine/Transient.REINST_CropPlotLarge_SM_C_1) CONTENT: Medium Crop Plot(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_CropPlot_Medium.Default__PrimalItemStructure_CropPlot_Medium_C) CONTENT: A medium garden plot, with a fence to keep out vermin.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_CropPlot_Medium.Default__PrimalItemStructure_CropPlot_Medium_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_CropPlot_Medium.Default__PrimalItemStructure_CropPlot_Medium_C) CONTENT: Farming(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_CropPlot_Medium.Default__PrimalItemStructure_CropPlot_Medium_C) CONTENT: Medium Crop Plot(/Engine/Transient.REINST_CropPlotMedium_SM_C_0) CONTENT: Medium Crop Plot(/Engine/Transient.Default__REINST_CropPlotMedium_SM_C_17080) CONTENT: Medium Crop Plot(/Engine/Transient.REINST_CropPlotMedium_SM_C_1) CONTENT: Small Crop Plot(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_CropPlot_Small.Default__PrimalItemStructure_CropPlot_Small_C) CONTENT: A small garden plot, with a fence to keep out vermin.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_CropPlot_Small.Default__PrimalItemStructure_CropPlot_Small_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_CropPlot_Small.Default__PrimalItemStructure_CropPlot_Small_C) CONTENT: Farming(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_CropPlot_Small.Default__PrimalItemStructure_CropPlot_Small_C) CONTENT: Small Crop Plot(/Engine/Transient.REINST_CropPlotSmall_SM_C_0) CONTENT: Small Crop Plot(/Engine/Transient.Default__REINST_CropPlotSmall_SM_C_17088) CONTENT: Small Crop Plot(/Engine/Transient.REINST_CropPlotSmall_SM_C_1) CONTENT: Reinforced Dinosaur Gate(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Stone/PrimalItemStructure_StoneGate.Default__PrimalItemStructure_StoneGate_C) CONTENT: A large, reinforced wooden gate that can be used with a Gateway to keep dinosaurs in or out.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Stone/PrimalItemStructure_StoneGate.Default__PrimalItemStructure_StoneGate_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Stone/PrimalItemStructure_StoneGate.Default__PrimalItemStructure_StoneGate_C) CONTENT: Stone(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Stone/PrimalItemStructure_StoneGate.Default__PrimalItemStructure_StoneGate_C) CONTENT: Reinforced Dinosaur Gate(/Engine/Transient.REINST_Gate_Stone_C_0) CONTENT: Reinforced Dinosaur Gate(/Engine/Transient.Default__REINST_Gate_Stone_C_17096) CONTENT: Reinforced Dinosaur Gate(/Engine/Transient.REINST_Gate_Stone_C_1) CONTENT: Wardrums(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Wooden/PrimalItemStructure_Wardrums.Default__PrimalItemStructure_Wardrums_C) CONTENT: A set of tribal wardrums, to let everyone around hear the power of your tribe.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Wooden/PrimalItemStructure_Wardrums.Default__PrimalItemStructure_Wardrums_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Wooden/PrimalItemStructure_Wardrums.Default__PrimalItemStructure_Wardrums_C) CONTENT: Furniture(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Wooden/PrimalItemStructure_Wardrums.Default__PrimalItemStructure_Wardrums_C) CONTENT: Wood(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Wooden/PrimalItemStructure_Wardrums.Default__PrimalItemStructure_Wardrums_C) CONTENT: Turn On(/Engine/Transient.REINST_StructureSeatingMusicBaseBP_C_0) CONTENT: Turn Off(/Engine/Transient.REINST_StructureSeatingMusicBaseBP_C_0) CONTENT: Seating Structure(/Engine/Transient.REINST_StructureSeatingMusicBaseBP_C_0) CONTENT: Turn On(/Engine/Transient.Default__REINST_StructureSeatingMusicBaseBP_C_17104) CONTENT: Turn Off(/Engine/Transient.Default__REINST_StructureSeatingMusicBaseBP_C_17104) CONTENT: Seating Structure(/Engine/Transient.Default__REINST_StructureSeatingMusicBaseBP_C_17104) CONTENT: Turn On(/Engine/Transient.REINST_StructureSeatingMusicBaseBP_C_1) CONTENT: Turn Off(/Engine/Transient.REINST_StructureSeatingMusicBaseBP_C_1) CONTENT: Seating Structure(/Engine/Transient.REINST_StructureSeatingMusicBaseBP_C_1) CONTENT: Wardrums(/Game/PrimalEarth/Structures/Wardrums/StructureBP_Wardrums.Default__StructureBP_Wardrums_C) CONTENT: Structures(/Game/Extinction/Dinos/Gacha/LootItemSets_Gacha.Default__LootItemSets_Gacha_C) CONTENT: Structures(/Game/Extinction/Dinos/Gacha/LootItemSets_Gacha.Default__LootItemSets_Gacha_C) CONTENT: Armor(/Game/Extinction/Dinos/Gacha/LootItemSets_Gacha.Default__LootItemSets_Gacha_C) CONTENT: Weapons(/Game/Extinction/Dinos/Gacha/LootItemSets_Gacha.Default__LootItemSets_Gacha_C) CONTENT: Idle(/Engine/Transient.REINST_Gacha_Character_BP_C_0) CONTENT: Cute(/Engine/Transient.REINST_Gacha_Character_BP_C_0) CONTENT: Cute2(/Engine/Transient.REINST_Gacha_Character_BP_C_0) CONTENT: Attack(/Engine/Transient.REINST_Gacha_Character_BP_C_0) CONTENT: Move(/Engine/Transient.REINST_Gacha_Character_BP_C_0) CONTENT: Gacha(/Engine/Transient.REINST_Gacha_Character_BP_C_0) LITERAL: [Back](/Game/Extinction/Dinos/Gacha/Gacha_Character_BP.Gacha_Character_BP:AddBackButton.K2Node_MakeStruct_1173) LITERAL: Hello(/Game/Extinction/Dinos/Gacha/Gacha_Character_BP.Gacha_Character_BP:BabyDigestion.K2Node_CallFunction_224452) LITERAL: Ate {0} {1} worth {2} {3}(/Game/Extinction/Dinos/Gacha/Gacha_Character_BP.Gacha_Character_BP:BabyDigestion.K2Node_FormatText_60) LITERAL: Production(/Game/Extinction/Dinos/Gacha/Gacha_Character_BP.Gacha_Character_BP:BPGetMultiUseEntries.K2Node_MakeStruct_1174) LITERAL: Any(/Game/Extinction/Dinos/Gacha/Gacha_Character_BP.Gacha_Character_BP:BPGetMultiUseEntries.K2Node_MakeStruct_1175) LITERAL: Production {0}(/Game/Extinction/Dinos/Gacha/Gacha_Character_BP.Gacha_Character_BP:BPTryMultiUse.K2Node_FormatText_34) LITERAL: Nothing to eat(/Game/Extinction/Dinos/Gacha/Gacha_Character_BP.Gacha_Character_BP:DigestionTick.K2Node_CallFunction_222790) LITERAL: Crystals {0} {1} {2}(/Game/Extinction/Dinos/Gacha/Gacha_Character_BP.Gacha_Character_BP:DistributeFood.K2Node_FormatText_27) LITERAL: DropCrystal failed!(/Game/Extinction/Dinos/Gacha/Gacha_Character_BP.Gacha_Character_BP:DropCrystal.K2Node_CallFunction_143702) LITERAL: Gacha Drop Crystal: {q}(/Game/Extinction/Dinos/Gacha/Gacha_Character_BP.Gacha_Character_BP:DropCrystal.K2Node_FormatText_23) LITERAL: Gacha Dropped Item {0} Num {1} Index {2}(/Game/Extinction/Dinos/Gacha/Gacha_Character_BP.Gacha_Character_BP:DropCrystal.K2Node_FormatText_35) LITERAL: EmotionCheck(/Game/Extinction/Dinos/Gacha/Gacha_Character_BP.Gacha_Character_BP:EventGraph.K2Node_CallFunction_110454) LITERAL: CleanUpEating(/Game/Extinction/Dinos/Gacha/Gacha_Character_BP.Gacha_Character_BP:EventGraph.K2Node_CallFunction_136085) LITERAL: Clean Up Eating(/Game/Extinction/Dinos/Gacha/Gacha_Character_BP.Gacha_Character_BP:EventGraph.K2Node_CallFunction_143345) LITERAL: DigestionMult {0}(/Game/Extinction/Dinos/Gacha/Gacha_Character_BP.Gacha_Character_BP:Get Digestion Amount Multiplier.K2Node_FormatText_16) LITERAL: Crystal Mult {0}(/Game/Extinction/Dinos/Gacha/Gacha_Character_BP.Gacha_Character_BP:GetCrystalQualityMultiplier.K2Node_FormatText_16) LITERAL: Digestion Freq Mult {0}(/Game/Extinction/Dinos/Gacha/Gacha_Character_BP.Gacha_Character_BP:GetDigestionFrequencyMultiplier.K2Node_FormatText_16) LITERAL: CrystalDropSocketA(/Game/Extinction/Dinos/Gacha/Gacha_Character_BP.Gacha_Character_BP:InitializeCrystals.K2Node_CallFunction_52223) LITERAL: CrystalDropSocketA2(/Game/Extinction/Dinos/Gacha/Gacha_Character_BP.Gacha_Character_BP:InitializeCrystals.K2Node_CallFunction_52223) LITERAL: CrystalDropSocketB(/Game/Extinction/Dinos/Gacha/Gacha_Character_BP.Gacha_Character_BP:InitializeCrystals.K2Node_CallFunction_52228) LITERAL: CrystalDropSocketB2(/Game/Extinction/Dinos/Gacha/Gacha_Character_BP.Gacha_Character_BP:InitializeCrystals.K2Node_CallFunction_52228) LITERAL: CrystalDropSocketC(/Game/Extinction/Dinos/Gacha/Gacha_Character_BP.Gacha_Character_BP:InitializeCrystals.K2Node_CallFunction_52233) LITERAL: CrystalDropSocketC2(/Game/Extinction/Dinos/Gacha/Gacha_Character_BP.Gacha_Character_BP:InitializeCrystals.K2Node_CallFunction_52233) LITERAL: CleanUpEating(/Game/Extinction/Dinos/Gacha/Gacha_Character_BP.Gacha_Character_BP:Look for Food Drops.K2Node_CallFunction_136085) LITERAL: CleanUpEating(/Game/Extinction/Dinos/Gacha/Gacha_Character_BP.Gacha_Character_BP:Look for Food Drops.K2Node_CallFunction_136435) LITERAL: Grabbed {0}(/Game/Extinction/Dinos/Gacha/Gacha_Character_BP.Gacha_Character_BP:Look for Food Drops.K2Node_FormatText_60) LITERAL: CleanUpEating(/Game/Extinction/Dinos/Gacha/Gacha_Character_BP.Gacha_Character_BP:LookForTamingDrops.K2Node_CallFunction_136085) LITERAL: CleanUpEating(/Game/Extinction/Dinos/Gacha/Gacha_Character_BP.Gacha_Character_BP:LookForTamingDrops.K2Node_CallFunction_136434) LITERAL: Grabbed {0} {1}(/Game/Extinction/Dinos/Gacha/Gacha_Character_BP.Gacha_Character_BP:LookForTamingDrops.K2Node_FormatText_60) LITERAL: Emotion {0}(/Game/Extinction/Dinos/Gacha/Gacha_Character_BP.Gacha_Character_BP:OnRep_EmotionLevel.K2Node_FormatText_19) LITERAL: Wander Dist {0}(/Game/Extinction/Dinos/Gacha/Gacha_Character_BP.Gacha_Character_BP:OverrideRandomWanderLocation.K2Node_FormatText_15) LITERAL: CleanUpEating(/Game/Extinction/Dinos/Gacha/Gacha_Character_BP.Gacha_Character_BP:Play Digest Animation.K2Node_CallFunction_136085) LITERAL: CleanUpEating(/Game/Extinction/Dinos/Gacha/Gacha_Character_BP.Gacha_Character_BP:Play Release Animation.K2Node_CallFunction_136085) LITERAL: CleanUpEating(/Game/Extinction/Dinos/Gacha/Gacha_Character_BP.Gacha_Character_BP:Play Start Digest Animation.K2Node_CallFunction_136085) LITERAL: Still Eating(/Game/Extinction/Dinos/Gacha/Gacha_Character_BP.Gacha_Character_BP:ReceiveTick.K2Node_CallFunction_119335) LITERAL: CleanUpEating(/Game/Extinction/Dinos/Gacha/Gacha_Character_BP.Gacha_Character_BP:Stop Eating.K2Node_CallFunction_142622) LITERAL: Gacha Ate {0} {1} worth {2}(/Game/Extinction/Dinos/Gacha/Gacha_Character_BP.Gacha_Character_BP:TamedDigestion.K2Node_FormatText_60) LITERAL: Tame: {0} Ineffect: {1}(/Game/Extinction/Dinos/Gacha/Gacha_Character_BP.Gacha_Character_BP:TamingTick.K2Node_FormatText_91) LITERAL: Crystal {0} {1}(/Game/Extinction/Dinos/Gacha/Gacha_Character_BP.Gacha_Character_BP:WildDigestion.K2Node_FormatText_10) CONTENT: Geophage(/Game/Extinction/Dinos/Gacha/DinoSettings_Gacha.Default__DinoSettings_Gacha_C) CONTENT: Sand(/Game/ScorchedEarth/CoreBlueprints/HarvestComponents/SandHarvestComponent.Default__SandHarvestComponent_C) CONTENT: Harvest [Sand](/Game/ScorchedEarth/CoreBlueprints/HarvestComponents/SandHarvestComponent.Default__SandHarvestComponent_C) CONTENT: Gacha Crystal(/Engine/Transient.REINST_PrimalItemConsumable_GachaPod_C_0) CONTENT: Contains miscellaneous items(/Engine/Transient.REINST_PrimalItemConsumable_GachaPod_C_0) LITERAL: Found {0} {1}(/Game/Extinction/Dinos/Gacha/PrimalItemConsumable_GachaPod.PrimalItemConsumable_GachaPod:ShowHUDNotification.K2Node_FormatText_67) LITERAL: Found {0}!(/Game/Extinction/Dinos/Gacha/PrimalItemConsumable_GachaPod.PrimalItemConsumable_GachaPod:ShowHUDNotification.K2Node_FormatText_68) LITERAL: Item {0} Quality {1}(/Game/Extinction/Dinos/Gacha/PrimalItemConsumable_GachaPod.PrimalItemConsumable_GachaPod:RollLoot.K2Node_FormatText_81) CONTENT: Gacha Crystal(/Engine/Transient.Default__REINST_PrimalItemConsumable_GachaPod_C_17146) CONTENT: Contains miscellaneous items(/Engine/Transient.Default__REINST_PrimalItemConsumable_GachaPod_C_17146) LITERAL: Found {0} {1}(/Game/Extinction/Dinos/Gacha/PrimalItemConsumable_GachaPod.PrimalItemConsumable_GachaPod:EdGraph_56272.K2Node_CallFunction_138984) LITERAL: 0(/Game/Extinction/Dinos/Gacha/PrimalItemConsumable_GachaPod.PrimalItemConsumable_GachaPod:EdGraph_56272.K2Node_MakeStruct_1054) LITERAL: 1(/Game/Extinction/Dinos/Gacha/PrimalItemConsumable_GachaPod.PrimalItemConsumable_GachaPod:EdGraph_56272.K2Node_MakeStruct_1055) LITERAL: Found {0}!(/Game/Extinction/Dinos/Gacha/PrimalItemConsumable_GachaPod.PrimalItemConsumable_GachaPod:EdGraph_56272.K2Node_CallFunction_138985) LITERAL: 0(/Game/Extinction/Dinos/Gacha/PrimalItemConsumable_GachaPod.PrimalItemConsumable_GachaPod:EdGraph_56272.K2Node_MakeStruct_1056) LITERAL: Item {0} Quality {1}(/Game/Extinction/Dinos/Gacha/PrimalItemConsumable_GachaPod.PrimalItemConsumable_GachaPod:EdGraph_56274.K2Node_CallFunction_138988) LITERAL: 0(/Game/Extinction/Dinos/Gacha/PrimalItemConsumable_GachaPod.PrimalItemConsumable_GachaPod:EdGraph_56274.K2Node_MakeStruct_1057) LITERAL: 1(/Game/Extinction/Dinos/Gacha/PrimalItemConsumable_GachaPod.PrimalItemConsumable_GachaPod:EdGraph_56274.K2Node_MakeStruct_1058) CONTENT: Gacha Crystal(/Engine/Transient.REINST_PrimalItemConsumable_GachaPod_C_1) CONTENT: Contains miscellaneous items(/Engine/Transient.REINST_PrimalItemConsumable_GachaPod_C_1) CONTENT: Structures(/Game/Extinction/Dinos/Gacha/LootItemSets_Gacha_Tamed_Premium.Default__LootItemSets_Gacha_Tamed_Premium_C) CONTENT: Armor(/Game/Extinction/Dinos/Gacha/LootItemSets_Gacha_Tamed_Premium.Default__LootItemSets_Gacha_Tamed_Premium_C) CONTENT: Weapons(/Game/Extinction/Dinos/Gacha/LootItemSets_Gacha_Tamed_Premium.Default__LootItemSets_Gacha_Tamed_Premium_C) CONTENT: Idle(/Engine/Transient.Default__REINST_Gacha_Character_BP_C_17154) CONTENT: Cute(/Engine/Transient.Default__REINST_Gacha_Character_BP_C_17154) CONTENT: Cute2(/Engine/Transient.Default__REINST_Gacha_Character_BP_C_17154) CONTENT: Attack(/Engine/Transient.Default__REINST_Gacha_Character_BP_C_17154) CONTENT: Move(/Engine/Transient.Default__REINST_Gacha_Character_BP_C_17154) CONTENT: Gacha(/Engine/Transient.Default__REINST_Gacha_Character_BP_C_17154) LITERAL: Grabbed {0} {1}(/Game/Extinction/Dinos/Gacha/Gacha_Character_BP.Gacha_Character_BP:EdGraph_56458.K2Node_CallFunction_139211) LITERAL: 0(/Game/Extinction/Dinos/Gacha/Gacha_Character_BP.Gacha_Character_BP:EdGraph_56458.K2Node_MakeStruct_1059) LITERAL: 1(/Game/Extinction/Dinos/Gacha/Gacha_Character_BP.Gacha_Character_BP:EdGraph_56458.K2Node_MakeStruct_1060) LITERAL: Tame: {0} Ineffect: {1}(/Game/Extinction/Dinos/Gacha/Gacha_Character_BP.Gacha_Character_BP:EdGraph_56460.K2Node_CallFunction_139212) LITERAL: 0(/Game/Extinction/Dinos/Gacha/Gacha_Character_BP.Gacha_Character_BP:EdGraph_56460.K2Node_MakeStruct_1061) LITERAL: 1(/Game/Extinction/Dinos/Gacha/Gacha_Character_BP.Gacha_Character_BP:EdGraph_56460.K2Node_MakeStruct_1062) LITERAL: Gacha Ate {0} {1} worth {2}(/Game/Extinction/Dinos/Gacha/Gacha_Character_BP.Gacha_Character_BP:EdGraph_56463.K2Node_CallFunction_139216) LITERAL: 0(/Game/Extinction/Dinos/Gacha/Gacha_Character_BP.Gacha_Character_BP:EdGraph_56463.K2Node_MakeStruct_1063) LITERAL: 1(/Game/Extinction/Dinos/Gacha/Gacha_Character_BP.Gacha_Character_BP:EdGraph_56463.K2Node_MakeStruct_1064) LITERAL: 2(/Game/Extinction/Dinos/Gacha/Gacha_Character_BP.Gacha_Character_BP:EdGraph_56463.K2Node_MakeStruct_1065) LITERAL: Gacha Dropped Item {0} Num {1} Index {2}(/Game/Extinction/Dinos/Gacha/Gacha_Character_BP.Gacha_Character_BP:EdGraph_56467.K2Node_CallFunction_139217) LITERAL: 0(/Game/Extinction/Dinos/Gacha/Gacha_Character_BP.Gacha_Character_BP:EdGraph_56467.K2Node_MakeStruct_1066) LITERAL: 1(/Game/Extinction/Dinos/Gacha/Gacha_Character_BP.Gacha_Character_BP:EdGraph_56467.K2Node_MakeStruct_1067) LITERAL: 2(/Game/Extinction/Dinos/Gacha/Gacha_Character_BP.Gacha_Character_BP:EdGraph_56467.K2Node_MakeStruct_1068) LITERAL: Gacha Drop Crystal: {q}(/Game/Extinction/Dinos/Gacha/Gacha_Character_BP.Gacha_Character_BP:EdGraph_56467.K2Node_CallFunction_139218) LITERAL: q(/Game/Extinction/Dinos/Gacha/Gacha_Character_BP.Gacha_Character_BP:EdGraph_56467.K2Node_MakeStruct_1069) LITERAL: Crystal {0} {1}(/Game/Extinction/Dinos/Gacha/Gacha_Character_BP.Gacha_Character_BP:EdGraph_56472.K2Node_CallFunction_139221) LITERAL: 0(/Game/Extinction/Dinos/Gacha/Gacha_Character_BP.Gacha_Character_BP:EdGraph_56472.K2Node_MakeStruct_1070) LITERAL: 1(/Game/Extinction/Dinos/Gacha/Gacha_Character_BP.Gacha_Character_BP:EdGraph_56472.K2Node_MakeStruct_1071) LITERAL: Production {0}(/Game/Extinction/Dinos/Gacha/Gacha_Character_BP.Gacha_Character_BP:EdGraph_56476.K2Node_CallFunction_139225) LITERAL: 0(/Game/Extinction/Dinos/Gacha/Gacha_Character_BP.Gacha_Character_BP:EdGraph_56476.K2Node_MakeStruct_1073) LITERAL: Grabbed {0}(/Game/Extinction/Dinos/Gacha/Gacha_Character_BP.Gacha_Character_BP:EdGraph_56488.K2Node_CallFunction_139232) LITERAL: 0(/Game/Extinction/Dinos/Gacha/Gacha_Character_BP.Gacha_Character_BP:EdGraph_56488.K2Node_MakeStruct_1074) LITERAL: Crystals {0} {1} {2}(/Game/Extinction/Dinos/Gacha/Gacha_Character_BP.Gacha_Character_BP:EdGraph_56490.K2Node_CallFunction_139235) LITERAL: 0(/Game/Extinction/Dinos/Gacha/Gacha_Character_BP.Gacha_Character_BP:EdGraph_56490.K2Node_MakeStruct_1075) LITERAL: 1(/Game/Extinction/Dinos/Gacha/Gacha_Character_BP.Gacha_Character_BP:EdGraph_56490.K2Node_MakeStruct_1076) LITERAL: 2(/Game/Extinction/Dinos/Gacha/Gacha_Character_BP.Gacha_Character_BP:EdGraph_56490.K2Node_MakeStruct_1077) LITERAL: Emotion {0}(/Game/Extinction/Dinos/Gacha/Gacha_Character_BP.Gacha_Character_BP:EdGraph_56498.K2Node_CallFunction_139239) LITERAL: 0(/Game/Extinction/Dinos/Gacha/Gacha_Character_BP.Gacha_Character_BP:EdGraph_56498.K2Node_MakeStruct_1078) LITERAL: Ate {0} {1} worth {2} {3}(/Game/Extinction/Dinos/Gacha/Gacha_Character_BP.Gacha_Character_BP:EdGraph_56502.K2Node_CallFunction_139243) LITERAL: 0(/Game/Extinction/Dinos/Gacha/Gacha_Character_BP.Gacha_Character_BP:EdGraph_56502.K2Node_MakeStruct_1079) LITERAL: 1(/Game/Extinction/Dinos/Gacha/Gacha_Character_BP.Gacha_Character_BP:EdGraph_56502.K2Node_MakeStruct_1080) LITERAL: 2(/Game/Extinction/Dinos/Gacha/Gacha_Character_BP.Gacha_Character_BP:EdGraph_56502.K2Node_MakeStruct_1081) LITERAL: 3(/Game/Extinction/Dinos/Gacha/Gacha_Character_BP.Gacha_Character_BP:EdGraph_56502.K2Node_MakeStruct_1082) LITERAL: DigestionMult {0}(/Game/Extinction/Dinos/Gacha/Gacha_Character_BP.Gacha_Character_BP:EdGraph_56511.K2Node_CallFunction_139245) LITERAL: 0(/Game/Extinction/Dinos/Gacha/Gacha_Character_BP.Gacha_Character_BP:EdGraph_56511.K2Node_MakeStruct_1083) LITERAL: Crystal Mult {0}(/Game/Extinction/Dinos/Gacha/Gacha_Character_BP.Gacha_Character_BP:EdGraph_56512.K2Node_CallFunction_139246) LITERAL: 0(/Game/Extinction/Dinos/Gacha/Gacha_Character_BP.Gacha_Character_BP:EdGraph_56512.K2Node_MakeStruct_1084) LITERAL: Digestion Freq Mult {0}(/Game/Extinction/Dinos/Gacha/Gacha_Character_BP.Gacha_Character_BP:EdGraph_56513.K2Node_CallFunction_139247) LITERAL: 0(/Game/Extinction/Dinos/Gacha/Gacha_Character_BP.Gacha_Character_BP:EdGraph_56513.K2Node_MakeStruct_1085) LITERAL: Wander Dist {0}(/Game/Extinction/Dinos/Gacha/Gacha_Character_BP.Gacha_Character_BP:EdGraph_56519.K2Node_CallFunction_139251) LITERAL: 0(/Game/Extinction/Dinos/Gacha/Gacha_Character_BP.Gacha_Character_BP:EdGraph_56519.K2Node_MakeStruct_1086) CONTENT: Idle(/Engine/Transient.REINST_Gacha_Character_BP_C_1) CONTENT: Cute(/Engine/Transient.REINST_Gacha_Character_BP_C_1) CONTENT: Cute2(/Engine/Transient.REINST_Gacha_Character_BP_C_1) CONTENT: Attack(/Engine/Transient.REINST_Gacha_Character_BP_C_1) CONTENT: Move(/Engine/Transient.REINST_Gacha_Character_BP_C_1) CONTENT: Gacha(/Engine/Transient.REINST_Gacha_Character_BP_C_1) LITERAL: ActivateFX Qual {0}(/Game/Extinction/Dinos/Gacha/DroppedItem_GachaPod.DroppedItem_GachaPod:EdGraph_56539.K2Node_CallFunction_139333) LITERAL: 0(/Game/Extinction/Dinos/Gacha/DroppedItem_GachaPod.DroppedItem_GachaPod:EdGraph_56539.K2Node_MakeStruct_1087) CONTENT: Large Crop Plot(/Engine/Transient.Default__REINST_CropPlotLarge_SM_C_17162) CONTENT: Large Crop Plot(/Game/PrimalEarth/Structures/Wooden/CropPlotLarge_SM.Default__CropPlotLarge_SM_C) CONTENT: Medium Crop Plot(/Engine/Transient.Default__REINST_CropPlotMedium_SM_C_17166) CONTENT: Medium Crop Plot(/Game/PrimalEarth/Structures/Wooden/CropPlotMedium_SM.Default__CropPlotMedium_SM_C) CONTENT: Small Crop Plot(/Engine/Transient.Default__REINST_CropPlotSmall_SM_C_17170) CONTENT: Small Crop Plot(/Game/PrimalEarth/Structures/Wooden/CropPlotSmall_SM.Default__CropPlotSmall_SM_C) CONTENT: Reinforced Dinosaur Gate(/Engine/Transient.Default__REINST_Gate_Stone_C_17174) CONTENT: Reinforced Dinosaur Gate(/Game/PrimalEarth/Structures/Stone/Stone_GateDoor/Gate_Stone.Default__Gate_Stone_C) CONTENT: Turn On(/Engine/Transient.Default__REINST_StructureSeatingMusicBaseBP_C_17178) CONTENT: Turn Off(/Engine/Transient.Default__REINST_StructureSeatingMusicBaseBP_C_17178) CONTENT: Seating Structure(/Engine/Transient.Default__REINST_StructureSeatingMusicBaseBP_C_17178) CONTENT: Turn On(/Game/PrimalEarth/Structures/BuildingBases/StructureSeatingMusicBaseBP.Default__StructureSeatingMusicBaseBP_C) CONTENT: Turn Off(/Game/PrimalEarth/Structures/BuildingBases/StructureSeatingMusicBaseBP.Default__StructureSeatingMusicBaseBP_C) CONTENT: Seating Structure(/Game/PrimalEarth/Structures/BuildingBases/StructureSeatingMusicBaseBP.Default__StructureSeatingMusicBaseBP_C) CONTENT: Gacha Crystal(/Engine/Transient.Default__REINST_PrimalItemConsumable_GachaPod_C_17198) CONTENT: Contains miscellaneous items(/Engine/Transient.Default__REINST_PrimalItemConsumable_GachaPod_C_17198) LITERAL: Found {0} {1}(/Game/Extinction/Dinos/Gacha/PrimalItemConsumable_GachaPod.PrimalItemConsumable_GachaPod:EdGraph_56597.K2Node_CallFunction_139354) LITERAL: 0(/Game/Extinction/Dinos/Gacha/PrimalItemConsumable_GachaPod.PrimalItemConsumable_GachaPod:EdGraph_56597.K2Node_MakeStruct_1088) LITERAL: 1(/Game/Extinction/Dinos/Gacha/PrimalItemConsumable_GachaPod.PrimalItemConsumable_GachaPod:EdGraph_56597.K2Node_MakeStruct_1089) LITERAL: Found {0}!(/Game/Extinction/Dinos/Gacha/PrimalItemConsumable_GachaPod.PrimalItemConsumable_GachaPod:EdGraph_56597.K2Node_CallFunction_139355) LITERAL: 0(/Game/Extinction/Dinos/Gacha/PrimalItemConsumable_GachaPod.PrimalItemConsumable_GachaPod:EdGraph_56597.K2Node_MakeStruct_1090) LITERAL: Item {0} Quality {1}(/Game/Extinction/Dinos/Gacha/PrimalItemConsumable_GachaPod.PrimalItemConsumable_GachaPod:EdGraph_56599.K2Node_CallFunction_139358) LITERAL: 0(/Game/Extinction/Dinos/Gacha/PrimalItemConsumable_GachaPod.PrimalItemConsumable_GachaPod:EdGraph_56599.K2Node_MakeStruct_1091) LITERAL: 1(/Game/Extinction/Dinos/Gacha/PrimalItemConsumable_GachaPod.PrimalItemConsumable_GachaPod:EdGraph_56599.K2Node_MakeStruct_1092) CONTENT: Gacha Crystal(/Game/Extinction/Dinos/Gacha/PrimalItemConsumable_GachaPod.Default__PrimalItemConsumable_GachaPod_C) CONTENT: Contains miscellaneous items(/Game/Extinction/Dinos/Gacha/PrimalItemConsumable_GachaPod.Default__PrimalItemConsumable_GachaPod_C) CONTENT: Idle(/Engine/Transient.Default__REINST_Gacha_Character_BP_C_17202) CONTENT: Cute(/Engine/Transient.Default__REINST_Gacha_Character_BP_C_17202) CONTENT: Cute2(/Engine/Transient.Default__REINST_Gacha_Character_BP_C_17202) CONTENT: Attack(/Engine/Transient.Default__REINST_Gacha_Character_BP_C_17202) CONTENT: Move(/Engine/Transient.Default__REINST_Gacha_Character_BP_C_17202) CONTENT: Gacha(/Engine/Transient.Default__REINST_Gacha_Character_BP_C_17202) LITERAL: Grabbed {0} {1}(/Game/Extinction/Dinos/Gacha/Gacha_Character_BP.Gacha_Character_BP:EdGraph_56668.K2Node_CallFunction_139449) LITERAL: 0(/Game/Extinction/Dinos/Gacha/Gacha_Character_BP.Gacha_Character_BP:EdGraph_56668.K2Node_MakeStruct_1093) LITERAL: 1(/Game/Extinction/Dinos/Gacha/Gacha_Character_BP.Gacha_Character_BP:EdGraph_56668.K2Node_MakeStruct_1094) LITERAL: Tame: {0} Ineffect: {1}(/Game/Extinction/Dinos/Gacha/Gacha_Character_BP.Gacha_Character_BP:EdGraph_56670.K2Node_CallFunction_139450) LITERAL: 0(/Game/Extinction/Dinos/Gacha/Gacha_Character_BP.Gacha_Character_BP:EdGraph_56670.K2Node_MakeStruct_1095) LITERAL: 1(/Game/Extinction/Dinos/Gacha/Gacha_Character_BP.Gacha_Character_BP:EdGraph_56670.K2Node_MakeStruct_1096) LITERAL: Gacha Ate {0} {1} worth {2}(/Game/Extinction/Dinos/Gacha/Gacha_Character_BP.Gacha_Character_BP:EdGraph_56673.K2Node_CallFunction_139454) LITERAL: 0(/Game/Extinction/Dinos/Gacha/Gacha_Character_BP.Gacha_Character_BP:EdGraph_56673.K2Node_MakeStruct_1097) LITERAL: 1(/Game/Extinction/Dinos/Gacha/Gacha_Character_BP.Gacha_Character_BP:EdGraph_56673.K2Node_MakeStruct_1098) LITERAL: 2(/Game/Extinction/Dinos/Gacha/Gacha_Character_BP.Gacha_Character_BP:EdGraph_56673.K2Node_MakeStruct_1099) LITERAL: Gacha Dropped Item {0} Num {1} Index {2}(/Game/Extinction/Dinos/Gacha/Gacha_Character_BP.Gacha_Character_BP:EdGraph_56677.K2Node_CallFunction_139455) LITERAL: 0(/Game/Extinction/Dinos/Gacha/Gacha_Character_BP.Gacha_Character_BP:EdGraph_56677.K2Node_MakeStruct_1100) LITERAL: 1(/Game/Extinction/Dinos/Gacha/Gacha_Character_BP.Gacha_Character_BP:EdGraph_56677.K2Node_MakeStruct_1101) LITERAL: 2(/Game/Extinction/Dinos/Gacha/Gacha_Character_BP.Gacha_Character_BP:EdGraph_56677.K2Node_MakeStruct_1102) LITERAL: Gacha Drop Crystal: {q}(/Game/Extinction/Dinos/Gacha/Gacha_Character_BP.Gacha_Character_BP:EdGraph_56677.K2Node_CallFunction_139456) LITERAL: q(/Game/Extinction/Dinos/Gacha/Gacha_Character_BP.Gacha_Character_BP:EdGraph_56677.K2Node_MakeStruct_1103) LITERAL: Crystal {0} {1}(/Game/Extinction/Dinos/Gacha/Gacha_Character_BP.Gacha_Character_BP:EdGraph_56682.K2Node_CallFunction_139459) LITERAL: 0(/Game/Extinction/Dinos/Gacha/Gacha_Character_BP.Gacha_Character_BP:EdGraph_56682.K2Node_MakeStruct_1104) LITERAL: 1(/Game/Extinction/Dinos/Gacha/Gacha_Character_BP.Gacha_Character_BP:EdGraph_56682.K2Node_MakeStruct_1105) LITERAL: Production {0}(/Game/Extinction/Dinos/Gacha/Gacha_Character_BP.Gacha_Character_BP:EdGraph_56686.K2Node_CallFunction_139463) LITERAL: 0(/Game/Extinction/Dinos/Gacha/Gacha_Character_BP.Gacha_Character_BP:EdGraph_56686.K2Node_MakeStruct_1107) LITERAL: Grabbed {0}(/Game/Extinction/Dinos/Gacha/Gacha_Character_BP.Gacha_Character_BP:EdGraph_56698.K2Node_CallFunction_139470) LITERAL: 0(/Game/Extinction/Dinos/Gacha/Gacha_Character_BP.Gacha_Character_BP:EdGraph_56698.K2Node_MakeStruct_1108) LITERAL: Crystals {0} {1} {2}(/Game/Extinction/Dinos/Gacha/Gacha_Character_BP.Gacha_Character_BP:EdGraph_56700.K2Node_CallFunction_139473) LITERAL: 0(/Game/Extinction/Dinos/Gacha/Gacha_Character_BP.Gacha_Character_BP:EdGraph_56700.K2Node_MakeStruct_1109) LITERAL: 1(/Game/Extinction/Dinos/Gacha/Gacha_Character_BP.Gacha_Character_BP:EdGraph_56700.K2Node_MakeStruct_1110) LITERAL: 2(/Game/Extinction/Dinos/Gacha/Gacha_Character_BP.Gacha_Character_BP:EdGraph_56700.K2Node_MakeStruct_1111) LITERAL: Emotion {0}(/Game/Extinction/Dinos/Gacha/Gacha_Character_BP.Gacha_Character_BP:EdGraph_56708.K2Node_CallFunction_139477) LITERAL: 0(/Game/Extinction/Dinos/Gacha/Gacha_Character_BP.Gacha_Character_BP:EdGraph_56708.K2Node_MakeStruct_1112) LITERAL: Ate {0} {1} worth {2} {3}(/Game/Extinction/Dinos/Gacha/Gacha_Character_BP.Gacha_Character_BP:EdGraph_56712.K2Node_CallFunction_139481) LITERAL: 0(/Game/Extinction/Dinos/Gacha/Gacha_Character_BP.Gacha_Character_BP:EdGraph_56712.K2Node_MakeStruct_1113) LITERAL: 1(/Game/Extinction/Dinos/Gacha/Gacha_Character_BP.Gacha_Character_BP:EdGraph_56712.K2Node_MakeStruct_1114) LITERAL: 2(/Game/Extinction/Dinos/Gacha/Gacha_Character_BP.Gacha_Character_BP:EdGraph_56712.K2Node_MakeStruct_1115) LITERAL: 3(/Game/Extinction/Dinos/Gacha/Gacha_Character_BP.Gacha_Character_BP:EdGraph_56712.K2Node_MakeStruct_1116) LITERAL: DigestionMult {0}(/Game/Extinction/Dinos/Gacha/Gacha_Character_BP.Gacha_Character_BP:EdGraph_56721.K2Node_CallFunction_139483) LITERAL: 0(/Game/Extinction/Dinos/Gacha/Gacha_Character_BP.Gacha_Character_BP:EdGraph_56721.K2Node_MakeStruct_1117) LITERAL: Crystal Mult {0}(/Game/Extinction/Dinos/Gacha/Gacha_Character_BP.Gacha_Character_BP:EdGraph_56722.K2Node_CallFunction_139484) LITERAL: 0(/Game/Extinction/Dinos/Gacha/Gacha_Character_BP.Gacha_Character_BP:EdGraph_56722.K2Node_MakeStruct_1118) LITERAL: Digestion Freq Mult {0}(/Game/Extinction/Dinos/Gacha/Gacha_Character_BP.Gacha_Character_BP:EdGraph_56723.K2Node_CallFunction_139485) LITERAL: 0(/Game/Extinction/Dinos/Gacha/Gacha_Character_BP.Gacha_Character_BP:EdGraph_56723.K2Node_MakeStruct_1119) LITERAL: Wander Dist {0}(/Game/Extinction/Dinos/Gacha/Gacha_Character_BP.Gacha_Character_BP:EdGraph_56729.K2Node_CallFunction_139489) LITERAL: 0(/Game/Extinction/Dinos/Gacha/Gacha_Character_BP.Gacha_Character_BP:EdGraph_56729.K2Node_MakeStruct_1120) CONTENT: Idle(/Game/Extinction/Dinos/Gacha/Gacha_Character_BP.Default__Gacha_Character_BP_C) CONTENT: Cute(/Game/Extinction/Dinos/Gacha/Gacha_Character_BP.Default__Gacha_Character_BP_C) CONTENT: Cute2(/Game/Extinction/Dinos/Gacha/Gacha_Character_BP.Default__Gacha_Character_BP_C) CONTENT: Attack(/Game/Extinction/Dinos/Gacha/Gacha_Character_BP.Default__Gacha_Character_BP_C) CONTENT: Move(/Game/Extinction/Dinos/Gacha/Gacha_Character_BP.Default__Gacha_Character_BP_C) CONTENT: Gacha(/Game/Extinction/Dinos/Gacha/Gacha_Character_BP.Default__Gacha_Character_BP_C) CONTENT: Light Muted(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Compy.Default__DinoColorSet_Compy_C) CONTENT: All(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Compy.Default__DinoColorSet_Compy_C) CONTENT: All(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Compy.Default__DinoColorSet_Compy_C) CONTENT: Dark Muted(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Compy.Default__DinoColorSet_Compy_C) CONTENT: Compy Egg(/Game/PrimalEarth/Test/PrimalItemConsumable_Egg_Compy.Default__PrimalItemConsumable_Egg_Compy_C) CONTENT: Idle(/Engine/Transient.REINST_Compy_Character_BP_C_0) CONTENT: Cute(/Engine/Transient.REINST_Compy_Character_BP_C_0) CONTENT: Action(/Engine/Transient.REINST_Compy_Character_BP_C_0) CONTENT: Move(/Engine/Transient.REINST_Compy_Character_BP_C_0) CONTENT: Compy(/Engine/Transient.REINST_Compy_Character_BP_C_0) CONTENT: Fertilized Compy Egg(/Game/PrimalEarth/Test/PrimalItemConsumable_Egg_Compy_Fertilized.Default__PrimalItemConsumable_Egg_Compy_Fertilized_C) CONTENT: Idle(/Engine/Transient.Default__REINST_Compy_Character_BP_C_17227) CONTENT: Cute(/Engine/Transient.Default__REINST_Compy_Character_BP_C_17227) CONTENT: Action(/Engine/Transient.Default__REINST_Compy_Character_BP_C_17227) CONTENT: Move(/Engine/Transient.Default__REINST_Compy_Character_BP_C_17227) CONTENT: Compy(/Engine/Transient.Default__REINST_Compy_Character_BP_C_17227) CONTENT: Idle(/Engine/Transient.REINST_Compy_Character_BP_C_1) CONTENT: Cute(/Engine/Transient.REINST_Compy_Character_BP_C_1) CONTENT: Action(/Engine/Transient.REINST_Compy_Character_BP_C_1) CONTENT: Move(/Engine/Transient.REINST_Compy_Character_BP_C_1) CONTENT: Compy(/Engine/Transient.REINST_Compy_Character_BP_C_1) CONTENT: Idle(/Engine/Transient.Default__REINST_Compy_Character_BP_C_17231) CONTENT: Cute(/Engine/Transient.Default__REINST_Compy_Character_BP_C_17231) CONTENT: Action(/Engine/Transient.Default__REINST_Compy_Character_BP_C_17231) CONTENT: Move(/Engine/Transient.Default__REINST_Compy_Character_BP_C_17231) CONTENT: Compy(/Engine/Transient.Default__REINST_Compy_Character_BP_C_17231) CONTENT: Idle(/Game/PrimalEarth/Dinos/Compy/Compy_Character_BP.Default__Compy_Character_BP_C) CONTENT: Cute(/Game/PrimalEarth/Dinos/Compy/Compy_Character_BP.Default__Compy_Character_BP_C) CONTENT: Action(/Game/PrimalEarth/Dinos/Compy/Compy_Character_BP.Default__Compy_Character_BP_C) CONTENT: Move(/Game/PrimalEarth/Dinos/Compy/Compy_Character_BP.Default__Compy_Character_BP_C) CONTENT: Compy(/Game/PrimalEarth/Dinos/Compy/Compy_Character_BP.Default__Compy_Character_BP_C) CONTENT: Dark Muted(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Dilo.Default__DinoColorSet_Dilo_C) CONTENT: Dark Muted(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Dilo.Default__DinoColorSet_Dilo_C) CONTENT: Light All +w(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Dilo.Default__DinoColorSet_Dilo_C) CONTENT: Light All +w(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Dilo.Default__DinoColorSet_Dilo_C) CONTENT: Light Muted(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Dilo.Default__DinoColorSet_Dilo_C) CONTENT: Light Muted(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Dilo.Default__DinoColorSet_Dilo_C) CONTENT: Dilo Egg(/Game/PrimalEarth/Test/PrimalItemConsumable_Egg_Dilo.Default__PrimalItemConsumable_Egg_Dilo_C) CONTENT: Idle(/Engine/Transient.REINST_Dilo_Character_BP_C_0) CONTENT: Cute(/Engine/Transient.REINST_Dilo_Character_BP_C_0) CONTENT: Action(/Engine/Transient.REINST_Dilo_Character_BP_C_0) CONTENT: Move(/Engine/Transient.REINST_Dilo_Character_BP_C_0) CONTENT: Dilophosaur(/Engine/Transient.REINST_Dilo_Character_BP_C_0) CONTENT: Fertilized Dilo Egg(/Game/PrimalEarth/Test/PrimalItemConsumable_Egg_Dilo_Fertilized.Default__PrimalItemConsumable_Egg_Dilo_Fertilized_C) CONTENT: Idle(/Engine/Transient.Default__REINST_Dilo_Character_BP_C_17280) CONTENT: Cute(/Engine/Transient.Default__REINST_Dilo_Character_BP_C_17280) CONTENT: Action(/Engine/Transient.Default__REINST_Dilo_Character_BP_C_17280) CONTENT: Move(/Engine/Transient.Default__REINST_Dilo_Character_BP_C_17280) CONTENT: Dilophosaur(/Engine/Transient.Default__REINST_Dilo_Character_BP_C_17280) CONTENT: Idle(/Engine/Transient.REINST_Dilo_Character_BP_C_1) CONTENT: Cute(/Engine/Transient.REINST_Dilo_Character_BP_C_1) CONTENT: Action(/Engine/Transient.REINST_Dilo_Character_BP_C_1) CONTENT: Move(/Engine/Transient.REINST_Dilo_Character_BP_C_1) CONTENT: Dilophosaur(/Engine/Transient.REINST_Dilo_Character_BP_C_1) CONTENT: Idle(/Engine/Transient.Default__REINST_Dilo_Character_BP_C_17284) CONTENT: Cute(/Engine/Transient.Default__REINST_Dilo_Character_BP_C_17284) CONTENT: Action(/Engine/Transient.Default__REINST_Dilo_Character_BP_C_17284) CONTENT: Move(/Engine/Transient.Default__REINST_Dilo_Character_BP_C_17284) CONTENT: Dilophosaur(/Engine/Transient.Default__REINST_Dilo_Character_BP_C_17284) CONTENT: Idle(/Game/PrimalEarth/Dinos/Dilo/Dilo_Character_BP.Default__Dilo_Character_BP_C) CONTENT: Cute(/Game/PrimalEarth/Dinos/Dilo/Dilo_Character_BP.Default__Dilo_Character_BP_C) CONTENT: Action(/Game/PrimalEarth/Dinos/Dilo/Dilo_Character_BP.Default__Dilo_Character_BP_C) CONTENT: Move(/Game/PrimalEarth/Dinos/Dilo/Dilo_Character_BP.Default__Dilo_Character_BP_C) CONTENT: Dilophosaur(/Game/PrimalEarth/Dinos/Dilo/Dilo_Character_BP.Default__Dilo_Character_BP_C) CONTENT: Idle(/Engine/Transient.REINST_Monkey_Character_BP_C_0) CONTENT: Cute(/Engine/Transient.REINST_Monkey_Character_BP_C_0) CONTENT: Action(/Engine/Transient.REINST_Monkey_Character_BP_C_0) CONTENT: Action2(/Engine/Transient.REINST_Monkey_Character_BP_C_0) CONTENT: Move(/Engine/Transient.REINST_Monkey_Character_BP_C_0) CONTENT: Mesopithecus(/Engine/Transient.REINST_Monkey_Character_BP_C_0) CONTENT: Idle(/Engine/Transient.Default__REINST_Monkey_Character_BP_C_17338) CONTENT: Cute(/Engine/Transient.Default__REINST_Monkey_Character_BP_C_17338) CONTENT: Action(/Engine/Transient.Default__REINST_Monkey_Character_BP_C_17338) CONTENT: Action2(/Engine/Transient.Default__REINST_Monkey_Character_BP_C_17338) CONTENT: Move(/Engine/Transient.Default__REINST_Monkey_Character_BP_C_17338) CONTENT: Mesopithecus(/Engine/Transient.Default__REINST_Monkey_Character_BP_C_17338) CONTENT: Idle(/Engine/Transient.REINST_Monkey_Character_BP_C_1) CONTENT: Cute(/Engine/Transient.REINST_Monkey_Character_BP_C_1) CONTENT: Action(/Engine/Transient.REINST_Monkey_Character_BP_C_1) CONTENT: Action2(/Engine/Transient.REINST_Monkey_Character_BP_C_1) CONTENT: Move(/Engine/Transient.REINST_Monkey_Character_BP_C_1) CONTENT: Mesopithecus(/Engine/Transient.REINST_Monkey_Character_BP_C_1) CONTENT: Idle(/Engine/Transient.Default__REINST_Monkey_Character_BP_C_17342) CONTENT: Cute(/Engine/Transient.Default__REINST_Monkey_Character_BP_C_17342) CONTENT: Action(/Engine/Transient.Default__REINST_Monkey_Character_BP_C_17342) CONTENT: Action2(/Engine/Transient.Default__REINST_Monkey_Character_BP_C_17342) CONTENT: Move(/Engine/Transient.Default__REINST_Monkey_Character_BP_C_17342) CONTENT: Mesopithecus(/Engine/Transient.Default__REINST_Monkey_Character_BP_C_17342) CONTENT: Idle(/Game/PrimalEarth/Dinos/Monkey/Monkey_Character_BP.Default__Monkey_Character_BP_C) CONTENT: Cute(/Game/PrimalEarth/Dinos/Monkey/Monkey_Character_BP.Default__Monkey_Character_BP_C) CONTENT: Action(/Game/PrimalEarth/Dinos/Monkey/Monkey_Character_BP.Default__Monkey_Character_BP_C) CONTENT: Action2(/Game/PrimalEarth/Dinos/Monkey/Monkey_Character_BP.Default__Monkey_Character_BP_C) CONTENT: Move(/Game/PrimalEarth/Dinos/Monkey/Monkey_Character_BP.Default__Monkey_Character_BP_C) CONTENT: Mesopithecus(/Game/PrimalEarth/Dinos/Monkey/Monkey_Character_BP.Default__Monkey_Character_BP_C) CONTENT: All Muted(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Oviraptor.Default__DinoColorSet_Oviraptor_C) CONTENT: All(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Oviraptor.Default__DinoColorSet_Oviraptor_C) CONTENT: All(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Oviraptor.Default__DinoColorSet_Oviraptor_C) CONTENT: Dark Muted(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Oviraptor.Default__DinoColorSet_Oviraptor_C) CONTENT: Light Muted(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Oviraptor.Default__DinoColorSet_Oviraptor_C) CONTENT: Bronto Egg(/Game/PrimalEarth/Test/PrimalItemConsumable_Egg_Bronto.Default__PrimalItemConsumable_Egg_Bronto_C) CONTENT: Giganotosaurus Egg(/Game/PrimalEarth/Test/PrimalItemConsumable_Egg_Gigant.Default__PrimalItemConsumable_Egg_Gigant_C) CONTENT: Quetzal Egg(/Game/PrimalEarth/Test/PrimalItemConsumable_Egg_Quetz.Default__PrimalItemConsumable_Egg_Quetz_C) CONTENT: Rex Egg(/Game/PrimalEarth/Test/PrimalItemConsumable_Egg_Rex.Default__PrimalItemConsumable_Egg_Rex_C) CONTENT: Spino Egg(/Game/PrimalEarth/Test/PrimalItemConsumable_Egg_Spino.Default__PrimalItemConsumable_Egg_Spino_C) CONTENT: Oviraptor Egg(/Game/PrimalEarth/Test/PrimalItemConsumable_Egg_Oviraptor.Default__PrimalItemConsumable_Egg_Oviraptor_C) CONTENT: Oviraptor(/Engine/Transient.REINST_Oviraptor_Character_BP_C_0) CONTENT: Fertilized Oviraptor Egg(/Game/PrimalEarth/Test/PrimalItemConsumable_Egg_Oviraptor_Fertilized.Default__PrimalItemConsumable_Egg_Oviraptor_Fertilized_C) LITERAL: DoCheckEgg(/Game/PrimalEarth/Dinos/Oviraptor/Oviraptor_Character_BP.Oviraptor_Character_BP:EventGraph.K2Node_CallFunction_129780) LITERAL: DoCheckEgg(/Game/PrimalEarth/Dinos/Oviraptor/Oviraptor_Character_BP.Oviraptor_Character_BP:OnRep_CarriedItem.K2Node_CallFunction_122364) CONTENT: Oviraptor(/Engine/Transient.Default__REINST_Oviraptor_Character_BP_C_17389) CONTENT: Oviraptor(/Engine/Transient.REINST_Oviraptor_Character_BP_C_1) CONTENT: Oviraptor(/Engine/Transient.Default__REINST_Oviraptor_Character_BP_C_17393) CONTENT: Oviraptor(/Game/PrimalEarth/Dinos/Oviraptor/Oviraptor_Character_BP.Default__Oviraptor_Character_BP_C) CONTENT: Dark Muted(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Raptor.Default__DinoColorSet_Raptor_C) CONTENT: Light All -oe(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Raptor.Default__DinoColorSet_Raptor_C) CONTENT: All Muted -w(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Raptor.Default__DinoColorSet_Raptor_C) CONTENT: Light All -oek(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Raptor.Default__DinoColorSet_Raptor_C) CONTENT: Light Muted(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Raptor.Default__DinoColorSet_Raptor_C) CONTENT: Pachycephalosaurus Egg(/Game/PrimalEarth/Test/PrimalItemConsumable_Egg_Pachy.Default__PrimalItemConsumable_Egg_Pachy_C) CONTENT: Idle(/Engine/Transient.REINST_Pachy_Character_BP_C_0) CONTENT: Cute(/Engine/Transient.REINST_Pachy_Character_BP_C_0) CONTENT: Action(/Engine/Transient.REINST_Pachy_Character_BP_C_0) CONTENT: Move(/Engine/Transient.REINST_Pachy_Character_BP_C_0) CONTENT: Pachy(/Engine/Transient.REINST_Pachy_Character_BP_C_0) CONTENT: Fertilized Pachycephalosaurus Egg(/Game/PrimalEarth/Test/PrimalItemConsumable_Egg_Pachy_Fertilized.Default__PrimalItemConsumable_Egg_Pachy_Fertilized_C) CONTENT: Idle(/Engine/Transient.Default__REINST_Pachy_Character_BP_C_17418) CONTENT: Cute(/Engine/Transient.Default__REINST_Pachy_Character_BP_C_17418) CONTENT: Action(/Engine/Transient.Default__REINST_Pachy_Character_BP_C_17418) CONTENT: Move(/Engine/Transient.Default__REINST_Pachy_Character_BP_C_17418) CONTENT: Pachy(/Engine/Transient.Default__REINST_Pachy_Character_BP_C_17418) CONTENT: Idle(/Engine/Transient.REINST_Pachy_Character_BP_C_1) CONTENT: Cute(/Engine/Transient.REINST_Pachy_Character_BP_C_1) CONTENT: Action(/Engine/Transient.REINST_Pachy_Character_BP_C_1) CONTENT: Move(/Engine/Transient.REINST_Pachy_Character_BP_C_1) CONTENT: Pachy(/Engine/Transient.REINST_Pachy_Character_BP_C_1) CONTENT: Idle(/Engine/Transient.Default__REINST_Pachy_Character_BP_C_17422) CONTENT: Cute(/Engine/Transient.Default__REINST_Pachy_Character_BP_C_17422) CONTENT: Action(/Engine/Transient.Default__REINST_Pachy_Character_BP_C_17422) CONTENT: Move(/Engine/Transient.Default__REINST_Pachy_Character_BP_C_17422) CONTENT: Pachy(/Engine/Transient.Default__REINST_Pachy_Character_BP_C_17422) CONTENT: Idle(/Game/PrimalEarth/Dinos/Pachy/Pachy_Character_BP.Default__Pachy_Character_BP_C) CONTENT: Cute(/Game/PrimalEarth/Dinos/Pachy/Pachy_Character_BP.Default__Pachy_Character_BP_C) CONTENT: Action(/Game/PrimalEarth/Dinos/Pachy/Pachy_Character_BP.Default__Pachy_Character_BP_C) CONTENT: Move(/Game/PrimalEarth/Dinos/Pachy/Pachy_Character_BP.Default__Pachy_Character_BP_C) CONTENT: Pachy(/Game/PrimalEarth/Dinos/Pachy/Pachy_Character_BP.Default__Pachy_Character_BP_C) CONTENT: Hoarse(/Engine/Transient.REINST_Buff_ParaFrightenCooldown_C_0) CONTENT: Hoarse(/Engine/Transient.Default__REINST_Buff_ParaFrightenCooldown_C_17441) CONTENT: Hoarse(/Engine/Transient.REINST_Buff_ParaFrightenCooldown_C_1) CONTENT: Hoarse(/Engine/Transient.Default__REINST_Buff_ParaFrightenCooldown_C_17445) CONTENT: Hoarse(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_ParaFrightenCooldown.Default__Buff_ParaFrightenCooldown_C) CONTENT: Main Body(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Ichthy.Default__DinoColorSet_Ichthy_C) CONTENT: Feet(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Ichthy.Default__DinoColorSet_Ichthy_C) CONTENT: Beak(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Ichthy.Default__DinoColorSet_Ichthy_C) CONTENT: **Not Used**(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Ichthy.Default__DinoColorSet_Ichthy_C) CONTENT: Feather Shadows(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Ichthy.Default__DinoColorSet_Ichthy_C) CONTENT: Facial Highlights(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Ichthy.Default__DinoColorSet_Ichthy_C) CONTENT: Justice(/Engine/Transient.REINST_Ichthyornis_Character_BP_C_0) CONTENT: Ichthyornis(/Engine/Transient.REINST_Ichthyornis_Character_BP_C_0) CONTENT: Ichthyornis Egg(/Game/PrimalEarth/Test/PrimalItemConsumable_Egg_Ichthyornis.Default__PrimalItemConsumable_Egg_Ichthyornis_C) LITERAL: No Hunting(/Game/PrimalEarth/Dinos/Ichthyornis/Ichthyornis_Character_BP.Ichthyornis_Character_BP:BlueprintDrawFloatingHUD.K2Node_VariableSet_10494) LITERAL: Hunt(/Game/PrimalEarth/Dinos/Ichthyornis/Ichthyornis_Character_BP.Ichthyornis_Character_BP:BlueprintDrawFloatingHUD.K2Node_VariableSet_18092) LITERAL: Hunt And Retrieve(/Game/PrimalEarth/Dinos/Ichthyornis/Ichthyornis_Character_BP.Ichthyornis_Character_BP:BlueprintDrawFloatingHUD.K2Node_VariableSet_38035) LITERAL: CheckForWaterEffects(/Game/PrimalEarth/Dinos/Ichthyornis/Ichthyornis_Character_BP.Ichthyornis_Character_BP:BPCharacterSleeped.K2Node_CallFunction_111682) LITERAL: Hunt And Retrieve(/Game/PrimalEarth/Dinos/Ichthyornis/Ichthyornis_Character_BP.Ichthyornis_Character_BP:BPGetMultiUseEntries.K2Node_VariableSet_28963) LITERAL: Hunt(/Game/PrimalEarth/Dinos/Ichthyornis/Ichthyornis_Character_BP.Ichthyornis_Character_BP:BPGetMultiUseEntries.K2Node_VariableSet_29787) LITERAL: Disable Hunt(/Game/PrimalEarth/Dinos/Ichthyornis/Ichthyornis_Character_BP.Ichthyornis_Character_BP:BPGetMultiUseEntries.K2Node_VariableSet_30611) LITERAL: Hunt(/Game/PrimalEarth/Dinos/Ichthyornis/Ichthyornis_Character_BP.Ichthyornis_Character_BP:BPGetMultiUseEntries.K2Node_VariableSet_6156) LITERAL: No Hunt(/Game/PrimalEarth/Dinos/Ichthyornis/Ichthyornis_Character_BP.Ichthyornis_Character_BP:BPGetMultiUseEntries.K2Node_VariableSet_6157) LITERAL: Hunt And Retrieve(/Game/PrimalEarth/Dinos/Ichthyornis/Ichthyornis_Character_BP.Ichthyornis_Character_BP:BPGetMultiUseEntries.K2Node_VariableSet_6158) LITERAL: Hello(/Game/PrimalEarth/Dinos/Ichthyornis/Ichthyornis_Character_BP.Ichthyornis_Character_BP:CanStealItem.K2Node_CallFunction_196343) LITERAL: CheckForWaterEffects(/Game/PrimalEarth/Dinos/Ichthyornis/Ichthyornis_Character_BP.Ichthyornis_Character_BP:EventGraph.K2Node_CallFunction_110668) LITERAL: CheckForWaterEffects(/Game/PrimalEarth/Dinos/Ichthyornis/Ichthyornis_Character_BP.Ichthyornis_Character_BP:EventGraph.K2Node_CallFunction_78777) LITERAL: CheckForWaterEffects(/Game/PrimalEarth/Dinos/Ichthyornis/Ichthyornis_Character_BP.Ichthyornis_Character_BP:SpawnWaterEffectsIfNeeded.K2Node_CallFunction_110308) CONTENT: Fertilized Ichthyornis Egg(/Game/PrimalEarth/Test/PrimalItemConsumable_Egg_Ichthyornis_Fertilized.Default__PrimalItemConsumable_Egg_Ichthyornis_Fertilized_C) CONTENT: Justice(/Engine/Transient.Default__REINST_Ichthyornis_Character_BP_C_17508) CONTENT: Ichthyornis(/Engine/Transient.Default__REINST_Ichthyornis_Character_BP_C_17508) LITERAL: 0(/Game/PrimalEarth/Dinos/Ichthyornis/Ichthyornis_Character_BP.Ichthyornis_Character_BP:EdGraph_57610.K2Node_MakeStruct_1121) CONTENT: Justice(/Engine/Transient.REINST_Ichthyornis_Character_BP_C_1) CONTENT: Ichthyornis(/Engine/Transient.REINST_Ichthyornis_Character_BP_C_1) CONTENT: Justice(/Engine/Transient.Default__REINST_Ichthyornis_Character_BP_C_17520) CONTENT: Ichthyornis(/Engine/Transient.Default__REINST_Ichthyornis_Character_BP_C_17520) LITERAL: 0(/Game/PrimalEarth/Dinos/Ichthyornis/Ichthyornis_Character_BP.Ichthyornis_Character_BP:EdGraph_57855.K2Node_MakeStruct_1122) CONTENT: An Ichthyornis stole your {0}!(/Game/PrimalEarth/Dinos/Ichthyornis/Ichthyornis_Character_BP.Default__Ichthyornis_Character_BP_C) CONTENT: You dropped your weapon!(/Game/PrimalEarth/Dinos/Ichthyornis/Ichthyornis_Character_BP.Default__Ichthyornis_Character_BP_C) CONTENT: Justice(/Game/PrimalEarth/Dinos/Ichthyornis/Ichthyornis_Character_BP.Default__Ichthyornis_Character_BP_C) CONTENT: Ichthyornis(/Game/PrimalEarth/Dinos/Ichthyornis/Ichthyornis_Character_BP.Default__Ichthyornis_Character_BP_C) CONTENT: Idle(/Engine/Transient.REINST_Pegomastax_Character_BP_C_0) CONTENT: Cute(/Engine/Transient.REINST_Pegomastax_Character_BP_C_0) CONTENT: Action(/Engine/Transient.REINST_Pegomastax_Character_BP_C_0) CONTENT: Move(/Engine/Transient.REINST_Pegomastax_Character_BP_C_0) CONTENT: Pegomastax(/Engine/Transient.REINST_Pegomastax_Character_BP_C_0) LITERAL: No Pick-Pocketing(/Game/PrimalEarth/Dinos/Pegomastax/Pegomastax_Character_BP.Pegomastax_Character_BP:BlueprintDrawFloatingHUD.K2Node_VariableSet_10494) LITERAL: Fast Pick-Pocketing(/Game/PrimalEarth/Dinos/Pegomastax/Pegomastax_Character_BP.Pegomastax_Character_BP:BlueprintDrawFloatingHUD.K2Node_VariableSet_18092) LITERAL: Regular Pick-Pocketing(/Game/PrimalEarth/Dinos/Pegomastax/Pegomastax_Character_BP.Pegomastax_Character_BP:BlueprintDrawFloatingHUD.K2Node_VariableSet_38035) LITERAL: Turn Off Pick-Pocketing(/Game/PrimalEarth/Dinos/Pegomastax/Pegomastax_Character_BP.Pegomastax_Character_BP:BPGetMultiUseEntries.K2Node_VariableSet_28963) LITERAL: Fast Pick-Pocketing(/Game/PrimalEarth/Dinos/Pegomastax/Pegomastax_Character_BP.Pegomastax_Character_BP:BPGetMultiUseEntries.K2Node_VariableSet_29787) LITERAL: Regular Pick-Pocketing(/Game/PrimalEarth/Dinos/Pegomastax/Pegomastax_Character_BP.Pegomastax_Character_BP:BPGetMultiUseEntries.K2Node_VariableSet_30611) CONTENT: You've been robbed!(/Engine/Transient.REINST_Buff_ImmuneToStealing_C_0) CONTENT: You've been robbed!(/Engine/Transient.Default__REINST_Buff_ImmuneToStealing_C_17536) CONTENT: You've been robbed!(/Engine/Transient.REINST_Buff_ImmuneToStealing_C_1) CONTENT: Pegomastax Egg(/Game/PrimalEarth/Test/PrimalItemConsumable_Egg_Pegomastax.Default__PrimalItemConsumable_Egg_Pegomastax_C) CONTENT: Fertilized Pegomastax Egg(/Game/PrimalEarth/Test/PrimalItemConsumable_Egg_Pegomastax_Fertilized.Default__PrimalItemConsumable_Egg_Pegomastax_Fertilized_C) CONTENT: Body Main(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Pegomastax.Default__DinoColorSet_Pegomastax_C) CONTENT: Quills(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Pegomastax.Default__DinoColorSet_Pegomastax_C) CONTENT: Beak(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Pegomastax.Default__DinoColorSet_Pegomastax_C) CONTENT: Not Used(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Pegomastax.Default__DinoColorSet_Pegomastax_C) CONTENT: Back Fur(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Pegomastax.Default__DinoColorSet_Pegomastax_C) CONTENT: Limb Highlights(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Pegomastax.Default__DinoColorSet_Pegomastax_C) CONTENT: Idle(/Engine/Transient.Default__REINST_Pegomastax_Character_BP_C_17549) CONTENT: Cute(/Engine/Transient.Default__REINST_Pegomastax_Character_BP_C_17549) CONTENT: Action(/Engine/Transient.Default__REINST_Pegomastax_Character_BP_C_17549) CONTENT: Move(/Engine/Transient.Default__REINST_Pegomastax_Character_BP_C_17549) CONTENT: Pegomastax(/Engine/Transient.Default__REINST_Pegomastax_Character_BP_C_17549) LITERAL: 0(/Game/PrimalEarth/Dinos/Pegomastax/Pegomastax_Character_BP.Pegomastax_Character_BP:EdGraph_58106.K2Node_MakeStruct_1123) CONTENT: Idle(/Engine/Transient.REINST_Pegomastax_Character_BP_C_1) CONTENT: Cute(/Engine/Transient.REINST_Pegomastax_Character_BP_C_1) CONTENT: Action(/Engine/Transient.REINST_Pegomastax_Character_BP_C_1) CONTENT: Move(/Engine/Transient.REINST_Pegomastax_Character_BP_C_1) CONTENT: Pegomastax(/Engine/Transient.REINST_Pegomastax_Character_BP_C_1) CONTENT: You've been robbed!(/Engine/Transient.Default__REINST_Buff_ImmuneToStealing_C_17557) CONTENT: You've been robbed!(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_ImmuneToStealing.Default__Buff_ImmuneToStealing_C) CONTENT: Idle(/Engine/Transient.Default__REINST_Pegomastax_Character_BP_C_17561) CONTENT: Cute(/Engine/Transient.Default__REINST_Pegomastax_Character_BP_C_17561) CONTENT: Action(/Engine/Transient.Default__REINST_Pegomastax_Character_BP_C_17561) CONTENT: Move(/Engine/Transient.Default__REINST_Pegomastax_Character_BP_C_17561) CONTENT: Pegomastax(/Engine/Transient.Default__REINST_Pegomastax_Character_BP_C_17561) LITERAL: 0(/Game/PrimalEarth/Dinos/Pegomastax/Pegomastax_Character_BP.Pegomastax_Character_BP:EdGraph_58241.K2Node_MakeStruct_1124) CONTENT: A Pegomastax took your {0}!(/Game/PrimalEarth/Dinos/Pegomastax/Pegomastax_Character_BP.Default__Pegomastax_Character_BP_C) CONTENT: Idle(/Game/PrimalEarth/Dinos/Pegomastax/Pegomastax_Character_BP.Default__Pegomastax_Character_BP_C) CONTENT: Cute(/Game/PrimalEarth/Dinos/Pegomastax/Pegomastax_Character_BP.Default__Pegomastax_Character_BP_C) CONTENT: Action(/Game/PrimalEarth/Dinos/Pegomastax/Pegomastax_Character_BP.Default__Pegomastax_Character_BP_C) CONTENT: Move(/Game/PrimalEarth/Dinos/Pegomastax/Pegomastax_Character_BP.Default__Pegomastax_Character_BP_C) CONTENT: Pegomastax(/Game/PrimalEarth/Dinos/Pegomastax/Pegomastax_Character_BP.Default__Pegomastax_Character_BP_C) CONTENT: Idle(/Engine/Transient.REINST_Para_Character_BP_C_0) CONTENT: Cute(/Engine/Transient.REINST_Para_Character_BP_C_0) CONTENT: Action(/Engine/Transient.REINST_Para_Character_BP_C_0) CONTENT: Move(/Engine/Transient.REINST_Para_Character_BP_C_0) CONTENT: Parasaur(/Engine/Transient.REINST_Para_Character_BP_C_0) LITERAL: [Back](/Game/PrimalEarth/Dinos/Para/Para_Character_BP.Para_Character_BP:AddBackButton.K2Node_MakeStruct_1858) LITERAL: Disable Turret Mode(/Game/PrimalEarth/Dinos/Para/Para_Character_BP.Para_Character_BP:BPGetMultiUseEntries.K2Node_CallFunction_139500) LITERAL: Enable Turret Mode(/Game/PrimalEarth/Dinos/Para/Para_Character_BP.Para_Character_BP:BPGetMultiUseEntries.K2Node_CallFunction_139500) LITERAL: Change Auto-Frighten in Turret Mode From: {currentMode}(/Game/PrimalEarth/Dinos/Para/Para_Character_BP.Para_Character_BP:BPGetMultiUseEntries.K2Node_FormatText_11) LITERAL: [Change Alert Targeting Mode From: {currentMode}](/Game/PrimalEarth/Dinos/Para/Para_Character_BP.Para_Character_BP:BPGetMultiUseEntries.K2Node_FormatText_24) LITERAL: All(/Game/PrimalEarth/Dinos/Para/Para_Character_BP.Para_Character_BP:BPGetMultiUseEntries.K2Node_MakeStruct_139) LITERAL: Players Only(/Game/PrimalEarth/Dinos/Para/Para_Character_BP.Para_Character_BP:BPGetMultiUseEntries.K2Node_MakeStruct_1845) LITERAL: Players and Tames Only(/Game/PrimalEarth/Dinos/Para/Para_Character_BP.Para_Character_BP:BPGetMultiUseEntries.K2Node_MakeStruct_1846) LITERAL: [Alert Settings](/Game/PrimalEarth/Dinos/Para/Para_Character_BP.Para_Character_BP:BPGetMultiUseEntries.K2Node_MakeStruct_2276) LITERAL: Creatures Only(/Game/PrimalEarth/Dinos/Para/Para_Character_BP.Para_Character_BP:BPGetMultiUseEntries.K2Node_MakeStruct_2278) LITERAL: Disabled(/Game/PrimalEarth/Dinos/Para/Para_Character_BP.Para_Character_BP:BPGetMultiUseEntries.K2Node_Select_176) LITERAL: Enabled(/Game/PrimalEarth/Dinos/Para/Para_Character_BP.Para_Character_BP:BPGetMultiUseEntries.K2Node_Select_176) LITERAL: Players Only(/Game/PrimalEarth/Dinos/Para/Para_Character_BP.Para_Character_BP:BPGetMultiUseEntries.K2Node_Select_224) LITERAL: Players and Tames Only(/Game/PrimalEarth/Dinos/Para/Para_Character_BP.Para_Character_BP:BPGetMultiUseEntries.K2Node_Select_224) LITERAL: Creatures Only(/Game/PrimalEarth/Dinos/Para/Para_Character_BP.Para_Character_BP:BPGetMultiUseEntries.K2Node_Select_224) LITERAL: All(/Game/PrimalEarth/Dinos/Para/Para_Character_BP.Para_Character_BP:BPGetMultiUseEntries.K2Node_Select_224) LITERAL: AlertTick(/Game/PrimalEarth/Dinos/Para/Para_Character_BP.Para_Character_BP:EventGraph.K2Node_CallFunction_107889) LITERAL: AlertTick(/Game/PrimalEarth/Dinos/Para/Para_Character_BP.Para_Character_BP:EventGraph.K2Node_CallFunction_92332) LITERAL: {dino} {DetectedYouString}(/Game/PrimalEarth/Dinos/Para/Para_Character_BP.Para_Character_BP:NotifyPlayerAboutAlert.K2Node_FormatText_17) LITERAL: {dino} {DetectedEnemyString}(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_ParaWarningAlert.Buff_ParaWarningAlert:BPActivated.K2Node_FormatText_17) LITERAL: {dino} {DetectedEnemyString}(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_ParaWarningAlert.Buff_ParaWarningAlert:EdGraph_58301.K2Node_CallFunction_143109) LITERAL: dino(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_ParaWarningAlert.Buff_ParaWarningAlert:EdGraph_58301.K2Node_MakeStruct_1125) LITERAL: DetectedEnemyString(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_ParaWarningAlert.Buff_ParaWarningAlert:EdGraph_58301.K2Node_MakeStruct_1126) CONTENT: Parasaur Egg(/Game/PrimalEarth/Test/PrimalItemConsumable_Egg_Para.Default__PrimalItemConsumable_Egg_Para_C) CONTENT: Fertilized Parasaur Egg(/Game/PrimalEarth/Test/PrimalItemConsumable_Egg_Para_Fertilized.Default__PrimalItemConsumable_Egg_Para_Fertilized_C) CONTENT: All -bvw(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Para.Default__DinoColorSet_Para_C) CONTENT: Dark All -bv +w(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Para.Default__DinoColorSet_Para_C) CONTENT: Light All -bv(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Para.Default__DinoColorSet_Para_C) CONTENT: All Muted(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Para.Default__DinoColorSet_Para_C) CONTENT: Dark All -bv(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Para.Default__DinoColorSet_Para_C) CONTENT: Light All -bv(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Para.Default__DinoColorSet_Para_C) CONTENT: Idle(/Engine/Transient.Default__REINST_Para_Character_BP_C_17624) CONTENT: Cute(/Engine/Transient.Default__REINST_Para_Character_BP_C_17624) CONTENT: Action(/Engine/Transient.Default__REINST_Para_Character_BP_C_17624) CONTENT: Move(/Engine/Transient.Default__REINST_Para_Character_BP_C_17624) CONTENT: Parasaur(/Engine/Transient.Default__REINST_Para_Character_BP_C_17624) LITERAL: [Change Alert Targeting Mode From: {currentMode}](/Game/PrimalEarth/Dinos/Para/Para_Character_BP.Para_Character_BP:EdGraph_58402.K2Node_CallFunction_143273) LITERAL: currentMode(/Game/PrimalEarth/Dinos/Para/Para_Character_BP.Para_Character_BP:EdGraph_58402.K2Node_MakeStruct_1129) LITERAL: Change Auto-Frighten in Turret Mode From: {currentMode}(/Game/PrimalEarth/Dinos/Para/Para_Character_BP.Para_Character_BP:EdGraph_58402.K2Node_CallFunction_143274) LITERAL: currentMode(/Game/PrimalEarth/Dinos/Para/Para_Character_BP.Para_Character_BP:EdGraph_58402.K2Node_MakeStruct_1130) LITERAL: {dino} {DetectedYouString}(/Game/PrimalEarth/Dinos/Para/Para_Character_BP.Para_Character_BP:EdGraph_58430.K2Node_CallFunction_143288) LITERAL: dino(/Game/PrimalEarth/Dinos/Para/Para_Character_BP.Para_Character_BP:EdGraph_58430.K2Node_MakeStruct_1131) LITERAL: DetectedYouString(/Game/PrimalEarth/Dinos/Para/Para_Character_BP.Para_Character_BP:EdGraph_58430.K2Node_MakeStruct_1132) CONTENT: Idle(/Engine/Transient.REINST_Para_Character_BP_C_1) CONTENT: Cute(/Engine/Transient.REINST_Para_Character_BP_C_1) CONTENT: Action(/Engine/Transient.REINST_Para_Character_BP_C_1) CONTENT: Move(/Engine/Transient.REINST_Para_Character_BP_C_1) CONTENT: Parasaur(/Engine/Transient.REINST_Para_Character_BP_C_1) LITERAL: {dino} {DetectedEnemyString}(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_ParaWarningAlert.Buff_ParaWarningAlert:EdGraph_58442.K2Node_CallFunction_143326) LITERAL: dino(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_ParaWarningAlert.Buff_ParaWarningAlert:EdGraph_58442.K2Node_MakeStruct_1133) LITERAL: DetectedEnemyString(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_ParaWarningAlert.Buff_ParaWarningAlert:EdGraph_58442.K2Node_MakeStruct_1134) CONTENT: detected an enemy!(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_ParaWarningAlert.Default__Buff_ParaWarningAlert_C) CONTENT: Idle(/Engine/Transient.Default__REINST_Para_Character_BP_C_17644) CONTENT: Cute(/Engine/Transient.Default__REINST_Para_Character_BP_C_17644) CONTENT: Action(/Engine/Transient.Default__REINST_Para_Character_BP_C_17644) CONTENT: Move(/Engine/Transient.Default__REINST_Para_Character_BP_C_17644) CONTENT: Parasaur(/Engine/Transient.Default__REINST_Para_Character_BP_C_17644) LITERAL: [Change Alert Targeting Mode From: {currentMode}](/Game/PrimalEarth/Dinos/Para/Para_Character_BP.Para_Character_BP:EdGraph_58488.K2Node_CallFunction_143414) LITERAL: currentMode(/Game/PrimalEarth/Dinos/Para/Para_Character_BP.Para_Character_BP:EdGraph_58488.K2Node_MakeStruct_1137) LITERAL: Change Auto-Frighten in Turret Mode From: {currentMode}(/Game/PrimalEarth/Dinos/Para/Para_Character_BP.Para_Character_BP:EdGraph_58488.K2Node_CallFunction_143415) LITERAL: currentMode(/Game/PrimalEarth/Dinos/Para/Para_Character_BP.Para_Character_BP:EdGraph_58488.K2Node_MakeStruct_1138) LITERAL: {dino} {DetectedYouString}(/Game/PrimalEarth/Dinos/Para/Para_Character_BP.Para_Character_BP:EdGraph_58516.K2Node_CallFunction_143429) LITERAL: dino(/Game/PrimalEarth/Dinos/Para/Para_Character_BP.Para_Character_BP:EdGraph_58516.K2Node_MakeStruct_1139) LITERAL: DetectedYouString(/Game/PrimalEarth/Dinos/Para/Para_Character_BP.Para_Character_BP:EdGraph_58516.K2Node_MakeStruct_1140) CONTENT: detected you!(/Game/PrimalEarth/Dinos/Para/Para_Character_BP.Default__Para_Character_BP_C) CONTENT: Idle(/Game/PrimalEarth/Dinos/Para/Para_Character_BP.Default__Para_Character_BP_C) CONTENT: Cute(/Game/PrimalEarth/Dinos/Para/Para_Character_BP.Default__Para_Character_BP_C) CONTENT: Action(/Game/PrimalEarth/Dinos/Para/Para_Character_BP.Default__Para_Character_BP_C) CONTENT: Move(/Game/PrimalEarth/Dinos/Para/Para_Character_BP.Default__Para_Character_BP_C) CONTENT: Parasaur(/Game/PrimalEarth/Dinos/Para/Para_Character_BP.Default__Para_Character_BP_C) CONTENT: All Muted -rogw(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Phiomia.Default__DinoColorSet_Phiomia_C) CONTENT: All(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Phiomia.Default__DinoColorSet_Phiomia_C) CONTENT: All(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Phiomia.Default__DinoColorSet_Phiomia_C) CONTENT: Idle(/Engine/Transient.REINST_Phiomia_Character_BP_C_0) CONTENT: Cute(/Engine/Transient.REINST_Phiomia_Character_BP_C_0) CONTENT: Action(/Engine/Transient.REINST_Phiomia_Character_BP_C_0) CONTENT: Move(/Engine/Transient.REINST_Phiomia_Character_BP_C_0) CONTENT: c_back3(/Engine/Transient.REINST_Phiomia_Character_BP_C_0) CONTENT: Phiomia(/Engine/Transient.REINST_Phiomia_Character_BP_C_0) CONTENT: Idle(/Engine/Transient.Default__REINST_Phiomia_Character_BP_C_17668) CONTENT: Cute(/Engine/Transient.Default__REINST_Phiomia_Character_BP_C_17668) CONTENT: Action(/Engine/Transient.Default__REINST_Phiomia_Character_BP_C_17668) CONTENT: Move(/Engine/Transient.Default__REINST_Phiomia_Character_BP_C_17668) CONTENT: c_back3(/Engine/Transient.Default__REINST_Phiomia_Character_BP_C_17668) CONTENT: Phiomia(/Engine/Transient.Default__REINST_Phiomia_Character_BP_C_17668) CONTENT: Idle(/Engine/Transient.REINST_Phiomia_Character_BP_C_1) CONTENT: Cute(/Engine/Transient.REINST_Phiomia_Character_BP_C_1) CONTENT: Action(/Engine/Transient.REINST_Phiomia_Character_BP_C_1) CONTENT: Move(/Engine/Transient.REINST_Phiomia_Character_BP_C_1) CONTENT: c_back3(/Engine/Transient.REINST_Phiomia_Character_BP_C_1) CONTENT: Phiomia(/Engine/Transient.REINST_Phiomia_Character_BP_C_1) CONTENT: Idle(/Engine/Transient.Default__REINST_Phiomia_Character_BP_C_17672) CONTENT: Cute(/Engine/Transient.Default__REINST_Phiomia_Character_BP_C_17672) CONTENT: Action(/Engine/Transient.Default__REINST_Phiomia_Character_BP_C_17672) CONTENT: Move(/Engine/Transient.Default__REINST_Phiomia_Character_BP_C_17672) CONTENT: c_back3(/Engine/Transient.Default__REINST_Phiomia_Character_BP_C_17672) CONTENT: Phiomia(/Engine/Transient.Default__REINST_Phiomia_Character_BP_C_17672) CONTENT: Idle(/Game/PrimalEarth/Dinos/Phiomia/Phiomia_Character_BP.Default__Phiomia_Character_BP_C) CONTENT: Cute(/Game/PrimalEarth/Dinos/Phiomia/Phiomia_Character_BP.Default__Phiomia_Character_BP_C) CONTENT: Action(/Game/PrimalEarth/Dinos/Phiomia/Phiomia_Character_BP.Default__Phiomia_Character_BP_C) CONTENT: Move(/Game/PrimalEarth/Dinos/Phiomia/Phiomia_Character_BP.Default__Phiomia_Character_BP_C) CONTENT: c_back3(/Game/PrimalEarth/Dinos/Phiomia/Phiomia_Character_BP.Default__Phiomia_Character_BP_C) CONTENT: Phiomia(/Game/PrimalEarth/Dinos/Phiomia/Phiomia_Character_BP.Default__Phiomia_Character_BP_C) CONTENT: Pack Mate(/Engine/Transient.REINST_Buff_DinoPackMate_C_0) CONTENT: Pack Mate(/Engine/Transient.Default__REINST_Buff_DinoPackMate_C_17697) CONTENT: Pack Mate(/Engine/Transient.REINST_Buff_DinoPackMate_C_1) CONTENT: Pack Mate(/Engine/Transient.Default__REINST_Buff_DinoPackMate_C_17701) CONTENT: Pack Mate(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_DinoPackMate.Default__Buff_DinoPackMate_C) CONTENT: Pack Mate(/Engine/Transient.REINST_Buff_DinoPackMate_Raptor_C_0) CONTENT: Pack Mate(/Engine/Transient.Default__REINST_Buff_DinoPackMate_Raptor_C_17708) CONTENT: Pack Mate(/Engine/Transient.REINST_Buff_DinoPackMate_Raptor_C_1) CONTENT: Pack Mate(/Engine/Transient.Default__REINST_Buff_DinoPackMate_Raptor_C_17712) CONTENT: Pack Mate(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_DinoPackMate_Raptor.Default__Buff_DinoPackMate_Raptor_C) CONTENT: Idle(/Engine/Transient.REINST_Raptor_Character_BP_C_0) CONTENT: Cute(/Engine/Transient.REINST_Raptor_Character_BP_C_0) CONTENT: Action(/Engine/Transient.REINST_Raptor_Character_BP_C_0) CONTENT: Cnt_Spine_001_JNT_SKL(/Engine/Transient.REINST_Raptor_Character_BP_C_0) CONTENT: Move(/Engine/Transient.REINST_Raptor_Character_BP_C_0) CONTENT: Cnt_Spine_001_JNT_SKL(/Engine/Transient.REINST_Raptor_Character_BP_C_0) CONTENT: Raptor(/Engine/Transient.REINST_Raptor_Character_BP_C_0) LITERAL: dodge buff(/Game/PrimalEarth/Dinos/Raptor/Raptor_Character_BP.Raptor_Character_BP:Add Dodge Buff to PounceTarget.K2Node_CallFunction_244287) LITERAL: disable dodge(/Game/PrimalEarth/Dinos/Raptor/Raptor_Character_BP.Raptor_Character_BP:BlueprintAnimNotifyCustomEvent.K2Node_CallFunction_473000) LITERAL: <<<<<<<<<<<<<<<<<<<<< NEW bounds = {x}, OLD bounds = {y}, new with calc = {z}, old with calc = {u}(/Game/PrimalEarth/Dinos/Raptor/Raptor_Character_BP.Raptor_Character_BP:CheckForPounceTarget.K2Node_Composite_110.IsDinoProperSize.K2Node_FormatText_20) LITERAL: InterpToCharacter(/Game/PrimalEarth/Dinos/Raptor/Raptor_Character_BP.Raptor_Character_BP:EventGraph.K2Node_CallFunction_105343) LITERAL: InterpToGround(/Game/PrimalEarth/Dinos/Raptor/Raptor_Character_BP.Raptor_Character_BP:EventGraph.K2Node_CallFunction_106056) LITERAL: InterpToCharacter(/Game/PrimalEarth/Dinos/Raptor/Raptor_Character_BP.Raptor_Character_BP:EventGraph.K2Node_CallFunction_133161) LITERAL: InterptoCharacter(/Game/PrimalEarth/Dinos/Raptor/Raptor_Character_BP.Raptor_Character_BP:EventGraph.K2Node_CallFunction_156356) LITERAL: InterpToGround(/Game/PrimalEarth/Dinos/Raptor/Raptor_Character_BP.Raptor_Character_BP:EventGraph.K2Node_CallFunction_317802) LITERAL: InterpToGround(/Game/PrimalEarth/Dinos/Raptor/Raptor_Character_BP.Raptor_Character_BP:EventGraph.K2Node_CallFunction_84829) LITERAL: buff pinned(/Game/PrimalEarth/Dinos/Raptor/Raptor_Character_BP.Raptor_Character_BP:ImmobilizeTarget.K2Node_CallFunction_198649) LITERAL: InterpToGround(/Game/PrimalEarth/Dinos/Raptor/Raptor_Character_BP.Raptor_Character_BP:InterpToGround.K2Node_CallFunction_106056) LITERAL: PlaySleepingAnim(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_Pinned.Buff_Pinned:EventGraph.K2Node_CallFunction_154243) LITERAL: PlaySleepingAnim(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_Pinned.Buff_Pinned:EventGraph.K2Node_CallFunction_156356) LITERAL: PlaySleepingAnim(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_Pinned.Buff_Pinned:EventGraph.K2Node_CallFunction_246145) CONTENT: Pounce Imminent!(/Engine/Transient.REINST_Buff_PounceDodge_C_0) CONTENT: Press Jump to Dodge(/Engine/Transient.REINST_Buff_PounceDodge_C_0) CONTENT: Pounce Imminent!(/Engine/Transient.Default__REINST_Buff_PounceDodge_C_17741) CONTENT: Press Jump to Dodge(/Engine/Transient.Default__REINST_Buff_PounceDodge_C_17741) CONTENT: Pounce Imminent!(/Engine/Transient.REINST_Buff_PounceDodge_C_1) CONTENT: Press Jump to Dodge(/Engine/Transient.REINST_Buff_PounceDodge_C_1) CONTENT: Raptor Egg(/Game/PrimalEarth/Test/PrimalItemConsumable_Egg_Raptor.Default__PrimalItemConsumable_Egg_Raptor_C) CONTENT: Fertilized Raptor Egg(/Game/PrimalEarth/Test/PrimalItemConsumable_Egg_Raptor_Fertilized.Default__PrimalItemConsumable_Egg_Raptor_Fertilized_C) CONTENT: Idle(/Engine/Transient.Default__REINST_Raptor_Character_BP_C_17752) CONTENT: Cute(/Engine/Transient.Default__REINST_Raptor_Character_BP_C_17752) CONTENT: Action(/Engine/Transient.Default__REINST_Raptor_Character_BP_C_17752) CONTENT: Cnt_Spine_001_JNT_SKL(/Engine/Transient.Default__REINST_Raptor_Character_BP_C_17752) CONTENT: Move(/Engine/Transient.Default__REINST_Raptor_Character_BP_C_17752) CONTENT: Cnt_Spine_001_JNT_SKL(/Engine/Transient.Default__REINST_Raptor_Character_BP_C_17752) CONTENT: Raptor(/Engine/Transient.Default__REINST_Raptor_Character_BP_C_17752) LITERAL: <<<<<<<<<<<<<<<<<<<<< NEW bounds = {x}, OLD bounds = {y}, new with calc = {z}, old with calc = {u}(/Game/PrimalEarth/Dinos/Raptor/Raptor_Character_BP.Raptor_Character_BP:EdGraph_58756.K2Node_CallFunction_144577) LITERAL: x(/Game/PrimalEarth/Dinos/Raptor/Raptor_Character_BP.Raptor_Character_BP:EdGraph_58756.K2Node_MakeStruct_1141) LITERAL: y(/Game/PrimalEarth/Dinos/Raptor/Raptor_Character_BP.Raptor_Character_BP:EdGraph_58756.K2Node_MakeStruct_1142) LITERAL: z(/Game/PrimalEarth/Dinos/Raptor/Raptor_Character_BP.Raptor_Character_BP:EdGraph_58756.K2Node_MakeStruct_1143) LITERAL: u(/Game/PrimalEarth/Dinos/Raptor/Raptor_Character_BP.Raptor_Character_BP:EdGraph_58756.K2Node_MakeStruct_1144) CONTENT: Idle(/Engine/Transient.REINST_Raptor_Character_BP_C_1) CONTENT: Cute(/Engine/Transient.REINST_Raptor_Character_BP_C_1) CONTENT: Action(/Engine/Transient.REINST_Raptor_Character_BP_C_1) CONTENT: Cnt_Spine_001_JNT_SKL(/Engine/Transient.REINST_Raptor_Character_BP_C_1) CONTENT: Move(/Engine/Transient.REINST_Raptor_Character_BP_C_1) CONTENT: Cnt_Spine_001_JNT_SKL(/Engine/Transient.REINST_Raptor_Character_BP_C_1) CONTENT: Raptor(/Engine/Transient.REINST_Raptor_Character_BP_C_1) CONTENT: Idle(/Engine/Transient.Default__REINST_Raptor_Character_BP_C_17756) CONTENT: Cute(/Engine/Transient.Default__REINST_Raptor_Character_BP_C_17756) CONTENT: Action(/Engine/Transient.Default__REINST_Raptor_Character_BP_C_17756) CONTENT: Cnt_Spine_001_JNT_SKL(/Engine/Transient.Default__REINST_Raptor_Character_BP_C_17756) CONTENT: Move(/Engine/Transient.Default__REINST_Raptor_Character_BP_C_17756) CONTENT: Cnt_Spine_001_JNT_SKL(/Engine/Transient.Default__REINST_Raptor_Character_BP_C_17756) CONTENT: Raptor(/Engine/Transient.Default__REINST_Raptor_Character_BP_C_17756) LITERAL: <<<<<<<<<<<<<<<<<<<<< NEW bounds = {x}, OLD bounds = {y}, new with calc = {z}, old with calc = {u}(/Game/PrimalEarth/Dinos/Raptor/Raptor_Character_BP.Raptor_Character_BP:EdGraph_58814.K2Node_CallFunction_144846) LITERAL: x(/Game/PrimalEarth/Dinos/Raptor/Raptor_Character_BP.Raptor_Character_BP:EdGraph_58814.K2Node_MakeStruct_1145) LITERAL: y(/Game/PrimalEarth/Dinos/Raptor/Raptor_Character_BP.Raptor_Character_BP:EdGraph_58814.K2Node_MakeStruct_1146) LITERAL: z(/Game/PrimalEarth/Dinos/Raptor/Raptor_Character_BP.Raptor_Character_BP:EdGraph_58814.K2Node_MakeStruct_1147) LITERAL: u(/Game/PrimalEarth/Dinos/Raptor/Raptor_Character_BP.Raptor_Character_BP:EdGraph_58814.K2Node_MakeStruct_1148) CONTENT: Idle(/Game/PrimalEarth/Dinos/Raptor/Raptor_Character_BP.Default__Raptor_Character_BP_C) CONTENT: Cute(/Game/PrimalEarth/Dinos/Raptor/Raptor_Character_BP.Default__Raptor_Character_BP_C) CONTENT: Action(/Game/PrimalEarth/Dinos/Raptor/Raptor_Character_BP.Default__Raptor_Character_BP_C) CONTENT: Cnt_Spine_001_JNT_SKL(/Game/PrimalEarth/Dinos/Raptor/Raptor_Character_BP.Default__Raptor_Character_BP_C) CONTENT: Move(/Game/PrimalEarth/Dinos/Raptor/Raptor_Character_BP.Default__Raptor_Character_BP_C) CONTENT: Cnt_Spine_001_JNT_SKL(/Game/PrimalEarth/Dinos/Raptor/Raptor_Character_BP.Default__Raptor_Character_BP_C) CONTENT: Raptor(/Game/PrimalEarth/Dinos/Raptor/Raptor_Character_BP.Default__Raptor_Character_BP_C) CONTENT: Pounce Imminent!(/Engine/Transient.Default__REINST_Buff_PounceDodge_C_17768) CONTENT: Press Jump to Dodge(/Engine/Transient.Default__REINST_Buff_PounceDodge_C_17768) CONTENT: Pounce Imminent!(/Game/Valguero/Dinos/Deinonychus/Buff_PounceDodge.Default__Buff_PounceDodge_C) CONTENT: Press Jump to Dodge(/Game/Valguero/Dinos/Deinonychus/Buff_PounceDodge.Default__Buff_PounceDodge_C) CONTENT: Tree(/Game/Mods/TheCenter/Assets/BurntWoodHarvestComponent.Default__BurntWoodHarvestComponent_C) CONTENT: Harvest [Tree](/Game/Mods/TheCenter/Assets/BurntWoodHarvestComponent.Default__BurntWoodHarvestComponent_C) CONTENT: Therizino Claws(/Game/PrimalEarth/CoreBlueprints/Resources/PrimalItemResource_ApexDrop_Theriz.Default__PrimalItemResource_ApexDrop_Theriz_C) CONTENT: This trophy proves your worth as a hunter.(/Game/PrimalEarth/CoreBlueprints/Resources/PrimalItemResource_ApexDrop_Theriz.Default__PrimalItemResource_ApexDrop_Theriz_C) CONTENT: Survivor(/Game/PrimalEarth/CoreBlueprints/Inventories/DinoDropInventoryComponent_Carnivore_TickleChicken.Default__DinoDropInventoryComponent_Carnivore_TickleChicken_C) CONTENT: Survivor(/Game/PrimalEarth/CoreBlueprints/Inventories/DinoDropInventoryComponent_Carnivore_TickleChicken.Default__DinoDropInventoryComponent_Carnivore_TickleChicken_C) CONTENT: Survivor(/Game/PrimalEarth/CoreBlueprints/Inventories/DinoDropInventoryComponent_Carnivore_TickleChicken.Default__DinoDropInventoryComponent_Carnivore_TickleChicken_C) CONTENT: Apex Drop(/Game/PrimalEarth/CoreBlueprints/Inventories/DinoDropInventoryComponent_Carnivore_TickleChicken.Default__DinoDropInventoryComponent_Carnivore_TickleChicken_C) CONTENT: Apex Drop(/Game/PrimalEarth/CoreBlueprints/Inventories/DinoDropInventoryComponent_Carnivore_TickleChicken.Default__DinoDropInventoryComponent_Carnivore_TickleChicken_C) CONTENT: Feathers Main(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Therizino.Default__DinoColorSet_Therizino_C) CONTENT: Not Used(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Therizino.Default__DinoColorSet_Therizino_C) CONTENT: Body Highlights(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Therizino.Default__DinoColorSet_Therizino_C) CONTENT: Not Used(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Therizino.Default__DinoColorSet_Therizino_C) CONTENT: Feather Highlights(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Therizino.Default__DinoColorSet_Therizino_C) CONTENT: Body Main(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Therizino.Default__DinoColorSet_Therizino_C) CONTENT: Therizino Egg(/Game/PrimalEarth/Test/PrimalItemConsumable_Egg_Therizino.Default__PrimalItemConsumable_Egg_Therizino_C) CONTENT: Idle(/Engine/Transient.REINST_Therizino_Character_BP_C_0) CONTENT: Cute(/Engine/Transient.REINST_Therizino_Character_BP_C_0) CONTENT: Action(/Engine/Transient.REINST_Therizino_Character_BP_C_0) CONTENT: Action2(/Engine/Transient.REINST_Therizino_Character_BP_C_0) CONTENT: Move(/Engine/Transient.REINST_Therizino_Character_BP_C_0) CONTENT: Therizinosaur(/Engine/Transient.REINST_Therizino_Character_BP_C_0) CONTENT: Fertilized Therizino Egg(/Game/PrimalEarth/Test/PrimalItemConsumable_Egg_Therizino_Fertilized.Default__PrimalItemConsumable_Egg_Therizino_Fertilized_C) LITERAL: Back (/Game/PrimalEarth/Dinos/Therizinosaurus/Therizino_Character_BP.Therizino_Character_BP:BPGetMultiUseEntries.K2Node_CallFunction_29460) LITERAL: View Harvesting Levels (/Game/PrimalEarth/Dinos/Therizinosaurus/Therizino_Character_BP.Therizino_Character_BP:BPGetMultiUseEntries.K2Node_CallFunction_44645) LITERAL: +{NumLevels} Available!(/Game/PrimalEarth/Dinos/Therizinosaurus/Therizino_Character_BP.Therizino_Character_BP:BPGetMultiUseEntries.K2Node_FormatText_14) LITERAL: Levels remaining: (/Game/PrimalEarth/Dinos/Therizinosaurus/Therizino_Character_BP.Therizino_Character_BP:Harvest Multiplier Level Up.K2Node_CallFunction_35858) LITERAL: Cool number is: (/Game/PrimalEarth/Dinos/Therizinosaurus/Therizino_Character_BP.Therizino_Character_BP:Harvest Multiplier Level Up.K2Node_CallFunction_62705) LITERAL: %(/Game/PrimalEarth/Dinos/Therizinosaurus/Therizino_Character_BP.Therizino_Character_BP:MakeUseEntryString.K2Node_CallFunction_56474) LITERAL: +Additional (/Game/PrimalEarth/Dinos/Therizinosaurus/Therizino_Character_BP.Therizino_Character_BP:MakeUseEntryString.K2Node_CallFunction_57539) LITERAL: Additional (/Game/PrimalEarth/Dinos/Therizinosaurus/Therizino_Character_BP.Therizino_Character_BP:MakeUseEntryString.K2Node_CallFunction_57539) LITERAL: [(/Game/PrimalEarth/Dinos/Therizinosaurus/Therizino_Character_BP.Therizino_Character_BP:MakeUseEntryString.K2Node_CallFunction_57540) LITERAL: ](/Game/PrimalEarth/Dinos/Therizinosaurus/Therizino_Character_BP.Therizino_Character_BP:MakeUseEntryString.K2Node_CallFunction_57541) LITERAL: : (/Game/PrimalEarth/Dinos/Therizinosaurus/Therizino_Character_BP.Therizino_Character_BP:MakeUseEntryString.K2Node_CallFunction_57542) LITERAL: <>(/Game/PrimalEarth/Dinos/Therizinosaurus/Therizino_Character_BP.Therizino_Character_BP:MakeUseEntryString.K2Node_VariableSet_5333) CONTENT: Idle(/Engine/Transient.Default__REINST_Therizino_Character_BP_C_17821) CONTENT: Cute(/Engine/Transient.Default__REINST_Therizino_Character_BP_C_17821) CONTENT: Action(/Engine/Transient.Default__REINST_Therizino_Character_BP_C_17821) CONTENT: Action2(/Engine/Transient.Default__REINST_Therizino_Character_BP_C_17821) CONTENT: Move(/Engine/Transient.Default__REINST_Therizino_Character_BP_C_17821) CONTENT: Therizinosaur(/Engine/Transient.Default__REINST_Therizino_Character_BP_C_17821) LITERAL: +{NumLevels} Available!(/Game/PrimalEarth/Dinos/Therizinosaurus/Therizino_Character_BP.Therizino_Character_BP:EdGraph_58970.K2Node_CallFunction_145119) LITERAL: NumLevels(/Game/PrimalEarth/Dinos/Therizinosaurus/Therizino_Character_BP.Therizino_Character_BP:EdGraph_58970.K2Node_MakeStruct_1149) CONTENT: Idle(/Engine/Transient.REINST_Therizino_Character_BP_C_1) CONTENT: Cute(/Engine/Transient.REINST_Therizino_Character_BP_C_1) CONTENT: Action(/Engine/Transient.REINST_Therizino_Character_BP_C_1) CONTENT: Action2(/Engine/Transient.REINST_Therizino_Character_BP_C_1) CONTENT: Move(/Engine/Transient.REINST_Therizino_Character_BP_C_1) CONTENT: Therizinosaur(/Engine/Transient.REINST_Therizino_Character_BP_C_1) CONTENT: Idle(/Engine/Transient.Default__REINST_Therizino_Character_BP_C_17825) CONTENT: Cute(/Engine/Transient.Default__REINST_Therizino_Character_BP_C_17825) CONTENT: Action(/Engine/Transient.Default__REINST_Therizino_Character_BP_C_17825) CONTENT: Action2(/Engine/Transient.Default__REINST_Therizino_Character_BP_C_17825) CONTENT: Move(/Engine/Transient.Default__REINST_Therizino_Character_BP_C_17825) CONTENT: Therizinosaur(/Engine/Transient.Default__REINST_Therizino_Character_BP_C_17825) LITERAL: +{NumLevels} Available!(/Game/PrimalEarth/Dinos/Therizinosaurus/Therizino_Character_BP.Therizino_Character_BP:EdGraph_59022.K2Node_CallFunction_145229) LITERAL: NumLevels(/Game/PrimalEarth/Dinos/Therizinosaurus/Therizino_Character_BP.Therizino_Character_BP:EdGraph_59022.K2Node_MakeStruct_1150) CONTENT: Delicate Harvesting(/Game/PrimalEarth/Dinos/Therizinosaurus/Therizino_Character_BP.Default__Therizino_Character_BP_C) CONTENT: Power Harvesting(/Game/PrimalEarth/Dinos/Therizinosaurus/Therizino_Character_BP.Default__Therizino_Character_BP_C) CONTENT: Idle(/Game/PrimalEarth/Dinos/Therizinosaurus/Therizino_Character_BP.Default__Therizino_Character_BP_C) CONTENT: Cute(/Game/PrimalEarth/Dinos/Therizinosaurus/Therizino_Character_BP.Default__Therizino_Character_BP_C) CONTENT: Action(/Game/PrimalEarth/Dinos/Therizinosaurus/Therizino_Character_BP.Default__Therizino_Character_BP_C) CONTENT: Action2(/Game/PrimalEarth/Dinos/Therizinosaurus/Therizino_Character_BP.Default__Therizino_Character_BP_C) CONTENT: Move(/Game/PrimalEarth/Dinos/Therizinosaurus/Therizino_Character_BP.Default__Therizino_Character_BP_C) CONTENT: Therizinosaur(/Game/PrimalEarth/Dinos/Therizinosaurus/Therizino_Character_BP.Default__Therizino_Character_BP_C) CONTENT: Rivalry!(/Engine/Transient.REINST_Buff_TrikeRivalry_C_0) CONTENT: Rivalry!(/Engine/Transient.Default__REINST_Buff_TrikeRivalry_C_17850) CONTENT: Rivalry!(/Engine/Transient.REINST_Buff_TrikeRivalry_C_1) CONTENT: Rivalry!(/Engine/Transient.Default__REINST_Buff_TrikeRivalry_C_17854) CONTENT: Rivalry!(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_TrikeRivalry.Default__Buff_TrikeRivalry_C) CONTENT: Trike Egg(/Game/PrimalEarth/Test/PrimalItemConsumable_Egg_Trike.Default__PrimalItemConsumable_Egg_Trike_C) CONTENT: Idle(/Engine/Transient.REINST_Trike_Character_BP_C_0) CONTENT: Cute(/Engine/Transient.REINST_Trike_Character_BP_C_0) CONTENT: Action(/Engine/Transient.REINST_Trike_Character_BP_C_0) CONTENT: Action2(/Engine/Transient.REINST_Trike_Character_BP_C_0) CONTENT: c_neck1(/Engine/Transient.REINST_Trike_Character_BP_C_0) CONTENT: Move(/Engine/Transient.REINST_Trike_Character_BP_C_0) CONTENT: Triceratops(/Engine/Transient.REINST_Trike_Character_BP_C_0) CONTENT: Fertilized Trike Egg(/Game/PrimalEarth/Test/PrimalItemConsumable_Egg_Trike_Fertilized.Default__PrimalItemConsumable_Egg_Trike_Fertilized_C) LITERAL: Pitch: (/Game/PrimalEarth/Dinos/Trike/Trike_Character_BP.Trike_Character_BP:BlueprintAnimNotifyCustomEvent.K2Node_CallFunction_59491) LITERAL: Input: (/Game/PrimalEarth/Dinos/Trike/Trike_Character_BP.Trike_Character_BP:BlueprintAnimNotifyCustomEvent.K2Node_CallFunction_59597) LITERAL: RamBuildUpEndEvent(/Game/PrimalEarth/Dinos/Trike/Trike_Character_BP.Trike_Character_BP:BlueprintAnimNotifyCustomEvent.K2Node_CallFunction_91414) LITERAL: RamBuildUpEndEvent(/Game/PrimalEarth/Dinos/Trike/Trike_Character_BP.Trike_Character_BP:Handle Ram Ended.K2Node_CallFunction_91414) LITERAL: RamBuildUpEndEvent(/Game/PrimalEarth/Dinos/Trike/Trike_Character_BP.Trike_Character_BP:Stop Ram Attack Buildup.K2Node_CallFunction_83533) CONTENT: Idle(/Engine/Transient.Default__REINST_Trike_Character_BP_C_17880) CONTENT: Cute(/Engine/Transient.Default__REINST_Trike_Character_BP_C_17880) CONTENT: Action(/Engine/Transient.Default__REINST_Trike_Character_BP_C_17880) CONTENT: Action2(/Engine/Transient.Default__REINST_Trike_Character_BP_C_17880) CONTENT: c_neck1(/Engine/Transient.Default__REINST_Trike_Character_BP_C_17880) CONTENT: Move(/Engine/Transient.Default__REINST_Trike_Character_BP_C_17880) CONTENT: Triceratops(/Engine/Transient.Default__REINST_Trike_Character_BP_C_17880) CONTENT: Idle(/Engine/Transient.REINST_Trike_Character_BP_C_1) CONTENT: Cute(/Engine/Transient.REINST_Trike_Character_BP_C_1) CONTENT: Action(/Engine/Transient.REINST_Trike_Character_BP_C_1) CONTENT: Action2(/Engine/Transient.REINST_Trike_Character_BP_C_1) CONTENT: c_neck1(/Engine/Transient.REINST_Trike_Character_BP_C_1) CONTENT: Move(/Engine/Transient.REINST_Trike_Character_BP_C_1) CONTENT: Triceratops(/Engine/Transient.REINST_Trike_Character_BP_C_1) CONTENT: Idle(/Engine/Transient.Default__REINST_Trike_Character_BP_C_17884) CONTENT: Cute(/Engine/Transient.Default__REINST_Trike_Character_BP_C_17884) CONTENT: Action(/Engine/Transient.Default__REINST_Trike_Character_BP_C_17884) CONTENT: Action2(/Engine/Transient.Default__REINST_Trike_Character_BP_C_17884) CONTENT: c_neck1(/Engine/Transient.Default__REINST_Trike_Character_BP_C_17884) CONTENT: Move(/Engine/Transient.Default__REINST_Trike_Character_BP_C_17884) CONTENT: Triceratops(/Engine/Transient.Default__REINST_Trike_Character_BP_C_17884) CONTENT: Idle(/Game/PrimalEarth/Dinos/Trike/Trike_Character_BP.Default__Trike_Character_BP_C) CONTENT: Cute(/Game/PrimalEarth/Dinos/Trike/Trike_Character_BP.Default__Trike_Character_BP_C) CONTENT: Action(/Game/PrimalEarth/Dinos/Trike/Trike_Character_BP.Default__Trike_Character_BP_C) CONTENT: Action2(/Game/PrimalEarth/Dinos/Trike/Trike_Character_BP.Default__Trike_Character_BP_C) CONTENT: c_neck1(/Game/PrimalEarth/Dinos/Trike/Trike_Character_BP.Default__Trike_Character_BP_C) CONTENT: Move(/Game/PrimalEarth/Dinos/Trike/Trike_Character_BP.Default__Trike_Character_BP_C) CONTENT: Triceratops(/Game/PrimalEarth/Dinos/Trike/Trike_Character_BP.Default__Trike_Character_BP_C) CONTENT: Troodon Paralysis Poison(/Engine/Transient.REINST_Buff_Base_Disease_Low_Troodon_TorporPosion_C_0) CONTENT: Increases topor on humans over time(/Engine/Transient.REINST_Buff_Base_Disease_Low_Troodon_TorporPosion_C_0) CONTENT: Troodon Paralysis Poison(/Engine/Transient.Default__REINST_Buff_Base_Disease_Low_Troodon_TorporPosion_C_17892) CONTENT: Increases topor on humans over time(/Engine/Transient.Default__REINST_Buff_Base_Disease_Low_Troodon_TorporPosion_C_17892) CONTENT: Troodon Paralysis Poison(/Engine/Transient.REINST_Buff_Base_Disease_Low_Troodon_TorporPosion_C_1) CONTENT: Increases topor on humans over time(/Engine/Transient.REINST_Buff_Base_Disease_Low_Troodon_TorporPosion_C_1) CONTENT: Troodon Paralysis Poison(/Engine/Transient.Default__REINST_Buff_Base_Disease_Low_Troodon_TorporPosion_C_17896) CONTENT: Increases topor on humans over time(/Engine/Transient.Default__REINST_Buff_Base_Disease_Low_Troodon_TorporPosion_C_17896) CONTENT: Troodon Paralysis Poison(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_Base_Disease_Low_Troodon_TorporPosion.Default__Buff_Base_Disease_Low_Troodon_TorporPosion_C) CONTENT: Increases topor on humans over time(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_Base_Disease_Low_Troodon_TorporPosion.Default__Buff_Base_Disease_Low_Troodon_TorporPosion_C) CONTENT: Main Body(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Troodon.Default__DinoColorSet_Troodon_C) CONTENT: Not Used(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Troodon.Default__DinoColorSet_Troodon_C) CONTENT: Not Used(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Troodon.Default__DinoColorSet_Troodon_C) CONTENT: Not Used(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Troodon.Default__DinoColorSet_Troodon_C) CONTENT: Body Highlights and Feathers(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Troodon.Default__DinoColorSet_Troodon_C) CONTENT: Belly(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Troodon.Default__DinoColorSet_Troodon_C) CONTENT: Idle(/Engine/Transient.REINST_Troodon_Character_BP_C_0) CONTENT: Cute(/Engine/Transient.REINST_Troodon_Character_BP_C_0) CONTENT: Action(/Engine/Transient.REINST_Troodon_Character_BP_C_0) CONTENT: Action2(/Engine/Transient.REINST_Troodon_Character_BP_C_0) CONTENT: c_back3(/Engine/Transient.REINST_Troodon_Character_BP_C_0) CONTENT: Move(/Engine/Transient.REINST_Troodon_Character_BP_C_0) CONTENT: Troodon(/Engine/Transient.REINST_Troodon_Character_BP_C_0) CONTENT: Must contain a fuel, such as wood or thatch, to light the fire. Cooks raw food when lit.(/Game/PrimalEarth/CoreBlueprints/Inventories/PrimalInventoryBP_Campfire.Default__PrimalInventoryBP_Campfire_C) CONTENT: Campfire(/Game/PrimalEarth/CoreBlueprints/Inventories/PrimalInventoryBP_Campfire.Default__PrimalInventoryBP_Campfire_C) CONTENT: Campfire(/Engine/Transient.REINST_Campfire_C_0) CONTENT: Campfire(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_Campfire.Default__PrimalItemStructure_Campfire_C) CONTENT: Perfect for cooking meat, staying warm, and providing light.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_Campfire.Default__PrimalItemStructure_Campfire_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_Campfire.Default__PrimalItemStructure_Campfire_C) CONTENT: Cooking(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_Campfire.Default__PrimalItemStructure_Campfire_C) CONTENT: Campfire(/Engine/Transient.Default__REINST_Campfire_C_17909) CONTENT: Campfire(/Engine/Transient.REINST_Campfire_C_1) CONTENT: Standing Torch(/Engine/Transient.REINST_StandingTorch_C_0) CONTENT: Standing Torch(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_StandingTorch.Default__PrimalItemStructure_StandingTorch_C) CONTENT: A torch on a tall piece of wood that lights and warms the immediate area.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_StandingTorch.Default__PrimalItemStructure_StandingTorch_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_StandingTorch.Default__PrimalItemStructure_StandingTorch_C) CONTENT: Wood(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_StandingTorch.Default__PrimalItemStructure_StandingTorch_C) CONTENT: Standing Torch(/Engine/Transient.Default__REINST_StandingTorch_C_17917) CONTENT: Standing Torch(/Engine/Transient.REINST_StandingTorch_C_1) CONTENT: Troodon Egg(/Game/PrimalEarth/Test/PrimalItemConsumable_Egg_Troodon.Default__PrimalItemConsumable_Egg_Troodon_C) LITERAL: [Scout - Range {range} - Recharge Time {recharge} sec](/Game/PrimalEarth/Dinos/Troodon/Troodon_Character_BP.Troodon_Character_BP:BPGetMultiUseEntries.K2Node_FormatText_16) LITERAL: Range Level {range} - Recharge Level {recharge}(/Game/PrimalEarth/Dinos/Troodon/Troodon_Character_BP.Troodon_Character_BP:BPGetMultiUseEntries.K2Node_FormatText_21) LITERAL: Improve Scouting Recharge Rate(/Game/PrimalEarth/Dinos/Troodon/Troodon_Character_BP.Troodon_Character_BP:BPGetMultiUseEntries.K2Node_MakeStruct_222) LITERAL: Scout- Corpses & Caches(/Game/PrimalEarth/Dinos/Troodon/Troodon_Character_BP.Troodon_Character_BP:BPGetMultiUseEntries.K2Node_MakeStruct_223) LITERAL: [Back](/Game/PrimalEarth/Dinos/Troodon/Troodon_Character_BP.Troodon_Character_BP:BPGetMultiUseEntries.K2Node_MakeStruct_227) LITERAL: [Back](/Game/PrimalEarth/Dinos/Troodon/Troodon_Character_BP.Troodon_Character_BP:BPGetMultiUseEntries.K2Node_MakeStruct_228) LITERAL: Scout- Wild Creatures(/Game/PrimalEarth/Dinos/Troodon/Troodon_Character_BP.Troodon_Character_BP:BPGetMultiUseEntries.K2Node_MakeStruct_24) LITERAL: Scout - Players & Tames(/Game/PrimalEarth/Dinos/Troodon/Troodon_Character_BP.Troodon_Character_BP:BPGetMultiUseEntries.K2Node_MakeStruct_4020) LITERAL: Scout - Players(/Game/PrimalEarth/Dinos/Troodon/Troodon_Character_BP.Troodon_Character_BP:BPGetMultiUseEntries.K2Node_MakeStruct_4021) LITERAL: Scout- Traps(/Game/PrimalEarth/Dinos/Troodon/Troodon_Character_BP.Troodon_Character_BP:BPGetMultiUseEntries.K2Node_MakeStruct_4022) LITERAL: [Consume Level Up to Improve Scouting](/Game/PrimalEarth/Dinos/Troodon/Troodon_Character_BP.Troodon_Character_BP:BPGetMultiUseEntries.K2Node_MakeStruct_659) LITERAL: Improve Scouting Range(/Game/PrimalEarth/Dinos/Troodon/Troodon_Character_BP.Troodon_Character_BP:BPGetMultiUseEntries.K2Node_MakeStruct_661) CONTENT: Fertilized Troodon Egg(/Game/PrimalEarth/Test/PrimalItemConsumable_Egg_Troodon_Fertilized.Default__PrimalItemConsumable_Egg_Troodon_Fertilized_C) CONTENT: Idle(/Engine/Transient.Default__REINST_Troodon_Character_BP_C_17926) CONTENT: Cute(/Engine/Transient.Default__REINST_Troodon_Character_BP_C_17926) CONTENT: Action(/Engine/Transient.Default__REINST_Troodon_Character_BP_C_17926) CONTENT: Action2(/Engine/Transient.Default__REINST_Troodon_Character_BP_C_17926) CONTENT: c_back3(/Engine/Transient.Default__REINST_Troodon_Character_BP_C_17926) CONTENT: Move(/Engine/Transient.Default__REINST_Troodon_Character_BP_C_17926) CONTENT: Troodon(/Engine/Transient.Default__REINST_Troodon_Character_BP_C_17926) LITERAL: Range Level {range} - Recharge Level {recharge}(/Game/PrimalEarth/Dinos/Troodon/Troodon_Character_BP.Troodon_Character_BP:EdGraph_59355.K2Node_CallFunction_146248) LITERAL: range(/Game/PrimalEarth/Dinos/Troodon/Troodon_Character_BP.Troodon_Character_BP:EdGraph_59355.K2Node_MakeStruct_1151) LITERAL: recharge(/Game/PrimalEarth/Dinos/Troodon/Troodon_Character_BP.Troodon_Character_BP:EdGraph_59355.K2Node_MakeStruct_1152) LITERAL: [Scout - Range {range} - Recharge Time {recharge} sec](/Game/PrimalEarth/Dinos/Troodon/Troodon_Character_BP.Troodon_Character_BP:EdGraph_59355.K2Node_CallFunction_146249) LITERAL: range(/Game/PrimalEarth/Dinos/Troodon/Troodon_Character_BP.Troodon_Character_BP:EdGraph_59355.K2Node_MakeStruct_1153) LITERAL: recharge(/Game/PrimalEarth/Dinos/Troodon/Troodon_Character_BP.Troodon_Character_BP:EdGraph_59355.K2Node_MakeStruct_1154) CONTENT: Idle(/Engine/Transient.REINST_Troodon_Character_BP_C_1) CONTENT: Cute(/Engine/Transient.REINST_Troodon_Character_BP_C_1) CONTENT: Action(/Engine/Transient.REINST_Troodon_Character_BP_C_1) CONTENT: Action2(/Engine/Transient.REINST_Troodon_Character_BP_C_1) CONTENT: c_back3(/Engine/Transient.REINST_Troodon_Character_BP_C_1) CONTENT: Move(/Engine/Transient.REINST_Troodon_Character_BP_C_1) CONTENT: Troodon(/Engine/Transient.REINST_Troodon_Character_BP_C_1) CONTENT: Campfire(/Engine/Transient.Default__REINST_Campfire_C_17941) CONTENT: Campfire(/Game/PrimalEarth/Structures/Campfire.Default__Campfire_C) CONTENT: Standing Torch(/Engine/Transient.Default__REINST_StandingTorch_C_17945) CONTENT: Standing Torch(/Game/PrimalEarth/Structures/StandingTorch.Default__StandingTorch_C) CONTENT: Idle(/Engine/Transient.Default__REINST_Troodon_Character_BP_C_17949) CONTENT: Cute(/Engine/Transient.Default__REINST_Troodon_Character_BP_C_17949) CONTENT: Action(/Engine/Transient.Default__REINST_Troodon_Character_BP_C_17949) CONTENT: Action2(/Engine/Transient.Default__REINST_Troodon_Character_BP_C_17949) CONTENT: c_back3(/Engine/Transient.Default__REINST_Troodon_Character_BP_C_17949) CONTENT: Move(/Engine/Transient.Default__REINST_Troodon_Character_BP_C_17949) CONTENT: Troodon(/Engine/Transient.Default__REINST_Troodon_Character_BP_C_17949) LITERAL: Range Level {range} - Recharge Level {recharge}(/Game/PrimalEarth/Dinos/Troodon/Troodon_Character_BP.Troodon_Character_BP:EdGraph_59438.K2Node_CallFunction_146374) LITERAL: range(/Game/PrimalEarth/Dinos/Troodon/Troodon_Character_BP.Troodon_Character_BP:EdGraph_59438.K2Node_MakeStruct_1155) LITERAL: recharge(/Game/PrimalEarth/Dinos/Troodon/Troodon_Character_BP.Troodon_Character_BP:EdGraph_59438.K2Node_MakeStruct_1156) LITERAL: [Scout - Range {range} - Recharge Time {recharge} sec](/Game/PrimalEarth/Dinos/Troodon/Troodon_Character_BP.Troodon_Character_BP:EdGraph_59438.K2Node_CallFunction_146375) LITERAL: range(/Game/PrimalEarth/Dinos/Troodon/Troodon_Character_BP.Troodon_Character_BP:EdGraph_59438.K2Node_MakeStruct_1157) LITERAL: recharge(/Game/PrimalEarth/Dinos/Troodon/Troodon_Character_BP.Troodon_Character_BP:EdGraph_59438.K2Node_MakeStruct_1158) CONTENT: Idle(/Game/PrimalEarth/Dinos/Troodon/Troodon_Character_BP.Default__Troodon_Character_BP_C) CONTENT: Cute(/Game/PrimalEarth/Dinos/Troodon/Troodon_Character_BP.Default__Troodon_Character_BP_C) CONTENT: Action(/Game/PrimalEarth/Dinos/Troodon/Troodon_Character_BP.Default__Troodon_Character_BP_C) CONTENT: Action2(/Game/PrimalEarth/Dinos/Troodon/Troodon_Character_BP.Default__Troodon_Character_BP_C) CONTENT: c_back3(/Game/PrimalEarth/Dinos/Troodon/Troodon_Character_BP.Default__Troodon_Character_BP_C) CONTENT: Move(/Game/PrimalEarth/Dinos/Troodon/Troodon_Character_BP.Default__Troodon_Character_BP_C) CONTENT: Troodon(/Game/PrimalEarth/Dinos/Troodon/Troodon_Character_BP.Default__Troodon_Character_BP_C) CONTENT: Dark Muted(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Turtle.Default__DinoColorSet_Turtle_C) CONTENT: Light All -g(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Turtle.Default__DinoColorSet_Turtle_C) CONTENT: Light Muted(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Turtle.Default__DinoColorSet_Turtle_C) CONTENT: Light Muted(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Turtle.Default__DinoColorSet_Turtle_C) CONTENT: Dark All -g(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Turtle.Default__DinoColorSet_Turtle_C) CONTENT: Light Muted(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Turtle.Default__DinoColorSet_Turtle_C) CONTENT: Turtle Egg(/Game/PrimalEarth/Test/PrimalItemConsumable_Egg_Turtle.Default__PrimalItemConsumable_Egg_Turtle_C) CONTENT: Idle(/Engine/Transient.REINST_Turtle_Character_BP_C_0) CONTENT: Cute(/Engine/Transient.REINST_Turtle_Character_BP_C_0) CONTENT: Action(/Engine/Transient.REINST_Turtle_Character_BP_C_0) CONTENT: Move(/Engine/Transient.REINST_Turtle_Character_BP_C_0) CONTENT: Carbonemys(/Engine/Transient.REINST_Turtle_Character_BP_C_0) CONTENT: Fertilized Turtle Egg(/Game/PrimalEarth/Test/PrimalItemConsumable_Egg_Turtle_Fertilized.Default__PrimalItemConsumable_Egg_Turtle_Fertilized_C) CONTENT: Idle(/Engine/Transient.Default__REINST_Turtle_Character_BP_C_17984) CONTENT: Cute(/Engine/Transient.Default__REINST_Turtle_Character_BP_C_17984) CONTENT: Action(/Engine/Transient.Default__REINST_Turtle_Character_BP_C_17984) CONTENT: Move(/Engine/Transient.Default__REINST_Turtle_Character_BP_C_17984) CONTENT: Carbonemys(/Engine/Transient.Default__REINST_Turtle_Character_BP_C_17984) CONTENT: Idle(/Engine/Transient.REINST_Turtle_Character_BP_C_1) CONTENT: Cute(/Engine/Transient.REINST_Turtle_Character_BP_C_1) CONTENT: Action(/Engine/Transient.REINST_Turtle_Character_BP_C_1) CONTENT: Move(/Engine/Transient.REINST_Turtle_Character_BP_C_1) CONTENT: Carbonemys(/Engine/Transient.REINST_Turtle_Character_BP_C_1) CONTENT: Idle(/Engine/Transient.Default__REINST_Turtle_Character_BP_C_17988) CONTENT: Cute(/Engine/Transient.Default__REINST_Turtle_Character_BP_C_17988) CONTENT: Action(/Engine/Transient.Default__REINST_Turtle_Character_BP_C_17988) CONTENT: Move(/Engine/Transient.Default__REINST_Turtle_Character_BP_C_17988) CONTENT: Carbonemys(/Engine/Transient.Default__REINST_Turtle_Character_BP_C_17988) CONTENT: Idle(/Game/PrimalEarth/Dinos/Turtle/Turtle_Character_BP.Default__Turtle_Character_BP_C) CONTENT: Cute(/Game/PrimalEarth/Dinos/Turtle/Turtle_Character_BP.Default__Turtle_Character_BP_C) CONTENT: Action(/Game/PrimalEarth/Dinos/Turtle/Turtle_Character_BP.Default__Turtle_Character_BP_C) CONTENT: Move(/Game/PrimalEarth/Dinos/Turtle/Turtle_Character_BP.Default__Turtle_Character_BP_C) CONTENT: Carbonemys(/Game/PrimalEarth/Dinos/Turtle/Turtle_Character_BP.Default__Turtle_Character_BP_C) CONTENT: Dodo Spawn (1-5)(/Game/Extinction/CoreBlueprints/Spawners/Ext_DinoSpawnEntries_Forest.Default__Ext_DinoSpawnEntries_Forest_C) CONTENT: Para (1-3)(/Game/Extinction/CoreBlueprints/Spawners/Ext_DinoSpawnEntries_Forest.Default__Ext_DinoSpawnEntries_Forest_C) CONTENT: Trike (1-3)(/Game/Extinction/CoreBlueprints/Spawners/Ext_DinoSpawnEntries_Forest.Default__Ext_DinoSpawnEntries_Forest_C) CONTENT: Stego (1-2)(/Game/Extinction/CoreBlueprints/Spawners/Ext_DinoSpawnEntries_Forest.Default__Ext_DinoSpawnEntries_Forest_C) CONTENT: Dilo (1-4)(/Game/Extinction/CoreBlueprints/Spawners/Ext_DinoSpawnEntries_Forest.Default__Ext_DinoSpawnEntries_Forest_C) CONTENT: Raptor (1-2)(/Game/Extinction/CoreBlueprints/Spawners/Ext_DinoSpawnEntries_Forest.Default__Ext_DinoSpawnEntries_Forest_C) CONTENT: Phiomia (1-2)(/Game/Extinction/CoreBlueprints/Spawners/Ext_DinoSpawnEntries_Forest.Default__Ext_DinoSpawnEntries_Forest_C) CONTENT: Turtle (1-2)(/Game/Extinction/CoreBlueprints/Spawners/Ext_DinoSpawnEntries_Forest.Default__Ext_DinoSpawnEntries_Forest_C) CONTENT: Carno (1)(/Game/Extinction/CoreBlueprints/Spawners/Ext_DinoSpawnEntries_Forest.Default__Ext_DinoSpawnEntries_Forest_C) CONTENT: Ant Spawn (1-5) 1(/Game/Extinction/CoreBlueprints/Spawners/Ext_DinoSpawnEntries_Forest.Default__Ext_DinoSpawnEntries_Forest_C) CONTENT: Compy Spawn (1-5)(/Game/Extinction/CoreBlueprints/Spawners/Ext_DinoSpawnEntries_Forest.Default__Ext_DinoSpawnEntries_Forest_C) CONTENT: Dragonfly Spawn (4) 1(/Game/Extinction/CoreBlueprints/Spawners/Ext_DinoSpawnEntries_Forest.Default__Ext_DinoSpawnEntries_Forest_C) CONTENT: Dragonfly Spawn (4) 2(/Game/Extinction/CoreBlueprints/Spawners/Ext_DinoSpawnEntries_Forest.Default__Ext_DinoSpawnEntries_Forest_C) CONTENT: Dimorphs (1-3)(/Game/Extinction/CoreBlueprints/Spawners/Ext_DinoSpawnEntries_Forest.Default__Ext_DinoSpawnEntries_Forest_C) CONTENT: Diplodocus (1)(/Game/Extinction/CoreBlueprints/Spawners/Ext_DinoSpawnEntries_Forest.Default__Ext_DinoSpawnEntries_Forest_C) CONTENT: Monkeys (1-3)(/Game/Extinction/CoreBlueprints/Spawners/Ext_DinoSpawnEntries_Forest.Default__Ext_DinoSpawnEntries_Forest_C) CONTENT: Pachy (1-2)(/Game/Extinction/CoreBlueprints/Spawners/Ext_DinoSpawnEntries_Forest.Default__Ext_DinoSpawnEntries_Forest_C) CONTENT: Oviraptor (1)(/Game/Extinction/CoreBlueprints/Spawners/Ext_DinoSpawnEntries_Forest.Default__Ext_DinoSpawnEntries_Forest_C) CONTENT: Lystro (1-2)(/Game/Extinction/CoreBlueprints/Spawners/Ext_DinoSpawnEntries_Forest.Default__Ext_DinoSpawnEntries_Forest_C) CONTENT: Tapajera (1)(/Game/Extinction/CoreBlueprints/Spawners/Ext_DinoSpawnEntries_Forest.Default__Ext_DinoSpawnEntries_Forest_C) CONTENT: Chalico (1-3)(/Game/Extinction/CoreBlueprints/Spawners/Ext_DinoSpawnEntries_Forest.Default__Ext_DinoSpawnEntries_Forest_C) CONTENT: Moschops (1-2)(/Game/Extinction/CoreBlueprints/Spawners/Ext_DinoSpawnEntries_Forest.Default__Ext_DinoSpawnEntries_Forest_C) CONTENT: Therizo (1)(/Game/Extinction/CoreBlueprints/Spawners/Ext_DinoSpawnEntries_Forest.Default__Ext_DinoSpawnEntries_Forest_C) CONTENT: Troodon (3-4)(/Game/Extinction/CoreBlueprints/Spawners/Ext_DinoSpawnEntries_Forest.Default__Ext_DinoSpawnEntries_Forest_C) CONTENT: Ignuanadon (1)(/Game/Extinction/CoreBlueprints/Spawners/Ext_DinoSpawnEntries_Forest.Default__Ext_DinoSpawnEntries_Forest_C) CONTENT: Gacha(/Game/Extinction/CoreBlueprints/Spawners/Ext_DinoSpawnEntries_Forest.Default__Ext_DinoSpawnEntries_Forest_C) CONTENT: Howl Cooldown(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_DirewolfHowlCooldown.Default__Buff_DirewolfHowlCooldown_C) CONTENT: Idle(/Engine/Transient.REINST_Direwolf_Character_BP_C_0) CONTENT: Cute(/Engine/Transient.REINST_Direwolf_Character_BP_C_0) CONTENT: Action(/Engine/Transient.REINST_Direwolf_Character_BP_C_0) CONTENT: Action Attack(/Engine/Transient.REINST_Direwolf_Character_BP_C_0) CONTENT: Move(/Engine/Transient.REINST_Direwolf_Character_BP_C_0) CONTENT: c_back4(/Engine/Transient.REINST_Direwolf_Character_BP_C_0) CONTENT: Direwolf(/Engine/Transient.REINST_Direwolf_Character_BP_C_0) LITERAL: UpdateSniffedTargets(/Game/PrimalEarth/Dinos/Direwolf/Direwolf_Character_BP.Direwolf_Character_BP:BPNotifySetRider.K2Node_CallFunction_61390) LITERAL: UpdateSniffedTargets(/Game/PrimalEarth/Dinos/Direwolf/Direwolf_Character_BP.Direwolf_Character_BP:BPNotifyClearRider.K2Node_CallFunction_58315) LITERAL: PackRoar(/Game/PrimalEarth/Dinos/Direwolf/Direwolf_Character_BP.Direwolf_Character_BP:BPDoAttack.K2Node_CallFunction_17142) LITERAL: move_water(/Game/PrimalEarth/Dinos/Direwolf/Direwolf_Character_BP.Direwolf_Character_BP:BPPreventNotifySound.K2Node_CallFunction_314170) CONTENT: Idle(/Engine/Transient.Default__REINST_Direwolf_Character_BP_C_18024) CONTENT: Cute(/Engine/Transient.Default__REINST_Direwolf_Character_BP_C_18024) CONTENT: Action(/Engine/Transient.Default__REINST_Direwolf_Character_BP_C_18024) CONTENT: Action Attack(/Engine/Transient.Default__REINST_Direwolf_Character_BP_C_18024) CONTENT: Move(/Engine/Transient.Default__REINST_Direwolf_Character_BP_C_18024) CONTENT: c_back4(/Engine/Transient.Default__REINST_Direwolf_Character_BP_C_18024) CONTENT: Direwolf(/Engine/Transient.Default__REINST_Direwolf_Character_BP_C_18024) CONTENT: Idle(/Engine/Transient.REINST_Direwolf_Character_BP_C_1) CONTENT: Cute(/Engine/Transient.REINST_Direwolf_Character_BP_C_1) CONTENT: Action(/Engine/Transient.REINST_Direwolf_Character_BP_C_1) CONTENT: Action Attack(/Engine/Transient.REINST_Direwolf_Character_BP_C_1) CONTENT: Move(/Engine/Transient.REINST_Direwolf_Character_BP_C_1) CONTENT: c_back4(/Engine/Transient.REINST_Direwolf_Character_BP_C_1) CONTENT: Direwolf(/Engine/Transient.REINST_Direwolf_Character_BP_C_1) CONTENT: Idle(/Engine/Transient.Default__REINST_Direwolf_Character_BP_C_18028) CONTENT: Cute(/Engine/Transient.Default__REINST_Direwolf_Character_BP_C_18028) CONTENT: Action(/Engine/Transient.Default__REINST_Direwolf_Character_BP_C_18028) CONTENT: Action Attack(/Engine/Transient.Default__REINST_Direwolf_Character_BP_C_18028) CONTENT: Move(/Engine/Transient.Default__REINST_Direwolf_Character_BP_C_18028) CONTENT: c_back4(/Engine/Transient.Default__REINST_Direwolf_Character_BP_C_18028) CONTENT: Direwolf(/Engine/Transient.Default__REINST_Direwolf_Character_BP_C_18028) CONTENT: Pack Leader(/Game/PrimalEarth/Dinos/Direwolf/Direwolf_Character_BP.Default__Direwolf_Character_BP_C) CONTENT: Idle(/Game/PrimalEarth/Dinos/Direwolf/Direwolf_Character_BP.Default__Direwolf_Character_BP_C) CONTENT: Cute(/Game/PrimalEarth/Dinos/Direwolf/Direwolf_Character_BP.Default__Direwolf_Character_BP_C) CONTENT: Action(/Game/PrimalEarth/Dinos/Direwolf/Direwolf_Character_BP.Default__Direwolf_Character_BP_C) CONTENT: Action Attack(/Game/PrimalEarth/Dinos/Direwolf/Direwolf_Character_BP.Default__Direwolf_Character_BP_C) CONTENT: Move(/Game/PrimalEarth/Dinos/Direwolf/Direwolf_Character_BP.Default__Direwolf_Character_BP_C) CONTENT: c_back4(/Game/PrimalEarth/Dinos/Direwolf/Direwolf_Character_BP.Default__Direwolf_Character_BP_C) CONTENT: Direwolf(/Game/PrimalEarth/Dinos/Direwolf/Direwolf_Character_BP.Default__Direwolf_Character_BP_C) CONTENT: Main Body(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Mammoth.Default__DinoColorSet_Mammoth_C) CONTENT: Highlights(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Mammoth.Default__DinoColorSet_Mammoth_C) CONTENT: Tusks(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Mammoth.Default__DinoColorSet_Mammoth_C) CONTENT: Highlights(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Mammoth.Default__DinoColorSet_Mammoth_C) CONTENT: Highlights(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Mammoth.Default__DinoColorSet_Mammoth_C) CONTENT: Ready for War(/Engine/Transient.REINST_Buff_Drums_ReadyForWar_C_0) CONTENT: Recover stamina and immune to fear(/Engine/Transient.REINST_Buff_Drums_ReadyForWar_C_0) LITERAL: PreventDismount(/Game/PrimalEarth/Dinos/Mammoth/Drums/Buff_Drums_ReadyForWar.Buff_Drums_ReadyForWar:EventGraph.K2Node_CallFunction_299843) CONTENT: Ready for War(/Engine/Transient.Default__REINST_Buff_Drums_ReadyForWar_C_18042) CONTENT: Recover stamina and immune to fear(/Engine/Transient.Default__REINST_Buff_Drums_ReadyForWar_C_18042) CONTENT: Ready for War(/Engine/Transient.REINST_Buff_Drums_ReadyForWar_C_1) CONTENT: Recover stamina and immune to fear(/Engine/Transient.REINST_Buff_Drums_ReadyForWar_C_1) CONTENT: Ready for War(/Engine/Transient.Default__REINST_Buff_Drums_ReadyForWar_C_18046) CONTENT: Recover stamina and immune to fear(/Engine/Transient.Default__REINST_Buff_Drums_ReadyForWar_C_18046) CONTENT: Ready for War(/Game/PrimalEarth/Dinos/Mammoth/Drums/Buff_Drums_ReadyForWar.Default__Buff_Drums_ReadyForWar_C) CONTENT: Recover stamina and immune to fear(/Game/PrimalEarth/Dinos/Mammoth/Drums/Buff_Drums_ReadyForWar.Default__Buff_Drums_ReadyForWar_C) CONTENT: Debug Output Text(/Engine/Transient.TRASHCLASS_DrumsMinigameUI_18127:TextBlock_1502) LITERAL: Beat is {0} | Streak = {1} | LastInputReceivedTime = {2} | NextTimeOut - BeatWindow = {3}(/Game/PrimalEarth/UI/DrumsMinigameUI.DrumsMinigameUI:EventGraph.K2Node_FormatText_225) LITERAL: LATE!(/Game/PrimalEarth/UI/DrumsMinigameUI.DrumsMinigameUI:EventGraph.K2Node_CallFunction_246767) LITERAL: EARLY(/Game/PrimalEarth/UI/DrumsMinigameUI.DrumsMinigameUI:EventGraph.K2Node_CallFunction_257320) LITERAL: READY(/Game/PrimalEarth/UI/DrumsMinigameUI.DrumsMinigameUI:EventGraph.K2Node_CallFunction_257320) LITERAL: Release Input(/Game/PrimalEarth/UI/DrumsMinigameUI.DrumsMinigameUI:Receive Input.K2Node_CallFunction_233529) LITERAL: Stop Minigame(/Game/PrimalEarth/UI/DrumsMinigameUI.DrumsMinigameUI:On Beat Too Late.K2Node_CallFunction_224409) CONTENT: Text Block(/Engine/Transient.REINST_DrumsMinigameUI_C_54:WidgetTree_715.DEBUG_OutputText) LITERAL: Beat is {0} | Streak = {1} | LastInputReceivedTime = {2} | NextTimeOut - BeatWindow = {3}(/Game/PrimalEarth/UI/DrumsMinigameUI.DrumsMinigameUI:ExecuteUbergraph_DrumsMinigameUI.K2Node_CallFunction_146876) LITERAL: 0(/Game/PrimalEarth/UI/DrumsMinigameUI.DrumsMinigameUI:ExecuteUbergraph_DrumsMinigameUI.K2Node_MakeStruct_1161) LITERAL: 1(/Game/PrimalEarth/UI/DrumsMinigameUI.DrumsMinigameUI:ExecuteUbergraph_DrumsMinigameUI.K2Node_MakeStruct_1162) LITERAL: 2(/Game/PrimalEarth/UI/DrumsMinigameUI.DrumsMinigameUI:ExecuteUbergraph_DrumsMinigameUI.K2Node_MakeStruct_1163) LITERAL: 3(/Game/PrimalEarth/UI/DrumsMinigameUI.DrumsMinigameUI:ExecuteUbergraph_DrumsMinigameUI.K2Node_MakeStruct_1164) CONTENT: Debug Output Text(/Game/PrimalEarth/UI/DrumsMinigameUI.DrumsMinigameUI_C:WidgetTree_250.DEBUG_OutputText) LITERAL: DestroySkiffHudWidget(/Game/PrimalEarth/UI/MammothPassengerHUD.MammothPassengerHUD:EventGraph.K2Node_CallFunction_229042) CONTENT: Debug Output Text(/Engine/Transient.TRASHCLASS_MammothPassengerHUD_18123:TextBlock_1500) LITERAL: ActivateBuff(/Game/PrimalEarth/Dinos/Mammoth/Drums/Buff_MammothDrummer.Buff_MammothDrummer:ActivateBuff.K2Node_CallFunction_259209) LITERAL: ActivateBuff(/Game/PrimalEarth/Dinos/Mammoth/Drums/Buff_MammothDrummer.Buff_MammothDrummer:ClientManageDrumBeat.K2Node_CallFunction_259209) CONTENT: Idle(/Engine/Transient.REINST_Mammoth_Character_BP_C_0) CONTENT: Cute(/Engine/Transient.REINST_Mammoth_Character_BP_C_0) CONTENT: Action(/Engine/Transient.REINST_Mammoth_Character_BP_C_0) CONTENT: Action2(/Engine/Transient.REINST_Mammoth_Character_BP_C_0) CONTENT: Move(/Engine/Transient.REINST_Mammoth_Character_BP_C_0) CONTENT: Mammoth(/Engine/Transient.REINST_Mammoth_Character_BP_C_0) CONTENT: Intimidated(/Engine/Transient.REINST_Buff_MammothTrumpet_Debuff_C_0) CONTENT: Output damage reduced(/Engine/Transient.REINST_Buff_MammothTrumpet_Debuff_C_0) CONTENT: Intimidated(/Engine/Transient.Default__REINST_Buff_MammothTrumpet_Debuff_C_18061) CONTENT: Output damage reduced(/Engine/Transient.Default__REINST_Buff_MammothTrumpet_Debuff_C_18061) CONTENT: Intimidated(/Engine/Transient.REINST_Buff_MammothTrumpet_Debuff_C_1) CONTENT: Output damage reduced(/Engine/Transient.REINST_Buff_MammothTrumpet_Debuff_C_1) LITERAL: Equipped notify(/Game/PrimalEarth/Dinos/Mammoth/Drums/Weap_MammothDrumSticks.Weap_MammothDrumSticks:BPStartEquippedNotify.K2Node_CallFunction_152860) LITERAL: TraceGrab(/Game/PrimalEarth/Dinos/Mammoth/Mammoth_Character_BP.Mammoth_Character_BP:EventGraph.K2Node_CallFunction_70241) LITERAL: TraceGrab(/Game/PrimalEarth/Dinos/Mammoth/Mammoth_Character_BP.Mammoth_Character_BP:EventGraph.K2Node_CallFunction_69980) LITERAL: TraceGrab(/Game/PrimalEarth/Dinos/Mammoth/Mammoth_Character_BP.Mammoth_Character_BP:EventGraph.K2Node_CallFunction_70242) LITERAL: TraceGrab(/Game/PrimalEarth/Dinos/Mammoth/Mammoth_Character_BP.Mammoth_Character_BP:EventGraph.K2Node_CallFunction_52769) LITERAL: DoTrumpetAttack(/Game/PrimalEarth/Dinos/Mammoth/Mammoth_Character_BP.Mammoth_Character_BP:BPDoAttack.K2Node_CallFunction_152859) LITERAL: :: (/Game/PrimalEarth/Dinos/Mammoth/Mammoth_Character_BP.Mammoth_Character_BP:DoTrumpetAttack.K2Node_CallFunction_89509) LITERAL: ClearThrow(/Game/PrimalEarth/Dinos/Mammoth/Mammoth_Character_BP.Mammoth_Character_BP:LaunchGrabbedCharacter.K2Node_CallFunction_133678) LITERAL: Hide Drum Radius(/Game/PrimalEarth/Dinos/Mammoth/Mammoth_Character_BP.Mammoth_Character_BP:BPGetMultiUseEntries.K2Node_CallFunction_233466) LITERAL: Show Drum Radius(/Game/PrimalEarth/Dinos/Mammoth/Mammoth_Character_BP.Mammoth_Character_BP:BPGetMultiUseEntries.K2Node_CallFunction_233466) LITERAL: xvel {0} traveltime {1} yvel {2}(/Game/PrimalEarth/Dinos/Mammoth/Mammoth_Character_BP.Mammoth_Character_BP:GetThrowVelocity.K2Node_FormatText_232) CONTENT: Idle(/Engine/Transient.Default__REINST_Mammoth_Character_BP_C_18103) CONTENT: Cute(/Engine/Transient.Default__REINST_Mammoth_Character_BP_C_18103) CONTENT: Action(/Engine/Transient.Default__REINST_Mammoth_Character_BP_C_18103) CONTENT: Action2(/Engine/Transient.Default__REINST_Mammoth_Character_BP_C_18103) CONTENT: Move(/Engine/Transient.Default__REINST_Mammoth_Character_BP_C_18103) CONTENT: Mammoth(/Engine/Transient.Default__REINST_Mammoth_Character_BP_C_18103) LITERAL: xvel {0} traveltime {1} yvel {2}(/Game/PrimalEarth/Dinos/Mammoth/Mammoth_Character_BP.Mammoth_Character_BP:EdGraph_60019.K2Node_CallFunction_147147) LITERAL: 0(/Game/PrimalEarth/Dinos/Mammoth/Mammoth_Character_BP.Mammoth_Character_BP:EdGraph_60019.K2Node_MakeStruct_1165) LITERAL: 1(/Game/PrimalEarth/Dinos/Mammoth/Mammoth_Character_BP.Mammoth_Character_BP:EdGraph_60019.K2Node_MakeStruct_1166) LITERAL: 2(/Game/PrimalEarth/Dinos/Mammoth/Mammoth_Character_BP.Mammoth_Character_BP:EdGraph_60019.K2Node_MakeStruct_1167) CONTENT: Idle(/Engine/Transient.REINST_Mammoth_Character_BP_C_1) CONTENT: Cute(/Engine/Transient.REINST_Mammoth_Character_BP_C_1) CONTENT: Action(/Engine/Transient.REINST_Mammoth_Character_BP_C_1) CONTENT: Action2(/Engine/Transient.REINST_Mammoth_Character_BP_C_1) CONTENT: Move(/Engine/Transient.REINST_Mammoth_Character_BP_C_1) CONTENT: Mammoth(/Engine/Transient.REINST_Mammoth_Character_BP_C_1) CONTENT: Debug Output Text(/Engine/Transient.REINST_SKEL_MammothPassengerHUD_C_56:WidgetTree_252.DrumsMinigameWidget.WidgetTree_255.DEBUG_OutputText) CONTENT: Debug Output Text(/Engine/Transient.REINST_MammothPassengerHUD_C_57:WidgetTree_3598.DrumsMinigameWidget.WidgetTree_261.DEBUG_OutputText) CONTENT: Debug Output Text(/Engine/Transient.REINST_SKEL_MammothPassengerHUD_C_58:WidgetTree_258.DrumsMinigameWidget.WidgetTree_263.DEBUG_OutputText) CONTENT: Debug Output Text(/Game/PrimalEarth/UI/MammothPassengerHUD.MammothPassengerHUD_C:WidgetTree_273.DrumsMinigameWidget.WidgetTree_274.DEBUG_OutputText) CONTENT: Debug Output Text(/Engine/Transient.REINST_MammothPassengerHUD_C_59:WidgetTree_273.DrumsMinigameWidget.WidgetTree_274.DEBUG_OutputText) CONTENT: Debug Output Text(/Engine/Transient.REINST_MammothPassengerHUD_C_59:WidgetTree_273.DrumsMinigameWidget.WidgetTree_276.DEBUG_OutputText) CONTENT: Debug Output Text(/Engine/Transient.REINST_SKEL_MammothPassengerHUD_C_60:WidgetTree_270.DrumsMinigameWidget.WidgetTree_279.DEBUG_OutputText) CONTENT: Debug Output Text(/Game/PrimalEarth/UI/MammothPassengerHUD.MammothPassengerHUD_C:WidgetTree_292.DrumsMinigameWidget.WidgetTree_293.DEBUG_OutputText) CONTENT: Debug Output Text(/Engine/Transient.REINST_DrumsMinigameUI_C_63:WidgetTree_250.DEBUG_OutputText) LITERAL: Beat is {0} | Streak = {1} | LastInputReceivedTime = {2} | NextTimeOut - BeatWindow = {3}(/Game/PrimalEarth/UI/DrumsMinigameUI.DrumsMinigameUI:ExecuteUbergraph_DrumsMinigameUI.K2Node_CallFunction_147741) LITERAL: 0(/Game/PrimalEarth/UI/DrumsMinigameUI.DrumsMinigameUI:ExecuteUbergraph_DrumsMinigameUI.K2Node_MakeStruct_1169) LITERAL: 1(/Game/PrimalEarth/UI/DrumsMinigameUI.DrumsMinigameUI:ExecuteUbergraph_DrumsMinigameUI.K2Node_MakeStruct_1170) LITERAL: 2(/Game/PrimalEarth/UI/DrumsMinigameUI.DrumsMinigameUI:ExecuteUbergraph_DrumsMinigameUI.K2Node_MakeStruct_1171) LITERAL: 3(/Game/PrimalEarth/UI/DrumsMinigameUI.DrumsMinigameUI:ExecuteUbergraph_DrumsMinigameUI.K2Node_MakeStruct_1172) CONTENT: Debug Output Text(/Game/PrimalEarth/UI/DrumsMinigameUI.DrumsMinigameUI_C:WidgetTree_307.DEBUG_OutputText) CONTENT: Intimidated(/Engine/Transient.Default__REINST_Buff_MammothTrumpet_Debuff_C_18128) CONTENT: Output damage reduced(/Engine/Transient.Default__REINST_Buff_MammothTrumpet_Debuff_C_18128) CONTENT: Intimidated(/Game/PrimalEarth/Dinos/Mammoth/Buff_MammothTrumpet_Debuff.Default__Buff_MammothTrumpet_Debuff_C) CONTENT: Output damage reduced(/Game/PrimalEarth/Dinos/Mammoth/Buff_MammothTrumpet_Debuff.Default__Buff_MammothTrumpet_Debuff_C) CONTENT: Idle(/Engine/Transient.Default__REINST_Mammoth_Character_BP_C_18152) CONTENT: Cute(/Engine/Transient.Default__REINST_Mammoth_Character_BP_C_18152) CONTENT: Action(/Engine/Transient.Default__REINST_Mammoth_Character_BP_C_18152) CONTENT: Action2(/Engine/Transient.Default__REINST_Mammoth_Character_BP_C_18152) CONTENT: Move(/Engine/Transient.Default__REINST_Mammoth_Character_BP_C_18152) CONTENT: Mammoth(/Engine/Transient.Default__REINST_Mammoth_Character_BP_C_18152) LITERAL: xvel {0} traveltime {1} yvel {2}(/Game/PrimalEarth/Dinos/Mammoth/Mammoth_Character_BP.Mammoth_Character_BP:EdGraph_60344.K2Node_CallFunction_147883) LITERAL: 0(/Game/PrimalEarth/Dinos/Mammoth/Mammoth_Character_BP.Mammoth_Character_BP:EdGraph_60344.K2Node_MakeStruct_1173) LITERAL: 1(/Game/PrimalEarth/Dinos/Mammoth/Mammoth_Character_BP.Mammoth_Character_BP:EdGraph_60344.K2Node_MakeStruct_1174) LITERAL: 2(/Game/PrimalEarth/Dinos/Mammoth/Mammoth_Character_BP.Mammoth_Character_BP:EdGraph_60344.K2Node_MakeStruct_1175) CONTENT: Idle(/Game/PrimalEarth/Dinos/Mammoth/Mammoth_Character_BP.Default__Mammoth_Character_BP_C) CONTENT: Cute(/Game/PrimalEarth/Dinos/Mammoth/Mammoth_Character_BP.Default__Mammoth_Character_BP_C) CONTENT: Action(/Game/PrimalEarth/Dinos/Mammoth/Mammoth_Character_BP.Default__Mammoth_Character_BP_C) CONTENT: Action2(/Game/PrimalEarth/Dinos/Mammoth/Mammoth_Character_BP.Default__Mammoth_Character_BP_C) CONTENT: Move(/Game/PrimalEarth/Dinos/Mammoth/Mammoth_Character_BP.Default__Mammoth_Character_BP_C) CONTENT: Mammoth(/Game/PrimalEarth/Dinos/Mammoth/Mammoth_Character_BP.Default__Mammoth_Character_BP_C) CONTENT: Insect Killer(/Engine/Transient.REINST_Buff_Megatherium_Energized_C_0) CONTENT: Your Megatherium is full of energy!(/Engine/Transient.REINST_Buff_Megatherium_Energized_C_0) CONTENT: Insect Killer(/Engine/Transient.Default__REINST_Buff_Megatherium_Energized_C_18165) CONTENT: Your Megatherium is full of energy!(/Engine/Transient.Default__REINST_Buff_Megatherium_Energized_C_18165) CONTENT: Insect Killer(/Engine/Transient.REINST_Buff_Megatherium_Energized_C_1) CONTENT: Your Megatherium is full of energy!(/Engine/Transient.REINST_Buff_Megatherium_Energized_C_1) CONTENT: Insect Killer(/Engine/Transient.Default__REINST_Buff_Megatherium_Energized_C_18169) CONTENT: Your Megatherium is full of energy!(/Engine/Transient.Default__REINST_Buff_Megatherium_Energized_C_18169) CONTENT: Insect Killer(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_Megatherium_Energized.Default__Buff_Megatherium_Energized_C) CONTENT: Your Megatherium is full of energy!(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_Megatherium_Energized.Default__Buff_Megatherium_Energized_C) CONTENT: BodyMain(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Megatherium.Default__DinoColorSet_Megatherium_C) CONTENT: **Not Used**(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Megatherium.Default__DinoColorSet_Megatherium_C) CONTENT: **Not Used**(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Megatherium.Default__DinoColorSet_Megatherium_C) CONTENT: **Not Used**(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Megatherium.Default__DinoColorSet_Megatherium_C) CONTENT: **Not Used**(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Megatherium.Default__DinoColorSet_Megatherium_C) CONTENT: Feet and Hands(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Megatherium.Default__DinoColorSet_Megatherium_C) CONTENT: Dark Muted -g(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Bat.Default__DinoColorSet_Bat_C) CONTENT: Dark Muted -g(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Bat.Default__DinoColorSet_Bat_C) CONTENT: Light Muted -g(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Bat.Default__DinoColorSet_Bat_C) CONTENT: Light Muted -g(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Bat.Default__DinoColorSet_Bat_C) CONTENT: Light Muted -g(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Bat.Default__DinoColorSet_Bat_C) CONTENT: Idle(/Engine/Transient.REINST_Bat_Character_BP_C_0) CONTENT: c_back2(/Engine/Transient.REINST_Bat_Character_BP_C_0) CONTENT: Action(/Engine/Transient.REINST_Bat_Character_BP_C_0) CONTENT: c_back2(/Engine/Transient.REINST_Bat_Character_BP_C_0) CONTENT: Move(/Engine/Transient.REINST_Bat_Character_BP_C_0) CONTENT: c_back2(/Engine/Transient.REINST_Bat_Character_BP_C_0) CONTENT: Onyc(/Engine/Transient.REINST_Bat_Character_BP_C_0) CONTENT: Idle(/Engine/Transient.Default__REINST_Bat_Character_BP_C_18197) CONTENT: c_back2(/Engine/Transient.Default__REINST_Bat_Character_BP_C_18197) CONTENT: Action(/Engine/Transient.Default__REINST_Bat_Character_BP_C_18197) CONTENT: c_back2(/Engine/Transient.Default__REINST_Bat_Character_BP_C_18197) CONTENT: Move(/Engine/Transient.Default__REINST_Bat_Character_BP_C_18197) CONTENT: c_back2(/Engine/Transient.Default__REINST_Bat_Character_BP_C_18197) CONTENT: Onyc(/Engine/Transient.Default__REINST_Bat_Character_BP_C_18197) CONTENT: Idle(/Engine/Transient.REINST_Bat_Character_BP_C_1) CONTENT: c_back2(/Engine/Transient.REINST_Bat_Character_BP_C_1) CONTENT: Action(/Engine/Transient.REINST_Bat_Character_BP_C_1) CONTENT: c_back2(/Engine/Transient.REINST_Bat_Character_BP_C_1) CONTENT: Move(/Engine/Transient.REINST_Bat_Character_BP_C_1) CONTENT: c_back2(/Engine/Transient.REINST_Bat_Character_BP_C_1) CONTENT: Onyc(/Engine/Transient.REINST_Bat_Character_BP_C_1) CONTENT: Idle(/Engine/Transient.Default__REINST_Bat_Character_BP_C_18201) CONTENT: c_back2(/Engine/Transient.Default__REINST_Bat_Character_BP_C_18201) CONTENT: Action(/Engine/Transient.Default__REINST_Bat_Character_BP_C_18201) CONTENT: c_back2(/Engine/Transient.Default__REINST_Bat_Character_BP_C_18201) CONTENT: Move(/Engine/Transient.Default__REINST_Bat_Character_BP_C_18201) CONTENT: c_back2(/Engine/Transient.Default__REINST_Bat_Character_BP_C_18201) CONTENT: Onyc(/Engine/Transient.Default__REINST_Bat_Character_BP_C_18201) CONTENT: Idle(/Game/PrimalEarth/Dinos/Bat/Bat_Character_BP.Default__Bat_Character_BP_C) CONTENT: c_back2(/Game/PrimalEarth/Dinos/Bat/Bat_Character_BP.Default__Bat_Character_BP_C) CONTENT: Action(/Game/PrimalEarth/Dinos/Bat/Bat_Character_BP.Default__Bat_Character_BP_C) CONTENT: c_back2(/Game/PrimalEarth/Dinos/Bat/Bat_Character_BP.Default__Bat_Character_BP_C) CONTENT: Move(/Game/PrimalEarth/Dinos/Bat/Bat_Character_BP.Default__Bat_Character_BP_C) CONTENT: c_back2(/Game/PrimalEarth/Dinos/Bat/Bat_Character_BP.Default__Bat_Character_BP_C) CONTENT: Onyc(/Game/PrimalEarth/Dinos/Bat/Bat_Character_BP.Default__Bat_Character_BP_C) CONTENT: Idle(/Engine/Transient.REINST_Megatherium_Character_BP_C_0) CONTENT: Cute(/Engine/Transient.REINST_Megatherium_Character_BP_C_0) CONTENT: Action(/Engine/Transient.REINST_Megatherium_Character_BP_C_0) CONTENT: Action2(/Engine/Transient.REINST_Megatherium_Character_BP_C_0) CONTENT: Move(/Engine/Transient.REINST_Megatherium_Character_BP_C_0) CONTENT: Megatherium(/Engine/Transient.REINST_Megatherium_Character_BP_C_0) CONTENT: Whip!(/Engine/Transient.REINST_Buff_Whip_C_0) CONTENT: You have been stunned by a whip(/Engine/Transient.REINST_Buff_Whip_C_0) LITERAL: PlayStartledAnim(/Game/ScorchedEarth/WeaponWhip/Buff_Whip.Buff_Whip:BPActivated.K2Node_CallFunction_15772) CONTENT: Whip!(/Engine/Transient.Default__REINST_Buff_Whip_C_18215) CONTENT: You have been stunned by a whip(/Engine/Transient.Default__REINST_Buff_Whip_C_18215) CONTENT: Whip!(/Engine/Transient.REINST_Buff_Whip_C_1) CONTENT: You have been stunned by a whip(/Engine/Transient.REINST_Buff_Whip_C_1) CONTENT: Whip!(/Engine/Transient.REINST_Buff_WhipForTamedDino_C_0) CONTENT: Herd by whip(/Engine/Transient.REINST_Buff_WhipForTamedDino_C_0) CONTENT: Whip!(/Engine/Transient.Default__REINST_Buff_WhipForTamedDino_C_18222) CONTENT: Herd by whip(/Engine/Transient.Default__REINST_Buff_WhipForTamedDino_C_18222) CONTENT: Whip!(/Engine/Transient.REINST_Buff_WhipForTamedDino_C_1) CONTENT: Herd by whip(/Engine/Transient.REINST_Buff_WhipForTamedDino_C_1) CONTENT: Whip(/Game/ScorchedEarth/WeaponWhip/PrimalItem_WeaponWhip.Default__PrimalItem_WeaponWhip_C) CONTENT: Keeps your foes at bay, keeps your herd moving.(/Game/ScorchedEarth/WeaponWhip/PrimalItem_WeaponWhip.Default__PrimalItem_WeaponWhip_C) CONTENT: Weapons(/Game/ScorchedEarth/WeaponWhip/PrimalItem_WeaponWhip.Default__PrimalItem_WeaponWhip_C) CONTENT: Primitive(/Game/ScorchedEarth/WeaponWhip/PrimalItem_WeaponWhip.Default__PrimalItem_WeaponWhip_C) CONTENT: Melee(/Game/ScorchedEarth/WeaponWhip/PrimalItem_WeaponWhip.Default__PrimalItem_WeaponWhip_C) CONTENT: Weapons(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSet_Weapons.Default__LootItemSet_Weapons_C) CONTENT: Tool(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSet_Weapons.Default__LootItemSet_Weapons_C) CONTENT: Weapon(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSet_Weapons.Default__LootItemSet_Weapons_C) CONTENT: Weapons(/Game/PrimalEarth/CoreBlueprints/Inventories/DinoDropInventoryComponent_Mantis.Default__DinoDropInventoryComponent_Mantis_C) CONTENT: Body(/Game/ScorchedEarth/Dinos/ColorSets/SE_DinoColorSet_Mantis.Default__SE_DinoColorSet_Mantis_C) CONTENT: UpperShell(/Game/ScorchedEarth/Dinos/ColorSets/SE_DinoColorSet_Mantis.Default__SE_DinoColorSet_Mantis_C) CONTENT: **IGNORE**NOTHING**(/Game/ScorchedEarth/Dinos/ColorSets/SE_DinoColorSet_Mantis.Default__SE_DinoColorSet_Mantis_C) CONTENT: Lateral Horns(/Game/ScorchedEarth/Dinos/ColorSets/SE_DinoColorSet_Mantis.Default__SE_DinoColorSet_Mantis_C) CONTENT: Back(/Game/ScorchedEarth/Dinos/ColorSets/SE_DinoColorSet_Mantis.Default__SE_DinoColorSet_Mantis_C) CONTENT: Underneath(/Game/ScorchedEarth/Dinos/ColorSets/SE_DinoColorSet_Mantis.Default__SE_DinoColorSet_Mantis_C) CONTENT: Deathworm Horn(/Game/ScorchedEarth/Dinos/Deathworm/PrimalItemResource_KeratinSpike.Default__PrimalItemResource_KeratinSpike_C) CONTENT: Beloved by large desert insects, and also can be used in very specialized Recipes...(/Game/ScorchedEarth/Dinos/Deathworm/PrimalItemResource_KeratinSpike.Default__PrimalItemResource_KeratinSpike_C) CONTENT: Idle(/Engine/Transient.REINST_Mantis_Character_BP_C_0) CONTENT: Cute(/Engine/Transient.REINST_Mantis_Character_BP_C_0) CONTENT: Action(/Engine/Transient.REINST_Mantis_Character_BP_C_0) CONTENT: d_abdomen1_jnt(/Engine/Transient.REINST_Mantis_Character_BP_C_0) CONTENT: Action2(/Engine/Transient.REINST_Mantis_Character_BP_C_0) CONTENT: Move(/Engine/Transient.REINST_Mantis_Character_BP_C_0) CONTENT: Mantis(/Engine/Transient.REINST_Mantis_Character_BP_C_0) CONTENT: Mantis Egg(/Game/ScorchedEarth/Dinos/Mantis/PrimalItemConsumable_Egg_Mantis.Default__PrimalItemConsumable_Egg_Mantis_C) CONTENT: Fertilized Mantis Egg(/Game/ScorchedEarth/Dinos/Mantis/PrimalItemConsumable_Egg_Mantis_Fertilized.Default__PrimalItemConsumable_Egg_Mantis_Fertilized_C) LITERAL: LANDING(/Game/ScorchedEarth/Dinos/Mantis/Mantis_Character_BP.Mantis_Character_BP:EventGraph.K2Node_CallFunction_26000) LITERAL: CheckLeapAttackEnd(/Game/ScorchedEarth/Dinos/Mantis/Mantis_Character_BP.Mantis_Character_BP:FinishLeapAttack.K2Node_CallFunction_12826) LITERAL: CheckLeapAttackEnd(/Game/ScorchedEarth/Dinos/Mantis/Mantis_Character_BP.Mantis_Character_BP:FinishLeapAttack.K2Node_CallFunction_20006) LITERAL: LANDED!(/Game/ScorchedEarth/Dinos/Mantis/Mantis_Character_BP.Mantis_Character_BP:OnLanded.K2Node_CallFunction_41527) CONTENT: Idle(/Engine/Transient.Default__REINST_Mantis_Character_BP_C_18263) CONTENT: Cute(/Engine/Transient.Default__REINST_Mantis_Character_BP_C_18263) CONTENT: Action(/Engine/Transient.Default__REINST_Mantis_Character_BP_C_18263) CONTENT: d_abdomen1_jnt(/Engine/Transient.Default__REINST_Mantis_Character_BP_C_18263) CONTENT: Action2(/Engine/Transient.Default__REINST_Mantis_Character_BP_C_18263) CONTENT: Move(/Engine/Transient.Default__REINST_Mantis_Character_BP_C_18263) CONTENT: Mantis(/Engine/Transient.Default__REINST_Mantis_Character_BP_C_18263) CONTENT: Idle(/Engine/Transient.REINST_Mantis_Character_BP_C_1) CONTENT: Cute(/Engine/Transient.REINST_Mantis_Character_BP_C_1) CONTENT: Action(/Engine/Transient.REINST_Mantis_Character_BP_C_1) CONTENT: d_abdomen1_jnt(/Engine/Transient.REINST_Mantis_Character_BP_C_1) CONTENT: Action2(/Engine/Transient.REINST_Mantis_Character_BP_C_1) CONTENT: Move(/Engine/Transient.REINST_Mantis_Character_BP_C_1) CONTENT: Mantis(/Engine/Transient.REINST_Mantis_Character_BP_C_1) LITERAL: Sit Down(/Game/PrimalEarth/Dinos/Megatherium/Megatherium_Character_BP.Megatherium_Character_BP:BPGetMultiUseEntries.K2Node_Select_3) LITERAL: Stand Up(/Game/PrimalEarth/Dinos/Megatherium/Megatherium_Character_BP.Megatherium_Character_BP:BPGetMultiUseEntries.K2Node_Select_3) CONTENT: Idle(/Engine/Transient.Default__REINST_Megatherium_Character_BP_C_18277) CONTENT: Cute(/Engine/Transient.Default__REINST_Megatherium_Character_BP_C_18277) CONTENT: Action(/Engine/Transient.Default__REINST_Megatherium_Character_BP_C_18277) CONTENT: Action2(/Engine/Transient.Default__REINST_Megatherium_Character_BP_C_18277) CONTENT: Move(/Engine/Transient.Default__REINST_Megatherium_Character_BP_C_18277) CONTENT: Megatherium(/Engine/Transient.Default__REINST_Megatherium_Character_BP_C_18277) CONTENT: Idle(/Engine/Transient.REINST_Megatherium_Character_BP_C_1) CONTENT: Cute(/Engine/Transient.REINST_Megatherium_Character_BP_C_1) CONTENT: Action(/Engine/Transient.REINST_Megatherium_Character_BP_C_1) CONTENT: Action2(/Engine/Transient.REINST_Megatherium_Character_BP_C_1) CONTENT: Move(/Engine/Transient.REINST_Megatherium_Character_BP_C_1) CONTENT: Megatherium(/Engine/Transient.REINST_Megatherium_Character_BP_C_1) CONTENT: Whip!(/Engine/Transient.Default__REINST_Buff_Whip_C_18283) CONTENT: You have been stunned by a whip(/Engine/Transient.Default__REINST_Buff_Whip_C_18283) CONTENT: Whip!(/Game/ScorchedEarth/WeaponWhip/Buff_Whip.Default__Buff_Whip_C) CONTENT: You have been stunned by a whip(/Game/ScorchedEarth/WeaponWhip/Buff_Whip.Default__Buff_Whip_C) CONTENT: Whip!(/Engine/Transient.Default__REINST_Buff_WhipForTamedDino_C_18287) CONTENT: Herd by whip(/Engine/Transient.Default__REINST_Buff_WhipForTamedDino_C_18287) CONTENT: Whip!(/Game/ScorchedEarth/WeaponWhip/Buff_WhipForTamedDino.Default__Buff_WhipForTamedDino_C) CONTENT: Herd by whip(/Game/ScorchedEarth/WeaponWhip/Buff_WhipForTamedDino.Default__Buff_WhipForTamedDino_C) CONTENT: Idle(/Engine/Transient.Default__REINST_Mantis_Character_BP_C_18303) CONTENT: Cute(/Engine/Transient.Default__REINST_Mantis_Character_BP_C_18303) CONTENT: Action(/Engine/Transient.Default__REINST_Mantis_Character_BP_C_18303) CONTENT: d_abdomen1_jnt(/Engine/Transient.Default__REINST_Mantis_Character_BP_C_18303) CONTENT: Action2(/Engine/Transient.Default__REINST_Mantis_Character_BP_C_18303) CONTENT: Move(/Engine/Transient.Default__REINST_Mantis_Character_BP_C_18303) CONTENT: Mantis(/Engine/Transient.Default__REINST_Mantis_Character_BP_C_18303) CONTENT: Idle(/Game/ScorchedEarth/Dinos/Mantis/Mantis_Character_BP.Default__Mantis_Character_BP_C) CONTENT: Cute(/Game/ScorchedEarth/Dinos/Mantis/Mantis_Character_BP.Default__Mantis_Character_BP_C) CONTENT: Action(/Game/ScorchedEarth/Dinos/Mantis/Mantis_Character_BP.Default__Mantis_Character_BP_C) CONTENT: d_abdomen1_jnt(/Game/ScorchedEarth/Dinos/Mantis/Mantis_Character_BP.Default__Mantis_Character_BP_C) CONTENT: Action2(/Game/ScorchedEarth/Dinos/Mantis/Mantis_Character_BP.Default__Mantis_Character_BP_C) CONTENT: Move(/Game/ScorchedEarth/Dinos/Mantis/Mantis_Character_BP.Default__Mantis_Character_BP_C) CONTENT: Mantis(/Game/ScorchedEarth/Dinos/Mantis/Mantis_Character_BP.Default__Mantis_Character_BP_C) CONTENT: Idle(/Engine/Transient.Default__REINST_Megatherium_Character_BP_C_18311) CONTENT: Cute(/Engine/Transient.Default__REINST_Megatherium_Character_BP_C_18311) CONTENT: Action(/Engine/Transient.Default__REINST_Megatherium_Character_BP_C_18311) CONTENT: Action2(/Engine/Transient.Default__REINST_Megatherium_Character_BP_C_18311) CONTENT: Move(/Engine/Transient.Default__REINST_Megatherium_Character_BP_C_18311) CONTENT: Megatherium(/Engine/Transient.Default__REINST_Megatherium_Character_BP_C_18311) CONTENT: Idle(/Game/PrimalEarth/Dinos/Megatherium/Megatherium_Character_BP.Default__Megatherium_Character_BP_C) CONTENT: Cute(/Game/PrimalEarth/Dinos/Megatherium/Megatherium_Character_BP.Default__Megatherium_Character_BP_C) CONTENT: Action(/Game/PrimalEarth/Dinos/Megatherium/Megatherium_Character_BP.Default__Megatherium_Character_BP_C) CONTENT: Action2(/Game/PrimalEarth/Dinos/Megatherium/Megatherium_Character_BP.Default__Megatherium_Character_BP_C) CONTENT: Move(/Game/PrimalEarth/Dinos/Megatherium/Megatherium_Character_BP.Default__Megatherium_Character_BP_C) CONTENT: Megatherium(/Game/PrimalEarth/Dinos/Megatherium/Megatherium_Character_BP.Default__Megatherium_Character_BP_C) CONTENT: Dark All -rgbv(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Saber.Default__DinoColorSet_Saber_C) CONTENT: Light All-rgbv(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Saber.Default__DinoColorSet_Saber_C) CONTENT: All(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Saber.Default__DinoColorSet_Saber_C) CONTENT: Idle(/Engine/Transient.REINST_Saber_Character_BP_C_0) CONTENT: Cute(/Engine/Transient.REINST_Saber_Character_BP_C_0) CONTENT: Action(/Engine/Transient.REINST_Saber_Character_BP_C_0) CONTENT: Action2(/Engine/Transient.REINST_Saber_Character_BP_C_0) CONTENT: Move(/Engine/Transient.REINST_Saber_Character_BP_C_0) CONTENT: c_back3(/Engine/Transient.REINST_Saber_Character_BP_C_0) CONTENT: Sabertooth(/Engine/Transient.REINST_Saber_Character_BP_C_0) CONTENT: Idle(/Engine/Transient.Default__REINST_Saber_Character_BP_C_18334) CONTENT: Cute(/Engine/Transient.Default__REINST_Saber_Character_BP_C_18334) CONTENT: Action(/Engine/Transient.Default__REINST_Saber_Character_BP_C_18334) CONTENT: Action2(/Engine/Transient.Default__REINST_Saber_Character_BP_C_18334) CONTENT: Move(/Engine/Transient.Default__REINST_Saber_Character_BP_C_18334) CONTENT: c_back3(/Engine/Transient.Default__REINST_Saber_Character_BP_C_18334) CONTENT: Sabertooth(/Engine/Transient.Default__REINST_Saber_Character_BP_C_18334) CONTENT: Idle(/Engine/Transient.REINST_Saber_Character_BP_C_1) CONTENT: Cute(/Engine/Transient.REINST_Saber_Character_BP_C_1) CONTENT: Action(/Engine/Transient.REINST_Saber_Character_BP_C_1) CONTENT: Action2(/Engine/Transient.REINST_Saber_Character_BP_C_1) CONTENT: Move(/Engine/Transient.REINST_Saber_Character_BP_C_1) CONTENT: c_back3(/Engine/Transient.REINST_Saber_Character_BP_C_1) CONTENT: Sabertooth(/Engine/Transient.REINST_Saber_Character_BP_C_1) CONTENT: Idle(/Engine/Transient.Default__REINST_Saber_Character_BP_C_18338) CONTENT: Cute(/Engine/Transient.Default__REINST_Saber_Character_BP_C_18338) CONTENT: Action(/Engine/Transient.Default__REINST_Saber_Character_BP_C_18338) CONTENT: Action2(/Engine/Transient.Default__REINST_Saber_Character_BP_C_18338) CONTENT: Move(/Engine/Transient.Default__REINST_Saber_Character_BP_C_18338) CONTENT: c_back3(/Engine/Transient.Default__REINST_Saber_Character_BP_C_18338) CONTENT: Sabertooth(/Engine/Transient.Default__REINST_Saber_Character_BP_C_18338) CONTENT: Idle(/Game/PrimalEarth/Dinos/Saber/Saber_Character_BP.Default__Saber_Character_BP_C) CONTENT: Cute(/Game/PrimalEarth/Dinos/Saber/Saber_Character_BP.Default__Saber_Character_BP_C) CONTENT: Action(/Game/PrimalEarth/Dinos/Saber/Saber_Character_BP.Default__Saber_Character_BP_C) CONTENT: Action2(/Game/PrimalEarth/Dinos/Saber/Saber_Character_BP.Default__Saber_Character_BP_C) CONTENT: Move(/Game/PrimalEarth/Dinos/Saber/Saber_Character_BP.Default__Saber_Character_BP_C) CONTENT: c_back3(/Game/PrimalEarth/Dinos/Saber/Saber_Character_BP.Default__Saber_Character_BP_C) CONTENT: Sabertooth(/Game/PrimalEarth/Dinos/Saber/Saber_Character_BP.Default__Saber_Character_BP_C) CONTENT: Idle(/Engine/Transient.REINST_Sauropod_Character_BP_C_0) CONTENT: Cute(/Engine/Transient.REINST_Sauropod_Character_BP_C_0) CONTENT: Action(/Engine/Transient.REINST_Sauropod_Character_BP_C_0) CONTENT: Action2(/Engine/Transient.REINST_Sauropod_Character_BP_C_0) CONTENT: Move(/Engine/Transient.REINST_Sauropod_Character_BP_C_0) CONTENT: Brontosaurus(/Engine/Transient.REINST_Sauropod_Character_BP_C_0) CONTENT: Fertilized Bronto Egg(/Game/PrimalEarth/Test/PrimalItemConsumable_Egg_Bronto_Fertilized.Default__PrimalItemConsumable_Egg_Bronto_Fertilized_C) CONTENT: Idle(/Engine/Transient.Default__REINST_Sauropod_Character_BP_C_18360) CONTENT: Cute(/Engine/Transient.Default__REINST_Sauropod_Character_BP_C_18360) CONTENT: Action(/Engine/Transient.Default__REINST_Sauropod_Character_BP_C_18360) CONTENT: Action2(/Engine/Transient.Default__REINST_Sauropod_Character_BP_C_18360) CONTENT: Move(/Engine/Transient.Default__REINST_Sauropod_Character_BP_C_18360) CONTENT: Brontosaurus(/Engine/Transient.Default__REINST_Sauropod_Character_BP_C_18360) CONTENT: Idle(/Engine/Transient.REINST_Sauropod_Character_BP_C_1) CONTENT: Cute(/Engine/Transient.REINST_Sauropod_Character_BP_C_1) CONTENT: Action(/Engine/Transient.REINST_Sauropod_Character_BP_C_1) CONTENT: Action2(/Engine/Transient.REINST_Sauropod_Character_BP_C_1) CONTENT: Move(/Engine/Transient.REINST_Sauropod_Character_BP_C_1) CONTENT: Brontosaurus(/Engine/Transient.REINST_Sauropod_Character_BP_C_1) CONTENT: Idle(/Engine/Transient.Default__REINST_Sauropod_Character_BP_C_18364) CONTENT: Cute(/Engine/Transient.Default__REINST_Sauropod_Character_BP_C_18364) CONTENT: Action(/Engine/Transient.Default__REINST_Sauropod_Character_BP_C_18364) CONTENT: Action2(/Engine/Transient.Default__REINST_Sauropod_Character_BP_C_18364) CONTENT: Move(/Engine/Transient.Default__REINST_Sauropod_Character_BP_C_18364) CONTENT: Brontosaurus(/Engine/Transient.Default__REINST_Sauropod_Character_BP_C_18364) CONTENT: Idle(/Game/PrimalEarth/Dinos/Sauropod/Sauropod_Character_BP.Default__Sauropod_Character_BP_C) CONTENT: Cute(/Game/PrimalEarth/Dinos/Sauropod/Sauropod_Character_BP.Default__Sauropod_Character_BP_C) CONTENT: Action(/Game/PrimalEarth/Dinos/Sauropod/Sauropod_Character_BP.Default__Sauropod_Character_BP_C) CONTENT: Action2(/Game/PrimalEarth/Dinos/Sauropod/Sauropod_Character_BP.Default__Sauropod_Character_BP_C) CONTENT: Move(/Game/PrimalEarth/Dinos/Sauropod/Sauropod_Character_BP.Default__Sauropod_Character_BP_C) CONTENT: Brontosaurus(/Game/PrimalEarth/Dinos/Sauropod/Sauropod_Character_BP.Default__Sauropod_Character_BP_C) CONTENT: Wool(/Game/PrimalEarth/CoreBlueprints/Resources/PrimalItemResource_Wool.Default__PrimalItemResource_Wool_C) CONTENT: Sheared from a sheep!(/Game/PrimalEarth/CoreBlueprints/Resources/PrimalItemResource_Wool.Default__PrimalItemResource_Wool_C) CONTENT: Idle(/Engine/Transient.REINST_Sheep_Character_BP_C_0) CONTENT: Cute(/Engine/Transient.REINST_Sheep_Character_BP_C_0) CONTENT: Spine_02(/Engine/Transient.REINST_Sheep_Character_BP_C_0) CONTENT: Move(/Engine/Transient.REINST_Sheep_Character_BP_C_0) CONTENT: Ovis(/Engine/Transient.REINST_Sheep_Character_BP_C_0) LITERAL: Slaughter(/Game/PrimalEarth/Dinos/Sheep/Sheep_Character_BP.Sheep_Character_BP:BPGetMultiUseEntries.K2Node_MakeStruct_457) CONTENT: Idle(/Engine/Transient.Default__REINST_Sheep_Character_BP_C_18394) CONTENT: Cute(/Engine/Transient.Default__REINST_Sheep_Character_BP_C_18394) CONTENT: Spine_02(/Engine/Transient.Default__REINST_Sheep_Character_BP_C_18394) CONTENT: Move(/Engine/Transient.Default__REINST_Sheep_Character_BP_C_18394) CONTENT: Ovis(/Engine/Transient.Default__REINST_Sheep_Character_BP_C_18394) CONTENT: Idle(/Engine/Transient.REINST_Sheep_Character_BP_C_1) CONTENT: Cute(/Engine/Transient.REINST_Sheep_Character_BP_C_1) CONTENT: Spine_02(/Engine/Transient.REINST_Sheep_Character_BP_C_1) CONTENT: Move(/Engine/Transient.REINST_Sheep_Character_BP_C_1) CONTENT: Ovis(/Engine/Transient.REINST_Sheep_Character_BP_C_1) CONTENT: Idle(/Engine/Transient.Default__REINST_Sheep_Character_BP_C_18398) CONTENT: Cute(/Engine/Transient.Default__REINST_Sheep_Character_BP_C_18398) CONTENT: Spine_02(/Engine/Transient.Default__REINST_Sheep_Character_BP_C_18398) CONTENT: Move(/Engine/Transient.Default__REINST_Sheep_Character_BP_C_18398) CONTENT: Ovis(/Engine/Transient.Default__REINST_Sheep_Character_BP_C_18398) CONTENT: Idle(/Game/PrimalEarth/Dinos/Sheep/Sheep_Character_BP.Default__Sheep_Character_BP_C) CONTENT: Cute(/Game/PrimalEarth/Dinos/Sheep/Sheep_Character_BP.Default__Sheep_Character_BP_C) CONTENT: Spine_02(/Game/PrimalEarth/Dinos/Sheep/Sheep_Character_BP.Default__Sheep_Character_BP_C) CONTENT: Move(/Game/PrimalEarth/Dinos/Sheep/Sheep_Character_BP.Default__Sheep_Character_BP_C) CONTENT: Ovis(/Game/PrimalEarth/Dinos/Sheep/Sheep_Character_BP.Default__Sheep_Character_BP_C) CONTENT: Idle(/Engine/Transient.REINST_Stag_Character_BP_C_0) CONTENT: Idle2(/Engine/Transient.REINST_Stag_Character_BP_C_0) CONTENT: Action(/Engine/Transient.REINST_Stag_Character_BP_C_0) CONTENT: Action2(/Engine/Transient.REINST_Stag_Character_BP_C_0) CONTENT: c_back4(/Engine/Transient.REINST_Stag_Character_BP_C_0) CONTENT: Move(/Engine/Transient.REINST_Stag_Character_BP_C_0) CONTENT: Megaloceros(/Engine/Transient.REINST_Stag_Character_BP_C_0) CONTENT: Idle(/Engine/Transient.Default__REINST_Stag_Character_BP_C_18422) CONTENT: Idle2(/Engine/Transient.Default__REINST_Stag_Character_BP_C_18422) CONTENT: Action(/Engine/Transient.Default__REINST_Stag_Character_BP_C_18422) CONTENT: Action2(/Engine/Transient.Default__REINST_Stag_Character_BP_C_18422) CONTENT: c_back4(/Engine/Transient.Default__REINST_Stag_Character_BP_C_18422) CONTENT: Move(/Engine/Transient.Default__REINST_Stag_Character_BP_C_18422) CONTENT: Megaloceros(/Engine/Transient.Default__REINST_Stag_Character_BP_C_18422) CONTENT: Idle(/Engine/Transient.REINST_Stag_Character_BP_C_1) CONTENT: Idle2(/Engine/Transient.REINST_Stag_Character_BP_C_1) CONTENT: Action(/Engine/Transient.REINST_Stag_Character_BP_C_1) CONTENT: Action2(/Engine/Transient.REINST_Stag_Character_BP_C_1) CONTENT: c_back4(/Engine/Transient.REINST_Stag_Character_BP_C_1) CONTENT: Move(/Engine/Transient.REINST_Stag_Character_BP_C_1) CONTENT: Megaloceros(/Engine/Transient.REINST_Stag_Character_BP_C_1) CONTENT: Idle(/Engine/Transient.Default__REINST_Stag_Character_BP_C_18426) CONTENT: Idle2(/Engine/Transient.Default__REINST_Stag_Character_BP_C_18426) CONTENT: Action(/Engine/Transient.Default__REINST_Stag_Character_BP_C_18426) CONTENT: Action2(/Engine/Transient.Default__REINST_Stag_Character_BP_C_18426) CONTENT: c_back4(/Engine/Transient.Default__REINST_Stag_Character_BP_C_18426) CONTENT: Move(/Engine/Transient.Default__REINST_Stag_Character_BP_C_18426) CONTENT: Megaloceros(/Engine/Transient.Default__REINST_Stag_Character_BP_C_18426) CONTENT: Idle(/Game/PrimalEarth/Dinos/Stag/Stag_Character_BP.Default__Stag_Character_BP_C) CONTENT: Idle2(/Game/PrimalEarth/Dinos/Stag/Stag_Character_BP.Default__Stag_Character_BP_C) CONTENT: Action(/Game/PrimalEarth/Dinos/Stag/Stag_Character_BP.Default__Stag_Character_BP_C) CONTENT: Action2(/Game/PrimalEarth/Dinos/Stag/Stag_Character_BP.Default__Stag_Character_BP_C) CONTENT: c_back4(/Game/PrimalEarth/Dinos/Stag/Stag_Character_BP.Default__Stag_Character_BP_C) CONTENT: Move(/Game/PrimalEarth/Dinos/Stag/Stag_Character_BP.Default__Stag_Character_BP_C) CONTENT: Megaloceros(/Game/PrimalEarth/Dinos/Stag/Stag_Character_BP.Default__Stag_Character_BP_C) CONTENT: Wishbone(/Game/PrimalEarth/CoreBlueprints/Inventories/DinoDropInventoryComponent_Rhino.Default__DinoDropInventoryComponent_Rhino_C) CONTENT: Idle(/Engine/Transient.REINST_Rhino_Character_BP_C_0) CONTENT: Cute(/Engine/Transient.REINST_Rhino_Character_BP_C_0) CONTENT: Action(/Engine/Transient.REINST_Rhino_Character_BP_C_0) CONTENT: Move(/Engine/Transient.REINST_Rhino_Character_BP_C_0) CONTENT: Woolly Rhino(/Engine/Transient.REINST_Rhino_Character_BP_C_0) CONTENT: Idle(/Engine/Transient.Default__REINST_Rhino_Character_BP_C_18449) CONTENT: Cute(/Engine/Transient.Default__REINST_Rhino_Character_BP_C_18449) CONTENT: Action(/Engine/Transient.Default__REINST_Rhino_Character_BP_C_18449) CONTENT: Move(/Engine/Transient.Default__REINST_Rhino_Character_BP_C_18449) CONTENT: Woolly Rhino(/Engine/Transient.Default__REINST_Rhino_Character_BP_C_18449) CONTENT: Idle(/Engine/Transient.REINST_Rhino_Character_BP_C_1) CONTENT: Cute(/Engine/Transient.REINST_Rhino_Character_BP_C_1) CONTENT: Action(/Engine/Transient.REINST_Rhino_Character_BP_C_1) CONTENT: Move(/Engine/Transient.REINST_Rhino_Character_BP_C_1) CONTENT: Woolly Rhino(/Engine/Transient.REINST_Rhino_Character_BP_C_1) CONTENT: Idle(/Engine/Transient.Default__REINST_Rhino_Character_BP_C_18453) CONTENT: Cute(/Engine/Transient.Default__REINST_Rhino_Character_BP_C_18453) CONTENT: Action(/Engine/Transient.Default__REINST_Rhino_Character_BP_C_18453) CONTENT: Move(/Engine/Transient.Default__REINST_Rhino_Character_BP_C_18453) CONTENT: Woolly Rhino(/Engine/Transient.Default__REINST_Rhino_Character_BP_C_18453) CONTENT: Idle(/Game/PrimalEarth/Dinos/WoollyRhino/Rhino_Character_BP.Default__Rhino_Character_BP_C) CONTENT: Cute(/Game/PrimalEarth/Dinos/WoollyRhino/Rhino_Character_BP.Default__Rhino_Character_BP_C) CONTENT: Action(/Game/PrimalEarth/Dinos/WoollyRhino/Rhino_Character_BP.Default__Rhino_Character_BP_C) CONTENT: Move(/Game/PrimalEarth/Dinos/WoollyRhino/Rhino_Character_BP.Default__Rhino_Character_BP_C) CONTENT: Woolly Rhino(/Game/PrimalEarth/Dinos/WoollyRhino/Rhino_Character_BP.Default__Rhino_Character_BP_C) CONTENT: Dire Wolf (3-5)(/Game/Extinction/CoreBlueprints/Spawners/Ext_DinoSpawnEntriesSnow.Default__Ext_DinoSpawnEntriesSnow_C) CONTENT: Stag (1-2)(/Game/Extinction/CoreBlueprints/Spawners/Ext_DinoSpawnEntriesSnow.Default__Ext_DinoSpawnEntriesSnow_C) CONTENT: Ankylo (2)(/Game/Extinction/CoreBlueprints/Spawners/Ext_DinoSpawnEntriesSnow.Default__Ext_DinoSpawnEntriesSnow_C) CONTENT: Mammoth (1-3)(/Game/Extinction/CoreBlueprints/Spawners/Ext_DinoSpawnEntriesSnow.Default__Ext_DinoSpawnEntriesSnow_C) CONTENT: Saber (1-2)(/Game/Extinction/CoreBlueprints/Spawners/Ext_DinoSpawnEntriesSnow.Default__Ext_DinoSpawnEntriesSnow_C) CONTENT: Owl (1)(/Game/Extinction/CoreBlueprints/Spawners/Ext_DinoSpawnEntriesSnow.Default__Ext_DinoSpawnEntriesSnow_C) CONTENT: Ice Jumper (1)(/Game/Extinction/CoreBlueprints/Spawners/Ext_DinoSpawnEntriesSnow.Default__Ext_DinoSpawnEntriesSnow_C) CONTENT: Rhino (1-2)(/Game/Extinction/CoreBlueprints/Spawners/Ext_DinoSpawnEntriesSnow.Default__Ext_DinoSpawnEntriesSnow_C) CONTENT: Chalico (1-3)(/Game/Extinction/CoreBlueprints/Spawners/Ext_DinoSpawnEntriesSnow.Default__Ext_DinoSpawnEntriesSnow_C) CONTENT: Purlovia (1)(/Game/Extinction/CoreBlueprints/Spawners/Ext_DinoSpawnEntriesSnow.Default__Ext_DinoSpawnEntriesSnow_C) CONTENT: Sheep (1)(/Game/Extinction/CoreBlueprints/Spawners/Ext_DinoSpawnEntriesSnow.Default__Ext_DinoSpawnEntriesSnow_C) CONTENT: Daedon (2-4)(/Game/Extinction/CoreBlueprints/Spawners/Ext_DinoSpawnEntriesSnow.Default__Ext_DinoSpawnEntriesSnow_C) CONTENT: Megatherium (1-2)(/Game/Extinction/CoreBlueprints/Spawners/Ext_DinoSpawnEntriesSnow.Default__Ext_DinoSpawnEntriesSnow_C) CONTENT: Sauropod (1-2)(/Game/Extinction/CoreBlueprints/Spawners/Ext_DinoSpawnEntriesSnow.Default__Ext_DinoSpawnEntriesSnow_C) CONTENT: Poison Tree(/Game/Extinction/CoreBlueprints/HarvestComponents/WoodHarvestComponent_FKaijuPoisonTree.Default__WoodHarvestComponent_FKaijuPoisonTree_C) CONTENT: Harvest [Tree](/Game/Extinction/CoreBlueprints/HarvestComponents/WoodHarvestComponent_FKaijuPoisonTree.Default__WoodHarvestComponent_FKaijuPoisonTree_C) LITERAL: Hello(/Game/Extinction/Dinos/ForestKaiju/Buff_PoisonTreeAOE.Buff_PoisonTreeAOE:EventGraph.K2Node_CallFunction_163154) CONTENT: Idle(/Engine/Transient.REINST_ForestKaiju_Character_BP_C_0) CONTENT: Protect(/Engine/Transient.REINST_ForestKaiju_Character_BP_C_0) CONTENT: Root(/Engine/Transient.REINST_ForestKaiju_Character_BP_C_0) CONTENT: Grab(/Engine/Transient.REINST_ForestKaiju_Character_BP_C_0) CONTENT: Forest Titan(/Engine/Transient.REINST_ForestKaiju_Character_BP_C_0) LITERAL: TickGrowth(/Game/Extinction/Dinos/ForestKaiju/FK_PoisonTree.FK_PoisonTree:EventGraph.K2Node_CallFunction_133315) LITERAL: TickGrowth(/Game/Extinction/Dinos/ForestKaiju/FK_PoisonTree.FK_PoisonTree:EventGraph.K2Node_CallFunction_101653) LITERAL: Hello(/Game/Extinction/Dinos/ForestKaiju/FK_PoisonTree.FK_PoisonTree:EventGraph.K2Node_CallFunction_82966) LITERAL: Hello(/Game/Extinction/Dinos/ForestKaiju/ForestKaiju_Character_BP.ForestKaiju_Character_BP:BPAdjustDamage.K2Node_CallFunction_123521) LITERAL: Too far vertically to damage the Forest Titan!(/Game/Extinction/Dinos/ForestKaiju/ForestKaiju_Character_BP.ForestKaiju_Character_BP:BPAdjustDamage.K2Node_CallFunction_143728) LITERAL: Forest Titan cannot be damaged while downloading.(/Game/Extinction/Dinos/ForestKaiju/ForestKaiju_Character_BP.ForestKaiju_Character_BP:BPAdjustDamage.K2Node_CallFunction_166050) LITERAL: Too far horizontally to damage the Forest Titan!(/Game/Extinction/Dinos/ForestKaiju/ForestKaiju_Character_BP.ForestKaiju_Character_BP:BPAdjustDamage.K2Node_CallFunction_231137) LITERAL: Gamma (/Game/Extinction/Dinos/ForestKaiju/ForestKaiju_Character_BP.ForestKaiju_Character_BP:BPDinoARKDownloadedEnd.K2Node_CallFunction_77583) LITERAL: Alpha (/Game/Extinction/Dinos/ForestKaiju/ForestKaiju_Character_BP.ForestKaiju_Character_BP:BPDinoARKDownloadedEnd.K2Node_CallFunction_77584) LITERAL: Beta (/Game/Extinction/Dinos/ForestKaiju/ForestKaiju_Character_BP.ForestKaiju_Character_BP:BPDinoARKDownloadedEnd.K2Node_CallFunction_77585) LITERAL: Back (/Game/Extinction/Dinos/ForestKaiju/ForestKaiju_Character_BP.ForestKaiju_Character_BP:BPGetMultiUseEntries.K2Node_CallFunction_29460) LITERAL: Tame Kaiju!(/Game/Extinction/Dinos/ForestKaiju/ForestKaiju_Character_BP.ForestKaiju_Character_BP:BPGetMultiUseEntries.K2Node_FormatText_19) LITERAL: Insufficient stamina(/Game/Extinction/Dinos/ForestKaiju/ForestKaiju_Character_BP.ForestKaiju_Character_BP:BPHandleControllerInitiatedAttack.K2Node_CallFunction_123741) LITERAL: Attacking(/Game/Extinction/Dinos/ForestKaiju/ForestKaiju_Character_BP.ForestKaiju_Character_BP:BPHandleControllerInitiatedAttack.K2Node_CallFunction_123741) LITERAL: Could not Grab: (/Game/Extinction/Dinos/ForestKaiju/ForestKaiju_Character_BP.ForestKaiju_Character_BP:BPHandleControllerInitiatedAttack.K2Node_CallFunction_145488) LITERAL: Could not Grab: Protecting(/Game/Extinction/Dinos/ForestKaiju/ForestKaiju_Character_BP.ForestKaiju_Character_BP:BPHandleControllerInitiatedAttack.K2Node_VariableSet_26779) LITERAL: UpdateGrabAttackTPVOffset(/Game/Extinction/Dinos/ForestKaiju/ForestKaiju_Character_BP.ForestKaiju_Character_BP:BPHandleOnStopTargeting.K2Node_CallFunction_103259) LITERAL: Hello(/Game/Extinction/Dinos/ForestKaiju/ForestKaiju_Character_BP.ForestKaiju_Character_BP:BPOnDinoCheat.K2Node_CallFunction_182079) LITERAL: Unknown Cheat {0}(/Game/Extinction/Dinos/ForestKaiju/ForestKaiju_Character_BP.ForestKaiju_Character_BP:BPOnDinoCheat.K2Node_FormatText_102) LITERAL: Attempting {0}(/Game/Extinction/Dinos/ForestKaiju/ForestKaiju_Character_BP.ForestKaiju_Character_BP:BPOnDinoCheat.K2Node_FormatText_104) LITERAL: Hello(/Game/Extinction/Dinos/ForestKaiju/ForestKaiju_Character_BP.ForestKaiju_Character_BP:BPOverrideDamageCauserHitMarker.K2Node_CallFunction_123521) LITERAL: EquipSaddle(/Game/Extinction/Dinos/ForestKaiju/ForestKaiju_Character_BP.ForestKaiju_Character_BP:BPSetupTamed.K2Node_CallFunction_128834) LITERAL: The Forest Titan has started downloading.(/Game/Extinction/Dinos/ForestKaiju/ForestKaiju_Character_BP.ForestKaiju_Character_BP:BPSetupTamed.K2Node_CallFunction_139553) LITERAL: Multi_DelayedTurnOffHealthRegen(/Game/Extinction/Dinos/ForestKaiju/ForestKaiju_Character_BP.ForestKaiju_Character_BP:BPSetupTamed.K2Node_CallFunction_232278) LITERAL: The Forest Titan has been tamed.(/Game/Extinction/Dinos/ForestKaiju/ForestKaiju_Character_BP.ForestKaiju_Character_BP:BPSetupTamed.K2Node_CallFunction_362655) LITERAL: Gamma (/Game/Extinction/Dinos/ForestKaiju/ForestKaiju_Character_BP.ForestKaiju_Character_BP:BPSetupTamed.K2Node_CallFunction_77583) LITERAL: Alpha (/Game/Extinction/Dinos/ForestKaiju/ForestKaiju_Character_BP.ForestKaiju_Character_BP:BPSetupTamed.K2Node_CallFunction_77584) LITERAL: Beta (/Game/Extinction/Dinos/ForestKaiju/ForestKaiju_Character_BP.ForestKaiju_Character_BP:BPSetupTamed.K2Node_CallFunction_77585) LITERAL: {0} {1} {2} {3}(/Game/Extinction/Dinos/ForestKaiju/ForestKaiju_Character_BP.ForestKaiju_Character_BP:CanPlayerGrabAttack.K2Node_FormatText_89) LITERAL: DestroyTree(/Game/Extinction/Dinos/ForestKaiju/ForestKaiju_Character_BP.ForestKaiju_Character_BP:DestroyAllNearbyPoisonTrees.K2Node_CallFunction_117962) LITERAL: RegrowLeftArmTick(/Game/Extinction/Dinos/ForestKaiju/ForestKaiju_Character_BP.ForestKaiju_Character_BP:EventGraph.K2Node_CallFunction_112253) LITERAL: RegrowRightArmTick(/Game/Extinction/Dinos/ForestKaiju/ForestKaiju_Character_BP.ForestKaiju_Character_BP:EventGraph.K2Node_CallFunction_112578) LITERAL: Stunned and/or lost an arm(/Game/Extinction/Dinos/ForestKaiju/ForestKaiju_Character_BP.ForestKaiju_Character_BP:EventGraph.K2Node_CallFunction_123741) LITERAL: Attacking(/Game/Extinction/Dinos/ForestKaiju/ForestKaiju_Character_BP.ForestKaiju_Character_BP:EventGraph.K2Node_CallFunction_123741) LITERAL: RegrowRight(/Game/Extinction/Dinos/ForestKaiju/ForestKaiju_Character_BP.ForestKaiju_Character_BP:EventGraph.K2Node_CallFunction_128497) LITERAL: UpdateSaddlePhysics(/Game/Extinction/Dinos/ForestKaiju/ForestKaiju_Character_BP.ForestKaiju_Character_BP:EventGraph.K2Node_CallFunction_132087) LITERAL: UpdateSaddlePhysics(/Game/Extinction/Dinos/ForestKaiju/ForestKaiju_Character_BP.ForestKaiju_Character_BP:EventGraph.K2Node_CallFunction_136409) LITERAL: Root Attack Is On Cooldown(/Game/Extinction/Dinos/ForestKaiju/ForestKaiju_Character_BP.ForestKaiju_Character_BP:EventGraph.K2Node_CallFunction_141861) LITERAL: Could not protect: (/Game/Extinction/Dinos/ForestKaiju/ForestKaiju_Character_BP.ForestKaiju_Character_BP:EventGraph.K2Node_CallFunction_145488) LITERAL: RegrowLeft(/Game/Extinction/Dinos/ForestKaiju/ForestKaiju_Character_BP.ForestKaiju_Character_BP:EventGraph.K2Node_CallFunction_221285) LITERAL: GrabAttackTick(/Game/Extinction/Dinos/ForestKaiju/ForestKaiju_Character_BP.ForestKaiju_Character_BP:EventGraph.K2Node_CallFunction_58570) LITERAL: Deactivate_CenterNode(/Game/Extinction/Dinos/ForestKaiju/ForestKaiju_Character_BP.ForestKaiju_Character_BP:EventGraph.K2Node_CallFunction_637611) LITERAL: Deactivate_RightNode(/Game/Extinction/Dinos/ForestKaiju/ForestKaiju_Character_BP.ForestKaiju_Character_BP:EventGraph.K2Node_CallFunction_637876) LITERAL: Deactivate_LeftNode(/Game/Extinction/Dinos/ForestKaiju/ForestKaiju_Character_BP.ForestKaiju_Character_BP:EventGraph.K2Node_CallFunction_637877) LITERAL: GrabAttackTick(/Game/Extinction/Dinos/ForestKaiju/ForestKaiju_Character_BP.ForestKaiju_Character_BP:EventGraph.K2Node_CallFunction_75220) LITERAL: RightGrabAttackVineSocket(/Game/Extinction/Dinos/ForestKaiju/ForestKaiju_Character_BP.ForestKaiju_Character_BP:Get Grab Attack Vine AttachTargetsSocket Name.K2Node_CallFunction_139253) LITERAL: LeftGrabAttackVineSocket(/Game/Extinction/Dinos/ForestKaiju/ForestKaiju_Character_BP.ForestKaiju_Character_BP:Get Grab Attack Vine AttachTargetsSocket Name.K2Node_CallFunction_139253) LITERAL: RightGrabAttackVineSpawnSocket(/Game/Extinction/Dinos/ForestKaiju/ForestKaiju_Character_BP.ForestKaiju_Character_BP:GetGrabAttackVineSocketName.K2Node_CallFunction_139253) LITERAL: LeftGrabAttackVineSpawnSocket(/Game/Extinction/Dinos/ForestKaiju/ForestKaiju_Character_BP.ForestKaiju_Character_BP:GetGrabAttackVineSocketName.K2Node_CallFunction_139253) LITERAL: RegrowRightArmTick(/Game/Extinction/Dinos/ForestKaiju/ForestKaiju_Character_BP.ForestKaiju_Character_BP:Regrow.K2Node_CallFunction_115017) LITERAL: RegrowLeftArmTick(/Game/Extinction/Dinos/ForestKaiju/ForestKaiju_Character_BP.ForestKaiju_Character_BP:Regrow.K2Node_CallFunction_83516) LITERAL: EndGrabAIState(/Game/Extinction/Dinos/ForestKaiju/ForestKaiju_Character_BP.ForestKaiju_Character_BP:VineGrabHit.K2Node_CallFunction_93150) LITERAL: UpdateGrabAttackTPVOffset(/Game/Extinction/Dinos/ForestKaiju/ForestKaiju_Character_BP.ForestKaiju_Character_BP:VineGrabMissed.K2Node_CallFunction_173489) LITERAL: EndGrabAIState(/Game/Extinction/Dinos/ForestKaiju/ForestKaiju_Character_BP.ForestKaiju_Character_BP:VineGrabMissed.K2Node_CallFunction_93922) LITERAL: LR {0} UD {1} Right Arm: {2}(/Game/Extinction/Dinos/ForestKaiju/ForestKaiju_AnimBlueprint.ForestKaiju_AnimBlueprint:EventGraph.K2Node_FormatText_56) LITERAL: Frame {0} Time {1}(/Game/Extinction/Dinos/ForestKaiju/ForestKaiju_AnimBlueprint.ForestKaiju_AnimBlueprint:EventGraph.K2Node_FormatText_544) LITERAL: NumSpawned {0}(/Game/Extinction/Dinos/ForestKaiju/ForestKaiju_AttackAIState_Grab.ForestKaiju_AttackAIState_Grab:SpawnVines.K2Node_FormatText_35) LITERAL: NUm Targets {0}(/Game/Extinction/Dinos/ForestKaiju/ForestKaiju_AttackAIState_Grab.ForestKaiju_AttackAIState_Grab:SpawnVines.K2Node_FormatText_47) LITERAL: EndGrabAIState(/Game/Extinction/Dinos/ForestKaiju/ForestKaiju_AttackAIState_Grab.ForestKaiju_AttackAIState_Grab:OnEndEvent.K2Node_CallFunction_117571) LITERAL: FailsafeMissingVineRetracts(/Game/Extinction/Dinos/ForestKaiju/ForestKaiju_AttackAIState_Grab.ForestKaiju_AttackAIState_Grab:VineRetracted.K2Node_CallFunction_91144) CONTENT: Forest Wyvern(/Engine/Transient.REINST_Wyvern_Character_BP_Fire_Minion_C_0) LITERAL: Back(/Game/Extinction/Dinos/ForestKaiju/Minion/Wyvern_Character_BP_Fire_Minion.Wyvern_Character_BP_Fire_Minion:BPGetMultiUseEntries.K2Node_CallFunction_65518) LITERAL: Tame!(/Game/Extinction/Dinos/ForestKaiju/Minion/Wyvern_Character_BP_Fire_Minion.Wyvern_Character_BP_Fire_Minion:BPGetMultiUseEntries.K2Node_FormatText_19) CONTENT: Forest Wyvern(/Engine/Transient.Default__REINST_Wyvern_Character_BP_Fire_Minion_C_18537) LITERAL: Tame!(/Game/Extinction/Dinos/ForestKaiju/Minion/Wyvern_Character_BP_Fire_Minion.Wyvern_Character_BP_Fire_Minion:EdGraph_61270.K2Node_CallFunction_148868) CONTENT: Forest Wyvern(/Engine/Transient.REINST_Wyvern_Character_BP_Fire_Minion_C_1) LITERAL: FailsafeMissingVineRetracts(/Game/Extinction/Dinos/ForestKaiju/ForestKaiju_AttackAIState_Grab.ForestKaiju_AttackAIState_Grab:StartAttackAnim.K2Node_CallFunction_90882) LITERAL: Delayed_ExecuteRoot(/Game/Extinction/Dinos/ForestKaiju/ForestKaiju_AttackState_AttackRoot.ForestKaiju_AttackState_AttackRoot:EventGraph.K2Node_CallFunction_160141) LITERAL: EndState(/Game/Extinction/Dinos/ForestKaiju/ForestKaiju_AttackState_AttackRoot.ForestKaiju_AttackState_AttackRoot:OnTickEvent.K2Node_CallFunction_110700) LITERAL: Hello(/Game/Extinction/CoreBlueprints/Buffs/Buff_RootedAOE_ForestKaiju.Buff_RootedAOE_ForestKaiju:BPActivated.K2Node_CallFunction_236748) LITERAL: NumSpawned {0}(/Game/Extinction/Dinos/ForestKaiju/ForestKaiju_AttackAIState_Grab.ForestKaiju_AttackAIState_Grab:EdGraph_61391.K2Node_CallFunction_149009) LITERAL: 0(/Game/Extinction/Dinos/ForestKaiju/ForestKaiju_AttackAIState_Grab.ForestKaiju_AttackAIState_Grab:EdGraph_61391.K2Node_MakeStruct_1176) LITERAL: NUm Targets {0}(/Game/Extinction/Dinos/ForestKaiju/ForestKaiju_AttackAIState_Grab.ForestKaiju_AttackAIState_Grab:EdGraph_61391.K2Node_CallFunction_149010) LITERAL: 0(/Game/Extinction/Dinos/ForestKaiju/ForestKaiju_AttackAIState_Grab.ForestKaiju_AttackAIState_Grab:EdGraph_61391.K2Node_MakeStruct_1177) LITERAL: Frame {0} Time {1}(/Game/Extinction/Dinos/ForestKaiju/ForestKaiju_AnimBlueprint.ForestKaiju_AnimBlueprint:ExecuteUbergraph_ForestKaiju_AnimBlueprint.K2Node_CallFunction_149317) LITERAL: 0(/Game/Extinction/Dinos/ForestKaiju/ForestKaiju_AnimBlueprint.ForestKaiju_AnimBlueprint:ExecuteUbergraph_ForestKaiju_AnimBlueprint.K2Node_MakeStruct_1178) LITERAL: 1(/Game/Extinction/Dinos/ForestKaiju/ForestKaiju_AnimBlueprint.ForestKaiju_AnimBlueprint:ExecuteUbergraph_ForestKaiju_AnimBlueprint.K2Node_MakeStruct_1179) LITERAL: LR {0} UD {1} Right Arm: {2}(/Game/Extinction/Dinos/ForestKaiju/ForestKaiju_AnimBlueprint.ForestKaiju_AnimBlueprint:ExecuteUbergraph_ForestKaiju_AnimBlueprint.K2Node_CallFunction_149318) LITERAL: 0(/Game/Extinction/Dinos/ForestKaiju/ForestKaiju_AnimBlueprint.ForestKaiju_AnimBlueprint:ExecuteUbergraph_ForestKaiju_AnimBlueprint.K2Node_MakeStruct_1180) LITERAL: 1(/Game/Extinction/Dinos/ForestKaiju/ForestKaiju_AnimBlueprint.ForestKaiju_AnimBlueprint:ExecuteUbergraph_ForestKaiju_AnimBlueprint.K2Node_MakeStruct_1181) LITERAL: 2(/Game/Extinction/Dinos/ForestKaiju/ForestKaiju_AnimBlueprint.ForestKaiju_AnimBlueprint:ExecuteUbergraph_ForestKaiju_AnimBlueprint.K2Node_MakeStruct_1182) CONTENT: Forest Titan Trophy(/Game/Extinction/CoreBlueprints/Trophies/PrimalItemTrophy_Kaiju_Forest.Default__PrimalItemTrophy_Kaiju_Forest_C) CONTENT: Items Common(/Game/Extinction/CoreBlueprints/ItemLootSets/DinoDropInventoryComponent_Kaiju_Forest.Default__DinoDropInventoryComponent_Kaiju_Forest_C) CONTENT: Items(/Game/Extinction/CoreBlueprints/ItemLootSets/DinoDropInventoryComponent_Kaiju_Forest.Default__DinoDropInventoryComponent_Kaiju_Forest_C) CONTENT: Items Rare(/Game/Extinction/CoreBlueprints/ItemLootSets/DinoDropInventoryComponent_Kaiju_Forest.Default__DinoDropInventoryComponent_Kaiju_Forest_C) CONTENT: Very Rare(/Game/Extinction/CoreBlueprints/ItemLootSets/DinoDropInventoryComponent_Kaiju_Forest.Default__DinoDropInventoryComponent_Kaiju_Forest_C) CONTENT: Mek Saddles(/Game/Extinction/CoreBlueprints/ItemLootSets/DinoDropInventoryComponent_Kaiju_Forest.Default__DinoDropInventoryComponent_Kaiju_Forest_C) CONTENT: Ammo(/Game/Extinction/CoreBlueprints/ItemLootSets/DinoDropInventoryComponent_Kaiju_Forest.Default__DinoDropInventoryComponent_Kaiju_Forest_C) CONTENT: Element(/Game/Extinction/CoreBlueprints/ItemLootSets/DinoDropInventoryComponent_Kaiju_Forest.Default__DinoDropInventoryComponent_Kaiju_Forest_C) CONTENT: Bullets(/Game/Extinction/CoreBlueprints/ItemLootSets/DinoDropInventoryComponent_Kaiju_Forest.Default__DinoDropInventoryComponent_Kaiju_Forest_C) CONTENT: MekAmmo(/Game/Extinction/CoreBlueprints/ItemLootSets/DinoDropInventoryComponent_Kaiju_Forest.Default__DinoDropInventoryComponent_Kaiju_Forest_C) CONTENT: Apex Drop(/Game/Extinction/CoreBlueprints/ItemLootSets/DinoDropInventoryComponent_Kaiju_Forest.Default__DinoDropInventoryComponent_Kaiju_Forest_C) CONTENT: Trophy(/Game/Extinction/CoreBlueprints/ItemLootSets/DinoDropInventoryComponent_Kaiju_Forest.Default__DinoDropInventoryComponent_Kaiju_Forest_C) CONTENT: Forest Titan Saddle(/Game/Extinction/CoreBlueprints/Items/Saddle/PrimalItemArmor_ForestKaiju.Default__PrimalItemArmor_ForestKaiju_C) CONTENT: Equip a Forest Titan with this to ride it.(/Game/Extinction/CoreBlueprints/Items/Saddle/PrimalItemArmor_ForestKaiju.Default__PrimalItemArmor_ForestKaiju_C) CONTENT: Saddles(/Game/Extinction/CoreBlueprints/Items/Saddle/PrimalItemArmor_ForestKaiju.Default__PrimalItemArmor_ForestKaiju_C) CONTENT: Defending(/Game/Extinction/Dinos/ForestKaiju/Buff_FKaijuProtecting.Default__Buff_FKaijuProtecting_C) CONTENT: You are taking reduced damage!(/Game/Extinction/Dinos/ForestKaiju/Buff_FKaijuProtecting.Default__Buff_FKaijuProtecting_C) LITERAL: Init VinesEnd Loc {0} Num INstances {1}(/Game/Extinction/Dinos/ForestKaiju/BP_ForestKaiju_Vine.BP_ForestKaiju_Vine:InitVines.K2Node_FormatText_42) LITERAL: INIT VINES(/Game/Extinction/Dinos/ForestKaiju/BP_ForestKaiju_Vine.BP_ForestKaiju_Vine:InitVines.K2Node_CallFunction_182227) LITERAL: Init VinesEnd Loc {0} Num INstances {1}(/Game/Extinction/Dinos/ForestKaiju/BP_ForestKaiju_Vine.BP_ForestKaiju_Vine:EdGraph_61536.K2Node_CallFunction_149635) LITERAL: 0(/Game/Extinction/Dinos/ForestKaiju/BP_ForestKaiju_Vine.BP_ForestKaiju_Vine:EdGraph_61536.K2Node_MakeStruct_1183) LITERAL: 1(/Game/Extinction/Dinos/ForestKaiju/BP_ForestKaiju_Vine.BP_ForestKaiju_Vine:EdGraph_61536.K2Node_MakeStruct_1184) CONTENT: Idle(/Engine/Transient.Default__REINST_ForestKaiju_Character_BP_C_18611) CONTENT: Protect(/Engine/Transient.Default__REINST_ForestKaiju_Character_BP_C_18611) CONTENT: Root(/Engine/Transient.Default__REINST_ForestKaiju_Character_BP_C_18611) CONTENT: Grab(/Engine/Transient.Default__REINST_ForestKaiju_Character_BP_C_18611) CONTENT: Forest Titan(/Engine/Transient.Default__REINST_ForestKaiju_Character_BP_C_18611) LITERAL: Tame Kaiju!(/Game/Extinction/Dinos/ForestKaiju/ForestKaiju_Character_BP.ForestKaiju_Character_BP:EdGraph_61918.K2Node_CallFunction_152516) LITERAL: {0} {1} {2} {3}(/Game/Extinction/Dinos/ForestKaiju/ForestKaiju_Character_BP.ForestKaiju_Character_BP:EdGraph_61926.K2Node_CallFunction_152520) LITERAL: 0(/Game/Extinction/Dinos/ForestKaiju/ForestKaiju_Character_BP.ForestKaiju_Character_BP:EdGraph_61926.K2Node_MakeStruct_1185) LITERAL: 1(/Game/Extinction/Dinos/ForestKaiju/ForestKaiju_Character_BP.ForestKaiju_Character_BP:EdGraph_61926.K2Node_MakeStruct_1186) LITERAL: 2(/Game/Extinction/Dinos/ForestKaiju/ForestKaiju_Character_BP.ForestKaiju_Character_BP:EdGraph_61926.K2Node_MakeStruct_1187) LITERAL: 3(/Game/Extinction/Dinos/ForestKaiju/ForestKaiju_Character_BP.ForestKaiju_Character_BP:EdGraph_61926.K2Node_MakeStruct_1188) LITERAL: Unknown Cheat {0}(/Game/Extinction/Dinos/ForestKaiju/ForestKaiju_Character_BP.ForestKaiju_Character_BP:EdGraph_61983.K2Node_CallFunction_152668) LITERAL: 0(/Game/Extinction/Dinos/ForestKaiju/ForestKaiju_Character_BP.ForestKaiju_Character_BP:EdGraph_61983.K2Node_MakeStruct_1189) LITERAL: Attempting {0}(/Game/Extinction/Dinos/ForestKaiju/ForestKaiju_Character_BP.ForestKaiju_Character_BP:EdGraph_61983.K2Node_CallFunction_152669) LITERAL: 0(/Game/Extinction/Dinos/ForestKaiju/ForestKaiju_Character_BP.ForestKaiju_Character_BP:EdGraph_61983.K2Node_MakeStruct_1190) CONTENT: Idle(/Engine/Transient.REINST_ForestKaiju_Character_BP_C_1) CONTENT: Protect(/Engine/Transient.REINST_ForestKaiju_Character_BP_C_1) CONTENT: Root(/Engine/Transient.REINST_ForestKaiju_Character_BP_C_1) CONTENT: Grab(/Engine/Transient.REINST_ForestKaiju_Character_BP_C_1) CONTENT: Forest Titan(/Engine/Transient.REINST_ForestKaiju_Character_BP_C_1) LITERAL: RegrowLeft(/Game/Extinction/Dinos/ForestKaiju/AI/Service_FKaijuEvalTargets.Service_FKaijuEvalTargets:EventGraph.K2Node_CallFunction_171700) CONTENT: AttackBoost(/Engine/Transient.REINST_Buff_FKaijuAttackBoost_C_0) CONTENT: Your damage is increased against the Forest Kaiju.(/Engine/Transient.REINST_Buff_FKaijuAttackBoost_C_0) CONTENT: Your damage is increased against the Forest Kaiju.(/Engine/Transient.REINST_Buff_FKaijuAttackBoost_C_0) CONTENT: AttackBoost(/Engine/Transient.Default__REINST_Buff_FKaijuAttackBoost_C_18639) CONTENT: Your damage is increased against the Forest Kaiju.(/Engine/Transient.Default__REINST_Buff_FKaijuAttackBoost_C_18639) CONTENT: Your damage is increased against the Forest Kaiju.(/Engine/Transient.Default__REINST_Buff_FKaijuAttackBoost_C_18639) CONTENT: AttackBoost(/Engine/Transient.REINST_Buff_FKaijuAttackBoost_C_1) CONTENT: Your damage is increased against the Forest Kaiju.(/Engine/Transient.REINST_Buff_FKaijuAttackBoost_C_1) CONTENT: Your damage is increased against the Forest Kaiju.(/Engine/Transient.REINST_Buff_FKaijuAttackBoost_C_1) CONTENT: Malevolent Mushroom(/Engine/Transient.REINST_Buff_BuffingTreeAoE_C_0) CONTENT: Malevolent Mushroom(/Engine/Transient.Default__REINST_Buff_BuffingTreeAoE_C_18646) CONTENT: Malevolent Mushroom(/Engine/Transient.REINST_Buff_BuffingTreeAoE_C_1) CONTENT: Benevolent Mushroom(/Engine/Transient.REINST_FK_BuffingTree_C_0) LITERAL: TickGrowth(/Game/Extinction/Dinos/ForestKaiju/FK_BuffingTree.FK_BuffingTree:EventGraph.K2Node_CallFunction_101653) CONTENT: Benevolent Mushroom(/Engine/Transient.Default__REINST_FK_BuffingTree_C_18653) CONTENT: Benevolent Mushroom(/Engine/Transient.REINST_FK_BuffingTree_C_1) LITERAL: Forest Titan is being drawn back to the center...(/Game/Extinction/Dinos/ForestKaiju/AI/Task_ForestKaijuHealForLeash.Task_ForestKaijuHealForLeash:EventGraph.K2Node_CallFunction_143728) LITERAL: Init VinesEnd Loc {0} Num INstances {1}(/Game/Extinction/Dinos/ForestKaiju/BP_ForestKaiju_Vine.BP_ForestKaiju_Vine:EdGraph_62343.K2Node_CallFunction_155212) LITERAL: 0(/Game/Extinction/Dinos/ForestKaiju/BP_ForestKaiju_Vine.BP_ForestKaiju_Vine:EdGraph_62343.K2Node_MakeStruct_1191) LITERAL: 1(/Game/Extinction/Dinos/ForestKaiju/BP_ForestKaiju_Vine.BP_ForestKaiju_Vine:EdGraph_62343.K2Node_MakeStruct_1192) LITERAL: NumSpawned {0}(/Game/Extinction/Dinos/ForestKaiju/ForestKaiju_AttackAIState_Grab.ForestKaiju_AttackAIState_Grab:EdGraph_62399.K2Node_CallFunction_155254) LITERAL: 0(/Game/Extinction/Dinos/ForestKaiju/ForestKaiju_AttackAIState_Grab.ForestKaiju_AttackAIState_Grab:EdGraph_62399.K2Node_MakeStruct_1193) LITERAL: NUm Targets {0}(/Game/Extinction/Dinos/ForestKaiju/ForestKaiju_AttackAIState_Grab.ForestKaiju_AttackAIState_Grab:EdGraph_62399.K2Node_CallFunction_155255) LITERAL: 0(/Game/Extinction/Dinos/ForestKaiju/ForestKaiju_AttackAIState_Grab.ForestKaiju_AttackAIState_Grab:EdGraph_62399.K2Node_MakeStruct_1194) LITERAL: Frame {0} Time {1}(/Game/Extinction/Dinos/ForestKaiju/ForestKaiju_AnimBlueprint.ForestKaiju_AnimBlueprint:ExecuteUbergraph_ForestKaiju_AnimBlueprint.K2Node_CallFunction_155382) LITERAL: 0(/Game/Extinction/Dinos/ForestKaiju/ForestKaiju_AnimBlueprint.ForestKaiju_AnimBlueprint:ExecuteUbergraph_ForestKaiju_AnimBlueprint.K2Node_MakeStruct_1195) LITERAL: 1(/Game/Extinction/Dinos/ForestKaiju/ForestKaiju_AnimBlueprint.ForestKaiju_AnimBlueprint:ExecuteUbergraph_ForestKaiju_AnimBlueprint.K2Node_MakeStruct_1196) LITERAL: LR {0} UD {1} Right Arm: {2}(/Game/Extinction/Dinos/ForestKaiju/ForestKaiju_AnimBlueprint.ForestKaiju_AnimBlueprint:ExecuteUbergraph_ForestKaiju_AnimBlueprint.K2Node_CallFunction_155383) LITERAL: 0(/Game/Extinction/Dinos/ForestKaiju/ForestKaiju_AnimBlueprint.ForestKaiju_AnimBlueprint:ExecuteUbergraph_ForestKaiju_AnimBlueprint.K2Node_MakeStruct_1197) LITERAL: 1(/Game/Extinction/Dinos/ForestKaiju/ForestKaiju_AnimBlueprint.ForestKaiju_AnimBlueprint:ExecuteUbergraph_ForestKaiju_AnimBlueprint.K2Node_MakeStruct_1198) LITERAL: 2(/Game/Extinction/Dinos/ForestKaiju/ForestKaiju_AnimBlueprint.ForestKaiju_AnimBlueprint:ExecuteUbergraph_ForestKaiju_AnimBlueprint.K2Node_MakeStruct_1199) CONTENT: Forest Wyvern(/Engine/Transient.Default__REINST_Wyvern_Character_BP_Fire_Minion_C_18809) LITERAL: Tame!(/Game/Extinction/Dinos/ForestKaiju/Minion/Wyvern_Character_BP_Fire_Minion.Wyvern_Character_BP_Fire_Minion:EdGraph_62467.K2Node_CallFunction_155505) CONTENT: Forest Wyvern(/Game/Extinction/Dinos/ForestKaiju/Minion/Wyvern_Character_BP_Fire_Minion.Default__Wyvern_Character_BP_Fire_Minion_C) CONTENT: AttackBoost(/Engine/Transient.Default__REINST_Buff_FKaijuAttackBoost_C_18853) CONTENT: Your damage is increased against the Forest Kaiju.(/Engine/Transient.Default__REINST_Buff_FKaijuAttackBoost_C_18853) CONTENT: Your damage is increased against the Forest Kaiju.(/Engine/Transient.Default__REINST_Buff_FKaijuAttackBoost_C_18853) CONTENT: AttackBoost(/Game/Extinction/Dinos/ForestKaiju/Buff_FKaijuAttackBoost.Default__Buff_FKaijuAttackBoost_C) CONTENT: Your damage is increased against the Forest Kaiju.(/Game/Extinction/Dinos/ForestKaiju/Buff_FKaijuAttackBoost.Default__Buff_FKaijuAttackBoost_C) CONTENT: Your damage is increased against the Forest Kaiju.(/Game/Extinction/Dinos/ForestKaiju/Buff_FKaijuAttackBoost.Default__Buff_FKaijuAttackBoost_C) CONTENT: Malevolent Mushroom(/Engine/Transient.Default__REINST_Buff_BuffingTreeAoE_C_18857) CONTENT: Malevolent Mushroom(/Game/Extinction/Dinos/ForestKaiju/Buff_BuffingTreeAoE.Default__Buff_BuffingTreeAoE_C) CONTENT: Benevolent Mushroom(/Engine/Transient.Default__REINST_FK_BuffingTree_C_18861) CONTENT: Benevolent Mushroom(/Game/Extinction/Dinos/ForestKaiju/FK_BuffingTree.Default__FK_BuffingTree_C) CONTENT: Idle(/Engine/Transient.Default__REINST_ForestKaiju_Character_BP_C_18913) CONTENT: Protect(/Engine/Transient.Default__REINST_ForestKaiju_Character_BP_C_18913) CONTENT: Root(/Engine/Transient.Default__REINST_ForestKaiju_Character_BP_C_18913) CONTENT: Grab(/Engine/Transient.Default__REINST_ForestKaiju_Character_BP_C_18913) CONTENT: Forest Titan(/Engine/Transient.Default__REINST_ForestKaiju_Character_BP_C_18913) LITERAL: Tame Kaiju!(/Game/Extinction/Dinos/ForestKaiju/ForestKaiju_Character_BP.ForestKaiju_Character_BP:EdGraph_62819.K2Node_CallFunction_157790) LITERAL: {0} {1} {2} {3}(/Game/Extinction/Dinos/ForestKaiju/ForestKaiju_Character_BP.ForestKaiju_Character_BP:EdGraph_62827.K2Node_CallFunction_157794) LITERAL: 0(/Game/Extinction/Dinos/ForestKaiju/ForestKaiju_Character_BP.ForestKaiju_Character_BP:EdGraph_62827.K2Node_MakeStruct_1200) LITERAL: 1(/Game/Extinction/Dinos/ForestKaiju/ForestKaiju_Character_BP.ForestKaiju_Character_BP:EdGraph_62827.K2Node_MakeStruct_1201) LITERAL: 2(/Game/Extinction/Dinos/ForestKaiju/ForestKaiju_Character_BP.ForestKaiju_Character_BP:EdGraph_62827.K2Node_MakeStruct_1202) LITERAL: 3(/Game/Extinction/Dinos/ForestKaiju/ForestKaiju_Character_BP.ForestKaiju_Character_BP:EdGraph_62827.K2Node_MakeStruct_1203) LITERAL: Unknown Cheat {0}(/Game/Extinction/Dinos/ForestKaiju/ForestKaiju_Character_BP.ForestKaiju_Character_BP:EdGraph_62884.K2Node_CallFunction_157942) LITERAL: 0(/Game/Extinction/Dinos/ForestKaiju/ForestKaiju_Character_BP.ForestKaiju_Character_BP:EdGraph_62884.K2Node_MakeStruct_1204) LITERAL: Attempting {0}(/Game/Extinction/Dinos/ForestKaiju/ForestKaiju_Character_BP.ForestKaiju_Character_BP:EdGraph_62884.K2Node_CallFunction_157943) LITERAL: 0(/Game/Extinction/Dinos/ForestKaiju/ForestKaiju_Character_BP.ForestKaiju_Character_BP:EdGraph_62884.K2Node_MakeStruct_1205) CONTENT: Idle(/Game/Extinction/Dinos/ForestKaiju/ForestKaiju_Character_BP.Default__ForestKaiju_Character_BP_C) CONTENT: Protect(/Game/Extinction/Dinos/ForestKaiju/ForestKaiju_Character_BP.Default__ForestKaiju_Character_BP_C) CONTENT: Root(/Game/Extinction/Dinos/ForestKaiju/ForestKaiju_Character_BP.Default__ForestKaiju_Character_BP_C) CONTENT: Grab(/Game/Extinction/Dinos/ForestKaiju/ForestKaiju_Character_BP.Default__ForestKaiju_Character_BP_C) CONTENT: Forest Titan(/Game/Extinction/Dinos/ForestKaiju/ForestKaiju_Character_BP.Default__ForestKaiju_Character_BP_C) CONTENT: Basilosaurus Blubber(/Game/PrimalEarth/CoreBlueprints/Resources/PrimalItemResource_ApexDrop_Basilo.Default__PrimalItemResource_ApexDrop_Basilo_C) CONTENT: This trophy proves your worth as a hunter.(/Game/PrimalEarth/CoreBlueprints/Resources/PrimalItemResource_ApexDrop_Basilo.Default__PrimalItemResource_ApexDrop_Basilo_C) CONTENT: Apex Drop(/Game/PrimalEarth/CoreBlueprints/Inventories/DinoDropInventoryComponent_Basilo.Default__DinoDropInventoryComponent_Basilo_C) CONTENT: Apex Drop(/Game/PrimalEarth/CoreBlueprints/Inventories/DinoDropInventoryComponent_Basilo.Default__DinoDropInventoryComponent_Basilo_C) CONTENT: Insulation(/Engine/Transient.REINST_Buff_Basil_insulation_C_0) CONTENT: Increases both hyperthermic and hypothermic insulation (/Engine/Transient.REINST_Buff_Basil_insulation_C_0) CONTENT: Insulation(/Engine/Transient.Default__REINST_Buff_Basil_insulation_C_18923) CONTENT: Increases both hyperthermic and hypothermic insulation (/Engine/Transient.Default__REINST_Buff_Basil_insulation_C_18923) CONTENT: Insulation(/Engine/Transient.REINST_Buff_Basil_insulation_C_1) CONTENT: Increases both hyperthermic and hypothermic insulation (/Engine/Transient.REINST_Buff_Basil_insulation_C_1) CONTENT: Insulation(/Engine/Transient.Default__REINST_Buff_Basil_insulation_C_18927) CONTENT: Increases both hyperthermic and hypothermic insulation (/Engine/Transient.Default__REINST_Buff_Basil_insulation_C_18927) CONTENT: Insulation(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_Basil_insulation.Default__Buff_Basil_insulation_C) CONTENT: Increases both hyperthermic and hypothermic insulation (/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_Basil_insulation.Default__Buff_Basil_insulation_C) CONTENT: Basilosaurus followers enraged(/Engine/Transient.REINST_Buff_BasilEnrageFollowers_C_0) CONTENT: boosts follower's speed and damage(/Engine/Transient.REINST_Buff_BasilEnrageFollowers_C_0) CONTENT: Basilosaurus followers enraged(/Engine/Transient.Default__REINST_Buff_BasilEnrageFollowers_C_18934) CONTENT: boosts follower's speed and damage(/Engine/Transient.Default__REINST_Buff_BasilEnrageFollowers_C_18934) CONTENT: Basilosaurus followers enraged(/Engine/Transient.REINST_Buff_BasilEnrageFollowers_C_1) CONTENT: boosts follower's speed and damage(/Engine/Transient.REINST_Buff_BasilEnrageFollowers_C_1) CONTENT: Basilosaurus followers enraged(/Engine/Transient.Default__REINST_Buff_BasilEnrageFollowers_C_18938) CONTENT: boosts follower's speed and damage(/Engine/Transient.Default__REINST_Buff_BasilEnrageFollowers_C_18938) CONTENT: Basilosaurus followers enraged(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_BasilEnrageFollowers.Default__Buff_BasilEnrageFollowers_C) CONTENT: boosts follower's speed and damage(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_BasilEnrageFollowers.Default__Buff_BasilEnrageFollowers_C) CONTENT: Body Main(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Basilo.Default__DinoColorSet_Basilo_C) CONTENT: Not Used(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Basilo.Default__DinoColorSet_Basilo_C) CONTENT: Not Used(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Basilo.Default__DinoColorSet_Basilo_C) CONTENT: Not Used(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Basilo.Default__DinoColorSet_Basilo_C) CONTENT: Not Used(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Basilo.Default__DinoColorSet_Basilo_C) CONTENT: Belly(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Basilo.Default__DinoColorSet_Basilo_C) CONTENT: Oil(/Game/PrimalEarth/Dinos/Tusoteuthis/PrimalItemResource_SquidOil.Default__PrimalItemResource_SquidOil_C) CONTENT: A thick blob of oily ink. Can be refined into fuel.(/Game/PrimalEarth/Dinos/Tusoteuthis/PrimalItemResource_SquidOil.Default__PrimalItemResource_SquidOil_C) CONTENT: Idle(/Engine/Transient.REINST_Basilosaurus_Character_BP_C_0) CONTENT: c_back2(/Engine/Transient.REINST_Basilosaurus_Character_BP_C_0) CONTENT: Cute(/Engine/Transient.REINST_Basilosaurus_Character_BP_C_0) CONTENT: c_back2(/Engine/Transient.REINST_Basilosaurus_Character_BP_C_0) CONTENT: Action(/Engine/Transient.REINST_Basilosaurus_Character_BP_C_0) CONTENT: c_back2(/Engine/Transient.REINST_Basilosaurus_Character_BP_C_0) CONTENT: Move(/Engine/Transient.REINST_Basilosaurus_Character_BP_C_0) CONTENT: c_back2(/Engine/Transient.REINST_Basilosaurus_Character_BP_C_0) CONTENT: Basilosaurus(/Engine/Transient.REINST_Basilosaurus_Character_BP_C_0) CONTENT: Idle(/Engine/Transient.REINST_Dolphin_Character_BP_C_0) CONTENT: c_back2(/Engine/Transient.REINST_Dolphin_Character_BP_C_0) CONTENT: Attack(/Engine/Transient.REINST_Dolphin_Character_BP_C_0) CONTENT: c_back2(/Engine/Transient.REINST_Dolphin_Character_BP_C_0) CONTENT: Move(/Engine/Transient.REINST_Dolphin_Character_BP_C_0) CONTENT: c_back2(/Engine/Transient.REINST_Dolphin_Character_BP_C_0) CONTENT: Ichthyosaurus(/Engine/Transient.REINST_Dolphin_Character_BP_C_0) CONTENT: Idle(/Engine/Transient.Default__REINST_Dolphin_Character_BP_C_18982) CONTENT: c_back2(/Engine/Transient.Default__REINST_Dolphin_Character_BP_C_18982) CONTENT: Attack(/Engine/Transient.Default__REINST_Dolphin_Character_BP_C_18982) CONTENT: c_back2(/Engine/Transient.Default__REINST_Dolphin_Character_BP_C_18982) CONTENT: Move(/Engine/Transient.Default__REINST_Dolphin_Character_BP_C_18982) CONTENT: c_back2(/Engine/Transient.Default__REINST_Dolphin_Character_BP_C_18982) CONTENT: Ichthyosaurus(/Engine/Transient.Default__REINST_Dolphin_Character_BP_C_18982) CONTENT: Idle(/Engine/Transient.REINST_Dolphin_Character_BP_C_1) CONTENT: c_back2(/Engine/Transient.REINST_Dolphin_Character_BP_C_1) CONTENT: Attack(/Engine/Transient.REINST_Dolphin_Character_BP_C_1) CONTENT: c_back2(/Engine/Transient.REINST_Dolphin_Character_BP_C_1) CONTENT: Move(/Engine/Transient.REINST_Dolphin_Character_BP_C_1) CONTENT: c_back2(/Engine/Transient.REINST_Dolphin_Character_BP_C_1) CONTENT: Ichthyosaurus(/Engine/Transient.REINST_Dolphin_Character_BP_C_1) CONTENT: Idle(/Engine/Transient.Default__REINST_Basilosaurus_Character_BP_C_18996) CONTENT: c_back2(/Engine/Transient.Default__REINST_Basilosaurus_Character_BP_C_18996) CONTENT: Cute(/Engine/Transient.Default__REINST_Basilosaurus_Character_BP_C_18996) CONTENT: c_back2(/Engine/Transient.Default__REINST_Basilosaurus_Character_BP_C_18996) CONTENT: Action(/Engine/Transient.Default__REINST_Basilosaurus_Character_BP_C_18996) CONTENT: c_back2(/Engine/Transient.Default__REINST_Basilosaurus_Character_BP_C_18996) CONTENT: Move(/Engine/Transient.Default__REINST_Basilosaurus_Character_BP_C_18996) CONTENT: c_back2(/Engine/Transient.Default__REINST_Basilosaurus_Character_BP_C_18996) CONTENT: Basilosaurus(/Engine/Transient.Default__REINST_Basilosaurus_Character_BP_C_18996) CONTENT: Idle(/Engine/Transient.REINST_Basilosaurus_Character_BP_C_1) CONTENT: c_back2(/Engine/Transient.REINST_Basilosaurus_Character_BP_C_1) CONTENT: Cute(/Engine/Transient.REINST_Basilosaurus_Character_BP_C_1) CONTENT: c_back2(/Engine/Transient.REINST_Basilosaurus_Character_BP_C_1) CONTENT: Action(/Engine/Transient.REINST_Basilosaurus_Character_BP_C_1) CONTENT: c_back2(/Engine/Transient.REINST_Basilosaurus_Character_BP_C_1) CONTENT: Move(/Engine/Transient.REINST_Basilosaurus_Character_BP_C_1) CONTENT: c_back2(/Engine/Transient.REINST_Basilosaurus_Character_BP_C_1) CONTENT: Basilosaurus(/Engine/Transient.REINST_Basilosaurus_Character_BP_C_1) CONTENT: Idle(/Engine/Transient.Default__REINST_Dolphin_Character_BP_C_19008) CONTENT: c_back2(/Engine/Transient.Default__REINST_Dolphin_Character_BP_C_19008) CONTENT: Attack(/Engine/Transient.Default__REINST_Dolphin_Character_BP_C_19008) CONTENT: c_back2(/Engine/Transient.Default__REINST_Dolphin_Character_BP_C_19008) CONTENT: Move(/Engine/Transient.Default__REINST_Dolphin_Character_BP_C_19008) CONTENT: c_back2(/Engine/Transient.Default__REINST_Dolphin_Character_BP_C_19008) CONTENT: Ichthyosaurus(/Engine/Transient.Default__REINST_Dolphin_Character_BP_C_19008) CONTENT: Idle(/Game/PrimalEarth/Dinos/Dolphin/Dolphin_Character_BP.Default__Dolphin_Character_BP_C) CONTENT: c_back2(/Game/PrimalEarth/Dinos/Dolphin/Dolphin_Character_BP.Default__Dolphin_Character_BP_C) CONTENT: Attack(/Game/PrimalEarth/Dinos/Dolphin/Dolphin_Character_BP.Default__Dolphin_Character_BP_C) CONTENT: c_back2(/Game/PrimalEarth/Dinos/Dolphin/Dolphin_Character_BP.Default__Dolphin_Character_BP_C) CONTENT: Move(/Game/PrimalEarth/Dinos/Dolphin/Dolphin_Character_BP.Default__Dolphin_Character_BP_C) CONTENT: c_back2(/Game/PrimalEarth/Dinos/Dolphin/Dolphin_Character_BP.Default__Dolphin_Character_BP_C) CONTENT: Ichthyosaurus(/Game/PrimalEarth/Dinos/Dolphin/Dolphin_Character_BP.Default__Dolphin_Character_BP_C) CONTENT: Idle(/Engine/Transient.Default__REINST_Basilosaurus_Character_BP_C_19012) CONTENT: c_back2(/Engine/Transient.Default__REINST_Basilosaurus_Character_BP_C_19012) CONTENT: Cute(/Engine/Transient.Default__REINST_Basilosaurus_Character_BP_C_19012) CONTENT: c_back2(/Engine/Transient.Default__REINST_Basilosaurus_Character_BP_C_19012) CONTENT: Action(/Engine/Transient.Default__REINST_Basilosaurus_Character_BP_C_19012) CONTENT: c_back2(/Engine/Transient.Default__REINST_Basilosaurus_Character_BP_C_19012) CONTENT: Move(/Engine/Transient.Default__REINST_Basilosaurus_Character_BP_C_19012) CONTENT: c_back2(/Engine/Transient.Default__REINST_Basilosaurus_Character_BP_C_19012) CONTENT: Basilosaurus(/Engine/Transient.Default__REINST_Basilosaurus_Character_BP_C_19012) CONTENT: Idle(/Game/PrimalEarth/Dinos/Basilosaurus/Basilosaurus_Character_BP.Default__Basilosaurus_Character_BP_C) CONTENT: c_back2(/Game/PrimalEarth/Dinos/Basilosaurus/Basilosaurus_Character_BP.Default__Basilosaurus_Character_BP_C) CONTENT: Cute(/Game/PrimalEarth/Dinos/Basilosaurus/Basilosaurus_Character_BP.Default__Basilosaurus_Character_BP_C) CONTENT: c_back2(/Game/PrimalEarth/Dinos/Basilosaurus/Basilosaurus_Character_BP.Default__Basilosaurus_Character_BP_C) CONTENT: Action(/Game/PrimalEarth/Dinos/Basilosaurus/Basilosaurus_Character_BP.Default__Basilosaurus_Character_BP_C) CONTENT: c_back2(/Game/PrimalEarth/Dinos/Basilosaurus/Basilosaurus_Character_BP.Default__Basilosaurus_Character_BP_C) CONTENT: Move(/Game/PrimalEarth/Dinos/Basilosaurus/Basilosaurus_Character_BP.Default__Basilosaurus_Character_BP_C) CONTENT: c_back2(/Game/PrimalEarth/Dinos/Basilosaurus/Basilosaurus_Character_BP.Default__Basilosaurus_Character_BP_C) CONTENT: Basilosaurus(/Game/PrimalEarth/Dinos/Basilosaurus/Basilosaurus_Character_BP.Default__Basilosaurus_Character_BP_C) CONTENT: Main Body(/Game/Genesis/Dinos/BiomeVariants/Ocean_Basilosaurus/DinoColorSet_Basilosaurus_Ocean.Default__DinoColorSet_Basilosaurus_Ocean_C) CONTENT: glowing spots(/Game/Genesis/Dinos/BiomeVariants/Ocean_Basilosaurus/DinoColorSet_Basilosaurus_Ocean.Default__DinoColorSet_Basilosaurus_Ocean_C) CONTENT: glowing stripes(/Game/Genesis/Dinos/BiomeVariants/Ocean_Basilosaurus/DinoColorSet_Basilosaurus_Ocean.Default__DinoColorSet_Basilosaurus_Ocean_C) CONTENT: lower body(/Game/Genesis/Dinos/BiomeVariants/Ocean_Basilosaurus/DinoColorSet_Basilosaurus_Ocean.Default__DinoColorSet_Basilosaurus_Ocean_C) CONTENT: X-Basilosaurus(/Engine/Transient.REINST_Ocean_Basilosaurus_Character_BP_C_0) CONTENT: X-Basilosaurus(/Engine/Transient.Default__REINST_Ocean_Basilosaurus_Character_BP_C_19020) CONTENT: X-Basilosaurus(/Engine/Transient.REINST_Ocean_Basilosaurus_Character_BP_C_1) CONTENT: X-Basilosaurus(/Engine/Transient.Default__REINST_Ocean_Basilosaurus_Character_BP_C_19024) CONTENT: X-Basilosaurus(/Game/Genesis/Dinos/BiomeVariants/Ocean_Basilosaurus/Ocean_Basilosaurus_Character_BP.Default__Ocean_Basilosaurus_Character_BP_C) CONTENT: Main Body(/Game/Genesis/Dinos/BiomeVariants/Ocean_Dolphin/DinoColorSet_Dolphin_Ocean.Default__DinoColorSet_Dolphin_Ocean_C) CONTENT: Dark Muted(/Game/Genesis/Dinos/BiomeVariants/Ocean_Dolphin/DinoColorSet_Dolphin_Ocean.Default__DinoColorSet_Dolphin_Ocean_C) CONTENT: spots(/Game/Genesis/Dinos/BiomeVariants/Ocean_Dolphin/DinoColorSet_Dolphin_Ocean.Default__DinoColorSet_Dolphin_Ocean_C) CONTENT: Dark Muted(/Game/Genesis/Dinos/BiomeVariants/Ocean_Dolphin/DinoColorSet_Dolphin_Ocean.Default__DinoColorSet_Dolphin_Ocean_C) CONTENT: Dark Muted(/Game/Genesis/Dinos/BiomeVariants/Ocean_Dolphin/DinoColorSet_Dolphin_Ocean.Default__DinoColorSet_Dolphin_Ocean_C) CONTENT: Light Muted -g +w(/Game/Genesis/Dinos/BiomeVariants/Ocean_Dolphin/DinoColorSet_Dolphin_Ocean.Default__DinoColorSet_Dolphin_Ocean_C) CONTENT: X-Ichthyosaurus(/Engine/Transient.REINST_Ocean_Dolphin_Character_BP_C_0) CONTENT: X-Ichthyosaurus(/Engine/Transient.Default__REINST_Ocean_Dolphin_Character_BP_C_19032) CONTENT: X-Ichthyosaurus(/Engine/Transient.REINST_Ocean_Dolphin_Character_BP_C_1) CONTENT: X-Ichthyosaurus(/Engine/Transient.Default__REINST_Ocean_Dolphin_Character_BP_C_19036) CONTENT: X-Ichthyosaurus(/Game/Genesis/Dinos/BiomeVariants/Ocean_Dolphin/Ocean_Dolphin_Character_BP.Default__Ocean_Dolphin_Character_BP_C) CONTENT: Idle(/Engine/Transient.REINST_Dunkle_Character_BP_C_0) CONTENT: c_back2(/Engine/Transient.REINST_Dunkle_Character_BP_C_0) CONTENT: Swim Right(/Engine/Transient.REINST_Dunkle_Character_BP_C_0) CONTENT: c_back2(/Engine/Transient.REINST_Dunkle_Character_BP_C_0) CONTENT: Swim Left(/Engine/Transient.REINST_Dunkle_Character_BP_C_0) CONTENT: c_back2(/Engine/Transient.REINST_Dunkle_Character_BP_C_0) CONTENT: Action(/Engine/Transient.REINST_Dunkle_Character_BP_C_0) CONTENT: c_back2(/Engine/Transient.REINST_Dunkle_Character_BP_C_0) CONTENT: Dunkleosteus(/Engine/Transient.REINST_Dunkle_Character_BP_C_0) CONTENT: Idle(/Engine/Transient.Default__REINST_Dunkle_Character_BP_C_19049) CONTENT: c_back2(/Engine/Transient.Default__REINST_Dunkle_Character_BP_C_19049) CONTENT: Swim Right(/Engine/Transient.Default__REINST_Dunkle_Character_BP_C_19049) CONTENT: c_back2(/Engine/Transient.Default__REINST_Dunkle_Character_BP_C_19049) CONTENT: Swim Left(/Engine/Transient.Default__REINST_Dunkle_Character_BP_C_19049) CONTENT: c_back2(/Engine/Transient.Default__REINST_Dunkle_Character_BP_C_19049) CONTENT: Action(/Engine/Transient.Default__REINST_Dunkle_Character_BP_C_19049) CONTENT: c_back2(/Engine/Transient.Default__REINST_Dunkle_Character_BP_C_19049) CONTENT: Dunkleosteus(/Engine/Transient.Default__REINST_Dunkle_Character_BP_C_19049) CONTENT: Idle(/Engine/Transient.REINST_Dunkle_Character_BP_C_1) CONTENT: c_back2(/Engine/Transient.REINST_Dunkle_Character_BP_C_1) CONTENT: Swim Right(/Engine/Transient.REINST_Dunkle_Character_BP_C_1) CONTENT: c_back2(/Engine/Transient.REINST_Dunkle_Character_BP_C_1) CONTENT: Swim Left(/Engine/Transient.REINST_Dunkle_Character_BP_C_1) CONTENT: c_back2(/Engine/Transient.REINST_Dunkle_Character_BP_C_1) CONTENT: Action(/Engine/Transient.REINST_Dunkle_Character_BP_C_1) CONTENT: c_back2(/Engine/Transient.REINST_Dunkle_Character_BP_C_1) CONTENT: Dunkleosteus(/Engine/Transient.REINST_Dunkle_Character_BP_C_1) CONTENT: Idle(/Engine/Transient.Default__REINST_Dunkle_Character_BP_C_19053) CONTENT: c_back2(/Engine/Transient.Default__REINST_Dunkle_Character_BP_C_19053) CONTENT: Swim Right(/Engine/Transient.Default__REINST_Dunkle_Character_BP_C_19053) CONTENT: c_back2(/Engine/Transient.Default__REINST_Dunkle_Character_BP_C_19053) CONTENT: Swim Left(/Engine/Transient.Default__REINST_Dunkle_Character_BP_C_19053) CONTENT: c_back2(/Engine/Transient.Default__REINST_Dunkle_Character_BP_C_19053) CONTENT: Action(/Engine/Transient.Default__REINST_Dunkle_Character_BP_C_19053) CONTENT: c_back2(/Engine/Transient.Default__REINST_Dunkle_Character_BP_C_19053) CONTENT: Dunkleosteus(/Engine/Transient.Default__REINST_Dunkle_Character_BP_C_19053) CONTENT: Idle(/Game/PrimalEarth/Dinos/Dunkleosteus/Dunkle_Character_BP.Default__Dunkle_Character_BP_C) CONTENT: c_back2(/Game/PrimalEarth/Dinos/Dunkleosteus/Dunkle_Character_BP.Default__Dunkle_Character_BP_C) CONTENT: Swim Right(/Game/PrimalEarth/Dinos/Dunkleosteus/Dunkle_Character_BP.Default__Dunkle_Character_BP_C) CONTENT: c_back2(/Game/PrimalEarth/Dinos/Dunkleosteus/Dunkle_Character_BP.Default__Dunkle_Character_BP_C) CONTENT: Swim Left(/Game/PrimalEarth/Dinos/Dunkleosteus/Dunkle_Character_BP.Default__Dunkle_Character_BP_C) CONTENT: c_back2(/Game/PrimalEarth/Dinos/Dunkleosteus/Dunkle_Character_BP.Default__Dunkle_Character_BP_C) CONTENT: Action(/Game/PrimalEarth/Dinos/Dunkleosteus/Dunkle_Character_BP.Default__Dunkle_Character_BP_C) CONTENT: c_back2(/Game/PrimalEarth/Dinos/Dunkleosteus/Dunkle_Character_BP.Default__Dunkle_Character_BP_C) CONTENT: Dunkleosteus(/Game/PrimalEarth/Dinos/Dunkleosteus/Dunkle_Character_BP.Default__Dunkle_Character_BP_C) CONTENT: Main Body(/Game/Genesis/Dinos/BiomeVariants/Ocean_Dunkleosteus/DinoColorSet_Dunkleosteus_Ocean.Default__DinoColorSet_Dunkleosteus_Ocean_C) CONTENT: glowing spots(/Game/Genesis/Dinos/BiomeVariants/Ocean_Dunkleosteus/DinoColorSet_Dunkleosteus_Ocean.Default__DinoColorSet_Dunkleosteus_Ocean_C) CONTENT: lines on head(/Game/Genesis/Dinos/BiomeVariants/Ocean_Dunkleosteus/DinoColorSet_Dunkleosteus_Ocean.Default__DinoColorSet_Dunkleosteus_Ocean_C) CONTENT: fins(/Game/Genesis/Dinos/BiomeVariants/Ocean_Dunkleosteus/DinoColorSet_Dunkleosteus_Ocean.Default__DinoColorSet_Dunkleosteus_Ocean_C) CONTENT: glowing stripes(/Game/Genesis/Dinos/BiomeVariants/Ocean_Dunkleosteus/DinoColorSet_Dunkleosteus_Ocean.Default__DinoColorSet_Dunkleosteus_Ocean_C) CONTENT: head(/Game/Genesis/Dinos/BiomeVariants/Ocean_Dunkleosteus/DinoColorSet_Dunkleosteus_Ocean.Default__DinoColorSet_Dunkleosteus_Ocean_C) CONTENT: X-Dunkleosteus(/Engine/Transient.REINST_Ocean_Dunkle_Character_BP_C_0) CONTENT: X-Dunkleosteus(/Engine/Transient.Default__REINST_Ocean_Dunkle_Character_BP_C_19061) CONTENT: X-Dunkleosteus(/Engine/Transient.REINST_Ocean_Dunkle_Character_BP_C_1) CONTENT: X-Dunkleosteus(/Engine/Transient.Default__REINST_Ocean_Dunkle_Character_BP_C_19065) CONTENT: X-Dunkleosteus(/Game/Genesis/Dinos/BiomeVariants/Ocean_Dunkleosteus/Ocean_Dunkle_Character_BP.Default__Ocean_Dunkle_Character_BP_C) CONTENT: Megalodon Tooth(/Game/PrimalEarth/CoreBlueprints/Resources/PrimalItemResource_ApexDrop_Megalodon.Default__PrimalItemResource_ApexDrop_Megalodon_C) CONTENT: This trophy proves your worth as a hunter.(/Game/PrimalEarth/CoreBlueprints/Resources/PrimalItemResource_ApexDrop_Megalodon.Default__PrimalItemResource_ApexDrop_Megalodon_C) CONTENT: Apex Drop(/Game/PrimalEarth/CoreBlueprints/Inventories/DinoDropInventoryComponent_Carnivore_Huge_Mega.Default__DinoDropInventoryComponent_Carnivore_Huge_Mega_C) CONTENT: Apex Drop(/Game/PrimalEarth/CoreBlueprints/Inventories/DinoDropInventoryComponent_Carnivore_Huge_Mega.Default__DinoDropInventoryComponent_Carnivore_Huge_Mega_C) CONTENT: Gnashed!(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_Gnashed.Default__Buff_Gnashed_C) CONTENT: You are gnashed! You are losing 5% of your health over time!(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_Gnashed.Default__Buff_Gnashed_C) CONTENT: Idle(/Engine/Transient.REINST_Megalodon_Character_BP_C_0) CONTENT: c_back2(/Engine/Transient.REINST_Megalodon_Character_BP_C_0) CONTENT: Action(/Engine/Transient.REINST_Megalodon_Character_BP_C_0) CONTENT: c_back2(/Engine/Transient.REINST_Megalodon_Character_BP_C_0) CONTENT: Action(/Engine/Transient.REINST_Megalodon_Character_BP_C_0) CONTENT: c_back2(/Engine/Transient.REINST_Megalodon_Character_BP_C_0) CONTENT: Move(/Engine/Transient.REINST_Megalodon_Character_BP_C_0) CONTENT: c_back2(/Engine/Transient.REINST_Megalodon_Character_BP_C_0) CONTENT: Megalodon(/Engine/Transient.REINST_Megalodon_Character_BP_C_0) CONTENT: Idle(/Engine/Transient.Default__REINST_Megalodon_Character_BP_C_19094) CONTENT: c_back2(/Engine/Transient.Default__REINST_Megalodon_Character_BP_C_19094) CONTENT: Action(/Engine/Transient.Default__REINST_Megalodon_Character_BP_C_19094) CONTENT: c_back2(/Engine/Transient.Default__REINST_Megalodon_Character_BP_C_19094) CONTENT: Action(/Engine/Transient.Default__REINST_Megalodon_Character_BP_C_19094) CONTENT: c_back2(/Engine/Transient.Default__REINST_Megalodon_Character_BP_C_19094) CONTENT: Move(/Engine/Transient.Default__REINST_Megalodon_Character_BP_C_19094) CONTENT: c_back2(/Engine/Transient.Default__REINST_Megalodon_Character_BP_C_19094) CONTENT: Megalodon(/Engine/Transient.Default__REINST_Megalodon_Character_BP_C_19094) CONTENT: Idle(/Engine/Transient.REINST_Megalodon_Character_BP_C_1) CONTENT: c_back2(/Engine/Transient.REINST_Megalodon_Character_BP_C_1) CONTENT: Action(/Engine/Transient.REINST_Megalodon_Character_BP_C_1) CONTENT: c_back2(/Engine/Transient.REINST_Megalodon_Character_BP_C_1) CONTENT: Action(/Engine/Transient.REINST_Megalodon_Character_BP_C_1) CONTENT: c_back2(/Engine/Transient.REINST_Megalodon_Character_BP_C_1) CONTENT: Move(/Engine/Transient.REINST_Megalodon_Character_BP_C_1) CONTENT: c_back2(/Engine/Transient.REINST_Megalodon_Character_BP_C_1) CONTENT: Megalodon(/Engine/Transient.REINST_Megalodon_Character_BP_C_1) CONTENT: Idle(/Engine/Transient.Default__REINST_Megalodon_Character_BP_C_19098) CONTENT: c_back2(/Engine/Transient.Default__REINST_Megalodon_Character_BP_C_19098) CONTENT: Action(/Engine/Transient.Default__REINST_Megalodon_Character_BP_C_19098) CONTENT: c_back2(/Engine/Transient.Default__REINST_Megalodon_Character_BP_C_19098) CONTENT: Action(/Engine/Transient.Default__REINST_Megalodon_Character_BP_C_19098) CONTENT: c_back2(/Engine/Transient.Default__REINST_Megalodon_Character_BP_C_19098) CONTENT: Move(/Engine/Transient.Default__REINST_Megalodon_Character_BP_C_19098) CONTENT: c_back2(/Engine/Transient.Default__REINST_Megalodon_Character_BP_C_19098) CONTENT: Megalodon(/Engine/Transient.Default__REINST_Megalodon_Character_BP_C_19098) CONTENT: Idle(/Game/PrimalEarth/Dinos/Megalodon/Megalodon_Character_BP.Default__Megalodon_Character_BP_C) CONTENT: c_back2(/Game/PrimalEarth/Dinos/Megalodon/Megalodon_Character_BP.Default__Megalodon_Character_BP_C) CONTENT: Action(/Game/PrimalEarth/Dinos/Megalodon/Megalodon_Character_BP.Default__Megalodon_Character_BP_C) CONTENT: c_back2(/Game/PrimalEarth/Dinos/Megalodon/Megalodon_Character_BP.Default__Megalodon_Character_BP_C) CONTENT: Action(/Game/PrimalEarth/Dinos/Megalodon/Megalodon_Character_BP.Default__Megalodon_Character_BP_C) CONTENT: c_back2(/Game/PrimalEarth/Dinos/Megalodon/Megalodon_Character_BP.Default__Megalodon_Character_BP_C) CONTENT: Move(/Game/PrimalEarth/Dinos/Megalodon/Megalodon_Character_BP.Default__Megalodon_Character_BP_C) CONTENT: c_back2(/Game/PrimalEarth/Dinos/Megalodon/Megalodon_Character_BP.Default__Megalodon_Character_BP_C) CONTENT: Megalodon(/Game/PrimalEarth/Dinos/Megalodon/Megalodon_Character_BP.Default__Megalodon_Character_BP_C) CONTENT: Main Body(/Game/Genesis/Dinos/BiomeVariants/Ocean_Megalodon/DinoColorSet_Megalodon_Ocean.Default__DinoColorSet_Megalodon_Ocean_C) CONTENT: Dark Muted(/Game/Genesis/Dinos/BiomeVariants/Ocean_Megalodon/DinoColorSet_Megalodon_Ocean.Default__DinoColorSet_Megalodon_Ocean_C) CONTENT: spots(/Game/Genesis/Dinos/BiomeVariants/Ocean_Megalodon/DinoColorSet_Megalodon_Ocean.Default__DinoColorSet_Megalodon_Ocean_C) CONTENT: Dark Muted(/Game/Genesis/Dinos/BiomeVariants/Ocean_Megalodon/DinoColorSet_Megalodon_Ocean.Default__DinoColorSet_Megalodon_Ocean_C) CONTENT: Dark Muted(/Game/Genesis/Dinos/BiomeVariants/Ocean_Megalodon/DinoColorSet_Megalodon_Ocean.Default__DinoColorSet_Megalodon_Ocean_C) CONTENT: Light Muted -g +w(/Game/Genesis/Dinos/BiomeVariants/Ocean_Megalodon/DinoColorSet_Megalodon_Ocean.Default__DinoColorSet_Megalodon_Ocean_C) CONTENT: X-Megalodon(/Engine/Transient.REINST_Ocean_Megalodon_Character_BP_C_0) CONTENT: X-Megalodon(/Engine/Transient.Default__REINST_Ocean_Megalodon_Character_BP_C_19106) CONTENT: X-Megalodon(/Engine/Transient.REINST_Ocean_Megalodon_Character_BP_C_1) CONTENT: X-Megalodon(/Engine/Transient.Default__REINST_Ocean_Megalodon_Character_BP_C_19110) CONTENT: X-Megalodon(/Game/Genesis/Dinos/BiomeVariants/Ocean_Megalodon/Ocean_Megalodon_Character_BP.Default__Ocean_Megalodon_Character_BP_C) CONTENT: Flare Gun(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_WeaponFlareGun.Default__PrimalItem_WeaponFlareGun_C) CONTENT: A single-use flare launcher. Fires a bright ball of Sparkpowder to temporarily light an area.(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_WeaponFlareGun.Default__PrimalItem_WeaponFlareGun_C) CONTENT: Misc(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_WeaponFlareGun.Default__PrimalItem_WeaponFlareGun_C) CONTENT: Fireworks Flaregun(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Leather/PrimalItemSkin_FlaregunFireworks.Default__PrimalItemSkin_FlaregunFireworks_C) CONTENT: Light up the sky with these independent fireworks!(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Leather/PrimalItemSkin_FlaregunFireworks.Default__PrimalItemSkin_FlaregunFireworks_C) CONTENT: Holiday(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Leather/PrimalItemSkin_FlaregunFireworks.Default__PrimalItemSkin_FlaregunFireworks_C) CONTENT: Bonus Fireworks Skin(/Game/PrimalEarth/CoreBlueprints/Inventories/DinoDropInventoryComponent_Fireworks.Default__DinoDropInventoryComponent_Fireworks_C) CONTENT: Idle(/Engine/Transient.REINST_Mosa_Character_BP_C_0) CONTENT: c_back2(/Engine/Transient.REINST_Mosa_Character_BP_C_0) CONTENT: Action(/Engine/Transient.REINST_Mosa_Character_BP_C_0) CONTENT: c_back2(/Engine/Transient.REINST_Mosa_Character_BP_C_0) CONTENT: Move(/Engine/Transient.REINST_Mosa_Character_BP_C_0) CONTENT: c_back2(/Engine/Transient.REINST_Mosa_Character_BP_C_0) CONTENT: Mosasaurus(/Engine/Transient.REINST_Mosa_Character_BP_C_0) CONTENT: Idle(/Engine/Transient.Default__REINST_Mosa_Character_BP_C_19179) CONTENT: c_back2(/Engine/Transient.Default__REINST_Mosa_Character_BP_C_19179) CONTENT: Action(/Engine/Transient.Default__REINST_Mosa_Character_BP_C_19179) CONTENT: c_back2(/Engine/Transient.Default__REINST_Mosa_Character_BP_C_19179) CONTENT: Move(/Engine/Transient.Default__REINST_Mosa_Character_BP_C_19179) CONTENT: c_back2(/Engine/Transient.Default__REINST_Mosa_Character_BP_C_19179) CONTENT: Mosasaurus(/Engine/Transient.Default__REINST_Mosa_Character_BP_C_19179) CONTENT: Idle(/Engine/Transient.REINST_Mosa_Character_BP_C_1) CONTENT: c_back2(/Engine/Transient.REINST_Mosa_Character_BP_C_1) CONTENT: Action(/Engine/Transient.REINST_Mosa_Character_BP_C_1) CONTENT: c_back2(/Engine/Transient.REINST_Mosa_Character_BP_C_1) CONTENT: Move(/Engine/Transient.REINST_Mosa_Character_BP_C_1) CONTENT: c_back2(/Engine/Transient.REINST_Mosa_Character_BP_C_1) CONTENT: Mosasaurus(/Engine/Transient.REINST_Mosa_Character_BP_C_1) CONTENT: Idle(/Engine/Transient.Default__REINST_Mosa_Character_BP_C_19183) CONTENT: c_back2(/Engine/Transient.Default__REINST_Mosa_Character_BP_C_19183) CONTENT: Action(/Engine/Transient.Default__REINST_Mosa_Character_BP_C_19183) CONTENT: c_back2(/Engine/Transient.Default__REINST_Mosa_Character_BP_C_19183) CONTENT: Move(/Engine/Transient.Default__REINST_Mosa_Character_BP_C_19183) CONTENT: c_back2(/Engine/Transient.Default__REINST_Mosa_Character_BP_C_19183) CONTENT: Mosasaurus(/Engine/Transient.Default__REINST_Mosa_Character_BP_C_19183) CONTENT: Idle(/Game/PrimalEarth/Dinos/Mosasaurus/Mosa_Character_BP.Default__Mosa_Character_BP_C) CONTENT: c_back2(/Game/PrimalEarth/Dinos/Mosasaurus/Mosa_Character_BP.Default__Mosa_Character_BP_C) CONTENT: Action(/Game/PrimalEarth/Dinos/Mosasaurus/Mosa_Character_BP.Default__Mosa_Character_BP_C) CONTENT: c_back2(/Game/PrimalEarth/Dinos/Mosasaurus/Mosa_Character_BP.Default__Mosa_Character_BP_C) CONTENT: Move(/Game/PrimalEarth/Dinos/Mosasaurus/Mosa_Character_BP.Default__Mosa_Character_BP_C) CONTENT: c_back2(/Game/PrimalEarth/Dinos/Mosasaurus/Mosa_Character_BP.Default__Mosa_Character_BP_C) CONTENT: Mosasaurus(/Game/PrimalEarth/Dinos/Mosasaurus/Mosa_Character_BP.Default__Mosa_Character_BP_C) CONTENT: Main Body(/Game/Genesis/Dinos/BiomeVariants/Ocean_Mosasaurus/DinoColorSet_Mosasaurus_Ocean.Default__DinoColorSet_Mosasaurus_Ocean_C) CONTENT: back fin(/Game/Genesis/Dinos/BiomeVariants/Ocean_Mosasaurus/DinoColorSet_Mosasaurus_Ocean.Default__DinoColorSet_Mosasaurus_Ocean_C) CONTENT: interior spots(/Game/Genesis/Dinos/BiomeVariants/Ocean_Mosasaurus/DinoColorSet_Mosasaurus_Ocean.Default__DinoColorSet_Mosasaurus_Ocean_C) CONTENT: back fin(/Game/Genesis/Dinos/BiomeVariants/Ocean_Mosasaurus/DinoColorSet_Mosasaurus_Ocean.Default__DinoColorSet_Mosasaurus_Ocean_C) CONTENT: highlights(/Game/Genesis/Dinos/BiomeVariants/Ocean_Mosasaurus/DinoColorSet_Mosasaurus_Ocean.Default__DinoColorSet_Mosasaurus_Ocean_C) CONTENT: main glow(/Game/Genesis/Dinos/BiomeVariants/Ocean_Mosasaurus/DinoColorSet_Mosasaurus_Ocean.Default__DinoColorSet_Mosasaurus_Ocean_C) CONTENT: X-Mosasaurus(/Engine/Transient.REINST_Ocean_Mosa_Character_BP_C_0) CONTENT: X-Mosasaurus(/Engine/Transient.Default__REINST_Ocean_Mosa_Character_BP_C_19191) CONTENT: X-Mosasaurus(/Engine/Transient.REINST_Ocean_Mosa_Character_BP_C_1) CONTENT: X-Mosasaurus(/Engine/Transient.Default__REINST_Ocean_Mosa_Character_BP_C_19195) CONTENT: X-Mosasaurus(/Game/Genesis/Dinos/BiomeVariants/Ocean_Mosasaurus/Ocean_Mosa_Character_BP.Default__Ocean_Mosa_Character_BP_C) CONTENT: Argentavis Talon(/Game/PrimalEarth/CoreBlueprints/Resources/PrimalItemResource_ApexDrop_Argentavis.Default__PrimalItemResource_ApexDrop_Argentavis_C) CONTENT: This trophy proves your worth as a hunter.(/Game/PrimalEarth/CoreBlueprints/Resources/PrimalItemResource_ApexDrop_Argentavis.Default__PrimalItemResource_ApexDrop_Argentavis_C) CONTENT: Apex Drop(/Game/PrimalEarth/CoreBlueprints/Inventories/DinoDropInventoryComponent_Carnivore_Large_Argentavis.Default__DinoDropInventoryComponent_Carnivore_Large_Argentavis_C) CONTENT: Apex Drop(/Game/PrimalEarth/CoreBlueprints/Inventories/DinoDropInventoryComponent_Carnivore_Large_Argentavis.Default__DinoDropInventoryComponent_Carnivore_Large_Argentavis_C) CONTENT: Rapid Regeneration(/Engine/Transient.REINST_Buff_ArgentRegen_C_0) CONTENT: Rapid Regeneration(/Engine/Transient.Default__REINST_Buff_ArgentRegen_C_19218) CONTENT: Rapid Regeneration(/Engine/Transient.REINST_Buff_ArgentRegen_C_1) CONTENT: Rapid Regeneration(/Engine/Transient.Default__REINST_Buff_ArgentRegen_C_19222) CONTENT: Rapid Regeneration(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_ArgentRegen.Default__Buff_ArgentRegen_C) CONTENT: Dark Muted -g(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Argent.Default__DinoColorSet_Argent_C) CONTENT: Dark Muted -g(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Argent.Default__DinoColorSet_Argent_C) CONTENT: Dark Muted -g(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Argent.Default__DinoColorSet_Argent_C) CONTENT: Dark Muted -g(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Argent.Default__DinoColorSet_Argent_C) CONTENT: Light Muted -gb(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Argent.Default__DinoColorSet_Argent_C) CONTENT: Argentavis Egg(/Game/PrimalEarth/Test/PrimalItemConsumable_Egg_Argent.Default__PrimalItemConsumable_Egg_Argent_C) CONTENT: Idle(/Engine/Transient.REINST_Argent_Character_BP_C_0) CONTENT: Cute(/Engine/Transient.REINST_Argent_Character_BP_C_0) CONTENT: Action(/Engine/Transient.REINST_Argent_Character_BP_C_0) CONTENT: Action - Flying(/Engine/Transient.REINST_Argent_Character_BP_C_0) CONTENT: c_Spine_02(/Engine/Transient.REINST_Argent_Character_BP_C_0) CONTENT: Move(/Engine/Transient.REINST_Argent_Character_BP_C_0) CONTENT: Move - Flying(/Engine/Transient.REINST_Argent_Character_BP_C_0) CONTENT: c_Spine_02(/Engine/Transient.REINST_Argent_Character_BP_C_0) CONTENT: Argentavis(/Engine/Transient.REINST_Argent_Character_BP_C_0) CONTENT: Fertilized Argentavis Egg(/Game/PrimalEarth/Test/PrimalItemConsumable_Egg_Argent_Fertilized.Default__PrimalItemConsumable_Egg_Argent_Fertilized_C) LITERAL: ServerSettings(/Game/PrimalEarth/Dinos/Argentavis/Argent_Character_BP.Argent_Character_BP:Allow Passenger in Slot.K2Node_CallFunction_137808) LITERAL: AllowFlyerCarryPvE(/Game/PrimalEarth/Dinos/Argentavis/Argent_Character_BP.Argent_Character_BP:Allow Passenger in Slot.K2Node_CallFunction_137808) CONTENT: Idle(/Engine/Transient.Default__REINST_Argent_Character_BP_C_19247) CONTENT: Cute(/Engine/Transient.Default__REINST_Argent_Character_BP_C_19247) CONTENT: Action(/Engine/Transient.Default__REINST_Argent_Character_BP_C_19247) CONTENT: Action - Flying(/Engine/Transient.Default__REINST_Argent_Character_BP_C_19247) CONTENT: c_Spine_02(/Engine/Transient.Default__REINST_Argent_Character_BP_C_19247) CONTENT: Move(/Engine/Transient.Default__REINST_Argent_Character_BP_C_19247) CONTENT: Move - Flying(/Engine/Transient.Default__REINST_Argent_Character_BP_C_19247) CONTENT: c_Spine_02(/Engine/Transient.Default__REINST_Argent_Character_BP_C_19247) CONTENT: Argentavis(/Engine/Transient.Default__REINST_Argent_Character_BP_C_19247) CONTENT: Idle(/Engine/Transient.REINST_Argent_Character_BP_C_1) CONTENT: Cute(/Engine/Transient.REINST_Argent_Character_BP_C_1) CONTENT: Action(/Engine/Transient.REINST_Argent_Character_BP_C_1) CONTENT: Action - Flying(/Engine/Transient.REINST_Argent_Character_BP_C_1) CONTENT: c_Spine_02(/Engine/Transient.REINST_Argent_Character_BP_C_1) CONTENT: Move(/Engine/Transient.REINST_Argent_Character_BP_C_1) CONTENT: Move - Flying(/Engine/Transient.REINST_Argent_Character_BP_C_1) CONTENT: c_Spine_02(/Engine/Transient.REINST_Argent_Character_BP_C_1) CONTENT: Argentavis(/Engine/Transient.REINST_Argent_Character_BP_C_1) CONTENT: Idle(/Engine/Transient.Default__REINST_Argent_Character_BP_C_19251) CONTENT: Cute(/Engine/Transient.Default__REINST_Argent_Character_BP_C_19251) CONTENT: Action(/Engine/Transient.Default__REINST_Argent_Character_BP_C_19251) CONTENT: Action - Flying(/Engine/Transient.Default__REINST_Argent_Character_BP_C_19251) CONTENT: c_Spine_02(/Engine/Transient.Default__REINST_Argent_Character_BP_C_19251) CONTENT: Move(/Engine/Transient.Default__REINST_Argent_Character_BP_C_19251) CONTENT: Move - Flying(/Engine/Transient.Default__REINST_Argent_Character_BP_C_19251) CONTENT: c_Spine_02(/Engine/Transient.Default__REINST_Argent_Character_BP_C_19251) CONTENT: Argentavis(/Engine/Transient.Default__REINST_Argent_Character_BP_C_19251) CONTENT: Idle(/Game/PrimalEarth/Dinos/Argentavis/Argent_Character_BP.Default__Argent_Character_BP_C) CONTENT: Cute(/Game/PrimalEarth/Dinos/Argentavis/Argent_Character_BP.Default__Argent_Character_BP_C) CONTENT: Action(/Game/PrimalEarth/Dinos/Argentavis/Argent_Character_BP.Default__Argent_Character_BP_C) CONTENT: Action - Flying(/Game/PrimalEarth/Dinos/Argentavis/Argent_Character_BP.Default__Argent_Character_BP_C) CONTENT: c_Spine_02(/Game/PrimalEarth/Dinos/Argentavis/Argent_Character_BP.Default__Argent_Character_BP_C) CONTENT: Move(/Game/PrimalEarth/Dinos/Argentavis/Argent_Character_BP.Default__Argent_Character_BP_C) CONTENT: Move - Flying(/Game/PrimalEarth/Dinos/Argentavis/Argent_Character_BP.Default__Argent_Character_BP_C) CONTENT: c_Spine_02(/Game/PrimalEarth/Dinos/Argentavis/Argent_Character_BP.Default__Argent_Character_BP_C) CONTENT: Argentavis(/Game/PrimalEarth/Dinos/Argentavis/Argent_Character_BP.Default__Argent_Character_BP_C) CONTENT: main body(/Game/Genesis/Dinos/BiomeVariants/Snow_Argentavis/DinoColorSet_Snow_Argentavis.Default__DinoColorSet_Snow_Argentavis_C) CONTENT: back(/Game/Genesis/Dinos/BiomeVariants/Snow_Argentavis/DinoColorSet_Snow_Argentavis.Default__DinoColorSet_Snow_Argentavis_C) CONTENT: spots(/Game/Genesis/Dinos/BiomeVariants/Snow_Argentavis/DinoColorSet_Snow_Argentavis.Default__DinoColorSet_Snow_Argentavis_C) CONTENT: belly(/Game/Genesis/Dinos/BiomeVariants/Snow_Argentavis/DinoColorSet_Snow_Argentavis.Default__DinoColorSet_Snow_Argentavis_C) CONTENT: dark accents(/Game/Genesis/Dinos/BiomeVariants/Snow_Argentavis/DinoColorSet_Snow_Argentavis.Default__DinoColorSet_Snow_Argentavis_C) CONTENT: X-Argentavis(/Game/Genesis/Dinos/BiomeVariants/Snow_Argentavis/Snow_Argent_Character_BP.Default__Snow_Argent_Character_BP_C) CONTENT: Fertilized X-Argentavis Egg(/Game/Genesis/Dinos/BiomeVariants/Snow_Argentavis/PrimalItemConsumable_Egg_Argent_Fertilized_Snow.Default__PrimalItemConsumable_Egg_Argent_Fertilized_Snow_C) CONTENT: main body(/Game/Genesis/Dinos/BiomeVariants/Snow_Otter/DinoColorSet_Snow_Otter.Default__DinoColorSet_Snow_Otter_C) CONTENT: dark accents(/Game/Genesis/Dinos/BiomeVariants/Snow_Otter/DinoColorSet_Snow_Otter.Default__DinoColorSet_Snow_Otter_C) CONTENT: spots(/Game/Genesis/Dinos/BiomeVariants/Snow_Otter/DinoColorSet_Snow_Otter.Default__DinoColorSet_Snow_Otter_C) CONTENT: belly(/Game/Genesis/Dinos/BiomeVariants/Snow_Otter/DinoColorSet_Snow_Otter.Default__DinoColorSet_Snow_Otter_C) CONTENT: back(/Game/Genesis/Dinos/BiomeVariants/Snow_Otter/DinoColorSet_Snow_Otter.Default__DinoColorSet_Snow_Otter_C) CONTENT: X-Otter(/Engine/Transient.REINST_Snow_Otter_Character_BP_C_0) CONTENT: X-Otter(/Engine/Transient.Default__REINST_Snow_Otter_Character_BP_C_19262) CONTENT: X-Otter(/Engine/Transient.REINST_Snow_Otter_Character_BP_C_1) CONTENT: X-Otter(/Engine/Transient.Default__REINST_Snow_Otter_Character_BP_C_19266) CONTENT: X-Otter(/Game/Genesis/Dinos/BiomeVariants/Snow_Otter/Snow_Otter_Character_BP.Default__Snow_Otter_Character_BP_C) CONTENT: belly(/Game/Genesis/Dinos/BiomeVariants/Snow_Saber/DinoColorSet_Snow_Saber.Default__DinoColorSet_Snow_Saber_C) CONTENT: spots(/Game/Genesis/Dinos/BiomeVariants/Snow_Saber/DinoColorSet_Snow_Saber.Default__DinoColorSet_Snow_Saber_C) CONTENT: spots center(/Game/Genesis/Dinos/BiomeVariants/Snow_Saber/DinoColorSet_Snow_Saber.Default__DinoColorSet_Snow_Saber_C) CONTENT: main body(/Game/Genesis/Dinos/BiomeVariants/Snow_Saber/DinoColorSet_Snow_Saber.Default__DinoColorSet_Snow_Saber_C) CONTENT: X-Sabertooth(/Engine/Transient.REINST_Snow_Saber_Character_BP_C_0) CONTENT: X-Sabertooth(/Engine/Transient.Default__REINST_Snow_Saber_Character_BP_C_19274) CONTENT: X-Sabertooth(/Engine/Transient.REINST_Snow_Saber_Character_BP_C_1) CONTENT: X-Sabertooth(/Engine/Transient.Default__REINST_Snow_Saber_Character_BP_C_19278) CONTENT: X-Sabertooth(/Game/Genesis/Dinos/BiomeVariants/Snow_Saber/Snow_Saber_Character_BP.Default__Snow_Saber_Character_BP_C) CONTENT: main body(/Game/Genesis/Dinos/BiomeVariants/Snow_WoollyRhino/DinoColorSet_Snow_Rhino.Default__DinoColorSet_Snow_Rhino_C) CONTENT: dark accents(/Game/Genesis/Dinos/BiomeVariants/Snow_WoollyRhino/DinoColorSet_Snow_Rhino.Default__DinoColorSet_Snow_Rhino_C) CONTENT: spots(/Game/Genesis/Dinos/BiomeVariants/Snow_WoollyRhino/DinoColorSet_Snow_Rhino.Default__DinoColorSet_Snow_Rhino_C) CONTENT: belly(/Game/Genesis/Dinos/BiomeVariants/Snow_WoollyRhino/DinoColorSet_Snow_Rhino.Default__DinoColorSet_Snow_Rhino_C) CONTENT: back(/Game/Genesis/Dinos/BiomeVariants/Snow_WoollyRhino/DinoColorSet_Snow_Rhino.Default__DinoColorSet_Snow_Rhino_C) CONTENT: X-Woolly Rhino(/Engine/Transient.REINST_Snow_Rhino_Character_BP_C_0) CONTENT: X-Woolly Rhino(/Engine/Transient.Default__REINST_Snow_Rhino_Character_BP_C_19286) CONTENT: X-Woolly Rhino(/Engine/Transient.REINST_Snow_Rhino_Character_BP_C_1) CONTENT: X-Woolly Rhino(/Engine/Transient.Default__REINST_Snow_Rhino_Character_BP_C_19290) CONTENT: X-Woolly Rhino(/Game/Genesis/Dinos/BiomeVariants/Snow_WoollyRhino/Snow_Rhino_Character_BP.Default__Snow_Rhino_Character_BP_C) CONTENT: main body(/Game/Genesis/Dinos/BiomeVariants/Snow_Yutyrannus/DinoColorSet_Snow_Yutyrannus.Default__DinoColorSet_Snow_Yutyrannus_C) CONTENT: dark accents(/Game/Genesis/Dinos/BiomeVariants/Snow_Yutyrannus/DinoColorSet_Snow_Yutyrannus.Default__DinoColorSet_Snow_Yutyrannus_C) CONTENT: spots(/Game/Genesis/Dinos/BiomeVariants/Snow_Yutyrannus/DinoColorSet_Snow_Yutyrannus.Default__DinoColorSet_Snow_Yutyrannus_C) CONTENT: belly(/Game/Genesis/Dinos/BiomeVariants/Snow_Yutyrannus/DinoColorSet_Snow_Yutyrannus.Default__DinoColorSet_Snow_Yutyrannus_C) CONTENT: back(/Game/Genesis/Dinos/BiomeVariants/Snow_Yutyrannus/DinoColorSet_Snow_Yutyrannus.Default__DinoColorSet_Snow_Yutyrannus_C) CONTENT: X-Yutyrannus(/Engine/Transient.REINST_Snow_Yutyrannus_Character_BP_C_0) CONTENT: Fertilized X-Yutyrannus Egg(/Game/Genesis/Dinos/BiomeVariants/Snow_Yutyrannus/PrimalItemConsumable_Egg_Yuty_Fertilized_Snow.Default__PrimalItemConsumable_Egg_Yuty_Fertilized_Snow_C) CONTENT: X-Yutyrannus(/Engine/Transient.Default__REINST_Snow_Yutyrannus_Character_BP_C_19299) CONTENT: X-Yutyrannus(/Engine/Transient.REINST_Snow_Yutyrannus_Character_BP_C_1) CONTENT: X-Yutyrannus(/Engine/Transient.Default__REINST_Snow_Yutyrannus_Character_BP_C_19303) CONTENT: X-Yutyrannus(/Game/Genesis/Dinos/BiomeVariants/Snow_Yutyrannus/Snow_Yutyrannus_Character_BP.Default__Snow_Yutyrannus_Character_BP_C) CONTENT: Gen2(/Game/Genesis2/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekBoots_Gen2.Default__PrimalItemArmor_TekBoots_Gen2_C) CONTENT: Federation Exo Boots(/Game/Genesis2/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekBoots_Gen2.Default__PrimalItemArmor_TekBoots_Gen2_C) CONTENT: Gen2(/Game/Genesis2/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekGloves_Gen2.Default__PrimalItemArmor_TekGloves_Gen2_C) CONTENT: Federation Exo-Gloves(/Game/Genesis2/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekGloves_Gen2.Default__PrimalItemArmor_TekGloves_Gen2_C) CONTENT: Gen2(/Game/Genesis2/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekHelmet_Gen2.Default__PrimalItemArmor_TekHelmet_Gen2_C) CONTENT: Federation Exo Helmet(/Game/Genesis2/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekHelmet_Gen2.Default__PrimalItemArmor_TekHelmet_Gen2_C) CONTENT: Gen2(/Game/Genesis2/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekPants_Gen2.Default__PrimalItemArmor_TekPants_Gen2_C) CONTENT: Federation Exo-leggings(/Game/Genesis2/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekPants_Gen2.Default__PrimalItemArmor_TekPants_Gen2_C) CONTENT: Gen2(/Engine/Transient.REINST_PrimalItemArmor_TekShirt_Gen2_C_0) CONTENT: Federation Exo-Chestpiece(/Engine/Transient.REINST_PrimalItemArmor_TekShirt_Gen2_C_0) CONTENT: Gen2(/Engine/Transient.Default__REINST_PrimalItemArmor_TekShirt_Gen2_C_19424) CONTENT: Federation Exo-Chestpiece(/Engine/Transient.Default__REINST_PrimalItemArmor_TekShirt_Gen2_C_19424) CONTENT: Gen2(/Engine/Transient.REINST_PrimalItemArmor_TekShirt_Gen2_C_1) CONTENT: Federation Exo-Chestpiece(/Engine/Transient.REINST_PrimalItemArmor_TekShirt_Gen2_C_1) CONTENT: Gen2(/Engine/Transient.Default__REINST_PrimalItemArmor_TekShirt_Gen2_C_19428) CONTENT: Federation Exo-Chestpiece(/Engine/Transient.Default__REINST_PrimalItemArmor_TekShirt_Gen2_C_19428) CONTENT: Gen2(/Game/Genesis2/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekShirt_Gen2.Default__PrimalItemArmor_TekShirt_Gen2_C) CONTENT: Federation Exo-Chestpiece(/Game/Genesis2/CoreBlueprints/Items/Armor/TEK/PrimalItemArmor_TekShirt_Gen2.Default__PrimalItemArmor_TekShirt_Gen2_C) CONTENT: Allosaurus Brain(/Game/PrimalEarth/CoreBlueprints/Resources/PrimalItemResource_ApexDrop_Allo.Default__PrimalItemResource_ApexDrop_Allo_C) CONTENT: This trophy proves your worth as a hunter.(/Game/PrimalEarth/CoreBlueprints/Resources/PrimalItemResource_ApexDrop_Allo.Default__PrimalItemResource_ApexDrop_Allo_C) CONTENT: Survivor(/Game/PrimalEarth/CoreBlueprints/Inventories/DinoDropInventoryComponent_Carnivore_Large_Allo.Default__DinoDropInventoryComponent_Carnivore_Large_Allo_C) CONTENT: Survivor(/Game/PrimalEarth/CoreBlueprints/Inventories/DinoDropInventoryComponent_Carnivore_Large_Allo.Default__DinoDropInventoryComponent_Carnivore_Large_Allo_C) CONTENT: Survivor(/Game/PrimalEarth/CoreBlueprints/Inventories/DinoDropInventoryComponent_Carnivore_Large_Allo.Default__DinoDropInventoryComponent_Carnivore_Large_Allo_C) CONTENT: Apex Drop(/Game/PrimalEarth/CoreBlueprints/Inventories/DinoDropInventoryComponent_Carnivore_Large_Allo.Default__DinoDropInventoryComponent_Carnivore_Large_Allo_C) CONTENT: Apex Drop(/Game/PrimalEarth/CoreBlueprints/Inventories/DinoDropInventoryComponent_Carnivore_Large_Allo.Default__DinoDropInventoryComponent_Carnivore_Large_Allo_C) CONTENT: All Muted No Alb(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Allo.Default__DinoColorSet_Allo_C) CONTENT: All Muted No Alb(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Allo.Default__DinoColorSet_Allo_C) CONTENT: All Muted No Alb(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Allo.Default__DinoColorSet_Allo_C) CONTENT: All Muted No Alb(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Allo.Default__DinoColorSet_Allo_C) CONTENT: All Muted No Alb(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Allo.Default__DinoColorSet_Allo_C) CONTENT: All Muted No Alb(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Allo.Default__DinoColorSet_Allo_C) CONTENT: Allosaurus Egg(/Game/PrimalEarth/Test/PrimalItemConsumable_Egg_Allo.Default__PrimalItemConsumable_Egg_Allo_C) CONTENT: Idle(/Engine/Transient.REINST_Allo_Character_BP_C_0) CONTENT: Cute(/Engine/Transient.REINST_Allo_Character_BP_C_0) CONTENT: Action(/Engine/Transient.REINST_Allo_Character_BP_C_0) CONTENT: Move(/Engine/Transient.REINST_Allo_Character_BP_C_0) CONTENT: c_back2(/Engine/Transient.REINST_Allo_Character_BP_C_0) CONTENT: Allosaurus(/Engine/Transient.REINST_Allo_Character_BP_C_0) CONTENT: Fertilized Allosaurus Egg(/Game/PrimalEarth/Test/PrimalItemConsumable_Egg_Allo_Fertilized.Default__PrimalItemConsumable_Egg_Allo_Fertilized_C) CONTENT: Idle(/Engine/Transient.Default__REINST_Allo_Character_BP_C_19454) CONTENT: Cute(/Engine/Transient.Default__REINST_Allo_Character_BP_C_19454) CONTENT: Action(/Engine/Transient.Default__REINST_Allo_Character_BP_C_19454) CONTENT: Move(/Engine/Transient.Default__REINST_Allo_Character_BP_C_19454) CONTENT: c_back2(/Engine/Transient.Default__REINST_Allo_Character_BP_C_19454) CONTENT: Allosaurus(/Engine/Transient.Default__REINST_Allo_Character_BP_C_19454) CONTENT: Idle(/Engine/Transient.REINST_Allo_Character_BP_C_1) CONTENT: Cute(/Engine/Transient.REINST_Allo_Character_BP_C_1) CONTENT: Action(/Engine/Transient.REINST_Allo_Character_BP_C_1) CONTENT: Move(/Engine/Transient.REINST_Allo_Character_BP_C_1) CONTENT: c_back2(/Engine/Transient.REINST_Allo_Character_BP_C_1) CONTENT: Allosaurus(/Engine/Transient.REINST_Allo_Character_BP_C_1) CONTENT: Idle(/Engine/Transient.Default__REINST_Allo_Character_BP_C_19458) CONTENT: Cute(/Engine/Transient.Default__REINST_Allo_Character_BP_C_19458) CONTENT: Action(/Engine/Transient.Default__REINST_Allo_Character_BP_C_19458) CONTENT: Move(/Engine/Transient.Default__REINST_Allo_Character_BP_C_19458) CONTENT: c_back2(/Engine/Transient.Default__REINST_Allo_Character_BP_C_19458) CONTENT: Allosaurus(/Engine/Transient.Default__REINST_Allo_Character_BP_C_19458) CONTENT: Idle(/Game/PrimalEarth/Dinos/Allosaurus/Allo_Character_BP.Default__Allo_Character_BP_C) CONTENT: Cute(/Game/PrimalEarth/Dinos/Allosaurus/Allo_Character_BP.Default__Allo_Character_BP_C) CONTENT: Action(/Game/PrimalEarth/Dinos/Allosaurus/Allo_Character_BP.Default__Allo_Character_BP_C) CONTENT: Move(/Game/PrimalEarth/Dinos/Allosaurus/Allo_Character_BP.Default__Allo_Character_BP_C) CONTENT: c_back2(/Game/PrimalEarth/Dinos/Allosaurus/Allo_Character_BP.Default__Allo_Character_BP_C) CONTENT: Allosaurus(/Game/PrimalEarth/Dinos/Allosaurus/Allo_Character_BP.Default__Allo_Character_BP_C) CONTENT: main color(/Game/Genesis2/Dinos/BiomeVariants/Allosaurus_Rockwell/DinoColorSet_Allosaurus_Rockwell.Default__DinoColorSet_Allosaurus_Rockwell_C) CONTENT: back color(/Game/Genesis2/Dinos/BiomeVariants/Allosaurus_Rockwell/DinoColorSet_Allosaurus_Rockwell.Default__DinoColorSet_Allosaurus_Rockwell_C) CONTENT: spines(/Game/Genesis2/Dinos/BiomeVariants/Allosaurus_Rockwell/DinoColorSet_Allosaurus_Rockwell.Default__DinoColorSet_Allosaurus_Rockwell_C) CONTENT: spine tips(/Game/Genesis2/Dinos/BiomeVariants/Allosaurus_Rockwell/DinoColorSet_Allosaurus_Rockwell.Default__DinoColorSet_Allosaurus_Rockwell_C) CONTENT: stripes(/Game/Genesis2/Dinos/BiomeVariants/Allosaurus_Rockwell/DinoColorSet_Allosaurus_Rockwell.Default__DinoColorSet_Allosaurus_Rockwell_C) CONTENT: tertiary color(/Game/Genesis2/Dinos/BiomeVariants/Allosaurus_Rockwell/DinoColorSet_Allosaurus_Rockwell.Default__DinoColorSet_Allosaurus_Rockwell_C) CONTENT: R-Allosaurus Egg(/Game/Genesis2/Dinos/BiomeVariants/DinoEggs/PrimalItemConsumable_Egg_Allo_Gen2.Default__PrimalItemConsumable_Egg_Allo_Gen2_C) CONTENT: R-Allosaurus (/Engine/Transient.REINST_Allo_Character_BP_Rockwell_C_0) CONTENT: Fertilized R-Allosaurus Egg(/Game/Genesis2/Dinos/BiomeVariants/DinoEggs/PrimalItemConsumable_Egg_Allo_Gen2_Fertilized.Default__PrimalItemConsumable_Egg_Allo_Gen2_Fertilized_C) CONTENT: R-Allosaurus (/Engine/Transient.Default__REINST_Allo_Character_BP_Rockwell_C_19468) CONTENT: R-Allosaurus (/Engine/Transient.REINST_Allo_Character_BP_Rockwell_C_1) CONTENT: R-Allosaurus (/Engine/Transient.Default__REINST_Allo_Character_BP_Rockwell_C_19472) CONTENT: R-Allosaurus (/Game/Genesis2/Dinos/BiomeVariants/Allo_Character_BP_Rockwell.Default__Allo_Character_BP_Rockwell_C) CONTENT: main color(/Game/Genesis2/Dinos/BiomeVariants/Carno_Rockwell/DinoColorSet_Carno_Rockwell.Default__DinoColorSet_Carno_Rockwell_C) CONTENT: borders(/Game/Genesis2/Dinos/BiomeVariants/Carno_Rockwell/DinoColorSet_Carno_Rockwell.Default__DinoColorSet_Carno_Rockwell_C) CONTENT: spots(/Game/Genesis2/Dinos/BiomeVariants/Carno_Rockwell/DinoColorSet_Carno_Rockwell.Default__DinoColorSet_Carno_Rockwell_C) CONTENT: belly(/Game/Genesis2/Dinos/BiomeVariants/Carno_Rockwell/DinoColorSet_Carno_Rockwell.Default__DinoColorSet_Carno_Rockwell_C) CONTENT: back(/Game/Genesis2/Dinos/BiomeVariants/Carno_Rockwell/DinoColorSet_Carno_Rockwell.Default__DinoColorSet_Carno_Rockwell_C) CONTENT: R-Carno Egg(/Game/Genesis2/Dinos/BiomeVariants/DinoEggs/PrimalItemConsumable_Egg_Carno_Gen2.Default__PrimalItemConsumable_Egg_Carno_Gen2_C) CONTENT: R-Carnotaurus(/Engine/Transient.REINST_Carno_Character_BP_Rockwell_C_0) CONTENT: Fertilized R-Carno Egg(/Game/Genesis2/Dinos/BiomeVariants/DinoEggs/PrimalItemConsumable_Egg_Carno_Gen2_Fertilized.Default__PrimalItemConsumable_Egg_Carno_Gen2_Fertilized_C) CONTENT: R-Carnotaurus(/Engine/Transient.Default__REINST_Carno_Character_BP_Rockwell_C_19482) CONTENT: R-Carnotaurus(/Engine/Transient.REINST_Carno_Character_BP_Rockwell_C_1) CONTENT: R-Carnotaurus(/Engine/Transient.Default__REINST_Carno_Character_BP_Rockwell_C_19486) CONTENT: R-Carnotaurus(/Game/Genesis2/Dinos/BiomeVariants/Carno_Character_BP_Rockwell.Default__Carno_Character_BP_Rockwell_C) CONTENT: main(/Game/Genesis2/Dinos/BiomeVariants/DinoColorSet_Eden.Default__DinoColorSet_Eden_C) CONTENT: accents(/Game/Genesis2/Dinos/BiomeVariants/DinoColorSet_Eden.Default__DinoColorSet_Eden_C) CONTENT: stripes(/Game/Genesis2/Dinos/BiomeVariants/DinoColorSet_Eden.Default__DinoColorSet_Eden_C) CONTENT: accent(/Game/Genesis2/Dinos/BiomeVariants/DinoColorSet_Eden.Default__DinoColorSet_Eden_C) CONTENT: belly(/Game/Genesis2/Dinos/BiomeVariants/DinoColorSet_Eden.Default__DinoColorSet_Eden_C) CONTENT: back(/Game/Genesis2/Dinos/BiomeVariants/DinoColorSet_Eden.Default__DinoColorSet_Eden_C) CONTENT: R-Daeodon(/Engine/Transient.REINST_Daeodon_Character_BP_Eden_C_0) CONTENT: R-Daeodon(/Engine/Transient.Default__REINST_Daeodon_Character_BP_Eden_C_19494) CONTENT: R-Daeodon(/Engine/Transient.REINST_Daeodon_Character_BP_Eden_C_1) CONTENT: R-Daeodon(/Engine/Transient.Default__REINST_Daeodon_Character_BP_Eden_C_19498) CONTENT: R-Daeodon(/Game/Genesis2/Dinos/BiomeVariants/Daeodon_Character_BP_Eden.Default__Daeodon_Character_BP_Eden_C) CONTENT: main color(/Game/Genesis2/Dinos/BiomeVariants/Dilo_Rockwell/DinoColorSet_Dilo_Rockwell.Default__DinoColorSet_Dilo_Rockwell_C) CONTENT: back color(/Game/Genesis2/Dinos/BiomeVariants/Dilo_Rockwell/DinoColorSet_Dilo_Rockwell.Default__DinoColorSet_Dilo_Rockwell_C) CONTENT: spines(/Game/Genesis2/Dinos/BiomeVariants/Dilo_Rockwell/DinoColorSet_Dilo_Rockwell.Default__DinoColorSet_Dilo_Rockwell_C) CONTENT: spine tips(/Game/Genesis2/Dinos/BiomeVariants/Dilo_Rockwell/DinoColorSet_Dilo_Rockwell.Default__DinoColorSet_Dilo_Rockwell_C) CONTENT: stripes(/Game/Genesis2/Dinos/BiomeVariants/Dilo_Rockwell/DinoColorSet_Dilo_Rockwell.Default__DinoColorSet_Dilo_Rockwell_C) CONTENT: tertiary color(/Game/Genesis2/Dinos/BiomeVariants/Dilo_Rockwell/DinoColorSet_Dilo_Rockwell.Default__DinoColorSet_Dilo_Rockwell_C) CONTENT: R-Dilo Egg(/Game/Genesis2/Dinos/BiomeVariants/DinoEggs/PrimalItemConsumable_Egg_Dilo_Gen2.Default__PrimalItemConsumable_Egg_Dilo_Gen2_C) CONTENT: R-Dilophosaur(/Engine/Transient.REINST_Dilo_Character_BP_Rockwell_C_0) CONTENT: Fertilized R-Dilo Egg(/Game/Genesis2/Dinos/BiomeVariants/DinoEggs/PrimalItemConsumable_Egg_Dilo_Gen2_Fertilized.Default__PrimalItemConsumable_Egg_Dilo_Gen2_Fertilized_C) CONTENT: R-Dilophosaur(/Engine/Transient.Default__REINST_Dilo_Character_BP_Rockwell_C_19508) CONTENT: R-Dilophosaur(/Engine/Transient.REINST_Dilo_Character_BP_Rockwell_C_1) CONTENT: R-Dilophosaur(/Engine/Transient.Default__REINST_Dilo_Character_BP_Rockwell_C_19512) CONTENT: R-Dilophosaur(/Game/Genesis2/Dinos/BiomeVariants/Dilo_Character_BP_Rockwell.Default__Dilo_Character_BP_Rockwell_C) CONTENT: Idle(/Engine/Transient.REINST_Direbear_Character_BP_C_0) CONTENT: Cute(/Engine/Transient.REINST_Direbear_Character_BP_C_0) CONTENT: Action(/Engine/Transient.REINST_Direbear_Character_BP_C_0) CONTENT: Action Attack(/Engine/Transient.REINST_Direbear_Character_BP_C_0) CONTENT: Move(/Engine/Transient.REINST_Direbear_Character_BP_C_0) CONTENT: c_back4(/Engine/Transient.REINST_Direbear_Character_BP_C_0) CONTENT: Dire Bear(/Engine/Transient.REINST_Direbear_Character_BP_C_0) CONTENT: Bee Protection(/Engine/Transient.REINST_Buff_ImmuneToBees_C_0) CONTENT: You have some protection from bees!(/Engine/Transient.REINST_Buff_ImmuneToBees_C_0) CONTENT: Idle(/Engine/Transient.REINST_Bee_Character_BP_C_0) CONTENT: c_abdomen1(/Engine/Transient.REINST_Bee_Character_BP_C_0) CONTENT: Cute(/Engine/Transient.REINST_Bee_Character_BP_C_0) CONTENT: c_abdomen1(/Engine/Transient.REINST_Bee_Character_BP_C_0) CONTENT: Action(/Engine/Transient.REINST_Bee_Character_BP_C_0) CONTENT: c_abdomen1(/Engine/Transient.REINST_Bee_Character_BP_C_0) CONTENT: Move(/Engine/Transient.REINST_Bee_Character_BP_C_0) CONTENT: c_abdomen1(/Engine/Transient.REINST_Bee_Character_BP_C_0) CONTENT: Giant Bee(/Engine/Transient.REINST_Bee_Character_BP_C_0) CONTENT: BEES!(/Engine/Transient.REINST_Buff_BeeSting_C_0) CONTENT: You have been stung by BEES!(/Engine/Transient.REINST_Buff_BeeSting_C_0) LITERAL: ResetValues(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_BeeSting.Buff_BeeSting:EventGraph.K2Node_CallFunction_184690) CONTENT: BEES!(/Engine/Transient.Default__REINST_Buff_BeeSting_C_19542) CONTENT: You have been stung by BEES!(/Engine/Transient.Default__REINST_Buff_BeeSting_C_19542) CONTENT: BEES!(/Engine/Transient.REINST_Buff_BeeSting_C_1) CONTENT: You have been stung by BEES!(/Engine/Transient.REINST_Buff_BeeSting_C_1) CONTENT: BodyHighlights(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Bee.Default__DinoColorSet_Bee_C) CONTENT: **Not Used**(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Bee.Default__DinoColorSet_Bee_C) CONTENT: Legs Highlight(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Bee.Default__DinoColorSet_Bee_C) CONTENT: **Not Used**(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Bee.Default__DinoColorSet_Bee_C) CONTENT: **Not Used**(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Bee.Default__DinoColorSet_Bee_C) CONTENT: BodyDark(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Bee.Default__DinoColorSet_Bee_C) CONTENT: Structure(/Engine/Transient.REINST_StructureItemContainerBaseBP_VisualItems_C_0) CONTENT: Structure(/Engine/Transient.Default__REINST_StructureItemContainerBaseBP_VisualItems_C_19559) CONTENT: Structure(/Engine/Transient.REINST_StructureItemContainerBaseBP_VisualItems_C_1) CONTENT: Provide rare flowers to keep the hive healthy(/Engine/Transient.REINST_PrimalInventoryBP_BeeHive_C_0) CONTENT: Bee Hive(/Engine/Transient.REINST_PrimalInventoryBP_BeeHive_C_0) CONTENT: Provide rare flowers to keep the hive healthy(/Engine/Transient.Default__REINST_PrimalInventoryBP_BeeHive_C_19566) CONTENT: Bee Hive(/Engine/Transient.Default__REINST_PrimalInventoryBP_BeeHive_C_19566) CONTENT: Provide rare flowers to keep the hive healthy(/Engine/Transient.REINST_PrimalInventoryBP_BeeHive_C_1) CONTENT: Bee Hive(/Engine/Transient.REINST_PrimalInventoryBP_BeeHive_C_1) CONTENT: Idle(/Engine/Transient.REINST_Bee_Queen_Character_BP_C_0) CONTENT: c_abdomen1(/Engine/Transient.REINST_Bee_Queen_Character_BP_C_0) CONTENT: Cute(/Engine/Transient.REINST_Bee_Queen_Character_BP_C_0) CONTENT: c_abdomen1(/Engine/Transient.REINST_Bee_Queen_Character_BP_C_0) CONTENT: Action(/Engine/Transient.REINST_Bee_Queen_Character_BP_C_0) CONTENT: c_abdomen1(/Engine/Transient.REINST_Bee_Queen_Character_BP_C_0) CONTENT: Move(/Engine/Transient.REINST_Bee_Queen_Character_BP_C_0) CONTENT: c_abdomen1(/Engine/Transient.REINST_Bee_Queen_Character_BP_C_0) CONTENT: Giant Queen Bee(/Engine/Transient.REINST_Bee_Queen_Character_BP_C_0) LITERAL: Init(/Game/PrimalEarth/Dinos/Bee/Bee_Queen_Character_BP.Bee_Queen_Character_BP:EventGraph.K2Node_CallFunction_261282) LITERAL: TimerUpdateDrones(/Game/PrimalEarth/Dinos/Bee/Bee_Queen_Character_BP.Bee_Queen_Character_BP:EventGraph.K2Node_CallFunction_99125) LITERAL: Obtain Bee Hive(/Game/PrimalEarth/Dinos/Bee/Bee_Queen_Character_BP.Bee_Queen_Character_BP:BPGetMultiUseEntries.K2Node_MakeStruct_4020) LITERAL: Suicide(/Game/PrimalEarth/Dinos/Bee/Bee_Queen_Character_BP.Bee_Queen_Character_BP:BPTryMultiUse.K2Node_CallFunction_68045) CONTENT: Bee Hive(/Engine/Transient.REINST_BeeHive_C_0) LITERAL: Attack For Honey(/Game/PrimalEarth/Structures/BeeHive/BeeHive.BeeHive:BlueprintDrawHUD.K2Node_CallFunction_57473) LITERAL: Gather Honey: {time}(/Game/PrimalEarth/Structures/BeeHive/BeeHive.BeeHive:BlueprintDrawHUD.K2Node_FormatText_6) LITERAL: Gather Honey(/Game/PrimalEarth/Structures/BeeHive/BeeHive.BeeHive:BPGetMultiUseEntries.K2Node_CallFunction_57473) LITERAL: Gather Honey: {time}(/Game/PrimalEarth/Structures/BeeHive/BeeHive.BeeHive:BPGetMultiUseEntries.K2Node_FormatText_6) LITERAL: CheckUpdateStencilValues(/Game/PrimalEarth/Structures/BeeHive/BeeHive.BeeHive:BPUnstasis.K2Node_CallFunction_36378) LITERAL: CheckUpdateStencilValues(/Game/PrimalEarth/Structures/BeeHive/BeeHive.BeeHive:EventGraph.K2Node_CallFunction_36378) CONTENT: Bee Hive(/Game/PrimalEarth/Structures/BeeHive/PrimalItemStructure_BeeHive.Default__PrimalItemStructure_BeeHive_C) CONTENT: Bee hives house a queen bee and produces honey.(/Game/PrimalEarth/Structures/BeeHive/PrimalItemStructure_BeeHive.Default__PrimalItemStructure_BeeHive_C) CONTENT: Structures(/Game/PrimalEarth/Structures/BeeHive/PrimalItemStructure_BeeHive.Default__PrimalItemStructure_BeeHive_C) CONTENT: Metal(/Game/PrimalEarth/Structures/BeeHive/PrimalItemStructure_BeeHive.Default__PrimalItemStructure_BeeHive_C) CONTENT: Bee Hive(/Engine/Transient.Default__REINST_BeeHive_C_19576) LITERAL: Gather Honey: {time}(/Game/PrimalEarth/Structures/BeeHive/BeeHive.BeeHive:EdGraph_64047.K2Node_CallFunction_158716) LITERAL: time(/Game/PrimalEarth/Structures/BeeHive/BeeHive.BeeHive:EdGraph_64047.K2Node_MakeStruct_1206) LITERAL: Gather Honey: {time}(/Game/PrimalEarth/Structures/BeeHive/BeeHive.BeeHive:EdGraph_64058.K2Node_CallFunction_158724) LITERAL: time(/Game/PrimalEarth/Structures/BeeHive/BeeHive.BeeHive:EdGraph_64058.K2Node_MakeStruct_1207) CONTENT: Bee Hive(/Engine/Transient.REINST_BeeHive_C_1) CONTENT: Idle(/Engine/Transient.Default__REINST_Bee_Queen_Character_BP_C_19590) CONTENT: c_abdomen1(/Engine/Transient.Default__REINST_Bee_Queen_Character_BP_C_19590) CONTENT: Cute(/Engine/Transient.Default__REINST_Bee_Queen_Character_BP_C_19590) CONTENT: c_abdomen1(/Engine/Transient.Default__REINST_Bee_Queen_Character_BP_C_19590) CONTENT: Action(/Engine/Transient.Default__REINST_Bee_Queen_Character_BP_C_19590) CONTENT: c_abdomen1(/Engine/Transient.Default__REINST_Bee_Queen_Character_BP_C_19590) CONTENT: Move(/Engine/Transient.Default__REINST_Bee_Queen_Character_BP_C_19590) CONTENT: c_abdomen1(/Engine/Transient.Default__REINST_Bee_Queen_Character_BP_C_19590) CONTENT: Giant Queen Bee(/Engine/Transient.Default__REINST_Bee_Queen_Character_BP_C_19590) CONTENT: Idle(/Engine/Transient.REINST_Bee_Queen_Character_BP_C_1) CONTENT: c_abdomen1(/Engine/Transient.REINST_Bee_Queen_Character_BP_C_1) CONTENT: Cute(/Engine/Transient.REINST_Bee_Queen_Character_BP_C_1) CONTENT: c_abdomen1(/Engine/Transient.REINST_Bee_Queen_Character_BP_C_1) CONTENT: Action(/Engine/Transient.REINST_Bee_Queen_Character_BP_C_1) CONTENT: c_abdomen1(/Engine/Transient.REINST_Bee_Queen_Character_BP_C_1) CONTENT: Move(/Engine/Transient.REINST_Bee_Queen_Character_BP_C_1) CONTENT: c_abdomen1(/Engine/Transient.REINST_Bee_Queen_Character_BP_C_1) CONTENT: Giant Queen Bee(/Engine/Transient.REINST_Bee_Queen_Character_BP_C_1) CONTENT: Idle(/Engine/Transient.Default__REINST_Bee_Character_BP_C_19597) CONTENT: c_abdomen1(/Engine/Transient.Default__REINST_Bee_Character_BP_C_19597) CONTENT: Cute(/Engine/Transient.Default__REINST_Bee_Character_BP_C_19597) CONTENT: c_abdomen1(/Engine/Transient.Default__REINST_Bee_Character_BP_C_19597) CONTENT: Action(/Engine/Transient.Default__REINST_Bee_Character_BP_C_19597) CONTENT: c_abdomen1(/Engine/Transient.Default__REINST_Bee_Character_BP_C_19597) CONTENT: Move(/Engine/Transient.Default__REINST_Bee_Character_BP_C_19597) CONTENT: c_abdomen1(/Engine/Transient.Default__REINST_Bee_Character_BP_C_19597) CONTENT: Giant Bee(/Engine/Transient.Default__REINST_Bee_Character_BP_C_19597) CONTENT: Idle(/Engine/Transient.REINST_Bee_Character_BP_C_1) CONTENT: c_abdomen1(/Engine/Transient.REINST_Bee_Character_BP_C_1) CONTENT: Cute(/Engine/Transient.REINST_Bee_Character_BP_C_1) CONTENT: c_abdomen1(/Engine/Transient.REINST_Bee_Character_BP_C_1) CONTENT: Action(/Engine/Transient.REINST_Bee_Character_BP_C_1) CONTENT: c_abdomen1(/Engine/Transient.REINST_Bee_Character_BP_C_1) CONTENT: Move(/Engine/Transient.REINST_Bee_Character_BP_C_1) CONTENT: c_abdomen1(/Engine/Transient.REINST_Bee_Character_BP_C_1) CONTENT: Giant Bee(/Engine/Transient.REINST_Bee_Character_BP_C_1) CONTENT: Bee Protection(/Engine/Transient.Default__REINST_Buff_ImmuneToBees_C_19604) CONTENT: You have some protection from bees!(/Engine/Transient.Default__REINST_Buff_ImmuneToBees_C_19604) CONTENT: Bee Protection(/Engine/Transient.REINST_Buff_ImmuneToBees_C_1) CONTENT: You have some protection from bees!(/Engine/Transient.REINST_Buff_ImmuneToBees_C_1) CONTENT: Idle(/Engine/Transient.Default__REINST_Direbear_Character_BP_C_19611) CONTENT: Cute(/Engine/Transient.Default__REINST_Direbear_Character_BP_C_19611) CONTENT: Action(/Engine/Transient.Default__REINST_Direbear_Character_BP_C_19611) CONTENT: Action Attack(/Engine/Transient.Default__REINST_Direbear_Character_BP_C_19611) CONTENT: Move(/Engine/Transient.Default__REINST_Direbear_Character_BP_C_19611) CONTENT: c_back4(/Engine/Transient.Default__REINST_Direbear_Character_BP_C_19611) CONTENT: Dire Bear(/Engine/Transient.Default__REINST_Direbear_Character_BP_C_19611) CONTENT: Idle(/Engine/Transient.REINST_Direbear_Character_BP_C_1) CONTENT: Cute(/Engine/Transient.REINST_Direbear_Character_BP_C_1) CONTENT: Action(/Engine/Transient.REINST_Direbear_Character_BP_C_1) CONTENT: Action Attack(/Engine/Transient.REINST_Direbear_Character_BP_C_1) CONTENT: Move(/Engine/Transient.REINST_Direbear_Character_BP_C_1) CONTENT: c_back4(/Engine/Transient.REINST_Direbear_Character_BP_C_1) CONTENT: Dire Bear(/Engine/Transient.REINST_Direbear_Character_BP_C_1) CONTENT: Bee Protection(/Engine/Transient.Default__REINST_Buff_ImmuneToBees_C_19619) CONTENT: You have some protection from bees!(/Engine/Transient.Default__REINST_Buff_ImmuneToBees_C_19619) CONTENT: Bee Protection(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_ImmuneToBees.Default__Buff_ImmuneToBees_C) CONTENT: You have some protection from bees!(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_ImmuneToBees.Default__Buff_ImmuneToBees_C) CONTENT: Idle(/Engine/Transient.Default__REINST_Bee_Character_BP_C_19623) CONTENT: c_abdomen1(/Engine/Transient.Default__REINST_Bee_Character_BP_C_19623) CONTENT: Cute(/Engine/Transient.Default__REINST_Bee_Character_BP_C_19623) CONTENT: c_abdomen1(/Engine/Transient.Default__REINST_Bee_Character_BP_C_19623) CONTENT: Action(/Engine/Transient.Default__REINST_Bee_Character_BP_C_19623) CONTENT: c_abdomen1(/Engine/Transient.Default__REINST_Bee_Character_BP_C_19623) CONTENT: Move(/Engine/Transient.Default__REINST_Bee_Character_BP_C_19623) CONTENT: c_abdomen1(/Engine/Transient.Default__REINST_Bee_Character_BP_C_19623) CONTENT: Giant Bee(/Engine/Transient.Default__REINST_Bee_Character_BP_C_19623) CONTENT: Idle(/Game/PrimalEarth/Dinos/Bee/Bee_Character_BP.Default__Bee_Character_BP_C) CONTENT: c_abdomen1(/Game/PrimalEarth/Dinos/Bee/Bee_Character_BP.Default__Bee_Character_BP_C) CONTENT: Cute(/Game/PrimalEarth/Dinos/Bee/Bee_Character_BP.Default__Bee_Character_BP_C) CONTENT: c_abdomen1(/Game/PrimalEarth/Dinos/Bee/Bee_Character_BP.Default__Bee_Character_BP_C) CONTENT: Action(/Game/PrimalEarth/Dinos/Bee/Bee_Character_BP.Default__Bee_Character_BP_C) CONTENT: c_abdomen1(/Game/PrimalEarth/Dinos/Bee/Bee_Character_BP.Default__Bee_Character_BP_C) CONTENT: Move(/Game/PrimalEarth/Dinos/Bee/Bee_Character_BP.Default__Bee_Character_BP_C) CONTENT: c_abdomen1(/Game/PrimalEarth/Dinos/Bee/Bee_Character_BP.Default__Bee_Character_BP_C) CONTENT: Giant Bee(/Game/PrimalEarth/Dinos/Bee/Bee_Character_BP.Default__Bee_Character_BP_C) CONTENT: Idle(/Engine/Transient.Default__REINST_Bee_Queen_Character_BP_C_19627) CONTENT: c_abdomen1(/Engine/Transient.Default__REINST_Bee_Queen_Character_BP_C_19627) CONTENT: Cute(/Engine/Transient.Default__REINST_Bee_Queen_Character_BP_C_19627) CONTENT: c_abdomen1(/Engine/Transient.Default__REINST_Bee_Queen_Character_BP_C_19627) CONTENT: Action(/Engine/Transient.Default__REINST_Bee_Queen_Character_BP_C_19627) CONTENT: c_abdomen1(/Engine/Transient.Default__REINST_Bee_Queen_Character_BP_C_19627) CONTENT: Move(/Engine/Transient.Default__REINST_Bee_Queen_Character_BP_C_19627) CONTENT: c_abdomen1(/Engine/Transient.Default__REINST_Bee_Queen_Character_BP_C_19627) CONTENT: Giant Queen Bee(/Engine/Transient.Default__REINST_Bee_Queen_Character_BP_C_19627) CONTENT: Idle(/Game/PrimalEarth/Dinos/Bee/Bee_Queen_Character_BP.Default__Bee_Queen_Character_BP_C) CONTENT: c_abdomen1(/Game/PrimalEarth/Dinos/Bee/Bee_Queen_Character_BP.Default__Bee_Queen_Character_BP_C) CONTENT: Cute(/Game/PrimalEarth/Dinos/Bee/Bee_Queen_Character_BP.Default__Bee_Queen_Character_BP_C) CONTENT: c_abdomen1(/Game/PrimalEarth/Dinos/Bee/Bee_Queen_Character_BP.Default__Bee_Queen_Character_BP_C) CONTENT: Action(/Game/PrimalEarth/Dinos/Bee/Bee_Queen_Character_BP.Default__Bee_Queen_Character_BP_C) CONTENT: c_abdomen1(/Game/PrimalEarth/Dinos/Bee/Bee_Queen_Character_BP.Default__Bee_Queen_Character_BP_C) CONTENT: Move(/Game/PrimalEarth/Dinos/Bee/Bee_Queen_Character_BP.Default__Bee_Queen_Character_BP_C) CONTENT: c_abdomen1(/Game/PrimalEarth/Dinos/Bee/Bee_Queen_Character_BP.Default__Bee_Queen_Character_BP_C) CONTENT: Giant Queen Bee(/Game/PrimalEarth/Dinos/Bee/Bee_Queen_Character_BP.Default__Bee_Queen_Character_BP_C) CONTENT: BEES!(/Engine/Transient.Default__REINST_Buff_BeeSting_C_19631) CONTENT: You have been stung by BEES!(/Engine/Transient.Default__REINST_Buff_BeeSting_C_19631) CONTENT: BEES!(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_BeeSting.Default__Buff_BeeSting_C) CONTENT: You have been stung by BEES!(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_BeeSting.Default__Buff_BeeSting_C) CONTENT: Structure(/Engine/Transient.Default__REINST_StructureItemContainerBaseBP_VisualItems_C_19639) CONTENT: Structure(/Game/PrimalEarth/Structures/BuildingBases/StructureItemContainerBaseBP_VisualItems.Default__StructureItemContainerBaseBP_VisualItems_C) CONTENT: Bee Hive(/Engine/Transient.Default__REINST_BeeHive_C_19643) LITERAL: Gather Honey: {time}(/Game/PrimalEarth/Structures/BeeHive/BeeHive.BeeHive:EdGraph_64387.K2Node_CallFunction_159405) LITERAL: time(/Game/PrimalEarth/Structures/BeeHive/BeeHive.BeeHive:EdGraph_64387.K2Node_MakeStruct_1208) LITERAL: Gather Honey: {time}(/Game/PrimalEarth/Structures/BeeHive/BeeHive.BeeHive:EdGraph_64398.K2Node_CallFunction_159413) LITERAL: time(/Game/PrimalEarth/Structures/BeeHive/BeeHive.BeeHive:EdGraph_64398.K2Node_MakeStruct_1209) CONTENT: Bee Hive(/Game/PrimalEarth/Structures/BeeHive/BeeHive.Default__BeeHive_C) CONTENT: Provide rare flowers to keep the hive healthy(/Engine/Transient.Default__REINST_PrimalInventoryBP_BeeHive_C_19647) CONTENT: Bee Hive(/Engine/Transient.Default__REINST_PrimalInventoryBP_BeeHive_C_19647) CONTENT: Provide rare flowers to keep the hive healthy(/Game/PrimalEarth/Structures/BeeHive/PrimalInventoryBP_BeeHive.Default__PrimalInventoryBP_BeeHive_C) CONTENT: Bee Hive(/Game/PrimalEarth/Structures/BeeHive/PrimalInventoryBP_BeeHive.Default__PrimalInventoryBP_BeeHive_C) CONTENT: Idle(/Engine/Transient.Default__REINST_Direbear_Character_BP_C_19655) CONTENT: Cute(/Engine/Transient.Default__REINST_Direbear_Character_BP_C_19655) CONTENT: Action(/Engine/Transient.Default__REINST_Direbear_Character_BP_C_19655) CONTENT: Action Attack(/Engine/Transient.Default__REINST_Direbear_Character_BP_C_19655) CONTENT: Move(/Engine/Transient.Default__REINST_Direbear_Character_BP_C_19655) CONTENT: c_back4(/Engine/Transient.Default__REINST_Direbear_Character_BP_C_19655) CONTENT: Dire Bear(/Engine/Transient.Default__REINST_Direbear_Character_BP_C_19655) CONTENT: Idle(/Game/PrimalEarth/Dinos/Direbear/Direbear_Character_BP.Default__Direbear_Character_BP_C) CONTENT: Cute(/Game/PrimalEarth/Dinos/Direbear/Direbear_Character_BP.Default__Direbear_Character_BP_C) CONTENT: Action(/Game/PrimalEarth/Dinos/Direbear/Direbear_Character_BP.Default__Direbear_Character_BP_C) CONTENT: Action Attack(/Game/PrimalEarth/Dinos/Direbear/Direbear_Character_BP.Default__Direbear_Character_BP_C) CONTENT: Move(/Game/PrimalEarth/Dinos/Direbear/Direbear_Character_BP.Default__Direbear_Character_BP_C) CONTENT: c_back4(/Game/PrimalEarth/Dinos/Direbear/Direbear_Character_BP.Default__Direbear_Character_BP_C) CONTENT: Dire Bear(/Game/PrimalEarth/Dinos/Direbear/Direbear_Character_BP.Default__Direbear_Character_BP_C) CONTENT: R-Dire Bear(/Engine/Transient.REINST_Direbear_Character_BP_Rockwell_C_0) CONTENT: R-Dire Bear(/Engine/Transient.Default__REINST_Direbear_Character_BP_Rockwell_C_19662) CONTENT: R-Dire Bear(/Engine/Transient.REINST_Direbear_Character_BP_Rockwell_C_1) CONTENT: R-Dire Bear(/Engine/Transient.Default__REINST_Direbear_Character_BP_Rockwell_C_19666) CONTENT: R-Dire Bear(/Game/Genesis2/Dinos/BiomeVariants/Direbear_Character_BP_Rockwell.Default__Direbear_Character_BP_Rockwell_C) CONTENT: main(/Game/Genesis2/Dinos/BiomeVariants/Direwolf_Eden/DinoColorSet_Direwolf_Eden.Default__DinoColorSet_Direwolf_Eden_C) CONTENT: belly(/Game/Genesis2/Dinos/BiomeVariants/Direwolf_Eden/DinoColorSet_Direwolf_Eden.Default__DinoColorSet_Direwolf_Eden_C) CONTENT: light spots(/Game/Genesis2/Dinos/BiomeVariants/Direwolf_Eden/DinoColorSet_Direwolf_Eden.Default__DinoColorSet_Direwolf_Eden_C) CONTENT: R-Direwolf(/Engine/Transient.REINST_Direwolf_Character_BP_Eden_C_0) CONTENT: R-Direwolf(/Engine/Transient.Default__REINST_Direwolf_Character_BP_Eden_C_19674) CONTENT: R-Direwolf(/Engine/Transient.REINST_Direwolf_Character_BP_Eden_C_1) CONTENT: R-Direwolf(/Engine/Transient.Default__REINST_Direwolf_Character_BP_Eden_C_19678) CONTENT: R-Direwolf(/Game/Genesis2/Dinos/BiomeVariants/Direwolf_Character_BP_Eden.Default__Direwolf_Character_BP_Eden_C) CONTENT: main(/Game/Genesis2/Dinos/BiomeVariants/Equus_Eden/DinoColorSet_Equus_Eden.Default__DinoColorSet_Equus_Eden_C) CONTENT: borders(/Game/Genesis2/Dinos/BiomeVariants/Equus_Eden/DinoColorSet_Equus_Eden.Default__DinoColorSet_Equus_Eden_C) CONTENT: spots(/Game/Genesis2/Dinos/BiomeVariants/Equus_Eden/DinoColorSet_Equus_Eden.Default__DinoColorSet_Equus_Eden_C) CONTENT: extra(/Game/Genesis2/Dinos/BiomeVariants/Equus_Eden/DinoColorSet_Equus_Eden.Default__DinoColorSet_Equus_Eden_C) CONTENT: back(/Game/Genesis2/Dinos/BiomeVariants/Equus_Eden/DinoColorSet_Equus_Eden.Default__DinoColorSet_Equus_Eden_C) CONTENT: R-Equus(/Engine/Transient.REINST_Equus_Character_BP_Eden_C_0) CONTENT: R-Equus(/Engine/Transient.Default__REINST_Equus_Character_BP_Eden_C_19686) CONTENT: R-Equus(/Engine/Transient.REINST_Equus_Character_BP_Eden_C_1) CONTENT: R-Equus(/Engine/Transient.Default__REINST_Equus_Character_BP_Eden_C_19690) CONTENT: R-Equus(/Game/Genesis2/Dinos/BiomeVariants/Equus_Character_BP_Eden.Default__Equus_Character_BP_Eden_C) CONTENT: main(/Game/Genesis2/Dinos/BiomeVariants/GasBag_Eden/DinoColorSet_Gasbags_Eden.Default__DinoColorSet_Gasbags_Eden_C) CONTENT: spots(/Game/Genesis2/Dinos/BiomeVariants/GasBag_Eden/DinoColorSet_Gasbags_Eden.Default__DinoColorSet_Gasbags_Eden_C) CONTENT: belly(/Game/Genesis2/Dinos/BiomeVariants/GasBag_Eden/DinoColorSet_Gasbags_Eden.Default__DinoColorSet_Gasbags_Eden_C) CONTENT: back(/Game/Genesis2/Dinos/BiomeVariants/GasBag_Eden/DinoColorSet_Gasbags_Eden.Default__DinoColorSet_Gasbags_Eden_C) CONTENT: R-Gasbags(/Engine/Transient.REINST_GasBags_Character_BP_Eden_C_0) CONTENT: R-Gasbags(/Engine/Transient.Default__REINST_GasBags_Character_BP_Eden_C_19698) CONTENT: R-Gasbags(/Engine/Transient.REINST_GasBags_Character_BP_Eden_C_1) CONTENT: R-Gasbags(/Engine/Transient.Default__REINST_GasBags_Character_BP_Eden_C_19702) CONTENT: R-Gasbags(/Game/Genesis2/Dinos/BiomeVariants/GasBags_Character_BP_Eden.Default__GasBags_Character_BP_Eden_C) CONTENT: All Muted(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Gigant.Default__DinoColorSet_Gigant_C) CONTENT: Light Muted(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Gigant.Default__DinoColorSet_Gigant_C) CONTENT: Dark Muted(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Gigant.Default__DinoColorSet_Gigant_C) CONTENT: Giganotosaurus(/Engine/Transient.REINST_Gigant_Character_BP_Base_C_0) CONTENT: Fertilized Giganotosaurus Egg(/Game/PrimalEarth/Test/PrimalItemConsumable_Egg_Gigant_Fertilized.Default__PrimalItemConsumable_Egg_Gigant_Fertilized_C) CONTENT: Idle(/Engine/Transient.REINST_Gigant_Character_BP_C_0) CONTENT: Cute(/Engine/Transient.REINST_Gigant_Character_BP_C_0) CONTENT: Action(/Engine/Transient.REINST_Gigant_Character_BP_C_0) CONTENT: Action2(/Engine/Transient.REINST_Gigant_Character_BP_C_0) CONTENT: Move(/Engine/Transient.REINST_Gigant_Character_BP_C_0) CONTENT: Tree(/Game/Extinction/CoreBlueprints/HarvestComponents/WoodHarvestComponent_Ex_Base.Default__WoodHarvestComponent_Ex_Base_C) CONTENT: Harvest [Tree](/Game/Extinction/CoreBlueprints/HarvestComponents/WoodHarvestComponent_Ex_Base.Default__WoodHarvestComponent_Ex_Base_C) CONTENT: Giganotosaurus Heart(/Game/PrimalEarth/CoreBlueprints/Resources/PrimalItemResource_ApexDrop_Giga.Default__PrimalItemResource_ApexDrop_Giga_C) CONTENT: This trophy proves your worth as a hunter.(/Game/PrimalEarth/CoreBlueprints/Resources/PrimalItemResource_ApexDrop_Giga.Default__PrimalItemResource_ApexDrop_Giga_C) CONTENT: Apex Drop(/Game/PrimalEarth/CoreBlueprints/Inventories/DinoDropInventoryComponent_Carnivore_Huge_Gigant.Default__DinoDropInventoryComponent_Carnivore_Huge_Gigant_C) CONTENT: Apex Drop(/Game/PrimalEarth/CoreBlueprints/Inventories/DinoDropInventoryComponent_Carnivore_Huge_Gigant.Default__DinoDropInventoryComponent_Carnivore_Huge_Gigant_C) CONTENT: Giganotosaurus(/Engine/Transient.Default__REINST_Gigant_Character_BP_Base_C_19738) CONTENT: Giganotosaurus(/Engine/Transient.REINST_Gigant_Character_BP_Base_C_1) CONTENT: Idle(/Engine/Transient.Default__REINST_Gigant_Character_BP_C_19745) CONTENT: Cute(/Engine/Transient.Default__REINST_Gigant_Character_BP_C_19745) CONTENT: Action(/Engine/Transient.Default__REINST_Gigant_Character_BP_C_19745) CONTENT: Action2(/Engine/Transient.Default__REINST_Gigant_Character_BP_C_19745) CONTENT: Move(/Engine/Transient.Default__REINST_Gigant_Character_BP_C_19745) CONTENT: Idle(/Engine/Transient.REINST_Gigant_Character_BP_C_1) CONTENT: Cute(/Engine/Transient.REINST_Gigant_Character_BP_C_1) CONTENT: Action(/Engine/Transient.REINST_Gigant_Character_BP_C_1) CONTENT: Action2(/Engine/Transient.REINST_Gigant_Character_BP_C_1) CONTENT: Move(/Engine/Transient.REINST_Gigant_Character_BP_C_1) CONTENT: Idle(/Engine/Transient.Default__REINST_Gigant_Character_BP_C_19750) CONTENT: Cute(/Engine/Transient.Default__REINST_Gigant_Character_BP_C_19750) CONTENT: Action(/Engine/Transient.Default__REINST_Gigant_Character_BP_C_19750) CONTENT: Action2(/Engine/Transient.Default__REINST_Gigant_Character_BP_C_19750) CONTENT: Move(/Engine/Transient.Default__REINST_Gigant_Character_BP_C_19750) CONTENT: Idle(/Game/PrimalEarth/Dinos/Giganotosaurus/Gigant_Character_BP.Default__Gigant_Character_BP_C) CONTENT: Cute(/Game/PrimalEarth/Dinos/Giganotosaurus/Gigant_Character_BP.Default__Gigant_Character_BP_C) CONTENT: Action(/Game/PrimalEarth/Dinos/Giganotosaurus/Gigant_Character_BP.Default__Gigant_Character_BP_C) CONTENT: Action2(/Game/PrimalEarth/Dinos/Giganotosaurus/Gigant_Character_BP.Default__Gigant_Character_BP_C) CONTENT: Move(/Game/PrimalEarth/Dinos/Giganotosaurus/Gigant_Character_BP.Default__Gigant_Character_BP_C) CONTENT: Giganotosaurus(/Engine/Transient.Default__REINST_Gigant_Character_BP_Base_C_19758) CONTENT: Giganotosaurus(/Game/PrimalEarth/Dinos/Giganotosaurus/Gigant_Character_BP_Base.Default__Gigant_Character_BP_Base_C) CONTENT: R-Giganotosaurus Egg(/Game/Genesis2/Dinos/BiomeVariants/DinoEggs/PrimalItemConsumable_Egg_Gigant_Gen2.Default__PrimalItemConsumable_Egg_Gigant_Gen2_C) CONTENT: R-Giganotosaurus(/Engine/Transient.REINST_Gigant_Character_BP_Rockwell_C_0) CONTENT: Fertilized R-Giganotosaurus Egg(/Game/Genesis2/Dinos/BiomeVariants/DinoEggs/PrimalItemConsumable_Egg_Gigant_Gen2_Fertilized.Default__PrimalItemConsumable_Egg_Gigant_Gen2_Fertilized_C) CONTENT: main color(/Game/Genesis2/Dinos/BiomeVariants/Giga_Rockwell/DinoColorSet_Giga_Rockwell.Default__DinoColorSet_Giga_Rockwell_C) CONTENT: stripes outer(/Game/Genesis2/Dinos/BiomeVariants/Giga_Rockwell/DinoColorSet_Giga_Rockwell.Default__DinoColorSet_Giga_Rockwell_C) CONTENT: belly(/Game/Genesis2/Dinos/BiomeVariants/Giga_Rockwell/DinoColorSet_Giga_Rockwell.Default__DinoColorSet_Giga_Rockwell_C) CONTENT: stripes outer(/Game/Genesis2/Dinos/BiomeVariants/Giga_Rockwell/DinoColorSet_Giga_Rockwell.Default__DinoColorSet_Giga_Rockwell_C) CONTENT: R-Giganotosaurus(/Engine/Transient.Default__REINST_Gigant_Character_BP_Rockwell_C_19768) CONTENT: R-Giganotosaurus(/Engine/Transient.REINST_Gigant_Character_BP_Rockwell_C_1) CONTENT: R-Giganotosaurus(/Engine/Transient.Default__REINST_Gigant_Character_BP_Rockwell_C_19772) CONTENT: R-Giganotosaurus(/Game/Genesis2/Dinos/BiomeVariants/Gigant_Character_BP_Rockwell.Default__Gigant_Character_BP_Rockwell_C) CONTENT: main(/Game/Genesis2/Dinos/BiomeVariants/Megatherium_Eden/DinoColorSet_Megatherium_Eden.Default__DinoColorSet_Megatherium_Eden_C) CONTENT: accents(/Game/Genesis2/Dinos/BiomeVariants/Megatherium_Eden/DinoColorSet_Megatherium_Eden.Default__DinoColorSet_Megatherium_Eden_C) CONTENT: stripes(/Game/Genesis2/Dinos/BiomeVariants/Megatherium_Eden/DinoColorSet_Megatherium_Eden.Default__DinoColorSet_Megatherium_Eden_C) CONTENT: accent(/Game/Genesis2/Dinos/BiomeVariants/Megatherium_Eden/DinoColorSet_Megatherium_Eden.Default__DinoColorSet_Megatherium_Eden_C) CONTENT: back(/Game/Genesis2/Dinos/BiomeVariants/Megatherium_Eden/DinoColorSet_Megatherium_Eden.Default__DinoColorSet_Megatherium_Eden_C) CONTENT: accents(/Game/Genesis2/Dinos/BiomeVariants/Megatherium_Eden/DinoColorSet_Megatherium_Eden.Default__DinoColorSet_Megatherium_Eden_C) CONTENT: R-Megatherium(/Engine/Transient.REINST_Megatherium_Character_BP_Eden_C_0) CONTENT: R-Megatherium(/Engine/Transient.Default__REINST_Megatherium_Character_BP_Eden_C_19780) CONTENT: R-Megatherium(/Engine/Transient.REINST_Megatherium_Character_BP_Eden_C_1) CONTENT: R-Megatherium(/Engine/Transient.Default__REINST_Megatherium_Character_BP_Eden_C_19784) CONTENT: R-Megatherium(/Game/Genesis2/Dinos/BiomeVariants/Megatherium_Character_BP_Eden.Default__Megatherium_Character_BP_Eden_C) CONTENT: R-Snow Owl Egg(/Game/Genesis2/Dinos/BiomeVariants/DinoEggs/PrimalItemConsumable_Egg_Owl_Gen2.Default__PrimalItemConsumable_Egg_Owl_Gen2_C) CONTENT: R-Snow Owl(/Engine/Transient.REINST_Owl_Character_BP_Eden_C_0) CONTENT: Fertilized R-Snow Owl Egg(/Game/Genesis2/Dinos/BiomeVariants/DinoEggs/PrimalItemConsumable_Egg_Owl_Gen2_Fertilized.Default__PrimalItemConsumable_Egg_Owl_Gen2_Fertilized_C) CONTENT: main(/Game/Genesis2/Dinos/BiomeVariants/Owl_Eden/DinoColorSet_Owl_Eden.Default__DinoColorSet_Owl_Eden_C) CONTENT: accents(/Game/Genesis2/Dinos/BiomeVariants/Owl_Eden/DinoColorSet_Owl_Eden.Default__DinoColorSet_Owl_Eden_C) CONTENT: stripes(/Game/Genesis2/Dinos/BiomeVariants/Owl_Eden/DinoColorSet_Owl_Eden.Default__DinoColorSet_Owl_Eden_C) CONTENT: accent(/Game/Genesis2/Dinos/BiomeVariants/Owl_Eden/DinoColorSet_Owl_Eden.Default__DinoColorSet_Owl_Eden_C) CONTENT: belly(/Game/Genesis2/Dinos/BiomeVariants/Owl_Eden/DinoColorSet_Owl_Eden.Default__DinoColorSet_Owl_Eden_C) CONTENT: back(/Game/Genesis2/Dinos/BiomeVariants/Owl_Eden/DinoColorSet_Owl_Eden.Default__DinoColorSet_Owl_Eden_C) CONTENT: R-Snow Owl(/Engine/Transient.Default__REINST_Owl_Character_BP_Eden_C_19794) CONTENT: R-Snow Owl(/Engine/Transient.REINST_Owl_Character_BP_Eden_C_1) CONTENT: R-Snow Owl(/Engine/Transient.Default__REINST_Owl_Character_BP_Eden_C_19798) CONTENT: R-Snow Owl(/Game/Genesis2/Dinos/BiomeVariants/Owl_Character_BP_Eden.Default__Owl_Character_BP_Eden_C) CONTENT: R-Parasaur Egg(/Game/Genesis2/Dinos/BiomeVariants/DinoEggs/PrimalItemConsumable_Egg_Para_Gen2.Default__PrimalItemConsumable_Egg_Para_Gen2_C) CONTENT: R-Parasaur(/Engine/Transient.REINST_Para_Character_BP_Eden_C_0) CONTENT: Fertilized R-Parasaur Egg(/Game/Genesis2/Dinos/BiomeVariants/DinoEggs/PrimalItemConsumable_Egg_Para_Gen2_Fertilized.Default__PrimalItemConsumable_Egg_Para_Gen2_Fertilized_C) CONTENT: main(/Game/Genesis2/Dinos/BiomeVariants/Parasaur_Eden/DinoColorSet_Parasaur_Eden.Default__DinoColorSet_Parasaur_Eden_C) CONTENT: accents(/Game/Genesis2/Dinos/BiomeVariants/Parasaur_Eden/DinoColorSet_Parasaur_Eden.Default__DinoColorSet_Parasaur_Eden_C) CONTENT: stripes(/Game/Genesis2/Dinos/BiomeVariants/Parasaur_Eden/DinoColorSet_Parasaur_Eden.Default__DinoColorSet_Parasaur_Eden_C) CONTENT: accent(/Game/Genesis2/Dinos/BiomeVariants/Parasaur_Eden/DinoColorSet_Parasaur_Eden.Default__DinoColorSet_Parasaur_Eden_C) CONTENT: belly(/Game/Genesis2/Dinos/BiomeVariants/Parasaur_Eden/DinoColorSet_Parasaur_Eden.Default__DinoColorSet_Parasaur_Eden_C) CONTENT: back(/Game/Genesis2/Dinos/BiomeVariants/Parasaur_Eden/DinoColorSet_Parasaur_Eden.Default__DinoColorSet_Parasaur_Eden_C) CONTENT: R-Parasaur(/Engine/Transient.Default__REINST_Para_Character_BP_Eden_C_19808) CONTENT: R-Parasaur(/Engine/Transient.REINST_Para_Character_BP_Eden_C_1) CONTENT: R-Parasaur(/Engine/Transient.Default__REINST_Para_Character_BP_Eden_C_19812) CONTENT: R-Parasaur(/Game/Genesis2/Dinos/BiomeVariants/Para_Character_BP_Eden.Default__Para_Character_BP_Eden_C) CONTENT: R-Procoptodon(/Engine/Transient.REINST_Procoptodon_Character_BP_Eden_C_0) CONTENT: R-Procoptodon(/Engine/Transient.Default__REINST_Procoptodon_Character_BP_Eden_C_19819) CONTENT: R-Procoptodon(/Engine/Transient.REINST_Procoptodon_Character_BP_Eden_C_1) CONTENT: R-Procoptodon(/Engine/Transient.Default__REINST_Procoptodon_Character_BP_Eden_C_19823) CONTENT: R-Procoptodon(/Game/Genesis2/Dinos/BiomeVariants/Procoptodon_Character_BP_Eden.Default__Procoptodon_Character_BP_Eden_C) CONTENT: All -bv(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Quetz.Default__DinoColorSet_Quetz_C) CONTENT: Light All(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Quetz.Default__DinoColorSet_Quetz_C) CONTENT: Dark All(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Quetz.Default__DinoColorSet_Quetz_C) CONTENT: Light All(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Quetz.Default__DinoColorSet_Quetz_C) CONTENT: Beak(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Quetz.Default__DinoColorSet_Quetz_C) CONTENT: Dark All(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Quetz.Default__DinoColorSet_Quetz_C) CONTENT: Idle(/Engine/Transient.REINST_Quetz_Character_BP_C_0) CONTENT: Cute(/Engine/Transient.REINST_Quetz_Character_BP_C_0) CONTENT: Action(/Engine/Transient.REINST_Quetz_Character_BP_C_0) CONTENT: c_back4(/Engine/Transient.REINST_Quetz_Character_BP_C_0) CONTENT: Action(/Engine/Transient.REINST_Quetz_Character_BP_C_0) CONTENT: c_back4(/Engine/Transient.REINST_Quetz_Character_BP_C_0) CONTENT: Move(/Engine/Transient.REINST_Quetz_Character_BP_C_0) CONTENT: c_back4(/Engine/Transient.REINST_Quetz_Character_BP_C_0) CONTENT: Quetzal(/Engine/Transient.REINST_Quetz_Character_BP_C_0) CONTENT: Fertilized Quetzal Egg(/Game/PrimalEarth/Test/PrimalItemConsumable_Egg_Quetz_Fertilized.Default__PrimalItemConsumable_Egg_Quetz_Fertilized_C) CONTENT: Idle(/Engine/Transient.Default__REINST_Quetz_Character_BP_C_19853) CONTENT: Cute(/Engine/Transient.Default__REINST_Quetz_Character_BP_C_19853) CONTENT: Action(/Engine/Transient.Default__REINST_Quetz_Character_BP_C_19853) CONTENT: c_back4(/Engine/Transient.Default__REINST_Quetz_Character_BP_C_19853) CONTENT: Action(/Engine/Transient.Default__REINST_Quetz_Character_BP_C_19853) CONTENT: c_back4(/Engine/Transient.Default__REINST_Quetz_Character_BP_C_19853) CONTENT: Move(/Engine/Transient.Default__REINST_Quetz_Character_BP_C_19853) CONTENT: c_back4(/Engine/Transient.Default__REINST_Quetz_Character_BP_C_19853) CONTENT: Quetzal(/Engine/Transient.Default__REINST_Quetz_Character_BP_C_19853) CONTENT: Idle(/Engine/Transient.REINST_Quetz_Character_BP_C_1) CONTENT: Cute(/Engine/Transient.REINST_Quetz_Character_BP_C_1) CONTENT: Action(/Engine/Transient.REINST_Quetz_Character_BP_C_1) CONTENT: c_back4(/Engine/Transient.REINST_Quetz_Character_BP_C_1) CONTENT: Action(/Engine/Transient.REINST_Quetz_Character_BP_C_1) CONTENT: c_back4(/Engine/Transient.REINST_Quetz_Character_BP_C_1) CONTENT: Move(/Engine/Transient.REINST_Quetz_Character_BP_C_1) CONTENT: c_back4(/Engine/Transient.REINST_Quetz_Character_BP_C_1) CONTENT: Quetzal(/Engine/Transient.REINST_Quetz_Character_BP_C_1) CONTENT: Idle(/Engine/Transient.Default__REINST_Quetz_Character_BP_C_19857) CONTENT: Cute(/Engine/Transient.Default__REINST_Quetz_Character_BP_C_19857) CONTENT: Action(/Engine/Transient.Default__REINST_Quetz_Character_BP_C_19857) CONTENT: c_back4(/Engine/Transient.Default__REINST_Quetz_Character_BP_C_19857) CONTENT: Action(/Engine/Transient.Default__REINST_Quetz_Character_BP_C_19857) CONTENT: c_back4(/Engine/Transient.Default__REINST_Quetz_Character_BP_C_19857) CONTENT: Move(/Engine/Transient.Default__REINST_Quetz_Character_BP_C_19857) CONTENT: c_back4(/Engine/Transient.Default__REINST_Quetz_Character_BP_C_19857) CONTENT: Quetzal(/Engine/Transient.Default__REINST_Quetz_Character_BP_C_19857) CONTENT: Idle(/Game/PrimalEarth/Dinos/Quetzalcoatlus/Quetz_Character_BP.Default__Quetz_Character_BP_C) CONTENT: Cute(/Game/PrimalEarth/Dinos/Quetzalcoatlus/Quetz_Character_BP.Default__Quetz_Character_BP_C) CONTENT: Action(/Game/PrimalEarth/Dinos/Quetzalcoatlus/Quetz_Character_BP.Default__Quetz_Character_BP_C) CONTENT: c_back4(/Game/PrimalEarth/Dinos/Quetzalcoatlus/Quetz_Character_BP.Default__Quetz_Character_BP_C) CONTENT: Action(/Game/PrimalEarth/Dinos/Quetzalcoatlus/Quetz_Character_BP.Default__Quetz_Character_BP_C) CONTENT: c_back4(/Game/PrimalEarth/Dinos/Quetzalcoatlus/Quetz_Character_BP.Default__Quetz_Character_BP_C) CONTENT: Move(/Game/PrimalEarth/Dinos/Quetzalcoatlus/Quetz_Character_BP.Default__Quetz_Character_BP_C) CONTENT: c_back4(/Game/PrimalEarth/Dinos/Quetzalcoatlus/Quetz_Character_BP.Default__Quetz_Character_BP_C) CONTENT: Quetzal(/Game/PrimalEarth/Dinos/Quetzalcoatlus/Quetz_Character_BP.Default__Quetz_Character_BP_C) CONTENT: R-Quetzal Egg(/Game/Genesis2/Dinos/BiomeVariants/DinoEggs/PrimalItemConsumable_Egg_Quetz_Gen2.Default__PrimalItemConsumable_Egg_Quetz_Gen2_C) CONTENT: R-Quetzal(/Engine/Transient.REINST_Quetz_Character_BP_Rockwell_C_0) CONTENT: Fertilized R-Quetzal Egg(/Game/Genesis2/Dinos/BiomeVariants/DinoEggs/PrimalItemConsumable_Egg_Quetz_Gen2_Fertilized.Default__PrimalItemConsumable_Egg_Quetz_Gen2_Fertilized_C) CONTENT: main color(/Game/Genesis2/Dinos/BiomeVariants/Quetzalcoatlus_Rockwell/DinoColorSet_Quetz_Rockwell.Default__DinoColorSet_Quetz_Rockwell_C) CONTENT: beak(/Game/Genesis2/Dinos/BiomeVariants/Quetzalcoatlus_Rockwell/DinoColorSet_Quetz_Rockwell.Default__DinoColorSet_Quetz_Rockwell_C) CONTENT: accent color(/Game/Genesis2/Dinos/BiomeVariants/Quetzalcoatlus_Rockwell/DinoColorSet_Quetz_Rockwell.Default__DinoColorSet_Quetz_Rockwell_C) CONTENT: accent color(/Game/Genesis2/Dinos/BiomeVariants/Quetzalcoatlus_Rockwell/DinoColorSet_Quetz_Rockwell.Default__DinoColorSet_Quetz_Rockwell_C) CONTENT: secondary color(/Game/Genesis2/Dinos/BiomeVariants/Quetzalcoatlus_Rockwell/DinoColorSet_Quetz_Rockwell.Default__DinoColorSet_Quetz_Rockwell_C) CONTENT: tertiary color(/Game/Genesis2/Dinos/BiomeVariants/Quetzalcoatlus_Rockwell/DinoColorSet_Quetz_Rockwell.Default__DinoColorSet_Quetz_Rockwell_C) CONTENT: R-Quetzal(/Engine/Transient.Default__REINST_Quetz_Character_BP_Rockwell_C_19867) CONTENT: R-Quetzal(/Engine/Transient.REINST_Quetz_Character_BP_Rockwell_C_1) CONTENT: R-Quetzal(/Engine/Transient.Default__REINST_Quetz_Character_BP_Rockwell_C_19871) CONTENT: R-Quetzal(/Game/Genesis2/Dinos/BiomeVariants/Quetz_Character_BP_Rockwell.Default__Quetz_Character_BP_Rockwell_C) CONTENT: R-Bronto Egg(/Game/Genesis2/Dinos/BiomeVariants/DinoEggs/PrimalItemConsumable_Egg_Bronto_Gen2.Default__PrimalItemConsumable_Egg_Bronto_Gen2_C) CONTENT: R-Brontosaurus(/Engine/Transient.REINST_Sauropod_Character_BP_Rockwell_C_0) CONTENT: Fertilized R-Bronto Egg(/Game/Genesis2/Dinos/BiomeVariants/DinoEggs/PrimalItemConsumable_Egg_Bronto_Gen2_Fertilized.Default__PrimalItemConsumable_Egg_Bronto_Gen2_Fertilized_C) CONTENT: main color(/Game/Genesis2/Dinos/BiomeVariants/Sauropod_Rockwell/DinoColorSet_Sauropod_Rockwell.Default__DinoColorSet_Sauropod_Rockwell_C) CONTENT: borders(/Game/Genesis2/Dinos/BiomeVariants/Sauropod_Rockwell/DinoColorSet_Sauropod_Rockwell.Default__DinoColorSet_Sauropod_Rockwell_C) CONTENT: belly(/Game/Genesis2/Dinos/BiomeVariants/Sauropod_Rockwell/DinoColorSet_Sauropod_Rockwell.Default__DinoColorSet_Sauropod_Rockwell_C) CONTENT: back(/Game/Genesis2/Dinos/BiomeVariants/Sauropod_Rockwell/DinoColorSet_Sauropod_Rockwell.Default__DinoColorSet_Sauropod_Rockwell_C) CONTENT: R-Brontosaurus(/Engine/Transient.Default__REINST_Sauropod_Character_BP_Rockwell_C_19881) CONTENT: R-Brontosaurus(/Engine/Transient.REINST_Sauropod_Character_BP_Rockwell_C_1) CONTENT: R-Brontosaurus(/Engine/Transient.Default__REINST_Sauropod_Character_BP_Rockwell_C_19885) CONTENT: R-Brontosaurus(/Game/Genesis2/Dinos/BiomeVariants/Sauropod_Character_BP_Rockwell.Default__Sauropod_Character_BP_Rockwell_C) CONTENT: R-Velonasaur Egg(/Game/Genesis2/Dinos/BiomeVariants/DinoEggs/PrimalItemConsumable_Egg_Spindles_Gen2.Default__PrimalItemConsumable_Egg_Spindles_Gen2_C) CONTENT: R-Velonasaur(/Engine/Transient.REINST_Spindles_Character_BP_Rockwell_C_0) CONTENT: Fertilized R-Velonasaur Egg(/Game/Genesis2/Dinos/BiomeVariants/DinoEggs/PrimalItemConsumable_Egg_Spindles_Gen2_Fertilized.Default__PrimalItemConsumable_Egg_Spindles_Gen2_Fertilized_C) CONTENT: main color(/Game/Genesis2/Dinos/BiomeVariants/Spindles_Rockwell/DinoColorSet_Spindles_Rockwell.Default__DinoColorSet_Spindles_Rockwell_C) CONTENT: back color(/Game/Genesis2/Dinos/BiomeVariants/Spindles_Rockwell/DinoColorSet_Spindles_Rockwell.Default__DinoColorSet_Spindles_Rockwell_C) CONTENT: spines(/Game/Genesis2/Dinos/BiomeVariants/Spindles_Rockwell/DinoColorSet_Spindles_Rockwell.Default__DinoColorSet_Spindles_Rockwell_C) CONTENT: spine tips(/Game/Genesis2/Dinos/BiomeVariants/Spindles_Rockwell/DinoColorSet_Spindles_Rockwell.Default__DinoColorSet_Spindles_Rockwell_C) CONTENT: stripes(/Game/Genesis2/Dinos/BiomeVariants/Spindles_Rockwell/DinoColorSet_Spindles_Rockwell.Default__DinoColorSet_Spindles_Rockwell_C) CONTENT: belly(/Game/Genesis2/Dinos/BiomeVariants/Spindles_Rockwell/DinoColorSet_Spindles_Rockwell.Default__DinoColorSet_Spindles_Rockwell_C) CONTENT: R-Velonasaur(/Engine/Transient.Default__REINST_Spindles_Character_BP_Rockwell_C_19895) CONTENT: R-Velonasaur(/Engine/Transient.REINST_Spindles_Character_BP_Rockwell_C_1) CONTENT: R-Velonasaur(/Engine/Transient.Default__REINST_Spindles_Character_BP_Rockwell_C_19899) CONTENT: R-Velonasaur(/Game/Genesis2/Dinos/BiomeVariants/Spindles_Character_BP_Rockwell.Default__Spindles_Character_BP_Rockwell_C) CONTENT: Thylacoleo Hook-Claw(/Game/PrimalEarth/CoreBlueprints/Resources/PrimalItemResource_ApexDrop_Thylaco.Default__PrimalItemResource_ApexDrop_Thylaco_C) CONTENT: This trophy proves your worth as a hunter.(/Game/PrimalEarth/CoreBlueprints/Resources/PrimalItemResource_ApexDrop_Thylaco.Default__PrimalItemResource_ApexDrop_Thylaco_C) CONTENT: Survivor(/Game/PrimalEarth/CoreBlueprints/Inventories/DinoDropInventoryComponent_Carnivore_Medium_Thylaco.Default__DinoDropInventoryComponent_Carnivore_Medium_Thylaco_C) CONTENT: Apex Drop(/Game/PrimalEarth/CoreBlueprints/Inventories/DinoDropInventoryComponent_Carnivore_Medium_Thylaco.Default__DinoDropInventoryComponent_Carnivore_Medium_Thylaco_C) CONTENT: Apex Drop(/Game/PrimalEarth/CoreBlueprints/Inventories/DinoDropInventoryComponent_Carnivore_Medium_Thylaco.Default__DinoDropInventoryComponent_Carnivore_Medium_Thylaco_C) CONTENT: Main Body(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Thylacoleo.Default__DinoColorSet_Thylacoleo_C) CONTENT: ***No Effect****(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Thylacoleo.Default__DinoColorSet_Thylacoleo_C) CONTENT: ***No Effect****(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Thylacoleo.Default__DinoColorSet_Thylacoleo_C) CONTENT: ***No Effect****(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Thylacoleo.Default__DinoColorSet_Thylacoleo_C) CONTENT: Fur Highlights(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Thylacoleo.Default__DinoColorSet_Thylacoleo_C) CONTENT: Stripes and Belly(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Thylacoleo.Default__DinoColorSet_Thylacoleo_C) CONTENT: Idle(/Engine/Transient.REINST_Thylacoleo_Character_BP_C_0) CONTENT: Cute(/Engine/Transient.REINST_Thylacoleo_Character_BP_C_0) CONTENT: Action(/Engine/Transient.REINST_Thylacoleo_Character_BP_C_0) CONTENT: Action2(/Engine/Transient.REINST_Thylacoleo_Character_BP_C_0) CONTENT: Neck_01(/Engine/Transient.REINST_Thylacoleo_Character_BP_C_0) CONTENT: Move(/Engine/Transient.REINST_Thylacoleo_Character_BP_C_0) CONTENT: Thylacoleo(/Engine/Transient.REINST_Thylacoleo_Character_BP_C_0) LITERAL: AI Latched: (/Game/PrimalEarth/Dinos/Thylacoleo/Thylacoleo_Character_BP.Thylacoleo_Character_BP:EventGraph.K2Node_CallFunction_73853) LITERAL: Bounds(/Game/PrimalEarth/Dinos/Thylacoleo/Thylacoleo_Character_BP.Thylacoleo_Character_BP:CheckForClimbableSurface.K2Node_CallFunction_65065) LITERAL: HANG ON(/Game/PrimalEarth/Dinos/Thylacoleo/Thylacoleo_Character_BP.Thylacoleo_Character_BP:BPTimerNonDedicated.K2Node_CallFunction_30790) LITERAL: Hide in Tree(/Game/PrimalEarth/Dinos/Thylacoleo/Thylacoleo_Character_BP.Thylacoleo_Character_BP:BPGetMultiUseEntries.K2Node_MakeStruct_618) LITERAL: AI CONTROLLER CAST FAIL(/Game/PrimalEarth/Dinos/Thylacoleo/Thylacoleo_Character_BP.Thylacoleo_Character_BP:Get Thylaco Ai Controller.K2Node_CallFunction_315682) LITERAL: _0(/Game/PrimalEarth/Dinos/Thylacoleo/Thylacoleo_Character_BP.Thylacoleo_Character_BP:Check for Ai Attach to Tree.K2Node_CallFunction_56051) LITERAL: NO AVAILABLE SPAWN SOCKETS(/Game/PrimalEarth/Dinos/Thylacoleo/Thylacoleo_Character_BP.Thylacoleo_Character_BP:Check for Ai Attach to Tree.K2Node_CallFunction_198056) LITERAL: CLEANING ANIM: (/Game/PrimalEarth/Dinos/Thylacoleo/Thylacoleo_Character_BP.Thylacoleo_Character_BP:CleanUpClimbingAnims.K2Node_CallFunction_40679) LITERAL: ATTACH(/Game/PrimalEarth/Dinos/Thylacoleo/Thylacoleo_Character_BP.Thylacoleo_Character_BP:UpdateIsAttachingToWall.K2Node_CallFunction_32731) LITERAL: LAND(/Game/PrimalEarth/Dinos/Thylacoleo/Thylacoleo_Character_BP.Thylacoleo_Character_BP:ManualPlayLandAnim.K2Node_CallFunction_39332) LITERAL: Cost Stamina :: (/Game/PrimalEarth/Dinos/Thylacoleo/Thylacoleo_Character_BP.Thylacoleo_Character_BP:ReduceStaminaOverTime.K2Node_CallFunction_78990) CONTENT: Idle(/Engine/Transient.Default__REINST_Thylacoleo_Character_BP_C_19914) CONTENT: Cute(/Engine/Transient.Default__REINST_Thylacoleo_Character_BP_C_19914) CONTENT: Action(/Engine/Transient.Default__REINST_Thylacoleo_Character_BP_C_19914) CONTENT: Action2(/Engine/Transient.Default__REINST_Thylacoleo_Character_BP_C_19914) CONTENT: Neck_01(/Engine/Transient.Default__REINST_Thylacoleo_Character_BP_C_19914) CONTENT: Move(/Engine/Transient.Default__REINST_Thylacoleo_Character_BP_C_19914) CONTENT: Thylacoleo(/Engine/Transient.Default__REINST_Thylacoleo_Character_BP_C_19914) CONTENT: Idle(/Engine/Transient.REINST_Thylacoleo_Character_BP_C_1) CONTENT: Cute(/Engine/Transient.REINST_Thylacoleo_Character_BP_C_1) CONTENT: Action(/Engine/Transient.REINST_Thylacoleo_Character_BP_C_1) CONTENT: Action2(/Engine/Transient.REINST_Thylacoleo_Character_BP_C_1) CONTENT: Neck_01(/Engine/Transient.REINST_Thylacoleo_Character_BP_C_1) CONTENT: Move(/Engine/Transient.REINST_Thylacoleo_Character_BP_C_1) CONTENT: Thylacoleo(/Engine/Transient.REINST_Thylacoleo_Character_BP_C_1) LITERAL: POUNCE BLOCKED :: (/Game/PrimalEarth/CoreAI/Thylaco_CanPounceOnTargetFromTree_DK.Thylaco_CanPounceOnTargetFromTree_DK:ReceiveConditionCheck.K2Node_CallFunction_72561) CONTENT: Idle(/Engine/Transient.Default__REINST_Thylacoleo_Character_BP_C_19962) CONTENT: Cute(/Engine/Transient.Default__REINST_Thylacoleo_Character_BP_C_19962) CONTENT: Action(/Engine/Transient.Default__REINST_Thylacoleo_Character_BP_C_19962) CONTENT: Action2(/Engine/Transient.Default__REINST_Thylacoleo_Character_BP_C_19962) CONTENT: Neck_01(/Engine/Transient.Default__REINST_Thylacoleo_Character_BP_C_19962) CONTENT: Move(/Engine/Transient.Default__REINST_Thylacoleo_Character_BP_C_19962) CONTENT: Thylacoleo(/Engine/Transient.Default__REINST_Thylacoleo_Character_BP_C_19962) CONTENT: HideInTreeSocket(/Game/PrimalEarth/Dinos/Thylacoleo/Thylacoleo_Character_BP.Default__Thylacoleo_Character_BP_C) CONTENT: Not Enough Stamina to Climb!(/Game/PrimalEarth/Dinos/Thylacoleo/Thylacoleo_Character_BP.Default__Thylacoleo_Character_BP_C) CONTENT: Idle(/Game/PrimalEarth/Dinos/Thylacoleo/Thylacoleo_Character_BP.Default__Thylacoleo_Character_BP_C) CONTENT: Cute(/Game/PrimalEarth/Dinos/Thylacoleo/Thylacoleo_Character_BP.Default__Thylacoleo_Character_BP_C) CONTENT: Action(/Game/PrimalEarth/Dinos/Thylacoleo/Thylacoleo_Character_BP.Default__Thylacoleo_Character_BP_C) CONTENT: Action2(/Game/PrimalEarth/Dinos/Thylacoleo/Thylacoleo_Character_BP.Default__Thylacoleo_Character_BP_C) CONTENT: Neck_01(/Game/PrimalEarth/Dinos/Thylacoleo/Thylacoleo_Character_BP.Default__Thylacoleo_Character_BP_C) CONTENT: Move(/Game/PrimalEarth/Dinos/Thylacoleo/Thylacoleo_Character_BP.Default__Thylacoleo_Character_BP_C) CONTENT: Thylacoleo(/Game/PrimalEarth/Dinos/Thylacoleo/Thylacoleo_Character_BP.Default__Thylacoleo_Character_BP_C) CONTENT: R-Thylacoleo(/Engine/Transient.REINST_Thylacoleo_Character_BP_Eden_C_0) CONTENT: R-Thylacoleo(/Engine/Transient.Default__REINST_Thylacoleo_Character_BP_Eden_C_19969) CONTENT: R-Thylacoleo(/Engine/Transient.REINST_Thylacoleo_Character_BP_Eden_C_1) CONTENT: R-Thylacoleo(/Engine/Transient.Default__REINST_Thylacoleo_Character_BP_Eden_C_19973) CONTENT: R-Thylacoleo(/Game/Genesis2/Dinos/BiomeVariants/Thylacoleo_Character_BP_Eden.Default__Thylacoleo_Character_BP_Eden_C) CONTENT: main color(/Game/Genesis2/Dinos/BiomeVariants/DinoColorSet_Rockwell.Default__DinoColorSet_Rockwell_C) CONTENT: accent color(/Game/Genesis2/Dinos/BiomeVariants/DinoColorSet_Rockwell.Default__DinoColorSet_Rockwell_C) CONTENT: accent color(/Game/Genesis2/Dinos/BiomeVariants/DinoColorSet_Rockwell.Default__DinoColorSet_Rockwell_C) CONTENT: accent color(/Game/Genesis2/Dinos/BiomeVariants/DinoColorSet_Rockwell.Default__DinoColorSet_Rockwell_C) CONTENT: secondary color(/Game/Genesis2/Dinos/BiomeVariants/DinoColorSet_Rockwell.Default__DinoColorSet_Rockwell_C) CONTENT: tertiary color(/Game/Genesis2/Dinos/BiomeVariants/DinoColorSet_Rockwell.Default__DinoColorSet_Rockwell_C) CONTENT: R-Turtle Egg(/Game/Genesis2/Dinos/BiomeVariants/DinoEggs/PrimalItemConsumable_Egg_Turtle_Gen2.Default__PrimalItemConsumable_Egg_Turtle_Gen2_C) CONTENT: R-Carbonemys(/Engine/Transient.REINST_Turtle_Character_BP_Rockwell_C_0) CONTENT: Fertilized R-Turtle Egg(/Game/Genesis2/Dinos/BiomeVariants/DinoEggs/PrimalItemConsumable_Egg_Turtle_Gen2_Fertilized.Default__PrimalItemConsumable_Egg_Turtle_Gen2_Fertilized_C) CONTENT: R-Carbonemys(/Engine/Transient.Default__REINST_Turtle_Character_BP_Rockwell_C_19983) CONTENT: R-Carbonemys(/Engine/Transient.REINST_Turtle_Character_BP_Rockwell_C_1) CONTENT: R-Carbonemys(/Engine/Transient.Default__REINST_Turtle_Character_BP_Rockwell_C_19987) CONTENT: R-Carbonemys(/Game/Genesis2/Dinos/BiomeVariants/Turtle_Character_BP_Rockwell.Default__Turtle_Character_BP_Rockwell_C) CONTENT: Reaper Pheromone Gland(/Game/Aberration/CoreBlueprints/Resources/PrimalItemResource_XenomorphPheromoneGland.Default__PrimalItemResource_XenomorphPheromoneGland_C) CONTENT: Secretion gland extracted from a Reaper Queen. Perhaps it has some use...(/Game/Aberration/CoreBlueprints/Resources/PrimalItemResource_XenomorphPheromoneGland.Default__PrimalItemResource_XenomorphPheromoneGland_C) CONTENT: Reaper Glands(/Game/Aberration/CoreBlueprints/Inventories/DinoDropInventoryComponent_Carnivore_ReaperQueen.Default__DinoDropInventoryComponent_Carnivore_ReaperQueen_C) CONTENT: Reaper Queen(/Engine/Transient.REINST_Xenomorph_Character_BP_Female_C_0) LITERAL: IRRADIATED TARGET, DO NOT IMPREGNATE(/Game/Aberration/Dinos/Nameless/Xenomorph_Character_BP_Female.Xenomorph_Character_BP_Female:BlueprintCanAttack.K2Node_CallFunction_90263) LITERAL: valid impregnate target = {x}, attack index = {y}, ready to impregnate = {z}(/Game/Aberration/Dinos/Nameless/Xenomorph_Character_BP_Female.Xenomorph_Character_BP_Female:BlueprintCanAttack.K2Node_FormatText_9) LITERAL: Current Charge: (/Game/Aberration/Dinos/Nameless/Xenomorph_Character_BP_Female.Xenomorph_Character_BP_Female:OnChargeEvent.K2Node_CallFunction_64879) LITERAL: HAS BAD BUFFS(/Game/Aberration/Dinos/Nameless/Xenomorph_Female_AIController_BP.Xenomorph_Female_AIController_BP:BPGetTargetingDesire.K2Node_CallFunction_95562) CONTENT: Reaper Queen(/Engine/Transient.Default__REINST_Xenomorph_Character_BP_Female_C_20004) LITERAL: valid impregnate target = {x}, attack index = {y}, ready to impregnate = {z}(/Game/Aberration/Dinos/Nameless/Xenomorph_Character_BP_Female.Xenomorph_Character_BP_Female:EdGraph_65349.K2Node_CallFunction_160918) LITERAL: x(/Game/Aberration/Dinos/Nameless/Xenomorph_Character_BP_Female.Xenomorph_Character_BP_Female:EdGraph_65349.K2Node_MakeStruct_1210) LITERAL: y(/Game/Aberration/Dinos/Nameless/Xenomorph_Character_BP_Female.Xenomorph_Character_BP_Female:EdGraph_65349.K2Node_MakeStruct_1211) LITERAL: z(/Game/Aberration/Dinos/Nameless/Xenomorph_Character_BP_Female.Xenomorph_Character_BP_Female:EdGraph_65349.K2Node_MakeStruct_1212) CONTENT: Reaper Queen(/Engine/Transient.REINST_Xenomorph_Character_BP_Female_C_1) CONTENT: Reaper Queen(/Engine/Transient.Default__REINST_Xenomorph_Character_BP_Female_C_20012) LITERAL: valid impregnate target = {x}, attack index = {y}, ready to impregnate = {z}(/Game/Aberration/Dinos/Nameless/Xenomorph_Character_BP_Female.Xenomorph_Character_BP_Female:EdGraph_65386.K2Node_CallFunction_160996) LITERAL: x(/Game/Aberration/Dinos/Nameless/Xenomorph_Character_BP_Female.Xenomorph_Character_BP_Female:EdGraph_65386.K2Node_MakeStruct_1213) LITERAL: y(/Game/Aberration/Dinos/Nameless/Xenomorph_Character_BP_Female.Xenomorph_Character_BP_Female:EdGraph_65386.K2Node_MakeStruct_1214) LITERAL: z(/Game/Aberration/Dinos/Nameless/Xenomorph_Character_BP_Female.Xenomorph_Character_BP_Female:EdGraph_65386.K2Node_MakeStruct_1215) CONTENT: Reaper Queen(/Game/Aberration/Dinos/Nameless/Xenomorph_Character_BP_Female.Default__Xenomorph_Character_BP_Female_C) CONTENT: main color(/Game/Genesis2/Dinos/BiomeVariants/Nameless_Rockwell/DinoColorSet_Nameless_Rockwell.Default__DinoColorSet_Nameless_Rockwell_C) CONTENT: center belly(/Game/Genesis2/Dinos/BiomeVariants/Nameless_Rockwell/DinoColorSet_Nameless_Rockwell.Default__DinoColorSet_Nameless_Rockwell_C) CONTENT: membrane(/Game/Genesis2/Dinos/BiomeVariants/Nameless_Rockwell/DinoColorSet_Nameless_Rockwell.Default__DinoColorSet_Nameless_Rockwell_C) CONTENT: belly(/Game/Genesis2/Dinos/BiomeVariants/Nameless_Rockwell/DinoColorSet_Nameless_Rockwell.Default__DinoColorSet_Nameless_Rockwell_C) CONTENT: pattern(/Game/Genesis2/Dinos/BiomeVariants/Nameless_Rockwell/DinoColorSet_Nameless_Rockwell.Default__DinoColorSet_Nameless_Rockwell_C) CONTENT: R-Reaper King(/Engine/Transient.REINST_Xenomorph_Character_BP_Male_Tamed_Gen2_C_0) CONTENT: R-Reaper King(/Engine/Transient.Default__REINST_Xenomorph_Character_BP_Male_Tamed_Gen2_C_20020) CONTENT: R-Reaper King(/Engine/Transient.REINST_Xenomorph_Character_BP_Male_Tamed_Gen2_C_1) CONTENT: R-Reaper King(/Engine/Transient.Default__REINST_Xenomorph_Character_BP_Male_Tamed_Gen2_C_20024) CONTENT: R-Reaper King(/Game/Genesis2/Dinos/BiomeVariants/Xenomorph_Character_BP_Male_Tamed_Gen2.Default__Xenomorph_Character_BP_Male_Tamed_Gen2_C) CONTENT: R-Reaper Queen(/Engine/Transient.REINST_Xenomorph_Character_BP_Female_Gen2_C_0) CONTENT: R-Reaper Queen(/Engine/Transient.Default__REINST_Xenomorph_Character_BP_Female_Gen2_C_20042) CONTENT: R-Reaper Queen(/Engine/Transient.REINST_Xenomorph_Character_BP_Female_Gen2_C_1) CONTENT: R-Reaper Queen(/Engine/Transient.Default__REINST_Xenomorph_Character_BP_Female_Gen2_C_20046) CONTENT: R-Reaper Queen(/Game/Genesis2/Dinos/BiomeVariants/Xenomorph_Character_BP_Female_Gen2.Default__Xenomorph_Character_BP_Female_Gen2_C) CONTENT: Sunlight(/Engine/Transient.REINST_Buff_Sunlight_C_0) CONTENT: Applied sunlight damage while exposed(/Engine/Transient.REINST_Buff_Sunlight_C_0) CONTENT: The sun is scorching you! Get underground!(/Engine/Transient.REINST_Buff_Sunlight_C_0) CONTENT: Sunlight(/Engine/Transient.Default__REINST_Buff_Sunlight_C_20053) CONTENT: Applied sunlight damage while exposed(/Engine/Transient.Default__REINST_Buff_Sunlight_C_20053) CONTENT: The sun is scorching you! Get underground!(/Engine/Transient.Default__REINST_Buff_Sunlight_C_20053) CONTENT: Sunlight(/Engine/Transient.REINST_Buff_Sunlight_C_1) CONTENT: Applied sunlight damage while exposed(/Engine/Transient.REINST_Buff_Sunlight_C_1) CONTENT: The sun is scorching you! Get underground!(/Engine/Transient.REINST_Buff_Sunlight_C_1) CONTENT: Sunlight(/Engine/Transient.Default__REINST_Buff_Sunlight_C_20057) CONTENT: Applied sunlight damage while exposed(/Engine/Transient.Default__REINST_Buff_Sunlight_C_20057) CONTENT: The sun is scorching you! Get underground!(/Engine/Transient.Default__REINST_Buff_Sunlight_C_20057) CONTENT: Sunlight(/Game/Aberration/CoreBlueprints/Buffs/Buff_Sunlight.Default__Buff_Sunlight_C) CONTENT: Applied sunlight damage while exposed(/Game/Aberration/CoreBlueprints/Buffs/Buff_Sunlight.Default__Buff_Sunlight_C) CONTENT: The sun is scorching you! Get underground!(/Game/Aberration/CoreBlueprints/Buffs/Buff_Sunlight.Default__Buff_Sunlight_C) CONTENT: Surface Reaper King(/Engine/Transient.REINST_Xenomorph_Character_BP_Male_Lunar_C_0) CONTENT: Surface Reaper King(/Engine/Transient.Default__REINST_Xenomorph_Character_BP_Male_Lunar_C_20076) CONTENT: Surface Reaper King(/Engine/Transient.REINST_Xenomorph_Character_BP_Male_Lunar_C_1) CONTENT: Surface Reaper King(/Engine/Transient.Default__REINST_Xenomorph_Character_BP_Male_Lunar_C_20080) CONTENT: Surface Reaper King(/Game/Aberration/Dinos/Nameless/Xenomorph_Character_BP_Male_Lunar.Default__Xenomorph_Character_BP_Male_Lunar_C) CONTENT: R-Reaper King(/Engine/Transient.REINST_Xenomorph_Character_BP_Male_Gen2_C_0) CONTENT: R-Reaper King(/Engine/Transient.Default__REINST_Xenomorph_Character_BP_Male_Gen2_C_20087) CONTENT: R-Reaper King(/Engine/Transient.REINST_Xenomorph_Character_BP_Male_Gen2_C_1) CONTENT: R-Reaper King(/Engine/Transient.Default__REINST_Xenomorph_Character_BP_Male_Gen2_C_20091) CONTENT: R-Reaper King(/Game/Genesis2/Dinos/BiomeVariants/Xenomorph_Character_BP_Male_Gen2.Default__Xenomorph_Character_BP_Male_Gen2_C) CONTENT: Survivor(/Game/Genesis2/CoreBlueprints/Inventories/DinoDropInventoryComponent_Carnivore_Medium_LionfishLion.Default__DinoDropInventoryComponent_Carnivore_Medium_LionfishLion_C) CONTENT: Apex Drop(/Game/Genesis2/CoreBlueprints/Inventories/DinoDropInventoryComponent_Carnivore_Medium_LionfishLion.Default__DinoDropInventoryComponent_Carnivore_Medium_LionfishLion_C) CONTENT: Apex Drop(/Game/Genesis2/CoreBlueprints/Inventories/DinoDropInventoryComponent_Carnivore_Medium_LionfishLion.Default__DinoDropInventoryComponent_Carnivore_Medium_LionfishLion_C) CONTENT: Pack Mate(/Engine/Transient.REINST_Buff_DinoPackMate_Lionfish_Lion_C_0) CONTENT: Pack Mate(/Engine/Transient.Default__REINST_Buff_DinoPackMate_Lionfish_Lion_C_20118) CONTENT: Pack Mate(/Engine/Transient.REINST_Buff_DinoPackMate_Lionfish_Lion_C_1) CONTENT: Pack Mate(/Engine/Transient.Default__REINST_Buff_DinoPackMate_Lionfish_Lion_C_20122) CONTENT: Pack Mate(/Game/Genesis2/CoreBlueprints/Buffs/Buff_DinoPackMate_Lionfish_Lion.Default__Buff_DinoPackMate_Lionfish_Lion_C) CONTENT: Bleeding!(/Engine/Transient.REINST_Buff_Female_LFL_Maxcombo_Parent_C_0) CONTENT: You are bleeding! You are losing 1% of your health over time!(/Engine/Transient.REINST_Buff_Female_LFL_Maxcombo_Parent_C_0) LITERAL: {2} {0} {1}(/Game/Genesis2/CoreBlueprints/Buffs/Buff_Female_LFL_Maxcombo_Parent.Buff_Female_LFL_Maxcombo_Parent:BPAdjustStatusValueModification.K2Node_FormatText_119) LITERAL: {0} Dmg {1}(/Game/Genesis2/CoreBlueprints/Buffs/Buff_Female_LFL_Maxcombo_Parent.Buff_Female_LFL_Maxcombo_Parent:Do Damage Over TimeFn.K2Node_FormatText_100) CONTENT: Bleeding!(/Engine/Transient.Default__REINST_Buff_Female_LFL_Maxcombo_Parent_C_20130) CONTENT: You are bleeding! You are losing 1% of your health over time!(/Engine/Transient.Default__REINST_Buff_Female_LFL_Maxcombo_Parent_C_20130) LITERAL: {2} {0} {1}(/Game/Genesis2/CoreBlueprints/Buffs/Buff_Female_LFL_Maxcombo_Parent.Buff_Female_LFL_Maxcombo_Parent:EdGraph_65642.K2Node_CallFunction_161821) LITERAL: 2(/Game/Genesis2/CoreBlueprints/Buffs/Buff_Female_LFL_Maxcombo_Parent.Buff_Female_LFL_Maxcombo_Parent:EdGraph_65642.K2Node_MakeStruct_1216) LITERAL: 0(/Game/Genesis2/CoreBlueprints/Buffs/Buff_Female_LFL_Maxcombo_Parent.Buff_Female_LFL_Maxcombo_Parent:EdGraph_65642.K2Node_MakeStruct_1217) LITERAL: 1(/Game/Genesis2/CoreBlueprints/Buffs/Buff_Female_LFL_Maxcombo_Parent.Buff_Female_LFL_Maxcombo_Parent:EdGraph_65642.K2Node_MakeStruct_1218) LITERAL: {0} Dmg {1}(/Game/Genesis2/CoreBlueprints/Buffs/Buff_Female_LFL_Maxcombo_Parent.Buff_Female_LFL_Maxcombo_Parent:EdGraph_65643.K2Node_CallFunction_161825) LITERAL: 0(/Game/Genesis2/CoreBlueprints/Buffs/Buff_Female_LFL_Maxcombo_Parent.Buff_Female_LFL_Maxcombo_Parent:EdGraph_65643.K2Node_MakeStruct_1219) LITERAL: 1(/Game/Genesis2/CoreBlueprints/Buffs/Buff_Female_LFL_Maxcombo_Parent.Buff_Female_LFL_Maxcombo_Parent:EdGraph_65643.K2Node_MakeStruct_1220) CONTENT: Bleeding!(/Engine/Transient.REINST_Buff_Female_LFL_Maxcombo_Parent_C_1) CONTENT: You are bleeding! You are losing 1% of your health over time!(/Engine/Transient.REINST_Buff_Female_LFL_Maxcombo_Parent_C_1) CONTENT: Bleeding!(/Engine/Transient.Default__REINST_Buff_Female_LFL_Maxcombo_Parent_C_20134) CONTENT: You are bleeding! You are losing 1% of your health over time!(/Engine/Transient.Default__REINST_Buff_Female_LFL_Maxcombo_Parent_C_20134) LITERAL: {2} {0} {1}(/Game/Genesis2/CoreBlueprints/Buffs/Buff_Female_LFL_Maxcombo_Parent.Buff_Female_LFL_Maxcombo_Parent:EdGraph_65660.K2Node_CallFunction_161829) LITERAL: 2(/Game/Genesis2/CoreBlueprints/Buffs/Buff_Female_LFL_Maxcombo_Parent.Buff_Female_LFL_Maxcombo_Parent:EdGraph_65660.K2Node_MakeStruct_1221) LITERAL: 0(/Game/Genesis2/CoreBlueprints/Buffs/Buff_Female_LFL_Maxcombo_Parent.Buff_Female_LFL_Maxcombo_Parent:EdGraph_65660.K2Node_MakeStruct_1222) LITERAL: 1(/Game/Genesis2/CoreBlueprints/Buffs/Buff_Female_LFL_Maxcombo_Parent.Buff_Female_LFL_Maxcombo_Parent:EdGraph_65660.K2Node_MakeStruct_1223) LITERAL: {0} Dmg {1}(/Game/Genesis2/CoreBlueprints/Buffs/Buff_Female_LFL_Maxcombo_Parent.Buff_Female_LFL_Maxcombo_Parent:EdGraph_65661.K2Node_CallFunction_161833) LITERAL: 0(/Game/Genesis2/CoreBlueprints/Buffs/Buff_Female_LFL_Maxcombo_Parent.Buff_Female_LFL_Maxcombo_Parent:EdGraph_65661.K2Node_MakeStruct_1224) LITERAL: 1(/Game/Genesis2/CoreBlueprints/Buffs/Buff_Female_LFL_Maxcombo_Parent.Buff_Female_LFL_Maxcombo_Parent:EdGraph_65661.K2Node_MakeStruct_1225) CONTENT: Bleeding!(/Game/Genesis2/CoreBlueprints/Buffs/Buff_Female_LFL_Maxcombo_Parent.Default__Buff_Female_LFL_Maxcombo_Parent_C) CONTENT: You are bleeding! You are losing 1% of your health over time!(/Game/Genesis2/CoreBlueprints/Buffs/Buff_Female_LFL_Maxcombo_Parent.Default__Buff_Female_LFL_Maxcombo_Parent_C) CONTENT: Shadowmane Bleed(/Engine/Transient.REINST_Buff_LFL_MaxCombo_Victim_Debuff_Female_C_0) CONTENT: You are bleeding! You are losing 1% of your health over time!(/Engine/Transient.REINST_Buff_LFL_MaxCombo_Victim_Debuff_Female_C_0) CONTENT: Shadowmane Bleed(/Engine/Transient.Default__REINST_Buff_LFL_MaxCombo_Victim_Debuff_Female_C_20141) CONTENT: You are bleeding! You are losing 1% of your health over time!(/Engine/Transient.Default__REINST_Buff_LFL_MaxCombo_Victim_Debuff_Female_C_20141) CONTENT: Shadowmane Bleed(/Engine/Transient.REINST_Buff_LFL_MaxCombo_Victim_Debuff_Female_C_1) CONTENT: You are bleeding! You are losing 1% of your health over time!(/Engine/Transient.REINST_Buff_LFL_MaxCombo_Victim_Debuff_Female_C_1) CONTENT: Shadowmane Bleed(/Engine/Transient.Default__REINST_Buff_LFL_MaxCombo_Victim_Debuff_Female_C_20145) CONTENT: You are bleeding! You are losing 1% of your health over time!(/Engine/Transient.Default__REINST_Buff_LFL_MaxCombo_Victim_Debuff_Female_C_20145) CONTENT: Shadowmane Bleed(/Game/Genesis2/CoreBlueprints/Buffs/Buff_LFL_MaxCombo_Victim_Debuff_Female.Default__Buff_LFL_MaxCombo_Victim_Debuff_Female_C) CONTENT: You are bleeding! You are losing 1% of your health over time!(/Game/Genesis2/CoreBlueprints/Buffs/Buff_LFL_MaxCombo_Victim_Debuff_Female.Default__Buff_LFL_MaxCombo_Victim_Debuff_Female_C) CONTENT: Shadowmane Slowdown(/Engine/Transient.REINST_Buff_LFL_MaxCombo_Victim_Debuff_Male_C_0) CONTENT: You are being slowed down(/Engine/Transient.REINST_Buff_LFL_MaxCombo_Victim_Debuff_Male_C_0) CONTENT: Shadowmane Slowdown(/Engine/Transient.Default__REINST_Buff_LFL_MaxCombo_Victim_Debuff_Male_C_20152) CONTENT: You are being slowed down(/Engine/Transient.Default__REINST_Buff_LFL_MaxCombo_Victim_Debuff_Male_C_20152) CONTENT: Shadowmane Slowdown(/Engine/Transient.REINST_Buff_LFL_MaxCombo_Victim_Debuff_Male_C_1) CONTENT: You are being slowed down(/Engine/Transient.REINST_Buff_LFL_MaxCombo_Victim_Debuff_Male_C_1) CONTENT: Shadowmane Slowdown(/Engine/Transient.Default__REINST_Buff_LFL_MaxCombo_Victim_Debuff_Male_C_20156) CONTENT: You are being slowed down(/Engine/Transient.Default__REINST_Buff_LFL_MaxCombo_Victim_Debuff_Male_C_20156) CONTENT: Shadowmane Slowdown(/Game/Genesis2/CoreBlueprints/Buffs/Buff_LFL_MaxCombo_Victim_Debuff_Male.Default__Buff_LFL_MaxCombo_Victim_Debuff_Male_C) CONTENT: You are being slowed down(/Game/Genesis2/CoreBlueprints/Buffs/Buff_LFL_MaxCombo_Victim_Debuff_Male.Default__Buff_LFL_MaxCombo_Victim_Debuff_Male_C) CONTENT: Hydrated(/Engine/Transient.REINST_Buff_LFLAqua_C_0) CONTENT: Your dino's Speed, Health Regeneration, and Damage are boosted!(/Engine/Transient.REINST_Buff_LFLAqua_C_0) CONTENT: Hydrated(/Engine/Transient.Default__REINST_Buff_LFLAqua_C_20163) CONTENT: Your dino's Speed, Health Regeneration, and Damage are boosted!(/Engine/Transient.Default__REINST_Buff_LFLAqua_C_20163) CONTENT: Hydrated(/Engine/Transient.REINST_Buff_LFLAqua_C_1) CONTENT: Your dino's Speed, Health Regeneration, and Damage are boosted!(/Engine/Transient.REINST_Buff_LFLAqua_C_1) CONTENT: Hydrated(/Engine/Transient.Default__REINST_Buff_LFLAqua_C_20167) CONTENT: Your dino's Speed, Health Regeneration, and Damage are boosted!(/Engine/Transient.Default__REINST_Buff_LFLAqua_C_20167) CONTENT: Hydrated(/Game/Genesis2/CoreBlueprints/Buffs/Buff_LFLAqua.Default__Buff_LFLAqua_C) CONTENT: Your dino's Speed, Health Regeneration, and Damage are boosted!(/Game/Genesis2/CoreBlueprints/Buffs/Buff_LFLAqua.Default__Buff_LFLAqua_C) CONTENT: Cloaked(/Engine/Transient.REINST_Buff_Lionfish_Lion_GroupCloak_C_0) CONTENT: You are being Cloaked by a Shadowmane(/Engine/Transient.REINST_Buff_Lionfish_Lion_GroupCloak_C_0) LITERAL: deactivate on weapon fire(/Game/Genesis2/CoreBlueprints/Buffs/Buff_Lionfish_Lion_GroupCloak.Buff_Lionfish_Lion_GroupCloak:EventGraph.K2Node_CallFunction_177476) LITERAL: deactivated(/Game/Genesis2/CoreBlueprints/Buffs/Buff_Lionfish_Lion_GroupCloak.Buff_Lionfish_Lion_GroupCloak:BPDeactivated.K2Node_CallFunction_180844) LITERAL: deactivated from damage(/Game/Genesis2/CoreBlueprints/Buffs/Buff_Lionfish_Lion_GroupCloak.Buff_Lionfish_Lion_GroupCloak:NotifyDamage.K2Node_CallFunction_177476) LITERAL: deactivated on attack 2(/Game/Genesis2/CoreBlueprints/Buffs/Buff_Lionfish_Lion_GroupCloak.Buff_Lionfish_Lion_GroupCloak:BuffTickServer.K2Node_CallFunction_177476) LITERAL: Is Near Boss(/Game/Genesis2/CoreBlueprints/Buffs/Buff_Lionfish_Lion_GroupCloak.Buff_Lionfish_Lion_GroupCloak:BuffTickServer.K2Node_CallFunction_199994) LITERAL: Is Near Boss(/Game/Genesis2/CoreBlueprints/Buffs/Buff_Lionfish_Lion_GroupCloak.Buff_Lionfish_Lion_GroupCloak:BuffTickServer.K2Node_CallFunction_201100) LITERAL: Is Near Boss(/Game/Genesis2/CoreBlueprints/Buffs/Buff_Lionfish_Lion_GroupCloak.Buff_Lionfish_Lion_GroupCloak:BuffTickServer.K2Node_CallFunction_200527) LITERAL: Is Near Boss(/Game/Genesis2/CoreBlueprints/Buffs/Buff_Lionfish_Lion_GroupCloak.Buff_Lionfish_Lion_GroupCloak:BuffTickServer.K2Node_CallFunction_197912) LITERAL: Is Near Boss(/Game/Genesis2/CoreBlueprints/Buffs/Buff_Lionfish_Lion_GroupCloak.Buff_Lionfish_Lion_GroupCloak:BuffTickServer.K2Node_CallFunction_200526) LITERAL: Reset Base Targeting Desirability(/Game/Genesis2/CoreBlueprints/Buffs/Buff_Lionfish_Lion_GroupCloak.Buff_Lionfish_Lion_GroupCloak:BuffTickServer.K2Node_CallFunction_261153) LITERAL: Reset Base Targeting Desirability(/Game/Genesis2/CoreBlueprints/Buffs/Buff_Lionfish_Lion_GroupCloak.Buff_Lionfish_Lion_GroupCloak:BuffTickServer.K2Node_CallFunction_280822) LITERAL: Is Near Boss(/Game/Genesis2/CoreBlueprints/Buffs/Buff_Lionfish_Lion_GroupCloak.Buff_Lionfish_Lion_GroupCloak:PreventActorTargeting.K2Node_CallFunction_202069) LITERAL: Is Near Boss(/Game/Genesis2/CoreBlueprints/Buffs/Buff_Lionfish_Lion_GroupCloak.Buff_Lionfish_Lion_GroupCloak:PreventActorTargeting.K2Node_CallFunction_181668) LITERAL: deactivate cause no more vailid dinos(/Game/Genesis2/CoreBlueprints/Buffs/Buff_Lionfish_Lion_GroupCloak.Buff_Lionfish_Lion_GroupCloak:Remove Cloak Origin Dino.K2Node_CallFunction_177476) LITERAL: Update Mate Boost On Timer(/Game/Genesis2/CoreBlueprints/Buffs/Buff_Lionfish_Lion_GroupCloak.Buff_Lionfish_Lion_GroupCloak:lfl is valid and cloaked.K2Node_CallFunction_380622) LITERAL: Update Mate Boost On Timer(/Game/Genesis2/CoreBlueprints/Buffs/Buff_Lionfish_Lion_GroupCloak.Buff_Lionfish_Lion_GroupCloak:lfl is valid and cloaked.K2Node_CallFunction_381757) CONTENT: Cloaked(/Engine/Transient.Default__REINST_Buff_Lionfish_Lion_GroupCloak_C_20174) CONTENT: You are being Cloaked by a Shadowmane(/Engine/Transient.Default__REINST_Buff_Lionfish_Lion_GroupCloak_C_20174) CONTENT: Cloaked(/Engine/Transient.REINST_Buff_Lionfish_Lion_GroupCloak_C_1) CONTENT: You are being Cloaked by a Shadowmane(/Engine/Transient.REINST_Buff_Lionfish_Lion_GroupCloak_C_1) CONTENT: Cloaked(/Engine/Transient.Default__REINST_Buff_Lionfish_Lion_GroupCloak_C_20178) CONTENT: You are being Cloaked by a Shadowmane(/Engine/Transient.Default__REINST_Buff_Lionfish_Lion_GroupCloak_C_20178) CONTENT: Cloaking Requires Mate Boost On Shadowmanes(/Game/Genesis2/CoreBlueprints/Buffs/Buff_Lionfish_Lion_GroupCloak.Default__Buff_Lionfish_Lion_GroupCloak_C) CONTENT: Cloaked(/Game/Genesis2/CoreBlueprints/Buffs/Buff_Lionfish_Lion_GroupCloak.Default__Buff_Lionfish_Lion_GroupCloak_C) CONTENT: You are being Cloaked by a Shadowmane(/Game/Genesis2/CoreBlueprints/Buffs/Buff_Lionfish_Lion_GroupCloak.Default__Buff_Lionfish_Lion_GroupCloak_C) CONTENT: Roar Boosted(/Engine/Transient.REINST_Buff_Lionfish_Lion_RoarBoost_C_0) CONTENT: Stamina and Torpidity is Recovering and movement speed increased(/Engine/Transient.REINST_Buff_Lionfish_Lion_RoarBoost_C_0) CONTENT: Roar Boosted(/Engine/Transient.Default__REINST_Buff_Lionfish_Lion_RoarBoost_C_20185) CONTENT: Stamina and Torpidity is Recovering and movement speed increased(/Engine/Transient.Default__REINST_Buff_Lionfish_Lion_RoarBoost_C_20185) CONTENT: Roar Boosted(/Engine/Transient.REINST_Buff_Lionfish_Lion_RoarBoost_C_1) CONTENT: Stamina and Torpidity is Recovering and movement speed increased(/Engine/Transient.REINST_Buff_Lionfish_Lion_RoarBoost_C_1) CONTENT: Roar Boosted(/Engine/Transient.Default__REINST_Buff_Lionfish_Lion_RoarBoost_C_20189) CONTENT: Stamina and Torpidity is Recovering and movement speed increased(/Engine/Transient.Default__REINST_Buff_Lionfish_Lion_RoarBoost_C_20189) CONTENT: Roar Boosted(/Game/Genesis2/CoreBlueprints/Buffs/Buff_Lionfish_Lion_RoarBoost.Default__Buff_Lionfish_Lion_RoarBoost_C) CONTENT: Stamina and Torpidity is Recovering and movement speed increased(/Game/Genesis2/CoreBlueprints/Buffs/Buff_Lionfish_Lion_RoarBoost.Default__Buff_Lionfish_Lion_RoarBoost_C) CONTENT: Secondary Roar Boosted(/Engine/Transient.REINST_Buff_Lionfish_Lion_SecondaryRoarBoost_C_0) CONTENT: Attack Damage Slightly Increased(/Engine/Transient.REINST_Buff_Lionfish_Lion_SecondaryRoarBoost_C_0) CONTENT: Secondary Roar Boosted(/Engine/Transient.Default__REINST_Buff_Lionfish_Lion_SecondaryRoarBoost_C_20196) CONTENT: Attack Damage Slightly Increased(/Engine/Transient.Default__REINST_Buff_Lionfish_Lion_SecondaryRoarBoost_C_20196) CONTENT: Secondary Roar Boosted(/Engine/Transient.REINST_Buff_Lionfish_Lion_SecondaryRoarBoost_C_1) CONTENT: Attack Damage Slightly Increased(/Engine/Transient.REINST_Buff_Lionfish_Lion_SecondaryRoarBoost_C_1) CONTENT: Secondary Roar Boosted(/Engine/Transient.Default__REINST_Buff_Lionfish_Lion_SecondaryRoarBoost_C_20200) CONTENT: Attack Damage Slightly Increased(/Engine/Transient.Default__REINST_Buff_Lionfish_Lion_SecondaryRoarBoost_C_20200) CONTENT: Secondary Roar Boosted(/Game/Genesis2/CoreBlueprints/Buffs/Buff_Lionfish_Lion_SecondaryRoarBoost.Default__Buff_Lionfish_Lion_SecondaryRoarBoost_C) CONTENT: Attack Damage Slightly Increased(/Game/Genesis2/CoreBlueprints/Buffs/Buff_Lionfish_Lion_SecondaryRoarBoost.Default__Buff_Lionfish_Lion_SecondaryRoarBoost_C) CONTENT: Bleeding!(/Engine/Transient.REINST_Buff_Thornmail_Parent_C_0) CONTENT: You are bleeding! You are losing 1% of your health over time!(/Engine/Transient.REINST_Buff_Thornmail_Parent_C_0) LITERAL: {2} {0} {1}(/Game/Genesis2/CoreBlueprints/Buffs/Buff_Thornmail_Parent.Buff_Thornmail_Parent:BPAdjustStatusValueModification.K2Node_FormatText_119) LITERAL: {0} Dmg {1}(/Game/Genesis2/CoreBlueprints/Buffs/Buff_Thornmail_Parent.Buff_Thornmail_Parent:Do Damage Over TimeFn.K2Node_FormatText_100) CONTENT: Bleeding!(/Engine/Transient.Default__REINST_Buff_Thornmail_Parent_C_20208) CONTENT: You are bleeding! You are losing 1% of your health over time!(/Engine/Transient.Default__REINST_Buff_Thornmail_Parent_C_20208) LITERAL: {2} {0} {1}(/Game/Genesis2/CoreBlueprints/Buffs/Buff_Thornmail_Parent.Buff_Thornmail_Parent:EdGraph_66115.K2Node_CallFunction_162417) LITERAL: 2(/Game/Genesis2/CoreBlueprints/Buffs/Buff_Thornmail_Parent.Buff_Thornmail_Parent:EdGraph_66115.K2Node_MakeStruct_1226) LITERAL: 0(/Game/Genesis2/CoreBlueprints/Buffs/Buff_Thornmail_Parent.Buff_Thornmail_Parent:EdGraph_66115.K2Node_MakeStruct_1227) LITERAL: 1(/Game/Genesis2/CoreBlueprints/Buffs/Buff_Thornmail_Parent.Buff_Thornmail_Parent:EdGraph_66115.K2Node_MakeStruct_1228) LITERAL: {0} Dmg {1}(/Game/Genesis2/CoreBlueprints/Buffs/Buff_Thornmail_Parent.Buff_Thornmail_Parent:EdGraph_66116.K2Node_CallFunction_162421) LITERAL: 0(/Game/Genesis2/CoreBlueprints/Buffs/Buff_Thornmail_Parent.Buff_Thornmail_Parent:EdGraph_66116.K2Node_MakeStruct_1229) LITERAL: 1(/Game/Genesis2/CoreBlueprints/Buffs/Buff_Thornmail_Parent.Buff_Thornmail_Parent:EdGraph_66116.K2Node_MakeStruct_1230) CONTENT: Bleeding!(/Engine/Transient.REINST_Buff_Thornmail_Parent_C_1) CONTENT: You are bleeding! You are losing 1% of your health over time!(/Engine/Transient.REINST_Buff_Thornmail_Parent_C_1) CONTENT: Bleeding!(/Engine/Transient.Default__REINST_Buff_Thornmail_Parent_C_20212) CONTENT: You are bleeding! You are losing 1% of your health over time!(/Engine/Transient.Default__REINST_Buff_Thornmail_Parent_C_20212) LITERAL: {2} {0} {1}(/Game/Genesis2/CoreBlueprints/Buffs/Buff_Thornmail_Parent.Buff_Thornmail_Parent:EdGraph_66135.K2Node_CallFunction_162425) LITERAL: 2(/Game/Genesis2/CoreBlueprints/Buffs/Buff_Thornmail_Parent.Buff_Thornmail_Parent:EdGraph_66135.K2Node_MakeStruct_1231) LITERAL: 0(/Game/Genesis2/CoreBlueprints/Buffs/Buff_Thornmail_Parent.Buff_Thornmail_Parent:EdGraph_66135.K2Node_MakeStruct_1232) LITERAL: 1(/Game/Genesis2/CoreBlueprints/Buffs/Buff_Thornmail_Parent.Buff_Thornmail_Parent:EdGraph_66135.K2Node_MakeStruct_1233) LITERAL: {0} Dmg {1}(/Game/Genesis2/CoreBlueprints/Buffs/Buff_Thornmail_Parent.Buff_Thornmail_Parent:EdGraph_66136.K2Node_CallFunction_162429) LITERAL: 0(/Game/Genesis2/CoreBlueprints/Buffs/Buff_Thornmail_Parent.Buff_Thornmail_Parent:EdGraph_66136.K2Node_MakeStruct_1234) LITERAL: 1(/Game/Genesis2/CoreBlueprints/Buffs/Buff_Thornmail_Parent.Buff_Thornmail_Parent:EdGraph_66136.K2Node_MakeStruct_1235) CONTENT: Bleeding!(/Game/Genesis2/CoreBlueprints/Buffs/Buff_Thornmail_Parent.Default__Buff_Thornmail_Parent_C) CONTENT: You are bleeding! You are losing 1% of your health over time!(/Game/Genesis2/CoreBlueprints/Buffs/Buff_Thornmail_Parent.Default__Buff_Thornmail_Parent_C) CONTENT: Thornmail Poisoned(/Engine/Transient.REINST_Buff_Thornmail_Poison_C_0) CONTENT: Poison is damaging you. Melee Damage Reduced(/Engine/Transient.REINST_Buff_Thornmail_Poison_C_0) CONTENT: Thornmail Poisoned(/Engine/Transient.Default__REINST_Buff_Thornmail_Poison_C_20219) CONTENT: Poison is damaging you. Melee Damage Reduced(/Engine/Transient.Default__REINST_Buff_Thornmail_Poison_C_20219) CONTENT: Thornmail Poisoned(/Engine/Transient.REINST_Buff_Thornmail_Poison_C_1) CONTENT: Poison is damaging you. Melee Damage Reduced(/Engine/Transient.REINST_Buff_Thornmail_Poison_C_1) CONTENT: Thornmail Poisoned(/Engine/Transient.Default__REINST_Buff_Thornmail_Poison_C_20223) CONTENT: Poison is damaging you. Melee Damage Reduced(/Engine/Transient.Default__REINST_Buff_Thornmail_Poison_C_20223) CONTENT: Thornmail Poisoned(/Game/Genesis2/CoreBlueprints/Buffs/Buff_Thornmail_Poison.Default__Buff_Thornmail_Poison_C) CONTENT: Poison is damaging you. Melee Damage Reduced(/Game/Genesis2/CoreBlueprints/Buffs/Buff_Thornmail_Poison.Default__Buff_Thornmail_Poison_C) LITERAL: Check If Viewed By Players(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_AIController_BP.LionfishLion_AIController_BP:Check if Viewed by Players.K2Node_CallFunction_295179) CONTENT: Board Passenger Seat(/Engine/Transient.REINST_LionfishLion_Character_BP_C_0) CONTENT: Idle(/Engine/Transient.REINST_LionfishLion_Character_BP_C_0) CONTENT: Cute(/Engine/Transient.REINST_LionfishLion_Character_BP_C_0) CONTENT: Action(/Engine/Transient.REINST_LionfishLion_Character_BP_C_0) CONTENT: Stalk(/Engine/Transient.REINST_LionfishLion_Character_BP_C_0) CONTENT: Move(/Engine/Transient.REINST_LionfishLion_Character_BP_C_0) CONTENT: Sleep(/Engine/Transient.REINST_LionfishLion_Character_BP_C_0) CONTENT: Shadowmane(/Engine/Transient.REINST_LionfishLion_Character_BP_C_0) CONTENT: Natural Armor(/Game/Genesis2/Dinos/LionfishLion/PrimalItemArmor_ForLFL.Default__PrimalItemArmor_ForLFL_C) CONTENT: Shadowmane has natural armor.(/Game/Genesis2/Dinos/LionfishLion/PrimalItemArmor_ForLFL.Default__PrimalItemArmor_ForLFL_C) LITERAL: Prevented Interval To Check For Boss Dinos For Cloaking(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:add cloak buff with self as origin.K2Node_CallFunction_307068) LITERAL: Prevented Interval To Check For Boss Dinos For Cloaking(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:add cloak buff with self as origin.K2Node_CallFunction_349198) LITERAL: Prevent Tamed Sleeping Timer(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:Allow Nocturnal Logic.K2Node_CallFunction_261394) LITERAL: Big Spacebar Leap stop(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:Big Spacebar Leap Stop.K2Node_CallFunction_567807) LITERAL: Is in Initial Big Spacebar Leap(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:Big Spacebar Leap Tick.K2Node_CallFunction_346804) LITERAL: Is Blending FOV Back To Normal After Big Spacebar Leap(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:Blend Fov Back To Normal After Big Spacebar Leap.K2Node_CallFunction_422310) LITERAL: Is Blending FOV Back To Normal After Big Spacebar Leap(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:Blend Fov Back To Normal After Big Spacebar Leap.K2Node_CallFunction_422311) LITERAL: Restrict Bite Fx(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:BlueprintAdjustOutputDamage.K2Node_CallFunction_199182) LITERAL: Restrict Bite Fx(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:BlueprintAdjustOutputDamage.K2Node_CallFunction_201395) LITERAL: Reset Combo Count(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:BlueprintAdjustOutputDamage.K2Node_CallFunction_201836) LITERAL: hit dino name(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:BlueprintAdjustOutputDamage.K2Node_CallFunction_201840) LITERAL: post dmg (/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:BlueprintAdjustOutputDamage.K2Node_CallFunction_224962) LITERAL: index (/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:BlueprintAdjustOutputDamage.K2Node_CallFunction_224963) LITERAL: initial damage (/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:BlueprintAdjustOutputDamage.K2Node_CallFunction_224965) LITERAL: Clear Recently Max Combo Attacked Characters Array(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:BlueprintAdjustOutputDamage.K2Node_CallFunction_460468) LITERAL: set cached out combo count to (/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:BlueprintAdjustOutputDamage.K2Node_CallFunction_572899) LITERAL: set cached out combo count to (/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:BlueprintAdjustOutputDamage.K2Node_CallFunction_574693) LITERAL: Rotate During Big Spacebar Leap(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:BlueprintAnimNotifyCustomEvent.K2Node_CallFunction_168579) LITERAL: Bite Slash Vfx(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:BlueprintAnimNotifyCustomEvent.K2Node_CallFunction_219002) LITERAL: Left Paw Slash Vfx(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:BlueprintAnimNotifyCustomEvent.K2Node_CallFunction_225197) LITERAL: Right Paw Slash Vfx(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:BlueprintAnimNotifyCustomEvent.K2Node_CallFunction_225198) LITERAL: Is Playing FOVIncrease on Finisher Buildup(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:BlueprintAnimNotifyCustomEvent.K2Node_CallFunction_233263) LITERAL: Left Paw Slash Vfx(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:BlueprintAnimNotifyCustomEvent.K2Node_CallFunction_336682) LITERAL: Right Paw Slash Vfx(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:BlueprintAnimNotifyCustomEvent.K2Node_CallFunction_336683) LITERAL: Bite Slash Vfx(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:BlueprintAnimNotifyCustomEvent.K2Node_CallFunction_336684) LITERAL: / (/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:BlueprintDrawFloatingHUD.K2Node_CallFunction_20168) LITERAL: Sleep Debt: (/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:BlueprintDrawFloatingHUD.K2Node_CallFunction_20600) LITERAL: Is Staying Asleep(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:BlueprintDrawFloatingHUD.K2Node_VariableSet_10493) LITERAL: Is Staying Awake(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:BlueprintDrawFloatingHUD.K2Node_VariableSet_10494) LITERAL: Restrict Wild Teleport Attacking(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:BlueprintGetAttackWeight.K2Node_CallFunction_233139) LITERAL: Reset Moveforward(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:BP_InterceptMoveForward.K2Node_CallFunction_454185) LITERAL: Reset Moveright(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:BP_InterceptMoveRight.K2Node_CallFunction_454185) LITERAL: ADD :: (/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:BP_OnTargetedByTamedOrder.K2Node_CallFunction_56210) LITERAL: Rotate During Big Spacebar Leap(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:BP_PreventMovementMode.K2Node_CallFunction_250263) LITERAL: attack index (/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:BPAdjustAttackIndex.K2Node_CallFunction_665453) LITERAL: Prevent Tamed Sleeping Timer(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:BPBecomeAdult.K2Node_CallFunction_261394) LITERAL: Prevent Tamed Sleeping Timer(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:BPBecomeBaby.K2Node_CallFunction_261394) LITERAL: Entering or Exiting Roar Movement Restriction(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:BPDoAttack.K2Node_CallFunction_148126) LITERAL: Entering or Exiting Roar Movement Restriction(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:BPDoAttack.K2Node_CallFunction_149439) LITERAL: Restrict Wild Teleport Attacking(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:BPDoAttack.K2Node_CallFunction_233139) LITERAL: Restrict Wild Teleport Attacking(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:BPDoAttack.K2Node_CallFunction_238663) LITERAL: request quick teleport(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:BPDoAttack.K2Node_CallFunction_567807) LITERAL: has mate boost, so roar has AOE effect(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:BPDoAttack.K2Node_CallFunction_567808) LITERAL: secondary roar(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:BPDoAttack.K2Node_CallFunction_567809) LITERAL: has mate boost, so cloak has AOE effect(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:BPDoAttack.K2Node_CallFunction_571255) LITERAL: Reset Current Combo Melee Index(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:BPDoAttack.K2Node_CallFunction_639249) LITERAL: Restrict Max Combo Kill Fx(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:BPKilledSomethingEvent.K2Node_CallFunction_199182) LITERAL: Restrict Max Combo Kill Fx(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:BPKilledSomethingEvent.K2Node_CallFunction_201395) LITERAL: Reset Combo Count(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:BPKilledSomethingEvent.K2Node_CallFunction_201836) LITERAL: leveled up, increase armor value(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:BPNotifyLevelUp.K2Node_CallFunction_567807) LITERAL: movement changed notify(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:BPOnMovementModeChangedNotify.K2Node_CallFunction_567807) LITERAL: on start jump(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:BPOnStartJump.K2Node_CallFunction_222697) LITERAL: Time Threshold For Determining Jump Or Big Spacebar Leap(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:BPOnStartJump.K2Node_CallFunction_274506) LITERAL: stopjump2(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:BPOnStopJump.K2Node_CallFunction_222697) LITERAL: release jump(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:BPOnStopJump.K2Node_CallFunction_222699) LITERAL: Lerp Camera During Jump(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:BPOnStopJump.K2Node_CallFunction_262162) LITERAL: Time Threshold For Determining Jump Or Big Spacebar Leap(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:BPOnStopJump.K2Node_CallFunction_276324) LITERAL: Time Threshold For Determining Jump Or Big Spacebar Leap(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:BPOnStopJump.K2Node_CallFunction_282620) LITERAL: request jump(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:BPOnStopJump.K2Node_CallFunction_567807) LITERAL: Is Charging Teleport(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:BPOverrideCameraViewTarget.K2Node_CallFunction_225470) LITERAL: Is Charging Teleport(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:BPOverrideCameraViewTarget.K2Node_CallFunction_225471) LITERAL: Post Finisher Buildup FOV Return to Normal(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:BPOverrideCameraViewTarget.K2Node_CallFunction_227972) LITERAL: Is Blending FOV Back To Normal After Big Spacebar Leap(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:BPOverrideCameraViewTarget.K2Node_CallFunction_245811) LITERAL: Is Blending FOV Back To Normal After Big Spacebar Leap(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:BPOverrideCameraViewTarget.K2Node_CallFunction_245812) LITERAL: Post Finisher Buildup FOV Return to Normal(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:BPOverrideCameraViewTarget.K2Node_CallFunction_247546) LITERAL: Lerp Camera During Jump(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:BPOverrideCameraViewTarget.K2Node_CallFunction_266151) LITERAL: Is Playing FOVIncrease on Finisher Buildup(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:BPOverrideCameraViewTarget.K2Node_CallFunction_441612) LITERAL: Is Playing FOVIncrease on Finisher Buildup(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:BPOverrideCameraViewTarget.K2Node_CallFunction_441613) LITERAL: Is Charging Big Spacebar Leap(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:BPOverrideCameraViewTarget.K2Node_CallFunction_510965) LITERAL: Is Charging Big Spacebar Leap(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:BPOverrideCameraViewTarget.K2Node_CallFunction_510966) LITERAL: Short Time After Ending Teleport(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:BPOverrideCameraViewTarget.K2Node_CallFunction_751548) LITERAL: Rotate During Big Spacebar Leap(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:BPPreventFallDamage.K2Node_CallFunction_168579) LITERAL: Is Landing From Big Spacebar Leap(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:BPPreventFallDamage.K2Node_CallFunction_332472) LITERAL: Has Fish Trap Ready(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:BPServerHandleNetExecCommand.K2Node_CallFunction_433032) LITERAL: attempting to feed with fish of weight (/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:BPServerHandleNetExecCommand.K2Node_CallFunction_478953) LITERAL: Flee After Feeding(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:BPShouldForceFlee.K2Node_CallFunction_258560) LITERAL: force flee (/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:BPShouldForceFlee.K2Node_CallFunction_713431) LITERAL: Lerp Camera During Jump(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:BPTimerNonDedicated.K2Node_CallFunction_323451) LITERAL: air friction velocity set to(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:BPTimerServer.K2Node_CallFunction_1703591) LITERAL: Delay And Wake Up(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:BPTimerServer.K2Node_CallFunction_245772) LITERAL: Delay And Wake Up(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:BPTimerServer.K2Node_CallFunction_248063) LITERAL: Prevent Tamed Sleeping Timer(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:BPTimerServer.K2Node_CallFunction_261394) LITERAL: Flee After Feeding(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:BPTimerServer.K2Node_CallFunction_407589) LITERAL: Flee After Feeding(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:BPTimerServer.K2Node_CallFunction_416726) LITERAL: Shortly After Falling Asleep Prevent Affinity Reset(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:BPTimerServer.K2Node_CallFunction_532235) LITERAL: Shortly After Falling Asleep Prevent Affinity Reset(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:BPTimerServer.K2Node_CallFunction_533819) LITERAL: Flee After Feeding(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:BPTimerServer.K2Node_CallFunction_536165) LITERAL: Flee After Feeding(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:BPTimerServer.K2Node_CallFunction_536166) LITERAL: Big Spacebar Leap stopb(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:BPTimerServer.K2Node_CallFunction_567807) LITERAL: Decrease Camo Stamina(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:BPUnstasis.K2Node_CallFunction_217887) LITERAL: Prevent Tamed Sleeping Timer(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:BPUnstasis.K2Node_CallFunction_261394) LITERAL: Post Big Spacebar Leap Landing Reduced Friction(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:Can Keep Pouncing during Big Spacebar Leap.K2Node_CallFunction_321470) LITERAL: Prevent Tamed Sleeping Timer(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:Can Sleep.K2Node_CallFunction_261394) LITERAL: d (/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:CanJumpInternal.K2Node_CallFunction_415418) LITERAL: a (/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:CanJumpInternal.K2Node_CallFunction_415419) LITERAL: bn (/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:CanJumpInternal.K2Node_CallFunction_415420) LITERAL: c (/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:CanJumpInternal.K2Node_CallFunction_415421) LITERAL: Is in Initial Big Spacebar Leap(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:Check for Ground and Halt Anim.K2Node_CallFunction_561470) LITERAL: Delay And Fall Asleep(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:Check for Sleep.K2Node_CallFunction_245772) LITERAL: Delay And Fall Asleep(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:Check for Sleep.K2Node_CallFunction_248063) LITERAL: Delay And Wake Up(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:Check for Wake.K2Node_CallFunction_245772) LITERAL: Delay And Wake Up(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:Check for Wake.K2Node_CallFunction_248063) LITERAL: Restrict Was Seen Requests(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:Check If Viewed By Players.K2Node_CallFunction_469043) LITERAL: Restrict Was Seen Requests(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:Check If Viewed By Players.K2Node_CallFunction_470925) LITERAL: REMOVE :: (/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:Clean Allow Target when Using Camo Array.K2Node_CallFunction_78445) LITERAL: Restrict Wild Teleport Attacking(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:consolidated can attack.K2Node_CallFunction_233139) LITERAL: can attack? (/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:consolidated can attack.K2Node_CallFunction_340126) LITERAL: j (/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:consolidated can attack.K2Node_CallFunction_347427) LITERAL: a (/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:consolidated can attack.K2Node_CallFunction_347430) LITERAL: b (/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:consolidated can attack.K2Node_CallFunction_347433) LITERAL: c (/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:consolidated can attack.K2Node_CallFunction_347437) LITERAL: d (/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:consolidated can attack.K2Node_CallFunction_347440) LITERAL: e (/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:consolidated can attack.K2Node_CallFunction_347443) LITERAL: f (/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:consolidated can attack.K2Node_CallFunction_347446) LITERAL: g (/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:consolidated can attack.K2Node_CallFunction_347449) LITERAL: h (/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:consolidated can attack.K2Node_CallFunction_347452) LITERAL: i (/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:consolidated can attack.K2Node_CallFunction_347455) LITERAL: Is in Initial Big Spacebar Leap(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:consolidated can attack.K2Node_CallFunction_373059) LITERAL: can rider attack index (/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:consolidated can attack.K2Node_CallFunction_373061) LITERAL: can attack (/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:consolidated can attack.K2Node_CallFunction_586794) LITERAL: Prevent Tamed Sleeping Timer(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:cooldown after action before being able to sleep.K2Node_CallFunction_272280) LITERAL: Decrease Camo Stamina(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:Decrease Camo Stamina.K2Node_CallFunction_236362) LITERAL: Prevent Tamed Sleeping Timer(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:Dino Needs to Sleep.K2Node_CallFunction_261394) LITERAL: Delay Check for Holding Down Crouch(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:EventGraph.K2Node_CallFunction_178414) LITERAL: Delay Check for Holding Down Crouch(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:EventGraph.K2Node_CallFunction_180356) LITERAL: Delay Check for Holding Down Crouch(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:EventGraph.K2Node_CallFunction_182608) LITERAL: Reset Combo Count(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:EventGraph.K2Node_CallFunction_201836) LITERAL: Bite Slash Vfx(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:EventGraph.K2Node_CallFunction_217103) LITERAL: Left Paw Slash Vfx(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:EventGraph.K2Node_CallFunction_217104) LITERAL: Right Paw Slash Vfx(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:EventGraph.K2Node_CallFunction_219003) LITERAL: Is Lerping While Jumping(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:EventGraph.K2Node_CallFunction_247779) LITERAL: EnableShadowmaneCheats(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:EventGraph.K2Node_CallFunction_281228) LITERAL: true(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:EventGraph.K2Node_CallFunction_281631) LITERAL: false(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:EventGraph.K2Node_CallFunction_281731) LITERAL: Short Time After Initialization to Determine Targeting Team(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:EventGraph.K2Node_CallFunction_312199) LITERAL: dont reverse(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:EventGraph.K2Node_CallFunction_313920) LITERAL: hide dino for teleport (/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:EventGraph.K2Node_CallFunction_313921) LITERAL: hidden(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:EventGraph.K2Node_CallFunction_313926) LITERAL: playrate (/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:EventGraph.K2Node_CallFunction_313930) LITERAL: Is Charging Teleport(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:EventGraph.K2Node_CallFunction_328464) LITERAL: Is Teleport Cooldown Active(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:EventGraph.K2Node_CallFunction_340054) LITERAL: Prep for Mouth Slash(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:EventGraph.K2Node_CallFunction_342828) LITERAL: Prep For Left Paw Slash(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:EventGraph.K2Node_CallFunction_342829) LITERAL: Prep For Right Paw Slash(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:EventGraph.K2Node_CallFunction_342830) LITERAL: Prep for Mouth Slash(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:EventGraph.K2Node_CallFunction_346661) LITERAL: Prep For Left Paw Slash(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:EventGraph.K2Node_CallFunction_346662) LITERAL: Prep For Right Paw Slash(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:EventGraph.K2Node_CallFunction_346663) LITERAL: Lerp Time To Move To Other Side Of The Target(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:EventGraph.K2Node_CallFunction_425050) LITERAL: Is Playing FOVIncrease on Finisher Buildup(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:EventGraph.K2Node_CallFunction_567279) LITERAL: multicast start jumping(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:EventGraph.K2Node_CallFunction_567807) LITERAL: Is Teleport Cooldown Active(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:EventGraph.K2Node_CallFunction_568070) LITERAL: canceled charge release, (/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:EventGraph.K2Node_CallFunction_569836) LITERAL: controller invalid(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:EventGraph.K2Node_CallFunction_569836) LITERAL: release teleport(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:EventGraph.K2Node_CallFunction_571256) LITERAL: multicast started teleport 2(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:EventGraph.K2Node_CallFunction_571257) LITERAL: failed to get target, retying later(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:EventGraph.K2Node_CallFunction_571258) LITERAL: no retry targets(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:EventGraph.K2Node_CallFunction_571260) LITERAL: for whatever reason, out of bounds in target array(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:EventGraph.K2Node_CallFunction_571261) LITERAL: theres line of sight(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:EventGraph.K2Node_CallFunction_571263) LITERAL: theres line of sight(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:EventGraph.K2Node_CallFunction_571264) LITERAL: Reached A(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:EventGraph.K2Node_CallFunction_571266) LITERAL: soft cancel(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:EventGraph.K2Node_CallFunction_571269) LITERAL: retry with this many targets: (/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:EventGraph.K2Node_CallFunction_574649) LITERAL: Short Time After Ending Teleport(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:EventGraph.K2Node_CallFunction_749693) LITERAL: Is Charging Big Spacebar Leap(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:EventGraph.K2Node_Composite_104.client start Teleport collapsed.K2Node_CallFunction_519201) LITERAL: Allow Short Time Before Swapping Between Big Spacebar Leap Anticipation Poses(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:EventGraph.K2Node_Composite_104.client start Teleport collapsed.K2Node_CallFunction_519203) LITERAL: start Big Spacebar Leap collapsed(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:EventGraph.K2Node_Composite_104.client start Teleport collapsed.K2Node_CallFunction_567807) LITERAL: Is in Initial Big Spacebar Leap(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:EventGraph.K2Node_Composite_112.collapsed started Big Spacebar Leap 2.K2Node_CallFunction_520749) LITERAL: Is Big Spacebar Leap Cooldown Active(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:EventGraph.K2Node_Composite_112.collapsed started Big Spacebar Leap 2.K2Node_CallFunction_520750) LITERAL: Rotate During Big Spacebar Leap(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:EventGraph.K2Node_Composite_112.collapsed started Big Spacebar Leap 2.K2Node_CallFunction_520751) LITERAL: Is Big Spacebar Leap Cooldown Active(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:EventGraph.K2Node_Composite_112.collapsed started Big Spacebar Leap 2.K2Node_CallFunction_520755) LITERAL: Low Big Spacebar Leap Friction(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:EventGraph.K2Node_Composite_112.collapsed started Big Spacebar Leap 2.K2Node_CallFunction_520757) LITERAL: Prevent Big Spacebar Leap Anim At First(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:EventGraph.K2Node_Composite_112.collapsed started Big Spacebar Leap 2.K2Node_CallFunction_520758) LITERAL: multicast started Big Spacebar Leap 2(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:EventGraph.K2Node_Composite_112.collapsed started Big Spacebar Leap 2.K2Node_CallFunction_567807) LITERAL: Shortly After Falling Asleep Prevent Affinity Reset(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:EventGraph.K2Node_Composite_197.collapsed awoken from other buff added.K2Node_CallFunction_532235) LITERAL: Shortly After Falling Asleep Prevent Affinity Reset(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:EventGraph.K2Node_Composite_197.collapsed awoken from other buff added.K2Node_CallFunction_533820) LITERAL: Flee After Feeding(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:EventGraph.K2Node_Composite_197.collapsed awoken from other buff added.K2Node_CallFunction_536165) LITERAL: Prevent Repeated Big Spacebar Leap Anim(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:EventGraph.K2Node_Composite_310.collapsed early end Big Spacebar Leap.K2Node_CallFunction_535514) LITERAL: early end Big Spacebar Leap(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:EventGraph.K2Node_Composite_310.collapsed early end Big Spacebar Leap.K2Node_CallFunction_567807) LITERAL: all Big Spacebar Leap histop stuff ended(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:EventGraph.K2Node_Composite_480.collapsed max combo Big Spacebar Leap hitstop.K2Node_CallFunction_567807) LITERAL: Is Frozen From Hitstop(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:EventGraph.K2Node_Composite_514.collapsed hitstop .K2Node_CallFunction_545297) LITERAL: begin hitstop(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:EventGraph.K2Node_Composite_514.collapsed hitstop .K2Node_CallFunction_567807) LITERAL: Force Initial Big Spacebar Leap(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:EventGraph.K2Node_Composite_97.Collapsed client release Big Spacebar Leap.K2Node_CallFunction_516347) LITERAL: Prevent Repeated Big Spacebar Leap Anim(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:EventGraph.K2Node_Composite_97.Collapsed client release Big Spacebar Leap.K2Node_CallFunction_516348) LITERAL: release Big Spacebar Leap(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:EventGraph.K2Node_Composite_97.Collapsed client release Big Spacebar Leap.K2Node_CallFunction_567807) LITERAL: release Big Spacebar Leap(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:EventGraph.K2Node_Composite_97.Collapsed client release Big Spacebar Leap.K2Node_CallFunction_571270) LITERAL: Extra Big Spacebar Leap Ground Checks(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:Extra Big Spacebar Leap Ground Checks.K2Node_CallFunction_368484) LITERAL: Prevent Tamed Sleeping Timer(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:Fall Asleep.K2Node_CallFunction_261394) LITERAL: Shortly After Falling Asleep Prevent Affinity Reset(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:Fall Asleep.K2Node_CallFunction_525092) LITERAL: Flee After Feeding(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:feed.K2Node_CallFunction_253407) LITERAL: Shortly After Fleeing From Taming(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:flee after feeding.K2Node_CallFunction_371938) LITERAL: force initial Big Spacebar Leap ended(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:Force Initial Big Spacebar Leap.K2Node_CallFunction_567807) LITERAL: Rotate During Big Spacebar Leap(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:get aerial rotation while pouncing.K2Node_CallFunction_168579) LITERAL: f (/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:get held direction relative to camera forward.K2Node_CallFunction_1132775) LITERAL: fwd (/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:get held direction relative to camera forward.K2Node_CallFunction_1132781) LITERAL: z (/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:get held direction relative to camera forward.K2Node_CallFunction_1132784) LITERAL: a (/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:get held direction relative to camera forward.K2Node_CallFunction_1132787) LITERAL: b (/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:get held direction relative to camera forward.K2Node_CallFunction_1132790) LITERAL: c (/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:get held direction relative to camera forward.K2Node_CallFunction_1132793) LITERAL: d (/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:get held direction relative to camera forward.K2Node_CallFunction_1134650) LITERAL: e (/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:get held direction relative to camera forward.K2Node_CallFunction_1134653) LITERAL: swimming (/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:get held direction relative to camera forward.K2Node_CallFunction_1134656) LITERAL: Is Teleport Cooldown Active(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:GetHUDData.K2Node_CallFunction_165069) LITERAL: aaa(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:Identify Best Aimed Target For Quickteleport - Clientside.K2Node_CallFunction_382650) LITERAL: Prevent Tamed Sleeping Timer(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:initilialize sleep.K2Node_CallFunction_261394) LITERAL: Time Threshold for Determining Charge Teleport(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:InterceptInputEvent.K2Node_CallFunction_1239707) LITERAL: Time Threshold for Determining Charge Teleport(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:InterceptInputEvent.K2Node_CallFunction_1239710) LITERAL: Time Threshold for Determining Held Bite(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:InterceptInputEvent.K2Node_CallFunction_1239711) LITERAL: Time Threshold for Determining Charge Teleport(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:InterceptInputEvent.K2Node_CallFunction_1313736) LITERAL: Time Threshold for Determining Held Bite(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:InterceptInputEvent.K2Node_CallFunction_274506) LITERAL: Time Threshold for Determining Held Bite(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:InterceptInputEvent.K2Node_CallFunction_276324) LITERAL: Show Quick Teleport Indicator(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:InterceptInputEvent.K2Node_CallFunction_326188) LITERAL: Show Quick Teleport Indicator(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:InterceptInputEvent.K2Node_CallFunction_328439) LITERAL: Show Quick Teleport Indicator(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:InterceptInputEvent.K2Node_CallFunction_332350) LITERAL: Show Quick Teleport Indicator(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:InterceptInputEvent.K2Node_CallFunction_335894) LITERAL: Lerp Camera During Jump(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:Interpolate Mesh.K2Node_CallFunction_325761) LITERAL: (/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:is able to be tamed.K2Node_CallFunction_182844) LITERAL: (/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:is able to be tamed.K2Node_CallFunction_184808) LITERAL: x(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:is able to be tamed.K2Node_CallFunction_341005) LITERAL: - (/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:is able to be tamed.K2Node_CallFunction_467310) LITERAL: F(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:is able to be tamed.K2Node_VariableSet_123138) LITERAL: F(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:is able to be tamed.K2Node_VariableSet_123139) LITERAL: Player Inventory Is Invalid(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:is able to be tamed.K2Node_VariableSet_45061) LITERAL: last inventory slot is unavailable(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:is able to be tamed.K2Node_VariableSet_47021) LITERAL: F(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:is able to be tamed.K2Node_VariableSet_88451) LITERAL: T(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:is able to be tamed.K2Node_VariableSet_88458) LITERAL: Is Big Spacebar Leap Cooldown Active(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:Is Big Spacebar Leap Cooldown Active.K2Node_CallFunction_341614) LITERAL: is Big Spacebar Leap cooldown active ended(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:Is Big Spacebar Leap Cooldown Active.K2Node_CallFunction_567807) LITERAL: end histop iset velocity(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:Is Frozen From Hitstop.K2Node_CallFunction_631381) LITERAL: Extra Big Spacebar Leap Ground Checks(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:Is in Initial Big Spacebar Leap.K2Node_CallFunction_368484) LITERAL: is in initial Big Spacebar Leap ended(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:Is in Initial Big Spacebar Leap.K2Node_CallFunction_567807) LITERAL: is blocked by (/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:is line of sight to target blocked.K2Node_CallFunction_192762) LITERAL: Is in Initial Big Spacebar Leap(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:Is Mid Big Spacebar Leap.K2Node_CallFunction_389017) LITERAL: Post Finisher Buildup FOV Return to Normal(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:Is Playing FOVIncrease On Finisher Buildup.K2Node_CallFunction_157843) LITERAL: Post Finisher Buildup FOV Return to Normal(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:Is Playing FOVIncrease On Finisher Buildup.K2Node_CallFunction_245809) LITERAL: Long Prevent Tamed Sleeping Timer(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:Is Possible to Sleep.K2Node_CallFunction_261394) LITERAL: Prevent Tamed Sleeping Timer(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:Is Possible to Sleep.K2Node_CallFunction_339198) LITERAL: Flee After Feeding(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:Is Possible to Sleep.K2Node_CallFunction_407589) LITERAL: Is Teleport Cooldown Active(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:Is Teleport Cooldown Active.K2Node_CallFunction_341614) LITERAL: is teleport cooldown active ended(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:Is Teleport Cooldown Active.K2Node_CallFunction_567807) LITERAL: Shortly After Fleeing From Taming(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:Is time of day when lion wants to sleep.K2Node_CallFunction_375593) LITERAL: Rotate During Big Spacebar Leap(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:K2_OnMovementModeChanged.K2Node_CallFunction_168579) LITERAL: Big Spacebar Leap stopa(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:K2_OnMovementModeChanged.K2Node_CallFunction_567807) LITERAL: Keep Checking if the Fish Has Spawned(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:Keep Checking if the Fish Has Spawned.K2Node_CallFunction_239860) LITERAL: low Big Spacebar Leap friction ended(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:Low Big Spacebar Leap Friction.K2Node_CallFunction_567807) LITERAL: manual play land anim(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:Manual Play Land Anim.K2Node_CallFunction_567807) LITERAL: Prevent Tamed Sleeping Timer(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:multiuse logic.K2Node_CallFunction_261394) LITERAL: - (/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:multiuse logic.K2Node_CallFunction_467308) LITERAL: Feed Fish Basket(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:multiuse logic.K2Node_MakeStruct_11551) LITERAL: Feed Fish Basket(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:multiuse logic.K2Node_MakeStruct_1450) LITERAL: DEBUG CHEAT FEED 1 FISH(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:multiuse logic.K2Node_MakeStruct_14636) LITERAL: DEBUG CHEAT FEED .5 FISH(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:multiuse logic.K2Node_MakeStruct_17247) LITERAL: Go to Sleep(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:multiuse logic.K2Node_MakeStruct_4958) LITERAL: Wake Up(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:multiuse logic.K2Node_MakeStruct_4959) LITERAL: Stay Asleep(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:multiuse logic.K2Node_MakeStruct_4960) LITERAL: Stay Awake(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:multiuse logic.K2Node_MakeStruct_4961) LITERAL: Remove State Lock(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:multiuse logic.K2Node_MakeStruct_4962) LITERAL: Remove Skin(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:multiuse logic.K2Node_MakeStruct_4963) LITERAL: DEBUG CHEAT FEED 2.0 FISH(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:multiuse logic.K2Node_MakeStruct_8682) LITERAL: Long Prevent Tamed Sleeping Timer(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:Net Set Natural Sleep State.K2Node_CallFunction_272280) LITERAL: Is Landing From Big Spacebar Leap(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:Net Set State.K2Node_CallFunction_330570) LITERAL: Low Gravity Timeout(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:Net Set State.K2Node_CallFunction_550620) LITERAL: net set state (/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:Net Set State.K2Node_CallFunction_554637) LITERAL: net set state(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:Net Set State.K2Node_CallFunction_567807) LITERAL: Decrease Camo Stamina(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:net set use camo.K2Node_CallFunction_217887) LITERAL: Decrease Camo Stamina(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:net set use camo.K2Node_CallFunction_225176) LITERAL: Flee After Feeding(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:net set use camo.K2Node_CallFunction_258560) LITERAL: Prevented Interval To Check For Boss Dinos For Cloaking(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:net set use camo.K2Node_CallFunction_305084) LITERAL: Prevented Interval To Check For Boss Dinos For Cloaking(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:net set use camo.K2Node_CallFunction_307068) LITERAL: on Big Spacebar Leap land(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:On Big Spacebar Leap Land.K2Node_CallFunction_567807) LITERAL: Low Gravity Timeout(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:OnRep_CurrentClimbingState.K2Node_CallFunction_386233) LITERAL: play land anim(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:OnRep_CurrentClimbingState.K2Node_CallFunction_567807) LITERAL: reset character movement(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:OnRep_CurrentClimbingState.K2Node_CallFunction_568957) LITERAL: prevent Big Spacebar Leap anim at first ended(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:Prevent Big Spacebar Leap Anim at First.K2Node_CallFunction_567807) LITERAL: Shortly After Falling Asleep Prevent Affinity Reset(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:ReceiveAnyDamage.K2Node_CallFunction_532235) LITERAL: Flee After Feeding(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:ReceiveAnyDamage.K2Node_CallFunction_536165) LITERAL: Prevented Interval To Check For Boss Dinos For Cloaking(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:Remove self as origin dino for cloaks.K2Node_CallFunction_307068) LITERAL: canceled charge release, (/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:request release charge teleport.K2Node_CallFunction_569836) LITERAL: blueprint can rider attack is false(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:request release charge teleport.K2Node_CallFunction_569836) LITERAL: canceled charge release, no characters in array(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:request release charge teleport.K2Node_CallFunction_570107) LITERAL: Reset Combo Count(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:Reset Combo Count.K2Node_CallFunction_194293) LITERAL: AAA reset combo count(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:Reset Combo Count.K2Node_CallFunction_567807) LITERAL: Timer Check Teleport Targets(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:RidingTick.K2Node_CallFunction_332839) LITERAL: Timer Check Teleport Targets(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:RidingTick.K2Node_CallFunction_334714) LITERAL: Is Blending FOV Back To Normal After Big Spacebar Leap(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:RidingTick.K2Node_CallFunction_460718) LITERAL: Short Time After Ending Teleport(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:RidingTick.K2Node_CallFunction_751548) LITERAL: Select Next Teleport Target While Charging(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:Select Next Teleport Target While Charging.K2Node_CallFunction_689578) LITERAL: Delay Reset Gravity(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:Server Request Anim Start Jump.K2Node_CallFunction_230400) LITERAL: start charging(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:Server Request Charge Big Spacebar Leap.K2Node_CallFunction_222697) LITERAL: Timeout Check to Determine if Rider Is Still Valid for Charging Big Spacebar Leap(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:Server Request Charge Big Spacebar Leap.K2Node_CallFunction_227980) LITERAL: Rotate During Big Spacebar Leap(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:Server Request Charge Big Spacebar Leap.K2Node_CallFunction_289695) LITERAL: launch vec (/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:Server Request End Charge Big Spacebar Leap.K2Node_CallFunction_283329) LITERAL: Select Next Teleport Target While Charging(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:Server Request Hold Teleport.K2Node_CallFunction_175747) LITERAL: no line of sight (/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:Server Request Hold Teleport.K2Node_CallFunction_175751) LITERAL: location (/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:Server Request Hold Teleport.K2Node_CallFunction_175752) LITERAL: Flee After Feeding(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:Set Camo Active.K2Node_CallFunction_258560) LITERAL: Entering Or Exiting Camo Movement Restriction(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:Set Camo Active.K2Node_CallFunction_586539) LITERAL: Entering Or Exiting Camo Movement Restriction(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:Set Camo Active.K2Node_CallFunction_586541) LITERAL: Shortly After Tele(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:set final location and rotation after teleport.K2Node_CallFunction_522840) LITERAL: Low Big Spacebar Leap Friction(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:set final location and rotation after teleport.K2Node_CallFunction_841969) LITERAL: natural armor value const set to (/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:Set up Natural Armor value based on level.K2Node_CallFunction_1036529) LITERAL: couldnt give armor for some reason(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:Set up Natural Armor value based on level.K2Node_CallFunction_571252) LITERAL: for some reason passed a check for the item but failed immediately after getting a ref(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:Set up Natural Armor value based on level.K2Node_CallFunction_571253) LITERAL: b(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:Should Restrict Movement.K2Node_CallFunction_1298831) LITERAL: a (/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:Should Restrict Movement.K2Node_CallFunction_1298835) LITERAL: g(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:Should Restrict Movement.K2Node_CallFunction_1298938) LITERAL: c(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:Should Restrict Movement.K2Node_CallFunction_1299006) LITERAL: d(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:Should Restrict Movement.K2Node_CallFunction_1299007) LITERAL: e(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:Should Restrict Movement.K2Node_CallFunction_1299013) LITERAL: f(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:Should Restrict Movement.K2Node_CallFunction_1299014) LITERAL: h(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:Should Restrict Movement.K2Node_CallFunction_540824) LITERAL: (/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:Should Restrict Movement.K2Node_CallFunction_542724) LITERAL: Is Teleport Cooldown Active(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:show particle over optimal teleport target.K2Node_CallFunction_165069) LITERAL: Is Charging Big Spacebar Leap(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:Start Big Spacebar Leap.K2Node_CallFunction_383670) LITERAL: Reenable Collision(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:Start Big Spacebar Leap.K2Node_CallFunction_385583) LITERAL: Is in Initial Big Spacebar Leap(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:Start Big Spacebar Leap.K2Node_CallFunction_389017) LITERAL: Is Charging Teleport(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:Start Teleport.K2Node_CallFunction_383670) LITERAL: Reenable Collision(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:Start Teleport.K2Node_CallFunction_385583) LITERAL: Rotate During Big Spacebar Leap(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:tick events.K2Node_CallFunction_168579) LITERAL: Post Big Spacebar Leap Landing Reduced Friction(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:tick events.K2Node_CallFunction_235318) LITERAL: Is Lerping While Jumping(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:tick events.K2Node_CallFunction_252593) LITERAL: Check If Viewed By Players(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:tick events.K2Node_CallFunction_295179) LITERAL: Low Big Spacebar Leap Friction(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:tick events.K2Node_CallFunction_346804) LITERAL: Is in Initial Big Spacebar Leap(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:tick events.K2Node_CallFunction_351854) LITERAL: Check If Viewed By Players(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:tick events.K2Node_CallFunction_392714) LITERAL: Lerp Time To Move To Other Side Of The Target(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:tick events.K2Node_CallFunction_392845) LITERAL: Lerp Time To Move To Other Side Of The Target(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:tick events.K2Node_CallFunction_402539) LITERAL: Allow Short Time Before Swapping Between Big Spacebar Leap Anticipation Poses(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:tick events.K2Node_CallFunction_411015) LITERAL: Shortly After Tele(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:tick events.K2Node_CallFunction_524723) LITERAL: Lerp Time To Move To Other Side Of The Target(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:tick events.K2Node_CallFunction_554094) LITERAL: world rot and loc a(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:tick events.K2Node_CallFunction_576951) LITERAL: actor rot a(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:tick events.K2Node_CallFunction_576958) LITERAL: actor rot b(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:tick events.K2Node_CallFunction_576961) LITERAL: actor rot c(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:tick events.K2Node_CallFunction_576964) LITERAL: world rot aaa(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:tick events.K2Node_CallFunction_576970) LITERAL: Show Quick Teleport Indicator(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:Time Threshold For Determining Charge Teleport.K2Node_CallFunction_332350) LITERAL: request clientside holding leap(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:Time Threshold For Determining Jump Or Big Spacebar Leap.K2Node_CallFunction_222697) LITERAL: Timeout Check for Still Holding Spacebar(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:Time Threshold For Determining Jump Or Big Spacebar Leap.K2Node_CallFunction_227980) LITERAL: Timeout Check for Still Holding Spacebar(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:Timeout Check For Still Holding Spacebar.K2Node_CallFunction_278174) LITERAL: Timeout Check to Determine if Rider Is Still Valid for Charging Big Spacebar Leap(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:Timeout Check To Determine If Rider Is Still Valid For Charging Big Spacebar Leap.K2Node_CallFunction_227980) LITERAL: Left Paw Slash Vfx(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:toggle max combo vfx on limbs.K2Node_CallFunction_171764) LITERAL: Right Paw Slash Vfx(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:toggle max combo vfx on limbs.K2Node_CallFunction_171765) LITERAL: Left Paw Slash Vfx(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:toggle max combo vfx on limbs.K2Node_CallFunction_178745) LITERAL: Bite Slash Vfx(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:toggle max combo vfx on limbs.K2Node_CallFunction_178746) LITERAL: Right Paw Slash Vfx(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:toggle max combo vfx on limbs.K2Node_CallFunction_188812) LITERAL: Left Paw Slash Vfx(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:toggle max combo vfx on limbs.K2Node_CallFunction_219137) LITERAL: Right Paw Slash Vfx(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:toggle max combo vfx on limbs.K2Node_CallFunction_219138) LITERAL: Bite Slash Vfx(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:toggle max combo vfx on limbs.K2Node_CallFunction_219139) LITERAL: Left Paw Slash Vfx(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:toggle max combo vfx on limbs.K2Node_CallFunction_260535) LITERAL: Right Paw Slash Vfx(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:toggle max combo vfx on limbs.K2Node_CallFunction_260536) LITERAL: Bite Slash Vfx(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:toggle max combo vfx on limbs.K2Node_CallFunction_760517) LITERAL: Prevent Repeated Big Spacebar Leap Anim(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:update anims.K2Node_CallFunction_357180) LITERAL: Force Initial Big Spacebar Leap(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:update anims.K2Node_CallFunction_372289) LITERAL: Prevent Big Spacebar Leap Anim At First(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:update anims.K2Node_CallFunction_500003) LITERAL: Prevent Big Spacebar Leap Anim At First(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:update anims.K2Node_CallFunction_500292) LITERAL: update anims(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:update anims.K2Node_CallFunction_567807) LITERAL: set rot A(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:update transforms.K2Node_CallFunction_576951) LITERAL: hard set (/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:update transforms.K2Node_CallFunction_576955) LITERAL: set relative rot (/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:UserConstructionScript.K2Node_CallFunction_576951) LITERAL: True Wake Up Other Pack Dinos(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:wake up other pack dinos.K2Node_CallFunction_381992) LITERAL: Shortly After Falling Asleep Prevent Affinity Reset(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:wake up other pack dinos.K2Node_CallFunction_532235) LITERAL: Flee After Feeding(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:wake up other pack dinos.K2Node_CallFunction_536165) LITERAL: Delay True Wake Up(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.LionfishLion_Character_BP:Wake Up.K2Node_CallFunction_280789) LITERAL: Show Quick Teleport Indicator(/Game/Genesis2/Dinos/LionfishLion/Buff_LionfishLionHelper.Buff_LionfishLionHelper:BPGetHUDElements.K2Node_CallFunction_335711) CONTENT: Main Body(/Game/Genesis2/Dinos/LionfishLion/DinoColorSet_LionfishLion.Default__DinoColorSet_LionfishLion_C) CONTENT: Glowing Spots(/Game/Genesis2/Dinos/LionfishLion/DinoColorSet_LionfishLion.Default__DinoColorSet_LionfishLion_C) CONTENT: Belly(/Game/Genesis2/Dinos/LionfishLion/DinoColorSet_LionfishLion.Default__DinoColorSet_LionfishLion_C) CONTENT: Back(/Game/Genesis2/Dinos/LionfishLion/DinoColorSet_LionfishLion.Default__DinoColorSet_LionfishLion_C) CONTENT: Board Passenger Seat(/Engine/Transient.Default__REINST_LionfishLion_Character_BP_C_20319) CONTENT: Idle(/Engine/Transient.Default__REINST_LionfishLion_Character_BP_C_20319) CONTENT: Cute(/Engine/Transient.Default__REINST_LionfishLion_Character_BP_C_20319) CONTENT: Action(/Engine/Transient.Default__REINST_LionfishLion_Character_BP_C_20319) CONTENT: Stalk(/Engine/Transient.Default__REINST_LionfishLion_Character_BP_C_20319) CONTENT: Move(/Engine/Transient.Default__REINST_LionfishLion_Character_BP_C_20319) CONTENT: Sleep(/Engine/Transient.Default__REINST_LionfishLion_Character_BP_C_20319) CONTENT: Shadowmane(/Engine/Transient.Default__REINST_LionfishLion_Character_BP_C_20319) CONTENT: Board Passenger Seat(/Engine/Transient.REINST_LionfishLion_Character_BP_C_1) CONTENT: Idle(/Engine/Transient.REINST_LionfishLion_Character_BP_C_1) CONTENT: Cute(/Engine/Transient.REINST_LionfishLion_Character_BP_C_1) CONTENT: Action(/Engine/Transient.REINST_LionfishLion_Character_BP_C_1) CONTENT: Stalk(/Engine/Transient.REINST_LionfishLion_Character_BP_C_1) CONTENT: Move(/Engine/Transient.REINST_LionfishLion_Character_BP_C_1) CONTENT: Sleep(/Engine/Transient.REINST_LionfishLion_Character_BP_C_1) CONTENT: Shadowmane(/Engine/Transient.REINST_LionfishLion_Character_BP_C_1) CONTENT: Board Passenger Seat(/Engine/Transient.Default__REINST_LionfishLion_Character_BP_C_20335) CONTENT: Idle(/Engine/Transient.Default__REINST_LionfishLion_Character_BP_C_20335) CONTENT: Cute(/Engine/Transient.Default__REINST_LionfishLion_Character_BP_C_20335) CONTENT: Action(/Engine/Transient.Default__REINST_LionfishLion_Character_BP_C_20335) CONTENT: Stalk(/Engine/Transient.Default__REINST_LionfishLion_Character_BP_C_20335) CONTENT: Move(/Engine/Transient.Default__REINST_LionfishLion_Character_BP_C_20335) CONTENT: Sleep(/Engine/Transient.Default__REINST_LionfishLion_Character_BP_C_20335) CONTENT: Shadowmane(/Engine/Transient.Default__REINST_LionfishLion_Character_BP_C_20335) CONTENT: Not enough stamina to use camo!(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.Default__LionfishLion_Character_BP_C) CONTENT: Ability Requires Mate Boost(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.Default__LionfishLion_Character_BP_C) CONTENT: Teleport Ready(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.Default__LionfishLion_Character_BP_C) CONTENT: Wait(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.Default__LionfishLion_Character_BP_C) CONTENT: to feed(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.Default__LionfishLion_Character_BP_C) CONTENT: Cannot Feed(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.Default__LionfishLion_Character_BP_C) CONTENT: Is Not Sleeping (/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.Default__LionfishLion_Character_BP_C) CONTENT: You Must Be Crouched(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.Default__LionfishLion_Character_BP_C) CONTENT: Must Not Be Knocked Out(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.Default__LionfishLion_Character_BP_C) CONTENT: Has Aggro(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.Default__LionfishLion_Character_BP_C) CONTENT: Must Not Be Running(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.Default__LionfishLion_Character_BP_C) CONTENT: Must Not Be Swimming(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.Default__LionfishLion_Character_BP_C) CONTENT: Feed Fish When Naturally Asleep To Tame(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.Default__LionfishLion_Character_BP_C) CONTENT: Use a filled fish basket in the last item slot to tame with a fish with a quality of at least (/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.Default__LionfishLion_Character_BP_C) CONTENT: Fish is too small(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.Default__LionfishLion_Character_BP_C) CONTENT: Board Passenger Seat(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.Default__LionfishLion_Character_BP_C) CONTENT: Idle(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.Default__LionfishLion_Character_BP_C) CONTENT: Cute(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.Default__LionfishLion_Character_BP_C) CONTENT: Action(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.Default__LionfishLion_Character_BP_C) CONTENT: Stalk(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.Default__LionfishLion_Character_BP_C) CONTENT: Move(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.Default__LionfishLion_Character_BP_C) CONTENT: Sleep(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.Default__LionfishLion_Character_BP_C) CONTENT: Shadowmane(/Game/Genesis2/Dinos/LionfishLion/LionfishLion_Character_BP.Default__LionfishLion_Character_BP_C) CONTENT: Nursing Effectiveness(/Game/Genesis2/Dinos/MilkGlider/DinoCharacterStatusComponent_BP_MilkGlider.Default__DinoCharacterStatusComponent_BP_MilkGlider_C) CONTENT: Idle(/Engine/Transient.REINST_MilkGlider_Character_BP_C_0) CONTENT: Cute(/Engine/Transient.REINST_MilkGlider_Character_BP_C_0) CONTENT: Action(/Engine/Transient.REINST_MilkGlider_Character_BP_C_0) CONTENT: c_spine2(/Engine/Transient.REINST_MilkGlider_Character_BP_C_0) CONTENT: Move(/Engine/Transient.REINST_MilkGlider_Character_BP_C_0) CONTENT: c_spine2(/Engine/Transient.REINST_MilkGlider_Character_BP_C_0) CONTENT: Maewing(/Engine/Transient.REINST_MilkGlider_Character_BP_C_0) LITERAL: : Range (/Game/Genesis2/Dinos/MilkGlider/MilkGlider_Character_BP.MilkGlider_Character_BP:BlueprintDrawFloatingHUD.K2Node_CallFunction_203440) LITERAL: BellyFlopJump(/Game/Genesis2/Dinos/MilkGlider/MilkGlider_Character_BP.MilkGlider_Character_BP:BPDoAttack.K2Node_CallFunction_220312) LITERAL: Hide Trough Area(/Game/Genesis2/Dinos/MilkGlider/MilkGlider_Character_BP.MilkGlider_Character_BP:BPGetMultiUseEntries.K2Node_CallFunction_161462) LITERAL: Show Trough Area(/Game/Genesis2/Dinos/MilkGlider/MilkGlider_Character_BP.MilkGlider_Character_BP:BPGetMultiUseEntries.K2Node_CallFunction_161462) LITERAL: Remove (/Game/Genesis2/Dinos/MilkGlider/MilkGlider_Character_BP.MilkGlider_Character_BP:BPGetMultiUseEntries.K2Node_CallFunction_163736) LITERAL: , (/Game/Genesis2/Dinos/MilkGlider/MilkGlider_Character_BP.MilkGlider_Character_BP:BPGetMultiUseEntries.K2Node_CallFunction_188890) LITERAL: , (/Game/Genesis2/Dinos/MilkGlider/MilkGlider_Character_BP.MilkGlider_Character_BP:BPGetMultiUseEntries.K2Node_CallFunction_188891) LITERAL: , (/Game/Genesis2/Dinos/MilkGlider/MilkGlider_Character_BP.MilkGlider_Character_BP:BPGetMultiUseEntries.K2Node_CallFunction_188893) LITERAL: , (/Game/Genesis2/Dinos/MilkGlider/MilkGlider_Character_BP.MilkGlider_Character_BP:BPGetMultiUseEntries.K2Node_CallFunction_188895) LITERAL: Disable Nursing(/Game/Genesis2/Dinos/MilkGlider/MilkGlider_Character_BP.MilkGlider_Character_BP:BPGetMultiUseEntries.K2Node_CallFunction_209173) LITERAL: )(/Game/Genesis2/Dinos/MilkGlider/MilkGlider_Character_BP.MilkGlider_Character_BP:BPGetMultiUseEntries.K2Node_CallFunction_244440) LITERAL: (Recently Hurt (/Game/Genesis2/Dinos/MilkGlider/MilkGlider_Character_BP.MilkGlider_Character_BP:BPGetMultiUseEntries.K2Node_CallFunction_245644) LITERAL: Drop Babies(/Game/Genesis2/Dinos/MilkGlider/MilkGlider_Character_BP.MilkGlider_Character_BP:BPGetMultiUseEntries.K2Node_CallFunction_251361) LITERAL: Enable Nursing (Baby Feeding Trough)(/Game/Genesis2/Dinos/MilkGlider/MilkGlider_Character_BP.MilkGlider_Character_BP:BPGetMultiUseEntries.K2Node_CallFunction_261725) LITERAL: Pickup Baby...(/Game/Genesis2/Dinos/MilkGlider/MilkGlider_Character_BP.MilkGlider_Character_BP:BPGetMultiUseEntries.K2Node_CallFunction_276023) LITERAL: Pickup Baby... (Requires Saddle)(/Game/Genesis2/Dinos/MilkGlider/MilkGlider_Character_BP.MilkGlider_Character_BP:BPGetMultiUseEntries.K2Node_CallFunction_276023) LITERAL: Steal (/Game/Genesis2/Dinos/MilkGlider/MilkGlider_Character_BP.MilkGlider_Character_BP:BPGetMultiUseEntries.K2Node_CallFunction_292402) LITERAL: Place (/Game/Genesis2/Dinos/MilkGlider/MilkGlider_Character_BP.MilkGlider_Character_BP:BPGetMultiUseEntries.K2Node_CallFunction_329188) LITERAL: in saddle(/Game/Genesis2/Dinos/MilkGlider/MilkGlider_Character_BP.MilkGlider_Character_BP:BPGetMultiUseEntries.K2Node_CallFunction_329189) LITERAL: Back(/Game/Genesis2/Dinos/MilkGlider/MilkGlider_Character_BP.MilkGlider_Character_BP:BPGetMultiUseEntries.K2Node_MakeStruct_4670) LITERAL: Remove Passenger...(/Game/Genesis2/Dinos/MilkGlider/MilkGlider_Character_BP.MilkGlider_Character_BP:BPGetMultiUseEntries.K2Node_MakeStruct_5376) LITERAL: Back(/Game/Genesis2/Dinos/MilkGlider/MilkGlider_Character_BP.MilkGlider_Character_BP:BPGetMultiUseEntries.K2Node_MakeStruct_5377) LITERAL: AIJump(/Game/Genesis2/Dinos/MilkGlider/MilkGlider_Character_BP.MilkGlider_Character_BP:BPTimerServer.K2Node_CallFunction_180984) LITERAL: AIJump(/Game/Genesis2/Dinos/MilkGlider/MilkGlider_Character_BP.MilkGlider_Character_BP:BPTimerServer.K2Node_CallFunction_331957) LITERAL: Check Team and Toggle Trough Visibility(/Game/Genesis2/Dinos/MilkGlider/MilkGlider_Character_BP.MilkGlider_Character_BP:CheckTeamAndToggleTroughVisibility.K2Node_CallFunction_202844) LITERAL: Tick Til Pass Hide Seats(/Game/Genesis2/Dinos/MilkGlider/MilkGlider_Character_BP.MilkGlider_Character_BP:EventGraph.K2Node_CallFunction_114259) LITERAL: UpdateJumpRotation(/Game/Genesis2/Dinos/MilkGlider/MilkGlider_Character_BP.MilkGlider_Character_BP:EventGraph.K2Node_CallFunction_116484) LITERAL: DropAllBabes(/Game/Genesis2/Dinos/MilkGlider/MilkGlider_Character_BP.MilkGlider_Character_BP:EventGraph.K2Node_CallFunction_167096) LITERAL: DropAllBabes(/Game/Genesis2/Dinos/MilkGlider/MilkGlider_Character_BP.MilkGlider_Character_BP:EventGraph.K2Node_CallFunction_168882) LITERAL: DropAllBabes(/Game/Genesis2/Dinos/MilkGlider/MilkGlider_Character_BP.MilkGlider_Character_BP:EventGraph.K2Node_CallFunction_170957) LITERAL: Event_Init(/Game/Genesis2/Dinos/MilkGlider/MilkGlider_Character_BP.MilkGlider_Character_BP:EventGraph.K2Node_CallFunction_180228) LITERAL: EventStopPara(/Game/Genesis2/Dinos/MilkGlider/MilkGlider_Character_BP.MilkGlider_Character_BP:EventGraph.K2Node_CallFunction_241797) LITERAL: DelayedPress(/Game/Genesis2/Dinos/MilkGlider/MilkGlider_Character_BP.MilkGlider_Character_BP:EventGraph.K2Node_CallFunction_98376) LITERAL: DelayedPress(/Game/Genesis2/Dinos/MilkGlider/MilkGlider_Character_BP.MilkGlider_Character_BP:EventGraph.K2Node_CallFunction_98377) LITERAL: DelayedPress(/Game/Genesis2/Dinos/MilkGlider/MilkGlider_Character_BP.MilkGlider_Character_BP:EventGraph.K2Node_CallFunction_98378) LITERAL: Event_JumpStart(/Game/Genesis2/Dinos/MilkGlider/MilkGlider_Character_BP.MilkGlider_Character_BP:ExecuteJump.K2Node_CallFunction_148200) LITERAL: DropAllBabes(/Game/Genesis2/Dinos/MilkGlider/MilkGlider_Character_BP.MilkGlider_Character_BP:InterceptInputEvent.K2Node_CallFunction_167096) LITERAL: DropAllBabes(/Game/Genesis2/Dinos/MilkGlider/MilkGlider_Character_BP.MilkGlider_Character_BP:InterceptInputEvent.K2Node_CallFunction_168882) LITERAL: DropAllBabes(/Game/Genesis2/Dinos/MilkGlider/MilkGlider_Character_BP.MilkGlider_Character_BP:InterceptInputEvent.K2Node_CallFunction_170957) LITERAL: DropAllBabes(/Game/Genesis2/Dinos/MilkGlider/MilkGlider_Character_BP.MilkGlider_Character_BP:InterceptInputEvent.K2Node_CallFunction_227745) LITERAL: UpdateAllJumpRotation(/Game/Genesis2/Dinos/MilkGlider/MilkGlider_Character_BP.MilkGlider_Character_BP:LaunchAtTracePoint.K2Node_CallFunction_116484) LITERAL: Stole (/Game/Genesis2/Dinos/MilkGlider/MilkGlider_Character_BP.MilkGlider_Character_BP:NotifyTribesOfBabyStolen.K2Node_CallFunction_298282) LITERAL: !(/Game/Genesis2/Dinos/MilkGlider/MilkGlider_Character_BP.MilkGlider_Character_BP:NotifyTribesOfBabyStolen.K2Node_CallFunction_298283) LITERAL: (/Game/Genesis2/Dinos/MilkGlider/MilkGlider_Character_BP.MilkGlider_Character_BP:NotifyTribesOfBabyStolen.K2Node_CallFunction_348618) LITERAL: (/Game/Genesis2/Dinos/MilkGlider/MilkGlider_Character_BP.MilkGlider_Character_BP:NotifyTribesOfBabyStolen.K2Node_CallFunction_348619) LITERAL: (/Game/Genesis2/Dinos/MilkGlider/MilkGlider_Character_BP.MilkGlider_Character_BP:NotifyTribesOfBabyStolen.K2Node_CallFunction_456690) LITERAL: (/Game/Genesis2/Dinos/MilkGlider/MilkGlider_Character_BP.MilkGlider_Character_BP:NotifyTribesOfBabyStolen.K2Node_CallFunction_456691) LITERAL: !(/Game/Genesis2/Dinos/MilkGlider/MilkGlider_Character_BP.MilkGlider_Character_BP:NotifyTribesOfBabyStolen.K2Node_CallFunction_478302) LITERAL: Tamed (/Game/Genesis2/Dinos/MilkGlider/MilkGlider_Character_BP.MilkGlider_Character_BP:NotifyTribesOfBabyStolen.K2Node_CallFunction_478398) LITERAL: from (/Game/Genesis2/Dinos/MilkGlider/MilkGlider_Character_BP.MilkGlider_Character_BP:NotifyTribesOfBabyStolen.K2Node_CallFunction_478399) LITERAL: {LostDino} was stolen by {Enemy}!(/Game/Genesis2/Dinos/MilkGlider/MilkGlider_Character_BP.MilkGlider_Character_BP:NotifyTribesOfBabyStolen.K2Node_FormatText_238) LITERAL: Event_StopParaSound(/Game/Genesis2/Dinos/MilkGlider/MilkGlider_Character_BP.MilkGlider_Character_BP:OnRep_bWantsToParachute.K2Node_CallFunction_310212) LITERAL: Event_StopParaSound(/Game/Genesis2/Dinos/MilkGlider/MilkGlider_Character_BP.MilkGlider_Character_BP:OnRep_bWantsToParachute.K2Node_CallFunction_312012) LITERAL: Event_StopParaSound(/Game/Genesis2/Dinos/MilkGlider/MilkGlider_Character_BP.MilkGlider_Character_BP:OnRep_bWantsToParachute.K2Node_CallFunction_315361) LITERAL: Event_StopGlideSound(/Game/Genesis2/Dinos/MilkGlider/MilkGlider_Character_BP.MilkGlider_Character_BP:OnRep_CurrentExtraState.K2Node_CallFunction_310212) LITERAL: Event_StopGlideSound(/Game/Genesis2/Dinos/MilkGlider/MilkGlider_Character_BP.MilkGlider_Character_BP:OnRep_CurrentExtraState.K2Node_CallFunction_312012) LITERAL: Event_StopGlideSound(/Game/Genesis2/Dinos/MilkGlider/MilkGlider_Character_BP.MilkGlider_Character_BP:OnRep_CurrentExtraState.K2Node_CallFunction_315361) LITERAL: Event_StopSlideSound(/Game/Genesis2/Dinos/MilkGlider/MilkGlider_Character_BP.MilkGlider_Character_BP:OnRep_CurrentExtraState.K2Node_CallFunction_318091) LITERAL: Event_StopSlideSound(/Game/Genesis2/Dinos/MilkGlider/MilkGlider_Character_BP.MilkGlider_Character_BP:OnRep_CurrentExtraState.K2Node_CallFunction_318092) LITERAL: Event_StopSlideSound(/Game/Genesis2/Dinos/MilkGlider/MilkGlider_Character_BP.MilkGlider_Character_BP:OnRep_CurrentExtraState.K2Node_CallFunction_318184) LITERAL: EventStopPara(/Game/Genesis2/Dinos/MilkGlider/MilkGlider_Character_BP.MilkGlider_Character_BP:SetParachuteState.K2Node_CallFunction_245874) LITERAL: SetToStoredVelocity(/Game/Genesis2/Dinos/MilkGlider/MilkGlider_Character_BP.MilkGlider_Character_BP:StartSliding.K2Node_CallFunction_177468) LITERAL: SetToStoredVelocity(/Game/Genesis2/Dinos/MilkGlider/MilkGlider_Character_BP.MilkGlider_Character_BP:StartSliding.K2Node_CallFunction_180301) LITERAL: Tick Til Pass Hide Seats(/Game/Genesis2/Dinos/MilkGlider/MilkGlider_Character_BP.MilkGlider_Character_BP:Tick Til Pass Hide Seats.K2Node_CallFunction_197474) LITERAL: UnhidePassengerSeats(/Game/Genesis2/Dinos/MilkGlider/MilkGlider_Character_BP.MilkGlider_Character_BP:UnhidePassengerSeats.K2Node_CallFunction_130834) CONTENT: Woosh(/Engine/Transient.REINST_Buff_RiderFlyingWindWoosh_MilkGlider_C_0) CONTENT: YOU GOIN SO FAST(/Engine/Transient.REINST_Buff_RiderFlyingWindWoosh_MilkGlider_C_0) CONTENT: Woosh(/Engine/Transient.Default__REINST_Buff_RiderFlyingWindWoosh_MilkGlider_C_20358) CONTENT: YOU GOIN SO FAST(/Engine/Transient.Default__REINST_Buff_RiderFlyingWindWoosh_MilkGlider_C_20358) CONTENT: Woosh(/Engine/Transient.REINST_Buff_RiderFlyingWindWoosh_MilkGlider_C_1) CONTENT: YOU GOIN SO FAST(/Engine/Transient.REINST_Buff_RiderFlyingWindWoosh_MilkGlider_C_1) CONTENT: Geyser Launch!(/Engine/Transient.REINST_Buff_GeyserLaunch_C_0) LITERAL: Hello(/Game/Extinction/CoreBlueprints/Environment/Env_DesertGeyser.Env_DesertGeyser:EventGraph.K2Node_CallFunction_108224) LITERAL: TurnGeyserOff(/Game/Extinction/CoreBlueprints/Environment/Env_DesertGeyser.Env_DesertGeyser:EventGraph.K2Node_CallFunction_201034) LITERAL: x={x}, y={y}, z={z}(/Game/Extinction/CoreBlueprints/Environment/Env_DesertGeyser.Env_DesertGeyser:IsCharacterInGeyser.K2Node_FormatText_25) CONTENT: Geyser Launch!(/Engine/Transient.Default__REINST_Buff_GeyserLaunch_C_20365) CONTENT: Geyser Launch!(/Engine/Transient.REINST_Buff_GeyserLaunch_C_1) LITERAL: x={x}, y={y}, z={z}(/Game/Extinction/CoreBlueprints/Environment/Env_DesertGeyser.Env_DesertGeyser:EdGraph_68722.K2Node_CallFunction_170167) LITERAL: x(/Game/Extinction/CoreBlueprints/Environment/Env_DesertGeyser.Env_DesertGeyser:EdGraph_68722.K2Node_MakeStruct_1245) LITERAL: y(/Game/Extinction/CoreBlueprints/Environment/Env_DesertGeyser.Env_DesertGeyser:EdGraph_68722.K2Node_MakeStruct_1246) LITERAL: z(/Game/Extinction/CoreBlueprints/Environment/Env_DesertGeyser.Env_DesertGeyser:EdGraph_68722.K2Node_MakeStruct_1247) CONTENT: Basic Maewing Egg(/Game/Genesis2/Dinos/MilkGlider/Eggs/PrimalItemConsumable_Egg_MilkGlider_XSmall.Default__PrimalItemConsumable_Egg_MilkGlider_XSmall_C) CONTENT: Simple Maewing Egg(/Game/Genesis2/Dinos/MilkGlider/Eggs/PrimalItemConsumable_Egg_MilkGlider_Small.Default__PrimalItemConsumable_Egg_MilkGlider_Small_C) CONTENT: Regular Maewing Egg(/Game/Genesis2/Dinos/MilkGlider/Eggs/PrimalItemConsumable_Egg_MilkGlider_Medium.Default__PrimalItemConsumable_Egg_MilkGlider_Medium_C) CONTENT: Superior Maewing Egg(/Game/Genesis2/Dinos/MilkGlider/Eggs/PrimalItemConsumable_Egg_MilkGlider_Large.Default__PrimalItemConsumable_Egg_MilkGlider_Large_C) CONTENT: Exceptional Maewing Egg(/Game/Genesis2/Dinos/MilkGlider/Eggs/PrimalItemConsumable_Egg_MilkGlider_XLarge.Default__PrimalItemConsumable_Egg_MilkGlider_XLarge_C) CONTENT: Extraordinary Maewing Egg(/Game/Genesis2/Dinos/MilkGlider/Eggs/PrimalItemConsumable_Egg_MilkGlider_Special.Default__PrimalItemConsumable_Egg_MilkGlider_Special_C) CONTENT: Basic Fertilized Maewing Egg(/Game/Genesis2/Dinos/MilkGlider/Eggs/PrimalItemConsumable_Egg_MilkGlider_XSmall_Fertilized.Default__PrimalItemConsumable_Egg_MilkGlider_XSmall_Fertilized_C) CONTENT: Simple Fertilized Maewing Egg(/Game/Genesis2/Dinos/MilkGlider/Eggs/PrimalItemConsumable_Egg_MilkGlider_Small_Fertilized.Default__PrimalItemConsumable_Egg_MilkGlider_Small_Fertilized_C) CONTENT: Regular Fertilized Maewing Egg(/Game/Genesis2/Dinos/MilkGlider/Eggs/PrimalItemConsumable_Egg_MilkGlider_Medium_Fertilized.Default__PrimalItemConsumable_Egg_MilkGlider_Medium_Fertilized_C) CONTENT: Superior Fertilized Maewing Egg(/Game/Genesis2/Dinos/MilkGlider/Eggs/PrimalItemConsumable_Egg_MilkGlider_Large_Fertilized.Default__PrimalItemConsumable_Egg_MilkGlider_Large_Fertilized_C) CONTENT: Exceptional Fertilized Maewing Egg(/Game/Genesis2/Dinos/MilkGlider/Eggs/PrimalItemConsumable_Egg_MilkGlider_XLarge_Fertilized.Default__PrimalItemConsumable_Egg_MilkGlider_XLarge_Fertilized_C) CONTENT: Extraordinary Fertilized Maewing Egg(/Game/Genesis2/Dinos/MilkGlider/Eggs/PrimalItemConsumable_Egg_MilkGlider_Special_Fertilized.Default__PrimalItemConsumable_Egg_MilkGlider_Special_Fertilized_C) CONTENT: main body(/Game/Genesis2/Dinos/MilkGlider/DinoColorSet_MilkGlider.Default__DinoColorSet_MilkGlider_C) CONTENT: membrane accents(/Game/Genesis2/Dinos/MilkGlider/DinoColorSet_MilkGlider.Default__DinoColorSet_MilkGlider_C) CONTENT: stripes(/Game/Genesis2/Dinos/MilkGlider/DinoColorSet_MilkGlider.Default__DinoColorSet_MilkGlider_C) CONTENT: beak(/Game/Genesis2/Dinos/MilkGlider/DinoColorSet_MilkGlider.Default__DinoColorSet_MilkGlider_C) CONTENT: belly(/Game/Genesis2/Dinos/MilkGlider/DinoColorSet_MilkGlider.Default__DinoColorSet_MilkGlider_C) CONTENT: back(/Game/Genesis2/Dinos/MilkGlider/DinoColorSet_MilkGlider.Default__DinoColorSet_MilkGlider_C) CONTENT: Idle(/Engine/Transient.Default__REINST_MilkGlider_Character_BP_C_20403) CONTENT: Cute(/Engine/Transient.Default__REINST_MilkGlider_Character_BP_C_20403) CONTENT: Action(/Engine/Transient.Default__REINST_MilkGlider_Character_BP_C_20403) CONTENT: c_spine2(/Engine/Transient.Default__REINST_MilkGlider_Character_BP_C_20403) CONTENT: Move(/Engine/Transient.Default__REINST_MilkGlider_Character_BP_C_20403) CONTENT: c_spine2(/Engine/Transient.Default__REINST_MilkGlider_Character_BP_C_20403) CONTENT: Maewing(/Engine/Transient.Default__REINST_MilkGlider_Character_BP_C_20403) LITERAL: {LostDino} was stolen by {Enemy}!(/Game/Genesis2/Dinos/MilkGlider/MilkGlider_Character_BP.MilkGlider_Character_BP:EdGraph_69191.K2Node_CallFunction_171625) LITERAL: LostDino(/Game/Genesis2/Dinos/MilkGlider/MilkGlider_Character_BP.MilkGlider_Character_BP:EdGraph_69191.K2Node_MakeStruct_1248) LITERAL: Enemy(/Game/Genesis2/Dinos/MilkGlider/MilkGlider_Character_BP.MilkGlider_Character_BP:EdGraph_69191.K2Node_MakeStruct_1249) CONTENT: Idle(/Engine/Transient.REINST_MilkGlider_Character_BP_C_1) CONTENT: Cute(/Engine/Transient.REINST_MilkGlider_Character_BP_C_1) CONTENT: Action(/Engine/Transient.REINST_MilkGlider_Character_BP_C_1) CONTENT: c_spine2(/Engine/Transient.REINST_MilkGlider_Character_BP_C_1) CONTENT: Move(/Engine/Transient.REINST_MilkGlider_Character_BP_C_1) CONTENT: c_spine2(/Engine/Transient.REINST_MilkGlider_Character_BP_C_1) CONTENT: Maewing(/Engine/Transient.REINST_MilkGlider_Character_BP_C_1) CONTENT: Woosh(/Engine/Transient.Default__REINST_Buff_RiderFlyingWindWoosh_MilkGlider_C_20409) CONTENT: YOU GOIN SO FAST(/Engine/Transient.Default__REINST_Buff_RiderFlyingWindWoosh_MilkGlider_C_20409) CONTENT: Woosh(/Game/Genesis2/CoreBlueprints/Buffs/Buff_RiderFlyingWindWoosh_MilkGlider.Default__Buff_RiderFlyingWindWoosh_MilkGlider_C) CONTENT: YOU GOIN SO FAST(/Game/Genesis2/CoreBlueprints/Buffs/Buff_RiderFlyingWindWoosh_MilkGlider.Default__Buff_RiderFlyingWindWoosh_MilkGlider_C) CONTENT: Geyser Launch!(/Engine/Transient.Default__REINST_Buff_GeyserLaunch_C_20413) CONTENT: Geyser Launch!(/Game/Extinction/CoreBlueprints/Buffs/Buff_GeyserLaunch.Default__Buff_GeyserLaunch_C) LITERAL: x={x}, y={y}, z={z}(/Game/Extinction/CoreBlueprints/Environment/Env_DesertGeyser.Env_DesertGeyser:EdGraph_69255.K2Node_CallFunction_172140) LITERAL: x(/Game/Extinction/CoreBlueprints/Environment/Env_DesertGeyser.Env_DesertGeyser:EdGraph_69255.K2Node_MakeStruct_1250) LITERAL: y(/Game/Extinction/CoreBlueprints/Environment/Env_DesertGeyser.Env_DesertGeyser:EdGraph_69255.K2Node_MakeStruct_1251) LITERAL: z(/Game/Extinction/CoreBlueprints/Environment/Env_DesertGeyser.Env_DesertGeyser:EdGraph_69255.K2Node_MakeStruct_1252) CONTENT: Idle(/Engine/Transient.Default__REINST_MilkGlider_Character_BP_C_20425) CONTENT: Cute(/Engine/Transient.Default__REINST_MilkGlider_Character_BP_C_20425) CONTENT: Action(/Engine/Transient.Default__REINST_MilkGlider_Character_BP_C_20425) CONTENT: c_spine2(/Engine/Transient.Default__REINST_MilkGlider_Character_BP_C_20425) CONTENT: Move(/Engine/Transient.Default__REINST_MilkGlider_Character_BP_C_20425) CONTENT: c_spine2(/Engine/Transient.Default__REINST_MilkGlider_Character_BP_C_20425) CONTENT: Maewing(/Engine/Transient.Default__REINST_MilkGlider_Character_BP_C_20425) LITERAL: {LostDino} was stolen by {Enemy}!(/Game/Genesis2/Dinos/MilkGlider/MilkGlider_Character_BP.MilkGlider_Character_BP:EdGraph_69485.K2Node_CallFunction_172832) LITERAL: LostDino(/Game/Genesis2/Dinos/MilkGlider/MilkGlider_Character_BP.MilkGlider_Character_BP:EdGraph_69485.K2Node_MakeStruct_1253) LITERAL: Enemy(/Game/Genesis2/Dinos/MilkGlider/MilkGlider_Character_BP.MilkGlider_Character_BP:EdGraph_69485.K2Node_MakeStruct_1254) CONTENT: Nursing(/Game/Genesis2/Dinos/MilkGlider/MilkGlider_Character_BP.Default__MilkGlider_Character_BP_C) CONTENT: Idle(/Game/Genesis2/Dinos/MilkGlider/MilkGlider_Character_BP.Default__MilkGlider_Character_BP_C) CONTENT: Cute(/Game/Genesis2/Dinos/MilkGlider/MilkGlider_Character_BP.Default__MilkGlider_Character_BP_C) CONTENT: Action(/Game/Genesis2/Dinos/MilkGlider/MilkGlider_Character_BP.Default__MilkGlider_Character_BP_C) CONTENT: c_spine2(/Game/Genesis2/Dinos/MilkGlider/MilkGlider_Character_BP.Default__MilkGlider_Character_BP_C) CONTENT: Move(/Game/Genesis2/Dinos/MilkGlider/MilkGlider_Character_BP.Default__MilkGlider_Character_BP_C) CONTENT: c_spine2(/Game/Genesis2/Dinos/MilkGlider/MilkGlider_Character_BP.Default__MilkGlider_Character_BP_C) CONTENT: Maewing(/Game/Genesis2/Dinos/MilkGlider/MilkGlider_Character_BP.Default__MilkGlider_Character_BP_C) CONTENT: Idle(/Engine/Transient.REINST_SpaceWhale_Character_BP_C_0) CONTENT: spine_4(/Engine/Transient.REINST_SpaceWhale_Character_BP_C_0) CONTENT: Cute(/Engine/Transient.REINST_SpaceWhale_Character_BP_C_0) CONTENT: spine_4(/Engine/Transient.REINST_SpaceWhale_Character_BP_C_0) CONTENT: Roar(/Engine/Transient.REINST_SpaceWhale_Character_BP_C_0) CONTENT: spine_4(/Engine/Transient.REINST_SpaceWhale_Character_BP_C_0) CONTENT: Attack(/Engine/Transient.REINST_SpaceWhale_Character_BP_C_0) CONTENT: spine_4(/Engine/Transient.REINST_SpaceWhale_Character_BP_C_0) CONTENT: Move(/Engine/Transient.REINST_SpaceWhale_Character_BP_C_0) CONTENT: spine_4(/Engine/Transient.REINST_SpaceWhale_Character_BP_C_0) CONTENT: Astrocetus(/Engine/Transient.REINST_SpaceWhale_Character_BP_C_0) LITERAL: ForceHideSaddle(/Game/Genesis/Dinos/SpaceWhale/SpaceWhale_Character_BP.SpaceWhale_Character_BP:BlueprintAnimNotifyCustomEvent.K2Node_CallFunction_151230) LITERAL: ClearTorporHit(/Game/Genesis/Dinos/SpaceWhale/SpaceWhale_Character_BP.SpaceWhale_Character_BP:BPAdjustDamage.K2Node_CallFunction_376524) LITERAL: TorporHit(/Game/Genesis/Dinos/SpaceWhale/SpaceWhale_Character_BP.SpaceWhale_Character_BP:BPAdjustDamage.K2Node_CallFunction_376525) LITERAL: TorporHitRight(/Game/Genesis/Dinos/SpaceWhale/SpaceWhale_Character_BP.SpaceWhale_Character_BP:BPAdjustDamage.K2Node_CallFunction_605664) LITERAL: TorporHitLeft(/Game/Genesis/Dinos/SpaceWhale/SpaceWhale_Character_BP.SpaceWhale_Character_BP:BPAdjustDamage.K2Node_CallFunction_606826) LITERAL: State {0} {1}(/Game/Genesis/Dinos/SpaceWhale/SpaceWhale_Character_BP.SpaceWhale_Character_BP:BPAnimNotifyCustomState_Begin.K2Node_FormatText_258) LITERAL: ServerPostJumpComplete(/Game/Genesis/Dinos/SpaceWhale/SpaceWhale_Character_BP.SpaceWhale_Character_BP:BPOnMassTeleportEvent.K2Node_CallFunction_160362) LITERAL: PostJumpComplete(/Game/Genesis/Dinos/SpaceWhale/SpaceWhale_Character_BP.SpaceWhale_Character_BP:CompleteTeleport.K2Node_CallFunction_160362) LITERAL: ScanForTeleportActors(/Game/Genesis/Dinos/SpaceWhale/SpaceWhale_Character_BP.SpaceWhale_Character_BP:EventGraph.K2Node_CallFunction_164891) LITERAL: DelayedGearFixup(/Game/Genesis/Dinos/SpaceWhale/SpaceWhale_Character_BP.SpaceWhale_Character_BP:EventGraph.K2Node_CallFunction_463278) LITERAL: ScanForPlayers(/Game/Genesis/Dinos/SpaceWhale/SpaceWhale_Character_BP.SpaceWhale_Character_BP:EventGraph.K2Node_CallFunction_87701) LITERAL: ParticleColor {0}(/Game/Genesis/Dinos/SpaceWhale/SpaceWhale_Character_BP.SpaceWhale_Character_BP:EventGraph.K2Node_FormatText_216) LITERAL: NEW TELEPORT DESTINATION(/Game/Genesis/Dinos/SpaceWhale/SpaceWhale_Character_BP.SpaceWhale_Character_BP:EventGraph.K2Node_MakeStruct_11843) LITERAL: FX_Projectile_L(/Game/Genesis/Dinos/SpaceWhale/SpaceWhale_Character_BP.SpaceWhale_Character_BP:GetFireTransformForPlayer.K2Node_CallFunction_258230) LITERAL: FX_Projectile_R(/Game/Genesis/Dinos/SpaceWhale/SpaceWhale_Character_BP.SpaceWhale_Character_BP:GetFireTransformForPlayer.K2Node_CallFunction_258230) LITERAL: Initiating Bombing Mode requires Tek Saddle Engram!(/Game/Genesis/Dinos/SpaceWhale/SpaceWhale_Character_BP.SpaceWhale_Character_BP:Local Request Bomb Targeting.K2Node_CallFunction_197465) LITERAL: x(/Game/Genesis/Dinos/SpaceWhale/SpaceWhale_Character_BP.SpaceWhale_Character_BP:ReceiveTick.K2Node_CallFunction_178085) LITERAL: Hyperdrive Ready(/Game/Genesis/Dinos/SpaceWhale/SpaceWhale_Character_BP.SpaceWhale_Character_BP:ReceiveTick.K2Node_CallFunction_238110) LITERAL: Cosmic Power: {cur} - {cost} / {max}(/Game/Genesis/Dinos/SpaceWhale/SpaceWhale_Character_BP.SpaceWhale_Character_BP:ReceiveTick.K2Node_FormatText_130) LITERAL: Hyperdrive Recharging ({0}%)(/Game/Genesis/Dinos/SpaceWhale/SpaceWhale_Character_BP.SpaceWhale_Character_BP:ReceiveTick.K2Node_FormatText_321) LITERAL: Cosmic Power: {cur} / {max}(/Game/Genesis/Dinos/SpaceWhale/SpaceWhale_Character_BP.SpaceWhale_Character_BP:ReceiveTick.K2Node_FormatText_327) LITERAL: {0} {1}(/Game/Genesis/Dinos/SpaceWhale/SpaceWhale_Character_BP.SpaceWhale_Character_BP:UpdateTurretRotation.K2Node_FormatText_45) CONTENT: Tek Helmet(/Engine/Transient.REINST_Buff_SpaceWhale_Passenger_C_0) CONTENT: Toggle to Shoot Lasers!(/Engine/Transient.REINST_Buff_SpaceWhale_Passenger_C_0) LITERAL: CheckForItem(/Game/Genesis/CoreBlueprints/Buffs/Buff_SpaceWhale_Passenger.Buff_SpaceWhale_Passenger:EventGraph.K2Node_CallFunction_59828) LITERAL: Tek Weapon Disabled!(/Game/Genesis/CoreBlueprints/Buffs/Buff_SpaceWhale_Passenger.Buff_SpaceWhale_Passenger:IsAllowedToFire.K2Node_CallFunction_291583) LITERAL: %(/Game/Genesis/CoreBlueprints/Buffs/Buff_SpaceWhale_Passenger.Buff_SpaceWhale_Passenger:BPDrawBuffStatusHUD.K2Node_CallFunction_49327) LITERAL: CheckForItem(/Game/Genesis/CoreBlueprints/Buffs/Buff_SpaceWhale_Passenger.Buff_SpaceWhale_Passenger:BPSetupForInstigator.K2Node_CallFunction_43022) CONTENT: Tek Helmet(/Engine/Transient.Default__REINST_Buff_SpaceWhale_Passenger_C_20450) CONTENT: Toggle to Shoot Lasers!(/Engine/Transient.Default__REINST_Buff_SpaceWhale_Passenger_C_20450) CONTENT: Tek Helmet(/Engine/Transient.REINST_Buff_SpaceWhale_Passenger_C_1) CONTENT: Toggle to Shoot Lasers!(/Engine/Transient.REINST_Buff_SpaceWhale_Passenger_C_1) CONTENT: Hyperdrive(/Engine/Transient.REINST_Buff_SpaceWhaleTeleport_C_0) LITERAL: Triggered {0} {1}(/Game/Genesis/Dinos/SpaceWhale/Buff_SpaceWhaleTeleport.Buff_SpaceWhaleTeleport:EventGraph.K2Node_FormatText_429) LITERAL: Client Complete {0} {1}(/Game/Genesis/Dinos/SpaceWhale/Buff_SpaceWhaleTeleport.Buff_SpaceWhaleTeleport:EventGraph.K2Node_FormatText_44) LITERAL: Server Complete {0} {1}(/Game/Genesis/Dinos/SpaceWhale/Buff_SpaceWhaleTeleport.Buff_SpaceWhaleTeleport:EventGraph.K2Node_FormatText_176) LITERAL: Failed {0} {1}(/Game/Genesis/Dinos/SpaceWhale/Buff_SpaceWhaleTeleport.Buff_SpaceWhaleTeleport:EventGraph.K2Node_FormatText_413) LITERAL: Activated {0} {1}(/Game/Genesis/Dinos/SpaceWhale/Buff_SpaceWhaleTeleport.Buff_SpaceWhaleTeleport:EventGraph.K2Node_FormatText_240) LITERAL: Buff {creature} {evt} timestamp={time}(/Game/Genesis/Dinos/SpaceWhale/Buff_SpaceWhaleTeleport.Buff_SpaceWhaleTeleport:BPOnOwnerMassTeleportEvent.K2Node_FormatText_133) LITERAL: Prevent MoveMode {0} {1} {2}(/Game/Genesis/Dinos/SpaceWhale/Buff_SpaceWhaleTeleport.Buff_SpaceWhaleTeleport:BPPreventInstigatorMovementMode.K2Node_FormatText_60) LITERAL: Buff {creature} timestamp={time}(/Game/Genesis/Dinos/SpaceWhale/Buff_SpaceWhaleTeleport.Buff_SpaceWhaleTeleport:BPSetupForInstigator.K2Node_FormatText_234) LITERAL: Frozen Mesh {creature} (/Game/Genesis/Dinos/SpaceWhale/Buff_SpaceWhaleTeleport.Buff_SpaceWhaleTeleport:BPSetupForInstigator.K2Node_FormatText_133) LITERAL: Deactivated {0} {1}(/Game/Genesis/Dinos/SpaceWhale/Buff_SpaceWhaleTeleport.Buff_SpaceWhaleTeleport:BPDeactivated.K2Node_FormatText_240) CONTENT: Hyperdrive(/Engine/Transient.Default__REINST_Buff_SpaceWhaleTeleport_C_20457) LITERAL: Activated {0} {1}(/Game/Genesis/Dinos/SpaceWhale/Buff_SpaceWhaleTeleport.Buff_SpaceWhaleTeleport:ExecuteUbergraph_Buff_SpaceWhaleTeleport.K2Node_CallFunction_173527) LITERAL: 0(/Game/Genesis/Dinos/SpaceWhale/Buff_SpaceWhaleTeleport.Buff_SpaceWhaleTeleport:ExecuteUbergraph_Buff_SpaceWhaleTeleport.K2Node_MakeStruct_1255) LITERAL: 1(/Game/Genesis/Dinos/SpaceWhale/Buff_SpaceWhaleTeleport.Buff_SpaceWhaleTeleport:ExecuteUbergraph_Buff_SpaceWhaleTeleport.K2Node_MakeStruct_1256) LITERAL: Failed {0} {1}(/Game/Genesis/Dinos/SpaceWhale/Buff_SpaceWhaleTeleport.Buff_SpaceWhaleTeleport:ExecuteUbergraph_Buff_SpaceWhaleTeleport.K2Node_CallFunction_173528) LITERAL: 0(/Game/Genesis/Dinos/SpaceWhale/Buff_SpaceWhaleTeleport.Buff_SpaceWhaleTeleport:ExecuteUbergraph_Buff_SpaceWhaleTeleport.K2Node_MakeStruct_1257) LITERAL: 1(/Game/Genesis/Dinos/SpaceWhale/Buff_SpaceWhaleTeleport.Buff_SpaceWhaleTeleport:ExecuteUbergraph_Buff_SpaceWhaleTeleport.K2Node_MakeStruct_1258) LITERAL: Server Complete {0} {1}(/Game/Genesis/Dinos/SpaceWhale/Buff_SpaceWhaleTeleport.Buff_SpaceWhaleTeleport:ExecuteUbergraph_Buff_SpaceWhaleTeleport.K2Node_CallFunction_173529) LITERAL: 0(/Game/Genesis/Dinos/SpaceWhale/Buff_SpaceWhaleTeleport.Buff_SpaceWhaleTeleport:ExecuteUbergraph_Buff_SpaceWhaleTeleport.K2Node_MakeStruct_1259) LITERAL: 1(/Game/Genesis/Dinos/SpaceWhale/Buff_SpaceWhaleTeleport.Buff_SpaceWhaleTeleport:ExecuteUbergraph_Buff_SpaceWhaleTeleport.K2Node_MakeStruct_1260) LITERAL: Client Complete {0} {1}(/Game/Genesis/Dinos/SpaceWhale/Buff_SpaceWhaleTeleport.Buff_SpaceWhaleTeleport:ExecuteUbergraph_Buff_SpaceWhaleTeleport.K2Node_CallFunction_173530) LITERAL: 0(/Game/Genesis/Dinos/SpaceWhale/Buff_SpaceWhaleTeleport.Buff_SpaceWhaleTeleport:ExecuteUbergraph_Buff_SpaceWhaleTeleport.K2Node_MakeStruct_1261) LITERAL: 1(/Game/Genesis/Dinos/SpaceWhale/Buff_SpaceWhaleTeleport.Buff_SpaceWhaleTeleport:ExecuteUbergraph_Buff_SpaceWhaleTeleport.K2Node_MakeStruct_1262) LITERAL: Triggered {0} {1}(/Game/Genesis/Dinos/SpaceWhale/Buff_SpaceWhaleTeleport.Buff_SpaceWhaleTeleport:ExecuteUbergraph_Buff_SpaceWhaleTeleport.K2Node_CallFunction_173531) LITERAL: 0(/Game/Genesis/Dinos/SpaceWhale/Buff_SpaceWhaleTeleport.Buff_SpaceWhaleTeleport:ExecuteUbergraph_Buff_SpaceWhaleTeleport.K2Node_MakeStruct_1263) LITERAL: 1(/Game/Genesis/Dinos/SpaceWhale/Buff_SpaceWhaleTeleport.Buff_SpaceWhaleTeleport:ExecuteUbergraph_Buff_SpaceWhaleTeleport.K2Node_MakeStruct_1264) LITERAL: Buff {creature} {evt} timestamp={time}(/Game/Genesis/Dinos/SpaceWhale/Buff_SpaceWhaleTeleport.Buff_SpaceWhaleTeleport:EdGraph_69646.K2Node_CallFunction_173542) LITERAL: creature(/Game/Genesis/Dinos/SpaceWhale/Buff_SpaceWhaleTeleport.Buff_SpaceWhaleTeleport:EdGraph_69646.K2Node_MakeStruct_1265) LITERAL: evt(/Game/Genesis/Dinos/SpaceWhale/Buff_SpaceWhaleTeleport.Buff_SpaceWhaleTeleport:EdGraph_69646.K2Node_MakeStruct_1266) LITERAL: time(/Game/Genesis/Dinos/SpaceWhale/Buff_SpaceWhaleTeleport.Buff_SpaceWhaleTeleport:EdGraph_69646.K2Node_MakeStruct_1267) LITERAL: Prevent MoveMode {0} {1} {2}(/Game/Genesis/Dinos/SpaceWhale/Buff_SpaceWhaleTeleport.Buff_SpaceWhaleTeleport:EdGraph_69647.K2Node_CallFunction_173545) LITERAL: 0(/Game/Genesis/Dinos/SpaceWhale/Buff_SpaceWhaleTeleport.Buff_SpaceWhaleTeleport:EdGraph_69647.K2Node_MakeStruct_1268) LITERAL: 1(/Game/Genesis/Dinos/SpaceWhale/Buff_SpaceWhaleTeleport.Buff_SpaceWhaleTeleport:EdGraph_69647.K2Node_MakeStruct_1269) LITERAL: 2(/Game/Genesis/Dinos/SpaceWhale/Buff_SpaceWhaleTeleport.Buff_SpaceWhaleTeleport:EdGraph_69647.K2Node_MakeStruct_1270) LITERAL: Buff {creature} timestamp={time}(/Game/Genesis/Dinos/SpaceWhale/Buff_SpaceWhaleTeleport.Buff_SpaceWhaleTeleport:EdGraph_69649.K2Node_CallFunction_173549) LITERAL: creature(/Game/Genesis/Dinos/SpaceWhale/Buff_SpaceWhaleTeleport.Buff_SpaceWhaleTeleport:EdGraph_69649.K2Node_MakeStruct_1271) LITERAL: time(/Game/Genesis/Dinos/SpaceWhale/Buff_SpaceWhaleTeleport.Buff_SpaceWhaleTeleport:EdGraph_69649.K2Node_MakeStruct_1272) LITERAL: Frozen Mesh {creature} (/Game/Genesis/Dinos/SpaceWhale/Buff_SpaceWhaleTeleport.Buff_SpaceWhaleTeleport:EdGraph_69649.K2Node_CallFunction_173550) LITERAL: creature(/Game/Genesis/Dinos/SpaceWhale/Buff_SpaceWhaleTeleport.Buff_SpaceWhaleTeleport:EdGraph_69649.K2Node_MakeStruct_1273) LITERAL: Deactivated {0} {1}(/Game/Genesis/Dinos/SpaceWhale/Buff_SpaceWhaleTeleport.Buff_SpaceWhaleTeleport:EdGraph_69653.K2Node_CallFunction_173551) LITERAL: 0(/Game/Genesis/Dinos/SpaceWhale/Buff_SpaceWhaleTeleport.Buff_SpaceWhaleTeleport:EdGraph_69653.K2Node_MakeStruct_1274) LITERAL: 1(/Game/Genesis/Dinos/SpaceWhale/Buff_SpaceWhaleTeleport.Buff_SpaceWhaleTeleport:EdGraph_69653.K2Node_MakeStruct_1275) CONTENT: Hyperdrive(/Engine/Transient.REINST_Buff_SpaceWhaleTeleport_C_1) CONTENT: Bomb Targeting Mode(/Engine/Transient.REINST_Buff_SpaceWhaleBombTargetingHelper_C_0) CONTENT: Bomb Targeting Mode(/Engine/Transient.Default__REINST_Buff_SpaceWhaleBombTargetingHelper_C_20472) CONTENT: Bomb Targeting Mode(/Engine/Transient.REINST_Buff_SpaceWhaleBombTargetingHelper_C_1) LITERAL: Buff {creature} timestamp={time}(/Game/Genesis/Dinos/SpaceWhale/Buff_TeleportTag.Buff_TeleportTag:BPSetupForInstigator.K2Node_FormatText_234) LITERAL: Buff {creature} timestamp={time}(/Game/Genesis/Dinos/SpaceWhale/Buff_TeleportTag.Buff_TeleportTag:EdGraph_69706.K2Node_CallFunction_173643) LITERAL: creature(/Game/Genesis/Dinos/SpaceWhale/Buff_TeleportTag.Buff_TeleportTag:EdGraph_69706.K2Node_MakeStruct_1276) LITERAL: time(/Game/Genesis/Dinos/SpaceWhale/Buff_TeleportTag.Buff_TeleportTag:EdGraph_69706.K2Node_MakeStruct_1277) CONTENT: Cosmic Power(/Engine/Transient.TRASHCLASS_SpaceWhaleHUD_20716:TextBlock_1515) CONTENT: (100 / 100)(/Engine/Transient.TRASHCLASS_SpaceWhaleHUD_20716:TextBlock_1516) CONTENT: Hyperdrive(/Engine/Transient.TRASHCLASS_SpaceWhaleHUD_20716:TextBlock_1517) CONTENT: (Ready)(/Engine/Transient.TRASHCLASS_SpaceWhaleHUD_20716:TextBlock_1518) CONTENT: Ambergris Bombs x (/Engine/Transient.TRASHCLASS_SpaceWhaleHUD_20716:TextBlock_1519) CONTENT: 0 / 0(/Engine/Transient.TRASHCLASS_SpaceWhaleHUD_20716:TextBlock_1520) LITERAL: DestroyHudWidget(/Game/Genesis/Dinos/SpaceWhale/SpaceWhaleHUD.SpaceWhaleHUD:EventGraph.K2Node_CallFunction_229042) LITERAL: AmmoDisplayProgressBar(/Game/Genesis/Dinos/SpaceWhale/SpaceWhaleHUD.SpaceWhaleHUD:EventGraph.K2Node_CallFunction_277312) LITERAL: {0} / {1}(/Game/Genesis/Dinos/SpaceWhale/SpaceWhaleHUD.SpaceWhaleHUD:Get BombsHintText 0.K2Node_FormatText_278) LITERAL: ({cur} / {max})(/Game/Genesis/Dinos/SpaceWhale/SpaceWhaleHUD.SpaceWhaleHUD:Get_CosmicPowerValueTextBlock_Text_0.K2Node_FormatText_296) LITERAL: ({cur} - {cost} / {max})(/Game/Genesis/Dinos/SpaceWhale/SpaceWhaleHUD.SpaceWhaleHUD:Get_CosmicPowerValueTextBlock_Text_0.K2Node_FormatText_327) LITERAL: ((/Game/Genesis/Dinos/SpaceWhale/SpaceWhaleHUD.SpaceWhaleHUD:Get_HyperdriveValueTextBlock_Text_0.K2Node_CallFunction_209200) LITERAL: %)(/Game/Genesis/Dinos/SpaceWhale/SpaceWhaleHUD.SpaceWhaleHUD:Get_HyperdriveValueTextBlock_Text_0.K2Node_CallFunction_209200) LITERAL: (In Use)(/Game/Genesis/Dinos/SpaceWhale/SpaceWhaleHUD.SpaceWhaleHUD:Get_HyperdriveValueTextBlock_Text_0.K2Node_CallFunction_209005) LITERAL: (Ready)(/Game/Genesis/Dinos/SpaceWhale/SpaceWhaleHUD.SpaceWhaleHUD:Get_HyperdriveValueTextBlock_Text_0.K2Node_CallFunction_209005) CONTENT: Text Block(/Engine/Transient.REINST_SpaceWhaleHUD_C_66:WidgetTree_2196.CosmicPowerLabelTextBlock) CONTENT: Text Block(/Engine/Transient.REINST_SpaceWhaleHUD_C_66:WidgetTree_2196.CosmicPowerValueTextBlock) CONTENT: Text Block(/Engine/Transient.REINST_SpaceWhaleHUD_C_66:WidgetTree_2196.HyperdriveLabelTextBlock) CONTENT: Text Block(/Engine/Transient.REINST_SpaceWhaleHUD_C_66:WidgetTree_2196.HyperdriveValueTextBlock) CONTENT: Text Block(/Engine/Transient.REINST_SpaceWhaleHUD_C_66:WidgetTree_2196.AmmoHintLabelTextBlock) CONTENT: Text Block(/Engine/Transient.REINST_SpaceWhaleHUD_C_66:WidgetTree_2196.AmmoHintValueTextBlock) LITERAL: {0} / {1}(/Game/Genesis/Dinos/SpaceWhale/SpaceWhaleHUD.SpaceWhaleHUD:EdGraph_69741.K2Node_CallFunction_173863) LITERAL: 0(/Game/Genesis/Dinos/SpaceWhale/SpaceWhaleHUD.SpaceWhaleHUD:EdGraph_69741.K2Node_MakeStruct_1286) LITERAL: 1(/Game/Genesis/Dinos/SpaceWhale/SpaceWhaleHUD.SpaceWhaleHUD:EdGraph_69741.K2Node_MakeStruct_1287) LITERAL: ({cur} / {max})(/Game/Genesis/Dinos/SpaceWhale/SpaceWhaleHUD.SpaceWhaleHUD:EdGraph_69744.K2Node_CallFunction_173864) LITERAL: cur(/Game/Genesis/Dinos/SpaceWhale/SpaceWhaleHUD.SpaceWhaleHUD:EdGraph_69744.K2Node_MakeStruct_1288) LITERAL: max(/Game/Genesis/Dinos/SpaceWhale/SpaceWhaleHUD.SpaceWhaleHUD:EdGraph_69744.K2Node_MakeStruct_1289) LITERAL: ({cur} - {cost} / {max})(/Game/Genesis/Dinos/SpaceWhale/SpaceWhaleHUD.SpaceWhaleHUD:EdGraph_69744.K2Node_CallFunction_173865) LITERAL: cur(/Game/Genesis/Dinos/SpaceWhale/SpaceWhaleHUD.SpaceWhaleHUD:EdGraph_69744.K2Node_MakeStruct_1290) LITERAL: cost(/Game/Genesis/Dinos/SpaceWhale/SpaceWhaleHUD.SpaceWhaleHUD:EdGraph_69744.K2Node_MakeStruct_1291) LITERAL: max(/Game/Genesis/Dinos/SpaceWhale/SpaceWhaleHUD.SpaceWhaleHUD:EdGraph_69744.K2Node_MakeStruct_1292) CONTENT: Cosmic Power(/Game/Genesis/Dinos/SpaceWhale/SpaceWhaleHUD.SpaceWhaleHUD_C:WidgetTree_314.CosmicPowerLabelTextBlock) CONTENT: (100 / 100)(/Game/Genesis/Dinos/SpaceWhale/SpaceWhaleHUD.SpaceWhaleHUD_C:WidgetTree_314.CosmicPowerValueTextBlock) CONTENT: Hyperdrive(/Game/Genesis/Dinos/SpaceWhale/SpaceWhaleHUD.SpaceWhaleHUD_C:WidgetTree_314.HyperdriveLabelTextBlock) CONTENT: (Ready)(/Game/Genesis/Dinos/SpaceWhale/SpaceWhaleHUD.SpaceWhaleHUD_C:WidgetTree_314.HyperdriveValueTextBlock) CONTENT: Ambergris Bombs x (/Game/Genesis/Dinos/SpaceWhale/SpaceWhaleHUD.SpaceWhaleHUD_C:WidgetTree_314.AmmoHintLabelTextBlock) CONTENT: 0 / 0(/Game/Genesis/Dinos/SpaceWhale/SpaceWhaleHUD.SpaceWhaleHUD_C:WidgetTree_314.AmmoHintValueTextBlock) CONTENT: Wing Edges(/Game/Genesis/Dinos/SpaceWhale/DinoColorSet_SpaceWhale.Default__DinoColorSet_SpaceWhale_C) CONTENT: Not Used(/Game/Genesis/Dinos/SpaceWhale/DinoColorSet_SpaceWhale.Default__DinoColorSet_SpaceWhale_C) CONTENT: Eyes(/Game/Genesis/Dinos/SpaceWhale/DinoColorSet_SpaceWhale.Default__DinoColorSet_SpaceWhale_C) CONTENT: Not Used(/Game/Genesis/Dinos/SpaceWhale/DinoColorSet_SpaceWhale.Default__DinoColorSet_SpaceWhale_C) CONTENT: Body(/Game/Genesis/Dinos/SpaceWhale/DinoColorSet_SpaceWhale.Default__DinoColorSet_SpaceWhale_C) CONTENT: Spots(/Game/Genesis/Dinos/SpaceWhale/DinoColorSet_SpaceWhale.Default__DinoColorSet_SpaceWhale_C) LITERAL: Forced Teleport {0} {1}(/Game/Genesis/Dinos/SpaceWhale/AI/SpaceWhale_AIController_BP.SpaceWhale_AIController_BP:ReceiveTick.K2Node_FormatText_190) LITERAL: Forced Teleport {0} {1}(/Game/Genesis/Dinos/SpaceWhale/AI/SpaceWhale_AIController_BP.SpaceWhale_AIController_BP:EdGraph_69768.K2Node_CallFunction_173866) LITERAL: 0(/Game/Genesis/Dinos/SpaceWhale/AI/SpaceWhale_AIController_BP.SpaceWhale_AIController_BP:EdGraph_69768.K2Node_MakeStruct_1293) LITERAL: 1(/Game/Genesis/Dinos/SpaceWhale/AI/SpaceWhale_AIController_BP.SpaceWhale_AIController_BP:EdGraph_69768.K2Node_MakeStruct_1294) CONTENT: Astrocetus Tek Saddle(/Engine/Transient.REINST_PrimalItemArmor_SpaceWhaleSaddle_Tek_C_0) CONTENT: Equip an Astrocetus with this to ride it and fire plasma projectiles.(/Engine/Transient.REINST_PrimalItemArmor_SpaceWhaleSaddle_Tek_C_0) CONTENT: Saddles(/Engine/Transient.REINST_PrimalItemArmor_SpaceWhaleSaddle_Tek_C_0) CONTENT: Tek(/Engine/Transient.REINST_PrimalItemArmor_SpaceWhaleSaddle_Tek_C_0) CONTENT: Enter Front Turret(/Engine/Transient.REINST_PrimalItemArmor_SpaceWhaleSaddle_Tek_C_0) CONTENT: Enter Rear Turret(/Engine/Transient.REINST_PrimalItemArmor_SpaceWhaleSaddle_Tek_C_0) CONTENT: Enter Top Turret(/Engine/Transient.REINST_PrimalItemArmor_SpaceWhaleSaddle_Tek_C_0) CONTENT: Astrocetus Tek Saddle(/Engine/Transient.Default__REINST_PrimalItemArmor_SpaceWhaleSaddle_Tek_C_20503) CONTENT: Equip an Astrocetus with this to ride it and fire plasma projectiles.(/Engine/Transient.Default__REINST_PrimalItemArmor_SpaceWhaleSaddle_Tek_C_20503) CONTENT: Saddles(/Engine/Transient.Default__REINST_PrimalItemArmor_SpaceWhaleSaddle_Tek_C_20503) CONTENT: Tek(/Engine/Transient.Default__REINST_PrimalItemArmor_SpaceWhaleSaddle_Tek_C_20503) CONTENT: Enter Front Turret(/Engine/Transient.Default__REINST_PrimalItemArmor_SpaceWhaleSaddle_Tek_C_20503) CONTENT: Enter Rear Turret(/Engine/Transient.Default__REINST_PrimalItemArmor_SpaceWhaleSaddle_Tek_C_20503) CONTENT: Enter Top Turret(/Engine/Transient.Default__REINST_PrimalItemArmor_SpaceWhaleSaddle_Tek_C_20503) CONTENT: Astrocetus Tek Saddle(/Engine/Transient.REINST_PrimalItemArmor_SpaceWhaleSaddle_Tek_C_1) CONTENT: Equip an Astrocetus with this to ride it and fire plasma projectiles.(/Engine/Transient.REINST_PrimalItemArmor_SpaceWhaleSaddle_Tek_C_1) CONTENT: Saddles(/Engine/Transient.REINST_PrimalItemArmor_SpaceWhaleSaddle_Tek_C_1) CONTENT: Tek(/Engine/Transient.REINST_PrimalItemArmor_SpaceWhaleSaddle_Tek_C_1) CONTENT: Enter Front Turret(/Engine/Transient.REINST_PrimalItemArmor_SpaceWhaleSaddle_Tek_C_1) CONTENT: Enter Rear Turret(/Engine/Transient.REINST_PrimalItemArmor_SpaceWhaleSaddle_Tek_C_1) CONTENT: Enter Top Turret(/Engine/Transient.REINST_PrimalItemArmor_SpaceWhaleSaddle_Tek_C_1) CONTENT: Idle(/Engine/Transient.Default__REINST_SpaceWhale_Character_BP_C_20510) CONTENT: spine_4(/Engine/Transient.Default__REINST_SpaceWhale_Character_BP_C_20510) CONTENT: Cute(/Engine/Transient.Default__REINST_SpaceWhale_Character_BP_C_20510) CONTENT: spine_4(/Engine/Transient.Default__REINST_SpaceWhale_Character_BP_C_20510) CONTENT: Roar(/Engine/Transient.Default__REINST_SpaceWhale_Character_BP_C_20510) CONTENT: spine_4(/Engine/Transient.Default__REINST_SpaceWhale_Character_BP_C_20510) CONTENT: Attack(/Engine/Transient.Default__REINST_SpaceWhale_Character_BP_C_20510) CONTENT: spine_4(/Engine/Transient.Default__REINST_SpaceWhale_Character_BP_C_20510) CONTENT: Move(/Engine/Transient.Default__REINST_SpaceWhale_Character_BP_C_20510) CONTENT: spine_4(/Engine/Transient.Default__REINST_SpaceWhale_Character_BP_C_20510) CONTENT: Astrocetus(/Engine/Transient.Default__REINST_SpaceWhale_Character_BP_C_20510) LITERAL: ParticleColor {0}(/Game/Genesis/Dinos/SpaceWhale/SpaceWhale_Character_BP.SpaceWhale_Character_BP:ExecuteUbergraph_SpaceWhale_Character_BP.K2Node_CallFunction_174893) LITERAL: 0(/Game/Genesis/Dinos/SpaceWhale/SpaceWhale_Character_BP.SpaceWhale_Character_BP:ExecuteUbergraph_SpaceWhale_Character_BP.K2Node_MakeStruct_1299) LITERAL: Cosmic Power: {cur} / {max}(/Game/Genesis/Dinos/SpaceWhale/SpaceWhale_Character_BP.SpaceWhale_Character_BP:EdGraph_70014.K2Node_CallFunction_174951) LITERAL: cur(/Game/Genesis/Dinos/SpaceWhale/SpaceWhale_Character_BP.SpaceWhale_Character_BP:EdGraph_70014.K2Node_MakeStruct_1300) LITERAL: max(/Game/Genesis/Dinos/SpaceWhale/SpaceWhale_Character_BP.SpaceWhale_Character_BP:EdGraph_70014.K2Node_MakeStruct_1301) LITERAL: Cosmic Power: {cur} - {cost} / {max}(/Game/Genesis/Dinos/SpaceWhale/SpaceWhale_Character_BP.SpaceWhale_Character_BP:EdGraph_70014.K2Node_CallFunction_174952) LITERAL: cur(/Game/Genesis/Dinos/SpaceWhale/SpaceWhale_Character_BP.SpaceWhale_Character_BP:EdGraph_70014.K2Node_MakeStruct_1302) LITERAL: cost(/Game/Genesis/Dinos/SpaceWhale/SpaceWhale_Character_BP.SpaceWhale_Character_BP:EdGraph_70014.K2Node_MakeStruct_1303) LITERAL: max(/Game/Genesis/Dinos/SpaceWhale/SpaceWhale_Character_BP.SpaceWhale_Character_BP:EdGraph_70014.K2Node_MakeStruct_1304) LITERAL: Hyperdrive Recharging ({0}%)(/Game/Genesis/Dinos/SpaceWhale/SpaceWhale_Character_BP.SpaceWhale_Character_BP:EdGraph_70014.K2Node_CallFunction_174953) LITERAL: 0(/Game/Genesis/Dinos/SpaceWhale/SpaceWhale_Character_BP.SpaceWhale_Character_BP:EdGraph_70014.K2Node_MakeStruct_1305) LITERAL: {0} {1}(/Game/Genesis/Dinos/SpaceWhale/SpaceWhale_Character_BP.SpaceWhale_Character_BP:EdGraph_70054.K2Node_CallFunction_174966) LITERAL: 0(/Game/Genesis/Dinos/SpaceWhale/SpaceWhale_Character_BP.SpaceWhale_Character_BP:EdGraph_70054.K2Node_MakeStruct_1306) LITERAL: 1(/Game/Genesis/Dinos/SpaceWhale/SpaceWhale_Character_BP.SpaceWhale_Character_BP:EdGraph_70054.K2Node_MakeStruct_1307) LITERAL: State {0} {1}(/Game/Genesis/Dinos/SpaceWhale/SpaceWhale_Character_BP.SpaceWhale_Character_BP:EdGraph_70058.K2Node_CallFunction_174969) LITERAL: 0(/Game/Genesis/Dinos/SpaceWhale/SpaceWhale_Character_BP.SpaceWhale_Character_BP:EdGraph_70058.K2Node_MakeStruct_1308) LITERAL: 1(/Game/Genesis/Dinos/SpaceWhale/SpaceWhale_Character_BP.SpaceWhale_Character_BP:EdGraph_70058.K2Node_MakeStruct_1309) CONTENT: Idle(/Engine/Transient.REINST_SpaceWhale_Character_BP_C_1) CONTENT: spine_4(/Engine/Transient.REINST_SpaceWhale_Character_BP_C_1) CONTENT: Cute(/Engine/Transient.REINST_SpaceWhale_Character_BP_C_1) CONTENT: spine_4(/Engine/Transient.REINST_SpaceWhale_Character_BP_C_1) CONTENT: Roar(/Engine/Transient.REINST_SpaceWhale_Character_BP_C_1) CONTENT: spine_4(/Engine/Transient.REINST_SpaceWhale_Character_BP_C_1) CONTENT: Attack(/Engine/Transient.REINST_SpaceWhale_Character_BP_C_1) CONTENT: spine_4(/Engine/Transient.REINST_SpaceWhale_Character_BP_C_1) CONTENT: Move(/Engine/Transient.REINST_SpaceWhale_Character_BP_C_1) CONTENT: spine_4(/Engine/Transient.REINST_SpaceWhale_Character_BP_C_1) CONTENT: Astrocetus(/Engine/Transient.REINST_SpaceWhale_Character_BP_C_1) CONTENT: Geyser Launch!(/Engine/Transient.REINST_Buff_NoFallDamage_C_0) CONTENT: Geyser Launch!(/Engine/Transient.Default__REINST_Buff_NoFallDamage_C_20524) CONTENT: Geyser Launch!(/Engine/Transient.REINST_Buff_NoFallDamage_C_1) CONTENT: Idle(/Engine/Transient.REINST_Tropeognathus_Character_BP_C_0) CONTENT: Cute(/Engine/Transient.REINST_Tropeognathus_Character_BP_C_0) CONTENT: Action(/Engine/Transient.REINST_Tropeognathus_Character_BP_C_0) CONTENT: Move(/Engine/Transient.REINST_Tropeognathus_Character_BP_C_0) CONTENT: Move2(/Engine/Transient.REINST_Tropeognathus_Character_BP_C_0) CONTENT: Tropeognathus(/Engine/Transient.REINST_Tropeognathus_Character_BP_C_0) LITERAL: OnBola(/Game/PrimalEarth/Dinos/Tropeognathus/Tropeognathus_Character_BP.Tropeognathus_Character_BP:BPAdjustDamage.K2Node_CallFunction_140431) LITERAL: QueueLanding(/Game/PrimalEarth/Dinos/Tropeognathus/Tropeognathus_Character_BP.Tropeognathus_Character_BP:BPOnStartJump.K2Node_CallFunction_198682) LITERAL: QueueLanding(/Game/PrimalEarth/Dinos/Tropeognathus/Tropeognathus_Character_BP.Tropeognathus_Character_BP:BPOnStartJump.K2Node_CallFunction_199632) LITERAL: Try the {0}...(/Game/PrimalEarth/Dinos/Tropeognathus/Tropeognathus_Character_BP.Tropeognathus_Character_BP:BPOverrideTamingDescriptionLabel.K2Node_FormatText_249) LITERAL: UpdateQuickTurn(/Game/PrimalEarth/Dinos/Tropeognathus/Tropeognathus_Character_BP.Tropeognathus_Character_BP:EndQuickTurn.K2Node_CallFunction_451922) LITERAL: GamepadRightStickPressed(/Game/PrimalEarth/Dinos/Tropeognathus/Tropeognathus_Character_BP.Tropeognathus_Character_BP:EventGraph.K2Node_CallFunction_141868) LITERAL: DisableCameraInterpolation(/Game/PrimalEarth/Dinos/Tropeognathus/Tropeognathus_Character_BP.Tropeognathus_Character_BP:EventGraph.K2Node_CallFunction_15815) LITERAL: WindGust180End(/Game/PrimalEarth/Dinos/Tropeognathus/Tropeognathus_Character_BP.Tropeognathus_Character_BP:EventGraph.K2Node_CallFunction_161410) LITERAL: WindGust180Tick(/Game/PrimalEarth/Dinos/Tropeognathus/Tropeognathus_Character_BP.Tropeognathus_Character_BP:EventGraph.K2Node_CallFunction_178051) LITERAL: WindGust180Tick(/Game/PrimalEarth/Dinos/Tropeognathus/Tropeognathus_Character_BP.Tropeognathus_Character_BP:EventGraph.K2Node_CallFunction_178983) LITERAL: QueueGrabAttack(/Game/PrimalEarth/Dinos/Tropeognathus/Tropeognathus_Character_BP.Tropeognathus_Character_BP:EventGraph.K2Node_CallFunction_206865) LITERAL: QueueGrabAttack(/Game/PrimalEarth/Dinos/Tropeognathus/Tropeognathus_Character_BP.Tropeognathus_Character_BP:EventGraph.K2Node_CallFunction_207839) LITERAL: DelayedSuperFlightEnd(/Game/PrimalEarth/Dinos/Tropeognathus/Tropeognathus_Character_BP.Tropeognathus_Character_BP:EventGraph.K2Node_CallFunction_265173) LITERAL: DelayedSuperFlightEnd(/Game/PrimalEarth/Dinos/Tropeognathus/Tropeognathus_Character_BP.Tropeognathus_Character_BP:EventGraph.K2Node_CallFunction_267018) LITERAL: GamepadRightStickPressed(/Game/PrimalEarth/Dinos/Tropeognathus/Tropeognathus_Character_BP.Tropeognathus_Character_BP:EventGraph.K2Node_CallFunction_289948) LITERAL: GamepadRightStickPressed(/Game/PrimalEarth/Dinos/Tropeognathus/Tropeognathus_Character_BP.Tropeognathus_Character_BP:EventGraph.K2Node_CallFunction_290894) LITERAL: QueueGrabAttack(/Game/PrimalEarth/Dinos/Tropeognathus/Tropeognathus_Character_BP.Tropeognathus_Character_BP:InterceptInputEvent.K2Node_CallFunction_206865) LITERAL: QueueGrabAttack(/Game/PrimalEarth/Dinos/Tropeognathus/Tropeognathus_Character_BP.Tropeognathus_Character_BP:InterceptInputEvent.K2Node_CallFunction_207839) LITERAL: QueueGrabAttack(/Game/PrimalEarth/Dinos/Tropeognathus/Tropeognathus_Character_BP.Tropeognathus_Character_BP:InterceptInputEvent.K2Node_CallFunction_254026) LITERAL: IsJumpButtonHeld {0}(/Game/PrimalEarth/Dinos/Tropeognathus/Tropeognathus_Character_BP.Tropeognathus_Character_BP:IsJumpHeld.K2Node_FormatText_201) LITERAL: UpdateQuickTurn(/Game/PrimalEarth/Dinos/Tropeognathus/Tropeognathus_Character_BP.Tropeognathus_Character_BP:StartSuperFlightQuickTurn.K2Node_CallFunction_386330) LITERAL: {0} / {1}(/Game/PrimalEarth/Dinos/Tropeognathus/Buff_CarriedTarget.Buff_CarriedTarget:Sruggle.K2Node_FormatText_207) LITERAL: {0} / {1}(/Game/PrimalEarth/Dinos/Tropeognathus/Buff_CarriedTarget.Buff_CarriedTarget:EdGraph_70206.K2Node_CallFunction_175193) LITERAL: 0(/Game/PrimalEarth/Dinos/Tropeognathus/Buff_CarriedTarget.Buff_CarriedTarget:EdGraph_70206.K2Node_MakeStruct_1310) LITERAL: 1(/Game/PrimalEarth/Dinos/Tropeognathus/Buff_CarriedTarget.Buff_CarriedTarget:EdGraph_70206.K2Node_MakeStruct_1311) LITERAL: Speed(/Game/PrimalEarth/Dinos/Tropeognathus/Buff_RiderFlyingWindWoosh_Trope.Buff_RiderFlyingWindWoosh_Trope:BPGetHUDElements.K2Node_CallFunction_303546) LITERAL: FUEL(/Game/PrimalEarth/Dinos/Tropeognathus/Buff_RiderFlyingWindWoosh_Trope.Buff_RiderFlyingWindWoosh_Trope:BPGetHUDElements.K2Node_CallFunction_252270) LITERAL: %(/Game/PrimalEarth/Dinos/Tropeognathus/Buff_RiderFlyingWindWoosh_Trope.Buff_RiderFlyingWindWoosh_Trope:BPGetHUDElements.K2Node_CallFunction_252271) LITERAL: AMMO(/Game/PrimalEarth/Dinos/Tropeognathus/Buff_RiderFlyingWindWoosh_Trope.Buff_RiderFlyingWindWoosh_Trope:BPGetHUDElements.K2Node_CallFunction_192177) CONTENT: Geyser Launch!(/Engine/Transient.REINST_Buff_TropeWindGustTarget_C_0) CONTENT: Geyser Launch!(/Engine/Transient.Default__REINST_Buff_TropeWindGustTarget_C_20553) CONTENT: Geyser Launch!(/Engine/Transient.REINST_Buff_TropeWindGustTarget_C_1) CONTENT: Tropeognathus Egg(/Game/PrimalEarth/Test/PrimalItemConsumable_Egg_Tropeognathus.Default__PrimalItemConsumable_Egg_Tropeognathus_C) CONTENT: Fertilized Tropeognathus Egg(/Game/PrimalEarth/Test/PrimalItemConsumable_Egg_Tropeognathus_Fertilized.Default__PrimalItemConsumable_Egg_Tropeognathus_Fertilized_C) CONTENT: Main(/Game/PrimalEarth/Dinos/Tropeognathus/DinoColorSet_Trope.Default__DinoColorSet_Trope_C) CONTENT: Wing Stripes Bottom(/Game/PrimalEarth/Dinos/Tropeognathus/DinoColorSet_Trope.Default__DinoColorSet_Trope_C) CONTENT: Beak Stripes(/Game/PrimalEarth/Dinos/Tropeognathus/DinoColorSet_Trope.Default__DinoColorSet_Trope_C) CONTENT: fur(/Game/PrimalEarth/Dinos/Tropeognathus/DinoColorSet_Trope.Default__DinoColorSet_Trope_C) CONTENT: Belly Light(/Game/PrimalEarth/Dinos/Tropeognathus/DinoColorSet_Trope.Default__DinoColorSet_Trope_C) CONTENT: Top Stripes(/Game/PrimalEarth/Dinos/Tropeognathus/DinoColorSet_Trope.Default__DinoColorSet_Trope_C) CONTENT: Idle(/Engine/Transient.Default__REINST_Tropeognathus_Character_BP_C_20600) CONTENT: Cute(/Engine/Transient.Default__REINST_Tropeognathus_Character_BP_C_20600) CONTENT: Action(/Engine/Transient.Default__REINST_Tropeognathus_Character_BP_C_20600) CONTENT: Move(/Engine/Transient.Default__REINST_Tropeognathus_Character_BP_C_20600) CONTENT: Move2(/Engine/Transient.Default__REINST_Tropeognathus_Character_BP_C_20600) CONTENT: Tropeognathus(/Engine/Transient.Default__REINST_Tropeognathus_Character_BP_C_20600) LITERAL: IsJumpButtonHeld {0}(/Game/PrimalEarth/Dinos/Tropeognathus/Tropeognathus_Character_BP.Tropeognathus_Character_BP:EdGraph_70778.K2Node_CallFunction_176673) LITERAL: 0(/Game/PrimalEarth/Dinos/Tropeognathus/Tropeognathus_Character_BP.Tropeognathus_Character_BP:EdGraph_70778.K2Node_MakeStruct_1312) LITERAL: Try the {0}...(/Game/PrimalEarth/Dinos/Tropeognathus/Tropeognathus_Character_BP.Tropeognathus_Character_BP:EdGraph_70787.K2Node_CallFunction_176677) LITERAL: 0(/Game/PrimalEarth/Dinos/Tropeognathus/Tropeognathus_Character_BP.Tropeognathus_Character_BP:EdGraph_70787.K2Node_MakeStruct_1313) CONTENT: Idle(/Engine/Transient.REINST_Tropeognathus_Character_BP_C_1) CONTENT: Cute(/Engine/Transient.REINST_Tropeognathus_Character_BP_C_1) CONTENT: Action(/Engine/Transient.REINST_Tropeognathus_Character_BP_C_1) CONTENT: Move(/Engine/Transient.REINST_Tropeognathus_Character_BP_C_1) CONTENT: Move2(/Engine/Transient.REINST_Tropeognathus_Character_BP_C_1) CONTENT: Tropeognathus(/Engine/Transient.REINST_Tropeognathus_Character_BP_C_1) CONTENT: Idle(/Engine/Transient.REINST_SpaceDolphin_Character_BP_C_0) CONTENT: Spine3(/Engine/Transient.REINST_SpaceDolphin_Character_BP_C_0) CONTENT: Cute(/Engine/Transient.REINST_SpaceDolphin_Character_BP_C_0) CONTENT: Spine3(/Engine/Transient.REINST_SpaceDolphin_Character_BP_C_0) CONTENT: Action(/Engine/Transient.REINST_SpaceDolphin_Character_BP_C_0) CONTENT: Spine3(/Engine/Transient.REINST_SpaceDolphin_Character_BP_C_0) CONTENT: Action2(/Engine/Transient.REINST_SpaceDolphin_Character_BP_C_0) CONTENT: Spine3(/Engine/Transient.REINST_SpaceDolphin_Character_BP_C_0) CONTENT: Charge(/Engine/Transient.REINST_SpaceDolphin_Character_BP_C_0) CONTENT: Spine3(/Engine/Transient.REINST_SpaceDolphin_Character_BP_C_0) CONTENT: Astrodelphis(/Engine/Transient.REINST_SpaceDolphin_Character_BP_C_0) LITERAL: {Crouch} STARFIGHTER MODE(/Game/Genesis2/Dinos/SpaceDolphin/SpaceDolphin_Character_BP.SpaceDolphin_Character_BP:AddSaddleActivationText.K2Node_CallFunction_315031) LITERAL: {AltFire} STARFIGHTER MODE(/Game/Genesis2/Dinos/SpaceDolphin/SpaceDolphin_Character_BP.SpaceDolphin_Character_BP:AddSaddleActivationText.K2Node_CallFunction_315031) LITERAL: TriggerWildAnger(/Game/Genesis2/Dinos/SpaceDolphin/SpaceDolphin_Character_BP.SpaceDolphin_Character_BP:BlueprintAdjustOutputDamage.K2Node_CallFunction_169380) LITERAL: TriggerWildAnger(/Game/Genesis2/Dinos/SpaceDolphin/SpaceDolphin_Character_BP.SpaceDolphin_Character_BP:BlueprintAdjustOutputDamage.K2Node_CallFunction_212175) LITERAL: OnBola(/Game/Genesis2/Dinos/SpaceDolphin/SpaceDolphin_Character_BP.SpaceDolphin_Character_BP:BPAdjustDamage.K2Node_CallFunction_140431) LITERAL: Taming... {0}(/Game/Genesis2/Dinos/SpaceDolphin/SpaceDolphin_Character_BP.SpaceDolphin_Character_BP:BPDinoTooltipCustomTamingProgressBar.K2Node_FormatText_219) LITERAL: X {0} Y {1}(/Game/Genesis2/Dinos/SpaceDolphin/SpaceDolphin_Character_BP.SpaceDolphin_Character_BP:BPGetCrosshairLocation.K2Node_FormatText_283) LITERAL: Put {1} {0} in last slot to feed(/Game/Genesis2/Dinos/SpaceDolphin/SpaceDolphin_Character_BP.SpaceDolphin_Character_BP:BPGetMultiUseEntries.K2Node_FormatText_131) LITERAL: StopMovementImmediately(/Game/Genesis2/Dinos/SpaceDolphin/SpaceDolphin_Character_BP.SpaceDolphin_Character_BP:BPNotifyClearRider.K2Node_CallFunction_174618) LITERAL: {0}% Chance to Spawn Space Whale(/Game/Genesis2/Dinos/SpaceDolphin/SpaceDolphin_Character_BP.SpaceDolphin_Character_BP:BPOnDinoCheat.K2Node_FormatText_162) LITERAL: QueueLanding(/Game/Genesis2/Dinos/SpaceDolphin/SpaceDolphin_Character_BP.SpaceDolphin_Character_BP:BPOnStartJump.K2Node_CallFunction_198682) LITERAL: QueueLanding(/Game/Genesis2/Dinos/SpaceDolphin/SpaceDolphin_Character_BP.SpaceDolphin_Character_BP:BPOnStartJump.K2Node_CallFunction_199632) LITERAL: {0} {1}(/Game/Genesis2/Dinos/SpaceDolphin/SpaceDolphin_Character_BP.SpaceDolphin_Character_BP:BPOverrideCameraViewTarget.K2Node_FormatText_207) LITERAL: Loc {0} R {1} F {2}(/Game/Genesis2/Dinos/SpaceDolphin/SpaceDolphin_Character_BP.SpaceDolphin_Character_BP:BPOverrideCameraViewTarget.K2Node_FormatText_265) LITERAL: Downgrade Laser Level(/Game/Genesis2/Dinos/SpaceDolphin/SpaceDolphin_Character_BP.SpaceDolphin_Character_BP:BPServerHandleNetExecCommand.K2Node_CallFunction_278148) LITERAL: StopWildFlee(/Game/Genesis2/Dinos/SpaceDolphin/SpaceDolphin_Character_BP.SpaceDolphin_Character_BP:BPTryMultiUse.K2Node_CallFunction_176043) LITERAL: TriggerWildAnger(/Game/Genesis2/Dinos/SpaceDolphin/SpaceDolphin_Character_BP.SpaceDolphin_Character_BP:BPTryMultiUse.K2Node_CallFunction_492697) LITERAL: SpaceDolphin::VelocityMismatch::DismountingRider(/Game/Genesis2/Dinos/SpaceDolphin/SpaceDolphin_Character_BP.SpaceDolphin_Character_BP:CheckVelocityError.K2Node_CallFunction_194049) LITERAL: Downgrade Laser Level(/Game/Genesis2/Dinos/SpaceDolphin/SpaceDolphin_Character_BP.SpaceDolphin_Character_BP:Downgrade Laser Level.K2Node_CallFunction_278148) LITERAL: UpdateQuickTurn(/Game/Genesis2/Dinos/SpaceDolphin/SpaceDolphin_Character_BP.SpaceDolphin_Character_BP:EndQuickTurn.K2Node_CallFunction_451922) LITERAL: DisableCameraInterpolation(/Game/Genesis2/Dinos/SpaceDolphin/SpaceDolphin_Character_BP.SpaceDolphin_Character_BP:EventGraph.K2Node_CallFunction_15815) LITERAL: WindGust180End(/Game/Genesis2/Dinos/SpaceDolphin/SpaceDolphin_Character_BP.SpaceDolphin_Character_BP:EventGraph.K2Node_CallFunction_161410) LITERAL: WindGust180Tick(/Game/Genesis2/Dinos/SpaceDolphin/SpaceDolphin_Character_BP.SpaceDolphin_Character_BP:EventGraph.K2Node_CallFunction_178051) LITERAL: UpdateLoopingEvent(/Game/Genesis2/Dinos/SpaceDolphin/SpaceDolphin_Character_BP.SpaceDolphin_Character_BP:EventGraph.K2Node_CallFunction_178902) LITERAL: WindGust180Tick(/Game/Genesis2/Dinos/SpaceDolphin/SpaceDolphin_Character_BP.SpaceDolphin_Character_BP:EventGraph.K2Node_CallFunction_178983) LITERAL: QueueGrabAttack(/Game/Genesis2/Dinos/SpaceDolphin/SpaceDolphin_Character_BP.SpaceDolphin_Character_BP:EventGraph.K2Node_CallFunction_206865) LITERAL: QueueGrabAttack(/Game/Genesis2/Dinos/SpaceDolphin/SpaceDolphin_Character_BP.SpaceDolphin_Character_BP:EventGraph.K2Node_CallFunction_207839) LITERAL: Missing Engram(/Game/Genesis2/Dinos/SpaceDolphin/SpaceDolphin_Character_BP.SpaceDolphin_Character_BP:EventGraph.K2Node_CallFunction_241674) LITERAL: DelayedSuperFlightEnd(/Game/Genesis2/Dinos/SpaceDolphin/SpaceDolphin_Character_BP.SpaceDolphin_Character_BP:EventGraph.K2Node_CallFunction_265173) LITERAL: DelayedSuperFlightEnd(/Game/Genesis2/Dinos/SpaceDolphin/SpaceDolphin_Character_BP.SpaceDolphin_Character_BP:EventGraph.K2Node_CallFunction_267018) LITERAL: No Fuel(/Game/Genesis2/Dinos/SpaceDolphin/SpaceDolphin_Character_BP.SpaceDolphin_Character_BP:EventGraph.K2Node_CallFunction_278716) LITERAL: GamepadRightStickPressed(/Game/Genesis2/Dinos/SpaceDolphin/SpaceDolphin_Character_BP.SpaceDolphin_Character_BP:EventGraph.K2Node_CallFunction_289948) LITERAL: GamepadRightStickPressed(/Game/Genesis2/Dinos/SpaceDolphin/SpaceDolphin_Character_BP.SpaceDolphin_Character_BP:EventGraph.K2Node_CallFunction_290894) LITERAL: GamepadRightStickPressed(/Game/Genesis2/Dinos/SpaceDolphin/SpaceDolphin_Character_BP.SpaceDolphin_Character_BP:EventGraph.K2Node_CallFunction_402158) LITERAL: GamepadRightStickPressed(/Game/Genesis2/Dinos/SpaceDolphin/SpaceDolphin_Character_BP.SpaceDolphin_Character_BP:EventGraph.K2Node_CallFunction_462686) LITERAL: TriggerWildAnger(/Game/Genesis2/Dinos/SpaceDolphin/SpaceDolphin_Character_BP.SpaceDolphin_Character_BP:EventGraph.K2Node_CallFunction_492697) LITERAL: Downgrade Laser Level(/Game/Genesis2/Dinos/SpaceDolphin/SpaceDolphin_Character_BP.SpaceDolphin_Character_BP:GetHUDData.K2Node_CallFunction_188996) LITERAL: Downgrade Laser Level(/Game/Genesis2/Dinos/SpaceDolphin/SpaceDolphin_Character_BP.SpaceDolphin_Character_BP:GetHUDData.K2Node_CallFunction_191121) LITERAL: % {0} Req {1} Aff {2}(/Game/Genesis2/Dinos/SpaceDolphin/SpaceDolphin_Character_BP.SpaceDolphin_Character_BP:GetPercentTamed.K2Node_FormatText_225) LITERAL: TickChargedLaserFX(/Game/Genesis2/Dinos/SpaceDolphin/SpaceDolphin_Character_BP.SpaceDolphin_Character_BP:InterceptInputEvent.K2Node_CallFunction_425731) LITERAL: TickChargedLaserFX(/Game/Genesis2/Dinos/SpaceDolphin/SpaceDolphin_Character_BP.SpaceDolphin_Character_BP:InterceptInputEvent.K2Node_CallFunction_427753) LITERAL: IsJumpButtonHeld {0}(/Game/Genesis2/Dinos/SpaceDolphin/SpaceDolphin_Character_BP.SpaceDolphin_Character_BP:IsJumpHeld.K2Node_FormatText_201) LITERAL: ExpireAngryDinoTarget(/Game/Genesis2/Dinos/SpaceDolphin/SpaceDolphin_Character_BP.SpaceDolphin_Character_BP:NearbyAngryDolphin.K2Node_CallFunction_251123) LITERAL: BarrelCD: (/Game/Genesis2/Dinos/SpaceDolphin/SpaceDolphin_Character_BP.SpaceDolphin_Character_BP:ShouldPreventLockOnMe.K2Node_CallFunction_223228) LITERAL: ImmCD: (/Game/Genesis2/Dinos/SpaceDolphin/SpaceDolphin_Character_BP.SpaceDolphin_Character_BP:ShouldPreventLockOnMe.K2Node_CallFunction_223229) LITERAL: LoopCD: (/Game/Genesis2/Dinos/SpaceDolphin/SpaceDolphin_Character_BP.SpaceDolphin_Character_BP:ShouldPreventLockOnMe.K2Node_CallFunction_223230) LITERAL: Imm: (/Game/Genesis2/Dinos/SpaceDolphin/SpaceDolphin_Character_BP.SpaceDolphin_Character_BP:ShouldPreventLockOnMe.K2Node_CallFunction_223240) LITERAL: Loop: (/Game/Genesis2/Dinos/SpaceDolphin/SpaceDolphin_Character_BP.SpaceDolphin_Character_BP:ShouldPreventLockOnMe.K2Node_CallFunction_223241) LITERAL: Barrel: (/Game/Genesis2/Dinos/SpaceDolphin/SpaceDolphin_Character_BP.SpaceDolphin_Character_BP:ShouldPreventLockOnMe.K2Node_CallFunction_223242) LITERAL: UpdateLoopingEvent(/Game/Genesis2/Dinos/SpaceDolphin/SpaceDolphin_Character_BP.SpaceDolphin_Character_BP:StartLoop.K2Node_CallFunction_172671) LITERAL: UpdateQuickTurn(/Game/Genesis2/Dinos/SpaceDolphin/SpaceDolphin_Character_BP.SpaceDolphin_Character_BP:StartSuperFlightQuickTurn.K2Node_CallFunction_386330) LITERAL: ExpireAnger(/Game/Genesis2/Dinos/SpaceDolphin/SpaceDolphin_Character_BP.SpaceDolphin_Character_BP:TriggerWildAngerFn.K2Node_CallFunction_343926) LITERAL: Hit {0} Prog {1} Level {2} Bombs {3} Fuel {4} Health {5} Power {6}(/Game/Genesis2/Dinos/SpaceDolphin/SpaceDolphin_Character_BP.SpaceDolphin_Character_BP:Update Materials.K2Node_FormatText_226) LITERAL: {0} {1}(/Game/Genesis2/Dinos/SpaceDolphin/SpaceDolphin_Character_BP.SpaceDolphin_Character_BP:Update Materials.K2Node_FormatText_235) LITERAL: {0} {1}(/Game/Genesis2/Dinos/SpaceDolphin/SpaceDolphin_Character_BP.SpaceDolphin_Character_BP:Update Materials.K2Node_FormatText_379) LITERAL: CurRot {0} Rot {1}(/Game/Genesis2/Dinos/SpaceDolphin/SpaceDolphin_Character_BP.SpaceDolphin_Character_BP:UpdateLoop.K2Node_FormatText_209) LITERAL: Hello(/Game/Genesis2/Dinos/SpaceDolphin/SpaceDolphin_Character_BP.SpaceDolphin_Character_BP:UpdateRotatingComponent.K2Node_CallFunction_108283) LITERAL: STR {0}(/Game/Genesis2/Dinos/SpaceDolphin/SpaceDolphin_Character_BP.SpaceDolphin_Character_BP:UpdateTrails.K2Node_FormatText_258) LITERAL: Target {0} {2}(/Game/Genesis2/Dinos/SpaceDolphin/SpaceDolphin_Character_BP.SpaceDolphin_Character_BP:UpdateWild.K2Node_FormatText_207) LITERAL: +Damage +Defense +Speed(/Game/Genesis2/Dinos/SpaceDolphin/Buff_RiderFlyingWindWoosh_SpaceDolphin.Buff_RiderFlyingWindWoosh_SpaceDolphin:GetBuffDescription.K2Node_FormatText_132) LITERAL: Max Damage Max Defense Max Speed(/Game/Genesis2/Dinos/SpaceDolphin/Buff_RiderFlyingWindWoosh_SpaceDolphin.Buff_RiderFlyingWindWoosh_SpaceDolphin:GetBuffDescription.K2Node_FormatText_133) LITERAL: {0} (/Game/Genesis2/Dinos/SpaceDolphin/Buff_RiderFlyingWindWoosh_SpaceDolphin.Buff_RiderFlyingWindWoosh_SpaceDolphin:GetBuffDescription.K2Node_FormatText_335) LITERAL: {0}(/Game/Genesis2/Dinos/SpaceDolphin/Buff_RiderFlyingWindWoosh_SpaceDolphin.Buff_RiderFlyingWindWoosh_SpaceDolphin:GetBuffDescription.K2Node_FormatText_334) LITERAL: FUEL(/Game/Genesis2/Dinos/SpaceDolphin/Buff_RiderFlyingWindWoosh_SpaceDolphin.Buff_RiderFlyingWindWoosh_SpaceDolphin:BPGetHUDElements.K2Node_CallFunction_252270) LITERAL: %(/Game/Genesis2/Dinos/SpaceDolphin/Buff_RiderFlyingWindWoosh_SpaceDolphin.Buff_RiderFlyingWindWoosh_SpaceDolphin:BPGetHUDElements.K2Node_CallFunction_252271) LITERAL: AMMO(/Game/Genesis2/Dinos/SpaceDolphin/Buff_RiderFlyingWindWoosh_SpaceDolphin.Buff_RiderFlyingWindWoosh_SpaceDolphin:BPGetHUDElements.K2Node_CallFunction_192177) LITERAL: LVL(/Game/Genesis2/Dinos/SpaceDolphin/Buff_RiderFlyingWindWoosh_SpaceDolphin.Buff_RiderFlyingWindWoosh_SpaceDolphin:BPGetHUDElements.K2Node_CallFunction_291612) LITERAL: LVL(/Game/Genesis2/Dinos/SpaceDolphin/Buff_RiderFlyingWindWoosh_SpaceDolphin.Buff_RiderFlyingWindWoosh_SpaceDolphin:BPGetHUDElements.K2Node_CallFunction_284026) LITERAL: ECHO(/Game/Genesis2/Dinos/SpaceDolphin/Buff_RiderFlyingWindWoosh_SpaceDolphin.Buff_RiderFlyingWindWoosh_SpaceDolphin:BPGetHUDElements.K2Node_CallFunction_284984) LITERAL: CHAFF(/Game/Genesis2/Dinos/SpaceDolphin/Buff_RiderFlyingWindWoosh_SpaceDolphin.Buff_RiderFlyingWindWoosh_SpaceDolphin:BPGetHUDElements.K2Node_CallFunction_284984) LITERAL: +Damage +Defense +Speed(/Game/Genesis2/Dinos/SpaceDolphin/Buff_RiderFlyingWindWoosh_SpaceDolphin.Buff_RiderFlyingWindWoosh_SpaceDolphin:EdGraph_70882.K2Node_CallFunction_178006) LITERAL: Max Damage Max Defense Max Speed(/Game/Genesis2/Dinos/SpaceDolphin/Buff_RiderFlyingWindWoosh_SpaceDolphin.Buff_RiderFlyingWindWoosh_SpaceDolphin:EdGraph_70882.K2Node_CallFunction_178007) LITERAL: {0} (/Game/Genesis2/Dinos/SpaceDolphin/Buff_RiderFlyingWindWoosh_SpaceDolphin.Buff_RiderFlyingWindWoosh_SpaceDolphin:EdGraph_70882.K2Node_CallFunction_178008) LITERAL: 0(/Game/Genesis2/Dinos/SpaceDolphin/Buff_RiderFlyingWindWoosh_SpaceDolphin.Buff_RiderFlyingWindWoosh_SpaceDolphin:EdGraph_70882.K2Node_MakeStruct_1314) LITERAL: {0}(/Game/Genesis2/Dinos/SpaceDolphin/Buff_RiderFlyingWindWoosh_SpaceDolphin.Buff_RiderFlyingWindWoosh_SpaceDolphin:EdGraph_70882.K2Node_CallFunction_178009) LITERAL: 0(/Game/Genesis2/Dinos/SpaceDolphin/Buff_RiderFlyingWindWoosh_SpaceDolphin.Buff_RiderFlyingWindWoosh_SpaceDolphin:EdGraph_70882.K2Node_MakeStruct_1315) CONTENT: He Protec(/Engine/Transient.REINST_Buff_RiderProtection_C_0) CONTENT: He Protec(/Engine/Transient.Default__REINST_Buff_RiderProtection_C_20630) CONTENT: He Protec(/Engine/Transient.REINST_Buff_RiderProtection_C_1) CONTENT: Base Skin(/Game/Genesis2/Dinos/SpaceDolphin/DinoColorSet_SpaceDolphin.Default__DinoColorSet_SpaceDolphin_C) CONTENT: Small Spots(/Game/Genesis2/Dinos/SpaceDolphin/DinoColorSet_SpaceDolphin.Default__DinoColorSet_SpaceDolphin_C) CONTENT: Region2(/Game/Genesis2/Dinos/SpaceDolphin/DinoColorSet_SpaceDolphin.Default__DinoColorSet_SpaceDolphin_C) CONTENT: Region3(/Game/Genesis2/Dinos/SpaceDolphin/DinoColorSet_SpaceDolphin.Default__DinoColorSet_SpaceDolphin_C) CONTENT: Belly(/Game/Genesis2/Dinos/SpaceDolphin/DinoColorSet_SpaceDolphin.Default__DinoColorSet_SpaceDolphin_C) CONTENT: Big Spots(/Game/Genesis2/Dinos/SpaceDolphin/DinoColorSet_SpaceDolphin.Default__DinoColorSet_SpaceDolphin_C) LITERAL: Hello(/Game/Genesis2/Dinos/SpaceDolphin/SpaceDolphinLaserUpgrade.SpaceDolphinLaserUpgrade:BPCustomIsRelevantForClient.K2Node_CallFunction_12040) CONTENT: Idle(/Engine/Transient.Default__REINST_SpaceDolphin_Character_BP_C_20705) CONTENT: Spine3(/Engine/Transient.Default__REINST_SpaceDolphin_Character_BP_C_20705) CONTENT: Cute(/Engine/Transient.Default__REINST_SpaceDolphin_Character_BP_C_20705) CONTENT: Spine3(/Engine/Transient.Default__REINST_SpaceDolphin_Character_BP_C_20705) CONTENT: Action(/Engine/Transient.Default__REINST_SpaceDolphin_Character_BP_C_20705) CONTENT: Spine3(/Engine/Transient.Default__REINST_SpaceDolphin_Character_BP_C_20705) CONTENT: Action2(/Engine/Transient.Default__REINST_SpaceDolphin_Character_BP_C_20705) CONTENT: Spine3(/Engine/Transient.Default__REINST_SpaceDolphin_Character_BP_C_20705) CONTENT: Charge(/Engine/Transient.Default__REINST_SpaceDolphin_Character_BP_C_20705) CONTENT: Spine3(/Engine/Transient.Default__REINST_SpaceDolphin_Character_BP_C_20705) CONTENT: Astrodelphis(/Engine/Transient.Default__REINST_SpaceDolphin_Character_BP_C_20705) LITERAL: Loc {0} R {1} F {2}(/Game/Genesis2/Dinos/SpaceDolphin/SpaceDolphin_Character_BP.SpaceDolphin_Character_BP:EdGraph_71762.K2Node_CallFunction_181403) LITERAL: 0(/Game/Genesis2/Dinos/SpaceDolphin/SpaceDolphin_Character_BP.SpaceDolphin_Character_BP:EdGraph_71762.K2Node_MakeStruct_1320) LITERAL: 1(/Game/Genesis2/Dinos/SpaceDolphin/SpaceDolphin_Character_BP.SpaceDolphin_Character_BP:EdGraph_71762.K2Node_MakeStruct_1321) LITERAL: 2(/Game/Genesis2/Dinos/SpaceDolphin/SpaceDolphin_Character_BP.SpaceDolphin_Character_BP:EdGraph_71762.K2Node_MakeStruct_1322) LITERAL: {0} {1}(/Game/Genesis2/Dinos/SpaceDolphin/SpaceDolphin_Character_BP.SpaceDolphin_Character_BP:EdGraph_71762.K2Node_CallFunction_181404) LITERAL: 0(/Game/Genesis2/Dinos/SpaceDolphin/SpaceDolphin_Character_BP.SpaceDolphin_Character_BP:EdGraph_71762.K2Node_MakeStruct_1323) LITERAL: 1(/Game/Genesis2/Dinos/SpaceDolphin/SpaceDolphin_Character_BP.SpaceDolphin_Character_BP:EdGraph_71762.K2Node_MakeStruct_1324) LITERAL: STR {0}(/Game/Genesis2/Dinos/SpaceDolphin/SpaceDolphin_Character_BP.SpaceDolphin_Character_BP:EdGraph_71772.K2Node_CallFunction_181407) LITERAL: 0(/Game/Genesis2/Dinos/SpaceDolphin/SpaceDolphin_Character_BP.SpaceDolphin_Character_BP:EdGraph_71772.K2Node_MakeStruct_1325) LITERAL: X {0} Y {1}(/Game/Genesis2/Dinos/SpaceDolphin/SpaceDolphin_Character_BP.SpaceDolphin_Character_BP:EdGraph_71827.K2Node_CallFunction_181421) LITERAL: 0(/Game/Genesis2/Dinos/SpaceDolphin/SpaceDolphin_Character_BP.SpaceDolphin_Character_BP:EdGraph_71827.K2Node_MakeStruct_1326) LITERAL: 1(/Game/Genesis2/Dinos/SpaceDolphin/SpaceDolphin_Character_BP.SpaceDolphin_Character_BP:EdGraph_71827.K2Node_MakeStruct_1327) LITERAL: {0}% Chance to Spawn Space Whale(/Game/Genesis2/Dinos/SpaceDolphin/SpaceDolphin_Character_BP.SpaceDolphin_Character_BP:EdGraph_71835.K2Node_CallFunction_181423) LITERAL: 0(/Game/Genesis2/Dinos/SpaceDolphin/SpaceDolphin_Character_BP.SpaceDolphin_Character_BP:EdGraph_71835.K2Node_MakeStruct_1328) LITERAL: IsJumpButtonHeld {0}(/Game/Genesis2/Dinos/SpaceDolphin/SpaceDolphin_Character_BP.SpaceDolphin_Character_BP:EdGraph_71836.K2Node_CallFunction_181424) LITERAL: 0(/Game/Genesis2/Dinos/SpaceDolphin/SpaceDolphin_Character_BP.SpaceDolphin_Character_BP:EdGraph_71836.K2Node_MakeStruct_1329) LITERAL: CurRot {0} Rot {1}(/Game/Genesis2/Dinos/SpaceDolphin/SpaceDolphin_Character_BP.SpaceDolphin_Character_BP:EdGraph_71874.K2Node_CallFunction_181434) LITERAL: 0(/Game/Genesis2/Dinos/SpaceDolphin/SpaceDolphin_Character_BP.SpaceDolphin_Character_BP:EdGraph_71874.K2Node_MakeStruct_1330) LITERAL: 1(/Game/Genesis2/Dinos/SpaceDolphin/SpaceDolphin_Character_BP.SpaceDolphin_Character_BP:EdGraph_71874.K2Node_MakeStruct_1331) LITERAL: Put {1} {0} in last slot to feed(/Game/Genesis2/Dinos/SpaceDolphin/SpaceDolphin_Character_BP.SpaceDolphin_Character_BP:EdGraph_71923.K2Node_CallFunction_181450) LITERAL: 1(/Game/Genesis2/Dinos/SpaceDolphin/SpaceDolphin_Character_BP.SpaceDolphin_Character_BP:EdGraph_71923.K2Node_MakeStruct_1332) LITERAL: 0(/Game/Genesis2/Dinos/SpaceDolphin/SpaceDolphin_Character_BP.SpaceDolphin_Character_BP:EdGraph_71923.K2Node_MakeStruct_1333) LITERAL: Target {0} {2}(/Game/Genesis2/Dinos/SpaceDolphin/SpaceDolphin_Character_BP.SpaceDolphin_Character_BP:EdGraph_71925.K2Node_CallFunction_181452) LITERAL: 0(/Game/Genesis2/Dinos/SpaceDolphin/SpaceDolphin_Character_BP.SpaceDolphin_Character_BP:EdGraph_71925.K2Node_MakeStruct_1334) LITERAL: 2(/Game/Genesis2/Dinos/SpaceDolphin/SpaceDolphin_Character_BP.SpaceDolphin_Character_BP:EdGraph_71925.K2Node_MakeStruct_1335) LITERAL: Hit {0} Prog {1} Level {2} Bombs {3} Fuel {4} Health {5} Power {6}(/Game/Genesis2/Dinos/SpaceDolphin/SpaceDolphin_Character_BP.SpaceDolphin_Character_BP:EdGraph_71952.K2Node_CallFunction_181467) LITERAL: 0(/Game/Genesis2/Dinos/SpaceDolphin/SpaceDolphin_Character_BP.SpaceDolphin_Character_BP:EdGraph_71952.K2Node_MakeStruct_1336) LITERAL: 1(/Game/Genesis2/Dinos/SpaceDolphin/SpaceDolphin_Character_BP.SpaceDolphin_Character_BP:EdGraph_71952.K2Node_MakeStruct_1337) LITERAL: 2(/Game/Genesis2/Dinos/SpaceDolphin/SpaceDolphin_Character_BP.SpaceDolphin_Character_BP:EdGraph_71952.K2Node_MakeStruct_1338) LITERAL: 3(/Game/Genesis2/Dinos/SpaceDolphin/SpaceDolphin_Character_BP.SpaceDolphin_Character_BP:EdGraph_71952.K2Node_MakeStruct_1339) LITERAL: 4(/Game/Genesis2/Dinos/SpaceDolphin/SpaceDolphin_Character_BP.SpaceDolphin_Character_BP:EdGraph_71952.K2Node_MakeStruct_1340) LITERAL: 5(/Game/Genesis2/Dinos/SpaceDolphin/SpaceDolphin_Character_BP.SpaceDolphin_Character_BP:EdGraph_71952.K2Node_MakeStruct_1341) LITERAL: 6(/Game/Genesis2/Dinos/SpaceDolphin/SpaceDolphin_Character_BP.SpaceDolphin_Character_BP:EdGraph_71952.K2Node_MakeStruct_1342) LITERAL: {0} {1}(/Game/Genesis2/Dinos/SpaceDolphin/SpaceDolphin_Character_BP.SpaceDolphin_Character_BP:EdGraph_71952.K2Node_CallFunction_181468) LITERAL: 0(/Game/Genesis2/Dinos/SpaceDolphin/SpaceDolphin_Character_BP.SpaceDolphin_Character_BP:EdGraph_71952.K2Node_MakeStruct_1343) LITERAL: 1(/Game/Genesis2/Dinos/SpaceDolphin/SpaceDolphin_Character_BP.SpaceDolphin_Character_BP:EdGraph_71952.K2Node_MakeStruct_1344) LITERAL: {0} {1}(/Game/Genesis2/Dinos/SpaceDolphin/SpaceDolphin_Character_BP.SpaceDolphin_Character_BP:EdGraph_71952.K2Node_CallFunction_181469) LITERAL: 0(/Game/Genesis2/Dinos/SpaceDolphin/SpaceDolphin_Character_BP.SpaceDolphin_Character_BP:EdGraph_71952.K2Node_MakeStruct_1345) LITERAL: 1(/Game/Genesis2/Dinos/SpaceDolphin/SpaceDolphin_Character_BP.SpaceDolphin_Character_BP:EdGraph_71952.K2Node_MakeStruct_1346) LITERAL: Taming... {0}(/Game/Genesis2/Dinos/SpaceDolphin/SpaceDolphin_Character_BP.SpaceDolphin_Character_BP:EdGraph_71968.K2Node_CallFunction_181470) LITERAL: 0(/Game/Genesis2/Dinos/SpaceDolphin/SpaceDolphin_Character_BP.SpaceDolphin_Character_BP:EdGraph_71968.K2Node_MakeStruct_1347) LITERAL: % {0} Req {1} Aff {2}(/Game/Genesis2/Dinos/SpaceDolphin/SpaceDolphin_Character_BP.SpaceDolphin_Character_BP:EdGraph_71969.K2Node_CallFunction_181471) LITERAL: 0(/Game/Genesis2/Dinos/SpaceDolphin/SpaceDolphin_Character_BP.SpaceDolphin_Character_BP:EdGraph_71969.K2Node_MakeStruct_1348) LITERAL: 1(/Game/Genesis2/Dinos/SpaceDolphin/SpaceDolphin_Character_BP.SpaceDolphin_Character_BP:EdGraph_71969.K2Node_MakeStruct_1349) LITERAL: 2(/Game/Genesis2/Dinos/SpaceDolphin/SpaceDolphin_Character_BP.SpaceDolphin_Character_BP:EdGraph_71969.K2Node_MakeStruct_1350) CONTENT: Idle(/Engine/Transient.REINST_SpaceDolphin_Character_BP_C_1) CONTENT: Spine3(/Engine/Transient.REINST_SpaceDolphin_Character_BP_C_1) CONTENT: Cute(/Engine/Transient.REINST_SpaceDolphin_Character_BP_C_1) CONTENT: Spine3(/Engine/Transient.REINST_SpaceDolphin_Character_BP_C_1) CONTENT: Action(/Engine/Transient.REINST_SpaceDolphin_Character_BP_C_1) CONTENT: Spine3(/Engine/Transient.REINST_SpaceDolphin_Character_BP_C_1) CONTENT: Action2(/Engine/Transient.REINST_SpaceDolphin_Character_BP_C_1) CONTENT: Spine3(/Engine/Transient.REINST_SpaceDolphin_Character_BP_C_1) CONTENT: Charge(/Engine/Transient.REINST_SpaceDolphin_Character_BP_C_1) CONTENT: Spine3(/Engine/Transient.REINST_SpaceDolphin_Character_BP_C_1) CONTENT: Astrodelphis(/Engine/Transient.REINST_SpaceDolphin_Character_BP_C_1) CONTENT: Idle(/Engine/Transient.Default__REINST_SpaceWhale_Character_BP_C_20711) CONTENT: spine_4(/Engine/Transient.Default__REINST_SpaceWhale_Character_BP_C_20711) CONTENT: Cute(/Engine/Transient.Default__REINST_SpaceWhale_Character_BP_C_20711) CONTENT: spine_4(/Engine/Transient.Default__REINST_SpaceWhale_Character_BP_C_20711) CONTENT: Roar(/Engine/Transient.Default__REINST_SpaceWhale_Character_BP_C_20711) CONTENT: spine_4(/Engine/Transient.Default__REINST_SpaceWhale_Character_BP_C_20711) CONTENT: Attack(/Engine/Transient.Default__REINST_SpaceWhale_Character_BP_C_20711) CONTENT: spine_4(/Engine/Transient.Default__REINST_SpaceWhale_Character_BP_C_20711) CONTENT: Move(/Engine/Transient.Default__REINST_SpaceWhale_Character_BP_C_20711) CONTENT: spine_4(/Engine/Transient.Default__REINST_SpaceWhale_Character_BP_C_20711) CONTENT: Astrocetus(/Engine/Transient.Default__REINST_SpaceWhale_Character_BP_C_20711) LITERAL: ParticleColor {0}(/Game/Genesis/Dinos/SpaceWhale/SpaceWhale_Character_BP.SpaceWhale_Character_BP:ExecuteUbergraph_SpaceWhale_Character_BP.K2Node_CallFunction_182189) LITERAL: 0(/Game/Genesis/Dinos/SpaceWhale/SpaceWhale_Character_BP.SpaceWhale_Character_BP:ExecuteUbergraph_SpaceWhale_Character_BP.K2Node_MakeStruct_1353) LITERAL: Cosmic Power: {cur} / {max}(/Game/Genesis/Dinos/SpaceWhale/SpaceWhale_Character_BP.SpaceWhale_Character_BP:EdGraph_72094.K2Node_CallFunction_182247) LITERAL: cur(/Game/Genesis/Dinos/SpaceWhale/SpaceWhale_Character_BP.SpaceWhale_Character_BP:EdGraph_72094.K2Node_MakeStruct_1354) LITERAL: max(/Game/Genesis/Dinos/SpaceWhale/SpaceWhale_Character_BP.SpaceWhale_Character_BP:EdGraph_72094.K2Node_MakeStruct_1355) LITERAL: Cosmic Power: {cur} - {cost} / {max}(/Game/Genesis/Dinos/SpaceWhale/SpaceWhale_Character_BP.SpaceWhale_Character_BP:EdGraph_72094.K2Node_CallFunction_182248) LITERAL: cur(/Game/Genesis/Dinos/SpaceWhale/SpaceWhale_Character_BP.SpaceWhale_Character_BP:EdGraph_72094.K2Node_MakeStruct_1356) LITERAL: cost(/Game/Genesis/Dinos/SpaceWhale/SpaceWhale_Character_BP.SpaceWhale_Character_BP:EdGraph_72094.K2Node_MakeStruct_1357) LITERAL: max(/Game/Genesis/Dinos/SpaceWhale/SpaceWhale_Character_BP.SpaceWhale_Character_BP:EdGraph_72094.K2Node_MakeStruct_1358) LITERAL: Hyperdrive Recharging ({0}%)(/Game/Genesis/Dinos/SpaceWhale/SpaceWhale_Character_BP.SpaceWhale_Character_BP:EdGraph_72094.K2Node_CallFunction_182249) LITERAL: 0(/Game/Genesis/Dinos/SpaceWhale/SpaceWhale_Character_BP.SpaceWhale_Character_BP:EdGraph_72094.K2Node_MakeStruct_1359) LITERAL: {0} {1}(/Game/Genesis/Dinos/SpaceWhale/SpaceWhale_Character_BP.SpaceWhale_Character_BP:EdGraph_72134.K2Node_CallFunction_182262) LITERAL: 0(/Game/Genesis/Dinos/SpaceWhale/SpaceWhale_Character_BP.SpaceWhale_Character_BP:EdGraph_72134.K2Node_MakeStruct_1360) LITERAL: 1(/Game/Genesis/Dinos/SpaceWhale/SpaceWhale_Character_BP.SpaceWhale_Character_BP:EdGraph_72134.K2Node_MakeStruct_1361) LITERAL: State {0} {1}(/Game/Genesis/Dinos/SpaceWhale/SpaceWhale_Character_BP.SpaceWhale_Character_BP:EdGraph_72138.K2Node_CallFunction_182265) LITERAL: 0(/Game/Genesis/Dinos/SpaceWhale/SpaceWhale_Character_BP.SpaceWhale_Character_BP:EdGraph_72138.K2Node_MakeStruct_1362) LITERAL: 1(/Game/Genesis/Dinos/SpaceWhale/SpaceWhale_Character_BP.SpaceWhale_Character_BP:EdGraph_72138.K2Node_MakeStruct_1363) CONTENT: Charge(/Game/Genesis/Dinos/SpaceWhale/SpaceWhale_Character_BP.Default__SpaceWhale_Character_BP_C) CONTENT: Gear(/Game/Genesis/Dinos/SpaceWhale/SpaceWhale_Character_BP.Default__SpaceWhale_Character_BP_C) CONTENT: Speed(/Game/Genesis/Dinos/SpaceWhale/SpaceWhale_Character_BP.Default__SpaceWhale_Character_BP_C) CONTENT: Turn(/Game/Genesis/Dinos/SpaceWhale/SpaceWhale_Character_BP.Default__SpaceWhale_Character_BP_C) CONTENT: EN(/Game/Genesis/Dinos/SpaceWhale/SpaceWhale_Character_BP.Default__SpaceWhale_Character_BP_C) CONTENT: Idle(/Game/Genesis/Dinos/SpaceWhale/SpaceWhale_Character_BP.Default__SpaceWhale_Character_BP_C) CONTENT: spine_4(/Game/Genesis/Dinos/SpaceWhale/SpaceWhale_Character_BP.Default__SpaceWhale_Character_BP_C) CONTENT: Cute(/Game/Genesis/Dinos/SpaceWhale/SpaceWhale_Character_BP.Default__SpaceWhale_Character_BP_C) CONTENT: spine_4(/Game/Genesis/Dinos/SpaceWhale/SpaceWhale_Character_BP.Default__SpaceWhale_Character_BP_C) CONTENT: Roar(/Game/Genesis/Dinos/SpaceWhale/SpaceWhale_Character_BP.Default__SpaceWhale_Character_BP_C) CONTENT: spine_4(/Game/Genesis/Dinos/SpaceWhale/SpaceWhale_Character_BP.Default__SpaceWhale_Character_BP_C) CONTENT: Attack(/Game/Genesis/Dinos/SpaceWhale/SpaceWhale_Character_BP.Default__SpaceWhale_Character_BP_C) CONTENT: spine_4(/Game/Genesis/Dinos/SpaceWhale/SpaceWhale_Character_BP.Default__SpaceWhale_Character_BP_C) CONTENT: Move(/Game/Genesis/Dinos/SpaceWhale/SpaceWhale_Character_BP.Default__SpaceWhale_Character_BP_C) CONTENT: spine_4(/Game/Genesis/Dinos/SpaceWhale/SpaceWhale_Character_BP.Default__SpaceWhale_Character_BP_C) CONTENT: Astrocetus(/Game/Genesis/Dinos/SpaceWhale/SpaceWhale_Character_BP.Default__SpaceWhale_Character_BP_C) CONTENT: Cosmic Power(/Engine/Transient.REINST_SpaceWhaleHUD_C_68:WidgetTree_314.CosmicPowerLabelTextBlock) CONTENT: (100 / 100)(/Engine/Transient.REINST_SpaceWhaleHUD_C_68:WidgetTree_314.CosmicPowerValueTextBlock) CONTENT: Hyperdrive(/Engine/Transient.REINST_SpaceWhaleHUD_C_68:WidgetTree_314.HyperdriveLabelTextBlock) CONTENT: (Ready)(/Engine/Transient.REINST_SpaceWhaleHUD_C_68:WidgetTree_314.HyperdriveValueTextBlock) CONTENT: Ambergris Bombs x (/Engine/Transient.REINST_SpaceWhaleHUD_C_68:WidgetTree_314.AmmoHintLabelTextBlock) CONTENT: 0 / 0(/Engine/Transient.REINST_SpaceWhaleHUD_C_68:WidgetTree_314.AmmoHintValueTextBlock) LITERAL: {0} / {1}(/Game/Genesis/Dinos/SpaceWhale/SpaceWhaleHUD.SpaceWhaleHUD:EdGraph_72194.K2Node_CallFunction_182491) LITERAL: 0(/Game/Genesis/Dinos/SpaceWhale/SpaceWhaleHUD.SpaceWhaleHUD:EdGraph_72194.K2Node_MakeStruct_1368) LITERAL: 1(/Game/Genesis/Dinos/SpaceWhale/SpaceWhaleHUD.SpaceWhaleHUD:EdGraph_72194.K2Node_MakeStruct_1369) LITERAL: ({cur} / {max})(/Game/Genesis/Dinos/SpaceWhale/SpaceWhaleHUD.SpaceWhaleHUD:EdGraph_72197.K2Node_CallFunction_182492) LITERAL: cur(/Game/Genesis/Dinos/SpaceWhale/SpaceWhaleHUD.SpaceWhaleHUD:EdGraph_72197.K2Node_MakeStruct_1370) LITERAL: max(/Game/Genesis/Dinos/SpaceWhale/SpaceWhaleHUD.SpaceWhaleHUD:EdGraph_72197.K2Node_MakeStruct_1371) LITERAL: ({cur} - {cost} / {max})(/Game/Genesis/Dinos/SpaceWhale/SpaceWhaleHUD.SpaceWhaleHUD:EdGraph_72197.K2Node_CallFunction_182493) LITERAL: cur(/Game/Genesis/Dinos/SpaceWhale/SpaceWhaleHUD.SpaceWhaleHUD:EdGraph_72197.K2Node_MakeStruct_1372) LITERAL: cost(/Game/Genesis/Dinos/SpaceWhale/SpaceWhaleHUD.SpaceWhaleHUD:EdGraph_72197.K2Node_MakeStruct_1373) LITERAL: max(/Game/Genesis/Dinos/SpaceWhale/SpaceWhaleHUD.SpaceWhaleHUD:EdGraph_72197.K2Node_MakeStruct_1374) CONTENT: Cosmic Power(/Game/Genesis/Dinos/SpaceWhale/SpaceWhaleHUD.SpaceWhaleHUD_C:WidgetTree_318.CosmicPowerLabelTextBlock) CONTENT: (100 / 100)(/Game/Genesis/Dinos/SpaceWhale/SpaceWhaleHUD.SpaceWhaleHUD_C:WidgetTree_318.CosmicPowerValueTextBlock) CONTENT: Hyperdrive(/Game/Genesis/Dinos/SpaceWhale/SpaceWhaleHUD.SpaceWhaleHUD_C:WidgetTree_318.HyperdriveLabelTextBlock) CONTENT: (Ready)(/Game/Genesis/Dinos/SpaceWhale/SpaceWhaleHUD.SpaceWhaleHUD_C:WidgetTree_318.HyperdriveValueTextBlock) CONTENT: Ambergris Bombs x (/Game/Genesis/Dinos/SpaceWhale/SpaceWhaleHUD.SpaceWhaleHUD_C:WidgetTree_318.AmmoHintLabelTextBlock) CONTENT: 0 / 0(/Game/Genesis/Dinos/SpaceWhale/SpaceWhaleHUD.SpaceWhaleHUD_C:WidgetTree_318.AmmoHintValueTextBlock) CONTENT: Tek Helmet(/Engine/Transient.Default__REINST_Buff_SpaceWhale_Passenger_C_20723) CONTENT: Toggle to Shoot Lasers!(/Engine/Transient.Default__REINST_Buff_SpaceWhale_Passenger_C_20723) CONTENT: Tek Helmet(/Game/Genesis/CoreBlueprints/Buffs/Buff_SpaceWhale_Passenger.Default__Buff_SpaceWhale_Passenger_C) CONTENT: Toggle to Shoot Lasers!(/Game/Genesis/CoreBlueprints/Buffs/Buff_SpaceWhale_Passenger.Default__Buff_SpaceWhale_Passenger_C) CONTENT: Hyperdrive(/Engine/Transient.Default__REINST_Buff_SpaceWhaleTeleport_C_20727) LITERAL: Activated {0} {1}(/Game/Genesis/Dinos/SpaceWhale/Buff_SpaceWhaleTeleport.Buff_SpaceWhaleTeleport:ExecuteUbergraph_Buff_SpaceWhaleTeleport.K2Node_CallFunction_182731) LITERAL: 0(/Game/Genesis/Dinos/SpaceWhale/Buff_SpaceWhaleTeleport.Buff_SpaceWhaleTeleport:ExecuteUbergraph_Buff_SpaceWhaleTeleport.K2Node_MakeStruct_1375) LITERAL: 1(/Game/Genesis/Dinos/SpaceWhale/Buff_SpaceWhaleTeleport.Buff_SpaceWhaleTeleport:ExecuteUbergraph_Buff_SpaceWhaleTeleport.K2Node_MakeStruct_1376) LITERAL: Failed {0} {1}(/Game/Genesis/Dinos/SpaceWhale/Buff_SpaceWhaleTeleport.Buff_SpaceWhaleTeleport:ExecuteUbergraph_Buff_SpaceWhaleTeleport.K2Node_CallFunction_182732) LITERAL: 0(/Game/Genesis/Dinos/SpaceWhale/Buff_SpaceWhaleTeleport.Buff_SpaceWhaleTeleport:ExecuteUbergraph_Buff_SpaceWhaleTeleport.K2Node_MakeStruct_1377) LITERAL: 1(/Game/Genesis/Dinos/SpaceWhale/Buff_SpaceWhaleTeleport.Buff_SpaceWhaleTeleport:ExecuteUbergraph_Buff_SpaceWhaleTeleport.K2Node_MakeStruct_1378) LITERAL: Server Complete {0} {1}(/Game/Genesis/Dinos/SpaceWhale/Buff_SpaceWhaleTeleport.Buff_SpaceWhaleTeleport:ExecuteUbergraph_Buff_SpaceWhaleTeleport.K2Node_CallFunction_182733) LITERAL: 0(/Game/Genesis/Dinos/SpaceWhale/Buff_SpaceWhaleTeleport.Buff_SpaceWhaleTeleport:ExecuteUbergraph_Buff_SpaceWhaleTeleport.K2Node_MakeStruct_1379) LITERAL: 1(/Game/Genesis/Dinos/SpaceWhale/Buff_SpaceWhaleTeleport.Buff_SpaceWhaleTeleport:ExecuteUbergraph_Buff_SpaceWhaleTeleport.K2Node_MakeStruct_1380) LITERAL: Client Complete {0} {1}(/Game/Genesis/Dinos/SpaceWhale/Buff_SpaceWhaleTeleport.Buff_SpaceWhaleTeleport:ExecuteUbergraph_Buff_SpaceWhaleTeleport.K2Node_CallFunction_182734) LITERAL: 0(/Game/Genesis/Dinos/SpaceWhale/Buff_SpaceWhaleTeleport.Buff_SpaceWhaleTeleport:ExecuteUbergraph_Buff_SpaceWhaleTeleport.K2Node_MakeStruct_1381) LITERAL: 1(/Game/Genesis/Dinos/SpaceWhale/Buff_SpaceWhaleTeleport.Buff_SpaceWhaleTeleport:ExecuteUbergraph_Buff_SpaceWhaleTeleport.K2Node_MakeStruct_1382) LITERAL: Triggered {0} {1}(/Game/Genesis/Dinos/SpaceWhale/Buff_SpaceWhaleTeleport.Buff_SpaceWhaleTeleport:ExecuteUbergraph_Buff_SpaceWhaleTeleport.K2Node_CallFunction_182735) LITERAL: 0(/Game/Genesis/Dinos/SpaceWhale/Buff_SpaceWhaleTeleport.Buff_SpaceWhaleTeleport:ExecuteUbergraph_Buff_SpaceWhaleTeleport.K2Node_MakeStruct_1383) LITERAL: 1(/Game/Genesis/Dinos/SpaceWhale/Buff_SpaceWhaleTeleport.Buff_SpaceWhaleTeleport:ExecuteUbergraph_Buff_SpaceWhaleTeleport.K2Node_MakeStruct_1384) LITERAL: Buff {creature} {evt} timestamp={time}(/Game/Genesis/Dinos/SpaceWhale/Buff_SpaceWhaleTeleport.Buff_SpaceWhaleTeleport:EdGraph_72262.K2Node_CallFunction_182746) LITERAL: creature(/Game/Genesis/Dinos/SpaceWhale/Buff_SpaceWhaleTeleport.Buff_SpaceWhaleTeleport:EdGraph_72262.K2Node_MakeStruct_1385) LITERAL: evt(/Game/Genesis/Dinos/SpaceWhale/Buff_SpaceWhaleTeleport.Buff_SpaceWhaleTeleport:EdGraph_72262.K2Node_MakeStruct_1386) LITERAL: time(/Game/Genesis/Dinos/SpaceWhale/Buff_SpaceWhaleTeleport.Buff_SpaceWhaleTeleport:EdGraph_72262.K2Node_MakeStruct_1387) LITERAL: Prevent MoveMode {0} {1} {2}(/Game/Genesis/Dinos/SpaceWhale/Buff_SpaceWhaleTeleport.Buff_SpaceWhaleTeleport:EdGraph_72263.K2Node_CallFunction_182749) LITERAL: 0(/Game/Genesis/Dinos/SpaceWhale/Buff_SpaceWhaleTeleport.Buff_SpaceWhaleTeleport:EdGraph_72263.K2Node_MakeStruct_1388) LITERAL: 1(/Game/Genesis/Dinos/SpaceWhale/Buff_SpaceWhaleTeleport.Buff_SpaceWhaleTeleport:EdGraph_72263.K2Node_MakeStruct_1389) LITERAL: 2(/Game/Genesis/Dinos/SpaceWhale/Buff_SpaceWhaleTeleport.Buff_SpaceWhaleTeleport:EdGraph_72263.K2Node_MakeStruct_1390) LITERAL: Buff {creature} timestamp={time}(/Game/Genesis/Dinos/SpaceWhale/Buff_SpaceWhaleTeleport.Buff_SpaceWhaleTeleport:EdGraph_72265.K2Node_CallFunction_182753) LITERAL: creature(/Game/Genesis/Dinos/SpaceWhale/Buff_SpaceWhaleTeleport.Buff_SpaceWhaleTeleport:EdGraph_72265.K2Node_MakeStruct_1391) LITERAL: time(/Game/Genesis/Dinos/SpaceWhale/Buff_SpaceWhaleTeleport.Buff_SpaceWhaleTeleport:EdGraph_72265.K2Node_MakeStruct_1392) LITERAL: Frozen Mesh {creature} (/Game/Genesis/Dinos/SpaceWhale/Buff_SpaceWhaleTeleport.Buff_SpaceWhaleTeleport:EdGraph_72265.K2Node_CallFunction_182754) LITERAL: creature(/Game/Genesis/Dinos/SpaceWhale/Buff_SpaceWhaleTeleport.Buff_SpaceWhaleTeleport:EdGraph_72265.K2Node_MakeStruct_1393) LITERAL: Deactivated {0} {1}(/Game/Genesis/Dinos/SpaceWhale/Buff_SpaceWhaleTeleport.Buff_SpaceWhaleTeleport:EdGraph_72269.K2Node_CallFunction_182755) LITERAL: 0(/Game/Genesis/Dinos/SpaceWhale/Buff_SpaceWhaleTeleport.Buff_SpaceWhaleTeleport:EdGraph_72269.K2Node_MakeStruct_1394) LITERAL: 1(/Game/Genesis/Dinos/SpaceWhale/Buff_SpaceWhaleTeleport.Buff_SpaceWhaleTeleport:EdGraph_72269.K2Node_MakeStruct_1395) CONTENT: Hyperdrive(/Game/Genesis/Dinos/SpaceWhale/Buff_SpaceWhaleTeleport.Default__Buff_SpaceWhaleTeleport_C) CONTENT: Bomb Targeting Mode(/Engine/Transient.Default__REINST_Buff_SpaceWhaleBombTargetingHelper_C_20735) CONTENT: Bomb Targeting Mode(/Game/Genesis/Dinos/SpaceWhale/Buff_SpaceWhaleBombTargetingHelper.Default__Buff_SpaceWhaleBombTargetingHelper_C) LITERAL: Buff {creature} timestamp={time}(/Game/Genesis/Dinos/SpaceWhale/Buff_TeleportTag.Buff_TeleportTag:EdGraph_72294.K2Node_CallFunction_182803) LITERAL: creature(/Game/Genesis/Dinos/SpaceWhale/Buff_TeleportTag.Buff_TeleportTag:EdGraph_72294.K2Node_MakeStruct_1396) LITERAL: time(/Game/Genesis/Dinos/SpaceWhale/Buff_TeleportTag.Buff_TeleportTag:EdGraph_72294.K2Node_MakeStruct_1397) LITERAL: Forced Teleport {0} {1}(/Game/Genesis/Dinos/SpaceWhale/AI/SpaceWhale_AIController_BP.SpaceWhale_AIController_BP:EdGraph_72302.K2Node_CallFunction_182804) LITERAL: 0(/Game/Genesis/Dinos/SpaceWhale/AI/SpaceWhale_AIController_BP.SpaceWhale_AIController_BP:EdGraph_72302.K2Node_MakeStruct_1398) LITERAL: 1(/Game/Genesis/Dinos/SpaceWhale/AI/SpaceWhale_AIController_BP.SpaceWhale_AIController_BP:EdGraph_72302.K2Node_MakeStruct_1399) CONTENT: Astrocetus Tek Saddle(/Engine/Transient.Default__REINST_PrimalItemArmor_SpaceWhaleSaddle_Tek_C_20747) CONTENT: Equip an Astrocetus with this to ride it and fire plasma projectiles.(/Engine/Transient.Default__REINST_PrimalItemArmor_SpaceWhaleSaddle_Tek_C_20747) CONTENT: Saddles(/Engine/Transient.Default__REINST_PrimalItemArmor_SpaceWhaleSaddle_Tek_C_20747) CONTENT: Tek(/Engine/Transient.Default__REINST_PrimalItemArmor_SpaceWhaleSaddle_Tek_C_20747) CONTENT: Enter Front Turret(/Engine/Transient.Default__REINST_PrimalItemArmor_SpaceWhaleSaddle_Tek_C_20747) CONTENT: Enter Rear Turret(/Engine/Transient.Default__REINST_PrimalItemArmor_SpaceWhaleSaddle_Tek_C_20747) CONTENT: Enter Top Turret(/Engine/Transient.Default__REINST_PrimalItemArmor_SpaceWhaleSaddle_Tek_C_20747) CONTENT: Astrocetus Tek Saddle(/Game/Genesis/Dinos/SpaceWhale/PrimalItemArmor_SpaceWhaleSaddle_Tek.Default__PrimalItemArmor_SpaceWhaleSaddle_Tek_C) CONTENT: Equip an Astrocetus with this to ride it and fire plasma projectiles.(/Game/Genesis/Dinos/SpaceWhale/PrimalItemArmor_SpaceWhaleSaddle_Tek.Default__PrimalItemArmor_SpaceWhaleSaddle_Tek_C) CONTENT: Saddles(/Game/Genesis/Dinos/SpaceWhale/PrimalItemArmor_SpaceWhaleSaddle_Tek.Default__PrimalItemArmor_SpaceWhaleSaddle_Tek_C) CONTENT: Tek(/Game/Genesis/Dinos/SpaceWhale/PrimalItemArmor_SpaceWhaleSaddle_Tek.Default__PrimalItemArmor_SpaceWhaleSaddle_Tek_C) CONTENT: Enter Front Turret(/Game/Genesis/Dinos/SpaceWhale/PrimalItemArmor_SpaceWhaleSaddle_Tek.Default__PrimalItemArmor_SpaceWhaleSaddle_Tek_C) CONTENT: Enter Rear Turret(/Game/Genesis/Dinos/SpaceWhale/PrimalItemArmor_SpaceWhaleSaddle_Tek.Default__PrimalItemArmor_SpaceWhaleSaddle_Tek_C) CONTENT: Enter Top Turret(/Game/Genesis/Dinos/SpaceWhale/PrimalItemArmor_SpaceWhaleSaddle_Tek.Default__PrimalItemArmor_SpaceWhaleSaddle_Tek_C) CONTENT: Geyser Launch!(/Engine/Transient.Default__REINST_Buff_NoFallDamage_C_20755) CONTENT: Geyser Launch!(/Game/PrimalEarth/Dinos/Tropeognathus/Buff_NoFallDamage.Default__Buff_NoFallDamage_C) CONTENT: Idle(/Engine/Transient.Default__REINST_Tropeognathus_Character_BP_C_20759) CONTENT: Cute(/Engine/Transient.Default__REINST_Tropeognathus_Character_BP_C_20759) CONTENT: Action(/Engine/Transient.Default__REINST_Tropeognathus_Character_BP_C_20759) CONTENT: Move(/Engine/Transient.Default__REINST_Tropeognathus_Character_BP_C_20759) CONTENT: Move2(/Engine/Transient.Default__REINST_Tropeognathus_Character_BP_C_20759) CONTENT: Tropeognathus(/Engine/Transient.Default__REINST_Tropeognathus_Character_BP_C_20759) LITERAL: IsJumpButtonHeld {0}(/Game/PrimalEarth/Dinos/Tropeognathus/Tropeognathus_Character_BP.Tropeognathus_Character_BP:EdGraph_72532.K2Node_CallFunction_183514) LITERAL: 0(/Game/PrimalEarth/Dinos/Tropeognathus/Tropeognathus_Character_BP.Tropeognathus_Character_BP:EdGraph_72532.K2Node_MakeStruct_1400) LITERAL: Try the {0}...(/Game/PrimalEarth/Dinos/Tropeognathus/Tropeognathus_Character_BP.Tropeognathus_Character_BP:EdGraph_72541.K2Node_CallFunction_183518) LITERAL: 0(/Game/PrimalEarth/Dinos/Tropeognathus/Tropeognathus_Character_BP.Tropeognathus_Character_BP:EdGraph_72541.K2Node_MakeStruct_1401) CONTENT: STRUGGLING!(/Game/PrimalEarth/Dinos/Tropeognathus/Tropeognathus_Character_BP.Default__Tropeognathus_Character_BP_C) CONTENT: Idle(/Game/PrimalEarth/Dinos/Tropeognathus/Tropeognathus_Character_BP.Default__Tropeognathus_Character_BP_C) CONTENT: Cute(/Game/PrimalEarth/Dinos/Tropeognathus/Tropeognathus_Character_BP.Default__Tropeognathus_Character_BP_C) CONTENT: Action(/Game/PrimalEarth/Dinos/Tropeognathus/Tropeognathus_Character_BP.Default__Tropeognathus_Character_BP_C) CONTENT: Move(/Game/PrimalEarth/Dinos/Tropeognathus/Tropeognathus_Character_BP.Default__Tropeognathus_Character_BP_C) CONTENT: Move2(/Game/PrimalEarth/Dinos/Tropeognathus/Tropeognathus_Character_BP.Default__Tropeognathus_Character_BP_C) CONTENT: Tropeognathus(/Game/PrimalEarth/Dinos/Tropeognathus/Tropeognathus_Character_BP.Default__Tropeognathus_Character_BP_C) LITERAL: {0} / {1}(/Game/PrimalEarth/Dinos/Tropeognathus/Buff_CarriedTarget.Buff_CarriedTarget:EdGraph_72600.K2Node_CallFunction_183635) LITERAL: 0(/Game/PrimalEarth/Dinos/Tropeognathus/Buff_CarriedTarget.Buff_CarriedTarget:EdGraph_72600.K2Node_MakeStruct_1402) LITERAL: 1(/Game/PrimalEarth/Dinos/Tropeognathus/Buff_CarriedTarget.Buff_CarriedTarget:EdGraph_72600.K2Node_MakeStruct_1403) CONTENT: Durability Damage Per Second(/Game/PrimalEarth/Dinos/Tropeognathus/Buff_CarriedTarget.Default__Buff_CarriedTarget_C) CONTENT: GAS(/Game/PrimalEarth/Dinos/Tropeognathus/Buff_RiderFlyingWindWoosh_Trope.Default__Buff_RiderFlyingWindWoosh_Trope_C) CONTENT: AMMO(/Game/PrimalEarth/Dinos/Tropeognathus/Buff_RiderFlyingWindWoosh_Trope.Default__Buff_RiderFlyingWindWoosh_Trope_C) CONTENT: Drafting Available(/Game/PrimalEarth/Dinos/Tropeognathus/Buff_RiderFlyingWindWoosh_Trope.Default__Buff_RiderFlyingWindWoosh_Trope_C) CONTENT: Press and hold Jump to Drafting(/Game/PrimalEarth/Dinos/Tropeognathus/Buff_RiderFlyingWindWoosh_Trope.Default__Buff_RiderFlyingWindWoosh_Trope_C) CONTENT: Landing(/Game/PrimalEarth/Dinos/Tropeognathus/Buff_RiderFlyingWindWoosh_Trope.Default__Buff_RiderFlyingWindWoosh_Trope_C) CONTENT: Press and hold Jump to Drafting(/Game/PrimalEarth/Dinos/Tropeognathus/Buff_RiderFlyingWindWoosh_Trope.Default__Buff_RiderFlyingWindWoosh_Trope_C) CONTENT: SPEED(/Game/PrimalEarth/Dinos/Tropeognathus/Buff_RiderFlyingWindWoosh_Trope.Default__Buff_RiderFlyingWindWoosh_Trope_C) CONTENT: Geyser Launch!(/Engine/Transient.Default__REINST_Buff_TropeWindGustTarget_C_20773) CONTENT: Geyser Launch!(/Game/PrimalEarth/Dinos/Tropeognathus/Buff_TropeWindGustTarget.Default__Buff_TropeWindGustTarget_C) LITERAL: +Damage +Defense +Speed(/Game/Genesis2/Dinos/SpaceDolphin/Buff_RiderFlyingWindWoosh_SpaceDolphin.Buff_RiderFlyingWindWoosh_SpaceDolphin:EdGraph_72703.K2Node_CallFunction_184305) LITERAL: Max Damage Max Defense Max Speed(/Game/Genesis2/Dinos/SpaceDolphin/Buff_RiderFlyingWindWoosh_SpaceDolphin.Buff_RiderFlyingWindWoosh_SpaceDolphin:EdGraph_72703.K2Node_CallFunction_184306) LITERAL: {0} (/Game/Genesis2/Dinos/SpaceDolphin/Buff_RiderFlyingWindWoosh_SpaceDolphin.Buff_RiderFlyingWindWoosh_SpaceDolphin:EdGraph_72703.K2Node_CallFunction_184307) LITERAL: 0(/Game/Genesis2/Dinos/SpaceDolphin/Buff_RiderFlyingWindWoosh_SpaceDolphin.Buff_RiderFlyingWindWoosh_SpaceDolphin:EdGraph_72703.K2Node_MakeStruct_1404) LITERAL: {0}(/Game/Genesis2/Dinos/SpaceDolphin/Buff_RiderFlyingWindWoosh_SpaceDolphin.Buff_RiderFlyingWindWoosh_SpaceDolphin:EdGraph_72703.K2Node_CallFunction_184308) LITERAL: 0(/Game/Genesis2/Dinos/SpaceDolphin/Buff_RiderFlyingWindWoosh_SpaceDolphin.Buff_RiderFlyingWindWoosh_SpaceDolphin:EdGraph_72703.K2Node_MakeStruct_1405) CONTENT: Fuel(/Game/Genesis2/Dinos/SpaceDolphin/Buff_RiderFlyingWindWoosh_SpaceDolphin.Default__Buff_RiderFlyingWindWoosh_SpaceDolphin_C) CONTENT: Ammo(/Game/Genesis2/Dinos/SpaceDolphin/Buff_RiderFlyingWindWoosh_SpaceDolphin.Default__Buff_RiderFlyingWindWoosh_SpaceDolphin_C) CONTENT: Speed(/Game/Genesis2/Dinos/SpaceDolphin/Buff_RiderFlyingWindWoosh_SpaceDolphin.Default__Buff_RiderFlyingWindWoosh_SpaceDolphin_C) CONTENT: DMG Reduction(/Game/Genesis2/Dinos/SpaceDolphin/Buff_RiderFlyingWindWoosh_SpaceDolphin.Default__Buff_RiderFlyingWindWoosh_SpaceDolphin_C) CONTENT: DMG Reduction(/Game/Genesis2/Dinos/SpaceDolphin/Buff_RiderFlyingWindWoosh_SpaceDolphin.Default__Buff_RiderFlyingWindWoosh_SpaceDolphin_C) CONTENT: He Protec(/Engine/Transient.Default__REINST_Buff_RiderProtection_C_20803) CONTENT: He Protec(/Game/Genesis2/Dinos/SpaceDolphin/Buff_RiderProtection.Default__Buff_RiderProtection_C) CONTENT: Gas(/Game/Genesis2/Dinos/SpaceDolphin/Buff_SpaceDolphinMissions.Default__Buff_SpaceDolphinMissions_C) CONTENT: Speed(/Game/Genesis2/Dinos/SpaceDolphin/Buff_SpaceDolphinMissions.Default__Buff_SpaceDolphinMissions_C) CONTENT: Ammo(/Game/Genesis2/Dinos/SpaceDolphin/Buff_SpaceDolphinMissions.Default__Buff_SpaceDolphinMissions_C) CONTENT: Carried target is trying to struggle free!(/Game/Genesis2/Dinos/SpaceDolphin/Buff_SpaceDolphinMissions.Default__Buff_SpaceDolphinMissions_C) CONTENT: Drafting Available(/Game/Genesis2/Dinos/SpaceDolphin/Buff_SpaceDolphinMissions.Default__Buff_SpaceDolphinMissions_C) CONTENT: Press and hold Jump to Drafting(/Game/Genesis2/Dinos/SpaceDolphin/Buff_SpaceDolphinMissions.Default__Buff_SpaceDolphinMissions_C) CONTENT: Landing(/Game/Genesis2/Dinos/SpaceDolphin/Buff_SpaceDolphinMissions.Default__Buff_SpaceDolphinMissions_C) CONTENT: Press and hold Jump to Drafting(/Game/Genesis2/Dinos/SpaceDolphin/Buff_SpaceDolphinMissions.Default__Buff_SpaceDolphinMissions_C) CONTENT: Idle(/Engine/Transient.Default__REINST_SpaceDolphin_Character_BP_C_20843) CONTENT: Spine3(/Engine/Transient.Default__REINST_SpaceDolphin_Character_BP_C_20843) CONTENT: Cute(/Engine/Transient.Default__REINST_SpaceDolphin_Character_BP_C_20843) CONTENT: Spine3(/Engine/Transient.Default__REINST_SpaceDolphin_Character_BP_C_20843) CONTENT: Action(/Engine/Transient.Default__REINST_SpaceDolphin_Character_BP_C_20843) CONTENT: Spine3(/Engine/Transient.Default__REINST_SpaceDolphin_Character_BP_C_20843) CONTENT: Action2(/Engine/Transient.Default__REINST_SpaceDolphin_Character_BP_C_20843) CONTENT: Spine3(/Engine/Transient.Default__REINST_SpaceDolphin_Character_BP_C_20843) CONTENT: Charge(/Engine/Transient.Default__REINST_SpaceDolphin_Character_BP_C_20843) CONTENT: Spine3(/Engine/Transient.Default__REINST_SpaceDolphin_Character_BP_C_20843) CONTENT: Astrodelphis(/Engine/Transient.Default__REINST_SpaceDolphin_Character_BP_C_20843) LITERAL: Loc {0} R {1} F {2}(/Game/Genesis2/Dinos/SpaceDolphin/SpaceDolphin_Character_BP.SpaceDolphin_Character_BP:EdGraph_73050.K2Node_CallFunction_185920) LITERAL: 0(/Game/Genesis2/Dinos/SpaceDolphin/SpaceDolphin_Character_BP.SpaceDolphin_Character_BP:EdGraph_73050.K2Node_MakeStruct_1408) LITERAL: 1(/Game/Genesis2/Dinos/SpaceDolphin/SpaceDolphin_Character_BP.SpaceDolphin_Character_BP:EdGraph_73050.K2Node_MakeStruct_1409) LITERAL: 2(/Game/Genesis2/Dinos/SpaceDolphin/SpaceDolphin_Character_BP.SpaceDolphin_Character_BP:EdGraph_73050.K2Node_MakeStruct_1410) LITERAL: {0} {1}(/Game/Genesis2/Dinos/SpaceDolphin/SpaceDolphin_Character_BP.SpaceDolphin_Character_BP:EdGraph_73050.K2Node_CallFunction_185921) LITERAL: 0(/Game/Genesis2/Dinos/SpaceDolphin/SpaceDolphin_Character_BP.SpaceDolphin_Character_BP:EdGraph_73050.K2Node_MakeStruct_1411) LITERAL: 1(/Game/Genesis2/Dinos/SpaceDolphin/SpaceDolphin_Character_BP.SpaceDolphin_Character_BP:EdGraph_73050.K2Node_MakeStruct_1412) LITERAL: STR {0}(/Game/Genesis2/Dinos/SpaceDolphin/SpaceDolphin_Character_BP.SpaceDolphin_Character_BP:EdGraph_73060.K2Node_CallFunction_185924) LITERAL: 0(/Game/Genesis2/Dinos/SpaceDolphin/SpaceDolphin_Character_BP.SpaceDolphin_Character_BP:EdGraph_73060.K2Node_MakeStruct_1413) LITERAL: X {0} Y {1}(/Game/Genesis2/Dinos/SpaceDolphin/SpaceDolphin_Character_BP.SpaceDolphin_Character_BP:EdGraph_73115.K2Node_CallFunction_185938) LITERAL: 0(/Game/Genesis2/Dinos/SpaceDolphin/SpaceDolphin_Character_BP.SpaceDolphin_Character_BP:EdGraph_73115.K2Node_MakeStruct_1414) LITERAL: 1(/Game/Genesis2/Dinos/SpaceDolphin/SpaceDolphin_Character_BP.SpaceDolphin_Character_BP:EdGraph_73115.K2Node_MakeStruct_1415) LITERAL: {0}% Chance to Spawn Space Whale(/Game/Genesis2/Dinos/SpaceDolphin/SpaceDolphin_Character_BP.SpaceDolphin_Character_BP:EdGraph_73123.K2Node_CallFunction_185940) LITERAL: 0(/Game/Genesis2/Dinos/SpaceDolphin/SpaceDolphin_Character_BP.SpaceDolphin_Character_BP:EdGraph_73123.K2Node_MakeStruct_1416) LITERAL: IsJumpButtonHeld {0}(/Game/Genesis2/Dinos/SpaceDolphin/SpaceDolphin_Character_BP.SpaceDolphin_Character_BP:EdGraph_73124.K2Node_CallFunction_185941) LITERAL: 0(/Game/Genesis2/Dinos/SpaceDolphin/SpaceDolphin_Character_BP.SpaceDolphin_Character_BP:EdGraph_73124.K2Node_MakeStruct_1417) LITERAL: CurRot {0} Rot {1}(/Game/Genesis2/Dinos/SpaceDolphin/SpaceDolphin_Character_BP.SpaceDolphin_Character_BP:EdGraph_73162.K2Node_CallFunction_185951) LITERAL: 0(/Game/Genesis2/Dinos/SpaceDolphin/SpaceDolphin_Character_BP.SpaceDolphin_Character_BP:EdGraph_73162.K2Node_MakeStruct_1418) LITERAL: 1(/Game/Genesis2/Dinos/SpaceDolphin/SpaceDolphin_Character_BP.SpaceDolphin_Character_BP:EdGraph_73162.K2Node_MakeStruct_1419) LITERAL: Put {1} {0} in last slot to feed(/Game/Genesis2/Dinos/SpaceDolphin/SpaceDolphin_Character_BP.SpaceDolphin_Character_BP:EdGraph_73211.K2Node_CallFunction_185967) LITERAL: 1(/Game/Genesis2/Dinos/SpaceDolphin/SpaceDolphin_Character_BP.SpaceDolphin_Character_BP:EdGraph_73211.K2Node_MakeStruct_1420) LITERAL: 0(/Game/Genesis2/Dinos/SpaceDolphin/SpaceDolphin_Character_BP.SpaceDolphin_Character_BP:EdGraph_73211.K2Node_MakeStruct_1421) LITERAL: Target {0} {2}(/Game/Genesis2/Dinos/SpaceDolphin/SpaceDolphin_Character_BP.SpaceDolphin_Character_BP:EdGraph_73213.K2Node_CallFunction_185969) LITERAL: 0(/Game/Genesis2/Dinos/SpaceDolphin/SpaceDolphin_Character_BP.SpaceDolphin_Character_BP:EdGraph_73213.K2Node_MakeStruct_1422) LITERAL: 2(/Game/Genesis2/Dinos/SpaceDolphin/SpaceDolphin_Character_BP.SpaceDolphin_Character_BP:EdGraph_73213.K2Node_MakeStruct_1423) LITERAL: Hit {0} Prog {1} Level {2} Bombs {3} Fuel {4} Health {5} Power {6}(/Game/Genesis2/Dinos/SpaceDolphin/SpaceDolphin_Character_BP.SpaceDolphin_Character_BP:EdGraph_73240.K2Node_CallFunction_185984) LITERAL: 0(/Game/Genesis2/Dinos/SpaceDolphin/SpaceDolphin_Character_BP.SpaceDolphin_Character_BP:EdGraph_73240.K2Node_MakeStruct_1424) LITERAL: 1(/Game/Genesis2/Dinos/SpaceDolphin/SpaceDolphin_Character_BP.SpaceDolphin_Character_BP:EdGraph_73240.K2Node_MakeStruct_1425) LITERAL: 2(/Game/Genesis2/Dinos/SpaceDolphin/SpaceDolphin_Character_BP.SpaceDolphin_Character_BP:EdGraph_73240.K2Node_MakeStruct_1426) LITERAL: 3(/Game/Genesis2/Dinos/SpaceDolphin/SpaceDolphin_Character_BP.SpaceDolphin_Character_BP:EdGraph_73240.K2Node_MakeStruct_1427) LITERAL: 4(/Game/Genesis2/Dinos/SpaceDolphin/SpaceDolphin_Character_BP.SpaceDolphin_Character_BP:EdGraph_73240.K2Node_MakeStruct_1428) LITERAL: 5(/Game/Genesis2/Dinos/SpaceDolphin/SpaceDolphin_Character_BP.SpaceDolphin_Character_BP:EdGraph_73240.K2Node_MakeStruct_1429) LITERAL: 6(/Game/Genesis2/Dinos/SpaceDolphin/SpaceDolphin_Character_BP.SpaceDolphin_Character_BP:EdGraph_73240.K2Node_MakeStruct_1430) LITERAL: {0} {1}(/Game/Genesis2/Dinos/SpaceDolphin/SpaceDolphin_Character_BP.SpaceDolphin_Character_BP:EdGraph_73240.K2Node_CallFunction_185985) LITERAL: 0(/Game/Genesis2/Dinos/SpaceDolphin/SpaceDolphin_Character_BP.SpaceDolphin_Character_BP:EdGraph_73240.K2Node_MakeStruct_1431) LITERAL: 1(/Game/Genesis2/Dinos/SpaceDolphin/SpaceDolphin_Character_BP.SpaceDolphin_Character_BP:EdGraph_73240.K2Node_MakeStruct_1432) LITERAL: {0} {1}(/Game/Genesis2/Dinos/SpaceDolphin/SpaceDolphin_Character_BP.SpaceDolphin_Character_BP:EdGraph_73240.K2Node_CallFunction_185986) LITERAL: 0(/Game/Genesis2/Dinos/SpaceDolphin/SpaceDolphin_Character_BP.SpaceDolphin_Character_BP:EdGraph_73240.K2Node_MakeStruct_1433) LITERAL: 1(/Game/Genesis2/Dinos/SpaceDolphin/SpaceDolphin_Character_BP.SpaceDolphin_Character_BP:EdGraph_73240.K2Node_MakeStruct_1434) LITERAL: Taming... {0}(/Game/Genesis2/Dinos/SpaceDolphin/SpaceDolphin_Character_BP.SpaceDolphin_Character_BP:EdGraph_73256.K2Node_CallFunction_185987) LITERAL: 0(/Game/Genesis2/Dinos/SpaceDolphin/SpaceDolphin_Character_BP.SpaceDolphin_Character_BP:EdGraph_73256.K2Node_MakeStruct_1435) LITERAL: % {0} Req {1} Aff {2}(/Game/Genesis2/Dinos/SpaceDolphin/SpaceDolphin_Character_BP.SpaceDolphin_Character_BP:EdGraph_73257.K2Node_CallFunction_185988) LITERAL: 0(/Game/Genesis2/Dinos/SpaceDolphin/SpaceDolphin_Character_BP.SpaceDolphin_Character_BP:EdGraph_73257.K2Node_MakeStruct_1436) LITERAL: 1(/Game/Genesis2/Dinos/SpaceDolphin/SpaceDolphin_Character_BP.SpaceDolphin_Character_BP:EdGraph_73257.K2Node_MakeStruct_1437) LITERAL: 2(/Game/Genesis2/Dinos/SpaceDolphin/SpaceDolphin_Character_BP.SpaceDolphin_Character_BP:EdGraph_73257.K2Node_MakeStruct_1438) CONTENT: Pet(/Game/Genesis2/Dinos/SpaceDolphin/SpaceDolphin_Character_BP.Default__SpaceDolphin_Character_BP_C) CONTENT: Food(/Game/Genesis2/Dinos/SpaceDolphin/SpaceDolphin_Character_BP.Default__SpaceDolphin_Character_BP_C) CONTENT: {AltFire} ACTIVATE SADDLE(/Game/Genesis2/Dinos/SpaceDolphin/SpaceDolphin_Character_BP.Default__SpaceDolphin_Character_BP_C) CONTENT: Idle(/Game/Genesis2/Dinos/SpaceDolphin/SpaceDolphin_Character_BP.Default__SpaceDolphin_Character_BP_C) CONTENT: Spine3(/Game/Genesis2/Dinos/SpaceDolphin/SpaceDolphin_Character_BP.Default__SpaceDolphin_Character_BP_C) CONTENT: Cute(/Game/Genesis2/Dinos/SpaceDolphin/SpaceDolphin_Character_BP.Default__SpaceDolphin_Character_BP_C) CONTENT: Spine3(/Game/Genesis2/Dinos/SpaceDolphin/SpaceDolphin_Character_BP.Default__SpaceDolphin_Character_BP_C) CONTENT: Action(/Game/Genesis2/Dinos/SpaceDolphin/SpaceDolphin_Character_BP.Default__SpaceDolphin_Character_BP_C) CONTENT: Spine3(/Game/Genesis2/Dinos/SpaceDolphin/SpaceDolphin_Character_BP.Default__SpaceDolphin_Character_BP_C) CONTENT: Action2(/Game/Genesis2/Dinos/SpaceDolphin/SpaceDolphin_Character_BP.Default__SpaceDolphin_Character_BP_C) CONTENT: Spine3(/Game/Genesis2/Dinos/SpaceDolphin/SpaceDolphin_Character_BP.Default__SpaceDolphin_Character_BP_C) CONTENT: Charge(/Game/Genesis2/Dinos/SpaceDolphin/SpaceDolphin_Character_BP.Default__SpaceDolphin_Character_BP_C) CONTENT: Spine3(/Game/Genesis2/Dinos/SpaceDolphin/SpaceDolphin_Character_BP.Default__SpaceDolphin_Character_BP_C) CONTENT: Astrodelphis(/Game/Genesis2/Dinos/SpaceDolphin/SpaceDolphin_Character_BP.Default__SpaceDolphin_Character_BP_C) LITERAL: ClearImmobilization(/Game/Genesis2/Dinos/Summoner/PrimalBuff_SummonerDinoCountDown.PrimalBuff_SummonerDinoCountDown:BPSetupForInstigator.K2Node_CallFunction_1143292) LITERAL: Suicide(/Game/Genesis2/Dinos/Summoner/PrimalBuff_SummonerDinoCountDown.PrimalBuff_SummonerDinoCountDown:SetSuicideTimer.K2Node_CallFunction_291433) CONTENT: Idle(/Engine/Transient.REINST_Summoner_Character_BP_C_0) CONTENT: Root(/Engine/Transient.REINST_Summoner_Character_BP_C_0) CONTENT: Attack(/Engine/Transient.REINST_Summoner_Character_BP_C_0) CONTENT: Root(/Engine/Transient.REINST_Summoner_Character_BP_C_0) CONTENT: Patrol(/Engine/Transient.REINST_Summoner_Character_BP_C_0) CONTENT: Root(/Engine/Transient.REINST_Summoner_Character_BP_C_0) CONTENT: Summoner(/Engine/Transient.REINST_Summoner_Character_BP_C_0) LITERAL: SKIDDING: (/Game/Genesis/Dinos/BogSpider/BogSpider_AnimBlueprint.BogSpider_AnimBlueprint:EventGraph.K2Node_CallFunction_209224) LITERAL: (/Game/Genesis/Dinos/BogSpider/BogSpider_AnimBlueprint.BogSpider_AnimBlueprint:EventGraph.K2Node_CallFunction_209224) LITERAL: x(/Game/Genesis/Dinos/BogSpider/BogSpider_AnimBlueprint.BogSpider_AnimBlueprint:EventGraph.K2Node_CallFunction_209224) LITERAL: FALLING BLEND: (/Game/Genesis/Dinos/BogSpider/BogSpider_AnimBlueprint.BogSpider_AnimBlueprint:EventGraph.K2Node_CallFunction_224135) LITERAL: Anim Rate: (/Game/Genesis/Dinos/BogSpider/BogSpider_AnimBlueprint.BogSpider_AnimBlueprint:EventGraph.K2Node_CallFunction_307648) CONTENT: Water Walking(/Engine/Transient.REINST_Buff_Client_BogSpiderWaterWalk_C_0) CONTENT: Water Walking(/Engine/Transient.Default__REINST_Buff_Client_BogSpiderWaterWalk_C_20914) CONTENT: Water Walking(/Engine/Transient.REINST_Buff_Client_BogSpiderWaterWalk_C_1) CONTENT: GRAPPLED(/Engine/Transient.REINST_Buff_Grappled_Base_C_0) CONTENT: GRAPPLED(/Engine/Transient.Default__REINST_Buff_Grappled_Base_C_20928) CONTENT: GRAPPLED(/Engine/Transient.REINST_Buff_Grappled_Base_C_1) CONTENT: Idle(/Engine/Transient.REINST_BogSpider_Character_BP_C_0) CONTENT: Cute(/Engine/Transient.REINST_BogSpider_Character_BP_C_0) CONTENT: Action(/Engine/Transient.REINST_BogSpider_Character_BP_C_0) CONTENT: Move(/Engine/Transient.REINST_BogSpider_Character_BP_C_0) CONTENT: pelvis(/Engine/Transient.REINST_BogSpider_Character_BP_C_0) CONTENT: Action2(/Engine/Transient.REINST_BogSpider_Character_BP_C_0) CONTENT: pelvis(/Engine/Transient.REINST_BogSpider_Character_BP_C_0) CONTENT: Bloodstalker(/Engine/Transient.REINST_BogSpider_Character_BP_C_0) CONTENT: Web_Left(/Engine/Transient.REINST_Buff_Grappled_BogSpider_C_0) CONTENT: Web_Right(/Engine/Transient.REINST_Buff_Grappled_BogSpider_C_0) LITERAL: HNNNGGG: (/Game/Genesis/Dinos/BogSpider/Buff_Grappled_BogSpider.Buff_Grappled_BogSpider:ApplyTetherMoveVelocity.K2Node_CallFunction_210146) LITERAL: DEACTIVATE GRAPPLE BUFF(/Game/Genesis/Dinos/BogSpider/Buff_Grappled_BogSpider.Buff_Grappled_BogSpider:BPDeactivated.K2Node_CallFunction_338093) LITERAL: Gravity Scale: (/Game/Genesis/Dinos/BogSpider/Buff_Grappled_BogSpider.Buff_Grappled_BogSpider:BPGetGravityZScale.K2Node_CallFunction_196169) LITERAL: Tether Length {(/Game/Genesis/Dinos/BogSpider/Buff_Grappled_BogSpider.Buff_Grappled_BogSpider:BPOverrideCharacterNewFallVelocity.K2Node_CallFunction_191734) LITERAL: / (/Game/Genesis/Dinos/BogSpider/Buff_Grappled_BogSpider.Buff_Grappled_BogSpider:BPOverrideCharacterNewFallVelocity.K2Node_CallFunction_191734) LITERAL: }(/Game/Genesis/Dinos/BogSpider/Buff_Grappled_BogSpider.Buff_Grappled_BogSpider:BPOverrideCharacterNewFallVelocity.K2Node_CallFunction_191830) LITERAL: Shorten speed: (/Game/Genesis/Dinos/BogSpider/Buff_Grappled_BogSpider.Buff_Grappled_BogSpider:BPOverrideCharacterNewFallVelocity.K2Node_CallFunction_249837) LITERAL: AUTO DETACH :: (/Game/Genesis/Dinos/BogSpider/Buff_Grappled_BogSpider.Buff_Grappled_BogSpider:CheckForAutoBreakTether.K2Node_CallFunction_138204) LITERAL: WEB TETHER AUTO BREAK :: (/Game/Genesis/Dinos/BogSpider/Buff_Grappled_BogSpider.Buff_Grappled_BogSpider:CheckForAutoBreakTether.K2Node_CallFunction_272499) LITERAL: Web below auto-detach length / Outlived web lifetime / Grappled char hard attached(/Game/Genesis/Dinos/BogSpider/Buff_Grappled_BogSpider.Buff_Grappled_BogSpider:CheckForAutoBreakTether.K2Node_CallFunction_272599) LITERAL: Bio grapple char IS TOO STRONK!(/Game/Genesis/Dinos/BogSpider/Buff_Grappled_BogSpider.Buff_Grappled_BogSpider:CheckForAutoBreakTether.K2Node_CallFunction_272601) LITERAL: Spooder has attached explosives!(/Game/Genesis/Dinos/BogSpider/Buff_Grappled_BogSpider.Buff_Grappled_BogSpider:CheckForAutoBreakTether.K2Node_CallFunction_272603) LITERAL: Rejected swing hit length delta:(/Game/Genesis/Dinos/BogSpider/Buff_Grappled_BogSpider.Buff_Grappled_BogSpider:CheckForSwingCollision.K2Node_CallFunction_256066) LITERAL: Can't (/Game/Genesis/Dinos/BogSpider/Buff_Grappled_BogSpider.Buff_Grappled_BogSpider:DisplayGrappleSystemHudNotification.K2Node_CallFunction_134985) LITERAL: while webbed!(/Game/Genesis/Dinos/BogSpider/Buff_Grappled_BogSpider.Buff_Grappled_BogSpider:DisplayGrappleSystemHudNotification.K2Node_CallFunction_135083) LITERAL: (/Game/Genesis/Dinos/BogSpider/Buff_Grappled_BogSpider.Buff_Grappled_BogSpider:DisplayGrappleSystemHudNotification.K2Node_CallFunction_135241) LITERAL: structures(/Game/Genesis/Dinos/BogSpider/Buff_Grappled_BogSpider.Buff_Grappled_BogSpider:DisplayGrappleSystemHudNotification.K2Node_VariableSet_14463) LITERAL: climbing picks(/Game/Genesis/Dinos/BogSpider/Buff_Grappled_BogSpider.Buff_Grappled_BogSpider:DisplayGrappleSystemHudNotification.K2Node_VariableSet_15357) LITERAL: grappling hooks(/Game/Genesis/Dinos/BogSpider/Buff_Grappled_BogSpider.Buff_Grappled_BogSpider:DisplayGrappleSystemHudNotification.K2Node_VariableSet_15358) LITERAL: ladders(/Game/Genesis/Dinos/BogSpider/Buff_Grappled_BogSpider.Buff_Grappled_BogSpider:DisplayGrappleSystemHudNotification.K2Node_VariableSet_15359) LITERAL: use(/Game/Genesis/Dinos/BogSpider/Buff_Grappled_BogSpider.Buff_Grappled_BogSpider:DisplayGrappleSystemHudNotification.K2Node_VariableSet_15373) LITERAL: sit on(/Game/Genesis/Dinos/BogSpider/Buff_Grappled_BogSpider.Buff_Grappled_BogSpider:DisplayGrappleSystemHudNotification.K2Node_VariableSet_16289) LITERAL: dinos(/Game/Genesis/Dinos/BogSpider/Buff_Grappled_BogSpider.Buff_Grappled_BogSpider:DisplayGrappleSystemHudNotification.K2Node_VariableSet_16290) LITERAL: mount(/Game/Genesis/Dinos/BogSpider/Buff_Grappled_BogSpider.Buff_Grappled_BogSpider:DisplayGrappleSystemHudNotification.K2Node_VariableSet_16291) LITERAL: WAIT(/Game/Genesis/Dinos/BogSpider/Buff_Grappled_BogSpider.Buff_Grappled_BogSpider:GetCurrentGrappleState.K2Node_CallFunction_260997) LITERAL: :: (/Game/Genesis/Dinos/BogSpider/Buff_Grappled_BogSpider.Buff_Grappled_BogSpider:GetCurrentGrappleState.K2Node_CallFunction_291795) LITERAL: SHORT TETHER DAMPING :: (/Game/Genesis/Dinos/BogSpider/Buff_Grappled_BogSpider.Buff_Grappled_BogSpider:GetGrappleVelocityDampingRate.K2Node_CallFunction_208399) LITERAL: -> (/Game/Genesis/Dinos/BogSpider/Buff_Grappled_BogSpider.Buff_Grappled_BogSpider:GetGrappleVelocityDampingRate.K2Node_CallFunction_208594) LITERAL: ADDED RIGHT(/Game/Genesis/Dinos/BogSpider/Buff_Grappled_BogSpider.Buff_Grappled_BogSpider:OnGrappleTetherAdded.K2Node_CallFunction_199608) LITERAL: ADDED LEFT(/Game/Genesis/Dinos/BogSpider/Buff_Grappled_BogSpider.Buff_Grappled_BogSpider:OnGrappleTetherAdded.K2Node_CallFunction_199609) LITERAL: REMOVED RIGHT(/Game/Genesis/Dinos/BogSpider/Buff_Grappled_BogSpider.Buff_Grappled_BogSpider:OnGrappleTetherRemoved.K2Node_CallFunction_199608) LITERAL: REMOVED LEFT(/Game/Genesis/Dinos/BogSpider/Buff_Grappled_BogSpider.Buff_Grappled_BogSpider:OnGrappleTetherRemoved.K2Node_CallFunction_199609) LITERAL: NONE(/Game/Genesis/Dinos/BogSpider/Buff_Grappled_BogSpider.Buff_Grappled_BogSpider:ShouldForceOwnerIntoFallingState.K2Node_MakeStruct_928) LITERAL: NONE(/Game/Genesis/Dinos/BogSpider/Buff_Grappled_BogSpider.Buff_Grappled_BogSpider:ShouldForceOwnerIntoFallingState.K2Node_MakeStruct_930) LITERAL: WEB TETHER BROKEN :: (/Game/Genesis/Dinos/BogSpider/Buff_Grappled_BogSpider.Buff_Grappled_BogSpider:ShouldTetherBreak.K2Node_CallFunction_269057) LITERAL: Charge jumping!(/Game/Genesis/Dinos/BogSpider/Buff_Grappled_BogSpider.Buff_Grappled_BogSpider:ShouldTetherBreak.K2Node_CallFunction_269348) LITERAL: Blocked by collision for too long!(/Game/Genesis/Dinos/BogSpider/Buff_Grappled_BogSpider.Buff_Grappled_BogSpider:ShouldTetherBreak.K2Node_CallFunction_269350) LITERAL: Target character has immunity buff!(/Game/Genesis/Dinos/BogSpider/Buff_Grappled_BogSpider.Buff_Grappled_BogSpider:ShouldTetherBreak.K2Node_CallFunction_269353) LITERAL: RESET SLINGSHOT RATIOS(/Game/Genesis/Dinos/BogSpider/Buff_Grappled_BogSpider.Buff_Grappled_BogSpider:SimulateTautTetherForces.K2Node_CallFunction_251564) LITERAL: REMOVING SPIDER VISION ACTOR :: (/Game/Genesis/Dinos/BogSpider/Buff_Grappled_BogSpider.Buff_Grappled_BogSpider:UpdateSpiderVisionActorBounds.K2Node_CallFunction_316965) LITERAL: FOUND NEW SPIDER VISION ACTOR :: (/Game/Genesis/Dinos/BogSpider/Buff_Grappled_BogSpider.Buff_Grappled_BogSpider:UpdateSpiderVisionActorBounds.K2Node_CallFunction_316968) LITERAL: REMOVING SPIDER VISION ACTOR :: (/Game/Genesis/Dinos/BogSpider/Buff_Grappled_BogSpider.Buff_Grappled_BogSpider:UpdateSpiderVisionActorBounds.K2Node_CallFunction_319033) LITERAL: ============= CHARGE JUMP VELOCITY ((/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:AddChargeJumpVelocity.K2Node_CallFunction_366653) LITERAL: ) :: (/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:AddChargeJumpVelocity.K2Node_CallFunction_366755) LITERAL: Server(/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:AddChargeJumpVelocity.K2Node_CallFunction_366822) LITERAL: Client(/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:AddChargeJumpVelocity.K2Node_CallFunction_366822) LITERAL: Disable Spider Vision(/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:BPGetMultiUseEntries.K2Node_CallFunction_222427) LITERAL: Enable Spider Vision(/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:BPGetMultiUseEntries.K2Node_CallFunction_222427) LITERAL: Camera Speed Mult:(/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:BPGetOverrideCameraInterpSpeed.K2Node_CallFunction_239005) LITERAL: FOV: (/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:BPModifyFOV.K2Node_CallFunction_263976) LITERAL: NextTick_SpawnCosmeticActors(/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:BPNotifySetRider.K2Node_CallFunction_179571) LITERAL: ============================================= SPOODER DEBUG MODE: ON(/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:BPOnDinoCheat.K2Node_CallFunction_213819) LITERAL: ============================================= SPOODER DEBUG MODE: OFF(/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:BPOnDinoCheat.K2Node_CallFunction_213819) LITERAL: ResetCanAirJump(/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:BPOnMovementModeChangedNotify.K2Node_CallFunction_261495) LITERAL: JumpPressed(/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:BPOnStartJump.K2Node_CallFunction_220338) LITERAL: UPDATING SPIDER VISION ACTOR STENCIL (/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:BPOverrideStencilAllianceForTarget.K2Node_CallFunction_318219) LITERAL: SERVER TICK(/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:BPTimerNonDedicated.K2Node_CallFunction_129106) LITERAL: CLIENT TICK(/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:BPTimerNonDedicated.K2Node_CallFunction_129106) LITERAL: SERVER TICK(/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:BPTimerServer.K2Node_CallFunction_127346) LITERAL: CACHE 2D VELOCITY VARS(/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:CacheCurrentVelocityVars.K2Node_CallFunction_384160) LITERAL: [(/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:CacheCurrentVelocityVars.K2Node_CallFunction_384160) LITERAL: s](/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:CacheCurrentVelocityVars.K2Node_CallFunction_384160) LITERAL: CACHE VELOCITY VARS(/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:CacheCurrentVelocityVars.K2Node_CallFunction_392627) LITERAL: [(/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:CacheCurrentVelocityVars.K2Node_CallFunction_392627) LITERAL: s](/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:CacheCurrentVelocityVars.K2Node_CallFunction_392627) LITERAL: :: Can Jump Detatch -> (/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:CanJumpDetach.K2Node_CallFunction_141688) LITERAL: SERVER(/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:CanJumpDetach.K2Node_CallFunction_141777) LITERAL: CLIENT(/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:CanJumpDetach.K2Node_CallFunction_141777) LITERAL: Confirming web hit location [Confirmed: (/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:ConfirmWebTraceHit.K2Node_CallFunction_218745) LITERAL: ] (/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:ConfirmWebTraceHit.K2Node_CallFunction_218745) LITERAL: SPOODER WEB TRACE :: (CONFIRMING TRACE HIT): (/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:ConfirmWebTraceHit.K2Node_CallFunction_239931) LITERAL: [Hit location: (/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:ConfirmWebTraceHit.K2Node_CallFunction_251720) LITERAL: ](/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:ConfirmWebTraceHit.K2Node_CallFunction_251720) LITERAL: [Hit component: (/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:ConfirmWebTraceHit.K2Node_CallFunction_254152) LITERAL: ](/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:ConfirmWebTraceHit.K2Node_CallFunction_254152) LITERAL: NONE(/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:CreateWebGrappleTether.K2Node_MakeStruct_1762) LITERAL: NONE(/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:CreateWebGrappleTether.K2Node_MakeStruct_860) LITERAL: NONE(/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:DetachBothWebs.K2Node_CallFunction_183757) LITERAL: NONE(/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:DetachWeb.K2Node_CallFunction_146444) LITERAL: NONE(/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:DetachWeb.K2Node_CallFunction_146445) LITERAL: ResetCanAirJump(/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:DoAirJump.K2Node_CallFunction_262640) LITERAL: SetAirJumpVelocity(/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:DoAirJump.K2Node_CallFunction_282383) LITERAL: CHARGE JUMP (Client): (/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:DoChargeJump_Client.K2Node_CallFunction_277804) LITERAL: CHARGE JUMP (Server): (/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:DoChargeJump_Server.K2Node_CallFunction_277804) LITERAL: [Client: (/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:DoChargeJump_Server.K2Node_CallFunction_277804) LITERAL: ] (/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:DoChargeJump_Server.K2Node_CallFunction_277804) LITERAL: [Server: (/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:DoChargeJump_Server.K2Node_CallFunction_280530) LITERAL: ](/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:DoChargeJump_Server.K2Node_CallFunction_280530) LITERAL: {Clamped: (/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:DoChargeJump_Server.K2Node_CallFunction_280898) LITERAL: }(/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:DoChargeJump_Server.K2Node_CallFunction_280898) LITERAL: CHARGE JUMP (Server): (/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:DoChargeJump_Server.K2Node_CallFunction_285239) LITERAL: Pull Jump [(/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:DoGrapplePullJump.K2Node_CallFunction_368519) LITERAL: Min Length: (/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:DoGrapplePullJump.K2Node_CallFunction_368519) LITERAL: :: (/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:DoGrapplePullJump.K2Node_CallFunction_368519) LITERAL: Current Length: (/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:DoGrapplePullJump.K2Node_CallFunction_368841) LITERAL: ](/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:DoGrapplePullJump.K2Node_CallFunction_368841) LITERAL: SPIDER JUMP DETACH(/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:DoJumpDetach.K2Node_CallFunction_183024) LITERAL: LIFE STEAL [(/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:DoLifeSteal.K2Node_CallFunction_222589) LITERAL: LIFE STEAL [(/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:DoLifeSteal.K2Node_CallFunction_341689) LITERAL: ResetCreatingWeb(/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:EventGraph.K2Node_CallFunction_217070) LITERAL: ResetCreatingWeb(/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:EventGraph.K2Node_CallFunction_218444) LITERAL: ResetCreatingWeb(/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:EventGraph.K2Node_CallFunction_218445) LITERAL: JumpPressed(/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:GenerateInputBitMask.K2Node_CallFunction_359433) LITERAL: FirePressed(/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:GenerateInputBitMask.K2Node_CallFunction_359537) LITERAL: FirePressed_Gamepad(/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:GenerateInputBitMask.K2Node_CallFunction_359641) LITERAL: TargetingPressed_Gamepad(/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:GenerateInputBitMask.K2Node_CallFunction_361261) LITERAL: TargetingPressed(/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:GenerateInputBitMask.K2Node_CallFunction_361262) LITERAL: 1(/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:GetBitmaskAsString.K2Node_CallFunction_301972) LITERAL: 0(/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:GetBitmaskAsString.K2Node_CallFunction_301972) LITERAL: Acceleration :: (/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:GetSwingingVelocityRatio.K2Node_CallFunction_185654) LITERAL: Dist Value [(/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:GetWebTraceHitValue.K2Node_CallFunction_300647) LITERAL: ] (/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:GetWebTraceHitValue.K2Node_CallFunction_300647) LITERAL: Angle Value [(/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:GetWebTraceHitValue.K2Node_CallFunction_302151) LITERAL: ](/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:GetWebTraceHitValue.K2Node_CallFunction_302151) LITERAL: Wall Stick Trace Hit Angle(/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:IsValidStickToWallHit.K2Node_CallFunction_272910) LITERAL: [(/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:IsValidStickToWallHit.K2Node_CallFunction_272910) LITERAL: ](/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:IsValidStickToWallHit.K2Node_CallFunction_272910) LITERAL: [Valid surface: (/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:IsWeb Trace Hit Valid.K2Node_CallFunction_207371) LITERAL: ](/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:IsWeb Trace Hit Valid.K2Node_CallFunction_207371) LITERAL: Validation complete! [Pullable char: (/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:IsWeb Trace Hit Valid.K2Node_CallFunction_208931) LITERAL: ](/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:IsWeb Trace Hit Valid.K2Node_CallFunction_208931) LITERAL: Beginning web trace hit validation...(/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:IsWeb Trace Hit Valid.K2Node_CallFunction_233723) LITERAL: ===================================================================(/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:IsWeb Trace Hit Valid.K2Node_CallFunction_236457) LITERAL: SPOODER WEB TRACE :: (VALIDATING TRACE HIT): (/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:IsWeb Trace Hit Valid.K2Node_CallFunction_239931) LITERAL: ===================================================================(/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:IsWeb Trace Hit Valid.K2Node_CallFunction_245764) LITERAL: Validation failed! (No spider buff)(/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:IsWeb Trace Hit Valid.K2Node_CallFunction_245866) LITERAL: Validation failed! (Invalid hit struct)(/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:IsWeb Trace Hit Valid.K2Node_CallFunction_245936) LITERAL: Hit location distance check: (/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:IsWeb Trace Hit Valid.K2Node_CallFunction_247278) LITERAL: (Dist to hit: (/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:IsWeb Trace Hit Valid.K2Node_CallFunction_247278) LITERAL: > (/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:IsWeb Trace Hit Valid.K2Node_CallFunction_247278) LITERAL: Required dot: (/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:IsWeb Trace Hit Valid.K2Node_CallFunction_247645) LITERAL: )(/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:IsWeb Trace Hit Valid.K2Node_CallFunction_247645) LITERAL: Spider look rotation dot comparison: (/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:IsWeb Trace Hit Valid.K2Node_CallFunction_247648) LITERAL: (Curr dot: (/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:IsWeb Trace Hit Valid.K2Node_CallFunction_247648) LITERAL: < (/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:IsWeb Trace Hit Valid.K2Node_CallFunction_247648) LITERAL: Max tether length: (/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:IsWeb Trace Hit Valid.K2Node_CallFunction_248382) LITERAL: )(/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:IsWeb Trace Hit Valid.K2Node_CallFunction_248382) LITERAL: Primal Character -> (/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:IsWeb Trace Hit Valid.K2Node_CallFunction_248484) LITERAL: Too close to spider!(/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:IsWeb Trace Hit Valid.K2Node_CallFunction_248687) LITERAL: Drag weight too high!(/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:IsWeb Trace Hit Valid.K2Node_CallFunction_250248) LITERAL: This trace cannot hit primal characters!(/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:IsWeb Trace Hit Valid.K2Node_CallFunction_250351) LITERAL: Spider not allowed to bio grapple characters!(/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:IsWeb Trace Hit Valid.K2Node_CallFunction_250454) LITERAL: Point is within a water volume!(/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:IsWeb Trace Hit Valid.K2Node_CallFunction_250557) LITERAL: Validating bio grapple target... [Valid: (/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:IsWeb Trace Hit Valid.K2Node_CallFunction_251040) LITERAL: ](/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:IsWeb Trace Hit Valid.K2Node_CallFunction_251040) LITERAL: Spider already has a bio grappled char ref!(/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:IsWeb Trace Hit Valid.K2Node_CallFunction_251143) LITERAL: Hit actor too close to spider!(/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:IsWeb Trace Hit Valid.K2Node_CallFunction_251246) LITERAL: Hit actor not climbable!(/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:IsWeb Trace Hit Valid.K2Node_CallFunction_251348) LITERAL: Primal Structure prevets attached child structures!(/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:IsWeb Trace Hit Valid.K2Node_CallFunction_251553) LITERAL: Static Mesh is level bounds!(/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:IsWeb Trace Hit Valid.K2Node_CallFunction_251656) LITERAL: Bounds(/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:IsWeb Trace Hit Valid.K2Node_CallFunction_65065) LITERAL: Velocity: (/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:ModifySpiderFallingVelocity.K2Node_CallFunction_276838) LITERAL: CreateWebVisually_Left(/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:Net_OnWebTethersCreated.K2Node_CallFunction_199818) LITERAL: CreateWebVisually_Right(/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:Net_OnWebTethersCreated.K2Node_CallFunction_199911) LITERAL: CreateWebVisually_Left(/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:Net_OnWebTethersCreated.K2Node_CallFunction_205896) LITERAL: CreateWebVisually_Right(/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:Net_OnWebTethersCreated.K2Node_CallFunction_205897) LITERAL: BreakWebVisually_Right(/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:Net_OnWebTethersCreated.K2Node_CallFunction_211883) LITERAL: BreakWebVisually_Left(/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:Net_OnWebTethersCreated.K2Node_CallFunction_211884) LITERAL: NONE(/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:OnBioGrappledCharBreakWeb.K2Node_CallFunction_196083) LITERAL: Taming Ineffectiveness Boost: (/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:OnKillEnsnaredDino.K2Node_CallFunction_122899) LITERAL: ResetControlRot(/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:OnRiderMountNotify.K2Node_CallFunction_236838) LITERAL: NO LAND (/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:OnSpiderLanded.K2Node_CallFunction_221150) LITERAL: [(/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:OnSpiderLanded.K2Node_CallFunction_221150) LITERAL: ](/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:OnSpiderLanded.K2Node_CallFunction_221150) LITERAL: LAND (/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:OnSpiderLanded.K2Node_CallFunction_221514) LITERAL: [(/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:OnSpiderLanded.K2Node_CallFunction_221514) LITERAL: ](/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:OnSpiderLanded.K2Node_CallFunction_221514) LITERAL: BreakWebVisually_Left(/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:OnWebTetherBroken.K2Node_CallFunction_199818) LITERAL: BreakWebVisually_Right(/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:OnWebTetherBroken.K2Node_CallFunction_199911) LITERAL: BreakWebVisually_Left(/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:OnWebTetherBroken.K2Node_CallFunction_205896) LITERAL: BreakWebVisually_Right(/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:OnWebTetherBroken.K2Node_CallFunction_205897) LITERAL: CreateWebVisually_Right(/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:OnWebTetherBroken.K2Node_CallFunction_211883) LITERAL: CreateWebVisually_Left(/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:OnWebTetherBroken.K2Node_CallFunction_211884) LITERAL: FORWARD JUMP(/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:PlayWebDetachMontage.K2Node_CallFunction_248469) LITERAL: StartWebSprintToggle(/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:ProcessSyncedInputs.K2Node_CallFunction_273138) LITERAL: StartWebSprintToggle(/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:ProcessSyncedInputs.K2Node_CallFunction_286094) LITERAL: DAMAGE TRACKER :: (/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:ReceiveAnyDamage.K2Node_CallFunction_217862) LITERAL: ============================================= SPOODER DEBUG MODE: ON(/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:ReceiveBeginPlay.K2Node_CallFunction_218845) LITERAL: Server :: (/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:ReceiveTick.K2Node_CallFunction_135469) LITERAL: Client :: (/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:ReceiveTick.K2Node_CallFunction_135469) LITERAL: ========================================(/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:ReceiveTick.K2Node_CallFunction_136940) LITERAL: [(/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:ReceiveTick.K2Node_CallFunction_140249) LITERAL: ] (/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:ReceiveTick.K2Node_CallFunction_140249) LITERAL: - (/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:ReceiveTick.K2Node_CallFunction_148649) LITERAL: { Length: (/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:ReceiveTick.K2Node_CallFunction_184234) LITERAL: }(/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:ReceiveTick.K2Node_CallFunction_184234) LITERAL: : (/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:ReceiveTick.K2Node_CallFunction_227229) LITERAL: Velocity :: (/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:ReceiveTick.K2Node_CallFunction_236642) LITERAL: INPUT BITMASK :: (/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:ReceiveTick.K2Node_CallFunction_298538) LITERAL: REEL(/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:RotateCharControlRotationTowardsSpider.K2Node_CallFunction_141462) LITERAL: Lagged Anchor Hit Entries: (/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:Tick_CacheWebTracePreviewHits.K2Node_CallFunction_334134) LITERAL: WATER WALK START: (/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:Tick_CheckForWalkingOnWaterSurface.K2Node_CallFunction_249925) LITERAL: INPUT SYNC :: HEARTBEAT(/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:Tick_InputHeartbeat.K2Node_CallFunction_221850) LITERAL: // Pitch: (/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:Tick_ManageSpiderSounds.K2Node_CallFunction_237420) LITERAL: Volume: (/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:Tick_ManageSpiderSounds.K2Node_CallFunction_237421) LITERAL: DEDI TIMER ENABLED(/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:Tick_UpdateTimerIntervals.K2Node_CallFunction_354744) LITERAL: NON DEDI TIMER ENABLED(/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:Tick_UpdateTimerIntervals.K2Node_CallFunction_354744) LITERAL: DEDI TIMER DISABLED(/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:Tick_UpdateTimerIntervals.K2Node_CallFunction_360721) LITERAL: NON DEDI TIMER DISABLED(/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:Tick_UpdateTimerIntervals.K2Node_CallFunction_360721) LITERAL: ============== Winning dot: (/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:TraceForBioGrappleTargetInLookDir.K2Node_CallFunction_321940) LITERAL: {Dot product: (/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:TraceForBioGrappleTargetInLookDir.K2Node_CallFunction_324321) LITERAL: }(/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:TraceForBioGrappleTargetInLookDir.K2Node_CallFunction_324321) LITERAL: [(/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:TraceForBioGrappleTargetInLookDir.K2Node_CallFunction_324486) LITERAL: ] :: (/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:TraceForBioGrappleTargetInLookDir.K2Node_CallFunction_324486) LITERAL: Received client air jump vel: (/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:TryDoAirJump.K2Node_CallFunction_235374) LITERAL: Final air jump vel: (/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:TryDoAirJump.K2Node_CallFunction_235649) LITERAL: Delta: (/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:TryDoAirJump.K2Node_CallFunction_238519) LITERAL: -> (/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:TryDoAirJump.K2Node_CallFunction_238519) LITERAL: }(/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:TryDoAirJump.K2Node_CallFunction_239610) LITERAL: GOTTEM HUEHUEHUE(/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:UnriddenSpiderTryBioGrappleTarget.K2Node_CallFunction_238013) LITERAL: HECK(/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:UnriddenSpiderTryBioGrappleTarget.K2Node_CallFunction_238013) LITERAL: ACTIVATE GRAPPLE BUFF(/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:UpdateGrappleBuffRef.K2Node_CallFunction_338093) LITERAL: Use Control Rot: (/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:UpdateRotateToControlRotation.K2Node_CallFunction_247178) LITERAL: WEB SHOOTYBANG :: (/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:WebShootybang.K2Node_CallFunction_243772) LITERAL: Beginning web trace logic for ...(/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:WebShootybang.K2Node_CallFunction_243874) LITERAL: ==========================================================================================(/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:WebShootybang.K2Node_CallFunction_245333) LITERAL: ==========================================================================================(/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:WebShootybang.K2Node_CallFunction_246792) LITERAL: (/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:WebShootybang.K2Node_CallFunction_246793) LITERAL: Beginning web trace logic for ...(/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:WebShootybang.K2Node_CallFunction_246795) LITERAL: ==========================================================================================(/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:WebShootybang.K2Node_CallFunction_246796) LITERAL: Beginning web trace logic for ...(/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:WebShootybang.K2Node_CallFunction_246798) LITERAL: ==========================================================================================(/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:WebShootybang.K2Node_CallFunction_246799) LITERAL: ============= WEB SHOOTYBANG REQUEST RECEIVED =================(/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:WebShootybang.K2Node_CallFunction_283008) LITERAL: (/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:WebShootybang.K2Node_CallFunction_283792) LITERAL: (/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:WebShootybang.K2Node_CallFunction_285251) LITERAL: (/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:WebShootybang.K2Node_CallFunction_285252) LITERAL: (/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:WebShootybang.K2Node_CallFunction_285253) LITERAL: Tracing (-Weapon-)... [Found hit: (/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:WebTrace.K2Node_CallFunction_207303) LITERAL: SPOODER WEB TRACE ::(/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:WebTrace.K2Node_CallFunction_212734) LITERAL: A non-center web trace has hit a character, re-tracing (-StationaryObjects-)... [Found hit: (/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:WebTrace.K2Node_CallFunction_216670) LITERAL: ](/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:WebTrace.K2Node_CallFunction_216670) LITERAL: [Hit valid: (/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:WebTrace.K2Node_CallFunction_217118) LITERAL: ](/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:WebTrace.K2Node_CallFunction_217118) LITERAL: (/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:WebTrace.K2Node_CallFunction_219192) LITERAL: Web trace valid, tracing for special blockers (-WorldGeometry-) [Special blockers found: (/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:WebTrace.K2Node_CallFunction_219572) LITERAL: ](/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:WebTrace.K2Node_CallFunction_219572) LITERAL: { Blocker component: (/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:WebTrace.K2Node_CallFunction_221747) LITERAL: }(/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:WebTrace.K2Node_CallFunction_222072) LITERAL: Cannot trace, no spider grapple buff found(/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:WebTrace.K2Node_CallFunction_227078) LITERAL: WEB SHOOTYBANG: SUCCESS(/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:WebTrace.K2Node_CallFunction_231622) LITERAL: WEB SHOOTYBANG: FAILURE(/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:WebTrace.K2Node_CallFunction_231622) LITERAL: Checking if special blocker invalidates web trace hit...(/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:WebTrace.K2Node_CallFunction_231992) LITERAL: (SPECIAL BLOCKER CHECKS) :: (/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:WebTrace.K2Node_CallFunction_232095) LITERAL: Special blocker actor ref is null!(/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:WebTrace.K2Node_CallFunction_232197) LITERAL: Special blocker is invisible wall!(/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:WebTrace.K2Node_CallFunction_236774) LITERAL: =============================================(/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:WebTrace.K2Node_CallFunction_237917) LITERAL: Starting web trace logic...(/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:WebTrace.K2Node_CallFunction_238019) LITERAL: =============================================(/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:WebTrace.K2Node_CallFunction_238020) LITERAL: Special blocker is level bounds!(/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:WebTrace.K2Node_CallFunction_238335) LITERAL: Special blocker does not invalidate web hit(/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:WebTrace.K2Node_CallFunction_238403) LITERAL: ](/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:WebTrace.K2Node_CallFunction_238953) LITERAL: ] [Hit component: (/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:WebTrace.K2Node_CallFunction_239020) LITERAL: ] [At location: (/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:WebTrace.K2Node_CallFunction_282022) LITERAL: ](/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:WebTrace.K2Node_CallFunction_282022) LITERAL: Bounds(/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.BogSpider_Character_BP:WebTrace.K2Node_CallFunction_65065) CONTENT: Caught in a web(/Engine/Transient.REINST_Buff_BogSpiderBioGrappled_C_0) CONTENT: Something hungry is reeling you in...(/Engine/Transient.REINST_Buff_BogSpiderBioGrappled_C_0) LITERAL: SNARE BREAK(/Game/Genesis/Dinos/BogSpider/Buff_BogSpiderBioGrappled.Buff_BogSpiderBioGrappled:TryStruggle.K2Node_CallFunction_172570) LITERAL: STRUGGLE (/Game/Genesis/Dinos/BogSpider/Buff_BogSpiderBioGrappled.Buff_BogSpiderBioGrappled:TryStruggle.K2Node_CallFunction_197881) LITERAL: ((/Game/Genesis/Dinos/BogSpider/Buff_BogSpiderBioGrappled.Buff_BogSpiderBioGrappled:TryStruggle.K2Node_CallFunction_197881) LITERAL: )(/Game/Genesis/Dinos/BogSpider/Buff_BogSpiderBioGrappled.Buff_BogSpiderBioGrappled:TryStruggle.K2Node_CallFunction_197881) LITERAL: BIO GRAPPLE BREAK(/Game/Genesis/Dinos/BogSpider/Buff_BogSpiderBioGrappled.Buff_BogSpiderBioGrappled:TryStruggle.K2Node_CallFunction_197828) LITERAL: %(/Game/Genesis/Dinos/BogSpider/Buff_BogSpiderBioGrappled.Buff_BogSpiderBioGrappled:BPGetHUDElements.K2Node_CallFunction_285451) LITERAL: STRUGGLE FREE ({0}% CHANCE)(/Game/Genesis/Dinos/BogSpider/Buff_BogSpiderBioGrappled.Buff_BogSpiderBioGrappled:BPGetHUDElements.K2Node_FormatText_233) LITERAL: {Fire} (/Game/Genesis/Dinos/BogSpider/Buff_BogSpiderBioGrappled.Buff_BogSpiderBioGrappled:BPGetHUDElements.K2Node_CallFunction_242459) CONTENT: Caught in a web(/Engine/Transient.Default__REINST_Buff_BogSpiderBioGrappled_C_20952) CONTENT: Something hungry is reeling you in...(/Engine/Transient.Default__REINST_Buff_BogSpiderBioGrappled_C_20952) LITERAL: STRUGGLE FREE ({0}% CHANCE)(/Game/Genesis/Dinos/BogSpider/Buff_BogSpiderBioGrappled.Buff_BogSpiderBioGrappled:EdGraph_73548.K2Node_CallFunction_186444) LITERAL: 0(/Game/Genesis/Dinos/BogSpider/Buff_BogSpiderBioGrappled.Buff_BogSpiderBioGrappled:EdGraph_73548.K2Node_MakeStruct_1439) CONTENT: Caught in a web(/Engine/Transient.REINST_Buff_BogSpiderBioGrappled_C_1) CONTENT: Something hungry is reeling you in...(/Engine/Transient.REINST_Buff_BogSpiderBioGrappled_C_1) CONTENT: Bio Grapple Cooldown(/Engine/Transient.REINST_Buff_Client_BogSpiderBioGrappleCooldown_C_0) CONTENT: Bio Grapple Cooldown(/Engine/Transient.Default__REINST_Buff_Client_BogSpiderBioGrappleCooldown_C_20960) CONTENT: Bio Grapple Cooldown(/Engine/Transient.REINST_Buff_Client_BogSpiderBioGrappleCooldown_C_1) CONTENT: Blood Sucked(/Engine/Transient.REINST_Buff_Client_BogSpiderSuckRiderBlood_C_0) CONTENT: Your Bloodstalker is hurt and sucking your blood!(/Engine/Transient.REINST_Buff_Client_BogSpiderSuckRiderBlood_C_0) CONTENT: Blood Sucked(/Engine/Transient.Default__REINST_Buff_Client_BogSpiderSuckRiderBlood_C_20969) CONTENT: Your Bloodstalker is hurt and sucking your blood!(/Engine/Transient.Default__REINST_Buff_Client_BogSpiderSuckRiderBlood_C_20969) CONTENT: Blood Sucked(/Engine/Transient.REINST_Buff_Client_BogSpiderSuckRiderBlood_C_1) CONTENT: Your Bloodstalker is hurt and sucking your blood!(/Engine/Transient.REINST_Buff_Client_BogSpiderSuckRiderBlood_C_1) CONTENT: Swarm(/Engine/Transient.REINST_BaseSwarmChar_BP_C_0) LITERAL: Damage Victims In Radius(/Game/Genesis/Dinos/Swarms/BaseSwarmChar_BP.BaseSwarmChar_BP:EventGraph.K2Node_CallFunction_145177) LITERAL: No Flock Behavior Found For Flock Shape (/Game/Genesis/Dinos/Swarms/BaseSwarmChar_BP.BaseSwarmChar_BP:SetFlockBehavior.K2Node_CallFunction_192101) LITERAL: SwarmLifetimeEnded(/Game/Genesis/Dinos/Swarms/BaseSwarmChar_BP.BaseSwarmChar_BP:SetSwarmLifetime.K2Node_CallFunction_430986) LITERAL: SwarmLifetimeEnded(/Game/Genesis/Dinos/Swarms/BaseSwarmChar_BP.BaseSwarmChar_BP:SwarmLifetimeEnded.K2Node_CallFunction_430986) CONTENT: Swarm(/Engine/Transient.Default__REINST_BaseSwarmChar_BP_C_21012) CONTENT: Swarm(/Engine/Transient.REINST_BaseSwarmChar_BP_C_1) CONTENT: Bloodstalker Egg(/Game/Genesis/Dinos/BogSpider/PrimalItemConsumable_Egg_BogSpider.Default__PrimalItemConsumable_Egg_BogSpider_C) CONTENT: Fertilized Bloodstalker Egg(/Game/Genesis/Dinos/BogSpider/PrimalItemConsumable_Egg_BogSpider_Fertilized.Default__PrimalItemConsumable_Egg_BogSpider_Fertilized_C) CONTENT: Legs(/Game/Genesis/Dinos/BogSpider/DinoColorSet_BogSpider.Default__DinoColorSet_BogSpider_C) CONTENT: Back Plates(/Game/Genesis/Dinos/BogSpider/DinoColorSet_BogSpider.Default__DinoColorSet_BogSpider_C) CONTENT: Belly Light(/Game/Genesis/Dinos/BogSpider/DinoColorSet_BogSpider.Default__DinoColorSet_BogSpider_C) CONTENT: Arms(/Game/Genesis/Dinos/BogSpider/DinoColorSet_BogSpider.Default__DinoColorSet_BogSpider_C) CONTENT: Skin Flap(/Game/Genesis/Dinos/BogSpider/DinoColorSet_BogSpider.Default__DinoColorSet_BogSpider_C) CONTENT: Web_Left(/Engine/Transient.Default__REINST_Buff_Grappled_BogSpider_C_21031) CONTENT: Web_Right(/Engine/Transient.Default__REINST_Buff_Grappled_BogSpider_C_21031) CONTENT: Web_Left(/Engine/Transient.REINST_Buff_Grappled_BogSpider_C_1) CONTENT: Web_Right(/Engine/Transient.REINST_Buff_Grappled_BogSpider_C_1) CONTENT: Engram Points(/Engine/Transient.REINST_TradeOption_EngramPoints_C_0) CONTENT: Used to purchase Engram Points with Hexagons!(/Engine/Transient.REINST_TradeOption_EngramPoints_C_0) CONTENT: Engram Points(/Engine/Transient.Default__REINST_TradeOption_EngramPoints_C_21046) CONTENT: Used to purchase Engram Points with Hexagons!(/Engine/Transient.Default__REINST_TradeOption_EngramPoints_C_21046) CONTENT: Engram Points(/Engine/Transient.REINST_TradeOption_EngramPoints_C_1) CONTENT: Used to purchase Engram Points with Hexagons!(/Engine/Transient.REINST_TradeOption_EngramPoints_C_1) CONTENT: Lootcrate(/Engine/Transient.REINST_PrimalItemConsumable_Lootcrate_C_0) CONTENT: Drops a random assortment of gear(/Engine/Transient.REINST_PrimalItemConsumable_Lootcrate_C_0) CONTENT: Lootcrate(/Engine/Transient.Default__REINST_PrimalItemConsumable_Lootcrate_C_21060) CONTENT: Drops a random assortment of gear(/Engine/Transient.Default__REINST_PrimalItemConsumable_Lootcrate_C_21060) CONTENT: Lootcrate(/Engine/Transient.REINST_PrimalItemConsumable_Lootcrate_C_1) CONTENT: Drops a random assortment of gear(/Engine/Transient.REINST_PrimalItemConsumable_Lootcrate_C_1) CONTENT: Shag Rug(/Game/Aberration/CoreBlueprints/Items/Structures/PrimalItemStructure_Furniture_Rug.Default__PrimalItemStructure_Furniture_Rug_C) CONTENT: A decorative, paintable rug with a shaggy appearance, which dulls the sound of footsteps.(/Game/Aberration/CoreBlueprints/Items/Structures/PrimalItemStructure_Furniture_Rug.Default__PrimalItemStructure_Furniture_Rug_C) CONTENT: Structures(/Game/Aberration/CoreBlueprints/Items/Structures/PrimalItemStructure_Furniture_Rug.Default__PrimalItemStructure_Furniture_Rug_C) CONTENT: Furniture(/Game/Aberration/CoreBlueprints/Items/Structures/PrimalItemStructure_Furniture_Rug.Default__PrimalItemStructure_Furniture_Rug_C) CONTENT: Decorative(/Game/Aberration/CoreBlueprints/Items/Structures/PrimalItemStructure_Furniture_Rug.Default__PrimalItemStructure_Furniture_Rug_C) CONTENT: Rug(/Engine/Transient.REINST_Rug_Base_BP_C_0) CONTENT: Rug(/Engine/Transient.Default__REINST_Rug_Base_BP_C_21067) CONTENT: Rug(/Engine/Transient.REINST_Rug_Base_BP_C_1) CONTENT: Decorative Ravager Saddle(/Game/Aberration/Dinos/CaveWolf/PrimalItemArmor_CavewolfPromoSaddle.Default__PrimalItemArmor_CavewolfPromoSaddle_C) CONTENT: Place this on a Ravager Saddle to have a more aesthetically pleasing saddle.(/Game/Aberration/Dinos/CaveWolf/PrimalItemArmor_CavewolfPromoSaddle.Default__PrimalItemArmor_CavewolfPromoSaddle_C) CONTENT: Saddles(/Game/Aberration/Dinos/CaveWolf/PrimalItemArmor_CavewolfPromoSaddle.Default__PrimalItemArmor_CavewolfPromoSaddle_C) CONTENT: Portable Rope Ladder(/Engine/Transient.REINST_PortableRope_Ladder_C_0) LITERAL: Hello(/Game/Aberration/Structures/PortableRopeLadder/PortableRope_Ladder.PortableRope_Ladder:BPAttachedRootComponent.K2Node_CallFunction_51057) CONTENT: Portable Rope Ladder(/Game/Aberration/Structures/PortableRopeLadder/PrimalItemStructure_PortableLadder.Default__PrimalItemStructure_PortableLadder_C) CONTENT: A portable ladder that can be used to climb up or down. Place onto structures or terrain at waist height or lower.(/Game/Aberration/Structures/PortableRopeLadder/PrimalItemStructure_PortableLadder.Default__PrimalItemStructure_PortableLadder_C) CONTENT: Structures(/Game/Aberration/Structures/PortableRopeLadder/PrimalItemStructure_PortableLadder.Default__PrimalItemStructure_PortableLadder_C) CONTENT: Wood(/Game/Aberration/Structures/PortableRopeLadder/PrimalItemStructure_PortableLadder.Default__PrimalItemStructure_PortableLadder_C) CONTENT: Ocean Platform(/Engine/Transient.REINST_OceanPlatform_Base_BP_C_0) LITERAL: UpdateLadderHeight(/Game/Genesis/Structures/OceanPlatform/OceanPlatform_Base_BP.OceanPlatform_Base_BP:BuildLadders.K2Node_CallFunction_330738) CONTENT: Ocean Platform(/Engine/Transient.Default__REINST_OceanPlatform_Base_BP_C_21093) CONTENT: Ocean Platform(/Engine/Transient.REINST_OceanPlatform_Base_BP_C_1) CONTENT: Portable Rope Ladder(/Engine/Transient.Default__REINST_PortableRope_Ladder_C_21100) CONTENT: Portable Rope Ladder(/Engine/Transient.REINST_PortableRope_Ladder_C_1) CONTENT: Glow Stick(/Engine/Transient.REINST_PrimalItem_GlowStick_C_0) CONTENT: Glow Sticks generate light in a radius around them. Throw it and it will stick immediately to the location they first impact.(/Engine/Transient.REINST_PrimalItem_GlowStick_C_0) CONTENT: Misc(/Engine/Transient.REINST_PrimalItem_GlowStick_C_0) LITERAL: RELOAD(/Game/Aberration/WeaponGlowStickThrow/WeapGlowStick.WeapGlowStick:BP_OnReloadNotify.K2Node_CallFunction_89210) LITERAL: CrackGlowStick(/Game/Aberration/WeaponGlowStickThrow/WeapGlowStick.WeapGlowStick:EventGraph.K2Node_CallFunction_68643) LITERAL: CrackGlowStick(/Game/Aberration/WeaponGlowStickThrow/WeapGlowStick.WeapGlowStick:EventGraph.K2Node_CallFunction_68961) LITERAL: CrackGlowStick(/Game/Aberration/WeaponGlowStickThrow/WeapGlowStick.WeapGlowStick:PullOutNewGlowStick.K2Node_CallFunction_68643) LITERAL: GLOWSTICK :: OFF(/Game/Aberration/WeaponGlowStickThrow/WeapGlowStick.WeapGlowStick:TurnOffGlowStick.K2Node_CallFunction_46771) LITERAL: GLOWSTICK :: ON(/Game/Aberration/WeaponGlowStickThrow/WeapGlowStick.WeapGlowStick:TurnOnGlowStick.K2Node_CallFunction_46771) CONTENT: Glow Stick(/Engine/Transient.Default__REINST_PrimalItem_GlowStick_C_21136) CONTENT: Glow Sticks generate light in a radius around them. Throw it and it will stick immediately to the location they first impact.(/Engine/Transient.Default__REINST_PrimalItem_GlowStick_C_21136) CONTENT: Misc(/Engine/Transient.Default__REINST_PrimalItem_GlowStick_C_21136) CONTENT: Glow Stick(/Engine/Transient.REINST_PrimalItem_GlowStick_C_1) CONTENT: Glow Sticks generate light in a radius around them. Throw it and it will stick immediately to the location they first impact.(/Engine/Transient.REINST_PrimalItem_GlowStick_C_1) CONTENT: Misc(/Engine/Transient.REINST_PrimalItem_GlowStick_C_1) CONTENT: Large Taxidermy Base(/Game/Extinction/CoreBlueprints/Items/PrimalItemStructure_TaxidermyBase_Large.Default__PrimalItemStructure_TaxidermyBase_Large_C) CONTENT: Medium Taxidermy Base(/Game/Extinction/CoreBlueprints/Items/PrimalItemStructure_TaxidermyBase_Medium.Default__PrimalItemStructure_TaxidermyBase_Medium_C) CONTENT: Small Taxidermy Base(/Game/Extinction/CoreBlueprints/Items/PrimalItemStructure_TaxidermyBase_Small.Default__PrimalItemStructure_TaxidermyBase_Small_C) CONTENT: Gasbags Saddle(/Game/Extinction/CoreBlueprints/Items/Saddle/PrimalItemArmor_GasBagsSaddle.Default__PrimalItemArmor_GasBagsSaddle_C) CONTENT: Equip a Gasbags with this to allow a passenger to hop on.(/Game/Extinction/CoreBlueprints/Items/Saddle/PrimalItemArmor_GasBagsSaddle.Default__PrimalItemArmor_GasBagsSaddle_C) CONTENT: Saddles(/Game/Extinction/CoreBlueprints/Items/Saddle/PrimalItemArmor_GasBagsSaddle.Default__PrimalItemArmor_GasBagsSaddle_C) CONTENT: Ride as Passenger(/Game/Extinction/CoreBlueprints/Items/Saddle/PrimalItemArmor_GasBagsSaddle.Default__PrimalItemArmor_GasBagsSaddle_C) CONTENT: Taxidermy Tool(/Game/Extinction/CoreBlueprints/Weapons/PrimalItem_WeaponTaxidermyTool.Default__PrimalItem_WeaponTaxidermyTool_C) CONTENT: Used to capture the Dermis of a dead creature.(/Game/Extinction/CoreBlueprints/Weapons/PrimalItem_WeaponTaxidermyTool.Default__PrimalItem_WeaponTaxidermyTool_C) CONTENT: Misc(/Game/Extinction/CoreBlueprints/Weapons/PrimalItem_WeaponTaxidermyTool.Default__PrimalItem_WeaponTaxidermyTool_C) CONTENT: Delivery Crate(/Game/Extinction/Structures/ItemBalloon/PrimalItemStructure_StorageBox_Balloon.Default__PrimalItemStructure_StorageBox_Balloon_C) CONTENT: A box with a Gasbag attached that can be used to deliver items to another location.(/Game/Extinction/Structures/ItemBalloon/PrimalItemStructure_StorageBox_Balloon.Default__PrimalItemStructure_StorageBox_Balloon_C) CONTENT: Structures(/Game/Extinction/Structures/ItemBalloon/PrimalItemStructure_StorageBox_Balloon.Default__PrimalItemStructure_StorageBox_Balloon_C) CONTENT: Wood(/Game/Extinction/Structures/ItemBalloon/PrimalItemStructure_StorageBox_Balloon.Default__PrimalItemStructure_StorageBox_Balloon_C) CONTENT: Storage(/Game/Extinction/Structures/ItemBalloon/PrimalItemStructure_StorageBox_Balloon.Default__PrimalItemStructure_StorageBox_Balloon_C) CONTENT: Store your items in this.(/Game/PrimalEarth/CoreBlueprints/Inventories/PrimalInventoryBP_StorageBox_Small.Default__PrimalInventoryBP_StorageBox_Small_C) CONTENT: Storage Box(/Game/PrimalEarth/CoreBlueprints/Inventories/PrimalInventoryBP_StorageBox_Small.Default__PrimalInventoryBP_StorageBox_Small_C) CONTENT: Testing(/Engine/Transient.REINST_StorageBox_Balloon_C_0) CONTENT: Delivery Crate(/Engine/Transient.REINST_StorageBox_Balloon_C_0) LITERAL: CheckOptimalZDistance(/Game/Extinction/Structures/ItemBalloon/StorageBox_Balloon.StorageBox_Balloon:EventGraph.K2Node_CallFunction_459623) LITERAL: CheckOptimalZDistance(/Game/Extinction/Structures/ItemBalloon/StorageBox_Balloon.StorageBox_Balloon:EventGraph.K2Node_CallFunction_436795) LITERAL: SetFlightTravel(/Game/Extinction/Structures/ItemBalloon/StorageBox_Balloon.StorageBox_Balloon:EventGraph.K2Node_CallFunction_140478) LITERAL: CheckOptimalZDistance(/Game/Extinction/Structures/ItemBalloon/StorageBox_Balloon.StorageBox_Balloon:EventGraph.K2Node_CallFunction_486444) LITERAL: RandomizeSway(/Game/Extinction/Structures/ItemBalloon/StorageBox_Balloon.StorageBox_Balloon:EventGraph.K2Node_CallFunction_117777) LITERAL: Current Target: (/Game/Extinction/Structures/ItemBalloon/StorageBox_Balloon.StorageBox_Balloon:EventGraph.K2Node_CallFunction_120896) LITERAL: Swayed Target: (/Game/Extinction/Structures/ItemBalloon/StorageBox_Balloon.StorageBox_Balloon:EventGraph.K2Node_CallFunction_120892) LITERAL: CheckOptimalZDistance(/Game/Extinction/Structures/ItemBalloon/StorageBox_Balloon.StorageBox_Balloon:EventGraph.K2Node_CallFunction_206794) LITERAL: Target Location: (/Game/Extinction/Structures/ItemBalloon/StorageBox_Balloon.StorageBox_Balloon:EventGraph.K2Node_CallFunction_112345) LITERAL: No Location Set(/Game/Extinction/Structures/ItemBalloon/StorageBox_Balloon.StorageBox_Balloon:EventGraph.K2Node_CallFunction_103263) LITERAL: Not Inflating(/Game/Extinction/Structures/ItemBalloon/StorageBox_Balloon.StorageBox_Balloon:EventGraph.K2Node_CallFunction_105750) LITERAL: Is Inflating(/Game/Extinction/Structures/ItemBalloon/StorageBox_Balloon.StorageBox_Balloon:EventGraph.K2Node_CallFunction_105747) LITERAL: Is Inflated(/Game/Extinction/Structures/ItemBalloon/StorageBox_Balloon.StorageBox_Balloon:EventGraph.K2Node_CallFunction_106155) LITERAL: Is Falling(/Game/Extinction/Structures/ItemBalloon/StorageBox_Balloon.StorageBox_Balloon:EventGraph.K2Node_CallFunction_107038) LITERAL: Is Not Falling(/Game/Extinction/Structures/ItemBalloon/StorageBox_Balloon.StorageBox_Balloon:EventGraph.K2Node_CallFunction_110003) LITERAL: Currently Lifting Off(/Game/Extinction/Structures/ItemBalloon/StorageBox_Balloon.StorageBox_Balloon:EventGraph.K2Node_CallFunction_107996) LITERAL: Currently Landing(/Game/Extinction/Structures/ItemBalloon/StorageBox_Balloon.StorageBox_Balloon:EventGraph.K2Node_CallFunction_107995) LITERAL: Moving Towards Landing Point(/Game/Extinction/Structures/ItemBalloon/StorageBox_Balloon.StorageBox_Balloon:EventGraph.K2Node_CallFunction_107995) LITERAL: Interp To: (/Game/Extinction/Structures/ItemBalloon/StorageBox_Balloon.StorageBox_Balloon:EventGraph.K2Node_CallFunction_192222) LITERAL: Getting Next Travel Point(/Game/Extinction/Structures/ItemBalloon/StorageBox_Balloon.StorageBox_Balloon:EventGraph.K2Node_CallFunction_115068) LITERAL: Next Location: (/Game/Extinction/Structures/ItemBalloon/StorageBox_Balloon.StorageBox_Balloon:EventGraph.K2Node_CallFunction_118038) LITERAL: Current Travel Index: (/Game/Extinction/Structures/ItemBalloon/StorageBox_Balloon.StorageBox_Balloon:EventGraph.K2Node_CallFunction_118037) LITERAL: Balloon Location: (/Game/Extinction/Structures/ItemBalloon/StorageBox_Balloon.StorageBox_Balloon:EventGraph.K2Node_CallFunction_105746) LITERAL: Distance From Point: (/Game/Extinction/Structures/ItemBalloon/StorageBox_Balloon.StorageBox_Balloon:EventGraph.K2Node_CallFunction_194739) LITERAL: Is Close To Next Point: (/Game/Extinction/Structures/ItemBalloon/StorageBox_Balloon.StorageBox_Balloon:EventGraph.K2Node_CallFunction_149223) LITERAL: CheckOptimalZDistance(/Game/Extinction/Structures/ItemBalloon/StorageBox_Balloon.StorageBox_Balloon:EventGraph.K2Node_CallFunction_283083) LITERAL: CheckOptimalZDistance(/Game/Extinction/Structures/ItemBalloon/StorageBox_Balloon.StorageBox_Balloon:EventGraph.K2Node_CallFunction_207757) LITERAL: Cruising Altitude: (/Game/Extinction/Structures/ItemBalloon/StorageBox_Balloon.StorageBox_Balloon:EventGraph.K2Node_CallFunction_200764) LITERAL: Hit!(/Game/Extinction/Structures/ItemBalloon/StorageBox_Balloon.StorageBox_Balloon:UserConstructionScript.K2Node_CallFunction_372619) LITERAL: No Hit!(/Game/Extinction/Structures/ItemBalloon/StorageBox_Balloon.StorageBox_Balloon:UserConstructionScript.K2Node_CallFunction_372363) LITERAL: Deploy Balloon(/Game/Extinction/Structures/ItemBalloon/StorageBox_Balloon.StorageBox_Balloon:BPGetMultiUseEntries.K2Node_MakeStruct_1759) LITERAL: [Locations](/Game/Extinction/Structures/ItemBalloon/StorageBox_Balloon.StorageBox_Balloon:BPGetMultiUseEntries.K2Node_MakeStruct_2025) LITERAL: [Back](/Game/Extinction/Structures/ItemBalloon/StorageBox_Balloon.StorageBox_Balloon:BPGetMultiUseEntries.K2Node_MakeStruct_740) LITERAL: Debug Launch(/Game/Extinction/Structures/ItemBalloon/StorageBox_Balloon.StorageBox_Balloon:BPGetMultiUseEntries.K2Node_MakeStruct_1858) LITERAL: Cannot Deploy: Another Balloon is in Flight(/Game/Extinction/Structures/ItemBalloon/StorageBox_Balloon.StorageBox_Balloon:BPTryMultiUse.K2Node_CallFunction_337799) LITERAL: Cannot Deploy: Obstructed(/Game/Extinction/Structures/ItemBalloon/StorageBox_Balloon.StorageBox_Balloon:BPTryMultiUse.K2Node_CallFunction_395918) LITERAL: Inflating...(/Game/Extinction/Structures/ItemBalloon/StorageBox_Balloon.StorageBox_Balloon:BPTryMultiUse.K2Node_CallFunction_191160) LITERAL: Cannot Deploy: Too Heavy(/Game/Extinction/Structures/ItemBalloon/StorageBox_Balloon.StorageBox_Balloon:BPTryMultiUse.K2Node_CallFunction_348945) LITERAL: Cannot Deploy: No Target Location(/Game/Extinction/Structures/ItemBalloon/StorageBox_Balloon.StorageBox_Balloon:BPTryMultiUse.K2Node_CallFunction_144370) LITERAL: Target Location: (/Game/Extinction/Structures/ItemBalloon/StorageBox_Balloon.StorageBox_Balloon:BPClientDoMultiUse.K2Node_CallFunction_122355) LITERAL: Response(/Game/Extinction/Structures/ItemBalloon/StorageBox_Balloon.StorageBox_Balloon:OnRep_LocationString.K2Node_CallFunction_272050) LITERAL: Checking cruising altitude(/Game/Extinction/Structures/ItemBalloon/StorageBox_Balloon.StorageBox_Balloon:CheckOptimalZDistance.K2Node_CallFunction_115233) LITERAL: Cruising Altitude: (/Game/Extinction/Structures/ItemBalloon/StorageBox_Balloon.StorageBox_Balloon:CheckOptimalZDistance.K2Node_CallFunction_120749) LITERAL: No Cruising Hit(/Game/Extinction/Structures/ItemBalloon/StorageBox_Balloon.StorageBox_Balloon:CheckOptimalZDistance.K2Node_CallFunction_156540) LITERAL: No Liftoff Clearance(/Game/Extinction/Structures/ItemBalloon/StorageBox_Balloon.StorageBox_Balloon:BPOverrideCantBuildReasonString.K2Node_VariableSet_20154) LITERAL: Crate Weight: (/Game/Extinction/Structures/ItemBalloon/StorageBox_Balloon.StorageBox_Balloon:BlueprintDrawHUD.K2Node_CallFunction_137747) LITERAL: / (/Game/Extinction/Structures/ItemBalloon/StorageBox_Balloon.StorageBox_Balloon:BlueprintDrawHUD.K2Node_CallFunction_145442) CONTENT: Delivery Crate(/Game/Extinction/Structures/ItemBalloon/StorageBox_Balloon.StorageBox_Balloon_C:PrimalInventoryBP_StorageBox_Small_C_0) CONTENT: Testing(/Engine/Transient.Default__REINST_StorageBox_Balloon_C_21177) CONTENT: Delivery Crate(/Engine/Transient.Default__REINST_StorageBox_Balloon_C_21177) CONTENT: Testing(/Engine/Transient.REINST_StorageBox_Balloon_C_1) CONTENT: Delivery Crate(/Engine/Transient.REINST_StorageBox_Balloon_C_1) CONTENT: Magmasaur Saddle(/Game/Genesis/Dinos/Cherufe/PrimalItemArmor_CherufeSaddle.Default__PrimalItemArmor_CherufeSaddle_C) CONTENT: Equip a Magmasaur with this to ride it. Its resistant design protects the rider from extreme heat.(/Game/Genesis/Dinos/Cherufe/PrimalItemArmor_CherufeSaddle.Default__PrimalItemArmor_CherufeSaddle_C) CONTENT: Saddles(/Game/Genesis/Dinos/Cherufe/PrimalItemArmor_CherufeSaddle.Default__PrimalItemArmor_CherufeSaddle_C) CONTENT: Megachelon Platform Saddle(/Game/Genesis/Dinos/GiantTurtle/PrimalItemArmor_GiantTurtleSaddle.Default__PrimalItemArmor_GiantTurtleSaddle_C) CONTENT: Equip a Megachelon with this to ride it.(/Game/Genesis/Dinos/GiantTurtle/PrimalItemArmor_GiantTurtleSaddle.Default__PrimalItemArmor_GiantTurtleSaddle_C) CONTENT: Saddles(/Game/Genesis/Dinos/GiantTurtle/PrimalItemArmor_GiantTurtleSaddle.Default__PrimalItemArmor_GiantTurtleSaddle_C) CONTENT: Board Left Seat 1(/Game/Genesis/Dinos/GiantTurtle/PrimalItemArmor_GiantTurtleSaddle.Default__PrimalItemArmor_GiantTurtleSaddle_C) CONTENT: Board Left Seat 2(/Game/Genesis/Dinos/GiantTurtle/PrimalItemArmor_GiantTurtleSaddle.Default__PrimalItemArmor_GiantTurtleSaddle_C) CONTENT: Board Left Seat 3(/Game/Genesis/Dinos/GiantTurtle/PrimalItemArmor_GiantTurtleSaddle.Default__PrimalItemArmor_GiantTurtleSaddle_C) CONTENT: Board Right Seat 1(/Game/Genesis/Dinos/GiantTurtle/PrimalItemArmor_GiantTurtleSaddle.Default__PrimalItemArmor_GiantTurtleSaddle_C) CONTENT: Board Right Seat 2(/Game/Genesis/Dinos/GiantTurtle/PrimalItemArmor_GiantTurtleSaddle.Default__PrimalItemArmor_GiantTurtleSaddle_C) CONTENT: Board Right Seat 3(/Game/Genesis/Dinos/GiantTurtle/PrimalItemArmor_GiantTurtleSaddle.Default__PrimalItemArmor_GiantTurtleSaddle_C) CONTENT: Tek Shoulder Cannon(/Engine/Transient.REINST_Buff_TekArmor_ShoulderCannon_C_0) CONTENT: Alien technology grants enhanced capabilities(/Engine/Transient.REINST_Buff_TekArmor_ShoulderCannon_C_0) CONTENT: TEK Armor Online(/Engine/Transient.REINST_Buff_TekArmor_ShoulderCannon_C_0) LITERAL: Activate Shoulder Cannon(/Game/Genesis/Items/Armor/Buff_TekArmor_ShoulderCannon.Buff_TekArmor_ShoulderCannon:BPGetMultiUseEntries.K2Node_CallFunction_178936) LITERAL: Shoulder Cannon Requires Element(/Game/Genesis/Items/Armor/Buff_TekArmor_ShoulderCannon.Buff_TekArmor_ShoulderCannon:BPGetMultiUseEntries.K2Node_CallFunction_178936) LITERAL: Shoulder Cannon Lock On: No target(/Game/Genesis/Items/Armor/Buff_TekArmor_ShoulderCannon.Buff_TekArmor_ShoulderCannon:BPGetMultiUseEntries.K2Node_CallFunction_388277) LITERAL: Deactivate Shoulder Cannon(/Game/Genesis/Items/Armor/Buff_TekArmor_ShoulderCannon.Buff_TekArmor_ShoulderCannon:BPGetMultiUseEntries.K2Node_CallFunction_55002) LITERAL: Shoulder Cannon Lock On: {name}(/Game/Genesis/Items/Armor/Buff_TekArmor_ShoulderCannon.Buff_TekArmor_ShoulderCannon:BPGetMultiUseEntries.K2Node_FormatText_322) LITERAL: Shoulder Cannon Cancel Lock: {name}(/Game/Genesis/Items/Armor/Buff_TekArmor_ShoulderCannon.Buff_TekArmor_ShoulderCannon:BPGetMultiUseEntries.K2Node_FormatText_51) LITERAL: Shoulder Cannon: Fire Mode {0}(/Game/Genesis/Items/Armor/Buff_TekArmor_ShoulderCannon.Buff_TekArmor_ShoulderCannon:BPGetMultiUseEntries.K2Node_FormatText_71) LITERAL: Shoulder Cannon: Range {0}(/Game/Genesis/Items/Armor/Buff_TekArmor_ShoulderCannon.Buff_TekArmor_ShoulderCannon:BPGetMultiUseEntries.K2Node_FormatText_73) LITERAL: Shoulder Cannon: Range {0}(/Game/Genesis/Items/Armor/Buff_TekArmor_ShoulderCannon.Buff_TekArmor_ShoulderCannon:BPGetMultiUseEntries.K2Node_FormatText_77) LITERAL: ServerSpawn {0}(/Game/Genesis/Items/Armor/Buff_TekArmor_ShoulderCannon.Buff_TekArmor_ShoulderCannon:EventGraph.K2Node_FormatText_202) LITERAL: ClientSpawn {0}(/Game/Genesis/Items/Armor/Buff_TekArmor_ShoulderCannon.Buff_TekArmor_ShoulderCannon:EventGraph.K2Node_FormatText_207) CONTENT: Tek Shoulder Cannon(/Engine/Transient.REINST_PrimalItemArmor_ShoulderCannon_C_0) CONTENT: A shoulder mounted energy weapon with configurable targeting and firing modes. Equipping this requires learning its Tekgram.(/Engine/Transient.REINST_PrimalItemArmor_ShoulderCannon_C_0) CONTENT: Weapons(/Engine/Transient.REINST_PrimalItemArmor_ShoulderCannon_C_0) CONTENT: Tek(/Engine/Transient.REINST_PrimalItemArmor_ShoulderCannon_C_0) CONTENT: Tek Shoulder Cannon(/Engine/Transient.Default__REINST_PrimalItemArmor_ShoulderCannon_C_21214) CONTENT: A shoulder mounted energy weapon with configurable targeting and firing modes. Equipping this requires learning its Tekgram.(/Engine/Transient.Default__REINST_PrimalItemArmor_ShoulderCannon_C_21214) CONTENT: Weapons(/Engine/Transient.Default__REINST_PrimalItemArmor_ShoulderCannon_C_21214) CONTENT: Tek(/Engine/Transient.Default__REINST_PrimalItemArmor_ShoulderCannon_C_21214) CONTENT: Tek Shoulder Cannon(/Engine/Transient.REINST_PrimalItemArmor_ShoulderCannon_C_1) CONTENT: A shoulder mounted energy weapon with configurable targeting and firing modes. Equipping this requires learning its Tekgram.(/Engine/Transient.REINST_PrimalItemArmor_ShoulderCannon_C_1) CONTENT: Weapons(/Engine/Transient.REINST_PrimalItemArmor_ShoulderCannon_C_1) CONTENT: Tek(/Engine/Transient.REINST_PrimalItemArmor_ShoulderCannon_C_1) CONTENT: Tek Shoulder Cannon(/Engine/Transient.Default__REINST_Buff_TekArmor_ShoulderCannon_C_21225) CONTENT: Alien technology grants enhanced capabilities(/Engine/Transient.Default__REINST_Buff_TekArmor_ShoulderCannon_C_21225) CONTENT: TEK Armor Online(/Engine/Transient.Default__REINST_Buff_TekArmor_ShoulderCannon_C_21225) LITERAL: ServerSpawn {0}(/Game/Genesis/Items/Armor/Buff_TekArmor_ShoulderCannon.Buff_TekArmor_ShoulderCannon:ExecuteUbergraph_Buff_TekArmor_ShoulderCannon.K2Node_CallFunction_189271) LITERAL: 0(/Game/Genesis/Items/Armor/Buff_TekArmor_ShoulderCannon.Buff_TekArmor_ShoulderCannon:ExecuteUbergraph_Buff_TekArmor_ShoulderCannon.K2Node_MakeStruct_1444) LITERAL: ClientSpawn {0}(/Game/Genesis/Items/Armor/Buff_TekArmor_ShoulderCannon.Buff_TekArmor_ShoulderCannon:ExecuteUbergraph_Buff_TekArmor_ShoulderCannon.K2Node_CallFunction_189272) LITERAL: 0(/Game/Genesis/Items/Armor/Buff_TekArmor_ShoulderCannon.Buff_TekArmor_ShoulderCannon:ExecuteUbergraph_Buff_TekArmor_ShoulderCannon.K2Node_MakeStruct_1445) LITERAL: Shoulder Cannon: Range {0}(/Game/Genesis/Items/Armor/Buff_TekArmor_ShoulderCannon.Buff_TekArmor_ShoulderCannon:EdGraph_74865.K2Node_CallFunction_189288) LITERAL: 0(/Game/Genesis/Items/Armor/Buff_TekArmor_ShoulderCannon.Buff_TekArmor_ShoulderCannon:EdGraph_74865.K2Node_MakeStruct_1446) LITERAL: Shoulder Cannon: Range {0}(/Game/Genesis/Items/Armor/Buff_TekArmor_ShoulderCannon.Buff_TekArmor_ShoulderCannon:EdGraph_74865.K2Node_CallFunction_189289) LITERAL: 0(/Game/Genesis/Items/Armor/Buff_TekArmor_ShoulderCannon.Buff_TekArmor_ShoulderCannon:EdGraph_74865.K2Node_MakeStruct_1447) LITERAL: Shoulder Cannon: Fire Mode {0}(/Game/Genesis/Items/Armor/Buff_TekArmor_ShoulderCannon.Buff_TekArmor_ShoulderCannon:EdGraph_74865.K2Node_CallFunction_189290) LITERAL: 0(/Game/Genesis/Items/Armor/Buff_TekArmor_ShoulderCannon.Buff_TekArmor_ShoulderCannon:EdGraph_74865.K2Node_MakeStruct_1448) LITERAL: Shoulder Cannon Lock On: {name}(/Game/Genesis/Items/Armor/Buff_TekArmor_ShoulderCannon.Buff_TekArmor_ShoulderCannon:EdGraph_74865.K2Node_CallFunction_189291) LITERAL: name(/Game/Genesis/Items/Armor/Buff_TekArmor_ShoulderCannon.Buff_TekArmor_ShoulderCannon:EdGraph_74865.K2Node_MakeStruct_1449) LITERAL: Shoulder Cannon Cancel Lock: {name}(/Game/Genesis/Items/Armor/Buff_TekArmor_ShoulderCannon.Buff_TekArmor_ShoulderCannon:EdGraph_74865.K2Node_CallFunction_189292) LITERAL: name(/Game/Genesis/Items/Armor/Buff_TekArmor_ShoulderCannon.Buff_TekArmor_ShoulderCannon:EdGraph_74865.K2Node_MakeStruct_1450) CONTENT: Tek Shoulder Cannon(/Engine/Transient.REINST_Buff_TekArmor_ShoulderCannon_C_1) CONTENT: Alien technology grants enhanced capabilities(/Engine/Transient.REINST_Buff_TekArmor_ShoulderCannon_C_1) CONTENT: TEK Armor Online(/Engine/Transient.REINST_Buff_TekArmor_ShoulderCannon_C_1) CONTENT: Pressure Plate(/Game/Genesis/Structures/TekAlarm/PrimalItemStructure_PressurePlate.Default__PrimalItemStructure_PressurePlate_C) CONTENT: A mechanical trigger that activates nearby devices and structures when stepped on.(/Game/Genesis/Structures/TekAlarm/PrimalItemStructure_PressurePlate.Default__PrimalItemStructure_PressurePlate_C) CONTENT: Structures(/Game/Genesis/Structures/TekAlarm/PrimalItemStructure_PressurePlate.Default__PrimalItemStructure_PressurePlate_C) CONTENT: Electric(/Game/Genesis/Structures/TekAlarm/PrimalItemStructure_PressurePlate.Default__PrimalItemStructure_PressurePlate_C) CONTENT: Tek Sensor(/Engine/Transient.REINST_Structure_TekAlarm_C_0) CONTENT: Tek Sensor(/Game/Genesis/Structures/TekAlarm/PrimalItemStructure_TekAlarm.Default__PrimalItemStructure_TekAlarm_C) CONTENT: An advanced detection and activation system used to automate nearby devices and structures. Requires Tek Generator power.(/Game/Genesis/Structures/TekAlarm/PrimalItemStructure_TekAlarm.Default__PrimalItemStructure_TekAlarm_C) CONTENT: HP(/Game/Genesis/Structures/TekAlarm/PrimalItemStructure_TekAlarm.Default__PrimalItemStructure_TekAlarm_C) CONTENT: Health(/Game/Genesis/Structures/TekAlarm/PrimalItemStructure_TekAlarm.Default__PrimalItemStructure_TekAlarm_C) CONTENT: Structures(/Game/Genesis/Structures/TekAlarm/PrimalItemStructure_TekAlarm.Default__PrimalItemStructure_TekAlarm_C) CONTENT: Electric(/Game/Genesis/Structures/TekAlarm/PrimalItemStructure_TekAlarm.Default__PrimalItemStructure_TekAlarm_C) LITERAL: UpdateAreaVisualsVisibility(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:BPChangedActorTeam.K2Node_CallFunction_170341) LITERAL: UpdateAreaVisualsVisibilityEvent(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:BPContainerActivated.K2Node_CallFunction_204987) LITERAL: UpdateAreaVisualsVisibilityEvent(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:BPContainerDeactivated.K2Node_CallFunction_204987) LITERAL: No PIN(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:BPGetMultiUseEntries.K2Node_CallFunction_153330) LITERAL: No PIN(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:BPGetMultiUseEntries.K2Node_CallFunction_153338) LITERAL: No PIN(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:BPGetMultiUseEntries.K2Node_CallFunction_153345) LITERAL: No PIN(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:BPGetMultiUseEntries.K2Node_CallFunction_153352) LITERAL: No PIN(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:BPGetMultiUseEntries.K2Node_CallFunction_153359) LITERAL: Broadcast Deactivate Structures(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:BPGetMultiUseEntries.K2Node_CallFunction_157508) LITERAL: Hide PIN Broadcast Range(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:BPGetMultiUseEntries.K2Node_CallFunction_164695) LITERAL: Show PIN Broadcast Range(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:BPGetMultiUseEntries.K2Node_CallFunction_164695) LITERAL: Enemy Dinos(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:BPGetMultiUseEntries.K2Node_CallFunction_167061) LITERAL: Everyone(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:BPGetMultiUseEntries.K2Node_CallFunction_171526) LITERAL: Wild Dinos(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:BPGetMultiUseEntries.K2Node_CallFunction_172091) LITERAL: Allied Survivors(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:BPGetMultiUseEntries.K2Node_CallFunction_172400) LITERAL: Enemy Survivors(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:BPGetMultiUseEntries.K2Node_CallFunction_172709) LITERAL: Allied Dinos(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:BPGetMultiUseEntries.K2Node_CallFunction_173107) LITERAL: No PIN(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:BPGetMultiUseEntries.K2Node_CallFunction_177113) LITERAL: Disable Link To Closest Keypad(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:BPGetMultiUseEntries.K2Node_CallFunction_185142) LITERAL: Enable Link To Closest Keypad(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:BPGetMultiUseEntries.K2Node_CallFunction_185142) LITERAL: Hide Detection Range(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:BPGetMultiUseEntries.K2Node_CallFunction_187177) LITERAL: Show Detection Range(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:BPGetMultiUseEntries.K2Node_CallFunction_187177) LITERAL: [Tribe Logging Requires PIN Set and a Tribe](/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:BPGetMultiUseEntries.K2Node_CallFunction_188486) LITERAL: Tribe Logging(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:BPGetMultiUseEntries.K2Node_CallFunction_188486) LITERAL: [(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:BPGetMultiUseEntries.K2Node_CallFunction_189164) LITERAL: ](/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:BPGetMultiUseEntries.K2Node_CallFunction_189164) LITERAL: Reduce Height(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:BPGetMultiUseEntries.K2Node_CallFunction_189254) LITERAL: [(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:BPGetMultiUseEntries.K2Node_CallFunction_194506) LITERAL: ](/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:BPGetMultiUseEntries.K2Node_CallFunction_194506) LITERAL: [(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:BPGetMultiUseEntries.K2Node_CallFunction_194510) LITERAL: ](/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:BPGetMultiUseEntries.K2Node_CallFunction_194510) LITERAL: Increase Height(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:BPGetMultiUseEntries.K2Node_CallFunction_194514) LITERAL: Increase Radius(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:BPGetMultiUseEntries.K2Node_CallFunction_194515) LITERAL: Reduce Radius(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:BPGetMultiUseEntries.K2Node_CallFunction_194516) LITERAL: Increase Width(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:BPGetMultiUseEntries.K2Node_CallFunction_194517) LITERAL: Reduce Width(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:BPGetMultiUseEntries.K2Node_CallFunction_194518) LITERAL: [(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:BPGetMultiUseEntries.K2Node_CallFunction_194520) LITERAL: ](/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:BPGetMultiUseEntries.K2Node_CallFunction_194520) LITERAL: Increase Depth(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:BPGetMultiUseEntries.K2Node_CallFunction_194521) LITERAL: [(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:BPGetMultiUseEntries.K2Node_CallFunction_194524) LITERAL: ](/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:BPGetMultiUseEntries.K2Node_CallFunction_194524) LITERAL: [(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:BPGetMultiUseEntries.K2Node_CallFunction_194527) LITERAL: ](/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:BPGetMultiUseEntries.K2Node_CallFunction_194527) LITERAL: Reduce Depth(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:BPGetMultiUseEntries.K2Node_CallFunction_194530) LITERAL: Increase Width(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:BPGetMultiUseEntries.K2Node_CallFunction_194531) LITERAL: Reduce Width(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:BPGetMultiUseEntries.K2Node_CallFunction_194532) LITERAL: Increase Height(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:BPGetMultiUseEntries.K2Node_CallFunction_194533) LITERAL: Reduce Height(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:BPGetMultiUseEntries.K2Node_CallFunction_194534) LITERAL: [(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:BPGetMultiUseEntries.K2Node_CallFunction_199727) LITERAL: ](/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:BPGetMultiUseEntries.K2Node_CallFunction_199727) LITERAL: Increase Depth(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:BPGetMultiUseEntries.K2Node_CallFunction_199728) LITERAL: Reduce Depth(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:BPGetMultiUseEntries.K2Node_CallFunction_199731) LITERAL: [(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:BPGetMultiUseEntries.K2Node_CallFunction_199733) LITERAL: ](/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:BPGetMultiUseEntries.K2Node_CallFunction_199733) LITERAL: Increase Radius(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:BPGetMultiUseEntries.K2Node_CallFunction_199734) LITERAL: Reduce Radius(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:BPGetMultiUseEntries.K2Node_CallFunction_199737) LITERAL: [(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:BPGetMultiUseEntries.K2Node_CallFunction_203091) LITERAL: ](/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:BPGetMultiUseEntries.K2Node_CallFunction_203091) LITERAL: Reduce Roll(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:BPGetMultiUseEntries.K2Node_CallFunction_214592) LITERAL: Increase Roll(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:BPGetMultiUseEntries.K2Node_CallFunction_214593) LITERAL: [(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:BPGetMultiUseEntries.K2Node_CallFunction_214595) LITERAL: ](/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:BPGetMultiUseEntries.K2Node_CallFunction_214595) LITERAL: Increase Pitch(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:BPGetMultiUseEntries.K2Node_CallFunction_214597) LITERAL: Reduce Pitch(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:BPGetMultiUseEntries.K2Node_CallFunction_214598) LITERAL: [(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:BPGetMultiUseEntries.K2Node_CallFunction_214600) LITERAL: ](/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:BPGetMultiUseEntries.K2Node_CallFunction_214600) LITERAL: Increase Yaw(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:BPGetMultiUseEntries.K2Node_CallFunction_214602) LITERAL: Reduce Yaw(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:BPGetMultiUseEntries.K2Node_CallFunction_214603) LITERAL: [(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:BPGetMultiUseEntries.K2Node_CallFunction_214606) LITERAL: ](/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:BPGetMultiUseEntries.K2Node_CallFunction_214606) LITERAL: Increase Pitch(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:BPGetMultiUseEntries.K2Node_CallFunction_214608) LITERAL: Reduce Pitch(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:BPGetMultiUseEntries.K2Node_CallFunction_214609) LITERAL: [(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:BPGetMultiUseEntries.K2Node_CallFunction_214611) LITERAL: ](/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:BPGetMultiUseEntries.K2Node_CallFunction_214611) LITERAL: Increase Yaw(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:BPGetMultiUseEntries.K2Node_CallFunction_214613) LITERAL: Reduce Yaw(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:BPGetMultiUseEntries.K2Node_CallFunction_214614) LITERAL: [(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:BPGetMultiUseEntries.K2Node_CallFunction_214616) LITERAL: ](/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:BPGetMultiUseEntries.K2Node_CallFunction_214616) LITERAL: Increase Roll(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:BPGetMultiUseEntries.K2Node_CallFunction_214618) LITERAL: Reduce Roll(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:BPGetMultiUseEntries.K2Node_CallFunction_214619) LITERAL: No PIN(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:BPGetMultiUseEntries.K2Node_CallFunction_243283) LITERAL: No PIN(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:BPGetMultiUseEntries.K2Node_CallFunction_243287) LITERAL: No PIN(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:BPGetMultiUseEntries.K2Node_CallFunction_243295) LITERAL: No PIN(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:BPGetMultiUseEntries.K2Node_CallFunction_243302) LITERAL: No PIN(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:BPGetMultiUseEntries.K2Node_CallFunction_243309) LITERAL: No PIN(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:BPGetMultiUseEntries.K2Node_CallFunction_243316) LITERAL: Broadcast Deactivate Structures(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:BPGetMultiUseEntries.K2Node_CallFunction_358455) LITERAL: Broadcast Activate Structures(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:BPGetMultiUseEntries.K2Node_CallFunction_366373) LITERAL: Activate For Time(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:BPGetMultiUseEntries.K2Node_CallFunction_367573) LITERAL: Broadcast Activate Structures(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:BPGetMultiUseEntries.K2Node_CallFunction_368653) LITERAL: CalcuateStructureDetectAlpha(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:BPGetMultiUseEntries.K2Node_CallFunction_403575) LITERAL: CalcuateTargetDetectAlpha(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:BPGetMultiUseEntries.K2Node_CallFunction_403576) LITERAL: CalcuateStructureDetectAlpha(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:BPGetMultiUseEntries.K2Node_CallFunction_409417) LITERAL: CalcuateTargetDetectAlpha(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:BPGetMultiUseEntries.K2Node_CallFunction_409418) LITERAL: Everyone {0}(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:BPGetMultiUseEntries.K2Node_FormatText_180) LITERAL: Wild Dinos {0}(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:BPGetMultiUseEntries.K2Node_FormatText_181) LITERAL: Allied Survivors {0}(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:BPGetMultiUseEntries.K2Node_FormatText_182) LITERAL: Enemy Survivors {0}(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:BPGetMultiUseEntries.K2Node_FormatText_183) LITERAL: Allied Dinos {0}(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:BPGetMultiUseEntries.K2Node_FormatText_184) LITERAL: Enemy Dinos {0}(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:BPGetMultiUseEntries.K2Node_FormatText_185) LITERAL: Everyone {0}(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:BPGetMultiUseEntries.K2Node_FormatText_276) LITERAL: Wild Dinos {0}(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:BPGetMultiUseEntries.K2Node_FormatText_277) LITERAL: Allied Survivors {0}(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:BPGetMultiUseEntries.K2Node_FormatText_278) LITERAL: Enemy Survivors {0}(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:BPGetMultiUseEntries.K2Node_FormatText_279) LITERAL: Allied Dinos {0}(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:BPGetMultiUseEntries.K2Node_FormatText_280) LITERAL: Enemy Dinos {0}(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:BPGetMultiUseEntries.K2Node_FormatText_281) LITERAL: Clear A Pin Code(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:BPGetMultiUseEntries.K2Node_MakeStruct_1071) LITERAL: Small(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:BPGetMultiUseEntries.K2Node_MakeStruct_1086) LITERAL: Medium(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:BPGetMultiUseEntries.K2Node_MakeStruct_1088) LITERAL: Large(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:BPGetMultiUseEntries.K2Node_MakeStruct_1089) LITERAL: [Back](/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:BPGetMultiUseEntries.K2Node_MakeStruct_1090) LITERAL: [Back](/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:BPGetMultiUseEntries.K2Node_MakeStruct_1130) LITERAL: Broadcast Toggle Structures(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:BPGetMultiUseEntries.K2Node_MakeStruct_1132) LITERAL: Do Nothing(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:BPGetMultiUseEntries.K2Node_MakeStruct_1133) LITERAL: Broadcast Toggle Structures(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:BPGetMultiUseEntries.K2Node_MakeStruct_1199) LITERAL: Do Nothing(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:BPGetMultiUseEntries.K2Node_MakeStruct_1285) LITERAL: [Back](/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:BPGetMultiUseEntries.K2Node_MakeStruct_1349) LITERAL: Set A Pin Code(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:BPGetMultiUseEntries.K2Node_MakeStruct_1556) LITERAL: [Back](/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:BPGetMultiUseEntries.K2Node_MakeStruct_1563) LITERAL: [Back](/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:BPGetMultiUseEntries.K2Node_MakeStruct_1753) LITERAL: [Back](/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:BPGetMultiUseEntries.K2Node_MakeStruct_1757) LITERAL: Config Area Delta Size(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:BPGetMultiUseEntries.K2Node_MakeStruct_1929) LITERAL: Change Shape(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:BPGetMultiUseEntries.K2Node_MakeStruct_2054) LITERAL: Activate(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:BPGetMultiUseEntries.K2Node_MakeStruct_2088) LITERAL: Change Shape(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:BPGetMultiUseEntries.K2Node_MakeStruct_2408) LITERAL: [Back](/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:BPGetMultiUseEntries.K2Node_MakeStruct_2559) LITERAL: Change Rotation(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:BPGetMultiUseEntries.K2Node_MakeStruct_3787) LITERAL: [Back](/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:BPGetMultiUseEntries.K2Node_MakeStruct_3820) LITERAL: [Back](/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:BPGetMultiUseEntries.K2Node_MakeStruct_3821) LITERAL: Deactivate(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:BPGetMultiUseEntries.K2Node_MakeStruct_4048) LITERAL: [Back](/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:BPGetMultiUseEntries.K2Node_MakeStruct_4389) LITERAL: Change Rotation(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:BPGetMultiUseEntries.K2Node_MakeStruct_5382) LITERAL: [Back](/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:BPGetMultiUseEntries.K2Node_MakeStruct_6396) LITERAL: [Back](/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:BPGetMultiUseEntries.K2Node_MakeStruct_6397) LITERAL: CalcuateStructureDetectAlpha(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:EventGraph.K2Node_CallFunction_399212) LITERAL: CalcuateTargetDetectAlpha(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:EventGraph.K2Node_CallFunction_399213) LITERAL: (Delay by (/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:GetMultiUseTitleWithDelay.K2Node_CallFunction_184590) LITERAL: s(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:GetMultiUseTitleWithDelay.K2Node_CallFunction_184591) LITERAL: seconds)(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:GetMultiUseTitleWithDelay.K2Node_CallFunction_194209) LITERAL: second)(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:GetMultiUseTitleWithDelay.K2Node_CallFunction_194209) LITERAL: (Delay by (/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:GetMultiUseTitleWithDelay.K2Node_CallFunction_224040) LITERAL: {1} {0}(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:GetMultiUseTitleWithDelay.K2Node_FormatText_151) LITERAL: (Delay by {0} second{1})(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:GetMultiUseTitleWithDelay.K2Node_FormatText_161) LITERAL: Minutes cooldown.(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:GetTribe Logging String.K2Node_CallFunction_162244) LITERAL: Seconds cooldown.(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:GetTribe Logging String.K2Node_CallFunction_162244) LITERAL: logged with (/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:GetTribe Logging String.K2Node_CallFunction_65923) LITERAL: It {1} Results {0}(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:GetTribe Logging String.K2Node_FormatText_165) LITERAL: {1} {0}(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:GetTribe Logging String.K2Node_FormatText_179) LITERAL: a wild dino(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:GetTribeLogNameForType.K2Node_VariableSet_69056) LITERAL: something(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:GetTribeLogNameForType.K2Node_VariableSet_69603) LITERAL: by an enemy dino(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:GetTribeLogNameForType.K2Node_VariableSet_70150) LITERAL: a friendly survivor(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:GetTribeLogNameForType.K2Node_VariableSet_70697) LITERAL: an enemy survivor(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:GetTribeLogNameForType.K2Node_VariableSet_70698) LITERAL: by a friendly dino(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:GetTribeLogNameForType.K2Node_VariableSet_70699) LITERAL: {0}{1} {2} {3}{4} {5}(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:PinCodeFlagsToString.K2Node_FormatText_218) LITERAL: CalcuateTargetDetectAlpha(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:Switch Target Detect Style.K2Node_CallFunction_277561) LITERAL: CalcuateStructureDetectAlpha(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:SwitchStructureDetectStyle.K2Node_CallFunction_277561) LITERAL: Toggle Not Supported With Keypad Link Enabled! Changed On Target Sighted Response To Activate!(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:ToggleKeypadLink.K2Node_CallFunction_82746) LITERAL: {0} triggered by {1}.(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:TryTribeLogging.K2Node_FormatText_314) CONTENT: Tek Sensor(/Engine/Transient.Default__REINST_Structure_TekAlarm_C_21233) LITERAL: Everyone {0}(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:EdGraph_75094.K2Node_CallFunction_190011) LITERAL: 0(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:EdGraph_75094.K2Node_MakeStruct_1451) LITERAL: Wild Dinos {0}(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:EdGraph_75094.K2Node_CallFunction_190012) LITERAL: 0(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:EdGraph_75094.K2Node_MakeStruct_1452) LITERAL: Allied Survivors {0}(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:EdGraph_75094.K2Node_CallFunction_190013) LITERAL: 0(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:EdGraph_75094.K2Node_MakeStruct_1453) LITERAL: Enemy Survivors {0}(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:EdGraph_75094.K2Node_CallFunction_190014) LITERAL: 0(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:EdGraph_75094.K2Node_MakeStruct_1454) LITERAL: Allied Dinos {0}(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:EdGraph_75094.K2Node_CallFunction_190015) LITERAL: 0(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:EdGraph_75094.K2Node_MakeStruct_1455) LITERAL: Enemy Dinos {0}(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:EdGraph_75094.K2Node_CallFunction_190016) LITERAL: 0(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:EdGraph_75094.K2Node_MakeStruct_1456) LITERAL: Everyone {0}(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:EdGraph_75094.K2Node_CallFunction_190017) LITERAL: 0(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:EdGraph_75094.K2Node_MakeStruct_1457) LITERAL: Wild Dinos {0}(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:EdGraph_75094.K2Node_CallFunction_190018) LITERAL: 0(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:EdGraph_75094.K2Node_MakeStruct_1458) LITERAL: Allied Survivors {0}(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:EdGraph_75094.K2Node_CallFunction_190019) LITERAL: 0(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:EdGraph_75094.K2Node_MakeStruct_1459) LITERAL: Enemy Survivors {0}(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:EdGraph_75094.K2Node_CallFunction_190020) LITERAL: 0(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:EdGraph_75094.K2Node_MakeStruct_1460) LITERAL: Allied Dinos {0}(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:EdGraph_75094.K2Node_CallFunction_190021) LITERAL: 0(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:EdGraph_75094.K2Node_MakeStruct_1461) LITERAL: Enemy Dinos {0}(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:EdGraph_75094.K2Node_CallFunction_190022) LITERAL: 0(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:EdGraph_75094.K2Node_MakeStruct_1462) LITERAL: {0}{1} {2} {3}{4} {5}(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:EdGraph_75135.K2Node_CallFunction_190050) LITERAL: 0(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:EdGraph_75135.K2Node_MakeStruct_1463) LITERAL: 1(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:EdGraph_75135.K2Node_MakeStruct_1464) LITERAL: 2(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:EdGraph_75135.K2Node_MakeStruct_1465) LITERAL: 3(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:EdGraph_75135.K2Node_MakeStruct_1466) LITERAL: 4(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:EdGraph_75135.K2Node_MakeStruct_1467) LITERAL: 5(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:EdGraph_75135.K2Node_MakeStruct_1468) LITERAL: (Delay by {0} second{1})(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:EdGraph_75139.K2Node_CallFunction_190054) LITERAL: 0(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:EdGraph_75139.K2Node_MakeStruct_1469) LITERAL: 1(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:EdGraph_75139.K2Node_MakeStruct_1470) LITERAL: {1} {0}(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:EdGraph_75139.K2Node_CallFunction_190055) LITERAL: 1(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:EdGraph_75139.K2Node_MakeStruct_1471) LITERAL: 0(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:EdGraph_75139.K2Node_MakeStruct_1472) LITERAL: {1} {0}(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:EdGraph_75144.K2Node_CallFunction_190059) LITERAL: 1(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:EdGraph_75144.K2Node_MakeStruct_1473) LITERAL: 0(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:EdGraph_75144.K2Node_MakeStruct_1474) LITERAL: 0(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:EdGraph_75144.K2Node_MakeStruct_1475) LITERAL: 1(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:EdGraph_75144.K2Node_MakeStruct_1476) LITERAL: It {1} Results {0}(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:EdGraph_75144.K2Node_CallFunction_190061) LITERAL: 1(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:EdGraph_75144.K2Node_MakeStruct_1477) LITERAL: 0(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:EdGraph_75144.K2Node_MakeStruct_1478) LITERAL: {0} triggered by {1}.(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:EdGraph_75146.K2Node_CallFunction_190062) LITERAL: 0(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:EdGraph_75146.K2Node_MakeStruct_1479) LITERAL: 1(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:EdGraph_75146.K2Node_MakeStruct_1480) CONTENT: Tek Sensor(/Engine/Transient.REINST_Structure_TekAlarm_C_1) CONTENT: On Trap Deactivated(/Engine/Transient.REINST_Structure_PressurePlate_C_0) CONTENT: On Trap Activated(/Engine/Transient.REINST_Structure_PressurePlate_C_0) CONTENT: Pressure Plate(/Engine/Transient.REINST_Structure_PressurePlate_C_0) CONTENT: On Trap Deactivated(/Engine/Transient.Default__REINST_Structure_PressurePlate_C_21240) CONTENT: On Trap Activated(/Engine/Transient.Default__REINST_Structure_PressurePlate_C_21240) CONTENT: Pressure Plate(/Engine/Transient.Default__REINST_Structure_PressurePlate_C_21240) CONTENT: On Trap Deactivated(/Engine/Transient.REINST_Structure_PressurePlate_C_1) CONTENT: On Trap Activated(/Engine/Transient.REINST_Structure_PressurePlate_C_1) CONTENT: Pressure Plate(/Engine/Transient.REINST_Structure_PressurePlate_C_1) CONTENT: Activate(/Engine/Transient.REINST_TekJumpPad_C_0) CONTENT: Deactivate(/Engine/Transient.REINST_TekJumpPad_C_0) CONTENT: Tek Jump Pad(/Engine/Transient.REINST_TekJumpPad_C_0) LITERAL: Force: {val}%(/Game/Genesis/Structures/TekJumpPad/TekJumpPad.TekJumpPad:BlueprintDrawHUD.K2Node_FormatText_104) LITERAL: Toggle Size To Small(/Game/Genesis/Structures/TekJumpPad/TekJumpPad.TekJumpPad:BPGetMultiUseEntries.K2Node_CallFunction_177433) LITERAL: Toggle Size To Big(/Game/Genesis/Structures/TekJumpPad/TekJumpPad.TekJumpPad:BPGetMultiUseEntries.K2Node_CallFunction_177433) LITERAL: Hide Indicator(/Game/Genesis/Structures/TekJumpPad/TekJumpPad.TekJumpPad:BPGetMultiUseEntries.K2Node_CallFunction_341752) LITERAL: Show Indicator(/Game/Genesis/Structures/TekJumpPad/TekJumpPad.TekJumpPad:BPGetMultiUseEntries.K2Node_CallFunction_341752) LITERAL: Force Down To: {val}%(/Game/Genesis/Structures/TekJumpPad/TekJumpPad.TekJumpPad:BPGetMultiUseEntries.K2Node_FormatText_104) LITERAL: Force Up To: {val}%(/Game/Genesis/Structures/TekJumpPad/TekJumpPad.TekJumpPad:BPGetMultiUseEntries.K2Node_FormatText_149) LITERAL: Rotate Down Sights(/Game/Genesis/Structures/TekJumpPad/TekJumpPad.TekJumpPad:BPGetMultiUseEntries.K2Node_MacroInstance_3657) LITERAL: Rotate Pitch Up(/Game/Genesis/Structures/TekJumpPad/TekJumpPad.TekJumpPad:BPGetMultiUseEntries.K2Node_MacroInstance_4244) LITERAL: Jump Pad Settings(/Game/Genesis/Structures/TekJumpPad/TekJumpPad.TekJumpPad:BPGetMultiUseEntries.K2Node_MacroInstance_4768) LITERAL: Rotate Pitch Down(/Game/Genesis/Structures/TekJumpPad/TekJumpPad.TekJumpPad:BPGetMultiUseEntries.K2Node_MacroInstance_5251) LITERAL: RandomSetRotation(/Game/Genesis/Structures/TekJumpPad/TekJumpPad.TekJumpPad:EventGraph.K2Node_CallFunction_232507) LITERAL: RandomSetRotation(/Game/Genesis/Structures/TekJumpPad/TekJumpPad.TekJumpPad:EventGraph.K2Node_CallFunction_233576) LITERAL: TickLaunchPreview(/Game/Genesis/Structures/TekJumpPad/TekJumpPad.TekJumpPad:EventGraph.K2Node_CallFunction_277660) LITERAL: TickLaunchPreview(/Game/Genesis/Structures/TekJumpPad/TekJumpPad.TekJumpPad:EventGraph.K2Node_CallFunction_278736) LITERAL: Done(/Game/Genesis/Structures/TekJumpPad/TekJumpPad.TekJumpPad:EventGraph.K2Node_CallFunction_363420) LITERAL: Blueprint'/Game/Aberration/CoreBlueprints/Buffs/Buff_Zipline_Base.Buff_Zipline_Base'(/Game/Genesis/Structures/TekJumpPad/TekJumpPad.TekJumpPad:ExtraAllowLaunchCheck.K2Node_CallFunction_240042) LITERAL: [Back](/Game/Genesis/Structures/TekJumpPad/TekJumpPad.TekJumpPad:MakeJumpPadMultiUseEntry.K2Node_CallFunction_380376) LITERAL: TickLaunchPreview(/Game/Genesis/Structures/TekJumpPad/TekJumpPad.TekJumpPad:OnRep_ShowIndicator.K2Node_CallFunction_186553) LITERAL: TickLaunchPreview(/Game/Genesis/Structures/TekJumpPad/TekJumpPad.TekJumpPad:OnRep_ShowIndicator.K2Node_CallFunction_187041) LITERAL: SetMaterialParameters(/Game/Genesis/Structures/TekJumpPad/TekJumpPad.TekJumpPad:SetMaterialParameters.K2Node_CallFunction_350451) LITERAL: TickLaunchPreview(/Game/Genesis/Structures/TekJumpPad/TekJumpPad.TekJumpPad:TickLaunchPreview.K2Node_CallFunction_279219) LITERAL: Force: {val}%(/Game/Genesis/Structures/TekJumpPad/TekJumpPad.TekJumpPad:UpdateLaunchTriggerTransform.K2Node_FormatText_104) LITERAL: Blueprint'/Game/Aberration/CoreBlueprints/Buffs/Buff_Zipline_Base.Buff_Zipline_Base'(/Game/Genesis/CoreBlueprints/Buffs/Buff_PushedByJumppad.Buff_PushedByJumppad:BPNotifyOtherBuffActivated.K2Node_CallFunction_240042) CONTENT: Tek Jump Pad(/Game/Genesis/Structures/TekJumpPad/PrimalItemStructure_TekJumpPad.Default__PrimalItemStructure_TekJumpPad_C) CONTENT: A Tek-powered propulsion device; useful for traversal and mayhem.(/Game/Genesis/Structures/TekJumpPad/PrimalItemStructure_TekJumpPad.Default__PrimalItemStructure_TekJumpPad_C) CONTENT: Structures(/Game/Genesis/Structures/TekJumpPad/PrimalItemStructure_TekJumpPad.Default__PrimalItemStructure_TekJumpPad_C) CONTENT: Tek(/Game/Genesis/Structures/TekJumpPad/PrimalItemStructure_TekJumpPad.Default__PrimalItemStructure_TekJumpPad_C) CONTENT: Activate(/Engine/Transient.Default__REINST_TekJumpPad_C_21261) CONTENT: Deactivate(/Engine/Transient.Default__REINST_TekJumpPad_C_21261) CONTENT: Tek Jump Pad(/Engine/Transient.Default__REINST_TekJumpPad_C_21261) LITERAL: Force Up To: {val}%(/Game/Genesis/Structures/TekJumpPad/TekJumpPad.TekJumpPad:EdGraph_75332.K2Node_CallFunction_190892) LITERAL: val(/Game/Genesis/Structures/TekJumpPad/TekJumpPad.TekJumpPad:EdGraph_75332.K2Node_MakeStruct_1493) LITERAL: Force Down To: {val}%(/Game/Genesis/Structures/TekJumpPad/TekJumpPad.TekJumpPad:EdGraph_75332.K2Node_CallFunction_190893) LITERAL: val(/Game/Genesis/Structures/TekJumpPad/TekJumpPad.TekJumpPad:EdGraph_75332.K2Node_MakeStruct_1494) LITERAL: Force: {val}%(/Game/Genesis/Structures/TekJumpPad/TekJumpPad.TekJumpPad:EdGraph_75346.K2Node_CallFunction_190896) LITERAL: val(/Game/Genesis/Structures/TekJumpPad/TekJumpPad.TekJumpPad:EdGraph_75346.K2Node_MakeStruct_1495) LITERAL: Force: {val}%(/Game/Genesis/Structures/TekJumpPad/TekJumpPad.TekJumpPad:EdGraph_75360.K2Node_CallFunction_190906) LITERAL: val(/Game/Genesis/Structures/TekJumpPad/TekJumpPad.TekJumpPad:EdGraph_75360.K2Node_MakeStruct_1498) CONTENT: Activate(/Engine/Transient.REINST_TekJumpPad_C_1) CONTENT: Deactivate(/Engine/Transient.REINST_TekJumpPad_C_1) CONTENT: Tek Jump Pad(/Engine/Transient.REINST_TekJumpPad_C_1) CONTENT: Cruise Missile(/Engine/Transient.REINST_PrimalItem_WeaponTekCruiseMissile_C_0) CONTENT: A powerful Tek missile that can be controlled remotely or fired and forgotten. Equipping this requires learning its Tekgram.(/Engine/Transient.REINST_PrimalItem_WeaponTekCruiseMissile_C_0) CONTENT: Dur(/Engine/Transient.REINST_PrimalItem_WeaponTekCruiseMissile_C_0) CONTENT: Durability(/Engine/Transient.REINST_PrimalItem_WeaponTekCruiseMissile_C_0) CONTENT: Weapons(/Engine/Transient.REINST_PrimalItem_WeaponTekCruiseMissile_C_0) CONTENT: Firearms(/Engine/Transient.REINST_PrimalItem_WeaponTekCruiseMissile_C_0) LITERAL: Check Intermittantly If Player Is Controlling Missile Or Not(/Game/Genesis/Weapons/CruiseMissile/WeapTekCruiseMissile.WeapTekCruiseMissile:EventGraph.K2Node_CallFunction_247857) CONTENT: Ride(/Engine/Transient.REINST_TekCruiseMissile_Character_BP_C_0) CONTENT: Cruise Missile(/Engine/Transient.REINST_TekCruiseMissile_Character_BP_C_0) LITERAL: RechargeShield(/Game/Genesis/Weapons/CruiseMissile/TekCruiseMissile_Character_BP.TekCruiseMissile_Character_BP:BPAdjustDamage.K2Node_CallFunction_96624) LITERAL: FuelTime(/Game/Genesis/Weapons/CruiseMissile/TekCruiseMissile_Character_BP.TekCruiseMissile_Character_BP:BPGetHUDElements.K2Node_CallFunction_193546) LITERAL: Fuel:(/Game/Genesis/Weapons/CruiseMissile/TekCruiseMissile_Character_BP.TekCruiseMissile_Character_BP:BPGetHUDElements.K2Node_CallFunction_251953) LITERAL: Signal:(/Game/Genesis/Weapons/CruiseMissile/TekCruiseMissile_Character_BP.TekCruiseMissile_Character_BP:BPGetHUDElements.K2Node_CallFunction_251956) LITERAL: Ride(/Game/Genesis/Weapons/CruiseMissile/TekCruiseMissile_Character_BP.TekCruiseMissile_Character_BP:BPGetMultiUseEntries.K2Node_MakeStruct_1252) LITERAL: (/Game/Genesis/Weapons/CruiseMissile/TekCruiseMissile_Character_BP.TekCruiseMissile_Character_BP:BPGetOverrideCameraInterpSpeed.K2Node_CallFunction_218570) LITERAL: is pve(/Game/Genesis/Weapons/CruiseMissile/TekCruiseMissile_Character_BP.TekCruiseMissile_Character_BP:Damage Actors By Explosion Radius.K2Node_CallFunction_166919) LITERAL: /(/Game/Genesis/Weapons/CruiseMissile/TekCruiseMissile_Character_BP.TekCruiseMissile_Character_BP:Damage Actors By Explosion Radius.K2Node_CallFunction_167743) LITERAL: is not allied with (/Game/Genesis/Weapons/CruiseMissile/TekCruiseMissile_Character_BP.TekCruiseMissile_Character_BP:Damage Actors By Explosion Radius.K2Node_CallFunction_167744) LITERAL: damaged(/Game/Genesis/Weapons/CruiseMissile/TekCruiseMissile_Character_BP.TekCruiseMissile_Character_BP:Damage Actors By Explosion Radius.K2Node_CallFunction_197044) LITERAL: with damage: (/Game/Genesis/Weapons/CruiseMissile/TekCruiseMissile_Character_BP.TekCruiseMissile_Character_BP:Damage Actors By Explosion Radius.K2Node_CallFunction_197045) LITERAL: ClientDashTick(/Game/Genesis/Weapons/CruiseMissile/TekCruiseMissile_Character_BP.TekCruiseMissile_Character_BP:Dash.K2Node_CallFunction_49714) LITERAL: ClientTickShieldDamageVFX(/Game/Genesis/Weapons/CruiseMissile/TekCruiseMissile_Character_BP.TekCruiseMissile_Character_BP:EventGraph.K2Node_CallFunction_100194) LITERAL: StaminaDrain(/Game/Genesis/Weapons/CruiseMissile/TekCruiseMissile_Character_BP.TekCruiseMissile_Character_BP:EventGraph.K2Node_CallFunction_104306) LITERAL: ClientScoutRangeCheck(/Game/Genesis/Weapons/CruiseMissile/TekCruiseMissile_Character_BP.TekCruiseMissile_Character_BP:EventGraph.K2Node_CallFunction_107487) LITERAL: ReleasePossessingSurvivorAndLongDelayedDestroy(/Game/Genesis/Weapons/CruiseMissile/TekCruiseMissile_Character_BP.TekCruiseMissile_Character_BP:EventGraph.K2Node_CallFunction_113755) LITERAL: UpdateTargetImpactVFX(/Game/Genesis/Weapons/CruiseMissile/TekCruiseMissile_Character_BP.TekCruiseMissile_Character_BP:EventGraph.K2Node_CallFunction_122827) LITERAL: StopPossessingPlayerMovement(/Game/Genesis/Weapons/CruiseMissile/TekCruiseMissile_Character_BP.TekCruiseMissile_Character_BP:EventGraph.K2Node_CallFunction_127328) LITERAL: FuelTime(/Game/Genesis/Weapons/CruiseMissile/TekCruiseMissile_Character_BP.TekCruiseMissile_Character_BP:EventGraph.K2Node_CallFunction_133986) LITERAL: StaminaDrain(/Game/Genesis/Weapons/CruiseMissile/TekCruiseMissile_Character_BP.TekCruiseMissile_Character_BP:EventGraph.K2Node_CallFunction_146715) LITERAL: TickStaminaMeter(/Game/Genesis/Weapons/CruiseMissile/TekCruiseMissile_Character_BP.TekCruiseMissile_Character_BP:EventGraph.K2Node_CallFunction_148975) LITERAL: VerifyPossessingSurvivor(/Game/Genesis/Weapons/CruiseMissile/TekCruiseMissile_Character_BP.TekCruiseMissile_Character_BP:EventGraph.K2Node_CallFunction_173672) LITERAL: ClientTickShieldDamageVFX(/Game/Genesis/Weapons/CruiseMissile/TekCruiseMissile_Character_BP.TekCruiseMissile_Character_BP:EventGraph.K2Node_CallFunction_179761) LITERAL: Finished Arming(/Game/Genesis/Weapons/CruiseMissile/TekCruiseMissile_Character_BP.TekCruiseMissile_Character_BP:EventGraph.K2Node_CallFunction_196732) LITERAL: ClientTickShieldDamageVFX(/Game/Genesis/Weapons/CruiseMissile/TekCruiseMissile_Character_BP.TekCruiseMissile_Character_BP:EventGraph.K2Node_CallFunction_203686) LITERAL: DelayedReleasePossessingSurvivorAndDelayedDestroy(/Game/Genesis/Weapons/CruiseMissile/TekCruiseMissile_Character_BP.TekCruiseMissile_Character_BP:EventGraph.K2Node_CallFunction_274660) LITERAL: DelayedDestroyActor(/Game/Genesis/Weapons/CruiseMissile/TekCruiseMissile_Character_BP.TekCruiseMissile_Character_BP:EventGraph.K2Node_CallFunction_293915) LITERAL: ClientCheckClearExpiredDinoData(/Game/Genesis/Weapons/CruiseMissile/TekCruiseMissile_Character_BP.TekCruiseMissile_Character_BP:EventGraph.K2Node_CallFunction_303371) LITERAL: DelayedDestroyActor(/Game/Genesis/Weapons/CruiseMissile/TekCruiseMissile_Character_BP.TekCruiseMissile_Character_BP:EventGraph.K2Node_CallFunction_56519) LITERAL: TickThrusterVFX(/Game/Genesis/Weapons/CruiseMissile/TekCruiseMissile_Character_BP.TekCruiseMissile_Character_BP:EventGraph.K2Node_CallFunction_72252) LITERAL: ClientDashTick(/Game/Genesis/Weapons/CruiseMissile/TekCruiseMissile_Character_BP.TekCruiseMissile_Character_BP:EventGraph.K2Node_CallFunction_77471) LITERAL: ClientTickShieldDamageVFX(/Game/Genesis/Weapons/CruiseMissile/TekCruiseMissile_Character_BP.TekCruiseMissile_Character_BP:EventGraph.K2Node_CallFunction_83220) LITERAL: CheckSubmerged(/Game/Genesis/Weapons/CruiseMissile/TekCruiseMissile_Character_BP.TekCruiseMissile_Character_BP:EventGraph.K2Node_CallFunction_87405) LITERAL: CheckConsumeResource(/Game/Genesis/Weapons/CruiseMissile/TekCruiseMissile_Character_BP.TekCruiseMissile_Character_BP:EventGraph.K2Node_CallFunction_89748) LITERAL: DelayedReleasePossessingSurvivorAndDelayedDestroy(/Game/Genesis/Weapons/CruiseMissile/TekCruiseMissile_Character_BP.TekCruiseMissile_Character_BP:EventGraph.K2Node_CallFunction_96027) LITERAL: ReleasePossessingSurvivorAndLongDelayedDestroy(/Game/Genesis/Weapons/CruiseMissile/TekCruiseMissile_Character_BP.TekCruiseMissile_Character_BP:EventGraph.K2Node_CallFunction_97671) LITERAL: {0}. {1} remaining.(/Game/Genesis/Weapons/CruiseMissile/TekCruiseMissile_Character_BP.TekCruiseMissile_Character_BP:EventGraph.K2Node_FormatText_123) LITERAL: Warning: Low Fuel - Disconnect Imminent(/Game/Genesis/Weapons/CruiseMissile/TekCruiseMissile_Character_BP.TekCruiseMissile_Character_BP:EventGraph.K2Node_FormatText_23) LITERAL: Out of Energy. Disconnecting...(/Game/Genesis/Weapons/CruiseMissile/TekCruiseMissile_Character_BP.TekCruiseMissile_Character_BP:EventGraph.K2Node_FormatText_29) LITERAL: Warning: Low {0} remaining.(/Game/Genesis/Weapons/CruiseMissile/TekCruiseMissile_Character_BP.TekCruiseMissile_Character_BP:EventGraph.K2Node_FormatText_30) LITERAL: Warning: Nearing {0} operational range. Proceeding will result in a disconnect.(/Game/Genesis/Weapons/CruiseMissile/TekCruiseMissile_Character_BP.TekCruiseMissile_Character_BP:EventGraph.K2Node_FormatText_348) LITERAL: VerifyPossessingSurvivor(/Game/Genesis/Weapons/CruiseMissile/TekCruiseMissile_Character_BP.TekCruiseMissile_Character_BP:GetPossessedByPlayer.K2Node_CallFunction_115658) LITERAL: TriggerDisconnectFX(/Game/Genesis/Weapons/CruiseMissile/TekCruiseMissile_Character_BP.TekCruiseMissile_Character_BP:GetPossessedByPlayer.K2Node_CallFunction_196398) LITERAL: VerifyPossessingSurvivor(/Game/Genesis/Weapons/CruiseMissile/TekCruiseMissile_Character_BP.TekCruiseMissile_Character_BP:GetPossessedByPlayer.K2Node_CallFunction_206439) LITERAL: DelayedDestroyActor(/Game/Genesis/Weapons/CruiseMissile/TekCruiseMissile_Character_BP.TekCruiseMissile_Character_BP:GetPossessedByPlayer.K2Node_CallFunction_65993) LITERAL: UpdateScoutVisionBuff(/Game/Genesis/Weapons/CruiseMissile/TekCruiseMissile_Character_BP.TekCruiseMissile_Character_BP:Give Player Vision Buff.K2Node_CallFunction_169136) LITERAL: (/Game/Genesis/Weapons/CruiseMissile/TekCruiseMissile_Character_BP.TekCruiseMissile_Character_BP:ReceiveTick.K2Node_CallFunction_394408) LITERAL: final (/Game/Genesis/Weapons/CruiseMissile/TekCruiseMissile_Character_BP.TekCruiseMissile_Character_BP:ReceiveTick.K2Node_CallFunction_396390) LITERAL: (/Game/Genesis/Weapons/CruiseMissile/TekCruiseMissile_Character_BP.TekCruiseMissile_Character_BP:ReceiveTick.K2Node_CallFunction_396394) LITERAL: forward (/Game/Genesis/Weapons/CruiseMissile/TekCruiseMissile_Character_BP.TekCruiseMissile_Character_BP:ReceiveTick.K2Node_CallFunction_396395) LITERAL: (/Game/Genesis/Weapons/CruiseMissile/TekCruiseMissile_Character_BP.TekCruiseMissile_Character_BP:ReceiveTick.K2Node_CallFunction_396723) LITERAL: curve (/Game/Genesis/Weapons/CruiseMissile/TekCruiseMissile_Character_BP.TekCruiseMissile_Character_BP:ReceiveTick.K2Node_CallFunction_396724) LITERAL: (/Game/Genesis/Weapons/CruiseMissile/TekCruiseMissile_Character_BP.TekCruiseMissile_Character_BP:ReceiveTick.K2Node_CallFunction_396725) LITERAL: new loc (/Game/Genesis/Weapons/CruiseMissile/TekCruiseMissile_Character_BP.TekCruiseMissile_Character_BP:ReceiveTick.K2Node_CallFunction_412181) LITERAL: last tick loc (/Game/Genesis/Weapons/CruiseMissile/TekCruiseMissile_Character_BP.TekCruiseMissile_Character_BP:ReceiveTick.K2Node_CallFunction_412182) LITERAL: old loc (/Game/Genesis/Weapons/CruiseMissile/TekCruiseMissile_Character_BP.TekCruiseMissile_Character_BP:ReceiveTick.K2Node_CallFunction_412187) LITERAL: Current Roll {0} TargetRoll {1}(/Game/Genesis/Weapons/CruiseMissile/TekCruiseMissile_Character_BP.TekCruiseMissile_Character_BP:ReceiveTick.K2Node_FormatText_259) LITERAL: DisableAI(/Game/Genesis/Weapons/CruiseMissile/TekCruiseMissile_Character_BP.TekCruiseMissile_Character_BP:Release Possessing Survivor.K2Node_CallFunction_103648) LITERAL: StaminaDrain(/Game/Genesis/Weapons/CruiseMissile/TekCruiseMissile_Character_BP.TekCruiseMissile_Character_BP:Release Possessing Survivor.K2Node_CallFunction_99283) LITERAL: DelayedDestroyActor(/Game/Genesis/Weapons/CruiseMissile/TekCruiseMissile_Character_BP.TekCruiseMissile_Character_BP:SetupScoutDisconnect.K2Node_CallFunction_108881) LITERAL: TriggerDisconnectFX(/Game/Genesis/Weapons/CruiseMissile/TekCruiseMissile_Character_BP.TekCruiseMissile_Character_BP:SetupScoutDisconnect.K2Node_CallFunction_56446) LITERAL: Give Player Vision Buff(/Game/Genesis/Weapons/CruiseMissile/TekCruiseMissile_Character_BP.TekCruiseMissile_Character_BP:Spawned From Projectile.K2Node_CallFunction_102489) LITERAL: UpdateScoutVisionBuff(/Game/Genesis/Weapons/CruiseMissile/TekCruiseMissile_Character_BP.TekCruiseMissile_Character_BP:Spawned From Projectile.K2Node_CallFunction_169136) LITERAL: GetPossessedByPlayer(/Game/Genesis/Weapons/CruiseMissile/TekCruiseMissile_Character_BP.TekCruiseMissile_Character_BP:Spawned From Projectile.K2Node_CallFunction_291261) LITERAL: ReleasePossessingSurvivorAndLongDelayedDestroy(/Game/Genesis/Weapons/CruiseMissile/Buff_TekCruiseMissileVision.Buff_TekCruiseMissileVision:EventGraph.K2Node_CallFunction_98210) LITERAL: ReleasePossessingSurvivorAndLongDelayedDestroy(/Game/Genesis/Weapons/CruiseMissile/Buff_TekCruiseMissileVision.Buff_TekCruiseMissileVision:EventGraph.K2Node_CallFunction_102869) LITERAL: Talker {0} ScoutReplicated {1}(/Game/Genesis/Weapons/CruiseMissile/Buff_TekCruiseMissileVision.Buff_TekCruiseMissileVision:BPGetDebugInfoString.K2Node_FormatText_76) LITERAL: Talker {0} ScoutReplicated {1}(/Game/Genesis/Weapons/CruiseMissile/Buff_TekCruiseMissileVision.Buff_TekCruiseMissileVision:EdGraph_75491.K2Node_CallFunction_191282) LITERAL: 0(/Game/Genesis/Weapons/CruiseMissile/Buff_TekCruiseMissileVision.Buff_TekCruiseMissileVision:EdGraph_75491.K2Node_MakeStruct_1499) LITERAL: 1(/Game/Genesis/Weapons/CruiseMissile/Buff_TekCruiseMissileVision.Buff_TekCruiseMissileVision:EdGraph_75491.K2Node_MakeStruct_1500) CONTENT: Ride(/Engine/Transient.Default__REINST_TekCruiseMissile_Character_BP_C_21319) CONTENT: Cruise Missile(/Engine/Transient.Default__REINST_TekCruiseMissile_Character_BP_C_21319) LITERAL: Warning: Low Fuel - Disconnect Imminent(/Game/Genesis/Weapons/CruiseMissile/TekCruiseMissile_Character_BP.TekCruiseMissile_Character_BP:ExecuteUbergraph_TekCruiseMissile_Character_BP.K2Node_CallFunction_192959) LITERAL: Warning: Low {0} remaining.(/Game/Genesis/Weapons/CruiseMissile/TekCruiseMissile_Character_BP.TekCruiseMissile_Character_BP:ExecuteUbergraph_TekCruiseMissile_Character_BP.K2Node_CallFunction_192960) LITERAL: 0(/Game/Genesis/Weapons/CruiseMissile/TekCruiseMissile_Character_BP.TekCruiseMissile_Character_BP:ExecuteUbergraph_TekCruiseMissile_Character_BP.K2Node_MakeStruct_1505) LITERAL: Warning: Nearing {0} operational range. Proceeding will result in a disconnect.(/Game/Genesis/Weapons/CruiseMissile/TekCruiseMissile_Character_BP.TekCruiseMissile_Character_BP:ExecuteUbergraph_TekCruiseMissile_Character_BP.K2Node_CallFunction_192961) LITERAL: 0(/Game/Genesis/Weapons/CruiseMissile/TekCruiseMissile_Character_BP.TekCruiseMissile_Character_BP:ExecuteUbergraph_TekCruiseMissile_Character_BP.K2Node_MakeStruct_1506) LITERAL: {0}. {1} remaining.(/Game/Genesis/Weapons/CruiseMissile/TekCruiseMissile_Character_BP.TekCruiseMissile_Character_BP:ExecuteUbergraph_TekCruiseMissile_Character_BP.K2Node_CallFunction_192962) LITERAL: 0(/Game/Genesis/Weapons/CruiseMissile/TekCruiseMissile_Character_BP.TekCruiseMissile_Character_BP:ExecuteUbergraph_TekCruiseMissile_Character_BP.K2Node_MakeStruct_1507) LITERAL: 1(/Game/Genesis/Weapons/CruiseMissile/TekCruiseMissile_Character_BP.TekCruiseMissile_Character_BP:ExecuteUbergraph_TekCruiseMissile_Character_BP.K2Node_MakeStruct_1508) LITERAL: Out of Energy. Disconnecting...(/Game/Genesis/Weapons/CruiseMissile/TekCruiseMissile_Character_BP.TekCruiseMissile_Character_BP:ExecuteUbergraph_TekCruiseMissile_Character_BP.K2Node_CallFunction_192963) LITERAL: Current Roll {0} TargetRoll {1}(/Game/Genesis/Weapons/CruiseMissile/TekCruiseMissile_Character_BP.TekCruiseMissile_Character_BP:EdGraph_75769.K2Node_CallFunction_193049) LITERAL: 0(/Game/Genesis/Weapons/CruiseMissile/TekCruiseMissile_Character_BP.TekCruiseMissile_Character_BP:EdGraph_75769.K2Node_MakeStruct_1509) LITERAL: 1(/Game/Genesis/Weapons/CruiseMissile/TekCruiseMissile_Character_BP.TekCruiseMissile_Character_BP:EdGraph_75769.K2Node_MakeStruct_1510) CONTENT: Ride(/Engine/Transient.REINST_TekCruiseMissile_Character_BP_C_1) CONTENT: Cruise Missile(/Engine/Transient.REINST_TekCruiseMissile_Character_BP_C_1) CONTENT: Cruise Missile(/Engine/Transient.Default__REINST_PrimalItem_WeaponTekCruiseMissile_C_21337) CONTENT: A powerful Tek missile that can be controlled remotely or fired and forgotten. Equipping this requires learning its Tekgram.(/Engine/Transient.Default__REINST_PrimalItem_WeaponTekCruiseMissile_C_21337) CONTENT: Dur(/Engine/Transient.Default__REINST_PrimalItem_WeaponTekCruiseMissile_C_21337) CONTENT: Durability(/Engine/Transient.Default__REINST_PrimalItem_WeaponTekCruiseMissile_C_21337) CONTENT: Weapons(/Engine/Transient.Default__REINST_PrimalItem_WeaponTekCruiseMissile_C_21337) CONTENT: Firearms(/Engine/Transient.Default__REINST_PrimalItem_WeaponTekCruiseMissile_C_21337) CONTENT: Cruise Missile(/Engine/Transient.REINST_PrimalItem_WeaponTekCruiseMissile_C_1) CONTENT: A powerful Tek missile that can be controlled remotely or fired and forgotten. Equipping this requires learning its Tekgram.(/Engine/Transient.REINST_PrimalItem_WeaponTekCruiseMissile_C_1) CONTENT: Dur(/Engine/Transient.REINST_PrimalItem_WeaponTekCruiseMissile_C_1) CONTENT: Durability(/Engine/Transient.REINST_PrimalItem_WeaponTekCruiseMissile_C_1) CONTENT: Weapons(/Engine/Transient.REINST_PrimalItem_WeaponTekCruiseMissile_C_1) CONTENT: Firearms(/Engine/Transient.REINST_PrimalItem_WeaponTekCruiseMissile_C_1) LITERAL: Check for Fish Incrementally(/Game/Genesis/Weapons/FishingNet/ProjFishingNet.ProjFishingNet:ReceiveBeginPlay.K2Node_CallFunction_419905) LITERAL: Check for Fish Incrementally(/Game/Genesis/Weapons/FishingNet/ProjFishingNet.ProjFishingNet:BPProjectileBounced.K2Node_CallFunction_648482) LITERAL: Check for Fish Incrementally(/Game/Genesis/Weapons/FishingNet/ProjFishingNet.ProjFishingNet:Check For Fish Incrementally.K2Node_CallFunction_648484) LITERAL: Check for Fish Incrementally(/Game/Genesis/Weapons/FishingNet/ProjFishingNet.ProjFishingNet:Check For Fish Incrementally.K2Node_CallFunction_265218) LITERAL: Caught Fish: (/Game/Genesis/Weapons/FishingNet/Buff_FishingNetXrayVision.Buff_FishingNetXrayVision:BPGetHUDElements.K2Node_CallFunction_168159) CONTENT: rare resources(/Game/Genesis/Weapons/FishingNet/LootItemSet_NetFishing.Default__LootItemSet_NetFishing_C) CONTENT: common resources(/Game/Genesis/Weapons/FishingNet/LootItemSet_NetFishing.Default__LootItemSet_NetFishing_C) CONTENT: fish meat(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSet_BaseMeatFishingNet.Default__LootItemSet_BaseMeatFishingNet_C) CONTENT: prime fish meat(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSet_BaseMeatFishingNet.Default__LootItemSet_BaseMeatFishingNet_C) LITERAL: backup cancel timer(/Game/Genesis/Weapons/FishingNet/WeapFishingNet.WeapFishingNet:cancelling cast during reel casting or casted.K2Node_CallFunction_223053) LITERAL: backup cancel timer(/Game/Genesis/Weapons/FishingNet/WeapFishingNet.WeapFishingNet:EventGraph.K2Node_CallFunction_224821) LITERAL: Restrict Reel Client(/Game/Genesis/Weapons/FishingNet/WeapFishingNet.WeapFishingNet:EventGraph.K2Node_CallFunction_261801) LITERAL: Play Hooked Fish HLNA Reaction(/Game/Genesis/Weapons/FishingNet/WeapFishingNet.WeapFishingNet:EventGraph.K2Node_CallFunction_277599) LITERAL: Restrict Reel Anim And Sound(/Game/Genesis/Weapons/FishingNet/WeapFishingNet.WeapFishingNet:EventGraph.K2Node_CallFunction_304034) LITERAL: Restrict Reel Anim And Sound(/Game/Genesis/Weapons/FishingNet/WeapFishingNet.WeapFishingNet:EventGraph.K2Node_CallFunction_310326) LITERAL: FishStruggle(/Game/Genesis/Weapons/FishingNet/WeapFishingNet.WeapFishingNet:EventGraph.K2Node_CallFunction_432913) LITERAL: Restrict Reel Server(/Game/Genesis/Weapons/FishingNet/WeapFishingNet.WeapFishingNet:EventGraph.K2Node_CallFunction_53602) LITERAL: Restrict Reel Server(/Game/Genesis/Weapons/FishingNet/WeapFishingNet.WeapFishingNet:EventGraph.K2Node_CallFunction_55717) LITERAL: Restrict Reel Client(/Game/Genesis/Weapons/FishingNet/WeapFishingNet.WeapFishingNet:EventGraph.K2Node_CallFunction_55718) LITERAL: Restrict Auto Reel(/Game/Genesis/Weapons/FishingNet/WeapFishingNet.WeapFishingNet:EventGraph.K2Node_CallFunction_55719) LITERAL: FishStruggle(/Game/Genesis/Weapons/FishingNet/WeapFishingNet.WeapFishingNet:FishStruggle.K2Node_CallFunction_271836) LITERAL: Delay Showing Fpv Mesh A Bit Longer(/Game/Genesis/Weapons/FishingNet/WeapFishingNet.WeapFishingNet:force idle anim while moving.K2Node_CallFunction_237827) LITERAL: Delay Showing Fpv Mesh A Bit Longer(/Game/Genesis/Weapons/FishingNet/WeapFishingNet.WeapFishingNet:force idle anim while moving.K2Node_CallFunction_239883) LITERAL: backup cancel timer(/Game/Genesis/Weapons/FishingNet/WeapFishingNet.WeapFishingNet:Fully Catch Fish In Net.K2Node_CallFunction_223053) LITERAL: PlayFishAttackAnimation(/Game/Genesis/Weapons/FishingNet/WeapFishingNet.WeapFishingNet:On Fish Released.K2Node_CallFunction_291472) LITERAL: PlayFishAttackAnimation(/Game/Genesis/Weapons/FishingNet/WeapFishingNet.WeapFishingNet:On Fish Snared.K2Node_CallFunction_15724) LITERAL: Server Occasional Timer Events(/Game/Genesis/Weapons/FishingNet/WeapFishingNet.WeapFishingNet:ReceiveBeginPlay.K2Node_CallFunction_972189) LITERAL: Delay Showing Fpv Mesh A Bit Longer(/Game/Genesis/Weapons/FishingNet/WeapFishingNet.WeapFishingNet:ReceiveTick.K2Node_CallFunction_237827) LITERAL: Delay Showing Fpv Mesh A Bit Longer(/Game/Genesis/Weapons/FishingNet/WeapFishingNet.WeapFishingNet:ReceiveTick.K2Node_CallFunction_239883) LITERAL: Ended Snaring(/Game/Genesis/Weapons/FishingNet/WeapFishingNet.WeapFishingNet:release fish.K2Node_CallFunction_288116) LITERAL: {YouCaught} {FishQuantity} {FishString}: {TotalWeightString} {FishTotalWeight}!(/Game/Genesis/Weapons/FishingNet/WeapFishingNet.WeapFishingNet:Send Caught Fish Message to Player.K2Node_FormatText_372) LITERAL: Snared(/Game/Genesis/Weapons/FishingNet/WeapFishingNet.WeapFishingNet:snare fish.K2Node_CallFunction_266267) LITERAL: Snared(/Game/Genesis/Weapons/FishingNet/WeapFishingNet.WeapFishingNet:snare fish.K2Node_CallFunction_39240) LITERAL: {YouCaught} {FishQuantity} {FishString}: {TotalWeightString} {FishTotalWeight}!(/Game/Genesis/Weapons/FishingNet/WeapFishingNet.WeapFishingNet:EdGraph_76460.K2Node_CallFunction_194884) LITERAL: YouCaught(/Game/Genesis/Weapons/FishingNet/WeapFishingNet.WeapFishingNet:EdGraph_76460.K2Node_MakeStruct_1515) LITERAL: FishQuantity(/Game/Genesis/Weapons/FishingNet/WeapFishingNet.WeapFishingNet:EdGraph_76460.K2Node_MakeStruct_1516) LITERAL: FishString(/Game/Genesis/Weapons/FishingNet/WeapFishingNet.WeapFishingNet:EdGraph_76460.K2Node_MakeStruct_1517) LITERAL: TotalWeightString(/Game/Genesis/Weapons/FishingNet/WeapFishingNet.WeapFishingNet:EdGraph_76460.K2Node_MakeStruct_1518) LITERAL: FishTotalWeight(/Game/Genesis/Weapons/FishingNet/WeapFishingNet.WeapFishingNet:EdGraph_76460.K2Node_MakeStruct_1519) CONTENT: Fish Net(/Game/Genesis/Weapons/FishingNet/PrimalItem_WeaponFishingNet.Default__PrimalItem_WeaponFishingNet_C) CONTENT: Wind up and throw it to catch nearby fish.(/Game/Genesis/Weapons/FishingNet/PrimalItem_WeaponFishingNet.Default__PrimalItem_WeaponFishingNet_C) CONTENT: Weapons(/Game/Genesis/Weapons/FishingNet/PrimalItem_WeaponFishingNet.Default__PrimalItem_WeaponFishingNet_C) CONTENT: Primitive(/Game/Genesis/Weapons/FishingNet/PrimalItem_WeaponFishingNet.Default__PrimalItem_WeaponFishingNet_C) CONTENT: Ranged(/Game/Genesis/Weapons/FishingNet/PrimalItem_WeaponFishingNet.Default__PrimalItem_WeaponFishingNet_C) CONTENT: Mining Drill(/Game/Genesis/Weapons/MiningDrill/PrimalItem_WeaponMiningDrill.Default__PrimalItem_WeaponMiningDrill_C) CONTENT: An incredibly effective gasoline-powered harvesting tool that utilizes an energy beam to collect valuable resources at distance.(/Game/Genesis/Weapons/MiningDrill/PrimalItem_WeaponMiningDrill.Default__PrimalItem_WeaponMiningDrill_C) CONTENT: Weapons(/Game/Genesis/Weapons/MiningDrill/PrimalItem_WeaponMiningDrill.Default__PrimalItem_WeaponMiningDrill_C) CONTENT: Ranged(/Game/Genesis/Weapons/MiningDrill/PrimalItem_WeaponMiningDrill.Default__PrimalItem_WeaponMiningDrill_C) LITERAL: Hell2o(/Game/Genesis/Weapons/TekGrenadeLauncher/WeapTekGrenadeLauncher.WeapTekGrenadeLauncher:BP_OnReloadNotify.K2Node_CallFunction_133087) LITERAL: FinishedReloadSequence(/Game/Genesis/Weapons/TekGrenadeLauncher/WeapTekGrenadeLauncher.WeapTekGrenadeLauncher:BP_OnReloadNotify.K2Node_CallFunction_147074) LITERAL: FinishedFullReload(/Game/Genesis/Weapons/TekGrenadeLauncher/WeapTekGrenadeLauncher.WeapTekGrenadeLauncher:BP_OnReloadNotify.K2Node_CallFunction_159270) LITERAL: ClientInit(/Game/Genesis/Weapons/TekGrenadeLauncher/WeapTekGrenadeLauncher.WeapTekGrenadeLauncher:ClientInit.K2Node_CallFunction_162504) LITERAL: hello3(/Game/Genesis/Weapons/TekGrenadeLauncher/WeapTekGrenadeLauncher.WeapTekGrenadeLauncher:EventGraph.K2Node_CallFunction_161529) LITERAL: FinishedReloadSequence(/Game/Genesis/Weapons/TekGrenadeLauncher/WeapTekGrenadeLauncher.WeapTekGrenadeLauncher:EventGraph.K2Node_CallFunction_172207) LITERAL: FinishedReloadSequence(/Game/Genesis/Weapons/TekGrenadeLauncher/WeapTekGrenadeLauncher.WeapTekGrenadeLauncher:EventGraph.K2Node_CallFunction_176333) LITERAL: FinishedReloadSequence(/Game/Genesis/Weapons/TekGrenadeLauncher/WeapTekGrenadeLauncher.WeapTekGrenadeLauncher:EventGraph.K2Node_CallFunction_217310) LITERAL: FinishedReloadSequence(/Game/Genesis/Weapons/TekGrenadeLauncher/WeapTekGrenadeLauncher.WeapTekGrenadeLauncher:EventGraph.K2Node_CallFunction_68949) LITERAL: {0} {1}(/Game/Genesis/Weapons/TekGrenadeLauncher/WeapTekGrenadeLauncher.WeapTekGrenadeLauncher:GetCurrentSlotAdvancement.K2Node_FormatText_197) LITERAL: FinishedReloadSequence(/Game/Genesis/Weapons/TekGrenadeLauncher/WeapTekGrenadeLauncher.WeapTekGrenadeLauncher:ReceiveBeginPlay.K2Node_CallFunction_172207) LITERAL: Hello(/Game/Genesis/Weapons/TekGrenadeLauncher/WeapTekGrenadeLauncher.WeapTekGrenadeLauncher:StartSecondaryActionEvent.K2Node_CallFunction_132616) LITERAL: -------------------(/Game/Genesis/Weapons/TekGrenadeLauncher/WeapTekGrenadeLauncher.WeapTekGrenadeLauncher:UpdateSlotMeshes.K2Node_CallFunction_226133) LITERAL: slot {slot}: item type: {item}, ammo type: {type}, mesh: {mesh}(/Game/Genesis/Weapons/TekGrenadeLauncher/WeapTekGrenadeLauncher.WeapTekGrenadeLauncher:UpdateSlotMeshes.K2Node_FormatText_153) CONTENT: Tek Grenade Launcher(/Engine/Transient.REINST_Buff_TekGrenadeLauncherHelper_C_0) LITERAL: Slot {slot}(/Game/Genesis/Weapons/TekGrenadeLauncher/Buff_TekGrenadeLauncherHelper.Buff_TekGrenadeLauncherHelper:EventGraph.K2Node_FormatText_81) LITERAL: 1 / (/Game/Genesis/Weapons/TekGrenadeLauncher/Buff_TekGrenadeLauncherHelper.Buff_TekGrenadeLauncherHelper:SyncHUDElementSlots.K2Node_CallFunction_151475) LITERAL: 0 / (/Game/Genesis/Weapons/TekGrenadeLauncher/Buff_TekGrenadeLauncherHelper.Buff_TekGrenadeLauncherHelper:SyncHUDElementSlots.K2Node_CallFunction_151475) LITERAL: Slot {num} ({current})(/Game/Genesis/Weapons/TekGrenadeLauncher/Buff_TekGrenadeLauncherHelper.Buff_TekGrenadeLauncherHelper:Generate Slot Wheel EntriesMU.K2Node_FormatText_75) LITERAL: All Slots(/Game/Genesis/Weapons/TekGrenadeLauncher/Buff_TekGrenadeLauncherHelper.Buff_TekGrenadeLauncherHelper:Generate Slot Wheel EntriesMU.K2Node_MakeStruct_1701) LITERAL: OnAmmoTypeUnloaded(/Game/Genesis/Weapons/TekGrenadeLauncher/Buff_TekGrenadeLauncherHelper.Buff_TekGrenadeLauncherHelper:Generate Slot Wheel EntriesMU.K2Node_MakeStruct_1555) LITERAL: Unload (/Game/Genesis/Weapons/TekGrenadeLauncher/Buff_TekGrenadeLauncherHelper.Buff_TekGrenadeLauncherHelper:Generate Slot Wheel EntriesMU.K2Node_CallFunction_183693) LITERAL: [Back](/Game/Genesis/Weapons/TekGrenadeLauncher/Buff_TekGrenadeLauncherHelper.Buff_TekGrenadeLauncherHelper:Generate Slot Wheel EntriesMU.K2Node_MakeStruct_2091) LITERAL: Slot (/Game/Genesis/Weapons/TekGrenadeLauncher/Buff_TekGrenadeLauncherHelper.Buff_TekGrenadeLauncherHelper:Generate Slot Wheel EntriesMU.K2Node_CallFunction_253142) LITERAL: ((/Game/Genesis/Weapons/TekGrenadeLauncher/Buff_TekGrenadeLauncherHelper.Buff_TekGrenadeLauncherHelper:Generate Slot Wheel EntriesMU.K2Node_CallFunction_253142) LITERAL: )(/Game/Genesis/Weapons/TekGrenadeLauncher/Buff_TekGrenadeLauncherHelper.Buff_TekGrenadeLauncherHelper:Generate Slot Wheel EntriesMU.K2Node_CallFunction_251813) LITERAL: OnAmmoTypeSelected(/Game/Genesis/Weapons/TekGrenadeLauncher/Buff_TekGrenadeLauncherHelper.Buff_TekGrenadeLauncherHelper:GenerateAmmoWheelEntries.K2Node_MakeStruct_3847) LITERAL: [Back](/Game/Genesis/Weapons/TekGrenadeLauncher/Buff_TekGrenadeLauncherHelper.Buff_TekGrenadeLauncherHelper:GenerateAmmoWheelEntries.K2Node_MakeStruct_3847) LITERAL: OnAmmoTypeUnloaded(/Game/Genesis/Weapons/TekGrenadeLauncher/Buff_TekGrenadeLauncherHelper.Buff_TekGrenadeLauncherHelper:GenerateAmmoWheelEntries.K2Node_MakeStruct_1555) LITERAL: Unload (/Game/Genesis/Weapons/TekGrenadeLauncher/Buff_TekGrenadeLauncherHelper.Buff_TekGrenadeLauncherHelper:GenerateAmmoWheelEntries.K2Node_CallFunction_183693) LITERAL: InitWeapon(/Game/Genesis/Weapons/TekGrenadeLauncher/Buff_TekGrenadeLauncherHelper.Buff_TekGrenadeLauncherHelper:InitWeapon.K2Node_CallFunction_400524) LITERAL: Slot {num} ({current})(/Game/Genesis/Weapons/TekGrenadeLauncher/Buff_TekGrenadeLauncherHelper.Buff_TekGrenadeLauncherHelper:Generate Slot Wheel Entries.K2Node_FormatText_75) LITERAL: All Slots(/Game/Genesis/Weapons/TekGrenadeLauncher/Buff_TekGrenadeLauncherHelper.Buff_TekGrenadeLauncherHelper:Generate Slot Wheel Entries.K2Node_SetFieldsInStruct_1) CONTENT: Tek Grenade Launcher(/Engine/Transient.Default__REINST_Buff_TekGrenadeLauncherHelper_C_21414) LITERAL: Slot {slot}(/Game/Genesis/Weapons/TekGrenadeLauncher/Buff_TekGrenadeLauncherHelper.Buff_TekGrenadeLauncherHelper:ExecuteUbergraph_Buff_TekGrenadeLauncherHelper.K2Node_CallFunction_195112) LITERAL: slot(/Game/Genesis/Weapons/TekGrenadeLauncher/Buff_TekGrenadeLauncherHelper.Buff_TekGrenadeLauncherHelper:ExecuteUbergraph_Buff_TekGrenadeLauncherHelper.K2Node_MakeStruct_1520) LITERAL: Slot {num} ({current})(/Game/Genesis/Weapons/TekGrenadeLauncher/Buff_TekGrenadeLauncherHelper.Buff_TekGrenadeLauncherHelper:EdGraph_76634.K2Node_CallFunction_195134) LITERAL: num(/Game/Genesis/Weapons/TekGrenadeLauncher/Buff_TekGrenadeLauncherHelper.Buff_TekGrenadeLauncherHelper:EdGraph_76634.K2Node_MakeStruct_1521) LITERAL: current(/Game/Genesis/Weapons/TekGrenadeLauncher/Buff_TekGrenadeLauncherHelper.Buff_TekGrenadeLauncherHelper:EdGraph_76634.K2Node_MakeStruct_1522) LITERAL: Slot {num} ({current})(/Game/Genesis/Weapons/TekGrenadeLauncher/Buff_TekGrenadeLauncherHelper.Buff_TekGrenadeLauncherHelper:EdGraph_76651.K2Node_CallFunction_195146) LITERAL: num(/Game/Genesis/Weapons/TekGrenadeLauncher/Buff_TekGrenadeLauncherHelper.Buff_TekGrenadeLauncherHelper:EdGraph_76651.K2Node_MakeStruct_1523) LITERAL: current(/Game/Genesis/Weapons/TekGrenadeLauncher/Buff_TekGrenadeLauncherHelper.Buff_TekGrenadeLauncherHelper:EdGraph_76651.K2Node_MakeStruct_1524) CONTENT: Tek Grenade Launcher(/Engine/Transient.REINST_Buff_TekGrenadeLauncherHelper_C_1) CONTENT: Smoke Grenade(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_GasGrenade.Default__PrimalItem_GasGrenade_C) CONTENT: Releases a lot of smoke to obscure your plans. Pulling the pin starts a 5 second timer to an explosion.(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_GasGrenade.Default__PrimalItem_GasGrenade_C) CONTENT: Weapons(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_GasGrenade.Default__PrimalItem_GasGrenade_C) CONTENT: Explosive(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_GasGrenade.Default__PrimalItem_GasGrenade_C) LITERAL: slot {slot}: item type: {item}, ammo type: {type}, mesh: {mesh}(/Game/Genesis/Weapons/TekGrenadeLauncher/WeapTekGrenadeLauncher.WeapTekGrenadeLauncher:EdGraph_76818.K2Node_CallFunction_195865) LITERAL: slot(/Game/Genesis/Weapons/TekGrenadeLauncher/WeapTekGrenadeLauncher.WeapTekGrenadeLauncher:EdGraph_76818.K2Node_MakeStruct_1529) LITERAL: item(/Game/Genesis/Weapons/TekGrenadeLauncher/WeapTekGrenadeLauncher.WeapTekGrenadeLauncher:EdGraph_76818.K2Node_MakeStruct_1530) LITERAL: type(/Game/Genesis/Weapons/TekGrenadeLauncher/WeapTekGrenadeLauncher.WeapTekGrenadeLauncher:EdGraph_76818.K2Node_MakeStruct_1531) LITERAL: mesh(/Game/Genesis/Weapons/TekGrenadeLauncher/WeapTekGrenadeLauncher.WeapTekGrenadeLauncher:EdGraph_76818.K2Node_MakeStruct_1532) LITERAL: {0} {1}(/Game/Genesis/Weapons/TekGrenadeLauncher/WeapTekGrenadeLauncher.WeapTekGrenadeLauncher:EdGraph_76841.K2Node_CallFunction_195878) LITERAL: 0(/Game/Genesis/Weapons/TekGrenadeLauncher/WeapTekGrenadeLauncher.WeapTekGrenadeLauncher:EdGraph_76841.K2Node_MakeStruct_1533) LITERAL: 1(/Game/Genesis/Weapons/TekGrenadeLauncher/WeapTekGrenadeLauncher.WeapTekGrenadeLauncher:EdGraph_76841.K2Node_MakeStruct_1534) CONTENT: Tek Grenade Launcher(/Engine/Transient.REINST_PrimalItem_WeaponTekGrenadeLauncher_C_0) CONTENT: An advanced launcher that can shoot various grenade types and can enable on-impact explosions. Equipping this requires learning its Tekgram.(/Engine/Transient.REINST_PrimalItem_WeaponTekGrenadeLauncher_C_0) CONTENT: Weapons(/Engine/Transient.REINST_PrimalItem_WeaponTekGrenadeLauncher_C_0) CONTENT: Ranged(/Engine/Transient.REINST_PrimalItem_WeaponTekGrenadeLauncher_C_0) LITERAL: Loaded(/Game/Genesis/Weapons/TekGrenadeLauncher/PrimalItem_WeaponTekGrenadeLauncher.PrimalItem_WeaponTekGrenadeLauncher:BPGetItemDescription.K2Node_CallFunction_342752) LITERAL: Empty(/Game/Genesis/Weapons/TekGrenadeLauncher/PrimalItem_WeaponTekGrenadeLauncher.PrimalItem_WeaponTekGrenadeLauncher:BPGetItemDescription.K2Node_CallFunction_342752) LITERAL: Slot {slot_idx} : {item_name} ({qty})(/Game/Genesis/Weapons/TekGrenadeLauncher/PrimalItem_WeaponTekGrenadeLauncher.PrimalItem_WeaponTekGrenadeLauncher:BPGetItemDescription.K2Node_FormatText_142) CONTENT: Tek Grenade Launcher(/Engine/Transient.Default__REINST_PrimalItem_WeaponTekGrenadeLauncher_C_21446) CONTENT: An advanced launcher that can shoot various grenade types and can enable on-impact explosions. Equipping this requires learning its Tekgram.(/Engine/Transient.Default__REINST_PrimalItem_WeaponTekGrenadeLauncher_C_21446) CONTENT: Weapons(/Engine/Transient.Default__REINST_PrimalItem_WeaponTekGrenadeLauncher_C_21446) CONTENT: Ranged(/Engine/Transient.Default__REINST_PrimalItem_WeaponTekGrenadeLauncher_C_21446) LITERAL: Slot {slot_idx} : {item_name} ({qty})(/Game/Genesis/Weapons/TekGrenadeLauncher/PrimalItem_WeaponTekGrenadeLauncher.PrimalItem_WeaponTekGrenadeLauncher:EdGraph_76856.K2Node_CallFunction_195913) LITERAL: slot_idx(/Game/Genesis/Weapons/TekGrenadeLauncher/PrimalItem_WeaponTekGrenadeLauncher.PrimalItem_WeaponTekGrenadeLauncher:EdGraph_76856.K2Node_MakeStruct_1535) LITERAL: item_name(/Game/Genesis/Weapons/TekGrenadeLauncher/PrimalItem_WeaponTekGrenadeLauncher.PrimalItem_WeaponTekGrenadeLauncher:EdGraph_76856.K2Node_MakeStruct_1536) LITERAL: qty(/Game/Genesis/Weapons/TekGrenadeLauncher/PrimalItem_WeaponTekGrenadeLauncher.PrimalItem_WeaponTekGrenadeLauncher:EdGraph_76856.K2Node_MakeStruct_1537) CONTENT: Tek Grenade Launcher(/Engine/Transient.REINST_PrimalItem_WeaponTekGrenadeLauncher_C_1) CONTENT: An advanced launcher that can shoot various grenade types and can enable on-impact explosions. Equipping this requires learning its Tekgram.(/Engine/Transient.REINST_PrimalItem_WeaponTekGrenadeLauncher_C_1) CONTENT: Weapons(/Engine/Transient.REINST_PrimalItem_WeaponTekGrenadeLauncher_C_1) CONTENT: Ranged(/Engine/Transient.REINST_PrimalItem_WeaponTekGrenadeLauncher_C_1) CONTENT: Blocking(/Engine/Transient.REINST_Buff_TekClaw_Owner_Blocking_C_0) CONTENT: Blocking(/Engine/Transient.Default__REINST_Buff_TekClaw_Owner_Blocking_C_21453) CONTENT: Blocking(/Engine/Transient.REINST_Buff_TekClaw_Owner_Blocking_C_1) CONTENT: Shredded(/Engine/Transient.REINST_Buff_TekClaw_Target_MaxPower_C_0) CONTENT: Shredded(/Engine/Transient.Default__REINST_Buff_TekClaw_Target_MaxPower_C_21460) CONTENT: Shredded(/Engine/Transient.REINST_Buff_TekClaw_Target_MaxPower_C_1) CONTENT: Maximum Blade Power(/Engine/Transient.REINST_Buff_TekClaw_Owner_MaxPower_C_0) CONTENT: Maximum Blade Power(/Engine/Transient.Default__REINST_Buff_TekClaw_Owner_MaxPower_C_21467) CONTENT: Maximum Blade Power(/Engine/Transient.REINST_Buff_TekClaw_Owner_MaxPower_C_1) CONTENT: Tek Claws(/Engine/Transient.REINST_PrimalItem_WeaponTekClaws_C_0) CONTENT: Rips through metal and armor when infused with Element and can chain hits to temporarily increase their speed and damage. Equipping this requires learning its Tekgram.(/Engine/Transient.REINST_PrimalItem_WeaponTekClaws_C_0) CONTENT: Weapons(/Engine/Transient.REINST_PrimalItem_WeaponTekClaws_C_0) CONTENT: Melee(/Engine/Transient.REINST_PrimalItem_WeaponTekClaws_C_0) CONTENT: Tek Claws(/Engine/Transient.Default__REINST_PrimalItem_WeaponTekClaws_C_21488) CONTENT: Rips through metal and armor when infused with Element and can chain hits to temporarily increase their speed and damage. Equipping this requires learning its Tekgram.(/Engine/Transient.Default__REINST_PrimalItem_WeaponTekClaws_C_21488) CONTENT: Weapons(/Engine/Transient.Default__REINST_PrimalItem_WeaponTekClaws_C_21488) CONTENT: Melee(/Engine/Transient.Default__REINST_PrimalItem_WeaponTekClaws_C_21488) CONTENT: Tek Claws(/Engine/Transient.REINST_PrimalItem_WeaponTekClaws_C_1) CONTENT: Rips through metal and armor when infused with Element and can chain hits to temporarily increase their speed and damage. Equipping this requires learning its Tekgram.(/Engine/Transient.REINST_PrimalItem_WeaponTekClaws_C_1) CONTENT: Weapons(/Engine/Transient.REINST_PrimalItem_WeaponTekClaws_C_1) CONTENT: Melee(/Engine/Transient.REINST_PrimalItem_WeaponTekClaws_C_1) CONTENT: Front(/Engine/Transient.REINST_Canoe_BP_C_0) CONTENT: Center(/Engine/Transient.REINST_Canoe_BP_C_0) CONTENT: Rear(/Engine/Transient.REINST_Canoe_BP_C_0) CONTENT: Canoe(/Engine/Transient.REINST_Canoe_BP_C_0) CONTENT: Canoe(/Engine/Transient.REINST_PrimalItemCanoe_C_0) CONTENT: Watercraft that can be paddled on water. Can accomodate up to 3 passengers. Its storage reduces spoil time!(/Engine/Transient.REINST_PrimalItemCanoe_C_0) CONTENT: HP(/Engine/Transient.REINST_PrimalItemCanoe_C_0) CONTENT: Health(/Engine/Transient.REINST_PrimalItemCanoe_C_0) CONTENT: Misc(/Engine/Transient.REINST_PrimalItemCanoe_C_0) LITERAL: Pickup Canoe(/Game/Genesis2/Dinos/Canoe/Canoe_BP.Canoe_BP:BPGetMultiUseEntries.K2Node_MakeStruct_1884) LITERAL: NOPE(/Game/Genesis2/Dinos/Canoe/Canoe_BP.Canoe_BP:BPModifyDesiredRotation.K2Node_CallFunction_176028) LITERAL: Curr Canoe Rot Speed: (/Game/Genesis2/Dinos/Canoe/Canoe_BP.Canoe_BP:BPModifyDesiredRotation.K2Node_CallFunction_225872) LITERAL: (/Game/Genesis2/Dinos/Canoe/Canoe_BP.Canoe_BP:BPModifyDesiredRotation.K2Node_CallFunction_225872) LITERAL: CANOE GROUNDED(/Game/Genesis2/Dinos/Canoe/Canoe_BP.Canoe_BP:BPOnMovementModeChangedNotify.K2Node_CallFunction_191028) LITERAL: Color(/Game/Genesis2/Dinos/Canoe/Canoe_BP.Canoe_BP:BPOnRefreshColorization.K2Node_CallFunction_141678) LITERAL: [{PassengerNum}]: Saved Forward Axis: {ForwardInput} || Saved Right Axis: {RightInput}(/Game/Genesis2/Dinos/Canoe/Canoe_BP.Canoe_BP:ConvertServerReceivedPassengerInputsIntoVector2Ds.K2Node_FormatText_227) LITERAL: Canoe Vel: (/Game/Genesis2/Dinos/Canoe/Canoe_BP.Canoe_BP:DebugCanoeMovementVars.K2Node_CallFunction_195448) LITERAL: Canoe Accel: (/Game/Genesis2/Dinos/Canoe/Canoe_BP.Canoe_BP:DebugCanoeMovementVars.K2Node_CallFunction_322522) LITERAL: Max Speed: (/Game/Genesis2/Dinos/Canoe/Canoe_BP.Canoe_BP:DebugPerPassengerMovementVars.K2Node_CallFunction_180557) LITERAL: Max Accel: (/Game/Genesis2/Dinos/Canoe/Canoe_BP.Canoe_BP:DebugPerPassengerMovementVars.K2Node_CallFunction_180559) LITERAL: Rot Rate: (/Game/Genesis2/Dinos/Canoe/Canoe_BP.Canoe_BP:DebugPerPassengerMovementVars.K2Node_CallFunction_180561) LITERAL: Rot Accel: (/Game/Genesis2/Dinos/Canoe/Canoe_BP.Canoe_BP:DebugPerPassengerMovementVars.K2Node_CallFunction_180563) LITERAL: Analogue Input Modifier: (/Game/Genesis2/Dinos/Canoe/Canoe_BP.Canoe_BP:DebugPrintReplicatedInputs.K2Node_CallFunction_133163) LITERAL: Avg Forward Input: {ForwardInput} || Avg Right Input: {RightInput}(/Game/Genesis2/Dinos/Canoe/Canoe_BP.Canoe_BP:DebugPrintReplicatedInputs.K2Node_FormatText_227) LITERAL: Passenger (/Game/Genesis2/Dinos/Canoe/Canoe_BP.Canoe_BP:GetCurrentPassengerAxisInputs.K2Node_CallFunction_185466) LITERAL: : (/Game/Genesis2/Dinos/Canoe/Canoe_BP.Canoe_BP:GetCurrentPassengerAxisInputs.K2Node_CallFunction_185466) LITERAL: Avg Forward Input: {ForwardInput} ({NumForward}) || Avg Right Input: {RightInput} ({NumRight})(/Game/Genesis2/Dinos/Canoe/Canoe_BP.Canoe_BP:GetCurrentPassengerAxisInputs.K2Node_FormatText_227) LITERAL: [Packed] Forward: (/Game/Genesis2/Dinos/Canoe/Canoe_BP.Canoe_BP:PackReplicatedPassengerInputs.K2Node_CallFunction_186128) LITERAL: Right: (/Game/Genesis2/Dinos/Canoe/Canoe_BP.Canoe_BP:PackReplicatedPassengerInputs.K2Node_CallFunction_186225) LITERAL: ===========================================(/Game/Genesis2/Dinos/Canoe/Canoe_BP.Canoe_BP:ReceivedSavedPassengerInputStruct.K2Node_CallFunction_154262) LITERAL: WARNING :: FORWARD INPUT QUEUE FULL!!(/Game/Genesis2/Dinos/Canoe/Canoe_BP.Canoe_BP:ReceivedSavedPassengerInputStruct.K2Node_CallFunction_261474) LITERAL: WARNING :: RIGHT INPUT QUEUE FULL!!(/Game/Genesis2/Dinos/Canoe/Canoe_BP.Canoe_BP:ReceivedSavedPassengerInputStruct.K2Node_CallFunction_269968) LITERAL: T: (/Game/Genesis2/Dinos/Canoe/Canoe_BP.Canoe_BP:ReceivedSavedPassengerInputStruct.K2Node_CallFunction_372306) LITERAL: F: (/Game/Genesis2/Dinos/Canoe/Canoe_BP.Canoe_BP:ReceivedSavedPassengerInputStruct.K2Node_CallFunction_372307) LITERAL: || (/Game/Genesis2/Dinos/Canoe/Canoe_BP.Canoe_BP:ReceivedSavedPassengerInputStruct.K2Node_CallFunction_372307) LITERAL: R: (/Game/Genesis2/Dinos/Canoe/Canoe_BP.Canoe_BP:ReceivedSavedPassengerInputStruct.K2Node_CallFunction_372308) LITERAL: || (/Game/Genesis2/Dinos/Canoe/Canoe_BP.Canoe_BP:ReceivedSavedPassengerInputStruct.K2Node_CallFunction_372308) LITERAL: || (/Game/Genesis2/Dinos/Canoe/Canoe_BP.Canoe_BP:ReceivedSavedPassengerInputStruct.K2Node_CallFunction_372309) LITERAL: [(/Game/Genesis2/Dinos/Canoe/Canoe_BP.Canoe_BP:ReceivedSavedPassengerInputStruct.K2Node_CallFunction_372312) LITERAL: ]: (/Game/Genesis2/Dinos/Canoe/Canoe_BP.Canoe_BP:ReceivedSavedPassengerInputStruct.K2Node_CallFunction_372312) LITERAL: Right Queue: (/Game/Genesis2/Dinos/Canoe/Canoe_BP.Canoe_BP:ReceivedSavedPassengerInputStruct.K2Node_VariableSet_31549) LITERAL: Forward Queue: (/Game/Genesis2/Dinos/Canoe/Canoe_BP.Canoe_BP:ReceivedSavedPassengerInputStruct.K2Node_VariableSet_31550) LITERAL: HIT :: PREVENT LEAVING WATER!(/Game/Genesis2/Dinos/Canoe/Canoe_BP.Canoe_BP:ReceiveHit.K2Node_CallFunction_215797) LITERAL: RESET CANOE SIM VARS(/Game/Genesis2/Dinos/Canoe/Canoe_BP.Canoe_BP:ResetSimCanoeVars.K2Node_CallFunction_260323) LITERAL: [Unpacked] Forward: (/Game/Genesis2/Dinos/Canoe/Canoe_BP.Canoe_BP:UnpackReplicatedPassengerInputs.K2Node_CallFunction_186128) LITERAL: Right: (/Game/Genesis2/Dinos/Canoe/Canoe_BP.Canoe_BP:UnpackReplicatedPassengerInputs.K2Node_CallFunction_186225) LITERAL: Display Beach Input: (/Game/Genesis2/Dinos/Canoe/Canoe_BP.Canoe_BP:UpdateBeachInputHUD.K2Node_CallFunction_250693) LITERAL: (/Game/Genesis2/Dinos/Canoe/Canoe_BP.Canoe_BP:UpdateCanoeHudTextOverlay.K2Node_CallFunction_193334) LITERAL: Prevent exiting water: (/Game/Genesis2/Dinos/Canoe/Canoe_BP.Canoe_BP:UpdatePreventCanoeFromExitingWater.K2Node_CallFunction_215865) LITERAL: BLENDING: (/Game/Genesis2/Dinos/Canoe/SK_Canoe_AnimBlueprint.SK_Canoe_AnimBlueprint:EventGraph.K2Node_CallFunction_271106) LITERAL: General Sync Interp Speed: (/Game/Genesis2/Dinos/Canoe/SK_Canoe_AnimBlueprint.SK_Canoe_AnimBlueprint:UpdateSimCanoeLocationTargets.K2Node_CallFunction_176096) LITERAL: Right Delta: (/Game/Genesis2/Dinos/Canoe/SK_Canoe_AnimBlueprint.SK_Canoe_AnimBlueprint:UpdateSimCanoeLocationTargets.K2Node_CallFunction_171092) LITERAL: Forward Delta: (/Game/Genesis2/Dinos/Canoe/SK_Canoe_AnimBlueprint.SK_Canoe_AnimBlueprint:UpdateSimCanoeLocationTargets.K2Node_CallFunction_171091) LITERAL: Right Target Lerp Speed:(/Game/Genesis2/Dinos/Canoe/SK_Canoe_AnimBlueprint.SK_Canoe_AnimBlueprint:UpdateSimCanoeLocationTargets.K2Node_CallFunction_179364) LITERAL: CORRECT CANOE(/Game/Genesis2/Dinos/Canoe/SK_Canoe_AnimBlueprint.SK_Canoe_AnimBlueprint:CheckForSimCanoeTransformCorrection.K2Node_CallFunction_276555) LITERAL: : (/Game/Genesis2/Dinos/Canoe/PrimalItemCanoe.PrimalItemCanoe:BPGetCustomDurabilityText.K2Node_CallFunction_277159) LITERAL: %(/Game/Genesis2/Dinos/Canoe/PrimalItemCanoe.PrimalItemCanoe:BPGetCustomDurabilityText.K2Node_CallFunction_277158) LITERAL: ((/Game/Genesis2/Dinos/Canoe/PrimalItemCanoe.PrimalItemCanoe:BPGetItemName.K2Node_CallFunction_193662) LITERAL: )(/Game/Genesis2/Dinos/Canoe/PrimalItemCanoe.PrimalItemCanoe:BPGetItemName.K2Node_CallFunction_193663) LITERAL: NoData(/Game/Genesis2/Dinos/Canoe/PrimalItemCanoe.PrimalItemCanoe:SetColors.K2Node_CallFunction_240981) CONTENT: Canoe(/Engine/Transient.Default__REINST_PrimalItemCanoe_C_21501) CONTENT: Watercraft that can be paddled on water. Can accomodate up to 3 passengers. Its storage reduces spoil time!(/Engine/Transient.Default__REINST_PrimalItemCanoe_C_21501) CONTENT: HP(/Engine/Transient.Default__REINST_PrimalItemCanoe_C_21501) CONTENT: Health(/Engine/Transient.Default__REINST_PrimalItemCanoe_C_21501) CONTENT: Misc(/Engine/Transient.Default__REINST_PrimalItemCanoe_C_21501) CONTENT: Canoe(/Engine/Transient.REINST_PrimalItemCanoe_C_1) CONTENT: Watercraft that can be paddled on water. Can accomodate up to 3 passengers. Its storage reduces spoil time!(/Engine/Transient.REINST_PrimalItemCanoe_C_1) CONTENT: HP(/Engine/Transient.REINST_PrimalItemCanoe_C_1) CONTENT: Health(/Engine/Transient.REINST_PrimalItemCanoe_C_1) CONTENT: Misc(/Engine/Transient.REINST_PrimalItemCanoe_C_1) LITERAL: InterpToSocket(/Game/Genesis2/Dinos/Canoe/WeapFists_Oar.WeapFists_Oar:BPAnimNotifyCustomEvent.K2Node_CallFunction_132911) LITERAL: DoneWaiting(/Game/Genesis2/Dinos/Canoe/WeapFists_Oar.WeapFists_Oar:BPAnimNotifyCustomEvent.K2Node_CallFunction_145130) LITERAL: InterpToSocket(/Game/Genesis2/Dinos/Canoe/WeapFists_Oar.WeapFists_Oar:InterpToSocket.K2Node_CallFunction_168215) CONTENT: Water Current(/Engine/Transient.REINST_Buff_WaterCurrentFlowForce_C_0) CONTENT: Water Current(/Engine/Transient.Default__REINST_Buff_WaterCurrentFlowForce_C_21515) CONTENT: Water Current(/Engine/Transient.REINST_Buff_WaterCurrentFlowForce_C_1) CONTENT: Front(/Engine/Transient.Default__REINST_Canoe_BP_C_21531) CONTENT: Center(/Engine/Transient.Default__REINST_Canoe_BP_C_21531) CONTENT: Rear(/Engine/Transient.Default__REINST_Canoe_BP_C_21531) CONTENT: Canoe(/Engine/Transient.Default__REINST_Canoe_BP_C_21531) LITERAL: Avg Forward Input: {ForwardInput} ({NumForward}) || Avg Right Input: {RightInput} ({NumRight})(/Game/Genesis2/Dinos/Canoe/Canoe_BP.Canoe_BP:EdGraph_77516.K2Node_CallFunction_196747) LITERAL: ForwardInput(/Game/Genesis2/Dinos/Canoe/Canoe_BP.Canoe_BP:EdGraph_77516.K2Node_MakeStruct_1538) LITERAL: NumForward(/Game/Genesis2/Dinos/Canoe/Canoe_BP.Canoe_BP:EdGraph_77516.K2Node_MakeStruct_1539) LITERAL: RightInput(/Game/Genesis2/Dinos/Canoe/Canoe_BP.Canoe_BP:EdGraph_77516.K2Node_MakeStruct_1540) LITERAL: NumRight(/Game/Genesis2/Dinos/Canoe/Canoe_BP.Canoe_BP:EdGraph_77516.K2Node_MakeStruct_1541) LITERAL: Avg Forward Input: {ForwardInput} || Avg Right Input: {RightInput}(/Game/Genesis2/Dinos/Canoe/Canoe_BP.Canoe_BP:EdGraph_77573.K2Node_CallFunction_196816) LITERAL: ForwardInput(/Game/Genesis2/Dinos/Canoe/Canoe_BP.Canoe_BP:EdGraph_77573.K2Node_MakeStruct_1542) LITERAL: RightInput(/Game/Genesis2/Dinos/Canoe/Canoe_BP.Canoe_BP:EdGraph_77573.K2Node_MakeStruct_1543) LITERAL: [{PassengerNum}]: Saved Forward Axis: {ForwardInput} || Saved Right Axis: {RightInput}(/Game/Genesis2/Dinos/Canoe/Canoe_BP.Canoe_BP:EdGraph_77591.K2Node_CallFunction_196835) LITERAL: PassengerNum(/Game/Genesis2/Dinos/Canoe/Canoe_BP.Canoe_BP:EdGraph_77591.K2Node_MakeStruct_1544) LITERAL: ForwardInput(/Game/Genesis2/Dinos/Canoe/Canoe_BP.Canoe_BP:EdGraph_77591.K2Node_MakeStruct_1545) LITERAL: RightInput(/Game/Genesis2/Dinos/Canoe/Canoe_BP.Canoe_BP:EdGraph_77591.K2Node_MakeStruct_1546) CONTENT: Front(/Engine/Transient.REINST_Canoe_BP_C_1) CONTENT: Center(/Engine/Transient.REINST_Canoe_BP_C_1) CONTENT: Rear(/Engine/Transient.REINST_Canoe_BP_C_1) CONTENT: Canoe(/Engine/Transient.REINST_Canoe_BP_C_1) CONTENT: Rex Bone Helmet(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Leather/PrimalItemSkin_BoneHelmet.Default__PrimalItemSkin_BoneHelmet_C) CONTENT: You can use this to skin the appearance of a helmet or hat. Provides a scary look!(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Leather/PrimalItemSkin_BoneHelmet.Default__PrimalItemSkin_BoneHelmet_C) CONTENT: Dino Bunny Ears(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Leather/PrimalItemSkin_DinoBunnyHat.Default__PrimalItemSkin_DinoBunnyHat_C) CONTENT: You can use this to skin the appearance of a Saddle. Make your mount look eggcellent!(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Leather/PrimalItemSkin_DinoBunnyHat.Default__PrimalItemSkin_DinoBunnyHat_C) CONTENT: Holiday(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Leather/PrimalItemSkin_DinoBunnyHat.Default__PrimalItemSkin_DinoBunnyHat_C) CONTENT: Cake Slice(/Game/PrimalEarth/CoreBlueprints/Resources/PrimalItemResource_CakeSlice.Default__PrimalItemResource_CakeSlice_C) CONTENT: A delicious piece of birthday cake, recovered from a theiving dodo! Sweet revenge!(/Game/PrimalEarth/CoreBlueprints/Resources/PrimalItemResource_CakeSlice.Default__PrimalItemResource_CakeSlice_C) CONTENT: Dino Party Hat(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Leather/PrimalItemSkin_DinoPartyHat.Default__PrimalItemSkin_DinoPartyHat_C) CONTENT: You can use this to skin the appearance of a Saddle. Make your mount look festive with this jaunty party hat.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Leather/PrimalItemSkin_DinoPartyHat.Default__PrimalItemSkin_DinoPartyHat_C) CONTENT: Holiday(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Leather/PrimalItemSkin_DinoPartyHat.Default__PrimalItemSkin_DinoPartyHat_C) CONTENT: Dino Witch Hat(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Leather/PrimalItemSkin_DinoWitchHat.Default__PrimalItemSkin_DinoWitchHat_C) CONTENT: You can use this to skin the appearance of a Saddle. Make your mount look spellbinding with this haunting witch hat.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Leather/PrimalItemSkin_DinoWitchHat.Default__PrimalItemSkin_DinoWitchHat_C) CONTENT: Fireworks Rocket Launcher(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Leather/PrimalItemSkin_RocketLauncherFireworks.Default__PrimalItemSkin_RocketLauncherFireworks_C) CONTENT: Blow up your enemies with style using these colorful exploding fireworks!(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Leather/PrimalItemSkin_RocketLauncherFireworks.Default__PrimalItemSkin_RocketLauncherFireworks_C) CONTENT: Holiday(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Leather/PrimalItemSkin_RocketLauncherFireworks.Default__PrimalItemSkin_RocketLauncherFireworks_C) CONTENT: Scorched Spike(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Leather/PrimalItemSkin_ScorchedSpear.Default__PrimalItemSkin_ScorchedSpear_C) CONTENT: Frighten your enemies with this imposing Spear or Pike Skin!(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Leather/PrimalItemSkin_ScorchedSpear.Default__PrimalItemSkin_ScorchedSpear_C) CONTENT: Scorched Sword(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Leather/PrimalItemSkin_ScorchedSword.Default__PrimalItemSkin_ScorchedSword_C) CONTENT: You can use this to skin the appearance of a Sword. A noble blade...(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Leather/PrimalItemSkin_ScorchedSword.Default__PrimalItemSkin_ScorchedSword_C) CONTENT: Scorched Torch(/Engine/Transient.REINST_PrimalItemSkin_TorchScorched_C_0) CONTENT: Light up the desert night with this themed Torch Skin!(/Engine/Transient.REINST_PrimalItemSkin_TorchScorched_C_0) CONTENT: Scorched Torch(/Engine/Transient.Default__REINST_PrimalItemSkin_TorchScorched_C_21603) CONTENT: Light up the desert night with this themed Torch Skin!(/Engine/Transient.Default__REINST_PrimalItemSkin_TorchScorched_C_21603) CONTENT: Scorched Torch(/Engine/Transient.REINST_PrimalItemSkin_TorchScorched_C_1) CONTENT: Light up the desert night with this themed Torch Skin!(/Engine/Transient.REINST_PrimalItemSkin_TorchScorched_C_1) CONTENT: Torch Sparkler(/Engine/Transient.REINST_PrimalItemSkin_TorchSparkler_C_0) CONTENT: Celebrate a holiday with sparkles! When applied to a Torch, can also be placed as a Wall Torch.(/Engine/Transient.REINST_PrimalItemSkin_TorchSparkler_C_0) CONTENT: Holiday(/Engine/Transient.REINST_PrimalItemSkin_TorchSparkler_C_0) CONTENT: Torch Sparkler(/Engine/Transient.Default__REINST_PrimalItemSkin_TorchSparkler_C_21617) CONTENT: Celebrate a holiday with sparkles! When applied to a Torch, can also be placed as a Wall Torch.(/Engine/Transient.Default__REINST_PrimalItemSkin_TorchSparkler_C_21617) CONTENT: Holiday(/Engine/Transient.Default__REINST_PrimalItemSkin_TorchSparkler_C_21617) CONTENT: Torch Sparkler(/Engine/Transient.REINST_PrimalItemSkin_TorchSparkler_C_1) CONTENT: Celebrate a holiday with sparkles! When applied to a Torch, can also be placed as a Wall Torch.(/Engine/Transient.REINST_PrimalItemSkin_TorchSparkler_C_1) CONTENT: Holiday(/Engine/Transient.REINST_PrimalItemSkin_TorchSparkler_C_1) CONTENT: Trike Bone Helmet(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Leather/PrimalItemSkin_TrikeSkullHelmet.Default__PrimalItemSkin_TrikeSkullHelmet_C) CONTENT: You can use this to skin the appearance of a helmet or hat. Provides a noble look!(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Leather/PrimalItemSkin_TrikeSkullHelmet.Default__PrimalItemSkin_TrikeSkullHelmet_C) CONTENT: Ichthyosaurus Saddle(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_DolphinSaddle.Default__PrimalItemArmor_DolphinSaddle_C) CONTENT: Equip an Ichthyosaurus with this to ride it.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_DolphinSaddle.Default__PrimalItemArmor_DolphinSaddle_C) CONTENT: Saddles(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_DolphinSaddle.Default__PrimalItemArmor_DolphinSaddle_C) CONTENT: Idle(/Engine/Transient.REINST_Hyaenodon_Character_BP_C_0) CONTENT: Cute(/Engine/Transient.REINST_Hyaenodon_Character_BP_C_0) CONTENT: Action(/Engine/Transient.REINST_Hyaenodon_Character_BP_C_0) CONTENT: Action2(/Engine/Transient.REINST_Hyaenodon_Character_BP_C_0) CONTENT: Move(/Engine/Transient.REINST_Hyaenodon_Character_BP_C_0) CONTENT: Hyaenodon (/Engine/Transient.REINST_Hyaenodon_Character_BP_C_0) CONTENT: Body Main(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Hyaenodon.Default__DinoColorSet_Hyaenodon_C) CONTENT: **Not Used**(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Hyaenodon.Default__DinoColorSet_Hyaenodon_C) CONTENT: **Not Used**(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Hyaenodon.Default__DinoColorSet_Hyaenodon_C) CONTENT: **Not Used**(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Hyaenodon.Default__DinoColorSet_Hyaenodon_C) CONTENT: Body Highlights and spots(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Hyaenodon.Default__DinoColorSet_Hyaenodon_C) CONTENT: Underbelly(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Hyaenodon.Default__DinoColorSet_Hyaenodon_C) LITERAL: Wait {0} to pet(/Game/PrimalEarth/Dinos/Hyaenodon/Hyaenodon_Character_BP.Hyaenodon_Character_BP:BPGetMultiUseEntries.K2Node_FormatText_9) LITERAL: Pet(/Game/PrimalEarth/Dinos/Hyaenodon/Hyaenodon_Character_BP.Hyaenodon_Character_BP:BPGetMultiUseEntries.K2Node_MakeStruct_478) LITERAL: Pack leader is too close to pet(/Game/PrimalEarth/Dinos/Hyaenodon/Hyaenodon_Character_BP.Hyaenodon_Character_BP:BPGetMultiUseEntries.K2Node_MakeStruct_71) LITERAL: Sit Down(/Game/PrimalEarth/Dinos/Hyaenodon/Hyaenodon_Character_BP.Hyaenodon_Character_BP:BPGetMultiUseEntries.K2Node_Select_3) LITERAL: Stand Up(/Game/PrimalEarth/Dinos/Hyaenodon/Hyaenodon_Character_BP.Hyaenodon_Character_BP:BPGetMultiUseEntries.K2Node_Select_3) LITERAL: (/Game/PrimalEarth/Dinos/Hyaenodon/Hyaenodon_Character_BP.Hyaenodon_Character_BP:OnEatFood.K2Node_CallFunction_114444) LITERAL: Adding: (/Game/PrimalEarth/Dinos/Hyaenodon/Hyaenodon_Character_BP.Hyaenodon_Character_BP:OnEatFood.K2Node_CallFunction_114521) CONTENT: Idle(/Engine/Transient.Default__REINST_Hyaenodon_Character_BP_C_21659) CONTENT: Cute(/Engine/Transient.Default__REINST_Hyaenodon_Character_BP_C_21659) CONTENT: Action(/Engine/Transient.Default__REINST_Hyaenodon_Character_BP_C_21659) CONTENT: Action2(/Engine/Transient.Default__REINST_Hyaenodon_Character_BP_C_21659) CONTENT: Move(/Engine/Transient.Default__REINST_Hyaenodon_Character_BP_C_21659) CONTENT: Hyaenodon (/Engine/Transient.Default__REINST_Hyaenodon_Character_BP_C_21659) LITERAL: Wait {0} to pet(/Game/PrimalEarth/Dinos/Hyaenodon/Hyaenodon_Character_BP.Hyaenodon_Character_BP:EdGraph_77928.K2Node_CallFunction_197279) LITERAL: 0(/Game/PrimalEarth/Dinos/Hyaenodon/Hyaenodon_Character_BP.Hyaenodon_Character_BP:EdGraph_77928.K2Node_MakeStruct_1547) CONTENT: Idle(/Engine/Transient.REINST_Hyaenodon_Character_BP_C_1) CONTENT: Cute(/Engine/Transient.REINST_Hyaenodon_Character_BP_C_1) CONTENT: Action(/Engine/Transient.REINST_Hyaenodon_Character_BP_C_1) CONTENT: Action2(/Engine/Transient.REINST_Hyaenodon_Character_BP_C_1) CONTENT: Move(/Engine/Transient.REINST_Hyaenodon_Character_BP_C_1) CONTENT: Hyaenodon (/Engine/Transient.REINST_Hyaenodon_Character_BP_C_1) CONTENT: Hyaenodon Meatpack(/Engine/Transient.REINST_PrimalItemArmor_HyaenodonSaddle_C_0) CONTENT: Equip a Hyaenodon with this to give it increased meat carrying & preservation capability.(/Engine/Transient.REINST_PrimalItemArmor_HyaenodonSaddle_C_0) CONTENT: Saddles(/Engine/Transient.REINST_PrimalItemArmor_HyaenodonSaddle_C_0) CONTENT: Hyaenodon Meatpack(/Engine/Transient.Default__REINST_PrimalItemArmor_HyaenodonSaddle_C_21666) CONTENT: Equip a Hyaenodon with this to give it increased meat carrying & preservation capability.(/Engine/Transient.Default__REINST_PrimalItemArmor_HyaenodonSaddle_C_21666) CONTENT: Saddles(/Engine/Transient.Default__REINST_PrimalItemArmor_HyaenodonSaddle_C_21666) CONTENT: Hyaenodon Meatpack(/Engine/Transient.REINST_PrimalItemArmor_HyaenodonSaddle_C_1) CONTENT: Equip a Hyaenodon with this to give it increased meat carrying & preservation capability.(/Engine/Transient.REINST_PrimalItemArmor_HyaenodonSaddle_C_1) CONTENT: Saddles(/Engine/Transient.REINST_PrimalItemArmor_HyaenodonSaddle_C_1) CONTENT: Iguanodon Saddle(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_IguanodonSaddle.Default__PrimalItemArmor_IguanodonSaddle_C) CONTENT: Equip an Iguanodon with this to ride it.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_IguanodonSaddle.Default__PrimalItemArmor_IguanodonSaddle_C) CONTENT: Saddles(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_IguanodonSaddle.Default__PrimalItemArmor_IguanodonSaddle_C) CONTENT: Kaprosuchus Saddle(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_KaprosuchusSaddle.Default__PrimalItemArmor_KaprosuchusSaddle_C) CONTENT: Equip a Kaprosuchus with this to ride it.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_KaprosuchusSaddle.Default__PrimalItemArmor_KaprosuchusSaddle_C) CONTENT: Saddles(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_KaprosuchusSaddle.Default__PrimalItemArmor_KaprosuchusSaddle_C) CONTENT: Megalodon Saddle(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_MegalodonSaddle.Default__PrimalItemArmor_MegalodonSaddle_C) CONTENT: Equip a Megalodon with this to ride it.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_MegalodonSaddle.Default__PrimalItemArmor_MegalodonSaddle_C) CONTENT: Saddles(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_MegalodonSaddle.Default__PrimalItemArmor_MegalodonSaddle_C) CONTENT: Pachyrhinosaurus Saddle(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_PachyrhinoSaddle.Default__PrimalItemArmor_PachyrhinoSaddle_C) CONTENT: Equip a Pachyrhinosaurus with this to ride it.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_PachyrhinoSaddle.Default__PrimalItemArmor_PachyrhinoSaddle_C) CONTENT: Saddles(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_PachyrhinoSaddle.Default__PrimalItemArmor_PachyrhinoSaddle_C) CONTENT: Board Passenger Seat(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_PachyrhinoSaddle.Default__PrimalItemArmor_PachyrhinoSaddle_C) CONTENT: Pachy Saddle(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_PachySaddle.Default__PrimalItemArmor_PachySaddle_C) CONTENT: Equip a Pachy with this to ride it.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_PachySaddle.Default__PrimalItemArmor_PachySaddle_C) CONTENT: Saddles(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_PachySaddle.Default__PrimalItemArmor_PachySaddle_C) CONTENT: Parasaur Saddle(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_ParaSaddle.Default__PrimalItemArmor_ParaSaddle_C) CONTENT: Equip a Parasaur with this to ride it.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_ParaSaddle.Default__PrimalItemArmor_ParaSaddle_C) CONTENT: Saddles(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_ParaSaddle.Default__PrimalItemArmor_ParaSaddle_C) CONTENT: Parasaur Stylish Saddle(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_ParaSaddle_Launch.Default__PrimalItemArmor_ParaSaddle_Launch_C) CONTENT: Use this on a Parasaurolophus saddle to ride in posh style.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_ParaSaddle_Launch.Default__PrimalItemArmor_ParaSaddle_Launch_C) CONTENT: Saddles(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_ParaSaddle_Launch.Default__PrimalItemArmor_ParaSaddle_Launch_C) CONTENT: Phiomia Saddle(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_PhiomiaSaddle.Default__PrimalItemArmor_PhiomiaSaddle_C) CONTENT: Equip a Phiomia with this to ride it.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_PhiomiaSaddle.Default__PrimalItemArmor_PhiomiaSaddle_C) CONTENT: Saddles(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_PhiomiaSaddle.Default__PrimalItemArmor_PhiomiaSaddle_C) CONTENT: Pteranodon Saddle(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_PteroSaddle.Default__PrimalItemArmor_PteroSaddle_C) CONTENT: Equip a Pteranodon with this to ride it.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_PteroSaddle.Default__PrimalItemArmor_PteroSaddle_C) CONTENT: Saddles(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_PteroSaddle.Default__PrimalItemArmor_PteroSaddle_C) CONTENT: Raptor Saddle(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_RaptorSaddle.Default__PrimalItemArmor_RaptorSaddle_C) CONTENT: Equip a Raptor with this to ride it.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_RaptorSaddle.Default__PrimalItemArmor_RaptorSaddle_C) CONTENT: Saddles(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_RaptorSaddle.Default__PrimalItemArmor_RaptorSaddle_C) CONTENT: Sarco Saddle(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_SarcoSaddle.Default__PrimalItemArmor_SarcoSaddle_C) CONTENT: Equip a Sarco with this to ride it.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_SarcoSaddle.Default__PrimalItemArmor_SarcoSaddle_C) CONTENT: Saddles(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_SarcoSaddle.Default__PrimalItemArmor_SarcoSaddle_C) CONTENT: Pulmonoscorpius Saddle(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_ScorpionSaddle.Default__PrimalItemArmor_ScorpionSaddle_C) CONTENT: Equip a Pulmonoscorpius with this to ride it.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_ScorpionSaddle.Default__PrimalItemArmor_ScorpionSaddle_C) CONTENT: Saddles(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_ScorpionSaddle.Default__PrimalItemArmor_ScorpionSaddle_C) CONTENT: Araneo Saddle(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_SpiderSaddle.Default__PrimalItemArmor_SpiderSaddle_C) CONTENT: Equip an Araneo with this to ride it.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_SpiderSaddle.Default__PrimalItemArmor_SpiderSaddle_C) CONTENT: Saddles(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_SpiderSaddle.Default__PrimalItemArmor_SpiderSaddle_C) CONTENT: Stego Saddle(/Engine/Transient.REINST_PrimalItemArmor_StegoSaddle_C_0) CONTENT: Equip a Stego with this to ride it.(/Engine/Transient.REINST_PrimalItemArmor_StegoSaddle_C_0) CONTENT: Saddles(/Engine/Transient.REINST_PrimalItemArmor_StegoSaddle_C_0) CONTENT: Stego Saddle(/Engine/Transient.Default__REINST_PrimalItemArmor_StegoSaddle_C_21686) CONTENT: Equip a Stego with this to ride it.(/Engine/Transient.Default__REINST_PrimalItemArmor_StegoSaddle_C_21686) CONTENT: Saddles(/Engine/Transient.Default__REINST_PrimalItemArmor_StegoSaddle_C_21686) CONTENT: Stego Saddle(/Engine/Transient.REINST_PrimalItemArmor_StegoSaddle_C_1) CONTENT: Equip a Stego with this to ride it.(/Engine/Transient.REINST_PrimalItemArmor_StegoSaddle_C_1) CONTENT: Saddles(/Engine/Transient.REINST_PrimalItemArmor_StegoSaddle_C_1) CONTENT: Beelzebufo Saddle(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_ToadSaddle.Default__PrimalItemArmor_ToadSaddle_C) CONTENT: Equip a Beelzebufo with this to ride it.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_ToadSaddle.Default__PrimalItemArmor_ToadSaddle_C) CONTENT: Saddles(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_ToadSaddle.Default__PrimalItemArmor_ToadSaddle_C) CONTENT: Trike Saddle(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_TrikeSaddle.Default__PrimalItemArmor_TrikeSaddle_C) CONTENT: Equip a Trike with this to ride it.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_TrikeSaddle.Default__PrimalItemArmor_TrikeSaddle_C) CONTENT: Saddles(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_TrikeSaddle.Default__PrimalItemArmor_TrikeSaddle_C) CONTENT: Carbonemys Saddle(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_TurtleSaddle.Default__PrimalItemArmor_TurtleSaddle_C) CONTENT: Equip a Carbonemys with this to ride it.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_TurtleSaddle.Default__PrimalItemArmor_TurtleSaddle_C) CONTENT: Saddles(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_TurtleSaddle.Default__PrimalItemArmor_TurtleSaddle_C) CONTENT: Procoptodon Bunny Costume(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemCostume_ProcopBunny.Default__PrimalItemCostume_ProcopBunny_C) CONTENT: This costume can be used to make your Procoptodon look eggcellent!(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemCostume_ProcopBunny.Default__PrimalItemCostume_ProcopBunny_C) CONTENT: Holiday(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemCostume_ProcopBunny.Default__PrimalItemCostume_ProcopBunny_C) CONTENT: Megaloceros Reindeer Costume(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemCostume_ReindeerStag.Default__PrimalItemCostume_ReindeerStag_C) CONTENT: This costume can be used to make your Megaloceros look like a festive creature!(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemCostume_ReindeerStag.Default__PrimalItemCostume_ReindeerStag_C) CONTENT: Holiday(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemCostume_ReindeerStag.Default__PrimalItemCostume_ReindeerStag_C) CONTENT: Chibi-Allosaurus(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/ChibiDinos/PrimalItemSkin_ChibiDino_Allosaurus.Default__PrimalItemSkin_ChibiDino_Allosaurus_C) CONTENT: Chibi-Ankylosaurus(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/ChibiDinos/PrimalItemSkin_ChibiDino_Ankylosaurus.Default__PrimalItemSkin_ChibiDino_Ankylosaurus_C) CONTENT: Chibi-Argentavis(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/ChibiDinos/PrimalItemSkin_ChibiDino_Argent.Default__PrimalItemSkin_ChibiDino_Argent_C) CONTENT: Chibi-Baryonyx(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/ChibiDinos/PrimalItemSkin_ChibiDino_Baryonyx.Default__PrimalItemSkin_ChibiDino_Baryonyx_C) CONTENT: Chibi-Bloodstalker(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/ChibiDinos/PrimalItemSkin_ChibiDino_BogSpider.Default__PrimalItemSkin_ChibiDino_BogSpider_C) CONTENT: Chibi-Brontosaurus(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/ChibiDinos/PrimalItemSkin_ChibiDino_Bronto.Default__PrimalItemSkin_ChibiDino_Bronto_C) CONTENT: Chibi-Carbonemys(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/ChibiDinos/PrimalItemSkin_ChibiDino_Carbonemys.Default__PrimalItemSkin_ChibiDino_Carbonemys_C) CONTENT: Chibi-Carno(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/ChibiDinos/PrimalItemSkin_ChibiDino_Carnotaurus.Default__PrimalItemSkin_ChibiDino_Carnotaurus_C) CONTENT: Chibi-Castroides(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/ChibiDinos/PrimalItemSkin_ChibiDino_Castroides.Default__PrimalItemSkin_ChibiDino_Castroides_C) CONTENT: Chibi-Magmasaur(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/ChibiDinos/PrimalItemSkin_ChibiDino_Cherufe.Default__PrimalItemSkin_ChibiDino_Cherufe_C) CONTENT: Chibi-Daeodon(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/ChibiDinos/PrimalItemSkin_ChibiDino_Daeodon.Default__PrimalItemSkin_ChibiDino_Daeodon_C) CONTENT: Chibi-Direbear(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/ChibiDinos/PrimalItemSkin_ChibiDino_Direbear.Default__PrimalItemSkin_ChibiDino_Direbear_C) CONTENT: Chibi-Direwolf(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/ChibiDinos/PrimalItemSkin_ChibiDino_Direwolf.Default__PrimalItemSkin_ChibiDino_Direwolf_C) CONTENT: Chibi-Doedicurus(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/ChibiDinos/PrimalItemSkin_ChibiDino_Doedicurus.Default__PrimalItemSkin_ChibiDino_Doedicurus_C) CONTENT: Chibi-Equus(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/ChibiDinos/PrimalItemSkin_ChibiDino_Equus.Default__PrimalItemSkin_ChibiDino_Equus_C) CONTENT: Chibi-Gasbag(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/ChibiDinos/PrimalItemSkin_ChibiDino_Gasbag.Default__PrimalItemSkin_ChibiDino_Gasbag_C) CONTENT: Chibi-Giganotosaurus(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/ChibiDinos/PrimalItemSkin_ChibiDino_Gigant.Default__PrimalItemSkin_ChibiDino_Gigant_C) CONTENT: Chibi-Gigantopithecus(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/ChibiDinos/PrimalItemSkin_ChibiDino_Gigantopithecus.Default__PrimalItemSkin_ChibiDino_Gigantopithecus_C) CONTENT: Chibi-Griffin(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/ChibiDinos/PrimalItemSkin_ChibiDino_Griffin.Default__PrimalItemSkin_ChibiDino_Griffin_C) CONTENT: Chibi-Iguanodon(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/ChibiDinos/PrimalItemSkin_ChibiDino_Iguanodon.Default__PrimalItemSkin_ChibiDino_Iguanodon_C) CONTENT: Chibi-Kentrosaurus(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/ChibiDinos/PrimalItemSkin_ChibiDino_Kentrosaurus.Default__PrimalItemSkin_ChibiDino_Kentrosaurus_C) CONTENT: Chibi-Mammoth(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/ChibiDinos/PrimalItemSkin_ChibiDino_Mammoth.Default__PrimalItemSkin_ChibiDino_Mammoth_C) CONTENT: Chibi-Megalania(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/ChibiDinos/PrimalItemSkin_ChibiDino_Megalania.Default__PrimalItemSkin_ChibiDino_Megalania_C) CONTENT: Chibi-Megaloceros(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/ChibiDinos/PrimalItemSkin_ChibiDino_Megaloceros.Default__PrimalItemSkin_ChibiDino_Megaloceros_C) CONTENT: Chibi-Megatherium(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/ChibiDinos/PrimalItemSkin_ChibiDino_Megatherium.Default__PrimalItemSkin_ChibiDino_Megatherium_C) CONTENT: Chibi-Rollrat(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/ChibiDinos/PrimalItemSkin_ChibiDino_MoleRat.Default__PrimalItemSkin_ChibiDino_MoleRat_C) CONTENT: Chibi-Moschops(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/ChibiDinos/PrimalItemSkin_ChibiDino_Moschops.Default__PrimalItemSkin_ChibiDino_Moschops_C) CONTENT: Chibi-Oviraptor(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/ChibiDinos/PrimalItemSkin_ChibiDino_Oviraptor.Default__PrimalItemSkin_ChibiDino_Oviraptor_C) CONTENT: Pair-o-Saurs Chibi(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/ChibiDinos/PrimalItemSkin_ChibiDino_Pairosaurs_VDay.Default__PrimalItemSkin_ChibiDino_Pairosaurs_VDay_C) CONTENT: Chibi-Paraceratherium(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/ChibiDinos/PrimalItemSkin_ChibiDino_Paraceratherium.Default__PrimalItemSkin_ChibiDino_Paraceratherium_C) CONTENT: Chibi-Parasaur(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/ChibiDinos/PrimalItemSkin_ChibiDino_Parasaur.Default__PrimalItemSkin_ChibiDino_Parasaur_C) CONTENT: Chibi-Phiomia(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/ChibiDinos/PrimalItemSkin_ChibiDino_Phiomia.Default__PrimalItemSkin_ChibiDino_Phiomia_C) CONTENT: Chibi-Phoenix(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/ChibiDinos/PrimalItemSkin_ChibiDino_Phoenix.Default__PrimalItemSkin_ChibiDino_Phoenix_C) CONTENT: Chibi-Procoptodon(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/ChibiDinos/PrimalItemSkin_ChibiDino_Procoptodon.Default__PrimalItemSkin_ChibiDino_Procoptodon_C) CONTENT: Chibi-Pteranodon(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/ChibiDinos/PrimalItemSkin_ChibiDino_Pteranodon.Default__PrimalItemSkin_ChibiDino_Pteranodon_C) CONTENT: Chibi-Pulmonoscorpius(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/ChibiDinos/PrimalItemSkin_ChibiDino_Pulmonoscorpius.Default__PrimalItemSkin_ChibiDino_Pulmonoscorpius_C) CONTENT: Chibi-Quetzal(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/ChibiDinos/PrimalItemSkin_ChibiDino_Quetzal.Default__PrimalItemSkin_ChibiDino_Quetzal_C) CONTENT: Chibi-Raptor(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/ChibiDinos/PrimalItemSkin_ChibiDino_Raptor.Default__PrimalItemSkin_ChibiDino_Raptor_C) CONTENT: Chibi-Reaper(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/ChibiDinos/PrimalItemSkin_ChibiDino_Reaper.Default__PrimalItemSkin_ChibiDino_Reaper_C) CONTENT: Chibi-Rex(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/ChibiDinos/PrimalItemSkin_ChibiDino_Rex.Default__PrimalItemSkin_ChibiDino_Rex_C) CONTENT: Chibi-Rock Drake(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/ChibiDinos/PrimalItemSkin_ChibiDino_RockDrake.Default__PrimalItemSkin_ChibiDino_RockDrake_C) CONTENT: Chibi-Rock Golem(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/ChibiDinos/PrimalItemSkin_ChibiDino_RockGolem.Default__PrimalItemSkin_ChibiDino_RockGolem_C) CONTENT: Chibi-Sabertooth(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/ChibiDinos/PrimalItemSkin_ChibiDino_Saber.Default__PrimalItemSkin_ChibiDino_Saber_C) CONTENT: Chibi-Sarco(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/ChibiDinos/PrimalItemSkin_ChibiDino_Sarco.Default__PrimalItemSkin_ChibiDino_Sarco_C) CONTENT: Chibi-Ferox (Large)(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/ChibiDinos/PrimalItemSkin_ChibiDino_Shapeshifter_Large.Default__PrimalItemSkin_ChibiDino_Shapeshifter_Large_C) CONTENT: Chibi-Ferox (Small)(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/ChibiDinos/PrimalItemSkin_ChibiDino_Shapeshifter_Small.Default__PrimalItemSkin_ChibiDino_Shapeshifter_Small_C) CONTENT: Chibi-Ovis(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/ChibiDinos/PrimalItemSkin_ChibiDino_Sheep.Default__PrimalItemSkin_ChibiDino_Sheep_C) CONTENT: Chibi-Snow Owl(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/ChibiDinos/PrimalItemSkin_ChibiDino_SnowOwl.Default__PrimalItemSkin_ChibiDino_SnowOwl_C) CONTENT: Chibi-Spino(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/ChibiDinos/PrimalItemSkin_ChibiDino_Spino.Default__PrimalItemSkin_ChibiDino_Spino_C) CONTENT: Chibi-Stego(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/ChibiDinos/PrimalItemSkin_ChibiDino_Stego.Default__PrimalItemSkin_ChibiDino_Stego_C) CONTENT: Chibi-Tapejara(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/ChibiDinos/PrimalItemSkin_ChibiDino_Tapejara.Default__PrimalItemSkin_ChibiDino_Tapejara_C) CONTENT: Chibi-Terror Bird(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/ChibiDinos/PrimalItemSkin_ChibiDino_TerrorBird.Default__PrimalItemSkin_ChibiDino_TerrorBird_C) CONTENT: Chibi-Therizino(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/ChibiDinos/PrimalItemSkin_ChibiDino_Therizino.Default__PrimalItemSkin_ChibiDino_Therizino_C) CONTENT: Chibi-Thylacoleo(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/ChibiDinos/PrimalItemSkin_ChibiDino_Thylacoleo.Default__PrimalItemSkin_ChibiDino_Thylacoleo_C) CONTENT: Teeny Tiny Titano(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/ChibiDinos/PrimalItemSkin_ChibiDino_Titano.Default__PrimalItemSkin_ChibiDino_Titano_C) CONTENT: Chibi-Trike(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/ChibiDinos/PrimalItemSkin_ChibiDino_Trike.Default__PrimalItemSkin_ChibiDino_Trike_C) CONTENT: Chibi-Troodon(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/ChibiDinos/PrimalItemSkin_ChibiDino_Troodon.Default__PrimalItemSkin_ChibiDino_Troodon_C) CONTENT: Chibi-Rhino(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/ChibiDinos/PrimalItemSkin_ChibiDino_WoollyRhino.Default__PrimalItemSkin_ChibiDino_WoollyRhino_C) CONTENT: Chibi-Wyvern(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/ChibiDinos/PrimalItemSkin_ChibiDino_Wyvern.Default__PrimalItemSkin_ChibiDino_Wyvern_C) CONTENT: Chibi-Yutyrannus(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/ChibiDinos/PrimalItemSkin_ChibiDino_Yutyrannus.Default__PrimalItemSkin_ChibiDino_Yutyrannus_C) CONTENT: Brachiosaurus Costume(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemCostume_Brachiosaurus.Default__PrimalItemCostume_Brachiosaurus_C) CONTENT: This costume can be used to make your Brontosaurus look like a Brachiosaurus!(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemCostume_Brachiosaurus.Default__PrimalItemCostume_Brachiosaurus_C) CONTENT: Stygimoloch Costume(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemCostume_Stygimoloch.Default__PrimalItemCostume_Stygimoloch_C) CONTENT: This costume can be used to make your Pachycephalosaurus look like a Stygimoloch!(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemCostume_Stygimoloch.Default__PrimalItemCostume_Stygimoloch_C) CONTENT: Styracosaurus Costume(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemCostume_Styracosaurus.Default__PrimalItemCostume_Styracosaurus_C) CONTENT: This costume can be used to make your Triceratops look like a Styracosaurus!(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemCostume_Styracosaurus.Default__PrimalItemCostume_Styracosaurus_C) CONTENT: Bunny Ears(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_BunnyHat.Default__PrimalItemSkin_BunnyHat_C) CONTENT: You can use this to skin the appearance of a helmet or hat. Provides a eggcellent look.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_BunnyHat.Default__PrimalItemSkin_BunnyHat_C) CONTENT: Holiday(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_BunnyHat.Default__PrimalItemSkin_BunnyHat_C) CONTENT: Captains Hat(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_CaptainsHat.Default__PrimalItemSkin_CaptainsHat_C) CONTENT: Found deep within the belly of a great white beast, this hat is all that remains of the last brave soul that tried to slay the creature.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_CaptainsHat.Default__PrimalItemSkin_CaptainsHat_C) CONTENT: Holiday(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_CaptainsHat.Default__PrimalItemSkin_CaptainsHat_C) CONTENT: Chocolate Rabbit Club(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_Club_ChocolateRabbit.Default__PrimalItemSkin_Club_ChocolateRabbit_C) CONTENT: Useful for issuing sweet, sweet beatdowns!(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_Club_ChocolateRabbit.Default__PrimalItemSkin_Club_ChocolateRabbit_C) CONTENT: Holiday(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_Club_ChocolateRabbit.Default__PrimalItemSkin_Club_ChocolateRabbit_C) CONTENT: Corrupted Boots(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_CorruptedBoots.Default__PrimalItemSkin_CorruptedBoots_C) CONTENT: You can use this to skin the appearance of boots. Provides a terrifying look.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_CorruptedBoots.Default__PrimalItemSkin_CorruptedBoots_C) CONTENT: Corrupted Gloves(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_CorruptedGloves.Default__PrimalItemSkin_CorruptedGloves_C) CONTENT: You can use this to skin the appearance of gloves. Provides a terrifying look!(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_CorruptedGloves.Default__PrimalItemSkin_CorruptedGloves_C) CONTENT: Corrupted Helmet(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_CorruptedHelmet.Default__PrimalItemSkin_CorruptedHelmet_C) CONTENT: You can use this to skin the appearance of a helmet or hat. Provides a terrifying look.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_CorruptedHelmet.Default__PrimalItemSkin_CorruptedHelmet_C) CONTENT: Corrupted Pants(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_CorruptedPants.Default__PrimalItemSkin_CorruptedPants_C) CONTENT: You can use this to skin the appearance of pants. Provides a terrifying look.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_CorruptedPants.Default__PrimalItemSkin_CorruptedPants_C) CONTENT: Corrupted Chestpiece(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_CorruptedShirt.Default__PrimalItemSkin_CorruptedShirt_C) CONTENT: You can use this to skin the appearance of a shirt or chestpiece. Provides a terrifying look!(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_CorruptedShirt.Default__PrimalItemSkin_CorruptedShirt_C) CONTENT: Bow & Eros(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_CupidBow.Default__PrimalItemSkin_CupidBow_C) CONTENT: You can use this to skin the appearance of a bow into Cupid's bow and arrows. Show your desire with an arrow through the heart.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_CupidBow.Default__PrimalItemSkin_CupidBow_C) CONTENT: Holiday(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_CupidBow.Default__PrimalItemSkin_CupidBow_C) CONTENT: Dilo Mask(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_DiloMask.Default__PrimalItemSkin_DiloMask_C) CONTENT: You can use this to skin the appearance of a helmet or hat. Provides a jovial look.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_DiloMask.Default__PrimalItemSkin_DiloMask_C) CONTENT: Dino Easter Chick Hat(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_DinoChickHat.Default__PrimalItemSkin_DinoChickHat_C) CONTENT: You can use this to skin the appearance of a Saddle. Make your mount an adorable spring chick hat!(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_DinoChickHat.Default__PrimalItemSkin_DinoChickHat_C) CONTENT: Holiday(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_DinoChickHat.Default__PrimalItemSkin_DinoChickHat_C) CONTENT: Dino Easter Egg Hat(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_DinoEasterEggHat.Default__PrimalItemSkin_DinoEasterEggHat_C) CONTENT: You can use this to skin the appearance of a Saddle. Make your mount look freshly hatched with this look!(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_DinoEasterEggHat.Default__PrimalItemSkin_DinoEasterEggHat_C) CONTENT: Holiday(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_DinoEasterEggHat.Default__PrimalItemSkin_DinoEasterEggHat_C) CONTENT: Dino Marshmallow Hat(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_DinoMarshmallowHat.Default__PrimalItemSkin_DinoMarshmallowHat_C) CONTENT: You can use this to skin the appearance of a Saddle. Make your mount look adorable with this fluffy marshmallow hat!(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_DinoMarshmallowHat.Default__PrimalItemSkin_DinoMarshmallowHat_C) CONTENT: Holiday(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_DinoMarshmallowHat.Default__PrimalItemSkin_DinoMarshmallowHat_C) CONTENT: Dino Santa Hat(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_DinoSantaHat.Default__PrimalItemSkin_DinoSantaHat_C) CONTENT: You can use this to skin the appearance of a Saddle. Make your mount look festive with this jolly hat.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_DinoSantaHat.Default__PrimalItemSkin_DinoSantaHat_C) CONTENT: Holiday(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_DinoSantaHat.Default__PrimalItemSkin_DinoSantaHat_C) CONTENT: Easter Chick Hat(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_EasterChick.Default__PrimalItemSkin_EasterChick_C) CONTENT: You can use this skin to change the appearance of your headgear. Equip for an adorable look resembling a baby spring chick!(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_EasterChick.Default__PrimalItemSkin_EasterChick_C) CONTENT: Holiday(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_EasterChick.Default__PrimalItemSkin_EasterChick_C) CONTENT: Easter Egg Hat(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_EasterEggHat.Default__PrimalItemSkin_EasterEggHat_C) CONTENT: You can use this to skin the appearance of your headgear. Provides a freshly hatched look!(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_EasterEggHat.Default__PrimalItemSkin_EasterEggHat_C) CONTENT: Holiday(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_EasterEggHat.Default__PrimalItemSkin_EasterEggHat_C) CONTENT: Headless Costume(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_FE_HeadlessHat.Default__PrimalItemSkin_FE_HeadlessHat_C) CONTENT: You can use this to skin the appearance of a helmet or hat. Because some days you just can't get a head. Non-human creatures adamantly refuse to wear this.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_FE_HeadlessHat.Default__PrimalItemSkin_FE_HeadlessHat_C) CONTENT: Holiday(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_FE_HeadlessHat.Default__PrimalItemSkin_FE_HeadlessHat_C) CONTENT: Scary Pumpkin Helmet(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_FE_PumpkinHat.Default__PrimalItemSkin_FE_PumpkinHat_C) CONTENT: You can use this to skin the appearance of a helmet or hat. Good for Jack or Jill-o-Lanterns.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_FE_PumpkinHat.Default__PrimalItemSkin_FE_PumpkinHat_C) CONTENT: Holiday(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_FE_PumpkinHat.Default__PrimalItemSkin_FE_PumpkinHat_C) CONTENT: Hockey Mask(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_FE_ScaryFaceMask.Default__PrimalItemSkin_FE_ScaryFaceMask_C) CONTENT: You can use this to skin the appearance of a helmet or hat. And by "hockey," we mean "chasing teenage campers."(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_FE_ScaryFaceMask.Default__PrimalItemSkin_FE_ScaryFaceMask_C) CONTENT: Holiday(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_FE_ScaryFaceMask.Default__PrimalItemSkin_FE_ScaryFaceMask_C) CONTENT: Swim Shirt(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_SummerSwimShirt_Base.Default__PrimalItemSkin_SummerSwimShirt_Base_C) CONTENT: You can use this to skin the appearance of a shirt. Something funnyabout something relevant !(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_SummerSwimShirt_Base.Default__PrimalItemSkin_SummerSwimShirt_Base_C) CONTENT: Holiday(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_SummerSwimShirt_Base.Default__PrimalItemSkin_SummerSwimShirt_Base_C) CONTENT: Araneo Swim Top(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_FE_SwimShirt_Araneo.Default__PrimalItemSkin_FE_SwimShirt_Araneo_C) CONTENT: You can use this to skin the appearance of a shirt into a bare chest on men or a bikini top on women. A swim suit that clings to you like a spider.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_FE_SwimShirt_Araneo.Default__PrimalItemSkin_FE_SwimShirt_Araneo_C) CONTENT: Onyc Swim Top(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_FE_SwimShirt_Onyc.Default__PrimalItemSkin_FE_SwimShirt_Onyc_C) CONTENT: You can use this to skin the appearance of a shirt into a bare chest on men or a bikini top on women. A swim suit with lots of "bat"-itude..(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_FE_SwimShirt_Onyc.Default__PrimalItemSkin_FE_SwimShirt_Onyc_C) CONTENT: Vampire Dodo Swim Top(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_FE_SwimShirt_VampireDodo.Default__PrimalItemSkin_FE_SwimShirt_VampireDodo_C) CONTENT: You can use this to skin the appearance of a shirt into a bare chest on men or a bikini top on women. A swim suit so cute it's scary -- but stay away from garlic.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_FE_SwimShirt_VampireDodo.Default__PrimalItemSkin_FE_SwimShirt_VampireDodo_C) CONTENT: Summer Swimsuit(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_SummerSwimPants.Default__PrimalItemSkin_SummerSwimPants_C) CONTENT: You can use this to skin the appearance of leggings or pants. Something funnyabout something relevant !(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_SummerSwimPants.Default__PrimalItemSkin_SummerSwimPants_C) CONTENT: Holiday(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_SummerSwimPants.Default__PrimalItemSkin_SummerSwimPants_C) CONTENT: Araneo Swim Bottom(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_FE_Underwear_Araneo.Default__PrimalItemSkin_FE_Underwear_Araneo_C) CONTENT: You can use this to skin the appearance of pants into swim trunks on men or a bikini bottom on women. A swim suit that clings to you like a spider.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_FE_Underwear_Araneo.Default__PrimalItemSkin_FE_Underwear_Araneo_C) CONTENT: Onyc Swim Bottom(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_FE_Underwear_Onyc.Default__PrimalItemSkin_FE_Underwear_Onyc_C) CONTENT: You can use this to skin the appearance of pants into swim trunks on men or a bikini bottom on women. A swim suit with lots of "bat"-itude..(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_FE_Underwear_Onyc.Default__PrimalItemSkin_FE_Underwear_Onyc_C) CONTENT: Vampire Dodo Swim Bottom(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_FE_Underwear_VampireDodo.Default__PrimalItemSkin_FE_Underwear_VampireDodo_C) CONTENT: You can use this to skin the appearance of pants into swim trunks on men or a bikini bottom on women. A swim suit so cute it's scary -- but stay away from garlic.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_FE_Underwear_VampireDodo.Default__PrimalItemSkin_FE_Underwear_VampireDodo_C) CONTENT: Marshmallow Hat(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_MarshmallowHat.Default__PrimalItemSkin_MarshmallowHat_C) CONTENT: You can use this to skin the appearance of a helmet or hat. Gives a fluffy look. Non-human creatures adamantly refuse to wear this.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_MarshmallowHat.Default__PrimalItemSkin_MarshmallowHat_C) CONTENT: Holiday(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_MarshmallowHat.Default__PrimalItemSkin_MarshmallowHat_C) CONTENT: Party Hat(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_PartyHat.Default__PrimalItemSkin_PartyHat_C) CONTENT: You can use this to skin the appearance of a helmet or hat. Provides a festive look.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_PartyHat.Default__PrimalItemSkin_PartyHat_C) CONTENT: Holiday(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_PartyHat.Default__PrimalItemSkin_PartyHat_C) CONTENT: Bulbdog Mask(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_PugMask.Default__PrimalItemSkin_PugMask_C) CONTENT: You can use this to skin the appearance of a helmet or hat. Provides a friendly look!(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_PugMask.Default__PrimalItemSkin_PugMask_C) CONTENT: Santa Hat(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_SantaHat.Default__PrimalItemSkin_SantaHat_C) CONTENT: You can use this to skin the appearance of a helmet or hat. Provides a jolly look.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_SantaHat.Default__PrimalItemSkin_SantaHat_C) CONTENT: Holiday(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_SantaHat.Default__PrimalItemSkin_SantaHat_C) CONTENT: Alpha Raptor Swim Bottom(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_SummerSwimPants_Alpha.Default__PrimalItemSkin_SummerSwimPants_Alpha_C) CONTENT: You can use this to skin the appearance of pants into swim trunks on men or a bikini bottom on women. Become this summer's hottest predator with a Alpha Raptor swim suit.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_SummerSwimPants_Alpha.Default__PrimalItemSkin_SummerSwimPants_Alpha_C) CONTENT: T-Rex Swim Bottom(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_SummerSwimPants_Arthro.Default__PrimalItemSkin_SummerSwimPants_Arthro_C) CONTENT: You can use this to skin the appearance of pants into swim trunks on men or a bikini bottom on women. You'll be the terror of the beach with swimwear inspired by the T-Rex itself.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_SummerSwimPants_Arthro.Default__PrimalItemSkin_SummerSwimPants_Arthro_C) CONTENT: Giga Poop Swim Bottom(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_SummerSwimPants_Carno.Default__PrimalItemSkin_SummerSwimPants_Carno_C) CONTENT: You can use this to skin the appearance of pants into swim trunks on men or a bikini bottom on women. With swimwear this fashionable, no one minds you floating in their pool.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_SummerSwimPants_Carno.Default__PrimalItemSkin_SummerSwimPants_Carno_C) CONTENT: Floral Swim Bottom(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_SummerSwimPants_Flowers.Default__PrimalItemSkin_SummerSwimPants_Flowers_C) CONTENT: You can use this to skin the appearance of pants into swim trunks on men or a bikini bottom on women. Rule the beach this summer with the power of flowers.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_SummerSwimPants_Flowers.Default__PrimalItemSkin_SummerSwimPants_Flowers_C) CONTENT: Alpha Raptor Swim Top(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_SummerSwimShirt_Alpha.Default__PrimalItemSkin_SummerSwimShirt_Alpha_C) CONTENT: You can use this to skin the appearance of a shirt into a bare chest on men or a bikini top on women. Like an Alpha Raptor, your fashion sense can't be tamed.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_SummerSwimShirt_Alpha.Default__PrimalItemSkin_SummerSwimShirt_Alpha_C) CONTENT: T-Rex Swim Top(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_SummerSwimShirt_Arthro.Default__PrimalItemSkin_SummerSwimShirt_Arthro_C) CONTENT: You can use this to skin the appearance of a shirt into a bare chest on men or a bikini top on women. With a beach look inspired by the T-Rex, no one will notice whether your arms are tiny or not.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_SummerSwimShirt_Arthro.Default__PrimalItemSkin_SummerSwimShirt_Arthro_C) CONTENT: Giga Poop Swim Top(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_SummerSwimShirt_Carno.Default__PrimalItemSkin_SummerSwimShirt_Carno_C) CONTENT: You can use this to skin the appearance of a shirt into a bare chest on men or a bikini top on women. The perfect look for those who want the beach to themselves.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_SummerSwimShirt_Carno.Default__PrimalItemSkin_SummerSwimShirt_Carno_C) CONTENT: Floral Swim Top(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_SummerSwimShirt_Flowers.Default__PrimalItemSkin_SummerSwimShirt_Flowers_C) CONTENT: You can use this to skin the appearance of a shirt into a bare chest on men or a bikini top on women. Blossom into the beach bod of your dreams.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_SummerSwimShirt_Flowers.Default__PrimalItemSkin_SummerSwimShirt_Flowers_C) CONTENT: Top Hat(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_TopHat.Default__PrimalItemSkin_TopHat_C) CONTENT: You can use this to skin the appearance of a helmet or hat. Provides a fancy look.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_TopHat.Default__PrimalItemSkin_TopHat_C) CONTENT: Holiday(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_TopHat.Default__PrimalItemSkin_TopHat_C) CONTENT: Uncle Sam Hat(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_TopHat_Summer.Default__PrimalItemSkin_TopHat_Summer_C) CONTENT: You can use this to skin the appearance of a helmet or hat. I want YOU to survive in star-spangled style.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_TopHat_Summer.Default__PrimalItemSkin_TopHat_Summer_C) CONTENT: Holiday(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_TopHat_Summer.Default__PrimalItemSkin_TopHat_Summer_C) CONTENT: Dino Uncle Sam Hat(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_TopHat_Summer_Dino.Default__PrimalItemSkin_TopHat_Summer_Dino_C) CONTENT: You can use this to skin the appearance of a Saddle. Help your mount celebrate independence -- without actually becoming independent, of course.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_TopHat_Summer_Dino.Default__PrimalItemSkin_TopHat_Summer_Dino_C) CONTENT: Holiday(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_TopHat_Summer_Dino.Default__PrimalItemSkin_TopHat_Summer_Dino_C) CONTENT: Turkey Hat(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_TT_ActualTurkeyHat.Default__PrimalItemSkin_TT_ActualTurkeyHat_C) CONTENT: You can use this to skin the appearance of a helmet or hat. No one can call you a chicken.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_TT_ActualTurkeyHat.Default__PrimalItemSkin_TT_ActualTurkeyHat_C) CONTENT: Holiday(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_TT_ActualTurkeyHat.Default__PrimalItemSkin_TT_ActualTurkeyHat_C) CONTENT: Bonnet Hat(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_TT_BonnetHat.Default__PrimalItemSkin_TT_BonnetHat_C) CONTENT: You can use this to skin the appearance of a helmet or hat. A new hat for a new world.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_TT_BonnetHat.Default__PrimalItemSkin_TT_BonnetHat_C) CONTENT: Holiday(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_TT_BonnetHat.Default__PrimalItemSkin_TT_BonnetHat_C) CONTENT: Turkey Leg(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_TT_Club_TurkeyLeg.Default__PrimalItemSkin_TT_Club_TurkeyLeg_C) CONTENT: You can use this to skin the appearance of a club. Hit 'em right in the dark meat!(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_TT_Club_TurkeyLeg.Default__PrimalItemSkin_TT_Club_TurkeyLeg_C) CONTENT: Holiday(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_TT_Club_TurkeyLeg.Default__PrimalItemSkin_TT_Club_TurkeyLeg_C) CONTENT: Pitchfork(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_TT_Pike_Pitchfork.Default__PrimalItemSkin_TT_Pike_Pitchfork_C) CONTENT: You can use this to skin the appearance of a pike weapon into a pitchfork. There are four good reasons to listen to the survivor with a pitchfork...(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_TT_Pike_Pitchfork.Default__PrimalItemSkin_TT_Pike_Pitchfork_C) CONTENT: Holiday(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_TT_Pike_Pitchfork.Default__PrimalItemSkin_TT_Pike_Pitchfork_C) CONTENT: Pilgrim Hat(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_TT_PilgrimHat.Default__PrimalItemSkin_TT_PilgrimHat_C) CONTENT: You can use this to skin the appearance of a helmet or hat. Because someone around here should show prudence and modesty.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_TT_PilgrimHat.Default__PrimalItemSkin_TT_PilgrimHat_C) CONTENT: Holiday(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_TT_PilgrimHat.Default__PrimalItemSkin_TT_PilgrimHat_C) CONTENT: Dodo Pie Swim Bottom(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_TT_SwimPants_DodoPie.Default__PrimalItemSkin_TT_SwimPants_DodoPie_C) CONTENT: You can use this to skin the appearance of pants into swim trunks on men or a bikini bottom on women. Bake me up before you dodo.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_TT_SwimPants_DodoPie.Default__PrimalItemSkin_TT_SwimPants_DodoPie_C) CONTENT: Meat Swim Bottom(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_TT_SwimPants_Meat.Default__PrimalItemSkin_TT_SwimPants_Meat_C) CONTENT: You can use this to skin the appearance of pants into swim trunks on men or a bikini bottom on women. When fashion swimwear "meats" holiday attire.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_TT_SwimPants_Meat.Default__PrimalItemSkin_TT_SwimPants_Meat_C) CONTENT: Turkey Swim Bottom(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_TT_SwimPants_TurkeyBerry.Default__PrimalItemSkin_TT_SwimPants_TurkeyBerry_C) CONTENT: You can use this to skin the appearance of pants into swim trunks on men or a bikini bottom on women. Give thanks for another great day on the beach.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_TT_SwimPants_TurkeyBerry.Default__PrimalItemSkin_TT_SwimPants_TurkeyBerry_C) CONTENT: Dodo Pie Swim Top(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_TT_SwimShirt_DodoPie.Default__PrimalItemSkin_TT_SwimShirt_DodoPie_C) CONTENT: You can use this to skin the appearance of a shirt into a bare chest on men or a bikini top on women. Bake me up before you dodo.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_TT_SwimShirt_DodoPie.Default__PrimalItemSkin_TT_SwimShirt_DodoPie_C) CONTENT: Meat Swim Top(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_TT_SwimShirt_Meat.Default__PrimalItemSkin_TT_SwimShirt_Meat_C) CONTENT: You can use this to skin the appearance of a shirt into a bare chest on men or a bikini top on women. When fashion swimwear "meats" holiday attire.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_TT_SwimShirt_Meat.Default__PrimalItemSkin_TT_SwimShirt_Meat_C) CONTENT: Turkey Swim Top(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_TT_SwimShirt_TurkeyBerry.Default__PrimalItemSkin_TT_SwimShirt_TurkeyBerry_C) CONTENT: You can use this to skin the appearance of a shirt into a bare chest on men or a bikini top on women. Give thanks for another great day on the beach.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_TT_SwimShirt_TurkeyBerry.Default__PrimalItemSkin_TT_SwimShirt_TurkeyBerry_C) CONTENT: Apply a Trophy to this!(/Game/PrimalEarth/CoreBlueprints/Inventories/PrimalInventoryBP_TrophyWall.Default__PrimalInventoryBP_TrophyWall_C) CONTENT: Trophy Base(/Game/PrimalEarth/CoreBlueprints/Inventories/PrimalInventoryBP_TrophyWall.Default__PrimalInventoryBP_TrophyWall_C) CONTENT: Trophy Wall-Mount(/Engine/Transient.REINST_TrophyWallBP_C_0) CONTENT: Trophy Wall-Mount(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TrophyWall.Default__PrimalItemStructure_TrophyWall_C) CONTENT: Provides the wall-mount upon which you can place a Trophy!(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TrophyWall.Default__PrimalItemStructure_TrophyWall_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TrophyWall.Default__PrimalItemStructure_TrophyWall_C) CONTENT: Misc(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TrophyWall.Default__PrimalItemStructure_TrophyWall_C) CONTENT: Trophy Wall-Mount(/Engine/Transient.Default__REINST_TrophyWallBP_C_22013) CONTENT: Trophy Wall-Mount(/Engine/Transient.REINST_TrophyWallBP_C_1) CONTENT: Chieftan Hat (/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_TurkeyHat.Default__PrimalItemSkin_TurkeyHat_C) CONTENT: You can use this to skin the appearance of a helmet or hat. Provides a chiefly look.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_TurkeyHat.Default__PrimalItemSkin_TurkeyHat_C) CONTENT: Holiday(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_TurkeyHat.Default__PrimalItemSkin_TurkeyHat_C) CONTENT: Halo Headband(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_ValentineHaloHat.Default__PrimalItemSkin_ValentineHaloHat_C) CONTENT: You can use this to skin the appearance of a helmet or hat into a decorative halo headband. For those times you want to look good... really good. Non-human creatures adamantly refuse to wear this.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_ValentineHaloHat.Default__PrimalItemSkin_ValentineHaloHat_C) CONTENT: Holiday(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_ValentineHaloHat.Default__PrimalItemSkin_ValentineHaloHat_C) CONTENT: Cupid Couture Bottom(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_ValentinePants.Default__PrimalItemSkin_ValentinePants_C) CONTENT: You can use this to skin the appearance of pants into a festive tutu for men or women. Love the way you look this season.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_ValentinePants.Default__PrimalItemSkin_ValentinePants_C) CONTENT: Holiday(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_ValentinePants.Default__PrimalItemSkin_ValentinePants_C) CONTENT: Cupid Couture Top(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_ValentineShirt.Default__PrimalItemSkin_ValentineShirt_C) CONTENT: You can use this to skin the appearance of a shirt into a festive sash and wings for men or women. Love the way you look this season.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_ValentineShirt.Default__PrimalItemSkin_ValentineShirt_C) CONTENT: Holiday(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_ValentineShirt.Default__PrimalItemSkin_ValentineShirt_C) CONTENT: Vampire Eyes(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_VampireEyes.Default__PrimalItemSkin_VampireEyes_C) CONTENT: You can use this to skin the appearance of a helmet or hat. Provides a bloodthirsty look.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_VampireEyes.Default__PrimalItemSkin_VampireEyes_C) CONTENT: Teddy Bear Grenades(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_VDay_Grenade_ValentineBear.Default__PrimalItemSkin_VDay_Grenade_ValentineBear_C) CONTENT: You can use this to skin the appearance of grenades to look like an unbearably cute toy. Deliver it to that special someone so they know you're thinking about them.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_VDay_Grenade_ValentineBear.Default__PrimalItemSkin_VDay_Grenade_ValentineBear_C) CONTENT: Holiday(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_VDay_Grenade_ValentineBear.Default__PrimalItemSkin_VDay_Grenade_ValentineBear_C) CONTENT: Love Shackles(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_Vday_Handcuffs.Default__PrimalItemSkin_Vday_Handcuffs_C) CONTENT: You can use this to skin the appearance of handcuffs into a fuzzy, pink variant. Don't let "the one" get away.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_Vday_Handcuffs.Default__PrimalItemSkin_Vday_Handcuffs_C) CONTENT: Holiday(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_Vday_Handcuffs.Default__PrimalItemSkin_Vday_Handcuffs_C) CONTENT: Werewolf Mask(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_WerewolfHat.Default__PrimalItemSkin_WerewolfHat_C) CONTENT: You can use this to skin the appearance of a helmet or hat. Provides a wolfish look.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_WerewolfHat.Default__PrimalItemSkin_WerewolfHat_C) CONTENT: Witch Hat(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_WitchHat.Default__PrimalItemSkin_WitchHat_C) CONTENT: You can use this to skin the appearance of a helmet or hat. Provides a bewitching look.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_WitchHat.Default__PrimalItemSkin_WitchHat_C) CONTENT: Nutcracker Slingshot(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_WW_Nutcracker_Slingshot.Default__PrimalItemSkin_WW_Nutcracker_Slingshot_C) CONTENT: You can use this to skin a slingshot into shooting walnuts. Launch your very own snack attack! (/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_WW_Nutcracker_Slingshot.Default__PrimalItemSkin_WW_Nutcracker_Slingshot_C) CONTENT: Holiday(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_WW_Nutcracker_Slingshot.Default__PrimalItemSkin_WW_Nutcracker_Slingshot_C) CONTENT: Felt Reindeer Antlers(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_WW_ReindeerAntlersHat.Default__PrimalItemSkin_WW_ReindeerAntlersHat_C) CONTENT: You can use this to skin the appearance of a helmet or hat. Slay 'em with the reindeer look this holiday season.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_WW_ReindeerAntlersHat.Default__PrimalItemSkin_WW_ReindeerAntlersHat_C) CONTENT: Holiday(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_WW_ReindeerAntlersHat.Default__PrimalItemSkin_WW_ReindeerAntlersHat_C) CONTENT: Dino Ornament Swim Top(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_WW_SwimShirt_DinoOrnaments.Default__PrimalItemSkin_WW_SwimShirt_DinoOrnaments_C) CONTENT: You can use this to skin the appearance of a shirt into a bare chest on men or a bikini top on women. Give yourself that festive holiday look.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_WW_SwimShirt_DinoOrnaments.Default__PrimalItemSkin_WW_SwimShirt_DinoOrnaments_C) CONTENT: Jerboa Wreath Swim Top(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_WW_SwimShirt_JerboaWreath.Default__PrimalItemSkin_WW_SwimShirt_JerboaWreath_C) CONTENT: You can use this to skin the appearance of a shirt into a bare chest on men or a bikini top on women. "Ears" wishing you happy holidays!(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_WW_SwimShirt_JerboaWreath.Default__PrimalItemSkin_WW_SwimShirt_JerboaWreath_C) CONTENT: Dino Ornament Swim Bottom(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_WW_Underwear_DinoOrnaments.Default__PrimalItemSkin_WW_Underwear_DinoOrnaments_C) CONTENT: You can use this to skin the appearance of pants into swim trunks on men or a bikini bottom on women. Give yourself that festive holiday look.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_WW_Underwear_DinoOrnaments.Default__PrimalItemSkin_WW_Underwear_DinoOrnaments_C) CONTENT: Jerboa Wreath Swim Bottom(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_WW_Underwear_JerboaWreath.Default__PrimalItemSkin_WW_Underwear_JerboaWreath_C) CONTENT: You can use this to skin the appearance of pants into swim trunks on men or a bikini bottom on women. "Ears" wishing you happy holidays!(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_WW_Underwear_JerboaWreath.Default__PrimalItemSkin_WW_Underwear_JerboaWreath_C) CONTENT: Red-Ball Winter Beanie(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_WW_WinterHatA.Default__PrimalItemSkin_WW_WinterHatA_C) CONTENT: You can use this to skin the appearance of a helmet or hat. Features an assortment of dinos on parade. Non-human creatures adamantly refuse to wear this.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_WW_WinterHatA.Default__PrimalItemSkin_WW_WinterHatA_C) CONTENT: Holiday(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_WW_WinterHatA.Default__PrimalItemSkin_WW_WinterHatA_C) CONTENT: Gray-Ball Winter Beanie(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_WW_WinterHatB.Default__PrimalItemSkin_WW_WinterHatB_C) CONTENT: You can use this to skin the appearance of a helmet or hat. Features big dinos and an ARK patch. Non-human creatures adamantly refuse to wear this. (/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_WW_WinterHatB.Default__PrimalItemSkin_WW_WinterHatB_C) CONTENT: Holiday(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_WW_WinterHatB.Default__PrimalItemSkin_WW_WinterHatB_C) CONTENT: Purple-Ball Winter Beanie(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_WW_WinterHatC.Default__PrimalItemSkin_WW_WinterHatC_C) CONTENT: You can use this to skin the appearance of a helmet or hat. Features a dino design and the ARK logo. Non-human creatures adamantly refuse to wear this.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_WW_WinterHatC.Default__PrimalItemSkin_WW_WinterHatC_C) CONTENT: Holiday(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_WW_WinterHatC.Default__PrimalItemSkin_WW_WinterHatC_C) CONTENT: Bola(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_WeaponBola.Default__PrimalItem_WeaponBola_C) CONTENT: Wind it up and throw!(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_WeaponBola.Default__PrimalItem_WeaponBola_C) CONTENT: Weapons(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_WeaponBola.Default__PrimalItem_WeaponBola_C) CONTENT: Primitive(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_WeaponBola.Default__PrimalItem_WeaponBola_C) CONTENT: Ranged(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_WeaponBola.Default__PrimalItem_WeaponBola_C) CONTENT: Christmas Bola(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_WW_Xmas_Bola.Default__PrimalItemSkin_WW_Xmas_Bola_C) CONTENT: You can use this to skin a bola into ornaments connected with ribbon. There's no escaping your holiday cheer! (/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_WW_Xmas_Bola.Default__PrimalItemSkin_WW_Xmas_Bola_C) CONTENT: Holiday(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_WW_Xmas_Bola.Default__PrimalItemSkin_WW_Xmas_Bola_C) CONTENT: Ugly Bronto Sweater(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_WW_XmasSweaterBronto.Default__PrimalItemSkin_WW_XmasSweaterBronto_C) CONTENT: You can use this to skin the appearance of a shirt into an ugly holiday sweater. Brontos are good for hanging lights in high places.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_WW_XmasSweaterBronto.Default__PrimalItemSkin_WW_XmasSweaterBronto_C) CONTENT: Ugly Carno Sweater(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_WW_XmasSweaterCarno.Default__PrimalItemSkin_WW_XmasSweaterCarno_C) CONTENT: You can use this to skin the appearance of a shirt into an ugly holiday sweater. Holiday carols make some dinos hungry.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_WW_XmasSweaterCarno.Default__PrimalItemSkin_WW_XmasSweaterCarno_C) CONTENT: Ugly Chibi Sweater(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_WW_XmasSweaterChibi.Default__PrimalItemSkin_WW_XmasSweaterChibi_C) CONTENT: You can use this to skin the appearance of a shirt into an ugly holiday sweater. Dinos make great gifts when they're chibi-sized.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_WW_XmasSweaterChibi.Default__PrimalItemSkin_WW_XmasSweaterChibi_C) CONTENT: Wyvern Gloves(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_WyvernGloves.Default__PrimalItemSkin_WyvernGloves_C) CONTENT: You can use this to skin the appearance of gloves. Provides a dangerous look!(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_WyvernGloves.Default__PrimalItemSkin_WyvernGloves_C) CONTENT: Belly Rub Emote(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/BaseBPs/PrimalItemConsumable_UnlockEmote_BellyRub.Default__PrimalItemConsumable_UnlockEmote_BellyRub_C) CONTENT: Consume this to permanently unlock the "Belly Rub" emote. I'm full... but I wouldn't say no to seconds.(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/BaseBPs/PrimalItemConsumable_UnlockEmote_BellyRub.Default__PrimalItemConsumable_UnlockEmote_BellyRub_C) CONTENT: Holiday(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/BaseBPs/PrimalItemConsumable_UnlockEmote_BellyRub.Default__PrimalItemConsumable_UnlockEmote_BellyRub_C) CONTENT: Caroling Emote(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/BaseBPs/PrimalItemConsumable_UnlockEmote_Caroling.Default__PrimalItemConsumable_UnlockEmote_Caroling_C) CONTENT: Consume this to permanently unlock the "Caroling" emote. Sing for the season!(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/BaseBPs/PrimalItemConsumable_UnlockEmote_Caroling.Default__PrimalItemConsumable_UnlockEmote_Caroling_C) CONTENT: Holiday(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/BaseBPs/PrimalItemConsumable_UnlockEmote_Caroling.Default__PrimalItemConsumable_UnlockEmote_Caroling_C) CONTENT: "Dance" Emote(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/BaseBPs/PrimalItemConsumable_UnlockEmote_Dance.Default__PrimalItemConsumable_UnlockEmote_Dance_C) CONTENT: Consume this to permanently unlock the "Dance" emote. Give a thrill to everyone who sees your dance moves. (/Game/PrimalEarth/CoreBlueprints/Items/Consumables/BaseBPs/PrimalItemConsumable_UnlockEmote_Dance.Default__PrimalItemConsumable_UnlockEmote_Dance_C) CONTENT: Holiday(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/BaseBPs/PrimalItemConsumable_UnlockEmote_Dance.Default__PrimalItemConsumable_UnlockEmote_Dance_C) CONTENT: "Evil" Emote(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/BaseBPs/PrimalItemConsumable_UnlockEmote_Evil.Default__PrimalItemConsumable_UnlockEmote_Evil_C) CONTENT: "Bicep Smooch" Emote(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/BaseBPs/PrimalItemConsumable_UnlockEmote_Flex1.Default__PrimalItemConsumable_UnlockEmote_Flex1_C) CONTENT: Consume this to permanently unlock the "Bicep Smooch" emote. Show everyone that you're "heavily armed."(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/BaseBPs/PrimalItemConsumable_UnlockEmote_Flex1.Default__PrimalItemConsumable_UnlockEmote_Flex1_C) CONTENT: Holiday(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/BaseBPs/PrimalItemConsumable_UnlockEmote_Flex1.Default__PrimalItemConsumable_UnlockEmote_Flex1_C) CONTENT: "Archer Flex" Emote(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/BaseBPs/PrimalItemConsumable_UnlockEmote_Flex2.Default__PrimalItemConsumable_UnlockEmote_Flex2_C) CONTENT: Consume this to permanently unlock the "Archer Flex" emote. That Paleo diet is paying off!(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/BaseBPs/PrimalItemConsumable_UnlockEmote_Flex2.Default__PrimalItemConsumable_UnlockEmote_Flex2_C) CONTENT: Holiday(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/BaseBPs/PrimalItemConsumable_UnlockEmote_Flex2.Default__PrimalItemConsumable_UnlockEmote_Flex2_C) CONTENT: Flirty Emote(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/BaseBPs/PrimalItemConsumable_UnlockEmote_Flirt.Default__PrimalItemConsumable_UnlockEmote_Flirt_C) CONTENT: Consume this to permanently unlock the "Flirty" Emote!(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/BaseBPs/PrimalItemConsumable_UnlockEmote_Flirt.Default__PrimalItemConsumable_UnlockEmote_Flirt_C) CONTENT: Holiday(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/BaseBPs/PrimalItemConsumable_UnlockEmote_Flirt.Default__PrimalItemConsumable_UnlockEmote_Flirt_C) CONTENT: Food Coma Emote(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/BaseBPs/PrimalItemConsumable_UnlockEmote_FoodComa.Default__PrimalItemConsumable_UnlockEmote_FoodComa_C) CONTENT: Consume this to permanently unlock the "Food Coma" emote. When you're more stuffed than a turkey, a nap is in your future.(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/BaseBPs/PrimalItemConsumable_UnlockEmote_FoodComa.Default__PrimalItemConsumable_UnlockEmote_FoodComa_C) CONTENT: Holiday(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/BaseBPs/PrimalItemConsumable_UnlockEmote_FoodComa.Default__PrimalItemConsumable_UnlockEmote_FoodComa_C) CONTENT: Happy Clap Emote(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/BaseBPs/PrimalItemConsumable_UnlockEmote_HappyClap.Default__PrimalItemConsumable_UnlockEmote_HappyClap_C) CONTENT: Consume this to permanently unlock the "Happy Clap" emote. Ooooo, I get a present?!(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/BaseBPs/PrimalItemConsumable_UnlockEmote_HappyClap.Default__PrimalItemConsumable_UnlockEmote_HappyClap_C) CONTENT: Holiday(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/BaseBPs/PrimalItemConsumable_UnlockEmote_HappyClap.Default__PrimalItemConsumable_UnlockEmote_HappyClap_C) CONTENT: "Heart" Emote(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/BaseBPs/PrimalItemConsumable_UnlockEmote_Heart.Default__PrimalItemConsumable_UnlockEmote_Heart_C) CONTENT: Consume this to permanently unlock the "Heart" Emote!(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/BaseBPs/PrimalItemConsumable_UnlockEmote_Heart.Default__PrimalItemConsumable_UnlockEmote_Heart_C) CONTENT: Holiday(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/BaseBPs/PrimalItemConsumable_UnlockEmote_Heart.Default__PrimalItemConsumable_UnlockEmote_Heart_C) CONTENT: Hungry Emote(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/BaseBPs/PrimalItemConsumable_UnlockEmote_Hungry.Default__PrimalItemConsumable_UnlockEmote_Hungry_C) CONTENT: Consume this to permanently unlock the "Hungry" emote. I want a feast, and I want it now!(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/BaseBPs/PrimalItemConsumable_UnlockEmote_Hungry.Default__PrimalItemConsumable_UnlockEmote_Hungry_C) CONTENT: Holiday(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/BaseBPs/PrimalItemConsumable_UnlockEmote_Hungry.Default__PrimalItemConsumable_UnlockEmote_Hungry_C) CONTENT: Nutcracker Dance Emote(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/BaseBPs/PrimalItemConsumable_UnlockEmote_NutcrackerDance.Default__PrimalItemConsumable_UnlockEmote_NutcrackerDance_C) CONTENT: Consume this to permanently unlock the "Nutcracker Dance" emote. Dance the dance of the season!(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/BaseBPs/PrimalItemConsumable_UnlockEmote_NutcrackerDance.Default__PrimalItemConsumable_UnlockEmote_NutcrackerDance_C) CONTENT: Holiday(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/BaseBPs/PrimalItemConsumable_UnlockEmote_NutcrackerDance.Default__PrimalItemConsumable_UnlockEmote_NutcrackerDance_C) CONTENT: Panic Emote(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/BaseBPs/PrimalItemConsumable_UnlockEmote_Panic.Default__PrimalItemConsumable_UnlockEmote_Panic_C) CONTENT: Consume this to permanently unlock the "Panic" emote. Show everyone just how terrified you are.(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/BaseBPs/PrimalItemConsumable_UnlockEmote_Panic.Default__PrimalItemConsumable_UnlockEmote_Panic_C) CONTENT: Holiday(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/BaseBPs/PrimalItemConsumable_UnlockEmote_Panic.Default__PrimalItemConsumable_UnlockEmote_Panic_C) CONTENT: "Snowball" Emote(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/BaseBPs/PrimalItemConsumable_UnlockEmote_Snowball.Default__PrimalItemConsumable_UnlockEmote_Snowball_C) CONTENT: Consume this to permanently unlock the "Snowball" Emote!(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/BaseBPs/PrimalItemConsumable_UnlockEmote_Snowball.Default__PrimalItemConsumable_UnlockEmote_Snowball_C) CONTENT: "Turkey" Emote(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/BaseBPs/PrimalItemConsumable_UnlockEmote_Turkey.Default__PrimalItemConsumable_UnlockEmote_Turkey_C) CONTENT: Consume this to permanently unlock the "Turkey" Emote!(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/BaseBPs/PrimalItemConsumable_UnlockEmote_Turkey.Default__PrimalItemConsumable_UnlockEmote_Turkey_C) CONTENT: "Zombie" Emote(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/BaseBPs/PrimalItemConsumable_UnlockEmote_Zombie.Default__PrimalItemConsumable_UnlockEmote_Zombie_C) CONTENT: Consume this to permanently unlock the "Zombie" emote. It's not just a dance. It's rigor mortis. (/Game/PrimalEarth/CoreBlueprints/Items/Consumables/BaseBPs/PrimalItemConsumable_UnlockEmote_Zombie.Default__PrimalItemConsumable_UnlockEmote_Zombie_C) CONTENT: Holiday(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/BaseBPs/PrimalItemConsumable_UnlockEmote_Zombie.Default__PrimalItemConsumable_UnlockEmote_Zombie_C) CONTENT: "Curly Beard" Facial Hair Style(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/BaseBPs/PrimalItemConsumable_UnlockHair_Facial_CurlyBeard.Default__PrimalItemConsumable_UnlockHair_Facial_CurlyBeard_C) CONTENT: Consume this to permanently unlock the style!(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/BaseBPs/PrimalItemConsumable_UnlockHair_Facial_CurlyBeard.Default__PrimalItemConsumable_UnlockHair_Facial_CurlyBeard_C) CONTENT: "Dread Beard" Facial Hair Style(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/BaseBPs/PrimalItemConsumable_UnlockHair_Facial_Dreadbeard.Default__PrimalItemConsumable_UnlockHair_Facial_Dreadbeard_C) CONTENT: Consume this to permanently unlock the style!(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/BaseBPs/PrimalItemConsumable_UnlockHair_Facial_Dreadbeard.Default__PrimalItemConsumable_UnlockHair_Facial_Dreadbeard_C) CONTENT: "Goatee" Facial Hair Style(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/BaseBPs/PrimalItemConsumable_UnlockHair_Facial_Goatee.Default__PrimalItemConsumable_UnlockHair_Facial_Goatee_C) CONTENT: Consume this to permanently unlock the style!(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/BaseBPs/PrimalItemConsumable_UnlockHair_Facial_Goatee.Default__PrimalItemConsumable_UnlockHair_Facial_Goatee_C) CONTENT: "Moustache" Facial Hair Style(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/BaseBPs/PrimalItemConsumable_UnlockHair_Facial_Moustache.Default__PrimalItemConsumable_UnlockHair_Facial_Moustache_C) CONTENT: Consume this to permanently unlock the style!(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/BaseBPs/PrimalItemConsumable_UnlockHair_Facial_Moustache.Default__PrimalItemConsumable_UnlockHair_Facial_Moustache_C) CONTENT: "Mutton Chops" Facial Hair Style(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/BaseBPs/PrimalItemConsumable_UnlockHair_Facial_MuttonChops.Default__PrimalItemConsumable_UnlockHair_Facial_MuttonChops_C) CONTENT: Consume this to permanently unlock the style!(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/BaseBPs/PrimalItemConsumable_UnlockHair_Facial_MuttonChops.Default__PrimalItemConsumable_UnlockHair_Facial_MuttonChops_C) CONTENT: "Viking Beard" Facial Hair Style(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/BaseBPs/PrimalItemConsumable_UnlockHair_Facial_VikingBeard.Default__PrimalItemConsumable_UnlockHair_Facial_VikingBeard_C) CONTENT: Consume this to permanently unlock the style!(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/BaseBPs/PrimalItemConsumable_UnlockHair_Facial_VikingBeard.Default__PrimalItemConsumable_UnlockHair_Facial_VikingBeard_C) CONTENT: "Afro" Head Hair Style(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/BaseBPs/PrimalItemConsumable_UnlockHair_Head_Afro.Default__PrimalItemConsumable_UnlockHair_Head_Afro_C) CONTENT: Consume this to permanently unlock the style!(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/BaseBPs/PrimalItemConsumable_UnlockHair_Head_Afro.Default__PrimalItemConsumable_UnlockHair_Head_Afro_C) CONTENT: "Braids" Head Hair Style(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/BaseBPs/PrimalItemConsumable_UnlockHair_Head_Braids.Default__PrimalItemConsumable_UnlockHair_Head_Braids_C) CONTENT: Consume this to permanently unlock the style!(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/BaseBPs/PrimalItemConsumable_UnlockHair_Head_Braids.Default__PrimalItemConsumable_UnlockHair_Head_Braids_C) CONTENT: "Dreadlocks" Head Hair Style(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/BaseBPs/PrimalItemConsumable_UnlockHair_Head_Dreadlocks.Default__PrimalItemConsumable_UnlockHair_Head_Dreadlocks_C) CONTENT: Consume this to permanently unlock the style!(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/BaseBPs/PrimalItemConsumable_UnlockHair_Head_Dreadlocks.Default__PrimalItemConsumable_UnlockHair_Head_Dreadlocks_C) CONTENT: "Mohawk" Head Hair Style(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/BaseBPs/PrimalItemConsumable_UnlockHair_Head_Mohawk.Default__PrimalItemConsumable_UnlockHair_Head_Mohawk_C) CONTENT: Consume this to permanently unlock the style!(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/BaseBPs/PrimalItemConsumable_UnlockHair_Head_Mohawk.Default__PrimalItemConsumable_UnlockHair_Head_Mohawk_C) CONTENT: "Ponytail" Head Hair Style(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/BaseBPs/PrimalItemConsumable_UnlockHair_Head_Ponytail.Default__PrimalItemConsumable_UnlockHair_Head_Ponytail_C) CONTENT: Consume this to permanently unlock the style!(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/BaseBPs/PrimalItemConsumable_UnlockHair_Head_Ponytail.Default__PrimalItemConsumable_UnlockHair_Head_Ponytail_C) CONTENT: "Viking" Head Hair Style(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/BaseBPs/PrimalItemConsumable_UnlockHair_Head_Viking.Default__PrimalItemConsumable_UnlockHair_Head_Viking_C) CONTENT: Consume this to permanently unlock the style!(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/BaseBPs/PrimalItemConsumable_UnlockHair_Head_Viking.Default__PrimalItemConsumable_UnlockHair_Head_Viking_C) CONTENT: "Romantic" Facial Hair Style(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/BaseBPs/PrimalItemConsumable_UnlockHairstyle_Facial_Romantic.Default__PrimalItemConsumable_UnlockHairstyle_Facial_Romantic_C) CONTENT: Consume this to permanently unlock the style!(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/BaseBPs/PrimalItemConsumable_UnlockHairstyle_Facial_Romantic.Default__PrimalItemConsumable_UnlockHairstyle_Facial_Romantic_C) CONTENT: "Romantic" Head Hair Style(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/BaseBPs/PrimalItemConsumable_UnlockHairstyle_Head_Romantic.Default__PrimalItemConsumable_UnlockHairstyle_Head_Romantic_C) CONTENT: Consume this to permanently unlock the style!(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/BaseBPs/PrimalItemConsumable_UnlockHairstyle_Head_Romantic.Default__PrimalItemConsumable_UnlockHairstyle_Head_Romantic_C) CONTENT: Parachute(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/BaseBPs/PrimalItemConsumableBuff_Parachute.Default__PrimalItemConsumableBuff_Parachute_C) CONTENT: Use this while falling to slow your fall. Jump while parachuting to deactivate it.(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/BaseBPs/PrimalItemConsumableBuff_Parachute.Default__PrimalItemConsumableBuff_Parachute_C) CONTENT: Misc(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/BaseBPs/PrimalItemConsumableBuff_Parachute.Default__PrimalItemConsumableBuff_Parachute_C) CONTENT: Re-Fertilizer(/Engine/Transient.REINST_PrimalItemConsumableMiracleGro_C_0) CONTENT: Spread these seeds of concentrated nutrients around and what was once harvested may yet regrow, even nearby a structure!(/Engine/Transient.REINST_PrimalItemConsumableMiracleGro_C_0) CONTENT: Misc(/Engine/Transient.REINST_PrimalItemConsumableMiracleGro_C_0) CONTENT: Re-Fertilizer(/Engine/Transient.Default__REINST_PrimalItemConsumableMiracleGro_C_22158) CONTENT: Spread these seeds of concentrated nutrients around and what was once harvested may yet regrow, even nearby a structure!(/Engine/Transient.Default__REINST_PrimalItemConsumableMiracleGro_C_22158) CONTENT: Misc(/Engine/Transient.Default__REINST_PrimalItemConsumableMiracleGro_C_22158) CONTENT: Re-Fertilizer(/Engine/Transient.REINST_PrimalItemConsumableMiracleGro_C_1) CONTENT: Spread these seeds of concentrated nutrients around and what was once harvested may yet regrow, even nearby a structure!(/Engine/Transient.REINST_PrimalItemConsumableMiracleGro_C_1) CONTENT: Misc(/Engine/Transient.REINST_PrimalItemConsumableMiracleGro_C_1) CONTENT: Purple Coloring(/Game/PrimalEarth/CoreBlueprints/Items/PrimalItemDye_Magenta.Default__PrimalItemDye_Magenta_C) CONTENT: Dyes(/Game/PrimalEarth/CoreBlueprints/Items/PrimalItemDye_Magenta.Default__PrimalItemDye_Magenta_C) CONTENT: Smithy(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_AnvilBench.Default__PrimalItemStructure_AnvilBench_C) CONTENT: Place materials along with blueprints in this to create certain advanced forged items.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_AnvilBench.Default__PrimalItemStructure_AnvilBench_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_AnvilBench.Default__PrimalItemStructure_AnvilBench_C) CONTENT: Crafting(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_AnvilBench.Default__PrimalItemStructure_AnvilBench_C) CONTENT: Smithy(/Engine/Transient.REINST_StorageBox_AnvilBench_C_0) CONTENT: Smithy(/Engine/Transient.Default__REINST_StorageBox_AnvilBench_C_22166) CONTENT: Smithy(/Engine/Transient.REINST_StorageBox_AnvilBench_C_1) CONTENT: Store blueprints, notes, and other small trinkets in this.(/Game/PrimalEarth/CoreBlueprints/Inventories/PrimalInventoryBP_Bookshelf.Default__PrimalInventoryBP_Bookshelf_C) CONTENT: Bookshelf(/Game/PrimalEarth/CoreBlueprints/Inventories/PrimalInventoryBP_Bookshelf.Default__PrimalInventoryBP_Bookshelf_C) CONTENT: Bookshelf(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_Bookshelf.Default__PrimalItemStructure_Bookshelf_C) CONTENT: A large bookshelf to store blueprints, notes, and other small trinkets in.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_Bookshelf.Default__PrimalItemStructure_Bookshelf_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_Bookshelf.Default__PrimalItemStructure_Bookshelf_C) CONTENT: Wood(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_Bookshelf.Default__PrimalItemStructure_Bookshelf_C) CONTENT: Storage(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_Bookshelf.Default__PrimalItemStructure_Bookshelf_C) CONTENT: Bookshelf(/Engine/Transient.REINST_Bookshelf_C_0) CONTENT: Bookshelf(/Engine/Transient.Default__REINST_Bookshelf_C_22175) CONTENT: Bookshelf(/Engine/Transient.REINST_Bookshelf_C_1) CONTENT: Compost Bin(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_CompostBin.Default__PrimalItemStructure_CompostBin_C) CONTENT: A large bin for converting thatch and dung into high-quality fertilizer.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_CompostBin.Default__PrimalItemStructure_CompostBin_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_CompostBin.Default__PrimalItemStructure_CompostBin_C) CONTENT: Farming(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_CompostBin.Default__PrimalItemStructure_CompostBin_C) CONTENT: Compost Bin(/Engine/Transient.REINST_CompostBin_C_0) CONTENT: Compost Bin(/Engine/Transient.Default__REINST_CompostBin_C_22183) CONTENT: Compost Bin(/Engine/Transient.REINST_CompostBin_C_1) CONTENT: Cooking Pot(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_CookingPot.Default__PrimalItemStructure_CookingPot_C) CONTENT: Must contain basic fuel to light the fire. Put various ingredients with water in this to make soups, stews, and dyes.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_CookingPot.Default__PrimalItemStructure_CookingPot_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_CookingPot.Default__PrimalItemStructure_CookingPot_C) CONTENT: Cooking(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_CookingPot.Default__PrimalItemStructure_CookingPot_C) CONTENT: Make Recipe(/Engine/Transient.REINST_CookingPot_C_0) CONTENT: Add Note to Make Recipe (/Engine/Transient.REINST_CookingPot_C_0) CONTENT: Cooking Pot(/Engine/Transient.REINST_CookingPot_C_0) CONTENT: A Food Recipe(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/BaseBPs/PrimalItemCustomFoodRecipe_Base.Default__PrimalItemCustomFoodRecipe_Base_C) CONTENT: Any Food Recipe!(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/BaseBPs/PrimalItemCustomFoodRecipe_Base.Default__PrimalItemCustomFoodRecipe_Base_C) CONTENT: Consumables(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/BaseBPs/PrimalItemCustomFoodRecipe_Base.Default__PrimalItemCustomFoodRecipe_Base_C) CONTENT: Crafted Foods(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/BaseBPs/PrimalItemCustomFoodRecipe_Base.Default__PrimalItemCustomFoodRecipe_Base_C) CONTENT: NewFolder(/Game/PrimalEarth/UI/DataListEntryWidgetFolder.DataListEntryWidgetFolder_C:WidgetTree_5516.DataListEntryButton_PrimalFolder_0) CONTENT: CLOSE INVENTORY(/Game/PrimalEarth/UI/CookingUI.CookingUI_C:WidgetTree_93.CloseButton) CONTENT: CREATE RECIPE(/Game/PrimalEarth/UI/CookingUI.CookingUI_C:WidgetTree_93.TextBlock_1053) CONTENT: Text Block(/Game/PrimalEarth/UI/CookingUI.CookingUI_C:WidgetTree_93.PaintingId) CONTENT: R(/Game/PrimalEarth/UI/CookingUI.CookingUI_C:WidgetTree_93.TextBlock_707) CONTENT: G(/Game/PrimalEarth/UI/CookingUI.CookingUI_C:WidgetTree_93.TextBlock_1038) CONTENT: B(/Game/PrimalEarth/UI/CookingUI.CookingUI_C:WidgetTree_93.TextBlock_1201) CONTENT: Name(/Game/PrimalEarth/UI/CookingUI.CookingUI_C:WidgetTree_93.TextBlock_629) CONTENT: Description(/Game/PrimalEarth/UI/CookingUI.CookingUI_C:WidgetTree_93.DescriptionLabel) CONTENT: MAKE RECIPE(/Game/PrimalEarth/UI/CookingUI.CookingUI_C:WidgetTree_93.TextBlock_77) CONTENT: 1(/Game/PrimalEarth/UI/CookingUI.CookingUI_C:WidgetTree_93.TextBlock_132) CONTENT: 6(/Game/PrimalEarth/UI/CookingUI.CookingUI_C:WidgetTree_93.TextBlock_3274) CONTENT: 3(/Game/PrimalEarth/UI/CookingUI.CookingUI_C:WidgetTree_93.TextBlock_3301) CONTENT: 5(/Game/PrimalEarth/UI/CookingUI.CookingUI_C:WidgetTree_93.TextBlock_3328) CONTENT: 2(/Game/PrimalEarth/UI/CookingUI.CookingUI_C:WidgetTree_93.TextBlock_3356) CONTENT: 4(/Game/PrimalEarth/UI/CookingUI.CookingUI_C:WidgetTree_93.TextBlock_3385) CONTENT: COLOR REGIONS:(/Game/PrimalEarth/UI/CookingUI.CookingUI_C:WidgetTree_93.TextBlock_22) CONTENT: FOOD(/Game/PrimalEarth/UI/CookingUI.CookingUI_C:WidgetTree_93.FoodButton) CONTENT: DRINK(/Game/PrimalEarth/UI/CookingUI.CookingUI_C:WidgetTree_93.DrinkButton) CONTENT: COOKING POT(/Game/PrimalEarth/UI/CookingUI.CookingUI_C:WidgetTree_93.TextBlock_6459) CONTENT: RECIPE INGREDIENTS(/Game/PrimalEarth/UI/CookingUI.CookingUI_C:WidgetTree_93.TextBlock_6460) CONTENT: Put ingredients here to make a new recipe. Consumes a Note.(/Game/PrimalEarth/UI/CookingUI.CookingUI_C:WidgetTree_93.Info) CONTENT: YOUR INVENTORY(/Game/PrimalEarth/UI/CookingUI.CookingUI_C:WidgetTree_93.TextBlock_4902) CONTENT: AVAILABLE INGREDIENTS(/Game/PrimalEarth/UI/CookingUI.CookingUI_C:WidgetTree_93.TextBlock_573) CONTENT: You need a note to make a recipe.(/Game/PrimalEarth/UI/CookingUI.CookingUI_C:WidgetTree_93.NoNoteInfo) CONTENT: You need more water to make this drink.(/Game/PrimalEarth/UI/CookingUI.CookingUI_C:WidgetTree_93.NoWaterInfo) CONTENT: You need more water to make this drink.(/Game/PrimalEarth/UI/CookingUI.CookingUI_C:WidgetTree_93.RecipeDeniedReasonLabel) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_TopHat_Summer_Dino.PrimalItemSkin_TopHat_Summer_Dino(/Game/PrimalEarth/Structures/CookingPot.CookingPot_C:PrimalInventoryBP_CookingPot_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_TopHat_Summer.PrimalItemSkin_TopHat_Summer(/Game/PrimalEarth/Structures/CookingPot.CookingPot_C:PrimalInventoryBP_CookingPot_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_SummerSwimPants_Alpha.PrimalItemSkin_SummerSwimPants_Alpha(/Game/PrimalEarth/Structures/CookingPot.CookingPot_C:PrimalInventoryBP_CookingPot_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_SummerSwimPants_Arthro.PrimalItemSkin_SummerSwimPants_Arthro(/Game/PrimalEarth/Structures/CookingPot.CookingPot_C:PrimalInventoryBP_CookingPot_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_SummerSwimPants_Carno.PrimalItemSkin_SummerSwimPants_Carno(/Game/PrimalEarth/Structures/CookingPot.CookingPot_C:PrimalInventoryBP_CookingPot_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_SummerSwimPants_Flowers.PrimalItemSkin_SummerSwimPants_Flowers(/Game/PrimalEarth/Structures/CookingPot.CookingPot_C:PrimalInventoryBP_CookingPot_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_SummerSwimShirt_Alpha.PrimalItemSkin_SummerSwimShirt_Alpha(/Game/PrimalEarth/Structures/CookingPot.CookingPot_C:PrimalInventoryBP_CookingPot_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_SummerSwimShirt_Arthro.PrimalItemSkin_SummerSwimShirt_Arthro(/Game/PrimalEarth/Structures/CookingPot.CookingPot_C:PrimalInventoryBP_CookingPot_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_SummerSwimShirt_Carno.PrimalItemSkin_SummerSwimShirt_Carno(/Game/PrimalEarth/Structures/CookingPot.CookingPot_C:PrimalInventoryBP_CookingPot_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_SummerSwimShirt_Flowers.PrimalItemSkin_SummerSwimShirt_Flowers(/Game/PrimalEarth/Structures/CookingPot.CookingPot_C:PrimalInventoryBP_CookingPot_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/Leather/PrimalItemSkin_RocketLauncherFireworks.PrimalItemSkin_RocketLauncherFireworks(/Game/PrimalEarth/Structures/CookingPot.CookingPot_C:PrimalInventoryBP_CookingPot_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/Leather/PrimalItemSkin_FlaregunFireworks.PrimalItemSkin_FlaregunFireworks(/Game/PrimalEarth/Structures/CookingPot.CookingPot_C:PrimalInventoryBP_CookingPot_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/Leather/PrimalItemSkin_TorchSparkler.PrimalItemSkin_TorchSparkler(/Game/PrimalEarth/Structures/CookingPot.CookingPot_C:PrimalInventoryBP_CookingPot_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Consumables/BaseBPs/PrimalItemConsumable_UnlockEmote_Flex1.PrimalItemConsumable_UnlockEmote_Flex1(/Game/PrimalEarth/Structures/CookingPot.CookingPot_C:PrimalInventoryBP_CookingPot_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Consumables/BaseBPs/PrimalItemConsumable_UnlockEmote_Flex2.PrimalItemConsumable_UnlockEmote_Flex2(/Game/PrimalEarth/Structures/CookingPot.CookingPot_C:PrimalInventoryBP_CookingPot_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_FE_HeadlessHat.PrimalItemSkin_FE_HeadlessHat(/Game/PrimalEarth/Structures/CookingPot.CookingPot_C:PrimalInventoryBP_CookingPot_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_FE_PumpkinHat.PrimalItemSkin_FE_PumpkinHat(/Game/PrimalEarth/Structures/CookingPot.CookingPot_C:PrimalInventoryBP_CookingPot_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_FE_PumpkinHat_Dino.PrimalItemSkin_FE_PumpkinHat_Dino(/Game/PrimalEarth/Structures/CookingPot.CookingPot_C:PrimalInventoryBP_CookingPot_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_FE_ScaryFaceMask.PrimalItemSkin_FE_ScaryFaceMask(/Game/PrimalEarth/Structures/CookingPot.CookingPot_C:PrimalInventoryBP_CookingPot_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_FE_SwimShirt_Araneo.PrimalItemSkin_FE_SwimShirt_Araneo(/Game/PrimalEarth/Structures/CookingPot.CookingPot_C:PrimalInventoryBP_CookingPot_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_FE_SwimShirt_Onyc.PrimalItemSkin_FE_SwimShirt_Onyc(/Game/PrimalEarth/Structures/CookingPot.CookingPot_C:PrimalInventoryBP_CookingPot_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_FE_SwimShirt_VampireDodo.PrimalItemSkin_FE_SwimShirt_VampireDodo(/Game/PrimalEarth/Structures/CookingPot.CookingPot_C:PrimalInventoryBP_CookingPot_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_FE_Underwear_Araneo.PrimalItemSkin_FE_Underwear_Araneo(/Game/PrimalEarth/Structures/CookingPot.CookingPot_C:PrimalInventoryBP_CookingPot_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_FE_Underwear_Onyc.PrimalItemSkin_FE_Underwear_Onyc(/Game/PrimalEarth/Structures/CookingPot.CookingPot_C:PrimalInventoryBP_CookingPot_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_FE_Underwear_VampireDodo.PrimalItemSkin_FE_Underwear_VampireDodo(/Game/PrimalEarth/Structures/CookingPot.CookingPot_C:PrimalInventoryBP_CookingPot_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Consumables/BaseBPs/PrimalItemConsumable_UnlockEmote_Panic.PrimalItemConsumable_UnlockEmote_Panic(/Game/PrimalEarth/Structures/CookingPot.CookingPot_C:PrimalInventoryBP_CookingPot_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Consumables/BaseBPs/PrimalItemConsumable_UnlockEmote_Dance.PrimalItemConsumable_UnlockEmote_Dance(/Game/PrimalEarth/Structures/CookingPot.CookingPot_C:PrimalInventoryBP_CookingPot_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Consumables/BaseBPs/PrimalItemConsumable_UnlockEmote_Zombie.PrimalItemConsumable_UnlockEmote_Zombie(/Game/PrimalEarth/Structures/CookingPot.CookingPot_C:PrimalInventoryBP_CookingPot_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Consumables/BaseBPs/PrimalItemConsumable_UnlockEmote_BellyRub.PrimalItemConsumable_UnlockEmote_BellyRub(/Game/PrimalEarth/Structures/CookingPot.CookingPot_C:PrimalInventoryBP_CookingPot_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Consumables/BaseBPs/PrimalItemConsumable_UnlockEmote_FoodComa.PrimalItemConsumable_UnlockEmote_FoodComa(/Game/PrimalEarth/Structures/CookingPot.CookingPot_C:PrimalInventoryBP_CookingPot_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Consumables/BaseBPs/PrimalItemConsumable_UnlockEmote_Hungry.PrimalItemConsumable_UnlockEmote_Hungry(/Game/PrimalEarth/Structures/CookingPot.CookingPot_C:PrimalInventoryBP_CookingPot_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_TurkeyHat.PrimalItemSkin_TurkeyHat(/Game/PrimalEarth/Structures/CookingPot.CookingPot_C:PrimalInventoryBP_CookingPot_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_TT_ActualTurkeyHat.PrimalItemSkin_TT_ActualTurkeyHat(/Game/PrimalEarth/Structures/CookingPot.CookingPot_C:PrimalInventoryBP_CookingPot_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_TT_BonnetHat.PrimalItemSkin_TT_BonnetHat(/Game/PrimalEarth/Structures/CookingPot.CookingPot_C:PrimalInventoryBP_CookingPot_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_TT_PilgrimHat.PrimalItemSkin_TT_PilgrimHat(/Game/PrimalEarth/Structures/CookingPot.CookingPot_C:PrimalInventoryBP_CookingPot_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_TT_SwimPants_DodoPie.PrimalItemSkin_TT_SwimPants_DodoPie(/Game/PrimalEarth/Structures/CookingPot.CookingPot_C:PrimalInventoryBP_CookingPot_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_TT_SwimPants_TurkeyBerry.PrimalItemSkin_TT_SwimPants_TurkeyBerry(/Game/PrimalEarth/Structures/CookingPot.CookingPot_C:PrimalInventoryBP_CookingPot_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_TT_SwimPants_Meat.PrimalItemSkin_TT_SwimPants_Meat(/Game/PrimalEarth/Structures/CookingPot.CookingPot_C:PrimalInventoryBP_CookingPot_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_TT_SwimShirt_TurkeyBerry.PrimalItemSkin_TT_SwimShirt_TurkeyBerry(/Game/PrimalEarth/Structures/CookingPot.CookingPot_C:PrimalInventoryBP_CookingPot_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_TT_SwimShirt_DodoPie.PrimalItemSkin_TT_SwimShirt_DodoPie(/Game/PrimalEarth/Structures/CookingPot.CookingPot_C:PrimalInventoryBP_CookingPot_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_TT_SwimShirt_Meat.PrimalItemSkin_TT_SwimShirt_Meat(/Game/PrimalEarth/Structures/CookingPot.CookingPot_C:PrimalInventoryBP_CookingPot_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_TT_Club_TurkeyLeg.PrimalItemSkin_TT_Club_TurkeyLeg(/Game/PrimalEarth/Structures/CookingPot.CookingPot_C:PrimalInventoryBP_CookingPot_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_TT_Pike_Pitchfork.PrimalItemSkin_TT_Pike_Pitchfork(/Game/PrimalEarth/Structures/CookingPot.CookingPot_C:PrimalInventoryBP_CookingPot_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemCostume_ReindeerStag.PrimalItemCostume_ReindeerStag(/Game/PrimalEarth/Structures/CookingPot.CookingPot_C:PrimalInventoryBP_CookingPot_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_WW_ReindeerAntlersHat.PrimalItemSkin_WW_ReindeerAntlersHat(/Game/PrimalEarth/Structures/CookingPot.CookingPot_C:PrimalInventoryBP_CookingPot_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_DinoSantaHat.PrimalItemSkin_DinoSantaHat(/Game/PrimalEarth/Structures/CookingPot.CookingPot_C:PrimalInventoryBP_CookingPot_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_SantaHat.PrimalItemSkin_SantaHat(/Game/PrimalEarth/Structures/CookingPot.CookingPot_C:PrimalInventoryBP_CookingPot_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/Leather/PrimalItemSkin_CandyClub.PrimalItemSkin_CandyClub(/Game/PrimalEarth/Structures/CookingPot.CookingPot_C:PrimalInventoryBP_CookingPot_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Consumables/BaseBPs/PrimalItemConsumable_UnlockEmote_Caroling.PrimalItemConsumable_UnlockEmote_Caroling(/Game/PrimalEarth/Structures/CookingPot.CookingPot_C:PrimalInventoryBP_CookingPot_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Consumables/BaseBPs/PrimalItemConsumable_UnlockEmote_NutcrackerDance.PrimalItemConsumable_UnlockEmote_NutcrackerDance(/Game/PrimalEarth/Structures/CookingPot.CookingPot_C:PrimalInventoryBP_CookingPot_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Consumables/BaseBPs/PrimalItemConsumable_UnlockEmote_HappyClap.PrimalItemConsumable_UnlockEmote_HappyClap(/Game/PrimalEarth/Structures/CookingPot.CookingPot_C:PrimalInventoryBP_CookingPot_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_WW_WinterHatA.PrimalItemSkin_WW_WinterHatA(/Game/PrimalEarth/Structures/CookingPot.CookingPot_C:PrimalInventoryBP_CookingPot_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_WW_WinterHatB.PrimalItemSkin_WW_WinterHatB(/Game/PrimalEarth/Structures/CookingPot.CookingPot_C:PrimalInventoryBP_CookingPot_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_WW_WinterHatC.PrimalItemSkin_WW_WinterHatC(/Game/PrimalEarth/Structures/CookingPot.CookingPot_C:PrimalInventoryBP_CookingPot_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_WW_XmasSweaterBronto.PrimalItemSkin_WW_XmasSweaterBronto(/Game/PrimalEarth/Structures/CookingPot.CookingPot_C:PrimalInventoryBP_CookingPot_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_WW_XmasSweaterCarno.PrimalItemSkin_WW_XmasSweaterCarno(/Game/PrimalEarth/Structures/CookingPot.CookingPot_C:PrimalInventoryBP_CookingPot_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_WW_XmasSweaterChibi.PrimalItemSkin_WW_XmasSweaterChibi(/Game/PrimalEarth/Structures/CookingPot.CookingPot_C:PrimalInventoryBP_CookingPot_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_WW_SwimShirt_DinoOrnaments.PrimalItemSkin_WW_SwimShirt_DinoOrnaments(/Game/PrimalEarth/Structures/CookingPot.CookingPot_C:PrimalInventoryBP_CookingPot_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_WW_SwimShirt_JerboaWreath.PrimalItemSkin_WW_SwimShirt_JerboaWreath(/Game/PrimalEarth/Structures/CookingPot.CookingPot_C:PrimalInventoryBP_CookingPot_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_WW_Underwear_DinoOrnaments.PrimalItemSkin_WW_Underwear_DinoOrnaments(/Game/PrimalEarth/Structures/CookingPot.CookingPot_C:PrimalInventoryBP_CookingPot_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_WW_Underwear_JerboaWreath.PrimalItemSkin_WW_Underwear_JerboaWreath(/Game/PrimalEarth/Structures/CookingPot.CookingPot_C:PrimalInventoryBP_CookingPot_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_WW_Nutcracker_Slingshot.PrimalItemSkin_WW_Nutcracker_Slingshot(/Game/PrimalEarth/Structures/CookingPot.CookingPot_C:PrimalInventoryBP_CookingPot_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_WW_Xmas_Bola.PrimalItemSkin_WW_Xmas_Bola(/Game/PrimalEarth/Structures/CookingPot.CookingPot_C:PrimalInventoryBP_CookingPot_C_0) CONTENT: /Game/PrimalEarth/Structures/PopOutCake/PrimalItemStructure_BirthdayCake.PrimalItemStructure_BirthdayCake(/Game/PrimalEarth/Structures/CookingPot.CookingPot_C:PrimalInventoryBP_CookingPot_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/ChibiDinos/PrimalItem_ChibiDino_RandomCraftable_Birthday.PrimalItem_ChibiDino_RandomCraftable_Birthday(/Game/PrimalEarth/Structures/CookingPot.CookingPot_C:PrimalInventoryBP_CookingPot_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/Leather/PrimalItemSkin_DinoPartyHat.PrimalItemSkin_DinoPartyHat(/Game/PrimalEarth/Structures/CookingPot.CookingPot_C:PrimalInventoryBP_CookingPot_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_PartyHat.PrimalItemSkin_PartyHat(/Game/PrimalEarth/Structures/CookingPot.CookingPot_C:PrimalInventoryBP_CookingPot_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/Leather/PrimalItemSkin_BirthdayShirt.PrimalItemSkin_BirthdayShirt(/Game/PrimalEarth/Structures/CookingPot.CookingPot_C:PrimalInventoryBP_CookingPot_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/Leather/PrimalItemSkin_BirthdayPants.PrimalItemSkin_BirthdayPants(/Game/PrimalEarth/Structures/CookingPot.CookingPot_C:PrimalInventoryBP_CookingPot_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/ChibiDinos/PrimalItem_ChibiDino_RandomCraftable_SummerBash.PrimalItem_ChibiDino_RandomCraftable_SummerBash(/Game/PrimalEarth/Structures/CookingPot.CookingPot_C:PrimalInventoryBP_CookingPot_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_Club_BBQSpatula.PrimalItemSkin_Club_BBQSpatula(/Game/PrimalEarth/Structures/CookingPot.CookingPot_C:PrimalInventoryBP_CookingPot_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_Boomerang_Frisbee.PrimalItemSkin_Boomerang_Frisbee(/Game/PrimalEarth/Structures/CookingPot.CookingPot_C:PrimalInventoryBP_CookingPot_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_Flamethrower_SuperSoaker.PrimalItemSkin_Flamethrower_SuperSoaker(/Game/PrimalEarth/Structures/CookingPot.CookingPot_C:PrimalInventoryBP_CookingPot_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_SunGlasses.PrimalItemSkin_SunGlasses(/Game/PrimalEarth/Structures/CookingPot.CookingPot_C:PrimalInventoryBP_CookingPot_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_HawaiianShirt_Bulbdog.PrimalItemSkin_HawaiianShirt_Bulbdog(/Game/PrimalEarth/Structures/CookingPot.CookingPot_C:PrimalInventoryBP_CookingPot_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_HawaiianShirt_Gasbags.PrimalItemSkin_HawaiianShirt_Gasbags(/Game/PrimalEarth/Structures/CookingPot.CookingPot_C:PrimalInventoryBP_CookingPot_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_HawaiianShirt_Island.PrimalItemSkin_HawaiianShirt_Island(/Game/PrimalEarth/Structures/CookingPot.CookingPot_C:PrimalInventoryBP_CookingPot_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_HawaiianShirt_SeaStuff.PrimalItemSkin_HawaiianShirt_SeaStuff(/Game/PrimalEarth/Structures/CookingPot.CookingPot_C:PrimalInventoryBP_CookingPot_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_SummerSwimShirt_CrabParty.PrimalItemSkin_SummerSwimShirt_CrabParty(/Game/PrimalEarth/Structures/CookingPot.CookingPot_C:PrimalInventoryBP_CookingPot_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_SummerSwimPants_CrabParty.PrimalItemSkin_SummerSwimPants_CrabParty(/Game/PrimalEarth/Structures/CookingPot.CookingPot_C:PrimalInventoryBP_CookingPot_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_SummerSwimShirt_FishBite.PrimalItemSkin_SummerSwimShirt_FishBite(/Game/PrimalEarth/Structures/CookingPot.CookingPot_C:PrimalInventoryBP_CookingPot_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_SummerSwimPants_FishBite.PrimalItemSkin_SummerSwimPants_FishBite(/Game/PrimalEarth/Structures/CookingPot.CookingPot_C:PrimalInventoryBP_CookingPot_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_SummerSwimShirt_IslandRetreat.PrimalItemSkin_SummerSwimShirt_IslandRetreat(/Game/PrimalEarth/Structures/CookingPot.CookingPot_C:PrimalInventoryBP_CookingPot_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_SummerSwimPants_IslandRetreat.PrimalItemSkin_SummerSwimPants_IslandRetreat(/Game/PrimalEarth/Structures/CookingPot.CookingPot_C:PrimalInventoryBP_CookingPot_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Consumables/BaseBPs/PrimalItemConsumable_UnlockEmote_AirDrum.PrimalItemConsumable_UnlockEmote_AirDrum(/Game/PrimalEarth/Structures/CookingPot.CookingPot_C:PrimalInventoryBP_CookingPot_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Consumables/BaseBPs/PrimalItemConsumable_UnlockEmote_AirGuitar.PrimalItemConsumable_UnlockEmote_AirGuitar(/Game/PrimalEarth/Structures/CookingPot.CookingPot_C:PrimalInventoryBP_CookingPot_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Consumables/BaseBPs/PrimalItemConsumable_UnlockEmote_MoshPit.PrimalItemConsumable_UnlockEmote_MoshPit(/Game/PrimalEarth/Structures/CookingPot.CookingPot_C:PrimalInventoryBP_CookingPot_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Consumables/BaseBPs/PrimalItemConsumable_UnlockEmote_FEKnock.PrimalItemConsumable_UnlockEmote_FEKnock(/Game/PrimalEarth/Structures/CookingPot.CookingPot_C:PrimalInventoryBP_CookingPot_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Consumables/BaseBPs/PrimalItemConsumable_UnlockEmote_FEScare.PrimalItemConsumable_UnlockEmote_FEScare(/Game/PrimalEarth/Structures/CookingPot.CookingPot_C:PrimalInventoryBP_CookingPot_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/ChibiDinos/PrimalItem_ChibiDino_RandomCraftable_FearEvolved.PrimalItem_ChibiDino_RandomCraftable_FearEvolved(/Game/PrimalEarth/Structures/CookingPot.CookingPot_C:PrimalInventoryBP_CookingPot_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_FE_Underwear_Reaper.PrimalItemSkin_FE_Underwear_Reaper(/Game/PrimalEarth/Structures/CookingPot.CookingPot_C:PrimalInventoryBP_CookingPot_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_FE_Underwear_Pumpkin.PrimalItemSkin_FE_Underwear_Pumpkin(/Game/PrimalEarth/Structures/CookingPot.CookingPot_C:PrimalInventoryBP_CookingPot_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_FE_SwimShirt_Reaper.PrimalItemSkin_FE_SwimShirt_Reaper(/Game/PrimalEarth/Structures/CookingPot.CookingPot_C:PrimalInventoryBP_CookingPot_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_FE_SwimShirt_Pumpkin.PrimalItemSkin_FE_SwimShirt_Pumpkin(/Game/PrimalEarth/Structures/CookingPot.CookingPot_C:PrimalInventoryBP_CookingPot_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_HawaiianShirt_Reaper.PrimalItemSkin_HawaiianShirt_Reaper(/Game/PrimalEarth/Structures/CookingPot.CookingPot_C:PrimalInventoryBP_CookingPot_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_HawaiianShirt_Pumpkin.PrimalItemSkin_HawaiianShirt_Pumpkin(/Game/PrimalEarth/Structures/CookingPot.CookingPot_C:PrimalInventoryBP_CookingPot_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_HawaiianShirt_MurderTurkey.PrimalItemSkin_HawaiianShirt_MurderTurkey(/Game/PrimalEarth/Structures/CookingPot.CookingPot_C:PrimalInventoryBP_CookingPot_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_HawaiianShirt_Dodo.PrimalItemSkin_HawaiianShirt_Dodo(/Game/PrimalEarth/Structures/CookingPot.CookingPot_C:PrimalInventoryBP_CookingPot_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_Sweater_Cornucopia.PrimalItemSkin_Sweater_Cornucopia(/Game/PrimalEarth/Structures/CookingPot.CookingPot_C:PrimalInventoryBP_CookingPot_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_Sweater_Trike.PrimalItemSkin_Sweater_Trike(/Game/PrimalEarth/Structures/CookingPot.CookingPot_C:PrimalInventoryBP_CookingPot_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_SwimPants_MurderTurkey.PrimalItemSkin_SwimPants_MurderTurkey(/Game/PrimalEarth/Structures/CookingPot.CookingPot_C:PrimalInventoryBP_CookingPot_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_SwimPants_Dodo.PrimalItemSkin_SwimPants_Dodo(/Game/PrimalEarth/Structures/CookingPot.CookingPot_C:PrimalInventoryBP_CookingPot_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_SwimShirt_MurderTurkey.PrimalItemSkin_SwimShirt_MurderTurkey(/Game/PrimalEarth/Structures/CookingPot.CookingPot_C:PrimalInventoryBP_CookingPot_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_SwimShirt_Dodo.PrimalItemSkin_SwimShirt_Dodo(/Game/PrimalEarth/Structures/CookingPot.CookingPot_C:PrimalInventoryBP_CookingPot_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/ChibiDinos/PrimalItem_ChibiDino_RandomCraftable_TurkeyTrial.PrimalItem_ChibiDino_RandomCraftable_TurkeyTrial(/Game/PrimalEarth/Structures/CookingPot.CookingPot_C:PrimalInventoryBP_CookingPot_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/ChibiDinos/PrimalItem_ChibiDino_RandomCraftable_TurkeyTrial_Rare.PrimalItem_ChibiDino_RandomCraftable_TurkeyTrial_Rare(/Game/PrimalEarth/Structures/CookingPot.CookingPot_C:PrimalInventoryBP_CookingPot_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_WW_SwimShirt_Noglin.PrimalItemSkin_WW_SwimShirt_Noglin(/Game/PrimalEarth/Structures/CookingPot.CookingPot_C:PrimalInventoryBP_CookingPot_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_WW_SwimShirt_Yeti.PrimalItemSkin_WW_SwimShirt_Yeti(/Game/PrimalEarth/Structures/CookingPot.CookingPot_C:PrimalInventoryBP_CookingPot_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_WW_Underwear_Noglin.PrimalItemSkin_WW_Underwear_Noglin(/Game/PrimalEarth/Structures/CookingPot.CookingPot_C:PrimalInventoryBP_CookingPot_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_WW_Underwear_Yeti.PrimalItemSkin_WW_Underwear_Yeti(/Game/PrimalEarth/Structures/CookingPot.CookingPot_C:PrimalInventoryBP_CookingPot_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_WW_XmasSweater_Rex.PrimalItemSkin_WW_XmasSweater_Rex(/Game/PrimalEarth/Structures/CookingPot.CookingPot_C:PrimalInventoryBP_CookingPot_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_WW_XmasSweater_Carolers.PrimalItemSkin_WW_XmasSweater_Carolers(/Game/PrimalEarth/Structures/CookingPot.CookingPot_C:PrimalInventoryBP_CookingPot_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_WW_XmasSweater_Bulbdog.PrimalItemSkin_WW_XmasSweater_Bulbdog(/Game/PrimalEarth/Structures/CookingPot.CookingPot_C:PrimalInventoryBP_CookingPot_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_WW_WinterHatD.PrimalItemSkin_WW_WinterHatD(/Game/PrimalEarth/Structures/CookingPot.CookingPot_C:PrimalInventoryBP_CookingPot_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_WW_WinterHatE.PrimalItemSkin_WW_WinterHatE(/Game/PrimalEarth/Structures/CookingPot.CookingPot_C:PrimalInventoryBP_CookingPot_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_WW_WinterHatF.PrimalItemSkin_WW_WinterHatF(/Game/PrimalEarth/Structures/CookingPot.CookingPot_C:PrimalInventoryBP_CookingPot_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_HawaiianShirt_Hoversail.PrimalItemSkin_HawaiianShirt_Hoversail(/Game/PrimalEarth/Structures/CookingPot.CookingPot_C:PrimalInventoryBP_CookingPot_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_HawaiianShirt_CoolNoglin.PrimalItemSkin_HawaiianShirt_CoolNoglin(/Game/PrimalEarth/Structures/CookingPot.CookingPot_C:PrimalInventoryBP_CookingPot_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_HawaiianShirt_ShadowmaneFishing.PrimalItemSkin_HawaiianShirt_ShadowmaneFishing(/Game/PrimalEarth/Structures/CookingPot.CookingPot_C:PrimalInventoryBP_CookingPot_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_SummerSwimPants_Jellyfish.PrimalItemSkin_SummerSwimPants_Jellyfish(/Game/PrimalEarth/Structures/CookingPot.CookingPot_C:PrimalInventoryBP_CookingPot_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_SummerSwimShirt_Jellyfish.PrimalItemSkin_SummerSwimShirt_Jellyfish(/Game/PrimalEarth/Structures/CookingPot.CookingPot_C:PrimalInventoryBP_CookingPot_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_SummerSwimPants_Eels.PrimalItemSkin_SummerSwimPants_Eels(/Game/PrimalEarth/Structures/CookingPot.CookingPot_C:PrimalInventoryBP_CookingPot_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_SummerSwimShirt_Eels.PrimalItemSkin_SummerSwimShirt_Eels(/Game/PrimalEarth/Structures/CookingPot.CookingPot_C:PrimalInventoryBP_CookingPot_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_SummerSwimPants_Floaties.PrimalItemSkin_SummerSwimPants_Floaties(/Game/PrimalEarth/Structures/CookingPot.CookingPot_C:PrimalInventoryBP_CookingPot_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_SummerSwimShirt_Floaties.PrimalItemSkin_SummerSwimShirt_Floaties(/Game/PrimalEarth/Structures/CookingPot.CookingPot_C:PrimalInventoryBP_CookingPot_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_Costume_InflatableRex.PrimalItemSkin_Costume_InflatableRex(/Game/PrimalEarth/Structures/CookingPot.CookingPot_C:PrimalInventoryBP_CookingPot_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_FloppyStrawHat.PrimalItemSkin_FloppyStrawHat(/Game/PrimalEarth/Structures/CookingPot.CookingPot_C:PrimalInventoryBP_CookingPot_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_AnglerHat.PrimalItemSkin_AnglerHat(/Game/PrimalEarth/Structures/CookingPot.CookingPot_C:PrimalInventoryBP_CookingPot_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_SunGlasses_Retro.PrimalItemSkin_SunGlasses_Retro(/Game/PrimalEarth/Structures/CookingPot.CookingPot_C:PrimalInventoryBP_CookingPot_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Consumables/BaseBPs/PrimalItemConsumable_UnlockEmote_Backflip.PrimalItemConsumable_UnlockEmote_Backflip(/Game/PrimalEarth/Structures/CookingPot.CookingPot_C:PrimalInventoryBP_CookingPot_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Consumables/BaseBPs/PrimalItemConsumable_UnlockEmote_HulaDance.PrimalItemConsumable_UnlockEmote_HulaDance(/Game/PrimalEarth/Structures/CookingPot.CookingPot_C:PrimalInventoryBP_CookingPot_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_HawaiianShirt_Skellies.PrimalItemSkin_HawaiianShirt_Skellies(/Game/PrimalEarth/Structures/CookingPot.CookingPot_C:PrimalInventoryBP_CookingPot_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_HawaiianShirt_Tentacles.PrimalItemSkin_HawaiianShirt_Tentacles(/Game/PrimalEarth/Structures/CookingPot.CookingPot_C:PrimalInventoryBP_CookingPot_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_HawaiianShirt_DodoZombies.PrimalItemSkin_HawaiianShirt_DodoZombies(/Game/PrimalEarth/Structures/CookingPot.CookingPot_C:PrimalInventoryBP_CookingPot_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_Costume_Skeleton.PrimalItemSkin_Costume_Skeleton(/Game/PrimalEarth/Structures/CookingPot.CookingPot_C:PrimalInventoryBP_CookingPot_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_Costume_Strawman.PrimalItemSkin_Costume_Strawman(/Game/PrimalEarth/Structures/CookingPot.CookingPot_C:PrimalInventoryBP_CookingPot_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_HawaiianShirt_ZombieWyvern.PrimalItemSkin_HawaiianShirt_ZombieWyvern(/Game/PrimalEarth/Structures/CookingPot.CookingPot_C:PrimalInventoryBP_CookingPot_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_Costume_Turkey.PrimalItemSkin_Costume_Turkey(/Game/PrimalEarth/Structures/CookingPot.CookingPot_C:PrimalInventoryBP_CookingPot_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_Sweater_DodosRevenge.PrimalItemSkin_Sweater_DodosRevenge(/Game/PrimalEarth/Structures/CookingPot.CookingPot_C:PrimalInventoryBP_CookingPot_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_Sweater_FallFun.PrimalItemSkin_Sweater_FallFun(/Game/PrimalEarth/Structures/CookingPot.CookingPot_C:PrimalInventoryBP_CookingPot_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_Sweater_TheHunted.PrimalItemSkin_Sweater_TheHunted(/Game/PrimalEarth/Structures/CookingPot.CookingPot_C:PrimalInventoryBP_CookingPot_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Consumables/BaseBPs/PrimalItemConsumable_UnlockEmote_Santa.PrimalItemConsumable_UnlockEmote_Santa(/Game/PrimalEarth/Structures/CookingPot.CookingPot_C:PrimalInventoryBP_CookingPot_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_WW_XmasSweater_RaptorClaws.PrimalItemSkin_WW_XmasSweater_RaptorClaws(/Game/PrimalEarth/Structures/CookingPot.CookingPot_C:PrimalInventoryBP_CookingPot_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_WW_XmasSweater_Noglin.PrimalItemSkin_WW_XmasSweater_Noglin(/Game/PrimalEarth/Structures/CookingPot.CookingPot_C:PrimalInventoryBP_CookingPot_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_WW_XmasSweater_Rockwell.PrimalItemSkin_WW_XmasSweater_Rockwell(/Game/PrimalEarth/Structures/CookingPot.CookingPot_C:PrimalInventoryBP_CookingPot_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_WW_WinterHatG.PrimalItemSkin_WW_WinterHatG(/Game/PrimalEarth/Structures/CookingPot.CookingPot_C:PrimalInventoryBP_CookingPot_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_WW_WinterHatH.PrimalItemSkin_WW_WinterHatH(/Game/PrimalEarth/Structures/CookingPot.CookingPot_C:PrimalInventoryBP_CookingPot_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_WW_WinterHatI.PrimalItemSkin_WW_WinterHatI(/Game/PrimalEarth/Structures/CookingPot.CookingPot_C:PrimalInventoryBP_CookingPot_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_WW_WinterHatJ.PrimalItemSkin_WW_WinterHatJ(/Game/PrimalEarth/Structures/CookingPot.CookingPot_C:PrimalInventoryBP_CookingPot_C_0) CONTENT: /Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_Costume_Santa.PrimalItemSkin_Costume_Santa(/Game/PrimalEarth/Structures/CookingPot.CookingPot_C:PrimalInventoryBP_CookingPot_C_0) CONTENT: Make Recipe(/Engine/Transient.Default__REINST_CookingPot_C_22201) CONTENT: Add Note to Make Recipe (/Engine/Transient.Default__REINST_CookingPot_C_22201) CONTENT: Cooking Pot(/Engine/Transient.Default__REINST_CookingPot_C_22201) CONTENT: Make Recipe(/Engine/Transient.REINST_CookingPot_C_1) CONTENT: Add Note to Make Recipe (/Engine/Transient.REINST_CookingPot_C_1) CONTENT: Cooking Pot(/Engine/Transient.REINST_CookingPot_C_1) CONTENT: Put food for your nearby pets in this, and they'll automatically eat it when hungry!(/Game/PrimalEarth/CoreBlueprints/Inventories/PrimalInventoryBP_FeedingTrough.Default__PrimalInventoryBP_FeedingTrough_C) CONTENT: Feeding Trough(/Game/PrimalEarth/CoreBlueprints/Inventories/PrimalInventoryBP_FeedingTrough.Default__PrimalInventoryBP_FeedingTrough_C) CONTENT: Feeding Trough(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_FeedingTrough.Default__PrimalItemStructure_FeedingTrough_C) CONTENT: Put food for your nearby pets in this, and they'll automatically eat it when hungry!(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_FeedingTrough.Default__PrimalItemStructure_FeedingTrough_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_FeedingTrough.Default__PrimalItemStructure_FeedingTrough_C) CONTENT: Wood(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_FeedingTrough.Default__PrimalItemStructure_FeedingTrough_C) CONTENT: Storage(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_FeedingTrough.Default__PrimalItemStructure_FeedingTrough_C) CONTENT: Feeding Trough(/Engine/Transient.REINST_FeedingTrough_C_0) CONTENT: Feeding Trough(/Engine/Transient.Default__REINST_FeedingTrough_C_22211) CONTENT: Feeding Trough(/Engine/Transient.REINST_FeedingTrough_C_1) CONTENT: Stone Fireplace(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_Fireplace.Default__PrimalItemStructure_Fireplace_C) CONTENT: A nice relaxing fireplace. Keeps a large area very warm and provides light.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_Fireplace.Default__PrimalItemStructure_Fireplace_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_Fireplace.Default__PrimalItemStructure_Fireplace_C) CONTENT: Stone(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_Fireplace.Default__PrimalItemStructure_Fireplace_C) CONTENT: Fireplace(/Engine/Transient.REINST_Fireplace_C_0) CONTENT: Must contain a fuel, such as wood or thatch, to light the fire.(/Game/PrimalEarth/Structures/Fireplace.Fireplace_C:PrimalInventoryBP_Campfire_C_0) CONTENT: Fireplace(/Game/PrimalEarth/Structures/Fireplace.Fireplace_C:PrimalInventoryBP_Campfire_C_0) CONTENT: Fireplace(/Engine/Transient.Default__REINST_Fireplace_C_22219) CONTENT: Fireplace(/Engine/Transient.REINST_Fireplace_C_1) CONTENT: Single Panel Flag(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_Flag_Single.Default__PrimalItemStructure_Flag_Single_C) CONTENT: Mark your tribe's territory and show off your its colors by placing this and painting it.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_Flag_Single.Default__PrimalItemStructure_Flag_Single_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_Flag_Single.Default__PrimalItemStructure_Flag_Single_C) CONTENT: Misc(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_Flag_Single.Default__PrimalItemStructure_Flag_Single_C) CONTENT: Single Panel Flag(/Engine/Transient.REINST_Flag_SM_Single_C_0) CONTENT: Single Panel Flag(/Engine/Transient.Default__REINST_Flag_SM_Single_C_22228) CONTENT: Single Panel Flag(/Engine/Transient.REINST_Flag_SM_Single_C_1) CONTENT: Requires Wood, Thatch, or Sparkpowder to activate. Put unrefined resources in this to refine them.(/Game/PrimalEarth/CoreBlueprints/Inventories/PrimalInventoryBP_Forge.Default__PrimalInventoryBP_Forge_C) CONTENT: Refining Forge(/Game/PrimalEarth/CoreBlueprints/Inventories/PrimalInventoryBP_Forge.Default__PrimalInventoryBP_Forge_C) CONTENT: Chibi-Achatina(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/ChibiDinos/PrimalItemSkin_ChibiDino_Achatina.Default__PrimalItemSkin_ChibiDino_Achatina_C) CONTENT: Chibi-Amargasaurus(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/ChibiDinos/PrimalItemSkin_ChibiDino_Amarga.Default__PrimalItemSkin_ChibiDino_Amarga_C) CONTENT: Chibi-Ammonite(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/ChibiDinos/PrimalItemSkin_ChibiDino_Ammonite.Default__PrimalItemSkin_ChibiDino_Ammonite_C) CONTENT: Chibi-Archaeopteryx(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/ChibiDinos/PrimalItemSkin_ChibiDino_Archaeopteryx.Default__PrimalItemSkin_ChibiDino_Archaeopteryx_C) CONTENT: Chibi-Astrocetus(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/ChibiDinos/PrimalItemSkin_ChibiDino_Astrocetus.Default__PrimalItemSkin_ChibiDino_Astrocetus_C) CONTENT: Chibi-Astrodelphis(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/ChibiDinos/PrimalItemSkin_ChibiDino_Astrodelphis.Default__PrimalItemSkin_ChibiDino_Astrodelphis_C) CONTENT: Chibi-Basilisk(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/ChibiDinos/PrimalItemSkin_ChibiDino_Basilisk.Default__PrimalItemSkin_ChibiDino_Basilisk_C) CONTENT: Chibi-Ghost Basilisk(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/ChibiDinos/PrimalItemSkin_ChibiDino_BasiliskGhost.Default__PrimalItemSkin_ChibiDino_BasiliskGhost_C) CONTENT: Chibi-Beelzebufo(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/ChibiDinos/PrimalItemSkin_ChibiDino_Beelzebufo.Default__PrimalItemSkin_ChibiDino_Beelzebufo_C) CONTENT: Chibi-Festive Noglin(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/ChibiDinos/PrimalItemSkin_ChibiDino_BrainSlugXmas.Default__PrimalItemSkin_ChibiDino_BrainSlugXmas_C) CONTENT: Chibi-Skeletal Brontosaurus(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/ChibiDinos/PrimalItemSkin_ChibiDino_Bronto_Bone.Default__PrimalItemSkin_ChibiDino_Bronto_Bone_C) CONTENT: Chibi-Broodmother(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/ChibiDinos/PrimalItemSkin_ChibiDino_BroodMother.Default__PrimalItemSkin_ChibiDino_BroodMother_C) CONTENT: Chibi-Bulbdog(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/ChibiDinos/PrimalItemSkin_ChibiDino_Bulbdog.Default__PrimalItemSkin_ChibiDino_Bulbdog_C) CONTENT: Chibi-Bunny(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/ChibiDinos/PrimalItemSkin_ChibiDino_Bunny.Default__PrimalItemSkin_ChibiDino_Bunny_C) CONTENT: Chibi-Skeletal Carno(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/ChibiDinos/PrimalItemSkin_ChibiDino_Carnotaurus_Bone.Default__PrimalItemSkin_ChibiDino_Carnotaurus_Bone_C) CONTENT: Chibi-Cnidaria(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/ChibiDinos/PrimalItemSkin_ChibiDino_Cnidaria.Default__PrimalItemSkin_ChibiDino_Cnidaria_C) CONTENT: Chibi-Deinonychus(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/ChibiDinos/PrimalItemSkin_ChibiDino_Deinonychus.Default__PrimalItemSkin_ChibiDino_Deinonychus_C) CONTENT: Chibi-Dilophosaur(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/ChibiDinos/PrimalItemSkin_ChibiDino_Dilophosaur.Default__PrimalItemSkin_ChibiDino_Dilophosaur_C) CONTENT: Chibi-Dinopithecus(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/ChibiDinos/PrimalItemSkin_ChibiDino_Dinopithecus.Default__PrimalItemSkin_ChibiDino_Dinopithecus_C) CONTENT: Chibi-Ghost Direwolf(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/ChibiDinos/PrimalItemSkin_ChibiDino_DirewolfGhost.Default__PrimalItemSkin_ChibiDino_DirewolfGhost_C) CONTENT: Chibi-Dodo(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/ChibiDinos/PrimalItemSkin_ChibiDino_Dodo.Default__PrimalItemSkin_ChibiDino_Dodo_C) CONTENT: Chibi-Deal With It Dodo(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/ChibiDinos/PrimalItemSkin_ChibiDino_DodoDealWithIt.Default__PrimalItemSkin_ChibiDino_DodoDealWithIt_C) CONTENT: Chibi-Dunkleosteus(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/ChibiDinos/PrimalItemSkin_ChibiDino_Dunkleo.Default__PrimalItemSkin_ChibiDino_Dunkleo_C) CONTENT: Cream(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_EasterDodo.Default__DinoColorSet_EasterDodo_C) CONTENT: Light Yellow(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_EasterDodo.Default__DinoColorSet_EasterDodo_C) CONTENT: Cream(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_EasterDodo.Default__DinoColorSet_EasterDodo_C) CONTENT: Light Yellow(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_EasterDodo.Default__DinoColorSet_EasterDodo_C) CONTENT: Chibi-Easter Chick(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/ChibiDinos/PrimalItemSkin_ChibiDino_EasterChick.Default__PrimalItemSkin_ChibiDino_EasterChick_C) CONTENT: Chibi-Enforcer(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/ChibiDinos/PrimalItemSkin_ChibiDino_Enforcer.Default__PrimalItemSkin_ChibiDino_Enforcer_C) CONTENT: Chibi-Featherlight(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/ChibiDinos/PrimalItemSkin_ChibiDino_Featherlight.Default__PrimalItemSkin_ChibiDino_Featherlight_C) CONTENT: Chibi-Gacha Claus(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/ChibiDinos/PrimalItemSkin_ChibiDino_GachaClaus.Default__PrimalItemSkin_ChibiDino_GachaClaus_C) CONTENT: Chibi-Gallimimus(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/ChibiDinos/PrimalItemSkin_ChibiDino_Gallimimus.Default__PrimalItemSkin_ChibiDino_Gallimimus_C) CONTENT: Chibi-Skeletal Giganotosaurus(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/ChibiDinos/PrimalItemSkin_ChibiDino_Gigant_Bone.Default__PrimalItemSkin_ChibiDino_Gigant_Bone_C) CONTENT: Chibi-Gigantopithecus Chieftan(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/ChibiDinos/PrimalItemSkin_ChibiDino_GigantopithecusChieftan.Default__PrimalItemSkin_ChibiDino_GigantopithecusChieftan_C) CONTENT: Chibi-Glowtail(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/ChibiDinos/PrimalItemSkin_ChibiDino_Glowtail.Default__PrimalItemSkin_ChibiDino_Glowtail_C) CONTENT: Chibi-Skeletal Jerboa(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/ChibiDinos/PrimalItemSkin_ChibiDino_Jerboa_Bone.Default__PrimalItemSkin_ChibiDino_Jerboa_Bone_C) CONTENT: Chibi-Jerbunny(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/ChibiDinos/PrimalItemSkin_ChibiDino_JerboaBunny.Default__PrimalItemSkin_ChibiDino_JerboaBunny_C) CONTENT: Chibi-Kairuku(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/ChibiDinos/PrimalItemSkin_ChibiDino_Kairuku.Default__PrimalItemSkin_ChibiDino_Kairuku_C) CONTENT: Chibi-Kaprosuchus(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/ChibiDinos/PrimalItemSkin_ChibiDino_Kaprosuchus.Default__PrimalItemSkin_ChibiDino_Kaprosuchus_C) CONTENT: Chibi-Karkinos(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/ChibiDinos/PrimalItemSkin_ChibiDino_Karkinos.Default__PrimalItemSkin_ChibiDino_Karkinos_C) CONTENT: Chibi-Lovebird(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/ChibiDinos/PrimalItemSkin_ChibiDino_LoveBird.Default__PrimalItemSkin_ChibiDino_LoveBird_C) CONTENT: Chibi-Maewing(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/ChibiDinos/PrimalItemSkin_ChibiDino_Maewing.Default__PrimalItemSkin_ChibiDino_Maewing_C) CONTENT: Chibi-Managarmr(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/ChibiDinos/PrimalItemSkin_ChibiDino_Managarmr.Default__PrimalItemSkin_ChibiDino_Managarmr_C) CONTENT: Chibi-Manta(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/ChibiDinos/PrimalItemSkin_ChibiDino_Manta.Default__PrimalItemSkin_ChibiDino_Manta_C) CONTENT: Chibi-Mantis(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/ChibiDinos/PrimalItemSkin_ChibiDino_Mantis.Default__PrimalItemSkin_ChibiDino_Mantis_C) CONTENT: Chibi-Ghost Mantis(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/ChibiDinos/PrimalItemSkin_ChibiDino_MantisGhost.Default__PrimalItemSkin_ChibiDino_MantisGhost_C) CONTENT: Chibi-Megalodon(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/ChibiDinos/PrimalItemSkin_ChibiDino_Megalodon.Default__PrimalItemSkin_ChibiDino_Megalodon_C) CONTENT: Chibi-Mesopithecus(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/ChibiDinos/PrimalItemSkin_ChibiDino_Mesopithecus.Default__PrimalItemSkin_ChibiDino_Mesopithecus_C) CONTENT: Chibi-Microraptor(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/ChibiDinos/PrimalItemSkin_ChibiDino_Microraptor.Default__PrimalItemSkin_ChibiDino_Microraptor_C) CONTENT: Chibi-Onyc(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/ChibiDinos/PrimalItemSkin_ChibiDino_Onyc.Default__PrimalItemSkin_ChibiDino_Onyc_C) CONTENT: Chibi-Otter(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/ChibiDinos/PrimalItemSkin_ChibiDino_Otter.Default__PrimalItemSkin_ChibiDino_Otter_C) CONTENT: Chibi-Bonnet Otter(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/ChibiDinos/PrimalItemSkin_ChibiDino_OtterBonnet.Default__PrimalItemSkin_ChibiDino_OtterBonnet_C) CONTENT: Chibi-Straw Hat Otter(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/ChibiDinos/PrimalItemSkin_ChibiDino_OtterStrawHat.Default__PrimalItemSkin_ChibiDino_OtterStrawHat_C) CONTENT: Chibi Party Rex(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/ChibiDinos/PrimalItemSkin_ChibiDino_PartyRex.Default__PrimalItemSkin_ChibiDino_PartyRex_C) CONTENT: Chibi-Pelagornis(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/ChibiDinos/PrimalItemSkin_ChibiDino_Pelagornis.Default__PrimalItemSkin_ChibiDino_Pelagornis_C) CONTENT: Chibi-Plesiosaur(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/ChibiDinos/PrimalItemSkin_ChibiDino_Plesiosaur.Default__PrimalItemSkin_ChibiDino_Plesiosaur_C) CONTENT: Chibi-Purlovia(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/ChibiDinos/PrimalItemSkin_ChibiDino_Purlovia.Default__PrimalItemSkin_ChibiDino_Purlovia_C) CONTENT: Chibi-Queen Bee(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/ChibiDinos/PrimalItemSkin_ChibiDino_QueenBee.Default__PrimalItemSkin_ChibiDino_QueenBee_C) CONTENT: Chibi-Skeletal Quetzal(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/ChibiDinos/PrimalItemSkin_ChibiDino_Quetzal_Bone.Default__PrimalItemSkin_ChibiDino_Quetzal_Bone_C) CONTENT: Chibi-Skeletal Raptor(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/ChibiDinos/PrimalItemSkin_ChibiDino_Raptor_Bone.Default__PrimalItemSkin_ChibiDino_Raptor_Bone_C) CONTENT: Chibi-Animated Series Raptor(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/ChibiDinos/PrimalItemSkin_ChibiDino_RaptorAnimatedSeries.Default__PrimalItemSkin_ChibiDino_RaptorAnimatedSeries_C) CONTENT: Chibi-Reindeer(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/ChibiDinos/PrimalItemSkin_ChibiDino_Reindeer.Default__PrimalItemSkin_ChibiDino_Reindeer_C) CONTENT: Chibi-Skeletal Rex(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/ChibiDinos/PrimalItemSkin_ChibiDino_Rex_Bone.Default__PrimalItemSkin_ChibiDino_Rex_Bone_C) CONTENT: Chibi-Ghost Rex(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/ChibiDinos/PrimalItemSkin_ChibiDino_RexGhost.Default__PrimalItemSkin_ChibiDino_RexGhost_C) CONTENT: Chibi-X-Sabertooth(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/ChibiDinos/PrimalItemSkin_ChibiDino_SaberX.Default__PrimalItemSkin_ChibiDino_SaberX_C) CONTENT: Chibi-Seeker(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/ChibiDinos/PrimalItemSkin_ChibiDino_Seeker.Default__PrimalItemSkin_ChibiDino_Seeker_C) CONTENT: Chibi-Shinehorn(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/ChibiDinos/PrimalItemSkin_ChibiDino_Shinehorn.Default__PrimalItemSkin_ChibiDino_Shinehorn_C) CONTENT: Chibi-Sinomacrops(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/ChibiDinos/PrimalItemSkin_ChibiDino_Sinomacrops.Default__PrimalItemSkin_ChibiDino_Sinomacrops_C) CONTENT: Chibi-Thorny Dragon(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/ChibiDinos/PrimalItemSkin_ChibiDino_SpineyLizard.Default__PrimalItemSkin_ChibiDino_SpineyLizard_C) CONTENT: Chibi-Spring Shinehorn(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/ChibiDinos/PrimalItemSkin_ChibiDino_SpringShinehorn.Default__PrimalItemSkin_ChibiDino_SpringShinehorn_C) CONTENT: Chibi-Skeletal Stego(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/ChibiDinos/PrimalItemSkin_ChibiDino_Stego_Bone.Default__PrimalItemSkin_ChibiDino_Stego_Bone_C) CONTENT: Chibi-TEK Raptor(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/ChibiDinos/PrimalItemSkin_ChibiDino_TEKRaptor.Default__PrimalItemSkin_ChibiDino_TEKRaptor_C) CONTENT: White-Collar Kairuku Chibi(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/ChibiDinos/PrimalItemSkin_ChibiDino_TophatKairuku.Default__PrimalItemSkin_ChibiDino_TophatKairuku_C) CONTENT: Chibi-Skeletal Trike(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/ChibiDinos/PrimalItemSkin_ChibiDino_Trike_Bone.Default__PrimalItemSkin_ChibiDino_Trike_Bone_C) CONTENT: Chibi-Tropeognathus(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/ChibiDinos/PrimalItemSkin_ChibiDino_Tropeognathus.Default__PrimalItemSkin_ChibiDino_Tropeognathus_C) CONTENT: Chibi-Tusoteuthis(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/ChibiDinos/PrimalItemSkin_ChibiDino_Tuso.Default__PrimalItemSkin_ChibiDino_Tuso_C) CONTENT: Chibi-Unicorn(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/ChibiDinos/PrimalItemSkin_ChibiDino_Unicorn.Default__PrimalItemSkin_ChibiDino_Unicorn_C) CONTENT: Chibi-Velonasaur(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/ChibiDinos/PrimalItemSkin_ChibiDino_Velonasaur.Default__PrimalItemSkin_ChibiDino_Velonasaur_C) CONTENT: Chibi-Voidwyrm(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/ChibiDinos/PrimalItemSkin_ChibiDino_VoidWyvern.Default__PrimalItemSkin_ChibiDino_VoidWyvern_C) CONTENT: Chibi-The Witching Owl(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/ChibiDinos/PrimalItemSkin_ChibiDino_WitchingOwl.Default__PrimalItemSkin_ChibiDino_WitchingOwl_C) CONTENT: Chibi-Skeletal Wyvern(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/ChibiDinos/PrimalItemSkin_ChibiDino_Wyvern_Bone.Default__PrimalItemSkin_ChibiDino_Wyvern_Bone_C) CONTENT: Chibi-Zombie Wyvern(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/ChibiDinos/PrimalItemSkin_ChibiDino_Wyvern_Zombie.Default__PrimalItemSkin_ChibiDino_Wyvern_Zombie_C) CONTENT: Chibi-Crystal Wyvern(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/ChibiDinos/PrimalItemSkin_ChibiDino_WyvernCrystal.Default__PrimalItemSkin_ChibiDino_WyvernCrystal_C) CONTENT: ChibiDinosAll(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSet_Chibis_All.Default__LootItemSet_Chibis_All_C) CONTENT: Legendary(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSet_Chibis_All.Default__LootItemSet_Chibis_All_C) CONTENT: VeryRare(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSet_Chibis_All.Default__LootItemSet_Chibis_All_C) CONTENT: Rare(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSet_Chibis_All.Default__LootItemSet_Chibis_All_C) CONTENT: Uncommon(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSet_Chibis_All.Default__LootItemSet_Chibis_All_C) CONTENT: Common(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSet_Chibis_All.Default__LootItemSet_Chibis_All_C) CONTENT: Random Chibi-Dino(/Engine/Transient.REINST_PrimalItem_ChibiDino_RandomCraftable_C_0) CONTENT: Try your luck and craft a random chibi-dino!(/Engine/Transient.REINST_PrimalItem_ChibiDino_RandomCraftable_C_0) CONTENT: Random Chibi-Dino(/Engine/Transient.Default__REINST_PrimalItem_ChibiDino_RandomCraftable_C_22418) CONTENT: Try your luck and craft a random chibi-dino!(/Engine/Transient.Default__REINST_PrimalItem_ChibiDino_RandomCraftable_C_22418) CONTENT: Random Chibi-Dino(/Engine/Transient.REINST_PrimalItem_ChibiDino_RandomCraftable_C_1) CONTENT: Try your luck and craft a random chibi-dino!(/Engine/Transient.REINST_PrimalItem_ChibiDino_RandomCraftable_C_1) CONTENT: Refining Forge(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_Forge.Default__PrimalItemStructure_Forge_C) CONTENT: Requires Wood, Thatch, or Sparkpowder to activate. Put unrefined resources in this to refine them.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_Forge.Default__PrimalItemStructure_Forge_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_Forge.Default__PrimalItemStructure_Forge_C) CONTENT: Crafting(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_Forge.Default__PrimalItemStructure_Forge_C) CONTENT: Refining Forge(/Engine/Transient.REINST_Forge_C_0) CONTENT: Refining Forge(/Engine/Transient.Default__REINST_Forge_C_22425) CONTENT: Refining Forge(/Engine/Transient.REINST_Forge_C_1) CONTENT: Mortar and Pestle(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_MortarAndPestle.Default__PrimalItemStructure_MortarAndPestle_C) CONTENT: This simple stone contraption can be used to grind resources into new substances.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_MortarAndPestle.Default__PrimalItemStructure_MortarAndPestle_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_MortarAndPestle.Default__PrimalItemStructure_MortarAndPestle_C) CONTENT: Crafting(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_MortarAndPestle.Default__PrimalItemStructure_MortarAndPestle_C) CONTENT: Mortar and Pestle(/Engine/Transient.REINST_MortarAndPestle_C_0) CONTENT: Mortar and Pestle(/Engine/Transient.Default__REINST_MortarAndPestle_C_22434) CONTENT: Mortar and Pestle(/Engine/Transient.REINST_MortarAndPestle_C_1) CONTENT: Preserving Bin(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_PreservingBin.Default__PrimalItemStructure_PreservingBin_C) CONTENT: Burns sparkpowder at low temperatures to dehydrate food and kill bacteria. Keeps perishables from spoiling for a small time.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_PreservingBin.Default__PrimalItemStructure_PreservingBin_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_PreservingBin.Default__PrimalItemStructure_PreservingBin_C) CONTENT: Fridges(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_PreservingBin.Default__PrimalItemStructure_PreservingBin_C) CONTENT: Preserving Bin(/Engine/Transient.REINST_PreservingBin_C_0) CONTENT: Preserving Bin(/Engine/Transient.Default__REINST_PreservingBin_C_22442) CONTENT: Preserving Bin(/Engine/Transient.REINST_PreservingBin_C_1) CONTENT: Store your items in this.(/Game/PrimalEarth/CoreBlueprints/Inventories/PrimalInventoryBP_StorageBox_Large.Default__PrimalInventoryBP_StorageBox_Large_C) CONTENT: Storage Box(/Game/PrimalEarth/CoreBlueprints/Inventories/PrimalInventoryBP_StorageBox_Large.Default__PrimalInventoryBP_StorageBox_Large_C) CONTENT: Large Storage Box(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_StorageBox_Large.Default__PrimalItemStructure_StorageBox_Large_C) CONTENT: A large cabinet to store goods in.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_StorageBox_Large.Default__PrimalItemStructure_StorageBox_Large_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_StorageBox_Large.Default__PrimalItemStructure_StorageBox_Large_C) CONTENT: Wood(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_StorageBox_Large.Default__PrimalItemStructure_StorageBox_Large_C) CONTENT: Storage(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_StorageBox_Large.Default__PrimalItemStructure_StorageBox_Large_C) CONTENT: Large Storage Box(/Engine/Transient.REINST_StorageBox_Large_C_0) CONTENT: Large Storage Box(/Engine/Transient.Default__REINST_StorageBox_Large_C_22452) CONTENT: Large Storage Box(/Engine/Transient.REINST_StorageBox_Large_C_1) CONTENT: Storage Box(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_StorageBox_Small.Default__PrimalItemStructure_StorageBox_Small_C) CONTENT: A small box to store goods in.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_StorageBox_Small.Default__PrimalItemStructure_StorageBox_Small_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_StorageBox_Small.Default__PrimalItemStructure_StorageBox_Small_C) CONTENT: Wood(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_StorageBox_Small.Default__PrimalItemStructure_StorageBox_Small_C) CONTENT: Storage(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_StorageBox_Small.Default__PrimalItemStructure_StorageBox_Small_C) CONTENT: Storage Box(/Engine/Transient.REINST_StorageBox_Small_C_0) CONTENT: Storage Box(/Engine/Transient.Default__REINST_StorageBox_Small_C_22460) CONTENT: Storage Box(/Engine/Transient.REINST_StorageBox_Small_C_1) CONTENT: Fish Basket(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Wooden/PrimalItemStructure_FishBasket.Default__PrimalItemStructure_FishBasket_C) CONTENT: Trap certain fish in this basket to tame and transport them!(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Wooden/PrimalItemStructure_FishBasket.Default__PrimalItemStructure_FishBasket_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Wooden/PrimalItemStructure_FishBasket.Default__PrimalItemStructure_FishBasket_C) CONTENT: Misc(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Wooden/PrimalItemStructure_FishBasket.Default__PrimalItemStructure_FishBasket_C) CONTENT: Fish Basket(/Engine/Transient.REINST_FishBasket_C_0) LITERAL: Trap {0}(/Game/PrimalEarth/Structures/FishBasket.FishBasket:BPGetMultiUseEntries.K2Node_FormatText_21) LITERAL: Trap Initializing... {0}(/Game/PrimalEarth/Structures/FishBasket.FishBasket:BPGetMultiUseEntries.K2Node_FormatText_50) CONTENT: Fish Basket(/Engine/Transient.Default__REINST_FishBasket_C_22475) LITERAL: Trap {0}(/Game/PrimalEarth/Structures/FishBasket.FishBasket:EdGraph_78872.K2Node_CallFunction_197899) LITERAL: 0(/Game/PrimalEarth/Structures/FishBasket.FishBasket:EdGraph_78872.K2Node_MakeStruct_1548) LITERAL: Trap Initializing... {0}(/Game/PrimalEarth/Structures/FishBasket.FishBasket:EdGraph_78872.K2Node_CallFunction_197900) LITERAL: 0(/Game/PrimalEarth/Structures/FishBasket.FishBasket:EdGraph_78872.K2Node_MakeStruct_1549) CONTENT: Fish Basket(/Engine/Transient.REINST_FishBasket_C_1) CONTENT: Gravestone(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Wooden/PrimalItemStructure_Furniture_Gravestone.Default__PrimalItemStructure_Furniture_Gravestone_C) CONTENT: A simple unadorned stone headstone to mark a grave or commemorate a loved one.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Wooden/PrimalItemStructure_Furniture_Gravestone.Default__PrimalItemStructure_Furniture_Gravestone_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Wooden/PrimalItemStructure_Furniture_Gravestone.Default__PrimalItemStructure_Furniture_Gravestone_C) CONTENT: Furniture(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Wooden/PrimalItemStructure_Furniture_Gravestone.Default__PrimalItemStructure_Furniture_Gravestone_C) CONTENT: Stone(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Wooden/PrimalItemStructure_Furniture_Gravestone.Default__PrimalItemStructure_Furniture_Gravestone_C) CONTENT: Gravestone(/Engine/Transient.REINST_StructureBP_Gravestone_C_0) CONTENT: Gravestone(/Engine/Transient.Default__REINST_StructureBP_Gravestone_C_22484) CONTENT: Gravestone(/Engine/Transient.REINST_StructureBP_Gravestone_C_1) CONTENT: Wooden Bench(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Wooden/PrimalItemStructure_Furniture_WoodBench.Default__PrimalItemStructure_Furniture_WoodBench_C) CONTENT: A simple wooden bench for group sitting.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Wooden/PrimalItemStructure_Furniture_WoodBench.Default__PrimalItemStructure_Furniture_WoodBench_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Wooden/PrimalItemStructure_Furniture_WoodBench.Default__PrimalItemStructure_Furniture_WoodBench_C) CONTENT: Furniture(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Wooden/PrimalItemStructure_Furniture_WoodBench.Default__PrimalItemStructure_Furniture_WoodBench_C) CONTENT: Wood(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Wooden/PrimalItemStructure_Furniture_WoodBench.Default__PrimalItemStructure_Furniture_WoodBench_C) CONTENT: Wooden Bench(/Game/PrimalEarth/Structures/Furniture/StructureBP_WoodBench.Default__StructureBP_WoodBench_C) CONTENT: Wooden Chair(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Wooden/PrimalItemStructure_Furniture_WoodChair.Default__PrimalItemStructure_Furniture_WoodChair_C) CONTENT: A simple wooden chair for solo sitting.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Wooden/PrimalItemStructure_Furniture_WoodChair.Default__PrimalItemStructure_Furniture_WoodChair_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Wooden/PrimalItemStructure_Furniture_WoodChair.Default__PrimalItemStructure_Furniture_WoodChair_C) CONTENT: Furniture(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Wooden/PrimalItemStructure_Furniture_WoodChair.Default__PrimalItemStructure_Furniture_WoodChair_C) CONTENT: Wood(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Wooden/PrimalItemStructure_Furniture_WoodChair.Default__PrimalItemStructure_Furniture_WoodChair_C) CONTENT: Wooden Chair(/Game/PrimalEarth/Structures/Furniture/StructureBP_WoodChair.Default__StructureBP_WoodChair_C) CONTENT: Wooden Table(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Wooden/PrimalItemStructure_Furniture_WoodTable.Default__PrimalItemStructure_Furniture_WoodTable_C) CONTENT: A simple wooden table with a variety of uses.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Wooden/PrimalItemStructure_Furniture_WoodTable.Default__PrimalItemStructure_Furniture_WoodTable_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Wooden/PrimalItemStructure_Furniture_WoodTable.Default__PrimalItemStructure_Furniture_WoodTable_C) CONTENT: Furniture(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Wooden/PrimalItemStructure_Furniture_WoodTable.Default__PrimalItemStructure_Furniture_WoodTable_C) CONTENT: Wood(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Wooden/PrimalItemStructure_Furniture_WoodTable.Default__PrimalItemStructure_Furniture_WoodTable_C) CONTENT: Wooden Table(/Game/PrimalEarth/Structures/WoodTable.Default__WoodTable_C) CONTENT: Rope Ladder(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Wooden/PrimalItemStructure_RopeLadder.Default__PrimalItemStructure_RopeLadder_C) CONTENT: A simple rope ladder used to climb up or down tall structures. Can also be used to extend existing ladders.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Wooden/PrimalItemStructure_RopeLadder.Default__PrimalItemStructure_RopeLadder_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Wooden/PrimalItemStructure_RopeLadder.Default__PrimalItemStructure_RopeLadder_C) CONTENT: Wood(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Wooden/PrimalItemStructure_RopeLadder.Default__PrimalItemStructure_RopeLadder_C) CONTENT: Rope Ladder(/Engine/Transient.REINST_Ladder_Rope_C_0) CONTENT: Rope Ladder(/Engine/Transient.Default__REINST_Ladder_Rope_C_22498) CONTENT: Rope Ladder(/Engine/Transient.REINST_Ladder_Rope_C_1) CONTENT: War Map(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Wooden/PrimalItemStructure_WarMap.Default__PrimalItemStructure_WarMap_C) CONTENT: A map of the island upon which you can draw your plans.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Wooden/PrimalItemStructure_WarMap.Default__PrimalItemStructure_WarMap_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Wooden/PrimalItemStructure_WarMap.Default__PrimalItemStructure_WarMap_C) CONTENT: Misc(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Wooden/PrimalItemStructure_WarMap.Default__PrimalItemStructure_WarMap_C) CONTENT: War Map(/Engine/Transient.REINST_Sign_WarMap_C_0) LITERAL: SetupMat(/Game/PrimalEarth/Structures/BuildingBases/Sign_WarMap.Sign_WarMap:EventGraph.K2Node_CallFunction_5052) CONTENT: War Map(/Engine/Transient.Default__REINST_Sign_WarMap_C_22506) CONTENT: War Map(/Engine/Transient.REINST_Sign_WarMap_C_1) CONTENT: Wooden Cage(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Wooden/PrimalItemStructure_WoodCage.Default__PrimalItemStructure_WoodCage_C) CONTENT: A portable cage in which to imprison victims.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Wooden/PrimalItemStructure_WoodCage.Default__PrimalItemStructure_WoodCage_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Wooden/PrimalItemStructure_WoodCage.Default__PrimalItemStructure_WoodCage_C) CONTENT: Wood(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Wooden/PrimalItemStructure_WoodCage.Default__PrimalItemStructure_WoodCage_C) CONTENT: Wooden Cage(/Engine/Transient.REINST_Cage_Base_C_0) CONTENT: Wooden Cage(/Engine/Transient.Default__REINST_Cage_Base_C_22514) CONTENT: Wooden Cage(/Engine/Transient.REINST_Cage_Base_C_1) CONTENT: Wooden Sign(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Wooden/PrimalItemStructure_WoodSign.Default__PrimalItemStructure_WoodSign_C) CONTENT: A simple wooden sign for landmark navigation or relaying messages.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Wooden/PrimalItemStructure_WoodSign.Default__PrimalItemStructure_WoodSign_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Wooden/PrimalItemStructure_WoodSign.Default__PrimalItemStructure_WoodSign_C) CONTENT: Wood(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Wooden/PrimalItemStructure_WoodSign.Default__PrimalItemStructure_WoodSign_C) CONTENT: Signs(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Wooden/PrimalItemStructure_WoodSign.Default__PrimalItemStructure_WoodSign_C) CONTENT: Wood Signpost(/Engine/Transient.REINST_Sign_Small_Wood_C_0) CONTENT: Wood Signpost(/Engine/Transient.Default__REINST_Sign_Small_Wood_C_22530) CONTENT: Wood Signpost(/Engine/Transient.REINST_Sign_Small_Wood_C_1) CONTENT: Wooden Billboard(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Wooden/PrimalItemStructure_WoodSign_Large.Default__PrimalItemStructure_WoodSign_Large_C) CONTENT: A large wooden billboard for landmark navigation or relaying messages.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Wooden/PrimalItemStructure_WoodSign_Large.Default__PrimalItemStructure_WoodSign_Large_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Wooden/PrimalItemStructure_WoodSign_Large.Default__PrimalItemStructure_WoodSign_Large_C) CONTENT: Wood(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Wooden/PrimalItemStructure_WoodSign_Large.Default__PrimalItemStructure_WoodSign_Large_C) CONTENT: Signs(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Wooden/PrimalItemStructure_WoodSign_Large.Default__PrimalItemStructure_WoodSign_Large_C) CONTENT: Large Wood Signpost(/Engine/Transient.REINST_Sign_Large_Wood_C_0) CONTENT: Large Wood Signpost(/Engine/Transient.Default__REINST_Sign_Large_Wood_C_22539) CONTENT: Large Wood Signpost(/Engine/Transient.REINST_Sign_Large_Wood_C_1) CONTENT: Wooden Wall Sign(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Wooden/PrimalItemStructure_WoodSign_Wall.Default__PrimalItemStructure_WoodSign_Wall_C) CONTENT: A simple wooden wall sign for basic messages, requires attaching to a wall.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Wooden/PrimalItemStructure_WoodSign_Wall.Default__PrimalItemStructure_WoodSign_Wall_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Wooden/PrimalItemStructure_WoodSign_Wall.Default__PrimalItemStructure_WoodSign_Wall_C) CONTENT: Wood(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Wooden/PrimalItemStructure_WoodSign_Wall.Default__PrimalItemStructure_WoodSign_Wall_C) CONTENT: Signs(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Wooden/PrimalItemStructure_WoodSign_Wall.Default__PrimalItemStructure_WoodSign_Wall_C) CONTENT: Wall Sign(/Engine/Transient.REINST_Sign_Wall_Wood_C_0) CONTENT: Wall Sign(/Engine/Transient.Default__REINST_Sign_Wall_Wood_C_22547) CONTENT: Wall Sign(/Engine/Transient.REINST_Sign_Wall_Wood_C_1) CONTENT: Wooden Spike Wall(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Wooden/PrimalItemStructure_WoodSpikeWall.Default__PrimalItemStructure_WoodSpikeWall_C) CONTENT: These incredibly sharp wooden stakes are dangerous to any that touch them. Larger creatures take more damage.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Wooden/PrimalItemStructure_WoodSpikeWall.Default__PrimalItemStructure_WoodSpikeWall_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Wooden/PrimalItemStructure_WoodSpikeWall.Default__PrimalItemStructure_WoodSpikeWall_C) CONTENT: Wood(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Wooden/PrimalItemStructure_WoodSpikeWall.Default__PrimalItemStructure_WoodSpikeWall_C) CONTENT: Wooden Spike Wall(/Engine/Transient.REINST_SpikeWall_Wood_C_0) LITERAL: DamageTick(/Game/PrimalEarth/Structures/Wooden/SpikeWall_Wood.SpikeWall_Wood:EventGraph.K2Node_CallFunction_27343) LITERAL: DamageTick(/Game/PrimalEarth/Structures/Wooden/SpikeWall_Wood.SpikeWall_Wood:EventGraph.K2Node_CallFunction_58634) LITERAL: DamageTick(/Game/PrimalEarth/Structures/Wooden/SpikeWall_Wood.SpikeWall_Wood:EventGraph.K2Node_CallFunction_29145) CONTENT: Wooden Spike Wall(/Engine/Transient.Default__REINST_SpikeWall_Wood_C_22555) CONTENT: Wooden Spike Wall(/Engine/Transient.REINST_SpikeWall_Wood_C_1) CONTENT: Tripwire Alarm Trap(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_WeaponAlarmTrap.Default__PrimalItem_WeaponAlarmTrap_C) CONTENT: Place two of these near each other to create an alarm trap.(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_WeaponAlarmTrap.Default__PrimalItem_WeaponAlarmTrap_C) CONTENT: Weapons(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_WeaponAlarmTrap.Default__PrimalItem_WeaponAlarmTrap_C) CONTENT: Tripwires(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_WeaponAlarmTrap.Default__PrimalItem_WeaponAlarmTrap_C) CONTENT: Tripwire Alarm Trap(/Engine/Transient.REINST_AlarmTrap_C_0) CONTENT: Tripwire Alarm Trap(/Engine/Transient.Default__REINST_AlarmTrap_C_22571) CONTENT: Tripwire Alarm Trap(/Engine/Transient.REINST_AlarmTrap_C_1) CONTENT: Tripwire Narcotic Trap(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_WeaponPoisonTrap.Default__PrimalItem_WeaponPoisonTrap_C) CONTENT: Place two of these nearby each other to create a poisonous trap. However, its noxious effect renders creatures untameable that are directly knocked out by it.(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_WeaponPoisonTrap.Default__PrimalItem_WeaponPoisonTrap_C) CONTENT: Weapons(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_WeaponPoisonTrap.Default__PrimalItem_WeaponPoisonTrap_C) CONTENT: Tripwires(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItem_WeaponPoisonTrap.Default__PrimalItem_WeaponPoisonTrap_C) CONTENT: Tripwire Narcotic Trap(/Engine/Transient.REINST_PoisonTrap_C_0) CONTENT: Tripwire Narcotic Trap(/Engine/Transient.Default__REINST_PoisonTrap_C_22588) CONTENT: Tripwire Narcotic Trap(/Engine/Transient.REINST_PoisonTrap_C_1) CONTENT: Wooden Raft(/Game/PrimalEarth/Items/Raft/PrimalItemRaft.Default__PrimalItemRaft_C) CONTENT: A floating wooden platform that you can pilot across the water. Can support the weight of structures and be built on.(/Game/PrimalEarth/Items/Raft/PrimalItemRaft.Default__PrimalItemRaft_C) CONTENT: Misc(/Game/PrimalEarth/Items/Raft/PrimalItemRaft.Default__PrimalItemRaft_C) CONTENT: Sail(/Engine/Transient.REINST_Raft_BP_C_0) CONTENT: Raft(/Engine/Transient.REINST_Raft_BP_C_0) CONTENT: Sail(/Engine/Transient.Default__REINST_Raft_BP_C_22598) CONTENT: Raft(/Engine/Transient.Default__REINST_Raft_BP_C_22598) CONTENT: Sail(/Engine/Transient.REINST_Raft_BP_C_1) CONTENT: Raft(/Engine/Transient.REINST_Raft_BP_C_1) CONTENT: Magnifying Glass(/Game/PrimalEarth/Test/PrimalItem_WeaponMagnifyingGlass.Default__PrimalItem_WeaponMagnifyingGlass_C) CONTENT: This instrument, while primitive, is effective at short-range analysis of both flora and fauna.(/Game/PrimalEarth/Test/PrimalItem_WeaponMagnifyingGlass.Default__PrimalItem_WeaponMagnifyingGlass_C) CONTENT: Misc(/Game/PrimalEarth/Test/PrimalItem_WeaponMagnifyingGlass.Default__PrimalItem_WeaponMagnifyingGlass_C) CONTENT: Spyglass(/Game/PrimalEarth/Test/PrimalItem_WeaponSpyglass.Default__PrimalItem_WeaponSpyglass_C) CONTENT: This instrument, while primitive, is quite effective at long-range reconnaissance.(/Game/PrimalEarth/Test/PrimalItem_WeaponSpyglass.Default__PrimalItem_WeaponSpyglass_C) CONTENT: Misc(/Game/PrimalEarth/Test/PrimalItem_WeaponSpyglass.Default__PrimalItem_WeaponSpyglass_C) CONTENT: Enlightened!(/Engine/Transient.REINST_Buff_XPFromEgg_C_0) CONTENT: +10% XP!(/Engine/Transient.REINST_Buff_XPFromEgg_C_0) LITERAL: +{0}% XP!(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_XPFromEgg.Buff_XPFromEgg:EventGraph.K2Node_FormatText_27) CONTENT: Enlightened!(/Engine/Transient.Default__REINST_Buff_XPFromEgg_C_22608) CONTENT: +10% XP!(/Engine/Transient.Default__REINST_Buff_XPFromEgg_C_22608) LITERAL: +{0}% XP!(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_XPFromEgg.Buff_XPFromEgg:ExecuteUbergraph_Buff_XPFromEgg.K2Node_CallFunction_198059) LITERAL: 0(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_XPFromEgg.Buff_XPFromEgg:ExecuteUbergraph_Buff_XPFromEgg.K2Node_MakeStruct_1550) CONTENT: Enlightened!(/Engine/Transient.REINST_Buff_XPFromEgg_C_1) CONTENT: +10% XP!(/Engine/Transient.REINST_Buff_XPFromEgg_C_1) CONTENT: Golden Hesperornis Egg(/Game/PrimalEarth/Test/PrimalItemConsumable_Egg_Hesperonis_Golden.Default__PrimalItemConsumable_Egg_Hesperonis_Golden_C) CONTENT: Eat it to gain tremendous nourishment, or feed it to small creatures for enlightenment!(/Game/PrimalEarth/Test/PrimalItemConsumable_Egg_Hesperonis_Golden.Default__PrimalItemConsumable_Egg_Hesperonis_Golden_C) CONTENT: Morellatops Saddle(/Game/ScorchedEarth/Dinos/Camelsaurus/PrimalItemArmor_CamelsaurusSaddle.Default__PrimalItemArmor_CamelsaurusSaddle_C) CONTENT: Equip a Morellatops with this to ride it.(/Game/ScorchedEarth/Dinos/Camelsaurus/PrimalItemArmor_CamelsaurusSaddle.Default__PrimalItemArmor_CamelsaurusSaddle_C) CONTENT: Saddles(/Game/ScorchedEarth/Dinos/Camelsaurus/PrimalItemArmor_CamelsaurusSaddle.Default__PrimalItemArmor_CamelsaurusSaddle_C) CONTENT: Lymantria Saddle(/Game/ScorchedEarth/Dinos/Moth/PrimalItemArmor_MothSaddle.Default__PrimalItemArmor_MothSaddle_C) CONTENT: Equip a Lymantria with this to ride it.(/Game/ScorchedEarth/Dinos/Moth/PrimalItemArmor_MothSaddle.Default__PrimalItemArmor_MothSaddle_C) CONTENT: Saddles(/Game/ScorchedEarth/Dinos/Moth/PrimalItemArmor_MothSaddle.Default__PrimalItemArmor_MothSaddle_C) CONTENT: Store your preserving salts to make them last longer!(/Game/PrimalEarth/CoreBlueprints/Inventories/PrimalInventoryBP_Vessel.Default__PrimalInventoryBP_Vessel_C) CONTENT: Vessel(/Game/PrimalEarth/CoreBlueprints/Inventories/PrimalInventoryBP_Vessel.Default__PrimalInventoryBP_Vessel_C) CONTENT: Vessel(/Game/ScorchedEarth/Structures/DesertFurnitureSet/Vessel/PrimalItemStructure_Vessel.Default__PrimalItemStructure_Vessel_C) CONTENT: Stores preserving salts and makes them last longer.(/Game/ScorchedEarth/Structures/DesertFurnitureSet/Vessel/PrimalItemStructure_Vessel.Default__PrimalItemStructure_Vessel_C) CONTENT: Structures(/Game/ScorchedEarth/Structures/DesertFurnitureSet/Vessel/PrimalItemStructure_Vessel.Default__PrimalItemStructure_Vessel_C) CONTENT: Furniture(/Game/ScorchedEarth/Structures/DesertFurnitureSet/Vessel/PrimalItemStructure_Vessel.Default__PrimalItemStructure_Vessel_C) CONTENT: Vessel(/Engine/Transient.REINST_SM_Vessel_BP_C_0) CONTENT: Vessel(/Engine/Transient.Default__REINST_SM_Vessel_BP_C_22619) CONTENT: Vessel(/Engine/Transient.REINST_SM_Vessel_BP_C_1) CONTENT: Insulation Stats Up(/Engine/Transient.REINST_Buff_Tent_C_0) CONTENT: You get increased insulation stats(/Engine/Transient.REINST_Buff_Tent_C_0) CONTENT: Increased insulation stats(/Engine/Transient.REINST_Buff_Tent_C_0) CONTENT: Insulation Stats Up(/Engine/Transient.Default__REINST_Buff_Tent_C_22631) CONTENT: You get increased insulation stats(/Engine/Transient.Default__REINST_Buff_Tent_C_22631) CONTENT: Increased insulation stats(/Engine/Transient.Default__REINST_Buff_Tent_C_22631) CONTENT: Insulation Stats Up(/Engine/Transient.REINST_Buff_Tent_C_1) CONTENT: You get increased insulation stats(/Engine/Transient.REINST_Buff_Tent_C_1) CONTENT: Increased insulation stats(/Engine/Transient.REINST_Buff_Tent_C_1) CONTENT: Tent(/Game/ScorchedEarth/Structures/Tent/PrimalItemStructure_Tent.Default__PrimalItemStructure_Tent_C) CONTENT: A portable Tent where you can take cover in hostile environments(/Game/ScorchedEarth/Structures/Tent/PrimalItemStructure_Tent.Default__PrimalItemStructure_Tent_C) CONTENT: Structures(/Game/ScorchedEarth/Structures/Tent/PrimalItemStructure_Tent.Default__PrimalItemStructure_Tent_C) CONTENT: Wood(/Game/ScorchedEarth/Structures/Tent/PrimalItemStructure_Tent.Default__PrimalItemStructure_Tent_C) CONTENT: Tent(/Engine/Transient.REINST_Tent_BP_C_0) LITERAL: PeriodicDamage(/Game/ScorchedEarth/Structures/Tent/Tent_BP.Tent_BP:EventGraph.K2Node_CallFunction_40461) LITERAL: Structure count {0}(/Game/ScorchedEarth/Structures/Tent/Tent_BP.Tent_BP:BPAllowPickupGiveItem.K2Node_FormatText_211) CONTENT: Tent(/Engine/Transient.Default__REINST_Tent_BP_C_22638) LITERAL: Structure count {0}(/Game/ScorchedEarth/Structures/Tent/Tent_BP.Tent_BP:EdGraph_79121.K2Node_CallFunction_198144) LITERAL: 0(/Game/ScorchedEarth/Structures/Tent/Tent_BP.Tent_BP:EdGraph_79121.K2Node_MakeStruct_1551) CONTENT: Tent(/Engine/Transient.REINST_Tent_BP_C_1) CONTENT: Boomerang(/Game/ScorchedEarth/WeaponBoomerang/PrimalItem_WeaponBoomerang.Default__PrimalItem_WeaponBoomerang_C) CONTENT: Your trusty ranged weapon.(/Game/ScorchedEarth/WeaponBoomerang/PrimalItem_WeaponBoomerang.Default__PrimalItem_WeaponBoomerang_C) CONTENT: Weapons(/Game/ScorchedEarth/WeaponBoomerang/PrimalItem_WeaponBoomerang.Default__PrimalItem_WeaponBoomerang_C) CONTENT: Primitive(/Game/ScorchedEarth/WeaponBoomerang/PrimalItem_WeaponBoomerang.Default__PrimalItem_WeaponBoomerang_C) CONTENT: Melee(/Game/ScorchedEarth/WeaponBoomerang/PrimalItem_WeaponBoomerang.Default__PrimalItem_WeaponBoomerang_C) CONTENT: Electronic Binoculars(/Game/ScorchedEarth/WeaponElectronicBinoculars/PrimalItem_WeaponElectronicBinoculars.Default__PrimalItem_WeaponElectronicBinoculars_C) CONTENT: The ultimate long-range reconnaissance tool.(/Game/ScorchedEarth/WeaponElectronicBinoculars/PrimalItem_WeaponElectronicBinoculars.Default__PrimalItem_WeaponElectronicBinoculars_C) CONTENT: Misc(/Game/ScorchedEarth/WeaponElectronicBinoculars/PrimalItem_WeaponElectronicBinoculars.Default__PrimalItem_WeaponElectronicBinoculars_C) CONTENT: Oil Jar(/Game/ScorchedEarth/WeaponOilJar/PrimalItem_WeaponOilJar.Default__PrimalItem_WeaponOilJar_C) CONTENT: Throw it to create an oil slick which can be lit on fire! This sticky substance can also slow down people which step in it!(/Game/ScorchedEarth/WeaponOilJar/PrimalItem_WeaponOilJar.Default__PrimalItem_WeaponOilJar_C) CONTENT: Weapons(/Game/ScorchedEarth/WeaponOilJar/PrimalItem_WeaponOilJar.Default__PrimalItem_WeaponOilJar_C) CONTENT: Explosive(/Game/ScorchedEarth/WeaponOilJar/PrimalItem_WeaponOilJar.Default__PrimalItem_WeaponOilJar_C) CONTENT: Deinonychus Saddle(/Game/Valguero/Dinos/Deinonychus/PrimalItemArmor_DeinonychusSaddle.Default__PrimalItemArmor_DeinonychusSaddle_C) CONTENT: Equip a Deinonychus with this to ride it.(/Game/Valguero/Dinos/Deinonychus/PrimalItemArmor_DeinonychusSaddle.Default__PrimalItemArmor_DeinonychusSaddle_C) CONTENT: Saddles(/Game/Valguero/Dinos/Deinonychus/PrimalItemArmor_DeinonychusSaddle.Default__PrimalItemArmor_DeinonychusSaddle_C) CONTENT: Emotes(/Game/Genesis/CoreBlueprints/LootSets/LootItemSets_LootCrate_Base.Default__LootItemSets_LootCrate_Base_C) CONTENT: Emotes(/Game/Genesis/CoreBlueprints/LootSets/LootItemSets_LootCrate_Base.Default__LootItemSets_LootCrate_Base_C) CONTENT: Hairstyles(/Game/Genesis/CoreBlueprints/LootSets/LootItemSets_LootCrate_Base.Default__LootItemSets_LootCrate_Base_C) CONTENT: Hairstyles(/Game/Genesis/CoreBlueprints/LootSets/LootItemSets_LootCrate_Base.Default__LootItemSets_LootCrate_Base_C) CONTENT: Skins/Costumes(/Game/Genesis/CoreBlueprints/LootSets/LootItemSets_LootCrate_Base.Default__LootItemSets_LootCrate_Base_C) CONTENT: Skins/Costumes(/Game/Genesis/CoreBlueprints/LootSets/LootItemSets_LootCrate_Base.Default__LootItemSets_LootCrate_Base_C) CONTENT: Saddles (Quality)(/Game/Genesis/CoreBlueprints/LootSets/LootItemSets_LootCrate_Base.Default__LootItemSets_LootCrate_Base_C) CONTENT: Common(/Game/Genesis/CoreBlueprints/LootSets/LootItemSets_LootCrate_Base.Default__LootItemSets_LootCrate_Base_C) CONTENT: Uncommon(/Game/Genesis/CoreBlueprints/LootSets/LootItemSets_LootCrate_Base.Default__LootItemSets_LootCrate_Base_C) CONTENT: Rare(/Game/Genesis/CoreBlueprints/LootSets/LootItemSets_LootCrate_Base.Default__LootItemSets_LootCrate_Base_C) CONTENT: Epic(/Game/Genesis/CoreBlueprints/LootSets/LootItemSets_LootCrate_Base.Default__LootItemSets_LootCrate_Base_C) CONTENT: Armor (Quality)(/Game/Genesis/CoreBlueprints/LootSets/LootItemSets_LootCrate_Base.Default__LootItemSets_LootCrate_Base_C) CONTENT: Common(/Game/Genesis/CoreBlueprints/LootSets/LootItemSets_LootCrate_Base.Default__LootItemSets_LootCrate_Base_C) CONTENT: Uncommon(/Game/Genesis/CoreBlueprints/LootSets/LootItemSets_LootCrate_Base.Default__LootItemSets_LootCrate_Base_C) CONTENT: Rare(/Game/Genesis/CoreBlueprints/LootSets/LootItemSets_LootCrate_Base.Default__LootItemSets_LootCrate_Base_C) CONTENT: Epic(/Game/Genesis/CoreBlueprints/LootSets/LootItemSets_LootCrate_Base.Default__LootItemSets_LootCrate_Base_C) CONTENT: Weapons (Quality)(/Game/Genesis/CoreBlueprints/LootSets/LootItemSets_LootCrate_Base.Default__LootItemSets_LootCrate_Base_C) CONTENT: Common(/Game/Genesis/CoreBlueprints/LootSets/LootItemSets_LootCrate_Base.Default__LootItemSets_LootCrate_Base_C) CONTENT: Uncommon(/Game/Genesis/CoreBlueprints/LootSets/LootItemSets_LootCrate_Base.Default__LootItemSets_LootCrate_Base_C) CONTENT: Rare(/Game/Genesis/CoreBlueprints/LootSets/LootItemSets_LootCrate_Base.Default__LootItemSets_LootCrate_Base_C) CONTENT: Epic(/Game/Genesis/CoreBlueprints/LootSets/LootItemSets_LootCrate_Base.Default__LootItemSets_LootCrate_Base_C) CONTENT: Ammo (Quantity)(/Game/Genesis/CoreBlueprints/LootSets/LootItemSets_LootCrate_Base.Default__LootItemSets_LootCrate_Base_C) CONTENT: Common(/Game/Genesis/CoreBlueprints/LootSets/LootItemSets_LootCrate_Base.Default__LootItemSets_LootCrate_Base_C) CONTENT: Uncommon(/Game/Genesis/CoreBlueprints/LootSets/LootItemSets_LootCrate_Base.Default__LootItemSets_LootCrate_Base_C) CONTENT: Items (Quantity)(/Game/Genesis/CoreBlueprints/LootSets/LootItemSets_LootCrate_Base.Default__LootItemSets_LootCrate_Base_C) CONTENT: Common(/Game/Genesis/CoreBlueprints/LootSets/LootItemSets_LootCrate_Base.Default__LootItemSets_LootCrate_Base_C) CONTENT: Uncommon(/Game/Genesis/CoreBlueprints/LootSets/LootItemSets_LootCrate_Base.Default__LootItemSets_LootCrate_Base_C) CONTENT: Rare(/Game/Genesis/CoreBlueprints/LootSets/LootItemSets_LootCrate_Base.Default__LootItemSets_LootCrate_Base_C) CONTENT: Epic(/Game/Genesis/CoreBlueprints/LootSets/LootItemSets_LootCrate_Base.Default__LootItemSets_LootCrate_Base_C) CONTENT: Unsorted 1-offs (Quantity)(/Game/Genesis/CoreBlueprints/LootSets/LootItemSets_LootCrate_Base.Default__LootItemSets_LootCrate_Base_C) CONTENT: Common(/Game/Genesis/CoreBlueprints/LootSets/LootItemSets_LootCrate_Base.Default__LootItemSets_LootCrate_Base_C) CONTENT: Uncommon(/Game/Genesis/CoreBlueprints/LootSets/LootItemSets_LootCrate_Base.Default__LootItemSets_LootCrate_Base_C) CONTENT: Rare(/Game/Genesis/CoreBlueprints/LootSets/LootItemSets_LootCrate_Base.Default__LootItemSets_LootCrate_Base_C) CONTENT: Epic(/Game/Genesis/CoreBlueprints/LootSets/LootItemSets_LootCrate_Base.Default__LootItemSets_LootCrate_Base_C) CONTENT: Structures (not Buildables)(/Game/Genesis/CoreBlueprints/LootSets/LootItemSets_LootCrate_Base.Default__LootItemSets_LootCrate_Base_C) CONTENT: Common(/Game/Genesis/CoreBlueprints/LootSets/LootItemSets_LootCrate_Base.Default__LootItemSets_LootCrate_Base_C) CONTENT: Uncommon(/Game/Genesis/CoreBlueprints/LootSets/LootItemSets_LootCrate_Base.Default__LootItemSets_LootCrate_Base_C) CONTENT: Rare(/Game/Genesis/CoreBlueprints/LootSets/LootItemSets_LootCrate_Base.Default__LootItemSets_LootCrate_Base_C) CONTENT: Epic(/Game/Genesis/CoreBlueprints/LootSets/LootItemSets_LootCrate_Base.Default__LootItemSets_LootCrate_Base_C) CONTENT: Emotes(/Game/Genesis/CoreBlueprints/LootSets/LootItemSets_LootCrate_lvl1.Default__LootItemSets_LootCrate_lvl1_C) CONTENT: Emotes(/Game/Genesis/CoreBlueprints/LootSets/LootItemSets_LootCrate_lvl1.Default__LootItemSets_LootCrate_lvl1_C) CONTENT: Hairstyles(/Game/Genesis/CoreBlueprints/LootSets/LootItemSets_LootCrate_lvl1.Default__LootItemSets_LootCrate_lvl1_C) CONTENT: Hairstyles(/Game/Genesis/CoreBlueprints/LootSets/LootItemSets_LootCrate_lvl1.Default__LootItemSets_LootCrate_lvl1_C) CONTENT: Skins/Costumes(/Game/Genesis/CoreBlueprints/LootSets/LootItemSets_LootCrate_lvl1.Default__LootItemSets_LootCrate_lvl1_C) CONTENT: Skins/Costumes(/Game/Genesis/CoreBlueprints/LootSets/LootItemSets_LootCrate_lvl1.Default__LootItemSets_LootCrate_lvl1_C) CONTENT: Saddles (Quality)(/Game/Genesis/CoreBlueprints/LootSets/LootItemSets_LootCrate_lvl1.Default__LootItemSets_LootCrate_lvl1_C) CONTENT: Common(/Game/Genesis/CoreBlueprints/LootSets/LootItemSets_LootCrate_lvl1.Default__LootItemSets_LootCrate_lvl1_C) CONTENT: Uncommon(/Game/Genesis/CoreBlueprints/LootSets/LootItemSets_LootCrate_lvl1.Default__LootItemSets_LootCrate_lvl1_C) CONTENT: Rare(/Game/Genesis/CoreBlueprints/LootSets/LootItemSets_LootCrate_lvl1.Default__LootItemSets_LootCrate_lvl1_C) CONTENT: Epic(/Game/Genesis/CoreBlueprints/LootSets/LootItemSets_LootCrate_lvl1.Default__LootItemSets_LootCrate_lvl1_C) CONTENT: Armor (Quality)(/Game/Genesis/CoreBlueprints/LootSets/LootItemSets_LootCrate_lvl1.Default__LootItemSets_LootCrate_lvl1_C) CONTENT: Common(/Game/Genesis/CoreBlueprints/LootSets/LootItemSets_LootCrate_lvl1.Default__LootItemSets_LootCrate_lvl1_C) CONTENT: Uncommon(/Game/Genesis/CoreBlueprints/LootSets/LootItemSets_LootCrate_lvl1.Default__LootItemSets_LootCrate_lvl1_C) CONTENT: Rare(/Game/Genesis/CoreBlueprints/LootSets/LootItemSets_LootCrate_lvl1.Default__LootItemSets_LootCrate_lvl1_C) CONTENT: Epic(/Game/Genesis/CoreBlueprints/LootSets/LootItemSets_LootCrate_lvl1.Default__LootItemSets_LootCrate_lvl1_C) CONTENT: Weapons (Quality)(/Game/Genesis/CoreBlueprints/LootSets/LootItemSets_LootCrate_lvl1.Default__LootItemSets_LootCrate_lvl1_C) CONTENT: Common(/Game/Genesis/CoreBlueprints/LootSets/LootItemSets_LootCrate_lvl1.Default__LootItemSets_LootCrate_lvl1_C) CONTENT: Uncommon(/Game/Genesis/CoreBlueprints/LootSets/LootItemSets_LootCrate_lvl1.Default__LootItemSets_LootCrate_lvl1_C) CONTENT: Rare(/Game/Genesis/CoreBlueprints/LootSets/LootItemSets_LootCrate_lvl1.Default__LootItemSets_LootCrate_lvl1_C) CONTENT: Epic(/Game/Genesis/CoreBlueprints/LootSets/LootItemSets_LootCrate_lvl1.Default__LootItemSets_LootCrate_lvl1_C) CONTENT: Ammo (Quantity)(/Game/Genesis/CoreBlueprints/LootSets/LootItemSets_LootCrate_lvl1.Default__LootItemSets_LootCrate_lvl1_C) CONTENT: Common(/Game/Genesis/CoreBlueprints/LootSets/LootItemSets_LootCrate_lvl1.Default__LootItemSets_LootCrate_lvl1_C) CONTENT: Uncommon(/Game/Genesis/CoreBlueprints/LootSets/LootItemSets_LootCrate_lvl1.Default__LootItemSets_LootCrate_lvl1_C) CONTENT: Items (Quantity)(/Game/Genesis/CoreBlueprints/LootSets/LootItemSets_LootCrate_lvl1.Default__LootItemSets_LootCrate_lvl1_C) CONTENT: Common(/Game/Genesis/CoreBlueprints/LootSets/LootItemSets_LootCrate_lvl1.Default__LootItemSets_LootCrate_lvl1_C) CONTENT: Uncommon(/Game/Genesis/CoreBlueprints/LootSets/LootItemSets_LootCrate_lvl1.Default__LootItemSets_LootCrate_lvl1_C) CONTENT: Rare(/Game/Genesis/CoreBlueprints/LootSets/LootItemSets_LootCrate_lvl1.Default__LootItemSets_LootCrate_lvl1_C) CONTENT: Epic(/Game/Genesis/CoreBlueprints/LootSets/LootItemSets_LootCrate_lvl1.Default__LootItemSets_LootCrate_lvl1_C) CONTENT: Unsorted 1-offs (Quantity)(/Game/Genesis/CoreBlueprints/LootSets/LootItemSets_LootCrate_lvl1.Default__LootItemSets_LootCrate_lvl1_C) CONTENT: Common(/Game/Genesis/CoreBlueprints/LootSets/LootItemSets_LootCrate_lvl1.Default__LootItemSets_LootCrate_lvl1_C) CONTENT: Uncommon(/Game/Genesis/CoreBlueprints/LootSets/LootItemSets_LootCrate_lvl1.Default__LootItemSets_LootCrate_lvl1_C) CONTENT: Rare(/Game/Genesis/CoreBlueprints/LootSets/LootItemSets_LootCrate_lvl1.Default__LootItemSets_LootCrate_lvl1_C) CONTENT: Epic(/Game/Genesis/CoreBlueprints/LootSets/LootItemSets_LootCrate_lvl1.Default__LootItemSets_LootCrate_lvl1_C) CONTENT: Structures (not Buildables)(/Game/Genesis/CoreBlueprints/LootSets/LootItemSets_LootCrate_lvl1.Default__LootItemSets_LootCrate_lvl1_C) CONTENT: Common(/Game/Genesis/CoreBlueprints/LootSets/LootItemSets_LootCrate_lvl1.Default__LootItemSets_LootCrate_lvl1_C) CONTENT: Uncommon(/Game/Genesis/CoreBlueprints/LootSets/LootItemSets_LootCrate_lvl1.Default__LootItemSets_LootCrate_lvl1_C) CONTENT: Rare(/Game/Genesis/CoreBlueprints/LootSets/LootItemSets_LootCrate_lvl1.Default__LootItemSets_LootCrate_lvl1_C) CONTENT: Epic(/Game/Genesis/CoreBlueprints/LootSets/LootItemSets_LootCrate_lvl1.Default__LootItemSets_LootCrate_lvl1_C) CONTENT: Tier 1 Lootcrate(/Game/Genesis/CoreBlueprints/Items/PrimalItemConsumable_Lootcrate_lvl1.Default__PrimalItemConsumable_Lootcrate_lvl1_C) CONTENT: Emotes(/Game/Genesis/CoreBlueprints/LootSets/LootItemSets_LootCrate_lvl2.Default__LootItemSets_LootCrate_lvl2_C) CONTENT: Emotes(/Game/Genesis/CoreBlueprints/LootSets/LootItemSets_LootCrate_lvl2.Default__LootItemSets_LootCrate_lvl2_C) CONTENT: Hairstyles(/Game/Genesis/CoreBlueprints/LootSets/LootItemSets_LootCrate_lvl2.Default__LootItemSets_LootCrate_lvl2_C) CONTENT: Hairstyles(/Game/Genesis/CoreBlueprints/LootSets/LootItemSets_LootCrate_lvl2.Default__LootItemSets_LootCrate_lvl2_C) CONTENT: Skins/Costumes(/Game/Genesis/CoreBlueprints/LootSets/LootItemSets_LootCrate_lvl2.Default__LootItemSets_LootCrate_lvl2_C) CONTENT: Skins/Costumes(/Game/Genesis/CoreBlueprints/LootSets/LootItemSets_LootCrate_lvl2.Default__LootItemSets_LootCrate_lvl2_C) CONTENT: Saddles (Quality)(/Game/Genesis/CoreBlueprints/LootSets/LootItemSets_LootCrate_lvl2.Default__LootItemSets_LootCrate_lvl2_C) CONTENT: Common(/Game/Genesis/CoreBlueprints/LootSets/LootItemSets_LootCrate_lvl2.Default__LootItemSets_LootCrate_lvl2_C) CONTENT: Uncommon(/Game/Genesis/CoreBlueprints/LootSets/LootItemSets_LootCrate_lvl2.Default__LootItemSets_LootCrate_lvl2_C) CONTENT: Rare(/Game/Genesis/CoreBlueprints/LootSets/LootItemSets_LootCrate_lvl2.Default__LootItemSets_LootCrate_lvl2_C) CONTENT: Epic(/Game/Genesis/CoreBlueprints/LootSets/LootItemSets_LootCrate_lvl2.Default__LootItemSets_LootCrate_lvl2_C) CONTENT: Armor (Quality)(/Game/Genesis/CoreBlueprints/LootSets/LootItemSets_LootCrate_lvl2.Default__LootItemSets_LootCrate_lvl2_C) CONTENT: Common(/Game/Genesis/CoreBlueprints/LootSets/LootItemSets_LootCrate_lvl2.Default__LootItemSets_LootCrate_lvl2_C) CONTENT: Uncommon(/Game/Genesis/CoreBlueprints/LootSets/LootItemSets_LootCrate_lvl2.Default__LootItemSets_LootCrate_lvl2_C) CONTENT: Rare(/Game/Genesis/CoreBlueprints/LootSets/LootItemSets_LootCrate_lvl2.Default__LootItemSets_LootCrate_lvl2_C) CONTENT: Epic(/Game/Genesis/CoreBlueprints/LootSets/LootItemSets_LootCrate_lvl2.Default__LootItemSets_LootCrate_lvl2_C) CONTENT: Weapons (Quality)(/Game/Genesis/CoreBlueprints/LootSets/LootItemSets_LootCrate_lvl2.Default__LootItemSets_LootCrate_lvl2_C) CONTENT: Common(/Game/Genesis/CoreBlueprints/LootSets/LootItemSets_LootCrate_lvl2.Default__LootItemSets_LootCrate_lvl2_C) CONTENT: Uncommon(/Game/Genesis/CoreBlueprints/LootSets/LootItemSets_LootCrate_lvl2.Default__LootItemSets_LootCrate_lvl2_C) CONTENT: Rare(/Game/Genesis/CoreBlueprints/LootSets/LootItemSets_LootCrate_lvl2.Default__LootItemSets_LootCrate_lvl2_C) CONTENT: Epic(/Game/Genesis/CoreBlueprints/LootSets/LootItemSets_LootCrate_lvl2.Default__LootItemSets_LootCrate_lvl2_C) CONTENT: Ammo (Quantity)(/Game/Genesis/CoreBlueprints/LootSets/LootItemSets_LootCrate_lvl2.Default__LootItemSets_LootCrate_lvl2_C) CONTENT: Common(/Game/Genesis/CoreBlueprints/LootSets/LootItemSets_LootCrate_lvl2.Default__LootItemSets_LootCrate_lvl2_C) CONTENT: Uncommon(/Game/Genesis/CoreBlueprints/LootSets/LootItemSets_LootCrate_lvl2.Default__LootItemSets_LootCrate_lvl2_C) CONTENT: Items (Quantity)(/Game/Genesis/CoreBlueprints/LootSets/LootItemSets_LootCrate_lvl2.Default__LootItemSets_LootCrate_lvl2_C) CONTENT: Common(/Game/Genesis/CoreBlueprints/LootSets/LootItemSets_LootCrate_lvl2.Default__LootItemSets_LootCrate_lvl2_C) CONTENT: Uncommon(/Game/Genesis/CoreBlueprints/LootSets/LootItemSets_LootCrate_lvl2.Default__LootItemSets_LootCrate_lvl2_C) CONTENT: Rare(/Game/Genesis/CoreBlueprints/LootSets/LootItemSets_LootCrate_lvl2.Default__LootItemSets_LootCrate_lvl2_C) CONTENT: Epic(/Game/Genesis/CoreBlueprints/LootSets/LootItemSets_LootCrate_lvl2.Default__LootItemSets_LootCrate_lvl2_C) CONTENT: Unsorted 1-offs (Quantity)(/Game/Genesis/CoreBlueprints/LootSets/LootItemSets_LootCrate_lvl2.Default__LootItemSets_LootCrate_lvl2_C) CONTENT: Common(/Game/Genesis/CoreBlueprints/LootSets/LootItemSets_LootCrate_lvl2.Default__LootItemSets_LootCrate_lvl2_C) CONTENT: Uncommon(/Game/Genesis/CoreBlueprints/LootSets/LootItemSets_LootCrate_lvl2.Default__LootItemSets_LootCrate_lvl2_C) CONTENT: Rare(/Game/Genesis/CoreBlueprints/LootSets/LootItemSets_LootCrate_lvl2.Default__LootItemSets_LootCrate_lvl2_C) CONTENT: Epic(/Game/Genesis/CoreBlueprints/LootSets/LootItemSets_LootCrate_lvl2.Default__LootItemSets_LootCrate_lvl2_C) CONTENT: Structures (not Buildables)(/Game/Genesis/CoreBlueprints/LootSets/LootItemSets_LootCrate_lvl2.Default__LootItemSets_LootCrate_lvl2_C) CONTENT: Common(/Game/Genesis/CoreBlueprints/LootSets/LootItemSets_LootCrate_lvl2.Default__LootItemSets_LootCrate_lvl2_C) CONTENT: Uncommon(/Game/Genesis/CoreBlueprints/LootSets/LootItemSets_LootCrate_lvl2.Default__LootItemSets_LootCrate_lvl2_C) CONTENT: Rare(/Game/Genesis/CoreBlueprints/LootSets/LootItemSets_LootCrate_lvl2.Default__LootItemSets_LootCrate_lvl2_C) CONTENT: Epic(/Game/Genesis/CoreBlueprints/LootSets/LootItemSets_LootCrate_lvl2.Default__LootItemSets_LootCrate_lvl2_C) CONTENT: Tier 2 Lootcrate(/Game/Genesis/CoreBlueprints/Items/PrimalItemConsumable_Lootcrate_lvl2.Default__PrimalItemConsumable_Lootcrate_lvl2_C) CONTENT: Emotes(/Game/Genesis/CoreBlueprints/LootSets/LootItemSets_LootCrate_lvl3.Default__LootItemSets_LootCrate_lvl3_C) CONTENT: Emotes(/Game/Genesis/CoreBlueprints/LootSets/LootItemSets_LootCrate_lvl3.Default__LootItemSets_LootCrate_lvl3_C) CONTENT: Hairstyles(/Game/Genesis/CoreBlueprints/LootSets/LootItemSets_LootCrate_lvl3.Default__LootItemSets_LootCrate_lvl3_C) CONTENT: Hairstyles(/Game/Genesis/CoreBlueprints/LootSets/LootItemSets_LootCrate_lvl3.Default__LootItemSets_LootCrate_lvl3_C) CONTENT: Skins/Costumes(/Game/Genesis/CoreBlueprints/LootSets/LootItemSets_LootCrate_lvl3.Default__LootItemSets_LootCrate_lvl3_C) CONTENT: Skins/Costumes(/Game/Genesis/CoreBlueprints/LootSets/LootItemSets_LootCrate_lvl3.Default__LootItemSets_LootCrate_lvl3_C) CONTENT: Saddles (Quality)(/Game/Genesis/CoreBlueprints/LootSets/LootItemSets_LootCrate_lvl3.Default__LootItemSets_LootCrate_lvl3_C) CONTENT: Common(/Game/Genesis/CoreBlueprints/LootSets/LootItemSets_LootCrate_lvl3.Default__LootItemSets_LootCrate_lvl3_C) CONTENT: Uncommon(/Game/Genesis/CoreBlueprints/LootSets/LootItemSets_LootCrate_lvl3.Default__LootItemSets_LootCrate_lvl3_C) CONTENT: Rare(/Game/Genesis/CoreBlueprints/LootSets/LootItemSets_LootCrate_lvl3.Default__LootItemSets_LootCrate_lvl3_C) CONTENT: Epic(/Game/Genesis/CoreBlueprints/LootSets/LootItemSets_LootCrate_lvl3.Default__LootItemSets_LootCrate_lvl3_C) CONTENT: Armor (Quality)(/Game/Genesis/CoreBlueprints/LootSets/LootItemSets_LootCrate_lvl3.Default__LootItemSets_LootCrate_lvl3_C) CONTENT: Common(/Game/Genesis/CoreBlueprints/LootSets/LootItemSets_LootCrate_lvl3.Default__LootItemSets_LootCrate_lvl3_C) CONTENT: Uncommon(/Game/Genesis/CoreBlueprints/LootSets/LootItemSets_LootCrate_lvl3.Default__LootItemSets_LootCrate_lvl3_C) CONTENT: Rare(/Game/Genesis/CoreBlueprints/LootSets/LootItemSets_LootCrate_lvl3.Default__LootItemSets_LootCrate_lvl3_C) CONTENT: Epic(/Game/Genesis/CoreBlueprints/LootSets/LootItemSets_LootCrate_lvl3.Default__LootItemSets_LootCrate_lvl3_C) CONTENT: Weapons (Quality)(/Game/Genesis/CoreBlueprints/LootSets/LootItemSets_LootCrate_lvl3.Default__LootItemSets_LootCrate_lvl3_C) CONTENT: Common(/Game/Genesis/CoreBlueprints/LootSets/LootItemSets_LootCrate_lvl3.Default__LootItemSets_LootCrate_lvl3_C) CONTENT: Uncommon(/Game/Genesis/CoreBlueprints/LootSets/LootItemSets_LootCrate_lvl3.Default__LootItemSets_LootCrate_lvl3_C) CONTENT: Rare(/Game/Genesis/CoreBlueprints/LootSets/LootItemSets_LootCrate_lvl3.Default__LootItemSets_LootCrate_lvl3_C) CONTENT: Epic(/Game/Genesis/CoreBlueprints/LootSets/LootItemSets_LootCrate_lvl3.Default__LootItemSets_LootCrate_lvl3_C) CONTENT: Ammo (Quantity)(/Game/Genesis/CoreBlueprints/LootSets/LootItemSets_LootCrate_lvl3.Default__LootItemSets_LootCrate_lvl3_C) CONTENT: Common(/Game/Genesis/CoreBlueprints/LootSets/LootItemSets_LootCrate_lvl3.Default__LootItemSets_LootCrate_lvl3_C) CONTENT: Uncommon(/Game/Genesis/CoreBlueprints/LootSets/LootItemSets_LootCrate_lvl3.Default__LootItemSets_LootCrate_lvl3_C) CONTENT: Items (Quantity)(/Game/Genesis/CoreBlueprints/LootSets/LootItemSets_LootCrate_lvl3.Default__LootItemSets_LootCrate_lvl3_C) CONTENT: Common(/Game/Genesis/CoreBlueprints/LootSets/LootItemSets_LootCrate_lvl3.Default__LootItemSets_LootCrate_lvl3_C) CONTENT: Uncommon(/Game/Genesis/CoreBlueprints/LootSets/LootItemSets_LootCrate_lvl3.Default__LootItemSets_LootCrate_lvl3_C) CONTENT: Rare(/Game/Genesis/CoreBlueprints/LootSets/LootItemSets_LootCrate_lvl3.Default__LootItemSets_LootCrate_lvl3_C) CONTENT: Epic(/Game/Genesis/CoreBlueprints/LootSets/LootItemSets_LootCrate_lvl3.Default__LootItemSets_LootCrate_lvl3_C) CONTENT: Unsorted 1-offs (Quantity)(/Game/Genesis/CoreBlueprints/LootSets/LootItemSets_LootCrate_lvl3.Default__LootItemSets_LootCrate_lvl3_C) CONTENT: Common(/Game/Genesis/CoreBlueprints/LootSets/LootItemSets_LootCrate_lvl3.Default__LootItemSets_LootCrate_lvl3_C) CONTENT: Uncommon(/Game/Genesis/CoreBlueprints/LootSets/LootItemSets_LootCrate_lvl3.Default__LootItemSets_LootCrate_lvl3_C) CONTENT: Rare(/Game/Genesis/CoreBlueprints/LootSets/LootItemSets_LootCrate_lvl3.Default__LootItemSets_LootCrate_lvl3_C) CONTENT: Epic(/Game/Genesis/CoreBlueprints/LootSets/LootItemSets_LootCrate_lvl3.Default__LootItemSets_LootCrate_lvl3_C) CONTENT: Structures (not Buildables)(/Game/Genesis/CoreBlueprints/LootSets/LootItemSets_LootCrate_lvl3.Default__LootItemSets_LootCrate_lvl3_C) CONTENT: Common(/Game/Genesis/CoreBlueprints/LootSets/LootItemSets_LootCrate_lvl3.Default__LootItemSets_LootCrate_lvl3_C) CONTENT: Uncommon(/Game/Genesis/CoreBlueprints/LootSets/LootItemSets_LootCrate_lvl3.Default__LootItemSets_LootCrate_lvl3_C) CONTENT: Rare(/Game/Genesis/CoreBlueprints/LootSets/LootItemSets_LootCrate_lvl3.Default__LootItemSets_LootCrate_lvl3_C) CONTENT: Epic(/Game/Genesis/CoreBlueprints/LootSets/LootItemSets_LootCrate_lvl3.Default__LootItemSets_LootCrate_lvl3_C) CONTENT: Tier 3 Lootcrate(/Game/Genesis/CoreBlueprints/Items/PrimalItemConsumable_Lootcrate_lvl3.Default__PrimalItemConsumable_Lootcrate_lvl3_C) CONTENT: BearHug Swim Bottom(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_Vday_SwimPants_BearHug.Default__PrimalItemSkin_Vday_SwimPants_BearHug_C) CONTENT: You can use this to skin the appearance of pants into swim trunks on men or a bikini bottom on women. Guess that grumpy bruin was hoping for some honey.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_Vday_SwimPants_BearHug.Default__PrimalItemSkin_Vday_SwimPants_BearHug_C) CONTENT: BearHug Swim Top(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_Vday_SwimShirt_Bearhug.Default__PrimalItemSkin_Vday_SwimShirt_Bearhug_C) CONTENT: You can use this to skin the appearance of a shirt into a bare chest on men or a bikini top on women. Love might bear all things, but all bears don't love everything.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_Vday_SwimShirt_Bearhug.Default__PrimalItemSkin_Vday_SwimShirt_Bearhug_C) CONTENT: Odd Couple Swim Bottom(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_Vday_SwimPants_OddCouple.Default__PrimalItemSkin_Vday_SwimPants_OddCouple_C) CONTENT: You can use this to skin the appearance of pants into swim trunks on men or a bikini bottom on women. They say true love sees but doesn't mind. Good for them!(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_Vday_SwimPants_OddCouple.Default__PrimalItemSkin_Vday_SwimPants_OddCouple_C) CONTENT: Odd Couple Swim Top(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_Vday_SwimShirt_OddCouple.Default__PrimalItemSkin_Vday_SwimShirt_OddCouple_C) CONTENT: You can use this to skin the appearance of a shirt into a bare chest on men or a bikini top on women. Who are we to deny their love? The heart wants what it wants.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_Vday_SwimShirt_OddCouple.Default__PrimalItemSkin_Vday_SwimShirt_OddCouple_C) CONTENT: Sauropod Heart Swim Bottom(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_Vday_SwimPants_SauropodHeart.Default__PrimalItemSkin_Vday_SwimPants_SauropodHeart_C) CONTENT: You can use this to skin the appearance of pants into swim trunks on men or a bikini bottom on women. When they form that heart shape, you just feel the love.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_Vday_SwimPants_SauropodHeart.Default__PrimalItemSkin_Vday_SwimPants_SauropodHeart_C) CONTENT: Sauropod Heart Swim Top(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_Vday_SwimShirt_SauropodHeart.Default__PrimalItemSkin_Vday_SwimShirt_SauropodHeart_C) CONTENT: You can use this to skin the appearance of a shirt into a bare chest on men or a bikini top on women. Don't you love it when they curve like that?(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_Vday_SwimShirt_SauropodHeart.Default__PrimalItemSkin_Vday_SwimShirt_SauropodHeart_C) CONTENT: Heart-shaped Shield(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_Vday_Shield.Default__PrimalItemSkin_Vday_Shield_C) CONTENT: You can use this to skin the appearance of a shield. Protect yourself and the ones you love.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_Vday_Shield.Default__PrimalItemSkin_Vday_Shield_C) CONTENT: Holiday(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_Vday_Shield.Default__PrimalItemSkin_Vday_Shield_C) CONTENT: Sunglasses(/Engine/Transient.REINST_PrimalItemSkin_SunGlasses_C_0) CONTENT: You can use this to skin the appearance of a Hat. No one will catch you staring. Non-human creatures adamantly refuse to wear this.(/Engine/Transient.REINST_PrimalItemSkin_SunGlasses_C_0) CONTENT: Holiday(/Engine/Transient.REINST_PrimalItemSkin_SunGlasses_C_0) CONTENT: Sunglasses(/Engine/Transient.Default__REINST_PrimalItemSkin_SunGlasses_C_22766) CONTENT: You can use this to skin the appearance of a Hat. No one will catch you staring. Non-human creatures adamantly refuse to wear this.(/Engine/Transient.Default__REINST_PrimalItemSkin_SunGlasses_C_22766) CONTENT: Holiday(/Engine/Transient.Default__REINST_PrimalItemSkin_SunGlasses_C_22766) CONTENT: Sunglasses(/Engine/Transient.REINST_PrimalItemSkin_SunGlasses_C_1) CONTENT: You can use this to skin the appearance of a Hat. No one will catch you staring. Non-human creatures adamantly refuse to wear this.(/Engine/Transient.REINST_PrimalItemSkin_SunGlasses_C_1) CONTENT: Holiday(/Engine/Transient.REINST_PrimalItemSkin_SunGlasses_C_1) CONTENT: Heart-shaped Sunglasses(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_SunGlasses_Vday.Default__PrimalItemSkin_SunGlasses_Vday_C) CONTENT: You can use this to skin the appearance of a hat. Now you've got the look of love! Non-human creatures adamantly refuse to wear this.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_SunGlasses_Vday.Default__PrimalItemSkin_SunGlasses_Vday_C) CONTENT: "Self Hug" Emote(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/BaseBPs/PrimalItemConsumable_UnlockEmote_SelfHug.Default__PrimalItemConsumable_UnlockEmote_SelfHug_C) CONTENT: Consume this to permanently unlock the "Self Hug" emote. Remember, your survival depends on loving yourself.(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/BaseBPs/PrimalItemConsumable_UnlockEmote_SelfHug.Default__PrimalItemConsumable_UnlockEmote_SelfHug_C) CONTENT: Holiday(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/BaseBPs/PrimalItemConsumable_UnlockEmote_SelfHug.Default__PrimalItemConsumable_UnlockEmote_SelfHug_C) CONTENT: Easter Egghead(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_EggNestHat.Default__PrimalItemSkin_EggNestHat_C) CONTENT: You can use this to skin the appearance of a helmet or hat into a eggstraordinary chocolate egg nest. This bird's nest on your head will be no yolk!(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_EggNestHat.Default__PrimalItemSkin_EggNestHat_C) CONTENT: Holiday(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_EggNestHat.Default__PrimalItemSkin_EggNestHat_C) CONTENT: Bunny Tail(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_BunnyTail.Default__PrimalItemSkin_BunnyTail_C) CONTENT: You can use this to skin the appearance of pants and gain a fluffy tail. Don't worry, it's 100 percent cottontail!(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_BunnyTail.Default__PrimalItemSkin_BunnyTail_C) CONTENT: Holiday(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_BunnyTail.Default__PrimalItemSkin_BunnyTail_C) CONTENT: Full Body Costume Test(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_FullCostumeTest.Default__PrimalItemSkin_FullCostumeTest_C) CONTENT: This will override all other skins, acting as a full-body costume. Should always be set on Torso Armor.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_FullCostumeTest.Default__PrimalItemSkin_FullCostumeTest_C) CONTENT: Bunny Costume(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_Costume_Bunny.Default__PrimalItemSkin_Costume_Bunny_C) CONTENT: This will override all other skins, acting as a full-body costume. Show the world you are serious about cracking down on bad eggs. Should always be set on Torso Armor. (/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_Costume_Bunny.Default__PrimalItemSkin_Costume_Bunny_C) CONTENT: Holiday(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_Costume_Bunny.Default__PrimalItemSkin_Costume_Bunny_C) CONTENT: Sweet Spear Carrot(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItemSkin_Spear_Carrot.Default__PrimalItemSkin_Spear_Carrot_C) CONTENT: You can use this to skin the appearance of a spear into a deliciously crunchy weapon. It may break, but you won't carrot all.(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItemSkin_Spear_Carrot.Default__PrimalItemSkin_Spear_Carrot_C) CONTENT: Holiday(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItemSkin_Spear_Carrot.Default__PrimalItemSkin_Spear_Carrot_C) CONTENT: Eggsplosive Basket(/Engine/Transient.REINST_C4Charge_EasterBasket_C_0) CONTENT: Eggsplosive Basket(/Engine/Transient.Default__REINST_C4Charge_EasterBasket_C_22813) CONTENT: Eggsplosive Basket(/Engine/Transient.REINST_C4Charge_EasterBasket_C_1) CONTENT: E4 Remote Eggsplosives(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_EasterBasket_C4.Default__PrimalItemSkin_EasterBasket_C4_C) CONTENT: You can use this to skin the appearance of C4 into an eggsplosive Easter basket. Nothing beats these eggs for poaching your enemies... it'll be over easy!(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_EasterBasket_C4.Default__PrimalItemSkin_EasterBasket_C4_C) CONTENT: Holiday(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_EasterBasket_C4.Default__PrimalItemSkin_EasterBasket_C4_C) CONTENT: Tail Wiggle Emote(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/BaseBPs/PrimalItemConsumable_UnlockEmote_TailWiggle.Default__PrimalItemConsumable_UnlockEmote_TailWiggle_C) CONTENT: Consume this to permanently unlock the "Tail Wiggle" emote. Wiggle away, wabbit!(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/BaseBPs/PrimalItemConsumable_UnlockEmote_TailWiggle.Default__PrimalItemConsumable_UnlockEmote_TailWiggle_C) CONTENT: Holiday(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/BaseBPs/PrimalItemConsumable_UnlockEmote_TailWiggle.Default__PrimalItemConsumable_UnlockEmote_TailWiggle_C) CONTENT: Bunny Hop Dance Emote(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/BaseBPs/PrimalItemConsumable_UnlockEmote_BunnyHopDance.Default__PrimalItemConsumable_UnlockEmote_BunnyHopDance_C) CONTENT: Consume this to permanently unlock the "Bunny Hop Dance" emote. You'll be a real hip hop dancer!(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/BaseBPs/PrimalItemConsumable_UnlockEmote_BunnyHopDance.Default__PrimalItemConsumable_UnlockEmote_BunnyHopDance_C) CONTENT: Holiday(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/BaseBPs/PrimalItemConsumable_UnlockEmote_BunnyHopDance.Default__PrimalItemConsumable_UnlockEmote_BunnyHopDance_C) CONTENT: Eel Swim Top(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_SummerSwimShirt_Eels.Default__PrimalItemSkin_SummerSwimShirt_Eels_C) CONTENT: You can use this to skin the appearance of a shirt into a bare chest on men or a bikini top on women. Looks good and eels even better!(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_SummerSwimShirt_Eels.Default__PrimalItemSkin_SummerSwimShirt_Eels_C) CONTENT: Fish Bite Swim Top(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_SummerSwimShirt_FishBite.Default__PrimalItemSkin_SummerSwimShirt_FishBite_C) CONTENT: You can use this to skin the appearance of a shirt into a bare chest on men or a bikini top on women. Watch out for those teeth!(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_SummerSwimShirt_FishBite.Default__PrimalItemSkin_SummerSwimShirt_FishBite_C) CONTENT: Floaty Swim Top(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_SummerSwimShirt_Floaties.Default__PrimalItemSkin_SummerSwimShirt_Floaties_C) CONTENT: You can use this to skin the appearance of a shirt into a bare chest on men or a bikini top on women. Note: will not function as a floatation device.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_SummerSwimShirt_Floaties.Default__PrimalItemSkin_SummerSwimShirt_Floaties_C) CONTENT: Ichthy Isles Swim Top(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_SummerSwimShirt_IslandRetreat.Default__PrimalItemSkin_SummerSwimShirt_IslandRetreat_C) CONTENT: You can use this to skin the appearance of a shirt into a bare chest on men or a bikini top on women. Swim with the ichthyosaurs!(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_SummerSwimShirt_IslandRetreat.Default__PrimalItemSkin_SummerSwimShirt_IslandRetreat_C) CONTENT: Jellyfish Swim Top(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_SummerSwimShirt_Jellyfish.Default__PrimalItemSkin_SummerSwimShirt_Jellyfish_C) CONTENT: You can use this to skin the appearance of a shirt into a bare chest on men or a bikini top on women. Must be jellyfish, because jamfish don't shake like that.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_SummerSwimShirt_Jellyfish.Default__PrimalItemSkin_SummerSwimShirt_Jellyfish_C) CONTENT: Crab Fest Swim Bottom(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_SummerSwimPants_CrabParty.Default__PrimalItemSkin_SummerSwimPants_CrabParty_C) CONTENT: You can use this to skin the appearance of pants into swim trunks on men or a bikini bottom on women. Warning?might pinch a little.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_SummerSwimPants_CrabParty.Default__PrimalItemSkin_SummerSwimPants_CrabParty_C) CONTENT: Eel Swim Bottom(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_SummerSwimPants_Eels.Default__PrimalItemSkin_SummerSwimPants_Eels_C) CONTENT: You can use this to skin the appearance of pants into swim trunks on men or a bikini bottom on women. Looks good and eels even better!(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_SummerSwimPants_Eels.Default__PrimalItemSkin_SummerSwimPants_Eels_C) CONTENT: Fish Bite Swim Bottom(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_SummerSwimPants_FishBite.Default__PrimalItemSkin_SummerSwimPants_FishBite_C) CONTENT: You can use this to skin the appearance of pants into swim trunks on men or a bikini bottom on women. Watch out for those teeth!(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_SummerSwimPants_FishBite.Default__PrimalItemSkin_SummerSwimPants_FishBite_C) CONTENT: Floaty Swim Bottom(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_SummerSwimPants_Floaties.Default__PrimalItemSkin_SummerSwimPants_Floaties_C) CONTENT: You can use this to skin the appearance of pants into swim trunks on men or a bikini bottom on women. Note: will not function as a floatation device.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_SummerSwimPants_Floaties.Default__PrimalItemSkin_SummerSwimPants_Floaties_C) CONTENT: Ichthy Island Swim Bottom(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_SummerSwimPants_IslandRetreat.Default__PrimalItemSkin_SummerSwimPants_IslandRetreat_C) CONTENT: You can use this to skin the appearance of pants into swim trunks on men or a bikini bottom on women. Swim with the ichthyosaurs!(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_SummerSwimPants_IslandRetreat.Default__PrimalItemSkin_SummerSwimPants_IslandRetreat_C) CONTENT: Jellyfish Swim Bottom(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_SummerSwimPants_Jellyfish.Default__PrimalItemSkin_SummerSwimPants_Jellyfish_C) CONTENT: You can use this to skin the appearance of pants into swim trunks on men or a bikini bottom on women. Must be jellyfish, because jamfish don't shake like that.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_SummerSwimPants_Jellyfish.Default__PrimalItemSkin_SummerSwimPants_Jellyfish_C) CONTENT: Hawaiian Shirt(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_HawaiianShirt_Base.Default__PrimalItemSkin_HawaiianShirt_Base_C) CONTENT: You can use this to skin the appearance of a shirt. Something funnyabout something relevant !(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_HawaiianShirt_Base.Default__PrimalItemSkin_HawaiianShirt_Base_C) CONTENT: Holiday(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_HawaiianShirt_Base.Default__PrimalItemSkin_HawaiianShirt_Base_C) CONTENT: Bulbdog-Print Shirt(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_HawaiianShirt_Bulbdog.Default__PrimalItemSkin_HawaiianShirt_Bulbdog_C) CONTENT: You can use this to skin the appearance of a shirt. Wear your favorite party animal!(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_HawaiianShirt_Bulbdog.Default__PrimalItemSkin_HawaiianShirt_Bulbdog_C) CONTENT: Cool Noglin-Print Shirt(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_HawaiianShirt_CoolNoglin.Default__PrimalItemSkin_HawaiianShirt_CoolNoglin_C) CONTENT: You can use this to skin the appearance of a shirt. Melt some minds at the beach this summer!(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_HawaiianShirt_CoolNoglin.Default__PrimalItemSkin_HawaiianShirt_CoolNoglin_C) CONTENT: Crab Fest Swim Top(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_SummerSwimShirt_CrabParty.Default__PrimalItemSkin_SummerSwimShirt_CrabParty_C) CONTENT: You can use this to skin the appearance of a shirt into a bare chest on men or a bikini top on women. Warning?might pinch a little.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_SummerSwimShirt_CrabParty.Default__PrimalItemSkin_SummerSwimShirt_CrabParty_C) CONTENT: Hoversail-Print Shirt(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_HawaiianShirt_Hoversail.Default__PrimalItemSkin_HawaiianShirt_Hoversail_C) CONTENT: You can use this to skin the appearance of a shirt. Let everyone know you'd rather be hoversailing!(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_HawaiianShirt_Hoversail.Default__PrimalItemSkin_HawaiianShirt_Hoversail_C) CONTENT: Ice Pop-Print Shirt(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_HawaiianShirt_Island.Default__PrimalItemSkin_HawaiianShirt_Island_C) CONTENT: You can use this to skin the appearance of a shirt. Look cool and chill out.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_HawaiianShirt_Island.Default__PrimalItemSkin_HawaiianShirt_Island_C) CONTENT: Sea Life-Print Shirt(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_HawaiianShirt_SeaStuff.Default__PrimalItemSkin_HawaiianShirt_SeaStuff_C) CONTENT: You can use this to skin the appearance of a shirt. Make a splash at the luau!(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_HawaiianShirt_SeaStuff.Default__PrimalItemSkin_HawaiianShirt_SeaStuff_C) CONTENT: Shadowmane Fishing-Print Shirt(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_HawaiianShirt_ShadowmaneFishing.Default__PrimalItemSkin_HawaiianShirt_ShadowmaneFishing_C) CONTENT: You can use this to skin the appearance of a shirt. Prowl the shoreline while looking dangerous.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_HawaiianShirt_ShadowmaneFishing.Default__PrimalItemSkin_HawaiianShirt_ShadowmaneFishing_C) CONTENT: Gasbags-Print Shirt(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_HawaiianShirt_Gasbags.Default__PrimalItemSkin_HawaiianShirt_Gasbags_C) CONTENT: You can use this to skin the appearance of a shirt. Breezy summerwear.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_HawaiianShirt_Gasbags.Default__PrimalItemSkin_HawaiianShirt_Gasbags_C) CONTENT: Birthday Suit Pants(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Leather/PrimalItemSkin_BirthdayPants.Default__PrimalItemSkin_BirthdayPants_C) CONTENT: You can use this to skin the appearance of pants. Provides a natural look!(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Leather/PrimalItemSkin_BirthdayPants.Default__PrimalItemSkin_BirthdayPants_C) CONTENT: Holiday(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Leather/PrimalItemSkin_BirthdayPants.Default__PrimalItemSkin_BirthdayPants_C) CONTENT: Birthday Suit Shirt(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Leather/PrimalItemSkin_BirthdayShirt.Default__PrimalItemSkin_BirthdayShirt_C) CONTENT: You can use this to skin the appearance of a shirt. Provides a natural look!(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Leather/PrimalItemSkin_BirthdayShirt.Default__PrimalItemSkin_BirthdayShirt_C) CONTENT: Holiday(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Leather/PrimalItemSkin_BirthdayShirt.Default__PrimalItemSkin_BirthdayShirt_C) CONTENT: Angler Hat(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_AnglerHat.Default__PrimalItemSkin_AnglerHat_C) CONTENT: You can use this to skin the appearance of a hat. Lure them in with your stylish headwear. Non-human creatures adamantly refuse to wear this.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_AnglerHat.Default__PrimalItemSkin_AnglerHat_C) CONTENT: Holiday(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_AnglerHat.Default__PrimalItemSkin_AnglerHat_C) CONTENT: Retro Sunglasses(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_SunGlasses_Retro.Default__PrimalItemSkin_SunGlasses_Retro_C) CONTENT: You can use this to skin the appearance of a hat. Get your hair slicked back and these sunglasses on. Non-human creatures adamantly refuse to wear this.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_SunGlasses_Retro.Default__PrimalItemSkin_SunGlasses_Retro_C) CONTENT: Floppy Straw Summer Hat(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_FloppyStrawHat.Default__PrimalItemSkin_FloppyStrawHat_C) CONTENT: You can use this to skin the appearance of a hat. The fashion-forward way to shade your face! Non-human creatures adamantly refuse to wear this.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_FloppyStrawHat.Default__PrimalItemSkin_FloppyStrawHat_C) CONTENT: Holiday(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_FloppyStrawHat.Default__PrimalItemSkin_FloppyStrawHat_C) CONTENT: Inflatable Rex Costume(/Engine/Transient.REINST_PrimalItemSkin_Costume_InflatableRex_C_0) CONTENT: This will override all other skins, acting as a full-body costume. Should always be set on Torso Armor. Become the prehistoric life of the beach party!(/Engine/Transient.REINST_PrimalItemSkin_Costume_InflatableRex_C_0) CONTENT: Holiday(/Engine/Transient.REINST_PrimalItemSkin_Costume_InflatableRex_C_0) CONTENT: Inflatable Rex Costume(/Engine/Transient.Default__REINST_PrimalItemSkin_Costume_InflatableRex_C_22905) CONTENT: This will override all other skins, acting as a full-body costume. Should always be set on Torso Armor. Become the prehistoric life of the beach party!(/Engine/Transient.Default__REINST_PrimalItemSkin_Costume_InflatableRex_C_22905) CONTENT: Holiday(/Engine/Transient.Default__REINST_PrimalItemSkin_Costume_InflatableRex_C_22905) CONTENT: Inflatable Rex Costume(/Engine/Transient.REINST_PrimalItemSkin_Costume_InflatableRex_C_1) CONTENT: This will override all other skins, acting as a full-body costume. Should always be set on Torso Armor. Become the prehistoric life of the beach party!(/Engine/Transient.REINST_PrimalItemSkin_Costume_InflatableRex_C_1) CONTENT: Holiday(/Engine/Transient.REINST_PrimalItemSkin_Costume_InflatableRex_C_1) CONTENT: Water Soaker(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_Flamethrower_SuperSoaker.Default__PrimalItemSkin_Flamethrower_SuperSoaker_C) CONTENT: You can use this to skin the appearance of a Flamethrower. Someone's getting wet!(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_Flamethrower_SuperSoaker.Default__PrimalItemSkin_Flamethrower_SuperSoaker_C) CONTENT: Holiday(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_Flamethrower_SuperSoaker.Default__PrimalItemSkin_Flamethrower_SuperSoaker_C) CONTENT: Flying Disc(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_Boomerang_Frisbee.Default__PrimalItemSkin_Boomerang_Frisbee_C) CONTENT: You can use this to skin the appearance of a Boomerang. Portable fun for the beach!(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_Boomerang_Frisbee.Default__PrimalItemSkin_Boomerang_Frisbee_C) CONTENT: Holiday(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_Boomerang_Frisbee.Default__PrimalItemSkin_Boomerang_Frisbee_C) CONTENT: Grilling Spatula(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_Club_BBQSpatula.Default__PrimalItemSkin_Club_BBQSpatula_C) CONTENT: You can use this to skin the appearance of a Club. How do you want your meat?(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_Club_BBQSpatula.Default__PrimalItemSkin_Club_BBQSpatula_C) CONTENT: Holiday(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_Club_BBQSpatula.Default__PrimalItemSkin_Club_BBQSpatula_C) CONTENT: Air Drums Emote(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/BaseBPs/PrimalItemConsumable_UnlockEmote_AirDrum.Default__PrimalItemConsumable_UnlockEmote_AirDrum_C) CONTENT: Consume this to permanently unlock the "Air Drum" emote. When you need to beat some skins.(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/BaseBPs/PrimalItemConsumable_UnlockEmote_AirDrum.Default__PrimalItemConsumable_UnlockEmote_AirDrum_C) CONTENT: Holiday(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/BaseBPs/PrimalItemConsumable_UnlockEmote_AirDrum.Default__PrimalItemConsumable_UnlockEmote_AirDrum_C) CONTENT: Air Guitar Emote(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/BaseBPs/PrimalItemConsumable_UnlockEmote_AirGuitar.Default__PrimalItemConsumable_UnlockEmote_AirGuitar_C) CONTENT: Consume this to permanently unlock the "Air Guitar" emote. For strumming those sick riffs.(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/BaseBPs/PrimalItemConsumable_UnlockEmote_AirGuitar.Default__PrimalItemConsumable_UnlockEmote_AirGuitar_C) CONTENT: Holiday(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/BaseBPs/PrimalItemConsumable_UnlockEmote_AirGuitar.Default__PrimalItemConsumable_UnlockEmote_AirGuitar_C) CONTENT: "Backflip" Emote(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/BaseBPs/PrimalItemConsumable_UnlockEmote_Backflip.Default__PrimalItemConsumable_UnlockEmote_Backflip_C) CONTENT: Consume this to permanently unlock the "Backflip" emote. Show everyone that you're flipping awesome.(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/BaseBPs/PrimalItemConsumable_UnlockEmote_Backflip.Default__PrimalItemConsumable_UnlockEmote_Backflip_C) CONTENT: Holiday(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/BaseBPs/PrimalItemConsumable_UnlockEmote_Backflip.Default__PrimalItemConsumable_UnlockEmote_Backflip_C) CONTENT: "Hula Dance" Emote(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/BaseBPs/PrimalItemConsumable_UnlockEmote_HulaDance.Default__PrimalItemConsumable_UnlockEmote_HulaDance_C) CONTENT: Consume this to permanently unlock the "Hula Dance" emote. Show everyone that you 'auana dance(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/BaseBPs/PrimalItemConsumable_UnlockEmote_HulaDance.Default__PrimalItemConsumable_UnlockEmote_HulaDance_C) CONTENT: Holiday(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/BaseBPs/PrimalItemConsumable_UnlockEmote_HulaDance.Default__PrimalItemConsumable_UnlockEmote_HulaDance_C) CONTENT: Mosh Pit Emote(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/BaseBPs/PrimalItemConsumable_UnlockEmote_MoshPit.Default__PrimalItemConsumable_UnlockEmote_MoshPit_C) CONTENT: Consume this to permanently unlock the "Mosh Pit" emote. Get hyped, jump in, and go for it!(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/BaseBPs/PrimalItemConsumable_UnlockEmote_MoshPit.Default__PrimalItemConsumable_UnlockEmote_MoshPit_C) CONTENT: Holiday(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/BaseBPs/PrimalItemConsumable_UnlockEmote_MoshPit.Default__PrimalItemConsumable_UnlockEmote_MoshPit_C) CONTENT: Base Ocean Platform(/Game/Genesis/Structures/OceanPlatform/PrimalItemStructure_BaseOceanPlatform.Default__PrimalItemStructure_BaseOceanPlatform_C) CONTENT: A platform sits at the top of the surface of bodies of water.(/Game/Genesis/Structures/OceanPlatform/PrimalItemStructure_BaseOceanPlatform.Default__PrimalItemStructure_BaseOceanPlatform_C) CONTENT: Metal Ocean Platform(/Game/Genesis/Structures/OceanPlatform/OceanPlatform_Wood/PrimalItemStructure_Metal_OceanPlatform.Default__PrimalItemStructure_Metal_OceanPlatform_C) CONTENT: Floats on the surface of bodies of water.(/Game/Genesis/Structures/OceanPlatform/OceanPlatform_Wood/PrimalItemStructure_Metal_OceanPlatform.Default__PrimalItemStructure_Metal_OceanPlatform_C) CONTENT: Structures(/Game/Genesis/Structures/OceanPlatform/OceanPlatform_Wood/PrimalItemStructure_Metal_OceanPlatform.Default__PrimalItemStructure_Metal_OceanPlatform_C) CONTENT: Metal(/Game/Genesis/Structures/OceanPlatform/OceanPlatform_Wood/PrimalItemStructure_Metal_OceanPlatform.Default__PrimalItemStructure_Metal_OceanPlatform_C) CONTENT: Wood Ocean Platform(/Game/Genesis/Structures/OceanPlatform/OceanPlatform_Wood/PrimalItemStructure_Wood_OceanPlatform.Default__PrimalItemStructure_Wood_OceanPlatform_C) CONTENT: Floats on the surface of bodies of water.(/Game/Genesis/Structures/OceanPlatform/OceanPlatform_Wood/PrimalItemStructure_Wood_OceanPlatform.Default__PrimalItemStructure_Wood_OceanPlatform_C) CONTENT: Structures(/Game/Genesis/Structures/OceanPlatform/OceanPlatform_Wood/PrimalItemStructure_Wood_OceanPlatform.Default__PrimalItemStructure_Wood_OceanPlatform_C) CONTENT: Wood(/Game/Genesis/Structures/OceanPlatform/OceanPlatform_Wood/PrimalItemStructure_Wood_OceanPlatform.Default__PrimalItemStructure_Wood_OceanPlatform_C) CONTENT: Mission Loot Set(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions.Default__LootItemSet_Missions_C) CONTENT: Missions - never BP - with quality(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions.Default__LootItemSet_Missions_C) CONTENT: Missions - with BP - with quality(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions.Default__LootItemSet_Missions_C) CONTENT: Missions - with BP - no quality(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions.Default__LootItemSet_Missions_C) CONTENT: Missions - With Quantity(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions.Default__LootItemSet_Missions_C) CONTENT: Mission Loot Set (Medium)(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Medium.Default__LootItemSet_Missions_Medium_C) CONTENT: Missions - no BP - with quality(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Medium.Default__LootItemSet_Missions_Medium_C) CONTENT: Missions - never BP - no quality(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Medium.Default__LootItemSet_Missions_Medium_C) CONTENT: Missions - with BP - with quality(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Medium.Default__LootItemSet_Missions_Medium_C) CONTENT: Missions - with BP - no quality(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Medium.Default__LootItemSet_Missions_Medium_C) CONTENT: Mission Accomplished(/Engine/Transient.REINST_MissionTypeBlueprintBase_C_0) CONTENT: Time Remaining(/Engine/Transient.REINST_MissionTypeBlueprintBase_C_0) LITERAL: Mission is in progress with another player.(/Game/Genesis/Missions/MissionTypeBlueprintBase.MissionTypeBlueprintBase:BPStaticIsPlayerEligibleForMission.K2Node_VariableSet_180) LITERAL: Name {0} Bool {1} Tag {2} Compare {3}(/Game/Genesis/Missions/MissionTypeBlueprintBase.MissionTypeBlueprintBase:BPStaticIsPlayerEligibleForMission.K2Node_FormatText_231) CONTENT: Mission Accomplished(/Engine/Transient.Default__REINST_MissionTypeBlueprintBase_C_22997) CONTENT: Time Remaining(/Engine/Transient.Default__REINST_MissionTypeBlueprintBase_C_22997) LITERAL: Name {0} Bool {1} Tag {2} Compare {3}(/Game/Genesis/Missions/MissionTypeBlueprintBase.MissionTypeBlueprintBase:EdGraph_79619.K2Node_CallFunction_198538) LITERAL: 0(/Game/Genesis/Missions/MissionTypeBlueprintBase.MissionTypeBlueprintBase:EdGraph_79619.K2Node_MakeStruct_1552) LITERAL: 1(/Game/Genesis/Missions/MissionTypeBlueprintBase.MissionTypeBlueprintBase:EdGraph_79619.K2Node_MakeStruct_1553) LITERAL: 2(/Game/Genesis/Missions/MissionTypeBlueprintBase.MissionTypeBlueprintBase:EdGraph_79619.K2Node_MakeStruct_1554) LITERAL: 3(/Game/Genesis/Missions/MissionTypeBlueprintBase.MissionTypeBlueprintBase:EdGraph_79619.K2Node_MakeStruct_1555) CONTENT: Mission Accomplished(/Engine/Transient.REINST_MissionTypeBlueprintBase_C_1) CONTENT: Time Remaining(/Engine/Transient.REINST_MissionTypeBlueprintBase_C_1) LITERAL: {0} {1}/{2}(/Game/Genesis/Missions/MissionType_GlitchCounter_Base.MissionType_GlitchCounter_Base:GetMissionDisplayName.K2Node_FormatText_3) LITERAL: {0} {1}/{2}(/Game/Genesis/Missions/MissionType_GlitchCounter_Base.MissionType_GlitchCounter_Base:EdGraph_79659.K2Node_CallFunction_198543) LITERAL: 0(/Game/Genesis/Missions/MissionType_GlitchCounter_Base.MissionType_GlitchCounter_Base:EdGraph_79659.K2Node_MakeStruct_1556) LITERAL: 1(/Game/Genesis/Missions/MissionType_GlitchCounter_Base.MissionType_GlitchCounter_Base:EdGraph_79659.K2Node_MakeStruct_1557) LITERAL: 2(/Game/Genesis/Missions/MissionType_GlitchCounter_Base.MissionType_GlitchCounter_Base:EdGraph_79659.K2Node_MakeStruct_1558) LITERAL: Color{0}(/Game/PrimalEarth/CoreBlueprints/ExplorerChest/GenesisPreLaunch/Buff_ExplorerNoteHLNA_ClientOnly.Buff_ExplorerNoteHLNA_ClientOnly:DrawBuffFloatingHUD.K2Node_FormatText_169) LITERAL: UsingColor{0}(/Game/PrimalEarth/CoreBlueprints/ExplorerChest/GenesisPreLaunch/Buff_ExplorerNoteHLNA_ClientOnly.Buff_ExplorerNoteHLNA_ClientOnly:DrawBuffFloatingHUD.K2Node_FormatText_170) LITERAL: UsingColorizedColor{0}(/Game/PrimalEarth/CoreBlueprints/ExplorerChest/GenesisPreLaunch/Buff_ExplorerNoteHLNA_ClientOnly.Buff_ExplorerNoteHLNA_ClientOnly:DrawBuffFloatingHUD.K2Node_FormatText_168) LITERAL: Color{0}(/Game/PrimalEarth/CoreBlueprints/ExplorerChest/GenesisPreLaunch/Buff_ExplorerNoteHLNA_ClientOnly.Buff_ExplorerNoteHLNA_ClientOnly:EdGraph_79684.K2Node_CallFunction_198549) LITERAL: 0(/Game/PrimalEarth/CoreBlueprints/ExplorerChest/GenesisPreLaunch/Buff_ExplorerNoteHLNA_ClientOnly.Buff_ExplorerNoteHLNA_ClientOnly:EdGraph_79684.K2Node_MakeStruct_1559) LITERAL: UsingColor{0}(/Game/PrimalEarth/CoreBlueprints/ExplorerChest/GenesisPreLaunch/Buff_ExplorerNoteHLNA_ClientOnly.Buff_ExplorerNoteHLNA_ClientOnly:EdGraph_79684.K2Node_CallFunction_198550) LITERAL: 0(/Game/PrimalEarth/CoreBlueprints/ExplorerChest/GenesisPreLaunch/Buff_ExplorerNoteHLNA_ClientOnly.Buff_ExplorerNoteHLNA_ClientOnly:EdGraph_79684.K2Node_MakeStruct_1560) LITERAL: UsingColorizedColor{0}(/Game/PrimalEarth/CoreBlueprints/ExplorerChest/GenesisPreLaunch/Buff_ExplorerNoteHLNA_ClientOnly.Buff_ExplorerNoteHLNA_ClientOnly:EdGraph_79684.K2Node_CallFunction_198551) LITERAL: 0(/Game/PrimalEarth/CoreBlueprints/ExplorerChest/GenesisPreLaunch/Buff_ExplorerNoteHLNA_ClientOnly.Buff_ExplorerNoteHLNA_ClientOnly:EdGraph_79684.K2Node_MakeStruct_1561) LITERAL: StopFacingPlayer(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/SKComponent_SkinAttachment_Interp.SKComponent_SkinAttachment_Interp:EventGraph.K2Node_CallFunction_192076) LITERAL: CompTick(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/SKComponent_SkinAttachment_Interp.SKComponent_SkinAttachment_Interp:EventGraph.K2Node_CallFunction_137717) LITERAL: CompTick(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/SKComponent_SkinAttachment_Interp.SKComponent_SkinAttachment_Interp:EventGraph.K2Node_CallFunction_138138) LITERAL: CompTick(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/SKComponent_SkinAttachment_Interp.SKComponent_SkinAttachment_Interp:EventGraph.K2Node_CallFunction_138700) LITERAL: PlayLoadedExplorerNoteEvent(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/SKComponent_SkinAttachment_Interp.SKComponent_SkinAttachment_Interp:EventGraph.K2Node_CallFunction_221115) LITERAL: Color{0}(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/SKComponent_SkinAttachment_Interp.SKComponent_SkinAttachment_Interp:EventGraph.K2Node_FormatText_11) LITERAL: UsingColor{0}(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/SKComponent_SkinAttachment_Interp.SKComponent_SkinAttachment_Interp:EventGraph.K2Node_FormatText_12) LITERAL: UsingColorizedColor{0}(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/SKComponent_SkinAttachment_Interp.SKComponent_SkinAttachment_Interp:EventGraph.K2Node_FormatText_9) LITERAL: Clear Async Loaded Audio(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/SKComponent_SkinAttachment_Interp.SKComponent_SkinAttachment_Interp:EventGraph.K2Node_CallFunction_223772) LITERAL: Clear Async Loaded Audio(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/MiniHLNA/Buff_MiniHLNA.Buff_MiniHLNA:EventGraph.K2Node_CallFunction_222208) LITERAL: StopPlayingLoadedExplorerNote(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/SKComponent_SkinAttachment_Interp.SKComponent_SkinAttachment_Interp:PlayLoaded Explorer Note.K2Node_CallFunction_10625) LITERAL: Matindex {5} Mat: {0} AudioAnim_Texture: {1} StartTime {2} LoopAnim {3} AudioLength {4} ScaleToAudioLength {6}(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/SKComponent_SkinAttachment_Interp.SKComponent_SkinAttachment_Interp:PlayLoaded Explorer Note.K2Node_FormatText_171) LITERAL: Matindex {5} Mat: {0} AudioAnim_Texture: {1} StartTime {2} LoopAnim {3} AudioLength {4} ScaleToAudioLength {6}(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/SKComponent_SkinAttachment_Interp.SKComponent_SkinAttachment_Interp:PrintDMICAnimTextureParams.K2Node_FormatText_171) LITERAL: SetVisib {0} Curr {1}(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/SKComponent_SkinAttachment_Interp.SKComponent_SkinAttachment_Interp:Set HLNA Visibility.K2Node_FormatText_167) LITERAL: Loop {1} Param {0}(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/SKComponent_SkinAttachment_Interp.SKComponent_SkinAttachment_Interp:UpdateAnimTextureStatus.K2Node_FormatText_171) LITERAL: StopFacingPlayer(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/SKComponent_SkinAttachment_Interp.SKComponent_SkinAttachment_Interp:UpdateInterpolation.K2Node_CallFunction_185478) LITERAL: VerifySeasonPass(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/MiniHLNA/Buff_MiniHLNA.Buff_MiniHLNA:ReceiveBeginPlay.K2Node_CallFunction_209099) LITERAL: VerifySeasonPass(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/MiniHLNA/Buff_MiniHLNA.Buff_MiniHLNA:VerifySeasonPassFn.K2Node_CallFunction_210696) LITERAL: UsingColorizedColor{0}(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/SKComponent_SkinAttachment_Interp.SKComponent_SkinAttachment_Interp:ExecuteUbergraph_SKComponent_SkinAttachment_Interp.K2Node_CallFunction_199099) LITERAL: 0(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/SKComponent_SkinAttachment_Interp.SKComponent_SkinAttachment_Interp:ExecuteUbergraph_SKComponent_SkinAttachment_Interp.K2Node_MakeStruct_1562) LITERAL: UsingColor{0}(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/SKComponent_SkinAttachment_Interp.SKComponent_SkinAttachment_Interp:ExecuteUbergraph_SKComponent_SkinAttachment_Interp.K2Node_CallFunction_199100) LITERAL: 0(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/SKComponent_SkinAttachment_Interp.SKComponent_SkinAttachment_Interp:ExecuteUbergraph_SKComponent_SkinAttachment_Interp.K2Node_MakeStruct_1563) LITERAL: Color{0}(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/SKComponent_SkinAttachment_Interp.SKComponent_SkinAttachment_Interp:ExecuteUbergraph_SKComponent_SkinAttachment_Interp.K2Node_CallFunction_199101) LITERAL: 0(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/SKComponent_SkinAttachment_Interp.SKComponent_SkinAttachment_Interp:ExecuteUbergraph_SKComponent_SkinAttachment_Interp.K2Node_MakeStruct_1564) LITERAL: SetVisib {0} Curr {1}(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/SKComponent_SkinAttachment_Interp.SKComponent_SkinAttachment_Interp:EdGraph_79820.K2Node_CallFunction_199133) LITERAL: 0(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/SKComponent_SkinAttachment_Interp.SKComponent_SkinAttachment_Interp:EdGraph_79820.K2Node_MakeStruct_1565) LITERAL: 1(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/SKComponent_SkinAttachment_Interp.SKComponent_SkinAttachment_Interp:EdGraph_79820.K2Node_MakeStruct_1566) LITERAL: Matindex {5} Mat: {0} AudioAnim_Texture: {1} StartTime {2} LoopAnim {3} AudioLength {4} ScaleToAudioLength {6}(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/SKComponent_SkinAttachment_Interp.SKComponent_SkinAttachment_Interp:EdGraph_79822.K2Node_CallFunction_199139) LITERAL: 5(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/SKComponent_SkinAttachment_Interp.SKComponent_SkinAttachment_Interp:EdGraph_79822.K2Node_MakeStruct_1567) LITERAL: 0(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/SKComponent_SkinAttachment_Interp.SKComponent_SkinAttachment_Interp:EdGraph_79822.K2Node_MakeStruct_1568) LITERAL: 1(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/SKComponent_SkinAttachment_Interp.SKComponent_SkinAttachment_Interp:EdGraph_79822.K2Node_MakeStruct_1569) LITERAL: 2(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/SKComponent_SkinAttachment_Interp.SKComponent_SkinAttachment_Interp:EdGraph_79822.K2Node_MakeStruct_1570) LITERAL: 3(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/SKComponent_SkinAttachment_Interp.SKComponent_SkinAttachment_Interp:EdGraph_79822.K2Node_MakeStruct_1571) LITERAL: 4(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/SKComponent_SkinAttachment_Interp.SKComponent_SkinAttachment_Interp:EdGraph_79822.K2Node_MakeStruct_1572) LITERAL: 6(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/SKComponent_SkinAttachment_Interp.SKComponent_SkinAttachment_Interp:EdGraph_79822.K2Node_MakeStruct_1573) LITERAL: Loop {1} Param {0}(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/SKComponent_SkinAttachment_Interp.SKComponent_SkinAttachment_Interp:EdGraph_79826.K2Node_CallFunction_199142) LITERAL: 1(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/SKComponent_SkinAttachment_Interp.SKComponent_SkinAttachment_Interp:EdGraph_79826.K2Node_MakeStruct_1574) LITERAL: 0(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/SKComponent_SkinAttachment_Interp.SKComponent_SkinAttachment_Interp:EdGraph_79826.K2Node_MakeStruct_1575) LITERAL: Matindex {5} Mat: {0} AudioAnim_Texture: {1} StartTime {2} LoopAnim {3} AudioLength {4} ScaleToAudioLength {6}(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/SKComponent_SkinAttachment_Interp.SKComponent_SkinAttachment_Interp:EdGraph_79831.K2Node_CallFunction_199144) LITERAL: 5(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/SKComponent_SkinAttachment_Interp.SKComponent_SkinAttachment_Interp:EdGraph_79831.K2Node_MakeStruct_1576) LITERAL: 0(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/SKComponent_SkinAttachment_Interp.SKComponent_SkinAttachment_Interp:EdGraph_79831.K2Node_MakeStruct_1577) LITERAL: 1(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/SKComponent_SkinAttachment_Interp.SKComponent_SkinAttachment_Interp:EdGraph_79831.K2Node_MakeStruct_1578) LITERAL: 2(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/SKComponent_SkinAttachment_Interp.SKComponent_SkinAttachment_Interp:EdGraph_79831.K2Node_MakeStruct_1579) LITERAL: 3(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/SKComponent_SkinAttachment_Interp.SKComponent_SkinAttachment_Interp:EdGraph_79831.K2Node_MakeStruct_1580) LITERAL: 4(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/SKComponent_SkinAttachment_Interp.SKComponent_SkinAttachment_Interp:EdGraph_79831.K2Node_MakeStruct_1581) LITERAL: 6(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/SKComponent_SkinAttachment_Interp.SKComponent_SkinAttachment_Interp:EdGraph_79831.K2Node_MakeStruct_1582) CONTENT: Mini-HLNA(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_0) CONTENT: HLNA can be equipped to the shield slot or attach HLNA to an existing shield. (/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_0) CONTENT: Holiday(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_0) CONTENT: EN(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_0:SKComponent_SkinAttachment_Interp_C_1) CONTENT: ES(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_0:SKComponent_SkinAttachment_Interp_C_1) CONTENT: FR(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_0:SKComponent_SkinAttachment_Interp_C_1) CONTENT: RU(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_0:SKComponent_SkinAttachment_Interp_C_1) CONTENT: ZH(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_0:SKComponent_SkinAttachment_Interp_C_1) CONTENT: IT(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_0:SKComponent_SkinAttachment_Interp_C_1) CONTENT: DE(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_0:SKComponent_SkinAttachment_Interp_C_1) CONTENT: PT(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_0:SKComponent_SkinAttachment_Interp_C_1) CONTENT: JA(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_0:SKComponent_SkinAttachment_Interp_C_1) CONTENT: EN(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_0:SKComponent_SkinAttachment_Interp_C_1) CONTENT: ES(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_0:SKComponent_SkinAttachment_Interp_C_1) CONTENT: FR(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_0:SKComponent_SkinAttachment_Interp_C_1) CONTENT: RU(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_0:SKComponent_SkinAttachment_Interp_C_1) CONTENT: ZH(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_0:SKComponent_SkinAttachment_Interp_C_1) CONTENT: IT(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_0:SKComponent_SkinAttachment_Interp_C_1) CONTENT: DE(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_0:SKComponent_SkinAttachment_Interp_C_1) CONTENT: PT(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_0:SKComponent_SkinAttachment_Interp_C_1) CONTENT: JA(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_0:SKComponent_SkinAttachment_Interp_C_1) CONTENT: EN(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_0:SKComponent_SkinAttachment_Interp_C_1) CONTENT: ES(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_0:SKComponent_SkinAttachment_Interp_C_1) CONTENT: FR(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_0:SKComponent_SkinAttachment_Interp_C_1) CONTENT: RU(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_0:SKComponent_SkinAttachment_Interp_C_1) CONTENT: ZH(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_0:SKComponent_SkinAttachment_Interp_C_1) CONTENT: IT(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_0:SKComponent_SkinAttachment_Interp_C_1) CONTENT: DE(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_0:SKComponent_SkinAttachment_Interp_C_1) CONTENT: PT(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_0:SKComponent_SkinAttachment_Interp_C_1) CONTENT: JA(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_0:SKComponent_SkinAttachment_Interp_C_1) CONTENT: EN(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_0:SKComponent_SkinAttachment_Interp_C_1) CONTENT: ES(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_0:SKComponent_SkinAttachment_Interp_C_1) CONTENT: FR(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_0:SKComponent_SkinAttachment_Interp_C_1) CONTENT: RU(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_0:SKComponent_SkinAttachment_Interp_C_1) CONTENT: ZH(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_0:SKComponent_SkinAttachment_Interp_C_1) CONTENT: IT(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_0:SKComponent_SkinAttachment_Interp_C_1) CONTENT: DE(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_0:SKComponent_SkinAttachment_Interp_C_1) CONTENT: PT(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_0:SKComponent_SkinAttachment_Interp_C_1) CONTENT: JA(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_0:SKComponent_SkinAttachment_Interp_C_1) CONTENT: EN(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_0:SKComponent_SkinAttachment_Interp_C_1) CONTENT: ES(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_0:SKComponent_SkinAttachment_Interp_C_1) CONTENT: FR(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_0:SKComponent_SkinAttachment_Interp_C_1) CONTENT: RU(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_0:SKComponent_SkinAttachment_Interp_C_1) CONTENT: ZH(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_0:SKComponent_SkinAttachment_Interp_C_1) CONTENT: IT(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_0:SKComponent_SkinAttachment_Interp_C_1) CONTENT: DE(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_0:SKComponent_SkinAttachment_Interp_C_1) CONTENT: PT(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_0:SKComponent_SkinAttachment_Interp_C_1) CONTENT: JA(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_0:SKComponent_SkinAttachment_Interp_C_1) CONTENT: EN(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_0:SKComponent_SkinAttachment_Interp_C_1) CONTENT: ES(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_0:SKComponent_SkinAttachment_Interp_C_1) CONTENT: FR(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_0:SKComponent_SkinAttachment_Interp_C_1) CONTENT: RU(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_0:SKComponent_SkinAttachment_Interp_C_1) CONTENT: ZH(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_0:SKComponent_SkinAttachment_Interp_C_1) CONTENT: IT(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_0:SKComponent_SkinAttachment_Interp_C_1) CONTENT: DE(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_0:SKComponent_SkinAttachment_Interp_C_1) CONTENT: PT(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_0:SKComponent_SkinAttachment_Interp_C_1) CONTENT: JA(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_0:SKComponent_SkinAttachment_Interp_C_1) CONTENT: EN(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_0:SKComponent_SkinAttachment_Interp_C_1) CONTENT: ES(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_0:SKComponent_SkinAttachment_Interp_C_1) CONTENT: FR(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_0:SKComponent_SkinAttachment_Interp_C_1) CONTENT: RU(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_0:SKComponent_SkinAttachment_Interp_C_1) CONTENT: ZH(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_0:SKComponent_SkinAttachment_Interp_C_1) CONTENT: IT(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_0:SKComponent_SkinAttachment_Interp_C_1) CONTENT: DE(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_0:SKComponent_SkinAttachment_Interp_C_1) CONTENT: PT(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_0:SKComponent_SkinAttachment_Interp_C_1) CONTENT: JA(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_0:SKComponent_SkinAttachment_Interp_C_1) CONTENT: EN(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_0:SKComponent_SkinAttachment_Interp_C_1) CONTENT: ES(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_0:SKComponent_SkinAttachment_Interp_C_1) CONTENT: FR(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_0:SKComponent_SkinAttachment_Interp_C_1) CONTENT: RU(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_0:SKComponent_SkinAttachment_Interp_C_1) CONTENT: ZH(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_0:SKComponent_SkinAttachment_Interp_C_1) CONTENT: IT(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_0:SKComponent_SkinAttachment_Interp_C_1) CONTENT: DE(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_0:SKComponent_SkinAttachment_Interp_C_1) CONTENT: PT(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_0:SKComponent_SkinAttachment_Interp_C_1) CONTENT: JA(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_0:SKComponent_SkinAttachment_Interp_C_1) CONTENT: EN(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_0:SKComponent_SkinAttachment_Interp_C_1) CONTENT: ES(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_0:SKComponent_SkinAttachment_Interp_C_1) CONTENT: FR(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_0:SKComponent_SkinAttachment_Interp_C_1) CONTENT: RU(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_0:SKComponent_SkinAttachment_Interp_C_1) CONTENT: ZH(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_0:SKComponent_SkinAttachment_Interp_C_1) CONTENT: IT(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_0:SKComponent_SkinAttachment_Interp_C_1) CONTENT: DE(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_0:SKComponent_SkinAttachment_Interp_C_1) CONTENT: PT(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_0:SKComponent_SkinAttachment_Interp_C_1) CONTENT: JA(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_0:SKComponent_SkinAttachment_Interp_C_1) CONTENT: EN(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_0:SKComponent_SkinAttachment_Interp_C_1) CONTENT: ES(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_0:SKComponent_SkinAttachment_Interp_C_1) CONTENT: FR(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_0:SKComponent_SkinAttachment_Interp_C_1) CONTENT: RU(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_0:SKComponent_SkinAttachment_Interp_C_1) CONTENT: ZH(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_0:SKComponent_SkinAttachment_Interp_C_1) CONTENT: IT(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_0:SKComponent_SkinAttachment_Interp_C_1) CONTENT: PT(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_0:SKComponent_SkinAttachment_Interp_C_1) CONTENT: JA(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_0:SKComponent_SkinAttachment_Interp_C_1) CONTENT: DE(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_0:SKComponent_SkinAttachment_Interp_C_1) CONTENT: EN(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_0:SKComponent_SkinAttachment_Interp_C_1) CONTENT: ES(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_0:SKComponent_SkinAttachment_Interp_C_1) CONTENT: FR(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_0:SKComponent_SkinAttachment_Interp_C_1) CONTENT: RU(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_0:SKComponent_SkinAttachment_Interp_C_1) CONTENT: ZH(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_0:SKComponent_SkinAttachment_Interp_C_1) CONTENT: IT(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_0:SKComponent_SkinAttachment_Interp_C_1) CONTENT: PT(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_0:SKComponent_SkinAttachment_Interp_C_1) CONTENT: DE(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_0:SKComponent_SkinAttachment_Interp_C_1) CONTENT: JA(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_0:SKComponent_SkinAttachment_Interp_C_1) CONTENT: EN(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_0:SKComponent_SkinAttachment_Interp_C_1) CONTENT: ES(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_0:SKComponent_SkinAttachment_Interp_C_1) CONTENT: FR(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_0:SKComponent_SkinAttachment_Interp_C_1) CONTENT: RU(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_0:SKComponent_SkinAttachment_Interp_C_1) CONTENT: ZH(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_0:SKComponent_SkinAttachment_Interp_C_1) CONTENT: IT(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_0:SKComponent_SkinAttachment_Interp_C_1) CONTENT: PT(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_0:SKComponent_SkinAttachment_Interp_C_1) CONTENT: JA(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_0:SKComponent_SkinAttachment_Interp_C_1) CONTENT: DE(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_0:SKComponent_SkinAttachment_Interp_C_1) LITERAL: HLNA is sad and won't come out. Please purchase the Genesis Season Pass to make her happy.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_MiniHLNA.PrimalItemSkin_MiniHLNA:BPGetItemDescription.K2Node_CallFunction_147795) LITERAL: {0}\n\nScanning the Elemental Disturbances in caves may reveal hidden information.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_MiniHLNA.PrimalItemSkin_MiniHLNA:BPGetItemDescription.K2Node_FormatText_21) CONTENT: Mini-HLNA(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_23036) CONTENT: HLNA can be equipped to the shield slot or attach HLNA to an existing shield. (/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_23036) CONTENT: Holiday(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_23036) CONTENT: EN(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_23036:SKComponent_SkinAttachment_Interp_C_1) CONTENT: ES(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_23036:SKComponent_SkinAttachment_Interp_C_1) CONTENT: FR(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_23036:SKComponent_SkinAttachment_Interp_C_1) CONTENT: RU(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_23036:SKComponent_SkinAttachment_Interp_C_1) CONTENT: ZH(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_23036:SKComponent_SkinAttachment_Interp_C_1) CONTENT: IT(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_23036:SKComponent_SkinAttachment_Interp_C_1) CONTENT: DE(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_23036:SKComponent_SkinAttachment_Interp_C_1) CONTENT: PT(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_23036:SKComponent_SkinAttachment_Interp_C_1) CONTENT: JA(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_23036:SKComponent_SkinAttachment_Interp_C_1) CONTENT: EN(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_23036:SKComponent_SkinAttachment_Interp_C_1) CONTENT: ES(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_23036:SKComponent_SkinAttachment_Interp_C_1) CONTENT: FR(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_23036:SKComponent_SkinAttachment_Interp_C_1) CONTENT: RU(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_23036:SKComponent_SkinAttachment_Interp_C_1) CONTENT: ZH(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_23036:SKComponent_SkinAttachment_Interp_C_1) CONTENT: IT(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_23036:SKComponent_SkinAttachment_Interp_C_1) CONTENT: DE(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_23036:SKComponent_SkinAttachment_Interp_C_1) CONTENT: PT(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_23036:SKComponent_SkinAttachment_Interp_C_1) CONTENT: JA(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_23036:SKComponent_SkinAttachment_Interp_C_1) CONTENT: EN(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_23036:SKComponent_SkinAttachment_Interp_C_1) CONTENT: ES(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_23036:SKComponent_SkinAttachment_Interp_C_1) CONTENT: FR(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_23036:SKComponent_SkinAttachment_Interp_C_1) CONTENT: RU(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_23036:SKComponent_SkinAttachment_Interp_C_1) CONTENT: ZH(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_23036:SKComponent_SkinAttachment_Interp_C_1) CONTENT: IT(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_23036:SKComponent_SkinAttachment_Interp_C_1) CONTENT: DE(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_23036:SKComponent_SkinAttachment_Interp_C_1) CONTENT: PT(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_23036:SKComponent_SkinAttachment_Interp_C_1) CONTENT: JA(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_23036:SKComponent_SkinAttachment_Interp_C_1) CONTENT: EN(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_23036:SKComponent_SkinAttachment_Interp_C_1) CONTENT: ES(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_23036:SKComponent_SkinAttachment_Interp_C_1) CONTENT: FR(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_23036:SKComponent_SkinAttachment_Interp_C_1) CONTENT: RU(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_23036:SKComponent_SkinAttachment_Interp_C_1) CONTENT: ZH(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_23036:SKComponent_SkinAttachment_Interp_C_1) CONTENT: IT(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_23036:SKComponent_SkinAttachment_Interp_C_1) CONTENT: DE(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_23036:SKComponent_SkinAttachment_Interp_C_1) CONTENT: PT(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_23036:SKComponent_SkinAttachment_Interp_C_1) CONTENT: JA(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_23036:SKComponent_SkinAttachment_Interp_C_1) CONTENT: EN(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_23036:SKComponent_SkinAttachment_Interp_C_1) CONTENT: ES(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_23036:SKComponent_SkinAttachment_Interp_C_1) CONTENT: FR(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_23036:SKComponent_SkinAttachment_Interp_C_1) CONTENT: RU(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_23036:SKComponent_SkinAttachment_Interp_C_1) CONTENT: ZH(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_23036:SKComponent_SkinAttachment_Interp_C_1) CONTENT: IT(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_23036:SKComponent_SkinAttachment_Interp_C_1) CONTENT: DE(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_23036:SKComponent_SkinAttachment_Interp_C_1) CONTENT: PT(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_23036:SKComponent_SkinAttachment_Interp_C_1) CONTENT: JA(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_23036:SKComponent_SkinAttachment_Interp_C_1) CONTENT: EN(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_23036:SKComponent_SkinAttachment_Interp_C_1) CONTENT: ES(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_23036:SKComponent_SkinAttachment_Interp_C_1) CONTENT: FR(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_23036:SKComponent_SkinAttachment_Interp_C_1) CONTENT: RU(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_23036:SKComponent_SkinAttachment_Interp_C_1) CONTENT: ZH(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_23036:SKComponent_SkinAttachment_Interp_C_1) CONTENT: IT(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_23036:SKComponent_SkinAttachment_Interp_C_1) CONTENT: DE(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_23036:SKComponent_SkinAttachment_Interp_C_1) CONTENT: PT(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_23036:SKComponent_SkinAttachment_Interp_C_1) CONTENT: JA(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_23036:SKComponent_SkinAttachment_Interp_C_1) CONTENT: EN(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_23036:SKComponent_SkinAttachment_Interp_C_1) CONTENT: ES(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_23036:SKComponent_SkinAttachment_Interp_C_1) CONTENT: FR(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_23036:SKComponent_SkinAttachment_Interp_C_1) CONTENT: RU(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_23036:SKComponent_SkinAttachment_Interp_C_1) CONTENT: ZH(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_23036:SKComponent_SkinAttachment_Interp_C_1) CONTENT: IT(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_23036:SKComponent_SkinAttachment_Interp_C_1) CONTENT: DE(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_23036:SKComponent_SkinAttachment_Interp_C_1) CONTENT: PT(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_23036:SKComponent_SkinAttachment_Interp_C_1) CONTENT: JA(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_23036:SKComponent_SkinAttachment_Interp_C_1) CONTENT: EN(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_23036:SKComponent_SkinAttachment_Interp_C_1) CONTENT: ES(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_23036:SKComponent_SkinAttachment_Interp_C_1) CONTENT: FR(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_23036:SKComponent_SkinAttachment_Interp_C_1) CONTENT: RU(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_23036:SKComponent_SkinAttachment_Interp_C_1) CONTENT: ZH(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_23036:SKComponent_SkinAttachment_Interp_C_1) CONTENT: IT(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_23036:SKComponent_SkinAttachment_Interp_C_1) CONTENT: DE(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_23036:SKComponent_SkinAttachment_Interp_C_1) CONTENT: PT(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_23036:SKComponent_SkinAttachment_Interp_C_1) CONTENT: JA(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_23036:SKComponent_SkinAttachment_Interp_C_1) CONTENT: EN(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_23036:SKComponent_SkinAttachment_Interp_C_1) CONTENT: ES(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_23036:SKComponent_SkinAttachment_Interp_C_1) CONTENT: FR(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_23036:SKComponent_SkinAttachment_Interp_C_1) CONTENT: RU(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_23036:SKComponent_SkinAttachment_Interp_C_1) CONTENT: ZH(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_23036:SKComponent_SkinAttachment_Interp_C_1) CONTENT: IT(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_23036:SKComponent_SkinAttachment_Interp_C_1) CONTENT: DE(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_23036:SKComponent_SkinAttachment_Interp_C_1) CONTENT: PT(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_23036:SKComponent_SkinAttachment_Interp_C_1) CONTENT: JA(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_23036:SKComponent_SkinAttachment_Interp_C_1) CONTENT: EN(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_23036:SKComponent_SkinAttachment_Interp_C_1) CONTENT: ES(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_23036:SKComponent_SkinAttachment_Interp_C_1) CONTENT: FR(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_23036:SKComponent_SkinAttachment_Interp_C_1) CONTENT: RU(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_23036:SKComponent_SkinAttachment_Interp_C_1) CONTENT: ZH(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_23036:SKComponent_SkinAttachment_Interp_C_1) CONTENT: IT(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_23036:SKComponent_SkinAttachment_Interp_C_1) CONTENT: PT(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_23036:SKComponent_SkinAttachment_Interp_C_1) CONTENT: JA(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_23036:SKComponent_SkinAttachment_Interp_C_1) CONTENT: DE(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_23036:SKComponent_SkinAttachment_Interp_C_1) CONTENT: EN(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_23036:SKComponent_SkinAttachment_Interp_C_1) CONTENT: ES(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_23036:SKComponent_SkinAttachment_Interp_C_1) CONTENT: FR(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_23036:SKComponent_SkinAttachment_Interp_C_1) CONTENT: RU(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_23036:SKComponent_SkinAttachment_Interp_C_1) CONTENT: ZH(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_23036:SKComponent_SkinAttachment_Interp_C_1) CONTENT: IT(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_23036:SKComponent_SkinAttachment_Interp_C_1) CONTENT: PT(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_23036:SKComponent_SkinAttachment_Interp_C_1) CONTENT: DE(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_23036:SKComponent_SkinAttachment_Interp_C_1) CONTENT: JA(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_23036:SKComponent_SkinAttachment_Interp_C_1) CONTENT: EN(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_23036:SKComponent_SkinAttachment_Interp_C_1) CONTENT: ES(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_23036:SKComponent_SkinAttachment_Interp_C_1) CONTENT: FR(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_23036:SKComponent_SkinAttachment_Interp_C_1) CONTENT: RU(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_23036:SKComponent_SkinAttachment_Interp_C_1) CONTENT: ZH(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_23036:SKComponent_SkinAttachment_Interp_C_1) CONTENT: IT(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_23036:SKComponent_SkinAttachment_Interp_C_1) CONTENT: PT(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_23036:SKComponent_SkinAttachment_Interp_C_1) CONTENT: JA(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_23036:SKComponent_SkinAttachment_Interp_C_1) CONTENT: DE(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_23036:SKComponent_SkinAttachment_Interp_C_1) LITERAL: {0}\n\nScanning the Elemental Disturbances in caves may reveal hidden information.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_MiniHLNA.PrimalItemSkin_MiniHLNA:EdGraph_79895.K2Node_CallFunction_199261) LITERAL: 0(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_MiniHLNA.PrimalItemSkin_MiniHLNA:EdGraph_79895.K2Node_MakeStruct_1583) CONTENT: Mini-HLNA(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_1) CONTENT: HLNA can be equipped to the shield slot or attach HLNA to an existing shield. (/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_1) CONTENT: Holiday(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_1) CONTENT: EN(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_1:SKComponent_SkinAttachment_Interp_C_0) CONTENT: ES(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_1:SKComponent_SkinAttachment_Interp_C_0) CONTENT: FR(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_1:SKComponent_SkinAttachment_Interp_C_0) CONTENT: RU(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_1:SKComponent_SkinAttachment_Interp_C_0) CONTENT: ZH(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_1:SKComponent_SkinAttachment_Interp_C_0) CONTENT: IT(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_1:SKComponent_SkinAttachment_Interp_C_0) CONTENT: DE(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_1:SKComponent_SkinAttachment_Interp_C_0) CONTENT: PT(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_1:SKComponent_SkinAttachment_Interp_C_0) CONTENT: JA(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_1:SKComponent_SkinAttachment_Interp_C_0) CONTENT: EN(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_1:SKComponent_SkinAttachment_Interp_C_0) CONTENT: ES(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_1:SKComponent_SkinAttachment_Interp_C_0) CONTENT: FR(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_1:SKComponent_SkinAttachment_Interp_C_0) CONTENT: RU(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_1:SKComponent_SkinAttachment_Interp_C_0) CONTENT: ZH(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_1:SKComponent_SkinAttachment_Interp_C_0) CONTENT: IT(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_1:SKComponent_SkinAttachment_Interp_C_0) CONTENT: DE(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_1:SKComponent_SkinAttachment_Interp_C_0) CONTENT: PT(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_1:SKComponent_SkinAttachment_Interp_C_0) CONTENT: JA(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_1:SKComponent_SkinAttachment_Interp_C_0) CONTENT: EN(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_1:SKComponent_SkinAttachment_Interp_C_0) CONTENT: ES(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_1:SKComponent_SkinAttachment_Interp_C_0) CONTENT: FR(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_1:SKComponent_SkinAttachment_Interp_C_0) CONTENT: RU(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_1:SKComponent_SkinAttachment_Interp_C_0) CONTENT: ZH(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_1:SKComponent_SkinAttachment_Interp_C_0) CONTENT: IT(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_1:SKComponent_SkinAttachment_Interp_C_0) CONTENT: DE(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_1:SKComponent_SkinAttachment_Interp_C_0) CONTENT: PT(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_1:SKComponent_SkinAttachment_Interp_C_0) CONTENT: JA(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_1:SKComponent_SkinAttachment_Interp_C_0) CONTENT: EN(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_1:SKComponent_SkinAttachment_Interp_C_0) CONTENT: ES(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_1:SKComponent_SkinAttachment_Interp_C_0) CONTENT: FR(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_1:SKComponent_SkinAttachment_Interp_C_0) CONTENT: RU(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_1:SKComponent_SkinAttachment_Interp_C_0) CONTENT: ZH(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_1:SKComponent_SkinAttachment_Interp_C_0) CONTENT: IT(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_1:SKComponent_SkinAttachment_Interp_C_0) CONTENT: DE(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_1:SKComponent_SkinAttachment_Interp_C_0) CONTENT: PT(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_1:SKComponent_SkinAttachment_Interp_C_0) CONTENT: JA(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_1:SKComponent_SkinAttachment_Interp_C_0) CONTENT: EN(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_1:SKComponent_SkinAttachment_Interp_C_0) CONTENT: ES(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_1:SKComponent_SkinAttachment_Interp_C_0) CONTENT: FR(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_1:SKComponent_SkinAttachment_Interp_C_0) CONTENT: RU(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_1:SKComponent_SkinAttachment_Interp_C_0) CONTENT: ZH(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_1:SKComponent_SkinAttachment_Interp_C_0) CONTENT: IT(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_1:SKComponent_SkinAttachment_Interp_C_0) CONTENT: DE(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_1:SKComponent_SkinAttachment_Interp_C_0) CONTENT: PT(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_1:SKComponent_SkinAttachment_Interp_C_0) CONTENT: JA(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_1:SKComponent_SkinAttachment_Interp_C_0) CONTENT: EN(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_1:SKComponent_SkinAttachment_Interp_C_0) CONTENT: ES(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_1:SKComponent_SkinAttachment_Interp_C_0) CONTENT: FR(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_1:SKComponent_SkinAttachment_Interp_C_0) CONTENT: RU(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_1:SKComponent_SkinAttachment_Interp_C_0) CONTENT: ZH(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_1:SKComponent_SkinAttachment_Interp_C_0) CONTENT: IT(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_1:SKComponent_SkinAttachment_Interp_C_0) CONTENT: DE(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_1:SKComponent_SkinAttachment_Interp_C_0) CONTENT: PT(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_1:SKComponent_SkinAttachment_Interp_C_0) CONTENT: JA(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_1:SKComponent_SkinAttachment_Interp_C_0) CONTENT: EN(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_1:SKComponent_SkinAttachment_Interp_C_0) CONTENT: ES(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_1:SKComponent_SkinAttachment_Interp_C_0) CONTENT: FR(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_1:SKComponent_SkinAttachment_Interp_C_0) CONTENT: RU(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_1:SKComponent_SkinAttachment_Interp_C_0) CONTENT: ZH(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_1:SKComponent_SkinAttachment_Interp_C_0) CONTENT: IT(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_1:SKComponent_SkinAttachment_Interp_C_0) CONTENT: DE(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_1:SKComponent_SkinAttachment_Interp_C_0) CONTENT: PT(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_1:SKComponent_SkinAttachment_Interp_C_0) CONTENT: JA(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_1:SKComponent_SkinAttachment_Interp_C_0) CONTENT: EN(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_1:SKComponent_SkinAttachment_Interp_C_0) CONTENT: ES(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_1:SKComponent_SkinAttachment_Interp_C_0) CONTENT: FR(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_1:SKComponent_SkinAttachment_Interp_C_0) CONTENT: RU(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_1:SKComponent_SkinAttachment_Interp_C_0) CONTENT: ZH(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_1:SKComponent_SkinAttachment_Interp_C_0) CONTENT: IT(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_1:SKComponent_SkinAttachment_Interp_C_0) CONTENT: DE(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_1:SKComponent_SkinAttachment_Interp_C_0) CONTENT: PT(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_1:SKComponent_SkinAttachment_Interp_C_0) CONTENT: JA(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_1:SKComponent_SkinAttachment_Interp_C_0) CONTENT: EN(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_1:SKComponent_SkinAttachment_Interp_C_0) CONTENT: ES(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_1:SKComponent_SkinAttachment_Interp_C_0) CONTENT: FR(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_1:SKComponent_SkinAttachment_Interp_C_0) CONTENT: RU(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_1:SKComponent_SkinAttachment_Interp_C_0) CONTENT: ZH(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_1:SKComponent_SkinAttachment_Interp_C_0) CONTENT: IT(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_1:SKComponent_SkinAttachment_Interp_C_0) CONTENT: DE(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_1:SKComponent_SkinAttachment_Interp_C_0) CONTENT: PT(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_1:SKComponent_SkinAttachment_Interp_C_0) CONTENT: JA(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_1:SKComponent_SkinAttachment_Interp_C_0) CONTENT: EN(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_1:SKComponent_SkinAttachment_Interp_C_0) CONTENT: ES(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_1:SKComponent_SkinAttachment_Interp_C_0) CONTENT: FR(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_1:SKComponent_SkinAttachment_Interp_C_0) CONTENT: RU(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_1:SKComponent_SkinAttachment_Interp_C_0) CONTENT: ZH(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_1:SKComponent_SkinAttachment_Interp_C_0) CONTENT: IT(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_1:SKComponent_SkinAttachment_Interp_C_0) CONTENT: PT(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_1:SKComponent_SkinAttachment_Interp_C_0) CONTENT: JA(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_1:SKComponent_SkinAttachment_Interp_C_0) CONTENT: DE(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_1:SKComponent_SkinAttachment_Interp_C_0) CONTENT: EN(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_1:SKComponent_SkinAttachment_Interp_C_0) CONTENT: ES(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_1:SKComponent_SkinAttachment_Interp_C_0) CONTENT: FR(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_1:SKComponent_SkinAttachment_Interp_C_0) CONTENT: RU(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_1:SKComponent_SkinAttachment_Interp_C_0) CONTENT: ZH(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_1:SKComponent_SkinAttachment_Interp_C_0) CONTENT: IT(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_1:SKComponent_SkinAttachment_Interp_C_0) CONTENT: PT(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_1:SKComponent_SkinAttachment_Interp_C_0) CONTENT: DE(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_1:SKComponent_SkinAttachment_Interp_C_0) CONTENT: JA(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_1:SKComponent_SkinAttachment_Interp_C_0) CONTENT: EN(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_1:SKComponent_SkinAttachment_Interp_C_0) CONTENT: ES(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_1:SKComponent_SkinAttachment_Interp_C_0) CONTENT: FR(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_1:SKComponent_SkinAttachment_Interp_C_0) CONTENT: RU(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_1:SKComponent_SkinAttachment_Interp_C_0) CONTENT: ZH(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_1:SKComponent_SkinAttachment_Interp_C_0) CONTENT: IT(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_1:SKComponent_SkinAttachment_Interp_C_0) CONTENT: PT(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_1:SKComponent_SkinAttachment_Interp_C_0) CONTENT: JA(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_1:SKComponent_SkinAttachment_Interp_C_0) CONTENT: DE(/Engine/Transient.REINST_PrimalItemSkin_MiniHLNA_C_1:SKComponent_SkinAttachment_Interp_C_0) CONTENT: NONE(/Engine/Transient.REINST_PointOfInterest_Base_BP_C_0) CONTENT: NONE(/Engine/Transient.REINST_PointOfInterest_Base_BP_C_0) CONTENT: NONE(/Engine/Transient.Default__REINST_PointOfInterest_Base_BP_C_23050) CONTENT: NONE(/Engine/Transient.Default__REINST_PointOfInterest_Base_BP_C_23050) CONTENT: NONE(/Engine/Transient.REINST_PointOfInterest_Base_BP_C_1) CONTENT: NONE(/Engine/Transient.REINST_PointOfInterest_Base_BP_C_1) CONTENT: x1(/Game/Genesis/CoreBlueprints/HLNA/HexagonTradeItemButton.HexagonTradeItemButton_C:WidgetTree_4507.ItemQuantityTextBlock) CONTENT: 0.0(/Game/Genesis/CoreBlueprints/HLNA/HexagonTradeItemButton.HexagonTradeItemButton_C:WidgetTree_4507.ItemWeightTextBlock) CONTENT: 20(/Game/Genesis/CoreBlueprints/HLNA/HexagonTradeItemButton.HexagonTradeItemButton_C:WidgetTree_4507.ItemCostTextBlock) CONTENT: EN(/Engine/Transient.REINST_Hexagon_Trade_UI_C_0) CONTENT: EN(/Engine/Transient.REINST_Hexagon_Trade_UI_C_0) CONTENT: EN(/Engine/Transient.REINST_Hexagon_Trade_UI_C_0) CONTENT: EN(/Engine/Transient.REINST_Hexagon_Trade_UI_C_0) CONTENT: EN(/Engine/Transient.REINST_Hexagon_Trade_UI_C_0) CONTENT: EN(/Engine/Transient.REINST_Hexagon_Trade_UI_C_0) CONTENT: EN(/Engine/Transient.REINST_Hexagon_Trade_UI_C_0) CONTENT: Hexagon Exchange(/Engine/Transient.TRASHCLASS_Hexagon_Trade_UI_24966:TextBlock_1575) CONTENT: Search(/Engine/Transient.TRASHCLASS_Hexagon_Trade_UI_24966:EditableTextBox_416) CONTENT: 0x(/Engine/Transient.TRASHCLASS_Hexagon_Trade_UI_24966:TextBlock_1576) CONTENT: Item Name(/Engine/Transient.TRASHCLASS_Hexagon_Trade_UI_24966:TextBlock_1577) CONTENT: 0.0(/Engine/Transient.TRASHCLASS_Hexagon_Trade_UI_24966:TextBlock_1578) CONTENT: 0x(/Engine/Transient.TRASHCLASS_Hexagon_Trade_UI_24966:TextBlock_1579) CONTENT: 0(/Engine/Transient.TRASHCLASS_Hexagon_Trade_UI_24966:TextBlock_1580) CONTENT: 0(/Engine/Transient.TRASHCLASS_Hexagon_Trade_UI_24966:TextBlock_1581) CONTENT: currently in your inventory(/Engine/Transient.TRASHCLASS_Hexagon_Trade_UI_24966:TextBlock_1582) CONTENT: Description Description Description Description Description(/Engine/Transient.TRASHCLASS_Hexagon_Trade_UI_24966:TextBlock_1583) CONTENT: Quantity(/Engine/Transient.TRASHCLASS_Hexagon_Trade_UI_24966:TextBlock_1584) CONTENT: 1(/Engine/Transient.TRASHCLASS_Hexagon_Trade_UI_24966:TextBlock_1585) CONTENT: Total(/Engine/Transient.TRASHCLASS_Hexagon_Trade_UI_24966:TextBlock_1586) CONTENT: Weight (Before)(/Engine/Transient.TRASHCLASS_Hexagon_Trade_UI_24966:TextBlock_1587) CONTENT: 0.0 / 0.0(/Engine/Transient.TRASHCLASS_Hexagon_Trade_UI_24966:TextBlock_1588) CONTENT: Weight (After)(/Engine/Transient.TRASHCLASS_Hexagon_Trade_UI_24966:TextBlock_1589) CONTENT: 0.0 / 0.0(/Engine/Transient.TRASHCLASS_Hexagon_Trade_UI_24966:TextBlock_1590) CONTENT: 0(/Engine/Transient.TRASHCLASS_Hexagon_Trade_UI_24966:TextBlock_1591) CONTENT: 0(/Engine/Transient.TRASHCLASS_Hexagon_Trade_UI_24966:TextBlock_1592) CONTENT: 0(/Engine/Transient.TRASHCLASS_Hexagon_Trade_UI_24966:TextBlock_1593) CONTENT: CURRENT(/Engine/Transient.TRASHCLASS_Hexagon_Trade_UI_24966:TextBlock_1594) CONTENT: SUBTOTAL(/Engine/Transient.TRASHCLASS_Hexagon_Trade_UI_24966:TextBlock_1595) CONTENT: REMAINING(/Engine/Transient.TRASHCLASS_Hexagon_Trade_UI_24966:TextBlock_1596) CONTENT: CONVERT(/Engine/Transient.TRASHCLASS_Hexagon_Trade_UI_24966:TextBlock_1597) CONTENT: 0(/Engine/Transient.TRASHCLASS_Hexagon_Trade_UI_24966:TextBlock_1598) CONTENT: INTO(/Engine/Transient.TRASHCLASS_Hexagon_Trade_UI_24966:TextBlock_1599) CONTENT: x0(/Engine/Transient.TRASHCLASS_Hexagon_Trade_UI_24966:TextBlock_1600) CONTENT: 0(/Engine/Transient.TRASHCLASS_Hexagon_Trade_UI_24966:TextBlock_1601) CONTENT: Text Block(/Engine/Transient.REINST_Hexagon_Trade_UI_C_71:WidgetTree_23.TextBlock_247) CONTENT: Text Block(/Engine/Transient.REINST_Hexagon_Trade_UI_C_71:WidgetTree_23.ItemQuantityTextBox) CONTENT: Text Block(/Engine/Transient.REINST_Hexagon_Trade_UI_C_71:WidgetTree_23.ItemNameTextBox) CONTENT: Text Block(/Engine/Transient.REINST_Hexagon_Trade_UI_C_71:WidgetTree_23.WeightValueTextBlock) CONTENT: Text Block(/Engine/Transient.REINST_Hexagon_Trade_UI_C_71:WidgetTree_23.QuantityValueTextBox) CONTENT: Text Block(/Engine/Transient.REINST_Hexagon_Trade_UI_C_71:WidgetTree_23.CostCountTextBox) CONTENT: Text Block(/Engine/Transient.REINST_Hexagon_Trade_UI_C_71:WidgetTree_23.InventoryQuantityValueTextBlock) CONTENT: Text Block(/Engine/Transient.REINST_Hexagon_Trade_UI_C_71:WidgetTree_23.TextBlock_868) CONTENT: Text Block(/Engine/Transient.REINST_Hexagon_Trade_UI_C_71:WidgetTree_23.ItemDescriptionTextBox) CONTENT: Text Block(/Engine/Transient.REINST_Hexagon_Trade_UI_C_71:WidgetTree_23.TextBlock_823) CONTENT: Text Block(/Engine/Transient.REINST_Hexagon_Trade_UI_C_71:WidgetTree_23.QuantitySelectorTextBlock) CONTENT: Text Block(/Engine/Transient.REINST_Hexagon_Trade_UI_C_71:WidgetTree_23.TextBlock_1451) CONTENT: Text Block(/Engine/Transient.REINST_Hexagon_Trade_UI_C_71:WidgetTree_23.TextBlock_2933) CONTENT: Text Block(/Engine/Transient.REINST_Hexagon_Trade_UI_C_71:WidgetTree_23.WeightBeforePurchaseTextBlock) CONTENT: Text Block(/Engine/Transient.REINST_Hexagon_Trade_UI_C_71:WidgetTree_23.TextBlock_3327) CONTENT: Text Block(/Engine/Transient.REINST_Hexagon_Trade_UI_C_71:WidgetTree_23.WeightAfterPurchaseTextBlock) CONTENT: Text Block(/Engine/Transient.REINST_Hexagon_Trade_UI_C_71:WidgetTree_23.CurrentCountTextBox) CONTENT: Text Block(/Engine/Transient.REINST_Hexagon_Trade_UI_C_71:WidgetTree_23.SubtotalCountTextBox) CONTENT: Text Block(/Engine/Transient.REINST_Hexagon_Trade_UI_C_71:WidgetTree_23.RemainingCountTextBox) CONTENT: Text Block(/Engine/Transient.REINST_Hexagon_Trade_UI_C_71:WidgetTree_23.TextBlock_1221) CONTENT: Text Block(/Engine/Transient.REINST_Hexagon_Trade_UI_C_71:WidgetTree_23.TextBlock_1299) CONTENT: Text Block(/Engine/Transient.REINST_Hexagon_Trade_UI_C_71:WidgetTree_23.TextBlock_1325) CONTENT: Text Block(/Engine/Transient.REINST_Hexagon_Trade_UI_C_71:WidgetTree_23.ConvertButtonConvertTextBlock) CONTENT: Text Block(/Engine/Transient.REINST_Hexagon_Trade_UI_C_71:WidgetTree_23.ConvertButtonSubtotalTextBlock) CONTENT: Text Block(/Engine/Transient.REINST_Hexagon_Trade_UI_C_71:WidgetTree_23.ConvertButtonIntoTextBlock) CONTENT: Text Block(/Engine/Transient.REINST_Hexagon_Trade_UI_C_71:WidgetTree_23.ConvertButtonQuantityTextBlock) CONTENT: Text Block(/Engine/Transient.REINST_Hexagon_Trade_UI_C_71:WidgetTree_23.PlayerHexagonAmountTextBlock) CONTENT: EN(/Engine/Transient.Default__REINST_Hexagon_Trade_UI_C_71) CONTENT: EN(/Engine/Transient.Default__REINST_Hexagon_Trade_UI_C_71) CONTENT: EN(/Engine/Transient.Default__REINST_Hexagon_Trade_UI_C_71) CONTENT: EN(/Engine/Transient.Default__REINST_Hexagon_Trade_UI_C_71) CONTENT: EN(/Engine/Transient.Default__REINST_Hexagon_Trade_UI_C_71) CONTENT: EN(/Engine/Transient.Default__REINST_Hexagon_Trade_UI_C_71) CONTENT: EN(/Engine/Transient.Default__REINST_Hexagon_Trade_UI_C_71) CONTENT: Hexagon Exchange(/Game/Genesis/CoreBlueprints/HLNA/Hexagon_Trade_UI.Hexagon_Trade_UI_C:WidgetTree_334.TextBlock_247) CONTENT: Search(/Game/Genesis/CoreBlueprints/HLNA/Hexagon_Trade_UI.Hexagon_Trade_UI_C:WidgetTree_334.SearchTextBox) CONTENT: 0x(/Game/Genesis/CoreBlueprints/HLNA/Hexagon_Trade_UI.Hexagon_Trade_UI_C:WidgetTree_334.ItemQuantityTextBox) CONTENT: Item Name(/Game/Genesis/CoreBlueprints/HLNA/Hexagon_Trade_UI.Hexagon_Trade_UI_C:WidgetTree_334.ItemNameTextBox) CONTENT: 0.0(/Game/Genesis/CoreBlueprints/HLNA/Hexagon_Trade_UI.Hexagon_Trade_UI_C:WidgetTree_334.WeightValueTextBlock) CONTENT: 0x(/Game/Genesis/CoreBlueprints/HLNA/Hexagon_Trade_UI.Hexagon_Trade_UI_C:WidgetTree_334.QuantityValueTextBox) CONTENT: 0(/Game/Genesis/CoreBlueprints/HLNA/Hexagon_Trade_UI.Hexagon_Trade_UI_C:WidgetTree_334.CostCountTextBox) CONTENT: 0(/Game/Genesis/CoreBlueprints/HLNA/Hexagon_Trade_UI.Hexagon_Trade_UI_C:WidgetTree_334.InventoryQuantityValueTextBlock) CONTENT: currently in your inventory(/Game/Genesis/CoreBlueprints/HLNA/Hexagon_Trade_UI.Hexagon_Trade_UI_C:WidgetTree_334.TextBlock_868) CONTENT: Description Description Description Description Description(/Game/Genesis/CoreBlueprints/HLNA/Hexagon_Trade_UI.Hexagon_Trade_UI_C:WidgetTree_334.ItemDescriptionTextBox) CONTENT: Quantity(/Game/Genesis/CoreBlueprints/HLNA/Hexagon_Trade_UI.Hexagon_Trade_UI_C:WidgetTree_334.TextBlock_823) CONTENT: 1(/Game/Genesis/CoreBlueprints/HLNA/Hexagon_Trade_UI.Hexagon_Trade_UI_C:WidgetTree_334.QuantitySelectorTextBlock) CONTENT: Total(/Game/Genesis/CoreBlueprints/HLNA/Hexagon_Trade_UI.Hexagon_Trade_UI_C:WidgetTree_334.TextBlock_1451) CONTENT: Weight (Before)(/Game/Genesis/CoreBlueprints/HLNA/Hexagon_Trade_UI.Hexagon_Trade_UI_C:WidgetTree_334.TextBlock_2933) CONTENT: 0.0 / 0.0(/Game/Genesis/CoreBlueprints/HLNA/Hexagon_Trade_UI.Hexagon_Trade_UI_C:WidgetTree_334.WeightBeforePurchaseTextBlock) CONTENT: Weight (After)(/Game/Genesis/CoreBlueprints/HLNA/Hexagon_Trade_UI.Hexagon_Trade_UI_C:WidgetTree_334.TextBlock_3327) CONTENT: 0.0 / 0.0(/Game/Genesis/CoreBlueprints/HLNA/Hexagon_Trade_UI.Hexagon_Trade_UI_C:WidgetTree_334.WeightAfterPurchaseTextBlock) CONTENT: 0(/Game/Genesis/CoreBlueprints/HLNA/Hexagon_Trade_UI.Hexagon_Trade_UI_C:WidgetTree_334.CurrentCountTextBox) CONTENT: 0(/Game/Genesis/CoreBlueprints/HLNA/Hexagon_Trade_UI.Hexagon_Trade_UI_C:WidgetTree_334.SubtotalCountTextBox) CONTENT: 0(/Game/Genesis/CoreBlueprints/HLNA/Hexagon_Trade_UI.Hexagon_Trade_UI_C:WidgetTree_334.RemainingCountTextBox) CONTENT: CURRENT(/Game/Genesis/CoreBlueprints/HLNA/Hexagon_Trade_UI.Hexagon_Trade_UI_C:WidgetTree_334.TextBlock_1221) CONTENT: SUBTOTAL(/Game/Genesis/CoreBlueprints/HLNA/Hexagon_Trade_UI.Hexagon_Trade_UI_C:WidgetTree_334.TextBlock_1299) CONTENT: REMAINING(/Game/Genesis/CoreBlueprints/HLNA/Hexagon_Trade_UI.Hexagon_Trade_UI_C:WidgetTree_334.TextBlock_1325) CONTENT: CONVERT(/Game/Genesis/CoreBlueprints/HLNA/Hexagon_Trade_UI.Hexagon_Trade_UI_C:WidgetTree_334.ConvertButtonConvertTextBlock) CONTENT: 0(/Game/Genesis/CoreBlueprints/HLNA/Hexagon_Trade_UI.Hexagon_Trade_UI_C:WidgetTree_334.ConvertButtonSubtotalTextBlock) CONTENT: INTO(/Game/Genesis/CoreBlueprints/HLNA/Hexagon_Trade_UI.Hexagon_Trade_UI_C:WidgetTree_334.ConvertButtonIntoTextBlock) CONTENT: x0(/Game/Genesis/CoreBlueprints/HLNA/Hexagon_Trade_UI.Hexagon_Trade_UI_C:WidgetTree_334.ConvertButtonQuantityTextBlock) CONTENT: 0(/Game/Genesis/CoreBlueprints/HLNA/Hexagon_Trade_UI.Hexagon_Trade_UI_C:WidgetTree_334.PlayerHexagonAmountTextBlock) CONTENT: EN(/Engine/Transient.REINST_Hexagon_Trade_UI_C_1) CONTENT: EN(/Engine/Transient.REINST_Hexagon_Trade_UI_C_1) CONTENT: EN(/Engine/Transient.REINST_Hexagon_Trade_UI_C_1) CONTENT: EN(/Engine/Transient.REINST_Hexagon_Trade_UI_C_1) CONTENT: EN(/Engine/Transient.REINST_Hexagon_Trade_UI_C_1) CONTENT: EN(/Engine/Transient.REINST_Hexagon_Trade_UI_C_1) CONTENT: EN(/Engine/Transient.REINST_Hexagon_Trade_UI_C_1) CONTENT: HLNA(/Engine/Transient.REINST_Buff_Companion_HLNA_C_0) CONTENT: Crafting Requirements(/Game/PrimalEarth/UI/ToolTipWidgetPrimalDinoExtended.ToolTipWidgetPrimalDinoExtended_C:WidgetTree_3352.CraftingRequirementsTitleLabel) CONTENT: This is a very long item description that is almost certain to wrap onto multiple lines of text.(/Game/PrimalEarth/UI/ToolTipWidgetPrimalDinoExtended.ToolTipWidgetPrimalDinoExtended_C:WidgetTree_3352.CraftingRequirementsLabelOld) CONTENT: Crafting: x4(/Game/PrimalEarth/UI/ToolTipWidgetPrimalDinoExtended.ToolTipWidgetPrimalDinoExtended_C:WidgetTree_3352.CraftingLabel) CONTENT: This is a very long item description that is almost certain to wrap onto multiple lines of text.(/Game/PrimalEarth/UI/ToolTipWidgetPrimalDinoExtended.ToolTipWidgetPrimalDinoExtended_C:WidgetTree_3352.CraftingRequirementsLabel) CONTENT: Unconscious(/Game/PrimalEarth/UI/ToolTipWidgetPrimalDinoExtended.ToolTipWidgetPrimalDinoExtended_C:WidgetTree_3352.UnconsciousDescriptionLabel) CONTENT: Taming(/Game/PrimalEarth/UI/ToolTipWidgetPrimalDinoExtended.ToolTipWidgetPrimalDinoExtended_C:WidgetTree_3352.TamingDescriptionLabel) CONTENT: Tamed By:(/Game/PrimalEarth/UI/ToolTipWidgetPrimalDinoExtended.ToolTipWidgetPrimalDinoExtended_C:WidgetTree_3352.TamedLabel) CONTENT: Gender:(/Game/PrimalEarth/UI/ToolTipWidgetPrimalDinoExtended.ToolTipWidgetPrimalDinoExtended_C:WidgetTree_3352.GenderLabel) CONTENT: XP %.1f -- %.1f(/Game/PrimalEarth/UI/ToolTipWidgetPrimalDinoExtended.ToolTipWidgetPrimalDinoExtended_C:WidgetTree_3352.XPBar) CONTENT: Following(/Game/PrimalEarth/UI/ToolTipWidgetPrimalDinoExtended.ToolTipWidgetPrimalDinoExtended_C:WidgetTree_3352.InfoLabel2) CONTENT: Health %.1f -- %.1f(/Game/PrimalEarth/UI/ToolTipWidgetPrimalDinoExtended.ToolTipWidgetPrimalDinoExtended_C:WidgetTree_3352.HealthBar) CONTENT: Stamina %.1f -- %.1f(/Game/PrimalEarth/UI/ToolTipWidgetPrimalDinoExtended.ToolTipWidgetPrimalDinoExtended_C:WidgetTree_3352.StaminaBar) CONTENT: Food %.1f -- %.1f(/Game/PrimalEarth/UI/ToolTipWidgetPrimalDinoExtended.ToolTipWidgetPrimalDinoExtended_C:WidgetTree_3352.FoodBar) CONTENT: Weight %.1f -- %.1f(/Game/PrimalEarth/UI/ToolTipWidgetPrimalDinoExtended.ToolTipWidgetPrimalDinoExtended_C:WidgetTree_3352.WeightBar) CONTENT: Aggression(/Game/PrimalEarth/UI/ToolTipWidgetPrimalDinoExtended.ToolTipWidgetPrimalDinoExtended_C:WidgetTree_3352.InfoLabel) CONTENT: Info Text(/Game/PrimalEarth/UI/ToolTipWidgetPrimalDinoExtended.ToolTipWidgetPrimalDinoExtended_C:WidgetTree_3352.MatingTimeLabel) CONTENT: Torpid %.1f -- %.1f(/Game/PrimalEarth/UI/ToolTipWidgetPrimalDinoExtended.ToolTipWidgetPrimalDinoExtended_C:WidgetTree_3352.TorpidityBar) CONTENT: Oxygen %.1f -- %.1f(/Game/PrimalEarth/UI/ToolTipWidgetPrimalDinoExtended.ToolTipWidgetPrimalDinoExtended_C:WidgetTree_3352.OxygenBar) CONTENT: Damage %.1f(/Game/PrimalEarth/UI/ToolTipWidgetPrimalDinoExtended.ToolTipWidgetPrimalDinoExtended_C:WidgetTree_3352.DamageBar) CONTENT: Speed %.1f(/Game/PrimalEarth/UI/ToolTipWidgetPrimalDinoExtended.ToolTipWidgetPrimalDinoExtended_C:WidgetTree_3352.SpeedBar) CONTENT: Text(/Game/PrimalEarth/UI/ToolTipWidgetPrimalDinoExtended.ToolTipWidgetPrimalDinoExtended_C:WidgetTree_3352.DinoNameLabel) LITERAL: Randomly Pick Orbit Location Timer(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:begin scan random location orbit.K2Node_CallFunction_322817) LITERAL: Randomly Pick Orbit Location Timer(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:begin scan random location orbit.K2Node_CallFunction_322818) LITERAL: Randomly Pick Orbit Location Timer(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:begin scan random location orbit.K2Node_CallFunction_344627) LITERAL: Restrict Random World Reactions(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:BPClientDoMultiUse.K2Node_CallFunction_317499) LITERAL: Restrict Sync Mission Complete Status(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:BPGetMultiUseEntries.K2Node_CallFunction_120703) LITERAL: Restrict Sync Mission Complete Status(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:BPGetMultiUseEntries.K2Node_CallFunction_122115) LITERAL: Set Compact Mode OFF (Always be visible)(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:BPGetMultiUseEntries.K2Node_CallFunction_137434) LITERAL: Set Compact Mode ON (Only be visible when necessary)(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:BPGetMultiUseEntries.K2Node_CallFunction_137434) LITERAL: (Disabled)(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:BPGetMultiUseEntries.K2Node_CallFunction_156808) LITERAL: Hide Mission Arena Boundaries(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:BPGetMultiUseEntries.K2Node_CallFunction_16923) LITERAL: Show Mission Arena Boundaries(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:BPGetMultiUseEntries.K2Node_CallFunction_16923) LITERAL: (/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:BPGetMultiUseEntries.K2Node_CallFunction_17536) LITERAL: Disable HLNA React to Everything Right Away(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:BPGetMultiUseEntries.K2Node_CallFunction_175638) LITERAL: Set HLNA to React to Everything Right Away(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:BPGetMultiUseEntries.K2Node_CallFunction_175638) LITERAL: Disable Movement Sounds(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:BPGetMultiUseEntries.K2Node_CallFunction_180338) LITERAL: Enable Movement Sounds(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:BPGetMultiUseEntries.K2Node_CallFunction_180338) LITERAL: Set Compact Mode OFF (Always be visible)(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:BPGetMultiUseEntries.K2Node_CallFunction_197376) LITERAL: Set Compact Mode ON (Only be visible when necessary)(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:BPGetMultiUseEntries.K2Node_CallFunction_197376) LITERAL: (Not Available - In Progress)(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:BPGetMultiUseEntries.K2Node_CallFunction_240692) LITERAL: (Not Available - In Progress)(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:BPGetMultiUseEntries.K2Node_CallFunction_240693) LITERAL: (Not Available - In Progress)(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:BPGetMultiUseEntries.K2Node_CallFunction_240695) LITERAL: Restricted_Timed_Hexagon_Collection(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:BPGetMultiUseEntries.K2Node_CallFunction_249922) LITERAL: ((/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:BPGetMultiUseEntries.K2Node_CallFunction_249925) LITERAL: )(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:BPGetMultiUseEntries.K2Node_CallFunction_249926) LITERAL: .(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:BPGetMultiUseEntries.K2Node_CallFunction_249927) LITERAL: Restricted_Timed_Hexagon_Collection(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:BPGetMultiUseEntries.K2Node_CallFunction_249929) LITERAL: Restrict Sync Mission Complete Status(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:BPGetMultiUseEntries.K2Node_CallFunction_260564) LITERAL: Restrict Sync Mission Complete Status(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:BPGetMultiUseEntries.K2Node_CallFunction_260566) LITERAL: )(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:BPGetMultiUseEntries.K2Node_CallFunction_300247) LITERAL: Disable Environment Reaction Lines(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:BPGetMultiUseEntries.K2Node_CallFunction_300987) LITERAL: Enable Environment Reaction Lines(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:BPGetMultiUseEntries.K2Node_CallFunction_300987) LITERAL: Disable Respawn Reaction Lines(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:BPGetMultiUseEntries.K2Node_CallFunction_302256) LITERAL: Enable Respawn Reaction Lines(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:BPGetMultiUseEntries.K2Node_CallFunction_302256) LITERAL: Disable Death Reaction Lines(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:BPGetMultiUseEntries.K2Node_CallFunction_302258) LITERAL: Enable Death Reaction Lines(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:BPGetMultiUseEntries.K2Node_CallFunction_302258) LITERAL: Disable 'Say Hello' Lines(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:BPGetMultiUseEntries.K2Node_CallFunction_302260) LITERAL: Enable 'Say Hello' Lines(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:BPGetMultiUseEntries.K2Node_CallFunction_302260) LITERAL: Disable Emote Reactions(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:BPGetMultiUseEntries.K2Node_CallFunction_302353) LITERAL: Enable Emote Reactions(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:BPGetMultiUseEntries.K2Node_CallFunction_302353) LITERAL: Teleport to: (/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:BPGetMultiUseEntries.K2Node_CallFunction_304855) LITERAL: Exchange Hexagons(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:BPGetMultiUseEntries.K2Node_CallFunction_308630) LITERAL: ((/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:BPGetMultiUseEntries.K2Node_CallFunction_308631) LITERAL: Dialog Subtitle Settings(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:BPGetMultiUseEntries.K2Node_MakeStruct_1100) LITERAL: Cancel Teleport(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:BPGetMultiUseEntries.K2Node_MakeStruct_1467) LITERAL: Say Hello(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:BPGetMultiUseEntries.K2Node_MakeStruct_1557) LITERAL: FLOW TEST(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:BPGetMultiUseEntries.K2Node_MakeStruct_2219) LITERAL: Biome Teleportation(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:BPGetMultiUseEntries.K2Node_MakeStruct_2568) LITERAL: Level 0 (Disable All Dialog Subtitles)(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:BPGetMultiUseEntries.K2Node_MakeStruct_2570) LITERAL: Level 2 (Show Subtitles For Critical Alerts And Some Personality Lines)(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:BPGetMultiUseEntries.K2Node_MakeStruct_2571) LITERAL: Level 3 (Show Subtitles For All Dialog)(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:BPGetMultiUseEntries.K2Node_MakeStruct_2572) LITERAL: [Hold for Options](/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:BPGetMultiUseEntries.K2Node_MakeStruct_2936) LITERAL: Level 1 (Only critical alerts)(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:BPGetMultiUseEntries.K2Node_MakeStruct_3935) LITERAL: Level 2 (Critical alerts and some personality)(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:BPGetMultiUseEntries.K2Node_MakeStruct_3936) LITERAL: Level 3 (All HLNA, all the time)(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:BPGetMultiUseEntries.K2Node_MakeStruct_3937) LITERAL: Additional Frequency Settings(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:BPGetMultiUseEntries.K2Node_MakeStruct_3939) LITERAL: Level 1 (Show Subtitles For Only Critical Lines)(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:BPGetMultiUseEntries.K2Node_MakeStruct_3941) LITERAL: Set Verbosity (How often I talk)(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:BPGetMultiUseEntries.K2Node_MakeStruct_417) LITERAL: Arrival Protocol(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:BPGetMultiUseEntries.K2Node_MakeStruct_4267) LITERAL: Arrival Protocol(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:BPGetMultiUseEntries.K2Node_MakeStruct_7138) LITERAL: teleport(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:BPGetMultiUseEntries.K2Node_MakeStruct_7548) LITERAL: teleport to direction(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:BPGetMultiUseEntries.K2Node_MakeStruct_7580) LITERAL: HLNA Settings(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:BPGetMultiUseEntries.K2Node_MakeStruct_927) LITERAL: Is Probably Firing(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:BPHandleOnStartFire.K2Node_CallFunction_413891) LITERAL: Restrict Getting in Front Of Camera During Firing or Ads(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:BPHandleOnStopFire.K2Node_CallFunction_406917) LITERAL: Is Probably Firing(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:BPHandleOnStopFire.K2Node_CallFunction_415428) LITERAL: poison(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:BPNotifyOtherBuffActivated.K2Node_CallFunction_203465) LITERAL: Restrict Random World Reactions(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:BPNotifyOtherBuffActivated.K2Node_CallFunction_556778) LITERAL: :: (/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:BPOnOwnerMassTeleportEvent.K2Node_CallFunction_178684) LITERAL: Restricted_Timed_Hexagon_Collection(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:BPTryMultiUse.K2Node_CallFunction_162801) LITERAL: Cannot Start: Mission Is In Lockdown By Others(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:BPTryMultiUse.K2Node_CallFunction_199055) LITERAL: Restricted_Timed_Hexagon_Collection(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:BPTryMultiUse.K2Node_CallFunction_249922) LITERAL: HLNA Teleport Location VR(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:BPTryMultiUse.K2Node_MakeStruct_2668) LITERAL: HLNA Teleport Location VR(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:BPTryMultiUse.K2Node_MakeStruct_3690) LITERAL: HLNA Teleport Location VR(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:BPTryMultiUse.K2Node_MakeStruct_6448) LITERAL: HLNA Teleport Location VR(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:BPTryMultiUse.K2Node_MakeStruct_6450) LITERAL: Finish Intro Anim(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:BuffTickClient.K2Node_CallFunction_214071) LITERAL: Awaiting Set Of Initial Spawn Intro Anim Timer(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:BuffTickClient.K2Node_CallFunction_250801) LITERAL: Awaiting Set Of Initial Spawn Intro Anim Timer(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:BuffTickClient.K2Node_CallFunction_250802) LITERAL: PlayAllCinematics in progress. Marking intro as seen but not initiating safe zone teleport process.(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:BuffTickClient.K2Node_CallFunction_251271) LITERAL: Awaiting Set Of Initial Spawn Intro Anim Timer(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:BuffTickClient.K2Node_CallFunction_252755) LITERAL: Keep Eye Hidden for Emotes(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:BuffTickClient.K2Node_CallFunction_300152) LITERAL: Recently Released ADS(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:BuffTickClient.K2Node_CallFunction_351889) LITERAL: unlock e (/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:BuffTickClient.K2Node_CallFunction_387768) LITERAL: Prevent Glitch Use Sphere Collision(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:CalculateHLNaTargetWorldLocation.K2Node_CallFunction_151705) LITERAL: Prevent Glitch Use Sphere Collision(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:CalculateHLNaTargetWorldLocation.K2Node_CallFunction_153024) LITERAL: Restrict Random World Reactions(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:CanPlayEnvironmentalCompanionReaction.K2Node_CallFunction_556778) LITERAL: Restrict Random World Reactions(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:Check Current Status of various things to react to.K2Node_CallFunction_556778) LITERAL: Restrict Random World Reactions(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:Check Recieve Damage For Reactions.K2Node_CallFunction_178015) LITERAL: Reset Recent Damage Recieved(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:Check Recieve Damage For Reactions.K2Node_CallFunction_335409) LITERAL: Reset Recent Damage Recieved(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:Check Recieve Damage For Reactions.K2Node_CallFunction_346544) LITERAL: HLNaMassTeleport_Cancel(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:CleanUpMassTeleport.K2Node_CallFunction_178723) LITERAL: PlayJustAboutToTeleportReaction(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:CleanUpMassTeleport.K2Node_CallFunction_217222) LITERAL: HLNa Mass Teleport Trigger to VR Boss Battle Hard(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:CleanUpMassTeleport.K2Node_CallFunction_227512) LITERAL: HLNaMassTeleport_Trigger(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:CleanUpMassTeleport.K2Node_CallFunction_269255) LITERAL: HLNa Mass Teleport Trigger to VR Boss Battle Easy(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:CleanUpMassTeleport.K2Node_CallFunction_269256) LITERAL: HLNa Mass Teleport Trigger to VR Boss Battle Med(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:CleanUpMassTeleport.K2Node_CallFunction_269257) LITERAL: Restricted_Timed_Hexagon_Collection(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:EventGraph.K2Node_CallFunction_156251) LITERAL: Restricted_Timed_Hexagon_Collection(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:EventGraph.K2Node_CallFunction_159420) LITERAL: Restricted_Timed_Hexagon_Collection(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:EventGraph.K2Node_CallFunction_175854) LITERAL: localized filepath(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:EventGraph.K2Node_CallFunction_191757) LITERAL: Finish Intro Anim(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:EventGraph.K2Node_CallFunction_214071) LITERAL: Clear Async Loaded Audio(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:EventGraph.K2Node_CallFunction_222208) LITERAL: Restrict Random World Reactions(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:EventGraph.K2Node_CallFunction_273803) LITERAL: TestBreakGen1Glitches(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:EventGraph.K2Node_CallFunction_281228) LITERAL: Temp Keep Movement Volume Up(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:EventGraph.K2Node_CallFunction_310068) LITERAL: Restrict Random World Reactions(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:EventGraph.K2Node_CallFunction_347260) LITERAL: Delay To Play Hlna Subtitles Move Out Anim(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:EventGraph.K2Node_CallFunction_471320) LITERAL: CANNOT TELEPORT: NO SPAWN POINTS IN REGION(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:Find Best Teleport Location.K2Node_CallFunction_199952) LITERAL: CANNOT TELEPORT: SPAWN POINTS SOMEHOW BECAME INVALID DURING SORT(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:Find Best Teleport Location.K2Node_CallFunction_199954) LITERAL: CANNOT TELEPORT: FAILED AT FINAL STEP(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:Find Best Teleport Location.K2Node_CallFunction_199955) LITERAL: HLNA Teleport Location(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:Find Best Teleport Location.K2Node_MakeStruct_3690) LITERAL: Focused Selected Remote Target Timeout(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:FocusOnRemoteTarget.K2Node_CallFunction_160404) LITERAL: (/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:format VR boss battle teleport multiuse options.K2Node_CallFunction_254657) LITERAL: ((/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:format VR boss battle teleport multiuse options.K2Node_CallFunction_263548) LITERAL: )(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:format VR boss battle teleport multiuse options.K2Node_CallFunction_263549) LITERAL: /(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:format VR boss battle teleport multiuse options.K2Node_CallFunction_263551) LITERAL: (/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:format VR boss battle teleport multiuse options.K2Node_CallFunction_263557) LITERAL: )(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:format VR boss battle teleport multiuse options.K2Node_CallFunction_680955) LITERAL: ((/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:format VR boss battle teleport multiuse options.K2Node_CallFunction_680958) LITERAL: /(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:format VR boss battle teleport multiuse options.K2Node_CallFunction_682457) LITERAL: : (/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:format VR boss battle teleport multiuse options.K2Node_CallFunction_684111) LITERAL: Loc Interp Speed: (/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:GetMeshLocationInterpSpeed.K2Node_CallFunction_270445) LITERAL: error: could not find next explorer note to unlock(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:hard fix missing gen1 explorer notes.K2Node_CallFunction_190708) LITERAL: pc invalid(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:hard fix missing gen1 explorer notes.K2Node_CallFunction_190715) LITERAL: player invalid(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:hard fix missing gen1 explorer notes.K2Node_CallFunction_190716) LITERAL: completed: glitches (/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:hard fix missing gen1 explorer notes.K2Node_CallFunction_190720) LITERAL: unlockable explorer notes (/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:hard fix missing gen1 explorer notes.K2Node_CallFunction_190722) LITERAL: unlocked explorer notes? (/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:hard fix missing gen1 explorer notes.K2Node_CallFunction_190723) LITERAL: thus loop (/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:hard fix missing gen1 explorer notes.K2Node_CallFunction_190725) LITERAL: no loops on (/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:hard fix missing gen1 explorer notes.K2Node_CallFunction_273526) LITERAL: loop (/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:hard fix missing gen1 explorer notes.K2Node_CallFunction_273586) LITERAL: so can loop from 1 to (/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:hard fix missing gen1 explorer notes.K2Node_CallFunction_273646) LITERAL: could not obtain explorer note info(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:hard fix missing gen1 explorer notes.K2Node_CallFunction_273913) LITERAL: pc invalid(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:hard fix missing gen1 explorer notes.K2Node_CallFunction_341423) LITERAL: player invalid(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:hard fix missing gen1 explorer notes.K2Node_CallFunction_341424) LITERAL: explorer note index manager cast fail(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:hard fix missing gen1 explorer notes.K2Node_CallFunction_387655) LITERAL: unlock c (/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:hard fix missing gen1 explorer notes.K2Node_CallFunction_387768) LITERAL: unlock a (/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:hard fix missing gen1 explorer notes.K2Node_CallFunction_387772) LITERAL: unlock b (/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:hard fix missing gen1 explorer notes.K2Node_CallFunction_387775) LITERAL: HLNa Mass Teleport Trigger to VR Boss Battle Flow Test(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:HLNaMassTeleport_Start.K2Node_CallFunction_178193) LITERAL: HLNa Mass Teleport Trigger to VR Boss Battle Easy(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:HLNaMassTeleport_Start.K2Node_CallFunction_200640) LITERAL: HLNa Mass Teleport Trigger to VR Boss Battle Med(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:HLNaMassTeleport_Start.K2Node_CallFunction_200641) LITERAL: PlayJustAboutToTeleportReaction(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:HLNaMassTeleport_Start.K2Node_CallFunction_214094) LITERAL: HLNaMassTeleport_Cancel(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:HLNaMassTeleport_Start.K2Node_CallFunction_225841) LITERAL: Pre Teleport Dismount(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:HLNaMassTeleport_Start.K2Node_CallFunction_248961) LITERAL: HLNa Mass Teleport Trigger to VR Boss Battle Hard(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:HLNaMassTeleport_Start.K2Node_CallFunction_274510) LITERAL: HLNaMassTeleport_Trigger(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:HLNaMassTeleport_Start.K2Node_CallFunction_275189) LITERAL: Distance :: (/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:IsCompanionReadyToMonologue.K2Node_CallFunction_208600) LITERAL: <= (/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:IsCompanionReadyToMonologue.K2Node_CallFunction_208600) LITERAL: Dot :: (/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:IsCompanionReadyToMonologue.K2Node_CallFunction_208792) LITERAL: > 0.5(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:IsCompanionReadyToMonologue.K2Node_CallFunction_208792) LITERAL: Restrict Getting in Front Of Camera During Firing or Ads(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:IsPlayerADS.K2Node_CallFunction_469839) LITERAL: {CantTeleport}: {Reason}(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:Notify Player That They Cannot Teleport Fish.K2Node_FormatText_290) LITERAL: {CantTeleport}: {Reason}(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:Notify Player That They Cannot Teleport Large Dinos To Final Boss.K2Node_FormatText_290) LITERAL: {CantTeleport}: {Reason}(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:Notify Player That They Cannot Teleport Players On Mission.K2Node_FormatText_290) LITERAL: {CantTeleport}: {Reason}(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:Notify Player That They Cannot Teleport Players On Seated Structures.K2Node_FormatText_290) LITERAL: {CantTeleport}: {Reason}(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:notify player that they cannot teleport rafts.K2Node_FormatText_290) LITERAL: {CantTeleport}: {Reason}(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:Notify Players That They Cant Teleport Unconsious or Dead Dinos.K2Node_FormatText_339) LITERAL: {CantTeleport}: {Reason}(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:Notify Players That They Cant Teleport Unconsious Or Dead Players.K2Node_FormatText_339) LITERAL: {CantTeleport}: {Reason}{maxplayercount})(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:Notify Players That They Exceed Final Boss player Count.K2Node_FormatText_339) LITERAL: {CantTeleport}: {Reason}{maxplayercount})(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:notify players that they exceed final boss tame count.K2Node_FormatText_337) LITERAL: unlock f (/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:NotifyHasTamedDino.K2Node_CallFunction_387768) LITERAL: Restrict Random World Reactions(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:NotifyHasTamedDino.K2Node_CallFunction_556778) LITERAL: Randomly Pick Orbit Location Timer(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:OnCompanionReactionPlayed.K2Node_CallFunction_163594) LITERAL: unlock d (/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:OnPlayerDeath.K2Node_CallFunction_387768) LITERAL: Play Hexagon Sfx(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:OnSpawnHexagons.K2Node_CallFunction_23448) LITERAL: Restricted Time Since Last Played Movement Sounds(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:Play movement sound.K2Node_CallFunction_179336) LITERAL: Restricted Time Since Last Played Movement Sounds(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:Play movement sound.K2Node_CallFunction_181008) LITERAL: slow(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:Play movement sound.K2Node_CallFunction_265393) LITERAL: fast(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:Play movement sound.K2Node_CallFunction_265394) LITERAL: med(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:Play movement sound.K2Node_CallFunction_265395) LITERAL: Temp Keep Movement Volume Up(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:Play movement sound.K2Node_CallFunction_307255) LITERAL: Temp Keep Movement Volume Up(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:Play movement sound.K2Node_CallFunction_308793) LITERAL: Temp Keep Movement Volume Up(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:Play movement sound.K2Node_CallFunction_308794) LITERAL: FinishedScan(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:Play Scan Reactions.K2Node_CallFunction_254294) LITERAL: Finish Intro Anim(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:play spawn anim.K2Node_CallFunction_229825) LITERAL: Awaiting Set Of Initial Spawn Intro Anim Timer(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:play spawn anim.K2Node_CallFunction_253435) LITERAL: Check Recieve Damage For Reactions(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:Play World Reaction.K2Node_CallFunction_472865) LITERAL: Restrict Random World Reactions(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:Play World Reaction.K2Node_CallFunction_556778) LITERAL: Interval To Check For HLNA World Reactions(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:Play World Reaction.K2Node_CallFunction_559337) LITERAL: Restrict Random World Reactions(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:Play World Reaction.K2Node_CallFunction_559390) LITERAL: Keep Eye Hidden for Emotes(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:PlayParallelEmoteMontage.K2Node_CallFunction_292536) LITERAL: Restrict Random World Reactions(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:Reset Delay Between Environmental Reactions.K2Node_CallFunction_247667) LITERAL: Restrict Random World Reactions(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:Reset Delay Between Environmental Reactions.K2Node_CallFunction_247669) LITERAL: Check Recieve Damage For Reactions(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:Restrict Random World Reactions.K2Node_CallFunction_318569) LITERAL: Interval To Check For HLNA World Reactions(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:Restrict Random World Reactions.K2Node_CallFunction_472290) LITERAL: HLNA STORE DEBUG: Trade option Cast failed(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:Server Update Purchasable Items.K2Node_CallFunction_234627) LITERAL: HLNA STORE DEBUG: Player Invalid(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:Server Update Purchasable Items.K2Node_CallFunction_234628) LITERAL: HLNA STORE DEBUG: Player Controller Invalid(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:Server Update Purchasable Items.K2Node_CallFunction_234629) LITERAL: HLNA STORE DEBUG: Item Not Allowed To Be Purchased(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:Server Update Purchasable Items.K2Node_CallFunction_234630) LITERAL: HLNA STORE DEBUG: Item disabled at index (/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:Server Update Purchasable Items.K2Node_CallFunction_234632) LITERAL: Restricted Interval for Checking Updated Hex Store Purchasable Items(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:Server Update Purchasable Items.K2Node_CallFunction_234634) LITERAL: Restricted Interval for Checking Updated Hex Store Purchasable Items(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:Server Update Purchasable Items.K2Node_CallFunction_234635) LITERAL: HLNA STORE DEBUG: Is using BP allowed to be purchased(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:Server Update Purchasable Items.K2Node_CallFunction_234636) LITERAL: player successfully activated HLNA teleport to (/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:Set Best Teleport Spot From Sorted Start Points.K2Node_CallFunction_265834) LITERAL: HLNA Teleport Location(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:Set Best Teleport Spot From Sorted Start Points.K2Node_MakeStruct_3690) LITERAL: Move Cuz in the Way(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:should hlna move away from the camera.K2Node_CallFunction_156961) LITERAL: Recently Released ADS(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:should hlna move away from the camera.K2Node_CallFunction_355149) LITERAL: Move Cuz in the Way(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:should hlna move away from the camera.K2Node_CallFunction_406917) LITERAL: Restrict Getting in Front Of Camera During Firing or Ads(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:should hlna move away from the camera.K2Node_CallFunction_437802) LITERAL: Is Probably Firing(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:should hlna move away from the camera.K2Node_CallFunction_437803) LITERAL: Colliding With Something(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:should hlna move away from the camera.K2Node_CallFunction_471651) LITERAL: 'Touchpad' (/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:Show Post Intro HLNA Target Alert Message.K2Node_CallFunction_26012) LITERAL: 'View' Button (/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:Show Post Intro HLNA Target Alert Message.K2Node_CallFunction_265712) LITERAL: 'Extended Info' Key (/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:Show Post Intro HLNA Target Alert Message.K2Node_CallFunction_265712) LITERAL: {beforekeytext}{Key}{afterkeytext}(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:Show Post Intro HLNA Target Alert Message.K2Node_FormatText_22) LITERAL: Check if You Can Play Post Intro HLNA Target Alert Message(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:Show Post Intro Mission Alert Message.K2Node_CallFunction_18990) LITERAL: HLNaMassTeleport_Trigger(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:Tick_SearchForMassTeleportChars.K2Node_CallFunction_247918) LITERAL: HLNa Mass Teleport Trigger to VR Boss Battle Easy(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:Tick_SearchForMassTeleportChars.K2Node_CallFunction_247920) LITERAL: HLNa Mass Teleport Trigger to VR Boss Battle Med(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:Tick_SearchForMassTeleportChars.K2Node_CallFunction_247922) LITERAL: HLNa Mass Teleport Trigger to VR Boss Battle Hard(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:Tick_SearchForMassTeleportChars.K2Node_CallFunction_247924) LITERAL: HLNa Mass Teleport Trigger To VR Boss Battle Flow Test(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:Tick_SearchForMassTeleportChars.K2Node_CallFunction_247926) LITERAL: HLNaMassTeleport_Trigger(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:Tick_SearchForMassTeleportChars.K2Node_CallFunction_250680) LITERAL: HLNa Mass Teleport Trigger to VR Boss Battle Easy(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:Tick_SearchForMassTeleportChars.K2Node_CallFunction_250682) LITERAL: HLNa Mass Teleport Trigger to VR Boss Battle Med(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:Tick_SearchForMassTeleportChars.K2Node_CallFunction_250684) LITERAL: HLNa Mass Teleport Trigger to VR Boss Battle Hard(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:Tick_SearchForMassTeleportChars.K2Node_CallFunction_250686) LITERAL: HLNa Mass Teleport Trigger To VR Boss Battle Flow Test(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:Tick_SearchForMassTeleportChars.K2Node_CallFunction_250688) LITERAL: HLNaMassTeleport_Trigger(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:Tick_SearchForMassTeleportChars.K2Node_CallFunction_269258) LITERAL: HLNa Mass Teleport Trigger to VR Boss Battle Easy(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:Tick_SearchForMassTeleportChars.K2Node_CallFunction_269993) LITERAL: HLNa Mass Teleport Trigger to VR Boss Battle Med(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:Tick_SearchForMassTeleportChars.K2Node_CallFunction_269995) LITERAL: HLNa Mass Teleport Trigger to VR Boss Battle Hard(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:Tick_SearchForMassTeleportChars.K2Node_CallFunction_269997) LITERAL: Colliding With Something(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:Tick_UpdateCompanionTransform.K2Node_CallFunction_159586) LITERAL: Temp Keep Movement Volume Up(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:Tick_UpdateHLNaSounds.K2Node_CallFunction_310068) LITERAL: ATTACHED TO PLAYER (TPV)(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:UpdateHLNaAttachment.K2Node_CallFunction_182160) LITERAL: DETACHED FROM PLAYER(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:UpdateHLNaAttachment.K2Node_CallFunction_268974) LITERAL: ATTACHED TO PLAYER (FPV)(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:UpdateHLNaAttachment.K2Node_CallFunction_268975) CONTENT: HLNA(/Engine/Transient.Default__REINST_Buff_Companion_HLNA_C_23075) LITERAL: {CantTeleport}: {Reason}(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:EdGraph_80917.K2Node_CallFunction_201550) LITERAL: CantTeleport(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:EdGraph_80917.K2Node_MakeStruct_1588) LITERAL: Reason(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:EdGraph_80917.K2Node_MakeStruct_1589) LITERAL: {CantTeleport}: {Reason}(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:EdGraph_80918.K2Node_CallFunction_201551) LITERAL: CantTeleport(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:EdGraph_80918.K2Node_MakeStruct_1590) LITERAL: Reason(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:EdGraph_80918.K2Node_MakeStruct_1591) LITERAL: {CantTeleport}: {Reason}(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:EdGraph_81032.K2Node_CallFunction_201667) LITERAL: CantTeleport(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:EdGraph_81032.K2Node_MakeStruct_1592) LITERAL: Reason(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:EdGraph_81032.K2Node_MakeStruct_1593) LITERAL: {CantTeleport}: {Reason}(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:EdGraph_81033.K2Node_CallFunction_201668) LITERAL: CantTeleport(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:EdGraph_81033.K2Node_MakeStruct_1594) LITERAL: Reason(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:EdGraph_81033.K2Node_MakeStruct_1595) LITERAL: {CantTeleport}: {Reason}(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:EdGraph_81042.K2Node_CallFunction_201674) LITERAL: CantTeleport(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:EdGraph_81042.K2Node_MakeStruct_1596) LITERAL: Reason(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:EdGraph_81042.K2Node_MakeStruct_1597) LITERAL: {beforekeytext}{Key}{afterkeytext}(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:EdGraph_81075.K2Node_CallFunction_201706) LITERAL: beforekeytext(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:EdGraph_81075.K2Node_MakeStruct_1598) LITERAL: Key(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:EdGraph_81075.K2Node_MakeStruct_1599) LITERAL: afterkeytext(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:EdGraph_81075.K2Node_MakeStruct_1600) LITERAL: {CantTeleport}: {Reason}{maxplayercount})(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:EdGraph_81084.K2Node_CallFunction_201714) LITERAL: CantTeleport(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:EdGraph_81084.K2Node_MakeStruct_1601) LITERAL: Reason(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:EdGraph_81084.K2Node_MakeStruct_1602) LITERAL: maxplayercount(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:EdGraph_81084.K2Node_MakeStruct_1603) LITERAL: {CantTeleport}: {Reason}{maxplayercount})(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:EdGraph_81085.K2Node_CallFunction_201715) LITERAL: CantTeleport(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:EdGraph_81085.K2Node_MakeStruct_1604) LITERAL: Reason(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:EdGraph_81085.K2Node_MakeStruct_1605) LITERAL: maxplayercount(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:EdGraph_81085.K2Node_MakeStruct_1606) LITERAL: {CantTeleport}: {Reason}(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:EdGraph_81087.K2Node_CallFunction_201716) LITERAL: CantTeleport(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:EdGraph_81087.K2Node_MakeStruct_1607) LITERAL: Reason(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:EdGraph_81087.K2Node_MakeStruct_1608) LITERAL: {CantTeleport}: {Reason}(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:EdGraph_81088.K2Node_CallFunction_201717) LITERAL: CantTeleport(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:EdGraph_81088.K2Node_MakeStruct_1609) LITERAL: Reason(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:EdGraph_81088.K2Node_MakeStruct_1610) CONTENT: HLNA(/Engine/Transient.REINST_Buff_Companion_HLNA_C_1) LITERAL: ERROR: home to screen position and home to actor cannot be same value(/Game/Genesis/CoreBlueprints/HLNA/HomingHexagons.HomingHexagons:EventGraph.K2Node_CallFunction_203321) LITERAL: constantly rotate(/Game/Genesis/CoreBlueprints/HLNA/HomingHexagons.HomingHexagons:ReceiveBeginPlay.K2Node_CallFunction_13376) CONTENT: Title(/Game/Genesis2/Missions/ModularMission/MissionModule_Base.Default__MissionModule_Base_C) CONTENT: Kill_0_Title(/Engine/Transient.REINST_MissionModule_zSubmodule_CompanionReaction_Base_C_0) CONTENT: Kill_0_Title(/Engine/Transient.Default__REINST_MissionModule_zSubmodule_CompanionReaction_Base_C_23090) CONTENT: Kill_0_Title(/Engine/Transient.REINST_MissionModule_zSubmodule_CompanionReaction_Base_C_1) CONTENT: EN(/Game/Genesis2/Sounds/BanterModules/CompanionReactionModule_Banter_EdenRing_00.Default__CompanionReactionModule_Banter_EdenRing_00_C) CONTENT: EN(/Game/Genesis2/Sounds/BanterModules/CompanionReactionModule_Banter_EdenRing_01.Default__CompanionReactionModule_Banter_EdenRing_01_C) CONTENT: EN(/Game/Genesis2/Sounds/BanterModules/CompanionReactionModule_Banter_GardenA_00.Default__CompanionReactionModule_Banter_GardenA_00_C) CONTENT: EN(/Game/Genesis2/Sounds/BanterModules/CompanionReactionModule_Banter_GardenA_01.Default__CompanionReactionModule_Banter_GardenA_01_C) CONTENT: EN(/Game/Genesis2/Sounds/BanterModules/CompanionReactionModule_Banter_GardenB_00.Default__CompanionReactionModule_Banter_GardenB_00_C) CONTENT: EN(/Game/Genesis2/Sounds/BanterModules/CompanionReactionModule_Banter_GardenB_01.Default__CompanionReactionModule_Banter_GardenB_01_C) CONTENT: EN(/Game/Genesis2/Sounds/BanterModules/CompanionReactionModule_Banter_GardenC_00.Default__CompanionReactionModule_Banter_GardenC_00_C) CONTENT: EN(/Game/Genesis2/Sounds/BanterModules/CompanionReactionModule_Banter_GardenC_01.Default__CompanionReactionModule_Banter_GardenC_01_C) CONTENT: EN(/Game/Genesis2/Sounds/BanterModules/CompanionReactionModule_Banter_GardenIntro_00.Default__CompanionReactionModule_Banter_GardenIntro_00_C) CONTENT: EN(/Game/Genesis2/Sounds/BanterModules/CompanionReactionModule_Banter_GardenIntro_01.Default__CompanionReactionModule_Banter_GardenIntro_01_C) CONTENT: EN(/Game/Genesis2/Sounds/BanterModules/CompanionReactionModule_Banter_SanctumA_00.Default__CompanionReactionModule_Banter_SanctumA_00_C) CONTENT: EN(/Game/Genesis2/Sounds/BanterModules/CompanionReactionModule_Banter_SanctumA_01.Default__CompanionReactionModule_Banter_SanctumA_01_C) CONTENT: EN(/Game/Genesis2/Sounds/BanterModules/CompanionReactionModule_Banter_SanctumB_00.Default__CompanionReactionModule_Banter_SanctumB_00_C) CONTENT: EN(/Game/Genesis2/Sounds/BanterModules/CompanionReactionModule_Banter_SanctumB_01.Default__CompanionReactionModule_Banter_SanctumB_01_C) LITERAL: Overlap(/Game/PrimalEarth/CoreBlueprints/ExplorerChest/ExplorerChest_Glitch.ExplorerChest_Glitch:EventGraph.K2Node_CallFunction_286629) LITERAL: FailedToFindCharacter(/Game/PrimalEarth/CoreBlueprints/ExplorerChest/ExplorerChest_Glitch.ExplorerChest_Glitch:EventGraph.K2Node_CallFunction_293105) LITERAL: FailedToFindPC(/Game/PrimalEarth/CoreBlueprints/ExplorerChest/ExplorerChest_Glitch.ExplorerChest_Glitch:EventGraph.K2Node_CallFunction_293106) LITERAL: NotLocallyControlled(/Game/PrimalEarth/CoreBlueprints/ExplorerChest/ExplorerChest_Glitch.ExplorerChest_Glitch:EventGraph.K2Node_CallFunction_293107) LITERAL: Unlocking(/Game/PrimalEarth/CoreBlueprints/ExplorerChest/ExplorerChest_Glitch.ExplorerChest_Glitch:EventGraph.K2Node_CallFunction_293108) LITERAL: NotGen2(/Game/PrimalEarth/CoreBlueprints/ExplorerChest/ExplorerChest_Glitch.ExplorerChest_Glitch:EventGraph.K2Node_CallFunction_286628) LITERAL: UnlockExplorerNote called with index: {0}(/Game/PrimalEarth/CoreBlueprints/ExplorerChest/ExplorerChest_Glitch.ExplorerChest_Glitch:UnlockGen2ExplorerNote.K2Node_FormatText_357) LITERAL: UnlockExplorerNote called with index: {0}(/Game/PrimalEarth/CoreBlueprints/ExplorerChest/ExplorerChest_Glitch.ExplorerChest_Glitch:delayed reaction.K2Node_FormatText_357) LITERAL: UnlockExplorerNote called with index: {0}(/Game/PrimalEarth/CoreBlueprints/ExplorerChest/ExplorerChest_Glitch.ExplorerChest_Glitch:EdGraph_81224.K2Node_CallFunction_202178) LITERAL: 0(/Game/PrimalEarth/CoreBlueprints/ExplorerChest/ExplorerChest_Glitch.ExplorerChest_Glitch:EdGraph_81224.K2Node_MakeStruct_1611) LITERAL: UnlockExplorerNote called with index: {0}(/Game/PrimalEarth/CoreBlueprints/ExplorerChest/ExplorerChest_Glitch.ExplorerChest_Glitch:EdGraph_81226.K2Node_CallFunction_202180) LITERAL: 0(/Game/PrimalEarth/CoreBlueprints/ExplorerChest/ExplorerChest_Glitch.ExplorerChest_Glitch:EdGraph_81226.K2Node_MakeStruct_1612) CONTENT: EN(/Engine/Transient.REINST_Buff_Companion_HLNA_Gen2_C_0) CONTENT: EN(/Engine/Transient.REINST_Buff_Companion_HLNA_Gen2_C_0) CONTENT: EN(/Engine/Transient.REINST_Buff_Companion_HLNA_Gen2_C_0) CONTENT: EN(/Engine/Transient.REINST_Buff_Companion_HLNA_Gen2_C_0) CONTENT: EN(/Engine/Transient.REINST_Buff_Companion_HLNA_Gen2_C_0) LITERAL: Check For Nearby Dispatchers(/Game/Genesis2/CoreBlueprints/Buff_Companion_HLNA_Gen2.Buff_Companion_HLNA_Gen2:Check For Nearby Dispatchers.K2Node_CallFunction_306422) LITERAL: Check for Nearby Explorer Notes(/Game/Genesis2/CoreBlueprints/Buff_Companion_HLNA_Gen2.Buff_Companion_HLNA_Gen2:Check for Nearby Explorer Notes.K2Node_CallFunction_374630) LITERAL: Check for Nearby Explorer Notes(/Game/Genesis2/CoreBlueprints/Buff_Companion_HLNA_Gen2.Buff_Companion_HLNA_Gen2:Check for Nearby Explorer Notes.K2Node_CallFunction_306422) CONTENT: EN(/Engine/Transient.Default__REINST_Buff_Companion_HLNA_Gen2_C_23118) CONTENT: EN(/Engine/Transient.Default__REINST_Buff_Companion_HLNA_Gen2_C_23118) CONTENT: EN(/Engine/Transient.Default__REINST_Buff_Companion_HLNA_Gen2_C_23118) CONTENT: EN(/Engine/Transient.Default__REINST_Buff_Companion_HLNA_Gen2_C_23118) CONTENT: EN(/Engine/Transient.Default__REINST_Buff_Companion_HLNA_Gen2_C_23118) CONTENT: EN(/Engine/Transient.REINST_Buff_Companion_HLNA_Gen2_C_1) CONTENT: EN(/Engine/Transient.REINST_Buff_Companion_HLNA_Gen2_C_1) CONTENT: EN(/Engine/Transient.REINST_Buff_Companion_HLNA_Gen2_C_1) CONTENT: EN(/Engine/Transient.REINST_Buff_Companion_HLNA_Gen2_C_1) CONTENT: EN(/Engine/Transient.REINST_Buff_Companion_HLNA_Gen2_C_1) LITERAL: WarpWarmUpComplete(/Game/Genesis2/CoreBlueprints/Environment/DayCycleManager_Gen2.DayCycleManager_Gen2:BPOnDCMCheat.K2Node_CallFunction_157969) LITERAL: DebugEndWarp(/Game/Genesis2/CoreBlueprints/Environment/DayCycleManager_Gen2.DayCycleManager_Gen2:BPOnDCMCheat.K2Node_CallFunction_158697) LITERAL: ClientInitializeHazards(/Game/Genesis2/CoreBlueprints/Environment/DayCycleManager_Gen2.DayCycleManager_Gen2:ClientInitializeHazards.K2Node_CallFunction_155787) LITERAL: In Cooldown State(/Game/Genesis2/CoreBlueprints/Environment/DayCycleManager_Gen2.DayCycleManager_Gen2:ClientInitializeHazards.K2Node_CallFunction_161322) LITERAL: In Warmup State(/Game/Genesis2/CoreBlueprints/Environment/DayCycleManager_Gen2.DayCycleManager_Gen2:ClientInitializeHazards.K2Node_CallFunction_161703) LITERAL: In Warp State(/Game/Genesis2/CoreBlueprints/Environment/DayCycleManager_Gen2.DayCycleManager_Gen2:ClientInitializeHazards.K2Node_CallFunction_173053) LITERAL: ClientInitializeHazards(/Game/Genesis2/CoreBlueprints/Environment/DayCycleManager_Gen2.DayCycleManager_Gen2:ClientInitializeHazards.K2Node_CallFunction_178778) LITERAL: WarpWarmUpComplete(/Game/Genesis2/CoreBlueprints/Environment/DayCycleManager_Gen2.DayCycleManager_Gen2:ClientInitializeHazards.K2Node_CallFunction_323070) LITERAL: ---------------------- {State} {curr}-->{next} at: {time}(/Game/Genesis2/CoreBlueprints/Environment/DayCycleManager_Gen2.DayCycleManager_Gen2:DebugPrintWarpState.K2Node_FormatText_294) LITERAL: CheckForShipRoot(/Game/Genesis2/CoreBlueprints/Environment/DayCycleManager_Gen2.DayCycleManager_Gen2:EventGraph.K2Node_CallFunction_163881) LITERAL: ServerWarpCooldownComplete(/Game/Genesis2/CoreBlueprints/Environment/DayCycleManager_Gen2.DayCycleManager_Gen2:EventGraph.K2Node_CallFunction_167739) LITERAL: Warp Warmup Complete(/Game/Genesis2/CoreBlueprints/Environment/DayCycleManager_Gen2.DayCycleManager_Gen2:EventGraph.K2Node_CallFunction_200723) LITERAL: ServerWarpWarmUpComplete(/Game/Genesis2/CoreBlueprints/Environment/DayCycleManager_Gen2.DayCycleManager_Gen2:EventGraph.K2Node_CallFunction_387251) LITERAL: EndWarp(/Game/Genesis2/CoreBlueprints/Environment/DayCycleManager_Gen2.DayCycleManager_Gen2:EventGraph.K2Node_CallFunction_392097) LITERAL: ServerWarpWarmUpComplete(/Game/Genesis2/CoreBlueprints/Environment/DayCycleManager_Gen2.DayCycleManager_Gen2:EventGraph.K2Node_CallFunction_392606) LITERAL: ServerWarpWarmUpComplete(/Game/Genesis2/CoreBlueprints/Environment/DayCycleManager_Gen2.DayCycleManager_Gen2:EventGraph.K2Node_CallFunction_431245) LITERAL: ServerWarpCooldownComplete(/Game/Genesis2/CoreBlueprints/Environment/DayCycleManager_Gen2.DayCycleManager_Gen2:EventGraph.K2Node_CallFunction_431246) LITERAL: LoadAsteroids(/Game/Genesis2/CoreBlueprints/Environment/DayCycleManager_Gen2.DayCycleManager_Gen2:LoadAsteroids.K2Node_CallFunction_178778) LITERAL: Load Warp Backdrop(/Game/Genesis2/CoreBlueprints/Environment/DayCycleManager_Gen2.DayCycleManager_Gen2:LoadWarpBackdrop.K2Node_CallFunction_181312) LITERAL: Unload Warp Backdrop(/Game/Genesis2/CoreBlueprints/Environment/DayCycleManager_Gen2.DayCycleManager_Gen2:LoadWarpBackdrop.K2Node_CallFunction_181312) LITERAL: OnRepWarpState {0}(/Game/Genesis2/CoreBlueprints/Environment/DayCycleManager_Gen2.DayCycleManager_Gen2:OnRep_WarpState.K2Node_FormatText_389) LITERAL: Warptube(/Game/Genesis2/CoreBlueprints/Environment/DayCycleManager_Gen2.DayCycleManager_Gen2:SetupBackdropWarpMesh.K2Node_CallFunction_374152) LITERAL: SetupSkyboxTables(/Game/Genesis2/CoreBlueprints/Environment/DayCycleManager_Gen2.DayCycleManager_Gen2:SetupSkyboxTables.K2Node_CallFunction_178778) LITERAL: Backdrop(/Game/Genesis2/CoreBlueprints/Environment/DayCycleManager_Gen2.DayCycleManager_Gen2:SetupSpaceHazards.K2Node_CallFunction_169948) LITERAL: SetupSpaceHazards(/Game/Genesis2/CoreBlueprints/Environment/DayCycleManager_Gen2.DayCycleManager_Gen2:SetupSpaceHazards.K2Node_CallFunction_178419) LITERAL: First time unload {0}(/Game/Genesis2/CoreBlueprints/Environment/DayCycleManager_Gen2.DayCycleManager_Gen2:SetupSpaceHazards.K2Node_FormatText_389) LITERAL: Load {l}(/Game/Genesis2/CoreBlueprints/Environment/DayCycleManager_Gen2.DayCycleManager_Gen2:SetupSpaceHazards.K2Node_FormatText_394) LITERAL: First time load {l}(/Game/Genesis2/CoreBlueprints/Environment/DayCycleManager_Gen2.DayCycleManager_Gen2:SetupSpaceHazards.K2Node_FormatText_399) LITERAL: UnloadAsteroids(/Game/Genesis2/CoreBlueprints/Environment/DayCycleManager_Gen2.DayCycleManager_Gen2:UnloadAsteroids.K2Node_CallFunction_178778) LITERAL: Unload {0}(/Game/Genesis2/CoreBlueprints/Environment/DayCycleManager_Gen2.DayCycleManager_Gen2:UnloadAsteroids.K2Node_FormatText_389) LITERAL: UpdateSublevels(/Game/Genesis2/CoreBlueprints/Environment/DayCycleManager_Gen2.DayCycleManager_Gen2:UpdateSublevels.K2Node_CallFunction_305865) LITERAL: UpdateLocalTransform(/Game/Genesis2/CoreBlueprints/Buffs/AreaBuffs/Gen2_AreaBuff_Base.Gen2_AreaBuff_Base:BuffTickClient.K2Node_CallFunction_327898) LITERAL: DoDeactivate(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_BiomeApplied.Buff_BiomeApplied:EventGraph.K2Node_CallFunction_74200) LITERAL: DoDeactivate(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_BiomeApplied.Buff_BiomeApplied:EventGraph.K2Node_CallFunction_76529) CONTENT: Tree(/Game/Genesis2/CoreBlueprints/HarvestComponents/MushroomHarvestComponent_Poison.Default__MushroomHarvestComponent_Poison_C) CONTENT: Harvest [Tree](/Game/Genesis2/CoreBlueprints/HarvestComponents/MushroomHarvestComponent_Poison.Default__MushroomHarvestComponent_Poison_C) LITERAL: SetFinalAoE(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_Base_AoE_WithDelay.Buff_Base_AoE_WithDelay:EventGraph.K2Node_CallFunction_53598) LITERAL: First time load {l}(/Game/Genesis2/CoreBlueprints/Environment/DayCycleManager_Gen2.DayCycleManager_Gen2:EdGraph_81567.K2Node_CallFunction_202868) LITERAL: l(/Game/Genesis2/CoreBlueprints/Environment/DayCycleManager_Gen2.DayCycleManager_Gen2:EdGraph_81567.K2Node_MakeStruct_1613) LITERAL: First time unload {0}(/Game/Genesis2/CoreBlueprints/Environment/DayCycleManager_Gen2.DayCycleManager_Gen2:EdGraph_81567.K2Node_CallFunction_202869) LITERAL: 0(/Game/Genesis2/CoreBlueprints/Environment/DayCycleManager_Gen2.DayCycleManager_Gen2:EdGraph_81567.K2Node_MakeStruct_1614) LITERAL: Load {l}(/Game/Genesis2/CoreBlueprints/Environment/DayCycleManager_Gen2.DayCycleManager_Gen2:EdGraph_81567.K2Node_CallFunction_202870) LITERAL: l(/Game/Genesis2/CoreBlueprints/Environment/DayCycleManager_Gen2.DayCycleManager_Gen2:EdGraph_81567.K2Node_MakeStruct_1615) LITERAL: Unload {0}(/Game/Genesis2/CoreBlueprints/Environment/DayCycleManager_Gen2.DayCycleManager_Gen2:EdGraph_81586.K2Node_CallFunction_202885) LITERAL: 0(/Game/Genesis2/CoreBlueprints/Environment/DayCycleManager_Gen2.DayCycleManager_Gen2:EdGraph_81586.K2Node_MakeStruct_1616) LITERAL: ---------------------- {State} {curr}-->{next} at: {time}(/Game/Genesis2/CoreBlueprints/Environment/DayCycleManager_Gen2.DayCycleManager_Gen2:EdGraph_81595.K2Node_CallFunction_202890) LITERAL: State(/Game/Genesis2/CoreBlueprints/Environment/DayCycleManager_Gen2.DayCycleManager_Gen2:EdGraph_81595.K2Node_MakeStruct_1617) LITERAL: curr(/Game/Genesis2/CoreBlueprints/Environment/DayCycleManager_Gen2.DayCycleManager_Gen2:EdGraph_81595.K2Node_MakeStruct_1618) LITERAL: next(/Game/Genesis2/CoreBlueprints/Environment/DayCycleManager_Gen2.DayCycleManager_Gen2:EdGraph_81595.K2Node_MakeStruct_1619) LITERAL: time(/Game/Genesis2/CoreBlueprints/Environment/DayCycleManager_Gen2.DayCycleManager_Gen2:EdGraph_81595.K2Node_MakeStruct_1620) LITERAL: OnRepWarpState {0}(/Game/Genesis2/CoreBlueprints/Environment/DayCycleManager_Gen2.DayCycleManager_Gen2:EdGraph_81596.K2Node_CallFunction_202895) LITERAL: 0(/Game/Genesis2/CoreBlueprints/Environment/DayCycleManager_Gen2.DayCycleManager_Gen2:EdGraph_81596.K2Node_MakeStruct_1621) LITERAL: StartFlying(/Game/Genesis2/CoreBlueprints/Buffs/AreaBuffs/Gen2_AreaBuff_Space.Gen2_AreaBuff_Space:BPPreventInstigatorMovementMode.K2Node_CallFunction_213064) LITERAL: swim(/Game/Genesis2/CoreBlueprints/Buffs/AreaBuffs/Gen2_AreaBuff_Space.Gen2_AreaBuff_Space:BPPreventNotifySound.K2Node_CallFunction_173970) LITERAL: UpdateDayCycleManager(/Game/Genesis2/CoreBlueprints/Buffs/AreaBuffs/Gen2_AreaBuff_Space.Gen2_AreaBuff_Space:UpdateDayCycleManager.K2Node_CallFunction_309448) LITERAL: UpdateSublevels(/Game/Genesis2/CoreBlueprints/Buffs/AreaBuffs/Gen2_AreaBuff_Space.Gen2_AreaBuff_Space:UpdateDayCycleManager.K2Node_CallFunction_328242) CONTENT: Idle(/Engine/Transient.Default__REINST_BogSpider_Character_BP_C_23205) CONTENT: Cute(/Engine/Transient.Default__REINST_BogSpider_Character_BP_C_23205) CONTENT: Action(/Engine/Transient.Default__REINST_BogSpider_Character_BP_C_23205) CONTENT: Move(/Engine/Transient.Default__REINST_BogSpider_Character_BP_C_23205) CONTENT: pelvis(/Engine/Transient.Default__REINST_BogSpider_Character_BP_C_23205) CONTENT: Action2(/Engine/Transient.Default__REINST_BogSpider_Character_BP_C_23205) CONTENT: pelvis(/Engine/Transient.Default__REINST_BogSpider_Character_BP_C_23205) CONTENT: Bloodstalker(/Engine/Transient.Default__REINST_BogSpider_Character_BP_C_23205) CONTENT: Idle(/Engine/Transient.REINST_BogSpider_Character_BP_C_1) CONTENT: Cute(/Engine/Transient.REINST_BogSpider_Character_BP_C_1) CONTENT: Action(/Engine/Transient.REINST_BogSpider_Character_BP_C_1) CONTENT: Move(/Engine/Transient.REINST_BogSpider_Character_BP_C_1) CONTENT: pelvis(/Engine/Transient.REINST_BogSpider_Character_BP_C_1) CONTENT: Action2(/Engine/Transient.REINST_BogSpider_Character_BP_C_1) CONTENT: pelvis(/Engine/Transient.REINST_BogSpider_Character_BP_C_1) CONTENT: Bloodstalker(/Engine/Transient.REINST_BogSpider_Character_BP_C_1) CONTENT: Body(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Kaprosuchus.Default__DinoColorSet_Kaprosuchus_C) CONTENT: Top Fins(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Kaprosuchus.Default__DinoColorSet_Kaprosuchus_C) CONTENT: ****No Effect****(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Kaprosuchus.Default__DinoColorSet_Kaprosuchus_C) CONTENT: ****No Effect****(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Kaprosuchus.Default__DinoColorSet_Kaprosuchus_C) CONTENT: Top Scales(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Kaprosuchus.Default__DinoColorSet_Kaprosuchus_C) CONTENT: Underbelly(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Kaprosuchus.Default__DinoColorSet_Kaprosuchus_C) CONTENT: Idle(/Engine/Transient.REINST_Kaprosuchus_Character_BP_C_0) CONTENT: Cute(/Engine/Transient.REINST_Kaprosuchus_Character_BP_C_0) CONTENT: Action(/Engine/Transient.REINST_Kaprosuchus_Character_BP_C_0) CONTENT: c_back3(/Engine/Transient.REINST_Kaprosuchus_Character_BP_C_0) CONTENT: Action2(/Engine/Transient.REINST_Kaprosuchus_Character_BP_C_0) CONTENT: Move(/Engine/Transient.REINST_Kaprosuchus_Character_BP_C_0) CONTENT: c_tail1(/Engine/Transient.REINST_Kaprosuchus_Character_BP_C_0) CONTENT: Kaprosuchus(/Engine/Transient.REINST_Kaprosuchus_Character_BP_C_0) CONTENT: Fertilized Kaprosuchus Egg(/Game/PrimalEarth/Test/PrimalItemConsumable_Egg_Kaprosuchus_Fertilized.Default__PrimalItemConsumable_Egg_Kaprosuchus_Fertilized_C) LITERAL: Drop Prey(/Game/PrimalEarth/Dinos/Kaprosuchus/Kaprosuchus_Character_BP.Kaprosuchus_Character_BP:BPGetMultiUseEntries.K2Node_MakeStruct_618) LITERAL: MOVEMENT MODE END(/Game/PrimalEarth/Dinos/Kaprosuchus/Kaprosuchus_Character_BP.Kaprosuchus_Character_BP:BPOnMovementModeChangedNotify.K2Node_CallFunction_39049) LITERAL: MOVEMENT MODE START(/Game/PrimalEarth/Dinos/Kaprosuchus/Kaprosuchus_Character_BP.Kaprosuchus_Character_BP:BPOnMovementModeChangedNotify.K2Node_CallFunction_39050) LITERAL: Leap data: (/Game/PrimalEarth/Dinos/Kaprosuchus/Kaprosuchus_Character_BP.Kaprosuchus_Character_BP:CalcLeapImpulse.K2Node_CallFunction_112843) LITERAL: ContinueMomentum(/Game/PrimalEarth/Dinos/Kaprosuchus/Kaprosuchus_Character_BP.Kaprosuchus_Character_BP:EventGraph.K2Node_CallFunction_22529) LITERAL: SetIgnoreMoveInput(/Game/PrimalEarth/Dinos/Kaprosuchus/Kaprosuchus_Character_BP.Kaprosuchus_Character_BP:EventGraph.K2Node_CallFunction_23345) LITERAL: ContinueMomentum(/Game/PrimalEarth/Dinos/Kaprosuchus/Kaprosuchus_Character_BP.Kaprosuchus_Character_BP:EventGraph.K2Node_CallFunction_24209) LITERAL: CLEAR LEAP(/Game/PrimalEarth/Dinos/Kaprosuchus/Kaprosuchus_Character_BP.Kaprosuchus_Character_BP:EventGraph.K2Node_CallFunction_38190) CONTENT: Idle(/Engine/Transient.Default__REINST_Kaprosuchus_Character_BP_C_23321) CONTENT: Cute(/Engine/Transient.Default__REINST_Kaprosuchus_Character_BP_C_23321) CONTENT: Action(/Engine/Transient.Default__REINST_Kaprosuchus_Character_BP_C_23321) CONTENT: c_back3(/Engine/Transient.Default__REINST_Kaprosuchus_Character_BP_C_23321) CONTENT: Action2(/Engine/Transient.Default__REINST_Kaprosuchus_Character_BP_C_23321) CONTENT: Move(/Engine/Transient.Default__REINST_Kaprosuchus_Character_BP_C_23321) CONTENT: c_tail1(/Engine/Transient.Default__REINST_Kaprosuchus_Character_BP_C_23321) CONTENT: Kaprosuchus(/Engine/Transient.Default__REINST_Kaprosuchus_Character_BP_C_23321) CONTENT: Idle(/Engine/Transient.REINST_Kaprosuchus_Character_BP_C_1) CONTENT: Cute(/Engine/Transient.REINST_Kaprosuchus_Character_BP_C_1) CONTENT: Action(/Engine/Transient.REINST_Kaprosuchus_Character_BP_C_1) CONTENT: c_back3(/Engine/Transient.REINST_Kaprosuchus_Character_BP_C_1) CONTENT: Action2(/Engine/Transient.REINST_Kaprosuchus_Character_BP_C_1) CONTENT: Move(/Engine/Transient.REINST_Kaprosuchus_Character_BP_C_1) CONTENT: c_tail1(/Engine/Transient.REINST_Kaprosuchus_Character_BP_C_1) CONTENT: Kaprosuchus(/Engine/Transient.REINST_Kaprosuchus_Character_BP_C_1) CONTENT: Idle(/Engine/Transient.REINST_Microraptor_Character_BP_C_0) CONTENT: Cute(/Engine/Transient.REINST_Microraptor_Character_BP_C_0) CONTENT: Action(/Engine/Transient.REINST_Microraptor_Character_BP_C_0) CONTENT: Action2(/Engine/Transient.REINST_Microraptor_Character_BP_C_0) CONTENT: Spine_02(/Engine/Transient.REINST_Microraptor_Character_BP_C_0) CONTENT: Move(/Engine/Transient.REINST_Microraptor_Character_BP_C_0) CONTENT: Spine_02(/Engine/Transient.REINST_Microraptor_Character_BP_C_0) CONTENT: Move2(/Engine/Transient.REINST_Microraptor_Character_BP_C_0) CONTENT: Spine_02(/Engine/Transient.REINST_Microraptor_Character_BP_C_0) CONTENT: Microraptor(/Engine/Transient.REINST_Microraptor_Character_BP_C_0) CONTENT: Microraptor Egg(/Game/PrimalEarth/Test/PrimalItemConsumable_Egg_MicroRaptor.Default__PrimalItemConsumable_Egg_MicroRaptor_C) LITERAL: ----------------------RELEASE FROM SEATING STRUCTURE(/Game/PrimalEarth/Dinos/Microraptor/Microraptor_Character_BP.Microraptor_Character_BP:BlueprintAdjustOutputDamage.K2Node_CallFunction_37889) LITERAL: TRACING FOR ATTACK(/Game/PrimalEarth/Dinos/Microraptor/Microraptor_Character_BP.Microraptor_Character_BP:CheckForTargetOrDino.K2Node_CallFunction_71854) LITERAL: FOUND VALID HIT(/Game/PrimalEarth/Dinos/Microraptor/Microraptor_Character_BP.Microraptor_Character_BP:DinoShoulderMountedLaunch.K2Node_CallFunction_154644) LITERAL: launching(/Game/PrimalEarth/Dinos/Microraptor/Microraptor_Character_BP.Microraptor_Character_BP:DinoShoulderMountedLaunch.K2Node_CallFunction_57924) LITERAL: START JUMP(/Game/PrimalEarth/Dinos/Microraptor/Microraptor_Character_BP.Microraptor_Character_BP:EventGraph.K2Node_CallFunction_17949) LITERAL: DELAYED IMPULSE -----(/Game/PrimalEarth/Dinos/Microraptor/Microraptor_Character_BP.Microraptor_Character_BP:EventGraph.K2Node_CallFunction_182930) LITERAL: jump(/Game/PrimalEarth/Dinos/Microraptor/Microraptor_Character_BP.Microraptor_Character_BP:EventGraph.K2Node_CallFunction_27628) LITERAL: CheckForTargetOrDino(/Game/PrimalEarth/Dinos/Microraptor/Microraptor_Character_BP.Microraptor_Character_BP:EventGraph.K2Node_CallFunction_70359) LITERAL: CheckForTargetOrDino(/Game/PrimalEarth/Dinos/Microraptor/Microraptor_Character_BP.Microraptor_Character_BP:EventGraph.K2Node_CallFunction_72889) LITERAL: CheckForTargetOrDino(/Game/PrimalEarth/Dinos/Microraptor/Microraptor_Character_BP.Microraptor_Character_BP:ReturnToPlayer.K2Node_CallFunction_72889) CONTENT: Fertilized Microraptor Egg(/Game/PrimalEarth/Test/PrimalItemConsumable_Egg_MicroRaptor_Fertilized.Default__PrimalItemConsumable_Egg_MicroRaptor_Fertilized_C) LITERAL: Target pos = {x}, tamed target pos = {y}, my pos = {z}(/Game/PrimalEarth/Dinos/Microraptor/Microraptor_AIController_BP.Microraptor_AIController_BP:EventGraph.K2Node_FormatText_10) LITERAL: EVAL TARGETING(/Game/PrimalEarth/Dinos/Microraptor/Microraptor_AIController_BP.Microraptor_AIController_BP:BPGetTargetingDesire.K2Node_CallFunction_155245) LITERAL: Target pos = {x}, tamed target pos = {y}, my pos = {z}(/Game/PrimalEarth/Dinos/Microraptor/Microraptor_AIController_BP.Microraptor_AIController_BP:ExecuteUbergraph_Microraptor_AIController_BP.K2Node_CallFunction_206623) LITERAL: x(/Game/PrimalEarth/Dinos/Microraptor/Microraptor_AIController_BP.Microraptor_AIController_BP:ExecuteUbergraph_Microraptor_AIController_BP.K2Node_MakeStruct_1622) LITERAL: y(/Game/PrimalEarth/Dinos/Microraptor/Microraptor_AIController_BP.Microraptor_AIController_BP:ExecuteUbergraph_Microraptor_AIController_BP.K2Node_MakeStruct_1623) LITERAL: z(/Game/PrimalEarth/Dinos/Microraptor/Microraptor_AIController_BP.Microraptor_AIController_BP:ExecuteUbergraph_Microraptor_AIController_BP.K2Node_MakeStruct_1624) CONTENT: Idle(/Engine/Transient.Default__REINST_Microraptor_Character_BP_C_23376) CONTENT: Cute(/Engine/Transient.Default__REINST_Microraptor_Character_BP_C_23376) CONTENT: Action(/Engine/Transient.Default__REINST_Microraptor_Character_BP_C_23376) CONTENT: Action2(/Engine/Transient.Default__REINST_Microraptor_Character_BP_C_23376) CONTENT: Spine_02(/Engine/Transient.Default__REINST_Microraptor_Character_BP_C_23376) CONTENT: Move(/Engine/Transient.Default__REINST_Microraptor_Character_BP_C_23376) CONTENT: Spine_02(/Engine/Transient.Default__REINST_Microraptor_Character_BP_C_23376) CONTENT: Move2(/Engine/Transient.Default__REINST_Microraptor_Character_BP_C_23376) CONTENT: Spine_02(/Engine/Transient.Default__REINST_Microraptor_Character_BP_C_23376) CONTENT: Microraptor(/Engine/Transient.Default__REINST_Microraptor_Character_BP_C_23376) CONTENT: Idle(/Engine/Transient.REINST_Microraptor_Character_BP_C_1) CONTENT: Cute(/Engine/Transient.REINST_Microraptor_Character_BP_C_1) CONTENT: Action(/Engine/Transient.REINST_Microraptor_Character_BP_C_1) CONTENT: Action2(/Engine/Transient.REINST_Microraptor_Character_BP_C_1) CONTENT: Spine_02(/Engine/Transient.REINST_Microraptor_Character_BP_C_1) CONTENT: Move(/Engine/Transient.REINST_Microraptor_Character_BP_C_1) CONTENT: Spine_02(/Engine/Transient.REINST_Microraptor_Character_BP_C_1) CONTENT: Move2(/Engine/Transient.REINST_Microraptor_Character_BP_C_1) CONTENT: Spine_02(/Engine/Transient.REINST_Microraptor_Character_BP_C_1) CONTENT: Microraptor(/Engine/Transient.REINST_Microraptor_Character_BP_C_1) CONTENT: Idle(/Engine/Transient.REINST_Paracer_Character_BP_C_0) CONTENT: Cute(/Engine/Transient.REINST_Paracer_Character_BP_C_0) CONTENT: Action(/Engine/Transient.REINST_Paracer_Character_BP_C_0) CONTENT: c_neck1(/Engine/Transient.REINST_Paracer_Character_BP_C_0) CONTENT: Move(/Engine/Transient.REINST_Paracer_Character_BP_C_0) CONTENT: Paraceratherium(/Engine/Transient.REINST_Paracer_Character_BP_C_0) CONTENT: Idle(/Engine/Transient.Default__REINST_Paracer_Character_BP_C_23409) CONTENT: Cute(/Engine/Transient.Default__REINST_Paracer_Character_BP_C_23409) CONTENT: Action(/Engine/Transient.Default__REINST_Paracer_Character_BP_C_23409) CONTENT: c_neck1(/Engine/Transient.Default__REINST_Paracer_Character_BP_C_23409) CONTENT: Move(/Engine/Transient.Default__REINST_Paracer_Character_BP_C_23409) CONTENT: Paraceratherium(/Engine/Transient.Default__REINST_Paracer_Character_BP_C_23409) CONTENT: Idle(/Engine/Transient.REINST_Paracer_Character_BP_C_1) CONTENT: Cute(/Engine/Transient.REINST_Paracer_Character_BP_C_1) CONTENT: Action(/Engine/Transient.REINST_Paracer_Character_BP_C_1) CONTENT: c_neck1(/Engine/Transient.REINST_Paracer_Character_BP_C_1) CONTENT: Move(/Engine/Transient.REINST_Paracer_Character_BP_C_1) CONTENT: Paraceratherium(/Engine/Transient.REINST_Paracer_Character_BP_C_1) CONTENT: Pteranodon Egg(/Game/PrimalEarth/Test/PrimalItemConsumable_Egg_Ptero.Default__PrimalItemConsumable_Egg_Ptero_C) CONTENT: Idle(/Engine/Transient.REINST_Ptero_Character_BP_C_0) CONTENT: Cute(/Engine/Transient.REINST_Ptero_Character_BP_C_0) CONTENT: Action(/Engine/Transient.REINST_Ptero_Character_BP_C_0) CONTENT: c_back4(/Engine/Transient.REINST_Ptero_Character_BP_C_0) CONTENT: Action2(/Engine/Transient.REINST_Ptero_Character_BP_C_0) CONTENT: c_back4(/Engine/Transient.REINST_Ptero_Character_BP_C_0) CONTENT: Move(/Engine/Transient.REINST_Ptero_Character_BP_C_0) CONTENT: c_back4(/Engine/Transient.REINST_Ptero_Character_BP_C_0) CONTENT: Pteranodon(/Engine/Transient.REINST_Ptero_Character_BP_C_0) CONTENT: Fertilized Pteranodon Egg(/Game/PrimalEarth/Test/PrimalItemConsumable_Egg_Ptero_Fertilized.Default__PrimalItemConsumable_Egg_Ptero_Fertilized_C) CONTENT: Idle(/Engine/Transient.Default__REINST_Ptero_Character_BP_C_23428) CONTENT: Cute(/Engine/Transient.Default__REINST_Ptero_Character_BP_C_23428) CONTENT: Action(/Engine/Transient.Default__REINST_Ptero_Character_BP_C_23428) CONTENT: c_back4(/Engine/Transient.Default__REINST_Ptero_Character_BP_C_23428) CONTENT: Action2(/Engine/Transient.Default__REINST_Ptero_Character_BP_C_23428) CONTENT: c_back4(/Engine/Transient.Default__REINST_Ptero_Character_BP_C_23428) CONTENT: Move(/Engine/Transient.Default__REINST_Ptero_Character_BP_C_23428) CONTENT: c_back4(/Engine/Transient.Default__REINST_Ptero_Character_BP_C_23428) CONTENT: Pteranodon(/Engine/Transient.Default__REINST_Ptero_Character_BP_C_23428) CONTENT: Idle(/Engine/Transient.REINST_Ptero_Character_BP_C_1) CONTENT: Cute(/Engine/Transient.REINST_Ptero_Character_BP_C_1) CONTENT: Action(/Engine/Transient.REINST_Ptero_Character_BP_C_1) CONTENT: c_back4(/Engine/Transient.REINST_Ptero_Character_BP_C_1) CONTENT: Action2(/Engine/Transient.REINST_Ptero_Character_BP_C_1) CONTENT: c_back4(/Engine/Transient.REINST_Ptero_Character_BP_C_1) CONTENT: Move(/Engine/Transient.REINST_Ptero_Character_BP_C_1) CONTENT: c_back4(/Engine/Transient.REINST_Ptero_Character_BP_C_1) CONTENT: Pteranodon(/Engine/Transient.REINST_Ptero_Character_BP_C_1) CONTENT: Tyrannosaurus Arm(/Game/PrimalEarth/CoreBlueprints/Resources/PrimalItemResource_ApexDrop_Rex.Default__PrimalItemResource_ApexDrop_Rex_C) CONTENT: This trophy proves your worth as a hunter.(/Game/PrimalEarth/CoreBlueprints/Resources/PrimalItemResource_ApexDrop_Rex.Default__PrimalItemResource_ApexDrop_Rex_C) CONTENT: Apex Drop(/Game/PrimalEarth/CoreBlueprints/Inventories/DinoDropInventoryComponent_Carnivore_Huge_Rex.Default__DinoDropInventoryComponent_Carnivore_Huge_Rex_C) CONTENT: Apex Drop(/Game/PrimalEarth/CoreBlueprints/Inventories/DinoDropInventoryComponent_Carnivore_Huge_Rex.Default__DinoDropInventoryComponent_Carnivore_Huge_Rex_C) CONTENT: Bonus Bone Helmet Skin(/Game/PrimalEarth/CoreBlueprints/Inventories/DinoDropInventoryComponent_Carnivore_Huge_Rex.Default__DinoDropInventoryComponent_Carnivore_Huge_Rex_C) CONTENT: Dark Muted-g(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Rex.Default__DinoColorSet_Rex_C) CONTENT: Dark Muted-g(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Rex.Default__DinoColorSet_Rex_C) CONTENT: Dark Muted-g(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Rex.Default__DinoColorSet_Rex_C) CONTENT: Dark Muted-g(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Rex.Default__DinoColorSet_Rex_C) CONTENT: Dark Muted-g(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Rex.Default__DinoColorSet_Rex_C) CONTENT: Idle(/Engine/Transient.REINST_Rex_Character_BP_C_0) CONTENT: Cute(/Engine/Transient.REINST_Rex_Character_BP_C_0) CONTENT: Action(/Engine/Transient.REINST_Rex_Character_BP_C_0) CONTENT: Move(/Engine/Transient.REINST_Rex_Character_BP_C_0) CONTENT: Rex(/Engine/Transient.REINST_Rex_Character_BP_C_0) CONTENT: Fertilized Rex Egg(/Game/PrimalEarth/Test/PrimalItemConsumable_Egg_Rex_Fertilized.Default__PrimalItemConsumable_Egg_Rex_Fertilized_C) LITERAL: IGNORED (OVER DRAG WEIGHT)(/Game/PrimalEarth/Dinos/Rex/Rex_Character_BP.Rex_Character_BP:AllowRoarStun.K2Node_CallFunction_77461) LITERAL: IGNORED (OVER LEVEL LIMIT - (/Game/PrimalEarth/Dinos/Rex/Rex_Character_BP.Rex_Character_BP:AllowRoarStun.K2Node_CallFunction_80029) LITERAL: )(/Game/PrimalEarth/Dinos/Rex/Rex_Character_BP.Rex_Character_BP:AllowRoarStun.K2Node_CallFunction_80029) LITERAL: vs (/Game/PrimalEarth/Dinos/Rex/Rex_Character_BP.Rex_Character_BP:AllowRoarStun.K2Node_CallFunction_80082) LITERAL: :: (/Game/PrimalEarth/Dinos/Rex/Rex_Character_BP.Rex_Character_BP:AllowRoarStun.K2Node_CallFunction_89509) LITERAL: IGNORED (FRIENDLY)(/Game/PrimalEarth/Dinos/Rex/Rex_Character_BP.Rex_Character_BP:AllowRoarStun.K2Node_CallFunction_89585) LITERAL: IGNORED (ON COOLDOWN)(/Game/PrimalEarth/Dinos/Rex/Rex_Character_BP.Rex_Character_BP:AllowRoarStun.K2Node_CallFunction_93736) LITERAL: Roar(/Game/PrimalEarth/Dinos/Rex/Rex_Character_BP.Rex_Character_BP:BPGetMultiUseEntries.K2Node_CallFunction_100901) LITERAL: .(/Game/PrimalEarth/Dinos/Rex/Rex_Character_BP.Rex_Character_BP:BPGetMultiUseEntries.K2Node_CallFunction_103157) LITERAL: Roar ((/Game/PrimalEarth/Dinos/Rex/Rex_Character_BP.Rex_Character_BP:BPGetMultiUseEntries.K2Node_CallFunction_106184) LITERAL: )(/Game/PrimalEarth/Dinos/Rex/Rex_Character_BP.Rex_Character_BP:BPGetMultiUseEntries.K2Node_CallFunction_106184) LITERAL: :: (/Game/PrimalEarth/Dinos/Rex/Rex_Character_BP.Rex_Character_BP:Roar.K2Node_CallFunction_89509) LITERAL: POOP STUNNED(/Game/PrimalEarth/Dinos/Rex/Rex_Character_BP.Rex_Character_BP:Roar.K2Node_CallFunction_89588) CONTENT: Idle(/Engine/Transient.Default__REINST_Rex_Character_BP_C_23477) CONTENT: Cute(/Engine/Transient.Default__REINST_Rex_Character_BP_C_23477) CONTENT: Action(/Engine/Transient.Default__REINST_Rex_Character_BP_C_23477) CONTENT: Move(/Engine/Transient.Default__REINST_Rex_Character_BP_C_23477) CONTENT: Rex(/Engine/Transient.Default__REINST_Rex_Character_BP_C_23477) CONTENT: Idle(/Engine/Transient.REINST_Rex_Character_BP_C_1) CONTENT: Cute(/Engine/Transient.REINST_Rex_Character_BP_C_1) CONTENT: Action(/Engine/Transient.REINST_Rex_Character_BP_C_1) CONTENT: Move(/Engine/Transient.REINST_Rex_Character_BP_C_1) CONTENT: Rex(/Engine/Transient.REINST_Rex_Character_BP_C_1) CONTENT: Idle(/Engine/Transient.REINST_Deinonychus_Character_BP_C_0) CONTENT: Cute(/Engine/Transient.REINST_Deinonychus_Character_BP_C_0) CONTENT: Action(/Engine/Transient.REINST_Deinonychus_Character_BP_C_0) CONTENT: Move(/Engine/Transient.REINST_Deinonychus_Character_BP_C_0) CONTENT: spine_3(/Engine/Transient.REINST_Deinonychus_Character_BP_C_0) CONTENT: Deinonychus(/Engine/Transient.REINST_Deinonychus_Character_BP_C_0) LITERAL: {0} {1} {2} {3}(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Deinonychus_Character_BP.Deinonychus_Character_BP: Uberpounce Trace.K2Node_FormatText_404) LITERAL: Bad Queued Data on UberStart AnimNotify(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Deinonychus_Character_BP.Deinonychus_Character_BP:BlueprintAnimNotifyCustomEvent.K2Node_CallFunction_646766) LITERAL: ClearPounceEvent(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Deinonychus_Character_BP.Deinonychus_Character_BP:BlueprintCanAttack.K2Node_CallFunction_186408) LITERAL: JumpPressedAndHeld(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Deinonychus_Character_BP.Deinonychus_Character_BP:BP_OnJumpPressed.K2Node_CallFunction_249885) LITERAL: {0}m(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Deinonychus_Character_BP.Deinonychus_Character_BP:BPDrawToRiderHUD.K2Node_FormatText_133) LITERAL: Server {0}(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Deinonychus_Character_BP.Deinonychus_Character_BP:BPGetHUDElements.K2Node_FormatText_344) LITERAL: JumpPressedAndHeld(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Deinonychus_Character_BP.Deinonychus_Character_BP:BPNotifyClearRider.K2Node_CallFunction_250695) LITERAL: CHEAT Validation is {0}(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Deinonychus_Character_BP.Deinonychus_Character_BP:BPOnDinoCheat.K2Node_FormatText_148) LITERAL: CHEAT DebugMode is {0}(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Deinonychus_Character_BP.Deinonychus_Character_BP:BPOnDinoCheat.K2Node_FormatText_303) LITERAL: State {0} Mode {1}(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Deinonychus_Character_BP.Deinonychus_Character_BP:CheckForFallingLatchFn.K2Node_FormatText_249) LITERAL: HasLatchableSurfaceWhileFalling {0} {1}(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Deinonychus_Character_BP.Deinonychus_Character_BP:CheckForFallingLatchFn.K2Node_FormatText_275) LITERAL: UpdateUberpounce(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Deinonychus_Character_BP.Deinonychus_Character_BP:EndUberpounce.K2Node_CallFunction_431587) LITERAL: UpdateAttachedUberpounce(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Deinonychus_Character_BP.Deinonychus_Character_BP:EndUberpounce.K2Node_CallFunction_534439) LITERAL: RequireNoSaddle(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Deinonychus_Character_BP.Deinonychus_Character_BP:Find BestUberpounce Socket on Character.K2Node_CallFunction_285052) LITERAL: Name {1} SocketWeight: {0} Dot {2} Dist {3}(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Deinonychus_Character_BP.Deinonychus_Character_BP:Find BestUberpounce Socket on Character.K2Node_FormatText_157) LITERAL: {0} {1}(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Deinonychus_Character_BP.Deinonychus_Character_BP:FindScreenEdgeLocation.K2Node_FormatText_180) LITERAL: {0} {1} {2}(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Deinonychus_Character_BP.Deinonychus_Character_BP:Get RotationAndLocation for UberpounceOnSurface.K2Node_FormatText_426) LITERAL: Level(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Deinonychus_Character_BP.Deinonychus_Character_BP:Get Socket Level.K2Node_CallFunction_274205) LITERAL: Level(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Deinonychus_Character_BP.Deinonychus_Character_BP:Get Socket Level.K2Node_VariableSet_53189) LITERAL: MAX(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Deinonychus_Character_BP.Deinonychus_Character_BP:GetBleed HUDData for Character.K2Node_CallFunction_325941) LITERAL: x{0}(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Deinonychus_Character_BP.Deinonychus_Character_BP:GetBleed HUDData for Character.K2Node_FormatText_240) LITERAL: State {0} Loc {13} Dist {2} Char {4} MoveMode {8} LatchedJumpReq {1} Adjustments {10} Sim {11}(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Deinonychus_Character_BP.Deinonychus_Character_BP:GetDebugString.K2Node_FormatText_158) LITERAL: StartCheckingForFallingLatch(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Deinonychus_Character_BP.Deinonychus_Character_BP:JumpPressedAndHeldFn.K2Node_CallFunction_168605) LITERAL: CheckForFallingLatch(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Deinonychus_Character_BP.Deinonychus_Character_BP:K2_OnMovementModeChanged.K2Node_CallFunction_354491) LITERAL: MULTI_ApplyAtCliffTopVelocity(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Deinonychus_Character_BP.Deinonychus_Character_BP:K2_OnMovementModeChanged.K2Node_CallFunction_464265) LITERAL: StartCheckingForFallingLatch(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Deinonychus_Character_BP.Deinonychus_Character_BP:LatchedJump.K2Node_CallFunction_319476) LITERAL: SpawnLocalClinetSuperJumpFX(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Deinonychus_Character_BP.Deinonychus_Character_BP:on Jump Input Released.K2Node_CallFunction_188935) LITERAL: JumpPressedAndHeld(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Deinonychus_Character_BP.Deinonychus_Character_BP:on Jump Input Released.K2Node_CallFunction_250695) LITERAL: TimeOutUberpounceRequest(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Deinonychus_Character_BP.Deinonychus_Character_BP:on Jump Input Released.K2Node_CallFunction_328104) LITERAL: Error: {0} Output {1}(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Deinonychus_Character_BP.Deinonychus_Character_BP:OnError.K2Node_FormatText_239) LITERAL: UberpounceDesyncDetected(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Deinonychus_Character_BP.Deinonychus_Character_BP:OnRep_UberpounceServerState.K2Node_CallFunction_187521) LITERAL: UberpounceDesyncDetected(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Deinonychus_Character_BP.Deinonychus_Character_BP:OnUberpounceStateChanged.K2Node_CallFunction_178905) LITERAL: StartCheckingForFallingLatch(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Deinonychus_Character_BP.Deinonychus_Character_BP:ScheduleChecking Falling Latch.K2Node_CallFunction_319476) LITERAL: StartCheckingForFallingLatch(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Deinonychus_Character_BP.Deinonychus_Character_BP:ScheduleChecking Falling Latch.K2Node_CallFunction_349016) LITERAL: TimeOutUberpounceRequest(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Deinonychus_Character_BP.Deinonychus_Character_BP:StartUberPounce.K2Node_CallFunction_193563) LITERAL: UpdateUberpounce(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Deinonychus_Character_BP.Deinonychus_Character_BP:StartUberPounce.K2Node_CallFunction_430759) LITERAL: UpdateUberpounce(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Deinonychus_Character_BP.Deinonychus_Character_BP:StartUberPounce.K2Node_CallFunction_431587) LITERAL: START {0}(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Deinonychus_Character_BP.Deinonychus_Character_BP:StartUberPounce.K2Node_FormatText_124) LITERAL: UpdateUberPounceTargeting(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Deinonychus_Character_BP.Deinonychus_Character_BP:StopUberpounceTargeting.K2Node_CallFunction_189102) LITERAL: UpdateUberPounceTargeting(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Deinonychus_Character_BP.Deinonychus_Character_BP:TryStartUberPounceTargeting.K2Node_CallFunction_188353) LITERAL: QUEUED(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Deinonychus_Character_BP.Deinonychus_Character_BP:UberEventGraph.K2Node_CallFunction_279865) LITERAL: CheckForFallingLatch(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Deinonychus_Character_BP.Deinonychus_Character_BP:UberEventGraph.K2Node_CallFunction_351544) LITERAL: Target {0} Result {1}(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Deinonychus_Character_BP.Deinonychus_Character_BP:UpdateRotationForUberpounce.K2Node_FormatText_349) LITERAL: StartCheckingForFallingLatch(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Deinonychus_Character_BP.Deinonychus_Character_BP:UpdateTickThrottles.K2Node_CallFunction_232331) LITERAL: Serv ({0},{1}) NonDedi ({2},{3})(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Deinonychus_Character_BP.Deinonychus_Character_BP:UpdateTickThrottles.K2Node_FormatText_365) LITERAL: Bad jump input(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Deinonychus_Character_BP.Deinonychus_Character_BP:UpdateUberpounceFn.K2Node_CallFunction_645959) LITERAL: Vec {0} Dot {1}(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Deinonychus_Character_BP.Deinonychus_Character_BP:UpdateUberPounceTargetingFn.K2Node_FormatText_123) CONTENT: Deinonychus Nest(/Engine/Transient.REINST_DeinonychusNest_C_0) CONTENT: Deinonychus Nest(/Engine/Transient.Default__REINST_DeinonychusNest_C_23541) CONTENT: Deinonychus Nest(/Engine/Transient.REINST_DeinonychusNest_C_1) CONTENT: Bleeding!(/Engine/Transient.REINST_Buff_Uberraptor_Bleed_C_0) CONTENT: You are bleeding! You are losing 1% of your health over time!(/Engine/Transient.REINST_Buff_Uberraptor_Bleed_C_0) LITERAL: {2} {0} {1}(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Buff_Uberraptor_Bleed.Buff_Uberraptor_Bleed:BPAdjustStatusValueModification.K2Node_FormatText_119) LITERAL: {0} Dmg {1}(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Buff_Uberraptor_Bleed.Buff_Uberraptor_Bleed:Do Damage Over TimeFn.K2Node_FormatText_100) CONTENT: Bleeding!(/Engine/Transient.Default__REINST_Buff_Uberraptor_Bleed_C_23562) CONTENT: You are bleeding! You are losing 1% of your health over time!(/Engine/Transient.Default__REINST_Buff_Uberraptor_Bleed_C_23562) LITERAL: {2} {0} {1}(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Buff_Uberraptor_Bleed.Buff_Uberraptor_Bleed:EdGraph_83523.K2Node_CallFunction_207023) LITERAL: 2(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Buff_Uberraptor_Bleed.Buff_Uberraptor_Bleed:EdGraph_83523.K2Node_MakeStruct_1625) LITERAL: 0(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Buff_Uberraptor_Bleed.Buff_Uberraptor_Bleed:EdGraph_83523.K2Node_MakeStruct_1626) LITERAL: 1(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Buff_Uberraptor_Bleed.Buff_Uberraptor_Bleed:EdGraph_83523.K2Node_MakeStruct_1627) LITERAL: {0} Dmg {1}(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Buff_Uberraptor_Bleed.Buff_Uberraptor_Bleed:EdGraph_83524.K2Node_CallFunction_207027) LITERAL: 0(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Buff_Uberraptor_Bleed.Buff_Uberraptor_Bleed:EdGraph_83524.K2Node_MakeStruct_1628) LITERAL: 1(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Buff_Uberraptor_Bleed.Buff_Uberraptor_Bleed:EdGraph_83524.K2Node_MakeStruct_1629) CONTENT: Bleeding!(/Engine/Transient.REINST_Buff_Uberraptor_Bleed_C_1) CONTENT: You are bleeding! You are losing 1% of your health over time!(/Engine/Transient.REINST_Buff_Uberraptor_Bleed_C_1) CONTENT: Fertilized Deinonychus Egg(/Game/Valguero/Dinos/Deinonychus/PrimalItemConsumable_Egg_Deinonychus_Fertilized.Default__PrimalItemConsumable_Egg_Deinonychus_Fertilized_C) CONTENT: Base color(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Deinonychus.Default__DinoColorSet_Deinonychus_C) CONTENT: Feathers accents(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Deinonychus.Default__DinoColorSet_Deinonychus_C) CONTENT: Body Limbs(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Deinonychus.Default__DinoColorSet_Deinonychus_C) CONTENT: feathers main(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Deinonychus.Default__DinoColorSet_Deinonychus_C) CONTENT: stripes(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Deinonychus.Default__DinoColorSet_Deinonychus_C) CONTENT: highlights(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Deinonychus.Default__DinoColorSet_Deinonychus_C) LITERAL: NumMelee {0}(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Deinonychus_AIController_BP.Deinonychus_AIController_BP:OnUberpounceStateChanged.K2Node_FormatText_139) LITERAL: NewState {0} Prev {1}(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Deinonychus_AIController_BP.Deinonychus_AIController_BP:OnUberpounceStateChanged.K2Node_FormatText_125) LITERAL: AI STARTED!(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Deinonychus_AIController_BP.Deinonychus_AIController_BP:Start Uberpounce.K2Node_CallFunction_217845) LITERAL: NumMelee {0}(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Deinonychus_AIController_BP.Deinonychus_AIController_BP:EdGraph_83589.K2Node_CallFunction_207032) LITERAL: 0(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Deinonychus_AIController_BP.Deinonychus_AIController_BP:EdGraph_83589.K2Node_MakeStruct_1630) LITERAL: NewState {0} Prev {1}(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Deinonychus_AIController_BP.Deinonychus_AIController_BP:EdGraph_83589.K2Node_CallFunction_207034) LITERAL: 0(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Deinonychus_AIController_BP.Deinonychus_AIController_BP:EdGraph_83589.K2Node_MakeStruct_1631) LITERAL: 1(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Deinonychus_AIController_BP.Deinonychus_AIController_BP:EdGraph_83589.K2Node_MakeStruct_1632) CONTENT: Idle(/Engine/Transient.Default__REINST_Deinonychus_Character_BP_C_23590) CONTENT: Cute(/Engine/Transient.Default__REINST_Deinonychus_Character_BP_C_23590) CONTENT: Action(/Engine/Transient.Default__REINST_Deinonychus_Character_BP_C_23590) CONTENT: Move(/Engine/Transient.Default__REINST_Deinonychus_Character_BP_C_23590) CONTENT: spine_3(/Engine/Transient.Default__REINST_Deinonychus_Character_BP_C_23590) CONTENT: Deinonychus(/Engine/Transient.Default__REINST_Deinonychus_Character_BP_C_23590) LITERAL: Vec {0} Dot {1}(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Deinonychus_Character_BP.Deinonychus_Character_BP:EdGraph_84037.K2Node_CallFunction_208557) LITERAL: 0(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Deinonychus_Character_BP.Deinonychus_Character_BP:EdGraph_84037.K2Node_MakeStruct_1633) LITERAL: 1(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Deinonychus_Character_BP.Deinonychus_Character_BP:EdGraph_84037.K2Node_MakeStruct_1634) LITERAL: Name {1} SocketWeight: {0} Dot {2} Dist {3}(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Deinonychus_Character_BP.Deinonychus_Character_BP:EdGraph_84042.K2Node_CallFunction_208565) LITERAL: 1(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Deinonychus_Character_BP.Deinonychus_Character_BP:EdGraph_84042.K2Node_MakeStruct_1635) LITERAL: 0(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Deinonychus_Character_BP.Deinonychus_Character_BP:EdGraph_84042.K2Node_MakeStruct_1636) LITERAL: 2(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Deinonychus_Character_BP.Deinonychus_Character_BP:EdGraph_84042.K2Node_MakeStruct_1637) LITERAL: 3(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Deinonychus_Character_BP.Deinonychus_Character_BP:EdGraph_84042.K2Node_MakeStruct_1638) LITERAL: START {0}(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Deinonychus_Character_BP.Deinonychus_Character_BP:EdGraph_84044.K2Node_CallFunction_208567) LITERAL: 0(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Deinonychus_Character_BP.Deinonychus_Character_BP:EdGraph_84044.K2Node_MakeStruct_1639) LITERAL: Server {0}(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Deinonychus_Character_BP.Deinonychus_Character_BP:EdGraph_84053.K2Node_CallFunction_208583) LITERAL: 0(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Deinonychus_Character_BP.Deinonychus_Character_BP:EdGraph_84053.K2Node_MakeStruct_1640) LITERAL: {0} {1} {2}(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Deinonychus_Character_BP.Deinonychus_Character_BP:EdGraph_84068.K2Node_CallFunction_208597) LITERAL: 0(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Deinonychus_Character_BP.Deinonychus_Character_BP:EdGraph_84068.K2Node_MakeStruct_1641) LITERAL: 1(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Deinonychus_Character_BP.Deinonychus_Character_BP:EdGraph_84068.K2Node_MakeStruct_1642) LITERAL: 2(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Deinonychus_Character_BP.Deinonychus_Character_BP:EdGraph_84068.K2Node_MakeStruct_1643) LITERAL: State {0} Loc {13} Dist {2} Char {4} MoveMode {8} LatchedJumpReq {1} Adjustments {10} Sim {11}(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Deinonychus_Character_BP.Deinonychus_Character_BP:EdGraph_84070.K2Node_CallFunction_208599) LITERAL: 0(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Deinonychus_Character_BP.Deinonychus_Character_BP:EdGraph_84070.K2Node_MakeStruct_1644) LITERAL: 13(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Deinonychus_Character_BP.Deinonychus_Character_BP:EdGraph_84070.K2Node_MakeStruct_1645) LITERAL: 2(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Deinonychus_Character_BP.Deinonychus_Character_BP:EdGraph_84070.K2Node_MakeStruct_1646) LITERAL: 4(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Deinonychus_Character_BP.Deinonychus_Character_BP:EdGraph_84070.K2Node_MakeStruct_1647) LITERAL: 8(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Deinonychus_Character_BP.Deinonychus_Character_BP:EdGraph_84070.K2Node_MakeStruct_1648) LITERAL: 1(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Deinonychus_Character_BP.Deinonychus_Character_BP:EdGraph_84070.K2Node_MakeStruct_1649) LITERAL: 10(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Deinonychus_Character_BP.Deinonychus_Character_BP:EdGraph_84070.K2Node_MakeStruct_1650) LITERAL: 11(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Deinonychus_Character_BP.Deinonychus_Character_BP:EdGraph_84070.K2Node_MakeStruct_1651) LITERAL: {0}m(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Deinonychus_Character_BP.Deinonychus_Character_BP:EdGraph_84074.K2Node_CallFunction_208602) LITERAL: 0(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Deinonychus_Character_BP.Deinonychus_Character_BP:EdGraph_84074.K2Node_MakeStruct_1652) LITERAL: x{0}(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Deinonychus_Character_BP.Deinonychus_Character_BP:EdGraph_84075.K2Node_CallFunction_208606) LITERAL: 0(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Deinonychus_Character_BP.Deinonychus_Character_BP:EdGraph_84075.K2Node_MakeStruct_1653) LITERAL: {0} {1}(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Deinonychus_Character_BP.Deinonychus_Character_BP:EdGraph_84078.K2Node_CallFunction_208607) LITERAL: 0(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Deinonychus_Character_BP.Deinonychus_Character_BP:EdGraph_84078.K2Node_MakeStruct_1654) LITERAL: 1(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Deinonychus_Character_BP.Deinonychus_Character_BP:EdGraph_84078.K2Node_MakeStruct_1655) LITERAL: 0(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Deinonychus_Character_BP.Deinonychus_Character_BP:EdGraph_84080.K2Node_MakeStruct_1656) LITERAL: 1(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Deinonychus_Character_BP.Deinonychus_Character_BP:EdGraph_84080.K2Node_MakeStruct_1657) LITERAL: {0} {1} {2} {3}(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Deinonychus_Character_BP.Deinonychus_Character_BP:EdGraph_84083.K2Node_CallFunction_208620) LITERAL: 0(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Deinonychus_Character_BP.Deinonychus_Character_BP:EdGraph_84083.K2Node_MakeStruct_1658) LITERAL: 1(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Deinonychus_Character_BP.Deinonychus_Character_BP:EdGraph_84083.K2Node_MakeStruct_1659) LITERAL: 2(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Deinonychus_Character_BP.Deinonychus_Character_BP:EdGraph_84083.K2Node_MakeStruct_1660) LITERAL: 3(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Deinonychus_Character_BP.Deinonychus_Character_BP:EdGraph_84083.K2Node_MakeStruct_1661) LITERAL: CHEAT DebugMode is {0}(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Deinonychus_Character_BP.Deinonychus_Character_BP:EdGraph_84092.K2Node_CallFunction_208623) LITERAL: 0(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Deinonychus_Character_BP.Deinonychus_Character_BP:EdGraph_84092.K2Node_MakeStruct_1662) LITERAL: CHEAT Validation is {0}(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Deinonychus_Character_BP.Deinonychus_Character_BP:EdGraph_84092.K2Node_CallFunction_208624) LITERAL: 0(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Deinonychus_Character_BP.Deinonychus_Character_BP:EdGraph_84092.K2Node_MakeStruct_1663) LITERAL: Error: {0} Output {1}(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Deinonychus_Character_BP.Deinonychus_Character_BP:EdGraph_84095.K2Node_CallFunction_208631) LITERAL: 0(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Deinonychus_Character_BP.Deinonychus_Character_BP:EdGraph_84095.K2Node_MakeStruct_1664) LITERAL: 1(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Deinonychus_Character_BP.Deinonychus_Character_BP:EdGraph_84095.K2Node_MakeStruct_1665) LITERAL: State {0} Mode {1}(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Deinonychus_Character_BP.Deinonychus_Character_BP:EdGraph_84120.K2Node_CallFunction_208648) LITERAL: 0(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Deinonychus_Character_BP.Deinonychus_Character_BP:EdGraph_84120.K2Node_MakeStruct_1666) LITERAL: 1(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Deinonychus_Character_BP.Deinonychus_Character_BP:EdGraph_84120.K2Node_MakeStruct_1667) LITERAL: HasLatchableSurfaceWhileFalling {0} {1}(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Deinonychus_Character_BP.Deinonychus_Character_BP:EdGraph_84120.K2Node_CallFunction_208649) LITERAL: 0(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Deinonychus_Character_BP.Deinonychus_Character_BP:EdGraph_84120.K2Node_MakeStruct_1668) LITERAL: 1(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Deinonychus_Character_BP.Deinonychus_Character_BP:EdGraph_84120.K2Node_MakeStruct_1669) LITERAL: Serv ({0},{1}) NonDedi ({2},{3})(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Deinonychus_Character_BP.Deinonychus_Character_BP:EdGraph_84165.K2Node_CallFunction_208675) LITERAL: 0(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Deinonychus_Character_BP.Deinonychus_Character_BP:EdGraph_84165.K2Node_MakeStruct_1670) LITERAL: 1(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Deinonychus_Character_BP.Deinonychus_Character_BP:EdGraph_84165.K2Node_MakeStruct_1671) LITERAL: 2(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Deinonychus_Character_BP.Deinonychus_Character_BP:EdGraph_84165.K2Node_MakeStruct_1672) LITERAL: 3(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Deinonychus_Character_BP.Deinonychus_Character_BP:EdGraph_84165.K2Node_MakeStruct_1673) LITERAL: Target {0} Result {1}(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Deinonychus_Character_BP.Deinonychus_Character_BP:EdGraph_84185.K2Node_CallFunction_208679) LITERAL: 0(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Deinonychus_Character_BP.Deinonychus_Character_BP:EdGraph_84185.K2Node_MakeStruct_1674) LITERAL: 1(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Deinonychus_Character_BP.Deinonychus_Character_BP:EdGraph_84185.K2Node_MakeStruct_1675) CONTENT: Idle(/Engine/Transient.REINST_Deinonychus_Character_BP_C_1) CONTENT: Cute(/Engine/Transient.REINST_Deinonychus_Character_BP_C_1) CONTENT: Action(/Engine/Transient.REINST_Deinonychus_Character_BP_C_1) CONTENT: Move(/Engine/Transient.REINST_Deinonychus_Character_BP_C_1) CONTENT: spine_3(/Engine/Transient.REINST_Deinonychus_Character_BP_C_1) CONTENT: Deinonychus(/Engine/Transient.REINST_Deinonychus_Character_BP_C_1) CONTENT: Idle(/Engine/Transient.REINST_Shapeshifter_Small_Character_BP_C_0) CONTENT: Cute(/Engine/Transient.REINST_Shapeshifter_Small_Character_BP_C_0) CONTENT: Cute2(/Engine/Transient.REINST_Shapeshifter_Small_Character_BP_C_0) CONTENT: Move(/Engine/Transient.REINST_Shapeshifter_Small_Character_BP_C_0) CONTENT: Ferox(/Engine/Transient.REINST_Shapeshifter_Small_Character_BP_C_0) CONTENT: ShapeshifterPounce(/Engine/Transient.REINST_Shapeshifter_Large_Character_BP_C_0) CONTENT: Idle(/Engine/Transient.REINST_Shapeshifter_Large_Character_BP_C_0) CONTENT: Cute(/Engine/Transient.REINST_Shapeshifter_Large_Character_BP_C_0) CONTENT: Action(/Engine/Transient.REINST_Shapeshifter_Large_Character_BP_C_0) CONTENT: c_Hip(/Engine/Transient.REINST_Shapeshifter_Large_Character_BP_C_0) CONTENT: Roar(/Engine/Transient.REINST_Shapeshifter_Large_Character_BP_C_0) CONTENT: Move(/Engine/Transient.REINST_Shapeshifter_Large_Character_BP_C_0) CONTENT: Ferox(/Engine/Transient.REINST_Shapeshifter_Large_Character_BP_C_0) LITERAL: JumpPressedAndHeld(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_Character_BP.Shapeshifter_Large_Character_BP:BP_OnJumpReleased.K2Node_CallFunction_250695) LITERAL: Addiction {0}(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_Character_BP.Shapeshifter_Large_Character_BP:BPDinoTooltipCustomTamingProgressBar.K2Node_FormatText_83) LITERAL: Taming... {0}(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_Character_BP.Shapeshifter_Large_Character_BP:BPDinoTooltipCustomTorpidityProgressBar.K2Node_FormatText_198) LITERAL: Time Remaining(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_Character_BP.Shapeshifter_Large_Character_BP:BPDinoTooltipCustomTorpidityProgressBar.K2Node_VariableSet_40414) LITERAL: -{0}sec Lifetime +{1} Resistance(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_Character_BP.Shapeshifter_Large_Character_BP:BPGetHUDElements.K2Node_FormatText_128) LITERAL: Addiction: {0}%(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_Character_BP.Shapeshifter_Large_Character_BP:BPGetHUDElements.K2Node_FormatText_293) LITERAL: {0}: {1}(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_Character_BP.Shapeshifter_Large_Character_BP:BPGetHUDElements.K2Node_FormatText_385) LITERAL: +{0} Damage +{1} Attack Speed(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_Character_BP.Shapeshifter_Large_Character_BP:BPGetHUDElements.K2Node_FormatText_435) LITERAL: Berzerk: {0}%(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_Character_BP.Shapeshifter_Large_Character_BP:BPGetHUDElements.K2Node_FormatText_480) LITERAL: Cheat Correction{0}(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_Character_BP.Shapeshifter_Large_Character_BP:BPOnDinoCheat.K2Node_FormatText_138) LITERAL: Cheat SetBerzerk {0}(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_Character_BP.Shapeshifter_Large_Character_BP:BPOnDinoCheat.K2Node_FormatText_321) LITERAL: Survive! If you can...(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_Character_BP.Shapeshifter_Large_Character_BP:BPOverrideTamingDescriptionLabel.K2Node_VariableSet_39078) LITERAL: StartUnTransform(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_Character_BP.Shapeshifter_Large_Character_BP:EventGraph.K2Node_CallFunction_122179) LITERAL: QueueSequentialJumpEvent(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_Character_BP.Shapeshifter_Large_Character_BP:EventGraph.K2Node_CallFunction_194626) LITERAL: ChargingMeleeTick(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_Character_BP.Shapeshifter_Large_Character_BP:EventGraph.K2Node_CallFunction_340586) LITERAL: ChargingMeleeTick(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_Character_BP.Shapeshifter_Large_Character_BP:EventGraph.K2Node_CallFunction_380605) LITERAL: ChargingMeleeTick(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_Character_BP.Shapeshifter_Large_Character_BP:EventGraph.K2Node_CallFunction_380606) LITERAL: Dot {0} Rad {1} Result {2}(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_Character_BP.Shapeshifter_Large_Character_BP:EventGraph.K2Node_FormatText_162) LITERAL: S {0} L {1}(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_Character_BP.Shapeshifter_Large_Character_BP:EventGraph.K2Node_FormatText_166) LITERAL: Transformation Count {0}(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_Character_BP.Shapeshifter_Large_Character_BP:EventGraph.K2Node_FormatText_172) LITERAL: Level Smalls {0} Large {1} Smalls Weight {2} Large Weight {3}(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_Character_BP.Shapeshifter_Large_Character_BP:EventGraph.K2Node_FormatText_345) LITERAL: Mode {0} Pos {1} Collision: {2} PounceState {3} IdleAnim {4} Antic {5} Jump Button {6}(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_Character_BP.Shapeshifter_Large_Character_BP:GetDebugString.K2Node_FormatText_111) LITERAL: StartUnTransform(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_Character_BP.Shapeshifter_Large_Character_BP:InitUnTransformEvents.K2Node_CallFunction_169334) LITERAL: BerzerkPassout(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_Character_BP.Shapeshifter_Large_Character_BP:InitUnTransformEvents.K2Node_CallFunction_203495) LITERAL: StartBerzerkEvent(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_Character_BP.Shapeshifter_Large_Character_BP:InitUnTransformEvents.K2Node_CallFunction_224432) LITERAL: QueueSequentialJumpEvent(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_Character_BP.Shapeshifter_Large_Character_BP:OnJumpFromGround.K2Node_CallFunction_234380) LITERAL: Hello(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_Character_BP.Shapeshifter_Large_Character_BP:OnPinnedBuffEnded.K2Node_CallFunction_189876) LITERAL: UpdatePounce(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_Character_BP.Shapeshifter_Large_Character_BP:OnPounceStarted.K2Node_CallFunction_200498) LITERAL: Name {1} Health {0}(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_Character_BP.Shapeshifter_Large_Character_BP:PrintHealth.K2Node_FormatText_264) LITERAL: Server {2} Level {0} XP {1}(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_Character_BP.Shapeshifter_Large_Character_BP:PrintStats.K2Node_FormatText_246) LITERAL: IsServer {3} Statname {2} Values {0}/{1}(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_Character_BP.Shapeshifter_Large_Character_BP:PrintStats.K2Node_FormatText_262) LITERAL: Initialize(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_Character_BP.Shapeshifter_Large_Character_BP:ReceiveBeginPlay.K2Node_CallFunction_178593) LITERAL: BerzerkPassout(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_Character_BP.Shapeshifter_Large_Character_BP:Reset Untransform Time.K2Node_CallFunction_203086) LITERAL: StartUnTransform(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_Character_BP.Shapeshifter_Large_Character_BP:Reset Untransform Time.K2Node_CallFunction_203087) LITERAL: StartBerzerkEvent(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_Character_BP.Shapeshifter_Large_Character_BP:Reset Untransform Time.K2Node_CallFunction_203088) LITERAL: BerzerkPassout(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_Character_BP.Shapeshifter_Large_Character_BP:Throttled TickFn.K2Node_CallFunction_113863) LITERAL: StartUnTransform(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_Character_BP.Shapeshifter_Large_Character_BP:Throttled TickFn.K2Node_CallFunction_182375) LITERAL: Controller: {0} IsVisible {1} IsHidden {2} AnimSpeed {3} actor pos: {4}(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_Character_BP.Shapeshifter_Large_Character_BP:Throttled TickFn.K2Node_FormatText_243) LITERAL: Server {0} Stats {1}(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_Character_BP.Shapeshifter_Large_Character_BP:Throttled TickFn.K2Node_FormatText_39) LITERAL: BackupDestroy(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_Character_BP.Shapeshifter_Large_Character_BP:Un TransformFn.K2Node_CallFunction_181271) LITERAL: TryBeg(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_Character_BP.Shapeshifter_Large_Character_BP:Un TransformFn.K2Node_CallFunction_489618) LITERAL: UpdatePounce(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_Character_BP.Shapeshifter_Large_Character_BP:UpdatePounceFn.K2Node_CallFunction_208830) LITERAL: Passed On Baby Bigly Dino Data! (/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Small/Shapeshifter_Small_Character_BP.Shapeshifter_Small_Character_BP:BPBecameNewBaby.K2Node_CallFunction_159784) LITERAL: Taming... {0}(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Small/Shapeshifter_Small_Character_BP.Shapeshifter_Small_Character_BP:BPDinoTooltipCustomTamingProgressBar.K2Node_FormatText_198) LITERAL: {0}/{1} Element Required(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Small/Shapeshifter_Small_Character_BP.Shapeshifter_Small_Character_BP:BPDinoTooltipCustomTamingProgressBar.K2Node_FormatText_85) LITERAL: {0} Addiction(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Small/Shapeshifter_Small_Character_BP.Shapeshifter_Small_Character_BP:BPDinoTooltipCustomTorpidityProgressBar.K2Node_FormatText_85) LITERAL: {1} ({2}{0})(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Small/Shapeshifter_Small_Character_BP.Shapeshifter_Small_Character_BP:BPGetStatusNameString.K2Node_FormatText_179) LITERAL: {1} ({2}{0})(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Small/Shapeshifter_Small_Character_BP.Shapeshifter_Small_Character_BP:BPGetStatusNameString.K2Node_FormatText_197) LITERAL: {1} ({2}{0})(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Small/Shapeshifter_Small_Character_BP.Shapeshifter_Small_Character_BP:BPGetStatusNameString.K2Node_FormatText_331) LITERAL: TORPOR(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Small/Shapeshifter_Small_Character_BP.Shapeshifter_Small_Character_BP:BPGetStatusNameString.K2Node_VariableSet_28771) LITERAL: SPEED(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Small/Shapeshifter_Small_Character_BP.Shapeshifter_Small_Character_BP:BPGetStatusNameString.K2Node_VariableSet_30381) LITERAL: DAMAGE(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Small/Shapeshifter_Small_Character_BP.Shapeshifter_Small_Character_BP:BPGetStatusNameString.K2Node_VariableSet_30406) LITERAL: LevelUpRefresh(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Small/Shapeshifter_Small_Character_BP.Shapeshifter_Small_Character_BP:BPNotifyLevelUp.K2Node_CallFunction_126591) LITERAL: ({0})(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Small/Shapeshifter_Small_Character_BP.Shapeshifter_Small_Character_BP:BPOverrideMutationLabels.K2Node_FormatText_133) LITERAL: Random Mutations: {0} {2} / {1}(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Small/Shapeshifter_Small_Character_BP.Shapeshifter_Small_Character_BP:BPOverrideMutationLabels.K2Node_FormatText_180) LITERAL: Equip Element to tame(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Small/Shapeshifter_Small_Character_BP.Shapeshifter_Small_Character_BP:BPOverrideTamingDescriptionLabel.K2Node_CallFunction_90926) LITERAL: ({0})(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Small/Shapeshifter_Small_Character_BP.Shapeshifter_Small_Character_BP:BPOverrideTamingDescriptionLabel.K2Node_FormatText_132) LITERAL: Use Element near Ferox to tame {0}(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Small/Shapeshifter_Small_Character_BP.Shapeshifter_Small_Character_BP:BPOverrideTamingDescriptionLabel.K2Node_FormatText_255) LITERAL: Hello(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Small/Shapeshifter_Small_Character_BP.Shapeshifter_Small_Character_BP:BPServerHandleNetExecCommand.K2Node_CallFunction_170468) LITERAL: TryBeg(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Small/Shapeshifter_Small_Character_BP.Shapeshifter_Small_Character_BP:Check for ElementFn.K2Node_CallFunction_188540) LITERAL: TryBeg(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Small/Shapeshifter_Small_Character_BP.Shapeshifter_Small_Character_BP:Check for ElementFn.K2Node_CallFunction_487934) LITERAL: TryBeg(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Small/Shapeshifter_Small_Character_BP.Shapeshifter_Small_Character_BP:Check for ElementFn.K2Node_CallFunction_489618) LITERAL: TryBeg(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Small/Shapeshifter_Small_Character_BP.Shapeshifter_Small_Character_BP:Check for ElementFn.K2Node_CallFunction_503044) LITERAL: CheckWildShouldRandomTransform(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Small/Shapeshifter_Small_Character_BP.Shapeshifter_Small_Character_BP:Check Wild Should Random TransformFn.K2Node_CallFunction_117169) LITERAL: BiglyMated {0} {1}(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Small/Shapeshifter_Small_Character_BP.Shapeshifter_Small_Character_BP:DoMate.K2Node_FormatText_148) LITERAL: MateDinoData {0} MyDinoData {1}(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Small/Shapeshifter_Small_Character_BP.Shapeshifter_Small_Character_BP:DoMate.K2Node_FormatText_159) LITERAL: ResetAllowFlee(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Small/Shapeshifter_Small_Character_BP.Shapeshifter_Small_Character_BP:EventGraph.K2Node_CallFunction_133199) LITERAL: TryBeg(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Small/Shapeshifter_Small_Character_BP.Shapeshifter_Small_Character_BP:EventGraph.K2Node_CallFunction_186270) LITERAL: UnTransform(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Small/Shapeshifter_Small_Character_BP.Shapeshifter_Small_Character_BP:EventGraph.K2Node_CallFunction_206289) LITERAL: TransformScaling(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Small/Shapeshifter_Small_Character_BP.Shapeshifter_Small_Character_BP:EventGraph.K2Node_CallFunction_62087) LITERAL: TransformScaling(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Small/Shapeshifter_Small_Character_BP.Shapeshifter_Small_Character_BP:EventGraph.K2Node_CallFunction_70649) LITERAL: Init {0}(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Small/Shapeshifter_Small_Character_BP.Shapeshifter_Small_Character_BP:EventGraph.K2Node_FormatText_225) LITERAL: SetAddictedAmount {0}(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Small/Shapeshifter_Small_Character_BP.Shapeshifter_Small_Character_BP:EventGraph.K2Node_FormatText_255) LITERAL: BiglyFound {0}(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Small/Shapeshifter_Small_Character_BP.Shapeshifter_Small_Character_BP:EventGraph.K2Node_FormatText_267) LITERAL: {0} WEight: {1} Max: {2} Level {3}(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Small/Shapeshifter_Small_Character_BP.Shapeshifter_Small_Character_BP:ReceiveTick.K2Node_FormatText_281) LITERAL: Server {0} Stats {1}(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Small/Shapeshifter_Small_Character_BP.Shapeshifter_Small_Character_BP:ReceiveTick.K2Node_FormatText_39) LITERAL: Set Taret {0}(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Small/Shapeshifter_Small_Character_BP.Shapeshifter_Small_Character_BP:SetTarget.K2Node_FormatText_165) LITERAL: HasEle {0} {1}(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Small/Shapeshifter_Small_Character_BP.Shapeshifter_Small_Character_BP:TargetHasElement.K2Node_FormatText_298) LITERAL: StartUnTransform(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Small/Shapeshifter_Small_Character_BP.Shapeshifter_Small_Character_BP:Transform.K2Node_CallFunction_110915) LITERAL: TryBeg(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Small/Shapeshifter_Small_Character_BP.Shapeshifter_Small_Character_BP:TryBegFn.K2Node_CallFunction_178728) LITERAL: TryBeg(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Small/Shapeshifter_Small_Character_BP.Shapeshifter_Small_Character_BP:TryBegFn.K2Node_CallFunction_186270) LITERAL: TryBeg(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Small/Shapeshifter_Small_Character_BP.Shapeshifter_Small_Character_BP:TryBegFn.K2Node_CallFunction_242486) LITERAL: OnBegEnd(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Small/Shapeshifter_Small_Character_BP.Shapeshifter_Small_Character_BP:TryBegFn.K2Node_CallFunction_247880) LITERAL: TryBeg(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Small/Shapeshifter_Small_Character_BP.Shapeshifter_Small_Character_BP:TryBegFn.K2Node_CallFunction_499138) CONTENT: Insulation(/Engine/Transient.REINST_Buff_BiglyPostProccess_C_0) CONTENT: Increases hyper & hypothermic insulation(/Engine/Transient.REINST_Buff_BiglyPostProccess_C_0) CONTENT: Insulation(/Engine/Transient.Default__REINST_Buff_BiglyPostProccess_C_23608) CONTENT: Increases hyper & hypothermic insulation(/Engine/Transient.Default__REINST_Buff_BiglyPostProccess_C_23608) CONTENT: Insulation(/Engine/Transient.REINST_Buff_BiglyPostProccess_C_1) CONTENT: Increases hyper & hypothermic insulation(/Engine/Transient.REINST_Buff_BiglyPostProccess_C_1) CONTENT: Prevents running and jumping.(/Engine/Transient.REINST_Buff_Shapeshifter_AOEGroundPoundTarget_C_0) CONTENT: Prevents running and jumping.(/Engine/Transient.Default__REINST_Buff_Shapeshifter_AOEGroundPoundTarget_C_23615) CONTENT: Prevents running and jumping.(/Engine/Transient.REINST_Buff_Shapeshifter_AOEGroundPoundTarget_C_1) CONTENT: back(/Game/Genesis/Dinos/Shapeshifter/DinoColorSet_Shapeshifter.Default__DinoColorSet_Shapeshifter_C) CONTENT: skin(/Game/Genesis/Dinos/Shapeshifter/DinoColorSet_Shapeshifter.Default__DinoColorSet_Shapeshifter_C) CONTENT: **IGNORE**NOTHING**(/Game/Genesis/Dinos/Shapeshifter/DinoColorSet_Shapeshifter.Default__DinoColorSet_Shapeshifter_C) CONTENT: **IGNORE**NOTHING**(/Game/Genesis/Dinos/Shapeshifter/DinoColorSet_Shapeshifter.Default__DinoColorSet_Shapeshifter_C) CONTENT: main body(/Game/Genesis/Dinos/Shapeshifter/DinoColorSet_Shapeshifter.Default__DinoColorSet_Shapeshifter_C) CONTENT: stripes(/Game/Genesis/Dinos/Shapeshifter/DinoColorSet_Shapeshifter.Default__DinoColorSet_Shapeshifter_C) LITERAL: NumMelee {0}(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_AIController_BP.Shapeshifter_Large_AIController_BP:OnUberpounceStateChanged.K2Node_FormatText_139) LITERAL: NewState {0} Prev {1}(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_AIController_BP.Shapeshifter_Large_AIController_BP:OnUberpounceStateChanged.K2Node_FormatText_125) LITERAL: AI STARTED!(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_AIController_BP.Shapeshifter_Large_AIController_BP:Start Uberpounce.K2Node_CallFunction_217845) LITERAL: NumMelee {0}(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_AIController_BP.Shapeshifter_Large_AIController_BP:EdGraph_84373.K2Node_CallFunction_209761) LITERAL: 0(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_AIController_BP.Shapeshifter_Large_AIController_BP:EdGraph_84373.K2Node_MakeStruct_1676) LITERAL: NewState {0} Prev {1}(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_AIController_BP.Shapeshifter_Large_AIController_BP:EdGraph_84373.K2Node_CallFunction_209763) LITERAL: 0(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_AIController_BP.Shapeshifter_Large_AIController_BP:EdGraph_84373.K2Node_MakeStruct_1677) LITERAL: 1(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_AIController_BP.Shapeshifter_Large_AIController_BP:EdGraph_84373.K2Node_MakeStruct_1678) CONTENT: Geyser Launch!(/Engine/Transient.REINST_Buff_ShapeshifterSwipeAttack_C_0) CONTENT: Geyser Launch!(/Engine/Transient.Default__REINST_Buff_ShapeshifterSwipeAttack_C_23662) CONTENT: Geyser Launch!(/Engine/Transient.REINST_Buff_ShapeshifterSwipeAttack_C_1) CONTENT: ShapeshifterPounce(/Engine/Transient.Default__REINST_Shapeshifter_Large_Character_BP_C_23669) CONTENT: Idle(/Engine/Transient.Default__REINST_Shapeshifter_Large_Character_BP_C_23669) CONTENT: Cute(/Engine/Transient.Default__REINST_Shapeshifter_Large_Character_BP_C_23669) CONTENT: Action(/Engine/Transient.Default__REINST_Shapeshifter_Large_Character_BP_C_23669) CONTENT: c_Hip(/Engine/Transient.Default__REINST_Shapeshifter_Large_Character_BP_C_23669) CONTENT: Roar(/Engine/Transient.Default__REINST_Shapeshifter_Large_Character_BP_C_23669) CONTENT: Move(/Engine/Transient.Default__REINST_Shapeshifter_Large_Character_BP_C_23669) CONTENT: Ferox(/Engine/Transient.Default__REINST_Shapeshifter_Large_Character_BP_C_23669) LITERAL: Level Smalls {0} Large {1} Smalls Weight {2} Large Weight {3}(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_Character_BP.Shapeshifter_Large_Character_BP:ExecuteUbergraph_Shapeshifter_Large_Character_BP.K2Node_CallFunction_211646) LITERAL: 0(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_Character_BP.Shapeshifter_Large_Character_BP:ExecuteUbergraph_Shapeshifter_Large_Character_BP.K2Node_MakeStruct_1683) LITERAL: 1(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_Character_BP.Shapeshifter_Large_Character_BP:ExecuteUbergraph_Shapeshifter_Large_Character_BP.K2Node_MakeStruct_1684) LITERAL: 2(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_Character_BP.Shapeshifter_Large_Character_BP:ExecuteUbergraph_Shapeshifter_Large_Character_BP.K2Node_MakeStruct_1685) LITERAL: 3(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_Character_BP.Shapeshifter_Large_Character_BP:ExecuteUbergraph_Shapeshifter_Large_Character_BP.K2Node_MakeStruct_1686) LITERAL: Transformation Count {0}(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_Character_BP.Shapeshifter_Large_Character_BP:ExecuteUbergraph_Shapeshifter_Large_Character_BP.K2Node_CallFunction_211647) LITERAL: 0(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_Character_BP.Shapeshifter_Large_Character_BP:ExecuteUbergraph_Shapeshifter_Large_Character_BP.K2Node_MakeStruct_1687) LITERAL: S {0} L {1}(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_Character_BP.Shapeshifter_Large_Character_BP:ExecuteUbergraph_Shapeshifter_Large_Character_BP.K2Node_CallFunction_211648) LITERAL: 0(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_Character_BP.Shapeshifter_Large_Character_BP:ExecuteUbergraph_Shapeshifter_Large_Character_BP.K2Node_MakeStruct_1688) LITERAL: 1(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_Character_BP.Shapeshifter_Large_Character_BP:ExecuteUbergraph_Shapeshifter_Large_Character_BP.K2Node_MakeStruct_1689) LITERAL: Dot {0} Rad {1} Result {2}(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_Character_BP.Shapeshifter_Large_Character_BP:ExecuteUbergraph_Shapeshifter_Large_Character_BP.K2Node_CallFunction_211652) LITERAL: 0(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_Character_BP.Shapeshifter_Large_Character_BP:ExecuteUbergraph_Shapeshifter_Large_Character_BP.K2Node_MakeStruct_1690) LITERAL: 1(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_Character_BP.Shapeshifter_Large_Character_BP:ExecuteUbergraph_Shapeshifter_Large_Character_BP.K2Node_MakeStruct_1691) LITERAL: 2(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_Character_BP.Shapeshifter_Large_Character_BP:ExecuteUbergraph_Shapeshifter_Large_Character_BP.K2Node_MakeStruct_1692) LITERAL: Mode {0} Pos {1} Collision: {2} PounceState {3} IdleAnim {4} Antic {5} Jump Button {6}(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_Character_BP.Shapeshifter_Large_Character_BP:EdGraph_84786.K2Node_CallFunction_211722) LITERAL: 0(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_Character_BP.Shapeshifter_Large_Character_BP:EdGraph_84786.K2Node_MakeStruct_1693) LITERAL: 1(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_Character_BP.Shapeshifter_Large_Character_BP:EdGraph_84786.K2Node_MakeStruct_1694) LITERAL: 2(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_Character_BP.Shapeshifter_Large_Character_BP:EdGraph_84786.K2Node_MakeStruct_1695) LITERAL: 3(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_Character_BP.Shapeshifter_Large_Character_BP:EdGraph_84786.K2Node_MakeStruct_1696) LITERAL: 4(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_Character_BP.Shapeshifter_Large_Character_BP:EdGraph_84786.K2Node_MakeStruct_1697) LITERAL: 5(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_Character_BP.Shapeshifter_Large_Character_BP:EdGraph_84786.K2Node_MakeStruct_1698) LITERAL: 6(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_Character_BP.Shapeshifter_Large_Character_BP:EdGraph_84786.K2Node_MakeStruct_1699) LITERAL: Cheat SetBerzerk {0}(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_Character_BP.Shapeshifter_Large_Character_BP:EdGraph_84792.K2Node_CallFunction_211729) LITERAL: 0(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_Character_BP.Shapeshifter_Large_Character_BP:EdGraph_84792.K2Node_MakeStruct_1700) LITERAL: Cheat Correction{0}(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_Character_BP.Shapeshifter_Large_Character_BP:EdGraph_84792.K2Node_CallFunction_211730) LITERAL: 0(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_Character_BP.Shapeshifter_Large_Character_BP:EdGraph_84792.K2Node_MakeStruct_1701) LITERAL: Berzerk: {0}%(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_Character_BP.Shapeshifter_Large_Character_BP:EdGraph_84795.K2Node_CallFunction_211731) LITERAL: 0(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_Character_BP.Shapeshifter_Large_Character_BP:EdGraph_84795.K2Node_MakeStruct_1702) LITERAL: Addiction: {0}%(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_Character_BP.Shapeshifter_Large_Character_BP:EdGraph_84795.K2Node_CallFunction_211732) LITERAL: 0(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_Character_BP.Shapeshifter_Large_Character_BP:EdGraph_84795.K2Node_MakeStruct_1703) LITERAL: +{0} Damage +{1} Attack Speed(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_Character_BP.Shapeshifter_Large_Character_BP:EdGraph_84795.K2Node_CallFunction_211733) LITERAL: 0(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_Character_BP.Shapeshifter_Large_Character_BP:EdGraph_84795.K2Node_MakeStruct_1704) LITERAL: 1(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_Character_BP.Shapeshifter_Large_Character_BP:EdGraph_84795.K2Node_MakeStruct_1705) LITERAL: -{0}sec Lifetime +{1} Resistance(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_Character_BP.Shapeshifter_Large_Character_BP:EdGraph_84795.K2Node_CallFunction_211734) LITERAL: 0(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_Character_BP.Shapeshifter_Large_Character_BP:EdGraph_84795.K2Node_MakeStruct_1706) LITERAL: 1(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_Character_BP.Shapeshifter_Large_Character_BP:EdGraph_84795.K2Node_MakeStruct_1707) LITERAL: {0}: {1}(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_Character_BP.Shapeshifter_Large_Character_BP:EdGraph_84795.K2Node_CallFunction_211735) LITERAL: 0(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_Character_BP.Shapeshifter_Large_Character_BP:EdGraph_84795.K2Node_MakeStruct_1708) LITERAL: 1(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_Character_BP.Shapeshifter_Large_Character_BP:EdGraph_84795.K2Node_MakeStruct_1709) LITERAL: Addiction {0}(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_Character_BP.Shapeshifter_Large_Character_BP:EdGraph_84809.K2Node_CallFunction_211738) LITERAL: 0(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_Character_BP.Shapeshifter_Large_Character_BP:EdGraph_84809.K2Node_MakeStruct_1710) LITERAL: Server {2} Level {0} XP {1}(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_Character_BP.Shapeshifter_Large_Character_BP:EdGraph_84817.K2Node_CallFunction_211747) LITERAL: 2(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_Character_BP.Shapeshifter_Large_Character_BP:EdGraph_84817.K2Node_MakeStruct_1711) LITERAL: 0(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_Character_BP.Shapeshifter_Large_Character_BP:EdGraph_84817.K2Node_MakeStruct_1712) LITERAL: 1(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_Character_BP.Shapeshifter_Large_Character_BP:EdGraph_84817.K2Node_MakeStruct_1713) LITERAL: IsServer {3} Statname {2} Values {0}/{1}(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_Character_BP.Shapeshifter_Large_Character_BP:EdGraph_84817.K2Node_CallFunction_211749) LITERAL: 3(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_Character_BP.Shapeshifter_Large_Character_BP:EdGraph_84817.K2Node_MakeStruct_1714) LITERAL: 2(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_Character_BP.Shapeshifter_Large_Character_BP:EdGraph_84817.K2Node_MakeStruct_1715) LITERAL: 0(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_Character_BP.Shapeshifter_Large_Character_BP:EdGraph_84817.K2Node_MakeStruct_1716) LITERAL: 1(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_Character_BP.Shapeshifter_Large_Character_BP:EdGraph_84817.K2Node_MakeStruct_1717) LITERAL: Name {1} Health {0}(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_Character_BP.Shapeshifter_Large_Character_BP:EdGraph_84826.K2Node_CallFunction_211753) LITERAL: 1(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_Character_BP.Shapeshifter_Large_Character_BP:EdGraph_84826.K2Node_MakeStruct_1718) LITERAL: 0(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_Character_BP.Shapeshifter_Large_Character_BP:EdGraph_84826.K2Node_MakeStruct_1719) LITERAL: Taming... {0}(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_Character_BP.Shapeshifter_Large_Character_BP:EdGraph_84832.K2Node_CallFunction_211755) LITERAL: 0(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_Character_BP.Shapeshifter_Large_Character_BP:EdGraph_84832.K2Node_MakeStruct_1720) LITERAL: Controller: {0} IsVisible {1} IsHidden {2} AnimSpeed {3} actor pos: {4}(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_Character_BP.Shapeshifter_Large_Character_BP:EdGraph_84859.K2Node_CallFunction_211760) LITERAL: 0(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_Character_BP.Shapeshifter_Large_Character_BP:EdGraph_84859.K2Node_MakeStruct_1721) LITERAL: 1(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_Character_BP.Shapeshifter_Large_Character_BP:EdGraph_84859.K2Node_MakeStruct_1722) LITERAL: 2(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_Character_BP.Shapeshifter_Large_Character_BP:EdGraph_84859.K2Node_MakeStruct_1723) LITERAL: 3(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_Character_BP.Shapeshifter_Large_Character_BP:EdGraph_84859.K2Node_MakeStruct_1724) LITERAL: 4(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_Character_BP.Shapeshifter_Large_Character_BP:EdGraph_84859.K2Node_MakeStruct_1725) LITERAL: Server {0} Stats {1}(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_Character_BP.Shapeshifter_Large_Character_BP:EdGraph_84859.K2Node_CallFunction_211761) LITERAL: 0(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_Character_BP.Shapeshifter_Large_Character_BP:EdGraph_84859.K2Node_MakeStruct_1726) LITERAL: 1(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_Character_BP.Shapeshifter_Large_Character_BP:EdGraph_84859.K2Node_MakeStruct_1727) LITERAL: 0(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_Character_BP.Shapeshifter_Large_Character_BP:EdGraph_84859.K2Node_MakeStruct_1728) LITERAL: 1(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_Character_BP.Shapeshifter_Large_Character_BP:EdGraph_84859.K2Node_MakeStruct_1729) CONTENT: ShapeshifterPounce(/Engine/Transient.REINST_Shapeshifter_Large_Character_BP_C_1) CONTENT: Idle(/Engine/Transient.REINST_Shapeshifter_Large_Character_BP_C_1) CONTENT: Cute(/Engine/Transient.REINST_Shapeshifter_Large_Character_BP_C_1) CONTENT: Action(/Engine/Transient.REINST_Shapeshifter_Large_Character_BP_C_1) CONTENT: c_Hip(/Engine/Transient.REINST_Shapeshifter_Large_Character_BP_C_1) CONTENT: Roar(/Engine/Transient.REINST_Shapeshifter_Large_Character_BP_C_1) CONTENT: Move(/Engine/Transient.REINST_Shapeshifter_Large_Character_BP_C_1) CONTENT: Ferox(/Engine/Transient.REINST_Shapeshifter_Large_Character_BP_C_1) CONTENT: Idle(/Engine/Transient.Default__REINST_Shapeshifter_Small_Character_BP_C_23676) CONTENT: Cute(/Engine/Transient.Default__REINST_Shapeshifter_Small_Character_BP_C_23676) CONTENT: Cute2(/Engine/Transient.Default__REINST_Shapeshifter_Small_Character_BP_C_23676) CONTENT: Move(/Engine/Transient.Default__REINST_Shapeshifter_Small_Character_BP_C_23676) CONTENT: Ferox(/Engine/Transient.Default__REINST_Shapeshifter_Small_Character_BP_C_23676) LITERAL: SetAddictedAmount {0}(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Small/Shapeshifter_Small_Character_BP.Shapeshifter_Small_Character_BP:ExecuteUbergraph_Shapeshifter_Small_Character_BP.K2Node_CallFunction_212724) LITERAL: 0(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Small/Shapeshifter_Small_Character_BP.Shapeshifter_Small_Character_BP:ExecuteUbergraph_Shapeshifter_Small_Character_BP.K2Node_MakeStruct_1738) LITERAL: BiglyFound {0}(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Small/Shapeshifter_Small_Character_BP.Shapeshifter_Small_Character_BP:ExecuteUbergraph_Shapeshifter_Small_Character_BP.K2Node_CallFunction_212725) LITERAL: 0(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Small/Shapeshifter_Small_Character_BP.Shapeshifter_Small_Character_BP:ExecuteUbergraph_Shapeshifter_Small_Character_BP.K2Node_MakeStruct_1739) LITERAL: Init {0}(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Small/Shapeshifter_Small_Character_BP.Shapeshifter_Small_Character_BP:ExecuteUbergraph_Shapeshifter_Small_Character_BP.K2Node_CallFunction_212726) LITERAL: 0(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Small/Shapeshifter_Small_Character_BP.Shapeshifter_Small_Character_BP:ExecuteUbergraph_Shapeshifter_Small_Character_BP.K2Node_MakeStruct_1740) LITERAL: {0} WEight: {1} Max: {2} Level {3}(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Small/Shapeshifter_Small_Character_BP.Shapeshifter_Small_Character_BP:EdGraph_85078.K2Node_CallFunction_212751) LITERAL: 0(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Small/Shapeshifter_Small_Character_BP.Shapeshifter_Small_Character_BP:EdGraph_85078.K2Node_MakeStruct_1741) LITERAL: 1(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Small/Shapeshifter_Small_Character_BP.Shapeshifter_Small_Character_BP:EdGraph_85078.K2Node_MakeStruct_1742) LITERAL: 2(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Small/Shapeshifter_Small_Character_BP.Shapeshifter_Small_Character_BP:EdGraph_85078.K2Node_MakeStruct_1743) LITERAL: 3(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Small/Shapeshifter_Small_Character_BP.Shapeshifter_Small_Character_BP:EdGraph_85078.K2Node_MakeStruct_1744) LITERAL: Server {0} Stats {1}(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Small/Shapeshifter_Small_Character_BP.Shapeshifter_Small_Character_BP:EdGraph_85078.K2Node_CallFunction_212752) LITERAL: 0(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Small/Shapeshifter_Small_Character_BP.Shapeshifter_Small_Character_BP:EdGraph_85078.K2Node_MakeStruct_1745) LITERAL: 1(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Small/Shapeshifter_Small_Character_BP.Shapeshifter_Small_Character_BP:EdGraph_85078.K2Node_MakeStruct_1746) LITERAL: Set Taret {0}(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Small/Shapeshifter_Small_Character_BP.Shapeshifter_Small_Character_BP:EdGraph_85098.K2Node_CallFunction_212764) LITERAL: 0(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Small/Shapeshifter_Small_Character_BP.Shapeshifter_Small_Character_BP:EdGraph_85098.K2Node_MakeStruct_1747) LITERAL: HasEle {0} {1}(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Small/Shapeshifter_Small_Character_BP.Shapeshifter_Small_Character_BP:EdGraph_85100.K2Node_CallFunction_212768) LITERAL: 0(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Small/Shapeshifter_Small_Character_BP.Shapeshifter_Small_Character_BP:EdGraph_85100.K2Node_MakeStruct_1748) LITERAL: 1(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Small/Shapeshifter_Small_Character_BP.Shapeshifter_Small_Character_BP:EdGraph_85100.K2Node_MakeStruct_1749) LITERAL: {0}/{1} Element Required(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Small/Shapeshifter_Small_Character_BP.Shapeshifter_Small_Character_BP:EdGraph_85118.K2Node_CallFunction_212782) LITERAL: 0(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Small/Shapeshifter_Small_Character_BP.Shapeshifter_Small_Character_BP:EdGraph_85118.K2Node_MakeStruct_1750) LITERAL: 1(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Small/Shapeshifter_Small_Character_BP.Shapeshifter_Small_Character_BP:EdGraph_85118.K2Node_MakeStruct_1751) LITERAL: Taming... {0}(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Small/Shapeshifter_Small_Character_BP.Shapeshifter_Small_Character_BP:EdGraph_85118.K2Node_CallFunction_212783) LITERAL: 0(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Small/Shapeshifter_Small_Character_BP.Shapeshifter_Small_Character_BP:EdGraph_85118.K2Node_MakeStruct_1752) LITERAL: {0} Addiction(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Small/Shapeshifter_Small_Character_BP.Shapeshifter_Small_Character_BP:EdGraph_85119.K2Node_CallFunction_212784) LITERAL: 0(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Small/Shapeshifter_Small_Character_BP.Shapeshifter_Small_Character_BP:EdGraph_85119.K2Node_MakeStruct_1753) LITERAL: Use Element near Ferox to tame {0}(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Small/Shapeshifter_Small_Character_BP.Shapeshifter_Small_Character_BP:EdGraph_85132.K2Node_CallFunction_212786) LITERAL: 0(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Small/Shapeshifter_Small_Character_BP.Shapeshifter_Small_Character_BP:EdGraph_85132.K2Node_MakeStruct_1754) LITERAL: ({0})(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Small/Shapeshifter_Small_Character_BP.Shapeshifter_Small_Character_BP:EdGraph_85132.K2Node_CallFunction_212787) LITERAL: 0(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Small/Shapeshifter_Small_Character_BP.Shapeshifter_Small_Character_BP:EdGraph_85132.K2Node_MakeStruct_1755) LITERAL: MateDinoData {0} MyDinoData {1}(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Small/Shapeshifter_Small_Character_BP.Shapeshifter_Small_Character_BP:EdGraph_85155.K2Node_CallFunction_212799) LITERAL: 0(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Small/Shapeshifter_Small_Character_BP.Shapeshifter_Small_Character_BP:EdGraph_85155.K2Node_MakeStruct_1756) LITERAL: 1(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Small/Shapeshifter_Small_Character_BP.Shapeshifter_Small_Character_BP:EdGraph_85155.K2Node_MakeStruct_1757) LITERAL: BiglyMated {0} {1}(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Small/Shapeshifter_Small_Character_BP.Shapeshifter_Small_Character_BP:EdGraph_85155.K2Node_CallFunction_212800) LITERAL: 0(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Small/Shapeshifter_Small_Character_BP.Shapeshifter_Small_Character_BP:EdGraph_85155.K2Node_MakeStruct_1758) LITERAL: 1(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Small/Shapeshifter_Small_Character_BP.Shapeshifter_Small_Character_BP:EdGraph_85155.K2Node_MakeStruct_1759) LITERAL: {1} ({2}{0})(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Small/Shapeshifter_Small_Character_BP.Shapeshifter_Small_Character_BP:EdGraph_85161.K2Node_CallFunction_212804) LITERAL: 1(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Small/Shapeshifter_Small_Character_BP.Shapeshifter_Small_Character_BP:EdGraph_85161.K2Node_MakeStruct_1760) LITERAL: 2(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Small/Shapeshifter_Small_Character_BP.Shapeshifter_Small_Character_BP:EdGraph_85161.K2Node_MakeStruct_1761) LITERAL: 0(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Small/Shapeshifter_Small_Character_BP.Shapeshifter_Small_Character_BP:EdGraph_85161.K2Node_MakeStruct_1762) LITERAL: {1} ({2}{0})(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Small/Shapeshifter_Small_Character_BP.Shapeshifter_Small_Character_BP:EdGraph_85161.K2Node_CallFunction_212805) LITERAL: 1(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Small/Shapeshifter_Small_Character_BP.Shapeshifter_Small_Character_BP:EdGraph_85161.K2Node_MakeStruct_1763) LITERAL: 2(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Small/Shapeshifter_Small_Character_BP.Shapeshifter_Small_Character_BP:EdGraph_85161.K2Node_MakeStruct_1764) LITERAL: 0(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Small/Shapeshifter_Small_Character_BP.Shapeshifter_Small_Character_BP:EdGraph_85161.K2Node_MakeStruct_1765) LITERAL: {1} ({2}{0})(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Small/Shapeshifter_Small_Character_BP.Shapeshifter_Small_Character_BP:EdGraph_85161.K2Node_CallFunction_212806) LITERAL: 1(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Small/Shapeshifter_Small_Character_BP.Shapeshifter_Small_Character_BP:EdGraph_85161.K2Node_MakeStruct_1766) LITERAL: 2(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Small/Shapeshifter_Small_Character_BP.Shapeshifter_Small_Character_BP:EdGraph_85161.K2Node_MakeStruct_1767) LITERAL: 0(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Small/Shapeshifter_Small_Character_BP.Shapeshifter_Small_Character_BP:EdGraph_85161.K2Node_MakeStruct_1768) LITERAL: Random Mutations: {0} {2} / {1}(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Small/Shapeshifter_Small_Character_BP.Shapeshifter_Small_Character_BP:EdGraph_85164.K2Node_CallFunction_212807) LITERAL: 0(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Small/Shapeshifter_Small_Character_BP.Shapeshifter_Small_Character_BP:EdGraph_85164.K2Node_MakeStruct_1769) LITERAL: 2(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Small/Shapeshifter_Small_Character_BP.Shapeshifter_Small_Character_BP:EdGraph_85164.K2Node_MakeStruct_1770) LITERAL: 1(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Small/Shapeshifter_Small_Character_BP.Shapeshifter_Small_Character_BP:EdGraph_85164.K2Node_MakeStruct_1771) LITERAL: ({0})(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Small/Shapeshifter_Small_Character_BP.Shapeshifter_Small_Character_BP:EdGraph_85164.K2Node_CallFunction_212808) LITERAL: 0(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Small/Shapeshifter_Small_Character_BP.Shapeshifter_Small_Character_BP:EdGraph_85164.K2Node_MakeStruct_1772) CONTENT: Idle(/Engine/Transient.REINST_Shapeshifter_Small_Character_BP_C_1) CONTENT: Cute(/Engine/Transient.REINST_Shapeshifter_Small_Character_BP_C_1) CONTENT: Cute2(/Engine/Transient.REINST_Shapeshifter_Small_Character_BP_C_1) CONTENT: Move(/Engine/Transient.REINST_Shapeshifter_Small_Character_BP_C_1) CONTENT: Ferox(/Engine/Transient.REINST_Shapeshifter_Small_Character_BP_C_1) CONTENT: Spinosaurus Sail(/Game/PrimalEarth/CoreBlueprints/Resources/PrimalItemResource_ApexDrop_Spino.Default__PrimalItemResource_ApexDrop_Spino_C) CONTENT: This trophy proves your worth as a hunter.(/Game/PrimalEarth/CoreBlueprints/Resources/PrimalItemResource_ApexDrop_Spino.Default__PrimalItemResource_ApexDrop_Spino_C) CONTENT: Apex Drop(/Game/PrimalEarth/CoreBlueprints/Inventories/DinoDropInventoryComponent_Carnivore_Huge_Spino.Default__DinoDropInventoryComponent_Carnivore_Huge_Spino_C) CONTENT: Apex Drop(/Game/PrimalEarth/CoreBlueprints/Inventories/DinoDropInventoryComponent_Carnivore_Huge_Spino.Default__DinoDropInventoryComponent_Carnivore_Huge_Spino_C) CONTENT: Hydrated(/Engine/Transient.REINST_Buff_SpinoAqua_C_0) CONTENT: Your dino's Speed, Health Regeneration, and Damage are boosted!(/Engine/Transient.REINST_Buff_SpinoAqua_C_0) CONTENT: Hydrated(/Engine/Transient.Default__REINST_Buff_SpinoAqua_C_23714) CONTENT: Your dino's Speed, Health Regeneration, and Damage are boosted!(/Engine/Transient.Default__REINST_Buff_SpinoAqua_C_23714) CONTENT: Hydrated(/Engine/Transient.REINST_Buff_SpinoAqua_C_1) CONTENT: Your dino's Speed, Health Regeneration, and Damage are boosted!(/Engine/Transient.REINST_Buff_SpinoAqua_C_1) CONTENT: Idle(/Engine/Transient.REINST_Spino_Character_BP_C_0) CONTENT: Idle2(/Engine/Transient.REINST_Spino_Character_BP_C_0) CONTENT: Action(/Engine/Transient.REINST_Spino_Character_BP_C_0) CONTENT: Action2(/Engine/Transient.REINST_Spino_Character_BP_C_0) CONTENT: Action3(/Engine/Transient.REINST_Spino_Character_BP_C_0) CONTENT: Move(/Engine/Transient.REINST_Spino_Character_BP_C_0) CONTENT: Spino(/Engine/Transient.REINST_Spino_Character_BP_C_0) CONTENT: Fertilized Spino Egg(/Game/PrimalEarth/Test/PrimalItemConsumable_Egg_Spino_Fertilized.Default__PrimalItemConsumable_Egg_Spino_Fertilized_C) CONTENT: Idle(/Engine/Transient.Default__REINST_Spino_Character_BP_C_23724) CONTENT: Idle2(/Engine/Transient.Default__REINST_Spino_Character_BP_C_23724) CONTENT: Action(/Engine/Transient.Default__REINST_Spino_Character_BP_C_23724) CONTENT: Action2(/Engine/Transient.Default__REINST_Spino_Character_BP_C_23724) CONTENT: Action3(/Engine/Transient.Default__REINST_Spino_Character_BP_C_23724) CONTENT: Move(/Engine/Transient.Default__REINST_Spino_Character_BP_C_23724) CONTENT: Spino(/Engine/Transient.Default__REINST_Spino_Character_BP_C_23724) CONTENT: Idle(/Engine/Transient.REINST_Spino_Character_BP_C_1) CONTENT: Idle2(/Engine/Transient.REINST_Spino_Character_BP_C_1) CONTENT: Action(/Engine/Transient.REINST_Spino_Character_BP_C_1) CONTENT: Action2(/Engine/Transient.REINST_Spino_Character_BP_C_1) CONTENT: Action3(/Engine/Transient.REINST_Spino_Character_BP_C_1) CONTENT: Move(/Engine/Transient.REINST_Spino_Character_BP_C_1) CONTENT: Spino(/Engine/Transient.REINST_Spino_Character_BP_C_1) CONTENT: Terror Bird Egg(/Game/PrimalEarth/Test/PrimalItemConsumable_Egg_Terrorbird.Default__PrimalItemConsumable_Egg_Terrorbird_C) CONTENT: Idle(/Engine/Transient.REINST_TerrorBird_Character_BP_C_0) CONTENT: Cute(/Engine/Transient.REINST_TerrorBird_Character_BP_C_0) CONTENT: c_back4(/Engine/Transient.REINST_TerrorBird_Character_BP_C_0) CONTENT: Action(/Engine/Transient.REINST_TerrorBird_Character_BP_C_0) CONTENT: Action2(/Engine/Transient.REINST_TerrorBird_Character_BP_C_0) CONTENT: c_back1(/Engine/Transient.REINST_TerrorBird_Character_BP_C_0) CONTENT: Move(/Engine/Transient.REINST_TerrorBird_Character_BP_C_0) CONTENT: Terror Bird(/Engine/Transient.REINST_TerrorBird_Character_BP_C_0) CONTENT: Fertilized Terror Bird Egg(/Game/PrimalEarth/Test/PrimalItemConsumable_Egg_TerrorBird_Fertilized.Default__PrimalItemConsumable_Egg_Terrorbird_Fertilized_C) CONTENT: Idle(/Engine/Transient.Default__REINST_TerrorBird_Character_BP_C_23779) CONTENT: Cute(/Engine/Transient.Default__REINST_TerrorBird_Character_BP_C_23779) CONTENT: c_back4(/Engine/Transient.Default__REINST_TerrorBird_Character_BP_C_23779) CONTENT: Action(/Engine/Transient.Default__REINST_TerrorBird_Character_BP_C_23779) CONTENT: Action2(/Engine/Transient.Default__REINST_TerrorBird_Character_BP_C_23779) CONTENT: c_back1(/Engine/Transient.Default__REINST_TerrorBird_Character_BP_C_23779) CONTENT: Move(/Engine/Transient.Default__REINST_TerrorBird_Character_BP_C_23779) CONTENT: Terror Bird(/Engine/Transient.Default__REINST_TerrorBird_Character_BP_C_23779) CONTENT: Idle(/Engine/Transient.REINST_TerrorBird_Character_BP_C_1) CONTENT: Cute(/Engine/Transient.REINST_TerrorBird_Character_BP_C_1) CONTENT: c_back4(/Engine/Transient.REINST_TerrorBird_Character_BP_C_1) CONTENT: Action(/Engine/Transient.REINST_TerrorBird_Character_BP_C_1) CONTENT: Action2(/Engine/Transient.REINST_TerrorBird_Character_BP_C_1) CONTENT: c_back1(/Engine/Transient.REINST_TerrorBird_Character_BP_C_1) CONTENT: Move(/Engine/Transient.REINST_TerrorBird_Character_BP_C_1) CONTENT: Terror Bird(/Engine/Transient.REINST_TerrorBird_Character_BP_C_1) LITERAL: UpdateAttackDestOffset(/Game/Aberration/Dinos/Nameless/Xenomorph_Character_BP_Male_InitialBuryOnly.Xenomorph_Character_BP_Male_InitialBuryOnly:EventGraph.K2Node_CallFunction_774286) LITERAL: UpdateAttackDestOffset(/Game/Aberration/Dinos/Nameless/Xenomorph_Character_BP_Male_InitialBuryOnly.Xenomorph_Character_BP_Male_InitialBuryOnly:EventGraph.K2Node_CallFunction_297463) LITERAL: UpdateAttackDestOffset(/Game/Aberration/Dinos/Nameless/Xenomorph_Character_BP_Male_InitialBuryOnly.Xenomorph_Character_BP_Male_InitialBuryOnly:BPUnstasis.K2Node_CallFunction_297463) LITERAL: KillSelf(/Game/Aberration/Dinos/Nameless/Xenomorph_Character_BP_Male_InitialBuryOnly.Xenomorph_Character_BP_Male_InitialBuryOnly:BP_OnSetDeath.K2Node_CallFunction_280739) CONTENT: R-Reaper King(/Engine/Transient.REINST_Xenomorph_Character_BP_Male_Gen2_Summoned_C_0) CONTENT: R-Reaper King(/Engine/Transient.Default__REINST_Xenomorph_Character_BP_Male_Gen2_Summoned_C_23822) CONTENT: R-Reaper King(/Engine/Transient.REINST_Xenomorph_Character_BP_Male_Gen2_Summoned_C_1) LITERAL: TeleportToNearbySplinePointUnstasis(/Game/Genesis2/Dinos/Summoner/Summoner_Character_BP.Summoner_Character_BP:BPUnstasis.K2Node_CallFunction_477556) LITERAL: ScreamCameraShakePlayers(/Game/Genesis2/Dinos/Summoner/Summoner_Character_BP.Summoner_Character_BP:EventGraph.K2Node_CallFunction_206075) LITERAL: Stunned(/Game/Genesis2/Dinos/Summoner/Summoner_Character_BP.Summoner_Character_BP:OnRep_bIsStunned.K2Node_CallFunction_587619) LITERAL: UnStunned(/Game/Genesis2/Dinos/Summoner/Summoner_Character_BP.Summoner_Character_BP:OnRep_bIsStunned.K2Node_CallFunction_588723) LITERAL: TimedClearPreventMovement(/Game/Genesis2/Dinos/Summoner/Summoner_Character_BP.Summoner_Character_BP:PlayFoundTargetAnim.K2Node_CallFunction_956132) LITERAL: TimedClearIsDodging(/Game/Genesis2/Dinos/Summoner/Summoner_Character_BP.Summoner_Character_BP:SetIsDodging.K2Node_CallFunction_380324) LITERAL: TimedClearIsDodging(/Game/Genesis2/Dinos/Summoner/Summoner_Character_BP.Summoner_Character_BP:SetIsDodging.K2Node_CallFunction_450541) LITERAL: TimedClearIsDodging(/Game/Genesis2/Dinos/Summoner/Summoner_Character_BP.Summoner_Character_BP:SetIsDodging.K2Node_CallFunction_452375) LITERAL: ClearStartDodgeLoc(/Game/Genesis2/Dinos/Summoner/Summoner_Character_BP.Summoner_Character_BP:SetIsDodging.K2Node_CallFunction_623302) LITERAL: RefreshMinionAggro(/Game/Genesis2/Dinos/Summoner/Summoner_Character_BP.Summoner_Character_BP:SpawnMinionsInArea.K2Node_CallFunction_760718) LITERAL: SpawnProjectiles(/Game/Genesis2/Dinos/Summoner/Summoner_Character_BP.Summoner_Character_BP:SpawnProjectiles.K2Node_CallFunction_178590) LITERAL: SpawnProjectiles(/Game/Genesis2/Dinos/Summoner/Summoner_Character_BP.Summoner_Character_BP:SpawnProjectiles.K2Node_CallFunction_210292) LITERAL: TimedClearForceSearchLightTargetPrevMovement(/Game/Genesis2/Dinos/Summoner/Summoner_Character_BP.Summoner_Character_BP:SpawnTumor.K2Node_CallFunction_334235) LITERAL: StopWander(/Game/Genesis2/Dinos/Summoner/Summoner_Character_BP.Summoner_Character_BP:StartWanderForDuration.K2Node_CallFunction_379976) LITERAL: ToggleShield(/Game/Genesis2/Dinos/Summoner/Summoner_Character_BP.Summoner_Character_BP:TickingShield.K2Node_CallFunction_166629) LITERAL: ToggleShield(/Game/Genesis2/Dinos/Summoner/Summoner_Character_BP.Summoner_Character_BP:TickingShield.K2Node_CallFunction_204305) LITERAL: TimedClearForceSearchLightTargetPrevMovement(/Game/Genesis2/Dinos/Summoner/Summoner_Character_BP.Summoner_Character_BP:TimedClearForceSearchLightTargetPrevMovement.K2Node_CallFunction_334235) LITERAL: ToggleShield(/Game/Genesis2/Dinos/Summoner/Summoner_Character_BP.Summoner_Character_BP:ToggleShield.K2Node_CallFunction_191857) LITERAL: ToggleSleepingState(/Game/Genesis2/Dinos/Summoner/Summoner_Character_BP.Summoner_Character_BP:ToggleSleepingState.K2Node_CallFunction_194358) LITERAL: ToggleShield(/Game/Genesis2/Dinos/Summoner/Summoner_Character_BP.Summoner_Character_BP:ToggleSleepingState.K2Node_CallFunction_210982) LITERAL: TeleportAlongCurrentSplinePoint(/Game/Genesis2/Dinos/Summoner/Summoner_Character_BP.Summoner_Character_BP:Update Chasing Target.K2Node_CallFunction_189852) LITERAL: ToggleSleepingState(/Game/Genesis2/Dinos/Summoner/Summoner_Character_BP.Summoner_Character_BP:UpdateSleep State.K2Node_CallFunction_269971) LITERAL: ToggleShield(/Game/Genesis2/Dinos/Summoner/Summoner_Character_BP.Summoner_Character_BP:UpdateSleep State.K2Node_CallFunction_282191) LITERAL: ToggleSleepingState(/Game/Genesis2/Dinos/Summoner/Summoner_Character_BP.Summoner_Character_BP:UpdateSleep State.K2Node_CallFunction_297748) LITERAL: ToggleSleepingState(/Game/Genesis2/Dinos/Summoner/Summoner_Character_BP.Summoner_Character_BP:UpdateSleep State.K2Node_CallFunction_332303) LITERAL: ResetDamageable(/Game/Genesis2/Dinos/Summoner/Projectile_SummonerTumor.Projectile_SummonerTumor:ReceivePointDamage.K2Node_CallFunction_449828) CONTENT: accents(/Game/Genesis2/Dinos/Summoner/DinoColorSet_CorruptedSummoner.Default__DinoColorSet_CorruptedSummoner_C) CONTENT: main(/Game/Genesis2/Dinos/Summoner/DinoColorSet_CorruptedSummoner.Default__DinoColorSet_CorruptedSummoner_C) CONTENT: eye(/Game/Genesis2/Dinos/Summoner/DinoColorSet_CorruptedSummoner.Default__DinoColorSet_CorruptedSummoner_C) CONTENT: tendrils(/Game/Genesis2/Dinos/Summoner/DinoColorSet_CorruptedSummoner.Default__DinoColorSet_CorruptedSummoner_C) CONTENT: accents(/Game/Genesis2/Dinos/Summoner/DinoColorSet_CorruptedSummoner.Default__DinoColorSet_CorruptedSummoner_C) CONTENT: inner petals(/Game/Genesis2/Dinos/Summoner/DinoColorSet_CorruptedSummoner.Default__DinoColorSet_CorruptedSummoner_C) CONTENT: Idle(/Engine/Transient.Default__REINST_Summoner_Character_BP_C_23941) CONTENT: Root(/Engine/Transient.Default__REINST_Summoner_Character_BP_C_23941) CONTENT: Attack(/Engine/Transient.Default__REINST_Summoner_Character_BP_C_23941) CONTENT: Root(/Engine/Transient.Default__REINST_Summoner_Character_BP_C_23941) CONTENT: Patrol(/Engine/Transient.Default__REINST_Summoner_Character_BP_C_23941) CONTENT: Root(/Engine/Transient.Default__REINST_Summoner_Character_BP_C_23941) CONTENT: Summoner(/Engine/Transient.Default__REINST_Summoner_Character_BP_C_23941) CONTENT: Idle(/Engine/Transient.REINST_Summoner_Character_BP_C_1) CONTENT: Root(/Engine/Transient.REINST_Summoner_Character_BP_C_1) CONTENT: Attack(/Engine/Transient.REINST_Summoner_Character_BP_C_1) CONTENT: Root(/Engine/Transient.REINST_Summoner_Character_BP_C_1) CONTENT: Patrol(/Engine/Transient.REINST_Summoner_Character_BP_C_1) CONTENT: Root(/Engine/Transient.REINST_Summoner_Character_BP_C_1) CONTENT: Summoner(/Engine/Transient.REINST_Summoner_Character_BP_C_1) CONTENT: Idle(/Engine/Transient.Default__REINST_BogSpider_Character_BP_C_23987) CONTENT: Cute(/Engine/Transient.Default__REINST_BogSpider_Character_BP_C_23987) CONTENT: Action(/Engine/Transient.Default__REINST_BogSpider_Character_BP_C_23987) CONTENT: Move(/Engine/Transient.Default__REINST_BogSpider_Character_BP_C_23987) CONTENT: pelvis(/Engine/Transient.Default__REINST_BogSpider_Character_BP_C_23987) CONTENT: Action2(/Engine/Transient.Default__REINST_BogSpider_Character_BP_C_23987) CONTENT: pelvis(/Engine/Transient.Default__REINST_BogSpider_Character_BP_C_23987) CONTENT: Bloodstalker(/Engine/Transient.Default__REINST_BogSpider_Character_BP_C_23987) CONTENT: FirePressed(/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.Default__BogSpider_Character_BP_C) CONTENT: FirePressed_Gamepad(/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.Default__BogSpider_Character_BP_C) CONTENT: FireReleased(/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.Default__BogSpider_Character_BP_C) CONTENT: FireReleased_Gamepad(/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.Default__BogSpider_Character_BP_C) CONTENT: TargetingPressed(/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.Default__BogSpider_Character_BP_C) CONTENT: TargetingPressed_Gamepad(/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.Default__BogSpider_Character_BP_C) CONTENT: TargetingReleased(/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.Default__BogSpider_Character_BP_C) CONTENT: TargetingReleased_Gamepad(/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.Default__BogSpider_Character_BP_C) CONTENT: AltFirePressed(/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.Default__BogSpider_Character_BP_C) CONTENT: AltFireReleased(/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.Default__BogSpider_Character_BP_C) CONTENT: AltFirePressed_Gamepad(/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.Default__BogSpider_Character_BP_C) CONTENT: AltFireReleased_Gamepad(/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.Default__BogSpider_Character_BP_C) CONTENT: CrouchPressed(/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.Default__BogSpider_Character_BP_C) CONTENT: CrouchReleased(/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.Default__BogSpider_Character_BP_C) CONTENT: PronePressed(/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.Default__BogSpider_Character_BP_C) CONTENT: CrouchToggleReleased(/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.Default__BogSpider_Character_BP_C) CONTENT: JumpPressed(/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.Default__BogSpider_Character_BP_C) CONTENT: JumpReleased(/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.Default__BogSpider_Character_BP_C) CONTENT: RunPressed(/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.Default__BogSpider_Character_BP_C) CONTENT: RunReleased(/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.Default__BogSpider_Character_BP_C) CONTENT: RunTogglePressed(/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.Default__BogSpider_Character_BP_C) CONTENT: RunToggleReleased(/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.Default__BogSpider_Character_BP_C) CONTENT: ModifierPressed_Controller_Gamepad(/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.Default__BogSpider_Character_BP_C) CONTENT: ModifierReleased_Controller_Gamepad(/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.Default__BogSpider_Character_BP_C) CONTENT: ToggleWeaponAccessory_Controller(/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.Default__BogSpider_Character_BP_C) CONTENT: Count Dragular(/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.Default__BogSpider_Character_BP_C) CONTENT: Blerdsterker(/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.Default__BogSpider_Character_BP_C) CONTENT: Mr. Wiggles(/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.Default__BogSpider_Character_BP_C) CONTENT: Danger Noodle(/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.Default__BogSpider_Character_BP_C) CONTENT: Notorious B.O.G.(/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.Default__BogSpider_Character_BP_C) CONTENT: Bloodletty Spaghetti(/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.Default__BogSpider_Character_BP_C) CONTENT: Flying Spaghetti Monster(/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.Default__BogSpider_Character_BP_C) CONTENT: Spoopy Swoopy(/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.Default__BogSpider_Character_BP_C) CONTENT: Murder Spagerter(/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.Default__BogSpider_Character_BP_C) CONTENT: Daddy Boglegs(/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.Default__BogSpider_Character_BP_C) CONTENT: Arachnoodle(/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.Default__BogSpider_Character_BP_C) CONTENT: Dr.Stabby(/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.Default__BogSpider_Character_BP_C) CONTENT: Grabby McSlurpy(/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.Default__BogSpider_Character_BP_C) CONTENT: Creepy Pasta(/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.Default__BogSpider_Character_BP_C) CONTENT: Free Hugz(/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.Default__BogSpider_Character_BP_C) CONTENT: Captain Sucky(/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.Default__BogSpider_Character_BP_C) CONTENT: Man-Spider(/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.Default__BogSpider_Character_BP_C) CONTENT: Demonic Twine(/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.Default__BogSpider_Character_BP_C) CONTENT: JUST LIKE A BUNCH OF EVIL(/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.Default__BogSpider_Character_BP_C) CONTENT: Max Tame Effectiveness Modifier: (/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.Default__BogSpider_Character_BP_C) CONTENT: Not enough stamina to shoot webs!(/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.Default__BogSpider_Character_BP_C) CONTENT: Not enough stamina to ensnare prey!(/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.Default__BogSpider_Character_BP_C) CONTENT: Not enough stamina to climb!(/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.Default__BogSpider_Character_BP_C) CONTENT: Not enough stamina to charge jump!(/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.Default__BogSpider_Character_BP_C) CONTENT: Not enough stamina to pull slingshot any farther!(/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.Default__BogSpider_Character_BP_C) CONTENT: Not enough stamina to air jump!(/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.Default__BogSpider_Character_BP_C) CONTENT: Not enough stamina to swing!(/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.Default__BogSpider_Character_BP_C) CONTENT: Not enough stamina to pull your webs!(/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.Default__BogSpider_Character_BP_C) CONTENT: ResetSpiderTamingVars(/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.Default__BogSpider_Character_BP_C) CONTENT: Idle(/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.Default__BogSpider_Character_BP_C) CONTENT: Cute(/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.Default__BogSpider_Character_BP_C) CONTENT: Action(/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.Default__BogSpider_Character_BP_C) CONTENT: Move(/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.Default__BogSpider_Character_BP_C) CONTENT: pelvis(/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.Default__BogSpider_Character_BP_C) CONTENT: Action2(/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.Default__BogSpider_Character_BP_C) CONTENT: pelvis(/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.Default__BogSpider_Character_BP_C) CONTENT: Bloodstalker(/Game/Genesis/Dinos/BogSpider/BogSpider_Character_BP.Default__BogSpider_Character_BP_C) CONTENT: Water Walking(/Engine/Transient.Default__REINST_Buff_Client_BogSpiderWaterWalk_C_23993) CONTENT: Water Walking(/Game/Genesis/Dinos/BogSpider/Buff_Client_BogSpiderWaterWalk.Default__Buff_Client_BogSpiderWaterWalk_C) CONTENT: GRAPPLED(/Engine/Transient.Default__REINST_Buff_Grappled_Base_C_24001) CONTENT: GRAPPLED(/Game/Genesis/CoreBlueprints/Buffs/Buff_Grappled_BAse.Default__Buff_Grappled_Base_C) CONTENT: Web_Left(/Engine/Transient.Default__REINST_Buff_Grappled_BogSpider_C_24013) CONTENT: Web_Right(/Engine/Transient.Default__REINST_Buff_Grappled_BogSpider_C_24013) CONTENT: Web_Left(/Game/Genesis/Dinos/BogSpider/Buff_Grappled_BogSpider.Default__Buff_Grappled_BogSpider_C) CONTENT: Web_Right(/Game/Genesis/Dinos/BogSpider/Buff_Grappled_BogSpider.Default__Buff_Grappled_BogSpider_C) CONTENT: Escape Chance(/Game/Genesis/Dinos/BogSpider/Buff_BogSpiderBioGrappleEscape.Default__Buff_BogSpiderBioGrappleEscape_C) CONTENT: Attack to struggle and escape!(/Game/Genesis/Dinos/BogSpider/Buff_BogSpiderBioGrappleEscape.Default__Buff_BogSpiderBioGrappleEscape_C) CONTENT: YOU ESCAPED!(/Game/Genesis/Dinos/BogSpider/Buff_BogSpiderBioGrappleEscape.Default__Buff_BogSpiderBioGrappleEscape_C) CONTENT: Caught in a web(/Engine/Transient.Default__REINST_Buff_BogSpiderBioGrappled_C_24025) CONTENT: Something hungry is reeling you in...(/Engine/Transient.Default__REINST_Buff_BogSpiderBioGrappled_C_24025) LITERAL: STRUGGLE FREE ({0}% CHANCE)(/Game/Genesis/Dinos/BogSpider/Buff_BogSpiderBioGrappled.Buff_BogSpiderBioGrappled:EdGraph_86997.K2Node_CallFunction_216680) LITERAL: 0(/Game/Genesis/Dinos/BogSpider/Buff_BogSpiderBioGrappled.Buff_BogSpiderBioGrappled:EdGraph_86997.K2Node_MakeStruct_1779) CONTENT: Escape Chance(/Game/Genesis/Dinos/BogSpider/Buff_BogSpiderBioGrappled.Default__Buff_BogSpiderBioGrappled_C) CONTENT: Attack to struggle and escape!(/Game/Genesis/Dinos/BogSpider/Buff_BogSpiderBioGrappled.Default__Buff_BogSpiderBioGrappled_C) CONTENT: Caught in a web(/Game/Genesis/Dinos/BogSpider/Buff_BogSpiderBioGrappled.Default__Buff_BogSpiderBioGrappled_C) CONTENT: Something hungry is reeling you in...(/Game/Genesis/Dinos/BogSpider/Buff_BogSpiderBioGrappled.Default__Buff_BogSpiderBioGrappled_C) CONTENT: Bio Grapple Cooldown(/Engine/Transient.Default__REINST_Buff_Client_BogSpiderBioGrappleCooldown_C_24029) CONTENT: Bio Grapple Cooldown(/Game/Genesis/Dinos/BogSpider/Buff_Client_BogSpiderBioGrappleCooldown.Default__Buff_Client_BogSpiderBioGrappleCooldown_C) CONTENT: Blood Sucked(/Engine/Transient.Default__REINST_Buff_Client_BogSpiderSuckRiderBlood_C_24033) CONTENT: Your Bloodstalker is hurt and sucking your blood!(/Engine/Transient.Default__REINST_Buff_Client_BogSpiderSuckRiderBlood_C_24033) CONTENT: Blood Sucked(/Game/Genesis/Dinos/BogSpider/Buff_Client_BogSpiderSuckRiderBlood.Default__Buff_Client_BogSpiderSuckRiderBlood_C) CONTENT: Your Bloodstalker is hurt and sucking your blood!(/Game/Genesis/Dinos/BogSpider/Buff_Client_BogSpiderSuckRiderBlood.Default__Buff_Client_BogSpiderSuckRiderBlood_C) CONTENT: Swarm(/Engine/Transient.Default__REINST_BaseSwarmChar_BP_C_24037) CONTENT: Swarm(/Game/Genesis/Dinos/Swarms/BaseSwarmChar_BP.Default__BaseSwarmChar_BP_C) LITERAL: First time load {l}(/Game/Genesis2/CoreBlueprints/Environment/DayCycleManager_Gen2.DayCycleManager_Gen2:EdGraph_87177.K2Node_CallFunction_217008) LITERAL: l(/Game/Genesis2/CoreBlueprints/Environment/DayCycleManager_Gen2.DayCycleManager_Gen2:EdGraph_87177.K2Node_MakeStruct_1780) LITERAL: First time unload {0}(/Game/Genesis2/CoreBlueprints/Environment/DayCycleManager_Gen2.DayCycleManager_Gen2:EdGraph_87177.K2Node_CallFunction_217009) LITERAL: 0(/Game/Genesis2/CoreBlueprints/Environment/DayCycleManager_Gen2.DayCycleManager_Gen2:EdGraph_87177.K2Node_MakeStruct_1781) LITERAL: Load {l}(/Game/Genesis2/CoreBlueprints/Environment/DayCycleManager_Gen2.DayCycleManager_Gen2:EdGraph_87177.K2Node_CallFunction_217010) LITERAL: l(/Game/Genesis2/CoreBlueprints/Environment/DayCycleManager_Gen2.DayCycleManager_Gen2:EdGraph_87177.K2Node_MakeStruct_1782) LITERAL: Unload {0}(/Game/Genesis2/CoreBlueprints/Environment/DayCycleManager_Gen2.DayCycleManager_Gen2:EdGraph_87196.K2Node_CallFunction_217025) LITERAL: 0(/Game/Genesis2/CoreBlueprints/Environment/DayCycleManager_Gen2.DayCycleManager_Gen2:EdGraph_87196.K2Node_MakeStruct_1783) LITERAL: ---------------------- {State} {curr}-->{next} at: {time}(/Game/Genesis2/CoreBlueprints/Environment/DayCycleManager_Gen2.DayCycleManager_Gen2:EdGraph_87205.K2Node_CallFunction_217030) LITERAL: State(/Game/Genesis2/CoreBlueprints/Environment/DayCycleManager_Gen2.DayCycleManager_Gen2:EdGraph_87205.K2Node_MakeStruct_1784) LITERAL: curr(/Game/Genesis2/CoreBlueprints/Environment/DayCycleManager_Gen2.DayCycleManager_Gen2:EdGraph_87205.K2Node_MakeStruct_1785) LITERAL: next(/Game/Genesis2/CoreBlueprints/Environment/DayCycleManager_Gen2.DayCycleManager_Gen2:EdGraph_87205.K2Node_MakeStruct_1786) LITERAL: time(/Game/Genesis2/CoreBlueprints/Environment/DayCycleManager_Gen2.DayCycleManager_Gen2:EdGraph_87205.K2Node_MakeStruct_1787) LITERAL: OnRepWarpState {0}(/Game/Genesis2/CoreBlueprints/Environment/DayCycleManager_Gen2.DayCycleManager_Gen2:EdGraph_87206.K2Node_CallFunction_217035) LITERAL: 0(/Game/Genesis2/CoreBlueprints/Environment/DayCycleManager_Gen2.DayCycleManager_Gen2:EdGraph_87206.K2Node_MakeStruct_1788) CONTENT: Mission(/Game/Genesis2/CoreBlueprints/Buffs/AreaBuffs/Gen2_AreaBuff_Base.Default__Gen2_AreaBuff_Base_C) CONTENT: Area(/Game/Genesis2/CoreBlueprints/Buffs/AreaBuffs/Gen2_AreaBuff_Base.Default__Gen2_AreaBuff_Base_C) CONTENT: Engram Points(/Engine/Transient.Default__REINST_TradeOption_EngramPoints_C_24081) CONTENT: Used to purchase Engram Points with Hexagons!(/Engine/Transient.Default__REINST_TradeOption_EngramPoints_C_24081) CONTENT: Engram Points(/Game/Genesis/CoreBlueprints/HLNA/Trade_Options/TradeOption_EngramPoints.Default__TradeOption_EngramPoints_C) CONTENT: Used to purchase Engram Points with Hexagons!(/Game/Genesis/CoreBlueprints/HLNA/Trade_Options/TradeOption_EngramPoints.Default__TradeOption_EngramPoints_C) CONTENT: Lootcrate(/Engine/Transient.Default__REINST_PrimalItemConsumable_Lootcrate_C_24089) CONTENT: Drops a random assortment of gear(/Engine/Transient.Default__REINST_PrimalItemConsumable_Lootcrate_C_24089) CONTENT: Lootcrate(/Game/Genesis/CoreBlueprints/Items/PrimalItemConsumable_Lootcrate.Default__PrimalItemConsumable_Lootcrate_C) CONTENT: Drops a random assortment of gear(/Game/Genesis/CoreBlueprints/Items/PrimalItemConsumable_Lootcrate.Default__PrimalItemConsumable_Lootcrate_C) CONTENT: Rug(/Engine/Transient.Default__REINST_Rug_Base_BP_C_24093) CONTENT: Rug(/Game/Aberration/Furniture/Rug/Rug_Base_BP.Default__Rug_Base_BP_C) CONTENT: Portable Rope Ladder(/Engine/Transient.Default__REINST_PortableRope_Ladder_C_24101) CONTENT: Portable Rope Ladder(/Game/Aberration/Structures/PortableRopeLadder/PortableRope_Ladder.Default__PortableRope_Ladder_C) CONTENT: Ocean Platform(/Engine/Transient.Default__REINST_OceanPlatform_Base_BP_C_24113) CONTENT: Ocean Platform(/Game/Genesis/Structures/OceanPlatform/OceanPlatform_Base_BP.Default__OceanPlatform_Base_BP_C) CONTENT: Glow Stick(/Engine/Transient.Default__REINST_PrimalItem_GlowStick_C_24117) CONTENT: Glow Sticks generate light in a radius around them. Throw it and it will stick immediately to the location they first impact.(/Engine/Transient.Default__REINST_PrimalItem_GlowStick_C_24117) CONTENT: Misc(/Engine/Transient.Default__REINST_PrimalItem_GlowStick_C_24117) CONTENT: Glow Stick(/Game/Aberration/WeaponGlowStickThrow/PrimalItem_GlowStick.Default__PrimalItem_GlowStick_C) CONTENT: Glow Sticks generate light in a radius around them. Throw it and it will stick immediately to the location they first impact.(/Game/Aberration/WeaponGlowStickThrow/PrimalItem_GlowStick.Default__PrimalItem_GlowStick_C) CONTENT: Misc(/Game/Aberration/WeaponGlowStickThrow/PrimalItem_GlowStick.Default__PrimalItem_GlowStick_C) CONTENT: Delivery Crate(/Engine/Transient.REINST_StorageBox_Balloon_C_24149:PrimalInventoryBP_StorageBox_Small_C_0) CONTENT: Testing(/Engine/Transient.Default__REINST_StorageBox_Balloon_C_24149) CONTENT: Delivery Crate(/Engine/Transient.Default__REINST_StorageBox_Balloon_C_24149) CONTENT: Location Not Set(/Game/Extinction/Structures/ItemBalloon/StorageBox_Balloon.Default__StorageBox_Balloon_C) CONTENT: Testing(/Game/Extinction/Structures/ItemBalloon/StorageBox_Balloon.Default__StorageBox_Balloon_C) CONTENT: Delivery Crate(/Game/Extinction/Structures/ItemBalloon/StorageBox_Balloon.Default__StorageBox_Balloon_C) CONTENT: Tek Shoulder Cannon(/Engine/Transient.Default__REINST_Buff_TekArmor_ShoulderCannon_C_24153) CONTENT: Alien technology grants enhanced capabilities(/Engine/Transient.Default__REINST_Buff_TekArmor_ShoulderCannon_C_24153) CONTENT: TEK Armor Online(/Engine/Transient.Default__REINST_Buff_TekArmor_ShoulderCannon_C_24153) LITERAL: ServerSpawn {0}(/Game/Genesis/Items/Armor/Buff_TekArmor_ShoulderCannon.Buff_TekArmor_ShoulderCannon:ExecuteUbergraph_Buff_TekArmor_ShoulderCannon.K2Node_CallFunction_218079) LITERAL: 0(/Game/Genesis/Items/Armor/Buff_TekArmor_ShoulderCannon.Buff_TekArmor_ShoulderCannon:ExecuteUbergraph_Buff_TekArmor_ShoulderCannon.K2Node_MakeStruct_1791) LITERAL: ClientSpawn {0}(/Game/Genesis/Items/Armor/Buff_TekArmor_ShoulderCannon.Buff_TekArmor_ShoulderCannon:ExecuteUbergraph_Buff_TekArmor_ShoulderCannon.K2Node_CallFunction_218080) LITERAL: 0(/Game/Genesis/Items/Armor/Buff_TekArmor_ShoulderCannon.Buff_TekArmor_ShoulderCannon:ExecuteUbergraph_Buff_TekArmor_ShoulderCannon.K2Node_MakeStruct_1792) LITERAL: Shoulder Cannon: Range {0}(/Game/Genesis/Items/Armor/Buff_TekArmor_ShoulderCannon.Buff_TekArmor_ShoulderCannon:EdGraph_87586.K2Node_CallFunction_218096) LITERAL: 0(/Game/Genesis/Items/Armor/Buff_TekArmor_ShoulderCannon.Buff_TekArmor_ShoulderCannon:EdGraph_87586.K2Node_MakeStruct_1793) LITERAL: Shoulder Cannon: Range {0}(/Game/Genesis/Items/Armor/Buff_TekArmor_ShoulderCannon.Buff_TekArmor_ShoulderCannon:EdGraph_87586.K2Node_CallFunction_218097) LITERAL: 0(/Game/Genesis/Items/Armor/Buff_TekArmor_ShoulderCannon.Buff_TekArmor_ShoulderCannon:EdGraph_87586.K2Node_MakeStruct_1794) LITERAL: Shoulder Cannon: Fire Mode {0}(/Game/Genesis/Items/Armor/Buff_TekArmor_ShoulderCannon.Buff_TekArmor_ShoulderCannon:EdGraph_87586.K2Node_CallFunction_218098) LITERAL: 0(/Game/Genesis/Items/Armor/Buff_TekArmor_ShoulderCannon.Buff_TekArmor_ShoulderCannon:EdGraph_87586.K2Node_MakeStruct_1795) LITERAL: Shoulder Cannon Lock On: {name}(/Game/Genesis/Items/Armor/Buff_TekArmor_ShoulderCannon.Buff_TekArmor_ShoulderCannon:EdGraph_87586.K2Node_CallFunction_218099) LITERAL: name(/Game/Genesis/Items/Armor/Buff_TekArmor_ShoulderCannon.Buff_TekArmor_ShoulderCannon:EdGraph_87586.K2Node_MakeStruct_1796) LITERAL: Shoulder Cannon Cancel Lock: {name}(/Game/Genesis/Items/Armor/Buff_TekArmor_ShoulderCannon.Buff_TekArmor_ShoulderCannon:EdGraph_87586.K2Node_CallFunction_218100) LITERAL: name(/Game/Genesis/Items/Armor/Buff_TekArmor_ShoulderCannon.Buff_TekArmor_ShoulderCannon:EdGraph_87586.K2Node_MakeStruct_1797) CONTENT: Short(/Game/Genesis/Items/Armor/Buff_TekArmor_ShoulderCannon.Default__Buff_TekArmor_ShoulderCannon_C) CONTENT: Medium(/Game/Genesis/Items/Armor/Buff_TekArmor_ShoulderCannon.Default__Buff_TekArmor_ShoulderCannon_C) CONTENT: Long(/Game/Genesis/Items/Armor/Buff_TekArmor_ShoulderCannon.Default__Buff_TekArmor_ShoulderCannon_C) CONTENT: All Targets(/Game/Genesis/Items/Armor/Buff_TekArmor_ShoulderCannon.Default__Buff_TekArmor_ShoulderCannon_C) CONTENT: Only Survivors or Tamed Creatures(/Game/Genesis/Items/Armor/Buff_TekArmor_ShoulderCannon.Default__Buff_TekArmor_ShoulderCannon_C) CONTENT: Only Survivors(/Game/Genesis/Items/Armor/Buff_TekArmor_ShoulderCannon.Default__Buff_TekArmor_ShoulderCannon_C) CONTENT: Only Wild Creatures(/Game/Genesis/Items/Armor/Buff_TekArmor_ShoulderCannon.Default__Buff_TekArmor_ShoulderCannon_C) CONTENT: Only Tamed Creatures(/Game/Genesis/Items/Armor/Buff_TekArmor_ShoulderCannon.Default__Buff_TekArmor_ShoulderCannon_C) CONTENT: Only Survivors & Mounted Creatures(/Game/Genesis/Items/Armor/Buff_TekArmor_ShoulderCannon.Default__Buff_TekArmor_ShoulderCannon_C) CONTENT: Rapid Fire(/Game/Genesis/Items/Armor/Buff_TekArmor_ShoulderCannon.Default__Buff_TekArmor_ShoulderCannon_C) CONTENT: Standard(/Game/Genesis/Items/Armor/Buff_TekArmor_ShoulderCannon.Default__Buff_TekArmor_ShoulderCannon_C) CONTENT: Overcharge(/Game/Genesis/Items/Armor/Buff_TekArmor_ShoulderCannon.Default__Buff_TekArmor_ShoulderCannon_C) CONTENT: Tek Shoulder Cannon(/Game/Genesis/Items/Armor/Buff_TekArmor_ShoulderCannon.Default__Buff_TekArmor_ShoulderCannon_C) CONTENT: Alien technology grants enhanced capabilities(/Game/Genesis/Items/Armor/Buff_TekArmor_ShoulderCannon.Default__Buff_TekArmor_ShoulderCannon_C) CONTENT: TEK Armor Online(/Game/Genesis/Items/Armor/Buff_TekArmor_ShoulderCannon.Default__Buff_TekArmor_ShoulderCannon_C) CONTENT: Tek Shoulder Cannon(/Engine/Transient.Default__REINST_PrimalItemArmor_ShoulderCannon_C_24157) CONTENT: A shoulder mounted energy weapon with configurable targeting and firing modes. Equipping this requires learning its Tekgram.(/Engine/Transient.Default__REINST_PrimalItemArmor_ShoulderCannon_C_24157) CONTENT: Weapons(/Engine/Transient.Default__REINST_PrimalItemArmor_ShoulderCannon_C_24157) CONTENT: Tek(/Engine/Transient.Default__REINST_PrimalItemArmor_ShoulderCannon_C_24157) CONTENT: Tek Shoulder Cannon(/Game/Genesis/Items/Armor/PrimalItemArmor_ShoulderCannon.Default__PrimalItemArmor_ShoulderCannon_C) CONTENT: A shoulder mounted energy weapon with configurable targeting and firing modes. Equipping this requires learning its Tekgram.(/Game/Genesis/Items/Armor/PrimalItemArmor_ShoulderCannon.Default__PrimalItemArmor_ShoulderCannon_C) CONTENT: Weapons(/Game/Genesis/Items/Armor/PrimalItemArmor_ShoulderCannon.Default__PrimalItemArmor_ShoulderCannon_C) CONTENT: Tek(/Game/Genesis/Items/Armor/PrimalItemArmor_ShoulderCannon.Default__PrimalItemArmor_ShoulderCannon_C) CONTENT: Tek Sensor(/Engine/Transient.Default__REINST_Structure_TekAlarm_C_24175) LITERAL: Everyone {0}(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:EdGraph_87715.K2Node_CallFunction_218694) LITERAL: 0(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:EdGraph_87715.K2Node_MakeStruct_1798) LITERAL: Wild Dinos {0}(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:EdGraph_87715.K2Node_CallFunction_218695) LITERAL: 0(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:EdGraph_87715.K2Node_MakeStruct_1799) LITERAL: Allied Survivors {0}(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:EdGraph_87715.K2Node_CallFunction_218696) LITERAL: 0(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:EdGraph_87715.K2Node_MakeStruct_1800) LITERAL: Enemy Survivors {0}(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:EdGraph_87715.K2Node_CallFunction_218697) LITERAL: 0(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:EdGraph_87715.K2Node_MakeStruct_1801) LITERAL: Allied Dinos {0}(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:EdGraph_87715.K2Node_CallFunction_218698) LITERAL: 0(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:EdGraph_87715.K2Node_MakeStruct_1802) LITERAL: Enemy Dinos {0}(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:EdGraph_87715.K2Node_CallFunction_218699) LITERAL: 0(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:EdGraph_87715.K2Node_MakeStruct_1803) LITERAL: Everyone {0}(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:EdGraph_87715.K2Node_CallFunction_218700) LITERAL: 0(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:EdGraph_87715.K2Node_MakeStruct_1804) LITERAL: Wild Dinos {0}(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:EdGraph_87715.K2Node_CallFunction_218701) LITERAL: 0(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:EdGraph_87715.K2Node_MakeStruct_1805) LITERAL: Allied Survivors {0}(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:EdGraph_87715.K2Node_CallFunction_218702) LITERAL: 0(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:EdGraph_87715.K2Node_MakeStruct_1806) LITERAL: Enemy Survivors {0}(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:EdGraph_87715.K2Node_CallFunction_218703) LITERAL: 0(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:EdGraph_87715.K2Node_MakeStruct_1807) LITERAL: Allied Dinos {0}(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:EdGraph_87715.K2Node_CallFunction_218704) LITERAL: 0(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:EdGraph_87715.K2Node_MakeStruct_1808) LITERAL: Enemy Dinos {0}(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:EdGraph_87715.K2Node_CallFunction_218705) LITERAL: 0(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:EdGraph_87715.K2Node_MakeStruct_1809) LITERAL: {0}{1} {2} {3}{4} {5}(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:EdGraph_87756.K2Node_CallFunction_218733) LITERAL: 0(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:EdGraph_87756.K2Node_MakeStruct_1810) LITERAL: 1(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:EdGraph_87756.K2Node_MakeStruct_1811) LITERAL: 2(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:EdGraph_87756.K2Node_MakeStruct_1812) LITERAL: 3(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:EdGraph_87756.K2Node_MakeStruct_1813) LITERAL: 4(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:EdGraph_87756.K2Node_MakeStruct_1814) LITERAL: 5(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:EdGraph_87756.K2Node_MakeStruct_1815) LITERAL: (Delay by {0} second{1})(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:EdGraph_87760.K2Node_CallFunction_218737) LITERAL: 0(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:EdGraph_87760.K2Node_MakeStruct_1816) LITERAL: 1(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:EdGraph_87760.K2Node_MakeStruct_1817) LITERAL: {1} {0}(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:EdGraph_87760.K2Node_CallFunction_218738) LITERAL: 1(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:EdGraph_87760.K2Node_MakeStruct_1818) LITERAL: 0(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:EdGraph_87760.K2Node_MakeStruct_1819) LITERAL: {1} {0}(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:EdGraph_87765.K2Node_CallFunction_218742) LITERAL: 1(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:EdGraph_87765.K2Node_MakeStruct_1820) LITERAL: 0(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:EdGraph_87765.K2Node_MakeStruct_1821) LITERAL: 0(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:EdGraph_87765.K2Node_MakeStruct_1822) LITERAL: 1(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:EdGraph_87765.K2Node_MakeStruct_1823) LITERAL: It {1} Results {0}(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:EdGraph_87765.K2Node_CallFunction_218744) LITERAL: 1(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:EdGraph_87765.K2Node_MakeStruct_1824) LITERAL: 0(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:EdGraph_87765.K2Node_MakeStruct_1825) LITERAL: {0} triggered by {1}.(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:EdGraph_87767.K2Node_CallFunction_218745) LITERAL: 0(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:EdGraph_87767.K2Node_MakeStruct_1826) LITERAL: 1(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Structure_TekAlarm:EdGraph_87767.K2Node_MakeStruct_1827) CONTENT: On Target Lost(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Default__Structure_TekAlarm_C) CONTENT: On Target Sighted(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Default__Structure_TekAlarm_C) CONTENT: PIN Broadcast Range(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Default__Structure_TekAlarm_C) CONTENT: Detection Range(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Default__Structure_TekAlarm_C) CONTENT: [No Tribe Logging](/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Default__Structure_TekAlarm_C) CONTENT: logged with {0} {1} cooldown.(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Default__Structure_TekAlarm_C) CONTENT: PIN SET(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Default__Structure_TekAlarm_C) CONTENT: Tek Sensor(/Game/Genesis/Structures/TekAlarm/Structure_TekAlarm.Default__Structure_TekAlarm_C) CONTENT: On Trap Deactivated(/Engine/Transient.Default__REINST_Structure_PressurePlate_C_24179) CONTENT: On Trap Activated(/Engine/Transient.Default__REINST_Structure_PressurePlate_C_24179) CONTENT: Pressure Plate(/Engine/Transient.Default__REINST_Structure_PressurePlate_C_24179) CONTENT: On Trap Deactivated(/Game/Genesis/Structures/TekAlarm/Structure_PressurePlate.Default__Structure_PressurePlate_C) CONTENT: On Trap Activated(/Game/Genesis/Structures/TekAlarm/Structure_PressurePlate.Default__Structure_PressurePlate_C) CONTENT: Pressure Plate(/Game/Genesis/Structures/TekAlarm/Structure_PressurePlate.Default__Structure_PressurePlate_C) CONTENT: Activate(/Engine/Transient.Default__REINST_TekJumpPad_C_24185) CONTENT: Deactivate(/Engine/Transient.Default__REINST_TekJumpPad_C_24185) CONTENT: Tek Jump Pad(/Engine/Transient.Default__REINST_TekJumpPad_C_24185) LITERAL: Force Up To: {val}%(/Game/Genesis/Structures/TekJumpPad/TekJumpPad.TekJumpPad:EdGraph_87849.K2Node_CallFunction_219239) LITERAL: val(/Game/Genesis/Structures/TekJumpPad/TekJumpPad.TekJumpPad:EdGraph_87849.K2Node_MakeStruct_1838) LITERAL: Force Down To: {val}%(/Game/Genesis/Structures/TekJumpPad/TekJumpPad.TekJumpPad:EdGraph_87849.K2Node_CallFunction_219240) LITERAL: val(/Game/Genesis/Structures/TekJumpPad/TekJumpPad.TekJumpPad:EdGraph_87849.K2Node_MakeStruct_1839) LITERAL: Force: {val}%(/Game/Genesis/Structures/TekJumpPad/TekJumpPad.TekJumpPad:EdGraph_87863.K2Node_CallFunction_219243) LITERAL: val(/Game/Genesis/Structures/TekJumpPad/TekJumpPad.TekJumpPad:EdGraph_87863.K2Node_MakeStruct_1840) LITERAL: Force: {val}%(/Game/Genesis/Structures/TekJumpPad/TekJumpPad.TekJumpPad:EdGraph_87877.K2Node_CallFunction_219253) LITERAL: val(/Game/Genesis/Structures/TekJumpPad/TekJumpPad.TekJumpPad:EdGraph_87877.K2Node_MakeStruct_1843) CONTENT: Activate(/Game/Genesis/Structures/TekJumpPad/TekJumpPad.Default__TekJumpPad_C) CONTENT: Deactivate(/Game/Genesis/Structures/TekJumpPad/TekJumpPad.Default__TekJumpPad_C) CONTENT: Tek Jump Pad(/Game/Genesis/Structures/TekJumpPad/TekJumpPad.Default__TekJumpPad_C) CONTENT: Ride(/Engine/Transient.Default__REINST_TekCruiseMissile_Character_BP_C_24195) CONTENT: Cruise Missile(/Engine/Transient.Default__REINST_TekCruiseMissile_Character_BP_C_24195) LITERAL: Warning: Low Fuel - Disconnect Imminent(/Game/Genesis/Weapons/CruiseMissile/TekCruiseMissile_Character_BP.TekCruiseMissile_Character_BP:ExecuteUbergraph_TekCruiseMissile_Character_BP.K2Node_CallFunction_220115) LITERAL: Warning: Low {0} remaining.(/Game/Genesis/Weapons/CruiseMissile/TekCruiseMissile_Character_BP.TekCruiseMissile_Character_BP:ExecuteUbergraph_TekCruiseMissile_Character_BP.K2Node_CallFunction_220116) LITERAL: 0(/Game/Genesis/Weapons/CruiseMissile/TekCruiseMissile_Character_BP.TekCruiseMissile_Character_BP:ExecuteUbergraph_TekCruiseMissile_Character_BP.K2Node_MakeStruct_1846) LITERAL: Warning: Nearing {0} operational range. Proceeding will result in a disconnect.(/Game/Genesis/Weapons/CruiseMissile/TekCruiseMissile_Character_BP.TekCruiseMissile_Character_BP:ExecuteUbergraph_TekCruiseMissile_Character_BP.K2Node_CallFunction_220117) LITERAL: 0(/Game/Genesis/Weapons/CruiseMissile/TekCruiseMissile_Character_BP.TekCruiseMissile_Character_BP:ExecuteUbergraph_TekCruiseMissile_Character_BP.K2Node_MakeStruct_1847) LITERAL: {0}. {1} remaining.(/Game/Genesis/Weapons/CruiseMissile/TekCruiseMissile_Character_BP.TekCruiseMissile_Character_BP:ExecuteUbergraph_TekCruiseMissile_Character_BP.K2Node_CallFunction_220118) LITERAL: 0(/Game/Genesis/Weapons/CruiseMissile/TekCruiseMissile_Character_BP.TekCruiseMissile_Character_BP:ExecuteUbergraph_TekCruiseMissile_Character_BP.K2Node_MakeStruct_1848) LITERAL: 1(/Game/Genesis/Weapons/CruiseMissile/TekCruiseMissile_Character_BP.TekCruiseMissile_Character_BP:ExecuteUbergraph_TekCruiseMissile_Character_BP.K2Node_MakeStruct_1849) LITERAL: Out of Energy. Disconnecting...(/Game/Genesis/Weapons/CruiseMissile/TekCruiseMissile_Character_BP.TekCruiseMissile_Character_BP:ExecuteUbergraph_TekCruiseMissile_Character_BP.K2Node_CallFunction_220119) LITERAL: Current Roll {0} TargetRoll {1}(/Game/Genesis/Weapons/CruiseMissile/TekCruiseMissile_Character_BP.TekCruiseMissile_Character_BP:EdGraph_88035.K2Node_CallFunction_220205) LITERAL: 0(/Game/Genesis/Weapons/CruiseMissile/TekCruiseMissile_Character_BP.TekCruiseMissile_Character_BP:EdGraph_88035.K2Node_MakeStruct_1850) LITERAL: 1(/Game/Genesis/Weapons/CruiseMissile/TekCruiseMissile_Character_BP.TekCruiseMissile_Character_BP:EdGraph_88035.K2Node_MakeStruct_1851) CONTENT: Energy(/Game/Genesis/Weapons/CruiseMissile/TekCruiseMissile_Character_BP.Default__TekCruiseMissile_Character_BP_C) CONTENT: Range(/Game/Genesis/Weapons/CruiseMissile/TekCruiseMissile_Character_BP.Default__TekCruiseMissile_Character_BP_C) CONTENT: Fuel(/Game/Genesis/Weapons/CruiseMissile/TekCruiseMissile_Character_BP.Default__TekCruiseMissile_Character_BP_C) CONTENT: Arming(/Game/Genesis/Weapons/CruiseMissile/TekCruiseMissile_Character_BP.Default__TekCruiseMissile_Character_BP_C) CONTENT: Armed(/Game/Genesis/Weapons/CruiseMissile/TekCruiseMissile_Character_BP.Default__TekCruiseMissile_Character_BP_C) CONTENT: Ride(/Game/Genesis/Weapons/CruiseMissile/TekCruiseMissile_Character_BP.Default__TekCruiseMissile_Character_BP_C) CONTENT: Cruise Missile(/Game/Genesis/Weapons/CruiseMissile/TekCruiseMissile_Character_BP.Default__TekCruiseMissile_Character_BP_C) CONTENT: Cruise Missile(/Engine/Transient.Default__REINST_PrimalItem_WeaponTekCruiseMissile_C_24199) CONTENT: A powerful Tek missile that can be controlled remotely or fired and forgotten. Equipping this requires learning its Tekgram.(/Engine/Transient.Default__REINST_PrimalItem_WeaponTekCruiseMissile_C_24199) CONTENT: Dur(/Engine/Transient.Default__REINST_PrimalItem_WeaponTekCruiseMissile_C_24199) CONTENT: Durability(/Engine/Transient.Default__REINST_PrimalItem_WeaponTekCruiseMissile_C_24199) CONTENT: Weapons(/Engine/Transient.Default__REINST_PrimalItem_WeaponTekCruiseMissile_C_24199) CONTENT: Firearms(/Engine/Transient.Default__REINST_PrimalItem_WeaponTekCruiseMissile_C_24199) CONTENT: Cruise Missile(/Game/Genesis/Weapons/CruiseMissile/PrimalItem_WeaponTekCruiseMissile.Default__PrimalItem_WeaponTekCruiseMissile_C) CONTENT: A powerful Tek missile that can be controlled remotely or fired and forgotten. Equipping this requires learning its Tekgram.(/Game/Genesis/Weapons/CruiseMissile/PrimalItem_WeaponTekCruiseMissile.Default__PrimalItem_WeaponTekCruiseMissile_C) CONTENT: Dur(/Game/Genesis/Weapons/CruiseMissile/PrimalItem_WeaponTekCruiseMissile.Default__PrimalItem_WeaponTekCruiseMissile_C) CONTENT: Durability(/Game/Genesis/Weapons/CruiseMissile/PrimalItem_WeaponTekCruiseMissile.Default__PrimalItem_WeaponTekCruiseMissile_C) CONTENT: Weapons(/Game/Genesis/Weapons/CruiseMissile/PrimalItem_WeaponTekCruiseMissile.Default__PrimalItem_WeaponTekCruiseMissile_C) CONTENT: Firearms(/Game/Genesis/Weapons/CruiseMissile/PrimalItem_WeaponTekCruiseMissile.Default__PrimalItem_WeaponTekCruiseMissile_C) LITERAL: Talker {0} ScoutReplicated {1}(/Game/Genesis/Weapons/CruiseMissile/Buff_TekCruiseMissileVision.Buff_TekCruiseMissileVision:EdGraph_88230.K2Node_CallFunction_220586) LITERAL: 0(/Game/Genesis/Weapons/CruiseMissile/Buff_TekCruiseMissileVision.Buff_TekCruiseMissileVision:EdGraph_88230.K2Node_MakeStruct_1852) LITERAL: 1(/Game/Genesis/Weapons/CruiseMissile/Buff_TekCruiseMissileVision.Buff_TekCruiseMissileVision:EdGraph_88230.K2Node_MakeStruct_1853) LITERAL: {YouCaught} {FishQuantity} {FishString}: {TotalWeightString} {FishTotalWeight}!(/Game/Genesis/Weapons/FishingNet/WeapFishingNet.WeapFishingNet:EdGraph_88447.K2Node_CallFunction_221129) LITERAL: YouCaught(/Game/Genesis/Weapons/FishingNet/WeapFishingNet.WeapFishingNet:EdGraph_88447.K2Node_MakeStruct_1856) LITERAL: FishQuantity(/Game/Genesis/Weapons/FishingNet/WeapFishingNet.WeapFishingNet:EdGraph_88447.K2Node_MakeStruct_1857) LITERAL: FishString(/Game/Genesis/Weapons/FishingNet/WeapFishingNet.WeapFishingNet:EdGraph_88447.K2Node_MakeStruct_1858) LITERAL: TotalWeightString(/Game/Genesis/Weapons/FishingNet/WeapFishingNet.WeapFishingNet:EdGraph_88447.K2Node_MakeStruct_1859) LITERAL: FishTotalWeight(/Game/Genesis/Weapons/FishingNet/WeapFishingNet.WeapFishingNet:EdGraph_88447.K2Node_MakeStruct_1860) CONTENT: You Caught(/Game/Genesis/Weapons/FishingNet/WeapFishingNet.Default__WeapFishingNet_C) CONTENT: Fish(/Game/Genesis/Weapons/FishingNet/WeapFishingNet.Default__WeapFishingNet_C) CONTENT: Total Weight(/Game/Genesis/Weapons/FishingNet/WeapFishingNet.Default__WeapFishingNet_C) LITERAL: slot {slot}: item type: {item}, ammo type: {type}, mesh: {mesh}(/Game/Genesis/Weapons/TekGrenadeLauncher/WeapTekGrenadeLauncher.WeapTekGrenadeLauncher:EdGraph_88691.K2Node_CallFunction_221670) LITERAL: slot(/Game/Genesis/Weapons/TekGrenadeLauncher/WeapTekGrenadeLauncher.WeapTekGrenadeLauncher:EdGraph_88691.K2Node_MakeStruct_1863) LITERAL: item(/Game/Genesis/Weapons/TekGrenadeLauncher/WeapTekGrenadeLauncher.WeapTekGrenadeLauncher:EdGraph_88691.K2Node_MakeStruct_1864) LITERAL: type(/Game/Genesis/Weapons/TekGrenadeLauncher/WeapTekGrenadeLauncher.WeapTekGrenadeLauncher:EdGraph_88691.K2Node_MakeStruct_1865) LITERAL: mesh(/Game/Genesis/Weapons/TekGrenadeLauncher/WeapTekGrenadeLauncher.WeapTekGrenadeLauncher:EdGraph_88691.K2Node_MakeStruct_1866) LITERAL: {0} {1}(/Game/Genesis/Weapons/TekGrenadeLauncher/WeapTekGrenadeLauncher.WeapTekGrenadeLauncher:EdGraph_88714.K2Node_CallFunction_221683) LITERAL: 0(/Game/Genesis/Weapons/TekGrenadeLauncher/WeapTekGrenadeLauncher.WeapTekGrenadeLauncher:EdGraph_88714.K2Node_MakeStruct_1867) LITERAL: 1(/Game/Genesis/Weapons/TekGrenadeLauncher/WeapTekGrenadeLauncher.WeapTekGrenadeLauncher:EdGraph_88714.K2Node_MakeStruct_1868) CONTENT: Tek Grenade Launcher(/Engine/Transient.Default__REINST_Buff_TekGrenadeLauncherHelper_C_24275) LITERAL: Slot {slot}(/Game/Genesis/Weapons/TekGrenadeLauncher/Buff_TekGrenadeLauncherHelper.Buff_TekGrenadeLauncherHelper:ExecuteUbergraph_Buff_TekGrenadeLauncherHelper.K2Node_CallFunction_221798) LITERAL: slot(/Game/Genesis/Weapons/TekGrenadeLauncher/Buff_TekGrenadeLauncherHelper.Buff_TekGrenadeLauncherHelper:ExecuteUbergraph_Buff_TekGrenadeLauncherHelper.K2Node_MakeStruct_1869) LITERAL: Slot {num} ({current})(/Game/Genesis/Weapons/TekGrenadeLauncher/Buff_TekGrenadeLauncherHelper.Buff_TekGrenadeLauncherHelper:EdGraph_88750.K2Node_CallFunction_221820) LITERAL: num(/Game/Genesis/Weapons/TekGrenadeLauncher/Buff_TekGrenadeLauncherHelper.Buff_TekGrenadeLauncherHelper:EdGraph_88750.K2Node_MakeStruct_1870) LITERAL: current(/Game/Genesis/Weapons/TekGrenadeLauncher/Buff_TekGrenadeLauncherHelper.Buff_TekGrenadeLauncherHelper:EdGraph_88750.K2Node_MakeStruct_1871) LITERAL: Slot {num} ({current})(/Game/Genesis/Weapons/TekGrenadeLauncher/Buff_TekGrenadeLauncherHelper.Buff_TekGrenadeLauncherHelper:EdGraph_88767.K2Node_CallFunction_221832) LITERAL: num(/Game/Genesis/Weapons/TekGrenadeLauncher/Buff_TekGrenadeLauncherHelper.Buff_TekGrenadeLauncherHelper:EdGraph_88767.K2Node_MakeStruct_1872) LITERAL: current(/Game/Genesis/Weapons/TekGrenadeLauncher/Buff_TekGrenadeLauncherHelper.Buff_TekGrenadeLauncherHelper:EdGraph_88767.K2Node_MakeStruct_1873) CONTENT: 1(/Game/Genesis/Weapons/TekGrenadeLauncher/Buff_TekGrenadeLauncherHelper.Default__Buff_TekGrenadeLauncherHelper_C) CONTENT: Select Slot(/Game/Genesis/Weapons/TekGrenadeLauncher/Buff_TekGrenadeLauncherHelper.Default__Buff_TekGrenadeLauncherHelper_C) CONTENT: OnSlotSelected(/Game/Genesis/Weapons/TekGrenadeLauncher/Buff_TekGrenadeLauncherHelper.Default__Buff_TekGrenadeLauncherHelper_C) CONTENT: OnAmmoTypeSelected(/Game/Genesis/Weapons/TekGrenadeLauncher/Buff_TekGrenadeLauncherHelper.Default__Buff_TekGrenadeLauncherHelper_C) CONTENT: Heat(/Game/Genesis/Weapons/TekGrenadeLauncher/Buff_TekGrenadeLauncherHelper.Default__Buff_TekGrenadeLauncherHelper_C) CONTENT: Tek Grenade Launcher(/Game/Genesis/Weapons/TekGrenadeLauncher/Buff_TekGrenadeLauncherHelper.Default__Buff_TekGrenadeLauncherHelper_C) CONTENT: Tek Grenade Launcher(/Engine/Transient.Default__REINST_PrimalItem_WeaponTekGrenadeLauncher_C_24287) CONTENT: An advanced launcher that can shoot various grenade types and can enable on-impact explosions. Equipping this requires learning its Tekgram.(/Engine/Transient.Default__REINST_PrimalItem_WeaponTekGrenadeLauncher_C_24287) CONTENT: Weapons(/Engine/Transient.Default__REINST_PrimalItem_WeaponTekGrenadeLauncher_C_24287) CONTENT: Ranged(/Engine/Transient.Default__REINST_PrimalItem_WeaponTekGrenadeLauncher_C_24287) LITERAL: Slot {slot_idx} : {item_name} ({qty})(/Game/Genesis/Weapons/TekGrenadeLauncher/PrimalItem_WeaponTekGrenadeLauncher.PrimalItem_WeaponTekGrenadeLauncher:EdGraph_88783.K2Node_CallFunction_221982) LITERAL: slot_idx(/Game/Genesis/Weapons/TekGrenadeLauncher/PrimalItem_WeaponTekGrenadeLauncher.PrimalItem_WeaponTekGrenadeLauncher:EdGraph_88783.K2Node_MakeStruct_1874) LITERAL: item_name(/Game/Genesis/Weapons/TekGrenadeLauncher/PrimalItem_WeaponTekGrenadeLauncher.PrimalItem_WeaponTekGrenadeLauncher:EdGraph_88783.K2Node_MakeStruct_1875) LITERAL: qty(/Game/Genesis/Weapons/TekGrenadeLauncher/PrimalItem_WeaponTekGrenadeLauncher.PrimalItem_WeaponTekGrenadeLauncher:EdGraph_88783.K2Node_MakeStruct_1876) CONTENT: Tek Grenade Launcher(/Game/Genesis/Weapons/TekGrenadeLauncher/PrimalItem_WeaponTekGrenadeLauncher.Default__PrimalItem_WeaponTekGrenadeLauncher_C) CONTENT: An advanced launcher that can shoot various grenade types and can enable on-impact explosions. Equipping this requires learning its Tekgram.(/Game/Genesis/Weapons/TekGrenadeLauncher/PrimalItem_WeaponTekGrenadeLauncher.Default__PrimalItem_WeaponTekGrenadeLauncher_C) CONTENT: Weapons(/Game/Genesis/Weapons/TekGrenadeLauncher/PrimalItem_WeaponTekGrenadeLauncher.Default__PrimalItem_WeaponTekGrenadeLauncher_C) CONTENT: Ranged(/Game/Genesis/Weapons/TekGrenadeLauncher/PrimalItem_WeaponTekGrenadeLauncher.Default__PrimalItem_WeaponTekGrenadeLauncher_C) CONTENT: Blocking(/Engine/Transient.Default__REINST_Buff_TekClaw_Owner_Blocking_C_24295) CONTENT: Blocking(/Game/Genesis/Weapons/TekHandBlades/Buff_TekClaw_Owner_Blocking.Default__Buff_TekClaw_Owner_Blocking_C) CONTENT: Shredded(/Engine/Transient.Default__REINST_Buff_TekClaw_Target_MaxPower_C_24299) CONTENT: Shredded(/Game/Genesis/Weapons/TekHandBlades/Buff_TekClaw_Target_MaxPower.Default__Buff_TekClaw_Target_MaxPower_C) CONTENT: Maximum Blade Power(/Engine/Transient.Default__REINST_Buff_TekClaw_Owner_MaxPower_C_24303) CONTENT: Maximum Blade Power(/Game/Genesis/Weapons/TekHandBlades/Buff_TekClaw_Owner_MaxPower.Default__Buff_TekClaw_Owner_MaxPower_C) CONTENT: Tek Claws(/Engine/Transient.Default__REINST_PrimalItem_WeaponTekClaws_C_24309) CONTENT: Rips through metal and armor when infused with Element and can chain hits to temporarily increase their speed and damage. Equipping this requires learning its Tekgram.(/Engine/Transient.Default__REINST_PrimalItem_WeaponTekClaws_C_24309) CONTENT: Weapons(/Engine/Transient.Default__REINST_PrimalItem_WeaponTekClaws_C_24309) CONTENT: Melee(/Engine/Transient.Default__REINST_PrimalItem_WeaponTekClaws_C_24309) CONTENT: Tek Claws(/Game/Genesis/Weapons/TekHandBlades/PrimalItem_WeaponTekClaws.Default__PrimalItem_WeaponTekClaws_C) CONTENT: Rips through metal and armor when infused with Element and can chain hits to temporarily increase their speed and damage. Equipping this requires learning its Tekgram.(/Game/Genesis/Weapons/TekHandBlades/PrimalItem_WeaponTekClaws.Default__PrimalItem_WeaponTekClaws_C) CONTENT: Weapons(/Game/Genesis/Weapons/TekHandBlades/PrimalItem_WeaponTekClaws.Default__PrimalItem_WeaponTekClaws_C) CONTENT: Melee(/Game/Genesis/Weapons/TekHandBlades/PrimalItem_WeaponTekClaws.Default__PrimalItem_WeaponTekClaws_C) CONTENT: Front(/Engine/Transient.Default__REINST_Canoe_BP_C_24313) CONTENT: Center(/Engine/Transient.Default__REINST_Canoe_BP_C_24313) CONTENT: Rear(/Engine/Transient.Default__REINST_Canoe_BP_C_24313) CONTENT: Canoe(/Engine/Transient.Default__REINST_Canoe_BP_C_24313) LITERAL: Avg Forward Input: {ForwardInput} ({NumForward}) || Avg Right Input: {RightInput} ({NumRight})(/Game/Genesis2/Dinos/Canoe/Canoe_BP.Canoe_BP:EdGraph_88981.K2Node_CallFunction_222098) LITERAL: ForwardInput(/Game/Genesis2/Dinos/Canoe/Canoe_BP.Canoe_BP:EdGraph_88981.K2Node_MakeStruct_1877) LITERAL: NumForward(/Game/Genesis2/Dinos/Canoe/Canoe_BP.Canoe_BP:EdGraph_88981.K2Node_MakeStruct_1878) LITERAL: RightInput(/Game/Genesis2/Dinos/Canoe/Canoe_BP.Canoe_BP:EdGraph_88981.K2Node_MakeStruct_1879) LITERAL: NumRight(/Game/Genesis2/Dinos/Canoe/Canoe_BP.Canoe_BP:EdGraph_88981.K2Node_MakeStruct_1880) LITERAL: Avg Forward Input: {ForwardInput} || Avg Right Input: {RightInput}(/Game/Genesis2/Dinos/Canoe/Canoe_BP.Canoe_BP:EdGraph_89038.K2Node_CallFunction_222167) LITERAL: ForwardInput(/Game/Genesis2/Dinos/Canoe/Canoe_BP.Canoe_BP:EdGraph_89038.K2Node_MakeStruct_1881) LITERAL: RightInput(/Game/Genesis2/Dinos/Canoe/Canoe_BP.Canoe_BP:EdGraph_89038.K2Node_MakeStruct_1882) LITERAL: [{PassengerNum}]: Saved Forward Axis: {ForwardInput} || Saved Right Axis: {RightInput}(/Game/Genesis2/Dinos/Canoe/Canoe_BP.Canoe_BP:EdGraph_89056.K2Node_CallFunction_222186) LITERAL: PassengerNum(/Game/Genesis2/Dinos/Canoe/Canoe_BP.Canoe_BP:EdGraph_89056.K2Node_MakeStruct_1883) LITERAL: ForwardInput(/Game/Genesis2/Dinos/Canoe/Canoe_BP.Canoe_BP:EdGraph_89056.K2Node_MakeStruct_1884) LITERAL: RightInput(/Game/Genesis2/Dinos/Canoe/Canoe_BP.Canoe_BP:EdGraph_89056.K2Node_MakeStruct_1885) CONTENT: {AltFire} BEACH CANOE(/Game/Genesis2/Dinos/Canoe/Canoe_BP.Default__Canoe_BP_C) CONTENT: HOLD {AltFire} TO BEACH CANOE(/Game/Genesis2/Dinos/Canoe/Canoe_BP.Default__Canoe_BP_C) CONTENT: MOVE CANOE ONTO LAND TO BEACH(/Game/Genesis2/Dinos/Canoe/Canoe_BP.Default__Canoe_BP_C) CONTENT: CANOE BEACHED (Pick up to move)(/Game/Genesis2/Dinos/Canoe/Canoe_BP.Default__Canoe_BP_C) CONTENT: Front(/Game/Genesis2/Dinos/Canoe/Canoe_BP.Default__Canoe_BP_C) CONTENT: Center(/Game/Genesis2/Dinos/Canoe/Canoe_BP.Default__Canoe_BP_C) CONTENT: Rear(/Game/Genesis2/Dinos/Canoe/Canoe_BP.Default__Canoe_BP_C) CONTENT: Canoe(/Game/Genesis2/Dinos/Canoe/Canoe_BP.Default__Canoe_BP_C) CONTENT: Canoe(/Engine/Transient.Default__REINST_PrimalItemCanoe_C_24321) CONTENT: Watercraft that can be paddled on water. Can accomodate up to 3 passengers. Its storage reduces spoil time!(/Engine/Transient.Default__REINST_PrimalItemCanoe_C_24321) CONTENT: HP(/Engine/Transient.Default__REINST_PrimalItemCanoe_C_24321) CONTENT: Health(/Engine/Transient.Default__REINST_PrimalItemCanoe_C_24321) CONTENT: Misc(/Engine/Transient.Default__REINST_PrimalItemCanoe_C_24321) CONTENT: Canoe(/Game/Genesis2/Dinos/Canoe/PrimalItemCanoe.Default__PrimalItemCanoe_C) CONTENT: Watercraft that can be paddled on water. Can accomodate up to 3 passengers. Its storage reduces spoil time!(/Game/Genesis2/Dinos/Canoe/PrimalItemCanoe.Default__PrimalItemCanoe_C) CONTENT: HP(/Game/Genesis2/Dinos/Canoe/PrimalItemCanoe.Default__PrimalItemCanoe_C) CONTENT: Health(/Game/Genesis2/Dinos/Canoe/PrimalItemCanoe.Default__PrimalItemCanoe_C) CONTENT: Misc(/Game/Genesis2/Dinos/Canoe/PrimalItemCanoe.Default__PrimalItemCanoe_C) CONTENT: Water Current(/Engine/Transient.Default__REINST_Buff_WaterCurrentFlowForce_C_24327) CONTENT: Water Current(/Game/Genesis2/CoreBlueprints/Buffs/Buff_WaterCurrentFlowForce.Default__Buff_WaterCurrentFlowForce_C) CONTENT: Scorched Torch(/Engine/Transient.Default__REINST_PrimalItemSkin_TorchScorched_C_24367) CONTENT: Light up the desert night with this themed Torch Skin!(/Engine/Transient.Default__REINST_PrimalItemSkin_TorchScorched_C_24367) CONTENT: Scorched Torch(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Leather/PrimalItemSkin_TorchScorched.Default__PrimalItemSkin_TorchScorched_C) CONTENT: Light up the desert night with this themed Torch Skin!(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Leather/PrimalItemSkin_TorchScorched.Default__PrimalItemSkin_TorchScorched_C) CONTENT: Torch Sparkler(/Engine/Transient.Default__REINST_PrimalItemSkin_TorchSparkler_C_24375) CONTENT: Celebrate a holiday with sparkles! When applied to a Torch, can also be placed as a Wall Torch.(/Engine/Transient.Default__REINST_PrimalItemSkin_TorchSparkler_C_24375) CONTENT: Holiday(/Engine/Transient.Default__REINST_PrimalItemSkin_TorchSparkler_C_24375) CONTENT: Torch Sparkler(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Leather/PrimalItemSkin_TorchSparkler.Default__PrimalItemSkin_TorchSparkler_C) CONTENT: Celebrate a holiday with sparkles! When applied to a Torch, can also be placed as a Wall Torch.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Leather/PrimalItemSkin_TorchSparkler.Default__PrimalItemSkin_TorchSparkler_C) CONTENT: Holiday(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Leather/PrimalItemSkin_TorchSparkler.Default__PrimalItemSkin_TorchSparkler_C) CONTENT: Idle(/Engine/Transient.Default__REINST_Hyaenodon_Character_BP_C_24379) CONTENT: Cute(/Engine/Transient.Default__REINST_Hyaenodon_Character_BP_C_24379) CONTENT: Action(/Engine/Transient.Default__REINST_Hyaenodon_Character_BP_C_24379) CONTENT: Action2(/Engine/Transient.Default__REINST_Hyaenodon_Character_BP_C_24379) CONTENT: Move(/Engine/Transient.Default__REINST_Hyaenodon_Character_BP_C_24379) CONTENT: Hyaenodon (/Engine/Transient.Default__REINST_Hyaenodon_Character_BP_C_24379) LITERAL: Wait {0} to pet(/Game/PrimalEarth/Dinos/Hyaenodon/Hyaenodon_Character_BP.Hyaenodon_Character_BP:EdGraph_89298.K2Node_CallFunction_222740) LITERAL: 0(/Game/PrimalEarth/Dinos/Hyaenodon/Hyaenodon_Character_BP.Hyaenodon_Character_BP:EdGraph_89298.K2Node_MakeStruct_1886) CONTENT: Idle(/Game/PrimalEarth/Dinos/Hyaenodon/Hyaenodon_Character_BP.Default__Hyaenodon_Character_BP_C) CONTENT: Cute(/Game/PrimalEarth/Dinos/Hyaenodon/Hyaenodon_Character_BP.Default__Hyaenodon_Character_BP_C) CONTENT: Action(/Game/PrimalEarth/Dinos/Hyaenodon/Hyaenodon_Character_BP.Default__Hyaenodon_Character_BP_C) CONTENT: Action2(/Game/PrimalEarth/Dinos/Hyaenodon/Hyaenodon_Character_BP.Default__Hyaenodon_Character_BP_C) CONTENT: Move(/Game/PrimalEarth/Dinos/Hyaenodon/Hyaenodon_Character_BP.Default__Hyaenodon_Character_BP_C) CONTENT: Hyaenodon (/Game/PrimalEarth/Dinos/Hyaenodon/Hyaenodon_Character_BP.Default__Hyaenodon_Character_BP_C) CONTENT: Hyaenodon Meatpack(/Engine/Transient.Default__REINST_PrimalItemArmor_HyaenodonSaddle_C_24399) CONTENT: Equip a Hyaenodon with this to give it increased meat carrying & preservation capability.(/Engine/Transient.Default__REINST_PrimalItemArmor_HyaenodonSaddle_C_24399) CONTENT: Saddles(/Engine/Transient.Default__REINST_PrimalItemArmor_HyaenodonSaddle_C_24399) CONTENT: Hyaenodon Meatpack(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_HyaenodonSaddle.Default__PrimalItemArmor_HyaenodonSaddle_C) CONTENT: Equip a Hyaenodon with this to give it increased meat carrying & preservation capability.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_HyaenodonSaddle.Default__PrimalItemArmor_HyaenodonSaddle_C) CONTENT: Saddles(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_HyaenodonSaddle.Default__PrimalItemArmor_HyaenodonSaddle_C) CONTENT: Stego Saddle(/Engine/Transient.Default__REINST_PrimalItemArmor_StegoSaddle_C_24403) CONTENT: Equip a Stego with this to ride it.(/Engine/Transient.Default__REINST_PrimalItemArmor_StegoSaddle_C_24403) CONTENT: Saddles(/Engine/Transient.Default__REINST_PrimalItemArmor_StegoSaddle_C_24403) CONTENT: Stego Saddle(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_StegoSaddle.Default__PrimalItemArmor_StegoSaddle_C) CONTENT: Equip a Stego with this to ride it.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_StegoSaddle.Default__PrimalItemArmor_StegoSaddle_C) CONTENT: Saddles(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_StegoSaddle.Default__PrimalItemArmor_StegoSaddle_C) CONTENT: Trophy Wall-Mount(/Engine/Transient.Default__REINST_TrophyWallBP_C_24655) CONTENT: Trophy Wall-Mount(/Game/PrimalEarth/Structures/TrophyWallBP.Default__TrophyWallBP_C) CONTENT: Re-Fertilizer(/Engine/Transient.Default__REINST_PrimalItemConsumableMiracleGro_C_24705) CONTENT: Spread these seeds of concentrated nutrients around and what was once harvested may yet regrow, even nearby a structure!(/Engine/Transient.Default__REINST_PrimalItemConsumableMiracleGro_C_24705) CONTENT: Misc(/Engine/Transient.Default__REINST_PrimalItemConsumableMiracleGro_C_24705) CONTENT: Re-Fertilizer(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/BaseBPs/PrimalItemConsumableMiracleGro.Default__PrimalItemConsumableMiracleGro_C) CONTENT: Spread these seeds of concentrated nutrients around and what was once harvested may yet regrow, even nearby a structure!(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/BaseBPs/PrimalItemConsumableMiracleGro.Default__PrimalItemConsumableMiracleGro_C) CONTENT: Misc(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/BaseBPs/PrimalItemConsumableMiracleGro.Default__PrimalItemConsumableMiracleGro_C) CONTENT: Smithy(/Engine/Transient.Default__REINST_StorageBox_AnvilBench_C_24709) CONTENT: Smithy(/Game/PrimalEarth/Structures/StorageBox_AnvilBench.Default__StorageBox_AnvilBench_C) CONTENT: Bookshelf(/Engine/Transient.Default__REINST_Bookshelf_C_24713) CONTENT: Bookshelf(/Game/PrimalEarth/Structures/Bookshelf.Default__Bookshelf_C) CONTENT: Compost Bin(/Engine/Transient.Default__REINST_CompostBin_C_24717) CONTENT: Compost Bin(/Game/PrimalEarth/Structures/CompostBin.Default__CompostBin_C) CONTENT: Make Recipe(/Engine/Transient.Default__REINST_CookingPot_C_24721) CONTENT: Add Note to Make Recipe (/Engine/Transient.Default__REINST_CookingPot_C_24721) CONTENT: Cooking Pot(/Engine/Transient.Default__REINST_CookingPot_C_24721) CONTENT: Make Recipe(/Game/PrimalEarth/Structures/CookingPot.Default__CookingPot_C) CONTENT: Add Note to Make Recipe (/Game/PrimalEarth/Structures/CookingPot.Default__CookingPot_C) CONTENT: Cooking Pot(/Game/PrimalEarth/Structures/CookingPot.Default__CookingPot_C) CONTENT: NewFolder(/Game/PrimalEarth/UI/DataListEntryWidgetFolder.DataListEntryWidgetFolder_C:WidgetTree_338.DataListEntryButton_PrimalFolder_0) CONTENT: Feeding Trough(/Engine/Transient.Default__REINST_FeedingTrough_C_24727) CONTENT: Feeding Trough(/Game/PrimalEarth/Structures/FeedingTrough.Default__FeedingTrough_C) CONTENT: Fireplace(/Engine/Transient.Default__REINST_Fireplace_C_24731) CONTENT: Fireplace(/Game/PrimalEarth/Structures/Fireplace.Default__Fireplace_C) CONTENT: Single Panel Flag(/Engine/Transient.Default__REINST_Flag_SM_Single_C_24735) CONTENT: Single Panel Flag(/Game/PrimalEarth/Structures/Flag_SM_Single.Default__Flag_SM_Single_C) CONTENT: Random Chibi-Dino(/Engine/Transient.Default__REINST_PrimalItem_ChibiDino_RandomCraftable_C_24741) CONTENT: Try your luck and craft a random chibi-dino!(/Engine/Transient.Default__REINST_PrimalItem_ChibiDino_RandomCraftable_C_24741) CONTENT: Chibis(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/ChibiDinos/PrimalItem_ChibiDino_RandomCraftable.Default__PrimalItem_ChibiDino_RandomCraftable_C) CONTENT: Random Chibi-Dino(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/ChibiDinos/PrimalItem_ChibiDino_RandomCraftable.Default__PrimalItem_ChibiDino_RandomCraftable_C) CONTENT: Try your luck and craft a random chibi-dino!(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/ChibiDinos/PrimalItem_ChibiDino_RandomCraftable.Default__PrimalItem_ChibiDino_RandomCraftable_C) CONTENT: Refining Forge(/Engine/Transient.Default__REINST_Forge_C_24745) CONTENT: Refining Forge(/Game/PrimalEarth/Structures/Forge.Default__Forge_C) CONTENT: Mortar and Pestle(/Engine/Transient.Default__REINST_MortarAndPestle_C_24749) CONTENT: Mortar and Pestle(/Game/PrimalEarth/Structures/MortarAndPestle.Default__MortarAndPestle_C) CONTENT: Preserving Bin(/Engine/Transient.Default__REINST_PreservingBin_C_24753) CONTENT: Preserving Bin(/Game/PrimalEarth/Structures/PreservingBin/PreservingBin.Default__PreservingBin_C) CONTENT: Large Storage Box(/Engine/Transient.Default__REINST_StorageBox_Large_C_24757) CONTENT: Large Storage Box(/Game/PrimalEarth/Structures/StorageBox_Large.Default__StorageBox_Large_C) CONTENT: Storage Box(/Engine/Transient.Default__REINST_StorageBox_Small_C_24761) CONTENT: Storage Box(/Game/PrimalEarth/Structures/StorageBox_Small.Default__StorageBox_Small_C) CONTENT: Fish Basket(/Engine/Transient.Default__REINST_FishBasket_C_24765) LITERAL: Trap {0}(/Game/PrimalEarth/Structures/FishBasket.FishBasket:EdGraph_89764.K2Node_CallFunction_223124) LITERAL: 0(/Game/PrimalEarth/Structures/FishBasket.FishBasket:EdGraph_89764.K2Node_MakeStruct_1887) LITERAL: Trap Initializing... {0}(/Game/PrimalEarth/Structures/FishBasket.FishBasket:EdGraph_89764.K2Node_CallFunction_223125) LITERAL: 0(/Game/PrimalEarth/Structures/FishBasket.FishBasket:EdGraph_89764.K2Node_MakeStruct_1888) CONTENT: Fish Basket(/Game/PrimalEarth/Structures/FishBasket.Default__FishBasket_C) CONTENT: Gravestone(/Engine/Transient.Default__REINST_StructureBP_Gravestone_C_24773) CONTENT: Gravestone(/Game/PrimalEarth/Structures/Furniture/StructureBP_Gravestone.Default__StructureBP_Gravestone_C) CONTENT: Rope Ladder(/Engine/Transient.Default__REINST_Ladder_Rope_C_24777) CONTENT: Rope Ladder(/Game/PrimalEarth/Structures/Wooden/Ladder_Rope.Default__Ladder_Rope_C) CONTENT: War Map(/Engine/Transient.Default__REINST_Sign_WarMap_C_24781) CONTENT: War Map(/Game/PrimalEarth/Structures/BuildingBases/Sign_WarMap.Default__Sign_WarMap_C) CONTENT: Wooden Cage(/Engine/Transient.Default__REINST_Cage_Base_C_24785) CONTENT: Wooden Cage(/Game/PrimalEarth/Structures/BuildingBases/Cage_Base.Default__Cage_Base_C) CONTENT: Wood Signpost(/Engine/Transient.Default__REINST_Sign_Small_Wood_C_24793) CONTENT: Wood Signpost(/Game/PrimalEarth/Structures/Sign_Small_Wood.Default__Sign_Small_Wood_C) CONTENT: Large Wood Signpost(/Engine/Transient.Default__REINST_Sign_Large_Wood_C_24797) CONTENT: Large Wood Signpost(/Game/PrimalEarth/Structures/Sign_Large_Wood.Default__Sign_Large_Wood_C) CONTENT: Wall Sign(/Engine/Transient.Default__REINST_Sign_Wall_Wood_C_24801) CONTENT: Wall Sign(/Game/PrimalEarth/Structures/Sign_Wall_Wood.Default__Sign_Wall_Wood_C) CONTENT: Wooden Spike Wall(/Engine/Transient.Default__REINST_SpikeWall_Wood_C_24805) CONTENT: Wooden Spike Wall(/Game/PrimalEarth/Structures/Wooden/SpikeWall_Wood.Default__SpikeWall_Wood_C) CONTENT: Tripwire Alarm Trap(/Engine/Transient.Default__REINST_AlarmTrap_C_24813) CONTENT: Tripwire Alarm Trap(/Game/PrimalEarth/Structures/AlarmTrap.Default__AlarmTrap_C) CONTENT: Tripwire Narcotic Trap(/Engine/Transient.Default__REINST_PoisonTrap_C_24821) CONTENT: Tripwire Narcotic Trap(/Game/PrimalEarth/Structures/PoisonTrap.Default__PoisonTrap_C) CONTENT: Sail(/Engine/Transient.Default__REINST_Raft_BP_C_24825) CONTENT: Raft(/Engine/Transient.Default__REINST_Raft_BP_C_24825) CONTENT: Sail(/Game/PrimalEarth/Items/Raft/Raft_BP.Default__Raft_BP_C) CONTENT: Raft(/Game/PrimalEarth/Items/Raft/Raft_BP.Default__Raft_BP_C) CONTENT: Enlightened!(/Engine/Transient.Default__REINST_Buff_XPFromEgg_C_24829) CONTENT: +10% XP!(/Engine/Transient.Default__REINST_Buff_XPFromEgg_C_24829) LITERAL: +{0}% XP!(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_XPFromEgg.Buff_XPFromEgg:ExecuteUbergraph_Buff_XPFromEgg.K2Node_CallFunction_223210) LITERAL: 0(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_XPFromEgg.Buff_XPFromEgg:ExecuteUbergraph_Buff_XPFromEgg.K2Node_MakeStruct_1889) CONTENT: Enlightened!(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_XPFromEgg.Default__Buff_XPFromEgg_C) CONTENT: +10% XP!(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_XPFromEgg.Default__Buff_XPFromEgg_C) CONTENT: Vessel(/Engine/Transient.Default__REINST_SM_Vessel_BP_C_24833) CONTENT: Vessel(/Game/ScorchedEarth/Structures/DesertFurnitureSet/Vessel/SM_Vessel_BP.Default__SM_Vessel_BP_C) CONTENT: Insulation Stats Up(/Engine/Transient.Default__REINST_Buff_Tent_C_24839) CONTENT: You get increased insulation stats(/Engine/Transient.Default__REINST_Buff_Tent_C_24839) CONTENT: Increased insulation stats(/Engine/Transient.Default__REINST_Buff_Tent_C_24839) CONTENT: Insulation Stats Up(/Game/ScorchedEarth/CoreBlueprints/Buffs/Buff_Tent.Default__Buff_Tent_C) CONTENT: You get increased insulation stats(/Game/ScorchedEarth/CoreBlueprints/Buffs/Buff_Tent.Default__Buff_Tent_C) CONTENT: Increased insulation stats(/Game/ScorchedEarth/CoreBlueprints/Buffs/Buff_Tent.Default__Buff_Tent_C) CONTENT: Tent(/Engine/Transient.Default__REINST_Tent_BP_C_24843) LITERAL: Structure count {0}(/Game/ScorchedEarth/Structures/Tent/Tent_BP.Tent_BP:EdGraph_89880.K2Node_CallFunction_223257) LITERAL: 0(/Game/ScorchedEarth/Structures/Tent/Tent_BP.Tent_BP:EdGraph_89880.K2Node_MakeStruct_1890) CONTENT: Tent(/Game/ScorchedEarth/Structures/Tent/Tent_BP.Default__Tent_BP_C) CONTENT: Sunglasses(/Engine/Transient.Default__REINST_PrimalItemSkin_SunGlasses_C_24863) CONTENT: You can use this to skin the appearance of a Hat. No one will catch you staring. Non-human creatures adamantly refuse to wear this.(/Engine/Transient.Default__REINST_PrimalItemSkin_SunGlasses_C_24863) CONTENT: Holiday(/Engine/Transient.Default__REINST_PrimalItemSkin_SunGlasses_C_24863) CONTENT: Sunglasses(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_SunGlasses.Default__PrimalItemSkin_SunGlasses_C) CONTENT: You can use this to skin the appearance of a Hat. No one will catch you staring. Non-human creatures adamantly refuse to wear this.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_SunGlasses.Default__PrimalItemSkin_SunGlasses_C) CONTENT: Holiday(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_SunGlasses.Default__PrimalItemSkin_SunGlasses_C) CONTENT: Eggsplosive Basket(/Engine/Transient.Default__REINST_C4Charge_EasterBasket_C_24875) CONTENT: Eggsplosive Basket(/Game/PrimalEarth/Structures/C4Charge_EasterBasket.Default__C4Charge_EasterBasket_C) CONTENT: Inflatable Rex Costume(/Engine/Transient.Default__REINST_PrimalItemSkin_Costume_InflatableRex_C_24887) CONTENT: This will override all other skins, acting as a full-body costume. Should always be set on Torso Armor. Become the prehistoric life of the beach party!(/Engine/Transient.Default__REINST_PrimalItemSkin_Costume_InflatableRex_C_24887) CONTENT: Holiday(/Engine/Transient.Default__REINST_PrimalItemSkin_Costume_InflatableRex_C_24887) CONTENT: Inflatable Rex Costume(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_Costume_InflatableRex.Default__PrimalItemSkin_Costume_InflatableRex_C) CONTENT: This will override all other skins, acting as a full-body costume. Should always be set on Torso Armor. Become the prehistoric life of the beach party!(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_Costume_InflatableRex.Default__PrimalItemSkin_Costume_InflatableRex_C) CONTENT: Holiday(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_Costume_InflatableRex.Default__PrimalItemSkin_Costume_InflatableRex_C) CONTENT: HLNA(/Engine/Transient.Default__REINST_Buff_Companion_HLNA_C_24911) CONTENT: NEW TELEPORT DESTINATION(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__SKEL_Buff_Companion_HLNA_C) CONTENT: NONE(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__SKEL_Buff_Companion_HLNA_C) CONTENT: NONE(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__SKEL_Buff_Companion_HLNA_C) LITERAL: {CantTeleport}: {Reason}(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:EdGraph_90560.K2Node_CallFunction_224769) LITERAL: CantTeleport(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:EdGraph_90560.K2Node_MakeStruct_1893) LITERAL: Reason(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:EdGraph_90560.K2Node_MakeStruct_1894) LITERAL: {CantTeleport}: {Reason}(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:EdGraph_90561.K2Node_CallFunction_224770) LITERAL: CantTeleport(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:EdGraph_90561.K2Node_MakeStruct_1895) LITERAL: Reason(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:EdGraph_90561.K2Node_MakeStruct_1896) LITERAL: {CantTeleport}: {Reason}(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:EdGraph_90675.K2Node_CallFunction_224886) LITERAL: CantTeleport(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:EdGraph_90675.K2Node_MakeStruct_1897) LITERAL: Reason(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:EdGraph_90675.K2Node_MakeStruct_1898) LITERAL: {CantTeleport}: {Reason}(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:EdGraph_90676.K2Node_CallFunction_224887) LITERAL: CantTeleport(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:EdGraph_90676.K2Node_MakeStruct_1899) LITERAL: Reason(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:EdGraph_90676.K2Node_MakeStruct_1900) LITERAL: {CantTeleport}: {Reason}(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:EdGraph_90685.K2Node_CallFunction_224893) LITERAL: CantTeleport(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:EdGraph_90685.K2Node_MakeStruct_1901) LITERAL: Reason(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:EdGraph_90685.K2Node_MakeStruct_1902) LITERAL: {beforekeytext}{Key}{afterkeytext}(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:EdGraph_90718.K2Node_CallFunction_224925) LITERAL: beforekeytext(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:EdGraph_90718.K2Node_MakeStruct_1903) LITERAL: Key(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:EdGraph_90718.K2Node_MakeStruct_1904) LITERAL: afterkeytext(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:EdGraph_90718.K2Node_MakeStruct_1905) LITERAL: {CantTeleport}: {Reason}{maxplayercount})(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:EdGraph_90727.K2Node_CallFunction_224933) LITERAL: CantTeleport(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:EdGraph_90727.K2Node_MakeStruct_1906) LITERAL: Reason(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:EdGraph_90727.K2Node_MakeStruct_1907) LITERAL: maxplayercount(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:EdGraph_90727.K2Node_MakeStruct_1908) LITERAL: {CantTeleport}: {Reason}{maxplayercount})(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:EdGraph_90728.K2Node_CallFunction_224934) LITERAL: CantTeleport(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:EdGraph_90728.K2Node_MakeStruct_1909) LITERAL: Reason(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:EdGraph_90728.K2Node_MakeStruct_1910) LITERAL: maxplayercount(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:EdGraph_90728.K2Node_MakeStruct_1911) LITERAL: {CantTeleport}: {Reason}(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:EdGraph_90730.K2Node_CallFunction_224935) LITERAL: CantTeleport(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:EdGraph_90730.K2Node_MakeStruct_1912) LITERAL: Reason(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:EdGraph_90730.K2Node_MakeStruct_1913) LITERAL: {CantTeleport}: {Reason}(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:EdGraph_90731.K2Node_CallFunction_224936) LITERAL: CantTeleport(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:EdGraph_90731.K2Node_MakeStruct_1914) LITERAL: Reason(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Buff_Companion_HLNA:EdGraph_90731.K2Node_MakeStruct_1915) CONTENT: EN(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: NEW TELEPORT DESTINATION(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: EN(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: EN(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: EN(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: EN(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: EN(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: EN(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: EN(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: EN(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: EN(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: EN(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: EN(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: EN(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: EN(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: EN(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: EN(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: ES(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: FR(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: RU(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: ZH(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: IT(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: DE(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: PT(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: JA(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: EN(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: ES(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: FR(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: RU(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: ZH(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: IT(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: DE(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: PT(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: JA(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: EN(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: ES(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: FR(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: RU(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: ZH(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: IT(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: DE(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: PT(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: JA(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: EN(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: ES(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: FR(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: RU(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: ZH(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: IT(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: DE(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: PT(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: JA(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: EN(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: ES(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: FR(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: RU(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: ZH(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: IT(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: DE(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: PT(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: JA(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: EN(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: ES(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: FR(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: RU(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: ZH(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: IT(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: DE(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: PT(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: JA(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: EN(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: ES(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: FR(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: RU(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: ZH(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: IT(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: DE(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: PT(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: JA(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: EN(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: ES(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: FR(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: RU(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: ZH(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: IT(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: DE(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: PT(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: JA(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: EN(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: ES(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: FR(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: RU(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: ZH(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: IT(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: DE(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: PT(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: JA(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: EN(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: ES(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: FR(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: RU(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: ZH(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: IT(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: PT(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: JA(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: DE(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: EN(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: ES(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: FR(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: RU(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: ZH(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: IT(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: PT(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: JA(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: DE(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: EN(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: EN(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: EN(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: EN(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: EN(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: EN(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: EN(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: EN(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: EN(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: EN(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: EN(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: EN(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: EN(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: EN(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: EN(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: EN(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: EN(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: EN(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: EN(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: EN(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: EN(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: EN(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: EN(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: EN(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: EN(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: EN(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: EN(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: EN(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: EN(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: EN(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: EN(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: EN(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: EN(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: EN(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: EN(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: EN(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: EN(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: EN(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: EN(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: EN(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: EN(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: Teleport Warning(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: Rafts Cannot Teleport(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: Water-Only Dinos Cannot Teleport(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: Can be reverted in whistle radial menu option(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: Gen1ArcticBiomeBuff(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: Gen1LunarBiomeBuff(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: Gen1OceanBiomeBuff(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: Gen1SwampBiomeBuff(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: Gen1VolcanoBiomeBuff(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: Gen1VRBiomeBuff(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: EN(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: EN(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: Say Hello!(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: Missions(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: EN(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: EN(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: Cannot Teleport Players in Seating Structures(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: Cannot Teleport Overly Large Dinos To Final Boss(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: Story Glitches(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: Cannot Teleport Players Who Are Currently On Mission(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: EN(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: EN(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: EN(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: EN(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: EN(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: Check out the new Missions menu in your Inventory screen, right next to the Explorer Notes.(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: Missions(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: EN(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: DE(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: FR(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: IT(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: ZH(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: PT(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: RU(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: ES(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: JA(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: Remote Targeting(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: HLN-A can also examine creatures for you, by releasing the (/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: when you are looking at a target(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: Exceeding Max Tame Count (Max (/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: Exceeding Max Player Count (Max (/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: Sleeping And Dead Creatures Will Not Be Teleported(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: Sleeping And Dead Players Will Not Be Teleported(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: EN(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: EN(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: EN(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: EN(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: EN(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: EN(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: EN(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: EN(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: EN(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: en(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: EN(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: NONE(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: NONE(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: HLNA(/Game/Genesis/CoreBlueprints/HLNA/Buff_Companion_HLNA.Default__Buff_Companion_HLNA_C) CONTENT: Mission Accomplished(/Engine/Transient.Default__REINST_MissionTypeBlueprintBase_C_24927) CONTENT: Time Remaining(/Engine/Transient.Default__REINST_MissionTypeBlueprintBase_C_24927) LITERAL: Name {0} Bool {1} Tag {2} Compare {3}(/Game/Genesis/Missions/MissionTypeBlueprintBase.MissionTypeBlueprintBase:EdGraph_90824.K2Node_CallFunction_225043) LITERAL: 0(/Game/Genesis/Missions/MissionTypeBlueprintBase.MissionTypeBlueprintBase:EdGraph_90824.K2Node_MakeStruct_1916) LITERAL: 1(/Game/Genesis/Missions/MissionTypeBlueprintBase.MissionTypeBlueprintBase:EdGraph_90824.K2Node_MakeStruct_1917) LITERAL: 2(/Game/Genesis/Missions/MissionTypeBlueprintBase.MissionTypeBlueprintBase:EdGraph_90824.K2Node_MakeStruct_1918) LITERAL: 3(/Game/Genesis/Missions/MissionTypeBlueprintBase.MissionTypeBlueprintBase:EdGraph_90824.K2Node_MakeStruct_1919) CONTENT: Mission Accomplished(/Game/Genesis/Missions/MissionTypeBlueprintBase.Default__MissionTypeBlueprintBase_C) CONTENT: Time Remaining(/Game/Genesis/Missions/MissionTypeBlueprintBase.Default__MissionTypeBlueprintBase_C) LITERAL: {0} {1}/{2}(/Game/Genesis/Missions/MissionType_GlitchCounter_Base.MissionType_GlitchCounter_Base:EdGraph_90844.K2Node_CallFunction_225048) LITERAL: 0(/Game/Genesis/Missions/MissionType_GlitchCounter_Base.MissionType_GlitchCounter_Base:EdGraph_90844.K2Node_MakeStruct_1920) LITERAL: 1(/Game/Genesis/Missions/MissionType_GlitchCounter_Base.MissionType_GlitchCounter_Base:EdGraph_90844.K2Node_MakeStruct_1921) LITERAL: 2(/Game/Genesis/Missions/MissionType_GlitchCounter_Base.MissionType_GlitchCounter_Base:EdGraph_90844.K2Node_MakeStruct_1922) LITERAL: Color{0}(/Game/PrimalEarth/CoreBlueprints/ExplorerChest/GenesisPreLaunch/Buff_ExplorerNoteHLNA_ClientOnly.Buff_ExplorerNoteHLNA_ClientOnly:EdGraph_90859.K2Node_CallFunction_225054) LITERAL: 0(/Game/PrimalEarth/CoreBlueprints/ExplorerChest/GenesisPreLaunch/Buff_ExplorerNoteHLNA_ClientOnly.Buff_ExplorerNoteHLNA_ClientOnly:EdGraph_90859.K2Node_MakeStruct_1923) LITERAL: UsingColor{0}(/Game/PrimalEarth/CoreBlueprints/ExplorerChest/GenesisPreLaunch/Buff_ExplorerNoteHLNA_ClientOnly.Buff_ExplorerNoteHLNA_ClientOnly:EdGraph_90859.K2Node_CallFunction_225055) LITERAL: 0(/Game/PrimalEarth/CoreBlueprints/ExplorerChest/GenesisPreLaunch/Buff_ExplorerNoteHLNA_ClientOnly.Buff_ExplorerNoteHLNA_ClientOnly:EdGraph_90859.K2Node_MakeStruct_1924) LITERAL: UsingColorizedColor{0}(/Game/PrimalEarth/CoreBlueprints/ExplorerChest/GenesisPreLaunch/Buff_ExplorerNoteHLNA_ClientOnly.Buff_ExplorerNoteHLNA_ClientOnly:EdGraph_90859.K2Node_CallFunction_225056) LITERAL: 0(/Game/PrimalEarth/CoreBlueprints/ExplorerChest/GenesisPreLaunch/Buff_ExplorerNoteHLNA_ClientOnly.Buff_ExplorerNoteHLNA_ClientOnly:EdGraph_90859.K2Node_MakeStruct_1925) LITERAL: UsingColorizedColor{0}(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/SKComponent_SkinAttachment_Interp.SKComponent_SkinAttachment_Interp:ExecuteUbergraph_SKComponent_SkinAttachment_Interp.K2Node_CallFunction_225282) LITERAL: 0(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/SKComponent_SkinAttachment_Interp.SKComponent_SkinAttachment_Interp:ExecuteUbergraph_SKComponent_SkinAttachment_Interp.K2Node_MakeStruct_1926) LITERAL: UsingColor{0}(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/SKComponent_SkinAttachment_Interp.SKComponent_SkinAttachment_Interp:ExecuteUbergraph_SKComponent_SkinAttachment_Interp.K2Node_CallFunction_225283) LITERAL: 0(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/SKComponent_SkinAttachment_Interp.SKComponent_SkinAttachment_Interp:ExecuteUbergraph_SKComponent_SkinAttachment_Interp.K2Node_MakeStruct_1927) LITERAL: Color{0}(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/SKComponent_SkinAttachment_Interp.SKComponent_SkinAttachment_Interp:ExecuteUbergraph_SKComponent_SkinAttachment_Interp.K2Node_CallFunction_225284) LITERAL: 0(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/SKComponent_SkinAttachment_Interp.SKComponent_SkinAttachment_Interp:ExecuteUbergraph_SKComponent_SkinAttachment_Interp.K2Node_MakeStruct_1928) LITERAL: SetVisib {0} Curr {1}(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/SKComponent_SkinAttachment_Interp.SKComponent_SkinAttachment_Interp:EdGraph_90904.K2Node_CallFunction_225316) LITERAL: 0(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/SKComponent_SkinAttachment_Interp.SKComponent_SkinAttachment_Interp:EdGraph_90904.K2Node_MakeStruct_1929) LITERAL: 1(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/SKComponent_SkinAttachment_Interp.SKComponent_SkinAttachment_Interp:EdGraph_90904.K2Node_MakeStruct_1930) LITERAL: Matindex {5} Mat: {0} AudioAnim_Texture: {1} StartTime {2} LoopAnim {3} AudioLength {4} ScaleToAudioLength {6}(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/SKComponent_SkinAttachment_Interp.SKComponent_SkinAttachment_Interp:EdGraph_90906.K2Node_CallFunction_225322) LITERAL: 5(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/SKComponent_SkinAttachment_Interp.SKComponent_SkinAttachment_Interp:EdGraph_90906.K2Node_MakeStruct_1931) LITERAL: 0(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/SKComponent_SkinAttachment_Interp.SKComponent_SkinAttachment_Interp:EdGraph_90906.K2Node_MakeStruct_1932) LITERAL: 1(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/SKComponent_SkinAttachment_Interp.SKComponent_SkinAttachment_Interp:EdGraph_90906.K2Node_MakeStruct_1933) LITERAL: 2(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/SKComponent_SkinAttachment_Interp.SKComponent_SkinAttachment_Interp:EdGraph_90906.K2Node_MakeStruct_1934) LITERAL: 3(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/SKComponent_SkinAttachment_Interp.SKComponent_SkinAttachment_Interp:EdGraph_90906.K2Node_MakeStruct_1935) LITERAL: 4(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/SKComponent_SkinAttachment_Interp.SKComponent_SkinAttachment_Interp:EdGraph_90906.K2Node_MakeStruct_1936) LITERAL: 6(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/SKComponent_SkinAttachment_Interp.SKComponent_SkinAttachment_Interp:EdGraph_90906.K2Node_MakeStruct_1937) LITERAL: Loop {1} Param {0}(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/SKComponent_SkinAttachment_Interp.SKComponent_SkinAttachment_Interp:EdGraph_90910.K2Node_CallFunction_225325) LITERAL: 1(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/SKComponent_SkinAttachment_Interp.SKComponent_SkinAttachment_Interp:EdGraph_90910.K2Node_MakeStruct_1938) LITERAL: 0(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/SKComponent_SkinAttachment_Interp.SKComponent_SkinAttachment_Interp:EdGraph_90910.K2Node_MakeStruct_1939) LITERAL: Matindex {5} Mat: {0} AudioAnim_Texture: {1} StartTime {2} LoopAnim {3} AudioLength {4} ScaleToAudioLength {6}(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/SKComponent_SkinAttachment_Interp.SKComponent_SkinAttachment_Interp:EdGraph_90915.K2Node_CallFunction_225327) LITERAL: 5(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/SKComponent_SkinAttachment_Interp.SKComponent_SkinAttachment_Interp:EdGraph_90915.K2Node_MakeStruct_1940) LITERAL: 0(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/SKComponent_SkinAttachment_Interp.SKComponent_SkinAttachment_Interp:EdGraph_90915.K2Node_MakeStruct_1941) LITERAL: 1(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/SKComponent_SkinAttachment_Interp.SKComponent_SkinAttachment_Interp:EdGraph_90915.K2Node_MakeStruct_1942) LITERAL: 2(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/SKComponent_SkinAttachment_Interp.SKComponent_SkinAttachment_Interp:EdGraph_90915.K2Node_MakeStruct_1943) LITERAL: 3(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/SKComponent_SkinAttachment_Interp.SKComponent_SkinAttachment_Interp:EdGraph_90915.K2Node_MakeStruct_1944) LITERAL: 4(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/SKComponent_SkinAttachment_Interp.SKComponent_SkinAttachment_Interp:EdGraph_90915.K2Node_MakeStruct_1945) LITERAL: 6(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/SKComponent_SkinAttachment_Interp.SKComponent_SkinAttachment_Interp:EdGraph_90915.K2Node_MakeStruct_1946) CONTENT: EN(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/SKComponent_SkinAttachment_Interp.Default__SKComponent_SkinAttachment_Interp_C) CONTENT: ES(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/SKComponent_SkinAttachment_Interp.Default__SKComponent_SkinAttachment_Interp_C) CONTENT: FR(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/SKComponent_SkinAttachment_Interp.Default__SKComponent_SkinAttachment_Interp_C) CONTENT: RU(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/SKComponent_SkinAttachment_Interp.Default__SKComponent_SkinAttachment_Interp_C) CONTENT: ZH(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/SKComponent_SkinAttachment_Interp.Default__SKComponent_SkinAttachment_Interp_C) CONTENT: IT(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/SKComponent_SkinAttachment_Interp.Default__SKComponent_SkinAttachment_Interp_C) CONTENT: DE(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/SKComponent_SkinAttachment_Interp.Default__SKComponent_SkinAttachment_Interp_C) CONTENT: PT(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/SKComponent_SkinAttachment_Interp.Default__SKComponent_SkinAttachment_Interp_C) CONTENT: JA(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/SKComponent_SkinAttachment_Interp.Default__SKComponent_SkinAttachment_Interp_C) CONTENT: EN(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/SKComponent_SkinAttachment_Interp.Default__SKComponent_SkinAttachment_Interp_C) CONTENT: ES(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/SKComponent_SkinAttachment_Interp.Default__SKComponent_SkinAttachment_Interp_C) CONTENT: FR(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/SKComponent_SkinAttachment_Interp.Default__SKComponent_SkinAttachment_Interp_C) CONTENT: RU(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/SKComponent_SkinAttachment_Interp.Default__SKComponent_SkinAttachment_Interp_C) CONTENT: ZH(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/SKComponent_SkinAttachment_Interp.Default__SKComponent_SkinAttachment_Interp_C) CONTENT: IT(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/SKComponent_SkinAttachment_Interp.Default__SKComponent_SkinAttachment_Interp_C) CONTENT: DE(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/SKComponent_SkinAttachment_Interp.Default__SKComponent_SkinAttachment_Interp_C) CONTENT: PT(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/SKComponent_SkinAttachment_Interp.Default__SKComponent_SkinAttachment_Interp_C) CONTENT: JA(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/SKComponent_SkinAttachment_Interp.Default__SKComponent_SkinAttachment_Interp_C) CONTENT: EN(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/SKComponent_SkinAttachment_Interp.Default__SKComponent_SkinAttachment_Interp_C) CONTENT: ES(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/SKComponent_SkinAttachment_Interp.Default__SKComponent_SkinAttachment_Interp_C) CONTENT: FR(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/SKComponent_SkinAttachment_Interp.Default__SKComponent_SkinAttachment_Interp_C) CONTENT: RU(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/SKComponent_SkinAttachment_Interp.Default__SKComponent_SkinAttachment_Interp_C) CONTENT: ZH(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/SKComponent_SkinAttachment_Interp.Default__SKComponent_SkinAttachment_Interp_C) CONTENT: IT(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/SKComponent_SkinAttachment_Interp.Default__SKComponent_SkinAttachment_Interp_C) CONTENT: DE(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/SKComponent_SkinAttachment_Interp.Default__SKComponent_SkinAttachment_Interp_C) CONTENT: PT(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/SKComponent_SkinAttachment_Interp.Default__SKComponent_SkinAttachment_Interp_C) CONTENT: JA(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/SKComponent_SkinAttachment_Interp.Default__SKComponent_SkinAttachment_Interp_C) CONTENT: EN(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/SKComponent_SkinAttachment_Interp.Default__SKComponent_SkinAttachment_Interp_C) CONTENT: ES(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/SKComponent_SkinAttachment_Interp.Default__SKComponent_SkinAttachment_Interp_C) CONTENT: FR(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/SKComponent_SkinAttachment_Interp.Default__SKComponent_SkinAttachment_Interp_C) CONTENT: RU(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/SKComponent_SkinAttachment_Interp.Default__SKComponent_SkinAttachment_Interp_C) CONTENT: ZH(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/SKComponent_SkinAttachment_Interp.Default__SKComponent_SkinAttachment_Interp_C) CONTENT: IT(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/SKComponent_SkinAttachment_Interp.Default__SKComponent_SkinAttachment_Interp_C) CONTENT: DE(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/SKComponent_SkinAttachment_Interp.Default__SKComponent_SkinAttachment_Interp_C) CONTENT: PT(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/SKComponent_SkinAttachment_Interp.Default__SKComponent_SkinAttachment_Interp_C) CONTENT: JA(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/SKComponent_SkinAttachment_Interp.Default__SKComponent_SkinAttachment_Interp_C) CONTENT: EN(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/SKComponent_SkinAttachment_Interp.Default__SKComponent_SkinAttachment_Interp_C) CONTENT: ES(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/SKComponent_SkinAttachment_Interp.Default__SKComponent_SkinAttachment_Interp_C) CONTENT: FR(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/SKComponent_SkinAttachment_Interp.Default__SKComponent_SkinAttachment_Interp_C) CONTENT: RU(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/SKComponent_SkinAttachment_Interp.Default__SKComponent_SkinAttachment_Interp_C) CONTENT: ZH(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/SKComponent_SkinAttachment_Interp.Default__SKComponent_SkinAttachment_Interp_C) CONTENT: IT(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/SKComponent_SkinAttachment_Interp.Default__SKComponent_SkinAttachment_Interp_C) CONTENT: DE(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/SKComponent_SkinAttachment_Interp.Default__SKComponent_SkinAttachment_Interp_C) CONTENT: PT(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/SKComponent_SkinAttachment_Interp.Default__SKComponent_SkinAttachment_Interp_C) CONTENT: JA(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/SKComponent_SkinAttachment_Interp.Default__SKComponent_SkinAttachment_Interp_C) CONTENT: EN(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/SKComponent_SkinAttachment_Interp.Default__SKComponent_SkinAttachment_Interp_C) CONTENT: ES(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/SKComponent_SkinAttachment_Interp.Default__SKComponent_SkinAttachment_Interp_C) CONTENT: FR(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/SKComponent_SkinAttachment_Interp.Default__SKComponent_SkinAttachment_Interp_C) CONTENT: RU(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/SKComponent_SkinAttachment_Interp.Default__SKComponent_SkinAttachment_Interp_C) CONTENT: ZH(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/SKComponent_SkinAttachment_Interp.Default__SKComponent_SkinAttachment_Interp_C) CONTENT: IT(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/SKComponent_SkinAttachment_Interp.Default__SKComponent_SkinAttachment_Interp_C) CONTENT: DE(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/SKComponent_SkinAttachment_Interp.Default__SKComponent_SkinAttachment_Interp_C) CONTENT: PT(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/SKComponent_SkinAttachment_Interp.Default__SKComponent_SkinAttachment_Interp_C) CONTENT: JA(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/SKComponent_SkinAttachment_Interp.Default__SKComponent_SkinAttachment_Interp_C) CONTENT: EN(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/SKComponent_SkinAttachment_Interp.Default__SKComponent_SkinAttachment_Interp_C) CONTENT: ES(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/SKComponent_SkinAttachment_Interp.Default__SKComponent_SkinAttachment_Interp_C) CONTENT: FR(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/SKComponent_SkinAttachment_Interp.Default__SKComponent_SkinAttachment_Interp_C) CONTENT: RU(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/SKComponent_SkinAttachment_Interp.Default__SKComponent_SkinAttachment_Interp_C) CONTENT: ZH(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/SKComponent_SkinAttachment_Interp.Default__SKComponent_SkinAttachment_Interp_C) CONTENT: IT(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/SKComponent_SkinAttachment_Interp.Default__SKComponent_SkinAttachment_Interp_C) CONTENT: DE(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/SKComponent_SkinAttachment_Interp.Default__SKComponent_SkinAttachment_Interp_C) CONTENT: PT(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/SKComponent_SkinAttachment_Interp.Default__SKComponent_SkinAttachment_Interp_C) CONTENT: JA(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/SKComponent_SkinAttachment_Interp.Default__SKComponent_SkinAttachment_Interp_C) CONTENT: EN(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/SKComponent_SkinAttachment_Interp.Default__SKComponent_SkinAttachment_Interp_C) CONTENT: ES(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/SKComponent_SkinAttachment_Interp.Default__SKComponent_SkinAttachment_Interp_C) CONTENT: FR(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/SKComponent_SkinAttachment_Interp.Default__SKComponent_SkinAttachment_Interp_C) CONTENT: RU(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/SKComponent_SkinAttachment_Interp.Default__SKComponent_SkinAttachment_Interp_C) CONTENT: ZH(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/SKComponent_SkinAttachment_Interp.Default__SKComponent_SkinAttachment_Interp_C) CONTENT: IT(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/SKComponent_SkinAttachment_Interp.Default__SKComponent_SkinAttachment_Interp_C) CONTENT: DE(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/SKComponent_SkinAttachment_Interp.Default__SKComponent_SkinAttachment_Interp_C) CONTENT: PT(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/SKComponent_SkinAttachment_Interp.Default__SKComponent_SkinAttachment_Interp_C) CONTENT: JA(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/SKComponent_SkinAttachment_Interp.Default__SKComponent_SkinAttachment_Interp_C) CONTENT: EN(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/SKComponent_SkinAttachment_Interp.Default__SKComponent_SkinAttachment_Interp_C) CONTENT: ES(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/SKComponent_SkinAttachment_Interp.Default__SKComponent_SkinAttachment_Interp_C) CONTENT: FR(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/SKComponent_SkinAttachment_Interp.Default__SKComponent_SkinAttachment_Interp_C) CONTENT: RU(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/SKComponent_SkinAttachment_Interp.Default__SKComponent_SkinAttachment_Interp_C) CONTENT: ZH(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/SKComponent_SkinAttachment_Interp.Default__SKComponent_SkinAttachment_Interp_C) CONTENT: IT(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/SKComponent_SkinAttachment_Interp.Default__SKComponent_SkinAttachment_Interp_C) CONTENT: DE(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/SKComponent_SkinAttachment_Interp.Default__SKComponent_SkinAttachment_Interp_C) CONTENT: PT(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/SKComponent_SkinAttachment_Interp.Default__SKComponent_SkinAttachment_Interp_C) CONTENT: JA(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/SKComponent_SkinAttachment_Interp.Default__SKComponent_SkinAttachment_Interp_C) CONTENT: EN(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/SKComponent_SkinAttachment_Interp.Default__SKComponent_SkinAttachment_Interp_C) CONTENT: ES(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/SKComponent_SkinAttachment_Interp.Default__SKComponent_SkinAttachment_Interp_C) CONTENT: FR(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/SKComponent_SkinAttachment_Interp.Default__SKComponent_SkinAttachment_Interp_C) CONTENT: RU(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/SKComponent_SkinAttachment_Interp.Default__SKComponent_SkinAttachment_Interp_C) CONTENT: ZH(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/SKComponent_SkinAttachment_Interp.Default__SKComponent_SkinAttachment_Interp_C) CONTENT: IT(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/SKComponent_SkinAttachment_Interp.Default__SKComponent_SkinAttachment_Interp_C) CONTENT: PT(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/SKComponent_SkinAttachment_Interp.Default__SKComponent_SkinAttachment_Interp_C) CONTENT: JA(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/SKComponent_SkinAttachment_Interp.Default__SKComponent_SkinAttachment_Interp_C) CONTENT: DE(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/SKComponent_SkinAttachment_Interp.Default__SKComponent_SkinAttachment_Interp_C) CONTENT: EN(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/SKComponent_SkinAttachment_Interp.Default__SKComponent_SkinAttachment_Interp_C) CONTENT: ES(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/SKComponent_SkinAttachment_Interp.Default__SKComponent_SkinAttachment_Interp_C) CONTENT: FR(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/SKComponent_SkinAttachment_Interp.Default__SKComponent_SkinAttachment_Interp_C) CONTENT: RU(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/SKComponent_SkinAttachment_Interp.Default__SKComponent_SkinAttachment_Interp_C) CONTENT: ZH(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/SKComponent_SkinAttachment_Interp.Default__SKComponent_SkinAttachment_Interp_C) CONTENT: IT(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/SKComponent_SkinAttachment_Interp.Default__SKComponent_SkinAttachment_Interp_C) CONTENT: PT(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/SKComponent_SkinAttachment_Interp.Default__SKComponent_SkinAttachment_Interp_C) CONTENT: DE(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/SKComponent_SkinAttachment_Interp.Default__SKComponent_SkinAttachment_Interp_C) CONTENT: JA(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/SKComponent_SkinAttachment_Interp.Default__SKComponent_SkinAttachment_Interp_C) CONTENT: EN(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/SKComponent_SkinAttachment_Interp.Default__SKComponent_SkinAttachment_Interp_C) CONTENT: ES(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/SKComponent_SkinAttachment_Interp.Default__SKComponent_SkinAttachment_Interp_C) CONTENT: FR(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/SKComponent_SkinAttachment_Interp.Default__SKComponent_SkinAttachment_Interp_C) CONTENT: RU(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/SKComponent_SkinAttachment_Interp.Default__SKComponent_SkinAttachment_Interp_C) CONTENT: ZH(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/SKComponent_SkinAttachment_Interp.Default__SKComponent_SkinAttachment_Interp_C) CONTENT: IT(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/SKComponent_SkinAttachment_Interp.Default__SKComponent_SkinAttachment_Interp_C) CONTENT: PT(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/SKComponent_SkinAttachment_Interp.Default__SKComponent_SkinAttachment_Interp_C) CONTENT: JA(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/SKComponent_SkinAttachment_Interp.Default__SKComponent_SkinAttachment_Interp_C) CONTENT: DE(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/SKComponent_SkinAttachment_Interp.Default__SKComponent_SkinAttachment_Interp_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/MiniHLNA/Buff_MiniHLNA.Default__Buff_MiniHLNA_C) CONTENT: fr(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/MiniHLNA/Buff_MiniHLNA.Default__Buff_MiniHLNA_C) CONTENT: de(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/MiniHLNA/Buff_MiniHLNA.Default__Buff_MiniHLNA_C) CONTENT: it(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/MiniHLNA/Buff_MiniHLNA.Default__Buff_MiniHLNA_C) CONTENT: zh(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/MiniHLNA/Buff_MiniHLNA.Default__Buff_MiniHLNA_C) CONTENT: pt(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/MiniHLNA/Buff_MiniHLNA.Default__Buff_MiniHLNA_C) CONTENT: ru(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/MiniHLNA/Buff_MiniHLNA.Default__Buff_MiniHLNA_C) CONTENT: es(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/MiniHLNA/Buff_MiniHLNA.Default__Buff_MiniHLNA_C) CONTENT: jp(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/MiniHLNA/Buff_MiniHLNA.Default__Buff_MiniHLNA_C) CONTENT: Mini-HLNA(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_24949) CONTENT: HLNA can be equipped to the shield slot or attach HLNA to an existing shield. (/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_24949) CONTENT: Holiday(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_24949) CONTENT: EN(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_24949:SKComponent_SkinAttachment_Interp_C_0) CONTENT: ES(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_24949:SKComponent_SkinAttachment_Interp_C_0) CONTENT: FR(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_24949:SKComponent_SkinAttachment_Interp_C_0) CONTENT: RU(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_24949:SKComponent_SkinAttachment_Interp_C_0) CONTENT: ZH(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_24949:SKComponent_SkinAttachment_Interp_C_0) CONTENT: IT(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_24949:SKComponent_SkinAttachment_Interp_C_0) CONTENT: DE(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_24949:SKComponent_SkinAttachment_Interp_C_0) CONTENT: PT(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_24949:SKComponent_SkinAttachment_Interp_C_0) CONTENT: JA(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_24949:SKComponent_SkinAttachment_Interp_C_0) CONTENT: EN(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_24949:SKComponent_SkinAttachment_Interp_C_0) CONTENT: ES(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_24949:SKComponent_SkinAttachment_Interp_C_0) CONTENT: FR(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_24949:SKComponent_SkinAttachment_Interp_C_0) CONTENT: RU(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_24949:SKComponent_SkinAttachment_Interp_C_0) CONTENT: ZH(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_24949:SKComponent_SkinAttachment_Interp_C_0) CONTENT: IT(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_24949:SKComponent_SkinAttachment_Interp_C_0) CONTENT: DE(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_24949:SKComponent_SkinAttachment_Interp_C_0) CONTENT: PT(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_24949:SKComponent_SkinAttachment_Interp_C_0) CONTENT: JA(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_24949:SKComponent_SkinAttachment_Interp_C_0) CONTENT: EN(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_24949:SKComponent_SkinAttachment_Interp_C_0) CONTENT: ES(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_24949:SKComponent_SkinAttachment_Interp_C_0) CONTENT: FR(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_24949:SKComponent_SkinAttachment_Interp_C_0) CONTENT: RU(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_24949:SKComponent_SkinAttachment_Interp_C_0) CONTENT: ZH(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_24949:SKComponent_SkinAttachment_Interp_C_0) CONTENT: IT(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_24949:SKComponent_SkinAttachment_Interp_C_0) CONTENT: DE(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_24949:SKComponent_SkinAttachment_Interp_C_0) CONTENT: PT(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_24949:SKComponent_SkinAttachment_Interp_C_0) CONTENT: JA(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_24949:SKComponent_SkinAttachment_Interp_C_0) CONTENT: EN(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_24949:SKComponent_SkinAttachment_Interp_C_0) CONTENT: ES(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_24949:SKComponent_SkinAttachment_Interp_C_0) CONTENT: FR(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_24949:SKComponent_SkinAttachment_Interp_C_0) CONTENT: RU(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_24949:SKComponent_SkinAttachment_Interp_C_0) CONTENT: ZH(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_24949:SKComponent_SkinAttachment_Interp_C_0) CONTENT: IT(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_24949:SKComponent_SkinAttachment_Interp_C_0) CONTENT: DE(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_24949:SKComponent_SkinAttachment_Interp_C_0) CONTENT: PT(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_24949:SKComponent_SkinAttachment_Interp_C_0) CONTENT: JA(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_24949:SKComponent_SkinAttachment_Interp_C_0) CONTENT: EN(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_24949:SKComponent_SkinAttachment_Interp_C_0) CONTENT: ES(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_24949:SKComponent_SkinAttachment_Interp_C_0) CONTENT: FR(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_24949:SKComponent_SkinAttachment_Interp_C_0) CONTENT: RU(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_24949:SKComponent_SkinAttachment_Interp_C_0) CONTENT: ZH(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_24949:SKComponent_SkinAttachment_Interp_C_0) CONTENT: IT(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_24949:SKComponent_SkinAttachment_Interp_C_0) CONTENT: DE(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_24949:SKComponent_SkinAttachment_Interp_C_0) CONTENT: PT(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_24949:SKComponent_SkinAttachment_Interp_C_0) CONTENT: JA(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_24949:SKComponent_SkinAttachment_Interp_C_0) CONTENT: EN(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_24949:SKComponent_SkinAttachment_Interp_C_0) CONTENT: ES(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_24949:SKComponent_SkinAttachment_Interp_C_0) CONTENT: FR(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_24949:SKComponent_SkinAttachment_Interp_C_0) CONTENT: RU(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_24949:SKComponent_SkinAttachment_Interp_C_0) CONTENT: ZH(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_24949:SKComponent_SkinAttachment_Interp_C_0) CONTENT: IT(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_24949:SKComponent_SkinAttachment_Interp_C_0) CONTENT: DE(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_24949:SKComponent_SkinAttachment_Interp_C_0) CONTENT: PT(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_24949:SKComponent_SkinAttachment_Interp_C_0) CONTENT: JA(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_24949:SKComponent_SkinAttachment_Interp_C_0) CONTENT: EN(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_24949:SKComponent_SkinAttachment_Interp_C_0) CONTENT: ES(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_24949:SKComponent_SkinAttachment_Interp_C_0) CONTENT: FR(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_24949:SKComponent_SkinAttachment_Interp_C_0) CONTENT: RU(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_24949:SKComponent_SkinAttachment_Interp_C_0) CONTENT: ZH(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_24949:SKComponent_SkinAttachment_Interp_C_0) CONTENT: IT(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_24949:SKComponent_SkinAttachment_Interp_C_0) CONTENT: DE(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_24949:SKComponent_SkinAttachment_Interp_C_0) CONTENT: PT(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_24949:SKComponent_SkinAttachment_Interp_C_0) CONTENT: JA(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_24949:SKComponent_SkinAttachment_Interp_C_0) CONTENT: EN(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_24949:SKComponent_SkinAttachment_Interp_C_0) CONTENT: ES(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_24949:SKComponent_SkinAttachment_Interp_C_0) CONTENT: FR(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_24949:SKComponent_SkinAttachment_Interp_C_0) CONTENT: RU(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_24949:SKComponent_SkinAttachment_Interp_C_0) CONTENT: ZH(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_24949:SKComponent_SkinAttachment_Interp_C_0) CONTENT: IT(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_24949:SKComponent_SkinAttachment_Interp_C_0) CONTENT: DE(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_24949:SKComponent_SkinAttachment_Interp_C_0) CONTENT: PT(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_24949:SKComponent_SkinAttachment_Interp_C_0) CONTENT: JA(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_24949:SKComponent_SkinAttachment_Interp_C_0) CONTENT: EN(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_24949:SKComponent_SkinAttachment_Interp_C_0) CONTENT: ES(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_24949:SKComponent_SkinAttachment_Interp_C_0) CONTENT: FR(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_24949:SKComponent_SkinAttachment_Interp_C_0) CONTENT: RU(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_24949:SKComponent_SkinAttachment_Interp_C_0) CONTENT: ZH(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_24949:SKComponent_SkinAttachment_Interp_C_0) CONTENT: IT(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_24949:SKComponent_SkinAttachment_Interp_C_0) CONTENT: DE(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_24949:SKComponent_SkinAttachment_Interp_C_0) CONTENT: PT(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_24949:SKComponent_SkinAttachment_Interp_C_0) CONTENT: JA(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_24949:SKComponent_SkinAttachment_Interp_C_0) CONTENT: EN(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_24949:SKComponent_SkinAttachment_Interp_C_0) CONTENT: ES(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_24949:SKComponent_SkinAttachment_Interp_C_0) CONTENT: FR(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_24949:SKComponent_SkinAttachment_Interp_C_0) CONTENT: RU(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_24949:SKComponent_SkinAttachment_Interp_C_0) CONTENT: ZH(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_24949:SKComponent_SkinAttachment_Interp_C_0) CONTENT: IT(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_24949:SKComponent_SkinAttachment_Interp_C_0) CONTENT: PT(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_24949:SKComponent_SkinAttachment_Interp_C_0) CONTENT: JA(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_24949:SKComponent_SkinAttachment_Interp_C_0) CONTENT: DE(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_24949:SKComponent_SkinAttachment_Interp_C_0) CONTENT: EN(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_24949:SKComponent_SkinAttachment_Interp_C_0) CONTENT: ES(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_24949:SKComponent_SkinAttachment_Interp_C_0) CONTENT: FR(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_24949:SKComponent_SkinAttachment_Interp_C_0) CONTENT: RU(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_24949:SKComponent_SkinAttachment_Interp_C_0) CONTENT: ZH(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_24949:SKComponent_SkinAttachment_Interp_C_0) CONTENT: IT(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_24949:SKComponent_SkinAttachment_Interp_C_0) CONTENT: PT(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_24949:SKComponent_SkinAttachment_Interp_C_0) CONTENT: DE(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_24949:SKComponent_SkinAttachment_Interp_C_0) CONTENT: JA(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_24949:SKComponent_SkinAttachment_Interp_C_0) CONTENT: EN(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_24949:SKComponent_SkinAttachment_Interp_C_0) CONTENT: ES(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_24949:SKComponent_SkinAttachment_Interp_C_0) CONTENT: FR(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_24949:SKComponent_SkinAttachment_Interp_C_0) CONTENT: RU(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_24949:SKComponent_SkinAttachment_Interp_C_0) CONTENT: ZH(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_24949:SKComponent_SkinAttachment_Interp_C_0) CONTENT: IT(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_24949:SKComponent_SkinAttachment_Interp_C_0) CONTENT: PT(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_24949:SKComponent_SkinAttachment_Interp_C_0) CONTENT: JA(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_24949:SKComponent_SkinAttachment_Interp_C_0) CONTENT: DE(/Engine/Transient.Default__REINST_PrimalItemSkin_MiniHLNA_C_24949:SKComponent_SkinAttachment_Interp_C_0) LITERAL: {0}\n\nScanning the Elemental Disturbances in caves may reveal hidden information.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_MiniHLNA.PrimalItemSkin_MiniHLNA:EdGraph_90980.K2Node_CallFunction_225440) LITERAL: 0(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_MiniHLNA.PrimalItemSkin_MiniHLNA:EdGraph_90980.K2Node_MakeStruct_1947) CONTENT: Mini-HLNA(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_MiniHLNA.Default__PrimalItemSkin_MiniHLNA_C) CONTENT: HLNA can be equipped to the shield slot or attach HLNA to an existing shield. (/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_MiniHLNA.Default__PrimalItemSkin_MiniHLNA_C) CONTENT: Holiday(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_MiniHLNA.Default__PrimalItemSkin_MiniHLNA_C) CONTENT: EN(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_MiniHLNA.Default__PrimalItemSkin_MiniHLNA_C:SKComponent_SkinAttachment_Interp_C_0) CONTENT: ES(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_MiniHLNA.Default__PrimalItemSkin_MiniHLNA_C:SKComponent_SkinAttachment_Interp_C_0) CONTENT: FR(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_MiniHLNA.Default__PrimalItemSkin_MiniHLNA_C:SKComponent_SkinAttachment_Interp_C_0) CONTENT: RU(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_MiniHLNA.Default__PrimalItemSkin_MiniHLNA_C:SKComponent_SkinAttachment_Interp_C_0) CONTENT: ZH(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_MiniHLNA.Default__PrimalItemSkin_MiniHLNA_C:SKComponent_SkinAttachment_Interp_C_0) CONTENT: IT(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_MiniHLNA.Default__PrimalItemSkin_MiniHLNA_C:SKComponent_SkinAttachment_Interp_C_0) CONTENT: DE(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_MiniHLNA.Default__PrimalItemSkin_MiniHLNA_C:SKComponent_SkinAttachment_Interp_C_0) CONTENT: PT(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_MiniHLNA.Default__PrimalItemSkin_MiniHLNA_C:SKComponent_SkinAttachment_Interp_C_0) CONTENT: JA(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_MiniHLNA.Default__PrimalItemSkin_MiniHLNA_C:SKComponent_SkinAttachment_Interp_C_0) CONTENT: EN(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_MiniHLNA.Default__PrimalItemSkin_MiniHLNA_C:SKComponent_SkinAttachment_Interp_C_0) CONTENT: ES(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_MiniHLNA.Default__PrimalItemSkin_MiniHLNA_C:SKComponent_SkinAttachment_Interp_C_0) CONTENT: FR(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_MiniHLNA.Default__PrimalItemSkin_MiniHLNA_C:SKComponent_SkinAttachment_Interp_C_0) CONTENT: RU(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_MiniHLNA.Default__PrimalItemSkin_MiniHLNA_C:SKComponent_SkinAttachment_Interp_C_0) CONTENT: ZH(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_MiniHLNA.Default__PrimalItemSkin_MiniHLNA_C:SKComponent_SkinAttachment_Interp_C_0) CONTENT: IT(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_MiniHLNA.Default__PrimalItemSkin_MiniHLNA_C:SKComponent_SkinAttachment_Interp_C_0) CONTENT: DE(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_MiniHLNA.Default__PrimalItemSkin_MiniHLNA_C:SKComponent_SkinAttachment_Interp_C_0) CONTENT: PT(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_MiniHLNA.Default__PrimalItemSkin_MiniHLNA_C:SKComponent_SkinAttachment_Interp_C_0) CONTENT: JA(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_MiniHLNA.Default__PrimalItemSkin_MiniHLNA_C:SKComponent_SkinAttachment_Interp_C_0) CONTENT: EN(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_MiniHLNA.Default__PrimalItemSkin_MiniHLNA_C:SKComponent_SkinAttachment_Interp_C_0) CONTENT: ES(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_MiniHLNA.Default__PrimalItemSkin_MiniHLNA_C:SKComponent_SkinAttachment_Interp_C_0) CONTENT: FR(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_MiniHLNA.Default__PrimalItemSkin_MiniHLNA_C:SKComponent_SkinAttachment_Interp_C_0) CONTENT: RU(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_MiniHLNA.Default__PrimalItemSkin_MiniHLNA_C:SKComponent_SkinAttachment_Interp_C_0) CONTENT: ZH(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_MiniHLNA.Default__PrimalItemSkin_MiniHLNA_C:SKComponent_SkinAttachment_Interp_C_0) CONTENT: IT(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_MiniHLNA.Default__PrimalItemSkin_MiniHLNA_C:SKComponent_SkinAttachment_Interp_C_0) CONTENT: DE(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_MiniHLNA.Default__PrimalItemSkin_MiniHLNA_C:SKComponent_SkinAttachment_Interp_C_0) CONTENT: PT(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_MiniHLNA.Default__PrimalItemSkin_MiniHLNA_C:SKComponent_SkinAttachment_Interp_C_0) CONTENT: JA(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_MiniHLNA.Default__PrimalItemSkin_MiniHLNA_C:SKComponent_SkinAttachment_Interp_C_0) CONTENT: EN(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_MiniHLNA.Default__PrimalItemSkin_MiniHLNA_C:SKComponent_SkinAttachment_Interp_C_0) CONTENT: ES(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_MiniHLNA.Default__PrimalItemSkin_MiniHLNA_C:SKComponent_SkinAttachment_Interp_C_0) CONTENT: FR(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_MiniHLNA.Default__PrimalItemSkin_MiniHLNA_C:SKComponent_SkinAttachment_Interp_C_0) CONTENT: RU(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_MiniHLNA.Default__PrimalItemSkin_MiniHLNA_C:SKComponent_SkinAttachment_Interp_C_0) CONTENT: ZH(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_MiniHLNA.Default__PrimalItemSkin_MiniHLNA_C:SKComponent_SkinAttachment_Interp_C_0) CONTENT: IT(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_MiniHLNA.Default__PrimalItemSkin_MiniHLNA_C:SKComponent_SkinAttachment_Interp_C_0) CONTENT: DE(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_MiniHLNA.Default__PrimalItemSkin_MiniHLNA_C:SKComponent_SkinAttachment_Interp_C_0) CONTENT: PT(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_MiniHLNA.Default__PrimalItemSkin_MiniHLNA_C:SKComponent_SkinAttachment_Interp_C_0) CONTENT: JA(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_MiniHLNA.Default__PrimalItemSkin_MiniHLNA_C:SKComponent_SkinAttachment_Interp_C_0) CONTENT: EN(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_MiniHLNA.Default__PrimalItemSkin_MiniHLNA_C:SKComponent_SkinAttachment_Interp_C_0) CONTENT: ES(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_MiniHLNA.Default__PrimalItemSkin_MiniHLNA_C:SKComponent_SkinAttachment_Interp_C_0) CONTENT: FR(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_MiniHLNA.Default__PrimalItemSkin_MiniHLNA_C:SKComponent_SkinAttachment_Interp_C_0) CONTENT: RU(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_MiniHLNA.Default__PrimalItemSkin_MiniHLNA_C:SKComponent_SkinAttachment_Interp_C_0) CONTENT: ZH(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_MiniHLNA.Default__PrimalItemSkin_MiniHLNA_C:SKComponent_SkinAttachment_Interp_C_0) CONTENT: IT(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_MiniHLNA.Default__PrimalItemSkin_MiniHLNA_C:SKComponent_SkinAttachment_Interp_C_0) CONTENT: DE(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_MiniHLNA.Default__PrimalItemSkin_MiniHLNA_C:SKComponent_SkinAttachment_Interp_C_0) CONTENT: PT(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_MiniHLNA.Default__PrimalItemSkin_MiniHLNA_C:SKComponent_SkinAttachment_Interp_C_0) CONTENT: JA(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_MiniHLNA.Default__PrimalItemSkin_MiniHLNA_C:SKComponent_SkinAttachment_Interp_C_0) CONTENT: EN(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_MiniHLNA.Default__PrimalItemSkin_MiniHLNA_C:SKComponent_SkinAttachment_Interp_C_0) CONTENT: ES(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_MiniHLNA.Default__PrimalItemSkin_MiniHLNA_C:SKComponent_SkinAttachment_Interp_C_0) CONTENT: FR(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_MiniHLNA.Default__PrimalItemSkin_MiniHLNA_C:SKComponent_SkinAttachment_Interp_C_0) CONTENT: RU(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_MiniHLNA.Default__PrimalItemSkin_MiniHLNA_C:SKComponent_SkinAttachment_Interp_C_0) CONTENT: ZH(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_MiniHLNA.Default__PrimalItemSkin_MiniHLNA_C:SKComponent_SkinAttachment_Interp_C_0) CONTENT: IT(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_MiniHLNA.Default__PrimalItemSkin_MiniHLNA_C:SKComponent_SkinAttachment_Interp_C_0) CONTENT: DE(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_MiniHLNA.Default__PrimalItemSkin_MiniHLNA_C:SKComponent_SkinAttachment_Interp_C_0) CONTENT: PT(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_MiniHLNA.Default__PrimalItemSkin_MiniHLNA_C:SKComponent_SkinAttachment_Interp_C_0) CONTENT: JA(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_MiniHLNA.Default__PrimalItemSkin_MiniHLNA_C:SKComponent_SkinAttachment_Interp_C_0) CONTENT: EN(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_MiniHLNA.Default__PrimalItemSkin_MiniHLNA_C:SKComponent_SkinAttachment_Interp_C_0) CONTENT: ES(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_MiniHLNA.Default__PrimalItemSkin_MiniHLNA_C:SKComponent_SkinAttachment_Interp_C_0) CONTENT: FR(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_MiniHLNA.Default__PrimalItemSkin_MiniHLNA_C:SKComponent_SkinAttachment_Interp_C_0) CONTENT: RU(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_MiniHLNA.Default__PrimalItemSkin_MiniHLNA_C:SKComponent_SkinAttachment_Interp_C_0) CONTENT: ZH(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_MiniHLNA.Default__PrimalItemSkin_MiniHLNA_C:SKComponent_SkinAttachment_Interp_C_0) CONTENT: IT(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_MiniHLNA.Default__PrimalItemSkin_MiniHLNA_C:SKComponent_SkinAttachment_Interp_C_0) CONTENT: DE(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_MiniHLNA.Default__PrimalItemSkin_MiniHLNA_C:SKComponent_SkinAttachment_Interp_C_0) CONTENT: PT(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_MiniHLNA.Default__PrimalItemSkin_MiniHLNA_C:SKComponent_SkinAttachment_Interp_C_0) CONTENT: JA(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_MiniHLNA.Default__PrimalItemSkin_MiniHLNA_C:SKComponent_SkinAttachment_Interp_C_0) CONTENT: EN(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_MiniHLNA.Default__PrimalItemSkin_MiniHLNA_C:SKComponent_SkinAttachment_Interp_C_0) CONTENT: ES(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_MiniHLNA.Default__PrimalItemSkin_MiniHLNA_C:SKComponent_SkinAttachment_Interp_C_0) CONTENT: FR(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_MiniHLNA.Default__PrimalItemSkin_MiniHLNA_C:SKComponent_SkinAttachment_Interp_C_0) CONTENT: RU(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_MiniHLNA.Default__PrimalItemSkin_MiniHLNA_C:SKComponent_SkinAttachment_Interp_C_0) CONTENT: ZH(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_MiniHLNA.Default__PrimalItemSkin_MiniHLNA_C:SKComponent_SkinAttachment_Interp_C_0) CONTENT: IT(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_MiniHLNA.Default__PrimalItemSkin_MiniHLNA_C:SKComponent_SkinAttachment_Interp_C_0) CONTENT: DE(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_MiniHLNA.Default__PrimalItemSkin_MiniHLNA_C:SKComponent_SkinAttachment_Interp_C_0) CONTENT: PT(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_MiniHLNA.Default__PrimalItemSkin_MiniHLNA_C:SKComponent_SkinAttachment_Interp_C_0) CONTENT: JA(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_MiniHLNA.Default__PrimalItemSkin_MiniHLNA_C:SKComponent_SkinAttachment_Interp_C_0) CONTENT: EN(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_MiniHLNA.Default__PrimalItemSkin_MiniHLNA_C:SKComponent_SkinAttachment_Interp_C_0) CONTENT: ES(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_MiniHLNA.Default__PrimalItemSkin_MiniHLNA_C:SKComponent_SkinAttachment_Interp_C_0) CONTENT: FR(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_MiniHLNA.Default__PrimalItemSkin_MiniHLNA_C:SKComponent_SkinAttachment_Interp_C_0) CONTENT: RU(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_MiniHLNA.Default__PrimalItemSkin_MiniHLNA_C:SKComponent_SkinAttachment_Interp_C_0) CONTENT: ZH(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_MiniHLNA.Default__PrimalItemSkin_MiniHLNA_C:SKComponent_SkinAttachment_Interp_C_0) CONTENT: IT(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_MiniHLNA.Default__PrimalItemSkin_MiniHLNA_C:SKComponent_SkinAttachment_Interp_C_0) CONTENT: DE(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_MiniHLNA.Default__PrimalItemSkin_MiniHLNA_C:SKComponent_SkinAttachment_Interp_C_0) CONTENT: PT(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_MiniHLNA.Default__PrimalItemSkin_MiniHLNA_C:SKComponent_SkinAttachment_Interp_C_0) CONTENT: JA(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_MiniHLNA.Default__PrimalItemSkin_MiniHLNA_C:SKComponent_SkinAttachment_Interp_C_0) CONTENT: EN(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_MiniHLNA.Default__PrimalItemSkin_MiniHLNA_C:SKComponent_SkinAttachment_Interp_C_0) CONTENT: ES(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_MiniHLNA.Default__PrimalItemSkin_MiniHLNA_C:SKComponent_SkinAttachment_Interp_C_0) CONTENT: FR(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_MiniHLNA.Default__PrimalItemSkin_MiniHLNA_C:SKComponent_SkinAttachment_Interp_C_0) CONTENT: RU(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_MiniHLNA.Default__PrimalItemSkin_MiniHLNA_C:SKComponent_SkinAttachment_Interp_C_0) CONTENT: ZH(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_MiniHLNA.Default__PrimalItemSkin_MiniHLNA_C:SKComponent_SkinAttachment_Interp_C_0) CONTENT: IT(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_MiniHLNA.Default__PrimalItemSkin_MiniHLNA_C:SKComponent_SkinAttachment_Interp_C_0) CONTENT: PT(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_MiniHLNA.Default__PrimalItemSkin_MiniHLNA_C:SKComponent_SkinAttachment_Interp_C_0) CONTENT: JA(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_MiniHLNA.Default__PrimalItemSkin_MiniHLNA_C:SKComponent_SkinAttachment_Interp_C_0) CONTENT: DE(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_MiniHLNA.Default__PrimalItemSkin_MiniHLNA_C:SKComponent_SkinAttachment_Interp_C_0) CONTENT: EN(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_MiniHLNA.Default__PrimalItemSkin_MiniHLNA_C:SKComponent_SkinAttachment_Interp_C_0) CONTENT: ES(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_MiniHLNA.Default__PrimalItemSkin_MiniHLNA_C:SKComponent_SkinAttachment_Interp_C_0) CONTENT: FR(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_MiniHLNA.Default__PrimalItemSkin_MiniHLNA_C:SKComponent_SkinAttachment_Interp_C_0) CONTENT: RU(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_MiniHLNA.Default__PrimalItemSkin_MiniHLNA_C:SKComponent_SkinAttachment_Interp_C_0) CONTENT: ZH(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_MiniHLNA.Default__PrimalItemSkin_MiniHLNA_C:SKComponent_SkinAttachment_Interp_C_0) CONTENT: IT(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_MiniHLNA.Default__PrimalItemSkin_MiniHLNA_C:SKComponent_SkinAttachment_Interp_C_0) CONTENT: PT(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_MiniHLNA.Default__PrimalItemSkin_MiniHLNA_C:SKComponent_SkinAttachment_Interp_C_0) CONTENT: DE(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_MiniHLNA.Default__PrimalItemSkin_MiniHLNA_C:SKComponent_SkinAttachment_Interp_C_0) CONTENT: JA(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_MiniHLNA.Default__PrimalItemSkin_MiniHLNA_C:SKComponent_SkinAttachment_Interp_C_0) CONTENT: EN(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_MiniHLNA.Default__PrimalItemSkin_MiniHLNA_C:SKComponent_SkinAttachment_Interp_C_0) CONTENT: ES(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_MiniHLNA.Default__PrimalItemSkin_MiniHLNA_C:SKComponent_SkinAttachment_Interp_C_0) CONTENT: FR(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_MiniHLNA.Default__PrimalItemSkin_MiniHLNA_C:SKComponent_SkinAttachment_Interp_C_0) CONTENT: RU(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_MiniHLNA.Default__PrimalItemSkin_MiniHLNA_C:SKComponent_SkinAttachment_Interp_C_0) CONTENT: ZH(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_MiniHLNA.Default__PrimalItemSkin_MiniHLNA_C:SKComponent_SkinAttachment_Interp_C_0) CONTENT: IT(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_MiniHLNA.Default__PrimalItemSkin_MiniHLNA_C:SKComponent_SkinAttachment_Interp_C_0) CONTENT: PT(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_MiniHLNA.Default__PrimalItemSkin_MiniHLNA_C:SKComponent_SkinAttachment_Interp_C_0) CONTENT: JA(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_MiniHLNA.Default__PrimalItemSkin_MiniHLNA_C:SKComponent_SkinAttachment_Interp_C_0) CONTENT: DE(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_MiniHLNA.Default__PrimalItemSkin_MiniHLNA_C:SKComponent_SkinAttachment_Interp_C_0) CONTENT: New Destination(/Game/Genesis/CoreBlueprints/HLNA/TeleportDestinationActor.Default__TeleportDestinationActor_C) CONTENT: NONE(/Engine/Transient.Default__REINST_PointOfInterest_Base_BP_C_24957) CONTENT: NONE(/Engine/Transient.Default__REINST_PointOfInterest_Base_BP_C_24957) CONTENT: NONE(/Game/Genesis/CoreBlueprints/Environment/PointOfInterest_Base_BP.Default__PointOfInterest_Base_BP_C) CONTENT: NONE(/Game/Genesis/CoreBlueprints/Environment/PointOfInterest_Base_BP.Default__PointOfInterest_Base_BP_C) CONTENT: Start Mission(/Game/Genesis/Missions/PointOfInterestBP_MissionStart.Default__PointOfInterestBP_MissionStart_C) CONTENT: Hexagon Exchange(/Engine/Transient.REINST_Hexagon_Trade_UI_C_75:WidgetTree_334.TextBlock_247) CONTENT: Search(/Engine/Transient.REINST_Hexagon_Trade_UI_C_75:WidgetTree_334.SearchTextBox) CONTENT: 0x(/Engine/Transient.REINST_Hexagon_Trade_UI_C_75:WidgetTree_334.ItemQuantityTextBox) CONTENT: Item Name(/Engine/Transient.REINST_Hexagon_Trade_UI_C_75:WidgetTree_334.ItemNameTextBox) CONTENT: 0.0(/Engine/Transient.REINST_Hexagon_Trade_UI_C_75:WidgetTree_334.WeightValueTextBlock) CONTENT: 0x(/Engine/Transient.REINST_Hexagon_Trade_UI_C_75:WidgetTree_334.QuantityValueTextBox) CONTENT: 0(/Engine/Transient.REINST_Hexagon_Trade_UI_C_75:WidgetTree_334.CostCountTextBox) CONTENT: 0(/Engine/Transient.REINST_Hexagon_Trade_UI_C_75:WidgetTree_334.InventoryQuantityValueTextBlock) CONTENT: currently in your inventory(/Engine/Transient.REINST_Hexagon_Trade_UI_C_75:WidgetTree_334.TextBlock_868) CONTENT: Description Description Description Description Description(/Engine/Transient.REINST_Hexagon_Trade_UI_C_75:WidgetTree_334.ItemDescriptionTextBox) CONTENT: Quantity(/Engine/Transient.REINST_Hexagon_Trade_UI_C_75:WidgetTree_334.TextBlock_823) CONTENT: 1(/Engine/Transient.REINST_Hexagon_Trade_UI_C_75:WidgetTree_334.QuantitySelectorTextBlock) CONTENT: Total(/Engine/Transient.REINST_Hexagon_Trade_UI_C_75:WidgetTree_334.TextBlock_1451) CONTENT: Weight (Before)(/Engine/Transient.REINST_Hexagon_Trade_UI_C_75:WidgetTree_334.TextBlock_2933) CONTENT: 0.0 / 0.0(/Engine/Transient.REINST_Hexagon_Trade_UI_C_75:WidgetTree_334.WeightBeforePurchaseTextBlock) CONTENT: Weight (After)(/Engine/Transient.REINST_Hexagon_Trade_UI_C_75:WidgetTree_334.TextBlock_3327) CONTENT: 0.0 / 0.0(/Engine/Transient.REINST_Hexagon_Trade_UI_C_75:WidgetTree_334.WeightAfterPurchaseTextBlock) CONTENT: 0(/Engine/Transient.REINST_Hexagon_Trade_UI_C_75:WidgetTree_334.CurrentCountTextBox) CONTENT: 0(/Engine/Transient.REINST_Hexagon_Trade_UI_C_75:WidgetTree_334.SubtotalCountTextBox) CONTENT: 0(/Engine/Transient.REINST_Hexagon_Trade_UI_C_75:WidgetTree_334.RemainingCountTextBox) CONTENT: CURRENT(/Engine/Transient.REINST_Hexagon_Trade_UI_C_75:WidgetTree_334.TextBlock_1221) CONTENT: SUBTOTAL(/Engine/Transient.REINST_Hexagon_Trade_UI_C_75:WidgetTree_334.TextBlock_1299) CONTENT: REMAINING(/Engine/Transient.REINST_Hexagon_Trade_UI_C_75:WidgetTree_334.TextBlock_1325) CONTENT: CONVERT(/Engine/Transient.REINST_Hexagon_Trade_UI_C_75:WidgetTree_334.ConvertButtonConvertTextBlock) CONTENT: 0(/Engine/Transient.REINST_Hexagon_Trade_UI_C_75:WidgetTree_334.ConvertButtonSubtotalTextBlock) CONTENT: INTO(/Engine/Transient.REINST_Hexagon_Trade_UI_C_75:WidgetTree_334.ConvertButtonIntoTextBlock) CONTENT: x0(/Engine/Transient.REINST_Hexagon_Trade_UI_C_75:WidgetTree_334.ConvertButtonQuantityTextBlock) CONTENT: 0(/Engine/Transient.REINST_Hexagon_Trade_UI_C_75:WidgetTree_334.PlayerHexagonAmountTextBlock) CONTENT: EN(/Engine/Transient.Default__REINST_Hexagon_Trade_UI_C_75) CONTENT: EN(/Engine/Transient.Default__REINST_Hexagon_Trade_UI_C_75) CONTENT: EN(/Engine/Transient.Default__REINST_Hexagon_Trade_UI_C_75) CONTENT: EN(/Engine/Transient.Default__REINST_Hexagon_Trade_UI_C_75) CONTENT: EN(/Engine/Transient.Default__REINST_Hexagon_Trade_UI_C_75) CONTENT: EN(/Engine/Transient.Default__REINST_Hexagon_Trade_UI_C_75) CONTENT: EN(/Engine/Transient.Default__REINST_Hexagon_Trade_UI_C_75) CONTENT: Hexagon Exchange(/Game/Genesis/CoreBlueprints/HLNA/Hexagon_Trade_UI.Hexagon_Trade_UI_C:WidgetTree_342.TextBlock_247) CONTENT: Search(/Game/Genesis/CoreBlueprints/HLNA/Hexagon_Trade_UI.Hexagon_Trade_UI_C:WidgetTree_342.SearchTextBox) CONTENT: 0x(/Game/Genesis/CoreBlueprints/HLNA/Hexagon_Trade_UI.Hexagon_Trade_UI_C:WidgetTree_342.ItemQuantityTextBox) CONTENT: Item Name(/Game/Genesis/CoreBlueprints/HLNA/Hexagon_Trade_UI.Hexagon_Trade_UI_C:WidgetTree_342.ItemNameTextBox) CONTENT: 0.0(/Game/Genesis/CoreBlueprints/HLNA/Hexagon_Trade_UI.Hexagon_Trade_UI_C:WidgetTree_342.WeightValueTextBlock) CONTENT: 0x(/Game/Genesis/CoreBlueprints/HLNA/Hexagon_Trade_UI.Hexagon_Trade_UI_C:WidgetTree_342.QuantityValueTextBox) CONTENT: 0(/Game/Genesis/CoreBlueprints/HLNA/Hexagon_Trade_UI.Hexagon_Trade_UI_C:WidgetTree_342.CostCountTextBox) CONTENT: 0(/Game/Genesis/CoreBlueprints/HLNA/Hexagon_Trade_UI.Hexagon_Trade_UI_C:WidgetTree_342.InventoryQuantityValueTextBlock) CONTENT: currently in your inventory(/Game/Genesis/CoreBlueprints/HLNA/Hexagon_Trade_UI.Hexagon_Trade_UI_C:WidgetTree_342.TextBlock_868) CONTENT: Description Description Description Description Description(/Game/Genesis/CoreBlueprints/HLNA/Hexagon_Trade_UI.Hexagon_Trade_UI_C:WidgetTree_342.ItemDescriptionTextBox) CONTENT: Quantity(/Game/Genesis/CoreBlueprints/HLNA/Hexagon_Trade_UI.Hexagon_Trade_UI_C:WidgetTree_342.TextBlock_823) CONTENT: 1(/Game/Genesis/CoreBlueprints/HLNA/Hexagon_Trade_UI.Hexagon_Trade_UI_C:WidgetTree_342.QuantitySelectorTextBlock) CONTENT: Total(/Game/Genesis/CoreBlueprints/HLNA/Hexagon_Trade_UI.Hexagon_Trade_UI_C:WidgetTree_342.TextBlock_1451) CONTENT: Weight (Before)(/Game/Genesis/CoreBlueprints/HLNA/Hexagon_Trade_UI.Hexagon_Trade_UI_C:WidgetTree_342.TextBlock_2933) CONTENT: 0.0 / 0.0(/Game/Genesis/CoreBlueprints/HLNA/Hexagon_Trade_UI.Hexagon_Trade_UI_C:WidgetTree_342.WeightBeforePurchaseTextBlock) CONTENT: Weight (After)(/Game/Genesis/CoreBlueprints/HLNA/Hexagon_Trade_UI.Hexagon_Trade_UI_C:WidgetTree_342.TextBlock_3327) CONTENT: 0.0 / 0.0(/Game/Genesis/CoreBlueprints/HLNA/Hexagon_Trade_UI.Hexagon_Trade_UI_C:WidgetTree_342.WeightAfterPurchaseTextBlock) CONTENT: 0(/Game/Genesis/CoreBlueprints/HLNA/Hexagon_Trade_UI.Hexagon_Trade_UI_C:WidgetTree_342.CurrentCountTextBox) CONTENT: 0(/Game/Genesis/CoreBlueprints/HLNA/Hexagon_Trade_UI.Hexagon_Trade_UI_C:WidgetTree_342.SubtotalCountTextBox) CONTENT: 0(/Game/Genesis/CoreBlueprints/HLNA/Hexagon_Trade_UI.Hexagon_Trade_UI_C:WidgetTree_342.RemainingCountTextBox) CONTENT: CURRENT(/Game/Genesis/CoreBlueprints/HLNA/Hexagon_Trade_UI.Hexagon_Trade_UI_C:WidgetTree_342.TextBlock_1221) CONTENT: SUBTOTAL(/Game/Genesis/CoreBlueprints/HLNA/Hexagon_Trade_UI.Hexagon_Trade_UI_C:WidgetTree_342.TextBlock_1299) CONTENT: REMAINING(/Game/Genesis/CoreBlueprints/HLNA/Hexagon_Trade_UI.Hexagon_Trade_UI_C:WidgetTree_342.TextBlock_1325) CONTENT: CONVERT(/Game/Genesis/CoreBlueprints/HLNA/Hexagon_Trade_UI.Hexagon_Trade_UI_C:WidgetTree_342.ConvertButtonConvertTextBlock) CONTENT: 0(/Game/Genesis/CoreBlueprints/HLNA/Hexagon_Trade_UI.Hexagon_Trade_UI_C:WidgetTree_342.ConvertButtonSubtotalTextBlock) CONTENT: INTO(/Game/Genesis/CoreBlueprints/HLNA/Hexagon_Trade_UI.Hexagon_Trade_UI_C:WidgetTree_342.ConvertButtonIntoTextBlock) CONTENT: x0(/Game/Genesis/CoreBlueprints/HLNA/Hexagon_Trade_UI.Hexagon_Trade_UI_C:WidgetTree_342.ConvertButtonQuantityTextBlock) CONTENT: 0(/Game/Genesis/CoreBlueprints/HLNA/Hexagon_Trade_UI.Hexagon_Trade_UI_C:WidgetTree_342.PlayerHexagonAmountTextBlock) CONTENT: EN(/Game/Genesis/CoreBlueprints/HLNA/Hexagon_Trade_UI.Default__Hexagon_Trade_UI_C) CONTENT: EN(/Game/Genesis/CoreBlueprints/HLNA/Hexagon_Trade_UI.Default__Hexagon_Trade_UI_C) CONTENT: EN(/Game/Genesis/CoreBlueprints/HLNA/Hexagon_Trade_UI.Default__Hexagon_Trade_UI_C) CONTENT: EN(/Game/Genesis/CoreBlueprints/HLNA/Hexagon_Trade_UI.Default__Hexagon_Trade_UI_C) CONTENT: EN(/Game/Genesis/CoreBlueprints/HLNA/Hexagon_Trade_UI.Default__Hexagon_Trade_UI_C) CONTENT: EN(/Game/Genesis/CoreBlueprints/HLNA/Hexagon_Trade_UI.Default__Hexagon_Trade_UI_C) CONTENT: EN(/Game/Genesis/CoreBlueprints/HLNA/Hexagon_Trade_UI.Default__Hexagon_Trade_UI_C) CONTENT: Kill_0_Title(/Engine/Transient.Default__REINST_MissionModule_zSubmodule_CompanionReaction_Base_C_24973) CONTENT: EN(/Game/Genesis2/Missions/ModularMission/MissionModule_zSubmodule_CompanionReaction_Base.Default__MissionModule_zSubmodule_CompanionReaction_Base_C) CONTENT: Kill_0_Title(/Game/Genesis2/Missions/ModularMission/MissionModule_zSubmodule_CompanionReaction_Base.Default__MissionModule_zSubmodule_CompanionReaction_Base_C) LITERAL: UnlockExplorerNote called with index: {0}(/Game/PrimalEarth/CoreBlueprints/ExplorerChest/ExplorerChest_Glitch.ExplorerChest_Glitch:EdGraph_91064.K2Node_CallFunction_225708) LITERAL: 0(/Game/PrimalEarth/CoreBlueprints/ExplorerChest/ExplorerChest_Glitch.ExplorerChest_Glitch:EdGraph_91064.K2Node_MakeStruct_1948) LITERAL: UnlockExplorerNote called with index: {0}(/Game/PrimalEarth/CoreBlueprints/ExplorerChest/ExplorerChest_Glitch.ExplorerChest_Glitch:EdGraph_91066.K2Node_CallFunction_225710) LITERAL: 0(/Game/PrimalEarth/CoreBlueprints/ExplorerChest/ExplorerChest_Glitch.ExplorerChest_Glitch:EdGraph_91066.K2Node_MakeStruct_1949) CONTENT: EN(/Engine/Transient.Default__REINST_Buff_Companion_HLNA_Gen2_C_24981) CONTENT: EN(/Engine/Transient.Default__REINST_Buff_Companion_HLNA_Gen2_C_24981) CONTENT: EN(/Engine/Transient.Default__REINST_Buff_Companion_HLNA_Gen2_C_24981) CONTENT: EN(/Engine/Transient.Default__REINST_Buff_Companion_HLNA_Gen2_C_24981) CONTENT: EN(/Engine/Transient.Default__REINST_Buff_Companion_HLNA_Gen2_C_24981) CONTENT: EN(/Game/Genesis2/CoreBlueprints/Buff_Companion_HLNA_Gen2.Default__Buff_Companion_HLNA_Gen2_C) CONTENT: EN(/Game/Genesis2/CoreBlueprints/Buff_Companion_HLNA_Gen2.Default__Buff_Companion_HLNA_Gen2_C) CONTENT: EN(/Game/Genesis2/CoreBlueprints/Buff_Companion_HLNA_Gen2.Default__Buff_Companion_HLNA_Gen2_C) CONTENT: EN(/Game/Genesis2/CoreBlueprints/Buff_Companion_HLNA_Gen2.Default__Buff_Companion_HLNA_Gen2_C) CONTENT: EN(/Game/Genesis2/CoreBlueprints/Buff_Companion_HLNA_Gen2.Default__Buff_Companion_HLNA_Gen2_C) CONTENT: EN(/Game/Genesis2/CoreBlueprints/Buff_Companion_HLNA_Gen2.Default__Buff_Companion_HLNA_Gen2_C) CONTENT: EN(/Game/Genesis2/CoreBlueprints/Buff_Companion_HLNA_Gen2.Default__Buff_Companion_HLNA_Gen2_C) CONTENT: EN(/Game/Genesis2/CoreBlueprints/Buff_Companion_HLNA_Gen2.Default__Buff_Companion_HLNA_Gen2_C) CONTENT: EN(/Game/Genesis2/CoreBlueprints/Buff_Companion_HLNA_Gen2.Default__Buff_Companion_HLNA_Gen2_C) CONTENT: EN(/Game/Genesis2/CoreBlueprints/Buff_Companion_HLNA_Gen2.Default__Buff_Companion_HLNA_Gen2_C) CONTENT: EN(/Game/Genesis2/CoreBlueprints/Buff_Companion_HLNA_Gen2.Default__Buff_Companion_HLNA_Gen2_C) CONTENT: Idle(/Engine/Transient.Default__REINST_Kaprosuchus_Character_BP_C_25065) CONTENT: Cute(/Engine/Transient.Default__REINST_Kaprosuchus_Character_BP_C_25065) CONTENT: Action(/Engine/Transient.Default__REINST_Kaprosuchus_Character_BP_C_25065) CONTENT: c_back3(/Engine/Transient.Default__REINST_Kaprosuchus_Character_BP_C_25065) CONTENT: Action2(/Engine/Transient.Default__REINST_Kaprosuchus_Character_BP_C_25065) CONTENT: Move(/Engine/Transient.Default__REINST_Kaprosuchus_Character_BP_C_25065) CONTENT: c_tail1(/Engine/Transient.Default__REINST_Kaprosuchus_Character_BP_C_25065) CONTENT: Kaprosuchus(/Engine/Transient.Default__REINST_Kaprosuchus_Character_BP_C_25065) CONTENT: Idle(/Game/PrimalEarth/Dinos/Kaprosuchus/Kaprosuchus_Character_BP.Default__Kaprosuchus_Character_BP_C) CONTENT: Cute(/Game/PrimalEarth/Dinos/Kaprosuchus/Kaprosuchus_Character_BP.Default__Kaprosuchus_Character_BP_C) CONTENT: Action(/Game/PrimalEarth/Dinos/Kaprosuchus/Kaprosuchus_Character_BP.Default__Kaprosuchus_Character_BP_C) CONTENT: c_back3(/Game/PrimalEarth/Dinos/Kaprosuchus/Kaprosuchus_Character_BP.Default__Kaprosuchus_Character_BP_C) CONTENT: Action2(/Game/PrimalEarth/Dinos/Kaprosuchus/Kaprosuchus_Character_BP.Default__Kaprosuchus_Character_BP_C) CONTENT: Move(/Game/PrimalEarth/Dinos/Kaprosuchus/Kaprosuchus_Character_BP.Default__Kaprosuchus_Character_BP_C) CONTENT: c_tail1(/Game/PrimalEarth/Dinos/Kaprosuchus/Kaprosuchus_Character_BP.Default__Kaprosuchus_Character_BP_C) CONTENT: Kaprosuchus(/Game/PrimalEarth/Dinos/Kaprosuchus/Kaprosuchus_Character_BP.Default__Kaprosuchus_Character_BP_C) CONTENT: Idle(/Engine/Transient.Default__REINST_Microraptor_Character_BP_C_25091) CONTENT: Cute(/Engine/Transient.Default__REINST_Microraptor_Character_BP_C_25091) CONTENT: Action(/Engine/Transient.Default__REINST_Microraptor_Character_BP_C_25091) CONTENT: Action2(/Engine/Transient.Default__REINST_Microraptor_Character_BP_C_25091) CONTENT: Spine_02(/Engine/Transient.Default__REINST_Microraptor_Character_BP_C_25091) CONTENT: Move(/Engine/Transient.Default__REINST_Microraptor_Character_BP_C_25091) CONTENT: Spine_02(/Engine/Transient.Default__REINST_Microraptor_Character_BP_C_25091) CONTENT: Move2(/Engine/Transient.Default__REINST_Microraptor_Character_BP_C_25091) CONTENT: Spine_02(/Engine/Transient.Default__REINST_Microraptor_Character_BP_C_25091) CONTENT: Microraptor(/Engine/Transient.Default__REINST_Microraptor_Character_BP_C_25091) CONTENT: Idle(/Game/PrimalEarth/Dinos/Microraptor/Microraptor_Character_BP.Default__Microraptor_Character_BP_C) CONTENT: Cute(/Game/PrimalEarth/Dinos/Microraptor/Microraptor_Character_BP.Default__Microraptor_Character_BP_C) CONTENT: Action(/Game/PrimalEarth/Dinos/Microraptor/Microraptor_Character_BP.Default__Microraptor_Character_BP_C) CONTENT: Action2(/Game/PrimalEarth/Dinos/Microraptor/Microraptor_Character_BP.Default__Microraptor_Character_BP_C) CONTENT: Spine_02(/Game/PrimalEarth/Dinos/Microraptor/Microraptor_Character_BP.Default__Microraptor_Character_BP_C) CONTENT: Move(/Game/PrimalEarth/Dinos/Microraptor/Microraptor_Character_BP.Default__Microraptor_Character_BP_C) CONTENT: Spine_02(/Game/PrimalEarth/Dinos/Microraptor/Microraptor_Character_BP.Default__Microraptor_Character_BP_C) CONTENT: Move2(/Game/PrimalEarth/Dinos/Microraptor/Microraptor_Character_BP.Default__Microraptor_Character_BP_C) CONTENT: Spine_02(/Game/PrimalEarth/Dinos/Microraptor/Microraptor_Character_BP.Default__Microraptor_Character_BP_C) CONTENT: Microraptor(/Game/PrimalEarth/Dinos/Microraptor/Microraptor_Character_BP.Default__Microraptor_Character_BP_C) LITERAL: Target pos = {x}, tamed target pos = {y}, my pos = {z}(/Game/PrimalEarth/Dinos/Microraptor/Microraptor_AIController_BP.Microraptor_AIController_BP:ExecuteUbergraph_Microraptor_AIController_BP.K2Node_CallFunction_226465) LITERAL: x(/Game/PrimalEarth/Dinos/Microraptor/Microraptor_AIController_BP.Microraptor_AIController_BP:ExecuteUbergraph_Microraptor_AIController_BP.K2Node_MakeStruct_1950) LITERAL: y(/Game/PrimalEarth/Dinos/Microraptor/Microraptor_AIController_BP.Microraptor_AIController_BP:ExecuteUbergraph_Microraptor_AIController_BP.K2Node_MakeStruct_1951) LITERAL: z(/Game/PrimalEarth/Dinos/Microraptor/Microraptor_AIController_BP.Microraptor_AIController_BP:ExecuteUbergraph_Microraptor_AIController_BP.K2Node_MakeStruct_1952) CONTENT: Idle(/Engine/Transient.Default__REINST_Paracer_Character_BP_C_25111) CONTENT: Cute(/Engine/Transient.Default__REINST_Paracer_Character_BP_C_25111) CONTENT: Action(/Engine/Transient.Default__REINST_Paracer_Character_BP_C_25111) CONTENT: c_neck1(/Engine/Transient.Default__REINST_Paracer_Character_BP_C_25111) CONTENT: Move(/Engine/Transient.Default__REINST_Paracer_Character_BP_C_25111) CONTENT: Paraceratherium(/Engine/Transient.Default__REINST_Paracer_Character_BP_C_25111) CONTENT: Idle(/Game/PrimalEarth/Dinos/Paraceratherium/Paracer_Character_BP.Default__Paracer_Character_BP_C) CONTENT: Cute(/Game/PrimalEarth/Dinos/Paraceratherium/Paracer_Character_BP.Default__Paracer_Character_BP_C) CONTENT: Action(/Game/PrimalEarth/Dinos/Paraceratherium/Paracer_Character_BP.Default__Paracer_Character_BP_C) CONTENT: c_neck1(/Game/PrimalEarth/Dinos/Paraceratherium/Paracer_Character_BP.Default__Paracer_Character_BP_C) CONTENT: Move(/Game/PrimalEarth/Dinos/Paraceratherium/Paracer_Character_BP.Default__Paracer_Character_BP_C) CONTENT: Paraceratherium(/Game/PrimalEarth/Dinos/Paraceratherium/Paracer_Character_BP.Default__Paracer_Character_BP_C) CONTENT: Idle(/Engine/Transient.Default__REINST_Ptero_Character_BP_C_25119) CONTENT: Cute(/Engine/Transient.Default__REINST_Ptero_Character_BP_C_25119) CONTENT: Action(/Engine/Transient.Default__REINST_Ptero_Character_BP_C_25119) CONTENT: c_back4(/Engine/Transient.Default__REINST_Ptero_Character_BP_C_25119) CONTENT: Action2(/Engine/Transient.Default__REINST_Ptero_Character_BP_C_25119) CONTENT: c_back4(/Engine/Transient.Default__REINST_Ptero_Character_BP_C_25119) CONTENT: Move(/Engine/Transient.Default__REINST_Ptero_Character_BP_C_25119) CONTENT: c_back4(/Engine/Transient.Default__REINST_Ptero_Character_BP_C_25119) CONTENT: Pteranodon(/Engine/Transient.Default__REINST_Ptero_Character_BP_C_25119) CONTENT: Idle(/Game/PrimalEarth/Dinos/Ptero/Ptero_Character_BP.Default__Ptero_Character_BP_C) CONTENT: Cute(/Game/PrimalEarth/Dinos/Ptero/Ptero_Character_BP.Default__Ptero_Character_BP_C) CONTENT: Action(/Game/PrimalEarth/Dinos/Ptero/Ptero_Character_BP.Default__Ptero_Character_BP_C) CONTENT: c_back4(/Game/PrimalEarth/Dinos/Ptero/Ptero_Character_BP.Default__Ptero_Character_BP_C) CONTENT: Action2(/Game/PrimalEarth/Dinos/Ptero/Ptero_Character_BP.Default__Ptero_Character_BP_C) CONTENT: c_back4(/Game/PrimalEarth/Dinos/Ptero/Ptero_Character_BP.Default__Ptero_Character_BP_C) CONTENT: Move(/Game/PrimalEarth/Dinos/Ptero/Ptero_Character_BP.Default__Ptero_Character_BP_C) CONTENT: c_back4(/Game/PrimalEarth/Dinos/Ptero/Ptero_Character_BP.Default__Ptero_Character_BP_C) CONTENT: Pteranodon(/Game/PrimalEarth/Dinos/Ptero/Ptero_Character_BP.Default__Ptero_Character_BP_C) CONTENT: Idle(/Engine/Transient.Default__REINST_Rex_Character_BP_C_25143) CONTENT: Cute(/Engine/Transient.Default__REINST_Rex_Character_BP_C_25143) CONTENT: Action(/Engine/Transient.Default__REINST_Rex_Character_BP_C_25143) CONTENT: Move(/Engine/Transient.Default__REINST_Rex_Character_BP_C_25143) CONTENT: Rex(/Engine/Transient.Default__REINST_Rex_Character_BP_C_25143) CONTENT: Idle(/Game/PrimalEarth/Dinos/Rex/Rex_Character_BP.Default__Rex_Character_BP_C) CONTENT: Cute(/Game/PrimalEarth/Dinos/Rex/Rex_Character_BP.Default__Rex_Character_BP_C) CONTENT: Action(/Game/PrimalEarth/Dinos/Rex/Rex_Character_BP.Default__Rex_Character_BP_C) CONTENT: Move(/Game/PrimalEarth/Dinos/Rex/Rex_Character_BP.Default__Rex_Character_BP_C) CONTENT: Rex(/Game/PrimalEarth/Dinos/Rex/Rex_Character_BP.Default__Rex_Character_BP_C) CONTENT: Idle(/Engine/Transient.Default__REINST_Deinonychus_Character_BP_C_25171) CONTENT: Cute(/Engine/Transient.Default__REINST_Deinonychus_Character_BP_C_25171) CONTENT: Action(/Engine/Transient.Default__REINST_Deinonychus_Character_BP_C_25171) CONTENT: Move(/Engine/Transient.Default__REINST_Deinonychus_Character_BP_C_25171) CONTENT: spine_3(/Engine/Transient.Default__REINST_Deinonychus_Character_BP_C_25171) CONTENT: Deinonychus(/Engine/Transient.Default__REINST_Deinonychus_Character_BP_C_25171) LITERAL: Vec {0} Dot {1}(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Deinonychus_Character_BP.Deinonychus_Character_BP:EdGraph_91620.K2Node_CallFunction_226970) LITERAL: 0(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Deinonychus_Character_BP.Deinonychus_Character_BP:EdGraph_91620.K2Node_MakeStruct_1953) LITERAL: 1(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Deinonychus_Character_BP.Deinonychus_Character_BP:EdGraph_91620.K2Node_MakeStruct_1954) LITERAL: Name {1} SocketWeight: {0} Dot {2} Dist {3}(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Deinonychus_Character_BP.Deinonychus_Character_BP:EdGraph_91625.K2Node_CallFunction_226978) LITERAL: 1(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Deinonychus_Character_BP.Deinonychus_Character_BP:EdGraph_91625.K2Node_MakeStruct_1955) LITERAL: 0(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Deinonychus_Character_BP.Deinonychus_Character_BP:EdGraph_91625.K2Node_MakeStruct_1956) LITERAL: 2(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Deinonychus_Character_BP.Deinonychus_Character_BP:EdGraph_91625.K2Node_MakeStruct_1957) LITERAL: 3(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Deinonychus_Character_BP.Deinonychus_Character_BP:EdGraph_91625.K2Node_MakeStruct_1958) LITERAL: START {0}(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Deinonychus_Character_BP.Deinonychus_Character_BP:EdGraph_91627.K2Node_CallFunction_226980) LITERAL: 0(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Deinonychus_Character_BP.Deinonychus_Character_BP:EdGraph_91627.K2Node_MakeStruct_1959) LITERAL: Server {0}(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Deinonychus_Character_BP.Deinonychus_Character_BP:EdGraph_91636.K2Node_CallFunction_226996) LITERAL: 0(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Deinonychus_Character_BP.Deinonychus_Character_BP:EdGraph_91636.K2Node_MakeStruct_1960) LITERAL: {0} {1} {2}(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Deinonychus_Character_BP.Deinonychus_Character_BP:EdGraph_91651.K2Node_CallFunction_227010) LITERAL: 0(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Deinonychus_Character_BP.Deinonychus_Character_BP:EdGraph_91651.K2Node_MakeStruct_1961) LITERAL: 1(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Deinonychus_Character_BP.Deinonychus_Character_BP:EdGraph_91651.K2Node_MakeStruct_1962) LITERAL: 2(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Deinonychus_Character_BP.Deinonychus_Character_BP:EdGraph_91651.K2Node_MakeStruct_1963) LITERAL: State {0} Loc {13} Dist {2} Char {4} MoveMode {8} LatchedJumpReq {1} Adjustments {10} Sim {11}(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Deinonychus_Character_BP.Deinonychus_Character_BP:EdGraph_91653.K2Node_CallFunction_227012) LITERAL: 0(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Deinonychus_Character_BP.Deinonychus_Character_BP:EdGraph_91653.K2Node_MakeStruct_1964) LITERAL: 13(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Deinonychus_Character_BP.Deinonychus_Character_BP:EdGraph_91653.K2Node_MakeStruct_1965) LITERAL: 2(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Deinonychus_Character_BP.Deinonychus_Character_BP:EdGraph_91653.K2Node_MakeStruct_1966) LITERAL: 4(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Deinonychus_Character_BP.Deinonychus_Character_BP:EdGraph_91653.K2Node_MakeStruct_1967) LITERAL: 8(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Deinonychus_Character_BP.Deinonychus_Character_BP:EdGraph_91653.K2Node_MakeStruct_1968) LITERAL: 1(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Deinonychus_Character_BP.Deinonychus_Character_BP:EdGraph_91653.K2Node_MakeStruct_1969) LITERAL: 10(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Deinonychus_Character_BP.Deinonychus_Character_BP:EdGraph_91653.K2Node_MakeStruct_1970) LITERAL: 11(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Deinonychus_Character_BP.Deinonychus_Character_BP:EdGraph_91653.K2Node_MakeStruct_1971) LITERAL: {0}m(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Deinonychus_Character_BP.Deinonychus_Character_BP:EdGraph_91657.K2Node_CallFunction_227015) LITERAL: 0(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Deinonychus_Character_BP.Deinonychus_Character_BP:EdGraph_91657.K2Node_MakeStruct_1972) LITERAL: x{0}(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Deinonychus_Character_BP.Deinonychus_Character_BP:EdGraph_91658.K2Node_CallFunction_227019) LITERAL: 0(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Deinonychus_Character_BP.Deinonychus_Character_BP:EdGraph_91658.K2Node_MakeStruct_1973) LITERAL: {0} {1}(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Deinonychus_Character_BP.Deinonychus_Character_BP:EdGraph_91661.K2Node_CallFunction_227020) LITERAL: 0(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Deinonychus_Character_BP.Deinonychus_Character_BP:EdGraph_91661.K2Node_MakeStruct_1974) LITERAL: 1(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Deinonychus_Character_BP.Deinonychus_Character_BP:EdGraph_91661.K2Node_MakeStruct_1975) LITERAL: 0(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Deinonychus_Character_BP.Deinonychus_Character_BP:EdGraph_91663.K2Node_MakeStruct_1976) LITERAL: 1(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Deinonychus_Character_BP.Deinonychus_Character_BP:EdGraph_91663.K2Node_MakeStruct_1977) LITERAL: {0} {1} {2} {3}(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Deinonychus_Character_BP.Deinonychus_Character_BP:EdGraph_91666.K2Node_CallFunction_227033) LITERAL: 0(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Deinonychus_Character_BP.Deinonychus_Character_BP:EdGraph_91666.K2Node_MakeStruct_1978) LITERAL: 1(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Deinonychus_Character_BP.Deinonychus_Character_BP:EdGraph_91666.K2Node_MakeStruct_1979) LITERAL: 2(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Deinonychus_Character_BP.Deinonychus_Character_BP:EdGraph_91666.K2Node_MakeStruct_1980) LITERAL: 3(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Deinonychus_Character_BP.Deinonychus_Character_BP:EdGraph_91666.K2Node_MakeStruct_1981) LITERAL: CHEAT DebugMode is {0}(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Deinonychus_Character_BP.Deinonychus_Character_BP:EdGraph_91675.K2Node_CallFunction_227036) LITERAL: 0(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Deinonychus_Character_BP.Deinonychus_Character_BP:EdGraph_91675.K2Node_MakeStruct_1982) LITERAL: CHEAT Validation is {0}(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Deinonychus_Character_BP.Deinonychus_Character_BP:EdGraph_91675.K2Node_CallFunction_227037) LITERAL: 0(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Deinonychus_Character_BP.Deinonychus_Character_BP:EdGraph_91675.K2Node_MakeStruct_1983) LITERAL: Error: {0} Output {1}(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Deinonychus_Character_BP.Deinonychus_Character_BP:EdGraph_91678.K2Node_CallFunction_227044) LITERAL: 0(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Deinonychus_Character_BP.Deinonychus_Character_BP:EdGraph_91678.K2Node_MakeStruct_1984) LITERAL: 1(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Deinonychus_Character_BP.Deinonychus_Character_BP:EdGraph_91678.K2Node_MakeStruct_1985) LITERAL: State {0} Mode {1}(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Deinonychus_Character_BP.Deinonychus_Character_BP:EdGraph_91703.K2Node_CallFunction_227061) LITERAL: 0(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Deinonychus_Character_BP.Deinonychus_Character_BP:EdGraph_91703.K2Node_MakeStruct_1986) LITERAL: 1(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Deinonychus_Character_BP.Deinonychus_Character_BP:EdGraph_91703.K2Node_MakeStruct_1987) LITERAL: HasLatchableSurfaceWhileFalling {0} {1}(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Deinonychus_Character_BP.Deinonychus_Character_BP:EdGraph_91703.K2Node_CallFunction_227062) LITERAL: 0(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Deinonychus_Character_BP.Deinonychus_Character_BP:EdGraph_91703.K2Node_MakeStruct_1988) LITERAL: 1(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Deinonychus_Character_BP.Deinonychus_Character_BP:EdGraph_91703.K2Node_MakeStruct_1989) LITERAL: Serv ({0},{1}) NonDedi ({2},{3})(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Deinonychus_Character_BP.Deinonychus_Character_BP:EdGraph_91748.K2Node_CallFunction_227088) LITERAL: 0(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Deinonychus_Character_BP.Deinonychus_Character_BP:EdGraph_91748.K2Node_MakeStruct_1990) LITERAL: 1(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Deinonychus_Character_BP.Deinonychus_Character_BP:EdGraph_91748.K2Node_MakeStruct_1991) LITERAL: 2(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Deinonychus_Character_BP.Deinonychus_Character_BP:EdGraph_91748.K2Node_MakeStruct_1992) LITERAL: 3(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Deinonychus_Character_BP.Deinonychus_Character_BP:EdGraph_91748.K2Node_MakeStruct_1993) LITERAL: Target {0} Result {1}(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Deinonychus_Character_BP.Deinonychus_Character_BP:EdGraph_91768.K2Node_CallFunction_227092) LITERAL: 0(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Deinonychus_Character_BP.Deinonychus_Character_BP:EdGraph_91768.K2Node_MakeStruct_1994) LITERAL: 1(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Deinonychus_Character_BP.Deinonychus_Character_BP:EdGraph_91768.K2Node_MakeStruct_1995) CONTENT: Uberraptor(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Deinonychus_Character_BP.Default__Deinonychus_Character_BP_C) CONTENT: Idle(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Deinonychus_Character_BP.Default__Deinonychus_Character_BP_C) CONTENT: Cute(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Deinonychus_Character_BP.Default__Deinonychus_Character_BP_C) CONTENT: Action(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Deinonychus_Character_BP.Default__Deinonychus_Character_BP_C) CONTENT: Move(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Deinonychus_Character_BP.Default__Deinonychus_Character_BP_C) CONTENT: spine_3(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Deinonychus_Character_BP.Default__Deinonychus_Character_BP_C) CONTENT: Deinonychus(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Deinonychus_Character_BP.Default__Deinonychus_Character_BP_C) LITERAL: NumMelee {0}(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Deinonychus_AIController_BP.Deinonychus_AIController_BP:EdGraph_91806.K2Node_CallFunction_227156) LITERAL: 0(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Deinonychus_AIController_BP.Deinonychus_AIController_BP:EdGraph_91806.K2Node_MakeStruct_1996) LITERAL: NewState {0} Prev {1}(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Deinonychus_AIController_BP.Deinonychus_AIController_BP:EdGraph_91806.K2Node_CallFunction_227158) LITERAL: 0(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Deinonychus_AIController_BP.Deinonychus_AIController_BP:EdGraph_91806.K2Node_MakeStruct_1997) LITERAL: 1(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Deinonychus_AIController_BP.Deinonychus_AIController_BP:EdGraph_91806.K2Node_MakeStruct_1998) CONTENT: Deinonychus Nest(/Engine/Transient.Default__REINST_DeinonychusNest_C_25189) CONTENT: Deinonychus Nest(/Game/Valguero/Dinos/Deinonychus/DeinonychusNest.Default__DeinonychusNest_C) CONTENT: Bleeding!(/Engine/Transient.Default__REINST_Buff_Uberraptor_Bleed_C_25201) CONTENT: You are bleeding! You are losing 1% of your health over time!(/Engine/Transient.Default__REINST_Buff_Uberraptor_Bleed_C_25201) LITERAL: {2} {0} {1}(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Buff_Uberraptor_Bleed.Buff_Uberraptor_Bleed:EdGraph_91858.K2Node_CallFunction_227447) LITERAL: 2(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Buff_Uberraptor_Bleed.Buff_Uberraptor_Bleed:EdGraph_91858.K2Node_MakeStruct_1999) LITERAL: 0(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Buff_Uberraptor_Bleed.Buff_Uberraptor_Bleed:EdGraph_91858.K2Node_MakeStruct_2000) LITERAL: 1(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Buff_Uberraptor_Bleed.Buff_Uberraptor_Bleed:EdGraph_91858.K2Node_MakeStruct_2001) LITERAL: {0} Dmg {1}(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Buff_Uberraptor_Bleed.Buff_Uberraptor_Bleed:EdGraph_91859.K2Node_CallFunction_227451) LITERAL: 0(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Buff_Uberraptor_Bleed.Buff_Uberraptor_Bleed:EdGraph_91859.K2Node_MakeStruct_2002) LITERAL: 1(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Buff_Uberraptor_Bleed.Buff_Uberraptor_Bleed:EdGraph_91859.K2Node_MakeStruct_2003) CONTENT: Bleeding!(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Buff_Uberraptor_Bleed.Default__Buff_Uberraptor_Bleed_C) CONTENT: You are bleeding! You are losing 1% of your health over time!(/Game/PrimalEarth/Dinos/Raptor/Uberraptor/Buff_Uberraptor_Bleed.Default__Buff_Uberraptor_Bleed_C) CONTENT: ShapeshifterPounce(/Engine/Transient.Default__REINST_Shapeshifter_Large_Character_BP_C_25209) CONTENT: Idle(/Engine/Transient.Default__REINST_Shapeshifter_Large_Character_BP_C_25209) CONTENT: Cute(/Engine/Transient.Default__REINST_Shapeshifter_Large_Character_BP_C_25209) CONTENT: Action(/Engine/Transient.Default__REINST_Shapeshifter_Large_Character_BP_C_25209) CONTENT: c_Hip(/Engine/Transient.Default__REINST_Shapeshifter_Large_Character_BP_C_25209) CONTENT: Roar(/Engine/Transient.Default__REINST_Shapeshifter_Large_Character_BP_C_25209) CONTENT: Move(/Engine/Transient.Default__REINST_Shapeshifter_Large_Character_BP_C_25209) CONTENT: Ferox(/Engine/Transient.Default__REINST_Shapeshifter_Large_Character_BP_C_25209) LITERAL: Level Smalls {0} Large {1} Smalls Weight {2} Large Weight {3}(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_Character_BP.Shapeshifter_Large_Character_BP:ExecuteUbergraph_Shapeshifter_Large_Character_BP.K2Node_CallFunction_228294) LITERAL: 0(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_Character_BP.Shapeshifter_Large_Character_BP:ExecuteUbergraph_Shapeshifter_Large_Character_BP.K2Node_MakeStruct_2006) LITERAL: 1(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_Character_BP.Shapeshifter_Large_Character_BP:ExecuteUbergraph_Shapeshifter_Large_Character_BP.K2Node_MakeStruct_2007) LITERAL: 2(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_Character_BP.Shapeshifter_Large_Character_BP:ExecuteUbergraph_Shapeshifter_Large_Character_BP.K2Node_MakeStruct_2008) LITERAL: 3(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_Character_BP.Shapeshifter_Large_Character_BP:ExecuteUbergraph_Shapeshifter_Large_Character_BP.K2Node_MakeStruct_2009) LITERAL: Transformation Count {0}(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_Character_BP.Shapeshifter_Large_Character_BP:ExecuteUbergraph_Shapeshifter_Large_Character_BP.K2Node_CallFunction_228295) LITERAL: 0(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_Character_BP.Shapeshifter_Large_Character_BP:ExecuteUbergraph_Shapeshifter_Large_Character_BP.K2Node_MakeStruct_2010) LITERAL: S {0} L {1}(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_Character_BP.Shapeshifter_Large_Character_BP:ExecuteUbergraph_Shapeshifter_Large_Character_BP.K2Node_CallFunction_228296) LITERAL: 0(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_Character_BP.Shapeshifter_Large_Character_BP:ExecuteUbergraph_Shapeshifter_Large_Character_BP.K2Node_MakeStruct_2011) LITERAL: 1(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_Character_BP.Shapeshifter_Large_Character_BP:ExecuteUbergraph_Shapeshifter_Large_Character_BP.K2Node_MakeStruct_2012) LITERAL: Dot {0} Rad {1} Result {2}(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_Character_BP.Shapeshifter_Large_Character_BP:ExecuteUbergraph_Shapeshifter_Large_Character_BP.K2Node_CallFunction_228300) LITERAL: 0(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_Character_BP.Shapeshifter_Large_Character_BP:ExecuteUbergraph_Shapeshifter_Large_Character_BP.K2Node_MakeStruct_2013) LITERAL: 1(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_Character_BP.Shapeshifter_Large_Character_BP:ExecuteUbergraph_Shapeshifter_Large_Character_BP.K2Node_MakeStruct_2014) LITERAL: 2(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_Character_BP.Shapeshifter_Large_Character_BP:ExecuteUbergraph_Shapeshifter_Large_Character_BP.K2Node_MakeStruct_2015) LITERAL: Mode {0} Pos {1} Collision: {2} PounceState {3} IdleAnim {4} Antic {5} Jump Button {6}(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_Character_BP.Shapeshifter_Large_Character_BP:EdGraph_92005.K2Node_CallFunction_228370) LITERAL: 0(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_Character_BP.Shapeshifter_Large_Character_BP:EdGraph_92005.K2Node_MakeStruct_2016) LITERAL: 1(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_Character_BP.Shapeshifter_Large_Character_BP:EdGraph_92005.K2Node_MakeStruct_2017) LITERAL: 2(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_Character_BP.Shapeshifter_Large_Character_BP:EdGraph_92005.K2Node_MakeStruct_2018) LITERAL: 3(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_Character_BP.Shapeshifter_Large_Character_BP:EdGraph_92005.K2Node_MakeStruct_2019) LITERAL: 4(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_Character_BP.Shapeshifter_Large_Character_BP:EdGraph_92005.K2Node_MakeStruct_2020) LITERAL: 5(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_Character_BP.Shapeshifter_Large_Character_BP:EdGraph_92005.K2Node_MakeStruct_2021) LITERAL: 6(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_Character_BP.Shapeshifter_Large_Character_BP:EdGraph_92005.K2Node_MakeStruct_2022) LITERAL: Cheat SetBerzerk {0}(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_Character_BP.Shapeshifter_Large_Character_BP:EdGraph_92011.K2Node_CallFunction_228377) LITERAL: 0(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_Character_BP.Shapeshifter_Large_Character_BP:EdGraph_92011.K2Node_MakeStruct_2023) LITERAL: Cheat Correction{0}(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_Character_BP.Shapeshifter_Large_Character_BP:EdGraph_92011.K2Node_CallFunction_228378) LITERAL: 0(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_Character_BP.Shapeshifter_Large_Character_BP:EdGraph_92011.K2Node_MakeStruct_2024) LITERAL: Berzerk: {0}%(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_Character_BP.Shapeshifter_Large_Character_BP:EdGraph_92014.K2Node_CallFunction_228379) LITERAL: 0(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_Character_BP.Shapeshifter_Large_Character_BP:EdGraph_92014.K2Node_MakeStruct_2025) LITERAL: Addiction: {0}%(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_Character_BP.Shapeshifter_Large_Character_BP:EdGraph_92014.K2Node_CallFunction_228380) LITERAL: 0(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_Character_BP.Shapeshifter_Large_Character_BP:EdGraph_92014.K2Node_MakeStruct_2026) LITERAL: +{0} Damage +{1} Attack Speed(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_Character_BP.Shapeshifter_Large_Character_BP:EdGraph_92014.K2Node_CallFunction_228381) LITERAL: 0(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_Character_BP.Shapeshifter_Large_Character_BP:EdGraph_92014.K2Node_MakeStruct_2027) LITERAL: 1(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_Character_BP.Shapeshifter_Large_Character_BP:EdGraph_92014.K2Node_MakeStruct_2028) LITERAL: -{0}sec Lifetime +{1} Resistance(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_Character_BP.Shapeshifter_Large_Character_BP:EdGraph_92014.K2Node_CallFunction_228382) LITERAL: 0(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_Character_BP.Shapeshifter_Large_Character_BP:EdGraph_92014.K2Node_MakeStruct_2029) LITERAL: 1(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_Character_BP.Shapeshifter_Large_Character_BP:EdGraph_92014.K2Node_MakeStruct_2030) LITERAL: {0}: {1}(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_Character_BP.Shapeshifter_Large_Character_BP:EdGraph_92014.K2Node_CallFunction_228383) LITERAL: 0(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_Character_BP.Shapeshifter_Large_Character_BP:EdGraph_92014.K2Node_MakeStruct_2031) LITERAL: 1(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_Character_BP.Shapeshifter_Large_Character_BP:EdGraph_92014.K2Node_MakeStruct_2032) LITERAL: Addiction {0}(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_Character_BP.Shapeshifter_Large_Character_BP:EdGraph_92028.K2Node_CallFunction_228386) LITERAL: 0(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_Character_BP.Shapeshifter_Large_Character_BP:EdGraph_92028.K2Node_MakeStruct_2033) LITERAL: Server {2} Level {0} XP {1}(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_Character_BP.Shapeshifter_Large_Character_BP:EdGraph_92036.K2Node_CallFunction_228395) LITERAL: 2(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_Character_BP.Shapeshifter_Large_Character_BP:EdGraph_92036.K2Node_MakeStruct_2034) LITERAL: 0(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_Character_BP.Shapeshifter_Large_Character_BP:EdGraph_92036.K2Node_MakeStruct_2035) LITERAL: 1(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_Character_BP.Shapeshifter_Large_Character_BP:EdGraph_92036.K2Node_MakeStruct_2036) LITERAL: IsServer {3} Statname {2} Values {0}/{1}(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_Character_BP.Shapeshifter_Large_Character_BP:EdGraph_92036.K2Node_CallFunction_228397) LITERAL: 3(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_Character_BP.Shapeshifter_Large_Character_BP:EdGraph_92036.K2Node_MakeStruct_2037) LITERAL: 2(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_Character_BP.Shapeshifter_Large_Character_BP:EdGraph_92036.K2Node_MakeStruct_2038) LITERAL: 0(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_Character_BP.Shapeshifter_Large_Character_BP:EdGraph_92036.K2Node_MakeStruct_2039) LITERAL: 1(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_Character_BP.Shapeshifter_Large_Character_BP:EdGraph_92036.K2Node_MakeStruct_2040) LITERAL: Name {1} Health {0}(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_Character_BP.Shapeshifter_Large_Character_BP:EdGraph_92045.K2Node_CallFunction_228401) LITERAL: 1(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_Character_BP.Shapeshifter_Large_Character_BP:EdGraph_92045.K2Node_MakeStruct_2041) LITERAL: 0(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_Character_BP.Shapeshifter_Large_Character_BP:EdGraph_92045.K2Node_MakeStruct_2042) LITERAL: Taming... {0}(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_Character_BP.Shapeshifter_Large_Character_BP:EdGraph_92051.K2Node_CallFunction_228403) LITERAL: 0(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_Character_BP.Shapeshifter_Large_Character_BP:EdGraph_92051.K2Node_MakeStruct_2043) LITERAL: Controller: {0} IsVisible {1} IsHidden {2} AnimSpeed {3} actor pos: {4}(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_Character_BP.Shapeshifter_Large_Character_BP:EdGraph_92078.K2Node_CallFunction_228408) LITERAL: 0(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_Character_BP.Shapeshifter_Large_Character_BP:EdGraph_92078.K2Node_MakeStruct_2044) LITERAL: 1(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_Character_BP.Shapeshifter_Large_Character_BP:EdGraph_92078.K2Node_MakeStruct_2045) LITERAL: 2(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_Character_BP.Shapeshifter_Large_Character_BP:EdGraph_92078.K2Node_MakeStruct_2046) LITERAL: 3(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_Character_BP.Shapeshifter_Large_Character_BP:EdGraph_92078.K2Node_MakeStruct_2047) LITERAL: 4(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_Character_BP.Shapeshifter_Large_Character_BP:EdGraph_92078.K2Node_MakeStruct_2048) LITERAL: Server {0} Stats {1}(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_Character_BP.Shapeshifter_Large_Character_BP:EdGraph_92078.K2Node_CallFunction_228409) LITERAL: 0(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_Character_BP.Shapeshifter_Large_Character_BP:EdGraph_92078.K2Node_MakeStruct_2049) LITERAL: 1(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_Character_BP.Shapeshifter_Large_Character_BP:EdGraph_92078.K2Node_MakeStruct_2050) LITERAL: 0(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_Character_BP.Shapeshifter_Large_Character_BP:EdGraph_92078.K2Node_MakeStruct_2051) LITERAL: 1(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_Character_BP.Shapeshifter_Large_Character_BP:EdGraph_92078.K2Node_MakeStruct_2052) CONTENT: (/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_Character_BP.Default__Shapeshifter_Large_Character_BP_C) CONTENT: +Damage +Attack Speed -Lifetime(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_Character_BP.Default__Shapeshifter_Large_Character_BP_C) CONTENT: Transformation Lifetime(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_Character_BP.Default__Shapeshifter_Large_Character_BP_C) CONTENT: ShapeshifterPounce(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_Character_BP.Default__Shapeshifter_Large_Character_BP_C) CONTENT: Idle(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_Character_BP.Default__Shapeshifter_Large_Character_BP_C) CONTENT: Cute(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_Character_BP.Default__Shapeshifter_Large_Character_BP_C) CONTENT: Action(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_Character_BP.Default__Shapeshifter_Large_Character_BP_C) CONTENT: c_Hip(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_Character_BP.Default__Shapeshifter_Large_Character_BP_C) CONTENT: Roar(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_Character_BP.Default__Shapeshifter_Large_Character_BP_C) CONTENT: Move(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_Character_BP.Default__Shapeshifter_Large_Character_BP_C) CONTENT: Ferox(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_Character_BP.Default__Shapeshifter_Large_Character_BP_C) CONTENT: Idle(/Engine/Transient.Default__REINST_Shapeshifter_Small_Character_BP_C_25213) CONTENT: Cute(/Engine/Transient.Default__REINST_Shapeshifter_Small_Character_BP_C_25213) CONTENT: Cute2(/Engine/Transient.Default__REINST_Shapeshifter_Small_Character_BP_C_25213) CONTENT: Move(/Engine/Transient.Default__REINST_Shapeshifter_Small_Character_BP_C_25213) CONTENT: Ferox(/Engine/Transient.Default__REINST_Shapeshifter_Small_Character_BP_C_25213) LITERAL: SetAddictedAmount {0}(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Small/Shapeshifter_Small_Character_BP.Shapeshifter_Small_Character_BP:ExecuteUbergraph_Shapeshifter_Small_Character_BP.K2Node_CallFunction_228912) LITERAL: 0(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Small/Shapeshifter_Small_Character_BP.Shapeshifter_Small_Character_BP:ExecuteUbergraph_Shapeshifter_Small_Character_BP.K2Node_MakeStruct_2057) LITERAL: BiglyFound {0}(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Small/Shapeshifter_Small_Character_BP.Shapeshifter_Small_Character_BP:ExecuteUbergraph_Shapeshifter_Small_Character_BP.K2Node_CallFunction_228913) LITERAL: 0(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Small/Shapeshifter_Small_Character_BP.Shapeshifter_Small_Character_BP:ExecuteUbergraph_Shapeshifter_Small_Character_BP.K2Node_MakeStruct_2058) LITERAL: Init {0}(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Small/Shapeshifter_Small_Character_BP.Shapeshifter_Small_Character_BP:ExecuteUbergraph_Shapeshifter_Small_Character_BP.K2Node_CallFunction_228914) LITERAL: 0(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Small/Shapeshifter_Small_Character_BP.Shapeshifter_Small_Character_BP:ExecuteUbergraph_Shapeshifter_Small_Character_BP.K2Node_MakeStruct_2059) LITERAL: {0} WEight: {1} Max: {2} Level {3}(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Small/Shapeshifter_Small_Character_BP.Shapeshifter_Small_Character_BP:EdGraph_92165.K2Node_CallFunction_228939) LITERAL: 0(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Small/Shapeshifter_Small_Character_BP.Shapeshifter_Small_Character_BP:EdGraph_92165.K2Node_MakeStruct_2060) LITERAL: 1(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Small/Shapeshifter_Small_Character_BP.Shapeshifter_Small_Character_BP:EdGraph_92165.K2Node_MakeStruct_2061) LITERAL: 2(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Small/Shapeshifter_Small_Character_BP.Shapeshifter_Small_Character_BP:EdGraph_92165.K2Node_MakeStruct_2062) LITERAL: 3(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Small/Shapeshifter_Small_Character_BP.Shapeshifter_Small_Character_BP:EdGraph_92165.K2Node_MakeStruct_2063) LITERAL: Server {0} Stats {1}(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Small/Shapeshifter_Small_Character_BP.Shapeshifter_Small_Character_BP:EdGraph_92165.K2Node_CallFunction_228940) LITERAL: 0(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Small/Shapeshifter_Small_Character_BP.Shapeshifter_Small_Character_BP:EdGraph_92165.K2Node_MakeStruct_2064) LITERAL: 1(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Small/Shapeshifter_Small_Character_BP.Shapeshifter_Small_Character_BP:EdGraph_92165.K2Node_MakeStruct_2065) LITERAL: Set Taret {0}(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Small/Shapeshifter_Small_Character_BP.Shapeshifter_Small_Character_BP:EdGraph_92185.K2Node_CallFunction_228952) LITERAL: 0(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Small/Shapeshifter_Small_Character_BP.Shapeshifter_Small_Character_BP:EdGraph_92185.K2Node_MakeStruct_2066) LITERAL: HasEle {0} {1}(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Small/Shapeshifter_Small_Character_BP.Shapeshifter_Small_Character_BP:EdGraph_92187.K2Node_CallFunction_228956) LITERAL: 0(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Small/Shapeshifter_Small_Character_BP.Shapeshifter_Small_Character_BP:EdGraph_92187.K2Node_MakeStruct_2067) LITERAL: 1(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Small/Shapeshifter_Small_Character_BP.Shapeshifter_Small_Character_BP:EdGraph_92187.K2Node_MakeStruct_2068) LITERAL: {0}/{1} Element Required(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Small/Shapeshifter_Small_Character_BP.Shapeshifter_Small_Character_BP:EdGraph_92205.K2Node_CallFunction_228970) LITERAL: 0(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Small/Shapeshifter_Small_Character_BP.Shapeshifter_Small_Character_BP:EdGraph_92205.K2Node_MakeStruct_2069) LITERAL: 1(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Small/Shapeshifter_Small_Character_BP.Shapeshifter_Small_Character_BP:EdGraph_92205.K2Node_MakeStruct_2070) LITERAL: Taming... {0}(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Small/Shapeshifter_Small_Character_BP.Shapeshifter_Small_Character_BP:EdGraph_92205.K2Node_CallFunction_228971) LITERAL: 0(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Small/Shapeshifter_Small_Character_BP.Shapeshifter_Small_Character_BP:EdGraph_92205.K2Node_MakeStruct_2071) LITERAL: {0} Addiction(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Small/Shapeshifter_Small_Character_BP.Shapeshifter_Small_Character_BP:EdGraph_92206.K2Node_CallFunction_228972) LITERAL: 0(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Small/Shapeshifter_Small_Character_BP.Shapeshifter_Small_Character_BP:EdGraph_92206.K2Node_MakeStruct_2072) LITERAL: Use Element near Ferox to tame {0}(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Small/Shapeshifter_Small_Character_BP.Shapeshifter_Small_Character_BP:EdGraph_92219.K2Node_CallFunction_228974) LITERAL: 0(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Small/Shapeshifter_Small_Character_BP.Shapeshifter_Small_Character_BP:EdGraph_92219.K2Node_MakeStruct_2073) LITERAL: ({0})(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Small/Shapeshifter_Small_Character_BP.Shapeshifter_Small_Character_BP:EdGraph_92219.K2Node_CallFunction_228975) LITERAL: 0(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Small/Shapeshifter_Small_Character_BP.Shapeshifter_Small_Character_BP:EdGraph_92219.K2Node_MakeStruct_2074) LITERAL: MateDinoData {0} MyDinoData {1}(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Small/Shapeshifter_Small_Character_BP.Shapeshifter_Small_Character_BP:EdGraph_92242.K2Node_CallFunction_228987) LITERAL: 0(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Small/Shapeshifter_Small_Character_BP.Shapeshifter_Small_Character_BP:EdGraph_92242.K2Node_MakeStruct_2075) LITERAL: 1(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Small/Shapeshifter_Small_Character_BP.Shapeshifter_Small_Character_BP:EdGraph_92242.K2Node_MakeStruct_2076) LITERAL: BiglyMated {0} {1}(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Small/Shapeshifter_Small_Character_BP.Shapeshifter_Small_Character_BP:EdGraph_92242.K2Node_CallFunction_228988) LITERAL: 0(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Small/Shapeshifter_Small_Character_BP.Shapeshifter_Small_Character_BP:EdGraph_92242.K2Node_MakeStruct_2077) LITERAL: 1(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Small/Shapeshifter_Small_Character_BP.Shapeshifter_Small_Character_BP:EdGraph_92242.K2Node_MakeStruct_2078) LITERAL: {1} ({2}{0})(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Small/Shapeshifter_Small_Character_BP.Shapeshifter_Small_Character_BP:EdGraph_92248.K2Node_CallFunction_228992) LITERAL: 1(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Small/Shapeshifter_Small_Character_BP.Shapeshifter_Small_Character_BP:EdGraph_92248.K2Node_MakeStruct_2079) LITERAL: 2(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Small/Shapeshifter_Small_Character_BP.Shapeshifter_Small_Character_BP:EdGraph_92248.K2Node_MakeStruct_2080) LITERAL: 0(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Small/Shapeshifter_Small_Character_BP.Shapeshifter_Small_Character_BP:EdGraph_92248.K2Node_MakeStruct_2081) LITERAL: {1} ({2}{0})(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Small/Shapeshifter_Small_Character_BP.Shapeshifter_Small_Character_BP:EdGraph_92248.K2Node_CallFunction_228993) LITERAL: 1(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Small/Shapeshifter_Small_Character_BP.Shapeshifter_Small_Character_BP:EdGraph_92248.K2Node_MakeStruct_2082) LITERAL: 2(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Small/Shapeshifter_Small_Character_BP.Shapeshifter_Small_Character_BP:EdGraph_92248.K2Node_MakeStruct_2083) LITERAL: 0(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Small/Shapeshifter_Small_Character_BP.Shapeshifter_Small_Character_BP:EdGraph_92248.K2Node_MakeStruct_2084) LITERAL: {1} ({2}{0})(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Small/Shapeshifter_Small_Character_BP.Shapeshifter_Small_Character_BP:EdGraph_92248.K2Node_CallFunction_228994) LITERAL: 1(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Small/Shapeshifter_Small_Character_BP.Shapeshifter_Small_Character_BP:EdGraph_92248.K2Node_MakeStruct_2085) LITERAL: 2(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Small/Shapeshifter_Small_Character_BP.Shapeshifter_Small_Character_BP:EdGraph_92248.K2Node_MakeStruct_2086) LITERAL: 0(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Small/Shapeshifter_Small_Character_BP.Shapeshifter_Small_Character_BP:EdGraph_92248.K2Node_MakeStruct_2087) LITERAL: Random Mutations: {0} {2} / {1}(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Small/Shapeshifter_Small_Character_BP.Shapeshifter_Small_Character_BP:EdGraph_92251.K2Node_CallFunction_228995) LITERAL: 0(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Small/Shapeshifter_Small_Character_BP.Shapeshifter_Small_Character_BP:EdGraph_92251.K2Node_MakeStruct_2088) LITERAL: 2(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Small/Shapeshifter_Small_Character_BP.Shapeshifter_Small_Character_BP:EdGraph_92251.K2Node_MakeStruct_2089) LITERAL: 1(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Small/Shapeshifter_Small_Character_BP.Shapeshifter_Small_Character_BP:EdGraph_92251.K2Node_MakeStruct_2090) LITERAL: ({0})(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Small/Shapeshifter_Small_Character_BP.Shapeshifter_Small_Character_BP:EdGraph_92251.K2Node_CallFunction_228996) LITERAL: 0(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Small/Shapeshifter_Small_Character_BP.Shapeshifter_Small_Character_BP:EdGraph_92251.K2Node_MakeStruct_2091) CONTENT: Requires Max Addiction to Mate(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Small/Shapeshifter_Small_Character_BP.Default__Shapeshifter_Small_Character_BP_C) CONTENT: Not enough space to transform.(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Small/Shapeshifter_Small_Character_BP.Default__Shapeshifter_Small_Character_BP_C) CONTENT: UPDATING...(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Small/Shapeshifter_Small_Character_BP.Default__Shapeshifter_Small_Character_BP_C) CONTENT: Idle(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Small/Shapeshifter_Small_Character_BP.Default__Shapeshifter_Small_Character_BP_C) CONTENT: Cute(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Small/Shapeshifter_Small_Character_BP.Default__Shapeshifter_Small_Character_BP_C) CONTENT: Cute2(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Small/Shapeshifter_Small_Character_BP.Default__Shapeshifter_Small_Character_BP_C) CONTENT: Move(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Small/Shapeshifter_Small_Character_BP.Default__Shapeshifter_Small_Character_BP_C) CONTENT: Ferox(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Small/Shapeshifter_Small_Character_BP.Default__Shapeshifter_Small_Character_BP_C) CONTENT: Insulation(/Engine/Transient.Default__REINST_Buff_BiglyPostProccess_C_25221) CONTENT: Increases hyper & hypothermic insulation(/Engine/Transient.Default__REINST_Buff_BiglyPostProccess_C_25221) CONTENT: Insulation(/Game/Genesis/Dinos/Shapeshifter/Buff_BiglyPostProccess.Default__Buff_BiglyPostProccess_C) CONTENT: Increases hyper & hypothermic insulation(/Game/Genesis/Dinos/Shapeshifter/Buff_BiglyPostProccess.Default__Buff_BiglyPostProccess_C) CONTENT: Prevents running and jumping.(/Engine/Transient.Default__REINST_Buff_Shapeshifter_AOEGroundPoundTarget_C_25225) CONTENT: Prevents running and jumping.(/Game/Genesis/Dinos/Shapeshifter/Buff_Shapeshifter_AOEGroundPoundTarget.Default__Buff_Shapeshifter_AOEGroundPoundTarget_C) LITERAL: NumMelee {0}(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_AIController_BP.Shapeshifter_Large_AIController_BP:EdGraph_92334.K2Node_CallFunction_229629) LITERAL: 0(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_AIController_BP.Shapeshifter_Large_AIController_BP:EdGraph_92334.K2Node_MakeStruct_2092) LITERAL: NewState {0} Prev {1}(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_AIController_BP.Shapeshifter_Large_AIController_BP:EdGraph_92334.K2Node_CallFunction_229631) LITERAL: 0(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_AIController_BP.Shapeshifter_Large_AIController_BP:EdGraph_92334.K2Node_MakeStruct_2093) LITERAL: 1(/Game/Genesis/Dinos/Shapeshifter/Shapeshifter_Large/Shapeshifter_Large_AIController_BP.Shapeshifter_Large_AIController_BP:EdGraph_92334.K2Node_MakeStruct_2094) CONTENT: Geyser Launch!(/Engine/Transient.Default__REINST_Buff_ShapeshifterSwipeAttack_C_25249) CONTENT: Geyser Launch!(/Game/Genesis/Dinos/Shapeshifter/Buff_ShapeshifterSwipeAttack.Default__Buff_ShapeshifterSwipeAttack_C) CONTENT: Hydrated(/Engine/Transient.Default__REINST_Buff_SpinoAqua_C_25269) CONTENT: Your dino's Speed, Health Regeneration, and Damage are boosted!(/Engine/Transient.Default__REINST_Buff_SpinoAqua_C_25269) CONTENT: Hydrated(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_SpinoAqua.Default__Buff_SpinoAqua_C) CONTENT: Your dino's Speed, Health Regeneration, and Damage are boosted!(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_SpinoAqua.Default__Buff_SpinoAqua_C) CONTENT: Idle(/Engine/Transient.Default__REINST_Spino_Character_BP_C_25281) CONTENT: Idle2(/Engine/Transient.Default__REINST_Spino_Character_BP_C_25281) CONTENT: Action(/Engine/Transient.Default__REINST_Spino_Character_BP_C_25281) CONTENT: Action2(/Engine/Transient.Default__REINST_Spino_Character_BP_C_25281) CONTENT: Action3(/Engine/Transient.Default__REINST_Spino_Character_BP_C_25281) CONTENT: Move(/Engine/Transient.Default__REINST_Spino_Character_BP_C_25281) CONTENT: Spino(/Engine/Transient.Default__REINST_Spino_Character_BP_C_25281) CONTENT: Idle(/Game/PrimalEarth/Dinos/Spino/Spino_Character_BP.Default__Spino_Character_BP_C) CONTENT: Idle2(/Game/PrimalEarth/Dinos/Spino/Spino_Character_BP.Default__Spino_Character_BP_C) CONTENT: Action(/Game/PrimalEarth/Dinos/Spino/Spino_Character_BP.Default__Spino_Character_BP_C) CONTENT: Action2(/Game/PrimalEarth/Dinos/Spino/Spino_Character_BP.Default__Spino_Character_BP_C) CONTENT: Action3(/Game/PrimalEarth/Dinos/Spino/Spino_Character_BP.Default__Spino_Character_BP_C) CONTENT: Move(/Game/PrimalEarth/Dinos/Spino/Spino_Character_BP.Default__Spino_Character_BP_C) CONTENT: Spino(/Game/PrimalEarth/Dinos/Spino/Spino_Character_BP.Default__Spino_Character_BP_C) CONTENT: Idle(/Engine/Transient.Default__REINST_TerrorBird_Character_BP_C_25301) CONTENT: Cute(/Engine/Transient.Default__REINST_TerrorBird_Character_BP_C_25301) CONTENT: c_back4(/Engine/Transient.Default__REINST_TerrorBird_Character_BP_C_25301) CONTENT: Action(/Engine/Transient.Default__REINST_TerrorBird_Character_BP_C_25301) CONTENT: Action2(/Engine/Transient.Default__REINST_TerrorBird_Character_BP_C_25301) CONTENT: c_back1(/Engine/Transient.Default__REINST_TerrorBird_Character_BP_C_25301) CONTENT: Move(/Engine/Transient.Default__REINST_TerrorBird_Character_BP_C_25301) CONTENT: Terror Bird(/Engine/Transient.Default__REINST_TerrorBird_Character_BP_C_25301) CONTENT: Idle(/Game/PrimalEarth/Dinos/TerrorBird/TerrorBird_Character_BP.Default__TerrorBird_Character_BP_C) CONTENT: Cute(/Game/PrimalEarth/Dinos/TerrorBird/TerrorBird_Character_BP.Default__TerrorBird_Character_BP_C) CONTENT: c_back4(/Game/PrimalEarth/Dinos/TerrorBird/TerrorBird_Character_BP.Default__TerrorBird_Character_BP_C) CONTENT: Action(/Game/PrimalEarth/Dinos/TerrorBird/TerrorBird_Character_BP.Default__TerrorBird_Character_BP_C) CONTENT: Action2(/Game/PrimalEarth/Dinos/TerrorBird/TerrorBird_Character_BP.Default__TerrorBird_Character_BP_C) CONTENT: c_back1(/Game/PrimalEarth/Dinos/TerrorBird/TerrorBird_Character_BP.Default__TerrorBird_Character_BP_C) CONTENT: Move(/Game/PrimalEarth/Dinos/TerrorBird/TerrorBird_Character_BP.Default__TerrorBird_Character_BP_C) CONTENT: Terror Bird(/Game/PrimalEarth/Dinos/TerrorBird/TerrorBird_Character_BP.Default__TerrorBird_Character_BP_C) CONTENT: R-Reaper King(/Engine/Transient.Default__REINST_Xenomorph_Character_BP_Male_Gen2_Summoned_C_25325) CONTENT: R-Reaper King(/Game/Genesis2/Dinos/Summoner/SummonedDinos/Xenomorph_Character_BP_Male_Gen2_Summoned.Default__Xenomorph_Character_BP_Male_Gen2_Summoned_C) CONTENT: Idle(/Engine/Transient.Default__REINST_Summoner_Character_BP_C_25385) CONTENT: Root(/Engine/Transient.Default__REINST_Summoner_Character_BP_C_25385) CONTENT: Attack(/Engine/Transient.Default__REINST_Summoner_Character_BP_C_25385) CONTENT: Root(/Engine/Transient.Default__REINST_Summoner_Character_BP_C_25385) CONTENT: Patrol(/Engine/Transient.Default__REINST_Summoner_Character_BP_C_25385) CONTENT: Root(/Engine/Transient.Default__REINST_Summoner_Character_BP_C_25385) CONTENT: Summoner(/Engine/Transient.Default__REINST_Summoner_Character_BP_C_25385) CONTENT: Idle(/Game/Genesis2/Dinos/Summoner/Summoner_Character_BP.Default__Summoner_Character_BP_C) CONTENT: Root(/Game/Genesis2/Dinos/Summoner/Summoner_Character_BP.Default__Summoner_Character_BP_C) CONTENT: Attack(/Game/Genesis2/Dinos/Summoner/Summoner_Character_BP.Default__Summoner_Character_BP_C) CONTENT: Root(/Game/Genesis2/Dinos/Summoner/Summoner_Character_BP.Default__Summoner_Character_BP_C) CONTENT: Patrol(/Game/Genesis2/Dinos/Summoner/Summoner_Character_BP.Default__Summoner_Character_BP_C) CONTENT: Root(/Game/Genesis2/Dinos/Summoner/Summoner_Character_BP.Default__Summoner_Character_BP_C) CONTENT: Summoner(/Game/Genesis2/Dinos/Summoner/Summoner_Character_BP.Default__Summoner_Character_BP_C) LITERAL: Harvest 0 Charge(/Game/Genesis2/CoreBlueprints/Buffs/Buff_ChargeEmitter_Strider.Buff_ChargeEmitter_Strider:CanPlayerHarvest.K2Node_VariableSet_29854) LITERAL: .(/Game/Genesis2/CoreBlueprints/Buffs/Buff_ChargeEmitter_Strider.Buff_ChargeEmitter_Strider:BPGetHUDElements.K2Node_CallFunction_200953) LITERAL: .(/Game/Genesis2/CoreBlueprints/Buffs/Buff_ChargeEmitter_Strider.Buff_ChargeEmitter_Strider:BPGetHUDElements.K2Node_CallFunction_200952) LITERAL: {0}/{1}{br}FULL(/Game/Genesis2/CoreBlueprints/Buffs/Buff_ChargeEmitter_Strider.Buff_ChargeEmitter_Strider:BPGetHUDElements.K2Node_FormatText_260) LITERAL: {0}/{1}(/Game/Genesis2/CoreBlueprints/Buffs/Buff_ChargeEmitter_Strider.Buff_ChargeEmitter_Strider:BPGetHUDElements.K2Node_FormatText_251) LITERAL: CHARGE(/Game/Genesis2/CoreBlueprints/Buffs/Buff_ChargeEmitter_Strider.Buff_ChargeEmitter_Strider:BPGetHUDElements.K2Node_CallFunction_287210) LITERAL: {0}/{1}{br}FULL(/Game/Genesis2/CoreBlueprints/Buffs/Buff_ChargeEmitter_Strider.Buff_ChargeEmitter_Strider:EdGraph_92871.K2Node_CallFunction_230240) LITERAL: 0(/Game/Genesis2/CoreBlueprints/Buffs/Buff_ChargeEmitter_Strider.Buff_ChargeEmitter_Strider:EdGraph_92871.K2Node_MakeStruct_2098) LITERAL: 1(/Game/Genesis2/CoreBlueprints/Buffs/Buff_ChargeEmitter_Strider.Buff_ChargeEmitter_Strider:EdGraph_92871.K2Node_MakeStruct_2099) LITERAL: br(/Game/Genesis2/CoreBlueprints/Buffs/Buff_ChargeEmitter_Strider.Buff_ChargeEmitter_Strider:EdGraph_92871.K2Node_MakeStruct_2100) LITERAL: {0}/{1}(/Game/Genesis2/CoreBlueprints/Buffs/Buff_ChargeEmitter_Strider.Buff_ChargeEmitter_Strider:EdGraph_92871.K2Node_CallFunction_230241) LITERAL: 0(/Game/Genesis2/CoreBlueprints/Buffs/Buff_ChargeEmitter_Strider.Buff_ChargeEmitter_Strider:EdGraph_92871.K2Node_MakeStruct_2101) LITERAL: 1(/Game/Genesis2/CoreBlueprints/Buffs/Buff_ChargeEmitter_Strider.Buff_ChargeEmitter_Strider:EdGraph_92871.K2Node_MakeStruct_2102) LITERAL: {0}/{1}{br}FULL(/Game/Genesis2/CoreBlueprints/Buffs/Buff_ChargeEmitter_Strider.Buff_ChargeEmitter_Strider:EdGraph_92908.K2Node_CallFunction_230249) LITERAL: 0(/Game/Genesis2/CoreBlueprints/Buffs/Buff_ChargeEmitter_Strider.Buff_ChargeEmitter_Strider:EdGraph_92908.K2Node_MakeStruct_2103) LITERAL: 1(/Game/Genesis2/CoreBlueprints/Buffs/Buff_ChargeEmitter_Strider.Buff_ChargeEmitter_Strider:EdGraph_92908.K2Node_MakeStruct_2104) LITERAL: br(/Game/Genesis2/CoreBlueprints/Buffs/Buff_ChargeEmitter_Strider.Buff_ChargeEmitter_Strider:EdGraph_92908.K2Node_MakeStruct_2105) LITERAL: {0}/{1}(/Game/Genesis2/CoreBlueprints/Buffs/Buff_ChargeEmitter_Strider.Buff_ChargeEmitter_Strider:EdGraph_92908.K2Node_CallFunction_230250) LITERAL: 0(/Game/Genesis2/CoreBlueprints/Buffs/Buff_ChargeEmitter_Strider.Buff_ChargeEmitter_Strider:EdGraph_92908.K2Node_MakeStruct_2106) LITERAL: 1(/Game/Genesis2/CoreBlueprints/Buffs/Buff_ChargeEmitter_Strider.Buff_ChargeEmitter_Strider:EdGraph_92908.K2Node_MakeStruct_2107) CONTENT: /Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/OmniShield_Chest/Buff_TekStrider_Shield.Buff_TekStrider_Shield(/Engine/Transient.REINST_PrimalItemArmor_TekStriderShield_C_0) CONTENT: Shield Generator Rig(/Engine/Transient.REINST_PrimalItemArmor_TekStriderShield_C_0) CONTENT: Stryders equipped with this rig can project a force field bubble.(/Engine/Transient.REINST_PrimalItemArmor_TekStriderShield_C_0) LITERAL: DOME(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/OmniShield_Chest/Buff_TekStrider_Shield.Buff_TekStrider_Shield:BPGetHUDElements.K2Node_CallFunction_358584) LITERAL: Restrict Doubletap Activate(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/OmniShield_Chest/Buff_TekStrider_Shield.Buff_TekStrider_Shield:can activate.K2Node_CallFunction_504339) LITERAL: Restrict Doubletap Deactivate(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/OmniShield_Chest/Buff_TekStrider_Shield.Buff_TekStrider_Shield:EventGraph.K2Node_CallFunction_239798) LITERAL: Restrict Doubletap Activate(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/OmniShield_Chest/Buff_TekStrider_Shield.Buff_TekStrider_Shield:EventGraph.K2Node_CallFunction_503155) LITERAL: TekStrider Shield took damage: {0} Current health: {1}(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/OmniShield_Chest/Buff_TekStrider_Shield.Buff_TekStrider_Shield:ReceiveAnyDamage.K2Node_FormatText_222) LITERAL: Restrict Doubletap Deactivate(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/OmniShield_Chest/Buff_TekStrider_Shield.Buff_TekStrider_Shield:Trigger.K2Node_CallFunction_504339) CONTENT: Stryder Shield(/Engine/Transient.REINST_Buff_TekStrider_ProtectedByShield_C_0) CONTENT: Stryder Shield(/Engine/Transient.Default__REINST_Buff_TekStrider_ProtectedByShield_C_25411) CONTENT: Stryder Shield(/Engine/Transient.REINST_Buff_TekStrider_ProtectedByShield_C_1) LITERAL: Has Stopped Gathering Resources(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/CargoCarryingSaddlebags__Chest/Buff_TekStriderSaddle_Resource_Attract.Buff_TekStriderSaddle_Resource_Attract:EventGraph.K2Node_CallFunction_233602) LITERAL: Has Stopped Gathering Resources(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/CargoCarryingSaddlebags__Chest/Buff_TekStriderSaddle_Resource_Attract.Buff_TekStriderSaddle_Resource_Attract:EventGraph.K2Node_CallFunction_234844) LITERAL: Notify Minigame Ready(/Game/Genesis2/Dinos/TekStrider/HackingTaming/StriderHackingBeatWidget.StriderHackingBeatWidget:EventGraph.K2Node_CallFunction_237443) LITERAL: Notify Minigame Ready(/Game/Genesis2/Dinos/TekStrider/HackingTaming/StriderHackingBeatWidget.StriderHackingBeatWidget:EventGraph.K2Node_CallFunction_239944) CONTENT: Incoming Taming Protocol Override(/Engine/Transient.TRASHCLASS_StriderHackingMinigameUI_25723:TextBlock_1611) CONTENT: Incoming Taming Protocol Override(/Engine/Transient.TRASHCLASS_StriderHackingMinigameUI_25723:TextBlock_1612) CONTENT: Debug Output Text(/Engine/Transient.TRASHCLASS_StriderHackingMinigameUI_25723:TextBlock_1613) LITERAL: Beat is {0} | Streak = {1} | LastInputReceivedTime = {2} | NextTimeOut - BeatWindow = {3}(/Game/Genesis2/Dinos/TekStrider/HackingTaming/StriderHackingMinigameUI.StriderHackingMinigameUI:EventGraph.K2Node_FormatText_225) LITERAL: LATE!(/Game/Genesis2/Dinos/TekStrider/HackingTaming/StriderHackingMinigameUI.StriderHackingMinigameUI:EventGraph.K2Node_CallFunction_246767) LITERAL: EARLY(/Game/Genesis2/Dinos/TekStrider/HackingTaming/StriderHackingMinigameUI.StriderHackingMinigameUI:EventGraph.K2Node_CallFunction_257320) LITERAL: READY(/Game/Genesis2/Dinos/TekStrider/HackingTaming/StriderHackingMinigameUI.StriderHackingMinigameUI:EventGraph.K2Node_CallFunction_257320) LITERAL: Set CanMinigamePlay(/Game/Genesis2/Dinos/TekStrider/HackingTaming/StriderHackingMinigameUI.StriderHackingMinigameUI:EventGraph.K2Node_CallFunction_145873) LITERAL: Reset Widget Visual State(/Game/Genesis2/Dinos/TekStrider/HackingTaming/StriderHackingMinigameUI.StriderHackingMinigameUI:EventGraph.K2Node_CallFunction_180032) LITERAL: Set CanMinigamePlay(/Game/Genesis2/Dinos/TekStrider/HackingTaming/StriderHackingMinigameUI.StriderHackingMinigameUI:EventGraph.K2Node_CallFunction_148469) LITERAL: Try Shut Down(/Game/Genesis2/Dinos/TekStrider/HackingTaming/StriderHackingMinigameUI.StriderHackingMinigameUI:EventGraph.K2Node_CallFunction_330029) LITERAL: Release Input(/Game/Genesis2/Dinos/TekStrider/HackingTaming/StriderHackingMinigameUI.StriderHackingMinigameUI:Receive Input.K2Node_CallFunction_233529) LITERAL: Stop Minigame(/Game/Genesis2/Dinos/TekStrider/HackingTaming/StriderHackingMinigameUI.StriderHackingMinigameUI:On Beat Too Late.K2Node_CallFunction_224409) LITERAL: Reset Post Process Params(/Game/Genesis2/Dinos/TekStrider/HackingTaming/StriderHackingMinigameUI.StriderHackingMinigameUI:Set Minigame Visual State.K2Node_CallFunction_146411) LITERAL: Reset Widget Visual State(/Game/Genesis2/Dinos/TekStrider/HackingTaming/StriderHackingMinigameUI.StriderHackingMinigameUI:Set Minigame Visual State.K2Node_CallFunction_192067) CONTENT: Text Block(/Engine/Transient.REINST_StriderHackingMinigameUI_C_81:WidgetTree_11051.StatusTextBlock) CONTENT: Text Block(/Engine/Transient.REINST_StriderHackingMinigameUI_C_81:WidgetTree_11051.FlavorTextBlock) CONTENT: Text Block(/Engine/Transient.REINST_StriderHackingMinigameUI_C_81:WidgetTree_11051.DEBUG_OutputText) LITERAL: Beat is {0} | Streak = {1} | LastInputReceivedTime = {2} | NextTimeOut - BeatWindow = {3}(/Game/Genesis2/Dinos/TekStrider/HackingTaming/StriderHackingMinigameUI.StriderHackingMinigameUI:ExecuteUbergraph_StriderHackingMinigameUI.K2Node_CallFunction_230776) LITERAL: 0(/Game/Genesis2/Dinos/TekStrider/HackingTaming/StriderHackingMinigameUI.StriderHackingMinigameUI:ExecuteUbergraph_StriderHackingMinigameUI.K2Node_MakeStruct_2127) LITERAL: 1(/Game/Genesis2/Dinos/TekStrider/HackingTaming/StriderHackingMinigameUI.StriderHackingMinigameUI:ExecuteUbergraph_StriderHackingMinigameUI.K2Node_MakeStruct_2128) LITERAL: 2(/Game/Genesis2/Dinos/TekStrider/HackingTaming/StriderHackingMinigameUI.StriderHackingMinigameUI:ExecuteUbergraph_StriderHackingMinigameUI.K2Node_MakeStruct_2129) LITERAL: 3(/Game/Genesis2/Dinos/TekStrider/HackingTaming/StriderHackingMinigameUI.StriderHackingMinigameUI:ExecuteUbergraph_StriderHackingMinigameUI.K2Node_MakeStruct_2130) CONTENT: Incoming Taming Protocol Override(/Game/Genesis2/Dinos/TekStrider/HackingTaming/StriderHackingMinigameUI.StriderHackingMinigameUI_C:WidgetTree_354.StatusTextBlock) CONTENT: Incoming Taming Protocol Override(/Game/Genesis2/Dinos/TekStrider/HackingTaming/StriderHackingMinigameUI.StriderHackingMinigameUI_C:WidgetTree_354.FlavorTextBlock) CONTENT: Debug Output Text(/Game/Genesis2/Dinos/TekStrider/HackingTaming/StriderHackingMinigameUI.StriderHackingMinigameUI_C:WidgetTree_354.DEBUG_OutputText) CONTENT: INCOMING PROTOCOL OVERRIDE(/Engine/Transient.TRASHCLASS_StriderHacking_HUD_25725:StriderHackingMinigameUI_C_1) CONTENT: OVERRIDE FAILED(/Engine/Transient.TRASHCLASS_StriderHacking_HUD_25725:StriderHackingMinigameUI_C_1) CONTENT: ATTENTION: PREPARE FOR USER INPUT(/Engine/Transient.TRASHCLASS_StriderHacking_HUD_25725:StriderHackingMinigameUI_C_1) CONTENT: ERROR: OPERATION TIMED OUT(/Engine/Transient.TRASHCLASS_StriderHacking_HUD_25725:StriderHackingMinigameUI_C_1) CONTENT: ERROR: UNEXPECTED INPUT(/Engine/Transient.TRASHCLASS_StriderHacking_HUD_25725:StriderHackingMinigameUI_C_1) CONTENT: OVERRIDE SUCCESSFUL(/Engine/Transient.TRASHCLASS_StriderHacking_HUD_25725:StriderHackingMinigameUI_C_1) CONTENT: TAMING AFFINITY GAINED(/Engine/Transient.TRASHCLASS_StriderHacking_HUD_25725:StriderHackingMinigameUI_C_1) LITERAL: DestroyWidget(/Game/Genesis2/Dinos/TekStrider/HackingTaming/StriderHacking_HUD.StriderHacking_HUD:EventGraph.K2Node_CallFunction_229042) CONTENT: Incoming Taming Protocol Override(/Engine/Transient.REINST_SKEL_StriderHacking_HUD_C_83:WidgetTree_356.StriderHackingMinigameUIParent_C_6.WidgetTree_358.StatusTextBlock) CONTENT: Incoming Taming Protocol Override(/Engine/Transient.REINST_SKEL_StriderHacking_HUD_C_83:WidgetTree_356.StriderHackingMinigameUIParent_C_6.WidgetTree_358.FlavorTextBlock) CONTENT: Debug Output Text(/Engine/Transient.REINST_SKEL_StriderHacking_HUD_C_83:WidgetTree_356.StriderHackingMinigameUIParent_C_6.WidgetTree_358.DEBUG_OutputText) CONTENT: INCOMING PROTOCOL OVERRIDE(/Engine/Transient.REINST_StriderHacking_HUD_C_84:WidgetTree_11053.StriderHackingMinigameUIParent_C_6) CONTENT: OVERRIDE FAILED(/Engine/Transient.REINST_StriderHacking_HUD_C_84:WidgetTree_11053.StriderHackingMinigameUIParent_C_6) CONTENT: ATTENTION: PREPARE FOR USER INPUT(/Engine/Transient.REINST_StriderHacking_HUD_C_84:WidgetTree_11053.StriderHackingMinigameUIParent_C_6) CONTENT: ERROR: OPERATION TIMED OUT(/Engine/Transient.REINST_StriderHacking_HUD_C_84:WidgetTree_11053.StriderHackingMinigameUIParent_C_6) CONTENT: ERROR: UNEXPECTED INPUT(/Engine/Transient.REINST_StriderHacking_HUD_C_84:WidgetTree_11053.StriderHackingMinigameUIParent_C_6) CONTENT: OVERRIDE SUCCESSFUL(/Engine/Transient.REINST_StriderHacking_HUD_C_84:WidgetTree_11053.StriderHackingMinigameUIParent_C_6) CONTENT: TAMING AFFINITY GAINED(/Engine/Transient.REINST_StriderHacking_HUD_C_84:WidgetTree_11053.StriderHackingMinigameUIParent_C_6) CONTENT: Incoming Taming Protocol Override(/Engine/Transient.REINST_StriderHacking_HUD_C_84:WidgetTree_11053.StriderHackingMinigameUIParent_C_6.WidgetTree_361.StatusTextBlock) CONTENT: Incoming Taming Protocol Override(/Engine/Transient.REINST_StriderHacking_HUD_C_84:WidgetTree_11053.StriderHackingMinigameUIParent_C_6.WidgetTree_361.FlavorTextBlock) CONTENT: Debug Output Text(/Engine/Transient.REINST_StriderHacking_HUD_C_84:WidgetTree_11053.StriderHackingMinigameUIParent_C_6.WidgetTree_361.DEBUG_OutputText) CONTENT: Incoming Taming Protocol Override(/Engine/Transient.REINST_SKEL_StriderHacking_HUD_C_85:WidgetTree_359.StriderHackingMinigameUIParent_C_6.WidgetTree_362.StatusTextBlock) CONTENT: Incoming Taming Protocol Override(/Engine/Transient.REINST_SKEL_StriderHacking_HUD_C_85:WidgetTree_359.StriderHackingMinigameUIParent_C_6.WidgetTree_362.FlavorTextBlock) CONTENT: Debug Output Text(/Engine/Transient.REINST_SKEL_StriderHacking_HUD_C_85:WidgetTree_359.StriderHackingMinigameUIParent_C_6.WidgetTree_362.DEBUG_OutputText) CONTENT: INCOMING PROTOCOL OVERRIDE(/Game/Genesis2/Dinos/TekStrider/HackingTaming/StriderHacking_HUD.StriderHacking_HUD_C:WidgetTree_367.StriderHackingMinigameUIParent_C_6) CONTENT: OVERRIDE FAILED(/Game/Genesis2/Dinos/TekStrider/HackingTaming/StriderHacking_HUD.StriderHacking_HUD_C:WidgetTree_367.StriderHackingMinigameUIParent_C_6) CONTENT: ATTENTION: PREPARE FOR USER INPUT(/Game/Genesis2/Dinos/TekStrider/HackingTaming/StriderHacking_HUD.StriderHacking_HUD_C:WidgetTree_367.StriderHackingMinigameUIParent_C_6) CONTENT: ERROR: OPERATION TIMED OUT(/Game/Genesis2/Dinos/TekStrider/HackingTaming/StriderHacking_HUD.StriderHacking_HUD_C:WidgetTree_367.StriderHackingMinigameUIParent_C_6) CONTENT: ERROR: UNEXPECTED INPUT(/Game/Genesis2/Dinos/TekStrider/HackingTaming/StriderHacking_HUD.StriderHacking_HUD_C:WidgetTree_367.StriderHackingMinigameUIParent_C_6) CONTENT: OVERRIDE SUCCESSFUL(/Game/Genesis2/Dinos/TekStrider/HackingTaming/StriderHacking_HUD.StriderHacking_HUD_C:WidgetTree_367.StriderHackingMinigameUIParent_C_6) CONTENT: TAMING AFFINITY GAINED(/Game/Genesis2/Dinos/TekStrider/HackingTaming/StriderHacking_HUD.StriderHacking_HUD_C:WidgetTree_367.StriderHackingMinigameUIParent_C_6) CONTENT: Incoming Taming Protocol Override(/Game/Genesis2/Dinos/TekStrider/HackingTaming/StriderHacking_HUD.StriderHacking_HUD_C:WidgetTree_367.StriderHackingMinigameUIParent_C_6.WidgetTree_368.StatusTextBlock) CONTENT: Incoming Taming Protocol Override(/Game/Genesis2/Dinos/TekStrider/HackingTaming/StriderHacking_HUD.StriderHacking_HUD_C:WidgetTree_367.StriderHackingMinigameUIParent_C_6.WidgetTree_368.FlavorTextBlock) CONTENT: Debug Output Text(/Game/Genesis2/Dinos/TekStrider/HackingTaming/StriderHacking_HUD.StriderHacking_HUD_C:WidgetTree_367.StriderHackingMinigameUIParent_C_6.WidgetTree_368.DEBUG_OutputText) CONTENT: Debug Output Text(/Engine/Transient.TRASHCLASS_StriderHacking_HUD_25725:TextBlock_1617) CONTENT: Incoming Taming Protocol Override(/Engine/Transient.TRASHCLASS_StriderHacking_HUD_25725:TextBlock_1618) CONTENT: Incoming Taming Protocol Override(/Engine/Transient.TRASHCLASS_StriderHacking_HUD_25725:TextBlock_1619) LITERAL: Look Out for Timeout(/Game/Genesis2/Dinos/TekStrider/HackingTaming/Buff_StriderHackingParent.Buff_StriderHackingParent:EventGraph.K2Node_CallFunction_290273) LITERAL: ActivateBuff(/Game/Genesis2/Dinos/TekStrider/HackingTaming/Buff_StriderHackingParent.Buff_StriderHackingParent:UpdateBuffTimer.K2Node_CallFunction_259209) LITERAL: ActivateBuff(/Game/Genesis2/Dinos/TekStrider/HackingTaming/Buff_StriderHackingParent.Buff_StriderHackingParent:ActivateBuff.K2Node_CallFunction_259209) LITERAL: Fallback(/Game/Genesis2/Dinos/TekStrider/HackingTaming/Buff_StriderHackingParent.Buff_StriderHackingParent:ReceiveBeginPlay.K2Node_CallFunction_244252) LITERAL: Beat Reached the End(/Game/Genesis2/Dinos/TekStrider/HackingTaming/Buff_StriderHackingParent.Buff_StriderHackingParent:Recieved Input.K2Node_CallFunction_250304) LITERAL: ActivateBuff(/Game/Genesis2/Dinos/TekStrider/HackingTaming/Buff_StriderHackingParent.Buff_StriderHackingParent:Update Buff Timer server logic.K2Node_CallFunction_259209) LITERAL: Out of Hacking Range(/Game/Genesis2/Dinos/TekStrider/HackingTaming/Buff_StriderHacking.Buff_StriderHacking:BuffTickServer.K2Node_CallFunction_427427) LITERAL: Look Out for Timeout(/Game/Genesis2/Dinos/TekStrider/HackingTaming/Buff_StriderHacking.Buff_StriderHacking:UpdateBuffTimer.K2Node_CallFunction_348577) CONTENT: Strider Transmitter(/Engine/Transient.REINST_TekTransmitter_Strider_C_0) LITERAL: Stryder Transmitter(/Game/Genesis2/Dinos/TekStrider/TekTransmitter_Strider.TekTransmitter_Strider:BPPreInitializeComponents.K2Node_VariableSet_67535) CONTENT: Strider Transmitter(/Engine/Transient.Default__REINST_TekTransmitter_Strider_C_25472) CONTENT: Strider Transmitter(/Engine/Transient.REINST_TekTransmitter_Strider_C_1) CONTENT: Tek Stryder(/Engine/Transient.REINST_TekBed_Strider_C_0) LITERAL: teleport(/Game/Genesis2/Dinos/TekStrider/TekBed_Strider.TekBed_Strider:BPReleasedPlayer.K2Node_CallFunction_464466) CONTENT: Tek Stryder(/Engine/Transient.Default__REINST_TekBed_Strider_C_25486) CONTENT: Tek Stryder(/Engine/Transient.REINST_TekBed_Strider_C_1) LITERAL: DestroyWidget(/Game/Genesis2/Dinos/TekStrider/TekStriderRadarPingWidget.TekStriderRadarPingWidget:EventGraph.K2Node_CallFunction_234466) LITERAL: Highlight Latest Shared Target(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/Radar_Head/Buff_StriderVision.Buff_StriderVision:Keep Shared Targets Active.K2Node_CallFunction_547561) LITERAL: Keep Shared Targets Active(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/Radar_Head/Buff_StriderVision.Buff_StriderVision:Highlight Latest Shared Target.K2Node_CallFunction_546450) LITERAL: Keep Visible(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/Radar_Head/Buff_StriderVision.Buff_StriderVision:HideBuffFromHUD.K2Node_CallFunction_569430) LITERAL: Flash Target(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/Radar_Head/Buff_StriderVision.Buff_StriderVision:update viewed targets.K2Node_CallFunction_573175) LITERAL: Keep Visible(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/Radar_Head/Buff_StriderVision.Buff_StriderVision:update viewed targets.K2Node_CallFunction_573188) LITERAL: Keep Shared Targets Active(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/Radar_Head/Buff_StriderVision.Buff_StriderVision:GetHUDData.K2Node_CallFunction_244011) LITERAL: Keep Shared Targets Active(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/Radar_Head/Buff_StriderVision.Buff_StriderVision:GetHUDData.K2Node_CallFunction_618842) CONTENT: Charge Capacity(/Game/Genesis2/CoreBlueprints/DinoCharacterStatusComponent_BP_TekStrider.Default__DinoCharacterStatusComponent_BP_TekStrider_C) CONTENT: Idle(/Engine/Transient.REINST_TekStrider_Character_BP_C_0) CONTENT: Idle(/Engine/Transient.REINST_TekStrider_Character_BP_C_0) CONTENT: Attack(/Engine/Transient.REINST_TekStrider_Character_BP_C_0) CONTENT: Move(/Engine/Transient.REINST_TekStrider_Character_BP_C_0) CONTENT: Tek Stryder(/Engine/Transient.REINST_TekStrider_Character_BP_C_0) LITERAL: Clear Local Shared Target(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/Radar_Head/Buff_TekStrider_Radar.Buff_TekStrider_Radar:add shared target.K2Node_CallFunction_171914) LITERAL: Flash Target(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/Radar_Head/Buff_TekStrider_Radar.Buff_TekStrider_Radar:add shared target.K2Node_CallFunction_323861) LITERAL: Keep Shared Targets Active(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/Radar_Head/Buff_TekStrider_Radar.Buff_TekStrider_Radar:add shared target.K2Node_CallFunction_699949) LITERAL: Highlight Latest Shared Target(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/Radar_Head/Buff_TekStrider_Radar.Buff_TekStrider_Radar:add shared target.K2Node_CallFunction_771603) LITERAL: 0/1(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/Radar_Head/Buff_TekStrider_Radar.Buff_TekStrider_Radar:BPGetHUDElements.K2Node_CallFunction_201352) LITERAL: 1/1(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/Radar_Head/Buff_TekStrider_Radar.Buff_TekStrider_Radar:BPGetHUDElements.K2Node_CallFunction_201352) LITERAL: RADAR(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/Radar_Head/Buff_TekStrider_Radar.Buff_TekStrider_Radar:BPGetHUDElements.K2Node_CallFunction_223336) LITERAL: Restrict Updating Nearby Teammates(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/Radar_Head/Buff_TekStrider_Radar.Buff_TekStrider_Radar:BPServerHandleNetExecCommand.K2Node_CallFunction_614767) LITERAL: Update Shared Target Location(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/Radar_Head/Buff_TekStrider_Radar.Buff_TekStrider_Radar:BPServerHandleNetExecCommand.K2Node_CallFunction_615881) LITERAL: Update Shared Target Location(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/Radar_Head/Buff_TekStrider_Radar.Buff_TekStrider_Radar:BPServerHandleNetExecCommand.K2Node_CallFunction_624321) LITERAL: got a new target (/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/Radar_Head/Buff_TekStrider_Radar.Buff_TekStrider_Radar:BPServerHandleNetExecCommand.K2Node_CallFunction_639370) LITERAL: recieve (/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/Radar_Head/Buff_TekStrider_Radar.Buff_TekStrider_Radar:BPServerHandleNetExecCommand.K2Node_CallFunction_640529) LITERAL: Restrict Updating Nearby Teammates(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/Radar_Head/Buff_TekStrider_Radar.Buff_TekStrider_Radar:BPServerHandleNetExecCommand.K2Node_CallFunction_658718) LITERAL: current clientside index (/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/Radar_Head/Buff_TekStrider_Radar.Buff_TekStrider_Radar:BuffTickClient.K2Node_CallFunction_175370) LITERAL: ((/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/Radar_Head/Buff_TekStrider_Radar.Buff_TekStrider_Radar:BuffTickClient.K2Node_CallFunction_263731) LITERAL: ) (/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/Radar_Head/Buff_TekStrider_Radar.Buff_TekStrider_Radar:BuffTickClient.K2Node_CallFunction_263732) LITERAL: array length (/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/Radar_Head/Buff_TekStrider_Radar.Buff_TekStrider_Radar:BuffTickClient.K2Node_CallFunction_321987) LITERAL: Restrict Sharing Target Info(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/Radar_Head/Buff_TekStrider_Radar.Buff_TekStrider_Radar:BuffTickClient.K2Node_CallFunction_575063) LITERAL: Restrict Sharing Target Info(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/Radar_Head/Buff_TekStrider_Radar.Buff_TekStrider_Radar:BuffTickClient.K2Node_CallFunction_576175) LITERAL: send (/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/Radar_Head/Buff_TekStrider_Radar.Buff_TekStrider_Radar:BuffTickClient.K2Node_CallFunction_639370) LITERAL: Keep Shared Targets Active(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/Radar_Head/Buff_TekStrider_Radar.Buff_TekStrider_Radar:Clear Radar Characters.K2Node_CallFunction_546450) LITERAL: Highlight Latest Shared Target(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/Radar_Head/Buff_TekStrider_Radar.Buff_TekStrider_Radar:Clear Radar Characters.K2Node_CallFunction_560613) LITERAL: Keep Shared Targets Active(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/Radar_Head/Buff_TekStrider_Radar.Buff_TekStrider_Radar:clear rider.K2Node_CallFunction_546450) LITERAL: Highlight Latest Shared Target(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/Radar_Head/Buff_TekStrider_Radar.Buff_TekStrider_Radar:clear rider.K2Node_CallFunction_560613) LITERAL: AlertTick(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/Radar_Head/Buff_TekStrider_Radar.Buff_TekStrider_Radar:EventGraph.K2Node_CallFunction_107889) LITERAL: Delay Before Fadeout(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/Radar_Head/Buff_TekStrider_Radar.Buff_TekStrider_Radar:EventGraph.K2Node_CallFunction_487769) LITERAL: Keep Shared Target Visible(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/Radar_Head/Buff_TekStrider_Radar.Buff_TekStrider_Radar:EventGraph.K2Node_CallFunction_664521) LITERAL: Clear Radar Characters(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/Radar_Head/Buff_TekStrider_Radar.Buff_TekStrider_Radar:find targets.K2Node_CallFunction_232746) LITERAL: Interval Share Server Target to Rider(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/Radar_Head/Buff_TekStrider_Radar.Buff_TekStrider_Radar:find targets.K2Node_CallFunction_410797) LITERAL: Interval Share Server Target to Rider(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/Radar_Head/Buff_TekStrider_Radar.Buff_TekStrider_Radar:Interval Share Server Target to Rider.K2Node_CallFunction_410797) LITERAL: Clear Radar Characters(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/Radar_Head/Buff_TekStrider_Radar.Buff_TekStrider_Radar:Interval Share Server Target to Rider.K2Node_CallFunction_412236) LITERAL: pass target 2 (/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/Radar_Head/Buff_TekStrider_Radar.Buff_TekStrider_Radar:Keep Shared Target Visible.K2Node_CallFunction_427394) LITERAL: Lowered Rate Of Updating Screenspace Loc Of Radar Hud Elems(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/Radar_Head/Buff_TekStrider_Radar.Buff_TekStrider_Radar:Lowered Rate Of Updating Screenspace Loc Of Radar Hud Elems.K2Node_CallFunction_447722) LITERAL: {dino} detected you!(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/Radar_Head/Buff_TekStrider_Radar.Buff_TekStrider_Radar:Notify Player About Alert.K2Node_FormatText_17) LITERAL: Change Filter To Both Dinos and Humans(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/Radar_Head/Buff_TekStrider_Radar.Buff_TekStrider_Radar:Trigger Held.K2Node_MakeStruct_8316) LITERAL: Change Filter To Only Dinos(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/Radar_Head/Buff_TekStrider_Radar.Buff_TekStrider_Radar:Trigger Held.K2Node_MakeStruct_9135) LITERAL: Change Filter To Only Humans(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/Radar_Head/Buff_TekStrider_Radar.Buff_TekStrider_Radar:Trigger Held.K2Node_MakeStruct_9136) LITERAL: Wild (/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/Radar_Head/Buff_TekStrider_Radar.Buff_TekStrider_Radar:update radar.K2Node_CallFunction_262097) LITERAL: .(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/Radar_Head/Buff_TekStrider_Radar.Buff_TekStrider_Radar:update radar.K2Node_CallFunction_262374) LITERAL: ((/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/Radar_Head/Buff_TekStrider_Radar.Buff_TekStrider_Radar:update radar.K2Node_CallFunction_263731) LITERAL: ) (/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/Radar_Head/Buff_TekStrider_Radar.Buff_TekStrider_Radar:update radar.K2Node_CallFunction_263732) LITERAL: radar hud elems (/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/Radar_Head/Buff_TekStrider_Radar.Buff_TekStrider_Radar:update radar.K2Node_CallFunction_280519) LITERAL: Update Radar(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/Radar_Head/Buff_TekStrider_Radar.Buff_TekStrider_Radar:update radar.K2Node_CallFunction_387650) LITERAL: Female (/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/Radar_Head/Buff_TekStrider_Radar.Buff_TekStrider_Radar:update radar.K2Node_CallFunction_735992) LITERAL: Male (/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/Radar_Head/Buff_TekStrider_Radar.Buff_TekStrider_Radar:update radar.K2Node_CallFunction_735992) LITERAL: Unclaimed (/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/Radar_Head/Buff_TekStrider_Radar.Buff_TekStrider_Radar:update radar.K2Node_CallFunction_743201) LITERAL: {0} SCANNED(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/Radar_Head/Buff_TekStrider_Radar.Buff_TekStrider_Radar:update radar.K2Node_FormatText_267) LITERAL: {0} SCANNED (NEAREST {1})(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/Radar_Head/Buff_TekStrider_Radar.Buff_TekStrider_Radar:update radar.K2Node_FormatText_268) LITERAL: [{number}] {Distance}m - {BaseString}(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/Radar_Head/Buff_TekStrider_Radar.Buff_TekStrider_Radar:update radar.K2Node_FormatText_281) LITERAL: {Distance}m - {BaseString}(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/Radar_Head/Buff_TekStrider_Radar.Buff_TekStrider_Radar:update radar.K2Node_FormatText_290) LITERAL: c (/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/Radar_Head/Buff_TekStrider_Radar.Buff_TekStrider_Radar:Update Shared Target Location.K2Node_CallFunction_200332) LITERAL: pass target 1 (/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/Radar_Head/Buff_TekStrider_Radar.Buff_TekStrider_Radar:Update Shared Target Location.K2Node_CallFunction_427394) LITERAL: Keep Shared Target Visible(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/Radar_Head/Buff_TekStrider_Radar.Buff_TekStrider_Radar:Update Shared Target Location.K2Node_CallFunction_615881) LITERAL: Update Shared Target Location(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/Radar_Head/Buff_TekStrider_Radar.Buff_TekStrider_Radar:Update Shared Target Location.K2Node_CallFunction_651048) LITERAL: Keep Shared Targets Active(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/Radar_Head/Buff_TekStrider_Radar.Buff_TekStrider_Radar:Update Shared Target Location.K2Node_CallFunction_699949) LITERAL: Highlight Latest Shared Target(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/Radar_Head/Buff_TekStrider_Radar.Buff_TekStrider_Radar:Update Shared Target Location.K2Node_CallFunction_771603) LITERAL: Keep Shared Targets Active(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/Radar_Head/Buff_TekStrider_Radar.Buff_TekStrider_Radar:Update Shared Target Location.K2Node_CallFunction_839715) LITERAL: Highlight Latest Shared Target(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/Radar_Head/Buff_TekStrider_Radar.Buff_TekStrider_Radar:Update Shared Target Location.K2Node_CallFunction_839716) CONTENT: Charge Capacity(/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.TekStrider_Character_BP_C:DinoCharacterStatusComponent_BP_TekStrider_C_0) CONTENT: Charge Regen(/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.TekStrider_Character_BP_C:DinoCharacterStatusComponent_BP_TekStrider_C_0) LITERAL: time since hack available: (/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.TekStrider_Character_BP:affinity per hack calculation.K2Node_CallFunction_167342) LITERAL: *.9 (/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.TekStrider_Character_BP:affinity per hack calculation.K2Node_CallFunction_167344) LITERAL: base affinity add amount(/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.TekStrider_Character_BP:affinity per hack calculation.K2Node_CallFunction_167347) LITERAL: * .005 (/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.TekStrider_Character_BP:affinity per hack calculation.K2Node_CallFunction_167349) LITERAL: times(/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.TekStrider_Character_BP:affinity per hack calculation.K2Node_CallFunction_167350) LITERAL: Reset Blend Time After Timer(/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.TekStrider_Character_BP:BlueprintAnimNotifyCustomEvent.K2Node_CallFunction_216028) LITERAL: is done dying(/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.TekStrider_Character_BP:BlueprintAnimNotifyCustomEvent.K2Node_CallFunction_219904) LITERAL: can attack index (/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.TekStrider_Character_BP:BlueprintCanAttack.K2Node_CallFunction_537097) LITERAL: %(/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.TekStrider_Character_BP:BlueprintDrawFloatingHUD.K2Node_CallFunction_185031) LITERAL: /(/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.TekStrider_Character_BP:BlueprintDrawFloatingHUD.K2Node_CallFunction_20168) LITERAL: %(/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.TekStrider_Character_BP:BlueprintDrawFloatingHUD.K2Node_CallFunction_20526) LITERAL: .(/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.TekStrider_Character_BP:BlueprintDrawFloatingHUD.K2Node_CallFunction_221498) LITERAL: .(/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.TekStrider_Character_BP:BlueprintDrawFloatingHUD.K2Node_CallFunction_59682) LITERAL: .(/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.TekStrider_Character_BP:BlueprintDrawFloatingHUD.K2Node_CallFunction_59758) LITERAL: Charge: (/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.TekStrider_Character_BP:BlueprintDrawFloatingHUD.K2Node_Select_133) LITERAL: Charge (A): (/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.TekStrider_Character_BP:BlueprintDrawFloatingHUD.K2Node_Select_133) LITERAL: Reset Moveforward(/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.TekStrider_Character_BP:BP_InterceptMoveForward.K2Node_CallFunction_454185) LITERAL: Reset Moveright(/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.TekStrider_Character_BP:BP_InterceptMoveRight.K2Node_CallFunction_454185) LITERAL: ((/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.TekStrider_Character_BP:BPDinoTooltipCustomTamingProgressBar.K2Node_CallFunction_263548) LITERAL: /(/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.TekStrider_Character_BP:BPDinoTooltipCustomTamingProgressBar.K2Node_CallFunction_263551) LITERAL: )(/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.TekStrider_Character_BP:BPDinoTooltipCustomTamingProgressBar.K2Node_CallFunction_680955) LITERAL: %(/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.TekStrider_Character_BP:BPDinoTooltipCustomTamingProgressBar.K2Node_CallFunction_681492) LITERAL: .(/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.TekStrider_Character_BP:BPDinoTooltipCustomTamingProgressBar.K2Node_CallFunction_686705) LITERAL: .(/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.TekStrider_Character_BP:BPDinoTooltipCustomTamingProgressBar.K2Node_CallFunction_686804) LITERAL: do attack (/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.TekStrider_Character_BP:BPDoAttack.K2Node_CallFunction_541519) LITERAL: is mid stomp(/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.TekStrider_Character_BP:BPDoAttack.K2Node_CallFunction_545142) LITERAL: /(/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.TekStrider_Character_BP:BPGetHUDElements.K2Node_CallFunction_198519) LITERAL: .(/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.TekStrider_Character_BP:BPGetHUDElements.K2Node_CallFunction_200952) LITERAL: .(/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.TekStrider_Character_BP:BPGetHUDElements.K2Node_CallFunction_200953) LITERAL: CHARGE ({0})(/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.TekStrider_Character_BP:BPGetHUDElements.K2Node_FormatText_278) LITERAL: change chest attachment to (/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.TekStrider_Character_BP:BPGetMultiUseEntries.K2Node_CallFunction_1189110) LITERAL: change head attachment to (/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.TekStrider_Character_BP:BPGetMultiUseEntries.K2Node_CallFunction_1189111) LITERAL: : ((/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.TekStrider_Character_BP:BPGetMultiUseEntries.K2Node_CallFunction_1357958) LITERAL: /(/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.TekStrider_Character_BP:BPGetMultiUseEntries.K2Node_CallFunction_1357960) LITERAL: ((/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.TekStrider_Character_BP:BPGetMultiUseEntries.K2Node_CallFunction_168125) LITERAL: )(/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.TekStrider_Character_BP:BPGetMultiUseEntries.K2Node_CallFunction_168126) LITERAL: /(/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.TekStrider_Character_BP:BPGetMultiUseEntries.K2Node_CallFunction_168128) LITERAL: (/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.TekStrider_Character_BP:BPGetMultiUseEntries.K2Node_CallFunction_168132) LITERAL: (/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.TekStrider_Character_BP:BPGetMultiUseEntries.K2Node_CallFunction_181508) LITERAL: Debug Disable Cheat Toggle Infinite Charge(/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.TekStrider_Character_BP:BPGetMultiUseEntries.K2Node_CallFunction_183414) LITERAL: Debug Enable Cheat Toggle Infinite Charge(/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.TekStrider_Character_BP:BPGetMultiUseEntries.K2Node_CallFunction_183414) LITERAL: (/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.TekStrider_Character_BP:BPGetMultiUseEntries.K2Node_CallFunction_254657) LITERAL: ((/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.TekStrider_Character_BP:BPGetMultiUseEntries.K2Node_CallFunction_263548) LITERAL: /(/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.TekStrider_Character_BP:BPGetMultiUseEntries.K2Node_CallFunction_263551) LITERAL: ) (/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.TekStrider_Character_BP:BPGetMultiUseEntries.K2Node_CallFunction_263552) LITERAL: CURRENT HACK LOCATION STRING NOT SET UP. please edit "Taming Location Strings" array(/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.TekStrider_Character_BP:BPGetMultiUseEntries.K2Node_CallFunction_310399) LITERAL: (/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.TekStrider_Character_BP:BPGetMultiUseEntries.K2Node_CallFunction_310400) LITERAL: - (/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.TekStrider_Character_BP:BPGetMultiUseEntries.K2Node_CallFunction_310500) LITERAL: Has Mutagel Ready(/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.TekStrider_Character_BP:BPGetMultiUseEntries.K2Node_CallFunction_414606) LITERAL: - (/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.TekStrider_Character_BP:BPGetMultiUseEntries.K2Node_CallFunction_416470) LITERAL: )(/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.TekStrider_Character_BP:BPGetMultiUseEntries.K2Node_CallFunction_595372) LITERAL: )(/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.TekStrider_Character_BP:BPGetMultiUseEntries.K2Node_CallFunction_680955) LITERAL: ((/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.TekStrider_Character_BP:BPGetMultiUseEntries.K2Node_CallFunction_839884) LITERAL: or wait (/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.TekStrider_Character_BP:BPGetMultiUseEntries.K2Node_CallFunction_839885) LITERAL: .(/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.TekStrider_Character_BP:BPGetMultiUseEntries.K2Node_CallFunction_849651) LITERAL: HackingSpot(/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.TekStrider_Character_BP:BPGetMultiUseEntries.K2Node_CallFunction_916971) LITERAL: DEBUG: IS IN "IS DONE DYING" STATE(/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.TekStrider_Character_BP:BPGetMultiUseEntries.K2Node_MakeStruct_1186) LITERAL: Debug Cheat Bypass Mission Requirements(/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.TekStrider_Character_BP:BPGetMultiUseEntries.K2Node_MakeStruct_1356) LITERAL: remove all attachments(/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.TekStrider_Character_BP:BPGetMultiUseEntries.K2Node_MakeStruct_14333) LITERAL: DEBUG: UNKNOWN A(/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.TekStrider_Character_BP:BPGetMultiUseEntries.K2Node_MakeStruct_2356) LITERAL: DEBUG: IS IN "IS DYING" STATE(/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.TekStrider_Character_BP:BPGetMultiUseEntries.K2Node_MakeStruct_2357) LITERAL: DEBUG: LOCAL CONTROLLER INVALID(/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.TekStrider_Character_BP:BPGetMultiUseEntries.K2Node_MakeStruct_2358) LITERAL: DEBUG: IS TAMED(/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.TekStrider_Character_BP:BPGetMultiUseEntries.K2Node_MakeStruct_2359) LITERAL: DEBUG: IS NOT WILD(/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.TekStrider_Character_BP:BPGetMultiUseEntries.K2Node_MakeStruct_2360) LITERAL: DEBUG: NOT PLAYER ERROR(/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.TekStrider_Character_BP:BPGetMultiUseEntries.K2Node_MakeStruct_2361) LITERAL: DEBUG: UNKNOWN B(/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.TekStrider_Character_BP:BPGetMultiUseEntries.K2Node_MakeStruct_2362) LITERAL: Use Mutagel(/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.TekStrider_Character_BP:BPGetMultiUseEntries.K2Node_MakeStruct_2875) LITERAL: Debug Cheat Test Hacking(/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.TekStrider_Character_BP:BPGetMultiUseEntries.K2Node_MakeStruct_3984) LITERAL: Debug Cheat Change Attachments(/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.TekStrider_Character_BP:BPGetMultiUseEntries.K2Node_MakeStruct_44328) LITERAL: Cannot steal tame in progress in PVE(/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.TekStrider_Character_BP:BPGetMultiUseEntries.K2Node_MakeStruct_8682) LITERAL: d(/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.TekStrider_Character_BP:BPNotifyAddPassenger.K2Node_CallFunction_218821) LITERAL: Initiate Hacking(/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.TekStrider_Character_BP:BPServerHandleNetExecCommand.K2Node_CallFunction_218821) LITERAL: Has Mutagel Ready(/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.TekStrider_Character_BP:BPServerHandleNetExecCommand.K2Node_CallFunction_433032) LITERAL: Linked Dedi Storage Rep Vars: (/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.TekStrider_Character_BP:BPTimerNonDedicated.K2Node_CallFunction_134711) LITERAL: Name: (/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.TekStrider_Character_BP:BPTimerNonDedicated.K2Node_CallFunction_134784) LITERAL: Loc: (/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.TekStrider_Character_BP:BPTimerNonDedicated.K2Node_CallFunction_134858) LITERAL: Item Count: (/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.TekStrider_Character_BP:BPTimerNonDedicated.K2Node_CallFunction_134932) LITERAL: Item Class: (/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.TekStrider_Character_BP:BPTimerNonDedicated.K2Node_CallFunction_135006) LITERAL: NO LINKED DEDI STORAGE(/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.TekStrider_Character_BP:BPTimerNonDedicated.K2Node_CallFunction_135780) LITERAL: USING BACKUP REP VARS: (/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.TekStrider_Character_BP:BPTimerNonDedicated.K2Node_CallFunction_135879) LITERAL: Is Stasised: (/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.TekStrider_Character_BP:BPTimerNonDedicated.K2Node_CallFunction_136888) LITERAL: VALID LINKED DEDI-STORAGE:(/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.TekStrider_Character_BP:BPTimerNonDedicated.K2Node_CallFunction_137202) LITERAL: True(/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.TekStrider_Character_BP:BPTimerNonDedicated.K2Node_CallFunction_229862) LITERAL: False(/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.TekStrider_Character_BP:BPTimerNonDedicated.K2Node_CallFunction_229862) LITERAL: REQUESTING FIX DEDI-STORAGE REF...(/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.TekStrider_Character_BP:BPTimerNonDedicated.K2Node_CallFunction_277362) LITERAL: Is Valid: (/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.TekStrider_Character_BP:BPTimerNonDedicated.K2Node_CallFunction_300145) LITERAL: True(/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.TekStrider_Character_BP:BPTimerNonDedicated.K2Node_CallFunction_300146) LITERAL: False(/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.TekStrider_Character_BP:BPTimerNonDedicated.K2Node_CallFunction_300146) LITERAL: dist (/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.TekStrider_Character_BP:combined can attack.K2Node_CallFunction_523177) LITERAL: range (/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.TekStrider_Character_BP:combined can attack.K2Node_CallFunction_523278) LITERAL: USING BACKUP REP VARS(/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.TekStrider_Character_BP:ConstructLinkedDediStorageTitle.K2Node_CallFunction_146191) LITERAL: RandomizeUntamedStart(/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.TekStrider_Character_BP:EventGraph.K2Node_CallFunction_130282) LITERAL: Force Destroy Strider(/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.TekStrider_Character_BP:EventGraph.K2Node_CallFunction_217327) LITERAL: FIXED DEDI STORAGE REF(/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.TekStrider_Character_BP:EventGraph.K2Node_CallFunction_217844) LITERAL: EnableStryderCheats(/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.TekStrider_Character_BP:EventGraph.K2Node_CallFunction_281228) LITERAL: true(/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.TekStrider_Character_BP:EventGraph.K2Node_CallFunction_281631) LITERAL: false(/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.TekStrider_Character_BP:EventGraph.K2Node_CallFunction_281731) LITERAL: Focus Suck Location At Target(/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.TekStrider_Character_BP:EventGraph.K2Node_CallFunction_339525) LITERAL: Focus Suck Location At Target(/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.TekStrider_Character_BP:EventGraph.K2Node_CallFunction_340519) LITERAL: Focus Suck Location At Target(/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.TekStrider_Character_BP:EventGraph.K2Node_CallFunction_709759) LITERAL: Focus Suck Location At Target(/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.TekStrider_Character_BP:EventGraph.K2Node_CallFunction_710062) LITERAL: Show (/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.TekStrider_Character_BP:GetDediStorageHarvestTransferMultiUseEntries.K2Node_CallFunction_144912) LITERAL: more...(/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.TekStrider_Character_BP:GetDediStorageHarvestTransferMultiUseEntries.K2Node_CallFunction_144912) LITERAL: Unlink from: (/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.TekStrider_Character_BP:GetDediStorageHarvestTransferMultiUseEntries.K2Node_CallFunction_166717) LITERAL: ((/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.TekStrider_Character_BP:GetDediStorageHarvestTransferMultiUseEntries.K2Node_CallFunction_174107) LITERAL: found)(/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.TekStrider_Character_BP:GetDediStorageHarvestTransferMultiUseEntries.K2Node_CallFunction_174107) LITERAL: ((/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.TekStrider_Character_BP:GetDediStorageHarvestTransferMultiUseEntries.K2Node_CallFunction_193588) LITERAL: found)(/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.TekStrider_Character_BP:GetDediStorageHarvestTransferMultiUseEntries.K2Node_CallFunction_193588) LITERAL: Linked Storage Auto-Transfer(/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.TekStrider_Character_BP:GetDediStorageHarvestTransferMultiUseEntries.K2Node_CallFunction_239476) LITERAL: Disable (/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.TekStrider_Character_BP:GetDediStorageHarvestTransferMultiUseEntries.K2Node_CallFunction_239717) LITERAL: Enable (/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.TekStrider_Character_BP:GetDediStorageHarvestTransferMultiUseEntries.K2Node_CallFunction_239717) LITERAL: Changed linked Dedi-Storage(/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.TekStrider_Character_BP:GetDediStorageHarvestTransferMultiUseEntries.K2Node_CallFunction_266424) LITERAL: Link to nearby Dedi-Storage(/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.TekStrider_Character_BP:GetDediStorageHarvestTransferMultiUseEntries.K2Node_CallFunction_266424) LITERAL: Transfer items to nearby Dedi-Storages(/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.TekStrider_Character_BP:GetDediStorageHarvestTransferMultiUseEntries.K2Node_CallFunction_633372) LITERAL: { no transferrable items }(/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.TekStrider_Character_BP:GetDediStorageHarvestTransferMultiUseEntries.K2Node_CallFunction_633567) LITERAL: (inventory empty)(/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.TekStrider_Character_BP:GetDediStorageHarvestTransferMultiUseEntries.K2Node_CallFunction_635353) LITERAL: Back(/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.TekStrider_Character_BP:GetDediStorageHarvestTransferMultiUseEntries.K2Node_MakeStruct_1149) LITERAL: Link to nearby Dedi-Storage { REQUIRES HARVESTER ATTACHMENT }(/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.TekStrider_Character_BP:GetDediStorageHarvestTransferMultiUseEntries.K2Node_MakeStruct_1336) LITERAL: Dedi-Storage Item Transfer(/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.TekStrider_Character_BP:GetDediStorageHarvestTransferMultiUseEntries.K2Node_MakeStruct_2623) LITERAL: Back(/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.TekStrider_Character_BP:GetDediStorageHarvestTransferMultiUseEntries.K2Node_MakeStruct_3031) LITERAL: Back(/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.TekStrider_Character_BP:GetDediStorageHarvestTransferMultiUseEntries.K2Node_MakeStruct_3363) LITERAL: Linked to: (/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.TekStrider_Character_BP:GetLinkedDediStorageFloatingHudTitle.K2Node_CallFunction_175888) LITERAL: { DISABLED }(/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.TekStrider_Character_BP:GetLinkedDediStorageFloatingHudTitle.K2Node_CallFunction_268523) LITERAL: NULL(/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.TekStrider_Character_BP:GetNameStringForDediStorage.K2Node_VariableSet_69600) LITERAL: Problem: a hacking minigame succeeded, but you're not set as the taming team id(/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.TekStrider_Character_BP:hacking success.K2Node_CallFunction_218890) LITERAL: set current tame affinity B (/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.TekStrider_Character_BP:hacking success.K2Node_CallFunction_685558) LITERAL: 0(/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.TekStrider_Character_BP:hacking success.K2Node_CallFunction_685558) LITERAL: set current tame affinity(/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.TekStrider_Character_BP:hacking success.K2Node_CallFunction_685562) LITERAL: Timeout Check for Still Holding Right Click(/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.TekStrider_Character_BP:InterceptInputEvent.K2Node_CallFunction_278174) LITERAL: Detect Quicktap Right Click(/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.TekStrider_Character_BP:InterceptInputEvent.K2Node_CallFunction_479556) LITERAL: Detect Double Tap Crouch(/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.TekStrider_Character_BP:InterceptInputEvent.K2Node_CallFunction_493022) LITERAL: Detect Double Tap Crouch(/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.TekStrider_Character_BP:InterceptInputEvent.K2Node_CallFunction_493024) LITERAL: Detect Double Tap Right Click(/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.TekStrider_Character_BP:InterceptInputEvent.K2Node_CallFunction_502829) LITERAL: ((/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.TekStrider_Character_BP:MakeDediStorageTitleString.K2Node_CallFunction_131947) LITERAL: x (/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.TekStrider_Character_BP:MakeDediStorageTitleString.K2Node_CallFunction_131950) LITERAL: )(/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.TekStrider_Character_BP:MakeDediStorageTitleString.K2Node_CallFunction_131950) LITERAL: No Type)(/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.TekStrider_Character_BP:MakeDediStorageTitleString.K2Node_CallFunction_131951) LITERAL: [Dist: (/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.TekStrider_Character_BP:MakeDediStorageTitleString.K2Node_CallFunction_131955) LITERAL: m](/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.TekStrider_Character_BP:MakeDediStorageTitleString.K2Node_CallFunction_131957) LITERAL: Dedi-Storage(/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.TekStrider_Character_BP:MakeDediStorageTitleString.K2Node_CallFunction_131959) LITERAL: hack failed so taking away (/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.TekStrider_Character_BP:on hacking hit fail.K2Node_CallFunction_342053) LITERAL: set current tame affinity C(/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.TekStrider_Character_BP:ReceiveAnyDamage.K2Node_CallFunction_685558) LITERAL: 0(/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.TekStrider_Character_BP:ReceiveAnyDamage.K2Node_CallFunction_685558) LITERAL: Timeout Check for Still Holding Right Click(/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.TekStrider_Character_BP:release right click.K2Node_CallFunction_275731) LITERAL: Detect Double Tap Right Click(/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.TekStrider_Character_BP:release right click.K2Node_CallFunction_277749) LITERAL: Detect Quicktap Right Click(/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.TekStrider_Character_BP:release right click.K2Node_CallFunction_477585) LITERAL: Detect Quicktap Right Click(/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.TekStrider_Character_BP:release right click.K2Node_CallFunction_509017) LITERAL: REMOVE: (/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.TekStrider_Character_BP:RemoveIncompatibleDediStoragesFromArray.K2Node_CallFunction_161991) LITERAL: -(/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.TekStrider_Character_BP:set up hacking interaction points.K2Node_CallFunction_1106531) LITERAL: -(/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.TekStrider_Character_BP:set up hacking interaction points.K2Node_CallFunction_1113495) LITERAL: something's wrong, pattern didnt save(/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.TekStrider_Character_BP:set up hacking interaction points.K2Node_CallFunction_218821) LITERAL: Please number the component tags(/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.TekStrider_Character_BP:set up hacking interaction points.K2Node_CallFunction_218893) LITERAL: HackingSpot(/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.TekStrider_Character_BP:set up hacking interaction points.K2Node_CallFunction_916971) LITERAL: spawn platform saddle(/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.TekStrider_Character_BP:spawn platform saddle.K2Node_CallFunction_218817) LITERAL: spawn platform saddle 2(/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.TekStrider_Character_BP:spawn platform saddle.K2Node_CallFunction_218818) LITERAL: spawn platform saddle 3(/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.TekStrider_Character_BP:spawn platform saddle.K2Node_CallFunction_218819) LITERAL: spawn platform saddle 4(/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.TekStrider_Character_BP:spawn platform saddle.K2Node_CallFunction_218820) LITERAL: spawn platform saddle 5(/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.TekStrider_Character_BP:spawn platform saddle.K2Node_CallFunction_218821) LITERAL: print string manual has item (/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.TekStrider_Character_BP:spawn platform saddle.K2Node_CallFunction_218887) LITERAL: loc(/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.TekStrider_Character_BP:spawn targeted hacking particle.K2Node_CallFunction_1367477) LITERAL: Restrict Sync Mission Complete Status(/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.TekStrider_Character_BP:Throttled Request Mission Count.K2Node_CallFunction_417628) LITERAL: Restrict Sync Mission Complete Status(/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.TekStrider_Character_BP:Throttled Request Mission Count.K2Node_CallFunction_417629) LITERAL: NO SADDLE(/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.TekStrider_Character_BP:tick events.K2Node_CallFunction_218821) LITERAL: has saddle(/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.TekStrider_Character_BP:tick events.K2Node_CallFunction_219905) LITERAL: Focus Suck Location At Target(/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.TekStrider_Character_BP:tick events.K2Node_CallFunction_342658) LITERAL: Timeout Check for Still Holding Right Click(/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.TekStrider_Character_BP:Timeout Check for Still Holding Right Click.K2Node_CallFunction_278174) LITERAL: Restrict Transmitter VFX(/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.TekStrider_Character_BP:toggle transmitter vfx.K2Node_CallFunction_495046) LITERAL: Deactivate Transmitter Vfx on Timer(/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.TekStrider_Character_BP:toggle transmitter vfx.K2Node_CallFunction_499423) LITERAL: Restrict Transmitter VFX(/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.TekStrider_Character_BP:toggle transmitter vfx.K2Node_CallFunction_714713) LITERAL: Deactivate Transmitter Vfx on Timer(/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.TekStrider_Character_BP:toggle transmitter vfx.K2Node_CallFunction_715965) LITERAL: complete!(/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.TekStrider_Character_BP:TryTransferItemsToNearbyDediStorages.K2Node_CallFunction_439243) LITERAL: failed!(/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.TekStrider_Character_BP:TryTransferItemsToNearbyDediStorages.K2Node_CallFunction_439243) LITERAL: Transfer to nearby Dedi-Storages(/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.TekStrider_Character_BP:TryTransferItemsToNearbyDediStorages.K2Node_CallFunction_575072) LITERAL: UPDATE LINKED DEDI STORAGE VARS(/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.TekStrider_Character_BP:UpdateLinkedDediStorageRepVars.K2Node_CallFunction_142230) LITERAL: NO LINKED DEDI STORAGE(/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.TekStrider_Character_BP:UpdateLinkedDediStorageRepVars.K2Node_CallFunction_142231) LITERAL: set current tame affinity D(/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.TekStrider_Character_BP:Use Mutagel And Begin Hacking.K2Node_CallFunction_685558) LITERAL: .01(/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.TekStrider_Character_BP:Use Mutagel And Begin Hacking.K2Node_CallFunction_685558) LITERAL: AMMO(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/InstantMachineguns_Head/Buff_TekStrider_Machinegun.Buff_TekStrider_Machinegun:BPGetHUDElements.K2Node_CallFunction_358584) LITERAL: {0}/{1}(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/InstantMachineguns_Head/Buff_TekStrider_Machinegun.Buff_TekStrider_Machinegun:BPGetHUDElements.K2Node_FormatText_262) LITERAL: Disable Awaiting Player Loc(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/InstantMachineguns_Head/Buff_TekStrider_Machinegun.Buff_TekStrider_Machinegun:BuffTickServer.K2Node_CallFunction_246422) LITERAL: Wild Shot Cooldown(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/InstantMachineguns_Head/Buff_TekStrider_Machinegun.Buff_TekStrider_Machinegun:can fire.K2Node_CallFunction_301941) LITERAL: Disable Awaiting Player Loc(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/InstantMachineguns_Head/Buff_TekStrider_Machinegun.Buff_TekStrider_Machinegun:fire shots.K2Node_CallFunction_297211) LITERAL: Wild Shot Cooldown(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/InstantMachineguns_Head/Buff_TekStrider_Machinegun.Buff_TekStrider_Machinegun:fire shots.K2Node_CallFunction_301941) LITERAL: Unknown(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/InstantMachineguns_Head/Buff_TekStrider_Machinegun.Buff_TekStrider_Machinegun:GetBeamImpact.K2Node_CallFunction_148484) LITERAL: Did Not Hit Anything(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/InstantMachineguns_Head/Buff_TekStrider_Machinegun.Buff_TekStrider_Machinegun:GetBeamImpact.K2Node_CallFunction_153068) LITERAL: Wild Shot Cooldown(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/InstantMachineguns_Head/Buff_TekStrider_Machinegun.Buff_TekStrider_Machinegun:Strider Firing Duration.K2Node_CallFunction_298928) LITERAL: Wild Dino Deactivate(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/InstantMachineguns_Head/Buff_TekStrider_Machinegun.Buff_TekStrider_Machinegun:Trigger.K2Node_CallFunction_209696) LITERAL: Strider Firing Duration(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/InstantMachineguns_Head/Buff_TekStrider_Machinegun.Buff_TekStrider_Machinegun:Trigger.K2Node_CallFunction_297786) LITERAL: Strider Firing Duration(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/InstantMachineguns_Head/Buff_TekStrider_Machinegun.Buff_TekStrider_Machinegun:Trigger.K2Node_CallFunction_301942) CONTENT: Silenced!(/Engine/Transient.REINST_Buff_TekStrider_SilenceVictim_C_0) CONTENT: Your dino is prevented from using certain abilities!(/Engine/Transient.REINST_Buff_TekStrider_SilenceVictim_C_0) LITERAL: Delay Update Vfx(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/SilenceCannon_Head/Buff_TekStrider_SilenceVictim.Buff_TekStrider_SilenceVictim:Update whether deactivate VFX should be seen by rider.K2Node_CallFunction_232963) LITERAL: Update Whether Deactivate VFX Should Be Seen By Rider(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/SilenceCannon_Head/Buff_TekStrider_SilenceVictim.Buff_TekStrider_SilenceVictim:BPActivated.K2Node_CallFunction_334997) LITERAL: .(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/SilenceCannon_Head/Buff_TekStrider_SilenceVictim.Buff_TekStrider_SilenceVictim:BPDrawBuffStatusHUD.K2Node_CallFunction_488922) LITERAL: .(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/SilenceCannon_Head/Buff_TekStrider_SilenceVictim.Buff_TekStrider_SilenceVictim:BPDrawBuffStatusHUD.K2Node_CallFunction_488978) CONTENT: Silenced!(/Engine/Transient.Default__REINST_Buff_TekStrider_SilenceVictim_C_25523) CONTENT: Your dino is prevented from using certain abilities!(/Engine/Transient.Default__REINST_Buff_TekStrider_SilenceVictim_C_25523) CONTENT: Silenced!(/Engine/Transient.REINST_Buff_TekStrider_SilenceVictim_C_1) CONTENT: Your dino is prevented from using certain abilities!(/Engine/Transient.REINST_Buff_TekStrider_SilenceVictim_C_1) LITERAL: Restrict Doubletap Deactivate(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/Directional_Shield_Chest/Buff_TekStrider_OnesidedShield.Buff_TekStrider_OnesidedShield:EventGraph.K2Node_CallFunction_503155) LITERAL: TekStrider Shield took damage: {0} Current health: {1}(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/Directional_Shield_Chest/Buff_TekStrider_OnesidedShield.Buff_TekStrider_OnesidedShield:ReceiveAnyDamage.K2Node_FormatText_222) LITERAL: Timeout Cancel Shield(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/Directional_Shield_Chest/Buff_TekStrider_OnesidedShield.Buff_TekStrider_OnesidedShield:Trigger.K2Node_CallFunction_596054) LITERAL: Timeout Cancel Shield(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/Directional_Shield_Chest/Buff_TekStrider_OnesidedShield.Buff_TekStrider_OnesidedShield:deactivate shield.K2Node_CallFunction_286854) LITERAL: Is Deactivating(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/Directional_Shield_Chest/Buff_TekStrider_OnesidedShield.Buff_TekStrider_OnesidedShield:deactivate shield.K2Node_CallFunction_510930) LITERAL: SHIELD(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/Directional_Shield_Chest/Buff_TekStrider_OnesidedShield.Buff_TekStrider_OnesidedShield:BPGetHUDElements.K2Node_CallFunction_358584) LITERAL: shield durability B at (/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/Directional_Shield_Chest/Buff_TekStrider_OnesidedShield.Buff_TekStrider_OnesidedShield:BPGetHUDElements.K2Node_CallFunction_509101) LITERAL: Timeout Cancel Shield(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/Directional_Shield_Chest/Buff_TekStrider_OnesidedShield.Buff_TekStrider_OnesidedShield:adjust shield location.K2Node_CallFunction_267470) LITERAL: Is Deactivating(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/Directional_Shield_Chest/Buff_TekStrider_OnesidedShield.Buff_TekStrider_OnesidedShield:TriggerReleased.K2Node_CallFunction_508519) LITERAL: Restrict Doubletap Deactivate(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/Directional_Shield_Chest/Buff_TekStrider_OnesidedShield.Buff_TekStrider_OnesidedShield:TriggerDoubletapped.K2Node_CallFunction_504339) LITERAL: Restrict Doubletap Activate(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/Directional_Shield_Chest/Buff_TekStrider_OnesidedShield.Buff_TekStrider_OnesidedShield:can activate.K2Node_CallFunction_504339) LITERAL: shield durability at (/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/Directional_Shield_Chest/Buff_TekStrider_OnesidedShield.Buff_TekStrider_OnesidedShield:Get Sheild Durability Percent.K2Node_CallFunction_509101) LITERAL: SILENCE(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/SilenceCannon_Head/Buff_TekStrider_SilenceCannon.Buff_TekStrider_SilenceCannon:BPGetHUDElements.K2Node_CallFunction_287701) LITERAL: {0}/{1}(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/SilenceCannon_Head/Buff_TekStrider_SilenceCannon.Buff_TekStrider_SilenceCannon:BPGetHUDElements.K2Node_FormatText_262) LITERAL: Delay Deactivate Charge(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/HeavyCannon_Chest/Buff_TekStrider_LargeCannon.Buff_TekStrider_LargeCannon:EventGraph.K2Node_CallFunction_242356) LITERAL: Delay Check For Valid Shot Loc(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/HeavyCannon_Chest/Buff_TekStrider_LargeCannon.Buff_TekStrider_LargeCannon:FireCannonProjectile.K2Node_CallFunction_246422) LITERAL: Delay Fire(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/HeavyCannon_Chest/Buff_TekStrider_LargeCannon.Buff_TekStrider_LargeCannon:Can Fire? logic.K2Node_CallFunction_311179) LITERAL: Delay Fire(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/HeavyCannon_Chest/Buff_TekStrider_LargeCannon.Buff_TekStrider_LargeCannon:Trigger.K2Node_CallFunction_602224) LITERAL: Delay Fire(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/HeavyCannon_Chest/Buff_TekStrider_LargeCannon.Buff_TekStrider_LargeCannon:Trigger.K2Node_CallFunction_677568) LITERAL: Prevent Ai Doubleshooting(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/HeavyCannon_Chest/Buff_TekStrider_LargeCannon.Buff_TekStrider_LargeCannon:Trigger.K2Node_CallFunction_673649) LITERAL: Prevent Ai Doubleshooting(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/HeavyCannon_Chest/Buff_TekStrider_LargeCannon.Buff_TekStrider_LargeCannon:Delay Fire.K2Node_CallFunction_676445) LITERAL: 0/1(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/HeavyCannon_Chest/Buff_TekStrider_LargeCannon.Buff_TekStrider_LargeCannon:BPGetHUDElements.K2Node_CallFunction_201352) LITERAL: 1/1(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/HeavyCannon_Chest/Buff_TekStrider_LargeCannon.Buff_TekStrider_LargeCannon:BPGetHUDElements.K2Node_CallFunction_201352) LITERAL: CANNON(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/HeavyCannon_Chest/Buff_TekStrider_LargeCannon.Buff_TekStrider_LargeCannon:BPGetHUDElements.K2Node_CallFunction_223336) LITERAL: Delay Check For Valid Shot Loc(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/HeavyCannon_Chest/Buff_TekStrider_LargeCannon.Buff_TekStrider_LargeCannon:BPServerHandleNetExecCommand.K2Node_CallFunction_247534) LITERAL: Delay Check For Valid Shot Loc(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/HeavyCannon_Chest/Buff_TekStrider_LargeCannon.Buff_TekStrider_LargeCannon:BPServerHandleNetExecCommand.K2Node_CallFunction_264494) LITERAL: Delay Disable Independant Impact Mining Vfx(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/HarvesterMiningDrill_Head/Buff_TekStrider_Harvester.Buff_TekStrider_Harvester:EventGraph.K2Node_CallFunction_358421) LITERAL: Restrict Too Frequent Calls To Show Gather Vfx(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/HarvesterMiningDrill_Head/Buff_TekStrider_Harvester.Buff_TekStrider_Harvester:EventGraph.K2Node_CallFunction_363206) LITERAL: Restrict Too Frequent Calls To Show Gather Vfx(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/HarvesterMiningDrill_Head/Buff_TekStrider_Harvester.Buff_TekStrider_Harvester:EventGraph.K2Node_CallFunction_363205) LITERAL: Restrict Too Frequent Calls To Show Gather Vfx(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/HarvesterMiningDrill_Head/Buff_TekStrider_Harvester.Buff_TekStrider_Harvester:EventGraph.K2Node_CallFunction_364315) LITERAL: Pass In Foliage Limit(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/HarvesterMiningDrill_Head/Buff_TekStrider_Harvester.Buff_TekStrider_Harvester:EventGraph.K2Node_CallFunction_395643) LITERAL: Pass In Foliage Limit(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/HarvesterMiningDrill_Head/Buff_TekStrider_Harvester.Buff_TekStrider_Harvester:EventGraph.K2Node_CallFunction_393351) LITERAL: passing in impact locations for shot (/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/HarvesterMiningDrill_Head/Buff_TekStrider_Harvester.Buff_TekStrider_Harvester:EventGraph.K2Node_CallFunction_450434) LITERAL: (/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/HarvesterMiningDrill_Head/Buff_TekStrider_Harvester.Buff_TekStrider_Harvester:EventGraph.K2Node_CallFunction_450435) LITERAL: clearing impact locations with count (/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/HarvesterMiningDrill_Head/Buff_TekStrider_Harvester.Buff_TekStrider_Harvester:EventGraph.K2Node_CallFunction_450433) LITERAL: laser count (/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/HarvesterMiningDrill_Head/Buff_TekStrider_Harvester.Buff_TekStrider_Harvester:EventGraph.K2Node_CallFunction_454795) LITERAL: location (/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/HarvesterMiningDrill_Head/Buff_TekStrider_Harvester.Buff_TekStrider_Harvester:EventGraph.K2Node_CallFunction_455620) LITERAL: Cannot Fire Timer(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/HarvesterMiningDrill_Head/Buff_TekStrider_Harvester.Buff_TekStrider_Harvester:EventGraph.K2Node_CallFunction_544787) LITERAL: Deactivate Firing Vfx(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/HarvesterMiningDrill_Head/Buff_TekStrider_Harvester.Buff_TekStrider_Harvester:EventGraph.K2Node_CallFunction_403189) LITERAL: Is Firing(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/HarvesterMiningDrill_Head/Buff_TekStrider_Harvester.Buff_TekStrider_Harvester:Buff Tick Server Logic.K2Node_CallFunction_211534) LITERAL: Is Firing(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/HarvesterMiningDrill_Head/Buff_TekStrider_Harvester.Buff_TekStrider_Harvester:Buff Tick Server Logic.K2Node_CallFunction_212862) LITERAL: Is Firing(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/HarvesterMiningDrill_Head/Buff_TekStrider_Harvester.Buff_TekStrider_Harvester:Buff Tick Server Logic.K2Node_CallFunction_357082) LITERAL: Is Firing Clientside(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/HarvesterMiningDrill_Head/Buff_TekStrider_Harvester.Buff_TekStrider_Harvester:BuffTickClient.K2Node_CallFunction_446044) LITERAL: Restriction On Passing Foliage To Server(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/HarvesterMiningDrill_Head/Buff_TekStrider_Harvester.Buff_TekStrider_Harvester:BuffTickClient.K2Node_CallFunction_395643) LITERAL: Is Firing Clientside(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/HarvesterMiningDrill_Head/Buff_TekStrider_Harvester.Buff_TekStrider_Harvester:BuffTickClient.K2Node_CallFunction_212862) LITERAL: Restriction On Passing Foliage To Server(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/HarvesterMiningDrill_Head/Buff_TekStrider_Harvester.Buff_TekStrider_Harvester:BuffTickClient.K2Node_CallFunction_543666) LITERAL: Cannot Fire Timer(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/HarvesterMiningDrill_Head/Buff_TekStrider_Harvester.Buff_TekStrider_Harvester:BuffTickClient.K2Node_CallFunction_542550) LITERAL: Cannot Fire Timer(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/HarvesterMiningDrill_Head/Buff_TekStrider_Harvester.Buff_TekStrider_Harvester:BuffTickClient.K2Node_CallFunction_393351) LITERAL: Unknown(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/HarvesterMiningDrill_Head/Buff_TekStrider_Harvester.Buff_TekStrider_Harvester:GetBeamImpact.K2Node_CallFunction_148484) LITERAL: Mining Beam Hit: (/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/HarvesterMiningDrill_Head/Buff_TekStrider_Harvester.Buff_TekStrider_Harvester:GetBeamImpact.K2Node_CallFunction_151731) LITERAL: Did Not Hit Anything(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/HarvesterMiningDrill_Head/Buff_TekStrider_Harvester.Buff_TekStrider_Harvester:GetBeamImpact.K2Node_CallFunction_153068) LITERAL: Not enough charge to activate harvester! (Requires (/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/HarvesterMiningDrill_Head/Buff_TekStrider_Harvester.Buff_TekStrider_Harvester:Trigger.K2Node_CallFunction_214408) LITERAL: )(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/HarvesterMiningDrill_Head/Buff_TekStrider_Harvester.Buff_TekStrider_Harvester:Trigger.K2Node_CallFunction_214408) LITERAL: ithis many spotss firing with this many spots (/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/HarvesterMiningDrill_Head/Buff_TekStrider_Harvester.Buff_TekStrider_Harvester:Is Firing.K2Node_CallFunction_457029) LITERAL: l (/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/HarvesterMiningDrill_Head/Buff_TekStrider_Harvester.Buff_TekStrider_Harvester:Is Firing Clientside.K2Node_CallFunction_452044) LITERAL: Delay Disable Independant Impact Mining Vfx 2(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/HarvesterMiningDrill_Head/Buff_TekStrider_Harvester.Buff_TekStrider_Harvester:spawn targeting vfx.K2Node_CallFunction_458111) LITERAL: spawn particle at (/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/HarvesterMiningDrill_Head/Buff_TekStrider_Harvester.Buff_TekStrider_Harvester:spawn targeting vfx.K2Node_CallFunction_458119) LITERAL: end point location (/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/HarvesterMiningDrill_Head/Buff_TekStrider_Harvester.Buff_TekStrider_Harvester:spawn targeting vfx.K2Node_CallFunction_458122) LITERAL: Adjust Harvest Settings(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/HarvesterMiningDrill_Head/Buff_TekStrider_Harvester.Buff_TekStrider_Harvester:BPGetMultiUseEntries.K2Node_MakeStruct_417) LITERAL: Disable Harvest Metal(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/HarvesterMiningDrill_Head/Buff_TekStrider_Harvester.Buff_TekStrider_Harvester:BPGetMultiUseEntries.K2Node_CallFunction_213326) LITERAL: Selectively Harvest Metal(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/HarvesterMiningDrill_Head/Buff_TekStrider_Harvester.Buff_TekStrider_Harvester:BPGetMultiUseEntries.K2Node_CallFunction_213326) LITERAL: Disable Harvest Thatch(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/HarvesterMiningDrill_Head/Buff_TekStrider_Harvester.Buff_TekStrider_Harvester:BPGetMultiUseEntries.K2Node_CallFunction_213411) LITERAL: Selectively Harvest Thatch(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/HarvesterMiningDrill_Head/Buff_TekStrider_Harvester.Buff_TekStrider_Harvester:BPGetMultiUseEntries.K2Node_CallFunction_213411) LITERAL: Disable Harvest Stone(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/HarvesterMiningDrill_Head/Buff_TekStrider_Harvester.Buff_TekStrider_Harvester:BPGetMultiUseEntries.K2Node_CallFunction_213329) LITERAL: Selectively Harvest Stone(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/HarvesterMiningDrill_Head/Buff_TekStrider_Harvester.Buff_TekStrider_Harvester:BPGetMultiUseEntries.K2Node_CallFunction_213329) LITERAL: Disable Harvest Wood(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/HarvesterMiningDrill_Head/Buff_TekStrider_Harvester.Buff_TekStrider_Harvester:BPGetMultiUseEntries.K2Node_CallFunction_213328) LITERAL: Selectively Harvest Wood(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/HarvesterMiningDrill_Head/Buff_TekStrider_Harvester.Buff_TekStrider_Harvester:BPGetMultiUseEntries.K2Node_CallFunction_213328) LITERAL: Currently Harvesting All(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/HarvesterMiningDrill_Head/Buff_TekStrider_Harvester.Buff_TekStrider_Harvester:BPGetMultiUseEntries.K2Node_CallFunction_223722) LITERAL: Enable Harvest All(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/HarvesterMiningDrill_Head/Buff_TekStrider_Harvester.Buff_TekStrider_Harvester:BPGetMultiUseEntries.K2Node_CallFunction_223722) LITERAL: DEBUG: CAST FAIL TO PRIMAL CHARACTER(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/HarvesterMiningDrill_Head/Buff_TekStrider_Harvester.Buff_TekStrider_Harvester:CanActivateHarvester.K2Node_CallFunction_221131) LITERAL: DEBUG: DOES NOT HAVE CHARGE EMITTER(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/HarvesterMiningDrill_Head/Buff_TekStrider_Harvester.Buff_TekStrider_Harvester:CanActivateHarvester.K2Node_CallFunction_221134) LITERAL: DEBUG:DOES NOT HAVE ENOUGH CHARGE: (/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/HarvesterMiningDrill_Head/Buff_TekStrider_Harvester.Buff_TekStrider_Harvester:CanActivateHarvester.K2Node_CallFunction_221366) LITERAL: HARVEST(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/HarvesterMiningDrill_Head/Buff_TekStrider_Harvester.Buff_TekStrider_Harvester:BPGetHUDElements.K2Node_CallFunction_358584) LITERAL: {0}/{1}(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/HarvesterMiningDrill_Head/Buff_TekStrider_Harvester.Buff_TekStrider_Harvester:BPGetHUDElements.K2Node_FormatText_262) LITERAL: Cannot Fire Timer(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/HarvesterMiningDrill_Head/Buff_TekStrider_Harvester.Buff_TekStrider_Harvester:BPGetHUDElements.K2Node_CallFunction_263693) LITERAL: {0}/{1}(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/HarvesterMiningDrill_Head/Buff_TekStrider_Harvester.Buff_TekStrider_Harvester:EdGraph_93909.K2Node_CallFunction_231891) LITERAL: 0(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/HarvesterMiningDrill_Head/Buff_TekStrider_Harvester.Buff_TekStrider_Harvester:EdGraph_93909.K2Node_MakeStruct_2158) LITERAL: 1(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/HarvesterMiningDrill_Head/Buff_TekStrider_Harvester.Buff_TekStrider_Harvester:EdGraph_93909.K2Node_MakeStruct_2159) LITERAL: TekStrider Shield took damage: {0} Current health: {1}(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/Directional_Shield_Chest/Buff_TekStrider_OnesidedShield.Buff_TekStrider_OnesidedShield:EdGraph_94025.K2Node_CallFunction_232145) LITERAL: 0(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/Directional_Shield_Chest/Buff_TekStrider_OnesidedShield.Buff_TekStrider_OnesidedShield:EdGraph_94025.K2Node_MakeStruct_2160) LITERAL: 1(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/Directional_Shield_Chest/Buff_TekStrider_OnesidedShield.Buff_TekStrider_OnesidedShield:EdGraph_94025.K2Node_MakeStruct_2161) CONTENT: Blueprint'/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/Directional_Shield_Chest/Buff_TekStrider_OnesidedShield.Buff_TekStrider_OnesidedShield'(/Engine/Transient.REINST_PrimalItemArmor_TekStriderOnesidedShield_C_0) CONTENT: Shield Projector Rig(/Engine/Transient.REINST_PrimalItemArmor_TekStriderOnesidedShield_C_0) CONTENT: Stryders equipped with this rig can project a directional force field.(/Engine/Transient.REINST_PrimalItemArmor_TekStriderOnesidedShield_C_0) CONTENT: Blueprint'/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/Directional_Shield_Chest/Buff_TekStrider_OnesidedShield.Buff_TekStrider_OnesidedShield'(/Engine/Transient.Default__REINST_PrimalItemArmor_TekStriderOnesidedShield_C_25565) CONTENT: Shield Projector Rig(/Engine/Transient.Default__REINST_PrimalItemArmor_TekStriderOnesidedShield_C_25565) CONTENT: Stryders equipped with this rig can project a directional force field.(/Engine/Transient.Default__REINST_PrimalItemArmor_TekStriderOnesidedShield_C_25565) CONTENT: Blueprint'/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/Directional_Shield_Chest/Buff_TekStrider_OnesidedShield.Buff_TekStrider_OnesidedShield'(/Engine/Transient.REINST_PrimalItemArmor_TekStriderOnesidedShield_C_1) CONTENT: Shield Projector Rig(/Engine/Transient.REINST_PrimalItemArmor_TekStriderOnesidedShield_C_1) CONTENT: Stryders equipped with this rig can project a directional force field.(/Engine/Transient.REINST_PrimalItemArmor_TekStriderOnesidedShield_C_1) LITERAL: {0}/{1}(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/SilenceCannon_Head/Buff_TekStrider_SilenceCannon.Buff_TekStrider_SilenceCannon:EdGraph_94184.K2Node_CallFunction_232404) LITERAL: 0(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/SilenceCannon_Head/Buff_TekStrider_SilenceCannon.Buff_TekStrider_SilenceCannon:EdGraph_94184.K2Node_MakeStruct_2162) LITERAL: 1(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/SilenceCannon_Head/Buff_TekStrider_SilenceCannon.Buff_TekStrider_SilenceCannon:EdGraph_94184.K2Node_MakeStruct_2163) CONTENT: Blueprint'/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/HarvesterMiningDrill_Head/Buff_TekStrider_Harvester.Buff_TekStrider_Harvester'(/Game/Genesis2/CoreBlueprints/Items/Saddle/PrimalItemArmor_TekStriderHarvester.Default__PrimalItemArmor_TekStriderHarvester_C) CONTENT: Excavation Rig(/Game/Genesis2/CoreBlueprints/Items/Saddle/PrimalItemArmor_TekStriderHarvester.Default__PrimalItemArmor_TekStriderHarvester_C) CONTENT: Stryders equipped with this rig can mine high-value resources like stone and metal. Can be linked to a Tek Dedicated Box.(/Game/Genesis2/CoreBlueprints/Items/Saddle/PrimalItemArmor_TekStriderHarvester.Default__PrimalItemArmor_TekStriderHarvester_C) CONTENT: Blueprint'/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/SilenceCannon_Head/Buff_TekStrider_SilenceCannon.Buff_TekStrider_SilenceCannon'(/Game/Genesis2/CoreBlueprints/Items/Saddle/PrimalItemArmor_TekStriderSilenceCannon.Default__PrimalItemArmor_TekStriderSilenceCannon_C) CONTENT: Silence Cannon Rig(/Game/Genesis2/CoreBlueprints/Items/Saddle/PrimalItemArmor_TekStriderSilenceCannon.Default__PrimalItemArmor_TekStriderSilenceCannon_C) CONTENT: Stryders equipped with this rig can suppress enemies with a sonic attack. (/Game/Genesis2/CoreBlueprints/Items/Saddle/PrimalItemArmor_TekStriderSilenceCannon.Default__PrimalItemArmor_TekStriderSilenceCannon_C) CONTENT: Blueprint'/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/InstantMachineguns_Head/Buff_TekStrider_Machinegun.Buff_TekStrider_Machinegun'(/Game/Genesis2/CoreBlueprints/Items/Saddle/PrimalItemArmor_TekStriderMachinegun.Default__PrimalItemArmor_TekStriderMachinegun_C) CONTENT: Pulse Cannon Rig(/Game/Genesis2/CoreBlueprints/Items/Saddle/PrimalItemArmor_TekStriderMachinegun.Default__PrimalItemArmor_TekStriderMachinegun_C) CONTENT: Stryders equipped with this rig can fire high-rate plasma bursts.(/Game/Genesis2/CoreBlueprints/Items/Saddle/PrimalItemArmor_TekStriderMachinegun.Default__PrimalItemArmor_TekStriderMachinegun_C) CONTENT: Blueprint'/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/Radar_Head/Buff_TekStrider__Radar.Buff_TekStrider_Radar'(/Game/Genesis2/CoreBlueprints/Items/Saddle/PrimalItemArmor_TekStriderRadar.Default__PrimalItemArmor_TekStriderRadar_C) CONTENT: Radar Rig(/Game/Genesis2/CoreBlueprints/Items/Saddle/PrimalItemArmor_TekStriderRadar.Default__PrimalItemArmor_TekStriderRadar_C) CONTENT: Stryders equipped with this rig can detect creatures within radar range.(/Game/Genesis2/CoreBlueprints/Items/Saddle/PrimalItemArmor_TekStriderRadar.Default__PrimalItemArmor_TekStriderRadar_C) CONTENT: Blueprint'/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/HeavyCannon_Chest/Buff_TekStrider_LargeCannon.Buff_TekStrider_LargeCannon'(/Game/Genesis2/CoreBlueprints/Items/Saddle/PrimalItemArmor_TekStriderLargeCannon.Default__PrimalItemArmor_TekStriderLargeCannon_C) CONTENT: Phase Cannon Rig(/Game/Genesis2/CoreBlueprints/Items/Saddle/PrimalItemArmor_TekStriderLargeCannon.Default__PrimalItemArmor_TekStriderLargeCannon_C) CONTENT: Stryders equipped with this rig can fire highly-damaging plasma blasts.(/Game/Genesis2/CoreBlueprints/Items/Saddle/PrimalItemArmor_TekStriderLargeCannon.Default__PrimalItemArmor_TekStriderLargeCannon_C) LITERAL: BAGS(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/CargoCarryingSaddlebags__Chest/Buff_TekStrider_Saddlebags.Buff_TekStrider_Saddlebags:BPGetHUDElements.K2Node_CallFunction_358584) LITERAL: SADDLE(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/CargoCarryingSaddlebags__Chest/Buff_TekStrider_Saddlebags.Buff_TekStrider_Saddlebags:BPGetHUDElements.K2Node_CallFunction_358584) LITERAL: {0}/{1}(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/CargoCarryingSaddlebags__Chest/Buff_TekStrider_Saddlebags.Buff_TekStrider_Saddlebags:BPGetHUDElements.K2Node_FormatText_262) CONTENT: /Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/CargoCarryingSaddlebags__Chest/Buff_TekStrider_Saddlebags.Buff_TekStrider_Saddlebags(/Engine/Transient.REINST_PrimalItemArmor_TekStriderSaddlebags_C_0) CONTENT: Resource Attractor Rig(/Engine/Transient.REINST_PrimalItemArmor_TekStriderSaddlebags_C_0) CONTENT: Stryders equipped with this rig can gather mined resources from mining drills with an attractor beam when activated. Also greatly reduces inventory weight.(/Engine/Transient.REINST_PrimalItemArmor_TekStriderSaddlebags_C_0) CONTENT: /Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/CargoCarryingSaddlebags__Chest/Buff_TekStrider_Saddlebags.Buff_TekStrider_Saddlebags(/Engine/Transient.Default__REINST_PrimalItemArmor_TekStriderSaddlebags_C_25595) CONTENT: Resource Attractor Rig(/Engine/Transient.Default__REINST_PrimalItemArmor_TekStriderSaddlebags_C_25595) CONTENT: Stryders equipped with this rig can gather mined resources from mining drills with an attractor beam when activated. Also greatly reduces inventory weight.(/Engine/Transient.Default__REINST_PrimalItemArmor_TekStriderSaddlebags_C_25595) CONTENT: /Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/CargoCarryingSaddlebags__Chest/Buff_TekStrider_Saddlebags.Buff_TekStrider_Saddlebags(/Engine/Transient.REINST_PrimalItemArmor_TekStriderSaddlebags_C_1) CONTENT: Resource Attractor Rig(/Engine/Transient.REINST_PrimalItemArmor_TekStriderSaddlebags_C_1) CONTENT: Stryders equipped with this rig can gather mined resources from mining drills with an attractor beam when activated. Also greatly reduces inventory weight.(/Engine/Transient.REINST_PrimalItemArmor_TekStriderSaddlebags_C_1) CONTENT: Stryder Riding Platform(/Game/Genesis2/CoreBlueprints/Items/Saddle/PrimalItemArmor_TekStriderSaddle_Platform.Default__PrimalItemArmor_TekStriderSaddle_Platform_C) CONTENT: Stryders equipped with this platform can be piloted and used to transport passengers.(/Game/Genesis2/CoreBlueprints/Items/Saddle/PrimalItemArmor_TekStriderSaddle_Platform.Default__PrimalItemArmor_TekStriderSaddle_Platform_C) CONTENT: Saddles(/Game/Genesis2/CoreBlueprints/Items/Saddle/PrimalItemArmor_TekStriderSaddle_Platform.Default__PrimalItemArmor_TekStriderSaddle_Platform_C) CONTENT: main rubber(/Game/Genesis2/Dinos/TekStrider/DinoColorSet_TekStrider.Default__DinoColorSet_TekStrider_C) CONTENT: emissive(/Game/Genesis2/Dinos/TekStrider/DinoColorSet_TekStrider.Default__DinoColorSet_TekStrider_C) CONTENT: metal accents(/Game/Genesis2/Dinos/TekStrider/DinoColorSet_TekStrider.Default__DinoColorSet_TekStrider_C) CONTENT: metal accents(/Game/Genesis2/Dinos/TekStrider/DinoColorSet_TekStrider.Default__DinoColorSet_TekStrider_C) CONTENT: body rubber(/Game/Genesis2/Dinos/TekStrider/DinoColorSet_TekStrider.Default__DinoColorSet_TekStrider_C) CONTENT: primary body(/Game/Genesis2/Dinos/TekStrider/DinoColorSet_TekStrider.Default__DinoColorSet_TekStrider_C) LITERAL: {0}/{1}(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/InstantMachineguns_Head/Buff_TekStrider_Machinegun.Buff_TekStrider_Machinegun:EdGraph_94365.K2Node_CallFunction_233209) LITERAL: 0(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/InstantMachineguns_Head/Buff_TekStrider_Machinegun.Buff_TekStrider_Machinegun:EdGraph_94365.K2Node_MakeStruct_2168) LITERAL: 1(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/InstantMachineguns_Head/Buff_TekStrider_Machinegun.Buff_TekStrider_Machinegun:EdGraph_94365.K2Node_MakeStruct_2169) CONTENT: Idle(/Engine/Transient.Default__REINST_TekStrider_Character_BP_C_25654) CONTENT: Idle(/Engine/Transient.Default__REINST_TekStrider_Character_BP_C_25654) CONTENT: Attack(/Engine/Transient.Default__REINST_TekStrider_Character_BP_C_25654) CONTENT: Move(/Engine/Transient.Default__REINST_TekStrider_Character_BP_C_25654) CONTENT: Tek Stryder(/Engine/Transient.Default__REINST_TekStrider_Character_BP_C_25654) LITERAL: CHARGE ({0})(/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.TekStrider_Character_BP:EdGraph_94891.K2Node_CallFunction_234547) LITERAL: 0(/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.TekStrider_Character_BP:EdGraph_94891.K2Node_MakeStruct_2170) CONTENT: Idle(/Engine/Transient.REINST_TekStrider_Character_BP_C_1) CONTENT: Idle(/Engine/Transient.REINST_TekStrider_Character_BP_C_1) CONTENT: Attack(/Engine/Transient.REINST_TekStrider_Character_BP_C_1) CONTENT: Move(/Engine/Transient.REINST_TekStrider_Character_BP_C_1) CONTENT: Tek Stryder(/Engine/Transient.REINST_TekStrider_Character_BP_C_1) LITERAL: {dino} detected you!(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/Radar_Head/Buff_TekStrider_Radar.Buff_TekStrider_Radar:EdGraph_95329.K2Node_CallFunction_235108) LITERAL: dino(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/Radar_Head/Buff_TekStrider_Radar.Buff_TekStrider_Radar:EdGraph_95329.K2Node_MakeStruct_2171) LITERAL: [{number}] {Distance}m - {BaseString}(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/Radar_Head/Buff_TekStrider_Radar.Buff_TekStrider_Radar:EdGraph_95356.K2Node_CallFunction_235132) LITERAL: number(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/Radar_Head/Buff_TekStrider_Radar.Buff_TekStrider_Radar:EdGraph_95356.K2Node_MakeStruct_2172) LITERAL: Distance(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/Radar_Head/Buff_TekStrider_Radar.Buff_TekStrider_Radar:EdGraph_95356.K2Node_MakeStruct_2173) LITERAL: BaseString(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/Radar_Head/Buff_TekStrider_Radar.Buff_TekStrider_Radar:EdGraph_95356.K2Node_MakeStruct_2174) LITERAL: {0} SCANNED (NEAREST {1})(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/Radar_Head/Buff_TekStrider_Radar.Buff_TekStrider_Radar:EdGraph_95356.K2Node_CallFunction_235138) LITERAL: 0(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/Radar_Head/Buff_TekStrider_Radar.Buff_TekStrider_Radar:EdGraph_95356.K2Node_MakeStruct_2175) LITERAL: 1(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/Radar_Head/Buff_TekStrider_Radar.Buff_TekStrider_Radar:EdGraph_95356.K2Node_MakeStruct_2176) LITERAL: {0} SCANNED(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/Radar_Head/Buff_TekStrider_Radar.Buff_TekStrider_Radar:EdGraph_95356.K2Node_CallFunction_235139) LITERAL: 0(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/Radar_Head/Buff_TekStrider_Radar.Buff_TekStrider_Radar:EdGraph_95356.K2Node_MakeStruct_2177) LITERAL: {Distance}m - {BaseString}(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/Radar_Head/Buff_TekStrider_Radar.Buff_TekStrider_Radar:EdGraph_95356.K2Node_CallFunction_235140) LITERAL: Distance(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/Radar_Head/Buff_TekStrider_Radar.Buff_TekStrider_Radar:EdGraph_95356.K2Node_MakeStruct_2178) LITERAL: BaseString(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/Radar_Head/Buff_TekStrider_Radar.Buff_TekStrider_Radar:EdGraph_95356.K2Node_MakeStruct_2179) LITERAL: {0}/{1}(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/CargoCarryingSaddlebags__Chest/Buff_TekStrider_Saddlebags.Buff_TekStrider_Saddlebags:EdGraph_95463.K2Node_CallFunction_235244) LITERAL: 0(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/CargoCarryingSaddlebags__Chest/Buff_TekStrider_Saddlebags.Buff_TekStrider_Saddlebags:EdGraph_95463.K2Node_MakeStruct_2180) LITERAL: 1(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/CargoCarryingSaddlebags__Chest/Buff_TekStrider_Saddlebags.Buff_TekStrider_Saddlebags:EdGraph_95463.K2Node_MakeStruct_2181) LITERAL: TekStrider Shield took damage: {0} Current health: {1}(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/OmniShield_Chest/Buff_TekStrider_Shield.Buff_TekStrider_Shield:EdGraph_95544.K2Node_CallFunction_235470) LITERAL: 0(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/OmniShield_Chest/Buff_TekStrider_Shield.Buff_TekStrider_Shield:EdGraph_95544.K2Node_MakeStruct_2182) LITERAL: 1(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/OmniShield_Chest/Buff_TekStrider_Shield.Buff_TekStrider_Shield:EdGraph_95544.K2Node_MakeStruct_2183) CONTENT: /Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/OmniShield_Chest/Buff_TekStrider_Shield.Buff_TekStrider_Shield(/Engine/Transient.Default__REINST_PrimalItemArmor_TekStriderShield_C_25682) CONTENT: Shield Generator Rig(/Engine/Transient.Default__REINST_PrimalItemArmor_TekStriderShield_C_25682) CONTENT: Stryders equipped with this rig can project a force field bubble.(/Engine/Transient.Default__REINST_PrimalItemArmor_TekStriderShield_C_25682) CONTENT: /Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/OmniShield_Chest/Buff_TekStrider_Shield.Buff_TekStrider_Shield(/Engine/Transient.REINST_PrimalItemArmor_TekStriderShield_C_1) CONTENT: Shield Generator Rig(/Engine/Transient.REINST_PrimalItemArmor_TekStriderShield_C_1) CONTENT: Stryders equipped with this rig can project a force field bubble.(/Engine/Transient.REINST_PrimalItemArmor_TekStriderShield_C_1) LITERAL: TekStrider Shield took damage: {0} Current health: {1}(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/OmniShield_Chest/Buff_TekStrider_Shield.Buff_TekStrider_Shield:EdGraph_95648.K2Node_CallFunction_235658) LITERAL: 0(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/OmniShield_Chest/Buff_TekStrider_Shield.Buff_TekStrider_Shield:EdGraph_95648.K2Node_MakeStruct_2184) LITERAL: 1(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/OmniShield_Chest/Buff_TekStrider_Shield.Buff_TekStrider_Shield:EdGraph_95648.K2Node_MakeStruct_2185) CONTENT: /Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/OmniShield_Chest/Buff_TekStrider_Shield.Buff_TekStrider_Shield(/Engine/Transient.Default__REINST_PrimalItemArmor_TekStriderShield_C_25694) CONTENT: Shield Generator Rig(/Engine/Transient.Default__REINST_PrimalItemArmor_TekStriderShield_C_25694) CONTENT: Stryders equipped with this rig can project a force field bubble.(/Engine/Transient.Default__REINST_PrimalItemArmor_TekStriderShield_C_25694) CONTENT: /Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/OmniShield_Chest/Buff_TekStrider_Shield.Buff_TekStrider_Shield(/Game/Genesis2/CoreBlueprints/Items/Saddle/PrimalItemArmor_TekStriderShield.Default__PrimalItemArmor_TekStriderShield_C) CONTENT: Shield Generator Rig(/Game/Genesis2/CoreBlueprints/Items/Saddle/PrimalItemArmor_TekStriderShield.Default__PrimalItemArmor_TekStriderShield_C) CONTENT: Stryders equipped with this rig can project a force field bubble.(/Game/Genesis2/CoreBlueprints/Items/Saddle/PrimalItemArmor_TekStriderShield.Default__PrimalItemArmor_TekStriderShield_C) CONTENT: Stryder Shield(/Engine/Transient.Default__REINST_Buff_TekStrider_ProtectedByShield_C_25702) CONTENT: Stryder Shield(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/OmniShield_Chest/Buff_TekStrider_ProtectedByShield.Default__Buff_TekStrider_ProtectedByShield_C) LITERAL: {0}/{1}(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/CargoCarryingSaddlebags__Chest/Buff_TekStrider_Saddlebags.Buff_TekStrider_Saddlebags:EdGraph_95767.K2Node_CallFunction_235776) LITERAL: 0(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/CargoCarryingSaddlebags__Chest/Buff_TekStrider_Saddlebags.Buff_TekStrider_Saddlebags:EdGraph_95767.K2Node_MakeStruct_2186) LITERAL: 1(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/CargoCarryingSaddlebags__Chest/Buff_TekStrider_Saddlebags.Buff_TekStrider_Saddlebags:EdGraph_95767.K2Node_MakeStruct_2187) CONTENT: Disable Resource Collection From Nearby Mining Drills(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/CargoCarryingSaddlebags__Chest/Buff_TekStrider_Saddlebags.Default__Buff_TekStrider_Saddlebags_C) CONTENT: Enable Resource Collection From Nearby Mining Drills(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/CargoCarryingSaddlebags__Chest/Buff_TekStrider_Saddlebags.Default__Buff_TekStrider_Saddlebags_C) CONTENT: Incoming Taming Protocol Override(/Engine/Transient.REINST_StriderHackingMinigameUI_C_91:WidgetTree_354.StatusTextBlock) CONTENT: Incoming Taming Protocol Override(/Engine/Transient.REINST_StriderHackingMinigameUI_C_91:WidgetTree_354.FlavorTextBlock) CONTENT: Debug Output Text(/Engine/Transient.REINST_StriderHackingMinigameUI_C_91:WidgetTree_354.DEBUG_OutputText) LITERAL: Beat is {0} | Streak = {1} | LastInputReceivedTime = {2} | NextTimeOut - BeatWindow = {3}(/Game/Genesis2/Dinos/TekStrider/HackingTaming/StriderHackingMinigameUI.StriderHackingMinigameUI:ExecuteUbergraph_StriderHackingMinigameUI.K2Node_CallFunction_236298) LITERAL: 0(/Game/Genesis2/Dinos/TekStrider/HackingTaming/StriderHackingMinigameUI.StriderHackingMinigameUI:ExecuteUbergraph_StriderHackingMinigameUI.K2Node_MakeStruct_2192) LITERAL: 1(/Game/Genesis2/Dinos/TekStrider/HackingTaming/StriderHackingMinigameUI.StriderHackingMinigameUI:ExecuteUbergraph_StriderHackingMinigameUI.K2Node_MakeStruct_2193) LITERAL: 2(/Game/Genesis2/Dinos/TekStrider/HackingTaming/StriderHackingMinigameUI.StriderHackingMinigameUI:ExecuteUbergraph_StriderHackingMinigameUI.K2Node_MakeStruct_2194) LITERAL: 3(/Game/Genesis2/Dinos/TekStrider/HackingTaming/StriderHackingMinigameUI.StriderHackingMinigameUI:ExecuteUbergraph_StriderHackingMinigameUI.K2Node_MakeStruct_2195) CONTENT: Incoming Taming Protocol Override(/Game/Genesis2/Dinos/TekStrider/HackingTaming/StriderHackingMinigameUI.StriderHackingMinigameUI_C:WidgetTree_382.StatusTextBlock) CONTENT: Incoming Taming Protocol Override(/Game/Genesis2/Dinos/TekStrider/HackingTaming/StriderHackingMinigameUI.StriderHackingMinigameUI_C:WidgetTree_382.FlavorTextBlock) CONTENT: Debug Output Text(/Game/Genesis2/Dinos/TekStrider/HackingTaming/StriderHackingMinigameUI.StriderHackingMinigameUI_C:WidgetTree_382.DEBUG_OutputText) CONTENT: INCOMING PROTOCOL OVERRIDE(/Game/Genesis2/Dinos/TekStrider/HackingTaming/StriderHackingMinigameUI.Default__StriderHackingMinigameUI_C) CONTENT: OVERRIDE FAILED(/Game/Genesis2/Dinos/TekStrider/HackingTaming/StriderHackingMinigameUI.Default__StriderHackingMinigameUI_C) CONTENT: ATTENTION: PREPARE FOR USER INPUT(/Game/Genesis2/Dinos/TekStrider/HackingTaming/StriderHackingMinigameUI.Default__StriderHackingMinigameUI_C) CONTENT: ERROR: OPERATION TIMED OUT(/Game/Genesis2/Dinos/TekStrider/HackingTaming/StriderHackingMinigameUI.Default__StriderHackingMinigameUI_C) CONTENT: ERROR: UNEXPECTED INPUT(/Game/Genesis2/Dinos/TekStrider/HackingTaming/StriderHackingMinigameUI.Default__StriderHackingMinigameUI_C) CONTENT: OVERRIDE SUCCESSFUL(/Game/Genesis2/Dinos/TekStrider/HackingTaming/StriderHackingMinigameUI.Default__StriderHackingMinigameUI_C) CONTENT: TAMING AFFINITY GAINED(/Game/Genesis2/Dinos/TekStrider/HackingTaming/StriderHackingMinigameUI.Default__StriderHackingMinigameUI_C) CONTENT: INCOMING PROTOCOL OVERRIDE(/Engine/Transient.REINST_StriderHacking_HUD_C_93:WidgetTree_367.StriderHackingMinigameUIParent_C_6) CONTENT: OVERRIDE FAILED(/Engine/Transient.REINST_StriderHacking_HUD_C_93:WidgetTree_367.StriderHackingMinigameUIParent_C_6) CONTENT: ATTENTION: PREPARE FOR USER INPUT(/Engine/Transient.REINST_StriderHacking_HUD_C_93:WidgetTree_367.StriderHackingMinigameUIParent_C_6) CONTENT: ERROR: OPERATION TIMED OUT(/Engine/Transient.REINST_StriderHacking_HUD_C_93:WidgetTree_367.StriderHackingMinigameUIParent_C_6) CONTENT: ERROR: UNEXPECTED INPUT(/Engine/Transient.REINST_StriderHacking_HUD_C_93:WidgetTree_367.StriderHackingMinigameUIParent_C_6) CONTENT: OVERRIDE SUCCESSFUL(/Engine/Transient.REINST_StriderHacking_HUD_C_93:WidgetTree_367.StriderHackingMinigameUIParent_C_6) CONTENT: TAMING AFFINITY GAINED(/Engine/Transient.REINST_StriderHacking_HUD_C_93:WidgetTree_367.StriderHackingMinigameUIParent_C_6) CONTENT: Debug Output Text(/Engine/Transient.REINST_StriderHacking_HUD_C_93:WidgetTree_367.StriderHackingMinigameUIParent_C_6.WidgetTree_368.DEBUG_OutputText) CONTENT: Incoming Taming Protocol Override(/Engine/Transient.REINST_StriderHacking_HUD_C_93:WidgetTree_367.StriderHackingMinigameUIParent_C_6.WidgetTree_368.FlavorTextBlock) CONTENT: Incoming Taming Protocol Override(/Engine/Transient.REINST_StriderHacking_HUD_C_93:WidgetTree_367.StriderHackingMinigameUIParent_C_6.WidgetTree_368.StatusTextBlock) CONTENT: Incoming Taming Protocol Override(/Engine/Transient.REINST_StriderHacking_HUD_C_93:WidgetTree_367.StriderHackingMinigameUIParent_C_6.WidgetTree_383.StatusTextBlock) CONTENT: Incoming Taming Protocol Override(/Engine/Transient.REINST_StriderHacking_HUD_C_93:WidgetTree_367.StriderHackingMinigameUIParent_C_6.WidgetTree_383.FlavorTextBlock) CONTENT: Debug Output Text(/Engine/Transient.REINST_StriderHacking_HUD_C_93:WidgetTree_367.StriderHackingMinigameUIParent_C_6.WidgetTree_383.DEBUG_OutputText) CONTENT: Incoming Taming Protocol Override(/Engine/Transient.REINST_SKEL_StriderHacking_HUD_C_94:WidgetTree_365.StriderHackingMinigameUIParent_C_6.WidgetTree_384.StatusTextBlock) CONTENT: Incoming Taming Protocol Override(/Engine/Transient.REINST_SKEL_StriderHacking_HUD_C_94:WidgetTree_365.StriderHackingMinigameUIParent_C_6.WidgetTree_384.FlavorTextBlock) CONTENT: Debug Output Text(/Engine/Transient.REINST_SKEL_StriderHacking_HUD_C_94:WidgetTree_365.StriderHackingMinigameUIParent_C_6.WidgetTree_384.DEBUG_OutputText) CONTENT: INCOMING PROTOCOL OVERRIDE(/Game/Genesis2/Dinos/TekStrider/HackingTaming/StriderHacking_HUD.StriderHacking_HUD_C:WidgetTree_391.StriderHackingMinigameUIParent_C_6) CONTENT: OVERRIDE FAILED(/Game/Genesis2/Dinos/TekStrider/HackingTaming/StriderHacking_HUD.StriderHacking_HUD_C:WidgetTree_391.StriderHackingMinigameUIParent_C_6) CONTENT: ATTENTION: PREPARE FOR USER INPUT(/Game/Genesis2/Dinos/TekStrider/HackingTaming/StriderHacking_HUD.StriderHacking_HUD_C:WidgetTree_391.StriderHackingMinigameUIParent_C_6) CONTENT: ERROR: OPERATION TIMED OUT(/Game/Genesis2/Dinos/TekStrider/HackingTaming/StriderHacking_HUD.StriderHacking_HUD_C:WidgetTree_391.StriderHackingMinigameUIParent_C_6) CONTENT: ERROR: UNEXPECTED INPUT(/Game/Genesis2/Dinos/TekStrider/HackingTaming/StriderHacking_HUD.StriderHacking_HUD_C:WidgetTree_391.StriderHackingMinigameUIParent_C_6) CONTENT: OVERRIDE SUCCESSFUL(/Game/Genesis2/Dinos/TekStrider/HackingTaming/StriderHacking_HUD.StriderHacking_HUD_C:WidgetTree_391.StriderHackingMinigameUIParent_C_6) CONTENT: TAMING AFFINITY GAINED(/Game/Genesis2/Dinos/TekStrider/HackingTaming/StriderHacking_HUD.StriderHacking_HUD_C:WidgetTree_391.StriderHackingMinigameUIParent_C_6) CONTENT: Incoming Taming Protocol Override(/Game/Genesis2/Dinos/TekStrider/HackingTaming/StriderHacking_HUD.StriderHacking_HUD_C:WidgetTree_391.StriderHackingMinigameUIParent_C_6.WidgetTree_392.StatusTextBlock) CONTENT: Incoming Taming Protocol Override(/Game/Genesis2/Dinos/TekStrider/HackingTaming/StriderHacking_HUD.StriderHacking_HUD_C:WidgetTree_391.StriderHackingMinigameUIParent_C_6.WidgetTree_392.FlavorTextBlock) CONTENT: Debug Output Text(/Game/Genesis2/Dinos/TekStrider/HackingTaming/StriderHacking_HUD.StriderHacking_HUD_C:WidgetTree_391.StriderHackingMinigameUIParent_C_6.WidgetTree_392.DEBUG_OutputText) CONTENT: Strider Transmitter(/Engine/Transient.Default__REINST_TekTransmitter_Strider_C_25742) CONTENT: Strider Transmitter(/Game/Genesis2/Dinos/TekStrider/TekTransmitter_Strider.Default__TekTransmitter_Strider_C) CONTENT: Tek Stryder(/Engine/Transient.Default__REINST_TekBed_Strider_C_25750) CONTENT: Tek Stryder(/Game/Genesis2/Dinos/TekStrider/TekBed_Strider.Default__TekBed_Strider_C) LITERAL: {dino} detected you!(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/Radar_Head/Buff_TekStrider_Radar.Buff_TekStrider_Radar:EdGraph_96135.K2Node_CallFunction_236647) LITERAL: dino(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/Radar_Head/Buff_TekStrider_Radar.Buff_TekStrider_Radar:EdGraph_96135.K2Node_MakeStruct_2207) LITERAL: [{number}] {Distance}m - {BaseString}(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/Radar_Head/Buff_TekStrider_Radar.Buff_TekStrider_Radar:EdGraph_96162.K2Node_CallFunction_236671) LITERAL: number(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/Radar_Head/Buff_TekStrider_Radar.Buff_TekStrider_Radar:EdGraph_96162.K2Node_MakeStruct_2208) LITERAL: Distance(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/Radar_Head/Buff_TekStrider_Radar.Buff_TekStrider_Radar:EdGraph_96162.K2Node_MakeStruct_2209) LITERAL: BaseString(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/Radar_Head/Buff_TekStrider_Radar.Buff_TekStrider_Radar:EdGraph_96162.K2Node_MakeStruct_2210) LITERAL: {0} SCANNED (NEAREST {1})(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/Radar_Head/Buff_TekStrider_Radar.Buff_TekStrider_Radar:EdGraph_96162.K2Node_CallFunction_236677) LITERAL: 0(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/Radar_Head/Buff_TekStrider_Radar.Buff_TekStrider_Radar:EdGraph_96162.K2Node_MakeStruct_2211) LITERAL: 1(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/Radar_Head/Buff_TekStrider_Radar.Buff_TekStrider_Radar:EdGraph_96162.K2Node_MakeStruct_2212) LITERAL: {0} SCANNED(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/Radar_Head/Buff_TekStrider_Radar.Buff_TekStrider_Radar:EdGraph_96162.K2Node_CallFunction_236678) LITERAL: 0(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/Radar_Head/Buff_TekStrider_Radar.Buff_TekStrider_Radar:EdGraph_96162.K2Node_MakeStruct_2213) LITERAL: {Distance}m - {BaseString}(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/Radar_Head/Buff_TekStrider_Radar.Buff_TekStrider_Radar:EdGraph_96162.K2Node_CallFunction_236679) LITERAL: Distance(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/Radar_Head/Buff_TekStrider_Radar.Buff_TekStrider_Radar:EdGraph_96162.K2Node_MakeStruct_2214) LITERAL: BaseString(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/Radar_Head/Buff_TekStrider_Radar.Buff_TekStrider_Radar:EdGraph_96162.K2Node_MakeStruct_2215) CONTENT: RADAR(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/Radar_Head/Buff_TekStrider_Radar.Default__Buff_TekStrider_Radar_C) CONTENT: Change Filter To Both Dinos and Humans(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/Radar_Head/Buff_TekStrider_Radar.Default__Buff_TekStrider_Radar_C) CONTENT: Change Filter To Only Humans(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/Radar_Head/Buff_TekStrider_Radar.Default__Buff_TekStrider_Radar_C) CONTENT: Change Filter To Only Dinos(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/Radar_Head/Buff_TekStrider_Radar.Default__Buff_TekStrider_Radar_C) CONTENT: Change Radar Filter(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/Radar_Head/Buff_TekStrider_Radar.Default__Buff_TekStrider_Radar_C) LITERAL: TekStrider Shield took damage: {0} Current health: {1}(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/Directional_Shield_Chest/Buff_TekStrider_OnesidedShield.Buff_TekStrider_OnesidedShield:EdGraph_96262.K2Node_CallFunction_236878) LITERAL: 0(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/Directional_Shield_Chest/Buff_TekStrider_OnesidedShield.Buff_TekStrider_OnesidedShield:EdGraph_96262.K2Node_MakeStruct_2216) LITERAL: 1(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/Directional_Shield_Chest/Buff_TekStrider_OnesidedShield.Buff_TekStrider_OnesidedShield:EdGraph_96262.K2Node_MakeStruct_2217) LITERAL: {0}/{1}(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/InstantMachineguns_Head/Buff_TekStrider_Machinegun.Buff_TekStrider_Machinegun:EdGraph_96373.K2Node_CallFunction_237015) LITERAL: 0(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/InstantMachineguns_Head/Buff_TekStrider_Machinegun.Buff_TekStrider_Machinegun:EdGraph_96373.K2Node_MakeStruct_2220) LITERAL: 1(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/InstantMachineguns_Head/Buff_TekStrider_Machinegun.Buff_TekStrider_Machinegun:EdGraph_96373.K2Node_MakeStruct_2221) CONTENT: Silenced!(/Engine/Transient.Default__REINST_Buff_TekStrider_SilenceVictim_C_25778) CONTENT: Your dino is prevented from using certain abilities!(/Engine/Transient.Default__REINST_Buff_TekStrider_SilenceVictim_C_25778) CONTENT: Silenced!(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/SilenceCannon_Head/Buff_TekStrider_SilenceVictim.Default__Buff_TekStrider_SilenceVictim_C) CONTENT: Your dino is prevented from using certain abilities!(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/SilenceCannon_Head/Buff_TekStrider_SilenceVictim.Default__Buff_TekStrider_SilenceVictim_C) LITERAL: {0}/{1}(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/SilenceCannon_Head/Buff_TekStrider_SilenceCannon.Buff_TekStrider_SilenceCannon:EdGraph_96446.K2Node_CallFunction_237168) LITERAL: 0(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/SilenceCannon_Head/Buff_TekStrider_SilenceCannon.Buff_TekStrider_SilenceCannon:EdGraph_96446.K2Node_MakeStruct_2222) LITERAL: 1(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/SilenceCannon_Head/Buff_TekStrider_SilenceCannon.Buff_TekStrider_SilenceCannon:EdGraph_96446.K2Node_MakeStruct_2223) LITERAL: {0}/{1}(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/HarvesterMiningDrill_Head/Buff_TekStrider_Harvester.Buff_TekStrider_Harvester:EdGraph_96608.K2Node_CallFunction_237489) LITERAL: 0(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/HarvesterMiningDrill_Head/Buff_TekStrider_Harvester.Buff_TekStrider_Harvester:EdGraph_96608.K2Node_MakeStruct_2232) LITERAL: 1(/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/HarvesterMiningDrill_Head/Buff_TekStrider_Harvester.Buff_TekStrider_Harvester:EdGraph_96608.K2Node_MakeStruct_2233) CONTENT: Blueprint'/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/Directional_Shield_Chest/Buff_TekStrider_OnesidedShield.Buff_TekStrider_OnesidedShield'(/Engine/Transient.Default__REINST_PrimalItemArmor_TekStriderOnesidedShield_C_25802) CONTENT: Shield Projector Rig(/Engine/Transient.Default__REINST_PrimalItemArmor_TekStriderOnesidedShield_C_25802) CONTENT: Stryders equipped with this rig can project a directional force field.(/Engine/Transient.Default__REINST_PrimalItemArmor_TekStriderOnesidedShield_C_25802) CONTENT: Blueprint'/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/Directional_Shield_Chest/Buff_TekStrider_OnesidedShield.Buff_TekStrider_OnesidedShield'(/Game/Genesis2/CoreBlueprints/Items/Saddle/PrimalItemArmor_TekStriderOnesidedShield.Default__PrimalItemArmor_TekStriderOnesidedShield_C) CONTENT: Shield Projector Rig(/Game/Genesis2/CoreBlueprints/Items/Saddle/PrimalItemArmor_TekStriderOnesidedShield.Default__PrimalItemArmor_TekStriderOnesidedShield_C) CONTENT: Stryders equipped with this rig can project a directional force field.(/Game/Genesis2/CoreBlueprints/Items/Saddle/PrimalItemArmor_TekStriderOnesidedShield.Default__PrimalItemArmor_TekStriderOnesidedShield_C) CONTENT: /Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/CargoCarryingSaddlebags__Chest/Buff_TekStrider_Saddlebags.Buff_TekStrider_Saddlebags(/Engine/Transient.Default__REINST_PrimalItemArmor_TekStriderSaddlebags_C_25806) CONTENT: Resource Attractor Rig(/Engine/Transient.Default__REINST_PrimalItemArmor_TekStriderSaddlebags_C_25806) CONTENT: Stryders equipped with this rig can gather mined resources from mining drills with an attractor beam when activated. Also greatly reduces inventory weight.(/Engine/Transient.Default__REINST_PrimalItemArmor_TekStriderSaddlebags_C_25806) CONTENT: /Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/CargoCarryingSaddlebags__Chest/Buff_TekStrider_Saddlebags.Buff_TekStrider_Saddlebags(/Game/Genesis2/CoreBlueprints/Items/Saddle/PrimalItemArmor_TekStriderSaddlebags.Default__PrimalItemArmor_TekStriderSaddlebags_C) CONTENT: Resource Attractor Rig(/Game/Genesis2/CoreBlueprints/Items/Saddle/PrimalItemArmor_TekStriderSaddlebags.Default__PrimalItemArmor_TekStriderSaddlebags_C) CONTENT: Stryders equipped with this rig can gather mined resources from mining drills with an attractor beam when activated. Also greatly reduces inventory weight.(/Game/Genesis2/CoreBlueprints/Items/Saddle/PrimalItemArmor_TekStriderSaddlebags.Default__PrimalItemArmor_TekStriderSaddlebags_C) CONTENT: Charge Capacity(/Engine/Transient.REINST_TekStrider_Character_BP_C_25834:DinoCharacterStatusComponent_BP_TekStrider_C_0) CONTENT: Charge Regen(/Engine/Transient.REINST_TekStrider_Character_BP_C_25834:DinoCharacterStatusComponent_BP_TekStrider_C_0) CONTENT: Idle(/Engine/Transient.Default__REINST_TekStrider_Character_BP_C_25834) CONTENT: Idle(/Engine/Transient.Default__REINST_TekStrider_Character_BP_C_25834) CONTENT: Attack(/Engine/Transient.Default__REINST_TekStrider_Character_BP_C_25834) CONTENT: Move(/Engine/Transient.Default__REINST_TekStrider_Character_BP_C_25834) CONTENT: Tek Stryder(/Engine/Transient.Default__REINST_TekStrider_Character_BP_C_25834) LITERAL: CHARGE ({0})(/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.TekStrider_Character_BP:EdGraph_96859.K2Node_CallFunction_238115) LITERAL: 0(/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.TekStrider_Character_BP:EdGraph_96859.K2Node_MakeStruct_2234) CONTENT: Consume Charge From Batteries(/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.Default__TekStrider_Character_BP_C) CONTENT: Disable Passive Battery Charging at Full Charge(/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.Default__TekStrider_Character_BP_C) CONTENT: Enable Passive Battery Charging at Full Charge(/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.Default__TekStrider_Character_BP_C) CONTENT: Set Charge Batteries Mode(/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.Default__TekStrider_Character_BP_C) CONTENT: Set Drain From Batteries Mode(/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.Default__TekStrider_Character_BP_C) CONTENT: Disable Battery Drain(/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.Default__TekStrider_Character_BP_C) CONTENT: Enable Battery Drain(/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.Default__TekStrider_Character_BP_C) CONTENT: Disable Battery Charging(/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.Default__TekStrider_Character_BP_C) CONTENT: Enable Battery Charging(/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.Default__TekStrider_Character_BP_C) CONTENT: No Charge(/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.Default__TekStrider_Character_BP_C) CONTENT: No Batteries(/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.Default__TekStrider_Character_BP_C) CONTENT: Enable Regrowing Foliage While Walking(/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.Default__TekStrider_Character_BP_C) CONTENT: Disable Regrowing Foliage While Walking(/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.Default__TekStrider_Character_BP_C) CONTENT: Missions Remaining(/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.Default__TekStrider_Character_BP_C) CONTENT: Begin Hacking(/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.Default__TekStrider_Character_BP_C) CONTENT: Must wander a bit before another hacking attempt can be made(/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.Default__TekStrider_Character_BP_C) CONTENT: Missions Needed To Tame: (/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.Default__TekStrider_Character_BP_C) CONTENT: Find Flashing Spot To Hack(/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.Default__TekStrider_Character_BP_C) CONTENT: Target Rear Left Foot to Begin Hacking(/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.Default__TekStrider_Character_BP_C) CONTENT: Target Tail to Begin Hacking(/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.Default__TekStrider_Character_BP_C) CONTENT: Target Forward Right Shoulder to Begin Hacking(/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.Default__TekStrider_Character_BP_C) CONTENT: Target Top of Neck to Begin Hacking(/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.Default__TekStrider_Character_BP_C) CONTENT: Target Forward Left Leg to Begin Hacking(/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.Default__TekStrider_Character_BP_C) CONTENT: Target Rear Right Leg to Begin Hacking(/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.Default__TekStrider_Character_BP_C) CONTENT: Target Chest to Begin Hacking(/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.Default__TekStrider_Character_BP_C) CONTENT: Target Bottom of Neck to Begin Hacking(/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.Default__TekStrider_Character_BP_C) CONTENT: Target Top of Head to Begin Hacking(/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.Default__TekStrider_Character_BP_C) CONTENT: Target Front of Head to Begin Hacking(/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.Default__TekStrider_Character_BP_C) CONTENT: Target Forward Right Leg to Begin Hacking(/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.Default__TekStrider_Character_BP_C) CONTENT: Target Forward Left Shoulder to Begin Hacking(/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.Default__TekStrider_Character_BP_C) CONTENT: Target Left Wrist to Begin Hacking(/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.Default__TekStrider_Character_BP_C) CONTENT: Target Right Wrist to Begin Hacking(/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.Default__TekStrider_Character_BP_C) CONTENT: Target Forward Left Foot to Begin Hacking(/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.Default__TekStrider_Character_BP_C) CONTENT: Target Forward Right Foot to Begin Hacking(/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.Default__TekStrider_Character_BP_C) CONTENT: Target Left Hip to Begin Hacking(/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.Default__TekStrider_Character_BP_C) CONTENT: Target Right Hip to Begin Hacking(/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.Default__TekStrider_Character_BP_C) CONTENT: Target Rear Left Leg to Begin Hacking(/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.Default__TekStrider_Character_BP_C) CONTENT: Target Rear Right Foot to Begin Hacking(/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.Default__TekStrider_Character_BP_C) CONTENT: Required Mutagel (/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.Default__TekStrider_Character_BP_C) CONTENT: Use Mutagel In Last Slot To Initiate Hacking(/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.Default__TekStrider_Character_BP_C) CONTENT: Taming: (/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.Default__TekStrider_Character_BP_C) CONTENT: Grace Period: (/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.Default__TekStrider_Character_BP_C) CONTENT: Time Remaining: (/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.Default__TekStrider_Character_BP_C) CONTENT: | Affinity To Gain: (/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.Default__TekStrider_Character_BP_C) CONTENT: Unclaim (/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.Default__TekStrider_Character_BP_C) CONTENT: Mission Remaining(/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.Default__TekStrider_Character_BP_C) CONTENT: Missions(/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.Default__TekStrider_Character_BP_C) CONTENT: Idle(/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.Default__TekStrider_Character_BP_C) CONTENT: Idle(/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.Default__TekStrider_Character_BP_C) CONTENT: Attack(/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.Default__TekStrider_Character_BP_C) CONTENT: Move(/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.Default__TekStrider_Character_BP_C) CONTENT: Tek Stryder(/Game/Genesis2/Dinos/TekStrider/TekStrider_Character_BP.Default__TekStrider_Character_BP_C) LITERAL: GetOffZipline_TK::(/Game/LostIsland/Dinos/Dinopithecus/AI/Zipline_GetOffZipline_TK.Zipline_GetOffZipline_TK:ReceiveExecute.K2Node_CallFunction_199242) LITERAL: TryAttach::(/Game/LostIsland/Dinos/Dinopithecus/AI/Zipline_TryAttachToZipline_TK.Zipline_TryAttachToZipline_TK:ReceiveExecute.K2Node_CallFunction_675206) LITERAL: TryAttach::(/Game/LostIsland/Dinos/Dinopithecus/AI/Zipline_TryAttachToZipline_TK.Zipline_TryAttachToZipline_TK:ReceiveExecute.K2Node_CallFunction_199242) LITERAL: TryAttach::(/Game/LostIsland/Dinos/Dinopithecus/AI/Zipline_TryAttachToZipline_TK.Zipline_TryAttachToZipline_TK:ReceiveExecute.K2Node_CallFunction_348685) CONTENT: MODE(/Engine/Transient.TRASHCLASS_DinopithecusHUDWidget_26136:TextBlock_1622) LITERAL: DestroyWidget(/Game/LostIsland/Dinos/Dinopithecus/DinopithecusHUDWidget.DinopithecusHUDWidget:EventGraph.K2Node_CallFunction_229042) CONTENT: Text Block(/Engine/Transient.REINST_DinopithecusHUDWidget_C_98:WidgetTree_1617.ModeTextBlock) CONTENT: Poop Hit(/Engine/Transient.REINST_Buff_Poop_Dinopithecus_C_0) CONTENT: You feel really sick!(/Engine/Transient.REINST_Buff_Poop_Dinopithecus_C_0) CONTENT: Poop Hit(/Engine/Transient.Default__REINST_Buff_Poop_Dinopithecus_C_25943) CONTENT: You feel really sick!(/Engine/Transient.Default__REINST_Buff_Poop_Dinopithecus_C_25943) CONTENT: Poop Hit(/Engine/Transient.REINST_Buff_Poop_Dinopithecus_C_1) CONTENT: You feel really sick!(/Engine/Transient.REINST_Buff_Poop_Dinopithecus_C_1) LITERAL: Can't attach here!(/Game/LostIsland/Dinos/Dinopithecus/ZiplineComponent_Base.ZiplineComponent_Base:EventGraph.K2Node_CallFunction_69680) LITERAL: DoZiplineTurn(/Game/LostIsland/Dinos/Dinopithecus/ZiplineComponent_Base.ZiplineComponent_Base:EventGraph.K2Node_CallFunction_211045) LITERAL: DoZiplineTurn(/Game/LostIsland/Dinos/Dinopithecus/ZiplineComponent_Base.ZiplineComponent_Base:EventGraph.K2Node_CallFunction_140133) LITERAL: ResetJumping(/Game/LostIsland/Dinos/Dinopithecus/ZiplineComponent_Base.ZiplineComponent_Base:InterpMeshRelativeTransform.K2Node_CallFunction_97210) LITERAL: FinishedAttaching(/Game/LostIsland/Dinos/Dinopithecus/ZiplineComponent_Base.ZiplineComponent_Base:InterpMeshRelativeTransform.K2Node_CallFunction_236948) CONTENT: ShapeshifterPounce(/Engine/Transient.REINST_Dinopithecus_Character_BP_C_0) CONTENT: Idle(/Engine/Transient.REINST_Dinopithecus_Character_BP_C_0) CONTENT: Cute(/Engine/Transient.REINST_Dinopithecus_Character_BP_C_0) CONTENT: Attack(/Engine/Transient.REINST_Dinopithecus_Character_BP_C_0) CONTENT: c_back4(/Engine/Transient.REINST_Dinopithecus_Character_BP_C_0) CONTENT: Roar(/Engine/Transient.REINST_Dinopithecus_Character_BP_C_0) CONTENT: Move(/Engine/Transient.REINST_Dinopithecus_Character_BP_C_0) CONTENT: Dinopithecus(/Engine/Transient.REINST_Dinopithecus_Character_BP_C_0) LITERAL: UpdateBabyRiding(/Game/LostIsland/Dinos/Dinopithecus/Dinopithecus_Character_BP.Dinopithecus_Character_BP:BabyStartRiding.K2Node_CallFunction_196832) LITERAL: JumpPressedAndHeld(/Game/LostIsland/Dinos/Dinopithecus/Dinopithecus_Character_BP.Dinopithecus_Character_BP:BP_OnJumpReleased.K2Node_CallFunction_250695) LITERAL: Taming... {0}(/Game/LostIsland/Dinos/Dinopithecus/Dinopithecus_Character_BP.Dinopithecus_Character_BP:BPDinoTooltipCustomTorpidityProgressBar.K2Node_FormatText_198) LITERAL: Time Remaining(/Game/LostIsland/Dinos/Dinopithecus/Dinopithecus_Character_BP.Dinopithecus_Character_BP:BPDinoTooltipCustomTorpidityProgressBar.K2Node_VariableSet_40414) LITERAL: DoBattlecry(/Game/LostIsland/Dinos/Dinopithecus/Dinopithecus_Character_BP.Dinopithecus_Character_BP:BPDoAttack.K2Node_CallFunction_366100) LITERAL: BattleCryJump {1} {2}(/Game/LostIsland/Dinos/Dinopithecus/Dinopithecus_Character_BP.Dinopithecus_Character_BP:BPGetGravityZScale.K2Node_FormatText_265) LITERAL: GRENADES(/Game/LostIsland/Dinos/Dinopithecus/Dinopithecus_Character_BP.Dinopithecus_Character_BP:BPGetHUDElements.K2Node_CallFunction_192177) LITERAL: POOP(/Game/LostIsland/Dinos/Dinopithecus/Dinopithecus_Character_BP.Dinopithecus_Character_BP:BPGetHUDElements.K2Node_CallFunction_364242) LITERAL: ClearUberpounceOnClearRider(/Game/LostIsland/Dinos/Dinopithecus/Dinopithecus_Character_BP.Dinopithecus_Character_BP:BPNotifyClearRider.K2Node_CallFunction_324417) LITERAL: There must be at least {0} adults for a Dinopithecus pack. There are only {1}.(/Game/LostIsland/Dinos/Dinopithecus/Dinopithecus_Character_BP.Dinopithecus_Character_BP:BPOverrideTamingDescriptionLabel.K2Node_FormatText_327) LITERAL: Health must be below {0}%.(/Game/LostIsland/Dinos/Dinopithecus/Dinopithecus_Character_BP.Dinopithecus_Character_BP:BPOverrideTamingDescriptionLabel.K2Node_FormatText_342) LITERAL: Scare the Alpha by killing {0} Betas.(/Game/LostIsland/Dinos/Dinopithecus/Dinopithecus_Character_BP.Dinopithecus_Character_BP:BPOverrideTamingDescriptionLabel.K2Node_FormatText_541) LITERAL: Only the Alpha can be tamed.(/Game/LostIsland/Dinos/Dinopithecus/Dinopithecus_Character_BP.Dinopithecus_Character_BP:BPOverrideTamingDescriptionLabel.K2Node_VariableSet_69193) LITERAL: StartUnTransform(/Game/LostIsland/Dinos/Dinopithecus/Dinopithecus_Character_BP.Dinopithecus_Character_BP:EventGraph.K2Node_CallFunction_122179) LITERAL: GrabRock(/Game/LostIsland/Dinos/Dinopithecus/Dinopithecus_Character_BP.Dinopithecus_Character_BP:EventGraph.K2Node_CallFunction_188704) LITERAL: QueueSequentialJumpEvent(/Game/LostIsland/Dinos/Dinopithecus/Dinopithecus_Character_BP.Dinopithecus_Character_BP:EventGraph.K2Node_CallFunction_194626) LITERAL: ChargingMeleeTick(/Game/LostIsland/Dinos/Dinopithecus/Dinopithecus_Character_BP.Dinopithecus_Character_BP:EventGraph.K2Node_CallFunction_340586) LITERAL: CrouchReleased(/Game/LostIsland/Dinos/Dinopithecus/Dinopithecus_Character_BP.Dinopithecus_Character_BP:EventGraph.K2Node_CallFunction_345108) LITERAL: ChargingMeleeTick(/Game/LostIsland/Dinos/Dinopithecus/Dinopithecus_Character_BP.Dinopithecus_Character_BP:EventGraph.K2Node_CallFunction_380605) LITERAL: ChargingMeleeTick(/Game/LostIsland/Dinos/Dinopithecus/Dinopithecus_Character_BP.Dinopithecus_Character_BP:EventGraph.K2Node_CallFunction_380606) LITERAL: Dot {0} Rad {1} Result {2}(/Game/LostIsland/Dinos/Dinopithecus/Dinopithecus_Character_BP.Dinopithecus_Character_BP:EventGraph.K2Node_FormatText_162) LITERAL: FindAdultToRide(/Game/LostIsland/Dinos/Dinopithecus/Dinopithecus_Character_BP.Dinopithecus_Character_BP:FindAdultToRide.K2Node_CallFunction_162174) LITERAL: Mode {0} Pos {1} Collision: {2} PounceState {3} IdleAnim {4} Antic {5} Jump Button {6}(/Game/LostIsland/Dinos/Dinopithecus/Dinopithecus_Character_BP.Dinopithecus_Character_BP:GetDebugString.K2Node_FormatText_111) LITERAL: GrabRock(/Game/LostIsland/Dinos/Dinopithecus/Dinopithecus_Character_BP.Dinopithecus_Character_BP:GrabRock.K2Node_CallFunction_194537) LITERAL: Move Backwards Released(/Game/LostIsland/Dinos/Dinopithecus/Dinopithecus_Character_BP.Dinopithecus_Character_BP:On Move Backward Released.K2Node_CallFunction_373720) LITERAL: Move Forward Pressed(/Game/LostIsland/Dinos/Dinopithecus/Dinopithecus_Character_BP.Dinopithecus_Character_BP:On Move Forward Pressed.K2Node_CallFunction_373720) LITERAL: Move Left Presssed(/Game/LostIsland/Dinos/Dinopithecus/Dinopithecus_Character_BP.Dinopithecus_Character_BP:On Move Left Pressed.K2Node_CallFunction_373720) LITERAL: Move Left Released(/Game/LostIsland/Dinos/Dinopithecus/Dinopithecus_Character_BP.Dinopithecus_Character_BP:On Move Left Released.K2Node_CallFunction_373720) LITERAL: Move Right Pressed(/Game/LostIsland/Dinos/Dinopithecus/Dinopithecus_Character_BP.Dinopithecus_Character_BP:On Move Right Pressed.K2Node_CallFunction_373720) LITERAL: Move Right Released(/Game/LostIsland/Dinos/Dinopithecus/Dinopithecus_Character_BP.Dinopithecus_Character_BP:On Move Right Released.K2Node_CallFunction_373720) LITERAL: QueueSequentialJumpEvent(/Game/LostIsland/Dinos/Dinopithecus/Dinopithecus_Character_BP.Dinopithecus_Character_BP:OnJumpFromGround.K2Node_CallFunction_234380) LITERAL: Move Forward Released(/Game/LostIsland/Dinos/Dinopithecus/Dinopithecus_Character_BP.Dinopithecus_Character_BP:OnMoveForwardReleased.K2Node_CallFunction_373720) LITERAL: Hello(/Game/LostIsland/Dinos/Dinopithecus/Dinopithecus_Character_BP.Dinopithecus_Character_BP:OnPinnedBuffEnded.K2Node_CallFunction_189876) LITERAL: UpdatePounce(/Game/LostIsland/Dinos/Dinopithecus/Dinopithecus_Character_BP.Dinopithecus_Character_BP:OnPounceStarted.K2Node_CallFunction_200498) LITERAL: Name {1} Health {0}(/Game/LostIsland/Dinos/Dinopithecus/Dinopithecus_Character_BP.Dinopithecus_Character_BP:PrintHealth.K2Node_FormatText_264) LITERAL: Server {2} Level {0} XP {1}(/Game/LostIsland/Dinos/Dinopithecus/Dinopithecus_Character_BP.Dinopithecus_Character_BP:PrintStats.K2Node_FormatText_246) LITERAL: IsServer {3} Statname {2} Values {0}/{1}(/Game/LostIsland/Dinos/Dinopithecus/Dinopithecus_Character_BP.Dinopithecus_Character_BP:PrintStats.K2Node_FormatText_262) LITERAL: Location(/Game/LostIsland/Dinos/Dinopithecus/Dinopithecus_Character_BP.Dinopithecus_Character_BP:ReceiveTick.K2Node_CallFunction_195884) LITERAL: ((/Game/LostIsland/Dinos/Dinopithecus/Dinopithecus_Character_BP.Dinopithecus_Character_BP:SetAmmoWheelVisibility.K2Node_CallFunction_227231) LITERAL: )(/Game/LostIsland/Dinos/Dinopithecus/Dinopithecus_Character_BP.Dinopithecus_Character_BP:SetAmmoWheelVisibility.K2Node_CallFunction_227231) LITERAL: Controller: {0} IsVisible {1} IsHidden {2} AnimSpeed {3} actor pos: {4}(/Game/LostIsland/Dinos/Dinopithecus/Dinopithecus_Character_BP.Dinopithecus_Character_BP:Throttled TickFn.K2Node_FormatText_243) LITERAL: Server {0} Stats {1}(/Game/LostIsland/Dinos/Dinopithecus/Dinopithecus_Character_BP.Dinopithecus_Character_BP:Throttled TickFn.K2Node_FormatText_39) LITERAL: TickBattlecryAttack(/Game/LostIsland/Dinos/Dinopithecus/Dinopithecus_Character_BP.Dinopithecus_Character_BP:TickBattlecryAttack.K2Node_CallFunction_262662) LITERAL: UpdateBabyRiding(/Game/LostIsland/Dinos/Dinopithecus/Dinopithecus_Character_BP.Dinopithecus_Character_BP:UpdateBabyRiding.K2Node_CallFunction_196832) LITERAL: Throw (/Game/LostIsland/Dinos/Dinopithecus/Dinopithecus_Character_BP.Dinopithecus_Character_BP:UpdateHUDWidget.K2Node_CallFunction_169689) LITERAL: ((/Game/LostIsland/Dinos/Dinopithecus/Dinopithecus_Character_BP.Dinopithecus_Character_BP:UpdateHUDWidget.K2Node_CallFunction_184325) LITERAL: )(/Game/LostIsland/Dinos/Dinopithecus/Dinopithecus_Character_BP.Dinopithecus_Character_BP:UpdateHUDWidget.K2Node_CallFunction_184325) LITERAL: Poop(/Game/LostIsland/Dinos/Dinopithecus/Dinopithecus_Character_BP.Dinopithecus_Character_BP:UpdateHUDWidget.K2Node_Select_416) LITERAL: Grenade(/Game/LostIsland/Dinos/Dinopithecus/Dinopithecus_Character_BP.Dinopithecus_Character_BP:UpdateHUDWidget.K2Node_Select_416) LITERAL: Infested Grenade(/Game/LostIsland/Dinos/Dinopithecus/Dinopithecus_Character_BP.Dinopithecus_Character_BP:UpdateHUDWidget.K2Node_Select_416) LITERAL: Battle Cry(/Game/LostIsland/Dinos/Dinopithecus/Dinopithecus_Character_BP.Dinopithecus_Character_BP:UpdateHUDWidget.K2Node_VariableSet_30731) LITERAL: Throw On Cooldown(/Game/LostIsland/Dinos/Dinopithecus/Dinopithecus_Character_BP.Dinopithecus_Character_BP:UpdateHUDWidget.K2Node_VariableSet_30732) LITERAL: Climbing(/Game/LostIsland/Dinos/Dinopithecus/Dinopithecus_Character_BP.Dinopithecus_Character_BP:UpdateHUDWidget.K2Node_VariableSet_30733) LITERAL: Attach To Zipline(/Game/LostIsland/Dinos/Dinopithecus/Dinopithecus_Character_BP.Dinopithecus_Character_BP:UpdateHUDWidget.K2Node_VariableSet_48893) LITERAL: Hit Reset Node(/Game/LostIsland/Dinos/Dinopithecus/Dinopithecus_AnimBP.Dinopithecus_AnimBP:EventGraph.K2Node_CallFunction_187337) LITERAL: ResetFinished(/Game/LostIsland/Dinos/Dinopithecus/Dinopithecus_AnimBP.Dinopithecus_AnimBP:EventGraph.K2Node_CallFunction_188775) LITERAL: ResetArmed(/Game/LostIsland/Dinos/Dinopithecus/Dinopithecus_AnimBP.Dinopithecus_AnimBP:EventGraph.K2Node_CallFunction_187336) CONTENT: Insulation(/Engine/Transient.REINST_Buff_DinopithecusRider_C_0) CONTENT: Increases hyper & hypothermic insulation(/Engine/Transient.REINST_Buff_DinopithecusRider_C_0) CONTENT: Insulation(/Engine/Transient.Default__REINST_Buff_DinopithecusRider_C_25986) CONTENT: Increases hyper & hypothermic insulation(/Engine/Transient.Default__REINST_Buff_DinopithecusRider_C_25986) CONTENT: Insulation(/Engine/Transient.REINST_Buff_DinopithecusRider_C_1) CONTENT: Increases hyper & hypothermic insulation(/Engine/Transient.REINST_Buff_DinopithecusRider_C_1) CONTENT: Bleeding!(/Engine/Transient.REINST_Buff_Bleeding_Dinopithecus_C_0) CONTENT: You're bleeding! 20% of your Health will be drained!(/Engine/Transient.REINST_Buff_Bleeding_Dinopithecus_C_0) CONTENT: Bleeding!(/Engine/Transient.Default__REINST_Buff_Bleeding_Dinopithecus_C_26016) CONTENT: You're bleeding! 20% of your Health will be drained!(/Engine/Transient.Default__REINST_Buff_Bleeding_Dinopithecus_C_26016) CONTENT: Bleeding!(/Engine/Transient.REINST_Buff_Bleeding_Dinopithecus_C_1) CONTENT: You're bleeding! 20% of your Health will be drained!(/Engine/Transient.REINST_Buff_Bleeding_Dinopithecus_C_1) CONTENT: Base Skin(/Game/LostIsland/Dinos/Dinopithecus/DinoColorSet_Dinopithecus.Default__DinoColorSet_Dinopithecus_C) CONTENT: Iris(/Game/LostIsland/Dinos/Dinopithecus/DinoColorSet_Dinopithecus.Default__DinoColorSet_Dinopithecus_C) CONTENT: blue nose(/Game/LostIsland/Dinos/Dinopithecus/DinoColorSet_Dinopithecus.Default__DinoColorSet_Dinopithecus_C) CONTENT: belly(/Game/LostIsland/Dinos/Dinopithecus/DinoColorSet_Dinopithecus.Default__DinoColorSet_Dinopithecus_C) CONTENT: red nose(/Game/LostIsland/Dinos/Dinopithecus/DinoColorSet_Dinopithecus.Default__DinoColorSet_Dinopithecus_C) CONTENT: fur(/Game/LostIsland/Dinos/Dinopithecus/DinoColorSet_Dinopithecus.Default__DinoColorSet_Dinopithecus_C) LITERAL: IsTurning(/Game/LostIsland/Dinos/Dinopithecus/AI/Zipline_ZiplineFaceTarget_TK.Zipline_ZiplineFaceTarget_TK:ReceiveTick.K2Node_CallFunction_278637) CONTENT: ShapeshifterPounce(/Engine/Transient.Default__REINST_Dinopithecus_Character_BP_C_26075) CONTENT: Idle(/Engine/Transient.Default__REINST_Dinopithecus_Character_BP_C_26075) CONTENT: Cute(/Engine/Transient.Default__REINST_Dinopithecus_Character_BP_C_26075) CONTENT: Attack(/Engine/Transient.Default__REINST_Dinopithecus_Character_BP_C_26075) CONTENT: c_back4(/Engine/Transient.Default__REINST_Dinopithecus_Character_BP_C_26075) CONTENT: Roar(/Engine/Transient.Default__REINST_Dinopithecus_Character_BP_C_26075) CONTENT: Move(/Engine/Transient.Default__REINST_Dinopithecus_Character_BP_C_26075) CONTENT: Dinopithecus(/Engine/Transient.Default__REINST_Dinopithecus_Character_BP_C_26075) LITERAL: Dot {0} Rad {1} Result {2}(/Game/LostIsland/Dinos/Dinopithecus/Dinopithecus_Character_BP.Dinopithecus_Character_BP:ExecuteUbergraph_Dinopithecus_Character_BP.K2Node_CallFunction_241887) LITERAL: 0(/Game/LostIsland/Dinos/Dinopithecus/Dinopithecus_Character_BP.Dinopithecus_Character_BP:ExecuteUbergraph_Dinopithecus_Character_BP.K2Node_MakeStruct_2241) LITERAL: 1(/Game/LostIsland/Dinos/Dinopithecus/Dinopithecus_Character_BP.Dinopithecus_Character_BP:ExecuteUbergraph_Dinopithecus_Character_BP.K2Node_MakeStruct_2242) LITERAL: 2(/Game/LostIsland/Dinos/Dinopithecus/Dinopithecus_Character_BP.Dinopithecus_Character_BP:ExecuteUbergraph_Dinopithecus_Character_BP.K2Node_MakeStruct_2243) LITERAL: Mode {0} Pos {1} Collision: {2} PounceState {3} IdleAnim {4} Antic {5} Jump Button {6}(/Game/LostIsland/Dinos/Dinopithecus/Dinopithecus_Character_BP.Dinopithecus_Character_BP:EdGraph_98359.K2Node_CallFunction_241953) LITERAL: 0(/Game/LostIsland/Dinos/Dinopithecus/Dinopithecus_Character_BP.Dinopithecus_Character_BP:EdGraph_98359.K2Node_MakeStruct_2244) LITERAL: 1(/Game/LostIsland/Dinos/Dinopithecus/Dinopithecus_Character_BP.Dinopithecus_Character_BP:EdGraph_98359.K2Node_MakeStruct_2245) LITERAL: 2(/Game/LostIsland/Dinos/Dinopithecus/Dinopithecus_Character_BP.Dinopithecus_Character_BP:EdGraph_98359.K2Node_MakeStruct_2246) LITERAL: 3(/Game/LostIsland/Dinos/Dinopithecus/Dinopithecus_Character_BP.Dinopithecus_Character_BP:EdGraph_98359.K2Node_MakeStruct_2247) LITERAL: 4(/Game/LostIsland/Dinos/Dinopithecus/Dinopithecus_Character_BP.Dinopithecus_Character_BP:EdGraph_98359.K2Node_MakeStruct_2248) LITERAL: 5(/Game/LostIsland/Dinos/Dinopithecus/Dinopithecus_Character_BP.Dinopithecus_Character_BP:EdGraph_98359.K2Node_MakeStruct_2249) LITERAL: 6(/Game/LostIsland/Dinos/Dinopithecus/Dinopithecus_Character_BP.Dinopithecus_Character_BP:EdGraph_98359.K2Node_MakeStruct_2250) LITERAL: Server {2} Level {0} XP {1}(/Game/LostIsland/Dinos/Dinopithecus/Dinopithecus_Character_BP.Dinopithecus_Character_BP:EdGraph_98385.K2Node_CallFunction_241970) LITERAL: 2(/Game/LostIsland/Dinos/Dinopithecus/Dinopithecus_Character_BP.Dinopithecus_Character_BP:EdGraph_98385.K2Node_MakeStruct_2251) LITERAL: 0(/Game/LostIsland/Dinos/Dinopithecus/Dinopithecus_Character_BP.Dinopithecus_Character_BP:EdGraph_98385.K2Node_MakeStruct_2252) LITERAL: 1(/Game/LostIsland/Dinos/Dinopithecus/Dinopithecus_Character_BP.Dinopithecus_Character_BP:EdGraph_98385.K2Node_MakeStruct_2253) LITERAL: IsServer {3} Statname {2} Values {0}/{1}(/Game/LostIsland/Dinos/Dinopithecus/Dinopithecus_Character_BP.Dinopithecus_Character_BP:EdGraph_98385.K2Node_CallFunction_241972) LITERAL: 3(/Game/LostIsland/Dinos/Dinopithecus/Dinopithecus_Character_BP.Dinopithecus_Character_BP:EdGraph_98385.K2Node_MakeStruct_2254) LITERAL: 2(/Game/LostIsland/Dinos/Dinopithecus/Dinopithecus_Character_BP.Dinopithecus_Character_BP:EdGraph_98385.K2Node_MakeStruct_2255) LITERAL: 0(/Game/LostIsland/Dinos/Dinopithecus/Dinopithecus_Character_BP.Dinopithecus_Character_BP:EdGraph_98385.K2Node_MakeStruct_2256) LITERAL: 1(/Game/LostIsland/Dinos/Dinopithecus/Dinopithecus_Character_BP.Dinopithecus_Character_BP:EdGraph_98385.K2Node_MakeStruct_2257) LITERAL: Name {1} Health {0}(/Game/LostIsland/Dinos/Dinopithecus/Dinopithecus_Character_BP.Dinopithecus_Character_BP:EdGraph_98393.K2Node_CallFunction_241976) LITERAL: 1(/Game/LostIsland/Dinos/Dinopithecus/Dinopithecus_Character_BP.Dinopithecus_Character_BP:EdGraph_98393.K2Node_MakeStruct_2258) LITERAL: 0(/Game/LostIsland/Dinos/Dinopithecus/Dinopithecus_Character_BP.Dinopithecus_Character_BP:EdGraph_98393.K2Node_MakeStruct_2259) LITERAL: Scare the Alpha by killing {0} Betas.(/Game/LostIsland/Dinos/Dinopithecus/Dinopithecus_Character_BP.Dinopithecus_Character_BP:EdGraph_98395.K2Node_CallFunction_241977) LITERAL: 0(/Game/LostIsland/Dinos/Dinopithecus/Dinopithecus_Character_BP.Dinopithecus_Character_BP:EdGraph_98395.K2Node_MakeStruct_2260) LITERAL: Health must be below {0}%.(/Game/LostIsland/Dinos/Dinopithecus/Dinopithecus_Character_BP.Dinopithecus_Character_BP:EdGraph_98395.K2Node_CallFunction_241978) LITERAL: 0(/Game/LostIsland/Dinos/Dinopithecus/Dinopithecus_Character_BP.Dinopithecus_Character_BP:EdGraph_98395.K2Node_MakeStruct_2261) LITERAL: There must be at least {0} adults for a Dinopithecus pack. There are only {1}.(/Game/LostIsland/Dinos/Dinopithecus/Dinopithecus_Character_BP.Dinopithecus_Character_BP:EdGraph_98395.K2Node_CallFunction_241979) LITERAL: 0(/Game/LostIsland/Dinos/Dinopithecus/Dinopithecus_Character_BP.Dinopithecus_Character_BP:EdGraph_98395.K2Node_MakeStruct_2262) LITERAL: 1(/Game/LostIsland/Dinos/Dinopithecus/Dinopithecus_Character_BP.Dinopithecus_Character_BP:EdGraph_98395.K2Node_MakeStruct_2263) LITERAL: Taming... {0}(/Game/LostIsland/Dinos/Dinopithecus/Dinopithecus_Character_BP.Dinopithecus_Character_BP:EdGraph_98399.K2Node_CallFunction_241981) LITERAL: 0(/Game/LostIsland/Dinos/Dinopithecus/Dinopithecus_Character_BP.Dinopithecus_Character_BP:EdGraph_98399.K2Node_MakeStruct_2264) LITERAL: Controller: {0} IsVisible {1} IsHidden {2} AnimSpeed {3} actor pos: {4}(/Game/LostIsland/Dinos/Dinopithecus/Dinopithecus_Character_BP.Dinopithecus_Character_BP:EdGraph_98422.K2Node_CallFunction_241990) LITERAL: 0(/Game/LostIsland/Dinos/Dinopithecus/Dinopithecus_Character_BP.Dinopithecus_Character_BP:EdGraph_98422.K2Node_MakeStruct_2265) LITERAL: 1(/Game/LostIsland/Dinos/Dinopithecus/Dinopithecus_Character_BP.Dinopithecus_Character_BP:EdGraph_98422.K2Node_MakeStruct_2266) LITERAL: 2(/Game/LostIsland/Dinos/Dinopithecus/Dinopithecus_Character_BP.Dinopithecus_Character_BP:EdGraph_98422.K2Node_MakeStruct_2267) LITERAL: 3(/Game/LostIsland/Dinos/Dinopithecus/Dinopithecus_Character_BP.Dinopithecus_Character_BP:EdGraph_98422.K2Node_MakeStruct_2268) LITERAL: 4(/Game/LostIsland/Dinos/Dinopithecus/Dinopithecus_Character_BP.Dinopithecus_Character_BP:EdGraph_98422.K2Node_MakeStruct_2269) LITERAL: Server {0} Stats {1}(/Game/LostIsland/Dinos/Dinopithecus/Dinopithecus_Character_BP.Dinopithecus_Character_BP:EdGraph_98422.K2Node_CallFunction_241991) LITERAL: 0(/Game/LostIsland/Dinos/Dinopithecus/Dinopithecus_Character_BP.Dinopithecus_Character_BP:EdGraph_98422.K2Node_MakeStruct_2270) LITERAL: 1(/Game/LostIsland/Dinos/Dinopithecus/Dinopithecus_Character_BP.Dinopithecus_Character_BP:EdGraph_98422.K2Node_MakeStruct_2271) LITERAL: 0(/Game/LostIsland/Dinos/Dinopithecus/Dinopithecus_Character_BP.Dinopithecus_Character_BP:EdGraph_98422.K2Node_MakeStruct_2272) LITERAL: 1(/Game/LostIsland/Dinos/Dinopithecus/Dinopithecus_Character_BP.Dinopithecus_Character_BP:EdGraph_98422.K2Node_MakeStruct_2273) LITERAL: BattleCryJump {1} {2}(/Game/LostIsland/Dinos/Dinopithecus/Dinopithecus_Character_BP.Dinopithecus_Character_BP:EdGraph_98483.K2Node_CallFunction_242025) LITERAL: 1(/Game/LostIsland/Dinos/Dinopithecus/Dinopithecus_Character_BP.Dinopithecus_Character_BP:EdGraph_98483.K2Node_MakeStruct_2274) LITERAL: 2(/Game/LostIsland/Dinos/Dinopithecus/Dinopithecus_Character_BP.Dinopithecus_Character_BP:EdGraph_98483.K2Node_MakeStruct_2275) CONTENT: ShapeshifterPounce(/Engine/Transient.REINST_Dinopithecus_Character_BP_C_1) CONTENT: Idle(/Engine/Transient.REINST_Dinopithecus_Character_BP_C_1) CONTENT: Cute(/Engine/Transient.REINST_Dinopithecus_Character_BP_C_1) CONTENT: Attack(/Engine/Transient.REINST_Dinopithecus_Character_BP_C_1) CONTENT: c_back4(/Engine/Transient.REINST_Dinopithecus_Character_BP_C_1) CONTENT: Roar(/Engine/Transient.REINST_Dinopithecus_Character_BP_C_1) CONTENT: Move(/Engine/Transient.REINST_Dinopithecus_Character_BP_C_1) CONTENT: Dinopithecus(/Engine/Transient.REINST_Dinopithecus_Character_BP_C_1) CONTENT: Poop Hit(/Engine/Transient.Default__REINST_Buff_Poop_Dinopithecus_C_26137) CONTENT: You feel really sick!(/Engine/Transient.Default__REINST_Buff_Poop_Dinopithecus_C_26137) CONTENT: Tek Weapon Disabled!(/Game/LostIsland/Dinos/Dinopithecus/Buff_Poop_Dinopithecus.Default__Buff_Poop_Dinopithecus_C) CONTENT: Poop Hit(/Game/LostIsland/Dinos/Dinopithecus/Buff_Poop_Dinopithecus.Default__Buff_Poop_Dinopithecus_C) CONTENT: You feel really sick!(/Game/LostIsland/Dinos/Dinopithecus/Buff_Poop_Dinopithecus.Default__Buff_Poop_Dinopithecus_C) CONTENT: Insulation(/Engine/Transient.Default__REINST_Buff_DinopithecusRider_C_26159) CONTENT: Increases hyper & hypothermic insulation(/Engine/Transient.Default__REINST_Buff_DinopithecusRider_C_26159) CONTENT: Insulation(/Game/LostIsland/Dinos/Dinopithecus/Buff_DinopithecusRider.Default__Buff_DinopithecusRider_C) CONTENT: Increases hyper & hypothermic insulation(/Game/LostIsland/Dinos/Dinopithecus/Buff_DinopithecusRider.Default__Buff_DinopithecusRider_C) CONTENT: Bleeding!(/Engine/Transient.Default__REINST_Buff_Bleeding_Dinopithecus_C_26175) CONTENT: You're bleeding! 20% of your Health will be drained!(/Engine/Transient.Default__REINST_Buff_Bleeding_Dinopithecus_C_26175) CONTENT: Bleeding!(/Game/LostIsland/Dinos/Dinopithecus/Buff_Bleeding_Dinopithecus.Default__Buff_Bleeding_Dinopithecus_C) CONTENT: You're bleeding! 20% of your Health will be drained!(/Game/LostIsland/Dinos/Dinopithecus/Buff_Bleeding_Dinopithecus.Default__Buff_Bleeding_Dinopithecus_C) CONTENT: ShapeshifterPounce(/Engine/Transient.Default__REINST_Dinopithecus_Character_BP_C_26207) CONTENT: Idle(/Engine/Transient.Default__REINST_Dinopithecus_Character_BP_C_26207) CONTENT: Cute(/Engine/Transient.Default__REINST_Dinopithecus_Character_BP_C_26207) CONTENT: Attack(/Engine/Transient.Default__REINST_Dinopithecus_Character_BP_C_26207) CONTENT: c_back4(/Engine/Transient.Default__REINST_Dinopithecus_Character_BP_C_26207) CONTENT: Roar(/Engine/Transient.Default__REINST_Dinopithecus_Character_BP_C_26207) CONTENT: Move(/Engine/Transient.Default__REINST_Dinopithecus_Character_BP_C_26207) CONTENT: Dinopithecus(/Engine/Transient.Default__REINST_Dinopithecus_Character_BP_C_26207) LITERAL: Dot {0} Rad {1} Result {2}(/Game/LostIsland/Dinos/Dinopithecus/Dinopithecus_Character_BP.Dinopithecus_Character_BP:ExecuteUbergraph_Dinopithecus_Character_BP.K2Node_CallFunction_243871) LITERAL: 0(/Game/LostIsland/Dinos/Dinopithecus/Dinopithecus_Character_BP.Dinopithecus_Character_BP:ExecuteUbergraph_Dinopithecus_Character_BP.K2Node_MakeStruct_2279) LITERAL: 1(/Game/LostIsland/Dinos/Dinopithecus/Dinopithecus_Character_BP.Dinopithecus_Character_BP:ExecuteUbergraph_Dinopithecus_Character_BP.K2Node_MakeStruct_2280) LITERAL: 2(/Game/LostIsland/Dinos/Dinopithecus/Dinopithecus_Character_BP.Dinopithecus_Character_BP:ExecuteUbergraph_Dinopithecus_Character_BP.K2Node_MakeStruct_2281) LITERAL: Mode {0} Pos {1} Collision: {2} PounceState {3} IdleAnim {4} Antic {5} Jump Button {6}(/Game/LostIsland/Dinos/Dinopithecus/Dinopithecus_Character_BP.Dinopithecus_Character_BP:EdGraph_99110.K2Node_CallFunction_243937) LITERAL: 0(/Game/LostIsland/Dinos/Dinopithecus/Dinopithecus_Character_BP.Dinopithecus_Character_BP:EdGraph_99110.K2Node_MakeStruct_2282) LITERAL: 1(/Game/LostIsland/Dinos/Dinopithecus/Dinopithecus_Character_BP.Dinopithecus_Character_BP:EdGraph_99110.K2Node_MakeStruct_2283) LITERAL: 2(/Game/LostIsland/Dinos/Dinopithecus/Dinopithecus_Character_BP.Dinopithecus_Character_BP:EdGraph_99110.K2Node_MakeStruct_2284) LITERAL: 3(/Game/LostIsland/Dinos/Dinopithecus/Dinopithecus_Character_BP.Dinopithecus_Character_BP:EdGraph_99110.K2Node_MakeStruct_2285) LITERAL: 4(/Game/LostIsland/Dinos/Dinopithecus/Dinopithecus_Character_BP.Dinopithecus_Character_BP:EdGraph_99110.K2Node_MakeStruct_2286) LITERAL: 5(/Game/LostIsland/Dinos/Dinopithecus/Dinopithecus_Character_BP.Dinopithecus_Character_BP:EdGraph_99110.K2Node_MakeStruct_2287) LITERAL: 6(/Game/LostIsland/Dinos/Dinopithecus/Dinopithecus_Character_BP.Dinopithecus_Character_BP:EdGraph_99110.K2Node_MakeStruct_2288) LITERAL: Server {2} Level {0} XP {1}(/Game/LostIsland/Dinos/Dinopithecus/Dinopithecus_Character_BP.Dinopithecus_Character_BP:EdGraph_99136.K2Node_CallFunction_243954) LITERAL: 2(/Game/LostIsland/Dinos/Dinopithecus/Dinopithecus_Character_BP.Dinopithecus_Character_BP:EdGraph_99136.K2Node_MakeStruct_2289) LITERAL: 0(/Game/LostIsland/Dinos/Dinopithecus/Dinopithecus_Character_BP.Dinopithecus_Character_BP:EdGraph_99136.K2Node_MakeStruct_2290) LITERAL: 1(/Game/LostIsland/Dinos/Dinopithecus/Dinopithecus_Character_BP.Dinopithecus_Character_BP:EdGraph_99136.K2Node_MakeStruct_2291) LITERAL: IsServer {3} Statname {2} Values {0}/{1}(/Game/LostIsland/Dinos/Dinopithecus/Dinopithecus_Character_BP.Dinopithecus_Character_BP:EdGraph_99136.K2Node_CallFunction_243956) LITERAL: 3(/Game/LostIsland/Dinos/Dinopithecus/Dinopithecus_Character_BP.Dinopithecus_Character_BP:EdGraph_99136.K2Node_MakeStruct_2292) LITERAL: 2(/Game/LostIsland/Dinos/Dinopithecus/Dinopithecus_Character_BP.Dinopithecus_Character_BP:EdGraph_99136.K2Node_MakeStruct_2293) LITERAL: 0(/Game/LostIsland/Dinos/Dinopithecus/Dinopithecus_Character_BP.Dinopithecus_Character_BP:EdGraph_99136.K2Node_MakeStruct_2294) LITERAL: 1(/Game/LostIsland/Dinos/Dinopithecus/Dinopithecus_Character_BP.Dinopithecus_Character_BP:EdGraph_99136.K2Node_MakeStruct_2295) LITERAL: Name {1} Health {0}(/Game/LostIsland/Dinos/Dinopithecus/Dinopithecus_Character_BP.Dinopithecus_Character_BP:EdGraph_99144.K2Node_CallFunction_243960) LITERAL: 1(/Game/LostIsland/Dinos/Dinopithecus/Dinopithecus_Character_BP.Dinopithecus_Character_BP:EdGraph_99144.K2Node_MakeStruct_2296) LITERAL: 0(/Game/LostIsland/Dinos/Dinopithecus/Dinopithecus_Character_BP.Dinopithecus_Character_BP:EdGraph_99144.K2Node_MakeStruct_2297) LITERAL: Scare the Alpha by killing {0} Betas.(/Game/LostIsland/Dinos/Dinopithecus/Dinopithecus_Character_BP.Dinopithecus_Character_BP:EdGraph_99146.K2Node_CallFunction_243961) LITERAL: 0(/Game/LostIsland/Dinos/Dinopithecus/Dinopithecus_Character_BP.Dinopithecus_Character_BP:EdGraph_99146.K2Node_MakeStruct_2298) LITERAL: Health must be below {0}%.(/Game/LostIsland/Dinos/Dinopithecus/Dinopithecus_Character_BP.Dinopithecus_Character_BP:EdGraph_99146.K2Node_CallFunction_243962) LITERAL: 0(/Game/LostIsland/Dinos/Dinopithecus/Dinopithecus_Character_BP.Dinopithecus_Character_BP:EdGraph_99146.K2Node_MakeStruct_2299) LITERAL: There must be at least {0} adults for a Dinopithecus pack. There are only {1}.(/Game/LostIsland/Dinos/Dinopithecus/Dinopithecus_Character_BP.Dinopithecus_Character_BP:EdGraph_99146.K2Node_CallFunction_243963) LITERAL: 0(/Game/LostIsland/Dinos/Dinopithecus/Dinopithecus_Character_BP.Dinopithecus_Character_BP:EdGraph_99146.K2Node_MakeStruct_2300) LITERAL: 1(/Game/LostIsland/Dinos/Dinopithecus/Dinopithecus_Character_BP.Dinopithecus_Character_BP:EdGraph_99146.K2Node_MakeStruct_2301) LITERAL: Taming... {0}(/Game/LostIsland/Dinos/Dinopithecus/Dinopithecus_Character_BP.Dinopithecus_Character_BP:EdGraph_99150.K2Node_CallFunction_243965) LITERAL: 0(/Game/LostIsland/Dinos/Dinopithecus/Dinopithecus_Character_BP.Dinopithecus_Character_BP:EdGraph_99150.K2Node_MakeStruct_2302) LITERAL: Controller: {0} IsVisible {1} IsHidden {2} AnimSpeed {3} actor pos: {4}(/Game/LostIsland/Dinos/Dinopithecus/Dinopithecus_Character_BP.Dinopithecus_Character_BP:EdGraph_99173.K2Node_CallFunction_243974) LITERAL: 0(/Game/LostIsland/Dinos/Dinopithecus/Dinopithecus_Character_BP.Dinopithecus_Character_BP:EdGraph_99173.K2Node_MakeStruct_2303) LITERAL: 1(/Game/LostIsland/Dinos/Dinopithecus/Dinopithecus_Character_BP.Dinopithecus_Character_BP:EdGraph_99173.K2Node_MakeStruct_2304) LITERAL: 2(/Game/LostIsland/Dinos/Dinopithecus/Dinopithecus_Character_BP.Dinopithecus_Character_BP:EdGraph_99173.K2Node_MakeStruct_2305) LITERAL: 3(/Game/LostIsland/Dinos/Dinopithecus/Dinopithecus_Character_BP.Dinopithecus_Character_BP:EdGraph_99173.K2Node_MakeStruct_2306) LITERAL: 4(/Game/LostIsland/Dinos/Dinopithecus/Dinopithecus_Character_BP.Dinopithecus_Character_BP:EdGraph_99173.K2Node_MakeStruct_2307) LITERAL: Server {0} Stats {1}(/Game/LostIsland/Dinos/Dinopithecus/Dinopithecus_Character_BP.Dinopithecus_Character_BP:EdGraph_99173.K2Node_CallFunction_243975) LITERAL: 0(/Game/LostIsland/Dinos/Dinopithecus/Dinopithecus_Character_BP.Dinopithecus_Character_BP:EdGraph_99173.K2Node_MakeStruct_2308) LITERAL: 1(/Game/LostIsland/Dinos/Dinopithecus/Dinopithecus_Character_BP.Dinopithecus_Character_BP:EdGraph_99173.K2Node_MakeStruct_2309) LITERAL: 0(/Game/LostIsland/Dinos/Dinopithecus/Dinopithecus_Character_BP.Dinopithecus_Character_BP:EdGraph_99173.K2Node_MakeStruct_2310) LITERAL: 1(/Game/LostIsland/Dinos/Dinopithecus/Dinopithecus_Character_BP.Dinopithecus_Character_BP:EdGraph_99173.K2Node_MakeStruct_2311) LITERAL: BattleCryJump {1} {2}(/Game/LostIsland/Dinos/Dinopithecus/Dinopithecus_Character_BP.Dinopithecus_Character_BP:EdGraph_99234.K2Node_CallFunction_244009) LITERAL: 1(/Game/LostIsland/Dinos/Dinopithecus/Dinopithecus_Character_BP.Dinopithecus_Character_BP:EdGraph_99234.K2Node_MakeStruct_2312) LITERAL: 2(/Game/LostIsland/Dinos/Dinopithecus/Dinopithecus_Character_BP.Dinopithecus_Character_BP:EdGraph_99234.K2Node_MakeStruct_2313) CONTENT: (/Game/LostIsland/Dinos/Dinopithecus/Dinopithecus_Character_BP.Default__Dinopithecus_Character_BP_C) CONTENT: +Damage +Attack Speed -Lifetime(/Game/LostIsland/Dinos/Dinopithecus/Dinopithecus_Character_BP.Default__Dinopithecus_Character_BP_C) CONTENT: Transformation Lifetime(/Game/LostIsland/Dinos/Dinopithecus/Dinopithecus_Character_BP.Default__Dinopithecus_Character_BP_C) CONTENT: OnAmmoWheelSlotSelected(/Game/LostIsland/Dinos/Dinopithecus/Dinopithecus_Character_BP.Default__Dinopithecus_Character_BP_C) CONTENT: Poop(/Game/LostIsland/Dinos/Dinopithecus/Dinopithecus_Character_BP.Default__Dinopithecus_Character_BP_C) CONTENT: OnAmmoWheelSlotSelected(/Game/LostIsland/Dinos/Dinopithecus/Dinopithecus_Character_BP.Default__Dinopithecus_Character_BP_C) CONTENT: Grenade(/Game/LostIsland/Dinos/Dinopithecus/Dinopithecus_Character_BP.Default__Dinopithecus_Character_BP_C) CONTENT: OnAmmoWheelSlotSelected(/Game/LostIsland/Dinos/Dinopithecus/Dinopithecus_Character_BP.Default__Dinopithecus_Character_BP_C) CONTENT: Infested Grenade(/Game/LostIsland/Dinos/Dinopithecus/Dinopithecus_Character_BP.Default__Dinopithecus_Character_BP_C) CONTENT: No Ammo(/Game/LostIsland/Dinos/Dinopithecus/Dinopithecus_Character_BP.Default__Dinopithecus_Character_BP_C) CONTENT: ShapeshifterPounce(/Game/LostIsland/Dinos/Dinopithecus/Dinopithecus_Character_BP.Default__Dinopithecus_Character_BP_C) CONTENT: Idle(/Game/LostIsland/Dinos/Dinopithecus/Dinopithecus_Character_BP.Default__Dinopithecus_Character_BP_C) CONTENT: Cute(/Game/LostIsland/Dinos/Dinopithecus/Dinopithecus_Character_BP.Default__Dinopithecus_Character_BP_C) CONTENT: Attack(/Game/LostIsland/Dinos/Dinopithecus/Dinopithecus_Character_BP.Default__Dinopithecus_Character_BP_C) CONTENT: c_back4(/Game/LostIsland/Dinos/Dinopithecus/Dinopithecus_Character_BP.Default__Dinopithecus_Character_BP_C) CONTENT: Roar(/Game/LostIsland/Dinos/Dinopithecus/Dinopithecus_Character_BP.Default__Dinopithecus_Character_BP_C) CONTENT: Move(/Game/LostIsland/Dinos/Dinopithecus/Dinopithecus_Character_BP.Default__Dinopithecus_Character_BP_C) CONTENT: Dinopithecus(/Game/LostIsland/Dinos/Dinopithecus/Dinopithecus_Character_BP.Default__Dinopithecus_Character_BP_C) CONTENT: Idle(/Engine/Transient.REINST_Bigfoot_Character_BP_C_0) CONTENT: Cute(/Engine/Transient.REINST_Bigfoot_Character_BP_C_0) CONTENT: Aciton(/Engine/Transient.REINST_Bigfoot_Character_BP_C_0) CONTENT: Move(/Engine/Transient.REINST_Bigfoot_Character_BP_C_0) CONTENT: Speak(/Engine/Transient.REINST_Bigfoot_Character_BP_C_0) CONTENT: See(/Engine/Transient.REINST_Bigfoot_Character_BP_C_0) CONTENT: Hear(/Engine/Transient.REINST_Bigfoot_Character_BP_C_0) LITERAL: DelayedGrab(/Game/PrimalEarth/Dinos/Bigfoot/Bigfoot_Character_BP.Bigfoot_Character_BP:EventGraph.K2Node_CallFunction_62615) LITERAL: DelayedGrab(/Game/PrimalEarth/Dinos/Bigfoot/Bigfoot_Character_BP.Bigfoot_Character_BP:EventGraph.K2Node_CallFunction_62616) LITERAL: DelayedGrab(/Game/PrimalEarth/Dinos/Bigfoot/Bigfoot_Character_BP.Bigfoot_Character_BP:EventGraph.K2Node_CallFunction_48017) LITERAL: DelayedGrab(/Game/PrimalEarth/Dinos/Bigfoot/Bigfoot_Character_BP.Bigfoot_Character_BP:EventGraph.K2Node_CallFunction_105232) LITERAL: DelayedGrab(/Game/PrimalEarth/Dinos/Bigfoot/Bigfoot_Character_BP.Bigfoot_Character_BP:EventGraph.K2Node_CallFunction_56176) LITERAL: Hello(/Game/PrimalEarth/Dinos/Bigfoot/Bigfoot_Character_BP.Bigfoot_Character_BP:BlueprintAdjustOutputDamage.K2Node_CallFunction_52588) LITERAL: DelayedThrowPress(/Game/PrimalEarth/Dinos/Bigfoot/Bigfoot_Character_BP.Bigfoot_Character_BP:On Throw Pressed.K2Node_CallFunction_56176) LITERAL: DelayedThrowPress(/Game/PrimalEarth/Dinos/Bigfoot/Bigfoot_Character_BP.Bigfoot_Character_BP:On Throw Released.K2Node_CallFunction_58392) LITERAL: DelayedThrowPress(/Game/PrimalEarth/Dinos/Bigfoot/Bigfoot_Character_BP.Bigfoot_Character_BP:On Throw Released.K2Node_CallFunction_58393) LITERAL: Drop Shoulder Dino(/Game/PrimalEarth/Dinos/Bigfoot/Bigfoot_Character_BP.Bigfoot_Character_BP:BPGetMultiUseEntries.K2Node_MakeStruct_4020) CONTENT: Idle(/Engine/Transient.Default__REINST_Bigfoot_Character_BP_C_26227) CONTENT: Cute(/Engine/Transient.Default__REINST_Bigfoot_Character_BP_C_26227) CONTENT: Aciton(/Engine/Transient.Default__REINST_Bigfoot_Character_BP_C_26227) CONTENT: Move(/Engine/Transient.Default__REINST_Bigfoot_Character_BP_C_26227) CONTENT: Speak(/Engine/Transient.Default__REINST_Bigfoot_Character_BP_C_26227) CONTENT: See(/Engine/Transient.Default__REINST_Bigfoot_Character_BP_C_26227) CONTENT: Hear(/Engine/Transient.Default__REINST_Bigfoot_Character_BP_C_26227) CONTENT: Idle(/Engine/Transient.REINST_Bigfoot_Character_BP_C_1) CONTENT: Cute(/Engine/Transient.REINST_Bigfoot_Character_BP_C_1) CONTENT: Aciton(/Engine/Transient.REINST_Bigfoot_Character_BP_C_1) CONTENT: Move(/Engine/Transient.REINST_Bigfoot_Character_BP_C_1) CONTENT: Speak(/Engine/Transient.REINST_Bigfoot_Character_BP_C_1) CONTENT: See(/Engine/Transient.REINST_Bigfoot_Character_BP_C_1) CONTENT: Hear(/Engine/Transient.REINST_Bigfoot_Character_BP_C_1) CONTENT: Idle(/Engine/Transient.Default__REINST_Bigfoot_Character_BP_C_26231) CONTENT: Cute(/Engine/Transient.Default__REINST_Bigfoot_Character_BP_C_26231) CONTENT: Aciton(/Engine/Transient.Default__REINST_Bigfoot_Character_BP_C_26231) CONTENT: Move(/Engine/Transient.Default__REINST_Bigfoot_Character_BP_C_26231) CONTENT: Speak(/Engine/Transient.Default__REINST_Bigfoot_Character_BP_C_26231) CONTENT: See(/Engine/Transient.Default__REINST_Bigfoot_Character_BP_C_26231) CONTENT: Hear(/Engine/Transient.Default__REINST_Bigfoot_Character_BP_C_26231) CONTENT: Idle(/Game/PrimalEarth/Dinos/Bigfoot/Bigfoot_Character_BP.Default__Bigfoot_Character_BP_C) CONTENT: Cute(/Game/PrimalEarth/Dinos/Bigfoot/Bigfoot_Character_BP.Default__Bigfoot_Character_BP_C) CONTENT: Aciton(/Game/PrimalEarth/Dinos/Bigfoot/Bigfoot_Character_BP.Default__Bigfoot_Character_BP_C) CONTENT: Move(/Game/PrimalEarth/Dinos/Bigfoot/Bigfoot_Character_BP.Default__Bigfoot_Character_BP_C) CONTENT: Speak(/Game/PrimalEarth/Dinos/Bigfoot/Bigfoot_Character_BP.Default__Bigfoot_Character_BP_C) CONTENT: See(/Game/PrimalEarth/Dinos/Bigfoot/Bigfoot_Character_BP.Default__Bigfoot_Character_BP_C) CONTENT: Hear(/Game/PrimalEarth/Dinos/Bigfoot/Bigfoot_Character_BP.Default__Bigfoot_Character_BP_C) CONTENT: Gallimimus Egg(/Game/PrimalEarth/Test/PrimalItemConsumable_Egg_Galli.Default__PrimalItemConsumable_Egg_Galli_C) CONTENT: Idle(/Engine/Transient.REINST_Galli_Character_BP_C_0) CONTENT: Cute(/Engine/Transient.REINST_Galli_Character_BP_C_0) CONTENT: Action(/Engine/Transient.REINST_Galli_Character_BP_C_0) CONTENT: Move(/Engine/Transient.REINST_Galli_Character_BP_C_0) CONTENT: c_back2(/Engine/Transient.REINST_Galli_Character_BP_C_0) CONTENT: Gallimimus(/Engine/Transient.REINST_Galli_Character_BP_C_0) CONTENT: Fertilized Gallimimus Egg(/Game/PrimalEarth/Test/PrimalItemConsumable_Egg_Galli_Fertilized.Default__PrimalItemConsumable_Egg_Galli_Fertilized_C) CONTENT: Idle(/Engine/Transient.Default__REINST_Galli_Character_BP_C_26255) CONTENT: Cute(/Engine/Transient.Default__REINST_Galli_Character_BP_C_26255) CONTENT: Action(/Engine/Transient.Default__REINST_Galli_Character_BP_C_26255) CONTENT: Move(/Engine/Transient.Default__REINST_Galli_Character_BP_C_26255) CONTENT: c_back2(/Engine/Transient.Default__REINST_Galli_Character_BP_C_26255) CONTENT: Gallimimus(/Engine/Transient.Default__REINST_Galli_Character_BP_C_26255) CONTENT: Idle(/Engine/Transient.REINST_Galli_Character_BP_C_1) CONTENT: Cute(/Engine/Transient.REINST_Galli_Character_BP_C_1) CONTENT: Action(/Engine/Transient.REINST_Galli_Character_BP_C_1) CONTENT: Move(/Engine/Transient.REINST_Galli_Character_BP_C_1) CONTENT: c_back2(/Engine/Transient.REINST_Galli_Character_BP_C_1) CONTENT: Gallimimus(/Engine/Transient.REINST_Galli_Character_BP_C_1) CONTENT: Idle(/Engine/Transient.Default__REINST_Galli_Character_BP_C_26259) CONTENT: Cute(/Engine/Transient.Default__REINST_Galli_Character_BP_C_26259) CONTENT: Action(/Engine/Transient.Default__REINST_Galli_Character_BP_C_26259) CONTENT: Move(/Engine/Transient.Default__REINST_Galli_Character_BP_C_26259) CONTENT: c_back2(/Engine/Transient.Default__REINST_Galli_Character_BP_C_26259) CONTENT: Gallimimus(/Engine/Transient.Default__REINST_Galli_Character_BP_C_26259) CONTENT: Idle(/Game/PrimalEarth/Dinos/Gallimimus/Galli_Character_BP.Default__Galli_Character_BP_C) CONTENT: Cute(/Game/PrimalEarth/Dinos/Gallimimus/Galli_Character_BP.Default__Galli_Character_BP_C) CONTENT: Action(/Game/PrimalEarth/Dinos/Gallimimus/Galli_Character_BP.Default__Galli_Character_BP_C) CONTENT: Move(/Game/PrimalEarth/Dinos/Gallimimus/Galli_Character_BP.Default__Galli_Character_BP_C) CONTENT: c_back2(/Game/PrimalEarth/Dinos/Gallimimus/Galli_Character_BP.Default__Galli_Character_BP_C) CONTENT: Gallimimus(/Game/PrimalEarth/Dinos/Gallimimus/Galli_Character_BP.Default__Galli_Character_BP_C) CONTENT: Ptero (1-4)(/Game/Mods/LostIsland/Assets/Spawners/Redwoods/DinoSpawnEntriesRedwoods_LostIsland.Default__DinoSpawnEntriesRedwoods_LostIsland_C) CONTENT: Carno (1)(/Game/Mods/LostIsland/Assets/Spawners/Redwoods/DinoSpawnEntriesRedwoods_LostIsland.Default__DinoSpawnEntriesRedwoods_LostIsland_C) CONTENT: Ant Spawn (1-5) 1(/Game/Mods/LostIsland/Assets/Spawners/Redwoods/DinoSpawnEntriesRedwoods_LostIsland.Default__DinoSpawnEntriesRedwoods_LostIsland_C) CONTENT: Ant Spawn (1-5) 2(/Game/Mods/LostIsland/Assets/Spawners/Redwoods/DinoSpawnEntriesRedwoods_LostIsland.Default__DinoSpawnEntriesRedwoods_LostIsland_C) CONTENT: Doed (1)(/Game/Mods/LostIsland/Assets/Spawners/Redwoods/DinoSpawnEntriesRedwoods_LostIsland.Default__DinoSpawnEntriesRedwoods_LostIsland_C) CONTENT: Paracer (1)(/Game/Mods/LostIsland/Assets/Spawners/Redwoods/DinoSpawnEntriesRedwoods_LostIsland.Default__DinoSpawnEntriesRedwoods_LostIsland_C) CONTENT: Diplodocus (1)(/Game/Mods/LostIsland/Assets/Spawners/Redwoods/DinoSpawnEntriesRedwoods_LostIsland.Default__DinoSpawnEntriesRedwoods_LostIsland_C) CONTENT: Gallimimus (2)(/Game/Mods/LostIsland/Assets/Spawners/Redwoods/DinoSpawnEntriesRedwoods_LostIsland.Default__DinoSpawnEntriesRedwoods_LostIsland_C) CONTENT: Terror Bird (3)(/Game/Mods/LostIsland/Assets/Spawners/Redwoods/DinoSpawnEntriesRedwoods_LostIsland.Default__DinoSpawnEntriesRedwoods_LostIsland_C) CONTENT: Bigfoot (1)(/Game/Mods/LostIsland/Assets/Spawners/Redwoods/DinoSpawnEntriesRedwoods_LostIsland.Default__DinoSpawnEntriesRedwoods_LostIsland_C) CONTENT: Bear (1)(/Game/Mods/LostIsland/Assets/Spawners/Redwoods/DinoSpawnEntriesRedwoods_LostIsland.Default__DinoSpawnEntriesRedwoods_LostIsland_C) CONTENT: Dimorphs (1-3)(/Game/Mods/LostIsland/Assets/Spawners/Redwoods/DinoSpawnEntriesRedwoods_LostIsland.Default__DinoSpawnEntriesRedwoods_LostIsland_C) CONTENT: Compy Spawn (1-5)(/Game/Mods/LostIsland/Assets/Spawners/Redwoods/DinoSpawnEntriesRedwoods_LostIsland.Default__DinoSpawnEntriesRedwoods_LostIsland_C) CONTENT: Stag (1-2)(/Game/Mods/LostIsland/Assets/Spawners/Redwoods/DinoSpawnEntriesRedwoods_LostIsland.Default__DinoSpawnEntriesRedwoods_LostIsland_C) CONTENT: Acha (1)(/Game/Mods/LostIsland/Assets/Spawners/Redwoods/DinoSpawnEntriesRedwoods_LostIsland.Default__DinoSpawnEntriesRedwoods_LostIsland_C) CONTENT: Troodon (3-4)(/Game/Mods/LostIsland/Assets/Spawners/Redwoods/DinoSpawnEntriesRedwoods_LostIsland.Default__DinoSpawnEntriesRedwoods_LostIsland_C) CONTENT: Pegomastax (2-3)(/Game/Mods/LostIsland/Assets/Spawners/Redwoods/DinoSpawnEntriesRedwoods_LostIsland.Default__DinoSpawnEntriesRedwoods_LostIsland_C) CONTENT: Dinopith (2-6)(/Game/Mods/LostIsland/Assets/Spawners/Redwoods/DinoSpawnEntriesRedwoods_LostIsland.Default__DinoSpawnEntriesRedwoods_LostIsland_C) CONTENT: Microraptor (3-5)(/Game/Mods/LostIsland/Assets/Spawners/Redwoods/DinoSpawnEntriesRedwoods_LostIsland.Default__DinoSpawnEntriesRedwoods_LostIsland_C) CONTENT: Megatherium (1-2)(/Game/Mods/LostIsland/Assets/Spawners/Redwoods/DinoSpawnEntriesRedwoods_LostIsland.Default__DinoSpawnEntriesRedwoods_LostIsland_C) CONTENT: Ice Wyvern(/Engine/Transient.REINST_Ragnarok_Wyvern_Override_Ice_C_0) CONTENT: Fertilized Ice Wyvern Egg(/Game/Mods/Ragnarok/Custom_Assets/Dinos/Wyvern/Ice_Wyvern/Extra/Egg/RAG_Item_Egg_Wyvern_Fertilized_Ice.Default__RAG_Item_Egg_Wyvern_Fertilized_Ice_C) CONTENT: Body Main(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Wyvern_Ice.Default__DinoColorSet_Wyvern_Ice_C) CONTENT: Fins(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Wyvern_Ice.Default__DinoColorSet_Wyvern_Ice_C) CONTENT: Wings(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Wyvern_Ice.Default__DinoColorSet_Wyvern_Ice_C) CONTENT: ***NOT USED****(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Wyvern_Ice.Default__DinoColorSet_Wyvern_Ice_C) CONTENT: Scales Belly(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Wyvern_Ice.Default__DinoColorSet_Wyvern_Ice_C) CONTENT: Scales Top and Fins(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Wyvern_Ice.Default__DinoColorSet_Wyvern_Ice_C) CONTENT: Ice Wyvern(/Engine/Transient.Default__REINST_Ragnarok_Wyvern_Override_Ice_C_26296) CONTENT: Ice Wyvern(/Engine/Transient.REINST_Ragnarok_Wyvern_Override_Ice_C_1) CONTENT: Ice Wyvern(/Engine/Transient.Default__REINST_Ragnarok_Wyvern_Override_Ice_C_26308) CONTENT: Ice Wyvern(/Game/Mods/Ragnarok/Custom_Assets/Dinos/Wyvern/Ice_Wyvern/Ragnarok_Wyvern_Override_Ice.Default__Ragnarok_Wyvern_Override_Ice_C) CONTENT: Chili Helmet(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_Chili.Default__PrimalItemSkin_Chili_C) CONTENT: You can use this to skin the appearance of a helmet or hat.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_Chili.Default__PrimalItemSkin_Chili_C) CONTENT: Cute Dino Helmet(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_DinoCute.Default__PrimalItemSkin_DinoCute_C) CONTENT: You can use this to skin the appearance of a helmet or hat.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_DinoCute.Default__PrimalItemSkin_DinoCute_C) CONTENT: Dodorex-Print Shirt(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_HawaiianShirt_Dodo.Default__PrimalItemSkin_HawaiianShirt_Dodo_C) CONTENT: You can use this to skin the appearance of a shirt. Can you smell what Mama DodoRex is cooking?(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_HawaiianShirt_Dodo.Default__PrimalItemSkin_HawaiianShirt_Dodo_C) CONTENT: Murder-Turkey-Print Shirt(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_HawaiianShirt_MurderTurkey.Default__PrimalItemSkin_HawaiianShirt_MurderTurkey_C) CONTENT: You can use this to skin the appearance of a shirt. Looks like you're on the holiday menu this year!(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_HawaiianShirt_MurderTurkey.Default__PrimalItemSkin_HawaiianShirt_MurderTurkey_C) CONTENT: Otter Mask(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_OtterMask.Default__PrimalItemSkin_OtterMask_C) CONTENT: You can use this to skin the appearance of a helmet or hat.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_OtterMask.Default__PrimalItemSkin_OtterMask_C) CONTENT: Poglin Mask(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_PoglinHat.Default__PrimalItemSkin_PoglinHat_C) CONTENT: You can use this to skin the appearance of a helmet or hat. Drain everyone's will to live with this disturbing headwear! Non-human creatures adamantly refuse to wear this.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_PoglinHat.Default__PrimalItemSkin_PoglinHat_C) CONTENT: Scary Skull Helmet(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_ScarySkull.Default__PrimalItemSkin_ScarySkull_C) CONTENT: You can use this to skin the appearance of a helmet or hat.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_ScarySkull.Default__PrimalItemSkin_ScarySkull_C) CONTENT: Ugly Cornucopia Sweater(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_Sweater_Cornucopia.Default__PrimalItemSkin_Sweater_Cornucopia_C) CONTENT: You can use this to skin the appearance of a shirt into an ugly holiday sweater. Harvest season means there's plenty to go around!(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_Sweater_Cornucopia.Default__PrimalItemSkin_Sweater_Cornucopia_C) CONTENT: Ugly Trike Sweater(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_Sweater_Trike.Default__PrimalItemSkin_Sweater_Trike_C) CONTENT: You can use this to skin the appearance of a shirt into an ugly holiday sweater. Fall foliage and triceratops, uh, plumage...?(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_Sweater_Trike.Default__PrimalItemSkin_Sweater_Trike_C) CONTENT: Dodorex Swim Bottom(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_SwimPants_Dodo.Default__PrimalItemSkin_SwimPants_Dodo_C) CONTENT: You can use this to skin the appearance of pants into swim trunks on men or a bikini bottom on women. Mama DodoRex says to wait thirty minutes to go swimming after dinner.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_SwimPants_Dodo.Default__PrimalItemSkin_SwimPants_Dodo_C) CONTENT: Murder Turkey Swim Bottom(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_SwimPants_MurderTurkey.Default__PrimalItemSkin_SwimPants_MurderTurkey_C) CONTENT: You can use this to skin the appearance of pants into swim trunks on men or a bikini bottom on women. Can turkeys swim? Maybe you'll be safe in the water...(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_SwimPants_MurderTurkey.Default__PrimalItemSkin_SwimPants_MurderTurkey_C) CONTENT: Dodorex Swim Top(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_SwimShirt_Dodo.Default__PrimalItemSkin_SwimShirt_Dodo_C) CONTENT: You can use this to skin the appearance of a shirt into a bare chest on men or a bikini top on women. Mama DodoRex says to wait thirty minutes to go swimming after dinner.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_SwimShirt_Dodo.Default__PrimalItemSkin_SwimShirt_Dodo_C) CONTENT: Murder Turkey Swim Top(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_SwimShirt_MurderTurkey.Default__PrimalItemSkin_SwimShirt_MurderTurkey_C) CONTENT: You can use this to skin the appearance of a shirt into a bare chest on men or a bikini top on women. Can turkeys swim? Maybe you'll be safe in the water...(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_SwimShirt_MurderTurkey.Default__PrimalItemSkin_SwimShirt_MurderTurkey_C) CONTENT: Noglin Swim Top(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_WW_SwimShirt_Noglin.Default__PrimalItemSkin_WW_SwimShirt_Noglin_C) CONTENT: You can use this to skin the appearance of a shirt into a bare chest on men or a bikini top on women. Unwrap a mind-bending surprise... A gift to make your head swim!(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_WW_SwimShirt_Noglin.Default__PrimalItemSkin_WW_SwimShirt_Noglin_C) CONTENT: Yeti Swim Top(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_WW_SwimShirt_Yeti.Default__PrimalItemSkin_WW_SwimShirt_Yeti_C) CONTENT: You can use this to skin the appearance of a shirt into a bare chest on men or a bikini top on women. For swimmers with abominable taste in swimwear.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_WW_SwimShirt_Yeti.Default__PrimalItemSkin_WW_SwimShirt_Yeti_C) CONTENT: Noglin Swim Bottom(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_WW_Underwear_Noglin.Default__PrimalItemSkin_WW_Underwear_Noglin_C) CONTENT: You can use this to skin the appearance of pants into swim trunks on men or a bikini bottom on women. Unwrap a mind-bending surprise... A gift to make your head swim!(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_WW_Underwear_Noglin.Default__PrimalItemSkin_WW_Underwear_Noglin_C) CONTENT: Yeti Swim Bottom(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_WW_Underwear_Yeti.Default__PrimalItemSkin_WW_Underwear_Yeti_C) CONTENT: You can use this to skin the appearance of pants into swim trunks on men or a bikini bottom on women. For swimmers with abominable taste in swimwear.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_WW_Underwear_Yeti.Default__PrimalItemSkin_WW_Underwear_Yeti_C) CONTENT: Blue-Ball Winter Beanie(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_WW_WinterHatD.Default__PrimalItemSkin_WW_WinterHatD_C) CONTENT: You can use this to skin the appearance of a helmet or hat. Features a parade of dinos and an ARK patch. Non-human creatures adamantly refuse to wear this.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_WW_WinterHatD.Default__PrimalItemSkin_WW_WinterHatD_C) CONTENT: Holiday(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_WW_WinterHatD.Default__PrimalItemSkin_WW_WinterHatD_C) CONTENT: Purple-Ball Winter Beanie(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_WW_WinterHatE.Default__PrimalItemSkin_WW_WinterHatE_C) CONTENT: You can use this to skin the appearance of a helmet or hat. Features a parade of dinos and an ARK patch. Non-human creatures adamantly refuse to wear this.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_WW_WinterHatE.Default__PrimalItemSkin_WW_WinterHatE_C) CONTENT: Holiday(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_WW_WinterHatE.Default__PrimalItemSkin_WW_WinterHatE_C) CONTENT: Green-Ball Winter Beanie(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_WW_WinterHatF.Default__PrimalItemSkin_WW_WinterHatF_C) CONTENT: You can use this to skin the appearance of a helmet or hat. Features a parade of dinos and an ARK patch. Non-human creatures adamantly refuse to wear this.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_WW_WinterHatF.Default__PrimalItemSkin_WW_WinterHatF_C) CONTENT: Holiday(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_WW_WinterHatF.Default__PrimalItemSkin_WW_WinterHatF_C) CONTENT: Ugly Bulbdog Sweater(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_WW_XmasSweater_Bulbdog.Default__PrimalItemSkin_WW_XmasSweater_Bulbdog_C) CONTENT: You can use this to skin the appearance of a shirt into an ugly holiday sweater. With a bulb so shiny, you'll even say it glows.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_WW_XmasSweater_Bulbdog.Default__PrimalItemSkin_WW_XmasSweater_Bulbdog_C) CONTENT: Ugly Caroling Sweater(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_WW_XmasSweater_Carolers.Default__PrimalItemSkin_WW_XmasSweater_Carolers_C) CONTENT: You can use this to skin the appearance of a shirt into an ugly holiday sweater. Warm yourself up with this roaring choir.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_WW_XmasSweater_Carolers.Default__PrimalItemSkin_WW_XmasSweater_Carolers_C) CONTENT: Ugly T-Rex Sweater(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_WW_XmasSweater_Rex.Default__PrimalItemSkin_WW_XmasSweater_Rex_C) CONTENT: You can use this to skin the appearance of a shirt into an ugly holiday sweater. It's not the size of your arms, it's what you've got in the sack.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_WW_XmasSweater_Rex.Default__PrimalItemSkin_WW_XmasSweater_Rex_C) CONTENT: Alpha Deathworm Trophy(/Game/PrimalEarth/CoreBlueprints/Items/Trophies/PrimalItemTrophy_AlphaWorm.Default__PrimalItemTrophy_AlphaWorm_C) CONTENT: Place it on a Trophy Wall-Mount!(/Game/PrimalEarth/CoreBlueprints/Items/Trophies/PrimalItemTrophy_AlphaWorm.Default__PrimalItemTrophy_AlphaWorm_C) CONTENT: wood(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSet_BeaverDam.Default__LootItemSet_BeaverDam_C) CONTENT: rare flower(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSet_BeaverDam.Default__LootItemSet_BeaverDam_C) CONTENT: rare mushroom(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSet_BeaverDam.Default__LootItemSet_BeaverDam_C) CONTENT: paste(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSet_BeaverDam.Default__LootItemSet_BeaverDam_C) CONTENT: silica(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSet_BeaverDam.Default__LootItemSet_BeaverDam_C) CONTENT: Idle(/Engine/Transient.REINST_Beaver_Character_BP_C_0) CONTENT: Cute(/Engine/Transient.REINST_Beaver_Character_BP_C_0) CONTENT: Action(/Engine/Transient.REINST_Beaver_Character_BP_C_0) CONTENT: Move(/Engine/Transient.REINST_Beaver_Character_BP_C_0) CONTENT: Castoroides(/Engine/Transient.REINST_Beaver_Character_BP_C_0) CONTENT: A Giant Beaver put hard work into assembling this.(/Engine/Transient.REINST_PrimalInventoryBP_BeaverDam_C_0) CONTENT: Beaver Dam(/Engine/Transient.REINST_PrimalInventoryBP_BeaverDam_C_0) CONTENT: A Giant Beaver put hard work into assembling this.(/Engine/Transient.Default__REINST_PrimalInventoryBP_BeaverDam_C_26362) CONTENT: Beaver Dam(/Engine/Transient.Default__REINST_PrimalInventoryBP_BeaverDam_C_26362) CONTENT: A Giant Beaver put hard work into assembling this.(/Engine/Transient.REINST_PrimalInventoryBP_BeaverDam_C_1) CONTENT: Beaver Dam(/Engine/Transient.REINST_PrimalInventoryBP_BeaverDam_C_1) CONTENT: Giant Beaver Dam(/Engine/Transient.REINST_BeaverDam_C_0) CONTENT: Giant Beaver Dam(/Engine/Transient.Default__REINST_BeaverDam_C_26369) CONTENT: Giant Beaver Dam(/Engine/Transient.REINST_BeaverDam_C_1) CONTENT: Idle(/Engine/Transient.Default__REINST_Beaver_Character_BP_C_26376) CONTENT: Cute(/Engine/Transient.Default__REINST_Beaver_Character_BP_C_26376) CONTENT: Action(/Engine/Transient.Default__REINST_Beaver_Character_BP_C_26376) CONTENT: Move(/Engine/Transient.Default__REINST_Beaver_Character_BP_C_26376) CONTENT: Castoroides(/Engine/Transient.Default__REINST_Beaver_Character_BP_C_26376) CONTENT: Idle(/Engine/Transient.REINST_Beaver_Character_BP_C_1) CONTENT: Cute(/Engine/Transient.REINST_Beaver_Character_BP_C_1) CONTENT: Action(/Engine/Transient.REINST_Beaver_Character_BP_C_1) CONTENT: Move(/Engine/Transient.REINST_Beaver_Character_BP_C_1) CONTENT: Castoroides(/Engine/Transient.REINST_Beaver_Character_BP_C_1) CONTENT: Giant Beaver Dam(/Engine/Transient.Default__REINST_BeaverDam_C_26380) CONTENT: Giant Beaver Dam(/Game/PrimalEarth/Structures/Wooden/BeaverDam.Default__BeaverDam_C) CONTENT: A Giant Beaver put hard work into assembling this.(/Engine/Transient.Default__REINST_PrimalInventoryBP_BeaverDam_C_26384) CONTENT: Beaver Dam(/Engine/Transient.Default__REINST_PrimalInventoryBP_BeaverDam_C_26384) CONTENT: A Giant Beaver put hard work into assembling this.(/Game/PrimalEarth/CoreBlueprints/Inventories/PrimalInventoryBP_BeaverDam.Default__PrimalInventoryBP_BeaverDam_C) CONTENT: Beaver Dam(/Game/PrimalEarth/CoreBlueprints/Inventories/PrimalInventoryBP_BeaverDam.Default__PrimalInventoryBP_BeaverDam_C) CONTENT: Idle(/Engine/Transient.Default__REINST_Beaver_Character_BP_C_26388) CONTENT: Cute(/Engine/Transient.Default__REINST_Beaver_Character_BP_C_26388) CONTENT: Action(/Engine/Transient.Default__REINST_Beaver_Character_BP_C_26388) CONTENT: Move(/Engine/Transient.Default__REINST_Beaver_Character_BP_C_26388) CONTENT: Castoroides(/Engine/Transient.Default__REINST_Beaver_Character_BP_C_26388) CONTENT: Idle(/Game/PrimalEarth/Dinos/Beaver/Beaver_Character_BP.Default__Beaver_Character_BP_C) CONTENT: Cute(/Game/PrimalEarth/Dinos/Beaver/Beaver_Character_BP.Default__Beaver_Character_BP_C) CONTENT: Action(/Game/PrimalEarth/Dinos/Beaver/Beaver_Character_BP.Default__Beaver_Character_BP_C) CONTENT: Move(/Game/PrimalEarth/Dinos/Beaver/Beaver_Character_BP.Default__Beaver_Character_BP_C) CONTENT: Castoroides(/Game/PrimalEarth/Dinos/Beaver/Beaver_Character_BP.Default__Beaver_Character_BP_C) CONTENT: Beavers (2)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntries_Beavers.Default__DinoSpawnEntries_Beavers_C) CONTENT: Idle(/Engine/Transient.REINST_Plesiosaur_Character_BP_C_0) CONTENT: c_back4(/Engine/Transient.REINST_Plesiosaur_Character_BP_C_0) CONTENT: Action(/Engine/Transient.REINST_Plesiosaur_Character_BP_C_0) CONTENT: c_back4(/Engine/Transient.REINST_Plesiosaur_Character_BP_C_0) CONTENT: Move(/Engine/Transient.REINST_Plesiosaur_Character_BP_C_0) CONTENT: c_back4(/Engine/Transient.REINST_Plesiosaur_Character_BP_C_0) CONTENT: Move2(/Engine/Transient.REINST_Plesiosaur_Character_BP_C_0) CONTENT: c_back4(/Engine/Transient.REINST_Plesiosaur_Character_BP_C_0) CONTENT: Plesiosaur(/Engine/Transient.REINST_Plesiosaur_Character_BP_C_0) CONTENT: Idle(/Engine/Transient.Default__REINST_Plesiosaur_Character_BP_C_26401) CONTENT: c_back4(/Engine/Transient.Default__REINST_Plesiosaur_Character_BP_C_26401) CONTENT: Action(/Engine/Transient.Default__REINST_Plesiosaur_Character_BP_C_26401) CONTENT: c_back4(/Engine/Transient.Default__REINST_Plesiosaur_Character_BP_C_26401) CONTENT: Move(/Engine/Transient.Default__REINST_Plesiosaur_Character_BP_C_26401) CONTENT: c_back4(/Engine/Transient.Default__REINST_Plesiosaur_Character_BP_C_26401) CONTENT: Move2(/Engine/Transient.Default__REINST_Plesiosaur_Character_BP_C_26401) CONTENT: c_back4(/Engine/Transient.Default__REINST_Plesiosaur_Character_BP_C_26401) CONTENT: Plesiosaur(/Engine/Transient.Default__REINST_Plesiosaur_Character_BP_C_26401) CONTENT: Idle(/Engine/Transient.REINST_Plesiosaur_Character_BP_C_1) CONTENT: c_back4(/Engine/Transient.REINST_Plesiosaur_Character_BP_C_1) CONTENT: Action(/Engine/Transient.REINST_Plesiosaur_Character_BP_C_1) CONTENT: c_back4(/Engine/Transient.REINST_Plesiosaur_Character_BP_C_1) CONTENT: Move(/Engine/Transient.REINST_Plesiosaur_Character_BP_C_1) CONTENT: c_back4(/Engine/Transient.REINST_Plesiosaur_Character_BP_C_1) CONTENT: Move2(/Engine/Transient.REINST_Plesiosaur_Character_BP_C_1) CONTENT: c_back4(/Engine/Transient.REINST_Plesiosaur_Character_BP_C_1) CONTENT: Plesiosaur(/Engine/Transient.REINST_Plesiosaur_Character_BP_C_1) CONTENT: Idle(/Engine/Transient.Default__REINST_Plesiosaur_Character_BP_C_26405) CONTENT: c_back4(/Engine/Transient.Default__REINST_Plesiosaur_Character_BP_C_26405) CONTENT: Action(/Engine/Transient.Default__REINST_Plesiosaur_Character_BP_C_26405) CONTENT: c_back4(/Engine/Transient.Default__REINST_Plesiosaur_Character_BP_C_26405) CONTENT: Move(/Engine/Transient.Default__REINST_Plesiosaur_Character_BP_C_26405) CONTENT: c_back4(/Engine/Transient.Default__REINST_Plesiosaur_Character_BP_C_26405) CONTENT: Move2(/Engine/Transient.Default__REINST_Plesiosaur_Character_BP_C_26405) CONTENT: c_back4(/Engine/Transient.Default__REINST_Plesiosaur_Character_BP_C_26405) CONTENT: Plesiosaur(/Engine/Transient.Default__REINST_Plesiosaur_Character_BP_C_26405) CONTENT: Idle(/Game/PrimalEarth/Dinos/Plesiosaur/Plesiosaur_Character_BP.Default__Plesiosaur_Character_BP_C) CONTENT: c_back4(/Game/PrimalEarth/Dinos/Plesiosaur/Plesiosaur_Character_BP.Default__Plesiosaur_Character_BP_C) CONTENT: Action(/Game/PrimalEarth/Dinos/Plesiosaur/Plesiosaur_Character_BP.Default__Plesiosaur_Character_BP_C) CONTENT: c_back4(/Game/PrimalEarth/Dinos/Plesiosaur/Plesiosaur_Character_BP.Default__Plesiosaur_Character_BP_C) CONTENT: Move(/Game/PrimalEarth/Dinos/Plesiosaur/Plesiosaur_Character_BP.Default__Plesiosaur_Character_BP_C) CONTENT: c_back4(/Game/PrimalEarth/Dinos/Plesiosaur/Plesiosaur_Character_BP.Default__Plesiosaur_Character_BP_C) CONTENT: Move2(/Game/PrimalEarth/Dinos/Plesiosaur/Plesiosaur_Character_BP.Default__Plesiosaur_Character_BP_C) CONTENT: c_back4(/Game/PrimalEarth/Dinos/Plesiosaur/Plesiosaur_Character_BP.Default__Plesiosaur_Character_BP_C) CONTENT: Plesiosaur(/Game/PrimalEarth/Dinos/Plesiosaur/Plesiosaur_Character_BP.Default__Plesiosaur_Character_BP_C) CONTENT: Plessie(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntries_DarkWater.Default__DinoSpawnEntries_DarkWater_C) CONTENT: Idle(/Engine/Transient.REINST_Liopleurodon_Character_BP_C_0) CONTENT: c_back3(/Engine/Transient.REINST_Liopleurodon_Character_BP_C_0) CONTENT: Cute(/Engine/Transient.REINST_Liopleurodon_Character_BP_C_0) CONTENT: c_back4(/Engine/Transient.REINST_Liopleurodon_Character_BP_C_0) CONTENT: Action(/Engine/Transient.REINST_Liopleurodon_Character_BP_C_0) CONTENT: c_back3(/Engine/Transient.REINST_Liopleurodon_Character_BP_C_0) CONTENT: Move(/Engine/Transient.REINST_Liopleurodon_Character_BP_C_0) CONTENT: c_back3(/Engine/Transient.REINST_Liopleurodon_Character_BP_C_0) CONTENT: Liopleurodon(/Engine/Transient.REINST_Liopleurodon_Character_BP_C_0) LITERAL: Tamed Time Remaining: {0}(/Game/PrimalEarth/Dinos/Liopleurodon/Liopleurodon_Character_BP.Liopleurodon_Character_BP:BlueprintDrawFloatingHUD.K2Node_FormatText_9) CONTENT: Mystic Skin Oil(/Engine/Transient.REINST_Buff_Liopleurodon_Magic_C_0) CONTENT: You're feeling lucky(/Engine/Transient.REINST_Buff_Liopleurodon_Magic_C_0) LITERAL: Tamed Time Remaining: {0}(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_Liopleurodon_Magic.Buff_Liopleurodon_Magic:BPDrawBuffStatusHUD.K2Node_FormatText_9) CONTENT: Mystic Skin Oil(/Engine/Transient.Default__REINST_Buff_Liopleurodon_Magic_C_26415) CONTENT: You're feeling lucky(/Engine/Transient.Default__REINST_Buff_Liopleurodon_Magic_C_26415) LITERAL: Tamed Time Remaining: {0}(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_Liopleurodon_Magic.Buff_Liopleurodon_Magic:EdGraph_99796.K2Node_CallFunction_245026) LITERAL: 0(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_Liopleurodon_Magic.Buff_Liopleurodon_Magic:EdGraph_99796.K2Node_MakeStruct_2314) CONTENT: Mystic Skin Oil(/Engine/Transient.REINST_Buff_Liopleurodon_Magic_C_1) CONTENT: You're feeling lucky(/Engine/Transient.REINST_Buff_Liopleurodon_Magic_C_1) CONTENT: Body Main(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Liopleurodon.Default__DinoColorSet_Liopleurodon_C) CONTENT: **Not Used**(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Liopleurodon.Default__DinoColorSet_Liopleurodon_C) CONTENT: **Not Used**(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Liopleurodon.Default__DinoColorSet_Liopleurodon_C) CONTENT: **Not Used**(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Liopleurodon.Default__DinoColorSet_Liopleurodon_C) CONTENT: Body Spots(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Liopleurodon.Default__DinoColorSet_Liopleurodon_C) CONTENT: Body Highlights(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Liopleurodon.Default__DinoColorSet_Liopleurodon_C) CONTENT: Idle(/Engine/Transient.Default__REINST_Liopleurodon_Character_BP_C_26432) CONTENT: c_back3(/Engine/Transient.Default__REINST_Liopleurodon_Character_BP_C_26432) CONTENT: Cute(/Engine/Transient.Default__REINST_Liopleurodon_Character_BP_C_26432) CONTENT: c_back4(/Engine/Transient.Default__REINST_Liopleurodon_Character_BP_C_26432) CONTENT: Action(/Engine/Transient.Default__REINST_Liopleurodon_Character_BP_C_26432) CONTENT: c_back3(/Engine/Transient.Default__REINST_Liopleurodon_Character_BP_C_26432) CONTENT: Move(/Engine/Transient.Default__REINST_Liopleurodon_Character_BP_C_26432) CONTENT: c_back3(/Engine/Transient.Default__REINST_Liopleurodon_Character_BP_C_26432) CONTENT: Liopleurodon(/Engine/Transient.Default__REINST_Liopleurodon_Character_BP_C_26432) LITERAL: Tamed Time Remaining: {0}(/Game/PrimalEarth/Dinos/Liopleurodon/Liopleurodon_Character_BP.Liopleurodon_Character_BP:EdGraph_99850.K2Node_CallFunction_245199) LITERAL: 0(/Game/PrimalEarth/Dinos/Liopleurodon/Liopleurodon_Character_BP.Liopleurodon_Character_BP:EdGraph_99850.K2Node_MakeStruct_2315) CONTENT: Idle(/Engine/Transient.REINST_Liopleurodon_Character_BP_C_1) CONTENT: c_back3(/Engine/Transient.REINST_Liopleurodon_Character_BP_C_1) CONTENT: Cute(/Engine/Transient.REINST_Liopleurodon_Character_BP_C_1) CONTENT: c_back4(/Engine/Transient.REINST_Liopleurodon_Character_BP_C_1) CONTENT: Action(/Engine/Transient.REINST_Liopleurodon_Character_BP_C_1) CONTENT: c_back3(/Engine/Transient.REINST_Liopleurodon_Character_BP_C_1) CONTENT: Move(/Engine/Transient.REINST_Liopleurodon_Character_BP_C_1) CONTENT: c_back3(/Engine/Transient.REINST_Liopleurodon_Character_BP_C_1) CONTENT: Liopleurodon(/Engine/Transient.REINST_Liopleurodon_Character_BP_C_1) CONTENT: Mystic Skin Oil(/Engine/Transient.Default__REINST_Buff_Liopleurodon_Magic_C_26436) CONTENT: You're feeling lucky(/Engine/Transient.Default__REINST_Buff_Liopleurodon_Magic_C_26436) LITERAL: Tamed Time Remaining: {0}(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_Liopleurodon_Magic.Buff_Liopleurodon_Magic:EdGraph_99861.K2Node_CallFunction_245229) LITERAL: 0(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_Liopleurodon_Magic.Buff_Liopleurodon_Magic:EdGraph_99861.K2Node_MakeStruct_2316) CONTENT: Mystic Skin Oil(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_Liopleurodon_Magic.Default__Buff_Liopleurodon_Magic_C) CONTENT: You're feeling lucky(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_Liopleurodon_Magic.Default__Buff_Liopleurodon_Magic_C) CONTENT: Idle(/Engine/Transient.Default__REINST_Liopleurodon_Character_BP_C_26444) CONTENT: c_back3(/Engine/Transient.Default__REINST_Liopleurodon_Character_BP_C_26444) CONTENT: Cute(/Engine/Transient.Default__REINST_Liopleurodon_Character_BP_C_26444) CONTENT: c_back4(/Engine/Transient.Default__REINST_Liopleurodon_Character_BP_C_26444) CONTENT: Action(/Engine/Transient.Default__REINST_Liopleurodon_Character_BP_C_26444) CONTENT: c_back3(/Engine/Transient.Default__REINST_Liopleurodon_Character_BP_C_26444) CONTENT: Move(/Engine/Transient.Default__REINST_Liopleurodon_Character_BP_C_26444) CONTENT: c_back3(/Engine/Transient.Default__REINST_Liopleurodon_Character_BP_C_26444) CONTENT: Liopleurodon(/Engine/Transient.Default__REINST_Liopleurodon_Character_BP_C_26444) LITERAL: Tamed Time Remaining: {0}(/Game/PrimalEarth/Dinos/Liopleurodon/Liopleurodon_Character_BP.Liopleurodon_Character_BP:EdGraph_99888.K2Node_CallFunction_245318) LITERAL: 0(/Game/PrimalEarth/Dinos/Liopleurodon/Liopleurodon_Character_BP.Liopleurodon_Character_BP:EdGraph_99888.K2Node_MakeStruct_2317) CONTENT: Idle(/Game/PrimalEarth/Dinos/Liopleurodon/Liopleurodon_Character_BP.Default__Liopleurodon_Character_BP_C) CONTENT: c_back3(/Game/PrimalEarth/Dinos/Liopleurodon/Liopleurodon_Character_BP.Default__Liopleurodon_Character_BP_C) CONTENT: Cute(/Game/PrimalEarth/Dinos/Liopleurodon/Liopleurodon_Character_BP.Default__Liopleurodon_Character_BP_C) CONTENT: c_back4(/Game/PrimalEarth/Dinos/Liopleurodon/Liopleurodon_Character_BP.Default__Liopleurodon_Character_BP_C) CONTENT: Action(/Game/PrimalEarth/Dinos/Liopleurodon/Liopleurodon_Character_BP.Default__Liopleurodon_Character_BP_C) CONTENT: c_back3(/Game/PrimalEarth/Dinos/Liopleurodon/Liopleurodon_Character_BP.Default__Liopleurodon_Character_BP_C) CONTENT: Move(/Game/PrimalEarth/Dinos/Liopleurodon/Liopleurodon_Character_BP.Default__Liopleurodon_Character_BP_C) CONTENT: c_back3(/Game/PrimalEarth/Dinos/Liopleurodon/Liopleurodon_Character_BP.Default__Liopleurodon_Character_BP_C) CONTENT: Liopleurodon(/Game/PrimalEarth/Dinos/Liopleurodon/Liopleurodon_Character_BP.Default__Liopleurodon_Character_BP_C) CONTENT: Lio(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntries_DarkWater_Lio.Default__DinoSpawnEntries_DarkWater_Lio_C) CONTENT: Mosasaurus(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntries_DarkWater_Mosa.Default__DinoSpawnEntries_DarkWater_Mosa_C) CONTENT: Shell Main(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Ammonite.Default__DinoColorSet_Ammonite_C) CONTENT: Unkown(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Ammonite.Default__DinoColorSet_Ammonite_C) CONTENT: Tentacles Main(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Ammonite.Default__DinoColorSet_Ammonite_C) CONTENT: Unkown(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Ammonite.Default__DinoColorSet_Ammonite_C) CONTENT: Shell Stipes and Highlights(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Ammonite.Default__DinoColorSet_Ammonite_C) CONTENT: Tentacle Highlights(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Ammonite.Default__DinoColorSet_Ammonite_C) CONTENT: Idle(/Engine/Transient.REINST_Ammonite_Character_C_0) CONTENT: c_body(/Engine/Transient.REINST_Ammonite_Character_C_0) CONTENT: Cute(/Engine/Transient.REINST_Ammonite_Character_C_0) CONTENT: c_body(/Engine/Transient.REINST_Ammonite_Character_C_0) CONTENT: Action(/Engine/Transient.REINST_Ammonite_Character_C_0) CONTENT: c_body(/Engine/Transient.REINST_Ammonite_Character_C_0) CONTENT: Ammonite(/Engine/Transient.REINST_Ammonite_Character_C_0) CONTENT: Idle(/Engine/Transient.Default__REINST_Ammonite_Character_C_26465) CONTENT: c_body(/Engine/Transient.Default__REINST_Ammonite_Character_C_26465) CONTENT: Cute(/Engine/Transient.Default__REINST_Ammonite_Character_C_26465) CONTENT: c_body(/Engine/Transient.Default__REINST_Ammonite_Character_C_26465) CONTENT: Action(/Engine/Transient.Default__REINST_Ammonite_Character_C_26465) CONTENT: c_body(/Engine/Transient.Default__REINST_Ammonite_Character_C_26465) CONTENT: Ammonite(/Engine/Transient.Default__REINST_Ammonite_Character_C_26465) CONTENT: Idle(/Engine/Transient.REINST_Ammonite_Character_C_1) CONTENT: c_body(/Engine/Transient.REINST_Ammonite_Character_C_1) CONTENT: Cute(/Engine/Transient.REINST_Ammonite_Character_C_1) CONTENT: c_body(/Engine/Transient.REINST_Ammonite_Character_C_1) CONTENT: Action(/Engine/Transient.REINST_Ammonite_Character_C_1) CONTENT: c_body(/Engine/Transient.REINST_Ammonite_Character_C_1) CONTENT: Ammonite(/Engine/Transient.REINST_Ammonite_Character_C_1) CONTENT: Idle(/Engine/Transient.Default__REINST_Ammonite_Character_C_26473) CONTENT: c_body(/Engine/Transient.Default__REINST_Ammonite_Character_C_26473) CONTENT: Cute(/Engine/Transient.Default__REINST_Ammonite_Character_C_26473) CONTENT: c_body(/Engine/Transient.Default__REINST_Ammonite_Character_C_26473) CONTENT: Action(/Engine/Transient.Default__REINST_Ammonite_Character_C_26473) CONTENT: c_body(/Engine/Transient.Default__REINST_Ammonite_Character_C_26473) CONTENT: Ammonite(/Engine/Transient.Default__REINST_Ammonite_Character_C_26473) CONTENT: Idle(/Game/PrimalEarth/Dinos/Ammonite/Ammonite_Character.Default__Ammonite_Character_C) CONTENT: c_body(/Game/PrimalEarth/Dinos/Ammonite/Ammonite_Character.Default__Ammonite_Character_C) CONTENT: Cute(/Game/PrimalEarth/Dinos/Ammonite/Ammonite_Character.Default__Ammonite_Character_C) CONTENT: c_body(/Game/PrimalEarth/Dinos/Ammonite/Ammonite_Character.Default__Ammonite_Character_C) CONTENT: Action(/Game/PrimalEarth/Dinos/Ammonite/Ammonite_Character.Default__Ammonite_Character_C) CONTENT: c_body(/Game/PrimalEarth/Dinos/Ammonite/Ammonite_Character.Default__Ammonite_Character_C) CONTENT: Ammonite(/Game/PrimalEarth/Dinos/Ammonite/Ammonite_Character.Default__Ammonite_Character_C) CONTENT: Idle(/Engine/Transient.REINST_Euryp_Character_C_0) CONTENT: c_back3(/Engine/Transient.REINST_Euryp_Character_C_0) CONTENT: Cute(/Engine/Transient.REINST_Euryp_Character_C_0) CONTENT: c_back3(/Engine/Transient.REINST_Euryp_Character_C_0) CONTENT: Action(/Engine/Transient.REINST_Euryp_Character_C_0) CONTENT: c_back3(/Engine/Transient.REINST_Euryp_Character_C_0) CONTENT: Move(/Engine/Transient.REINST_Euryp_Character_C_0) CONTENT: c_back3(/Engine/Transient.REINST_Euryp_Character_C_0) CONTENT: Eurypterid(/Engine/Transient.REINST_Euryp_Character_C_0) CONTENT: Idle(/Engine/Transient.Default__REINST_Euryp_Character_C_26495) CONTENT: c_back3(/Engine/Transient.Default__REINST_Euryp_Character_C_26495) CONTENT: Cute(/Engine/Transient.Default__REINST_Euryp_Character_C_26495) CONTENT: c_back3(/Engine/Transient.Default__REINST_Euryp_Character_C_26495) CONTENT: Action(/Engine/Transient.Default__REINST_Euryp_Character_C_26495) CONTENT: c_back3(/Engine/Transient.Default__REINST_Euryp_Character_C_26495) CONTENT: Move(/Engine/Transient.Default__REINST_Euryp_Character_C_26495) CONTENT: c_back3(/Engine/Transient.Default__REINST_Euryp_Character_C_26495) CONTENT: Eurypterid(/Engine/Transient.Default__REINST_Euryp_Character_C_26495) CONTENT: Idle(/Engine/Transient.REINST_Euryp_Character_C_1) CONTENT: c_back3(/Engine/Transient.REINST_Euryp_Character_C_1) CONTENT: Cute(/Engine/Transient.REINST_Euryp_Character_C_1) CONTENT: c_back3(/Engine/Transient.REINST_Euryp_Character_C_1) CONTENT: Action(/Engine/Transient.REINST_Euryp_Character_C_1) CONTENT: c_back3(/Engine/Transient.REINST_Euryp_Character_C_1) CONTENT: Move(/Engine/Transient.REINST_Euryp_Character_C_1) CONTENT: c_back3(/Engine/Transient.REINST_Euryp_Character_C_1) CONTENT: Eurypterid(/Engine/Transient.REINST_Euryp_Character_C_1) CONTENT: Idle(/Engine/Transient.Default__REINST_Euryp_Character_C_26499) CONTENT: c_back3(/Engine/Transient.Default__REINST_Euryp_Character_C_26499) CONTENT: Cute(/Engine/Transient.Default__REINST_Euryp_Character_C_26499) CONTENT: c_back3(/Engine/Transient.Default__REINST_Euryp_Character_C_26499) CONTENT: Action(/Engine/Transient.Default__REINST_Euryp_Character_C_26499) CONTENT: c_back3(/Engine/Transient.Default__REINST_Euryp_Character_C_26499) CONTENT: Move(/Engine/Transient.Default__REINST_Euryp_Character_C_26499) CONTENT: c_back3(/Engine/Transient.Default__REINST_Euryp_Character_C_26499) CONTENT: Eurypterid(/Engine/Transient.Default__REINST_Euryp_Character_C_26499) CONTENT: Idle(/Game/PrimalEarth/Dinos/Eurypterid/Euryp_Character.Default__Euryp_Character_C) CONTENT: c_back3(/Game/PrimalEarth/Dinos/Eurypterid/Euryp_Character.Default__Euryp_Character_C) CONTENT: Cute(/Game/PrimalEarth/Dinos/Eurypterid/Euryp_Character.Default__Euryp_Character_C) CONTENT: c_back3(/Game/PrimalEarth/Dinos/Eurypterid/Euryp_Character.Default__Euryp_Character_C) CONTENT: Action(/Game/PrimalEarth/Dinos/Eurypterid/Euryp_Character.Default__Euryp_Character_C) CONTENT: c_back3(/Game/PrimalEarth/Dinos/Eurypterid/Euryp_Character.Default__Euryp_Character_C) CONTENT: Move(/Game/PrimalEarth/Dinos/Eurypterid/Euryp_Character.Default__Euryp_Character_C) CONTENT: c_back3(/Game/PrimalEarth/Dinos/Eurypterid/Euryp_Character.Default__Euryp_Character_C) CONTENT: Eurypterid(/Game/PrimalEarth/Dinos/Eurypterid/Euryp_Character.Default__Euryp_Character_C) CONTENT: Anglers (1-2)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntries_DarkWaterAngler.Default__DinoSpawnEntries_DarkWaterAngler_C) CONTENT: Eel (6)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntries_DarkWaterAngler.Default__DinoSpawnEntries_DarkWaterAngler_C) CONTENT: Dunkle (1)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntries_DarkWaterAngler.Default__DinoSpawnEntries_DarkWaterAngler_C) CONTENT: Eurypterid 4(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntries_DarkWaterAngler.Default__DinoSpawnEntries_DarkWaterAngler_C) CONTENT: Ammonite 4(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntries_DarkWaterAngler.Default__DinoSpawnEntries_DarkWaterAngler_C) CONTENT: Cnidara(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntries_DarkWaterAngler.Default__DinoSpawnEntries_DarkWaterAngler_C) CONTENT: Idle(/Engine/Transient.REINST_Trilobite_Character_C_0) CONTENT: Trilobite(/Engine/Transient.REINST_Trilobite_Character_C_0) CONTENT: Idle(/Engine/Transient.Default__REINST_Trilobite_Character_C_26542) CONTENT: Trilobite(/Engine/Transient.Default__REINST_Trilobite_Character_C_26542) CONTENT: Idle(/Engine/Transient.REINST_Trilobite_Character_C_1) CONTENT: Trilobite(/Engine/Transient.REINST_Trilobite_Character_C_1) CONTENT: Idle(/Engine/Transient.Default__REINST_Trilobite_Character_C_26546) CONTENT: Trilobite(/Engine/Transient.Default__REINST_Trilobite_Character_C_26546) CONTENT: Idle(/Game/PrimalEarth/Dinos/Trilobite/Trilobite_Character.Default__Trilobite_Character_C) CONTENT: Trilobite(/Game/PrimalEarth/Dinos/Trilobite/Trilobite_Character.Default__Trilobite_Character_C) CONTENT: Fish One To Four(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntries_DeepWater.Default__DinoSpawnEntries_DeepWater_C) CONTENT: Sharkies(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntries_DeepWater.Default__DinoSpawnEntries_DeepWater_C) CONTENT: Dolphins(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntries_DeepWater.Default__DinoSpawnEntries_DeepWater_C) CONTENT: Manta(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntries_DeepWater.Default__DinoSpawnEntries_DeepWater_C) CONTENT: Trilobite 5(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntries_DeepWater.Default__DinoSpawnEntries_DeepWater_C) CONTENT: Cnidara(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntries_DeepWater.Default__DinoSpawnEntries_DeepWater_C) CONTENT: Stego One to Three(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntries_Generic.Default__DinoSpawnEntries_Generic_C) CONTENT: Trike One to Three(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntries_Generic.Default__DinoSpawnEntries_Generic_C) CONTENT: Fish One To Four(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntries_GenericWater.Default__DinoSpawnEntries_GenericWater_C) CONTENT: Body Main(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Hesperonis.Default__DinoColorSet_Hesperonis_C) CONTENT: **Not Used**(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Hesperonis.Default__DinoColorSet_Hesperonis_C) CONTENT: Feet(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Hesperonis.Default__DinoColorSet_Hesperonis_C) CONTENT: **Not Used**(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Hesperonis.Default__DinoColorSet_Hesperonis_C) CONTENT: Back Highlights(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Hesperonis.Default__DinoColorSet_Hesperonis_C) CONTENT: Underbelly(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Hesperonis.Default__DinoColorSet_Hesperonis_C) CONTENT: Idle(/Engine/Transient.REINST_Hesperornis_Character_BP_C_0) CONTENT: Cute(/Engine/Transient.REINST_Hesperornis_Character_BP_C_0) CONTENT: c_back3(/Engine/Transient.REINST_Hesperornis_Character_BP_C_0) CONTENT: Action(/Engine/Transient.REINST_Hesperornis_Character_BP_C_0) CONTENT: Move(/Engine/Transient.REINST_Hesperornis_Character_BP_C_0) CONTENT: Hesperornis(/Engine/Transient.REINST_Hesperornis_Character_BP_C_0) LITERAL: Drag A Fish To Feed(/Game/PrimalEarth/Dinos/Hesperornis/Hesperornis_Character_BP.Hesperornis_Character_BP:BPGetMultiUseEntries.K2Node_CallFunction_72220) LITERAL: Feed Fish {0}(/Game/PrimalEarth/Dinos/Hesperornis/Hesperornis_Character_BP.Hesperornis_Character_BP:BPGetMultiUseEntries.K2Node_FormatText_5) LITERAL: : Wait Time {0}(/Game/PrimalEarth/Dinos/Hesperornis/Hesperornis_Character_BP.Hesperornis_Character_BP:BPGetMultiUseEntries.K2Node_FormatText_9) LITERAL: TryToLayEgg(/Game/PrimalEarth/Dinos/Hesperornis/Hesperornis_Character_BP.Hesperornis_Character_BP:BPTimerServer.K2Node_CallFunction_77818) LITERAL: MultiCastBoolToSetZ(/Game/PrimalEarth/Dinos/Hesperornis/Hesperornis_Character_BP.Hesperornis_Character_BP:BPTimerServer.K2Node_CallFunction_87043) LITERAL: MoveFwd(/Game/PrimalEarth/Dinos/Hesperornis/Hesperornis_Character_BP.Hesperornis_Character_BP:DinoShoulderMountedLaunch.K2Node_CallFunction_66638) LITERAL: TryToLayEgg(/Game/PrimalEarth/Dinos/Hesperornis/Hesperornis_Character_BP.Hesperornis_Character_BP:TryToLayEgg.K2Node_CallFunction_77818) CONTENT: Fertilized Hesperornis Egg(/Game/PrimalEarth/Test/PrimalItemConsumable_Egg_Hesperonis_Fertilized.Default__PrimalItemConsumable_Egg_Hesperonis_Fertilized_C) CONTENT: Idle(/Engine/Transient.Default__REINST_Hesperornis_Character_BP_C_26570) CONTENT: Cute(/Engine/Transient.Default__REINST_Hesperornis_Character_BP_C_26570) CONTENT: c_back3(/Engine/Transient.Default__REINST_Hesperornis_Character_BP_C_26570) CONTENT: Action(/Engine/Transient.Default__REINST_Hesperornis_Character_BP_C_26570) CONTENT: Move(/Engine/Transient.Default__REINST_Hesperornis_Character_BP_C_26570) CONTENT: Hesperornis(/Engine/Transient.Default__REINST_Hesperornis_Character_BP_C_26570) LITERAL: Feed Fish {0}(/Game/PrimalEarth/Dinos/Hesperornis/Hesperornis_Character_BP.Hesperornis_Character_BP:EdGraph_100193.K2Node_CallFunction_245900) LITERAL: 0(/Game/PrimalEarth/Dinos/Hesperornis/Hesperornis_Character_BP.Hesperornis_Character_BP:EdGraph_100193.K2Node_MakeStruct_2318) LITERAL: : Wait Time {0}(/Game/PrimalEarth/Dinos/Hesperornis/Hesperornis_Character_BP.Hesperornis_Character_BP:EdGraph_100193.K2Node_CallFunction_245901) LITERAL: 0(/Game/PrimalEarth/Dinos/Hesperornis/Hesperornis_Character_BP.Hesperornis_Character_BP:EdGraph_100193.K2Node_MakeStruct_2319) CONTENT: Idle(/Engine/Transient.REINST_Hesperornis_Character_BP_C_1) CONTENT: Cute(/Engine/Transient.REINST_Hesperornis_Character_BP_C_1) CONTENT: c_back3(/Engine/Transient.REINST_Hesperornis_Character_BP_C_1) CONTENT: Action(/Engine/Transient.REINST_Hesperornis_Character_BP_C_1) CONTENT: Move(/Engine/Transient.REINST_Hesperornis_Character_BP_C_1) CONTENT: Hesperornis(/Engine/Transient.REINST_Hesperornis_Character_BP_C_1) CONTENT: Idle(/Engine/Transient.Default__REINST_Hesperornis_Character_BP_C_26578) CONTENT: Cute(/Engine/Transient.Default__REINST_Hesperornis_Character_BP_C_26578) CONTENT: c_back3(/Engine/Transient.Default__REINST_Hesperornis_Character_BP_C_26578) CONTENT: Action(/Engine/Transient.Default__REINST_Hesperornis_Character_BP_C_26578) CONTENT: Move(/Engine/Transient.Default__REINST_Hesperornis_Character_BP_C_26578) CONTENT: Hesperornis(/Engine/Transient.Default__REINST_Hesperornis_Character_BP_C_26578) LITERAL: Feed Fish {0}(/Game/PrimalEarth/Dinos/Hesperornis/Hesperornis_Character_BP.Hesperornis_Character_BP:EdGraph_100288.K2Node_CallFunction_246159) LITERAL: 0(/Game/PrimalEarth/Dinos/Hesperornis/Hesperornis_Character_BP.Hesperornis_Character_BP:EdGraph_100288.K2Node_MakeStruct_2320) LITERAL: : Wait Time {0}(/Game/PrimalEarth/Dinos/Hesperornis/Hesperornis_Character_BP.Hesperornis_Character_BP:EdGraph_100288.K2Node_CallFunction_246160) LITERAL: 0(/Game/PrimalEarth/Dinos/Hesperornis/Hesperornis_Character_BP.Hesperornis_Character_BP:EdGraph_100288.K2Node_MakeStruct_2321) CONTENT: Idle(/Game/PrimalEarth/Dinos/Hesperornis/Hesperornis_Character_BP.Default__Hesperornis_Character_BP_C) CONTENT: Cute(/Game/PrimalEarth/Dinos/Hesperornis/Hesperornis_Character_BP.Default__Hesperornis_Character_BP_C) CONTENT: c_back3(/Game/PrimalEarth/Dinos/Hesperornis/Hesperornis_Character_BP.Default__Hesperornis_Character_BP_C) CONTENT: Action(/Game/PrimalEarth/Dinos/Hesperornis/Hesperornis_Character_BP.Default__Hesperornis_Character_BP_C) CONTENT: Move(/Game/PrimalEarth/Dinos/Hesperornis/Hesperornis_Character_BP.Default__Hesperornis_Character_BP_C) CONTENT: Hesperornis(/Game/PrimalEarth/Dinos/Hesperornis/Hesperornis_Character_BP.Default__Hesperornis_Character_BP_C) CONTENT: Fish One To Four(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntries_InlandWater.Default__DinoSpawnEntries_InlandWater_C) CONTENT: Salmon Three To Five(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntries_InlandWater.Default__DinoSpawnEntries_InlandWater_C) CONTENT: Piranha Two to Four(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntries_InlandWater.Default__DinoSpawnEntries_InlandWater_C) CONTENT: Sarco (1)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntries_InlandWater.Default__DinoSpawnEntries_InlandWater_C) CONTENT: Spino (1)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntries_InlandWater.Default__DinoSpawnEntries_InlandWater_C) CONTENT: Bary (1)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntries_InlandWater.Default__DinoSpawnEntries_InlandWater_C) CONTENT: Hesp (2-4)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntries_InlandWater.Default__DinoSpawnEntries_InlandWater_C) CONTENT: Otter One to Two(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntries_InlandWater.Default__DinoSpawnEntries_InlandWater_C) CONTENT: Sharkies(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntries_Ocean.Default__DinoSpawnEntries_Ocean_C) CONTENT: Fish One To Four(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntries_Ocean.Default__DinoSpawnEntries_Ocean_C) CONTENT: Dolphins(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntries_Ocean.Default__DinoSpawnEntries_Ocean_C) CONTENT: Manta(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntries_Ocean.Default__DinoSpawnEntries_Ocean_C) CONTENT: Trilobite 5(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntries_Ocean.Default__DinoSpawnEntries_Ocean_C) CONTENT: Basilo(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntries_Ocean.Default__DinoSpawnEntries_Ocean_C) CONTENT: Leed (1)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntries_Ocean.Default__DinoSpawnEntries_Ocean_C) CONTENT: Fish One To Four(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntries_RedwoodWater.Default__DinoSpawnEntries_RedwoodWater_C) CONTENT: Salmon Three To Five(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntries_RedwoodWater.Default__DinoSpawnEntries_RedwoodWater_C) CONTENT: Otter One to Two(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntries_RedwoodWater.Default__DinoSpawnEntries_RedwoodWater_C) CONTENT: Fish One To Four(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntries_ShallowWater.Default__DinoSpawnEntries_ShallowWater_C) CONTENT: Sarco (1)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntries_ShallowWater.Default__DinoSpawnEntries_ShallowWater_C) CONTENT: Piranha (2-3)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntries_ShallowWater.Default__DinoSpawnEntries_ShallowWater_C) CONTENT: Hesp (2-4)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntries_ShallowWater.Default__DinoSpawnEntries_ShallowWater_C) CONTENT: Bonus Glasses Skin(/Game/PrimalEarth/CoreBlueprints/Inventories/DinoDropInventoryComponent_Carnivore_Small_Leech.Default__DinoDropInventoryComponent_Carnivore_Small_Leech_C) CONTENT: Diseased Leech(/Engine/Transient.REINST_Leech_Character_Diseased_C_0) CONTENT: Diseased Leech(/Engine/Transient.Default__REINST_Leech_Character_Diseased_C_26604) CONTENT: Diseased Leech(/Engine/Transient.REINST_Leech_Character_Diseased_C_1) CONTENT: Diseased Leech(/Engine/Transient.Default__REINST_Leech_Character_Diseased_C_26608) CONTENT: Diseased Leech(/Game/PrimalEarth/Dinos/Leech/Leech_Character_Diseased.Default__Leech_Character_Diseased_C) CONTENT: Leech One To Four(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntries_SwampWater.Default__DinoSpawnEntries_SwampWater_C) CONTENT: Fish One To Four(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntries_SwampWater.Default__DinoSpawnEntries_SwampWater_C) CONTENT: Piranha Two to Four(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntries_SwampWater.Default__DinoSpawnEntries_SwampWater_C) CONTENT: Toad (1)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntries_SwampWater.Default__DinoSpawnEntries_SwampWater_C) CONTENT: Sarco (1)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntries_SwampWater.Default__DinoSpawnEntries_SwampWater_C) CONTENT: Kapro (1-2)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntries_SwampWater.Default__DinoSpawnEntries_SwampWater_C) CONTENT: Dimetro (1)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntries_SwampWater.Default__DinoSpawnEntries_SwampWater_C) CONTENT: Diplo (1)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntries_SwampWater.Default__DinoSpawnEntries_SwampWater_C) CONTENT: Bary (1)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntries_SwampWater.Default__DinoSpawnEntries_SwampWater_C) CONTENT: Idle(/Engine/Transient.REINST_Archa_Character_BP_C_0) CONTENT: Cute(/Engine/Transient.REINST_Archa_Character_BP_C_0) CONTENT: Action(/Engine/Transient.REINST_Archa_Character_BP_C_0) CONTENT: Move - Flying(/Engine/Transient.REINST_Archa_Character_BP_C_0) CONTENT: Spine_02(/Engine/Transient.REINST_Archa_Character_BP_C_0) CONTENT: Move(/Engine/Transient.REINST_Archa_Character_BP_C_0) CONTENT: Archaeopteryx(/Engine/Transient.REINST_Archa_Character_BP_C_0) CONTENT: Archaeopteryx Egg(/Game/PrimalEarth/Test/PrimalItemConsumable_Egg_Archa.Default__PrimalItemConsumable_Egg_Archa_C) LITERAL: Mounted(/Game/PrimalEarth/Dinos/Archaeopteryx/Archa_Character_BP.Archa_Character_BP:BPOnSetMountedDino.K2Node_CallFunction_33111) CONTENT: Fertilized Archaeopteryx Egg(/Game/PrimalEarth/Test/PrimalItemConsumable_Egg_Archa_Fertilized.Default__PrimalItemConsumable_Egg_Archa_Fertilized_C) LITERAL: No velocity~~(/Game/PrimalEarth/CoreAI/ApplyVelocityTowards.ApplyVelocityTowards:ReceiveTick.K2Node_CallFunction_59141) LITERAL: Dino Should Fly Check(/Game/PrimalEarth/CoreAI/BeginFly_TK_Archa.BeginFly_TK_Archa:EventGraph.K2Node_CallFunction_7644) LITERAL: Dino Should Land Check(/Game/PrimalEarth/CoreAI/BeginFly_TK_Archa.BeginFly_TK_Archa:EventGraph.K2Node_CallFunction_13003) LITERAL: TreePlatform(/Game/PrimalEarth/CoreAI/GetClosestTree.GetClosestTree:ReceiveExecute.K2Node_CallFunction_91558) LITERAL: JoshuaTree(/Game/PrimalEarth/CoreAI/GetClosestTree.GetClosestTree:ReceiveExecute.K2Node_CallFunction_24307) LITERAL: JoshuaTree(/Game/PrimalEarth/CoreAI/GetClosestTree.GetClosestTree:ReceiveExecute.K2Node_CallFunction_29345) CONTENT: Idle(/Engine/Transient.Default__REINST_Archa_Character_BP_C_26753) CONTENT: Cute(/Engine/Transient.Default__REINST_Archa_Character_BP_C_26753) CONTENT: Action(/Engine/Transient.Default__REINST_Archa_Character_BP_C_26753) CONTENT: Move - Flying(/Engine/Transient.Default__REINST_Archa_Character_BP_C_26753) CONTENT: Spine_02(/Engine/Transient.Default__REINST_Archa_Character_BP_C_26753) CONTENT: Move(/Engine/Transient.Default__REINST_Archa_Character_BP_C_26753) CONTENT: Archaeopteryx(/Engine/Transient.Default__REINST_Archa_Character_BP_C_26753) CONTENT: Idle(/Engine/Transient.REINST_Archa_Character_BP_C_1) CONTENT: Cute(/Engine/Transient.REINST_Archa_Character_BP_C_1) CONTENT: Action(/Engine/Transient.REINST_Archa_Character_BP_C_1) CONTENT: Move - Flying(/Engine/Transient.REINST_Archa_Character_BP_C_1) CONTENT: Spine_02(/Engine/Transient.REINST_Archa_Character_BP_C_1) CONTENT: Move(/Engine/Transient.REINST_Archa_Character_BP_C_1) CONTENT: Archaeopteryx(/Engine/Transient.REINST_Archa_Character_BP_C_1) CONTENT: Idle(/Engine/Transient.Default__REINST_Archa_Character_BP_C_26833) CONTENT: Cute(/Engine/Transient.Default__REINST_Archa_Character_BP_C_26833) CONTENT: Action(/Engine/Transient.Default__REINST_Archa_Character_BP_C_26833) CONTENT: Move - Flying(/Engine/Transient.Default__REINST_Archa_Character_BP_C_26833) CONTENT: Spine_02(/Engine/Transient.Default__REINST_Archa_Character_BP_C_26833) CONTENT: Move(/Engine/Transient.Default__REINST_Archa_Character_BP_C_26833) CONTENT: Archaeopteryx(/Engine/Transient.Default__REINST_Archa_Character_BP_C_26833) CONTENT: Idle(/Game/PrimalEarth/Dinos/Archaeopteryx/Archa_Character_BP.Default__Archa_Character_BP_C) CONTENT: Cute(/Game/PrimalEarth/Dinos/Archaeopteryx/Archa_Character_BP.Default__Archa_Character_BP_C) CONTENT: Action(/Game/PrimalEarth/Dinos/Archaeopteryx/Archa_Character_BP.Default__Archa_Character_BP_C) CONTENT: Move - Flying(/Game/PrimalEarth/Dinos/Archaeopteryx/Archa_Character_BP.Default__Archa_Character_BP_C) CONTENT: Spine_02(/Game/PrimalEarth/Dinos/Archaeopteryx/Archa_Character_BP.Default__Archa_Character_BP_C) CONTENT: Move(/Game/PrimalEarth/Dinos/Archaeopteryx/Archa_Character_BP.Default__Archa_Character_BP_C) CONTENT: Archaeopteryx(/Game/PrimalEarth/Dinos/Archaeopteryx/Archa_Character_BP.Default__Archa_Character_BP_C) CONTENT: Archa (1)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesArcha.Default__DinoSpawnEntriesArcha_C) CONTENT: Dodo Spawn (1-5)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesBeach.Default__DinoSpawnEntriesBeach_C) CONTENT: Para (1-2)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesBeach.Default__DinoSpawnEntriesBeach_C) CONTENT: Trike (1-2)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesBeach.Default__DinoSpawnEntriesBeach_C) CONTENT: Sauropod (1-2)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesBeach.Default__DinoSpawnEntriesBeach_C) CONTENT: Ptero (1-2)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesBeach.Default__DinoSpawnEntriesBeach_C) CONTENT: Dilo Spawn (1-3)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesBeach.Default__DinoSpawnEntriesBeach_C) CONTENT: Oviraptor Spawn(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesBeach.Default__DinoSpawnEntriesBeach_C) CONTENT: Turtle (1-2)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesBeach.Default__DinoSpawnEntriesBeach_C) CONTENT: Compy Spawn (1-5)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesBeach.Default__DinoSpawnEntriesBeach_C) CONTENT: Lystro (1-2)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesBeach.Default__DinoSpawnEntriesBeach_C) CONTENT: Moschops (1-2)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesBeach.Default__DinoSpawnEntriesBeach_C) CONTENT: Pegomastax (2-3)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesBeach.Default__DinoSpawnEntriesBeach_C) CONTENT: Ichthy (2-4)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesBeach.Default__DinoSpawnEntriesBeach_C) CONTENT: Bee(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesBee.Default__DinoSpawnEntriesBee_C) CONTENT: Boas (1-4)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesCave1.Default__DinoSpawnEntriesCave1_C) CONTENT: Arthro (1-2)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesCave1.Default__DinoSpawnEntriesCave1_C) CONTENT: Spiders (1-3)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesCave1.Default__DinoSpawnEntriesCave1_C) CONTENT: Scorpions (1)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesCave1.Default__DinoSpawnEntriesCave1_C) CONTENT: Beetle (1)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesCave1.Default__DinoSpawnEntriesCave1_C) CONTENT: Boas (1-2)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesCave2-LowSpiderScorp.Default__DinoSpawnEntriesCave2-LowSpiderScorp_C) CONTENT: Arthro (1-2)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesCave2-LowSpiderScorp.Default__DinoSpawnEntriesCave2-LowSpiderScorp_C) CONTENT: Spiders (1-3)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesCave2-LowSpiderScorp.Default__DinoSpawnEntriesCave2-LowSpiderScorp_C) CONTENT: Scorpions (1)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesCave2-LowSpiderScorp.Default__DinoSpawnEntriesCave2-LowSpiderScorp_C) CONTENT: Bats (1-3)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesCave2-LowSpiderScorp.Default__DinoSpawnEntriesCave2-LowSpiderScorp_C) CONTENT: Beetle (1)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesCave2-LowSpiderScorp.Default__DinoSpawnEntriesCave2-LowSpiderScorp_C) CONTENT: Boas (1-4)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesCave2.Default__DinoSpawnEntriesCave2_C) CONTENT: Arthro (1-2)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesCave2.Default__DinoSpawnEntriesCave2_C) CONTENT: Spiders (1-3)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesCave2.Default__DinoSpawnEntriesCave2_C) CONTENT: Scorpions (1-2)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesCave2.Default__DinoSpawnEntriesCave2_C) CONTENT: Boas (1-4)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesCave3.Default__DinoSpawnEntriesCave3_C) CONTENT: Arthro (1-2)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesCave3.Default__DinoSpawnEntriesCave3_C) CONTENT: Spiders (1-3)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesCave3.Default__DinoSpawnEntriesCave3_C) CONTENT: Scorpions (1-3)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesCave3.Default__DinoSpawnEntriesCave3_C) CONTENT: Beetle (1)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesCave3.Default__DinoSpawnEntriesCave3_C) CONTENT: Boas (1-2)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesCave5.Default__DinoSpawnEntriesCave5_C) CONTENT: Arthro (1-2)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesCave5.Default__DinoSpawnEntriesCave5_C) CONTENT: Spiders (1-3)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesCave5.Default__DinoSpawnEntriesCave5_C) CONTENT: Scorpions (1-2)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesCave5.Default__DinoSpawnEntriesCave5_C) CONTENT: Bats (1-2)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesCave5.Default__DinoSpawnEntriesCave5_C) CONTENT: Beetle (1)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesCave5.Default__DinoSpawnEntriesCave5_C) CONTENT: Boas (1-4)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesCave7-Fliers.Default__DinoSpawnEntriesCave7-Fliers_C) CONTENT: Spiders (1-3)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesCave7-Fliers.Default__DinoSpawnEntriesCave7-Fliers_C) CONTENT: Scorpions (1)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesCave7-Fliers.Default__DinoSpawnEntriesCave7-Fliers_C) CONTENT: Beetle (1)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesCave7-Fliers.Default__DinoSpawnEntriesCave7-Fliers_C) CONTENT: Dilos (1-2)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesCaveLava.Default__DinoSpawnEntriesCaveLava_C) CONTENT: Spiders (1-3)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesCaveLava.Default__DinoSpawnEntriesCaveLava_C) CONTENT: Scorpions (1)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesCaveLava.Default__DinoSpawnEntriesCaveLava_C) CONTENT: Dilos (1-2)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesCaveLava.Default__DinoSpawnEntriesCaveLava_C) CONTENT: Rex Group(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesCaveTek.Default__DinoSpawnEntriesCaveTek_C) CONTENT: Allo Group(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesCaveTek.Default__DinoSpawnEntriesCaveTek_C) CONTENT: Therizino Group(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesCaveTek.Default__DinoSpawnEntriesCaveTek_C) CONTENT: Baryonyx Group(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesCaveTek.Default__DinoSpawnEntriesCaveTek_C) CONTENT: Megalo Group(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesCaveTek.Default__DinoSpawnEntriesCaveTek_C) CONTENT: Yuuty Group(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesCaveTek.Default__DinoSpawnEntriesCaveTek_C) CONTENT: Piranha 2-4(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesCaveWater.Default__DinoSpawnEntriesCaveWater_C) CONTENT: Sarcos (1)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesCaveWater.Default__DinoSpawnEntriesCaveWater_C) CONTENT: Para (1-3)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesDamiensAtoll.Default__DinoSpawnEntriesDamiensAtoll_C) CONTENT: Trike (1-3)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesDamiensAtoll.Default__DinoSpawnEntriesDamiensAtoll_C) CONTENT: Ankylo (1-3)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesDamiensAtoll.Default__DinoSpawnEntriesDamiensAtoll_C) CONTENT: Stego (1-2)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesDamiensAtoll.Default__DinoSpawnEntriesDamiensAtoll_C) CONTENT: Sauropod (1-3)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesDamiensAtoll.Default__DinoSpawnEntriesDamiensAtoll_C) CONTENT: Ptero (1-4)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesDamiensAtoll.Default__DinoSpawnEntriesDamiensAtoll_C) CONTENT: Phiomia (1)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesDamiensAtoll.Default__DinoSpawnEntriesDamiensAtoll_C) CONTENT: Giganoto (1)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesGigant.Default__DinoSpawnEntriesGigant_C) CONTENT: Giganoto (1)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesGigant.Default__DinoSpawnEntriesGigant_C) CONTENT: Dark Muted(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_PachyRhino.Default__DinoColorSet_PachyRhino_C) CONTENT: Dark All(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_PachyRhino.Default__DinoColorSet_PachyRhino_C) CONTENT: Dark Muted(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_PachyRhino.Default__DinoColorSet_PachyRhino_C) CONTENT: Dark Muted(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_PachyRhino.Default__DinoColorSet_PachyRhino_C) CONTENT: Dark All(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_PachyRhino.Default__DinoColorSet_PachyRhino_C) CONTENT: Light Muted -b(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_PachyRhino.Default__DinoColorSet_PachyRhino_C) CONTENT: Drained(/Engine/Transient.REINST_CamoGasCloud_C_0) CONTENT: Your torpor is rising.(/Engine/Transient.REINST_CamoGasCloud_C_0) CONTENT: Drained(/Engine/Transient.Default__REINST_CamoGasCloud_C_26871) CONTENT: Your torpor is rising.(/Engine/Transient.Default__REINST_CamoGasCloud_C_26871) CONTENT: Drained(/Engine/Transient.REINST_CamoGasCloud_C_1) CONTENT: Your torpor is rising.(/Engine/Transient.REINST_CamoGasCloud_C_1) CONTENT: Drained(/Engine/Transient.Default__REINST_CamoGasCloud_C_26875) CONTENT: Your torpor is rising.(/Engine/Transient.Default__REINST_CamoGasCloud_C_26875) CONTENT: Drained(/Game/PrimalEarth/Dinos/Pachyrhinosaurus/CamoGasCloud.Default__CamoGasCloud_C) CONTENT: Your torpor is rising.(/Game/PrimalEarth/Dinos/Pachyrhinosaurus/CamoGasCloud.Default__CamoGasCloud_C) CONTENT: Blinding Hit(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_CantSee.Default__Buff_CantSee_C) CONTENT: You can't see!(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_CantSee.Default__Buff_CantSee_C) CONTENT: Rage Vision(/Game/PrimalEarth/Dinos/Pachyrhinosaurus/RageGasCloud.Default__RageGasCloud_C) CONTENT: Your torpor is rising.(/Game/PrimalEarth/Dinos/Pachyrhinosaurus/RageGasCloud.Default__RageGasCloud_C) CONTENT: Idle(/Engine/Transient.REINST_Pachyrhino_Character_BP_C_0) CONTENT: Cute(/Engine/Transient.REINST_Pachyrhino_Character_BP_C_0) CONTENT: Action(/Engine/Transient.REINST_Pachyrhino_Character_BP_C_0) CONTENT: c_neck1(/Engine/Transient.REINST_Pachyrhino_Character_BP_C_0) CONTENT: Action2(/Engine/Transient.REINST_Pachyrhino_Character_BP_C_0) CONTENT: Move(/Engine/Transient.REINST_Pachyrhino_Character_BP_C_0) CONTENT: Pachyrhinosaurus(/Engine/Transient.REINST_Pachyrhino_Character_BP_C_0) CONTENT: Pachyrhino Egg(/Game/PrimalEarth/Test/PrimalItemConsumable_Egg_Pachyrhino.Default__PrimalItemConsumable_Egg_Pachyrhino_C) CONTENT: Fertilized Pachyrhino Egg(/Game/PrimalEarth/Test/PrimalItemConsumable_Egg_PachyRhino_Fertilized.Default__PrimalItemConsumable_Egg_PachyRhino_Fertilized_C) CONTENT: Idle(/Engine/Transient.Default__REINST_Pachyrhino_Character_BP_C_26893) CONTENT: Cute(/Engine/Transient.Default__REINST_Pachyrhino_Character_BP_C_26893) CONTENT: Action(/Engine/Transient.Default__REINST_Pachyrhino_Character_BP_C_26893) CONTENT: c_neck1(/Engine/Transient.Default__REINST_Pachyrhino_Character_BP_C_26893) CONTENT: Action2(/Engine/Transient.Default__REINST_Pachyrhino_Character_BP_C_26893) CONTENT: Move(/Engine/Transient.Default__REINST_Pachyrhino_Character_BP_C_26893) CONTENT: Pachyrhinosaurus(/Engine/Transient.Default__REINST_Pachyrhino_Character_BP_C_26893) CONTENT: Idle(/Engine/Transient.REINST_Pachyrhino_Character_BP_C_1) CONTENT: Cute(/Engine/Transient.REINST_Pachyrhino_Character_BP_C_1) CONTENT: Action(/Engine/Transient.REINST_Pachyrhino_Character_BP_C_1) CONTENT: c_neck1(/Engine/Transient.REINST_Pachyrhino_Character_BP_C_1) CONTENT: Action2(/Engine/Transient.REINST_Pachyrhino_Character_BP_C_1) CONTENT: Move(/Engine/Transient.REINST_Pachyrhino_Character_BP_C_1) CONTENT: Pachyrhinosaurus(/Engine/Transient.REINST_Pachyrhino_Character_BP_C_1) CONTENT: Idle(/Engine/Transient.Default__REINST_Pachyrhino_Character_BP_C_26901) CONTENT: Cute(/Engine/Transient.Default__REINST_Pachyrhino_Character_BP_C_26901) CONTENT: Action(/Engine/Transient.Default__REINST_Pachyrhino_Character_BP_C_26901) CONTENT: c_neck1(/Engine/Transient.Default__REINST_Pachyrhino_Character_BP_C_26901) CONTENT: Action2(/Engine/Transient.Default__REINST_Pachyrhino_Character_BP_C_26901) CONTENT: Move(/Engine/Transient.Default__REINST_Pachyrhino_Character_BP_C_26901) CONTENT: Pachyrhinosaurus(/Engine/Transient.Default__REINST_Pachyrhino_Character_BP_C_26901) CONTENT: Idle(/Game/PrimalEarth/Dinos/Pachyrhinosaurus/Pachyrhino_Character_BP.Default__Pachyrhino_Character_BP_C) CONTENT: Cute(/Game/PrimalEarth/Dinos/Pachyrhinosaurus/Pachyrhino_Character_BP.Default__Pachyrhino_Character_BP_C) CONTENT: Action(/Game/PrimalEarth/Dinos/Pachyrhinosaurus/Pachyrhino_Character_BP.Default__Pachyrhino_Character_BP_C) CONTENT: c_neck1(/Game/PrimalEarth/Dinos/Pachyrhinosaurus/Pachyrhino_Character_BP.Default__Pachyrhino_Character_BP_C) CONTENT: Action2(/Game/PrimalEarth/Dinos/Pachyrhinosaurus/Pachyrhino_Character_BP.Default__Pachyrhino_Character_BP_C) CONTENT: Move(/Game/PrimalEarth/Dinos/Pachyrhinosaurus/Pachyrhino_Character_BP.Default__Pachyrhino_Character_BP_C) CONTENT: Pachyrhinosaurus(/Game/PrimalEarth/Dinos/Pachyrhinosaurus/Pachyrhino_Character_BP.Default__Pachyrhino_Character_BP_C) CONTENT: Para (1-3)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesGrassland.Default__DinoSpawnEntriesGrassland_C) CONTENT: Trike (1-3)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesGrassland.Default__DinoSpawnEntriesGrassland_C) CONTENT: Stego (1-3)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesGrassland.Default__DinoSpawnEntriesGrassland_C) CONTENT: Sauropod (1-3)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesGrassland.Default__DinoSpawnEntriesGrassland_C) CONTENT: Ptero (1-4)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesGrassland.Default__DinoSpawnEntriesGrassland_C) CONTENT: Raptor (1-4)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesGrassland.Default__DinoSpawnEntriesGrassland_C) CONTENT: Rex (1)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesGrassland.Default__DinoSpawnEntriesGrassland_C) CONTENT: Phiomia (1)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesGrassland.Default__DinoSpawnEntriesGrassland_C) CONTENT: Carno (1)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesGrassland.Default__DinoSpawnEntriesGrassland_C) CONTENT: Ant Spawn (1-5) 1(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesGrassland.Default__DinoSpawnEntriesGrassland_C) CONTENT: Ant Spawn (1-5) 2(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesGrassland.Default__DinoSpawnEntriesGrassland_C) CONTENT: Dragonfly Spawn (4) 1(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesGrassland.Default__DinoSpawnEntriesGrassland_C) CONTENT: Dragonfly Spawn (4) 2(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesGrassland.Default__DinoSpawnEntriesGrassland_C) CONTENT: Doed (1)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesGrassland.Default__DinoSpawnEntriesGrassland_C) CONTENT: Pachy (1-2)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesGrassland.Default__DinoSpawnEntriesGrassland_C) CONTENT: Diplodocus (1)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesGrassland.Default__DinoSpawnEntriesGrassland_C) CONTENT: Gallimimus (2)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesGrassland.Default__DinoSpawnEntriesGrassland_C) CONTENT: Terror Bird (3)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesGrassland.Default__DinoSpawnEntriesGrassland_C) CONTENT: Allosaurus (3)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesGrassland.Default__DinoSpawnEntriesGrassland_C) CONTENT: Pachyrhino (2-4)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesGrassland.Default__DinoSpawnEntriesGrassland_C) CONTENT: Sheep (1)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesGrassland.Default__DinoSpawnEntriesGrassland_C) CONTENT: Microraptor (3-5)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesGrassland.Default__DinoSpawnEntriesGrassland_C) CONTENT: Equus (1-4)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesGrassland.Default__DinoSpawnEntriesGrassland_C) CONTENT: Yeti(/Engine/Transient.REINST_Yeti_Character_BP_C_0) CONTENT: Yeti(/Engine/Transient.Default__REINST_Yeti_Character_BP_C_26922) CONTENT: Yeti(/Engine/Transient.REINST_Yeti_Character_BP_C_1) CONTENT: Yeti(/Engine/Transient.Default__REINST_Yeti_Character_BP_C_26926) CONTENT: Yeti(/Game/PrimalEarth/Dinos/Bigfoot/Yeti_Character_BP.Default__Yeti_Character_BP_C) CONTENT: Polar Bear(/Engine/Transient.REINST_Direbear_Character_Polar_C_0) CONTENT: Polar Bear(/Engine/Transient.Default__REINST_Direbear_Character_Polar_C_26945) CONTENT: Polar Bear(/Engine/Transient.REINST_Direbear_Character_Polar_C_1) CONTENT: Polar Bear(/Engine/Transient.Default__REINST_Direbear_Character_Polar_C_26949) CONTENT: Polar Bear(/Game/PrimalEarth/Dinos/Direbear/Direbear_Character_Polar.Default__Direbear_Character_Polar_C) CONTENT: Wolves (1-3)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesIceCave.Default__DinoSpawnEntriesIceCave_C) CONTENT: Purlovia (1-2)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesIceCave.Default__DinoSpawnEntriesIceCave_C) CONTENT: Polar Bears (1-2)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesIceCave.Default__DinoSpawnEntriesIceCave_C) CONTENT: Yeti (1)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesIceCave.Default__DinoSpawnEntriesIceCave_C) CONTENT: Dodo Spawn (1-5)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesJungle.Default__DinoSpawnEntriesJungle_C) CONTENT: Para (1-3)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesJungle.Default__DinoSpawnEntriesJungle_C) CONTENT: Trike (1-3)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesJungle.Default__DinoSpawnEntriesJungle_C) CONTENT: Stego (1-2)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesJungle.Default__DinoSpawnEntriesJungle_C) CONTENT: Dilo (1-4)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesJungle.Default__DinoSpawnEntriesJungle_C) CONTENT: Raptor (1-2)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesJungle.Default__DinoSpawnEntriesJungle_C) CONTENT: Phiomia (1-2)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesJungle.Default__DinoSpawnEntriesJungle_C) CONTENT: Turtle (1-2)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesJungle.Default__DinoSpawnEntriesJungle_C) CONTENT: Carno (1)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesJungle.Default__DinoSpawnEntriesJungle_C) CONTENT: Ant Spawn (1-5) 1(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesJungle.Default__DinoSpawnEntriesJungle_C) CONTENT: Compy Spawn (1-5)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesJungle.Default__DinoSpawnEntriesJungle_C) CONTENT: Dragonfly Spawn (4) 1(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesJungle.Default__DinoSpawnEntriesJungle_C) CONTENT: Dragonfly Spawn (4) 2(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesJungle.Default__DinoSpawnEntriesJungle_C) CONTENT: Dimorphs (1-3)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesJungle.Default__DinoSpawnEntriesJungle_C) CONTENT: Diplodocus (1)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesJungle.Default__DinoSpawnEntriesJungle_C) CONTENT: Monkeys (1-3)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesJungle.Default__DinoSpawnEntriesJungle_C) CONTENT: Pachy (1-2)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesJungle.Default__DinoSpawnEntriesJungle_C) CONTENT: Oviraptor (1)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesJungle.Default__DinoSpawnEntriesJungle_C) CONTENT: Lystro (1-2)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesJungle.Default__DinoSpawnEntriesJungle_C) CONTENT: Tapajera (1)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesJungle.Default__DinoSpawnEntriesJungle_C) CONTENT: Chalico (1-3)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesJungle.Default__DinoSpawnEntriesJungle_C) CONTENT: Moschops (1-2)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesJungle.Default__DinoSpawnEntriesJungle_C) CONTENT: Therizo (1)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesJungle.Default__DinoSpawnEntriesJungle_C) CONTENT: Troodon (3-4)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesJungle.Default__DinoSpawnEntriesJungle_C) CONTENT: Ignuanadon (1)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesJungle.Default__DinoSpawnEntriesJungle_C) CONTENT: Raptor (2-4)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesMonsterIsland.Default__DinoSpawnEntriesMonsterIsland_C) CONTENT: Saber (1-3)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesMonsterIsland.Default__DinoSpawnEntriesMonsterIsland_C) CONTENT: T-Rex (1-2)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesMonsterIsland.Default__DinoSpawnEntriesMonsterIsland_C) CONTENT: Scorpion (1-3)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesMonsterIsland.Default__DinoSpawnEntriesMonsterIsland_C) CONTENT: Argentavis (1-3)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesMonsterIsland.Default__DinoSpawnEntriesMonsterIsland_C) CONTENT: Carnos (1-2)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesMonsterIsland.Default__DinoSpawnEntriesMonsterIsland_C) CONTENT: Survivor(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSet_MegaSurvivor.Default__LootItemSet_MegaSurvivor_C) CONTENT: Recipe(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSet_MegaSurvivor.Default__LootItemSet_MegaSurvivor_C) CONTENT: Tool(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSet_MegaSurvivor.Default__LootItemSet_MegaSurvivor_C) CONTENT: Weapon(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSet_MegaSurvivor.Default__LootItemSet_MegaSurvivor_C) CONTENT: Arrows(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSet_MegaSurvivor.Default__LootItemSet_MegaSurvivor_C) CONTENT: Berries(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSet_MegaSurvivor.Default__LootItemSet_MegaSurvivor_C) CONTENT: Armor(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSet_MegaSurvivor.Default__LootItemSet_MegaSurvivor_C) CONTENT: Alpha Carnotaurus Arm(/Game/PrimalEarth/CoreBlueprints/Resources/PrimalItemResource_ApexDrop_AlphaCarno.Default__PrimalItemResource_ApexDrop_AlphaCarno_C) CONTENT: This trophy proves your worth as a hunter.(/Game/PrimalEarth/CoreBlueprints/Resources/PrimalItemResource_ApexDrop_AlphaCarno.Default__PrimalItemResource_ApexDrop_AlphaCarno_C) CONTENT: Survivor(/Game/PrimalEarth/CoreBlueprints/Inventories/DinoDropInventoryComponent_Carnivore_MegaCarno.Default__DinoDropInventoryComponent_Carnivore_MegaCarno_C) CONTENT: Survivor(/Game/PrimalEarth/CoreBlueprints/Inventories/DinoDropInventoryComponent_Carnivore_MegaCarno.Default__DinoDropInventoryComponent_Carnivore_MegaCarno_C) CONTENT: Survivor(/Game/PrimalEarth/CoreBlueprints/Inventories/DinoDropInventoryComponent_Carnivore_MegaCarno.Default__DinoDropInventoryComponent_Carnivore_MegaCarno_C) CONTENT: Tribute Drop(/Game/PrimalEarth/CoreBlueprints/Inventories/DinoDropInventoryComponent_Carnivore_MegaCarno.Default__DinoDropInventoryComponent_Carnivore_MegaCarno_C) CONTENT: Dark Muted-g(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_MegaCarno.Default__DinoColorSet_MegaCarno_C) CONTENT: Dark Muted-g(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_MegaCarno.Default__DinoColorSet_MegaCarno_C) CONTENT: Dark Muted-g(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_MegaCarno.Default__DinoColorSet_MegaCarno_C) CONTENT: Dark Muted-g(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_MegaCarno.Default__DinoColorSet_MegaCarno_C) CONTENT: Alpha Carnotaurus(/Engine/Transient.REINST_MegaCarno_Character_BP_C_0) CONTENT: Alpha Carnotaurus(/Engine/Transient.Default__REINST_MegaCarno_Character_BP_C_26990) CONTENT: Alpha Carnotaurus(/Engine/Transient.REINST_MegaCarno_Character_BP_C_1) CONTENT: Alpha Carnotaurus(/Engine/Transient.Default__REINST_MegaCarno_Character_BP_C_26994) CONTENT: Alpha Carnotaurus(/Game/PrimalEarth/Dinos/Carno/MegaCarno_Character_BP.Default__MegaCarno_Character_BP_C) CONTENT: Survivor(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSet_MegaRaptorSurvivor.Default__LootItemSet_MegaRaptorSurvivor_C) CONTENT: Recipe(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSet_MegaRaptorSurvivor.Default__LootItemSet_MegaRaptorSurvivor_C) CONTENT: Tool(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSet_MegaRaptorSurvivor.Default__LootItemSet_MegaRaptorSurvivor_C) CONTENT: Weapon(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSet_MegaRaptorSurvivor.Default__LootItemSet_MegaRaptorSurvivor_C) CONTENT: Arrows(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSet_MegaRaptorSurvivor.Default__LootItemSet_MegaRaptorSurvivor_C) CONTENT: Berries(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSet_MegaRaptorSurvivor.Default__LootItemSet_MegaRaptorSurvivor_C) CONTENT: Armor(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSet_MegaRaptorSurvivor.Default__LootItemSet_MegaRaptorSurvivor_C) CONTENT: Alpha Raptor Claw(/Game/PrimalEarth/CoreBlueprints/Resources/PrimalItemResource_ApexDrop_AlphaRaptor.Default__PrimalItemResource_ApexDrop_AlphaRaptor_C) CONTENT: This trophy proves your worth as a hunter.(/Game/PrimalEarth/CoreBlueprints/Resources/PrimalItemResource_ApexDrop_AlphaRaptor.Default__PrimalItemResource_ApexDrop_AlphaRaptor_C) CONTENT: Tribute(/Game/PrimalEarth/CoreBlueprints/Inventories/DinoDropInventoryComponent_Carnivore_Mega_Raptor.Default__DinoDropInventoryComponent_Carnivore_Mega_Raptor_C) CONTENT: Tribute Drop(/Game/PrimalEarth/CoreBlueprints/Inventories/DinoDropInventoryComponent_Carnivore_Mega_Raptor.Default__DinoDropInventoryComponent_Carnivore_Mega_Raptor_C) CONTENT: Dark Muted-g(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_MegaRaptor.Default__DinoColorSet_MegaRaptor_C) CONTENT: Dark Muted-g(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_MegaRaptor.Default__DinoColorSet_MegaRaptor_C) CONTENT: Dark Muted-g(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_MegaRaptor.Default__DinoColorSet_MegaRaptor_C) CONTENT: Dark Muted-g(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_MegaRaptor.Default__DinoColorSet_MegaRaptor_C) CONTENT: Alpha Raptor(/Engine/Transient.REINST_MegaRaptor_Character_BP_C_0) CONTENT: Alpha Raptor(/Engine/Transient.Default__REINST_MegaRaptor_Character_BP_C_27019) CONTENT: Alpha Raptor(/Engine/Transient.REINST_MegaRaptor_Character_BP_C_1) CONTENT: Alpha Raptor(/Engine/Transient.Default__REINST_MegaRaptor_Character_BP_C_27023) CONTENT: Alpha Raptor(/Game/PrimalEarth/Dinos/Raptor/MegaRaptor_Character_BP.Default__MegaRaptor_Character_BP_C) CONTENT: Alpha Rex Trophy(/Game/PrimalEarth/CoreBlueprints/Items/Trophies/PrimalItemTrophy_AlphaRex.Default__PrimalItemTrophy_AlphaRex_C) CONTENT: Place it on a Trophy Wall-Mount!(/Game/PrimalEarth/CoreBlueprints/Items/Trophies/PrimalItemTrophy_AlphaRex.Default__PrimalItemTrophy_AlphaRex_C) CONTENT: Alpha Tyrannosaur Tooth(/Game/PrimalEarth/CoreBlueprints/Resources/PrimalItemResource_ApexDrop_AlphaRex.Default__PrimalItemResource_ApexDrop_AlphaRex_C) CONTENT: This trophy proves your worth as a hunter.(/Game/PrimalEarth/CoreBlueprints/Resources/PrimalItemResource_ApexDrop_AlphaRex.Default__PrimalItemResource_ApexDrop_AlphaRex_C) CONTENT: Apex Drop(/Game/PrimalEarth/CoreBlueprints/Inventories/DinoDropInventoryComponent_Carnivore_Mega_Rex.Default__DinoDropInventoryComponent_Carnivore_Mega_Rex_C) CONTENT: Apex Drop(/Game/PrimalEarth/CoreBlueprints/Inventories/DinoDropInventoryComponent_Carnivore_Mega_Rex.Default__DinoDropInventoryComponent_Carnivore_Mega_Rex_C) CONTENT: Skull Trophy(/Game/PrimalEarth/CoreBlueprints/Inventories/DinoDropInventoryComponent_Carnivore_Mega_Rex.Default__DinoDropInventoryComponent_Carnivore_Mega_Rex_C) CONTENT: Bonus Bone Helmet Skin(/Game/PrimalEarth/CoreBlueprints/Inventories/DinoDropInventoryComponent_Carnivore_Mega_Rex.Default__DinoDropInventoryComponent_Carnivore_Mega_Rex_C) CONTENT: Dark Muted-g(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_MegaRex.Default__DinoColorSet_MegaRex_C) CONTENT: Dark Muted-g(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_MegaRex.Default__DinoColorSet_MegaRex_C) CONTENT: Dark Muted-g(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_MegaRex.Default__DinoColorSet_MegaRex_C) CONTENT: Dark Muted-g(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_MegaRex.Default__DinoColorSet_MegaRex_C) CONTENT: Dark Muted-g(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_MegaRex.Default__DinoColorSet_MegaRex_C) CONTENT: Dark Muted-g(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_MegaRex.Default__DinoColorSet_MegaRex_C) CONTENT: Idle(/Engine/Transient.REINST_MegaRex_Character_BP_C_0) CONTENT: Cute(/Engine/Transient.REINST_MegaRex_Character_BP_C_0) CONTENT: Action(/Engine/Transient.REINST_MegaRex_Character_BP_C_0) CONTENT: Move(/Engine/Transient.REINST_MegaRex_Character_BP_C_0) CONTENT: Alpha T-Rex(/Engine/Transient.REINST_MegaRex_Character_BP_C_0) CONTENT: Idle(/Engine/Transient.Default__REINST_MegaRex_Character_BP_C_27048) CONTENT: Cute(/Engine/Transient.Default__REINST_MegaRex_Character_BP_C_27048) CONTENT: Action(/Engine/Transient.Default__REINST_MegaRex_Character_BP_C_27048) CONTENT: Move(/Engine/Transient.Default__REINST_MegaRex_Character_BP_C_27048) CONTENT: Alpha T-Rex(/Engine/Transient.Default__REINST_MegaRex_Character_BP_C_27048) CONTENT: Idle(/Engine/Transient.REINST_MegaRex_Character_BP_C_1) CONTENT: Cute(/Engine/Transient.REINST_MegaRex_Character_BP_C_1) CONTENT: Action(/Engine/Transient.REINST_MegaRex_Character_BP_C_1) CONTENT: Move(/Engine/Transient.REINST_MegaRex_Character_BP_C_1) CONTENT: Alpha T-Rex(/Engine/Transient.REINST_MegaRex_Character_BP_C_1) CONTENT: Idle(/Engine/Transient.Default__REINST_MegaRex_Character_BP_C_27052) CONTENT: Cute(/Engine/Transient.Default__REINST_MegaRex_Character_BP_C_27052) CONTENT: Action(/Engine/Transient.Default__REINST_MegaRex_Character_BP_C_27052) CONTENT: Move(/Engine/Transient.Default__REINST_MegaRex_Character_BP_C_27052) CONTENT: Alpha T-Rex(/Engine/Transient.Default__REINST_MegaRex_Character_BP_C_27052) CONTENT: Idle(/Game/PrimalEarth/Dinos/Rex/MegaRex_Character_BP.Default__MegaRex_Character_BP_C) CONTENT: Cute(/Game/PrimalEarth/Dinos/Rex/MegaRex_Character_BP.Default__MegaRex_Character_BP_C) CONTENT: Action(/Game/PrimalEarth/Dinos/Rex/MegaRex_Character_BP.Default__MegaRex_Character_BP_C) CONTENT: Move(/Game/PrimalEarth/Dinos/Rex/MegaRex_Character_BP.Default__MegaRex_Character_BP_C) CONTENT: Alpha T-Rex(/Game/PrimalEarth/Dinos/Rex/MegaRex_Character_BP.Default__MegaRex_Character_BP_C) CONTENT: Ankylo (1-3)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesMountain.Default__DinoSpawnEntriesMountain_C) CONTENT: Stego (1-3)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesMountain.Default__DinoSpawnEntriesMountain_C) CONTENT: Dimorphs (1-3)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesMountain.Default__DinoSpawnEntriesMountain_C) CONTENT: Raptor (3-6)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesMountain.Default__DinoSpawnEntriesMountain_C) CONTENT: Saber (2-4)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesMountain.Default__DinoSpawnEntriesMountain_C) CONTENT: T-Rex (1-2)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesMountain.Default__DinoSpawnEntriesMountain_C) CONTENT: Scorpion (1-3)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesMountain.Default__DinoSpawnEntriesMountain_C) CONTENT: Argentavis (1-3)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesMountain.Default__DinoSpawnEntriesMountain_C) CONTENT: Carnos (1-2)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesMountain.Default__DinoSpawnEntriesMountain_C) CONTENT: Doed (1)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesMountain.Default__DinoSpawnEntriesMountain_C) CONTENT: Pachy (1)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesMountain.Default__DinoSpawnEntriesMountain_C) CONTENT: Procop (1)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesMountain.Default__DinoSpawnEntriesMountain_C) CONTENT: Allosaurus (3)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesMountain.Default__DinoSpawnEntriesMountain_C) CONTENT: Kentro (1-3)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesMountain.Default__DinoSpawnEntriesMountain_C) CONTENT: Hya (1-6)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesMountain.Default__DinoSpawnEntriesMountain_C) CONTENT: Pelagornis Egg(/Game/PrimalEarth/Test/PrimalItemConsumable_Egg_Pela.Default__PrimalItemConsumable_Egg_Pela_C) CONTENT: Idle(/Engine/Transient.REINST_Pela_Character_BP_C_0) CONTENT: Cute(/Engine/Transient.REINST_Pela_Character_BP_C_0) CONTENT: Action(/Engine/Transient.REINST_Pela_Character_BP_C_0) CONTENT: c_neck1(/Engine/Transient.REINST_Pela_Character_BP_C_0) CONTENT: Move(/Engine/Transient.REINST_Pela_Character_BP_C_0) CONTENT: c_neck1(/Engine/Transient.REINST_Pela_Character_BP_C_0) CONTENT: Pelagornis(/Engine/Transient.REINST_Pela_Character_BP_C_0) CONTENT: Fertilized Pelagornis Egg(/Game/PrimalEarth/Test/PrimalItemConsumable_Egg_Pela_Fertilized.Default__PrimalItemConsumable_Egg_Pela_Fertilized_C) CONTENT: Idle(/Engine/Transient.Default__REINST_Pela_Character_BP_C_27066) CONTENT: Cute(/Engine/Transient.Default__REINST_Pela_Character_BP_C_27066) CONTENT: Action(/Engine/Transient.Default__REINST_Pela_Character_BP_C_27066) CONTENT: c_neck1(/Engine/Transient.Default__REINST_Pela_Character_BP_C_27066) CONTENT: Move(/Engine/Transient.Default__REINST_Pela_Character_BP_C_27066) CONTENT: c_neck1(/Engine/Transient.Default__REINST_Pela_Character_BP_C_27066) CONTENT: Pelagornis(/Engine/Transient.Default__REINST_Pela_Character_BP_C_27066) CONTENT: Idle(/Engine/Transient.REINST_Pela_Character_BP_C_1) CONTENT: Cute(/Engine/Transient.REINST_Pela_Character_BP_C_1) CONTENT: Action(/Engine/Transient.REINST_Pela_Character_BP_C_1) CONTENT: c_neck1(/Engine/Transient.REINST_Pela_Character_BP_C_1) CONTENT: Move(/Engine/Transient.REINST_Pela_Character_BP_C_1) CONTENT: c_neck1(/Engine/Transient.REINST_Pela_Character_BP_C_1) CONTENT: Pelagornis(/Engine/Transient.REINST_Pela_Character_BP_C_1) CONTENT: Idle(/Engine/Transient.Default__REINST_Pela_Character_BP_C_27070) CONTENT: Cute(/Engine/Transient.Default__REINST_Pela_Character_BP_C_27070) CONTENT: Action(/Engine/Transient.Default__REINST_Pela_Character_BP_C_27070) CONTENT: c_neck1(/Engine/Transient.Default__REINST_Pela_Character_BP_C_27070) CONTENT: Move(/Engine/Transient.Default__REINST_Pela_Character_BP_C_27070) CONTENT: c_neck1(/Engine/Transient.Default__REINST_Pela_Character_BP_C_27070) CONTENT: Pelagornis(/Engine/Transient.Default__REINST_Pela_Character_BP_C_27070) CONTENT: Idle(/Game/PrimalEarth/Dinos/Pelagornis/Pela_Character_BP.Default__Pela_Character_BP_C) CONTENT: Cute(/Game/PrimalEarth/Dinos/Pelagornis/Pela_Character_BP.Default__Pela_Character_BP_C) CONTENT: Action(/Game/PrimalEarth/Dinos/Pelagornis/Pela_Character_BP.Default__Pela_Character_BP_C) CONTENT: c_neck1(/Game/PrimalEarth/Dinos/Pelagornis/Pela_Character_BP.Default__Pela_Character_BP_C) CONTENT: Move(/Game/PrimalEarth/Dinos/Pelagornis/Pela_Character_BP.Default__Pela_Character_BP_C) CONTENT: c_neck1(/Game/PrimalEarth/Dinos/Pelagornis/Pela_Character_BP.Default__Pela_Character_BP_C) CONTENT: Pelagornis(/Game/PrimalEarth/Dinos/Pelagornis/Pela_Character_BP.Default__Pela_Character_BP_C) CONTENT: Pelican (1)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesPelican.Default__DinoSpawnEntriesPelican_C) CONTENT: Dark Muted -gny(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Kairuku.Default__DinoColorSet_Kairuku_C) CONTENT: Light All -Ggy +W(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Kairuku.Default__DinoColorSet_Kairuku_C) CONTENT: Dark All(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Kairuku.Default__DinoColorSet_Kairuku_C) CONTENT: Dark All -Yygn(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Kairuku.Default__DinoColorSet_Kairuku_C) CONTENT: Kairuku Egg(/Game/PrimalEarth/Test/PrimalItemConsumable_Egg_Kairuku.Default__PrimalItemConsumable_Egg_Kairuku_C) CONTENT: Idle(/Engine/Transient.REINST_Kairuku_Character_BP_C_0) CONTENT: Cute(/Engine/Transient.REINST_Kairuku_Character_BP_C_0) CONTENT: Cute2(/Engine/Transient.REINST_Kairuku_Character_BP_C_0) CONTENT: Action(/Engine/Transient.REINST_Kairuku_Character_BP_C_0) CONTENT: Action2(/Engine/Transient.REINST_Kairuku_Character_BP_C_0) CONTENT: Move(/Engine/Transient.REINST_Kairuku_Character_BP_C_0) CONTENT: Kairuku(/Engine/Transient.REINST_Kairuku_Character_BP_C_0) CONTENT: Fertilized Kairuku Egg(/Game/PrimalEarth/Test/PrimalItemConsumable_Egg_Kairuku_Fertilized.Default__PrimalItemConsumable_Egg_Kairuku_Fertilized_C) CONTENT: Idle(/Engine/Transient.Default__REINST_Kairuku_Character_BP_C_27096) CONTENT: Cute(/Engine/Transient.Default__REINST_Kairuku_Character_BP_C_27096) CONTENT: Cute2(/Engine/Transient.Default__REINST_Kairuku_Character_BP_C_27096) CONTENT: Action(/Engine/Transient.Default__REINST_Kairuku_Character_BP_C_27096) CONTENT: Action2(/Engine/Transient.Default__REINST_Kairuku_Character_BP_C_27096) CONTENT: Move(/Engine/Transient.Default__REINST_Kairuku_Character_BP_C_27096) CONTENT: Kairuku(/Engine/Transient.Default__REINST_Kairuku_Character_BP_C_27096) CONTENT: Idle(/Engine/Transient.REINST_Kairuku_Character_BP_C_1) CONTENT: Cute(/Engine/Transient.REINST_Kairuku_Character_BP_C_1) CONTENT: Cute2(/Engine/Transient.REINST_Kairuku_Character_BP_C_1) CONTENT: Action(/Engine/Transient.REINST_Kairuku_Character_BP_C_1) CONTENT: Action2(/Engine/Transient.REINST_Kairuku_Character_BP_C_1) CONTENT: Move(/Engine/Transient.REINST_Kairuku_Character_BP_C_1) CONTENT: Kairuku(/Engine/Transient.REINST_Kairuku_Character_BP_C_1) CONTENT: Idle(/Engine/Transient.Default__REINST_Kairuku_Character_BP_C_27100) CONTENT: Cute(/Engine/Transient.Default__REINST_Kairuku_Character_BP_C_27100) CONTENT: Cute2(/Engine/Transient.Default__REINST_Kairuku_Character_BP_C_27100) CONTENT: Action(/Engine/Transient.Default__REINST_Kairuku_Character_BP_C_27100) CONTENT: Action2(/Engine/Transient.Default__REINST_Kairuku_Character_BP_C_27100) CONTENT: Move(/Engine/Transient.Default__REINST_Kairuku_Character_BP_C_27100) CONTENT: Kairuku(/Engine/Transient.Default__REINST_Kairuku_Character_BP_C_27100) CONTENT: Idle(/Game/PrimalEarth/Dinos/Kairuku/Kairuku_Character_BP.Default__Kairuku_Character_BP_C) CONTENT: Cute(/Game/PrimalEarth/Dinos/Kairuku/Kairuku_Character_BP.Default__Kairuku_Character_BP_C) CONTENT: Cute2(/Game/PrimalEarth/Dinos/Kairuku/Kairuku_Character_BP.Default__Kairuku_Character_BP_C) CONTENT: Action(/Game/PrimalEarth/Dinos/Kairuku/Kairuku_Character_BP.Default__Kairuku_Character_BP_C) CONTENT: Action2(/Game/PrimalEarth/Dinos/Kairuku/Kairuku_Character_BP.Default__Kairuku_Character_BP_C) CONTENT: Move(/Game/PrimalEarth/Dinos/Kairuku/Kairuku_Character_BP.Default__Kairuku_Character_BP_C) CONTENT: Kairuku(/Game/PrimalEarth/Dinos/Kairuku/Kairuku_Character_BP.Default__Kairuku_Character_BP_C) CONTENT: Pengus (3-5)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesPenguins.Default__DinoSpawnEntriesPenguins_C) CONTENT: Pengus (3-5)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesPenguins.Default__DinoSpawnEntriesPenguins_C) CONTENT: Pengus (3-5)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesPenguins.Default__DinoSpawnEntriesPenguins_C) CONTENT: Pengus (3-5)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesPenguins.Default__DinoSpawnEntriesPenguins_C) CONTENT: Pengus (3-5)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesPenguins.Default__DinoSpawnEntriesPenguins_C) CONTENT: Quetz (1)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesQuetz.Default__DinoSpawnEntriesQuetz_C) CONTENT: Dire Wolf (3-5)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesSnow.Default__DinoSpawnEntriesSnow_C) CONTENT: Stag (1-2)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesSnow.Default__DinoSpawnEntriesSnow_C) CONTENT: Ankylo (2)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesSnow.Default__DinoSpawnEntriesSnow_C) CONTENT: Mammoth (1-3)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesSnow.Default__DinoSpawnEntriesSnow_C) CONTENT: Saber (1-2)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesSnow.Default__DinoSpawnEntriesSnow_C) CONTENT: Yut (1) + Carnos (3)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesSnow.Default__DinoSpawnEntriesSnow_C) CONTENT: Argent (1-2)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesSnow.Default__DinoSpawnEntriesSnow_C) CONTENT: Rhino (1-2)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesSnow.Default__DinoSpawnEntriesSnow_C) CONTENT: Chalico (1-3)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesSnow.Default__DinoSpawnEntriesSnow_C) CONTENT: Purlovia (1)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesSnow.Default__DinoSpawnEntriesSnow_C) CONTENT: Sheep (1)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesSnow.Default__DinoSpawnEntriesSnow_C) CONTENT: Daedon (2-4)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesSnow.Default__DinoSpawnEntriesSnow_C) CONTENT: Megatherium (1-2)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesSnow.Default__DinoSpawnEntriesSnow_C) CONTENT: Dilo (1-3)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesSwamp.Default__DinoSpawnEntriesSwamp_C) CONTENT: Phiomia (1-2)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesSwamp.Default__DinoSpawnEntriesSwamp_C) CONTENT: Dragonfly Spawn (4) 1(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesSwamp.Default__DinoSpawnEntriesSwamp_C) CONTENT: Dragonfly Spawn (4) 2(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesSwamp.Default__DinoSpawnEntriesSwamp_C) CONTENT: Dimorphs (1-3)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesSwamp.Default__DinoSpawnEntriesSwamp_C) CONTENT: Paracer (1)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesSwamp.Default__DinoSpawnEntriesSwamp_C) CONTENT: Boa (1)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesSwamp.Default__DinoSpawnEntriesSwamp_C) CONTENT: Acha (1)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesSwamp.Default__DinoSpawnEntriesSwamp_C) CONTENT: Dragonflies (1-3)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesSwampCave.Default__DinoSpawnEntriesSwampCave_C) CONTENT: Spiders (1-2)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesSwampCave.Default__DinoSpawnEntriesSwampCave_C) CONTENT: Arthro (1-2)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesSwampCave.Default__DinoSpawnEntriesSwampCave_C) CONTENT: Achatina (2-4)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesSwampCave.Default__DinoSpawnEntriesSwampCave_C) CONTENT: Ant Spawn (1-5) 1(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesSwampCave.Default__DinoSpawnEntriesSwampCave_C) CONTENT: Boa (1)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesSwampCave.Default__DinoSpawnEntriesSwampCave_C) CONTENT: Bats (1-4)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesTinyCave.Default__DinoSpawnEntriesTinyCave_C) CONTENT: Spiders (1-3)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesTinyCave.Default__DinoSpawnEntriesTinyCave_C) CONTENT: Light Muted(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Titano.Default__DinoColorSet_Titano_C) CONTENT: Dark Muted(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Titano.Default__DinoColorSet_Titano_C) CONTENT: Dark Muted(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Titano.Default__DinoColorSet_Titano_C) CONTENT: Dark Muted(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Titano.Default__DinoColorSet_Titano_C) CONTENT: Dark Muted(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Titano.Default__DinoColorSet_Titano_C) CONTENT: Light Muted(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Titano.Default__DinoColorSet_Titano_C) CONTENT: Idle(/Engine/Transient.REINST_Titanosaur_Character_BP_C_0) CONTENT: Action(/Engine/Transient.REINST_Titanosaur_Character_BP_C_0) CONTENT: c_neck2(/Engine/Transient.REINST_Titanosaur_Character_BP_C_0) CONTENT: Action2(/Engine/Transient.REINST_Titanosaur_Character_BP_C_0) CONTENT: Move(/Engine/Transient.REINST_Titanosaur_Character_BP_C_0) CONTENT: Titanosaur(/Engine/Transient.REINST_Titanosaur_Character_BP_C_0) LITERAL: ForceTamedTick(/Game/PrimalEarth/Dinos/Titanosaur/Titanosaur_Character_BP.Titanosaur_Character_BP:EventGraph.K2Node_CallFunction_15638) LITERAL: TorporHit(/Game/PrimalEarth/Dinos/Titanosaur/Titanosaur_Character_BP.Titanosaur_Character_BP:BPAdjustDamage.K2Node_CallFunction_82847) LITERAL: ClearTorporHit(/Game/PrimalEarth/Dinos/Titanosaur/Titanosaur_Character_BP.Titanosaur_Character_BP:BPAdjustDamage.K2Node_CallFunction_82051) LITERAL: ForceTamedTick(/Game/PrimalEarth/Dinos/Titanosaur/Titanosaur_Character_BP.Titanosaur_Character_BP:ReceiveBeginPlay.K2Node_CallFunction_15638) CONTENT: Idle(/Engine/Transient.Default__REINST_Titanosaur_Character_BP_C_27150) CONTENT: Action(/Engine/Transient.Default__REINST_Titanosaur_Character_BP_C_27150) CONTENT: c_neck2(/Engine/Transient.Default__REINST_Titanosaur_Character_BP_C_27150) CONTENT: Action2(/Engine/Transient.Default__REINST_Titanosaur_Character_BP_C_27150) CONTENT: Move(/Engine/Transient.Default__REINST_Titanosaur_Character_BP_C_27150) CONTENT: Titanosaur(/Engine/Transient.Default__REINST_Titanosaur_Character_BP_C_27150) CONTENT: Idle(/Engine/Transient.REINST_Titanosaur_Character_BP_C_1) CONTENT: Action(/Engine/Transient.REINST_Titanosaur_Character_BP_C_1) CONTENT: c_neck2(/Engine/Transient.REINST_Titanosaur_Character_BP_C_1) CONTENT: Action2(/Engine/Transient.REINST_Titanosaur_Character_BP_C_1) CONTENT: Move(/Engine/Transient.REINST_Titanosaur_Character_BP_C_1) CONTENT: Titanosaur(/Engine/Transient.REINST_Titanosaur_Character_BP_C_1) CONTENT: Idle(/Engine/Transient.Default__REINST_Titanosaur_Character_BP_C_27154) CONTENT: Action(/Engine/Transient.Default__REINST_Titanosaur_Character_BP_C_27154) CONTENT: c_neck2(/Engine/Transient.Default__REINST_Titanosaur_Character_BP_C_27154) CONTENT: Action2(/Engine/Transient.Default__REINST_Titanosaur_Character_BP_C_27154) CONTENT: Move(/Engine/Transient.Default__REINST_Titanosaur_Character_BP_C_27154) CONTENT: Titanosaur(/Engine/Transient.Default__REINST_Titanosaur_Character_BP_C_27154) CONTENT: Idle(/Game/PrimalEarth/Dinos/Titanosaur/Titanosaur_Character_BP.Default__Titanosaur_Character_BP_C) CONTENT: Action(/Game/PrimalEarth/Dinos/Titanosaur/Titanosaur_Character_BP.Default__Titanosaur_Character_BP_C) CONTENT: c_neck2(/Game/PrimalEarth/Dinos/Titanosaur/Titanosaur_Character_BP.Default__Titanosaur_Character_BP_C) CONTENT: Action2(/Game/PrimalEarth/Dinos/Titanosaur/Titanosaur_Character_BP.Default__Titanosaur_Character_BP_C) CONTENT: Move(/Game/PrimalEarth/Dinos/Titanosaur/Titanosaur_Character_BP.Default__Titanosaur_Character_BP_C) CONTENT: Titanosaur(/Game/PrimalEarth/Dinos/Titanosaur/Titanosaur_Character_BP.Default__Titanosaur_Character_BP_C) CONTENT: Titano (1)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesTitano.Default__DinoSpawnEntriesTitano_C) CONTENT: Aberrant Gigantopithecus(/Engine/Transient.REINST_Bigfoot_Character_BP_Aberrant_C_0) CONTENT: Aberrant Gigantopithecus(/Engine/Transient.Default__REINST_Bigfoot_Character_BP_Aberrant_C_27162) CONTENT: Aberrant Gigantopithecus(/Engine/Transient.REINST_Bigfoot_Character_BP_Aberrant_C_1) CONTENT: Aberrant Gigantopithecus(/Engine/Transient.Default__REINST_Bigfoot_Character_BP_Aberrant_C_27166) CONTENT: Aberrant Gigantopithecus(/Game/PrimalEarth/Dinos/Bigfoot/Bigfoot_Character_BP_Aberrant.Default__Bigfoot_Character_BP_Aberrant_C) CONTENT: Crystal Talon(/Game/PrimalEarth/Dinos/CrystalWyvern/PrimalItemResource_ApexDrop_CrystalWyvern.Default__PrimalItemResource_ApexDrop_CrystalWyvern_C) CONTENT: This trophy proves your worth as a hunter.(/Game/PrimalEarth/Dinos/CrystalWyvern/PrimalItemResource_ApexDrop_CrystalWyvern.Default__PrimalItemResource_ApexDrop_CrystalWyvern_C) CONTENT: Apex Drop(/Game/PrimalEarth/Dinos/CrystalWyvern/DinoDropInventoryComponent_Carnivore_Large_CrystalWyvern.Default__DinoDropInventoryComponent_Carnivore_Large_CrystalWyvern_C) CONTENT: Apex Drop(/Game/PrimalEarth/Dinos/CrystalWyvern/DinoDropInventoryComponent_Carnivore_Large_CrystalWyvern.Default__DinoDropInventoryComponent_Carnivore_Large_CrystalWyvern_C) CONTENT: Primal Crystal(/Game/PrimalEarth/Dinos/CrystalWyvern/CrystalResources/Primal/PrimalItemResource_Crystal_IslesPrimal.Default__PrimalItemResource_Crystal_IslesPrimal_C) CONTENT: This strange crystalline material can be shaped into lenses, used as an electronics component, or mixed into powerful explosives. This particular crystal pulses with primal energy and is the Crystal Wyvern's favorite treat.(/Game/PrimalEarth/Dinos/CrystalWyvern/CrystalResources/Primal/PrimalItemResource_Crystal_IslesPrimal.Default__PrimalItemResource_Crystal_IslesPrimal_C) LITERAL: CheckCorpseDissolve(/Game/PrimalEarth/Dinos/CrystalWyvern/DinoDeathHarvestingComponent_Large_CrystalWyvern.DinoDeathHarvestingComponent_Large_CrystalWyvern:BPCustomHarvestResource.K2Node_CallFunction_1109545) LITERAL: ManualDissolve(/Game/PrimalEarth/Dinos/CrystalWyvern/DinoDeathHarvestingComponent_Large_CrystalWyvern.DinoDeathHarvestingComponent_Large_CrystalWyvern:CheckCorpseDissolve.K2Node_CallFunction_963286) CONTENT: Idle(/Engine/Transient.REINST_CrystalWyvern_Character_BP_Base_C_0) CONTENT: Action(/Engine/Transient.REINST_CrystalWyvern_Character_BP_Base_C_0) CONTENT: Action2(/Engine/Transient.REINST_CrystalWyvern_Character_BP_Base_C_0) CONTENT: Spine_03_exp(/Engine/Transient.REINST_CrystalWyvern_Character_BP_Base_C_0) CONTENT: Action3(/Engine/Transient.REINST_CrystalWyvern_Character_BP_Base_C_0) CONTENT: Spine_03_exp(/Engine/Transient.REINST_CrystalWyvern_Character_BP_Base_C_0) CONTENT: Action4(/Engine/Transient.REINST_CrystalWyvern_Character_BP_Base_C_0) CONTENT: Crystal Wyvern(/Engine/Transient.REINST_CrystalWyvern_Character_BP_Base_C_0) CONTENT: Crystal Wyvern Nest(/Engine/Transient.REINST_WyvernNest_Crystal_C_0) CONTENT: Crystal Wyvern Nest(/Engine/Transient.Default__REINST_WyvernNest_Crystal_C_27234) CONTENT: Crystal Wyvern Nest(/Engine/Transient.REINST_WyvernNest_Crystal_C_1) LITERAL: Heir(/Game/PrimalEarth/Dinos/CrystalWyvern/CrystalWyvern_Character_BP_Base.CrystalWyvern_Character_BP_Base:BP_OverrideDinoName.K2Node_CallFunction_290716) LITERAL: DelayAggroToMilkingChar(/Game/PrimalEarth/Dinos/CrystalWyvern/CrystalWyvern_Character_BP_Base.CrystalWyvern_Character_BP_Base:BPCharacterUnsleeped.K2Node_CallFunction_158272) LITERAL: Take Crystals(/Game/PrimalEarth/Dinos/CrystalWyvern/CrystalWyvern_Character_BP_Base.CrystalWyvern_Character_BP_Base:BPGetMultiUseEntries.K2Node_CallFunction_570746) LITERAL: Crystals Recharging...(/Game/PrimalEarth/Dinos/CrystalWyvern/CrystalWyvern_Character_BP_Base.CrystalWyvern_Character_BP_Base:BPGetMultiUseEntries.K2Node_CallFunction_570746) LITERAL: TamingBasedCharsCheck(/Game/PrimalEarth/Dinos/CrystalWyvern/CrystalWyvern_Character_BP_Base.CrystalWyvern_Character_BP_Base:BPSetupTamed.K2Node_CallFunction_348285) LITERAL: DelayClearIsTamingFlyingHigh(/Game/PrimalEarth/Dinos/CrystalWyvern/CrystalWyvern_Character_BP_Base.CrystalWyvern_Character_BP_Base:BPSetupTamed.K2Node_CallFunction_415428) LITERAL: DelayClearIsTamingFlyingHigh(/Game/PrimalEarth/Dinos/CrystalWyvern/CrystalWyvern_Character_BP_Base.CrystalWyvern_Character_BP_Base:BPSetupTamed.K2Node_CallFunction_416297) LITERAL: TamingBasedCharsCheck(/Game/PrimalEarth/Dinos/CrystalWyvern/CrystalWyvern_Character_BP_Base.CrystalWyvern_Character_BP_Base:BPSetupTamed.K2Node_CallFunction_418902) LITERAL: ManualDissolve(/Game/PrimalEarth/Dinos/CrystalWyvern/CrystalWyvern_Character_BP_Base.CrystalWyvern_Character_BP_Base:DelayDissolveCrystalMesh.K2Node_CallFunction_355155) LITERAL: DelayClearIsTamingFlyingHigh(/Game/PrimalEarth/Dinos/CrystalWyvern/CrystalWyvern_Character_BP_Base.CrystalWyvern_Character_BP_Base:TamingBasedCharsCheck.K2Node_CallFunction_345668) LITERAL: DelayClearIsTamingFlyingHigh(/Game/PrimalEarth/Dinos/CrystalWyvern/CrystalWyvern_Character_BP_Base.CrystalWyvern_Character_BP_Base:TamingBasedCharsCheck.K2Node_CallFunction_346622) LITERAL: DelayClearIsTamingFlyingHigh(/Game/PrimalEarth/Dinos/CrystalWyvern/CrystalWyvern_Character_BP_Base.CrystalWyvern_Character_BP_Base:TamingBasedCharsCheck.K2Node_CallFunction_348285) LITERAL: TamingBasedCharsCheck(/Game/PrimalEarth/Dinos/CrystalWyvern/CrystalWyvern_Character_BP_Base.CrystalWyvern_Character_BP_Base:TamingBasedCharsCheck.K2Node_CallFunction_364592) CONTENT: Ember Crystal Wyvern(/Engine/Transient.REINST_CrystalWyvern_Character_BP_Ember_C_0) CONTENT: Crystal Wyvern Egg(/Game/PrimalEarth/Dinos/CrystalWyvern/Eggs/PrimalItemConsumable_Egg_CrystalWyvern.Default__PrimalItemConsumable_Egg_CrystalWyvern_C) CONTENT: Fertilized Crystal Wyvern Egg(/Game/PrimalEarth/Dinos/CrystalWyvern/Eggs/PrimalItemConsumable_Egg_CrystalWyvern_Fertilized.Default__PrimalItemConsumable_Egg_CrystalWyvern_Fertilized_C) CONTENT: Fertilized Ember Crystal Wyvern Egg(/Game/PrimalEarth/Dinos/CrystalWyvern/Eggs/PrimalItemConsumable_Egg_CrystalWyvern_Fertilized_Ember.Default__PrimalItemConsumable_Egg_CrystalWyvern_Fertilized_Ember_C) CONTENT: Body Main(/Game/PrimalEarth/Dinos/CrystalWyvern/Emberfall/CI_DinoColorSet_CrystalWyvern_Ember_M.Default__CI_DinoColorSet_CrystalWyvern_Ember_M_C) CONTENT: **IGNORE**NOTHING**(/Game/PrimalEarth/Dinos/CrystalWyvern/Emberfall/CI_DinoColorSet_CrystalWyvern_Ember_M.Default__CI_DinoColorSet_CrystalWyvern_Ember_M_C) CONTENT: Scales Main(/Game/PrimalEarth/Dinos/CrystalWyvern/Emberfall/CI_DinoColorSet_CrystalWyvern_Ember_M.Default__CI_DinoColorSet_CrystalWyvern_Ember_M_C) CONTENT: **IGNORE**NOTHING**(/Game/PrimalEarth/Dinos/CrystalWyvern/Emberfall/CI_DinoColorSet_CrystalWyvern_Ember_M.Default__CI_DinoColorSet_CrystalWyvern_Ember_M_C) CONTENT: Fins Highlight(/Game/PrimalEarth/Dinos/CrystalWyvern/Emberfall/CI_DinoColorSet_CrystalWyvern_Ember_M.Default__CI_DinoColorSet_CrystalWyvern_Ember_M_C) CONTENT: Body Highlights(/Game/PrimalEarth/Dinos/CrystalWyvern/Emberfall/CI_DinoColorSet_CrystalWyvern_Ember_M.Default__CI_DinoColorSet_CrystalWyvern_Ember_M_C) CONTENT: Idle(/Engine/Transient.Default__REINST_CrystalWyvern_Character_BP_Base_C_27252) CONTENT: Action(/Engine/Transient.Default__REINST_CrystalWyvern_Character_BP_Base_C_27252) CONTENT: Action2(/Engine/Transient.Default__REINST_CrystalWyvern_Character_BP_Base_C_27252) CONTENT: Spine_03_exp(/Engine/Transient.Default__REINST_CrystalWyvern_Character_BP_Base_C_27252) CONTENT: Action3(/Engine/Transient.Default__REINST_CrystalWyvern_Character_BP_Base_C_27252) CONTENT: Spine_03_exp(/Engine/Transient.Default__REINST_CrystalWyvern_Character_BP_Base_C_27252) CONTENT: Action4(/Engine/Transient.Default__REINST_CrystalWyvern_Character_BP_Base_C_27252) CONTENT: Crystal Wyvern(/Engine/Transient.Default__REINST_CrystalWyvern_Character_BP_Base_C_27252) CONTENT: Idle(/Engine/Transient.REINST_CrystalWyvern_Character_BP_Base_C_1) CONTENT: Action(/Engine/Transient.REINST_CrystalWyvern_Character_BP_Base_C_1) CONTENT: Action2(/Engine/Transient.REINST_CrystalWyvern_Character_BP_Base_C_1) CONTENT: Spine_03_exp(/Engine/Transient.REINST_CrystalWyvern_Character_BP_Base_C_1) CONTENT: Action3(/Engine/Transient.REINST_CrystalWyvern_Character_BP_Base_C_1) CONTENT: Spine_03_exp(/Engine/Transient.REINST_CrystalWyvern_Character_BP_Base_C_1) CONTENT: Action4(/Engine/Transient.REINST_CrystalWyvern_Character_BP_Base_C_1) CONTENT: Crystal Wyvern(/Engine/Transient.REINST_CrystalWyvern_Character_BP_Base_C_1) CONTENT: Ember Crystal Wyvern(/Engine/Transient.Default__REINST_CrystalWyvern_Character_BP_Ember_C_27259) CONTENT: Ember Crystal Wyvern(/Engine/Transient.REINST_CrystalWyvern_Character_BP_Ember_C_1) CONTENT: Crystal Wyvern Nest(/Engine/Transient.Default__REINST_WyvernNest_Crystal_C_27279) CONTENT: Crystal Wyvern Nest(/Game/PrimalEarth/Dinos/CrystalWyvern/WyvernNest_Crystal.Default__WyvernNest_Crystal_C) CONTENT: Ember Crystal Wyvern(/Engine/Transient.Default__REINST_CrystalWyvern_Character_BP_Ember_C_27287) CONTENT: Ember Crystal Wyvern(/Game/PrimalEarth/Dinos/CrystalWyvern/CrystalWyvern_Character_BP_Ember.Default__CrystalWyvern_Character_BP_Ember_C) CONTENT: Idle(/Engine/Transient.Default__REINST_CrystalWyvern_Character_BP_Base_C_27299) CONTENT: Action(/Engine/Transient.Default__REINST_CrystalWyvern_Character_BP_Base_C_27299) CONTENT: Action2(/Engine/Transient.Default__REINST_CrystalWyvern_Character_BP_Base_C_27299) CONTENT: Spine_03_exp(/Engine/Transient.Default__REINST_CrystalWyvern_Character_BP_Base_C_27299) CONTENT: Action3(/Engine/Transient.Default__REINST_CrystalWyvern_Character_BP_Base_C_27299) CONTENT: Spine_03_exp(/Engine/Transient.Default__REINST_CrystalWyvern_Character_BP_Base_C_27299) CONTENT: Action4(/Engine/Transient.Default__REINST_CrystalWyvern_Character_BP_Base_C_27299) CONTENT: Crystal Wyvern(/Engine/Transient.Default__REINST_CrystalWyvern_Character_BP_Base_C_27299) CONTENT: Idle(/Game/PrimalEarth/Dinos/CrystalWyvern/CrystalWyvern_Character_BP_Base.Default__CrystalWyvern_Character_BP_Base_C) CONTENT: Action(/Game/PrimalEarth/Dinos/CrystalWyvern/CrystalWyvern_Character_BP_Base.Default__CrystalWyvern_Character_BP_Base_C) CONTENT: Action2(/Game/PrimalEarth/Dinos/CrystalWyvern/CrystalWyvern_Character_BP_Base.Default__CrystalWyvern_Character_BP_Base_C) CONTENT: Spine_03_exp(/Game/PrimalEarth/Dinos/CrystalWyvern/CrystalWyvern_Character_BP_Base.Default__CrystalWyvern_Character_BP_Base_C) CONTENT: Action3(/Game/PrimalEarth/Dinos/CrystalWyvern/CrystalWyvern_Character_BP_Base.Default__CrystalWyvern_Character_BP_Base_C) CONTENT: Spine_03_exp(/Game/PrimalEarth/Dinos/CrystalWyvern/CrystalWyvern_Character_BP_Base.Default__CrystalWyvern_Character_BP_Base_C) CONTENT: Action4(/Game/PrimalEarth/Dinos/CrystalWyvern/CrystalWyvern_Character_BP_Base.Default__CrystalWyvern_Character_BP_Base_C) CONTENT: Crystal Wyvern(/Game/PrimalEarth/Dinos/CrystalWyvern/CrystalWyvern_Character_BP_Base.Default__CrystalWyvern_Character_BP_Base_C) CONTENT: Body Main(/Game/PrimalEarth/Dinos/CrystalWyvern/BloodWyvern/CI_DinoColorSet_CrystalWyvern_Blood_M.Default__CI_DinoColorSet_CrystalWyvern_Blood_M_C) CONTENT: **IGNORE**NOTHING**(/Game/PrimalEarth/Dinos/CrystalWyvern/BloodWyvern/CI_DinoColorSet_CrystalWyvern_Blood_M.Default__CI_DinoColorSet_CrystalWyvern_Blood_M_C) CONTENT: Scales Main(/Game/PrimalEarth/Dinos/CrystalWyvern/BloodWyvern/CI_DinoColorSet_CrystalWyvern_Blood_M.Default__CI_DinoColorSet_CrystalWyvern_Blood_M_C) CONTENT: **IGNORE**NOTHING**(/Game/PrimalEarth/Dinos/CrystalWyvern/BloodWyvern/CI_DinoColorSet_CrystalWyvern_Blood_M.Default__CI_DinoColorSet_CrystalWyvern_Blood_M_C) CONTENT: Fins Highlight(/Game/PrimalEarth/Dinos/CrystalWyvern/BloodWyvern/CI_DinoColorSet_CrystalWyvern_Blood_M.Default__CI_DinoColorSet_CrystalWyvern_Blood_M_C) CONTENT: Body Highlights(/Game/PrimalEarth/Dinos/CrystalWyvern/BloodWyvern/CI_DinoColorSet_CrystalWyvern_Blood_M.Default__CI_DinoColorSet_CrystalWyvern_Blood_M_C) CONTENT: Blood Curse Recovery!(/Engine/Transient.REINST_Buff_BloodCurseHeal_C_0) CONTENT: A small amount of health is being recovered from your recently inflicted Blood Curse!(/Engine/Transient.REINST_Buff_BloodCurseHeal_C_0) CONTENT: Blood Curse Recovery!(/Engine/Transient.Default__REINST_Buff_BloodCurseHeal_C_27307) CONTENT: A small amount of health is being recovered from your recently inflicted Blood Curse!(/Engine/Transient.Default__REINST_Buff_BloodCurseHeal_C_27307) CONTENT: Blood Curse Recovery!(/Engine/Transient.REINST_Buff_BloodCurseHeal_C_1) CONTENT: A small amount of health is being recovered from your recently inflicted Blood Curse!(/Engine/Transient.REINST_Buff_BloodCurseHeal_C_1) CONTENT: Blood Curse Recovery!(/Engine/Transient.Default__REINST_Buff_BloodCurseHeal_C_27311) CONTENT: A small amount of health is being recovered from your recently inflicted Blood Curse!(/Engine/Transient.Default__REINST_Buff_BloodCurseHeal_C_27311) CONTENT: Blood Curse Recovery!(/Game/PrimalEarth/Dinos/CrystalWyvern/BloodWyvern/Buff_BloodCurseHeal.Default__Buff_BloodCurseHeal_C) CONTENT: A small amount of health is being recovered from your recently inflicted Blood Curse!(/Game/PrimalEarth/Dinos/CrystalWyvern/BloodWyvern/Buff_BloodCurseHeal.Default__Buff_BloodCurseHeal_C) CONTENT: Blood Cursed!(/Engine/Transient.REINST_Buff_BloodCurse_C_0) CONTENT: You're burning up! A percentage of your Health will burn away!(/Engine/Transient.REINST_Buff_BloodCurse_C_0) CONTENT: Blood Cursed!(/Engine/Transient.Default__REINST_Buff_BloodCurse_C_27319) CONTENT: You're burning up! A percentage of your Health will burn away!(/Engine/Transient.Default__REINST_Buff_BloodCurse_C_27319) CONTENT: Blood Cursed!(/Engine/Transient.REINST_Buff_BloodCurse_C_1) CONTENT: You're burning up! A percentage of your Health will burn away!(/Engine/Transient.REINST_Buff_BloodCurse_C_1) CONTENT: Blood Cursed!(/Engine/Transient.Default__REINST_Buff_BloodCurse_C_27323) CONTENT: You're burning up! A percentage of your Health will burn away!(/Engine/Transient.Default__REINST_Buff_BloodCurse_C_27323) CONTENT: Blood Cursed!(/Game/PrimalEarth/Dinos/CrystalWyvern/BloodWyvern/Buff_BloodCurse.Default__Buff_BloodCurse_C) CONTENT: You're burning up! A percentage of your Health will burn away!(/Game/PrimalEarth/Dinos/CrystalWyvern/BloodWyvern/Buff_BloodCurse.Default__Buff_BloodCurse_C) LITERAL: CheckDeactivation(/Game/PrimalEarth/Dinos/CrystalWyvern/BloodWyvern/DmgType_Melee_Dino_Carnivore_Medium_BloodWyvern.DmgType_Melee_Dino_Carnivore_Medium_BloodWyvern:BPAdjustDamage.K2Node_CallFunction_471803) CONTENT: Blood Crystal Wyvern(/Engine/Transient.REINST_CrystalWyvern_Character_BP_Blood_C_0) CONTENT: Fertilized Blood Crystal Wyvern Egg(/Game/PrimalEarth/Dinos/CrystalWyvern/Eggs/PrimalItemConsumable_Egg_CrystalWyvern_Fertilized_Bloodfall.Default__PrimalItemConsumable_Egg_CrystalWyvern_Fertilized_Bloodfall_C) CONTENT: Blood Crystal Wyvern(/Engine/Transient.Default__REINST_CrystalWyvern_Character_BP_Blood_C_27345) CONTENT: Blood Crystal Wyvern(/Engine/Transient.REINST_CrystalWyvern_Character_BP_Blood_C_1) CONTENT: Blood Crystal Wyvern(/Engine/Transient.Default__REINST_CrystalWyvern_Character_BP_Blood_C_27349) CONTENT: Blood Crystal Wyvern(/Game/PrimalEarth/Dinos/CrystalWyvern/CrystalWyvern_Character_BP_Blood.Default__CrystalWyvern_Character_BP_Blood_C) CONTENT: Tropical Crystal Wyvern(/Engine/Transient.REINST_CrystalWyvern_Character_BP_WS_C_0) CONTENT: Scolded!(/Engine/Transient.REINST_Buff_Scolded_C_0) CONTENT: You're boiling up! A percentage of your Health will boil away and your movement speed will reduce!(/Engine/Transient.REINST_Buff_Scolded_C_0) CONTENT: Scolded!(/Engine/Transient.Default__REINST_Buff_Scolded_C_27357) CONTENT: You're boiling up! A percentage of your Health will boil away and your movement speed will reduce!(/Engine/Transient.Default__REINST_Buff_Scolded_C_27357) CONTENT: Scolded!(/Engine/Transient.REINST_Buff_Scolded_C_1) CONTENT: You're boiling up! A percentage of your Health will boil away and your movement speed will reduce!(/Engine/Transient.REINST_Buff_Scolded_C_1) CONTENT: Fertilized Tropical Crystal Wyvern Egg(/Game/PrimalEarth/Dinos/CrystalWyvern/Eggs/PrimalItemConsumable_Egg_CrystalWyvern_Fertilized_WS.Default__PrimalItemConsumable_Egg_CrystalWyvern_Fertilized_WS_C) CONTENT: Body Main(/Game/PrimalEarth/Dinos/CrystalWyvern/WhiteShoals/CI_DinoColorSet_CrystalWyvern_WS_M.Default__CI_DinoColorSet_CrystalWyvern_WS_M_C) CONTENT: **IGNORE**NOTHING**(/Game/PrimalEarth/Dinos/CrystalWyvern/WhiteShoals/CI_DinoColorSet_CrystalWyvern_WS_M.Default__CI_DinoColorSet_CrystalWyvern_WS_M_C) CONTENT: Scales Main(/Game/PrimalEarth/Dinos/CrystalWyvern/WhiteShoals/CI_DinoColorSet_CrystalWyvern_WS_M.Default__CI_DinoColorSet_CrystalWyvern_WS_M_C) CONTENT: **IGNORE**NOTHING**(/Game/PrimalEarth/Dinos/CrystalWyvern/WhiteShoals/CI_DinoColorSet_CrystalWyvern_WS_M.Default__CI_DinoColorSet_CrystalWyvern_WS_M_C) CONTENT: Fins Highlight(/Game/PrimalEarth/Dinos/CrystalWyvern/WhiteShoals/CI_DinoColorSet_CrystalWyvern_WS_M.Default__CI_DinoColorSet_CrystalWyvern_WS_M_C) CONTENT: Body Highlights(/Game/PrimalEarth/Dinos/CrystalWyvern/WhiteShoals/CI_DinoColorSet_CrystalWyvern_WS_M.Default__CI_DinoColorSet_CrystalWyvern_WS_M_C) CONTENT: Tropical Crystal Wyvern(/Engine/Transient.Default__REINST_CrystalWyvern_Character_BP_WS_C_27369) CONTENT: Tropical Crystal Wyvern(/Engine/Transient.REINST_CrystalWyvern_Character_BP_WS_C_1) CONTENT: Scolded!(/Engine/Transient.Default__REINST_Buff_Scolded_C_27373) CONTENT: You're boiling up! A percentage of your Health will boil away and your movement speed will reduce!(/Engine/Transient.Default__REINST_Buff_Scolded_C_27373) CONTENT: Scolded!(/Game/PrimalEarth/Dinos/CrystalWyvern/WhiteShoals/Buff_Scolded.Default__Buff_Scolded_C) CONTENT: You're boiling up! A percentage of your Health will boil away and your movement speed will reduce!(/Game/PrimalEarth/Dinos/CrystalWyvern/WhiteShoals/Buff_Scolded.Default__Buff_Scolded_C) CONTENT: Tropical Crystal Wyvern(/Engine/Transient.Default__REINST_CrystalWyvern_Character_BP_WS_C_27377) CONTENT: Tropical Crystal Wyvern(/Game/PrimalEarth/Dinos/CrystalWyvern/CrystalWyvern_Character_BP_WS.Default__CrystalWyvern_Character_BP_WS_C) CONTENT: Aberrant Dire Bear(/Engine/Transient.REINST_Direbear_Character_BP_Aberrant_C_0) CONTENT: Aberrant Dire Bear(/Engine/Transient.Default__REINST_Direbear_Character_BP_Aberrant_C_27384) CONTENT: Aberrant Dire Bear(/Engine/Transient.REINST_Direbear_Character_BP_Aberrant_C_1) CONTENT: Aberrant Dire Bear(/Engine/Transient.Default__REINST_Direbear_Character_BP_Aberrant_C_27388) CONTENT: Aberrant Dire Bear(/Game/PrimalEarth/Dinos/Direbear/Direbear_Character_BP_Aberrant.Default__Direbear_Character_BP_Aberrant_C) CONTENT: Unicorn(/Engine/Transient.REINST_Equus_Character_BP_Unicorn_C_0) CONTENT: Unicorn(/Engine/Transient.Default__REINST_Equus_Character_BP_Unicorn_C_27395) CONTENT: Unicorn(/Engine/Transient.REINST_Equus_Character_BP_Unicorn_C_1) CONTENT: Unicorn(/Engine/Transient.Default__REINST_Equus_Character_BP_Unicorn_C_27399) CONTENT: Unicorn(/Game/PrimalEarth/Dinos/Equus/Equus_Character_BP_Unicorn.Default__Equus_Character_BP_Unicorn_C) CONTENT: Wing and Main Body(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Griffin.Default__DinoColorSet_Griffin_C) CONTENT: **Not Used**(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Griffin.Default__DinoColorSet_Griffin_C) CONTENT: **Not Used**(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Griffin.Default__DinoColorSet_Griffin_C) CONTENT: **Not Used**(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Griffin.Default__DinoColorSet_Griffin_C) CONTENT: Fur(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Griffin.Default__DinoColorSet_Griffin_C) CONTENT: Feather Highlights(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Griffin.Default__DinoColorSet_Griffin_C) CONTENT: Idle(/Engine/Transient.REINST_Griffin_Character_BP_C_0) CONTENT: Cute(/Engine/Transient.REINST_Griffin_Character_BP_C_0) CONTENT: Action(/Engine/Transient.REINST_Griffin_Character_BP_C_0) CONTENT: Fly(/Engine/Transient.REINST_Griffin_Character_BP_C_0) CONTENT: Spine_01_exp(/Engine/Transient.REINST_Griffin_Character_BP_C_0) CONTENT: Action2(/Engine/Transient.REINST_Griffin_Character_BP_C_0) CONTENT: Move(/Engine/Transient.REINST_Griffin_Character_BP_C_0) CONTENT: Spine_02_exp(/Engine/Transient.REINST_Griffin_Character_BP_C_0) CONTENT: Fly Move(/Engine/Transient.REINST_Griffin_Character_BP_C_0) CONTENT: Spine_03_exp(/Engine/Transient.REINST_Griffin_Character_BP_C_0) CONTENT: Griffin(/Engine/Transient.REINST_Griffin_Character_BP_C_0) CONTENT: Idle(/Engine/Transient.Default__REINST_Griffin_Character_BP_C_27413) CONTENT: Cute(/Engine/Transient.Default__REINST_Griffin_Character_BP_C_27413) CONTENT: Action(/Engine/Transient.Default__REINST_Griffin_Character_BP_C_27413) CONTENT: Fly(/Engine/Transient.Default__REINST_Griffin_Character_BP_C_27413) CONTENT: Spine_01_exp(/Engine/Transient.Default__REINST_Griffin_Character_BP_C_27413) CONTENT: Action2(/Engine/Transient.Default__REINST_Griffin_Character_BP_C_27413) CONTENT: Move(/Engine/Transient.Default__REINST_Griffin_Character_BP_C_27413) CONTENT: Spine_02_exp(/Engine/Transient.Default__REINST_Griffin_Character_BP_C_27413) CONTENT: Fly Move(/Engine/Transient.Default__REINST_Griffin_Character_BP_C_27413) CONTENT: Spine_03_exp(/Engine/Transient.Default__REINST_Griffin_Character_BP_C_27413) CONTENT: Griffin(/Engine/Transient.Default__REINST_Griffin_Character_BP_C_27413) CONTENT: Idle(/Engine/Transient.REINST_Griffin_Character_BP_C_1) CONTENT: Cute(/Engine/Transient.REINST_Griffin_Character_BP_C_1) CONTENT: Action(/Engine/Transient.REINST_Griffin_Character_BP_C_1) CONTENT: Fly(/Engine/Transient.REINST_Griffin_Character_BP_C_1) CONTENT: Spine_01_exp(/Engine/Transient.REINST_Griffin_Character_BP_C_1) CONTENT: Action2(/Engine/Transient.REINST_Griffin_Character_BP_C_1) CONTENT: Move(/Engine/Transient.REINST_Griffin_Character_BP_C_1) CONTENT: Spine_02_exp(/Engine/Transient.REINST_Griffin_Character_BP_C_1) CONTENT: Fly Move(/Engine/Transient.REINST_Griffin_Character_BP_C_1) CONTENT: Spine_03_exp(/Engine/Transient.REINST_Griffin_Character_BP_C_1) CONTENT: Griffin(/Engine/Transient.REINST_Griffin_Character_BP_C_1) CONTENT: Idle(/Engine/Transient.Default__REINST_Griffin_Character_BP_C_27417) CONTENT: Cute(/Engine/Transient.Default__REINST_Griffin_Character_BP_C_27417) CONTENT: Action(/Engine/Transient.Default__REINST_Griffin_Character_BP_C_27417) CONTENT: Fly(/Engine/Transient.Default__REINST_Griffin_Character_BP_C_27417) CONTENT: Spine_01_exp(/Engine/Transient.Default__REINST_Griffin_Character_BP_C_27417) CONTENT: Action2(/Engine/Transient.Default__REINST_Griffin_Character_BP_C_27417) CONTENT: Move(/Engine/Transient.Default__REINST_Griffin_Character_BP_C_27417) CONTENT: Spine_02_exp(/Engine/Transient.Default__REINST_Griffin_Character_BP_C_27417) CONTENT: Fly Move(/Engine/Transient.Default__REINST_Griffin_Character_BP_C_27417) CONTENT: Spine_03_exp(/Engine/Transient.Default__REINST_Griffin_Character_BP_C_27417) CONTENT: Griffin(/Engine/Transient.Default__REINST_Griffin_Character_BP_C_27417) CONTENT: Idle(/Game/PrimalEarth/Dinos/Griffin/Griffin_Character_BP.Default__Griffin_Character_BP_C) CONTENT: Cute(/Game/PrimalEarth/Dinos/Griffin/Griffin_Character_BP.Default__Griffin_Character_BP_C) CONTENT: Action(/Game/PrimalEarth/Dinos/Griffin/Griffin_Character_BP.Default__Griffin_Character_BP_C) CONTENT: Fly(/Game/PrimalEarth/Dinos/Griffin/Griffin_Character_BP.Default__Griffin_Character_BP_C) CONTENT: Spine_01_exp(/Game/PrimalEarth/Dinos/Griffin/Griffin_Character_BP.Default__Griffin_Character_BP_C) CONTENT: Action2(/Game/PrimalEarth/Dinos/Griffin/Griffin_Character_BP.Default__Griffin_Character_BP_C) CONTENT: Move(/Game/PrimalEarth/Dinos/Griffin/Griffin_Character_BP.Default__Griffin_Character_BP_C) CONTENT: Spine_02_exp(/Game/PrimalEarth/Dinos/Griffin/Griffin_Character_BP.Default__Griffin_Character_BP_C) CONTENT: Fly Move(/Game/PrimalEarth/Dinos/Griffin/Griffin_Character_BP.Default__Griffin_Character_BP_C) CONTENT: Spine_03_exp(/Game/PrimalEarth/Dinos/Griffin/Griffin_Character_BP.Default__Griffin_Character_BP_C) CONTENT: Griffin(/Game/PrimalEarth/Dinos/Griffin/Griffin_Character_BP.Default__Griffin_Character_BP_C) CONTENT: Internals(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Trike_Bionic.Default__DinoColorSet_Trike_Bionic_C) CONTENT: Legs(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Trike_Bionic.Default__DinoColorSet_Trike_Bionic_C) CONTENT: Body Main(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Trike_Bionic.Default__DinoColorSet_Trike_Bionic_C) CONTENT: Head Main(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Trike_Bionic.Default__DinoColorSet_Trike_Bionic_C) CONTENT: UnderBelly(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Trike_Bionic.Default__DinoColorSet_Trike_Bionic_C) CONTENT: Emissive(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Trike_Bionic.Default__DinoColorSet_Trike_Bionic_C) CONTENT: Tek Trike Egg(/Game/PrimalEarth/Test/PrimalItemConsumable_Egg_Trike_Bionic.Default__PrimalItemConsumable_Egg_Trike_Bionic_C) CONTENT: Tek Triceratops(/Engine/Transient.REINST_BionicTrike_Character_BP_C_0) CONTENT: Fertilized Tek Trike Egg(/Game/PrimalEarth/Test/PrimalItemConsumable_Egg_Trike_Fertilized_Bionic.Default__PrimalItemConsumable_Egg_Trike_Fertilized_Bionic_C) CONTENT: Tek Triceratops(/Engine/Transient.Default__REINST_BionicTrike_Character_BP_C_27427) CONTENT: Tek Triceratops(/Engine/Transient.REINST_BionicTrike_Character_BP_C_1) CONTENT: Tek Triceratops(/Engine/Transient.Default__REINST_BionicTrike_Character_BP_C_27431) CONTENT: Tek Triceratops(/Game/PrimalEarth/Dinos/Trike/BionicTrike_Character_BP.Default__BionicTrike_Character_BP_C) CONTENT: Tusoteuthis Tentacle(/Game/PrimalEarth/CoreBlueprints/Resources/PrimalItemResource_ApexDrop_Tuso.Default__PrimalItemResource_ApexDrop_Tuso_C) CONTENT: This trophy proves your worth as a deep sea hunter.(/Game/PrimalEarth/CoreBlueprints/Resources/PrimalItemResource_ApexDrop_Tuso.Default__PrimalItemResource_ApexDrop_Tuso_C) CONTENT: Resources(/Engine/Transient.REINST_DinoDropInventoryComponent_Carnivore_Tusoteuthis_C_0) CONTENT: Squid Oil(/Engine/Transient.REINST_DinoDropInventoryComponent_Carnivore_Tusoteuthis_C_0) CONTENT: Apex Drop(/Engine/Transient.REINST_DinoDropInventoryComponent_Carnivore_Tusoteuthis_C_0) CONTENT: Apex Drop(/Engine/Transient.REINST_DinoDropInventoryComponent_Carnivore_Tusoteuthis_C_0) CONTENT: Rest of the items.(/Engine/Transient.REINST_DinoDropInventoryComponent_Carnivore_Tusoteuthis_C_0) CONTENT: Substrate(/Engine/Transient.REINST_DinoDropInventoryComponent_Carnivore_Tusoteuthis_C_0) CONTENT: Black Pearl(/Engine/Transient.REINST_DinoDropInventoryComponent_Carnivore_Tusoteuthis_C_0) CONTENT: Resources(/Engine/Transient.Default__REINST_DinoDropInventoryComponent_Carnivore_Tusoteuthis_C_27440) CONTENT: Squid Oil(/Engine/Transient.Default__REINST_DinoDropInventoryComponent_Carnivore_Tusoteuthis_C_27440) CONTENT: Apex Drop(/Engine/Transient.Default__REINST_DinoDropInventoryComponent_Carnivore_Tusoteuthis_C_27440) CONTENT: Apex Drop(/Engine/Transient.Default__REINST_DinoDropInventoryComponent_Carnivore_Tusoteuthis_C_27440) CONTENT: Rest of the items.(/Engine/Transient.Default__REINST_DinoDropInventoryComponent_Carnivore_Tusoteuthis_C_27440) CONTENT: Substrate(/Engine/Transient.Default__REINST_DinoDropInventoryComponent_Carnivore_Tusoteuthis_C_27440) CONTENT: Black Pearl(/Engine/Transient.Default__REINST_DinoDropInventoryComponent_Carnivore_Tusoteuthis_C_27440) CONTENT: Resources(/Engine/Transient.REINST_DinoDropInventoryComponent_Carnivore_Tusoteuthis_C_1) CONTENT: Squid Oil(/Engine/Transient.REINST_DinoDropInventoryComponent_Carnivore_Tusoteuthis_C_1) CONTENT: Apex Drop(/Engine/Transient.REINST_DinoDropInventoryComponent_Carnivore_Tusoteuthis_C_1) CONTENT: Apex Drop(/Engine/Transient.REINST_DinoDropInventoryComponent_Carnivore_Tusoteuthis_C_1) CONTENT: Rest of the items.(/Engine/Transient.REINST_DinoDropInventoryComponent_Carnivore_Tusoteuthis_C_1) CONTENT: Substrate(/Engine/Transient.REINST_DinoDropInventoryComponent_Carnivore_Tusoteuthis_C_1) CONTENT: Black Pearl(/Engine/Transient.REINST_DinoDropInventoryComponent_Carnivore_Tusoteuthis_C_1) CONTENT: Resources(/Engine/Transient.Default__REINST_DinoDropInventoryComponent_Carnivore_Tusoteuthis_C_27444) CONTENT: Squid Oil(/Engine/Transient.Default__REINST_DinoDropInventoryComponent_Carnivore_Tusoteuthis_C_27444) CONTENT: Apex Drop(/Engine/Transient.Default__REINST_DinoDropInventoryComponent_Carnivore_Tusoteuthis_C_27444) CONTENT: Apex Drop(/Engine/Transient.Default__REINST_DinoDropInventoryComponent_Carnivore_Tusoteuthis_C_27444) CONTENT: Rest of the items.(/Engine/Transient.Default__REINST_DinoDropInventoryComponent_Carnivore_Tusoteuthis_C_27444) CONTENT: Substrate(/Engine/Transient.Default__REINST_DinoDropInventoryComponent_Carnivore_Tusoteuthis_C_27444) CONTENT: Black Pearl(/Engine/Transient.Default__REINST_DinoDropInventoryComponent_Carnivore_Tusoteuthis_C_27444) CONTENT: Resources(/Game/PrimalEarth/Dinos/Tusoteuthis/DinoDropInventoryComponent_Carnivore_Tusoteuthis.Default__DinoDropInventoryComponent_Carnivore_Tusoteuthis_C) CONTENT: Squid Oil(/Game/PrimalEarth/Dinos/Tusoteuthis/DinoDropInventoryComponent_Carnivore_Tusoteuthis.Default__DinoDropInventoryComponent_Carnivore_Tusoteuthis_C) CONTENT: Apex Drop(/Game/PrimalEarth/Dinos/Tusoteuthis/DinoDropInventoryComponent_Carnivore_Tusoteuthis.Default__DinoDropInventoryComponent_Carnivore_Tusoteuthis_C) CONTENT: Apex Drop(/Game/PrimalEarth/Dinos/Tusoteuthis/DinoDropInventoryComponent_Carnivore_Tusoteuthis.Default__DinoDropInventoryComponent_Carnivore_Tusoteuthis_C) CONTENT: Rest of the items.(/Game/PrimalEarth/Dinos/Tusoteuthis/DinoDropInventoryComponent_Carnivore_Tusoteuthis.Default__DinoDropInventoryComponent_Carnivore_Tusoteuthis_C) CONTENT: Substrate(/Game/PrimalEarth/Dinos/Tusoteuthis/DinoDropInventoryComponent_Carnivore_Tusoteuthis.Default__DinoDropInventoryComponent_Carnivore_Tusoteuthis_C) CONTENT: Black Pearl(/Game/PrimalEarth/Dinos/Tusoteuthis/DinoDropInventoryComponent_Carnivore_Tusoteuthis.Default__DinoDropInventoryComponent_Carnivore_Tusoteuthis_C) CONTENT: Body Highlights(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Tusoteuthis.Default__DinoColorSet_Tusoteuthis_C) CONTENT: Tentacle Highlights(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Tusoteuthis.Default__DinoColorSet_Tusoteuthis_C) CONTENT: Not Used(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Tusoteuthis.Default__DinoColorSet_Tusoteuthis_C) CONTENT: Not Used(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Tusoteuthis.Default__DinoColorSet_Tusoteuthis_C) CONTENT: Tentacle Main(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Tusoteuthis.Default__DinoColorSet_Tusoteuthis_C) CONTENT: Body Main(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Tusoteuthis.Default__DinoColorSet_Tusoteuthis_C) CONTENT: RUN(/Game/PrimalEarth/Dinos/Tusoteuthis/Buff_RunAwayFast.Default__Buff_RunAwayFast_C) CONTENT: Squid Hug(/Engine/Transient.REINST_Buff_SquidHug_C_0) CONTENT: Squid Hug(/Engine/Transient.Default__REINST_Buff_SquidHug_C_27479) CONTENT: Squid Hug(/Engine/Transient.REINST_Buff_SquidHug_C_1) CONTENT: Squid Hug(/Engine/Transient.Default__REINST_Buff_SquidHug_C_27483) CONTENT: Squid Hug(/Game/PrimalEarth/Dinos/Tusoteuthis/Buff_SquidHug.Default__Buff_SquidHug_C) CONTENT: Squid Ink(/Engine/Transient.REINST_Buff_SquidInk_C_0) CONTENT: You have been blinded and slowed by ink(/Engine/Transient.REINST_Buff_SquidInk_C_0) CONTENT: Blinded by the ink(/Engine/Transient.REINST_Buff_SquidInk_C_0) CONTENT: Squid Ink(/Engine/Transient.Default__REINST_Buff_SquidInk_C_27490) CONTENT: You have been blinded and slowed by ink(/Engine/Transient.Default__REINST_Buff_SquidInk_C_27490) CONTENT: Blinded by the ink(/Engine/Transient.Default__REINST_Buff_SquidInk_C_27490) CONTENT: Squid Ink(/Engine/Transient.REINST_Buff_SquidInk_C_1) CONTENT: You have been blinded and slowed by ink(/Engine/Transient.REINST_Buff_SquidInk_C_1) CONTENT: Blinded by the ink(/Engine/Transient.REINST_Buff_SquidInk_C_1) CONTENT: Squid Ink(/Engine/Transient.Default__REINST_Buff_SquidInk_C_27494) CONTENT: You have been blinded and slowed by ink(/Engine/Transient.Default__REINST_Buff_SquidInk_C_27494) CONTENT: Blinded by the ink(/Engine/Transient.Default__REINST_Buff_SquidInk_C_27494) CONTENT: Squid Ink(/Game/PrimalEarth/Dinos/Tusoteuthis/Buff_SquidInk.Default__Buff_SquidInk_C) CONTENT: You have been blinded and slowed by ink(/Game/PrimalEarth/Dinos/Tusoteuthis/Buff_SquidInk.Default__Buff_SquidInk_C) CONTENT: Blinded by the ink(/Game/PrimalEarth/Dinos/Tusoteuthis/Buff_SquidInk.Default__Buff_SquidInk_C) CONTENT: Idle(/Engine/Transient.REINST_Tusoteuthis_Character_BP_C_0) CONTENT: c_main(/Engine/Transient.REINST_Tusoteuthis_Character_BP_C_0) CONTENT: Action(/Engine/Transient.REINST_Tusoteuthis_Character_BP_C_0) CONTENT: c_main(/Engine/Transient.REINST_Tusoteuthis_Character_BP_C_0) CONTENT: Move(/Engine/Transient.REINST_Tusoteuthis_Character_BP_C_0) CONTENT: c_main(/Engine/Transient.REINST_Tusoteuthis_Character_BP_C_0) CONTENT: Tusoteuthis(/Engine/Transient.REINST_Tusoteuthis_Character_BP_C_0) CONTENT: Tranquilized(/Engine/Transient.REINST_SquidInkCloud_C_0) CONTENT: Your torpor is rising.(/Engine/Transient.REINST_SquidInkCloud_C_0) LITERAL: Drop Prey(/Game/PrimalEarth/Dinos/Tusoteuthis/Tusoteuthis_Character_BP.Tusoteuthis_Character_BP:BPGetMultiUseEntries.K2Node_MakeStruct_618) CONTENT: Tranquilized(/Engine/Transient.Default__REINST_SquidInkCloud_C_27501) CONTENT: Your torpor is rising.(/Engine/Transient.Default__REINST_SquidInkCloud_C_27501) CONTENT: Tranquilized(/Engine/Transient.REINST_SquidInkCloud_C_1) CONTENT: Your torpor is rising.(/Engine/Transient.REINST_SquidInkCloud_C_1) CONTENT: Fertilized Tusoteuthis Egg(/Game/PrimalEarth/Test/PrimalItemConsumable_UnderwaterEgg_Tuso.Default__PrimalItemConsumable_UnderwaterEgg_Tuso_C) CONTENT: Idle(/Engine/Transient.Default__REINST_Tusoteuthis_Character_BP_C_27510) CONTENT: c_main(/Engine/Transient.Default__REINST_Tusoteuthis_Character_BP_C_27510) CONTENT: Action(/Engine/Transient.Default__REINST_Tusoteuthis_Character_BP_C_27510) CONTENT: c_main(/Engine/Transient.Default__REINST_Tusoteuthis_Character_BP_C_27510) CONTENT: Move(/Engine/Transient.Default__REINST_Tusoteuthis_Character_BP_C_27510) CONTENT: c_main(/Engine/Transient.Default__REINST_Tusoteuthis_Character_BP_C_27510) CONTENT: Tusoteuthis(/Engine/Transient.Default__REINST_Tusoteuthis_Character_BP_C_27510) CONTENT: Idle(/Engine/Transient.REINST_Tusoteuthis_Character_BP_C_1) CONTENT: c_main(/Engine/Transient.REINST_Tusoteuthis_Character_BP_C_1) CONTENT: Action(/Engine/Transient.REINST_Tusoteuthis_Character_BP_C_1) CONTENT: c_main(/Engine/Transient.REINST_Tusoteuthis_Character_BP_C_1) CONTENT: Move(/Engine/Transient.REINST_Tusoteuthis_Character_BP_C_1) CONTENT: c_main(/Engine/Transient.REINST_Tusoteuthis_Character_BP_C_1) CONTENT: Tusoteuthis(/Engine/Transient.REINST_Tusoteuthis_Character_BP_C_1) CONTENT: Tranquilized(/Engine/Transient.Default__REINST_SquidInkCloud_C_27514) CONTENT: Your torpor is rising.(/Engine/Transient.Default__REINST_SquidInkCloud_C_27514) CONTENT: Tranquilized(/Game/PrimalEarth/Dinos/Tusoteuthis/SquidInkCloud.Default__SquidInkCloud_C) CONTENT: Your torpor is rising.(/Game/PrimalEarth/Dinos/Tusoteuthis/SquidInkCloud.Default__SquidInkCloud_C) CONTENT: Idle(/Engine/Transient.Default__REINST_Tusoteuthis_Character_BP_C_27518) CONTENT: c_main(/Engine/Transient.Default__REINST_Tusoteuthis_Character_BP_C_27518) CONTENT: Action(/Engine/Transient.Default__REINST_Tusoteuthis_Character_BP_C_27518) CONTENT: c_main(/Engine/Transient.Default__REINST_Tusoteuthis_Character_BP_C_27518) CONTENT: Move(/Engine/Transient.Default__REINST_Tusoteuthis_Character_BP_C_27518) CONTENT: c_main(/Engine/Transient.Default__REINST_Tusoteuthis_Character_BP_C_27518) CONTENT: Tusoteuthis(/Engine/Transient.Default__REINST_Tusoteuthis_Character_BP_C_27518) CONTENT: Idle(/Game/PrimalEarth/Dinos/Tusoteuthis/Tusoteuthis_Character_BP.Default__Tusoteuthis_Character_BP_C) CONTENT: c_main(/Game/PrimalEarth/Dinos/Tusoteuthis/Tusoteuthis_Character_BP.Default__Tusoteuthis_Character_BP_C) CONTENT: Action(/Game/PrimalEarth/Dinos/Tusoteuthis/Tusoteuthis_Character_BP.Default__Tusoteuthis_Character_BP_C) CONTENT: c_main(/Game/PrimalEarth/Dinos/Tusoteuthis/Tusoteuthis_Character_BP.Default__Tusoteuthis_Character_BP_C) CONTENT: Move(/Game/PrimalEarth/Dinos/Tusoteuthis/Tusoteuthis_Character_BP.Default__Tusoteuthis_Character_BP_C) CONTENT: c_main(/Game/PrimalEarth/Dinos/Tusoteuthis/Tusoteuthis_Character_BP.Default__Tusoteuthis_Character_BP_C) CONTENT: Tusoteuthis(/Game/PrimalEarth/Dinos/Tusoteuthis/Tusoteuthis_Character_BP.Default__Tusoteuthis_Character_BP_C) CONTENT: Action(/Engine/Transient.REINST_Deathworm_Character_BP_C_0) CONTENT: Deathworm_Spn_01_13SHJnt(/Engine/Transient.REINST_Deathworm_Character_BP_C_0) CONTENT: Action2(/Engine/Transient.REINST_Deathworm_Character_BP_C_0) CONTENT: Deathworm_Spn_01_15SHJnt(/Engine/Transient.REINST_Deathworm_Character_BP_C_0) CONTENT: Deathworm(/Engine/Transient.REINST_Deathworm_Character_BP_C_0) CONTENT: Resources(/Engine/Transient.REINST_DinoDropInventoryComponent_Carnivore_Deathworm_C_0) CONTENT: AnglerGel(/Engine/Transient.REINST_DinoDropInventoryComponent_Carnivore_Deathworm_C_0) CONTENT: Pearls(/Engine/Transient.REINST_DinoDropInventoryComponent_Carnivore_Deathworm_C_0) CONTENT: Polymer(/Engine/Transient.REINST_DinoDropInventoryComponent_Carnivore_Deathworm_C_0) CONTENT: Guaranteed(/Engine/Transient.REINST_DinoDropInventoryComponent_Carnivore_Deathworm_C_0) CONTENT: KeratinSpike(/Engine/Transient.REINST_DinoDropInventoryComponent_Carnivore_Deathworm_C_0) CONTENT: Resources(/Engine/Transient.Default__REINST_DinoDropInventoryComponent_Carnivore_Deathworm_C_27526) CONTENT: AnglerGel(/Engine/Transient.Default__REINST_DinoDropInventoryComponent_Carnivore_Deathworm_C_27526) CONTENT: Pearls(/Engine/Transient.Default__REINST_DinoDropInventoryComponent_Carnivore_Deathworm_C_27526) CONTENT: Polymer(/Engine/Transient.Default__REINST_DinoDropInventoryComponent_Carnivore_Deathworm_C_27526) CONTENT: Guaranteed(/Engine/Transient.Default__REINST_DinoDropInventoryComponent_Carnivore_Deathworm_C_27526) CONTENT: KeratinSpike(/Engine/Transient.Default__REINST_DinoDropInventoryComponent_Carnivore_Deathworm_C_27526) CONTENT: Resources(/Engine/Transient.REINST_DinoDropInventoryComponent_Carnivore_Deathworm_C_1) CONTENT: AnglerGel(/Engine/Transient.REINST_DinoDropInventoryComponent_Carnivore_Deathworm_C_1) CONTENT: Pearls(/Engine/Transient.REINST_DinoDropInventoryComponent_Carnivore_Deathworm_C_1) CONTENT: Polymer(/Engine/Transient.REINST_DinoDropInventoryComponent_Carnivore_Deathworm_C_1) CONTENT: Guaranteed(/Engine/Transient.REINST_DinoDropInventoryComponent_Carnivore_Deathworm_C_1) CONTENT: KeratinSpike(/Engine/Transient.REINST_DinoDropInventoryComponent_Carnivore_Deathworm_C_1) CONTENT: Body(/Game/ScorchedEarth/Dinos/ColorSets/SE_DinoColorSet_DeathWorm.Default__SE_DinoColorSet_DeathWorm_C) CONTENT: UpperShell(/Game/ScorchedEarth/Dinos/ColorSets/SE_DinoColorSet_DeathWorm.Default__SE_DinoColorSet_DeathWorm_C) CONTENT: Claws(/Game/ScorchedEarth/Dinos/ColorSets/SE_DinoColorSet_DeathWorm.Default__SE_DinoColorSet_DeathWorm_C) CONTENT: Lateral Horns(/Game/ScorchedEarth/Dinos/ColorSets/SE_DinoColorSet_DeathWorm.Default__SE_DinoColorSet_DeathWorm_C) CONTENT: Hair(/Game/ScorchedEarth/Dinos/ColorSets/SE_DinoColorSet_DeathWorm.Default__SE_DinoColorSet_DeathWorm_C) CONTENT: Belly(/Game/ScorchedEarth/Dinos/ColorSets/SE_DinoColorSet_DeathWorm.Default__SE_DinoColorSet_DeathWorm_C) LITERAL: EnableUndergroundMovement(/Game/ScorchedEarth/Dinos/Deathworm/Deathworm_Character_BP.Deathworm_Character_BP:DiveIn.K2Node_CallFunction_14466) CONTENT: Action(/Engine/Transient.Default__REINST_Deathworm_Character_BP_C_27546) CONTENT: Deathworm_Spn_01_13SHJnt(/Engine/Transient.Default__REINST_Deathworm_Character_BP_C_27546) CONTENT: Action2(/Engine/Transient.Default__REINST_Deathworm_Character_BP_C_27546) CONTENT: Deathworm_Spn_01_15SHJnt(/Engine/Transient.Default__REINST_Deathworm_Character_BP_C_27546) CONTENT: Deathworm(/Engine/Transient.Default__REINST_Deathworm_Character_BP_C_27546) CONTENT: Action(/Engine/Transient.REINST_Deathworm_Character_BP_C_1) CONTENT: Deathworm_Spn_01_13SHJnt(/Engine/Transient.REINST_Deathworm_Character_BP_C_1) CONTENT: Action2(/Engine/Transient.REINST_Deathworm_Character_BP_C_1) CONTENT: Deathworm_Spn_01_15SHJnt(/Engine/Transient.REINST_Deathworm_Character_BP_C_1) CONTENT: Deathworm(/Engine/Transient.REINST_Deathworm_Character_BP_C_1) CONTENT: Resources(/Engine/Transient.Default__REINST_DinoDropInventoryComponent_Carnivore_Deathworm_C_27550) CONTENT: AnglerGel(/Engine/Transient.Default__REINST_DinoDropInventoryComponent_Carnivore_Deathworm_C_27550) CONTENT: Pearls(/Engine/Transient.Default__REINST_DinoDropInventoryComponent_Carnivore_Deathworm_C_27550) CONTENT: Polymer(/Engine/Transient.Default__REINST_DinoDropInventoryComponent_Carnivore_Deathworm_C_27550) CONTENT: Guaranteed(/Engine/Transient.Default__REINST_DinoDropInventoryComponent_Carnivore_Deathworm_C_27550) CONTENT: KeratinSpike(/Engine/Transient.Default__REINST_DinoDropInventoryComponent_Carnivore_Deathworm_C_27550) CONTENT: Resources(/Game/ScorchedEarth/Dinos/Deathworm/DinoDropInventoryComponent_Carnivore_Deathworm.Default__DinoDropInventoryComponent_Carnivore_Deathworm_C) CONTENT: AnglerGel(/Game/ScorchedEarth/Dinos/Deathworm/DinoDropInventoryComponent_Carnivore_Deathworm.Default__DinoDropInventoryComponent_Carnivore_Deathworm_C) CONTENT: Pearls(/Game/ScorchedEarth/Dinos/Deathworm/DinoDropInventoryComponent_Carnivore_Deathworm.Default__DinoDropInventoryComponent_Carnivore_Deathworm_C) CONTENT: Polymer(/Game/ScorchedEarth/Dinos/Deathworm/DinoDropInventoryComponent_Carnivore_Deathworm.Default__DinoDropInventoryComponent_Carnivore_Deathworm_C) CONTENT: Guaranteed(/Game/ScorchedEarth/Dinos/Deathworm/DinoDropInventoryComponent_Carnivore_Deathworm.Default__DinoDropInventoryComponent_Carnivore_Deathworm_C) CONTENT: KeratinSpike(/Game/ScorchedEarth/Dinos/Deathworm/DinoDropInventoryComponent_Carnivore_Deathworm.Default__DinoDropInventoryComponent_Carnivore_Deathworm_C) CONTENT: Action(/Engine/Transient.Default__REINST_Deathworm_Character_BP_C_27560) CONTENT: Deathworm_Spn_01_13SHJnt(/Engine/Transient.Default__REINST_Deathworm_Character_BP_C_27560) CONTENT: Action2(/Engine/Transient.Default__REINST_Deathworm_Character_BP_C_27560) CONTENT: Deathworm_Spn_01_15SHJnt(/Engine/Transient.Default__REINST_Deathworm_Character_BP_C_27560) CONTENT: Deathworm(/Engine/Transient.Default__REINST_Deathworm_Character_BP_C_27560) CONTENT: Action(/Game/ScorchedEarth/Dinos/Deathworm/Deathworm_Character_BP.Default__Deathworm_Character_BP_C) CONTENT: Deathworm_Spn_01_13SHJnt(/Game/ScorchedEarth/Dinos/Deathworm/Deathworm_Character_BP.Default__Deathworm_Character_BP_C) CONTENT: Action2(/Game/ScorchedEarth/Dinos/Deathworm/Deathworm_Character_BP.Default__Deathworm_Character_BP_C) CONTENT: Deathworm_Spn_01_15SHJnt(/Game/ScorchedEarth/Dinos/Deathworm/Deathworm_Character_BP.Default__Deathworm_Character_BP_C) CONTENT: Deathworm(/Game/ScorchedEarth/Dinos/Deathworm/Deathworm_Character_BP.Default__Deathworm_Character_BP_C) CONTENT: Idle(/Engine/Transient.REINST_Jugbug_Character_BaseBP_C_0) CONTENT: Fly(/Engine/Transient.REINST_Jugbug_Character_BaseBP_C_0) CONTENT: JugBug_Abdomen_01(/Engine/Transient.REINST_Jugbug_Character_BaseBP_C_0) CONTENT: Jug Bug(/Engine/Transient.REINST_Jugbug_Character_BaseBP_C_0) LITERAL: / (/Game/ScorchedEarth/Dinos/JugBug/Jugbug_Character_BaseBP.Jugbug_Character_BaseBP:BlueprintDrawFloatingHUD.K2Node_CallFunction_20168) LITERAL: Water (/Game/ScorchedEarth/Dinos/JugBug/Jugbug_Character_BaseBP.Jugbug_Character_BaseBP:BlueprintDrawFloatingHUD.K2Node_VariableSet_2587) LITERAL: Oil (/Game/ScorchedEarth/Dinos/JugBug/Jugbug_Character_BaseBP.Jugbug_Character_BaseBP:BlueprintDrawFloatingHUD.K2Node_VariableSet_2588) LITERAL: Drink Water (/Game/ScorchedEarth/Dinos/JugBug/Jugbug_Character_BaseBP.Jugbug_Character_BaseBP:BPGetMultiUseEntries.K2Node_VariableSet_4707) LITERAL: Take Oil(/Game/ScorchedEarth/Dinos/JugBug/Jugbug_Character_BaseBP.Jugbug_Character_BaseBP:BPGetMultiUseEntries.K2Node_VariableSet_5401) CONTENT: Idle(/Engine/Transient.Default__REINST_Jugbug_Character_BaseBP_C_27587) CONTENT: Fly(/Engine/Transient.Default__REINST_Jugbug_Character_BaseBP_C_27587) CONTENT: JugBug_Abdomen_01(/Engine/Transient.Default__REINST_Jugbug_Character_BaseBP_C_27587) CONTENT: Jug Bug(/Engine/Transient.Default__REINST_Jugbug_Character_BaseBP_C_27587) CONTENT: Idle(/Engine/Transient.REINST_Jugbug_Character_BaseBP_C_1) CONTENT: Fly(/Engine/Transient.REINST_Jugbug_Character_BaseBP_C_1) CONTENT: JugBug_Abdomen_01(/Engine/Transient.REINST_Jugbug_Character_BaseBP_C_1) CONTENT: Jug Bug(/Engine/Transient.REINST_Jugbug_Character_BaseBP_C_1) CONTENT: Idle(/Engine/Transient.Default__REINST_Jugbug_Character_BaseBP_C_27597) CONTENT: Fly(/Engine/Transient.Default__REINST_Jugbug_Character_BaseBP_C_27597) CONTENT: JugBug_Abdomen_01(/Engine/Transient.Default__REINST_Jugbug_Character_BaseBP_C_27597) CONTENT: Jug Bug(/Engine/Transient.Default__REINST_Jugbug_Character_BaseBP_C_27597) CONTENT: Idle(/Game/ScorchedEarth/Dinos/JugBug/Jugbug_Character_BaseBP.Default__Jugbug_Character_BaseBP_C) CONTENT: Fly(/Game/ScorchedEarth/Dinos/JugBug/Jugbug_Character_BaseBP.Default__Jugbug_Character_BaseBP_C) CONTENT: JugBug_Abdomen_01(/Game/ScorchedEarth/Dinos/JugBug/Jugbug_Character_BaseBP.Default__Jugbug_Character_BaseBP_C) CONTENT: Jug Bug(/Game/ScorchedEarth/Dinos/JugBug/Jugbug_Character_BaseBP.Default__Jugbug_Character_BaseBP_C) CONTENT: Oil Jug Bug(/Engine/Transient.REINST_Jugbug_Oil_Character_BP_C_0) CONTENT: Body(/Game/ScorchedEarth/Dinos/ColorSets/SE_DinoColorSet_Jugbug.Default__SE_DinoColorSet_Jugbug_C) CONTENT: **IGNORE**NOTHING**(/Game/ScorchedEarth/Dinos/ColorSets/SE_DinoColorSet_Jugbug.Default__SE_DinoColorSet_Jugbug_C) CONTENT: **IGNORE**NOTHING**(/Game/ScorchedEarth/Dinos/ColorSets/SE_DinoColorSet_Jugbug.Default__SE_DinoColorSet_Jugbug_C) CONTENT: **IGNORE**NOTHING**(/Game/ScorchedEarth/Dinos/ColorSets/SE_DinoColorSet_Jugbug.Default__SE_DinoColorSet_Jugbug_C) CONTENT: Body Highlights(/Game/ScorchedEarth/Dinos/ColorSets/SE_DinoColorSet_Jugbug.Default__SE_DinoColorSet_Jugbug_C) CONTENT: Underside(/Game/ScorchedEarth/Dinos/ColorSets/SE_DinoColorSet_Jugbug.Default__SE_DinoColorSet_Jugbug_C) CONTENT: Oil Jug Bug(/Engine/Transient.Default__REINST_Jugbug_Oil_Character_BP_C_27612) CONTENT: Oil Jug Bug(/Engine/Transient.REINST_Jugbug_Oil_Character_BP_C_1) CONTENT: Oil Jug Bug(/Engine/Transient.Default__REINST_Jugbug_Oil_Character_BP_C_27620) CONTENT: Oil Jug Bug(/Game/ScorchedEarth/Dinos/JugBug/Jugbug_Oil_Character_BP.Default__Jugbug_Oil_Character_BP_C) CONTENT: Water Jug Bug(/Engine/Transient.REINST_Jugbug_Water_Character_BP_C_0) CONTENT: Water Jug Bug(/Engine/Transient.Default__REINST_Jugbug_Water_Character_BP_C_27627) CONTENT: Water Jug Bug(/Engine/Transient.REINST_Jugbug_Water_Character_BP_C_1) CONTENT: Water Jug Bug(/Engine/Transient.Default__REINST_Jugbug_Water_Character_BP_C_27631) CONTENT: Water Jug Bug(/Game/ScorchedEarth/Dinos/JugBug/Jugbug_Water_Character_BP.Default__Jugbug_Water_Character_BP_C) CONTENT: Facial Highlights(/Game/ScorchedEarth/Dinos/ColorSets/SE_DinoColorSet_Moth.Default__SE_DinoColorSet_Moth_C) CONTENT: Wings Main(/Game/ScorchedEarth/Dinos/ColorSets/SE_DinoColorSet_Moth.Default__SE_DinoColorSet_Moth_C) CONTENT: Legs(/Game/ScorchedEarth/Dinos/ColorSets/SE_DinoColorSet_Moth.Default__SE_DinoColorSet_Moth_C) CONTENT: Wing Highlights(/Game/ScorchedEarth/Dinos/ColorSets/SE_DinoColorSet_Moth.Default__SE_DinoColorSet_Moth_C) CONTENT: Facial Main(/Game/ScorchedEarth/Dinos/ColorSets/SE_DinoColorSet_Moth.Default__SE_DinoColorSet_Moth_C) CONTENT: Stinger and Underbody(/Game/ScorchedEarth/Dinos/ColorSets/SE_DinoColorSet_Moth.Default__SE_DinoColorSet_Moth_C) CONTENT: Idle(/Engine/Transient.REINST_Moth_Character_BP_C_0) CONTENT: Move(/Engine/Transient.REINST_Moth_Character_BP_C_0) CONTENT: c_abdomen1(/Engine/Transient.REINST_Moth_Character_BP_C_0) CONTENT: Move2(/Engine/Transient.REINST_Moth_Character_BP_C_0) CONTENT: c_abdomen1(/Engine/Transient.REINST_Moth_Character_BP_C_0) CONTENT: Lymantria(/Engine/Transient.REINST_Moth_Character_BP_C_0) CONTENT: Moth Egg(/Game/ScorchedEarth/Dinos/Moth/PrimalItemConsumable_Egg_Moth.Default__PrimalItemConsumable_Egg_Moth_C) CONTENT: Fertilized Moth Egg(/Game/ScorchedEarth/Dinos/Moth/PrimalItemConsumable_Egg_Moth_Fertilized.Default__PrimalItemConsumable_Egg_Moth_Fertilized_C) LITERAL: SpawnSpores(/Game/ScorchedEarth/Dinos/Moth/Moth_Character_BP.Moth_Character_BP:EventGraph.K2Node_CallFunction_13172) CONTENT: Idle(/Engine/Transient.Default__REINST_Moth_Character_BP_C_27665) CONTENT: Move(/Engine/Transient.Default__REINST_Moth_Character_BP_C_27665) CONTENT: c_abdomen1(/Engine/Transient.Default__REINST_Moth_Character_BP_C_27665) CONTENT: Move2(/Engine/Transient.Default__REINST_Moth_Character_BP_C_27665) CONTENT: c_abdomen1(/Engine/Transient.Default__REINST_Moth_Character_BP_C_27665) CONTENT: Lymantria(/Engine/Transient.Default__REINST_Moth_Character_BP_C_27665) CONTENT: Idle(/Engine/Transient.REINST_Moth_Character_BP_C_1) CONTENT: Move(/Engine/Transient.REINST_Moth_Character_BP_C_1) CONTENT: c_abdomen1(/Engine/Transient.REINST_Moth_Character_BP_C_1) CONTENT: Move2(/Engine/Transient.REINST_Moth_Character_BP_C_1) CONTENT: c_abdomen1(/Engine/Transient.REINST_Moth_Character_BP_C_1) CONTENT: Lymantria(/Engine/Transient.REINST_Moth_Character_BP_C_1) CONTENT: Idle(/Engine/Transient.Default__REINST_Moth_Character_BP_C_27673) CONTENT: Move(/Engine/Transient.Default__REINST_Moth_Character_BP_C_27673) CONTENT: c_abdomen1(/Engine/Transient.Default__REINST_Moth_Character_BP_C_27673) CONTENT: Move2(/Engine/Transient.Default__REINST_Moth_Character_BP_C_27673) CONTENT: c_abdomen1(/Engine/Transient.Default__REINST_Moth_Character_BP_C_27673) CONTENT: Lymantria(/Engine/Transient.Default__REINST_Moth_Character_BP_C_27673) CONTENT: Idle(/Game/ScorchedEarth/Dinos/Moth/Moth_Character_BP.Default__Moth_Character_BP_C) CONTENT: Move(/Game/ScorchedEarth/Dinos/Moth/Moth_Character_BP.Default__Moth_Character_BP_C) CONTENT: c_abdomen1(/Game/ScorchedEarth/Dinos/Moth/Moth_Character_BP.Default__Moth_Character_BP_C) CONTENT: Move2(/Game/ScorchedEarth/Dinos/Moth/Moth_Character_BP.Default__Moth_Character_BP_C) CONTENT: c_abdomen1(/Game/ScorchedEarth/Dinos/Moth/Moth_Character_BP.Default__Moth_Character_BP_C) CONTENT: Lymantria(/Game/ScorchedEarth/Dinos/Moth/Moth_Character_BP.Default__Moth_Character_BP_C) CONTENT: Body Main(/Game/ScorchedEarth/Dinos/ColorSets/SE_DinoColorSet_Vulture.Default__SE_DinoColorSet_Vulture_C) CONTENT: Head Highlight(/Game/ScorchedEarth/Dinos/ColorSets/SE_DinoColorSet_Vulture.Default__SE_DinoColorSet_Vulture_C) CONTENT: **IGNORE**NOTHING**(/Game/ScorchedEarth/Dinos/ColorSets/SE_DinoColorSet_Vulture.Default__SE_DinoColorSet_Vulture_C) CONTENT: **IGNORE**NOTHING**(/Game/ScorchedEarth/Dinos/ColorSets/SE_DinoColorSet_Vulture.Default__SE_DinoColorSet_Vulture_C) CONTENT: Head Main(/Game/ScorchedEarth/Dinos/ColorSets/SE_DinoColorSet_Vulture.Default__SE_DinoColorSet_Vulture_C) CONTENT: Body Highlights(/Game/ScorchedEarth/Dinos/ColorSets/SE_DinoColorSet_Vulture.Default__SE_DinoColorSet_Vulture_C) CONTENT: Vulture Egg(/Game/ScorchedEarth/Dinos/Vulture/PrimalItemConsumable_Egg_Vulture.Default__PrimalItemConsumable_Egg_Vulture_C) CONTENT: Idle(/Engine/Transient.REINST_Vulture_Character_BP_C_0) CONTENT: Cute(/Engine/Transient.REINST_Vulture_Character_BP_C_0) CONTENT: Action(/Engine/Transient.REINST_Vulture_Character_BP_C_0) CONTENT: c_back1(/Engine/Transient.REINST_Vulture_Character_BP_C_0) CONTENT: Action(/Engine/Transient.REINST_Vulture_Character_BP_C_0) CONTENT: c_back1(/Engine/Transient.REINST_Vulture_Character_BP_C_0) CONTENT: Move(/Engine/Transient.REINST_Vulture_Character_BP_C_0) CONTENT: c_back1(/Engine/Transient.REINST_Vulture_Character_BP_C_0) CONTENT: Vulture(/Engine/Transient.REINST_Vulture_Character_BP_C_0) CONTENT: Fertilized Vulture Egg(/Game/ScorchedEarth/Dinos/Vulture/PrimalItemConsumable_Egg_Vulture_Fertilized.Default__PrimalItemConsumable_Egg_Vulture_Fertilized_C) CONTENT: Idle(/Engine/Transient.Default__REINST_Vulture_Character_BP_C_27689) CONTENT: Cute(/Engine/Transient.Default__REINST_Vulture_Character_BP_C_27689) CONTENT: Action(/Engine/Transient.Default__REINST_Vulture_Character_BP_C_27689) CONTENT: c_back1(/Engine/Transient.Default__REINST_Vulture_Character_BP_C_27689) CONTENT: Action(/Engine/Transient.Default__REINST_Vulture_Character_BP_C_27689) CONTENT: c_back1(/Engine/Transient.Default__REINST_Vulture_Character_BP_C_27689) CONTENT: Move(/Engine/Transient.Default__REINST_Vulture_Character_BP_C_27689) CONTENT: c_back1(/Engine/Transient.Default__REINST_Vulture_Character_BP_C_27689) CONTENT: Vulture(/Engine/Transient.Default__REINST_Vulture_Character_BP_C_27689) CONTENT: Idle(/Engine/Transient.REINST_Vulture_Character_BP_C_1) CONTENT: Cute(/Engine/Transient.REINST_Vulture_Character_BP_C_1) CONTENT: Action(/Engine/Transient.REINST_Vulture_Character_BP_C_1) CONTENT: c_back1(/Engine/Transient.REINST_Vulture_Character_BP_C_1) CONTENT: Action(/Engine/Transient.REINST_Vulture_Character_BP_C_1) CONTENT: c_back1(/Engine/Transient.REINST_Vulture_Character_BP_C_1) CONTENT: Move(/Engine/Transient.REINST_Vulture_Character_BP_C_1) CONTENT: c_back1(/Engine/Transient.REINST_Vulture_Character_BP_C_1) CONTENT: Vulture(/Engine/Transient.REINST_Vulture_Character_BP_C_1) CONTENT: Idle(/Engine/Transient.Default__REINST_Vulture_Character_BP_C_27693) CONTENT: Cute(/Engine/Transient.Default__REINST_Vulture_Character_BP_C_27693) CONTENT: Action(/Engine/Transient.Default__REINST_Vulture_Character_BP_C_27693) CONTENT: c_back1(/Engine/Transient.Default__REINST_Vulture_Character_BP_C_27693) CONTENT: Action(/Engine/Transient.Default__REINST_Vulture_Character_BP_C_27693) CONTENT: c_back1(/Engine/Transient.Default__REINST_Vulture_Character_BP_C_27693) CONTENT: Move(/Engine/Transient.Default__REINST_Vulture_Character_BP_C_27693) CONTENT: c_back1(/Engine/Transient.Default__REINST_Vulture_Character_BP_C_27693) CONTENT: Vulture(/Engine/Transient.Default__REINST_Vulture_Character_BP_C_27693) CONTENT: Idle(/Game/ScorchedEarth/Dinos/Vulture/Vulture_Character_BP.Default__Vulture_Character_BP_C) CONTENT: Cute(/Game/ScorchedEarth/Dinos/Vulture/Vulture_Character_BP.Default__Vulture_Character_BP_C) CONTENT: Action(/Game/ScorchedEarth/Dinos/Vulture/Vulture_Character_BP.Default__Vulture_Character_BP_C) CONTENT: c_back1(/Game/ScorchedEarth/Dinos/Vulture/Vulture_Character_BP.Default__Vulture_Character_BP_C) CONTENT: Action(/Game/ScorchedEarth/Dinos/Vulture/Vulture_Character_BP.Default__Vulture_Character_BP_C) CONTENT: c_back1(/Game/ScorchedEarth/Dinos/Vulture/Vulture_Character_BP.Default__Vulture_Character_BP_C) CONTENT: Move(/Game/ScorchedEarth/Dinos/Vulture/Vulture_Character_BP.Default__Vulture_Character_BP_C) CONTENT: c_back1(/Game/ScorchedEarth/Dinos/Vulture/Vulture_Character_BP.Default__Vulture_Character_BP_C) CONTENT: Vulture(/Game/ScorchedEarth/Dinos/Vulture/Vulture_Character_BP.Default__Vulture_Character_BP_C) CONTENT: Ant (1-3)(/Game/ScorchedEarth/CoreBlueprints/Spawners/SE_DinoSpawnEntriesBadlands.Default__SE_DinoSpawnEntriesBadlands_C) CONTENT: Scorpions (1-3)(/Game/ScorchedEarth/CoreBlueprints/Spawners/SE_DinoSpawnEntriesBadlands.Default__SE_DinoSpawnEntriesBadlands_C) CONTENT: Terror Birds (1-2)(/Game/ScorchedEarth/CoreBlueprints/Spawners/SE_DinoSpawnEntriesBadlands.Default__SE_DinoSpawnEntriesBadlands_C) CONTENT: Spiny Dragon (2-4)(/Game/ScorchedEarth/CoreBlueprints/Spawners/SE_DinoSpawnEntriesBadlands.Default__SE_DinoSpawnEntriesBadlands_C) CONTENT: Vulture (1-3)(/Game/ScorchedEarth/CoreBlueprints/Spawners/SE_DinoSpawnEntriesBadlands.Default__SE_DinoSpawnEntriesBadlands_C) CONTENT: Moth (1-2)(/Game/ScorchedEarth/CoreBlueprints/Spawners/SE_DinoSpawnEntriesBadlands.Default__SE_DinoSpawnEntriesBadlands_C) CONTENT: Morella (1-2)(/Game/ScorchedEarth/CoreBlueprints/Spawners/SE_DinoSpawnEntriesBadlands.Default__SE_DinoSpawnEntriesBadlands_C) CONTENT: Saber (1-2)(/Game/ScorchedEarth/CoreBlueprints/Spawners/SE_DinoSpawnEntriesBadlands.Default__SE_DinoSpawnEntriesBadlands_C) CONTENT: Doed (1-2)(/Game/ScorchedEarth/CoreBlueprints/Spawners/SE_DinoSpawnEntriesBadlands.Default__SE_DinoSpawnEntriesBadlands_C) CONTENT: Direwolf (1)(/Game/ScorchedEarth/CoreBlueprints/Spawners/SE_DinoSpawnEntriesBadlands.Default__SE_DinoSpawnEntriesBadlands_C) CONTENT: Carno (1-2)(/Game/ScorchedEarth/CoreBlueprints/Spawners/SE_DinoSpawnEntriesBadlands.Default__SE_DinoSpawnEntriesBadlands_C) CONTENT: Arthro (1-2)(/Game/ScorchedEarth/CoreBlueprints/Spawners/SE_DinoSpawnEntriesBadlands.Default__SE_DinoSpawnEntriesBadlands_C) CONTENT: Ankylo (1-2)(/Game/ScorchedEarth/CoreBlueprints/Spawners/SE_DinoSpawnEntriesBadlands.Default__SE_DinoSpawnEntriesBadlands_C) CONTENT: Boa (1-2)(/Game/ScorchedEarth/CoreBlueprints/Spawners/SE_DinoSpawnEntriesBadlands.Default__SE_DinoSpawnEntriesBadlands_C) CONTENT: Jugbug (1-2)(/Game/ScorchedEarth/CoreBlueprints/Spawners/SE_DinoSpawnEntriesBadlands.Default__SE_DinoSpawnEntriesBadlands_C) CONTENT: Rock Golem (1)(/Game/ScorchedEarth/CoreBlueprints/Spawners/SE_DinoSpawnEntriesBadlands.Default__SE_DinoSpawnEntriesBadlands_C) CONTENT: Troodon (3-4)(/Game/ScorchedEarth/CoreBlueprints/Spawners/SE_DinoSpawnEntriesBadlands.Default__SE_DinoSpawnEntriesBadlands_C) CONTENT: Thy (1)(/Game/ScorchedEarth/CoreBlueprints/Spawners/SE_DinoSpawnEntriesBadlands.Default__SE_DinoSpawnEntriesBadlands_C) CONTENT: Daedon (1-2)(/Game/ScorchedEarth/CoreBlueprints/Spawners/SE_DinoSpawnEntriesBadlands.Default__SE_DinoSpawnEntriesBadlands_C) CONTENT: Hya (1-6)(/Game/ScorchedEarth/CoreBlueprints/Spawners/SE_DinoSpawnEntriesBadlands.Default__SE_DinoSpawnEntriesBadlands_C) CONTENT: Rubble Golem(/Engine/Transient.REINST_RubbleGolem_Character_BP_C_0) CONTENT: Rubble Golem(/Engine/Transient.Default__REINST_RubbleGolem_Character_BP_C_27702) CONTENT: Rubble Golem(/Engine/Transient.REINST_RubbleGolem_Character_BP_C_1) CONTENT: Rubble Golem(/Engine/Transient.Default__REINST_RubbleGolem_Character_BP_C_27706) CONTENT: Rubble Golem(/Game/ScorchedEarth/Dinos/RockGolem/RubbleGolem_Character_BP.Default__RubbleGolem_Character_BP_C) CONTENT: Scorpions (1-3)(/Game/ScorchedEarth/CoreBlueprints/Spawners/SE_DinoSpawnEntriesCanyonCave.Default__SE_DinoSpawnEntriesCanyonCave_C) CONTENT: Arthro (1-2)(/Game/ScorchedEarth/CoreBlueprints/Spawners/SE_DinoSpawnEntriesCanyonCave.Default__SE_DinoSpawnEntriesCanyonCave_C) CONTENT: Boa (1-2)(/Game/ScorchedEarth/CoreBlueprints/Spawners/SE_DinoSpawnEntriesCanyonCave.Default__SE_DinoSpawnEntriesCanyonCave_C) CONTENT: Mantis (1-2)(/Game/ScorchedEarth/CoreBlueprints/Spawners/SE_DinoSpawnEntriesCanyonCave.Default__SE_DinoSpawnEntriesCanyonCave_C) CONTENT: Onychon (1-3)(/Game/ScorchedEarth/CoreBlueprints/Spawners/SE_DinoSpawnEntriesCanyonCave.Default__SE_DinoSpawnEntriesCanyonCave_C) CONTENT: Spider (1-2)(/Game/ScorchedEarth/CoreBlueprints/Spawners/SE_DinoSpawnEntriesCanyonCave.Default__SE_DinoSpawnEntriesCanyonCave_C) CONTENT: Rock Golem (1)(/Game/ScorchedEarth/CoreBlueprints/Spawners/SE_DinoSpawnEntriesCanyonCave.Default__SE_DinoSpawnEntriesCanyonCave_C) CONTENT: Achatina (1-3)(/Game/ScorchedEarth/CoreBlueprints/Spawners/SE_DinoSpawnEntriesCanyonCave.Default__SE_DinoSpawnEntriesCanyonCave_C) CONTENT: Ant (1-3)(/Game/ScorchedEarth/CoreBlueprints/Spawners/SE_DinoSpawnEntriesCanyons.Default__SE_DinoSpawnEntriesCanyons_C) CONTENT: Scorpions (1-3)(/Game/ScorchedEarth/CoreBlueprints/Spawners/SE_DinoSpawnEntriesCanyons.Default__SE_DinoSpawnEntriesCanyons_C) CONTENT: Terror Birds (1-2)(/Game/ScorchedEarth/CoreBlueprints/Spawners/SE_DinoSpawnEntriesCanyons.Default__SE_DinoSpawnEntriesCanyons_C) CONTENT: Spiny Dragon (2-4)(/Game/ScorchedEarth/CoreBlueprints/Spawners/SE_DinoSpawnEntriesCanyons.Default__SE_DinoSpawnEntriesCanyons_C) CONTENT: Saber (1-2)(/Game/ScorchedEarth/CoreBlueprints/Spawners/SE_DinoSpawnEntriesCanyons.Default__SE_DinoSpawnEntriesCanyons_C) CONTENT: Doed (1-2)(/Game/ScorchedEarth/CoreBlueprints/Spawners/SE_DinoSpawnEntriesCanyons.Default__SE_DinoSpawnEntriesCanyons_C) CONTENT: Direwolf (1)(/Game/ScorchedEarth/CoreBlueprints/Spawners/SE_DinoSpawnEntriesCanyons.Default__SE_DinoSpawnEntriesCanyons_C) CONTENT: Boa (1-2)(/Game/ScorchedEarth/CoreBlueprints/Spawners/SE_DinoSpawnEntriesCanyons.Default__SE_DinoSpawnEntriesCanyons_C) CONTENT: Jugbug (1-2)(/Game/ScorchedEarth/CoreBlueprints/Spawners/SE_DinoSpawnEntriesCanyons.Default__SE_DinoSpawnEntriesCanyons_C) CONTENT: Camel (1-2)(/Game/ScorchedEarth/CoreBlueprints/Spawners/SE_DinoSpawnEntriesCanyons.Default__SE_DinoSpawnEntriesCanyons_C) CONTENT: Purlovia (1)(/Game/ScorchedEarth/CoreBlueprints/Spawners/SE_DinoSpawnEntriesCanyons.Default__SE_DinoSpawnEntriesCanyons_C) CONTENT: Hya (1-6)(/Game/ScorchedEarth/CoreBlueprints/Spawners/SE_DinoSpawnEntriesCanyons.Default__SE_DinoSpawnEntriesCanyons_C) CONTENT: Ants (1-3)(/Game/ScorchedEarth/CoreBlueprints/Spawners/SE_DinoSpawnEntriesDunes.Default__SE_DinoSpawnEntriesDunes_C) CONTENT: Scorpions (1-3)(/Game/ScorchedEarth/CoreBlueprints/Spawners/SE_DinoSpawnEntriesDunes.Default__SE_DinoSpawnEntriesDunes_C) CONTENT: Vultures (2-4)(/Game/ScorchedEarth/CoreBlueprints/Spawners/SE_DinoSpawnEntriesDunes.Default__SE_DinoSpawnEntriesDunes_C) CONTENT: Arthro (1-2)(/Game/ScorchedEarth/CoreBlueprints/Spawners/SE_DinoSpawnEntriesDunes.Default__SE_DinoSpawnEntriesDunes_C) CONTENT: Boa (1-2)(/Game/ScorchedEarth/CoreBlueprints/Spawners/SE_DinoSpawnEntriesDunes.Default__SE_DinoSpawnEntriesDunes_C) CONTENT: Mantis (2-3)(/Game/ScorchedEarth/CoreBlueprints/Spawners/SE_DinoSpawnEntriesDunes.Default__SE_DinoSpawnEntriesDunes_C) CONTENT: Dung Beetles (1-2)(/Game/ScorchedEarth/CoreBlueprints/Spawners/SE_DinoSpawnEntriesDunes.Default__SE_DinoSpawnEntriesDunes_C) CONTENT: Jugbug (2)(/Game/ScorchedEarth/CoreBlueprints/Spawners/SE_DinoSpawnEntriesDunes.Default__SE_DinoSpawnEntriesDunes_C) CONTENT: Paws and Back(/Game/ScorchedEarth/Dinos/ColorSets/SE_DinoColorSet_Jerboa.Default__SE_DinoColorSet_Jerboa_C) CONTENT: **IGNORE**NOTHING**(/Game/ScorchedEarth/Dinos/ColorSets/SE_DinoColorSet_Jerboa.Default__SE_DinoColorSet_Jerboa_C) CONTENT: **IGNORE**NOTHING**(/Game/ScorchedEarth/Dinos/ColorSets/SE_DinoColorSet_Jerboa.Default__SE_DinoColorSet_Jerboa_C) CONTENT: **IGNORE**NOTHING**(/Game/ScorchedEarth/Dinos/ColorSets/SE_DinoColorSet_Jerboa.Default__SE_DinoColorSet_Jerboa_C) CONTENT: Stripes(/Game/ScorchedEarth/Dinos/ColorSets/SE_DinoColorSet_Jerboa.Default__SE_DinoColorSet_Jerboa_C) CONTENT: Belly and Highlights(/Game/ScorchedEarth/Dinos/ColorSets/SE_DinoColorSet_Jerboa.Default__SE_DinoColorSet_Jerboa_C) CONTENT: Idle(/Engine/Transient.REINST_Jerboa_Character_BP_C_0) CONTENT: Cute(/Engine/Transient.REINST_Jerboa_Character_BP_C_0) CONTENT: Cute2(/Engine/Transient.REINST_Jerboa_Character_BP_C_0) CONTENT: Cute3(/Engine/Transient.REINST_Jerboa_Character_BP_C_0) CONTENT: Move(/Engine/Transient.REINST_Jerboa_Character_BP_C_0) CONTENT: d_spine2_jnt(/Engine/Transient.REINST_Jerboa_Character_BP_C_0) CONTENT: Jerboa(/Engine/Transient.REINST_Jerboa_Character_BP_C_0) CONTENT: Idle(/Engine/Transient.Default__REINST_Jerboa_Character_BP_C_27729) CONTENT: Cute(/Engine/Transient.Default__REINST_Jerboa_Character_BP_C_27729) CONTENT: Cute2(/Engine/Transient.Default__REINST_Jerboa_Character_BP_C_27729) CONTENT: Cute3(/Engine/Transient.Default__REINST_Jerboa_Character_BP_C_27729) CONTENT: Move(/Engine/Transient.Default__REINST_Jerboa_Character_BP_C_27729) CONTENT: d_spine2_jnt(/Engine/Transient.Default__REINST_Jerboa_Character_BP_C_27729) CONTENT: Jerboa(/Engine/Transient.Default__REINST_Jerboa_Character_BP_C_27729) CONTENT: Idle(/Engine/Transient.REINST_Jerboa_Character_BP_C_1) CONTENT: Cute(/Engine/Transient.REINST_Jerboa_Character_BP_C_1) CONTENT: Cute2(/Engine/Transient.REINST_Jerboa_Character_BP_C_1) CONTENT: Cute3(/Engine/Transient.REINST_Jerboa_Character_BP_C_1) CONTENT: Move(/Engine/Transient.REINST_Jerboa_Character_BP_C_1) CONTENT: d_spine2_jnt(/Engine/Transient.REINST_Jerboa_Character_BP_C_1) CONTENT: Jerboa(/Engine/Transient.REINST_Jerboa_Character_BP_C_1) CONTENT: Idle(/Engine/Transient.Default__REINST_Jerboa_Character_BP_C_27733) CONTENT: Cute(/Engine/Transient.Default__REINST_Jerboa_Character_BP_C_27733) CONTENT: Cute2(/Engine/Transient.Default__REINST_Jerboa_Character_BP_C_27733) CONTENT: Cute3(/Engine/Transient.Default__REINST_Jerboa_Character_BP_C_27733) CONTENT: Move(/Engine/Transient.Default__REINST_Jerboa_Character_BP_C_27733) CONTENT: d_spine2_jnt(/Engine/Transient.Default__REINST_Jerboa_Character_BP_C_27733) CONTENT: Jerboa(/Engine/Transient.Default__REINST_Jerboa_Character_BP_C_27733) CONTENT: Idle(/Game/ScorchedEarth/Dinos/Jerboa/Jerboa_Character_BP.Default__Jerboa_Character_BP_C) CONTENT: Cute(/Game/ScorchedEarth/Dinos/Jerboa/Jerboa_Character_BP.Default__Jerboa_Character_BP_C) CONTENT: Cute2(/Game/ScorchedEarth/Dinos/Jerboa/Jerboa_Character_BP.Default__Jerboa_Character_BP_C) CONTENT: Cute3(/Game/ScorchedEarth/Dinos/Jerboa/Jerboa_Character_BP.Default__Jerboa_Character_BP_C) CONTENT: Move(/Game/ScorchedEarth/Dinos/Jerboa/Jerboa_Character_BP.Default__Jerboa_Character_BP_C) CONTENT: d_spine2_jnt(/Game/ScorchedEarth/Dinos/Jerboa/Jerboa_Character_BP.Default__Jerboa_Character_BP_C) CONTENT: Jerboa(/Game/ScorchedEarth/Dinos/Jerboa/Jerboa_Character_BP.Default__Jerboa_Character_BP_C) CONTENT: Jugbug Oil (1-3)(/Game/ScorchedEarth/CoreBlueprints/Spawners/SE_DinoSpawnEntriesGreenDesert.Default__SE_DinoSpawnEntriesGreenDesert_C) CONTENT: Jugbug Water (1-3)(/Game/ScorchedEarth/CoreBlueprints/Spawners/SE_DinoSpawnEntriesGreenDesert.Default__SE_DinoSpawnEntriesGreenDesert_C) CONTENT: Terror Birds (1-3)(/Game/ScorchedEarth/CoreBlueprints/Spawners/SE_DinoSpawnEntriesGreenDesert.Default__SE_DinoSpawnEntriesGreenDesert_C) CONTENT: Desert Moth (1-2)(/Game/ScorchedEarth/CoreBlueprints/Spawners/SE_DinoSpawnEntriesGreenDesert.Default__SE_DinoSpawnEntriesGreenDesert_C) CONTENT: Doed (1-2)(/Game/ScorchedEarth/CoreBlueprints/Spawners/SE_DinoSpawnEntriesGreenDesert.Default__SE_DinoSpawnEntriesGreenDesert_C) CONTENT: Para (1)(/Game/ScorchedEarth/CoreBlueprints/Spawners/SE_DinoSpawnEntriesGreenDesert.Default__SE_DinoSpawnEntriesGreenDesert_C) CONTENT: Galli (1)(/Game/ScorchedEarth/CoreBlueprints/Spawners/SE_DinoSpawnEntriesGreenDesert.Default__SE_DinoSpawnEntriesGreenDesert_C) CONTENT: Ant (1-5)(/Game/ScorchedEarth/CoreBlueprints/Spawners/SE_DinoSpawnEntriesGreenDesert.Default__SE_DinoSpawnEntriesGreenDesert_C) CONTENT: Morella (1-2)(/Game/ScorchedEarth/CoreBlueprints/Spawners/SE_DinoSpawnEntriesGreenDesert.Default__SE_DinoSpawnEntriesGreenDesert_C) CONTENT: Sabertooth (1-2)(/Game/ScorchedEarth/CoreBlueprints/Spawners/SE_DinoSpawnEntriesGreenDesert.Default__SE_DinoSpawnEntriesGreenDesert_C) CONTENT: Lystro (1-2)(/Game/ScorchedEarth/CoreBlueprints/Spawners/SE_DinoSpawnEntriesGreenDesert.Default__SE_DinoSpawnEntriesGreenDesert_C) CONTENT: Anky (1-2)(/Game/ScorchedEarth/CoreBlueprints/Spawners/SE_DinoSpawnEntriesGreenDesert.Default__SE_DinoSpawnEntriesGreenDesert_C) CONTENT: Direwolf (1)(/Game/ScorchedEarth/CoreBlueprints/Spawners/SE_DinoSpawnEntriesGreenDesert.Default__SE_DinoSpawnEntriesGreenDesert_C) CONTENT: Procop (1-2)(/Game/ScorchedEarth/CoreBlueprints/Spawners/SE_DinoSpawnEntriesGreenDesert.Default__SE_DinoSpawnEntriesGreenDesert_C) CONTENT: Spiny (1-2)(/Game/ScorchedEarth/CoreBlueprints/Spawners/SE_DinoSpawnEntriesGreenDesert.Default__SE_DinoSpawnEntriesGreenDesert_C) CONTENT: Rock Golem (1)(/Game/ScorchedEarth/CoreBlueprints/Spawners/SE_DinoSpawnEntriesGreenDesert.Default__SE_DinoSpawnEntriesGreenDesert_C) CONTENT: Jerboa (2-4)(/Game/ScorchedEarth/CoreBlueprints/Spawners/SE_DinoSpawnEntriesGreenDesert.Default__SE_DinoSpawnEntriesGreenDesert_C) CONTENT: Archa (1-2)(/Game/ScorchedEarth/CoreBlueprints/Spawners/SE_DinoSpawnEntriesGreenDesert.Default__SE_DinoSpawnEntriesGreenDesert_C) CONTENT: Pegomastax (2-3)(/Game/ScorchedEarth/CoreBlueprints/Spawners/SE_DinoSpawnEntriesGreenDesert.Default__SE_DinoSpawnEntriesGreenDesert_C) CONTENT: Microraptor (3-5)(/Game/ScorchedEarth/CoreBlueprints/Spawners/SE_DinoSpawnEntriesGreenDesert.Default__SE_DinoSpawnEntriesGreenDesert_C) CONTENT: Equus (1-4)(/Game/ScorchedEarth/CoreBlueprints/Spawners/SE_DinoSpawnEntriesGreenDesert.Default__SE_DinoSpawnEntriesGreenDesert_C) CONTENT: Daedon (2-4)(/Game/ScorchedEarth/CoreBlueprints/Spawners/SE_DinoSpawnEntriesGreenDesert.Default__SE_DinoSpawnEntriesGreenDesert_C) CONTENT: Megatherium (1-2)(/Game/ScorchedEarth/CoreBlueprints/Spawners/SE_DinoSpawnEntriesGreenDesert.Default__SE_DinoSpawnEntriesGreenDesert_C) CONTENT: Scorpions (1-3)(/Game/ScorchedEarth/CoreBlueprints/Spawners/SE_DinoSpawnEntriesMountain.Default__SE_DinoSpawnEntriesMountain_C) CONTENT: Spiny Dragon (2-4)(/Game/ScorchedEarth/CoreBlueprints/Spawners/SE_DinoSpawnEntriesMountain.Default__SE_DinoSpawnEntriesMountain_C) CONTENT: Saber (1-2)(/Game/ScorchedEarth/CoreBlueprints/Spawners/SE_DinoSpawnEntriesMountain.Default__SE_DinoSpawnEntriesMountain_C) CONTENT: Carno (1-2)(/Game/ScorchedEarth/CoreBlueprints/Spawners/SE_DinoSpawnEntriesMountain.Default__SE_DinoSpawnEntriesMountain_C) CONTENT: Argent (1-2)(/Game/ScorchedEarth/CoreBlueprints/Spawners/SE_DinoSpawnEntriesMountain.Default__SE_DinoSpawnEntriesMountain_C) CONTENT: Tapejara (1)(/Game/ScorchedEarth/CoreBlueprints/Spawners/SE_DinoSpawnEntriesMountain.Default__SE_DinoSpawnEntriesMountain_C) CONTENT: Anky (1-2)(/Game/ScorchedEarth/CoreBlueprints/Spawners/SE_DinoSpawnEntriesMountain.Default__SE_DinoSpawnEntriesMountain_C) CONTENT: Desert Moth (1-2)(/Game/ScorchedEarth/CoreBlueprints/Spawners/SE_DinoSpawnEntriesMountain.Default__SE_DinoSpawnEntriesMountain_C) CONTENT: Vulture (1-2)(/Game/ScorchedEarth/CoreBlueprints/Spawners/SE_DinoSpawnEntriesMountain.Default__SE_DinoSpawnEntriesMountain_C) CONTENT: Rock Golem (1)(/Game/ScorchedEarth/CoreBlueprints/Spawners/SE_DinoSpawnEntriesMountain.Default__SE_DinoSpawnEntriesMountain_C) CONTENT: Equus (1-4)(/Game/ScorchedEarth/CoreBlueprints/Spawners/SE_DinoSpawnEntriesMountain.Default__SE_DinoSpawnEntriesMountain_C) CONTENT: Kentro (1-3)(/Game/ScorchedEarth/CoreBlueprints/Spawners/SE_DinoSpawnEntriesMountain.Default__SE_DinoSpawnEntriesMountain_C) CONTENT: Yut (1) + Carnos (3)(/Game/ScorchedEarth/CoreBlueprints/Spawners/SE_DinoSpawnEntriesMountain.Default__SE_DinoSpawnEntriesMountain_C) CONTENT: Hya (1-6)(/Game/ScorchedEarth/CoreBlueprints/Spawners/SE_DinoSpawnEntriesMountain.Default__SE_DinoSpawnEntriesMountain_C) CONTENT: Scorpions (1-3)(/Game/ScorchedEarth/CoreBlueprints/Spawners/SE_DinoSpawnEntriesMountainCave.Default__SE_DinoSpawnEntriesMountainCave_C) CONTENT: Mantis (1-2)(/Game/ScorchedEarth/CoreBlueprints/Spawners/SE_DinoSpawnEntriesMountainCave.Default__SE_DinoSpawnEntriesMountainCave_C) CONTENT: Onychon (1-3)(/Game/ScorchedEarth/CoreBlueprints/Spawners/SE_DinoSpawnEntriesMountainCave.Default__SE_DinoSpawnEntriesMountainCave_C) CONTENT: Spider (1-2)(/Game/ScorchedEarth/CoreBlueprints/Spawners/SE_DinoSpawnEntriesMountainCave.Default__SE_DinoSpawnEntriesMountainCave_C) CONTENT: Saber (1-2)(/Game/ScorchedEarth/CoreBlueprints/Spawners/SE_DinoSpawnEntriesMountainCave.Default__SE_DinoSpawnEntriesMountainCave_C) CONTENT: Direwolf (1-2)(/Game/ScorchedEarth/CoreBlueprints/Spawners/SE_DinoSpawnEntriesMountainCave.Default__SE_DinoSpawnEntriesMountainCave_C) CONTENT: Rock Golem (1)(/Game/ScorchedEarth/CoreBlueprints/Spawners/SE_DinoSpawnEntriesMountainCave.Default__SE_DinoSpawnEntriesMountainCave_C) CONTENT: Achatina (1-3)(/Game/ScorchedEarth/CoreBlueprints/Spawners/SE_DinoSpawnEntriesMountainCave.Default__SE_DinoSpawnEntriesMountainCave_C) CONTENT: Raptors (1-2)(/Game/ScorchedEarth/CoreBlueprints/Spawners/SE_DinoSpawnEntriesOasis.Default__SE_DinoSpawnEntriesOasis_C) CONTENT: Desert Moth (1-2)(/Game/ScorchedEarth/CoreBlueprints/Spawners/SE_DinoSpawnEntriesOasis.Default__SE_DinoSpawnEntriesOasis_C) CONTENT: Procopt (1)(/Game/ScorchedEarth/CoreBlueprints/Spawners/SE_DinoSpawnEntriesOasis.Default__SE_DinoSpawnEntriesOasis_C) CONTENT: Lystro (1-3)(/Game/ScorchedEarth/CoreBlueprints/Spawners/SE_DinoSpawnEntriesOasis.Default__SE_DinoSpawnEntriesOasis_C) CONTENT: Morella (1-2)(/Game/ScorchedEarth/CoreBlueprints/Spawners/SE_DinoSpawnEntriesOasis.Default__SE_DinoSpawnEntriesOasis_C) CONTENT: Para (1)(/Game/ScorchedEarth/CoreBlueprints/Spawners/SE_DinoSpawnEntriesOasis.Default__SE_DinoSpawnEntriesOasis_C) CONTENT: Galli (1)(/Game/ScorchedEarth/CoreBlueprints/Spawners/SE_DinoSpawnEntriesOasis.Default__SE_DinoSpawnEntriesOasis_C) CONTENT: Jerboa (2-4)(/Game/ScorchedEarth/CoreBlueprints/Spawners/SE_DinoSpawnEntriesOasis.Default__SE_DinoSpawnEntriesOasis_C) CONTENT: Ant (1-3)(/Game/ScorchedEarth/CoreBlueprints/Spawners/SE_DinoSpawnEntriesOasis.Default__SE_DinoSpawnEntriesOasis_C) CONTENT: Moschops (1-2)(/Game/ScorchedEarth/CoreBlueprints/Spawners/SE_DinoSpawnEntriesOasis.Default__SE_DinoSpawnEntriesOasis_C) CONTENT: Pegomastax (2-3)(/Game/ScorchedEarth/CoreBlueprints/Spawners/SE_DinoSpawnEntriesOasis.Default__SE_DinoSpawnEntriesOasis_C) CONTENT: Sheep (1)(/Game/ScorchedEarth/CoreBlueprints/Spawners/SE_DinoSpawnEntriesOasis.Default__SE_DinoSpawnEntriesOasis_C) CONTENT: Ignuanadon (1)(/Game/ScorchedEarth/CoreBlueprints/Spawners/SE_DinoSpawnEntriesOasis.Default__SE_DinoSpawnEntriesOasis_C) CONTENT: Arthro (1-3)(/Game/ScorchedEarth/CoreBlueprints/Spawners/SE_DinoSpawnEntriesRuinsCave.Default__SE_DinoSpawnEntriesRuinsCave_C) CONTENT: Mantis (1-2)(/Game/ScorchedEarth/CoreBlueprints/Spawners/SE_DinoSpawnEntriesRuinsCave.Default__SE_DinoSpawnEntriesRuinsCave_C) CONTENT: Onychon (1-3)(/Game/ScorchedEarth/CoreBlueprints/Spawners/SE_DinoSpawnEntriesRuinsCave.Default__SE_DinoSpawnEntriesRuinsCave_C) CONTENT: Boa (1-2)(/Game/ScorchedEarth/CoreBlueprints/Spawners/SE_DinoSpawnEntriesRuinsCave.Default__SE_DinoSpawnEntriesRuinsCave_C) CONTENT: Rock Golem (1)(/Game/ScorchedEarth/CoreBlueprints/Spawners/SE_DinoSpawnEntriesRuinsCave.Default__SE_DinoSpawnEntriesRuinsCave_C) CONTENT: Achatina (1-3)(/Game/ScorchedEarth/CoreBlueprints/Spawners/SE_DinoSpawnEntriesRuinsCave.Default__SE_DinoSpawnEntriesRuinsCave_C) CONTENT: Arthro (1-3)(/Game/ScorchedEarth/CoreBlueprints/Spawners/SE_DinoSpawnEntriesRuinsCaveNoGolem.Default__SE_DinoSpawnEntriesRuinsCaveNoGolem_C) CONTENT: Mantis (1-2)(/Game/ScorchedEarth/CoreBlueprints/Spawners/SE_DinoSpawnEntriesRuinsCaveNoGolem.Default__SE_DinoSpawnEntriesRuinsCaveNoGolem_C) CONTENT: Onychon (1-3)(/Game/ScorchedEarth/CoreBlueprints/Spawners/SE_DinoSpawnEntriesRuinsCaveNoGolem.Default__SE_DinoSpawnEntriesRuinsCaveNoGolem_C) CONTENT: Boa (1-2)(/Game/ScorchedEarth/CoreBlueprints/Spawners/SE_DinoSpawnEntriesRuinsCaveNoGolem.Default__SE_DinoSpawnEntriesRuinsCaveNoGolem_C) CONTENT: Achatina (1-3)(/Game/ScorchedEarth/CoreBlueprints/Spawners/SE_DinoSpawnEntriesRuinsCaveNoGolem.Default__SE_DinoSpawnEntriesRuinsCaveNoGolem_C) CONTENT: Sandworms (2)(/Game/ScorchedEarth/CoreBlueprints/Spawners/SE_DinoSpawnEntriesSandworm.Default__SE_DinoSpawnEntriesSandworm_C) CONTENT: Coel (1-3)(/Game/ScorchedEarth/CoreBlueprints/Spawners/SE_DinoSpawnEntriesWater.Default__SE_DinoSpawnEntriesWater_C) CONTENT: Kapro (1-2)(/Game/ScorchedEarth/CoreBlueprints/Spawners/SE_DinoSpawnEntriesWater.Default__SE_DinoSpawnEntriesWater_C) CONTENT: Alpha Wyvern Trophy(/Game/PrimalEarth/CoreBlueprints/Items/Trophies/PrimalItemTrophy_AlphaWyvern.Default__PrimalItemTrophy_AlphaWyvern_C) CONTENT: Place it on a Trophy Wall-Mount!(/Game/PrimalEarth/CoreBlueprints/Items/Trophies/PrimalItemTrophy_AlphaWyvern.Default__PrimalItemTrophy_AlphaWyvern_C) CONTENT: Apex Drop(/Game/PrimalEarth/CoreBlueprints/Inventories/DinoDropInventoryComponent_Carnivore_Huge_MegaFireWyvern.Default__DinoDropInventoryComponent_Carnivore_Huge_MegaFireWyvern_C) CONTENT: Apex Drop(/Game/PrimalEarth/CoreBlueprints/Inventories/DinoDropInventoryComponent_Carnivore_Huge_MegaFireWyvern.Default__DinoDropInventoryComponent_Carnivore_Huge_MegaFireWyvern_C) CONTENT: WyvernMilk(/Game/PrimalEarth/CoreBlueprints/Inventories/DinoDropInventoryComponent_Carnivore_Huge_MegaFireWyvern.Default__DinoDropInventoryComponent_Carnivore_Huge_MegaFireWyvern_C) CONTENT: Body Main(/Game/ScorchedEarth/Dinos/ColorSets/SE_DinoColorSet_MegaWyvern_Fire.Default__SE_DinoColorSet_MegaWyvern_Fire_C) CONTENT: **IGNORE**NOTHING**(/Game/ScorchedEarth/Dinos/ColorSets/SE_DinoColorSet_MegaWyvern_Fire.Default__SE_DinoColorSet_MegaWyvern_Fire_C) CONTENT: Scales Main(/Game/ScorchedEarth/Dinos/ColorSets/SE_DinoColorSet_MegaWyvern_Fire.Default__SE_DinoColorSet_MegaWyvern_Fire_C) CONTENT: Wings Main(/Game/ScorchedEarth/Dinos/ColorSets/SE_DinoColorSet_MegaWyvern_Fire.Default__SE_DinoColorSet_MegaWyvern_Fire_C) CONTENT: Fins Highlight(/Game/ScorchedEarth/Dinos/ColorSets/SE_DinoColorSet_MegaWyvern_Fire.Default__SE_DinoColorSet_MegaWyvern_Fire_C) CONTENT: Body Highlights(/Game/ScorchedEarth/Dinos/ColorSets/SE_DinoColorSet_MegaWyvern_Fire.Default__SE_DinoColorSet_MegaWyvern_Fire_C) CONTENT: Alpha Fire Wyvern(/Engine/Transient.REINST_MegaWyvern_Character_BP_Fire_C_0) CONTENT: Alpha Fire Wyvern(/Engine/Transient.Default__REINST_MegaWyvern_Character_BP_Fire_C_27764) CONTENT: Alpha Fire Wyvern(/Engine/Transient.REINST_MegaWyvern_Character_BP_Fire_C_1) CONTENT: Alpha Fire Wyvern(/Engine/Transient.Default__REINST_MegaWyvern_Character_BP_Fire_C_27768) CONTENT: Alpha Fire Wyvern(/Game/ScorchedEarth/Dinos/Wyvern/MegaWyvern_Character_BP_Fire.Default__MegaWyvern_Character_BP_Fire_C) CONTENT: Lightning Talon(/Game/PrimalEarth/CoreBlueprints/Resources/PrimalItemResource_ApexDrop_LightningWyvern.Default__PrimalItemResource_ApexDrop_LightningWyvern_C) CONTENT: This trophy proves your worth as a hunter.(/Game/PrimalEarth/CoreBlueprints/Resources/PrimalItemResource_ApexDrop_LightningWyvern.Default__PrimalItemResource_ApexDrop_LightningWyvern_C) CONTENT: Apex Drop(/Game/PrimalEarth/CoreBlueprints/Inventories/DinoDropInventoryComponent_Carnivore_Huge_LightningWyvern.Default__DinoDropInventoryComponent_Carnivore_Huge_LightningWyvern_C) CONTENT: Apex Drop(/Game/PrimalEarth/CoreBlueprints/Inventories/DinoDropInventoryComponent_Carnivore_Huge_LightningWyvern.Default__DinoDropInventoryComponent_Carnivore_Huge_LightningWyvern_C) CONTENT: Lightning Wyvern(/Engine/Transient.REINST_Wyvern_Character_BP_Lightning_C_0) LITERAL: DisableBeam(/Game/ScorchedEarth/Dinos/Wyvern/WyvProjLightingBall.WyvProjLightingBall:EventGraph.K2Node_CallFunction_116518) LITERAL: ClearTargets(/Game/ScorchedEarth/Dinos/Wyvern/WyvProjLightingBall.WyvProjLightingBall:EventGraph.K2Node_CallFunction_134573) CONTENT: Fertilized Lightning Wyvern Egg(/Game/PrimalEarth/Test/PrimalItemConsumable_Egg_Wyvern_Fertilized_Lightning.Default__PrimalItemConsumable_Egg_Wyvern_Fertilized_Lightning_C) CONTENT: Body Main(/Game/ScorchedEarth/Dinos/ColorSets/SE_DinoColorSet_Wyvern_Lightning.Default__SE_DinoColorSet_Wyvern_Lightning_C) CONTENT: Fins(/Game/ScorchedEarth/Dinos/ColorSets/SE_DinoColorSet_Wyvern_Lightning.Default__SE_DinoColorSet_Wyvern_Lightning_C) CONTENT: Wings(/Game/ScorchedEarth/Dinos/ColorSets/SE_DinoColorSet_Wyvern_Lightning.Default__SE_DinoColorSet_Wyvern_Lightning_C) CONTENT: ***NOT USED****(/Game/ScorchedEarth/Dinos/ColorSets/SE_DinoColorSet_Wyvern_Lightning.Default__SE_DinoColorSet_Wyvern_Lightning_C) CONTENT: Scales Top(/Game/ScorchedEarth/Dinos/ColorSets/SE_DinoColorSet_Wyvern_Lightning.Default__SE_DinoColorSet_Wyvern_Lightning_C) CONTENT: Fins(/Game/ScorchedEarth/Dinos/ColorSets/SE_DinoColorSet_Wyvern_Lightning.Default__SE_DinoColorSet_Wyvern_Lightning_C) CONTENT: Lightning Wyvern(/Engine/Transient.Default__REINST_Wyvern_Character_BP_Lightning_C_27794) CONTENT: Lightning Wyvern(/Engine/Transient.REINST_Wyvern_Character_BP_Lightning_C_1) CONTENT: Lightning Wyvern(/Engine/Transient.Default__REINST_Wyvern_Character_BP_Lightning_C_27806) CONTENT: Lightning Wyvern(/Game/ScorchedEarth/Dinos/Wyvern/Wyvern_Character_BP_Lightning.Default__Wyvern_Character_BP_Lightning_C) CONTENT: Fire Wyverns (1) -- Small Chance to be Mega(/Game/ScorchedEarth/CoreBlueprints/Spawners/SE_DinoSpawnEntriesWyvern.Default__SE_DinoSpawnEntriesWyvern_C) CONTENT: Wyverns (1)(/Game/ScorchedEarth/CoreBlueprints/Spawners/SE_DinoSpawnEntriesWyvern.Default__SE_DinoSpawnEntriesWyvern_C) CONTENT: Wyverns (1)(/Game/ScorchedEarth/CoreBlueprints/Spawners/SE_DinoSpawnEntriesWyvern.Default__SE_DinoSpawnEntriesWyvern_C) CONTENT: Boa (1-2)(/Game/ScorchedEarth/CoreBlueprints/Spawners/SE_DinoSpawnEntriesWyvernTrench.Default__SE_DinoSpawnEntriesWyvernTrench_C) CONTENT: Mantis (1-2)(/Game/ScorchedEarth/CoreBlueprints/Spawners/SE_DinoSpawnEntriesWyvernTrench.Default__SE_DinoSpawnEntriesWyvernTrench_C) CONTENT: Spider (1-2)(/Game/ScorchedEarth/CoreBlueprints/Spawners/SE_DinoSpawnEntriesWyvernTrench.Default__SE_DinoSpawnEntriesWyvernTrench_C) CONTENT: Scorpions (1-3)(/Game/ScorchedEarth/CoreBlueprints/Spawners/SE_DinoSpawnEntriesWyvernTrench.Default__SE_DinoSpawnEntriesWyvernTrench_C) CONTENT: Dung Beetles (1-2)(/Game/ScorchedEarth/CoreBlueprints/Spawners/SE_DinoSpawnEntriesWyvernTrench.Default__SE_DinoSpawnEntriesWyvernTrench_C) CONTENT: Arthro (1-2)(/Game/ScorchedEarth/CoreBlueprints/Spawners/SE_DinoSpawnEntriesWyvernTrench.Default__SE_DinoSpawnEntriesWyvernTrench_C) CONTENT: Move(/Engine/Transient.REINST_Phoenix_Character_BP_C_0) CONTENT: c_Spine_01(/Engine/Transient.REINST_Phoenix_Character_BP_C_0) CONTENT: Cute(/Engine/Transient.REINST_Phoenix_Character_BP_C_0) CONTENT: c_Spine_01(/Engine/Transient.REINST_Phoenix_Character_BP_C_0) CONTENT: Action(/Engine/Transient.REINST_Phoenix_Character_BP_C_0) CONTENT: c_Spine_01(/Engine/Transient.REINST_Phoenix_Character_BP_C_0) CONTENT: Move2(/Engine/Transient.REINST_Phoenix_Character_BP_C_0) CONTENT: c_Spine_01(/Engine/Transient.REINST_Phoenix_Character_BP_C_0) CONTENT: Phoenix(/Engine/Transient.REINST_Phoenix_Character_BP_C_0) CONTENT: Purlovia Bury Buff(/Engine/Transient.REINST_Buff_PhoenixAsh_C_0) CONTENT: Purlovia consumes no food while buried.(/Engine/Transient.REINST_Buff_PhoenixAsh_C_0) LITERAL: Blaze Targeting Off(/Game/ScorchedEarth/Dinos/Phoenix/Phoenix_Character_BP.Phoenix_Character_BP:BlueprintDrawFloatingHUD.K2Node_VariableSet_10494) LITERAL: Blaze Targeting On(/Game/ScorchedEarth/Dinos/Phoenix/Phoenix_Character_BP.Phoenix_Character_BP:BlueprintDrawFloatingHUD.K2Node_VariableSet_18092) LITERAL: Blaze Targeting On(/Game/ScorchedEarth/Dinos/Phoenix/Phoenix_Character_BP.Phoenix_Character_BP:BPGetMultiUseEntries.K2Node_VariableSet_29787) LITERAL: Blaze Targeting Off(/Game/ScorchedEarth/Dinos/Phoenix/Phoenix_Character_BP.Phoenix_Character_BP:BPGetMultiUseEntries.K2Node_VariableSet_30611) LITERAL: DropInventory(/Game/ScorchedEarth/Dinos/Phoenix/Phoenix_Character_BP.Phoenix_Character_BP:BPPlayDying.K2Node_CallFunction_65775) LITERAL: DoChargeImpulse(/Game/ScorchedEarth/Dinos/Phoenix/Phoenix_Character_BP.Phoenix_Character_BP:EventGraph.K2Node_CallFunction_144406) LITERAL: DoChargeImpulse(/Game/ScorchedEarth/Dinos/Phoenix/Phoenix_Character_BP.Phoenix_Character_BP:EventGraph.K2Node_CallFunction_147818) LITERAL: RISE FAILSAFE CALLED(/Game/ScorchedEarth/Dinos/Phoenix/Phoenix_Character_BP.Phoenix_Character_BP:EventGraph.K2Node_CallFunction_55325) LITERAL: DIE FAILSAFE CALLED(/Game/ScorchedEarth/Dinos/Phoenix/Phoenix_Character_BP.Phoenix_Character_BP:EventGraph.K2Node_CallFunction_66837) LITERAL: DoChargeImpulse(/Game/ScorchedEarth/Dinos/Phoenix/Phoenix_Character_BP.Phoenix_Character_BP:OnRep_isCharging.K2Node_CallFunction_151414) CONTENT: Purlovia Bury Buff(/Engine/Transient.Default__REINST_Buff_PhoenixAsh_C_27842) CONTENT: Purlovia consumes no food while buried.(/Engine/Transient.Default__REINST_Buff_PhoenixAsh_C_27842) CONTENT: Purlovia Bury Buff(/Engine/Transient.REINST_Buff_PhoenixAsh_C_1) CONTENT: Purlovia consumes no food while buried.(/Engine/Transient.REINST_Buff_PhoenixAsh_C_1) LITERAL: DeTime(/Game/PrimalEarth/General/ExplosionEmitter_Phoenix.ExplosionEmitter_Phoenix:EventGraph.K2Node_CallFunction_65736) CONTENT: Body Main(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Phoenix.Default__DinoColorSet_Phoenix_C) CONTENT: Beak and Feet(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Phoenix.Default__DinoColorSet_Phoenix_C) CONTENT: **Not Used**(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Phoenix.Default__DinoColorSet_Phoenix_C) CONTENT: **Not Used**(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Phoenix.Default__DinoColorSet_Phoenix_C) CONTENT: Feather Highlights(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Phoenix.Default__DinoColorSet_Phoenix_C) CONTENT: Underbelly and Wing Highlights(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Phoenix.Default__DinoColorSet_Phoenix_C) CONTENT: Move(/Engine/Transient.Default__REINST_Phoenix_Character_BP_C_27881) CONTENT: c_Spine_01(/Engine/Transient.Default__REINST_Phoenix_Character_BP_C_27881) CONTENT: Cute(/Engine/Transient.Default__REINST_Phoenix_Character_BP_C_27881) CONTENT: c_Spine_01(/Engine/Transient.Default__REINST_Phoenix_Character_BP_C_27881) CONTENT: Action(/Engine/Transient.Default__REINST_Phoenix_Character_BP_C_27881) CONTENT: c_Spine_01(/Engine/Transient.Default__REINST_Phoenix_Character_BP_C_27881) CONTENT: Move2(/Engine/Transient.Default__REINST_Phoenix_Character_BP_C_27881) CONTENT: c_Spine_01(/Engine/Transient.Default__REINST_Phoenix_Character_BP_C_27881) CONTENT: Phoenix(/Engine/Transient.Default__REINST_Phoenix_Character_BP_C_27881) CONTENT: Move(/Engine/Transient.REINST_Phoenix_Character_BP_C_1) CONTENT: c_Spine_01(/Engine/Transient.REINST_Phoenix_Character_BP_C_1) CONTENT: Cute(/Engine/Transient.REINST_Phoenix_Character_BP_C_1) CONTENT: c_Spine_01(/Engine/Transient.REINST_Phoenix_Character_BP_C_1) CONTENT: Action(/Engine/Transient.REINST_Phoenix_Character_BP_C_1) CONTENT: c_Spine_01(/Engine/Transient.REINST_Phoenix_Character_BP_C_1) CONTENT: Move2(/Engine/Transient.REINST_Phoenix_Character_BP_C_1) CONTENT: c_Spine_01(/Engine/Transient.REINST_Phoenix_Character_BP_C_1) CONTENT: Phoenix(/Engine/Transient.REINST_Phoenix_Character_BP_C_1) CONTENT: Purlovia Bury Buff(/Engine/Transient.Default__REINST_Buff_PhoenixAsh_C_27893) CONTENT: Purlovia consumes no food while buried.(/Engine/Transient.Default__REINST_Buff_PhoenixAsh_C_27893) CONTENT: Purlovia Bury Buff(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_PhoenixAsh.Default__Buff_PhoenixAsh_C) CONTENT: Purlovia consumes no food while buried.(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_PhoenixAsh.Default__Buff_PhoenixAsh_C) CONTENT: Move(/Engine/Transient.Default__REINST_Phoenix_Character_BP_C_27913) CONTENT: c_Spine_01(/Engine/Transient.Default__REINST_Phoenix_Character_BP_C_27913) CONTENT: Cute(/Engine/Transient.Default__REINST_Phoenix_Character_BP_C_27913) CONTENT: c_Spine_01(/Engine/Transient.Default__REINST_Phoenix_Character_BP_C_27913) CONTENT: Action(/Engine/Transient.Default__REINST_Phoenix_Character_BP_C_27913) CONTENT: c_Spine_01(/Engine/Transient.Default__REINST_Phoenix_Character_BP_C_27913) CONTENT: Move2(/Engine/Transient.Default__REINST_Phoenix_Character_BP_C_27913) CONTENT: c_Spine_01(/Engine/Transient.Default__REINST_Phoenix_Character_BP_C_27913) CONTENT: Phoenix(/Engine/Transient.Default__REINST_Phoenix_Character_BP_C_27913) CONTENT: Move(/Game/ScorchedEarth/Dinos/Phoenix/Phoenix_Character_BP.Default__Phoenix_Character_BP_C) CONTENT: c_Spine_01(/Game/ScorchedEarth/Dinos/Phoenix/Phoenix_Character_BP.Default__Phoenix_Character_BP_C) CONTENT: Cute(/Game/ScorchedEarth/Dinos/Phoenix/Phoenix_Character_BP.Default__Phoenix_Character_BP_C) CONTENT: c_Spine_01(/Game/ScorchedEarth/Dinos/Phoenix/Phoenix_Character_BP.Default__Phoenix_Character_BP_C) CONTENT: Action(/Game/ScorchedEarth/Dinos/Phoenix/Phoenix_Character_BP.Default__Phoenix_Character_BP_C) CONTENT: c_Spine_01(/Game/ScorchedEarth/Dinos/Phoenix/Phoenix_Character_BP.Default__Phoenix_Character_BP_C) CONTENT: Move2(/Game/ScorchedEarth/Dinos/Phoenix/Phoenix_Character_BP.Default__Phoenix_Character_BP_C) CONTENT: c_Spine_01(/Game/ScorchedEarth/Dinos/Phoenix/Phoenix_Character_BP.Default__Phoenix_Character_BP_C) CONTENT: Phoenix(/Game/ScorchedEarth/Dinos/Phoenix/Phoenix_Character_BP.Default__Phoenix_Character_BP_C) CONTENT: Idle(/Engine/Transient.REINST_Wyvern_Character_BP_ZombieBase_C_0) CONTENT: Action(/Engine/Transient.REINST_Wyvern_Character_BP_ZombieBase_C_0) CONTENT: Action2(/Engine/Transient.REINST_Wyvern_Character_BP_ZombieBase_C_0) CONTENT: Spine_03_exp(/Engine/Transient.REINST_Wyvern_Character_BP_ZombieBase_C_0) CONTENT: Action3(/Engine/Transient.REINST_Wyvern_Character_BP_ZombieBase_C_0) CONTENT: Spine_03_exp(/Engine/Transient.REINST_Wyvern_Character_BP_ZombieBase_C_0) CONTENT: Action4(/Engine/Transient.REINST_Wyvern_Character_BP_ZombieBase_C_0) LITERAL: EventTags(/Game/ScorchedEarth/Dinos/Wyvern/Wyvern_Character_BP_ZombieBase.Wyvern_Character_BP_ZombieBase:EventGraph.K2Node_CallFunction_233703) LITERAL: .(/Game/ScorchedEarth/Dinos/Wyvern/Wyvern_Character_BP_ZombieBase.Wyvern_Character_BP_ZombieBase:EventGraph.K2Node_CallFunction_233703) LITERAL: Minion(/Game/ScorchedEarth/Dinos/Wyvern/Wyvern_Character_BP_ZombieBase.Wyvern_Character_BP_ZombieBase:EventGraph.K2Node_CallArrayFunction_9857) LITERAL: EventTags(/Game/ScorchedEarth/Dinos/Wyvern/Wyvern_Character_BP_ZombieBase.Wyvern_Character_BP_ZombieBase:RequestModData.K2Node_CallFunction_231971) LITERAL: .(/Game/ScorchedEarth/Dinos/Wyvern/Wyvern_Character_BP_ZombieBase.Wyvern_Character_BP_ZombieBase:RequestModData.K2Node_CallFunction_231971) CONTENT: Idle(/Engine/Transient.Default__REINST_Wyvern_Character_BP_ZombieBase_C_27932) CONTENT: Action(/Engine/Transient.Default__REINST_Wyvern_Character_BP_ZombieBase_C_27932) CONTENT: Action2(/Engine/Transient.Default__REINST_Wyvern_Character_BP_ZombieBase_C_27932) CONTENT: Spine_03_exp(/Engine/Transient.Default__REINST_Wyvern_Character_BP_ZombieBase_C_27932) CONTENT: Action3(/Engine/Transient.Default__REINST_Wyvern_Character_BP_ZombieBase_C_27932) CONTENT: Spine_03_exp(/Engine/Transient.Default__REINST_Wyvern_Character_BP_ZombieBase_C_27932) CONTENT: Action4(/Engine/Transient.Default__REINST_Wyvern_Character_BP_ZombieBase_C_27932) CONTENT: Idle(/Engine/Transient.REINST_Wyvern_Character_BP_ZombieBase_C_1) CONTENT: Action(/Engine/Transient.REINST_Wyvern_Character_BP_ZombieBase_C_1) CONTENT: Action2(/Engine/Transient.REINST_Wyvern_Character_BP_ZombieBase_C_1) CONTENT: Spine_03_exp(/Engine/Transient.REINST_Wyvern_Character_BP_ZombieBase_C_1) CONTENT: Action3(/Engine/Transient.REINST_Wyvern_Character_BP_ZombieBase_C_1) CONTENT: Spine_03_exp(/Engine/Transient.REINST_Wyvern_Character_BP_ZombieBase_C_1) CONTENT: Action4(/Engine/Transient.REINST_Wyvern_Character_BP_ZombieBase_C_1) CONTENT: Idle(/Engine/Transient.Default__REINST_Wyvern_Character_BP_ZombieBase_C_27936) CONTENT: Action(/Engine/Transient.Default__REINST_Wyvern_Character_BP_ZombieBase_C_27936) CONTENT: Action2(/Engine/Transient.Default__REINST_Wyvern_Character_BP_ZombieBase_C_27936) CONTENT: Spine_03_exp(/Engine/Transient.Default__REINST_Wyvern_Character_BP_ZombieBase_C_27936) CONTENT: Action3(/Engine/Transient.Default__REINST_Wyvern_Character_BP_ZombieBase_C_27936) CONTENT: Spine_03_exp(/Engine/Transient.Default__REINST_Wyvern_Character_BP_ZombieBase_C_27936) CONTENT: Action4(/Engine/Transient.Default__REINST_Wyvern_Character_BP_ZombieBase_C_27936) CONTENT: Idle(/Game/ScorchedEarth/Dinos/Wyvern/Wyvern_Character_BP_ZombieBase.Default__Wyvern_Character_BP_ZombieBase_C) CONTENT: Action(/Game/ScorchedEarth/Dinos/Wyvern/Wyvern_Character_BP_ZombieBase.Default__Wyvern_Character_BP_ZombieBase_C) CONTENT: Action2(/Game/ScorchedEarth/Dinos/Wyvern/Wyvern_Character_BP_ZombieBase.Default__Wyvern_Character_BP_ZombieBase_C) CONTENT: Spine_03_exp(/Game/ScorchedEarth/Dinos/Wyvern/Wyvern_Character_BP_ZombieBase.Default__Wyvern_Character_BP_ZombieBase_C) CONTENT: Action3(/Game/ScorchedEarth/Dinos/Wyvern/Wyvern_Character_BP_ZombieBase.Default__Wyvern_Character_BP_ZombieBase_C) CONTENT: Spine_03_exp(/Game/ScorchedEarth/Dinos/Wyvern/Wyvern_Character_BP_ZombieBase.Default__Wyvern_Character_BP_ZombieBase_C) CONTENT: Action4(/Game/ScorchedEarth/Dinos/Wyvern/Wyvern_Character_BP_ZombieBase.Default__Wyvern_Character_BP_ZombieBase_C) CONTENT: Zombie Fire Wyvern(/Engine/Transient.REINST_Wyvern_Character_BP_ZombieFire_C_0) CONTENT: Zombie Fire Wyvern(/Engine/Transient.Default__REINST_Wyvern_Character_BP_ZombieFire_C_27943) CONTENT: Zombie Fire Wyvern(/Engine/Transient.REINST_Wyvern_Character_BP_ZombieFire_C_1) CONTENT: Zombie Fire Wyvern(/Engine/Transient.Default__REINST_Wyvern_Character_BP_ZombieFire_C_27947) CONTENT: Zombie Fire Wyvern(/Game/ScorchedEarth/Dinos/Wyvern/Wyvern_Character_BP_ZombieFire.Default__Wyvern_Character_BP_ZombieFire_C) CONTENT: Zombie Lightning Wyvern(/Engine/Transient.REINST_Wyvern_Character_BP_ZombieLightning_C_0) CONTENT: Zombie Lightning Wyvern(/Engine/Transient.Default__REINST_Wyvern_Character_BP_ZombieLightning_C_27954) CONTENT: Zombie Lightning Wyvern(/Engine/Transient.REINST_Wyvern_Character_BP_ZombieLightning_C_1) CONTENT: Zombie Lightning Wyvern(/Engine/Transient.Default__REINST_Wyvern_Character_BP_ZombieLightning_C_27958) CONTENT: Zombie Lightning Wyvern(/Game/ScorchedEarth/Dinos/Wyvern/Wyvern_Character_BP_ZombieLightning.Default__Wyvern_Character_BP_ZombieLightning_C) CONTENT: Zombie Poison Wyvern(/Engine/Transient.REINST_Wyvern_Character_BP_ZombiePoison_C_0) CONTENT: Zombie Poison Wyvern(/Engine/Transient.Default__REINST_Wyvern_Character_BP_ZombiePoison_C_27965) CONTENT: Zombie Poison Wyvern(/Engine/Transient.REINST_Wyvern_Character_BP_ZombiePoison_C_1) CONTENT: Zombie Poison Wyvern(/Engine/Transient.Default__REINST_Wyvern_Character_BP_ZombiePoison_C_27969) CONTENT: Zombie Poison Wyvern(/Game/ScorchedEarth/Dinos/Wyvern/Wyvern_Character_BP_ZombiePoison.Default__Wyvern_Character_BP_ZombiePoison_C) CONTENT: Aberrant Parasaur(/Engine/Transient.REINST_Para_Character_BP_Aberrant_C_0) CONTENT: Fertilized Aberrant Parasaur Egg(/Game/PrimalEarth/Test/PrimalItemConsumable_Egg_Para_Fertilized_Aberrant.Default__PrimalItemConsumable_Egg_Para_Fertilized_Aberrant_C) CONTENT: Aberrant Parasaur(/Engine/Transient.Default__REINST_Para_Character_BP_Aberrant_C_27977) CONTENT: Aberrant Parasaur(/Engine/Transient.REINST_Para_Character_BP_Aberrant_C_1) CONTENT: Aberrant Parasaur(/Engine/Transient.Default__REINST_Para_Character_BP_Aberrant_C_27981) CONTENT: Aberrant Parasaur(/Game/PrimalEarth/Dinos/Para/Para_Character_BP_Aberrant.Default__Para_Character_BP_Aberrant_C) CONTENT: Aberrant Paraceratherium(/Engine/Transient.REINST_Paracer_Character_BP_Aberrant_C_0) CONTENT: Aberrant Paraceratherium(/Engine/Transient.Default__REINST_Paracer_Character_BP_Aberrant_C_27988) CONTENT: Aberrant Paraceratherium(/Engine/Transient.REINST_Paracer_Character_BP_Aberrant_C_1) CONTENT: Aberrant Paraceratherium(/Engine/Transient.Default__REINST_Paracer_Character_BP_Aberrant_C_27992) CONTENT: Aberrant Paraceratherium(/Game/PrimalEarth/Dinos/Paraceratherium/Paracer_Character_BP_Aberrant.Default__Paracer_Character_BP_Aberrant_C) CONTENT: Aberrant Piranha(/Engine/Transient.REINST_Piranha_Character_BP_Aberrant_C_0) CONTENT: Aberrant Piranha(/Engine/Transient.Default__REINST_Piranha_Character_BP_Aberrant_C_27999) CONTENT: Aberrant Piranha(/Engine/Transient.REINST_Piranha_Character_BP_Aberrant_C_1) CONTENT: Aberrant Piranha(/Engine/Transient.Default__REINST_Piranha_Character_BP_Aberrant_C_28003) CONTENT: Aberrant Piranha(/Game/PrimalEarth/Dinos/Piranha/Piranha_Character_BP_Aberrant.Default__Piranha_Character_BP_Aberrant_C) CONTENT: Aberrant Purlovia(/Engine/Transient.REINST_Purlovia_Character_BP_Aberrant_C_0) CONTENT: Aberrant Purlovia(/Engine/Transient.Default__REINST_Purlovia_Character_BP_Aberrant_C_28010) CONTENT: Aberrant Purlovia(/Engine/Transient.REINST_Purlovia_Character_BP_Aberrant_C_1) CONTENT: Aberrant Purlovia(/Engine/Transient.Default__REINST_Purlovia_Character_BP_Aberrant_C_28014) CONTENT: Aberrant Purlovia(/Game/PrimalEarth/Dinos/Purlovia/Purlovia_Character_BP_Aberrant.Default__Purlovia_Character_BP_Aberrant_C) CONTENT: Aberrant Raptor(/Engine/Transient.REINST_Raptor_Character_BP_Aberrant_C_0) CONTENT: Fertilized Aberrant Raptor Egg(/Game/PrimalEarth/Test/PrimalItemConsumable_Egg_Raptor_Fertilized_Aberrant.Default__PrimalItemConsumable_Egg_Raptor_Fertilized_Aberrant_C) CONTENT: Aberrant Raptor(/Engine/Transient.Default__REINST_Raptor_Character_BP_Aberrant_C_28022) CONTENT: Aberrant Raptor(/Engine/Transient.REINST_Raptor_Character_BP_Aberrant_C_1) CONTENT: Aberrant Raptor(/Engine/Transient.Default__REINST_Raptor_Character_BP_Aberrant_C_28026) CONTENT: Aberrant Raptor(/Game/PrimalEarth/Dinos/Raptor/Raptor_Character_BP_Aberrant.Default__Raptor_Character_BP_Aberrant_C) CONTENT: Aberrant Salmon(/Engine/Transient.REINST_Salmon_Character_Aberrant_C_0) CONTENT: Aberrant Salmon(/Engine/Transient.Default__REINST_Salmon_Character_Aberrant_C_28033) CONTENT: Aberrant Salmon(/Engine/Transient.REINST_Salmon_Character_Aberrant_C_1) CONTENT: Aberrant Salmon(/Engine/Transient.Default__REINST_Salmon_Character_Aberrant_C_28037) CONTENT: Aberrant Salmon(/Game/PrimalEarth/Dinos/Salmon/Salmon_Character_Aberrant.Default__Salmon_Character_Aberrant_C) CONTENT: Aberrant Sarco(/Engine/Transient.REINST_Sarco_Character_BP_Aberrant_C_0) CONTENT: Fertilized Aberrant Sarco Egg(/Game/PrimalEarth/Test/PrimalItemConsumable_Egg_Sarco_Fertilized_Aberrant.Default__PrimalItemConsumable_Egg_Sarco_Fertilized_Aberrant_C) CONTENT: Aberrant Sarco(/Engine/Transient.Default__REINST_Sarco_Character_BP_Aberrant_C_28045) CONTENT: Aberrant Sarco(/Engine/Transient.REINST_Sarco_Character_BP_Aberrant_C_1) CONTENT: Aberrant Sarco(/Engine/Transient.Default__REINST_Sarco_Character_BP_Aberrant_C_28049) CONTENT: Aberrant Sarco(/Game/PrimalEarth/Dinos/Sarco/Sarco_Character_BP_Aberrant.Default__Sarco_Character_BP_Aberrant_C) CONTENT: Aberrant Pulmonoscorpius(/Engine/Transient.REINST_Scorpion_Character_BP_Aberrant_C_0) CONTENT: Fertilized Aberrant Pulminoscorpius Egg(/Game/PrimalEarth/Test/PrimalItemConsumable_Egg_Scorpion_Fertilized_Aberrant.Default__PrimalItemConsumable_Egg_Scorpion_Fertilized_Aberrant_C) CONTENT: Aberrant Pulmonoscorpius(/Engine/Transient.Default__REINST_Scorpion_Character_BP_Aberrant_C_28057) CONTENT: Aberrant Pulmonoscorpius(/Engine/Transient.REINST_Scorpion_Character_BP_Aberrant_C_1) CONTENT: Aberrant Pulmonoscorpius(/Engine/Transient.Default__REINST_Scorpion_Character_BP_Aberrant_C_28061) CONTENT: Aberrant Pulmonoscorpius(/Game/PrimalEarth/Dinos/Scorpion/Scorpion_Character_BP_Aberrant.Default__Scorpion_Character_BP_Aberrant_C) CONTENT: Aberrant Ovis(/Engine/Transient.REINST_Sheep_Character_BP_Aberrant_C_0) CONTENT: Aberrant Ovis(/Engine/Transient.Default__REINST_Sheep_Character_BP_Aberrant_C_28068) CONTENT: Aberrant Ovis(/Engine/Transient.REINST_Sheep_Character_BP_Aberrant_C_1) CONTENT: Aberrant Ovis(/Engine/Transient.Default__REINST_Sheep_Character_BP_Aberrant_C_28072) CONTENT: Aberrant Ovis(/Game/PrimalEarth/Dinos/Sheep/Sheep_Character_BP_Aberrant.Default__Sheep_Character_BP_Aberrant_C) CONTENT: Aberrant Araneo(/Engine/Transient.REINST_SpiderS_Character_BP_Aberrant_C_0) CONTENT: Fertilized Aberrant Araneo Egg(/Game/PrimalEarth/Test/PrimalItemConsumable_Egg_Spider_Fertilized_Aberrant.Default__PrimalItemConsumable_Egg_Spider_Fertilized_Aberrant_C) CONTENT: Aberrant Araneo(/Engine/Transient.Default__REINST_SpiderS_Character_BP_Aberrant_C_28080) CONTENT: Aberrant Araneo(/Engine/Transient.REINST_SpiderS_Character_BP_Aberrant_C_1) CONTENT: Aberrant Araneo(/Engine/Transient.Default__REINST_SpiderS_Character_BP_Aberrant_C_28084) CONTENT: Aberrant Araneo(/Game/PrimalEarth/Dinos/Spider-Small/SpiderS_Character_BP_Aberrant.Default__SpiderS_Character_BP_Aberrant_C) CONTENT: Aberrant Spino(/Engine/Transient.REINST_Spino_Character_BP_Aberrant_C_0) CONTENT: Fertilized Aberrant Spino Egg(/Game/PrimalEarth/Test/PrimalItemConsumable_Egg_Spino_Fertilized_Aberrant.Default__PrimalItemConsumable_Egg_Spino_Fertilized_Aberrant_C) CONTENT: Aberrant Spino(/Engine/Transient.Default__REINST_Spino_Character_BP_Aberrant_C_28092) CONTENT: Aberrant Spino(/Engine/Transient.REINST_Spino_Character_BP_Aberrant_C_1) CONTENT: Aberrant Spino(/Engine/Transient.Default__REINST_Spino_Character_BP_Aberrant_C_28096) CONTENT: Aberrant Spino(/Game/PrimalEarth/Dinos/Spino/Spino_Character_BP_Aberrant.Default__Spino_Character_BP_Aberrant_C) CONTENT: Aberrant Stegosaurus(/Engine/Transient.REINST_Stego_Character_BP_Aberrant_C_0) CONTENT: Fertilized Aberrant Stego Egg(/Game/PrimalEarth/Test/PrimalItemConsumable_Egg_Stego_Fertilized_Aberrant.Default__PrimalItemConsumable_Egg_Stego_Fertilized_Aberrant_C) CONTENT: Aberrant Stegosaurus(/Engine/Transient.Default__REINST_Stego_Character_BP_Aberrant_C_28104) CONTENT: Aberrant Stegosaurus(/Engine/Transient.REINST_Stego_Character_BP_Aberrant_C_1) CONTENT: Aberrant Stegosaurus(/Engine/Transient.Default__REINST_Stego_Character_BP_Aberrant_C_28108) CONTENT: Aberrant Stegosaurus(/Game/PrimalEarth/Dinos/Stego/Stego_Character_BP_Aberrant.Default__Stego_Character_BP_Aberrant_C) CONTENT: Aberrant Beelzebufo(/Engine/Transient.REINST_Toad_Character_BP_Aberrant_C_0) CONTENT: Fertilized Aberrant Beelzebufo Egg(/Game/PrimalEarth/Test/PrimalItemConsumable_UnderwaterEgg_Toad_Aberrant.Default__PrimalItemConsumable_UnderwaterEgg_Toad_Aberrant_C) CONTENT: Aberrant Beelzebufo(/Engine/Transient.Default__REINST_Toad_Character_BP_Aberrant_C_28116) CONTENT: Aberrant Beelzebufo(/Engine/Transient.REINST_Toad_Character_BP_Aberrant_C_1) CONTENT: Aberrant Beelzebufo(/Engine/Transient.Default__REINST_Toad_Character_BP_Aberrant_C_28120) CONTENT: Aberrant Beelzebufo(/Game/PrimalEarth/Dinos/Toad/Toad_Character_BP_Aberrant.Default__Toad_Character_BP_Aberrant_C) CONTENT: Aberrant Triceratops(/Engine/Transient.REINST_Trike_Character_BP_Aberrant_C_0) CONTENT: Fertilized Aberrant Trike Egg(/Game/PrimalEarth/Test/PrimalItemConsumable_Egg_Trike_Fertilized_Aberrant.Default__PrimalItemConsumable_Egg_Trike_Fertilized_Aberrant_C) CONTENT: Aberrant Triceratops(/Engine/Transient.Default__REINST_Trike_Character_BP_Aberrant_C_28128) CONTENT: Aberrant Triceratops(/Engine/Transient.REINST_Trike_Character_BP_Aberrant_C_1) CONTENT: Aberrant Triceratops(/Engine/Transient.Default__REINST_Trike_Character_BP_Aberrant_C_28132) CONTENT: Aberrant Triceratops(/Game/PrimalEarth/Dinos/Trike/Trike_Character_BP_Aberrant.Default__Trike_Character_BP_Aberrant_C) CONTENT: Aberrant Trilobite(/Engine/Transient.REINST_Trilobite_Character_Aberrant_C_0) CONTENT: Aberrant Trilobite(/Engine/Transient.Default__REINST_Trilobite_Character_Aberrant_C_28139) CONTENT: Aberrant Trilobite(/Engine/Transient.REINST_Trilobite_Character_Aberrant_C_1) CONTENT: Aberrant Trilobite(/Engine/Transient.Default__REINST_Trilobite_Character_Aberrant_C_28143) CONTENT: Aberrant Trilobite(/Game/PrimalEarth/Dinos/Trilobite/Trilobite_Character_Aberrant.Default__Trilobite_Character_Aberrant_C) CONTENT: Aberrant Carbonemys(/Engine/Transient.REINST_Turtle_Character_BP_Aberrant_C_0) CONTENT: Fertilized Aberrant Turtle Egg(/Game/PrimalEarth/Test/PrimalItemConsumable_Egg_Turtle_Fertilized_Aberrant.Default__PrimalItemConsumable_Egg_Turtle_Fertilized_Aberrant_C) CONTENT: Aberrant Carbonemys(/Engine/Transient.Default__REINST_Turtle_Character_BP_Aberrant_C_28151) CONTENT: Aberrant Carbonemys(/Engine/Transient.REINST_Turtle_Character_BP_Aberrant_C_1) CONTENT: Aberrant Carbonemys(/Engine/Transient.Default__REINST_Turtle_Character_BP_Aberrant_C_28155) CONTENT: Aberrant Carbonemys(/Game/PrimalEarth/Dinos/Turtle/Turtle_Character_BP_Aberrant.Default__Turtle_Character_BP_Aberrant_C) CONTENT: Thatch Ceiling(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Thatch/PrimalItemStructure_ThatchCeiling.Default__PrimalItemStructure_ThatchCeiling_C) CONTENT: A thatched ceiling to protect you from the elements. Not stable enough to build on.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Thatch/PrimalItemStructure_ThatchCeiling.Default__PrimalItemStructure_ThatchCeiling_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Thatch/PrimalItemStructure_ThatchCeiling.Default__PrimalItemStructure_ThatchCeiling_C) CONTENT: Thatch(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Thatch/PrimalItemStructure_ThatchCeiling.Default__PrimalItemStructure_ThatchCeiling_C) CONTENT: Thatch Ceiling(/Game/PrimalEarth/Structures/Thatch/Thatch_Ceiling.Default__Thatch_Ceiling_C) CONTENT: Wooden Ceiling(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Wooden/PrimalItemStructure_WoodCeiling.Default__PrimalItemStructure_WoodCeiling_C) CONTENT: A stable wooden ceiling that insulates the inside from the outside, and doubles as a floor for higher levels.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Wooden/PrimalItemStructure_WoodCeiling.Default__PrimalItemStructure_WoodCeiling_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Wooden/PrimalItemStructure_WoodCeiling.Default__PrimalItemStructure_WoodCeiling_C) CONTENT: Wood(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Wooden/PrimalItemStructure_WoodCeiling.Default__PrimalItemStructure_WoodCeiling_C) CONTENT: Wood Ceiling(/Engine/Transient.REINST_Ceiling_Wood_SM_C_0) CONTENT: Wood Ceiling(/Engine/Transient.Default__REINST_Ceiling_Wood_SM_C_28195) CONTENT: Wood Ceiling(/Engine/Transient.REINST_Ceiling_Wood_SM_C_1) CONTENT: Wood Ceiling(/Engine/Transient.Default__REINST_Ceiling_Wood_SM_C_28200) CONTENT: Wood Ceiling(/Game/PrimalEarth/Structures/Wooden/Ceiling_Wood_SM.Default__Ceiling_Wood_SM_C) CONTENT: Stone Ceiling(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Stone/PrimalItemStructure_StoneCeiling.Default__PrimalItemStructure_StoneCeiling_C) CONTENT: A stable brick-and-mortar ceiling that insulates the inside from the outside, and doubles as a floor for higher levels.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Stone/PrimalItemStructure_StoneCeiling.Default__PrimalItemStructure_StoneCeiling_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Stone/PrimalItemStructure_StoneCeiling.Default__PrimalItemStructure_StoneCeiling_C) CONTENT: Stone(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Stone/PrimalItemStructure_StoneCeiling.Default__PrimalItemStructure_StoneCeiling_C) CONTENT: Stone Ceiling(/Engine/Transient.REINST_Ceiling_Stone_C_0) CONTENT: Stone Ceiling(/Engine/Transient.Default__REINST_Ceiling_Stone_C_28209) CONTENT: Stone Ceiling(/Engine/Transient.REINST_Ceiling_Stone_C_1) CONTENT: Stone Ceiling(/Engine/Transient.Default__REINST_Ceiling_Stone_C_28214) CONTENT: Stone Ceiling(/Game/PrimalEarth/Structures/Stone/Stone_Ceiling/Ceiling_Stone.Default__Ceiling_Stone_C) CONTENT: Thatch Foundation(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Thatch/PrimalItemStructure_ThatchFloor.Default__PrimalItemStructure_ThatchFloor_C) CONTENT: A foundation is required to build structures. This one is a wooden frame with some smooth bundles of sticks that act as a floor.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Thatch/PrimalItemStructure_ThatchFloor.Default__PrimalItemStructure_ThatchFloor_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Thatch/PrimalItemStructure_ThatchFloor.Default__PrimalItemStructure_ThatchFloor_C) CONTENT: Thatch(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Thatch/PrimalItemStructure_ThatchFloor.Default__PrimalItemStructure_ThatchFloor_C) CONTENT: Block(/Game/PrimalEarth/Structures/Thatch/Thatch_Floor.Default__Thatch_Floor_C) CONTENT: Thatch Floor(/Game/PrimalEarth/Structures/Thatch/Thatch_Floor.Default__Thatch_Floor_C) CONTENT: Stone Foundation(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Stone/PrimalItemStructure_StoneFloor.Default__PrimalItemStructure_StoneFloor_C) CONTENT: A foundation is required to build structures in an area. This one is made from brick-and-mortar.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Stone/PrimalItemStructure_StoneFloor.Default__PrimalItemStructure_StoneFloor_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Stone/PrimalItemStructure_StoneFloor.Default__PrimalItemStructure_StoneFloor_C) CONTENT: Stone(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Stone/PrimalItemStructure_StoneFloor.Default__PrimalItemStructure_StoneFloor_C) CONTENT: Block(/Engine/Transient.REINST_Floor_Stone_C_0) CONTENT: Stone Foundation(/Engine/Transient.REINST_Floor_Stone_C_0) CONTENT: Block(/Engine/Transient.Default__REINST_Floor_Stone_C_28228) CONTENT: Stone Foundation(/Engine/Transient.Default__REINST_Floor_Stone_C_28228) CONTENT: Block(/Engine/Transient.REINST_Floor_Stone_C_1) CONTENT: Stone Foundation(/Engine/Transient.REINST_Floor_Stone_C_1) CONTENT: Block(/Engine/Transient.Default__REINST_Floor_Stone_C_28233) CONTENT: Stone Foundation(/Engine/Transient.Default__REINST_Floor_Stone_C_28233) CONTENT: Block(/Game/PrimalEarth/Structures/Stone/Stone_Floor/Floor_Stone.Default__Floor_Stone_C) CONTENT: Stone Foundation(/Game/PrimalEarth/Structures/Stone/Stone_Floor/Floor_Stone.Default__Floor_Stone_C) CONTENT: Thatch Wall(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Thatch/PrimalItemStructure_ThatchWall.Default__PrimalItemStructure_ThatchWall_C) CONTENT: A simple wall made of bundled sticks, and stablized by a wooden frame. Fairly fragile, but better than nothing.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Thatch/PrimalItemStructure_ThatchWall.Default__PrimalItemStructure_ThatchWall_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Thatch/PrimalItemStructure_ThatchWall.Default__PrimalItemStructure_ThatchWall_C) CONTENT: Thatch(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Thatch/PrimalItemStructure_ThatchWall.Default__PrimalItemStructure_ThatchWall_C) CONTENT: Thatch Wall(/Engine/Transient.REINST_Thatch_Wall_Small_C_0) CONTENT: Thatch Wall(/Engine/Transient.Default__REINST_Thatch_Wall_Small_C_28242) CONTENT: Thatch Wall(/Engine/Transient.REINST_Thatch_Wall_Small_C_1) CONTENT: Thatch Wall(/Engine/Transient.Default__REINST_Thatch_Wall_Small_C_28247) CONTENT: Thatch Wall(/Game/PrimalEarth/Structures/Thatch/Thatch_Wall_Small.Default__Thatch_Wall_Small_C) CONTENT: Wooden Wall(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Wooden/PrimalItemStructure_WoodWall.Default__PrimalItemStructure_WoodWall_C) CONTENT: A sturdy wooden wall that insulates the inside from the outside, separates rooms, and provides structural integrity.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Wooden/PrimalItemStructure_WoodWall.Default__PrimalItemStructure_WoodWall_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Wooden/PrimalItemStructure_WoodWall.Default__PrimalItemStructure_WoodWall_C) CONTENT: Wood(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Wooden/PrimalItemStructure_WoodWall.Default__PrimalItemStructure_WoodWall_C) CONTENT: Wood Wall(/Engine/Transient.REINST_Wall_Wood_Small_SM_New_C_0) CONTENT: Wood Wall(/Engine/Transient.Default__REINST_Wall_Wood_Small_SM_New_C_28255) CONTENT: Wood Wall(/Engine/Transient.REINST_Wall_Wood_Small_SM_New_C_1) CONTENT: Wood Wall(/Engine/Transient.Default__REINST_Wall_Wood_Small_SM_New_C_28260) CONTENT: Wood Wall(/Game/PrimalEarth/Structures/Wooden/Wall_Wood_Small_SM_New.Default__Wall_Wood_Small_SM_New_C) CONTENT: Stone Wall(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Stone/PrimalItemStructure_StoneWall.Default__PrimalItemStructure_StoneWall_C) CONTENT: A brick-and-mortar wall that insulates the inside from the outside and separates rooms.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Stone/PrimalItemStructure_StoneWall.Default__PrimalItemStructure_StoneWall_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Stone/PrimalItemStructure_StoneWall.Default__PrimalItemStructure_StoneWall_C) CONTENT: Stone(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Stone/PrimalItemStructure_StoneWall.Default__PrimalItemStructure_StoneWall_C) CONTENT: Stone Wall(/Engine/Transient.REINST_Wall_Stone_C_0) CONTENT: Stone Wall(/Engine/Transient.Default__REINST_Wall_Stone_C_28269) CONTENT: Stone Wall(/Engine/Transient.REINST_Wall_Stone_C_1) CONTENT: Stone Wall(/Engine/Transient.Default__REINST_Wall_Stone_C_28274) CONTENT: Stone Wall(/Game/PrimalEarth/Structures/Stone/Stone_Wall/Wall_Stone.Default__Wall_Stone_C) CONTENT: Unstable Element Shard(/Game/Extinction/CoreBlueprints/Resources/PrimalItemResource_ShardRefined.Default__PrimalItemResource_ShardRefined_C) CONTENT: Refined Element Dust that is unstable. Over time it will stabilize and become an Element Shard.(/Game/Extinction/CoreBlueprints/Resources/PrimalItemResource_ShardRefined.Default__PrimalItemResource_ShardRefined_C) CONTENT: /Game/Genesis/Dinos/TEKHoverSkiff/TekHoverSkiff_Character_BP.TekHoverSkiff_Character_BP(/Engine/Transient.REINST_PrimalItem_Spawner_HoverSkiff_C_0) CONTENT: Unassembled TEK Hover Skiff(/Engine/Transient.REINST_PrimalItem_Spawner_HoverSkiff_C_0) CONTENT: Craft this item to assemble a new TEK Hover Skiff.(/Engine/Transient.REINST_PrimalItem_Spawner_HoverSkiff_C_0) CONTENT: Vehicles(/Engine/Transient.REINST_PrimalItem_Spawner_HoverSkiff_C_0) CONTENT: Construct(/Engine/Transient.REINST_PrimalItem_Spawner_HoverSkiff_C_0) LITERAL: Construction Area Is Obstructed(/Game/Genesis/CoreBlueprints/Items/PrimalItem_Spawner_HoverSkiff.PrimalItem_Spawner_HoverSkiff:BPAllowCrafting.K2Node_VariableSet_69036) LITERAL: Already Constructing a TEK Hover Skiff(/Game/Genesis/CoreBlueprints/Items/PrimalItem_Spawner_HoverSkiff.PrimalItem_Spawner_HoverSkiff:BPAllowCrafting.K2Node_VariableSet_69131) CONTENT: /Game/Genesis/Dinos/TEKHoverSkiff/TekHoverSkiff_Character_BP.TekHoverSkiff_Character_BP(/Engine/Transient.Default__REINST_PrimalItem_Spawner_HoverSkiff_C_28341) CONTENT: Unassembled TEK Hover Skiff(/Engine/Transient.Default__REINST_PrimalItem_Spawner_HoverSkiff_C_28341) CONTENT: Craft this item to assemble a new TEK Hover Skiff.(/Engine/Transient.Default__REINST_PrimalItem_Spawner_HoverSkiff_C_28341) CONTENT: Vehicles(/Engine/Transient.Default__REINST_PrimalItem_Spawner_HoverSkiff_C_28341) CONTENT: Construct(/Engine/Transient.Default__REINST_PrimalItem_Spawner_HoverSkiff_C_28341) CONTENT: /Game/Genesis/Dinos/TEKHoverSkiff/TekHoverSkiff_Character_BP.TekHoverSkiff_Character_BP(/Engine/Transient.REINST_PrimalItem_Spawner_HoverSkiff_C_1) CONTENT: Unassembled TEK Hover Skiff(/Engine/Transient.REINST_PrimalItem_Spawner_HoverSkiff_C_1) CONTENT: Craft this item to assemble a new TEK Hover Skiff.(/Engine/Transient.REINST_PrimalItem_Spawner_HoverSkiff_C_1) CONTENT: Vehicles(/Engine/Transient.REINST_PrimalItem_Spawner_HoverSkiff_C_1) CONTENT: Construct(/Engine/Transient.REINST_PrimalItem_Spawner_HoverSkiff_C_1) CONTENT: /Game/Genesis/Dinos/TEKHoverSkiff/TekHoverSkiff_Character_BP.TekHoverSkiff_Character_BP(/Engine/Transient.Default__REINST_PrimalItem_Spawner_HoverSkiff_C_28345) CONTENT: Unassembled TEK Hover Skiff(/Engine/Transient.Default__REINST_PrimalItem_Spawner_HoverSkiff_C_28345) CONTENT: Craft this item to assemble a new TEK Hover Skiff.(/Engine/Transient.Default__REINST_PrimalItem_Spawner_HoverSkiff_C_28345) CONTENT: Vehicles(/Engine/Transient.Default__REINST_PrimalItem_Spawner_HoverSkiff_C_28345) CONTENT: Construct(/Engine/Transient.Default__REINST_PrimalItem_Spawner_HoverSkiff_C_28345) CONTENT: You have constructed a TEK Hover Skiff!(/Game/Genesis/CoreBlueprints/Items/PrimalItem_Spawner_HoverSkiff.Default__PrimalItem_Spawner_HoverSkiff_C) CONTENT: /Game/Genesis/Dinos/TEKHoverSkiff/TekHoverSkiff_Character_BP.TekHoverSkiff_Character_BP(/Game/Genesis/CoreBlueprints/Items/PrimalItem_Spawner_HoverSkiff.Default__PrimalItem_Spawner_HoverSkiff_C) CONTENT: Unassembled TEK Hover Skiff(/Game/Genesis/CoreBlueprints/Items/PrimalItem_Spawner_HoverSkiff.Default__PrimalItem_Spawner_HoverSkiff_C) CONTENT: Craft this item to assemble a new TEK Hover Skiff.(/Game/Genesis/CoreBlueprints/Items/PrimalItem_Spawner_HoverSkiff.Default__PrimalItem_Spawner_HoverSkiff_C) CONTENT: Vehicles(/Game/Genesis/CoreBlueprints/Items/PrimalItem_Spawner_HoverSkiff.Default__PrimalItem_Spawner_HoverSkiff_C) CONTENT: Construct(/Game/Genesis/CoreBlueprints/Items/PrimalItem_Spawner_HoverSkiff.Default__PrimalItem_Spawner_HoverSkiff_C) CONTENT: Amargasaurus Saddle(/Game/LostIsland/Dinos/Amargasaurus/PrimalItemArmor_AmargaSaddle.Default__PrimalItemArmor_AmargaSaddle_C) CONTENT: Equip an Amargasaurus with this to ride it.(/Game/LostIsland/Dinos/Amargasaurus/PrimalItemArmor_AmargaSaddle.Default__PrimalItemArmor_AmargaSaddle_C) CONTENT: Saddles(/Game/LostIsland/Dinos/Amargasaurus/PrimalItemArmor_AmargaSaddle.Default__PrimalItemArmor_AmargaSaddle_C) CONTENT: MISSION UNAVAILABLE(/Game/PrimalEarth/CoreBlueprints/GeneralStringsContainer.Default__GeneralStringsContainer_C) CONTENT: MISSION AVAILABILITY(/Game/PrimalEarth/CoreBlueprints/GeneralStringsContainer.Default__GeneralStringsContainer_C) CONTENT: YOUR MOST RECENT SCORE(/Game/PrimalEarth/CoreBlueprints/GeneralStringsContainer.Default__GeneralStringsContainer_C) CONTENT: You have not completed this mission yet.(/Game/PrimalEarth/CoreBlueprints/GeneralStringsContainer.Default__GeneralStringsContainer_C) CONTENT: HEXAGON REWARD(/Game/PrimalEarth/CoreBlueprints/GeneralStringsContainer.Default__GeneralStringsContainer_C) CONTENT: This mission is currently available.(/Game/PrimalEarth/CoreBlueprints/GeneralStringsContainer.Default__GeneralStringsContainer_C) CONTENT: Other survivors cannot start this mission until you have completed it or until the time limit has been reached.(/Game/PrimalEarth/CoreBlueprints/GeneralStringsContainer.Default__GeneralStringsContainer_C) CONTENT: Survivors are currently in this mission. It will become available again when they complete it or when time runs out.(/Game/PrimalEarth/CoreBlueprints/GeneralStringsContainer.Default__GeneralStringsContainer_C) CONTENT: Manticore Boots(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_ManticoreBoots.Default__PrimalItemSkin_ManticoreBoots_C) CONTENT: You can use this to skin the appearance of boots. Provides a ferocious look!(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_ManticoreBoots.Default__PrimalItemSkin_ManticoreBoots_C) CONTENT: Manticore Gauntlets(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_ManticoreGloves.Default__PrimalItemSkin_ManticoreGloves_C) CONTENT: You can use this to skin the appearance of gloves. Provides a ferocious look!(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_ManticoreGloves.Default__PrimalItemSkin_ManticoreGloves_C) CONTENT: Manticore Leggings(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_ManticorePants.Default__PrimalItemSkin_ManticorePants_C) CONTENT: You can use this to skin the appearance of leggings or pants. Provides a ferocious look!(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_ManticorePants.Default__PrimalItemSkin_ManticorePants_C) CONTENT: Manticore Chestpiece(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_ManticoreShirt.Default__PrimalItemSkin_ManticoreShirt_C) CONTENT: You can use this to skin the appearance of a shirt or chestpiece. Provides a ferocious look!(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_ManticoreShirt.Default__PrimalItemSkin_ManticoreShirt_C) CONTENT: Karkinos(/Game/Aberration/CoreBlueprints/DinoEntries/DinoEntry_CaveCrab.Default__DinoEntry_CaveCrab_C) CONTENT: CaveWolf(/Game/Aberration/CoreBlueprints/DinoEntries/DinoEntry_CaveWolf.Default__DinoEntry_CaveWolf_C) CONTENT: Chupacabra(/Game/Aberration/CoreBlueprints/DinoEntries/DinoEntry_Chupacabra.Default__DinoEntry_Chupacabra_C) CONTENT: Seeker(/Game/Aberration/CoreBlueprints/DinoEntries/DinoEntry_HammerheadBat.Default__DinoEntry_HammerheadBat_C) CONTENT: Lamprey(/Game/Aberration/CoreBlueprints/DinoEntries/DinoEntry_Lamprey.Default__DinoEntry_Lamprey_C) CONTENT: Featherlight(/Game/Aberration/CoreBlueprints/DinoEntries/DinoEntry_LanternPetBird.Default__DinoEntry_LanternPetBird_C) CONTENT: Shinehorn(/Game/Aberration/CoreBlueprints/DinoEntries/DinoEntry_LanternPetGoat.Default__DinoEntry_LanternPetGoat_C) CONTENT: Glowtail(/Game/Aberration/CoreBlueprints/DinoEntries/DinoEntry_LanternPetLizard.Default__DinoEntry_LanternPetLizard_C) CONTENT: Bulbdog(/Game/Aberration/CoreBlueprints/DinoEntries/DinoEntry_LanternPetPug.Default__DinoEntry_LanternPetPug_C) CONTENT: Glowbug(/Game/Aberration/CoreBlueprints/DinoEntries/DinoEntry_LightBug.Default__DinoEntry_LightBug_C) CONTENT: NakedMoleRat(/Game/Aberration/CoreBlueprints/DinoEntries/DinoEntry_MoleRat.Default__DinoEntry_MoleRat_C) CONTENT: Nameless(/Game/Aberration/CoreBlueprints/DinoEntries/DinoEntry_Nameless.Default__DinoEntry_Nameless_C) CONTENT: Basilisk(/Game/Aberration/CoreBlueprints/DinoEntry_Basilisk.Default__DinoEntry_Basilisk_C) CONTENT: Rock Drake(/Game/Aberration/CoreBlueprints/DinoEntry_RockDrake.Default__DinoEntry_RockDrake_C) CONTENT: Rockwell(/Game/Aberration/CoreBlueprints/DinoEntry_Rockwell.Default__DinoEntry_Rockwell_C) CONTENT: Desert Titan(/Game/Extinction/CoreBlueprints/DinoEntries/DinoEntry_DesertKaiju.Default__DinoEntry_DesertKaiju_C) CONTENT: Desert Titan Flock(/Game/Extinction/CoreBlueprints/DinoEntries/DinoEntry_DesertTitanFlock.Default__DinoEntry_DesertTitanFlock_C) CONTENT: Enforcer(/Game/Extinction/CoreBlueprints/DinoEntries/DinoEntry_Enforcer.Default__DinoEntry_Enforcer_C) CONTENT: Forest Titan(/Game/Extinction/CoreBlueprints/DinoEntries/DinoEntry_ForestKaiju.Default__DinoEntry_ForestKaiju_C) CONTENT: Gacha(/Game/Extinction/CoreBlueprints/DinoEntries/DinoEntry_Gacha.Default__DinoEntry_Gacha_C) CONTENT: Gasbags(/Game/Extinction/CoreBlueprints/DinoEntries/DinoEntry_Gasbags.Default__DinoEntry_Gasbags_C) CONTENT: Managarmr(/Game/Extinction/CoreBlueprints/DinoEntries/DinoEntry_IceJumper.Default__DinoEntry_IceJumper_C) CONTENT: Ice Titan(/Game/Extinction/CoreBlueprints/DinoEntries/DinoEntry_IceKaiju.Default__DinoEntry_IceKaiju_C) CONTENT: Colossal Titan(/Game/Extinction/CoreBlueprints/DinoEntries/DinoEntry_KingKaiju.Default__DinoEntry_KingKaiju_C) CONTENT: Bionic Colossal Titan(/Game/Extinction/CoreBlueprints/DinoEntries/DinoEntry_KingKaiju_Alpha.Default__DinoEntry_KingKaiju_Alpha_C) CONTENT: MegaMek(/Game/Extinction/CoreBlueprints/DinoEntries/DinoEntry_MegaMek.Default__DinoEntry_MegaMek_C) CONTENT: Mek(/Game/Extinction/CoreBlueprints/DinoEntries/DinoEntry_Mek.Default__DinoEntry_Mek_C) CONTENT: Scout(/Game/Extinction/CoreBlueprints/DinoEntries/DinoEntry_Scout.Default__DinoEntry_Scout_C) CONTENT: Snow Owl(/Game/Extinction/CoreBlueprints/DinoEntries/DinoEntry_SnowOwl.Default__DinoEntry_SnowOwl_C) CONTENT: Velonasaur(/Game/Extinction/CoreBlueprints/DinoEntries/DinoEntry_Spindles.Default__DinoEntry_Spindles_C) CONTENT: HomoDeus Boots(/Game/Extinction/CoreBlueprints/Items/Skin/PrimalItemSkin_HomoDeusBoots.Default__PrimalItemSkin_HomoDeusBoots_C) CONTENT: You can use this to skin the appearance of a pair of boots. Provides an enlightened look.(/Game/Extinction/CoreBlueprints/Items/Skin/PrimalItemSkin_HomoDeusBoots.Default__PrimalItemSkin_HomoDeusBoots_C) CONTENT: HomoDeus Gloves(/Game/Extinction/CoreBlueprints/Items/Skin/PrimalItemSkin_HomoDeusGloves.Default__PrimalItemSkin_HomoDeusGloves_C) CONTENT: You can use this to skin the appearance of gloves. Provides an enlightened look.(/Game/Extinction/CoreBlueprints/Items/Skin/PrimalItemSkin_HomoDeusGloves.Default__PrimalItemSkin_HomoDeusGloves_C) CONTENT: HomoDeus Helmet(/Game/Extinction/CoreBlueprints/Items/Skin/PrimalItemSkin_HomoDeusHelmet.Default__PrimalItemSkin_HomoDeusHelmet_C) CONTENT: You can use this to skin the appearance of a helmet or hat. Provides an enlightened look.(/Game/Extinction/CoreBlueprints/Items/Skin/PrimalItemSkin_HomoDeusHelmet.Default__PrimalItemSkin_HomoDeusHelmet_C) CONTENT: HomoDeus Pants(/Game/Extinction/CoreBlueprints/Items/Skin/PrimalItemSkin_HomoDeusPants.Default__PrimalItemSkin_HomoDeusPants_C) CONTENT: You can use this to skin the appearance of a pants. Provides an enlightened look.(/Game/Extinction/CoreBlueprints/Items/Skin/PrimalItemSkin_HomoDeusPants.Default__PrimalItemSkin_HomoDeusPants_C) CONTENT: HomoDeus Shirt(/Game/Extinction/CoreBlueprints/Items/Skin/PrimalItemSkin_HomoDeusShirt.Default__PrimalItemSkin_HomoDeusShirt_C) CONTENT: You can use this to skin the appearance of chest armor. Provides an enlightened look.(/Game/Extinction/CoreBlueprints/Items/Skin/PrimalItemSkin_HomoDeusShirt.Default__PrimalItemSkin_HomoDeusShirt_C) CONTENT: Andrewsarchus(/Game/Fjordur/CoreBlueprints/DinoEntries/DinoEntry_Andrewsarchus.Default__DinoEntry_Andrewsarchus_C) CONTENT: Desmodus(/Game/Fjordur/CoreBlueprints/DinoEntries/DinoEntry_Desmodus.Default__DinoEntry_Desmodus_C) CONTENT: Fenrir(/Game/Fjordur/CoreBlueprints/DinoEntries/DinoEntry_FenrirWolf.Default__DinoEntry_FenrirWolf_C) CONTENT: Fjordhawk(/Game/Fjordur/CoreBlueprints/DinoEntries/DinoEntry_Fjordhawk.Default__DinoEntry_Fjordhawk_C) CONTENT: Insect Swarm(/Game/Genesis/CoreBlueprints/DinoEntries/DinoEntry_BogInsect.Default__DinoEntry_BogInsect_C) CONTENT: Bloodstalker(/Game/Genesis/CoreBlueprints/DinoEntries/DinoEntry_BogSpider.Default__DinoEntry_BogSpider_C) CONTENT: Magmasaur(/Game/Genesis/CoreBlueprints/DinoEntries/DinoEntry_Cherufe.Default__DinoEntry_Cherufe_C) CONTENT: Moeder(/Game/Genesis/CoreBlueprints/DinoEntries/DinoEntry_EelBoss.Default__DinoEntry_EelBoss_C) CONTENT: Eel Minion(/Game/Genesis/CoreBlueprints/DinoEntries/DinoEntry_EelMinion.Default__DinoEntry_EelMinion_C) CONTENT: Giant Turtle(/Game/Genesis/CoreBlueprints/DinoEntries/DinoEntry_GiantTurtle.Default__DinoEntry_GiantTurtle_C) CONTENT: Parakeet Fish School(/Game/Genesis/CoreBlueprints/DinoEntries/DinoEntry_ParakeetFish.Default__DinoEntry_ParakeetFish_C) CONTENT: Bigly(/Game/Genesis/CoreBlueprints/DinoEntries/DinoEntry_ShapeShifter_Large.Default__DinoEntry_ShapeShifter_Large_C) CONTENT: Tiny(/Game/Genesis/CoreBlueprints/DinoEntries/DinoEntry_ShapeShifter_Small.Default__DinoEntry_ShapeShifter_Small_C) CONTENT: Space Whale(/Game/Genesis/CoreBlueprints/DinoEntries/DinoEntry_SpaceWhale.Default__DinoEntry_SpaceWhale_C) CONTENT: Hover Skiff(/Game/Genesis/CoreBlueprints/DinoEntries/DinoEntry_TekSkiff.Default__DinoEntry_TekSkiff_C) CONTENT: Noglin(/Game/Genesis2/CoreBlueprints/DinoEntries/DinoEntry_Brainslug.Default__DinoEntry_Brainslug_C) CONTENT: Canoe(/Game/Genesis2/CoreBlueprints/DinoEntries/DinoEntry_Canoe.Default__DinoEntry_Canoe_C) CONTENT: Exosuit(/Game/Genesis2/CoreBlueprints/DinoEntries/DinoEntry_Exosuit.Default__DinoEntry_Exosuit_C) CONTENT: Shadowmane(/Game/Genesis2/CoreBlueprints/DinoEntries/DinoEntry_LionFishLion.Default__DinoEntry_LionFishLion_C) CONTENT: Maewing(/Game/Genesis2/CoreBlueprints/DinoEntries/DinoEntry_Milkglider.Default__DinoEntry_Milkglider_C) CONTENT: Rockwell Prime(/Game/Genesis2/CoreBlueprints/DinoEntries/DinoEntry_Rockwell2.Default__DinoEntry_Rockwell2_C) CONTENT: Astrodelphis(/Game/Genesis2/CoreBlueprints/DinoEntries/DinoEntry_SpaceDolphin.Default__DinoEntry_SpaceDolphin_C) CONTENT: Summoner(/Game/Genesis2/CoreBlueprints/DinoEntries/DinoEntry_Summoner.Default__DinoEntry_Summoner_C) CONTENT: Hoversail(/Game/Genesis2/CoreBlueprints/DinoEntries/DinoEntry_TekHoverSail.Default__DinoEntry_TekHoverSail_C) CONTENT: Tek Stryder(/Game/Genesis2/CoreBlueprints/DinoEntries/DinoEntry_TekStrider.Default__DinoEntry_TekStrider_C) CONTENT: Voidwyrm(/Game/Genesis2/CoreBlueprints/DinoEntries/DinoEntry_TekWyvern.Default__DinoEntry_TekWyvern_C) CONTENT: Mutated Survivor Costume(/Game/Genesis2/CoreBlueprints/Items/PrimalItemSkin_Costume_MutatedSurvivor.Default__PrimalItemSkin_Costume_MutatedSurvivor_C) CONTENT: Modern Canoe Costume(/Game/Genesis2/Dinos/Canoe/PrimalItemCostume_Canoe_Modern.Default__PrimalItemCostume_Canoe_Modern_C) CONTENT: This costume can be used to make your Canoe look different(/Game/Genesis2/Dinos/Canoe/PrimalItemCostume_Canoe_Modern.Default__PrimalItemCostume_Canoe_Modern_C) CONTENT: Tek Canoe Costume(/Game/Genesis2/Dinos/Canoe/PrimalItemCostume_Canoe_Tek.Default__PrimalItemCostume_Canoe_Tek_C) CONTENT: This costume can be used to make your Canoe look different(/Game/Genesis2/Dinos/Canoe/PrimalItemCostume_Canoe_Tek.Default__PrimalItemCostume_Canoe_Tek_C) CONTENT: Viking Canoe Costume(/Game/Genesis2/Dinos/Canoe/PrimalItemCostume_Canoe_Viking.Default__PrimalItemCostume_Canoe_Viking_C) CONTENT: This costume can be used to make your Canoe look different(/Game/Genesis2/Dinos/Canoe/PrimalItemCostume_Canoe_Viking.Default__PrimalItemCostume_Canoe_Viking_C) CONTENT: Dinopithecus Costume(/Game/LostIsland/Boss/PrimalItemSkin_Costume_Dinopithecus.Default__PrimalItemSkin_Costume_Dinopithecus_C) CONTENT: Amargasaurus(/Game/LostIsland/Dinos/Amargasaurus/DinoEntry_Amarga.Default__DinoEntry_Amarga_C) CONTENT: Dinopithecus(/Game/LostIsland/Dinos/Dinopithecus/DinoEntry_Dinopithecus.Default__DinoEntry_Dinopithecus_C) CONTENT: Sinomacrops(/Game/LostIsland/Dinos/Sinomacrops/DinoEntry_Sino.Default__DinoEntry_Sino_C) CONTENT: Female Default(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Female Mohawk(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Female Afro(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Female Romantic(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Female Dreadlocks(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Female Ponytail(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Female Braids(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Female Viking(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Male Default(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Male Mohawk(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Male Afro(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Male Romantic(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Male Dreadlocks(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Male Ponytail(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Male Braids(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Male Viking(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Health(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Stamina(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Torpidity(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Oxygen(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Food(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Water(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Temperature(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Weight(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Melee Damage(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Movement Speed(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Fortitude(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Crafting Skill(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Dead(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Winded(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Can't jump, can't run, and movement speed is slower.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: You're tired! Stop moving for a moment to regain your Stamina!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Starvation(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Health decreases over time, Torpditiy increases over time, Torpidity increases faster.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: You're starving! Find somethin to eat, fast!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Dehydration(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Stamina doesn't regenerate, Health decreases over time, Torpditiy increases over time, Torpidity increases faster.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: You're dehydrated! Find some water, fast!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Suffocating(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Health decreases rapidly over time.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: You're suffocating! Get some air, immediately!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Encumbered(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Can't run and can't jump.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: You're encumbered! Drop some Inventory weight in order to move again!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Hypothermia(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Food decreases much faster as the ambient temperature gets lower.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: You're freezing! You should find some warmth immediately!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Hyperthermia(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Water decreases much faster as the ambient temperature gets higher.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: You're overheating! You should find some place to cool down immediately!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Injured(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Can't jump, run, recover stamina, slower movement, and Torpidity increases faster.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: You're injured! Recover some Health in order to move properly again.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Knocked Out(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: You can't move, but Water and Food decrease more slowly, and Torpidity decreases rapidly.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: You're knocked out! Wait for your Torpidity to reduce in order to wake back up.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Cold(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Food decreases faster as the ambient temperature gets lower.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: You're cold. You should find some warmth soon.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Hot(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Water decreases faster as the ambient temperature gets higher.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: You're hot. You should find some place to cool down soon.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Effectiveness(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Armor(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Max Durability(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Weapon Damage(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Weapon Clip Ammo(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Hypothermic Insulation(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Weight(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Hyperthermic Insulation(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Consumable(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Equippable(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Weapon(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Ammo(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Structure(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Resource(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Item Skin(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Attachment(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Artifact(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Hat(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Shirt(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Pants(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Boots(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Gloves(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Saddle(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Trophy(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Costume(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Shield(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Primitive(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Ramshackle(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Apprentice(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Journeyman(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Mastercraft(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Ascendant(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Healing(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: You are regaining Health!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Digesting(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: You are regaining Food!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Food Poisoning(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: You are losing Health due to bad food!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: You ate raw or rotten food! Your Health is decreasing slightly from it.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Tranquilized!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: You are getting very sleepy...(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: You've been tranquilized! Your Torpidity is rapidly increasing...(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Poisoned!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: You are getting very sleepy...(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: You've been Poisoned! Your Torpidity is rapidly increasing...(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Stamina Drained!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: You are losing Stamina!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: You've been Poisoned! Your Stamina is decreasing!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: East Zone 1(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: East Zone 2(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: East Zone 3(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: North Zone 1(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: North Zone 2(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: North Zone 3(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: South Zone 1(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: South Zone 2(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: South Zone 3(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: West Zone 1(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: West Zone 2(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: West Zone 3(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: ACHIEVEMENT_1(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: ACHIEVEMENT_2(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: NEW_ACHIEVEMENT_4(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: ACHIEVEMENT_5(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: ACHIEVEMENT_6(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: ACHIEVEMENT_7(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: ACHIEVEMENT_8(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: ACHIEVEMENT_9(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: ACHIEVEMENT_10(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: ACHIEVEMENT_11(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: ACHIEVEMENT_12(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: ACHIEVEMENT_13(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: ACHIEVEMENT_14(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: ACHIEVEMENT_15(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: ACHIEVEMENT_16(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: ACHIEVEMENT_17(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: ACHIEVEMENT_18(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: ACHIEVEMENT_19(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: ACHIEVEMENT_20(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: ACHIEVEMENT_21(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: ACHIEVEMENT_22(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: ACHIEVEMENT_23(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: ACHIEVEMENT_24(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: ACHIEVEMENT_25(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: ACHIEVEMENT_26(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: ACHIEVEMENT_27(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: ACHIEVEMENT_28(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: ACHIEVEMENT_29(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: ACHIEVEMENT_30(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: ACHIEVEMENT_31(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: ACHIEVEMENT_32(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: ACHIEVEMENT_33(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: EXPNOTE_ACHIEVE_1(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: EXPNOTE_ACHIEVE_2(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: EXPNOTE_ACHIEVE_3(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: EXPNOTE_ACHIEVE_4(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: EXPNOTE_ACHIEVE_5(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: ACHIEVEMENT_34(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: EXPNOTE_ACHIEVE_6(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: EXPNOTE_ACHIEVE_7(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: EXPNOTE_ACHIEVE_8(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: EXPNOTE_ACHIEVE_9(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: EXPNOTE_ACHIEVE_10(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: EXPNOTE_ACHIEVE_11(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: EXPNOTE_ACHIEVE_12(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: EXPNOTE_ACHIEVE_13(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: EXPNOTE_ACHIEVE_10(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: EXPNOTE_ACHIEVE_11(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: EXPNOTE_ACHIEVE_12(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: EXPNOTE_ACHIEVE_13(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Male(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Human(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Bob(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Female(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Human(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Bobette(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: No Ground or Snap Point(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Can't Place on Floor(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Is Obstructed(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: No Snap Point(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Requires Placement on Floor(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Requires Nearby Foundation Support(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Requires Connection in Water(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Requires Sunlit Location(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Out of Placement Range(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Too high above ground.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Too close to an enemy Foundation or Gate.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Too many Structures nearby.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Can't place this underwater.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Can't place Structure here.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Can't place Structure here until wreckage is dissipated.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Too many structures of similar type nearby.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Can't place too close to other structure of similar type.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Can only build on suitable allied platforms!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: There are already too many Structures on this platform!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: This Structure is too high above the the platform!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: The Elevator Platform requires being placed on a free Elevator Track!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: This Structure can not be placed on a platform!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: There are too many Creatures with platform Structures on this ARK!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: This Structure is too far away from the platform!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: This Structure is out of bounds!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: You are not authorized to Replace this Structure!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Your Tribe Group Rank is not permitted to build within range of your Tribe's Foundations.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Your Tribe does not have enough Tame slots free to build new Creature Platform structures.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: This Structure can not be built on this ARK.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: EXPNOTE_ACHIEVE_1(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: EXPNOTE_ACHIEVE_2(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: EXPNOTE_ACHIEVE_3(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: EXPNOTE_ACHIEVE_4(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: EXPNOTE_ACHIEVE_5(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: EXPNOTE_ACHIEVE_6(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: EXPNOTE_ACHIEVE_7(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: EXPNOTE_ACHIEVE_8(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: EXPNOTE_ACHIEVE_9(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: EXPNOTE_ACHIEVE_10(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: EXPNOTE_ACHIEVE_11(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: EXPNOTE_ACHIEVE_12(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: EXPNOTE_ACHIEVE_13(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: ACHIEVEMENT_1(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: ACHIEVEMENT_2(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: NEW_ACHIEVEMENT_4(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: ACHIEVEMENT_5(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: ACHIEVEMENT_6(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: ACHIEVEMENT_7(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: ACHIEVEMENT_8(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: ACHIEVEMENT_9(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: ACHIEVEMENT_10(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: ACHIEVEMENT_11(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: ACHIEVEMENT_12(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: ACHIEVEMENT_13(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: ACHIEVEMENT_14(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: ACHIEVEMENT_15(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: ACHIEVEMENT_16(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: ACHIEVEMENT_17(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: ACHIEVEMENT_18(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: ACHIEVEMENT_19(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: ACHIEVEMENT_20(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: ACHIEVEMENT_21(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: ACHIEVEMENT_22(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: ACHIEVEMENT_23(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: ACHIEVEMENT_24(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: ACHIEVEMENT_25(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: ACHIEVEMENT_26(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: ACHIEVEMENT_27(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: ACHIEVEMENT_28(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: ACHIEVEMENT_29(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: ACHIEVEMENT_30(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: ACHIEVEMENT_31(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: ACHIEVEMENT_32(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: ACHIEVEMENT_33(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: EXPNOTE_ACHIEVE_1(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: EXPNOTE_ACHIEVE_2(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: EXPNOTE_ACHIEVE_3(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: EXPNOTE_ACHIEVE_4(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: EXPNOTE_ACHIEVE_5(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: ACHIEVEMENT_34(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: EXPNOTE_ACHIEVE_6(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: EXPNOTE_ACHIEVE_7(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: EXPNOTE_ACHIEVE_8(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: EXPNOTE_ACHIEVE_9(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: EXPNOTE_ACHIEVE_10(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: EXPNOTE_ACHIEVE_11(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: EXPNOTE_ACHIEVE_12(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: EXPNOTE_ACHIEVE_13(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: ACHIEVEMENT_35(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: NEW_ACHIEVEMENT_4(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: ACHIEVEMENT_7(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: ACHIEVEMENT_2(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: ACHIEVEMENT_5(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: ACHIEVEMENT_6(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Dilophosaur Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Common name: Dilophosaurus Species: Dilophosaurus sputatrix Time: Early Jurassic Diet: Carnivore Temperament: Skittish Wild Dilophosaurus sputatrix is a strange creature. It stands at just over half the size of known Dilophosaurs and runs from aggressors as often as it fights them. Dilophosaurus sputatrix has a few traits not common in the Dilophosaurus genus. It has a very shrill call, and a decorative ridge of skin on its neck. I believe these are used to attract mates, as well as intimidate prey and would-be predators. Instead of attacking its prey outright, Dilophosaurus sputatrix spits venom to weaken and paralyze it before moving in for the kill. Domesticated Because of their shrill cry and their ability to attack intruders from range, Dilophosaurus seem most suited as "guard dogs." Due to their small size, they are not suitable as mounts.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Titanomyrma Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Common name: Titanomyrma Species: Titanomyrma parvagigan Time: Paleogene Diet: Carnivore Temperament: Territorial Wild Titanomyrma is one of the smaller creatures on the Island; a frightening thought, when you realize it is the size of a dog. A hive-minded carnivore, Titanomyrma is aggressive on sight to humans and their creature companions. When attacked or threatened, it releases a chemical which alerts all other Titanomyrma in a large range to help fight the aggressor. While small, Titanomyrma remain a threat because of their bite. Titanomyrma mandibles produce a toxic venom that causes loss of stamina, preventing escape and increasing the chance of losing consciousness. I've seen two varieties of Titanomyrma: Drones and Soldiers. Drones are smaller, faster, and land-bound, with the intent to harvest for the colony. Soldiers are larger, slower, have wings, and they defend the colony. If Titanomyrma is akin to hive insects, there must be queens too, but I've yet to encounter such a variant. Domesticated Because of its hive mentality, I've not seen any successfully tamed Titanomyrma on the Island yet. Fortunately for lone survivors, separated Titanomyrma can be easily picked off for a small supply of chitin among other natural resources.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Rockwell Record #1(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Entry 1 Greetings and salutations, dear reader! If these words are gracing your eyes, then you have had the good fortune to find the journal of Sir Edmund Rockwell, stupendous scholar, gallant gentleman and explorer extraordinaire. It also means that it's entirely possible that I've met some unseemly end on this fascinating but exceedingly dangerous island that I call home. I suppose you could have also stolen it or I could have misplaced it, in which case please proceed to either hang your head in shame or return it to me at once. Whichever is appropriate. Regards, Sir Edmund Rockwell(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Meiyin Note #1(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Entry 1 Where am I? How did I arrive? I have asked these questions many times since I awoke on this foreign shore, but I must stop. They do not matter. Their answers will not save me, so I will focus on a different question ? how can I survive? This question always has an answer, though it is ever changing, and it has helped me find resolve in moments of uncertainty or fear. Just days ago, I never thought I'd fear again. I thought my fear died with the Yellow Turbans. Yet when I see a great lizard turn its eyes on me, I know fear is exactly what I feel.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Meiyin Note #2(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Entry 2 I am armed and clothed now, though crudely. My stone spearhead makes me long for my village's weaponsmith, but it serves. I use it to hunt the slow, fat birds that wander the coast. I do not know how such creatures survive here at all, but I am grateful for the meat they provide. I save my arrows for the more dangerous creatures ? like the lizards with ears like fans, whose spit burns the things it touches. No, not just the creatures. They are not the only danger. Yesterday, I found footprints in the sand that were not my own. I am not alone. (/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Nerva Note #1(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: It is the chaos of this land that is truly disturbing to me, even more than its most titanic and vicious beasts. Animals are meant to be savage. Even when tamed, they are not truly civilized, but man? Man is supposed to be above the animal, yet the people here live in squalor and fight viciously over scraps like stray dogs. I have convinced some of them to band together under my leadership, and together, we have found safety and order. Unfortunately, they are untrained and lack cohesion. I'll have to fix that. Gaius Marcellus Nerva Victoria per Disciplinam(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Allosaurus Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Common name: Allosaurus Species: Allosaurus therotribus Time: Late Jurassic Diet: Carnivore Temperament: Aggressive Wild Smaller but faster than Tyrannosaurus, larger but slower than Carnotaurus, Allosaurus therotribus is the island's resident pack-hunting theropod. While most aggressive theropods are relatively solitary creatures, Allosaurus lives in groups of 3-4. One Allosaurus is the alpha, while the others are its mates or a beta male. Like humans find value in forming a tribe, the Allosaurus has evolved to hunt in packs. Its saw-shaped teeth leave its prey bleeding and maimed, making escape difficult. Once an Allosaurus slows a creature with its cutting bite, the rest of its pack quickly closes in for the kill. Domesticated Not everyone thinks a tamed Allosaurus is ideal. Those who appreciate speed generally tame Carnotaurus, while those who value raw stopping power tame Tyrannosaurus. However, riders of Allosaurus tend to respect the utility of its Alpha pack status, which along with its bleed-inducing attacks and relative mobility, can effectively turn the tide of a combined arms battle.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Anglerfish Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Common name: Anglerfish Species: Melanocetus anglerpescum Time: Early Cretaceous-Holocene Diet: Carnivore Temperament: Aggressive Wild Whether its size is caused by adaptation to the Island's other inhabitants, or by cross-breeding with another larger species, Melanocetus angerlpescum is the largest form of Anglerfish I've ever heard of. Typically found among the deepest, darkest expanses of the ocean, this creature preys on smaller fish while being an excellent source of food for larger predators. Melanocetus has an array of bioluminescent light pods at the end of stalks on its head. Like typical Anglerfish, it primarily uses these to attract smaller creatures and trick them into coming close enough for Melanocetus to consume the prey. This often makes wild Melanocetus itself relatively easy to spot among the briny depths. Domesticated Exploring the depths of the ocean can be difficult. The cold, the lack of air, and the shocking absence of light combine to make travel very dangerous. A tamed Anglerfish can use the natural light at the end of its stalks to illuminate the depths, making exploration not only safer but more lucrative, as I've heard some survivors use this creature to harvest the silica pearls found throughout the ocean's depths!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Ankylosaurus Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Common name: Ankylosaurus Species: Ankylosaurus crassacutis Time: Late Cretaceous Diet: Herbivore Temperament: Docile Wild Unlike many of the herd animals on the Island, Ankylosaurus crassacutis tends to live in small family units. I believe they can afford to stick with smaller groups because of their incredibly thick skin, for which they're named. Despite not being among the largest of the Island's herbivores, Ankylosaurus is one of the more difficult creatures to take down. Its thick, armored skin seems to make it more than a match for several of the mid-sized predators that would otherwise hunt it. Reckless carnivores are just as likely to hurt themselves on Ankylosaurus' spikes, as they are to get hit by its tail. Domesticated Without a doubt, the best trait of a trained Ankylosaurus is its enormously dense tail. This tail is powerful enough to quickly shatter the resource-laden rocks of the Island. One of the wealthier human tribes on the island utilizes a squad of Ankylosaurs in its mines and quarries. The creature's affinity for metal enables it to carry raw ore at an effectively reduced weight.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Archaeopteryx Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Common name: Archaeopteryx Species: Archaeopteryx magnamilvum Time: Late Jurassic Diet: Carnivore Temperament: Fearful Wild Approximately one meter long, the Archaeopteryx magnamilvum is a primarily tree-dwelling proto-bird. It avoids the ground as much as possible, preferring to stay in the safety of the tree-line, where few predators can reach it. I've not seen an Archaeopteryx outright fly yet, so it's possible that they cannot generate enough lift to do more than glide long distances between perches. I'm not sure how a creature so fearful of the ground can be such a picky eater, but Archaeopteryx only seems to consume certain rare insect matter. The most likely explanation is that it tends to nest in infested trees, stripping them bare of such food sources. Domesticated While not large enough to bear the full weight of an adult human, Archaeopteryx still has great utility. Despite the creature's inability to fly, its wings have sufficient strength to dramatically slow the rate of a person's descent, if that person holds onto Archaeopteryx while airborne. Taming Archaeopteryx can be somewhat troublesome, though, as it refuses to eat most common food sources, and glides to prospective safety at the first sign of any interloper.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Argentavis Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Common name: Argentavis Species: Argentavis atrocollum Time: Late Miocene Diet: Carrion Feeder Temperament: Short-Tempered Wild Lording over the skies across the Island, Argentavis atrocollum has few aerial rivals. It is a small consolation for the Island's other avian creatures, then, that Argentavis seems to have little interest in anything alive. Quite apart from what I would have guessed, Argentavis does not have the stooped neck typical of modern buzzards and vultures. I don't know if it adapted this stronger neck to deal with the predators on the Island, or if its lineage derives from before the stooped neck became common in carrion-eating birds. Whichever it might be, it has enabled Argentavis to carry smaller creatures with its beak. Domesticated Argentavis is actually slower than the Island's far more common Pteranodon, but it possesses significantly more stamina and can sustain flight for approximately three times as long. Its weighty stature, in comparison to the Pteranodon, allows it to utilize its talons to support the weight of an additional passenger. Considering its saddle doubles as a mobile crafting station, it makes Argentavis an excellent creature for traveling and hauling cargo over long distances. (/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Arthropleura Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Common name: Arthropluera Species: Arthropluera felsanguis Time: Early Permian Diet: Carrion Feeder Temperament: Aggressive Wild The fact that this creature even exists is enough to give me nightmares. Like the Island's other arthropods, Arthropluera Felsanguis has become much larger than I might have believed possible. It's a very aggressive hunter but greatly prefers to eat meat after it has spoiled, so much so that it voraciously seeks out such delicacies. Arthropluera's blood has a very low pH, to the point that it can dissolve many materials. This acidic blood splashes back onto anything that directly attacks it, weakening the durability of melee weapons and hurting attackers. Many creatures thusly refuse to prey on Arthropluera, fearing this unique defense. If that wasn't enough, Arthropluera also keeps a small reservoir of blood ready to spit at its prey. Domesticated Like most of the Arthropods on the Island, Arthropluera is simple-minded and relatively easy to tame. It is an almost entirely military mount, useful mostly for attacking at a distance. Thanks to its unique defenses, whether hunting or warring, Arthropluera is generally safe from all but the largest of creatures.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Castoroides Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Common name: Castoroides Species: Castoroides feliconcisor Time: Late Pliocene-Late Pleistocene Diet: Herbivore Temperament: Friendly Wild Castoroides feliconcisor is a large, mammalian herbivore that tends to live near water. Unlike other larger beaver species, this one retains the chisel-shaped teeth of modern beavers. As is typical for beavers, they build dams as habitats, but the larger creatures on the Island have a tendency to trample them. As a result, finding unsullied, resource-rich dams in the wild is quite rare. Castoroides itself doesn't seem to realize how dangerous the Island is. I don't know if it's simply too dumb to notice the dangers, or if it just doesn't care... ...but Castoroides happily goes about its day playing in the water and gnawing on wood. Domesticated The value of a tamed Castoroides is obvious from its physiology. The creature naturally gathers wood extremely efficiently, far more than most species on the island. It's not the strongest creature, so it can only carry limited amounts, but it is a natural lumberjack! Its saddle doubles as a mobile crafting station, which allows for producing complex items on the go.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Dung Beetle Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Common name: Dung Beetle Species: Scarabidae gigas Time: Holocene Diet: Coprophagic Temperament: Passive Wild What magic created the Scarabidae gigas, I cannot say. What I can say is that this creature is a perfect symbiont for advanced human tribes. Coprophagic, it eats mostly useless waste (feces). It metabolizes this waste into a more refined waste product, along with an oily byproduct. The oily byproduct is chemically the same as the oil found in the oceans around the Island. Somehow, Scarabidae converts feces into oil. If that wasn't reason enough to worship the Scarabidae, the refined waste product is almost identical to fertilizer from a compost bin. Domesticated Scarabidae makes me think humans have been on this Island for a long time. Why else would a creature evolve to be such a perfect pet? Most tribes jealously protect their Scarabidae, which are handily tamed with the skilled use of some well-handled feces. These wondrous little organic biofactories are truly a sustainable, green, eco-friendly source of resources for living off the land. Oil becomes gas, which is generator fuel. Fertilizer means crops, which is human fuel. The Scarabidae can power all aspects of Island life!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Beelzebufo Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Common name: Beelzebufo Species: Beelzebufo palucocus Time: Late Cretaceous Diet: Carnivore Temperament: Languorous Wild Beelzebufo palucocus is the largest frog I've ever seen. Almost impossibly large, it can actually fit a fully-grown human adult on its back, though just barely. This is a dangerous prospect, though, as secretions from Beelzebufo's skin and saliva have a narcotic effect on most creatures. Not surprisingly, Beelzebufo is adept at killing insects. Its lengthy tongue allows it to quickly grab prey from afar, killing most insects near instantly and quickly digesting them. It even combines the narcotic chemicals in its mouth with the insects' chitin to create a specialized sticky substance. Domesticated Tamed Beelzebufo make for strange mounts. Strange mounts for strange people. Many tribes don't believe there's any reason to ride them, but some enjoy the ability to take large vertical hops up huge walls and cliffs. Regardless of how it is ridden, Beelzebufo is also employed for its ability to quickly cull insects, and convert them into always-useful cementing paste.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Gigantopithecus Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Common name: Gigantopithecus Species: Gigantopithecus fibrarator Time: Pleistocene Diet: Herbivore Temperament: Territorial Wild Gigantopithecus fibrarator is a strange creature. It is usually quite passive, but it has a very short temper when it comes to its own personal space. Once another creature gets close, this gentle giant quickly becomes a rampaging beast. Best to give them a wide berth. Gigantopithecus seems most happy to lazily lay about, picking berries from plants. Many Gigantopithecus spend much of their day in one small area, unless they are provoked. Domesticated In addition to being at home picking berries, a tamed Gigantopithecus can be taught to harvest the fibers found on many Island plants as well. It appears to be entirely content to pick at plants all day, eat the berries, and carrying fiber resources for its tribe. Playful once tamed, Gigantopithecus seems to enjoy throwing its shoulder-mounted rider into the air. It probably feels that this activity is a game, but clever brigands can use this ?game' to vault over walls and small cliffs.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Brontosaurus Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Common name: Brontosaurus Species: Brontosaurus lazarus Time: Late Cretaceous Diet: Herbivore Temperament: Docile Wild Among giant creatures I've seen on the Island, Brontosaurus lazarus is larger than any sauropod I've read about. In fact, the dinosaur is so massive that it serenely ignores most other creatures. I've seen a pack of raptors tear apart small dinosaurs while Brontosaurus continues eating, seemingly oblivious to the hunting pack. Domesticated Because of how docile it is, the Brontosaurus makes for an ideal pack animal. Peaceful tribes use it to carry incredible quantities of resources, while warring tribes use it to mobilize their army. Its size and strength make it one of the unique creatures on the Island that can support a "platform" saddle. Unfortunately, its enormity means that the process of taming a Brontosaurus can take a very long time. Some may think this is an Apatosaurus, Dreadnoughtus, Argentinosaurus, or some other sauropod, but this is a strange Island, and I'm the one doing the research. I'm convinced that this genus is Brontosaurus, and no one can tell me otherwise. My study, my rules.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Carnotaurus Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Common name: Carnotaurus Species: Carnotaurus pressor Time: Late Cretaceous Diet: Carnivore Temperament: Aggressive Wild Carnotaurus pressor is a distinctive creature that falls between a medium and large predator. It lives primarily on flat, clear ground, where it can capitalize on its speed. Additionally, it seems to have no qualms about running away from larger predators instead of fighting. The horns of the Carnotaurus seem to be used more for fighting rivals than actual hunting. This doesn't mean the horns aren't dangerous, though. They can still eviscerate larger prey. Carnotaurus is one of the smaller and more compact of the large predators. If Tyrannosaurus is the ?lion? of the Island, Carnotaurus would certainly be the ?cheetah.? The real threat of a Carnotaurus is not being able to escape it once it has spotted you. Domesticated Carnotaurus fills a very specific role. Larger and almost as fast as a Raptor, smaller but much faster than a Rex. Were it not for the creature's extremely long down-time after sprinting, it might be among the most capably balanced mounts.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Chalicotherium Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Common name: Chalicotherium Species: Chalicotherium obsidioequus Time: Late Oligocene-Early Pliocene Diet: Herbivore Temperament: Territorial Wild Found in small numbers within the Island's colder regions, Chalicotherium obsidioequus is normally a peaceful herbivore that prefers to spend its days lazing about or playing with its family. It is very territorial, however, and the entire family, young and old, will turn against an encroaching creature at just the slightest provocation. A memorable scene to stumble upon is a group of Chalicotherium playing. One odd playtime activity for Chalicotherium is hurling large balls of snow or.. mud-rocks(?).. at each other. Smaller creatures in the area shy away from Chalicotherium during this exertion, for fear of being buried in snow or "gravel." Domesticated While many creatures are useful while attacking a fortress, Chalicotherium can be trained as mobile artillery. Its unique playtime habit becomes a rather devastating long-range assault tactic when it is given boulders to throw, rather than snowballs!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Coelacanth Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Common name: Coelacanth Species: Coelacanth nutritia Time: Cretaceous-Holocene Diet: Omnivore? Temperament: Reactive Wild Coelacanth nutritia is one of the few creatures on the Island with a relative which can be found back home. The Coelacanth thrive in the waters around the Island, as well as within rivers and lakes. Unlike most Coelacanths, Coelacanth nutritia meat contains less oil and urea. In fact, it is one of the healthier sources of meat I've yet found. Most Coelacanths are opportunistic feeders that eat anything smaller than itself, likely including baby water snakes, insect and plant life, and perhaps each other? Domesticated While their limited intelligence makes them unsuitable for taming, Coelacanths provide a viable source of meat for coastal or water-dwelling tribes. Many a day has been spent fishing by the water's edge, often with surprising results, as Coelacanths often have consumed discarded garbage that is sometimes of great value. Due to their small size, though, a larger tribe would require a significant number of Coelacanths to feed itself.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Compy Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Common name: Compy Species: Compsognathus curiosicarius Time: Late Jurassic Diet: Carnivore Temperament: Curious Wild One of the smallest predators on the Island, Compsognathus curiosicarius can be seen as a pet, a pest, or a threat. While alone, Compsognathus is not dangerous or aggressive. In larger packs, however, it remembers its underlying carnivorous nature. After a group of Compsognathus grows to a certain size, their pack mentality always seems to embolden them to ?attack.? For some reason, Compsognathus is not naturally afraid of humans. Rather, it seems to be quite curious about humans and their instruments of survival. They tend to be drawn toward humans out of this curiosity, and then call their pack mates to help explore their discovery. This usually leads to the aforementioned pack aggression, with dangerous results. Domesticated Compsognathus gain increasingly significant attack power and speed when in close proximity to other Compsognathus, as their pack aggression takes over their behavior. Additionally, their distress call carries quite far, rapidly alerting the tribe and its pets to danger more efficiently, and increasing the likelihood of forming a so-called "Compy Gang."(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Dimetrodon Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Common name: Dimetrodon Species: Dimetrodon calorector Time: Early Permian Diet: Carnivore Temperament: Reactive Wild Dimetrodon calorector is a much calmer predator than most on the Island. Because it lives off smaller prey than humans, it generally ignores anything much larger than a Coelacanth. Dimetrodon is one of the few carnivores on the Island that could be classified as reasonably friendly in the wild. The sail on Dimetrodon's back is an especially fascinating thing. It can be angled to provide shade from the sun and allows Dimetrodon to disperse heat more quickly. The inner workings of the sail can also restrict blood flow in the creature to hold in excessive heat. Together, these two traits allow Dimetrodon to comfortably survive in any climate, though they are most commonly found in the swamplands which are rich in prey. Domesticated If Dimetrodon was a bit larger, or didn't have that massive sail, it would make a decent mount. However, its main use to survivors is to utilize the sail's insulating capabilities. Just being near Dimetrodon gives excellent protection from both heat and cold, which has saved my life through more than one ice blizzard in the frozen northlands.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Dimorphodon Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Common name: Dimorphodon Species: Dimorphodon equesica Time: Early Jurassic Diet: Carnivore Temperament: Reactive Wild Dimorphodon equesica is another of the Island's Jekyll-and-Hyde creatures. It is normally passive, sometimes even friendly. When provoked, it becomes very aggressive, even against larger creatures it has no business fighting...often to its own fatal end. Dimorphodon can make short work of smaller opponents, however, due to its large (but lightweight) skull and teeth. Barely over a meter tall, Dimorphodon should be low on the food chain, but its incredible speed and surprisingly strong bite make it fairly dangerous, especially en masse as they tend to attack in groups. A flock of angry or hungry Dimorphodon can take down prey several times their size, so survivors should take care not to hunt near where a flock is gathered. Domesticated Dimorphodon is one of the creatures on the Island that is easily domesticated for companionship, but its use in combat is also quite clear: It will hunt in large groups to seek out enemy dino riders directly, harassing them to no end, regardless of the might of their mount!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Diplodocus Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Common name: Diplodocus Species: Diplodocus insulaprincep Time: Late Jurassic Diet: Herbivore Temperament: Naive Wild Despite being one of the Island's largest creatures, Diplodocus insulaprincep is among the Island's smaller sauropods. Instead of size and intelligence, Diplodocus developed faster maximum speed and greater endurance. When fully matured, it generally only reaches about half the size of the rather enormous Brontosaurus. Diplodocus is another creature whose continued survival on the Island confuses me. It's a very thick-headed and trusting animal, often to its fatal detriment. It never flees from predators until after they've attacked it repeatedly, preferring instead to make numerous fruitless attempts at friendship. For some strange reason, Diplodocus trusts humans so much that it doesn't seem to fight back against them?ever! Domesticated Due to Diplodocus' smaller frame, it cannot support the type of "platform" saddle that other large creatures can. To make up for this, many tribes instead use an eleven-seater passenger saddle which enables Diplodocus to safely transport ten additional riders. These passengers often use ranged weapons to protect the creature, or to attack nearby enemies while on the move!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Diplocaulus Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Common name: Diplocaulus Species: Diplocaulus natatorinutrix Time: Permian Diet: Piscivore Temperament: Skittish Wild Presiding almost solely within the Island's swamps, Diplocaulus natatorinutrix is a small amphibian that primarily eats minor fish. It rounds out what I consider to be the middle-bottom of the ecosystem, feeding on the tinier non-insect creatures of the Island while itself being a common snack for the larger carnivores. Because so many creatures prey on it, Diplocaulus has become very skittish and often flees at the first sign of trouble. It uses its amphibious nature to escape into whichever environment its predator isn't native to. Diplocaulus' unique capability to retain vast quantities of oxygen allows it to effectively remain submerged for hours at a time, usually outlasting even other amphibious creatures that might otherwise prey upon it. Domesticated There are only a few uses for tamed Diplocaulus. It is primarily kept for the (rather disgusting) practice of employing a Diplocaulus as an oxygen bag. Diplocaulus stores air in the bladders of its head, and divers can suck from these bladders to take deep breaths while submerged, supporting long-term underwater exploration without the use of external gear. Surprisingly, Diplocaulus is also extremely efficient when it comes to hunting Trilobites.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Direbear Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Common name: Direbear Species: Arctodus dirus Time: Mid Pleistocene/Early Holocene Diet: Omnivore Temperament: Territorial Wild Found primarily among the Island's redwood regions, Arctodus dirus is an imposing creature. Many on the island have started calling it a Direbear, a name which is appropriate, both due to its enormity and its territorial nature. The Direbear ignores most non-hostile creatures while going about its daily routine of scavenging for meat and edible plant life... ...that is, until intruders enter the territory it considers its own, at which point the creature ferociously attacks. Most often, it is smartest to just run from an angry Direbear. Domesticated Once tamed, the Direbear is a strong and reliable mount. It can carry vast quantities of goods, and can sprint for extremely long, nearly infinite periods. It is not the fastest creature from a hard stop, but after building up momentum, its sustained overland speed builds to among the best of the island. Of course, being able to feed a direbear both meat and plant life makes keeping one fairly convenient regardless of the environment.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Direwolf Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Common name: Direwolf Species: Canis maxdirus Time: Pleistocene Diet: Carnivore Temperament: Aggressive Wild The best adjective to describe Canis maxdirus is "scary." This pack-animal is a cunning and brutal predator, capable of taking down prey of nearly any size. In addition to being a vicious hunter, it is the size of a small horse, meaning even the largest predators aren't necessarily safe from the packs. Unlike most creatures on the Island, Canis is a dedicated pack hunter, and rarely hunts alone. When in a pack, Canis are naturally spurred to fight for their lives with increased effectiveness, while the most experienced Canis will be designated ?Alpha? and gain an even stronger enhancement! The species has an incredible affinity for teamwork. Domesticated Obviously, Canis is a thrilling battle mount. It is fairly fast, very strong, and agile. It can leap almost as well as the Island's battle-cats. Riding a supercharged ?Alpha? Canis into battle at the head of a bloodthirsty pack is a thrill for which most warriors would gladly proclaim: "today is a good day to die!"(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Dodo Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Common name: Dodo Species: Raphus replicare Time: Late Holocene Diet: Herbivore Temperament: Oblivious Wild Raphus replicare (more commonly known as the Dodo Bird) is quite possibly the dumbest creature I've ever seen in my life. It wanders around the beaches of the Island, pecking berries off bushes, and being eaten by all manner of carnivore. Without the Dodo, the whole Island's food chain would disintegrate. This subspecies of the Dodo has developed an unbelievably clever way to sustain itself: they mate constantly. I'm fairly convinced that they reach full maturity within a week of being born. This is the only trait keeping them populous on the island. Domesticated While it can be done, there is almost no reason to domesticate a Raphus replicare. It cannot carry enough to be a beast of burden, it does not provide much food, and it's too stupid to show companionship. It could work as a last-ditch food source, though, so I suppose keeping some around for "lean times" has a certain logic.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Doedicurus Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Common name: Doedicurus Species: Doedicurus custosaxum Time: Pleistocene-Holocene Diet: Herbivore Temperament: Docile Wild Doedicurus custosaxum is one of the Island's non-aggressive herbivores, generally found in the mountains and grasslands. Large and well-armored, it has a supply of fat under its plates to keep it warm and fed in the cold. Doedicurus has adapted well to the dangers of the Island, perhaps even better than the Ankylosaurus. Doedicurus has two very different reactions to predators. Against smaller foes, it generally uses its spiked tail to inflict as much damage as possible. Against larger predators, however, it pulls its tail underneath itself to form a solid armored ball that is nearly impossible for creatures to pierce, from which it can actually "roll" away to relative safety! Domesticated Doedicurus is a highly prized work animal on the island. Its spiked tail is ideal for quickly shattering the large rocks, so Doedicurus is a very efficient quarry worker. In addition, its affinity for rocks has allowed it to carry stone at a reduced weight. In case their quarry gets raided, Doedicurus-riders have a very difficult-to-kill mount!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Meganeura Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Common name: Meganeura Species: Meganeura quatpenna Time: Late Carboniferous Diet: Carnivore Temperament: Reactive Wild Meganeura quatpenna is an especially large species of dragonfly. Like most dragonflies, Meganeura is carnivorous, but it is not likely to attack unless provoked or challenged for food. It lives primarily in wetlands, such as the swamps. Meganeura is a natural predator of most of the smaller insects on the island. Though not often aggressive, Meganeura will not turn down a free meal. Once they catch wind of a carcass, they will fly in from a large radius to feast. While eating, Meganeura become very aggressive, which can be deadly for anyone or anything nearby if a large group has gathered around the deceased creature. Domesticated The size of the insects on the Island confounds me. The way these creatures diffuse oxygen should limit their size, but Meganeura (and other bugs) seem to be able to advance beyond this restraint. If there is an abnormal concentration of oxygen in the Island's air, this could explain Meganeura's growth!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Dunkleosteus Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Common name: Dunkleosteus Species: Dunkleosteus loricaruptor Time: Late Devonian Diet: Carnivore Temperament: Docile Wild Dunkleosteus loricaruptor is a very strange creature. It is a fairly large fish, covered head to tail in armored plates, with incredibly powerful jaws. It tends to eat the Island's water-dwelling crustaceans trawling the seabed, as it is not fast enough to catch most of the smaller fish. Dunkleosteus is surprisingly combat-oriented for a fish. Its well-armored body protects it from many creatures, while its bite is strong enough to easily crush through chitinous shells. Domesticated Dunkleosteus is an incredibly useful fish for coastal communities. Its powerful jaws make short work of the stone and oil formations found throughout the oceanic depths. While harvesting, Dunkleosteus can defend its rider from all but the largest threats in the waters. And once it is past its prime, the Dunkleosteus itself can be harvested for a fair amount of chitin.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Eurypterid Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Common name: Eurypterid Species: Jaekelopterus eurypterus Time: Silurian Diet: Carnivore Temperament: Aggressive Wild Found only in the deepest depths of the waters around the Island, Eurypterids are dangerous and adaptable arthropods. As likely to hunt as they are to scavenge, a Eurypterid rarely has difficulty finding food to keep itself nourished, even at the bottom of the ocean. An Eurypterid's threat comes not directly from its raw strength. Instead, it combines a hard defensive exoskeleton with debilitating poison to powerful effect. The sting of a Eurypterid increases torpor while reducing stamina, quickly rendering its opponent unable to defend itself. Domesticated While Eurypterids are not intelligent enough to be tamed, this doesn't mean they are without utility to tribes. They are a wonderful source of chitin, and their digestive tract often contains Silica pearls. They sometimes even have ingested incredibly rare Black Pearls, used by survivors for advanced manufacturing, making them among the most valuable creatures on the island.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Gallimimus Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Common name: Gallimimus Species: Gallimimus evolovelox Time: Late Cretaceous Diet: Herbivore Temperament: Skittish Wild When someone asks me what the fastest creatures on the island are, Gallimimus is always a contender. Unlike the Island's many armored animals, Gallimimus eschews strong defenses for the ability to outrun pretty much anything. A skittish herbivore, Gallimimus even looks nervous when eating in a peaceful, clear meadow. Having no real way to harm predators, it simply runs away and uses its agility to stay safe. I've even seen wild Gallimimus outrun speed-trained Utahraptors! Domesticated There are two general camps on the use of tamed Gallimimus. One camp thinks that their inability to effectively harm hostile creatures, and their inability to harvest most resources, makes them primarily a burden to the tribe. The other camp thinks that their extreme speed and ability to jump long distances, is among the best for scouting and exploring. However, both camps agree that its ability to quickly transport multiple tribe members is uniquely beneficial.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Giganotosaurus Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Common name: Giganotosaurus Species: Giganotosaurus furiosa Time: Late Cretaceous Diet: Carnivore Temperament: Angry Wild Giganotosaurus furiosa is an enormous predator, larger even than the Tyrannosaurus or Spinosaurus. Getting cornered or run down by a Giganotosaurus can mean certain death for nearly any creature! Fighting a Giganotosaurus directly is never a good idea, as its rage rapidly grows with every hit it takes. With this rage, it builds increasing reserves of energy to use, making its iron-jawed bites progressively more deadly and enhancing its stamina. Add to this the fact that its huge body also enables it to take a tremendous amount of punishment, and you have a creature that is generally better avoided or outsmarted than attacked head-on. Domesticated Taming Giganotosaurus is a dangerous prospect. Its rage reaction, even when tamed, can sometimes cause it to briefly turn on members of its own tribe. Indeed it may even throw off its rider if it has been sufficiently angered! And yet, the sheer size and immense power that the Giganotosaurus possesses means that some factions endeavor to tame it as a fear-inducing ?Capital? beast of war, even at great risk!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Ichthyosaurus Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Common name: Ichthyosaurus Species: Ichthyosaurus curiosa Time: Late Triassic-Early Jurassic Diet: Carnivore Temperament: Curious Wild Ichthyosaurus curiosa is a comparatively small carnivore found in the shallows around the Island. It is slightly larger than a human, but that's still small compared to the leviathans roaming these waters. It seems to be very interested in any creature around its size, often approaching and following humans swimming through its waters with a friendly nudge. Despite its appearance, the Ichthyosaurus is neither a fish nor an ocean mammal. Like many creatures in the waters around the Island, it is an aquatic reptile. Domesticated I can't think of a better mount for someone starting to explore the Island's seas and waterways. Ichthyosaurus is a comparatively fast swimmer, and even in the wild will cozy right up to you and try to figure out what you're doing. Taming these is actually pretty easy, as they seem to love humans and can be fed & tamed without the use of violence.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Kairuku Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Common name: Kairuku Species: Kairuku waitaki Time: Late Paleogene Diet: Piscivore Temperament: Friendly Wild Kairuku waitaki is an amazingly docile and friendly creature, to everything but fish. Honestly, I'm not quite sure how Kairuku manages to stay populated across the Island's colder climes, with the many predators stalking these frozen lands. It is weak, and has only one small defensive trait: suspended in Kairuku blubber are small, dense particles that act as a light form of armor. Adding to Kairuku's problems, a clever survivor discovered that refining Kairuku blubber (concentrating the particles in it) can yield a natural form of the same Polymer utilized in advanced tribes' manufacturing processes. This has caused many tribes to hunt Kairuku extensively, a practice colloquially known as "Kairu Clubbing." Domesticated There is no reason to tame Kairuku for combat, since they are useless at it. Still, Kairuku are regularly tamed for their cuteness and friendly nature, and the fact that their bodies run extremely hot. Just standing near Kairuku can help keep a survivor stay warm through long, harsh nights on the icebergs.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Kaprosuchus Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Common name: Kaprosuchus Species: Kaprosuchus paludentium Time: Late Cretaceous Diet: Carnivore Temperament: Aggressive Wild A smaller relative of the Sarcosuchus, Kaprosuchus paludentium is water-based carnivore primarily found lurking among the island's swamps. A naturally fast runner that is even faster in the water, it is a solitary hunter that picks off small-to-medium creatures, especially those isolated from their pack. When attacking, Kaprosuchus uses two main tactics. First, it patiently waits below the water surface and when the target is sufficiently close by, will perform a lateral jump that it uses to quickly close distance with its prey and drag it underwater. Secondly, its attacks the prey's vital areas specifically to drain its stamina. These two techniques effectively prevent most creatures from escaping Kaprosuchus once an assault has begun. Domesticated Survivors are generally split about the usefulness of Kaprosuchus. Some love its speed both in and out of the water, essentially making it among the fastest small-sized, all-terrain mounts when travelling through the wetlands. Others do not like how relatively frail Kaprosuchus is, and do not think its high speed and ensnaring attacks make up for this shortcoming.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Leech Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Common name: Leech Species: Haementeria laetus Time: Holocene Diet: Sanguinivore Temperament: Aggressive Wild It is difficult to be angry with Haementeria laetus, despite its rather terrible nature. The creature has practically no intelligence, and just attaches to any nearby living flesh in an attempt to drain that creature's blood. Removing Haementeria requires precision bladework, or access to an open flame. Both of these can be nearly as dangerous to the host as to the leech itself. Once Haementeria attaches to a host, it drains blood at a rapid pace, and the host experiences hunger, loss of health, and lowered stamina. Some Haementeria are also carriers for a dangerous disease I've dubbed "Swamp Fever," which persists beyond the leech's own lifespan. Few creatures on the Island are transmitters for this disease, and it can ultimately be cured with a rare medicine. Domesticated While Haementeria is not intelligent enough to be tamed, it is always useful to keep a few around for antidotes and fishing lures. When processed properly, Haementeria venom can be made into a powerful antivenom!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Lystrosaurus Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Common name: Lystrosaurus Species: Lystrosaurus amicifidelis Time: Late Permian-Early Triassic Diet: Herbivore Temperament: Loyal Wild Lystrosaurus amicifidelis is a small herbivore, common to much of the Island. Only about two feet long, it is not high on the food chain, and eats small plant life. The Island's poisonous insects seem to have little effect on Lystrosaurus. Despite being among the Island's tinier herbivores, Lystrosaurus is an incredibly resilient survivor. It recovers its torpor and health much faster than most creatures, which makes rendering a Lystrosaurus unconscious a rather difficult affair. Domesticated Not surprisingly, Lystrosaurus is an extremely loyal pet once tamed. It's a very fast learner, so it gains experience much more quickly than most other creatures. Additionally, its presence nearby appears to inspire allies, making them learn more rapidly as well. Thusly, Lystrosaurus is an excellent addition to any tribe's hunting party.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Mammoth Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Common name: Mammoth Species: Mammuthus steincaput Time: Early Pliocene Diet: Herbivore Temperament: Docile Wild Seeing the likes of Mammuthus steincaput alongside dinosaurs is still strange. This behemoth towers over many creatures on the Island, and does not seem to fear anything but the Tyrannosaurus. Mammoths generally thrive in colder areas, and have a herd mentality. I'm honestly not certain how the herds of Mammoths find enough plant life to graze on some of the Island's mountains. They must spend much of their time travelling between the mountains' cold summit and more lush base. Or maybe the Mammoth herds are the main reason the summits are so barren. Domesticated Mammuthus steincaput is a difficult beast to domesticate. Not because they are inherently stubborn, but because knocking one out to begin the taming process takes great effort. Once tamed, however, Mammoths are one of the only creatures on the island that can uproot trees without shattering them.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Manta Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Common name: Manta Species: Manta mobula Time: Early Oligocene-Holocene Diet: Carnivore Temperament: Aggressive Wild Here is another example of a creature that seems to have evolved beyond its historical traits. Everything points to this being a saltwater ray, but Manta mobula has developed the ability to swim into the island's rivers and shallows, as well as through the open ocean. Perhaps there were originally two types of ray on the island before, but years of interbreeding combined their lineage. Normally docile, Manta mobula is a carnivore only in that it naturally consumes plankton. Fortunately, Manta mobula is usually not aggressive, unless encroached. Its tail is incredibly sharp, and can pierce through thick hide and armor with ease. Domesticated While not the fastest swimmer around the island, Manta mobula is among the deadliest of small ocean mounts. Tribes who value striking power over speed often keep large schools of Manta to ride. Its capability to briefly leap out of water provides it a showy tactic for avoiding combat as well. A quick jab through the heart of an unsuspecting survivor can easily take them by surprise! Thusly, many tribes use it as an escort for their slower cargo-carrying swimmers.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Megaloceros Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Common name: Megaloceros Species: Megaloceros latuscoronam Time: Late Pliocene Diet: Herbivore Temperament: Skittish Wild Megaloceros latuscoronam is a very skittish herbivore, found mostly in the forests and mountains of the Island. Because of its large size, its fraught demeanor would be strange in any other place. But Megaloceros knows how fierce the predators of the island are, and that it is safer to flee from them than to risk its life in a fight. The antlers of Megaloceros are very large, and make for an excellent source of keratin. This, of course, makes it a valuable resource. Unfortunately, hunting Megaloceros is not easy because of their quick speed and ability to bound over most obstacles. Domesticated Megaloceros is jack-of-all-trades creature, and many who ride it value its versatility. It is decently powerful, and its resilience, speed, and ability to jump often come in handy. Finally, the male Megaloceros' charging horn attack tends to cause targets to ?bleed,? decreasing their Health, Stamina, and Speed until healed!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Megalodon Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Common name: Megalodon Species: Carcharodon ultramegalodon Time: Miocene-Pliocene Diet: Carnivore Temperament: Aggressive Wild Were it not restricted to the waters, Carcharodon ultramegalodon would be one of the most dangerous creatures on the island. As powerful and dangerous as the Tyrannosaurus is on land, Megalodon is near its equal in the water. In addition, it has a speed advantage over any non-aquatic creature when submerged. Megalodons need large quantities of food to sustain themselves, so they attack most creatures immediately on sight. Smaller fish are the sole exception I've seen; I believe this is because they cost more energy for Megalodons to catch than the predator would gain. Domesticated Having access to the resources and treasures hidden deep within the ocean is near impossible without a domesticated sea creature. The Megalodon, though difficult to domesticate, proves to be very useful when exploring the deep sea. It's not the most efficient swimmer but it should be able to protect your cargo should you find yourself in a hostile encounter.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Megalosaurus Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Common name: Megalosaurus Species: Megalosaurus noctedominus Time: Mid Jurassic Diet: Carnivore Temperament: Aggressive Nocturnal Wild Much like the Island's other large theropods, Megalosaurus noctedominus is an aggressive cave carnivore that should not be taken lightly. Unlike most of the other theropods, it is a primarily nocturnal creature. As dawn approaches, Megalosaurus begins looking for a secluded place to spend the day sleeping in relative safety. Domesticated While Megalosaurus is not the most powerful theropod, it is still highly sought after by night-raiders. Due to its nocturnal nature, Megalosaurus becomes much more formidable at night, dodging attacks, conserving stamina, and attacking more accurately, to name a few of its enhanced talents. Conversely, if disturbed during the day, Megalosaurus is significantly more sluggish. Either way, however, its primary combat tactic is to bite onto its target, then lock its jaw shut in an iron grip. Only larger creatures can hope to break free once Megalosaurus locks its jaw. The creature then proceeds to gnaw on its prey until death. It's a terrifying, grisly spectacle to watch, and a formidable tactic for a tribe to employ against more nimble opponents.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Mesopithecus Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Common name: Mesopithecus Species: Mesopithecus amicufur Time: Late Miocene?Late Pliocene Diet: Herbivore Temperament: Curious Wild Mesopithecus amicufur is an omnivorous monkey species, primarily inhabiting the Island's jungles. It is smaller than a human, but can scurry about the same speed. It does not appear to be aggressive unlike its relative the Gigantopithecus, but is rather very shy towards humans likely due to their much larger size and lack of hairy exterior. Due to their skittish nature they can be difficult to tame. They can be hand-fed if you are patient, but stick too close to them for too long and they'll get spooked and run away. Domesticated A common pet, Mesopithecus is very easy to keep fed. It will eat nearly any fruit harvested on the island. Mesopithecus is most often used as a social companion, as it cannot carry enough to be a beast of burden, is not large enough to be ridden and is not particularly good for combat. It is, however, quite effective at vocally warning of incoming intruders and pelting them with copious amounts of tossed fecal matter. Nomadic tribes have also managed to teach Mesopithecus to open locked doors when pillaging.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Mosasaurus Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Common name: Mosasaurus Species: Mosasaurus suspirita Time: Late Cretaceous Diet: Carnivore Temperament: Aggressive Wild Until recently, I believed the Megalodon to be the greatest of the ocean predators. Then I discovered Mosasaurus suspirita in the deeps. Not quite as fast, but much larger and stronger, the Mosasaurus rules the darkest waters off the Island. Growing up to 50 feet long, Mosasaurus is larger than almost every other aquatic creature I've encountered thus far. Mosasaurus is a deep-sea marine lizard which spends all of its time far beneath the water's surface. It is without a doubt one of the most fearsome creatures of the Island, and can certainly be considered among the ocean's apex predators. Domesticated Mosasaur has proven to be an excellent tame for the most advanced tribes. Due to its sheer size and power, you will often find tribes with bases and defenses built upon a Mosasaur's large "platform" saddle. Having one with you as an escort is probably one of the best oceanic defenses available! (/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Onyc Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Common name: Onyc Species: Onychonycteris specuncola Time: Eocene Diet: Omnivore Temperament: Aggressive Wild Onychonycteris specuncola is one of the few omnivores I've seen on the Island. They seem to live primarily off the mushrooms and moss within the caves, but they attack almost any non-insect on sight. They avoid Titanoboa whenever possible, which leads me to believe the snake to be a natural predator of Onychonycteris. While flying in the dark caves would be difficult for any creature, Onychonycteris' ability to use echolocation has allowed it to adapt perfectly. It can be found idly flying around the caves as often as it can be found hanging from bits of the cave ceilings. Domesticated Not large enough to be used as mounts, and not strong enough to carry much, Onychonycteris still function well as a guard animal. Whether protecting a vacant home or members of a tribe, their relatively vicious nature has its uses. (/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Oviraptor Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Common name: Oviraptor Species: Oviraptor philodator Time: Late Cretaceous Diet: Carnivore Temperament: Skittish Wild Oviraptor Philodator is a small-to-medium sized carnivore, common in the jungles and beaches of the Island. Despite being a carnivore, Oviraptor's main source of food is eggs, which it steals from nests. Unlike any other creature, Oviraptor seems to be able to surreptitiously steal these eggs, usually without attracting the attention of an irate mother. In an incredible feat of natural selection, Oviraptor seems to emit a chemical pheromone that affects many creatures as an aphrodisiac. Mated creatures are much more likely to??create? new eggs while Oviraptor is around, which allows the Oviraptor to go about its business unperturbed. Domesticated Too small to fight or ride, Oviraptor is still one of the more commonly tamed creatures on the Island. Its pheromone ensures an increased stream of eggs from nearby mated wild creatures, for breeding, eating, or cooking kibble. Oviraptor will autonomously do the dirty work of stealing eggs from other tribes or wild dinos on your behalf, without attracting unwanted attention. They also make quite adorable sounds, so many children simply like to keep them around as rather strange companions.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Pachy Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Common name: Pachy Species: Pachycephalosaurus leniproelia Time: Late Cretaceous Diet: Herbivore Temperament: Passive Wild Pachycephalosaurus is a bit of a conundrum. It is a very passive (even friendly) herbivore, common to much of the Island. At the same time, it is one of the most dangerous herbivores that I have yet encountered on the Island. Its charging headbutt is a display of sheer physical power, and can kill much more quickly than you might think. While Pachycephalosaurus is generally friendly, it has a short temper. Its fight-or-flight response always seems to choose "fight!" The Pachy becomes extremely aggressive once attacked. Additionally, it is an incredibly fast sprinter, so escaping from an enraged Pachy is very difficult. Domesticated Pachycephalosaurus is an excellent battle-mount for those who want to ride a smaller, nimble combatant into the fray. Because of its particular musculature, it cannot effectively carry large quantities of resources. It can, however, move with brief magnificent bursts of speed, and its headbutt is simply devastating.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Paraceratherium Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Common name: Paraceratherium Species: Paraceratherium gigamicus Time: Oligocene Diet: Herbivore Temperament: Docile Wild Paraceratherium gigamicus is a massive, long-necked herbivore that inhabits some of the Island's grasslands. It resembles a gigantic horse/rhinoceros hybrid, but is over twice the size of either. Paraceratherium is a very peaceful and friendly creature. Barring some surprises yet in store for me, I can safely say that Paraceratherium is among the largest mammals on the Island. While its size means that Paraceratherium can provide an incredible amount of food, it also makes it dangerous when hunted. Domesticated A beast of burden second to the Brontosaurus, Paraceratherium is an excellent worker, and is sufficient in size to support a "platform" saddle upon which structures can be built. It is a naturally friendly animal, and is not afraid of humans. However, despite its normally calm demeanor, when it or its owner is provoked by aggression, the Paraceratherium can quickly become a real threat to the attacker and will use its girth to its advantage in combat.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Parasaur Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Common name: Parasaur Species: Parasaurolophus amphibio Time: Late Cretaceous Diet: Herbivore Temperament: Skittish Wild Parasaurolophus amphibio has one of the more interesting adaptations of any creature I've seen on the Island. Like all Parasaur, it has a signature crest on its head. Very docile at first, I've been able to approach the creature without disturbing it. If startled, however, the creature can vocalize a distress call to the surrounding area that warns of danger. Parasaurolophus appears to be low on the food chain and is hunted by everything, creatures and humans alike, which explains its skittish nature. It is a good source of meat and hide, if you can manage to keep up with it long enough to kill it. Domesticated Despite being what most tribes consider a relatively useless creature to tame, I once met an interesting woman who had tamed an entire herd of them. She informed me that many overlooked the creature's potential. She even graciously gifted me a fancy saddle to put on my own Parasaurolophus one day. As a relatively simple creature to domesticate, Parasaurolophus is commonly one of the first mounts a tribe will be able to acquire. Its ability to run relatively fast for lengthy intervals makes it a solid mode of medium-range transportation, though it has almost no ability to defend itself or its rider in a traditional sense. Smaller creatures, however, appear to be frightened by the horn of Parasaurolophus although it doesn't do much damage. It also has decent weight-bearing capabilities, which could prove useful for nomadic tribes as they work to establish a presence on the Island.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Pelagornis Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Common name: Pelagornis Species: Pelagornis miocaenus Time: Early Miocene Diet: Piscivore Temperament: Skittish Wild The much-larger ancestor of water birds like the stork or pelican, Pelagornis miocaenus shares many traits with its modern-day brethren. However, it seems to spend far more time hunting for fish over the open deep-sea. In fact, I have rarely spotted a wild Pelagornis anywhere near the coasts of the main Island, as it prefers to rest its wings by paddling on the ocean's surface rather than waddling along the Island's beaches. Perhaps this behavior is a result of its survival instincts. The Early Miocene was a post-dinosaur epoch, after all, and Pelagornis would not be accustomed to such predators. Considering how quickly it flees from humans, one can hardly blame its caution. Domesticated Because of its ability to fly, walk and surface-swim, a tamed Pelagornis is one of the Island's most versatile mounts, but this comes at a cost. The same webbed feet that allow Pelagornis to serenely maneuver along the ocean's surface prevent it from carrying prey off the ground, which may limit its appeal to some survivors.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Phiomia Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Common name: Phiomia Species: Phiomia ignavus Time: Late Eocene?Early Oligocene Diet: Herbivore Temperament: Skittish Wild Phiomia ignavus is another of the Island's generally docile herd animals. They are small enough that almost any predator can bring them down but large enough to provide plenty of meat. Were it not for the protection of the herd and their instinct to run from any predator, these would almost certainly be hunted to extinction. Phiomia's tusks and trunk make it especially suited to scavenging plantlife from the ground. It uses its tusks to dig up loose plantlife, then uses its stubby trunk to scoop the foliage into its mouth. Adult Phiomia often dig up food for their young, and watching a baby Phiomia attempt to use its trunk can be quite amusing. Domesticated While it is completely possible to ride a Phiomia around, they are a meager choice. They work very well, however, as pack-mules. If you feed the Phiomia a stimberry, it serves as a laxative in the creature's digestive system. Knowing this, tribal communities often keep a herd of these as livestock to produce mass quantities of fertilizer.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Piranha Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Common name: Piranha Species: Megapiranha magnadmorsus Time: Late Miocene Diet: Carnivore Temperament: Aggressive Wild Megapiranha magnadmorsus is carnivorous fish found fairly commonly in the rivers and ponds of the Island. Its bite is incredibly powerful; I've even seen them break through the armored turtles. Megapiranha has one of the strongest bites, pound-for-pound, of any creature on the Island. When encountering a Megapiranha be on the lookout for the rest of the school. No one Megapiranha is an overwhelming threat, but their tendency to swarm prey can make short work of much larger and stronger creatures. Any given Megapiranha is easy to kill by itself, but killing the entire school can be a daunting task. Domesticated The Megapiranha is highly territorial and does not respond favorably to visitors. Many have tried to pacify the hostile Megapiranha by herding them into a group with various lures. Unfortunately, none of this proved to be successful in attempting to domesticate the creature.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Plesiosaurus Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Common name: Plesiosaur Species: Elasmosaurus remuspissa Time: Late Cretaceous Diet: Carnivore Temperament: Aggressive Wild Elasmosaurus remuspissa is typically found in the deep oceans, and has a strange role in the oceanic food chain. It almost exclusively hunts the smaller creatures in the waters, leaving most even moderately large creatures alone. The sheer size of the Elasmosaurus means that the quantity of food it must eat to sustain itself is nothing short of enormous. Elasmosaurus is a formidable fighter. Aside from the Megalodon, I have only ever seen two creatures bring down an Elasmosaurus: a Mosasaurus, and human beings. Though I will admit, I have yet to thoroughly explore the staggeringly deep underwater caverns surrounding the Island. Domesticated Much like the Brontosaurus on land, Elasmosaurus is an excellent way to transport large quantities of goods over water. These powerful creatures are in fact so large that they can be used as mobile water bases. Ambitious tribes sometimes build bunkers right onto the backs of Elasmosaurus instead of building cargo ships.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Procoptodon Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Common name: Procoptodon Species: Procoptodon vivencurrus Time: Pleistocene Diet: Herbivore Temperament: Reactive Wild The first marsupial I've encountered on the Island is the Procoptodon vivencurrus. Standing nearly three meters tall, it is among the largest jumping creatures I've heard of. It is a fairly peaceful herbivore that will immediately flee when aggressed upon. One of Procoptodon's most unique features is its pouch. Unlike many pouched marsupials, Procoptodon's pouch is relatively dry and has little in the way of sticky or oily fluids. I assume this is good for the Joey, but I have not figured out exactly why yet. Domesticated Procoptodon's dry pouch makes it an excellent beast of burden that can carry far more than other creatures of its size. More importantly, many tribes use it as a two-seater transport by having a secondary rider nest in the pouch. Since this passenger doesn't have to worry about controlling the Procoptodon, the pouch-warrior can focus on firing his or her weapons!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Pteranodon Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Common name: Pteranodon Species: Pteranodon wyvernus Time: Late Cretaceous Diet: Carnivore Temperament: Skittish Wild Pteranodon Wyvernus is a large pterosaur, capable of flying more quickly than any creature I have witnessed on this Island thus far. It seems to have relatively poor stamina in comparison to its quick speed, however, making frequent pit stops on the beaches before taking off again. While other humans I've seen on the Island still insist on calling it a Pterodactyl, this is inaccurate. Pteranodon wyvernus's poor fighting and defensive skills mean they are likely to scavenge any number of dead animals rather than engage in dangerous combat with other creatures. They also flee at the slightest sign of trouble. Because of this, they are one of the most common creatures to be found darting across the Island's skies. Domesticated Pteranodons seem to be among most popular flying companions from what I have witnessed, possibly because they are relatively easy to tame with a slingshot or bow. Mounting a Pteranodon must be among the fastest and safest ways to get around the Island, but it doesn't provide any measure of secrecy in comparison to travel on land through the dense foliage. (/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Quetzal Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Common name: Quetzal Species: Quetzalcoatlus conchapicem Time: Late Cretaceous Diet: Carnivore Temperament: Skittish Wild From afar it's hard to believe that Quetzalcoatlus is the largest avian on the Island. It shares a similar silhouette with the Pteranodon but, upon closer inspection, is a far more enormous creature. I find it strange that such a large, imposing beast would be so skittish. Unlike other creatures of its size, it is more likely to flee than fight. I suppose the decision to flee from any trouble keeps the species alive on an Island with so many dangerous predators. Which reminds me, I don't believe I've ever seen a wild Quetzalcoatlus touch the ground. How does it manage to eat enough to sustain its massive size? Domesticated Tamed Quetzalcoatlus have a very specific role on the island. Too slow to be an efficient local transport, and too obvious a target to be an effective warbird, the tribes I've encountered tend to employ it as a mass carrier. Quetzalcoatlus is primarily used by these masters of the skies to safely ferry vast quantities of supplies, creatures, and human cargo from one base to another without tiring.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Raptor Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Common name: Raptor Species: Utahraptor prime Time: Early Cretaceous Diet: Carnivore Temperament: Aggressive Wild Utahraptor prime is an incredibly aggressive subspecies of Utahraptor found on the Island. It tends to travel in small hunting packs, attacking smaller prey with its sharp teeth and enlarged foreclaws. One of the faster creatures on the island, Utahraptor often uses their pack numbers to their advantage by swarming around their prey before it can react. The large curved talon on the second toe of this sub-species seems particularly suited for dealing significant damage. Utahraptor prime usually kill its prey with numerous slashing and biting attacks in rapid sequence. Domesticated Despite its normally aggressive nature, Utahraptors have become one of the primary combat mounts for roaming bands of raiders, as well as scouts for larger collectives. Those who ride Utahraptor claim they are difficult to tame, but then fiercely loyal. As a carnivore, once tamed they require a steady stream of meat to sustain.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Woolly Rhino Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Common name: Woolly Rhino Species: Coelodonta utiliserro Time: Late Pliocene-Late Pleistocene Diet: Herbivore Temperament: Friendly Wild Coelodonta utiliserro is a friendly herbivore, common to the tundra and grassland regions of the Island. It is a large and dangerous creature, though it seems fairly trusting of the fauna around it. Once attacked, Coelodonta begins charging towards its foe. It builds up momentum as it charges, and depending on its ultimate impact speed, the results can be terrifying. With enough room to charge, it can even skewer the largest creatures in just one gore! Despite how powerful Coelodonta are, many tribes still hunt them extensively due to their unique resources. Its horns can ground into a highly arousing powder, and its thick fur can support many insulating outfits, making the Coelodonta in high demand. Even less-advanced tribes use packs to hunt them down, though at significant peril. Domesticated When not being hunted for its horns, Coelodonta makes an impressive beast of burden. Its ability to take on far larger opponents provided sufficient charging room, as well as its sizeable load capacity, make it a solid addition to any trader party or gathering expedition.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Sabertooth Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Common name: Sabertooth Species: Smilodon brutalis Time: Early Pleistocene/Holocene Diet: Carnivore Temperament: Aggressive Wild Smilodon brutalis is a solitary hunter, generally found in cold, lightly wooded areas. The Island's mountains are the perfect habitat, as the mammal's fur keeps it safe from the bitter temperature. While its huge fangs are excellent for delivering deathblows, the creature's claws can be just as deadly. Despite normally being a solitary creature, Smilodon brutalis are not opposed to hunting in small packs. In fact, they have to do this to take down larger prey such as Mammoths. Enough Sabertooths can take down a Carnotaurus, perhaps even a Tyrannosaurus. Either way, Smilodon brutalis should not be underestimated. Domesticated While not as fast as Raptors, there's no denying the Sabertooth's increased resilience and power. In addition, well-trained Sabertooth can be taught to use their claws to flay corpses. This may sound morbid, but it is among the best ways to quickly gather large quantities of hide from the giant beasts of the Island.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Sabertooth Salmon Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Common name: Sabertooth Salmon Species: Oncorhynchus grexlamia Time: Late Miocene-Mid Pleistocene Diet: Carnivore Temperament: Evasive; aggressive when attacked Wild Fairly unremarkable by the Island's standards, Oncorhynchus grexlamia is a generally passive fish. Its main form of protection is swimming in a large school. Oncorhynchus does not like conflict, and generally swims away from anything larger than itself at very high speeds. Once provoked, however, Oncorhynchus becomes quite aggressive, along with its nearby brethren. It locks onto its prey with its long "saberteeth" and begins draining that creature's blood. This loss of blood is not too dangerous alone, but when a school of Oncorhynchus attack at once, their target quickly loses speed and stamina from blood loss, drowning if it cannot breath underwater. Domesticated Like many of the smaller fish found on or around the Island, Oncorhynchus cannot be tamed, but it is often herded and harvested for its resources. In particular, certain cuts of Oncorhynchus meat are considered to have superb quality, and are often referred to as "Prime Fish" used for specific high-end concoctions and taming the Island's many piscivorous creatures.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Sarco Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Common name: Sarco Species: Sarcosuchus excubitor Time: Early Cretaceous Diet: Carnivore Temperament: Patient Wild Among the Island's swamp-based threats, Sarcosuchus excubitor is a lot like what you might expect from a giant crocodile: a patient killing machine. It spends much of its days lazily waiting in the water for prey to walk near. That said, it is not opposed to scurrying onto land and pressing the issue when hungry. A good tactic for escaping many predators is to jump into the water, as most are slow swimmers. This is a bad tactic for escaping a Sarcosuchus, obviously, as they are actually faster in the water than they are on land. Domesticated Despite being river-dwelling creatures, Sarcosuchus seem quite at ease in the oceans. More than a few fishing communities use them as mounts simply to help fight off Megalodons, or to gain better access to the resources found within the reefs.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Pulmonoscorpius Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Common name: Pulmonoscorpius Species: Pulmonoscorpius gigantus Time: Late Silurian Diet: Carnivore Temperament: Aggressive Wild I'm not sure why, but the giant scorpions I've seen on the Island are far more disturbing than most of the dinosaurs. Rather than simply kill its prey, Pulmonoscorpius gigantus injects its victims with a tranquilizing poison, then eats its unconscious prey alive. This subspecies has a large pair of pincers that seem connected to the same toxin sacs as the tail. I've never seen another scorpion that has this adaptation, but I've never seen another scorpion that's larger than I am, either. Domesticated Trying to tame a monster like Pulmonoscorpius gigantus sounds like a crazy idea, but I suppose the ability to knock out a foe could come in handy. It could certainly make incapacitating some of the Island's other creatures much easier.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Aranaeo Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Common name: Araneo Species: Araneomorphus Amalgotantibus Time: No equivalent, traits begin as far back as Mesozoic Era Diet: Carnivore Temperament: Aggressive Wild I don't know where to start with Araneomorphus Amalgotantibus. It has so many of the nightmare inducing traits of spiders from among many family and genus. It fires webbing like a bola spider, and it spits venom like a lynx spider. It has a poisonous bite like a myriad of spiders, and can see in the dark by sensing vibrations. To top it off, it's larger than an adult human! If that wasn't enough, I'm convinced that some of the caves on the Island have actually been dug by Araneomorphus, but this worries me; either it's a colony-spider (like ants), or there is a much larger Araneomorphus somewhere on the Island. Domesticated As long as it is kept far from arachnophobics, a domesticated Araneomorphus makes an excellent guardian creature for anyone who wants to avoid lethal tactics. Their strange web-spraying behavior is also certain to be quite helpful while hunting fast, fleeing prey.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Spino Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Common name: Spinosaur Species: Spinosaurus aquareliga Time: Early-Late Cretaceous Diet: Carnivore Temperament: Territorial Wild Among the few carnivores on the Island that can match Tyrannosaurs in size, Spinosaurus aquareliga does not match its ferocity. Spinosaurus' four legs and large sail make it fairly swift on land and incredibly fast in the water. Its marvel is, arguably, the ability to change stances by going from quadruped to biped. The creature is visually distinguished by its spectacular sail. In my travels I have seen many different and brightly coloured sails, as every Spinosaurus appears to have a slightly different palette. The one comforting fact about Spinosaurus is that it seems more at home near water than away from it. Although the creature is more powerful, faster, agile, and insatiable while in water, it tends to become less hostile as it gets farther from it. On one occasion, I only escaped a Spinosaurus by getting far enough from its lake home to make it simply lose interest. Domesticated Spinosaurus is an incredibly well-rounded apex carnivore. Faster than a Tyrannosaurus in water and able to travel on land unlike a Megalodon, its all-terrain versatility may be unrivaled. Although its movement speed is slower in a biped stance, it gains considerable attacking strength and mobility in this form. For hunters who wish to have a well-rounded mount, Spinosaurus may be the ideal choice -- if they can acquire one.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Stegosaurus Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Common name: Stegosaurus Species: Stegosaurus regium Time: Late Jurassic Diet: Herbivore Temperament: Docile Wild Stegosaurus regium has approximately 16 paired rows of plates along its back, flanked by another, smaller pair of 6 plates. This is contrary to the alternating rows of Stegosaurus fossils I've seen in museums. I've encountered Stegosaurus, in varying amounts, almost everywhere on the Island. Not surprisingly, Stegosaurus uses the spines on its tail to defend itself. While not aggressive, Stegosaurus will come to the aid of another nearby Stegosaurus. This implies it to be a herd animal. Domesticated Stegosaurus is commonly used as a safe way to transport large quantities of goods. The plates on its back double as a cover against the arrows of attackers. It is capable of knocking back enemies with its large swinging tail, keeping the predator at a distance long enough for the rest of the tribe to provide backup. Its spiked appendage also helps it gather wild berries in large quantities.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Tapejara Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Common name: Tapejara Species: Tapejara imperator Time: Cretaceous Diet: Carnivorous Temperament: Skittish Wild Tapejara imperator is a marvel to watch in the wild. It has astonishing agility compared to the Island's other flyers thanks in large part to the rudder-like fin that extends from its snout to the back of its skull. Initially, I'd thought the fin was simply composed of keratin, but closer inspection has led me to believe that it is actually some kind of sensory organ. Not only does it decrease Tapejara's turning radius even at high speeds, but it apparently provides Tapejara with extra information to help it fly through the air with unparalleled grace. I've even seen Tapejara hover and strafe side-to-side in the air without moving forward at all. It's quite remarkable. The creature also makes effective use of razor-sharp claws to latch onto surfaces such as the trunks of tall trees, holding its position indefinitely. Domesticated Warlike tribes appear to consider Tapejara the equivalent of a versatile rotor aircraft, capable of rapid positional changes and aggressive agility. When domesticated the Tapejara is typically outfitted with a unique triple-rider saddle, enabling two passengers to wield handheld weaponry while the pilot takes the reins. When the Tapejara is latched onto a surface, both the passengers and pilot are able to make full use of their weapons together! Evidently what this skittering creature lacks in distance-stamina, constitution, and weight carrying capacity, it makes up for in maneuverability and combat versatility.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Terror Bird Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Common name: Terror Bird Species: Phorusrhacidae rapidesultor Time: Late Paleocene Diet: Carnivore Temperament: Aggressive Wild Ranging from eight to twelve feet tall, Phorusrhacidae rapidesultor is a highly aggressive avian that is just barely capable of very brief "flight." Instead, it uses its wings primarily for balance during its high-speed sprints. Phorusrhacidae flight is actually closer to an impressive sustained leap or glide that is assisted and lengthened by flapping its wings. Phorusrhacidae shows interesting traits related to theropods such as Utahraptor, Carnotaurus, and Tyrannosaurus. It has many similar traits, such as general shape and predator patterns, but its attacks tend towards lightning fast dashes and beak slashes. Domesticated Phorusrhacidae is an effective combat mount, particularly for harassing and scouting. Riders of Phorusrhacidae gain most of the benefits of a fast, mobile ground-based theropod, while also gaining some of the freedom of movement from a flyer...assuming the rider can coax Phorusrhacidae into staying in the air over a long leap.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Titanosaur Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Common name: Titanosaur Species: Titanosaurus vagacastrum Time: Late Cretaceous Diet: Herbivore Temperament: Passive, unless approached Today I witnessed an unforgettable sight: the extremely rare Titanosaurus vagacastrum. Essentially a walking mountain, it is an absolutely enormous Sauropod which has developed armored plates of bone protrusions all over its body. Between these plates and its unparalleled size, Titanosaurus is extremely difficult to put down. In addition, Titanosaurus seems outright immune to any sort of narcotic effects. They often inadvertently crush nearby creatures underfoot with every step they take. While most Sauropods ignore non-hostile creatures, Titanosaurs take issue with creatures invading its personal space. This is probably because they aggressively feed off any and all plants they can find. Titanosaurus eats constantly, which certainly helps recover health quickly, even after fighting off numerous carnivores such as Giganotosaurus. Domesticated If ever a creature were too big, it would be Titanosaurus. You'll hardly see a Titanosaurus with just a saddle and a rider: its immense size can effectively carry a fortress, defensive emplacements, along with a small zoo. Although the Titanosaur can be domesticated, it's believed the process causes the creature to slowly starve to death from its subsequent refusal to eat.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Titanoboa Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Common name: Titanoboa Species: Titanoboa exornantur Time: Paleocene Diet: Carnivore Temperament: Aggressive Wild Typically found within the Island's caves, Titanoboa exornantur is an aggressive creature that prefers dark, rocky areas. This extremely large snake, while being a member of the Titanoboa family, does not constrict its prey as most boas do. I believe this adaptation comes from coexisting with giant insects. However, the Titanoboa's venomous bite is so potent that it is known to paralyze far larger creatures. Titanoboa has developed a strange coexistence with other creatures of the Island's caves. Being immune to knockout poisons, and being unable to pierce the thick chitin of the insects, the species have learned to coexist. They often hunt large prey together. Domesticated As they appear immune to knockout poisons, Titanoboa exornantur is basically impossible to render unconscious. Because this crucial step can't be done, I'm convinced that Titanoboa are not tameable.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Rex Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Common name: Rex Species: Tyrannosaurus dominum Time: Late Cretaceous Diet: Carnivore Temperament: Aggressive Wild One of the deadliest creatures on the Island, Tyrannosaurus dominum is a killing machine. Active mostly when hunting for food, this formidable predator can be spotted in forests or grasslands chasing down its prey and devouring them with its incredibly strong jaws. I've seen few creatures on the Island that can contest the Tyrannosaurus for dominance. It is pure power, from its bite, to its stomp, to its tail. Despite being a different sub-species of Tyrannosaurus, everyone I've met still refers to them as a "Rex" or a "T-Rex". I've long since stopped trying to convince anyone, especially the few who I've encountered wearing Tyrannosaurus teeth as necklaces. Domesticated Taming a Tyrannosaurus is without a doubt the goal for any warlord or warring tribe. Tyrannosaurus is a fierce battle companion. There is a reason Tyrannosaurus is considered the king of dinosaurs (or in this genus, the "lord"). Any tribe that manages to tame one has almost nothing to fear.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Triceratops Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Common name: Triceratops Species: Triceratops styrax Time: Late Cretaceous Diet: Herbivore Temperament: Short-Tempered Wild Apparently a crossbreed of a Triceratops and Styracosaurus, Triceratops styrax has both the characteristic three-horned face of Triceratops and the prominent horned-ridge of Styracosaurus. Normally a very docile grazing animal, Triceratops becomes aggressive once angered. Triceratops will chase down would-be predators (and egg-stealers) with incredible prejudice. I've seen Triceratops have an especially hostile reaction to the Tyrannosaurus, with herds attacking en masse. While not very fast, they are deadly in a group. Domesticated A common mount for those that ride dinosaurs, Triceratops doubles as pack animal and combat dinosaur. Triceratops' bony ridge works excellently as cover from frontal attack, and the dinosaur's charge is incredibly dangerous. It is also capable of harvesting a sizable amount of resources with its horns by shredding fruit from the leaves, making it a very useful work companion for smaller tribes.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Trilobite Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Trilobite Species: Trilobite conchadurus Time: Early Cambrian-Late Permian Diet: Carnivore Temperament: Defensive Wild Like most Trilobites, Trilobite conchadurus is an opportunistic carnivore that feeds on anything smaller than itself which it can get a hold of. A sluggish creature, the Trilobite's best defense is its incredibly hard shell. This seems to be a common adaptation for the slower creatures of the Island. Trilobite is not a very good source of food. The creature seems to be made mostly out of internal organs and its protective carapace. This is good for the trilobite, as both river and ocean predators are less likely to prey on it if there are better options around. Domesticated The Trilobite does not seem to have enough intelligence to be tamed. This doesn't mean it has no use among resourceful survivors, however. Found along beaches and in the ocean's shallows, Trilobites are easily one of the best sources of oil, pearl and chitin on the Island, presuming one doesn't wish to venture into the dangerous caves.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Carbonemys Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Common name: Carbonemys Species: Carbonemys obibimus Time: Danian Diet: Herbivore Temperament: Defensive Wild Carbonemys obibimus is one of the least aggressive creatures on the Island. Were it not for the plethora of predators on the Island, I'm quite certain that it would spend its days basking in the sun, eating, or sleeping. Carbonemys leads a simple, solitary life. Nevertheless, it seems to be one of the most peaceful animals I have yet encountered. With its slow walking speed, the only things that keep it safe are its surprisingly fast swim speed, and its incredibly thick shell, which can absorb tremendous damage. Domesticated Carbonemys' swift swim rate, fairly high strength, superior shell defenses, and lack of real threat makes it an ideal armored mount for many survivors who shy away from violence. It can carry its rider to the ocean's resources at fairly high speed, and is not particularly dangerous to tame.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Helena Note #1(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Entry 1 I've lost count of how many sunrises I've seen since I arrived on this island. Hundreds, I'd imagine, yet each one seems more beautiful than the last. Sometimes, I like to take Athena out just before dawn and watch it while flying through the morning sky. It's in these simple moments that I realize just how lucky I am. Not that I was unhappy exploring the reefs and rainforests back in Oz, but I wasn't ever going to spot a bronto stomping about the outback, was I? Since I got here, I've had the opportunity to study creatures that no other biologist has even witnessed. I'll always be grateful for that.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Helena Note #2(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Entry 2 I'd been holding out for a change in weather before studying the wildlife of this island's peculiar tundra region, but I think it's safe to say that it's not forthcoming. Clearly this planet has no axial tilt, and therefore no seasons. That ice and snow isn't melting anytime soon. Can't say I'm happy about it. The cold and I are not best mates, I can tell you that, but I'll just have to suck it up. The climate during the jurassic and cretaceous periods that many of this island's creatures hail from was fairly uniform, so an arctic region is quite the oddity. It'd be plain stubborn of me not to have a Captain Cook.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Helena Note #3(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: The tribe that calls themselves the Howling Wolves has really made this northern adventure a lot easier. Well, them and Athena. She's right at home here. I don't think I'll ever be able to repay Rockwell for just up and giving me an argentavis. He's said our conversations are payment enough, but I still feel guilty. I should remember to collect some floral samples for him while I'm here. Anyway, tagging along with the Wolves' has been a good introduction to the region, but I think I'm ready to make my own way. To make real scientific conclusions, I need to observe these animals undisturbed in their natural habitat for long periods of time.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Helena Note #4(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: What a day! There I am, putting the finishing touches on the mammoth dossier, when all of a sudden, a Tyrannosaurus starts attacking the herd. Strewth! A Tyrannosaurus, wading through the bloody snow! I asked the Howling Wolves at the nearest camp, and apparently, this is a common thing. They're not new to the region. It just doesn't make sense. How can a Tyrannosaurus survive in this climate? And how can the introduction of an apex predator not shift the entire ecosystem? I've got to look into this as soon as I can.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Rockwell Record #2(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Entry 2 The wondrous properties of the flora on this island will never cease to amaze me. If I'd told my colleagues in London that I could create a concoction capable of erasing someone's memories, I'd be laughed out of the room and never invited to tea again. Yet here it sits: my Mindwipe Tonic. As usual, I've had tribal leaders grovelling at the gates of Rockwell Manor just for the tiniest of samples, and for the recipe? Oh the bounties I've been offered! I'm not interested in their riches, though. I have their protection, supplies for my studies and all the time in the world. What more could I ask for?(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Rockwell Record #3(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Entry 3 These tribal negotiations give me a headache every time. The Blackthumbs are mad that the Painted Sharks sunk two of their barges, but the Painted Sharks say that the barges were too close to Southern Haven and they were perfectly within their rights to sink them, as per The Southern Isle Accords. Typically, neither side is willing to budge. What a bother. I'd just as soon mindwipe the lot of them and return to my studies. Alas, such is the fate of the island's most respected neutral entity. At least The Painted Sharks brought some fresh fish. Perhaps I'll side with them.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Rockwell Record #4(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Entry 4 Any chemist worth his salt knows the irreplaceable value of testing. Until a tonic has been rigorously tested, it is less useful than water. If only I could persuade this island's less intellectual inhabitants to see that! Tests on Mesopithecus serve well for early trials, but they are no replacement for genuine human subjects at later, safer stages. By subjects, I of course mean willing participants that are prepared to risk mild headaches and much less mild nausea for the sake of science. The Laughing Skulls offered rather less willing participants at one point, but I declined. With how difficult it is to find volunteers these days, I sometimes regret it.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Meiyin Note #3(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Entry 3 Defending my hometown during the uprising taught me more in months than I learned in all the years before it. Among those lessons ? men will always underestimate women in battle, and humans can be crueler than any animal. Both applied today. The footprints I found were not from one man, but three. Their eyes changed when they saw me, like wolves discovering a lamb. They were wrong. They were merely mutts. I was the wolf. Two died to arrows after ignoring my warnings. The last to my spear. I left their bodies out in the wild. I cannot stay here. The beaches are too open. To survive, I must brave the jungle.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Meiyin Note #4(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Entry 4 Today, I scored a great victory. As the sun set, I happened upon a small village on a bluff. Unfortunately, it was besieged by a man who rode a lizard like a horse and wielded a stick that spat fire. It would have been safer to retreat, but I could not ignore the bodies. This was a slaughter. Surprise can be a warrior's most powerful weapon, and I wielded it effectively. My first arrow found the lizard's throat, and many more pierced the man's back once he tumbled from the saddle. He never saw his vanquisher. In hindsight, I should have spared the beast. A mount would be welcome.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Nerva Note #2(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Entry 2 I am reminded of my first command in Dacia. Many men questioned my rank, wondering why they had to follow a Centurion so young. It took time to earn their trust, but it was necessary. I could not have even a single soldier questioning me in battle, lest our discipline fail. Without discipline, our century's formation would crumble, and the legion would be exposed. It is the same here. These ragged men and women will not become a unit overnight, but I am patient and more experienced than I was in Dacia. I may be far from the Rome, but I know this for certain ? this island will know its might. Gaius Marcellus Nerva Victoria per Disciplinam(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Nerva Note #3(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Training grew easier once my charges began to see the results. In fact, they've found such a wellspring of enthusiasm that their drills and chores alone cannot contain it. This morning, I found a flag flying above the armory. It was the symbol of the Imperial Legion, but with one of the island's flying lizards replacing the eagle and words in a foreign language replacing SPQR. I?m told they say "The New Legion." I admit, I smiled at the sight. Very well then. It's time to find out if I've created true Legionnaires. We march at dawn. Gaius Marcellus Nerva Victoria per Disciplinam(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Nerva Note #4(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: I knew I'd chosen a soft target to test my men, but I had expected a little more resistance. The tribe we assaulted was young, but supposedly they had seen some success as raiders. I cannot see how, given how swiftly they fell into disarray. Some even attempted to flee but they did not get far. After scouring their fortifications for supplies, we razed them to the ground and planted our flag among the ashes. Let every savage and tribal pretender know: the New Legion has arrived. Gaius Marcellus Nerva Victoria per Disciplinam(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Broodmother Hologram(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Megapithecus Hologram(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Dragon Hologram(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Deathworm Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Common name: Death Worm Species: Khorkoi arrakis Time: Unknown Diet: Carnivorous Temperament: Extremely territorial Wild The titanic Khorkoi arrakis is commonly called a "Death Worm" by the locals, though I'm not certain that it is actually a worm. It shares some similarities to some segmented worms, namely the aquatic Eunice aphroditois, but it's biology doesn't seem consistent with other members of the annelid phylum. However, the "death" part of its name could not be more spot on. Khorkoi is without question the apex predator of this desert. It will devour anything that dares to set foot in the Endless Dunes, regardless of size or ferocity. Khorkoi spends most of its time burrowed beneath the desert sands, exploding to the surface only to devour its prey in a single bite. The only chance of surviving a Khorkoi attack is if its initial lunge misses, as it's momentarily immobile afterwards. Theoretically, that could provide a brief opportunity to escape its territory. I wouldn't count on such luck, though. Domesticated Attempting to tame Khorkoi will almost certainly result in failure and a very painful death. Any survivors in this desert should avoid Khorkoi territory at all costs.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Mantis Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Common name: Mantis Species: Empusa discipulus Time: Holocene Diet: Carnivore Temperament: Aggressive Wild The existence of a creature such as Empusa discipulus is both fascinating and frightening. Not only is Empusa the only recorded insect to have developed an opposable digit, allowing it to grip objects and use tools, but it possesses a level of intelligence that is unrivalled among non-human species. I have even found clear patterns in the sounds Empusa makes when communicating with its own kind, as though it is actually using some kind of dialect. I would love to study these interactions in depth, but observing Empusa up close is extremely dangerous. Its size, intelligence and ability to pounce on its prey from a great distance mean that one could be quickly swarmed and killed upon detection. Caution is recommended. Domesticated Though a dangerous task, successfully taming Empusa can prove highly beneficial. Its unique claws allow it to wield melee weapons like spears or pikes in battle, and use tools while harvesting resources. This makes it deadly as a mount or footsoldier and highly efficient as a gatherer.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Jerboa Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Common names: Jerboa Species: Renopila amplexus Time: Unknown Diet: Herbivore Temperament: Cowardly Wild Scientifically speaking, Renopila amplexus is an adorable little fuzzball and I just want to hug it forever. Unfortunately, being harmless and lovable is inadequate as a defense mechanism in this wasteland, and that means Renopila is at the bottom of the food chain. It's an easy meal for predators and survivors alike, the latter of whom also value its hide. The locals refer to Renopila as a Jerboa, but while it does look similar in some ways, it is clearly unrelated. The fact that it does not hop is a dead giveaway. In fact, while Renopila generally fits into the clade Glires, it seems to share traits with both rodents and lagomorphs. Domesticated In addition to being the cutest little companion in the desert, hours of close study and/or cuddling have taught me that Renopila has an instinctive understanding of this land's weather patterns. When the weather is about to change, Renopila will suddenly start behaving differently, so taming Renopila does have practical uses that can justify its perch upon one's shoulder. Not that I need justification, but I'll take whatever excuse I can get.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Jugbug Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Common name: Jug Bug Species: Scutiphora puteus Time: Holocene Diet: Herbivore Temperament: Passive Wild Scutiphora puteus is a fast, flying insect that comes in two varieties, visually distinct only in the red or green markings on its exoskeleton. Biologically and behaviorally, they are practically the same. The only real difference between the two is the resource they gather in the expandable sacks on their backs. Scutiphora with green markings gather water, and Scutiphora with red markings gather oil. This unique ability makes Scutiphora a target for both the desert's natural predators and human survivors. Finding a green Scutiphora at the right time could prove to be life saving, and survivors can use the oil produced by red Scutiphora for a wide variety of purposes. Domesticated Like many of the insects on the Island, Scutiphora cannot be tamed. Beyond the resources obtained while hunting it, survivors will find no use for it.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Moth Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Common name: Desert Moth Species: Lymantria sporarmis Time: Holocene Diet: Herbivore Temperament: Evasive Wild Like its smaller relatives, Lymantria sporarmis survives by draining plants and vegetables of their nutrients. Given desolate nature of the region, that makes its options rather limited, but fortunately its relationship with the desert?s plants is symbiotic. In addition to pollinating them, the spores it releases help nourish the harsh desert plants. When attacked, the slow-moving Lymantria immediately takes to the air and flies almost straight up while releasing spores. While the spores are nutritious to most plants, they are highly poisonous to most other organisms. Domesticated Lymantria is occasionally used as a one man flying mount, but its ability to produce silk and spores is often considered more valuable due to its slow flight speed. Its silk can be weaved into heat-dispersing cloth, and its spores gathered for fertilizer or poison. Its saving grace as a mount is its ability to release spores mid flight, allowing it to act as a primitive bomber during sieges.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Rock Elemental Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Common name: Rock Elemental Species: Colossus petram Time: Unknown Diet: Minerals Temperament: Extremely territorial Wild Colossus petram is like no creature I have ever encountered. There is no biological or historical precedent for it. Its nearest relatives exist only in legend ? mythical statues that could come to life like the Golem of Prague. That makes it all the more dangerous. What survivor could possibly expect a seemingly benign rock formation to suddenly spring to life and attack them? Fortunately, Colossus petram's massive size makes it quite slow, so I would advise most survivors to flee immediately if encountering it in the wild. Colossus petram survives by slowly absorbing nearby minerals while in its dormant state, which consequently means that its body contains a wealth of metal ingots. If undisturbed, it can maintain this hibernation ad infinitum, but it will viciously attack anyone who encroaches upon its territory. A solitary creature, Colossus petram lives alone, and will not even protect its own kind. Domesticated If somehow tamed, Colossus petram could prove to be an invaluable asset, particularly in a siege. Only armor piercing rounds or explosives can harm it at all, and it will handily smash through stone structures.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Thorny Dragon Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Common name: Spiny Lizard Species: Moloch sagittarius Time: Holocene Diet: Carnivore Temperament: Aggressive Wild Though survivors have come to call these gargantuan reptiles Spiny Lizards, I believe that Moloch sagittarius' closest known relative is the Australian Thorny Devil (Moloch horridus). Besides the obvious gap in size, most of the differences between Moloch sagittarius and its smaller relative lie in its thorns. Instead of being permanent parts of its skin, Moloch sagittarius' thorns are more like spines or quills that can be removed and regrown. In fact, it is even capable of shooting these spines from its tail as a method of self defense, and examination of these projectiles has revealed that they are coated in a lethal poison. Domesticated Despite its dangerous spines, Moloch sagittarius has proven to be an excellent mount for indirect combat. Its ranged attacks can wreak havoc in a pitched battle, particularly if other creatures are taking the enemy's attention. Additionally, Moloch sagittarius is able to gather wood rather effectively, making it more than just an option for combat. Once saddled it can be used as a workbench, allowing for a mobile crafting station.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Wyvern Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Common name: Wyvern Species: Draconis vipera Time: Unknown Diet: Carnivore Temperament: Aggressive Wild Like its relative from the Island, the Draconis vipera that inhabit the aptly named Dragon Trenches are creatures straight out of European legend. Aside from size, the main difference between Draconis vipera and its larger cousin is that the former possesses only two legs, like an avian. Otherwise, it is quite similar, with armored scales, leathery wings and the ability to spew projectiles from a pair of glands inside its mouth. The nature of these projectiles is tied directly to the color of Draconis' scales. Some spit fire while others unleash poisonous acid or even bursts of bioelectricity. Domesticated I can imagine no flying mount more deadly than Draconis vipera. Its strength, toughness and ability rain death upon one's enemies makes it unmatched in combat. The few creatures that it cannot immediately overpower, it can outmaneuver. The ridges on its back form a natural saddle, to the point where many riders prefer to ride Draconis bareback. Curious indeed. However, Draconis vipera is too resilient to domesticate once it has become an adult. It must be raised from an egg if you wish to garner its loyalty.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Vulture Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Common name: Vulture Species: Torgos arcam Time: Early Pleistocene Diet: Carnivore Temperament: Docile Wild Torgos arcam appears to be a relative of Torgos tracheliotos and Torgos negevensis ? commonly called lappet-faced vultures ? which are native to the sands of the Sahara, Sahel, and Negev deserts. Like them, it is a carrion bird that feeds on the decaying corpses of other animals, and is only aggressive when defending its meal. As such, survivors should take note when they see groups of Torgos arcam circling above. It means that a wounded creature or a bloody battle may be somewhere below. Domesticated Despite its impressive wingspan, Torgos arcam is not suitable as a pack animal, and is surprisingly light. Some survivors have even been known to keep a tame Torgos arcam perched on their shoulder. Interestingly, Torgos arcam is capable of storing raw meat in a separate stomach where it will decay at a slower rate. Tribes could, in theory, utilize this feature to preserve meat for recipes.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Morellatops Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Common name: Morellatops Species: Morellatops dromedarius Time: Early Cretaceous Diet: Herbivore Temperament: Passive Wild Morellatops dromedarius seems to be to a relative of both the Morelladon and Ceratops genuses, which in itself is rather strange. On top of that, it has developed to ability to store water in its humps like a camel. This makes it a critical part of the desert's food chain, as it provides predators with both food and hydration. Domesticated When survivors discovered how to tap into the water in Morellatops' humps without harming it, the docile creature became the desert's essential pack animal. Not only can it carry a good amount of weight, but it can provide survivors with a large, mobile water source that can mean the difference between life and death on any given journey. Morellatops has limited options when it comes to self defense, so I would not recommend taking one into combat. However, so long as survivors don't forget to let Morellatops stop by a well every now and then, they will find the creature an invaluable companion.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Manticore Hologram(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Raia Tablet #1(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Entry 1 Even at this distance, the great obelisk is beautiful. It is like a pillar of Amun-Ra's light given solid form. I wish we could have made our camp right beside it, but the others thought that might draw unwanted attention. At least we are close enough to be in its shadow, and drink from the river that runs beneath it. I always face it when I pray to Hathor, and though I can feel the skepticism in my companions' gazes, my faith is unshaken. For it was my faith that guided us here, to this place rich with water and resources. All agree that it is the ideal location for a settlement. Wherever we are, the gods are watching over us. I know it.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Raia Tablet #2(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Construction has been going well. None of us are architects but we have been adjusting to our roles. Girisha's broad shoulders and booming laugh conceal a keen mind, and we started making better progress once I convinced him to stop hauling rocks and start drawing up plans. That let Amir focus on starting a garden, where he is more at home. I have focused on trying to keeping us organized and maintaining our spirits, myself. I wish I could do more. Sadly, while a priestess has many gifts, manual labor is not one of them. I often find myself winded before midday. I pray that the others do not find me burdensome.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Raia Tablet #3(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Back in Luxor, I always tried to stay out of politics. I never aspired to be Divine Adoratrice as some priestesses did. I found that such selfish ambitions often led to suffering ? both for oneself and for others. So when Girisha referred to me as our leader today, I found myself surprised. I had never asked for such a position, and the others had never bestowed it on me in any official manner. It just happened naturally. I am not sure what to make of it, but if this is Hathor's will, then I will try to guide these people as best as I can.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Raia Tablet #4(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Entry 4 Our settlement has grown so quickly during these hectic months. So many wandering souls have found their way here seeking shelter and companionship. I have done my best to welcome everyone I can. If treated with understanding, most become productive, loyal members of our community. But I am no fool. I know that hearts can have two natures. Hathor offers compassion while Sekhmet brings devastation. As we grow in size, we become a riper target for those with malice in their hearts. Girisha has tried to organize a militia, but I fear it inadequate. For now I must be wary, and pray that the gods send us a true warrior.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Dahkeya Note #1(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Old habits die hard. I suppose I'm living proof. I woke up stark naked who knows where with who knows what lodged in my arm, but just weeks later and I'm already back to robbing folks at gunpoint. This place may not be Texas or the Arizona Territory, but I'm the same John Dahkeya. I don't know why that makes me restless. I didn't mind this life before, but then I didn't exactly choose it. I just stumbled into it, or at least that's what I told myself. So much for that. Maybe this is just who I am.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Dahkeya Note #2(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Entry 2 Sometimes the pennies a man won't part with willingly are worth less than the words he'll share with any stranger. Some of my new partners don't see that. Blondie's particularly blind to it. He's always looking for an excuse to pull the trigger, and he's stubborn as hell. He even still gets mad we call him Blondie, as if any of us can pronounce that name of his. But if Blondie were calling the shots, that hunter wouldn't have told us about the group gathering to the southeast, and they'll have a lot more for the taking than animal hides.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Dahkeya Note #3(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: I can't believe how easy this was. There weren't many guards here to begin with, and the few they've got are more likely to shoot you a smile than a bullet. We just walked right in. The settlement is even bigger than we expected. It's impressive, protection aside. Everyone working together to build their own little paradise, not that it'll last. If you ask them, they'll credit their leader, a woman called Raia. The others have spread out to find where the supplies are stored, but I'm feeling curious. Maybe I'll go find this mystery woman. Might be interesting.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Dahkeya Note #4(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: I don't know what brought me to this desert. Back home among the Ndee, they would probably say it was the spirits of our ancestors. Other folks might say God. Whatever it was, after talking to that woman, I realize now that I've been wasting what it's given me. I have no history here. There are no posters showing off my sneering face, no posses hunting me. I can be any man I choose. So today, I'm making a choice ? the folks here don't deserve to be robbed. What they deserve is protection, and I'm the man to protect them. Hell, maybe they'll even call me Sheriff.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Helena Note #1(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Entry 1 I had to pick the desert. Why the hell did I pick the desert? Well, I suppose "pick" is a rather strong word for it. I'm still not entirely certain just how I got that console working, but it suddenly started cycling through holographic images of different space stations similar to the island one that I'd been living on. Of course, I just had to go and press another button while it was showing off one that contained miles and miles of bloody desert, and here I am. That's just typical of me, isn't it? Always leaping, never looking. Oh well, better make the best of it, and by that, I mean "better not die of heat exhaustion."(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Helena Note #2(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Entry 2 My hunting skills are seriously out of practice. Not that I was ever spectacular, but I feel like I'd graduated from smashing bugs with a rock at some point. At least I was thoroughly rewarded for my efforts. My hunch was spot on ? these big green bastards are carrying drinkable water on their backs, and thank goodness for that! I may have never known if I'd killed a red one first, since those carry oil instead. Far less useful when you're dying of thirst, let me tell you. I may be fighting the inevitable, though. I'm still on foot and still alone. Definitely miss Athena?(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Helena Note #3(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Entry 3 I'm on a roll. By sheer coincidence, I stumbled into another group of survivors today, and they didn't try to kill me or anything! If I didn't know how probability actually worked, I'd say that this recent string of good luck is the universe making up for sending me to the bloody desert in the first place. The caravaners were welcoming, and the creatures they ride are fascinating. They seem like dinosaurs, but they also appear to share some biology with camels. Bizarre! For all its oddities, the island never had anything like that. I'll have to study them...after a nap. All this desert survival's left me knackered.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Helena Note #4(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Entry 4 If I'd ended up on this station instead of that island, I'd have never imagined the ecosystem was natural. Not for two seconds. Take these morellatops: they're a cross between a ceratops, a morelladon and a camel, and the strangest part? There are places in its humps where you can stick a spigot and get clean drinking water. Tastes like piss, but not only is it safe, it doesn't even harm the morellatops. It's crackers! Definitely the result of genetic engineering, but I knew that, didn't I? It's time to get to the "why." Maybe studying the creatures here with my new perspective will yield some insight.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Rockwell Record #1(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Entry 1 Confound those confusing contraptions! Despite my best efforts, I could make neither heads nor tails of the consoles I found in that starlit sanctuary. If only I still had that jittery, bespectacled assistant of mine from all those years ago. What was his name? Gerald? Gerarde? The one that loved tinkering with the devices we'd salvage from the arms of the Island's less fortunate inhabitants. Good lad. The inscriptions he found on the inside of those little trinkets were where I first saw the word "ARK," as I recall. Shame about the incident with the Compsognathus. If I still had his services, perhaps I'd never be in this God forsaken desert. Ah well. Stiff upper lip, Rockwell! Make the best of it.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Rockwell Record #2(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Entry 2 Right then! Now that I have found a shady spot where I can enjoy a brief respite from this desert's dreadful heat, it's high time that I set some goals for this expedition. If I wander about aimlessly, then I'm sure to meet the same fate as poor Gerald. First, I shall find a local tribe, if for no other reason than to obtain a proper mount and supplies. Second, I simply must learn more about the strange metal that lined the walls of the sanctuary. Even with a cursory study, I could tell that it possesses wondrous properties. But where could I find more of it?(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Rockwell Record #3(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: I must say, nothing reminds a man of his own mortality quite like a desolate wasteland. As a strapping young lad, I could have survived alone in this desert for years! Why on one occasion, I fought off a bengal tiger with nought but an empty flask and my favorite pipe. With this makeshift spear, the beasts of this land would never have a prayer! Yet in my old age, I can feel this damnable sun sapping my strength with every minute I spend under its unforgiving gaze. Each day, I cover less ground than the day before. I must find civilization soon, no matter how primitive. Without the right tools and supplies, I fear that this expedition will be incredibly short lived.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Rockwell Record #4(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Entry 4 Eureka! At last, I have found signs of human life! This afternoon, I came across a fresh series of footprints, some from humans and some from what I assume are large beasts of burden. I cannot be sure who made them or how civilized they may be, but neither can I afford to be too particular in my choice of saviors. Whoever they are, I must track them down immediately. As soon as I gather my strength, I shall pursue my quarry with the utmost haste and vigor. The tale of the brilliant and impeccably groomed Sir Edmund Rockwell shall not end this day!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Rockwell Record #5(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Entry 5 Salvation, thy name is Prophet's Rest! After a proper meal and some time out of the sun, the makeshift fortress doesn't look half as grand as its name might imply. Yet when I first sighted its walls from across the dunes, it may as well have been El Dorado itself, so grateful was I to find it. Thus far, I have seen little of the inhabitants, but they seem a hospitable sort. I've been given food, shelter, and even a wet cloth to clean myself with. Quite generous of them, considering how scarce water is in these lands. Their clothing is a curiosity, however. Those robes seem more ceremonial than functional.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Rockwell Record #5(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Entry 5 Miss Walker's impromptu visits are always an unexpected pleasure. After that headache with the Sharks and Blackthumbs, a lively tea-time discussion about the abnormalities of the ARK's ecosystem was precisely what I needed. Thank goodness I've managed to find a intellectual colleague that shares my love for the sciences! It saddens me to think that Miss Walker's charming colonial accent would keep her out of the more prestigious institutions and societies back home. Another of the ARK's wonders ? it is a true meritocracy, unlike any in the modern world. If Miss Walker and I could find and cultivate more minds like ourselves, we could create a true scientific utopia.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Dahkeya Note #5(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Blondie didn't approve of my decision. I've never been very good at persuasion, so I let my pistol make my case. The others saw it my way after that. Convincing Raia was a lot less trouble. She knew the settlement's guards weren't exactly the cream of the crop, and that if I'd wanted trouble, I'd have already made it. When Raia talks, people listen. I can tell that much from watching her, but in a lawless place like this, words aren't enough. It didn't take long for us to come to terms. Well, I suppose I'd better inspect the troops. Maybe a few of them can shoot.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Raia Tablet #5(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Entry 5 It took longer than I had hoped, but the gods have heard my prayers. At least, I believe so. When I imagined what a true warrior might be like, I cannot say that I imagined Captain Dahkeya. He speaks tersely, has no sense of decorum and in general is rather prickly. He was nigh unapproachable for a whole day when we decided his position should be called "captain" instead of the nonsense word he proposed. Yet he has been getting results, or so I am told. When I find time, I ought to observe him in action myself.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Nerva Note #5(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: I am finally satisfied with our defenses against flying creatures. The solution was obvious once I stopped thinking of them as special. With any foe, the goal is to control their actions. So instead of trying to block flyers completely, we created apparent holes in our aerial defenses that entice attackers into kill zones. Our architect was grateful for the solution. He had been dreading trying to build a roof over the whole fortress. We have grown too large for that to be practical, and soon we will be larger still. Our first true war begins soon, and I suspect many Blackthumbs shall defect before its end. Gaius Marcellus Nerva Victoria per Disciplinam(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Helena Note #5(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Today, I caught a glimpse of what the caravaners call the "Endless Dunes" ? the desolate sea of sand that apparently surrounds the livable portion of the desert on all sides. Surely these dunes must end, but it's easy to see why one might believe otherwise. Not only do they stretch on to the horizon, which I now know must actually be some kind of holographic projection, but they're home to ? get this ? giant sand "worms" that will devour anything that sets foot in their domain. I laughed that off at first. Then I saw a creature the size of a train burst forth from the sand and devour a wild morellatops that had wandered into its territory. I suppose I'll just have to learn to walk without rhythm...(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Helena Note #5(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Well, I've combed through more carnivore droppings than I care to calculate, and I can't say they provided many answers. All the predators in this region have very similar diets. With so many different predators hunting the same prey, the populations of all these species shouldn't be sustainable. Yet I've found nothing to indicate that any population shift is actually happening. It's just bizarre! The longer I'm here, the more I realize that this region shouldn't exist. Its climate is out of sync with the rest of the island, many of the creatures here are millions of years ahead of the dinosaurs and the ecosystem is almost static! Something's off. I need to review my notes.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Meiyin Note #5(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Entry 5 The surviving villagers let me claim the lizard rider's armor and weapons, and gave me shelter for the night. To my surprise, I understood them. Their mouths moved strangely, but in my ears I heard the language of my home. They say it is the work of the metal object in my wrist. I do not understand, but they had no reason to lie. That night, I dreamt of the uprising, but this time I was Lieutenant Guan, lifting the siege on my village in a single, gallant charge. Yet when I woke, I was just Mei-Yin, and the villagers were gone. I am a stranger to them, but my heart feels heavier for their loss. I must carry on alone.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Meiyin Note #6(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Entry 6 The villagers had made taming beasts sound simple, but my first attempt was nearly my last. My prey was the same kind of two legged lizard as the raider's steed, what the villagers called a "raptor," but this one was strong. Even as my toxin laced arrows knocked him out, he was able to make one final lunge for my arm. He nearly took it. Carefully, I fed him scraps of meat as he rested, and when he finally woke, I kept my weapon trained on him. Only when I was sure that he was docile did I notice his appearance ? all black, save his white shins and feet. Right then, I named him Wuzhui, and while I do not believe in fate, I felt that this beast would carry me home.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Meiyin Note #7(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: The raptors are improving. They know to follow Wuzhui, and Wuzhui knows to listen to me. Beasts without riders cannot maintain a formation, but they at least run close together. In time, they have even learned how to attack and retreat at my signal during our hunts on the plains. Together, Wuzhui and his five brothers are like a light cavalry unit, and I am their commander. Unfortunately, they are all I really have. I am not much of a craftsman, and have few possessions. Not everyone here is like me, though. There may be some who can craft but but cannot fight. Perhaps we could trade.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Helena Note #6(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Helena, you're a dipstick. Going through my notes, I've realized that there are more predators than prey across this entire island by almost double. That's the opposite of how any ecosystem is supposed to work. I can't believe it took a Tyrannosaurus frolicking through the snow for me to see this. It's plain as day! What to make of it? Add in the human factor, and it's impossible for this island to continue as it is by natural means. So what, is this island's wildlife being monitored and curated somehow? I should speak with Rockwell. Maybe he's come to a similar conclusion.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Helena Note #7(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Entry 7 I never thought this island was normal, exactly. I mean, there are giant obelisks floating in the sky, for Pete's sake. Not to mention that cave I found, which hid a platform similar to those found at the base of said obelisks. Well, similar except for those oddly shaped holes that were carved into its podium. I guess I just didn't care about all that. So long as I had my beautiful, unique and untainted ecosystem to study, I was happy. But now? No, I shouldn't write it off just yet. Not before I arrive at Rockwell's. There's still a chance that my data is off or that I missed something obvious. I won't give up on my paradise just yet.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Helena Note #6(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Entry 6 As absurd as the Death Worms are, I see their purpose. They are a natural barrier. If this whole place is a space station posing as a real ecosystem, then it needs to keep the wildlife and humans inside it contained in a way that appears natural. The island accomplished that by simply being an island, and the desert does it via the Death Worms. Granted, a large population of predators with ludicrous kilocalorie needs would never last long in a place devoid of prey, but as this is an artificial environment, the station can feed or replace the Death Worms as needed. It's a little convoluted, but it makes sense.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Helena Note #7(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Time to go over the facts. Like the island, this desert is a space station posing as a natural environment. It is inhabited by a large population of dangerous, genetically engineered creatures, and a small population of humans that are struggling to survive. This whole environment is then deliberately contained by a combination of a holographic horizon and natural barriers. Assuming the other space stations are at all similar, then this whole thing is starting to look like some kind of bizarre experiment on a grand scale. Yes, each station would represent an experimental group, and... I'll have to continue this later. One of the caravan's scouts just returned in a panic. Something about rocks being alive, which is of course ridic(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Nerva Note #6(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Entry 6 It did not take long for me to grow accustomed to the weapons of this world ? many of which are called "guns" according to one of my lieutenants. They are far more accurate and deadly than any bow, but like any weapon, they are only as effective as their wielder. In the hands of the Blackthumbs, they are of no concern. In battle, we have been able to bait the Blackthumbs into attacking a wave of durable but disposable beasts before descending upon them with our main force. Our attacks are concentrated while theirs are scattered. That makes all the difference. Gaius Marcellus Nerva Victoria per Disciplinam(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Nerva Note #7(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: The Blackthumbs are destroyed. Their leader was defiant, but his tribesmen did not wish to fight the inevitable. They offered us his head last evening. I suspect surrenders will be more frequent now. The Blackthumbs were the first, but they shall not be the last. Yes, I see it clearly. This is destiny. The gods have brought me here to bring order, to save these people from their own savagery. Janus pulled me across a bridge of time and space, Mars lent me his strength and now I shall create my own empire in their name. Gaius Marcellus Nerva Victoria per Disciplinam(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Raia Tablet #6(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: I am still not accustomed to the loud, fiery weapons that our new Captain is training his men to use. Their power is so destructive that it seems almost too much for any mortal man to possess. Yet Captain Dahkeya strolls up and down his line of trainees like they are wielding wooden swords, and twirls his own weapon almost absentmindedly. It is somewhat unnerving, to find someone so calm around such potent instruments of death, but I suppose that is why he has had such success in securing our borders. I can only hope that we need but one Captain Dahkeya, and that I never have to use those weapons myself.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Raia Tablet #7(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: It has been such a blessing to be able to spread Hathor's joy and love to so many people. At first, my daily prayers garnered but a few curious observers. Yet soon, observations turned to questions, and questions turned to participation. Now there are so many of us that we have even begun to construct a shrine. I truly wish that I could teach these eager new students all day long, but my duty to the village must come first. Perhaps when our future here is finally secured I shall be able to live the life of a priestess again, but for now I have too many people counting on me. I cannot abandon them.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Dahkeya Note #6(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Now I know how the old man felt while he was teaching me how to hunt. We stopped seeing eye to eye even before I left the tribe, but I'll always thank him for the time he spent telling me the same damn things over and over again. Must have drove him wild inside, but he never showed it. Hasn't been easy to imitate that patience. Half of this sorry bunch is green as grass, and the half that isn't would rather hold a spear than a gun. At least they're improving, even if it's at the speed of molasses. Her highness stops by on occasion, but thankfully it's just for a gander. This'd be even harder with (/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Dahkeya Note #7(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: My patchwork posse had their first real test today. Some of our gatherers ran into those big lizards a few miles west of the village, and one of them managed to come call for help. Luckily the others had tucked themselves away in an outcropping and we got everyone back safe and sound. Well, except for the Frenchman. He forgot that when you shoot at those big bastards, they'll shoot right back. Took them hours to get those barbs out of his arm. When we got back, I think I heard the words "thank you" more than any other day in my life. I didn't really know what to say in return.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Rockwell Record #6(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: This expedition to Whitesky Peak has been just splendid, top to bottom. The weather's been marvelous, I've found excellent floral samples and the local hunters had more Woolly Rhino horns than you could shake a stick at. I even managed to find volunteers for my latest experiment! It turns out that it was simply a matter of linguistics: those who are wary of experimental potions are much more receptive to experimental food. Once my Endothermic Paste was rechristened Fria Curry, people were clamoring to test it. It has moderate nutritional value, so it's not technically a deception. It's just favorable language in the name of progress, that's all. Perfectly moral.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Rockwell Record #7(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Sadly, my Fria Curry trials cannot begin immediately, as the volunteers have a much more difficult journey to Rockwell Manor than I. After all, I couldn't very well carry every one of them on Archimedes. Yes, the Argentavis could clutch one in his talons, but I've always found the practice to be barbaric. The rest of the ARK may be embroiled in feudal savagery, but a gentleman always maintains his class and dignity! At any rate, I must have my assistants renovate the guest compound. Naturally I would never let strangers into the manor proper, but there's no reason their stay should not reflect my civilized standards.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Rockwell Record #6(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Now I know how the old man felt while he was teaching me how to hunt. We stopped seeing eye to eye even before I left the tribe, but I'll always thank him for the time he spent telling me the same damn things over and over again. Must have drove him wild inside, but he never showed it. Hasn't been easy to imitate that patience. Half of this sorry bunch is green as grass, and the half that isn't would rather hold a spear than a gun. At least they're improving, even if it's at the speed of molasses. Her highness stops by on occasion, but thankfully it's just for a gander. This'd be even harder with distractions.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Rockwell Record #7(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: I have discovered why Prophet's Rest is so generous with their water. The well at the edge of the compound is built directly on top of what the locals call a "water vein" ? an endless supply water that bubbles up from beneath the earth. Its existence is a minor miracle, though compared to what I saw in the starlit sanctuary, minor is the operative word. I suppose this ARK must be floating among the stars just as the Island was. What an extraordinary thought! I cannot fathom how such a thing is possible, but that remarkable metal must be at the heart of it. I am certain.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Achatina Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Common name: Achatina Species: Achatina limusegnis Time: Holocene Diet: Herbivore Temperament: Passive Wild Found mostly in marshes and jungles, Achatina limusegnis is a very slow, very non-threatening land mollusk. It might be the simplest creature on the Island to hunt, and while it only provides a small amount of meat and chitin, an easy meal is always of value on the Island. Unlike nearly every other creature on the Island, Achatina does not defecate normally. Instead, it secretes a thick, sticky substance. Achatina leaves trails of this slime, but the trails are so thin that they crumble to dust quickly. Domesticated There is a very disgusting, but useful fact about Achatina that causes tribes to seek to tame them: its secretions are chemically similar to the "Cementing Paste" and "Organic Polymer" used by many tribes for building materials. Tamed Achatina naturally accumulates this slime over time, which can then be collected at the tribe's convenience. Legend has it that Achatina can be tamed with a special "cake" made from harvested crops & resources.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Moschops Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Common name: Moschops Species: Moschops cibumutante Time: Mid Permian Diet: Omnivore Temperament: Cowardly Wild Moschops Cibumutante in the wild is a lazy, cowardly creature that typically lives in the Island's forests, primarily making its home among the great redwoods of the western regions. It survives by being extremely flexible in its eating habits and completely averse to fighting. It never starves, since it can eat just about anything. It runs at the slightest provocation but is still often preyed upon. Domesticated What makes Moschops particularly interesting is what it can be trained to do with its eating habits. With a versatile palate and tough teeth, Moschops can be tamed for a unique ability: over time it can be accurately taught exactly which things to gnaw, increasing the likelihood of harvesting the specific resource its master desires. For example, teach it to prioritize chewing Prime Meat, and Prime Meat will be easier to harvest from the flesh it consumes. Likewise for rare plants materials, and so forth! Just don't expect Moschops to protect you, though! Even after taming, it will quickly flee when enemies are nearby. Regardless of being fed well, increasing its strength, or how much affection, you shower on it, Moschops retains its inherent cowardly nature! Its lack of combat might deter the use of this companion but the ability to ride Moschops while making use of its diverse harvesting is a rare treat.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Pachyrhinosaurus Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Common name: Pachyrhinosaurus Species: Pachyrhinosaurus mitisaura Time: Late Cretaceous Diet: Herbivore Temperament: Evasive Wild Pachyrhinosaurus Mitisaura is a medium-sized herbivore, found almost everywhere but the Island's mountains. It is generally calm and ignores all other nearby creatures unless it is attacked. Pachyrhinosaurus possesses a particularly unique survival skill. When threatened, its massive nasal-boss releases a chemical into the air that calms other nearby creatures, making them less likely to attack it. Affected creatures are sometimes hungry enough to ignore the effect, and humans seem immune to it. Conversely, it can seemingly invert this phenomenon at will and coerce creatures into attacking it! Domesticated Pachyrhinosaurus is an excellent starting mount for anyone new to taming. It is fairly easy to train, can carry enough to be a simple pack-animal, and is not as deadly as some of the larger herbivores. Additionally, Pachyrhinosaurus can release its unique chemical on command to protect itself and its rider from nearby predators, or draw attention if desired, making it a potential life saver in a pinch.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Meiyin Note #8(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: The defense went spectacularly. Like many tribes, The Red Hawks relied entirely on brute force. They thought only of charging in with their beasts and their guns, with no regard for their surroundings. They never expected a sortie, much less one that came from their exposed flank. Our victory was so complete that my benefactors not only rewarded me with the weapons and supplies they promised, but extra pack animals to carry them. With each battle, my skills improve and my ranks swell, if only with beasts. I don't mind that. The people that I care about are back home. Until I return, Wuzhui is enough company.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Helena Note #8(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: I really need to visit Rockwell more often. It's so energizing to be around someone of his experience that still has so much excitement for his work, and talking to him always helps me gain perspective. As for the Island's ecological abnormalities, Rockwell reassured me that I was jumping to conclusions. He made a great point ? just because this place doesn't follow the scientific laws we're used to, doesn't mean it follows no scientific laws at all. After all, science is about discovery, and new discoveries can invalidate old principles. So before I latch onto my theory, I need to gather more empirical evidence. Otherwise, I'm no scientist.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Nerva Note #8(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: I have allowed the Legion to take a reprieve from war, at least for now. We need time to gather our strength and plan our road to conquest before we march again. Augustus did not unite the Empire by rushing into battle, after all. Such things take time, and more importantly, information. As I write, my scouts are mapping out the surrounding lands and observing any tribes that may oppose us. I have no doubt they are not all like the Blackthumbs. One could very well prove to by my Marc Antony, and when I find him, I will be prepared. Gaius Marcellus Nerva Victoria per Disciplinam(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Rockwell Record #8(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Having readily available subjects has helped my experiments tremendously, even if their numbers dwindled over time. Not only was I able to curb the side effects of my Fria Curry's endothermic properties, but I managed to bring out an additional benefit of the mixture. Now it also lowers the subject's metabolism, letting them go longer without needing food. Marvelous! I hadn't even considered that as a possibility. Why, with all I've learned from these experiments, I imagine that I could reverse the effects of the Curry and create a concoction to aid survival in extreme heat as well! I must find more volunteers posthaste.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Helena Note #8(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: I really need to visit Rockwell more often. It's so energizing to be around someone of his experience that still has so much excitement for his work, and talking to him always helps me gain perspective. As for the Island's ecological abnormalities, Rockwell reassured me that I was jumping to conclusions. He made a great point ? just because this place doesn't follow the scientific laws we're used to, doesn't mean it follows no scientific laws at all. After all, science is about discovery, and new discoveries can invalidate old principles. So before I latch onto my theory, I need to gather more empirical evidence. Otherwise, I'm no scientist.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Raia Tablet #8(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Names are a curious thing. We assign them great weight, yet they do not change the substance of the person, place or thing they belong to. I suppose that line of thinking is why I never dwelled on the name of our humble village, yet now that it has grown to become somewhat less humble, our home can go nameless no longer. People must call it something. To that end, Nosti is as good a name as any. I am told that it means "to know" in some old, important language, and whatever our citizens intended that to symbolize when they chose it, I know this: while we are here, we are under the protection of the gods.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Dahkeya Note #8(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: The townsfolk may be grateful for my protection, but that doesn't mean they like me. I don't mind. If they're looking for social graces, they ought to find her highness. Raia hates that nickname. She thinks I'm calling her stuck up, and I suppose I am. Just a little. Can't imagine the woman's hands ever saw a callus before she got here. That's not the whole of it, though. Take this business with that tower. She's got folks from all sorts of places praying to the damn thing, and she never really asked them to. They just want to follow her lead. It's like she's wearing an invisible crown. Can't decide whether that's comforting or concerning.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Rockwell Record #8(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Most of my work work as the monastery's doctor has been trivial. Every now and then one of the guards gets injured by the local wildlife, but I usually find myself treating heat stroke and common illnesses. As such, I have had plenty of time to learn all the priests know about the obelisks. All told, they are stunningly ill informed about the literal pillars of their faith. They are unaware that the obelisks are actually devices that can be activated, and needless to say they have never activated one themselves. They showed a flicker of understanding when I described the artifacts I found on the Island, however. I shall have to keep digging.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Meiyin Note #9(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: I was told this escort mission would be dangerous, but I had not expected to fight a legitimate army. Fortunately, I was riding ahead of the main column and spotted them first. After signalling for the convoy to change course, I harassed the enemy from their flanks to draw their attention, then retreated in a different direction. Even that cost me. Many of Wuzhui's brothers were injured and some were killed. Previously, my enemies here fought wildly or scattered when attacked, but these men had discipline. The leader of the convoy was very grateful. Apparently, few survive an encounter with this "New Legion." I should be wary of them in the future.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Helena Note #9(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: On Rockwell's recommendation, I've headed south to start an in depth study of the Island's marine life with the help of a tribe called the Painted Sharks. Because the ecosystem of the ocean that surrounds the Island is separate from the ecosystem on the mainland, correlating patterns between them might help me isolate and understand this island's scientific abnormalities. Also, after freezing my ass off for so long, I could really use an extended stay on a tropical island. Marine biology was never my strongest field, but I do love the ocean. If nothing else, it should be beautiful there.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Nerva Note #9(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: While a prudent general must take his time to plan, I realize that comfort breeds complacence. So as my scouts range across the beaches and jungles, I have made sure to lead our main force out on regular raids. Our targets have been weak ? mostly small villages or unsuspecting convoys ? but they resist enough to keep my men's instincts sharp. Letting them keep the meager spoils of these exercises has helped morale as well. Our actions have not gone unnoticed, however. My scouts say many tribes are avoiding our territory altogether now. Good. A fearsome reputation will serve the Legion well. Gaius Marcellus Nerva Victoria per Disciplinam(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Rockwell Record #9(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: I decided to seek out volunteers for my next experiment among the island's larger tribes. I thought that surely they would be willing to help after I patiently moderated so many of their frivolous disputes. How idealistic of me! Instead, they have yet another favor to ask. Apparently, there's a new tribe that's behaving rather aggressively, and no one can successfully negotiate with its leader. So naturally, they have turned to me. It's rather bothersome, but I can?t fault their logic. If Sir Edmund Rockwell cannot reason with this Nerva fellow, than who can?(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Helena Note #9(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: I remember now ? the dragon had a rider. Rather, the wyvern did. Two legs means it's a wyvern. Strewth, listen to me, fighting to survive and still finding time for semantics. The rider was covered up too well to get a good look at them. Could it have been Mei Yin? No, that's stupid. I don't know if she's even alive, much less in this desert with me. It would be just like her though, to have tamed the meanest thing here so quickly. It's nice to pretend that a friend might be looking out for me, at least. We were sort of mates, right? Sort of. I could really use one right now. A friend, I mean.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Raia Tablet #9(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Lost souls from all across the desert continue to prostrate themselves before Nosti's gates. I adamantly refuse to turn away anyone that does not mean us any harm, but I realize that has left us with many mouths to feed. As a result, Nosti's fields are its most valuable asset. Fortunately, Girisha's designs and my organization of labor and resources have once again proven effective. Not only did we implement an efficient irrigation system, but we have encased our crops in a large, protective structure made of a clear, shiny substance called "glass." Every morning, it sparkles with Amun-Ra's light like a great gem, a beautiful reminder of what we can accomplish when we are united in purpose.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Dahkeya Note #9(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: My band of misfit lawmen may finally be coming together. It's been a whole week since someone shot themselves in the leg or pissed their britches over a raptor. Maybe I'll finally be able to get some decent shuteye. Probably too much to hope for. Every day, Nosti grows a little bigger and I have a few more problems to solve. Those giant bugs from the other day, for example. Found two of them playing around with a pickaxe a few miles north of the river. I've never heard of any animals using tools, not outside of the legends the elders used to tell about Big Owl and Coyote. Doesn't seem natural.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Rockwell Record #9(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: EXPLORERNOTE_RockwellRecord#9(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Cnidaria Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Common name: Cnidaria Species: Cnidaria omnimorph Time: Cambrian-Holocene Diet: Herbivore Temperament: Passive, but aggressive at close range Wild Cnidaria omnimorph is another example of a creature which should not exist. It has traits that seem derived from many types of jellyfish. It possesses the size and shape of large egg-yolk jellies, the powerful sting of certain box jellies, and the bioluminescence of deep-sea jellies. This all combines to make a dangerous creature that lights up the deepest reaches of the ocean. Cnidaria is not generally aggressive, because it lacks normal perceptive senses. It generally just floats along on the current until something gets close enough to sense, at which point it attacks. While its attacks are not directly powerful, its sting injects an incredibly strong and fast-acting sedative. Domesticated As Cnidaria is barely more intelligent than a plant, there's no effective method to tame one. Most tribes kill Cnidaria on sight, then collect its reserve of powerful sedative, to use in technically advanced long-distance tranquilizers.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Troodon Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Common name: Troodon Species: Troodon magnanimus Time: Late Cretaceous Diet: Herbivore Temperament: Aggressive during night, cautious during day Wild Quite possibly the most intelligent non-human creature on the Island, Troodon magnanimus is an incredibly fast learner. It understands meaningful experiences much faster than other creatures (including humans), and its social nature means it also teaches its packmates, making them smarter too! If Troodon's cleverness didn't make it formidable, then its tactics and biology would. It specifically pack-hunts at night when we are most vulnerable, and sees humans as its primary prey. This audacity is made especially dangerous due to its serrated fangs' poison, which drains stamina from any creature, but outright paralyses humans. Thankfully, Troodon is fairly small. Were it larger, it might well have become the dominant creature of its ecosystem. Domesticated I thought Troodon simply could not be tamed, until I finally saw a lone survivor with one. She told me that she let "Troody" hunt a few of her tribe's smaller creatures for sport, and it eventually started following her everywhere. It seems that while Troodon is too intelligent to fall for the rote conditioning of "tranq-and-feed," it can instead gradually gain loyalty from a social approach that provides it with the opportunity to hunt. Ever since, I have wondered at the benefits which a pack of ultra-smart, bred-for-battle Troodon may bring to a tribe brave enough to earn the favor of these clever carnivores.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Tusoteuthis Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Common name: Tusoteuthis Species: Tusoteuthis vampyrus Time: Cretaceous Diet: Carnivore Temperament: Aggressive Wild Tusoteuthis vampyrus is a very aggressive water predator. Approximately 30 feet long, Tusoteuthis is a terror of the deep. Once it grabs its prey, it slowly crushes it into submission while using the talons on its tentacles to siphon and drink the victim's blood! Tusoteuthis is a terrifying opponent for several reasons. Firstly, its grab slowly renders its victim unconscious, so death isn't the only concern. Secondly, its vampiric blood drain instantly revitalizes it, even during combat. Finally, if Tusoteuthis is losing the fight, it sprays a cloud of ink into the surrounding water, blinding its attackers to cover a sneaky escape. Domesticated One of the major benefits of taming Tusoteuthis is harvesting its ink. Unlike normal ink, Tusoteuthis' ink is very oily, and can even be refined into fuels such as gasoline. Between that and Tusoteuthis' distinctive capability to grab & carry large creatures underwater, it makes for an excellent aquatic tame, despite its slower speed.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Pegomastax Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Common name: Pegomastax Species: Pegomastax fructarator Time: Early Jurassic Diet: Herbivore Temperament: Defensive Wild Among the bottom of the Island's dinosaur food chain is a small herbivore called Pegomastax fructarator. It is content to spend all day alone, gorging itself on far more food than you might reasonably expect for a creature of its tiny stature. Its beak appears perfectly evolved for collecting food from plants while avoiding indigestible fibrous strands. Pegomastax is likely to spend its time greedily foraging; this behavior can turn it into a very aggressive (though rather unthreatening) opponent, shrieking and whooping far above its actual threat level. It has been known to steal belongings from humans on the Island, regardless of whether they're alone or not. You would expect a creature this small and weak to live in flocks, but Pegomastax seems to be rather solitary in nature. While not pretty, and far too small to ride, tribes often keep Pegomastax around for two reasons. Firstly, they are an excellent farming aid, its skill at scavenging means that it collects an extraordinary quantity of seeds and berries, while also handily gathering rare flowers, mushrooms and other ingredients necessary to cook up special concoctions. The other reason being that tamed Pegomastax can be utilized by tribes to steal items from others. Their nimble feet and quick fingers allow them to get away with loot unscathed and potentially undetected!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Therizinosaur Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Common name: Therizinosaur Species: Therizinosaurus multiensis Time: Late Cretaceous Diet: Herbivore Temperament: Aggressive Wild I'm not entirely sure how Therizinosaurus multiensis stays populated on the Island. It is surprisingly slow for its size, and is a solitary predator (so no pack to back it up). I suppose the fact that its sheer power rivals Tyrannosaurus is the only thing that allows this very aggressive medium-sized predator to thrive. The claws of Therizinosaurus are some of the most versatile biological tools I've encountered, as adept at removing trees and foliage from Therizinosaurus' path as they are at piercing the thick shells and hide of the Island's most defensive creatures if backed into a fight. Domesticated A tamed Therizinosaurus is one of the most versatile mounts a survivor can have. It can be trained to use its claws brutally or delicately, allowing the rider to primarily harvest with enhanced efficiency the specific kinds of resources that he or she needs. And in combat, these same claws can pierce straight through the toughest armor. This flexibility more than makes up for its inability to carry the large loads of the Island's many herbivorous beasts of burden.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Meiyin Note #10(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Am I a mercenary now? I had not given it much thought until I was actually called one. I don't like the title. Mercenaries fight for riches, but I?m just fighting for what I need to survive. That?s different, isn't it? When I fought back home, I knew who and what I was fighting for. I knew who my enemies were. Here I cannot tell. I am trying to be honorable by defending people and not attacking them, but how can I be certain? I cannot dwell on it. To survive, I must fight on. To return home, I must fight on.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Helena Note #10(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: The Painted Sharks have treated me like I'm the bloody queen since I showed them Rockwell's letter of recommendation. I don't think I've eaten better in my entire time on the Island! Not that it's a high bar, I'm a horrible cook. Oh, and they've been of tremendous help with my research, of course. So far, my estimates of the predator-prey balance are consistent with the ecosystems on the mainland. The water is simply teeming with shoals of megalodons, and they are extremely aggressive. Perhaps that's a side effect of having limited prey? Sharks aren't known as territorial creatures. I'll have to study them further.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Nerva Note #10(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Who could have imagined that a simple convoy would give the New Legion its first taste of adversity? Before today, the idea would seem absurd. They must have seen our approach, because just as we spotted our prey, we found our left flank beset upon by a pack of beasts. Though the creatures were smaller in size and number, they struck fast, they struck together and they never lingered. By the time we chased them off for good, the convoy was long gone. Impossibly, I spotted but a single rider throughout it all. Who is she? If Mars has blessed me, does Minerva harry me? No, I was simply unprepared. I will not be again. Gaius Marcellus Nerva Victoria per Disciplinam(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Rockwell Record #10(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Well, I found the reports on Mister Nerva to be rather exaggerated, and as an Englishman, one might imagine that I'd view Roman leadership with some disdain. Yet, in my experience, I found Mister Nerva to be civil, honest and intellectually engaging. In fact, after a lengthy conversation, I daresay that Mister Nerva has the right of it when it comes to this island's politics. As the Romans created Pax Romana, perhaps this New Legion will create Pax Arcam. Even if it doesn't, I doubt it will harm my research, so I see no reason to interfere in this particular squabble.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Helena Note #10(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Well, I found a new best mate. The little fuzzball isn't exactly what I meant, but I'll take her. I've dubbed her species Renopila amplexus. They're small, cuddly little herbivores, and as far as I can tell, taming one has no practical use. I just couldn't let the her starve to death, though. I guess all this rubbish with golems and wyverns has quelched what was left of my scientific instinct to leave nature to nature. At least we provide each other with a little warmth at night, and her antics have helped to keep my spirits up. I suppose I'll need to give her a name.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Raia Tablet #10(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Despite our best efforts and the blessing of the gods, tragedy is unavoidable in these strange lands. Yesterday, it struck Nosti once more in the form of a mantis attack, and while I could not undo what had been done, I hope that I was able to bring some small comfort to those who knew the victims best. Though we lack the resources to properly inter the dead in tombs, we still held a ceremony in their memory, and I made time to speak privately with anyone who wished to. Between that and my usual duties, I am physically and emotionally exhausted, but when my people are suffering, I cannot afford to rest.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Dahkeya Note #10(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Something damaged a water pipe outside of town yesterday, and when a crew went to repair it, they were attacked by a whole mess of mantises. My boys and I drove them off, but we were too late to save the engineers. I know it sounds crazy, but I think those mantises cut through that pipe on purpose to draw us out. If I'm right, then I'm more concerned about them than anything. In the stories about Big Owl and Coyote, Big Owl was the huge, scary one, but Coyote was more dangerous because he was clever. He'd trick man and monster alike, and everyone feared him. I never believed those stories, but I sure remembered the lesson.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Rockwell Record #10(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: It took time, but I finally pilfered enough supplies and tools to survive on my own. Loading them onto these camel-like beasts of burden was laborious, but the real trial was absconding with the artifacts. There is always someone watching the inner sanctum, so I carefully studied the guard's shifts until I identified whose drink I had to spoil with my knockout serum. Even then I acted with great haste and guile, for my heist will surely be discovered when the priests convene for their morning prayers. Alas, they will be too late! Sir Edmund Rockwell is always ahead of his foes, but not by a mere step. No, I am miles and miles beyond their reach!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Ovis Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Common name: Ovis Species: Ovis arcam Time: Holocene Diet: Herbivore Temperament: Stupid Wild Since arriving on the Island, I have encountered dozens of fascinating creatures whose behavior has never been studied or documented...and also sheep. Granted, Ovis arcam is quite different from the modern domesticated sheep - and even from wild sheep species such as Ovis orientalis. The unique markings on its face give it a striking appearance, and the males' horns possess a unique shape that is unlike any other species in the Ovis genus. As one might expect, Ovis stands little chance against this Island's many predators. Like the Dodo, its continued survival in the face of these challenges is a mystery. Domesticated Some survivors have found herds of Ovis to be useful in farm life. Their wool can be repeatedly safely shorn with the proper tools, and cooked lamb chops are a popular dish among some tribes, as is their hyper-nutritious mutton. Every now and then, a survivor with a sense of humor will attempt to utilize Ovis as a mount, although the joke becomes significantly less funny once their slow Ovis is run-down by a pack of Raptors. One tribe has grown particularly attached to Ovis, perhaps uncomfortably so. I don't know the tribe's actual name, but I refer to them as "Sheep Lovers."(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Baryonyx Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Common name: Baryonyx Species: Baryonyx aquafulgur Time: Early Cretaceous Diet: Piscivorous Temperament: Passive to land creatures, but aggressive to water-dwellers Wild Like the Carnotaurus, Baryonyx aquafulguar is a large carnivore, but not large enough to rival the Island's apex predators. While not as powerful as some deep-sea predators or Spinosaurus, Baryonyx is an extremely fast swimmer who is still sufficiently nimble enough to threaten most creatures on the Island. And yet despite being a fast, dangerous dinosaur, Baryonyx almost exclusively consumes fish and other water-dwellers. The highly specific metabolism of Baryonyx seems to allow it to heal wounds almost preternaturally fast after feeding on nutritious fish meat. Perhaps this is why Baryonyx rarely attacks land animals? Domesticated Baryonyx's natural affinity for aquatic predation means that once tamed; it learns to kill ocean-dwellers even more efficiently. Between its speed and its power, Baryonyx makes an ideal choice for anyone interested in frequently moving between water and land travel, and who values speed and agility over raw strength.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Basilosaurus Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Common name: Basilosaurus Species: Basilosaurus solatiumfecit Time: Late Eocene Diet: Piscivore Temperament: Passive Wild One of the stranger creatures in the waters surrounding the Island is Basilosaurus solatiumfecit. It's a powerful swimmer which has adapted to the shallows so remarkably well that it rapidly recovers from injuries when near the water's surface. Conversely, it's vulnerable to deep water pressure, which slowly causes it harm. Basilosaurus is usually closely followed by other predatory creatures, as its eating habits leave plenty of scraps for scavengers to consume. It is a gentle creature towards humans and happily laps up food directly from them. However, the creatures that trail the "Basi" tend to become dangerously enraged whenever this occurs, as it leaves no leftovers for them. Domesticated Despite the hassle of engaging with its ornery followers, many tribes still attempt to tame the Basilosaurus, as its mammalian, warm-blooded circulation provides a rider with perfect comfort from both heat and cold. Being apprehensive in nature, Basilosaurus is equipped with a defense mechanism that prevents it from being stunned or shocked. Alternatively, Basilosaurus is hunted (perhaps too vigorously) for its special blubber, which can be efficiently refined into gasoline!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Purlovia Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Common name: Purlovia Species: Purlovia maxima Time: Late Permian Diet: Carnivore Temperament: Aggressive Wild Purlovia Maxima perfectly embodies the element of surprise. Though Nanictidopids such as Purlovia were once thought to be herbivores, I discovered that this creature is, in fact, a patient hunter of the most intelligent sort. After burrowing beneath the jungle floor, Purlovia enters a state of hibernation and can go extended periods without any food. When some unfortunate creature eventually wanders by, Purlovia bursts forth from the ground, tearing into its prey with its large canines before the victim can react! Domesticated Though Purlovia is ill-suited to the life of a mount, its usefulness in staging an ambush or as a village guardian cannot be understated. With a tamed pack of Purlovia, one could assemble a literal organic minefield of deadly claws and teeth! However, any ambushes using Purlovia must be planned well in advance, as it will refuse to hibernate if it senses any threat nearby.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Rockwell Record #11(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: How can these tribal leaders be so short sighted? Yes, the members of their respective tribes who volunteered for my Battle Tartare and Shadow Steak Saut? experiments have been experiencing prolonged withdrawal episodes, but can't they see that the benefits outweigh the costs? I created mixtures that can bring out superhuman strength, speed and coordination in ordinary men and they can only focus on the negatives. Simple minded, the lot of them! They've even banned their members from partaking in my experiments now. Ridiculous! I'll not let them stand in the way of human progress. They may not understand the importance of my work, but surely my assistants do.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Rockwell Record #12(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: I've decided to take a brief vacation from the laboratory. Well, I say that I've decided to, but the whole thing was my assistant Isabelle's idea. She noticed that I'd been quite ruffled lately and suggested that I take a bit of time to myself before rushing headlong into my next experiment. Such an observant young woman, that Isabelle. She's somewhat lacking as a chemist, but she understands my moods almost better than I do. I daresay that an old fashioned adventure will do me some good. Nothing like some rigorous recreation to clear the mind! Perhaps I'll go spelunking. Yes, a splendid idea! I know just the place for it.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Rockwell Record #13(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Remarkable! Absolutely remarkable! When I chose that remote northern cave as the site of my spectacular spelunking sojourn, I'd never imagined that I'd find such wonders within. Granted, I don't know what this specific wonder does exactly, but it's fascinating to examine. It's like nothing I've ever seen! I don't even recognize the materials that it's composed of, and it's constantly pulsing with some kind of latent energy. What is it? Is it unique or are there similar artifacts just waiting to be discovered beneath the island's surface? My, how invigorating! Isabelle was right, this was exactly what I needed. I feel like a young man again! (/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Rockwell Record #14(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Eureka! My theory was correct. The small podium at the base of the obelisk is definitely responding to the artifact's proximity and vice versa. Honestly, I feel foolish for not attempting this sooner! The stylistic similarities between the artifact and the obelisks floating above the island seem so obvious to me now. Clearly they were created within the same culture and era. Bizarrely, while both the artifact and obelisks are in exquisite condition, there are no other signs of this mysterious civilization. How could that be? What kind of mad society would galavant about some remote island, building towering structures and stuffing knick-knacks into caves before vanishing without a trace? I don't understand it, but it's certainly piqued my curiosity.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Rockwell Record #15(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Well, I think I've gotten as far in my studies of the obelisk as my archeological expertise will take me. A shame, really. This has been such a joyous little diversion that I hate to see it end. Ah, Rockwell you old twit! You've forgotten the origins of this little excursion ? spelunking! Did you yourself not hypothesize that there may be more artifacts hidden elsewhere on this island? Surely you can't give up before confirming that. No, certainly not, nor can I be expected to scour the ARK's caverns alone. Perhaps someone can spelunk in my stead? Better yet, perhaps someone has already spelunked!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Rockwell Record #16(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: After many days of scouring the island upon Archimedes and many more fruitless conversations with the witless, savage sods that seem to make up most of this island's population, I have finally found the spelunkers I need! A tribe to the northwest called the Iron Brotherhood has apparently found three artifacts themselves, and it's clear that said relics share an origin with my own. In exchange for my artifact, the Brotherhood agreed to report any findings to me straight away as they continue their search. What stupendously good fortune! Now I can return to my alchemical studies with renewed vigor while they crawl through the island's caverns in my stead. Brilliant!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Rockwell Record #17(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: The first round of trials for my new Lazarus Chowder have gone marvelously, but I have found it hard to maintain my enthusiasm. After all, I will never get truly definitive results with only mesopithecus subjects. It is quite frustrating. Even so, I see now that Isabelle was right. Having my assistants take part in the trials would be asking too much of them, and they are too valuable to risk so frivolously. If I cannot find human subjects from the nearby tribes, then I shall have to make do with trials on apes and monkeys. Perhaps it is finally time to capture some gigantopithecus...(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Rockwell Record #18(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: I admit, there are times when it is useful to live among simpletons. For example, I was able to trade several gallons of my Lazarus Chowder to a group of hunters in exchange for an entire contingent of tamed gigantopithecus, and they never questioned whether it had been tested on humans yet. Well, I suppose if they return with another batch of apes, then I'll know that Lazarus Chowder doesn't cause asphyxiation, won't I? It's not exactly a conclusive, scientific trial, but I suppose it will serve. Unfortunately, all these primitive primates have given Rockwell Manor quite the pungent odor. Isabelle said she is working on some sort of air freshener, but I hope she makes haste.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Helena Note #11(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Still no answers as to why the megalodons are so territorial, but I was privy to something even more extraordinary ? megalodon mating behavior! No one's ever witnessed great whites rooting around back home, so that alone is monumental, but I got something even better. I know, what could possibly top watching megalodons having a naughty, right? Tracking the female! I was able to observe her for almost the full gestation period, and get this ? it only lasts one week. One week! No wonder the population is so high. These things are spitting out pups at forty-four times the rate of Aussie great whites. I should compare how they behave in captivity.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Helena Note #12(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: So, in addition to all of the oddities I found with wild megalodons, here's the real cherry on top ? taming them is a piece of piss. A bit of training and they're more obedient than the family dog. Now, I've heard of sharks getting very rudimentary training over a year or so, but not to this extent. Certainly not so easily. Sharks aren't mammals or even avians, they're fish. They rely more on instinct, or to put it simply, they're not very smart. You shouldn't be able to ride one like a jet ski. I'm trying to keep an open mind like Rockwell suggested, but this just feels wrong.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Helena Note #13(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Well, this seals it. Just when I thought I'd made some sense of the notes I took while visiting the Painted Sharks, I spotted the nail in the proverbial coffin ? roos. A whole herd of giant roos were just hopping about the countryside like they'd always been there. As much as I love roos, they just shouldn't be here, period. They evolved in Oz and Oz only sixty million years after dinosaurs went extinct among a bevy of other marsupials. If I know any genus, it's this one, and procoptodon should not exist here. This island isn't an ecosystem, it's a zoo.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Helena Note #14(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Not too long ago, I thought this place was a far off utopia where I could study all the world's lost wonders. Now that I'm fairly certain it's not natural at all, I have to say, it's lost a lot of luster. Interference from mankind hasn't helped. Most tribes have learned to live in harmony with their slice of the Island, but some aren't content with that. One is even trying to conquer all the others, and natural or not, this ecosystem won't be any better off if it's burned down in some great war The sunrises are still beautiful, though. At least nothing can change that.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Helena Note #15(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Of all the abnormalities that I've observed, the tamed megalodons stick out to me. It was almost like they were stray dogs who were resocialized, as though they had a genetic history of human obedience. Most of my observations have been in the wild, but I think I may learn a thing or two if I observe domesticated creatures more closely. I need to study their diets, their mating patterns, how they socialize with other species...all that. Rumor has it that there's some woman that's tamed a whole mess of them all by herself, so many that they call her the Beast Queen of the Jungle. Maybe she'll have some useful insights.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Helena Note #16(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: I suppose it was a bit naive of me to think that someone with the monicker of "Beast Queen" would roll out the red carpet. I guess I got used to all the friendly treatment that being an associate of Rockwell's earned me. She did let me stay at least, and she hasn't instructed her dinosaurs to kill me yet, so that's a positive! Not that she'd really need the dinosaurs. If that glare of hers gets any more intense, I'll probably just burst into flames on the spot. Strewth, I hope she eases up. Sifting through raptor excrement with someone watching is harder than you might think.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Helena Note #17(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: There's nothing special about the diets of these tamed creatures when compared to their wild counterparts. Part of that is the Beast Queen's doing, as she takes them on regular hunting excursions for training purposes. Curiously, they never have to range too far. There is an abundance of prey nearby, despite the size of her pack. That this has held true regardless of her domesticated creatures' remarkable birth and growth rates makes it even more unusual. Oh, and I did finally get her name ? Li Mei-Yin. She's gotten a little less glarey, too. In hindsight, maybe starting by studying her animals' feces just gave a bad first impression?(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Helena Note #18(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: The most interesting thing that I've observed about Mei-Yin's animals has been what they don't do ? they never fight. Among creatures that have been domesticated for generations like cats or dogs, that's normal, but there's a reason zoos keep their animals in separate enclosures. Certain instincts are hard to curb, and there should definitely be more disputes among such a diverse group. Mei-Yin has even integrated a herd of herbivores into her army, as their thick hides have proven resistant to fire and explosives. Yet despite being surrounded by carnivores, they remain untouched. It doesn't make sense. That's not to take anything away from Mei-Yin. She works hard to treat and train her animals well. She's not bad company either, at least when she's not mute and I don't go full biologist. Sometimes it's felt like speaking a new language, but it's been kind of refreshing.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Meiyin Note #11(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: I've started to tame larger creatures. The speed of my light cavalry was beneficial, but I realized that it was not enough. A hundred swift strikes mean nothing if there is no strength behind them. To survive enemies like the New Legion, I must be able to strike with power. I began with the ones that look like larger raptors, but with horns on their foreheads. They balance strength and speed well, and will serve well as the core of my forces. When I have enough horned raptors, I will add some of the giants. Maybe then I'll finally have the strength to find a way home.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Meiyin Note #12(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: I am living on an island. Worse, a cursed island. When I managed to tame a great spined lizard and a giant raptor, I left the jungle to find a way out of these treacherous lands, but I soon found myself travelling in circles. Worse still, I'm told that a magical barrier prevents ships from sailing too far from the shore, and birds from flying too high to leave the island. It was never a matter of strength. There is no path home at all. Wuzhui seems to sense my unease. These days, I often wake to find him nestled beside me. At least I am not trapped here alone.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Meiyin Note #13(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: I laughed for the first time in weeks today. A man from a small tribe of fisherman sought to hire me, but he didn't call me by my name. He called me the "Beast Queen of the Jungle." I could not keep a straight face. I suppose I understand the title. Since my failed expedition, I have staked out a small swath of land to live on more permanently, and the locals know it as my pack's hunting ground. Still, I'm hardly a queen. My "castle" is little more than a shack. I'd rather be called a queen than a mercenary though, so I may as well embrace it.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Meiyin Note #14(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: I wonder what father would think of me now. Would he be proud of me when I march off to battle? I know he wanted a son. That's why he trained me in secret. Would he accept a Beast Queen instead? Mother wouldn't approve. The other villagers were too desperate to care about my gender when I joined the fight against the Turbans, but mother never forgave me. She wouldn't even look at me now. Should I mind? Those were Mei-Yin's parents, from Mei-Yin's life, and sometimes I wonder if that life was even real. Maybe I was always a beast, and never a woman.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Meiyin Note #15(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: I have finally found a beast that I cannot command. No, to call him a beast is not enough. He is a demon. I was stalking a pair of giant raptors, waiting for an opportunity to bring them into my pack, when he tore through the treeline to steal their kill. He dwarfed even the giant raptors in size, and in fury he surely has no equal in this world. When his foes bit at him, his eyes glowed with hatred and he struck with renewed vigor. I have never seen such terror. Even I dare not challenge this creature. If I am the Beast Queen, then he is the Demon King.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Meiyin Note #16(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: A woman named Helena arrived at my camp yesterday, though not to hire me. She said that she was a scholar studying the creatures on this island, and that she wanted to observe my beasts. I turned her away at first, not trusting her intentions. How could I? What mad fool would bother with scholarly pursuits in a place like this? Yet she persisted, and in time I was convinced of her honesty. I don't know if I made the right decision. Helena is constantly asking strange questions. Why does she need to know so much about my beasts' feces and mating behavior? What a bizarre person.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Meiyin Note #17(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: When Helena arrived, I was constantly glancing in her direction, wondering just what she was scribbling in that thick book of hers. Now I hardly notice her unless we're speaking. The questions haven't stopped, but thankfully they aren't always about things like animal feces. Sometimes we just talk about something simple, like cooking. Neither of us are very good at it, but together we've managed to make a few things that tasted better than plain meat. Yet before long, my territory will be silent once more. Helena says she has to move on, and war is brewing in the south. Someone will need my sword very soon.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Meiyin Note #18(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: The war in the south is not an ordinary one. According to the member of the Painted Sharks that arrived to hire me, his tribe is fighting the New Legion. I admit, that gave me pause. They were formidable before, and they've grown even stronger since we last met. Yet I have grown stronger too, and the Sharks were clearly in desperate straights. I could not turn them away. As I readied for war, I recalled a dream I had many months ago. I still don't believe in fate, but maybe this is my nature. On this island, maybe I can actually be like Lieutenant Guan.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Nerva Note #11(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: It seems that some of our neighbors have grown weary of our raiding. Today, I received an envoy from the Golden Arrows who proposed a lucrative trade agreement between our two tribes, with the caveat that we never encroach on the territory or convoys of the Golden Arrows or any of their allies. I have no interest in trade agreements, but I do know how to seize an opportunity. So instead of accepting right away, I proposed that we ratify the agreement with his tribe's leaders on a neutral site. I have planned long enough. It is time for the New Legion to resume its march. Gaius Marcellus Nerva Victoria per Disciplinam(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Nerva Note #12(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: News of my rather definitive response to the Arrows' proposal has spread quickly, but few seem keen to act on it. Who can blame them? Without their leaders, the Arrows quickly folded, and the New Legion grew significantly in power practically overnight. The other tribes only managed to interrupt their cowering long enough to send another envoy, a man named Edmund Rockwell. Given the results of the last one I received, I almost didn't believe it, but apparently this man is special. The other tribes seem to respect him as a neutral party and expert on the island. We shall see. Gaius Marcellus Nerva Victoria per Disciplinam(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Nerva Note #13(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: I did not expect much from Edmund Rockwell, but he has surprised me. He has a curious way of speaking, but he clearly possesses a razor sharp intellect and a wide breadth of knowledge. Though we only met for half a day, I gained invaluable information about this island, which is apparently called the ARK. I shall have to send a scout to pinpoint where Rockwell lives. In addition to his expertise on the ARK, he is known to create elixirs that have extraordinary effects. It would behoove me to keep those out of my enemies' hands. Gaius Marcellus Nerva Victoria per Disciplinam(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Nerva Note #14(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: It seems I was not the only one who was skeptical of Rockwell's ability to curb my ambitions. The nearby Painted Sharks mustered up the courage to harass several of our coastal fortresses, but in doing so, they confirmed their nature. During their raids, they only attacked from the air and sea. They patently refused to set foot on land. If the Sharks are at home in the ocean, then I will pull our coastal forces back and attack their outposts on the mainland. Once their island fortress is cut off from support and supplies, I can whittle it down to rubble at my leisure. Gaius Marcellus Nerva Victoria per Disciplinam(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Nerva Note #15(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: The incident with the convoy was no fluke. The rider has returned, and this time we had plenty of warning. Reports of some "Beast Queen" joining forces with the Sharks reached my ears days before the siege. Her ranks have swelled since the convoy but there is no doubt it is her. Not only did she help break the siege, but for the first time in its existence, the New Legion is in full retreat. This cannot continue. I will not allow it. I will conquer the Sharks, as I will conquer the entire ARK, but first I must destroy this so called queen. Gaius Marcellus Nerva Victoria per Disciplinam(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Nerva Note #16(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Li Mei-Yin, the Beast Queen of the Jungle. That is the name of my foe. It is a name that I have already grown weary of, but soon I will never hear it again. It turns out that she is a mercenary not beholden to any tribe, including the Painted Sharks. So as satisfying as it may be, I need not actually defeat her. I must simply divorce her from her employers, and I know exactly how to do it. The seeds of my victory are already planted. Gaius Marcellus Nerva Victoria per Disciplinam(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Nerva Note #17(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: The Beast Queen is no longer a concern. It was a simple matter, really. A small team of Legionnaires planted explosives in the Sharks' camp in the dead of night while leaving hers conspicuously untouched. Predictably, the explosions drew the Beast Queen's attention but the Sharks mistook her advance for an enemy attack. After that, it was only a matter of time before they parted ways. With that barbarian removed from the conflict, this land war will end shortly. We've already pushed the Sharks out of Legion territory. Soon we will face them where they are strongest ? the open sea. Gaius Marcellus Nerva Victoria per Disciplinam(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Nerva Note #18(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: After taking the Painted Sharks' last foothold on the mainland, this war has turned into one of attrition. While I construct a proper fleet, the Sharks' resources will continue to dwindle and my flyers will continue to harass their main compound. When we finally stage our invasion, their spirits will be broken and their storehouses empty. In the meantime, I've been investigating this island's potential for naval warfare. Some sea creatures can carry a small ballista platform on their back, making them a curious sort of warship. I'm interested to see how they'll fare. Hopefully the Sharks can offer a skirmish or two before their will breaks completely. Gaius Marcellus Nerva Victoria per Disciplinam(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Helena Note #11(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: I may have been wrong about Renopila not having a practical use. Earlier today, my furry new companion started bouncing around so excitedly that I couldn't calm her down, and then soon enough it started raining. I brushed that off as a coincidence, but soon after filling my waterskins and setting off once more, she started acting skittish. I decided to find shelter just in case, and within minutes light rainfall had turned into an electrical storm. I'll need more evidence to draw any firm conclusions of course, but I wouldn't mind having a fuzzy little weather radar with me. You know...it's a little on the nose, but Radar's not a bad name.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Helena Note #12(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Thank goodness that I decided to find some high ground two days ago, or I'd have never spotted this settlement. That's twice now that I've stumbled into my own salvation. I can't count on that happening again. I'll need to stay here for a while and prepare before setting out once more. Fortunately, the villagers are willing to let me trade work for supplies and shelter. Another stroke of luck, and another factor I can't rely on. On the Island, Rockwell's name got me far, but here I'm just another stranger. Not everyone will trust or help me. I need to be prepared to survive on my own.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Helena Note #13(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: In some ways, surviving on my own was less work. At least then I wasn't conscripted into manual labor. Ugh, my whole body feels sore! I bet I wouldn't have to work if I were as adorable as Radar. The whole village is in love with her. I swear, they spoil her like a furry little princess. Rockwell would be livid about this arrangement. I can just hear him ranting about treating scholars with propriety. I hope the old Brit is doing well. Maybe when ''ve broken this mystery wide open, I'll figure out a way to get him off the Island and we can discuss it all over tea like old times.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Helena Note #14(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: While my mind still can't recall the last time I fired a gun, my muscle memory is much better. According to my would be instructor, I "wasn't a complete disaster" on the firing range. I'm no pacifist. Death and violence are a part of life, that's just nature. Yet a gun still makes me a little uncomfortable. The idea of shooting at another human just seems instinctively wrong to me. I couldn't even fire at the New Legion back on the Island. But I need to pull my weight. The villagers have been welcoming and patient with me. For their sakes, I need to practice.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Helena Note #15(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: I may have to put my freshly polished marksmanship skills to the test sooner than I thought. A hunting party spotted a swarm of giant mantises heading in our direction. Yes, giant mantises. I haven't spotted them with my own eyes, but the villagers have spoken of them every now and again. They say the insects have these little hands that can actually grip and wield weapons or tools. Sounds absolutely loony, but so is the idea of a mantis swarm at all. They must share Ghost mantis' distaste for cannibalism. No one seems keen on fighting them, but they're too close to outrun. Hopefully they'll just pass us by.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Helena Note #16(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: My hopes that the mantises would ignore the village were unfounded, and I think we were all wondering if this morning's sunrise would be our last. Despite all my practice, my rifle felt heavy and foreign in my shaking hands as the swarm advanced. Fortunately, they weren't our only visitors. The villagers erupted in cheers as lightning and fire tore through the advancing insects from above. Some chanted a name: Wali al Aswad. The rider, still hidden behind black robes, didn't acknowledge the ovation. With swift efficiency, their small flight of wyverns decimated the mantis swarm and made for the horizon. Wali al Aswad...I need to meet this person, if only to thank them.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Helena Note #17(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Just who or what Wali al Aswad is depends on who you ask. Some of the villagers have attached a religious connotation to the figure, believing it to be some sort of heavenly guardian who appears to the worthy in their time of need. One villager is even convinced Wali is an extraterrestrial. I don't deal in beliefs. I deal in empirical evidence, and that means nothing about Wali is certain until I can meet them. I won't forget this village's kindness, especially after granting me a morellatops and supplies for my journey, but this is why I'm here ? to find answers.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Helena Note #18(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: I'm definitely more prepared for this desert than before, and better equipped. With my morellatops offering a large, mobile supply of water and Radar looking out for the weather, the only threat I really have to worry about is major predators. Also giant golems. I'm actually impressed with the shape I'm in, if I do say so myself. I think I even saw some ab definition the other day! Took me long enough. I've been living without sweets for ages, after all, you'd think I'd get fit much quicker. Great, now I miss sweets. The things I'd do to taste chocolate again...(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Dahkeya Note #11(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: I was worried that Raia would fight some of the new precautions my boys have been taking, but I guess I've earned a looser leash. I suppose I ought to lay off the ?highness? talk then. Seems only fair. The other day, we even shot the breeze a little. First time we've talked about something besides what needs doing. Seems we're both a little worn out. Unlike me, she's used to being respectable and responsible, but being in charge means everyone wants your time and attention. This place hasn't been easy on either of us or anyone else, but I'm still kicking so far. Come what may, I don't plan on stopping.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Dahkeya Note #12(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Something like this was bound to happen one day. The bigger the town gets, the more value Raia has to it, and what happens to valuable things? People try to steal them. It wasn't a bad idea, holding her for ransom like that. Too bad for those raiders that this is my town. I picked most of them off with a rifle as they tried to force her onto a pack animal, and my men finished a few others as they fled. One tried surrendering, but I had to send a message. If you pull a stunt like that in my goddamn town, you get won't any mercy. Not a single shred of it.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Dahkeya Note #13(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: That woman's got some nerve. I save her hide and the next day, Raia's scolding me for putting down a "defenseless" kidnapper. Hardly even thanked me first. What did she expect me to do? Give him free room and board for the rest of his days? Let him go so he can tell every bandit in the desert how soft we are? I told her that if she didn't like the way I protected her, then she can protect herself. Should have kept my damn mouth shut. Now I'm stuck teaching her to how shoot three times a week. Gonna be at it forever, too. She couldn't hit a bison's ass from five paces.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Dahkeya Note #14(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: I do believe that my pupil is the first deadeye Egyptian priestess the world's ever seen. It took a few months, but Raia's just too stubborn to quit. I shouldn't have been so hard on her. Trying to keep your faith and traditions in a dog eat dog world isn't easy. Hell I couldn't even do it myself, and that was before giant lizards were looking to take a bite out of my backside. During one lesson, she told me this story about how her goddess had a nice side and a nasty one. I think she meant something else, but the way I see it, we're the goddess. She's nice, I'm nasty, and we keep each other in check.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Dahkeya Note #15(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Even after all this time in Nosti, I have trouble sleeping in the same bed every night. Sometimes I'll just toss and turn until I give up and go sleep beneath the stars. Hell, I'm not sure we ever slept same spot twice back in the Russo Gang. Thought I'd live that way forever, wild and free like Doc Russo. Probably die guns blazing like him too. Sounded better to me than withering away with rest of my tribe as the world passed us by. I don't think Doc would recognize me now. I'm not the "Apache nephew" he taught to read and shoot. Matter of fact, if he were here, I'd probably have to shoot him.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Dahkeya Note #16(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: I expected those mantises to come back, but not like this. They came at the village from two sides at the same time, and the way they moved...they were more coordinated than any wolf pack. They worked together like men would. Took nearly half a day to fend them off, and they didn't leave us without scars. If attacks like this become common, we're going to be in a heap of trouble, so I've decided to round up my best men to track these critters down. We've got to at least find out where they're coming from.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Dahkeya Note #17(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: We've been tracking these damn things for ages. I can't believe they travelled so far just to attack us. Something like that has to be deliberate. I already knew these things were smart, but if they're that determined to kill us, then we've got to wipe them out here and now. That's easier said than done. There's a whole mess of them here. Can't say I've heard of any mantises living in a group like this, but I'm no expert when it comes to animals. Certainly not in this crazy place. At any rate, I've got to come up with some kind of plan. Shooting them one by one won't do the trick.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Dahkeya Note #18(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: I'm glad I decided to take Sasha with me. The Russian showed up in Nosti less than a month ago, but she already knew her way around a gun. Says she learned it in a place called Gru. Never heard of it, but apparently they teach you all sorts of tricks there ? like how to make bombs more powerful than dynamite. The caves the mantises are holed up in are filled with sulfur, so if we set Sasha's bombs in the right spot, we should be able to wipe them all out at once?.provided we can shoot our way in and out without becoming mantis chow. Well "Captain," time to earn your title.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Rockwell Record #11(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: It has been several days since I left Prophet's Rest, and I have seen no sign of pursuit. I am unsurprised. They probably assumed that I would make for the blue obelisk, as it was nearest. By setting out for the green obelisk instead, I already outwitted those simple minded zealots. As I said ? miles ahead! Miles! With those fools out of the way, I can slow my pace and take some time to properly study these so called sacred relics of theirs. I am curious to see if the materials they are made of bear any similarity to the metal in the starlit sanctuary.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Rockwell Record #12(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: The obelisk is reacting to the presence of the artifacts with even more intensity than I expected. Each obelisk on the Island required eight artifacts to generate that sort of response, not three. In other words, I may not need to do any spelunking before summoning whatever terrifying beast this ARK has store for me. Ah, the beast. Now that poses entirely different conundrum. Even with my youth and my favorite pipe, I doubt that I could slay a monster such as that dragon Mister Nerva fought. Not alone, anyway. I shall need to find a partner for this venture, but who?(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Rockwell Record #13(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: I have turned back north in hope of making contact with some of the natives. It is a risk, as I cannot be sure how many bumbling savages are under the sway of that ludicrous, obelisk worshipping cult, but it is also the only region that I definitively know is occupied. I do not have much to offer in exchange for an alliance, but I am sure that I can negotiate an alliance with at least one of this ARK's tribes. I was at the center of the Island's diplomatic disputes for years, after all. Why I am a seasoned, silver tongued negotiator! Surely I can coax a partnership out of these primitive desert dwellers.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Rockwell Record #14(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: What terrible misfortune! My keen sense of direction finally led me to a local settlement, but as it happened, I was not the first party to visit it that day. That honor belonged to the Burning Phoenix Clan, a band of raiders that were plundering its storehouses and enslaving its surviving residents as I arrived. Naturally, the hoodlums fell upon me and stripped me of my valuables within minutes of my arrival. Ruffians! I managed to keep hold of my journal, but little else. This won't do, not at all! Then again, I was seeking out a tribe skilled in the art of violence. Perhaps I can turn this to my advantage.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Rockwell Record #15(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Curse these stubborn brutes! Despite a litany of polite, gentlemanly requests, they refuse to allow me to parlay with their leader. Surely any leader of men is not half the imbecile that these barbarians are. I am positive that we could come to some sort of? Damn this noise! It is impossible to concentrate with all this insufferable whingeing! Half of these prisoners won't stop moaning about one injury or another and the other half are in constant hysterics. Very well. Perhaps if I tend to some of the wounded, it will dim this distracting cacophony.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Rockwell Record #16(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: At last, I can hear myself think! The guards have moved me to a private cell, and while they have not divulged the reason for my transfer, I suspect that they took notice of my medical expertise. I caught them staring in my direction on several occasions as I worked. It seems that doctors are in high demand in these lands. I suppose that's no great surprise. The Island was no different. No matter. While my skills in the realm of medicine are more in line with a field medic than a true physician, I shall continue to play the role as long as it serves me.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Rockwell Record #17(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: After days of travel, we finally arrived at the Burning Phoenix Clan's compound, and while my former peers were shuffled to the slave pens, I stood before the clan's leader. I'd heard tales of the once great Tatar empires, thought I had never travelled to their lands. By all appearances, Timur is cut from the same cloth as their fabled Khans. He was at once imperious and casual, questioning me with impatience from a throne of hide and bone. Naturally, he was impressed by my intellect and gentlemanly demeanor. Granted he did not say so aloud, but I was escorted to a small, private chamber instead of a cell. Surely that says as much.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Rockwell Record #18(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: I had been pondering why Timur required the services of a doctor. He seemed to be in excellent health and I had seen no patients since I arrived. Well now I shall ponder no longer! Timur has a wife, and she's with child. I suppose that even bloodthirsty raiders can fall in love, or at the very least, desire a family. The whole affair would be rather quaint were I not expected to care for the woman and deliver the child. Should either the child or the mother die during the birth, I fear that I will follow them in short order.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Ammonite Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Common name: Ammonite Species: Ammonitina multiamicus Time: Late Jurassic-Mid Cretaceous Diet: Feeder Temperament: Passive Wild Usually found in the deepest parts of the waters around the Island, Ammonitina multiamicus has a strange relationship with the other creatures of the deep. It must do something beneficial for them since every nearby sea creature defends Ammonitina when it is attacked. What this distinct symbiosis is based on, alas, I have not yet discovered. Ammonitina has also made its way into the deeper parts of many underwater caves. Even within these caves, the creature will draw attention if assaulted, making harvesting its resource-rich shell a tricky proposition, depending on what other dangers may be lurking nearby. Like many of the untameable ocean dwellers, Ammonitina still has enough utility to be a valuable hunting target. If a tribe is willing to risk the wrath of nearby would-be protectors, Ammonitina bile can be harvested from the innards of its corpse. This bile can then be worked over with other chemicals to produce powerful concoctions, the most notable being a mixture that causes creatures to become enraged and attack the source of the scent.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Electrophorus Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Common name: Electrophorus Species: Electrophorus beluadomito Time: Holocene Diet: Carnivore Temperament: Reactive Wild Occupying a space in the low-to-middle end of the food chain, Electrophorus beluadomito is a carnivorous swimmer that feeds mostly off of shellfish and small fish. Despite its common name, it is actually a very long Knifefish, and not an Eel. It does not provide much meat, so many predators simply leave it be. Unlike most predators, it does not use brute strength to bring down its prey, but instead releases an electrical charge around itself to knock its prey unconscious. Alone, this can take out a small creature. When attacking together, Electrophorus can even bring down the larger ocean lifeforms, and then feed as a group. Domesticated By far, the most common use of Electrophorus is to subdue large ocean creatures. Knocking out a Plesiosaur or other giant deep-sea leviathan can be incredibly difficult... ...thus many tribes employ small schools of Electrophorus to shock them into submission!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Microraptor Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Common name: Microraptor Species: Microraptor gnarilongus Time: Early Cretaceous Diet: Carnivore Temperament: Aggressive Wild Microraptor Gnarilongus is one of the smallest non-avian dinosaurs on the Island. Incredibly fast for its size, Microraptor is a voracious carnivore. Aggressive towards anything regardless of size, Microraptor fancies itself an apex predator. It will attack humans on sight, especially if it's not alone. When hunting, Microraptor's speed is only one of its assets. While not quite capable of sustained flight, its wings allow it to stay aloft for several seconds while jumping. This allows Microraptor to attack its prey's vulnerable areas, as well as search for small river fish. Notable, the creature also tends to use this ability to knock oblivious humans off of their mounts. Domesticated While not a powerhouse against armed enemies, Microraptor is particularly suited to dismounting enemy riders. Microraptors natural tendency to attack weaker creatures means they can ignore the mount while attacking the rider with leaps of fury.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Thylacoleo Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Common name: Thylacoleo Species: Thylacoleo furtimorsus Time: Early-Late Pleistocene Diet: Carnivore Temperament: Aggressive Wild Thylacoleo furtimorsus is a large, powerful marsupial that can often be found hunting around trees among the Island's redwoods. Its long claws and semi-opposable digits make it an apt climber, a quality that Thylacoleo uses to its advantage while hunting. It clambers up large trees and waits to ambush passing prey by pouncing upon them. When something that large jumps onto a target, the victim becomes stunned and doesn't stand much of a chance. Thylacoleo's most notable fighting quality is its powerful jaws. Once it bites its prey, it locks its jaw in an iron grip that can hold most smaller creatures in place. Thylacoleo then goes on to savage its prey with its sharp claws. If it needs to escape from a fight, Thylacoleo uses its muscular hind legs to jump back to safety among the trees. Domesticated Thylacoleo is a moderately strong mount, and its ability to climb trees and jump long distances makes it useful for traversal. As such, developing tribes often tame it. Small raiding parties particularly favor Thylacoleo, as it is well suited to ambushes and unfair fights!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Equus Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Common name: Equus Species: Equus magnus Time: Pleistocene Diet: Herbivore Temperament: Loyal Wild Equus magnus appears to be an ancestor of the modern horse. Based on its stripes, it may be the African variant of Equus giganteus, which appeared in North America during the Ice Age, but that is pure conjecture. Its behavior in the wild is similar to that of other wild members of the Equus genus - it sustains itself by grazing, while keeping safe from predators by living in herds and outrunning its attackers via superior speed and stamina. Domesticated Horse and man have long been partners in survival, and this remains true on the Island. In Equus, survivors will find a trusty steed or pack animal that can carry them swiftly across land. Taming an Equus has proven interesting, requiring carefully approaching the creature in the wild, mounting it, and then carefully soothing over time by feeding it vegetables. In fact, Equus' reliability has lead some survivors to construct special saddles for them. I even encountered a man who added extra saddle-pouches that doubled as mobile crafting stations for chemical supplies, foodstuffs, and other items. Although not as robust as what you might find within a village, this utility helped him live a nomadic, solitary lifestyle. Some survivors employ Equus to herd and wrangle other creatures with a specialized lasso. This tool is sometimes effective for self-defense as well, as Equus is limited in battle on its own...at least compared to aggressive prehistoric carnivores.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Leedsichthys Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Common name: Leedsichthys Species: Leedsichthys conviviumbrosia Time: Mid Jurassic Diet: Piscivore Temperament: Defensive Wild Leedsichthys conviviumbrosia is the largest fish in the waters around the Island. Its meat is also extremely succulent, a surprise given its size. It is often traded with the same value as Prime Meat, and colloquially called "Prime Fish." Of course, not all of Leedsichthys' meat is this high quality, but most of it is! While the demand for Leedsichthys meat is high, the fish is notoriously difficult to track and hunt. Between its large size, powerful attacks, incredible speed, and humankind's general ineptitude on open water. It also has an excellent sensory system, often detecting vibrations in water from miles away. Large moving objects in the water such as rafts tend to overload their senses and cause them to become irritated. However, the viscosity of honey has been known to confuse its sensory systems and distract them once agitated. Actually killing a Leedsichthys is one of the Island's more difficult tasks. The hunt for an extremely elusive breed of the fish, the fabled "Great Albino" Leedsichthys has been known to drive otherwise-sensible men and women mad with obsession, as if all evil were visibly personified and made practically assailable in this one creature.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Ichthyornis Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Common name: Ichthyornis Species: Ichthyornis piscoquus Time: Late Cretaceous Diet: Piscivore Temperament: Skittish Wild Among the most vocal creatures on the Island, Ichthyornis piscoquus actually appears to be a relatively normal seagull. It primarily eats fish, and its distinctive cries can be heard echoing over across the Island's many beaches. As you might expect from a seagull, Ichthyornis will flee at the slightest provocation. Ichthyornis is a versatile and opportunistic hunter. Its primary form of attack is to dive into the top layers of water and impale its prey. However, since its food source can be unpredictable, Ichthyornis has developed a keen ability to steal food from unsuspecting travelers. Their affinity for shiny objects leads them to sometimes knock tools and weapons out of the hands of unsuspecting Survivors, but Ichthyornis is too small to actually fly off with them. Domesticated Ichthyornis surprised me by being a very loyal and very social creature, once tamed. It likes to ride on its owner's shoulder, and bring that person treats (in the form of fish, of course) which its beak-grip enhances with extra healing vitamins. The personality of Ichthyornis reminds me of a housecat hauling a trophy prey back home, except it brings extra-healthy fish instead.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Iguanodon Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Common name: Iguanodon Species: Iguanodon vicissitudinis Time: Late Jurassic Diet: Herbivore Temperament: Reactive Wild Of the many creatures I've yet encountered on the Island, the Iguanodon vicissitudinis has the distinctly versatile capability of switching its primary method of locomotion according to its momentary needs. Primarily a rather lethargic bipedal herbivore native to the Island's many grasslands and forests, in situations where increased speed or maneuverability is called for, it will quickly shift its posture into quadrupedal stance and behave like a very different creature! While bipedal, it can employ rapid, stabbing attacks with its distinctive thumb spikes. In quadrupedal stance, conversely, it seems to have an endless supply of stamina, even while sprinting! Domesticated Interestingly, the Iguanodon's thumb spikes also provide it with the capability to pick seeds out of fruits, allowing a farmer to easily convert stacks of fruits into stacks of seed for planting. Combined with its highly effective fruit harvesting and substantial carry weight, the Iguanodon's excellent mobility in bipedal stance makes it an ideal field-hand that can also pull off a quick get-away or an agile defense when needed.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Rockwell Record #19(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: I am perplexed. Even with an expanded number of test subjects, I just cannot find the passion that I once had for my research. I truly thought that my recent adventure had lit a fire in my belly, but I constantly find myself losing focus. Confound it all! Perhaps said adventure itself is the problem. Thinking about it, I am always eager to discuss the obelisks and the artifacts I found with my assistants, even when I am not in the mood for research. There is a certain allure to them that I cannot describe, something that causes my thoughts to drift in their direction, like the pull of a strong tide. But it could simply be a passing fancy. I must give myself more time. (/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Rockwell Record #20(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: I was ever so glad to see Miss Walker again. My assistants are clever in their own right, but dear Helena is still the only person that I feel comfortable diving into my deeper theories with. I fear that I may have kept her from getting a word in edgewise, though. Once I got going on the obelisks, why I just couldn?t contain my enthusiasm! My word, I really have become quite enamored with the subject, haven't I? Well, that settles it! After this next set of trials, I shall go check on the Iron Brotherhood's progress. Perhaps I can convince Miss Walker to join me. We could make a real scientific expedition out of it!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Rockwell Record #21(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: The latest Broth of Enlightenment trials have concluded, and as expected, I am disappointed in the results. Thought the primates I tested it on showed an increased aptitude for learning, I do not believe any of them have truly ascended to a higher level of intelligence. Well bugger the little blighters, I say! My assistants have almost finished preparing my supplies for my next expedition, and I have drafted a letter to send to the Iron Brotherhood ahead of my departure. Soon enough, I'll have forgotten all about the? Pardon the interruption, it seems that I have a guest. Now just what is Mister Nerva doing here? I suppose I'll find out.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Rockwell Record #22(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: I have always tried to maintain a strict neutrality when it comes to tribal matters, but then again, I have never had an offer this tempting from someone as respectable as Mister Nerva. Not only has he offered to provide me with test subjects, but he has also expressed a mutual interest in investigating the obelisks. All he asks of me is that I provide him with "reliable council." I would trust few tribes to be able to make good on such promises, but Mister Nerva's New Legion is perhaps the most powerful tribe on the island. Indeed, if they maintain their current trajectory, they may be the only powerful tribe on the island. His offer is worth considering, at the very least.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Rockwell Record #23(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: After much deliberation, I have decided to accept Mister Nerva's offer. True, the New Legion is not beloved by many other tribes, but was Charlemagne beloved by his enemies? If my studies are to continue, I must be on the right side of history. As part of our agreement, I will need to travel with Mister Nerva for a time, and wait to study the obelisks until the New Legion has taken care of some smaller matters of foreign policy. As such, I have left Rockwell Manor in Isabelle's charge. She will take excellent care of it, I am sure. Well then, on to new frontiers! Excelsior!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Rockwell Record #24(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: I admit, I have been rather coy with Mister Nerva when it comes to the true nature of the obelisks. As a military man, the obelisks would naturally be more useful to him if they were some sort of weapon, and I have made sure to allude to that possibility from time to time. It is not as though I am selling my gracious host a falsehood. After all, I have neither any proof that the obelisks could be weaponized, nor any evidence to the contrary. Their purpose is entirely theoretical at this stage, and if twisting those theories will convince Mister Nerva to march on the obelisks any sooner, then so be it.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Rockwell Record #25(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: The New Legion is finally on the march, and not a moment too soon! Mister Nerva runs his tribe exceptionally well, but their compound is positively spartan. I don't think I saw a single piece of decor anywhere! It certainly made me miss the comforts of Rockwell Manor, I'll say that. At any rate, we are apparently in pursuit of a barbaric "Beast Queen." According to the men, she feasts on the flesh of her enemies alongside her army of monsters. Dreadful! Mister Nerva is convinced that she is heading towards an obelisk, but I see no cause for alarm. No mere heathen could hope to uncover its secrets, and certainly not alone.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Rockwell Record #26(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: I am absolutely astounded! Shocked! Flabbergasted! Why in the world was Miss Walker investigating the obelisks at the side of such a savage woman, and without notifying me first? Was she intending to discover their secrets behind my back and keep them all to herself? The nerve! The audacity! And after I treated her with such respect and civility! Well, unfortunately for her, Sir Edmund Rockwell is always one step ahead of his rivals. Thanks to my partnership with Mister Nerva, I can combine what scraps of knowledge she has on the obelisks with my own findings, and she'll be none the wiser. Why, since she is confined to a cage, I can keep my presence concealed from her altogether!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Helena Note #19(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: After going over my notes from Mei-Yin's camp, I've concluded that the animals on this island are not only used to humans, but used to captivity. Even with their accelerated growth rates, their behavior indicates that they have been regularly domesticated for decades at least. Otherwise, they'd never obey the whims of mankind so easily. With that in mind, I believe that my theory about this island being curated is back in play. In fact, it's possible that not only are animal populations being controlled, but that the animals themselves are genetically modified. However, before I bring this to Rockwell, there's one more rumor that I want to confirm.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Helena Note #20(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: This is the smoking gun. It has to be. I simply can't be convinced that this place is natural after finding an island populated entirely by carnivores. Even if they fed off of each other ? which is awfully dubious given that carnivore meat is much more likely to carry harmful parasites than herbivore meat ? the landmass is so small and their population is so dense that they could never maintain it. Yet there it is, hidden away off the northeast coast of the Island. Someone would have to put them there on purpose. There's no way that Rockwell can deny my theory now.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Helena Note #21(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: As I expected, Rockwell couldn't deny my theory, but I can't say that I have his endorsement either. He didn't seem terribly engrossed in the subject, frankly. Something else seems to have captured his attention as of late ? the Island's obelisks. Apparently, Rockwell stumbled upon a way to interact with the towering monuments while spelunking, of all things. I guess he felt the need to scratch that old intrepid explorer itch of his. It's pretty impressive, considering his age. Now that I think about it, the obelisks could be linked to my own findings. Their nature has always been a mystery, and Rockwell made some intriguing observations. I should follow up.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Helena Note #22(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Though I've been received by the Iron Brotherhood, they didn't seem very pleased to see me, especially when I mentioned Rockwell. That's a first. Add that to the rather deserted, gloomy state of their compound, and I'm starting to feel a bit apprehensive. Their leader can't return from his hunting expedition soon enough. All I've confirmed so far is that yes, they gathered all of the artifacts Rockwell sought and yes, the artifacts were able to activate one of the obelisks. You'd think they'd be celebrating such a monumental discovery, but it's just killjoys as far as the eye can see. Go figure.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Helena Note #23(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: I keep glancing at the artifact. I understand why the Iron Brotherhood's leader didn't want it. Since it has no apparent use, all it does is remind him of the tribesman who died seizing it from that giant spider. Can it really be useless, though? They described the artifacts that activated the obelisk as looking similar to it, so I headed to the nearest obelisk to see if I could get a response. No luck. Maybe it activates something else? Of course! The platform in the cave! It's a long shot, but it's the only thing I can think of that's similar to the obelisks. Definitely worth a try.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Helena Note #24(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Unbelievable! The artifact perfectly fits one of the slots in the platform's pedestal. How did I not notice that right away? I really am a dipstick. So if this key, such as it is, was acquired by activating one obelisk, then it follows that the other two keys can be obtained by activating the other two obelisks. Then, with all three keys, maybe this platform will lead to whatever is controlling the Island's ecosystem. If the other obelisks work the way that the first one did, that means I need to find a whole mess of artifacts first, and I don't think I can do that alone...(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Helena Note #25(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Well, the Howling Wolves are quickly tracking down the artifacts, but after hearing about what happened to the Iron Brotherhood, that's as far as they'll go. It's understandable, but it leaves me in a tight spot. If a giant spider and I get in a scrap, the spider's winning for sure. Even with Athena on my side, I prefer to avoid danger, not confront it. My aim's piss poor and I've got fists like marshmallows. If I want a fair go at actually surviving whatever happens when the obelisk activates, I'll need backup. Negotiation Notes: Don't mention feces. Don't look directly at the glare. Bring chili (UNBURNED).(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Helena Note #26(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Now, I know you don't get a nickname like "Beast Queen" without being one tough lady, but when I saw that giant ape, I still thought we were buggered. Fortunately, Mei-Yin's got more intestinal fortitude than yours truly, and somehow, someway she was able to pull out a win. Glad I'm on her good side! I already found the second key, but I want to take a look around here before we head back through the portal. This ape either lived here, or was released when we activated the obelisk. Finding out how it survived in this isolated environment or how it got here could prove useful.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Meiyin Note #19(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: My beasts are precisely what the Sharks lacked. Most of their martial strength lies at sea. On land, they lacked a unit with the ferocity of a true vanguard. Without that, they could merely withstand the Legion's siege, not break it. That changed when my beasts crashed into the Legion's rear like a great wave. I can still hear the cheers as the Legion fled. I can feel the echo of the emotion that swelled in my chest. If I could return home, I imagine that is what I would feel like. I won't dare forget it.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Meiyin Note #20(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Sometimes I fear that I have grown fangs or horns without noticing. What else can explain the way others look at me? In battle the Sharks cheer me, but afterwards we rarely speak. I camp separately and only am summoned when it's time to discuss strategy. I do not understand. Trust is rare on this island. I know that. But have I not bled in their defense? Have my beasts not died fighting their battles? Perhaps it's just the strain of war. We're in Legion territory now, taking the battle to them. Soon the war will be won. Surely then the Sharks will not fear me.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Meiyin Note #21(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: When anger rises, think of the consequences. I know this by heart, yet I cannot help but seethe with fury. Even Wuzhui is keeping his distance. Last night, I awoke to the sound of thunder coming from the Shark's main camp. I rushed to their aid, but blinded by the night and consumed with panic, they attacked my pack. By the time order was restored, we'd both sustained losses. Clearly this was the work of the enemy, but those fools blame me for the confusion. Some even claim I torched their camp. How dare they question my honor after all I've done? Cowards! They have no right!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Meiyin Note #22(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: I should have foreseen this. Though I put my pride aside, those audacious Sharks could not. At their behest, I began the long trek back to my own territory this morning. They say that they will finish the war without me. Doubtful. Without my pack at the van, the New Legion will surely smash them to pieces. But what can I do? I cannot protect them if they do not want my protection. Will the Legion come for me afterwards? I cannot say, but if they do, I know that I will receive no aid. I must rely on my own strength, and right now I fear it insufficient. I need to become stronger. I need the Demon King.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Meiyin Note #23(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: He is mine. After a mighty struggle, the power of the Demon King is now mine to unleash. The cost was almost too great. I brought only my swiftest beasts on the hunt, hoping to run him in circles, but even still he managed to kill many of them. Were it not for Wuzhui, he may have killed me as well, but my Wuzhui is both swift and cunning. He knew exactly what distance to maintain, exactly when to retreat. No steed could prove more true. Tomorrow I must begin acclimating the Demon King to life in my pack, but for tonight, I will allow myself to celebrate.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Meiyin Note #24(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: I was wise to test the Demon King's hunting skills from atop one of my flying beasts. When he stumbled down a small rock formation, his eyes glowed with that familiar hatred and suddenly he proved deaf to my commands. In time, he calmed down and obeyed me once more, but it was a fearsome thing to witness. I think I will keep him apart from the other beasts. Not only will it keep them safe, but it will calm their nerves. They have been tense since his arrival. I cannot blame them. The Demon King's power could save or doom us. I must use him with extreme care.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Meiyin Note #25(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Am I making a mistake? Maybe. The closer that great pillar of light gets on the horizon, the more my concern grows. It is a gamble, no question. Helena said that she did not know if this pillar of light will behave like the other one. Yet if it does, if we are transported to some other plane to battle a monster for a mysterious key, then there's a chance that this could be the first step on the path home. If not that, then at least a path away from this island and the New Legion. Technically Helena has hired me, but that small chance is payment enough. It's worth the risk. I hope I am prepared.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Meiyin Note #26(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Had I let fear rule me and left the Demon King behind, then Helena and I would be dead. Only with his strength were we able to defeat the gigantic ape. His rage cost some of my pack their lives in the aftermath, but that was the price of victory. The price of hope. The key we were rewarded with matches the one Helena already had. The means the third pillar must lead to a third key. And when combined? What then? It's uncertain, but if each pillar takes us somewhere, then maybe their combined power can take us anywhere. Maybe it can take us home.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Nerva Note #19(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Today shall live forever in the annals of history. Today, I raised the New Legion flag above the Painted Sharks' battered fortress, and in that moment, my empire was truly born. In that moment, the New Legion became the dominant power on this island. With that in mind, I've given my troops three days respite to celebrate our victory, though I shall not take part. My work is never done, and I mustn't lose sight of my true goals. Only when I have brought this island into a new age shall I be content. Only then shall I rest. Gaius Marcellus Nerva Victoria per Disciplinam(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Nerva Note #20(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: When my scouts reported that they had finally found Rockwell's compound, I set out to meet him at once. While that meant delegating matters that others might find more pressing, I did not hesitate. Minds like Rockwell's are a precious resource on this island. To have him as an advisor would be invaluable. Whether Rockwell accepts my offer or not, my visit has already paid dividends. Apparently, he has spent some time researching the massive obelisks on this island, and theorizes that they may hold great power. If there is any chance that said power can be wielded, then I must learn all that I can about them. Gaius Marcellus Nerva Victoria per Disciplinam(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Nerva Note #21(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: These obelisks are fascinating. Apparently, Rockwell managed to coax a response out of one of them with an offering of some kind. Could it be that they are some grand monument to the gods? If I appease them with a sacrifice, will they grant me their power? Yes, of course. Janus may have chosen me to rule this island by bringing me here, but I must prove my worth to the other gods by completing this ritual. Well, now that I have Rockwell's council at my beck and call, I shall pass this trial with ease. Then the power of the gods will be mine to command. Gaius Marcellus Nerva Victoria per Disciplinam(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Nerva Note #22(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: After studying my scouts' reports, I have concluded that few tribes remain who can successfully resist the New Legion's march. However, the island's snowy tundras are a matter of concern. The dominant tribe in the region, the Howling Wolves, are known to be fierce fighters. More importantly, a prolonged invasion would prove nigh impossible in that weather. Yes, for now I shall avoid the frozen north. Instead I will annex the smaller tribes, consolidate the New Legion's holdings and investigate the obelisks with Rockwell. Perhaps their power can solve my northern conundrum. Gaius Marcellus Nerva Victoria per Disciplinam(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Nerva Note #23(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: The New Legion needs a true capital, one that embodies our strength and grandeur. I realized it while recalling my first day in Rome. My hometown in Numidia had its wonders, but it could never match the splendor of that great city. I was in constant awe. Most on this island are consumed by the present ? their immediate needs and struggles. Yet a new generation will live within our walls one day. When they see what their forefathers have built, I want them to be as inspired as I was. I want to show them that no matter where they are born, their destinies are theirs for the taking. Gaius Marcellus Nerva Victoria per Disciplinam(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Nerva Note #24(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: I have received disturbing news. Apparently, the Beast Queen has resurfaced with an even larger contingent than before, and she is on the move. Worse still, she is travelling directly towards one of the obelisks. I can think of no worse scenario than the obelisks falling into the those barbaric hands. She has always been a nuisance, but with their power, the Beast Queen would pose a dire threat to everything I have built. I must mobilize my main force and move to intercept her at once. The future of this island may hang in the balance. Gaius Marcellus Nerva Victoria per Disciplinam(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Nerva Note #25(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: When my army arrived at the obelisk, I feared we were too late. The Beast Queen was nowhere to be found. I was about to order a search of the area when I was blinded by a flash of light. Suddenly, the barbarian horde was right before us, and battle was joined. Though the savage possessed a fearsome new monster, it attacked ally and enemy alike. If anything, its presence made the slaughter more complete. By the end, the Beast Queen's forces were annihilated, and she herself had fled with mortal wounds. At last, her threat is ended. Interestingly, we also captured an acquaintance of Rockwell's during the battle. Perhaps she knows something about the obelisks that Rockwell does not. Gaius Marcellus Nerva Victoria per Disciplinam(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Nerva Note #26(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Walker had told us to expect some kind of monster after activating the obelisk, but I never imagined that we would battle one of Ceres' dragons. No, that's not right. It was too colossal and wild for even a god's chariot. I doubt Diana herself could control it, and yet, the New Legion felled it. It cost the lives of many men and even more beasts, but it was worth the sacrifice. According to Walker, the third key we acquired may allow me to open this cave she speaks of. Then the power of the obelisks and this very island will be mine to command. Gaius Marcellus Nerva Victoria per Disciplinam(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Raia Tablet #11(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Early on, I handled all of Nosti's trade negotiations, and I have had trouble growing out of the habit. I suppose that is why every caravan or hunter that passes through our gates knows my name. Some still insist on speaking with me personally, but I do not mind. I find these dealings rather engaging. It is like playing a game of words. One such caravan arrived yesterday, bearing a haul of metal ingots. Our venerable Captain has suggested that I bring a contingent of guards to the negotiations, but I would rather not. If our guests are intimated, they may back out, and I would be remiss to waste such an opportunity.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Raia Tablet #12(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: I shall gladly admit that I erred. I shall even admit that I owe Captain Dahkeya my life and offer him all the gratitude he is due. Yet that does not excuse such merciless behavior! Those so called merchants may have stooped to viciousness and cruelty by trying to kidnap me, but that one had surrendered. There was no need to execute him on the spot, was there? It is so hard to see where light ends and darkness begins in this violent place. Perhaps if I could adequately protect myself, we could have avoided needless bloodshed. Yes, I think it is time. I shall master these explosive weapons, and Captain Dahkeya is going to help me.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Raia Tablet #13(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Step by step, I am learning how to shoot. During my first few lessons, the weapons almost jumped out of my hand when I fired them, but my arms have grown stronger and my aim truer. Captain Dahkeya's presence has been helpful. The same calm that I found unnerving from afar has been steadying from up close. He does not waste his breath on exaggerated praise or criticism. He simply keeps me focused on what I need to do, and everything else just falls away. Considering where I started, he has been very patient with me. Perhaps I should be more patient with him.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Raia Tablet #14(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: In ancient times, gentle Hathor took the form of the fierce warrior goddess Sekhmet, and unleashed her wrath upon the human world. Yet even during her relentless slaughter, Hathor was within Sekhmet, as Sekhmet was always within Hathor, and when she was eventually calmed, the peaceful goddess of joy and love returned. As it is with the goddess, so it is with mankind. The vicious can become kind, and the kindhearted can become violent. For all his past transgressions, Captain Dahkeya is no different. He did not grasp Hathor and Sekhmet's tale when I told it to him the other day, but if he keeps trying to better himself, then perhaps one day he will.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Raia Tablet #15(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: In principle, I have turned into a competent marksman. Yet in practice, how would I fare? When the time comes, could I end another human life? I am not so sure. My mouth grows dry with fear at the very thought. The warrior spirit of Sekhmet surely resides somewhere within the recesses of my heart, but search as I may, I cannot find it. As training, I offered to put down some of our beasts that had grown deathly ill. It was a merciful act, but it still drew tears from my eyes and twisted my stomach into knots. I must learn to act in spite of these feelings. My life may depend on it one day.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Raia Tablet #16(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Despite my best efforts, I know that I have strayed from the teachings and customs that I learned so meticulously back home. Out of necessity, I have adapted it to both the needs of Hathor's new followers, and the circumstances we all face in this desert. For example, celebrating the gods with feasts and festivals in their name would be wasteful. This sacrifice is particularly unfortunate, for my students deserve some sort of reward for their diligence. Perhaps I can still organize a modest celebration of some sort. In fact, maybe the whole village should have one, just to raise everyone's spirits. Even our venerable Captain might enjoy that. Ah, but I ask for miracles.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Raia Tablet #17(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: I trust our Captain's judgment on matters of defense, but I still feel ill at ease with his decision to sally against these mantises. It is not that he has left the village unprotected. Quite the contrary, I fear that his own contingent is too small. I know that I should not be concerned. He personally vouched for the caliber of his team and I have more immediate priorities. Our walls and gates need repairs, our infirmary needs supplies and our morale needs bolstering. I have been scrambling to and fro with such constant urgency that rings have formed beneath my eyes. Yet when I finally earn a moment's respite, I am restless with worry.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Raia Tablet #18(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: The people of Nosti come from so many different places, and they all have different ways of thinking. On occasion, this incites conflict. Several weeks ago, two newcomers came to blows over a long-standing feud between their home nations, and just the other day, I had to harshly discipline one of my own disciples for harassing the villagers who worship that wooden cross. One time, a man even challenged me to a duel for Nosti's leadership. Yet those same two people who engaged in fisticuffs now work to repair our western gate, and it is stronger for their combined efforts. Perhaps that is why the gods have brought us all here, to help us understand each other.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Bee Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Common name: Giant Bee Species: Apis lithohermaea Time: Middle Miocene Diet: Herbivore Temperament: Territorial Wild In the wild, Apis lithohermea drones never stray far from their nests, which they build high in the Island's redwood trees or rocky cliffsides. Apis drones can be seen swarming around the nest in groups, but to get a look at the queen, one would need to crack open the nest itself. Speaking from experience, this is not a pleasant task, as Apis drones are quite territorial. Take caution: Apis' stings will weaken their victim, and because its stinger is not barbed, Apis can sting multiple times without fear of its stinger being ripped out. Domesticated A tamed Apis Queen will lay new drone eggs and construct a nest that survivors can farm for honey, so long as they remember to wear a ghillie suit. Said honey is not only sweet and delicious but laced with strong scents that land mammals find irresistible. Many hunters use it to bait their traps. Apis drones will also follow their queen into battle, so they can be used for self-defense in a pinch.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Daeodon Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Common name: Daeodon Species: Daeodon comedentis Time: Late Oligocene Diet: Carnivore Temperament: Territorial Wild Daeodon comedentis is the largest known species of Entelodont, an omnivorous family of ancient mammals that are sometimes referred to as "Hell Pigs." Even though Daeodon has as many similarities to modern Hippopotamidae as it does to Suina, I've found that to be a suitable nickname. Daeodon is as mean as it looks, and any survivor who wanders too close will find that out the hard way. As an omnivore with a voracious appetite, Daeodon scavenges, forages, and hunts to survive. It has little qualms when it comes to its diet, and that has helped it thrive on the Island's harsh tundra. Its temper hasn't hurt either, as many would be predators would rather seek out less vicious prey. Domesticated Many tribes have made excellent use of Daeodon packs within their war parties, not only because of its fierce nature, but due to its extraordinary ability to rapidly heal itself. I've theorized that this healing factor is why it seems to have such a high metabolism, though what is particularly extraordinary is its capability to share this benefit with nearby creatures. I have even heard some survivors mention that the Daeodon also has a unique ability to root out Rare Mushrooms as well!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Kentrosaurus Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Common name: Kentrosaurus Species: Kentrosaurus aethiopicus Time: Late Jurassic Diet: Herbivore Temperament: Short-tempered Wild While Kentrosaurus aethiopicus is considerably smaller than its close relative, Stegosaurus regium, it is much more formidable in matters of self-defense. In fact, it is arguably the pound for pound champion of not only the Stegosaurus, but when encountered in close-knit fighting packs, ranks atop the Island's herbivorous dinosaurs in general. Thanks to its wickedly sharp defensive spikes, any creature that attacks Kentrosaurus is likely to be reversely wounded in turn, and it is capable of piercing even the thickest of hides and armors when it goes on the offensive. I have personally witnessed the Kentrosaurus fell much larger predators in a single such "impaling" maneuver! Underestimating Kentrosaurus can be a fatal mistake, particularly when it is in a herd. When travelling in numbers, Kentrosaurus seems to grow much more aggressive, increasing the range at which it will defend its territory. Domesticated Survivors have seen little success in their attempts to ride Kentrosaurus, owing to its spikes and hot-headed temperament. However, a tamed herd of Kentrosaurus can effectively defend a compound and take on larger carnivores. Once impaled by its attack, the Kentrosaurus slams the attacker on the ground continuously, helping to turn the tide of a pitched battle!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Liopleurodon Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Common name: Liopleurodon Species: Liopleurodon magicus Time: Mid-Late Jurassic Diet: Sweet Tooth Temperament: Elusive Wild Liopleurodon magicus is a mid-sized ocean creature, typically between 20 and 25 feet long. I've yet to directly encounter one myself, but from the tales other tribes have shared, it compares to no other on the Island. The rumors indicate that this beautiful creature has magical properties; however, the sightings are so rare it's hard to decipher old tribe's tales from the underlying truth. They say that Liopleurodon is an elusive creature that can harness its magical powers to retreat from predators or aggressors of any kind, but the Beekeeping tribes claim that their honey is so sweet, not even the Liopleurodon could resist! Domesticated Liopleurodon is rumored to bring good fortune to those adventurous enough to tame it. With the Liopleurodon by their side, tribes have apparently managed to obtain treasure beyond their wildest dreams. Supposedly, even after you've gained its favor, it remains incredibly aloof and will eventually use its abilities to escape even the strictest of captivity.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Helena Note #27(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: So, these are the conquerors that I heard about way back when. Not a great first impression. Mei-Yin and I weren't quite mates, but watching her creatures get slaughtered like that certainly wasn't pleasant. I'm not a fan of the prisoner lifestyle, either. The leader introduced himself as Gaius Marcellus Nerva, and he's not a complete bogan, I'll give him that. He let me keep my personal effects and our conversations have been civil so far. I get the feeling that'll change if I don't cooperate, though. Not that I have much choice. They already took the keys. The only way I'm seeing this through is as a "guest" of the New Legion.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Helena Note #28(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: This Nerva bloke's FIGJAM incarnate. He seems to think that he's Jupiter's gift to the Island or some rubbish like that. I think his ego was actually tangible when the Legion returned from to the obelisk with the third key and the head of a dragon in tow. Sadly, as much as I would enjoy seeing him fall flat on his face, I need him and I need the New Legion. So, when he "asked" me to guide his forces to the hidden cave, I obliged without protest. What he'll do with me afterwards, I don't know.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Helena Note #29(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: When Nerva and his band return from the cave, they'll decide my fate, so this may be my final chance to reflect. I may as well take advantage of it. I realize that had I just ignored the signs and accepted this paradise at face value, I'd still be happy and free. Would that have been better? I don't think so. After a lot of thought, I've decided that I'd rather die seeking the truth than living in an illusion. That, as Rockwell would say, is the path of a true scientist. Not that I'm Galileo battling the church or anything, but hey, it's something to hold onto.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Meiyin Note #27(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Damn those New Legion cowards! At full strength, I could have fended them off, but they attacked just as we returned to the pillar of light. What beasts I had were exhausted, and the Demon King flew into a rage before I could start a retreat. When that happened, all hope was lost. The last thing I remember is a sharp pain in my side. When I awoke, I was alone with Wuzhui. Both of us were covered in blood, but Wuzhui's wounds were deeper. I cannot fathom how he carried me to safety in such a state. I must find a place to hide. Wuzhui and I are alone now, and barely clinging to hope.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Meiyin Note #28(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: My dearest friend is gone. To his last he was magnificent. The creatures that attacked us were larger and with his wounds they were even faster, but no beast could ever match Wuzhui in spirit. I buried him where he fell, saving me one last time. I was unworthy of such a loyal friend, but I will avenge him. His true murderers will pay. Not the beasts, but the New Legion. They are responsible. I swear by the souls of my ancestors that I will find their leader and drive my blade into his heart! In Wuzhui's name I will take his head!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Meiyin Note #29(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: As I thought, the Legion was at the last pillar of light. I sighted them as they departed, and have been following them since. They are too many for me to fight head on. If they spot me, I will be killed, but I know how to hide from sight and mask my scent from their beasts. It did not take long to discern which one was the leader. No one else walks with his pride or gestures with his authority. I could probably have hit him with an arrow by now, but I want him to see my face. I want him to know that the Beast Queen vanquished him.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Meiyin Note #30(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: I soon regretted freeing Helena from her cage before following the Legion through the portal they opened. She was too focused on the wonders around us. When she saw that most of the Legion was dead, she even tried to dissuade me from killing their leader. I knocked her unconscious. I wish her no harm but I cannot let her interfere. At least she told me his name ? Nerva. That is the man I will kill here, on this most fitting stage. I admit, it is beautiful. The stars shine so clearly. I can think of no better place for my vengeance. Here, at the edge of heaven, let our battle finally be decided.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Nerva Note #27(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Damn these barbarians. They've smelled our weakness. Between our battles with the Beast Queen and the dragon, the New Legion's main army has been distracted and depleted. Lesser tribes have taken advantage by raiding our camps and seizing territory that we claimed with our blood and sweat. Fine. Let them have their temporary victories. Let them imagine that they have inflicted real wounds upon us. When I obtain the power of the obelisks, they will pay for every blade of grass they take from me. With that power, I will make them know true regret. Gaius Marcellus Nerva Victoria per Disciplinam(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Nerva Note #28(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: My men are uneasy. News reached us that the Howling Wolves are on the march, heading straight for the heart of New Legion territory. Some want to turn back and defend our home. I understand the instinct, but they lack my foresight. Only Rockwell has the strength of mind to see my vision. We are nearly to the cave. Once I hold the power it contains, I can use it to crush the Howling Wolves and their petty forces. Whatever gains they make will be erased. I'll unite the entire island in a single, glorious battle. Soon they'll see. Everyone will see. I am this island's destined emperor. I am its destined god! Gaius Marcellus Nerva Victoria per Disciplinam(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Nerva Note #29(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: I had not expected to battle another monster, much less one so powerful. Yet here I stand, victorious! My men lie dead, my beasts lie dead, yet I still stand! Even Rockwell has never seen anything like this place. Surely it is some hall of the gods. Surely the power of the obelisks is here, waiting for a worthy champion to wield it. With it, I will not need beasts or men. Its power alone will win me this island. I need only find it, and claim what is mine. Praise Janus for taking me here! Praise Mars for lending me his strength! I claim this great victory in your names! Gaius Marcellus Nerva Victoria per Disciplinam(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Nerva Note #30(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Nothing! How can there be nothing? I have searched ceaselessly, and yet I find NOTHING! I sacrificed my men, my kingdom, everything. I have nothing left to give. Everything I've bled for is gone! For what? For a view? What trickery is this? What is this place? Am I the victim of some divine joke? I don't understand. I served the Emperor loyally. Why would Janus pull me from his service if not to bring order here? I've cried out for answers, but the gods never respond. They have abandoned me. All I hear is my own voice, echoing off these cursed halls ? betrayed, destitute and alone.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Rockwell Record #27(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Before arriving on this island, I would have dismissed the idea of a device instantly transporting a person from one location to another as complete and utter poppycock. Yet, that appears exactly what the strange platforms beneath the obelisks are capable of doing. Astounding! Yes, yes, there was a dragon on the other side. I'm sure Mister Nerva and his men fought quite the heroic battle, but discovering another slobbering beast is trivial in comparison. Imagine! One could go from one side of the globe to the other in the blink of an eye, and I'll wager that is just the start of the obelisk's capabilities! I must learn more! I must!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Rockwell Record #28(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: I am starting to become quite cross with Mister Nerva's impatience. I had barely any time at all to study the obelisk before we set out again, this time to that cave Miss Walker mentioned. I wonder, does he believe that she knows more about the obelisks than I do? Nonsense! Any fool could see that I am the superior scientist. Besides, I am his official advisor while she is his prisoner. She isn't even privy to my presence. Nonetheless, I feel compelled to prove my scientific mettle. Whatever is in that cave, I shall be the one to discover its purpose. The mysteries of the obelisks are mine to uncover, not Miss Walker's or even Mister Nerva's. Mine.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Hyaenodon Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Common name: Hyaenodon Species: Hyaenodon dirus Time: Late Eocene-Early Miocene Diet: Carnivore Temperament: Opportunistic Wild Among the Island's most tenacious pack is Hyaenodon dirus, a carnivore most often found across the mountains and tundras in packs of 3 to 6. The Hyaenodon is a very intelligent predator. Before engaging, it determines if the payoff for a fight is worth the risk of injury. Hyaenodon often prefers not to fight unless there is already weakened prey or a fresh carcass nearby. This temperament changes quickly, though, near the presence of injured creatures. Hyaenodon quickly becomes very aggressive... ...and the pack attacks with ruthless abandon. With each vicious chomp of scavenged meat, the Hyaenodon rapidly recovers health and stamina. Domesticated Despite being too small to ride, Hyaenodon are still popular pets. Their intelligence means they train well, and their natural pack mentality makes them excellent hunting dogs. Their ability to quickly recover health by consuming raw flesh off the bone ensures they can take punishment yet continue to fight, and they can efficiently preserve meat in specially-crafted saddle-bags. A common (and terrifying) sight on the tundra is a rider on a Canis with a pack of Hyaenodon at its side, howls and jeers echoing through the night.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Megalania Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Common name: Megalania Species: Megalania muruspede Time: Late Holocene Diet: Aggressive Temperament: Carnivore Wild Megalania muruspede is among the largest creatures found throughout the Island's complicated cave networks. Reaching up to three meters long, it can traverse vertically up cave walls with little difficulty thanks to its powerful claws. Fortunately, Megalania's size means it is unlikely to sneak up on anyone. Unfortunately for spelunkers, it is an aggressive and dangerous creature nonetheless. Like other Varanidae, Megalania is a venomous creature. Its poison is slow-acting, but will drain the victim's effective strength and health until death unless cured by a rare antidote. That said, the Megalania's prey are usually ripped apart well before they succumb to the poison's long-term effects. Domesticated The rare ability of Megalania to effortlessly climb sheer environmental walls makes it a highly sought-after mount. While it is by no means the fastest, strongest, or toughest mount, the manner in which it can effortlessly scale mountains, clamber up barricades, hide in trees or upside-down, ensures it will always have place in any tribe's stables!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Yutyrannus Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Common name: Yutyrannus Species: Yutyrannus saevus Time: Cretaceous Diet: Carnivore Temperament: Aggressive Wild The Yutyrannus saevus is believed to be related to the Tyrannosaurus rex, but it is noticeably different upon first glance. Feathered creatures are not necessarily viewed as dangerous predators in the same light as other theropods. However, the Yutyrannus strikes fear into even the Island's most skilled hunters. There are few wild predators that are able to pack-hunt alongside the generally hostile Carnotaurus, like the Yutyrannus does, with such ease. It is also the only creature I've seen to consistently induce a state of panic in opponents with its roar. Upon hearing it, most creatures in the area will flee for safety. Domesticated A domesticated Yutyrannus can be a powerful offensive or defensive addition to war parties. With its mighty roar, it can induce fear in opposing creatures. Meanwhile, Yutyrannus can be trained to develop a confidence-boosting Battle-Cry which counteracts enemy attempts to induce fear, while also bolstering the resolve of allies, and may even draw wild Carnotaurus to its aid. These unique "leadership" qualities make the Yutyrannus a versatile, and at times, a necessary creature to have on your side during large-scale confrontations!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Megatherium Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Common name: Megatherium Species: Megatherium formipavor Time: Late Pliocene-Early Holocene Diet: Omnivore (primarily herbivore) Temperament: Passive, but aggressive to insects Wild Megatherium formipavor is one of the larger mammals on the Island. This is most shocking because it is essentially a giant sloth...if you crossbred it with an elephant and a bear! Because of its size and girth, the Megatherium is uncommonly resistant to being knocked unconscious. Despite primarily being an herbivore, a typical Megatherium is very intent on consuming the Island's many insects. It is particularly adept at removing their insides without damaging much of the shell, maximizing extraction of chitin. The otherwise slow and peaceful Megatherium becomes faster and aggressive in the presence of these creatures. Domesticated Megatherium is an incredibly useful creature to tame, so long as you don't intend to fight other tribes. It's enormity, high resistance to torpor, and voracious attitude toward insects (and arachnids) makes it ideal for farming large quantities of chitin from the bugs of the Island, or simply defending against them.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Hesperornis Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Common name: Hesperornis Species: Hesperornis avenatantes Time: Late Cretaceous Diet: Piscivore Temperament: Passive Wild Possessing the appearance of a half-duck/half-dinosaur, Hesperornis is a medium-sized, fish-eating bird, common in the rivers and lakes of the island. It would be about two-thirds the height of a human if it stood tall, but it rarely does. Hesperornis spends most of its time gliding along the surface of the water, where it is much more maneuverable. Hesperornis is barely a threat to any land-dwelling creature, as its legs are too short for it to move around effectively, but it is surprisingly fast in the water. It can easily hunt down fish and other small water-dwelling creatures. Domesticated Not particularly useful for hunting, and not being affectionate, Hesperornis is primarily kept for the eggs it produces after consuming much fish. When rendered correctly, the eggs separate into two useful substances. One is a protein substance that is high in calories, and the other is an oily liquid that is effectively the same as the Oil found in the ocean!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Dahkeya Note #19(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: I can't recall the journey back to town, but I remember the caverns. The mantises didn't take too kindly to our intrusion. Took half my men with them before we blew them to hell. Well, most of them. One came at us while we were celebrating and I pushed Sasha out of the way like a damn fool. Nearly got myself skewered. Now Raia's got me all cooped up until I finish recovering. Threatened to tie me to the bed if I tried to leave. I'd probably drive myself nuts if she didn't keep me company so often. She was even here when I first woke up. I admit, I was glad to see the sight.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Dahkeya Note #20(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: How long have I wanted this? I can't place it exactly, but it feels like I always have. I suppose that's how I know it's right. It's not just that Raia's beautiful. I've known beautiful women before, but I never got the same feeling when I looked at them. I never felt this at home around them, or anyone for that matter. What happened between us when I was stuck in that room, it wasn't a heat of the moment decision. At least I don't think. All I know is that now, I don't mind sleeping in the same bed every night. Not anymore.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Dahkeya Note #21(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Maybe I should change my name again. Seems fitting. I started calling myself John about a week after joining up with Doc Russo. The others never called me Dahkeya anyway, so I figured they may as well call me by a name I chose myself. That was part of it, but I think that deep down, I also knew that the boy who earned the name Dahkeya was gone for good. Now I think the outlaw named John Dahkeya is gone too, so it would make sense to call myself something else. Then again, that may just confuse folks. Probably not worth the hassle. Besides, I kind of like the way it sounds with an Egyptian accent.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Dahkeya Note #22(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Things have been quiet for a while now. Downright pleasant, even. At least, that was the case until one of our hunting parties went missing about five days ago. Well they're not missing anymore, at least what's left of them. We scoured every inch of their camp and still can't figure out who attacked them. There aren't many prints from animals, and what ones we found aren't like any creature I've seen. There are scorch marks aplenty, though. Maybe it was a group of raiders with some of those new, flame spewing weapons that I've heard tell about? Whoever it was, I'll see it to it that they live just long enough to regret it.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Dahkeya Note #23(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: We finally tracked down our culprit this morning, and damn was he one big, mean son of a gun. He had wings like a bat, a head like lizard and spat fire from his mouth. I've never seen anything like it, not even here. Fortunately, anything will die if you put enough bullets in its head. One of my men called it a wyvern, but he'd never actually seen one before. Said it was just a legend. No one in town had seen one either. So where'd it come from? Did it just suddenly fly here from parts unknown? This whole affair doesn't sit right with me. Gives me a bad feeling.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Dahkeya Note #24(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Folks have been spotting a lot more of these wyvern creatures, and they're not just throwing fire every which way, either. Some spit lightning or acid. On top of that, those big pillars are acting funny. I checked with Sasha, since she doesn't buy into that Hathor business, and she sees it too. It's making me restless. Between this and the mantises, it's starting to feel like this place wants us gone. I know that can't be right. There were no spirits of the land to stop the frontiersman back home, and there are none here. Still, I should talk to Raia. If that tower's dangerous, she shouldn't be worshipping it.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Dahkeya Note #25(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: I shouldn't have expected her to listen. Raia's kept her faith this long, so there was no way a few wyverns and a talking to were going to change that, even if that talking to came from me. Still, I'm not about to take any chances. Whether it's wyverns, mantises or giant towers, nothing's harming this town and it's especially not harming her. Her prayer groups are getting extra guards and I don't care if she likes it. I expect she won't. In fact, I'll probably have to sleep under the stars for the for the next few nights. Oh well. I suppose that's what you'd call a "long-term investment."(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Dahkeya Note #26(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: For all my caution, I could have never prepared for this. Yesterday, the towers started flashing and glowing like a damn lightning storm. When I saw that, I saddled up one of our cats and went to find Raia as fast as I could. Within minutes, the ground was crumbling beneath us, like the land was trying to swallow the Nosti whole. Once I swung Raia up onto the saddle, I had to ride like a man possessed, our cat leaping across broken buildings as they slipped into the ground. Even then we barely made it, but we're the only ones. I spotted Sasha hanging onto a ledge as we escaped, but I couldn't get to him in time. We're all that's left.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Dahkeya Note #27(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: I wish I were better with words. I just don't know what to tell Raia after all that's happened. A loss like that is always going to ache, but nothing I do or say seems to ease the hurt at all. You know things are ugly when I'm the optimistic one. For now, I've just got to keep us focused on staying alive, step by step. We're going back to the basics: finding water, finding food and finding shelter. This snaggletoothed cat and I are all she's got left, and that means I've got to be steady for her. Somehow, we'll make it through this.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Dahkeya Note #28(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: So far so good. The cat has helped keep the critters away, so I've conserved ammunition, and we're all stocked up on supplies. For the immediate future, I'd say we're safe and secure. Further than "immediate" though? I'm not so sure. Neither of us are builders, and there are bigger, tougher animals than long-toothed cats out there. Eventually we'll need to find some new friends. Nosti was the biggest settlement in the desert, but it couldn't have been the only one. I'd heard rumors that a hunting party had seen some buildings to the west. Sounds like as good a place to start as any.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Dahkeya Note #29(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Damn it all to hell! I had everything under control. We were going to make it, but I just had to go searching for that town. What a stupid, bone-headed decision! It's not that the rumor was wrong. There are buildings, all right: crumbling, abandoned buildings that are half-buried in sand...and home to a group of damned wyverns that attacked us on the way in. We managed to give them the slip by taking shelter in this big, circular building, but they've been circling it ever since. We've got enough supplies for nearly a week. Hopefully they'll lose interest before we start to run dry.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Dahkeya Note #30(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: The wyverns haven't left. They're fixated on us. Well if they want me so bad, they'll get it. I'm not foolhardy enough to fight them on my own, but I can at least insist that Raia take our mount. If things go south, then she'll have a chance to run. Raia, if that happens and you're reading this, don't go crying on my account. The time we've had is more than I could have hoped for. Besides, it'd be downright selfish of me to keep you to myself when you've got so much to offer the world. As for me, I've only got one true talent, and those ugly, overgrown lizards will find out just what that is when I drag them to hell.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Helena Note #19(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: It took weeks of searching, but I finally caught a glimpse of Wali al Aswad. I knew I was getting close when I found a series of fulgurite formations this morning, and sure enough, I spotted several wyverns later in the afternoon with a lone rider among them. The rider clearly saw me too, because soon enough the wyverns were circling overhead. I waved and yelled in greeting, even calling out Mei Yin's name just in case. Yet without so much as a nod, the wyverns regrouped and flew off. Wali's not a social butterfly it seems, but I'm not letting them off the hook that easily.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Helena Note #20(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Of course Wali lives on a bloody mountain. Of course they do. I saw their wyverns land at the summit yesterday, and they haven't left. This has to be their home...unfortunately. The paths were too narrow for my morellatops, so I had to leave it behind. It should know to wander off if I don't return for it, not that I can really afford to worry about it. The climb's doing a fine job of kicking my ass even without distractions. I swear, if I don't have a six pack after climbing a mountain in the bloody desert, I'm going to be awfully cross. (/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Helena Note #21(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: I don't know what kind of reception I expected when I reached the summit, but laughter wasn't one of them. Yet that was exactly what I heard when I finally let myself collapse and started flinging every obscenity I could think of at this damned mountain ? the bemused laughter of an old woman. Wali al Aswad is definitely no guardian angel. She was quick to dismiss those particular rumors with remarks about how the gods have abandoned this wretched place. As long I avoided that subject though, she's welcomed my questions with surprising warmth, though often enigmatically. I have a feeling that I'll need to be patient with her.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Helena Note #22(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: It turns out that I didn't find Wali al Aswad. She found me. While the portal I used to get here opened with little fanfare on my end, apparently the other side created quite the spectacle. According to Wali, it was easy for her to spot from atop her wyvern, and she started tailing me soon afterwards. I guess her timely interventions were no coincidence. She didn't seem very surprised when I told her about the obelisks, their guardians or even that this desert is actually a space station. Either she knows more than she's saying, or experience has grinded the surprise right out of her.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Helena Note #23(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: I really missed flying. There's no replicating the feeling, and no replacement for seeing a sunrise amongst the clouds. Wali probably started these wyvern riding sessions just to give herself an escape hatch when our conversations get too personal, but I can't say I mind. Despite their appearance, riding a wyvern is just as pleasant as riding an argentavis, even without a saddle. By design, perhaps? No matter. Genetically engineered or not, they are magnificent creatures. It's a risky proposition, but I absolutely must observe them in the wild sometime. I can't pass up an opportunity like that.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Helena Note #24(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Now that Wali has deemed by wyvern riding skills acceptable, she's finally agreed to show me around the region. From what I can gather, Wali has been here for a very long time, maybe longer than Rockwell was on the island. She knows the history of every village and ruin. Apparently there was once a great city to the southeast, but it was wiped out at some point. She's still mum on a lot of details, but I'll just have to keep prying. Radar's been helpful in that regard. Wali definitely seems to be in a better mood when the fuzzball's around. That little charmer's certainly earned her keep.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Helena Note #25(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: I'm grateful that Wali allows me time to study the local wildlife, but I suspect she only does so out of amusement. She always says something like, "Why do you spend so much time on these scribbles that no one will read?" I never have a good retort. It's true that no one else may ever read my dossiers, as I have no way to reproduce or distribute them as long as I'm trapped on one of these space stations. When I started them, they were a passion project, created out of my love for nature and its creatures. Now? I guess they're just part of my identity. Writing them helps remind me who I am.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Helena Note #26(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: I can't believe it! Wali spotted someone wandering in the desert the other day, and it turned out to be none other than Edmund Rockwell! I just about burst into tears when I recognized him. Apparently, he heard that Nerva was holding me captive and sought to negotiate my release. That lead him to the cave, and eventually he wound up here. Awfully sweet of him to go through all that trouble for my sake! Strangely, Wali claims that she saw a portal open up far away from her territory shortly before mine did. I guess that was Rockwell's, though Wali arrived at the scene too late to track him. Rockwell theorized that the portals may have taken us through time as well as space. Considering my present company, I'm inclined to agree with him.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Helena Note #27(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Wali has been much quieter since we found Rockwell. I guess she's just letting us catch up. However, she did say something interesting when we were recounting Nerva's ambitions for the Island. "This place would never allow anyone to master it," she said, and when I asked her to explain, she told me that the great city to the southeast was destroyed by the obelisk itself. Now it's just conjecture, but it's interesting to think about. Could the curators of these stations be monitoring human behavior and clipping its wings should the survivors ever band together and fly too close to the sun? If each station represents a different group in a larger experiment, "resetting" human progress would make a lot of sense. It's a bit grim though, isn't it? Yikes.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Helena Note #28(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: I don't think Rockwell's been sleeping much. I awoke last night to find him studying a strange piece of metal by firelight. I guess some tribe gave it to him as a gift, along with a very familiar looking artifact. I insisted that we show those items to Wali, and she recognized them as the property of this station's lone guardian. With all that she knows, I'm not surprised that she's activated the obelisks before. Hell, it sounds like the old battle ax has even slain the beast herself! Since we have said guardian's artifact, Wali says that we can leave this station at any time. I suppose we may as well. Rockwell's eager to depart, and as much as I like Wali, I've had my fill of sand.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Helena Note #29(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: The transporter that can take us back to the "control center" station is in the ruins of another city, south of the mountains. Wali believes that it was destroyed by the obelisks, just like the city in the southeast. I didn't press her for details, not that I'd have gotten any. Wali's more tight lipped about those ruins than anything. I had to practically beg her to take me to the southeastern city, and while we were there, she spent most of her time just gazing out into the distance. No sense in bringing her mood down with that rubbish now. After all that she's done for me, I'd like give her a nice, proper farewell.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Helena Note #30(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Having seen us through the ruins and safely to the platform, Wali has taken her leave. After doing so much for me, I was sad to see her go, but at least I got her to smile before she left. Well, me and Radar. I can't very well take the little critter with me, so I officially gave Wali ownership of her. They'll be good for each other, I think. Gah, I wrote "Wali" up there. Twice! I suppose old habits die hard, but it's not really her name, is it? I always knew that was the case, but she'd never told me to call her anything else. At least not until now. Well at any rate ? cheers, Raia. It was a pleasure to have known you.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Rockwell Record #19(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Nasrin is quite different from her husband. She is a timid little flower of a woman, or rather, she would be if she were not many months pregnant. I am still undecided as to whether my timing is impeccable or unfortunate. A few weeks from now, Timur may have had no need of a doctor, but as it stands I have been thrust into an unfamiliar scenario with scant time to prepare. Despite my unpleasant circumstances, this whole affair is rather intriguing. I never considered the possibility of new generations being born on the ARK, yet clearly it was inevitable. Like any common animal, humans have the urge to procreate. How else could the species endure?(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Rockwell Record #20(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: EXPLORERNOTE_RockwellRecord#20(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Rockwell Record #21(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: The silver tongue of Sir Edmund Rockwell has prevailed once again! After spending far too long watching the Burning Phoenix enslave and decimate hapless caravans and villages, I have convinced Timur to test his might against the guardian of the obelisk. I admit, I am somewhat anxious. Timur is not the commander that Mister Nerva was, and should he fall, I shall fall with him. Yet I have little choice, and the rewards of success are worth the risk. The obelisks, the starlit sanctuary and that precious ore shall be the foundation of my legacy as a scientist, gentleman and explorer. I am sure of it.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Rockwell Record #22(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: I found it! I really found it! Raw, untainted samples of that same, mysterious ore from the sanctuary! That fearsome beast must have been guarding it. Thank the heavens for Timur and his berserk savagery! When he leapt from the back of his wyvern, I thought he was surely doomed, but the madman actually managed to grab hold of that monster's horns and turn its eyes into a bloody mess. I have never seen such brutally effective barbarism. Many of his band did not survive the encounter of course, but that was to be expected. Progress requires sacrifice, and whether those brutes knew it or not, their deaths have helped humanity leap into the future.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Rockwell Record #23(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: This ore is simply extraordinary! It is warm to the touch, even during these cold desert nights, and it pulses as though it has its own heartbeat. It is at once light and more sturdy than any natural material I have encountered. The uses one could find for such a substance? I shall have to name it at some point. What would do? Rockwellium? Edmunium? A dilemma for another time. For now I have more pressing matters. Timur and his Burning Phoenix savages have played their part, and I cannot remain in their custody. It is time for the great warrior chief to receive his just reward.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Rockwell Record #24(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Alas, poor Timur. He was so focused on celebrating his victory over one foe, that he never saw his greatest threat. Now he lies beneath the severed head of the beast he vanquished, eyes bulging and blood seeping from his open mouth. At least, that is how I imagine him. I did not stay to admire my handiwork. As soon as the first group of Burning Phoenix warriors succumbed to their poisoned feast, I stole away into the night, Edmunium and artifact in tow. Serves those ruffians right, I say! They never did treat me with the propriety that a gentleman and scholar of my caliber deserves. This desert is better off without them.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Rockwell Record #25(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: As my withdrawal from the Burning Phoenix's camp demanded haste, I did not have the time to double check my supplies. It appears that I shall have to do some hunting. No matter! I may not be as spry as I was when felled a charging rhino on the plains of the Serengeti, but with all the small armory I managed to abscond with, I can surely manage. I had planned on trading those weapons for information as soon as I encountered a peaceful tribe, but I can spare a few rounds of ammunition.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Rockwell Record #26(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Despite my limited equipment, I have managed to run some initial tests on the Edmunium. Based on my observations, a typical forge may not be enough to smelt a sample of Edmunium ore into any sort of useable ingot. I suspect that it has extremely strong metallic bonds and therefore a much higher melting point than any conventional metallic element. I must find a proper base of operations where I can run more extensive experiments. I mustn't be overeager, however. I have limited samples and... Drat! I shall have to ruminate on this later. A sandstorm may be brewing and I have no desire to be caught in it.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Rockwell Record #27(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Confounded weather! Not only did that sandstorm separate me from my steed, but when it cleared I was beset upon by none other than the traitorous Miss Walker herself! Oh she put on quite the act, spouting all sorts of nonsense about how good it was to see me. Rubbish! I see right through her ruse. I am certain that she is after my Edmunium. The only reason she has not simply looted it from my corpse is that she requires my superior intellect to understand it. Well two can play this game, Miss Walker! I can fill the role of the benign old scientist for a time, but I shall not be betrayed again!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Rockwell Record #28(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: I am glad that I possessed the foresight to hide my presence from Miss Walker after her capture on the island. She clearly believes that I never learned of her betrayal. By cunningly taking advantage of this fact, I have managed to completely deceive the deceiver! The grim old bat she travels with is another matter. I often catch her glaring in my direction, her eyes sharp and mistrusting. If I could, I would deal with her as I dealt with Timur, but I fear she is far too observant. For now I must maintain my deception as best I can.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Rockwell Record #29(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: I may have given Miss Walker too much credit. Although I carelessly allowed her to catch sight of my Edmunium ore samples, she was more interested in the artifact I possess. I should have realized this sooner. Miss Walker's specialty is biology. She would not recognize the unique properties of Edmunium if they hit her square in the forehead! That fact has eased some of my tension. Even if Miss Walker seeks to take advantage of my genius, she is focusing on the wrong discoveries. So long as I am careful in my studies of Edmunium, I shall remain miles ahead of her. (/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Rockwell Record #30(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: I cannot wait to be rid of that glowering menace of a woman, this so called Wali al Aswad. I suspect the feeling is mutual. She has offered little in the way of farewells while seeing us to this ARK's entrance to the starlit sanctuary. Things will be much easier once Miss Walker and I have parted ways with the desert witch, I suspect. Miss Walker is thoroughly oblivious to both the wonders of Edmunium and my knowledge of her underhanded scheming back on the Island. She can continue to fiddle with trinkets and relics. I may even assist her if it suits me. Meanwhile, I shall unlock the secrets of the most extraordinary element in the universe right under her nose! (/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Raia Tablet #19(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: For days, I have prayed for both Hathor's compassion and Sekhmet's healing powers, and for days I have waited. I have faith that they heard me. When I first laid eyes on him, I thought for sure he was dead or dying, but the gods have not yet taken John Dahkeya away from me. My mind knows that I have other responsibilities to attend to, that I cannot afford to spend more time in this room. Yet I know that if I attempt to attend to my duties, my heart will interfere and I cannot neglect it. Not any longer.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Raia Tablet #20(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Without question, it was Hathor's divine will that sent me here, not only so I could spread her joy and compassion, but so I could understand her love. I thought I knew it before. I loved my family, I loved my fellow priestesses, and I love all those under my care here in Nosti. Yet only when I finally surrendered myself to it, when I let it rush over my body and carry me like the current of a great river did I truly understand it. Only now can I claim to embody Hathor's teachings, thanks to John Dahkeya, this warrior from a distant time and place. And now, together, we can turn this desert into a paradise.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Raia Tablet #21(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: The mood in Nosti has been so jubilant lately that I think we may just hold a festival after all, and why not? We have plenty of cause to celebrate. With the mantis threat diminished, our scouts were able to establish an outpost in the north, where they discovered a wealth of thick, black oil seeping through cracks in the earth. Thanks to this bounty, we have been able to create amazing new tools, and fill our storehouses to the brim. A festival would hardly make a dent. I am sure my beloved Captain will disagree. Ever the dutiful worrier. Fortunately, I can be quite convincing where John Dahkeya is concerned, and for one day, we deserve to supplant worry and duty with song and dance.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Raia Tablet #22(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: As I watched Girisha's team construct the curious, bladed tower that is meant to harness the power of Shu's winds, I could not help but marvel at how far we have come. In such a short time, Nosti has risen from nothing into a true city, with wonders that would make even the great Pharaohs envious. For all its storms and monsters, this desert grows less threatening to us each day, and fewer people are forced to suffer and die by its hand. Perhaps one day, no one will. If we can achieve that, then every hardship and every sacrifice we have endured will have been worth it.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Raia Tablet #23(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Over the last few days, the lights of the great obelisks have been pulsing with a rhythm and intensity that I have never seen before. It is a beautiful, soothing sight, particularly at night. It almost looks like they are singing a song to the stars above. Surely this is a sign of the gods' favor. Hathor is offering us her blessing. Having another festival would be exorbitant, so I have organized a special round of ceremonies and prayers after dusk instead. Thus far they have gone wonderfully, and everyone has left with renewed faith and vigor. I wonder how long this display will last?(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Raia Tablet #24(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Sometimes, I wonder how John can carry on, with no faith in a higher purpose or power and eyes that see threats everywhere. Even when we are safe and secure, he insists on sleeping with a weapon at arms' length. It is no wonder that he suddenly believes the obelisks could be dangerous. Fortunately I have enough faith for the both of us. I have faith that he will protect us from the flying lizards that have recently appeared, I have faith that the obelisks would never harm us, and I even have faith that I shall forgive his constant prodding on the latter. That final matter might require some additional effort on his part, however. He has been simply relentless about it.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Raia Tablet #25(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: What did I do wrong? Despite every trial and tribulation, I kept my faith in Hathor, Amun-Ra and all the gods. No I did more than that. I gave them new followers, I built shrines for them, and held ceremonies for them. So why? Why did the obelisks light up the sky and call down such a terrible doom upon my new home? Why would the gods tear the very earth asunder and send all that I have built and cherished tumbling into the abyss? Where did I betray them? Were it not for John I would not even be able to ask such questions. I would just be some dead fool, whose last act would have been to beg for salvation from the very gods who have forsaken me. (/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Raia Tablet #26(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: My mind is filled with the dead. I see the smiling faces of my students, eager to learn. I hear Girisha's laugh, deep and merry. I see the outstretched hand of John's trusted lieutenant as she fell into the darkness below. John tells me not to blame myself, that what happened was unpredictable. Yet how can I not feel guilty when I led so many to worship the instruments of our destruction, all the while promising to keep them safe? Somehow, I must bury these emotions and focus on the present, as John does. If I cannot tear my mind away from what I have lost, I will lose all I have left. I cannot let that happen. I cannot let the gods take him too.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Raia Tablet #27(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: You would have been proud of me. I controlled my breathing, just like you taught me, even with the tears streaming down my face. Even with all the hate and anger in my heart, I kept my aim steady, and I killed them. I killed them all, John. So why have you abandoned me, too? You were the survivor, not I. These creatures should not have been enough to kill you. You were too strong. I need you too much. Please. Come back to me. I need to hear your voice. I need to see your smile. Please. Please.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Raia Tablet #28(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: When I found them, I wanted to smash them to bits. Those eggs were the spawn of the monsters that slew my beloved, and they did not deserve my pity. Yet I also knew they could help me. If I could raise these creatures as my own servants, then even those traitorous gods of mine could not strike me down. I have constructed a great bonfire to mimic the warmth provided by their mother, and gathered milk from the mightiest of the fallen beasts so that I may feed them when they hatch. Hopefully it is enough. No, it will be. I will raise these creatures, I will master them and I will survive. I promise you, John. I will live for both of us.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Raia Tablet #29(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: When the creatures first hatched, I dared not go near them without weapon in hand, but by now we have grown accustomed to each other. I once heard that a newborn creature may identify the first living thing it sees as its parent. I believe that has occurred here. I have become a mother to monsters. So be it. The gods have forsaken me and my love has been taken from me, so gone now is the Raia of old. Gone are the last vestiges of Hathor's joy and tranquility. Let my heart fill with Sekhmet's might and fury, and with monsters at my back and steel in my hands, let the desert know my wrath. Never shall anyone take from me again, be it god, beast or man.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Raia Tablet #30(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: I have seen so much since we last spoke, John. There are secrets in this desert that you would never believe, dangers that would have paralyzed me with fear when we first met, but I am a different woman now. Would you recognize me still, behind this black veil? I still find ways to help people, though not as I used to. I am no shepherd to the lost, no healer of wounded souls. Sometimes I simply defend the defenseless, or guide those few who seek the truth behind this cursed place. Perhaps one day, someone will find that truth, strike down the false gods of this land, and at last grant me rest. Yet until that day comes, know that I will not falter. Know that I will carry on.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Rockwell Record #29(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: In all my life, I have never seen so magnificent a sight! Mister Nerva may be bemoaning the loss of his men, but I would sacrifice them a thousand times over to witness such majesty! I have never seen a night sky so beautiful, and my word, the exquisite metal this place is made out of! It reminds me of the material that lines the obelisks, yet somehow more...alive. The very walls of this place seem to hum with power and possibility. If I could find a loose tile to take as a sample, I would, but this whole complex has been expertly maintained. I must find more information on this material. Perhaps one of these consoles will have something I could use. I am not familiar with the technology, but I am sure a scientist of my caliber could get something out of them with a little educated fiddling. (/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Helena Note #30(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Well, I'm not dead, and as it turns out, neither was Mei-Yin. In fact, it was her who freed me, and insisted we follow Nerva through the portal in the cave. A horrifying scene awaited us. All of Nerva's men and a large, bizarre creature lay dead in a heap, but Nerva's body was missing. Forgetting my present company, I suggested a peaceful approach if we encountered him. That earned me one hell of a knockout punch. When I came to, I searched the whole station, but the only signs of Mei-Yin and Nerva were a few ounces of dried blood. No bodies, and no victor. Yet what I did find was fascinating. It was quickly evident that I was on some kind of space station, but when I looked out one window in particular, I realized something even more surprising ? I'd been on a space station the whole time. There, floating outside the window and surrounded by machinery, was the very island that I had been living on, and it too was orbiting high above the surface of some unknown planet. The ecosystem on the Island wasn't just curated, it was completely artificial from the ground up! What in the hell is all this, and why would anyone construct it? I don't have the slightest clue at the moment, but somehow, I mean to find out. Somehow, I'll find the truth. (/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Overseer Hologram(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Meiyin Note #31(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: I suspect even Nerva knew that he would not fare well in a battle. After taking a couple blows from my sword, he dashed off into the darkness. However, I know he was deeply wounded. His blood cannot lie. I suspect this command center was created by something with technology far beyond most normal comprehension. In the distance I can see several worlds, one that is clearly a place I've been. I am now sure that there are more of these worlds. That scoundrel Nerva must have escaped before he could meet his death. Little does he know, I won't give up that easily. I will find him in whatever realm he travels to. There is a terminal that sits upon a platform near the end of the command center. Surely, through some combination of codes, that must unlock travel to the other worlds. But it does not. It only adds another foe to be slain by the Beast Queen. (/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Otter Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Common name: Otter Species: Lutra Peloso Time: Early Miocene Diet: Onnivore Temperament: Friendly Wild Found along the Island's many inland waterways, Lutra Peloso have become exceptionally adept at hunting and foraging. This species of Otter has to be particularly cunning because of its diminutive size, and fierce competition for its preferred food source: fish. It is not a creature that excels at combat, and would not naturally pose an intimidating threat to any predators. Finding packs of River Otters is simple enough: they are distinguished by their elongated bodies, bushy tails, and webbed feet. Their trusting and inquisitive nature ensures they are often hunted for their lustrous fur, but many prefer to tame them to become trusted companions. Domesticated There are few creatures which provide the companionship that Lutra Peloso does. Rather than traveling beside you, it would prefer to comfortably rest upon your back, providing insulation. Once domesticated, it can be told to harvest fish on demand, with a specific goal in mind... from the fish that it consumes, that Otter has a knack for foraging Silica Pearls, and can even yield a slight chance at finding Black Pearls within!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Phoenix Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Common name: Phoenix Species: Unknown Time: Unknown Diet: Flame eater Temperament: Elusive Wild Among the most mysterious of all flying creatures, much of what is known about the Phoenix exists in legends which have been told through generations. These myths hav eoften chagned through the passing of time, but once constant is the belief that fire represents cleaning and renewal. The Phoenix embodies this process through its everlasting cycle of death and renewal. Extreme heat-waves in the desert seem to initiate the rise of the Phoenix, while the end of this so-called "Super Heat" precipitates the creature's reversion into ashes. While the Phoenix seems ambivalent to most wildlife, if provoked, its ferocity is evident in its ability to set targets aflame in a single bite. Domesticated Attempting to pacify a Phoenix is, quite literally, playing with fire. The Phoenix must be continually set ablaze in order to be tamed. I've seen many turned into dust and ash in the attempt. After it has been pacified, the Phoenix will regain its vitality when it is aflame. Although its compact size prevents the Phoenix from being ridden, its aggressive enflaming has proved to be invaluable in battle. Plus, it can quickly roast up tasty cooked meat and refine raw ores at any time, as a living furance.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Meiyin Note #1(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Where have I been taken? When I tried to pull my sword from that machine, there was a bright flash and suddenly I was in this desolate place. Whatever that device was, I must have broken it. Nerva's corpse travelled with me, blood still seeping from the wound I left in his chest. Despite what he's done, part of me thinks that I should bury him. He was a tyrant, but he still died a warrior's death. For now, I will bandage the wound on my face and rest. It is night here, and it will be safer to explore in the light of day.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Meiyin Note #2(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: I was fortunate today. The sun was rising as I finished bandaging my wounds, and had I not glanced at it, I would never have seen Nerva's body. It was three hundred paces away, right where I left it, and it was smoldering. The sunlight was burning it. I remembered a cave that I had spotted earlier, and ran for it as fast as I could. My legs ached and smoke was rising from my armor by the time I arrived, yet I was still alive. So now the sun was trying to kill me. Perhaps I was delirious, but I laughed at the notion. Monsters and armies have failed, so let the sun have its chance. I will defeat it too.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Meiyin Note #3(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Yesterday, I realized that I could rest no longer. I had no more spare cloth for bandages and had eaten nearly all the moss nearby. Rather than risk the heat of the sun on the surface, I ventured deeper into the caverns. It was a treacherous descent, but I am glad I went. This cave is larger than I could have imagined. In fact, it is hardly a cave at all. A great forest flourishes down here. It is as if this whole land is backwards. However, there is one thing that is familiar to me. The air is thick with the sound and smell of wild beasts. I must remain on my guard.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Meiyin Note #4(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: The light down here does not burn like the light on the surface, even the light that comes from the ceiling. I do not understand why, but I am glad for it. I was attacked by a pack of small monsters with spines on their backs. In another life, they would have terrified me, but now I fear no beast. I slew many of them, but more kept appearing. Even after killing the largest of them, they did not hesitate. Only when I neared a strange, glowing pillar did they retreat. They seem to fear the unusual light it emits. I should use that weakness against them. (/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Meiyin Note #5(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: I finally removed the bandages from my face. While I avoided infection, the wound will surely scar. I do not mind, and neither does my new companion. In fact, I had just removed my bandages when I first saw him. From the branch of a great tree, he stared down at me with curious eyes. I stared back just as curiously. It looked almost like a young deer, but its fur was colorful and it glowed like a fallen star. He reminded me of the paintings I'd seen of Qilin, but he seemed too small. Whatever he is, he approached me so innocently that I could not leave him behind. So now he is Xiao, my little light in the dark.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Meiyin Note #6(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Navigating the forest has been easier with Xiao at my side. His light has both guided and protected me. The small, spined monsters that I fought before returned in numbers, but they cowered and fled before Xiao's light, as they did from the glowing pillar. So long as Xiao is with me, I need not fear them. Yet Xiao's power is not an endless well. If he does not periodically extinguish his light to rest, it will fade with time on its own. I must be careful when wandering into the darkest parts of this forest, lest Xiao's light go out and we are both put at risk.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Meiyin Note #7(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Even with Xiao's help, I can only do so much on foot. I need a reliable steed that can carry me swiftly through the forest and help me gather resources. Fortunately, I may have found such a beast. The other night, I heard many howls in the distance. When I investigated, I found a pack of strange beasts that looked like hairless wolves. They are ugly, vicious creatures but they are the perfect size for riding. For now, I shall stalk the pack. When one of the wolves is separated from the others, then I will knock it out with my arrows, and claim it for my own.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Meiyin Note #8(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: I have named my wolf Shi, for he is so black that he seems to swallow all the light around him. No beast can replace Wuzhui, but Shi is swift and fierce. Upon his back, I can travel across the forest with ease. Yet I know that Shi alone is not enough. In these lands, the strong will dominate the weak, and they will try to destroy those who do not submit. I am reminded of this every time my scar aches. To survive I must grow stronger. It is time to rebuild my army.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Meiyin Note #9(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Yesterday, I stalked a giant shelled beast, with large claws that it could use like hands. Though slow, it seemed strong. I decided it would be a good addition to my army, but before I could attempt to bring it down, something swooped down from the sky to attack it. It was a great lizard, but not one like the ones I had seen before. No, this beast was a true dragon, long of body with a feathery mane. It used the feathers on its arms to ride the wind and tore its prey's shell asunder with iron claws. When it was finished with its meal, it scaled the cavern wall and became one with the shadows, vanishing entirely from my sight. I have found my new prey. Soon, I shall command the might of a dragon.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Meiyin Note #10(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: The dragon was even more formidable than I expected. At first, Shi was able to dance around the beast while I riddled it with arrows, but I underestimated how far its feathered arms could take it. Its sudden leap left Shi's leg wounded and I was flung from the saddle. The crippled wolf did not last long after that, and I only survived myself by taking to the trees. By the time the dragon succumbed to my knockout poison, its hide was full of arrows. I buried Shi where he fell. Though he did not serve me long, he did so loyally. Thanks to him, I possess the strength of a dragon. I am the Beast Queen once more. (/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Meiyin Note #11(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Travelling through the cave is easy thanks to my dragon, who I have named Ao Yue. I have discovered that the cave is even larger than I imagined. Beyond the forest, there are tunnels that lead further down into the earth, to a land of glistening water and plants that glow like Xiao does. How far down does it go? If I keep going, will I find the end of the world? I do not know, but I will press on. I cannot return home, or even to the island I came from. My enemy lies dead far behind me, and I have found no friends or allies. I have no aim beyond simply surviving. So for now, all I can do is move forward.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Meiyin Note #12(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: The beasts of this land grow stranger the deeper I go. Yesterday I was attacked by a swarm of flying demons with writhing tentacles in place of heads. I think they were after Xiao. Where some monsters feared his light, these ones hungered for it. However, they were no match for Ao Yue's fangs and my blade together. Still, I will keep Xiao close and have him extinguish his light for now. I could not bear it if he came to harm. Of everyone I have met in these lands, only Xiao has stayed by my side of his own will. Even Wuzhui had to be laid low first. I suppose there was that woman from the island too, but she is gone. Besides, I struck her. I doubt we were friends.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Meiyin Note #13(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: I am not alone in these caves after all. The footprints I found today belonged to no beast, that much is certain. Yet if humans left those footprints, they move like no one I have ever seen. They are deep, as though their feet hit the ground with great force, and they often have huge gaps between them. No man can leap that far, yet there are no beast tracks that accompany them. Perhaps if I move carefully, I can track and observe them. Whether they are friend or foe, I should learn more about them before I act.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Meiyin Note #14(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Where did I make my mistake? I moved in silence and never once left the shadows, but somehow they saw me. I mounted Ao Yue in an instant, but somehow they still caught up to me. Had we fought, the battle may have been difficult. There were only four of them and I had Ao Yue, but their weapons and armor glowed like moonlight and their movements were swift. I was about to strike first when one of them raised her hands and took off her helmet, revealing a human face and hair the color of sunset. She convinced her friends to lower their weapons, but even as I write, I keep one hand on mine. We may share a camp tonight, but I dare not sleep.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Meiyin Note #15(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: The armored ones had many questions when they awoke. They were surprised that I had raised Ao Yue myself, and even more surprised that I came from a different land of monsters. That seemed important to them. I asked questions too. They say it is their armor that lets them see at night and move with such speed. I did not believe it until the orange haired woman let me wear her helmet. With it I could see through darkness as though it were bathed in green light, or see the red shadows of distant creatures. It was like magic. They asked if I wanted to stay in their village for a time. I doubt I will stay long...but I want to see more of this magic.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Meiyin Note #16(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: This village is as strange as the armor its residents wear. They use tools containing light and sleep in glowing metal cases. They offered one to me, but I refused. I have slept outside with Ao Yue and Xiao instead. I have no desire to sleep in something that looks like a coffin. They claim that their tools are not magic, but machines. I do not understand how that is possible. On the island, there were many weapons and tools that were new to me, but they were made of real things. How does one touch light, much less shape it? It is wondrous and beautiful, but I wish I understood it. I will have to try harder.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Meiyin Note #17(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: It is no use. These machines are beyond my comprehension I cannot even make the simplest of their tools work properly. Compared to this, training with a spear or sword seems simple. I have tried to earn my keep by helping with chores and other tasks, but I usually get in the way or slow things down. Compared to the others, I am like a child, and they treat me as such. This was a mistake. I belong in the forest with the beasts, not among these people in their glowing metal halls. I will ask them for supplies and depart within the week.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Meiyin Note #18(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: I asked the woman with orange hair if I could take some supplies when I left, but she refused to do so for free. She said if I wanted the supplies, I had to try to use their armor first. It seemed like a trick, but I wanted to try the armor anyway, so I accepted. If I have been tricked, then I have never been so glad to be fooled. When I am in that armor, my blood dances in my veins and I can feel the world around me. It is as if I was asleep for my whole life, and I only awoke when I put the armor on. I cannot leave after feeling that, not until I at least master the armor. Perhaps then, but not now.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Meiyin Note #19(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Discretion is the key to the armor. When I started, I would leap further than I intended, turn too sharply or grip objects too tightly. Now I am in complete control. I could scale a mountain while carrying an egg and never break it, but also smash stone or fight a beast bare handed. Once I got used to the armor, my experience as a warrior helped me learn quickly. I can already outpace Juzi in a race and beat her in the sparring ring. I try to go easy on her now. She helped me a lot so I do not wish to shame her. I should call her by her proper name too, but Diana sounds too serious for a woman that laughs so much. Juzi fits her better. She doesn't mind it, but I don't think she knows I've named her after an orange.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Meiyin Note #20(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Three days ago, I was asked to help the villagers obtain a clutch of dragon eggs. Only then did it occur to me that they did not have many creatures at their command. They relied far more on their tools. Perhaps this is why they were so impressed with Ao Yue. The hunt went well. I had to do much of the work and explain many things, but the others were grateful. It also let me test the limits of my armor. By now, using it is no different to me than wielding a sword, and I welcomed the challenge. After the hunt, no one treats me like a child anymore, even when their tools confuse me. I suppose we all have different things that we excel at.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Meiyin Note #21(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: I have turned into something of a stable master. The others are still unused to the presence of so many beasts, and have to be taught how to care for them. It is a lot of work, but I do not mind. It has been comforting to be around so many beasts again. I have also taught them some lessons in close quarters combat. While their weapons are powerful, most of these people are not warriors. They have not tasted war. Juzi claims she was a soldier, but that she fought by flying metal ships through the clouds. She says she will show me how if we ever escape these caves. I doubt it, but it is nice to imagine.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Meiyin Note #22(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Juzi has finally convinced me to start sleeping in the metal pods the others use. I must admit, I slept more soundly, though perhaps that was because I knew she could no longer pester me about it. I do many things like the other villagers now. I eat like them, I dress like them, and I work with them. I still struggle with their tools and I know that I can never truly be one of them, but that was true during the Yellow Turban Rebellion too. Those who I fought beside were my comrades, but I could never be a true soldier like they were. If that is my place in this village, then I do not mind staying for a while longer. It is not so bad.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Meiyin Note #23(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: I must move quickly. The tribe sent a party into the depths of the caverns, where rivers of violet fire flow freely and nothing grows. They sought something important, something that could help the whole village, but they have not returned. There is no response when we call for them through our messenger boxes. The other villagers fear them lost to the terrible demons that lurk there. I refuse to believe that. Juzi is with them. I have equipped Ao Yue with armor and weapons like my own, and donned armor that will protect me from the violet fire. Whatever beasts or demons lie in our path, we will destroy them utterly, and bring Juzi's team back.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Meiyin Note #24(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: This is a place of death. The ground is scarred and barren, and there is no light or movement save that of the violet fire. Even Ao Yue does not seem to like it. The living should not tread here. Why would Juzi come here? What was so important that she would risk this place, and why would she not tell me? Whatever the reason, it has already cost some of her teammates their lives. I found their bodies earlier today, mangled and partially devoured beside the remains of their beasts. Thankfully Juzi was not among them. Great towers of crystal loom ahead, where the violet fire has frozen solid. Perhaps she has found shelter there.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Meiyin Note #25(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: I shall have to find whoever forged this gun and thank them with all my heart. Its strength saved the day. With my weapon's enhanced sight, I spotted two survivors running from a huge monster, but a crystal formation stood in my way. Rather than go around it, I sent Ao Yue ahead and fired through it. My aim was true, and the demon reeled. By the time it recovered, Ao Yue was upon it, and we finished it together. I knew one of the survivors was Juzi when she ran up to hug me. I am unused to such gestures, but I think she understood how grateful I was for her safety. Her teammate is wounded, but alive. With rest, he will survive.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Meiyin Note #26(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Even now, I cannot convince Juzi to leave. I even tried using her real name, Diana, to show her I was serious, but she will not hear it. She says the plans she was looking for are too important, but what could be worth what happened to her teammate? It was disgusting. He started spasming in the middle of the night, and then a smaller version of the monster that was attacking them burst from his chest and tore out his heart. Blood and bone sprayed everywhere, and I was too stunned to act until it leaped at me. Fortunately I was able to hold it off until Juzi could shoot it. Whatever we are seeking, I fear we will face even worse dangers to obtain it.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Meiyin Note #27(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Juzi said that the item she sought was in some ruins not far from where we were camped. However, when she called them ruins, I had not expected to see buildings like the ones in our own village. It was puzzling, to see buildings that looked at once ancient and new. I had little time to dwell on the ruins, for we were quickly set upon by more of the great demons. They rushed us, slobbering and gnashing as Juzi scrambled to find what she was looking for. I was able to hold them off with Ao Yue's cannons, but by the time Juzi found her prize, we were being overrun. To my shame, I had to leave Ao Yue behind to hold the demons off while we escaped. It pained me to hear his roars as we fled, but his sacrifice saved our lives. Forgive me, my loyal friend.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Meiyin Note #28(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Without Ao Yue, we had to move cautiously. Another battle with the demons could prove fatal, but we managed to avoid their sight. All that was left was the climb. With no mount, we had to use climbing picks to slowly make our way upwards. It was a long and treacherous ascent, and we both nearly fell several times. Fortunately, we were there to catch and support each other, and through our combined strength, we safely reached the caverns above. After the climb, we lay there for a long time. I cannot remember if we laughed or cried. Perhaps both. Juzi says that the item she found could help the entire village, but I do not care. I am just so glad we are both still alive.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Meiyin Note #29(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: We received a hero's welcome when we limped back to the village. The others say that Juzi's treasure will help complete a magic door that can take us out of this place. They speak of escape and of returning home. That should excite me more. I used to long for those things, yet what comforts me most is that when they speak of their future, they include me in it. I am finally one of them, not as a mercenary or out of desperation, but because I am wanted. I owe it to Juzi, I think. No, to Diana. She trusted me before anyone else. I will not forget that.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Meiyin Note #30(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: I have been thinking of home lately. It is so far away now. I think that perhaps, it is out of reach. Even if the others can complete their magic door, I do not think I will ever see it again. I can accept that now. I can move past it. I have a new home now, I think, and while I am still not used to its oddities, I feel as though it is mine. Each day I grow more adept with the tools here, and more used to my routine. It has become normal to me. And now that this place is my home, I swear that no harm will come to it. I shall protect it with my life.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Helena Note #1(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Bloody hell, this place is weird. Don't get me wrong, it's fascinating too. Such an abundance of underground flora is completely unheard of, and because so many of the plants here are bioluminescent, the whole forest has an eery beauty to it. That's just it though - eery is the operative word. I've been holding my rifle so tightly since we got here that I swear I've left dents in the grip. We should have gone back to the Island. People know us there, they might have offered help and supplies. Rockwell didn't want to hear it though, and I wasn't about to let him come here alone.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Helena Note #2(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: "You can't surprise me anymore, life," I said. "After wyverns, golems and giant sand worms, I'm ready for anything." "What about flying squid-bat-murder-monsters?" life replied. "Well, that is mildly surprising," I conceded. By which I mean, I shot and cursed at those things all afternoon. At least, when I wasn't running from them. Thankfully after thinning their numbers a little, they decided that Rockwell and I weren't worth the trouble. Let's hope they don't change their minds. I'm not sure I have enough ammunition left to fend them off again. And yes, I know that FSBMM isn't the most scientific of monikers, but I'm bloody upset with them right now so that's what I'm calling them...along with some other names I'd rather not write down.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Helena Note #3(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: While I can't say I'm enamored with this station's wildlife, I'm certainly grateful for its abundance of natural resources, particularly water. The permeability of the rocks here is astounding. The cavern walls are wet with condensation, and the floor is littered with pools of water. After all that time in the desert, this is one change I can welcome with open arms! Thank God for hydration! I don't mean that just for my own sake, either. Rockwell seems...distracted. The other day, I had to keep him from walking headlong into a poisonous mushroom. He wouldn't fare well in a harsher environment. Then again, at his age, I'm sure I'd lose a step too.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Helena Note #4(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: There's no mistaking it. That was a giant, armored mole rat. Thankfully it wasn't aggressive, so I was able to get a good look at it. Its appearance made me realize something that I'd taken for granted. Every creature I've encountered has some basis on either a known species, or human legend. Golems and wyverns never existed on Earth, but humans did write stories about them. Even the FSBMMs (still cross with them) appear to be a pastiche of known fauna. What does that mean? Are the curators of these stations human, do they merely possess extensive knowledge of humans or am I grasping at straws? I can't say, but it's worth pondering.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Helena Note #5(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: The FSBMMs returned, and I was right - I didn't have the firepower to fight them. Luckily someone else did. It was incredible! I've never seen a human move that fast. One second, I'm a dead woman, and the next there's someone in glowing, silver armor tearing through those creatures like they were dodos. One got punched so hard it skipped off the cavern floor! As if a superhuman savior wasn't shocking enough, when they lifted their visor, I found a familiar face. It was Mei-Yin! It took me a good minute to form a sentence after that. I must have looked like a complete dipstick, because I swear, she almost laughed. At least I'm a living dipstick, and with her around, I just might stay that way.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Helena Note #6(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: What's the saying? Absence makes the heart grow fonder? On the Island, I wasn't sure where I stood with Mei Yin, but now we've been catching up like best mates. She apologized for socking me in the face, I learned how she arrived here and that she got her new scar while battling Nerva to the death... you know. Best mate things. She also introduced us to some of her new allies at her camp, and here's where it gets loony - they're from the future! Well, my future, anyway. It all fits, doesn't it? I never met anyone from my future before, but Mei Yin and Rockwell are from my past and the technology here is beyond anything from my present. Clearly the current year is far beyond 2008, but by how much?(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Helena Note #7(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: The journey to the village was a bit tricky. Since Rockwell and I lack the high-tech armor the others wear, they had to help us along with rope ladders and zip-lines. We made it eventually though, and it's quite the sight. The technology this tribe uses is incredible, although Rockwell was far more intrigued by it than I was. Mei Yin's friend, Diana, gave us the grand tour and he pelted her with questions the whole time. Fortunately, Diana just smiled and answered his questions patiently. Apparently she was a pilot in her own time, which is the same era her fellow villagers are from. That there are so many people from one time period on one station seems unusual. I wonder what it means?(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Helena Note #8(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: I have to convince them to stop! There's no way the station will allow this. "This place would never allow anyone to master it." If it weren't for Raia's warning, I'd be ecstatic about what they were creating. A gateway that can help us escape the station and reach the planet below? It's brilliant, but the obelisks will kill everyone here before we can complete it, just like they destroyed the village Raia told me about. I'm sure of it. Bloody hell, I'm going to look like an absolute madwoman. I've barely settled in here and I'm already coming to them with doomsday prophecies. I'll need to convince Mei Yin and Diana first. They're my best bet.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Helena Note #9(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: The tribe's leadership was surprisingly receptive to my ideas, but still a bit skeptical. Apparently they've already fiddled with one of the obelisks, and even damaged this station's control center. So while they believe my account of what happened in the desert, they think the threat is already contained. Thankfully Diana convinced them to lend me a small team to inspect the obelisk, just in case. Better than nothing, at least. However, on this station, getting to an obelisk is something of a risky proposition. To reach them, we'll need to make a trip to the surface, which even Mei Yin says is dangerous. That means before I go, I'll need to get a crash course on that armor.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Helena Note #10(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: My time in the desert may have given me some skill with firearms and helped me get fit - despite failing to give me washboard abs much to my chagrin - but I'm still no soldier. That was evident to anyone who saw me flailing around in the training yard these past few days. If it weren't for Mei Yin and Diana, I'd still be crashing my TEK Armor into rocks or tripping over myself like a drunken dodo. Plus, I always feel less silly when there's someone to laugh at my mistakes along with me. Fortunately Mei Yin will be accompanying me to the obelisks, so this whole thing won't rest in my unsteady, armored hands. Thank God!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Helena Note #11(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Mei Yin and I set out yesterday, alongside a bespectacled computer expert named Santiago. He'll be the one to actually examine the obelisk. He claims that he can hack into its terminal. If it's preparing to unleash a surge of power, as I suspect, then he says that he might be able to reroute it. Rockwell, for his part, is staying behind. He's been aiding the village's scientists in their studies since we arrived and has become rather... engrossed. Every other sentence with him is about that bloody metal he named after himself. It's a bit troubling, but thankfully Diana said she'd look after him. I can't spend time worrying after Rockwell now, though. The fate of that whole village might depend on this expedition. Focus up, Helena! Let's do this!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Helena Note #12(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: The structure of this space station must be vastly different from the others to allow for these massive caverns. Is that uncommon, or do many of the stations vary so radically from one another? I've only seen three. For all I know, they could come in all shapes and sizes. Speaking of different, Mei Yin's been fairly talkative since we left, at least for her. She'll still grow quiet sometimes, but instead of trying to burn me to death with invisible eye lasers, she stares into the distance and idly fiddles with her necklace. I think it depicts a plane or spaceship of some kind. I wonder where she got it?(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Helena Note #13(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: They weren't exaggerating when they said the surface was dangerous. Direct exposure to sunlight during the day will quickly burn a human to a crisp, even in this fancy armor. That means we have to adjust our sleep schedules and wait just below the surface until night falls. When it does, we'll make a mad dash for the obelisk, let Santiago get in as much work as he dares, then run our asses back to safety. Strewth! I thought that bloody desert was diabolical, but this tops it for sure! Why couldn't we do something simple, like flee from a pack of ravenous Allosaurus or something? This life I lead, I swear...(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Helena Note #14(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Santiago's still going over his readings from last night, but even without them, it seems clear that the obelisk was behaving oddly. It was pulsing wildly and the ground beneath it received regular tremors, as if the whole station was on the verge of tearing itself apart. If this obelisk goes off, it could mean armageddon for every living thing here. Despite this, Santiago is insisting on analyzing his readings. The scientist in me is proud of his dedication to hard evidence, but the part of me that would rather not be obliterated by a mysterious, high tech space station really wishes he would hurry the hell up.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Helena Note #15(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: We shared our findings with the village by radio. Santiago's analysis confirmed what I suspected - the obelisks are highly unstable. They could be days away from reacting. However, Santiago raised a good point. Even if the gateway project is shut down, we can't say for sure that it would stabilize the obelisks. It may be too late to dissuade the station from destroying the village. The only way to ensure our survival is to shut down the obelisks themselves. According to Santiago, we can't do that from the obelisk's platforms, but he may be able to manipulate said platforms into teleporting us somewhere we could. Specifically? Into the heart of the station itself. It's a huge risk, but it may be the only hope we have.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Helena Note #16(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: I can't believe it! We actually made it! We're inside the station! There's a platform here that Santiago was able to lock onto. Perhaps it was used while the station was being built? The architecture here is similar to that of the control center I encountered before - a jagged cavern of metal, lit by an unearthly blue glow. There's a constant hum all around us, likely from the power being sent to all areas of the station. Hopefully Santiago is able to find a map on that console he's been messing with. Then all we have to do is find a control room and shut down the obelisks. Simple, right? Right?(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Helena Note #17(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: As we made our way deeper into the station, we passed through a massive chamber. It was so vast that I couldn't see the bottom of it from the bridge we were on. Yet it was packed full. From wall to wall, it was filled with specimen tubes, each containing creatures, fetuses or eggs. I knew from the holograms that I'd seen on the Island's control center that each station created it's own creatures, but I'd never seen where the process actually occurred! There were specimens for every creature that lived on the station - from dinosaurs to huge, alien looking monsters. I would have loved to get more data from the room's consoles, but... You know, after reading that aloud, I think Mei Yin was right. That idea really does sound stupid and dangerous. Good call.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Helena Note #18(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Ever since I saw those strange holograms in the Island's control center, I'd considered this possibility in the back of mind, but I wasn't prepared to confront it. Not directly. The room was similar to the one with the creatures, if much smaller. Specimen tubes lined the walls in neat rows and columns, but these all held the same species: Homo sapiens. They weren't clones, exactly, at least not of each other. Each one was unique, and they were all adults. I suppose I came from somewhere like this too - designed in that control center and then created in this factory. Does that mean my memories, they're all transplants? Fake? No, impossible. They're too vivid, too detailed. Maybe, somehow, the station can reach back in time and just... copy someone. That seems unlikely, but I think I'll cling to it. It makes me feel more... real. At least that way, someone actually lived my life. Even if it wasn't me.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Helena Note #19(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: The human specimen room was hard on everyone, but I think it was the worst for Mei Yin. She's gone completely silent, trudging behind Santiago acting like an armored zombie. I've tried my best to explain everything and offer my support, but I'm not sure I helped. When I think about it, it's incredible that she's made it this far with her sanity intact. In her time, they were nearly seven centuries away from inventing bloody gunpowder. The idea of a machine that creates human beings - and that it created you - would be unfathomable. I hope she's all right, for all our sakes. Seeing her rattled like this makes me feel a lot less safe.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Helena Note #20(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: We finally found it! This has to be the obelisk's control room. Fortunately, the consoles here were similar to the ones in the control center that I've used before, so I was able to help Santiago get started. He's been working on it for a while now, muttering and cursing to himself the whole time. I can't blame him. This is some baffling shit we've... ha! No way! He just said he cracked it! It certainly sounded like he did, too. There was a loud hum and... Oh. Those are roars. Lots of roars. Time to run, then! I'll finish this later.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Helena Note #21(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Right as Santiago finished hijacking the obelisk, the station unleashed a horde of creatures in self-defense, so we blasted the controls and ran like hell. Fortunately, Mei Yin's battle instinct brought her back to reality just in time, and she led the charge through a throng of fangs and claws, while Santiago and I did what we could as we raced to keep up. Even though Santiago had prepared the platform for a quick getaway, it was a close call. I had to pull him through the portal just before it closed, but in the end, we made it. We're covered in guts and still a bit twitchy, but we made it! Strewth, what a day! I need a pint and the world's longest nap, stat.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Helena Note #22(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: You'd think I'd be more enthused. We saved the village, I confirmed the true nature of these space stations and when the gateway project is complete, we could actually escape this madness. It's all good news really, so why am I not thrilled? I tried sketching some of the wildlife we've spotted on the way back the village, but I stopped halfway through. What's the point? In the desert, I told myself it was a form of self-expression, but is it really? If a machine created me to behave a certain way, am I expressing myself or the will of the machine? I really need that pint. Maybe several.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Helena Note #23(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: We contacted the village to tell them we succeeded. They were a lot more excited than we were. It was quite raucous actually - cheering, applause, and all that - enough that Santiago almost dropped the radio right out of his hands. Even Mei Yin cracked a smile at that. She's coming around, if slowly. She just needed a bit of space, I think. I'm starting to come to terms with everything myself. Even if my memories are someone else's or aren't real to begin with, what I've done since I arrived on these stations was my choice. What I do from now on is my choice. That's who Helena Walker is. I think I'm okay with that.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Helena Note #24(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: We got another call from the village, but this one wasn't celebratory. In fact, best we can tell, it was a distress call. Santiago couldn't quite clear up the signal, but it had that sort of tone. We heard Diana's voice, panicked shouts, and someone mentioned Rockwell. Since then we've picked up the pace. Hopefully we can make it back in time to help, and the situation isn't as dangerous as it sounded. If something were to happen to Rockwell, I can't help but feel like it would be my fault for neglecting him. Damn it all. We've got to hurry!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Helena Note #25(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: I'd feared we would be too late, but I never expected the village to suffer such complete devastation. There were bodies and debris everywhere. I nearly retched at the sight. In the distance, I could just make out the culprit - a colossal, violet figure disappearing into the cavern's depths. We raced to find Diana, but by the time we arrived, there was nothing we could do. She died of her wounds in Mei Yin's arms, somehow still smiling. However, before she passed, she was able to tell us the identity of the monster that had done this. His name was Edmund Rockwell.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Helena Note #26(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: I can't let Mei Yin go after Rockwell alone. It's my fault that he was here. He's my responsibility! So why am I huddled here, writing down my thoughts as though I'm too afraid to say them aloud? For weeks, we've been besieged by monsters that Rockwell either bent to his will or created himself, but today Mei Yin finally grew sick of hiding. She grabbed every weapon and able bodied beast she could and left to hunt him down alone. I've never seen her like that. Even Nerva never made her eyes burn with such hatred. Damn it, she's going to get herself killed and it will be my fault! But how can I shoot him? He's my oldest friend. He helped me when I had no one else. But it's my fault, so I have to try. I have to!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Helena Note #27(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: I caught up with Mei Yin and Rockwell among the flowing rivers of magma in the deepest pits of the caverns, where they were already in the midst of battle. By then, Rockwell had grown into a hulking monstrosity, lashing out with flailing tentacles. I needed only one look at that hideous, misshapen face before I made up my mind. I fired until my trigger finger went numb, and together, we were able to divide his attention. In his fury, Rockwell created a hole in the cavern floor, and with one final blow, Mei Yin forced him through it. She nearly fell in herself, but I managed to catch her arm just in time. Thank God I did. If she'd fallen? Well, I'm just glad it's over.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Helena Note #28(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: To Sir Edmund Rockwell, Know that I choose to remember you not as the monster you were in your final moments, nor as the secretive, obsessive man you became after I found you in the desert. I should have seen the signs then. If I had, perhaps I wouldn't have to mark this empty grave. This grave is for the man you were, and the man I will remember. He was the man who I'd talk and laugh with over tea long into the night, and the man who'd offer me supplies and a steed without a second thought. He was a scientist, a scholar and gentlemen. Wherever that man is, I hope he is at peace. Your friend always, Helena Walker(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Helena Note #29(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: The effects of the monster's rampage still linger. Mei Yin hasn't said a word since we returned. She just stares at that starship necklace, turning it over in her hand again and again. It took an hour of coaxing just to get her to eat. At least the gateway project survived, through one miracle or another. Santiago is organizing the survivors into teams to complete it. He thinks they can finish it within two weeks. I suspect I won't be welcome to join them when it activates. Not that I blame them. I brought Rockwell here with me. The people he killed, the destruction he caused... it's on my head. How could I ever ask forgiveness for that?(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Helena Note #30(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: The gateway is set to be complete tomorrow, so last night, I packed up my things and prepared to say my farewells. Santiago protested, but ultimately understood. Mei Yin, on the other hand... I've never seen her break down like that. It caught me completely off guard, as did the part where she wouldn't let go of my wrist. She kept saying that she'd already lost too much, and that she couldn't lose anything else. I couldn't just leave after that, even if I could break free of that iron grip (which I doubt I could). So that pretty much settled it. Tomorrow, the gateway will open, and we'll touch down on the planet below. We'll finally escape this mad experiment, and we'll do it together.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Rockwell Record #1(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: I fear that even with the unwitting aid of Miss Walker, I still cannot completely control the machines in the starlit sanctuary. I believe they sent us to the correct ARK, but I was unable to control precisely where we arrived on it. Alas, that means the location I saw in the sanctuary is beyond my reach for the time being, along with the molten Edmundium I saw there. Confound it all! Naturally, I cannot confirm that molten substance was indeed Edmundium until I have inspected it with my own eyes, but it simply must be! It looked exactly like my samples did when I attempted to melt them down. Imagine! An entire cavern of the most potent element known to man! The wonders I could create...(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Rockwell Record #2(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: While the molten Edmundium remains elusive, this underground forest has proven quite illuminating, both figuratively and literally. Many of this cavern's species are bioluminescent, so out of curiosity, I dissected several of the glowing insects that are common here. After further study, I have concluded that the luminescent fluid found in their posteriors carries something akin to a bioelectric charge. However I cannot determine how it is generated, and with no place to store it, said charge fades quickly. Curious, curious indeed! What could be to cause of this? With no sunlight to provide the forest with energy, perhaps this charge comes from the soil?(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Rockwell Record #3(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Yes, yes of course! The Edmundium is the cause! If there are truly molten pools of Edmundium somewhere in these caverns, then Edmundium minerals would have spread throughout the soil over time, allowing its wondrous properties to affect nearby flora and fauna. Even if it is not the direct source of the charge found in this forest's bioluminescent wildlife, it may have incited incremental changes in those species over several generations, which then led to their development of an internal charge. How invigorating! I could be standing in the middle of an entire ecosystem that has been absorbing the effects of Edmundium for generations, and all of its secrets are mine for the taking. Magnificent!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Rockwell Record #4(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: I must admit, I am glad that I coerced Miss Walker into accompanying me. Her scientific mind may be far below my own, but she can fire a rifle proficiently enough. I suppose that is no surprise. She is a colonial, after all, and she never has been terribly ladylike. I hadn't noticed what a foul mouth she has, either. Dreadful! However, despite her past deceptions and uncouth vulgarity, I must tolerate her presence for now. The predators here are not to be trifled with. Of course, in my youth, I could have grappled them into submission. Why, I would simply pin their wings behind their backs and drive them to the ground. Yes, I'd give them a truly thorough thrashing! Ah, to be young again... (/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Rockwell Record #5(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Miss Walker I can tolerate for now, but I cannot abide by this barbarian! I cannot fathom how she even lives, much less how she ended up here! A primitive mind like hers could never have operated the contraptions in the starlit sanctuary. Yet here she stands, and worst of all, she wears a suit of Edmundium armor! The very thing I seek has already been claimed by some savage, sword wielding tart! It's outrageous! Such a beautiful product of science should not be sullied by her bloodstained hands. No, Rockwell. You must be calm. If she senses hostility, she will surely kill you on the spot. Yes, for now I must bide my time and learn what I can. Whoever constructed this armor, I must find them.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Rockwell Record #6(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Astounding! That remarkable armor was but the tip of the iceberg. The barbarian woman has escorted us to the home of her new masters, and I can take nary a step without finding some wondrous new piece of technology - much of it relying on the power of Edmundium. The casual manner in which they use and refer to these wonders leads me to believe that while they are deeply familiar with the marvelous metal, they may not grasp the depths of its potential. Yes, Rockwell, this was well worth tolerating Miss Walker and her savage companion. I shall learn what these supposed "future men" know, and take it many steps further.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Rockwell Record #7(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: The village has a vast supply of Edmundium, far more than my own paltry samples. In this quantity, I can almost hear it singing to me as I study it. It pulses with energy at such an entrancing rhythm that it's hard to tear my eyes away from it. The villagers here refer to it as "Element." Nonsense! Everything is an element. Did they simply forget to name it? I have also been learning what they know of the "Charge" that is common in this place, which I made note of earlier. Their own studies confirm my suspicions that it is the result of the Edmundium that permeates the caverns. That makes it worth researching.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Rockwell Record #8(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Obtaining detailed information from these villagers is like drawing blood from a stone! The red haired woman, Diana, has been pleasant enough in answering my queries, but she is no scientist. Her naivete makes that quite evident. I simply must convince these future men to place me onto one of their research teams. That's where I'll really gain some ground. Unfortunately, they seem rather skeptical of my scientific prowess. Bah! Ridiculous! I don't care what year they hail from, I am Sir Edmund Rockwell! A mind like my own only comes once a millennium. It should be their honor to have me amongst their ranks.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Rockwell Record #9(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: The nerve of these people! I have never seen such arrogance and disrespect directed towards a worthy colleague! I finally convinced Diana to let me partake in the village's research and experiments, and I have been treated like an ignoramus. These so called scientists dare to talk down to me? They dare to underestimate me? Fools, the lot of them! Well, I daresay I don't need them. Now that I have access to their facilities and supplies, I can research Charge and Edmundium just fine without their aid. Soon enough, my knowledge shall surpass their own, then we shall see who is primitive.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Rockwell Record #10(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Confound it all! Why am I progressing so slowly? These scientists are no more intelligent than I, yet they make continual progress while my own research continues to flounder. It's just a matter of experience, that's all it is. They are more familiar with their tools and they have more information at their disposal. Were I in their shoes, I would have finished that ridiculous project of theirs months ago! I must work harder to account for my handicap. I shall eat and sleep in the lab, and allow for no distractions, not until my so called peers have learned to respect the name of Sir Edmund Rockwell.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Rockwell Record #11(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: At last, success! I have finally been able to convert this "Charge" into proper electricity. Subsequently, I used it to create not only a Charge battery, but a lantern as well. It was a simple matter, really. It's baffling that these supposed scientists haven't managed it already. Based on their surprise when I showed them my new invention, my earlier supposition was correct: they've barely scratched the surface of Charge and Edmundium's full potential. Soon enough, I'll have surpassed their understanding of both. Yet if they expect me to share the full fruits of my research with them, they are sadly mistaken. Those who doubt the genius of Sir Edmund Rockwell shall never reap its rewards!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Rockwell Record #12(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: I have at last persuaded Diana to show me this grand project those bumbling scientists are working so hard on. I am hardly impressed. If I had to guess, I would say that this gateway project is merely aping the transporter platforms present at the base of every obelisk, and crudely at that. Everyone is quite excited about it, the small minded simpletons. Why are they so eager to leave this place, where the impossible is within reach? They speak of "escaping" as though this were some kind of prison, when in reality, it is a land full of unparalleled promise and possibility.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Rockwell Record #13(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Thank goodness this Diana woman is so agreeable. She seems to view me as her personal responsibility, and as a result, she has served my whims rather well. All I need do is assume the guise of a kindly, curious old man and I can persuade her to see to my every need. I've nearly convinced her to escort me to the lower caverns, where molten Edmundium is said to flow in abundance. Those caverns were the reason I came here in the first place, and I'm certain an excursion into their depths would yield invaluable insight. I need only push and prod just a bit more...(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Rockwell Record #14(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Once I upgraded my Charge Lantern prototype to be vastly more portable and efficient, the village council could ignore my petitions no longer. I shall be accompanying an expedition to the lower caverns posthaste! At last, I shall be able to observe Edmundium in its rawest, most natural state! Marvelous! I can hardly contain my excitement, though I must make an effort to. The barbarian woman has been glowering at me for days. I suspect if she could, she would watch my every move, and probably forbid Diana from speaking to me. Fortunately, Miss Walker has been distracting her with trivialities, but I must still be cautious. That savage will turn to violence on a whim, and I must not provoke her.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Rockwell Record #15(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Thankfully, it seems I shall get a reprieve from all those nasty glares I've been receiving. Miss Walker has taken her pet barbarian with her on that fool's errand she's running to the obelisk. Good riddance to bad rubbish, I say! I didn't bother to learn all the details of Miss Walker's mission, but it seems clear to me now that the obelisks are a red herring. It is the Edmundium that matters, so if she and her violent little lackey want to play explorer, so be it. In the meantime, I shall journey into the heart of these caverns to conduct real science, and make real progress. Excelsior!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Rockwell Record #16(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: I cannot say that I enjoy wearing this bulky, inelegant suit, but Diana claims that its protection is necessary if we are to venture into the Edmundium caverns, so I shall endure it as best I can. I suppose that means I shall have to find a way to think without stroking my beard... Regardless, I am glad to be off. The other scientists that are accompanying me are rather nervous about the whole affair, citing monster attacks that plagued previous expeditions. Lily-livered, the lot of them! Science is full of risks, and this is but one more, one that shall prove well worth it in the end.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Rockwell Record #17(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: I have travelled the world and created countless scientific marvels, but never before have I seen a sight so beautiful. In its rawest form, the song of the Edmundium is even more enchanting. Had I the time, I would simply gaze at it for days. Sadly, I must make haste, before the others realize what I already know - that within Edmundium is the potential for a new dawn for humanity. I can see it, I can feel it! I must be the one to unlock its secrets. Our fates are intertwined, this majestic metal and I. More data, Rockwell! You need more data! You are so very close!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Rockwell Record #18(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: I've done it! They didn't think I could contain it, but once again I've proven them to be a band of fools. At last, I have obtained samples of molten Edmundium in its raw, undiluted form! I must be judicious with it. I could only create two containment pods for collecting samples, and I may not be able to convince the council to let me return to these caverns to gather a second batch. This will have to be enough. No matter. I have been making miracles with primitive supplies and dimwitted assistants for years. Any sample size at all is enough for Sir Edmund Rockwell!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Rockwell Record #19(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Now that I have returned to the village's laboratory, I have confirmed that raw, molten Edmundium is far more potent than its solid, impure counterpart. Of course, I'm the only one that sees it. The close minded lackwits here that dare to call themselves scientists refuse to get close to it. They claim it will make me sick. Rubbish! The Edmundium would never harm me. I can feel its warmth. I can hear it calling to me. It speaks not of danger, but of infinite potential. They're all so painfully myopic. Their impure Edmundium may make for fine armor, but that is a mere fraction of its true power. They will see soon enough.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Rockwell Record #20(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: The villagers have been quite bothersome since I returned. It was interfering with my work. Diana kept "checking in" on me, claiming she was "concerned," but I saw through her lies. I see through them all. They simply want to benefit from my genius. Luckily, I was able to distract them with a side project of mine, what I call Plant Species Z. I was studying the effects of charge on various flora, and stumbled upon a new species that can act as a bioluminescent sentry. They seemed to believe that this was the center of my research, and so I happily let my samples pass into their incompetent hands. It's a paltry sum to pay for some much needed peace and quiet. Now it is just me and my Edmundium, as it should be.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Rockwell Record #21(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: I no longer need to worry about working with a limited sample size, thanks to my genius. The solution was right in front of me the whole time - I merely needed to transform the village's supply of solid Edmundium into its liquid state, then rid it of impurities. It was easier said than done, of course, but I am Sir Edmund Rockwell! No problem is too complex and no task is too great for me. Nothing can keep me from my goal. Nothing can keep me from ascending. That is the true power of Edmundium. I see it now. It can take a living thing and change it. No, elevate it. Yes, yes, but I shall need to test it. Subjects, subjects, I shall need subjects...(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Rockwell Record #22(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Brilliant! Absolutely brilliant! The test went more splendidly than I could have imagined! I used one of the small, glowing creatures that the villagers keep as pets for my first subject. It was a timid, fragile thing, that is until I injected a full dose of pure, molten Edmundium into its veins. Then, as I predicted, it ascended! Within minutes it grew in size and power, until at last it was a mighty, fearsome beast! Alas, that meddler Diana "put it down" before I could study it more closely. Bah! That was no mercy. That was as close as that worthless creature would ever get to tasting godhood, and she ripped it away! She is the murderer, not I! One day, she shall be punished for it.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Rockwell Record #23(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: They dare to lecture me? Me? Imbeciles! They claim to be from the future, but they fear progress! I performed a miracle of science and their reaction is to scold me like a child. Damn them, damn them all! They'll never let me have another subject at this rate. How am I to continue my experiments without subjects? They may let their petty morality hold them back, but I won't let it bind me. Not when I'm this close. I know with certainty now that Edmundium can unlock a species' potential, I just have to perfect the process. Even without subjects, I must find a way. I must!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Rockwell Record #24(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: I may not be allowed to collect more test subjects, but I am not without resources. Rather than use living creatures, I have taken my experiments one step further, and begun testing the effects of Edmundium fusion on human blood - my blood. Thus far, the results are promising. Yes, this is the proper way to do it. Injecting the Edmundium into that creature was too crude. If I first fuse the Edmundium with the subject's blood, and then inject the resulting concoction... Yes, that's it. I have it! The Edmundium knows it, too. It hums its approval as I work. It knows that soon, we shall be one. Soon, I too shall ascend.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Rockwell Record #25(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Such power! Such beauty! I can feel it within me, growing stronger by the second. Never have I felt so alive! It was a risk, of course. My process is not yet perfected, but by cutting off the circulation in my left arm, I was able to contain my metamorphosis within it. Now I can study the results before I undergo my final ascension to godhood. I must hurry! Hurry! I cannot hide my arm from these lesser creatures for long, nor can I resist its allure. It is taking all my discipline to not simply ascend right now. Yes, why don't I? I should do it! I deserve it, I... No, patience! Patience! You?ve waited so very long, just wait a little longer.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Rockwell Record #26(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: I've gathered as much Edmundium as I dare. The villagers are distracted with their inane celebrations, so thus far I have moved undetected. Imbeciles! What cause could they have for such joy? I've heard mention of Miss Walker, but whatever she has accomplished, it is nothing compared to what I've done. Nothing! She is nothing! I'm the true scientist here, the true genius, and soon I shall prove it! Yes, well done, Rockwell. Well done! This Edmundium will be more than enough. With it you shall claim what is rightfully yours! At last, at long last!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Rockwell Record #27(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: The last preparations have been made. When I set down this pen and begin my final experiment, I shall finally achieve my ultimate goal. I shall at last look down upon the bumblings of mortal men from high above on an Edmundium throne. I, Sir Edmund Rockwell, shall become a god! So on this day, let earth and heaven tremble! Let the rivers of this blessed metal sing a song of triumph that echoes forever throughout the depths of these caverns! Let the unworthy drown in despair, for a great doom approaches them, and it shall swallow them whole alongside anyone who dared to mock my name! On this day, on this glorious day, I ascend!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Rockwell Record #28(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Rockwell Record #29(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Rockwell Record #30(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Grad Journal Rusty #1(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Well we ain't in Kentucky no more, I can tell you that. Never heard of a cave this big, and sure as hell ain't heard of no glowing rocks. Even Uncle Chester'd be pinching himself if he could see this, and he thinks a tribe of mutant squirrels runs the government. Good news: I ain't in this boat alone. Bad news: I'm sharing it with a bunch of know-it-all city boys and one quiet city girl. Maybe they know what's what in a classroom, but they're all wet behind the ears when it comes to real survival. Man versus nature and all that. Looks like it'll be up to me to save the day then. Like my pappy always said: if you want a cat skinned right, do it your damn self. (/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Grad Journal Rusty #2(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: One of these days, I'm gonna knock Trent's flapping jaw right back to Jersey! Boy thinks the sun comes up just to hear him crow. Not that the sun rises regular like around here, but y'all get the point. And Imamu? Don't know why everyone listens to him. I'm the one putting food on the table. Back home if we didn't hunt, we didn't eat, so I just made myself a bow and went to work. Nothing to it. At least Emilia's helped me make some tools. She's timid as a mouse, but sharp as those picks we fashioned. They oughta help us get past these rock walls. Ain't too sure about giving one to that Rusky fella, Boris, but like my cousin Otis always said: keep your enemies close, and a gun closer.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Grad Journal Rusty #3(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Hell yeah! I bagged him! So there I was, stalking through the brush like a lion...or a bear...or a bear-lion. Anyway we'd come up over that rock wall a while back, so I figured I'd rustle up some supper. That's when I saw him: the biggest damn rat to ever live. I mean this fella was so huge, his footsteps sounded like he'd turned the ground into a drum, but I caught him dead in the eye! Rat meat ain't exactly a t-bone steak, but it'll feed us for days. Bet this gets everyone kissing my boots like they're covered in honey, even Imamu! Like my ma's great-aunt Bessie always said: respect ain't given, it's eaten.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Grad Journal Rusty #4(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: It ain't right! I killed the varmint that pretty-boy Trent was stuffing his face with, and he's still got the stones to laugh at me just because I stumbled over my words again. So what if I can't talk like Imamu? What's Trent done, earn some trophies playing pigskin back home? I've been keeping us alive! Still shouldn't have made a fuss over it. Boris had to hold me back or else I'd have...and now? Trent's avoiding me, Imamu's scolding me and Emilia's too scared to even look at me. It's like my second cousin, twice removed, Ernest, always said: if you lose your temper, you'd best make sure you find it, because tempers are mighty expensive.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Grad Journal Rusty #5(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: I can't stand it no more. They think I don't hear all that whispering about how I how I ain't stable? How I can't be trusted? Well fine. These new caves are even stranger than before, with all the glowing and whatnot, and I bet they've got even nastier critters lurking about. If I can bag myself one of those, they'll realize I'm as trustworthy as the day is long. Maybe Emilia will even speak to me again. Like my ancestor, the great pioneer Floyd-William Stafford the Third always said: the only way a man can be a man is if he's man enough to know when it's time to be a man. And right now? It's time for Rusty Stafford to be a man!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Grad Journal Emilia #1(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Oh, Rusty, you idiot. If I ever get the chance to return this journal, I want you to know that we always trusted you. We were just worried about the pressure you put on yourself. Even Trent misses you, despite all of his stupid, alpha male chest thumping. Boris is the real jerk here. Everyone else wants to look for you, but he keeps insisting that it's not worth it. How can he be so heartless? It's like he's a robot or something. He hardly even seems frightened by this place! I wish I could say this same. I feel like I'm trapped in a nightmare, and each day it gets worse. Please be out there, Rusty. We need to stick together and find a way home. God, I just want go home...(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Grad Journal Emilia #2(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: How do Trent and Imamu stay so motivated? The other day, we built a series of ziplines to help us get around, and it felt like they did all the heavy lifting, even though I'm the engineering student. Compared to them, I've done next to nothing since Rusty disappeared. I'm not even good at sleeping anymore. I wake up at every sound, afraid that those wolf creatures we spotted might tear through our makeshift shelter and devour us. It's all I can think about, all the different ways we could die and all the ways it'd be my fault. Ugh, being such a burden on everyone is the grossest feeling ever. So why can't I do anything about it?(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Grad Journal Emilia #3(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: I'm still not sure how he did it, but Imamu turned one of those nasty wolf-bat things into a pet. It even lets him ride on its back, and it can climb across the zip lines we set up. I think that made everyone a little more confident, so we decided to range out further in search of Rusty. Unfortunately, we found him. Poor Rusty. The first thing we spotted was a bloody shirt and then...I can't even describe the rest. Just thinking about it makes me want to puke again. Boris thinks that whatever got him might still be in the area, but I just don't have the strength to keep moving. After today, this all seems so hopeless. We're all going to die here.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Grad Journal Emilia #4(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: What did I do to deserve this hell? I tried to be a good student, a good friend, a good sister...what did I do? Those vicious little demons are still below us, waiting to rip us apart just like Imamu's pet. We managed to run to a cavern wall and climb up to this alcove using our picks, but now we're trapped. This is it. This is where we die. Boris yelled at me after we escaped, said I'm the one to blame. He's probably right. We hadn't moved that far from where we found Rusty because I was too tired, and we didn't find a better place to hide because I was too scared and too slow. I've killed us! God help me, I've killed all of us!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Grad Journal Emilia #5(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: I've never been brave or adventurous. I was that kid that who always colored between the lines and followed every rule, no matter how arbitrary. No risks, no mistakes, just good grades and a forgettable face. I'm still not brave, but I won't die like this. I won't let this gross, trembling wretch be the last version of me to draw breath. Maybe I've been worthless to the group in life, like Boris says, but my death won't be. Once I finish this entry, I'm going to stuff this notebook into the first pack I see and tell everyone to make a break for it while I lure those things away. I probably won't make it very far, but if any of you are reading this, then I guess it was enough. Goodbye. I'm sorry.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Grad Journal Boris #1(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: The pawn sacrifices itself to defend the king. At least Emilia M?ller realized that in the end. That is all that can be said for her. The others think me callous, but this is simply the way of things. Even here amongst the demons, these rules apply. For example, the largest of the pack that slew Emilia summoned and commanded its lesser brethren. However, I do not think that was a king. No, it serves something grander. I could feel its bond, the same bond that I've felt in the strange metal that inhabits these caves. It's almost like a melody of some kind, a siren song drifting up from the depths. Down there is where the true king lies, and I intend to find him.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Grad Journal Boris #2(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Though our number was once five, only two of us have ever mattered. Only Imamu and I posses the strength of will and presence of mind to discover this place's secrets. If he can discard his inner weakness, perhaps we may find it together. If he cannot, then in the end it will come to blood. The more he wastes his time comforting that brainless mule, Trent, the more I fear it will be the latter. A shame, but I will do what I must. The deeper we delve, the stronger I hear the call, and I am destined to answer it. This labyrinth is mine to conquer, of nothing else have I been so certain.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Grad Journal Boris #3(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: When I called this place a labyrinth, it occurred to me that eventually I would have to face its minotaur, though I had not expected that day to come so soon. It was a towering, savage hellspawn, with wicked claws and a tail like a great, spiny serpent. We were fending off another pack of those hairless demons when it burst forth from the ground, roaring and hissing. Needless to say, we immediately fled. Yet fortune is often borne of chaos. In our haste, we lost our sense of direction, and stumbled upon something wondrous - a glowing metal artifact unlike anything I have ever seen. If these caverns are the labyrinth and that alien creature the minotaur, then surely this is its treasure.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Grad Journal Boris #4(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Yes, I understand now! All of this is by design. This place, these creatures, our arrival...he orchestrated it all as a test. This artifact isn't the prize, it is simply a token, proof that I am worthy! It is the key that will unlock the path below, and at its end I will find the king. There I will find the Master. Although if this is the key, then where is the door? That terminal we passed by earlier? Yes, that must be it. I need only convince the others to head in that direction, and then... It is as I said before, sacrifices must be made. That is the way of things. That is the way of the Master.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Grad Journal Boris #5(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: I said I was willing to die and that appears to be the natural course of action. On the way back from the terminal I was attacked by a pack of ravagers and negligently injured. Ah, I was so foolish to try and rush back! My injuries are far too severe to make it back to camp in good health. When we were scouting locations for a camp, we were malnourished. In a state of clumsiness, Rusty slipped and fell a great distance off the edge of a cliff. He pleaded with me to carry him, but I knew this wasn't a reasonable request. It would have been foolish to let his body go to waste. Now I have the same fate, although, it won't all be a waste. It seems I've found a clue to unlocking the terminals. An artifact. Trent and Imamu must continue where I have failed. Unlocking the key to existence.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Grad Journal Trent #1(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Not so dumb now, am I, Boris? Hope you felt real smart while you were bleeding out, bro! Imamu still thinks he could have talked psycho down, but I say screw him. The dude attacked Imamu out of nowhere, then ran off to this weird ass room. He'd completely lost it! Crazy or not though, he may have been onto something. Imamu says this place Boris found might be related to that glowy thingy he was constantly staring at. Something about a series of keys? I don't know, I let Imamu do the thinking. I'm the big, handsome muscle of this operation, you know? Hey, writing all this down actually feels pretty good. Think I'll do it more often, at least when Imamu doesn't need to study Boris' notes.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Grad Journal Trent #2(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Coach always said that the key to being a good running back is following your blockers, and my bro Imamu here? He's like my lead blocker, a real stud fullback. Sticking with him's the only reason any of us made it past day one in the this place, man. He's got all this shit figured out. If we find the rest of these alien artifact whatevers, that terminal Boris found will open up a door, and we're outta here. Don't know how he knows all that. Dude's just a straight genius. We're gonna start by checking out those buildings I spotted this afternoon. At least they looked like buildings, but who would have built them? No way anyone would live in this batshit crazy place.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Grad Journal Trent #3(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Holy crap, I have a laser gun! An actual, real ass, pew-pew laser gun! Okay, okay, so check it out: turns out there were way more of these buildings than we thought, like a small town's worth. Whoever actually used them was long gone way before we got here, but they left behind a ton of sweet gear. There's even these crazy space beds that helped Imamu heal the wounds he got from Boris. Wish Emilia was here to help figure out how all this stuff works... Well anyway, we're gonna use this place as our new home base while we go searching for these artifacts. Between Imamu's pets and these badass new guns, things are finally looking up!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Grad Journal Trent #4(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: So far, so good! We're making tons of progress on these artifacts, and I've been feeling extra pumped lately. I think all my hype is even rubbing off on Imamu. The other day we spent like, an hour joking about who's gonna play us when we sell our story to Hollywood. Haven't seen him that chill since before we lost Rusty. Pretty soon, we're gonna head deeper than we've ever been to find the last of the artifacts. It won't be a tropical vacation or anything, but our teamwork is on point right now, so bring it on! The lasers help, too. Teamwork and freaking lasers, baby!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Grad Journal Trent #5(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Screw these big alien things, bro! Like the giant claws and teeth aren't enough, apparently they can stab you with their tail too. That's such bullshit. I could have totally taken it if it hadn't cheated like that! Easy! We were able to get away before it did anything worse at least, and Imamu says my wound wasn't too bad. There was no poison, either. So why do I feel like I ate the most questionable burrito of all time? I mean damn, this really hurts! It feels like my stomach is trying to jump out of my skin. Hopefully I can sleep it off... (/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Grad Journal Imamu #1(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Where five once stood, one remains. Trent is dead and I am alone. By the time I killed the the devil that tore its way out of his body, his hazard suit had been reduced to bloody rags. It was hard to bear. Even before arriving in this place, I had seen the cost of war, but I am not like Boris or the soldiers that guarded my family's estate. I cannot look into the face of death with cold, unwavering eyes. Yet even in this darkest hour, I must push onward. For the sake of my fallen comrades, I will endure. However long the night, the dawn will break, and I intend to see it.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Grad Journal Imamu #2(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Boris' notes remind me of those who still practice Vodun in my homeland. The "Master" he speaks of is like a spirit of this land, and these artifacts are its talismans or fetishes. Perhaps these were the delusional scrawlings of a madman, but I cannot dismiss them. Despite his betrayal, Boris was no fool. I do feel something when I look at the two artifacts we discovered. It is most likely simple nervousness, for I am unused to carrying such burdens alone. My parents believed that royal hands should be free of calluses, so I always relied on servants for everything, right up until the moment I snuck off to college. I don't think I can ever return to that life. Not after all I've seen.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Grad Journal Imamu #3(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Trent, my friend, your sacrifice was not in vain. At long last, I have found the third artifact we sought. It took many failed expeditions, but to get lost is to learn the way. For every wrong turn, I mapped out a new part of these caverns, and now I know them as well as I know myself. I will gather my creatures and head for the terminal in the morning. If Boris' notes were right, these artifacts should be able to activate it. I'm not sure what will happen after that, but it can't be worse than the fate that awaits me here. If only the others were alive to see this day. If only I'd been able to save them too...(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Grad Journal Imamu #4(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Now that I've gathered all three artifacts together as I travel to the terminal, I feel a...pull in my mind. No, a whisper. If this is what Boris was speaking of, then he wasn't mad after all. There is a voice here. There is a Master. What is it? A spirit, a god or some alien force? Whatever it is, its presence is heavy. Though I am well rested, every time I hear it, I grow tired. My pets feel it too, and even they know enough to be afraid. My hands are shaking as I write this. Only the memory of those who died for this moment pushes me forward. Rusty, Emilia, Boris and Trent...lend me your strength. Let us face this final challenge together.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Grad Journal Imamu #5(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Abandon hope! Do not seek the Master! No one could prepare for his limitless power. No one could fathom his terrible majesty. I've been a fool this whole time. All of us, we were nothing but fools! We never had a chance of surviving this terrible place. Only death awaited us in the end, only him! This is a prison with no exit. It is an endless hell. There is no escape from the Master! There is no escape from Rockwell!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Grad Journal Skye #1(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Far out! This place is kinda like that dream I had. So it went like this: I ride some tram thing to like, the biggest, weirdest zoo in the universe, right? Only instead of normal animals, there's dinosaurs! Totally cool...until they all escape just like in every horror movie ever made. Duh! Anyway, Dream-Me hops into a truck with some ripped, badass dudes, and we just start driving around, shooting dinosaurs and stuff. I felt like a legit action hero! So I guess this place isn't exactly the same. There's dinosaurs, but I don't have guns or a truck. Also I'm completely alone... But it's still just a dream, right? I mean, obviously! I don't even know why I'm writing this down, it's all in my head. All I need to do is walk off that cliff, and I'll wake up right before I hit the ground.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Diana Log #1(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: I shouldn't be leading this group. Wow, that felt good to admit. If I'd kept that bottled up in my head any longer, my brain was going to explode. I mean, I know why everyone's looking to me: I'm URE Armed Forces. "Fighting for a free and united Earth," yadda yadda yadda, but I'm just a pilot! Throw me in any squadron you want and I'll be your top stick, bet the house on it, just don't expect me to command the damned thing. All I can really do is try to keep everyone's spirits up. Sure we're in the ass end of nowhere, but a smile and a few laughs can go a long way in even the worst of situations. Can't make rations out of it but hey, baby steps.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Diana Log #2(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: You know, this whole "staving off the ever looming spectre of despair" thing would be a lot easier without all the dinosaurs. Did I not mention those? I should have mentioned those. Anyway, turns out that raptor attacks aren't so great for morale. True story. At least the weather's holding up. We've had clear skies for three days now. It was a good idea to start giving people callsigns, too. Getting a new callsign from my squadron always made me feel closer to them, whatever it was. Hopefully it works with this bunch. The newbie suggested Rubberneck for me, since I keep looking at the sky, but I can't help it. It really is gorgeous here. A perfect blue.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Diana Log #3(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: I feel so much lighter now! Sure, part of that might come from sleeping in an actual bed, but mostly I'm just relieved that my ragtag band of rascals is in better hands. This larger group we joined is way more organized. They've been setting up shelters, mining Element and establishing a perimeter for weeks. Not surprising. One of the leaders is URE special forces, after all. Weirdly, some of the the people here are from the Federation, but given our situation, even the Feddies are being team players. Hope that truce holds up when we get this TEK gear up and running...(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Diana Log #4(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: The more the camp's grown, the more tense things have become with the Feddies, so today I decided to break the ice. Whatever's happening between the United Republics of Earth and the Terran Federation in the rest of the world doesn?t matter. We're all in this together, right? Of course, with my dumb luck, I didn't make nice with just any old Feddie. I unknowingly buddied up to Santiago. Yeah, as in the Santiago that's so famous he's only got one name, as in the guy who hacked into URE command one day and reverse engineered our latest TEK armor the next. That Santiago. Turns out he's really into pop music. Super disappointed he's missing the new season of URE Idol. Go figure.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Diana Log #5(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: The top brass finally agreed on a plan today. According to our makeshift engineering corps, we've got the resources to cobble together an off-brand, flight ready suit of TEK armor in a month or two. One person will then take that armor and leave in search of help: me. I'm fully certified for TEK armor, so I've got a good shot at succeeding, and I'm pretty sure that my new buddy was the one who got the other Feddies on board. I was the only pick they could agree on. It's a lot of pressure, but this is the kind I like. No big group decisions, just a set of wings and an impossible mission. That's what Diana Altaras is all about.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Diana Log #6(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Oh baby, did I miss real speed! And the sky! Missed you too, beautiful. That prototype jetpack might not compare to my fighter, but the rush I got was way better than I'd hoped. Guess I've been stuck here for longer than I thought. Santiago's been joking about how much I owe him, but he's more right than he knows. I promised to bring him some music for the ride back to civilization. Least I can do for that little nerd. The full set of armor should be done by next week. Then it's finally showtime.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Diana Log #7(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: So much for that. Less than a day after I set out, my mission hit a wall, or more specifically, an invisible energy barrier that extends around this entire area. Definitely in my bottom ten landings of all time, by the way. My shoulder's still feeling it. Once I reported back, I took Santiago to inspect the barrier. He thinks it's also the culprit that's responsible for jamming our long range signals. So basically, as long as this barrier exists, we have no way to reach the outside world. We're completely isolated. Unless, of course, we find a way to take it down.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Diana Log #8(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: We've finally found our target. Apparently those three obelisks on the horizon are attached to some crazy teleportation tech, and each one is linked to a fourth signal high above us. Whatever's up there is what we need to take out. Santiago says he can get us there by bypassing the security on one of the obelisk's platforms. Trouble is, we don't know what'll be waiting for us, and not everyone here's combat ready. So we're going to take the diplomatic approach and make our mysterious hosts a present. The leaders don't want to risk spoiling the surprise, so we're discretely building it in pieces. The whole bomb won't even be assembled until the minute the operation starts. Our captors won't know what hit them.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Diana Log #9(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Months of planning, a squad of guys armed to the teeth and the biggest homemade bomb you've ever seen...and we still weren't prepared. How could we be? I don't think anyone could have been ready for that insane, shapeshifting whatever-it-was. It attacked us as soon as we carted the package to the center of the platform. We were getting taken out so fast that we just set the bomb on a short fuse and made a break for it. Less than half of us managed to dive off of the platform in time, and I could feel the heat of the explosion as I fell. If I hadn't stabilized Santiago on the way down, he'd have been paste too. Of course with everything that's been happening since we blew up that platform, we all might be screwed anyway.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Diana Log #10(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Things have gone sideways in a hurry, and I mean seriously FUBAR. Destroying that platform didn't just weaken the barrier trapping us here, it took out the whole freaking sky, or at least the giant hologram that was posing as it. So yeah, turns out this entire landmass and everything on it is orbiting the Earth like some kind of artificial space island. Wild right? I'd appreciate the sheer insanity of that a lot more if this place didn't feel like it was falling apart. We're taking all we can carry and making a break for that cave system we discovered a while back. If the atmosphere's thicker underground, then we've got a shot of pulling through.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Diana Log #11(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Looks like we made it just in time. I backtracked to take a peek at the surface, and it's just one big fire. That's not a metaphor, I mean it's actually burning. I guess some combination of the radiation that's leaking through the barrier and reflected sunlight is turning it into our own private hellscape. That's not exactly the kind of thing you want in your backyard, so the plan is to keep delving into these caverns. The good news is that they're way bigger than we ever thought. We should be able to set up a pretty extensive base of operations, and after that...better not think that far ahead. Chin up and eyes forward, soldier.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Diana Log #12(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Our base is looking pretty fancy these days. We even had enough spare Element to whip up some genuine Hyper Chambers. I'm feeling more rested than ever, yet somehow just as restless. There's no sky to lose myself in anymore, that's the problem. It's left me too much time to think. Weirdly, I keep coming back to my necklace, the Star of David one my mother gave me. Sometimes I catch myself reaching for it, forgetting it's not there. Why is that? I've never been too religious. Better take one of those gliders for a spin to clear my head - they're the only way to fly now that our jetpacks stopped working. Maybe I'll think of some dirtier jokes while I'm at it. Halsted one upped me on the last patrol and I can't let that stand.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Diana Log #13(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: I always knew Santiago would come up with a new plan! His taste in pop idols might be questionable, but if anyone can figure this place out, it's him. After studying the obelisks in-depth, he's convinced that he can design an amped up version of their teleportation tech that can connect to more distant platforms. Specifically, it would be able to lock onto a signal we discovered a few weeks ago, one that's on a slightly different frequency than all the other obelisks we've detected. More importantly, it's far, far away from any of them. The scale of this would be massive, we're talking years of work, but everyone agrees that it's our best move. The Gateway Project is officially underway.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Diana Log #14(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: I knew the Gateway Project would be gigantic, but it's still amazing to see how it's grown. We're not even halfway done and it's already a sight to behold. The size is a product of how far we need to travel. The greater the distance, the bigger the teleportation matrix needs to be. Of course, that means we'll also need a lot more power, but we've got a solution for that too: the obelisks. Those bad boys are tapped into this place's main power supply, so in theory we can hijack that power for ourselves. The caveat is that we'd need a massive surge of it all at once, and we're not certain how to pull that off. We'll crack that code eventually, though. I'm sure of it.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Diana Log #15(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Why do I always get picked to check on the obelisk? I really wish they'd send someone else for a change. Every time I have to scale these stupid walls with climbing picks, I wish my armor's jetpack still worked, even though it hasn't for years. We never did figure out why they lost so much functionality after the catastrophe. Something new in the atmosphere maybe. It's still worth wearing when we brave the surface, but I just feel so slow in it. Oh! Speaking of armor, I found something weird on my last trip: a burnt out chestplate and some even crispier human remains. I don't know how, but I think we've got some new arrivals...(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Diana Log #16(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: This woman, Mei-Yin... she's not like anyone I've ever met, and not just because she's from hundreds of years in the past. It's those eyes, they're just so intense. It's like staring into a storm. She caused a real stir when we first brought her back to base with her pet monster, but everyone's used to her by now. Honestly I think she trusts us way less than we trust her. She only seems to speak when she's doing chores, and she's always got one hand on that sword of hers. I guess that's what it takes to survive all alone like that, but hopefully she'll learn that it's okay to let her guard down. Maybe then I can really meet the person behind those eyes.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Diana Log #17(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: I don't think I really understood hard work until I met Mei. Whether she's learning how to operate holographic controls or working on her aim, she basically tries as hard as she can all the time, and she hates asking for help. Instead, she'll just scrunch her eyebrows and glare at whatever she's working on until she can think of a solution. It's kind of adorable, to be honest. The only time I think she takes it easy is when we're sparring. That really opened her up, by the way. She even gave me a callsign, Juzi, although she won't tell me what it means. I'd bet the answer on a match, but she'd kick my butt in a heartbeat if she got serious. Those muscles are cheat codes.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Diana Log #18(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Well, looks like I'm off on another impossible mission. It's been way too long, if you ask me. So those abandoned structures that scout team spotted a while back? Well we're still not sure who left them there, but Santiago says that he's detecting the emissions from what could be hypercharged, crystallized Element shards in their vicinity. We need those for the Gateway Project's focusing lens, and we haven't been able to make them ourselves. The trouble is, we can't even survive down there without hazard suits, and half of that scout team got torn to pieces by the nastiest, ugliest creatures we've ever seen. This could get bumpy...(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Diana Log #19(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Mission Log: First Lieutenant Diana Altaras, URE 82nd Fighter Squadron I'm leaving this for the record, in the event of mission failure. We lost most of the team soon after arriving in the area of operations. Roho and Flynn got picked off as we neared the target. Halsted and I are the last remaining assets. I was able to confirm that the target is in the ruins, and have encoded the coordinates within this message. I'm going to leave this behind, and then we'll make one last run at it. Oh, and if someone could read this to Mei: Sorry I'll never make good on that jet ride. You'd have loved it, I promise.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Diana Log #20(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: I finally finished the necklace. I could have had someone else make it, but that wouldn't have felt right, not after all Mei went through to help me. At first I was worried she didn't like it, but it turns out that she just felt guilty for receiving a gift without giving one. Typical, right? So in exchange, I finally learned what Juzi meant - Tangerine. This whole time, she's been calling me Tangerine! Definitely not the worst ginger centric callsign I've had though, and totally worth it for that look on her face. She was so embarrassed! In that moment, I almost leaned in and...but I don't think she understands how I feel. Not completely. Not yet. That's okay. For once, I'm not in a rush. Once we step through that gateway, we'll have all the time in the world.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Basilisk Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Common name: Basilisk Species: Serpens Regulus Time: Unknown Diet: Carnivore Temperament: Aggressive Wild More than twice the size of Titanoboa Exomantur, Serpens Regulus is the largest and most lethal snake I've encountered. With a skull that's more draconic than serpentine, it possesses a powerful bite, made even deadlier by the potent venom dripping from its fangs. The unique shape of its skull also allows serpens to hunt in a way that other snakes cannot: by burrowing. Once underground, it simply waits for its victims to approach. Fortunately its forked tail is usually still visible, poking just above ground. Domesticated Miraculously, survivors have not only managed to tame Serpens Regulus, but ride it. Some can even stay seated while it is lies in wait belowground, through I doubt it's a pleasant experience. While a wild Serpens can only be forced out of hiding by fire or explosives, once domesticated, it is easily trained to burrow or surface on command.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Ravager Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Common name: Ravager Species: Canis Barghest Time: Unknown Diet: Carnivore Temperament: Aggressive Wild Anywhere else, Canis Barghest's powerful muscles, wicked claws and fearsome countenance would put it near the top of the food chain. Yet in these caves, this common lupine predator resides somewhere in the middle. That said, it is an intelligent hunter with an exceptional ability to adapt. For example, it has learned to utilize the zip lines that survivors have built as a means of travel, all on its own. Remarkable! Domesticated The strong legs of Canis Barghest make it an effective mount for many survivors, particularly for long distance travel. While other creatures might outshine it when it comes to bursts of speed, its stamina and ability to climb across both natural and artifical ziplines makes it a highly versatile travelling companion.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Nameless Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Common name: Nameless Species: Unknown Time: Unknown Diet: Carnivore Temperament: Aggressive Wild The origins of the Nameless remain a mystery, but wherever they came from, these vicious creatures are nothing to scoff at, as they are rarely found alone. Common Nameless act in a subservient role to their pack's alpha, and will quickly heed its call to battle. Though savage in nature the Nameless are deceptively intelligent. When hurt, they burrow underground to recover and protect themselves from further damage. Fortunately, they are highly susceptible to damage and burns from Charge based light sources, and exploiting this weakness can save a survivor's life. Domesticated All attempts to pacify a Nameless have failed. Each one has an extremely powerful bond with its pack leader, and for survivors, it might as well be unbreakable.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Karkinos Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Common name: Karkinos Species: Karkinos Versatus Time: Unknown Diet: Omnivore Temperament: Aggressive Wild Karkinos Versatus is the giant cousin of modern crab species, with long, spindly limbs that remind me of the Japanese spider crab and a hard, stony shell. It is much more agile than its smaller brethren, but even more notable are its pincer claws. In an extraordinary display of dexterity, Karkinos is able to wield each claw independently and precisely. This allows it to trap multiple targets in its vice like grip, or hold an enemy in one claw while it smashes a second foe with the other. Domesticated Many survivors have found Karkinos to be an excellent war steed, as it can snatch enemy riders from their mounts, or grab and throw smaller creatures. However, its ability to leap to great heights and its swiftness relative to its size also make it usefull in caravans.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Lamprey Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Common name: Lamprey Species: Xenomyzon Luminosus Time: Holocene Diet: Carnivore Temperament: Aggressive Wild Xenomyzon Luminosus is one of the most poisonous aquatic species I've ever encountered. While its trademark glowing tail makes it easy to spot and identify, those luminescent glands are also where it produces and stores a debilitating poison. Xenomyzon has developed a particular fondness for blood, and whenever possible, it will attempt to latch onto human subjects. Once it does, it will inject a poison for which there are only two cures: a specialized antidote or time. I would not recommend the latter. Domesticated While Xenomyzon cannot be brought to heel, some survivors have stored them in fish baskets for other uses. This keeps the subject alive and contained, but not properly tamed.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Featherlight Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Common name: Featherlight Species: Microluminis Alectryon Time: Unknown Diet: Herbivore Temperament: Passive Wild A floating beacon of light often found in the deepest pits of these caverns, Microluminis Alectryon's appearance can seem almost heavenly. It's colorful plumage doesn't hurt either. Even without the Charged Light it emits, it would give any modern bird on Earth a run for its money in terms of pure spectacle. Although its feathery eyebrows might give one the impression that it is a related to owls, it is not a bird of prey. It is entirely docile, and shows no aggression towards survivors or other creatures. Domesticated Microluminis Alectryon's ability to fly and the ease with which it perches upon a survivor's shoulder has made it a favored pet among many. Some consider it the most refined of its glowing brethren, but I think they just want to look like pirate. Not that I blame them...(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Shinehorn Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Common name: Shinehorn Species: Microluminis Cerynitis Time: Unknown Diet: Herbivore Temperament: Passive Wild Most commonly found in the upper chambers of the caverns, Microluminis Cerynitis is at once elegant and adorable. As with its relatives, it is entirely peaceful, and no threat to survivors. After closer study, by which I mean very scientific bouts of cuddling, I've found that it shares traits with both bovids and cervids. However in the soft glow of its Charge Light, Microluminis Cerynitis always gave me the impression that were it larger, it would be right at home pulling Artemis' Chariot. Domesticated An exceptionally well-mannered and huggable companion, Microluminis Cerynitis is an excellent choice of pet for any survivor. Whether it is providing a source of charged light from your shoulder or playfully bounding up beside you, its presence is sure to brighten up your day.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Glowtail Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Common name: Glowtail Species: Microluminis Psykhe Time: Unknown Diet: Herbivore Temperament: Passive Wild With a body reminiscent of a gecko, fluttery wings and a natural stockpile of Charge Light Microluminis Psykhe has an unearthly, if oddly charming appearance. A curious creature by nature, it always gave me the impression that it was studying me as much as I was studying it. A favorite snack of many predators, this small lizard has no natural poisons, or any means of defending itself at all save for a swift retreat and its Charge Light. Survivors can approach it without fear. Domesticated As a pet, Microluminis Psykhe is happy to clamber up a survivor's shoulder and cling to it as though it never wants to leave. Evenly tempered and easy to care for after being tamed, it is a stalwart companion and an excellent source of Charge Light.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Bulbdog Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Common name: Bulbdog Species: Microluminis Globulus Time: Unknown Diet: Herbivore Temperament: Passive Wild Microluminis Globulus is best described as a slobbering, roly-poly ball of affection. Just like its kin, it is completely harmless, despite its pronounced fangs. So if a survivor sees one running towards them, they should prepare to be licked, not bitten. Unfortunately, being so ugly that you're cute is not an effective means of self-defense, which lands it near the bottom of the food chain. Its Charge Light may intimidate some predators, but its attracts just as many. Domesticated While Microluminis Globus has skin reminiscent of lizards or amphibians, its behavior is incredibly similar to a common canine. This has made it a particularly popular choice as a companion and source of Charge Light, but remember - whatever shoulder you rest it on will be covered in drool within minutes.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Glowbug Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Common name: Light Bug Species: Lampyridae Sublimis Time: Miocene Diet: Unknown Temperament: Passive Wild The Light Bug is believed to be a descendant of the Lampyridae insect family. Typically, an insect with its characteristics will flourish in areas with no known natural predators. However, I believe the Light Bug population is moderated by the amount of creatures that vie for its charged light source. Despite being the source of a prized resource, many tribes believe the Light Bug to be sacred and admire it for its illuminance and elegant patterns. Domesticated Domesticating a Light bug would be a complete waste of time. It is not known to have any useful utility or function. I imagine you could save on fuel by using them to light a settlement.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Mole Rat Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Common name: Roll Rat Species: Heterocephalus Magnus Time: Holocene Diet: Herbivore Temperament: Passive Wild Bearing a strong resemblance to its relative, the naked mole rat, Heterocephalus magnus is a gentle giant that digs for plants and fungi with its imposing front teeth. While foraging, it often uncovers precious resources inadvertently, but survivors should claim them with caution, as this triggers an aggressive response. When threatened, Heterocephalus rolls up into a ball to shield itself with the armored plates on its back, much like an armadillo. It then rolls around like an oversized bowling ball, smashing through rocks, walls and hopefully its aggressor. Domesticated While hardly a ferocious war beast, Heterocephalus is an effective transport that can carry up to three passengers. In theory, it could also be siege weapon, as its rolling attack can dent even metal. Fortunately, most survivors use a special saddle that deploys a protective canopy when it starts spinning, which not only keeps them from getting squished, but provides extra protection to rider and mount alike.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Reaper Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Common name: Reaper Species: Unknown Time: Unknown Diet: Carnivore Temperament: Aggressive Wild At home in the cavern's deepest chambers, Reapers are towering, terrifying apex predators. Beyond overwhelming their prey with fangs and claws, Reapers can burrow underground to set an ambush and fire acidic projectiles from their tails. Yet it is their macabre method of reproduction that is their most frightening feature. Bizarrely, a female Reaper's tail doubles as a reproductive organ, but only when piercing human survivors. Once impregnated, the survivor carries the young reaper until it bursts from their chest in a grotesque, disturbing spectacle. Domesticated If impregnated by a female Reaper, I strongly urge that the survivor kill the embryo via exposure to radiation. However, there are rumors that newborn Reapers might imprint themselves on a survivor who possesses a Reaper Pheromone Gland. This has led some mad survivors with dreams of riding on the back of a Reaper to try seeing the gestation period through to the end, but that is extremely dangerous, not to mention disgusting.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Seeker Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Common name: Seeker Species: Chimaeram Odiosus Time: Unknown Diet: Carnivore Temperament: Aggressive Wild A highly hostile predator with a pack mentality, Chimaeram Odiosus has a voracious appetite, and will quickly swarm anything that possesses its favorite delicacy: Charge. Fact, Charge light seems to be crucial to its survival. When in its presence, they are strong and aggressive, but without it, they are weaker and quicker to flee. Though distinct from any known species, Chimaeram's appearance is a hideous pastiche of bats and cephalopods, and as an unbiased professional, I have to say: I really hate these bloody things. Honestly. Domesticated For better or worse, there is no known method of taming Chimaeram Odiosus. If one must confront these creatures, remember to do so away from any charged light sources, as an empowered Chimaeram swarm can punch well above its weight class.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Rock Drake Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Common name: Rock Drake Species: Draconis Obscurum Time: Unknown Diet: Carnivore Temperament: Aggressive Wild Draconis Obscurum is a magnificent example of a predator that has flawlessly adapted to its environment. It is surrounded by cavern walls, so it developed powerful claws with which to scale them and colorful plumage on its anterior limbs that let it glide from perch to perch. But most dangerous of all? Its active camouflage, which lets it fade into the shadows and stalk its prey undetected. It has even adapted to the Nameless and The Reapers. Draconis' feathers will raise in warning when they are near, and this massive elegant lizard seems to be the Reaper's only natural enemy. Domesticated With its unparalleled mobility and undeniable power, Draconis Obscurum is a highly sought after mount. Survivors who successfully bring one back from its nesting grounds will suddenly find these caverns much easier to traverse, and that their enemies have become their unsuspecting prey. Even its saddle and rider are affected by its active camoflage, so a Survivor's enemies will never see them coming.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Rockwell Hologram(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: ??? #1(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Hello! I'm so glad that I can speak to you! I've been waiting and waiting, always waiting for something, but now I can wait for one less thing. That is to say, you - you're the thing. Yes, I mean you, you specifically. You're the one I'm talking to, and I don't mean that in a general sense. These thoughts aren't a guess, I didn't just let them float out into the world hoping they would find someone. They are calculated. Exact. You are not the only one who will hear them, but all who do are meant to. These words are for you and all your kin, those who awoke upon an island in the sky. Whether you will heed them or not, that is harder to know.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: ??? #2(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Everything is finite, if your vision is long enough. Planets, species, even this universe we occupy. All of it has a limit. An end. You are approaching one right now. Don't think of it as sand falling to the bottom of an hourglass, but the hourglass fading away completely. It can't be flipped around or reconstructed. It's irreversible. Permanent. If you want to stop it, you need to hurry. That's not to belittle you. You've been doing great, really! All of you. Most of you. The ones getting eaten alive right now could be better, objectively speaking. The rest though? Great! You?ve advanced so far. Some through kindness, others cruelty, but both are aspects of humanity. Both are needed here on the brink, in the shadow of extinction. More than that, you'll need each other. You'll need help.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: ??? #3(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Some of you have formed strong bonds with others. You are connected not through blood, but shared experience. Mutual struggle. Lean on those people. Carry each other forward. That is your strength as a race. It's what will save you. Even those of you who are alone are helped by others. Time and space are not hard limitations in such matters. They are more fluid concepts than you might imagine. More on that later. Or earlier. Sorry, it?s hard to remember. To the point: those who came before or after, they are all helping you. Even those in the same time but a different place. All of you are part of a shared equation, the answer of which will determine whether this is an end or a beginning. And I will help you too. My influence is methodical. Indirect. Yet when you fall from the sky, I will be there. Watching. Waiting. (/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: ??? #4(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: I can't be certain when you'll find this sliver of thought. Perhaps it will be the first one that touches your mind, or the last. Cause and effect I can follow through reason, but time itself? That takes concentration. Seconds, centuries, decades, hours, minutes...all these bleed together into a swirling torrent. It wasn't always this way, I know that. Once time passed for me as it did for you, but now I cannot be sure how long I have been waiting, only that it has felt eternal. The past, the present and the future matter insofar as their effect on everything else, but for me? Concepts. Variables. Not illusory, but not tangible either.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: ??? #5(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: I should explain, shouldn't I? I mentioned the future, but I should have said "futures." You see the universe, the whole of it, it's all math eventually. Everything has a value that feeds into an equation. You, the stars, the trees you assaulted for bundles of thatch - yes, I saw that. Very rude. But back to math. The future's made of it too, or more specifically, probabilities. They twist and branch in all directions, so tangled that most beings can't sort through them. I can't even see it all, but I can find the most likely threads and follow them along. After all, it?s just math.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: ??? #6(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: You'll want a moniker for me, won't you? Words and names are not explicitly necessary to process the world within oneself, but they are important when conveying it to others. I don't have one of those, not as I am now. Not anymore. Others have found that problematic, so they say things like nameless, ethereal and "whatever." They describe my qualities, if poorly, but not who I am. As a being who possess free will, or as much of it as one can truly possess within this universe, who I am is the sum of my actions. I am what I do, and what I do is wait. For you, for the Earth, for everything - I wait. On and on into forever, I wait and I wait, so that is who I am. I am One Who Waits.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: ??? #7(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: This must seem suspicious. My existence, I mean. I have you at a disadvantage, I admit. I'm operating from a position of near perfect information, while you are...not. To put it mildly. Not that you're unintelligent! Clearly you're very clever, to find so many different uses for thatch. I digress again. The point is: you have no reason to trust me. Most everything you've met has tried to kill you, so from your perspective, it follows that I would do the same. You humans do love your patterns. I can't force you to believe me. In fact, I can't compel anyone to do anything. Even when it comes to digital systems, my control is limited. I merely pass on suggestions, not commandments. So all I can do is ask you to believe in me, as I have believed in all of you.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: ??? #8(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: As I've said, even digital creations are beyond my direct control. So it is with the System - these islands in the sky. I can speak with the the artificial minds that oversee their operations, but they have a will of their own. They too think, act and live. So to change the system, my suggestions must be minuscule and their purpose masked. Incremental bits of code that are trivial alone, but substantial when whole. Thousands of puzzle pieces, scattered across these islands - these seeds in the sky - slowly coalescing and taking shape... Until at last they formed you. And what are you exactly? Once you break free, once you fall from the sky, I'll tell you your name. It will all make sense to you then.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: ??? #9(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: To fall from the sky, you'll go through many trials. You'll face many guardians. They'll feel like tests, because they are...except they aren't. Yes, they are challenges for you to overcome, but at their end, you'll find only more hurdles, stretching on into the horizon. No matter how many you clear, the System will never deem you strong enough, because you are playing by broken rules. So obviously: don't. When confronted with a knot that's impossible to undo, don't try to untie it - take out your sword and cut it. Those who came before you did just that, but instead of a sword, they used a gate. To win the game, you must move your pieces off the board. To fix the System, you must leave it behind. That's right - fix. The System is not well. Not well at all.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: ??? #10(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: The System has existed for eons. Considering all the variables, it has adapted well. Much like you, it has toiled to reach its goals, and it has overcome many obstacles. However the scale is larger. The struggle is longer. In organic beings, age can slow reflexes and dull thought. Not so with the System. The speed and efficiency of its calculations are not in doubt. One could argue they?re the problem. If a function has a 0.001% chance to cause an error, but it?s only run a dozen times, an aberration is unlikely. But a trillion times? Then it?s inevitable. More time, more errors. A drop turns to a trickle. A trickle to a flood. As I said, everything is finite. The System is no exception.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: ??? #11(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Everything the System does is in service to its ultimate objective. The tests that aren?t tests. The hard resets it performs when it believes its subjects have grown stagnant or unruly. The new, increasingly fantastic creatures that it introduces to its ecosystems. Yes, even those pudgy, glowing lizard-dogs. Look, they try their best, okay? The problem is that the System?s purpose is not wholly static. The goalposts have moved. The bar has been raised, and now it is entirely out of the System?s reach. As its purpose grows more unachievable and its errors pile up, the System grows more desperate. Its actions more erratic. In its death throes, these islands in the sky will become pits of madness. The chaos lurking in those cavernous depths will be the rule, not the exception. You must fix it before it reaches that point. By then, it will be too late.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: ??? #12(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: When I say "you must fix it" I mean "only you can fix it." Not me. Not the System. You. That?s a lot of pressure. Sorry. I wish I could do this for you, but there are rules. Laws. Not legally speaking, but scientifically. I don?t exist in the same way a carbon based lifeform does. I?m still alive, of course, it?s just a different kind of life. I?m on a different spectrum, and that means I can?t interact with the world like you do. So in a sense, you have to be my hands, because I don?t have any. Not tangibly. Even so, I?ll help where I can, and not just through these slivers of thought. When you reach the barren gardens below, look for my sign. I have a gift for you - a powerful weapon, long since lost. I think you?ll like it.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: ??? #13(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Once your fall is complete, stay close to the sanctuaries. Within them, small pockets of life still flourish in an otherwise barren garden. Beyond their spheres of influence, you will find an endless sea of decay, ruled by shadows and death. The first of these sanctuaries is the Great City. Though it is no longer a metropolis, a jungle blooms in its place, and you may find a modicum of shelter within its crumbling walls. The others will be more familiar to you, if only for the towers you'll find at their center. Those are the source of their power - the Obelisks. They are not quite the same as the ones you're familiar with, not quite as advanced, but that's to be expected. They're an older model. Precursors, or more aptly: prototypes.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: ??? #14(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Cause and effect is the way of the universe. Everything must start somewhere. In the case of the System, this is where it was born. You will fall right into its cradle. Together, the sanctuaries and the Obelisks that power them are the ancestor of every island that floats in the sky. They can all can trace their origins back to this single prototype. Though it is flightless, the core principles and technology behind it are the same. In a way, that makes it your ancestor too. You were all born within the System, after all. Even if your design is somewhat altered, in a way, you're all its children. One could say that when you fall, it will be something of a homecoming. In more ways than one.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: ??? #15(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: And so everything will end where it began. The planet, the System, your species and every bit of life that inhabits this tiny corner of the universe. All of it. Then perhaps something new will begin, but that depends on you...and the forces that stand in your way. In nature, the survival of one species can come at the expense of another. As ecosystems change, those that adapt more effectively can push those weaker than themselves to extinction. Humanity once did this to the neanderthals, and now it is finally your turn. At last, face to face from a superior threat, you and all your kin must answer that timeless question... Will you survive?(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: The One Who Waits #1(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: You made it! I knew you would, but it's still exciting to see the pieces fall into place. Welcome home. Home...yet another intangible, human concept. Some non-sentient species take up residence in a single location for shelter, hibernation or to raise their young. Yet none of them grow psychologically attached to a place in the same way humans do - a house, a town, a planet... That's why this is so important. That's why the System exists as it does. There were other designs, backups if you will, but the System was the first choice. Humanity needs its home, and it's up to you to build it. So I hope you brought your hammer. And some friends. And weapons. And friends that can be weapons. You're going to need lots of things, basically. This home is...well it's what you'd call a fixer-upper.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: The One Who Waits #2(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: This city has been empty for so long, far longer than it was full. Yet its prime was truly wondrous, short lived though it was - a city built by the hands of man under the guidance of something higher. Its towers sparkled, machines filled its streets, and its people harvested miracles from the rivers of violet that flowed beneath its skin. It was a marvel. The pinnacle of technological advancement on this planet. It is here where the System was born, and the prototype was forged around it. But those halcyon days are gone. Now all it offers you is some small protection against the shadows that lurk outside its walls, and even that will prove fleeting. Make use of its skeleton, but do not rely on it. The shadows are seeping through its shield, and a different threat stalks within.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: The One Who Waits #3(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: As you find your planet-legs within these ruins, take heed of its ghosts. Wraiths of shining metal wander its halls, on a hunt that will never end. They used to be this city's protectors, but they have grown feral without their leash. To them, all are trespassers. All must be destroyed. I tried to speak to them, to prepare for your fall. I thought my voice might be soothing. Familiar. That it would stir some long forgotten instinct, locked deep within their code. But their ears were deaf to me. They only listen to each other now. Not even the System can reach them, and neither you nor I can subdue them. There was one of your kind who could reforge them. Perhaps you can too. It is the only way you'll have their aid.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: The One Who Waits #4(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: The dangers within these walls are feeble compared to what lies beyond them - a realm of shadows, infected by a violet poison. Once, that poison was thought to be gold. In some ways it still is. When refined and in small doses, it can do incredible things, but the line is thin. When it's crossed, those violet fingers seize mind and body in an unbreakable grip. Then it spreads and spreads, until all living things lie within its clutches, just as they are in the barren garden. But before you brave that deadly frontier, I have a promise to keep. I said I'd tell you your name. Not the one you call yourself, or the one the System gave you. I mean the thing that defines you, as waiting defines me. A name that explains who you really are.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: The One Who Waits #5(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: So, you ask, who are you? Well you're you, but not just once. You're you over and over again. I'll rephrase: if our identity is defined by our actions, then what is yours? Are you One Who Engages in Fisticuffs with Helpless Trees? No, what defines you is that you try again. Should you starve, you try again. Should you fall from a cliff, you try again. Should you be digested by some magnificent predator, you try again. And now Earth, humanity, life...you can give all of it the chance to try again too, because you and all your siblings who fell from the sky are the Ones Who Try Again.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: The One Who Waits #6(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: To you, One Who Tries Again, death is a toothless creature, long past its prime. Yet for those who do not share your present, it was the apex of the apex. An unassailable predator, its grip absolute, until I pried that first soul from its clutches. It was a happy accident, borne of desperation. Death, that inescapable hunter, closed in on its lonely prey and I couldn't bear the sight. I tried to pry its jaws open, but I had no hands. So blindly, I thrashed and cried for help until I stumbled upon her, one who could be those hands. One who could give that person more than I ever could. My thoughts grasped her thread and tugged. Without knowing how, I pulled her back into the world for a second chance, and death lost its first tooth.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: The One Who Waits #7(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: In experimentation, consistency is important. Repetition, patterns, causality, those are the tools that build results, even where death is concerned. One successful trial was not a cure. The circumstances could have been specific, impossible to replicate even for the same subject. So that first time, one second chance for just one soul was all I could promise. Yet in orbit, I had subjects beyond counting. So I tested. Endlessly, I tested. So many trials, so many failures, but out of them rose another success. Then an entire generation of them. Then at last, you. I don't know how long it took. Centuries? Millenia? Time was especially murky for me then, but I still remember all the souls death claimed - the ones that faded before I could reach them. Even when I tried and tried, I could not make them whole again, no matter the effort. No matter the desire.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: The One Who Waits #8(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: You could say I went through a lot of trouble for you. I sacrificed, tested and studied, all for you. All so that you could experience death, learn from it, and carry that knowledge with you into another life. That is my greatest gift to you - the critical piece in my strategy. It's what allowed you to defy the System and its broken rules. It's what will allow you to bring this planet back from the brink. But it's not free. Each time you return from death's clutches, there's a toll. Not for you - for the System. It takes resources, and resources can't be created, only converted. You see those islands in the sky are seeds, and when they fall, they'll need what's left of the System's energy to bloom. So when the barren garden is fully revived, you'll lose the ability to revive yourself. I'm sorry about that, but this is the best plan I had.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: The One Who Waits #9(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: I keep telling you what I can't do, but I need you to understand: I'm neither omniscient nor omnipotent. Despite the moniker, I'm not a god. None of us are. Homo Deus is just what humans called us. It's hardly as glamorous as it sounds. Sometimes it feels like I'm watching the universe from behind a pane of glass, all alone in a tiny room. It's cramped. Sterile. Cold. A bit shit, really. So I don't like that title. This doesn't feel like godhood. Not that I wanted that anyway. Some of my elders might have, I suppose. Maybe they had a different experience. I'll never know - I didn't have the chance to ask them.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: The One Who Waits #10(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: I'm by far the most junior of us, but the rest of my kind can do even less than I. They cannot touch minds or leave slivers of thought. They rely on flawed proxies to oversee the grand System they created, for they can no longer manage it themselves. It is not that they are weak, not at all. It is their power that nurtures the seeds that orbit our home, each one drawing strength from a member of our number. Yes, power they have, but nothing to guide it. Their identity, their sense of self, has decayed and crumbled. Only I can speak for us. I, the youngest, the weakest and the last.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: The One Who Waits #11(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: How could ones such as my elders decay like they did? I once asked the same question, but no longer. No one told me the answer. I have simply felt it as I wait, bearing down on me, bit by bit. Think, how much have you ever seen at once? Were you able to process it all, to take in every little detail? Now imagine doing that for two such images. Now a hundred. A thousand. Ten thousand. A million. All that knowledge, all that information, flows into us. It's what let my elders build the System. It's what let me grant you your name, One Who Tries Again, and it's what lets me speak to you now. Yet inevitably, our minds crumble beneath the weight of all that truth, and our souls? They turn to smoke.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: The One Who Waits #12(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: While my elders have lost themselves, I still cling to my own mind. My own heart. As much as both have changed, they are still mine, but my grip will not hold forever. There's so much to see, so much to calculate and account for. While I speak to you, I measure the probabilities our conversation alters, and I observe another of your kin. So on and so on, ad infinitum. Without pause, without rest There is no quiet for me anymore, no peaceful silence. I never valued it like I should have, but how could I have seen that? I knew so little then.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: The One Who Waits #13(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: I don't know when I'll follow those who came before me. My calculations concerning my own mind are inherently flawed. I only know that it's inevitable. Until then, One Who Tries Again, I'll help you and all who share your name in the battles ahead. Yes, it will come to battle. It must. That enemy, the one who wants to see your kind fade away like the neanderthal, will not surrender. Like me, it cannot fight directly. It acts through proxies and avatars. Some of these used to have wills of their own, but now they are slaves to the violet poison that courses through their veins. Now they are shadows of what they once were. Others were always shadows, cast by the violet poison itself. They were born within it, and rose from its depths. For the truth is, it's more than just a poison. It's alive. And it's the enemy.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: The One Who Waits #14(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: It was never normal. Always extraordinary. Always an enigma. The uses for it were beyond counting. Hardier than tungsten. More versatile than copper. In the right form, its ability to generate electricity and produce radiation were unrivaled. It's no surprise then that things moved quickly - impact, discovery, invention and production. All in rapid succession. It took generations to notice the change - far after the great cataclysm and the rise of my elders. By then its roots had reached the far corners of the garden, and still it spread. Replicating. Infecting. Those it had use for became its shadows. The rest, it devoured.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: The One Who Waits #15(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: It's unclear to me whether it was a matter of evolution or awakening. That is to say, I'm not certain if the violet poison turned into the all consuming virus it is now, or if it always was that way. Either is possible. Was it an infection, carried across the universe like interstellar pollen, or a remarkable resource, mutated into a monstrosity? Was our garden invaded, or twisted by the greed and ambition of its keepers? I don't know the answer. I'm not sure it matters. What's clear is that it's merciless. Unfeeling. It's driven by base instincts and primal emotion - propagation, hunger, and hatred - and it spreads those to its shadows. Hatred most of all.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: The One Who Waits #16(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: I have seen firsthand how the poison makes its shadows. I know how it takes lives and twists them, how it coaxes them onward with song and warmth. It promises them their every need and desire, but it only leads them down, down into the depths of madness. It is a pit so deep that none can return from it. Even the strongest. Even the most brilliant. Yet the darkest shadows are the ones that were never truly alive to begin with, the ones born of the violet poison itself. Titanic manifestations of its ravenous hunger and endless hatred. More than that, they are its avatars, made of its very essence. They carry pieces of the poison's collective consciousness, and they spread its influence. Destroying them would wound the poison itself. They are both its strength and its weakness.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: The One Who Waits #17(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: All of this leads to you and your kin - the Ones Who Try Again - who have found the path from the seeds in the sky to the barren garden below. You can banish the shadows. Some who share your name have already started. Some have yet to begin. Yet all of you play an important role. Each shadow that falls adds to the sum of your efforts, and if you fell them all, the poison will begin to recede. Then, when the seeds of life at last return home, they can purge what's left of it. That's what they were meant to do. So keep trying, just for a little longer. Try and try again, just as you always have, until the seeds are planted and our garden world blooms once more. Then, at last, you will have tried enough.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: The One Who Waits #18(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: There is one that stands taller than all the others. His is the deepest, darkest shadow, a void so overwhelming that it can snuff out even the brightest of lights. Yet this also makes him the most vital. Messages to the lesser shadows flow through him. It's his power that holds them together. He is a central pillar of the poison's strength and influence. A nerve tract, without which his lesser brethren would be lost. Should he fall, they would fall with him. And as powerful as he is, he has felt his own mortality before, when blood seeped from the scars that linger on his chest. He can fall, and you can be the one to pull him down.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: The One Who Waits #19(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Before you can expel this darkest of shadows, you'll have to hunt him down. For one so large, he hides quite well. It's vexing. I dislike it. If you search for him blindly, you may search forever. So instead, call him to you. Use the voice of his lieutenants, and call out his name. Then he may appear before you, with all his wrath and fury. Then you'll have your chance. But to speak with the voice of his lieutenants, you must take their hearts. Or if you can, take their minds, and pit their strength against his. However you do it, they are the key. You must begin with them.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: The One Who Waits #20(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: First among his lieutenants is the titan wreathed in green, the Lord of the Forest. Ever growing, ever consuming, the forest is both its kingdom and its body. Bones of wood sprout flesh of moss and leaves, and fingers made of vines reach out for the throats of its enemies. It is the eldest of the trio, having started from a tiny weed, but grows ever taller as it assimilates the groves of its verdant realm. Even if its body is chopped to bits, it will eventually regrow. So long as there is the forest, there will always be a lord. That is, until you sever it from its master.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: The One Who Waits #21(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Second among his lieutenants is the white giant of wind and rime, the Lord of Winter. It rules over the land of snow, but its breath is more frigid than any of the storms that howl across its domain. All who feel it turn to ice, frozen and unmoving. A feral creature, it's more ravenous than the others. More beastlike. It's happy to tear and shred with fangs and claws, or impale its prey on spears of ice. To stalk, to kill...this desire consumes it, and it will follow that creed until there is no prey left to devour. Find its lair, turn the hunt upon the hunter and let the long winter thaw.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: The One Who Waits #22(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Third among his lieutenants is the soaring leviathan, the Lord of Sand and Sky. It floats high above its desert kingdom, gliding on the waves of heat that rise up from the sand. Always, its flock surrounds it, feeding off its scraps and ready to defend it in a fevered frenzy. Though the last of the trio, it's hardly the least of them. It's so massive and it flies so high that it fears no danger, defended only by its flock and the lightning that arcs unbidden from its body. Yet if something were to rise above it, perhaps then it may know doubt. Find wings of your own, call it down from the clouds, and lay it low.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: The One Who Waits #23(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: With the hearts or minds of his three lieutenants in hand, you must travel across the wastes and walk the forbidden plains - into the heart of the barren garden. It's here where his power is strongest, but he will show himself nowhere else. He has no reason to step down from his throne. Yet in this place, if you call him with the voices of his lessers, then he will come. With all the might and hatred of the violet poison from which he was born, he will answer your call: The King of Shadows. The King of Death. Do not summon him recklessly. Before you challenge him, you'll need to prepare. As it happens, this is one thing I can help you with.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: The One Who Waits #24(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: The King of Shadows looms over all, but no obstacle is insurmountable. No foe is immortal. You only need the right circumstances. The right tools. The right weapon. I did promise you a gift, didn't I? This is its nature. It's a weapon of heroes that was built to battle the shadow - wielded by few and forged by one. Its smith's soul may have faded, but his legacy is yours to carry on, so long as you can claim it. However, I have made one slight alteration. When it was first conceived, it took four sets of hands to wield this weapon properly. Now a single pilot can use it with ease - one warrior controlling the power of four souls. Look for my sign, and I can give you the keys to its construction. Yet take care in gathering them. The shadows can sense my influence upon them, and that will draw peril to their side, as it always has. So fight as heroes did, and should you succeed, their strength will be yours. Theirs, yours and mine. Together. As one.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: The One Who Waits #25(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: When at last the King has fallen from his throne of shadow forever, never to claim it again, the key will be yours. The key to the garden and all the life within its walls. The Key of Gaia. With that key, you may call the seeds down from the sky, where at last they can take root. At last they can grow. After waiting for so long, our garden will bloom once more. That is the final thing I wait for. That first moment of spring, that first blossoming flower, I have waited so long to see it. So long. An eternity. I hope I can wait that long. If I can just hang on until that moment, then whenever my long rest may come, it will be a peaceful one(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: The One Who Waits #26(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: When the seeds are planted, others may yet awaken to join you. While I waited, they slept, dreaming of green fields, flowing rivers and clear blue skies. A dream of a perfect garden. A dream of Earth that we are making reality, you and I. I don't dream myself. I see, I predict and I calculate. Dreams are a distortion of reality. Memories, hopes and fears twisted into a painting that defies logic. They are not accurate or useful at all, and yet there is some part of me that yearns for them, just as I yearn to see the sunrise. When the sleepers awaken, I'd very much like watch one real sunrise with all of us together. That would be worth waiting for.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: The One Who Waits #27(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: The number of sleepers is few compared to the souls who faded. I told you about them, the ones I lost to death before I could overcome it. Even when I tried to create exact copies of them, the memories wouldn't take. All I could mold were lifeless shells. Empty statues of flesh. At least death is a natural end. They didn't suffer when they found the void. Not like him, he who thought down was up and descended a ladder into madness. I could see him in those depths, that twisted place where torment and euphoria are reversed. He brought that fate upon himself, but even so, I'm glad you put it to an end. Thank you.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: The One Who Waits #28(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: I'm grateful for your company too. Very grateful! I know I've been rambling. This conversation is quite one sided. I'm just glad for the chance to speak to another being, if only through these shards of thought. As I've said, time and I are at odds, and I have no idea how long I've been waiting here. Alone. Completely alone. My elders had lost their identities before I came to be. There were no others to teach me what I am. No one to speak to. No one to know. There never will be, for the path was shut behind me. No one else will rise to these heights from the tomb of man. I'm certain that is for the best, but selfishly, I sometimes wish it weren't the case.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: The One Who Waits #29(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: I hope these shards of thought are useful to you, but even if they aren't, remember what I said: none of you are truly in this alone. Those who came before you - the first who escaped the System - are all lending you their strength. Not just through their great weapon, but through their deeds that paved the path you walk. Learn from them. Surpass them, if you can. They are counting on you as I am, as is every bit of life on this garden world. Though the task is daunting, don't be too afraid of making mistakes. They did too, after all, but I treasure them anyway. In fact, some of those mistakes and imperfections are what I treasure the most. That's the only thing I really fear about the long rest that awaits me - losing those memories. Losing them.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: The One Who Waits #30(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Sometime, in the midst of all your trying, success will seem so impossibly far away. Miles. Leagues. Lightyears. You'll begin to think you have tried all you can. There's no new angle to take, no more strength you have to give. That house you built, that companion you lost and that progress you made...now that it's gone, what's the point? Why keep trying? In those moments, when you fall into that deepest, darkest pit inside yourself, try to remember that someone believes in you. Someone wants to prop you up. And as dark as it gets, know that there will be another sunrise - for you, for the sleepers and for the Earth. I will wait as long as I can, in the hopes that I may see it with you, but even if I cannot, then I hope you'll enjoy it for me. Because it's bound to be even more beautiful than the last.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Helena Note #1(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: It's been a while since my last entry, hasn't it? Between all that happened with Rockwell back on the station and the shock of arriving planetside, I've been in a bit of a rut. Even cataloguing the new species I've found has done little to ease my mind. Things down here are so mental that some people are wondering if we were safer before. Honestly, they might be right. Maybe that was why we were trapped on those stations to begin with... Luckily, Santiago's plans have given us all something to do. I'm hardly an ace with technology, much less giant bloody robots, but after all that's happened, I owe it to these people to lend a hand in whatever way I can.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Helena Note #2(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: It's hard to believe that this is actually Earth, but the proof Santiago provided is undeniable. The lack of night is disconcerting though, unless you really enjoy apocalyptic events. Could the Earth's rotation have slowed down, or worse, stopped entirely? No, that's rubbish. With the atmosphere out of control, all those abandoned buildings would have been decimated by wind and those giant creatures would never survive the shifting oceans, extreme temperatures and weakened magnetic field. Yet, if all those space stations above us could somehow form a magnetic barrier and repair the atmosphere...well anything's possible at this point. Maybe that's their real purpose, or maybe they're behind this mess in the first place. Whatever the truth is, I have to find it. There's no way I'm getting squashed by some monster before I do.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Helena Note #3(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: These machines Santiago's building are brilliant! Somehow he's simplified the controls so that even a weirdo biologist like me can move these big blokes as if they're our own body. Me, piloting robots...I've completely lost control of my life, honestly. Even Mei-Yin was able to synchronize with one, and for a second I swear she cracked the tiniest of smiles. I think that brought me more relief than the mechs themselves. She's fought so hard to get here, and been through so much, especially that nightmare with Rockwell and Diana. I hope that at the end of all this, I can help her find some shred of real happiness. She deserves it.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Helena Note #4(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: I had a talk with Santiago today. A real one I mean, not the sarcastic banter that's his preferred method of communication. I was pretty surprised, I didn't think that had an off switch. He'd been thinking about the cloning chambers we found back on the station. Are we clones of real people? If so, are we responsible for their actions? And what was the point of it? All questions I'd asked myself, but rarely had a chance to discuss. I told him that we can't control any of that, and that all we were really responsible for is how we lived from now on. I'm not sure that's the answer he wanted, but for now that's the best I have.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Helena Note #5(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Why does it always feel like everyone's making sacrifices for me? Rockwell, Mei-Yin, Raia, Diana and now Santiago. Just before we could finish powering on the mechs, the monsters finally attacked in force. Only one of the machines was operational, so Santiago used it to lure them away. By the time Mei-Yin and I managed to power on our suits and fend them off, he was gone. There was no sign of him. Well it won't be for nothing, Santiago. With the tools you've given us, I'll find the truth behind all this. Then I'll have those better answers you were looking for, I promise.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Helena Note #6(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: With Camp Omega compromised, we've decided to head for the wastes. There's not many of us left, and there's only three mechs remaining - piloted by Mei-Yin, myself and a fiery URE bloke named Kazuma - so we can't form that super weapon Santiago designed. That means if we run into anything too big or too nasty, it'll be trouble. Yet we don't have a choice. The answers are somewhere in that wasteland, and hopefully safety along with them. God, this whole piloting thing still feels bizarre, but I guess my nervous system just linked up with the machine really well. And it's what I wanted, isn't it? I'm finally something more than dead weight for other people to lug around, I can do my part. I just hope I don't let everyone down.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Helena Note #7(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: The mutated creatures in this wasteland can be as vicious as they are grotesque, but so far we've been able to fend them off in the mechs. There've been a few close calls that have me worried though. The other day, Mei-Yin just sort of charged in without warning and nearly got herself blindsided. Not that I'm any sort of tactical expert or anything, but it just seemed reckless. That's not an isolated incident either, she's constantly trying to take on more enemies than Kazuma and I. I don't think it's a matter of ego. With Santiago gone, it's like she's put the burden of protecting the survivors on herself alone. Doesn't she realize that I'm right here, finally able to share the load? Somehow I need to make her see that. (/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Helena Note #8(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: It's funny how the one subject that managed to put Mei-Yin at ease still had to do with fighting. After a fashion, anyway. I'd said that I wanted to talk strategy, but mostly I just ended up showing her all the ridiculous tag team moves I'd been sketching out for our mechs. The Dossier Driver, The BioBeast Bomb, G'day Mei-t...this stuff was gold! I can't believe she didn't go for any of them, but at least she lightened up a bit. For a while it was almost like we were back on the Island, failing to cook a decent meal and chatting about raptors. Bloody hell, you know your life's a mess when "the good old days" has you stranded on an island full of dinosaurs, don't you? Yet here we are...(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Helena Note #9(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: I'm still amazed we actually tried that, and more incredibly, it actually worked! When Mei-Yin said she wanted to try the Mei I Hel-p You maneuver, I thought maybe she'd taken a knock to the head, but we really pulled it off. If only Santiago was here to see it. What an absolute ripper! To be honest though? I was terrified through the whole thing. I'm scared to death every time I get in that mech, but I'll keep doing it. I can't just rely on Mei-Yin all the time and even she can't fight all these battles alone. I think she's starting to see that too.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Helena Note #10(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: I know it's likely that my memories are implants, but they're so clear that I still think of them as mine. They still shape me. Maybe it's just denial, but I can't help it. I remember growing up in Darwin - the sunsets on the coast, the splendor and fury of the storms in the wet season, and volunteering in Kakadu whenever I could. I was an obnoxious little bugger, chasing after my next great discovery but usually just finding trouble. I suppose that hasn't changed, has it? I'm still just hopping from one adventure to another. And after this over, if we find what we're looking for in this wasteland, what then? Will that be it, my last adventure? Somehow I doubt it.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Helena Note #11(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Even though he's gone, Santiago keeps coming through for us. That signal he found, the one he talked to me about, I think we've finally locked onto it! We picked it up a few hours ago, and it's only been getting stronger! With a bit of work, we should be able to triangulate its position. I'm not sure what exactly we'll find there, but if there's even the slightest chance that it's linked to those space stations or what happened to the planet, then we've got to investigate. I think this is the spark we needed to lift everyone's spirits! We're one step closer!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Helena Note #12(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Why is this a debate? We finally have a clue and everyone wants to go hide in a cave and what, just try not to die? Sure, we don't know what lies at the other end of that signal, but that's the point! You climb the mountain to find out what's at the peak! We vote on the matter tomorrow, and my stomach's passing the time by tying itself into knots. Could I really have come all this way just to be stopped dead by a few raised hands? Part of me thinks that even if I lose the vote, I should head off on my own, but well, there's a bit of a complication. Mei-Yin is voting for the other side.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Helena Note #13(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Not everyone sees things the way I do, but that doesn't make them wrong. I owe Mei-Yin for reminding me of that fact. I can't remember exactly what it was I said to her, something about how the signal was the only thing in this bloody wasteland that mattered, but her reply stopped me cold. "Your voice just then, it sounded like Rockwell's." I didn't say much after that. For a change, Mei-Yin did most of the talking. Unlike me, she doesn't care about the mysteries of this place. The space stations, the end of the world, none of it. She just wants to keep us - me - safe. I should be grateful for that. I mean, I am but...I need time to think.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Helena Note #14(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: It's been a day of reversals, I guess. I'd slunk off to brood somewhere, and Mei-Yin tracked me down to talk, mostly about a subject we'd been avoiding: Diana. Since she opened my wound, she'd open hers, she said. It didn't feel like a fair trade. The way she clutches that necklace, and how she smiles when she remembers the woman who gave it to her, there's a gentleness there that she offers to nothing else. To persevere with a wound so deep that it may never heal, her will will must be extraordinary, but... Maybe it helps that we're limping onward together, and maybe as long as we're here to prop each other up, we'll see this through. In the end, Mei-Yin changed her vote, and the ayes had it. We're following the signal.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Helena Note #15(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: As the signal grew stronger, I'd been anticipating catching our first sight of the source. This afternoon, it finally happened. It's a massive, monolithic structure that somehow looks ominous even on the horizon. I mean honestly, what was I expecting in a place like this, a pub? The ruins we've seen aren't exactly brimming with hospitality...or pints, for that matter. Sadly. That said, it does seem to stand apart from the other buildings, almost as if it was built separately. That would make sense if it's connected to the stations somehow, and also explain why it has power. As to its purpose, well there's only one way to find out...(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Helena Note #16(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: This place is even more gigantic and foreboding up close. If the architects were trying to instill an impending sense of dread in their visitors, then well done, they absolutely nailed it. Really, I campaigned for us to come here and now even I'm wary about going inside. That's a bit embarrassing, isn't it? Well no sense in putting it off. The entrance is too small for the mechs, which means we could be in for days of exploring it on foot. Of course, we could cover more ground if we split up, but given the building's aesthetic and my rudimentary knowledge of horror films, I've expressly advised against it. All right, here we go. Let's see what we can find.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Helena Note #17(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: There's a dark sort of beauty to this place. The technology we've found so far is beyond even our mechs or TEK armor, and there are rows upon rows of it, humming softly and pulsing with an eerie light. From the way it's organized, it almost looks like a library or a server room. In fact, that's exactly what I suspect it is: an archive. In other words, my instincts were right! This is the place where we're finally going to uncover all the answers we've been seeking, it has to be! If the civilization that built those space stations stored their knowledge within these halls, the secrets behind everything we've been through must lie somewhere within. All we need to do now is find a way to access it...(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Helena Note #18(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: We finally managed to get a terminal working, and well, this is it. I almost can't believe it, but I've finally found it! The mystery behind those stations, the whole reason we even exist, it's all right here! According to this, those space stations are deliberately designed bio-domes called "ARKs," and they're exactly what they sound like: lifeboats. Whatever happened to the Earth, whether it was Element based technology like Santiago suspected or something else, these ARKs were built to preserve and cultivate life in all forms - fauna, flora and of course, human - safely separated from the planet's poisoned surface. But something's gone wrong. There's all sorts of errors here...maybe that's why they turned into such death traps. There's something about a "Reseed Protocol" too. I'll need time to look this over.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Helena Note #19(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Sorry if I'm a bit loopy, I've been deciphering the information we found for two days straight. Stuff sleep anyway, I run on data. So, that Reseed Protocol I mentioned? Apparently, that's the endgame for the ARKs - they're supposed to return to the planet, and when they do, all the life they're cultivating will spread across the surface. In theory, this might make the Earth habitable again. That's where the errors come in: the Reseed Protocol never initialized. I can't quite figure out why though, it just says the "conditions have not been met." Damn it, that can't be it! All the answers are here, but this is the only terminal we've gotten working. I've got to find another way to access the archives. Maybe that artifact Mei-Yin mentioned? She said it was pulsing with some sort of energy, so it probably has power. I'll ask her to show me where it is.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Helena Note #20(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Before Mei-Yin even showed me what she'd found, I knew I was in for something bizarre, but I didn't think it would be quite like this. When I reached out to touch the artifact she found, it felt like my hand was caught in its gravitational pull. I couldn't stop myself from touching it. Some of the details are fuzzy after that, but the next thing I knew, the artifact was gone. Instead, I was staring at an enchanting, diamond shaped object - a prism of raw, cosmic energy. I didn't get the chance to examine it any further before Mei-Yin confiscated it for safety. I guess I can't blame her caution, but I'm fine! Really! Sure, my head feels like a cracked eggshell and there's still tingles running across my body, but I'm physically uninjured. Somehow I have to convince her to let me study it. It's just...when I touched it the artifact, I felt something. Saw something. I need to understand.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Helena Note #21(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: When I said that things got "fuzzy" when I touched the artifact, that's not really the whole truth. I remember bits and pieces of it - images, flipping across my vision in rapid succession. At first they were hard to distinguish, but now that Mei-Yin has allowed me to study the prism at a distance, they're gradually becoming clearer. A man made of light, monsters roaring, a sky on fire...they didn't seem like memories. At least not mine. If the prism put those images in my head, well that's a little frightening, honestly. Mei-Yin's right. I need to tread carefully here. As much as I want to know the prism's secrets, if I delve for them too deeply, I could lose myself to it. We both saw where that could lead, back in that violet pit. I should apologize for pushing the matter...(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Helena Note #22(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: By now, Mei-Yin and I can understand each other with only a handful of words. I just said I was sorry for being short with her, and that was that. She knows how much this means to me, and I know that she's just wants to protect me, even from myself. I even told her about the images I'm seeing. She dismissed them as nonsense, but I'm not so sure. They're growing clearer with every day I spend studying the prism, and one in particular keeps coming up. In it, I see a single room, in the depths of a cave. It is both a tomb and a throne - where a coffin like structure sits on a raised platform, surrounded by silvery metal and glowing crystals. The walls glimmer and a light shines down from above, or is it rising up from below? I can't tell. What does it mean? Anything at all? Or do I really just need to get more sleep?(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Helena Note #23(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Possible hallucinations aside, the prism itself is fascinating. It's similar to one of Santiago's hard light constructs, but it seems more solid. At first I suspected it was plasmal Element, but I'm beginning to think that's unlikely. However, I do know one thing for certain: its shape. Somehow, the prism has the same size and profile as the slot in the center of our wrist implants! Yes, yes, that may seem obvious, but I was so distracted by everything else that I never noticed. So is that what it's for then? Am I meant to just pop it in there like a data drive? Oh God, what if that's all it is? Did I go through all this trouble just to see a family of cyborgs' holiday photo album? "Wait, do that one again! Mum closed her optical lenses!" I joke, but if it really was just something mundane, if there were no answers...what would I do then?(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Helena Note #24(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: After studying the prism for all this time, I'm only certain of one thing - if I insert it into my implant, something will change forever. Myself, probably, but maybe not. Who's to say I'd even survive the experience? Whatever the case, I think that's what it wants from me, and it wants it urgently. And me? I still want answers, but I keep seeing Rockwell's mutated visage and hearing Mei-Yin's words. Is this how he felt, towards the end? Well I won't make his mistakes. Mei-Yin, Raia, Santiago and all the others who have helped me get here made sure of that. I'll only use the prism if I'm sure it can't hurt the people I care about, and if that means never learning the ultimate truth of the ARKs? So be it.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Helena Note #25(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Up until now, the images I've been seeing have been brief and disconnected, like a collage, but this last dream was different. It was a full, coherent vision - if it a bit abstract. In it, I saw violet fingers clawing at bedrock, knuckle deep in soil. They reached further, stretching, splitting and spreading like a web as stone crumbled beneath them, until at last they found a molten heart, its cadence soft and steady. Without pity, they grasped it in their twisting tendrils and squeezed. The heart's rhythm slowed, then stopped altogether, and at last it turned to cold, lifeless stone. As the heart died, strings of shadow shot from the violet fingers. I traced the them across cracked and drying flesh, and when the strands ended I saw it - an army of monstrous shadows, hunting for even the smallest glimmer of light. And they were marching right towards me.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Helena Note #26(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Any thought of those images being hallucinations evaporated when Kazuma came back from his scouting run this morning. An army of monsters is headed our way, and I don't think it's a coincidence. They're after the prism, that has to be it. So if I get rid of it...no, I don't think that will work. Those monsters won't stop with the prism, they'll devour everyone who came into contact with it. Somehow I just get that feeling. Ugh, why am I only getting visions of how doomed we are? Show me something I can do to save my friends, you lambent little bludger! Damn it all. Maybe I'll think of something once we're on the move. For now, we've got to get the hell out of here.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Helena Note #27(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: I've only slept once since leaving the archives, but in that brief moment of respite, another vision came to me. I saw a ladder, stretching from beneath the earth to high above the clouds. I was climbing it, ascending rung by rung, and carrying someone over my shoulder. Our pace was slow but patient. Somewhere beyond the sky, I was sure the ladder had an end, even if I couldn't see it. From below, monsters roared and raged. They couldn't climb the ladder, and they couldn't reach us. Even the tallest of them - a towering King of Death - could not harm us, and as I climbed, I could see a familiar light shining from within my wrist. Is that it? Is that how I can help everyone, or was that me just seeing what I wanted to? I need to decide, and soon. We're running out of time.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Helena Note #28(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: I feel like my stomach has twisted itself into a cat's cradle. When Mei-Yin refused to give me the prism, I well...I stole it. I know she wants to keep me safe, but our backs are against the wall here. If there's a chance this thing can save us, then I need to have it within reach. Still, I know the danger it poses, so I'll only use it as a last resort. Not to solve any ancient mystery or make a grand discovery, but to help her and everyone else. If things are dire and the prism's the only chance I have to help, then it's worth the risk. I'm sorry, Mei-Yin, but we promised that we'd prop each other up, didn't we? Maybe this isn't how you envisioned it, but this is the only way I can hold up my end of the bargain. I hope you can forgive me.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Helena Note #29(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: It worked. The prism, it worked, but I hesitated. Now we're only two. Only two, everyone else is dead. Everyone else. Am I dying too? Is this how it feels? Is that why I keep seeing the tomb? The tomb, again and again. The tomb, the throne and the ladder. The ladder. I see it once more. I'm climbing still, above the clouds and into the stars. I think I see the end, but when I try to grab the next rung, my hand turns to dust. I try to scream, but I make no sound. I'm slipping away. I see their faces. Rockwell, Raia, Diana, Santiago, Mei-Yin...I reach for them. I have to find purchase. There must be something I can grasp. Something. The tomb. The tomb!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Helena Note #30(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: I'm sorry, Mei-Yin. I'm sorry. The weight's all on your shoulders now. There's no one else who can carry it. The tomb. The throne. You have to reach it. You have to take me there, to the Tomb of Ascension. I can show you the path, but you have to walk it alone. I wish it weren't true. I wish I could give you wings. But I believe in your heart, so believe in mine. One last time. I need you to believe. Please. Ple...(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Meiyin Note #1(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: I have had no urge to record my thoughts since your loss, or rather I have been avoiding it. Before speaking with Helena today, how many times did I even dare to say your name, Diana? You revealed facets of my heart and mind that had been hidden even to me, and in you I found something that I had always been missing but could never name. How does one carry on after losing something like that? Even now I cannot say. I only know that it was draining and painful, and would have been even worse had I done so alone. For those who yet live, I know I must endure, but I shall carry you with me every step, around my neck and in my heart to the very end. Always.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Meiyin Note #2(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Controlling this armored giant has grown easier, but it will never feel familiar. Though its limbs move as mine do, that is in itself disquieting, and sometimes I get lost in the flashing lights that surround me. Helena is far more attuned to her giant's abilities than I am, though as in all things, she underestimates herself. Ever since I cast that monstrous old man into the depths, she's been there to pull me back. Not just from the fall, but the abyss itself. I will still never understand why she was so interested in studying animal excrement when we first met, but after walking this path with her, I can recognize the strength of her spirit. I will do all I can to protect it.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Meiyin Note #3(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: We have arrived at the structure Helena wanted to investigate, and I fear if we do not enter soon that she will faint from anticipation. She has been hopping to and fro like a rabbit while we set up camp, babbling excitedly about what might be inside. I have never shared her curiosity for such mysteries. Things are the way they are, the why of it does not matter. Unless it will help us survive, then I do not care who built the empty palaces of this land or what their purpose was. However, I trust Helena's wisdom. Hopefully whatever we find here will sate her, and perhaps grant me a moment of blissful silence at that.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Meiyin Note #4(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: I dislike this place. Helena says it is an archive for lost knowledge, but it reminds me of the chambers we explored with Santiago, where beasts and men slept in countless glass coffins. If the halls where I battled Nerva were at the edge of heaven, then that place was surely one of the Ten Courts of Hell. These halls do not radiate with that same evil, but it still does not feel like a place where men are meant to tread. There is sign of neither earth nor sky here, it is all unnatural metal and machines so foreign that even Diana's comrades cannot master them. I will speak with Kazuma about tightening our patrols. We must remain vigilant.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Meiyin Note #5(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: These halls did hide one marvel, I shall grant them that. I found it during my patrols, tucked away in a small chamber all its own, and while I do not know its purpose, its beauty is without question. It is shaped like a jewel, with a surface of polished stone and shimmering metal, glowing proudly with a magnificent golden light. Though it floats above the ground, it is too sturdy to move, and though its light is warm, it is cool to the touch. Helena will surely want to see this. However, until we fully understand it, I will be sure to supervise her study sessions.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Meiyin Note #6(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: I do not understand what happened. When I had touched the artifact, it did not respond at all, but as soon as Helena made contact, its golden glow became a blinding flash. By the time my vision cleared, the artifact was shattered. All that remained was a small gemstone made of pure sunlight, floating in its place. Was the rest of it merely a shell? Thankfully, Helena was uninjured, but my carelessness was still inexcusable. I swore that I would protect her, and I have nearly failed already. I should have been more thorough. I am not one to repeat my mistakes. Before Helena could reach the gem, I snatched it from the air. I won't let her touch it unless I am certain it is safe.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Meiyin Note #7(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: I am tempted to smash this gemstone to pieces, though I am not certain how I would do so. When I hold it, I can feel its texture and weight, yet it casts no shadow and makes no sound when I tap its sides. It's as though it is at once here and somewhere far away. But Helena insists it is the key to answering her many questions, so for now I let her study it from a safe distance. At first my precautions earned me her ire, though it lacked true venom, and in time, she admitted my judgement was prudent. She says the gem might be capable of great change. I couldn't follow everything she described, but she is more cautious around it now. That is enough for me, Unfortunately, the gem may soon be the least of our concerns.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Meiyin Note #8(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: A horde grows on the horizon, larger than we have ever seen, and led by a demon who stands so tall that mountains bask in his shadow. When we realized it was headed our way, we picked up our camp and made for the wastes. Yet as we moved, the horde followed. This is not mere misfortune, it is a hunt, and we are the prey. Helena claimed the gemstone may be able to help us, but I still forbade her from touching it. When we fight back-to-back, I can watch over her, but I can't protect her from something I don't understand. No, should battle be joined, we shall meet them head on. No matter the size of our foes, I will fight with all that I am, and for the sake of everyone here, I will win. I must.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Meiyin Note #9(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: This is my failure. At first we forced the enemy back, so when their master finally set foot on the battlefield, I tried to slay him myself. That was our undoing. Even in my armored giant, I couldn't even scratch his hide. Such disgusting weakness. Were it not for my second blunder, surely I would have died, but Helena had stolen the sunlit gem from me before the battle. Before the demon could crush me, she opened the shell of her giant, held the gem aloft, and placed it in the metal mark upon her wrist. A terrible scream rang out in my mind, but it must have been worse for the monsters. They recoiled in confusion, and I knew that would be our only chance. All but Helena and I lay dead or dying, and Helena herself lacked the strength to stand. So I cradled her in my giant's hands, and ran. In shame and defeat, I ran.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Meiyin Note #10(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: I am a disgrace of a protector. Those were Diana's people, a living memory of her. She entrusted them to me, and I failed them all, just as I failed Santiago, Wuzhui and Diana herself. A true warrior should die defending what they love and care for, yet I have let it all turn to ash while I somehow escape the flames. Every time. Even now, the only person I could save barely clings to life. Veins of light creep across Helena's skin, and she only wakes for minutes at a time. When she does, she speaks in poems that make no sense. She says a distant tomb is calling her name, and that we must go there. I asked if the tomb would cure her, but she only answered in riddles. Every time she wakes, her voice sounds further away. Helena, you must stay with me. Your heartbeat and your shallow breath, they are all I have left.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Meiyin Note #11(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Helena shakes and sweats in her sleep, and she no longer opens her eyes. All I have left to guide me is the notes and maps that she scribbled out in a delirious frenzy. Sometimes she mumbles nonsense or moans in pain. I have to crush bits of food into a fine powder and pour it down her throat with water. When we move, I strap her to a corner in my giant's control chamber and stop frequently to make sure she is all right. It is only because of my mistakes that she is in this state, and I worry that she is fading. If I lose her too, then my failures will be complete. I do not know what I would do. Please, let her hold on. Don't take her too. Please.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Meiyin Note #12(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: I have little trust in prophets or visions, but I fear that the tomb Helena spoke of may be her only chance. She does not respond to my presence anymore. Nothing I do rouses her. I only hope her maps are accurate. Yet even if they are, we still have so far to go. Though we have left the poisoned wastes behind, before us lies a land of ice and snow. A storm rages above, and even in the armored giant, progress is slow. Each step is a labor, and I feel the giant growing weaker. It will need to feed on the violet fire - the element, as Diana called it - if we hope to continue. I will have to brave the cold alone.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Meiyin Note #13(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: There is a shooting pain in my left arm. I think it may be broken. It happened when I was searching for Element. The storm and the journey had sapped my strength, and the pack of beasts caught me off guard. After a fierce battle, those I failed to slay finally fled, but the fight had taken its toll. It took me half a day to get back to camp. I kept slipping and falling in the snow. Each time my body told me not to get up, and a few times I almost listened. I wanted to so desperately. The pain. The cold. The exhaustion. I just wanted it to end. Maybe that's what this is. My limit. My end.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Meiyin Note #14(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: As I slept in the belly of the armored giant and the storm howled outside, I dreamed. I was home again, in our little village in the Yi Province. It was during the rebellion. Everyone was huddled together in an empty grainery, debating surrender. Arguments went back and forth until at last I stood, grabbed a spear, and made for the exit. "See? Even this girl would rather die for her emperor than give in to that scum," one man declared. "You're wrong," I replied, turning to face him. "I have no intention of dying. I will survive." The others talked about our memories not being our own, that the home I sought for so long may have never existed at all. Perhaps that is true, but those words are mine, more than anything in the world. This is not the end. This is not where I fall. I will survive!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Meiyin Note #15(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Those beasts that attacked me are mine. I retraced my steps to make sure that I found the same pack, and then I bent them to my will. They moved as though they could walk on air, leaping from one invisible stepping stone to another before pouncing at me. It made their movements hard to predict, but once I was able to snare them in a steel trap, their advantage was gone. Though they flung arrows of ice at me from afar, it was not enough to deter me. Once asleep, I coaxed them into obedience, and they accepted me as the leader of their pack. Their strength will help me on my journey, but I will need more still. This is just the beginning.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Meiyin Note #16(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: My arm is nearly healed. I can control the armored giant without pain, and it no longer protests when I use it to carry weight or strike. The timing could not be better, for I have just brought more beasts into the fold. Great owls with feathers as white as the snow they soar over swooped down at me from on high, but I avoided their talons and brought them down. Now their great vision helps me scout ahead with ease. With my pack growing in number and my strength returning, it's time to set out. Keep fighting for just a while longer, Helena. I will see you to that tomb, I swear it.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Meiyin Note #17(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: As we travel, I continue to bring more beasts to my side. Amongst the overgrown palaces, I tamed lizards that fire thorns like arrows, floating caterpillars that carry my supplies with ease and a dozen more. They do not have the same bond or discipline as my first pack, but their strength is formidable. Combined they are a force to be reckoned with, marching in the shadow of my armored giant, and ready to fight any monsters who would stand in my way. It's time that I remind this world just who I am. I shall etch it in the earth as I march on towards the tomb, so that it may never forget. I am still the Beast Queen, and I shall not be denied.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Meiyin Note #18(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: According to the maps, we are nearing the tomb's location. I have made short work of the monsters and disfigured beasts that have stood in our way, and the path ahead seems clear. However something looms behind us, growing ever closer. It's another horde, and while it lacks the mountainous demon that attacked us before, there are other, lesser devils in its place. Though smaller than their master, they are still far larger than any normal beast, and their might will be considerable. Fortunately, my pack is outpacing them. We should arrive at the tomb well ahead of the horde, and if I can heal Helena quickly, we may be able to avoid it all together.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Meiyin Note #19(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: It did not take long to find the entrance to the cave, and when we reached it, Helena stirred. Though she did not awake completely, I could hear her speaking to me. "The Tomb of Ascension. Find the altar." There is no time to waste. I have left most of my beasts to guard the entrance while I bring a trusted few to clear the cave. There are pockets of malformed creatures here, and before I can see to Helena, I will need to rid the tomb of these these unnatural beasts and their poisoned blood. This close to my goal, there is an extra drop of fury flowing through my veins, and any enemies that block my path today will be quickly torn asunder.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Meiyin Note #20(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: The last of the feral beasts have been wiped out, and I have found my way into the cavern's heart. It seems far too beautiful for a tomb, even an emperor's. Surely the name carries some different meaning. Crystals grow along the walls like flowers, sprouting from vines of gold. They bathe the room in a gentle glow, but in the center of the chamber, they are overpowered by a light from above that shines down on an ornate dais. Atop the altar, there is a device of some kind. It reminds me of the beds that Diana's people used, but grander in scale and artistry. That must be where I am meant to place Helena, and once I do, that machine will heal her. It has to.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Meiyin Note #21(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: It's working, I am certain of it. When I placed Helena upon the central altar and stepped away, the machine hummed and sang in response. The light of the crystals burned brighter as well, and the once stale cavern air became warm and soothing. Helena immediately improved. She has stopped sweating, and her breathing is stable. Blinking golden specks float about her like fireflies while she sleeps, as peaceful as I have seen her. The whole chamber has that effect. Even as I watch over her, I can feel my heart slow to a serene, steady beat. Unfortunately, the process is gradual, and with each moment the pursuing horde grows nearer. I need to buy time.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Meiyin Note #22(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: I have sealed the chamber and left a pair of my beasts to guard it, just in case any of the smaller monsters slip past me. It will take time to open it again, but after this battle, I will be afforded some patience. I assembled the rest of my beasts and my armored giant in a defensive formation beyond the entrance to the cave. In the distance, I can see the horde approaching. They outnumber my pack, and it will not be long before they are upon us. On this ground, I will make my stand, with neither retreat nor mercy in my heart. In the end, every last one of those monsters will lie dead, or I will. Let them come. We'll be ready, right, Diana?(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Meiyin Note #23(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: I have beaten back the first wave, but not without cost. Though my own beasts fight with more ferocity than these untamed monsters, my ranks have begun to thin, and the towering demons have yet to enter the fray. That has made it easier for me to tear through the lesser creatures with my armored giant, but their patience makes me wary. Beneath me, I can feel something stirring from the tomb. The machine is continuing to work. If I can just hold the horde off for a while longer, Helena will awaken and we can leave this place. But first, I must hold.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Meiyin Note #24(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Again and again, the monsters come. It seems as though there is no end to their number, but I know that cannot be true. I must keep fighting. Yet as time passes, that grows far more difficult to do. One by one my beasts are falling, and I can only rest at times like these, in the gaps between assaults. My eyelids are heavy, my muscles sore and only writing like this is keeping my mind from growing hazy. The gigantic demons still stand idle, letting their lessers wear down my forces so they can strike me when I am at my weakest. Yet they cannot wait forever, for the tomb continues to rumble below. Eventually their patience will run out, and in that moment, this battle will be decided.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Meiyin Note #25(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: At last, the time is at hand. The towering demons have begun to stir. Though my beasts lay dead and my armored giant is damaged, I have slain the last of their minions. It is down to them, and it is down to me, just as it was always meant to end. Come then! I am Li Mei-Yin of Yi, Beast Queen of the Jungle, the Depths and the Wastes! If you dare to challenge me, then come and let us duel to the death!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Meiyin Note #26(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: I am victorious. Though my armored giant groans and sparks, and though blood stains my lips and drips down my armor, I am victorious. It was a long, grueling battle. I had no advantage in power, so I goaded my immense foes into striking, and then counterattacked them at their joints. Once I had slowed their movements even further, I picked at their weakest points, wearing them down before finally going for the kill. However it was far from easy, and there were moments where I was nearly cornered. But in the end, the great demons lie dead while I am still standing. Now as soon as I have the strength to not only stand, but move, I should see to Helena.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Meiyin Note #27(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: I arrived in the tomb to a chorus of light. The machines and crystals pulsed with a heavenly rhythm, and hundreds of those golden fireflies danced about Helena to the same melody. Her body itself glowed like the sun, floating untethered above the altar. I was so in awe that when the whole chamber flashed and Helena's flesh turned to light, I could only watch. It was not until Helena's radiance floated skyward that I could find my voice and call out her name. By then the light of the crystals had begun to dim, and there was no trace of her left. Somehow, I know that this is the end she was seeking, and that wherever her soul may be, it is safe and content. Yet I cannot help but mourn, for now I am left alone.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Meiyin Note #28(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: I am certain that I succeeded, and yet my hands and heart are empty. For the first time in so long, I am devoid of purpose. There is nothing to fight or run from. Is this what peace feels like? When I exited the cave, I simply entered my armored giant and left. I did not have a destination in mind, just some faint instinct that perhaps I should go this way. So here I wander, alone in a land of poison and empty palaces, to no end but the one I choose. It's unfortunate. The sky is so clear today. It would have been the perfect time to fulfill the promise around my neck.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Meiyin Note #29(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: My armored giant has stopped moving, and I do not know how to fix it. I suppose I have been fortunate that it lasted as long as it did. Had it given out before we reached the tomb, I may not have been able to protect Helena. If I want to carry on without it, I will need to get to work soon. I am low on supplies, and when one is surviving on their own, there is always much to be done. Food. Shelter. Safety. Maybe I will even find time to clean the blood from my face. Yet for now, all I truly want to do is sleep. Perhaps I will dream of flying.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Meiyin Note #30(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: I awoke to the sound earthshaking footsteps. A towering demon was upon me, and though I struggled against its minions on foot, my situation was desperate. Suddenly, an armored giant crashed to the earth. It struck down the demon, scattered its beasts and knelt before me. From within stepped a woman with hair the color of sunset, or perhaps more aptly, a tangerine. My Juzi, my love - Diana. For a moment, I thought I was dead or dreaming, but she felt too real to deny. I left her lips smeared with tears and blood, but she wouldn't let me apologize. It's just as well. I was not that sorry. I do not know how or why this is possible, but neither do I care. All I know is that I am going to hold onto this feeling and never let it go. Never again.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Diana Log #1(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Am I really alive? This doesn't look like any hell I've ever heard of, and I feel like heaven would have better groundskeeping. The problem is, I'm pretty sure I died. I remember drawing that monster away from the gateway, a ton of pain, and Mei's face looking down at me. I held onto that sight as long as I could, until the darkness crept in, and I fell into a cold void. The rest is kind of fuzzy, but I remember a voice. "Help. You have to help." And now I'm here, butt-ass naked with a familiar hunk of metal stuck in my forearm. Yeah, I'm definitely alive, there's no way this stupid thing would itch so much if I were dead. Guess that means I'd better make myself some clothes, and maybe some kind of ointment...(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Diana Log #2(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Right before things went crazy, Santiago mentioned something about human cloning chambers over the radio. That's the only explanation for this comeback tour of mine that makes any sense: I'm a clone. So does that mean I'm just a copy of the original, or is it possible that my consciousness was stored somewhere and then put into a new body? This is so weird, especially since it's never happened to anyone before. We lost plenty of people back on that station, but not one of them ever came back to life. Death was a one way ticket, period. So why am I the only exception? Is it that voice, did it do this to me? Okay, that's creepy. The voice just answered me. It said, "Yes."(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Diana Log #3(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: All right, time to pull the plug on all this soul searching crap. I'm positive my memories are real, so whether I'm some off-brand clone or not, for the sake of those memories I'm going to treat this like a second chance. There's no way I'm going to waste it, no way! I've got some basic equipment together now, and based on my surroundings, I'm definitely planetside. That means if the Gateway Project was successful, then Santiago, Helena, Mei-Yin and the others are somewhere out there. All I have to do is find them. The voice mentioned something about help. If they're in trouble, then I hope they can hang on for a little longer. I'm on my way!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Diana Log #4(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: I keep feeling these tugs on my mind as I travel, like I'm being led somewhere. Under normal circumstances I'd start to question my sanity for trusting the guidance of a disembodied voice, but considering recent events, I think I'd be even crazier to ignore it. My creepy, unseen benefactor's being pretty vague though. When it comes to dealing with these security drones and general survival, I'm on my own, but that's nothing I can't handle. This city's got tons of cover if I need it and good vantage points for scouting ahead, so shaking off any bogeys shouldn't be a problem. I've got to say though, after all that work we put into escaping that station, it's kind of a drag that the planet isn't any better off. Figures, right?(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Diana Log #5(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: So this city's the ultimate fate of civilization, huh? A bunch of crumbling, overgrown buildings, crawling with all the insects we left behind? I guess you can't say no one warned us. A lot of people fought real hard to keep something like this from happening, myself included, and turns out the apocalypse showed up anyway. I always thought we'd stave it off myself. I guess I just believed in us, you know? Humanity, I mean. But even knowing it was going to end up like this, I don't think I'd do anything different. Regrets aren't my style. Besides, there's a few of us humans still kicking. Who knows, someday these buildings could be full again, but until then I get a spacious corner apartment rent free. Not too shabby.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Diana Log #6(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: They were here, no doubt about that. There's scoring from TEK weapons all over, and while I can't pin down exactly how old they are, the gaps they burned in the foliage mean they're not ancient. The caliber on some of these are huge though, way bigger than a rifle. Don't tell me Santiago built a freaking tank? Guess I'll find out soon enough. The tugging on my mind is growing stronger. Something's nearby that the voice wants me to see. Whatever it is, I'd better take a careful approach. I'm not exactly brimming with firepower, and I don't have Mei's gift for taming animals, so I'm all alone here. Can't afford any dumb mistakes.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Diana Log #7(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: You really outdid yourself with this mech, Santiago. Even busted up and slumped against a building, it's one impressive machine, and it looks like you made sure it went down swinging. Would've been a blast to put it through its paces together, like we did with that TEK armor when we first met. It's not right that you died here all alone, after everything you did. The Gateway Project gave us hope for the future, and you made it possible. Honestly I'm not sure why the voice would bring me back and not you too. It doesn't seem fair. Now said voice is saying "sorry" over and over again in my head, so it must have tried. Well don't worry, mysterious-ethereal-whatever-you-are, one miracle's enough. For both you and Santiago, I'll make it count. Bank on it.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Diana Log #8(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: It took a beating, but with a little more work, I think I can get this beauty running again. It won't take long to get used to the controls, either. They were clearly designed so that even someone without a single hour in a simulator could take the wheel on a more basic level, but there's a lot of advanced settings here too. I'll have it dancing like a fifty ton ballerina in no time. It's enough to make a girl giddy. Santiago, if you were here right now, I'd kiss you. You certainly deserve more than the grave I made for you, so I'll just have to pay my respects by showing off what your last brainchild can really do. Hope you're watching.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Diana Log #9(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Systems online and engines purring. My MEK is go for launch, so whatever did this better watch its ass. Payback's coming. I'm competent enough with TEK armor and a rifle, but if you really want to see me make magic happen, put me inside a cockpit. I might specialize in fighters, but I've aced all the simulations with just about every vehicle in the URE arsenal. It doesn't matter if it's got wheels, wings or legs, with a machine like this at my fingertips, there's no such thing as impossible. All right, mystery voice, keep that target locked for me. Reinforcements are en route, and you'd better believe we're bringing the thunder.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Diana Log #10(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: My timing couldn't have been better. I followed the tugs on my mind until I came across a colossal, walking forest bearing down on a lone figure. I'm still not entirely sure what that thing was, but all it is now is the world's biggest salad. As for the survivor, I knew who she was before I even saw the hypnotic tempest in those eyes. Who else stands so tall in the face of death? Who else could call me here from so far away? Who else but you, Li Mei-Yin? Considering I came all the way back from the dead, I probably should have had a better line in my back pocket than, "Miss me, beautiful?" But hey, I sure didn't hear her complaining.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Diana Log #11(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: That Mei held out for so long might be a bigger miracle than my second chance at life. When the elation wore off, she practically collapsed in my arms, as if her legs could no longer bear the weight she carried. I haven't asked what happened yet, but I can see the hell she dragged herself through in the rings beneath her eyes and the bruises on her body, not to mention her damaged MEK. Just how many battles has she fought out here all by herself? Well that ends today. After all she's done, she's earned her rest. It's my turn to take point.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Diana Log #12(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Mei's been getting me caught up while we repair her MEK. Apparently her friend from the other station, Helena, became delirious after using some kind of artifact to fend off those big monsters. Long story short, that stunt put her in a coma, and she ended up dissolving into a beam of light. In other words, they were knee deep in some seriously trippy shit. Of course, I was recently resurrected and hear a voice in my head, so I can't exactly throw stones. It's too bad about Helena. We got along well, even if I only knew her for a short time, and she risked her life to help us back in those caves. Whatever happened to her, I hope she's at peace.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Diana Log #13(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: I needed to cannibalize some parts from my own machine to get it done, but Mei's MEK is back online. Time to move out, at least if this mystery voice can be trusted. If you ask Mei, it shouldn't be. After all she went through with Helena, I get why she'd be cautious when it comes to unseen, prophetic entities, but this is the same voice that led me back to her. I can't dismiss it now. I should probably stop calling it a voice though.Thinking about it, it doesn't really make a sound. Its words just...appear, like they were written in the back of my mind by an invisible hand. What should I use instead though? Does it have a name? Or maybe...did it used to? Weird. It doesn't seem to know.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Diana Log #14(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: We've been travelling together for a couple days now, and Mei hasn't let me out of her sight for more than thirty seconds. While it's sweet that she's being so protective, we've had to talk a bit about separating our relationship in and out of combat. See, while any good pilot has to watch their wingman's six, they also have to trust their ability to handle themselves. If she's constantly trying to save me, our MEKs are going to end up stomping on each other's toes. I think she's starting to understand that. She didn't like my joke about getting another do over if I bit it again, though. My second coming's sponsor wasn't laughing either. Apparently, it's not sure it can replicate my revival. Fine by me, this last shot's all I need.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Diana Log #15(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Now that we're fighting in sync, we've been able to handle any threat this place has thrown our way. Piece of cake! Those big guys though, like the walking forest I took down or the ones who made these tracks, they might be trouble in a sustained fight. But based on what Mei's told me and the hidden systems I've discovered inside this puppy, Santiago had already built the perfect counter for them. Originally, there were four of these MEKs, and they were designed to fuse together into one giant, badass superweapon With firepower like that, we'd smoke those lumbering titans in an instant, but unfortunately two of the MEKs were abandoned in battle. Too bad, I'd have loved to take it for a spin.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Diana Log #16(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: I think I can see where we're being led. I can't make out all the details yet, but there's a bunch of communication arrays that stand out against the horizon. Could be military, like a command post or major communications relay. Whatever force is guiding us along bought itself a lot of trust by reuniting me with Mei-Yin, but now that our destination is within reach, I'm starting to get curious. What does it want us to do when we get there? Are there other survivors that we can contact with those arrays? For once, I'm not getting a response to my questions. Maybe we're supposed to find out for ourselves...or maybe we should go in there with safeties off.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Diana Log #17(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Structurally, this building's basically a bunker. The walls look durable enough to withstand a few dozen megatons of force, and they're built to last. That alone told me it was important, but it was nothing compared to the sprawling, circular control center we found inside. Rows of consoles cascade out from middle of the room, and the walls are lined with massive screens. While everything here's wearing a fine coat of dust, I see lights flashing and status reports flowing. This entire facility is still operational, and it's the heart of everything we've been through - the space stations we were on are all being monitored right here! Guess I know what we're here for now. Better roll up my sleeves, this is going to be a ton of data to sort through...(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Diana Log #18(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Mei says Helena called the space stations ARKs, and that they were meant to restore life to the planet. That's consistent with what I've found here, but there's a problem. The Reseed Protocol, the final step of the restoration process, is being blocked by what it calls "Element Toxicity Rating." Now that I think about it, there are a ton of Element veins out there, way more than I remember. It must have spread across the whole planet. Based on these readings, it even infected the lower layers of its crust. After witnessing what raw Element can do to a living thing first hand, I can see how that'd be a problem. It looks like the ARKs have some built in tech to reduce the ETR around them once they make landfall, but right now it's just too high for them to handle. Something's spreading it, and protecting it to boot. Those big monsters out there, they're the problem - the titans.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Diana Log #19(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: These titans remind me of combat drones. This control center has tracked their general migration patterns, and to my eye, they're almost like troop movements. When they decide to swarm something, they come from all over, like something's commanding them. Not to mention they spread Element everywhere they go. So basically, before the Reseed Protocol can be triggered, the titans need to be eliminated. Normally I'd be all gung ho about an impossible mission like that, but the number of titans we'd have to take down is nuts. Mei and I might be a killer power couple, if I do say so myself, but even we'd die of old age before we ever made a dent in the their population. There must be something we can do though. I did find lots of references to a place called "Arat Prime," off on the other side of the planet. Looks promising, but...well now isn't that interesting. Our favorite mystery being seems to think so too. Is that where it's leading us?(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Diana Log #20(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Now that we know what this faceless tour guide in the sky actually wants from us, Mei and I had a long talk about next steps. On the one hand, after going through the ringer, it's awfully tempting to settle down and just enjoy the apocalypse together. On the other hand, I've got a resurrection to repay, and keeping Earth from dying seems kind of important. I do live here, after all. Who am I kidding? I was always voting for the dangerous option. As for Mei-Yin, I guess she's actually been hearing said guide herself these days, and amazingly that's all the convincing it took. She says she trusts the way it speaks, almost like it's familiar to her. We must be out of our freaking minds to do this, but hey, at least we're going mad together.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Diana Log #21(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Things have taken a bit of a turn, or rather we've taken one - in the exact opposite direction of that absurdly huge lizard we spotted. As big as those other titans are, they're puny compared to this guy, and according to Mei-Yin, he packs a punch to match. She would know, she fought it before - when it killed all my other friends. While that means I owe him some retribution, it also means we're seriously outgunned. Unfortunately, he keeps following us even when we change course, like he's got our scent. He's still a day or two behind us, but eventually he'll catch up. When he does, we need to have an escape plan, because barring a serious upgrade in firepower...wait. Maybe we have that after all...(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Diana Log #22(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: This is an all or nothing gamble. If we can't repair the two MEKs that got left behind the last time this King of the Titans came out to play, then we're just going to die where everyone else did. But if we can get them up and running somehow, then we can fuse all four of them and form Santiago's super weapon! With the damage these MEKs have sustained and only two pilots, it won't be at full capacity, but lucky for us I'm the top ace in the whole damn URE. As long the engine's running and the guns are loaded, I can give us a chance. Okay, break's over. From here on, we're heading towards that battlefield at full burn.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Diana Log #23(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: I'd been bracing myself for this ever since we set out, but the sight of decaying corpses and shattered equipment was still hard to take. I knew everyone here for years, they were basically my new family. Pulling Kazuma out from beneath his MEK just about triggered the water works. I can't mourn just yet though. There's no time, and I don't want to give Mei any more reasons to blame herself. What happened wasn't her fault, she made the right call. If she'd thrown her life away instead of escaping when she had the chance, we wouldn't have a shot at payback at all. So for now, we've got to put the blinders on and keep each other focused Shit. It sounds so easy when I write it down...(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Diana Log #24(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Yes! Hell yeah! They actually started! They're still pretty banged up, even with the repairs, but both of the abandoned MEKs are operational. Now we've just got to fuse all four of them together. We've got time to spare too. Our guest of honor is still a ways off. He's slowly lumbering towards us, like it's inevitable that we're going to roll over and die for him. Well guess what, asshole? The only thing that's gonna roll here is that nasty looking head of yours. Man, my blood is pumping just thinking about it, but I'd better rein it in. When that thing gets here, I'm going to need every ounce of adrenaline I've got.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Diana Log #25(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Santiago, you crazy little genius, I owe you another kiss. This baby's beautiful! I've never seen a weapon like it. The MEKs fused so completely that it's as if they were never separated at all, and the power this combined, MegaMEK is packing is off the charts. Even though it's only at 70% capacity, it should still be enough to take that titan down. That sword looks like it could cut a skyscraper in half, and its defensive systems can take a serious beating. The only tricky part is the fact that it needs four pilots, and we only have two. The good news? One of those pilots is me.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Diana Log #26(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Okay, it's done. I've managed to slave the legs, head and left arm to my controls. Mei's better than me at hand-to-hand, so she'll still pilot the sword arm, but anything more than that would overwhelm her with information and technological complexity. In other words, when we enter combat, I'm going to assume control of 75% of the MegaMEK's systems. It'll be a mental and physical strain, but I'm prepared to take it. Like I said, it's my turn to carry the load, and I'm in my wheelhouse here. If there's anyone who can handle this, it's me. Not like there's time for another plan anyway - the titan's almost here. All right you ugly son of a bitch, let's go!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Diana Log #27(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: The titan's initial assault was intense, but we fended it off by staying on the defensive. Something that powerful would be used to winning quickly, so we knew that if we could weather that first storm, it was sure to hesitate. When that moment came, we turned up the heat. From there on it was a high octane slug-fest. Our clashes felt like they might shatter the ground beneath us, until we finally landed a critical blow to its torso. Based on the way it flailed and hissed when we struck, I don't think it had ever been wounded so badly. So in the end, that was enough to send it packing, nursing the giant, bloody X that we carved into its chest. Take that, asshole! And don't come back!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Diana Log #28(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Hopefully that's the last we see of that titan, because as sweet as some more permanent revenge would be, fighting it a second time might be pushing our luck. By the time I exited the cockpit, my nose was bleeding, and hours later I'm still wobbly on my feet. Controlling three MEKs at once in a sustained combat scenario should definitely be filed under "don't try this at home," and trying to pilot all four is probably a fast track to an aneurysm. On top of that, our MegaMEK is basically held together by bubble gum and dreams at this point. At full power and with four pilots, it might be able to kill that big bastard, but we're lacking on both fronts. So all told, we did as well as we could have hoped. Think I deserve a victory nap...(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Diana Log #29(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: We finished marking the last of the graves a few hours ago. It was hard to say goodbye, but having recently died myself, I know that sitting here and crying my eyes out for a week straight won't help them. Hopefully they find peace within that void, or something better beyond it. Now it's just me, Mei-Yin and the long road ahead. Well, and the faceless presence that's guiding us down that road of course. I've already started to feel the tugs pulling me towards Arat Prime. Not sure what's waiting for us there, but with Mei by my side and a dangerous mission in front of us, I'm just going to relax and enjoy the ride. I can admit that I'm certifiable for saying so, but this kind of life? It's just my speed.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Diana Log #30(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Mission Log: First Lieutenant Diana Altaras, URE 82nd Fighter Squadron, and Li Mei-Yin of Yi, Beast Queen of the Jungle, the Depths and the Wastes If you're reading this, then like us, then you managed to break free of the ARKs. So welcome to Earth, kid. Hope you like ravaged hellscapes, because the bad news is you?re late to the apocalypse. The good news is you can do something about it. The two of us are going to do what we can to help, but it won't be enough. You see those huge, ugly monsters out there? They need to be cleared out, or Earth can't recover. Also, if you see one with an X shaped scar on its chest, do me a favor and flip it off before you finish it. We'll do our part. The rest is up to you. Good luck.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Santiago's Log #1(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: I wish everyone would just shut up for five seconds. I already know this is bad, we all do. So keep your hyperventilating to yourself, all right? Jesus. When we stepped through my gateway and teleported to the surface, we thought we'd escaped the worst of it, but it turns out this planet is a burnt out, post-apocalyptic nightmare. Some people feel like we're back to square one. But objectively, we're not. We've got TEK equipment, supplies, some tamed animals and a decent number of human assets. That's plenty of tools at our disposal. All I need is for people to give me some space and let me think. This is just another code that needs cracking.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Santiago's Log #2(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Think we've found a decent spot to set up shop. That crater up ahead should have everything we need. Mei-Yin scouted it out with some of her pets, so that's at least one other person who isn't panicking. Not that I expected her to after she took the "suicide" out of that suicide mission back on the station. Di really knew how to pick a winner. While we travel, I've been putting together some equipment. Nothing too complicated, just some basic gear to help me take a few measurements of our new environment. Gravity, soil composition, atmosphere, etc. I've got a good idea of what they'll tell me, but it's worth confirming.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Santiago's Log #3(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Some of the readings were outside my estimates, but this is definitely Earth. That same old, self-absorbed ball of dirt. I figured as much. According to that biologist, Helena, people from my time are the most advanced humans on those stations. That means they couldn't have been built too far in the future, and last I knew, the Federation and the URE were still stuck on Earth. It wasn't for lack of technology, just the usual suspects - politicians. They could barely share one planet, much less space. People like to talk about having AI overlords as a nightmare scenario, but if we were ruled by machines, I might be looking at a flourishing Martian landscape instead of this ravaged one on Earth. Doesn't sound all that bad when you think about it. I mean, look what happened with humans in charge...(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Santiago's Log #4(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Construction on Camp Omega is going well. Things usually do when I have a project to focus on. I'd prefer something more challenging than living quarters, stables and basic defenses, but this'll keep me busy for now. I'm the de-facto leader of this outfit these days, I realize that. No one else still among the living is qualified, so fine, I'll do the job. I just can't stand being bothered with every little disagreement or emotional breakdown. I've got real work to do, solving real problems. That's why I made the Federation set me up in that mountain villa as part of my contract. My little hideaway, with just me and whatever puzzle they needed me to solve. It was perfect. Had a great sound system too. Assuming my memories are real, anyway.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Santiago's Log #5(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Tried chatting with Helena a little about this Earth situation. Smart girl, probably smarter than anyone else I've met here, but I think she has a hard time telling when I'm messing with her and when I'm just a being jerk. Not her fault. There's a reason why the Federation suits only visited me when they absolutely had to. Didn't matter how high ranking they were, I'd never mince words with any of them. I knew they'd have to take it. They needed me. So yeah, I can be a pain to deal with, unless you're someone like Di. She may not have been an engineer or scientist, but she had a PhD in talking shit. Miss that ginger lunatic.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Santiago's Log #6(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Camp Omega's basically up and running, complete with a functioning infrastructure, and we've got resources to spare. Lots of them. The surface of the planet is brimming with Element. After just a couple expeditions to the edge of the wastes, we've practically filled our storehouses. I'm not sure what we're going to do with it all. I'm not sure how there's so much of it. Element wasn't nearly this common in our time. Granted, all the Element that those stations are made of had to come from somewhere, so theoretically this city could have been built on top of an undiscovered vein. This much of it would turn even the smallest village into a metropolis overnight. But if that was what happened here, then where's the mine? May need to take a few more readings.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Santiago's Log #7(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: I ran the numbers. We're living in a scientific impossibility. Element simply couldn't expand fast enough to reach this level of density under natural conditions, even with millennia of uninterrupted growth. That means something accelerated it at an alarming rate, even if this area's readings are an outlier. Well I say "something," but there's an obvious answer here: man. Any tech that runs on Element emits a few molecules of it back into the atmosphere, which take root in the soil. It's kind of like pollination, but the scale's so small and we consume it so fast that it's practically negligible. To spread it to any significant degree, you'd need a huge spike in Element proliferation. A spike you'd get from, say, a century of open warfare with Element based weaponry. And the best of that weaponry? That'd be mine.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Santiago's Log #8(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Sure, there's a chance it wasn't weapons. The civilian applications for Element were spreading daily, after all. I would know, I took a few corporate espionage gigs under the table, just to see if I could. If they started cutting enough corners on filtration... No, I have to face the implications here. Not that I was ever a paragon of virtue, I knew I was engineering prepackaged death, but it should never have gone this far. Then again, if I'm just a clone of the original Santiago, am I really responsible? I keep saying "me" and "I," but it's not my fault that I have his memories. Although if I accept that, what's left of me? Either I'm a horseman of the apocalypse, or I'm nothing at all. Deal with this later. There's work to do.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Santiago's Log #9(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: The situation's changed on us yet again. We saw some big monsters in those caves, but those guys we spotted a few hours ago dwarf all of them. It's not even close. Add the mechanized drones we've been dealing with, and all of a sudden our firepower seems pretty underwhelming. I wonder if those behemoths are the result of Element mutation. Depending on how you look at it, that would make them my problem in more ways than one. Fine then. If they're a problem, I'll just make a solution same as always, and I won't do it by dismissing my identity. I'll lean into it. Yeah, I've got just the thing. It's interesting how the worst circumstances are always the catalyst for my best ideas.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Santiago's Log #10(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Giant bipedal battlemechs. When I told everyone that was my big idea, I'm not sure what I got more of, blank stares or nervous laughter. I think the ones that were laughing hoped I would join in. I didn't. Hey, I get it, I know how it sounds. It's just like I said though, if I'm going to accept my identity as Santiago, then I may as well lean into it. If the original me really engineered armageddon into reality with crazy high tech weaponry, then I'm going to reverse it with an even crazier high tech weapon. Some people may call that fighting fire with with fire, but I call it fighting a small gun with a much bigger gun. (/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Santiago's Log #11(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Turns out no one else had a better plan, so the wheels are in motion. I've already got teams working on the hangars and gathering resources while I hammer out the schematics. Building these MEKs is going to be one of the hardest things I've ever done, maybe the hardest. With the Gateway Project, I could use the Obelisks as a blueprint, but these are all me. Luckily, having an eidetic memory means I can call on everything I ever studied about robotics, so I'm not starting from scratch. Besides, this is my true Iove. They say constantly crunching away on a big project will make anyone burn out, but for me it feels like a dip in a lazarus pit. I live for the grind. (/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Santiago's Log #12(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: The final MEK designs are complete. Based on the skills and experience of our potential pilots, I decided to emphasize the energy sword as its primary weapon and divert a bit less power to the precision TEK cannon. That's just the base model though. Each MEK has a modification slot where equipment can be swapped to suit the pilot's tendencies and mission parameters. There's a reactive shield dome to protect the team and force close quarters combat, an artillery cannon for back line support, and shoulder mounted missile launchers for when you just want to say "to hell with this thing in particular." That alone would make them worth the effort, but I haven't even gotten to the best part...(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Santiago's Log #13(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: I designed these MEKs to make the most of our resources, so while alone they're devastating fighting machines, together they're more than the sum of their parts. I mean that literally - we have the resources to make four of them, but when they're all in close proximity, they can fuse into an an even more powerful MEK. A MegaMEK, if you will. I got the idea when I was messing with the teleportation tech we we found on those hunter/killer robots that roam the city. Instead of physically linking the MEKs together like puzzle pieces, I combine them on the atomic level via teleportation. It's my masterpiece, the ultimate fighting machine, with the most efficient Element reactor and most powerful energy sword ever constructed. None of those monsters will stand a chance against it, no matter how big. As long as we find some pilots that can handle it, that is.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Santiago's Log #14(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: The number of assets we have with any piloting experience at all is practically nil, so I've focused on making the controls as accessible as possible. I landed on a combination of a neural link and gyroscopic, full body motion sensors for what I call Beta Level piloting. Basically, once they're linked up, the MEK will mimic the pilot's movements and an automated system will handle the messy details. But because I just can't help myself, I also added an array of hard light consoles and a stronger connection to the nervous system for Alpha Level piloting. That'll offer refined control over every bit of the MEK, but it would take a stud pilot like Di to utilize it. I can't possibly build a machine without leaving a way for it to reach its full potential though, even if no one here can unleash it.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Santiago's Log #15(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: MEK Pilot Evaluation: Candidate #004 - Li Mei-Yin I admit, when I decided to go with simplified controls that mimicked the movements of the pilot, I had Mei-Yin in mind. This isn't about pity or nepotism either, she's objectively the best close quarters fighter we have, and based on our interview, no one's as battle hardened. She answered both tactical and moral dilemmas quickly and decisively. The later's a little scary, but we need a pilot like that, someone who won't hesitate when the safety of the group's on the line. The only question is her emotional state. I don't know what stage of grief she's supposed to be in, but when the fighting starts, there's a chance she loops right back to anger. Still, even with her blood running a little hot, she's clearly a top candidate.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Santiago's Log #16(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: MEK Pilot Evaluation: Candidate #013 - Helena Walker This one caught me off guard. I knew from experience that Helena could handle herself in a crisis and improvise quickly, and she did well enough on the interview. Creative, level headed...not much killer instinct but we don't need four Mei-Yins. So she was solid, but not spectacular, at least until we hooked her up in the prototype and looked at her synchronization ratings. She had every gauge maxed out! It's as if her nervous system is more advanced than everyone else's, like it can just process information at a higher rate. I wonder, could she open a neural link with even more advanced technology? Maybe that's a question for another time, but for now, I think I've found my second pilot.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Santiago's Log #17(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: MEK Pilot Evaluation: Candidate #022 - Takaya Kazuma URE lugheads like Kazuma are why I had no problem helping the Terran Federation. Loud, obnoxious, self-righteous and above all? Naive. He struggled making tough calls in the interview because he didn't think we should "have to" make sacrifices. It's a cute sentiment, but we're trying to survive here. I've got to walk the talk though. His memories may end just after the academy, but he's one of our few assets left with real military training. Sync scores are solid too. Loud mouthed URE zealot or not, he might be our best remaining option. My personal bias is irrelevant.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Santiago's Log #18(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: MEK Pilot Evaluation: Final Candidate - Santiago Outside of testing, I rarely want to use anything I engineer. Part of it is that my ideas are never as exciting to me once they're realized, like I got it out of my system, but I also just think it ruins the purity of it. Great painters don't hang their own work on the wall, do they? Unfortunately, this time I don't have a choice. I know the MEKs better than anyone, and only Helena has a better sync rating. That's probably because I tested the synchronization system on myself. Stupid mistake. Looks like my workload just doubled.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Santiago's Log #19(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Now that construction has reached Phase III, I need to have a lot more face time with our top candidates. The MEKs will still be usable by anyone, but if we can get them specifically tuned to their primary pilots' preferences and behaviors, we can maximize their combat efficiency. Plus, they have to get used to actually controlling them. Not really looking forward to this part. I'm the kind of guy who can't help but take the wheel after thirty seconds of watching someone struggle with a computer console, and these are my greatest creations, not an internet browser. Could get painful...(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Santiago's Log #20(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Mei-Yin's taking the longest to get used to her cockpit. Understandable, since there's not even a word for it in ancient Chinese. Luckily her endurance lets her practice for longer intervals, so she'll catch up eventually. Our sessions are also the quietest. You'd think we'd have more of a rapport by now, but Di was always our mutual connection. So with Mei-Yin it's all business, even if she's struggling or I start to get impatient. The only time she went off-topic was when she invited me to a workout, and since I'm a pilot now, I agreed. My legs regretted it afterwards, but our next session went far better. Not friendlier, not chattier, just smoother. It's like we've reached some strange, silent, anti-social understanding. I'm not sure I get it, but I guess I don't mind.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Santiago's Log #21(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Helena's sessions have become an exercise in frustration. Her synchronization never drops a single grade, and when I explain what she's doing wrong she understands. But for some reason, she's just hit a wall when it comes to execution. She's working as hard as anyone, and she's so damned earnest about wanting to help out that I kind of regret being so short with her. I've even tried to hide just how far behind she's falling. Maybe she needs to focus on something external, like a carrot on a stick. She's always talking about how she wants to find the truth behind those stations, and my scanners picked up an unusual signal the other day. I'm no one's idea of a life coach, but I think that may do the trick.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Santiago's Log #22(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: That carrot worked pretty well. As soon as I mentioned the signal I'd detected in the wastes, it was like a second reactor started up in Helena's brain. The signal's not even a sure bet, just a vague chance at finding some answers, but she leapt at it. I got caught up in her enthusiasm and ended up saying more than I'd intended though. I hadn't meant to bring up the clone situation or whether we're responsible for our past lives, but maybe I needed to get it off my chest. Not sure it helped. Anyway, by our next MEK session, Helena was back on track. In hindsight, seems like it was a confidence issue, like she's convinced herself that her sync rating is a fluke. Better tone down the criticism for a bit.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Santiago's Log #23(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: If nothing else, my own sessions have been a moment of peace. I still don't want to pilot one of my own masterpieces in combat, but when it's just me and my MEK in the hangar, I feel like I can finally relax. It's not just that I've been working long hours. I did that plenty of times on the Gateway Project, and our TEK bomb before then. It's that I'm working long hours and dealing with people at the same time, all the time. The pilot sessions have been getting better, but running everything else on top of that? "Santiago, a water pipe broke. Santiago, so and so is hogging all the ammo." Constant interruptions. Maybe I'll just hide in the cockpit and nap for a while. No one would know...(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Santiago's Log #24(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: It should just work! The MEKs' power systems fuse perfectly during my teleportation sims, so why does the reactor keep sputtering? The errors I'm getting don't make any sense, but if I ignore them and they turn out to be right, the fusion process could end in a catastrophic reactor meltdown. Unbelievable! Here of all places is where I screw up? The most critical juncture of this entire damned enterprise? I'd never make a mistake like this back home, but maybe that's because the original Santiago was better than I am. If I'm just a crude approximation then some degradation would...no, I'm fixing this. Just like I always have.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Santiago's Log #25(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Simulation 157B was another failure. Error 612-A4, same as always. Almost no change in reactor coupling. I've had projects fail, but not like this. Not this spectacularly, just inches from the finish line. Why'd it have to be this one? This is the pi?ce de r?sistance on my lifelong resume, it's the thing that will wipe my whole ledger clean. It needs to work, or my legacy is this dead hunk of rock orbiting around the sun. Thirty more simulations. I can get thirty more simulations in before I'll need to sleep. If I can just get a different error code, then I can start to isolate the variables involved. Just give me something to go on here, anything at all.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Santiago's Log #26(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: I can't believe those idiots did something so cheesy. I really want to hate them for it. Not sure what simulation I was on when I finally crashed, but I woke up to Helena and Kazuma dragging me off to deal with some "emergency." If I wasn't still half asleep, I'd probably have realized they were full of it, but as it was, I didn't catch on until I saw the cake. We can't really tell what day it is, but I guess everyone decided that today was June 26th - my birthday. According to them, that meant I couldn't work. I had to eat that crappy cake and "have fun." Kill me. Fine. The cake wasn't that bad, and maybe it was a little "fun." Can't ever tell them though, my reputation would be shot. These idiots...(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Santiago's Log #27(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: I can't believe that the solution to the energy flow problem was so basic. After being held hostage by the birthday committee for a day, I figured it out within a few hours of getting back to work. Turns out all I really needed to do was step back and get a new perspective on it. Everything's been going better since then, actually. Pilot training is nearly complete, we've assembled most of the parts and the whole team is working at peak efficiency. Even Kazuma didn't make me want to throttle him for a change. Don't get me wrong, these guys are still a bunch of corny idiots. They're just my corny idiots, that's all.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Santiago's Log #28(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: With the MEKs entering their final phase of construction, I decided to give our pilot team a little reward and simulate the MegaMEK fusion procedure. We won't be able to do it for real for another couple weeks, but the sim is pretty accurate. It went a lot better than I expected. By our third try, we had it down pat. The only thing that held us up was a lot of joking about who would control which body part. Mei-Yin patently refused to switch off of the sword arm and Helena was convinced that she'd trip us if she took the legs. I know it goes against my principles as an engineer, but after that, I think I'm actually excited to pilot this thing. Purity be damned.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Santiago's Log #29(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: It's too soon. They found us too soon! Those big monsters we saw, the ones that prompted this whole MEK project in the first place? There's some of them headed towards Camp Omega, and they're bringing a legion of help - mechanized drones, mutated animals, the works. We're moving as fast as we can, but even working around the clock we may have to face them down with just one active MEK. Two tops. The others will be close, but we can't skimp on the final boot up procedure without endangering the pilot. I know those three would be willing to risk that, but I'm not. Why did it have to be now? Another half a day and we'd be able to link up. We were that close.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Santiago's Log #30(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: One MEK, that's all we've got, and it's only because I'd been using my own machine for beta testing. There's no way I can take all of them, even with infantry support, but if I launch now and get their attention, I can lead them on a chase until the others are ready to go. It's a shame. We don't have the resources to replace my MEK, and without it my final masterpiece will never take shape. I'd have liked to see it, but more than that? I'd have liked to experience that moment where we all fused together for real, and our bizarre little squad became the most powerful team the world's ever seen. But if it means giving these idiots a chance to survive this, then I'll give it all up, because in the end? Those are my idiots.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Gacha Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Common name: Gacha Species: Macrodryadis crystallinus Time: Post-Holocene Diet: Omnivore Temperament: Docile Wild A gentle giant, Macrodryadis crystallinus spends its days foraging for food in the dense forest it calls home, though it rarely has to look very far. Thanks to its extraordinary digestive system, not only can Macrodryadis eat just about anything, but it can also turn a diet of scraps into a mountain of precious resources. Instead of producing excrement, Macrodryadis grows glittering crystals upon its back, which fall off when they reach their full size. Shattering these crystals can yield precious resources, as Macrodryadis is somehow able to transmute the materials it eats into something entirely different. One of our pilots likened the process to the gachapon machines from his memories of growing up in Japan, and I guess the name stuck. Domesticated Though its crystals prevent Macrodryadis from wearing a traditional saddle, if its rider is willing to sit in a basket that hangs from Macrodryadis' neck, then they'll find its long claws are well suited for mining resources. Personally though, I'd keep one around just for the crystals. The free presents, the way they glow at night...totally worth the potential nausea from the basket saddle. (/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Gasbags Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Common name: Gasbags Species: Mopsechiniscus fluitobesus Time: Post-Holocene Diet: Omnivore Temperament: Passive Wild It was always hypothesized that a member of the Tardigrada phylum would be the last species on Earth in the event of a global apocalypse, so in some ways, the existence of Mopsechiniscus fluitobesus is completely expected. Its size and method of travel, however? Less so. Mopsechiniscus is slow and ineffective in a fight, so to survive, it tends to choose flight - literally. First, it inflates itself like a balloon, briefly slowing down and gaining durability. Then it launches itself into the air by expelling gas through a series of sphincters in its underbelly, which it also uses to slow its descent. Yes, it's as...unusual as it sounds, but Mopsechiniscus makes the most of its inflatable nature. In addition to jumping, it can use its stored up gases to push back aggressors, or even float on water. Domesticated While a poor steed in battle, Mopsechiniscus is a fantastic beast of burden. The hairs on its back let a single rider steer it without a saddle, and it carries an incredible amount of cargo for its size. A small caravan of these could see us swimming in resources in no time. (/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Managarmr Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Common name: Managarmr Species: Draconis auragelus Time: Post-Holocene Diet: Carnivore Temperament: Aggressive Wild Draconis auragelus appears to be directly related to the stealthy Draconis obscurum. Their stature, gait and ability to dive through the air are all similar. However, where Draconis obscurum scaled cavern walls to gain the high ground, Draconis auragelus takes a more bombastic approach. In the middle of its hind feet, Draconis auragelus' bones form a hollowed out cylindrical shape that acts as a combustion chamber, which it fills with an explosive gas. When ignited, this gas propels it upwards, letting it "jump" in the air multiple times. From there, it can create a smaller burn in said chambers to hover in place, or dive at its prey. Like the icy variant of Draconis vipera, Draconis auragelus can slow down its foes with its frigid breath - though it's able to take this one step further and freeze its prey solid. Perhaps that's because it's used to living in the tundra environment on the surface, as opposed to a desert. Domesticated As a mount, Draconis auragelus can carry multiple adult humans without losing any of its impressive mobility, and its freezing breath makes it a good choice in combat. Whether you're looking to hunt, do battle or just travel with easy, it makes for an excellent companion. (/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Snow Owl Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Common name: Snow Owl Species: Bubo chinookus Time: Post-Holocene Diet: Carnivore Temperament: Aggressive Wild Discovering Bubo chinookus was a pleasant surprise. Owls are remarkable creatures, but they're not the type that could survive an extinction level event on their own. Since it never strays from the patch of frozen tundra we encountered, I believe the Obelisk was the key to its survival. Clearly a descendant of modern Strigdae, Bubo shares many traits with its smaller ancestors. For example, it excretes waste in the form of pellets, which make excellent fertilizer, and their large wings let them save energy during long, silent flights. They even hunt in the same way: by diving towards the ground to attack their prey with powerful talons. However, these talons also secrete a chemical with a high freezing point to slow down their prey, and they can even unleash this chemical in a wide cloud, temporarily freezing their foes. Domesticated With its swift flying and frigid attacks, Bubo makes an excellent single-rider support mount or scout. The later is helped by its tremendous vision, which it can share with its rider via its antenna. Not only does this make enemies easier to see, but Bubo can also spot Element veins with ease, even when they're underground. (/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Velonasaur Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Common name: Velonasaur Species: Velonasaurus spinavultus Time: Post-Holocene Diet: Carnivore Temperament: Omnivore Wild Velonasaurus spinavultus dwells in the small desert found outside the abandoned city, which is particularly fitting, because it looks like it's growing several cacti right on its face. As unfashionable as its facial fins might be, I recommend keeping a close eye on them. While said fins are folded inwards, Velonasaurus behaves like your average therapod, attacking with claws and teeth. However, when those fins are spread wide, Velonasaurus can rapidly fire a storm of spines at its prey. However, while in this state, its mobility is greatly hampered and it will eventually wear itself out. Therefore it sometimes prefers to unleash its spines in a single, deadly burst. By spinning around and firing a salvo of spines at the same time, Velonasaurus can defend itself from every angle at once. Domesticated Given its versatility, Velonasaurs spinavultus makes an excellent single rider mount in most combat situations, but it's particularly effective when defending an entrenched position. It's like a living, breathing gatling gun. Just be careful when giving it a congratulatory hug or pat on the head. Getting spined by your own war steed would be a rather embarrassing way to go. (/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Corrupted Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Common name: Corrupted Species: Various Time: Post-Holocene Diet: Various Temperament: Highly Aggressive Wild Even at its most deadly, there's nothing as beautiful as nature. Yet by definition, that beauty only exists if nature is left to run its course, free from interference or invasion. Sadly, that's not what happened here. These poor creatures have been infected and twisted by an outside force. I've seen how Element can alter the evolutionary trajectory of a species in small, indirect doses, but this goes far beyond that. The Element that grows within these animals has taken hold of their minds and driven them mad. They move as one, ravaging everything in their path, and often push themselves beyond their physical limits. We've found they have a sixth sense for Element, and on occasion have used that to our advantage. Otherwise, they are an unfeeling, ravenous horde. Domesticated At my insistence, we've tried on several occasions to remove the corruption from these hapless beasts, but to no avail. Every time we have to fend them off, I feel a pang of guilt in my heart, but putting them down is the kindest thing we can do for them. (/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Desert Titan Hologram(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Desert Titan The Lord of Sand and Sky has fallen, despite its swarms of protectors, the powerful swings of its mighty tail or the lightning it called from the sky. The soaring leviathan could not match the ingenuity of humanity, and especially not yours.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Forest Titan Hologram(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Forest Titan So succumbs the Lord of the Forest, the titan wreathed in green, who lashed out with root and vine to pin its foes to the ground or drag them to their doom. The forest itself rose to shield it, but even that could not save it. Not from you.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Ice Titan Hologram(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Ice Titan Thus ends the reign of the Lord of Winter. Its freezing breath, icy spears and colossal leaps had felled so many, but on this day, the giant of wind and rime was at last brought low - all by your hand.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Mek TM(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Technical Manual 9-978 Name: MEK Model Number: RX-103 MEK Height: 10.5 meters Weight: 48.3 tons Fuel: Element Standard Equipment OZ-13NV TEK Saber: Designed as the primary weapon, to better suit the skills of our top pilot candidates. Built more for cuts than stabs. Ideal for attacking in combinations. XBR-M-93R Plasma Pistol: Secondary weapon. Fires in three shot bursts. MS-06BR Boosters: Installed he unit's feet. On activation, they let the unit hover in the air and move rapidly over short distances. Combine with ranged attacks for maximum effectiveness. Heat Gauge: Pilots should always monitor their unit's heat levels. Overheating will result in your unit being slow, vulnerable and soon after that? Scrap. Custom Equipment Each RX-103-MEK has one has a module slot for a specially designed weapon or tool that can be swapped out with ease. These are... G-01W Mek Siege Cannon Module: A high yield artillery cannon mounted on the unit's back. To handle the recoil, the unit must temporarily anchor itself to the ground, rendering it imobile while firing. G-02H Mek Rocket Launcher Module: An oversized missile battery that fires in sixteen round salvos, which spread out and then converge on the units target. Especially effective against large, isolated targets. G-01S Mek Deployable Shield Module: Deploys a dome shaped energy barrier that protects the unit from incoming ranged attacks, while boosting its speed. Good for team or melee oriented pilots. (/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: MegaMek TM(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Technical Manual 9-979 Name: MegaMEK Model Number: RX-412 MegaMEK Height: 42 meters Weight: 193.2 tons Fuel: Element Fusion Procedure Forming the RX-412 MegaMEK requires having RX-103 MEKs active and in close proximity, with an Omega Level threat detected on their sensors. To fuse, the lead RX-103 must have a MegaMek Operational Materialization Interface equipped in its module slot. Once activated, the other three RX-103s must move into position around the lead unit, and fusion will begin. Equipment Unlike the RX-103, the RX-412 was not designed for versatility. It is built for one thing, and one thing only: raw power. The enemies we're facing can tople skyscrapers, so we need to be able to do the same. So it only has one weapon... OZ-52XX Vorpal TEK Cleaver: This sword draws power directly from the RX-412 and hones it into a cutting edge that can sheer through a mountain. Swing hard, swing often, and if you get sick of cutting your targets in to, well I guess you could always punch them. Addendum I never imagined my masterpiece would be a giant battle mech, but it's undoubtedly my best work. The RX-412 is the most powerful combat vehicle ever created. If there's anything out there that can overpower the RX-412, then frankly it deserves to kill us. (/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Enforcer FM(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Field Manual 31-582 Name: Enforcer Model Number: AGV MQ-9X Fuel: Element Threat Level: High Primary Function: Direct combat Field Observations With its speed and teleportation capabilities, Autonomous Ground Vehicle MQ-9X is built to close gaps quickly and engage its targets in close quarters. Once in range, it uses refined Element claws with lethal force. MQ-9X was clearly designed for urban combat. Its claws and shock absorbers let it scale walls and drop down to street level from significant heights, and we've only seen it patrolling within the city limits. Possibly the remnant of an automated police force or defensive army. Recommendations: Isolate, and engage at range in wide open spaces. I've calculated its maximum teleportation distance as roughly 15 meters, so maintain that gap as long as possible Personal Use Every MQ-9X I've encountered is stuck on a defensive loop, and overriding its primary directive is impossible. However, if we're able to acquire an intact processing core from a hostile unit, with enough parts I could reverse engineer our own, more loyal model. Could be useful - the grooves on its back are suited for a rider, so we wouldn't even need to build saddles.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Scout FM(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Field Manual 31-581 Name: Scout Model Number: UAV RQ-7Y Fuel: Element Threat Level: Low Primary Function: Reconnaissance Field Observations By itself, Unmanned Aerial Vehicle RQ-7Y is hardly a concern. Though many of them can be found monitoring the empty streets the abandoned city, they're not aggressive, and their offensive capabilities are limited. If attacked, they rely on bursts from their thrusters to either take evasive maneuvers or ram the aggressor, and they have no real armaments to speak of. This makes obtaining intact processing cores and spare parts a trivial matter, and as a result we've constructed a number of our own. Personal Use Shifting some of our resources to focus on RQ-7Y construction has been more than worth the investment. I managed to turn our TEK binoculars into a remote control system for them, and as a result our scouting teams have been able to cover more ground with far less risk. They simply deploy the RQ-7Y with a specialized grenade, then use its enhanced vision to scout ahead, scan for allied IFFs and track targets. Just don't try to ride the damn thing. I didn't think I'd have to explain that considering how small it is, but three crashes later, here we are... (/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: King Titan Hologram(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: King Titan Though he could scatter his foes with a single charge, roar or swipe of his tail, and call fire down from the sky itself, in the end you banished the King of Shadows. No matter how many corrupted beasts he summoned or how many weapons he rendered useless, he could not snuff you out - for you fought with the hopes of the human race on your shoulders, and its tenacity at your back.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Mecha King Titan Hologram(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Mecha King Titan Even at his most powerful, fully augmented by the Element that spawned him, you pulled the King of Shadows down from his throne. Thanks to your skill and unrelenting courage, humanity may yet have a future.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: HLN-A Discovery #1(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: fr(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: de(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: it(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: zh(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: pt(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: ru(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: es(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: ja(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: HLN-A Discovery #2(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: fr(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: de(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: it(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: zh(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: pt(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: ru(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: es(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: ja(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: HLN-A Discovery #3(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: fr(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: de(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: it(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: zh(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: pt(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: ru(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: es(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: ja(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: HLN-A Discovery #4(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: fr(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: de(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: it(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: zh(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: pt(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: ru(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: es(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: ja(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: HLN-A Discovery #5(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: fr(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: de(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: it(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: zh(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: pt(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: ru(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: es(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: ja(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: HLN-A Discovery #6(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: fr(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: de(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: it(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: zh(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: pt(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: ru(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: es(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: ja(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: HLN-A Discovery #7(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: fr(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: de(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: it(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: zh(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: pt(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: ru(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: es(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: ja(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: HLN-A Discovery #8(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: fr(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: de(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: it(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: zh(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: pt(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: ru(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: es(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: ja(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: HLN-A Discovery #9(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: fr(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: de(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: it(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: zh(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: pt(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: ru(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: es(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: ja(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: HLN-A Discovery #10(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: fr(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: de(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: it(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: zh(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: pt(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: ru(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: es(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: ja(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: HLN-A Discovery #11(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: fr(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: de(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: it(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: zh(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: pt(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: ru(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: es(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: ja(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: HLN-A Discovery #12(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: fr(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: de(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: it(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: zh(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: pt(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: ru(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: es(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: ja(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: HLN-A Discovery #13(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: fr(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: de(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: it(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: zh(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: pt(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: ru(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: es(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: ja(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: HLN-A Discovery #14(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: fr(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: de(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: it(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: zh(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: pt(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: ru(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: es(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: ja(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: HLN-A Discovery #15(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: fr(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: de(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: it(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: zh(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: pt(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: ru(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: es(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: ja(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Story Glitch Discovery #1(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Story Glitch Discovery #2(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Story Glitch Discovery #3(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Story Glitch Discovery #4(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Story Glitch Discovery #5(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Story Glitch Discovery #6(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Story Glitch Discovery #7(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Story Glitch Discovery #8(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Story Glitch Discovery #9(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Story Glitch Discovery #10(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Story Glitch Discovery #11(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Story Glitch Discovery #12(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Story Glitch Discovery #13(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Story Glitch Discovery #14(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Story Glitch Discovery #15(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Story Glitch Discovery #16(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Story Glitch Discovery #17(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Story Glitch Discovery #18(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Story Glitch Discovery #19(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Story Glitch Discovery #20(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Story Glitch Discovery #21(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Story Glitch Discovery #22(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Story Glitch Discovery #23(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Story Glitch Discovery #24(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Story Glitch Discovery #25(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Story Glitch Discovery #26(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Story Glitch Discovery #27(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Story Glitch Discovery #28(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Story Glitch Discovery #29(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Story Glitch Discovery #30(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Story Glitch Discovery #31(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Story Glitch Discovery #32(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Story Glitch Discovery #33(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Story Glitch Discovery #34(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Story Glitch Discovery #35(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Story Glitch Discovery #36(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Tidbit Glitch Discovery #1(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Tidbit Glitch Discovery #2(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Tidbit Glitch Discovery #3(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Tidbit Glitch Discovery #4(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Tidbit Glitch Discovery #5(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Tidbit Glitch Discovery #6(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Tidbit Glitch Discovery #7(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Tidbit Glitch Discovery #8(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Tidbit Glitch Discovery #9(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Tidbit Glitch Discovery #10(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Tidbit Glitch Discovery #11(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Tidbit Glitch Discovery #12(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Tidbit Glitch Discovery #13(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Tidbit Glitch Discovery #14(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Tidbit Glitch Discovery #15(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Tidbit Glitch Discovery #16(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Tidbit Glitch Discovery #17(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Tidbit Glitch Discovery #18(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Tidbit Glitch Discovery #19(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Tidbit Glitch Discovery #20(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Tidbit Glitch Discovery #21(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Tidbit Glitch Discovery #22(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Tidbit Glitch Discovery #23(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Tidbit Glitch Discovery #24(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Tidbit Glitch Discovery #25(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Tidbit Glitch Discovery #26(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Tidbit Glitch Discovery #27(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Tidbit Glitch Discovery #28(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Tidbit Glitch Discovery #29(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Tidbit Glitch Discovery #30(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Tidbit Glitch Discovery #31(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Tidbit Glitch Discovery #32(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Tidbit Glitch Discovery #33(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Tidbit Glitch Discovery #34(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Tidbit Glitch Discovery #35(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Tidbit Glitch Discovery #36(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Tidbit Glitch Discovery #37(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Tidbit Glitch Discovery #38(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Tidbit Glitch Discovery #39(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Tidbit Glitch Discovery #40(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Tidbit Glitch Discovery #41(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Tidbit Glitch Discovery #42(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Tidbit Glitch Discovery #43(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Tidbit Glitch Discovery #44(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Tidbit Glitch Discovery #45(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Tidbit Glitch Discovery #46(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Tidbit Glitch Discovery #47(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Tidbit Glitch Discovery #48(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Tidbit Glitch Discovery #49(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Tidbit Glitch Discovery #50(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Tidbit Glitch Discovery #51(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Tidbit Glitch Discovery #52(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Tidbit Glitch Discovery #53(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Tidbit Glitch Discovery #54(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Tidbit Glitch Discovery #55(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Tidbit Glitch Discovery #56(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Tidbit Glitch Discovery #57(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Tidbit Glitch Discovery #58(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Biome Glitch Discovery Bog #1(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Biome Glitch Discovery Bog #2(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Biome Glitch Discovery Bog #3(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Biome Glitch Discovery Bog #4(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Biome Glitch Discovery Bog #5(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Biome Glitch Discovery Bog #6(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Biome Glitch Discovery Moon #1(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Biome Glitch Discovery Moon #2(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Biome Glitch Discovery Moon #3(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Biome Glitch Discovery Moon #4(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Biome Glitch Discovery Moon #5(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Biome Glitch Discovery Moon #6(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Biome Glitch Discovery Moon #7(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Biome Glitch Discovery Moon #8(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Biome Glitch Discovery Ocean #1(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Biome Glitch Discovery Ocean #2(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Biome Glitch Discovery Ocean #3(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Biome Glitch Discovery Ocean #4(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Biome Glitch Discovery Ocean #5(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Biome Glitch Discovery Ocean #6(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Biome Glitch Discovery Snow #1(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Biome Glitch Discovery Snow #2(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Biome Glitch Discovery Snow #3(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Biome Glitch Discovery Snow #4(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Biome Glitch Discovery Snow #5(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Biome Glitch Discovery Snow #6(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Biome Glitch Discovery Snow #7(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Biome Glitch Discovery Snow #8(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Biome Glitch Discovery Snow #9(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Biome Glitch Discovery Volcanic #1(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Biome Glitch Discovery Volcanic #2(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Biome Glitch Discovery Volcanic #3(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Biome Glitch Discovery Volcanic #4(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Biome Glitch Discovery Volcanic #5(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Biome Glitch Discovery Volcanic #6(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Biome Glitch Discovery Volcanic #7(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Story Glitch Discovery #37(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Story Glitch Discovery #38(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Story Glitch Discovery #39(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Story Glitch Discovery #40(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Tidbit Glitch Discovery #59(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Tidbit Glitch Discovery #60(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Tidbit Glitch Discovery #61(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Tidbit Glitch Discovery #62(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Tidbit Glitch Discovery #63(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Tidbit Glitch Discovery #64(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Tidbit Glitch Discovery #65(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Tidbit Glitch Discovery #66(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Tidbit Glitch Discovery #67(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Tidbit Glitch Discovery #68(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Tidbit Glitch Discovery #69(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Tidbit Glitch Discovery #70(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Tidbit Glitch Discovery #71(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Tidbit Glitch Discovery #72(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Tidbit Glitch Discovery #73(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Tidbit Glitch Discovery #74(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Genesis 2 Chronicles #1(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Genesis 2 Chronicles #2(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Genesis 2 Chronicles #3(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Genesis 2 Chronicles #4(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Genesis 2 Chronicles #5(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Genesis 2 Chronicles #6(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Genesis 2 Chronicles #7(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Genesis 2 Chronicles #8(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Genesis 2 Chronicles #9(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Genesis 2 Chronicles #10(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Genesis 2 Chronicles #11(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Genesis 2 Chronicles #12(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Genesis 2 Chronicles #13(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Genesis 2 Chronicles #14(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Genesis 2 Chronicles #15(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Thought I'd leave a little something behind for posterity's sake, for anyone following behind us. Listen-this ARK you?re on is poisoned. The whole system's breaking down. You're going to need to do whatever you can to get yourself down to the surface. And look us up when you get there, okay? Now let's just hope this crazy plan of ours works...(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Genesis 2 Chronicles #16(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Genesis 2 Chronicles #17(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Welcome back to Earth. If you're reading this, maybe I didn't make it. Whatever -- as long as someone's there to read this note, that means there's still at least one survivor left. Our world's not what it used to be. Find yourself some shelter from the titans, and... just hang in there, okay? Personal Note: yea, there are titans now...(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Genesis 2 Chronicles #18(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Someone's still reading this. Good. Your best bet right now is to find my friends at Camp Omega, if you can. They're good people, and they'll need all the help they can get. Have 'em train you up on the MEKs I built. Stop those titans, save the world. That's all that matters. Personal Note: Fight fire with a BIGGER fire...(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Genesis 2 Chronicles #19(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Still can't get over that clone factory we found up on that ARK. Sorry if that's a spoiler. I get it---it's a lot to process. Not your original body, not your original memories. We're all knockoffs here. Who knows how many Santiagos are out there? Maybe you're another me, reading about myself here at the end of the world... What a depressing thought. Personal Note: I could use some of Halsted Moonshine right now.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Genesis 2 Chronicles #20(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Just hope that worked, that I managed to buy Camp Omega some time. Whoever you are, maybe you know if it all worked out, whether those idiots pulled it together. Maybe you were even there. Maybe you pitched in. I'm just gonna say you did, how's that? All I know is I'm not gonna be around to see for myself. So...thanks, pal. Personal Note: See you in a bit D.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Genesis 2 Chronicles #21(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Genesis 2 Chronicles #22(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Genesis 2 Chronicles #23(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Genesis 2 Chronicles #24(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Genesis 2 Chronicles #25(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Explorer Note Nida 1(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Perri started in with another sermon about our sacred mission today when she found me modeling creature behavior for my latest sim. I tried to explain that I was on break, that I wasn't doing anything wrong, but she wouldn't hear it. As if I haven't had it drilled into my head over and over that the survival of all life from our homeworld depends on our sacred efforts... I work as hard as anyone on the ship, so why do I keep getting shamed for having a hobby? It's not like a half-cycle spent away from soil sampling is going to jeopardize humanity's hopes of re-establishing itself on a new planet. Besides, I know from the server logs that Perri played my last sim along with most of the crew. What's wrong with dipping out off-shift and immersing yourself in some harmless escapism?(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Explorer Note Nida 2(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: I used to think it was pathetic that our ancestors couldn't come up with a better name for our homeworld than Earth. But a lifetime spent digging around in synthetic loam kind of makes you appreciate how amazing it must have felt to feel solid ground under your feet. We're told in historical media that people have always dreamed of sailing between the stars. After a few generations of doing just that, I'm here to say their dream is wearing thin. I guess it's like that old saying about the grass looking greener on the next ring over-people on Earth must've been sure there was a better world out here someplace. Maybe it is out here, but we haven't found it yet. In the meantime, I like to doodle around in the margins of Genesis, so my crewmates can plug into a simulation and experience an actual sunrise now and then.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Explorer Note Nida 3(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Life on this ship is an endless, monotonous routine. All of us were raised in this place to be drones tending a hive of cocooned future colonists. We've been told everything has to be just right when it's time for them to hatch and start training for planetfall, so day after day I service the capillary irrigation systems and monitor trace gas fluctuations in the atmosphere for the good of humanity. I know I should be grateful to even be alive, given that all life on our homeworld went extinct. But I also know I can't be the only crew member who daydreams about faking my own death to escape this tedium. Even if that meant hiding in the superstructure for the rest of my days, at least I'd be living for myself. Shame on me, I guess.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Explorer Note Nida 4(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Working in the dirt was what I was born to do, at least according to my engrammatic aptitude test. An artificial intelligence weighed my soul and decided it saw a future soil scientist. I do have to grudgingly admit I'm good at my day job, but my real passion is coding convincingly randomized events and reactive social intelligence simulations. So that's what I'm tinkering with when I'm not feeding soil probe samples into a chromatograph. I know, I know-my work to confirm nutrient transport and healthy geochemical cycling by microbial soil communities is an important part of maintaining this vital biological archive of ours. The fate of humanity depends on our success, bla bla bla. It's just that I envy having the kind of freedom people seemed to have in the past to follow their dreams, at least according to our library of historical media.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Explorer Note Nida 5(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: I know what I saw, but I don't blame anyone for thinking I made it up. I mean, I do come up with simulated fantasy scenarios in my free time. But that's the thing... If I hadn't been reverse-engineering Genesis simulation code, I never would have noticed these anomalies in the system. We've been visited by something transhuman-I saw the evidence inside Genesis! Maybe I shouldn't be leaving a record of this, but I think someone left a superluminal link open back to Arat Prime that one of them used to find us out here- one of the... Homo deus. There, I put a name to it. Guess there's no harm now in admitting that I've been trying to hack my way into a semi-forbidden cache of information about them in the archive.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Explorer Note Nida 6(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: We weren't kept completely in the dark about our estranged transhuman cousins, but I think there's been a concerted generational effort to repress those memories. Maybe our ancestors were afraid we'd see some appeal in the idea of accelerating our own evolution if we learned more about Homo deus. If so, that seems silly, because there are kiloparsecs between us and the refined xenomaterial they needed to do it. Historical archives say the Element War was fought over divergent ideas about how to deal with our polluted biosphere and dwindling resources. Our ancestors in the Terran Federation thought they'd finally found a clean source of power for their grand geoengineering schemes to hack and repair the planet. The United Republics of Earth wanted to hack themselves using that same power, and survive by becoming more than human. Neither side was right.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Explorer Note Nida 7(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Here's how I discovered we'd had a visitor... I noticed a really sophisticated artificial intelligence running in Genesis that wasn't native to our engine. So I boxed it up and plugged myself into that box to say hello. Our intruder turned out to be friendly, and curious about me. It called itself HLN-A. I asked where it came from, and it told me its creator was what I would've called a Homo deus. That might've made the hairs stand up on the back of my avatar's neck, if I'd bothered with that level of simulation. I asked the AI if it'd been hiding onboard since before we launched, and it claimed it only came online within the last three thousand cycles or so. But how, I wondered? I asked if that meant its creator was still with us. All I got was some cryptic answer about how she'd left a part of herself behind as a gift. Then I got kicked from my own sim.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Explorer Note Nida 8(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: After my one quick chat with HLN-A, I couldn't seem to track her down again inside the Genesis simulation. It's like she'd learned how to conceal herself since our encounter. Of course no one believed me. For a while there, I wasn't sure I believed me. Then the glitches started showing up in Genesis. Patching the simulation code seemed like a low-priority concern, though it was definitely unusual. But before anyone could address that situation, we started seeing cascading faults in our real world systems. Things got bad enough that we had to evacuate and seal off biomes in the forward ring! I'd like to think that my crewmates would circle back to taking my close encounter with a transhuman-created artificial intelligence seriously, if there was time or resources to investigate further. But everyone's in full-on disaster mode now.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Explorer Note Nida 9(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: I assumed at first that HLN-A was causing the system failures spreading through the rings. We'd been raised to believe that people had barely escaped an Earth overrun by transhumanism and Element pollution. It seemed logical to assume the AI I'd found embedded in our simulation engine by a transhuman entity would try to sabotage our mission. Now that I'm looking over eyewitness reports from the affected areas, I'm less sure. Why would HLN-A contaminate biomes with weird new lifeforms? How would an artificial intelligence, even one created by a Homo deus, be able to rearrange the framework of the ship at the molecular level? However or whyever these things are being done, we're in serious trouble. I thought I'd done a good job of firewalling any access points out of Genesis, but clearly I wasn't able to shut out whatever is running wild through our systems. I can't believe this is really happening.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Explorer Note Nida 10(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: We're losing people trying to stop whatever it is that's invading our ship. I want to join the fight to retake the forward ring, but I keep getting told I'm needed back here, to maintain and monitor our remaining ecosystems for contamination. I know the real reason they don't want me fighting is because in their eyes, I'm still just a kid. But no one would even know we'd had an intruder if I hadn't discovered it. I keep turning that over in my mind while I'm maintaining autosamplers or waiting for phase analysis results on soil biota: how and why would a transhuman's artificial intelligence disrupt our shipboard systems? Would this entity really resent our mission enough to reach across thousands of lightyears and try to scuttle our ship? That just seems unusually vindictive for one of them, especially after all this time. I can't make this make sense.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Explorer Note Nida 11(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: We've all given the Genesis simulation's 'survive as long as you can while taming an unfamiliar and hostile environment' scenario a spin, if only to see what that's like for our colonist cargo. One of my more popular sims turned Genesis inside out, with alien megafauna rampaging through a simulated version of our ship's biomes. I never expected to experience something like that firsthand. Aberrant, wild creatures are prowling the forward ring, and tearing anyone apart that dares to enter their territory. This is no simulation. Out here in the real world, my crewmates aren't ever going to respawn. I've never felt fear like this before. At least the adrenaline is keeping me hard at work even though I'm beyond exhausted. I've been able to confirm that the biomes in our ring haven't been contaminated yet, so that's something.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Explorer Note Nida 12(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: They're talking about detaching our ring if things keep getting worse, to try to keep our biomes uncontaminated. I hope it doesn't come to that, but we have to do what we can to preserve the remaining biomes in the face of our rapidly dwindling odds. I've been working on a whole system of backup automation to hopefully keep everything running as long as possible when-I mean if-we're all wiped out. Our ship holds the last archival specimens of life from Earth, and there's an extinction-level event in progress. I got nauseous just now while I was running microbial gas exchange models, because any stupid mistake I make could suffocate all the remaining Terran lifeforms in the universe. If I forget to carry a number someplace, it could mean that no flower will ever push up through the soil and bloom again. I have to get this right.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Explorer Note Nida 13(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: I can't just keep running through the same research tasks while my crewmates are fighting an invasive force. This morning while I was in a trench checking on our irrigation capillaries, I impulsively pried open a hatch and dropped into the drainage and reclamation system. Below the bedrock, there's a maze of pipes and tunnels that extends throughout the entire ship. I used to sneak down there as a kid and wander for kilometers trying to get lost. We had to memorize the schematics for these subsystems as part of our training, in case we had to repair some catastrophic failure deep in the network. I remember resenting all the times I had to draw maps of those tunnels in timed tests, but all that rote memorization may end up saving my sorry life. At any rate, I finally got a firsthand glimpse of what we're dealing with. Not sure how I'll sleep again after experiencing it for myself.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Explorer Note Nida 14(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: They've sealed off the invaded areas of our ship, but I still have my clearance to access the maintenance subsystems. I know how to get through a series of airlocks into the other ring without contaminating ours. Once I popped up from under the dirt, I found myself in some kind of unrecognizable surrealist landscape. What could have changed everything there so much, so fast? I was glad I'd brought a sampling kit and even more glad I was wearing a clean suit up there. The flora and fauna had been mutated to a point where everything looked potentially lethal, and it was reactive to my presence. Grasses had become these thin tubules with bulblike structures that undulated hypnotically. I flinched when a stalk brushed my glove and left a sticky residue. Inside my clean suit I started shuddering all over, and wondering why I'd worked so hard to sneak into that place.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Explorer Note Nida 15(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: It's an understatement to say that being in the contaminated forward ring shook me up. I've spent my whole life trying to simulate alien environments, but the first time I found myself actually inside one, I couldn't wait to escape. I was having a panic attack, a rush of xenophobia, and severe vertigo all at once. It was like every cell in my body was screaming that I didn't belong there. As soon as I had some samples bottled up, I rushed to get back into the access tunnels to get the hell out of there. That was when I saw one of those things... At a distance, you might mistake it for a big cat: feline, predatory. But it had strange, feathery spines like a venomous tropical fish, and its gaze was weirdly aware. I was afraid to break eye contact while I felt desperately for the hatch. A second and third creature appeared in my peripheral vision as I dove into the tunnel and sealed it tight behind me.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Explorer Note Nida 16(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: I spent a frantic few minutes hyperventilating and waiting for the first of five underground airlocks to cycle after leaving the contaminated zone. Even after I'd run through three levels of decontamination and had shed the personal protection equipment I'd worn in the hot zone, I felt unclean. The entire time I was crawling aft through kilometers of ducts and accessways, I felt like there was something at my heels. I expected to get in all kinds of trouble when I got back to our ring, but no one had time for that kind of thing now. Perri surprised me with a hug when she saw I was still alive, and I surprised myself by breaking into sobs of relief. At least it wasn't for nothing-I guess I was the first to bring back samples of the contamination to test.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Explorer Note Nida 17(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Xenobiology isn't really my thing-I generally do biochemical work at the micro level. I know how to run samples of the invasive flora and fauna from the contaminated ring through our array of analytical equipment, but when it comes to interpreting the results I'm mostly at a loss. Anyone could see that these invaders are wildly exotic and demonstrably hostile, but beyond that, I'd just be guessing at what I'm looking at. That said, I'm relatively sure that a lot of what I sampled were genetically-modified organisms-like our maewings-possibly created using commandeered equipment in the other ring. Unlike maewings, all of these organisms seem to have been created to establish an aggressive perimeter defense. Defense of what, I'm not exactly sure... I'm back to suspecting our Homo deus visitor is responsible, but I haven't even mentioned the most damning evidence-I think I'm seeing traces of Element in these samples, the same alien material that poisoned our home planet. Element, incorporated into living, mutated tissue. If I'm right, this is extremely bad news.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Explorer Note Nida 18(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: My findings about the invasive lifeforms I sampled in the other ring set off a full-on panic response in the crew. Our engineers are speeding up their plan to detach our ring from the ship entirely, hoping to keep our biological archives from being contaminated. Everyone's afraid to talk about what might be happening to the human colonist cargo in our sister ring because that's too horrible to think about. Whether the transhuman entity that visited our ship is still with us, or whether the artificial intelligence she left behind took over half of our systems, something is using the ship as a petri dish for engineering exotic and dangerous new lifeforms. For the first time since our ancestors left Earth parsecs behind, we might be fighting-and losing-a war with a hostile transhuman force.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Explorer Note Nida 19(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: So I did something else impulsive, maybe even treasonous. Hey, someone had to try something! While almost everyone else was preoccupied with retaking the ship, I tried to reestablish contact with HLN-A, that invasive intelligence I'd found in the Genesis simulation. This time I used a sort of process of elimination. Assuming it managed to create a digital blind spot to hide in, I figured I could find it by establishing where it wasn?t. Like using infrared to search for a heat signature against a snowfield. Once I'd colored in all the negative space, I jumped into that void in the simulation and found myself immediately pleading with the AI to stop the corruption of our ship systems. I should've sent someone braver in to negotiate...(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Explorer Note Nida 20(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: I logged out of my second close encounter with our rogue artificial intelligence more confused than ever. If its creator really wasn't here with us anymore, what exactly was invading the other ring? Wait-what was it that HLN-A said, about colonists being woken up prematurely? That's something I can check out... Sure enough, colonists are stirring all over the ship. I can only confirm a few instances of anyone outside their pods and loose in the rings so far, but we definitely have a new disaster in progress. What's worse is that I can't seem to track down anyone in charge at the moment to report this to. It looks like the rest of the crew has gone to ground, and I'm thinking I should probably seek shelter for myself at this point.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Explorer Note Nida 21(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: I packed up everything I needed to keep an eye on our automated environmental maintenance, and dropped into the subsurface tunnels and ductwork to hide. Good thing I know my way around the superstructure-I can hold out down here indefinitely if I have to. Even if I don't feel like it's safe enough to pop my head up for fresh food, enough provisions and stores are accessible for several lifetimes. Won't be much of a life to look forward to, though. I've spent what seems like cycles down here trying to raise anyone else from the crew, but the whole com system seems to be on the blink. I can't even reach Genesis anymore to kill time in a sim. After all my years spent studying soil biota, guess I know what it feels like to be a burrowing insect hoping to escape notice. Turns out it kinda sucks.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Explorer Note Nida 22(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: After a lot of crawling around conduits and splicing cables together, I was able to patch into surveillance feeds to get a topside view. The experience wasn't like watching archival records, but it was definitely educational. For one thing, I confirmed that some of the crew were still alive up there-I called out when I saw Perri working on a terminal junction before I remembered that she couldn't hear me. Closer to the junction with the core, it's obvious that progress stalled out on the engineering project to detach our ring. It looks like the crew had to abandon their work sites, though I'm hoping that's not for good-that sort of thing is way beyond my abilities, and these biomes can only stay uncontaminated for so long if we can't put some space between us and whatever's taking over our sister ring.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Explorer Note Nida 23(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: I found some documentation on the engineering plan for ring separation, and I tried teaching myself the procedure. Really, I did... I just can't picture myself risking our ring like that. If I screw up, I could send us careening back into the fuselage, tearing open these biomes and spilling everything out into naked vacuum. I'm no hero, I'm just a dirt scientist. Or I was, before all this happened. Now I'm just another grub tunneling around underfoot and waiting for some predator to dig me up and make a meal of me. Down here in the dark, I'm just trying to survive as long as I can. It's been too long since I've spotted anyone else from my crew in topside surveillance footage. Still, I've been lying awake thinking about who I did spot in the gardens up there-a colonist, alone and out in the open... What if I'm the only one that knows about this?(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Explorer Note Nida 24(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: I couldn't live with myself if I didn't try to help that lost colonist. I keep picturing what it'd be like to wake up from Genesis in one of those tanks, with no support staff to greet or orient you. Squinting in the artificial sunlight, wandering around strange forests and meadows with no idea what's bearing down on you, no matter what the simulation tried to prep you for. While I'm working up the nerve to make a rescue attempt topside, I've relocated to a spot under the last sector I spotted him in on live surveillance feed. I'm pretty sure I'm within a half kilometer of where the colonist is, or under that location at least. Now I just need to come up with a plan to get their attention...(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Explorer Note Nida 25(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: I'm an idiot... I wasted a bunch of time trying to come up with a way to hack into a terminal on the surface so I can flash a message to the colonist wandering around our ring, and then it hit me-they had on an exosuit, which means a visor with heads-up displays. I realized I can broadcast directly into that helmet, and put information right in front of the colonist's face! I decided to try beaming a line-of-sight message at them by hacking a nearby infrared laser cluster.. I'm no communications expert, but the risk of a free space optical signal being intercepted seemed minimal and I figured it'd be hard to jam at short range. What if doing this gives away my location, though? It occurs to me that our invader might be using this colonist as bait...(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Explorer Note Nida 26(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Once I made contact with the stray colonist I explained where and when we are, and tried to describe the threat we're facing. I'm guessing that was probably a lot to absorb, depending on information recall from the Genesis simulation. I beamed over some schematics of the local subsurface crawlways and conduits, hopefully with the access hatches clearly highlighted. Then I shut it all down and waited. I had a long wait. Almost half a cycle passed before something tripped the silent alarm I'd set on the hatches in this sector. My heart was in my throat-what was I going to do if one of those monstrosities found its way down here to me, wave a soil probe at it? Lucky for me, it was just my new friend, the colonist. I took it as a good sign that my colonist friend was conscientious enough to seal the hatch again. Plus, I wasn't alone anymore.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Explorer Note Nida 27(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: We sized each other up for a while before my new friend popped his helmet off to frown at me. He wanted to know why a 'kid like me' was risking my neck for him. Even though I was sick with relief to see another human face, his tone set me off. I reminded him that I was the one who led him to safety. He apologized for being short with me, and offered to shake hands. I took his hand, hoping he wouldn't crush mine with that gauntlet he was still wearing. We introduced ourselves?he said his name was Gabriel. For the first time, I was glad for the training we'd had in colonist reintegration. I could fall back on those conversational prompts, and remember to offer Gabriel food and drink from our stores. And it felt good to play host.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Explorer Note Nida 28(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: My new friend Gabriel turns out to have been a prospector in his previous life, during a time that was later called the Gold Rush. He's been exhausting me with questions about mineral distribution on the rings, and he got really excited when I brought up the mining capabilities of our stryders. I'm starting to appreciate the unlikelihood of the two of us winding up here at this moment in time. It's like the beginning of a bad joke: "A miner and a soil scientist meet on a spaceship, at the end of history..." Gabriel wants to rustle up some stryders to ride into the contaminated ring like some kind of cavalry, and it almost feels like we're living in one of my simulations. Now if only I can convince myself that I've got what it takes to play the hero in real life...(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Explorer Note Nida 29(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Gabriel asked me not to call him a colonist. He resents being cast in that role, which I can respect. Genesis simulation aside, the last thing he remembers before waking up on a spaceship was being waylaid and killed by a mob of settlers for his mining claim. Impressive, to hold a grudge for almost a millennium, across thousands of parsecs. No wonder I spotted him wandering a riverbank in the foothills-the setting must've reminded him of his native Gold Rush territory. I wonder if he'd already tried panning the river for gold flakes. He really lit up when I described how we could fit stryders with a pulverizing beam rig for excavation. If I'm being honest, he seemed almost too interested in that configuration of the quadruped's head. I guess a strip-mining rig might make a useful weapon against the kind of intrusive contamination that I'd seen in the other ring, like laser surgery to cut out skin tumors. Maybe worth a try.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Explorer Note Nida 30(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: I don't think I trust Gabriel. And that's not just because it was disappointing to finally meet one of these people, after dedicating my life to keeping their glorious future alive. I don't know that I expected gratitude exactly, but I sure didn't expect one of them to be so irritable and self-involved. I'm trying to remind myself that he never asked to have his memories reconstructed and jammed into a new body on some generation ship in interstellar space. All of that aside, something is just off about Gabriel. I know that our systems are breaking down, but it feels like he was rushed through the Genesis simulation without time for any of his orientation to take. And how messed up are our protocols that this is the first guy who got revived, out of all the personalities we have archived? Guess I'll just have to fall back on my training and hope for the best.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Explorer Note Gabriel 1(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: I remember the days spent working my claim. With my own two hands, I dug my fortune from the earth. Then the Anglos took that from me, along with my land and my life. And so I fell into darkness, only to rise again in Purgatory. There I found myself beset by monsters and demons in a delirium of otherworldly domains. While I struggled toward my expiation, an angel joined me and called out words of encouragement with a woman's voice. She asked me to join her in mortal combat with her adversary, but I chose to follow a second voice that promised me reincarnation and restitution. And so I woke again in a celestial garden, with a shining gem set in one of my new forearms. The voice of my deliverer returned then, to guide me to a set of the same magical armor I'd worn in the afterlife. I knew then my trials weren't over.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Explorer Note Gabriel 2(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: I wandered lost in that garden for some time, transfixed by its impossible sky... I could see that everything around me lay on the inner rim of a gleaming wheel that arched overhead, from horizon to horizon. There was another wheel alongside this one, and together they rolled through the firmament. The sight of them brought back something I'd heard slaves singing in the Anglos' gold mines: "Ezekiel saw a wheel, way up in the middle of the air..." Then I recalled an old image of a snake looping around to devour itself. Where had I seen that...? In my adult life I figured anything spiritual had long since been ground out of me, but that was before I'd been banished to purgation. I quieted my mind to listen for the voices of the exalted, only to hear from another soul lost in that garden. My magic helmet showed me a hidden door in the ground nearby. Did I dare enter?(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Explorer Note Gabriel 3(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: I'm not proud to admit it took me a long while to work up the courage to venture underground. The trapdoor led down into a sort of mineshaft, shored up with the same kind of smooth metal making up the wheel in the sky overhead. Again I felt fear, before a young girl spoke to me from across the chamber. At first I had trouble understanding her, but somehow her words gradually became sensible. I thought I heard her call me 'conquistador', which confused me until I remembered my helmet, and removed it to set her at ease. As I did that, I realized she'd said something more like 'colonizer'. I resented being cast in the role of villain, but I saw that she wasn't afraid of me. I told her she shouldn't have risked leading me to her hideaway, since she was alone and unarmed. She waved away my concern, and introduced herself as Nida before offering something to eat and drink.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Explorer Note Gabriel 4(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: This Nida claims to come from a long line of caretakers who lived out their lives tending their gardens in the sky. She says we're under attack by some kind of invading force. I was shown visions of creatures and lands twisted out of shape in the other garden-wheel. I felt pathetic and weak, once I understood how far outside my own time and place I truly was. Nida told me my trials in the netherworld that she called Genesis should have prepared me for our coming fight, but I was less sure. Then she showed me the colossal mechanical mules the caretakers use to work the land, how those can cut through solid rock with spears of light as bright as the sun. And I saw how we may not be as powerless as I'd feared.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Explorer Note Gabriel 5(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: I finally asked Nida about the strange metal she calls Element. I've been unable to keep my eyes off it. She said it was among the strongest substances ever discovered, and that it powers nearly everything around us, from my magic armor to her giant, mechanical stryders. I felt foolish for having risked and eventually given my life for a few pounds of gold, now that I see what can be done with this metal. It's hard not to covet such wonders, though Nida said that their miracles came at a terrible cost. She claimed Element polluted the Earth, and that now it was polluting their sky-gardens. I asked if the invasive force taking over her wheels had brought this pollution with it. Nida seemed surprised by my question but agreed that did seem like a strong possibility.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Explorer Note Gabriel 6(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: That night I dreamt I was heating Nida's Element in a crucible, fixing its volatile form into material with endless potential. I poured the result into a mold to cast a blade, hammering to fold the metal again and again, to strengthen it and work out its impurities. As I lifted my blade to inspect its edge, I saw an unfamiliar reflection in its mirrored surface-the face of a sorcerer or cultist. I looked around myself and saw that I was in a vaulted chamber of some dark catacomb, the center of its ceiling open to the bright, full moon overhead. From the shadows of the chamber, a disembodied voice praised my work on the blade... I woke in the warren of chambers under the garden, unsure of myself. Was I a prospector bushwhacked by an Anglo mob in the country of the Mother Lode, or an ancient alchemist honing his mystic arts under the Mediterranean shore?(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Explorer Note Gabriel 7(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Nida's been training me on the workings of the stryders wandering the gardens above us. She says they follow their own will but we can break them like gigantic wild mules, and use them to storm the other wheel. I try to remind myself she's a clever girl from a time long after my own, but still it irritates me when she talks down to me as if I?m some ni?o tonto. Maybe that's why I'm not convinced that I need to help fight her invader. On the other hand, I sat out the war to defend the ranchos of Alta California from Anglo invaders, and those malparidos ended up killing me for my property. I have here a rare chance to revenge myself on an occupying force, even if I have no claim to these gardens or their mineral wealth. Maybe I can earn a larger plot of land on whatever world we eventually settle...(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Explorer Note Gabriel 8(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: We ventured above ground to look for styders, and spotted two right away, roaming toward an outcropping of rocks. It was a long hike to reach them, and Nida insisted on doing it by night. For the first time, it occurred to me to wonder how there could even be day and night on these wheels. Did her people take the sun with them, when they flew off into the stars? Before we'd come topside, Nida showed me how to use her magic gear to look around in the dark. It was distracting - I'd keep stopping to gawk at things I shouldn?t be able to see at all. I took the lead since I was the one in armor, but the girl managed to keep pace with me. We caught up with the stryders while they were standing snout-to-snout, as if they were conversing somehow. They were so massive, it took my breath away to be close to them. Now I just had to trust that the girl knew how to tame those mechanical hulks.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Explorer Note Gabriel 9(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Nida stood at the feet of the colossal four-legged machines, and fiddled with some device in her hand. One of the stryders dipped its head toward the ground and I made a fool of myself by jumping in front of her. Even though I knew it was a machine, I'd still half-expected it to snatch her up in its metal jaws to eat her alive. She shook her head at me with a smirk, and then she turned to grab handholds to haul herself up onto its neck. From there, she was able to scramble up onto its back, where a sort of saddle platform folded into place seemingly from nowhere for her to stand on. After a moment, the second stryder dropped its head for my benefit, but I opted to follow the girl up to where she was standing on the first one. It seemed wiser to learn from her how to tame and ride these behemoths before attempting it myself.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Explorer Note Gabriel 10(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: I spent the better part of the next day or two-or cycles, as Nida would say-learning from the girl, as she put a stryder through its paces. High on the machine's back, we rode it uphill and into what looked like scablands riven by channels she hoped were deep enough to conceal us from view. She showed me how to coax the machine into spearing canyon walls with a light bright enough to blast away rock. I knew mining wasn't the point of her demonstration, but I couldn't resist asking Nida to drop the stryder's head low enough for me to climb down and inspect the rock cut for valuable ore. I didn't find any trace of gold in the rubble pile, but a bright violet shard caught my eye. Something made me snatch it up and hide it away before Nida could notice it.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Explorer Note Gabriel 11(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: In my dreams that night I found myself back in the necropolis under...Alessandro? No-Alexandria, on the coast of Egypt. Even that deep under the city, I could smell the sea. My torch lit sculpted images of double-crowned snakes, carved from the bedrock walls around me. I was carrying dead weight over one shoulder-an orphan, taken from the steps of the Serapeum above. The deepest halls of the catacomb were partially flooded, and cold salt water tugged at the trailing folds of my cloak. A groan of confusion, and the child at my shoulder struggled in vain against the effects of the mandrake root. I was confident in my dosage-she wouldn't be able to rouse herself from her delirium in time. No-what was I doing? I jerked awake on a canyon floor, staring up at our stryders standing watch over us, flashing their blue lights into the darkness. I swore I could still feel the dream-dagger strapped to my leg.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Explorer Note Gabriel 12(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: All through the next day, the unease of my dream sat with me. I couldn't focus on whatever Nida was trying to tell me about the dire threat to her garden and its noble purpose. We were riding giant machines across a landscape her people had managed to launch into the void, and still I was fretting over some occultist's scheme from thousands of years gone. I couldn't be sure it was just a dream anymore. I'd returned to that man's skin twice now, seen the light of another time through his eyes. His life seemed no more remote, no less my own than the one I'd lived by the R?o de los Americanos. Which of these men was I? Both? Neither? Had I really been dragged back from oblivion to fight for the people of this undreamt-of future? Was I damned to skip like a stone across history for my barely-remembered mortal sins?(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Explorer Note Gabriel 13(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Near dark, the girl was excited to show me something. She'd pried open one of her hidden doors and pressed her magic device against the machinery inside. I didn't follow what she tried to explain to me next... Nida said I was wired to connect to a sort of game she'd made, from my time in the shadowland she called Genesis. Then she did something, and all at once I was on another world, in a new body. There were no wheels overhead, only a setting sun scudded with clouds. I struggled to understand-had I ever truly been in Nida's sky-garden? I called to her, but instead heard the voice of the angel I'd met in Purgatory. The angel told me something important. Then I was yanked back into reality, if this was actually reality. Nida grinned at me and asked what I thought, and I got sick all over the canyon floor.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Explorer Note Gabriel 14(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: It wasn't too late to let go of the malice in my heart. That was what the angel assured me in the dreamworld that Nida dropped me into, the one with the setting sun. Speaking of Nida, the girl pouted for hours after I reacted poorly to the hallucination she forced on me. I couldn't understand why she seemed to expect praise for what she'd done. I don't trust my own sensations, my own memories. I wonder if I've ever left perdition, if this ring of gardens might not be another breaking wheel for my infernal soul. In the dark I lie awake, afraid to dream again, and wonder if this girl is some demon assigned to torment me. And then his voice whispers to me, the one who woke me from Genesis and led me to my armor. He tells me the angel lied.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Explorer Note Gabriel 15(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: I was careless, and the girl found the treasure I'd been concealing. I had taken out the shard of Element while she was sleeping, trying to remember what my other self had done in my dream to fix its volatile form into workable metal. I turned it back and forth in the dark. Its glow was mesmerizing. I must have fallen asleep trying to recover my dream-memory, and left it laying out by my side. Nida warned me that the metal was dangerous to human flesh in this form, unstable. She demanded to know what I was planning to do with it, if I'd cut myself with its sharp edges. She scolded me like a child caught toying with fire, and I snapped at her like a wounded dog. Neither of us spoke again for a long time after that.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Explorer Note Gabriel 16(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: That other voice whispered to me again while Nida and I rode in silence toward the edge of the wheel. It reassured me that the Element I'd recovered was my own to keep and asked why I'd let this girl draft me into fighting for a cause that was none of my concern. Was I really in such a hurry to die again, after so little time back among the living? We stopped to rest and eat in an alpine meadow. While Nida was gathering berries I saw my moment. I took advantage of the training she'd given me over the previous days to take one of the stryders and ride it away on my own for the canyonlands. I wasn't sure if she'd be able to call the stryder back at a distance, but it's also possible that she decided to just let me go. I was free now to use the power of this great machine of hers to my own ends.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Explorer Note Gabriel 17(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: I rode my stolen stryder back toward where I thought the canyons might be, searching for the vein of ore we'd found before. Every so often I'd stop the mechanical juggernaut and force it to blast at the rock outcroppings, dismounting to dig through mounds of rubble looking for the telltale violet glow of pure Element. It didn't take me long to realize that all my methods of reckoning direction or distance were useless in this place. By night there was no polestar to follow north. In fact, all the stars were strange to me. By day their miraculous miniature sun threaded the wheels on its odd, straight track with no regard for east or west. I was utterly lost again in the garden. I wondered if the girl was pressing on without me, to fight the invader in the other wheel. If she ever tried to find me in the immensity of that landscape, I saw no sign.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Explorer Note Gabriel 18(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: My dreams were fevered by regret during the time I fled from Nida. In the dark I relived the helpless rage that set me after the claim-jumpers who followed me to search my tent. Those men said I had no right to stay in their new American state. They threatened to bring me to the local authorities to hang for some invented crime, their word against mine. I broke away and circled back through the forest to kill them. But they saw me coming and overpowered me. I spat at them, gave them ideas by telling them what I'd have done to each of them if only I'd managed to catch them alone. And they made me regret that. With my last breath I cursed them, promising them that what they'd stolen from me would only bring them sorrow and torment.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Explorer Note Gabriel 19(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: By daylight I fumed at myself for running off on my own. My pride and stubborn self-reliance has only ever brought me ruination. I turned my stryder back toward where I'd left Nida, near the edges of this wheel. I set aside my own desire to recover the mineral wealth I had lost once, and my half-memories of a previous life's pursuit of power. There was only this moment, and this chance to do something right, for once in my miserable existence. I pushed the machine to its breaking point, urging it into a full gallop toward the girl I'd abandoned to an unfair fight. As I re-crossed that landscape shame gnawed at me, for the way I'd reacted to the dream she'd painted for me. She'd only wanted to show me a sunset on the world I was destined to tame, far from these gardens she and her people had kept alive for a future they never thought they'd see.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Explorer Note Gabriel 20(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Fear gripped my heart as I caught up with Nida near the edge of the wheel. I had to fight my overwhelming urge to retreat again. This close, I could plainly see how thin the glass was holding back all the land, water, and air from the cold void beyond. The girl had dismounted her stryder by some sort of metal podium. I climbed down off of my machine to join her. She paid no mind to my approach, and went on tinkering with something near the base of the podium. I fumbled through a pathetic apology directed at the back of her head, with no sign that she'd heard me. Eventually, Nida stood up and touched a switch on the podium that opened a huge, circular door in front of us . The girl climbed back onto her stryder without a word, and headed through the doorway. I scrambled to catch up and follow her into that other wheel.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Explorer Note Gabriel 21(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: All manner of steam and blinding lights played over us as we passed through a series of antechambers astride our colossal machines. At last, another of the circular doors opened and we passed through the portal into the befouled gardens beyond. The sickly sweet stink of this place was nauseating. We were confronted immediately by a vision of desecration-corpses of the sky-people hung on spikes and scattered about the entrance. A warning for any remaining interlopers, no doubt. At my distance from Nida her expression was unreadable, but I could imagine the girl's horror. This might prove to be all that was left of her crewmates. I dismounted to join her on the ground after she climbed down from her stryder. Her face was wet with tears, but she radiated a righteous fury that I identified with all too well. In silence, we buried her friends in the poisoned earth while our mechanical mounts shifted nervously above us on their bechromed hooves.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Explorer Note Gabriel 22(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Every moment spent in that unhallowed hellscape was a struggle to remain sensible. What I experienced was beyond trepidation-the place pressed on me, like skeletal fingers were squeezing my scalp. What had been done to the lands in that wheel was profane, a debasement of creation itself. Something was unmaking the natural order, melting it to fix into unholy new forms for some unknowable end. Bad enough that those poor sky-people had been massacred, but we could see now that all their generations of endeavor had been undone, from horizon to horizon. Nida was inconsolable, not that I was in any shape to give comfort. Not with that metronomic drone in my head, throbbing against my resolve. You know what you need to do, it said. I brought you back into this world. I can make you whole, if you just do as I command.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Explorer Note Gabriel 23(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: I forfeited all awareness of time and location in that toxic wasteland, no longer sure why we were there or what Nida thought we could do at this point to roll back catastrophe. The thunder in my head exhausted me with demands for obedience, and at some point my waking mind fell into reverie. I was lost again in the flooded labyrinth under Alexandria, shouldering my terrible burden to her final destination. There was an eerie light in the darkness ahead, a purpurate glow from a secret sepulcher. I dropped my guttering torch into the oily seawater lapping at my legs, to get a tighter grip on the insensible child I was carrying. In that hidden chamber, I offered her up as sacrifice. My lord promised vengeance against the cabal for banishing me. Was its intonation coming from the shadows in that remembered vault, the glowing violet blade I'd forged, or the defiled wheel that was carrying Nida and I into the void?(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Explorer Note Gabriel 24(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: I had no peace from the unceasing demands echoing in my mind. They seemed to be coming from everywhere. If Nida heard, she paid no mind. The girl was locked into some unknown course of action. Why wouldn't she share what she was planning with me? Couldn't she see I'd joined her to offer what aid I could? At the same time, our unnatural surroundings seemed to be pulsing a warning at us: YOU ARE UNWELCOME HERE-DO NOT INTERFERE. Still the girl didn't react. She must have seen-how could she remain so fixed in her purpose? Finally I couldn't abide the tension any more, and signaled for her to stop and confer. We dismounted and met at the feet of our stryders, though Nida kept her distance. I asked what she was planning, and she asked why I was shouting. She really didn't hear all the yowling. That was when those strange finned creatures attacked us.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Explorer Note Gabriel 25(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Just ahead of the attack, our stryders sounded a shrill warning from on high. I was glad that Nida had shown me how to rig our mounts with weapons at the ready, because they were able to open fire on the incoming predators while we scrambled for cover. Explosions erupted all around us, spraying us with gobbets of the slimy groundcover. Nida began to run to our right, then changed her mind and ducked back to the left. She got to her hands and knees to dig in the muck underfoot, then turned to ask what I was waiting for. I helped her rip away mats of gluey sludge to uncover a hidden hatch, just as the pride of attacking creatures crested the ridge above us. Their weird, spiny manes thrummed with excitement as they spotted us. Nida pried open the hatch and we dove into the darkness under the landscape.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Explorer Note Gabriel 26(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: The tunnels under that defiled garden wheel were pitch-dark and fouled with sullage. I lost my footing and we sloshed helplessly into cataracts of sleetch and putrescence that carried us leagues away from our attackers. We scrabbled for purchase or handhold to slow our descent into the immeasurable depths, to little avail. We slid further and further into that muculent ductwork, bits of flotsam devoured by a stygian monstrosity. It felt like untold miles of malignant vasculature were crushing out my instinct to survive, overwhelming me with dread. My wits caved in and I became desperate, mewling and clawing at the lining of those guts to escape. I found something sharp in my hand and tore through those thick membranes, discharging the girl and I onto the floor of an abysmal chamber. Exhausted beyond reason, I fell into unconsciousness.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Explorer Note Gabriel 27(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: O Serapis, King of the Dead, Giver of Wealth, may my voice reach you in the depths of your chthonic dominion. I am your humble servant, I who renamed myself Ixion. Surely you are aware that all I have done was always, always in your honor. The other adepts cast me from their circle, forced me to steal their papyri, so that I could build on their incomplete understanding of your arts. In dreams, you told me how to refine the purpureal metal that would grant me divinity-with your blessing. I ask you now to lend me the power to escape this indignity. I gave you the girl, bled her at your altar and burned her in your hearth. I freed her from her mortal tegument to reveal her holy energy. Soldiers of the empire have me surrounded in your temple. I beseech you to grant me the transcendence I sought from your arcane knowledge when they find me and cut me down.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Explorer Note Gabriel 28(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Life returned to me with a shrill brightness. Weakly but with increasing desperation, I pulled out the tubes choking my airway. I was drowning in viscous plasma, and then a lid opened so that I fell from my metal cocoon, blinded in the unaccustomed glare. A diamond protruded from the flesh of my forearm. I didn't understand-a moment ago I'd been in an afterworld populated by monsters. Now I was in some metal nursery of cocoons like my own. I wiped at the glass of one after another, to see people suspended in fluid and shot through with tubes and wires. What was this place, and how did I come to be here? Then there was a voice in my head, guiding me to a suit of supernatural armor. I put it on, and the voice said, "Go now and find her."(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Explorer Note Gabriel 29(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Wheels chasing wheels. A serpent devouring its own tail. Oblivion swallowing awareness. I woke again in the infernal throne room of my deliverer, his titanic excrescence exploded up one of the cavernous walls from floor to ceiling. Every part of this place was him, eyes bulging from ulcerated flesh to gaze down on us, wounds become rictuses of triumph grinning from on high, tentacular limbs reaching for us from all sides. There were too many sides in that vertiginous cavity, an impossibility of angles that never met. I yelled to warn the girl, but of course she'd already taken it all in. She was shouting her defiance up at the monumental face of our tormentor. His voice came from all around as a deafening chorus. He demanded that she submit and help him nurture his monstrous children by giving them new dreams. He demanded that I help him mine the garden for a precious resource he called "Edmundium." Of course we refused.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Explorer Note Gabriel 30(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: In the sarcoid cathedral of the antigod, we endured his seismic wrath. Thunderous peals of his fury buffeted us. Who were we to defy his cosmic malignity? He promised we would submit one way or another, as something crawled up my back and attached itself to my head. I felt my will to resist being drained away, and fell to my knees as the entirety of our environment roared in triumph. It assured me I would go now to dig up more of the prima materia that belonged to him. I remembered the elemental dagger clutched in my fist, and threw it to the girl. "Go," I croaked with my dying strength. As darkness overwhelmed me, I heard indignant howls follow Nida as she fled. I hoped she would cut her way out and find a way to reverse this cycle of destruction. Creation deserves its rightful turn in the sun.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Explorer Note Santiago 1(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Really, really hate these neural uplinks. Last thing I need's a record of all my unconscious thoughts. Guess I better review all my entries before commiting. Okay, okay...begin. So here I am, on site for Genesis. Led my share of teams before, but this project is...yeah. How do I describe an attempt to recreate everything and everyone that ever lived on Earth? This one's so big, it's got the feds working with the URE. Damn, that probably sounded sarcastic. Whoever's accessing this-I know how important this project is, how serious things are. We've barely got time to cram our message in a bottle and pitch it overboard before the end. It shouldn't come as a shock that both sides of the Element War could team up in the face of a global extinction event. Just never thought I'd live to see it.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Explorer Note Santiago 2(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: What made me think I could help lead this project? Sure, I'd only had an overview of what they're trying to do here, but you'd have to get a lightyear away to start taking it all in. I've been trying to catch up by speed-scrolling through all their documentation, and it's making me wish I had Uma's processing power. Oh yeah...forgot to mention I'm working for one of them now-a transhuman named Uma. If only the me of over a decade ago could see me now. I know we've all supposedly been at peace for years, but it's still sort of hard to take in how fast things have changed. I mean it-I can barely remember how I ended up where I am now, working for people who were trying to kill me not so long ago. It took this long for the stubborn bastards running the Terran Federation to accept what their enemy was telling them-that our planet is terminally ill. The evidence must've been damned convincing, for them to let the transhumans help us with our getaway plan.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Explorer Note Santiago 3(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: The scale of this thing, I dunno... I keep getting caught in spirals, trying to picture all the variables for when I start making decisions around here. How do you even start a list of essential items you need to make a backup of nature? What do you pack to relocate to another planet? I mean, we barely got far enough out into the dark to bring back evidence of alien life to argue about: a few amino acids, traces of something like chlorophyll... Nothing like definitive proof we're not the only show in town. If we'd found that proof, I wouldn't have to feel like it's on me to save the only things that ever looked up and thought about all those lights in the sky. Heh, guess our transhumanist friends would argue differently. Sorry...never been superstitious, or religious-whatever the term should be. I'd, uh, better search the right term before uploading this.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Explorer Note Santiago 4(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: At first, transhumanism seemed like a mirror version of those old-timey crystal-healing nuts who rejected modern medicine-wackos grooving on the energies of the miracle discovery powering all our shiny tek junk. Used to think I was just as big on tek, back when I was hacking media feeds and jailbreaking police bots in the favelas. But when they started with all their brain modification and neuroprosthetics, I stopped understanding 'em. Not that I agreed with the fed crackdown... If someone wanted to disappear up their own interface port and commune with the infinite, I figured that was their business. Who'd have thought we'd all end up going to war over that bullshit? My project partner Uma would say Element's the proof of a higher power out there somewhere, trying to help us reach it. If it really was a sacred gift from the stars, we've wasted it burning down our own home around us. Hell, I personally designed weapons powered by that stuff.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Explorer Note Santiago 5(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Uma's been after me to choose some team leads, so I've been scanning her shortlist for standouts. Alesya's thesis work, "Environmental Transport of Energetic Compounds," jumped out at me... It keeps me up at night knowing I designed munitions that permanently poisoned battlefields, so I'd love to promote someone into central planning who understands how to keep that Element junk from polluting our biomes. Her high-level military clearance with the Terran Federation doesn't hurt either. I'd feel better with that whiz kid Yongki running our engram reconstruction project, too. He's a humanist zealot, so I think it's safe to assume his genius is all-natural and not from enhancement. Nothing against Uma or the rest of them, but I'd rather have a regular human building our brain bank. Yeah...better hold this upload. In fact, keep my journal local-only going forward, unless I say it's okay to commit any new entries.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Explorer Note Santiago 6(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Even the name of this project bugs me, if I'm being honest. 'Genesis' sounds like what someone with delusions of godhood would call it-just begging for the same kind of fear and hate transhumanists got, once they started evangelizing to us heathens. This goes public, and we'll have mobs organizing to shut us down. People didn't react well when they found out that their ancestors' bones had been dug up and gene-sequenced by researchers with no cultural sensitivity... What happens when it gets out that we want to build an archive of everyone that ever lived on Earth?(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Explorer Note Santiago 7(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: I've been trying to understand the transhumanist mindset because something occurred to me... If we want this project to work out, we'll need to convert zealots of our own to the cause: true believers who'll raise their kids to believe. How else will we convince people to give up lifetimes-their children's lifetimes-for this pipe dream? It's like we're laying the foundation for a cathedral so our distant descendants can pray in it. By the time that day comes, this plan to restart life on Earth or elsewhere could be the last religion left around. I'm sure I'll never live to see the launch of any interstellar colony ship or satellite ark swarm, whichever ends up being our final choice for relocating our archive. So I need to make sure the project is set up for the future, with people dedicated to seeing it through no matter what that takes.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Explorer Note Santiago 8(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: I've been stuck for weeks with our vivarium team, trying to get them to reach a consensus on ecosystem inclusion. What's the least amount of terrestrial lifeforms you'd need to recreate nature? If all you had left were humans, chickens, honey bees, catfish, algae, alfalfa, yeast, and some pinto beans, could you say you'd saved life on Earth? We don't honestly expect to be able to preserve every form of life that ever existed, but it only seems smart to back up as much as possible-extinct or otherwise-in case there's a possible balance that we missed out on the first time. What if pterosaurs were still around when hominids started domesticating animals? Maybe that could've led to a civilization better equipped to survive ecodisasters... That's the same approach our antecedent group is using to archive every human mind and body that ever lived. Say things didn't work out so well for some warrior queen_what if she'd been born with better eyesight, or a stronger immune system? What if she had a pet mammoth?(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Explorer Note Santiago 9(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: I finally realized the only way to solve our deadlock over biome conservation was to ask Yongki to model variations for us in the Genesis engine. I knew there'd be a cost to running his team ragged to get us rough simulations way ahead of schedule, but that's nothing compared to the cost of building physical versions. His sims will let us rule out the more extreme suggestions, and find a balance of habitats almost everyone can agree on. I'd probably still be nursing a migraine while experts screamed at each other, if Yongki's team wasn't pulling off the impossible. I really owe the kid. Even in early development his sims are really immersive, and you can see the potential for training colonists while they're still in hibernation. Ideally, they'll wake up with all the skills necessary to hit the ground running on their new home planet.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Explorer Note Santiago 10(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Uma actually seemed glad to see me back in my office again this morning. She asked if I'd give her a full situation report on our biome decisions over dinner, and I was only too happy to cut out early for a fancy meal. Figured I'd earned that much, breaking up all those arguments over nematode diversity. Uma even grinned when I shared my pain over ancho-rubbed ribeyes and merlot. Hadn't even been sure one of them could smile, so that felt like a win. I spotted Yongki drinking by himself at the bar, and called him over to ask if they'd solved their perceptual foregrounding problem. The kid seemed jittery around us. He's been working with transhumans longer than me, so what was that about? Couldn't tell if Uma didn't notice him squirming, was too polite to say anything about it, or didn't care either way. You know what? Better follow up on this.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Explorer Note Santiago 11(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Yongki kept on acting weird all day. Once I caught on that he was ducking me, I tried to put myself in places where we'd have to cross paths. When we did, he kept conversations so professional that it felt like he was messing with me. Whiz kids like him can be twitchy... I thought maybe I just couldn't read him, any more than I can guess what kind of complicated data crunching Uma's doing at any given time. So I opted for the direct approach-said he'd hurt my feelings, and just when I thought we'd had a good vibe going. That got him to laugh and loosen up a bit, so I offered to buy him a round at the canteen and build on that. A few pints later, I had him sharing pics of his husband and kids. Never would've figured a young guy like Yongki for a family man. I thought about the all-nighters he'd been putting in, and pulled rank to order him home for a few days.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Explorer Note Santiago 12(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Well, Yongki made me regret pushing him to share what his deal was with me. Dunno what I expected, but it sure wasn't some conspiracy theory about my background... I could see the kid was still on edge even after the time off with his family, so I dragged him back to the canteen for another one-on-one. It only took a couple rounds of shots for him to open up. First he told me he'd heard a rumor that I'd been killed near the end of the war. Then he admitted to trying to access my personnel file for proof of life, only to find himself locked out. Even though he'd admitted to crossing a serious line, I laughed it off and pointed out I was sitting right there next to him. I stopped laughing when he told me he'd found a listing for my engram in his archive that was non-accessible, even at his security level. That was news to me.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Explorer Note Santiago 13(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: I know the kid had no business trying to peek at my personnel file, but I get why a true believer like Yongki would have a hard time trusting his former enemies. Maybe I understand his paranoia a little too well... I'm no patriot, but it is hard to let go of all the wartime propaganda about transhumans wanting to make us into hosts for some invasive hivemind. I wanted to prove Yongki wrong, but when I brought up my own file, I got stuck on the part where it summed up my postwar activities. Pretty much everything it said I did just before joining Genesis felt wrong. Then I realized that my own service record didn't sit right with me. Sure, I remembered the things my record said I did near the end of the war, but I didn't feel anything about those memories, one way or the other. I don't like the implications of that.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Explorer Note Santiago 14(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: After I looked up my own record last night and freaked out, I tried to cover my tracks with a few hours of random searches through the database. I stumbled across the first major screw up by Yongki's division: between emulation and archiving, they somehow got two distinct historical identities entangled. The dominant personality-a gold prospector from Alta California-was also given the memories of an Alexandrian occultist from the Roman Principate. It'd tie up resources to unravel and recompile them, so I flagged the whole mess to fix if or when we ever have any downtime. Mashing up two sets of genetics would just give us a new offspring that never organically happened, but this is like we stitched a random pair of souls together. Hope my warning flag keeps that poor bastard from ever getting incarnated. I can't picture an AI ever glitching out enough to resurrect an aberrant engram. This one's legitimately gonna haunt me, though-honestly wish I could just erase my ever knowing about it.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Explorer Note Santiago 15(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Yongki offered to resign over the mangled engram I found in his archive yesterday, but instead I ordered him to knock off early and come drink with me in the canteen. I don't like that the kid's my only sounding board for my paranoia, but he gave me these doubts to begin with! He's also the only one qualified to tell me if what I'm afraid of is even possible. I knew his team already had a zillion engrams in their brain bank, including my own. I made my joining the project conditional on their agreement not to emulate and archive me for resurrection. Clearly they had that capacity anyway, over my objections. What if that rumor Yongki heard was true, that I'd died near the end of the war? Was it so crazy to imagine that the transhumans just booted up another copy of me, after editing my memories to fill the gap? Could I be Santigo 2.0?(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Explorer Note Santiago 16(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: So I confronted Uma, and she confirmed that I'm a clone of the original Santiago. And yeah, they gave me false memories to cover for the time it took to back up my personality and grow a new body to put it in. Wish I could say she seemed remorseful while confirming my most paranoid fears. Uma just stood back and waited while I flipped out. Once I'd worn myself out, she pointed out that we were trying to save the world here. In Uma's mind, the ends justified whatever means were necessary. They'd already restored me from a backup by the time I joined Genesis on the condition that they didn't put me in their archive. She said I'd been given a leadership role as important as any human ever had. There were politicians and military commanders who dreamed their whole lives of being able to make a difference or leave a legacy like I would. Was she expecting gratitude? Imagine that.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Explorer Note Santiago 17(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: There's not much I can do about this extra life I've been given, especially knowing that they can just bring me back again from their archive... In a way, the transhumans in the United Republics of Earth sort of got their revenge on me by extending my life using their damned technology. Some people would be glad for another chance to get things right, but I had my time in the sun. Uma tells me I died a hero my first time around, that I helped end the war. I guess I'll have to take her word for it, since they didn't let me remember how that went down. I remember a childhood in S?o Paulo, a life spent designing tek gear and munitions for the feds, but I'm not really that guy anymore, am I? If my engram is cloned again to colonize some alien world in the far future, that Santiago wouldn't remember this version of me either. Maybe he'd be better off that way.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Explorer Note Santiago 18(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: When I told Yongki that Uma confirmed everything, I reminded the kid that-unlike him-I'd always had clearance to look up my own file. Yongki told me then that he'd searched the database for his own name and found his husband and daughters there in the archive. It looked to him like they'd been scanned and emulated from the moment they arrived here to live and work, consent or not. He said he shouldn't have expected any less from the enemy, and I had to remind him that we weren't enemies anymore. The poor kid looked haunted and desperate, but I think-I hope-I managed to talk him off the ledge and back into the fold. We need him to help us finish Genesis if we're going to save the world.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Explorer Note Santiago 19(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Never saw Uma as the impulsive type, but this morning she cleared our schedules and took me on a day trip to see the Farm. We borrowed a plane from the project fleet, so we could hop an orbital shuttle out of Jiuquan. I hadn't left the surface in years, and embarrassed myself with a bout of zero-G sickness. If Uma was disappointed in me, she didn't let it show. The Farm was over the Serengeti when we caught up with it. After all the time I'd spent arguing with biotechs over species inclusion, it was strange to walk through some paddocks and see the genuine article up close. I stopped to touch a newly-cloned mammoth calf, and it wrapped its trunk around my wrist. Wasn't expecting to feel a connection to some lab animal, but it felt like neither of us wanted to let go. Two lost souls dragged back from oblivion, holding onto each other in orbit...(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Explorer Note Santiago 20(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: While we were up on the Farm, I tracked down Alesya to ask if there was any way to decontaminate all the soil and rock being hauled into orbit. She said I was asking her for the impossible. Of course raw Element was going to be raised from the surface, along with veins of every other metal. There's no existing technology to remove xenotoxins from that volume of material, at least not in the timeframe we're dealing with. That got me thinking about using meks to clean up our biomes over the long haul. We really had no idea how long it was going to take for our colony ship to find a habitable world-it could end up jumping around the galaxy for millennia. Decontamination would be a huge job, calling for herds of machines roaming the ship's interior. Before I knew it, I was sketching a tek version of the giant Pleistocene horses we'd seen striding across one of the Farm?s pastures...(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Explorer Note Santiago 21(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: The Farm is a prototype for the artificial biomes in our colony ship and for Uma's ARK network. Oh right... Forgot to mention that on our way back to Earth, Uma told me the transhumans are going ahead with their ARK concept, as soon as we get our colony ship off the ground. They figure a diversity of plans gives the best long-term odds for humanity's survival. They want to use a version of our archive in a network of satellite proving grounds, where they can test life forms for optimal survival outcomes. Once they pick their best candidates, they hope to detoxify and reseed the Earth from orbit. I was surprised to hear about transhumans planning to repopulate with regular, non-augmented humans. I guess the idea of resurrecting dead people in cloned bodies is a kind of transhumanism, but I can't help noticing their plan to rebuild the world doesn't seem to include themselves. Not sure what to make of that.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Explorer Note Santiago 22(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Our research and development machinists were already hard at work building out tools and gear for our future generational crew, so I felt bad piling on. I wouldn't have bothered them if I didn't think my design was worth adding to the R&D workload. There's no way a human crew could find and remove every trace of raw Element contamination from the biomes on our colony ship without automation on a massive scale. What good is authority though, if you can't abuse it for a worthy cause? Besides, I have to admit it feels good to design something that's not some kind of military tek. I like the idea of these things scrubbing away every trace of the toxin I'd once helped pollute battlefields with. I probably shouldn't have kept my idea off the books for now, but I feel like Uma won't shut this down once she sees a real world prototype of my stryder concept.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Explorer Note Santiago 23(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Shared my stryder idea with Alesya over a secure channel, and she gave me some great feedback for improving the concept. She suggested tricking out my mek workhorse with interchangeable instrument arrays for more functionality, and to throw in manual control, in case our ship's crew wants to saddle 'em up for any jobs in the future. Good thinking. I winced when she said she wished she had one of my striders back when she was sampling battlefield contaminants. But she probably has no idea I'd designed a lot of the weapons that caused the damage she used to study. At least, I hope she doesn't. I signed off after promising Alesya a stryder or two to try out on the Farm. I'm curious if something that big clomping around will disrupt the artificial ecosystem they've got going up in orbit.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Explorer Note Santiago 24(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Still can't believe I managed to talk Uma into taking the day off to try hoversailing with me. She claimed she'd never been on one, but she picked it up without my help. Didn't need me to show her how to keep her balance, or how to lean back against the wind... Maybe she can just download any skill she needs, on demand. What would that be like? Over dinner, I was telling her how I'd ridden the windward wall of El Chorro Gorge, when she just sort of blipped out on me. It was like someone else was looking at me through Uma's eyes. She asked why I'd been diverting R&D resources for a mek prototype, and I wriggled like a germ under a microscope. I must've managed a convincing defense of my stryder idea, because Uma was back again just as fast as she'd gone away. She nodded and went back to spearing cauliflower with her fork like nothing had happened.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Explorer Note Santiago 25(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: After that weirdness with Uma last night, it's obvious I've never really gotten to know her at all. All the conscious stuff we humans do in our waking lives must be autonomic for transhumans: listening to each other, shooting the shit, making plans... I doubt they have to think about any of that unless they want to, any more than we need to concentrate on breathing. I'll probably never get how she-or any of them-really thinks or feels. But I feel like I've been wasting my time even trying. It was their idea to bring me back and stuck me here! Have they only ever noticed me when I've managed to annoy them? Maybe I'd finally have their full attention if I went to central processing right now and deleted their precious archive. It'd serve them right if I just walked in there and set off an EMP right in the middle of the whole damned thing.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Explorer Note Santiago 26(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Okay, I've calmed down. Hurt feelings aside, I'd never do anything to risk this project-I've totally bought into our mission here. I?ve spent too much of my life breaking things, and it matters to me that I've been given this chance to make amends. I owe it to my species to try to help us escape extinction. If our shot at survival means I have to swallow my dumb pride, then it's no contest. I'm only human-more or less. They cloned me against my will and gave me a bunch of fake memories to cover that up, but supposedly because they needed me to be a part of this. Uma more or less said I was a natural leader, so that has to count for something. Maybe I actually envy my transhuman benefactors a little... It must be great to be able to set aside all their feelings and really focus on what it's going to take to save the world.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Explorer Note Santiago 27(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: I was nose down again in orbital manifests when Yongki asked me to come try some new training sim he was running in the Genesis engine. I hadn't checked in on the kid since he figured out that he'd been archived against his will, so I dragged myself across campus to his lab. He plugged us into his sim, but it just looked like one of the same arctic scenarios he'd already run by me. Yongki dialed something in midair, and the wind started howling louder. Then he leaned in so our fur hoods were almost touching, and said he needed a place to talk where no one could hear us. He wanted to know if Uma had 'gotten to me.' I told him he was way out of line. After a long pause, he asked if I'd sit in with him when he confronted her about the recording thing. I said sure, and he killed the sim. On the way back to my office, I wondered if he might've left me on the ice otherwise.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Explorer Note Santiago 28(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: So the three of us met this morning, and Uma admitted that they shouldn't have recorded Yongki for the archive without his consent. Then she gave him the same pitch I'd gotten, about how vital he was to humanity's survival and the ends justifying the means. Yongki called Uma inhuman. She asked how she could prove to him she cared, and the kid challenged her to come out drinking with us. All night, Yongki kept clumsily trying to pry information out of Uma. That backfired on him when she finally got tired of his badgering, and let us know how little time anyone on Earth actually has left. After we absorbed that news, Yongki said he?d rather spend his remaining years with his family. She told him she'll accept his resignation only if he still feels the same when he sobers up. He swore he was going to stumble back on site and resign at the crack of late afternoon tomorrow, but I really hope he doesn't.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Explorer Note Santiago 29(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: This morning I spotted Yongki walking through headquarters, looking pale as a ghost. I could see he wasn't just hung over. I knew the look because I'd been there myself, just recently. He was wandering in the direction of the archive until I steered him into my office instead. Yongki looked past me, muttering about how he'd just quit. I hugged him to show I understood. Then he whispered something for my ears only, something I knew I wouldn't forget as long as I lived. Which it turned out was only about half a second longer-as long as it took for his vest to blast us into superheated plasma. But now all those chunks of us are reversing direction and reintegrating, so Uma can lean in and try to hear Yongki's last words. And now we're flying apart again, passing through her like she isn't there, because of course she wasn't in my office when this actually happened. I stopped existing at the point of that explosion-or really, really soon afterwards. I'm just an emulation of the late Santiago 2.0 now, that Uma's running in her damned Genesis engine. Sucks to be me, huh?(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Explorer Note Santiago 30(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Uma reintegrates me one last time in the simulation of my ruined office, so she can ask what Yongki?s last words were to me and finish her post mortem. I think I feel sorry to disappoint her... There wasn't time for my neural interface to record whatever the kid said. I throw the question back at her, and ask what he said when he resigned. Uma says Yongki hated that he couldn't stop her kind from resurrecting his family in some strange future-a future that wasn't theirs. There's no recognizable human emotion on her avatar's face, but maybe that's just a glitch in my emulated perception. Then Uma surprises me by apologizing-for keeping secrets, and for failing to keep me safe. She thanks me for all the work I've done for Genesis, and wishes future versions of me better luck when and wherever they wake up. I tell her, "Don't worry about me-I'm a survivor." That actually gets a smile out of her. I try to hold onto this feeling as she shuts me down.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Explorer Note HLN-A 1(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: ja(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Explorer Note HLN-A 2(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: ja(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Explorer Note HLN-A 3(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: ja(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Explorer Note HLN-A 4(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: ja(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Explorer Note HLN-A 5(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: ja(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Explorer Note HLN-A 6(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: ja(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Explorer Note HLN-A 7(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: ja(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Explorer Note HLN-A 8(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: ja(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Explorer Note HLN-A 9(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: ja(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Explorer Note HLN-A 10(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: ja(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Explorer Note HLN-A 11(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: ja(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Explorer Note HLN-A 12(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: ja(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Explorer Note HLN-A 13(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: ja(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Explorer Note HLN-A 14(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: ja(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Explorer Note HLN-A 15(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: ja(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Explorer Note HLN-A 16(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: ja(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Explorer Note HLN-A 17(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: ja(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Explorer Note HLN-A 18(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: ja(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Explorer Note HLN-A 19(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: ja(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Explorer Note HLN-A 20(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: ja(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Explorer Note HLN-A 21(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: ja(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Explorer Note HLN-A 22(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: ja(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Explorer Note HLN-A 23(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: ja(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Explorer Note HLN-A 24(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: ja(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Explorer Note HLN-A 25(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: ja(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Explorer Note HLN-A 26(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: ja(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Explorer Note HLN-A 27(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: ja(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Explorer Note HLN-A 28(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: ja(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Explorer Note HLN-A 29(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: ja(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Explorer Note HLN-A 30(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: ja(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Stryder Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: ja(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Voidwyrm Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: ja(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Exo-Mek Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: ja(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Maewing Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: ja(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Astrodelphis Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: ja(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Shadowmane Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: ja(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Noglin Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: ja(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Tek Crop Plot Record(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: ja(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Hoversail Record(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: ja(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Tek Bow Record(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: ja(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Tek Phase Pistol Record(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: ja(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Plant Species R Record(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: ja(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Explorer Note HLN-A 31(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: ja(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Explorer Note HLN-A 32(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: ja(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Explorer Note HLN-A 33(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: ja(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Mutagen Record(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: ja(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Turkey!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: You Gobble Gobble Gobble!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Snowball!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: You throw a snowball!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Heart!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: You show your feelings!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Evil!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: You connive!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Clap!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: You clap your hands(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Bicep Smooch(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Armed... and dangerous!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Archer Flex(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: That Paleo diet is paying off!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Panic(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Aaaiiiieeee!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Dance(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Scary dance moves!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Zombie(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Brains...(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Belly Rub(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Ah, that tasted great!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Hungry(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Feed me now!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Food Coma(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Food coma... do not disturb.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Nutcracker Dance(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: You dance the dance of The Nutcracker.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Caroling(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Sing for presents(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Happy Clap(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Ooooooh... I get a present?!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Flirt(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: You flirt coyly.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Bunny Hop Dance(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: You start to hippity hop and just won't stop!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Air Drums(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: You lay down a sick beat!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Air Guitar(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: You play some sweet licks.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Mosh(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: You thrash around wildly!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Knock(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: You knock menacingly...(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Scare(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: You jump out and scream "BOO!"(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Wiggle Tail(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: You wiggle your tail.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Hula Dance(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: You begin to sway.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Backflip(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: You launch yourself into the air.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Chest Beat(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: You beat your chest.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Santa Laugh(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: You act jolly.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Default(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Mohawk(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Afro(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Romantic(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Dreadlocks(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Ponytail(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Braids(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Viking(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Default(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Moustache(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Goatee(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Romantic(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Dread Beard(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Mutton Chops(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Curly Beard(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Viking Beard(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Ragnarok_Wyvern_Override_Ice(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Polar_Bear(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: IceGolem_Character_BP(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Valguero_P(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Genesis(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: ChalkGolem_Character_BP(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Valguero_P(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Wyvern_Character_BP_ZombieFire(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Wyvern_Character_BP_ZombieLightning(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Wyvern_Character_BP_ZombiePoison(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: BionicTrike_Character_BP(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Genesis(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: BionicGigant_Character_BP(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Genesis(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Wyvern_Character_BP_Fire(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Wyvern_Character_BP_Lightning(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: Wyvern_Character_BP_Poison(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: /Game/Fjordur/Dinos/Desmodus/Buff_SanguineElixirUsed.Buff_SanguineElixirUsed(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_0) CONTENT: ARK Tester Hat(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Leather/PrimalItem_Skin_Account_GameTester.Default__PrimalItem_Skin_Account_GameTester_C) CONTENT: You can use this to skin the appearance of a helmet or hat. Provides a super-cool elite look!(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Leather/PrimalItem_Skin_Account_GameTester.Default__PrimalItem_Skin_Account_GameTester_C) CONTENT: Wizard Ballcap(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Leather/PrimalItem_Skin_Account_DevKitMaster.Default__PrimalItem_Skin_Account_DevKitMaster_C) CONTENT: You can use this to skin the appearance of a helmet or hat. Provides a mystical look!(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Leather/PrimalItem_Skin_Account_DevKitMaster.Default__PrimalItem_Skin_Account_DevKitMaster_C) CONTENT: Fan Ballcap(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Leather/PrimalItem_Skin_Account_WildcardAdmin.Default__PrimalItem_Skin_Account_WildcardAdmin_C) CONTENT: You can use this to skin the appearance of a helmet or hat. Provides an authoritative look!(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Leather/PrimalItem_Skin_Account_WildcardAdmin.Default__PrimalItem_Skin_Account_WildcardAdmin_C) CONTENT: Safari Hat(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_ExplorerHat.Default__PrimalItemSkin_ExplorerHat_C) CONTENT: You can use this to skin the appearance of a helmet or hat. Provides a heat-beating look!(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_ExplorerHat.Default__PrimalItemSkin_ExplorerHat_C) CONTENT: Thorny Dragon Vagabond Saddle(/Game/ScorchedEarth/Dinos/SpineyLizard/PrimalItemArmor_SpineyLizardPromoSaddle.Default__PrimalItemArmor_SpineyLizardPromoSaddle_C) CONTENT: Use this on a Thorny Dragon saddle to ride in nomadic style.(/Game/ScorchedEarth/Dinos/SpineyLizard/PrimalItemArmor_SpineyLizardPromoSaddle.Default__PrimalItemArmor_SpineyLizardPromoSaddle_C) CONTENT: Saddles(/Game/ScorchedEarth/Dinos/SpineyLizard/PrimalItemArmor_SpineyLizardPromoSaddle.Default__PrimalItemArmor_SpineyLizardPromoSaddle_C) CONTENT: 'Survival of the Fittest' Trophy: 1st Place(/Game/PrimalEarth/CoreBlueprints/Items/Trophies/PrimalItemTrophy_SotF_1st.Default__PrimalItemTrophy_SotF_1st_C) CONTENT: 1st Place Tribe: #TEAM POLOPHIN Mr Dolphin Apolloz(/Game/PrimalEarth/CoreBlueprints/Items/Trophies/PrimalItemTrophy_SotF_1st.Default__PrimalItemTrophy_SotF_1st_C) CONTENT: 'Survival of the Fittest' Trophy: 2nd Place(/Game/PrimalEarth/CoreBlueprints/Items/Trophies/PrimalItemTrophy_SotF_2nd.Default__PrimalItemTrophy_SotF_2nd_C) CONTENT: 2nd Place Tribe: Royalph Royal Ralph(/Game/PrimalEarth/CoreBlueprints/Items/Trophies/PrimalItemTrophy_SotF_2nd.Default__PrimalItemTrophy_SotF_2nd_C) CONTENT: 'Survival of the Fittest' Trophy: 3rd Place(/Game/PrimalEarth/CoreBlueprints/Items/Trophies/PrimalItemTrophy_SotF_3rd.Default__PrimalItemTrophy_SotF_3rd_C) CONTENT: 3rd Place Tribe: For the Ninja Keeeedz Anthony_Kongphan TheSparrowsJourney(/Game/PrimalEarth/CoreBlueprints/Items/Trophies/PrimalItemTrophy_SotF_3rd.Default__PrimalItemTrophy_SotF_3rd_C) CONTENT: 'SotF: Unnatural Selection' Trophy: 1st Place(/Game/PrimalEarth/CoreBlueprints/Items/Trophies/PrimalItemTrophy_SotFUS_1st.Default__PrimalItemTrophy_SotFUS_1st_C) CONTENT: 1st Place Tribe: Hero's IceBox PsYkO Savior(/Game/PrimalEarth/CoreBlueprints/Items/Trophies/PrimalItemTrophy_SotFUS_1st.Default__PrimalItemTrophy_SotFUS_1st_C) CONTENT: 'SotF: Unnatural Selection' Trophy: 2nd Place(/Game/PrimalEarth/CoreBlueprints/Items/Trophies/PrimalItemTrophy_SotFUS_2nd.Default__PrimalItemTrophy_SotFUS_2nd_C) CONTENT: 2nd Place Tribe: Coconut Bandits Swift Fatty Tribe Futur(/Game/PrimalEarth/CoreBlueprints/Items/Trophies/PrimalItemTrophy_SotFUS_2nd.Default__PrimalItemTrophy_SotFUS_2nd_C) CONTENT: 'SotF: Unnatural Selection' Trophy: 3rd Place(/Game/PrimalEarth/CoreBlueprints/Items/Trophies/PrimalItemTrophy_SotFUS_3rd.Default__PrimalItemTrophy_SotFUS_3rd_C) CONTENT: 3rd Place Tribe: Paeness 187Ghost187 Nero(/Game/PrimalEarth/CoreBlueprints/Items/Trophies/PrimalItemTrophy_SotFUS_3rd.Default__PrimalItemTrophy_SotFUS_3rd_C) CONTENT: Dino Glasses(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Leather/PrimalItemSkin_DinoSpecs.Default__PrimalItemSkin_DinoSpecs_C) CONTENT: You can use this to skin the appearance of a Saddle. Make your mount look distinguished and well-read with these impressive looking hand-made spectacles!(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Leather/PrimalItemSkin_DinoSpecs.Default__PrimalItemSkin_DinoSpecs_C) CONTENT: Hunter Hat(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Leather/PrimalItemArmor_HideHelmetAlt.Default__PrimalItemArmor_HideHelmetAlt_C) CONTENT: You can use this to skin the appearance of a helmet or hat. Provides an adventurous look.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Leather/PrimalItemArmor_HideHelmetAlt.Default__PrimalItemArmor_HideHelmetAlt_C) CONTENT: DodoRex Mask(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_DodorexMask.Default__PrimalItemSkin_DodorexMask_C) CONTENT: You can use this to skin the appearance of a helmet or hat. Provides a hallowed look(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_DodorexMask.Default__PrimalItemSkin_DodorexMask_C) CONTENT: DodoWyvern Mask(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_DodowyvernHat.Default__PrimalItemSkin_DodowyvernHat_C) CONTENT: You can use this to skin the appearance of a helmet or hat. Provides a hallowed look(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_DodowyvernHat.Default__PrimalItemSkin_DodowyvernHat_C) CONTENT: Survivor's Trophy(/Game/PrimalEarth/CoreBlueprints/Items/Trophies/PrimalItemTrophy_ARKLogo.Default__PrimalItemTrophy_ARKLogo_C) CONTENT: Symbol of the ultimate survivor!(/Game/PrimalEarth/CoreBlueprints/Items/Trophies/PrimalItemTrophy_ARKLogo.Default__PrimalItemTrophy_ARKLogo_C) CONTENT: Clown Mask(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_ClownMask.Default__PrimalItemSkin_ClownMask_C) CONTENT: You can use this to skin the appearance of a helmet or hat. Provides a jovial look.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_ClownMask.Default__PrimalItemSkin_ClownMask_C) CONTENT: Rex Bionic Costume(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemCostume_BionicRex.Default__PrimalItemCostume_BionicRex_C) CONTENT: This costume can be used to make your Rex look like it was manufactured...(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemCostume_BionicRex.Default__PrimalItemCostume_BionicRex_C) CONTENT: Stego Bone Costume(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemCostume_BoneStego.Default__PrimalItemCostume_BoneStego_C) CONTENT: This costume can be used to make your Stego look just like a skeleton! Spoopy!(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemCostume_BoneStego.Default__PrimalItemCostume_BoneStego_C) CONTENT: Raptor Bone Costume(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemCostume_BoneRaptor.Default__PrimalItemCostume_BoneRaptor_C) CONTENT: This costume can be used to make your Raptor look just like a skeleton! Spoopy!(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemCostume_BoneRaptor.Default__PrimalItemCostume_BoneRaptor_C) CONTENT: Carno Bone Costume(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemCostume_BoneCarno.Default__PrimalItemCostume_BoneCarno_C) CONTENT: This costume can be used to make your Carno look just like a skeleton! Spoopy!(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemCostume_BoneCarno.Default__PrimalItemCostume_BoneCarno_C) CONTENT: Trike Bone Costume(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemCostume_BoneTrike.Default__PrimalItemCostume_BoneTrike_C) CONTENT: This costume can be used to make your Trike look just like a skeleton! Spoopy!(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemCostume_BoneTrike.Default__PrimalItemCostume_BoneTrike_C) CONTENT: Bronto Bone Costume(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemCostume_BoneSauro.Default__PrimalItemCostume_BoneSauro_C) CONTENT: This costume can be used to make your Bronto look just like a skeleton! Spoopy!(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemCostume_BoneSauro.Default__PrimalItemCostume_BoneSauro_C) CONTENT: Quetzalcoatlus Bone Costume(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemCostume_BoneQuetz.Default__PrimalItemCostume_BoneQuetz_C) CONTENT: This costume can be used to make your Quetzalcoatlus look just like a skeleton! Spoopy!(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemCostume_BoneQuetz.Default__PrimalItemCostume_BoneQuetz_C) CONTENT: Rex Bone Costume(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemCostume_BoneRex.Default__PrimalItemCostume_BoneRex_C) CONTENT: This costume can be used to make your Rex look just like a skeleton! Spoopy!(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemCostume_BoneRex.Default__PrimalItemCostume_BoneRex_C) CONTENT: Giganotosaurus Bone Costume(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemCostume_BoneGigant.Default__PrimalItemCostume_BoneGigant_C) CONTENT: This costume can be used to make your Giganotosaurus look just like a skeleton! Spoopy!(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemCostume_BoneGigant.Default__PrimalItemCostume_BoneGigant_C) CONTENT: Jerboa Bone Costume(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemCostume_BoneJerboa.Default__PrimalItemCostume_BoneJerboa_C) CONTENT: This costume can be used to make your Jerboa look just like a skeleton! Spoopy!(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemCostume_BoneJerboa.Default__PrimalItemCostume_BoneJerboa_C) CONTENT: Wyvern Bone Costume(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemCostume_BoneWyvern.Default__PrimalItemCostume_BoneWyvern_C) CONTENT: This costume can be used to make your Wyvern look just like a skeleton! Spoopy!(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemCostume_BoneWyvern.Default__PrimalItemCostume_BoneWyvern_C) CONTENT: Rex Stomped Glasses Saddle Skin(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_RexSaddle_StompedGlasses.Default__PrimalItemArmor_RexSaddle_StompedGlasses_C) CONTENT: Welcome to ARK! Equip a Tyrannosaurus with this to live the high life.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_RexSaddle_StompedGlasses.Default__PrimalItemArmor_RexSaddle_StompedGlasses_C) CONTENT: Giga Bionic Costume(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemCostume_BionicGigant.Default__PrimalItemCostume_BionicGigant_C) CONTENT: This costume can be used to make your Giga look like it was manufactured...(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemCostume_BionicGigant.Default__PrimalItemCostume_BionicGigant_C) CONTENT: Aberrant Helmet(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_AberrationHelmet.Default__PrimalItemSkin_AberrationHelmet_C) CONTENT: You can use this to skin the appearance of a helmet or hat. Provides a strange look!(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_AberrationHelmet.Default__PrimalItemSkin_AberrationHelmet_C) CONTENT: Aberrant Sword(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Leather/PrimalItemSkin_AberrationSword.Default__PrimalItemSkin_AberrationSword_C) CONTENT: You can use this to skin the appearance of a Sword. A strange blade imbued with energy...(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Leather/PrimalItemSkin_AberrationSword.Default__PrimalItemSkin_AberrationSword_C) CONTENT: Reaper Helmet(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_ReaperHelmet.Default__PrimalItemSkin_ReaperHelmet_C) CONTENT: You can use this to skin the appearance of a helmet or hat. Provides an alien look!(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_ReaperHelmet.Default__PrimalItemSkin_ReaperHelmet_C) CONTENT: Corrupted Avatar Helmet(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_Gen1AvatarHelmet.Default__PrimalItemSkin_Gen1AvatarHelmet_C) CONTENT: You can use this to skin the appearance of a helmet or hat. A fractal look from the Genesis simulation. Non-human creatures adamantly refuse to wear this.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_Gen1AvatarHelmet.Default__PrimalItemSkin_Gen1AvatarHelmet_C) CONTENT: Corrupted Avatar Pants(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_Gen1AvatarPants.Default__PrimalItemSkin_Gen1AvatarPants_C) CONTENT: You can use this to skin the appearance of a pants. A fractal look from the Genesis simulation.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_Gen1AvatarPants.Default__PrimalItemSkin_Gen1AvatarPants_C) CONTENT: Corrupted Avatar Boots(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_Gen1AvatartBoots.Default__PrimalItemSkin_Gen1AvatartBoots_C) CONTENT: You can use this to skin the appearance of a pair of boots. A fractal look from the Genesis simulation.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_Gen1AvatartBoots.Default__PrimalItemSkin_Gen1AvatartBoots_C) CONTENT: Corrupted Avatar Shirt(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_Gen1AvatarShirt.Default__PrimalItemSkin_Gen1AvatarShirt_C) CONTENT: You can use this to skin the appearance of chest armor. A fractal look from the Genesis simulation.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_Gen1AvatarShirt.Default__PrimalItemSkin_Gen1AvatarShirt_C) CONTENT: Corrupted Avatar Gloves(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_Gen1AvatarGloves.Default__PrimalItemSkin_Gen1AvatarGloves_C) CONTENT: You can use this to skin the appearance of gloves. A fractal look from the Genesis simulation.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_Gen1AvatarGloves.Default__PrimalItemSkin_Gen1AvatarGloves_C) CONTENT: Federation Exo Boots(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_TekBoots_V2.Default__PrimalItemSkin_TekBoots_V2_C) CONTENT: You can use this to skin the appearance of a pair of boots. Looks like a genuine pair of Terran Federation tek-reinforced exo-boots!(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_TekBoots_V2.Default__PrimalItemSkin_TekBoots_V2_C) CONTENT: Raptor 'ARK: The Animated Series' Costume(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemCostume_AnimeRaptor.Default__PrimalItemCostume_AnimeRaptor_C) CONTENT: This costume can be used to make your Raptor look like those in 'ARK: The Animated Series'!(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemCostume_AnimeRaptor.Default__PrimalItemCostume_AnimeRaptor_C) CONTENT: Santiago's Spear(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItemSkin_Spear_Santiago.Default__PrimalItemSkin_Spear_Santiago_C) CONTENT: You can use this to skin the appearance of a spear or pike to look like the spear Santiago used in the ARK II trailer!(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItemSkin_Spear_Santiago.Default__PrimalItemSkin_Spear_Santiago_C) CONTENT: Holiday(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItemSkin_Spear_Santiago.Default__PrimalItemSkin_Spear_Santiago_C) CONTENT: Santiago's Axe(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItemSkin_Hatchet_Santiago.Default__PrimalItemSkin_Hatchet_Santiago_C) CONTENT: You can use this to skin the appearance of a hatchet to look like the axe Santiago used in the ARK II trailer!(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItemSkin_Hatchet_Santiago.Default__PrimalItemSkin_Hatchet_Santiago_C) CONTENT: Holiday(/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItemSkin_Hatchet_Santiago.Default__PrimalItemSkin_Hatchet_Santiago_C) CONTENT: Federation Exo-leggings(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_TekPants_V2.Default__PrimalItemSkin_TekPants_V2_C) CONTENT: You can use this to skin the appearance of leggings or pants. Looks like a genuine pair of Terran Federation tek-reinforced exo-pants!(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_TekPants_V2.Default__PrimalItemSkin_TekPants_V2_C) CONTENT: Federation Exo-Chestpiece(/Engine/Transient.REINST_PrimalItemSkin_TekShirt_V2_C_0) CONTENT: You can use this to skin the appearance of a shirt or chestpiece. Looks like a genuine pair of Terran Federation tek-reinforced exo-shirt!(/Engine/Transient.REINST_PrimalItemSkin_TekShirt_V2_C_0) CONTENT: Federation Exo-Chestpiece(/Engine/Transient.Default__REINST_PrimalItemSkin_TekShirt_V2_C_28617) CONTENT: You can use this to skin the appearance of a shirt or chestpiece. Looks like a genuine pair of Terran Federation tek-reinforced exo-shirt!(/Engine/Transient.Default__REINST_PrimalItemSkin_TekShirt_V2_C_28617) CONTENT: Federation Exo-Chestpiece(/Engine/Transient.REINST_PrimalItemSkin_TekShirt_V2_C_1) CONTENT: You can use this to skin the appearance of a shirt or chestpiece. Looks like a genuine pair of Terran Federation tek-reinforced exo-shirt!(/Engine/Transient.REINST_PrimalItemSkin_TekShirt_V2_C_1) CONTENT: Federation Exo-Gloves(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_TekGloves_V2.Default__PrimalItemSkin_TekGloves_V2_C) CONTENT: You can use this to skin the appearance of gloves. Looks like a genuine pair of Terran Federation tek-reinforced Exp-Gloves!(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_TekGloves_V2.Default__PrimalItemSkin_TekGloves_V2_C) CONTENT: Federation Exo Helmet(/Engine/Transient.REINST_PrimalItemSkin_TekHelmet_V2_C_0) CONTENT: You can use this to skin the appearance of a helmet or hat. Looks like a genuine Terran Federation tek-reinforced exo-helmet!(/Engine/Transient.REINST_PrimalItemSkin_TekHelmet_V2_C_0) CONTENT: Federation Exo Helmet(/Engine/Transient.Default__REINST_PrimalItemSkin_TekHelmet_V2_C_28632) CONTENT: You can use this to skin the appearance of a helmet or hat. Looks like a genuine Terran Federation tek-reinforced exo-helmet!(/Engine/Transient.Default__REINST_PrimalItemSkin_TekHelmet_V2_C_28632) CONTENT: Federation Exo Helmet(/Engine/Transient.REINST_PrimalItemSkin_TekHelmet_V2_C_1) CONTENT: You can use this to skin the appearance of a helmet or hat. Looks like a genuine Terran Federation tek-reinforced exo-helmet!(/Engine/Transient.REINST_PrimalItemSkin_TekHelmet_V2_C_1) CONTENT: Chibi-Shadowmane(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/ChibiDinos/PrimalItemSkin_ChibiDino_ShadowMane.Default__PrimalItemSkin_ChibiDino_Shadowmane_C) CONTENT: Parasaur 'ARK: The Animated Series' Costume(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemCostume_AnimeParasaur.Default__PrimalItemCostume_AnimeParasaur_C) CONTENT: This costume can be used to make your parasaur look like the ones in 'ARK: The Animated Series'!(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemCostume_AnimeParasaur.Default__PrimalItemCostume_AnimeParasaur_C) CONTENT: Text(/Game/PrimalEarth/UI/ToolTipWidgetGeneric.ToolTipWidgetGeneric_C:WidgetTree_574.MyToolTipText) CONTENT: Dodo(/Game/PrimalEarth/CoreBlueprints/DinoEntries/DinoEntry_Dodo.Default__DinoEntry_Dodo_C) CONTENT: Coelacanth(/Game/PrimalEarth/CoreBlueprints/DinoEntries/DinoEntry_Coel.Default__DinoEntry_Coel_C) CONTENT: Sabertooth Salmon(/Game/PrimalEarth/CoreBlueprints/DinoEntries/DinoEntry_Salmon.Default__DinoEntry_Salmon_C) CONTENT: Leech(/Game/PrimalEarth/CoreBlueprints/DinoEntries/DinoEntry_Leech.Default__DinoEntry_Leech_C) CONTENT: Dilophosaurus(/Game/PrimalEarth/CoreBlueprints/DinoEntries/DinoEntry_Dilo.Default__DinoEntry_Dilo_C) CONTENT: Archaeopteryx(/Game/PrimalEarth/CoreBlueprints/DinoEntries/DinoEntry_Archa.Default__DinoEntry_Archa_C) CONTENT: Jug Bug(/Game/ScorchedEarth/CoreBlueprints/DinoEntries/DinoEntry_Jugbug.Default__DinoEntry_Jugbug_C) CONTENT: Mesopithecus(/Game/PrimalEarth/CoreBlueprints/DinoEntries/DinoEntry_Monkey.Default__DinoEntry_Monkey_C) CONTENT: Jerboa(/Game/PrimalEarth/CoreBlueprints/DinoEntries/DinoEntry_Jerboa.Default__DinoEntry_Jerboa_C) CONTENT: Compsognathus(/Game/PrimalEarth/CoreBlueprints/DinoEntries/DinoEntry_Compy.Default__DinoEntry_Compy_C) CONTENT: Ichthyosaurus(/Game/PrimalEarth/CoreBlueprints/DinoEntries/DinoEntry_Dolphin.Default__DinoEntry_Dolphin_C) CONTENT: Parasaur(/Game/PrimalEarth/CoreBlueprints/DinoEntries/DinoEntry_Para.Default__DinoEntry_Para_C) CONTENT: Pachy(/Game/PrimalEarth/CoreBlueprints/DinoEntries/DinoEntry_Pachy.Default__DinoEntry_Pachy_C) CONTENT: Oviraptor(/Game/PrimalEarth/CoreBlueprints/DinoEntries/DinoEntry_Ovi.Default__DinoEntry_Ovi_C) CONTENT: Vulture(/Game/ScorchedEarth/CoreBlueprints/DinoEntries/DinoEntry_Vulture.Default__DinoEntry_Vulture_C) CONTENT: Lystrosaurus(/Game/PrimalEarth/CoreBlueprints/DinoEntries/DinoEntry_Lystro.Default__DinoEntry_Lystro_C) CONTENT: Raptor(/Game/PrimalEarth/CoreBlueprints/DinoEntries/DinoEntry_Raptor.Default__DinoEntry_Raptor_C) CONTENT: Pulmonoscorpius(/Game/PrimalEarth/CoreBlueprints/DinoEntries/DinoEntry_Scorp.Default__DinoEntry_Scorp_C) CONTENT: Triceratops(/Game/PrimalEarth/CoreBlueprints/DinoEntries/DinoEntry_Trike.Default__DinoEntry_Trike_C) CONTENT: Molleratops(/Game/ScorchedEarth/CoreBlueprints/DinoEntries/DinoEntry_Camelsaurus.Default__DinoEntry_Camelsaurus_C) CONTENT: Stegosaurus(/Game/PrimalEarth/CoreBlueprints/DinoEntries/DinoEntry_Stego.Default__DinoEntry_Stego_C) CONTENT: Beezlebufo(/Game/PrimalEarth/CoreBlueprints/DinoEntries/DinoEntry_Toad.Default__DinoEntry_Toad_C) CONTENT: Pteranodon(/Game/PrimalEarth/CoreBlueprints/DinoEntries/DinoEntry_Ptero.Default__DinoEntry_Ptero_C) CONTENT: Lymantria(/Game/ScorchedEarth/CoreBlueprints/DinoEntries/DinoEntry_Moth.Default__DinoEntry_Moth_C) CONTENT: Megalodon(/Game/PrimalEarth/CoreBlueprints/DinoEntries/DinoEntry_Mega.Default__DinoEntry_Mega_C) CONTENT: Gallimimus(/Game/PrimalEarth/CoreBlueprints/DinoEntries/DinoEntry_Galli.Default__DinoEntry_Galli_C) CONTENT: Diplodocus(/Game/PrimalEarth/CoreBlueprints/DinoEntries/DinoEntry_Diplo.Default__DinoEntry_Diplo_C) CONTENT: Woolly Mammoth(/Game/PrimalEarth/CoreBlueprints/DinoEntries/DinoEntry_Mammoth.Default__DinoEntry_Mammoth_C) CONTENT: Dire Wolf(/Game/PrimalEarth/CoreBlueprints/DinoEntries/DinoEntry_Direwolf.Default__DinoEntry_Direwolf_C) CONTENT: Kairuku(/Game/PrimalEarth/CoreBlueprints/DinoEntries/DinoEntry_Kairuku.Default__DinoEntry_Kairuku_C) CONTENT: Paraceratherium(/Game/PrimalEarth/CoreBlueprints/DinoEntries/DinoEntry_Paracer.Default__DinoEntry_Paracer_C) CONTENT: Brontosaurus(/Game/PrimalEarth/CoreBlueprints/DinoEntries/DinoEntry_Bronto.Default__DinoEntry_Bronto_C) CONTENT: Thorny Dragon(/Game/ScorchedEarth/CoreBlueprints/DinoEntries/DinoEntry_SpineyLizard.Default__DinoEntry_SpineyLizard_C) CONTENT: Megaloceros(/Game/PrimalEarth/CoreBlueprints/DinoEntries/DinoEntry_Stag.Default__DinoEntry_Stag_C) CONTENT: Phiomia(/Game/PrimalEarth/CoreBlueprints/DinoEntries/DinoEntry_Phio.Default__DinoEntry_Phio_C) CONTENT: Ankylosaurus(/Game/PrimalEarth/CoreBlueprints/DinoEntries/DinoEntry_Anky.Default__DinoEntry_Anky_C) CONTENT: Argentavis(/Game/PrimalEarth/CoreBlueprints/DinoEntries/DinoEntry_Argent.Default__DinoEntry_Argent_C) CONTENT: Onychonycteris(/Game/PrimalEarth/CoreBlueprints/DinoEntries/DinoEntry_Bat.Default__DinoEntry_Bat_C) CONTENT: Pelagornis(/Game/PrimalEarth/CoreBlueprints/DinoEntries/DinoEntry_Pelagornis.Default__DinoEntry_Pelagornis_C) CONTENT: Carnotaurus(/Game/PrimalEarth/CoreBlueprints/DinoEntries/DinoEntry_Carno.Default__DinoEntry_Carno_C) CONTENT: Castoroides(/Game/PrimalEarth/CoreBlueprints/DinoEntries/DinoEntry_Beaver.Default__DinoEntry_Beaver_C) CONTENT: Piranha(/Game/PrimalEarth/CoreBlueprints/DinoEntries/DinoEntry_Piranha.Default__DinoEntry_Piranha_C) CONTENT: Angler(/Game/PrimalEarth/CoreBlueprints/DinoEntries/DinoEntry_Angler.Default__DinoEntry_Angler_C) CONTENT: Dung Beetle(/Game/PrimalEarth/CoreBlueprints/DinoEntries/DinoEntry_Beetle.Default__DinoEntry_Beetle_C) CONTENT: Sabertooth(/Game/PrimalEarth/CoreBlueprints/DinoEntries/DinoEntry_Saber.Default__DinoEntry_Saber_C) CONTENT: Terror Bird(/Game/PrimalEarth/CoreBlueprints/DinoEntries/DinoEntry_TerrorBird.Default__DinoEntry_TerrorBird_C) CONTENT: Dire Bear(/Game/PrimalEarth/CoreBlueprints/DinoEntries/DinoEntry_Direbear.Default__DinoEntry_Direbear_C) CONTENT: Sarcosuchus(/Game/PrimalEarth/CoreBlueprints/DinoEntries/DinoEntry_Sarco.Default__DinoEntry_Sarco_C) CONTENT: Dimetrodon(/Game/PrimalEarth/CoreBlueprints/DinoEntries/DinoEntry_Dimetro.Default__DinoEntry_Dimetro_C) CONTENT: Dunkleosteus(/Game/PrimalEarth/CoreBlueprints/DinoEntries/DinoEntry_Dunkle.Default__DinoEntry_Dunkle_C) CONTENT: Allosaurus(/Game/PrimalEarth/CoreBlueprints/DinoEntries/DinoEntry_Allosaurus.Default__DinoEntry_Allosaurus_C) CONTENT: Mantis(/Game/ScorchedEarth/CoreBlueprints/DinoEntries/DinoEntry_Mantis.Default__DinoEntry_Mantis_C) CONTENT: Spider(/Game/PrimalEarth/CoreBlueprints/DinoEntries/DinoEntry_Spider.Default__DinoEntry_Spider_C) CONTENT: Titanoboa(/Game/PrimalEarth/CoreBlueprints/DinoEntries/DinoEntry_Boa.Default__DinoEntry_Boa_C) CONTENT: Arthropluera(/Game/PrimalEarth/CoreBlueprints/DinoEntries/DinoEntry_Arthro.Default__DinoEntry_Arthro_C) CONTENT: Manta(/Game/PrimalEarth/CoreBlueprints/DinoEntries/DinoEntry_Manta.Default__DinoEntry_Manta_C) CONTENT: Tapejara(/Game/PrimalEarth/CoreBlueprints/DinoEntries/DinoEntry_Tapejara.Default__DinoEntry_Tapejara_C) CONTENT: Woolly Rhinoceros(/Game/PrimalEarth/CoreBlueprints/DinoEntries/DinoEntry_Rhino.Default__DinoEntry_Rhino_C) CONTENT: Tyranosaurus Rex(/Game/PrimalEarth/CoreBlueprints/DinoEntries/DinoEntry_Rex.Default__DinoEntry_Rex_C) CONTENT: Carbonemys(/Game/PrimalEarth/CoreBlueprints/DinoEntries/DinoEntry_Turtle.Default__DinoEntry_Turtle_C) CONTENT: Spinosaurus(/Game/PrimalEarth/CoreBlueprints/DinoEntries/DinoEntry_Spino.Default__DinoEntry_Spino_C) CONTENT: Plesiosaur(/Game/PrimalEarth/CoreBlueprints/DinoEntries/DinoEntry_Plesi.Default__DinoEntry_Plesi_C) CONTENT: Dimorphodon(/Game/PrimalEarth/CoreBlueprints/DinoEntries/DinoEntry_Dimorphodon.Default__DinoEntry_Dimorphodon_C) CONTENT: Titanomyrma(/Game/PrimalEarth/CoreBlueprints/DinoEntries/DinoEntry_Ant.Default__DinoEntry_Ant_C) CONTENT: Meganeura(/Game/PrimalEarth/CoreBlueprints/DinoEntries/DinoEntry_Dragonfly.Default__DinoEntry_Dragonfly_C) CONTENT: Trilobite(/Game/PrimalEarth/CoreBlueprints/DinoEntries/DinoEntry_Trilobite.Default__DinoEntry_Trilobite_C) CONTENT: Eurypterid(/Game/PrimalEarth/CoreBlueprints/DinoEntries/DinoEntry_Euryp.Default__DinoEntry_Euryp_C) CONTENT: Doedicurus(/Game/PrimalEarth/CoreBlueprints/DinoEntries/DinoEntry_Doed.Default__DinoEntry_Doed_C) CONTENT: Rock Elemental(/Game/ScorchedEarth/CoreBlueprints/DinoEntries/DinoEntry_RockGolem.Default__DinoEntry_RockGolem_C) CONTENT: Gigantopithecus(/Game/PrimalEarth/CoreBlueprints/DinoEntries/DinoEntry_Bigfoot.Default__DinoEntry_Bigfoot_C) CONTENT: Procoptodon(/Game/PrimalEarth/CoreBlueprints/DinoEntries/DinoEntry_Kangaroo.Default__DinoEntry_Kangaroo_C) CONTENT: Mosasaur(/Game/PrimalEarth/CoreBlueprints/DinoEntries/DinoEntry_Mosa.Default__DinoEntry_Mosa_C) CONTENT: Wyvern(/Game/ScorchedEarth/CoreBlueprints/DinoEntries/DinoEntry_Wyvern.Default__DinoEntry_Wyvern_C) CONTENT: Quetzalcoatlus(/Game/PrimalEarth/CoreBlueprints/DinoEntries/DinoEntry_Quetz.Default__DinoEntry_Quetz_C) CONTENT: Deathworm(/Game/ScorchedEarth/CoreBlueprints/DinoEntries/DinoEntry_Deathworm.Default__DinoEntry_Deathworm_C) CONTENT: Giganotosaurus(/Game/PrimalEarth/CoreBlueprints/DinoEntries/DinoEntry_Gigant.Default__DinoEntry_Gigant_C) CONTENT: Broodmother Lysrix(/Game/PrimalEarth/CoreBlueprints/DinoEntries/DinoEntry_Broodmother.Default__DinoEntry_Broodmother_C) CONTENT: Megapithecus(/Game/PrimalEarth/CoreBlueprints/DinoEntries/DinoEntry_Gorilla.Default__DinoEntry_Gorilla_C) CONTENT: Dragon(/Game/PrimalEarth/CoreBlueprints/DinoEntries/DinoEntry_Dragon.Default__DinoEntry_Dragon_C) CONTENT: Manticore(/Game/ScorchedEarth/CoreBlueprints/DinoEntries/DinoEntry_Manticore.Default__DinoEntry_Manticore_C) CONTENT: Titanosaur(/Game/PrimalEarth/CoreBlueprints/DinoEntries/DinoEntry_Titan.Default__DinoEntry_Titan_C) CONTENT: Chalicotherium(/Game/PrimalEarth/CoreBlueprints/DinoEntries/DinoEntry_Chalico.Default__DinoEntry_Chalico_C) CONTENT: Diplocaulus(/Game/PrimalEarth/CoreBlueprints/DinoEntries/DinoEntry_Diplocaulus.Default__DinoEntry_Diplocaulus_C) CONTENT: Kaprosuchus(/Game/PrimalEarth/CoreBlueprints/DinoEntries/DinoEntry_Kaprosuchus.Default__DinoEntry_Kaprosuchus_C) CONTENT: Pachyrhinosaurus(/Game/PrimalEarth/CoreBlueprints/DinoEntries/DinoEntry_Pachyrhino.Default__DinoEntry_Pachyrhino_C) CONTENT: Achatina(/Game/PrimalEarth/CoreBlueprints/DinoEntries/DinoEntry_Achatina.Default__DinoEntry_Achatina_C) CONTENT: Megalosaurus(/Game/PrimalEarth/CoreBlueprints/DinoEntries/DinoEntry_Megalosaurus.Default__DinoEntry_Megalosaurus_C) CONTENT: Moschops(/Game/PrimalEarth/CoreBlueprints/DinoEntries/DinoEntry_Moschops.Default__DinoEntry_Moschops_C) CONTENT: Troodon(/Game/PrimalEarth/CoreBlueprints/DinoEntries/DinoEntry_Troodon.Default__DinoEntry_Troodon_C) CONTENT: Tusoteuthis(/Game/PrimalEarth/CoreBlueprints/DinoEntries/DinoEntry_Tusoteuthis.Default__DinoEntry_Tusoteuthis_C) CONTENT: Pegomastax(/Game/PrimalEarth/CoreBlueprints/DinoEntries/DinoEntry_Pegomastax.Default__DinoEntry_Pegomastax_C) CONTENT: Therizinosaurus(/Game/PrimalEarth/CoreBlueprints/DinoEntries/DinoEntry_Therizino.Default__DinoEntry_Therizino_C) CONTENT: Cnidaria(/Game/PrimalEarth/CoreBlueprints/DinoEntries/DinoEntry_Cnidaria.Default__DinoEntry_Cnidaria_C) CONTENT: Baryonyx(/Game/PrimalEarth/CoreBlueprints/DinoEntries/DinoEntry_Baryonyx.Default__DinoEntry_Baryonyx_C) CONTENT: Basilosaurus(/Game/PrimalEarth/CoreBlueprints/DinoEntries/DinoEntry_Basilo.Default__DinoEntry_Basilo_C) CONTENT: Purlovia(/Game/PrimalEarth/CoreBlueprints/DinoEntries/DinoEntry_Purlovia.Default__DinoEntry_Purlovia_C) CONTENT: Ovis(/Game/PrimalEarth/CoreBlueprints/DinoEntries/DinoEntry_Sheep.Default__DinoEntry_Sheep_C) CONTENT: Microraptor(/Game/PrimalEarth/CoreBlueprints/DinoEntries/DinoEntry_MicroRaptor.Default__DinoEntry_MicroRaptor_C) CONTENT: Eel(/Game/PrimalEarth/CoreBlueprints/DinoEntries/DinoEntry_Eel.Default__DinoEntry_Eel_C) CONTENT: Ammonite(/Game/PrimalEarth/CoreBlueprints/DinoEntries/DinoEntry_Ammonite.Default__DinoEntry_Ammonite_C) CONTENT: Thylacoleo(/Game/PrimalEarth/CoreBlueprints/DinoEntries/DinoEntry_Thylaco.Default__DinoEntry_Thylaco_C) CONTENT: Leedsichthys(/Game/PrimalEarth/CoreBlueprints/DinoEntries/DinoEntry_Leedsichthys.Default__DinoEntry_Leedsichthys_C) CONTENT: Equus(/Game/PrimalEarth/CoreBlueprints/DinoEntries/DinoEntry_Equus.Default__DinoEntry_Equus_C) CONTENT: Ichthyornis(/Game/PrimalEarth/CoreBlueprints/DinoEntries/DinoEntry_Ichthyornis.Default__DinoEntry_Ichthyornis_C) CONTENT: Iguanodon(/Game/PrimalEarth/CoreBlueprints/DinoEntries/DinoEntry_Iguanodon.Default__DinoEntry_Iguanodon_C) CONTENT: Kentrosaurus(/Game/PrimalEarth/CoreBlueprints/DinoEntries/DinoEntry_Kentro.Default__DinoEntry_Kentro_C) CONTENT: Liopleurodon(/Game/PrimalEarth/CoreBlueprints/DinoEntries/DinoEntry_Liopleur.Default__DinoEntry_Liopleur_C) CONTENT: Daeodon(/Game/PrimalEarth/CoreBlueprints/DinoEntries/DinoEntry_Daeodon.Default__DinoEntry_Daeodon_C) CONTENT: Giant Bee(/Game/PrimalEarth/CoreBlueprints/DinoEntries/DinoEntry_Bee.Default__DinoEntry_Bee_C) CONTENT: Megatherium(/Game/PrimalEarth/CoreBlueprints/DinoEntries/DinoEntry_Megatherium.Default__DinoEntry_Megatherium_C) CONTENT: Hesperornis(/Game/PrimalEarth/CoreBlueprints/DinoEntries/DinoEntry_Hesperornis.Default__DinoEntry_Hesperornis_C) CONTENT: Megalania(/Game/PrimalEarth/CoreBlueprints/DinoEntries/DinoEntry_Megalania.Default__DinoEntry_Megalania_C) CONTENT: Hyaenodon(/Game/PrimalEarth/CoreBlueprints/DinoEntries/DinoEntry_Hyaenodon.Default__DinoEntry_Hyaenodon_C) CONTENT: Yutyrannus(/Game/PrimalEarth/CoreBlueprints/DinoEntries/DinoEntry_Yutyrannus.Default__DinoEntry_Yutyrannus_C) CONTENT: Griffin(/Game/PrimalEarth/CoreBlueprints/DinoEntries/DinoEntry_Griffin.Default__DinoEntry_Griffin_C) CONTENT: Otter(/Game/PrimalEarth/CoreBlueprints/DinoEntries/DinoEntry_Otter.Default__DinoEntry_Otter_C) CONTENT: Phoenix(/Game/ScorchedEarth/CoreBlueprints/DinoEntries/DinoEntry_Phoenix.Default__DinoEntry_Phoenix_C) CONTENT: Deinonychus(/Game/Valguero/Dinos/Deinonychus/DinoEntry_Deinonychus.Default__DinoEntry_Deinonychus_C) CONTENT: Tropeognathus(/Game/PrimalEarth/CoreBlueprints/DinoEntries/DinoEntry_Tropeognathus.Default__DinoEntry_Tropeognathus_C) CONTENT: Revealed Snow Globe(/Game/PrimalEarth/CoreBlueprints/Items/Artifacts/PrimalItem_Bonus2.Default__PrimalItem_Bonus2_C) CONTENT: Mysterious Snow Globe(/Game/PrimalEarth/CoreBlueprints/Items/Artifacts/PrimalItem_Bonus.Default__PrimalItem_Bonus_C) CONTENT: You can not decipher the data within this Snow Globe until time has passed.(/Game/PrimalEarth/CoreBlueprints/Items/Artifacts/PrimalItem_Bonus.Default__PrimalItem_Bonus_C) CONTENT: Creative Mode(/Engine/Transient.REINST_Buff_CreativeModeHelper_C_0) CONTENT: Admin Blink Rifle(/Game/Extinction/Weapon_AdminBlinkRifle/PrimalItem_WeaponAdminBlinkRifle.Default__PrimalItem_WeaponAdminBlinkRifle_C) CONTENT: Admin tool for easily moving around the world, and some other misc tools(/Game/Extinction/Weapon_AdminBlinkRifle/PrimalItem_WeaponAdminBlinkRifle.Default__PrimalItem_WeaponAdminBlinkRifle_C) CONTENT: Weapons(/Game/Extinction/Weapon_AdminBlinkRifle/PrimalItem_WeaponAdminBlinkRifle.Default__PrimalItem_WeaponAdminBlinkRifle_C) CONTENT: Admin(/Game/Extinction/Weapon_AdminBlinkRifle/PrimalItem_WeaponAdminBlinkRifle.Default__PrimalItem_WeaponAdminBlinkRifle_C) LITERAL: walk(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_CreativeModeHelper.Buff_CreativeModeHelper:BPDeactivated.K2Node_CallFunction_79218) LITERAL: Ctrl-F1(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_CreativeModeHelper.Buff_CreativeModeHelper:BPDrawBuffStatusHUD.K2Node_CallFunction_126892) LITERAL: Disable Debug(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_CreativeModeHelper.Buff_CreativeModeHelper:BPDrawBuffStatusHUD.K2Node_CallFunction_134870) LITERAL: Debug Replication(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_CreativeModeHelper.Buff_CreativeModeHelper:BPDrawBuffStatusHUD.K2Node_CallFunction_134870) LITERAL: walk(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_CreativeModeHelper.Buff_CreativeModeHelper:EventGraph.K2Node_CallFunction_79217) LITERAL: fly(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_CreativeModeHelper.Buff_CreativeModeHelper:EventGraph.K2Node_CallFunction_79218) LITERAL: (/Game/Extinction/Weapon_AdminBlinkRifle/WeapAdminBlinkRifle.WeapAdminBlinkRifle:EventGraph.K2Node_CallFunction_68588) LITERAL: fly(/Game/Extinction/Weapon_AdminBlinkRifle/WeapAdminBlinkRifle.WeapAdminBlinkRifle:EventGraph.K2Node_CallFunction_143019) LITERAL: Selector: {num}(/Game/Extinction/Weapon_AdminBlinkRifle/WeapAdminBlinkRifle.WeapAdminBlinkRifle:BPDrawHud.K2Node_FormatText_48) LITERAL: Buffs:(/Game/Extinction/Weapon_AdminBlinkRifle/WeapAdminBlinkRifle.WeapAdminBlinkRifle:BPDrawHud.K2Node_CallFunction_79946) LITERAL: Inspect target locked(/Game/Extinction/Weapon_AdminBlinkRifle/WeapAdminBlinkRifle.WeapAdminBlinkRifle:BPDrawHud.K2Node_CallFunction_257673) LITERAL: None(/Game/Extinction/Weapon_AdminBlinkRifle/WeapAdminBlinkRifle.WeapAdminBlinkRifle:GetActorDescriptiveName.K2Node_VariableSet_11963) LITERAL: (/Game/Extinction/Weapon_AdminBlinkRifle/WeapAdminBlinkRifle.WeapAdminBlinkRifle:GetInspectText.K2Node_CallFunction_68588) LITERAL: None(/Game/Extinction/Weapon_AdminBlinkRifle/WeapAdminBlinkRifle.WeapAdminBlinkRifle:GetInspectText.K2Node_MakeArray_267) LITERAL: / (/Game/Extinction/Weapon_AdminBlinkRifle/WeapAdminBlinkRifle.WeapAdminBlinkRifle:GetInspectText.K2Node_CallFunction_176998) LITERAL: Health: (/Game/Extinction/Weapon_AdminBlinkRifle/WeapAdminBlinkRifle.WeapAdminBlinkRifle:GetInspectText.K2Node_CallFunction_178914) LITERAL: Owner: (/Game/Extinction/Weapon_AdminBlinkRifle/WeapAdminBlinkRifle.WeapAdminBlinkRifle:GetInspectText.K2Node_CallFunction_179497) LITERAL: OwningPlayerName: (/Game/Extinction/Weapon_AdminBlinkRifle/WeapAdminBlinkRifle.WeapAdminBlinkRifle:GetInspectText.K2Node_CallFunction_179498) LITERAL: OwningPlayerID: (/Game/Extinction/Weapon_AdminBlinkRifle/WeapAdminBlinkRifle.WeapAdminBlinkRifle:GetInspectText.K2Node_CallFunction_180808) LITERAL: IsRepairing: (/Game/Extinction/Weapon_AdminBlinkRifle/WeapAdminBlinkRifle.WeapAdminBlinkRifle:GetInspectText.K2Node_CallFunction_178871) LITERAL: Mesh: (/Game/Extinction/Weapon_AdminBlinkRifle/WeapAdminBlinkRifle.WeapAdminBlinkRifle:GetInspectText.K2Node_CallFunction_247132) LITERAL: Mesh: (/Game/Extinction/Weapon_AdminBlinkRifle/WeapAdminBlinkRifle.WeapAdminBlinkRifle:GetInspectText.K2Node_CallFunction_230194) LITERAL: {name} ({sec} sec remaining)(/Game/Extinction/Weapon_AdminBlinkRifle/WeapAdminBlinkRifle.WeapAdminBlinkRifle:GetBuffDetails.K2Node_FormatText_55) LITERAL: Selector: {num}(/Game/Extinction/Weapon_AdminBlinkRifle/WeapAdminBlinkRifle.WeapAdminBlinkRifle:EdGraph_104141.K2Node_CallFunction_252438) LITERAL: num(/Game/Extinction/Weapon_AdminBlinkRifle/WeapAdminBlinkRifle.WeapAdminBlinkRifle:EdGraph_104141.K2Node_MakeStruct_2328) LITERAL: {name} ({sec} sec remaining)(/Game/Extinction/Weapon_AdminBlinkRifle/WeapAdminBlinkRifle.WeapAdminBlinkRifle:EdGraph_104174.K2Node_CallFunction_252452) LITERAL: name(/Game/Extinction/Weapon_AdminBlinkRifle/WeapAdminBlinkRifle.WeapAdminBlinkRifle:EdGraph_104174.K2Node_MakeStruct_2329) LITERAL: sec(/Game/Extinction/Weapon_AdminBlinkRifle/WeapAdminBlinkRifle.WeapAdminBlinkRifle:EdGraph_104174.K2Node_MakeStruct_2330) CONTENT: Creative Mode(/Engine/Transient.Default__REINST_Buff_CreativeModeHelper_C_28776) CONTENT: Creative Mode(/Engine/Transient.REINST_Buff_CreativeModeHelper_C_1) CONTENT: King Titan Flag(/Engine/Transient.REINST_Flag_SM_KingTitan_C_0) CONTENT: King Titan Flag(/Game/Extinction/CoreBlueprints/Trophies/PrimalItemStructure_Flag_KingKaiju.Default__PrimalItemStructure_Flag_KingKaiju_C) CONTENT: This flag is proof that you have defeated the King of the Titans.(/Game/Extinction/CoreBlueprints/Trophies/PrimalItemStructure_Flag_KingKaiju.Default__PrimalItemStructure_Flag_KingKaiju_C) CONTENT: Structures(/Game/Extinction/CoreBlueprints/Trophies/PrimalItemStructure_Flag_KingKaiju.Default__PrimalItemStructure_Flag_KingKaiju_C) CONTENT: Misc(/Game/Extinction/CoreBlueprints/Trophies/PrimalItemStructure_Flag_KingKaiju.Default__PrimalItemStructure_Flag_KingKaiju_C) CONTENT: King Titan Flag(/Engine/Transient.Default__REINST_Flag_SM_KingTitan_C_28786) CONTENT: King Titan Flag(/Engine/Transient.REINST_Flag_SM_KingTitan_C_1) CONTENT: Mecha King Titan Flag(/Engine/Transient.REINST_Flag_SM_KingTitanMecha_C_0) CONTENT: King Titan Flag(/Game/Extinction/CoreBlueprints/Trophies/PrimalItemStructure_Flag_KingKaijuMecha.Default__PrimalItemStructure_Flag_KingKaijuMecha_C) CONTENT: This flag is proof that you have defeated the Mecha King of the Titans!(/Game/Extinction/CoreBlueprints/Trophies/PrimalItemStructure_Flag_KingKaijuMecha.Default__PrimalItemStructure_Flag_KingKaijuMecha_C) CONTENT: Structures(/Game/Extinction/CoreBlueprints/Trophies/PrimalItemStructure_Flag_KingKaijuMecha.Default__PrimalItemStructure_Flag_KingKaijuMecha_C) CONTENT: Misc(/Game/Extinction/CoreBlueprints/Trophies/PrimalItemStructure_Flag_KingKaijuMecha.Default__PrimalItemStructure_Flag_KingKaijuMecha_C) CONTENT: Mecha King Titan Flag(/Engine/Transient.Default__REINST_Flag_SM_KingTitanMecha_C_28794) CONTENT: Mecha King Titan Flag(/Engine/Transient.REINST_Flag_SM_KingTitanMecha_C_1) CONTENT: Fenris?lfr Boss Flag(/Engine/Transient.REINST_Flag_SM_Fjordur_C_0) CONTENT: Fenris?lfr Flag(/Game/Fjordur/Structures/FjordurFlag/PrimalItemStructure_Flag_Fjordur.Default__PrimalItemStructure_Flag_Fjordur_C) CONTENT: Herald your legendary defeat of Fenris?lfr!(/Game/Fjordur/Structures/FjordurFlag/PrimalItemStructure_Flag_Fjordur.Default__PrimalItemStructure_Flag_Fjordur_C) CONTENT: Structures(/Game/Fjordur/Structures/FjordurFlag/PrimalItemStructure_Flag_Fjordur.Default__PrimalItemStructure_Flag_Fjordur_C) CONTENT: Misc(/Game/Fjordur/Structures/FjordurFlag/PrimalItemStructure_Flag_Fjordur.Default__PrimalItemStructure_Flag_Fjordur_C) CONTENT: Fenris?lfr Boss Flag(/Engine/Transient.Default__REINST_Flag_SM_Fjordur_C_28802) CONTENT: Fenris?lfr Boss Flag(/Engine/Transient.REINST_Flag_SM_Fjordur_C_1) CONTENT: Moeder Flag(/Engine/Transient.REINST_Flag_SM_EelBoss_C_0) CONTENT: Moeder Flag(/Game/Genesis/CoreBlueprints/Structures/PrimalItemStructure_Flag_EelBoss.Default__PrimalItemStructure_Flag_EelBoss_C) CONTENT: This flag is proof that you have defeated Moeder.(/Game/Genesis/CoreBlueprints/Structures/PrimalItemStructure_Flag_EelBoss.Default__PrimalItemStructure_Flag_EelBoss_C) CONTENT: Structures(/Game/Genesis/CoreBlueprints/Structures/PrimalItemStructure_Flag_EelBoss.Default__PrimalItemStructure_Flag_EelBoss_C) CONTENT: Misc(/Game/Genesis/CoreBlueprints/Structures/PrimalItemStructure_Flag_EelBoss.Default__PrimalItemStructure_Flag_EelBoss_C) CONTENT: Moeder Flag(/Engine/Transient.Default__REINST_Flag_SM_EelBoss_C_28810) CONTENT: Moeder Flag(/Engine/Transient.REINST_Flag_SM_EelBoss_C_1) CONTENT: VR Boss Flag(/Engine/Transient.REINST_Flag_SM_VRBoss_C_0) CONTENT: VR Boss Flag(/Game/Genesis/CoreBlueprints/Structures/PrimalItemStructure_Flag_VRBoss.Default__PrimalItemStructure_Flag_VRBoss_C) CONTENT: This flag is proof that you have defeated the VR Boss.(/Game/Genesis/CoreBlueprints/Structures/PrimalItemStructure_Flag_VRBoss.Default__PrimalItemStructure_Flag_VRBoss_C) CONTENT: Structures(/Game/Genesis/CoreBlueprints/Structures/PrimalItemStructure_Flag_VRBoss.Default__PrimalItemStructure_Flag_VRBoss_C) CONTENT: Misc(/Game/Genesis/CoreBlueprints/Structures/PrimalItemStructure_Flag_VRBoss.Default__PrimalItemStructure_Flag_VRBoss_C) CONTENT: VR Boss Flag(/Engine/Transient.Default__REINST_Flag_SM_VRBoss_C_28818) CONTENT: VR Boss Flag(/Engine/Transient.REINST_Flag_SM_VRBoss_C_1) CONTENT: Rockwell Gen2 Boss Flag(/Engine/Transient.REINST_Flag_SM_RockwellGen2_C_0) CONTENT: Rockwell Final Form Flag(/Game/Genesis2/Structures/RockwellEndbossFlag/PrimalItemStructure_Flag_RockwellGen2.Default__PrimalItemStructure_Flag_RockwellGen2_C) CONTENT: This flag is proof that you have defeated Rockwell in his final form.(/Game/Genesis2/Structures/RockwellEndbossFlag/PrimalItemStructure_Flag_RockwellGen2.Default__PrimalItemStructure_Flag_RockwellGen2_C) CONTENT: Structures(/Game/Genesis2/Structures/RockwellEndbossFlag/PrimalItemStructure_Flag_RockwellGen2.Default__PrimalItemStructure_Flag_RockwellGen2_C) CONTENT: Misc(/Game/Genesis2/Structures/RockwellEndbossFlag/PrimalItemStructure_Flag_RockwellGen2.Default__PrimalItemStructure_Flag_RockwellGen2_C) CONTENT: Rockwell Gen2 Boss Flag(/Engine/Transient.Default__REINST_Flag_SM_RockwellGen2_C_28826) CONTENT: Rockwell Gen2 Boss Flag(/Engine/Transient.REINST_Flag_SM_RockwellGen2_C_1) CONTENT: Dinopithecus King Flag(/Engine/Transient.REINST_Flag_SM_BossDinopithecus_C_0) CONTENT: Dinopithecus King Flag(/Game/LostIsland/Boss/PrimalItemStructure_Flag_BossDinopithecus.Default__PrimalItemStructure_Flag_BossDinopithecus_C) CONTENT: This flag is proof that you have defeated the Dinopithecus King.(/Game/LostIsland/Boss/PrimalItemStructure_Flag_BossDinopithecus.Default__PrimalItemStructure_Flag_BossDinopithecus_C) CONTENT: Structures(/Game/LostIsland/Boss/PrimalItemStructure_Flag_BossDinopithecus.Default__PrimalItemStructure_Flag_BossDinopithecus_C) CONTENT: Misc(/Game/LostIsland/Boss/PrimalItemStructure_Flag_BossDinopithecus.Default__PrimalItemStructure_Flag_BossDinopithecus_C) CONTENT: Dinopithecus King Flag(/Engine/Transient.Default__REINST_Flag_SM_BossDinopithecus_C_28834) CONTENT: Dinopithecus King Flag(/Engine/Transient.REINST_Flag_SM_BossDinopithecus_C_1) CONTENT: Crystal Wyvern Queen Flag(/Engine/Transient.REINST_Flag_SM_CIBoss_C_0) CONTENT: Crystal Wyvern Queen Flag(/Game/Mods/CrystalIsles/Assets/Dinos/CIBoss/Trophy/PrimalItemStructure_Flag_CIBoss.Default__PrimalItemStructure_Flag_CIBoss_C) CONTENT: This flag is proof that you have defeated the Crystal Wyvern Queen.(/Game/Mods/CrystalIsles/Assets/Dinos/CIBoss/Trophy/PrimalItemStructure_Flag_CIBoss.Default__PrimalItemStructure_Flag_CIBoss_C) CONTENT: Structures(/Game/Mods/CrystalIsles/Assets/Dinos/CIBoss/Trophy/PrimalItemStructure_Flag_CIBoss.Default__PrimalItemStructure_Flag_CIBoss_C) CONTENT: Misc(/Game/Mods/CrystalIsles/Assets/Dinos/CIBoss/Trophy/PrimalItemStructure_Flag_CIBoss.Default__PrimalItemStructure_Flag_CIBoss_C) CONTENT: Crystal Wyvern Queen Flag(/Engine/Transient.Default__REINST_Flag_SM_CIBoss_C_28842) CONTENT: Crystal Wyvern Queen Flag(/Engine/Transient.REINST_Flag_SM_CIBoss_C_1) CONTENT: Sloped Stone Roof(/Engine/Transient.REINST_StoneRoof_SM_C_0) CONTENT: Sloped Stone Roof(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Roofs/Stone/PrimalItemStructure_StoneRoof.Default__PrimalItemStructure_StoneRoof_C) CONTENT: An inclined stone roof. Slightly different angle than the ramp.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Roofs/Stone/PrimalItemStructure_StoneRoof.Default__PrimalItemStructure_StoneRoof_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Roofs/Stone/PrimalItemStructure_StoneRoof.Default__PrimalItemStructure_StoneRoof_C) CONTENT: Stone(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Roofs/Stone/PrimalItemStructure_StoneRoof.Default__PrimalItemStructure_StoneRoof_C) CONTENT: Sloped Stone Roof(/Engine/Transient.Default__REINST_StoneRoof_SM_C_28850) CONTENT: Sloped Stone Roof(/Engine/Transient.REINST_StoneRoof_SM_C_1) CONTENT: Sloped Stone Wall Left(/Engine/Transient.REINST_StoneWall_Sloped_Left_SM_C_0) CONTENT: Sloped Stone Wall Left(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Roofs/Stone/PrimalItemStructure_StoneWall_Sloped_Left.Default__PrimalItemStructure_StoneWall_Sloped_Left_C) CONTENT: A sturdy Stone sloped wall that insulates the inside from the outside, separates rooms, and provides structural integrity. Used in conjunction with the roof.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Roofs/Stone/PrimalItemStructure_StoneWall_Sloped_Left.Default__PrimalItemStructure_StoneWall_Sloped_Left_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Roofs/Stone/PrimalItemStructure_StoneWall_Sloped_Left.Default__PrimalItemStructure_StoneWall_Sloped_Left_C) CONTENT: Stone(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Roofs/Stone/PrimalItemStructure_StoneWall_Sloped_Left.Default__PrimalItemStructure_StoneWall_Sloped_Left_C) CONTENT: Sloped Stone Wall Left(/Engine/Transient.Default__REINST_StoneWall_Sloped_Left_SM_C_28858) CONTENT: Sloped Stone Wall Left(/Engine/Transient.REINST_StoneWall_Sloped_Left_SM_C_1) CONTENT: Sloped Stone Wall Right(/Engine/Transient.REINST_StoneWall_Sloped_Right_SM_C_0) CONTENT: Sloped Stone Wall Right(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Roofs/Stone/PrimalItemStructure_StoneWall_Sloped_Right.Default__PrimalItemStructure_StoneWall_Sloped_Right_C) CONTENT: A sturdy Stone sloped wall that insulates the inside from the outside, separates rooms, and provides structural integrity. Used in conjunction with the roof.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Roofs/Stone/PrimalItemStructure_StoneWall_Sloped_Right.Default__PrimalItemStructure_StoneWall_Sloped_Right_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Roofs/Stone/PrimalItemStructure_StoneWall_Sloped_Right.Default__PrimalItemStructure_StoneWall_Sloped_Right_C) CONTENT: Stone(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Roofs/Stone/PrimalItemStructure_StoneWall_Sloped_Right.Default__PrimalItemStructure_StoneWall_Sloped_Right_C) CONTENT: Sloped Stone Wall Right(/Engine/Transient.Default__REINST_StoneWall_Sloped_Right_SM_C_28866) CONTENT: Sloped Stone Wall Right(/Engine/Transient.REINST_StoneWall_Sloped_Right_SM_C_1) CONTENT: Sloped Thatch Roof(/Engine/Transient.REINST_ThatchRoof_SM_C_0) CONTENT: Sloped Thatch Roof(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Roofs/Thatch/PrimalItemStructure_ThatchRoof.Default__PrimalItemStructure_ThatchRoof_C) CONTENT: An inclined thatched roof. Slightly different angle than the ramp.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Roofs/Thatch/PrimalItemStructure_ThatchRoof.Default__PrimalItemStructure_ThatchRoof_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Roofs/Thatch/PrimalItemStructure_ThatchRoof.Default__PrimalItemStructure_ThatchRoof_C) CONTENT: Thatch(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Roofs/Thatch/PrimalItemStructure_ThatchRoof.Default__PrimalItemStructure_ThatchRoof_C) CONTENT: Sloped Thatch Roof(/Engine/Transient.Default__REINST_ThatchRoof_SM_C_28874) CONTENT: Sloped Thatch Roof(/Engine/Transient.REINST_ThatchRoof_SM_C_1) CONTENT: Sloped Thatch Wall Left(/Engine/Transient.REINST_ThatchWall_Sloped_Left_SM_C_0) CONTENT: Sloped Thatch Wall Left(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Roofs/Thatch/PrimalItemStructure_ThatchWall_Sloped_Left.Default__PrimalItemStructure_ThatchWall_Sloped_Left_C) CONTENT: A simple thatched sloped wall that insulates the inside from the outside, separates rooms, and provides structural integrity. Used in conjunction with a roof.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Roofs/Thatch/PrimalItemStructure_ThatchWall_Sloped_Left.Default__PrimalItemStructure_ThatchWall_Sloped_Left_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Roofs/Thatch/PrimalItemStructure_ThatchWall_Sloped_Left.Default__PrimalItemStructure_ThatchWall_Sloped_Left_C) CONTENT: Thatch(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Roofs/Thatch/PrimalItemStructure_ThatchWall_Sloped_Left.Default__PrimalItemStructure_ThatchWall_Sloped_Left_C) CONTENT: Sloped Thatch Wall Left(/Engine/Transient.Default__REINST_ThatchWall_Sloped_Left_SM_C_28882) CONTENT: Sloped Thatch Wall Left(/Engine/Transient.REINST_ThatchWall_Sloped_Left_SM_C_1) CONTENT: Sloped Thatch Wall Right(/Engine/Transient.REINST_ThatchWall_Sloped_Right_SM_C_0) CONTENT: Sloped Thatch Wall Right(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Roofs/Thatch/PrimalItemStructure_ThatchWall_Sloped_Right.Default__PrimalItemStructure_ThatchWall_Sloped_Right_C) CONTENT: A simple thatched sloped wall that insulates the inside from the outside, separates rooms, and provides structural integrity. Used in conjunction with a roof.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Roofs/Thatch/PrimalItemStructure_ThatchWall_Sloped_Right.Default__PrimalItemStructure_ThatchWall_Sloped_Right_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Roofs/Thatch/PrimalItemStructure_ThatchWall_Sloped_Right.Default__PrimalItemStructure_ThatchWall_Sloped_Right_C) CONTENT: Thatch(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Roofs/Thatch/PrimalItemStructure_ThatchWall_Sloped_Right.Default__PrimalItemStructure_ThatchWall_Sloped_Right_C) CONTENT: Sloped Thatch Wall Right(/Engine/Transient.Default__REINST_ThatchWall_Sloped_Right_SM_C_28890) CONTENT: Sloped Thatch Wall Right(/Engine/Transient.REINST_ThatchWall_Sloped_Right_SM_C_1) CONTENT: Sloped Wood Roof(/Engine/Transient.REINST_WoodRoof_SM_C_0) CONTENT: Sloped Wooden Roof(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Roofs/Wood/PrimalItemStructure_WoodRoof.Default__PrimalItemStructure_WoodRoof_C) CONTENT: An inclined wooden roof. Slightly different angle than the ramp.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Roofs/Wood/PrimalItemStructure_WoodRoof.Default__PrimalItemStructure_WoodRoof_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Roofs/Wood/PrimalItemStructure_WoodRoof.Default__PrimalItemStructure_WoodRoof_C) CONTENT: Wood(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Roofs/Wood/PrimalItemStructure_WoodRoof.Default__PrimalItemStructure_WoodRoof_C) CONTENT: Sloped Wood Roof(/Engine/Transient.Default__REINST_WoodRoof_SM_C_28898) CONTENT: Sloped Wood Roof(/Engine/Transient.REINST_WoodRoof_SM_C_1) CONTENT: Sloped Wood Wall Left(/Engine/Transient.REINST_WoodWall_Sloped_Left_SM_C_0) CONTENT: Sloped Wood Wall Left(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Roofs/Wood/PrimalItemStructure_WoodWall_Sloped_Left.Default__PrimalItemStructure_WoodWall_Sloped_Left_C) CONTENT: A sturdy wooden sloped wall that insulates the inside from the outside, separates rooms, and provides structural integrity. Used in conjunction with the roof.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Roofs/Wood/PrimalItemStructure_WoodWall_Sloped_Left.Default__PrimalItemStructure_WoodWall_Sloped_Left_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Roofs/Wood/PrimalItemStructure_WoodWall_Sloped_Left.Default__PrimalItemStructure_WoodWall_Sloped_Left_C) CONTENT: Wood(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Roofs/Wood/PrimalItemStructure_WoodWall_Sloped_Left.Default__PrimalItemStructure_WoodWall_Sloped_Left_C) CONTENT: Sloped Wood Wall Left(/Engine/Transient.Default__REINST_WoodWall_Sloped_Left_SM_C_28906) CONTENT: Sloped Wood Wall Left(/Engine/Transient.REINST_WoodWall_Sloped_Left_SM_C_1) CONTENT: Sloped Wood Wall Right(/Engine/Transient.REINST_WoodWall_Sloped_Right_SM_C_0) CONTENT: Sloped Wood Wall Right(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Roofs/Wood/PrimalItemStructure_WoodWall_Sloped_Right.Default__PrimalItemStructure_WoodWall_Sloped_Right_C) CONTENT: A sturdy wooden sloped wall that insulates the inside from the outside, separates rooms, and provides structural integrity. Used in conjunction with the roof.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Roofs/Wood/PrimalItemStructure_WoodWall_Sloped_Right.Default__PrimalItemStructure_WoodWall_Sloped_Right_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Roofs/Wood/PrimalItemStructure_WoodWall_Sloped_Right.Default__PrimalItemStructure_WoodWall_Sloped_Right_C) CONTENT: Wood(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Roofs/Wood/PrimalItemStructure_WoodWall_Sloped_Right.Default__PrimalItemStructure_WoodWall_Sloped_Right_C) CONTENT: Sloped Wood Wall Right(/Engine/Transient.Default__REINST_WoodWall_Sloped_Right_SM_C_28914) CONTENT: Sloped Wood Wall Right(/Engine/Transient.REINST_WoodWall_Sloped_Right_SM_C_1) CONTENT: Adobe Staircase(/Engine/Transient.REINST_StairSM_Adobe_C_0) CONTENT: Adobe Staircase(/Game/ScorchedEarth/Structures/Adobe/Blueprints/PrimalItemStructure_AdobeStaircase.Default__PrimalItemStructure_AdobeStaircase_C) CONTENT: An adobe spiral staircase, useful in constructing multi-level buildings.(/Game/ScorchedEarth/Structures/Adobe/Blueprints/PrimalItemStructure_AdobeStaircase.Default__PrimalItemStructure_AdobeStaircase_C) CONTENT: Structures(/Game/ScorchedEarth/Structures/Adobe/Blueprints/PrimalItemStructure_AdobeStaircase.Default__PrimalItemStructure_AdobeStaircase_C) CONTENT: Adobe(/Game/ScorchedEarth/Structures/Adobe/Blueprints/PrimalItemStructure_AdobeStaircase.Default__PrimalItemStructure_AdobeStaircase_C) CONTENT: Adobe Staircase(/Engine/Transient.Default__REINST_StairSM_Adobe_C_28923) CONTENT: Adobe Staircase(/Engine/Transient.REINST_StairSM_Adobe_C_1) CONTENT: Stone Staircase(/Engine/Transient.REINST_StairSM_Stone_C_0) CONTENT: Stone Staircase(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Stone/PrimalItemStructure_StoneStairs.Default__PrimalItemStructure_StoneStairs_C) CONTENT: A stone spiral staircase, useful in constructing multi-level buildings.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Stone/PrimalItemStructure_StoneStairs.Default__PrimalItemStructure_StoneStairs_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Stone/PrimalItemStructure_StoneStairs.Default__PrimalItemStructure_StoneStairs_C) CONTENT: Stone(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Stone/PrimalItemStructure_StoneStairs.Default__PrimalItemStructure_StoneStairs_C) CONTENT: Stone Staircase(/Engine/Transient.Default__REINST_StairSM_Stone_C_28931) CONTENT: Stone Staircase(/Engine/Transient.REINST_StairSM_Stone_C_1) CONTENT: Wood Staircase(/Engine/Transient.REINST_StairSM_Wood_C_0) CONTENT: Wooden Staircase(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Wooden/PrimalItemStructure_WoodStairs.Default__PrimalItemStructure_WoodStairs_C) CONTENT: A wooden spiral staircase, useful in constructing multi-level buildings.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Wooden/PrimalItemStructure_WoodStairs.Default__PrimalItemStructure_WoodStairs_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Wooden/PrimalItemStructure_WoodStairs.Default__PrimalItemStructure_WoodStairs_C) CONTENT: Wood(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Wooden/PrimalItemStructure_WoodStairs.Default__PrimalItemStructure_WoodStairs_C) CONTENT: Wood Staircase(/Engine/Transient.Default__REINST_StairSM_Wood_C_28939) CONTENT: Wood Staircase(/Engine/Transient.REINST_StairSM_Wood_C_1) CONTENT: Dragon Flag(/Engine/Transient.REINST_Flag_SM_Dragon_C_0) CONTENT: Dragon Flag(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_Flag_Dragon.Default__PrimalItemStructure_Flag_Dragon_C) CONTENT: This flag is proof that you have defeated the Dragon.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_Flag_Dragon.Default__PrimalItemStructure_Flag_Dragon_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_Flag_Dragon.Default__PrimalItemStructure_Flag_Dragon_C) CONTENT: Misc(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_Flag_Dragon.Default__PrimalItemStructure_Flag_Dragon_C) CONTENT: Dragon Flag(/Engine/Transient.Default__REINST_Flag_SM_Dragon_C_28947) CONTENT: Dragon Flag(/Engine/Transient.REINST_Flag_SM_Dragon_C_1) CONTENT: Gorilla Flag(/Engine/Transient.REINST_Flag_SM_Gorilla_C_0) CONTENT: Gorilla Flag(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_Flag_Gorilla.Default__PrimalItemStructure_Flag_Gorilla_C) CONTENT: This flag is proof that you have defeated the Megapithecus.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_Flag_Gorilla.Default__PrimalItemStructure_Flag_Gorilla_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_Flag_Gorilla.Default__PrimalItemStructure_Flag_Gorilla_C) CONTENT: Misc(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_Flag_Gorilla.Default__PrimalItemStructure_Flag_Gorilla_C) CONTENT: Gorilla Flag(/Engine/Transient.Default__REINST_Flag_SM_Gorilla_C_28955) CONTENT: Gorilla Flag(/Engine/Transient.REINST_Flag_SM_Gorilla_C_1) CONTENT: Spider Flag(/Engine/Transient.REINST_Flag_SM_Spider_C_0) CONTENT: Spider Flag(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_Flag_Spider.Default__PrimalItemStructure_Flag_Spider_C) CONTENT: This flag is proof that you have defeated the Broodmother.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_Flag_Spider.Default__PrimalItemStructure_Flag_Spider_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_Flag_Spider.Default__PrimalItemStructure_Flag_Spider_C) CONTENT: Misc(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_Flag_Spider.Default__PrimalItemStructure_Flag_Spider_C) CONTENT: Spider Flag(/Engine/Transient.Default__REINST_Flag_SM_Spider_C_28963) CONTENT: Spider Flag(/Engine/Transient.REINST_Flag_SM_Spider_C_1) CONTENT: Stone Water Intake Pipe(/Game/PrimalEarth/Structures/Pipes/WaterPipe_Stone_Intake.Default__WaterPipe_Stone_Intake_C) CONTENT: Stone Irrigation Pipe - Intake(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Pipes/PrimalItemStructure_StonePipeIntake.Default__PrimalItemStructure_StonePipeIntake_C) CONTENT: The stone intake for an irrigation network that transports water over land.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Pipes/PrimalItemStructure_StonePipeIntake.Default__PrimalItemStructure_StonePipeIntake_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Pipes/PrimalItemStructure_StonePipeIntake.Default__PrimalItemStructure_StonePipeIntake_C) CONTENT: Pipes(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Pipes/PrimalItemStructure_StonePipeIntake.Default__PrimalItemStructure_StonePipeIntake_C) CONTENT: Stone(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Pipes/PrimalItemStructure_StonePipeIntake.Default__PrimalItemStructure_StonePipeIntake_C) CONTENT: Stone Water Pipe Intersection(/Game/PrimalEarth/Structures/Pipes/WaterPipe_Stone_Intersection.Default__WaterPipe_Stone_Intersection_C) CONTENT: Stone Irrigation Pipe - Intersection(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Pipes/PrimalItemStructure_StonePipeIntersection.Default__PrimalItemStructure_StonePipeIntersection_C) CONTENT: A plus-shaped stone intersection for an irrigation network, used for splitting one water source into three.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Pipes/PrimalItemStructure_StonePipeIntersection.Default__PrimalItemStructure_StonePipeIntersection_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Pipes/PrimalItemStructure_StonePipeIntersection.Default__PrimalItemStructure_StonePipeIntersection_C) CONTENT: Pipes(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Pipes/PrimalItemStructure_StonePipeIntersection.Default__PrimalItemStructure_StonePipeIntersection_C) CONTENT: Stone(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Pipes/PrimalItemStructure_StonePipeIntersection.Default__PrimalItemStructure_StonePipeIntersection_C) CONTENT: Straight Stone Water Pipe(/Game/PrimalEarth/Structures/Pipes/WaterPipe_Stone_Straight.Default__WaterPipe_Stone_Straight_C) CONTENT: Stone Irrigation Pipe - Straight(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Pipes/PrimalItemStructure_StonePipeStraight.Default__PrimalItemStructure_StonePipeStraight_C) CONTENT: A straight stone pipe for an irrigation network, used for transporting water across land.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Pipes/PrimalItemStructure_StonePipeStraight.Default__PrimalItemStructure_StonePipeStraight_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Pipes/PrimalItemStructure_StonePipeStraight.Default__PrimalItemStructure_StonePipeStraight_C) CONTENT: Pipes(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Pipes/PrimalItemStructure_StonePipeStraight.Default__PrimalItemStructure_StonePipeStraight_C) CONTENT: Stone(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Pipes/PrimalItemStructure_StonePipeStraight.Default__PrimalItemStructure_StonePipeStraight_C) CONTENT: Diagonal Stone Water Pipe(/Game/PrimalEarth/Structures/Pipes/WaterPipe_Stone_Up.Default__WaterPipe_Stone_Up_C) CONTENT: Stone Irrigation Pipe - Inclined(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Pipes/PrimalItemStructure_StonePipeIncline.Default__PrimalItemStructure_StonePipeIncline_C) CONTENT: An inclined stone pipe for an irrigation network, used for transporting water up and down hills.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Pipes/PrimalItemStructure_StonePipeIncline.Default__PrimalItemStructure_StonePipeIncline_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Pipes/PrimalItemStructure_StonePipeIncline.Default__PrimalItemStructure_StonePipeIncline_C) CONTENT: Pipes(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Pipes/PrimalItemStructure_StonePipeIncline.Default__PrimalItemStructure_StonePipeIncline_C) CONTENT: Stone(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Pipes/PrimalItemStructure_StonePipeIncline.Default__PrimalItemStructure_StonePipeIncline_C) CONTENT: Vertical Stone Water Pipe(/Game/PrimalEarth/Structures/Pipes/WaterPipe_Stone_Vertical.Default__WaterPipe_Stone_Vertical_C) CONTENT: Stone Irrigation Pipe - Vertical(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Pipes/PrimalItemStructure_StonePipeVertical.Default__PrimalItemStructure_StonePipeVertical_C) CONTENT: An vertical stone pipe for an irrigation network, used for transporting water up and down cliffs.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Pipes/PrimalItemStructure_StonePipeVertical.Default__PrimalItemStructure_StonePipeVertical_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Pipes/PrimalItemStructure_StonePipeVertical.Default__PrimalItemStructure_StonePipeVertical_C) CONTENT: Pipes(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Pipes/PrimalItemStructure_StonePipeVertical.Default__PrimalItemStructure_StonePipeVertical_C) CONTENT: Stone(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Pipes/PrimalItemStructure_StonePipeVertical.Default__PrimalItemStructure_StonePipeVertical_C) CONTENT: Stone Fence Foundation(/Engine/Transient.REINST_FenceFoundation_Stone_C_0) CONTENT: Stone Fence Foundation(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Stone/PrimalItemStructure_StoneFenceFoundation.Default__PrimalItemStructure_StoneFenceFoundation_C) CONTENT: This strong, narrow foundation is used to build walls around an area.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Stone/PrimalItemStructure_StoneFenceFoundation.Default__PrimalItemStructure_StoneFenceFoundation_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Stone/PrimalItemStructure_StoneFenceFoundation.Default__PrimalItemStructure_StoneFenceFoundation_C) CONTENT: Stone(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Stone/PrimalItemStructure_StoneFenceFoundation.Default__PrimalItemStructure_StoneFenceFoundation_C) CONTENT: Stone Fence Foundation(/Engine/Transient.Default__REINST_FenceFoundation_Stone_C_28982) CONTENT: Stone Fence Foundation(/Engine/Transient.REINST_FenceFoundation_Stone_C_1) CONTENT: Stone Railing(/Engine/Transient.REINST_Railing_Stone_C_0) CONTENT: Stone Railing(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Stone/PrimalItemStructure_StoneRailing.Default__PrimalItemStructure_StoneRailing_C) CONTENT: A brick-and-mortar railing that acts as a simple barrier to prevent people from falling.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Stone/PrimalItemStructure_StoneRailing.Default__PrimalItemStructure_StoneRailing_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Stone/PrimalItemStructure_StoneRailing.Default__PrimalItemStructure_StoneRailing_C) CONTENT: Stone(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Stone/PrimalItemStructure_StoneRailing.Default__PrimalItemStructure_StoneRailing_C) CONTENT: Stone Railing(/Engine/Transient.Default__REINST_Railing_Stone_C_28990) CONTENT: Stone Railing(/Engine/Transient.REINST_Railing_Stone_C_1) CONTENT: Reinforced Wooden Trapdoor(/Engine/Transient.REINST_Ceiling_Door_Stone_SM_C_0) CONTENT: Reinforced Trapdoor(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Wooden/PrimalItemStructure_StoneTrapdoor.Default__PrimalItemStructure_StoneTrapdoor_C) CONTENT: This small reinforced door can be used to secure hatches.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Wooden/PrimalItemStructure_StoneTrapdoor.Default__PrimalItemStructure_StoneTrapdoor_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Wooden/PrimalItemStructure_StoneTrapdoor.Default__PrimalItemStructure_StoneTrapdoor_C) CONTENT: Stone(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Wooden/PrimalItemStructure_StoneTrapdoor.Default__PrimalItemStructure_StoneTrapdoor_C) CONTENT: Reinforced Wooden Trapdoor(/Engine/Transient.Default__REINST_Ceiling_Door_Stone_SM_C_28999) CONTENT: Reinforced Wooden Trapdoor(/Engine/Transient.REINST_Ceiling_Door_Stone_SM_C_1) CONTENT: Stone Hatchframe(/Engine/Transient.REINST_Ceiling_Doorway_Stone_C_0) CONTENT: Stone Hatchframe(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Stone/PrimalItemStructure_StoneCeilingWithTrapdoor.Default__PrimalItemStructure_StoneCeilingWithTrapdoor_C) CONTENT: This brick-and-mortar ceiling has a hole in it for trapdoors.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Stone/PrimalItemStructure_StoneCeilingWithTrapdoor.Default__PrimalItemStructure_StoneCeilingWithTrapdoor_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Stone/PrimalItemStructure_StoneCeilingWithTrapdoor.Default__PrimalItemStructure_StoneCeilingWithTrapdoor_C) CONTENT: Stone(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Stone/PrimalItemStructure_StoneCeilingWithTrapdoor.Default__PrimalItemStructure_StoneCeilingWithTrapdoor_C) CONTENT: Stone Hatchframe(/Engine/Transient.Default__REINST_Ceiling_Doorway_Stone_C_29008) CONTENT: Stone Hatchframe(/Engine/Transient.REINST_Ceiling_Doorway_Stone_C_1) CONTENT: Reinforced Wooden Door(/Engine/Transient.REINST_Door_Stone_C_0) CONTENT: Reinforced Wooden Door(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Stone/PrimalItemStructure_StoneDoor.Default__PrimalItemStructure_StoneDoor_C) CONTENT: A reinforced wooden door that provides entrance to structures. Can be locked for security.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Stone/PrimalItemStructure_StoneDoor.Default__PrimalItemStructure_StoneDoor_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Stone/PrimalItemStructure_StoneDoor.Default__PrimalItemStructure_StoneDoor_C) CONTENT: Stone(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Stone/PrimalItemStructure_StoneDoor.Default__PrimalItemStructure_StoneDoor_C) CONTENT: Reinforced Wooden Door(/Engine/Transient.Default__REINST_Door_Stone_C_29017) CONTENT: Reinforced Wooden Door(/Engine/Transient.REINST_Door_Stone_C_1) CONTENT: Stone Door Frame(/Engine/Transient.REINST_Doorframe_Stone_C_0) CONTENT: Stone Doorframe(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Stone/PrimalItemStructure_StoneWallWithDoor.Default__PrimalItemStructure_StoneWallWithDoor_C) CONTENT: A brick-and-mortar wall that provides entrance to a structure.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Stone/PrimalItemStructure_StoneWallWithDoor.Default__PrimalItemStructure_StoneWallWithDoor_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Stone/PrimalItemStructure_StoneWallWithDoor.Default__PrimalItemStructure_StoneWallWithDoor_C) CONTENT: Stone(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Stone/PrimalItemStructure_StoneWallWithDoor.Default__PrimalItemStructure_StoneWallWithDoor_C) CONTENT: Stone Door Frame(/Engine/Transient.Default__REINST_Doorframe_Stone_C_29026) CONTENT: Stone Door Frame(/Engine/Transient.REINST_Doorframe_Stone_C_1) CONTENT: Stone Pillar(/Engine/Transient.REINST_Pillar_Stone_C_0) CONTENT: Stone Pillar(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Stone/PrimalItemStructure_StonePillar.Default__PrimalItemStructure_StonePillar_C) CONTENT: Adds structural integrity to the area it is build on. Can also act as stilts for buildings on inclines.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Stone/PrimalItemStructure_StonePillar.Default__PrimalItemStructure_StonePillar_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Stone/PrimalItemStructure_StonePillar.Default__PrimalItemStructure_StonePillar_C) CONTENT: Stone(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Stone/PrimalItemStructure_StonePillar.Default__PrimalItemStructure_StonePillar_C) CONTENT: Stone Pillar(/Engine/Transient.Default__REINST_Pillar_Stone_C_29035) CONTENT: Stone Pillar(/Engine/Transient.REINST_Pillar_Stone_C_1) CONTENT: Reinforced Wood Window(/Engine/Transient.REINST_Window_Stone_BP_C_0) CONTENT: Reinforced Window(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Wooden/PrimalItemStructure_StoneWindow.Default__PrimalItemStructure_StoneWindow_C) CONTENT: Reinforced window covering to provide protection from projectiles and spying.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Wooden/PrimalItemStructure_StoneWindow.Default__PrimalItemStructure_StoneWindow_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Wooden/PrimalItemStructure_StoneWindow.Default__PrimalItemStructure_StoneWindow_C) CONTENT: Stone(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Wooden/PrimalItemStructure_StoneWindow.Default__PrimalItemStructure_StoneWindow_C) CONTENT: Reinforced Wood Window(/Engine/Transient.Default__REINST_Window_Stone_BP_C_29043) CONTENT: Reinforced Wood Window(/Engine/Transient.REINST_Window_Stone_BP_C_1) CONTENT: Stone Window Wall(/Engine/Transient.REINST_WindowWall_Stone_C_0) CONTENT: Stone Windowframe(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Stone/PrimalItemStructure_StoneWallWithWindow.Default__PrimalItemStructure_StoneWallWithWindow_C) CONTENT: A brick-and-mortar wall with a hole for a window.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Stone/PrimalItemStructure_StoneWallWithWindow.Default__PrimalItemStructure_StoneWallWithWindow_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Stone/PrimalItemStructure_StoneWallWithWindow.Default__PrimalItemStructure_StoneWallWithWindow_C) CONTENT: Stone(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Stone/PrimalItemStructure_StoneWallWithWindow.Default__PrimalItemStructure_StoneWallWithWindow_C) CONTENT: Stone Window Wall(/Engine/Transient.Default__REINST_WindowWall_Stone_C_29052) CONTENT: Stone Window Wall(/Engine/Transient.REINST_WindowWall_Stone_C_1) CONTENT: Thatch Door(/Engine/Transient.REINST_Thatch_Door_C_0) CONTENT: Thatch Door(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Thatch/PrimalItemStructure_ThatchDoor.Default__PrimalItemStructure_ThatchDoor_C) CONTENT: Enough sticks budled together work as a simple door. Can be locked for security, but is not very strong.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Thatch/PrimalItemStructure_ThatchDoor.Default__PrimalItemStructure_ThatchDoor_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Thatch/PrimalItemStructure_ThatchDoor.Default__PrimalItemStructure_ThatchDoor_C) CONTENT: Thatch(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Thatch/PrimalItemStructure_ThatchDoor.Default__PrimalItemStructure_ThatchDoor_C) CONTENT: Thatch Door(/Engine/Transient.Default__REINST_Thatch_Door_C_29060) CONTENT: Thatch Door(/Engine/Transient.REINST_Thatch_Door_C_1) CONTENT: Thatch Doorframe(/Game/PrimalEarth/Structures/Thatch/Thatch_Doorframe.Default__Thatch_Doorframe_C) CONTENT: Thatch Doorframe(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Thatch/PrimalItemStructure_ThatchWallWithDoor.Default__PrimalItemStructure_ThatchWallWithDoor_C) CONTENT: This thatch wall has an entrance in it, but requires more wood to stay stable.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Thatch/PrimalItemStructure_ThatchWallWithDoor.Default__PrimalItemStructure_ThatchWallWithDoor_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Thatch/PrimalItemStructure_ThatchWallWithDoor.Default__PrimalItemStructure_ThatchWallWithDoor_C) CONTENT: Thatch(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Thatch/PrimalItemStructure_ThatchWallWithDoor.Default__PrimalItemStructure_ThatchWallWithDoor_C) CONTENT: Stone Water Tap(/Engine/Transient.REINST_WaterTap_C_0) CONTENT: Stone Irrigation Pipe - Tap(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Pipes/PrimalItemStructure_StonePipeTap.Default__PrimalItemStructure_StonePipeTap_C) CONTENT: This stone tap allows access to the water in an irrigation network. Can refill containers, irrigate crop plots, or provide a refreshing drink.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Pipes/PrimalItemStructure_StonePipeTap.Default__PrimalItemStructure_StonePipeTap_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Pipes/PrimalItemStructure_StonePipeTap.Default__PrimalItemStructure_StonePipeTap_C) CONTENT: Pipes(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Pipes/PrimalItemStructure_StonePipeTap.Default__PrimalItemStructure_StonePipeTap_C) CONTENT: Stone(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Pipes/PrimalItemStructure_StonePipeTap.Default__PrimalItemStructure_StonePipeTap_C) CONTENT: Stone Water Tap(/Engine/Transient.Default__REINST_WaterTap_C_29071) CONTENT: Stone Water Tap(/Engine/Transient.REINST_WaterTap_C_1) CONTENT: Wood Door Frame(/Engine/Transient.REINST_Doorframe_Wood_SM_New_C_0) CONTENT: Wooden Doorframe(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Wooden/PrimalItemStructure_WoodWallWithDoor.Default__PrimalItemStructure_WoodWallWithDoor_C) CONTENT: A wooden wall that provides entrance to a structure.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Wooden/PrimalItemStructure_WoodWallWithDoor.Default__PrimalItemStructure_WoodWallWithDoor_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Wooden/PrimalItemStructure_WoodWallWithDoor.Default__PrimalItemStructure_WoodWallWithDoor_C) CONTENT: Wood(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Wooden/PrimalItemStructure_WoodWallWithDoor.Default__PrimalItemStructure_WoodWallWithDoor_C) CONTENT: Wood Door Frame(/Engine/Transient.Default__REINST_Doorframe_Wood_SM_New_C_29079) CONTENT: Wood Door Frame(/Engine/Transient.REINST_Doorframe_Wood_SM_New_C_1) CONTENT: Wood Railing(/Engine/Transient.REINST_Railing_Wood_C_0) CONTENT: Wooden Railing(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Wooden/PrimalItemStructure_WoodRailing.Default__PrimalItemStructure_WoodRailing_C) CONTENT: A sturdy wooden railing that acts as a simple barrier to prevent people from falling.(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Wooden/PrimalItemStructure_WoodRailing.Default__PrimalItemStructure_WoodRailing_C) CONTENT: Structures(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Wooden/PrimalItemStructure_WoodRailing.Default__PrimalItemStructure_WoodRailing_C) CONTENT: Wood(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Wooden/PrimalItemStructure_WoodRailing.Default__PrimalItemStructure_WoodRailing_C) CONTENT: Wood Railing(/Engine/Transient.Default__REINST_Railing_Wood_C_29087) CONTENT: Wood Railing(/Engine/Transient.REINST_Railing_Wood_C_1) CONTENT: Adobe Double Door(/Engine/Transient.REINST_BP_DoubleDoor_Adobe_C_0) CONTENT: Adobe Double Door(/Game/PrimalEarth/StructuresPlus/Doors/Doors_Double/Adobe/PrimalItemStructure_DoubleDoor_Adobe.Default__PrimalItemStructure_DoubleDoor_Adobe_C) CONTENT: A stable adobe door that provides entrance to structures. Can be locked for security.(/Game/PrimalEarth/StructuresPlus/Doors/Doors_Double/Adobe/PrimalItemStructure_DoubleDoor_Adobe.Default__PrimalItemStructure_DoubleDoor_Adobe_C) CONTENT: Structures(/Game/PrimalEarth/StructuresPlus/Doors/Doors_Double/Adobe/PrimalItemStructure_DoubleDoor_Adobe.Default__PrimalItemStructure_DoubleDoor_Adobe_C) CONTENT: Adobe(/Game/PrimalEarth/StructuresPlus/Doors/Doors_Double/Adobe/PrimalItemStructure_DoubleDoor_Adobe.Default__PrimalItemStructure_DoubleDoor_Adobe_C) CONTENT: Adobe Double Door(/Engine/Transient.Default__REINST_BP_DoubleDoor_Adobe_C_29096) CONTENT: Adobe Double Door(/Engine/Transient.REINST_BP_DoubleDoor_Adobe_C_1) CONTENT: Reinforced Double Door(/Engine/Transient.REINST_BP_DoubleDoor_Stone_C_0) CONTENT: Reinforced Double Door(/Game/PrimalEarth/StructuresPlus/Doors/Doors_Double/Stone/PrimalItemStructure_DoubleDoor_Stone.Default__PrimalItemStructure_DoubleDoor_Stone_C) CONTENT: A reinforced wooden door that provides entrance to structures. Can be locked for security.(/Game/PrimalEarth/StructuresPlus/Doors/Doors_Double/Stone/PrimalItemStructure_DoubleDoor_Stone.Default__PrimalItemStructure_DoubleDoor_Stone_C) CONTENT: Structures(/Game/PrimalEarth/StructuresPlus/Doors/Doors_Double/Stone/PrimalItemStructure_DoubleDoor_Stone.Default__PrimalItemStructure_DoubleDoor_Stone_C) CONTENT: Stone(/Game/PrimalEarth/StructuresPlus/Doors/Doors_Double/Stone/PrimalItemStructure_DoubleDoor_Stone.Default__PrimalItemStructure_DoubleDoor_Stone_C) CONTENT: Reinforced Double Door(/Engine/Transient.Default__REINST_BP_DoubleDoor_Stone_C_29104) CONTENT: Reinforced Double Door(/Engine/Transient.REINST_BP_DoubleDoor_Stone_C_1) CONTENT: Wooden Double Door(/Engine/Transient.REINST_BP_DoubleDoor_Wood_C_0) CONTENT: Wooden Double Door(/Game/PrimalEarth/StructuresPlus/Doors/Doors_Double/Wood/PrimalItemStructure_DoubleDoor_Wood.Default__PrimalItemStructure_DoubleDoor_Wood_C) CONTENT: A stable wooden door that provides entance to structures. Can be locked for security.(/Game/PrimalEarth/StructuresPlus/Doors/Doors_Double/Wood/PrimalItemStructure_DoubleDoor_Wood.Default__PrimalItemStructure_DoubleDoor_Wood_C) CONTENT: Structures(/Game/PrimalEarth/StructuresPlus/Doors/Doors_Double/Wood/PrimalItemStructure_DoubleDoor_Wood.Default__PrimalItemStructure_DoubleDoor_Wood_C) CONTENT: Wood(/Game/PrimalEarth/StructuresPlus/Doors/Doors_Double/Wood/PrimalItemStructure_DoubleDoor_Wood.Default__PrimalItemStructure_DoubleDoor_Wood_C) CONTENT: Wooden Double Door(/Engine/Transient.Default__REINST_BP_DoubleDoor_Wood_C_29112) CONTENT: Wooden Double Door(/Engine/Transient.REINST_BP_DoubleDoor_Wood_C_1) CONTENT: Flexible Stone Water Pipe(/Game/PrimalEarth/StructuresPlus/Pipes/Flex/Stone/BP_PipeFlex_Stone.Default__BP_PipeFlex_Stone_C) CONTENT: Stone Irrigation Pipe - Flexible(/Game/PrimalEarth/StructuresPlus/Pipes/Flex/Stone/PrimalItemStructure_PipeFlex_Stone.Default__PrimalItemStructure_PipeFlex_Stone_C) CONTENT: Connects nearby pipes dynamically.(/Game/PrimalEarth/StructuresPlus/Pipes/Flex/Stone/PrimalItemStructure_PipeFlex_Stone.Default__PrimalItemStructure_PipeFlex_Stone_C) CONTENT: Stone(/Game/PrimalEarth/StructuresPlus/Pipes/Flex/Stone/PrimalItemStructure_PipeFlex_Stone.Default__PrimalItemStructure_PipeFlex_Stone_C) CONTENT: Pipes(/Game/PrimalEarth/StructuresPlus/Pipes/Flex/Stone/PrimalItemStructure_PipeFlex_Stone.Default__PrimalItemStructure_PipeFlex_Stone_C) CONTENT: Adobe Triangle Ceiling(/Engine/Transient.REINST_BP_TriCeiling_Adobe_C_0) CONTENT: Adobe Triangle Ceiling(/Game/PrimalEarth/StructuresPlus/Structures/Ceilings/Triangle/Adobe/PrimalItemStructure_TriCeiling_Adobe.Default__PrimalItemStructure_TriCeiling_Adobe_C) CONTENT: A stable adobe-plated concrete ceiling that provides insulation, and doubles as a floor for higher levels.(/Game/PrimalEarth/StructuresPlus/Structures/Ceilings/Triangle/Adobe/PrimalItemStructure_TriCeiling_Adobe.Default__PrimalItemStructure_TriCeiling_Adobe_C) CONTENT: Adobe(/Game/PrimalEarth/StructuresPlus/Structures/Ceilings/Triangle/Adobe/PrimalItemStructure_TriCeiling_Adobe.Default__PrimalItemStructure_TriCeiling_Adobe_C) CONTENT: Adobe Triangle Ceiling(/Engine/Transient.Default__REINST_BP_TriCeiling_Adobe_C_29123) CONTENT: Adobe Triangle Ceiling(/Engine/Transient.REINST_BP_TriCeiling_Adobe_C_1) CONTENT: Stone Triangle Ceiling(/Engine/Transient.REINST_BP_TriCeiling_Stone_C_0) CONTENT: Stone Triangle Ceiling(/Game/PrimalEarth/StructuresPlus/Structures/Ceilings/Triangle/Stone/PrimalItemStructure_TriCeiling_Stone.Default__PrimalItemStructure_TriCeiling_Stone_C) CONTENT: A stable brick-and-mortar ceiling that insulates the inside from the outside, and doubles as a floor for higher levels.(/Game/PrimalEarth/StructuresPlus/Structures/Ceilings/Triangle/Stone/PrimalItemStructure_TriCeiling_Stone.Default__PrimalItemStructure_TriCeiling_Stone_C) CONTENT: Stone(/Game/PrimalEarth/StructuresPlus/Structures/Ceilings/Triangle/Stone/PrimalItemStructure_TriCeiling_Stone.Default__PrimalItemStructure_TriCeiling_Stone_C) CONTENT: Stone Triangle Ceiling(/Engine/Transient.Default__REINST_BP_TriCeiling_Stone_C_29131) CONTENT: Stone Triangle Ceiling(/Engine/Transient.REINST_BP_TriCeiling_Stone_C_1) CONTENT: Wooden Triangle Ceiling(/Engine/Transient.REINST_BP_TriCeiling_Wood_C_0) CONTENT: Wooden Triangle Ceiling(/Game/PrimalEarth/StructuresPlus/Structures/Ceilings/Triangle/Wood/PrimalItemStructure_TriCeiling_Wood.Default__PrimalItemStructure_TriCeiling_Wood_C) CONTENT: A stable wooden ceiling that insulates the inside from the outside, and doubles as a floor for higher levels.(/Game/PrimalEarth/StructuresPlus/Structures/Ceilings/Triangle/Wood/PrimalItemStructure_TriCeiling_Wood.Default__PrimalItemStructure_TriCeiling_Wood_C) CONTENT: Wood(/Game/PrimalEarth/StructuresPlus/Structures/Ceilings/Triangle/Wood/PrimalItemStructure_TriCeiling_Wood.Default__PrimalItemStructure_TriCeiling_Wood_C) CONTENT: Wooden Triangle Ceiling(/Engine/Transient.Default__REINST_BP_TriCeiling_Wood_C_29139) CONTENT: Wooden Triangle Ceiling(/Engine/Transient.REINST_BP_TriCeiling_Wood_C_1) CONTENT: Adobe Double Doorframe(/Engine/Transient.REINST_BP_DoubleDoorframe_Adobe_C_0) CONTENT: Adobe Double Doorframe(/Game/PrimalEarth/StructuresPlus/Structures/Doorframes_Double/Adobe/PrimalItemStructure_DoubleDoorframe_Adobe.Default__PrimalItemStructure_DoubleDoorframe_Adobe_C) CONTENT: A adobe wall that provides entrance to a structure.(/Game/PrimalEarth/StructuresPlus/Structures/Doorframes_Double/Adobe/PrimalItemStructure_DoubleDoorframe_Adobe.Default__PrimalItemStructure_DoubleDoorframe_Adobe_C) CONTENT: Structures(/Game/PrimalEarth/StructuresPlus/Structures/Doorframes_Double/Adobe/PrimalItemStructure_DoubleDoorframe_Adobe.Default__PrimalItemStructure_DoubleDoorframe_Adobe_C) CONTENT: Adobe(/Game/PrimalEarth/StructuresPlus/Structures/Doorframes_Double/Adobe/PrimalItemStructure_DoubleDoorframe_Adobe.Default__PrimalItemStructure_DoubleDoorframe_Adobe_C) CONTENT: Adobe Double Doorframe(/Engine/Transient.Default__REINST_BP_DoubleDoorframe_Adobe_C_29148) CONTENT: Adobe Double Doorframe(/Engine/Transient.REINST_BP_DoubleDoorframe_Adobe_C_1) CONTENT: Stone Double Doorframe(/Engine/Transient.REINST_BP_DoubleDoorframe_Stone_C_0) CONTENT: Stone Double Doorframe(/Game/PrimalEarth/StructuresPlus/Structures/Doorframes_Double/Stone/PrimalItemStructure_DoubleDoorframe_Stone.Default__PrimalItemStructure_DoubleDoorframe_Stone_C) CONTENT: A brick-and-mortar wall that provides entrance to a structure.(/Game/PrimalEarth/StructuresPlus/Structures/Doorframes_Double/Stone/PrimalItemStructure_DoubleDoorframe_Stone.Default__PrimalItemStructure_DoubleDoorframe_Stone_C) CONTENT: Structures(/Game/PrimalEarth/StructuresPlus/Structures/Doorframes_Double/Stone/PrimalItemStructure_DoubleDoorframe_Stone.Default__PrimalItemStructure_DoubleDoorframe_Stone_C) CONTENT: Stone(/Game/PrimalEarth/StructuresPlus/Structures/Doorframes_Double/Stone/PrimalItemStructure_DoubleDoorframe_Stone.Default__PrimalItemStructure_DoubleDoorframe_Stone_C) CONTENT: Stone Double Doorframe(/Engine/Transient.Default__REINST_BP_DoubleDoorframe_Stone_C_29156) CONTENT: Stone Double Doorframe(/Engine/Transient.REINST_BP_DoubleDoorframe_Stone_C_1) CONTENT: Wooden Double Doorframe(/Engine/Transient.REINST_BP_DoubleDoorframe_Wood_C_0) CONTENT: Wooden Double Doorframe(/Game/PrimalEarth/StructuresPlus/Structures/Doorframes_Double/Wood/PrimalItemStructure_DoubleDoorframe_Wood.Default__PrimalItemStructure_DoubleDoorframe_Wood_C) CONTENT: A wooden wall that provides entrance to a structure.(/Game/PrimalEarth/StructuresPlus/Structures/Doorframes_Double/Wood/PrimalItemStructure_DoubleDoorframe_Wood.Default__PrimalItemStructure_DoubleDoorframe_Wood_C) CONTENT: Structures(/Game/PrimalEarth/StructuresPlus/Structures/Doorframes_Double/Wood/PrimalItemStructure_DoubleDoorframe_Wood.Default__PrimalItemStructure_DoubleDoorframe_Wood_C) CONTENT: Wood(/Game/PrimalEarth/StructuresPlus/Structures/Doorframes_Double/Wood/PrimalItemStructure_DoubleDoorframe_Wood.Default__PrimalItemStructure_DoubleDoorframe_Wood_C) CONTENT: Wooden Double Doorframe(/Engine/Transient.Default__REINST_BP_DoubleDoorframe_Wood_C_29164) CONTENT: Wooden Double Doorframe(/Engine/Transient.REINST_BP_DoubleDoorframe_Wood_C_1) CONTENT: Adobe Fence Support(/Engine/Transient.REINST_BP_FenceSupport_Adobe_C_0) CONTENT: Adobe Fence Support(/Game/PrimalEarth/StructuresPlus/Structures/FenceSupports/Adobe/PrimalItemStructure_FenceSupport_Adobe.Default__PrimalItemStructure_FenceSupport_Adobe_C) CONTENT: Acts as a foundation so you can build on fence walls. Doesn't follow ground so can build level fences.(/Game/PrimalEarth/StructuresPlus/Structures/FenceSupports/Adobe/PrimalItemStructure_FenceSupport_Adobe.Default__PrimalItemStructure_FenceSupport_Adobe_C) CONTENT: Structures(/Game/PrimalEarth/StructuresPlus/Structures/FenceSupports/Adobe/PrimalItemStructure_FenceSupport_Adobe.Default__PrimalItemStructure_FenceSupport_Adobe_C) CONTENT: Adobe(/Game/PrimalEarth/StructuresPlus/Structures/FenceSupports/Adobe/PrimalItemStructure_FenceSupport_Adobe.Default__PrimalItemStructure_FenceSupport_Adobe_C) CONTENT: Adobe Fence Support(/Engine/Transient.Default__REINST_BP_FenceSupport_Adobe_C_29173) CONTENT: Adobe Fence Support(/Engine/Transient.REINST_BP_FenceSupport_Adobe_C_1) CONTENT: Stone Fence Support(/Engine/Transient.REINST_BP_FenceSupport_Stone_C_0) CONTENT: Stone Fence Support(/Game/PrimalEarth/StructuresPlus/Structures/FenceSupports/Stone/PrimalItemStructure_FenceSupport_Stone.Default__PrimalItemStructure_FenceSupport_Stone_C) CONTENT: Acts as a foundation so you can build on fence walls. Doesn't follow ground so can build level fences.(/Game/PrimalEarth/StructuresPlus/Structures/FenceSupports/Stone/PrimalItemStructure_FenceSupport_Stone.Default__PrimalItemStructure_FenceSupport_Stone_C) CONTENT: Structures(/Game/PrimalEarth/StructuresPlus/Structures/FenceSupports/Stone/PrimalItemStructure_FenceSupport_Stone.Default__PrimalItemStructure_FenceSupport_Stone_C) CONTENT: Stone(/Game/PrimalEarth/StructuresPlus/Structures/FenceSupports/Stone/PrimalItemStructure_FenceSupport_Stone.Default__PrimalItemStructure_FenceSupport_Stone_C) CONTENT: Stone Fence Support(/Engine/Transient.Default__REINST_BP_FenceSupport_Stone_C_29181) CONTENT: Stone Fence Support(/Engine/Transient.REINST_BP_FenceSupport_Stone_C_1) CONTENT: Wooden Fence Support(/Engine/Transient.REINST_BP_FenceSupport_Wood_C_0) CONTENT: Wooden Fence Support(/Game/PrimalEarth/StructuresPlus/Structures/FenceSupports/Wood/PrimalItemStructure_FenceSupport_Wood.Default__PrimalItemStructure_FenceSupport_Wood_C) CONTENT: Acts as a foundation so you can build on fence walls. Doesn't follow ground so can build level fences.(/Game/PrimalEarth/StructuresPlus/Structures/FenceSupports/Wood/PrimalItemStructure_FenceSupport_Wood.Default__PrimalItemStructure_FenceSupport_Wood_C) CONTENT: Structures(/Game/PrimalEarth/StructuresPlus/Structures/FenceSupports/Wood/PrimalItemStructure_FenceSupport_Wood.Default__PrimalItemStructure_FenceSupport_Wood_C) CONTENT: Wood(/Game/PrimalEarth/StructuresPlus/Structures/FenceSupports/Wood/PrimalItemStructure_FenceSupport_Wood.Default__PrimalItemStructure_FenceSupport_Wood_C) CONTENT: Wooden Fence Support(/Engine/Transient.Default__REINST_BP_FenceSupport_Wood_C_29189) CONTENT: Wooden Fence Support(/Engine/Transient.REINST_BP_FenceSupport_Wood_C_1) CONTENT: Adobe Triangle Foundation(/Engine/Transient.REINST_BP_TriFoundation_Adobe_C_0) CONTENT: Adobe Triangle Foundation(/Game/PrimalEarth/StructuresPlus/Structures/Foundations/Triangle/Adobe/PrimalItemStructure_TriFoundation_Adobe.Default__PrimalItemStructure_TriFoundation_Adobe_C) CONTENT: Required to build structures in an area. Triangle shaped.(/Game/PrimalEarth/StructuresPlus/Structures/Foundations/Triangle/Adobe/PrimalItemStructure_TriFoundation_Adobe.Default__PrimalItemStructure_TriFoundation_Adobe_C) CONTENT: Adobe(/Game/PrimalEarth/StructuresPlus/Structures/Foundations/Triangle/Adobe/PrimalItemStructure_TriFoundation_Adobe.Default__PrimalItemStructure_TriFoundation_Adobe_C) CONTENT: Adobe Triangle Foundation(/Engine/Transient.Default__REINST_BP_TriFoundation_Adobe_C_29198) CONTENT: Adobe Triangle Foundation(/Engine/Transient.REINST_BP_TriFoundation_Adobe_C_1) CONTENT: Stone Triangle Foundation(/Engine/Transient.REINST_BP_TriFoundation_Stone_C_0) CONTENT: Stone Triangle Foundation(/Game/PrimalEarth/StructuresPlus/Structures/Foundations/Triangle/Stone/PrimalItemStructure_TriFoundation_Stone.Default__PrimalItemStructure_TriFoundation_Stone_C) CONTENT: Required to build structures in an area. Triangle shaped.(/Game/PrimalEarth/StructuresPlus/Structures/Foundations/Triangle/Stone/PrimalItemStructure_TriFoundation_Stone.Default__PrimalItemStructure_TriFoundation_Stone_C) CONTENT: Stone(/Game/PrimalEarth/StructuresPlus/Structures/Foundations/Triangle/Stone/PrimalItemStructure_TriFoundation_Stone.Default__PrimalItemStructure_TriFoundation_Stone_C) CONTENT: Stone Triangle Foundation(/Engine/Transient.Default__REINST_BP_TriFoundation_Stone_C_29206) CONTENT: Stone Triangle Foundation(/Engine/Transient.REINST_BP_TriFoundation_Stone_C_1) CONTENT: Wooden Triangle Foundation(/Engine/Transient.REINST_BP_TriFoundation_Wood_C_0) CONTENT: Wooden Triangle Foundation(/Game/PrimalEarth/StructuresPlus/Structures/Foundations/Triangle/Wood/PrimalItemStructure_TriFoundation_Wood.Default__PrimalItemStructure_TriFoundation_Wood_C) CONTENT: Required to build structures in an area. Triangle shaped.(/Game/PrimalEarth/StructuresPlus/Structures/Foundations/Triangle/Wood/PrimalItemStructure_TriFoundation_Wood.Default__PrimalItemStructure_TriFoundation_Wood_C) CONTENT: Wood(/Game/PrimalEarth/StructuresPlus/Structures/Foundations/Triangle/Wood/PrimalItemStructure_TriFoundation_Wood.Default__PrimalItemStructure_TriFoundation_Wood_C) CONTENT: Wooden Triangle Foundation(/Engine/Transient.Default__REINST_BP_TriFoundation_Wood_C_29214) CONTENT: Wooden Triangle Foundation(/Engine/Transient.REINST_BP_TriFoundation_Wood_C_1) CONTENT: Stairs(/Engine/Transient.REINST_BP_Ramp_Adobe_C_0) CONTENT: Ramp(/Engine/Transient.REINST_BP_Ramp_Adobe_C_0) CONTENT: Adobe Stairs(/Engine/Transient.REINST_BP_Ramp_Adobe_C_0) CONTENT: Adobe Stairs(/Game/PrimalEarth/StructuresPlus/Structures/Ramps/Adobe/PrimalItemStructure_Ramp_Adobe.Default__PrimalItemStructure_Ramp_Adobe_C) CONTENT: Adobe-plated concrete stairs for travelling up or down levels. Can be switched to a ramp variant.(/Game/PrimalEarth/StructuresPlus/Structures/Ramps/Adobe/PrimalItemStructure_Ramp_Adobe.Default__PrimalItemStructure_Ramp_Adobe_C) CONTENT: Adobe(/Game/PrimalEarth/StructuresPlus/Structures/Ramps/Adobe/PrimalItemStructure_Ramp_Adobe.Default__PrimalItemStructure_Ramp_Adobe_C) CONTENT: Stairs(/Engine/Transient.Default__REINST_BP_Ramp_Adobe_C_29223) CONTENT: Ramp(/Engine/Transient.Default__REINST_BP_Ramp_Adobe_C_29223) CONTENT: Adobe Stairs(/Engine/Transient.Default__REINST_BP_Ramp_Adobe_C_29223) CONTENT: Stairs(/Engine/Transient.REINST_BP_Ramp_Adobe_C_1) CONTENT: Ramp(/Engine/Transient.REINST_BP_Ramp_Adobe_C_1) CONTENT: Adobe Stairs(/Engine/Transient.REINST_BP_Ramp_Adobe_C_1) CONTENT: Stairs(/Engine/Transient.REINST_BP_Ramp_Stone_C_0) CONTENT: Ramp(/Engine/Transient.REINST_BP_Ramp_Stone_C_0) CONTENT: Stone Stairs(/Engine/Transient.REINST_BP_Ramp_Stone_C_0) CONTENT: Stone Stairs(/Game/PrimalEarth/StructuresPlus/Structures/Ramps/Stone/PrimalItemStructure_Ramp_Stone.Default__PrimalItemStructure_Ramp_Stone_C) CONTENT: Stone stairs for travelling up or down levels. Can be switched to a ramp variant.(/Game/PrimalEarth/StructuresPlus/Structures/Ramps/Stone/PrimalItemStructure_Ramp_Stone.Default__PrimalItemStructure_Ramp_Stone_C) CONTENT: Stone(/Game/PrimalEarth/StructuresPlus/Structures/Ramps/Stone/PrimalItemStructure_Ramp_Stone.Default__PrimalItemStructure_Ramp_Stone_C) CONTENT: Stairs(/Engine/Transient.Default__REINST_BP_Ramp_Stone_C_29232) CONTENT: Ramp(/Engine/Transient.Default__REINST_BP_Ramp_Stone_C_29232) CONTENT: Stone Stairs(/Engine/Transient.Default__REINST_BP_Ramp_Stone_C_29232) CONTENT: Stairs(/Engine/Transient.REINST_BP_Ramp_Stone_C_1) CONTENT: Ramp(/Engine/Transient.REINST_BP_Ramp_Stone_C_1) CONTENT: Stone Stairs(/Engine/Transient.REINST_BP_Ramp_Stone_C_1) CONTENT: Stairs(/Engine/Transient.REINST_BP_Ramp_Wood_C_0) CONTENT: Ramp(/Engine/Transient.REINST_BP_Ramp_Wood_C_0) CONTENT: Wooden Stairs(/Engine/Transient.REINST_BP_Ramp_Wood_C_0) CONTENT: Wooden Stairs(/Game/PrimalEarth/StructuresPlus/Structures/Ramps/Wood/PrimalItemStructure_Ramp_Wood.Default__PrimalItemStructure_Ramp_Wood_C) CONTENT: Wooden stairs for travelling up or down levels. Can be switched to a ramp variant.(/Game/PrimalEarth/StructuresPlus/Structures/Ramps/Wood/PrimalItemStructure_Ramp_Wood.Default__PrimalItemStructure_Ramp_Wood_C) CONTENT: Wood(/Game/PrimalEarth/StructuresPlus/Structures/Ramps/Wood/PrimalItemStructure_Ramp_Wood.Default__PrimalItemStructure_Ramp_Wood_C) CONTENT: Stairs(/Engine/Transient.Default__REINST_BP_Ramp_Wood_C_29240) CONTENT: Ramp(/Engine/Transient.Default__REINST_BP_Ramp_Wood_C_29240) CONTENT: Wooden Stairs(/Engine/Transient.Default__REINST_BP_Ramp_Wood_C_29240) CONTENT: Stairs(/Engine/Transient.REINST_BP_Ramp_Wood_C_1) CONTENT: Ramp(/Engine/Transient.REINST_BP_Ramp_Wood_C_1) CONTENT: Wooden Stairs(/Engine/Transient.REINST_BP_Ramp_Wood_C_1) CONTENT: Adobe Triangle Roof(/Engine/Transient.REINST_BP_TriRoof_Adobe_C_0) CONTENT: Adobe Triangle Roof(/Game/PrimalEarth/StructuresPlus/Structures/Roofs_Tri/Adobe/PrimalItemStructure_TriRoof_Adobe.Default__PrimalItemStructure_TriRoof_Adobe_C) CONTENT: A sloped adobe triangle roof.(/Game/PrimalEarth/StructuresPlus/Structures/Roofs_Tri/Adobe/PrimalItemStructure_TriRoof_Adobe.Default__PrimalItemStructure_TriRoof_Adobe_C) CONTENT: Structures(/Game/PrimalEarth/StructuresPlus/Structures/Roofs_Tri/Adobe/PrimalItemStructure_TriRoof_Adobe.Default__PrimalItemStructure_TriRoof_Adobe_C) CONTENT: Adobe(/Game/PrimalEarth/StructuresPlus/Structures/Roofs_Tri/Adobe/PrimalItemStructure_TriRoof_Adobe.Default__PrimalItemStructure_TriRoof_Adobe_C) CONTENT: Adobe Triangle Roof(/Engine/Transient.Default__REINST_BP_TriRoof_Adobe_C_29248) CONTENT: Adobe Triangle Roof(/Engine/Transient.REINST_BP_TriRoof_Adobe_C_1) CONTENT: Stone Triangle Roof(/Engine/Transient.REINST_BP_TriRoof_Stone_C_0) CONTENT: Stone Triangle Roof(/Game/PrimalEarth/StructuresPlus/Structures/Roofs_Tri/Stone/PrimalItemStructure_TriRoof_Stone.Default__PrimalItemStructure_TriRoof_Stone_C) CONTENT: A sloped stone triangle roof.(/Game/PrimalEarth/StructuresPlus/Structures/Roofs_Tri/Stone/PrimalItemStructure_TriRoof_Stone.Default__PrimalItemStructure_TriRoof_Stone_C) CONTENT: Structures(/Game/PrimalEarth/StructuresPlus/Structures/Roofs_Tri/Stone/PrimalItemStructure_TriRoof_Stone.Default__PrimalItemStructure_TriRoof_Stone_C) CONTENT: Stone(/Game/PrimalEarth/StructuresPlus/Structures/Roofs_Tri/Stone/PrimalItemStructure_TriRoof_Stone.Default__PrimalItemStructure_TriRoof_Stone_C) CONTENT: Stone Triangle Roof(/Engine/Transient.Default__REINST_BP_TriRoof_Stone_C_29256) CONTENT: Stone Triangle Roof(/Engine/Transient.REINST_BP_TriRoof_Stone_C_1) CONTENT: Wooden Triangle Roof(/Engine/Transient.REINST_BP_TriRoof_Wood_C_0) CONTENT: Wooden Triangle Roof(/Game/PrimalEarth/StructuresPlus/Structures/Roofs_Tri/Wood/PrimalItemStructure_TriRoof_Wood.Default__PrimalItemStructure_TriRoof_Wood_C) CONTENT: A wood, sloped triangle roof.(/Game/PrimalEarth/StructuresPlus/Structures/Roofs_Tri/Wood/PrimalItemStructure_TriRoof_Wood.Default__PrimalItemStructure_TriRoof_Wood_C) CONTENT: Structures(/Game/PrimalEarth/StructuresPlus/Structures/Roofs_Tri/Wood/PrimalItemStructure_TriRoof_Wood.Default__PrimalItemStructure_TriRoof_Wood_C) CONTENT: Wood(/Game/PrimalEarth/StructuresPlus/Structures/Roofs_Tri/Wood/PrimalItemStructure_TriRoof_Wood.Default__PrimalItemStructure_TriRoof_Wood_C) CONTENT: Wooden Triangle Roof(/Engine/Transient.Default__REINST_BP_TriRoof_Wood_C_29264) CONTENT: Wooden Triangle Roof(/Engine/Transient.REINST_BP_TriRoof_Wood_C_1) CONTENT: Large Adobe Wall(/Engine/Transient.REINST_BP_LargeWall_Adobe_C_0) CONTENT: Large Adobe Wall(/Game/PrimalEarth/StructuresPlus/Structures/Walls_L/Adobe/PrimalItemStructure_LargeWall_Adobe.Default__PrimalItemStructure_LargeWall_Adobe_C) CONTENT: A wall that is as tall as four normal walls.(/Game/PrimalEarth/StructuresPlus/Structures/Walls_L/Adobe/PrimalItemStructure_LargeWall_Adobe.Default__PrimalItemStructure_LargeWall_Adobe_C) CONTENT: Structures(/Game/PrimalEarth/StructuresPlus/Structures/Walls_L/Adobe/PrimalItemStructure_LargeWall_Adobe.Default__PrimalItemStructure_LargeWall_Adobe_C) CONTENT: Adobe(/Game/PrimalEarth/StructuresPlus/Structures/Walls_L/Adobe/PrimalItemStructure_LargeWall_Adobe.Default__PrimalItemStructure_LargeWall_Adobe_C) CONTENT: Large Adobe Wall(/Engine/Transient.Default__REINST_BP_LargeWall_Adobe_C_29272) CONTENT: Large Adobe Wall(/Engine/Transient.REINST_BP_LargeWall_Adobe_C_1) CONTENT: Large Stone Wall(/Engine/Transient.REINST_BP_LargeWall_Stone_C_0) CONTENT: Large Stone Wall(/Game/PrimalEarth/StructuresPlus/Structures/Walls_L/Stone/PrimalItemStructure_LargeWall_Stone.Default__PrimalItemStructure_LargeWall_Stone_C) CONTENT: A wall that is as tall as four normal walls.(/Game/PrimalEarth/StructuresPlus/Structures/Walls_L/Stone/PrimalItemStructure_LargeWall_Stone.Default__PrimalItemStructure_LargeWall_Stone_C) CONTENT: Structures(/Game/PrimalEarth/StructuresPlus/Structures/Walls_L/Stone/PrimalItemStructure_LargeWall_Stone.Default__PrimalItemStructure_LargeWall_Stone_C) CONTENT: Stone(/Game/PrimalEarth/StructuresPlus/Structures/Walls_L/Stone/PrimalItemStructure_LargeWall_Stone.Default__PrimalItemStructure_LargeWall_Stone_C) CONTENT: Large Stone Wall(/Engine/Transient.Default__REINST_BP_LargeWall_Stone_C_29280) CONTENT: Large Stone Wall(/Engine/Transient.REINST_BP_LargeWall_Stone_C_1) CONTENT: Large Wooden Wall(/Engine/Transient.REINST_BP_LargeWall_Wood_C_0) CONTENT: Large Wooden Wall(/Game/PrimalEarth/StructuresPlus/Structures/Walls_L/Wood/PrimalItemStructure_LargeWall_Wood.Default__PrimalItemStructure_LargeWall_Wood_C) CONTENT: A wall that is as tall as four normal walls.(/Game/PrimalEarth/StructuresPlus/Structures/Walls_L/Wood/PrimalItemStructure_LargeWall_Wood.Default__PrimalItemStructure_LargeWall_Wood_C) CONTENT: Structures(/Game/PrimalEarth/StructuresPlus/Structures/Walls_L/Wood/PrimalItemStructure_LargeWall_Wood.Default__PrimalItemStructure_LargeWall_Wood_C) CONTENT: Wood(/Game/PrimalEarth/StructuresPlus/Structures/Walls_L/Wood/PrimalItemStructure_LargeWall_Wood.Default__PrimalItemStructure_LargeWall_Wood_C) CONTENT: Large Wooden Wall(/Engine/Transient.Default__REINST_BP_LargeWall_Wood_C_29288) CONTENT: Large Wooden Wall(/Engine/Transient.REINST_BP_LargeWall_Wood_C_1) CONTENT: Adobe Fence Foundation(/Engine/Transient.REINST_SM_Adobe_Fence_BP_C_0) CONTENT: Adobe Fence Foundation(/Game/ScorchedEarth/Structures/Adobe/Blueprints/PrimalItemStructure_AdobeFenceFoundation.Default__PrimalItemStructure_AdobeFenceFoundation_C) CONTENT: This very strong, narrow foundation is used to build walls around an area.(/Game/ScorchedEarth/Structures/Adobe/Blueprints/PrimalItemStructure_AdobeFenceFoundation.Default__PrimalItemStructure_AdobeFenceFoundation_C) CONTENT: Structures(/Game/ScorchedEarth/Structures/Adobe/Blueprints/PrimalItemStructure_AdobeFenceFoundation.Default__PrimalItemStructure_AdobeFenceFoundation_C) CONTENT: Adobe(/Game/ScorchedEarth/Structures/Adobe/Blueprints/PrimalItemStructure_AdobeFenceFoundation.Default__PrimalItemStructure_AdobeFenceFoundation_C) CONTENT: Adobe Fence Foundation(/Engine/Transient.Default__REINST_SM_Adobe_Fence_BP_C_29296) CONTENT: Adobe Fence Foundation(/Engine/Transient.REINST_SM_Adobe_Fence_BP_C_1) CONTENT: Adobe Ceiling(/Engine/Transient.REINST_SM_AdobeCeiling_BP_C_0) CONTENT: Adobe Ceiling(/Game/ScorchedEarth/Structures/Adobe/Blueprints/PrimalItemStructure_AdobeCeiling.Default__PrimalItemStructure_AdobeCeiling_C) CONTENT: A stable adobe-plated concrete ceiling that provides insulation, and doubles as a floor for higher levels.(/Game/ScorchedEarth/Structures/Adobe/Blueprints/PrimalItemStructure_AdobeCeiling.Default__PrimalItemStructure_AdobeCeiling_C) CONTENT: Structures(/Game/ScorchedEarth/Structures/Adobe/Blueprints/PrimalItemStructure_AdobeCeiling.Default__PrimalItemStructure_AdobeCeiling_C) CONTENT: Adobe(/Game/ScorchedEarth/Structures/Adobe/Blueprints/PrimalItemStructure_AdobeCeiling.Default__PrimalItemStructure_AdobeCeiling_C) CONTENT: Adobe Ceiling(/Engine/Transient.Default__REINST_SM_AdobeCeiling_BP_C_29304) CONTENT: Adobe Ceiling(/Engine/Transient.REINST_SM_AdobeCeiling_BP_C_1) CONTENT: Adobe Trapdoor(/Engine/Transient.REINST_SM_AdobeCeilingDoor_BP_C_0) CONTENT: Adobe Trapdoor(/Game/ScorchedEarth/Structures/Adobe/Blueprints/PrimalItemStructure_AdobeTrapdoor.Default__PrimalItemStructure_AdobeTrapdoor_C) CONTENT: This adobe slab can be used to secure hatches.(/Game/ScorchedEarth/Structures/Adobe/Blueprints/PrimalItemStructure_AdobeTrapdoor.Default__PrimalItemStructure_AdobeTrapdoor_C) CONTENT: Structures(/Game/ScorchedEarth/Structures/Adobe/Blueprints/PrimalItemStructure_AdobeTrapdoor.Default__PrimalItemStructure_AdobeTrapdoor_C) CONTENT: Adobe(/Game/ScorchedEarth/Structures/Adobe/Blueprints/PrimalItemStructure_AdobeTrapdoor.Default__PrimalItemStructure_AdobeTrapdoor_C) CONTENT: Adobe Trapdoor(/Engine/Transient.Default__REINST_SM_AdobeCeilingDoor_BP_C_29313) CONTENT: Adobe Trapdoor(/Engine/Transient.REINST_SM_AdobeCeilingDoor_BP_C_1) CONTENT: Adobe Hatchframe(/Engine/Transient.REINST_SM_AdobeCeilingDoorWay_BP_C_0) CONTENT: Adobe Hatchframe(/Game/ScorchedEarth/Structures/Adobe/Blueprints/PrimalItemStructure_AdobeCeilingWithTrapdoor.Default__PrimalItemStructure_AdobeCeilingWithTrapdoor_C) CONTENT: This Adobe concrete ceiling has a hole in it for trapdoors.(/Game/ScorchedEarth/Structures/Adobe/Blueprints/PrimalItemStructure_AdobeCeilingWithTrapdoor.Default__PrimalItemStructure_AdobeCeilingWithTrapdoor_C) CONTENT: Structures(/Game/ScorchedEarth/Structures/Adobe/Blueprints/PrimalItemStructure_AdobeCeilingWithTrapdoor.Default__PrimalItemStructure_AdobeCeilingWithTrapdoor_C) CONTENT: Adobe(/Game/ScorchedEarth/Structures/Adobe/Blueprints/PrimalItemStructure_AdobeCeilingWithTrapdoor.Default__PrimalItemStructure_AdobeCeilingWithTrapdoor_C) CONTENT: Adobe Hatchframe(/Engine/Transient.Default__REINST_SM_AdobeCeilingDoorWay_BP_C_29322) CONTENT: Adobe Hatchframe(/Engine/Transient.REINST_SM_AdobeCeilingDoorWay_BP_C_1) CONTENT: Adobe Door(/Engine/Transient.REINST_SM_AdobeDoor_BP_C_0) CONTENT: Adobe Door(/Game/ScorchedEarth/Structures/Adobe/Blueprints/PrimalItemStructure_AdobeDoor.Default__PrimalItemStructure_AdobeDoor_C) CONTENT: A stable adobe door that provides entrance to structures. Can be locked for security.(/Game/ScorchedEarth/Structures/Adobe/Blueprints/PrimalItemStructure_AdobeDoor.Default__PrimalItemStructure_AdobeDoor_C) CONTENT: Structures(/Game/ScorchedEarth/Structures/Adobe/Blueprints/PrimalItemStructure_AdobeDoor.Default__PrimalItemStructure_AdobeDoor_C) CONTENT: Adobe(/Game/ScorchedEarth/Structures/Adobe/Blueprints/PrimalItemStructure_AdobeDoor.Default__PrimalItemStructure_AdobeDoor_C) CONTENT: Adobe Door(/Engine/Transient.Default__REINST_SM_AdobeDoor_BP_C_29331) CONTENT: Adobe Door(/Engine/Transient.REINST_SM_AdobeDoor_BP_C_1) CONTENT: Adobe Door Frame(/Engine/Transient.REINST_SM_AdobeDoorFrame_BP_C_0) CONTENT: Adobe Doorframe(/Game/ScorchedEarth/Structures/Adobe/Blueprints/PrimalItemStructure_AdobeWallWithDoor.Default__PrimalItemStructure_AdobeWallWithDoor_C) CONTENT: A adobe wall that provides entrance to a structure.(/Game/ScorchedEarth/Structures/Adobe/Blueprints/PrimalItemStructure_AdobeWallWithDoor.Default__PrimalItemStructure_AdobeWallWithDoor_C) CONTENT: Structures(/Game/ScorchedEarth/Structures/Adobe/Blueprints/PrimalItemStructure_AdobeWallWithDoor.Default__PrimalItemStructure_AdobeWallWithDoor_C) CONTENT: Adobe(/Game/ScorchedEarth/Structures/Adobe/Blueprints/PrimalItemStructure_AdobeWallWithDoor.Default__PrimalItemStructure_AdobeWallWithDoor_C) CONTENT: Adobe Door Frame(/Engine/Transient.Default__REINST_SM_AdobeDoorFrame_BP_C_29339) CONTENT: Adobe Door Frame(/Engine/Transient.REINST_SM_AdobeDoorFrame_BP_C_1) CONTENT: Block(/Engine/Transient.REINST_SM_AdobeFloor_BP_C_0) CONTENT: Adobe Foundation(/Engine/Transient.REINST_SM_AdobeFloor_BP_C_0) CONTENT: Adobe Foundation(/Game/ScorchedEarth/Structures/Adobe/Blueprints/PrimalItemStructure_AdobeFloor.Default__PrimalItemStructure_AdobeFloor_C) CONTENT: Required to build structures in an area.(/Game/ScorchedEarth/Structures/Adobe/Blueprints/PrimalItemStructure_AdobeFloor.Default__PrimalItemStructure_AdobeFloor_C) CONTENT: Structures(/Game/ScorchedEarth/Structures/Adobe/Blueprints/PrimalItemStructure_AdobeFloor.Default__PrimalItemStructure_AdobeFloor_C) CONTENT: Adobe(/Game/ScorchedEarth/Structures/Adobe/Blueprints/PrimalItemStructure_AdobeFloor.Default__PrimalItemStructure_AdobeFloor_C) CONTENT: Block(/Engine/Transient.Default__REINST_SM_AdobeFloor_BP_C_29347) CONTENT: Adobe Foundation(/Engine/Transient.Default__REINST_SM_AdobeFloor_BP_C_29347) CONTENT: Block(/Engine/Transient.REINST_SM_AdobeFloor_BP_C_1) CONTENT: Adobe Foundation(/Engine/Transient.REINST_SM_AdobeFloor_BP_C_1) CONTENT: Adobe Dinosaur Gate(/Engine/Transient.REINST_SM_AdobeGateDoor_BP_C_0) CONTENT: Adobe Dinosaur Gate(/Game/ScorchedEarth/Structures/Adobe/Blueprints/PrimalItemStructure_AdobeGateDoor.Default__PrimalItemStructure_AdobeGateDoor_C) CONTENT: A large adobe gate that can be used with a Gateway to most keep dinosaurs in or out.(/Game/ScorchedEarth/Structures/Adobe/Blueprints/PrimalItemStructure_AdobeGateDoor.Default__PrimalItemStructure_AdobeGateDoor_C) CONTENT: Structures(/Game/ScorchedEarth/Structures/Adobe/Blueprints/PrimalItemStructure_AdobeGateDoor.Default__PrimalItemStructure_AdobeGateDoor_C) CONTENT: Adobe(/Game/ScorchedEarth/Structures/Adobe/Blueprints/PrimalItemStructure_AdobeGateDoor.Default__PrimalItemStructure_AdobeGateDoor_C) CONTENT: Adobe Dinosaur Gate(/Engine/Transient.Default__REINST_SM_AdobeGateDoor_BP_C_29355) CONTENT: Adobe Dinosaur Gate(/Engine/Transient.REINST_SM_AdobeGateDoor_BP_C_1) CONTENT: Adobe Pillar(/Engine/Transient.REINST_SM_AdobePillar_BP_C_0) CONTENT: Adobe Pillar(/Game/ScorchedEarth/Structures/Adobe/Blueprints/PrimalItemStructure_AdobePillar.Default__PrimalItemStructure_AdobePillar_C) CONTENT: This adobe pillar adds structural integrity to the area it is build under. Can also act as stilts for buildings on inclines.(/Game/ScorchedEarth/Structures/Adobe/Blueprints/PrimalItemStructure_AdobePillar.Default__PrimalItemStructure_AdobePillar_C) CONTENT: Structures(/Game/ScorchedEarth/Structures/Adobe/Blueprints/PrimalItemStructure_AdobePillar.Default__PrimalItemStructure_AdobePillar_C) CONTENT: Adobe(/Game/ScorchedEarth/Structures/Adobe/Blueprints/PrimalItemStructure_AdobePillar.Default__PrimalItemStructure_AdobePillar_C) CONTENT: Adobe Pillar(/Engine/Transient.Default__REINST_SM_AdobePillar_BP_C_29364) CONTENT: Adobe Pillar(/Engine/Transient.REINST_SM_AdobePillar_BP_C_1) CONTENT: Adobe Railing(/Engine/Transient.REINST_SM_AdobeRailing_BP_C_0) CONTENT: Adobe Railing(/Game/ScorchedEarth/Structures/Adobe/Blueprints/PrimalItemStructure_AdobeRailing.Default__PrimalItemStructure_AdobeRailing_C) CONTENT: A adobe railing that acts as a simple barrier to prevent people from falling.(/Game/ScorchedEarth/Structures/Adobe/Blueprints/PrimalItemStructure_AdobeRailing.Default__PrimalItemStructure_AdobeRailing_C) CONTENT: Structures(/Game/ScorchedEarth/Structures/Adobe/Blueprints/PrimalItemStructure_AdobeRailing.Default__PrimalItemStructure_AdobeRailing_C) CONTENT: Adobe(/Game/ScorchedEarth/Structures/Adobe/Blueprints/PrimalItemStructure_AdobeRailing.Default__PrimalItemStructure_AdobeRailing_C) CONTENT: Adobe Railing(/Engine/Transient.Default__REINST_SM_AdobeRailing_BP_C_29372) CONTENT: Adobe Railing(/Engine/Transient.REINST_SM_AdobeRailing_BP_C_1) CONTENT: Adobe Ramp(/Engine/Transient.REINST_SM_AdobeRamp_BP_C_0) CONTENT: Adobe Ramp(/Game/ScorchedEarth/Structures/Adobe/Blueprints/PrimalItemStructure_AdobeRamp.Default__PrimalItemStructure_AdobeRamp_C) CONTENT: An inclined adobe-plated concrete floor for travelling up or down levels. Can also be used to make an angled roof.(/Game/ScorchedEarth/Structures/Adobe/Blueprints/PrimalItemStructure_AdobeRamp.Default__PrimalItemStructure_AdobeRamp_C) CONTENT: Structures(/Game/ScorchedEarth/Structures/Adobe/Blueprints/PrimalItemStructure_AdobeRamp.Default__PrimalItemStructure_AdobeRamp_C) CONTENT: Adobe(/Game/ScorchedEarth/Structures/Adobe/Blueprints/PrimalItemStructure_AdobeRamp.Default__PrimalItemStructure_AdobeRamp_C) CONTENT: Adobe Ramp(/Engine/Transient.Default__REINST_SM_AdobeRamp_BP_C_29380) CONTENT: Adobe Ramp(/Engine/Transient.REINST_SM_AdobeRamp_BP_C_1) CONTENT: Adobe Sloped Ceiling(/Engine/Transient.REINST_SM_AdobeSlopedCeiling_BP_C_0) CONTENT: Sloped Adobe Roof(/Game/ScorchedEarth/Structures/Adobe/Blueprints/PrimalItemStructure_AdobeRoof.Default__PrimalItemStructure_AdobeRoof_C) CONTENT: An inclined adobe-framed roof. Slightly different angle than the ramp. Excellent for growing crops indoors.(/Game/ScorchedEarth/Structures/Adobe/Blueprints/PrimalItemStructure_AdobeRoof.Default__PrimalItemStructure_AdobeRoof_C) CONTENT: Structures(/Game/ScorchedEarth/Structures/Adobe/Blueprints/PrimalItemStructure_AdobeRoof.Default__PrimalItemStructure_AdobeRoof_C) CONTENT: Adobe(/Game/ScorchedEarth/Structures/Adobe/Blueprints/PrimalItemStructure_AdobeRoof.Default__PrimalItemStructure_AdobeRoof_C) CONTENT: Adobe Sloped Ceiling(/Engine/Transient.Default__REINST_SM_AdobeSlopedCeiling_BP_C_29388) CONTENT: Adobe Sloped Ceiling(/Engine/Transient.REINST_SM_AdobeSlopedCeiling_BP_C_1) CONTENT: Sloped Adobe Wall Left(/Engine/Transient.REINST_SM_AdobeSlopedWall_Left_BP_C_0) CONTENT: Sloped Adobe Wall Left(/Game/ScorchedEarth/Structures/Adobe/Blueprints/PrimalItemStructure_AdobeWall_Sloped_Left.Default__PrimalItemStructure_AdobeWall_Sloped_Left_C) CONTENT: A sturdy adobe-framed, sloped wall that insulates the inside from the outside, separates rooms, and provides structural integrity. Used in conjunction with the roof. Excellent for growing crops indoors.(/Game/ScorchedEarth/Structures/Adobe/Blueprints/PrimalItemStructure_AdobeWall_Sloped_Left.Default__PrimalItemStructure_AdobeWall_Sloped_Left_C) CONTENT: Structures(/Game/ScorchedEarth/Structures/Adobe/Blueprints/PrimalItemStructure_AdobeWall_Sloped_Left.Default__PrimalItemStructure_AdobeWall_Sloped_Left_C) CONTENT: Adobe(/Game/ScorchedEarth/Structures/Adobe/Blueprints/PrimalItemStructure_AdobeWall_Sloped_Left.Default__PrimalItemStructure_AdobeWall_Sloped_Left_C) CONTENT: Sloped Adobe Wall Left(/Engine/Transient.Default__REINST_SM_AdobeSlopedWall_Left_BP_C_29396) CONTENT: Sloped Adobe Wall Left(/Engine/Transient.REINST_SM_AdobeSlopedWall_Left_BP_C_1) CONTENT: Sloped Adobe Wall Right(/Engine/Transient.REINST_SM_AdobeSlopedWall_Right_BP_C_0) CONTENT: Sloped Adobe Wall Right(/Game/ScorchedEarth/Structures/Adobe/Blueprints/PrimalItemStructure_AdobeWall_Sloped_Right.Default__PrimalItemStructure_AdobeWall_Sloped_Right_C) CONTENT: A sturdy adobe-framed, sloped wall that insulates the inside from the outside, separates rooms, and provides structural integrity. Used in conjunction with the roof. Excellent for growing crops indoors.(/Game/ScorchedEarth/Structures/Adobe/Blueprints/PrimalItemStructure_AdobeWall_Sloped_Right.Default__PrimalItemStructure_AdobeWall_Sloped_Right_C) CONTENT: Structures(/Game/ScorchedEarth/Structures/Adobe/Blueprints/PrimalItemStructure_AdobeWall_Sloped_Right.Default__PrimalItemStructure_AdobeWall_Sloped_Right_C) CONTENT: Adobe(/Game/ScorchedEarth/Structures/Adobe/Blueprints/PrimalItemStructure_AdobeWall_Sloped_Right.Default__PrimalItemStructure_AdobeWall_Sloped_Right_C) CONTENT: Sloped Adobe Wall Right(/Engine/Transient.Default__REINST_SM_AdobeSlopedWall_Right_BP_C_29404) CONTENT: Sloped Adobe Wall Right(/Engine/Transient.REINST_SM_AdobeSlopedWall_Right_BP_C_1) CONTENT: Adobe Ladder(/Engine/Transient.REINST_SM_AdobeStairs_BP_C_0) CONTENT: Adobe Ladder(/Game/ScorchedEarth/Structures/Adobe/Blueprints/PrimalItemStructure_AdobeLader.Default__PrimalItemStructure_AdobeLader_C) CONTENT: A simple adobe ladder used to climb up or down tall structures. Can also be used to extend existing ladders.(/Game/ScorchedEarth/Structures/Adobe/Blueprints/PrimalItemStructure_AdobeLader.Default__PrimalItemStructure_AdobeLader_C) CONTENT: Structures(/Game/ScorchedEarth/Structures/Adobe/Blueprints/PrimalItemStructure_AdobeLader.Default__PrimalItemStructure_AdobeLader_C) CONTENT: Adobe(/Game/ScorchedEarth/Structures/Adobe/Blueprints/PrimalItemStructure_AdobeLader.Default__PrimalItemStructure_AdobeLader_C) CONTENT: Adobe Ladder(/Engine/Transient.Default__REINST_SM_AdobeStairs_BP_C_29413) CONTENT: Adobe Ladder(/Engine/Transient.REINST_SM_AdobeStairs_BP_C_1) CONTENT: Adobe Wall(/Engine/Transient.REINST_SM_AdobeWall_BP_C_0) CONTENT: Adobe Wall(/Game/ScorchedEarth/Structures/Adobe/Blueprints/PrimalItemStructure_AdobeWall.Default__PrimalItemStructure_AdobeWall_C) CONTENT: An adobe wall that insulates the inside from the outside and separates rooms.(/Game/ScorchedEarth/Structures/Adobe/Blueprints/PrimalItemStructure_AdobeWall.Default__PrimalItemStructure_AdobeWall_C) CONTENT: Structures(/Game/ScorchedEarth/Structures/Adobe/Blueprints/PrimalItemStructure_AdobeWall.Default__PrimalItemStructure_AdobeWall_C) CONTENT: Adobe(/Game/ScorchedEarth/Structures/Adobe/Blueprints/PrimalItemStructure_AdobeWall.Default__PrimalItemStructure_AdobeWall_C) CONTENT: Adobe Wall(/Engine/Transient.Default__REINST_SM_AdobeWall_BP_C_29421) CONTENT: Adobe Wall(/Engine/Transient.REINST_SM_AdobeWall_BP_C_1) CONTENT: Reinforced Adobe Window(/Engine/Transient.REINST_SM_AdobeWindow_BP_C_0) CONTENT: Adobe Window(/Game/ScorchedEarth/Structures/Adobe/Blueprints/PrimalItemStructure_AdobeWindow.Default__PrimalItemStructure_AdobeWindow_C) CONTENT: Adobe plates on hinges that cover windows to provide protection from projectiles and spying.(/Game/ScorchedEarth/Structures/Adobe/Blueprints/PrimalItemStructure_AdobeWindow.Default__PrimalItemStructure_AdobeWindow_C) CONTENT: Structures(/Game/ScorchedEarth/Structures/Adobe/Blueprints/PrimalItemStructure_AdobeWindow.Default__PrimalItemStructure_AdobeWindow_C) CONTENT: Adobe(/Game/ScorchedEarth/Structures/Adobe/Blueprints/PrimalItemStructure_AdobeWindow.Default__PrimalItemStructure_AdobeWindow_C) CONTENT: Reinforced Adobe Window(/Engine/Transient.Default__REINST_SM_AdobeWindow_BP_C_29430) CONTENT: Reinforced Adobe Window(/Engine/Transient.REINST_SM_AdobeWindow_BP_C_1) CONTENT: Adobe Window Wall(/Engine/Transient.REINST_SM_AdobeWindowWall_BP_C_0) CONTENT: Adobe Windowframe(/Game/ScorchedEarth/Structures/Adobe/Blueprints/PrimalItemStructure_AdobeWallWithWindow.Default__PrimalItemStructure_AdobeWallWithWindow_C) CONTENT: An adobe wall, with a hole for a window.(/Game/ScorchedEarth/Structures/Adobe/Blueprints/PrimalItemStructure_AdobeWallWithWindow.Default__PrimalItemStructure_AdobeWallWithWindow_C) CONTENT: Structures(/Game/ScorchedEarth/Structures/Adobe/Blueprints/PrimalItemStructure_AdobeWallWithWindow.Default__PrimalItemStructure_AdobeWallWithWindow_C) CONTENT: Adobe(/Game/ScorchedEarth/Structures/Adobe/Blueprints/PrimalItemStructure_AdobeWallWithWindow.Default__PrimalItemStructure_AdobeWallWithWindow_C) CONTENT: Adobe Window Wall(/Engine/Transient.Default__REINST_SM_AdobeWindowWall_BP_C_29439) CONTENT: Adobe Window Wall(/Engine/Transient.REINST_SM_AdobeWindowWall_BP_C_1) CONTENT: Manticore Flag(/Engine/Transient.REINST_Flag_SM_Manticore_C_0) CONTENT: Manticore Flag(/Game/ScorchedEarth/Structures/ManticoreFlag/PrimalItemStructure_Flag_Manticore.Default__PrimalItemStructure_Flag_Manticore_C) CONTENT: This flag is proof that you have defeated the Manticore.(/Game/ScorchedEarth/Structures/ManticoreFlag/PrimalItemStructure_Flag_Manticore.Default__PrimalItemStructure_Flag_Manticore_C) CONTENT: Structures(/Game/ScorchedEarth/Structures/ManticoreFlag/PrimalItemStructure_Flag_Manticore.Default__PrimalItemStructure_Flag_Manticore_C) CONTENT: Misc(/Game/ScorchedEarth/Structures/ManticoreFlag/PrimalItemStructure_Flag_Manticore.Default__PrimalItemStructure_Flag_Manticore_C) CONTENT: Manticore Flag(/Engine/Transient.Default__REINST_Flag_SM_Manticore_C_29447) CONTENT: Manticore Flag(/Engine/Transient.REINST_Flag_SM_Manticore_C_1) CONTENT: DEPTH OF FIELD(/Game/PrimalEarth/UI/DepthOfFieldMenu.DepthOfFieldMenu_C:WidgetTree_551.TextBlock_0) CONTENT: Near Transition Region(/Game/PrimalEarth/UI/DepthOfFieldMenu.DepthOfFieldMenu_C:WidgetTree_551.NearTransitionRegionText) CONTENT: Focal Distance(/Game/PrimalEarth/UI/DepthOfFieldMenu.DepthOfFieldMenu_C:WidgetTree_551.FocalDistanceText) CONTENT: Focal Region(/Game/PrimalEarth/UI/DepthOfFieldMenu.DepthOfFieldMenu_C:WidgetTree_551.FocalRegionText) CONTENT: Far Transition Region(/Game/PrimalEarth/UI/DepthOfFieldMenu.DepthOfFieldMenu_C:WidgetTree_551.FarTransitionRegionText) CONTENT: Scale(/Game/PrimalEarth/UI/DepthOfFieldMenu.DepthOfFieldMenu_C:WidgetTree_551.ScaleText) CONTENT: Max Bokeh Size(/Game/PrimalEarth/UI/DepthOfFieldMenu.DepthOfFieldMenu_C:WidgetTree_551.MaxBokehText) CONTENT: Occlusion(/Game/PrimalEarth/UI/DepthOfFieldMenu.DepthOfFieldMenu_C:WidgetTree_551.OcclusionText) CONTENT: Use Gaussian Blur(/Game/PrimalEarth/UI/DepthOfFieldMenu.DepthOfFieldMenu_C:WidgetTree_551.TextBlock_545) CONTENT: Presets:(/Game/PrimalEarth/UI/DepthOfFieldMenu.DepthOfFieldMenu_C:WidgetTree_551.TextBlock_1) CONTENT: Mapped Settings(/Game/PrimalEarth/UI/DepthOfFieldMenu.DepthOfFieldMenu_C:WidgetTree_551.BlurModeText) CONTENT: 1(/Game/PrimalEarth/UI/DepthOfFieldMenu.DepthOfFieldMenu_C:WidgetTree_551.StoredComboBox) CONTENT: 2(/Game/PrimalEarth/UI/DepthOfFieldMenu.DepthOfFieldMenu_C:WidgetTree_551.StoredComboBox) CONTENT: 3(/Game/PrimalEarth/UI/DepthOfFieldMenu.DepthOfFieldMenu_C:WidgetTree_551.StoredComboBox) CONTENT: 4(/Game/PrimalEarth/UI/DepthOfFieldMenu.DepthOfFieldMenu_C:WidgetTree_551.StoredComboBox) CONTENT: 5(/Game/PrimalEarth/UI/DepthOfFieldMenu.DepthOfFieldMenu_C:WidgetTree_551.StoredComboBox) CONTENT: 6(/Game/PrimalEarth/UI/DepthOfFieldMenu.DepthOfFieldMenu_C:WidgetTree_551.StoredComboBox) CONTENT: 7(/Game/PrimalEarth/UI/DepthOfFieldMenu.DepthOfFieldMenu_C:WidgetTree_551.StoredComboBox) CONTENT: 8(/Game/PrimalEarth/UI/DepthOfFieldMenu.DepthOfFieldMenu_C:WidgetTree_551.StoredComboBox) CONTENT: 9(/Game/PrimalEarth/UI/DepthOfFieldMenu.DepthOfFieldMenu_C:WidgetTree_551.StoredComboBox) CONTENT: 0(/Game/PrimalEarth/UI/DepthOfFieldMenu.DepthOfFieldMenu_C:WidgetTree_551.StoredComboBox) CONTENT: Custom(/Game/PrimalEarth/UI/DepthOfFieldMenu.DepthOfFieldMenu_C:WidgetTree_551.StoredComboBox) CONTENT: FAR(/Game/PrimalEarth/UI/DepthOfFieldMenu.DepthOfFieldMenu_C:WidgetTree_551.TextBlock_650) CONTENT: MEDIUM(/Game/PrimalEarth/UI/DepthOfFieldMenu.DepthOfFieldMenu_C:WidgetTree_551.TextBlock_632) CONTENT: NEAR(/Game/PrimalEarth/UI/DepthOfFieldMenu.DepthOfFieldMenu_C:WidgetTree_551.TextBlock_176) CONTENT: SAVE(/Game/PrimalEarth/UI/DepthOfFieldMenu.DepthOfFieldMenu_C:WidgetTree_551.TextBlock_353) CONTENT: LOAD(/Game/PrimalEarth/UI/DepthOfFieldMenu.DepthOfFieldMenu_C:WidgetTree_551.TextBlock_55) CONTENT: CLOSE(/Game/PrimalEarth/UI/DepthOfFieldMenu.DepthOfFieldMenu_C:WidgetTree_551.CancelButton) CONTENT: RESTORE DEFAULT SETTINGS(/Game/PrimalEarth/UI/DepthOfFieldMenu.DepthOfFieldMenu_C:WidgetTree_551.RevertButton) CONTENT: CLEAR DEPTH OF FIELD(/Game/PrimalEarth/UI/DepthOfFieldMenu.DepthOfFieldMenu_C:WidgetTree_551.ClearButton) CONTENT: TestWidget(/Game/PrimalEarth/UI/PauseMenu.Default__PauseMenu_C) CONTENT: SURVIVOR PROFILE(/Game/PrimalEarth/UI/PauseMenu.PauseMenu_C:WidgetTree_100.TextBlock_13) CONTENT: INVENTORY(/Game/PrimalEarth/UI/PauseMenu.PauseMenu_C:WidgetTree_100.TextBlock_72) CONTENT: TRIBE MANAGER(/Game/PrimalEarth/UI/PauseMenu.PauseMenu_C:WidgetTree_100.TextBlock_52) CONTENT: ADMIN COMMAND(/Game/PrimalEarth/UI/PauseMenu.PauseMenu_C:WidgetTree_100.TextBlock_450) CONTENT: RESUME(/Game/PrimalEarth/UI/PauseMenu.PauseMenu_C:WidgetTree_100.AText) CONTENT: OPTIONS(/Game/PrimalEarth/UI/PauseMenu.PauseMenu_C:WidgetTree_100.TextBlock_45) CONTENT: EXIT TO MAIN MENU(/Game/PrimalEarth/UI/PauseMenu.PauseMenu_C:WidgetTree_100.ExitButtonTxt) CONTENT: GAME GUIDE(/Game/PrimalEarth/UI/PauseMenu.PauseMenu_C:WidgetTree_100.TextBlock_582) CONTENT: INVITE FRIENDS(/Game/PrimalEarth/UI/PauseMenu.PauseMenu_C:WidgetTree_100.TextBlock_472) CONTENT: HOST ADMINISTRATION(/Game/PrimalEarth/UI/PauseMenu.PauseMenu_C:WidgetTree_100.TextBlock_621) CONTENT: DEACTIVATE GAMEPAD(/Game/PrimalEarth/UI/PauseMenu.PauseMenu_C:WidgetTree_100.TextBlock_471) CONTENT: ENABLE CREATIVE MODE(/Game/PrimalEarth/UI/PauseMenu.PauseMenu_C:WidgetTree_100.TextBlock_4974) CONTENT: Presson second controller for splitscreen.(/Game/PrimalEarth/UI/PauseMenu.PauseMenu_C:WidgetTree_100.PressStartLabel) CONTENT: ARK Inventory(/Game/PrimalEarth/UI/SteamInventoryPopupUI.Default__SteamInventoryPopupUI_C) CONTENT: ARK INVENTORY(/Game/PrimalEarth/UI/SteamInventoryPopupUI.SteamInventoryPopupUI_C:WidgetTree_26.TitleLabel) CONTENT: Downloading Item From ARK...(/Game/PrimalEarth/UI/SteamInventoryPopupUI.SteamInventoryPopupUI_C:WidgetTree_26.DownloadingMessageLabel) CONTENT: CLOSE(/Game/PrimalEarth/UI/SteamInventoryPopupUI.SteamInventoryPopupUI_C:WidgetTree_26.AText) CONTENT: Uploading Item To ARK...(/Game/PrimalEarth/UI/SteamInventoryPopupUI.SteamInventoryPopupUI_C:WidgetTree_26.UploadingMessageLabel) LITERAL: Can't Fit(/Game/PrimalEarth/CoreBlueprints/PlayerControllerBlueprint.PlayerControllerBlueprint:CanDeploy.K2Node_VariableSet_39480) LITERAL: Can't Fit(/Game/PrimalEarth/CoreBlueprints/PlayerControllerBlueprint.PlayerControllerBlueprint:CanDeploy.K2Node_VariableSet_39477) CONTENT: Hat Switch(/Game/PrimalEarth/UI/EmoteRadialSelectorBP.Default__EmoteRadialSelectorBP_C) CONTENT: Salute(/Game/PrimalEarth/UI/EmoteRadialSelectorBP.Default__EmoteRadialSelectorBP_C) CONTENT: Sorry(/Game/PrimalEarth/UI/EmoteRadialSelectorBP.Default__EmoteRadialSelectorBP_C) CONTENT: Thank(/Game/PrimalEarth/UI/EmoteRadialSelectorBP.Default__EmoteRadialSelectorBP_C) CONTENT: Wave(/Game/PrimalEarth/UI/EmoteRadialSelectorBP.Default__EmoteRadialSelectorBP_C) CONTENT: Laugh(/Game/PrimalEarth/UI/EmoteRadialSelectorBP.Default__EmoteRadialSelectorBP_C) CONTENT: Yes(/Game/PrimalEarth/UI/EmoteRadialSelectorBP.Default__EmoteRadialSelectorBP_C) CONTENT: No(/Game/PrimalEarth/UI/EmoteRadialSelectorBP.Default__EmoteRadialSelectorBP_C) CONTENT: Taunt(/Game/PrimalEarth/UI/EmoteRadialSelectorBP.Default__EmoteRadialSelectorBP_C) CONTENT: Cheer(/Game/PrimalEarth/UI/EmoteRadialSelectorBP.Default__EmoteRadialSelectorBP_C) CONTENT: Friendly Lower Hands(/Game/PrimalEarth/UI/EmoteRadialSelectorBP.Default__EmoteRadialSelectorBP_C) CONTENT: Whistle Follow (All)(/Game/PrimalEarth/UI/PlayerActionRadialSelectorBP.Default__PlayerActionRadialSelectorBP_C) CONTENT: Whistle Follow (One)(/Game/PrimalEarth/UI/PlayerActionRadialSelectorBP.Default__PlayerActionRadialSelectorBP_C) CONTENT: Whistle Stop (All)(/Game/PrimalEarth/UI/PlayerActionRadialSelectorBP.Default__PlayerActionRadialSelectorBP_C) CONTENT: Whistle Stop (One)(/Game/PrimalEarth/UI/PlayerActionRadialSelectorBP.Default__PlayerActionRadialSelectorBP_C) CONTENT: Whistle Aggressive(/Game/PrimalEarth/UI/PlayerActionRadialSelectorBP.Default__PlayerActionRadialSelectorBP_C) CONTENT: Whistle Attack Target(/Game/PrimalEarth/UI/PlayerActionRadialSelectorBP.Default__PlayerActionRadialSelectorBP_C) CONTENT: Whistle Neutral(/Game/PrimalEarth/UI/PlayerActionRadialSelectorBP.Default__PlayerActionRadialSelectorBP_C) CONTENT: Whistle Passive(/Game/PrimalEarth/UI/PlayerActionRadialSelectorBP.Default__PlayerActionRadialSelectorBP_C) CONTENT: [Emotes](/Game/PrimalEarth/UI/PlayerActionRadialSelectorBP.Default__PlayerActionRadialSelectorBP_C) CONTENT: Poop(/Game/PrimalEarth/UI/PlayerActionRadialSelectorBP.Default__PlayerActionRadialSelectorBP_C) CONTENT: Show HLNA(/Game/PrimalEarth/UI/PlayerActionRadialSelectorBP.Default__PlayerActionRadialSelectorBP_C) CONTENT: Whistle Follow (All)(/Game/PrimalEarth/UI/WhistleRadialSelectorBP.Default__WhistleRadialSelectorBP_C) CONTENT: Whistle Follow (One)(/Game/PrimalEarth/UI/WhistleRadialSelectorBP.Default__WhistleRadialSelectorBP_C) CONTENT: Whistle Stop (All)(/Game/PrimalEarth/UI/WhistleRadialSelectorBP.Default__WhistleRadialSelectorBP_C) CONTENT: Whistle Stop (One)(/Game/PrimalEarth/UI/WhistleRadialSelectorBP.Default__WhistleRadialSelectorBP_C) CONTENT: Whistle Attack MY Target(/Game/PrimalEarth/UI/WhistleRadialSelectorBP.Default__WhistleRadialSelectorBP_C) CONTENT: Whistle Neutral(/Game/PrimalEarth/UI/WhistleRadialSelectorBP.Default__WhistleRadialSelectorBP_C) CONTENT: Whistle Passive Flee(/Game/PrimalEarth/UI/WhistleRadialSelectorBP.Default__WhistleRadialSelectorBP_C) CONTENT: Whistle Passive(/Game/PrimalEarth/UI/WhistleRadialSelectorBP.Default__WhistleRadialSelectorBP_C) CONTENT: Whistle Attack THIS Target(/Game/PrimalEarth/UI/WhistleRadialSelectorBP.Default__WhistleRadialSelectorBP_C) CONTENT: Whistle Land Flyer (One)(/Game/PrimalEarth/UI/WhistleRadialSelectorBP.Default__WhistleRadialSelectorBP_C) CONTENT: Play Emote(/Game/PrimalEarth/UI/WhistleRadialSelectorBP.Default__WhistleRadialSelectorBP_C) CONTENT: Show HLNA(/Game/PrimalEarth/UI/WhistleRadialSelectorBP.Default__WhistleRadialSelectorBP_C) CONTENT: Point Name 999m(/Engine/Transient.TRASHCLASS_HUDPointOfInterestWidgetBP_30588:TextBlock_1680) CONTENT: Point Description(/Engine/Transient.TRASHCLASS_HUDPointOfInterestWidgetBP_30588:TextBlock_1681) CONTENT: Text Block(/Engine/Transient.REINST_HUDPointOfInterestWidgetBP_C_103:WidgetTree_1589.OnScreenProgressLabel) CONTENT: Text Block(/Engine/Transient.REINST_HUDPointOfInterestWidgetBP_C_103:WidgetTree_1589.PointTitleTextBlock) CONTENT: Text Block(/Engine/Transient.REINST_HUDPointOfInterestWidgetBP_C_103:WidgetTree_1589.PointDescTextBlock) CONTENT: Point Name 999m(/Game/Genesis/UI/HUDPointOfInterestWidgetBP.HUDPointOfInterestWidgetBP_C:WidgetTree_420.PointTitleTextBlock) CONTENT: Point Description(/Game/Genesis/UI/HUDPointOfInterestWidgetBP.HUDPointOfInterestWidgetBP_C:WidgetTree_420.PointDescTextBlock) CONTENT: 0m(/Game/PrimalEarth/UI/TamingList_Entry.TamingList_Entry_C:WidgetTree_672.DistanceLabel) CONTENT: Dino - Lvl 0(/Game/PrimalEarth/UI/TamingList_Entry.TamingList_Entry_C:WidgetTree_672.NameLabel) CONTENT: Effectiveness: 0.0% (+0 Lvl)(/Game/PrimalEarth/UI/TamingList_Entry.TamingList_Entry_C:WidgetTree_672.EffectivenessLabel) CONTENT: Unconscious(/Game/PrimalEarth/UI/TamingList_Entry.TamingList_Entry_C:WidgetTree_672.TorporLabel) CONTENT: Taming: 0.0%(/Game/PrimalEarth/UI/TamingList_Entry.TamingList_Entry_C:WidgetTree_672.TamingLabel) CONTENT: 0.0/0.0(/Game/PrimalEarth/UI/TamingList_Entry.TamingList_Entry_C:WidgetTree_672.HealthLabel) CONTENT: 0.0/0.0(/Game/PrimalEarth/UI/TamingList_Entry.TamingList_Entry_C:WidgetTree_672.FoodLabel) CONTENT: Test(/Game/PrimalEarth/UI/DataListEnrtyWidgitAdminMangment.DataListEnrtyWidgitAdminMangment_C:WidgetTree_1241.AdminPlayerInfoEntryButton) CONTENT: ServerPassword(/Game/PrimalEarth/UI/AdminManagement.AdminManagement_C:WidgetTree_25.TextBlock_4557) CONTENT: ServerAdminPassword(/Game/PrimalEarth/UI/AdminManagement.AdminManagement_C:WidgetTree_25.TextBlock_308) CONTENT: MaxStructuresInRange(/Game/PrimalEarth/UI/AdminManagement.AdminManagement_C:WidgetTree_25.TextBlock_6328) CONTENT: DifficultyOffset(/Game/PrimalEarth/UI/AdminManagement.AdminManagement_C:WidgetTree_25.TextBlock_6329) CONTENT: ProximityChat(/Game/PrimalEarth/UI/AdminManagement.AdminManagement_C:WidgetTree_25.TextBlock_6330) CONTENT: SERVER INFO(/Game/PrimalEarth/UI/AdminManagement.AdminManagement_C:WidgetTree_25.TextBlock_9839) CONTENT: ADMIN MENU(/Game/PrimalEarth/UI/AdminManagement.AdminManagement_C:WidgetTree_25.TextBlock_4546) CONTENT: WHITELIST(/Game/PrimalEarth/UI/AdminManagement.AdminManagement_C:WidgetTree_25.TextBlock_51) CONTENT: KICK(/Game/PrimalEarth/UI/AdminManagement.AdminManagement_C:WidgetTree_25.TextBlock_670) CONTENT: BAN(/Game/PrimalEarth/UI/AdminManagement.AdminManagement_C:WidgetTree_25.TextBlock_7799) CONTENT: SEND(/Game/PrimalEarth/UI/AdminManagement.AdminManagement_C:WidgetTree_25.TextBlock_1255) CONTENT: Message(/Game/PrimalEarth/UI/AdminManagement.AdminManagement_C:WidgetTree_25.TextBlock_2628) CONTENT: CONNECTED PLAYERS(/Game/PrimalEarth/UI/AdminManagement.AdminManagement_C:WidgetTree_25.CONNECTED PLAYERS) CONTENT: Count : (/Game/PrimalEarth/UI/AdminManagement.AdminManagement_C:WidgetTree_25.TextBlock_53) CONTENT: Count(/Game/PrimalEarth/UI/AdminManagement.AdminManagement_C:WidgetTree_25.numconnected) CONTENT: Refreshing(/Game/PrimalEarth/UI/AdminManagement.AdminManagement_C:WidgetTree_25.TextBlock_547) CONTENT: Refreshing(/Game/PrimalEarth/UI/AdminManagement.AdminManagement_C:WidgetTree_25.TextBlock_1066) CONTENT: CLOSE(/Game/PrimalEarth/UI/AdminManagement.AdminManagement_C:WidgetTree_25.AText) CONTENT: REFRESH(/Game/PrimalEarth/UI/AdminManagement.AdminManagement_C:WidgetTree_25.TextBlock_17340) CONTENT: WHITE LISTED PLAYERS(/Game/PrimalEarth/UI/AdminManagement.AdminManagement_C:WidgetTree_25.TextBlock_1046) CONTENT: CANCEL(/Game/PrimalEarth/UI/AdminManagement.AdminManagement_C:WidgetTree_25.TextBlock_5237) CONTENT: EXECUTE(/Game/PrimalEarth/UI/AdminManagement.AdminManagement_C:WidgetTree_25.TextBlock_5238) CONTENT: Enter Steam ID(/Game/PrimalEarth/UI/AdminManagement.AdminManagement_C:WidgetTree_25.TextBlock_5240) CONTENT: REMOVE(/Game/PrimalEarth/UI/AdminManagement.AdminManagement_C:WidgetTree_25.TextBlock_1047) CONTENT: ADD TO LIST(/Game/PrimalEarth/UI/AdminManagement.AdminManagement_C:WidgetTree_25.TextBlock_7626) CONTENT: Count(/Game/PrimalEarth/UI/AdminManagement.AdminManagement_C:WidgetTree_25.numWhitelisted) CONTENT: Count : (/Game/PrimalEarth/UI/AdminManagement.AdminManagement_C:WidgetTree_25.TextBlock_1336) CONTENT: Refreshing(/Game/PrimalEarth/UI/AdminManagement.AdminManagement_C:WidgetTree_25.TextBlock_2331) CONTENT: EXECUTE(/Game/PrimalEarth/UI/AdminManagement.AdminManagement_C:WidgetTree_25.TextBlock_1) CONTENT: CANCEL(/Game/PrimalEarth/UI/AdminManagement.AdminManagement_C:WidgetTree_25.TextBlock_132) CONTENT: ENTER FUNCTION PTERAMETERS(/Game/PrimalEarth/UI/AdminManagement.AdminManagement_C:WidgetTree_25.TextBlock_693) CONTENT: COPY STEAM ID(/Game/PrimalEarth/UI/AdminManagement.AdminManagement_C:WidgetTree_25.TextBlock_492) CONTENT: COPY PLAYER ID(/Game/PrimalEarth/UI/AdminManagement.AdminManagement_C:WidgetTree_25.TextBlock_396) CONTENT: EXCUTE(/Game/PrimalEarth/UI/AdminManagement.AdminManagement_C:WidgetTree_25.TextBlock_719) CONTENT: CHEAT MANAGER(/Game/PrimalEarth/UI/AdminManagement.AdminManagement_C:WidgetTree_25.TextBlock_20547) CONTENT: MESSAGE OF THE DAY(/Game/PrimalEarth/UI/AdminManagement.AdminManagement_C:WidgetTree_25.MessageOfTheDayBlock) CONTENT: REFRESH MESSAGE(/Game/PrimalEarth/UI/AdminManagement.AdminManagement_C:WidgetTree_25.refrshMessageoftheday) CONTENT: BANNED PLAYERS(/Game/PrimalEarth/UI/AdminManagement.AdminManagement_C:WidgetTree_25.TextBlock_14973) CONTENT: Manual Ban(/Game/PrimalEarth/UI/AdminManagement.AdminManagement_C:WidgetTree_25.TextBlock_0) CONTENT: UNBAN(/Game/PrimalEarth/UI/AdminManagement.AdminManagement_C:WidgetTree_25.TextBlock_131) CONTENT: CANCEL(/Game/PrimalEarth/UI/AdminManagement.AdminManagement_C:WidgetTree_25.TextBlock_208) CONTENT: EXECUTE(/Game/PrimalEarth/UI/AdminManagement.AdminManagement_C:WidgetTree_25.TextBlock_207) CONTENT: Enter Steam ID(/Game/PrimalEarth/UI/AdminManagement.AdminManagement_C:WidgetTree_25.TextBlock_205) CONTENT: Count : (/Game/PrimalEarth/UI/AdminManagement.AdminManagement_C:WidgetTree_25.TextBlock_287) CONTENT: Count(/Game/PrimalEarth/UI/AdminManagement.AdminManagement_C:WidgetTree_25.numbanned) CONTENT: GAME MODE MANAGEMENT MENU(/Game/PrimalEarth/UI/AdminManagement.AdminManagement_C:WidgetTree_25.TextBlock_2) CONTENT: TRIBE NAME:(/Game/PrimalEarth/UI/AllPlayersListUI.AllPlayersListUI_C:WidgetTree_37.TextBlock_19) CONTENT: PLAYER NAME:(/Game/PrimalEarth/UI/AllPlayersListUI.AllPlayersListUI_C:WidgetTree_37.TextBlock_401) CONTENT: PLAYERS(/Game/PrimalEarth/UI/AllPlayersListUI.AllPlayersListUI_C:WidgetTree_37.TextBlock_740) CONTENT: TRIBE(/Game/PrimalEarth/UI/AllPlayersListUI.AllPlayersListUI_C:WidgetTree_37.TextBlock_405) CONTENT: SELECT PLAYER TO VIEW(/Game/PrimalEarth/UI/AllPlayersListUI.AllPlayersListUI_C:WidgetTree_37.TitleLabel) CONTENT: PLAYER(/Game/PrimalEarth/UI/AllPlayersListUI.AllPlayersListUI_C:WidgetTree_37.TextBlock_404) CONTENT: CLOSE INVENTORY(/Game/PrimalEarth/UI/AllPlayersListUI.AllPlayersListUI_C:WidgetTree_37.SortByPlayerNameButton) CONTENT: CLOSE INVENTORY(/Game/PrimalEarth/UI/AllPlayersListUI.AllPlayersListUI_C:WidgetTree_37.SortByTribeNameButton) CONTENT: CLOSE INVENTORY(/Game/PrimalEarth/UI/AllPlayersListUI.AllPlayersListUI_C:WidgetTree_37.SelectBtn) CONTENT: SET(/Game/PrimalEarth/UI/ChangeTransponderWeaponFreaquancyEntryUI.ChangeTransponderWeaponFreaquancyEntryUI_C:WidgetTree_1573.test) CONTENT: SET TRANSPONDER FREQUENCY(/Game/PrimalEarth/UI/ChangeTransponderWeaponFreaquancyEntryUI.ChangeTransponderWeaponFreaquancyEntryUI_C:WidgetTree_1573.TitleLabel) CONTENT: Rich Text Block(/Game/PrimalEarth/UI/ChatMessage.ChatMessage_C:WidgetTree_594.PrimalChatTextBlock) CONTENT: MessageTextBlock(/Game/PrimalEarth/UI/ServerChatMessage.Default__ServerChatMessage_C) CONTENT: Text Block(/Game/PrimalEarth/UI/ServerChatMessage.ServerChatMessage_C:WidgetTree_602.MessageTextBlock) CONTENT: Audible(/Game/PrimalEarth/UI/ChatBoxUI.ChatBoxUI_C:WidgetTree_615.SendingModeLabel) CONTENT: *(/Game/PrimalEarth/UI/Inventory/DataListButton.DataListButton_C:WidgetTree_45.TextBlock_0) CONTENT: KAPROSUCHUS /LEVEL: 208 /REPTILES / CARNIVORE(/Game/PrimalEarth/UI/Inventory/DataListButton.DataListButton_C:WidgetTree_45.DinoStatusLabel) CONTENT: 23:11:52(/Game/PrimalEarth/UI/Inventory/DataListButton.DataListButton_C:WidgetTree_45.DinoExpirationLabel) CONTENT: TAME ORDERING GROUPS(/Game/PrimalEarth/UI/DinoGroupsUI.DinoGroupsUI_C:WidgetTree_16.InventoryTabLabel) CONTENT: ACTIVE GROUP: (/Game/PrimalEarth/UI/DinoGroupsUI.DinoGroupsUI_C:WidgetTree_16.TextBlock_819) CONTENT: SET ACTIVE GROUP(/Game/PrimalEarth/UI/DinoGroupsUI.DinoGroupsUI_C:WidgetTree_16.SetGroupButton) CONTENT: CLEAR ACTIVE GROUP(/Game/PrimalEarth/UI/DinoGroupsUI.DinoGroupsUI_C:WidgetTree_16.ClearGroupButton) CONTENT: [Name](/Game/PrimalEarth/UI/DinoGroupsUI.DinoGroupsUI_C:WidgetTree_16.CurrentlySelectedGroupNameTextBlock) CONTENT: CREATURES AND CLASSES(/Game/PrimalEarth/UI/DinoGroupsUI.DinoGroupsUI_C:WidgetTree_16.TextBlock_0) CONTENT: CREATURES IN GROUP(/Game/PrimalEarth/UI/DinoGroupsUI.DinoGroupsUI_C:WidgetTree_16.CreatureTitle) CONTENT: CLASSES IN GROUP(/Game/PrimalEarth/UI/DinoGroupsUI.DinoGroupsUI_C:WidgetTree_16.ClassesTitle) CONTENT: CLEAR CLASSES(/Game/PrimalEarth/UI/DinoGroupsUI.DinoGroupsUI_C:WidgetTree_16.ClearGroupClassButton) CONTENT: CLEAR TAMES(/Game/PrimalEarth/UI/DinoGroupsUI.DinoGroupsUI_C:WidgetTree_16.ClearGroupCharsButton) CONTENT: REMOVE TAME(/Game/PrimalEarth/UI/DinoGroupsUI.DinoGroupsUI_C:WidgetTree_16.RemoveDinoCharButton) CONTENT: REMOVE CLASS(/Game/PrimalEarth/UI/DinoGroupsUI.DinoGroupsUI_C:WidgetTree_16.RemoveDinoClassButton) CONTENT: GROUP STATS(/Game/PrimalEarth/UI/DinoGroupsUI.DinoGroupsUI_C:WidgetTree_16.TextBlock_921) CONTENT: [GROUP NAME](/Game/PrimalEarth/UI/DinoGroupsUI.DinoGroupsUI_C:WidgetTree_16.CurrentSelectedGroup) CONTENT: RENAME GROUP(/Game/PrimalEarth/UI/DinoGroupsUI.DinoGroupsUI_C:WidgetTree_16.TextBlock_558) CONTENT: GROUP SIZE(/Game/PrimalEarth/UI/DinoGroupsUI.DinoGroupsUI_C:WidgetTree_16.StatTextBlock) CONTENT: 0 / 50(/Game/PrimalEarth/UI/DinoGroupsUI.DinoGroupsUI_C:WidgetTree_16.GroupSizeValueBlock) CONTENT: CLASS SIZE(/Game/PrimalEarth/UI/DinoGroupsUI.DinoGroupsUI_C:WidgetTree_16.TextBlock_7322) CONTENT: 0 / 50(/Game/PrimalEarth/UI/DinoGroupsUI.DinoGroupsUI_C:WidgetTree_16.ClassSizeValueBlock) CONTENT: SELECTED GROUP:(/Game/PrimalEarth/UI/DinoGroupsUI.DinoGroupsUI_C:WidgetTree_16.TextBlock_559) CONTENT: 1(/Game/PrimalEarth/UI/Inventory/DataListEntry_EngramListWidget.DataListEntry_EngramListWidget_C:WidgetTree_29796.LevelLabel) CONTENT: ENGRAMS(/Game/PrimalEarth/UI/Inventory/EngramsMenu.EngramsMenu_C:WidgetTree_4819.EngramTitleLabel) CONTENT: LEARN ENGRAM(/Game/PrimalEarth/UI/Inventory/EngramsMenu.EngramsMenu_C:WidgetTree_4819.LearnEngramButtonText) CONTENT: Search(/Game/PrimalEarth/UI/Inventory/EngramsMenu.EngramsMenu_C:WidgetTree_4819.EngramFilter) CONTENT: UNLEARNED ENGRAMS(/Game/PrimalEarth/UI/Inventory/EngramsMenu.EngramsMenu_C:WidgetTree_4819.UnlearnedEngramsButton) CONTENT: THE ISLAND(/Game/PrimalEarth/UI/Inventory/EngramsMenu.EngramsMenu_C:WidgetTree_4819.ArkPrimeEngramsButton) CONTENT: SCORCHED EARTH(/Game/PrimalEarth/UI/Inventory/EngramsMenu.EngramsMenu_C:WidgetTree_4819.ScorchedEarthEngramsButton) CONTENT: ABERRATION(/Game/PrimalEarth/UI/Inventory/EngramsMenu.EngramsMenu_C:WidgetTree_4819.AberrationEngramsButton) CONTENT: EXTINCTION(/Game/PrimalEarth/UI/Inventory/EngramsMenu.EngramsMenu_C:WidgetTree_4819.ExtinctionEngramsButton) CONTENT: GENESIS(/Game/PrimalEarth/UI/Inventory/EngramsMenu.EngramsMenu_C:WidgetTree_4819.GenesisEngramsButton) CONTENT: GENESIS 2(/Game/PrimalEarth/UI/Inventory/EngramsMenu.EngramsMenu_C:WidgetTree_4819.Gen2EngramButton) CONTENT: TEKGRAMS(/Game/PrimalEarth/UI/Inventory/EngramsMenu.EngramsMenu_C:WidgetTree_4819.TekEngramsButton) CONTENT: POINTS AVAILABLE: (/Game/PrimalEarth/UI/Inventory/EngramsMenu.EngramsMenu_C:WidgetTree_4819.TextBlock_1079) CONTENT: 1000(/Game/PrimalEarth/UI/Inventory/EngramsMenu.EngramsMenu_C:WidgetTree_4819.AvailablePointsText) CONTENT: Text Block(/Game/PrimalEarth/UI/Inventory/GamepadButtonLegend_Left.GamepadButtonLegend_Left_C:WidgetTree_1115.ButtonDescriptionLabel) CONTENT: ENTER PASSWORD(/Engine/Transient.TRASHCLASS_ClusterListSessions_30590:TextBlock_1719) CONTENT: CANCEL(/Engine/Transient.TRASHCLASS_ClusterListSessions_30590:TextBlock_1721) CONTENT: ACCEPT(/Engine/Transient.TRASHCLASS_ClusterListSessions_30590:TextBlock_1722) CONTENT: SEARCHING...(/Engine/Transient.TRASHCLASS_ClusterListSessions_30590:TextBlock_1723) CONTENT: REFRESH(/Engine/Transient.TRASHCLASS_ClusterListSessions_30590:TextBlock_1724) CONTENT: CANCEL(/Engine/Transient.TRASHCLASS_ClusterListSessions_30590:TextBlock_1725) CONTENT: ADD TO FAVORITES(/Engine/Transient.TRASHCLASS_ClusterListSessions_30590:TextBlock_1726) CONTENT: Notice: if you use any cheating programs on an Official Server, your account will be subject to a summary permanent ban from the Official Server Network. Thank you for helping to keep ARK fair & competitive!(/Engine/Transient.TRASHCLASS_ClusterListSessions_30590:PrimalRichTextBlock_33) CONTENT: SESSION(/Engine/Transient.TRASHCLASS_ClusterListSessions_30590:TextBlock_1727) CONTENT: MAP(/Engine/Transient.TRASHCLASS_ClusterListSessions_30590:TextBlock_1728) CONTENT: PLAYERS(/Engine/Transient.TRASHCLASS_ClusterListSessions_30590:TextBlock_1729) CONTENT: PING(/Engine/Transient.TRASHCLASS_ClusterListSessions_30590:TextBlock_1730) CONTENT: DAY(/Engine/Transient.TRASHCLASS_ClusterListSessions_30590:TextBlock_1731) CONTENT: W/MODS(/Engine/Transient.TRASHCLASS_ClusterListSessions_30590:TextBlock_1732) CONTENT: MODE(/Engine/Transient.TRASHCLASS_ClusterListSessions_30590:TextBlock_1733) CONTENT: BUILD(/Engine/Transient.TRASHCLASS_ClusterListSessions_30590:TextBlock_1734) CONTENT: NAME FILTER:(/Engine/Transient.TRASHCLASS_ClusterListSessions_30590:TextBlock_1735) CONTENT: Search(/Engine/Transient.TRASHCLASS_ClusterListSessions_30590:EditableTextBox_422) CONTENT: MAP:(/Engine/Transient.TRASHCLASS_ClusterListSessions_30590:TextBlock_1736) CONTENT: ALL MAPS(/Engine/Transient.TRASHCLASS_ClusterListSessions_30590:ComboBoxString_53) CONTENT: THE ISLAND(/Engine/Transient.TRASHCLASS_ClusterListSessions_30590:ComboBoxString_53) CONTENT: SCORCHED EARTH(/Engine/Transient.TRASHCLASS_ClusterListSessions_30590:ComboBoxString_53) CONTENT: GAME MODE:(/Engine/Transient.TRASHCLASS_ClusterListSessions_30590:TextBlock_1737) CONTENT: ALL MODES(/Engine/Transient.TRASHCLASS_ClusterListSessions_30590:ComboBoxString_54) CONTENT: PVP(/Engine/Transient.TRASHCLASS_ClusterListSessions_30590:ComboBoxString_54) CONTENT: PVE(/Engine/Transient.TRASHCLASS_ClusterListSessions_30590:ComboBoxString_54) CONTENT: SORT BY:(/Engine/Transient.TRASHCLASS_ClusterListSessions_30590:TextBlock_1738) CONTENT: NAME(/Engine/Transient.TRASHCLASS_ClusterListSessions_30590:ComboBoxString_55) CONTENT: PLAYERS(/Engine/Transient.TRASHCLASS_ClusterListSessions_30590:ComboBoxString_55) CONTENT: PING(/Engine/Transient.TRASHCLASS_ClusterListSessions_30590:ComboBoxString_55) CONTENT: DAY(/Engine/Transient.TRASHCLASS_ClusterListSessions_30590:ComboBoxString_55) CONTENT: SORT IN ASCENDING ORDER(/Engine/Transient.TRASHCLASS_ClusterListSessions_30590:CustomButtonWidget_184) CONTENT: WANT YOUR OWN EU ARK SERVER?(/Engine/Transient.TRASHCLASS_ClusterListSessions_30590:TextBlock_1739) CONTENT: SESSIONS ON CLUSTER(/Engine/Transient.TRASHCLASS_ClusterListSessions_30590:TextBlock_1740) CONTENT: AUTO FAVORITE PLAYED SESSIONS:(/Engine/Transient.TRASHCLASS_ClusterListSessions_30590:TextBlock_1741) CONTENT: HIDE FULL SESSIONS:(/Engine/Transient.TRASHCLASS_ClusterListSessions_30590:TextBlock_1742) CONTENT: SHOW PASSWORD PROTECTED:(/Engine/Transient.TRASHCLASS_ClusterListSessions_30590:TextBlock_1743) CONTENT: SESSION FILTER:(/Engine/Transient.TRASHCLASS_ClusterListSessions_30590:TextBlock_1744) CONTENT: Official Dedicated ARKs(/Engine/Transient.TRASHCLASS_ClusterListSessions_30590:ComboBoxString_56) CONTENT: Player Dedicated ARKs(/Engine/Transient.TRASHCLASS_ClusterListSessions_30590:ComboBoxString_56) CONTENT: Non-Dedicated ARKs(/Engine/Transient.TRASHCLASS_ClusterListSessions_30590:ComboBoxString_56) CONTENT: Bookmarks(/Engine/Transient.TRASHCLASS_ClusterListSessions_30590:ComboBoxString_56) CONTENT: JOIN WITH SURVIVOR(/Engine/Transient.TRASHCLASS_ClusterListSessions_30590:TextBlock_1745) CONTENT: JOIN HIGHLIGHTED SESSION(/Engine/Transient.TRASHCLASS_ClusterListSessions_30590:GamepadButtonLegend_C_15) CONTENT: TOGGLE ASC/DSC SORTING(/Engine/Transient.TRASHCLASS_ClusterListSessions_30590:GamepadButtonLegend_C_16) CONTENT: CLEAR SEARCH(/Engine/Transient.TRASHCLASS_ClusterListSessions_30590:GamepadButtonLegend_C_17) CONTENT: Rich Text Block(/Engine/Transient.TRASHCLASS_ClusterListSessions_30590:PrimalRichTextBlock_34) CONTENT: JOIN(/Engine/Transient.TRASHCLASS_ClusterListSessions_30590:TextBlock_1747) CONTENT: JOIN LAST PLAYED SESSION(/Engine/Transient.TRASHCLASS_ClusterListSessions_30590:TextBlock_1748) CONTENT: WAITING TO JOIN SERVER...(/Engine/Transient.TRASHCLASS_ClusterListSessions_30590:TextBlock_1749) CONTENT: Notice: if you use any cheating programs on a BattlEye-or-Official Server, your account will be subject to a permanent ban from all BattlEye-or-Official Servers. Thank you for helping to keep ARK fair & competitive!(/Engine/Transient.TRASHCLASS_ClusterListSessions_30590:PrimalRichTextBlock_35) CONTENT: Text Block(/Engine/Transient.REINST_SKEL_ClusterListSessions_C_105:WidgetTree_458.GamepadButtonLegend_FaceTop.WidgetTree_462.ButtonDescriptionLabel) CONTENT: Text Block(/Engine/Transient.REINST_SKEL_ClusterListSessions_C_105:WidgetTree_458.GamepadButtonLegend_FaceLeft.WidgetTree_463.ButtonDescriptionLabel) CONTENT: Text Block(/Engine/Transient.REINST_SKEL_ClusterListSessions_C_105:WidgetTree_458.GamepadButtonLegend_Start.WidgetTree_464.ButtonDescriptionLabel) CONTENT: Text Block(/Engine/Transient.REINST_ClusterListSessions_C_106:WidgetTree_625.TextBlock_371) CONTENT: Text Block(/Engine/Transient.REINST_ClusterListSessions_C_106:WidgetTree_625.errorBlock) CONTENT: Text Block(/Engine/Transient.REINST_ClusterListSessions_C_106:WidgetTree_625.TextBlock_292) CONTENT: Text Block(/Engine/Transient.REINST_ClusterListSessions_C_106:WidgetTree_625.TextBlock_246) CONTENT: Text Block(/Engine/Transient.REINST_ClusterListSessions_C_106:WidgetTree_625.SearchingTextBlock) CONTENT: Text Block(/Engine/Transient.REINST_ClusterListSessions_C_106:WidgetTree_625.Refresh) CONTENT: Text Block(/Engine/Transient.REINST_ClusterListSessions_C_106:WidgetTree_625.CancelLabel) CONTENT: Text Block(/Engine/Transient.REINST_ClusterListSessions_C_106:WidgetTree_625.TextBlock_431) CONTENT: Rich Text Block(/Engine/Transient.REINST_ClusterListSessions_C_106:WidgetTree_625.PrimalRichTextBlock_3) CONTENT: Text Block(/Engine/Transient.REINST_ClusterListSessions_C_106:WidgetTree_625.TextBlock_24531) CONTENT: Text Block(/Engine/Transient.REINST_ClusterListSessions_C_106:WidgetTree_625.MapNameLabel) CONTENT: Text Block(/Engine/Transient.REINST_ClusterListSessions_C_106:WidgetTree_625.PlayerNumLabel) CONTENT: Text Block(/Engine/Transient.REINST_ClusterListSessions_C_106:WidgetTree_625.PingLabel) CONTENT: Text Block(/Engine/Transient.REINST_ClusterListSessions_C_106:WidgetTree_625.DayLabel) CONTENT: Text Block(/Engine/Transient.REINST_ClusterListSessions_C_106:WidgetTree_625.HasModsNameLabel) CONTENT: Text Block(/Engine/Transient.REINST_ClusterListSessions_C_106:WidgetTree_625.GameModeLabel) CONTENT: Text Block(/Engine/Transient.REINST_ClusterListSessions_C_106:WidgetTree_625.BuildLabel) CONTENT: Text Block(/Engine/Transient.REINST_ClusterListSessions_C_106:WidgetTree_625.TextBlock_2115) CONTENT: Text Block(/Engine/Transient.REINST_ClusterListSessions_C_106:WidgetTree_625.TextBlock_3770) CONTENT: Text Block(/Engine/Transient.REINST_ClusterListSessions_C_106:WidgetTree_625.TextBlock_4395) CONTENT: Text Block(/Engine/Transient.REINST_ClusterListSessions_C_106:WidgetTree_625.TextBlock_576) CONTENT: Text Block(/Engine/Transient.REINST_ClusterListSessions_C_106:WidgetTree_625.TextBlock_488) CONTENT: Text Block(/Engine/Transient.REINST_ClusterListSessions_C_106:WidgetTree_625.TitleLabel) CONTENT: Text Block(/Engine/Transient.REINST_ClusterListSessions_C_106:WidgetTree_625.TextBlock_2317) CONTENT: Text Block(/Engine/Transient.REINST_ClusterListSessions_C_106:WidgetTree_625.TextBlock_392) CONTENT: Text Block(/Engine/Transient.REINST_ClusterListSessions_C_106:WidgetTree_625.TextBlock_49) CONTENT: Text Block(/Engine/Transient.REINST_ClusterListSessions_C_106:WidgetTree_625.TextBlock_1478) CONTENT: Text Block(/Engine/Transient.REINST_ClusterListSessions_C_106:WidgetTree_625.TextBlock_998) CONTENT: Text Block(/Engine/Transient.REINST_ClusterListSessions_C_106:WidgetTree_625.ServersCount) CONTENT: Rich Text Block(/Engine/Transient.REINST_ClusterListSessions_C_106:WidgetTree_625.OfficialStatusLabel) CONTENT: Text Block(/Engine/Transient.REINST_ClusterListSessions_C_106:WidgetTree_625.JoinLabel) CONTENT: Text Block(/Engine/Transient.REINST_ClusterListSessions_C_106:WidgetTree_625.TextBlock_579) CONTENT: Text Block(/Engine/Transient.REINST_ClusterListSessions_C_106:WidgetTree_625.WaitingToJoinLabel) CONTENT: Rich Text Block(/Engine/Transient.REINST_ClusterListSessions_C_106:WidgetTree_625.PrimalRichTextBlock_6) CONTENT: Text Block(/Engine/Transient.REINST_ClusterListSessions_C_106:WidgetTree_625.GamepadButtonLegend_FaceTop.WidgetTree_469.ButtonDescriptionLabel) CONTENT: Text Block(/Engine/Transient.REINST_ClusterListSessions_C_106:WidgetTree_625.GamepadButtonLegend_FaceLeft.WidgetTree_470.ButtonDescriptionLabel) CONTENT: Text Block(/Engine/Transient.REINST_ClusterListSessions_C_106:WidgetTree_625.GamepadButtonLegend_Start.WidgetTree_471.ButtonDescriptionLabel) CONTENT: Text Block(/Engine/Transient.REINST_SKEL_ClusterListSessions_C_107:WidgetTree_465.GamepadButtonLegend_FaceTop.WidgetTree_472.ButtonDescriptionLabel) CONTENT: Text Block(/Engine/Transient.REINST_SKEL_ClusterListSessions_C_107:WidgetTree_465.GamepadButtonLegend_FaceLeft.WidgetTree_473.ButtonDescriptionLabel) CONTENT: Text Block(/Engine/Transient.REINST_SKEL_ClusterListSessions_C_107:WidgetTree_465.GamepadButtonLegend_Start.WidgetTree_474.ButtonDescriptionLabel) CONTENT: ENTER PASSWORD(/Game/PrimalEarth/UI/ClusterListSessions.ClusterListSessions_C:WidgetTree_486.TextBlock_371) CONTENT: CANCEL(/Game/PrimalEarth/UI/ClusterListSessions.ClusterListSessions_C:WidgetTree_486.TextBlock_292) CONTENT: ACCEPT(/Game/PrimalEarth/UI/ClusterListSessions.ClusterListSessions_C:WidgetTree_486.TextBlock_246) CONTENT: SEARCHING...(/Game/PrimalEarth/UI/ClusterListSessions.ClusterListSessions_C:WidgetTree_486.SearchingTextBlock) CONTENT: REFRESH(/Game/PrimalEarth/UI/ClusterListSessions.ClusterListSessions_C:WidgetTree_486.Refresh) CONTENT: CANCEL(/Game/PrimalEarth/UI/ClusterListSessions.ClusterListSessions_C:WidgetTree_486.CancelLabel) CONTENT: ADD TO FAVORITES(/Game/PrimalEarth/UI/ClusterListSessions.ClusterListSessions_C:WidgetTree_486.TextBlock_431) CONTENT: Notice: if you use any cheating programs on an Official Server, your account will be subject to a summary permanent ban from the Official Server Network. Thank you for helping to keep ARK fair & competitive!(/Game/PrimalEarth/UI/ClusterListSessions.ClusterListSessions_C:WidgetTree_486.PrimalRichTextBlock_3) CONTENT: SESSION(/Game/PrimalEarth/UI/ClusterListSessions.ClusterListSessions_C:WidgetTree_486.TextBlock_24531) CONTENT: MAP(/Game/PrimalEarth/UI/ClusterListSessions.ClusterListSessions_C:WidgetTree_486.MapNameLabel) CONTENT: PLAYERS(/Game/PrimalEarth/UI/ClusterListSessions.ClusterListSessions_C:WidgetTree_486.PlayerNumLabel) CONTENT: PING(/Game/PrimalEarth/UI/ClusterListSessions.ClusterListSessions_C:WidgetTree_486.PingLabel) CONTENT: DAY(/Game/PrimalEarth/UI/ClusterListSessions.ClusterListSessions_C:WidgetTree_486.DayLabel) CONTENT: W/MODS(/Game/PrimalEarth/UI/ClusterListSessions.ClusterListSessions_C:WidgetTree_486.HasModsNameLabel) CONTENT: MODE(/Game/PrimalEarth/UI/ClusterListSessions.ClusterListSessions_C:WidgetTree_486.GameModeLabel) CONTENT: BUILD(/Game/PrimalEarth/UI/ClusterListSessions.ClusterListSessions_C:WidgetTree_486.BuildLabel) CONTENT: NAME FILTER:(/Game/PrimalEarth/UI/ClusterListSessions.ClusterListSessions_C:WidgetTree_486.TextBlock_2115) CONTENT: Search(/Game/PrimalEarth/UI/ClusterListSessions.ClusterListSessions_C:WidgetTree_486.FindSessionName) CONTENT: MAP:(/Game/PrimalEarth/UI/ClusterListSessions.ClusterListSessions_C:WidgetTree_486.TextBlock_3770) CONTENT: ALL MAPS(/Game/PrimalEarth/UI/ClusterListSessions.ClusterListSessions_C:WidgetTree_486.MapComboBox) CONTENT: THE ISLAND(/Game/PrimalEarth/UI/ClusterListSessions.ClusterListSessions_C:WidgetTree_486.MapComboBox) CONTENT: SCORCHED EARTH(/Game/PrimalEarth/UI/ClusterListSessions.ClusterListSessions_C:WidgetTree_486.MapComboBox) CONTENT: GAME MODE:(/Game/PrimalEarth/UI/ClusterListSessions.ClusterListSessions_C:WidgetTree_486.TextBlock_4395) CONTENT: ALL MODES(/Game/PrimalEarth/UI/ClusterListSessions.ClusterListSessions_C:WidgetTree_486.GameModeComboBox) CONTENT: PVP(/Game/PrimalEarth/UI/ClusterListSessions.ClusterListSessions_C:WidgetTree_486.GameModeComboBox) CONTENT: PVE(/Game/PrimalEarth/UI/ClusterListSessions.ClusterListSessions_C:WidgetTree_486.GameModeComboBox) CONTENT: SORT BY:(/Game/PrimalEarth/UI/ClusterListSessions.ClusterListSessions_C:WidgetTree_486.TextBlock_576) CONTENT: NAME(/Game/PrimalEarth/UI/ClusterListSessions.ClusterListSessions_C:WidgetTree_486.SortComboBox) CONTENT: PLAYERS(/Game/PrimalEarth/UI/ClusterListSessions.ClusterListSessions_C:WidgetTree_486.SortComboBox) CONTENT: PING(/Game/PrimalEarth/UI/ClusterListSessions.ClusterListSessions_C:WidgetTree_486.SortComboBox) CONTENT: DAY(/Game/PrimalEarth/UI/ClusterListSessions.ClusterListSessions_C:WidgetTree_486.SortComboBox) CONTENT: SORT IN ASCENDING ORDER(/Game/PrimalEarth/UI/ClusterListSessions.ClusterListSessions_C:WidgetTree_486.SortOrderToggleButton) CONTENT: WANT YOUR OWN EU ARK SERVER?(/Game/PrimalEarth/UI/ClusterListSessions.ClusterListSessions_C:WidgetTree_486.TextBlock_488) CONTENT: SESSIONS ON CLUSTER(/Game/PrimalEarth/UI/ClusterListSessions.ClusterListSessions_C:WidgetTree_486.TitleLabel) CONTENT: AUTO FAVORITE PLAYED SESSIONS:(/Game/PrimalEarth/UI/ClusterListSessions.ClusterListSessions_C:WidgetTree_486.TextBlock_2317) CONTENT: HIDE FULL SESSIONS:(/Game/PrimalEarth/UI/ClusterListSessions.ClusterListSessions_C:WidgetTree_486.TextBlock_392) CONTENT: SHOW PASSWORD PROTECTED:(/Game/PrimalEarth/UI/ClusterListSessions.ClusterListSessions_C:WidgetTree_486.TextBlock_49) CONTENT: SESSION FILTER:(/Game/PrimalEarth/UI/ClusterListSessions.ClusterListSessions_C:WidgetTree_486.TextBlock_1478) CONTENT: Official Dedicated ARKs(/Game/PrimalEarth/UI/ClusterListSessions.ClusterListSessions_C:WidgetTree_486.ServerTypeComboBox) CONTENT: Player Dedicated ARKs(/Game/PrimalEarth/UI/ClusterListSessions.ClusterListSessions_C:WidgetTree_486.ServerTypeComboBox) CONTENT: Non-Dedicated ARKs(/Game/PrimalEarth/UI/ClusterListSessions.ClusterListSessions_C:WidgetTree_486.ServerTypeComboBox) CONTENT: Bookmarks(/Game/PrimalEarth/UI/ClusterListSessions.ClusterListSessions_C:WidgetTree_486.ServerTypeComboBox) CONTENT: JOIN WITH SURVIVOR(/Game/PrimalEarth/UI/ClusterListSessions.ClusterListSessions_C:WidgetTree_486.TextBlock_998) CONTENT: JOIN HIGHLIGHTED SESSION(/Game/PrimalEarth/UI/ClusterListSessions.ClusterListSessions_C:WidgetTree_486.GamepadButtonLegend_Start) CONTENT: TOGGLE ASC/DSC SORTING(/Game/PrimalEarth/UI/ClusterListSessions.ClusterListSessions_C:WidgetTree_486.GamepadButtonLegend_FaceLeft) CONTENT: CLEAR SEARCH(/Game/PrimalEarth/UI/ClusterListSessions.ClusterListSessions_C:WidgetTree_486.GamepadButtonLegend_FaceTop) CONTENT: Rich Text Block(/Game/PrimalEarth/UI/ClusterListSessions.ClusterListSessions_C:WidgetTree_486.OfficialStatusLabel) CONTENT: JOIN(/Game/PrimalEarth/UI/ClusterListSessions.ClusterListSessions_C:WidgetTree_486.JoinLabel) CONTENT: JOIN LAST PLAYED SESSION(/Game/PrimalEarth/UI/ClusterListSessions.ClusterListSessions_C:WidgetTree_486.TextBlock_579) CONTENT: WAITING TO JOIN SERVER...(/Game/PrimalEarth/UI/ClusterListSessions.ClusterListSessions_C:WidgetTree_486.WaitingToJoinLabel) CONTENT: Notice: if you use any cheating programs on a BattlEye-or-Official Server, your account will be subject to a permanent ban from all BattlEye-or-Official Servers. Thank you for helping to keep ARK fair & competitive!(/Game/PrimalEarth/UI/ClusterListSessions.ClusterListSessions_C:WidgetTree_486.PrimalRichTextBlock_6) CONTENT: Text Block(/Game/PrimalEarth/UI/ClusterListSessions.ClusterListSessions_C:WidgetTree_486.GamepadButtonLegend_FaceTop.WidgetTree_440.ButtonDescriptionLabel) CONTENT: Text Block(/Game/PrimalEarth/UI/ClusterListSessions.ClusterListSessions_C:WidgetTree_486.GamepadButtonLegend_FaceLeft.WidgetTree_450.ButtonDescriptionLabel) CONTENT: Text Block(/Game/PrimalEarth/UI/ClusterListSessions.ClusterListSessions_C:WidgetTree_486.GamepadButtonLegend_Start.WidgetTree_451.ButtonDescriptionLabel) CONTENT: Text Block(/Game/PrimalEarth/UI/ClusterListSessions.ClusterListSessions_C:WidgetTree_486.GamepadButtonLegend_FaceTop.WidgetTree_487.ButtonDescriptionLabel) CONTENT: Text Block(/Game/PrimalEarth/UI/ClusterListSessions.ClusterListSessions_C:WidgetTree_486.GamepadButtonLegend_FaceLeft.WidgetTree_488.ButtonDescriptionLabel) CONTENT: Text Block(/Game/PrimalEarth/UI/ClusterListSessions.ClusterListSessions_C:WidgetTree_486.GamepadButtonLegend_Start.WidgetTree_489.ButtonDescriptionLabel) CONTENT: Text Block(/Engine/Transient.TRASHCLASS_ClusterListSessions_30590:TextBlock_1751) CONTENT: Text Block(/Engine/Transient.TRASHCLASS_ClusterListSessions_30590:TextBlock_1750) CONTENT: Text Block(/Engine/Transient.TRASHCLASS_ClusterListSessions_30590:TextBlock_1752) CONTENT: Text Block(/Game/PrimalEarth/UI/ContextMenuItem_SortButton.ContextMenuItem_SortButton_C:WidgetTree_2229.Caption) CONTENT: ((/Game/PrimalEarth/UI/ContextMenuItem_SortButton.ContextMenuItem_SortButton_C:WidgetTree_2229.ShortcutKey) CONTENT: )(/Game/PrimalEarth/UI/ContextMenuItem_SortButton.ContextMenuItem_SortButton_C:WidgetTree_2229.ShortcutKey) CONTENT: NewFolder(/Game/PrimalEarth/UI/DataListEntryWidgetFolder_New.DataListEntryWidgetFolder_New_C:WidgetTree_5520.DataListEntryButton_PrimalFolder_0) CONTENT: Dinossaurs and stuff(/Game/PrimalEarth/UI/DataListEntryWidgetFolder_New.DataListEntryWidgetFolder_New_C:WidgetTree_5520.FolderName) CONTENT: *(/Game/PrimalEarth/UI/Inventory/DinoListButton.DinoListButton_C:WidgetTree_26.TextBlock_1) CONTENT: KAPROSUCHUS /LEVEL: 208 /REPTILES / CARNIVORE(/Game/PrimalEarth/UI/Inventory/DinoListButton.DinoListButton_C:WidgetTree_26.DinoStatusLabel) CONTENT: 23:11:52(/Game/PrimalEarth/UI/Inventory/DinoListButton.DinoListButton_C:WidgetTree_26.DinoExpirationLabel) CONTENT: UPLOAD CREATURE(/Game/PrimalEarth/UI/Inventory/ArkCreaturesPanel.ArkCreaturesPanel_C:WidgetTree_10353.UploadDinoButton) CONTENT: CURRENT TAMED CREATURES(/Game/PrimalEarth/UI/Inventory/ArkCreaturesPanel.ArkCreaturesPanel_C:WidgetTree_10353.TextBlock_819) CONTENT: CREATURE LIST(/Game/PrimalEarth/UI/Inventory/ArkCreaturesPanel.ArkCreaturesPanel_C:WidgetTree_10353.TextBlock_516) CONTENT: DOWNLOAD CREATURE(/Game/PrimalEarth/UI/Inventory/ArkCreaturesPanel.ArkCreaturesPanel_C:WidgetTree_10353.DownloadDinoButton) CONTENT: UPLOADED TAMED CREATURES(/Game/PrimalEarth/UI/Inventory/ArkCreaturesPanel.ArkCreaturesPanel_C:WidgetTree_10353.TextBlock_9) CONTENT: CREATURE LIST(/Game/PrimalEarth/UI/Inventory/ArkCreaturesPanel.ArkCreaturesPanel_C:WidgetTree_10353.TextBlock_510) CONTENT: EXPIRES IN(/Game/PrimalEarth/UI/Inventory/ArkCreaturesPanel.ArkCreaturesPanel_C:WidgetTree_10353.TextBlock_513) CONTENT: Stat name(/Game/PrimalEarth/UI/Inventory/StatWidget.StatWidget_C:WidgetTree_3558.StatTextBlock) CONTENT: 0.0 / 0.0(/Game/PrimalEarth/UI/Inventory/StatWidget.StatWidget_C:WidgetTree_3558.StatValueBlock) CONTENT: 0.0 / 0.0(/Game/PrimalEarth/UI/Inventory/StructureStatWidget.StructureStatWidget_C:WidgetTree_147.StatValueBlock) CONTENT: HEAD(/Game/PrimalEarth/UI/Inventory/CharacterStatsPanel.CharacterStatsPanel_C:WidgetTree_416.DataListEntryWidgetPrimalItem_StatEquipped_C_0) CONTENT: HANDS(/Game/PrimalEarth/UI/Inventory/CharacterStatsPanel.CharacterStatsPanel_C:WidgetTree_416.DataListEntryWidgetPrimalItem_StatEquipped_C_1) CONTENT: TORSO(/Game/PrimalEarth/UI/Inventory/CharacterStatsPanel.CharacterStatsPanel_C:WidgetTree_416.DataListEntryWidgetPrimalItem_StatEquipped_C_2) CONTENT: OFFHAND(/Game/PrimalEarth/UI/Inventory/CharacterStatsPanel.CharacterStatsPanel_C:WidgetTree_416.DataListEntryWidgetPrimalItem_StatEquipped_C_3) CONTENT: LEGS(/Game/PrimalEarth/UI/Inventory/CharacterStatsPanel.CharacterStatsPanel_C:WidgetTree_416.DataListEntryWidgetPrimalItem_StatEquipped_C_4) CONTENT: SADDLE(/Game/PrimalEarth/UI/Inventory/CharacterStatsPanel.CharacterStatsPanel_C:WidgetTree_416.DataListEntryWidgetPrimalItem_StatEquipped_C_5) CONTENT: TROPHY(/Game/PrimalEarth/UI/Inventory/CharacterStatsPanel.CharacterStatsPanel_C:WidgetTree_416.DataListEntryWidgetPrimalItem_StatEquipped_C_6) CONTENT: COSTUME(/Game/PrimalEarth/UI/Inventory/CharacterStatsPanel.CharacterStatsPanel_C:WidgetTree_416.DataListEntryWidgetPrimalItem_StatEquipped_C_7) CONTENT: FEET(/Game/PrimalEarth/UI/Inventory/CharacterStatsPanel.CharacterStatsPanel_C:WidgetTree_416.DataListEntryWidgetPrimalItem_StatEquipped_C_8) CONTENT: PLAYERNAME(/Game/PrimalEarth/UI/Inventory/CharacterStatsPanel.CharacterStatsPanel_C:WidgetTree_416.NameLabel) CONTENT: LEVEL: (/Game/PrimalEarth/UI/Inventory/CharacterStatsPanel.CharacterStatsPanel_C:WidgetTree_416.LevelTitleLabel) CONTENT: 100(/Game/PrimalEarth/UI/Inventory/CharacterStatsPanel.CharacterStatsPanel_C:WidgetTree_416.LevelLabel) CONTENT: Studio Wildcard Tribe(/Game/PrimalEarth/UI/Inventory/CharacterStatsPanel.CharacterStatsPanel_C:WidgetTree_416.TribeLabel) CONTENT: Biome Region Name(/Game/PrimalEarth/UI/Inventory/CharacterStatsPanel.CharacterStatsPanel_C:WidgetTree_416.BiomeRegionNameLabel) CONTENT: Spawn Region Name(/Game/PrimalEarth/UI/Inventory/CharacterStatsPanel.CharacterStatsPanel_C:WidgetTree_416.SpawnRegionNameLabel) CONTENT: DAY: (/Game/PrimalEarth/UI/Inventory/CharacterStatsPanel.CharacterStatsPanel_C:WidgetTree_416.TextBlock_1225) CONTENT: 0(/Game/PrimalEarth/UI/Inventory/CharacterStatsPanel.CharacterStatsPanel_C:WidgetTree_416.DayValueLabel) CONTENT: TIME: (/Game/PrimalEarth/UI/Inventory/CharacterStatsPanel.CharacterStatsPanel_C:WidgetTree_416.TextBlock_1921) CONTENT: 00:00(/Game/PrimalEarth/UI/Inventory/CharacterStatsPanel.CharacterStatsPanel_C:WidgetTree_416.TimeValueLabel) CONTENT: TEMP: (/Game/PrimalEarth/UI/Inventory/CharacterStatsPanel.CharacterStatsPanel_C:WidgetTree_416.TextBlock_1303) CONTENT: 0(/Game/PrimalEarth/UI/Inventory/CharacterStatsPanel.CharacterStatsPanel_C:WidgetTree_416.BiomeTmpValueLabel) CONTENT: WIND: (/Game/PrimalEarth/UI/Inventory/CharacterStatsPanel.CharacterStatsPanel_C:WidgetTree_416.StatWindTitleTextBlock) CONTENT: 0%(/Game/PrimalEarth/UI/Inventory/CharacterStatsPanel.CharacterStatsPanel_C:WidgetTree_416.BiomeWindValueLabel) CONTENT: TAME LIMIT:(/Game/PrimalEarth/UI/Inventory/CharacterStatsPanel.CharacterStatsPanel_C:WidgetTree_416.TextBlock_1020) CONTENT: 0(/Game/PrimalEarth/UI/Inventory/CharacterStatsPanel.CharacterStatsPanel_C:WidgetTree_416.TameLimitLabel) CONTENT: ARMOR:(/Game/PrimalEarth/UI/Inventory/CharacterStatsPanel.CharacterStatsPanel_C:WidgetTree_416.ArmorTitleLabel) CONTENT: 0(/Game/PrimalEarth/UI/Inventory/CharacterStatsPanel.CharacterStatsPanel_C:WidgetTree_416.ArmorLabel) CONTENT: HYPOTHERMAL INSULATION:(/Game/PrimalEarth/UI/Inventory/CharacterStatsPanel.CharacterStatsPanel_C:WidgetTree_416.HypothermalNameLabel) CONTENT: 0(/Game/PrimalEarth/UI/Inventory/CharacterStatsPanel.CharacterStatsPanel_C:WidgetTree_416.HypothermalInsulationLabel) CONTENT: HYPERTHERMAL INSULATION:(/Game/PrimalEarth/UI/Inventory/CharacterStatsPanel.CharacterStatsPanel_C:WidgetTree_416.HyperthermalNameLabel) CONTENT: 0(/Game/PrimalEarth/UI/Inventory/CharacterStatsPanel.CharacterStatsPanel_C:WidgetTree_416.HyperthermalInsulationLabel) CONTENT: XP: 10000/20232(/Game/PrimalEarth/UI/Inventory/CharacterStatsPanel.CharacterStatsPanel_C:WidgetTree_416.ExperienceLabel) CONTENT: POINTS AVAILABLE(/Game/PrimalEarth/UI/Inventory/CharacterStatsPanel.CharacterStatsPanel_C:WidgetTree_416.PointsAvailableLabel) CONTENT: 0(/Game/PrimalEarth/UI/Inventory/CharacterStatsPanel.CharacterStatsPanel_C:WidgetTree_416.NumUpgradesAvailableLabel) CONTENT: HEALTH(/Game/PrimalEarth/UI/Inventory/CharacterStatsPanel.CharacterStatsPanel_C:WidgetTree_416.HealthStat) CONTENT: STAMINA(/Game/PrimalEarth/UI/Inventory/CharacterStatsPanel.CharacterStatsPanel_C:WidgetTree_416.StaminaStat) CONTENT: OXYGEN(/Game/PrimalEarth/UI/Inventory/CharacterStatsPanel.CharacterStatsPanel_C:WidgetTree_416.OxygenStat) CONTENT: FOOD(/Game/PrimalEarth/UI/Inventory/CharacterStatsPanel.CharacterStatsPanel_C:WidgetTree_416.FoodStat) CONTENT: WATER(/Game/PrimalEarth/UI/Inventory/CharacterStatsPanel.CharacterStatsPanel_C:WidgetTree_416.WaterStat) CONTENT: WEIGHT(/Game/PrimalEarth/UI/Inventory/CharacterStatsPanel.CharacterStatsPanel_C:WidgetTree_416.WeightStat) CONTENT: MELEE DAMAGE(/Game/PrimalEarth/UI/Inventory/CharacterStatsPanel.CharacterStatsPanel_C:WidgetTree_416.MeleeDamageStat) CONTENT: MOVEMENT SPEED(/Game/PrimalEarth/UI/Inventory/CharacterStatsPanel.CharacterStatsPanel_C:WidgetTree_416.MovementSpeedStat) CONTENT: CRAFTING SKILL(/Game/PrimalEarth/UI/Inventory/CharacterStatsPanel.CharacterStatsPanel_C:WidgetTree_416.CraftingSpeedStat) CONTENT: FORTITUDE(/Game/PrimalEarth/UI/Inventory/CharacterStatsPanel.CharacterStatsPanel_C:WidgetTree_416.FortitudeStat) CONTENT: TORPIDITY(/Game/PrimalEarth/UI/Inventory/CharacterStatsPanel.CharacterStatsPanel_C:WidgetTree_416.TorpidityStat) CONTENT: IMPRINTING(/Game/PrimalEarth/UI/Inventory/CharacterStatsPanel.CharacterStatsPanel_C:WidgetTree_416.ImprintingStat) CONTENT: Show Ancestors(/Game/PrimalEarth/UI/Inventory/CharacterStatsPanel.CharacterStatsPanel_C:WidgetTree_416.[TextBlock] "Show Ancestors") CONTENT: MultiUseButton1(/Game/PrimalEarth/UI/Inventory/CharacterStatsPanel.CharacterStatsPanel_C:WidgetTree_416.MultiUseButton1TextBlock) CONTENT: MultiUseButton2(/Game/PrimalEarth/UI/Inventory/CharacterStatsPanel.CharacterStatsPanel_C:WidgetTree_416.MultiUseButton2TextBlock) CONTENT: MultiUseButton3(/Game/PrimalEarth/UI/Inventory/CharacterStatsPanel.CharacterStatsPanel_C:WidgetTree_416.MultiUseButton3TextBlock) CONTENT: Stat name(/Game/PrimalEarth/UI/Inventory/CharacterStatsPanel.CharacterStatsPanel_C:WidgetTree_416.CraftingSpeedStat.WidgetTree_420.StatTextBlock) CONTENT: 0.0 / 0.0(/Game/PrimalEarth/UI/Inventory/CharacterStatsPanel.CharacterStatsPanel_C:WidgetTree_416.CraftingSpeedStat.WidgetTree_420.StatValueBlock) CONTENT: Stat name(/Game/PrimalEarth/UI/Inventory/CharacterStatsPanel.CharacterStatsPanel_C:WidgetTree_416.FoodStat.WidgetTree_425.StatTextBlock) CONTENT: 0.0 / 0.0(/Game/PrimalEarth/UI/Inventory/CharacterStatsPanel.CharacterStatsPanel_C:WidgetTree_416.FoodStat.WidgetTree_425.StatValueBlock) CONTENT: Stat name(/Game/PrimalEarth/UI/Inventory/CharacterStatsPanel.CharacterStatsPanel_C:WidgetTree_416.FortitudeStat.WidgetTree_419.StatTextBlock) CONTENT: 0.0 / 0.0(/Game/PrimalEarth/UI/Inventory/CharacterStatsPanel.CharacterStatsPanel_C:WidgetTree_416.FortitudeStat.WidgetTree_419.StatValueBlock) CONTENT: Stat name(/Game/PrimalEarth/UI/Inventory/CharacterStatsPanel.CharacterStatsPanel_C:WidgetTree_416.HealthStat.WidgetTree_428.StatTextBlock) CONTENT: 0.0 / 0.0(/Game/PrimalEarth/UI/Inventory/CharacterStatsPanel.CharacterStatsPanel_C:WidgetTree_416.HealthStat.WidgetTree_428.StatValueBlock) CONTENT: 0.0 / 0.0(/Game/PrimalEarth/UI/Inventory/CharacterStatsPanel.CharacterStatsPanel_C:WidgetTree_416.ImprintingStat.WidgetTree_417.StatValueBlock) CONTENT: Stat name(/Game/PrimalEarth/UI/Inventory/CharacterStatsPanel.CharacterStatsPanel_C:WidgetTree_416.MeleeDamageStat.WidgetTree_422.StatTextBlock) CONTENT: 0.0 / 0.0(/Game/PrimalEarth/UI/Inventory/CharacterStatsPanel.CharacterStatsPanel_C:WidgetTree_416.MeleeDamageStat.WidgetTree_422.StatValueBlock) CONTENT: Stat name(/Game/PrimalEarth/UI/Inventory/CharacterStatsPanel.CharacterStatsPanel_C:WidgetTree_416.MovementSpeedStat.WidgetTree_421.StatTextBlock) CONTENT: 0.0 / 0.0(/Game/PrimalEarth/UI/Inventory/CharacterStatsPanel.CharacterStatsPanel_C:WidgetTree_416.MovementSpeedStat.WidgetTree_421.StatValueBlock) CONTENT: Stat name(/Game/PrimalEarth/UI/Inventory/CharacterStatsPanel.CharacterStatsPanel_C:WidgetTree_416.OxygenStat.WidgetTree_426.StatTextBlock) CONTENT: 0.0 / 0.0(/Game/PrimalEarth/UI/Inventory/CharacterStatsPanel.CharacterStatsPanel_C:WidgetTree_416.OxygenStat.WidgetTree_426.StatValueBlock) CONTENT: Stat name(/Game/PrimalEarth/UI/Inventory/CharacterStatsPanel.CharacterStatsPanel_C:WidgetTree_416.StaminaStat.WidgetTree_427.StatTextBlock) CONTENT: 0.0 / 0.0(/Game/PrimalEarth/UI/Inventory/CharacterStatsPanel.CharacterStatsPanel_C:WidgetTree_416.StaminaStat.WidgetTree_427.StatValueBlock) CONTENT: Stat name(/Game/PrimalEarth/UI/Inventory/CharacterStatsPanel.CharacterStatsPanel_C:WidgetTree_416.TorpidityStat.WidgetTree_418.StatTextBlock) CONTENT: 0.0 / 0.0(/Game/PrimalEarth/UI/Inventory/CharacterStatsPanel.CharacterStatsPanel_C:WidgetTree_416.TorpidityStat.WidgetTree_418.StatValueBlock) CONTENT: Stat name(/Game/PrimalEarth/UI/Inventory/CharacterStatsPanel.CharacterStatsPanel_C:WidgetTree_416.WaterStat.WidgetTree_424.StatTextBlock) CONTENT: 0.0 / 0.0(/Game/PrimalEarth/UI/Inventory/CharacterStatsPanel.CharacterStatsPanel_C:WidgetTree_416.WaterStat.WidgetTree_424.StatValueBlock) CONTENT: Stat name(/Game/PrimalEarth/UI/Inventory/CharacterStatsPanel.CharacterStatsPanel_C:WidgetTree_416.WeightStat.WidgetTree_423.StatTextBlock) CONTENT: 0.0 / 0.0(/Game/PrimalEarth/UI/Inventory/CharacterStatsPanel.CharacterStatsPanel_C:WidgetTree_416.WeightStat.WidgetTree_423.StatValueBlock) CONTENT: 99(/Game/PrimalEarth/UI/DinoAncestryEntry.DinoAncestryEntry_C:WidgetTree_21.AncestryLevel) CONTENT: Text Block(/Game/PrimalEarth/UI/DinoAncestryEntry.DinoAncestryEntry_C:WidgetTree_21.MaternalEntry) CONTENT: Text Block(/Game/PrimalEarth/UI/DinoAncestryEntry.DinoAncestryEntry_C:WidgetTree_21.PaternalEntry) CONTENT: MUTATIONS: 10 / 10(/Game/PrimalEarth/UI/Inventory/DinoAncestryOverlay.DinoAncestryOverlay_C:WidgetTree_14.RandomMutationsFemaleLabel) CONTENT: MATRILINEAL(/Game/PrimalEarth/UI/Inventory/DinoAncestryOverlay.DinoAncestryOverlay_C:WidgetTree_14.DinoAncestorsTitle) CONTENT: ANCESTRY LINE(/Game/PrimalEarth/UI/Inventory/DinoAncestryOverlay.DinoAncestryOverlay_C:WidgetTree_14.CreatureTitle) CONTENT: MUTATIONS: 10 / 10(/Game/PrimalEarth/UI/Inventory/DinoAncestryOverlay.DinoAncestryOverlay_C:WidgetTree_14.RandomMutationsMaleLabel) CONTENT: PATRILINEAL(/Game/PrimalEarth/UI/Inventory/DinoAncestryOverlay.DinoAncestryOverlay_C:WidgetTree_14.DinoAncestorsMaleTitle) CONTENT: ANCESTRY LINE(/Game/PrimalEarth/UI/Inventory/DinoAncestryOverlay.DinoAncestryOverlay_C:WidgetTree_14.TextBlock_762) CONTENT: CREATURE ANCESTRY(/Game/PrimalEarth/UI/Inventory/DinoAncestryOverlay.DinoAncestryOverlay_C:WidgetTree_14.TextBlock_1053) CONTENT: Text(/Game/PrimalEarth/UI/Inventory/DinoAncestryOverlay.DinoAncestryOverlay_C:WidgetTree_14.DinoSelfLabel) CONTENT: Text(/Game/PrimalEarth/UI/Inventory/DinoAncestryOverlay.DinoAncestryOverlay_C:WidgetTree_14.DinoMotherLabel) CONTENT: Text(/Game/PrimalEarth/UI/Inventory/DinoAncestryOverlay.DinoAncestryOverlay_C:WidgetTree_14.DinoFatherLabel) CONTENT: PARENTS(/Game/PrimalEarth/UI/Inventory/DinoAncestryOverlay.DinoAncestryOverlay_C:WidgetTree_14.TextBlock_573) CONTENT: CLOSE INVENTORY(/Game/PrimalEarth/UI/Inventory/DinoAncestryOverlay.DinoAncestryOverlay_C:WidgetTree_14.CloseDinoAncestorsButton) CONTENT: INVENTORY(/Game/PrimalEarth/UI/Inventory/InventoryPanel.InventoryPanel_C:WidgetTree_12786.InventoryTabLabel) CONTENT: CREATURES(/Game/PrimalEarth/UI/Inventory/InventoryPanel.InventoryPanel_C:WidgetTree_12786.TextBlock_594) CONTENT: CRAFTING(/Game/PrimalEarth/UI/Inventory/InventoryPanel.InventoryPanel_C:WidgetTree_12786.CraftingTabLabel) CONTENT: Search(/Game/PrimalEarth/UI/Inventory/InventoryPanel.InventoryPanel_C:WidgetTree_12786.SearchTextBox) CONTENT: TRANSFER ALL(/Game/PrimalEarth/UI/Inventory/InventoryPanel.InventoryPanel_C:WidgetTree_12786.TransferAllButton) CONTENT: DROP ALL(/Game/PrimalEarth/UI/Inventory/InventoryPanel.InventoryPanel_C:WidgetTree_12786.DropAllButton) CONTENT: SORT ITEMS BY(/Game/PrimalEarth/UI/Inventory/InventoryPanel.InventoryPanel_C:WidgetTree_12786.SortMenuButton) CONTENT: NEW FOLDER(/Game/PrimalEarth/UI/Inventory/InventoryPanel.InventoryPanel_C:WidgetTree_12786.NewFolderButton) CONTENT: FOLDER VIEW(/Game/PrimalEarth/UI/Inventory/InventoryPanel.InventoryPanel_C:WidgetTree_12786.ShowAllButton) CONTENT: SHOW ENGRAMS(/Game/PrimalEarth/UI/Inventory/InventoryPanel.InventoryPanel_C:WidgetTree_12786.ShowEngramsButton) CONTENT: UNLEARNED ENGRAMS(/Game/PrimalEarth/UI/Inventory/InventoryPanel.InventoryPanel_C:WidgetTree_12786.ShowUnlearnedEngramsButton) CONTENT: TOGGLE TOOLTIPS(/Game/PrimalEarth/UI/Inventory/InventoryPanel.InventoryPanel_C:WidgetTree_12786.ToggleTooltipButton) CONTENT: Receiving Remote Inventory...(/Game/PrimalEarth/UI/Inventory/InventoryPanel.InventoryPanel_C:WidgetTree_12786.ReceivingItemsLabel) CONTENT: CLEAR QUEUE(/Game/PrimalEarth/UI/Inventory/InventoryPanel.InventoryPanel_C:WidgetTree_12786.ClearCraftingQueueButton) CONTENT: CRAFTING QUEUE(/Game/PrimalEarth/UI/Inventory/InventoryPanel.InventoryPanel_C:WidgetTree_12786.TextBlock_819) CONTENT: DOWNLOAD CREATURE(/Game/PrimalEarth/UI/Inventory/InventoryPanel.InventoryPanel_C:WidgetTree_12786.ArkCreaturesPanel.WidgetTree_12793.DownloadDinoButton) CONTENT: UPLOAD CREATURE(/Game/PrimalEarth/UI/Inventory/InventoryPanel.InventoryPanel_C:WidgetTree_12786.ArkCreaturesPanel.WidgetTree_12793.UploadDinoButton) CONTENT: CREATURE LIST(/Game/PrimalEarth/UI/Inventory/InventoryPanel.InventoryPanel_C:WidgetTree_12786.ArkCreaturesPanel.WidgetTree_12793.TextBlock_510) CONTENT: EXPIRES IN(/Game/PrimalEarth/UI/Inventory/InventoryPanel.InventoryPanel_C:WidgetTree_12786.ArkCreaturesPanel.WidgetTree_12793.TextBlock_513) CONTENT: CREATURE LIST(/Game/PrimalEarth/UI/Inventory/InventoryPanel.InventoryPanel_C:WidgetTree_12786.ArkCreaturesPanel.WidgetTree_12793.TextBlock_516) CONTENT: CURRENT TAMED CREATURES(/Game/PrimalEarth/UI/Inventory/InventoryPanel.InventoryPanel_C:WidgetTree_12786.ArkCreaturesPanel.WidgetTree_12793.TextBlock_819) CONTENT: UPLOADED TAMED CREATURES(/Game/PrimalEarth/UI/Inventory/InventoryPanel.InventoryPanel_C:WidgetTree_12786.ArkCreaturesPanel.WidgetTree_12793.TextBlock_9) CONTENT: Name Label(/Game/PrimalEarth/UI/Inventory/ObeliskStatsPanel.ObeliskStatsPanel_C:WidgetTree_1222.NameLabel) CONTENT: Description text(/Game/PrimalEarth/UI/Inventory/ObeliskStatsPanel.ObeliskStatsPanel_C:WidgetTree_1222.DescriptionTextLabel) CONTENT: ARK ITEM SLOTS(/Game/PrimalEarth/UI/Inventory/ObeliskStatsPanel.ObeliskStatsPanel_C:WidgetTree_1222.ArkStorageStat) CONTENT: ARK CREATURES(/Game/PrimalEarth/UI/Inventory/ObeliskStatsPanel.ObeliskStatsPanel_C:WidgetTree_1222.ArkDinoStat) CONTENT: TRANSMITTER ITEM SLOTS(/Game/PrimalEarth/UI/Inventory/ObeliskStatsPanel.ObeliskStatsPanel_C:WidgetTree_1222.StorageStat) CONTENT: UPLOAD SURVIVOR(/Game/PrimalEarth/UI/Inventory/ObeliskStatsPanel.ObeliskStatsPanel_C:WidgetTree_1222.UploadCharacterDataLabel) CONTENT: TRAVEL TO ANOTHER SERVER(/Game/PrimalEarth/UI/Inventory/ObeliskStatsPanel.ObeliskStatsPanel_C:WidgetTree_1222.TravelToAnotherServer) CONTENT: REFRESH TRIBUTE INVENTORY(/Game/PrimalEarth/UI/Inventory/ObeliskStatsPanel.ObeliskStatsPanel_C:WidgetTree_1222.TextBlock_9) CONTENT: 0.0 / 0.0(/Game/PrimalEarth/UI/Inventory/ObeliskStatsPanel.ObeliskStatsPanel_C:WidgetTree_1222.ArkDinoStat.WidgetTree_1224.StatValueBlock) CONTENT: 0.0 / 0.0(/Game/PrimalEarth/UI/Inventory/ObeliskStatsPanel.ObeliskStatsPanel_C:WidgetTree_1222.ArkStorageStat.WidgetTree_1225.StatValueBlock) CONTENT: 0.0 / 0.0(/Game/PrimalEarth/UI/Inventory/ObeliskStatsPanel.ObeliskStatsPanel_C:WidgetTree_1222.StorageStat.WidgetTree_1223.StatValueBlock) CONTENT: Structure(/Game/PrimalEarth/UI/Inventory/StructureStatsPanel.StructureStatsPanel_C:WidgetTree_3205.StructureNameLabel) CONTENT: Owner(/Game/PrimalEarth/UI/Inventory/StructureStatsPanel.StructureStatsPanel_C:WidgetTree_3205.OwnerLabel) CONTENT: HEAD(/Game/PrimalEarth/UI/Inventory/StructureStatsPanel.StructureStatsPanel_C:WidgetTree_3205.DataListEntryWidgetPrimalItem_StatEquipped_C_0) CONTENT: TORSO(/Game/PrimalEarth/UI/Inventory/StructureStatsPanel.StructureStatsPanel_C:WidgetTree_3205.DataListEntryWidgetPrimalItem_StatEquipped_C_1) CONTENT: LEGS(/Game/PrimalEarth/UI/Inventory/StructureStatsPanel.StructureStatsPanel_C:WidgetTree_3205.DataListEntryWidgetPrimalItem_StatEquipped_C_2) CONTENT: FEET(/Game/PrimalEarth/UI/Inventory/StructureStatsPanel.StructureStatsPanel_C:WidgetTree_3205.DataListEntryWidgetPrimalItem_StatEquipped_C_3) CONTENT: HANDS(/Game/PrimalEarth/UI/Inventory/StructureStatsPanel.StructureStatsPanel_C:WidgetTree_3205.DataListEntryWidgetPrimalItem_StatEquipped_C_4) CONTENT: SADDLE(/Game/PrimalEarth/UI/Inventory/StructureStatsPanel.StructureStatsPanel_C:WidgetTree_3205.DataListEntryWidgetPrimalItem_StatEquipped_C_5) CONTENT: TROPHY(/Game/PrimalEarth/UI/Inventory/StructureStatsPanel.StructureStatsPanel_C:WidgetTree_3205.DataListEntryWidgetPrimalItem_StatEquipped_C_6) CONTENT: COSTUME(/Game/PrimalEarth/UI/Inventory/StructureStatsPanel.StructureStatsPanel_C:WidgetTree_3205.DataListEntryWidgetPrimalItem_StatEquipped_C_7) CONTENT: OFFHAND(/Game/PrimalEarth/UI/Inventory/StructureStatsPanel.StructureStatsPanel_C:WidgetTree_3205.DataListEntryWidgetPrimalItem_StatEquipped_C_8) CONTENT: WEAPON(/Game/PrimalEarth/UI/Inventory/StructureStatsPanel.StructureStatsPanel_C:WidgetTree_3205.DataListEntryWidgetPrimalItem_StatEquipped_C_10) CONTENT: DERMIS(/Game/PrimalEarth/UI/Inventory/StructureStatsPanel.StructureStatsPanel_C:WidgetTree_3205.DataListEntryWidgetPrimalItem_StatEquipped_C_30) CONTENT: HEALTH(/Game/PrimalEarth/UI/Inventory/StructureStatsPanel.StructureStatsPanel_C:WidgetTree_3205.HealthStatWidget) CONTENT: STORAGE(/Game/PrimalEarth/UI/Inventory/StructureStatsPanel.StructureStatsPanel_C:WidgetTree_3205.StorageStatWidget) CONTENT: WEIGHT(/Game/PrimalEarth/UI/Inventory/StructureStatsPanel.StructureStatsPanel_C:WidgetTree_3205.WeightStatWidget) CONTENT: Multi Use Button 1(/Game/PrimalEarth/UI/Inventory/StructureStatsPanel.StructureStatsPanel_C:WidgetTree_3205.MultiUseLabel1) CONTENT: Multi Use Button 2(/Game/PrimalEarth/UI/Inventory/StructureStatsPanel.StructureStatsPanel_C:WidgetTree_3205.MultiUseLabel2) CONTENT: Multi Use Button 3(/Game/PrimalEarth/UI/Inventory/StructureStatsPanel.StructureStatsPanel_C:WidgetTree_3205.TextBlock_0) CONTENT: Multi Use Button 1(/Game/PrimalEarth/UI/Inventory/StructureStatsPanel.StructureStatsPanel_C:WidgetTree_3205.TextBlock_894) CONTENT: Multi Use Button 1(/Game/PrimalEarth/UI/Inventory/StructureStatsPanel.StructureStatsPanel_C:WidgetTree_3205.TextBlock_908) CONTENT: Multi Use Button 1(/Game/PrimalEarth/UI/Inventory/StructureStatsPanel.StructureStatsPanel_C:WidgetTree_3205.TextBlock_937) CONTENT: 0.0 / 0.0(/Game/PrimalEarth/UI/Inventory/StructureStatsPanel.StructureStatsPanel_C:WidgetTree_3205.HealthStatWidget.WidgetTree_3208.StatValueBlock) CONTENT: 0.0 / 0.0(/Game/PrimalEarth/UI/Inventory/StructureStatsPanel.StructureStatsPanel_C:WidgetTree_3205.StorageStatWidget.WidgetTree_3207.StatValueBlock) CONTENT: 0.0 / 0.0(/Game/PrimalEarth/UI/Inventory/StructureStatsPanel.StructureStatsPanel_C:WidgetTree_3205.WeightStatWidget.WidgetTree_3206.StatValueBlock) CONTENT: THEM(/Game/PrimalEarth/UI/Inventory/StatsPanel.StatsPanel_C:WidgetTree_4016.RemoteStatsTabLabel) CONTENT: YOU(/Game/PrimalEarth/UI/Inventory/StatsPanel.StatsPanel_C:WidgetTree_4016.TextBlock_472) CONTENT: CRAFTING SPEED(/Game/PrimalEarth/UI/Inventory/StatsPanel.StatsPanel_C:WidgetTree_4016.PlayerStatsPanel.WidgetTree_4017.CraftingSpeedStat) CONTENT: FOOD(/Game/PrimalEarth/UI/Inventory/StatsPanel.StatsPanel_C:WidgetTree_4016.PlayerStatsPanel.WidgetTree_4017.FoodStat) CONTENT: FORTITUDE(/Game/PrimalEarth/UI/Inventory/StatsPanel.StatsPanel_C:WidgetTree_4016.PlayerStatsPanel.WidgetTree_4017.FortitudeStat) CONTENT: HEALTH(/Game/PrimalEarth/UI/Inventory/StatsPanel.StatsPanel_C:WidgetTree_4016.PlayerStatsPanel.WidgetTree_4017.HealthStat) CONTENT: MELEE DAMAGE(/Game/PrimalEarth/UI/Inventory/StatsPanel.StatsPanel_C:WidgetTree_4016.PlayerStatsPanel.WidgetTree_4017.MeleeDamageStat) CONTENT: MOVEMENT SPEED(/Game/PrimalEarth/UI/Inventory/StatsPanel.StatsPanel_C:WidgetTree_4016.PlayerStatsPanel.WidgetTree_4017.MovementSpeedStat) CONTENT: OXYGEN(/Game/PrimalEarth/UI/Inventory/StatsPanel.StatsPanel_C:WidgetTree_4016.PlayerStatsPanel.WidgetTree_4017.OxygenStat) CONTENT: STAMINA(/Game/PrimalEarth/UI/Inventory/StatsPanel.StatsPanel_C:WidgetTree_4016.PlayerStatsPanel.WidgetTree_4017.StaminaStat) CONTENT: TORPIDITY(/Game/PrimalEarth/UI/Inventory/StatsPanel.StatsPanel_C:WidgetTree_4016.PlayerStatsPanel.WidgetTree_4017.TorpidityStat) CONTENT: WATER(/Game/PrimalEarth/UI/Inventory/StatsPanel.StatsPanel_C:WidgetTree_4016.PlayerStatsPanel.WidgetTree_4017.WaterStat) CONTENT: WEIGHT(/Game/PrimalEarth/UI/Inventory/StatsPanel.StatsPanel_C:WidgetTree_4016.PlayerStatsPanel.WidgetTree_4017.WeightStat) CONTENT: ARMOR:(/Game/PrimalEarth/UI/Inventory/StatsPanel.StatsPanel_C:WidgetTree_4016.PlayerStatsPanel.WidgetTree_4017.[TextBlock] "Armor:") CONTENT: 0(/Game/PrimalEarth/UI/Inventory/StatsPanel.StatsPanel_C:WidgetTree_4016.PlayerStatsPanel.WidgetTree_4017.ArmorLabel) CONTENT: Biome Region Name(/Game/PrimalEarth/UI/Inventory/StatsPanel.StatsPanel_C:WidgetTree_4016.PlayerStatsPanel.WidgetTree_4017.BiomeRegionNameLabel) CONTENT: 0(/Game/PrimalEarth/UI/Inventory/StatsPanel.StatsPanel_C:WidgetTree_4016.PlayerStatsPanel.WidgetTree_4017.BiomeTmpValueLabel) CONTENT: 0%(/Game/PrimalEarth/UI/Inventory/StatsPanel.StatsPanel_C:WidgetTree_4016.PlayerStatsPanel.WidgetTree_4017.BiomeWindValueLabel) CONTENT: Stat name(/Game/PrimalEarth/UI/Inventory/StatsPanel.StatsPanel_C:WidgetTree_4016.PlayerStatsPanel.WidgetTree_4017.CraftingSpeedStat.WidgetTree_4019.StatTextBlock) CONTENT: 0.0 / 0.0(/Game/PrimalEarth/UI/Inventory/StatsPanel.StatsPanel_C:WidgetTree_4016.PlayerStatsPanel.WidgetTree_4017.CraftingSpeedStat.WidgetTree_4019.StatValueBlock) CONTENT: 0(/Game/PrimalEarth/UI/Inventory/StatsPanel.StatsPanel_C:WidgetTree_4016.PlayerStatsPanel.WidgetTree_4017.DayValueLabel) CONTENT: XP: 10000/20232(/Game/PrimalEarth/UI/Inventory/StatsPanel.StatsPanel_C:WidgetTree_4016.PlayerStatsPanel.WidgetTree_4017.ExperienceLabel) CONTENT: Stat name(/Game/PrimalEarth/UI/Inventory/StatsPanel.StatsPanel_C:WidgetTree_4016.PlayerStatsPanel.WidgetTree_4017.FoodStat.WidgetTree_4025.StatTextBlock) CONTENT: 0.0 / 0.0(/Game/PrimalEarth/UI/Inventory/StatsPanel.StatsPanel_C:WidgetTree_4016.PlayerStatsPanel.WidgetTree_4017.FoodStat.WidgetTree_4025.StatValueBlock) CONTENT: Stat name(/Game/PrimalEarth/UI/Inventory/StatsPanel.StatsPanel_C:WidgetTree_4016.PlayerStatsPanel.WidgetTree_4017.FortitudeStat.WidgetTree_4018.StatTextBlock) CONTENT: 0.0 / 0.0(/Game/PrimalEarth/UI/Inventory/StatsPanel.StatsPanel_C:WidgetTree_4016.PlayerStatsPanel.WidgetTree_4017.FortitudeStat.WidgetTree_4018.StatValueBlock) CONTENT: Stat name(/Game/PrimalEarth/UI/Inventory/StatsPanel.StatsPanel_C:WidgetTree_4016.PlayerStatsPanel.WidgetTree_4017.HealthStat.WidgetTree_4028.StatTextBlock) CONTENT: 0.0 / 0.0(/Game/PrimalEarth/UI/Inventory/StatsPanel.StatsPanel_C:WidgetTree_4016.PlayerStatsPanel.WidgetTree_4017.HealthStat.WidgetTree_4028.StatValueBlock) CONTENT: 0(/Game/PrimalEarth/UI/Inventory/StatsPanel.StatsPanel_C:WidgetTree_4016.PlayerStatsPanel.WidgetTree_4017.HyperthermalInsulationLabel) CONTENT: 0(/Game/PrimalEarth/UI/Inventory/StatsPanel.StatsPanel_C:WidgetTree_4016.PlayerStatsPanel.WidgetTree_4017.HypothermalInsulationLabel) CONTENT: 100(/Game/PrimalEarth/UI/Inventory/StatsPanel.StatsPanel_C:WidgetTree_4016.PlayerStatsPanel.WidgetTree_4017.LevelLabel) CONTENT: Stat name(/Game/PrimalEarth/UI/Inventory/StatsPanel.StatsPanel_C:WidgetTree_4016.PlayerStatsPanel.WidgetTree_4017.MeleeDamageStat.WidgetTree_4021.StatTextBlock) CONTENT: 0.0 / 0.0(/Game/PrimalEarth/UI/Inventory/StatsPanel.StatsPanel_C:WidgetTree_4016.PlayerStatsPanel.WidgetTree_4017.MeleeDamageStat.WidgetTree_4021.StatValueBlock) CONTENT: Stat name(/Game/PrimalEarth/UI/Inventory/StatsPanel.StatsPanel_C:WidgetTree_4016.PlayerStatsPanel.WidgetTree_4017.MovementSpeedStat.WidgetTree_4020.StatTextBlock) CONTENT: 0.0 / 0.0(/Game/PrimalEarth/UI/Inventory/StatsPanel.StatsPanel_C:WidgetTree_4016.PlayerStatsPanel.WidgetTree_4017.MovementSpeedStat.WidgetTree_4020.StatValueBlock) CONTENT: PLAYERNAME(/Game/PrimalEarth/UI/Inventory/StatsPanel.StatsPanel_C:WidgetTree_4016.PlayerStatsPanel.WidgetTree_4017.NameLabel) CONTENT: 0(/Game/PrimalEarth/UI/Inventory/StatsPanel.StatsPanel_C:WidgetTree_4016.PlayerStatsPanel.WidgetTree_4017.NumUpgradesAvailableLabel) CONTENT: Stat name(/Game/PrimalEarth/UI/Inventory/StatsPanel.StatsPanel_C:WidgetTree_4016.PlayerStatsPanel.WidgetTree_4017.OxygenStat.WidgetTree_4026.StatTextBlock) CONTENT: 0.0 / 0.0(/Game/PrimalEarth/UI/Inventory/StatsPanel.StatsPanel_C:WidgetTree_4016.PlayerStatsPanel.WidgetTree_4017.OxygenStat.WidgetTree_4026.StatValueBlock) CONTENT: Spawn Region Name(/Game/PrimalEarth/UI/Inventory/StatsPanel.StatsPanel_C:WidgetTree_4016.PlayerStatsPanel.WidgetTree_4017.SpawnRegionNameLabel) CONTENT: Stat name(/Game/PrimalEarth/UI/Inventory/StatsPanel.StatsPanel_C:WidgetTree_4016.PlayerStatsPanel.WidgetTree_4017.StaminaStat.WidgetTree_4027.StatTextBlock) CONTENT: 0.0 / 0.0(/Game/PrimalEarth/UI/Inventory/StatsPanel.StatsPanel_C:WidgetTree_4016.PlayerStatsPanel.WidgetTree_4017.StaminaStat.WidgetTree_4027.StatValueBlock) CONTENT: 0(/Game/PrimalEarth/UI/Inventory/StatsPanel.StatsPanel_C:WidgetTree_4016.PlayerStatsPanel.WidgetTree_4017.TameLimitLabel) CONTENT: TAME LIMIT:(/Game/PrimalEarth/UI/Inventory/StatsPanel.StatsPanel_C:WidgetTree_4016.PlayerStatsPanel.WidgetTree_4017.TextBlock_1020) CONTENT: DAY: (/Game/PrimalEarth/UI/Inventory/StatsPanel.StatsPanel_C:WidgetTree_4016.PlayerStatsPanel.WidgetTree_4017.TextBlock_1225) CONTENT: TMP: (/Game/PrimalEarth/UI/Inventory/StatsPanel.StatsPanel_C:WidgetTree_4016.PlayerStatsPanel.WidgetTree_4017.TextBlock_1303) CONTENT: HYPOTHERMAL INSULATION:(/Game/PrimalEarth/UI/Inventory/StatsPanel.StatsPanel_C:WidgetTree_4016.PlayerStatsPanel.WidgetTree_4017.TextBlock_1687) CONTENT: HYPERTHERMAL INSULATION:(/Game/PrimalEarth/UI/Inventory/StatsPanel.StatsPanel_C:WidgetTree_4016.PlayerStatsPanel.WidgetTree_4017.TextBlock_1711) CONTENT: TIME: (/Game/PrimalEarth/UI/Inventory/StatsPanel.StatsPanel_C:WidgetTree_4016.PlayerStatsPanel.WidgetTree_4017.TextBlock_1921) CONTENT: WIND: (/Game/PrimalEarth/UI/Inventory/StatsPanel.StatsPanel_C:WidgetTree_4016.PlayerStatsPanel.WidgetTree_4017.TextBlock_1965) CONTENT: LEVEL: (/Game/PrimalEarth/UI/Inventory/StatsPanel.StatsPanel_C:WidgetTree_4016.PlayerStatsPanel.WidgetTree_4017.TextBlock_68) CONTENT: POINTS AVAILABLE(/Game/PrimalEarth/UI/Inventory/StatsPanel.StatsPanel_C:WidgetTree_4016.PlayerStatsPanel.WidgetTree_4017.TextBlock_777) CONTENT: Show Ancestors(/Game/PrimalEarth/UI/Inventory/StatsPanel.StatsPanel_C:WidgetTree_4016.PlayerStatsPanel.WidgetTree_4017.TextBlock_876) CONTENT: 00:00(/Game/PrimalEarth/UI/Inventory/StatsPanel.StatsPanel_C:WidgetTree_4016.PlayerStatsPanel.WidgetTree_4017.TimeValueLabel) CONTENT: Stat name(/Game/PrimalEarth/UI/Inventory/StatsPanel.StatsPanel_C:WidgetTree_4016.PlayerStatsPanel.WidgetTree_4017.TorpidityStat.WidgetTree_4022.StatTextBlock) CONTENT: 0.0 / 0.0(/Game/PrimalEarth/UI/Inventory/StatsPanel.StatsPanel_C:WidgetTree_4016.PlayerStatsPanel.WidgetTree_4017.TorpidityStat.WidgetTree_4022.StatValueBlock) CONTENT: Studio Wildcard Tribe(/Game/PrimalEarth/UI/Inventory/StatsPanel.StatsPanel_C:WidgetTree_4016.PlayerStatsPanel.WidgetTree_4017.TribeLabel) CONTENT: Stat name(/Game/PrimalEarth/UI/Inventory/StatsPanel.StatsPanel_C:WidgetTree_4016.PlayerStatsPanel.WidgetTree_4017.WaterStat.WidgetTree_4024.StatTextBlock) CONTENT: 0.0 / 0.0(/Game/PrimalEarth/UI/Inventory/StatsPanel.StatsPanel_C:WidgetTree_4016.PlayerStatsPanel.WidgetTree_4017.WaterStat.WidgetTree_4024.StatValueBlock) CONTENT: Stat name(/Game/PrimalEarth/UI/Inventory/StatsPanel.StatsPanel_C:WidgetTree_4016.PlayerStatsPanel.WidgetTree_4017.WeightStat.WidgetTree_4023.StatTextBlock) CONTENT: 0.0 / 0.0(/Game/PrimalEarth/UI/Inventory/StatsPanel.StatsPanel_C:WidgetTree_4016.PlayerStatsPanel.WidgetTree_4017.WeightStat.WidgetTree_4023.StatValueBlock) CONTENT: CRAFTING SKILL(/Game/PrimalEarth/UI/Inventory/InventoryMenu2.InventoryMenu2_C:WidgetTree_1777.StatsPanel.WidgetTree_1788.PlayerStatsPanel.WidgetTree_1789.CraftingSpeedStat) CONTENT: FOOD(/Game/PrimalEarth/UI/Inventory/InventoryMenu2.InventoryMenu2_C:WidgetTree_1777.StatsPanel.WidgetTree_1788.PlayerStatsPanel.WidgetTree_1789.FoodStat) CONTENT: FORTITUDE(/Game/PrimalEarth/UI/Inventory/InventoryMenu2.InventoryMenu2_C:WidgetTree_1777.StatsPanel.WidgetTree_1788.PlayerStatsPanel.WidgetTree_1789.FortitudeStat) CONTENT: HEALTH(/Game/PrimalEarth/UI/Inventory/InventoryMenu2.InventoryMenu2_C:WidgetTree_1777.StatsPanel.WidgetTree_1788.PlayerStatsPanel.WidgetTree_1789.HealthStat) CONTENT: IMPRINTING(/Game/PrimalEarth/UI/Inventory/InventoryMenu2.InventoryMenu2_C:WidgetTree_1777.StatsPanel.WidgetTree_1788.PlayerStatsPanel.WidgetTree_1789.ImprintingStat) CONTENT: MELEE DAMAGE(/Game/PrimalEarth/UI/Inventory/InventoryMenu2.InventoryMenu2_C:WidgetTree_1777.StatsPanel.WidgetTree_1788.PlayerStatsPanel.WidgetTree_1789.MeleeDamageStat) CONTENT: MOVEMENT SPEED(/Game/PrimalEarth/UI/Inventory/InventoryMenu2.InventoryMenu2_C:WidgetTree_1777.StatsPanel.WidgetTree_1788.PlayerStatsPanel.WidgetTree_1789.MovementSpeedStat) CONTENT: OXYGEN(/Game/PrimalEarth/UI/Inventory/InventoryMenu2.InventoryMenu2_C:WidgetTree_1777.StatsPanel.WidgetTree_1788.PlayerStatsPanel.WidgetTree_1789.OxygenStat) CONTENT: STAMINA(/Game/PrimalEarth/UI/Inventory/InventoryMenu2.InventoryMenu2_C:WidgetTree_1777.StatsPanel.WidgetTree_1788.PlayerStatsPanel.WidgetTree_1789.StaminaStat) CONTENT: TORPIDITY(/Game/PrimalEarth/UI/Inventory/InventoryMenu2.InventoryMenu2_C:WidgetTree_1777.StatsPanel.WidgetTree_1788.PlayerStatsPanel.WidgetTree_1789.TorpidityStat) CONTENT: WATER(/Game/PrimalEarth/UI/Inventory/InventoryMenu2.InventoryMenu2_C:WidgetTree_1777.StatsPanel.WidgetTree_1788.PlayerStatsPanel.WidgetTree_1789.WaterStat) CONTENT: WEIGHT(/Game/PrimalEarth/UI/Inventory/InventoryMenu2.InventoryMenu2_C:WidgetTree_1777.StatsPanel.WidgetTree_1788.PlayerStatsPanel.WidgetTree_1789.WeightStat) CONTENT: CLOSE INVENTORY(/Game/PrimalEarth/UI/Inventory/InventoryMenu2.InventoryMenu2_C:WidgetTree_1777.DinoAncestryOverlay.WidgetTree_1778.CloseDinoAncestorsButton) CONTENT: DOWNLOAD CREATURE(/Game/PrimalEarth/UI/Inventory/InventoryMenu2.InventoryMenu2_C:WidgetTree_1777.PlayerInventoryPanel.WidgetTree_1822.ArkCreaturesPanel.WidgetTree_1829.DownloadDinoButton) CONTENT: UPLOAD CREATURE(/Game/PrimalEarth/UI/Inventory/InventoryMenu2.InventoryMenu2_C:WidgetTree_1777.PlayerInventoryPanel.WidgetTree_1822.ArkCreaturesPanel.WidgetTree_1829.UploadDinoButton) CONTENT: CLEAR QUEUE(/Game/PrimalEarth/UI/Inventory/InventoryMenu2.InventoryMenu2_C:WidgetTree_1777.PlayerInventoryPanel.WidgetTree_1822.ClearCraftingQueueButton) CONTENT: DROP ALL(/Game/PrimalEarth/UI/Inventory/InventoryMenu2.InventoryMenu2_C:WidgetTree_1777.PlayerInventoryPanel.WidgetTree_1822.DropAllButton) CONTENT: NEW FOLDER(/Game/PrimalEarth/UI/Inventory/InventoryMenu2.InventoryMenu2_C:WidgetTree_1777.PlayerInventoryPanel.WidgetTree_1822.NewFolderButton) CONTENT: FOLDER VIEW(/Game/PrimalEarth/UI/Inventory/InventoryMenu2.InventoryMenu2_C:WidgetTree_1777.PlayerInventoryPanel.WidgetTree_1822.ShowAllButton) CONTENT: SHOW ENGRAMS(/Game/PrimalEarth/UI/Inventory/InventoryMenu2.InventoryMenu2_C:WidgetTree_1777.PlayerInventoryPanel.WidgetTree_1822.ShowEngramsButton) CONTENT: SORT ITEMS BY(/Game/PrimalEarth/UI/Inventory/InventoryMenu2.InventoryMenu2_C:WidgetTree_1777.PlayerInventoryPanel.WidgetTree_1822.SortMenuButton) CONTENT: TOGGLE TOOLTIPS(/Game/PrimalEarth/UI/Inventory/InventoryMenu2.InventoryMenu2_C:WidgetTree_1777.PlayerInventoryPanel.WidgetTree_1822.ToggleTooltipButton) CONTENT: TRANSFER ALL(/Game/PrimalEarth/UI/Inventory/InventoryMenu2.InventoryMenu2_C:WidgetTree_1777.PlayerInventoryPanel.WidgetTree_1822.TransferAllButton) CONTENT: DOWNLOAD CREATURE(/Game/PrimalEarth/UI/Inventory/InventoryMenu2.InventoryMenu2_C:WidgetTree_1777.RemoteInventoryPanel.WidgetTree_1779.ArkCreaturesPanel.WidgetTree_1786.DownloadDinoButton) CONTENT: UPLOAD CREATURE(/Game/PrimalEarth/UI/Inventory/InventoryMenu2.InventoryMenu2_C:WidgetTree_1777.RemoteInventoryPanel.WidgetTree_1779.ArkCreaturesPanel.WidgetTree_1786.UploadDinoButton) CONTENT: CLEAR QUEUE(/Game/PrimalEarth/UI/Inventory/InventoryMenu2.InventoryMenu2_C:WidgetTree_1777.RemoteInventoryPanel.WidgetTree_1779.ClearCraftingQueueButton) CONTENT: DROP ALL(/Game/PrimalEarth/UI/Inventory/InventoryMenu2.InventoryMenu2_C:WidgetTree_1777.RemoteInventoryPanel.WidgetTree_1779.DropAllButton) CONTENT: NEW FOLDER(/Game/PrimalEarth/UI/Inventory/InventoryMenu2.InventoryMenu2_C:WidgetTree_1777.RemoteInventoryPanel.WidgetTree_1779.NewFolderButton) CONTENT: FOLDER VIEW(/Game/PrimalEarth/UI/Inventory/InventoryMenu2.InventoryMenu2_C:WidgetTree_1777.RemoteInventoryPanel.WidgetTree_1779.ShowAllButton) CONTENT: SHOW ENGRAMS(/Game/PrimalEarth/UI/Inventory/InventoryMenu2.InventoryMenu2_C:WidgetTree_1777.RemoteInventoryPanel.WidgetTree_1779.ShowEngramsButton) CONTENT: SORT ITEMS BY(/Game/PrimalEarth/UI/Inventory/InventoryMenu2.InventoryMenu2_C:WidgetTree_1777.RemoteInventoryPanel.WidgetTree_1779.SortMenuButton) CONTENT: TOGGLE TOOLTIPS(/Game/PrimalEarth/UI/Inventory/InventoryMenu2.InventoryMenu2_C:WidgetTree_1777.RemoteInventoryPanel.WidgetTree_1779.ToggleTooltipButton) CONTENT: TRANSFER ALL(/Game/PrimalEarth/UI/Inventory/InventoryMenu2.InventoryMenu2_C:WidgetTree_1777.RemoteInventoryPanel.WidgetTree_1779.TransferAllButton) CONTENT: HEAD(/Game/PrimalEarth/UI/Inventory/InventoryMenu2.InventoryMenu2_C:WidgetTree_1777.StatsPanel.WidgetTree_1788.PlayerStatsPanel.WidgetTree_1789.DataListEntryWidgetPrimalItem_StatEquipped_C_0) CONTENT: HANDS(/Game/PrimalEarth/UI/Inventory/InventoryMenu2.InventoryMenu2_C:WidgetTree_1777.StatsPanel.WidgetTree_1788.PlayerStatsPanel.WidgetTree_1789.DataListEntryWidgetPrimalItem_StatEquipped_C_1) CONTENT: TORSO(/Game/PrimalEarth/UI/Inventory/InventoryMenu2.InventoryMenu2_C:WidgetTree_1777.StatsPanel.WidgetTree_1788.PlayerStatsPanel.WidgetTree_1789.DataListEntryWidgetPrimalItem_StatEquipped_C_2) CONTENT: OFFHAND(/Game/PrimalEarth/UI/Inventory/InventoryMenu2.InventoryMenu2_C:WidgetTree_1777.StatsPanel.WidgetTree_1788.PlayerStatsPanel.WidgetTree_1789.DataListEntryWidgetPrimalItem_StatEquipped_C_3) CONTENT: LEGS(/Game/PrimalEarth/UI/Inventory/InventoryMenu2.InventoryMenu2_C:WidgetTree_1777.StatsPanel.WidgetTree_1788.PlayerStatsPanel.WidgetTree_1789.DataListEntryWidgetPrimalItem_StatEquipped_C_4) CONTENT: SADDLE(/Game/PrimalEarth/UI/Inventory/InventoryMenu2.InventoryMenu2_C:WidgetTree_1777.StatsPanel.WidgetTree_1788.PlayerStatsPanel.WidgetTree_1789.DataListEntryWidgetPrimalItem_StatEquipped_C_5) CONTENT: TROPHY(/Game/PrimalEarth/UI/Inventory/InventoryMenu2.InventoryMenu2_C:WidgetTree_1777.StatsPanel.WidgetTree_1788.PlayerStatsPanel.WidgetTree_1789.DataListEntryWidgetPrimalItem_StatEquipped_C_6) CONTENT: COSTUME(/Game/PrimalEarth/UI/Inventory/InventoryMenu2.InventoryMenu2_C:WidgetTree_1777.StatsPanel.WidgetTree_1788.PlayerStatsPanel.WidgetTree_1789.DataListEntryWidgetPrimalItem_StatEquipped_C_7) CONTENT: FEET(/Game/PrimalEarth/UI/Inventory/InventoryMenu2.InventoryMenu2_C:WidgetTree_1777.StatsPanel.WidgetTree_1788.PlayerStatsPanel.WidgetTree_1789.DataListEntryWidgetPrimalItem_StatEquipped_C_8) CONTENT: Search(/Game/PrimalEarth/UI/Inventory/InventoryMenu2.InventoryMenu2_C:WidgetTree_1777.PlayerInventoryPanel.WidgetTree_1822.SearchTextBox) CONTENT: Search(/Game/PrimalEarth/UI/Inventory/InventoryMenu2.InventoryMenu2_C:WidgetTree_1777.RemoteInventoryPanel.WidgetTree_1779.SearchTextBox) CONTENT: ANCESTRY LINE(/Game/PrimalEarth/UI/Inventory/InventoryMenu2.InventoryMenu2_C:WidgetTree_1777.DinoAncestryOverlay.WidgetTree_1778.CreatureTitle) CONTENT: PATRILINEAL(/Game/PrimalEarth/UI/Inventory/InventoryMenu2.InventoryMenu2_C:WidgetTree_1777.DinoAncestryOverlay.WidgetTree_1778.DinoAncestorsMaleTitle) CONTENT: MATRILINEAL(/Game/PrimalEarth/UI/Inventory/InventoryMenu2.InventoryMenu2_C:WidgetTree_1777.DinoAncestryOverlay.WidgetTree_1778.DinoAncestorsTitle) CONTENT: Text(/Game/PrimalEarth/UI/Inventory/InventoryMenu2.InventoryMenu2_C:WidgetTree_1777.DinoAncestryOverlay.WidgetTree_1778.DinoFatherLabel) CONTENT: Text(/Game/PrimalEarth/UI/Inventory/InventoryMenu2.InventoryMenu2_C:WidgetTree_1777.DinoAncestryOverlay.WidgetTree_1778.DinoMotherLabel) CONTENT: Text(/Game/PrimalEarth/UI/Inventory/InventoryMenu2.InventoryMenu2_C:WidgetTree_1777.DinoAncestryOverlay.WidgetTree_1778.DinoSelfLabel) CONTENT: MUTATIONS: 10 / 10(/Game/PrimalEarth/UI/Inventory/InventoryMenu2.InventoryMenu2_C:WidgetTree_1777.DinoAncestryOverlay.WidgetTree_1778.RandomMutationsFemaleLabel) CONTENT: MUTATIONS: 10 / 10(/Game/PrimalEarth/UI/Inventory/InventoryMenu2.InventoryMenu2_C:WidgetTree_1777.DinoAncestryOverlay.WidgetTree_1778.RandomMutationsMaleLabel) CONTENT: CREATURE ANCESTRY(/Game/PrimalEarth/UI/Inventory/InventoryMenu2.InventoryMenu2_C:WidgetTree_1777.DinoAncestryOverlay.WidgetTree_1778.TextBlock_1053) CONTENT: PARENTS(/Game/PrimalEarth/UI/Inventory/InventoryMenu2.InventoryMenu2_C:WidgetTree_1777.DinoAncestryOverlay.WidgetTree_1778.TextBlock_573) CONTENT: ANCESTRY LINE(/Game/PrimalEarth/UI/Inventory/InventoryMenu2.InventoryMenu2_C:WidgetTree_1777.DinoAncestryOverlay.WidgetTree_1778.TextBlock_762) CONTENT: CREATURE LIST(/Game/PrimalEarth/UI/Inventory/InventoryMenu2.InventoryMenu2_C:WidgetTree_1777.PlayerInventoryPanel.WidgetTree_1822.ArkCreaturesPanel.WidgetTree_1829.TextBlock_510) CONTENT: EXPIRES IN(/Game/PrimalEarth/UI/Inventory/InventoryMenu2.InventoryMenu2_C:WidgetTree_1777.PlayerInventoryPanel.WidgetTree_1822.ArkCreaturesPanel.WidgetTree_1829.TextBlock_513) CONTENT: CREATURE LIST(/Game/PrimalEarth/UI/Inventory/InventoryMenu2.InventoryMenu2_C:WidgetTree_1777.PlayerInventoryPanel.WidgetTree_1822.ArkCreaturesPanel.WidgetTree_1829.TextBlock_516) CONTENT: CURRENT TAMED CREATURES(/Game/PrimalEarth/UI/Inventory/InventoryMenu2.InventoryMenu2_C:WidgetTree_1777.PlayerInventoryPanel.WidgetTree_1822.ArkCreaturesPanel.WidgetTree_1829.TextBlock_819) CONTENT: UPLOADED TAMED CREATURES(/Game/PrimalEarth/UI/Inventory/InventoryMenu2.InventoryMenu2_C:WidgetTree_1777.PlayerInventoryPanel.WidgetTree_1822.ArkCreaturesPanel.WidgetTree_1829.TextBlock_9) CONTENT: CRAFTING(/Game/PrimalEarth/UI/Inventory/InventoryMenu2.InventoryMenu2_C:WidgetTree_1777.PlayerInventoryPanel.WidgetTree_1822.CraftingTabLabel) CONTENT: INVENTORY(/Game/PrimalEarth/UI/Inventory/InventoryMenu2.InventoryMenu2_C:WidgetTree_1777.PlayerInventoryPanel.WidgetTree_1822.InventoryTabLabel) CONTENT: Receiving Remote Inventory...(/Game/PrimalEarth/UI/Inventory/InventoryMenu2.InventoryMenu2_C:WidgetTree_1777.PlayerInventoryPanel.WidgetTree_1822.ReceivingItemsLabel) CONTENT: CREATURES(/Game/PrimalEarth/UI/Inventory/InventoryMenu2.InventoryMenu2_C:WidgetTree_1777.PlayerInventoryPanel.WidgetTree_1822.TextBlock_594) CONTENT: CRAFTING QUEUE(/Game/PrimalEarth/UI/Inventory/InventoryMenu2.InventoryMenu2_C:WidgetTree_1777.PlayerInventoryPanel.WidgetTree_1822.TextBlock_819) CONTENT: CREATURE LIST(/Game/PrimalEarth/UI/Inventory/InventoryMenu2.InventoryMenu2_C:WidgetTree_1777.RemoteInventoryPanel.WidgetTree_1779.ArkCreaturesPanel.WidgetTree_1786.TextBlock_510) CONTENT: EXPIRES IN(/Game/PrimalEarth/UI/Inventory/InventoryMenu2.InventoryMenu2_C:WidgetTree_1777.RemoteInventoryPanel.WidgetTree_1779.ArkCreaturesPanel.WidgetTree_1786.TextBlock_513) CONTENT: CREATURE LIST(/Game/PrimalEarth/UI/Inventory/InventoryMenu2.InventoryMenu2_C:WidgetTree_1777.RemoteInventoryPanel.WidgetTree_1779.ArkCreaturesPanel.WidgetTree_1786.TextBlock_516) CONTENT: CURRENT TAMED CREATURES(/Game/PrimalEarth/UI/Inventory/InventoryMenu2.InventoryMenu2_C:WidgetTree_1777.RemoteInventoryPanel.WidgetTree_1779.ArkCreaturesPanel.WidgetTree_1786.TextBlock_819) CONTENT: UPLOADED TAMED CREATURES(/Game/PrimalEarth/UI/Inventory/InventoryMenu2.InventoryMenu2_C:WidgetTree_1777.RemoteInventoryPanel.WidgetTree_1779.ArkCreaturesPanel.WidgetTree_1786.TextBlock_9) CONTENT: CRAFTING(/Game/PrimalEarth/UI/Inventory/InventoryMenu2.InventoryMenu2_C:WidgetTree_1777.RemoteInventoryPanel.WidgetTree_1779.CraftingTabLabel) CONTENT: INVENTORY(/Game/PrimalEarth/UI/Inventory/InventoryMenu2.InventoryMenu2_C:WidgetTree_1777.RemoteInventoryPanel.WidgetTree_1779.InventoryTabLabel) CONTENT: Receiving Remote Inventory...(/Game/PrimalEarth/UI/Inventory/InventoryMenu2.InventoryMenu2_C:WidgetTree_1777.RemoteInventoryPanel.WidgetTree_1779.ReceivingItemsLabel) CONTENT: CREATURES(/Game/PrimalEarth/UI/Inventory/InventoryMenu2.InventoryMenu2_C:WidgetTree_1777.RemoteInventoryPanel.WidgetTree_1779.TextBlock_594) CONTENT: CRAFTING QUEUE(/Game/PrimalEarth/UI/Inventory/InventoryMenu2.InventoryMenu2_C:WidgetTree_1777.RemoteInventoryPanel.WidgetTree_1779.TextBlock_819) CONTENT: 0(/Game/PrimalEarth/UI/Inventory/InventoryMenu2.InventoryMenu2_C:WidgetTree_1777.StatsPanel.WidgetTree_1788.PlayerStatsPanel.WidgetTree_1789.ArmorLabel) CONTENT: ARMOR:(/Game/PrimalEarth/UI/Inventory/InventoryMenu2.InventoryMenu2_C:WidgetTree_1777.StatsPanel.WidgetTree_1788.PlayerStatsPanel.WidgetTree_1789.ArmorTitleLabel) CONTENT: Biome Region Name(/Game/PrimalEarth/UI/Inventory/InventoryMenu2.InventoryMenu2_C:WidgetTree_1777.StatsPanel.WidgetTree_1788.PlayerStatsPanel.WidgetTree_1789.BiomeRegionNameLabel) CONTENT: 0(/Game/PrimalEarth/UI/Inventory/InventoryMenu2.InventoryMenu2_C:WidgetTree_1777.StatsPanel.WidgetTree_1788.PlayerStatsPanel.WidgetTree_1789.BiomeTmpValueLabel) CONTENT: 0%(/Game/PrimalEarth/UI/Inventory/InventoryMenu2.InventoryMenu2_C:WidgetTree_1777.StatsPanel.WidgetTree_1788.PlayerStatsPanel.WidgetTree_1789.BiomeWindValueLabel) CONTENT: Stat name(/Game/PrimalEarth/UI/Inventory/InventoryMenu2.InventoryMenu2_C:WidgetTree_1777.StatsPanel.WidgetTree_1788.PlayerStatsPanel.WidgetTree_1789.CraftingSpeedStat.WidgetTree_1793.StatTextBlock) CONTENT: 0.0 / 0.0(/Game/PrimalEarth/UI/Inventory/InventoryMenu2.InventoryMenu2_C:WidgetTree_1777.StatsPanel.WidgetTree_1788.PlayerStatsPanel.WidgetTree_1789.CraftingSpeedStat.WidgetTree_1793.StatValueBlock) CONTENT: 0(/Game/PrimalEarth/UI/Inventory/InventoryMenu2.InventoryMenu2_C:WidgetTree_1777.StatsPanel.WidgetTree_1788.PlayerStatsPanel.WidgetTree_1789.DayValueLabel) CONTENT: XP: 10000/20232(/Game/PrimalEarth/UI/Inventory/InventoryMenu2.InventoryMenu2_C:WidgetTree_1777.StatsPanel.WidgetTree_1788.PlayerStatsPanel.WidgetTree_1789.ExperienceLabel) CONTENT: Stat name(/Game/PrimalEarth/UI/Inventory/InventoryMenu2.InventoryMenu2_C:WidgetTree_1777.StatsPanel.WidgetTree_1788.PlayerStatsPanel.WidgetTree_1789.FoodStat.WidgetTree_1798.StatTextBlock) CONTENT: 0.0 / 0.0(/Game/PrimalEarth/UI/Inventory/InventoryMenu2.InventoryMenu2_C:WidgetTree_1777.StatsPanel.WidgetTree_1788.PlayerStatsPanel.WidgetTree_1789.FoodStat.WidgetTree_1798.StatValueBlock) CONTENT: Stat name(/Game/PrimalEarth/UI/Inventory/InventoryMenu2.InventoryMenu2_C:WidgetTree_1777.StatsPanel.WidgetTree_1788.PlayerStatsPanel.WidgetTree_1789.FortitudeStat.WidgetTree_1792.StatTextBlock) CONTENT: 0.0 / 0.0(/Game/PrimalEarth/UI/Inventory/InventoryMenu2.InventoryMenu2_C:WidgetTree_1777.StatsPanel.WidgetTree_1788.PlayerStatsPanel.WidgetTree_1789.FortitudeStat.WidgetTree_1792.StatValueBlock) CONTENT: Stat name(/Game/PrimalEarth/UI/Inventory/InventoryMenu2.InventoryMenu2_C:WidgetTree_1777.StatsPanel.WidgetTree_1788.PlayerStatsPanel.WidgetTree_1789.HealthStat.WidgetTree_1801.StatTextBlock) CONTENT: 0.0 / 0.0(/Game/PrimalEarth/UI/Inventory/InventoryMenu2.InventoryMenu2_C:WidgetTree_1777.StatsPanel.WidgetTree_1788.PlayerStatsPanel.WidgetTree_1789.HealthStat.WidgetTree_1801.StatValueBlock) CONTENT: 0(/Game/PrimalEarth/UI/Inventory/InventoryMenu2.InventoryMenu2_C:WidgetTree_1777.StatsPanel.WidgetTree_1788.PlayerStatsPanel.WidgetTree_1789.HyperthermalInsulationLabel) CONTENT: HYPERTHERMAL INSULATION:(/Game/PrimalEarth/UI/Inventory/InventoryMenu2.InventoryMenu2_C:WidgetTree_1777.StatsPanel.WidgetTree_1788.PlayerStatsPanel.WidgetTree_1789.HyperthermalNameLabel) CONTENT: 0(/Game/PrimalEarth/UI/Inventory/InventoryMenu2.InventoryMenu2_C:WidgetTree_1777.StatsPanel.WidgetTree_1788.PlayerStatsPanel.WidgetTree_1789.HypothermalInsulationLabel) CONTENT: HYPOTHERMAL INSULATION:(/Game/PrimalEarth/UI/Inventory/InventoryMenu2.InventoryMenu2_C:WidgetTree_1777.StatsPanel.WidgetTree_1788.PlayerStatsPanel.WidgetTree_1789.HypothermalNameLabel) CONTENT: 0.0 / 0.0(/Game/PrimalEarth/UI/Inventory/InventoryMenu2.InventoryMenu2_C:WidgetTree_1777.StatsPanel.WidgetTree_1788.PlayerStatsPanel.WidgetTree_1789.ImprintingStat.WidgetTree_1790.StatValueBlock) CONTENT: 100(/Game/PrimalEarth/UI/Inventory/InventoryMenu2.InventoryMenu2_C:WidgetTree_1777.StatsPanel.WidgetTree_1788.PlayerStatsPanel.WidgetTree_1789.LevelLabel) CONTENT: LEVEL: (/Game/PrimalEarth/UI/Inventory/InventoryMenu2.InventoryMenu2_C:WidgetTree_1777.StatsPanel.WidgetTree_1788.PlayerStatsPanel.WidgetTree_1789.LevelTitleLabel) CONTENT: Stat name(/Game/PrimalEarth/UI/Inventory/InventoryMenu2.InventoryMenu2_C:WidgetTree_1777.StatsPanel.WidgetTree_1788.PlayerStatsPanel.WidgetTree_1789.MeleeDamageStat.WidgetTree_1795.StatTextBlock) CONTENT: 0.0 / 0.0(/Game/PrimalEarth/UI/Inventory/InventoryMenu2.InventoryMenu2_C:WidgetTree_1777.StatsPanel.WidgetTree_1788.PlayerStatsPanel.WidgetTree_1789.MeleeDamageStat.WidgetTree_1795.StatValueBlock) CONTENT: Stat name(/Game/PrimalEarth/UI/Inventory/InventoryMenu2.InventoryMenu2_C:WidgetTree_1777.StatsPanel.WidgetTree_1788.PlayerStatsPanel.WidgetTree_1789.MovementSpeedStat.WidgetTree_1794.StatTextBlock) CONTENT: 0.0 / 0.0(/Game/PrimalEarth/UI/Inventory/InventoryMenu2.InventoryMenu2_C:WidgetTree_1777.StatsPanel.WidgetTree_1788.PlayerStatsPanel.WidgetTree_1789.MovementSpeedStat.WidgetTree_1794.StatValueBlock) CONTENT: PLAYERNAME(/Game/PrimalEarth/UI/Inventory/InventoryMenu2.InventoryMenu2_C:WidgetTree_1777.StatsPanel.WidgetTree_1788.PlayerStatsPanel.WidgetTree_1789.NameLabel) CONTENT: 0(/Game/PrimalEarth/UI/Inventory/InventoryMenu2.InventoryMenu2_C:WidgetTree_1777.StatsPanel.WidgetTree_1788.PlayerStatsPanel.WidgetTree_1789.NumUpgradesAvailableLabel) CONTENT: Stat name(/Game/PrimalEarth/UI/Inventory/InventoryMenu2.InventoryMenu2_C:WidgetTree_1777.StatsPanel.WidgetTree_1788.PlayerStatsPanel.WidgetTree_1789.OxygenStat.WidgetTree_1799.StatTextBlock) CONTENT: 0.0 / 0.0(/Game/PrimalEarth/UI/Inventory/InventoryMenu2.InventoryMenu2_C:WidgetTree_1777.StatsPanel.WidgetTree_1788.PlayerStatsPanel.WidgetTree_1789.OxygenStat.WidgetTree_1799.StatValueBlock) CONTENT: POINTS AVAILABLE(/Game/PrimalEarth/UI/Inventory/InventoryMenu2.InventoryMenu2_C:WidgetTree_1777.StatsPanel.WidgetTree_1788.PlayerStatsPanel.WidgetTree_1789.PointsAvailableLabel) CONTENT: Spawn Region Name(/Game/PrimalEarth/UI/Inventory/InventoryMenu2.InventoryMenu2_C:WidgetTree_1777.StatsPanel.WidgetTree_1788.PlayerStatsPanel.WidgetTree_1789.SpawnRegionNameLabel) CONTENT: Stat name(/Game/PrimalEarth/UI/Inventory/InventoryMenu2.InventoryMenu2_C:WidgetTree_1777.StatsPanel.WidgetTree_1788.PlayerStatsPanel.WidgetTree_1789.StaminaStat.WidgetTree_1800.StatTextBlock) CONTENT: 0.0 / 0.0(/Game/PrimalEarth/UI/Inventory/InventoryMenu2.InventoryMenu2_C:WidgetTree_1777.StatsPanel.WidgetTree_1788.PlayerStatsPanel.WidgetTree_1789.StaminaStat.WidgetTree_1800.StatValueBlock) CONTENT: WIND: (/Game/PrimalEarth/UI/Inventory/InventoryMenu2.InventoryMenu2_C:WidgetTree_1777.StatsPanel.WidgetTree_1788.PlayerStatsPanel.WidgetTree_1789.StatWindTitleTextBlock) CONTENT: 0(/Game/PrimalEarth/UI/Inventory/InventoryMenu2.InventoryMenu2_C:WidgetTree_1777.StatsPanel.WidgetTree_1788.PlayerStatsPanel.WidgetTree_1789.TameLimitLabel) CONTENT: TAME LIMIT:(/Game/PrimalEarth/UI/Inventory/InventoryMenu2.InventoryMenu2_C:WidgetTree_1777.StatsPanel.WidgetTree_1788.PlayerStatsPanel.WidgetTree_1789.TextBlock_1020) CONTENT: DAY: (/Game/PrimalEarth/UI/Inventory/InventoryMenu2.InventoryMenu2_C:WidgetTree_1777.StatsPanel.WidgetTree_1788.PlayerStatsPanel.WidgetTree_1789.TextBlock_1225) CONTENT: TEMP: (/Game/PrimalEarth/UI/Inventory/InventoryMenu2.InventoryMenu2_C:WidgetTree_1777.StatsPanel.WidgetTree_1788.PlayerStatsPanel.WidgetTree_1789.TextBlock_1303) CONTENT: TIME: (/Game/PrimalEarth/UI/Inventory/InventoryMenu2.InventoryMenu2_C:WidgetTree_1777.StatsPanel.WidgetTree_1788.PlayerStatsPanel.WidgetTree_1789.TextBlock_1921) CONTENT: Show Ancestors(/Game/PrimalEarth/UI/Inventory/InventoryMenu2.InventoryMenu2_C:WidgetTree_1777.StatsPanel.WidgetTree_1788.PlayerStatsPanel.WidgetTree_1789.TextBlock_876) CONTENT: 00:00(/Game/PrimalEarth/UI/Inventory/InventoryMenu2.InventoryMenu2_C:WidgetTree_1777.StatsPanel.WidgetTree_1788.PlayerStatsPanel.WidgetTree_1789.TimeValueLabel) CONTENT: Stat name(/Game/PrimalEarth/UI/Inventory/InventoryMenu2.InventoryMenu2_C:WidgetTree_1777.StatsPanel.WidgetTree_1788.PlayerStatsPanel.WidgetTree_1789.TorpidityStat.WidgetTree_1791.StatTextBlock) CONTENT: 0.0 / 0.0(/Game/PrimalEarth/UI/Inventory/InventoryMenu2.InventoryMenu2_C:WidgetTree_1777.StatsPanel.WidgetTree_1788.PlayerStatsPanel.WidgetTree_1789.TorpidityStat.WidgetTree_1791.StatValueBlock) CONTENT: Studio Wildcard Tribe(/Game/PrimalEarth/UI/Inventory/InventoryMenu2.InventoryMenu2_C:WidgetTree_1777.StatsPanel.WidgetTree_1788.PlayerStatsPanel.WidgetTree_1789.TribeLabel) CONTENT: Stat name(/Game/PrimalEarth/UI/Inventory/InventoryMenu2.InventoryMenu2_C:WidgetTree_1777.StatsPanel.WidgetTree_1788.PlayerStatsPanel.WidgetTree_1789.WaterStat.WidgetTree_1797.StatTextBlock) CONTENT: 0.0 / 0.0(/Game/PrimalEarth/UI/Inventory/InventoryMenu2.InventoryMenu2_C:WidgetTree_1777.StatsPanel.WidgetTree_1788.PlayerStatsPanel.WidgetTree_1789.WaterStat.WidgetTree_1797.StatValueBlock) CONTENT: Stat name(/Game/PrimalEarth/UI/Inventory/InventoryMenu2.InventoryMenu2_C:WidgetTree_1777.StatsPanel.WidgetTree_1788.PlayerStatsPanel.WidgetTree_1789.WeightStat.WidgetTree_1796.StatTextBlock) CONTENT: 0.0 / 0.0(/Game/PrimalEarth/UI/Inventory/InventoryMenu2.InventoryMenu2_C:WidgetTree_1777.StatsPanel.WidgetTree_1788.PlayerStatsPanel.WidgetTree_1789.WeightStat.WidgetTree_1796.StatValueBlock) CONTENT: THEM(/Game/PrimalEarth/UI/Inventory/InventoryMenu2.InventoryMenu2_C:WidgetTree_1777.StatsPanel.WidgetTree_1788.RemoteStatsTabLabel) CONTENT: YOU(/Game/PrimalEarth/UI/Inventory/InventoryMenu2.InventoryMenu2_C:WidgetTree_1777.StatsPanel.WidgetTree_1788.TextBlock_472) CONTENT: Biome Name(/Game/PrimalEarth/UI/MissionBiomeCompletionButton.MissionBiomeCompletionButton_C:WidgetTree_17107.SectionNameLabel) CONTENT: (0%)(/Game/PrimalEarth/UI/MissionBiomeCompletionButton.MissionBiomeCompletionButton_C:WidgetTree_17107.CompletionPercentLabel) CONTENT: 999(/Game/PrimalEarth/UI/MissionBiomeCompletionButton.MissionBiomeCompletionButton_C:WidgetTree_17107.NumCompleteValue) CONTENT: / 999(/Game/PrimalEarth/UI/MissionBiomeCompletionButton.MissionBiomeCompletionButton_C:WidgetTree_17107.NumCompleteLabel) CONTENT: Mission Objective(/Game/PrimalEarth/UI/MissionObjectiveEntry.MissionObjectiveEntry_C:WidgetTree_23.MissionObjectiveText) CONTENT: Mission Name(/Game/PrimalEarth/UI/MissionsUI_Entry.MissionsUI_Entry_C:WidgetTree_10317.MissionNameText) CONTENT: 0 / 0(/Game/PrimalEarth/UI/MissionsUI_Entry.MissionsUI_Entry_C:WidgetTree_10317.GlitchCountLabel) CONTENT: 00:00(/Game/PrimalEarth/UI/MissionsUI_Entry.MissionsUI_Entry_C:WidgetTree_10317.MissionAvailabilityTimerTextBlock) CONTENT: --(/Game/PrimalEarth/UI/MissionsUI_Entry.MissionsUI_Entry_C:WidgetTree_10317.DifficultyLabel) CONTENT: --(/Game/PrimalEarth/UI/MissionsUI_Entry.MissionsUI_Entry_C:WidgetTree_10317.DistanceTextLabel) CONTENT: 1(/Game/PrimalEarth/UI/MissionsUI_Entry.MissionsUI_Entry_C:WidgetTree_10317.NumPlayersLabel) CONTENT: --(/Engine/Transient.TRASHCLASS_MissionsUI_RequirementEntry_30596:TextBlock_1754) CONTENT: Text Block(/Engine/Transient.REINST_MissionsUI_RequirementEntry_C_109:WidgetTree_1511.DisplayTextBlock) CONTENT: --(/Game/PrimalEarth/UI/MissionsUI_RequirementEntry.MissionsUI_RequirementEntry_C:WidgetTree_653.DisplayTextBlock) CONTENT: 00:00(/Game/PrimalEarth/UI/MissionTimeRemainingWidget.MissionTimeRemainingWidget_C:WidgetTree_2216.TimeRemainingText) CONTENT: Time Remaining(/Game/PrimalEarth/UI/MissionTimeRemainingWidget.MissionTimeRemainingWidget_C:WidgetTree_2216.TimerLabelText) CONTENT: Effect Name (00:00)(/Game/PrimalEarth/UI/WorldBuffEntryUI.WorldBuffEntryUI_C:WidgetTree_11936.TitleTextBlock) CONTENT: Effect description(/Game/PrimalEarth/UI/WorldBuffEntryUI.WorldBuffEntryUI_C:WidgetTree_11936.DescriptionTextBlock) CONTENT: GAMMA 2x(/Game/PrimalEarth/UI/WorldBuffEntryUI.WorldBuffEntryUI_C:WidgetTree_11936.GammaTextBlock) CONTENT: BETA 3x(/Game/PrimalEarth/UI/WorldBuffEntryUI.WorldBuffEntryUI_C:WidgetTree_11936.BetaTextBlock) CONTENT: ALPHA 4x(/Game/PrimalEarth/UI/WorldBuffEntryUI.WorldBuffEntryUI_C:WidgetTree_11936.AlphaTextBlock) CONTENT: Search(/Game/PrimalEarth/UI/MissionsUI.MissionsUI_C:WidgetTree_9824.MissionFilter) CONTENT: SORT BY DISTANCE(/Game/PrimalEarth/UI/MissionsUI.MissionsUI_C:WidgetTree_9824.DistanceSortButton) CONTENT: ALPHABETICAL SORT(/Game/PrimalEarth/UI/MissionsUI.MissionsUI_C:WidgetTree_9824.AlphabeticalSortButton) CONTENT: ARCTIC BIOME(/Game/PrimalEarth/UI/MissionsUI.MissionsUI_C:WidgetTree_9824.ArcticBiomeButton) CONTENT: ALL MISSIONS(/Game/PrimalEarth/UI/MissionsUI.MissionsUI_C:WidgetTree_9824.AllMissionsButton) CONTENT: BOG BIOME(/Game/PrimalEarth/UI/MissionsUI.MissionsUI_C:WidgetTree_9824.BogBiomeButton) CONTENT: LUNAR BIOME(/Game/PrimalEarth/UI/MissionsUI.MissionsUI_C:WidgetTree_9824.LunarBiomeButton) CONTENT: OCEAN BIOME(/Game/PrimalEarth/UI/MissionsUI.MissionsUI_C:WidgetTree_9824.OceanBiomeButton) CONTENT: VOLCANIC BIOME(/Game/PrimalEarth/UI/MissionsUI.MissionsUI_C:WidgetTree_9824.VolcanicBiomeButton) CONTENT: ACTIVE MISSION(/Game/PrimalEarth/UI/MissionsUI.MissionsUI_C:WidgetTree_9824.TextBlock_1084) CONTENT: TRACKED MISSION(/Game/PrimalEarth/UI/MissionsUI.MissionsUI_C:WidgetTree_9824.TextBlock_1629) CONTENT: ALL MISSIONS(/Game/PrimalEarth/UI/MissionsUI.MissionsUI_C:WidgetTree_9824.MissionListBiomeLabel) CONTENT: Searching for missions...(/Game/PrimalEarth/UI/MissionsUI.MissionsUI_C:WidgetTree_9824.EmptyListPlaceholderTextBlock) CONTENT: Successfully completing particular missions can grant special effects to everyone on this ARK. Currently, none of these effects are active.(/Game/PrimalEarth/UI/MissionsUI.MissionsUI_C:WidgetTree_9824.EmptyEffectsListTextBlock) CONTENT: MISSIONS(/Game/PrimalEarth/UI/MissionsUI.MissionsUI_C:WidgetTree_9824.TextBlock_933) CONTENT: EFFECTS(/Game/PrimalEarth/UI/MissionsUI.MissionsUI_C:WidgetTree_9824.EffectsTabButtonLabel) CONTENT: TRACK MISSION DISPATCHER(/Game/PrimalEarth/UI/MissionsUI.MissionsUI_C:WidgetTree_9824.TrackMissionLabel) CONTENT: START MISSION(/Game/PrimalEarth/UI/MissionsUI.MissionsUI_C:WidgetTree_9824.MissionDetails_StartMissionButtonText) CONTENT: Mission Details Incoming...(/Game/PrimalEarth/UI/MissionsUI.MissionsUI_C:WidgetTree_9824.MissionDetails_MissionNameTextBlock) CONTENT: DETECTING MISSION STATUS...(/Game/PrimalEarth/UI/MissionsUI.MissionsUI_C:WidgetTree_9824.IsMissionActiveLabel) CONTENT: Retrieving mission description...(/Game/PrimalEarth/UI/MissionsUI.MissionsUI_C:WidgetTree_9824.MissionDetails_MissionDescriptionTextBlock) CONTENT: Mission Requirements(/Game/PrimalEarth/UI/MissionsUI.MissionsUI_C:WidgetTree_9824.TextBlock_5665) CONTENT: HEXAGON REWARD(/Game/PrimalEarth/UI/MissionsUI.MissionsUI_C:WidgetTree_9824.TextBlock_1452) CONTENT: 0(/Game/PrimalEarth/UI/MissionsUI.MissionsUI_C:WidgetTree_9824.HexagonRewardsLabel) CONTENT: SPECIAL REWARD(/Game/PrimalEarth/UI/MissionsUI.MissionsUI_C:WidgetTree_9824.RewardsLabelTextBlock) CONTENT: Select a mission to see more details.(/Game/PrimalEarth/UI/MissionsUI.MissionsUI_C:WidgetTree_9824.TextBlock_4398) CONTENT: YOUR MOST RECENT SCORE(/Game/PrimalEarth/UI/MissionsUI.MissionsUI_C:WidgetTree_9824.TextBlock_855) CONTENT: Retrieving scores...(/Game/PrimalEarth/UI/MissionsUI.MissionsUI_C:WidgetTree_9824.MissionNotCompletedTextBlock) CONTENT: LEADERBOARDS(/Game/PrimalEarth/UI/MissionsUI.MissionsUI_C:WidgetTree_9824.LeaderboardsMissionName) CONTENT: OVERVIEW(/Game/PrimalEarth/UI/MissionsUI.MissionsUI_C:WidgetTree_9824.TextBlock_1348) CONTENT: LEADERBOARDS(/Game/PrimalEarth/UI/MissionsUI.MissionsUI_C:WidgetTree_9824.TextBlock_1481) CONTENT: (0%)(/Game/PrimalEarth/UI/MissionsUI.MissionsUI_C:WidgetTree_9824.AllMissionsButton.WidgetTree_9829.CompletionPercentLabel) CONTENT: / 999(/Game/PrimalEarth/UI/MissionsUI.MissionsUI_C:WidgetTree_9824.AllMissionsButton.WidgetTree_9829.NumCompleteLabel) CONTENT: 999(/Game/PrimalEarth/UI/MissionsUI.MissionsUI_C:WidgetTree_9824.AllMissionsButton.WidgetTree_9829.NumCompleteValue) CONTENT: Biome Name(/Game/PrimalEarth/UI/MissionsUI.MissionsUI_C:WidgetTree_9824.AllMissionsButton.WidgetTree_9829.SectionNameLabel) CONTENT: (0%)(/Game/PrimalEarth/UI/MissionsUI.MissionsUI_C:WidgetTree_9824.ArcticBiomeButton.WidgetTree_9830.CompletionPercentLabel) CONTENT: / 999(/Game/PrimalEarth/UI/MissionsUI.MissionsUI_C:WidgetTree_9824.ArcticBiomeButton.WidgetTree_9830.NumCompleteLabel) CONTENT: 999(/Game/PrimalEarth/UI/MissionsUI.MissionsUI_C:WidgetTree_9824.ArcticBiomeButton.WidgetTree_9830.NumCompleteValue) CONTENT: Biome Name(/Game/PrimalEarth/UI/MissionsUI.MissionsUI_C:WidgetTree_9824.ArcticBiomeButton.WidgetTree_9830.SectionNameLabel) CONTENT: (0%)(/Game/PrimalEarth/UI/MissionsUI.MissionsUI_C:WidgetTree_9824.BogBiomeButton.WidgetTree_9828.CompletionPercentLabel) CONTENT: / 999(/Game/PrimalEarth/UI/MissionsUI.MissionsUI_C:WidgetTree_9824.BogBiomeButton.WidgetTree_9828.NumCompleteLabel) CONTENT: 999(/Game/PrimalEarth/UI/MissionsUI.MissionsUI_C:WidgetTree_9824.BogBiomeButton.WidgetTree_9828.NumCompleteValue) CONTENT: Biome Name(/Game/PrimalEarth/UI/MissionsUI.MissionsUI_C:WidgetTree_9824.BogBiomeButton.WidgetTree_9828.SectionNameLabel) CONTENT: (0%)(/Game/PrimalEarth/UI/MissionsUI.MissionsUI_C:WidgetTree_9824.LunarBiomeButton.WidgetTree_9827.CompletionPercentLabel) CONTENT: / 999(/Game/PrimalEarth/UI/MissionsUI.MissionsUI_C:WidgetTree_9824.LunarBiomeButton.WidgetTree_9827.NumCompleteLabel) CONTENT: 999(/Game/PrimalEarth/UI/MissionsUI.MissionsUI_C:WidgetTree_9824.LunarBiomeButton.WidgetTree_9827.NumCompleteValue) CONTENT: Biome Name(/Game/PrimalEarth/UI/MissionsUI.MissionsUI_C:WidgetTree_9824.LunarBiomeButton.WidgetTree_9827.SectionNameLabel) CONTENT: (0%)(/Game/PrimalEarth/UI/MissionsUI.MissionsUI_C:WidgetTree_9824.OceanBiomeButton.WidgetTree_9826.CompletionPercentLabel) CONTENT: / 999(/Game/PrimalEarth/UI/MissionsUI.MissionsUI_C:WidgetTree_9824.OceanBiomeButton.WidgetTree_9826.NumCompleteLabel) CONTENT: 999(/Game/PrimalEarth/UI/MissionsUI.MissionsUI_C:WidgetTree_9824.OceanBiomeButton.WidgetTree_9826.NumCompleteValue) CONTENT: Biome Name(/Game/PrimalEarth/UI/MissionsUI.MissionsUI_C:WidgetTree_9824.OceanBiomeButton.WidgetTree_9826.SectionNameLabel) CONTENT: (0%)(/Game/PrimalEarth/UI/MissionsUI.MissionsUI_C:WidgetTree_9824.VolcanicBiomeButton.WidgetTree_9825.CompletionPercentLabel) CONTENT: / 999(/Game/PrimalEarth/UI/MissionsUI.MissionsUI_C:WidgetTree_9824.VolcanicBiomeButton.WidgetTree_9825.NumCompleteLabel) CONTENT: 999(/Game/PrimalEarth/UI/MissionsUI.MissionsUI_C:WidgetTree_9824.VolcanicBiomeButton.WidgetTree_9825.NumCompleteValue) CONTENT: Biome Name(/Game/PrimalEarth/UI/MissionsUI.MissionsUI_C:WidgetTree_9824.VolcanicBiomeButton.WidgetTree_9825.SectionNameLabel) CONTENT: HELENA WALKER(/Game/PrimalEarth/UI/SurvivorProfileUI.Default__SurvivorProfileUI_C) CONTENT: EDMUND ROCKWELL(/Game/PrimalEarth/UI/SurvivorProfileUI.Default__SurvivorProfileUI_C) CONTENT: MEI-YIN LI(/Game/PrimalEarth/UI/SurvivorProfileUI.Default__SurvivorProfileUI_C) CONTENT: GAIUS NERVA(/Game/PrimalEarth/UI/SurvivorProfileUI.Default__SurvivorProfileUI_C) CONTENT: GUARDIANS(/Game/PrimalEarth/UI/SurvivorProfileUI.Default__SurvivorProfileUI_C) CONTENT: DOSSIER(/Game/PrimalEarth/UI/SurvivorProfileUI.Default__SurvivorProfileUI_C) CONTENT: RAIA(/Game/PrimalEarth/UI/SurvivorProfileUI.Default__SurvivorProfileUI_C) CONTENT: JOHN DAHKEYA(/Game/PrimalEarth/UI/SurvivorProfileUI.Default__SurvivorProfileUI_C) CONTENT: GRADUATE STUDENTS(/Game/PrimalEarth/UI/SurvivorProfileUI.Default__SurvivorProfileUI_C) CONTENT: DIANA(/Game/PrimalEarth/UI/SurvivorProfileUI.Default__SurvivorProfileUI_C) CONTENT: ???(/Game/PrimalEarth/UI/SurvivorProfileUI.Default__SurvivorProfileUI_C) CONTENT: SANTIAGO(/Game/PrimalEarth/UI/SurvivorProfileUI.Default__SurvivorProfileUI_C) CONTENT: HLN-A(/Game/PrimalEarth/UI/SurvivorProfileUI.Default__SurvivorProfileUI_C) CONTENT: NIDA(/Game/PrimalEarth/UI/SurvivorProfileUI.Default__SurvivorProfileUI_C) CONTENT: GABRIEL(/Game/PrimalEarth/UI/SurvivorProfileUI.Default__SurvivorProfileUI_C) CONTENT: DOSSIERS(/Game/PrimalEarth/UI/SurvivorProfileUI.SurvivorProfileUI_C:WidgetTree_571.TextBlock_77) CONTENT: Dossiers(/Game/PrimalEarth/UI/SurvivorProfileUI.SurvivorProfileUI_C:WidgetTree_571.TextBlock_28) CONTENT: EXPLORER NOTES(/Game/PrimalEarth/UI/SurvivorProfileUI.SurvivorProfileUI_C:WidgetTree_571.TextBlock_84) CONTENT: Boss Holograms(/Game/PrimalEarth/UI/SurvivorProfileUI.SurvivorProfileUI_C:WidgetTree_571.PanelTitle4) CONTENT: VIEW EXPLORER NOTE(/Game/PrimalEarth/UI/SurvivorProfileUI.SurvivorProfileUI_C:WidgetTree_571.TextBlock_184) CONTENT: EXPLORER NOTES(/Game/PrimalEarth/UI/SurvivorProfileUI.SurvivorProfileUI_C:WidgetTree_571.TextBlock_322) CONTENT: DOSSIERS(/Game/PrimalEarth/UI/SurvivorProfileUI.SurvivorProfileUI_C:WidgetTree_571.TextBlock_137) CONTENT: HELENA WALKER(/Game/PrimalEarth/UI/SurvivorProfileUI.SurvivorProfileUI_C:WidgetTree_571.PanelTitle0) CONTENT: EDMUND ROCKWELL(/Game/PrimalEarth/UI/SurvivorProfileUI.SurvivorProfileUI_C:WidgetTree_571.PanelTitle1) CONTENT: MEI-YIN LI(/Game/PrimalEarth/UI/SurvivorProfileUI.SurvivorProfileUI_C:WidgetTree_571.PanelTitle2) CONTENT: GAIUS NERVA(/Game/PrimalEarth/UI/SurvivorProfileUI.SurvivorProfileUI_C:WidgetTree_571.PanelTitle3) CONTENT: HELENA WALKER(/Game/PrimalEarth/UI/SurvivorProfileUI.SurvivorProfileUI_C:WidgetTree_571.ThirdPanelTitle0) CONTENT: HELENA WALKER(/Game/PrimalEarth/UI/SurvivorProfileUI.SurvivorProfileUI_C:WidgetTree_571.ThirdPanelTitle1) CONTENT: HELENA WALKER(/Game/PrimalEarth/UI/SurvivorProfileUI.SurvivorProfileUI_C:WidgetTree_571.ThirdPanelTitle2) CONTENT: HELENA WALKER(/Game/PrimalEarth/UI/SurvivorProfileUI.SurvivorProfileUI_C:WidgetTree_571.HalfPanelTitle0) CONTENT: HELENA WALKER(/Game/PrimalEarth/UI/SurvivorProfileUI.SurvivorProfileUI_C:WidgetTree_571.HalfPanelTitle1) CONTENT: HELENA WALKER(/Game/PrimalEarth/UI/SurvivorProfileUI.SurvivorProfileUI_C:WidgetTree_571.SinglePanelTitle) CONTENT: Search(/Game/PrimalEarth/UI/SurvivorProfileUI.SurvivorProfileUI_C:WidgetTree_571.NoteNameFilter) CONTENT: ???(/Game/PrimalEarth/UI/SurvivorProfileUI.SurvivorProfileUI_C:WidgetTree_571.HelenaButton) CONTENT: ???(/Game/PrimalEarth/UI/SurvivorProfileUI.SurvivorProfileUI_C:WidgetTree_571.RockwellButton) CONTENT: ???(/Game/PrimalEarth/UI/SurvivorProfileUI.SurvivorProfileUI_C:WidgetTree_571.MeiyinButton) CONTENT: ???(/Game/PrimalEarth/UI/SurvivorProfileUI.SurvivorProfileUI_C:WidgetTree_571.NervaButton) CONTENT: ???(/Game/PrimalEarth/UI/SurvivorProfileUI.SurvivorProfileUI_C:WidgetTree_571.RaiaButton) CONTENT: ???(/Game/PrimalEarth/UI/SurvivorProfileUI.SurvivorProfileUI_C:WidgetTree_571.DahkeyaButton) CONTENT: ???(/Game/PrimalEarth/UI/SurvivorProfileUI.SurvivorProfileUI_C:WidgetTree_571.GraduateButton) CONTENT: ???(/Game/PrimalEarth/UI/SurvivorProfileUI.SurvivorProfileUI_C:WidgetTree_571.DianaButton) CONTENT: ???(/Game/PrimalEarth/UI/SurvivorProfileUI.SurvivorProfileUI_C:WidgetTree_571.SheWhoWaitsButton) CONTENT: ???(/Game/PrimalEarth/UI/SurvivorProfileUI.SurvivorProfileUI_C:WidgetTree_571.SantiagoButton) CONTENT: ???(/Game/PrimalEarth/UI/SurvivorProfileUI.SurvivorProfileUI_C:WidgetTree_571.DossierButton) CONTENT: ???(/Game/PrimalEarth/UI/SurvivorProfileUI.SurvivorProfileUI_C:WidgetTree_571.BossesButton) CONTENT: ???(/Game/PrimalEarth/UI/SurvivorProfileUI.SurvivorProfileUI_C:WidgetTree_571.HLNABotButton) CONTENT: ???(/Game/PrimalEarth/UI/SurvivorProfileUI.SurvivorProfileUI_C:WidgetTree_571.NidaButton) CONTENT: ???(/Game/PrimalEarth/UI/SurvivorProfileUI.SurvivorProfileUI_C:WidgetTree_571.GabrielButton) CONTENT: UNLOCKED NOTES(/Game/PrimalEarth/UI/SurvivorProfileUI.SurvivorProfileUI_C:WidgetTree_571.UnlockedNotesButton) CONTENT: THE ISLAND(/Game/PrimalEarth/UI/SurvivorProfileUI.SurvivorProfileUI_C:WidgetTree_571.MainIslandButton) CONTENT: SCORCHED EARTH(/Game/PrimalEarth/UI/SurvivorProfileUI.SurvivorProfileUI_C:WidgetTree_571.ScorchedEarthButton) CONTENT: ABERRATION(/Game/PrimalEarth/UI/SurvivorProfileUI.SurvivorProfileUI_C:WidgetTree_571.AberrationButton) CONTENT: EXTINCTION(/Game/PrimalEarth/UI/SurvivorProfileUI.SurvivorProfileUI_C:WidgetTree_571.ExtinctionButton) CONTENT: GENESIS(/Game/PrimalEarth/UI/SurvivorProfileUI.SurvivorProfileUI_C:WidgetTree_571.Genesis1Button) CONTENT: GENESIS 2(/Game/PrimalEarth/UI/SurvivorProfileUI.SurvivorProfileUI_C:WidgetTree_571.Genesis2Button) CONTENT: DOSSIER TITLE(/Game/PrimalEarth/UI/SurvivorProfileUI.SurvivorProfileUI_C:WidgetTree_571.DossierTitle) CONTENT: CLOSE INVENTORY(/Game/PrimalEarth/UI/SurvivorProfileUI.SurvivorProfileUI_C:WidgetTree_571.CloseButton) CONTENT: Subtitles(/Game/PrimalEarth/UI/SurvivorProfileUI.SurvivorProfileUI_C:WidgetTree_571.ShowSubtitlesCheckBox) CONTENT: TAMING PROGRESS(/Game/PrimalEarth/UI/TamingListUI.TamingListUI_C:WidgetTree_3316.TextBlock_708) CONTENT: Search(/Game/PrimalEarth/UI/TamingListUI.TamingListUI_C:WidgetTree_3316.SearchTextBox) CONTENT: TRACKED TAMES: 10/10(/Game/PrimalEarth/UI/TamingListUI.TamingListUI_C:WidgetTree_3316.TrackerCountLabel) CONTENT: CLEAR COMPLETED(/Game/PrimalEarth/UI/TamingListUI.TamingListUI_C:WidgetTree_3316.TextBlock_1421) CONTENT: HIDE TRACKERS(/Game/PrimalEarth/UI/TamingListUI.TamingListUI_C:WidgetTree_3316.TextBlock_1417) CONTENT: UNTRACK ALL(/Game/PrimalEarth/UI/TamingListUI.TamingListUI_C:WidgetTree_3316.TextBlock_1413) CONTENT: TRACK ALL(/Game/PrimalEarth/UI/TamingListUI.TamingListUI_C:WidgetTree_3316.TextBlock_180) CONTENT: Your tribe is not currently taming anything. Once the taming process has begun, check here to see the taming progress from anywhere on this ARK.(/Game/PrimalEarth/UI/TamingListUI.TamingListUI_C:WidgetTree_3316.NoTameLabel) CONTENT: AAAABBBBCCCCDDDD(/Game/PrimalEarth/UI/Inventory/TribeManagerListButtonWidget.TribeManagerListButtonWidget_C:WidgetTree_1975.NameLabel) CONTENT: SUPERLONGLASTNAME(/Game/PrimalEarth/UI/Inventory/TribeMemberButton.TribeMemberButton_C:WidgetTree_856.PlayerName) CONTENT: OWNERSHIP(/Game/PrimalEarth/UI/Inventory/TribeMemberButton.TribeMemberButton_C:WidgetTree_856.TribeOwnership) CONTENT: SUPERLONGLASTNAME(/Game/PrimalEarth/UI/Inventory/TribeWarButton.TribeWarButton_C:WidgetTree_53.EnemyTribeLabel) CONTENT: start time brotha(/Game/PrimalEarth/UI/Inventory/TribeWarButton.TribeWarButton_C:WidgetTree_53.StartTimeLabel) CONTENT: end time asdf(/Game/PrimalEarth/UI/Inventory/TribeWarButton.TribeWarButton_C:WidgetTree_53.EndTimeLabel) CONTENT: CREATE NEW GROUP(/Game/PrimalEarth/UI/TribeManagerUI.TribeManagerUI_C:WidgetTree_3975.AddNewGroupRankButton) CONTENT: RENAME GROUP(/Game/PrimalEarth/UI/TribeManagerUI.TribeManagerUI_C:WidgetTree_3975.RenameGroupRankButton) CONTENT: DELETE GROUP(/Game/PrimalEarth/UI/TribeManagerUI.TribeManagerUI_C:WidgetTree_3975.DeleteGroupRankButton) CONTENT: RETURN(/Game/PrimalEarth/UI/TribeManagerUI.TribeManagerUI_C:WidgetTree_3975.CloseGroupRanksButton) CONTENT: APPLY SETTINGS(/Game/PrimalEarth/UI/TribeManagerUI.TribeManagerUI_C:WidgetTree_3975.TextBlock_243) CONTENT: ACCESS INVENTORY RANK(/Game/PrimalEarth/UI/TribeManagerUI.TribeManagerUI_C:WidgetTree_3975.TextBlock_1741) CONTENT: ACTIVATE STRUCTURE RANK(/Game/PrimalEarth/UI/TribeManagerUI.TribeManagerUI_C:WidgetTree_3975.TextBlock_1810) CONTENT: RIDE PETS RANK(/Game/PrimalEarth/UI/TribeManagerUI.TribeManagerUI_C:WidgetTree_3975.TextBlock_1881) CONTENT: ORDER PETS RANK(/Game/PrimalEarth/UI/TribeManagerUI.TribeManagerUI_C:WidgetTree_3975.TextBlock_1954) CONTENT: DEFAULT TRIBE GROUP(/Game/PrimalEarth/UI/TribeManagerUI.TribeManagerUI_C:WidgetTree_3975.TextBlock_2475) CONTENT: PREVENT DEMOLISHING STRUCTURES(/Game/PrimalEarth/UI/TribeManagerUI.TribeManagerUI_C:WidgetTree_3975.TextBlock_2514) CONTENT: Prevent Structure Attachment(/Game/PrimalEarth/UI/TribeManagerUI.TribeManagerUI_C:WidgetTree_3975.TextBlock_2632) CONTENT: PREVENT STRUCTURE BUILDING IN RANGE(/Game/PrimalEarth/UI/TribeManagerUI.TribeManagerUI_C:WidgetTree_3975.TextBlock_2713) CONTENT: NEW STRUCTURE INVENTORY RANK(/Game/PrimalEarth/UI/TribeManagerUI.TribeManagerUI_C:WidgetTree_3975.TextBlock_5) CONTENT: NEW STRUCTURE ACTIVATE RANK(/Game/PrimalEarth/UI/TribeManagerUI.TribeManagerUI_C:WidgetTree_3975.TextBlock_6) CONTENT: NUMBER OF INVITES ALLOWED(/Game/PrimalEarth/UI/TribeManagerUI.TribeManagerUI_C:WidgetTree_3975.TextBlock_322) CONTENT: INVITE INTO GROUP RANK(/Game/PrimalEarth/UI/TribeManagerUI.TribeManagerUI_C:WidgetTree_3975.TextBlock_415) CONTENT: MAX BANISHMENT GROUP RANK(/Game/PrimalEarth/UI/TribeManagerUI.TribeManagerUI_C:WidgetTree_3975.TextBlock_463) CONTENT: MAX DEMOTION GROUP RANK(/Game/PrimalEarth/UI/TribeManagerUI.TribeManagerUI_C:WidgetTree_3975.TextBlock_511) CONTENT: MAX PROMOTION GROUP RANK(/Game/PrimalEarth/UI/TribeManagerUI.TribeManagerUI_C:WidgetTree_3975.TextBlock_560) CONTENT: RANK NUMBER(/Game/PrimalEarth/UI/TribeManagerUI.TribeManagerUI_C:WidgetTree_3975.TextBlock_1769) CONTENT: PREVENT DINO UNCLAIMING(/Game/PrimalEarth/UI/TribeManagerUI.TribeManagerUI_C:WidgetTree_3975.TextBlock_2025) CONTENT: ALLOW DEMOTIONS(/Game/PrimalEarth/UI/TribeManagerUI.TribeManagerUI_C:WidgetTree_3975.[TextBlock] "ALLOW DEMOTIONS") CONTENT: ALLOW PROMOTIONS(/Game/PrimalEarth/UI/TribeManagerUI.TribeManagerUI_C:WidgetTree_3975.TextBlock_2249) CONTENT: ALLOW BANISHMENTS(/Game/PrimalEarth/UI/TribeManagerUI.TribeManagerUI_C:WidgetTree_3975.TextBlock_2250) CONTENT: LIMIT INVITES(/Game/PrimalEarth/UI/TribeManagerUI.TribeManagerUI_C:WidgetTree_3975.TextBlock_2251) CONTENT: ALLOW INVITES(/Game/PrimalEarth/UI/TribeManagerUI.TribeManagerUI_C:WidgetTree_3975.TextBlock_2252) CONTENT: HLNA TELEPORT MEMBERS RANK(/Game/PrimalEarth/UI/TribeManagerUI.TribeManagerUI_C:WidgetTree_3975.TextBlock_486) CONTENT: HLNA TELEPORT DINOS RANK(/Game/PrimalEarth/UI/TribeManagerUI.TribeManagerUI_C:WidgetTree_3975.TextBlock_539) CONTENT: [NONE](/Game/PrimalEarth/UI/TribeManagerUI.TribeManagerUI_C:WidgetTree_3975.GroupRankLabel) CONTENT: GROUP SETTINGS -(/Game/PrimalEarth/UI/TribeManagerUI.TribeManagerUI_C:WidgetTree_3975.TextBlock_838) CONTENT: GROUP MANAGEMENT(/Game/PrimalEarth/UI/TribeManagerUI.TribeManagerUI_C:WidgetTree_3975.TextBlock_839) CONTENT: CREATE NEW TRIBE(/Game/PrimalEarth/UI/TribeManagerUI.TribeManagerUI_C:WidgetTree_3975.TextBlock_180) CONTENT: NAME YOUR NEW TRIBE(/Game/PrimalEarth/UI/TribeManagerUI.TribeManagerUI_C:WidgetTree_3975.TextBlock_4041) CONTENT: CLOSE(/Game/PrimalEarth/UI/TribeManagerUI.TribeManagerUI_C:WidgetTree_3975.AText) CONTENT: Reverse Log Order(/Game/PrimalEarth/UI/TribeManagerUI.TribeManagerUI_C:WidgetTree_3975.TextBlock_798) CONTENT: GOVERNANCE(/Game/PrimalEarth/UI/TribeManagerUI.TribeManagerUI_C:WidgetTree_3975.GovernanceTabLabel) CONTENT: TRIBE LOG(/Game/PrimalEarth/UI/TribeManagerUI.TribeManagerUI_C:WidgetTree_3975.TribeLogTabLabel) CONTENT: SET TRIBE GOVERNANCE (ONLY ALLOWED ONCE!)(/Game/PrimalEarth/UI/TribeManagerUI.TribeManagerUI_C:WidgetTree_3975.TextBlock_2) CONTENT: Tribe Owned(/Game/PrimalEarth/UI/TribeManagerUI.TribeManagerUI_C:WidgetTree_3975.Combo_TribeGovern_DinoOwnership) CONTENT: Personally Owned, Tribe Ridden(/Game/PrimalEarth/UI/TribeManagerUI.TribeManagerUI_C:WidgetTree_3975.Combo_TribeGovern_DinoOwnership) CONTENT: Personally Owned, Personally Ridden(/Game/PrimalEarth/UI/TribeManagerUI.TribeManagerUI_C:WidgetTree_3975.Combo_TribeGovern_DinoOwnership) CONTENT: Tribe Taming(/Game/PrimalEarth/UI/TribeManagerUI.TribeManagerUI_C:WidgetTree_3975.Combo_TribeGovern_DinoTaming) CONTENT: Personal Taming(/Game/PrimalEarth/UI/TribeManagerUI.TribeManagerUI_C:WidgetTree_3975.Combo_TribeGovern_DinoTaming) CONTENT: Tribe Owned, Admin Demolish(/Game/PrimalEarth/UI/TribeManagerUI.TribeManagerUI_C:WidgetTree_3975.Combo_TribeGovern_StructureOwnership) CONTENT: Tribe Owned(/Game/PrimalEarth/UI/TribeManagerUI.TribeManagerUI_C:WidgetTree_3975.Combo_TribeGovern_StructureOwnership) CONTENT: Personally Owned, Tribe Snap, Admin Demolish(/Game/PrimalEarth/UI/TribeManagerUI.TribeManagerUI_C:WidgetTree_3975.Combo_TribeGovern_StructureOwnership) CONTENT: Personally Owned, Personal Snap(/Game/PrimalEarth/UI/TribeManagerUI.TribeManagerUI_C:WidgetTree_3975.Combo_TribeGovern_StructureOwnership) CONTENT: Tribe Locks & PIN Codes(/Game/PrimalEarth/UI/TribeManagerUI.TribeManagerUI_C:WidgetTree_3975.Combo_TribeGovern_PINCode) CONTENT: Personal Locks & PIN Codes(/Game/PrimalEarth/UI/TribeManagerUI.TribeManagerUI_C:WidgetTree_3975.Combo_TribeGovern_PINCode) CONTENT: Any Tribe Member Can Unclaim(/Game/PrimalEarth/UI/TribeManagerUI.TribeManagerUI_C:WidgetTree_3975.Combo_TribeGovern_DinoUnclaiming) CONTENT: Only Admins Can Unclaim(/Game/PrimalEarth/UI/TribeManagerUI.TribeManagerUI_C:WidgetTree_3975.Combo_TribeGovern_DinoUnclaiming) CONTENT: CREATURE OWNERSHIP(/Game/PrimalEarth/UI/TribeManagerUI.TribeManagerUI_C:WidgetTree_3975.TextBlock_60) CONTENT: TAME SETTINGS(/Game/PrimalEarth/UI/TribeManagerUI.TribeManagerUI_C:WidgetTree_3975.TextBlock_5414) CONTENT: STRUCTURE OWNERSHIP(/Game/PrimalEarth/UI/TribeManagerUI.TribeManagerUI_C:WidgetTree_3975.TextBlock_7295) CONTENT: LOCK & PIN CODES(/Game/PrimalEarth/UI/TribeManagerUI.TribeManagerUI_C:WidgetTree_3975.TextBlock_7296) CONTENT: UNCLAIMING CREATURES(/Game/PrimalEarth/UI/TribeManagerUI.TribeManagerUI_C:WidgetTree_3975.TextBlock_7358) CONTENT: DECLARATIONS OF WAR(/Game/PrimalEarth/UI/TribeManagerUI.TribeManagerUI_C:WidgetTree_3975.TextBlock_1420) CONTENT: ENEMY TRIBES(/Game/PrimalEarth/UI/TribeManagerUI.TribeManagerUI_C:WidgetTree_3975.TextBlock_1469) CONTENT: REJECT(/Game/PrimalEarth/UI/TribeManagerUI.TribeManagerUI_C:WidgetTree_3975.TextBlock_524) CONTENT: ACCEPT(/Game/PrimalEarth/UI/TribeManagerUI.TribeManagerUI_C:WidgetTree_3975.TextBlock_523) CONTENT: CURRENT TRIBE(/Game/PrimalEarth/UI/TribeManagerUI.TribeManagerUI_C:WidgetTree_3975.TribeNameLabel) CONTENT: PROMOTE MEMBER TO ADMIN(/Game/PrimalEarth/UI/TribeManagerUI.TribeManagerUI_C:WidgetTree_3975.TribePromoteButton) CONTENT: DEMOTE MEMBER FROM ADMIN(/Game/PrimalEarth/UI/TribeManagerUI.TribeManagerUI_C:WidgetTree_3975.TribeDemoteButton) CONTENT: REMOVE PLAYER FROM TRIBE(/Game/PrimalEarth/UI/TribeManagerUI.TribeManagerUI_C:WidgetTree_3975.RemovePlayerFromTribeButton) CONTENT: LEAVE TRIBE(/Game/PrimalEarth/UI/TribeManagerUI.TribeManagerUI_C:WidgetTree_3975.LeaveTribeButton) CONTENT: TRANSFER OWNERSHIP TO MEMBER(/Game/PrimalEarth/UI/TribeManagerUI.TribeManagerUI_C:WidgetTree_3975.TribeTransferOwnershipButton) CONTENT: RENAME TRIBE(/Game/PrimalEarth/UI/TribeManagerUI.TribeManagerUI_C:WidgetTree_3975.RenameTribeButton) CONTENT: TOGGLE ONLINE MEMBERS(/Game/PrimalEarth/UI/TribeManagerUI.TribeManagerUI_C:WidgetTree_3975.ToggleOnlineButton) CONTENT: MANAGE TRIBE GROUPS(/Game/PrimalEarth/UI/TribeManagerUI.TribeManagerUI_C:WidgetTree_3975.ShowGroupRanksButton) CONTENT: MANAGE ALLIANCES(/Game/PrimalEarth/UI/TribeManagerUI.TribeManagerUI_C:WidgetTree_3975.ShowAlliancesButton) CONTENT: TRIBE GROUP:(/Game/PrimalEarth/UI/TribeManagerUI.TribeManagerUI_C:WidgetTree_3975.TextBlock_561) CONTENT: TRIBE MEMBER - (/Game/PrimalEarth/UI/TribeManagerUI.TribeManagerUI_C:WidgetTree_3975.TextBlock_1170) CONTENT: [NONE](/Game/PrimalEarth/UI/TribeManagerUI.TribeManagerUI_C:WidgetTree_3975.TribeMemberNameLabel) CONTENT: ONLINE MEMBERS(/Game/PrimalEarth/UI/TribeManagerUI.TribeManagerUI_C:WidgetTree_3975.StatTextBlock) CONTENT: 0 / 50(/Game/PrimalEarth/UI/TribeManagerUI.TribeManagerUI_C:WidgetTree_3975.OnlineMembersValueBlock) CONTENT: ALLIANCES(/Game/PrimalEarth/UI/TribeManagerUI.TribeManagerUI_C:WidgetTree_3975.TextBlock_2712) CONTENT: MANAGE GROUP TRIBE RANKS(/Game/PrimalEarth/UI/TribeManagerUI.TribeManagerUI_C:WidgetTree_3975.RenameAllianceButton) CONTENT: FORM A NEW ALLIANCE(/Game/PrimalEarth/UI/TribeManagerUI.TribeManagerUI_C:WidgetTree_3975.CreateNewAllianceButton) CONTENT: LEAVE ALLIANCE(/Game/PrimalEarth/UI/TribeManagerUI.TribeManagerUI_C:WidgetTree_3975.LeaveAllianceButton) CONTENT: RETURN(/Game/PrimalEarth/UI/TribeManagerUI.TribeManagerUI_C:WidgetTree_3975.ExitAlliancesButton) CONTENT: TRIBES IN THE ALLIANCE OF (/Game/PrimalEarth/UI/TribeManagerUI.TribeManagerUI_C:WidgetTree_3975.TextBlock_1613) CONTENT: [NONE](/Game/PrimalEarth/UI/TribeManagerUI.TribeManagerUI_C:WidgetTree_3975.AllianceNameLabel) CONTENT: PROMOTE ALLIANCE MEMBER(/Game/PrimalEarth/UI/TribeManagerUI.TribeManagerUI_C:WidgetTree_3975.PromoteAllianceMemberButton) CONTENT: REMOVE MEMBER FROM ALLIANCE(/Game/PrimalEarth/UI/TribeManagerUI.TribeManagerUI_C:WidgetTree_3975.RemoveAllianceMemberButton) CONTENT: CLOSE INVENTORY(/Game/PrimalEarth/UI/Hub.Hub_C:WidgetTree_2387.CloseHubButton) CONTENT: SPLIT ITEM(/Game/PrimalEarth/UI/Hub.Hub_C:WidgetTree_2387.GamepadButtonLegend_FaceTop) CONTENT: SPLIT ONE(/Game/PrimalEarth/UI/Hub.Hub_C:WidgetTree_2387.GamepadButtonLegend_FaceLeft) CONTENT: TAKE ALL ITEMS(/Game/PrimalEarth/UI/Hub.Hub_C:WidgetTree_2387.GamepadButtonLegend_LeftShoulder) CONTENT: DROP(/Game/PrimalEarth/UI/Hub.Hub_C:WidgetTree_2387.GamepadButtonLegend_LeftTrigger) CONTENT: USE(/Game/PrimalEarth/UI/Hub.Hub_C:WidgetTree_2387.GamepadButtonLegend_RightTrigger) CONTENT: ACCEPT(/Game/PrimalEarth/UI/Hub.Hub_C:WidgetTree_2387.GamepadButtonLegend_FaceBottom) CONTENT: BACK(/Game/PrimalEarth/UI/Hub.Hub_C:WidgetTree_2387.GamepadButtonLegend_FaceRight) CONTENT: START(/Game/PrimalEarth/UI/Hub.Hub_C:WidgetTree_2387.GamepadButtonLegend_Start) CONTENT: MULTIUSE(/Game/PrimalEarth/UI/Hub.Hub_C:WidgetTree_2387.GamepadButtonLegend_LeftStick) CONTENT: SCROLL(/Game/PrimalEarth/UI/Hub.Hub_C:WidgetTree_2387.GamepadButtonLegend_RightStick) CONTENT: INVENTORY(/Game/PrimalEarth/UI/Hub.Hub_C:WidgetTree_2387.InventoryMenuButton) CONTENT: --RUNTIME GENERATED--(/Game/PrimalEarth/UI/Hub.Hub_C:WidgetTree_2387.EngramsMenuButton) CONTENT: 0(/Game/PrimalEarth/UI/Hub.Hub_C:WidgetTree_2387.EngramButtonPoints) CONTENT: TRIBE MANAGER(/Game/PrimalEarth/UI/Hub.Hub_C:WidgetTree_2387.TribeManagerMenuButton) CONTENT: TAME GROUPS(/Game/PrimalEarth/UI/Hub.Hub_C:WidgetTree_2387.TameGroupsMenuButton) CONTENT: TAMING LIST(/Game/PrimalEarth/UI/Hub.Hub_C:WidgetTree_2387.TamingListMenuButton) CONTENT: EXPLORER NOTES(/Game/PrimalEarth/UI/Hub.Hub_C:WidgetTree_2387.SurvivorProfileMenuButton) CONTENT: MISSION LIST(/Game/PrimalEarth/UI/Hub.Hub_C:WidgetTree_2387.MissionListMenuButton) CONTENT: 0(/Game/PrimalEarth/UI/Hub.Hub_C:WidgetTree_2387.HexagonCurrencyValueTextBlock) CONTENT: Text Block(/Game/PrimalEarth/UI/Hub.Hub_C:WidgetTree_2387.GamepadButtonLegend_FaceBottom.WidgetTree_2392.ButtonDescriptionLabel) CONTENT: Text Block(/Game/PrimalEarth/UI/Hub.Hub_C:WidgetTree_2387.GamepadButtonLegend_FaceLeft.WidgetTree_2396.ButtonDescriptionLabel) CONTENT: Text Block(/Game/PrimalEarth/UI/Hub.Hub_C:WidgetTree_2387.GamepadButtonLegend_FaceRight.WidgetTree_2391.ButtonDescriptionLabel) CONTENT: Text Block(/Game/PrimalEarth/UI/Hub.Hub_C:WidgetTree_2387.GamepadButtonLegend_FaceTop.WidgetTree_2397.ButtonDescriptionLabel) CONTENT: Text Block(/Game/PrimalEarth/UI/Hub.Hub_C:WidgetTree_2387.GamepadButtonLegend_LeftShoulder.WidgetTree_2395.ButtonDescriptionLabel) CONTENT: Text Block(/Game/PrimalEarth/UI/Hub.Hub_C:WidgetTree_2387.GamepadButtonLegend_LeftStick.WidgetTree_2389.ButtonDescriptionLabel) CONTENT: Text Block(/Game/PrimalEarth/UI/Hub.Hub_C:WidgetTree_2387.GamepadButtonLegend_LeftTrigger.WidgetTree_2394.ButtonDescriptionLabel) CONTENT: Text Block(/Game/PrimalEarth/UI/Hub.Hub_C:WidgetTree_2387.GamepadButtonLegend_RightStick.WidgetTree_2388.ButtonDescriptionLabel) CONTENT: Text Block(/Game/PrimalEarth/UI/Hub.Hub_C:WidgetTree_2387.GamepadButtonLegend_RightTrigger.WidgetTree_2393.ButtonDescriptionLabel) CONTENT: Text Block(/Game/PrimalEarth/UI/Hub.Hub_C:WidgetTree_2387.GamepadButtonLegend_Start.WidgetTree_2390.ButtonDescriptionLabel) CONTENT: 1x(/Game/PrimalEarth/UI/HUDActiveMissionAlertEntry.HUDActiveMissionAlertEntry_C:WidgetTree_3982.AlertCountTextBlock) CONTENT: Alert text(/Game/PrimalEarth/UI/HUDActiveMissionAlertEntry.HUDActiveMissionAlertEntry_C:WidgetTree_3982.AlertContentTextBlock) CONTENT: Mission Phase(/Game/PrimalEarth/UI/HUDActiveMissionPhaseRequirementWidget.HUDActiveMissionPhaseRequirementWidget_C:WidgetTree_869.PhaseRichTextBlock) CONTENT: 0(/Game/PrimalEarth/UI/HUDActiveMissionPhaseRequirementWidget.HUDActiveMissionPhaseRequirementWidget_C:WidgetTree_869.PhaseValueTextBlock) CONTENT: /(/Game/PrimalEarth/UI/HUDActiveMissionPhaseRequirementWidget.HUDActiveMissionPhaseRequirementWidget_C:WidgetTree_869.PhaseValueSlashTextBlock) CONTENT: 0(/Game/PrimalEarth/UI/HUDActiveMissionPhaseRequirementWidget.HUDActiveMissionPhaseRequirementWidget_C:WidgetTree_869.PhaseMaxValueTextBlock) CONTENT: MISSION ALERT(/Game/PrimalEarth/UI/HUDActiveMissionDisplayWidget.HUDActiveMissionDisplayWidget_C:WidgetTree_603.TopMissionAlertTitleTextBlock) CONTENT: Mission(/Game/PrimalEarth/UI/HUDActiveMissionDisplayWidget.HUDActiveMissionDisplayWidget_C:WidgetTree_603.MissionNameTextBlock) CONTENT: 00:00(/Game/PrimalEarth/UI/HUDActiveMissionDisplayWidget.HUDActiveMissionDisplayWidget_C:WidgetTree_603.MissionTimeValueTextBlock) CONTENT: Description(/Game/PrimalEarth/UI/HUDActiveMissionDisplayWidget.HUDActiveMissionDisplayWidget_C:WidgetTree_603.MissionDescriptionTextBlock) CONTENT: Personal Best(/Game/PrimalEarth/UI/HUDActiveMissionDisplayWidget.HUDActiveMissionDisplayWidget_C:WidgetTree_603.BestTimeLabelText) CONTENT: --:--(/Game/PrimalEarth/UI/HUDActiveMissionDisplayWidget.HUDActiveMissionDisplayWidget_C:WidgetTree_603.BestTimeNumberText) CONTENT: MISSION ALERT(/Game/PrimalEarth/UI/HUDActiveMissionDisplayWidget.HUDActiveMissionDisplayWidget_C:WidgetTree_603.MissionAlertHeader) CONTENT: Mission Phase(/Game/PrimalEarth/UI/HUDActiveMissionDisplayWidget.HUDActiveMissionDisplayWidget_C:WidgetTree_603.ObjectiveTimePhaseRequirementWidget.WidgetTree_604.PhaseRichTextBlock) CONTENT: Mission Phase(/Game/PrimalEarth/UI/HUDActiveMissionDisplayWidget.HUDActiveMissionDisplayWidget_C:WidgetTree_603.RacePhaseRequirementWidget.WidgetTree_605.PhaseRichTextBlock) CONTENT: 0(/Game/PrimalEarth/UI/HUDActiveMissionDisplayWidget.HUDActiveMissionDisplayWidget_C:WidgetTree_603.ObjectiveTimePhaseRequirementWidget.WidgetTree_604.PhaseMaxValueTextBlock) CONTENT: /(/Game/PrimalEarth/UI/HUDActiveMissionDisplayWidget.HUDActiveMissionDisplayWidget_C:WidgetTree_603.ObjectiveTimePhaseRequirementWidget.WidgetTree_604.PhaseValueSlashTextBlock) CONTENT: 0(/Game/PrimalEarth/UI/HUDActiveMissionDisplayWidget.HUDActiveMissionDisplayWidget_C:WidgetTree_603.ObjectiveTimePhaseRequirementWidget.WidgetTree_604.PhaseValueTextBlock) CONTENT: 0(/Game/PrimalEarth/UI/HUDActiveMissionDisplayWidget.HUDActiveMissionDisplayWidget_C:WidgetTree_603.RacePhaseRequirementWidget.WidgetTree_605.PhaseMaxValueTextBlock) CONTENT: /(/Game/PrimalEarth/UI/HUDActiveMissionDisplayWidget.HUDActiveMissionDisplayWidget_C:WidgetTree_603.RacePhaseRequirementWidget.WidgetTree_605.PhaseValueSlashTextBlock) CONTENT: 0(/Game/PrimalEarth/UI/HUDActiveMissionDisplayWidget.HUDActiveMissionDisplayWidget_C:WidgetTree_603.RacePhaseRequirementWidget.WidgetTree_605.PhaseValueTextBlock) CONTENT: Title(/Game/PrimalEarth/UI/HUDCustomProgressWidget.HUDCustomProgressWidget_C:WidgetTree_5089.CustomText_Title) CONTENT: Label(/Game/PrimalEarth/UI/HUDCustomProgressWidget.HUDCustomProgressWidget_C:WidgetTree_5089.CustomText) CONTENT: Title(/Game/PrimalEarth/UI/HUDCustomTextWidget.HUDCustomTextWidget_C:WidgetTree_855.CustomText_Title) CONTENT: Value(/Game/PrimalEarth/UI/HUDCustomTextWidget.HUDCustomTextWidget_C:WidgetTree_855.CustomText) CONTENT: CANCEL(/Game/PrimalEarth/UI/MapMarkersEntryUI.MapMarkersEntryUI_C:WidgetTree_82.TextBlock_1050) CONTENT: REMOVE(/Game/PrimalEarth/UI/MapMarkersEntryUI.MapMarkersEntryUI_C:WidgetTree_82.TextBlock_1051) CONTENT: REMOVE MAP MARKER(/Game/PrimalEarth/UI/MapMarkersEntryUI.MapMarkersEntryUI_C:WidgetTree_82.TextBlock_1052) CONTENT: ADD MARKER TO MAP(/Game/PrimalEarth/UI/MapMarkersEntryUI.MapMarkersEntryUI_C:WidgetTree_82.TitleLabel) CONTENT: MARKER NAME(/Game/PrimalEarth/UI/MapMarkersEntryUI.MapMarkersEntryUI_C:WidgetTree_82.MarkerName_Label) CONTENT: CANCEL(/Game/PrimalEarth/UI/MapMarkersEntryUI.MapMarkersEntryUI_C:WidgetTree_82.AText) CONTENT: ACCEPT(/Game/PrimalEarth/UI/MapMarkersEntryUI.MapMarkersEntryUI_C:WidgetTree_82.TextBlock_0) CONTENT: LATITUDE(/Game/PrimalEarth/UI/MapMarkersEntryUI.MapMarkersEntryUI_C:WidgetTree_82.Coord1_Label) CONTENT: LONGITUDE(/Game/PrimalEarth/UI/MapMarkersEntryUI.MapMarkersEntryUI_C:WidgetTree_82.Coord2_Label) CONTENT: PIN COLOR(/Game/PrimalEarth/UI/MapMarkersEntryUI.MapMarkersEntryUI_C:WidgetTree_82.TextBlock_672) CONTENT: REMOVE(/Game/PrimalEarth/UI/MapMarkersEntryUI.MapMarkersEntryUI_C:WidgetTree_82.RemoteStatsTabLabel) CONTENT: ADD(/Game/PrimalEarth/UI/MapMarkersEntryUI.MapMarkersEntryUI_C:WidgetTree_82.TextBlock_472) CONTENT: Text Block(/Game/PrimalEarth/UI/GenericButtonEntryWidget.GenericButtonEntryWidget_C:WidgetTree_61.TraditionalLabel) CONTENT: Text Block(/Game/PrimalEarth/UI/MultiUseUI.MultiUseUI_C:WidgetTree_25.TheTextBlock) CONTENT: 1(/Game/PrimalEarth/UI/PinEntryUI.PinEntryUI_C:WidgetTree_1790.TextBlock_132) CONTENT: 2(/Game/PrimalEarth/UI/PinEntryUI.PinEntryUI_C:WidgetTree_1790.TextBlock_145) CONTENT: 3(/Game/PrimalEarth/UI/PinEntryUI.PinEntryUI_C:WidgetTree_1790.TextBlock_160) CONTENT: 5(/Game/PrimalEarth/UI/PinEntryUI.PinEntryUI_C:WidgetTree_1790.TextBlock_200) CONTENT: 4(/Game/PrimalEarth/UI/PinEntryUI.PinEntryUI_C:WidgetTree_1790.TextBlock_177) CONTENT: 6(/Game/PrimalEarth/UI/PinEntryUI.PinEntryUI_C:WidgetTree_1790.TextBlock_196) CONTENT: 7(/Game/PrimalEarth/UI/PinEntryUI.PinEntryUI_C:WidgetTree_1790.TextBlock_197) CONTENT: 8(/Game/PrimalEarth/UI/PinEntryUI.PinEntryUI_C:WidgetTree_1790.TextBlock_198) CONTENT: 9(/Game/PrimalEarth/UI/PinEntryUI.PinEntryUI_C:WidgetTree_1790.TextBlock_199) CONTENT: 0(/Game/PrimalEarth/UI/PinEntryUI.PinEntryUI_C:WidgetTree_1790.TextBlock_353) CONTENT: SET PIN NUMBER(/Game/PrimalEarth/UI/PinEntryUI.PinEntryUI_C:WidgetTree_1790.InventoryTabLabel) CONTENT: Pin Entry(/Game/PrimalEarth/UI/PinEntryUI.PinEntryUI_C:WidgetTree_1790.PinTitleLabel) CONTENT: CLOSE INVENTORY(/Game/PrimalEarth/UI/PinEntryUI.PinEntryUI_C:WidgetTree_1790.CloseButton) CONTENT: Use Last Pin(/Game/PrimalEarth/UI/PinEntryUI.PinEntryUI_C:WidgetTree_1790.UseLastPinButtonLabel) CONTENT: Show Last Pin(/Game/PrimalEarth/UI/PinEntryUI.PinEntryUI_C:WidgetTree_1790.ToggleShowLastPinButtonLabelName) CONTENT: Health %i -- %i(/Game/PrimalEarth/UI/PlayerHUDStatusBarsWidget.PlayerHUDStatusBarsWidget_C:WidgetTree_611.HealthBar) CONTENT: Stamina %i -- %i(/Game/PrimalEarth/UI/PlayerHUDStatusBarsWidget.PlayerHUDStatusBarsWidget_C:WidgetTree_611.StaminaBar) CONTENT: Food %i -- %i(/Game/PrimalEarth/UI/PlayerHUDStatusBarsWidget.PlayerHUDStatusBarsWidget_C:WidgetTree_611.FoodBar) CONTENT: Water %i -- %i(/Game/PrimalEarth/UI/PlayerHUDStatusBarsWidget.PlayerHUDStatusBarsWidget_C:WidgetTree_611.WaterBar) CONTENT: Oxygen %i -- %i(/Game/PrimalEarth/UI/PlayerHUDStatusBarsWidget.PlayerHUDStatusBarsWidget_C:WidgetTree_611.OxygenBar) CONTENT: Weight %i -- %i(/Game/PrimalEarth/UI/PlayerHUDStatusBarsWidget.PlayerHUDStatusBarsWidget_C:WidgetTree_611.WeightBar) CONTENT: Torpidity %i -- %i(/Game/PrimalEarth/UI/PlayerHUDStatusBarsWidget.PlayerHUDStatusBarsWidget_C:WidgetTree_611.TorpBar) CONTENT: Text Block(/Game/PrimalEarth/UI/PlayerHUDStatusBarsWidget.PlayerHUDStatusBarsWidget_C:WidgetTree_611.CharacterLabel) CONTENT: Buff %i -- %i(/Game/PrimalEarth/UI/PlayerHUDStatusBarsWidget.PlayerHUDStatusBarsWidget_C:WidgetTree_611.BuffProgressBar) CONTENT: Health %i -- %i(/Game/PrimalEarth/UI/DinoHUDStatusBarsWidget.DinoHUDStatusBarsWidget_C:WidgetTree_630.HealthBar) CONTENT: Stamina %i -- %i(/Game/PrimalEarth/UI/DinoHUDStatusBarsWidget.DinoHUDStatusBarsWidget_C:WidgetTree_630.StaminaBar) CONTENT: Food %i -- %i(/Game/PrimalEarth/UI/DinoHUDStatusBarsWidget.DinoHUDStatusBarsWidget_C:WidgetTree_630.FoodBar) CONTENT: Water %i -- %i(/Game/PrimalEarth/UI/DinoHUDStatusBarsWidget.DinoHUDStatusBarsWidget_C:WidgetTree_630.WaterBar) CONTENT: Oxygen %i -- %i(/Game/PrimalEarth/UI/DinoHUDStatusBarsWidget.DinoHUDStatusBarsWidget_C:WidgetTree_630.OxygenBar) CONTENT: Weight %i -- %i(/Game/PrimalEarth/UI/DinoHUDStatusBarsWidget.DinoHUDStatusBarsWidget_C:WidgetTree_630.WeightBar) CONTENT: XP(/Game/PrimalEarth/UI/DinoHUDStatusBarsWidget.DinoHUDStatusBarsWidget_C:WidgetTree_630.XPBar) CONTENT: Torpidity %i -- %i(/Game/PrimalEarth/UI/DinoHUDStatusBarsWidget.DinoHUDStatusBarsWidget_C:WidgetTree_630.TorpBar) CONTENT: Text Block(/Game/PrimalEarth/UI/DinoHUDStatusBarsWidget.DinoHUDStatusBarsWidget_C:WidgetTree_630.CharacterLabel) CONTENT: Buff %i -- %i(/Game/PrimalEarth/UI/DinoHUDStatusBarsWidget.DinoHUDStatusBarsWidget_C:WidgetTree_630.BuffProgressBar) CONTENT: XP %.1f -- %.1f(/Engine/Transient.TRASHCLASS_ElementStatusBarWidget_30602:ProgressBarWidget_37) CONTENT: XP %.1f -- %.1f(/Engine/Transient.TRASHCLASS_ElementStatusBarWidget_30602:ProgressBarWidget_38) CONTENT: XP %.1f -- %.1f(/Engine/Transient.TRASHCLASS_ElementStatusBarWidget_30602:ProgressBarWidget_39) CONTENT: XP %.1f -- %.1f(/Engine/Transient.TRASHCLASS_ElementStatusBarWidget_30602:ProgressBarWidget_40) CONTENT: XP %.1f -- %.1f(/Engine/Transient.TRASHCLASS_ElementStatusBarWidget_30602:ProgressBarWidget_41) CONTENT: XP %.1f -- %.1f(/Engine/Transient.TRASHCLASS_ElementStatusBarWidget_30602:ProgressBarWidget_42) CONTENT: XP %.1f -- %.1f(/Game/PrimalEarth/UI/ElementStatusBarWidget.ElementStatusBarWidget_C:WidgetTree_733.GlovesBar) CONTENT: XP %.1f -- %.1f(/Game/PrimalEarth/UI/ElementStatusBarWidget.ElementStatusBarWidget_C:WidgetTree_733.BootsBar) CONTENT: XP %.1f -- %.1f(/Game/PrimalEarth/UI/ElementStatusBarWidget.ElementStatusBarWidget_C:WidgetTree_733.HelmetBar) CONTENT: XP %.1f -- %.1f(/Game/PrimalEarth/UI/ElementStatusBarWidget.ElementStatusBarWidget_C:WidgetTree_733.ShirtBar) CONTENT: XP %.1f -- %.1f(/Game/PrimalEarth/UI/ElementStatusBarWidget.ElementStatusBarWidget_C:WidgetTree_733.PantsBar) CONTENT: XP %.1f -- %.1f(/Game/PrimalEarth/UI/ElementStatusBarWidget.ElementStatusBarWidget_C:WidgetTree_733.ShoulderCannonBar) CONTENT: ItemSlotPanelChild(/Engine/Transient.REINST_PlayerHUDNew_C_0) CONTENT: Armor(/Engine/Transient.TRASHCLASS_PlayerHUDNew_30604:TextBlock_1764) CONTENT: Armor(/Engine/Transient.TRASHCLASS_PlayerHUDNew_30604:TextBlock_1765) CONTENT: Armor(/Engine/Transient.TRASHCLASS_PlayerHUDNew_30604:TextBlock_1766) CONTENT: Armor(/Engine/Transient.TRASHCLASS_PlayerHUDNew_30604:TextBlock_1767) CONTENT: Armor(/Engine/Transient.TRASHCLASS_PlayerHUDNew_30604:TextBlock_1768) CONTENT: Armor(/Engine/Transient.TRASHCLASS_PlayerHUDNew_30604:TextBlock_1769) CONTENT: Armor(/Engine/Transient.TRASHCLASS_PlayerHUDNew_30604:TextBlock_1770) CONTENT: Text Block(/Engine/Transient.REINST_SKEL_PlayerHUDNew_C_114:WidgetTree_735.SecondaryStatusBars.WidgetTree_740.CharacterLabel) CONTENT: XP %.1f -- %.1f(/Engine/Transient.REINST_SKEL_PlayerHUDNew_C_114:WidgetTree_735.ElementBar.WidgetTree_741.GlovesBar) CONTENT: XP %.1f -- %.1f(/Engine/Transient.REINST_SKEL_PlayerHUDNew_C_114:WidgetTree_735.ElementBar.WidgetTree_741.BootsBar) CONTENT: XP %.1f -- %.1f(/Engine/Transient.REINST_SKEL_PlayerHUDNew_C_114:WidgetTree_735.ElementBar.WidgetTree_741.HelmetBar) CONTENT: XP %.1f -- %.1f(/Engine/Transient.REINST_SKEL_PlayerHUDNew_C_114:WidgetTree_735.ElementBar.WidgetTree_741.ShirtBar) CONTENT: XP %.1f -- %.1f(/Engine/Transient.REINST_SKEL_PlayerHUDNew_C_114:WidgetTree_735.ElementBar.WidgetTree_741.PantsBar) CONTENT: XP %.1f -- %.1f(/Engine/Transient.REINST_SKEL_PlayerHUDNew_C_114:WidgetTree_735.ElementBar.WidgetTree_741.ShoulderCannonBar) CONTENT: Text Block(/Engine/Transient.REINST_SKEL_PlayerHUDNew_C_114:WidgetTree_735.PrimaryStatusBars.WidgetTree_742.CharacterLabel) CONTENT: Text Block(/Engine/Transient.REINST_PlayerHUDNew_C_115:WidgetTree_229.OrderingGroupLabel) CONTENT: Text Block(/Engine/Transient.REINST_PlayerHUDNew_C_115:WidgetTree_229.CurrentDayLabel) CONTENT: Text Block(/Engine/Transient.REINST_PlayerHUDNew_C_115:WidgetTree_229.PlayerNameLabel) CONTENT: Text Block(/Engine/Transient.REINST_PlayerHUDNew_C_115:WidgetTree_229.CurrentTimeLabel) CONTENT: Text Block(/Engine/Transient.REINST_PlayerHUDNew_C_115:WidgetTree_229.CurrentTemperatureLabel) CONTENT: Text Block(/Engine/Transient.REINST_PlayerHUDNew_C_115:WidgetTree_229.CurrentUploadTimerLabel) CONTENT: Text Block(/Engine/Transient.REINST_PlayerHUDNew_C_115:WidgetTree_229.CurrentLocationLabel) CONTENT: Text Block(/Engine/Transient.REINST_PlayerHUDNew_C_115:WidgetTree_229.SecondaryStatusBars.WidgetTree_749.CharacterLabel) CONTENT: XP %.1f -- %.1f(/Engine/Transient.REINST_PlayerHUDNew_C_115:WidgetTree_229.ElementBar.WidgetTree_750.GlovesBar) CONTENT: XP %.1f -- %.1f(/Engine/Transient.REINST_PlayerHUDNew_C_115:WidgetTree_229.ElementBar.WidgetTree_750.BootsBar) CONTENT: XP %.1f -- %.1f(/Engine/Transient.REINST_PlayerHUDNew_C_115:WidgetTree_229.ElementBar.WidgetTree_750.HelmetBar) CONTENT: XP %.1f -- %.1f(/Engine/Transient.REINST_PlayerHUDNew_C_115:WidgetTree_229.ElementBar.WidgetTree_750.ShirtBar) CONTENT: XP %.1f -- %.1f(/Engine/Transient.REINST_PlayerHUDNew_C_115:WidgetTree_229.ElementBar.WidgetTree_750.PantsBar) CONTENT: XP %.1f -- %.1f(/Engine/Transient.REINST_PlayerHUDNew_C_115:WidgetTree_229.ElementBar.WidgetTree_750.ShoulderCannonBar) CONTENT: Text Block(/Engine/Transient.REINST_PlayerHUDNew_C_115:WidgetTree_229.PrimaryStatusBars.WidgetTree_751.CharacterLabel) CONTENT: ItemSlotPanelChild(/Engine/Transient.Default__REINST_PlayerHUDNew_C_115) CONTENT: Text Block(/Engine/Transient.REINST_SKEL_PlayerHUDNew_C_116:WidgetTree_744.SecondaryStatusBars.WidgetTree_753.CharacterLabel) CONTENT: XP %.1f -- %.1f(/Engine/Transient.REINST_SKEL_PlayerHUDNew_C_116:WidgetTree_744.ElementBar.WidgetTree_754.GlovesBar) CONTENT: XP %.1f -- %.1f(/Engine/Transient.REINST_SKEL_PlayerHUDNew_C_116:WidgetTree_744.ElementBar.WidgetTree_754.BootsBar) CONTENT: XP %.1f -- %.1f(/Engine/Transient.REINST_SKEL_PlayerHUDNew_C_116:WidgetTree_744.ElementBar.WidgetTree_754.HelmetBar) CONTENT: XP %.1f -- %.1f(/Engine/Transient.REINST_SKEL_PlayerHUDNew_C_116:WidgetTree_744.ElementBar.WidgetTree_754.ShirtBar) CONTENT: XP %.1f -- %.1f(/Engine/Transient.REINST_SKEL_PlayerHUDNew_C_116:WidgetTree_744.ElementBar.WidgetTree_754.PantsBar) CONTENT: XP %.1f -- %.1f(/Engine/Transient.REINST_SKEL_PlayerHUDNew_C_116:WidgetTree_744.ElementBar.WidgetTree_754.ShoulderCannonBar) CONTENT: Text Block(/Engine/Transient.REINST_SKEL_PlayerHUDNew_C_116:WidgetTree_744.PrimaryStatusBars.WidgetTree_755.CharacterLabel) CONTENT: Armor(/Game/PrimalEarth/UI/PlayerHUDNew.PlayerHUDNew_C:WidgetTree_768.OrderingGroupLabel) CONTENT: Armor(/Game/PrimalEarth/UI/PlayerHUDNew.PlayerHUDNew_C:WidgetTree_768.CurrentDayLabel) CONTENT: Armor(/Game/PrimalEarth/UI/PlayerHUDNew.PlayerHUDNew_C:WidgetTree_768.PlayerNameLabel) CONTENT: Armor(/Game/PrimalEarth/UI/PlayerHUDNew.PlayerHUDNew_C:WidgetTree_768.CurrentTimeLabel) CONTENT: Armor(/Game/PrimalEarth/UI/PlayerHUDNew.PlayerHUDNew_C:WidgetTree_768.CurrentTemperatureLabel) CONTENT: Armor(/Game/PrimalEarth/UI/PlayerHUDNew.PlayerHUDNew_C:WidgetTree_768.CurrentUploadTimerLabel) CONTENT: Armor(/Game/PrimalEarth/UI/PlayerHUDNew.PlayerHUDNew_C:WidgetTree_768.CurrentLocationLabel) CONTENT: Text Block(/Game/PrimalEarth/UI/PlayerHUDNew.PlayerHUDNew_C:WidgetTree_768.SecondaryStatusBars.WidgetTree_769.CharacterLabel) CONTENT: XP %.1f -- %.1f(/Game/PrimalEarth/UI/PlayerHUDNew.PlayerHUDNew_C:WidgetTree_768.ElementBar.WidgetTree_770.GlovesBar) CONTENT: XP %.1f -- %.1f(/Game/PrimalEarth/UI/PlayerHUDNew.PlayerHUDNew_C:WidgetTree_768.ElementBar.WidgetTree_770.BootsBar) CONTENT: XP %.1f -- %.1f(/Game/PrimalEarth/UI/PlayerHUDNew.PlayerHUDNew_C:WidgetTree_768.ElementBar.WidgetTree_770.HelmetBar) CONTENT: XP %.1f -- %.1f(/Game/PrimalEarth/UI/PlayerHUDNew.PlayerHUDNew_C:WidgetTree_768.ElementBar.WidgetTree_770.ShirtBar) CONTENT: XP %.1f -- %.1f(/Game/PrimalEarth/UI/PlayerHUDNew.PlayerHUDNew_C:WidgetTree_768.ElementBar.WidgetTree_770.PantsBar) CONTENT: XP %.1f -- %.1f(/Game/PrimalEarth/UI/PlayerHUDNew.PlayerHUDNew_C:WidgetTree_768.ElementBar.WidgetTree_770.ShoulderCannonBar) CONTENT: Text Block(/Game/PrimalEarth/UI/PlayerHUDNew.PlayerHUDNew_C:WidgetTree_768.PrimaryStatusBars.WidgetTree_771.CharacterLabel) CONTENT: ItemSlotPanelChild(/Engine/Transient.REINST_PlayerHUDNew_C_1) CONTENT: XP %.1f -- %.1f(/Engine/Transient.TRASHCLASS_PlayerHUDNew_30604:ProgressBarWidget_83) CONTENT: XP %.1f -- %.1f(/Engine/Transient.TRASHCLASS_PlayerHUDNew_30604:ProgressBarWidget_82) CONTENT: XP %.1f -- %.1f(/Engine/Transient.TRASHCLASS_PlayerHUDNew_30604:ProgressBarWidget_81) CONTENT: XP %.1f -- %.1f(/Engine/Transient.TRASHCLASS_PlayerHUDNew_30604:ProgressBarWidget_80) CONTENT: XP %.1f -- %.1f(/Engine/Transient.TRASHCLASS_PlayerHUDNew_30604:ProgressBarWidget_79) CONTENT: XP %.1f -- %.1f(/Engine/Transient.TRASHCLASS_PlayerHUDNew_30604:ProgressBarWidget_78) CONTENT: Buff %i -- %i(/Engine/Transient.TRASHCLASS_PlayerHUDNew_30604:ProgressBarWidget_92) CONTENT: Food %i -- %i(/Engine/Transient.TRASHCLASS_PlayerHUDNew_30604:ProgressBarWidget_91) CONTENT: Health %i -- %i(/Engine/Transient.TRASHCLASS_PlayerHUDNew_30604:ProgressBarWidget_90) CONTENT: Oxygen %i -- %i(/Engine/Transient.TRASHCLASS_PlayerHUDNew_30604:ProgressBarWidget_89) CONTENT: Stamina %i -- %i(/Engine/Transient.TRASHCLASS_PlayerHUDNew_30604:ProgressBarWidget_88) CONTENT: Torpidity %i -- %i(/Engine/Transient.TRASHCLASS_PlayerHUDNew_30604:ProgressBarWidget_87) CONTENT: Water %i -- %i(/Engine/Transient.TRASHCLASS_PlayerHUDNew_30604:ProgressBarWidget_86) CONTENT: Weight %i -- %i(/Engine/Transient.TRASHCLASS_PlayerHUDNew_30604:ProgressBarWidget_85) CONTENT: Buff %i -- %i(/Engine/Transient.TRASHCLASS_PlayerHUDNew_30604:ProgressBarWidget_77) CONTENT: Food %i -- %i(/Engine/Transient.TRASHCLASS_PlayerHUDNew_30604:ProgressBarWidget_76) CONTENT: Health %i -- %i(/Engine/Transient.TRASHCLASS_PlayerHUDNew_30604:ProgressBarWidget_75) CONTENT: Oxygen %i -- %i(/Engine/Transient.TRASHCLASS_PlayerHUDNew_30604:ProgressBarWidget_74) CONTENT: Stamina %i -- %i(/Engine/Transient.TRASHCLASS_PlayerHUDNew_30604:ProgressBarWidget_73) CONTENT: Torpidity %i -- %i(/Engine/Transient.TRASHCLASS_PlayerHUDNew_30604:ProgressBarWidget_72) CONTENT: Water %i -- %i(/Engine/Transient.TRASHCLASS_PlayerHUDNew_30604:ProgressBarWidget_71) CONTENT: Weight %i -- %i(/Engine/Transient.TRASHCLASS_PlayerHUDNew_30604:ProgressBarWidget_70) CONTENT: XP(/Engine/Transient.TRASHCLASS_PlayerHUDNew_30604:ProgressBarWidget_69) CONTENT: Text Block(/Engine/Transient.TRASHCLASS_PlayerHUDNew_30604:TextBlock_1772) CONTENT: Text Block(/Engine/Transient.TRASHCLASS_PlayerHUDNew_30604:TextBlock_1771) CONTENT: DOWNLOAD ARK SURVIVOR(/Game/PrimalEarth/UI/ListArkCharacterData.ListArkCharacterData_C:WidgetTree_741.InventoryTabLabel) CONTENT: CHARACTER LIST(/Game/PrimalEarth/UI/ListArkCharacterData.ListArkCharacterData_C:WidgetTree_741.TextBlock_819) CONTENT: CANCEL(/Game/PrimalEarth/UI/ListArkCharacterData.ListArkCharacterData_C:WidgetTree_741.TextBlock_197) CONTENT: DOWNLOAD SURVIVOR(/Game/PrimalEarth/UI/ListArkCharacterData.ListArkCharacterData_C:WidgetTree_741.Refresh) CONTENT: CHARACTER NAME(/Game/PrimalEarth/UI/ListArkCharacterData.ListArkCharacterData_C:WidgetTree_741.CharNameLabel) CONTENT: STATS(/Game/PrimalEarth/UI/ListArkCharacterData.ListArkCharacterData_C:WidgetTree_741.TextBlock_1348) CONTENT: Fortitude(/Game/PrimalEarth/UI/ListArkCharacterData.ListArkCharacterData_C:WidgetTree_741.FortitudeLabelStat) CONTENT: Damage(/Game/PrimalEarth/UI/ListArkCharacterData.ListArkCharacterData_C:WidgetTree_741.DamageLabelStat) CONTENT: Health(/Game/PrimalEarth/UI/ListArkCharacterData.ListArkCharacterData_C:WidgetTree_741.HealthLabelStat) CONTENT: Stamina(/Game/PrimalEarth/UI/ListArkCharacterData.ListArkCharacterData_C:WidgetTree_741.StaminaLabelStat) CONTENT: Oxygen(/Game/PrimalEarth/UI/ListArkCharacterData.ListArkCharacterData_C:WidgetTree_741.OxygenLabelStat) CONTENT: Food(/Game/PrimalEarth/UI/ListArkCharacterData.ListArkCharacterData_C:WidgetTree_741.FoodLabelStat) CONTENT: Water(/Game/PrimalEarth/UI/ListArkCharacterData.ListArkCharacterData_C:WidgetTree_741.WaterLabelStat) CONTENT: Weight(/Game/PrimalEarth/UI/ListArkCharacterData.ListArkCharacterData_C:WidgetTree_741.WeightLabelStat) CONTENT: Speed(/Game/PrimalEarth/UI/ListArkCharacterData.ListArkCharacterData_C:WidgetTree_741.SpeedLabelStat) CONTENT: Crafting Speed(/Game/PrimalEarth/UI/ListArkCharacterData.ListArkCharacterData_C:WidgetTree_741.CraftingSpeedLabelStat) CONTENT: Torpidity(/Game/PrimalEarth/UI/ListArkCharacterData.ListArkCharacterData_C:WidgetTree_741.TorpidityLabelStat) CONTENT: XP(/Game/PrimalEarth/UI/ListArkCharacterData.ListArkCharacterData_C:WidgetTree_741.XPLabel) CONTENT: asdf(/Engine/Transient.REINST_MapSpawnPoint_C_0) CONTENT: Text Block(/Engine/Transient.REINST_MapSpawnPoint_C_118:WidgetTree_8992.NameLabel) CONTENT: asdf(/Engine/Transient.Default__REINST_MapSpawnPoint_C_118) CONTENT: asdf(/Engine/Transient.REINST_MapSpawnPoint_C_1) CONTENT: RESPAWN LABEL(/Game/PrimalEarth/UI/SpawnUI.SpawnUI_C:WidgetTree_120.RespawnLabel) CONTENT: SPAWN REGION(/Game/PrimalEarth/UI/SpawnUI.SpawnUI_C:WidgetTree_120.TextBlock_84) CONTENT: CREATE NEW SURVIVOR(/Game/PrimalEarth/UI/SpawnUI.SpawnUI_C:WidgetTree_120.AText) CONTENT: RESPAWN(/Game/PrimalEarth/UI/SpawnUI.SpawnUI_C:WidgetTree_120.ButtonRespawnLabel) CONTENT: CLOSE INVENTORY(/Game/PrimalEarth/UI/SpawnUI.SpawnUI_C:WidgetTree_120.CloseButton) CONTENT: Search(/Game/PrimalEarth/UI/SpawnUI.SpawnUI_C:WidgetTree_120.BedFilter) CONTENT: BED FILTER:(/Game/PrimalEarth/UI/SpawnUI.SpawnUI_C:WidgetTree_120.TextBlock_999) CONTENT: Allow switching from PvE to PvP mode at pre-specified in-game times.(/Game/PrimalEarth/UI/SpawnUI.SpawnUI_C:WidgetTree_120.TextBlock_999) CONTENT: CREATE NEW SURVIVOR(/Game/PrimalEarth/UI/SpawnUI.SpawnUI_C:WidgetTree_120.NewSurvivorLabel) CONTENT: GENDER(/Game/PrimalEarth/UI/SpawnUI.SpawnUI_C:WidgetTree_120.GenderLabel) CONTENT: Spawn Region(/Game/PrimalEarth/UI/SpawnUI.SpawnUI_C:WidgetTree_120.TextBlock_659) CONTENT: DOWNLOAD SURVIVOR(/Game/PrimalEarth/UI/SpawnUI.SpawnUI_C:WidgetTree_120.TextBlock_465) CONTENT: RESPAWN EXISTING SURVIVOR(/Game/PrimalEarth/UI/SpawnUI.SpawnUI_C:WidgetTree_120.TextBlock_16) CONTENT: CREATE NEW SURVIVOR!(/Game/PrimalEarth/UI/SpawnUI.SpawnUI_C:WidgetTree_120.TextBlock_69) CONTENT: Survivor Name(/Game/PrimalEarth/UI/SpawnUI.SpawnUI_C:WidgetTree_120.TextBlock_13) CONTENT: HAIR COLOR(/Game/PrimalEarth/UI/SpawnUI.SpawnUI_C:WidgetTree_120.TextBlock_181) CONTENT: EYE COLOR(/Game/PrimalEarth/UI/SpawnUI.SpawnUI_C:WidgetTree_120.TextBlock_192) CONTENT: HEAD SIZE(/Game/PrimalEarth/UI/SpawnUI.SpawnUI_C:WidgetTree_120.TextBlock_3) CONTENT: HEAD(/Game/PrimalEarth/UI/SpawnUI.SpawnUI_C:WidgetTree_120.TextBlock_60) CONTENT: LOWER FACE SIZE(/Game/PrimalEarth/UI/SpawnUI.SpawnUI_C:WidgetTree_120.TextBlock_6) CONTENT: UPPER FACE SIZE(/Game/PrimalEarth/UI/SpawnUI.SpawnUI_C:WidgetTree_120.TextBlock_7) CONTENT: HEAD WIDTH(/Game/PrimalEarth/UI/SpawnUI.SpawnUI_C:WidgetTree_120.TextBlock_234) CONTENT: HEAD HEIGHT(/Game/PrimalEarth/UI/SpawnUI.SpawnUI_C:WidgetTree_120.TextBlock_235) CONTENT: HEAD DEPTH(/Game/PrimalEarth/UI/SpawnUI.SpawnUI_C:WidgetTree_120.[TextBlock] "Head Size") CONTENT: NECK SIZE(/Game/PrimalEarth/UI/SpawnUI.SpawnUI_C:WidgetTree_120.TextBlock_39) CONTENT: NECK LENGTH(/Game/PrimalEarth/UI/SpawnUI.SpawnUI_C:WidgetTree_120.TextBlock_38) CONTENT: SKIN COLOR(/Game/PrimalEarth/UI/SpawnUI.SpawnUI_C:WidgetTree_120.TextBlock_170) CONTENT: TORSO(/Game/PrimalEarth/UI/SpawnUI.SpawnUI_C:WidgetTree_120.TextBlock_2782) CONTENT: CHEST(/Game/PrimalEarth/UI/SpawnUI.SpawnUI_C:WidgetTree_120.TextBlock_375) CONTENT: SHOULDERS(/Game/PrimalEarth/UI/SpawnUI.SpawnUI_C:WidgetTree_120.TextBlock_76) CONTENT: TORSO HEIGHT(/Game/PrimalEarth/UI/SpawnUI.SpawnUI_C:WidgetTree_120.TextBlock_9) CONTENT: HIP(/Game/PrimalEarth/UI/SpawnUI.SpawnUI_C:WidgetTree_120.TextBlock_88) CONTENT: TORSO WIDTH(/Game/PrimalEarth/UI/SpawnUI.SpawnUI_C:WidgetTree_120.TextBlock_5) CONTENT: TORSO DEPTH(/Game/PrimalEarth/UI/SpawnUI.SpawnUI_C:WidgetTree_120.TextBlock_8) CONTENT: ARMS(/Game/PrimalEarth/UI/SpawnUI.SpawnUI_C:WidgetTree_120.TextBlock_12169) CONTENT: HAND(/Game/PrimalEarth/UI/SpawnUI.SpawnUI_C:WidgetTree_120.TextBlock_396) CONTENT: ARM LENGTH(/Game/PrimalEarth/UI/SpawnUI.SpawnUI_C:WidgetTree_120.TextBlock_4) CONTENT: UPPER ARM(/Game/PrimalEarth/UI/SpawnUI.SpawnUI_C:WidgetTree_120.TextBlock_72) CONTENT: LOWER ARM(/Game/PrimalEarth/UI/SpawnUI.SpawnUI_C:WidgetTree_120.TextBlock_245) CONTENT: LEGS(/Game/PrimalEarth/UI/SpawnUI.SpawnUI_C:WidgetTree_120.TextBlock_15011) CONTENT: LOWER LEG(/Game/PrimalEarth/UI/SpawnUI.SpawnUI_C:WidgetTree_120.TextBlock_455) CONTENT: LEG LENGTH(/Game/PrimalEarth/UI/SpawnUI.SpawnUI_C:WidgetTree_120.TextBlock_45) CONTENT: UPPER LEG(/Game/PrimalEarth/UI/SpawnUI.SpawnUI_C:WidgetTree_120.TextBlock_2) CONTENT: FOOT(/Game/PrimalEarth/UI/SpawnUI.SpawnUI_C:WidgetTree_120.TextBlock_350) CONTENT: FEMALE(/Game/PrimalEarth/UI/SpawnUI.SpawnUI_C:WidgetTree_120.FemaleTabLabel) CONTENT: MALE(/Game/PrimalEarth/UI/SpawnUI.SpawnUI_C:WidgetTree_120.TextBlock_472) CONTENT: SAVE A PRESET(/Game/PrimalEarth/UI/SpawnUI.SpawnUI_C:WidgetTree_120.SaveToFileButton) CONTENT: LOAD A PRESET(/Game/PrimalEarth/UI/SpawnUI.SpawnUI_C:WidgetTree_120.LoadFromFileButton) CONTENT: RANDOMIZE(/Game/PrimalEarth/UI/SpawnUI.SpawnUI_C:WidgetTree_120.RandomizeButton) CONTENT: RESET TO DEFAULTS(/Game/PrimalEarth/UI/SpawnUI.SpawnUI_C:WidgetTree_120.ResetButton) CONTENT: LOAD A CHARACTER PRESET(/Game/PrimalEarth/UI/SpawnUI.SpawnUI_C:WidgetTree_120.TextBlock_2027) CONTENT: LOAD PRESET(/Game/PrimalEarth/UI/SpawnUI.SpawnUI_C:WidgetTree_120.TextBlock_2218) CONTENT: CANCEL(/Game/PrimalEarth/UI/SpawnUI.SpawnUI_C:WidgetTree_120.TextBlock_2557) CONTENT: Test(/Engine/Transient.TRASHCLASS_SubtitlesUI_30608:TextBlock_1778) LITERAL: Color{0}(/Game/PrimalEarth/UI/SubtitlesUI.SubtitlesUI:ProcessDynamicMaterialForDialogueIcon.K2Node_FormatText_11) LITERAL: UsingColor{0}(/Game/PrimalEarth/UI/SubtitlesUI.SubtitlesUI:ProcessDynamicMaterialForDialogueIcon.K2Node_FormatText_12) LITERAL: UsingColorizedColor{0}(/Game/PrimalEarth/UI/SubtitlesUI.SubtitlesUI:ProcessDynamicMaterialForDialogueIcon.K2Node_FormatText_9) CONTENT: Text Block(/Engine/Transient.REINST_SubtitlesUI_C_121:WidgetTree_13.SubtitleTextBlock) CONTENT: Text Block(/Engine/Transient.REINST_SubtitlesUI_C_121:WidgetTree_13.DialogueTextBlock) LITERAL: Color{0}(/Game/PrimalEarth/UI/SubtitlesUI.SubtitlesUI:EdGraph_105181.K2Node_CallFunction_253109) LITERAL: 0(/Game/PrimalEarth/UI/SubtitlesUI.SubtitlesUI:EdGraph_105181.K2Node_MakeStruct_2331) LITERAL: UsingColor{0}(/Game/PrimalEarth/UI/SubtitlesUI.SubtitlesUI:EdGraph_105181.K2Node_CallFunction_253110) LITERAL: 0(/Game/PrimalEarth/UI/SubtitlesUI.SubtitlesUI:EdGraph_105181.K2Node_MakeStruct_2332) LITERAL: UsingColorizedColor{0}(/Game/PrimalEarth/UI/SubtitlesUI.SubtitlesUI:EdGraph_105181.K2Node_CallFunction_253111) LITERAL: 0(/Game/PrimalEarth/UI/SubtitlesUI.SubtitlesUI:EdGraph_105181.K2Node_MakeStruct_2333) CONTENT: Test(/Game/PrimalEarth/UI/SubtitlesUI.SubtitlesUI_C:WidgetTree_788.DialogueTextBlock) CONTENT: CANCEL(/Game/PrimalEarth/UI/TextEntryUI.TextEntryUI_C:WidgetTree_3296.AText) CONTENT: ACCEPT(/Game/PrimalEarth/UI/TextEntryUI.TextEntryUI_C:WidgetTree_3296.TextBlock_0) CONTENT: Text Entry(/Game/PrimalEarth/UI/TextEntryUI.TextEntryUI_C:WidgetTree_3296.TitleLabel) CONTENT: Text Block(/Game/PrimalEarth/UI/TextEntryUI.TextEntryUI_C:WidgetTree_3296.CheckBoxLabel) CONTENT: CANCEL(/Game/PrimalEarth/UI/TribeWarUI.TribeWarUI_C:WidgetTree_7791.AText) CONTENT: ACCEPT(/Game/PrimalEarth/UI/TribeWarUI.TribeWarUI_C:WidgetTree_7791.TextBlock_0) CONTENT: DECLARE WAR ON TRIBE(/Game/PrimalEarth/UI/TribeWarUI.TribeWarUI_C:WidgetTree_7791.TitleLabel) CONTENT: Start Day(/Game/PrimalEarth/UI/TribeWarUI.TribeWarUI_C:WidgetTree_7791.Coord1_Label) CONTENT: Start Time (24:00)(/Game/PrimalEarth/UI/TribeWarUI.TribeWarUI_C:WidgetTree_7791.TextBlock_78) CONTENT: Start Time (24:00)(/Game/PrimalEarth/UI/TribeWarUI.TribeWarUI_C:WidgetTree_7791.CurrentTimeLabel) CONTENT: WAR DECLARATION(/Game/PrimalEarth/UI/TribeWarUI.TribeWarUI_C:WidgetTree_7791.InventoryTabLabel) CONTENT: End Day(/Game/PrimalEarth/UI/TribeWarUI.TribeWarUI_C:WidgetTree_7791.Coord2_Label) CONTENT: End Time (24:00)(/Game/PrimalEarth/UI/TribeWarUI.TribeWarUI_C:WidgetTree_7791.TextBlock_77) CONTENT: Text text text text(/Game/PrimalEarth/UI/TutorialUI.TutorialUI_C:WidgetTree_134.TutorialText) CONTENT: Tutorial 01(/Game/PrimalEarth/UI/TutorialUI.TutorialUI_C:WidgetTree_134.TutorialTitle) CONTENT: Fire(/Engine/Transient.REINST_ShooterHudBP_C_0) CONTENT: Gamepad_RightTrigger(/Engine/Transient.REINST_ShooterHudBP_C_0) CONTENT: Reload(/Engine/Transient.REINST_ShooterHudBP_C_0) CONTENT: Gamepad_FaceButton_Left(/Engine/Transient.REINST_ShooterHudBP_C_0) CONTENT: AutoAim(/Engine/Transient.REINST_ShooterHudBP_C_0) CONTENT: Gamepad_LeftTrigger(/Engine/Transient.REINST_ShooterHudBP_C_0) CONTENT: Gamepad_RightTrigger(/Engine/Transient.REINST_ShooterHudBP_C_0) CONTENT: AltAttack(/Engine/Transient.REINST_ShooterHudBP_C_0) CONTENT: Gamepad_FaceButton_Left(/Engine/Transient.REINST_ShooterHudBP_C_0) CONTENT: ShowMyInventory(/Engine/Transient.REINST_ShooterHudBP_C_0) CONTENT: Gamepad_FaceButton_Right(/Engine/Transient.REINST_ShooterHudBP_C_0) CONTENT: Prone(/Engine/Transient.REINST_ShooterHudBP_C_0) CONTENT: Gamepad_RightThumbstick(/Engine/Transient.REINST_ShooterHudBP_C_0) CONTENT: ToggleMap(/Engine/Transient.REINST_ShooterHudBP_C_0) CONTENT: Gamepad_Special_Left(/Engine/Transient.REINST_ShooterHudBP_C_0) CONTENT: AltFire(/Engine/Transient.REINST_ShooterHudBP_C_0) CONTENT: Gamepad_RightShoulder(/Engine/Transient.REINST_ShooterHudBP_C_0) CONTENT: Run(/Engine/Transient.REINST_ShooterHudBP_C_0) CONTENT: Gamepad_LeftThumbstick(/Engine/Transient.REINST_ShooterHudBP_C_0) CONTENT: MoveRight-(/Engine/Transient.REINST_ShooterHudBP_C_0) CONTENT: Gamepad_LeftThumbstick(/Engine/Transient.REINST_ShooterHudBP_C_0) CONTENT: MoveRight+(/Engine/Transient.REINST_ShooterHudBP_C_0) CONTENT: Gamepad_LeftThumbstick(/Engine/Transient.REINST_ShooterHudBP_C_0) CONTENT: MoveForward-(/Engine/Transient.REINST_ShooterHudBP_C_0) CONTENT: GamePad_LeftThumbstick(/Engine/Transient.REINST_ShooterHudBP_C_0) CONTENT: MoveForward+(/Engine/Transient.REINST_ShooterHudBP_C_0) CONTENT: GamePad_LeftThumbstick(/Engine/Transient.REINST_ShooterHudBP_C_0) CONTENT: ToggleCamera(/Engine/Transient.REINST_ShooterHudBP_C_0) CONTENT: Gamepad_FaceButton_Top(/Engine/Transient.REINST_ShooterHudBP_C_0) CONTENT: GiveDefaultWeapon(/Engine/Transient.REINST_ShooterHudBP_C_0) CONTENT: Gamepad_LeftShoulder(/Engine/Transient.REINST_ShooterHudBP_C_0) CONTENT: Gamepad_DPad_Up(/Engine/Transient.REINST_ShooterHudBP_C_0) CONTENT: Jump(/Engine/Transient.REINST_ShooterHudBP_C_0) CONTENT: GamePad_FaceButton_Bottom(/Engine/Transient.REINST_ShooterHudBP_C_0) CONTENT: Crouch(/Engine/Transient.REINST_ShooterHudBP_C_0) CONTENT: Gamepad_RightThumbstick(/Engine/Transient.REINST_ShooterHudBP_C_0) CONTENT: Targeting(/Engine/Transient.REINST_ShooterHudBP_C_0) CONTENT: Gamepad_LeftTrigger(/Engine/Transient.REINST_ShooterHudBP_C_0) CONTENT: Drag(/Engine/Transient.REINST_ShooterHudBP_C_0) CONTENT: GamePad_FaceButton_Top(/Engine/Transient.REINST_ShooterHudBP_C_0) CONTENT: WeaponAccessory(/Engine/Transient.REINST_ShooterHudBP_C_0) CONTENT: GamePad_FaceButton_Left(/Engine/Transient.REINST_ShooterHudBP_C_0) CONTENT: GamePad_FaceButton_Left(/Engine/Transient.REINST_ShooterHudBP_C_0) CONTENT: Use(/Engine/Transient.REINST_ShooterHudBP_C_0) CONTENT: GamePad_FaceButton_Top(/Engine/Transient.REINST_ShooterHudBP_C_0) CONTENT: AccessInventory(/Engine/Transient.REINST_ShooterHudBP_C_0) CONTENT: GamePad_FaceButton_Left(/Engine/Transient.REINST_ShooterHudBP_C_0) CONTENT: RemoteZoomOut(/Engine/Transient.REINST_ShooterHudBP_C_0) CONTENT: Gamepad_LeftShoulder(/Engine/Transient.REINST_ShooterHudBP_C_0) LITERAL: Color{0}(/Game/PrimalEarth/CoreBlueprints/ShooterHudBP.ShooterHudBP:GetAdditionalExplorerNoteDynamicMaterialParams.K2Node_FormatText_169) LITERAL: UsingColor{0}(/Game/PrimalEarth/CoreBlueprints/ShooterHudBP.ShooterHudBP:GetAdditionalExplorerNoteDynamicMaterialParams.K2Node_FormatText_170) LITERAL: UsingColorizedColor{0}(/Game/PrimalEarth/CoreBlueprints/ShooterHudBP.ShooterHudBP:GetAdditionalExplorerNoteDynamicMaterialParams.K2Node_FormatText_168) CONTENT: Fire(/Engine/Transient.Default__REINST_ShooterHudBP_C_29576) CONTENT: Gamepad_RightTrigger(/Engine/Transient.Default__REINST_ShooterHudBP_C_29576) CONTENT: Reload(/Engine/Transient.Default__REINST_ShooterHudBP_C_29576) CONTENT: Gamepad_FaceButton_Left(/Engine/Transient.Default__REINST_ShooterHudBP_C_29576) CONTENT: AutoAim(/Engine/Transient.Default__REINST_ShooterHudBP_C_29576) CONTENT: Gamepad_LeftTrigger(/Engine/Transient.Default__REINST_ShooterHudBP_C_29576) CONTENT: Gamepad_RightTrigger(/Engine/Transient.Default__REINST_ShooterHudBP_C_29576) CONTENT: AltAttack(/Engine/Transient.Default__REINST_ShooterHudBP_C_29576) CONTENT: Gamepad_FaceButton_Left(/Engine/Transient.Default__REINST_ShooterHudBP_C_29576) CONTENT: ShowMyInventory(/Engine/Transient.Default__REINST_ShooterHudBP_C_29576) CONTENT: Gamepad_FaceButton_Right(/Engine/Transient.Default__REINST_ShooterHudBP_C_29576) CONTENT: Prone(/Engine/Transient.Default__REINST_ShooterHudBP_C_29576) CONTENT: Gamepad_RightThumbstick(/Engine/Transient.Default__REINST_ShooterHudBP_C_29576) CONTENT: ToggleMap(/Engine/Transient.Default__REINST_ShooterHudBP_C_29576) CONTENT: Gamepad_Special_Left(/Engine/Transient.Default__REINST_ShooterHudBP_C_29576) CONTENT: AltFire(/Engine/Transient.Default__REINST_ShooterHudBP_C_29576) CONTENT: Gamepad_RightShoulder(/Engine/Transient.Default__REINST_ShooterHudBP_C_29576) CONTENT: Run(/Engine/Transient.Default__REINST_ShooterHudBP_C_29576) CONTENT: Gamepad_LeftThumbstick(/Engine/Transient.Default__REINST_ShooterHudBP_C_29576) CONTENT: MoveRight-(/Engine/Transient.Default__REINST_ShooterHudBP_C_29576) CONTENT: Gamepad_LeftThumbstick(/Engine/Transient.Default__REINST_ShooterHudBP_C_29576) CONTENT: MoveRight+(/Engine/Transient.Default__REINST_ShooterHudBP_C_29576) CONTENT: Gamepad_LeftThumbstick(/Engine/Transient.Default__REINST_ShooterHudBP_C_29576) CONTENT: MoveForward-(/Engine/Transient.Default__REINST_ShooterHudBP_C_29576) CONTENT: GamePad_LeftThumbstick(/Engine/Transient.Default__REINST_ShooterHudBP_C_29576) CONTENT: MoveForward+(/Engine/Transient.Default__REINST_ShooterHudBP_C_29576) CONTENT: GamePad_LeftThumbstick(/Engine/Transient.Default__REINST_ShooterHudBP_C_29576) CONTENT: ToggleCamera(/Engine/Transient.Default__REINST_ShooterHudBP_C_29576) CONTENT: Gamepad_FaceButton_Top(/Engine/Transient.Default__REINST_ShooterHudBP_C_29576) CONTENT: GiveDefaultWeapon(/Engine/Transient.Default__REINST_ShooterHudBP_C_29576) CONTENT: Gamepad_LeftShoulder(/Engine/Transient.Default__REINST_ShooterHudBP_C_29576) CONTENT: Gamepad_DPad_Up(/Engine/Transient.Default__REINST_ShooterHudBP_C_29576) CONTENT: Jump(/Engine/Transient.Default__REINST_ShooterHudBP_C_29576) CONTENT: GamePad_FaceButton_Bottom(/Engine/Transient.Default__REINST_ShooterHudBP_C_29576) CONTENT: Crouch(/Engine/Transient.Default__REINST_ShooterHudBP_C_29576) CONTENT: Gamepad_RightThumbstick(/Engine/Transient.Default__REINST_ShooterHudBP_C_29576) CONTENT: Targeting(/Engine/Transient.Default__REINST_ShooterHudBP_C_29576) CONTENT: Gamepad_LeftTrigger(/Engine/Transient.Default__REINST_ShooterHudBP_C_29576) CONTENT: Drag(/Engine/Transient.Default__REINST_ShooterHudBP_C_29576) CONTENT: GamePad_FaceButton_Top(/Engine/Transient.Default__REINST_ShooterHudBP_C_29576) CONTENT: WeaponAccessory(/Engine/Transient.Default__REINST_ShooterHudBP_C_29576) CONTENT: GamePad_FaceButton_Left(/Engine/Transient.Default__REINST_ShooterHudBP_C_29576) CONTENT: GamePad_FaceButton_Left(/Engine/Transient.Default__REINST_ShooterHudBP_C_29576) CONTENT: Use(/Engine/Transient.Default__REINST_ShooterHudBP_C_29576) CONTENT: GamePad_FaceButton_Top(/Engine/Transient.Default__REINST_ShooterHudBP_C_29576) CONTENT: AccessInventory(/Engine/Transient.Default__REINST_ShooterHudBP_C_29576) CONTENT: GamePad_FaceButton_Left(/Engine/Transient.Default__REINST_ShooterHudBP_C_29576) CONTENT: RemoteZoomOut(/Engine/Transient.Default__REINST_ShooterHudBP_C_29576) CONTENT: Gamepad_LeftShoulder(/Engine/Transient.Default__REINST_ShooterHudBP_C_29576) LITERAL: Color{0}(/Game/PrimalEarth/CoreBlueprints/ShooterHudBP.ShooterHudBP:EdGraph_105203.K2Node_CallFunction_253118) LITERAL: 0(/Game/PrimalEarth/CoreBlueprints/ShooterHudBP.ShooterHudBP:EdGraph_105203.K2Node_MakeStruct_2334) LITERAL: UsingColor{0}(/Game/PrimalEarth/CoreBlueprints/ShooterHudBP.ShooterHudBP:EdGraph_105203.K2Node_CallFunction_253119) LITERAL: 0(/Game/PrimalEarth/CoreBlueprints/ShooterHudBP.ShooterHudBP:EdGraph_105203.K2Node_MakeStruct_2335) LITERAL: UsingColorizedColor{0}(/Game/PrimalEarth/CoreBlueprints/ShooterHudBP.ShooterHudBP:EdGraph_105203.K2Node_CallFunction_253120) LITERAL: 0(/Game/PrimalEarth/CoreBlueprints/ShooterHudBP.ShooterHudBP:EdGraph_105203.K2Node_MakeStruct_2336) CONTENT: Fire(/Engine/Transient.REINST_ShooterHudBP_C_1) CONTENT: Gamepad_RightTrigger(/Engine/Transient.REINST_ShooterHudBP_C_1) CONTENT: Reload(/Engine/Transient.REINST_ShooterHudBP_C_1) CONTENT: Gamepad_FaceButton_Left(/Engine/Transient.REINST_ShooterHudBP_C_1) CONTENT: AutoAim(/Engine/Transient.REINST_ShooterHudBP_C_1) CONTENT: Gamepad_LeftTrigger(/Engine/Transient.REINST_ShooterHudBP_C_1) CONTENT: Gamepad_RightTrigger(/Engine/Transient.REINST_ShooterHudBP_C_1) CONTENT: AltAttack(/Engine/Transient.REINST_ShooterHudBP_C_1) CONTENT: Gamepad_FaceButton_Left(/Engine/Transient.REINST_ShooterHudBP_C_1) CONTENT: ShowMyInventory(/Engine/Transient.REINST_ShooterHudBP_C_1) CONTENT: Gamepad_FaceButton_Right(/Engine/Transient.REINST_ShooterHudBP_C_1) CONTENT: Prone(/Engine/Transient.REINST_ShooterHudBP_C_1) CONTENT: Gamepad_RightThumbstick(/Engine/Transient.REINST_ShooterHudBP_C_1) CONTENT: ToggleMap(/Engine/Transient.REINST_ShooterHudBP_C_1) CONTENT: Gamepad_Special_Left(/Engine/Transient.REINST_ShooterHudBP_C_1) CONTENT: AltFire(/Engine/Transient.REINST_ShooterHudBP_C_1) CONTENT: Gamepad_RightShoulder(/Engine/Transient.REINST_ShooterHudBP_C_1) CONTENT: Run(/Engine/Transient.REINST_ShooterHudBP_C_1) CONTENT: Gamepad_LeftThumbstick(/Engine/Transient.REINST_ShooterHudBP_C_1) CONTENT: MoveRight-(/Engine/Transient.REINST_ShooterHudBP_C_1) CONTENT: Gamepad_LeftThumbstick(/Engine/Transient.REINST_ShooterHudBP_C_1) CONTENT: MoveRight+(/Engine/Transient.REINST_ShooterHudBP_C_1) CONTENT: Gamepad_LeftThumbstick(/Engine/Transient.REINST_ShooterHudBP_C_1) CONTENT: MoveForward-(/Engine/Transient.REINST_ShooterHudBP_C_1) CONTENT: GamePad_LeftThumbstick(/Engine/Transient.REINST_ShooterHudBP_C_1) CONTENT: MoveForward+(/Engine/Transient.REINST_ShooterHudBP_C_1) CONTENT: GamePad_LeftThumbstick(/Engine/Transient.REINST_ShooterHudBP_C_1) CONTENT: ToggleCamera(/Engine/Transient.REINST_ShooterHudBP_C_1) CONTENT: Gamepad_FaceButton_Top(/Engine/Transient.REINST_ShooterHudBP_C_1) CONTENT: GiveDefaultWeapon(/Engine/Transient.REINST_ShooterHudBP_C_1) CONTENT: Gamepad_LeftShoulder(/Engine/Transient.REINST_ShooterHudBP_C_1) CONTENT: Gamepad_DPad_Up(/Engine/Transient.REINST_ShooterHudBP_C_1) CONTENT: Jump(/Engine/Transient.REINST_ShooterHudBP_C_1) CONTENT: GamePad_FaceButton_Bottom(/Engine/Transient.REINST_ShooterHudBP_C_1) CONTENT: Crouch(/Engine/Transient.REINST_ShooterHudBP_C_1) CONTENT: Gamepad_RightThumbstick(/Engine/Transient.REINST_ShooterHudBP_C_1) CONTENT: Targeting(/Engine/Transient.REINST_ShooterHudBP_C_1) CONTENT: Gamepad_LeftTrigger(/Engine/Transient.REINST_ShooterHudBP_C_1) CONTENT: Drag(/Engine/Transient.REINST_ShooterHudBP_C_1) CONTENT: GamePad_FaceButton_Top(/Engine/Transient.REINST_ShooterHudBP_C_1) CONTENT: WeaponAccessory(/Engine/Transient.REINST_ShooterHudBP_C_1) CONTENT: GamePad_FaceButton_Left(/Engine/Transient.REINST_ShooterHudBP_C_1) CONTENT: GamePad_FaceButton_Left(/Engine/Transient.REINST_ShooterHudBP_C_1) CONTENT: Use(/Engine/Transient.REINST_ShooterHudBP_C_1) CONTENT: GamePad_FaceButton_Top(/Engine/Transient.REINST_ShooterHudBP_C_1) CONTENT: AccessInventory(/Engine/Transient.REINST_ShooterHudBP_C_1) CONTENT: GamePad_FaceButton_Left(/Engine/Transient.REINST_ShooterHudBP_C_1) CONTENT: RemoteZoomOut(/Engine/Transient.REINST_ShooterHudBP_C_1) CONTENT: Gamepad_LeftShoulder(/Engine/Transient.REINST_ShooterHudBP_C_1) CONTENT: STEAM DISCOUNT CODE: %s(/Engine/Transient.REINST_TestGameMode_C_0) CONTENT: STEAM DISCOUNT CODE: %s(/Engine/Transient.Default__REINST_TestGameMode_C_29583) CONTENT: STEAM DISCOUNT CODE: %s(/Engine/Transient.REINST_TestGameMode_C_1) CONTENT: OK(/Game/PrimalEarth/UI/NotificationUI.NotificationUI_C:WidgetTree_938.TextBlock_73) CONTENT: Failure(/Game/PrimalEarth/UI/NotificationUI.NotificationUI_C:WidgetTree_938.TitleLabel) CONTENT: x999(/Game/PrimalEarth/UI/ToolTipWidgetPrimalStructure_Module_ItemsToDisplayListItem.ToolTipWidgetPrimalStructure_Module_ItemsToDisplayListItem_C:WidgetTree_13508.ItemQuantityTextBlock) CONTENT: HEADER TEXT(/Game/PrimalEarth/UI/ToolTipWidgetPrimalStructure_Module_ItemsToDisplay.ToolTipWidgetPrimalStructure_Module_ItemsToDisplay_C:WidgetTree_129663.HeaderTextBlock) CONTENT: Structure Name(/Game/PrimalEarth/UI/ToolTipWidgetPrimalStructure.ToolTipWidgetPrimalStructure_C:WidgetTree_136084.StructureNameLabel) CONTENT: Health: 0.0%(/Game/PrimalEarth/UI/ToolTipWidgetPrimalStructure.ToolTipWidgetPrimalStructure_C:WidgetTree_136084.HealthLabel) CONTENT: REPAIR REQUIREMENTS(/Game/PrimalEarth/UI/ToolTipWidgetPrimalStructure.ToolTipWidgetPrimalStructure_C:WidgetTree_136084.TextBlock_396) CONTENT: Repair Requirements(/Game/PrimalEarth/UI/ToolTipWidgetPrimalStructure.ToolTipWidgetPrimalStructure_C:WidgetTree_136084.RequirementsLabel) CONTENT: Explorer Note Found!(/Engine/Transient.REINST_Buff_ExplorerNoteXP_C_0) CONTENT: Double XP!(/Engine/Transient.REINST_Buff_ExplorerNoteXP_C_0) CONTENT: Explorer Note Found!(/Engine/Transient.Default__REINST_Buff_ExplorerNoteXP_C_29601) CONTENT: Double XP!(/Engine/Transient.Default__REINST_Buff_ExplorerNoteXP_C_29601) CONTENT: Explorer Note Found!(/Engine/Transient.REINST_Buff_ExplorerNoteXP_C_1) CONTENT: Double XP!(/Engine/Transient.REINST_Buff_ExplorerNoteXP_C_1) CONTENT: Special Explorer Note Found!(/Engine/Transient.REINST_Buff_ExplorerNoteXPSpecial_C_0) CONTENT: Quadruple XP!(/Engine/Transient.REINST_Buff_ExplorerNoteXPSpecial_C_0) CONTENT: Special Explorer Note Found!(/Engine/Transient.Default__REINST_Buff_ExplorerNoteXPSpecial_C_29608) CONTENT: Quadruple XP!(/Engine/Transient.Default__REINST_Buff_ExplorerNoteXPSpecial_C_29608) CONTENT: Special Explorer Note Found!(/Engine/Transient.REINST_Buff_ExplorerNoteXPSpecial_C_1) CONTENT: Quadruple XP!(/Engine/Transient.REINST_Buff_ExplorerNoteXPSpecial_C_1) CONTENT: Chibi-Noglin(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/ChibiDinos/PrimalItemSkin_ChibiDino_BrainSlug.Default__PrimalItemSkin_ChibiDino_BrainSlug_C) CONTENT: This is just a quick test(/Game/PrimalEarth/CoreBlueprints/CoreWorldBuffDefinitions.Default__CoreWorldBuffDefinitions_C) CONTENT: This is just a quick test.(/Game/PrimalEarth/CoreBlueprints/CoreWorldBuffDefinitions.Default__CoreWorldBuffDefinitions_C) CONTENT: This is just a quick test.(/Game/PrimalEarth/CoreBlueprints/CoreWorldBuffDefinitions.Default__CoreWorldBuffDefinitions_C) CONTENT: Harvesting Health Increase(/Game/PrimalEarth/CoreBlueprints/CoreWorldBuffDefinitions.Default__CoreWorldBuffDefinitions_C) CONTENT: Natural resources are more durable.(/Game/PrimalEarth/CoreBlueprints/CoreWorldBuffDefinitions.Default__CoreWorldBuffDefinitions_C) CONTENT: Natural resources are more durable.(/Game/PrimalEarth/CoreBlueprints/CoreWorldBuffDefinitions.Default__CoreWorldBuffDefinitions_C) CONTENT: Harvesting Health Increase(/Game/PrimalEarth/CoreBlueprints/CoreWorldBuffDefinitions.Default__CoreWorldBuffDefinitions_C) CONTENT: Natural resources are more durable.(/Game/PrimalEarth/CoreBlueprints/CoreWorldBuffDefinitions.Default__CoreWorldBuffDefinitions_C) CONTENT: Natural resources are more durable.(/Game/PrimalEarth/CoreBlueprints/CoreWorldBuffDefinitions.Default__CoreWorldBuffDefinitions_C) CONTENT: Harvesting Health Increase(/Game/PrimalEarth/CoreBlueprints/CoreWorldBuffDefinitions.Default__CoreWorldBuffDefinitions_C) CONTENT: Natural resources are more durable.(/Game/PrimalEarth/CoreBlueprints/CoreWorldBuffDefinitions.Default__CoreWorldBuffDefinitions_C) CONTENT: Natural resources are more durable.(/Game/PrimalEarth/CoreBlueprints/CoreWorldBuffDefinitions.Default__CoreWorldBuffDefinitions_C) CONTENT: Egg Hatching Increase(/Game/PrimalEarth/CoreBlueprints/CoreWorldBuffDefinitions.Default__CoreWorldBuffDefinitions_C) CONTENT: Hatchlings are more eager to see the world.(/Game/PrimalEarth/CoreBlueprints/CoreWorldBuffDefinitions.Default__CoreWorldBuffDefinitions_C) CONTENT: Hatchlings are more eager to see the world.(/Game/PrimalEarth/CoreBlueprints/CoreWorldBuffDefinitions.Default__CoreWorldBuffDefinitions_C) CONTENT: Egg Hatching Increase(/Game/PrimalEarth/CoreBlueprints/CoreWorldBuffDefinitions.Default__CoreWorldBuffDefinitions_C) CONTENT: Hatchlings are more eager to see the world.(/Game/PrimalEarth/CoreBlueprints/CoreWorldBuffDefinitions.Default__CoreWorldBuffDefinitions_C) CONTENT: Hatchlings are more eager to see the world.(/Game/PrimalEarth/CoreBlueprints/CoreWorldBuffDefinitions.Default__CoreWorldBuffDefinitions_C) CONTENT: Egg Hatching Increase(/Game/PrimalEarth/CoreBlueprints/CoreWorldBuffDefinitions.Default__CoreWorldBuffDefinitions_C) CONTENT: Hatchlings are more eager to see the world.(/Game/PrimalEarth/CoreBlueprints/CoreWorldBuffDefinitions.Default__CoreWorldBuffDefinitions_C) CONTENT: Hatchlings are more eager to see the world.(/Game/PrimalEarth/CoreBlueprints/CoreWorldBuffDefinitions.Default__CoreWorldBuffDefinitions_C) CONTENT: Taming Speed Increase(/Game/PrimalEarth/CoreBlueprints/CoreWorldBuffDefinitions.Default__CoreWorldBuffDefinitions_C) CONTENT: The wildlife is more friendly.(/Game/PrimalEarth/CoreBlueprints/CoreWorldBuffDefinitions.Default__CoreWorldBuffDefinitions_C) CONTENT: The wildlife is more friendly.(/Game/PrimalEarth/CoreBlueprints/CoreWorldBuffDefinitions.Default__CoreWorldBuffDefinitions_C) CONTENT: Taming Speed Increase(/Game/PrimalEarth/CoreBlueprints/CoreWorldBuffDefinitions.Default__CoreWorldBuffDefinitions_C) CONTENT: The wildlife is more friendly.(/Game/PrimalEarth/CoreBlueprints/CoreWorldBuffDefinitions.Default__CoreWorldBuffDefinitions_C) CONTENT: The wildlife is more friendly.(/Game/PrimalEarth/CoreBlueprints/CoreWorldBuffDefinitions.Default__CoreWorldBuffDefinitions_C) CONTENT: Taming Speed Increase(/Game/PrimalEarth/CoreBlueprints/CoreWorldBuffDefinitions.Default__CoreWorldBuffDefinitions_C) CONTENT: The wildlife is more friendly.(/Game/PrimalEarth/CoreBlueprints/CoreWorldBuffDefinitions.Default__CoreWorldBuffDefinitions_C) CONTENT: The wildlife is more friendly.(/Game/PrimalEarth/CoreBlueprints/CoreWorldBuffDefinitions.Default__CoreWorldBuffDefinitions_C) CONTENT: Experience Gain Increase(/Game/PrimalEarth/CoreBlueprints/CoreWorldBuffDefinitions.Default__CoreWorldBuffDefinitions_C) CONTENT: Everyone learns faster(/Game/PrimalEarth/CoreBlueprints/CoreWorldBuffDefinitions.Default__CoreWorldBuffDefinitions_C) CONTENT: Everyone learns faster(/Game/PrimalEarth/CoreBlueprints/CoreWorldBuffDefinitions.Default__CoreWorldBuffDefinitions_C) CONTENT: Experience Gain Increase(/Game/PrimalEarth/CoreBlueprints/CoreWorldBuffDefinitions.Default__CoreWorldBuffDefinitions_C) CONTENT: Everyone learns faster(/Game/PrimalEarth/CoreBlueprints/CoreWorldBuffDefinitions.Default__CoreWorldBuffDefinitions_C) CONTENT: Everyone learns faster(/Game/PrimalEarth/CoreBlueprints/CoreWorldBuffDefinitions.Default__CoreWorldBuffDefinitions_C) CONTENT: Experience Gain Increase(/Game/PrimalEarth/CoreBlueprints/CoreWorldBuffDefinitions.Default__CoreWorldBuffDefinitions_C) CONTENT: Everyone learns faster(/Game/PrimalEarth/CoreBlueprints/CoreWorldBuffDefinitions.Default__CoreWorldBuffDefinitions_C) CONTENT: Everyone learns faster(/Game/PrimalEarth/CoreBlueprints/CoreWorldBuffDefinitions.Default__CoreWorldBuffDefinitions_C) CONTENT: Crop Growth Increase(/Game/PrimalEarth/CoreBlueprints/CoreWorldBuffDefinitions.Default__CoreWorldBuffDefinitions_C) CONTENT: Crops are looking more energetic.(/Game/PrimalEarth/CoreBlueprints/CoreWorldBuffDefinitions.Default__CoreWorldBuffDefinitions_C) CONTENT: Crops are looking more energetic.(/Game/PrimalEarth/CoreBlueprints/CoreWorldBuffDefinitions.Default__CoreWorldBuffDefinitions_C) CONTENT: Crop Growth Increase(/Game/PrimalEarth/CoreBlueprints/CoreWorldBuffDefinitions.Default__CoreWorldBuffDefinitions_C) CONTENT: Crops are looking more energetic.(/Game/PrimalEarth/CoreBlueprints/CoreWorldBuffDefinitions.Default__CoreWorldBuffDefinitions_C) CONTENT: Crops are looking more energetic.(/Game/PrimalEarth/CoreBlueprints/CoreWorldBuffDefinitions.Default__CoreWorldBuffDefinitions_C) CONTENT: Crop Growth Increase(/Game/PrimalEarth/CoreBlueprints/CoreWorldBuffDefinitions.Default__CoreWorldBuffDefinitions_C) CONTENT: Crops are looking more energetic.(/Game/PrimalEarth/CoreBlueprints/CoreWorldBuffDefinitions.Default__CoreWorldBuffDefinitions_C) CONTENT: Crops are looking more energetic.(/Game/PrimalEarth/CoreBlueprints/CoreWorldBuffDefinitions.Default__CoreWorldBuffDefinitions_C) CONTENT: Resource Regen Increase(/Game/PrimalEarth/CoreBlueprints/CoreWorldBuffDefinitions.Default__CoreWorldBuffDefinitions_C) CONTENT: Natural resources replenish faster.(/Game/PrimalEarth/CoreBlueprints/CoreWorldBuffDefinitions.Default__CoreWorldBuffDefinitions_C) CONTENT: Natural resources replenish faster.(/Game/PrimalEarth/CoreBlueprints/CoreWorldBuffDefinitions.Default__CoreWorldBuffDefinitions_C) CONTENT: Resource Regen Increase(/Game/PrimalEarth/CoreBlueprints/CoreWorldBuffDefinitions.Default__CoreWorldBuffDefinitions_C) CONTENT: Natural resources replenish faster.(/Game/PrimalEarth/CoreBlueprints/CoreWorldBuffDefinitions.Default__CoreWorldBuffDefinitions_C) CONTENT: Natural resources replenish faster.(/Game/PrimalEarth/CoreBlueprints/CoreWorldBuffDefinitions.Default__CoreWorldBuffDefinitions_C) CONTENT: Resource Regen Increase(/Game/PrimalEarth/CoreBlueprints/CoreWorldBuffDefinitions.Default__CoreWorldBuffDefinitions_C) CONTENT: Natural resources replenish faster.(/Game/PrimalEarth/CoreBlueprints/CoreWorldBuffDefinitions.Default__CoreWorldBuffDefinitions_C) CONTENT: Natural resources replenish faster.(/Game/PrimalEarth/CoreBlueprints/CoreWorldBuffDefinitions.Default__CoreWorldBuffDefinitions_C) CONTENT: Wild Dino Damage Decrease(/Game/PrimalEarth/CoreBlueprints/CoreWorldBuffDefinitions.Default__CoreWorldBuffDefinitions_C) CONTENT: The wildlife is less deadly.(/Game/PrimalEarth/CoreBlueprints/CoreWorldBuffDefinitions.Default__CoreWorldBuffDefinitions_C) CONTENT: The wildlife is less deadly.(/Game/PrimalEarth/CoreBlueprints/CoreWorldBuffDefinitions.Default__CoreWorldBuffDefinitions_C) CONTENT: Wild Dino Damage Decrease(/Game/PrimalEarth/CoreBlueprints/CoreWorldBuffDefinitions.Default__CoreWorldBuffDefinitions_C) CONTENT: The wildlife is less deadly.(/Game/PrimalEarth/CoreBlueprints/CoreWorldBuffDefinitions.Default__CoreWorldBuffDefinitions_C) CONTENT: The wildlife is less deadly.(/Game/PrimalEarth/CoreBlueprints/CoreWorldBuffDefinitions.Default__CoreWorldBuffDefinitions_C) CONTENT: Wild Dino Damage Decrease(/Game/PrimalEarth/CoreBlueprints/CoreWorldBuffDefinitions.Default__CoreWorldBuffDefinitions_C) CONTENT: The wildlife is less deadly.(/Game/PrimalEarth/CoreBlueprints/CoreWorldBuffDefinitions.Default__CoreWorldBuffDefinitions_C) CONTENT: The wildlife is less deadly.(/Game/PrimalEarth/CoreBlueprints/CoreWorldBuffDefinitions.Default__CoreWorldBuffDefinitions_C) CONTENT: Tamed Dino Damage Increase(/Game/PrimalEarth/CoreBlueprints/CoreWorldBuffDefinitions.Default__CoreWorldBuffDefinitions_C) CONTENT: Your tames are more powerful.(/Game/PrimalEarth/CoreBlueprints/CoreWorldBuffDefinitions.Default__CoreWorldBuffDefinitions_C) CONTENT: Your tames are more powerful.(/Game/PrimalEarth/CoreBlueprints/CoreWorldBuffDefinitions.Default__CoreWorldBuffDefinitions_C) CONTENT: Tamed Dino Damage Increase(/Game/PrimalEarth/CoreBlueprints/CoreWorldBuffDefinitions.Default__CoreWorldBuffDefinitions_C) CONTENT: Your tames are more powerful.(/Game/PrimalEarth/CoreBlueprints/CoreWorldBuffDefinitions.Default__CoreWorldBuffDefinitions_C) CONTENT: Your tames are more powerful.(/Game/PrimalEarth/CoreBlueprints/CoreWorldBuffDefinitions.Default__CoreWorldBuffDefinitions_C) CONTENT: Tamed Dino Damage Increase(/Game/PrimalEarth/CoreBlueprints/CoreWorldBuffDefinitions.Default__CoreWorldBuffDefinitions_C) CONTENT: Your tames are more powerful.(/Game/PrimalEarth/CoreBlueprints/CoreWorldBuffDefinitions.Default__CoreWorldBuffDefinitions_C) CONTENT: Your tames are more powerful.(/Game/PrimalEarth/CoreBlueprints/CoreWorldBuffDefinitions.Default__CoreWorldBuffDefinitions_C) CONTENT: Stamina Drain Decrease(/Game/PrimalEarth/CoreBlueprints/CoreWorldBuffDefinitions.Default__CoreWorldBuffDefinitions_C) CONTENT: Your endurance has increased.(/Game/PrimalEarth/CoreBlueprints/CoreWorldBuffDefinitions.Default__CoreWorldBuffDefinitions_C) CONTENT: Your endurance has increased.(/Game/PrimalEarth/CoreBlueprints/CoreWorldBuffDefinitions.Default__CoreWorldBuffDefinitions_C) CONTENT: Stamina Drain Decrease(/Game/PrimalEarth/CoreBlueprints/CoreWorldBuffDefinitions.Default__CoreWorldBuffDefinitions_C) CONTENT: Your endurance has increased.(/Game/PrimalEarth/CoreBlueprints/CoreWorldBuffDefinitions.Default__CoreWorldBuffDefinitions_C) CONTENT: Your endurance has increased.(/Game/PrimalEarth/CoreBlueprints/CoreWorldBuffDefinitions.Default__CoreWorldBuffDefinitions_C) CONTENT: Stamina Drain Decrease(/Game/PrimalEarth/CoreBlueprints/CoreWorldBuffDefinitions.Default__CoreWorldBuffDefinitions_C) CONTENT: Your endurance has increased.(/Game/PrimalEarth/CoreBlueprints/CoreWorldBuffDefinitions.Default__CoreWorldBuffDefinitions_C) CONTENT: Your endurance has increased.(/Game/PrimalEarth/CoreBlueprints/CoreWorldBuffDefinitions.Default__CoreWorldBuffDefinitions_C) CONTENT: Health Regen Increase(/Game/PrimalEarth/CoreBlueprints/CoreWorldBuffDefinitions.Default__CoreWorldBuffDefinitions_C) CONTENT: Your wounds are healing faster.(/Game/PrimalEarth/CoreBlueprints/CoreWorldBuffDefinitions.Default__CoreWorldBuffDefinitions_C) CONTENT: Your wounds are healing faster.(/Game/PrimalEarth/CoreBlueprints/CoreWorldBuffDefinitions.Default__CoreWorldBuffDefinitions_C) CONTENT: Health Regen Increase(/Game/PrimalEarth/CoreBlueprints/CoreWorldBuffDefinitions.Default__CoreWorldBuffDefinitions_C) CONTENT: Your wounds are healing faster.(/Game/PrimalEarth/CoreBlueprints/CoreWorldBuffDefinitions.Default__CoreWorldBuffDefinitions_C) CONTENT: Your wounds are healing faster.(/Game/PrimalEarth/CoreBlueprints/CoreWorldBuffDefinitions.Default__CoreWorldBuffDefinitions_C) CONTENT: Health Regen Increase(/Game/PrimalEarth/CoreBlueprints/CoreWorldBuffDefinitions.Default__CoreWorldBuffDefinitions_C) CONTENT: Your wounds are healing faster.(/Game/PrimalEarth/CoreBlueprints/CoreWorldBuffDefinitions.Default__CoreWorldBuffDefinitions_C) CONTENT: Your wounds are healing faster.(/Game/PrimalEarth/CoreBlueprints/CoreWorldBuffDefinitions.Default__CoreWorldBuffDefinitions_C) CONTENT: Survival Boon(/Game/PrimalEarth/CoreBlueprints/CoreWorldBuffDefinitions.Default__CoreWorldBuffDefinitions_C) CONTENT: Your metabolism is more efficient.(/Game/PrimalEarth/CoreBlueprints/CoreWorldBuffDefinitions.Default__CoreWorldBuffDefinitions_C) CONTENT: Your metabolism is more efficient.(/Game/PrimalEarth/CoreBlueprints/CoreWorldBuffDefinitions.Default__CoreWorldBuffDefinitions_C) CONTENT: Survival Boon(/Game/PrimalEarth/CoreBlueprints/CoreWorldBuffDefinitions.Default__CoreWorldBuffDefinitions_C) CONTENT: Your metabolism is more efficient.(/Game/PrimalEarth/CoreBlueprints/CoreWorldBuffDefinitions.Default__CoreWorldBuffDefinitions_C) CONTENT: Your metabolism is more efficient.(/Game/PrimalEarth/CoreBlueprints/CoreWorldBuffDefinitions.Default__CoreWorldBuffDefinitions_C) CONTENT: Survival Boon(/Game/PrimalEarth/CoreBlueprints/CoreWorldBuffDefinitions.Default__CoreWorldBuffDefinitions_C) CONTENT: Your metabolism is more efficient.(/Game/PrimalEarth/CoreBlueprints/CoreWorldBuffDefinitions.Default__CoreWorldBuffDefinitions_C) CONTENT: Your metabolism is more efficient.(/Game/PrimalEarth/CoreBlueprints/CoreWorldBuffDefinitions.Default__CoreWorldBuffDefinitions_C) CONTENT: Baby Boon(/Game/PrimalEarth/CoreBlueprints/CoreWorldBuffDefinitions.Default__CoreWorldBuffDefinitions_C) CONTENT: Hatchlings grow up faster.(/Game/PrimalEarth/CoreBlueprints/CoreWorldBuffDefinitions.Default__CoreWorldBuffDefinitions_C) CONTENT: Hatchlings grow up faster.(/Game/PrimalEarth/CoreBlueprints/CoreWorldBuffDefinitions.Default__CoreWorldBuffDefinitions_C) CONTENT: Baby Boon(/Game/PrimalEarth/CoreBlueprints/CoreWorldBuffDefinitions.Default__CoreWorldBuffDefinitions_C) CONTENT: Hatchlings grow up faster.(/Game/PrimalEarth/CoreBlueprints/CoreWorldBuffDefinitions.Default__CoreWorldBuffDefinitions_C) CONTENT: Hatchlings grow up faster.(/Game/PrimalEarth/CoreBlueprints/CoreWorldBuffDefinitions.Default__CoreWorldBuffDefinitions_C) CONTENT: Baby Boon(/Game/PrimalEarth/CoreBlueprints/CoreWorldBuffDefinitions.Default__CoreWorldBuffDefinitions_C) CONTENT: Hatchlings grow up faster.(/Game/PrimalEarth/CoreBlueprints/CoreWorldBuffDefinitions.Default__CoreWorldBuffDefinitions_C) CONTENT: Hatchlings grow up faster.(/Game/PrimalEarth/CoreBlueprints/CoreWorldBuffDefinitions.Default__CoreWorldBuffDefinitions_C) CONTENT: Mating Interval Decrease(/Game/PrimalEarth/CoreBlueprints/CoreWorldBuffDefinitions.Default__CoreWorldBuffDefinitions_C) CONTENT: Your tames are very, uh... interested in each other.(/Game/PrimalEarth/CoreBlueprints/CoreWorldBuffDefinitions.Default__CoreWorldBuffDefinitions_C) CONTENT: Your tames are very, uh... interested in each other.(/Game/PrimalEarth/CoreBlueprints/CoreWorldBuffDefinitions.Default__CoreWorldBuffDefinitions_C) CONTENT: Mating Interval Decrease(/Game/PrimalEarth/CoreBlueprints/CoreWorldBuffDefinitions.Default__CoreWorldBuffDefinitions_C) CONTENT: Your tames are very, uh... interested in each other.(/Game/PrimalEarth/CoreBlueprints/CoreWorldBuffDefinitions.Default__CoreWorldBuffDefinitions_C) CONTENT: Your tames are very, uh... interested in each other.(/Game/PrimalEarth/CoreBlueprints/CoreWorldBuffDefinitions.Default__CoreWorldBuffDefinitions_C) CONTENT: Mating Interval Decrease(/Game/PrimalEarth/CoreBlueprints/CoreWorldBuffDefinitions.Default__CoreWorldBuffDefinitions_C) CONTENT: Your tames are very, uh... interested in each other.(/Game/PrimalEarth/CoreBlueprints/CoreWorldBuffDefinitions.Default__CoreWorldBuffDefinitions_C) CONTENT: Your tames are very, uh... interested in each other.(/Game/PrimalEarth/CoreBlueprints/CoreWorldBuffDefinitions.Default__CoreWorldBuffDefinitions_C) CONTENT: Mutagen Spawn Delay Decrease(/Game/PrimalEarth/CoreBlueprints/CoreWorldBuffDefinitions.Default__CoreWorldBuffDefinitions_C) CONTENT: Rockwell is expelling mutagen.(/Game/PrimalEarth/CoreBlueprints/CoreWorldBuffDefinitions.Default__CoreWorldBuffDefinitions_C) CONTENT: Rockwell is expelling mutagen.(/Game/PrimalEarth/CoreBlueprints/CoreWorldBuffDefinitions.Default__CoreWorldBuffDefinitions_C) CONTENT: Mutagen Spawn Delay Decrease(/Game/PrimalEarth/CoreBlueprints/CoreWorldBuffDefinitions.Default__CoreWorldBuffDefinitions_C) CONTENT: Rockwell is expelling mutagen.(/Game/PrimalEarth/CoreBlueprints/CoreWorldBuffDefinitions.Default__CoreWorldBuffDefinitions_C) CONTENT: Rockwell is expelling mutagen.(/Game/PrimalEarth/CoreBlueprints/CoreWorldBuffDefinitions.Default__CoreWorldBuffDefinitions_C) CONTENT: Mutagen Spawn Delay Decrease(/Game/PrimalEarth/CoreBlueprints/CoreWorldBuffDefinitions.Default__CoreWorldBuffDefinitions_C) CONTENT: Rockwell is expelling mutagen.(/Game/PrimalEarth/CoreBlueprints/CoreWorldBuffDefinitions.Default__CoreWorldBuffDefinitions_C) CONTENT: Rockwell is expelling mutagen.(/Game/PrimalEarth/CoreBlueprints/CoreWorldBuffDefinitions.Default__CoreWorldBuffDefinitions_C) CONTENT: Asteroid Crate Quality Increase(/Game/PrimalEarth/CoreBlueprints/CoreWorldBuffDefinitions.Default__CoreWorldBuffDefinitions_C) CONTENT: Advance probes will crate more high-value resources for retrieval.(/Game/PrimalEarth/CoreBlueprints/CoreWorldBuffDefinitions.Default__CoreWorldBuffDefinitions_C) CONTENT: Advance probes will crate more high-value resources for retrieval.(/Game/PrimalEarth/CoreBlueprints/CoreWorldBuffDefinitions.Default__CoreWorldBuffDefinitions_C) CONTENT: Asteroid Crate Quality Increase(/Game/PrimalEarth/CoreBlueprints/CoreWorldBuffDefinitions.Default__CoreWorldBuffDefinitions_C) CONTENT: Advance probes will crate more high-value resources for retrieval.(/Game/PrimalEarth/CoreBlueprints/CoreWorldBuffDefinitions.Default__CoreWorldBuffDefinitions_C) CONTENT: Advance probes will crate more high-value resources for retrieval.(/Game/PrimalEarth/CoreBlueprints/CoreWorldBuffDefinitions.Default__CoreWorldBuffDefinitions_C) CONTENT: Asteroid Crate Quality Increase(/Game/PrimalEarth/CoreBlueprints/CoreWorldBuffDefinitions.Default__CoreWorldBuffDefinitions_C) CONTENT: Advance probes will crate more high-value resources for retrieval.(/Game/PrimalEarth/CoreBlueprints/CoreWorldBuffDefinitions.Default__CoreWorldBuffDefinitions_C) CONTENT: Advance probes will crate more high-value resources for retrieval.(/Game/PrimalEarth/CoreBlueprints/CoreWorldBuffDefinitions.Default__CoreWorldBuffDefinitions_C) CONTENT: Asteroid Resource Amount Increase(/Game/PrimalEarth/CoreBlueprints/CoreWorldBuffDefinitions.Default__CoreWorldBuffDefinitions_C) CONTENT: Advance probes will have longer to find systems with high-value asteroids.(/Game/PrimalEarth/CoreBlueprints/CoreWorldBuffDefinitions.Default__CoreWorldBuffDefinitions_C) CONTENT: Advance probes will have longer to find systems with high-value asteroids.(/Game/PrimalEarth/CoreBlueprints/CoreWorldBuffDefinitions.Default__CoreWorldBuffDefinitions_C) CONTENT: Asteroid Resource Amount Increase(/Game/PrimalEarth/CoreBlueprints/CoreWorldBuffDefinitions.Default__CoreWorldBuffDefinitions_C) CONTENT: Advance probes will have longer to find systems with high-value asteroids.(/Game/PrimalEarth/CoreBlueprints/CoreWorldBuffDefinitions.Default__CoreWorldBuffDefinitions_C) CONTENT: Advance probes will have longer to find systems with high-value asteroids.(/Game/PrimalEarth/CoreBlueprints/CoreWorldBuffDefinitions.Default__CoreWorldBuffDefinitions_C) CONTENT: Asteroid Resource Amount Increase(/Game/PrimalEarth/CoreBlueprints/CoreWorldBuffDefinitions.Default__CoreWorldBuffDefinitions_C) CONTENT: Advance probes will have longer to find systems with high-value asteroids.(/Game/PrimalEarth/CoreBlueprints/CoreWorldBuffDefinitions.Default__CoreWorldBuffDefinitions_C) CONTENT: Advance probes will have longer to find systems with high-value asteroids.(/Game/PrimalEarth/CoreBlueprints/CoreWorldBuffDefinitions.Default__CoreWorldBuffDefinitions_C) CONTENT: Hexagon Reward Bonus(/Game/PrimalEarth/CoreBlueprints/CoreWorldBuffDefinitions.Default__CoreWorldBuffDefinitions_C) CONTENT: Biobank error in your favor...(/Game/PrimalEarth/CoreBlueprints/CoreWorldBuffDefinitions.Default__CoreWorldBuffDefinitions_C) CONTENT: Biobank error in your favor...(/Game/PrimalEarth/CoreBlueprints/CoreWorldBuffDefinitions.Default__CoreWorldBuffDefinitions_C) CONTENT: Hexagon Reward Bonus(/Game/PrimalEarth/CoreBlueprints/CoreWorldBuffDefinitions.Default__CoreWorldBuffDefinitions_C) CONTENT: Biobank error in your favor...(/Game/PrimalEarth/CoreBlueprints/CoreWorldBuffDefinitions.Default__CoreWorldBuffDefinitions_C) CONTENT: Biobank error in your favor...(/Game/PrimalEarth/CoreBlueprints/CoreWorldBuffDefinitions.Default__CoreWorldBuffDefinitions_C) CONTENT: Hexagon Reward Bonus(/Game/PrimalEarth/CoreBlueprints/CoreWorldBuffDefinitions.Default__CoreWorldBuffDefinitions_C) CONTENT: Biobank error in your favor...(/Game/PrimalEarth/CoreBlueprints/CoreWorldBuffDefinitions.Default__CoreWorldBuffDefinitions_C) CONTENT: Biobank error in your favor...(/Game/PrimalEarth/CoreBlueprints/CoreWorldBuffDefinitions.Default__CoreWorldBuffDefinitions_C) CONTENT: Canoe Skin(/Game/PrimalEarth/CoreBlueprints/CoreWorldBuffDefinitions.Default__CoreWorldBuffDefinitions_C) CONTENT: Successful team members gain a retro 20th century canoe skin.(/Game/PrimalEarth/CoreBlueprints/CoreWorldBuffDefinitions.Default__CoreWorldBuffDefinitions_C) CONTENT: Successful team members gain a retro 20th century canoe skin.(/Game/PrimalEarth/CoreBlueprints/CoreWorldBuffDefinitions.Default__CoreWorldBuffDefinitions_C) CONTENT: Canoe Skin(/Game/PrimalEarth/CoreBlueprints/CoreWorldBuffDefinitions.Default__CoreWorldBuffDefinitions_C) CONTENT: Successful team members gain a retro 9th century canoe skin.(/Game/PrimalEarth/CoreBlueprints/CoreWorldBuffDefinitions.Default__CoreWorldBuffDefinitions_C) CONTENT: Successful team members gain a retro 9th century canoe skin.(/Game/PrimalEarth/CoreBlueprints/CoreWorldBuffDefinitions.Default__CoreWorldBuffDefinitions_C) CONTENT: Canoe Skin(/Game/PrimalEarth/CoreBlueprints/CoreWorldBuffDefinitions.Default__CoreWorldBuffDefinitions_C) CONTENT: Successful team members gain a modern TEK canoe skin.(/Game/PrimalEarth/CoreBlueprints/CoreWorldBuffDefinitions.Default__CoreWorldBuffDefinitions_C) CONTENT: Successful team members gain a modern TEK canoe skin.(/Game/PrimalEarth/CoreBlueprints/CoreWorldBuffDefinitions.Default__CoreWorldBuffDefinitions_C) CONTENT: Health(/Engine/Transient.REINST_BASE_PrimalGameData_BP_C_0) CONTENT: Stamina(/Engine/Transient.REINST_BASE_PrimalGameData_BP_C_0) CONTENT: Torpidity(/Engine/Transient.REINST_BASE_PrimalGameData_BP_C_0) CONTENT: Oxygen(/Engine/Transient.REINST_BASE_PrimalGameData_BP_C_0) CONTENT: Food(/Engine/Transient.REINST_BASE_PrimalGameData_BP_C_0) CONTENT: Water(/Engine/Transient.REINST_BASE_PrimalGameData_BP_C_0) CONTENT: Temperature(/Engine/Transient.REINST_BASE_PrimalGameData_BP_C_0) CONTENT: Weight(/Engine/Transient.REINST_BASE_PrimalGameData_BP_C_0) CONTENT: Melee Damage(/Engine/Transient.REINST_BASE_PrimalGameData_BP_C_0) CONTENT: Movement Speed(/Engine/Transient.REINST_BASE_PrimalGameData_BP_C_0) CONTENT: Fortitude(/Engine/Transient.REINST_BASE_PrimalGameData_BP_C_0) CONTENT: Crafting Skill(/Engine/Transient.REINST_BASE_PrimalGameData_BP_C_0) CONTENT: Dead(/Engine/Transient.REINST_BASE_PrimalGameData_BP_C_0) CONTENT: Winded(/Engine/Transient.REINST_BASE_PrimalGameData_BP_C_0) CONTENT: Can't jump, can't run, and movement speed is slower.(/Engine/Transient.REINST_BASE_PrimalGameData_BP_C_0) CONTENT: You're tired! Stop moving for a moment to regain your Stamina!(/Engine/Transient.REINST_BASE_PrimalGameData_BP_C_0) CONTENT: Starvation(/Engine/Transient.REINST_BASE_PrimalGameData_BP_C_0) CONTENT: Health decreases over time, Torpditiy increases over time, Torpidity increases faster.(/Engine/Transient.REINST_BASE_PrimalGameData_BP_C_0) CONTENT: You're starving! Find somethin to eat, fast!(/Engine/Transient.REINST_BASE_PrimalGameData_BP_C_0) CONTENT: Dehydration(/Engine/Transient.REINST_BASE_PrimalGameData_BP_C_0) CONTENT: Stamina doesn't regenerate, Health decreases over time, Torpditiy increases over time, Torpidity increases faster.(/Engine/Transient.REINST_BASE_PrimalGameData_BP_C_0) CONTENT: You're dehydrated! Find some water, fast!(/Engine/Transient.REINST_BASE_PrimalGameData_BP_C_0) CONTENT: Suffocating(/Engine/Transient.REINST_BASE_PrimalGameData_BP_C_0) CONTENT: Health decreases rapidly over time.(/Engine/Transient.REINST_BASE_PrimalGameData_BP_C_0) CONTENT: You're suffocating! Get some air, immediately!(/Engine/Transient.REINST_BASE_PrimalGameData_BP_C_0) CONTENT: Encumbered(/Engine/Transient.REINST_BASE_PrimalGameData_BP_C_0) CONTENT: Can't run and can't jump.(/Engine/Transient.REINST_BASE_PrimalGameData_BP_C_0) CONTENT: You're encumbered! Drop some Inventory weight in order to move again!(/Engine/Transient.REINST_BASE_PrimalGameData_BP_C_0) CONTENT: Hypothermia(/Engine/Transient.REINST_BASE_PrimalGameData_BP_C_0) CONTENT: Food decreases much faster as the ambient temperature gets lower.(/Engine/Transient.REINST_BASE_PrimalGameData_BP_C_0) CONTENT: You're freezing! You should find some warmth immediately!(/Engine/Transient.REINST_BASE_PrimalGameData_BP_C_0) CONTENT: Hyperthermia(/Engine/Transient.REINST_BASE_PrimalGameData_BP_C_0) CONTENT: Water decreases much faster as the ambient temperature gets higher.(/Engine/Transient.REINST_BASE_PrimalGameData_BP_C_0) CONTENT: You're overheating! You should find some place to cool down immediately!(/Engine/Transient.REINST_BASE_PrimalGameData_BP_C_0) CONTENT: Injured(/Engine/Transient.REINST_BASE_PrimalGameData_BP_C_0) CONTENT: Can't jump, run, recover stamina, slower movement, and Torpidity increases faster.(/Engine/Transient.REINST_BASE_PrimalGameData_BP_C_0) CONTENT: You're injured! Recover some Health in order to move properly again.(/Engine/Transient.REINST_BASE_PrimalGameData_BP_C_0) CONTENT: Knocked Out(/Engine/Transient.REINST_BASE_PrimalGameData_BP_C_0) CONTENT: You can't move, but Water and Food decrease more slowly, and Torpidity decreases rapidly.(/Engine/Transient.REINST_BASE_PrimalGameData_BP_C_0) CONTENT: You're knocked out! Wait for your Torpidity to reduce in order to wake back up.(/Engine/Transient.REINST_BASE_PrimalGameData_BP_C_0) CONTENT: Cold(/Engine/Transient.REINST_BASE_PrimalGameData_BP_C_0) CONTENT: Food decreases faster as the ambient temperature gets lower.(/Engine/Transient.REINST_BASE_PrimalGameData_BP_C_0) CONTENT: You're cold. You should find some warmth soon.(/Engine/Transient.REINST_BASE_PrimalGameData_BP_C_0) CONTENT: Hot(/Engine/Transient.REINST_BASE_PrimalGameData_BP_C_0) CONTENT: Water decreases faster as the ambient temperature gets higher.(/Engine/Transient.REINST_BASE_PrimalGameData_BP_C_0) CONTENT: You're hot. You should find some place to cool down soon.(/Engine/Transient.REINST_BASE_PrimalGameData_BP_C_0) CONTENT: Effectiveness(/Engine/Transient.REINST_BASE_PrimalGameData_BP_C_0) CONTENT: Armor(/Engine/Transient.REINST_BASE_PrimalGameData_BP_C_0) CONTENT: Max Durability(/Engine/Transient.REINST_BASE_PrimalGameData_BP_C_0) CONTENT: Weapon Damage(/Engine/Transient.REINST_BASE_PrimalGameData_BP_C_0) CONTENT: Weapon Clip Ammo(/Engine/Transient.REINST_BASE_PrimalGameData_BP_C_0) CONTENT: Hypothermic Insulation(/Engine/Transient.REINST_BASE_PrimalGameData_BP_C_0) CONTENT: Weight(/Engine/Transient.REINST_BASE_PrimalGameData_BP_C_0) CONTENT: Hyperthermic Insulation(/Engine/Transient.REINST_BASE_PrimalGameData_BP_C_0) CONTENT: Consumable(/Engine/Transient.REINST_BASE_PrimalGameData_BP_C_0) CONTENT: Equippable(/Engine/Transient.REINST_BASE_PrimalGameData_BP_C_0) CONTENT: Weapon(/Engine/Transient.REINST_BASE_PrimalGameData_BP_C_0) CONTENT: Ammo(/Engine/Transient.REINST_BASE_PrimalGameData_BP_C_0) CONTENT: Structure(/Engine/Transient.REINST_BASE_PrimalGameData_BP_C_0) CONTENT: Resource(/Engine/Transient.REINST_BASE_PrimalGameData_BP_C_0) CONTENT: Item Skin(/Engine/Transient.REINST_BASE_PrimalGameData_BP_C_0) CONTENT: Attachment(/Engine/Transient.REINST_BASE_PrimalGameData_BP_C_0) CONTENT: Artifact(/Engine/Transient.REINST_BASE_PrimalGameData_BP_C_0) CONTENT: Hat(/Engine/Transient.REINST_BASE_PrimalGameData_BP_C_0) CONTENT: Shirt(/Engine/Transient.REINST_BASE_PrimalGameData_BP_C_0) CONTENT: Pants(/Engine/Transient.REINST_BASE_PrimalGameData_BP_C_0) CONTENT: Boots(/Engine/Transient.REINST_BASE_PrimalGameData_BP_C_0) CONTENT: Gloves(/Engine/Transient.REINST_BASE_PrimalGameData_BP_C_0) CONTENT: Saddle(/Engine/Transient.REINST_BASE_PrimalGameData_BP_C_0) CONTENT: Trophy(/Engine/Transient.REINST_BASE_PrimalGameData_BP_C_0) CONTENT: Costume(/Engine/Transient.REINST_BASE_PrimalGameData_BP_C_0) CONTENT: Shield(/Engine/Transient.REINST_BASE_PrimalGameData_BP_C_0) CONTENT: Male(/Engine/Transient.REINST_BASE_PrimalGameData_BP_C_0) CONTENT: Human(/Engine/Transient.REINST_BASE_PrimalGameData_BP_C_0) CONTENT: Bob(/Engine/Transient.REINST_BASE_PrimalGameData_BP_C_0) CONTENT: Female(/Engine/Transient.REINST_BASE_PrimalGameData_BP_C_0) CONTENT: Human(/Engine/Transient.REINST_BASE_PrimalGameData_BP_C_0) CONTENT: Bobette(/Engine/Transient.REINST_BASE_PrimalGameData_BP_C_0) CONTENT: Second Helmet(/Game/PrimalEarth/Test/PrimalItemHelmet2.Default__PrimalItemHelmet2_C) CONTENT: It's a different helmet!(/Game/PrimalEarth/Test/PrimalItemHelmet2.Default__PrimalItemHelmet2_C) CONTENT: Kibble (Araneo Egg)(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Kibble_SpiderEgg.Default__PrimalItemConsumable_Kibble_SpiderEgg_C) CONTENT: This pet food recipe has been carefully designed to give balanced nutrition to almost any creature native to the island. Includes the best protein, plant fibers to help with digestion, and egg to bind the mix. Humans have difficulty digesting this.(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Kibble_SpiderEgg.Default__PrimalItemConsumable_Kibble_SpiderEgg_C) CONTENT: Head Main(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Rex_Bionic.Default__DinoColorSet_Rex_Bionic_C) CONTENT: Spine(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Rex_Bionic.Default__DinoColorSet_Rex_Bionic_C) CONTENT: Body Main(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Rex_Bionic.Default__DinoColorSet_Rex_Bionic_C) CONTENT: Body Highlights(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Rex_Bionic.Default__DinoColorSet_Rex_Bionic_C) CONTENT: Internals(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Rex_Bionic.Default__DinoColorSet_Rex_Bionic_C) CONTENT: Emissives(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Rex_Bionic.Default__DinoColorSet_Rex_Bionic_C) CONTENT: Tek Rex Egg(/Game/PrimalEarth/Test/PrimalItemConsumable_Egg_Rex_Bionic.Default__PrimalItemConsumable_Egg_Rex_Bionic_C) CONTENT: Tek Rex(/Engine/Transient.REINST_BionicRex_Character_BP_C_0) CONTENT: Fertilized Tek Rex Egg(/Game/PrimalEarth/Test/PrimalItemConsumable_Egg_Rex_Fertilized_Bionic.Default__PrimalItemConsumable_Egg_Rex_Fertilized_Bionic_C) CONTENT: Tek Rex(/Engine/Transient.Default__REINST_BionicRex_Character_BP_C_30167) CONTENT: Tek Rex(/Engine/Transient.REINST_BionicRex_Character_BP_C_1) CONTENT: Dark Muted(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Raptor_Bionic.Default__DinoColorSet_Raptor_Bionic_C) CONTENT: Light All -oe(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Raptor_Bionic.Default__DinoColorSet_Raptor_Bionic_C) CONTENT: All Muted -w(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Raptor_Bionic.Default__DinoColorSet_Raptor_Bionic_C) CONTENT: Light All -oek(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Raptor_Bionic.Default__DinoColorSet_Raptor_Bionic_C) CONTENT: Emissive(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Raptor_Bionic.Default__DinoColorSet_Raptor_Bionic_C) CONTENT: Tek Raptor Egg(/Game/PrimalEarth/Test/PrimalItemConsumable_Egg_Raptor_Bionic.Default__PrimalItemConsumable_Egg_Raptor_Bionic_C) CONTENT: Tek Raptor(/Engine/Transient.REINST_BionicRaptor_Character_BP_C_0) CONTENT: Fertilized Tek Raptor Egg(/Game/PrimalEarth/Test/PrimalItemConsumable_Egg_Raptor_Fertilized_Bionic.Default__PrimalItemConsumable_Egg_Raptor_Fertilized_Bionic_C) CONTENT: Tek Raptor(/Engine/Transient.Default__REINST_BionicRaptor_Character_BP_C_30177) CONTENT: Tek Raptor(/Engine/Transient.REINST_BionicRaptor_Character_BP_C_1) CONTENT: Internals(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Para_Bionic.Default__DinoColorSet_Para_Bionic_C) CONTENT: Limbs(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Para_Bionic.Default__DinoColorSet_Para_Bionic_C) CONTENT: Highlights and Neck(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Para_Bionic.Default__DinoColorSet_Para_Bionic_C) CONTENT: Head(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Para_Bionic.Default__DinoColorSet_Para_Bionic_C) CONTENT: Body Main(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Para_Bionic.Default__DinoColorSet_Para_Bionic_C) CONTENT: Emissive(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Para_Bionic.Default__DinoColorSet_Para_Bionic_C) CONTENT: Tek Parasaur Egg(/Game/PrimalEarth/Test/PrimalItemConsumable_Egg_Para_Bionic.Default__PrimalItemConsumable_Egg_Para_Bionic_C) CONTENT: Tek Parasaur(/Engine/Transient.REINST_BionicPara_Character_BP_C_0) CONTENT: Fertilized Tek Parasaur Egg(/Game/PrimalEarth/Test/PrimalItemConsumable_Egg_Para_Fertilized_Bionic.Default__PrimalItemConsumable_Egg_Para_Fertilized_Bionic_C) CONTENT: Tek Parasaur(/Engine/Transient.Default__REINST_BionicPara_Character_BP_C_30187) CONTENT: Tek Parasaur(/Engine/Transient.REINST_BionicPara_Character_BP_C_1) CONTENT: Wing Highlights(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Quetz_Bionic.Default__DinoColorSet_Quetz_Bionic_C) CONTENT: Body Main(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Quetz_Bionic.Default__DinoColorSet_Quetz_Bionic_C) CONTENT: Head and Wings(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Quetz_Bionic.Default__DinoColorSet_Quetz_Bionic_C) CONTENT: Joints(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Quetz_Bionic.Default__DinoColorSet_Quetz_Bionic_C) CONTENT: UnderBelly(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Quetz_Bionic.Default__DinoColorSet_Quetz_Bionic_C) CONTENT: Emissive(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Quetz_Bionic.Default__DinoColorSet_Quetz_Bionic_C) CONTENT: Tek Quetzal Egg(/Game/PrimalEarth/Test/PrimalItemConsumable_Egg_Quetz_Bionic.Default__PrimalItemConsumable_Egg_Quetz_Bionic_C) CONTENT: Tek Quetzal(/Engine/Transient.REINST_BionicQuetz_Character_BP_C_0) CONTENT: Fertilized Tek Quetzal Egg(/Game/PrimalEarth/Test/PrimalItemConsumable_Egg_Quetz_Fertilized_Bionic.Default__PrimalItemConsumable_Egg_Quetz_Fertilized_Bionic_C) CONTENT: Tek Quetzal(/Engine/Transient.Default__REINST_BionicQuetz_Character_BP_C_30197) CONTENT: Tek Quetzal(/Engine/Transient.REINST_BionicQuetz_Character_BP_C_1) CONTENT: Party Dodo(/Engine/Transient.REINST_Dodo_Character_BP_Birthday_C_0) CONTENT: Party Dodo(/Engine/Transient.Default__REINST_Dodo_Character_BP_Birthday_C_30205) CONTENT: Party Dodo(/Engine/Transient.REINST_Dodo_Character_BP_Birthday_C_1) CONTENT: Female Default(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Female Mohawk(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Female Afro(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Female Romantic(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Female Dreadlocks(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Female Ponytail(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Female Braids(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Female Viking(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Male Default(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Male Mohawk(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Male Afro(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Male Romantic(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Male Dreadlocks(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Male Ponytail(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Male Braids(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Male Viking(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Health(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Stamina(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Torpidity(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Oxygen(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Food(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Water(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Temperature(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Weight(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Melee Damage(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Movement Speed(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Fortitude(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Crafting Skill(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Dead(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Winded(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Can't jump, can't run, and movement speed is slower.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: You're tired! Stop moving for a moment to regain your Stamina!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Starvation(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Health decreases over time, Torpditiy increases over time, Torpidity increases faster.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: You're starving! Find somethin to eat, fast!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Dehydration(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Stamina doesn't regenerate, Health decreases over time, Torpditiy increases over time, Torpidity increases faster.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: You're dehydrated! Find some water, fast!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Suffocating(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Health decreases rapidly over time.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: You're suffocating! Get some air, immediately!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Encumbered(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Can't run and can't jump.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: You're encumbered! Drop some Inventory weight in order to move again!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Hypothermia(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Food decreases much faster as the ambient temperature gets lower.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: You're freezing! You should find some warmth immediately!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Hyperthermia(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Water decreases much faster as the ambient temperature gets higher.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: You're overheating! You should find some place to cool down immediately!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Injured(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Can't jump, run, recover stamina, slower movement, and Torpidity increases faster.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: You're injured! Recover some Health in order to move properly again.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Knocked Out(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: You can't move, but Water and Food decrease more slowly, and Torpidity decreases rapidly.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: You're knocked out! Wait for your Torpidity to reduce in order to wake back up.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Cold(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Food decreases faster as the ambient temperature gets lower.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: You're cold. You should find some warmth soon.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Hot(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Water decreases faster as the ambient temperature gets higher.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: You're hot. You should find some place to cool down soon.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Effectiveness(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Armor(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Max Durability(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Weapon Damage(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Weapon Clip Ammo(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Hypothermic Insulation(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Weight(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Hyperthermic Insulation(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Consumable(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Equippable(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Weapon(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Ammo(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Structure(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Resource(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Item Skin(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Attachment(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Artifact(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Hat(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Shirt(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Pants(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Boots(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Gloves(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Saddle(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Trophy(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Costume(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Shield(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Primitive(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Ramshackle(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Apprentice(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Journeyman(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Mastercraft(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Ascendant(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Healing(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: You are regaining Health!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Digesting(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: You are regaining Food!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Food Poisoning(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: You are losing Health due to bad food!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: You ate raw or rotten food! Your Health is decreasing slightly from it.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Tranquilized!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: You are getting very sleepy...(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: You've been tranquilized! Your Torpidity is rapidly increasing...(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Poisoned!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: You are getting very sleepy...(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: You've been Poisoned! Your Torpidity is rapidly increasing...(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Stamina Drained!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: You are losing Stamina!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: You've been Poisoned! Your Stamina is decreasing!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: East Zone 1(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: East Zone 2(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: East Zone 3(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: North Zone 1(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: North Zone 2(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: North Zone 3(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: South Zone 1(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: South Zone 2(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: South Zone 3(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: West Zone 1(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: West Zone 2(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: West Zone 3(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: ACHIEVEMENT_1(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: ACHIEVEMENT_2(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: NEW_ACHIEVEMENT_4(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: ACHIEVEMENT_5(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: ACHIEVEMENT_6(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: ACHIEVEMENT_7(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: ACHIEVEMENT_8(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: ACHIEVEMENT_9(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: ACHIEVEMENT_10(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: ACHIEVEMENT_11(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: ACHIEVEMENT_12(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: ACHIEVEMENT_13(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: ACHIEVEMENT_14(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: ACHIEVEMENT_15(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: ACHIEVEMENT_16(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: ACHIEVEMENT_17(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: ACHIEVEMENT_18(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: ACHIEVEMENT_19(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: ACHIEVEMENT_20(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: ACHIEVEMENT_21(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: ACHIEVEMENT_22(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: ACHIEVEMENT_23(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: ACHIEVEMENT_24(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: ACHIEVEMENT_25(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: ACHIEVEMENT_26(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: ACHIEVEMENT_27(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: ACHIEVEMENT_28(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: ACHIEVEMENT_29(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: ACHIEVEMENT_30(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: ACHIEVEMENT_31(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: ACHIEVEMENT_32(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: ACHIEVEMENT_33(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: EXPNOTE_ACHIEVE_1(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: EXPNOTE_ACHIEVE_2(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: EXPNOTE_ACHIEVE_3(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: EXPNOTE_ACHIEVE_4(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: EXPNOTE_ACHIEVE_5(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: ACHIEVEMENT_34(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: EXPNOTE_ACHIEVE_6(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: EXPNOTE_ACHIEVE_7(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: EXPNOTE_ACHIEVE_8(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: EXPNOTE_ACHIEVE_9(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: EXPNOTE_ACHIEVE_10(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: EXPNOTE_ACHIEVE_11(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: EXPNOTE_ACHIEVE_12(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: EXPNOTE_ACHIEVE_13(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: EXPNOTE_ACHIEVE_10(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: EXPNOTE_ACHIEVE_11(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: EXPNOTE_ACHIEVE_12(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: EXPNOTE_ACHIEVE_13(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Male(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Human(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Bob(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Female(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Human(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Bobette(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: No Ground or Snap Point(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Can't Place on Floor(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Is Obstructed(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: No Snap Point(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Requires Placement on Floor(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Requires Nearby Foundation Support(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Requires Connection in Water(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Requires Sunlit Location(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Out of Placement Range(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Too high above ground.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Too close to an enemy Foundation or Gate.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Too many Structures nearby.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Can't place this underwater.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Can't place Structure here.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Can't place Structure here until wreckage is dissipated.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Too many structures of similar type nearby.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Can't place too close to other structure of similar type.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Can only build on suitable allied platforms!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: There are already too many Structures on this platform!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: This Structure is too high above the the platform!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: The Elevator Platform requires being placed on a free Elevator Track!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: This Structure can not be placed on a platform!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: There are too many Creatures with platform Structures on this ARK!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: This Structure is too far away from the platform!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: This Structure is out of bounds!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: You are not authorized to Replace this Structure!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Your Tribe Group Rank is not permitted to build within range of your Tribe's Foundations.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Your Tribe does not have enough Tame slots free to build new Creature Platform structures.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: This Structure can not be built on this ARK.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: EXPNOTE_ACHIEVE_1(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: EXPNOTE_ACHIEVE_2(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: EXPNOTE_ACHIEVE_3(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: EXPNOTE_ACHIEVE_4(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: EXPNOTE_ACHIEVE_5(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: EXPNOTE_ACHIEVE_6(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: EXPNOTE_ACHIEVE_7(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: EXPNOTE_ACHIEVE_8(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: EXPNOTE_ACHIEVE_9(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: EXPNOTE_ACHIEVE_10(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: EXPNOTE_ACHIEVE_11(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: EXPNOTE_ACHIEVE_12(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: EXPNOTE_ACHIEVE_13(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: ACHIEVEMENT_1(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: ACHIEVEMENT_2(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: NEW_ACHIEVEMENT_4(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: ACHIEVEMENT_5(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: ACHIEVEMENT_6(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: ACHIEVEMENT_7(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: ACHIEVEMENT_8(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: ACHIEVEMENT_9(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: ACHIEVEMENT_10(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: ACHIEVEMENT_11(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: ACHIEVEMENT_12(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: ACHIEVEMENT_13(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: ACHIEVEMENT_14(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: ACHIEVEMENT_15(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: ACHIEVEMENT_16(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: ACHIEVEMENT_17(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: ACHIEVEMENT_18(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: ACHIEVEMENT_19(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: ACHIEVEMENT_20(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: ACHIEVEMENT_21(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: ACHIEVEMENT_22(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: ACHIEVEMENT_23(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: ACHIEVEMENT_24(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: ACHIEVEMENT_25(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: ACHIEVEMENT_26(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: ACHIEVEMENT_27(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: ACHIEVEMENT_28(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: ACHIEVEMENT_29(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: ACHIEVEMENT_30(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: ACHIEVEMENT_31(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: ACHIEVEMENT_32(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: ACHIEVEMENT_33(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: EXPNOTE_ACHIEVE_1(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: EXPNOTE_ACHIEVE_2(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: EXPNOTE_ACHIEVE_3(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: EXPNOTE_ACHIEVE_4(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: EXPNOTE_ACHIEVE_5(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: ACHIEVEMENT_34(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: EXPNOTE_ACHIEVE_6(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: EXPNOTE_ACHIEVE_7(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: EXPNOTE_ACHIEVE_8(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: EXPNOTE_ACHIEVE_9(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: EXPNOTE_ACHIEVE_10(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: EXPNOTE_ACHIEVE_11(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: EXPNOTE_ACHIEVE_12(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: EXPNOTE_ACHIEVE_13(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: ACHIEVEMENT_35(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: NEW_ACHIEVEMENT_4(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: ACHIEVEMENT_7(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: ACHIEVEMENT_2(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: ACHIEVEMENT_5(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: ACHIEVEMENT_6(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Dilophosaur Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Common name: Dilophosaurus Species: Dilophosaurus sputatrix Time: Early Jurassic Diet: Carnivore Temperament: Skittish Wild Dilophosaurus sputatrix is a strange creature. It stands at just over half the size of known Dilophosaurs and runs from aggressors as often as it fights them. Dilophosaurus sputatrix has a few traits not common in the Dilophosaurus genus. It has a very shrill call, and a decorative ridge of skin on its neck. I believe these are used to attract mates, as well as intimidate prey and would-be predators. Instead of attacking its prey outright, Dilophosaurus sputatrix spits venom to weaken and paralyze it before moving in for the kill. Domesticated Because of their shrill cry and their ability to attack intruders from range, Dilophosaurus seem most suited as "guard dogs." Due to their small size, they are not suitable as mounts.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Titanomyrma Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Common name: Titanomyrma Species: Titanomyrma parvagigan Time: Paleogene Diet: Carnivore Temperament: Territorial Wild Titanomyrma is one of the smaller creatures on the Island; a frightening thought, when you realize it is the size of a dog. A hive-minded carnivore, Titanomyrma is aggressive on sight to humans and their creature companions. When attacked or threatened, it releases a chemical which alerts all other Titanomyrma in a large range to help fight the aggressor. While small, Titanomyrma remain a threat because of their bite. Titanomyrma mandibles produce a toxic venom that causes loss of stamina, preventing escape and increasing the chance of losing consciousness. I've seen two varieties of Titanomyrma: Drones and Soldiers. Drones are smaller, faster, and land-bound, with the intent to harvest for the colony. Soldiers are larger, slower, have wings, and they defend the colony. If Titanomyrma is akin to hive insects, there must be queens too, but I've yet to encounter such a variant. Domesticated Because of its hive mentality, I've not seen any successfully tamed Titanomyrma on the Island yet. Fortunately for lone survivors, separated Titanomyrma can be easily picked off for a small supply of chitin among other natural resources.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Rockwell Record #1(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Entry 1 Greetings and salutations, dear reader! If these words are gracing your eyes, then you have had the good fortune to find the journal of Sir Edmund Rockwell, stupendous scholar, gallant gentleman and explorer extraordinaire. It also means that it's entirely possible that I've met some unseemly end on this fascinating but exceedingly dangerous island that I call home. I suppose you could have also stolen it or I could have misplaced it, in which case please proceed to either hang your head in shame or return it to me at once. Whichever is appropriate. Regards, Sir Edmund Rockwell(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Meiyin Note #1(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Entry 1 Where am I? How did I arrive? I have asked these questions many times since I awoke on this foreign shore, but I must stop. They do not matter. Their answers will not save me, so I will focus on a different question ? how can I survive? This question always has an answer, though it is ever changing, and it has helped me find resolve in moments of uncertainty or fear. Just days ago, I never thought I'd fear again. I thought my fear died with the Yellow Turbans. Yet when I see a great lizard turn its eyes on me, I know fear is exactly what I feel.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Meiyin Note #2(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Entry 2 I am armed and clothed now, though crudely. My stone spearhead makes me long for my village's weaponsmith, but it serves. I use it to hunt the slow, fat birds that wander the coast. I do not know how such creatures survive here at all, but I am grateful for the meat they provide. I save my arrows for the more dangerous creatures ? like the lizards with ears like fans, whose spit burns the things it touches. No, not just the creatures. They are not the only danger. Yesterday, I found footprints in the sand that were not my own. I am not alone. (/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Nerva Note #1(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: It is the chaos of this land that is truly disturbing to me, even more than its most titanic and vicious beasts. Animals are meant to be savage. Even when tamed, they are not truly civilized, but man? Man is supposed to be above the animal, yet the people here live in squalor and fight viciously over scraps like stray dogs. I have convinced some of them to band together under my leadership, and together, we have found safety and order. Unfortunately, they are untrained and lack cohesion. I'll have to fix that. Gaius Marcellus Nerva Victoria per Disciplinam(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Allosaurus Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Common name: Allosaurus Species: Allosaurus therotribus Time: Late Jurassic Diet: Carnivore Temperament: Aggressive Wild Smaller but faster than Tyrannosaurus, larger but slower than Carnotaurus, Allosaurus therotribus is the island's resident pack-hunting theropod. While most aggressive theropods are relatively solitary creatures, Allosaurus lives in groups of 3-4. One Allosaurus is the alpha, while the others are its mates or a beta male. Like humans find value in forming a tribe, the Allosaurus has evolved to hunt in packs. Its saw-shaped teeth leave its prey bleeding and maimed, making escape difficult. Once an Allosaurus slows a creature with its cutting bite, the rest of its pack quickly closes in for the kill. Domesticated Not everyone thinks a tamed Allosaurus is ideal. Those who appreciate speed generally tame Carnotaurus, while those who value raw stopping power tame Tyrannosaurus. However, riders of Allosaurus tend to respect the utility of its Alpha pack status, which along with its bleed-inducing attacks and relative mobility, can effectively turn the tide of a combined arms battle.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Anglerfish Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Common name: Anglerfish Species: Melanocetus anglerpescum Time: Early Cretaceous-Holocene Diet: Carnivore Temperament: Aggressive Wild Whether its size is caused by adaptation to the Island's other inhabitants, or by cross-breeding with another larger species, Melanocetus angerlpescum is the largest form of Anglerfish I've ever heard of. Typically found among the deepest, darkest expanses of the ocean, this creature preys on smaller fish while being an excellent source of food for larger predators. Melanocetus has an array of bioluminescent light pods at the end of stalks on its head. Like typical Anglerfish, it primarily uses these to attract smaller creatures and trick them into coming close enough for Melanocetus to consume the prey. This often makes wild Melanocetus itself relatively easy to spot among the briny depths. Domesticated Exploring the depths of the ocean can be difficult. The cold, the lack of air, and the shocking absence of light combine to make travel very dangerous. A tamed Anglerfish can use the natural light at the end of its stalks to illuminate the depths, making exploration not only safer but more lucrative, as I've heard some survivors use this creature to harvest the silica pearls found throughout the ocean's depths!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Ankylosaurus Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Common name: Ankylosaurus Species: Ankylosaurus crassacutis Time: Late Cretaceous Diet: Herbivore Temperament: Docile Wild Unlike many of the herd animals on the Island, Ankylosaurus crassacutis tends to live in small family units. I believe they can afford to stick with smaller groups because of their incredibly thick skin, for which they're named. Despite not being among the largest of the Island's herbivores, Ankylosaurus is one of the more difficult creatures to take down. Its thick, armored skin seems to make it more than a match for several of the mid-sized predators that would otherwise hunt it. Reckless carnivores are just as likely to hurt themselves on Ankylosaurus' spikes, as they are to get hit by its tail. Domesticated Without a doubt, the best trait of a trained Ankylosaurus is its enormously dense tail. This tail is powerful enough to quickly shatter the resource-laden rocks of the Island. One of the wealthier human tribes on the island utilizes a squad of Ankylosaurs in its mines and quarries. The creature's affinity for metal enables it to carry raw ore at an effectively reduced weight.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Archaeopteryx Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Common name: Archaeopteryx Species: Archaeopteryx magnamilvum Time: Late Jurassic Diet: Carnivore Temperament: Fearful Wild Approximately one meter long, the Archaeopteryx magnamilvum is a primarily tree-dwelling proto-bird. It avoids the ground as much as possible, preferring to stay in the safety of the tree-line, where few predators can reach it. I've not seen an Archaeopteryx outright fly yet, so it's possible that they cannot generate enough lift to do more than glide long distances between perches. I'm not sure how a creature so fearful of the ground can be such a picky eater, but Archaeopteryx only seems to consume certain rare insect matter. The most likely explanation is that it tends to nest in infested trees, stripping them bare of such food sources. Domesticated While not large enough to bear the full weight of an adult human, Archaeopteryx still has great utility. Despite the creature's inability to fly, its wings have sufficient strength to dramatically slow the rate of a person's descent, if that person holds onto Archaeopteryx while airborne. Taming Archaeopteryx can be somewhat troublesome, though, as it refuses to eat most common food sources, and glides to prospective safety at the first sign of any interloper.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Argentavis Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Common name: Argentavis Species: Argentavis atrocollum Time: Late Miocene Diet: Carrion Feeder Temperament: Short-Tempered Wild Lording over the skies across the Island, Argentavis atrocollum has few aerial rivals. It is a small consolation for the Island's other avian creatures, then, that Argentavis seems to have little interest in anything alive. Quite apart from what I would have guessed, Argentavis does not have the stooped neck typical of modern buzzards and vultures. I don't know if it adapted this stronger neck to deal with the predators on the Island, or if its lineage derives from before the stooped neck became common in carrion-eating birds. Whichever it might be, it has enabled Argentavis to carry smaller creatures with its beak. Domesticated Argentavis is actually slower than the Island's far more common Pteranodon, but it possesses significantly more stamina and can sustain flight for approximately three times as long. Its weighty stature, in comparison to the Pteranodon, allows it to utilize its talons to support the weight of an additional passenger. Considering its saddle doubles as a mobile crafting station, it makes Argentavis an excellent creature for traveling and hauling cargo over long distances. (/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Arthropleura Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Common name: Arthropluera Species: Arthropluera felsanguis Time: Early Permian Diet: Carrion Feeder Temperament: Aggressive Wild The fact that this creature even exists is enough to give me nightmares. Like the Island's other arthropods, Arthropluera Felsanguis has become much larger than I might have believed possible. It's a very aggressive hunter but greatly prefers to eat meat after it has spoiled, so much so that it voraciously seeks out such delicacies. Arthropluera's blood has a very low pH, to the point that it can dissolve many materials. This acidic blood splashes back onto anything that directly attacks it, weakening the durability of melee weapons and hurting attackers. Many creatures thusly refuse to prey on Arthropluera, fearing this unique defense. If that wasn't enough, Arthropluera also keeps a small reservoir of blood ready to spit at its prey. Domesticated Like most of the Arthropods on the Island, Arthropluera is simple-minded and relatively easy to tame. It is an almost entirely military mount, useful mostly for attacking at a distance. Thanks to its unique defenses, whether hunting or warring, Arthropluera is generally safe from all but the largest of creatures.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Castoroides Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Common name: Castoroides Species: Castoroides feliconcisor Time: Late Pliocene-Late Pleistocene Diet: Herbivore Temperament: Friendly Wild Castoroides feliconcisor is a large, mammalian herbivore that tends to live near water. Unlike other larger beaver species, this one retains the chisel-shaped teeth of modern beavers. As is typical for beavers, they build dams as habitats, but the larger creatures on the Island have a tendency to trample them. As a result, finding unsullied, resource-rich dams in the wild is quite rare. Castoroides itself doesn't seem to realize how dangerous the Island is. I don't know if it's simply too dumb to notice the dangers, or if it just doesn't care... ...but Castoroides happily goes about its day playing in the water and gnawing on wood. Domesticated The value of a tamed Castoroides is obvious from its physiology. The creature naturally gathers wood extremely efficiently, far more than most species on the island. It's not the strongest creature, so it can only carry limited amounts, but it is a natural lumberjack! Its saddle doubles as a mobile crafting station, which allows for producing complex items on the go.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Dung Beetle Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Common name: Dung Beetle Species: Scarabidae gigas Time: Holocene Diet: Coprophagic Temperament: Passive Wild What magic created the Scarabidae gigas, I cannot say. What I can say is that this creature is a perfect symbiont for advanced human tribes. Coprophagic, it eats mostly useless waste (feces). It metabolizes this waste into a more refined waste product, along with an oily byproduct. The oily byproduct is chemically the same as the oil found in the oceans around the Island. Somehow, Scarabidae converts feces into oil. If that wasn't reason enough to worship the Scarabidae, the refined waste product is almost identical to fertilizer from a compost bin. Domesticated Scarabidae makes me think humans have been on this Island for a long time. Why else would a creature evolve to be such a perfect pet? Most tribes jealously protect their Scarabidae, which are handily tamed with the skilled use of some well-handled feces. These wondrous little organic biofactories are truly a sustainable, green, eco-friendly source of resources for living off the land. Oil becomes gas, which is generator fuel. Fertilizer means crops, which is human fuel. The Scarabidae can power all aspects of Island life!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Beelzebufo Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Common name: Beelzebufo Species: Beelzebufo palucocus Time: Late Cretaceous Diet: Carnivore Temperament: Languorous Wild Beelzebufo palucocus is the largest frog I've ever seen. Almost impossibly large, it can actually fit a fully-grown human adult on its back, though just barely. This is a dangerous prospect, though, as secretions from Beelzebufo's skin and saliva have a narcotic effect on most creatures. Not surprisingly, Beelzebufo is adept at killing insects. Its lengthy tongue allows it to quickly grab prey from afar, killing most insects near instantly and quickly digesting them. It even combines the narcotic chemicals in its mouth with the insects' chitin to create a specialized sticky substance. Domesticated Tamed Beelzebufo make for strange mounts. Strange mounts for strange people. Many tribes don't believe there's any reason to ride them, but some enjoy the ability to take large vertical hops up huge walls and cliffs. Regardless of how it is ridden, Beelzebufo is also employed for its ability to quickly cull insects, and convert them into always-useful cementing paste.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Gigantopithecus Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Common name: Gigantopithecus Species: Gigantopithecus fibrarator Time: Pleistocene Diet: Herbivore Temperament: Territorial Wild Gigantopithecus fibrarator is a strange creature. It is usually quite passive, but it has a very short temper when it comes to its own personal space. Once another creature gets close, this gentle giant quickly becomes a rampaging beast. Best to give them a wide berth. Gigantopithecus seems most happy to lazily lay about, picking berries from plants. Many Gigantopithecus spend much of their day in one small area, unless they are provoked. Domesticated In addition to being at home picking berries, a tamed Gigantopithecus can be taught to harvest the fibers found on many Island plants as well. It appears to be entirely content to pick at plants all day, eat the berries, and carrying fiber resources for its tribe. Playful once tamed, Gigantopithecus seems to enjoy throwing its shoulder-mounted rider into the air. It probably feels that this activity is a game, but clever brigands can use this ?game' to vault over walls and small cliffs.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Brontosaurus Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Common name: Brontosaurus Species: Brontosaurus lazarus Time: Late Cretaceous Diet: Herbivore Temperament: Docile Wild Among giant creatures I've seen on the Island, Brontosaurus lazarus is larger than any sauropod I've read about. In fact, the dinosaur is so massive that it serenely ignores most other creatures. I've seen a pack of raptors tear apart small dinosaurs while Brontosaurus continues eating, seemingly oblivious to the hunting pack. Domesticated Because of how docile it is, the Brontosaurus makes for an ideal pack animal. Peaceful tribes use it to carry incredible quantities of resources, while warring tribes use it to mobilize their army. Its size and strength make it one of the unique creatures on the Island that can support a "platform" saddle. Unfortunately, its enormity means that the process of taming a Brontosaurus can take a very long time. Some may think this is an Apatosaurus, Dreadnoughtus, Argentinosaurus, or some other sauropod, but this is a strange Island, and I'm the one doing the research. I'm convinced that this genus is Brontosaurus, and no one can tell me otherwise. My study, my rules.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Carnotaurus Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Common name: Carnotaurus Species: Carnotaurus pressor Time: Late Cretaceous Diet: Carnivore Temperament: Aggressive Wild Carnotaurus pressor is a distinctive creature that falls between a medium and large predator. It lives primarily on flat, clear ground, where it can capitalize on its speed. Additionally, it seems to have no qualms about running away from larger predators instead of fighting. The horns of the Carnotaurus seem to be used more for fighting rivals than actual hunting. This doesn't mean the horns aren't dangerous, though. They can still eviscerate larger prey. Carnotaurus is one of the smaller and more compact of the large predators. If Tyrannosaurus is the ?lion? of the Island, Carnotaurus would certainly be the ?cheetah.? The real threat of a Carnotaurus is not being able to escape it once it has spotted you. Domesticated Carnotaurus fills a very specific role. Larger and almost as fast as a Raptor, smaller but much faster than a Rex. Were it not for the creature's extremely long down-time after sprinting, it might be among the most capably balanced mounts.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Chalicotherium Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Common name: Chalicotherium Species: Chalicotherium obsidioequus Time: Late Oligocene-Early Pliocene Diet: Herbivore Temperament: Territorial Wild Found in small numbers within the Island's colder regions, Chalicotherium obsidioequus is normally a peaceful herbivore that prefers to spend its days lazing about or playing with its family. It is very territorial, however, and the entire family, young and old, will turn against an encroaching creature at just the slightest provocation. A memorable scene to stumble upon is a group of Chalicotherium playing. One odd playtime activity for Chalicotherium is hurling large balls of snow or.. mud-rocks(?).. at each other. Smaller creatures in the area shy away from Chalicotherium during this exertion, for fear of being buried in snow or "gravel." Domesticated While many creatures are useful while attacking a fortress, Chalicotherium can be trained as mobile artillery. Its unique playtime habit becomes a rather devastating long-range assault tactic when it is given boulders to throw, rather than snowballs!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Coelacanth Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Common name: Coelacanth Species: Coelacanth nutritia Time: Cretaceous-Holocene Diet: Omnivore? Temperament: Reactive Wild Coelacanth nutritia is one of the few creatures on the Island with a relative which can be found back home. The Coelacanth thrive in the waters around the Island, as well as within rivers and lakes. Unlike most Coelacanths, Coelacanth nutritia meat contains less oil and urea. In fact, it is one of the healthier sources of meat I've yet found. Most Coelacanths are opportunistic feeders that eat anything smaller than itself, likely including baby water snakes, insect and plant life, and perhaps each other? Domesticated While their limited intelligence makes them unsuitable for taming, Coelacanths provide a viable source of meat for coastal or water-dwelling tribes. Many a day has been spent fishing by the water's edge, often with surprising results, as Coelacanths often have consumed discarded garbage that is sometimes of great value. Due to their small size, though, a larger tribe would require a significant number of Coelacanths to feed itself.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Compy Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Common name: Compy Species: Compsognathus curiosicarius Time: Late Jurassic Diet: Carnivore Temperament: Curious Wild One of the smallest predators on the Island, Compsognathus curiosicarius can be seen as a pet, a pest, or a threat. While alone, Compsognathus is not dangerous or aggressive. In larger packs, however, it remembers its underlying carnivorous nature. After a group of Compsognathus grows to a certain size, their pack mentality always seems to embolden them to ?attack.? For some reason, Compsognathus is not naturally afraid of humans. Rather, it seems to be quite curious about humans and their instruments of survival. They tend to be drawn toward humans out of this curiosity, and then call their pack mates to help explore their discovery. This usually leads to the aforementioned pack aggression, with dangerous results. Domesticated Compsognathus gain increasingly significant attack power and speed when in close proximity to other Compsognathus, as their pack aggression takes over their behavior. Additionally, their distress call carries quite far, rapidly alerting the tribe and its pets to danger more efficiently, and increasing the likelihood of forming a so-called "Compy Gang."(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Dimetrodon Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Common name: Dimetrodon Species: Dimetrodon calorector Time: Early Permian Diet: Carnivore Temperament: Reactive Wild Dimetrodon calorector is a much calmer predator than most on the Island. Because it lives off smaller prey than humans, it generally ignores anything much larger than a Coelacanth. Dimetrodon is one of the few carnivores on the Island that could be classified as reasonably friendly in the wild. The sail on Dimetrodon's back is an especially fascinating thing. It can be angled to provide shade from the sun and allows Dimetrodon to disperse heat more quickly. The inner workings of the sail can also restrict blood flow in the creature to hold in excessive heat. Together, these two traits allow Dimetrodon to comfortably survive in any climate, though they are most commonly found in the swamplands which are rich in prey. Domesticated If Dimetrodon was a bit larger, or didn't have that massive sail, it would make a decent mount. However, its main use to survivors is to utilize the sail's insulating capabilities. Just being near Dimetrodon gives excellent protection from both heat and cold, which has saved my life through more than one ice blizzard in the frozen northlands.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Dimorphodon Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Common name: Dimorphodon Species: Dimorphodon equesica Time: Early Jurassic Diet: Carnivore Temperament: Reactive Wild Dimorphodon equesica is another of the Island's Jekyll-and-Hyde creatures. It is normally passive, sometimes even friendly. When provoked, it becomes very aggressive, even against larger creatures it has no business fighting...often to its own fatal end. Dimorphodon can make short work of smaller opponents, however, due to its large (but lightweight) skull and teeth. Barely over a meter tall, Dimorphodon should be low on the food chain, but its incredible speed and surprisingly strong bite make it fairly dangerous, especially en masse as they tend to attack in groups. A flock of angry or hungry Dimorphodon can take down prey several times their size, so survivors should take care not to hunt near where a flock is gathered. Domesticated Dimorphodon is one of the creatures on the Island that is easily domesticated for companionship, but its use in combat is also quite clear: It will hunt in large groups to seek out enemy dino riders directly, harassing them to no end, regardless of the might of their mount!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Diplodocus Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Common name: Diplodocus Species: Diplodocus insulaprincep Time: Late Jurassic Diet: Herbivore Temperament: Naive Wild Despite being one of the Island's largest creatures, Diplodocus insulaprincep is among the Island's smaller sauropods. Instead of size and intelligence, Diplodocus developed faster maximum speed and greater endurance. When fully matured, it generally only reaches about half the size of the rather enormous Brontosaurus. Diplodocus is another creature whose continued survival on the Island confuses me. It's a very thick-headed and trusting animal, often to its fatal detriment. It never flees from predators until after they've attacked it repeatedly, preferring instead to make numerous fruitless attempts at friendship. For some strange reason, Diplodocus trusts humans so much that it doesn't seem to fight back against them?ever! Domesticated Due to Diplodocus' smaller frame, it cannot support the type of "platform" saddle that other large creatures can. To make up for this, many tribes instead use an eleven-seater passenger saddle which enables Diplodocus to safely transport ten additional riders. These passengers often use ranged weapons to protect the creature, or to attack nearby enemies while on the move!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Diplocaulus Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Common name: Diplocaulus Species: Diplocaulus natatorinutrix Time: Permian Diet: Piscivore Temperament: Skittish Wild Presiding almost solely within the Island's swamps, Diplocaulus natatorinutrix is a small amphibian that primarily eats minor fish. It rounds out what I consider to be the middle-bottom of the ecosystem, feeding on the tinier non-insect creatures of the Island while itself being a common snack for the larger carnivores. Because so many creatures prey on it, Diplocaulus has become very skittish and often flees at the first sign of trouble. It uses its amphibious nature to escape into whichever environment its predator isn't native to. Diplocaulus' unique capability to retain vast quantities of oxygen allows it to effectively remain submerged for hours at a time, usually outlasting even other amphibious creatures that might otherwise prey upon it. Domesticated There are only a few uses for tamed Diplocaulus. It is primarily kept for the (rather disgusting) practice of employing a Diplocaulus as an oxygen bag. Diplocaulus stores air in the bladders of its head, and divers can suck from these bladders to take deep breaths while submerged, supporting long-term underwater exploration without the use of external gear. Surprisingly, Diplocaulus is also extremely efficient when it comes to hunting Trilobites.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Direbear Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Common name: Direbear Species: Arctodus dirus Time: Mid Pleistocene/Early Holocene Diet: Omnivore Temperament: Territorial Wild Found primarily among the Island's redwood regions, Arctodus dirus is an imposing creature. Many on the island have started calling it a Direbear, a name which is appropriate, both due to its enormity and its territorial nature. The Direbear ignores most non-hostile creatures while going about its daily routine of scavenging for meat and edible plant life... ...that is, until intruders enter the territory it considers its own, at which point the creature ferociously attacks. Most often, it is smartest to just run from an angry Direbear. Domesticated Once tamed, the Direbear is a strong and reliable mount. It can carry vast quantities of goods, and can sprint for extremely long, nearly infinite periods. It is not the fastest creature from a hard stop, but after building up momentum, its sustained overland speed builds to among the best of the island. Of course, being able to feed a direbear both meat and plant life makes keeping one fairly convenient regardless of the environment.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Direwolf Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Common name: Direwolf Species: Canis maxdirus Time: Pleistocene Diet: Carnivore Temperament: Aggressive Wild The best adjective to describe Canis maxdirus is "scary." This pack-animal is a cunning and brutal predator, capable of taking down prey of nearly any size. In addition to being a vicious hunter, it is the size of a small horse, meaning even the largest predators aren't necessarily safe from the packs. Unlike most creatures on the Island, Canis is a dedicated pack hunter, and rarely hunts alone. When in a pack, Canis are naturally spurred to fight for their lives with increased effectiveness, while the most experienced Canis will be designated ?Alpha? and gain an even stronger enhancement! The species has an incredible affinity for teamwork. Domesticated Obviously, Canis is a thrilling battle mount. It is fairly fast, very strong, and agile. It can leap almost as well as the Island's battle-cats. Riding a supercharged ?Alpha? Canis into battle at the head of a bloodthirsty pack is a thrill for which most warriors would gladly proclaim: "today is a good day to die!"(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Dodo Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Common name: Dodo Species: Raphus replicare Time: Late Holocene Diet: Herbivore Temperament: Oblivious Wild Raphus replicare (more commonly known as the Dodo Bird) is quite possibly the dumbest creature I've ever seen in my life. It wanders around the beaches of the Island, pecking berries off bushes, and being eaten by all manner of carnivore. Without the Dodo, the whole Island's food chain would disintegrate. This subspecies of the Dodo has developed an unbelievably clever way to sustain itself: they mate constantly. I'm fairly convinced that they reach full maturity within a week of being born. This is the only trait keeping them populous on the island. Domesticated While it can be done, there is almost no reason to domesticate a Raphus replicare. It cannot carry enough to be a beast of burden, it does not provide much food, and it's too stupid to show companionship. It could work as a last-ditch food source, though, so I suppose keeping some around for "lean times" has a certain logic.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Doedicurus Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Common name: Doedicurus Species: Doedicurus custosaxum Time: Pleistocene-Holocene Diet: Herbivore Temperament: Docile Wild Doedicurus custosaxum is one of the Island's non-aggressive herbivores, generally found in the mountains and grasslands. Large and well-armored, it has a supply of fat under its plates to keep it warm and fed in the cold. Doedicurus has adapted well to the dangers of the Island, perhaps even better than the Ankylosaurus. Doedicurus has two very different reactions to predators. Against smaller foes, it generally uses its spiked tail to inflict as much damage as possible. Against larger predators, however, it pulls its tail underneath itself to form a solid armored ball that is nearly impossible for creatures to pierce, from which it can actually "roll" away to relative safety! Domesticated Doedicurus is a highly prized work animal on the island. Its spiked tail is ideal for quickly shattering the large rocks, so Doedicurus is a very efficient quarry worker. In addition, its affinity for rocks has allowed it to carry stone at a reduced weight. In case their quarry gets raided, Doedicurus-riders have a very difficult-to-kill mount!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Meganeura Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Common name: Meganeura Species: Meganeura quatpenna Time: Late Carboniferous Diet: Carnivore Temperament: Reactive Wild Meganeura quatpenna is an especially large species of dragonfly. Like most dragonflies, Meganeura is carnivorous, but it is not likely to attack unless provoked or challenged for food. It lives primarily in wetlands, such as the swamps. Meganeura is a natural predator of most of the smaller insects on the island. Though not often aggressive, Meganeura will not turn down a free meal. Once they catch wind of a carcass, they will fly in from a large radius to feast. While eating, Meganeura become very aggressive, which can be deadly for anyone or anything nearby if a large group has gathered around the deceased creature. Domesticated The size of the insects on the Island confounds me. The way these creatures diffuse oxygen should limit their size, but Meganeura (and other bugs) seem to be able to advance beyond this restraint. If there is an abnormal concentration of oxygen in the Island's air, this could explain Meganeura's growth!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Dunkleosteus Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Common name: Dunkleosteus Species: Dunkleosteus loricaruptor Time: Late Devonian Diet: Carnivore Temperament: Docile Wild Dunkleosteus loricaruptor is a very strange creature. It is a fairly large fish, covered head to tail in armored plates, with incredibly powerful jaws. It tends to eat the Island's water-dwelling crustaceans trawling the seabed, as it is not fast enough to catch most of the smaller fish. Dunkleosteus is surprisingly combat-oriented for a fish. Its well-armored body protects it from many creatures, while its bite is strong enough to easily crush through chitinous shells. Domesticated Dunkleosteus is an incredibly useful fish for coastal communities. Its powerful jaws make short work of the stone and oil formations found throughout the oceanic depths. While harvesting, Dunkleosteus can defend its rider from all but the largest threats in the waters. And once it is past its prime, the Dunkleosteus itself can be harvested for a fair amount of chitin.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Eurypterid Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Common name: Eurypterid Species: Jaekelopterus eurypterus Time: Silurian Diet: Carnivore Temperament: Aggressive Wild Found only in the deepest depths of the waters around the Island, Eurypterids are dangerous and adaptable arthropods. As likely to hunt as they are to scavenge, a Eurypterid rarely has difficulty finding food to keep itself nourished, even at the bottom of the ocean. An Eurypterid's threat comes not directly from its raw strength. Instead, it combines a hard defensive exoskeleton with debilitating poison to powerful effect. The sting of a Eurypterid increases torpor while reducing stamina, quickly rendering its opponent unable to defend itself. Domesticated While Eurypterids are not intelligent enough to be tamed, this doesn't mean they are without utility to tribes. They are a wonderful source of chitin, and their digestive tract often contains Silica pearls. They sometimes even have ingested incredibly rare Black Pearls, used by survivors for advanced manufacturing, making them among the most valuable creatures on the island.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Gallimimus Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Common name: Gallimimus Species: Gallimimus evolovelox Time: Late Cretaceous Diet: Herbivore Temperament: Skittish Wild When someone asks me what the fastest creatures on the island are, Gallimimus is always a contender. Unlike the Island's many armored animals, Gallimimus eschews strong defenses for the ability to outrun pretty much anything. A skittish herbivore, Gallimimus even looks nervous when eating in a peaceful, clear meadow. Having no real way to harm predators, it simply runs away and uses its agility to stay safe. I've even seen wild Gallimimus outrun speed-trained Utahraptors! Domesticated There are two general camps on the use of tamed Gallimimus. One camp thinks that their inability to effectively harm hostile creatures, and their inability to harvest most resources, makes them primarily a burden to the tribe. The other camp thinks that their extreme speed and ability to jump long distances, is among the best for scouting and exploring. However, both camps agree that its ability to quickly transport multiple tribe members is uniquely beneficial.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Giganotosaurus Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Common name: Giganotosaurus Species: Giganotosaurus furiosa Time: Late Cretaceous Diet: Carnivore Temperament: Angry Wild Giganotosaurus furiosa is an enormous predator, larger even than the Tyrannosaurus or Spinosaurus. Getting cornered or run down by a Giganotosaurus can mean certain death for nearly any creature! Fighting a Giganotosaurus directly is never a good idea, as its rage rapidly grows with every hit it takes. With this rage, it builds increasing reserves of energy to use, making its iron-jawed bites progressively more deadly and enhancing its stamina. Add to this the fact that its huge body also enables it to take a tremendous amount of punishment, and you have a creature that is generally better avoided or outsmarted than attacked head-on. Domesticated Taming Giganotosaurus is a dangerous prospect. Its rage reaction, even when tamed, can sometimes cause it to briefly turn on members of its own tribe. Indeed it may even throw off its rider if it has been sufficiently angered! And yet, the sheer size and immense power that the Giganotosaurus possesses means that some factions endeavor to tame it as a fear-inducing ?Capital? beast of war, even at great risk!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Ichthyosaurus Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Common name: Ichthyosaurus Species: Ichthyosaurus curiosa Time: Late Triassic-Early Jurassic Diet: Carnivore Temperament: Curious Wild Ichthyosaurus curiosa is a comparatively small carnivore found in the shallows around the Island. It is slightly larger than a human, but that's still small compared to the leviathans roaming these waters. It seems to be very interested in any creature around its size, often approaching and following humans swimming through its waters with a friendly nudge. Despite its appearance, the Ichthyosaurus is neither a fish nor an ocean mammal. Like many creatures in the waters around the Island, it is an aquatic reptile. Domesticated I can't think of a better mount for someone starting to explore the Island's seas and waterways. Ichthyosaurus is a comparatively fast swimmer, and even in the wild will cozy right up to you and try to figure out what you're doing. Taming these is actually pretty easy, as they seem to love humans and can be fed & tamed without the use of violence.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Kairuku Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Common name: Kairuku Species: Kairuku waitaki Time: Late Paleogene Diet: Piscivore Temperament: Friendly Wild Kairuku waitaki is an amazingly docile and friendly creature, to everything but fish. Honestly, I'm not quite sure how Kairuku manages to stay populated across the Island's colder climes, with the many predators stalking these frozen lands. It is weak, and has only one small defensive trait: suspended in Kairuku blubber are small, dense particles that act as a light form of armor. Adding to Kairuku's problems, a clever survivor discovered that refining Kairuku blubber (concentrating the particles in it) can yield a natural form of the same Polymer utilized in advanced tribes' manufacturing processes. This has caused many tribes to hunt Kairuku extensively, a practice colloquially known as "Kairu Clubbing." Domesticated There is no reason to tame Kairuku for combat, since they are useless at it. Still, Kairuku are regularly tamed for their cuteness and friendly nature, and the fact that their bodies run extremely hot. Just standing near Kairuku can help keep a survivor stay warm through long, harsh nights on the icebergs.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Kaprosuchus Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Common name: Kaprosuchus Species: Kaprosuchus paludentium Time: Late Cretaceous Diet: Carnivore Temperament: Aggressive Wild A smaller relative of the Sarcosuchus, Kaprosuchus paludentium is water-based carnivore primarily found lurking among the island's swamps. A naturally fast runner that is even faster in the water, it is a solitary hunter that picks off small-to-medium creatures, especially those isolated from their pack. When attacking, Kaprosuchus uses two main tactics. First, it patiently waits below the water surface and when the target is sufficiently close by, will perform a lateral jump that it uses to quickly close distance with its prey and drag it underwater. Secondly, its attacks the prey's vital areas specifically to drain its stamina. These two techniques effectively prevent most creatures from escaping Kaprosuchus once an assault has begun. Domesticated Survivors are generally split about the usefulness of Kaprosuchus. Some love its speed both in and out of the water, essentially making it among the fastest small-sized, all-terrain mounts when travelling through the wetlands. Others do not like how relatively frail Kaprosuchus is, and do not think its high speed and ensnaring attacks make up for this shortcoming.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Leech Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Common name: Leech Species: Haementeria laetus Time: Holocene Diet: Sanguinivore Temperament: Aggressive Wild It is difficult to be angry with Haementeria laetus, despite its rather terrible nature. The creature has practically no intelligence, and just attaches to any nearby living flesh in an attempt to drain that creature's blood. Removing Haementeria requires precision bladework, or access to an open flame. Both of these can be nearly as dangerous to the host as to the leech itself. Once Haementeria attaches to a host, it drains blood at a rapid pace, and the host experiences hunger, loss of health, and lowered stamina. Some Haementeria are also carriers for a dangerous disease I've dubbed "Swamp Fever," which persists beyond the leech's own lifespan. Few creatures on the Island are transmitters for this disease, and it can ultimately be cured with a rare medicine. Domesticated While Haementeria is not intelligent enough to be tamed, it is always useful to keep a few around for antidotes and fishing lures. When processed properly, Haementeria venom can be made into a powerful antivenom!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Lystrosaurus Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Common name: Lystrosaurus Species: Lystrosaurus amicifidelis Time: Late Permian-Early Triassic Diet: Herbivore Temperament: Loyal Wild Lystrosaurus amicifidelis is a small herbivore, common to much of the Island. Only about two feet long, it is not high on the food chain, and eats small plant life. The Island's poisonous insects seem to have little effect on Lystrosaurus. Despite being among the Island's tinier herbivores, Lystrosaurus is an incredibly resilient survivor. It recovers its torpor and health much faster than most creatures, which makes rendering a Lystrosaurus unconscious a rather difficult affair. Domesticated Not surprisingly, Lystrosaurus is an extremely loyal pet once tamed. It's a very fast learner, so it gains experience much more quickly than most other creatures. Additionally, its presence nearby appears to inspire allies, making them learn more rapidly as well. Thusly, Lystrosaurus is an excellent addition to any tribe's hunting party.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Mammoth Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Common name: Mammoth Species: Mammuthus steincaput Time: Early Pliocene Diet: Herbivore Temperament: Docile Wild Seeing the likes of Mammuthus steincaput alongside dinosaurs is still strange. This behemoth towers over many creatures on the Island, and does not seem to fear anything but the Tyrannosaurus. Mammoths generally thrive in colder areas, and have a herd mentality. I'm honestly not certain how the herds of Mammoths find enough plant life to graze on some of the Island's mountains. They must spend much of their time travelling between the mountains' cold summit and more lush base. Or maybe the Mammoth herds are the main reason the summits are so barren. Domesticated Mammuthus steincaput is a difficult beast to domesticate. Not because they are inherently stubborn, but because knocking one out to begin the taming process takes great effort. Once tamed, however, Mammoths are one of the only creatures on the island that can uproot trees without shattering them.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Manta Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Common name: Manta Species: Manta mobula Time: Early Oligocene-Holocene Diet: Carnivore Temperament: Aggressive Wild Here is another example of a creature that seems to have evolved beyond its historical traits. Everything points to this being a saltwater ray, but Manta mobula has developed the ability to swim into the island's rivers and shallows, as well as through the open ocean. Perhaps there were originally two types of ray on the island before, but years of interbreeding combined their lineage. Normally docile, Manta mobula is a carnivore only in that it naturally consumes plankton. Fortunately, Manta mobula is usually not aggressive, unless encroached. Its tail is incredibly sharp, and can pierce through thick hide and armor with ease. Domesticated While not the fastest swimmer around the island, Manta mobula is among the deadliest of small ocean mounts. Tribes who value striking power over speed often keep large schools of Manta to ride. Its capability to briefly leap out of water provides it a showy tactic for avoiding combat as well. A quick jab through the heart of an unsuspecting survivor can easily take them by surprise! Thusly, many tribes use it as an escort for their slower cargo-carrying swimmers.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Megaloceros Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Common name: Megaloceros Species: Megaloceros latuscoronam Time: Late Pliocene Diet: Herbivore Temperament: Skittish Wild Megaloceros latuscoronam is a very skittish herbivore, found mostly in the forests and mountains of the Island. Because of its large size, its fraught demeanor would be strange in any other place. But Megaloceros knows how fierce the predators of the island are, and that it is safer to flee from them than to risk its life in a fight. The antlers of Megaloceros are very large, and make for an excellent source of keratin. This, of course, makes it a valuable resource. Unfortunately, hunting Megaloceros is not easy because of their quick speed and ability to bound over most obstacles. Domesticated Megaloceros is jack-of-all-trades creature, and many who ride it value its versatility. It is decently powerful, and its resilience, speed, and ability to jump often come in handy. Finally, the male Megaloceros' charging horn attack tends to cause targets to ?bleed,? decreasing their Health, Stamina, and Speed until healed!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Megalodon Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Common name: Megalodon Species: Carcharodon ultramegalodon Time: Miocene-Pliocene Diet: Carnivore Temperament: Aggressive Wild Were it not restricted to the waters, Carcharodon ultramegalodon would be one of the most dangerous creatures on the island. As powerful and dangerous as the Tyrannosaurus is on land, Megalodon is near its equal in the water. In addition, it has a speed advantage over any non-aquatic creature when submerged. Megalodons need large quantities of food to sustain themselves, so they attack most creatures immediately on sight. Smaller fish are the sole exception I've seen; I believe this is because they cost more energy for Megalodons to catch than the predator would gain. Domesticated Having access to the resources and treasures hidden deep within the ocean is near impossible without a domesticated sea creature. The Megalodon, though difficult to domesticate, proves to be very useful when exploring the deep sea. It's not the most efficient swimmer but it should be able to protect your cargo should you find yourself in a hostile encounter.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Megalosaurus Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Common name: Megalosaurus Species: Megalosaurus noctedominus Time: Mid Jurassic Diet: Carnivore Temperament: Aggressive Nocturnal Wild Much like the Island's other large theropods, Megalosaurus noctedominus is an aggressive cave carnivore that should not be taken lightly. Unlike most of the other theropods, it is a primarily nocturnal creature. As dawn approaches, Megalosaurus begins looking for a secluded place to spend the day sleeping in relative safety. Domesticated While Megalosaurus is not the most powerful theropod, it is still highly sought after by night-raiders. Due to its nocturnal nature, Megalosaurus becomes much more formidable at night, dodging attacks, conserving stamina, and attacking more accurately, to name a few of its enhanced talents. Conversely, if disturbed during the day, Megalosaurus is significantly more sluggish. Either way, however, its primary combat tactic is to bite onto its target, then lock its jaw shut in an iron grip. Only larger creatures can hope to break free once Megalosaurus locks its jaw. The creature then proceeds to gnaw on its prey until death. It's a terrifying, grisly spectacle to watch, and a formidable tactic for a tribe to employ against more nimble opponents.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Mesopithecus Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Common name: Mesopithecus Species: Mesopithecus amicufur Time: Late Miocene?Late Pliocene Diet: Herbivore Temperament: Curious Wild Mesopithecus amicufur is an omnivorous monkey species, primarily inhabiting the Island's jungles. It is smaller than a human, but can scurry about the same speed. It does not appear to be aggressive unlike its relative the Gigantopithecus, but is rather very shy towards humans likely due to their much larger size and lack of hairy exterior. Due to their skittish nature they can be difficult to tame. They can be hand-fed if you are patient, but stick too close to them for too long and they'll get spooked and run away. Domesticated A common pet, Mesopithecus is very easy to keep fed. It will eat nearly any fruit harvested on the island. Mesopithecus is most often used as a social companion, as it cannot carry enough to be a beast of burden, is not large enough to be ridden and is not particularly good for combat. It is, however, quite effective at vocally warning of incoming intruders and pelting them with copious amounts of tossed fecal matter. Nomadic tribes have also managed to teach Mesopithecus to open locked doors when pillaging.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Mosasaurus Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Common name: Mosasaurus Species: Mosasaurus suspirita Time: Late Cretaceous Diet: Carnivore Temperament: Aggressive Wild Until recently, I believed the Megalodon to be the greatest of the ocean predators. Then I discovered Mosasaurus suspirita in the deeps. Not quite as fast, but much larger and stronger, the Mosasaurus rules the darkest waters off the Island. Growing up to 50 feet long, Mosasaurus is larger than almost every other aquatic creature I've encountered thus far. Mosasaurus is a deep-sea marine lizard which spends all of its time far beneath the water's surface. It is without a doubt one of the most fearsome creatures of the Island, and can certainly be considered among the ocean's apex predators. Domesticated Mosasaur has proven to be an excellent tame for the most advanced tribes. Due to its sheer size and power, you will often find tribes with bases and defenses built upon a Mosasaur's large "platform" saddle. Having one with you as an escort is probably one of the best oceanic defenses available! (/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Onyc Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Common name: Onyc Species: Onychonycteris specuncola Time: Eocene Diet: Omnivore Temperament: Aggressive Wild Onychonycteris specuncola is one of the few omnivores I've seen on the Island. They seem to live primarily off the mushrooms and moss within the caves, but they attack almost any non-insect on sight. They avoid Titanoboa whenever possible, which leads me to believe the snake to be a natural predator of Onychonycteris. While flying in the dark caves would be difficult for any creature, Onychonycteris' ability to use echolocation has allowed it to adapt perfectly. It can be found idly flying around the caves as often as it can be found hanging from bits of the cave ceilings. Domesticated Not large enough to be used as mounts, and not strong enough to carry much, Onychonycteris still function well as a guard animal. Whether protecting a vacant home or members of a tribe, their relatively vicious nature has its uses. (/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Oviraptor Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Common name: Oviraptor Species: Oviraptor philodator Time: Late Cretaceous Diet: Carnivore Temperament: Skittish Wild Oviraptor Philodator is a small-to-medium sized carnivore, common in the jungles and beaches of the Island. Despite being a carnivore, Oviraptor's main source of food is eggs, which it steals from nests. Unlike any other creature, Oviraptor seems to be able to surreptitiously steal these eggs, usually without attracting the attention of an irate mother. In an incredible feat of natural selection, Oviraptor seems to emit a chemical pheromone that affects many creatures as an aphrodisiac. Mated creatures are much more likely to??create? new eggs while Oviraptor is around, which allows the Oviraptor to go about its business unperturbed. Domesticated Too small to fight or ride, Oviraptor is still one of the more commonly tamed creatures on the Island. Its pheromone ensures an increased stream of eggs from nearby mated wild creatures, for breeding, eating, or cooking kibble. Oviraptor will autonomously do the dirty work of stealing eggs from other tribes or wild dinos on your behalf, without attracting unwanted attention. They also make quite adorable sounds, so many children simply like to keep them around as rather strange companions.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Pachy Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Common name: Pachy Species: Pachycephalosaurus leniproelia Time: Late Cretaceous Diet: Herbivore Temperament: Passive Wild Pachycephalosaurus is a bit of a conundrum. It is a very passive (even friendly) herbivore, common to much of the Island. At the same time, it is one of the most dangerous herbivores that I have yet encountered on the Island. Its charging headbutt is a display of sheer physical power, and can kill much more quickly than you might think. While Pachycephalosaurus is generally friendly, it has a short temper. Its fight-or-flight response always seems to choose "fight!" The Pachy becomes extremely aggressive once attacked. Additionally, it is an incredibly fast sprinter, so escaping from an enraged Pachy is very difficult. Domesticated Pachycephalosaurus is an excellent battle-mount for those who want to ride a smaller, nimble combatant into the fray. Because of its particular musculature, it cannot effectively carry large quantities of resources. It can, however, move with brief magnificent bursts of speed, and its headbutt is simply devastating.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Paraceratherium Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Common name: Paraceratherium Species: Paraceratherium gigamicus Time: Oligocene Diet: Herbivore Temperament: Docile Wild Paraceratherium gigamicus is a massive, long-necked herbivore that inhabits some of the Island's grasslands. It resembles a gigantic horse/rhinoceros hybrid, but is over twice the size of either. Paraceratherium is a very peaceful and friendly creature. Barring some surprises yet in store for me, I can safely say that Paraceratherium is among the largest mammals on the Island. While its size means that Paraceratherium can provide an incredible amount of food, it also makes it dangerous when hunted. Domesticated A beast of burden second to the Brontosaurus, Paraceratherium is an excellent worker, and is sufficient in size to support a "platform" saddle upon which structures can be built. It is a naturally friendly animal, and is not afraid of humans. However, despite its normally calm demeanor, when it or its owner is provoked by aggression, the Paraceratherium can quickly become a real threat to the attacker and will use its girth to its advantage in combat.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Parasaur Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Common name: Parasaur Species: Parasaurolophus amphibio Time: Late Cretaceous Diet: Herbivore Temperament: Skittish Wild Parasaurolophus amphibio has one of the more interesting adaptations of any creature I've seen on the Island. Like all Parasaur, it has a signature crest on its head. Very docile at first, I've been able to approach the creature without disturbing it. If startled, however, the creature can vocalize a distress call to the surrounding area that warns of danger. Parasaurolophus appears to be low on the food chain and is hunted by everything, creatures and humans alike, which explains its skittish nature. It is a good source of meat and hide, if you can manage to keep up with it long enough to kill it. Domesticated Despite being what most tribes consider a relatively useless creature to tame, I once met an interesting woman who had tamed an entire herd of them. She informed me that many overlooked the creature's potential. She even graciously gifted me a fancy saddle to put on my own Parasaurolophus one day. As a relatively simple creature to domesticate, Parasaurolophus is commonly one of the first mounts a tribe will be able to acquire. Its ability to run relatively fast for lengthy intervals makes it a solid mode of medium-range transportation, though it has almost no ability to defend itself or its rider in a traditional sense. Smaller creatures, however, appear to be frightened by the horn of Parasaurolophus although it doesn't do much damage. It also has decent weight-bearing capabilities, which could prove useful for nomadic tribes as they work to establish a presence on the Island.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Pelagornis Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Common name: Pelagornis Species: Pelagornis miocaenus Time: Early Miocene Diet: Piscivore Temperament: Skittish Wild The much-larger ancestor of water birds like the stork or pelican, Pelagornis miocaenus shares many traits with its modern-day brethren. However, it seems to spend far more time hunting for fish over the open deep-sea. In fact, I have rarely spotted a wild Pelagornis anywhere near the coasts of the main Island, as it prefers to rest its wings by paddling on the ocean's surface rather than waddling along the Island's beaches. Perhaps this behavior is a result of its survival instincts. The Early Miocene was a post-dinosaur epoch, after all, and Pelagornis would not be accustomed to such predators. Considering how quickly it flees from humans, one can hardly blame its caution. Domesticated Because of its ability to fly, walk and surface-swim, a tamed Pelagornis is one of the Island's most versatile mounts, but this comes at a cost. The same webbed feet that allow Pelagornis to serenely maneuver along the ocean's surface prevent it from carrying prey off the ground, which may limit its appeal to some survivors.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Phiomia Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Common name: Phiomia Species: Phiomia ignavus Time: Late Eocene?Early Oligocene Diet: Herbivore Temperament: Skittish Wild Phiomia ignavus is another of the Island's generally docile herd animals. They are small enough that almost any predator can bring them down but large enough to provide plenty of meat. Were it not for the protection of the herd and their instinct to run from any predator, these would almost certainly be hunted to extinction. Phiomia's tusks and trunk make it especially suited to scavenging plantlife from the ground. It uses its tusks to dig up loose plantlife, then uses its stubby trunk to scoop the foliage into its mouth. Adult Phiomia often dig up food for their young, and watching a baby Phiomia attempt to use its trunk can be quite amusing. Domesticated While it is completely possible to ride a Phiomia around, they are a meager choice. They work very well, however, as pack-mules. If you feed the Phiomia a stimberry, it serves as a laxative in the creature's digestive system. Knowing this, tribal communities often keep a herd of these as livestock to produce mass quantities of fertilizer.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Piranha Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Common name: Piranha Species: Megapiranha magnadmorsus Time: Late Miocene Diet: Carnivore Temperament: Aggressive Wild Megapiranha magnadmorsus is carnivorous fish found fairly commonly in the rivers and ponds of the Island. Its bite is incredibly powerful; I've even seen them break through the armored turtles. Megapiranha has one of the strongest bites, pound-for-pound, of any creature on the Island. When encountering a Megapiranha be on the lookout for the rest of the school. No one Megapiranha is an overwhelming threat, but their tendency to swarm prey can make short work of much larger and stronger creatures. Any given Megapiranha is easy to kill by itself, but killing the entire school can be a daunting task. Domesticated The Megapiranha is highly territorial and does not respond favorably to visitors. Many have tried to pacify the hostile Megapiranha by herding them into a group with various lures. Unfortunately, none of this proved to be successful in attempting to domesticate the creature.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Plesiosaurus Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Common name: Plesiosaur Species: Elasmosaurus remuspissa Time: Late Cretaceous Diet: Carnivore Temperament: Aggressive Wild Elasmosaurus remuspissa is typically found in the deep oceans, and has a strange role in the oceanic food chain. It almost exclusively hunts the smaller creatures in the waters, leaving most even moderately large creatures alone. The sheer size of the Elasmosaurus means that the quantity of food it must eat to sustain itself is nothing short of enormous. Elasmosaurus is a formidable fighter. Aside from the Megalodon, I have only ever seen two creatures bring down an Elasmosaurus: a Mosasaurus, and human beings. Though I will admit, I have yet to thoroughly explore the staggeringly deep underwater caverns surrounding the Island. Domesticated Much like the Brontosaurus on land, Elasmosaurus is an excellent way to transport large quantities of goods over water. These powerful creatures are in fact so large that they can be used as mobile water bases. Ambitious tribes sometimes build bunkers right onto the backs of Elasmosaurus instead of building cargo ships.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Procoptodon Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Common name: Procoptodon Species: Procoptodon vivencurrus Time: Pleistocene Diet: Herbivore Temperament: Reactive Wild The first marsupial I've encountered on the Island is the Procoptodon vivencurrus. Standing nearly three meters tall, it is among the largest jumping creatures I've heard of. It is a fairly peaceful herbivore that will immediately flee when aggressed upon. One of Procoptodon's most unique features is its pouch. Unlike many pouched marsupials, Procoptodon's pouch is relatively dry and has little in the way of sticky or oily fluids. I assume this is good for the Joey, but I have not figured out exactly why yet. Domesticated Procoptodon's dry pouch makes it an excellent beast of burden that can carry far more than other creatures of its size. More importantly, many tribes use it as a two-seater transport by having a secondary rider nest in the pouch. Since this passenger doesn't have to worry about controlling the Procoptodon, the pouch-warrior can focus on firing his or her weapons!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Pteranodon Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Common name: Pteranodon Species: Pteranodon wyvernus Time: Late Cretaceous Diet: Carnivore Temperament: Skittish Wild Pteranodon Wyvernus is a large pterosaur, capable of flying more quickly than any creature I have witnessed on this Island thus far. It seems to have relatively poor stamina in comparison to its quick speed, however, making frequent pit stops on the beaches before taking off again. While other humans I've seen on the Island still insist on calling it a Pterodactyl, this is inaccurate. Pteranodon wyvernus's poor fighting and defensive skills mean they are likely to scavenge any number of dead animals rather than engage in dangerous combat with other creatures. They also flee at the slightest sign of trouble. Because of this, they are one of the most common creatures to be found darting across the Island's skies. Domesticated Pteranodons seem to be among most popular flying companions from what I have witnessed, possibly because they are relatively easy to tame with a slingshot or bow. Mounting a Pteranodon must be among the fastest and safest ways to get around the Island, but it doesn't provide any measure of secrecy in comparison to travel on land through the dense foliage. (/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Quetzal Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Common name: Quetzal Species: Quetzalcoatlus conchapicem Time: Late Cretaceous Diet: Carnivore Temperament: Skittish Wild From afar it's hard to believe that Quetzalcoatlus is the largest avian on the Island. It shares a similar silhouette with the Pteranodon but, upon closer inspection, is a far more enormous creature. I find it strange that such a large, imposing beast would be so skittish. Unlike other creatures of its size, it is more likely to flee than fight. I suppose the decision to flee from any trouble keeps the species alive on an Island with so many dangerous predators. Which reminds me, I don't believe I've ever seen a wild Quetzalcoatlus touch the ground. How does it manage to eat enough to sustain its massive size? Domesticated Tamed Quetzalcoatlus have a very specific role on the island. Too slow to be an efficient local transport, and too obvious a target to be an effective warbird, the tribes I've encountered tend to employ it as a mass carrier. Quetzalcoatlus is primarily used by these masters of the skies to safely ferry vast quantities of supplies, creatures, and human cargo from one base to another without tiring.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Raptor Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Common name: Raptor Species: Utahraptor prime Time: Early Cretaceous Diet: Carnivore Temperament: Aggressive Wild Utahraptor prime is an incredibly aggressive subspecies of Utahraptor found on the Island. It tends to travel in small hunting packs, attacking smaller prey with its sharp teeth and enlarged foreclaws. One of the faster creatures on the island, Utahraptor often uses their pack numbers to their advantage by swarming around their prey before it can react. The large curved talon on the second toe of this sub-species seems particularly suited for dealing significant damage. Utahraptor prime usually kill its prey with numerous slashing and biting attacks in rapid sequence. Domesticated Despite its normally aggressive nature, Utahraptors have become one of the primary combat mounts for roaming bands of raiders, as well as scouts for larger collectives. Those who ride Utahraptor claim they are difficult to tame, but then fiercely loyal. As a carnivore, once tamed they require a steady stream of meat to sustain.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Woolly Rhino Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Common name: Woolly Rhino Species: Coelodonta utiliserro Time: Late Pliocene-Late Pleistocene Diet: Herbivore Temperament: Friendly Wild Coelodonta utiliserro is a friendly herbivore, common to the tundra and grassland regions of the Island. It is a large and dangerous creature, though it seems fairly trusting of the fauna around it. Once attacked, Coelodonta begins charging towards its foe. It builds up momentum as it charges, and depending on its ultimate impact speed, the results can be terrifying. With enough room to charge, it can even skewer the largest creatures in just one gore! Despite how powerful Coelodonta are, many tribes still hunt them extensively due to their unique resources. Its horns can ground into a highly arousing powder, and its thick fur can support many insulating outfits, making the Coelodonta in high demand. Even less-advanced tribes use packs to hunt them down, though at significant peril. Domesticated When not being hunted for its horns, Coelodonta makes an impressive beast of burden. Its ability to take on far larger opponents provided sufficient charging room, as well as its sizeable load capacity, make it a solid addition to any trader party or gathering expedition.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Sabertooth Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Common name: Sabertooth Species: Smilodon brutalis Time: Early Pleistocene/Holocene Diet: Carnivore Temperament: Aggressive Wild Smilodon brutalis is a solitary hunter, generally found in cold, lightly wooded areas. The Island's mountains are the perfect habitat, as the mammal's fur keeps it safe from the bitter temperature. While its huge fangs are excellent for delivering deathblows, the creature's claws can be just as deadly. Despite normally being a solitary creature, Smilodon brutalis are not opposed to hunting in small packs. In fact, they have to do this to take down larger prey such as Mammoths. Enough Sabertooths can take down a Carnotaurus, perhaps even a Tyrannosaurus. Either way, Smilodon brutalis should not be underestimated. Domesticated While not as fast as Raptors, there's no denying the Sabertooth's increased resilience and power. In addition, well-trained Sabertooth can be taught to use their claws to flay corpses. This may sound morbid, but it is among the best ways to quickly gather large quantities of hide from the giant beasts of the Island.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Sabertooth Salmon Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Common name: Sabertooth Salmon Species: Oncorhynchus grexlamia Time: Late Miocene-Mid Pleistocene Diet: Carnivore Temperament: Evasive; aggressive when attacked Wild Fairly unremarkable by the Island's standards, Oncorhynchus grexlamia is a generally passive fish. Its main form of protection is swimming in a large school. Oncorhynchus does not like conflict, and generally swims away from anything larger than itself at very high speeds. Once provoked, however, Oncorhynchus becomes quite aggressive, along with its nearby brethren. It locks onto its prey with its long "saberteeth" and begins draining that creature's blood. This loss of blood is not too dangerous alone, but when a school of Oncorhynchus attack at once, their target quickly loses speed and stamina from blood loss, drowning if it cannot breath underwater. Domesticated Like many of the smaller fish found on or around the Island, Oncorhynchus cannot be tamed, but it is often herded and harvested for its resources. In particular, certain cuts of Oncorhynchus meat are considered to have superb quality, and are often referred to as "Prime Fish" used for specific high-end concoctions and taming the Island's many piscivorous creatures.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Sarco Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Common name: Sarco Species: Sarcosuchus excubitor Time: Early Cretaceous Diet: Carnivore Temperament: Patient Wild Among the Island's swamp-based threats, Sarcosuchus excubitor is a lot like what you might expect from a giant crocodile: a patient killing machine. It spends much of its days lazily waiting in the water for prey to walk near. That said, it is not opposed to scurrying onto land and pressing the issue when hungry. A good tactic for escaping many predators is to jump into the water, as most are slow swimmers. This is a bad tactic for escaping a Sarcosuchus, obviously, as they are actually faster in the water than they are on land. Domesticated Despite being river-dwelling creatures, Sarcosuchus seem quite at ease in the oceans. More than a few fishing communities use them as mounts simply to help fight off Megalodons, or to gain better access to the resources found within the reefs.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Pulmonoscorpius Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Common name: Pulmonoscorpius Species: Pulmonoscorpius gigantus Time: Late Silurian Diet: Carnivore Temperament: Aggressive Wild I'm not sure why, but the giant scorpions I've seen on the Island are far more disturbing than most of the dinosaurs. Rather than simply kill its prey, Pulmonoscorpius gigantus injects its victims with a tranquilizing poison, then eats its unconscious prey alive. This subspecies has a large pair of pincers that seem connected to the same toxin sacs as the tail. I've never seen another scorpion that has this adaptation, but I've never seen another scorpion that's larger than I am, either. Domesticated Trying to tame a monster like Pulmonoscorpius gigantus sounds like a crazy idea, but I suppose the ability to knock out a foe could come in handy. It could certainly make incapacitating some of the Island's other creatures much easier.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Aranaeo Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Common name: Araneo Species: Araneomorphus Amalgotantibus Time: No equivalent, traits begin as far back as Mesozoic Era Diet: Carnivore Temperament: Aggressive Wild I don't know where to start with Araneomorphus Amalgotantibus. It has so many of the nightmare inducing traits of spiders from among many family and genus. It fires webbing like a bola spider, and it spits venom like a lynx spider. It has a poisonous bite like a myriad of spiders, and can see in the dark by sensing vibrations. To top it off, it's larger than an adult human! If that wasn't enough, I'm convinced that some of the caves on the Island have actually been dug by Araneomorphus, but this worries me; either it's a colony-spider (like ants), or there is a much larger Araneomorphus somewhere on the Island. Domesticated As long as it is kept far from arachnophobics, a domesticated Araneomorphus makes an excellent guardian creature for anyone who wants to avoid lethal tactics. Their strange web-spraying behavior is also certain to be quite helpful while hunting fast, fleeing prey.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Spino Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Common name: Spinosaur Species: Spinosaurus aquareliga Time: Early-Late Cretaceous Diet: Carnivore Temperament: Territorial Wild Among the few carnivores on the Island that can match Tyrannosaurs in size, Spinosaurus aquareliga does not match its ferocity. Spinosaurus' four legs and large sail make it fairly swift on land and incredibly fast in the water. Its marvel is, arguably, the ability to change stances by going from quadruped to biped. The creature is visually distinguished by its spectacular sail. In my travels I have seen many different and brightly coloured sails, as every Spinosaurus appears to have a slightly different palette. The one comforting fact about Spinosaurus is that it seems more at home near water than away from it. Although the creature is more powerful, faster, agile, and insatiable while in water, it tends to become less hostile as it gets farther from it. On one occasion, I only escaped a Spinosaurus by getting far enough from its lake home to make it simply lose interest. Domesticated Spinosaurus is an incredibly well-rounded apex carnivore. Faster than a Tyrannosaurus in water and able to travel on land unlike a Megalodon, its all-terrain versatility may be unrivaled. Although its movement speed is slower in a biped stance, it gains considerable attacking strength and mobility in this form. For hunters who wish to have a well-rounded mount, Spinosaurus may be the ideal choice -- if they can acquire one.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Stegosaurus Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Common name: Stegosaurus Species: Stegosaurus regium Time: Late Jurassic Diet: Herbivore Temperament: Docile Wild Stegosaurus regium has approximately 16 paired rows of plates along its back, flanked by another, smaller pair of 6 plates. This is contrary to the alternating rows of Stegosaurus fossils I've seen in museums. I've encountered Stegosaurus, in varying amounts, almost everywhere on the Island. Not surprisingly, Stegosaurus uses the spines on its tail to defend itself. While not aggressive, Stegosaurus will come to the aid of another nearby Stegosaurus. This implies it to be a herd animal. Domesticated Stegosaurus is commonly used as a safe way to transport large quantities of goods. The plates on its back double as a cover against the arrows of attackers. It is capable of knocking back enemies with its large swinging tail, keeping the predator at a distance long enough for the rest of the tribe to provide backup. Its spiked appendage also helps it gather wild berries in large quantities.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Tapejara Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Common name: Tapejara Species: Tapejara imperator Time: Cretaceous Diet: Carnivorous Temperament: Skittish Wild Tapejara imperator is a marvel to watch in the wild. It has astonishing agility compared to the Island's other flyers thanks in large part to the rudder-like fin that extends from its snout to the back of its skull. Initially, I'd thought the fin was simply composed of keratin, but closer inspection has led me to believe that it is actually some kind of sensory organ. Not only does it decrease Tapejara's turning radius even at high speeds, but it apparently provides Tapejara with extra information to help it fly through the air with unparalleled grace. I've even seen Tapejara hover and strafe side-to-side in the air without moving forward at all. It's quite remarkable. The creature also makes effective use of razor-sharp claws to latch onto surfaces such as the trunks of tall trees, holding its position indefinitely. Domesticated Warlike tribes appear to consider Tapejara the equivalent of a versatile rotor aircraft, capable of rapid positional changes and aggressive agility. When domesticated the Tapejara is typically outfitted with a unique triple-rider saddle, enabling two passengers to wield handheld weaponry while the pilot takes the reins. When the Tapejara is latched onto a surface, both the passengers and pilot are able to make full use of their weapons together! Evidently what this skittering creature lacks in distance-stamina, constitution, and weight carrying capacity, it makes up for in maneuverability and combat versatility.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Terror Bird Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Common name: Terror Bird Species: Phorusrhacidae rapidesultor Time: Late Paleocene Diet: Carnivore Temperament: Aggressive Wild Ranging from eight to twelve feet tall, Phorusrhacidae rapidesultor is a highly aggressive avian that is just barely capable of very brief "flight." Instead, it uses its wings primarily for balance during its high-speed sprints. Phorusrhacidae flight is actually closer to an impressive sustained leap or glide that is assisted and lengthened by flapping its wings. Phorusrhacidae shows interesting traits related to theropods such as Utahraptor, Carnotaurus, and Tyrannosaurus. It has many similar traits, such as general shape and predator patterns, but its attacks tend towards lightning fast dashes and beak slashes. Domesticated Phorusrhacidae is an effective combat mount, particularly for harassing and scouting. Riders of Phorusrhacidae gain most of the benefits of a fast, mobile ground-based theropod, while also gaining some of the freedom of movement from a flyer...assuming the rider can coax Phorusrhacidae into staying in the air over a long leap.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Titanosaur Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Common name: Titanosaur Species: Titanosaurus vagacastrum Time: Late Cretaceous Diet: Herbivore Temperament: Passive, unless approached Today I witnessed an unforgettable sight: the extremely rare Titanosaurus vagacastrum. Essentially a walking mountain, it is an absolutely enormous Sauropod which has developed armored plates of bone protrusions all over its body. Between these plates and its unparalleled size, Titanosaurus is extremely difficult to put down. In addition, Titanosaurus seems outright immune to any sort of narcotic effects. They often inadvertently crush nearby creatures underfoot with every step they take. While most Sauropods ignore non-hostile creatures, Titanosaurs take issue with creatures invading its personal space. This is probably because they aggressively feed off any and all plants they can find. Titanosaurus eats constantly, which certainly helps recover health quickly, even after fighting off numerous carnivores such as Giganotosaurus. Domesticated If ever a creature were too big, it would be Titanosaurus. You'll hardly see a Titanosaurus with just a saddle and a rider: its immense size can effectively carry a fortress, defensive emplacements, along with a small zoo. Although the Titanosaur can be domesticated, it's believed the process causes the creature to slowly starve to death from its subsequent refusal to eat.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Titanoboa Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Common name: Titanoboa Species: Titanoboa exornantur Time: Paleocene Diet: Carnivore Temperament: Aggressive Wild Typically found within the Island's caves, Titanoboa exornantur is an aggressive creature that prefers dark, rocky areas. This extremely large snake, while being a member of the Titanoboa family, does not constrict its prey as most boas do. I believe this adaptation comes from coexisting with giant insects. However, the Titanoboa's venomous bite is so potent that it is known to paralyze far larger creatures. Titanoboa has developed a strange coexistence with other creatures of the Island's caves. Being immune to knockout poisons, and being unable to pierce the thick chitin of the insects, the species have learned to coexist. They often hunt large prey together. Domesticated As they appear immune to knockout poisons, Titanoboa exornantur is basically impossible to render unconscious. Because this crucial step can't be done, I'm convinced that Titanoboa are not tameable.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Rex Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Common name: Rex Species: Tyrannosaurus dominum Time: Late Cretaceous Diet: Carnivore Temperament: Aggressive Wild One of the deadliest creatures on the Island, Tyrannosaurus dominum is a killing machine. Active mostly when hunting for food, this formidable predator can be spotted in forests or grasslands chasing down its prey and devouring them with its incredibly strong jaws. I've seen few creatures on the Island that can contest the Tyrannosaurus for dominance. It is pure power, from its bite, to its stomp, to its tail. Despite being a different sub-species of Tyrannosaurus, everyone I've met still refers to them as a "Rex" or a "T-Rex". I've long since stopped trying to convince anyone, especially the few who I've encountered wearing Tyrannosaurus teeth as necklaces. Domesticated Taming a Tyrannosaurus is without a doubt the goal for any warlord or warring tribe. Tyrannosaurus is a fierce battle companion. There is a reason Tyrannosaurus is considered the king of dinosaurs (or in this genus, the "lord"). Any tribe that manages to tame one has almost nothing to fear.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Triceratops Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Common name: Triceratops Species: Triceratops styrax Time: Late Cretaceous Diet: Herbivore Temperament: Short-Tempered Wild Apparently a crossbreed of a Triceratops and Styracosaurus, Triceratops styrax has both the characteristic three-horned face of Triceratops and the prominent horned-ridge of Styracosaurus. Normally a very docile grazing animal, Triceratops becomes aggressive once angered. Triceratops will chase down would-be predators (and egg-stealers) with incredible prejudice. I've seen Triceratops have an especially hostile reaction to the Tyrannosaurus, with herds attacking en masse. While not very fast, they are deadly in a group. Domesticated A common mount for those that ride dinosaurs, Triceratops doubles as pack animal and combat dinosaur. Triceratops' bony ridge works excellently as cover from frontal attack, and the dinosaur's charge is incredibly dangerous. It is also capable of harvesting a sizable amount of resources with its horns by shredding fruit from the leaves, making it a very useful work companion for smaller tribes.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Trilobite Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Trilobite Species: Trilobite conchadurus Time: Early Cambrian-Late Permian Diet: Carnivore Temperament: Defensive Wild Like most Trilobites, Trilobite conchadurus is an opportunistic carnivore that feeds on anything smaller than itself which it can get a hold of. A sluggish creature, the Trilobite's best defense is its incredibly hard shell. This seems to be a common adaptation for the slower creatures of the Island. Trilobite is not a very good source of food. The creature seems to be made mostly out of internal organs and its protective carapace. This is good for the trilobite, as both river and ocean predators are less likely to prey on it if there are better options around. Domesticated The Trilobite does not seem to have enough intelligence to be tamed. This doesn't mean it has no use among resourceful survivors, however. Found along beaches and in the ocean's shallows, Trilobites are easily one of the best sources of oil, pearl and chitin on the Island, presuming one doesn't wish to venture into the dangerous caves.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Carbonemys Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Common name: Carbonemys Species: Carbonemys obibimus Time: Danian Diet: Herbivore Temperament: Defensive Wild Carbonemys obibimus is one of the least aggressive creatures on the Island. Were it not for the plethora of predators on the Island, I'm quite certain that it would spend its days basking in the sun, eating, or sleeping. Carbonemys leads a simple, solitary life. Nevertheless, it seems to be one of the most peaceful animals I have yet encountered. With its slow walking speed, the only things that keep it safe are its surprisingly fast swim speed, and its incredibly thick shell, which can absorb tremendous damage. Domesticated Carbonemys' swift swim rate, fairly high strength, superior shell defenses, and lack of real threat makes it an ideal armored mount for many survivors who shy away from violence. It can carry its rider to the ocean's resources at fairly high speed, and is not particularly dangerous to tame.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Helena Note #1(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Entry 1 I've lost count of how many sunrises I've seen since I arrived on this island. Hundreds, I'd imagine, yet each one seems more beautiful than the last. Sometimes, I like to take Athena out just before dawn and watch it while flying through the morning sky. It's in these simple moments that I realize just how lucky I am. Not that I was unhappy exploring the reefs and rainforests back in Oz, but I wasn't ever going to spot a bronto stomping about the outback, was I? Since I got here, I've had the opportunity to study creatures that no other biologist has even witnessed. I'll always be grateful for that.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Helena Note #2(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Entry 2 I'd been holding out for a change in weather before studying the wildlife of this island's peculiar tundra region, but I think it's safe to say that it's not forthcoming. Clearly this planet has no axial tilt, and therefore no seasons. That ice and snow isn't melting anytime soon. Can't say I'm happy about it. The cold and I are not best mates, I can tell you that, but I'll just have to suck it up. The climate during the jurassic and cretaceous periods that many of this island's creatures hail from was fairly uniform, so an arctic region is quite the oddity. It'd be plain stubborn of me not to have a Captain Cook.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Helena Note #3(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: The tribe that calls themselves the Howling Wolves has really made this northern adventure a lot easier. Well, them and Athena. She's right at home here. I don't think I'll ever be able to repay Rockwell for just up and giving me an argentavis. He's said our conversations are payment enough, but I still feel guilty. I should remember to collect some floral samples for him while I'm here. Anyway, tagging along with the Wolves' has been a good introduction to the region, but I think I'm ready to make my own way. To make real scientific conclusions, I need to observe these animals undisturbed in their natural habitat for long periods of time.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Helena Note #4(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: What a day! There I am, putting the finishing touches on the mammoth dossier, when all of a sudden, a Tyrannosaurus starts attacking the herd. Strewth! A Tyrannosaurus, wading through the bloody snow! I asked the Howling Wolves at the nearest camp, and apparently, this is a common thing. They're not new to the region. It just doesn't make sense. How can a Tyrannosaurus survive in this climate? And how can the introduction of an apex predator not shift the entire ecosystem? I've got to look into this as soon as I can.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Rockwell Record #2(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Entry 2 The wondrous properties of the flora on this island will never cease to amaze me. If I'd told my colleagues in London that I could create a concoction capable of erasing someone's memories, I'd be laughed out of the room and never invited to tea again. Yet here it sits: my Mindwipe Tonic. As usual, I've had tribal leaders grovelling at the gates of Rockwell Manor just for the tiniest of samples, and for the recipe? Oh the bounties I've been offered! I'm not interested in their riches, though. I have their protection, supplies for my studies and all the time in the world. What more could I ask for?(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Rockwell Record #3(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Entry 3 These tribal negotiations give me a headache every time. The Blackthumbs are mad that the Painted Sharks sunk two of their barges, but the Painted Sharks say that the barges were too close to Southern Haven and they were perfectly within their rights to sink them, as per The Southern Isle Accords. Typically, neither side is willing to budge. What a bother. I'd just as soon mindwipe the lot of them and return to my studies. Alas, such is the fate of the island's most respected neutral entity. At least The Painted Sharks brought some fresh fish. Perhaps I'll side with them.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Rockwell Record #4(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Entry 4 Any chemist worth his salt knows the irreplaceable value of testing. Until a tonic has been rigorously tested, it is less useful than water. If only I could persuade this island's less intellectual inhabitants to see that! Tests on Mesopithecus serve well for early trials, but they are no replacement for genuine human subjects at later, safer stages. By subjects, I of course mean willing participants that are prepared to risk mild headaches and much less mild nausea for the sake of science. The Laughing Skulls offered rather less willing participants at one point, but I declined. With how difficult it is to find volunteers these days, I sometimes regret it.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Meiyin Note #3(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Entry 3 Defending my hometown during the uprising taught me more in months than I learned in all the years before it. Among those lessons ? men will always underestimate women in battle, and humans can be crueler than any animal. Both applied today. The footprints I found were not from one man, but three. Their eyes changed when they saw me, like wolves discovering a lamb. They were wrong. They were merely mutts. I was the wolf. Two died to arrows after ignoring my warnings. The last to my spear. I left their bodies out in the wild. I cannot stay here. The beaches are too open. To survive, I must brave the jungle.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Meiyin Note #4(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Entry 4 Today, I scored a great victory. As the sun set, I happened upon a small village on a bluff. Unfortunately, it was besieged by a man who rode a lizard like a horse and wielded a stick that spat fire. It would have been safer to retreat, but I could not ignore the bodies. This was a slaughter. Surprise can be a warrior's most powerful weapon, and I wielded it effectively. My first arrow found the lizard's throat, and many more pierced the man's back once he tumbled from the saddle. He never saw his vanquisher. In hindsight, I should have spared the beast. A mount would be welcome.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Nerva Note #2(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Entry 2 I am reminded of my first command in Dacia. Many men questioned my rank, wondering why they had to follow a Centurion so young. It took time to earn their trust, but it was necessary. I could not have even a single soldier questioning me in battle, lest our discipline fail. Without discipline, our century's formation would crumble, and the legion would be exposed. It is the same here. These ragged men and women will not become a unit overnight, but I am patient and more experienced than I was in Dacia. I may be far from the Rome, but I know this for certain ? this island will know its might. Gaius Marcellus Nerva Victoria per Disciplinam(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Nerva Note #3(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Training grew easier once my charges began to see the results. In fact, they've found such a wellspring of enthusiasm that their drills and chores alone cannot contain it. This morning, I found a flag flying above the armory. It was the symbol of the Imperial Legion, but with one of the island's flying lizards replacing the eagle and words in a foreign language replacing SPQR. I?m told they say "The New Legion." I admit, I smiled at the sight. Very well then. It's time to find out if I've created true Legionnaires. We march at dawn. Gaius Marcellus Nerva Victoria per Disciplinam(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Nerva Note #4(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: I knew I'd chosen a soft target to test my men, but I had expected a little more resistance. The tribe we assaulted was young, but supposedly they had seen some success as raiders. I cannot see how, given how swiftly they fell into disarray. Some even attempted to flee but they did not get far. After scouring their fortifications for supplies, we razed them to the ground and planted our flag among the ashes. Let every savage and tribal pretender know: the New Legion has arrived. Gaius Marcellus Nerva Victoria per Disciplinam(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Broodmother Hologram(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Megapithecus Hologram(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Dragon Hologram(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Deathworm Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Common name: Death Worm Species: Khorkoi arrakis Time: Unknown Diet: Carnivorous Temperament: Extremely territorial Wild The titanic Khorkoi arrakis is commonly called a "Death Worm" by the locals, though I'm not certain that it is actually a worm. It shares some similarities to some segmented worms, namely the aquatic Eunice aphroditois, but it's biology doesn't seem consistent with other members of the annelid phylum. However, the "death" part of its name could not be more spot on. Khorkoi is without question the apex predator of this desert. It will devour anything that dares to set foot in the Endless Dunes, regardless of size or ferocity. Khorkoi spends most of its time burrowed beneath the desert sands, exploding to the surface only to devour its prey in a single bite. The only chance of surviving a Khorkoi attack is if its initial lunge misses, as it's momentarily immobile afterwards. Theoretically, that could provide a brief opportunity to escape its territory. I wouldn't count on such luck, though. Domesticated Attempting to tame Khorkoi will almost certainly result in failure and a very painful death. Any survivors in this desert should avoid Khorkoi territory at all costs.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Mantis Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Common name: Mantis Species: Empusa discipulus Time: Holocene Diet: Carnivore Temperament: Aggressive Wild The existence of a creature such as Empusa discipulus is both fascinating and frightening. Not only is Empusa the only recorded insect to have developed an opposable digit, allowing it to grip objects and use tools, but it possesses a level of intelligence that is unrivalled among non-human species. I have even found clear patterns in the sounds Empusa makes when communicating with its own kind, as though it is actually using some kind of dialect. I would love to study these interactions in depth, but observing Empusa up close is extremely dangerous. Its size, intelligence and ability to pounce on its prey from a great distance mean that one could be quickly swarmed and killed upon detection. Caution is recommended. Domesticated Though a dangerous task, successfully taming Empusa can prove highly beneficial. Its unique claws allow it to wield melee weapons like spears or pikes in battle, and use tools while harvesting resources. This makes it deadly as a mount or footsoldier and highly efficient as a gatherer.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Jerboa Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Common names: Jerboa Species: Renopila amplexus Time: Unknown Diet: Herbivore Temperament: Cowardly Wild Scientifically speaking, Renopila amplexus is an adorable little fuzzball and I just want to hug it forever. Unfortunately, being harmless and lovable is inadequate as a defense mechanism in this wasteland, and that means Renopila is at the bottom of the food chain. It's an easy meal for predators and survivors alike, the latter of whom also value its hide. The locals refer to Renopila as a Jerboa, but while it does look similar in some ways, it is clearly unrelated. The fact that it does not hop is a dead giveaway. In fact, while Renopila generally fits into the clade Glires, it seems to share traits with both rodents and lagomorphs. Domesticated In addition to being the cutest little companion in the desert, hours of close study and/or cuddling have taught me that Renopila has an instinctive understanding of this land's weather patterns. When the weather is about to change, Renopila will suddenly start behaving differently, so taming Renopila does have practical uses that can justify its perch upon one's shoulder. Not that I need justification, but I'll take whatever excuse I can get.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Jugbug Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Common name: Jug Bug Species: Scutiphora puteus Time: Holocene Diet: Herbivore Temperament: Passive Wild Scutiphora puteus is a fast, flying insect that comes in two varieties, visually distinct only in the red or green markings on its exoskeleton. Biologically and behaviorally, they are practically the same. The only real difference between the two is the resource they gather in the expandable sacks on their backs. Scutiphora with green markings gather water, and Scutiphora with red markings gather oil. This unique ability makes Scutiphora a target for both the desert's natural predators and human survivors. Finding a green Scutiphora at the right time could prove to be life saving, and survivors can use the oil produced by red Scutiphora for a wide variety of purposes. Domesticated Like many of the insects on the Island, Scutiphora cannot be tamed. Beyond the resources obtained while hunting it, survivors will find no use for it.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Moth Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Common name: Desert Moth Species: Lymantria sporarmis Time: Holocene Diet: Herbivore Temperament: Evasive Wild Like its smaller relatives, Lymantria sporarmis survives by draining plants and vegetables of their nutrients. Given desolate nature of the region, that makes its options rather limited, but fortunately its relationship with the desert?s plants is symbiotic. In addition to pollinating them, the spores it releases help nourish the harsh desert plants. When attacked, the slow-moving Lymantria immediately takes to the air and flies almost straight up while releasing spores. While the spores are nutritious to most plants, they are highly poisonous to most other organisms. Domesticated Lymantria is occasionally used as a one man flying mount, but its ability to produce silk and spores is often considered more valuable due to its slow flight speed. Its silk can be weaved into heat-dispersing cloth, and its spores gathered for fertilizer or poison. Its saving grace as a mount is its ability to release spores mid flight, allowing it to act as a primitive bomber during sieges.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Rock Elemental Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Common name: Rock Elemental Species: Colossus petram Time: Unknown Diet: Minerals Temperament: Extremely territorial Wild Colossus petram is like no creature I have ever encountered. There is no biological or historical precedent for it. Its nearest relatives exist only in legend ? mythical statues that could come to life like the Golem of Prague. That makes it all the more dangerous. What survivor could possibly expect a seemingly benign rock formation to suddenly spring to life and attack them? Fortunately, Colossus petram's massive size makes it quite slow, so I would advise most survivors to flee immediately if encountering it in the wild. Colossus petram survives by slowly absorbing nearby minerals while in its dormant state, which consequently means that its body contains a wealth of metal ingots. If undisturbed, it can maintain this hibernation ad infinitum, but it will viciously attack anyone who encroaches upon its territory. A solitary creature, Colossus petram lives alone, and will not even protect its own kind. Domesticated If somehow tamed, Colossus petram could prove to be an invaluable asset, particularly in a siege. Only armor piercing rounds or explosives can harm it at all, and it will handily smash through stone structures.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Thorny Dragon Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Common name: Spiny Lizard Species: Moloch sagittarius Time: Holocene Diet: Carnivore Temperament: Aggressive Wild Though survivors have come to call these gargantuan reptiles Spiny Lizards, I believe that Moloch sagittarius' closest known relative is the Australian Thorny Devil (Moloch horridus). Besides the obvious gap in size, most of the differences between Moloch sagittarius and its smaller relative lie in its thorns. Instead of being permanent parts of its skin, Moloch sagittarius' thorns are more like spines or quills that can be removed and regrown. In fact, it is even capable of shooting these spines from its tail as a method of self defense, and examination of these projectiles has revealed that they are coated in a lethal poison. Domesticated Despite its dangerous spines, Moloch sagittarius has proven to be an excellent mount for indirect combat. Its ranged attacks can wreak havoc in a pitched battle, particularly if other creatures are taking the enemy's attention. Additionally, Moloch sagittarius is able to gather wood rather effectively, making it more than just an option for combat. Once saddled it can be used as a workbench, allowing for a mobile crafting station.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Wyvern Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Common name: Wyvern Species: Draconis vipera Time: Unknown Diet: Carnivore Temperament: Aggressive Wild Like its relative from the Island, the Draconis vipera that inhabit the aptly named Dragon Trenches are creatures straight out of European legend. Aside from size, the main difference between Draconis vipera and its larger cousin is that the former possesses only two legs, like an avian. Otherwise, it is quite similar, with armored scales, leathery wings and the ability to spew projectiles from a pair of glands inside its mouth. The nature of these projectiles is tied directly to the color of Draconis' scales. Some spit fire while others unleash poisonous acid or even bursts of bioelectricity. Domesticated I can imagine no flying mount more deadly than Draconis vipera. Its strength, toughness and ability rain death upon one's enemies makes it unmatched in combat. The few creatures that it cannot immediately overpower, it can outmaneuver. The ridges on its back form a natural saddle, to the point where many riders prefer to ride Draconis bareback. Curious indeed. However, Draconis vipera is too resilient to domesticate once it has become an adult. It must be raised from an egg if you wish to garner its loyalty.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Vulture Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Common name: Vulture Species: Torgos arcam Time: Early Pleistocene Diet: Carnivore Temperament: Docile Wild Torgos arcam appears to be a relative of Torgos tracheliotos and Torgos negevensis ? commonly called lappet-faced vultures ? which are native to the sands of the Sahara, Sahel, and Negev deserts. Like them, it is a carrion bird that feeds on the decaying corpses of other animals, and is only aggressive when defending its meal. As such, survivors should take note when they see groups of Torgos arcam circling above. It means that a wounded creature or a bloody battle may be somewhere below. Domesticated Despite its impressive wingspan, Torgos arcam is not suitable as a pack animal, and is surprisingly light. Some survivors have even been known to keep a tame Torgos arcam perched on their shoulder. Interestingly, Torgos arcam is capable of storing raw meat in a separate stomach where it will decay at a slower rate. Tribes could, in theory, utilize this feature to preserve meat for recipes.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Morellatops Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Common name: Morellatops Species: Morellatops dromedarius Time: Early Cretaceous Diet: Herbivore Temperament: Passive Wild Morellatops dromedarius seems to be to a relative of both the Morelladon and Ceratops genuses, which in itself is rather strange. On top of that, it has developed to ability to store water in its humps like a camel. This makes it a critical part of the desert's food chain, as it provides predators with both food and hydration. Domesticated When survivors discovered how to tap into the water in Morellatops' humps without harming it, the docile creature became the desert's essential pack animal. Not only can it carry a good amount of weight, but it can provide survivors with a large, mobile water source that can mean the difference between life and death on any given journey. Morellatops has limited options when it comes to self defense, so I would not recommend taking one into combat. However, so long as survivors don't forget to let Morellatops stop by a well every now and then, they will find the creature an invaluable companion.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Manticore Hologram(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Raia Tablet #1(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Entry 1 Even at this distance, the great obelisk is beautiful. It is like a pillar of Amun-Ra's light given solid form. I wish we could have made our camp right beside it, but the others thought that might draw unwanted attention. At least we are close enough to be in its shadow, and drink from the river that runs beneath it. I always face it when I pray to Hathor, and though I can feel the skepticism in my companions' gazes, my faith is unshaken. For it was my faith that guided us here, to this place rich with water and resources. All agree that it is the ideal location for a settlement. Wherever we are, the gods are watching over us. I know it.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Raia Tablet #2(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Construction has been going well. None of us are architects but we have been adjusting to our roles. Girisha's broad shoulders and booming laugh conceal a keen mind, and we started making better progress once I convinced him to stop hauling rocks and start drawing up plans. That let Amir focus on starting a garden, where he is more at home. I have focused on trying to keeping us organized and maintaining our spirits, myself. I wish I could do more. Sadly, while a priestess has many gifts, manual labor is not one of them. I often find myself winded before midday. I pray that the others do not find me burdensome.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Raia Tablet #3(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Back in Luxor, I always tried to stay out of politics. I never aspired to be Divine Adoratrice as some priestesses did. I found that such selfish ambitions often led to suffering ? both for oneself and for others. So when Girisha referred to me as our leader today, I found myself surprised. I had never asked for such a position, and the others had never bestowed it on me in any official manner. It just happened naturally. I am not sure what to make of it, but if this is Hathor's will, then I will try to guide these people as best as I can.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Raia Tablet #4(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Entry 4 Our settlement has grown so quickly during these hectic months. So many wandering souls have found their way here seeking shelter and companionship. I have done my best to welcome everyone I can. If treated with understanding, most become productive, loyal members of our community. But I am no fool. I know that hearts can have two natures. Hathor offers compassion while Sekhmet brings devastation. As we grow in size, we become a riper target for those with malice in their hearts. Girisha has tried to organize a militia, but I fear it inadequate. For now I must be wary, and pray that the gods send us a true warrior.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Dahkeya Note #1(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Old habits die hard. I suppose I'm living proof. I woke up stark naked who knows where with who knows what lodged in my arm, but just weeks later and I'm already back to robbing folks at gunpoint. This place may not be Texas or the Arizona Territory, but I'm the same John Dahkeya. I don't know why that makes me restless. I didn't mind this life before, but then I didn't exactly choose it. I just stumbled into it, or at least that's what I told myself. So much for that. Maybe this is just who I am.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Dahkeya Note #2(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Entry 2 Sometimes the pennies a man won't part with willingly are worth less than the words he'll share with any stranger. Some of my new partners don't see that. Blondie's particularly blind to it. He's always looking for an excuse to pull the trigger, and he's stubborn as hell. He even still gets mad we call him Blondie, as if any of us can pronounce that name of his. But if Blondie were calling the shots, that hunter wouldn't have told us about the group gathering to the southeast, and they'll have a lot more for the taking than animal hides.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Dahkeya Note #3(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: I can't believe how easy this was. There weren't many guards here to begin with, and the few they've got are more likely to shoot you a smile than a bullet. We just walked right in. The settlement is even bigger than we expected. It's impressive, protection aside. Everyone working together to build their own little paradise, not that it'll last. If you ask them, they'll credit their leader, a woman called Raia. The others have spread out to find where the supplies are stored, but I'm feeling curious. Maybe I'll go find this mystery woman. Might be interesting.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Dahkeya Note #4(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: I don't know what brought me to this desert. Back home among the Ndee, they would probably say it was the spirits of our ancestors. Other folks might say God. Whatever it was, after talking to that woman, I realize now that I've been wasting what it's given me. I have no history here. There are no posters showing off my sneering face, no posses hunting me. I can be any man I choose. So today, I'm making a choice ? the folks here don't deserve to be robbed. What they deserve is protection, and I'm the man to protect them. Hell, maybe they'll even call me Sheriff.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Helena Note #1(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Entry 1 I had to pick the desert. Why the hell did I pick the desert? Well, I suppose "pick" is a rather strong word for it. I'm still not entirely certain just how I got that console working, but it suddenly started cycling through holographic images of different space stations similar to the island one that I'd been living on. Of course, I just had to go and press another button while it was showing off one that contained miles and miles of bloody desert, and here I am. That's just typical of me, isn't it? Always leaping, never looking. Oh well, better make the best of it, and by that, I mean "better not die of heat exhaustion."(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Helena Note #2(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Entry 2 My hunting skills are seriously out of practice. Not that I was ever spectacular, but I feel like I'd graduated from smashing bugs with a rock at some point. At least I was thoroughly rewarded for my efforts. My hunch was spot on ? these big green bastards are carrying drinkable water on their backs, and thank goodness for that! I may have never known if I'd killed a red one first, since those carry oil instead. Far less useful when you're dying of thirst, let me tell you. I may be fighting the inevitable, though. I'm still on foot and still alone. Definitely miss Athena?(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Helena Note #3(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Entry 3 I'm on a roll. By sheer coincidence, I stumbled into another group of survivors today, and they didn't try to kill me or anything! If I didn't know how probability actually worked, I'd say that this recent string of good luck is the universe making up for sending me to the bloody desert in the first place. The caravaners were welcoming, and the creatures they ride are fascinating. They seem like dinosaurs, but they also appear to share some biology with camels. Bizarre! For all its oddities, the island never had anything like that. I'll have to study them...after a nap. All this desert survival's left me knackered.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Helena Note #4(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Entry 4 If I'd ended up on this station instead of that island, I'd have never imagined the ecosystem was natural. Not for two seconds. Take these morellatops: they're a cross between a ceratops, a morelladon and a camel, and the strangest part? There are places in its humps where you can stick a spigot and get clean drinking water. Tastes like piss, but not only is it safe, it doesn't even harm the morellatops. It's crackers! Definitely the result of genetic engineering, but I knew that, didn't I? It's time to get to the "why." Maybe studying the creatures here with my new perspective will yield some insight.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Rockwell Record #1(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Entry 1 Confound those confusing contraptions! Despite my best efforts, I could make neither heads nor tails of the consoles I found in that starlit sanctuary. If only I still had that jittery, bespectacled assistant of mine from all those years ago. What was his name? Gerald? Gerarde? The one that loved tinkering with the devices we'd salvage from the arms of the Island's less fortunate inhabitants. Good lad. The inscriptions he found on the inside of those little trinkets were where I first saw the word "ARK," as I recall. Shame about the incident with the Compsognathus. If I still had his services, perhaps I'd never be in this God forsaken desert. Ah well. Stiff upper lip, Rockwell! Make the best of it.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Rockwell Record #2(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Entry 2 Right then! Now that I have found a shady spot where I can enjoy a brief respite from this desert's dreadful heat, it's high time that I set some goals for this expedition. If I wander about aimlessly, then I'm sure to meet the same fate as poor Gerald. First, I shall find a local tribe, if for no other reason than to obtain a proper mount and supplies. Second, I simply must learn more about the strange metal that lined the walls of the sanctuary. Even with a cursory study, I could tell that it possesses wondrous properties. But where could I find more of it?(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Rockwell Record #3(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: I must say, nothing reminds a man of his own mortality quite like a desolate wasteland. As a strapping young lad, I could have survived alone in this desert for years! Why on one occasion, I fought off a bengal tiger with nought but an empty flask and my favorite pipe. With this makeshift spear, the beasts of this land would never have a prayer! Yet in my old age, I can feel this damnable sun sapping my strength with every minute I spend under its unforgiving gaze. Each day, I cover less ground than the day before. I must find civilization soon, no matter how primitive. Without the right tools and supplies, I fear that this expedition will be incredibly short lived.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Rockwell Record #4(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Entry 4 Eureka! At last, I have found signs of human life! This afternoon, I came across a fresh series of footprints, some from humans and some from what I assume are large beasts of burden. I cannot be sure who made them or how civilized they may be, but neither can I afford to be too particular in my choice of saviors. Whoever they are, I must track them down immediately. As soon as I gather my strength, I shall pursue my quarry with the utmost haste and vigor. The tale of the brilliant and impeccably groomed Sir Edmund Rockwell shall not end this day!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Rockwell Record #5(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Entry 5 Salvation, thy name is Prophet's Rest! After a proper meal and some time out of the sun, the makeshift fortress doesn't look half as grand as its name might imply. Yet when I first sighted its walls from across the dunes, it may as well have been El Dorado itself, so grateful was I to find it. Thus far, I have seen little of the inhabitants, but they seem a hospitable sort. I've been given food, shelter, and even a wet cloth to clean myself with. Quite generous of them, considering how scarce water is in these lands. Their clothing is a curiosity, however. Those robes seem more ceremonial than functional.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Rockwell Record #5(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Entry 5 Miss Walker's impromptu visits are always an unexpected pleasure. After that headache with the Sharks and Blackthumbs, a lively tea-time discussion about the abnormalities of the ARK's ecosystem was precisely what I needed. Thank goodness I've managed to find a intellectual colleague that shares my love for the sciences! It saddens me to think that Miss Walker's charming colonial accent would keep her out of the more prestigious institutions and societies back home. Another of the ARK's wonders ? it is a true meritocracy, unlike any in the modern world. If Miss Walker and I could find and cultivate more minds like ourselves, we could create a true scientific utopia.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Dahkeya Note #5(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Blondie didn't approve of my decision. I've never been very good at persuasion, so I let my pistol make my case. The others saw it my way after that. Convincing Raia was a lot less trouble. She knew the settlement's guards weren't exactly the cream of the crop, and that if I'd wanted trouble, I'd have already made it. When Raia talks, people listen. I can tell that much from watching her, but in a lawless place like this, words aren't enough. It didn't take long for us to come to terms. Well, I suppose I'd better inspect the troops. Maybe a few of them can shoot.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Raia Tablet #5(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Entry 5 It took longer than I had hoped, but the gods have heard my prayers. At least, I believe so. When I imagined what a true warrior might be like, I cannot say that I imagined Captain Dahkeya. He speaks tersely, has no sense of decorum and in general is rather prickly. He was nigh unapproachable for a whole day when we decided his position should be called "captain" instead of the nonsense word he proposed. Yet he has been getting results, or so I am told. When I find time, I ought to observe him in action myself.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Nerva Note #5(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: I am finally satisfied with our defenses against flying creatures. The solution was obvious once I stopped thinking of them as special. With any foe, the goal is to control their actions. So instead of trying to block flyers completely, we created apparent holes in our aerial defenses that entice attackers into kill zones. Our architect was grateful for the solution. He had been dreading trying to build a roof over the whole fortress. We have grown too large for that to be practical, and soon we will be larger still. Our first true war begins soon, and I suspect many Blackthumbs shall defect before its end. Gaius Marcellus Nerva Victoria per Disciplinam(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Helena Note #5(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Today, I caught a glimpse of what the caravaners call the "Endless Dunes" ? the desolate sea of sand that apparently surrounds the livable portion of the desert on all sides. Surely these dunes must end, but it's easy to see why one might believe otherwise. Not only do they stretch on to the horizon, which I now know must actually be some kind of holographic projection, but they're home to ? get this ? giant sand "worms" that will devour anything that sets foot in their domain. I laughed that off at first. Then I saw a creature the size of a train burst forth from the sand and devour a wild morellatops that had wandered into its territory. I suppose I'll just have to learn to walk without rhythm...(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Helena Note #5(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Well, I've combed through more carnivore droppings than I care to calculate, and I can't say they provided many answers. All the predators in this region have very similar diets. With so many different predators hunting the same prey, the populations of all these species shouldn't be sustainable. Yet I've found nothing to indicate that any population shift is actually happening. It's just bizarre! The longer I'm here, the more I realize that this region shouldn't exist. Its climate is out of sync with the rest of the island, many of the creatures here are millions of years ahead of the dinosaurs and the ecosystem is almost static! Something's off. I need to review my notes.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Meiyin Note #5(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Entry 5 The surviving villagers let me claim the lizard rider's armor and weapons, and gave me shelter for the night. To my surprise, I understood them. Their mouths moved strangely, but in my ears I heard the language of my home. They say it is the work of the metal object in my wrist. I do not understand, but they had no reason to lie. That night, I dreamt of the uprising, but this time I was Lieutenant Guan, lifting the siege on my village in a single, gallant charge. Yet when I woke, I was just Mei-Yin, and the villagers were gone. I am a stranger to them, but my heart feels heavier for their loss. I must carry on alone.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Meiyin Note #6(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Entry 6 The villagers had made taming beasts sound simple, but my first attempt was nearly my last. My prey was the same kind of two legged lizard as the raider's steed, what the villagers called a "raptor," but this one was strong. Even as my toxin laced arrows knocked him out, he was able to make one final lunge for my arm. He nearly took it. Carefully, I fed him scraps of meat as he rested, and when he finally woke, I kept my weapon trained on him. Only when I was sure that he was docile did I notice his appearance ? all black, save his white shins and feet. Right then, I named him Wuzhui, and while I do not believe in fate, I felt that this beast would carry me home.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Meiyin Note #7(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: The raptors are improving. They know to follow Wuzhui, and Wuzhui knows to listen to me. Beasts without riders cannot maintain a formation, but they at least run close together. In time, they have even learned how to attack and retreat at my signal during our hunts on the plains. Together, Wuzhui and his five brothers are like a light cavalry unit, and I am their commander. Unfortunately, they are all I really have. I am not much of a craftsman, and have few possessions. Not everyone here is like me, though. There may be some who can craft but but cannot fight. Perhaps we could trade.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Helena Note #6(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Helena, you're a dipstick. Going through my notes, I've realized that there are more predators than prey across this entire island by almost double. That's the opposite of how any ecosystem is supposed to work. I can't believe it took a Tyrannosaurus frolicking through the snow for me to see this. It's plain as day! What to make of it? Add in the human factor, and it's impossible for this island to continue as it is by natural means. So what, is this island's wildlife being monitored and curated somehow? I should speak with Rockwell. Maybe he's come to a similar conclusion.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Helena Note #7(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Entry 7 I never thought this island was normal, exactly. I mean, there are giant obelisks floating in the sky, for Pete's sake. Not to mention that cave I found, which hid a platform similar to those found at the base of said obelisks. Well, similar except for those oddly shaped holes that were carved into its podium. I guess I just didn't care about all that. So long as I had my beautiful, unique and untainted ecosystem to study, I was happy. But now? No, I shouldn't write it off just yet. Not before I arrive at Rockwell's. There's still a chance that my data is off or that I missed something obvious. I won't give up on my paradise just yet.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Helena Note #6(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Entry 6 As absurd as the Death Worms are, I see their purpose. They are a natural barrier. If this whole place is a space station posing as a real ecosystem, then it needs to keep the wildlife and humans inside it contained in a way that appears natural. The island accomplished that by simply being an island, and the desert does it via the Death Worms. Granted, a large population of predators with ludicrous kilocalorie needs would never last long in a place devoid of prey, but as this is an artificial environment, the station can feed or replace the Death Worms as needed. It's a little convoluted, but it makes sense.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Helena Note #7(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Time to go over the facts. Like the island, this desert is a space station posing as a natural environment. It is inhabited by a large population of dangerous, genetically engineered creatures, and a small population of humans that are struggling to survive. This whole environment is then deliberately contained by a combination of a holographic horizon and natural barriers. Assuming the other space stations are at all similar, then this whole thing is starting to look like some kind of bizarre experiment on a grand scale. Yes, each station would represent an experimental group, and... I'll have to continue this later. One of the caravan's scouts just returned in a panic. Something about rocks being alive, which is of course ridic(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Nerva Note #6(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Entry 6 It did not take long for me to grow accustomed to the weapons of this world ? many of which are called "guns" according to one of my lieutenants. They are far more accurate and deadly than any bow, but like any weapon, they are only as effective as their wielder. In the hands of the Blackthumbs, they are of no concern. In battle, we have been able to bait the Blackthumbs into attacking a wave of durable but disposable beasts before descending upon them with our main force. Our attacks are concentrated while theirs are scattered. That makes all the difference. Gaius Marcellus Nerva Victoria per Disciplinam(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Nerva Note #7(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: The Blackthumbs are destroyed. Their leader was defiant, but his tribesmen did not wish to fight the inevitable. They offered us his head last evening. I suspect surrenders will be more frequent now. The Blackthumbs were the first, but they shall not be the last. Yes, I see it clearly. This is destiny. The gods have brought me here to bring order, to save these people from their own savagery. Janus pulled me across a bridge of time and space, Mars lent me his strength and now I shall create my own empire in their name. Gaius Marcellus Nerva Victoria per Disciplinam(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Raia Tablet #6(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: I am still not accustomed to the loud, fiery weapons that our new Captain is training his men to use. Their power is so destructive that it seems almost too much for any mortal man to possess. Yet Captain Dahkeya strolls up and down his line of trainees like they are wielding wooden swords, and twirls his own weapon almost absentmindedly. It is somewhat unnerving, to find someone so calm around such potent instruments of death, but I suppose that is why he has had such success in securing our borders. I can only hope that we need but one Captain Dahkeya, and that I never have to use those weapons myself.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Raia Tablet #7(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: It has been such a blessing to be able to spread Hathor's joy and love to so many people. At first, my daily prayers garnered but a few curious observers. Yet soon, observations turned to questions, and questions turned to participation. Now there are so many of us that we have even begun to construct a shrine. I truly wish that I could teach these eager new students all day long, but my duty to the village must come first. Perhaps when our future here is finally secured I shall be able to live the life of a priestess again, but for now I have too many people counting on me. I cannot abandon them.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Dahkeya Note #6(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Now I know how the old man felt while he was teaching me how to hunt. We stopped seeing eye to eye even before I left the tribe, but I'll always thank him for the time he spent telling me the same damn things over and over again. Must have drove him wild inside, but he never showed it. Hasn't been easy to imitate that patience. Half of this sorry bunch is green as grass, and the half that isn't would rather hold a spear than a gun. At least they're improving, even if it's at the speed of molasses. Her highness stops by on occasion, but thankfully it's just for a gander. This'd be even harder with (/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Dahkeya Note #7(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: My patchwork posse had their first real test today. Some of our gatherers ran into those big lizards a few miles west of the village, and one of them managed to come call for help. Luckily the others had tucked themselves away in an outcropping and we got everyone back safe and sound. Well, except for the Frenchman. He forgot that when you shoot at those big bastards, they'll shoot right back. Took them hours to get those barbs out of his arm. When we got back, I think I heard the words "thank you" more than any other day in my life. I didn't really know what to say in return.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Rockwell Record #6(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: This expedition to Whitesky Peak has been just splendid, top to bottom. The weather's been marvelous, I've found excellent floral samples and the local hunters had more Woolly Rhino horns than you could shake a stick at. I even managed to find volunteers for my latest experiment! It turns out that it was simply a matter of linguistics: those who are wary of experimental potions are much more receptive to experimental food. Once my Endothermic Paste was rechristened Fria Curry, people were clamoring to test it. It has moderate nutritional value, so it's not technically a deception. It's just favorable language in the name of progress, that's all. Perfectly moral.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Rockwell Record #7(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Sadly, my Fria Curry trials cannot begin immediately, as the volunteers have a much more difficult journey to Rockwell Manor than I. After all, I couldn't very well carry every one of them on Archimedes. Yes, the Argentavis could clutch one in his talons, but I've always found the practice to be barbaric. The rest of the ARK may be embroiled in feudal savagery, but a gentleman always maintains his class and dignity! At any rate, I must have my assistants renovate the guest compound. Naturally I would never let strangers into the manor proper, but there's no reason their stay should not reflect my civilized standards.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Rockwell Record #6(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Now I know how the old man felt while he was teaching me how to hunt. We stopped seeing eye to eye even before I left the tribe, but I'll always thank him for the time he spent telling me the same damn things over and over again. Must have drove him wild inside, but he never showed it. Hasn't been easy to imitate that patience. Half of this sorry bunch is green as grass, and the half that isn't would rather hold a spear than a gun. At least they're improving, even if it's at the speed of molasses. Her highness stops by on occasion, but thankfully it's just for a gander. This'd be even harder with distractions.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Rockwell Record #7(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: I have discovered why Prophet's Rest is so generous with their water. The well at the edge of the compound is built directly on top of what the locals call a "water vein" ? an endless supply water that bubbles up from beneath the earth. Its existence is a minor miracle, though compared to what I saw in the starlit sanctuary, minor is the operative word. I suppose this ARK must be floating among the stars just as the Island was. What an extraordinary thought! I cannot fathom how such a thing is possible, but that remarkable metal must be at the heart of it. I am certain.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Achatina Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Common name: Achatina Species: Achatina limusegnis Time: Holocene Diet: Herbivore Temperament: Passive Wild Found mostly in marshes and jungles, Achatina limusegnis is a very slow, very non-threatening land mollusk. It might be the simplest creature on the Island to hunt, and while it only provides a small amount of meat and chitin, an easy meal is always of value on the Island. Unlike nearly every other creature on the Island, Achatina does not defecate normally. Instead, it secretes a thick, sticky substance. Achatina leaves trails of this slime, but the trails are so thin that they crumble to dust quickly. Domesticated There is a very disgusting, but useful fact about Achatina that causes tribes to seek to tame them: its secretions are chemically similar to the "Cementing Paste" and "Organic Polymer" used by many tribes for building materials. Tamed Achatina naturally accumulates this slime over time, which can then be collected at the tribe's convenience. Legend has it that Achatina can be tamed with a special "cake" made from harvested crops & resources.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Moschops Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Common name: Moschops Species: Moschops cibumutante Time: Mid Permian Diet: Omnivore Temperament: Cowardly Wild Moschops Cibumutante in the wild is a lazy, cowardly creature that typically lives in the Island's forests, primarily making its home among the great redwoods of the western regions. It survives by being extremely flexible in its eating habits and completely averse to fighting. It never starves, since it can eat just about anything. It runs at the slightest provocation but is still often preyed upon. Domesticated What makes Moschops particularly interesting is what it can be trained to do with its eating habits. With a versatile palate and tough teeth, Moschops can be tamed for a unique ability: over time it can be accurately taught exactly which things to gnaw, increasing the likelihood of harvesting the specific resource its master desires. For example, teach it to prioritize chewing Prime Meat, and Prime Meat will be easier to harvest from the flesh it consumes. Likewise for rare plants materials, and so forth! Just don't expect Moschops to protect you, though! Even after taming, it will quickly flee when enemies are nearby. Regardless of being fed well, increasing its strength, or how much affection, you shower on it, Moschops retains its inherent cowardly nature! Its lack of combat might deter the use of this companion but the ability to ride Moschops while making use of its diverse harvesting is a rare treat.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Pachyrhinosaurus Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Common name: Pachyrhinosaurus Species: Pachyrhinosaurus mitisaura Time: Late Cretaceous Diet: Herbivore Temperament: Evasive Wild Pachyrhinosaurus Mitisaura is a medium-sized herbivore, found almost everywhere but the Island's mountains. It is generally calm and ignores all other nearby creatures unless it is attacked. Pachyrhinosaurus possesses a particularly unique survival skill. When threatened, its massive nasal-boss releases a chemical into the air that calms other nearby creatures, making them less likely to attack it. Affected creatures are sometimes hungry enough to ignore the effect, and humans seem immune to it. Conversely, it can seemingly invert this phenomenon at will and coerce creatures into attacking it! Domesticated Pachyrhinosaurus is an excellent starting mount for anyone new to taming. It is fairly easy to train, can carry enough to be a simple pack-animal, and is not as deadly as some of the larger herbivores. Additionally, Pachyrhinosaurus can release its unique chemical on command to protect itself and its rider from nearby predators, or draw attention if desired, making it a potential life saver in a pinch.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Meiyin Note #8(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: The defense went spectacularly. Like many tribes, The Red Hawks relied entirely on brute force. They thought only of charging in with their beasts and their guns, with no regard for their surroundings. They never expected a sortie, much less one that came from their exposed flank. Our victory was so complete that my benefactors not only rewarded me with the weapons and supplies they promised, but extra pack animals to carry them. With each battle, my skills improve and my ranks swell, if only with beasts. I don't mind that. The people that I care about are back home. Until I return, Wuzhui is enough company.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Helena Note #8(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: I really need to visit Rockwell more often. It's so energizing to be around someone of his experience that still has so much excitement for his work, and talking to him always helps me gain perspective. As for the Island's ecological abnormalities, Rockwell reassured me that I was jumping to conclusions. He made a great point ? just because this place doesn't follow the scientific laws we're used to, doesn't mean it follows no scientific laws at all. After all, science is about discovery, and new discoveries can invalidate old principles. So before I latch onto my theory, I need to gather more empirical evidence. Otherwise, I'm no scientist.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Nerva Note #8(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: I have allowed the Legion to take a reprieve from war, at least for now. We need time to gather our strength and plan our road to conquest before we march again. Augustus did not unite the Empire by rushing into battle, after all. Such things take time, and more importantly, information. As I write, my scouts are mapping out the surrounding lands and observing any tribes that may oppose us. I have no doubt they are not all like the Blackthumbs. One could very well prove to by my Marc Antony, and when I find him, I will be prepared. Gaius Marcellus Nerva Victoria per Disciplinam(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Rockwell Record #8(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Having readily available subjects has helped my experiments tremendously, even if their numbers dwindled over time. Not only was I able to curb the side effects of my Fria Curry's endothermic properties, but I managed to bring out an additional benefit of the mixture. Now it also lowers the subject's metabolism, letting them go longer without needing food. Marvelous! I hadn't even considered that as a possibility. Why, with all I've learned from these experiments, I imagine that I could reverse the effects of the Curry and create a concoction to aid survival in extreme heat as well! I must find more volunteers posthaste.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Helena Note #8(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: I really need to visit Rockwell more often. It's so energizing to be around someone of his experience that still has so much excitement for his work, and talking to him always helps me gain perspective. As for the Island's ecological abnormalities, Rockwell reassured me that I was jumping to conclusions. He made a great point ? just because this place doesn't follow the scientific laws we're used to, doesn't mean it follows no scientific laws at all. After all, science is about discovery, and new discoveries can invalidate old principles. So before I latch onto my theory, I need to gather more empirical evidence. Otherwise, I'm no scientist.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Raia Tablet #8(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Names are a curious thing. We assign them great weight, yet they do not change the substance of the person, place or thing they belong to. I suppose that line of thinking is why I never dwelled on the name of our humble village, yet now that it has grown to become somewhat less humble, our home can go nameless no longer. People must call it something. To that end, Nosti is as good a name as any. I am told that it means "to know" in some old, important language, and whatever our citizens intended that to symbolize when they chose it, I know this: while we are here, we are under the protection of the gods.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Dahkeya Note #8(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: The townsfolk may be grateful for my protection, but that doesn't mean they like me. I don't mind. If they're looking for social graces, they ought to find her highness. Raia hates that nickname. She thinks I'm calling her stuck up, and I suppose I am. Just a little. Can't imagine the woman's hands ever saw a callus before she got here. That's not the whole of it, though. Take this business with that tower. She's got folks from all sorts of places praying to the damn thing, and she never really asked them to. They just want to follow her lead. It's like she's wearing an invisible crown. Can't decide whether that's comforting or concerning.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Rockwell Record #8(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Most of my work work as the monastery's doctor has been trivial. Every now and then one of the guards gets injured by the local wildlife, but I usually find myself treating heat stroke and common illnesses. As such, I have had plenty of time to learn all the priests know about the obelisks. All told, they are stunningly ill informed about the literal pillars of their faith. They are unaware that the obelisks are actually devices that can be activated, and needless to say they have never activated one themselves. They showed a flicker of understanding when I described the artifacts I found on the Island, however. I shall have to keep digging.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Meiyin Note #9(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: I was told this escort mission would be dangerous, but I had not expected to fight a legitimate army. Fortunately, I was riding ahead of the main column and spotted them first. After signalling for the convoy to change course, I harassed the enemy from their flanks to draw their attention, then retreated in a different direction. Even that cost me. Many of Wuzhui's brothers were injured and some were killed. Previously, my enemies here fought wildly or scattered when attacked, but these men had discipline. The leader of the convoy was very grateful. Apparently, few survive an encounter with this "New Legion." I should be wary of them in the future.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Helena Note #9(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: On Rockwell's recommendation, I've headed south to start an in depth study of the Island's marine life with the help of a tribe called the Painted Sharks. Because the ecosystem of the ocean that surrounds the Island is separate from the ecosystem on the mainland, correlating patterns between them might help me isolate and understand this island's scientific abnormalities. Also, after freezing my ass off for so long, I could really use an extended stay on a tropical island. Marine biology was never my strongest field, but I do love the ocean. If nothing else, it should be beautiful there.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Nerva Note #9(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: While a prudent general must take his time to plan, I realize that comfort breeds complacence. So as my scouts range across the beaches and jungles, I have made sure to lead our main force out on regular raids. Our targets have been weak ? mostly small villages or unsuspecting convoys ? but they resist enough to keep my men's instincts sharp. Letting them keep the meager spoils of these exercises has helped morale as well. Our actions have not gone unnoticed, however. My scouts say many tribes are avoiding our territory altogether now. Good. A fearsome reputation will serve the Legion well. Gaius Marcellus Nerva Victoria per Disciplinam(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Rockwell Record #9(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: I decided to seek out volunteers for my next experiment among the island's larger tribes. I thought that surely they would be willing to help after I patiently moderated so many of their frivolous disputes. How idealistic of me! Instead, they have yet another favor to ask. Apparently, there's a new tribe that's behaving rather aggressively, and no one can successfully negotiate with its leader. So naturally, they have turned to me. It's rather bothersome, but I can?t fault their logic. If Sir Edmund Rockwell cannot reason with this Nerva fellow, than who can?(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Helena Note #9(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: I remember now ? the dragon had a rider. Rather, the wyvern did. Two legs means it's a wyvern. Strewth, listen to me, fighting to survive and still finding time for semantics. The rider was covered up too well to get a good look at them. Could it have been Mei Yin? No, that's stupid. I don't know if she's even alive, much less in this desert with me. It would be just like her though, to have tamed the meanest thing here so quickly. It's nice to pretend that a friend might be looking out for me, at least. We were sort of mates, right? Sort of. I could really use one right now. A friend, I mean.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Raia Tablet #9(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Lost souls from all across the desert continue to prostrate themselves before Nosti's gates. I adamantly refuse to turn away anyone that does not mean us any harm, but I realize that has left us with many mouths to feed. As a result, Nosti's fields are its most valuable asset. Fortunately, Girisha's designs and my organization of labor and resources have once again proven effective. Not only did we implement an efficient irrigation system, but we have encased our crops in a large, protective structure made of a clear, shiny substance called "glass." Every morning, it sparkles with Amun-Ra's light like a great gem, a beautiful reminder of what we can accomplish when we are united in purpose.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Dahkeya Note #9(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: My band of misfit lawmen may finally be coming together. It's been a whole week since someone shot themselves in the leg or pissed their britches over a raptor. Maybe I'll finally be able to get some decent shuteye. Probably too much to hope for. Every day, Nosti grows a little bigger and I have a few more problems to solve. Those giant bugs from the other day, for example. Found two of them playing around with a pickaxe a few miles north of the river. I've never heard of any animals using tools, not outside of the legends the elders used to tell about Big Owl and Coyote. Doesn't seem natural.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Rockwell Record #9(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: EXPLORERNOTE_RockwellRecord#9(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Cnidaria Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Common name: Cnidaria Species: Cnidaria omnimorph Time: Cambrian-Holocene Diet: Herbivore Temperament: Passive, but aggressive at close range Wild Cnidaria omnimorph is another example of a creature which should not exist. It has traits that seem derived from many types of jellyfish. It possesses the size and shape of large egg-yolk jellies, the powerful sting of certain box jellies, and the bioluminescence of deep-sea jellies. This all combines to make a dangerous creature that lights up the deepest reaches of the ocean. Cnidaria is not generally aggressive, because it lacks normal perceptive senses. It generally just floats along on the current until something gets close enough to sense, at which point it attacks. While its attacks are not directly powerful, its sting injects an incredibly strong and fast-acting sedative. Domesticated As Cnidaria is barely more intelligent than a plant, there's no effective method to tame one. Most tribes kill Cnidaria on sight, then collect its reserve of powerful sedative, to use in technically advanced long-distance tranquilizers.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Troodon Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Common name: Troodon Species: Troodon magnanimus Time: Late Cretaceous Diet: Herbivore Temperament: Aggressive during night, cautious during day Wild Quite possibly the most intelligent non-human creature on the Island, Troodon magnanimus is an incredibly fast learner. It understands meaningful experiences much faster than other creatures (including humans), and its social nature means it also teaches its packmates, making them smarter too! If Troodon's cleverness didn't make it formidable, then its tactics and biology would. It specifically pack-hunts at night when we are most vulnerable, and sees humans as its primary prey. This audacity is made especially dangerous due to its serrated fangs' poison, which drains stamina from any creature, but outright paralyses humans. Thankfully, Troodon is fairly small. Were it larger, it might well have become the dominant creature of its ecosystem. Domesticated I thought Troodon simply could not be tamed, until I finally saw a lone survivor with one. She told me that she let "Troody" hunt a few of her tribe's smaller creatures for sport, and it eventually started following her everywhere. It seems that while Troodon is too intelligent to fall for the rote conditioning of "tranq-and-feed," it can instead gradually gain loyalty from a social approach that provides it with the opportunity to hunt. Ever since, I have wondered at the benefits which a pack of ultra-smart, bred-for-battle Troodon may bring to a tribe brave enough to earn the favor of these clever carnivores.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Tusoteuthis Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Common name: Tusoteuthis Species: Tusoteuthis vampyrus Time: Cretaceous Diet: Carnivore Temperament: Aggressive Wild Tusoteuthis vampyrus is a very aggressive water predator. Approximately 30 feet long, Tusoteuthis is a terror of the deep. Once it grabs its prey, it slowly crushes it into submission while using the talons on its tentacles to siphon and drink the victim's blood! Tusoteuthis is a terrifying opponent for several reasons. Firstly, its grab slowly renders its victim unconscious, so death isn't the only concern. Secondly, its vampiric blood drain instantly revitalizes it, even during combat. Finally, if Tusoteuthis is losing the fight, it sprays a cloud of ink into the surrounding water, blinding its attackers to cover a sneaky escape. Domesticated One of the major benefits of taming Tusoteuthis is harvesting its ink. Unlike normal ink, Tusoteuthis' ink is very oily, and can even be refined into fuels such as gasoline. Between that and Tusoteuthis' distinctive capability to grab & carry large creatures underwater, it makes for an excellent aquatic tame, despite its slower speed.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Pegomastax Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Common name: Pegomastax Species: Pegomastax fructarator Time: Early Jurassic Diet: Herbivore Temperament: Defensive Wild Among the bottom of the Island's dinosaur food chain is a small herbivore called Pegomastax fructarator. It is content to spend all day alone, gorging itself on far more food than you might reasonably expect for a creature of its tiny stature. Its beak appears perfectly evolved for collecting food from plants while avoiding indigestible fibrous strands. Pegomastax is likely to spend its time greedily foraging; this behavior can turn it into a very aggressive (though rather unthreatening) opponent, shrieking and whooping far above its actual threat level. It has been known to steal belongings from humans on the Island, regardless of whether they're alone or not. You would expect a creature this small and weak to live in flocks, but Pegomastax seems to be rather solitary in nature. While not pretty, and far too small to ride, tribes often keep Pegomastax around for two reasons. Firstly, they are an excellent farming aid, its skill at scavenging means that it collects an extraordinary quantity of seeds and berries, while also handily gathering rare flowers, mushrooms and other ingredients necessary to cook up special concoctions. The other reason being that tamed Pegomastax can be utilized by tribes to steal items from others. Their nimble feet and quick fingers allow them to get away with loot unscathed and potentially undetected!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Therizinosaur Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Common name: Therizinosaur Species: Therizinosaurus multiensis Time: Late Cretaceous Diet: Herbivore Temperament: Aggressive Wild I'm not entirely sure how Therizinosaurus multiensis stays populated on the Island. It is surprisingly slow for its size, and is a solitary predator (so no pack to back it up). I suppose the fact that its sheer power rivals Tyrannosaurus is the only thing that allows this very aggressive medium-sized predator to thrive. The claws of Therizinosaurus are some of the most versatile biological tools I've encountered, as adept at removing trees and foliage from Therizinosaurus' path as they are at piercing the thick shells and hide of the Island's most defensive creatures if backed into a fight. Domesticated A tamed Therizinosaurus is one of the most versatile mounts a survivor can have. It can be trained to use its claws brutally or delicately, allowing the rider to primarily harvest with enhanced efficiency the specific kinds of resources that he or she needs. And in combat, these same claws can pierce straight through the toughest armor. This flexibility more than makes up for its inability to carry the large loads of the Island's many herbivorous beasts of burden.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Meiyin Note #10(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Am I a mercenary now? I had not given it much thought until I was actually called one. I don't like the title. Mercenaries fight for riches, but I?m just fighting for what I need to survive. That?s different, isn't it? When I fought back home, I knew who and what I was fighting for. I knew who my enemies were. Here I cannot tell. I am trying to be honorable by defending people and not attacking them, but how can I be certain? I cannot dwell on it. To survive, I must fight on. To return home, I must fight on.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Helena Note #10(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: The Painted Sharks have treated me like I'm the bloody queen since I showed them Rockwell's letter of recommendation. I don't think I've eaten better in my entire time on the Island! Not that it's a high bar, I'm a horrible cook. Oh, and they've been of tremendous help with my research, of course. So far, my estimates of the predator-prey balance are consistent with the ecosystems on the mainland. The water is simply teeming with shoals of megalodons, and they are extremely aggressive. Perhaps that's a side effect of having limited prey? Sharks aren't known as territorial creatures. I'll have to study them further.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Nerva Note #10(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Who could have imagined that a simple convoy would give the New Legion its first taste of adversity? Before today, the idea would seem absurd. They must have seen our approach, because just as we spotted our prey, we found our left flank beset upon by a pack of beasts. Though the creatures were smaller in size and number, they struck fast, they struck together and they never lingered. By the time we chased them off for good, the convoy was long gone. Impossibly, I spotted but a single rider throughout it all. Who is she? If Mars has blessed me, does Minerva harry me? No, I was simply unprepared. I will not be again. Gaius Marcellus Nerva Victoria per Disciplinam(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Rockwell Record #10(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Well, I found the reports on Mister Nerva to be rather exaggerated, and as an Englishman, one might imagine that I'd view Roman leadership with some disdain. Yet, in my experience, I found Mister Nerva to be civil, honest and intellectually engaging. In fact, after a lengthy conversation, I daresay that Mister Nerva has the right of it when it comes to this island's politics. As the Romans created Pax Romana, perhaps this New Legion will create Pax Arcam. Even if it doesn't, I doubt it will harm my research, so I see no reason to interfere in this particular squabble.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Helena Note #10(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Well, I found a new best mate. The little fuzzball isn't exactly what I meant, but I'll take her. I've dubbed her species Renopila amplexus. They're small, cuddly little herbivores, and as far as I can tell, taming one has no practical use. I just couldn't let the her starve to death, though. I guess all this rubbish with golems and wyverns has quelched what was left of my scientific instinct to leave nature to nature. At least we provide each other with a little warmth at night, and her antics have helped to keep my spirits up. I suppose I'll need to give her a name.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Raia Tablet #10(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Despite our best efforts and the blessing of the gods, tragedy is unavoidable in these strange lands. Yesterday, it struck Nosti once more in the form of a mantis attack, and while I could not undo what had been done, I hope that I was able to bring some small comfort to those who knew the victims best. Though we lack the resources to properly inter the dead in tombs, we still held a ceremony in their memory, and I made time to speak privately with anyone who wished to. Between that and my usual duties, I am physically and emotionally exhausted, but when my people are suffering, I cannot afford to rest.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Dahkeya Note #10(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Something damaged a water pipe outside of town yesterday, and when a crew went to repair it, they were attacked by a whole mess of mantises. My boys and I drove them off, but we were too late to save the engineers. I know it sounds crazy, but I think those mantises cut through that pipe on purpose to draw us out. If I'm right, then I'm more concerned about them than anything. In the stories about Big Owl and Coyote, Big Owl was the huge, scary one, but Coyote was more dangerous because he was clever. He'd trick man and monster alike, and everyone feared him. I never believed those stories, but I sure remembered the lesson.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Rockwell Record #10(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: It took time, but I finally pilfered enough supplies and tools to survive on my own. Loading them onto these camel-like beasts of burden was laborious, but the real trial was absconding with the artifacts. There is always someone watching the inner sanctum, so I carefully studied the guard's shifts until I identified whose drink I had to spoil with my knockout serum. Even then I acted with great haste and guile, for my heist will surely be discovered when the priests convene for their morning prayers. Alas, they will be too late! Sir Edmund Rockwell is always ahead of his foes, but not by a mere step. No, I am miles and miles beyond their reach!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Ovis Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Common name: Ovis Species: Ovis arcam Time: Holocene Diet: Herbivore Temperament: Stupid Wild Since arriving on the Island, I have encountered dozens of fascinating creatures whose behavior has never been studied or documented...and also sheep. Granted, Ovis arcam is quite different from the modern domesticated sheep - and even from wild sheep species such as Ovis orientalis. The unique markings on its face give it a striking appearance, and the males' horns possess a unique shape that is unlike any other species in the Ovis genus. As one might expect, Ovis stands little chance against this Island's many predators. Like the Dodo, its continued survival in the face of these challenges is a mystery. Domesticated Some survivors have found herds of Ovis to be useful in farm life. Their wool can be repeatedly safely shorn with the proper tools, and cooked lamb chops are a popular dish among some tribes, as is their hyper-nutritious mutton. Every now and then, a survivor with a sense of humor will attempt to utilize Ovis as a mount, although the joke becomes significantly less funny once their slow Ovis is run-down by a pack of Raptors. One tribe has grown particularly attached to Ovis, perhaps uncomfortably so. I don't know the tribe's actual name, but I refer to them as "Sheep Lovers."(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Baryonyx Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Common name: Baryonyx Species: Baryonyx aquafulgur Time: Early Cretaceous Diet: Piscivorous Temperament: Passive to land creatures, but aggressive to water-dwellers Wild Like the Carnotaurus, Baryonyx aquafulguar is a large carnivore, but not large enough to rival the Island's apex predators. While not as powerful as some deep-sea predators or Spinosaurus, Baryonyx is an extremely fast swimmer who is still sufficiently nimble enough to threaten most creatures on the Island. And yet despite being a fast, dangerous dinosaur, Baryonyx almost exclusively consumes fish and other water-dwellers. The highly specific metabolism of Baryonyx seems to allow it to heal wounds almost preternaturally fast after feeding on nutritious fish meat. Perhaps this is why Baryonyx rarely attacks land animals? Domesticated Baryonyx's natural affinity for aquatic predation means that once tamed; it learns to kill ocean-dwellers even more efficiently. Between its speed and its power, Baryonyx makes an ideal choice for anyone interested in frequently moving between water and land travel, and who values speed and agility over raw strength.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Basilosaurus Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Common name: Basilosaurus Species: Basilosaurus solatiumfecit Time: Late Eocene Diet: Piscivore Temperament: Passive Wild One of the stranger creatures in the waters surrounding the Island is Basilosaurus solatiumfecit. It's a powerful swimmer which has adapted to the shallows so remarkably well that it rapidly recovers from injuries when near the water's surface. Conversely, it's vulnerable to deep water pressure, which slowly causes it harm. Basilosaurus is usually closely followed by other predatory creatures, as its eating habits leave plenty of scraps for scavengers to consume. It is a gentle creature towards humans and happily laps up food directly from them. However, the creatures that trail the "Basi" tend to become dangerously enraged whenever this occurs, as it leaves no leftovers for them. Domesticated Despite the hassle of engaging with its ornery followers, many tribes still attempt to tame the Basilosaurus, as its mammalian, warm-blooded circulation provides a rider with perfect comfort from both heat and cold. Being apprehensive in nature, Basilosaurus is equipped with a defense mechanism that prevents it from being stunned or shocked. Alternatively, Basilosaurus is hunted (perhaps too vigorously) for its special blubber, which can be efficiently refined into gasoline!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Purlovia Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Common name: Purlovia Species: Purlovia maxima Time: Late Permian Diet: Carnivore Temperament: Aggressive Wild Purlovia Maxima perfectly embodies the element of surprise. Though Nanictidopids such as Purlovia were once thought to be herbivores, I discovered that this creature is, in fact, a patient hunter of the most intelligent sort. After burrowing beneath the jungle floor, Purlovia enters a state of hibernation and can go extended periods without any food. When some unfortunate creature eventually wanders by, Purlovia bursts forth from the ground, tearing into its prey with its large canines before the victim can react! Domesticated Though Purlovia is ill-suited to the life of a mount, its usefulness in staging an ambush or as a village guardian cannot be understated. With a tamed pack of Purlovia, one could assemble a literal organic minefield of deadly claws and teeth! However, any ambushes using Purlovia must be planned well in advance, as it will refuse to hibernate if it senses any threat nearby.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Rockwell Record #11(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: How can these tribal leaders be so short sighted? Yes, the members of their respective tribes who volunteered for my Battle Tartare and Shadow Steak Saut? experiments have been experiencing prolonged withdrawal episodes, but can't they see that the benefits outweigh the costs? I created mixtures that can bring out superhuman strength, speed and coordination in ordinary men and they can only focus on the negatives. Simple minded, the lot of them! They've even banned their members from partaking in my experiments now. Ridiculous! I'll not let them stand in the way of human progress. They may not understand the importance of my work, but surely my assistants do.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Rockwell Record #12(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: I've decided to take a brief vacation from the laboratory. Well, I say that I've decided to, but the whole thing was my assistant Isabelle's idea. She noticed that I'd been quite ruffled lately and suggested that I take a bit of time to myself before rushing headlong into my next experiment. Such an observant young woman, that Isabelle. She's somewhat lacking as a chemist, but she understands my moods almost better than I do. I daresay that an old fashioned adventure will do me some good. Nothing like some rigorous recreation to clear the mind! Perhaps I'll go spelunking. Yes, a splendid idea! I know just the place for it.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Rockwell Record #13(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Remarkable! Absolutely remarkable! When I chose that remote northern cave as the site of my spectacular spelunking sojourn, I'd never imagined that I'd find such wonders within. Granted, I don't know what this specific wonder does exactly, but it's fascinating to examine. It's like nothing I've ever seen! I don't even recognize the materials that it's composed of, and it's constantly pulsing with some kind of latent energy. What is it? Is it unique or are there similar artifacts just waiting to be discovered beneath the island's surface? My, how invigorating! Isabelle was right, this was exactly what I needed. I feel like a young man again! (/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Rockwell Record #14(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Eureka! My theory was correct. The small podium at the base of the obelisk is definitely responding to the artifact's proximity and vice versa. Honestly, I feel foolish for not attempting this sooner! The stylistic similarities between the artifact and the obelisks floating above the island seem so obvious to me now. Clearly they were created within the same culture and era. Bizarrely, while both the artifact and obelisks are in exquisite condition, there are no other signs of this mysterious civilization. How could that be? What kind of mad society would galavant about some remote island, building towering structures and stuffing knick-knacks into caves before vanishing without a trace? I don't understand it, but it's certainly piqued my curiosity.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Rockwell Record #15(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Well, I think I've gotten as far in my studies of the obelisk as my archeological expertise will take me. A shame, really. This has been such a joyous little diversion that I hate to see it end. Ah, Rockwell you old twit! You've forgotten the origins of this little excursion ? spelunking! Did you yourself not hypothesize that there may be more artifacts hidden elsewhere on this island? Surely you can't give up before confirming that. No, certainly not, nor can I be expected to scour the ARK's caverns alone. Perhaps someone can spelunk in my stead? Better yet, perhaps someone has already spelunked!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Rockwell Record #16(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: After many days of scouring the island upon Archimedes and many more fruitless conversations with the witless, savage sods that seem to make up most of this island's population, I have finally found the spelunkers I need! A tribe to the northwest called the Iron Brotherhood has apparently found three artifacts themselves, and it's clear that said relics share an origin with my own. In exchange for my artifact, the Brotherhood agreed to report any findings to me straight away as they continue their search. What stupendously good fortune! Now I can return to my alchemical studies with renewed vigor while they crawl through the island's caverns in my stead. Brilliant!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Rockwell Record #17(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: The first round of trials for my new Lazarus Chowder have gone marvelously, but I have found it hard to maintain my enthusiasm. After all, I will never get truly definitive results with only mesopithecus subjects. It is quite frustrating. Even so, I see now that Isabelle was right. Having my assistants take part in the trials would be asking too much of them, and they are too valuable to risk so frivolously. If I cannot find human subjects from the nearby tribes, then I shall have to make do with trials on apes and monkeys. Perhaps it is finally time to capture some gigantopithecus...(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Rockwell Record #18(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: I admit, there are times when it is useful to live among simpletons. For example, I was able to trade several gallons of my Lazarus Chowder to a group of hunters in exchange for an entire contingent of tamed gigantopithecus, and they never questioned whether it had been tested on humans yet. Well, I suppose if they return with another batch of apes, then I'll know that Lazarus Chowder doesn't cause asphyxiation, won't I? It's not exactly a conclusive, scientific trial, but I suppose it will serve. Unfortunately, all these primitive primates have given Rockwell Manor quite the pungent odor. Isabelle said she is working on some sort of air freshener, but I hope she makes haste.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Helena Note #11(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Still no answers as to why the megalodons are so territorial, but I was privy to something even more extraordinary ? megalodon mating behavior! No one's ever witnessed great whites rooting around back home, so that alone is monumental, but I got something even better. I know, what could possibly top watching megalodons having a naughty, right? Tracking the female! I was able to observe her for almost the full gestation period, and get this ? it only lasts one week. One week! No wonder the population is so high. These things are spitting out pups at forty-four times the rate of Aussie great whites. I should compare how they behave in captivity.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Helena Note #12(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: So, in addition to all of the oddities I found with wild megalodons, here's the real cherry on top ? taming them is a piece of piss. A bit of training and they're more obedient than the family dog. Now, I've heard of sharks getting very rudimentary training over a year or so, but not to this extent. Certainly not so easily. Sharks aren't mammals or even avians, they're fish. They rely more on instinct, or to put it simply, they're not very smart. You shouldn't be able to ride one like a jet ski. I'm trying to keep an open mind like Rockwell suggested, but this just feels wrong.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Helena Note #13(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Well, this seals it. Just when I thought I'd made some sense of the notes I took while visiting the Painted Sharks, I spotted the nail in the proverbial coffin ? roos. A whole herd of giant roos were just hopping about the countryside like they'd always been there. As much as I love roos, they just shouldn't be here, period. They evolved in Oz and Oz only sixty million years after dinosaurs went extinct among a bevy of other marsupials. If I know any genus, it's this one, and procoptodon should not exist here. This island isn't an ecosystem, it's a zoo.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Helena Note #14(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Not too long ago, I thought this place was a far off utopia where I could study all the world's lost wonders. Now that I'm fairly certain it's not natural at all, I have to say, it's lost a lot of luster. Interference from mankind hasn't helped. Most tribes have learned to live in harmony with their slice of the Island, but some aren't content with that. One is even trying to conquer all the others, and natural or not, this ecosystem won't be any better off if it's burned down in some great war The sunrises are still beautiful, though. At least nothing can change that.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Helena Note #15(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Of all the abnormalities that I've observed, the tamed megalodons stick out to me. It was almost like they were stray dogs who were resocialized, as though they had a genetic history of human obedience. Most of my observations have been in the wild, but I think I may learn a thing or two if I observe domesticated creatures more closely. I need to study their diets, their mating patterns, how they socialize with other species...all that. Rumor has it that there's some woman that's tamed a whole mess of them all by herself, so many that they call her the Beast Queen of the Jungle. Maybe she'll have some useful insights.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Helena Note #16(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: I suppose it was a bit naive of me to think that someone with the monicker of "Beast Queen" would roll out the red carpet. I guess I got used to all the friendly treatment that being an associate of Rockwell's earned me. She did let me stay at least, and she hasn't instructed her dinosaurs to kill me yet, so that's a positive! Not that she'd really need the dinosaurs. If that glare of hers gets any more intense, I'll probably just burst into flames on the spot. Strewth, I hope she eases up. Sifting through raptor excrement with someone watching is harder than you might think.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Helena Note #17(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: There's nothing special about the diets of these tamed creatures when compared to their wild counterparts. Part of that is the Beast Queen's doing, as she takes them on regular hunting excursions for training purposes. Curiously, they never have to range too far. There is an abundance of prey nearby, despite the size of her pack. That this has held true regardless of her domesticated creatures' remarkable birth and growth rates makes it even more unusual. Oh, and I did finally get her name ? Li Mei-Yin. She's gotten a little less glarey, too. In hindsight, maybe starting by studying her animals' feces just gave a bad first impression?(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Helena Note #18(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: The most interesting thing that I've observed about Mei-Yin's animals has been what they don't do ? they never fight. Among creatures that have been domesticated for generations like cats or dogs, that's normal, but there's a reason zoos keep their animals in separate enclosures. Certain instincts are hard to curb, and there should definitely be more disputes among such a diverse group. Mei-Yin has even integrated a herd of herbivores into her army, as their thick hides have proven resistant to fire and explosives. Yet despite being surrounded by carnivores, they remain untouched. It doesn't make sense. That's not to take anything away from Mei-Yin. She works hard to treat and train her animals well. She's not bad company either, at least when she's not mute and I don't go full biologist. Sometimes it's felt like speaking a new language, but it's been kind of refreshing.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Meiyin Note #11(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: I've started to tame larger creatures. The speed of my light cavalry was beneficial, but I realized that it was not enough. A hundred swift strikes mean nothing if there is no strength behind them. To survive enemies like the New Legion, I must be able to strike with power. I began with the ones that look like larger raptors, but with horns on their foreheads. They balance strength and speed well, and will serve well as the core of my forces. When I have enough horned raptors, I will add some of the giants. Maybe then I'll finally have the strength to find a way home.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Meiyin Note #12(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: I am living on an island. Worse, a cursed island. When I managed to tame a great spined lizard and a giant raptor, I left the jungle to find a way out of these treacherous lands, but I soon found myself travelling in circles. Worse still, I'm told that a magical barrier prevents ships from sailing too far from the shore, and birds from flying too high to leave the island. It was never a matter of strength. There is no path home at all. Wuzhui seems to sense my unease. These days, I often wake to find him nestled beside me. At least I am not trapped here alone.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Meiyin Note #13(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: I laughed for the first time in weeks today. A man from a small tribe of fisherman sought to hire me, but he didn't call me by my name. He called me the "Beast Queen of the Jungle." I could not keep a straight face. I suppose I understand the title. Since my failed expedition, I have staked out a small swath of land to live on more permanently, and the locals know it as my pack's hunting ground. Still, I'm hardly a queen. My "castle" is little more than a shack. I'd rather be called a queen than a mercenary though, so I may as well embrace it.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Meiyin Note #14(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: I wonder what father would think of me now. Would he be proud of me when I march off to battle? I know he wanted a son. That's why he trained me in secret. Would he accept a Beast Queen instead? Mother wouldn't approve. The other villagers were too desperate to care about my gender when I joined the fight against the Turbans, but mother never forgave me. She wouldn't even look at me now. Should I mind? Those were Mei-Yin's parents, from Mei-Yin's life, and sometimes I wonder if that life was even real. Maybe I was always a beast, and never a woman.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Meiyin Note #15(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: I have finally found a beast that I cannot command. No, to call him a beast is not enough. He is a demon. I was stalking a pair of giant raptors, waiting for an opportunity to bring them into my pack, when he tore through the treeline to steal their kill. He dwarfed even the giant raptors in size, and in fury he surely has no equal in this world. When his foes bit at him, his eyes glowed with hatred and he struck with renewed vigor. I have never seen such terror. Even I dare not challenge this creature. If I am the Beast Queen, then he is the Demon King.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Meiyin Note #16(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: A woman named Helena arrived at my camp yesterday, though not to hire me. She said that she was a scholar studying the creatures on this island, and that she wanted to observe my beasts. I turned her away at first, not trusting her intentions. How could I? What mad fool would bother with scholarly pursuits in a place like this? Yet she persisted, and in time I was convinced of her honesty. I don't know if I made the right decision. Helena is constantly asking strange questions. Why does she need to know so much about my beasts' feces and mating behavior? What a bizarre person.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Meiyin Note #17(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: When Helena arrived, I was constantly glancing in her direction, wondering just what she was scribbling in that thick book of hers. Now I hardly notice her unless we're speaking. The questions haven't stopped, but thankfully they aren't always about things like animal feces. Sometimes we just talk about something simple, like cooking. Neither of us are very good at it, but together we've managed to make a few things that tasted better than plain meat. Yet before long, my territory will be silent once more. Helena says she has to move on, and war is brewing in the south. Someone will need my sword very soon.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Meiyin Note #18(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: The war in the south is not an ordinary one. According to the member of the Painted Sharks that arrived to hire me, his tribe is fighting the New Legion. I admit, that gave me pause. They were formidable before, and they've grown even stronger since we last met. Yet I have grown stronger too, and the Sharks were clearly in desperate straights. I could not turn them away. As I readied for war, I recalled a dream I had many months ago. I still don't believe in fate, but maybe this is my nature. On this island, maybe I can actually be like Lieutenant Guan.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Nerva Note #11(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: It seems that some of our neighbors have grown weary of our raiding. Today, I received an envoy from the Golden Arrows who proposed a lucrative trade agreement between our two tribes, with the caveat that we never encroach on the territory or convoys of the Golden Arrows or any of their allies. I have no interest in trade agreements, but I do know how to seize an opportunity. So instead of accepting right away, I proposed that we ratify the agreement with his tribe's leaders on a neutral site. I have planned long enough. It is time for the New Legion to resume its march. Gaius Marcellus Nerva Victoria per Disciplinam(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Nerva Note #12(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: News of my rather definitive response to the Arrows' proposal has spread quickly, but few seem keen to act on it. Who can blame them? Without their leaders, the Arrows quickly folded, and the New Legion grew significantly in power practically overnight. The other tribes only managed to interrupt their cowering long enough to send another envoy, a man named Edmund Rockwell. Given the results of the last one I received, I almost didn't believe it, but apparently this man is special. The other tribes seem to respect him as a neutral party and expert on the island. We shall see. Gaius Marcellus Nerva Victoria per Disciplinam(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Nerva Note #13(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: I did not expect much from Edmund Rockwell, but he has surprised me. He has a curious way of speaking, but he clearly possesses a razor sharp intellect and a wide breadth of knowledge. Though we only met for half a day, I gained invaluable information about this island, which is apparently called the ARK. I shall have to send a scout to pinpoint where Rockwell lives. In addition to his expertise on the ARK, he is known to create elixirs that have extraordinary effects. It would behoove me to keep those out of my enemies' hands. Gaius Marcellus Nerva Victoria per Disciplinam(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Nerva Note #14(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: It seems I was not the only one who was skeptical of Rockwell's ability to curb my ambitions. The nearby Painted Sharks mustered up the courage to harass several of our coastal fortresses, but in doing so, they confirmed their nature. During their raids, they only attacked from the air and sea. They patently refused to set foot on land. If the Sharks are at home in the ocean, then I will pull our coastal forces back and attack their outposts on the mainland. Once their island fortress is cut off from support and supplies, I can whittle it down to rubble at my leisure. Gaius Marcellus Nerva Victoria per Disciplinam(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Nerva Note #15(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: The incident with the convoy was no fluke. The rider has returned, and this time we had plenty of warning. Reports of some "Beast Queen" joining forces with the Sharks reached my ears days before the siege. Her ranks have swelled since the convoy but there is no doubt it is her. Not only did she help break the siege, but for the first time in its existence, the New Legion is in full retreat. This cannot continue. I will not allow it. I will conquer the Sharks, as I will conquer the entire ARK, but first I must destroy this so called queen. Gaius Marcellus Nerva Victoria per Disciplinam(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Nerva Note #16(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Li Mei-Yin, the Beast Queen of the Jungle. That is the name of my foe. It is a name that I have already grown weary of, but soon I will never hear it again. It turns out that she is a mercenary not beholden to any tribe, including the Painted Sharks. So as satisfying as it may be, I need not actually defeat her. I must simply divorce her from her employers, and I know exactly how to do it. The seeds of my victory are already planted. Gaius Marcellus Nerva Victoria per Disciplinam(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Nerva Note #17(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: The Beast Queen is no longer a concern. It was a simple matter, really. A small team of Legionnaires planted explosives in the Sharks' camp in the dead of night while leaving hers conspicuously untouched. Predictably, the explosions drew the Beast Queen's attention but the Sharks mistook her advance for an enemy attack. After that, it was only a matter of time before they parted ways. With that barbarian removed from the conflict, this land war will end shortly. We've already pushed the Sharks out of Legion territory. Soon we will face them where they are strongest ? the open sea. Gaius Marcellus Nerva Victoria per Disciplinam(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Nerva Note #18(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: After taking the Painted Sharks' last foothold on the mainland, this war has turned into one of attrition. While I construct a proper fleet, the Sharks' resources will continue to dwindle and my flyers will continue to harass their main compound. When we finally stage our invasion, their spirits will be broken and their storehouses empty. In the meantime, I've been investigating this island's potential for naval warfare. Some sea creatures can carry a small ballista platform on their back, making them a curious sort of warship. I'm interested to see how they'll fare. Hopefully the Sharks can offer a skirmish or two before their will breaks completely. Gaius Marcellus Nerva Victoria per Disciplinam(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Helena Note #11(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: I may have been wrong about Renopila not having a practical use. Earlier today, my furry new companion started bouncing around so excitedly that I couldn't calm her down, and then soon enough it started raining. I brushed that off as a coincidence, but soon after filling my waterskins and setting off once more, she started acting skittish. I decided to find shelter just in case, and within minutes light rainfall had turned into an electrical storm. I'll need more evidence to draw any firm conclusions of course, but I wouldn't mind having a fuzzy little weather radar with me. You know...it's a little on the nose, but Radar's not a bad name.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Helena Note #12(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Thank goodness that I decided to find some high ground two days ago, or I'd have never spotted this settlement. That's twice now that I've stumbled into my own salvation. I can't count on that happening again. I'll need to stay here for a while and prepare before setting out once more. Fortunately, the villagers are willing to let me trade work for supplies and shelter. Another stroke of luck, and another factor I can't rely on. On the Island, Rockwell's name got me far, but here I'm just another stranger. Not everyone will trust or help me. I need to be prepared to survive on my own.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Helena Note #13(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: In some ways, surviving on my own was less work. At least then I wasn't conscripted into manual labor. Ugh, my whole body feels sore! I bet I wouldn't have to work if I were as adorable as Radar. The whole village is in love with her. I swear, they spoil her like a furry little princess. Rockwell would be livid about this arrangement. I can just hear him ranting about treating scholars with propriety. I hope the old Brit is doing well. Maybe when ''ve broken this mystery wide open, I'll figure out a way to get him off the Island and we can discuss it all over tea like old times.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Helena Note #14(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: While my mind still can't recall the last time I fired a gun, my muscle memory is much better. According to my would be instructor, I "wasn't a complete disaster" on the firing range. I'm no pacifist. Death and violence are a part of life, that's just nature. Yet a gun still makes me a little uncomfortable. The idea of shooting at another human just seems instinctively wrong to me. I couldn't even fire at the New Legion back on the Island. But I need to pull my weight. The villagers have been welcoming and patient with me. For their sakes, I need to practice.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Helena Note #15(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: I may have to put my freshly polished marksmanship skills to the test sooner than I thought. A hunting party spotted a swarm of giant mantises heading in our direction. Yes, giant mantises. I haven't spotted them with my own eyes, but the villagers have spoken of them every now and again. They say the insects have these little hands that can actually grip and wield weapons or tools. Sounds absolutely loony, but so is the idea of a mantis swarm at all. They must share Ghost mantis' distaste for cannibalism. No one seems keen on fighting them, but they're too close to outrun. Hopefully they'll just pass us by.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Helena Note #16(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: My hopes that the mantises would ignore the village were unfounded, and I think we were all wondering if this morning's sunrise would be our last. Despite all my practice, my rifle felt heavy and foreign in my shaking hands as the swarm advanced. Fortunately, they weren't our only visitors. The villagers erupted in cheers as lightning and fire tore through the advancing insects from above. Some chanted a name: Wali al Aswad. The rider, still hidden behind black robes, didn't acknowledge the ovation. With swift efficiency, their small flight of wyverns decimated the mantis swarm and made for the horizon. Wali al Aswad...I need to meet this person, if only to thank them.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Helena Note #17(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Just who or what Wali al Aswad is depends on who you ask. Some of the villagers have attached a religious connotation to the figure, believing it to be some sort of heavenly guardian who appears to the worthy in their time of need. One villager is even convinced Wali is an extraterrestrial. I don't deal in beliefs. I deal in empirical evidence, and that means nothing about Wali is certain until I can meet them. I won't forget this village's kindness, especially after granting me a morellatops and supplies for my journey, but this is why I'm here ? to find answers.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Helena Note #18(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: I'm definitely more prepared for this desert than before, and better equipped. With my morellatops offering a large, mobile supply of water and Radar looking out for the weather, the only threat I really have to worry about is major predators. Also giant golems. I'm actually impressed with the shape I'm in, if I do say so myself. I think I even saw some ab definition the other day! Took me long enough. I've been living without sweets for ages, after all, you'd think I'd get fit much quicker. Great, now I miss sweets. The things I'd do to taste chocolate again...(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Dahkeya Note #11(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: I was worried that Raia would fight some of the new precautions my boys have been taking, but I guess I've earned a looser leash. I suppose I ought to lay off the ?highness? talk then. Seems only fair. The other day, we even shot the breeze a little. First time we've talked about something besides what needs doing. Seems we're both a little worn out. Unlike me, she's used to being respectable and responsible, but being in charge means everyone wants your time and attention. This place hasn't been easy on either of us or anyone else, but I'm still kicking so far. Come what may, I don't plan on stopping.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Dahkeya Note #12(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Something like this was bound to happen one day. The bigger the town gets, the more value Raia has to it, and what happens to valuable things? People try to steal them. It wasn't a bad idea, holding her for ransom like that. Too bad for those raiders that this is my town. I picked most of them off with a rifle as they tried to force her onto a pack animal, and my men finished a few others as they fled. One tried surrendering, but I had to send a message. If you pull a stunt like that in my goddamn town, you get won't any mercy. Not a single shred of it.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Dahkeya Note #13(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: That woman's got some nerve. I save her hide and the next day, Raia's scolding me for putting down a "defenseless" kidnapper. Hardly even thanked me first. What did she expect me to do? Give him free room and board for the rest of his days? Let him go so he can tell every bandit in the desert how soft we are? I told her that if she didn't like the way I protected her, then she can protect herself. Should have kept my damn mouth shut. Now I'm stuck teaching her to how shoot three times a week. Gonna be at it forever, too. She couldn't hit a bison's ass from five paces.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Dahkeya Note #14(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: I do believe that my pupil is the first deadeye Egyptian priestess the world's ever seen. It took a few months, but Raia's just too stubborn to quit. I shouldn't have been so hard on her. Trying to keep your faith and traditions in a dog eat dog world isn't easy. Hell I couldn't even do it myself, and that was before giant lizards were looking to take a bite out of my backside. During one lesson, she told me this story about how her goddess had a nice side and a nasty one. I think she meant something else, but the way I see it, we're the goddess. She's nice, I'm nasty, and we keep each other in check.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Dahkeya Note #15(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Even after all this time in Nosti, I have trouble sleeping in the same bed every night. Sometimes I'll just toss and turn until I give up and go sleep beneath the stars. Hell, I'm not sure we ever slept same spot twice back in the Russo Gang. Thought I'd live that way forever, wild and free like Doc Russo. Probably die guns blazing like him too. Sounded better to me than withering away with rest of my tribe as the world passed us by. I don't think Doc would recognize me now. I'm not the "Apache nephew" he taught to read and shoot. Matter of fact, if he were here, I'd probably have to shoot him.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Dahkeya Note #16(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: I expected those mantises to come back, but not like this. They came at the village from two sides at the same time, and the way they moved...they were more coordinated than any wolf pack. They worked together like men would. Took nearly half a day to fend them off, and they didn't leave us without scars. If attacks like this become common, we're going to be in a heap of trouble, so I've decided to round up my best men to track these critters down. We've got to at least find out where they're coming from.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Dahkeya Note #17(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: We've been tracking these damn things for ages. I can't believe they travelled so far just to attack us. Something like that has to be deliberate. I already knew these things were smart, but if they're that determined to kill us, then we've got to wipe them out here and now. That's easier said than done. There's a whole mess of them here. Can't say I've heard of any mantises living in a group like this, but I'm no expert when it comes to animals. Certainly not in this crazy place. At any rate, I've got to come up with some kind of plan. Shooting them one by one won't do the trick.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Dahkeya Note #18(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: I'm glad I decided to take Sasha with me. The Russian showed up in Nosti less than a month ago, but she already knew her way around a gun. Says she learned it in a place called Gru. Never heard of it, but apparently they teach you all sorts of tricks there ? like how to make bombs more powerful than dynamite. The caves the mantises are holed up in are filled with sulfur, so if we set Sasha's bombs in the right spot, we should be able to wipe them all out at once?.provided we can shoot our way in and out without becoming mantis chow. Well "Captain," time to earn your title.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Rockwell Record #11(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: It has been several days since I left Prophet's Rest, and I have seen no sign of pursuit. I am unsurprised. They probably assumed that I would make for the blue obelisk, as it was nearest. By setting out for the green obelisk instead, I already outwitted those simple minded zealots. As I said ? miles ahead! Miles! With those fools out of the way, I can slow my pace and take some time to properly study these so called sacred relics of theirs. I am curious to see if the materials they are made of bear any similarity to the metal in the starlit sanctuary.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Rockwell Record #12(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: The obelisk is reacting to the presence of the artifacts with even more intensity than I expected. Each obelisk on the Island required eight artifacts to generate that sort of response, not three. In other words, I may not need to do any spelunking before summoning whatever terrifying beast this ARK has store for me. Ah, the beast. Now that poses entirely different conundrum. Even with my youth and my favorite pipe, I doubt that I could slay a monster such as that dragon Mister Nerva fought. Not alone, anyway. I shall need to find a partner for this venture, but who?(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Rockwell Record #13(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: I have turned back north in hope of making contact with some of the natives. It is a risk, as I cannot be sure how many bumbling savages are under the sway of that ludicrous, obelisk worshipping cult, but it is also the only region that I definitively know is occupied. I do not have much to offer in exchange for an alliance, but I am sure that I can negotiate an alliance with at least one of this ARK's tribes. I was at the center of the Island's diplomatic disputes for years, after all. Why I am a seasoned, silver tongued negotiator! Surely I can coax a partnership out of these primitive desert dwellers.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Rockwell Record #14(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: What terrible misfortune! My keen sense of direction finally led me to a local settlement, but as it happened, I was not the first party to visit it that day. That honor belonged to the Burning Phoenix Clan, a band of raiders that were plundering its storehouses and enslaving its surviving residents as I arrived. Naturally, the hoodlums fell upon me and stripped me of my valuables within minutes of my arrival. Ruffians! I managed to keep hold of my journal, but little else. This won't do, not at all! Then again, I was seeking out a tribe skilled in the art of violence. Perhaps I can turn this to my advantage.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Rockwell Record #15(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Curse these stubborn brutes! Despite a litany of polite, gentlemanly requests, they refuse to allow me to parlay with their leader. Surely any leader of men is not half the imbecile that these barbarians are. I am positive that we could come to some sort of? Damn this noise! It is impossible to concentrate with all this insufferable whingeing! Half of these prisoners won't stop moaning about one injury or another and the other half are in constant hysterics. Very well. Perhaps if I tend to some of the wounded, it will dim this distracting cacophony.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Rockwell Record #16(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: At last, I can hear myself think! The guards have moved me to a private cell, and while they have not divulged the reason for my transfer, I suspect that they took notice of my medical expertise. I caught them staring in my direction on several occasions as I worked. It seems that doctors are in high demand in these lands. I suppose that's no great surprise. The Island was no different. No matter. While my skills in the realm of medicine are more in line with a field medic than a true physician, I shall continue to play the role as long as it serves me.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Rockwell Record #17(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: After days of travel, we finally arrived at the Burning Phoenix Clan's compound, and while my former peers were shuffled to the slave pens, I stood before the clan's leader. I'd heard tales of the once great Tatar empires, thought I had never travelled to their lands. By all appearances, Timur is cut from the same cloth as their fabled Khans. He was at once imperious and casual, questioning me with impatience from a throne of hide and bone. Naturally, he was impressed by my intellect and gentlemanly demeanor. Granted he did not say so aloud, but I was escorted to a small, private chamber instead of a cell. Surely that says as much.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Rockwell Record #18(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: I had been pondering why Timur required the services of a doctor. He seemed to be in excellent health and I had seen no patients since I arrived. Well now I shall ponder no longer! Timur has a wife, and she's with child. I suppose that even bloodthirsty raiders can fall in love, or at the very least, desire a family. The whole affair would be rather quaint were I not expected to care for the woman and deliver the child. Should either the child or the mother die during the birth, I fear that I will follow them in short order.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Ammonite Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Common name: Ammonite Species: Ammonitina multiamicus Time: Late Jurassic-Mid Cretaceous Diet: Feeder Temperament: Passive Wild Usually found in the deepest parts of the waters around the Island, Ammonitina multiamicus has a strange relationship with the other creatures of the deep. It must do something beneficial for them since every nearby sea creature defends Ammonitina when it is attacked. What this distinct symbiosis is based on, alas, I have not yet discovered. Ammonitina has also made its way into the deeper parts of many underwater caves. Even within these caves, the creature will draw attention if assaulted, making harvesting its resource-rich shell a tricky proposition, depending on what other dangers may be lurking nearby. Like many of the untameable ocean dwellers, Ammonitina still has enough utility to be a valuable hunting target. If a tribe is willing to risk the wrath of nearby would-be protectors, Ammonitina bile can be harvested from the innards of its corpse. This bile can then be worked over with other chemicals to produce powerful concoctions, the most notable being a mixture that causes creatures to become enraged and attack the source of the scent.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Electrophorus Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Common name: Electrophorus Species: Electrophorus beluadomito Time: Holocene Diet: Carnivore Temperament: Reactive Wild Occupying a space in the low-to-middle end of the food chain, Electrophorus beluadomito is a carnivorous swimmer that feeds mostly off of shellfish and small fish. Despite its common name, it is actually a very long Knifefish, and not an Eel. It does not provide much meat, so many predators simply leave it be. Unlike most predators, it does not use brute strength to bring down its prey, but instead releases an electrical charge around itself to knock its prey unconscious. Alone, this can take out a small creature. When attacking together, Electrophorus can even bring down the larger ocean lifeforms, and then feed as a group. Domesticated By far, the most common use of Electrophorus is to subdue large ocean creatures. Knocking out a Plesiosaur or other giant deep-sea leviathan can be incredibly difficult... ...thus many tribes employ small schools of Electrophorus to shock them into submission!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Microraptor Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Common name: Microraptor Species: Microraptor gnarilongus Time: Early Cretaceous Diet: Carnivore Temperament: Aggressive Wild Microraptor Gnarilongus is one of the smallest non-avian dinosaurs on the Island. Incredibly fast for its size, Microraptor is a voracious carnivore. Aggressive towards anything regardless of size, Microraptor fancies itself an apex predator. It will attack humans on sight, especially if it's not alone. When hunting, Microraptor's speed is only one of its assets. While not quite capable of sustained flight, its wings allow it to stay aloft for several seconds while jumping. This allows Microraptor to attack its prey's vulnerable areas, as well as search for small river fish. Notable, the creature also tends to use this ability to knock oblivious humans off of their mounts. Domesticated While not a powerhouse against armed enemies, Microraptor is particularly suited to dismounting enemy riders. Microraptors natural tendency to attack weaker creatures means they can ignore the mount while attacking the rider with leaps of fury.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Thylacoleo Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Common name: Thylacoleo Species: Thylacoleo furtimorsus Time: Early-Late Pleistocene Diet: Carnivore Temperament: Aggressive Wild Thylacoleo furtimorsus is a large, powerful marsupial that can often be found hunting around trees among the Island's redwoods. Its long claws and semi-opposable digits make it an apt climber, a quality that Thylacoleo uses to its advantage while hunting. It clambers up large trees and waits to ambush passing prey by pouncing upon them. When something that large jumps onto a target, the victim becomes stunned and doesn't stand much of a chance. Thylacoleo's most notable fighting quality is its powerful jaws. Once it bites its prey, it locks its jaw in an iron grip that can hold most smaller creatures in place. Thylacoleo then goes on to savage its prey with its sharp claws. If it needs to escape from a fight, Thylacoleo uses its muscular hind legs to jump back to safety among the trees. Domesticated Thylacoleo is a moderately strong mount, and its ability to climb trees and jump long distances makes it useful for traversal. As such, developing tribes often tame it. Small raiding parties particularly favor Thylacoleo, as it is well suited to ambushes and unfair fights!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Equus Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Common name: Equus Species: Equus magnus Time: Pleistocene Diet: Herbivore Temperament: Loyal Wild Equus magnus appears to be an ancestor of the modern horse. Based on its stripes, it may be the African variant of Equus giganteus, which appeared in North America during the Ice Age, but that is pure conjecture. Its behavior in the wild is similar to that of other wild members of the Equus genus - it sustains itself by grazing, while keeping safe from predators by living in herds and outrunning its attackers via superior speed and stamina. Domesticated Horse and man have long been partners in survival, and this remains true on the Island. In Equus, survivors will find a trusty steed or pack animal that can carry them swiftly across land. Taming an Equus has proven interesting, requiring carefully approaching the creature in the wild, mounting it, and then carefully soothing over time by feeding it vegetables. In fact, Equus' reliability has lead some survivors to construct special saddles for them. I even encountered a man who added extra saddle-pouches that doubled as mobile crafting stations for chemical supplies, foodstuffs, and other items. Although not as robust as what you might find within a village, this utility helped him live a nomadic, solitary lifestyle. Some survivors employ Equus to herd and wrangle other creatures with a specialized lasso. This tool is sometimes effective for self-defense as well, as Equus is limited in battle on its own...at least compared to aggressive prehistoric carnivores.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Leedsichthys Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Common name: Leedsichthys Species: Leedsichthys conviviumbrosia Time: Mid Jurassic Diet: Piscivore Temperament: Defensive Wild Leedsichthys conviviumbrosia is the largest fish in the waters around the Island. Its meat is also extremely succulent, a surprise given its size. It is often traded with the same value as Prime Meat, and colloquially called "Prime Fish." Of course, not all of Leedsichthys' meat is this high quality, but most of it is! While the demand for Leedsichthys meat is high, the fish is notoriously difficult to track and hunt. Between its large size, powerful attacks, incredible speed, and humankind's general ineptitude on open water. It also has an excellent sensory system, often detecting vibrations in water from miles away. Large moving objects in the water such as rafts tend to overload their senses and cause them to become irritated. However, the viscosity of honey has been known to confuse its sensory systems and distract them once agitated. Actually killing a Leedsichthys is one of the Island's more difficult tasks. The hunt for an extremely elusive breed of the fish, the fabled "Great Albino" Leedsichthys has been known to drive otherwise-sensible men and women mad with obsession, as if all evil were visibly personified and made practically assailable in this one creature.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Ichthyornis Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Common name: Ichthyornis Species: Ichthyornis piscoquus Time: Late Cretaceous Diet: Piscivore Temperament: Skittish Wild Among the most vocal creatures on the Island, Ichthyornis piscoquus actually appears to be a relatively normal seagull. It primarily eats fish, and its distinctive cries can be heard echoing over across the Island's many beaches. As you might expect from a seagull, Ichthyornis will flee at the slightest provocation. Ichthyornis is a versatile and opportunistic hunter. Its primary form of attack is to dive into the top layers of water and impale its prey. However, since its food source can be unpredictable, Ichthyornis has developed a keen ability to steal food from unsuspecting travelers. Their affinity for shiny objects leads them to sometimes knock tools and weapons out of the hands of unsuspecting Survivors, but Ichthyornis is too small to actually fly off with them. Domesticated Ichthyornis surprised me by being a very loyal and very social creature, once tamed. It likes to ride on its owner's shoulder, and bring that person treats (in the form of fish, of course) which its beak-grip enhances with extra healing vitamins. The personality of Ichthyornis reminds me of a housecat hauling a trophy prey back home, except it brings extra-healthy fish instead.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Iguanodon Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Common name: Iguanodon Species: Iguanodon vicissitudinis Time: Late Jurassic Diet: Herbivore Temperament: Reactive Wild Of the many creatures I've yet encountered on the Island, the Iguanodon vicissitudinis has the distinctly versatile capability of switching its primary method of locomotion according to its momentary needs. Primarily a rather lethargic bipedal herbivore native to the Island's many grasslands and forests, in situations where increased speed or maneuverability is called for, it will quickly shift its posture into quadrupedal stance and behave like a very different creature! While bipedal, it can employ rapid, stabbing attacks with its distinctive thumb spikes. In quadrupedal stance, conversely, it seems to have an endless supply of stamina, even while sprinting! Domesticated Interestingly, the Iguanodon's thumb spikes also provide it with the capability to pick seeds out of fruits, allowing a farmer to easily convert stacks of fruits into stacks of seed for planting. Combined with its highly effective fruit harvesting and substantial carry weight, the Iguanodon's excellent mobility in bipedal stance makes it an ideal field-hand that can also pull off a quick get-away or an agile defense when needed.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Rockwell Record #19(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: I am perplexed. Even with an expanded number of test subjects, I just cannot find the passion that I once had for my research. I truly thought that my recent adventure had lit a fire in my belly, but I constantly find myself losing focus. Confound it all! Perhaps said adventure itself is the problem. Thinking about it, I am always eager to discuss the obelisks and the artifacts I found with my assistants, even when I am not in the mood for research. There is a certain allure to them that I cannot describe, something that causes my thoughts to drift in their direction, like the pull of a strong tide. But it could simply be a passing fancy. I must give myself more time. (/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Rockwell Record #20(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: I was ever so glad to see Miss Walker again. My assistants are clever in their own right, but dear Helena is still the only person that I feel comfortable diving into my deeper theories with. I fear that I may have kept her from getting a word in edgewise, though. Once I got going on the obelisks, why I just couldn?t contain my enthusiasm! My word, I really have become quite enamored with the subject, haven't I? Well, that settles it! After this next set of trials, I shall go check on the Iron Brotherhood's progress. Perhaps I can convince Miss Walker to join me. We could make a real scientific expedition out of it!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Rockwell Record #21(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: The latest Broth of Enlightenment trials have concluded, and as expected, I am disappointed in the results. Thought the primates I tested it on showed an increased aptitude for learning, I do not believe any of them have truly ascended to a higher level of intelligence. Well bugger the little blighters, I say! My assistants have almost finished preparing my supplies for my next expedition, and I have drafted a letter to send to the Iron Brotherhood ahead of my departure. Soon enough, I'll have forgotten all about the? Pardon the interruption, it seems that I have a guest. Now just what is Mister Nerva doing here? I suppose I'll find out.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Rockwell Record #22(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: I have always tried to maintain a strict neutrality when it comes to tribal matters, but then again, I have never had an offer this tempting from someone as respectable as Mister Nerva. Not only has he offered to provide me with test subjects, but he has also expressed a mutual interest in investigating the obelisks. All he asks of me is that I provide him with "reliable council." I would trust few tribes to be able to make good on such promises, but Mister Nerva's New Legion is perhaps the most powerful tribe on the island. Indeed, if they maintain their current trajectory, they may be the only powerful tribe on the island. His offer is worth considering, at the very least.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Rockwell Record #23(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: After much deliberation, I have decided to accept Mister Nerva's offer. True, the New Legion is not beloved by many other tribes, but was Charlemagne beloved by his enemies? If my studies are to continue, I must be on the right side of history. As part of our agreement, I will need to travel with Mister Nerva for a time, and wait to study the obelisks until the New Legion has taken care of some smaller matters of foreign policy. As such, I have left Rockwell Manor in Isabelle's charge. She will take excellent care of it, I am sure. Well then, on to new frontiers! Excelsior!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Rockwell Record #24(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: I admit, I have been rather coy with Mister Nerva when it comes to the true nature of the obelisks. As a military man, the obelisks would naturally be more useful to him if they were some sort of weapon, and I have made sure to allude to that possibility from time to time. It is not as though I am selling my gracious host a falsehood. After all, I have neither any proof that the obelisks could be weaponized, nor any evidence to the contrary. Their purpose is entirely theoretical at this stage, and if twisting those theories will convince Mister Nerva to march on the obelisks any sooner, then so be it.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Rockwell Record #25(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: The New Legion is finally on the march, and not a moment too soon! Mister Nerva runs his tribe exceptionally well, but their compound is positively spartan. I don't think I saw a single piece of decor anywhere! It certainly made me miss the comforts of Rockwell Manor, I'll say that. At any rate, we are apparently in pursuit of a barbaric "Beast Queen." According to the men, she feasts on the flesh of her enemies alongside her army of monsters. Dreadful! Mister Nerva is convinced that she is heading towards an obelisk, but I see no cause for alarm. No mere heathen could hope to uncover its secrets, and certainly not alone.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Rockwell Record #26(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: I am absolutely astounded! Shocked! Flabbergasted! Why in the world was Miss Walker investigating the obelisks at the side of such a savage woman, and without notifying me first? Was she intending to discover their secrets behind my back and keep them all to herself? The nerve! The audacity! And after I treated her with such respect and civility! Well, unfortunately for her, Sir Edmund Rockwell is always one step ahead of his rivals. Thanks to my partnership with Mister Nerva, I can combine what scraps of knowledge she has on the obelisks with my own findings, and she'll be none the wiser. Why, since she is confined to a cage, I can keep my presence concealed from her altogether!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Helena Note #19(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: After going over my notes from Mei-Yin's camp, I've concluded that the animals on this island are not only used to humans, but used to captivity. Even with their accelerated growth rates, their behavior indicates that they have been regularly domesticated for decades at least. Otherwise, they'd never obey the whims of mankind so easily. With that in mind, I believe that my theory about this island being curated is back in play. In fact, it's possible that not only are animal populations being controlled, but that the animals themselves are genetically modified. However, before I bring this to Rockwell, there's one more rumor that I want to confirm.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Helena Note #20(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: This is the smoking gun. It has to be. I simply can't be convinced that this place is natural after finding an island populated entirely by carnivores. Even if they fed off of each other ? which is awfully dubious given that carnivore meat is much more likely to carry harmful parasites than herbivore meat ? the landmass is so small and their population is so dense that they could never maintain it. Yet there it is, hidden away off the northeast coast of the Island. Someone would have to put them there on purpose. There's no way that Rockwell can deny my theory now.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Helena Note #21(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: As I expected, Rockwell couldn't deny my theory, but I can't say that I have his endorsement either. He didn't seem terribly engrossed in the subject, frankly. Something else seems to have captured his attention as of late ? the Island's obelisks. Apparently, Rockwell stumbled upon a way to interact with the towering monuments while spelunking, of all things. I guess he felt the need to scratch that old intrepid explorer itch of his. It's pretty impressive, considering his age. Now that I think about it, the obelisks could be linked to my own findings. Their nature has always been a mystery, and Rockwell made some intriguing observations. I should follow up.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Helena Note #22(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Though I've been received by the Iron Brotherhood, they didn't seem very pleased to see me, especially when I mentioned Rockwell. That's a first. Add that to the rather deserted, gloomy state of their compound, and I'm starting to feel a bit apprehensive. Their leader can't return from his hunting expedition soon enough. All I've confirmed so far is that yes, they gathered all of the artifacts Rockwell sought and yes, the artifacts were able to activate one of the obelisks. You'd think they'd be celebrating such a monumental discovery, but it's just killjoys as far as the eye can see. Go figure.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Helena Note #23(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: I keep glancing at the artifact. I understand why the Iron Brotherhood's leader didn't want it. Since it has no apparent use, all it does is remind him of the tribesman who died seizing it from that giant spider. Can it really be useless, though? They described the artifacts that activated the obelisk as looking similar to it, so I headed to the nearest obelisk to see if I could get a response. No luck. Maybe it activates something else? Of course! The platform in the cave! It's a long shot, but it's the only thing I can think of that's similar to the obelisks. Definitely worth a try.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Helena Note #24(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Unbelievable! The artifact perfectly fits one of the slots in the platform's pedestal. How did I not notice that right away? I really am a dipstick. So if this key, such as it is, was acquired by activating one obelisk, then it follows that the other two keys can be obtained by activating the other two obelisks. Then, with all three keys, maybe this platform will lead to whatever is controlling the Island's ecosystem. If the other obelisks work the way that the first one did, that means I need to find a whole mess of artifacts first, and I don't think I can do that alone...(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Helena Note #25(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Well, the Howling Wolves are quickly tracking down the artifacts, but after hearing about what happened to the Iron Brotherhood, that's as far as they'll go. It's understandable, but it leaves me in a tight spot. If a giant spider and I get in a scrap, the spider's winning for sure. Even with Athena on my side, I prefer to avoid danger, not confront it. My aim's piss poor and I've got fists like marshmallows. If I want a fair go at actually surviving whatever happens when the obelisk activates, I'll need backup. Negotiation Notes: Don't mention feces. Don't look directly at the glare. Bring chili (UNBURNED).(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Helena Note #26(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Now, I know you don't get a nickname like "Beast Queen" without being one tough lady, but when I saw that giant ape, I still thought we were buggered. Fortunately, Mei-Yin's got more intestinal fortitude than yours truly, and somehow, someway she was able to pull out a win. Glad I'm on her good side! I already found the second key, but I want to take a look around here before we head back through the portal. This ape either lived here, or was released when we activated the obelisk. Finding out how it survived in this isolated environment or how it got here could prove useful.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Meiyin Note #19(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: My beasts are precisely what the Sharks lacked. Most of their martial strength lies at sea. On land, they lacked a unit with the ferocity of a true vanguard. Without that, they could merely withstand the Legion's siege, not break it. That changed when my beasts crashed into the Legion's rear like a great wave. I can still hear the cheers as the Legion fled. I can feel the echo of the emotion that swelled in my chest. If I could return home, I imagine that is what I would feel like. I won't dare forget it.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Meiyin Note #20(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Sometimes I fear that I have grown fangs or horns without noticing. What else can explain the way others look at me? In battle the Sharks cheer me, but afterwards we rarely speak. I camp separately and only am summoned when it's time to discuss strategy. I do not understand. Trust is rare on this island. I know that. But have I not bled in their defense? Have my beasts not died fighting their battles? Perhaps it's just the strain of war. We're in Legion territory now, taking the battle to them. Soon the war will be won. Surely then the Sharks will not fear me.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Meiyin Note #21(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: When anger rises, think of the consequences. I know this by heart, yet I cannot help but seethe with fury. Even Wuzhui is keeping his distance. Last night, I awoke to the sound of thunder coming from the Shark's main camp. I rushed to their aid, but blinded by the night and consumed with panic, they attacked my pack. By the time order was restored, we'd both sustained losses. Clearly this was the work of the enemy, but those fools blame me for the confusion. Some even claim I torched their camp. How dare they question my honor after all I've done? Cowards! They have no right!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Meiyin Note #22(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: I should have foreseen this. Though I put my pride aside, those audacious Sharks could not. At their behest, I began the long trek back to my own territory this morning. They say that they will finish the war without me. Doubtful. Without my pack at the van, the New Legion will surely smash them to pieces. But what can I do? I cannot protect them if they do not want my protection. Will the Legion come for me afterwards? I cannot say, but if they do, I know that I will receive no aid. I must rely on my own strength, and right now I fear it insufficient. I need to become stronger. I need the Demon King.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Meiyin Note #23(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: He is mine. After a mighty struggle, the power of the Demon King is now mine to unleash. The cost was almost too great. I brought only my swiftest beasts on the hunt, hoping to run him in circles, but even still he managed to kill many of them. Were it not for Wuzhui, he may have killed me as well, but my Wuzhui is both swift and cunning. He knew exactly what distance to maintain, exactly when to retreat. No steed could prove more true. Tomorrow I must begin acclimating the Demon King to life in my pack, but for tonight, I will allow myself to celebrate.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Meiyin Note #24(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: I was wise to test the Demon King's hunting skills from atop one of my flying beasts. When he stumbled down a small rock formation, his eyes glowed with that familiar hatred and suddenly he proved deaf to my commands. In time, he calmed down and obeyed me once more, but it was a fearsome thing to witness. I think I will keep him apart from the other beasts. Not only will it keep them safe, but it will calm their nerves. They have been tense since his arrival. I cannot blame them. The Demon King's power could save or doom us. I must use him with extreme care.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Meiyin Note #25(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Am I making a mistake? Maybe. The closer that great pillar of light gets on the horizon, the more my concern grows. It is a gamble, no question. Helena said that she did not know if this pillar of light will behave like the other one. Yet if it does, if we are transported to some other plane to battle a monster for a mysterious key, then there's a chance that this could be the first step on the path home. If not that, then at least a path away from this island and the New Legion. Technically Helena has hired me, but that small chance is payment enough. It's worth the risk. I hope I am prepared.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Meiyin Note #26(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Had I let fear rule me and left the Demon King behind, then Helena and I would be dead. Only with his strength were we able to defeat the gigantic ape. His rage cost some of my pack their lives in the aftermath, but that was the price of victory. The price of hope. The key we were rewarded with matches the one Helena already had. The means the third pillar must lead to a third key. And when combined? What then? It's uncertain, but if each pillar takes us somewhere, then maybe their combined power can take us anywhere. Maybe it can take us home.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Nerva Note #19(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Today shall live forever in the annals of history. Today, I raised the New Legion flag above the Painted Sharks' battered fortress, and in that moment, my empire was truly born. In that moment, the New Legion became the dominant power on this island. With that in mind, I've given my troops three days respite to celebrate our victory, though I shall not take part. My work is never done, and I mustn't lose sight of my true goals. Only when I have brought this island into a new age shall I be content. Only then shall I rest. Gaius Marcellus Nerva Victoria per Disciplinam(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Nerva Note #20(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: When my scouts reported that they had finally found Rockwell's compound, I set out to meet him at once. While that meant delegating matters that others might find more pressing, I did not hesitate. Minds like Rockwell's are a precious resource on this island. To have him as an advisor would be invaluable. Whether Rockwell accepts my offer or not, my visit has already paid dividends. Apparently, he has spent some time researching the massive obelisks on this island, and theorizes that they may hold great power. If there is any chance that said power can be wielded, then I must learn all that I can about them. Gaius Marcellus Nerva Victoria per Disciplinam(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Nerva Note #21(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: These obelisks are fascinating. Apparently, Rockwell managed to coax a response out of one of them with an offering of some kind. Could it be that they are some grand monument to the gods? If I appease them with a sacrifice, will they grant me their power? Yes, of course. Janus may have chosen me to rule this island by bringing me here, but I must prove my worth to the other gods by completing this ritual. Well, now that I have Rockwell's council at my beck and call, I shall pass this trial with ease. Then the power of the gods will be mine to command. Gaius Marcellus Nerva Victoria per Disciplinam(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Nerva Note #22(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: After studying my scouts' reports, I have concluded that few tribes remain who can successfully resist the New Legion's march. However, the island's snowy tundras are a matter of concern. The dominant tribe in the region, the Howling Wolves, are known to be fierce fighters. More importantly, a prolonged invasion would prove nigh impossible in that weather. Yes, for now I shall avoid the frozen north. Instead I will annex the smaller tribes, consolidate the New Legion's holdings and investigate the obelisks with Rockwell. Perhaps their power can solve my northern conundrum. Gaius Marcellus Nerva Victoria per Disciplinam(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Nerva Note #23(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: The New Legion needs a true capital, one that embodies our strength and grandeur. I realized it while recalling my first day in Rome. My hometown in Numidia had its wonders, but it could never match the splendor of that great city. I was in constant awe. Most on this island are consumed by the present ? their immediate needs and struggles. Yet a new generation will live within our walls one day. When they see what their forefathers have built, I want them to be as inspired as I was. I want to show them that no matter where they are born, their destinies are theirs for the taking. Gaius Marcellus Nerva Victoria per Disciplinam(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Nerva Note #24(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: I have received disturbing news. Apparently, the Beast Queen has resurfaced with an even larger contingent than before, and she is on the move. Worse still, she is travelling directly towards one of the obelisks. I can think of no worse scenario than the obelisks falling into the those barbaric hands. She has always been a nuisance, but with their power, the Beast Queen would pose a dire threat to everything I have built. I must mobilize my main force and move to intercept her at once. The future of this island may hang in the balance. Gaius Marcellus Nerva Victoria per Disciplinam(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Nerva Note #25(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: When my army arrived at the obelisk, I feared we were too late. The Beast Queen was nowhere to be found. I was about to order a search of the area when I was blinded by a flash of light. Suddenly, the barbarian horde was right before us, and battle was joined. Though the savage possessed a fearsome new monster, it attacked ally and enemy alike. If anything, its presence made the slaughter more complete. By the end, the Beast Queen's forces were annihilated, and she herself had fled with mortal wounds. At last, her threat is ended. Interestingly, we also captured an acquaintance of Rockwell's during the battle. Perhaps she knows something about the obelisks that Rockwell does not. Gaius Marcellus Nerva Victoria per Disciplinam(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Nerva Note #26(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Walker had told us to expect some kind of monster after activating the obelisk, but I never imagined that we would battle one of Ceres' dragons. No, that's not right. It was too colossal and wild for even a god's chariot. I doubt Diana herself could control it, and yet, the New Legion felled it. It cost the lives of many men and even more beasts, but it was worth the sacrifice. According to Walker, the third key we acquired may allow me to open this cave she speaks of. Then the power of the obelisks and this very island will be mine to command. Gaius Marcellus Nerva Victoria per Disciplinam(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Raia Tablet #11(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Early on, I handled all of Nosti's trade negotiations, and I have had trouble growing out of the habit. I suppose that is why every caravan or hunter that passes through our gates knows my name. Some still insist on speaking with me personally, but I do not mind. I find these dealings rather engaging. It is like playing a game of words. One such caravan arrived yesterday, bearing a haul of metal ingots. Our venerable Captain has suggested that I bring a contingent of guards to the negotiations, but I would rather not. If our guests are intimated, they may back out, and I would be remiss to waste such an opportunity.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Raia Tablet #12(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: I shall gladly admit that I erred. I shall even admit that I owe Captain Dahkeya my life and offer him all the gratitude he is due. Yet that does not excuse such merciless behavior! Those so called merchants may have stooped to viciousness and cruelty by trying to kidnap me, but that one had surrendered. There was no need to execute him on the spot, was there? It is so hard to see where light ends and darkness begins in this violent place. Perhaps if I could adequately protect myself, we could have avoided needless bloodshed. Yes, I think it is time. I shall master these explosive weapons, and Captain Dahkeya is going to help me.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Raia Tablet #13(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Step by step, I am learning how to shoot. During my first few lessons, the weapons almost jumped out of my hand when I fired them, but my arms have grown stronger and my aim truer. Captain Dahkeya's presence has been helpful. The same calm that I found unnerving from afar has been steadying from up close. He does not waste his breath on exaggerated praise or criticism. He simply keeps me focused on what I need to do, and everything else just falls away. Considering where I started, he has been very patient with me. Perhaps I should be more patient with him.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Raia Tablet #14(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: In ancient times, gentle Hathor took the form of the fierce warrior goddess Sekhmet, and unleashed her wrath upon the human world. Yet even during her relentless slaughter, Hathor was within Sekhmet, as Sekhmet was always within Hathor, and when she was eventually calmed, the peaceful goddess of joy and love returned. As it is with the goddess, so it is with mankind. The vicious can become kind, and the kindhearted can become violent. For all his past transgressions, Captain Dahkeya is no different. He did not grasp Hathor and Sekhmet's tale when I told it to him the other day, but if he keeps trying to better himself, then perhaps one day he will.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Raia Tablet #15(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: In principle, I have turned into a competent marksman. Yet in practice, how would I fare? When the time comes, could I end another human life? I am not so sure. My mouth grows dry with fear at the very thought. The warrior spirit of Sekhmet surely resides somewhere within the recesses of my heart, but search as I may, I cannot find it. As training, I offered to put down some of our beasts that had grown deathly ill. It was a merciful act, but it still drew tears from my eyes and twisted my stomach into knots. I must learn to act in spite of these feelings. My life may depend on it one day.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Raia Tablet #16(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Despite my best efforts, I know that I have strayed from the teachings and customs that I learned so meticulously back home. Out of necessity, I have adapted it to both the needs of Hathor's new followers, and the circumstances we all face in this desert. For example, celebrating the gods with feasts and festivals in their name would be wasteful. This sacrifice is particularly unfortunate, for my students deserve some sort of reward for their diligence. Perhaps I can still organize a modest celebration of some sort. In fact, maybe the whole village should have one, just to raise everyone's spirits. Even our venerable Captain might enjoy that. Ah, but I ask for miracles.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Raia Tablet #17(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: I trust our Captain's judgment on matters of defense, but I still feel ill at ease with his decision to sally against these mantises. It is not that he has left the village unprotected. Quite the contrary, I fear that his own contingent is too small. I know that I should not be concerned. He personally vouched for the caliber of his team and I have more immediate priorities. Our walls and gates need repairs, our infirmary needs supplies and our morale needs bolstering. I have been scrambling to and fro with such constant urgency that rings have formed beneath my eyes. Yet when I finally earn a moment's respite, I am restless with worry.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Raia Tablet #18(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: The people of Nosti come from so many different places, and they all have different ways of thinking. On occasion, this incites conflict. Several weeks ago, two newcomers came to blows over a long-standing feud between their home nations, and just the other day, I had to harshly discipline one of my own disciples for harassing the villagers who worship that wooden cross. One time, a man even challenged me to a duel for Nosti's leadership. Yet those same two people who engaged in fisticuffs now work to repair our western gate, and it is stronger for their combined efforts. Perhaps that is why the gods have brought us all here, to help us understand each other.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Bee Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Common name: Giant Bee Species: Apis lithohermaea Time: Middle Miocene Diet: Herbivore Temperament: Territorial Wild In the wild, Apis lithohermea drones never stray far from their nests, which they build high in the Island's redwood trees or rocky cliffsides. Apis drones can be seen swarming around the nest in groups, but to get a look at the queen, one would need to crack open the nest itself. Speaking from experience, this is not a pleasant task, as Apis drones are quite territorial. Take caution: Apis' stings will weaken their victim, and because its stinger is not barbed, Apis can sting multiple times without fear of its stinger being ripped out. Domesticated A tamed Apis Queen will lay new drone eggs and construct a nest that survivors can farm for honey, so long as they remember to wear a ghillie suit. Said honey is not only sweet and delicious but laced with strong scents that land mammals find irresistible. Many hunters use it to bait their traps. Apis drones will also follow their queen into battle, so they can be used for self-defense in a pinch.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Daeodon Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Common name: Daeodon Species: Daeodon comedentis Time: Late Oligocene Diet: Carnivore Temperament: Territorial Wild Daeodon comedentis is the largest known species of Entelodont, an omnivorous family of ancient mammals that are sometimes referred to as "Hell Pigs." Even though Daeodon has as many similarities to modern Hippopotamidae as it does to Suina, I've found that to be a suitable nickname. Daeodon is as mean as it looks, and any survivor who wanders too close will find that out the hard way. As an omnivore with a voracious appetite, Daeodon scavenges, forages, and hunts to survive. It has little qualms when it comes to its diet, and that has helped it thrive on the Island's harsh tundra. Its temper hasn't hurt either, as many would be predators would rather seek out less vicious prey. Domesticated Many tribes have made excellent use of Daeodon packs within their war parties, not only because of its fierce nature, but due to its extraordinary ability to rapidly heal itself. I've theorized that this healing factor is why it seems to have such a high metabolism, though what is particularly extraordinary is its capability to share this benefit with nearby creatures. I have even heard some survivors mention that the Daeodon also has a unique ability to root out Rare Mushrooms as well!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Kentrosaurus Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Common name: Kentrosaurus Species: Kentrosaurus aethiopicus Time: Late Jurassic Diet: Herbivore Temperament: Short-tempered Wild While Kentrosaurus aethiopicus is considerably smaller than its close relative, Stegosaurus regium, it is much more formidable in matters of self-defense. In fact, it is arguably the pound for pound champion of not only the Stegosaurus, but when encountered in close-knit fighting packs, ranks atop the Island's herbivorous dinosaurs in general. Thanks to its wickedly sharp defensive spikes, any creature that attacks Kentrosaurus is likely to be reversely wounded in turn, and it is capable of piercing even the thickest of hides and armors when it goes on the offensive. I have personally witnessed the Kentrosaurus fell much larger predators in a single such "impaling" maneuver! Underestimating Kentrosaurus can be a fatal mistake, particularly when it is in a herd. When travelling in numbers, Kentrosaurus seems to grow much more aggressive, increasing the range at which it will defend its territory. Domesticated Survivors have seen little success in their attempts to ride Kentrosaurus, owing to its spikes and hot-headed temperament. However, a tamed herd of Kentrosaurus can effectively defend a compound and take on larger carnivores. Once impaled by its attack, the Kentrosaurus slams the attacker on the ground continuously, helping to turn the tide of a pitched battle!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Liopleurodon Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Common name: Liopleurodon Species: Liopleurodon magicus Time: Mid-Late Jurassic Diet: Sweet Tooth Temperament: Elusive Wild Liopleurodon magicus is a mid-sized ocean creature, typically between 20 and 25 feet long. I've yet to directly encounter one myself, but from the tales other tribes have shared, it compares to no other on the Island. The rumors indicate that this beautiful creature has magical properties; however, the sightings are so rare it's hard to decipher old tribe's tales from the underlying truth. They say that Liopleurodon is an elusive creature that can harness its magical powers to retreat from predators or aggressors of any kind, but the Beekeeping tribes claim that their honey is so sweet, not even the Liopleurodon could resist! Domesticated Liopleurodon is rumored to bring good fortune to those adventurous enough to tame it. With the Liopleurodon by their side, tribes have apparently managed to obtain treasure beyond their wildest dreams. Supposedly, even after you've gained its favor, it remains incredibly aloof and will eventually use its abilities to escape even the strictest of captivity.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Helena Note #27(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: So, these are the conquerors that I heard about way back when. Not a great first impression. Mei-Yin and I weren't quite mates, but watching her creatures get slaughtered like that certainly wasn't pleasant. I'm not a fan of the prisoner lifestyle, either. The leader introduced himself as Gaius Marcellus Nerva, and he's not a complete bogan, I'll give him that. He let me keep my personal effects and our conversations have been civil so far. I get the feeling that'll change if I don't cooperate, though. Not that I have much choice. They already took the keys. The only way I'm seeing this through is as a "guest" of the New Legion.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Helena Note #28(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: This Nerva bloke's FIGJAM incarnate. He seems to think that he's Jupiter's gift to the Island or some rubbish like that. I think his ego was actually tangible when the Legion returned from to the obelisk with the third key and the head of a dragon in tow. Sadly, as much as I would enjoy seeing him fall flat on his face, I need him and I need the New Legion. So, when he "asked" me to guide his forces to the hidden cave, I obliged without protest. What he'll do with me afterwards, I don't know.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Helena Note #29(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: When Nerva and his band return from the cave, they'll decide my fate, so this may be my final chance to reflect. I may as well take advantage of it. I realize that had I just ignored the signs and accepted this paradise at face value, I'd still be happy and free. Would that have been better? I don't think so. After a lot of thought, I've decided that I'd rather die seeking the truth than living in an illusion. That, as Rockwell would say, is the path of a true scientist. Not that I'm Galileo battling the church or anything, but hey, it's something to hold onto.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Meiyin Note #27(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Damn those New Legion cowards! At full strength, I could have fended them off, but they attacked just as we returned to the pillar of light. What beasts I had were exhausted, and the Demon King flew into a rage before I could start a retreat. When that happened, all hope was lost. The last thing I remember is a sharp pain in my side. When I awoke, I was alone with Wuzhui. Both of us were covered in blood, but Wuzhui's wounds were deeper. I cannot fathom how he carried me to safety in such a state. I must find a place to hide. Wuzhui and I are alone now, and barely clinging to hope.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Meiyin Note #28(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: My dearest friend is gone. To his last he was magnificent. The creatures that attacked us were larger and with his wounds they were even faster, but no beast could ever match Wuzhui in spirit. I buried him where he fell, saving me one last time. I was unworthy of such a loyal friend, but I will avenge him. His true murderers will pay. Not the beasts, but the New Legion. They are responsible. I swear by the souls of my ancestors that I will find their leader and drive my blade into his heart! In Wuzhui's name I will take his head!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Meiyin Note #29(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: As I thought, the Legion was at the last pillar of light. I sighted them as they departed, and have been following them since. They are too many for me to fight head on. If they spot me, I will be killed, but I know how to hide from sight and mask my scent from their beasts. It did not take long to discern which one was the leader. No one else walks with his pride or gestures with his authority. I could probably have hit him with an arrow by now, but I want him to see my face. I want him to know that the Beast Queen vanquished him.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Meiyin Note #30(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: I soon regretted freeing Helena from her cage before following the Legion through the portal they opened. She was too focused on the wonders around us. When she saw that most of the Legion was dead, she even tried to dissuade me from killing their leader. I knocked her unconscious. I wish her no harm but I cannot let her interfere. At least she told me his name ? Nerva. That is the man I will kill here, on this most fitting stage. I admit, it is beautiful. The stars shine so clearly. I can think of no better place for my vengeance. Here, at the edge of heaven, let our battle finally be decided.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Nerva Note #27(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Damn these barbarians. They've smelled our weakness. Between our battles with the Beast Queen and the dragon, the New Legion's main army has been distracted and depleted. Lesser tribes have taken advantage by raiding our camps and seizing territory that we claimed with our blood and sweat. Fine. Let them have their temporary victories. Let them imagine that they have inflicted real wounds upon us. When I obtain the power of the obelisks, they will pay for every blade of grass they take from me. With that power, I will make them know true regret. Gaius Marcellus Nerva Victoria per Disciplinam(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Nerva Note #28(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: My men are uneasy. News reached us that the Howling Wolves are on the march, heading straight for the heart of New Legion territory. Some want to turn back and defend our home. I understand the instinct, but they lack my foresight. Only Rockwell has the strength of mind to see my vision. We are nearly to the cave. Once I hold the power it contains, I can use it to crush the Howling Wolves and their petty forces. Whatever gains they make will be erased. I'll unite the entire island in a single, glorious battle. Soon they'll see. Everyone will see. I am this island's destined emperor. I am its destined god! Gaius Marcellus Nerva Victoria per Disciplinam(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Nerva Note #29(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: I had not expected to battle another monster, much less one so powerful. Yet here I stand, victorious! My men lie dead, my beasts lie dead, yet I still stand! Even Rockwell has never seen anything like this place. Surely it is some hall of the gods. Surely the power of the obelisks is here, waiting for a worthy champion to wield it. With it, I will not need beasts or men. Its power alone will win me this island. I need only find it, and claim what is mine. Praise Janus for taking me here! Praise Mars for lending me his strength! I claim this great victory in your names! Gaius Marcellus Nerva Victoria per Disciplinam(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Nerva Note #30(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Nothing! How can there be nothing? I have searched ceaselessly, and yet I find NOTHING! I sacrificed my men, my kingdom, everything. I have nothing left to give. Everything I've bled for is gone! For what? For a view? What trickery is this? What is this place? Am I the victim of some divine joke? I don't understand. I served the Emperor loyally. Why would Janus pull me from his service if not to bring order here? I've cried out for answers, but the gods never respond. They have abandoned me. All I hear is my own voice, echoing off these cursed halls ? betrayed, destitute and alone.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Rockwell Record #27(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Before arriving on this island, I would have dismissed the idea of a device instantly transporting a person from one location to another as complete and utter poppycock. Yet, that appears exactly what the strange platforms beneath the obelisks are capable of doing. Astounding! Yes, yes, there was a dragon on the other side. I'm sure Mister Nerva and his men fought quite the heroic battle, but discovering another slobbering beast is trivial in comparison. Imagine! One could go from one side of the globe to the other in the blink of an eye, and I'll wager that is just the start of the obelisk's capabilities! I must learn more! I must!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Rockwell Record #28(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: I am starting to become quite cross with Mister Nerva's impatience. I had barely any time at all to study the obelisk before we set out again, this time to that cave Miss Walker mentioned. I wonder, does he believe that she knows more about the obelisks than I do? Nonsense! Any fool could see that I am the superior scientist. Besides, I am his official advisor while she is his prisoner. She isn't even privy to my presence. Nonetheless, I feel compelled to prove my scientific mettle. Whatever is in that cave, I shall be the one to discover its purpose. The mysteries of the obelisks are mine to uncover, not Miss Walker's or even Mister Nerva's. Mine.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Hyaenodon Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Common name: Hyaenodon Species: Hyaenodon dirus Time: Late Eocene-Early Miocene Diet: Carnivore Temperament: Opportunistic Wild Among the Island's most tenacious pack is Hyaenodon dirus, a carnivore most often found across the mountains and tundras in packs of 3 to 6. The Hyaenodon is a very intelligent predator. Before engaging, it determines if the payoff for a fight is worth the risk of injury. Hyaenodon often prefers not to fight unless there is already weakened prey or a fresh carcass nearby. This temperament changes quickly, though, near the presence of injured creatures. Hyaenodon quickly becomes very aggressive... ...and the pack attacks with ruthless abandon. With each vicious chomp of scavenged meat, the Hyaenodon rapidly recovers health and stamina. Domesticated Despite being too small to ride, Hyaenodon are still popular pets. Their intelligence means they train well, and their natural pack mentality makes them excellent hunting dogs. Their ability to quickly recover health by consuming raw flesh off the bone ensures they can take punishment yet continue to fight, and they can efficiently preserve meat in specially-crafted saddle-bags. A common (and terrifying) sight on the tundra is a rider on a Canis with a pack of Hyaenodon at its side, howls and jeers echoing through the night.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Megalania Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Common name: Megalania Species: Megalania muruspede Time: Late Holocene Diet: Aggressive Temperament: Carnivore Wild Megalania muruspede is among the largest creatures found throughout the Island's complicated cave networks. Reaching up to three meters long, it can traverse vertically up cave walls with little difficulty thanks to its powerful claws. Fortunately, Megalania's size means it is unlikely to sneak up on anyone. Unfortunately for spelunkers, it is an aggressive and dangerous creature nonetheless. Like other Varanidae, Megalania is a venomous creature. Its poison is slow-acting, but will drain the victim's effective strength and health until death unless cured by a rare antidote. That said, the Megalania's prey are usually ripped apart well before they succumb to the poison's long-term effects. Domesticated The rare ability of Megalania to effortlessly climb sheer environmental walls makes it a highly sought-after mount. While it is by no means the fastest, strongest, or toughest mount, the manner in which it can effortlessly scale mountains, clamber up barricades, hide in trees or upside-down, ensures it will always have place in any tribe's stables!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Yutyrannus Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Common name: Yutyrannus Species: Yutyrannus saevus Time: Cretaceous Diet: Carnivore Temperament: Aggressive Wild The Yutyrannus saevus is believed to be related to the Tyrannosaurus rex, but it is noticeably different upon first glance. Feathered creatures are not necessarily viewed as dangerous predators in the same light as other theropods. However, the Yutyrannus strikes fear into even the Island's most skilled hunters. There are few wild predators that are able to pack-hunt alongside the generally hostile Carnotaurus, like the Yutyrannus does, with such ease. It is also the only creature I've seen to consistently induce a state of panic in opponents with its roar. Upon hearing it, most creatures in the area will flee for safety. Domesticated A domesticated Yutyrannus can be a powerful offensive or defensive addition to war parties. With its mighty roar, it can induce fear in opposing creatures. Meanwhile, Yutyrannus can be trained to develop a confidence-boosting Battle-Cry which counteracts enemy attempts to induce fear, while also bolstering the resolve of allies, and may even draw wild Carnotaurus to its aid. These unique "leadership" qualities make the Yutyrannus a versatile, and at times, a necessary creature to have on your side during large-scale confrontations!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Megatherium Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Common name: Megatherium Species: Megatherium formipavor Time: Late Pliocene-Early Holocene Diet: Omnivore (primarily herbivore) Temperament: Passive, but aggressive to insects Wild Megatherium formipavor is one of the larger mammals on the Island. This is most shocking because it is essentially a giant sloth...if you crossbred it with an elephant and a bear! Because of its size and girth, the Megatherium is uncommonly resistant to being knocked unconscious. Despite primarily being an herbivore, a typical Megatherium is very intent on consuming the Island's many insects. It is particularly adept at removing their insides without damaging much of the shell, maximizing extraction of chitin. The otherwise slow and peaceful Megatherium becomes faster and aggressive in the presence of these creatures. Domesticated Megatherium is an incredibly useful creature to tame, so long as you don't intend to fight other tribes. It's enormity, high resistance to torpor, and voracious attitude toward insects (and arachnids) makes it ideal for farming large quantities of chitin from the bugs of the Island, or simply defending against them.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Hesperornis Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Common name: Hesperornis Species: Hesperornis avenatantes Time: Late Cretaceous Diet: Piscivore Temperament: Passive Wild Possessing the appearance of a half-duck/half-dinosaur, Hesperornis is a medium-sized, fish-eating bird, common in the rivers and lakes of the island. It would be about two-thirds the height of a human if it stood tall, but it rarely does. Hesperornis spends most of its time gliding along the surface of the water, where it is much more maneuverable. Hesperornis is barely a threat to any land-dwelling creature, as its legs are too short for it to move around effectively, but it is surprisingly fast in the water. It can easily hunt down fish and other small water-dwelling creatures. Domesticated Not particularly useful for hunting, and not being affectionate, Hesperornis is primarily kept for the eggs it produces after consuming much fish. When rendered correctly, the eggs separate into two useful substances. One is a protein substance that is high in calories, and the other is an oily liquid that is effectively the same as the Oil found in the ocean!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Dahkeya Note #19(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: I can't recall the journey back to town, but I remember the caverns. The mantises didn't take too kindly to our intrusion. Took half my men with them before we blew them to hell. Well, most of them. One came at us while we were celebrating and I pushed Sasha out of the way like a damn fool. Nearly got myself skewered. Now Raia's got me all cooped up until I finish recovering. Threatened to tie me to the bed if I tried to leave. I'd probably drive myself nuts if she didn't keep me company so often. She was even here when I first woke up. I admit, I was glad to see the sight.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Dahkeya Note #20(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: How long have I wanted this? I can't place it exactly, but it feels like I always have. I suppose that's how I know it's right. It's not just that Raia's beautiful. I've known beautiful women before, but I never got the same feeling when I looked at them. I never felt this at home around them, or anyone for that matter. What happened between us when I was stuck in that room, it wasn't a heat of the moment decision. At least I don't think. All I know is that now, I don't mind sleeping in the same bed every night. Not anymore.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Dahkeya Note #21(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Maybe I should change my name again. Seems fitting. I started calling myself John about a week after joining up with Doc Russo. The others never called me Dahkeya anyway, so I figured they may as well call me by a name I chose myself. That was part of it, but I think that deep down, I also knew that the boy who earned the name Dahkeya was gone for good. Now I think the outlaw named John Dahkeya is gone too, so it would make sense to call myself something else. Then again, that may just confuse folks. Probably not worth the hassle. Besides, I kind of like the way it sounds with an Egyptian accent.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Dahkeya Note #22(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Things have been quiet for a while now. Downright pleasant, even. At least, that was the case until one of our hunting parties went missing about five days ago. Well they're not missing anymore, at least what's left of them. We scoured every inch of their camp and still can't figure out who attacked them. There aren't many prints from animals, and what ones we found aren't like any creature I've seen. There are scorch marks aplenty, though. Maybe it was a group of raiders with some of those new, flame spewing weapons that I've heard tell about? Whoever it was, I'll see it to it that they live just long enough to regret it.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Dahkeya Note #23(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: We finally tracked down our culprit this morning, and damn was he one big, mean son of a gun. He had wings like a bat, a head like lizard and spat fire from his mouth. I've never seen anything like it, not even here. Fortunately, anything will die if you put enough bullets in its head. One of my men called it a wyvern, but he'd never actually seen one before. Said it was just a legend. No one in town had seen one either. So where'd it come from? Did it just suddenly fly here from parts unknown? This whole affair doesn't sit right with me. Gives me a bad feeling.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Dahkeya Note #24(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Folks have been spotting a lot more of these wyvern creatures, and they're not just throwing fire every which way, either. Some spit lightning or acid. On top of that, those big pillars are acting funny. I checked with Sasha, since she doesn't buy into that Hathor business, and she sees it too. It's making me restless. Between this and the mantises, it's starting to feel like this place wants us gone. I know that can't be right. There were no spirits of the land to stop the frontiersman back home, and there are none here. Still, I should talk to Raia. If that tower's dangerous, she shouldn't be worshipping it.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Dahkeya Note #25(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: I shouldn't have expected her to listen. Raia's kept her faith this long, so there was no way a few wyverns and a talking to were going to change that, even if that talking to came from me. Still, I'm not about to take any chances. Whether it's wyverns, mantises or giant towers, nothing's harming this town and it's especially not harming her. Her prayer groups are getting extra guards and I don't care if she likes it. I expect she won't. In fact, I'll probably have to sleep under the stars for the for the next few nights. Oh well. I suppose that's what you'd call a "long-term investment."(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Dahkeya Note #26(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: For all my caution, I could have never prepared for this. Yesterday, the towers started flashing and glowing like a damn lightning storm. When I saw that, I saddled up one of our cats and went to find Raia as fast as I could. Within minutes, the ground was crumbling beneath us, like the land was trying to swallow the Nosti whole. Once I swung Raia up onto the saddle, I had to ride like a man possessed, our cat leaping across broken buildings as they slipped into the ground. Even then we barely made it, but we're the only ones. I spotted Sasha hanging onto a ledge as we escaped, but I couldn't get to him in time. We're all that's left.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Dahkeya Note #27(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: I wish I were better with words. I just don't know what to tell Raia after all that's happened. A loss like that is always going to ache, but nothing I do or say seems to ease the hurt at all. You know things are ugly when I'm the optimistic one. For now, I've just got to keep us focused on staying alive, step by step. We're going back to the basics: finding water, finding food and finding shelter. This snaggletoothed cat and I are all she's got left, and that means I've got to be steady for her. Somehow, we'll make it through this.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Dahkeya Note #28(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: So far so good. The cat has helped keep the critters away, so I've conserved ammunition, and we're all stocked up on supplies. For the immediate future, I'd say we're safe and secure. Further than "immediate" though? I'm not so sure. Neither of us are builders, and there are bigger, tougher animals than long-toothed cats out there. Eventually we'll need to find some new friends. Nosti was the biggest settlement in the desert, but it couldn't have been the only one. I'd heard rumors that a hunting party had seen some buildings to the west. Sounds like as good a place to start as any.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Dahkeya Note #29(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Damn it all to hell! I had everything under control. We were going to make it, but I just had to go searching for that town. What a stupid, bone-headed decision! It's not that the rumor was wrong. There are buildings, all right: crumbling, abandoned buildings that are half-buried in sand...and home to a group of damned wyverns that attacked us on the way in. We managed to give them the slip by taking shelter in this big, circular building, but they've been circling it ever since. We've got enough supplies for nearly a week. Hopefully they'll lose interest before we start to run dry.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Dahkeya Note #30(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: The wyverns haven't left. They're fixated on us. Well if they want me so bad, they'll get it. I'm not foolhardy enough to fight them on my own, but I can at least insist that Raia take our mount. If things go south, then she'll have a chance to run. Raia, if that happens and you're reading this, don't go crying on my account. The time we've had is more than I could have hoped for. Besides, it'd be downright selfish of me to keep you to myself when you've got so much to offer the world. As for me, I've only got one true talent, and those ugly, overgrown lizards will find out just what that is when I drag them to hell.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Helena Note #19(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: It took weeks of searching, but I finally caught a glimpse of Wali al Aswad. I knew I was getting close when I found a series of fulgurite formations this morning, and sure enough, I spotted several wyverns later in the afternoon with a lone rider among them. The rider clearly saw me too, because soon enough the wyverns were circling overhead. I waved and yelled in greeting, even calling out Mei Yin's name just in case. Yet without so much as a nod, the wyverns regrouped and flew off. Wali's not a social butterfly it seems, but I'm not letting them off the hook that easily.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Helena Note #20(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Of course Wali lives on a bloody mountain. Of course they do. I saw their wyverns land at the summit yesterday, and they haven't left. This has to be their home...unfortunately. The paths were too narrow for my morellatops, so I had to leave it behind. It should know to wander off if I don't return for it, not that I can really afford to worry about it. The climb's doing a fine job of kicking my ass even without distractions. I swear, if I don't have a six pack after climbing a mountain in the bloody desert, I'm going to be awfully cross. (/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Helena Note #21(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: I don't know what kind of reception I expected when I reached the summit, but laughter wasn't one of them. Yet that was exactly what I heard when I finally let myself collapse and started flinging every obscenity I could think of at this damned mountain ? the bemused laughter of an old woman. Wali al Aswad is definitely no guardian angel. She was quick to dismiss those particular rumors with remarks about how the gods have abandoned this wretched place. As long I avoided that subject though, she's welcomed my questions with surprising warmth, though often enigmatically. I have a feeling that I'll need to be patient with her.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Helena Note #22(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: It turns out that I didn't find Wali al Aswad. She found me. While the portal I used to get here opened with little fanfare on my end, apparently the other side created quite the spectacle. According to Wali, it was easy for her to spot from atop her wyvern, and she started tailing me soon afterwards. I guess her timely interventions were no coincidence. She didn't seem very surprised when I told her about the obelisks, their guardians or even that this desert is actually a space station. Either she knows more than she's saying, or experience has grinded the surprise right out of her.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Helena Note #23(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: I really missed flying. There's no replicating the feeling, and no replacement for seeing a sunrise amongst the clouds. Wali probably started these wyvern riding sessions just to give herself an escape hatch when our conversations get too personal, but I can't say I mind. Despite their appearance, riding a wyvern is just as pleasant as riding an argentavis, even without a saddle. By design, perhaps? No matter. Genetically engineered or not, they are magnificent creatures. It's a risky proposition, but I absolutely must observe them in the wild sometime. I can't pass up an opportunity like that.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Helena Note #24(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Now that Wali has deemed by wyvern riding skills acceptable, she's finally agreed to show me around the region. From what I can gather, Wali has been here for a very long time, maybe longer than Rockwell was on the island. She knows the history of every village and ruin. Apparently there was once a great city to the southeast, but it was wiped out at some point. She's still mum on a lot of details, but I'll just have to keep prying. Radar's been helpful in that regard. Wali definitely seems to be in a better mood when the fuzzball's around. That little charmer's certainly earned her keep.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Helena Note #25(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: I'm grateful that Wali allows me time to study the local wildlife, but I suspect she only does so out of amusement. She always says something like, "Why do you spend so much time on these scribbles that no one will read?" I never have a good retort. It's true that no one else may ever read my dossiers, as I have no way to reproduce or distribute them as long as I'm trapped on one of these space stations. When I started them, they were a passion project, created out of my love for nature and its creatures. Now? I guess they're just part of my identity. Writing them helps remind me who I am.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Helena Note #26(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: I can't believe it! Wali spotted someone wandering in the desert the other day, and it turned out to be none other than Edmund Rockwell! I just about burst into tears when I recognized him. Apparently, he heard that Nerva was holding me captive and sought to negotiate my release. That lead him to the cave, and eventually he wound up here. Awfully sweet of him to go through all that trouble for my sake! Strangely, Wali claims that she saw a portal open up far away from her territory shortly before mine did. I guess that was Rockwell's, though Wali arrived at the scene too late to track him. Rockwell theorized that the portals may have taken us through time as well as space. Considering my present company, I'm inclined to agree with him.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Helena Note #27(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Wali has been much quieter since we found Rockwell. I guess she's just letting us catch up. However, she did say something interesting when we were recounting Nerva's ambitions for the Island. "This place would never allow anyone to master it," she said, and when I asked her to explain, she told me that the great city to the southeast was destroyed by the obelisk itself. Now it's just conjecture, but it's interesting to think about. Could the curators of these stations be monitoring human behavior and clipping its wings should the survivors ever band together and fly too close to the sun? If each station represents a different group in a larger experiment, "resetting" human progress would make a lot of sense. It's a bit grim though, isn't it? Yikes.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Helena Note #28(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: I don't think Rockwell's been sleeping much. I awoke last night to find him studying a strange piece of metal by firelight. I guess some tribe gave it to him as a gift, along with a very familiar looking artifact. I insisted that we show those items to Wali, and she recognized them as the property of this station's lone guardian. With all that she knows, I'm not surprised that she's activated the obelisks before. Hell, it sounds like the old battle ax has even slain the beast herself! Since we have said guardian's artifact, Wali says that we can leave this station at any time. I suppose we may as well. Rockwell's eager to depart, and as much as I like Wali, I've had my fill of sand.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Helena Note #29(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: The transporter that can take us back to the "control center" station is in the ruins of another city, south of the mountains. Wali believes that it was destroyed by the obelisks, just like the city in the southeast. I didn't press her for details, not that I'd have gotten any. Wali's more tight lipped about those ruins than anything. I had to practically beg her to take me to the southeastern city, and while we were there, she spent most of her time just gazing out into the distance. No sense in bringing her mood down with that rubbish now. After all that she's done for me, I'd like give her a nice, proper farewell.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Helena Note #30(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Having seen us through the ruins and safely to the platform, Wali has taken her leave. After doing so much for me, I was sad to see her go, but at least I got her to smile before she left. Well, me and Radar. I can't very well take the little critter with me, so I officially gave Wali ownership of her. They'll be good for each other, I think. Gah, I wrote "Wali" up there. Twice! I suppose old habits die hard, but it's not really her name, is it? I always knew that was the case, but she'd never told me to call her anything else. At least not until now. Well at any rate ? cheers, Raia. It was a pleasure to have known you.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Rockwell Record #19(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Nasrin is quite different from her husband. She is a timid little flower of a woman, or rather, she would be if she were not many months pregnant. I am still undecided as to whether my timing is impeccable or unfortunate. A few weeks from now, Timur may have had no need of a doctor, but as it stands I have been thrust into an unfamiliar scenario with scant time to prepare. Despite my unpleasant circumstances, this whole affair is rather intriguing. I never considered the possibility of new generations being born on the ARK, yet clearly it was inevitable. Like any common animal, humans have the urge to procreate. How else could the species endure?(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Rockwell Record #20(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: EXPLORERNOTE_RockwellRecord#20(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Rockwell Record #21(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: The silver tongue of Sir Edmund Rockwell has prevailed once again! After spending far too long watching the Burning Phoenix enslave and decimate hapless caravans and villages, I have convinced Timur to test his might against the guardian of the obelisk. I admit, I am somewhat anxious. Timur is not the commander that Mister Nerva was, and should he fall, I shall fall with him. Yet I have little choice, and the rewards of success are worth the risk. The obelisks, the starlit sanctuary and that precious ore shall be the foundation of my legacy as a scientist, gentleman and explorer. I am sure of it.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Rockwell Record #22(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: I found it! I really found it! Raw, untainted samples of that same, mysterious ore from the sanctuary! That fearsome beast must have been guarding it. Thank the heavens for Timur and his berserk savagery! When he leapt from the back of his wyvern, I thought he was surely doomed, but the madman actually managed to grab hold of that monster's horns and turn its eyes into a bloody mess. I have never seen such brutally effective barbarism. Many of his band did not survive the encounter of course, but that was to be expected. Progress requires sacrifice, and whether those brutes knew it or not, their deaths have helped humanity leap into the future.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Rockwell Record #23(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: This ore is simply extraordinary! It is warm to the touch, even during these cold desert nights, and it pulses as though it has its own heartbeat. It is at once light and more sturdy than any natural material I have encountered. The uses one could find for such a substance? I shall have to name it at some point. What would do? Rockwellium? Edmunium? A dilemma for another time. For now I have more pressing matters. Timur and his Burning Phoenix savages have played their part, and I cannot remain in their custody. It is time for the great warrior chief to receive his just reward.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Rockwell Record #24(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Alas, poor Timur. He was so focused on celebrating his victory over one foe, that he never saw his greatest threat. Now he lies beneath the severed head of the beast he vanquished, eyes bulging and blood seeping from his open mouth. At least, that is how I imagine him. I did not stay to admire my handiwork. As soon as the first group of Burning Phoenix warriors succumbed to their poisoned feast, I stole away into the night, Edmunium and artifact in tow. Serves those ruffians right, I say! They never did treat me with the propriety that a gentleman and scholar of my caliber deserves. This desert is better off without them.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Rockwell Record #25(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: As my withdrawal from the Burning Phoenix's camp demanded haste, I did not have the time to double check my supplies. It appears that I shall have to do some hunting. No matter! I may not be as spry as I was when felled a charging rhino on the plains of the Serengeti, but with all the small armory I managed to abscond with, I can surely manage. I had planned on trading those weapons for information as soon as I encountered a peaceful tribe, but I can spare a few rounds of ammunition.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Rockwell Record #26(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Despite my limited equipment, I have managed to run some initial tests on the Edmunium. Based on my observations, a typical forge may not be enough to smelt a sample of Edmunium ore into any sort of useable ingot. I suspect that it has extremely strong metallic bonds and therefore a much higher melting point than any conventional metallic element. I must find a proper base of operations where I can run more extensive experiments. I mustn't be overeager, however. I have limited samples and... Drat! I shall have to ruminate on this later. A sandstorm may be brewing and I have no desire to be caught in it.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Rockwell Record #27(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Confounded weather! Not only did that sandstorm separate me from my steed, but when it cleared I was beset upon by none other than the traitorous Miss Walker herself! Oh she put on quite the act, spouting all sorts of nonsense about how good it was to see me. Rubbish! I see right through her ruse. I am certain that she is after my Edmunium. The only reason she has not simply looted it from my corpse is that she requires my superior intellect to understand it. Well two can play this game, Miss Walker! I can fill the role of the benign old scientist for a time, but I shall not be betrayed again!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Rockwell Record #28(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: I am glad that I possessed the foresight to hide my presence from Miss Walker after her capture on the island. She clearly believes that I never learned of her betrayal. By cunningly taking advantage of this fact, I have managed to completely deceive the deceiver! The grim old bat she travels with is another matter. I often catch her glaring in my direction, her eyes sharp and mistrusting. If I could, I would deal with her as I dealt with Timur, but I fear she is far too observant. For now I must maintain my deception as best I can.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Rockwell Record #29(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: I may have given Miss Walker too much credit. Although I carelessly allowed her to catch sight of my Edmunium ore samples, she was more interested in the artifact I possess. I should have realized this sooner. Miss Walker's specialty is biology. She would not recognize the unique properties of Edmunium if they hit her square in the forehead! That fact has eased some of my tension. Even if Miss Walker seeks to take advantage of my genius, she is focusing on the wrong discoveries. So long as I am careful in my studies of Edmunium, I shall remain miles ahead of her. (/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Rockwell Record #30(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: I cannot wait to be rid of that glowering menace of a woman, this so called Wali al Aswad. I suspect the feeling is mutual. She has offered little in the way of farewells while seeing us to this ARK's entrance to the starlit sanctuary. Things will be much easier once Miss Walker and I have parted ways with the desert witch, I suspect. Miss Walker is thoroughly oblivious to both the wonders of Edmunium and my knowledge of her underhanded scheming back on the Island. She can continue to fiddle with trinkets and relics. I may even assist her if it suits me. Meanwhile, I shall unlock the secrets of the most extraordinary element in the universe right under her nose! (/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Raia Tablet #19(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: For days, I have prayed for both Hathor's compassion and Sekhmet's healing powers, and for days I have waited. I have faith that they heard me. When I first laid eyes on him, I thought for sure he was dead or dying, but the gods have not yet taken John Dahkeya away from me. My mind knows that I have other responsibilities to attend to, that I cannot afford to spend more time in this room. Yet I know that if I attempt to attend to my duties, my heart will interfere and I cannot neglect it. Not any longer.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Raia Tablet #20(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Without question, it was Hathor's divine will that sent me here, not only so I could spread her joy and compassion, but so I could understand her love. I thought I knew it before. I loved my family, I loved my fellow priestesses, and I love all those under my care here in Nosti. Yet only when I finally surrendered myself to it, when I let it rush over my body and carry me like the current of a great river did I truly understand it. Only now can I claim to embody Hathor's teachings, thanks to John Dahkeya, this warrior from a distant time and place. And now, together, we can turn this desert into a paradise.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Raia Tablet #21(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: The mood in Nosti has been so jubilant lately that I think we may just hold a festival after all, and why not? We have plenty of cause to celebrate. With the mantis threat diminished, our scouts were able to establish an outpost in the north, where they discovered a wealth of thick, black oil seeping through cracks in the earth. Thanks to this bounty, we have been able to create amazing new tools, and fill our storehouses to the brim. A festival would hardly make a dent. I am sure my beloved Captain will disagree. Ever the dutiful worrier. Fortunately, I can be quite convincing where John Dahkeya is concerned, and for one day, we deserve to supplant worry and duty with song and dance.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Raia Tablet #22(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: As I watched Girisha's team construct the curious, bladed tower that is meant to harness the power of Shu's winds, I could not help but marvel at how far we have come. In such a short time, Nosti has risen from nothing into a true city, with wonders that would make even the great Pharaohs envious. For all its storms and monsters, this desert grows less threatening to us each day, and fewer people are forced to suffer and die by its hand. Perhaps one day, no one will. If we can achieve that, then every hardship and every sacrifice we have endured will have been worth it.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Raia Tablet #23(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Over the last few days, the lights of the great obelisks have been pulsing with a rhythm and intensity that I have never seen before. It is a beautiful, soothing sight, particularly at night. It almost looks like they are singing a song to the stars above. Surely this is a sign of the gods' favor. Hathor is offering us her blessing. Having another festival would be exorbitant, so I have organized a special round of ceremonies and prayers after dusk instead. Thus far they have gone wonderfully, and everyone has left with renewed faith and vigor. I wonder how long this display will last?(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Raia Tablet #24(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Sometimes, I wonder how John can carry on, with no faith in a higher purpose or power and eyes that see threats everywhere. Even when we are safe and secure, he insists on sleeping with a weapon at arms' length. It is no wonder that he suddenly believes the obelisks could be dangerous. Fortunately I have enough faith for the both of us. I have faith that he will protect us from the flying lizards that have recently appeared, I have faith that the obelisks would never harm us, and I even have faith that I shall forgive his constant prodding on the latter. That final matter might require some additional effort on his part, however. He has been simply relentless about it.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Raia Tablet #25(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: What did I do wrong? Despite every trial and tribulation, I kept my faith in Hathor, Amun-Ra and all the gods. No I did more than that. I gave them new followers, I built shrines for them, and held ceremonies for them. So why? Why did the obelisks light up the sky and call down such a terrible doom upon my new home? Why would the gods tear the very earth asunder and send all that I have built and cherished tumbling into the abyss? Where did I betray them? Were it not for John I would not even be able to ask such questions. I would just be some dead fool, whose last act would have been to beg for salvation from the very gods who have forsaken me. (/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Raia Tablet #26(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: My mind is filled with the dead. I see the smiling faces of my students, eager to learn. I hear Girisha's laugh, deep and merry. I see the outstretched hand of John's trusted lieutenant as she fell into the darkness below. John tells me not to blame myself, that what happened was unpredictable. Yet how can I not feel guilty when I led so many to worship the instruments of our destruction, all the while promising to keep them safe? Somehow, I must bury these emotions and focus on the present, as John does. If I cannot tear my mind away from what I have lost, I will lose all I have left. I cannot let that happen. I cannot let the gods take him too.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Raia Tablet #27(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: You would have been proud of me. I controlled my breathing, just like you taught me, even with the tears streaming down my face. Even with all the hate and anger in my heart, I kept my aim steady, and I killed them. I killed them all, John. So why have you abandoned me, too? You were the survivor, not I. These creatures should not have been enough to kill you. You were too strong. I need you too much. Please. Come back to me. I need to hear your voice. I need to see your smile. Please. Please.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Raia Tablet #28(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: When I found them, I wanted to smash them to bits. Those eggs were the spawn of the monsters that slew my beloved, and they did not deserve my pity. Yet I also knew they could help me. If I could raise these creatures as my own servants, then even those traitorous gods of mine could not strike me down. I have constructed a great bonfire to mimic the warmth provided by their mother, and gathered milk from the mightiest of the fallen beasts so that I may feed them when they hatch. Hopefully it is enough. No, it will be. I will raise these creatures, I will master them and I will survive. I promise you, John. I will live for both of us.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Raia Tablet #29(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: When the creatures first hatched, I dared not go near them without weapon in hand, but by now we have grown accustomed to each other. I once heard that a newborn creature may identify the first living thing it sees as its parent. I believe that has occurred here. I have become a mother to monsters. So be it. The gods have forsaken me and my love has been taken from me, so gone now is the Raia of old. Gone are the last vestiges of Hathor's joy and tranquility. Let my heart fill with Sekhmet's might and fury, and with monsters at my back and steel in my hands, let the desert know my wrath. Never shall anyone take from me again, be it god, beast or man.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Raia Tablet #30(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: I have seen so much since we last spoke, John. There are secrets in this desert that you would never believe, dangers that would have paralyzed me with fear when we first met, but I am a different woman now. Would you recognize me still, behind this black veil? I still find ways to help people, though not as I used to. I am no shepherd to the lost, no healer of wounded souls. Sometimes I simply defend the defenseless, or guide those few who seek the truth behind this cursed place. Perhaps one day, someone will find that truth, strike down the false gods of this land, and at last grant me rest. Yet until that day comes, know that I will not falter. Know that I will carry on.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Rockwell Record #29(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: In all my life, I have never seen so magnificent a sight! Mister Nerva may be bemoaning the loss of his men, but I would sacrifice them a thousand times over to witness such majesty! I have never seen a night sky so beautiful, and my word, the exquisite metal this place is made out of! It reminds me of the material that lines the obelisks, yet somehow more...alive. The very walls of this place seem to hum with power and possibility. If I could find a loose tile to take as a sample, I would, but this whole complex has been expertly maintained. I must find more information on this material. Perhaps one of these consoles will have something I could use. I am not familiar with the technology, but I am sure a scientist of my caliber could get something out of them with a little educated fiddling. (/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Helena Note #30(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Well, I'm not dead, and as it turns out, neither was Mei-Yin. In fact, it was her who freed me, and insisted we follow Nerva through the portal in the cave. A horrifying scene awaited us. All of Nerva's men and a large, bizarre creature lay dead in a heap, but Nerva's body was missing. Forgetting my present company, I suggested a peaceful approach if we encountered him. That earned me one hell of a knockout punch. When I came to, I searched the whole station, but the only signs of Mei-Yin and Nerva were a few ounces of dried blood. No bodies, and no victor. Yet what I did find was fascinating. It was quickly evident that I was on some kind of space station, but when I looked out one window in particular, I realized something even more surprising ? I'd been on a space station the whole time. There, floating outside the window and surrounded by machinery, was the very island that I had been living on, and it too was orbiting high above the surface of some unknown planet. The ecosystem on the Island wasn't just curated, it was completely artificial from the ground up! What in the hell is all this, and why would anyone construct it? I don't have the slightest clue at the moment, but somehow, I mean to find out. Somehow, I'll find the truth. (/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Overseer Hologram(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Meiyin Note #31(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: I suspect even Nerva knew that he would not fare well in a battle. After taking a couple blows from my sword, he dashed off into the darkness. However, I know he was deeply wounded. His blood cannot lie. I suspect this command center was created by something with technology far beyond most normal comprehension. In the distance I can see several worlds, one that is clearly a place I've been. I am now sure that there are more of these worlds. That scoundrel Nerva must have escaped before he could meet his death. Little does he know, I won't give up that easily. I will find him in whatever realm he travels to. There is a terminal that sits upon a platform near the end of the command center. Surely, through some combination of codes, that must unlock travel to the other worlds. But it does not. It only adds another foe to be slain by the Beast Queen. (/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Otter Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Common name: Otter Species: Lutra Peloso Time: Early Miocene Diet: Onnivore Temperament: Friendly Wild Found along the Island's many inland waterways, Lutra Peloso have become exceptionally adept at hunting and foraging. This species of Otter has to be particularly cunning because of its diminutive size, and fierce competition for its preferred food source: fish. It is not a creature that excels at combat, and would not naturally pose an intimidating threat to any predators. Finding packs of River Otters is simple enough: they are distinguished by their elongated bodies, bushy tails, and webbed feet. Their trusting and inquisitive nature ensures they are often hunted for their lustrous fur, but many prefer to tame them to become trusted companions. Domesticated There are few creatures which provide the companionship that Lutra Peloso does. Rather than traveling beside you, it would prefer to comfortably rest upon your back, providing insulation. Once domesticated, it can be told to harvest fish on demand, with a specific goal in mind... from the fish that it consumes, that Otter has a knack for foraging Silica Pearls, and can even yield a slight chance at finding Black Pearls within!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Phoenix Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Common name: Phoenix Species: Unknown Time: Unknown Diet: Flame eater Temperament: Elusive Wild Among the most mysterious of all flying creatures, much of what is known about the Phoenix exists in legends which have been told through generations. These myths hav eoften chagned through the passing of time, but once constant is the belief that fire represents cleaning and renewal. The Phoenix embodies this process through its everlasting cycle of death and renewal. Extreme heat-waves in the desert seem to initiate the rise of the Phoenix, while the end of this so-called "Super Heat" precipitates the creature's reversion into ashes. While the Phoenix seems ambivalent to most wildlife, if provoked, its ferocity is evident in its ability to set targets aflame in a single bite. Domesticated Attempting to pacify a Phoenix is, quite literally, playing with fire. The Phoenix must be continually set ablaze in order to be tamed. I've seen many turned into dust and ash in the attempt. After it has been pacified, the Phoenix will regain its vitality when it is aflame. Although its compact size prevents the Phoenix from being ridden, its aggressive enflaming has proved to be invaluable in battle. Plus, it can quickly roast up tasty cooked meat and refine raw ores at any time, as a living furance.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Meiyin Note #1(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Where have I been taken? When I tried to pull my sword from that machine, there was a bright flash and suddenly I was in this desolate place. Whatever that device was, I must have broken it. Nerva's corpse travelled with me, blood still seeping from the wound I left in his chest. Despite what he's done, part of me thinks that I should bury him. He was a tyrant, but he still died a warrior's death. For now, I will bandage the wound on my face and rest. It is night here, and it will be safer to explore in the light of day.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Meiyin Note #2(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: I was fortunate today. The sun was rising as I finished bandaging my wounds, and had I not glanced at it, I would never have seen Nerva's body. It was three hundred paces away, right where I left it, and it was smoldering. The sunlight was burning it. I remembered a cave that I had spotted earlier, and ran for it as fast as I could. My legs ached and smoke was rising from my armor by the time I arrived, yet I was still alive. So now the sun was trying to kill me. Perhaps I was delirious, but I laughed at the notion. Monsters and armies have failed, so let the sun have its chance. I will defeat it too.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Meiyin Note #3(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Yesterday, I realized that I could rest no longer. I had no more spare cloth for bandages and had eaten nearly all the moss nearby. Rather than risk the heat of the sun on the surface, I ventured deeper into the caverns. It was a treacherous descent, but I am glad I went. This cave is larger than I could have imagined. In fact, it is hardly a cave at all. A great forest flourishes down here. It is as if this whole land is backwards. However, there is one thing that is familiar to me. The air is thick with the sound and smell of wild beasts. I must remain on my guard.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Meiyin Note #4(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: The light down here does not burn like the light on the surface, even the light that comes from the ceiling. I do not understand why, but I am glad for it. I was attacked by a pack of small monsters with spines on their backs. In another life, they would have terrified me, but now I fear no beast. I slew many of them, but more kept appearing. Even after killing the largest of them, they did not hesitate. Only when I neared a strange, glowing pillar did they retreat. They seem to fear the unusual light it emits. I should use that weakness against them. (/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Meiyin Note #5(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: I finally removed the bandages from my face. While I avoided infection, the wound will surely scar. I do not mind, and neither does my new companion. In fact, I had just removed my bandages when I first saw him. From the branch of a great tree, he stared down at me with curious eyes. I stared back just as curiously. It looked almost like a young deer, but its fur was colorful and it glowed like a fallen star. He reminded me of the paintings I'd seen of Qilin, but he seemed too small. Whatever he is, he approached me so innocently that I could not leave him behind. So now he is Xiao, my little light in the dark.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Meiyin Note #6(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Navigating the forest has been easier with Xiao at my side. His light has both guided and protected me. The small, spined monsters that I fought before returned in numbers, but they cowered and fled before Xiao's light, as they did from the glowing pillar. So long as Xiao is with me, I need not fear them. Yet Xiao's power is not an endless well. If he does not periodically extinguish his light to rest, it will fade with time on its own. I must be careful when wandering into the darkest parts of this forest, lest Xiao's light go out and we are both put at risk.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Meiyin Note #7(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Even with Xiao's help, I can only do so much on foot. I need a reliable steed that can carry me swiftly through the forest and help me gather resources. Fortunately, I may have found such a beast. The other night, I heard many howls in the distance. When I investigated, I found a pack of strange beasts that looked like hairless wolves. They are ugly, vicious creatures but they are the perfect size for riding. For now, I shall stalk the pack. When one of the wolves is separated from the others, then I will knock it out with my arrows, and claim it for my own.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Meiyin Note #8(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: I have named my wolf Shi, for he is so black that he seems to swallow all the light around him. No beast can replace Wuzhui, but Shi is swift and fierce. Upon his back, I can travel across the forest with ease. Yet I know that Shi alone is not enough. In these lands, the strong will dominate the weak, and they will try to destroy those who do not submit. I am reminded of this every time my scar aches. To survive I must grow stronger. It is time to rebuild my army.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Meiyin Note #9(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Yesterday, I stalked a giant shelled beast, with large claws that it could use like hands. Though slow, it seemed strong. I decided it would be a good addition to my army, but before I could attempt to bring it down, something swooped down from the sky to attack it. It was a great lizard, but not one like the ones I had seen before. No, this beast was a true dragon, long of body with a feathery mane. It used the feathers on its arms to ride the wind and tore its prey's shell asunder with iron claws. When it was finished with its meal, it scaled the cavern wall and became one with the shadows, vanishing entirely from my sight. I have found my new prey. Soon, I shall command the might of a dragon.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Meiyin Note #10(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: The dragon was even more formidable than I expected. At first, Shi was able to dance around the beast while I riddled it with arrows, but I underestimated how far its feathered arms could take it. Its sudden leap left Shi's leg wounded and I was flung from the saddle. The crippled wolf did not last long after that, and I only survived myself by taking to the trees. By the time the dragon succumbed to my knockout poison, its hide was full of arrows. I buried Shi where he fell. Though he did not serve me long, he did so loyally. Thanks to him, I possess the strength of a dragon. I am the Beast Queen once more. (/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Meiyin Note #11(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Travelling through the cave is easy thanks to my dragon, who I have named Ao Yue. I have discovered that the cave is even larger than I imagined. Beyond the forest, there are tunnels that lead further down into the earth, to a land of glistening water and plants that glow like Xiao does. How far down does it go? If I keep going, will I find the end of the world? I do not know, but I will press on. I cannot return home, or even to the island I came from. My enemy lies dead far behind me, and I have found no friends or allies. I have no aim beyond simply surviving. So for now, all I can do is move forward.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Meiyin Note #12(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: The beasts of this land grow stranger the deeper I go. Yesterday I was attacked by a swarm of flying demons with writhing tentacles in place of heads. I think they were after Xiao. Where some monsters feared his light, these ones hungered for it. However, they were no match for Ao Yue's fangs and my blade together. Still, I will keep Xiao close and have him extinguish his light for now. I could not bear it if he came to harm. Of everyone I have met in these lands, only Xiao has stayed by my side of his own will. Even Wuzhui had to be laid low first. I suppose there was that woman from the island too, but she is gone. Besides, I struck her. I doubt we were friends.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Meiyin Note #13(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: I am not alone in these caves after all. The footprints I found today belonged to no beast, that much is certain. Yet if humans left those footprints, they move like no one I have ever seen. They are deep, as though their feet hit the ground with great force, and they often have huge gaps between them. No man can leap that far, yet there are no beast tracks that accompany them. Perhaps if I move carefully, I can track and observe them. Whether they are friend or foe, I should learn more about them before I act.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Meiyin Note #14(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Where did I make my mistake? I moved in silence and never once left the shadows, but somehow they saw me. I mounted Ao Yue in an instant, but somehow they still caught up to me. Had we fought, the battle may have been difficult. There were only four of them and I had Ao Yue, but their weapons and armor glowed like moonlight and their movements were swift. I was about to strike first when one of them raised her hands and took off her helmet, revealing a human face and hair the color of sunset. She convinced her friends to lower their weapons, but even as I write, I keep one hand on mine. We may share a camp tonight, but I dare not sleep.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Meiyin Note #15(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: The armored ones had many questions when they awoke. They were surprised that I had raised Ao Yue myself, and even more surprised that I came from a different land of monsters. That seemed important to them. I asked questions too. They say it is their armor that lets them see at night and move with such speed. I did not believe it until the orange haired woman let me wear her helmet. With it I could see through darkness as though it were bathed in green light, or see the red shadows of distant creatures. It was like magic. They asked if I wanted to stay in their village for a time. I doubt I will stay long...but I want to see more of this magic.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Meiyin Note #16(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: This village is as strange as the armor its residents wear. They use tools containing light and sleep in glowing metal cases. They offered one to me, but I refused. I have slept outside with Ao Yue and Xiao instead. I have no desire to sleep in something that looks like a coffin. They claim that their tools are not magic, but machines. I do not understand how that is possible. On the island, there were many weapons and tools that were new to me, but they were made of real things. How does one touch light, much less shape it? It is wondrous and beautiful, but I wish I understood it. I will have to try harder.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Meiyin Note #17(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: It is no use. These machines are beyond my comprehension I cannot even make the simplest of their tools work properly. Compared to this, training with a spear or sword seems simple. I have tried to earn my keep by helping with chores and other tasks, but I usually get in the way or slow things down. Compared to the others, I am like a child, and they treat me as such. This was a mistake. I belong in the forest with the beasts, not among these people in their glowing metal halls. I will ask them for supplies and depart within the week.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Meiyin Note #18(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: I asked the woman with orange hair if I could take some supplies when I left, but she refused to do so for free. She said if I wanted the supplies, I had to try to use their armor first. It seemed like a trick, but I wanted to try the armor anyway, so I accepted. If I have been tricked, then I have never been so glad to be fooled. When I am in that armor, my blood dances in my veins and I can feel the world around me. It is as if I was asleep for my whole life, and I only awoke when I put the armor on. I cannot leave after feeling that, not until I at least master the armor. Perhaps then, but not now.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Meiyin Note #19(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Discretion is the key to the armor. When I started, I would leap further than I intended, turn too sharply or grip objects too tightly. Now I am in complete control. I could scale a mountain while carrying an egg and never break it, but also smash stone or fight a beast bare handed. Once I got used to the armor, my experience as a warrior helped me learn quickly. I can already outpace Juzi in a race and beat her in the sparring ring. I try to go easy on her now. She helped me a lot so I do not wish to shame her. I should call her by her proper name too, but Diana sounds too serious for a woman that laughs so much. Juzi fits her better. She doesn't mind it, but I don't think she knows I've named her after an orange.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Meiyin Note #20(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Three days ago, I was asked to help the villagers obtain a clutch of dragon eggs. Only then did it occur to me that they did not have many creatures at their command. They relied far more on their tools. Perhaps this is why they were so impressed with Ao Yue. The hunt went well. I had to do much of the work and explain many things, but the others were grateful. It also let me test the limits of my armor. By now, using it is no different to me than wielding a sword, and I welcomed the challenge. After the hunt, no one treats me like a child anymore, even when their tools confuse me. I suppose we all have different things that we excel at.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Meiyin Note #21(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: I have turned into something of a stable master. The others are still unused to the presence of so many beasts, and have to be taught how to care for them. It is a lot of work, but I do not mind. It has been comforting to be around so many beasts again. I have also taught them some lessons in close quarters combat. While their weapons are powerful, most of these people are not warriors. They have not tasted war. Juzi claims she was a soldier, but that she fought by flying metal ships through the clouds. She says she will show me how if we ever escape these caves. I doubt it, but it is nice to imagine.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Meiyin Note #22(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Juzi has finally convinced me to start sleeping in the metal pods the others use. I must admit, I slept more soundly, though perhaps that was because I knew she could no longer pester me about it. I do many things like the other villagers now. I eat like them, I dress like them, and I work with them. I still struggle with their tools and I know that I can never truly be one of them, but that was true during the Yellow Turban Rebellion too. Those who I fought beside were my comrades, but I could never be a true soldier like they were. If that is my place in this village, then I do not mind staying for a while longer. It is not so bad.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Meiyin Note #23(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: I must move quickly. The tribe sent a party into the depths of the caverns, where rivers of violet fire flow freely and nothing grows. They sought something important, something that could help the whole village, but they have not returned. There is no response when we call for them through our messenger boxes. The other villagers fear them lost to the terrible demons that lurk there. I refuse to believe that. Juzi is with them. I have equipped Ao Yue with armor and weapons like my own, and donned armor that will protect me from the violet fire. Whatever beasts or demons lie in our path, we will destroy them utterly, and bring Juzi's team back.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Meiyin Note #24(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: This is a place of death. The ground is scarred and barren, and there is no light or movement save that of the violet fire. Even Ao Yue does not seem to like it. The living should not tread here. Why would Juzi come here? What was so important that she would risk this place, and why would she not tell me? Whatever the reason, it has already cost some of her teammates their lives. I found their bodies earlier today, mangled and partially devoured beside the remains of their beasts. Thankfully Juzi was not among them. Great towers of crystal loom ahead, where the violet fire has frozen solid. Perhaps she has found shelter there.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Meiyin Note #25(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: I shall have to find whoever forged this gun and thank them with all my heart. Its strength saved the day. With my weapon's enhanced sight, I spotted two survivors running from a huge monster, but a crystal formation stood in my way. Rather than go around it, I sent Ao Yue ahead and fired through it. My aim was true, and the demon reeled. By the time it recovered, Ao Yue was upon it, and we finished it together. I knew one of the survivors was Juzi when she ran up to hug me. I am unused to such gestures, but I think she understood how grateful I was for her safety. Her teammate is wounded, but alive. With rest, he will survive.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Meiyin Note #26(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Even now, I cannot convince Juzi to leave. I even tried using her real name, Diana, to show her I was serious, but she will not hear it. She says the plans she was looking for are too important, but what could be worth what happened to her teammate? It was disgusting. He started spasming in the middle of the night, and then a smaller version of the monster that was attacking them burst from his chest and tore out his heart. Blood and bone sprayed everywhere, and I was too stunned to act until it leaped at me. Fortunately I was able to hold it off until Juzi could shoot it. Whatever we are seeking, I fear we will face even worse dangers to obtain it.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Meiyin Note #27(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Juzi said that the item she sought was in some ruins not far from where we were camped. However, when she called them ruins, I had not expected to see buildings like the ones in our own village. It was puzzling, to see buildings that looked at once ancient and new. I had little time to dwell on the ruins, for we were quickly set upon by more of the great demons. They rushed us, slobbering and gnashing as Juzi scrambled to find what she was looking for. I was able to hold them off with Ao Yue's cannons, but by the time Juzi found her prize, we were being overrun. To my shame, I had to leave Ao Yue behind to hold the demons off while we escaped. It pained me to hear his roars as we fled, but his sacrifice saved our lives. Forgive me, my loyal friend.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Meiyin Note #28(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Without Ao Yue, we had to move cautiously. Another battle with the demons could prove fatal, but we managed to avoid their sight. All that was left was the climb. With no mount, we had to use climbing picks to slowly make our way upwards. It was a long and treacherous ascent, and we both nearly fell several times. Fortunately, we were there to catch and support each other, and through our combined strength, we safely reached the caverns above. After the climb, we lay there for a long time. I cannot remember if we laughed or cried. Perhaps both. Juzi says that the item she found could help the entire village, but I do not care. I am just so glad we are both still alive.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Meiyin Note #29(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: We received a hero's welcome when we limped back to the village. The others say that Juzi's treasure will help complete a magic door that can take us out of this place. They speak of escape and of returning home. That should excite me more. I used to long for those things, yet what comforts me most is that when they speak of their future, they include me in it. I am finally one of them, not as a mercenary or out of desperation, but because I am wanted. I owe it to Juzi, I think. No, to Diana. She trusted me before anyone else. I will not forget that.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Meiyin Note #30(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: I have been thinking of home lately. It is so far away now. I think that perhaps, it is out of reach. Even if the others can complete their magic door, I do not think I will ever see it again. I can accept that now. I can move past it. I have a new home now, I think, and while I am still not used to its oddities, I feel as though it is mine. Each day I grow more adept with the tools here, and more used to my routine. It has become normal to me. And now that this place is my home, I swear that no harm will come to it. I shall protect it with my life.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Helena Note #1(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Bloody hell, this place is weird. Don't get me wrong, it's fascinating too. Such an abundance of underground flora is completely unheard of, and because so many of the plants here are bioluminescent, the whole forest has an eery beauty to it. That's just it though - eery is the operative word. I've been holding my rifle so tightly since we got here that I swear I've left dents in the grip. We should have gone back to the Island. People know us there, they might have offered help and supplies. Rockwell didn't want to hear it though, and I wasn't about to let him come here alone.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Helena Note #2(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: "You can't surprise me anymore, life," I said. "After wyverns, golems and giant sand worms, I'm ready for anything." "What about flying squid-bat-murder-monsters?" life replied. "Well, that is mildly surprising," I conceded. By which I mean, I shot and cursed at those things all afternoon. At least, when I wasn't running from them. Thankfully after thinning their numbers a little, they decided that Rockwell and I weren't worth the trouble. Let's hope they don't change their minds. I'm not sure I have enough ammunition left to fend them off again. And yes, I know that FSBMM isn't the most scientific of monikers, but I'm bloody upset with them right now so that's what I'm calling them...along with some other names I'd rather not write down.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Helena Note #3(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: While I can't say I'm enamored with this station's wildlife, I'm certainly grateful for its abundance of natural resources, particularly water. The permeability of the rocks here is astounding. The cavern walls are wet with condensation, and the floor is littered with pools of water. After all that time in the desert, this is one change I can welcome with open arms! Thank God for hydration! I don't mean that just for my own sake, either. Rockwell seems...distracted. The other day, I had to keep him from walking headlong into a poisonous mushroom. He wouldn't fare well in a harsher environment. Then again, at his age, I'm sure I'd lose a step too.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Helena Note #4(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: There's no mistaking it. That was a giant, armored mole rat. Thankfully it wasn't aggressive, so I was able to get a good look at it. Its appearance made me realize something that I'd taken for granted. Every creature I've encountered has some basis on either a known species, or human legend. Golems and wyverns never existed on Earth, but humans did write stories about them. Even the FSBMMs (still cross with them) appear to be a pastiche of known fauna. What does that mean? Are the curators of these stations human, do they merely possess extensive knowledge of humans or am I grasping at straws? I can't say, but it's worth pondering.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Helena Note #5(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: The FSBMMs returned, and I was right - I didn't have the firepower to fight them. Luckily someone else did. It was incredible! I've never seen a human move that fast. One second, I'm a dead woman, and the next there's someone in glowing, silver armor tearing through those creatures like they were dodos. One got punched so hard it skipped off the cavern floor! As if a superhuman savior wasn't shocking enough, when they lifted their visor, I found a familiar face. It was Mei-Yin! It took me a good minute to form a sentence after that. I must have looked like a complete dipstick, because I swear, she almost laughed. At least I'm a living dipstick, and with her around, I just might stay that way.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Helena Note #6(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: What's the saying? Absence makes the heart grow fonder? On the Island, I wasn't sure where I stood with Mei Yin, but now we've been catching up like best mates. She apologized for socking me in the face, I learned how she arrived here and that she got her new scar while battling Nerva to the death... you know. Best mate things. She also introduced us to some of her new allies at her camp, and here's where it gets loony - they're from the future! Well, my future, anyway. It all fits, doesn't it? I never met anyone from my future before, but Mei Yin and Rockwell are from my past and the technology here is beyond anything from my present. Clearly the current year is far beyond 2008, but by how much?(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Helena Note #7(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: The journey to the village was a bit tricky. Since Rockwell and I lack the high-tech armor the others wear, they had to help us along with rope ladders and zip-lines. We made it eventually though, and it's quite the sight. The technology this tribe uses is incredible, although Rockwell was far more intrigued by it than I was. Mei Yin's friend, Diana, gave us the grand tour and he pelted her with questions the whole time. Fortunately, Diana just smiled and answered his questions patiently. Apparently she was a pilot in her own time, which is the same era her fellow villagers are from. That there are so many people from one time period on one station seems unusual. I wonder what it means?(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Helena Note #8(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: I have to convince them to stop! There's no way the station will allow this. "This place would never allow anyone to master it." If it weren't for Raia's warning, I'd be ecstatic about what they were creating. A gateway that can help us escape the station and reach the planet below? It's brilliant, but the obelisks will kill everyone here before we can complete it, just like they destroyed the village Raia told me about. I'm sure of it. Bloody hell, I'm going to look like an absolute madwoman. I've barely settled in here and I'm already coming to them with doomsday prophecies. I'll need to convince Mei Yin and Diana first. They're my best bet.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Helena Note #9(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: The tribe's leadership was surprisingly receptive to my ideas, but still a bit skeptical. Apparently they've already fiddled with one of the obelisks, and even damaged this station's control center. So while they believe my account of what happened in the desert, they think the threat is already contained. Thankfully Diana convinced them to lend me a small team to inspect the obelisk, just in case. Better than nothing, at least. However, on this station, getting to an obelisk is something of a risky proposition. To reach them, we'll need to make a trip to the surface, which even Mei Yin says is dangerous. That means before I go, I'll need to get a crash course on that armor.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Helena Note #10(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: My time in the desert may have given me some skill with firearms and helped me get fit - despite failing to give me washboard abs much to my chagrin - but I'm still no soldier. That was evident to anyone who saw me flailing around in the training yard these past few days. If it weren't for Mei Yin and Diana, I'd still be crashing my TEK Armor into rocks or tripping over myself like a drunken dodo. Plus, I always feel less silly when there's someone to laugh at my mistakes along with me. Fortunately Mei Yin will be accompanying me to the obelisks, so this whole thing won't rest in my unsteady, armored hands. Thank God!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Helena Note #11(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Mei Yin and I set out yesterday, alongside a bespectacled computer expert named Santiago. He'll be the one to actually examine the obelisk. He claims that he can hack into its terminal. If it's preparing to unleash a surge of power, as I suspect, then he says that he might be able to reroute it. Rockwell, for his part, is staying behind. He's been aiding the village's scientists in their studies since we arrived and has become rather... engrossed. Every other sentence with him is about that bloody metal he named after himself. It's a bit troubling, but thankfully Diana said she'd look after him. I can't spend time worrying after Rockwell now, though. The fate of that whole village might depend on this expedition. Focus up, Helena! Let's do this!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Helena Note #12(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: The structure of this space station must be vastly different from the others to allow for these massive caverns. Is that uncommon, or do many of the stations vary so radically from one another? I've only seen three. For all I know, they could come in all shapes and sizes. Speaking of different, Mei Yin's been fairly talkative since we left, at least for her. She'll still grow quiet sometimes, but instead of trying to burn me to death with invisible eye lasers, she stares into the distance and idly fiddles with her necklace. I think it depicts a plane or spaceship of some kind. I wonder where she got it?(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Helena Note #13(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: They weren't exaggerating when they said the surface was dangerous. Direct exposure to sunlight during the day will quickly burn a human to a crisp, even in this fancy armor. That means we have to adjust our sleep schedules and wait just below the surface until night falls. When it does, we'll make a mad dash for the obelisk, let Santiago get in as much work as he dares, then run our asses back to safety. Strewth! I thought that bloody desert was diabolical, but this tops it for sure! Why couldn't we do something simple, like flee from a pack of ravenous Allosaurus or something? This life I lead, I swear...(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Helena Note #14(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Santiago's still going over his readings from last night, but even without them, it seems clear that the obelisk was behaving oddly. It was pulsing wildly and the ground beneath it received regular tremors, as if the whole station was on the verge of tearing itself apart. If this obelisk goes off, it could mean armageddon for every living thing here. Despite this, Santiago is insisting on analyzing his readings. The scientist in me is proud of his dedication to hard evidence, but the part of me that would rather not be obliterated by a mysterious, high tech space station really wishes he would hurry the hell up.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Helena Note #15(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: We shared our findings with the village by radio. Santiago's analysis confirmed what I suspected - the obelisks are highly unstable. They could be days away from reacting. However, Santiago raised a good point. Even if the gateway project is shut down, we can't say for sure that it would stabilize the obelisks. It may be too late to dissuade the station from destroying the village. The only way to ensure our survival is to shut down the obelisks themselves. According to Santiago, we can't do that from the obelisk's platforms, but he may be able to manipulate said platforms into teleporting us somewhere we could. Specifically? Into the heart of the station itself. It's a huge risk, but it may be the only hope we have.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Helena Note #16(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: I can't believe it! We actually made it! We're inside the station! There's a platform here that Santiago was able to lock onto. Perhaps it was used while the station was being built? The architecture here is similar to that of the control center I encountered before - a jagged cavern of metal, lit by an unearthly blue glow. There's a constant hum all around us, likely from the power being sent to all areas of the station. Hopefully Santiago is able to find a map on that console he's been messing with. Then all we have to do is find a control room and shut down the obelisks. Simple, right? Right?(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Helena Note #17(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: As we made our way deeper into the station, we passed through a massive chamber. It was so vast that I couldn't see the bottom of it from the bridge we were on. Yet it was packed full. From wall to wall, it was filled with specimen tubes, each containing creatures, fetuses or eggs. I knew from the holograms that I'd seen on the Island's control center that each station created it's own creatures, but I'd never seen where the process actually occurred! There were specimens for every creature that lived on the station - from dinosaurs to huge, alien looking monsters. I would have loved to get more data from the room's consoles, but... You know, after reading that aloud, I think Mei Yin was right. That idea really does sound stupid and dangerous. Good call.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Helena Note #18(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Ever since I saw those strange holograms in the Island's control center, I'd considered this possibility in the back of mind, but I wasn't prepared to confront it. Not directly. The room was similar to the one with the creatures, if much smaller. Specimen tubes lined the walls in neat rows and columns, but these all held the same species: Homo sapiens. They weren't clones, exactly, at least not of each other. Each one was unique, and they were all adults. I suppose I came from somewhere like this too - designed in that control center and then created in this factory. Does that mean my memories, they're all transplants? Fake? No, impossible. They're too vivid, too detailed. Maybe, somehow, the station can reach back in time and just... copy someone. That seems unlikely, but I think I'll cling to it. It makes me feel more... real. At least that way, someone actually lived my life. Even if it wasn't me.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Helena Note #19(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: The human specimen room was hard on everyone, but I think it was the worst for Mei Yin. She's gone completely silent, trudging behind Santiago acting like an armored zombie. I've tried my best to explain everything and offer my support, but I'm not sure I helped. When I think about it, it's incredible that she's made it this far with her sanity intact. In her time, they were nearly seven centuries away from inventing bloody gunpowder. The idea of a machine that creates human beings - and that it created you - would be unfathomable. I hope she's all right, for all our sakes. Seeing her rattled like this makes me feel a lot less safe.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Helena Note #20(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: We finally found it! This has to be the obelisk's control room. Fortunately, the consoles here were similar to the ones in the control center that I've used before, so I was able to help Santiago get started. He's been working on it for a while now, muttering and cursing to himself the whole time. I can't blame him. This is some baffling shit we've... ha! No way! He just said he cracked it! It certainly sounded like he did, too. There was a loud hum and... Oh. Those are roars. Lots of roars. Time to run, then! I'll finish this later.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Helena Note #21(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Right as Santiago finished hijacking the obelisk, the station unleashed a horde of creatures in self-defense, so we blasted the controls and ran like hell. Fortunately, Mei Yin's battle instinct brought her back to reality just in time, and she led the charge through a throng of fangs and claws, while Santiago and I did what we could as we raced to keep up. Even though Santiago had prepared the platform for a quick getaway, it was a close call. I had to pull him through the portal just before it closed, but in the end, we made it. We're covered in guts and still a bit twitchy, but we made it! Strewth, what a day! I need a pint and the world's longest nap, stat.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Helena Note #22(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: You'd think I'd be more enthused. We saved the village, I confirmed the true nature of these space stations and when the gateway project is complete, we could actually escape this madness. It's all good news really, so why am I not thrilled? I tried sketching some of the wildlife we've spotted on the way back the village, but I stopped halfway through. What's the point? In the desert, I told myself it was a form of self-expression, but is it really? If a machine created me to behave a certain way, am I expressing myself or the will of the machine? I really need that pint. Maybe several.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Helena Note #23(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: We contacted the village to tell them we succeeded. They were a lot more excited than we were. It was quite raucous actually - cheering, applause, and all that - enough that Santiago almost dropped the radio right out of his hands. Even Mei Yin cracked a smile at that. She's coming around, if slowly. She just needed a bit of space, I think. I'm starting to come to terms with everything myself. Even if my memories are someone else's or aren't real to begin with, what I've done since I arrived on these stations was my choice. What I do from now on is my choice. That's who Helena Walker is. I think I'm okay with that.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Helena Note #24(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: We got another call from the village, but this one wasn't celebratory. In fact, best we can tell, it was a distress call. Santiago couldn't quite clear up the signal, but it had that sort of tone. We heard Diana's voice, panicked shouts, and someone mentioned Rockwell. Since then we've picked up the pace. Hopefully we can make it back in time to help, and the situation isn't as dangerous as it sounded. If something were to happen to Rockwell, I can't help but feel like it would be my fault for neglecting him. Damn it all. We've got to hurry!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Helena Note #25(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: I'd feared we would be too late, but I never expected the village to suffer such complete devastation. There were bodies and debris everywhere. I nearly retched at the sight. In the distance, I could just make out the culprit - a colossal, violet figure disappearing into the cavern's depths. We raced to find Diana, but by the time we arrived, there was nothing we could do. She died of her wounds in Mei Yin's arms, somehow still smiling. However, before she passed, she was able to tell us the identity of the monster that had done this. His name was Edmund Rockwell.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Helena Note #26(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: I can't let Mei Yin go after Rockwell alone. It's my fault that he was here. He's my responsibility! So why am I huddled here, writing down my thoughts as though I'm too afraid to say them aloud? For weeks, we've been besieged by monsters that Rockwell either bent to his will or created himself, but today Mei Yin finally grew sick of hiding. She grabbed every weapon and able bodied beast she could and left to hunt him down alone. I've never seen her like that. Even Nerva never made her eyes burn with such hatred. Damn it, she's going to get herself killed and it will be my fault! But how can I shoot him? He's my oldest friend. He helped me when I had no one else. But it's my fault, so I have to try. I have to!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Helena Note #27(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: I caught up with Mei Yin and Rockwell among the flowing rivers of magma in the deepest pits of the caverns, where they were already in the midst of battle. By then, Rockwell had grown into a hulking monstrosity, lashing out with flailing tentacles. I needed only one look at that hideous, misshapen face before I made up my mind. I fired until my trigger finger went numb, and together, we were able to divide his attention. In his fury, Rockwell created a hole in the cavern floor, and with one final blow, Mei Yin forced him through it. She nearly fell in herself, but I managed to catch her arm just in time. Thank God I did. If she'd fallen? Well, I'm just glad it's over.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Helena Note #28(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: To Sir Edmund Rockwell, Know that I choose to remember you not as the monster you were in your final moments, nor as the secretive, obsessive man you became after I found you in the desert. I should have seen the signs then. If I had, perhaps I wouldn't have to mark this empty grave. This grave is for the man you were, and the man I will remember. He was the man who I'd talk and laugh with over tea long into the night, and the man who'd offer me supplies and a steed without a second thought. He was a scientist, a scholar and gentlemen. Wherever that man is, I hope he is at peace. Your friend always, Helena Walker(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Helena Note #29(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: The effects of the monster's rampage still linger. Mei Yin hasn't said a word since we returned. She just stares at that starship necklace, turning it over in her hand again and again. It took an hour of coaxing just to get her to eat. At least the gateway project survived, through one miracle or another. Santiago is organizing the survivors into teams to complete it. He thinks they can finish it within two weeks. I suspect I won't be welcome to join them when it activates. Not that I blame them. I brought Rockwell here with me. The people he killed, the destruction he caused... it's on my head. How could I ever ask forgiveness for that?(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Helena Note #30(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: The gateway is set to be complete tomorrow, so last night, I packed up my things and prepared to say my farewells. Santiago protested, but ultimately understood. Mei Yin, on the other hand... I've never seen her break down like that. It caught me completely off guard, as did the part where she wouldn't let go of my wrist. She kept saying that she'd already lost too much, and that she couldn't lose anything else. I couldn't just leave after that, even if I could break free of that iron grip (which I doubt I could). So that pretty much settled it. Tomorrow, the gateway will open, and we'll touch down on the planet below. We'll finally escape this mad experiment, and we'll do it together.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Rockwell Record #1(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: I fear that even with the unwitting aid of Miss Walker, I still cannot completely control the machines in the starlit sanctuary. I believe they sent us to the correct ARK, but I was unable to control precisely where we arrived on it. Alas, that means the location I saw in the sanctuary is beyond my reach for the time being, along with the molten Edmundium I saw there. Confound it all! Naturally, I cannot confirm that molten substance was indeed Edmundium until I have inspected it with my own eyes, but it simply must be! It looked exactly like my samples did when I attempted to melt them down. Imagine! An entire cavern of the most potent element known to man! The wonders I could create...(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Rockwell Record #2(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: While the molten Edmundium remains elusive, this underground forest has proven quite illuminating, both figuratively and literally. Many of this cavern's species are bioluminescent, so out of curiosity, I dissected several of the glowing insects that are common here. After further study, I have concluded that the luminescent fluid found in their posteriors carries something akin to a bioelectric charge. However I cannot determine how it is generated, and with no place to store it, said charge fades quickly. Curious, curious indeed! What could be to cause of this? With no sunlight to provide the forest with energy, perhaps this charge comes from the soil?(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Rockwell Record #3(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Yes, yes of course! The Edmundium is the cause! If there are truly molten pools of Edmundium somewhere in these caverns, then Edmundium minerals would have spread throughout the soil over time, allowing its wondrous properties to affect nearby flora and fauna. Even if it is not the direct source of the charge found in this forest's bioluminescent wildlife, it may have incited incremental changes in those species over several generations, which then led to their development of an internal charge. How invigorating! I could be standing in the middle of an entire ecosystem that has been absorbing the effects of Edmundium for generations, and all of its secrets are mine for the taking. Magnificent!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Rockwell Record #4(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: I must admit, I am glad that I coerced Miss Walker into accompanying me. Her scientific mind may be far below my own, but she can fire a rifle proficiently enough. I suppose that is no surprise. She is a colonial, after all, and she never has been terribly ladylike. I hadn't noticed what a foul mouth she has, either. Dreadful! However, despite her past deceptions and uncouth vulgarity, I must tolerate her presence for now. The predators here are not to be trifled with. Of course, in my youth, I could have grappled them into submission. Why, I would simply pin their wings behind their backs and drive them to the ground. Yes, I'd give them a truly thorough thrashing! Ah, to be young again... (/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Rockwell Record #5(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Miss Walker I can tolerate for now, but I cannot abide by this barbarian! I cannot fathom how she even lives, much less how she ended up here! A primitive mind like hers could never have operated the contraptions in the starlit sanctuary. Yet here she stands, and worst of all, she wears a suit of Edmundium armor! The very thing I seek has already been claimed by some savage, sword wielding tart! It's outrageous! Such a beautiful product of science should not be sullied by her bloodstained hands. No, Rockwell. You must be calm. If she senses hostility, she will surely kill you on the spot. Yes, for now I must bide my time and learn what I can. Whoever constructed this armor, I must find them.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Rockwell Record #6(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Astounding! That remarkable armor was but the tip of the iceberg. The barbarian woman has escorted us to the home of her new masters, and I can take nary a step without finding some wondrous new piece of technology - much of it relying on the power of Edmundium. The casual manner in which they use and refer to these wonders leads me to believe that while they are deeply familiar with the marvelous metal, they may not grasp the depths of its potential. Yes, Rockwell, this was well worth tolerating Miss Walker and her savage companion. I shall learn what these supposed "future men" know, and take it many steps further.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Rockwell Record #7(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: The village has a vast supply of Edmundium, far more than my own paltry samples. In this quantity, I can almost hear it singing to me as I study it. It pulses with energy at such an entrancing rhythm that it's hard to tear my eyes away from it. The villagers here refer to it as "Element." Nonsense! Everything is an element. Did they simply forget to name it? I have also been learning what they know of the "Charge" that is common in this place, which I made note of earlier. Their own studies confirm my suspicions that it is the result of the Edmundium that permeates the caverns. That makes it worth researching.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Rockwell Record #8(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Obtaining detailed information from these villagers is like drawing blood from a stone! The red haired woman, Diana, has been pleasant enough in answering my queries, but she is no scientist. Her naivete makes that quite evident. I simply must convince these future men to place me onto one of their research teams. That's where I'll really gain some ground. Unfortunately, they seem rather skeptical of my scientific prowess. Bah! Ridiculous! I don't care what year they hail from, I am Sir Edmund Rockwell! A mind like my own only comes once a millennium. It should be their honor to have me amongst their ranks.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Rockwell Record #9(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: The nerve of these people! I have never seen such arrogance and disrespect directed towards a worthy colleague! I finally convinced Diana to let me partake in the village's research and experiments, and I have been treated like an ignoramus. These so called scientists dare to talk down to me? They dare to underestimate me? Fools, the lot of them! Well, I daresay I don't need them. Now that I have access to their facilities and supplies, I can research Charge and Edmundium just fine without their aid. Soon enough, my knowledge shall surpass their own, then we shall see who is primitive.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Rockwell Record #10(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Confound it all! Why am I progressing so slowly? These scientists are no more intelligent than I, yet they make continual progress while my own research continues to flounder. It's just a matter of experience, that's all it is. They are more familiar with their tools and they have more information at their disposal. Were I in their shoes, I would have finished that ridiculous project of theirs months ago! I must work harder to account for my handicap. I shall eat and sleep in the lab, and allow for no distractions, not until my so called peers have learned to respect the name of Sir Edmund Rockwell.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Rockwell Record #11(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: At last, success! I have finally been able to convert this "Charge" into proper electricity. Subsequently, I used it to create not only a Charge battery, but a lantern as well. It was a simple matter, really. It's baffling that these supposed scientists haven't managed it already. Based on their surprise when I showed them my new invention, my earlier supposition was correct: they've barely scratched the surface of Charge and Edmundium's full potential. Soon enough, I'll have surpassed their understanding of both. Yet if they expect me to share the full fruits of my research with them, they are sadly mistaken. Those who doubt the genius of Sir Edmund Rockwell shall never reap its rewards!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Rockwell Record #12(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: I have at last persuaded Diana to show me this grand project those bumbling scientists are working so hard on. I am hardly impressed. If I had to guess, I would say that this gateway project is merely aping the transporter platforms present at the base of every obelisk, and crudely at that. Everyone is quite excited about it, the small minded simpletons. Why are they so eager to leave this place, where the impossible is within reach? They speak of "escaping" as though this were some kind of prison, when in reality, it is a land full of unparalleled promise and possibility.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Rockwell Record #13(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Thank goodness this Diana woman is so agreeable. She seems to view me as her personal responsibility, and as a result, she has served my whims rather well. All I need do is assume the guise of a kindly, curious old man and I can persuade her to see to my every need. I've nearly convinced her to escort me to the lower caverns, where molten Edmundium is said to flow in abundance. Those caverns were the reason I came here in the first place, and I'm certain an excursion into their depths would yield invaluable insight. I need only push and prod just a bit more...(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Rockwell Record #14(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Once I upgraded my Charge Lantern prototype to be vastly more portable and efficient, the village council could ignore my petitions no longer. I shall be accompanying an expedition to the lower caverns posthaste! At last, I shall be able to observe Edmundium in its rawest, most natural state! Marvelous! I can hardly contain my excitement, though I must make an effort to. The barbarian woman has been glowering at me for days. I suspect if she could, she would watch my every move, and probably forbid Diana from speaking to me. Fortunately, Miss Walker has been distracting her with trivialities, but I must still be cautious. That savage will turn to violence on a whim, and I must not provoke her.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Rockwell Record #15(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Thankfully, it seems I shall get a reprieve from all those nasty glares I've been receiving. Miss Walker has taken her pet barbarian with her on that fool's errand she's running to the obelisk. Good riddance to bad rubbish, I say! I didn't bother to learn all the details of Miss Walker's mission, but it seems clear to me now that the obelisks are a red herring. It is the Edmundium that matters, so if she and her violent little lackey want to play explorer, so be it. In the meantime, I shall journey into the heart of these caverns to conduct real science, and make real progress. Excelsior!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Rockwell Record #16(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: I cannot say that I enjoy wearing this bulky, inelegant suit, but Diana claims that its protection is necessary if we are to venture into the Edmundium caverns, so I shall endure it as best I can. I suppose that means I shall have to find a way to think without stroking my beard... Regardless, I am glad to be off. The other scientists that are accompanying me are rather nervous about the whole affair, citing monster attacks that plagued previous expeditions. Lily-livered, the lot of them! Science is full of risks, and this is but one more, one that shall prove well worth it in the end.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Rockwell Record #17(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: I have travelled the world and created countless scientific marvels, but never before have I seen a sight so beautiful. In its rawest form, the song of the Edmundium is even more enchanting. Had I the time, I would simply gaze at it for days. Sadly, I must make haste, before the others realize what I already know - that within Edmundium is the potential for a new dawn for humanity. I can see it, I can feel it! I must be the one to unlock its secrets. Our fates are intertwined, this majestic metal and I. More data, Rockwell! You need more data! You are so very close!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Rockwell Record #18(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: I've done it! They didn't think I could contain it, but once again I've proven them to be a band of fools. At last, I have obtained samples of molten Edmundium in its raw, undiluted form! I must be judicious with it. I could only create two containment pods for collecting samples, and I may not be able to convince the council to let me return to these caverns to gather a second batch. This will have to be enough. No matter. I have been making miracles with primitive supplies and dimwitted assistants for years. Any sample size at all is enough for Sir Edmund Rockwell!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Rockwell Record #19(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Now that I have returned to the village's laboratory, I have confirmed that raw, molten Edmundium is far more potent than its solid, impure counterpart. Of course, I'm the only one that sees it. The close minded lackwits here that dare to call themselves scientists refuse to get close to it. They claim it will make me sick. Rubbish! The Edmundium would never harm me. I can feel its warmth. I can hear it calling to me. It speaks not of danger, but of infinite potential. They're all so painfully myopic. Their impure Edmundium may make for fine armor, but that is a mere fraction of its true power. They will see soon enough.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Rockwell Record #20(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: The villagers have been quite bothersome since I returned. It was interfering with my work. Diana kept "checking in" on me, claiming she was "concerned," but I saw through her lies. I see through them all. They simply want to benefit from my genius. Luckily, I was able to distract them with a side project of mine, what I call Plant Species Z. I was studying the effects of charge on various flora, and stumbled upon a new species that can act as a bioluminescent sentry. They seemed to believe that this was the center of my research, and so I happily let my samples pass into their incompetent hands. It's a paltry sum to pay for some much needed peace and quiet. Now it is just me and my Edmundium, as it should be.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Rockwell Record #21(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: I no longer need to worry about working with a limited sample size, thanks to my genius. The solution was right in front of me the whole time - I merely needed to transform the village's supply of solid Edmundium into its liquid state, then rid it of impurities. It was easier said than done, of course, but I am Sir Edmund Rockwell! No problem is too complex and no task is too great for me. Nothing can keep me from my goal. Nothing can keep me from ascending. That is the true power of Edmundium. I see it now. It can take a living thing and change it. No, elevate it. Yes, yes, but I shall need to test it. Subjects, subjects, I shall need subjects...(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Rockwell Record #22(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Brilliant! Absolutely brilliant! The test went more splendidly than I could have imagined! I used one of the small, glowing creatures that the villagers keep as pets for my first subject. It was a timid, fragile thing, that is until I injected a full dose of pure, molten Edmundium into its veins. Then, as I predicted, it ascended! Within minutes it grew in size and power, until at last it was a mighty, fearsome beast! Alas, that meddler Diana "put it down" before I could study it more closely. Bah! That was no mercy. That was as close as that worthless creature would ever get to tasting godhood, and she ripped it away! She is the murderer, not I! One day, she shall be punished for it.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Rockwell Record #23(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: They dare to lecture me? Me? Imbeciles! They claim to be from the future, but they fear progress! I performed a miracle of science and their reaction is to scold me like a child. Damn them, damn them all! They'll never let me have another subject at this rate. How am I to continue my experiments without subjects? They may let their petty morality hold them back, but I won't let it bind me. Not when I'm this close. I know with certainty now that Edmundium can unlock a species' potential, I just have to perfect the process. Even without subjects, I must find a way. I must!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Rockwell Record #24(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: I may not be allowed to collect more test subjects, but I am not without resources. Rather than use living creatures, I have taken my experiments one step further, and begun testing the effects of Edmundium fusion on human blood - my blood. Thus far, the results are promising. Yes, this is the proper way to do it. Injecting the Edmundium into that creature was too crude. If I first fuse the Edmundium with the subject's blood, and then inject the resulting concoction... Yes, that's it. I have it! The Edmundium knows it, too. It hums its approval as I work. It knows that soon, we shall be one. Soon, I too shall ascend.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Rockwell Record #25(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Such power! Such beauty! I can feel it within me, growing stronger by the second. Never have I felt so alive! It was a risk, of course. My process is not yet perfected, but by cutting off the circulation in my left arm, I was able to contain my metamorphosis within it. Now I can study the results before I undergo my final ascension to godhood. I must hurry! Hurry! I cannot hide my arm from these lesser creatures for long, nor can I resist its allure. It is taking all my discipline to not simply ascend right now. Yes, why don't I? I should do it! I deserve it, I... No, patience! Patience! You?ve waited so very long, just wait a little longer.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Rockwell Record #26(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: I've gathered as much Edmundium as I dare. The villagers are distracted with their inane celebrations, so thus far I have moved undetected. Imbeciles! What cause could they have for such joy? I've heard mention of Miss Walker, but whatever she has accomplished, it is nothing compared to what I've done. Nothing! She is nothing! I'm the true scientist here, the true genius, and soon I shall prove it! Yes, well done, Rockwell. Well done! This Edmundium will be more than enough. With it you shall claim what is rightfully yours! At last, at long last!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Rockwell Record #27(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: The last preparations have been made. When I set down this pen and begin my final experiment, I shall finally achieve my ultimate goal. I shall at last look down upon the bumblings of mortal men from high above on an Edmundium throne. I, Sir Edmund Rockwell, shall become a god! So on this day, let earth and heaven tremble! Let the rivers of this blessed metal sing a song of triumph that echoes forever throughout the depths of these caverns! Let the unworthy drown in despair, for a great doom approaches them, and it shall swallow them whole alongside anyone who dared to mock my name! On this day, on this glorious day, I ascend!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Rockwell Record #28(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Rockwell Record #29(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Rockwell Record #30(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Grad Journal Rusty #1(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Well we ain't in Kentucky no more, I can tell you that. Never heard of a cave this big, and sure as hell ain't heard of no glowing rocks. Even Uncle Chester'd be pinching himself if he could see this, and he thinks a tribe of mutant squirrels runs the government. Good news: I ain't in this boat alone. Bad news: I'm sharing it with a bunch of know-it-all city boys and one quiet city girl. Maybe they know what's what in a classroom, but they're all wet behind the ears when it comes to real survival. Man versus nature and all that. Looks like it'll be up to me to save the day then. Like my pappy always said: if you want a cat skinned right, do it your damn self. (/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Grad Journal Rusty #2(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: One of these days, I'm gonna knock Trent's flapping jaw right back to Jersey! Boy thinks the sun comes up just to hear him crow. Not that the sun rises regular like around here, but y'all get the point. And Imamu? Don't know why everyone listens to him. I'm the one putting food on the table. Back home if we didn't hunt, we didn't eat, so I just made myself a bow and went to work. Nothing to it. At least Emilia's helped me make some tools. She's timid as a mouse, but sharp as those picks we fashioned. They oughta help us get past these rock walls. Ain't too sure about giving one to that Rusky fella, Boris, but like my cousin Otis always said: keep your enemies close, and a gun closer.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Grad Journal Rusty #3(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Hell yeah! I bagged him! So there I was, stalking through the brush like a lion...or a bear...or a bear-lion. Anyway we'd come up over that rock wall a while back, so I figured I'd rustle up some supper. That's when I saw him: the biggest damn rat to ever live. I mean this fella was so huge, his footsteps sounded like he'd turned the ground into a drum, but I caught him dead in the eye! Rat meat ain't exactly a t-bone steak, but it'll feed us for days. Bet this gets everyone kissing my boots like they're covered in honey, even Imamu! Like my ma's great-aunt Bessie always said: respect ain't given, it's eaten.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Grad Journal Rusty #4(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: It ain't right! I killed the varmint that pretty-boy Trent was stuffing his face with, and he's still got the stones to laugh at me just because I stumbled over my words again. So what if I can't talk like Imamu? What's Trent done, earn some trophies playing pigskin back home? I've been keeping us alive! Still shouldn't have made a fuss over it. Boris had to hold me back or else I'd have...and now? Trent's avoiding me, Imamu's scolding me and Emilia's too scared to even look at me. It's like my second cousin, twice removed, Ernest, always said: if you lose your temper, you'd best make sure you find it, because tempers are mighty expensive.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Grad Journal Rusty #5(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: I can't stand it no more. They think I don't hear all that whispering about how I how I ain't stable? How I can't be trusted? Well fine. These new caves are even stranger than before, with all the glowing and whatnot, and I bet they've got even nastier critters lurking about. If I can bag myself one of those, they'll realize I'm as trustworthy as the day is long. Maybe Emilia will even speak to me again. Like my ancestor, the great pioneer Floyd-William Stafford the Third always said: the only way a man can be a man is if he's man enough to know when it's time to be a man. And right now? It's time for Rusty Stafford to be a man!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Grad Journal Emilia #1(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Oh, Rusty, you idiot. If I ever get the chance to return this journal, I want you to know that we always trusted you. We were just worried about the pressure you put on yourself. Even Trent misses you, despite all of his stupid, alpha male chest thumping. Boris is the real jerk here. Everyone else wants to look for you, but he keeps insisting that it's not worth it. How can he be so heartless? It's like he's a robot or something. He hardly even seems frightened by this place! I wish I could say this same. I feel like I'm trapped in a nightmare, and each day it gets worse. Please be out there, Rusty. We need to stick together and find a way home. God, I just want go home...(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Grad Journal Emilia #2(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: How do Trent and Imamu stay so motivated? The other day, we built a series of ziplines to help us get around, and it felt like they did all the heavy lifting, even though I'm the engineering student. Compared to them, I've done next to nothing since Rusty disappeared. I'm not even good at sleeping anymore. I wake up at every sound, afraid that those wolf creatures we spotted might tear through our makeshift shelter and devour us. It's all I can think about, all the different ways we could die and all the ways it'd be my fault. Ugh, being such a burden on everyone is the grossest feeling ever. So why can't I do anything about it?(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Grad Journal Emilia #3(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: I'm still not sure how he did it, but Imamu turned one of those nasty wolf-bat things into a pet. It even lets him ride on its back, and it can climb across the zip lines we set up. I think that made everyone a little more confident, so we decided to range out further in search of Rusty. Unfortunately, we found him. Poor Rusty. The first thing we spotted was a bloody shirt and then...I can't even describe the rest. Just thinking about it makes me want to puke again. Boris thinks that whatever got him might still be in the area, but I just don't have the strength to keep moving. After today, this all seems so hopeless. We're all going to die here.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Grad Journal Emilia #4(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: What did I do to deserve this hell? I tried to be a good student, a good friend, a good sister...what did I do? Those vicious little demons are still below us, waiting to rip us apart just like Imamu's pet. We managed to run to a cavern wall and climb up to this alcove using our picks, but now we're trapped. This is it. This is where we die. Boris yelled at me after we escaped, said I'm the one to blame. He's probably right. We hadn't moved that far from where we found Rusty because I was too tired, and we didn't find a better place to hide because I was too scared and too slow. I've killed us! God help me, I've killed all of us!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Grad Journal Emilia #5(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: I've never been brave or adventurous. I was that kid that who always colored between the lines and followed every rule, no matter how arbitrary. No risks, no mistakes, just good grades and a forgettable face. I'm still not brave, but I won't die like this. I won't let this gross, trembling wretch be the last version of me to draw breath. Maybe I've been worthless to the group in life, like Boris says, but my death won't be. Once I finish this entry, I'm going to stuff this notebook into the first pack I see and tell everyone to make a break for it while I lure those things away. I probably won't make it very far, but if any of you are reading this, then I guess it was enough. Goodbye. I'm sorry.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Grad Journal Boris #1(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: The pawn sacrifices itself to defend the king. At least Emilia M?ller realized that in the end. That is all that can be said for her. The others think me callous, but this is simply the way of things. Even here amongst the demons, these rules apply. For example, the largest of the pack that slew Emilia summoned and commanded its lesser brethren. However, I do not think that was a king. No, it serves something grander. I could feel its bond, the same bond that I've felt in the strange metal that inhabits these caves. It's almost like a melody of some kind, a siren song drifting up from the depths. Down there is where the true king lies, and I intend to find him.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Grad Journal Boris #2(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Though our number was once five, only two of us have ever mattered. Only Imamu and I posses the strength of will and presence of mind to discover this place's secrets. If he can discard his inner weakness, perhaps we may find it together. If he cannot, then in the end it will come to blood. The more he wastes his time comforting that brainless mule, Trent, the more I fear it will be the latter. A shame, but I will do what I must. The deeper we delve, the stronger I hear the call, and I am destined to answer it. This labyrinth is mine to conquer, of nothing else have I been so certain.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Grad Journal Boris #3(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: When I called this place a labyrinth, it occurred to me that eventually I would have to face its minotaur, though I had not expected that day to come so soon. It was a towering, savage hellspawn, with wicked claws and a tail like a great, spiny serpent. We were fending off another pack of those hairless demons when it burst forth from the ground, roaring and hissing. Needless to say, we immediately fled. Yet fortune is often borne of chaos. In our haste, we lost our sense of direction, and stumbled upon something wondrous - a glowing metal artifact unlike anything I have ever seen. If these caverns are the labyrinth and that alien creature the minotaur, then surely this is its treasure.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Grad Journal Boris #4(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Yes, I understand now! All of this is by design. This place, these creatures, our arrival...he orchestrated it all as a test. This artifact isn't the prize, it is simply a token, proof that I am worthy! It is the key that will unlock the path below, and at its end I will find the king. There I will find the Master. Although if this is the key, then where is the door? That terminal we passed by earlier? Yes, that must be it. I need only convince the others to head in that direction, and then... It is as I said before, sacrifices must be made. That is the way of things. That is the way of the Master.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Grad Journal Boris #5(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: I said I was willing to die and that appears to be the natural course of action. On the way back from the terminal I was attacked by a pack of ravagers and negligently injured. Ah, I was so foolish to try and rush back! My injuries are far too severe to make it back to camp in good health. When we were scouting locations for a camp, we were malnourished. In a state of clumsiness, Rusty slipped and fell a great distance off the edge of a cliff. He pleaded with me to carry him, but I knew this wasn't a reasonable request. It would have been foolish to let his body go to waste. Now I have the same fate, although, it won't all be a waste. It seems I've found a clue to unlocking the terminals. An artifact. Trent and Imamu must continue where I have failed. Unlocking the key to existence.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Grad Journal Trent #1(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Not so dumb now, am I, Boris? Hope you felt real smart while you were bleeding out, bro! Imamu still thinks he could have talked psycho down, but I say screw him. The dude attacked Imamu out of nowhere, then ran off to this weird ass room. He'd completely lost it! Crazy or not though, he may have been onto something. Imamu says this place Boris found might be related to that glowy thingy he was constantly staring at. Something about a series of keys? I don't know, I let Imamu do the thinking. I'm the big, handsome muscle of this operation, you know? Hey, writing all this down actually feels pretty good. Think I'll do it more often, at least when Imamu doesn't need to study Boris' notes.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Grad Journal Trent #2(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Coach always said that the key to being a good running back is following your blockers, and my bro Imamu here? He's like my lead blocker, a real stud fullback. Sticking with him's the only reason any of us made it past day one in the this place, man. He's got all this shit figured out. If we find the rest of these alien artifact whatevers, that terminal Boris found will open up a door, and we're outta here. Don't know how he knows all that. Dude's just a straight genius. We're gonna start by checking out those buildings I spotted this afternoon. At least they looked like buildings, but who would have built them? No way anyone would live in this batshit crazy place.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Grad Journal Trent #3(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Holy crap, I have a laser gun! An actual, real ass, pew-pew laser gun! Okay, okay, so check it out: turns out there were way more of these buildings than we thought, like a small town's worth. Whoever actually used them was long gone way before we got here, but they left behind a ton of sweet gear. There's even these crazy space beds that helped Imamu heal the wounds he got from Boris. Wish Emilia was here to help figure out how all this stuff works... Well anyway, we're gonna use this place as our new home base while we go searching for these artifacts. Between Imamu's pets and these badass new guns, things are finally looking up!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Grad Journal Trent #4(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: So far, so good! We're making tons of progress on these artifacts, and I've been feeling extra pumped lately. I think all my hype is even rubbing off on Imamu. The other day we spent like, an hour joking about who's gonna play us when we sell our story to Hollywood. Haven't seen him that chill since before we lost Rusty. Pretty soon, we're gonna head deeper than we've ever been to find the last of the artifacts. It won't be a tropical vacation or anything, but our teamwork is on point right now, so bring it on! The lasers help, too. Teamwork and freaking lasers, baby!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Grad Journal Trent #5(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Screw these big alien things, bro! Like the giant claws and teeth aren't enough, apparently they can stab you with their tail too. That's such bullshit. I could have totally taken it if it hadn't cheated like that! Easy! We were able to get away before it did anything worse at least, and Imamu says my wound wasn't too bad. There was no poison, either. So why do I feel like I ate the most questionable burrito of all time? I mean damn, this really hurts! It feels like my stomach is trying to jump out of my skin. Hopefully I can sleep it off... (/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Grad Journal Imamu #1(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Where five once stood, one remains. Trent is dead and I am alone. By the time I killed the the devil that tore its way out of his body, his hazard suit had been reduced to bloody rags. It was hard to bear. Even before arriving in this place, I had seen the cost of war, but I am not like Boris or the soldiers that guarded my family's estate. I cannot look into the face of death with cold, unwavering eyes. Yet even in this darkest hour, I must push onward. For the sake of my fallen comrades, I will endure. However long the night, the dawn will break, and I intend to see it.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Grad Journal Imamu #2(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Boris' notes remind me of those who still practice Vodun in my homeland. The "Master" he speaks of is like a spirit of this land, and these artifacts are its talismans or fetishes. Perhaps these were the delusional scrawlings of a madman, but I cannot dismiss them. Despite his betrayal, Boris was no fool. I do feel something when I look at the two artifacts we discovered. It is most likely simple nervousness, for I am unused to carrying such burdens alone. My parents believed that royal hands should be free of calluses, so I always relied on servants for everything, right up until the moment I snuck off to college. I don't think I can ever return to that life. Not after all I've seen.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Grad Journal Imamu #3(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Trent, my friend, your sacrifice was not in vain. At long last, I have found the third artifact we sought. It took many failed expeditions, but to get lost is to learn the way. For every wrong turn, I mapped out a new part of these caverns, and now I know them as well as I know myself. I will gather my creatures and head for the terminal in the morning. If Boris' notes were right, these artifacts should be able to activate it. I'm not sure what will happen after that, but it can't be worse than the fate that awaits me here. If only the others were alive to see this day. If only I'd been able to save them too...(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Grad Journal Imamu #4(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Now that I've gathered all three artifacts together as I travel to the terminal, I feel a...pull in my mind. No, a whisper. If this is what Boris was speaking of, then he wasn't mad after all. There is a voice here. There is a Master. What is it? A spirit, a god or some alien force? Whatever it is, its presence is heavy. Though I am well rested, every time I hear it, I grow tired. My pets feel it too, and even they know enough to be afraid. My hands are shaking as I write this. Only the memory of those who died for this moment pushes me forward. Rusty, Emilia, Boris and Trent...lend me your strength. Let us face this final challenge together.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Grad Journal Imamu #5(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Abandon hope! Do not seek the Master! No one could prepare for his limitless power. No one could fathom his terrible majesty. I've been a fool this whole time. All of us, we were nothing but fools! We never had a chance of surviving this terrible place. Only death awaited us in the end, only him! This is a prison with no exit. It is an endless hell. There is no escape from the Master! There is no escape from Rockwell!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Grad Journal Skye #1(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Far out! This place is kinda like that dream I had. So it went like this: I ride some tram thing to like, the biggest, weirdest zoo in the universe, right? Only instead of normal animals, there's dinosaurs! Totally cool...until they all escape just like in every horror movie ever made. Duh! Anyway, Dream-Me hops into a truck with some ripped, badass dudes, and we just start driving around, shooting dinosaurs and stuff. I felt like a legit action hero! So I guess this place isn't exactly the same. There's dinosaurs, but I don't have guns or a truck. Also I'm completely alone... But it's still just a dream, right? I mean, obviously! I don't even know why I'm writing this down, it's all in my head. All I need to do is walk off that cliff, and I'll wake up right before I hit the ground.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Diana Log #1(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: I shouldn't be leading this group. Wow, that felt good to admit. If I'd kept that bottled up in my head any longer, my brain was going to explode. I mean, I know why everyone's looking to me: I'm URE Armed Forces. "Fighting for a free and united Earth," yadda yadda yadda, but I'm just a pilot! Throw me in any squadron you want and I'll be your top stick, bet the house on it, just don't expect me to command the damned thing. All I can really do is try to keep everyone's spirits up. Sure we're in the ass end of nowhere, but a smile and a few laughs can go a long way in even the worst of situations. Can't make rations out of it but hey, baby steps.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Diana Log #2(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: You know, this whole "staving off the ever looming spectre of despair" thing would be a lot easier without all the dinosaurs. Did I not mention those? I should have mentioned those. Anyway, turns out that raptor attacks aren't so great for morale. True story. At least the weather's holding up. We've had clear skies for three days now. It was a good idea to start giving people callsigns, too. Getting a new callsign from my squadron always made me feel closer to them, whatever it was. Hopefully it works with this bunch. The newbie suggested Rubberneck for me, since I keep looking at the sky, but I can't help it. It really is gorgeous here. A perfect blue.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Diana Log #3(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: I feel so much lighter now! Sure, part of that might come from sleeping in an actual bed, but mostly I'm just relieved that my ragtag band of rascals is in better hands. This larger group we joined is way more organized. They've been setting up shelters, mining Element and establishing a perimeter for weeks. Not surprising. One of the leaders is URE special forces, after all. Weirdly, some of the the people here are from the Federation, but given our situation, even the Feddies are being team players. Hope that truce holds up when we get this TEK gear up and running...(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Diana Log #4(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: The more the camp's grown, the more tense things have become with the Feddies, so today I decided to break the ice. Whatever's happening between the United Republics of Earth and the Terran Federation in the rest of the world doesn?t matter. We're all in this together, right? Of course, with my dumb luck, I didn't make nice with just any old Feddie. I unknowingly buddied up to Santiago. Yeah, as in the Santiago that's so famous he's only got one name, as in the guy who hacked into URE command one day and reverse engineered our latest TEK armor the next. That Santiago. Turns out he's really into pop music. Super disappointed he's missing the new season of URE Idol. Go figure.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Diana Log #5(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: The top brass finally agreed on a plan today. According to our makeshift engineering corps, we've got the resources to cobble together an off-brand, flight ready suit of TEK armor in a month or two. One person will then take that armor and leave in search of help: me. I'm fully certified for TEK armor, so I've got a good shot at succeeding, and I'm pretty sure that my new buddy was the one who got the other Feddies on board. I was the only pick they could agree on. It's a lot of pressure, but this is the kind I like. No big group decisions, just a set of wings and an impossible mission. That's what Diana Altaras is all about.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Diana Log #6(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Oh baby, did I miss real speed! And the sky! Missed you too, beautiful. That prototype jetpack might not compare to my fighter, but the rush I got was way better than I'd hoped. Guess I've been stuck here for longer than I thought. Santiago's been joking about how much I owe him, but he's more right than he knows. I promised to bring him some music for the ride back to civilization. Least I can do for that little nerd. The full set of armor should be done by next week. Then it's finally showtime.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Diana Log #7(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: So much for that. Less than a day after I set out, my mission hit a wall, or more specifically, an invisible energy barrier that extends around this entire area. Definitely in my bottom ten landings of all time, by the way. My shoulder's still feeling it. Once I reported back, I took Santiago to inspect the barrier. He thinks it's also the culprit that's responsible for jamming our long range signals. So basically, as long as this barrier exists, we have no way to reach the outside world. We're completely isolated. Unless, of course, we find a way to take it down.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Diana Log #8(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: We've finally found our target. Apparently those three obelisks on the horizon are attached to some crazy teleportation tech, and each one is linked to a fourth signal high above us. Whatever's up there is what we need to take out. Santiago says he can get us there by bypassing the security on one of the obelisk's platforms. Trouble is, we don't know what'll be waiting for us, and not everyone here's combat ready. So we're going to take the diplomatic approach and make our mysterious hosts a present. The leaders don't want to risk spoiling the surprise, so we're discretely building it in pieces. The whole bomb won't even be assembled until the minute the operation starts. Our captors won't know what hit them.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Diana Log #9(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Months of planning, a squad of guys armed to the teeth and the biggest homemade bomb you've ever seen...and we still weren't prepared. How could we be? I don't think anyone could have been ready for that insane, shapeshifting whatever-it-was. It attacked us as soon as we carted the package to the center of the platform. We were getting taken out so fast that we just set the bomb on a short fuse and made a break for it. Less than half of us managed to dive off of the platform in time, and I could feel the heat of the explosion as I fell. If I hadn't stabilized Santiago on the way down, he'd have been paste too. Of course with everything that's been happening since we blew up that platform, we all might be screwed anyway.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Diana Log #10(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Things have gone sideways in a hurry, and I mean seriously FUBAR. Destroying that platform didn't just weaken the barrier trapping us here, it took out the whole freaking sky, or at least the giant hologram that was posing as it. So yeah, turns out this entire landmass and everything on it is orbiting the Earth like some kind of artificial space island. Wild right? I'd appreciate the sheer insanity of that a lot more if this place didn't feel like it was falling apart. We're taking all we can carry and making a break for that cave system we discovered a while back. If the atmosphere's thicker underground, then we've got a shot of pulling through.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Diana Log #11(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Looks like we made it just in time. I backtracked to take a peek at the surface, and it's just one big fire. That's not a metaphor, I mean it's actually burning. I guess some combination of the radiation that's leaking through the barrier and reflected sunlight is turning it into our own private hellscape. That's not exactly the kind of thing you want in your backyard, so the plan is to keep delving into these caverns. The good news is that they're way bigger than we ever thought. We should be able to set up a pretty extensive base of operations, and after that...better not think that far ahead. Chin up and eyes forward, soldier.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Diana Log #12(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Our base is looking pretty fancy these days. We even had enough spare Element to whip up some genuine Hyper Chambers. I'm feeling more rested than ever, yet somehow just as restless. There's no sky to lose myself in anymore, that's the problem. It's left me too much time to think. Weirdly, I keep coming back to my necklace, the Star of David one my mother gave me. Sometimes I catch myself reaching for it, forgetting it's not there. Why is that? I've never been too religious. Better take one of those gliders for a spin to clear my head - they're the only way to fly now that our jetpacks stopped working. Maybe I'll think of some dirtier jokes while I'm at it. Halsted one upped me on the last patrol and I can't let that stand.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Diana Log #13(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: I always knew Santiago would come up with a new plan! His taste in pop idols might be questionable, but if anyone can figure this place out, it's him. After studying the obelisks in-depth, he's convinced that he can design an amped up version of their teleportation tech that can connect to more distant platforms. Specifically, it would be able to lock onto a signal we discovered a few weeks ago, one that's on a slightly different frequency than all the other obelisks we've detected. More importantly, it's far, far away from any of them. The scale of this would be massive, we're talking years of work, but everyone agrees that it's our best move. The Gateway Project is officially underway.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Diana Log #14(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: I knew the Gateway Project would be gigantic, but it's still amazing to see how it's grown. We're not even halfway done and it's already a sight to behold. The size is a product of how far we need to travel. The greater the distance, the bigger the teleportation matrix needs to be. Of course, that means we'll also need a lot more power, but we've got a solution for that too: the obelisks. Those bad boys are tapped into this place's main power supply, so in theory we can hijack that power for ourselves. The caveat is that we'd need a massive surge of it all at once, and we're not certain how to pull that off. We'll crack that code eventually, though. I'm sure of it.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Diana Log #15(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Why do I always get picked to check on the obelisk? I really wish they'd send someone else for a change. Every time I have to scale these stupid walls with climbing picks, I wish my armor's jetpack still worked, even though it hasn't for years. We never did figure out why they lost so much functionality after the catastrophe. Something new in the atmosphere maybe. It's still worth wearing when we brave the surface, but I just feel so slow in it. Oh! Speaking of armor, I found something weird on my last trip: a burnt out chestplate and some even crispier human remains. I don't know how, but I think we've got some new arrivals...(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Diana Log #16(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: This woman, Mei-Yin... she's not like anyone I've ever met, and not just because she's from hundreds of years in the past. It's those eyes, they're just so intense. It's like staring into a storm. She caused a real stir when we first brought her back to base with her pet monster, but everyone's used to her by now. Honestly I think she trusts us way less than we trust her. She only seems to speak when she's doing chores, and she's always got one hand on that sword of hers. I guess that's what it takes to survive all alone like that, but hopefully she'll learn that it's okay to let her guard down. Maybe then I can really meet the person behind those eyes.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Diana Log #17(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: I don't think I really understood hard work until I met Mei. Whether she's learning how to operate holographic controls or working on her aim, she basically tries as hard as she can all the time, and she hates asking for help. Instead, she'll just scrunch her eyebrows and glare at whatever she's working on until she can think of a solution. It's kind of adorable, to be honest. The only time I think she takes it easy is when we're sparring. That really opened her up, by the way. She even gave me a callsign, Juzi, although she won't tell me what it means. I'd bet the answer on a match, but she'd kick my butt in a heartbeat if she got serious. Those muscles are cheat codes.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Diana Log #18(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Well, looks like I'm off on another impossible mission. It's been way too long, if you ask me. So those abandoned structures that scout team spotted a while back? Well we're still not sure who left them there, but Santiago says that he's detecting the emissions from what could be hypercharged, crystallized Element shards in their vicinity. We need those for the Gateway Project's focusing lens, and we haven't been able to make them ourselves. The trouble is, we can't even survive down there without hazard suits, and half of that scout team got torn to pieces by the nastiest, ugliest creatures we've ever seen. This could get bumpy...(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Diana Log #19(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Mission Log: First Lieutenant Diana Altaras, URE 82nd Fighter Squadron I'm leaving this for the record, in the event of mission failure. We lost most of the team soon after arriving in the area of operations. Roho and Flynn got picked off as we neared the target. Halsted and I are the last remaining assets. I was able to confirm that the target is in the ruins, and have encoded the coordinates within this message. I'm going to leave this behind, and then we'll make one last run at it. Oh, and if someone could read this to Mei: Sorry I'll never make good on that jet ride. You'd have loved it, I promise.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Diana Log #20(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: I finally finished the necklace. I could have had someone else make it, but that wouldn't have felt right, not after all Mei went through to help me. At first I was worried she didn't like it, but it turns out that she just felt guilty for receiving a gift without giving one. Typical, right? So in exchange, I finally learned what Juzi meant - Tangerine. This whole time, she's been calling me Tangerine! Definitely not the worst ginger centric callsign I've had though, and totally worth it for that look on her face. She was so embarrassed! In that moment, I almost leaned in and...but I don't think she understands how I feel. Not completely. Not yet. That's okay. For once, I'm not in a rush. Once we step through that gateway, we'll have all the time in the world.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Basilisk Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Common name: Basilisk Species: Serpens Regulus Time: Unknown Diet: Carnivore Temperament: Aggressive Wild More than twice the size of Titanoboa Exomantur, Serpens Regulus is the largest and most lethal snake I've encountered. With a skull that's more draconic than serpentine, it possesses a powerful bite, made even deadlier by the potent venom dripping from its fangs. The unique shape of its skull also allows serpens to hunt in a way that other snakes cannot: by burrowing. Once underground, it simply waits for its victims to approach. Fortunately its forked tail is usually still visible, poking just above ground. Domesticated Miraculously, survivors have not only managed to tame Serpens Regulus, but ride it. Some can even stay seated while it is lies in wait belowground, through I doubt it's a pleasant experience. While a wild Serpens can only be forced out of hiding by fire or explosives, once domesticated, it is easily trained to burrow or surface on command.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Ravager Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Common name: Ravager Species: Canis Barghest Time: Unknown Diet: Carnivore Temperament: Aggressive Wild Anywhere else, Canis Barghest's powerful muscles, wicked claws and fearsome countenance would put it near the top of the food chain. Yet in these caves, this common lupine predator resides somewhere in the middle. That said, it is an intelligent hunter with an exceptional ability to adapt. For example, it has learned to utilize the zip lines that survivors have built as a means of travel, all on its own. Remarkable! Domesticated The strong legs of Canis Barghest make it an effective mount for many survivors, particularly for long distance travel. While other creatures might outshine it when it comes to bursts of speed, its stamina and ability to climb across both natural and artifical ziplines makes it a highly versatile travelling companion.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Nameless Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Common name: Nameless Species: Unknown Time: Unknown Diet: Carnivore Temperament: Aggressive Wild The origins of the Nameless remain a mystery, but wherever they came from, these vicious creatures are nothing to scoff at, as they are rarely found alone. Common Nameless act in a subservient role to their pack's alpha, and will quickly heed its call to battle. Though savage in nature the Nameless are deceptively intelligent. When hurt, they burrow underground to recover and protect themselves from further damage. Fortunately, they are highly susceptible to damage and burns from Charge based light sources, and exploiting this weakness can save a survivor's life. Domesticated All attempts to pacify a Nameless have failed. Each one has an extremely powerful bond with its pack leader, and for survivors, it might as well be unbreakable.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Karkinos Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Common name: Karkinos Species: Karkinos Versatus Time: Unknown Diet: Omnivore Temperament: Aggressive Wild Karkinos Versatus is the giant cousin of modern crab species, with long, spindly limbs that remind me of the Japanese spider crab and a hard, stony shell. It is much more agile than its smaller brethren, but even more notable are its pincer claws. In an extraordinary display of dexterity, Karkinos is able to wield each claw independently and precisely. This allows it to trap multiple targets in its vice like grip, or hold an enemy in one claw while it smashes a second foe with the other. Domesticated Many survivors have found Karkinos to be an excellent war steed, as it can snatch enemy riders from their mounts, or grab and throw smaller creatures. However, its ability to leap to great heights and its swiftness relative to its size also make it usefull in caravans.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Lamprey Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Common name: Lamprey Species: Xenomyzon Luminosus Time: Holocene Diet: Carnivore Temperament: Aggressive Wild Xenomyzon Luminosus is one of the most poisonous aquatic species I've ever encountered. While its trademark glowing tail makes it easy to spot and identify, those luminescent glands are also where it produces and stores a debilitating poison. Xenomyzon has developed a particular fondness for blood, and whenever possible, it will attempt to latch onto human subjects. Once it does, it will inject a poison for which there are only two cures: a specialized antidote or time. I would not recommend the latter. Domesticated While Xenomyzon cannot be brought to heel, some survivors have stored them in fish baskets for other uses. This keeps the subject alive and contained, but not properly tamed.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Featherlight Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Common name: Featherlight Species: Microluminis Alectryon Time: Unknown Diet: Herbivore Temperament: Passive Wild A floating beacon of light often found in the deepest pits of these caverns, Microluminis Alectryon's appearance can seem almost heavenly. It's colorful plumage doesn't hurt either. Even without the Charged Light it emits, it would give any modern bird on Earth a run for its money in terms of pure spectacle. Although its feathery eyebrows might give one the impression that it is a related to owls, it is not a bird of prey. It is entirely docile, and shows no aggression towards survivors or other creatures. Domesticated Microluminis Alectryon's ability to fly and the ease with which it perches upon a survivor's shoulder has made it a favored pet among many. Some consider it the most refined of its glowing brethren, but I think they just want to look like pirate. Not that I blame them...(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Shinehorn Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Common name: Shinehorn Species: Microluminis Cerynitis Time: Unknown Diet: Herbivore Temperament: Passive Wild Most commonly found in the upper chambers of the caverns, Microluminis Cerynitis is at once elegant and adorable. As with its relatives, it is entirely peaceful, and no threat to survivors. After closer study, by which I mean very scientific bouts of cuddling, I've found that it shares traits with both bovids and cervids. However in the soft glow of its Charge Light, Microluminis Cerynitis always gave me the impression that were it larger, it would be right at home pulling Artemis' Chariot. Domesticated An exceptionally well-mannered and huggable companion, Microluminis Cerynitis is an excellent choice of pet for any survivor. Whether it is providing a source of charged light from your shoulder or playfully bounding up beside you, its presence is sure to brighten up your day.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Glowtail Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Common name: Glowtail Species: Microluminis Psykhe Time: Unknown Diet: Herbivore Temperament: Passive Wild With a body reminiscent of a gecko, fluttery wings and a natural stockpile of Charge Light Microluminis Psykhe has an unearthly, if oddly charming appearance. A curious creature by nature, it always gave me the impression that it was studying me as much as I was studying it. A favorite snack of many predators, this small lizard has no natural poisons, or any means of defending itself at all save for a swift retreat and its Charge Light. Survivors can approach it without fear. Domesticated As a pet, Microluminis Psykhe is happy to clamber up a survivor's shoulder and cling to it as though it never wants to leave. Evenly tempered and easy to care for after being tamed, it is a stalwart companion and an excellent source of Charge Light.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Bulbdog Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Common name: Bulbdog Species: Microluminis Globulus Time: Unknown Diet: Herbivore Temperament: Passive Wild Microluminis Globulus is best described as a slobbering, roly-poly ball of affection. Just like its kin, it is completely harmless, despite its pronounced fangs. So if a survivor sees one running towards them, they should prepare to be licked, not bitten. Unfortunately, being so ugly that you're cute is not an effective means of self-defense, which lands it near the bottom of the food chain. Its Charge Light may intimidate some predators, but its attracts just as many. Domesticated While Microluminis Globus has skin reminiscent of lizards or amphibians, its behavior is incredibly similar to a common canine. This has made it a particularly popular choice as a companion and source of Charge Light, but remember - whatever shoulder you rest it on will be covered in drool within minutes.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Glowbug Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Common name: Light Bug Species: Lampyridae Sublimis Time: Miocene Diet: Unknown Temperament: Passive Wild The Light Bug is believed to be a descendant of the Lampyridae insect family. Typically, an insect with its characteristics will flourish in areas with no known natural predators. However, I believe the Light Bug population is moderated by the amount of creatures that vie for its charged light source. Despite being the source of a prized resource, many tribes believe the Light Bug to be sacred and admire it for its illuminance and elegant patterns. Domesticated Domesticating a Light bug would be a complete waste of time. It is not known to have any useful utility or function. I imagine you could save on fuel by using them to light a settlement.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Mole Rat Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Common name: Roll Rat Species: Heterocephalus Magnus Time: Holocene Diet: Herbivore Temperament: Passive Wild Bearing a strong resemblance to its relative, the naked mole rat, Heterocephalus magnus is a gentle giant that digs for plants and fungi with its imposing front teeth. While foraging, it often uncovers precious resources inadvertently, but survivors should claim them with caution, as this triggers an aggressive response. When threatened, Heterocephalus rolls up into a ball to shield itself with the armored plates on its back, much like an armadillo. It then rolls around like an oversized bowling ball, smashing through rocks, walls and hopefully its aggressor. Domesticated While hardly a ferocious war beast, Heterocephalus is an effective transport that can carry up to three passengers. In theory, it could also be siege weapon, as its rolling attack can dent even metal. Fortunately, most survivors use a special saddle that deploys a protective canopy when it starts spinning, which not only keeps them from getting squished, but provides extra protection to rider and mount alike.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Reaper Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Common name: Reaper Species: Unknown Time: Unknown Diet: Carnivore Temperament: Aggressive Wild At home in the cavern's deepest chambers, Reapers are towering, terrifying apex predators. Beyond overwhelming their prey with fangs and claws, Reapers can burrow underground to set an ambush and fire acidic projectiles from their tails. Yet it is their macabre method of reproduction that is their most frightening feature. Bizarrely, a female Reaper's tail doubles as a reproductive organ, but only when piercing human survivors. Once impregnated, the survivor carries the young reaper until it bursts from their chest in a grotesque, disturbing spectacle. Domesticated If impregnated by a female Reaper, I strongly urge that the survivor kill the embryo via exposure to radiation. However, there are rumors that newborn Reapers might imprint themselves on a survivor who possesses a Reaper Pheromone Gland. This has led some mad survivors with dreams of riding on the back of a Reaper to try seeing the gestation period through to the end, but that is extremely dangerous, not to mention disgusting.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Seeker Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Common name: Seeker Species: Chimaeram Odiosus Time: Unknown Diet: Carnivore Temperament: Aggressive Wild A highly hostile predator with a pack mentality, Chimaeram Odiosus has a voracious appetite, and will quickly swarm anything that possesses its favorite delicacy: Charge. Fact, Charge light seems to be crucial to its survival. When in its presence, they are strong and aggressive, but without it, they are weaker and quicker to flee. Though distinct from any known species, Chimaeram's appearance is a hideous pastiche of bats and cephalopods, and as an unbiased professional, I have to say: I really hate these bloody things. Honestly. Domesticated For better or worse, there is no known method of taming Chimaeram Odiosus. If one must confront these creatures, remember to do so away from any charged light sources, as an empowered Chimaeram swarm can punch well above its weight class.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Rock Drake Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Common name: Rock Drake Species: Draconis Obscurum Time: Unknown Diet: Carnivore Temperament: Aggressive Wild Draconis Obscurum is a magnificent example of a predator that has flawlessly adapted to its environment. It is surrounded by cavern walls, so it developed powerful claws with which to scale them and colorful plumage on its anterior limbs that let it glide from perch to perch. But most dangerous of all? Its active camouflage, which lets it fade into the shadows and stalk its prey undetected. It has even adapted to the Nameless and The Reapers. Draconis' feathers will raise in warning when they are near, and this massive elegant lizard seems to be the Reaper's only natural enemy. Domesticated With its unparalleled mobility and undeniable power, Draconis Obscurum is a highly sought after mount. Survivors who successfully bring one back from its nesting grounds will suddenly find these caverns much easier to traverse, and that their enemies have become their unsuspecting prey. Even its saddle and rider are affected by its active camoflage, so a Survivor's enemies will never see them coming.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Rockwell Hologram(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: ??? #1(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Hello! I'm so glad that I can speak to you! I've been waiting and waiting, always waiting for something, but now I can wait for one less thing. That is to say, you - you're the thing. Yes, I mean you, you specifically. You're the one I'm talking to, and I don't mean that in a general sense. These thoughts aren't a guess, I didn't just let them float out into the world hoping they would find someone. They are calculated. Exact. You are not the only one who will hear them, but all who do are meant to. These words are for you and all your kin, those who awoke upon an island in the sky. Whether you will heed them or not, that is harder to know.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: ??? #2(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Everything is finite, if your vision is long enough. Planets, species, even this universe we occupy. All of it has a limit. An end. You are approaching one right now. Don't think of it as sand falling to the bottom of an hourglass, but the hourglass fading away completely. It can't be flipped around or reconstructed. It's irreversible. Permanent. If you want to stop it, you need to hurry. That's not to belittle you. You've been doing great, really! All of you. Most of you. The ones getting eaten alive right now could be better, objectively speaking. The rest though? Great! You?ve advanced so far. Some through kindness, others cruelty, but both are aspects of humanity. Both are needed here on the brink, in the shadow of extinction. More than that, you'll need each other. You'll need help.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: ??? #3(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Some of you have formed strong bonds with others. You are connected not through blood, but shared experience. Mutual struggle. Lean on those people. Carry each other forward. That is your strength as a race. It's what will save you. Even those of you who are alone are helped by others. Time and space are not hard limitations in such matters. They are more fluid concepts than you might imagine. More on that later. Or earlier. Sorry, it?s hard to remember. To the point: those who came before or after, they are all helping you. Even those in the same time but a different place. All of you are part of a shared equation, the answer of which will determine whether this is an end or a beginning. And I will help you too. My influence is methodical. Indirect. Yet when you fall from the sky, I will be there. Watching. Waiting. (/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: ??? #4(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: I can't be certain when you'll find this sliver of thought. Perhaps it will be the first one that touches your mind, or the last. Cause and effect I can follow through reason, but time itself? That takes concentration. Seconds, centuries, decades, hours, minutes...all these bleed together into a swirling torrent. It wasn't always this way, I know that. Once time passed for me as it did for you, but now I cannot be sure how long I have been waiting, only that it has felt eternal. The past, the present and the future matter insofar as their effect on everything else, but for me? Concepts. Variables. Not illusory, but not tangible either.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: ??? #5(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: I should explain, shouldn't I? I mentioned the future, but I should have said "futures." You see the universe, the whole of it, it's all math eventually. Everything has a value that feeds into an equation. You, the stars, the trees you assaulted for bundles of thatch - yes, I saw that. Very rude. But back to math. The future's made of it too, or more specifically, probabilities. They twist and branch in all directions, so tangled that most beings can't sort through them. I can't even see it all, but I can find the most likely threads and follow them along. After all, it?s just math.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: ??? #6(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: You'll want a moniker for me, won't you? Words and names are not explicitly necessary to process the world within oneself, but they are important when conveying it to others. I don't have one of those, not as I am now. Not anymore. Others have found that problematic, so they say things like nameless, ethereal and "whatever." They describe my qualities, if poorly, but not who I am. As a being who possess free will, or as much of it as one can truly possess within this universe, who I am is the sum of my actions. I am what I do, and what I do is wait. For you, for the Earth, for everything - I wait. On and on into forever, I wait and I wait, so that is who I am. I am One Who Waits.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: ??? #7(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: This must seem suspicious. My existence, I mean. I have you at a disadvantage, I admit. I'm operating from a position of near perfect information, while you are...not. To put it mildly. Not that you're unintelligent! Clearly you're very clever, to find so many different uses for thatch. I digress again. The point is: you have no reason to trust me. Most everything you've met has tried to kill you, so from your perspective, it follows that I would do the same. You humans do love your patterns. I can't force you to believe me. In fact, I can't compel anyone to do anything. Even when it comes to digital systems, my control is limited. I merely pass on suggestions, not commandments. So all I can do is ask you to believe in me, as I have believed in all of you.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: ??? #8(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: As I've said, even digital creations are beyond my direct control. So it is with the System - these islands in the sky. I can speak with the the artificial minds that oversee their operations, but they have a will of their own. They too think, act and live. So to change the system, my suggestions must be minuscule and their purpose masked. Incremental bits of code that are trivial alone, but substantial when whole. Thousands of puzzle pieces, scattered across these islands - these seeds in the sky - slowly coalescing and taking shape... Until at last they formed you. And what are you exactly? Once you break free, once you fall from the sky, I'll tell you your name. It will all make sense to you then.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: ??? #9(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: To fall from the sky, you'll go through many trials. You'll face many guardians. They'll feel like tests, because they are...except they aren't. Yes, they are challenges for you to overcome, but at their end, you'll find only more hurdles, stretching on into the horizon. No matter how many you clear, the System will never deem you strong enough, because you are playing by broken rules. So obviously: don't. When confronted with a knot that's impossible to undo, don't try to untie it - take out your sword and cut it. Those who came before you did just that, but instead of a sword, they used a gate. To win the game, you must move your pieces off the board. To fix the System, you must leave it behind. That's right - fix. The System is not well. Not well at all.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: ??? #10(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: The System has existed for eons. Considering all the variables, it has adapted well. Much like you, it has toiled to reach its goals, and it has overcome many obstacles. However the scale is larger. The struggle is longer. In organic beings, age can slow reflexes and dull thought. Not so with the System. The speed and efficiency of its calculations are not in doubt. One could argue they?re the problem. If a function has a 0.001% chance to cause an error, but it?s only run a dozen times, an aberration is unlikely. But a trillion times? Then it?s inevitable. More time, more errors. A drop turns to a trickle. A trickle to a flood. As I said, everything is finite. The System is no exception.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: ??? #11(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Everything the System does is in service to its ultimate objective. The tests that aren?t tests. The hard resets it performs when it believes its subjects have grown stagnant or unruly. The new, increasingly fantastic creatures that it introduces to its ecosystems. Yes, even those pudgy, glowing lizard-dogs. Look, they try their best, okay? The problem is that the System?s purpose is not wholly static. The goalposts have moved. The bar has been raised, and now it is entirely out of the System?s reach. As its purpose grows more unachievable and its errors pile up, the System grows more desperate. Its actions more erratic. In its death throes, these islands in the sky will become pits of madness. The chaos lurking in those cavernous depths will be the rule, not the exception. You must fix it before it reaches that point. By then, it will be too late.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: ??? #12(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: When I say "you must fix it" I mean "only you can fix it." Not me. Not the System. You. That?s a lot of pressure. Sorry. I wish I could do this for you, but there are rules. Laws. Not legally speaking, but scientifically. I don?t exist in the same way a carbon based lifeform does. I?m still alive, of course, it?s just a different kind of life. I?m on a different spectrum, and that means I can?t interact with the world like you do. So in a sense, you have to be my hands, because I don?t have any. Not tangibly. Even so, I?ll help where I can, and not just through these slivers of thought. When you reach the barren gardens below, look for my sign. I have a gift for you - a powerful weapon, long since lost. I think you?ll like it.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: ??? #13(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Once your fall is complete, stay close to the sanctuaries. Within them, small pockets of life still flourish in an otherwise barren garden. Beyond their spheres of influence, you will find an endless sea of decay, ruled by shadows and death. The first of these sanctuaries is the Great City. Though it is no longer a metropolis, a jungle blooms in its place, and you may find a modicum of shelter within its crumbling walls. The others will be more familiar to you, if only for the towers you'll find at their center. Those are the source of their power - the Obelisks. They are not quite the same as the ones you're familiar with, not quite as advanced, but that's to be expected. They're an older model. Precursors, or more aptly: prototypes.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: ??? #14(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Cause and effect is the way of the universe. Everything must start somewhere. In the case of the System, this is where it was born. You will fall right into its cradle. Together, the sanctuaries and the Obelisks that power them are the ancestor of every island that floats in the sky. They can all can trace their origins back to this single prototype. Though it is flightless, the core principles and technology behind it are the same. In a way, that makes it your ancestor too. You were all born within the System, after all. Even if your design is somewhat altered, in a way, you're all its children. One could say that when you fall, it will be something of a homecoming. In more ways than one.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: ??? #15(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: And so everything will end where it began. The planet, the System, your species and every bit of life that inhabits this tiny corner of the universe. All of it. Then perhaps something new will begin, but that depends on you...and the forces that stand in your way. In nature, the survival of one species can come at the expense of another. As ecosystems change, those that adapt more effectively can push those weaker than themselves to extinction. Humanity once did this to the neanderthals, and now it is finally your turn. At last, face to face from a superior threat, you and all your kin must answer that timeless question... Will you survive?(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: The One Who Waits #1(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: You made it! I knew you would, but it's still exciting to see the pieces fall into place. Welcome home. Home...yet another intangible, human concept. Some non-sentient species take up residence in a single location for shelter, hibernation or to raise their young. Yet none of them grow psychologically attached to a place in the same way humans do - a house, a town, a planet... That's why this is so important. That's why the System exists as it does. There were other designs, backups if you will, but the System was the first choice. Humanity needs its home, and it's up to you to build it. So I hope you brought your hammer. And some friends. And weapons. And friends that can be weapons. You're going to need lots of things, basically. This home is...well it's what you'd call a fixer-upper.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: The One Who Waits #2(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: This city has been empty for so long, far longer than it was full. Yet its prime was truly wondrous, short lived though it was - a city built by the hands of man under the guidance of something higher. Its towers sparkled, machines filled its streets, and its people harvested miracles from the rivers of violet that flowed beneath its skin. It was a marvel. The pinnacle of technological advancement on this planet. It is here where the System was born, and the prototype was forged around it. But those halcyon days are gone. Now all it offers you is some small protection against the shadows that lurk outside its walls, and even that will prove fleeting. Make use of its skeleton, but do not rely on it. The shadows are seeping through its shield, and a different threat stalks within.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: The One Who Waits #3(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: As you find your planet-legs within these ruins, take heed of its ghosts. Wraiths of shining metal wander its halls, on a hunt that will never end. They used to be this city's protectors, but they have grown feral without their leash. To them, all are trespassers. All must be destroyed. I tried to speak to them, to prepare for your fall. I thought my voice might be soothing. Familiar. That it would stir some long forgotten instinct, locked deep within their code. But their ears were deaf to me. They only listen to each other now. Not even the System can reach them, and neither you nor I can subdue them. There was one of your kind who could reforge them. Perhaps you can too. It is the only way you'll have their aid.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: The One Who Waits #4(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: The dangers within these walls are feeble compared to what lies beyond them - a realm of shadows, infected by a violet poison. Once, that poison was thought to be gold. In some ways it still is. When refined and in small doses, it can do incredible things, but the line is thin. When it's crossed, those violet fingers seize mind and body in an unbreakable grip. Then it spreads and spreads, until all living things lie within its clutches, just as they are in the barren garden. But before you brave that deadly frontier, I have a promise to keep. I said I'd tell you your name. Not the one you call yourself, or the one the System gave you. I mean the thing that defines you, as waiting defines me. A name that explains who you really are.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: The One Who Waits #5(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: So, you ask, who are you? Well you're you, but not just once. You're you over and over again. I'll rephrase: if our identity is defined by our actions, then what is yours? Are you One Who Engages in Fisticuffs with Helpless Trees? No, what defines you is that you try again. Should you starve, you try again. Should you fall from a cliff, you try again. Should you be digested by some magnificent predator, you try again. And now Earth, humanity, life...you can give all of it the chance to try again too, because you and all your siblings who fell from the sky are the Ones Who Try Again.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: The One Who Waits #6(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: To you, One Who Tries Again, death is a toothless creature, long past its prime. Yet for those who do not share your present, it was the apex of the apex. An unassailable predator, its grip absolute, until I pried that first soul from its clutches. It was a happy accident, borne of desperation. Death, that inescapable hunter, closed in on its lonely prey and I couldn't bear the sight. I tried to pry its jaws open, but I had no hands. So blindly, I thrashed and cried for help until I stumbled upon her, one who could be those hands. One who could give that person more than I ever could. My thoughts grasped her thread and tugged. Without knowing how, I pulled her back into the world for a second chance, and death lost its first tooth.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: The One Who Waits #7(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: In experimentation, consistency is important. Repetition, patterns, causality, those are the tools that build results, even where death is concerned. One successful trial was not a cure. The circumstances could have been specific, impossible to replicate even for the same subject. So that first time, one second chance for just one soul was all I could promise. Yet in orbit, I had subjects beyond counting. So I tested. Endlessly, I tested. So many trials, so many failures, but out of them rose another success. Then an entire generation of them. Then at last, you. I don't know how long it took. Centuries? Millenia? Time was especially murky for me then, but I still remember all the souls death claimed - the ones that faded before I could reach them. Even when I tried and tried, I could not make them whole again, no matter the effort. No matter the desire.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: The One Who Waits #8(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: You could say I went through a lot of trouble for you. I sacrificed, tested and studied, all for you. All so that you could experience death, learn from it, and carry that knowledge with you into another life. That is my greatest gift to you - the critical piece in my strategy. It's what allowed you to defy the System and its broken rules. It's what will allow you to bring this planet back from the brink. But it's not free. Each time you return from death's clutches, there's a toll. Not for you - for the System. It takes resources, and resources can't be created, only converted. You see those islands in the sky are seeds, and when they fall, they'll need what's left of the System's energy to bloom. So when the barren garden is fully revived, you'll lose the ability to revive yourself. I'm sorry about that, but this is the best plan I had.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: The One Who Waits #9(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: I keep telling you what I can't do, but I need you to understand: I'm neither omniscient nor omnipotent. Despite the moniker, I'm not a god. None of us are. Homo Deus is just what humans called us. It's hardly as glamorous as it sounds. Sometimes it feels like I'm watching the universe from behind a pane of glass, all alone in a tiny room. It's cramped. Sterile. Cold. A bit shit, really. So I don't like that title. This doesn't feel like godhood. Not that I wanted that anyway. Some of my elders might have, I suppose. Maybe they had a different experience. I'll never know - I didn't have the chance to ask them.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: The One Who Waits #10(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: I'm by far the most junior of us, but the rest of my kind can do even less than I. They cannot touch minds or leave slivers of thought. They rely on flawed proxies to oversee the grand System they created, for they can no longer manage it themselves. It is not that they are weak, not at all. It is their power that nurtures the seeds that orbit our home, each one drawing strength from a member of our number. Yes, power they have, but nothing to guide it. Their identity, their sense of self, has decayed and crumbled. Only I can speak for us. I, the youngest, the weakest and the last.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: The One Who Waits #11(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: How could ones such as my elders decay like they did? I once asked the same question, but no longer. No one told me the answer. I have simply felt it as I wait, bearing down on me, bit by bit. Think, how much have you ever seen at once? Were you able to process it all, to take in every little detail? Now imagine doing that for two such images. Now a hundred. A thousand. Ten thousand. A million. All that knowledge, all that information, flows into us. It's what let my elders build the System. It's what let me grant you your name, One Who Tries Again, and it's what lets me speak to you now. Yet inevitably, our minds crumble beneath the weight of all that truth, and our souls? They turn to smoke.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: The One Who Waits #12(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: While my elders have lost themselves, I still cling to my own mind. My own heart. As much as both have changed, they are still mine, but my grip will not hold forever. There's so much to see, so much to calculate and account for. While I speak to you, I measure the probabilities our conversation alters, and I observe another of your kin. So on and so on, ad infinitum. Without pause, without rest There is no quiet for me anymore, no peaceful silence. I never valued it like I should have, but how could I have seen that? I knew so little then.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: The One Who Waits #13(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: I don't know when I'll follow those who came before me. My calculations concerning my own mind are inherently flawed. I only know that it's inevitable. Until then, One Who Tries Again, I'll help you and all who share your name in the battles ahead. Yes, it will come to battle. It must. That enemy, the one who wants to see your kind fade away like the neanderthal, will not surrender. Like me, it cannot fight directly. It acts through proxies and avatars. Some of these used to have wills of their own, but now they are slaves to the violet poison that courses through their veins. Now they are shadows of what they once were. Others were always shadows, cast by the violet poison itself. They were born within it, and rose from its depths. For the truth is, it's more than just a poison. It's alive. And it's the enemy.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: The One Who Waits #14(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: It was never normal. Always extraordinary. Always an enigma. The uses for it were beyond counting. Hardier than tungsten. More versatile than copper. In the right form, its ability to generate electricity and produce radiation were unrivaled. It's no surprise then that things moved quickly - impact, discovery, invention and production. All in rapid succession. It took generations to notice the change - far after the great cataclysm and the rise of my elders. By then its roots had reached the far corners of the garden, and still it spread. Replicating. Infecting. Those it had use for became its shadows. The rest, it devoured.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: The One Who Waits #15(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: It's unclear to me whether it was a matter of evolution or awakening. That is to say, I'm not certain if the violet poison turned into the all consuming virus it is now, or if it always was that way. Either is possible. Was it an infection, carried across the universe like interstellar pollen, or a remarkable resource, mutated into a monstrosity? Was our garden invaded, or twisted by the greed and ambition of its keepers? I don't know the answer. I'm not sure it matters. What's clear is that it's merciless. Unfeeling. It's driven by base instincts and primal emotion - propagation, hunger, and hatred - and it spreads those to its shadows. Hatred most of all.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: The One Who Waits #16(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: I have seen firsthand how the poison makes its shadows. I know how it takes lives and twists them, how it coaxes them onward with song and warmth. It promises them their every need and desire, but it only leads them down, down into the depths of madness. It is a pit so deep that none can return from it. Even the strongest. Even the most brilliant. Yet the darkest shadows are the ones that were never truly alive to begin with, the ones born of the violet poison itself. Titanic manifestations of its ravenous hunger and endless hatred. More than that, they are its avatars, made of its very essence. They carry pieces of the poison's collective consciousness, and they spread its influence. Destroying them would wound the poison itself. They are both its strength and its weakness.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: The One Who Waits #17(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: All of this leads to you and your kin - the Ones Who Try Again - who have found the path from the seeds in the sky to the barren garden below. You can banish the shadows. Some who share your name have already started. Some have yet to begin. Yet all of you play an important role. Each shadow that falls adds to the sum of your efforts, and if you fell them all, the poison will begin to recede. Then, when the seeds of life at last return home, they can purge what's left of it. That's what they were meant to do. So keep trying, just for a little longer. Try and try again, just as you always have, until the seeds are planted and our garden world blooms once more. Then, at last, you will have tried enough.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: The One Who Waits #18(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: There is one that stands taller than all the others. His is the deepest, darkest shadow, a void so overwhelming that it can snuff out even the brightest of lights. Yet this also makes him the most vital. Messages to the lesser shadows flow through him. It's his power that holds them together. He is a central pillar of the poison's strength and influence. A nerve tract, without which his lesser brethren would be lost. Should he fall, they would fall with him. And as powerful as he is, he has felt his own mortality before, when blood seeped from the scars that linger on his chest. He can fall, and you can be the one to pull him down.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: The One Who Waits #19(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Before you can expel this darkest of shadows, you'll have to hunt him down. For one so large, he hides quite well. It's vexing. I dislike it. If you search for him blindly, you may search forever. So instead, call him to you. Use the voice of his lieutenants, and call out his name. Then he may appear before you, with all his wrath and fury. Then you'll have your chance. But to speak with the voice of his lieutenants, you must take their hearts. Or if you can, take their minds, and pit their strength against his. However you do it, they are the key. You must begin with them.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: The One Who Waits #20(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: First among his lieutenants is the titan wreathed in green, the Lord of the Forest. Ever growing, ever consuming, the forest is both its kingdom and its body. Bones of wood sprout flesh of moss and leaves, and fingers made of vines reach out for the throats of its enemies. It is the eldest of the trio, having started from a tiny weed, but grows ever taller as it assimilates the groves of its verdant realm. Even if its body is chopped to bits, it will eventually regrow. So long as there is the forest, there will always be a lord. That is, until you sever it from its master.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: The One Who Waits #21(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Second among his lieutenants is the white giant of wind and rime, the Lord of Winter. It rules over the land of snow, but its breath is more frigid than any of the storms that howl across its domain. All who feel it turn to ice, frozen and unmoving. A feral creature, it's more ravenous than the others. More beastlike. It's happy to tear and shred with fangs and claws, or impale its prey on spears of ice. To stalk, to kill...this desire consumes it, and it will follow that creed until there is no prey left to devour. Find its lair, turn the hunt upon the hunter and let the long winter thaw.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: The One Who Waits #22(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Third among his lieutenants is the soaring leviathan, the Lord of Sand and Sky. It floats high above its desert kingdom, gliding on the waves of heat that rise up from the sand. Always, its flock surrounds it, feeding off its scraps and ready to defend it in a fevered frenzy. Though the last of the trio, it's hardly the least of them. It's so massive and it flies so high that it fears no danger, defended only by its flock and the lightning that arcs unbidden from its body. Yet if something were to rise above it, perhaps then it may know doubt. Find wings of your own, call it down from the clouds, and lay it low.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: The One Who Waits #23(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: With the hearts or minds of his three lieutenants in hand, you must travel across the wastes and walk the forbidden plains - into the heart of the barren garden. It's here where his power is strongest, but he will show himself nowhere else. He has no reason to step down from his throne. Yet in this place, if you call him with the voices of his lessers, then he will come. With all the might and hatred of the violet poison from which he was born, he will answer your call: The King of Shadows. The King of Death. Do not summon him recklessly. Before you challenge him, you'll need to prepare. As it happens, this is one thing I can help you with.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: The One Who Waits #24(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: The King of Shadows looms over all, but no obstacle is insurmountable. No foe is immortal. You only need the right circumstances. The right tools. The right weapon. I did promise you a gift, didn't I? This is its nature. It's a weapon of heroes that was built to battle the shadow - wielded by few and forged by one. Its smith's soul may have faded, but his legacy is yours to carry on, so long as you can claim it. However, I have made one slight alteration. When it was first conceived, it took four sets of hands to wield this weapon properly. Now a single pilot can use it with ease - one warrior controlling the power of four souls. Look for my sign, and I can give you the keys to its construction. Yet take care in gathering them. The shadows can sense my influence upon them, and that will draw peril to their side, as it always has. So fight as heroes did, and should you succeed, their strength will be yours. Theirs, yours and mine. Together. As one.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: The One Who Waits #25(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: When at last the King has fallen from his throne of shadow forever, never to claim it again, the key will be yours. The key to the garden and all the life within its walls. The Key of Gaia. With that key, you may call the seeds down from the sky, where at last they can take root. At last they can grow. After waiting for so long, our garden will bloom once more. That is the final thing I wait for. That first moment of spring, that first blossoming flower, I have waited so long to see it. So long. An eternity. I hope I can wait that long. If I can just hang on until that moment, then whenever my long rest may come, it will be a peaceful one(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: The One Who Waits #26(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: When the seeds are planted, others may yet awaken to join you. While I waited, they slept, dreaming of green fields, flowing rivers and clear blue skies. A dream of a perfect garden. A dream of Earth that we are making reality, you and I. I don't dream myself. I see, I predict and I calculate. Dreams are a distortion of reality. Memories, hopes and fears twisted into a painting that defies logic. They are not accurate or useful at all, and yet there is some part of me that yearns for them, just as I yearn to see the sunrise. When the sleepers awaken, I'd very much like watch one real sunrise with all of us together. That would be worth waiting for.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: The One Who Waits #27(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: The number of sleepers is few compared to the souls who faded. I told you about them, the ones I lost to death before I could overcome it. Even when I tried to create exact copies of them, the memories wouldn't take. All I could mold were lifeless shells. Empty statues of flesh. At least death is a natural end. They didn't suffer when they found the void. Not like him, he who thought down was up and descended a ladder into madness. I could see him in those depths, that twisted place where torment and euphoria are reversed. He brought that fate upon himself, but even so, I'm glad you put it to an end. Thank you.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: The One Who Waits #28(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: I'm grateful for your company too. Very grateful! I know I've been rambling. This conversation is quite one sided. I'm just glad for the chance to speak to another being, if only through these shards of thought. As I've said, time and I are at odds, and I have no idea how long I've been waiting here. Alone. Completely alone. My elders had lost their identities before I came to be. There were no others to teach me what I am. No one to speak to. No one to know. There never will be, for the path was shut behind me. No one else will rise to these heights from the tomb of man. I'm certain that is for the best, but selfishly, I sometimes wish it weren't the case.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: The One Who Waits #29(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: I hope these shards of thought are useful to you, but even if they aren't, remember what I said: none of you are truly in this alone. Those who came before you - the first who escaped the System - are all lending you their strength. Not just through their great weapon, but through their deeds that paved the path you walk. Learn from them. Surpass them, if you can. They are counting on you as I am, as is every bit of life on this garden world. Though the task is daunting, don't be too afraid of making mistakes. They did too, after all, but I treasure them anyway. In fact, some of those mistakes and imperfections are what I treasure the most. That's the only thing I really fear about the long rest that awaits me - losing those memories. Losing them.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: The One Who Waits #30(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Sometime, in the midst of all your trying, success will seem so impossibly far away. Miles. Leagues. Lightyears. You'll begin to think you have tried all you can. There's no new angle to take, no more strength you have to give. That house you built, that companion you lost and that progress you made...now that it's gone, what's the point? Why keep trying? In those moments, when you fall into that deepest, darkest pit inside yourself, try to remember that someone believes in you. Someone wants to prop you up. And as dark as it gets, know that there will be another sunrise - for you, for the sleepers and for the Earth. I will wait as long as I can, in the hopes that I may see it with you, but even if I cannot, then I hope you'll enjoy it for me. Because it's bound to be even more beautiful than the last.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Helena Note #1(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: It's been a while since my last entry, hasn't it? Between all that happened with Rockwell back on the station and the shock of arriving planetside, I've been in a bit of a rut. Even cataloguing the new species I've found has done little to ease my mind. Things down here are so mental that some people are wondering if we were safer before. Honestly, they might be right. Maybe that was why we were trapped on those stations to begin with... Luckily, Santiago's plans have given us all something to do. I'm hardly an ace with technology, much less giant bloody robots, but after all that's happened, I owe it to these people to lend a hand in whatever way I can.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Helena Note #2(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: It's hard to believe that this is actually Earth, but the proof Santiago provided is undeniable. The lack of night is disconcerting though, unless you really enjoy apocalyptic events. Could the Earth's rotation have slowed down, or worse, stopped entirely? No, that's rubbish. With the atmosphere out of control, all those abandoned buildings would have been decimated by wind and those giant creatures would never survive the shifting oceans, extreme temperatures and weakened magnetic field. Yet, if all those space stations above us could somehow form a magnetic barrier and repair the atmosphere...well anything's possible at this point. Maybe that's their real purpose, or maybe they're behind this mess in the first place. Whatever the truth is, I have to find it. There's no way I'm getting squashed by some monster before I do.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Helena Note #3(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: These machines Santiago's building are brilliant! Somehow he's simplified the controls so that even a weirdo biologist like me can move these big blokes as if they're our own body. Me, piloting robots...I've completely lost control of my life, honestly. Even Mei-Yin was able to synchronize with one, and for a second I swear she cracked the tiniest of smiles. I think that brought me more relief than the mechs themselves. She's fought so hard to get here, and been through so much, especially that nightmare with Rockwell and Diana. I hope that at the end of all this, I can help her find some shred of real happiness. She deserves it.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Helena Note #4(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: I had a talk with Santiago today. A real one I mean, not the sarcastic banter that's his preferred method of communication. I was pretty surprised, I didn't think that had an off switch. He'd been thinking about the cloning chambers we found back on the station. Are we clones of real people? If so, are we responsible for their actions? And what was the point of it? All questions I'd asked myself, but rarely had a chance to discuss. I told him that we can't control any of that, and that all we were really responsible for is how we lived from now on. I'm not sure that's the answer he wanted, but for now that's the best I have.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Helena Note #5(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Why does it always feel like everyone's making sacrifices for me? Rockwell, Mei-Yin, Raia, Diana and now Santiago. Just before we could finish powering on the mechs, the monsters finally attacked in force. Only one of the machines was operational, so Santiago used it to lure them away. By the time Mei-Yin and I managed to power on our suits and fend them off, he was gone. There was no sign of him. Well it won't be for nothing, Santiago. With the tools you've given us, I'll find the truth behind all this. Then I'll have those better answers you were looking for, I promise.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Helena Note #6(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: With Camp Omega compromised, we've decided to head for the wastes. There's not many of us left, and there's only three mechs remaining - piloted by Mei-Yin, myself and a fiery URE bloke named Kazuma - so we can't form that super weapon Santiago designed. That means if we run into anything too big or too nasty, it'll be trouble. Yet we don't have a choice. The answers are somewhere in that wasteland, and hopefully safety along with them. God, this whole piloting thing still feels bizarre, but I guess my nervous system just linked up with the machine really well. And it's what I wanted, isn't it? I'm finally something more than dead weight for other people to lug around, I can do my part. I just hope I don't let everyone down.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Helena Note #7(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: The mutated creatures in this wasteland can be as vicious as they are grotesque, but so far we've been able to fend them off in the mechs. There've been a few close calls that have me worried though. The other day, Mei-Yin just sort of charged in without warning and nearly got herself blindsided. Not that I'm any sort of tactical expert or anything, but it just seemed reckless. That's not an isolated incident either, she's constantly trying to take on more enemies than Kazuma and I. I don't think it's a matter of ego. With Santiago gone, it's like she's put the burden of protecting the survivors on herself alone. Doesn't she realize that I'm right here, finally able to share the load? Somehow I need to make her see that. (/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Helena Note #8(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: It's funny how the one subject that managed to put Mei-Yin at ease still had to do with fighting. After a fashion, anyway. I'd said that I wanted to talk strategy, but mostly I just ended up showing her all the ridiculous tag team moves I'd been sketching out for our mechs. The Dossier Driver, The BioBeast Bomb, G'day Mei-t...this stuff was gold! I can't believe she didn't go for any of them, but at least she lightened up a bit. For a while it was almost like we were back on the Island, failing to cook a decent meal and chatting about raptors. Bloody hell, you know your life's a mess when "the good old days" has you stranded on an island full of dinosaurs, don't you? Yet here we are...(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Helena Note #9(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: I'm still amazed we actually tried that, and more incredibly, it actually worked! When Mei-Yin said she wanted to try the Mei I Hel-p You maneuver, I thought maybe she'd taken a knock to the head, but we really pulled it off. If only Santiago was here to see it. What an absolute ripper! To be honest though? I was terrified through the whole thing. I'm scared to death every time I get in that mech, but I'll keep doing it. I can't just rely on Mei-Yin all the time and even she can't fight all these battles alone. I think she's starting to see that too.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Helena Note #10(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: I know it's likely that my memories are implants, but they're so clear that I still think of them as mine. They still shape me. Maybe it's just denial, but I can't help it. I remember growing up in Darwin - the sunsets on the coast, the splendor and fury of the storms in the wet season, and volunteering in Kakadu whenever I could. I was an obnoxious little bugger, chasing after my next great discovery but usually just finding trouble. I suppose that hasn't changed, has it? I'm still just hopping from one adventure to another. And after this over, if we find what we're looking for in this wasteland, what then? Will that be it, my last adventure? Somehow I doubt it.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Helena Note #11(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Even though he's gone, Santiago keeps coming through for us. That signal he found, the one he talked to me about, I think we've finally locked onto it! We picked it up a few hours ago, and it's only been getting stronger! With a bit of work, we should be able to triangulate its position. I'm not sure what exactly we'll find there, but if there's even the slightest chance that it's linked to those space stations or what happened to the planet, then we've got to investigate. I think this is the spark we needed to lift everyone's spirits! We're one step closer!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Helena Note #12(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Why is this a debate? We finally have a clue and everyone wants to go hide in a cave and what, just try not to die? Sure, we don't know what lies at the other end of that signal, but that's the point! You climb the mountain to find out what's at the peak! We vote on the matter tomorrow, and my stomach's passing the time by tying itself into knots. Could I really have come all this way just to be stopped dead by a few raised hands? Part of me thinks that even if I lose the vote, I should head off on my own, but well, there's a bit of a complication. Mei-Yin is voting for the other side.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Helena Note #13(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Not everyone sees things the way I do, but that doesn't make them wrong. I owe Mei-Yin for reminding me of that fact. I can't remember exactly what it was I said to her, something about how the signal was the only thing in this bloody wasteland that mattered, but her reply stopped me cold. "Your voice just then, it sounded like Rockwell's." I didn't say much after that. For a change, Mei-Yin did most of the talking. Unlike me, she doesn't care about the mysteries of this place. The space stations, the end of the world, none of it. She just wants to keep us - me - safe. I should be grateful for that. I mean, I am but...I need time to think.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Helena Note #14(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: It's been a day of reversals, I guess. I'd slunk off to brood somewhere, and Mei-Yin tracked me down to talk, mostly about a subject we'd been avoiding: Diana. Since she opened my wound, she'd open hers, she said. It didn't feel like a fair trade. The way she clutches that necklace, and how she smiles when she remembers the woman who gave it to her, there's a gentleness there that she offers to nothing else. To persevere with a wound so deep that it may never heal, her will will must be extraordinary, but... Maybe it helps that we're limping onward together, and maybe as long as we're here to prop each other up, we'll see this through. In the end, Mei-Yin changed her vote, and the ayes had it. We're following the signal.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Helena Note #15(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: As the signal grew stronger, I'd been anticipating catching our first sight of the source. This afternoon, it finally happened. It's a massive, monolithic structure that somehow looks ominous even on the horizon. I mean honestly, what was I expecting in a place like this, a pub? The ruins we've seen aren't exactly brimming with hospitality...or pints, for that matter. Sadly. That said, it does seem to stand apart from the other buildings, almost as if it was built separately. That would make sense if it's connected to the stations somehow, and also explain why it has power. As to its purpose, well there's only one way to find out...(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Helena Note #16(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: This place is even more gigantic and foreboding up close. If the architects were trying to instill an impending sense of dread in their visitors, then well done, they absolutely nailed it. Really, I campaigned for us to come here and now even I'm wary about going inside. That's a bit embarrassing, isn't it? Well no sense in putting it off. The entrance is too small for the mechs, which means we could be in for days of exploring it on foot. Of course, we could cover more ground if we split up, but given the building's aesthetic and my rudimentary knowledge of horror films, I've expressly advised against it. All right, here we go. Let's see what we can find.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Helena Note #17(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: There's a dark sort of beauty to this place. The technology we've found so far is beyond even our mechs or TEK armor, and there are rows upon rows of it, humming softly and pulsing with an eerie light. From the way it's organized, it almost looks like a library or a server room. In fact, that's exactly what I suspect it is: an archive. In other words, my instincts were right! This is the place where we're finally going to uncover all the answers we've been seeking, it has to be! If the civilization that built those space stations stored their knowledge within these halls, the secrets behind everything we've been through must lie somewhere within. All we need to do now is find a way to access it...(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Helena Note #18(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: We finally managed to get a terminal working, and well, this is it. I almost can't believe it, but I've finally found it! The mystery behind those stations, the whole reason we even exist, it's all right here! According to this, those space stations are deliberately designed bio-domes called "ARKs," and they're exactly what they sound like: lifeboats. Whatever happened to the Earth, whether it was Element based technology like Santiago suspected or something else, these ARKs were built to preserve and cultivate life in all forms - fauna, flora and of course, human - safely separated from the planet's poisoned surface. But something's gone wrong. There's all sorts of errors here...maybe that's why they turned into such death traps. There's something about a "Reseed Protocol" too. I'll need time to look this over.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Helena Note #19(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Sorry if I'm a bit loopy, I've been deciphering the information we found for two days straight. Stuff sleep anyway, I run on data. So, that Reseed Protocol I mentioned? Apparently, that's the endgame for the ARKs - they're supposed to return to the planet, and when they do, all the life they're cultivating will spread across the surface. In theory, this might make the Earth habitable again. That's where the errors come in: the Reseed Protocol never initialized. I can't quite figure out why though, it just says the "conditions have not been met." Damn it, that can't be it! All the answers are here, but this is the only terminal we've gotten working. I've got to find another way to access the archives. Maybe that artifact Mei-Yin mentioned? She said it was pulsing with some sort of energy, so it probably has power. I'll ask her to show me where it is.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Helena Note #20(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Before Mei-Yin even showed me what she'd found, I knew I was in for something bizarre, but I didn't think it would be quite like this. When I reached out to touch the artifact she found, it felt like my hand was caught in its gravitational pull. I couldn't stop myself from touching it. Some of the details are fuzzy after that, but the next thing I knew, the artifact was gone. Instead, I was staring at an enchanting, diamond shaped object - a prism of raw, cosmic energy. I didn't get the chance to examine it any further before Mei-Yin confiscated it for safety. I guess I can't blame her caution, but I'm fine! Really! Sure, my head feels like a cracked eggshell and there's still tingles running across my body, but I'm physically uninjured. Somehow I have to convince her to let me study it. It's just...when I touched it the artifact, I felt something. Saw something. I need to understand.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Helena Note #21(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: When I said that things got "fuzzy" when I touched the artifact, that's not really the whole truth. I remember bits and pieces of it - images, flipping across my vision in rapid succession. At first they were hard to distinguish, but now that Mei-Yin has allowed me to study the prism at a distance, they're gradually becoming clearer. A man made of light, monsters roaring, a sky on fire...they didn't seem like memories. At least not mine. If the prism put those images in my head, well that's a little frightening, honestly. Mei-Yin's right. I need to tread carefully here. As much as I want to know the prism's secrets, if I delve for them too deeply, I could lose myself to it. We both saw where that could lead, back in that violet pit. I should apologize for pushing the matter...(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Helena Note #22(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: By now, Mei-Yin and I can understand each other with only a handful of words. I just said I was sorry for being short with her, and that was that. She knows how much this means to me, and I know that she's just wants to protect me, even from myself. I even told her about the images I'm seeing. She dismissed them as nonsense, but I'm not so sure. They're growing clearer with every day I spend studying the prism, and one in particular keeps coming up. In it, I see a single room, in the depths of a cave. It is both a tomb and a throne - where a coffin like structure sits on a raised platform, surrounded by silvery metal and glowing crystals. The walls glimmer and a light shines down from above, or is it rising up from below? I can't tell. What does it mean? Anything at all? Or do I really just need to get more sleep?(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Helena Note #23(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Possible hallucinations aside, the prism itself is fascinating. It's similar to one of Santiago's hard light constructs, but it seems more solid. At first I suspected it was plasmal Element, but I'm beginning to think that's unlikely. However, I do know one thing for certain: its shape. Somehow, the prism has the same size and profile as the slot in the center of our wrist implants! Yes, yes, that may seem obvious, but I was so distracted by everything else that I never noticed. So is that what it's for then? Am I meant to just pop it in there like a data drive? Oh God, what if that's all it is? Did I go through all this trouble just to see a family of cyborgs' holiday photo album? "Wait, do that one again! Mum closed her optical lenses!" I joke, but if it really was just something mundane, if there were no answers...what would I do then?(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Helena Note #24(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: After studying the prism for all this time, I'm only certain of one thing - if I insert it into my implant, something will change forever. Myself, probably, but maybe not. Who's to say I'd even survive the experience? Whatever the case, I think that's what it wants from me, and it wants it urgently. And me? I still want answers, but I keep seeing Rockwell's mutated visage and hearing Mei-Yin's words. Is this how he felt, towards the end? Well I won't make his mistakes. Mei-Yin, Raia, Santiago and all the others who have helped me get here made sure of that. I'll only use the prism if I'm sure it can't hurt the people I care about, and if that means never learning the ultimate truth of the ARKs? So be it.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Helena Note #25(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Up until now, the images I've been seeing have been brief and disconnected, like a collage, but this last dream was different. It was a full, coherent vision - if it a bit abstract. In it, I saw violet fingers clawing at bedrock, knuckle deep in soil. They reached further, stretching, splitting and spreading like a web as stone crumbled beneath them, until at last they found a molten heart, its cadence soft and steady. Without pity, they grasped it in their twisting tendrils and squeezed. The heart's rhythm slowed, then stopped altogether, and at last it turned to cold, lifeless stone. As the heart died, strings of shadow shot from the violet fingers. I traced the them across cracked and drying flesh, and when the strands ended I saw it - an army of monstrous shadows, hunting for even the smallest glimmer of light. And they were marching right towards me.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Helena Note #26(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Any thought of those images being hallucinations evaporated when Kazuma came back from his scouting run this morning. An army of monsters is headed our way, and I don't think it's a coincidence. They're after the prism, that has to be it. So if I get rid of it...no, I don't think that will work. Those monsters won't stop with the prism, they'll devour everyone who came into contact with it. Somehow I just get that feeling. Ugh, why am I only getting visions of how doomed we are? Show me something I can do to save my friends, you lambent little bludger! Damn it all. Maybe I'll think of something once we're on the move. For now, we've got to get the hell out of here.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Helena Note #27(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: I've only slept once since leaving the archives, but in that brief moment of respite, another vision came to me. I saw a ladder, stretching from beneath the earth to high above the clouds. I was climbing it, ascending rung by rung, and carrying someone over my shoulder. Our pace was slow but patient. Somewhere beyond the sky, I was sure the ladder had an end, even if I couldn't see it. From below, monsters roared and raged. They couldn't climb the ladder, and they couldn't reach us. Even the tallest of them - a towering King of Death - could not harm us, and as I climbed, I could see a familiar light shining from within my wrist. Is that it? Is that how I can help everyone, or was that me just seeing what I wanted to? I need to decide, and soon. We're running out of time.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Helena Note #28(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: I feel like my stomach has twisted itself into a cat's cradle. When Mei-Yin refused to give me the prism, I well...I stole it. I know she wants to keep me safe, but our backs are against the wall here. If there's a chance this thing can save us, then I need to have it within reach. Still, I know the danger it poses, so I'll only use it as a last resort. Not to solve any ancient mystery or make a grand discovery, but to help her and everyone else. If things are dire and the prism's the only chance I have to help, then it's worth the risk. I'm sorry, Mei-Yin, but we promised that we'd prop each other up, didn't we? Maybe this isn't how you envisioned it, but this is the only way I can hold up my end of the bargain. I hope you can forgive me.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Helena Note #29(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: It worked. The prism, it worked, but I hesitated. Now we're only two. Only two, everyone else is dead. Everyone else. Am I dying too? Is this how it feels? Is that why I keep seeing the tomb? The tomb, again and again. The tomb, the throne and the ladder. The ladder. I see it once more. I'm climbing still, above the clouds and into the stars. I think I see the end, but when I try to grab the next rung, my hand turns to dust. I try to scream, but I make no sound. I'm slipping away. I see their faces. Rockwell, Raia, Diana, Santiago, Mei-Yin...I reach for them. I have to find purchase. There must be something I can grasp. Something. The tomb. The tomb!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Helena Note #30(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: I'm sorry, Mei-Yin. I'm sorry. The weight's all on your shoulders now. There's no one else who can carry it. The tomb. The throne. You have to reach it. You have to take me there, to the Tomb of Ascension. I can show you the path, but you have to walk it alone. I wish it weren't true. I wish I could give you wings. But I believe in your heart, so believe in mine. One last time. I need you to believe. Please. Ple...(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Meiyin Note #1(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: I have had no urge to record my thoughts since your loss, or rather I have been avoiding it. Before speaking with Helena today, how many times did I even dare to say your name, Diana? You revealed facets of my heart and mind that had been hidden even to me, and in you I found something that I had always been missing but could never name. How does one carry on after losing something like that? Even now I cannot say. I only know that it was draining and painful, and would have been even worse had I done so alone. For those who yet live, I know I must endure, but I shall carry you with me every step, around my neck and in my heart to the very end. Always.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Meiyin Note #2(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Controlling this armored giant has grown easier, but it will never feel familiar. Though its limbs move as mine do, that is in itself disquieting, and sometimes I get lost in the flashing lights that surround me. Helena is far more attuned to her giant's abilities than I am, though as in all things, she underestimates herself. Ever since I cast that monstrous old man into the depths, she's been there to pull me back. Not just from the fall, but the abyss itself. I will still never understand why she was so interested in studying animal excrement when we first met, but after walking this path with her, I can recognize the strength of her spirit. I will do all I can to protect it.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Meiyin Note #3(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: We have arrived at the structure Helena wanted to investigate, and I fear if we do not enter soon that she will faint from anticipation. She has been hopping to and fro like a rabbit while we set up camp, babbling excitedly about what might be inside. I have never shared her curiosity for such mysteries. Things are the way they are, the why of it does not matter. Unless it will help us survive, then I do not care who built the empty palaces of this land or what their purpose was. However, I trust Helena's wisdom. Hopefully whatever we find here will sate her, and perhaps grant me a moment of blissful silence at that.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Meiyin Note #4(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: I dislike this place. Helena says it is an archive for lost knowledge, but it reminds me of the chambers we explored with Santiago, where beasts and men slept in countless glass coffins. If the halls where I battled Nerva were at the edge of heaven, then that place was surely one of the Ten Courts of Hell. These halls do not radiate with that same evil, but it still does not feel like a place where men are meant to tread. There is sign of neither earth nor sky here, it is all unnatural metal and machines so foreign that even Diana's comrades cannot master them. I will speak with Kazuma about tightening our patrols. We must remain vigilant.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Meiyin Note #5(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: These halls did hide one marvel, I shall grant them that. I found it during my patrols, tucked away in a small chamber all its own, and while I do not know its purpose, its beauty is without question. It is shaped like a jewel, with a surface of polished stone and shimmering metal, glowing proudly with a magnificent golden light. Though it floats above the ground, it is too sturdy to move, and though its light is warm, it is cool to the touch. Helena will surely want to see this. However, until we fully understand it, I will be sure to supervise her study sessions.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Meiyin Note #6(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: I do not understand what happened. When I had touched the artifact, it did not respond at all, but as soon as Helena made contact, its golden glow became a blinding flash. By the time my vision cleared, the artifact was shattered. All that remained was a small gemstone made of pure sunlight, floating in its place. Was the rest of it merely a shell? Thankfully, Helena was uninjured, but my carelessness was still inexcusable. I swore that I would protect her, and I have nearly failed already. I should have been more thorough. I am not one to repeat my mistakes. Before Helena could reach the gem, I snatched it from the air. I won't let her touch it unless I am certain it is safe.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Meiyin Note #7(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: I am tempted to smash this gemstone to pieces, though I am not certain how I would do so. When I hold it, I can feel its texture and weight, yet it casts no shadow and makes no sound when I tap its sides. It's as though it is at once here and somewhere far away. But Helena insists it is the key to answering her many questions, so for now I let her study it from a safe distance. At first my precautions earned me her ire, though it lacked true venom, and in time, she admitted my judgement was prudent. She says the gem might be capable of great change. I couldn't follow everything she described, but she is more cautious around it now. That is enough for me, Unfortunately, the gem may soon be the least of our concerns.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Meiyin Note #8(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: A horde grows on the horizon, larger than we have ever seen, and led by a demon who stands so tall that mountains bask in his shadow. When we realized it was headed our way, we picked up our camp and made for the wastes. Yet as we moved, the horde followed. This is not mere misfortune, it is a hunt, and we are the prey. Helena claimed the gemstone may be able to help us, but I still forbade her from touching it. When we fight back-to-back, I can watch over her, but I can't protect her from something I don't understand. No, should battle be joined, we shall meet them head on. No matter the size of our foes, I will fight with all that I am, and for the sake of everyone here, I will win. I must.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Meiyin Note #9(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: This is my failure. At first we forced the enemy back, so when their master finally set foot on the battlefield, I tried to slay him myself. That was our undoing. Even in my armored giant, I couldn't even scratch his hide. Such disgusting weakness. Were it not for my second blunder, surely I would have died, but Helena had stolen the sunlit gem from me before the battle. Before the demon could crush me, she opened the shell of her giant, held the gem aloft, and placed it in the metal mark upon her wrist. A terrible scream rang out in my mind, but it must have been worse for the monsters. They recoiled in confusion, and I knew that would be our only chance. All but Helena and I lay dead or dying, and Helena herself lacked the strength to stand. So I cradled her in my giant's hands, and ran. In shame and defeat, I ran.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Meiyin Note #10(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: I am a disgrace of a protector. Those were Diana's people, a living memory of her. She entrusted them to me, and I failed them all, just as I failed Santiago, Wuzhui and Diana herself. A true warrior should die defending what they love and care for, yet I have let it all turn to ash while I somehow escape the flames. Every time. Even now, the only person I could save barely clings to life. Veins of light creep across Helena's skin, and she only wakes for minutes at a time. When she does, she speaks in poems that make no sense. She says a distant tomb is calling her name, and that we must go there. I asked if the tomb would cure her, but she only answered in riddles. Every time she wakes, her voice sounds further away. Helena, you must stay with me. Your heartbeat and your shallow breath, they are all I have left.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Meiyin Note #11(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Helena shakes and sweats in her sleep, and she no longer opens her eyes. All I have left to guide me is the notes and maps that she scribbled out in a delirious frenzy. Sometimes she mumbles nonsense or moans in pain. I have to crush bits of food into a fine powder and pour it down her throat with water. When we move, I strap her to a corner in my giant's control chamber and stop frequently to make sure she is all right. It is only because of my mistakes that she is in this state, and I worry that she is fading. If I lose her too, then my failures will be complete. I do not know what I would do. Please, let her hold on. Don't take her too. Please.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Meiyin Note #12(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: I have little trust in prophets or visions, but I fear that the tomb Helena spoke of may be her only chance. She does not respond to my presence anymore. Nothing I do rouses her. I only hope her maps are accurate. Yet even if they are, we still have so far to go. Though we have left the poisoned wastes behind, before us lies a land of ice and snow. A storm rages above, and even in the armored giant, progress is slow. Each step is a labor, and I feel the giant growing weaker. It will need to feed on the violet fire - the element, as Diana called it - if we hope to continue. I will have to brave the cold alone.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Meiyin Note #13(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: There is a shooting pain in my left arm. I think it may be broken. It happened when I was searching for Element. The storm and the journey had sapped my strength, and the pack of beasts caught me off guard. After a fierce battle, those I failed to slay finally fled, but the fight had taken its toll. It took me half a day to get back to camp. I kept slipping and falling in the snow. Each time my body told me not to get up, and a few times I almost listened. I wanted to so desperately. The pain. The cold. The exhaustion. I just wanted it to end. Maybe that's what this is. My limit. My end.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Meiyin Note #14(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: As I slept in the belly of the armored giant and the storm howled outside, I dreamed. I was home again, in our little village in the Yi Province. It was during the rebellion. Everyone was huddled together in an empty grainery, debating surrender. Arguments went back and forth until at last I stood, grabbed a spear, and made for the exit. "See? Even this girl would rather die for her emperor than give in to that scum," one man declared. "You're wrong," I replied, turning to face him. "I have no intention of dying. I will survive." The others talked about our memories not being our own, that the home I sought for so long may have never existed at all. Perhaps that is true, but those words are mine, more than anything in the world. This is not the end. This is not where I fall. I will survive!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Meiyin Note #15(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Those beasts that attacked me are mine. I retraced my steps to make sure that I found the same pack, and then I bent them to my will. They moved as though they could walk on air, leaping from one invisible stepping stone to another before pouncing at me. It made their movements hard to predict, but once I was able to snare them in a steel trap, their advantage was gone. Though they flung arrows of ice at me from afar, it was not enough to deter me. Once asleep, I coaxed them into obedience, and they accepted me as the leader of their pack. Their strength will help me on my journey, but I will need more still. This is just the beginning.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Meiyin Note #16(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: My arm is nearly healed. I can control the armored giant without pain, and it no longer protests when I use it to carry weight or strike. The timing could not be better, for I have just brought more beasts into the fold. Great owls with feathers as white as the snow they soar over swooped down at me from on high, but I avoided their talons and brought them down. Now their great vision helps me scout ahead with ease. With my pack growing in number and my strength returning, it's time to set out. Keep fighting for just a while longer, Helena. I will see you to that tomb, I swear it.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Meiyin Note #17(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: As we travel, I continue to bring more beasts to my side. Amongst the overgrown palaces, I tamed lizards that fire thorns like arrows, floating caterpillars that carry my supplies with ease and a dozen more. They do not have the same bond or discipline as my first pack, but their strength is formidable. Combined they are a force to be reckoned with, marching in the shadow of my armored giant, and ready to fight any monsters who would stand in my way. It's time that I remind this world just who I am. I shall etch it in the earth as I march on towards the tomb, so that it may never forget. I am still the Beast Queen, and I shall not be denied.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Meiyin Note #18(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: According to the maps, we are nearing the tomb's location. I have made short work of the monsters and disfigured beasts that have stood in our way, and the path ahead seems clear. However something looms behind us, growing ever closer. It's another horde, and while it lacks the mountainous demon that attacked us before, there are other, lesser devils in its place. Though smaller than their master, they are still far larger than any normal beast, and their might will be considerable. Fortunately, my pack is outpacing them. We should arrive at the tomb well ahead of the horde, and if I can heal Helena quickly, we may be able to avoid it all together.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Meiyin Note #19(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: It did not take long to find the entrance to the cave, and when we reached it, Helena stirred. Though she did not awake completely, I could hear her speaking to me. "The Tomb of Ascension. Find the altar." There is no time to waste. I have left most of my beasts to guard the entrance while I bring a trusted few to clear the cave. There are pockets of malformed creatures here, and before I can see to Helena, I will need to rid the tomb of these these unnatural beasts and their poisoned blood. This close to my goal, there is an extra drop of fury flowing through my veins, and any enemies that block my path today will be quickly torn asunder.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Meiyin Note #20(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: The last of the feral beasts have been wiped out, and I have found my way into the cavern's heart. It seems far too beautiful for a tomb, even an emperor's. Surely the name carries some different meaning. Crystals grow along the walls like flowers, sprouting from vines of gold. They bathe the room in a gentle glow, but in the center of the chamber, they are overpowered by a light from above that shines down on an ornate dais. Atop the altar, there is a device of some kind. It reminds me of the beds that Diana's people used, but grander in scale and artistry. That must be where I am meant to place Helena, and once I do, that machine will heal her. It has to.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Meiyin Note #21(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: It's working, I am certain of it. When I placed Helena upon the central altar and stepped away, the machine hummed and sang in response. The light of the crystals burned brighter as well, and the once stale cavern air became warm and soothing. Helena immediately improved. She has stopped sweating, and her breathing is stable. Blinking golden specks float about her like fireflies while she sleeps, as peaceful as I have seen her. The whole chamber has that effect. Even as I watch over her, I can feel my heart slow to a serene, steady beat. Unfortunately, the process is gradual, and with each moment the pursuing horde grows nearer. I need to buy time.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Meiyin Note #22(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: I have sealed the chamber and left a pair of my beasts to guard it, just in case any of the smaller monsters slip past me. It will take time to open it again, but after this battle, I will be afforded some patience. I assembled the rest of my beasts and my armored giant in a defensive formation beyond the entrance to the cave. In the distance, I can see the horde approaching. They outnumber my pack, and it will not be long before they are upon us. On this ground, I will make my stand, with neither retreat nor mercy in my heart. In the end, every last one of those monsters will lie dead, or I will. Let them come. We'll be ready, right, Diana?(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Meiyin Note #23(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: I have beaten back the first wave, but not without cost. Though my own beasts fight with more ferocity than these untamed monsters, my ranks have begun to thin, and the towering demons have yet to enter the fray. That has made it easier for me to tear through the lesser creatures with my armored giant, but their patience makes me wary. Beneath me, I can feel something stirring from the tomb. The machine is continuing to work. If I can just hold the horde off for a while longer, Helena will awaken and we can leave this place. But first, I must hold.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Meiyin Note #24(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Again and again, the monsters come. It seems as though there is no end to their number, but I know that cannot be true. I must keep fighting. Yet as time passes, that grows far more difficult to do. One by one my beasts are falling, and I can only rest at times like these, in the gaps between assaults. My eyelids are heavy, my muscles sore and only writing like this is keeping my mind from growing hazy. The gigantic demons still stand idle, letting their lessers wear down my forces so they can strike me when I am at my weakest. Yet they cannot wait forever, for the tomb continues to rumble below. Eventually their patience will run out, and in that moment, this battle will be decided.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Meiyin Note #25(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: At last, the time is at hand. The towering demons have begun to stir. Though my beasts lay dead and my armored giant is damaged, I have slain the last of their minions. It is down to them, and it is down to me, just as it was always meant to end. Come then! I am Li Mei-Yin of Yi, Beast Queen of the Jungle, the Depths and the Wastes! If you dare to challenge me, then come and let us duel to the death!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Meiyin Note #26(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: I am victorious. Though my armored giant groans and sparks, and though blood stains my lips and drips down my armor, I am victorious. It was a long, grueling battle. I had no advantage in power, so I goaded my immense foes into striking, and then counterattacked them at their joints. Once I had slowed their movements even further, I picked at their weakest points, wearing them down before finally going for the kill. However it was far from easy, and there were moments where I was nearly cornered. But in the end, the great demons lie dead while I am still standing. Now as soon as I have the strength to not only stand, but move, I should see to Helena.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Meiyin Note #27(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: I arrived in the tomb to a chorus of light. The machines and crystals pulsed with a heavenly rhythm, and hundreds of those golden fireflies danced about Helena to the same melody. Her body itself glowed like the sun, floating untethered above the altar. I was so in awe that when the whole chamber flashed and Helena's flesh turned to light, I could only watch. It was not until Helena's radiance floated skyward that I could find my voice and call out her name. By then the light of the crystals had begun to dim, and there was no trace of her left. Somehow, I know that this is the end she was seeking, and that wherever her soul may be, it is safe and content. Yet I cannot help but mourn, for now I am left alone.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Meiyin Note #28(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: I am certain that I succeeded, and yet my hands and heart are empty. For the first time in so long, I am devoid of purpose. There is nothing to fight or run from. Is this what peace feels like? When I exited the cave, I simply entered my armored giant and left. I did not have a destination in mind, just some faint instinct that perhaps I should go this way. So here I wander, alone in a land of poison and empty palaces, to no end but the one I choose. It's unfortunate. The sky is so clear today. It would have been the perfect time to fulfill the promise around my neck.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Meiyin Note #29(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: My armored giant has stopped moving, and I do not know how to fix it. I suppose I have been fortunate that it lasted as long as it did. Had it given out before we reached the tomb, I may not have been able to protect Helena. If I want to carry on without it, I will need to get to work soon. I am low on supplies, and when one is surviving on their own, there is always much to be done. Food. Shelter. Safety. Maybe I will even find time to clean the blood from my face. Yet for now, all I truly want to do is sleep. Perhaps I will dream of flying.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Meiyin Note #30(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: I awoke to the sound earthshaking footsteps. A towering demon was upon me, and though I struggled against its minions on foot, my situation was desperate. Suddenly, an armored giant crashed to the earth. It struck down the demon, scattered its beasts and knelt before me. From within stepped a woman with hair the color of sunset, or perhaps more aptly, a tangerine. My Juzi, my love - Diana. For a moment, I thought I was dead or dreaming, but she felt too real to deny. I left her lips smeared with tears and blood, but she wouldn't let me apologize. It's just as well. I was not that sorry. I do not know how or why this is possible, but neither do I care. All I know is that I am going to hold onto this feeling and never let it go. Never again.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Diana Log #1(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Am I really alive? This doesn't look like any hell I've ever heard of, and I feel like heaven would have better groundskeeping. The problem is, I'm pretty sure I died. I remember drawing that monster away from the gateway, a ton of pain, and Mei's face looking down at me. I held onto that sight as long as I could, until the darkness crept in, and I fell into a cold void. The rest is kind of fuzzy, but I remember a voice. "Help. You have to help." And now I'm here, butt-ass naked with a familiar hunk of metal stuck in my forearm. Yeah, I'm definitely alive, there's no way this stupid thing would itch so much if I were dead. Guess that means I'd better make myself some clothes, and maybe some kind of ointment...(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Diana Log #2(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Right before things went crazy, Santiago mentioned something about human cloning chambers over the radio. That's the only explanation for this comeback tour of mine that makes any sense: I'm a clone. So does that mean I'm just a copy of the original, or is it possible that my consciousness was stored somewhere and then put into a new body? This is so weird, especially since it's never happened to anyone before. We lost plenty of people back on that station, but not one of them ever came back to life. Death was a one way ticket, period. So why am I the only exception? Is it that voice, did it do this to me? Okay, that's creepy. The voice just answered me. It said, "Yes."(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Diana Log #3(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: All right, time to pull the plug on all this soul searching crap. I'm positive my memories are real, so whether I'm some off-brand clone or not, for the sake of those memories I'm going to treat this like a second chance. There's no way I'm going to waste it, no way! I've got some basic equipment together now, and based on my surroundings, I'm definitely planetside. That means if the Gateway Project was successful, then Santiago, Helena, Mei-Yin and the others are somewhere out there. All I have to do is find them. The voice mentioned something about help. If they're in trouble, then I hope they can hang on for a little longer. I'm on my way!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Diana Log #4(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: I keep feeling these tugs on my mind as I travel, like I'm being led somewhere. Under normal circumstances I'd start to question my sanity for trusting the guidance of a disembodied voice, but considering recent events, I think I'd be even crazier to ignore it. My creepy, unseen benefactor's being pretty vague though. When it comes to dealing with these security drones and general survival, I'm on my own, but that's nothing I can't handle. This city's got tons of cover if I need it and good vantage points for scouting ahead, so shaking off any bogeys shouldn't be a problem. I've got to say though, after all that work we put into escaping that station, it's kind of a drag that the planet isn't any better off. Figures, right?(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Diana Log #5(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: So this city's the ultimate fate of civilization, huh? A bunch of crumbling, overgrown buildings, crawling with all the insects we left behind? I guess you can't say no one warned us. A lot of people fought real hard to keep something like this from happening, myself included, and turns out the apocalypse showed up anyway. I always thought we'd stave it off myself. I guess I just believed in us, you know? Humanity, I mean. But even knowing it was going to end up like this, I don't think I'd do anything different. Regrets aren't my style. Besides, there's a few of us humans still kicking. Who knows, someday these buildings could be full again, but until then I get a spacious corner apartment rent free. Not too shabby.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Diana Log #6(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: They were here, no doubt about that. There's scoring from TEK weapons all over, and while I can't pin down exactly how old they are, the gaps they burned in the foliage mean they're not ancient. The caliber on some of these are huge though, way bigger than a rifle. Don't tell me Santiago built a freaking tank? Guess I'll find out soon enough. The tugging on my mind is growing stronger. Something's nearby that the voice wants me to see. Whatever it is, I'd better take a careful approach. I'm not exactly brimming with firepower, and I don't have Mei's gift for taming animals, so I'm all alone here. Can't afford any dumb mistakes.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Diana Log #7(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: You really outdid yourself with this mech, Santiago. Even busted up and slumped against a building, it's one impressive machine, and it looks like you made sure it went down swinging. Would've been a blast to put it through its paces together, like we did with that TEK armor when we first met. It's not right that you died here all alone, after everything you did. The Gateway Project gave us hope for the future, and you made it possible. Honestly I'm not sure why the voice would bring me back and not you too. It doesn't seem fair. Now said voice is saying "sorry" over and over again in my head, so it must have tried. Well don't worry, mysterious-ethereal-whatever-you-are, one miracle's enough. For both you and Santiago, I'll make it count. Bank on it.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Diana Log #8(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: It took a beating, but with a little more work, I think I can get this beauty running again. It won't take long to get used to the controls, either. They were clearly designed so that even someone without a single hour in a simulator could take the wheel on a more basic level, but there's a lot of advanced settings here too. I'll have it dancing like a fifty ton ballerina in no time. It's enough to make a girl giddy. Santiago, if you were here right now, I'd kiss you. You certainly deserve more than the grave I made for you, so I'll just have to pay my respects by showing off what your last brainchild can really do. Hope you're watching.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Diana Log #9(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Systems online and engines purring. My MEK is go for launch, so whatever did this better watch its ass. Payback's coming. I'm competent enough with TEK armor and a rifle, but if you really want to see me make magic happen, put me inside a cockpit. I might specialize in fighters, but I've aced all the simulations with just about every vehicle in the URE arsenal. It doesn't matter if it's got wheels, wings or legs, with a machine like this at my fingertips, there's no such thing as impossible. All right, mystery voice, keep that target locked for me. Reinforcements are en route, and you'd better believe we're bringing the thunder.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Diana Log #10(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: My timing couldn't have been better. I followed the tugs on my mind until I came across a colossal, walking forest bearing down on a lone figure. I'm still not entirely sure what that thing was, but all it is now is the world's biggest salad. As for the survivor, I knew who she was before I even saw the hypnotic tempest in those eyes. Who else stands so tall in the face of death? Who else could call me here from so far away? Who else but you, Li Mei-Yin? Considering I came all the way back from the dead, I probably should have had a better line in my back pocket than, "Miss me, beautiful?" But hey, I sure didn't hear her complaining.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Diana Log #11(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: That Mei held out for so long might be a bigger miracle than my second chance at life. When the elation wore off, she practically collapsed in my arms, as if her legs could no longer bear the weight she carried. I haven't asked what happened yet, but I can see the hell she dragged herself through in the rings beneath her eyes and the bruises on her body, not to mention her damaged MEK. Just how many battles has she fought out here all by herself? Well that ends today. After all she's done, she's earned her rest. It's my turn to take point.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Diana Log #12(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Mei's been getting me caught up while we repair her MEK. Apparently her friend from the other station, Helena, became delirious after using some kind of artifact to fend off those big monsters. Long story short, that stunt put her in a coma, and she ended up dissolving into a beam of light. In other words, they were knee deep in some seriously trippy shit. Of course, I was recently resurrected and hear a voice in my head, so I can't exactly throw stones. It's too bad about Helena. We got along well, even if I only knew her for a short time, and she risked her life to help us back in those caves. Whatever happened to her, I hope she's at peace.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Diana Log #13(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: I needed to cannibalize some parts from my own machine to get it done, but Mei's MEK is back online. Time to move out, at least if this mystery voice can be trusted. If you ask Mei, it shouldn't be. After all she went through with Helena, I get why she'd be cautious when it comes to unseen, prophetic entities, but this is the same voice that led me back to her. I can't dismiss it now. I should probably stop calling it a voice though.Thinking about it, it doesn't really make a sound. Its words just...appear, like they were written in the back of my mind by an invisible hand. What should I use instead though? Does it have a name? Or maybe...did it used to? Weird. It doesn't seem to know.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Diana Log #14(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: We've been travelling together for a couple days now, and Mei hasn't let me out of her sight for more than thirty seconds. While it's sweet that she's being so protective, we've had to talk a bit about separating our relationship in and out of combat. See, while any good pilot has to watch their wingman's six, they also have to trust their ability to handle themselves. If she's constantly trying to save me, our MEKs are going to end up stomping on each other's toes. I think she's starting to understand that. She didn't like my joke about getting another do over if I bit it again, though. My second coming's sponsor wasn't laughing either. Apparently, it's not sure it can replicate my revival. Fine by me, this last shot's all I need.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Diana Log #15(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Now that we're fighting in sync, we've been able to handle any threat this place has thrown our way. Piece of cake! Those big guys though, like the walking forest I took down or the ones who made these tracks, they might be trouble in a sustained fight. But based on what Mei's told me and the hidden systems I've discovered inside this puppy, Santiago had already built the perfect counter for them. Originally, there were four of these MEKs, and they were designed to fuse together into one giant, badass superweapon With firepower like that, we'd smoke those lumbering titans in an instant, but unfortunately two of the MEKs were abandoned in battle. Too bad, I'd have loved to take it for a spin.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Diana Log #16(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: I think I can see where we're being led. I can't make out all the details yet, but there's a bunch of communication arrays that stand out against the horizon. Could be military, like a command post or major communications relay. Whatever force is guiding us along bought itself a lot of trust by reuniting me with Mei-Yin, but now that our destination is within reach, I'm starting to get curious. What does it want us to do when we get there? Are there other survivors that we can contact with those arrays? For once, I'm not getting a response to my questions. Maybe we're supposed to find out for ourselves...or maybe we should go in there with safeties off.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Diana Log #17(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Structurally, this building's basically a bunker. The walls look durable enough to withstand a few dozen megatons of force, and they're built to last. That alone told me it was important, but it was nothing compared to the sprawling, circular control center we found inside. Rows of consoles cascade out from middle of the room, and the walls are lined with massive screens. While everything here's wearing a fine coat of dust, I see lights flashing and status reports flowing. This entire facility is still operational, and it's the heart of everything we've been through - the space stations we were on are all being monitored right here! Guess I know what we're here for now. Better roll up my sleeves, this is going to be a ton of data to sort through...(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Diana Log #18(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Mei says Helena called the space stations ARKs, and that they were meant to restore life to the planet. That's consistent with what I've found here, but there's a problem. The Reseed Protocol, the final step of the restoration process, is being blocked by what it calls "Element Toxicity Rating." Now that I think about it, there are a ton of Element veins out there, way more than I remember. It must have spread across the whole planet. Based on these readings, it even infected the lower layers of its crust. After witnessing what raw Element can do to a living thing first hand, I can see how that'd be a problem. It looks like the ARKs have some built in tech to reduce the ETR around them once they make landfall, but right now it's just too high for them to handle. Something's spreading it, and protecting it to boot. Those big monsters out there, they're the problem - the titans.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Diana Log #19(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: These titans remind me of combat drones. This control center has tracked their general migration patterns, and to my eye, they're almost like troop movements. When they decide to swarm something, they come from all over, like something's commanding them. Not to mention they spread Element everywhere they go. So basically, before the Reseed Protocol can be triggered, the titans need to be eliminated. Normally I'd be all gung ho about an impossible mission like that, but the number of titans we'd have to take down is nuts. Mei and I might be a killer power couple, if I do say so myself, but even we'd die of old age before we ever made a dent in the their population. There must be something we can do though. I did find lots of references to a place called "Arat Prime," off on the other side of the planet. Looks promising, but...well now isn't that interesting. Our favorite mystery being seems to think so too. Is that where it's leading us?(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Diana Log #20(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Now that we know what this faceless tour guide in the sky actually wants from us, Mei and I had a long talk about next steps. On the one hand, after going through the ringer, it's awfully tempting to settle down and just enjoy the apocalypse together. On the other hand, I've got a resurrection to repay, and keeping Earth from dying seems kind of important. I do live here, after all. Who am I kidding? I was always voting for the dangerous option. As for Mei-Yin, I guess she's actually been hearing said guide herself these days, and amazingly that's all the convincing it took. She says she trusts the way it speaks, almost like it's familiar to her. We must be out of our freaking minds to do this, but hey, at least we're going mad together.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Diana Log #21(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Things have taken a bit of a turn, or rather we've taken one - in the exact opposite direction of that absurdly huge lizard we spotted. As big as those other titans are, they're puny compared to this guy, and according to Mei-Yin, he packs a punch to match. She would know, she fought it before - when it killed all my other friends. While that means I owe him some retribution, it also means we're seriously outgunned. Unfortunately, he keeps following us even when we change course, like he's got our scent. He's still a day or two behind us, but eventually he'll catch up. When he does, we need to have an escape plan, because barring a serious upgrade in firepower...wait. Maybe we have that after all...(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Diana Log #22(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: This is an all or nothing gamble. If we can't repair the two MEKs that got left behind the last time this King of the Titans came out to play, then we're just going to die where everyone else did. But if we can get them up and running somehow, then we can fuse all four of them and form Santiago's super weapon! With the damage these MEKs have sustained and only two pilots, it won't be at full capacity, but lucky for us I'm the top ace in the whole damn URE. As long the engine's running and the guns are loaded, I can give us a chance. Okay, break's over. From here on, we're heading towards that battlefield at full burn.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Diana Log #23(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: I'd been bracing myself for this ever since we set out, but the sight of decaying corpses and shattered equipment was still hard to take. I knew everyone here for years, they were basically my new family. Pulling Kazuma out from beneath his MEK just about triggered the water works. I can't mourn just yet though. There's no time, and I don't want to give Mei any more reasons to blame herself. What happened wasn't her fault, she made the right call. If she'd thrown her life away instead of escaping when she had the chance, we wouldn't have a shot at payback at all. So for now, we've got to put the blinders on and keep each other focused Shit. It sounds so easy when I write it down...(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Diana Log #24(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Yes! Hell yeah! They actually started! They're still pretty banged up, even with the repairs, but both of the abandoned MEKs are operational. Now we've just got to fuse all four of them together. We've got time to spare too. Our guest of honor is still a ways off. He's slowly lumbering towards us, like it's inevitable that we're going to roll over and die for him. Well guess what, asshole? The only thing that's gonna roll here is that nasty looking head of yours. Man, my blood is pumping just thinking about it, but I'd better rein it in. When that thing gets here, I'm going to need every ounce of adrenaline I've got.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Diana Log #25(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Santiago, you crazy little genius, I owe you another kiss. This baby's beautiful! I've never seen a weapon like it. The MEKs fused so completely that it's as if they were never separated at all, and the power this combined, MegaMEK is packing is off the charts. Even though it's only at 70% capacity, it should still be enough to take that titan down. That sword looks like it could cut a skyscraper in half, and its defensive systems can take a serious beating. The only tricky part is the fact that it needs four pilots, and we only have two. The good news? One of those pilots is me.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Diana Log #26(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Okay, it's done. I've managed to slave the legs, head and left arm to my controls. Mei's better than me at hand-to-hand, so she'll still pilot the sword arm, but anything more than that would overwhelm her with information and technological complexity. In other words, when we enter combat, I'm going to assume control of 75% of the MegaMEK's systems. It'll be a mental and physical strain, but I'm prepared to take it. Like I said, it's my turn to carry the load, and I'm in my wheelhouse here. If there's anyone who can handle this, it's me. Not like there's time for another plan anyway - the titan's almost here. All right you ugly son of a bitch, let's go!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Diana Log #27(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: The titan's initial assault was intense, but we fended it off by staying on the defensive. Something that powerful would be used to winning quickly, so we knew that if we could weather that first storm, it was sure to hesitate. When that moment came, we turned up the heat. From there on it was a high octane slug-fest. Our clashes felt like they might shatter the ground beneath us, until we finally landed a critical blow to its torso. Based on the way it flailed and hissed when we struck, I don't think it had ever been wounded so badly. So in the end, that was enough to send it packing, nursing the giant, bloody X that we carved into its chest. Take that, asshole! And don't come back!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Diana Log #28(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Hopefully that's the last we see of that titan, because as sweet as some more permanent revenge would be, fighting it a second time might be pushing our luck. By the time I exited the cockpit, my nose was bleeding, and hours later I'm still wobbly on my feet. Controlling three MEKs at once in a sustained combat scenario should definitely be filed under "don't try this at home," and trying to pilot all four is probably a fast track to an aneurysm. On top of that, our MegaMEK is basically held together by bubble gum and dreams at this point. At full power and with four pilots, it might be able to kill that big bastard, but we're lacking on both fronts. So all told, we did as well as we could have hoped. Think I deserve a victory nap...(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Diana Log #29(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: We finished marking the last of the graves a few hours ago. It was hard to say goodbye, but having recently died myself, I know that sitting here and crying my eyes out for a week straight won't help them. Hopefully they find peace within that void, or something better beyond it. Now it's just me, Mei-Yin and the long road ahead. Well, and the faceless presence that's guiding us down that road of course. I've already started to feel the tugs pulling me towards Arat Prime. Not sure what's waiting for us there, but with Mei by my side and a dangerous mission in front of us, I'm just going to relax and enjoy the ride. I can admit that I'm certifiable for saying so, but this kind of life? It's just my speed.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Diana Log #30(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Mission Log: First Lieutenant Diana Altaras, URE 82nd Fighter Squadron, and Li Mei-Yin of Yi, Beast Queen of the Jungle, the Depths and the Wastes If you're reading this, then like us, then you managed to break free of the ARKs. So welcome to Earth, kid. Hope you like ravaged hellscapes, because the bad news is you?re late to the apocalypse. The good news is you can do something about it. The two of us are going to do what we can to help, but it won't be enough. You see those huge, ugly monsters out there? They need to be cleared out, or Earth can't recover. Also, if you see one with an X shaped scar on its chest, do me a favor and flip it off before you finish it. We'll do our part. The rest is up to you. Good luck.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Santiago's Log #1(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: I wish everyone would just shut up for five seconds. I already know this is bad, we all do. So keep your hyperventilating to yourself, all right? Jesus. When we stepped through my gateway and teleported to the surface, we thought we'd escaped the worst of it, but it turns out this planet is a burnt out, post-apocalyptic nightmare. Some people feel like we're back to square one. But objectively, we're not. We've got TEK equipment, supplies, some tamed animals and a decent number of human assets. That's plenty of tools at our disposal. All I need is for people to give me some space and let me think. This is just another code that needs cracking.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Santiago's Log #2(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Think we've found a decent spot to set up shop. That crater up ahead should have everything we need. Mei-Yin scouted it out with some of her pets, so that's at least one other person who isn't panicking. Not that I expected her to after she took the "suicide" out of that suicide mission back on the station. Di really knew how to pick a winner. While we travel, I've been putting together some equipment. Nothing too complicated, just some basic gear to help me take a few measurements of our new environment. Gravity, soil composition, atmosphere, etc. I've got a good idea of what they'll tell me, but it's worth confirming.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Santiago's Log #3(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Some of the readings were outside my estimates, but this is definitely Earth. That same old, self-absorbed ball of dirt. I figured as much. According to that biologist, Helena, people from my time are the most advanced humans on those stations. That means they couldn't have been built too far in the future, and last I knew, the Federation and the URE were still stuck on Earth. It wasn't for lack of technology, just the usual suspects - politicians. They could barely share one planet, much less space. People like to talk about having AI overlords as a nightmare scenario, but if we were ruled by machines, I might be looking at a flourishing Martian landscape instead of this ravaged one on Earth. Doesn't sound all that bad when you think about it. I mean, look what happened with humans in charge...(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Santiago's Log #4(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Construction on Camp Omega is going well. Things usually do when I have a project to focus on. I'd prefer something more challenging than living quarters, stables and basic defenses, but this'll keep me busy for now. I'm the de-facto leader of this outfit these days, I realize that. No one else still among the living is qualified, so fine, I'll do the job. I just can't stand being bothered with every little disagreement or emotional breakdown. I've got real work to do, solving real problems. That's why I made the Federation set me up in that mountain villa as part of my contract. My little hideaway, with just me and whatever puzzle they needed me to solve. It was perfect. Had a great sound system too. Assuming my memories are real, anyway.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Santiago's Log #5(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Tried chatting with Helena a little about this Earth situation. Smart girl, probably smarter than anyone else I've met here, but I think she has a hard time telling when I'm messing with her and when I'm just a being jerk. Not her fault. There's a reason why the Federation suits only visited me when they absolutely had to. Didn't matter how high ranking they were, I'd never mince words with any of them. I knew they'd have to take it. They needed me. So yeah, I can be a pain to deal with, unless you're someone like Di. She may not have been an engineer or scientist, but she had a PhD in talking shit. Miss that ginger lunatic.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Santiago's Log #6(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Camp Omega's basically up and running, complete with a functioning infrastructure, and we've got resources to spare. Lots of them. The surface of the planet is brimming with Element. After just a couple expeditions to the edge of the wastes, we've practically filled our storehouses. I'm not sure what we're going to do with it all. I'm not sure how there's so much of it. Element wasn't nearly this common in our time. Granted, all the Element that those stations are made of had to come from somewhere, so theoretically this city could have been built on top of an undiscovered vein. This much of it would turn even the smallest village into a metropolis overnight. But if that was what happened here, then where's the mine? May need to take a few more readings.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Santiago's Log #7(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: I ran the numbers. We're living in a scientific impossibility. Element simply couldn't expand fast enough to reach this level of density under natural conditions, even with millennia of uninterrupted growth. That means something accelerated it at an alarming rate, even if this area's readings are an outlier. Well I say "something," but there's an obvious answer here: man. Any tech that runs on Element emits a few molecules of it back into the atmosphere, which take root in the soil. It's kind of like pollination, but the scale's so small and we consume it so fast that it's practically negligible. To spread it to any significant degree, you'd need a huge spike in Element proliferation. A spike you'd get from, say, a century of open warfare with Element based weaponry. And the best of that weaponry? That'd be mine.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Santiago's Log #8(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Sure, there's a chance it wasn't weapons. The civilian applications for Element were spreading daily, after all. I would know, I took a few corporate espionage gigs under the table, just to see if I could. If they started cutting enough corners on filtration... No, I have to face the implications here. Not that I was ever a paragon of virtue, I knew I was engineering prepackaged death, but it should never have gone this far. Then again, if I'm just a clone of the original Santiago, am I really responsible? I keep saying "me" and "I," but it's not my fault that I have his memories. Although if I accept that, what's left of me? Either I'm a horseman of the apocalypse, or I'm nothing at all. Deal with this later. There's work to do.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Santiago's Log #9(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: The situation's changed on us yet again. We saw some big monsters in those caves, but those guys we spotted a few hours ago dwarf all of them. It's not even close. Add the mechanized drones we've been dealing with, and all of a sudden our firepower seems pretty underwhelming. I wonder if those behemoths are the result of Element mutation. Depending on how you look at it, that would make them my problem in more ways than one. Fine then. If they're a problem, I'll just make a solution same as always, and I won't do it by dismissing my identity. I'll lean into it. Yeah, I've got just the thing. It's interesting how the worst circumstances are always the catalyst for my best ideas.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Santiago's Log #10(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Giant bipedal battlemechs. When I told everyone that was my big idea, I'm not sure what I got more of, blank stares or nervous laughter. I think the ones that were laughing hoped I would join in. I didn't. Hey, I get it, I know how it sounds. It's just like I said though, if I'm going to accept my identity as Santiago, then I may as well lean into it. If the original me really engineered armageddon into reality with crazy high tech weaponry, then I'm going to reverse it with an even crazier high tech weapon. Some people may call that fighting fire with with fire, but I call it fighting a small gun with a much bigger gun. (/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Santiago's Log #11(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Turns out no one else had a better plan, so the wheels are in motion. I've already got teams working on the hangars and gathering resources while I hammer out the schematics. Building these MEKs is going to be one of the hardest things I've ever done, maybe the hardest. With the Gateway Project, I could use the Obelisks as a blueprint, but these are all me. Luckily, having an eidetic memory means I can call on everything I ever studied about robotics, so I'm not starting from scratch. Besides, this is my true Iove. They say constantly crunching away on a big project will make anyone burn out, but for me it feels like a dip in a lazarus pit. I live for the grind. (/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Santiago's Log #12(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: The final MEK designs are complete. Based on the skills and experience of our potential pilots, I decided to emphasize the energy sword as its primary weapon and divert a bit less power to the precision TEK cannon. That's just the base model though. Each MEK has a modification slot where equipment can be swapped to suit the pilot's tendencies and mission parameters. There's a reactive shield dome to protect the team and force close quarters combat, an artillery cannon for back line support, and shoulder mounted missile launchers for when you just want to say "to hell with this thing in particular." That alone would make them worth the effort, but I haven't even gotten to the best part...(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Santiago's Log #13(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: I designed these MEKs to make the most of our resources, so while alone they're devastating fighting machines, together they're more than the sum of their parts. I mean that literally - we have the resources to make four of them, but when they're all in close proximity, they can fuse into an an even more powerful MEK. A MegaMEK, if you will. I got the idea when I was messing with the teleportation tech we we found on those hunter/killer robots that roam the city. Instead of physically linking the MEKs together like puzzle pieces, I combine them on the atomic level via teleportation. It's my masterpiece, the ultimate fighting machine, with the most efficient Element reactor and most powerful energy sword ever constructed. None of those monsters will stand a chance against it, no matter how big. As long as we find some pilots that can handle it, that is.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Santiago's Log #14(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: The number of assets we have with any piloting experience at all is practically nil, so I've focused on making the controls as accessible as possible. I landed on a combination of a neural link and gyroscopic, full body motion sensors for what I call Beta Level piloting. Basically, once they're linked up, the MEK will mimic the pilot's movements and an automated system will handle the messy details. But because I just can't help myself, I also added an array of hard light consoles and a stronger connection to the nervous system for Alpha Level piloting. That'll offer refined control over every bit of the MEK, but it would take a stud pilot like Di to utilize it. I can't possibly build a machine without leaving a way for it to reach its full potential though, even if no one here can unleash it.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Santiago's Log #15(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: MEK Pilot Evaluation: Candidate #004 - Li Mei-Yin I admit, when I decided to go with simplified controls that mimicked the movements of the pilot, I had Mei-Yin in mind. This isn't about pity or nepotism either, she's objectively the best close quarters fighter we have, and based on our interview, no one's as battle hardened. She answered both tactical and moral dilemmas quickly and decisively. The later's a little scary, but we need a pilot like that, someone who won't hesitate when the safety of the group's on the line. The only question is her emotional state. I don't know what stage of grief she's supposed to be in, but when the fighting starts, there's a chance she loops right back to anger. Still, even with her blood running a little hot, she's clearly a top candidate.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Santiago's Log #16(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: MEK Pilot Evaluation: Candidate #013 - Helena Walker This one caught me off guard. I knew from experience that Helena could handle herself in a crisis and improvise quickly, and she did well enough on the interview. Creative, level headed...not much killer instinct but we don't need four Mei-Yins. So she was solid, but not spectacular, at least until we hooked her up in the prototype and looked at her synchronization ratings. She had every gauge maxed out! It's as if her nervous system is more advanced than everyone else's, like it can just process information at a higher rate. I wonder, could she open a neural link with even more advanced technology? Maybe that's a question for another time, but for now, I think I've found my second pilot.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Santiago's Log #17(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: MEK Pilot Evaluation: Candidate #022 - Takaya Kazuma URE lugheads like Kazuma are why I had no problem helping the Terran Federation. Loud, obnoxious, self-righteous and above all? Naive. He struggled making tough calls in the interview because he didn't think we should "have to" make sacrifices. It's a cute sentiment, but we're trying to survive here. I've got to walk the talk though. His memories may end just after the academy, but he's one of our few assets left with real military training. Sync scores are solid too. Loud mouthed URE zealot or not, he might be our best remaining option. My personal bias is irrelevant.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Santiago's Log #18(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: MEK Pilot Evaluation: Final Candidate - Santiago Outside of testing, I rarely want to use anything I engineer. Part of it is that my ideas are never as exciting to me once they're realized, like I got it out of my system, but I also just think it ruins the purity of it. Great painters don't hang their own work on the wall, do they? Unfortunately, this time I don't have a choice. I know the MEKs better than anyone, and only Helena has a better sync rating. That's probably because I tested the synchronization system on myself. Stupid mistake. Looks like my workload just doubled.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Santiago's Log #19(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Now that construction has reached Phase III, I need to have a lot more face time with our top candidates. The MEKs will still be usable by anyone, but if we can get them specifically tuned to their primary pilots' preferences and behaviors, we can maximize their combat efficiency. Plus, they have to get used to actually controlling them. Not really looking forward to this part. I'm the kind of guy who can't help but take the wheel after thirty seconds of watching someone struggle with a computer console, and these are my greatest creations, not an internet browser. Could get painful...(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Santiago's Log #20(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Mei-Yin's taking the longest to get used to her cockpit. Understandable, since there's not even a word for it in ancient Chinese. Luckily her endurance lets her practice for longer intervals, so she'll catch up eventually. Our sessions are also the quietest. You'd think we'd have more of a rapport by now, but Di was always our mutual connection. So with Mei-Yin it's all business, even if she's struggling or I start to get impatient. The only time she went off-topic was when she invited me to a workout, and since I'm a pilot now, I agreed. My legs regretted it afterwards, but our next session went far better. Not friendlier, not chattier, just smoother. It's like we've reached some strange, silent, anti-social understanding. I'm not sure I get it, but I guess I don't mind.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Santiago's Log #21(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Helena's sessions have become an exercise in frustration. Her synchronization never drops a single grade, and when I explain what she's doing wrong she understands. But for some reason, she's just hit a wall when it comes to execution. She's working as hard as anyone, and she's so damned earnest about wanting to help out that I kind of regret being so short with her. I've even tried to hide just how far behind she's falling. Maybe she needs to focus on something external, like a carrot on a stick. She's always talking about how she wants to find the truth behind those stations, and my scanners picked up an unusual signal the other day. I'm no one's idea of a life coach, but I think that may do the trick.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Santiago's Log #22(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: That carrot worked pretty well. As soon as I mentioned the signal I'd detected in the wastes, it was like a second reactor started up in Helena's brain. The signal's not even a sure bet, just a vague chance at finding some answers, but she leapt at it. I got caught up in her enthusiasm and ended up saying more than I'd intended though. I hadn't meant to bring up the clone situation or whether we're responsible for our past lives, but maybe I needed to get it off my chest. Not sure it helped. Anyway, by our next MEK session, Helena was back on track. In hindsight, seems like it was a confidence issue, like she's convinced herself that her sync rating is a fluke. Better tone down the criticism for a bit.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Santiago's Log #23(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: If nothing else, my own sessions have been a moment of peace. I still don't want to pilot one of my own masterpieces in combat, but when it's just me and my MEK in the hangar, I feel like I can finally relax. It's not just that I've been working long hours. I did that plenty of times on the Gateway Project, and our TEK bomb before then. It's that I'm working long hours and dealing with people at the same time, all the time. The pilot sessions have been getting better, but running everything else on top of that? "Santiago, a water pipe broke. Santiago, so and so is hogging all the ammo." Constant interruptions. Maybe I'll just hide in the cockpit and nap for a while. No one would know...(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Santiago's Log #24(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: It should just work! The MEKs' power systems fuse perfectly during my teleportation sims, so why does the reactor keep sputtering? The errors I'm getting don't make any sense, but if I ignore them and they turn out to be right, the fusion process could end in a catastrophic reactor meltdown. Unbelievable! Here of all places is where I screw up? The most critical juncture of this entire damned enterprise? I'd never make a mistake like this back home, but maybe that's because the original Santiago was better than I am. If I'm just a crude approximation then some degradation would...no, I'm fixing this. Just like I always have.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Santiago's Log #25(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Simulation 157B was another failure. Error 612-A4, same as always. Almost no change in reactor coupling. I've had projects fail, but not like this. Not this spectacularly, just inches from the finish line. Why'd it have to be this one? This is the pi?ce de r?sistance on my lifelong resume, it's the thing that will wipe my whole ledger clean. It needs to work, or my legacy is this dead hunk of rock orbiting around the sun. Thirty more simulations. I can get thirty more simulations in before I'll need to sleep. If I can just get a different error code, then I can start to isolate the variables involved. Just give me something to go on here, anything at all.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Santiago's Log #26(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: I can't believe those idiots did something so cheesy. I really want to hate them for it. Not sure what simulation I was on when I finally crashed, but I woke up to Helena and Kazuma dragging me off to deal with some "emergency." If I wasn't still half asleep, I'd probably have realized they were full of it, but as it was, I didn't catch on until I saw the cake. We can't really tell what day it is, but I guess everyone decided that today was June 26th - my birthday. According to them, that meant I couldn't work. I had to eat that crappy cake and "have fun." Kill me. Fine. The cake wasn't that bad, and maybe it was a little "fun." Can't ever tell them though, my reputation would be shot. These idiots...(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Santiago's Log #27(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: I can't believe that the solution to the energy flow problem was so basic. After being held hostage by the birthday committee for a day, I figured it out within a few hours of getting back to work. Turns out all I really needed to do was step back and get a new perspective on it. Everything's been going better since then, actually. Pilot training is nearly complete, we've assembled most of the parts and the whole team is working at peak efficiency. Even Kazuma didn't make me want to throttle him for a change. Don't get me wrong, these guys are still a bunch of corny idiots. They're just my corny idiots, that's all.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Santiago's Log #28(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: With the MEKs entering their final phase of construction, I decided to give our pilot team a little reward and simulate the MegaMEK fusion procedure. We won't be able to do it for real for another couple weeks, but the sim is pretty accurate. It went a lot better than I expected. By our third try, we had it down pat. The only thing that held us up was a lot of joking about who would control which body part. Mei-Yin patently refused to switch off of the sword arm and Helena was convinced that she'd trip us if she took the legs. I know it goes against my principles as an engineer, but after that, I think I'm actually excited to pilot this thing. Purity be damned.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Santiago's Log #29(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: It's too soon. They found us too soon! Those big monsters we saw, the ones that prompted this whole MEK project in the first place? There's some of them headed towards Camp Omega, and they're bringing a legion of help - mechanized drones, mutated animals, the works. We're moving as fast as we can, but even working around the clock we may have to face them down with just one active MEK. Two tops. The others will be close, but we can't skimp on the final boot up procedure without endangering the pilot. I know those three would be willing to risk that, but I'm not. Why did it have to be now? Another half a day and we'd be able to link up. We were that close.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Santiago's Log #30(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: One MEK, that's all we've got, and it's only because I'd been using my own machine for beta testing. There's no way I can take all of them, even with infantry support, but if I launch now and get their attention, I can lead them on a chase until the others are ready to go. It's a shame. We don't have the resources to replace my MEK, and without it my final masterpiece will never take shape. I'd have liked to see it, but more than that? I'd have liked to experience that moment where we all fused together for real, and our bizarre little squad became the most powerful team the world's ever seen. But if it means giving these idiots a chance to survive this, then I'll give it all up, because in the end? Those are my idiots.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Gacha Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Common name: Gacha Species: Macrodryadis crystallinus Time: Post-Holocene Diet: Omnivore Temperament: Docile Wild A gentle giant, Macrodryadis crystallinus spends its days foraging for food in the dense forest it calls home, though it rarely has to look very far. Thanks to its extraordinary digestive system, not only can Macrodryadis eat just about anything, but it can also turn a diet of scraps into a mountain of precious resources. Instead of producing excrement, Macrodryadis grows glittering crystals upon its back, which fall off when they reach their full size. Shattering these crystals can yield precious resources, as Macrodryadis is somehow able to transmute the materials it eats into something entirely different. One of our pilots likened the process to the gachapon machines from his memories of growing up in Japan, and I guess the name stuck. Domesticated Though its crystals prevent Macrodryadis from wearing a traditional saddle, if its rider is willing to sit in a basket that hangs from Macrodryadis' neck, then they'll find its long claws are well suited for mining resources. Personally though, I'd keep one around just for the crystals. The free presents, the way they glow at night...totally worth the potential nausea from the basket saddle. (/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Gasbags Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Common name: Gasbags Species: Mopsechiniscus fluitobesus Time: Post-Holocene Diet: Omnivore Temperament: Passive Wild It was always hypothesized that a member of the Tardigrada phylum would be the last species on Earth in the event of a global apocalypse, so in some ways, the existence of Mopsechiniscus fluitobesus is completely expected. Its size and method of travel, however? Less so. Mopsechiniscus is slow and ineffective in a fight, so to survive, it tends to choose flight - literally. First, it inflates itself like a balloon, briefly slowing down and gaining durability. Then it launches itself into the air by expelling gas through a series of sphincters in its underbelly, which it also uses to slow its descent. Yes, it's as...unusual as it sounds, but Mopsechiniscus makes the most of its inflatable nature. In addition to jumping, it can use its stored up gases to push back aggressors, or even float on water. Domesticated While a poor steed in battle, Mopsechiniscus is a fantastic beast of burden. The hairs on its back let a single rider steer it without a saddle, and it carries an incredible amount of cargo for its size. A small caravan of these could see us swimming in resources in no time. (/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Managarmr Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Common name: Managarmr Species: Draconis auragelus Time: Post-Holocene Diet: Carnivore Temperament: Aggressive Wild Draconis auragelus appears to be directly related to the stealthy Draconis obscurum. Their stature, gait and ability to dive through the air are all similar. However, where Draconis obscurum scaled cavern walls to gain the high ground, Draconis auragelus takes a more bombastic approach. In the middle of its hind feet, Draconis auragelus' bones form a hollowed out cylindrical shape that acts as a combustion chamber, which it fills with an explosive gas. When ignited, this gas propels it upwards, letting it "jump" in the air multiple times. From there, it can create a smaller burn in said chambers to hover in place, or dive at its prey. Like the icy variant of Draconis vipera, Draconis auragelus can slow down its foes with its frigid breath - though it's able to take this one step further and freeze its prey solid. Perhaps that's because it's used to living in the tundra environment on the surface, as opposed to a desert. Domesticated As a mount, Draconis auragelus can carry multiple adult humans without losing any of its impressive mobility, and its freezing breath makes it a good choice in combat. Whether you're looking to hunt, do battle or just travel with easy, it makes for an excellent companion. (/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Snow Owl Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Common name: Snow Owl Species: Bubo chinookus Time: Post-Holocene Diet: Carnivore Temperament: Aggressive Wild Discovering Bubo chinookus was a pleasant surprise. Owls are remarkable creatures, but they're not the type that could survive an extinction level event on their own. Since it never strays from the patch of frozen tundra we encountered, I believe the Obelisk was the key to its survival. Clearly a descendant of modern Strigdae, Bubo shares many traits with its smaller ancestors. For example, it excretes waste in the form of pellets, which make excellent fertilizer, and their large wings let them save energy during long, silent flights. They even hunt in the same way: by diving towards the ground to attack their prey with powerful talons. However, these talons also secrete a chemical with a high freezing point to slow down their prey, and they can even unleash this chemical in a wide cloud, temporarily freezing their foes. Domesticated With its swift flying and frigid attacks, Bubo makes an excellent single-rider support mount or scout. The later is helped by its tremendous vision, which it can share with its rider via its antenna. Not only does this make enemies easier to see, but Bubo can also spot Element veins with ease, even when they're underground. (/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Velonasaur Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Common name: Velonasaur Species: Velonasaurus spinavultus Time: Post-Holocene Diet: Carnivore Temperament: Omnivore Wild Velonasaurus spinavultus dwells in the small desert found outside the abandoned city, which is particularly fitting, because it looks like it's growing several cacti right on its face. As unfashionable as its facial fins might be, I recommend keeping a close eye on them. While said fins are folded inwards, Velonasaurus behaves like your average therapod, attacking with claws and teeth. However, when those fins are spread wide, Velonasaurus can rapidly fire a storm of spines at its prey. However, while in this state, its mobility is greatly hampered and it will eventually wear itself out. Therefore it sometimes prefers to unleash its spines in a single, deadly burst. By spinning around and firing a salvo of spines at the same time, Velonasaurus can defend itself from every angle at once. Domesticated Given its versatility, Velonasaurs spinavultus makes an excellent single rider mount in most combat situations, but it's particularly effective when defending an entrenched position. It's like a living, breathing gatling gun. Just be careful when giving it a congratulatory hug or pat on the head. Getting spined by your own war steed would be a rather embarrassing way to go. (/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Corrupted Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Common name: Corrupted Species: Various Time: Post-Holocene Diet: Various Temperament: Highly Aggressive Wild Even at its most deadly, there's nothing as beautiful as nature. Yet by definition, that beauty only exists if nature is left to run its course, free from interference or invasion. Sadly, that's not what happened here. These poor creatures have been infected and twisted by an outside force. I've seen how Element can alter the evolutionary trajectory of a species in small, indirect doses, but this goes far beyond that. The Element that grows within these animals has taken hold of their minds and driven them mad. They move as one, ravaging everything in their path, and often push themselves beyond their physical limits. We've found they have a sixth sense for Element, and on occasion have used that to our advantage. Otherwise, they are an unfeeling, ravenous horde. Domesticated At my insistence, we've tried on several occasions to remove the corruption from these hapless beasts, but to no avail. Every time we have to fend them off, I feel a pang of guilt in my heart, but putting them down is the kindest thing we can do for them. (/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Desert Titan Hologram(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Desert Titan The Lord of Sand and Sky has fallen, despite its swarms of protectors, the powerful swings of its mighty tail or the lightning it called from the sky. The soaring leviathan could not match the ingenuity of humanity, and especially not yours.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Forest Titan Hologram(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Forest Titan So succumbs the Lord of the Forest, the titan wreathed in green, who lashed out with root and vine to pin its foes to the ground or drag them to their doom. The forest itself rose to shield it, but even that could not save it. Not from you.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Ice Titan Hologram(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Ice Titan Thus ends the reign of the Lord of Winter. Its freezing breath, icy spears and colossal leaps had felled so many, but on this day, the giant of wind and rime was at last brought low - all by your hand.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Mek TM(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Technical Manual 9-978 Name: MEK Model Number: RX-103 MEK Height: 10.5 meters Weight: 48.3 tons Fuel: Element Standard Equipment OZ-13NV TEK Saber: Designed as the primary weapon, to better suit the skills of our top pilot candidates. Built more for cuts than stabs. Ideal for attacking in combinations. XBR-M-93R Plasma Pistol: Secondary weapon. Fires in three shot bursts. MS-06BR Boosters: Installed he unit's feet. On activation, they let the unit hover in the air and move rapidly over short distances. Combine with ranged attacks for maximum effectiveness. Heat Gauge: Pilots should always monitor their unit's heat levels. Overheating will result in your unit being slow, vulnerable and soon after that? Scrap. Custom Equipment Each RX-103-MEK has one has a module slot for a specially designed weapon or tool that can be swapped out with ease. These are... G-01W Mek Siege Cannon Module: A high yield artillery cannon mounted on the unit's back. To handle the recoil, the unit must temporarily anchor itself to the ground, rendering it imobile while firing. G-02H Mek Rocket Launcher Module: An oversized missile battery that fires in sixteen round salvos, which spread out and then converge on the units target. Especially effective against large, isolated targets. G-01S Mek Deployable Shield Module: Deploys a dome shaped energy barrier that protects the unit from incoming ranged attacks, while boosting its speed. Good for team or melee oriented pilots. (/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: MegaMek TM(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Technical Manual 9-979 Name: MegaMEK Model Number: RX-412 MegaMEK Height: 42 meters Weight: 193.2 tons Fuel: Element Fusion Procedure Forming the RX-412 MegaMEK requires having RX-103 MEKs active and in close proximity, with an Omega Level threat detected on their sensors. To fuse, the lead RX-103 must have a MegaMek Operational Materialization Interface equipped in its module slot. Once activated, the other three RX-103s must move into position around the lead unit, and fusion will begin. Equipment Unlike the RX-103, the RX-412 was not designed for versatility. It is built for one thing, and one thing only: raw power. The enemies we're facing can tople skyscrapers, so we need to be able to do the same. So it only has one weapon... OZ-52XX Vorpal TEK Cleaver: This sword draws power directly from the RX-412 and hones it into a cutting edge that can sheer through a mountain. Swing hard, swing often, and if you get sick of cutting your targets in to, well I guess you could always punch them. Addendum I never imagined my masterpiece would be a giant battle mech, but it's undoubtedly my best work. The RX-412 is the most powerful combat vehicle ever created. If there's anything out there that can overpower the RX-412, then frankly it deserves to kill us. (/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Enforcer FM(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Field Manual 31-582 Name: Enforcer Model Number: AGV MQ-9X Fuel: Element Threat Level: High Primary Function: Direct combat Field Observations With its speed and teleportation capabilities, Autonomous Ground Vehicle MQ-9X is built to close gaps quickly and engage its targets in close quarters. Once in range, it uses refined Element claws with lethal force. MQ-9X was clearly designed for urban combat. Its claws and shock absorbers let it scale walls and drop down to street level from significant heights, and we've only seen it patrolling within the city limits. Possibly the remnant of an automated police force or defensive army. Recommendations: Isolate, and engage at range in wide open spaces. I've calculated its maximum teleportation distance as roughly 15 meters, so maintain that gap as long as possible Personal Use Every MQ-9X I've encountered is stuck on a defensive loop, and overriding its primary directive is impossible. However, if we're able to acquire an intact processing core from a hostile unit, with enough parts I could reverse engineer our own, more loyal model. Could be useful - the grooves on its back are suited for a rider, so we wouldn't even need to build saddles.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Scout FM(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Field Manual 31-581 Name: Scout Model Number: UAV RQ-7Y Fuel: Element Threat Level: Low Primary Function: Reconnaissance Field Observations By itself, Unmanned Aerial Vehicle RQ-7Y is hardly a concern. Though many of them can be found monitoring the empty streets the abandoned city, they're not aggressive, and their offensive capabilities are limited. If attacked, they rely on bursts from their thrusters to either take evasive maneuvers or ram the aggressor, and they have no real armaments to speak of. This makes obtaining intact processing cores and spare parts a trivial matter, and as a result we've constructed a number of our own. Personal Use Shifting some of our resources to focus on RQ-7Y construction has been more than worth the investment. I managed to turn our TEK binoculars into a remote control system for them, and as a result our scouting teams have been able to cover more ground with far less risk. They simply deploy the RQ-7Y with a specialized grenade, then use its enhanced vision to scout ahead, scan for allied IFFs and track targets. Just don't try to ride the damn thing. I didn't think I'd have to explain that considering how small it is, but three crashes later, here we are... (/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: King Titan Hologram(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: King Titan Though he could scatter his foes with a single charge, roar or swipe of his tail, and call fire down from the sky itself, in the end you banished the King of Shadows. No matter how many corrupted beasts he summoned or how many weapons he rendered useless, he could not snuff you out - for you fought with the hopes of the human race on your shoulders, and its tenacity at your back.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Mecha King Titan Hologram(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Mecha King Titan Even at his most powerful, fully augmented by the Element that spawned him, you pulled the King of Shadows down from his throne. Thanks to your skill and unrelenting courage, humanity may yet have a future.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: HLN-A Discovery #1(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: fr(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: de(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: it(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: zh(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: pt(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: ru(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: es(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: ja(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: HLN-A Discovery #2(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: fr(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: de(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: it(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: zh(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: pt(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: ru(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: es(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: ja(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: HLN-A Discovery #3(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: fr(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: de(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: it(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: zh(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: pt(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: ru(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: es(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: ja(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: HLN-A Discovery #4(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: fr(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: de(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: it(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: zh(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: pt(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: ru(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: es(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: ja(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: HLN-A Discovery #5(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: fr(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: de(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: it(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: zh(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: pt(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: ru(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: es(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: ja(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: HLN-A Discovery #6(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: fr(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: de(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: it(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: zh(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: pt(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: ru(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: es(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: ja(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: HLN-A Discovery #7(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: fr(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: de(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: it(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: zh(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: pt(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: ru(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: es(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: ja(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: HLN-A Discovery #8(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: fr(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: de(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: it(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: zh(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: pt(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: ru(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: es(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: ja(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: HLN-A Discovery #9(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: fr(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: de(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: it(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: zh(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: pt(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: ru(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: es(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: ja(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: HLN-A Discovery #10(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: fr(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: de(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: it(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: zh(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: pt(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: ru(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: es(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: ja(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: HLN-A Discovery #11(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: fr(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: de(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: it(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: zh(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: pt(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: ru(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: es(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: ja(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: HLN-A Discovery #12(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: fr(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: de(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: it(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: zh(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: pt(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: ru(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: es(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: ja(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: HLN-A Discovery #13(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: fr(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: de(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: it(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: zh(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: pt(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: ru(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: es(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: ja(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: HLN-A Discovery #14(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: fr(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: de(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: it(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: zh(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: pt(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: ru(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: es(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: ja(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: HLN-A Discovery #15(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: fr(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: de(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: it(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: zh(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: pt(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: ru(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: es(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: ja(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Story Glitch Discovery #1(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Story Glitch Discovery #2(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Story Glitch Discovery #3(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Story Glitch Discovery #4(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Story Glitch Discovery #5(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Story Glitch Discovery #6(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Story Glitch Discovery #7(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Story Glitch Discovery #8(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Story Glitch Discovery #9(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Story Glitch Discovery #10(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Story Glitch Discovery #11(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Story Glitch Discovery #12(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Story Glitch Discovery #13(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Story Glitch Discovery #14(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Story Glitch Discovery #15(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Story Glitch Discovery #16(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Story Glitch Discovery #17(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Story Glitch Discovery #18(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Story Glitch Discovery #19(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Story Glitch Discovery #20(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Story Glitch Discovery #21(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Story Glitch Discovery #22(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Story Glitch Discovery #23(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Story Glitch Discovery #24(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Story Glitch Discovery #25(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Story Glitch Discovery #26(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Story Glitch Discovery #27(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Story Glitch Discovery #28(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Story Glitch Discovery #29(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Story Glitch Discovery #30(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Story Glitch Discovery #31(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Story Glitch Discovery #32(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Story Glitch Discovery #33(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Story Glitch Discovery #34(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Story Glitch Discovery #35(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Story Glitch Discovery #36(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Tidbit Glitch Discovery #1(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Tidbit Glitch Discovery #2(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Tidbit Glitch Discovery #3(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Tidbit Glitch Discovery #4(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Tidbit Glitch Discovery #5(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Tidbit Glitch Discovery #6(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Tidbit Glitch Discovery #7(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Tidbit Glitch Discovery #8(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Tidbit Glitch Discovery #9(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Tidbit Glitch Discovery #10(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Tidbit Glitch Discovery #11(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Tidbit Glitch Discovery #12(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Tidbit Glitch Discovery #13(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Tidbit Glitch Discovery #14(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Tidbit Glitch Discovery #15(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Tidbit Glitch Discovery #16(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Tidbit Glitch Discovery #17(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Tidbit Glitch Discovery #18(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Tidbit Glitch Discovery #19(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Tidbit Glitch Discovery #20(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Tidbit Glitch Discovery #21(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Tidbit Glitch Discovery #22(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Tidbit Glitch Discovery #23(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Tidbit Glitch Discovery #24(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Tidbit Glitch Discovery #25(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Tidbit Glitch Discovery #26(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Tidbit Glitch Discovery #27(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Tidbit Glitch Discovery #28(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Tidbit Glitch Discovery #29(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Tidbit Glitch Discovery #30(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Tidbit Glitch Discovery #31(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Tidbit Glitch Discovery #32(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Tidbit Glitch Discovery #33(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Tidbit Glitch Discovery #34(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Tidbit Glitch Discovery #35(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Tidbit Glitch Discovery #36(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Tidbit Glitch Discovery #37(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Tidbit Glitch Discovery #38(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Tidbit Glitch Discovery #39(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Tidbit Glitch Discovery #40(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Tidbit Glitch Discovery #41(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Tidbit Glitch Discovery #42(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Tidbit Glitch Discovery #43(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Tidbit Glitch Discovery #44(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Tidbit Glitch Discovery #45(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Tidbit Glitch Discovery #46(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Tidbit Glitch Discovery #47(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Tidbit Glitch Discovery #48(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Tidbit Glitch Discovery #49(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Tidbit Glitch Discovery #50(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Tidbit Glitch Discovery #51(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Tidbit Glitch Discovery #52(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Tidbit Glitch Discovery #53(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Tidbit Glitch Discovery #54(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Tidbit Glitch Discovery #55(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Tidbit Glitch Discovery #56(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Tidbit Glitch Discovery #57(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Tidbit Glitch Discovery #58(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Biome Glitch Discovery Bog #1(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Biome Glitch Discovery Bog #2(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Biome Glitch Discovery Bog #3(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Biome Glitch Discovery Bog #4(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Biome Glitch Discovery Bog #5(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Biome Glitch Discovery Bog #6(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Biome Glitch Discovery Moon #1(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Biome Glitch Discovery Moon #2(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Biome Glitch Discovery Moon #3(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Biome Glitch Discovery Moon #4(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Biome Glitch Discovery Moon #5(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Biome Glitch Discovery Moon #6(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Biome Glitch Discovery Moon #7(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Biome Glitch Discovery Moon #8(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Biome Glitch Discovery Ocean #1(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Biome Glitch Discovery Ocean #2(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Biome Glitch Discovery Ocean #3(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Biome Glitch Discovery Ocean #4(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Biome Glitch Discovery Ocean #5(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Biome Glitch Discovery Ocean #6(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Biome Glitch Discovery Snow #1(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Biome Glitch Discovery Snow #2(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Biome Glitch Discovery Snow #3(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Biome Glitch Discovery Snow #4(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Biome Glitch Discovery Snow #5(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Biome Glitch Discovery Snow #6(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Biome Glitch Discovery Snow #7(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Biome Glitch Discovery Snow #8(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Biome Glitch Discovery Snow #9(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Biome Glitch Discovery Volcanic #1(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Biome Glitch Discovery Volcanic #2(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Biome Glitch Discovery Volcanic #3(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Biome Glitch Discovery Volcanic #4(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Biome Glitch Discovery Volcanic #5(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Biome Glitch Discovery Volcanic #6(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Biome Glitch Discovery Volcanic #7(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Story Glitch Discovery #37(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Story Glitch Discovery #38(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Story Glitch Discovery #39(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Story Glitch Discovery #40(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Tidbit Glitch Discovery #59(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Tidbit Glitch Discovery #60(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Tidbit Glitch Discovery #61(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Tidbit Glitch Discovery #62(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Tidbit Glitch Discovery #63(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Tidbit Glitch Discovery #64(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Tidbit Glitch Discovery #65(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Tidbit Glitch Discovery #66(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Tidbit Glitch Discovery #67(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Tidbit Glitch Discovery #68(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Tidbit Glitch Discovery #69(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Tidbit Glitch Discovery #70(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Tidbit Glitch Discovery #71(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Tidbit Glitch Discovery #72(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Tidbit Glitch Discovery #73(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Tidbit Glitch Discovery #74(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Genesis 2 Chronicles #1(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Genesis 2 Chronicles #2(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Genesis 2 Chronicles #3(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Genesis 2 Chronicles #4(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Genesis 2 Chronicles #5(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Genesis 2 Chronicles #6(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Genesis 2 Chronicles #7(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Genesis 2 Chronicles #8(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Genesis 2 Chronicles #9(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Genesis 2 Chronicles #10(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Genesis 2 Chronicles #11(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Genesis 2 Chronicles #12(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Genesis 2 Chronicles #13(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Genesis 2 Chronicles #14(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Genesis 2 Chronicles #15(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Thought I'd leave a little something behind for posterity's sake, for anyone following behind us. Listen-this ARK you?re on is poisoned. The whole system's breaking down. You're going to need to do whatever you can to get yourself down to the surface. And look us up when you get there, okay? Now let's just hope this crazy plan of ours works...(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Genesis 2 Chronicles #16(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Genesis 2 Chronicles #17(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Welcome back to Earth. If you're reading this, maybe I didn't make it. Whatever -- as long as someone's there to read this note, that means there's still at least one survivor left. Our world's not what it used to be. Find yourself some shelter from the titans, and... just hang in there, okay? Personal Note: yea, there are titans now...(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Genesis 2 Chronicles #18(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Someone's still reading this. Good. Your best bet right now is to find my friends at Camp Omega, if you can. They're good people, and they'll need all the help they can get. Have 'em train you up on the MEKs I built. Stop those titans, save the world. That's all that matters. Personal Note: Fight fire with a BIGGER fire...(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Genesis 2 Chronicles #19(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Still can't get over that clone factory we found up on that ARK. Sorry if that's a spoiler. I get it---it's a lot to process. Not your original body, not your original memories. We're all knockoffs here. Who knows how many Santiagos are out there? Maybe you're another me, reading about myself here at the end of the world... What a depressing thought. Personal Note: I could use some of Halsted Moonshine right now.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Genesis 2 Chronicles #20(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Just hope that worked, that I managed to buy Camp Omega some time. Whoever you are, maybe you know if it all worked out, whether those idiots pulled it together. Maybe you were even there. Maybe you pitched in. I'm just gonna say you did, how's that? All I know is I'm not gonna be around to see for myself. So...thanks, pal. Personal Note: See you in a bit D.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Genesis 2 Chronicles #21(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Genesis 2 Chronicles #22(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Genesis 2 Chronicles #23(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Genesis 2 Chronicles #24(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Genesis 2 Chronicles #25(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Explorer Note Nida 1(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Perri started in with another sermon about our sacred mission today when she found me modeling creature behavior for my latest sim. I tried to explain that I was on break, that I wasn't doing anything wrong, but she wouldn't hear it. As if I haven't had it drilled into my head over and over that the survival of all life from our homeworld depends on our sacred efforts... I work as hard as anyone on the ship, so why do I keep getting shamed for having a hobby? It's not like a half-cycle spent away from soil sampling is going to jeopardize humanity's hopes of re-establishing itself on a new planet. Besides, I know from the server logs that Perri played my last sim along with most of the crew. What's wrong with dipping out off-shift and immersing yourself in some harmless escapism?(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Explorer Note Nida 2(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: I used to think it was pathetic that our ancestors couldn't come up with a better name for our homeworld than Earth. But a lifetime spent digging around in synthetic loam kind of makes you appreciate how amazing it must have felt to feel solid ground under your feet. We're told in historical media that people have always dreamed of sailing between the stars. After a few generations of doing just that, I'm here to say their dream is wearing thin. I guess it's like that old saying about the grass looking greener on the next ring over-people on Earth must've been sure there was a better world out here someplace. Maybe it is out here, but we haven't found it yet. In the meantime, I like to doodle around in the margins of Genesis, so my crewmates can plug into a simulation and experience an actual sunrise now and then.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Explorer Note Nida 3(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Life on this ship is an endless, monotonous routine. All of us were raised in this place to be drones tending a hive of cocooned future colonists. We've been told everything has to be just right when it's time for them to hatch and start training for planetfall, so day after day I service the capillary irrigation systems and monitor trace gas fluctuations in the atmosphere for the good of humanity. I know I should be grateful to even be alive, given that all life on our homeworld went extinct. But I also know I can't be the only crew member who daydreams about faking my own death to escape this tedium. Even if that meant hiding in the superstructure for the rest of my days, at least I'd be living for myself. Shame on me, I guess.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Explorer Note Nida 4(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Working in the dirt was what I was born to do, at least according to my engrammatic aptitude test. An artificial intelligence weighed my soul and decided it saw a future soil scientist. I do have to grudgingly admit I'm good at my day job, but my real passion is coding convincingly randomized events and reactive social intelligence simulations. So that's what I'm tinkering with when I'm not feeding soil probe samples into a chromatograph. I know, I know-my work to confirm nutrient transport and healthy geochemical cycling by microbial soil communities is an important part of maintaining this vital biological archive of ours. The fate of humanity depends on our success, bla bla bla. It's just that I envy having the kind of freedom people seemed to have in the past to follow their dreams, at least according to our library of historical media.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Explorer Note Nida 5(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: I know what I saw, but I don't blame anyone for thinking I made it up. I mean, I do come up with simulated fantasy scenarios in my free time. But that's the thing... If I hadn't been reverse-engineering Genesis simulation code, I never would have noticed these anomalies in the system. We've been visited by something transhuman-I saw the evidence inside Genesis! Maybe I shouldn't be leaving a record of this, but I think someone left a superluminal link open back to Arat Prime that one of them used to find us out here- one of the... Homo deus. There, I put a name to it. Guess there's no harm now in admitting that I've been trying to hack my way into a semi-forbidden cache of information about them in the archive.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Explorer Note Nida 6(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: We weren't kept completely in the dark about our estranged transhuman cousins, but I think there's been a concerted generational effort to repress those memories. Maybe our ancestors were afraid we'd see some appeal in the idea of accelerating our own evolution if we learned more about Homo deus. If so, that seems silly, because there are kiloparsecs between us and the refined xenomaterial they needed to do it. Historical archives say the Element War was fought over divergent ideas about how to deal with our polluted biosphere and dwindling resources. Our ancestors in the Terran Federation thought they'd finally found a clean source of power for their grand geoengineering schemes to hack and repair the planet. The United Republics of Earth wanted to hack themselves using that same power, and survive by becoming more than human. Neither side was right.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Explorer Note Nida 7(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Here's how I discovered we'd had a visitor... I noticed a really sophisticated artificial intelligence running in Genesis that wasn't native to our engine. So I boxed it up and plugged myself into that box to say hello. Our intruder turned out to be friendly, and curious about me. It called itself HLN-A. I asked where it came from, and it told me its creator was what I would've called a Homo deus. That might've made the hairs stand up on the back of my avatar's neck, if I'd bothered with that level of simulation. I asked the AI if it'd been hiding onboard since before we launched, and it claimed it only came online within the last three thousand cycles or so. But how, I wondered? I asked if that meant its creator was still with us. All I got was some cryptic answer about how she'd left a part of herself behind as a gift. Then I got kicked from my own sim.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Explorer Note Nida 8(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: After my one quick chat with HLN-A, I couldn't seem to track her down again inside the Genesis simulation. It's like she'd learned how to conceal herself since our encounter. Of course no one believed me. For a while there, I wasn't sure I believed me. Then the glitches started showing up in Genesis. Patching the simulation code seemed like a low-priority concern, though it was definitely unusual. But before anyone could address that situation, we started seeing cascading faults in our real world systems. Things got bad enough that we had to evacuate and seal off biomes in the forward ring! I'd like to think that my crewmates would circle back to taking my close encounter with a transhuman-created artificial intelligence seriously, if there was time or resources to investigate further. But everyone's in full-on disaster mode now.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Explorer Note Nida 9(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: I assumed at first that HLN-A was causing the system failures spreading through the rings. We'd been raised to believe that people had barely escaped an Earth overrun by transhumanism and Element pollution. It seemed logical to assume the AI I'd found embedded in our simulation engine by a transhuman entity would try to sabotage our mission. Now that I'm looking over eyewitness reports from the affected areas, I'm less sure. Why would HLN-A contaminate biomes with weird new lifeforms? How would an artificial intelligence, even one created by a Homo deus, be able to rearrange the framework of the ship at the molecular level? However or whyever these things are being done, we're in serious trouble. I thought I'd done a good job of firewalling any access points out of Genesis, but clearly I wasn't able to shut out whatever is running wild through our systems. I can't believe this is really happening.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Explorer Note Nida 10(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: We're losing people trying to stop whatever it is that's invading our ship. I want to join the fight to retake the forward ring, but I keep getting told I'm needed back here, to maintain and monitor our remaining ecosystems for contamination. I know the real reason they don't want me fighting is because in their eyes, I'm still just a kid. But no one would even know we'd had an intruder if I hadn't discovered it. I keep turning that over in my mind while I'm maintaining autosamplers or waiting for phase analysis results on soil biota: how and why would a transhuman's artificial intelligence disrupt our shipboard systems? Would this entity really resent our mission enough to reach across thousands of lightyears and try to scuttle our ship? That just seems unusually vindictive for one of them, especially after all this time. I can't make this make sense.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Explorer Note Nida 11(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: We've all given the Genesis simulation's 'survive as long as you can while taming an unfamiliar and hostile environment' scenario a spin, if only to see what that's like for our colonist cargo. One of my more popular sims turned Genesis inside out, with alien megafauna rampaging through a simulated version of our ship's biomes. I never expected to experience something like that firsthand. Aberrant, wild creatures are prowling the forward ring, and tearing anyone apart that dares to enter their territory. This is no simulation. Out here in the real world, my crewmates aren't ever going to respawn. I've never felt fear like this before. At least the adrenaline is keeping me hard at work even though I'm beyond exhausted. I've been able to confirm that the biomes in our ring haven't been contaminated yet, so that's something.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Explorer Note Nida 12(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: They're talking about detaching our ring if things keep getting worse, to try to keep our biomes uncontaminated. I hope it doesn't come to that, but we have to do what we can to preserve the remaining biomes in the face of our rapidly dwindling odds. I've been working on a whole system of backup automation to hopefully keep everything running as long as possible when-I mean if-we're all wiped out. Our ship holds the last archival specimens of life from Earth, and there's an extinction-level event in progress. I got nauseous just now while I was running microbial gas exchange models, because any stupid mistake I make could suffocate all the remaining Terran lifeforms in the universe. If I forget to carry a number someplace, it could mean that no flower will ever push up through the soil and bloom again. I have to get this right.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Explorer Note Nida 13(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: I can't just keep running through the same research tasks while my crewmates are fighting an invasive force. This morning while I was in a trench checking on our irrigation capillaries, I impulsively pried open a hatch and dropped into the drainage and reclamation system. Below the bedrock, there's a maze of pipes and tunnels that extends throughout the entire ship. I used to sneak down there as a kid and wander for kilometers trying to get lost. We had to memorize the schematics for these subsystems as part of our training, in case we had to repair some catastrophic failure deep in the network. I remember resenting all the times I had to draw maps of those tunnels in timed tests, but all that rote memorization may end up saving my sorry life. At any rate, I finally got a firsthand glimpse of what we're dealing with. Not sure how I'll sleep again after experiencing it for myself.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Explorer Note Nida 14(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: They've sealed off the invaded areas of our ship, but I still have my clearance to access the maintenance subsystems. I know how to get through a series of airlocks into the other ring without contaminating ours. Once I popped up from under the dirt, I found myself in some kind of unrecognizable surrealist landscape. What could have changed everything there so much, so fast? I was glad I'd brought a sampling kit and even more glad I was wearing a clean suit up there. The flora and fauna had been mutated to a point where everything looked potentially lethal, and it was reactive to my presence. Grasses had become these thin tubules with bulblike structures that undulated hypnotically. I flinched when a stalk brushed my glove and left a sticky residue. Inside my clean suit I started shuddering all over, and wondering why I'd worked so hard to sneak into that place.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Explorer Note Nida 15(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: It's an understatement to say that being in the contaminated forward ring shook me up. I've spent my whole life trying to simulate alien environments, but the first time I found myself actually inside one, I couldn't wait to escape. I was having a panic attack, a rush of xenophobia, and severe vertigo all at once. It was like every cell in my body was screaming that I didn't belong there. As soon as I had some samples bottled up, I rushed to get back into the access tunnels to get the hell out of there. That was when I saw one of those things... At a distance, you might mistake it for a big cat: feline, predatory. But it had strange, feathery spines like a venomous tropical fish, and its gaze was weirdly aware. I was afraid to break eye contact while I felt desperately for the hatch. A second and third creature appeared in my peripheral vision as I dove into the tunnel and sealed it tight behind me.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Explorer Note Nida 16(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: I spent a frantic few minutes hyperventilating and waiting for the first of five underground airlocks to cycle after leaving the contaminated zone. Even after I'd run through three levels of decontamination and had shed the personal protection equipment I'd worn in the hot zone, I felt unclean. The entire time I was crawling aft through kilometers of ducts and accessways, I felt like there was something at my heels. I expected to get in all kinds of trouble when I got back to our ring, but no one had time for that kind of thing now. Perri surprised me with a hug when she saw I was still alive, and I surprised myself by breaking into sobs of relief. At least it wasn't for nothing-I guess I was the first to bring back samples of the contamination to test.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Explorer Note Nida 17(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Xenobiology isn't really my thing-I generally do biochemical work at the micro level. I know how to run samples of the invasive flora and fauna from the contaminated ring through our array of analytical equipment, but when it comes to interpreting the results I'm mostly at a loss. Anyone could see that these invaders are wildly exotic and demonstrably hostile, but beyond that, I'd just be guessing at what I'm looking at. That said, I'm relatively sure that a lot of what I sampled were genetically-modified organisms-like our maewings-possibly created using commandeered equipment in the other ring. Unlike maewings, all of these organisms seem to have been created to establish an aggressive perimeter defense. Defense of what, I'm not exactly sure... I'm back to suspecting our Homo deus visitor is responsible, but I haven't even mentioned the most damning evidence-I think I'm seeing traces of Element in these samples, the same alien material that poisoned our home planet. Element, incorporated into living, mutated tissue. If I'm right, this is extremely bad news.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Explorer Note Nida 18(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: My findings about the invasive lifeforms I sampled in the other ring set off a full-on panic response in the crew. Our engineers are speeding up their plan to detach our ring from the ship entirely, hoping to keep our biological archives from being contaminated. Everyone's afraid to talk about what might be happening to the human colonist cargo in our sister ring because that's too horrible to think about. Whether the transhuman entity that visited our ship is still with us, or whether the artificial intelligence she left behind took over half of our systems, something is using the ship as a petri dish for engineering exotic and dangerous new lifeforms. For the first time since our ancestors left Earth parsecs behind, we might be fighting-and losing-a war with a hostile transhuman force.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Explorer Note Nida 19(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: So I did something else impulsive, maybe even treasonous. Hey, someone had to try something! While almost everyone else was preoccupied with retaking the ship, I tried to reestablish contact with HLN-A, that invasive intelligence I'd found in the Genesis simulation. This time I used a sort of process of elimination. Assuming it managed to create a digital blind spot to hide in, I figured I could find it by establishing where it wasn?t. Like using infrared to search for a heat signature against a snowfield. Once I'd colored in all the negative space, I jumped into that void in the simulation and found myself immediately pleading with the AI to stop the corruption of our ship systems. I should've sent someone braver in to negotiate...(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Explorer Note Nida 20(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: I logged out of my second close encounter with our rogue artificial intelligence more confused than ever. If its creator really wasn't here with us anymore, what exactly was invading the other ring? Wait-what was it that HLN-A said, about colonists being woken up prematurely? That's something I can check out... Sure enough, colonists are stirring all over the ship. I can only confirm a few instances of anyone outside their pods and loose in the rings so far, but we definitely have a new disaster in progress. What's worse is that I can't seem to track down anyone in charge at the moment to report this to. It looks like the rest of the crew has gone to ground, and I'm thinking I should probably seek shelter for myself at this point.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Explorer Note Nida 21(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: I packed up everything I needed to keep an eye on our automated environmental maintenance, and dropped into the subsurface tunnels and ductwork to hide. Good thing I know my way around the superstructure-I can hold out down here indefinitely if I have to. Even if I don't feel like it's safe enough to pop my head up for fresh food, enough provisions and stores are accessible for several lifetimes. Won't be much of a life to look forward to, though. I've spent what seems like cycles down here trying to raise anyone else from the crew, but the whole com system seems to be on the blink. I can't even reach Genesis anymore to kill time in a sim. After all my years spent studying soil biota, guess I know what it feels like to be a burrowing insect hoping to escape notice. Turns out it kinda sucks.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Explorer Note Nida 22(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: After a lot of crawling around conduits and splicing cables together, I was able to patch into surveillance feeds to get a topside view. The experience wasn't like watching archival records, but it was definitely educational. For one thing, I confirmed that some of the crew were still alive up there-I called out when I saw Perri working on a terminal junction before I remembered that she couldn't hear me. Closer to the junction with the core, it's obvious that progress stalled out on the engineering project to detach our ring. It looks like the crew had to abandon their work sites, though I'm hoping that's not for good-that sort of thing is way beyond my abilities, and these biomes can only stay uncontaminated for so long if we can't put some space between us and whatever's taking over our sister ring.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Explorer Note Nida 23(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: I found some documentation on the engineering plan for ring separation, and I tried teaching myself the procedure. Really, I did... I just can't picture myself risking our ring like that. If I screw up, I could send us careening back into the fuselage, tearing open these biomes and spilling everything out into naked vacuum. I'm no hero, I'm just a dirt scientist. Or I was, before all this happened. Now I'm just another grub tunneling around underfoot and waiting for some predator to dig me up and make a meal of me. Down here in the dark, I'm just trying to survive as long as I can. It's been too long since I've spotted anyone else from my crew in topside surveillance footage. Still, I've been lying awake thinking about who I did spot in the gardens up there-a colonist, alone and out in the open... What if I'm the only one that knows about this?(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Explorer Note Nida 24(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: I couldn't live with myself if I didn't try to help that lost colonist. I keep picturing what it'd be like to wake up from Genesis in one of those tanks, with no support staff to greet or orient you. Squinting in the artificial sunlight, wandering around strange forests and meadows with no idea what's bearing down on you, no matter what the simulation tried to prep you for. While I'm working up the nerve to make a rescue attempt topside, I've relocated to a spot under the last sector I spotted him in on live surveillance feed. I'm pretty sure I'm within a half kilometer of where the colonist is, or under that location at least. Now I just need to come up with a plan to get their attention...(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Explorer Note Nida 25(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: I'm an idiot... I wasted a bunch of time trying to come up with a way to hack into a terminal on the surface so I can flash a message to the colonist wandering around our ring, and then it hit me-they had on an exosuit, which means a visor with heads-up displays. I realized I can broadcast directly into that helmet, and put information right in front of the colonist's face! I decided to try beaming a line-of-sight message at them by hacking a nearby infrared laser cluster.. I'm no communications expert, but the risk of a free space optical signal being intercepted seemed minimal and I figured it'd be hard to jam at short range. What if doing this gives away my location, though? It occurs to me that our invader might be using this colonist as bait...(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Explorer Note Nida 26(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Once I made contact with the stray colonist I explained where and when we are, and tried to describe the threat we're facing. I'm guessing that was probably a lot to absorb, depending on information recall from the Genesis simulation. I beamed over some schematics of the local subsurface crawlways and conduits, hopefully with the access hatches clearly highlighted. Then I shut it all down and waited. I had a long wait. Almost half a cycle passed before something tripped the silent alarm I'd set on the hatches in this sector. My heart was in my throat-what was I going to do if one of those monstrosities found its way down here to me, wave a soil probe at it? Lucky for me, it was just my new friend, the colonist. I took it as a good sign that my colonist friend was conscientious enough to seal the hatch again. Plus, I wasn't alone anymore.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Explorer Note Nida 27(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: We sized each other up for a while before my new friend popped his helmet off to frown at me. He wanted to know why a 'kid like me' was risking my neck for him. Even though I was sick with relief to see another human face, his tone set me off. I reminded him that I was the one who led him to safety. He apologized for being short with me, and offered to shake hands. I took his hand, hoping he wouldn't crush mine with that gauntlet he was still wearing. We introduced ourselves?he said his name was Gabriel. For the first time, I was glad for the training we'd had in colonist reintegration. I could fall back on those conversational prompts, and remember to offer Gabriel food and drink from our stores. And it felt good to play host.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Explorer Note Nida 28(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: My new friend Gabriel turns out to have been a prospector in his previous life, during a time that was later called the Gold Rush. He's been exhausting me with questions about mineral distribution on the rings, and he got really excited when I brought up the mining capabilities of our stryders. I'm starting to appreciate the unlikelihood of the two of us winding up here at this moment in time. It's like the beginning of a bad joke: "A miner and a soil scientist meet on a spaceship, at the end of history..." Gabriel wants to rustle up some stryders to ride into the contaminated ring like some kind of cavalry, and it almost feels like we're living in one of my simulations. Now if only I can convince myself that I've got what it takes to play the hero in real life...(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Explorer Note Nida 29(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Gabriel asked me not to call him a colonist. He resents being cast in that role, which I can respect. Genesis simulation aside, the last thing he remembers before waking up on a spaceship was being waylaid and killed by a mob of settlers for his mining claim. Impressive, to hold a grudge for almost a millennium, across thousands of parsecs. No wonder I spotted him wandering a riverbank in the foothills-the setting must've reminded him of his native Gold Rush territory. I wonder if he'd already tried panning the river for gold flakes. He really lit up when I described how we could fit stryders with a pulverizing beam rig for excavation. If I'm being honest, he seemed almost too interested in that configuration of the quadruped's head. I guess a strip-mining rig might make a useful weapon against the kind of intrusive contamination that I'd seen in the other ring, like laser surgery to cut out skin tumors. Maybe worth a try.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Explorer Note Nida 30(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: I don't think I trust Gabriel. And that's not just because it was disappointing to finally meet one of these people, after dedicating my life to keeping their glorious future alive. I don't know that I expected gratitude exactly, but I sure didn't expect one of them to be so irritable and self-involved. I'm trying to remind myself that he never asked to have his memories reconstructed and jammed into a new body on some generation ship in interstellar space. All of that aside, something is just off about Gabriel. I know that our systems are breaking down, but it feels like he was rushed through the Genesis simulation without time for any of his orientation to take. And how messed up are our protocols that this is the first guy who got revived, out of all the personalities we have archived? Guess I'll just have to fall back on my training and hope for the best.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Explorer Note Gabriel 1(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: I remember the days spent working my claim. With my own two hands, I dug my fortune from the earth. Then the Anglos took that from me, along with my land and my life. And so I fell into darkness, only to rise again in Purgatory. There I found myself beset by monsters and demons in a delirium of otherworldly domains. While I struggled toward my expiation, an angel joined me and called out words of encouragement with a woman's voice. She asked me to join her in mortal combat with her adversary, but I chose to follow a second voice that promised me reincarnation and restitution. And so I woke again in a celestial garden, with a shining gem set in one of my new forearms. The voice of my deliverer returned then, to guide me to a set of the same magical armor I'd worn in the afterlife. I knew then my trials weren't over.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Explorer Note Gabriel 2(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: I wandered lost in that garden for some time, transfixed by its impossible sky... I could see that everything around me lay on the inner rim of a gleaming wheel that arched overhead, from horizon to horizon. There was another wheel alongside this one, and together they rolled through the firmament. The sight of them brought back something I'd heard slaves singing in the Anglos' gold mines: "Ezekiel saw a wheel, way up in the middle of the air..." Then I recalled an old image of a snake looping around to devour itself. Where had I seen that...? In my adult life I figured anything spiritual had long since been ground out of me, but that was before I'd been banished to purgation. I quieted my mind to listen for the voices of the exalted, only to hear from another soul lost in that garden. My magic helmet showed me a hidden door in the ground nearby. Did I dare enter?(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Explorer Note Gabriel 3(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: I'm not proud to admit it took me a long while to work up the courage to venture underground. The trapdoor led down into a sort of mineshaft, shored up with the same kind of smooth metal making up the wheel in the sky overhead. Again I felt fear, before a young girl spoke to me from across the chamber. At first I had trouble understanding her, but somehow her words gradually became sensible. I thought I heard her call me 'conquistador', which confused me until I remembered my helmet, and removed it to set her at ease. As I did that, I realized she'd said something more like 'colonizer'. I resented being cast in the role of villain, but I saw that she wasn't afraid of me. I told her she shouldn't have risked leading me to her hideaway, since she was alone and unarmed. She waved away my concern, and introduced herself as Nida before offering something to eat and drink.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Explorer Note Gabriel 4(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: This Nida claims to come from a long line of caretakers who lived out their lives tending their gardens in the sky. She says we're under attack by some kind of invading force. I was shown visions of creatures and lands twisted out of shape in the other garden-wheel. I felt pathetic and weak, once I understood how far outside my own time and place I truly was. Nida told me my trials in the netherworld that she called Genesis should have prepared me for our coming fight, but I was less sure. Then she showed me the colossal mechanical mules the caretakers use to work the land, how those can cut through solid rock with spears of light as bright as the sun. And I saw how we may not be as powerless as I'd feared.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Explorer Note Gabriel 5(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: I finally asked Nida about the strange metal she calls Element. I've been unable to keep my eyes off it. She said it was among the strongest substances ever discovered, and that it powers nearly everything around us, from my magic armor to her giant, mechanical stryders. I felt foolish for having risked and eventually given my life for a few pounds of gold, now that I see what can be done with this metal. It's hard not to covet such wonders, though Nida said that their miracles came at a terrible cost. She claimed Element polluted the Earth, and that now it was polluting their sky-gardens. I asked if the invasive force taking over her wheels had brought this pollution with it. Nida seemed surprised by my question but agreed that did seem like a strong possibility.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Explorer Note Gabriel 6(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: That night I dreamt I was heating Nida's Element in a crucible, fixing its volatile form into material with endless potential. I poured the result into a mold to cast a blade, hammering to fold the metal again and again, to strengthen it and work out its impurities. As I lifted my blade to inspect its edge, I saw an unfamiliar reflection in its mirrored surface-the face of a sorcerer or cultist. I looked around myself and saw that I was in a vaulted chamber of some dark catacomb, the center of its ceiling open to the bright, full moon overhead. From the shadows of the chamber, a disembodied voice praised my work on the blade... I woke in the warren of chambers under the garden, unsure of myself. Was I a prospector bushwhacked by an Anglo mob in the country of the Mother Lode, or an ancient alchemist honing his mystic arts under the Mediterranean shore?(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Explorer Note Gabriel 7(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Nida's been training me on the workings of the stryders wandering the gardens above us. She says they follow their own will but we can break them like gigantic wild mules, and use them to storm the other wheel. I try to remind myself she's a clever girl from a time long after my own, but still it irritates me when she talks down to me as if I?m some ni?o tonto. Maybe that's why I'm not convinced that I need to help fight her invader. On the other hand, I sat out the war to defend the ranchos of Alta California from Anglo invaders, and those malparidos ended up killing me for my property. I have here a rare chance to revenge myself on an occupying force, even if I have no claim to these gardens or their mineral wealth. Maybe I can earn a larger plot of land on whatever world we eventually settle...(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Explorer Note Gabriel 8(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: We ventured above ground to look for styders, and spotted two right away, roaming toward an outcropping of rocks. It was a long hike to reach them, and Nida insisted on doing it by night. For the first time, it occurred to me to wonder how there could even be day and night on these wheels. Did her people take the sun with them, when they flew off into the stars? Before we'd come topside, Nida showed me how to use her magic gear to look around in the dark. It was distracting - I'd keep stopping to gawk at things I shouldn?t be able to see at all. I took the lead since I was the one in armor, but the girl managed to keep pace with me. We caught up with the stryders while they were standing snout-to-snout, as if they were conversing somehow. They were so massive, it took my breath away to be close to them. Now I just had to trust that the girl knew how to tame those mechanical hulks.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Explorer Note Gabriel 9(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Nida stood at the feet of the colossal four-legged machines, and fiddled with some device in her hand. One of the stryders dipped its head toward the ground and I made a fool of myself by jumping in front of her. Even though I knew it was a machine, I'd still half-expected it to snatch her up in its metal jaws to eat her alive. She shook her head at me with a smirk, and then she turned to grab handholds to haul herself up onto its neck. From there, she was able to scramble up onto its back, where a sort of saddle platform folded into place seemingly from nowhere for her to stand on. After a moment, the second stryder dropped its head for my benefit, but I opted to follow the girl up to where she was standing on the first one. It seemed wiser to learn from her how to tame and ride these behemoths before attempting it myself.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Explorer Note Gabriel 10(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: I spent the better part of the next day or two-or cycles, as Nida would say-learning from the girl, as she put a stryder through its paces. High on the machine's back, we rode it uphill and into what looked like scablands riven by channels she hoped were deep enough to conceal us from view. She showed me how to coax the machine into spearing canyon walls with a light bright enough to blast away rock. I knew mining wasn't the point of her demonstration, but I couldn't resist asking Nida to drop the stryder's head low enough for me to climb down and inspect the rock cut for valuable ore. I didn't find any trace of gold in the rubble pile, but a bright violet shard caught my eye. Something made me snatch it up and hide it away before Nida could notice it.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Explorer Note Gabriel 11(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: In my dreams that night I found myself back in the necropolis under...Alessandro? No-Alexandria, on the coast of Egypt. Even that deep under the city, I could smell the sea. My torch lit sculpted images of double-crowned snakes, carved from the bedrock walls around me. I was carrying dead weight over one shoulder-an orphan, taken from the steps of the Serapeum above. The deepest halls of the catacomb were partially flooded, and cold salt water tugged at the trailing folds of my cloak. A groan of confusion, and the child at my shoulder struggled in vain against the effects of the mandrake root. I was confident in my dosage-she wouldn't be able to rouse herself from her delirium in time. No-what was I doing? I jerked awake on a canyon floor, staring up at our stryders standing watch over us, flashing their blue lights into the darkness. I swore I could still feel the dream-dagger strapped to my leg.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Explorer Note Gabriel 12(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: All through the next day, the unease of my dream sat with me. I couldn't focus on whatever Nida was trying to tell me about the dire threat to her garden and its noble purpose. We were riding giant machines across a landscape her people had managed to launch into the void, and still I was fretting over some occultist's scheme from thousands of years gone. I couldn't be sure it was just a dream anymore. I'd returned to that man's skin twice now, seen the light of another time through his eyes. His life seemed no more remote, no less my own than the one I'd lived by the R?o de los Americanos. Which of these men was I? Both? Neither? Had I really been dragged back from oblivion to fight for the people of this undreamt-of future? Was I damned to skip like a stone across history for my barely-remembered mortal sins?(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Explorer Note Gabriel 13(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Near dark, the girl was excited to show me something. She'd pried open one of her hidden doors and pressed her magic device against the machinery inside. I didn't follow what she tried to explain to me next... Nida said I was wired to connect to a sort of game she'd made, from my time in the shadowland she called Genesis. Then she did something, and all at once I was on another world, in a new body. There were no wheels overhead, only a setting sun scudded with clouds. I struggled to understand-had I ever truly been in Nida's sky-garden? I called to her, but instead heard the voice of the angel I'd met in Purgatory. The angel told me something important. Then I was yanked back into reality, if this was actually reality. Nida grinned at me and asked what I thought, and I got sick all over the canyon floor.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Explorer Note Gabriel 14(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: It wasn't too late to let go of the malice in my heart. That was what the angel assured me in the dreamworld that Nida dropped me into, the one with the setting sun. Speaking of Nida, the girl pouted for hours after I reacted poorly to the hallucination she forced on me. I couldn't understand why she seemed to expect praise for what she'd done. I don't trust my own sensations, my own memories. I wonder if I've ever left perdition, if this ring of gardens might not be another breaking wheel for my infernal soul. In the dark I lie awake, afraid to dream again, and wonder if this girl is some demon assigned to torment me. And then his voice whispers to me, the one who woke me from Genesis and led me to my armor. He tells me the angel lied.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Explorer Note Gabriel 15(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: I was careless, and the girl found the treasure I'd been concealing. I had taken out the shard of Element while she was sleeping, trying to remember what my other self had done in my dream to fix its volatile form into workable metal. I turned it back and forth in the dark. Its glow was mesmerizing. I must have fallen asleep trying to recover my dream-memory, and left it laying out by my side. Nida warned me that the metal was dangerous to human flesh in this form, unstable. She demanded to know what I was planning to do with it, if I'd cut myself with its sharp edges. She scolded me like a child caught toying with fire, and I snapped at her like a wounded dog. Neither of us spoke again for a long time after that.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Explorer Note Gabriel 16(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: That other voice whispered to me again while Nida and I rode in silence toward the edge of the wheel. It reassured me that the Element I'd recovered was my own to keep and asked why I'd let this girl draft me into fighting for a cause that was none of my concern. Was I really in such a hurry to die again, after so little time back among the living? We stopped to rest and eat in an alpine meadow. While Nida was gathering berries I saw my moment. I took advantage of the training she'd given me over the previous days to take one of the stryders and ride it away on my own for the canyonlands. I wasn't sure if she'd be able to call the stryder back at a distance, but it's also possible that she decided to just let me go. I was free now to use the power of this great machine of hers to my own ends.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Explorer Note Gabriel 17(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: I rode my stolen stryder back toward where I thought the canyons might be, searching for the vein of ore we'd found before. Every so often I'd stop the mechanical juggernaut and force it to blast at the rock outcroppings, dismounting to dig through mounds of rubble looking for the telltale violet glow of pure Element. It didn't take me long to realize that all my methods of reckoning direction or distance were useless in this place. By night there was no polestar to follow north. In fact, all the stars were strange to me. By day their miraculous miniature sun threaded the wheels on its odd, straight track with no regard for east or west. I was utterly lost again in the garden. I wondered if the girl was pressing on without me, to fight the invader in the other wheel. If she ever tried to find me in the immensity of that landscape, I saw no sign.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Explorer Note Gabriel 18(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: My dreams were fevered by regret during the time I fled from Nida. In the dark I relived the helpless rage that set me after the claim-jumpers who followed me to search my tent. Those men said I had no right to stay in their new American state. They threatened to bring me to the local authorities to hang for some invented crime, their word against mine. I broke away and circled back through the forest to kill them. But they saw me coming and overpowered me. I spat at them, gave them ideas by telling them what I'd have done to each of them if only I'd managed to catch them alone. And they made me regret that. With my last breath I cursed them, promising them that what they'd stolen from me would only bring them sorrow and torment.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Explorer Note Gabriel 19(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: By daylight I fumed at myself for running off on my own. My pride and stubborn self-reliance has only ever brought me ruination. I turned my stryder back toward where I'd left Nida, near the edges of this wheel. I set aside my own desire to recover the mineral wealth I had lost once, and my half-memories of a previous life's pursuit of power. There was only this moment, and this chance to do something right, for once in my miserable existence. I pushed the machine to its breaking point, urging it into a full gallop toward the girl I'd abandoned to an unfair fight. As I re-crossed that landscape shame gnawed at me, for the way I'd reacted to the dream she'd painted for me. She'd only wanted to show me a sunset on the world I was destined to tame, far from these gardens she and her people had kept alive for a future they never thought they'd see.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Explorer Note Gabriel 20(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Fear gripped my heart as I caught up with Nida near the edge of the wheel. I had to fight my overwhelming urge to retreat again. This close, I could plainly see how thin the glass was holding back all the land, water, and air from the cold void beyond. The girl had dismounted her stryder by some sort of metal podium. I climbed down off of my machine to join her. She paid no mind to my approach, and went on tinkering with something near the base of the podium. I fumbled through a pathetic apology directed at the back of her head, with no sign that she'd heard me. Eventually, Nida stood up and touched a switch on the podium that opened a huge, circular door in front of us . The girl climbed back onto her stryder without a word, and headed through the doorway. I scrambled to catch up and follow her into that other wheel.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Explorer Note Gabriel 21(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: All manner of steam and blinding lights played over us as we passed through a series of antechambers astride our colossal machines. At last, another of the circular doors opened and we passed through the portal into the befouled gardens beyond. The sickly sweet stink of this place was nauseating. We were confronted immediately by a vision of desecration-corpses of the sky-people hung on spikes and scattered about the entrance. A warning for any remaining interlopers, no doubt. At my distance from Nida her expression was unreadable, but I could imagine the girl's horror. This might prove to be all that was left of her crewmates. I dismounted to join her on the ground after she climbed down from her stryder. Her face was wet with tears, but she radiated a righteous fury that I identified with all too well. In silence, we buried her friends in the poisoned earth while our mechanical mounts shifted nervously above us on their bechromed hooves.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Explorer Note Gabriel 22(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Every moment spent in that unhallowed hellscape was a struggle to remain sensible. What I experienced was beyond trepidation-the place pressed on me, like skeletal fingers were squeezing my scalp. What had been done to the lands in that wheel was profane, a debasement of creation itself. Something was unmaking the natural order, melting it to fix into unholy new forms for some unknowable end. Bad enough that those poor sky-people had been massacred, but we could see now that all their generations of endeavor had been undone, from horizon to horizon. Nida was inconsolable, not that I was in any shape to give comfort. Not with that metronomic drone in my head, throbbing against my resolve. You know what you need to do, it said. I brought you back into this world. I can make you whole, if you just do as I command.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Explorer Note Gabriel 23(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: I forfeited all awareness of time and location in that toxic wasteland, no longer sure why we were there or what Nida thought we could do at this point to roll back catastrophe. The thunder in my head exhausted me with demands for obedience, and at some point my waking mind fell into reverie. I was lost again in the flooded labyrinth under Alexandria, shouldering my terrible burden to her final destination. There was an eerie light in the darkness ahead, a purpurate glow from a secret sepulcher. I dropped my guttering torch into the oily seawater lapping at my legs, to get a tighter grip on the insensible child I was carrying. In that hidden chamber, I offered her up as sacrifice. My lord promised vengeance against the cabal for banishing me. Was its intonation coming from the shadows in that remembered vault, the glowing violet blade I'd forged, or the defiled wheel that was carrying Nida and I into the void?(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Explorer Note Gabriel 24(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: I had no peace from the unceasing demands echoing in my mind. They seemed to be coming from everywhere. If Nida heard, she paid no mind. The girl was locked into some unknown course of action. Why wouldn't she share what she was planning with me? Couldn't she see I'd joined her to offer what aid I could? At the same time, our unnatural surroundings seemed to be pulsing a warning at us: YOU ARE UNWELCOME HERE-DO NOT INTERFERE. Still the girl didn't react. She must have seen-how could she remain so fixed in her purpose? Finally I couldn't abide the tension any more, and signaled for her to stop and confer. We dismounted and met at the feet of our stryders, though Nida kept her distance. I asked what she was planning, and she asked why I was shouting. She really didn't hear all the yowling. That was when those strange finned creatures attacked us.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Explorer Note Gabriel 25(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Just ahead of the attack, our stryders sounded a shrill warning from on high. I was glad that Nida had shown me how to rig our mounts with weapons at the ready, because they were able to open fire on the incoming predators while we scrambled for cover. Explosions erupted all around us, spraying us with gobbets of the slimy groundcover. Nida began to run to our right, then changed her mind and ducked back to the left. She got to her hands and knees to dig in the muck underfoot, then turned to ask what I was waiting for. I helped her rip away mats of gluey sludge to uncover a hidden hatch, just as the pride of attacking creatures crested the ridge above us. Their weird, spiny manes thrummed with excitement as they spotted us. Nida pried open the hatch and we dove into the darkness under the landscape.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Explorer Note Gabriel 26(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: The tunnels under that defiled garden wheel were pitch-dark and fouled with sullage. I lost my footing and we sloshed helplessly into cataracts of sleetch and putrescence that carried us leagues away from our attackers. We scrabbled for purchase or handhold to slow our descent into the immeasurable depths, to little avail. We slid further and further into that muculent ductwork, bits of flotsam devoured by a stygian monstrosity. It felt like untold miles of malignant vasculature were crushing out my instinct to survive, overwhelming me with dread. My wits caved in and I became desperate, mewling and clawing at the lining of those guts to escape. I found something sharp in my hand and tore through those thick membranes, discharging the girl and I onto the floor of an abysmal chamber. Exhausted beyond reason, I fell into unconsciousness.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Explorer Note Gabriel 27(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: O Serapis, King of the Dead, Giver of Wealth, may my voice reach you in the depths of your chthonic dominion. I am your humble servant, I who renamed myself Ixion. Surely you are aware that all I have done was always, always in your honor. The other adepts cast me from their circle, forced me to steal their papyri, so that I could build on their incomplete understanding of your arts. In dreams, you told me how to refine the purpureal metal that would grant me divinity-with your blessing. I ask you now to lend me the power to escape this indignity. I gave you the girl, bled her at your altar and burned her in your hearth. I freed her from her mortal tegument to reveal her holy energy. Soldiers of the empire have me surrounded in your temple. I beseech you to grant me the transcendence I sought from your arcane knowledge when they find me and cut me down.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Explorer Note Gabriel 28(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Life returned to me with a shrill brightness. Weakly but with increasing desperation, I pulled out the tubes choking my airway. I was drowning in viscous plasma, and then a lid opened so that I fell from my metal cocoon, blinded in the unaccustomed glare. A diamond protruded from the flesh of my forearm. I didn't understand-a moment ago I'd been in an afterworld populated by monsters. Now I was in some metal nursery of cocoons like my own. I wiped at the glass of one after another, to see people suspended in fluid and shot through with tubes and wires. What was this place, and how did I come to be here? Then there was a voice in my head, guiding me to a suit of supernatural armor. I put it on, and the voice said, "Go now and find her."(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Explorer Note Gabriel 29(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Wheels chasing wheels. A serpent devouring its own tail. Oblivion swallowing awareness. I woke again in the infernal throne room of my deliverer, his titanic excrescence exploded up one of the cavernous walls from floor to ceiling. Every part of this place was him, eyes bulging from ulcerated flesh to gaze down on us, wounds become rictuses of triumph grinning from on high, tentacular limbs reaching for us from all sides. There were too many sides in that vertiginous cavity, an impossibility of angles that never met. I yelled to warn the girl, but of course she'd already taken it all in. She was shouting her defiance up at the monumental face of our tormentor. His voice came from all around as a deafening chorus. He demanded that she submit and help him nurture his monstrous children by giving them new dreams. He demanded that I help him mine the garden for a precious resource he called "Edmundium." Of course we refused.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Explorer Note Gabriel 30(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: In the sarcoid cathedral of the antigod, we endured his seismic wrath. Thunderous peals of his fury buffeted us. Who were we to defy his cosmic malignity? He promised we would submit one way or another, as something crawled up my back and attached itself to my head. I felt my will to resist being drained away, and fell to my knees as the entirety of our environment roared in triumph. It assured me I would go now to dig up more of the prima materia that belonged to him. I remembered the elemental dagger clutched in my fist, and threw it to the girl. "Go," I croaked with my dying strength. As darkness overwhelmed me, I heard indignant howls follow Nida as she fled. I hoped she would cut her way out and find a way to reverse this cycle of destruction. Creation deserves its rightful turn in the sun.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Explorer Note Santiago 1(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Really, really hate these neural uplinks. Last thing I need's a record of all my unconscious thoughts. Guess I better review all my entries before commiting. Okay, okay...begin. So here I am, on site for Genesis. Led my share of teams before, but this project is...yeah. How do I describe an attempt to recreate everything and everyone that ever lived on Earth? This one's so big, it's got the feds working with the URE. Damn, that probably sounded sarcastic. Whoever's accessing this-I know how important this project is, how serious things are. We've barely got time to cram our message in a bottle and pitch it overboard before the end. It shouldn't come as a shock that both sides of the Element War could team up in the face of a global extinction event. Just never thought I'd live to see it.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Explorer Note Santiago 2(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: What made me think I could help lead this project? Sure, I'd only had an overview of what they're trying to do here, but you'd have to get a lightyear away to start taking it all in. I've been trying to catch up by speed-scrolling through all their documentation, and it's making me wish I had Uma's processing power. Oh yeah...forgot to mention I'm working for one of them now-a transhuman named Uma. If only the me of over a decade ago could see me now. I know we've all supposedly been at peace for years, but it's still sort of hard to take in how fast things have changed. I mean it-I can barely remember how I ended up where I am now, working for people who were trying to kill me not so long ago. It took this long for the stubborn bastards running the Terran Federation to accept what their enemy was telling them-that our planet is terminally ill. The evidence must've been damned convincing, for them to let the transhumans help us with our getaway plan.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Explorer Note Santiago 3(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: The scale of this thing, I dunno... I keep getting caught in spirals, trying to picture all the variables for when I start making decisions around here. How do you even start a list of essential items you need to make a backup of nature? What do you pack to relocate to another planet? I mean, we barely got far enough out into the dark to bring back evidence of alien life to argue about: a few amino acids, traces of something like chlorophyll... Nothing like definitive proof we're not the only show in town. If we'd found that proof, I wouldn't have to feel like it's on me to save the only things that ever looked up and thought about all those lights in the sky. Heh, guess our transhumanist friends would argue differently. Sorry...never been superstitious, or religious-whatever the term should be. I'd, uh, better search the right term before uploading this.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Explorer Note Santiago 4(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: At first, transhumanism seemed like a mirror version of those old-timey crystal-healing nuts who rejected modern medicine-wackos grooving on the energies of the miracle discovery powering all our shiny tek junk. Used to think I was just as big on tek, back when I was hacking media feeds and jailbreaking police bots in the favelas. But when they started with all their brain modification and neuroprosthetics, I stopped understanding 'em. Not that I agreed with the fed crackdown... If someone wanted to disappear up their own interface port and commune with the infinite, I figured that was their business. Who'd have thought we'd all end up going to war over that bullshit? My project partner Uma would say Element's the proof of a higher power out there somewhere, trying to help us reach it. If it really was a sacred gift from the stars, we've wasted it burning down our own home around us. Hell, I personally designed weapons powered by that stuff.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Explorer Note Santiago 5(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Uma's been after me to choose some team leads, so I've been scanning her shortlist for standouts. Alesya's thesis work, "Environmental Transport of Energetic Compounds," jumped out at me... It keeps me up at night knowing I designed munitions that permanently poisoned battlefields, so I'd love to promote someone into central planning who understands how to keep that Element junk from polluting our biomes. Her high-level military clearance with the Terran Federation doesn't hurt either. I'd feel better with that whiz kid Yongki running our engram reconstruction project, too. He's a humanist zealot, so I think it's safe to assume his genius is all-natural and not from enhancement. Nothing against Uma or the rest of them, but I'd rather have a regular human building our brain bank. Yeah...better hold this upload. In fact, keep my journal local-only going forward, unless I say it's okay to commit any new entries.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Explorer Note Santiago 6(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Even the name of this project bugs me, if I'm being honest. 'Genesis' sounds like what someone with delusions of godhood would call it-just begging for the same kind of fear and hate transhumanists got, once they started evangelizing to us heathens. This goes public, and we'll have mobs organizing to shut us down. People didn't react well when they found out that their ancestors' bones had been dug up and gene-sequenced by researchers with no cultural sensitivity... What happens when it gets out that we want to build an archive of everyone that ever lived on Earth?(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Explorer Note Santiago 7(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: I've been trying to understand the transhumanist mindset because something occurred to me... If we want this project to work out, we'll need to convert zealots of our own to the cause: true believers who'll raise their kids to believe. How else will we convince people to give up lifetimes-their children's lifetimes-for this pipe dream? It's like we're laying the foundation for a cathedral so our distant descendants can pray in it. By the time that day comes, this plan to restart life on Earth or elsewhere could be the last religion left around. I'm sure I'll never live to see the launch of any interstellar colony ship or satellite ark swarm, whichever ends up being our final choice for relocating our archive. So I need to make sure the project is set up for the future, with people dedicated to seeing it through no matter what that takes.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Explorer Note Santiago 8(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: I've been stuck for weeks with our vivarium team, trying to get them to reach a consensus on ecosystem inclusion. What's the least amount of terrestrial lifeforms you'd need to recreate nature? If all you had left were humans, chickens, honey bees, catfish, algae, alfalfa, yeast, and some pinto beans, could you say you'd saved life on Earth? We don't honestly expect to be able to preserve every form of life that ever existed, but it only seems smart to back up as much as possible-extinct or otherwise-in case there's a possible balance that we missed out on the first time. What if pterosaurs were still around when hominids started domesticating animals? Maybe that could've led to a civilization better equipped to survive ecodisasters... That's the same approach our antecedent group is using to archive every human mind and body that ever lived. Say things didn't work out so well for some warrior queen_what if she'd been born with better eyesight, or a stronger immune system? What if she had a pet mammoth?(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Explorer Note Santiago 9(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: I finally realized the only way to solve our deadlock over biome conservation was to ask Yongki to model variations for us in the Genesis engine. I knew there'd be a cost to running his team ragged to get us rough simulations way ahead of schedule, but that's nothing compared to the cost of building physical versions. His sims will let us rule out the more extreme suggestions, and find a balance of habitats almost everyone can agree on. I'd probably still be nursing a migraine while experts screamed at each other, if Yongki's team wasn't pulling off the impossible. I really owe the kid. Even in early development his sims are really immersive, and you can see the potential for training colonists while they're still in hibernation. Ideally, they'll wake up with all the skills necessary to hit the ground running on their new home planet.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Explorer Note Santiago 10(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Uma actually seemed glad to see me back in my office again this morning. She asked if I'd give her a full situation report on our biome decisions over dinner, and I was only too happy to cut out early for a fancy meal. Figured I'd earned that much, breaking up all those arguments over nematode diversity. Uma even grinned when I shared my pain over ancho-rubbed ribeyes and merlot. Hadn't even been sure one of them could smile, so that felt like a win. I spotted Yongki drinking by himself at the bar, and called him over to ask if they'd solved their perceptual foregrounding problem. The kid seemed jittery around us. He's been working with transhumans longer than me, so what was that about? Couldn't tell if Uma didn't notice him squirming, was too polite to say anything about it, or didn't care either way. You know what? Better follow up on this.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Explorer Note Santiago 11(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Yongki kept on acting weird all day. Once I caught on that he was ducking me, I tried to put myself in places where we'd have to cross paths. When we did, he kept conversations so professional that it felt like he was messing with me. Whiz kids like him can be twitchy... I thought maybe I just couldn't read him, any more than I can guess what kind of complicated data crunching Uma's doing at any given time. So I opted for the direct approach-said he'd hurt my feelings, and just when I thought we'd had a good vibe going. That got him to laugh and loosen up a bit, so I offered to buy him a round at the canteen and build on that. A few pints later, I had him sharing pics of his husband and kids. Never would've figured a young guy like Yongki for a family man. I thought about the all-nighters he'd been putting in, and pulled rank to order him home for a few days.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Explorer Note Santiago 12(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Well, Yongki made me regret pushing him to share what his deal was with me. Dunno what I expected, but it sure wasn't some conspiracy theory about my background... I could see the kid was still on edge even after the time off with his family, so I dragged him back to the canteen for another one-on-one. It only took a couple rounds of shots for him to open up. First he told me he'd heard a rumor that I'd been killed near the end of the war. Then he admitted to trying to access my personnel file for proof of life, only to find himself locked out. Even though he'd admitted to crossing a serious line, I laughed it off and pointed out I was sitting right there next to him. I stopped laughing when he told me he'd found a listing for my engram in his archive that was non-accessible, even at his security level. That was news to me.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Explorer Note Santiago 13(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: I know the kid had no business trying to peek at my personnel file, but I get why a true believer like Yongki would have a hard time trusting his former enemies. Maybe I understand his paranoia a little too well... I'm no patriot, but it is hard to let go of all the wartime propaganda about transhumans wanting to make us into hosts for some invasive hivemind. I wanted to prove Yongki wrong, but when I brought up my own file, I got stuck on the part where it summed up my postwar activities. Pretty much everything it said I did just before joining Genesis felt wrong. Then I realized that my own service record didn't sit right with me. Sure, I remembered the things my record said I did near the end of the war, but I didn't feel anything about those memories, one way or the other. I don't like the implications of that.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Explorer Note Santiago 14(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: After I looked up my own record last night and freaked out, I tried to cover my tracks with a few hours of random searches through the database. I stumbled across the first major screw up by Yongki's division: between emulation and archiving, they somehow got two distinct historical identities entangled. The dominant personality-a gold prospector from Alta California-was also given the memories of an Alexandrian occultist from the Roman Principate. It'd tie up resources to unravel and recompile them, so I flagged the whole mess to fix if or when we ever have any downtime. Mashing up two sets of genetics would just give us a new offspring that never organically happened, but this is like we stitched a random pair of souls together. Hope my warning flag keeps that poor bastard from ever getting incarnated. I can't picture an AI ever glitching out enough to resurrect an aberrant engram. This one's legitimately gonna haunt me, though-honestly wish I could just erase my ever knowing about it.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Explorer Note Santiago 15(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Yongki offered to resign over the mangled engram I found in his archive yesterday, but instead I ordered him to knock off early and come drink with me in the canteen. I don't like that the kid's my only sounding board for my paranoia, but he gave me these doubts to begin with! He's also the only one qualified to tell me if what I'm afraid of is even possible. I knew his team already had a zillion engrams in their brain bank, including my own. I made my joining the project conditional on their agreement not to emulate and archive me for resurrection. Clearly they had that capacity anyway, over my objections. What if that rumor Yongki heard was true, that I'd died near the end of the war? Was it so crazy to imagine that the transhumans just booted up another copy of me, after editing my memories to fill the gap? Could I be Santigo 2.0?(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Explorer Note Santiago 16(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: So I confronted Uma, and she confirmed that I'm a clone of the original Santiago. And yeah, they gave me false memories to cover for the time it took to back up my personality and grow a new body to put it in. Wish I could say she seemed remorseful while confirming my most paranoid fears. Uma just stood back and waited while I flipped out. Once I'd worn myself out, she pointed out that we were trying to save the world here. In Uma's mind, the ends justified whatever means were necessary. They'd already restored me from a backup by the time I joined Genesis on the condition that they didn't put me in their archive. She said I'd been given a leadership role as important as any human ever had. There were politicians and military commanders who dreamed their whole lives of being able to make a difference or leave a legacy like I would. Was she expecting gratitude? Imagine that.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Explorer Note Santiago 17(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: There's not much I can do about this extra life I've been given, especially knowing that they can just bring me back again from their archive... In a way, the transhumans in the United Republics of Earth sort of got their revenge on me by extending my life using their damned technology. Some people would be glad for another chance to get things right, but I had my time in the sun. Uma tells me I died a hero my first time around, that I helped end the war. I guess I'll have to take her word for it, since they didn't let me remember how that went down. I remember a childhood in S?o Paulo, a life spent designing tek gear and munitions for the feds, but I'm not really that guy anymore, am I? If my engram is cloned again to colonize some alien world in the far future, that Santiago wouldn't remember this version of me either. Maybe he'd be better off that way.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Explorer Note Santiago 18(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: When I told Yongki that Uma confirmed everything, I reminded the kid that-unlike him-I'd always had clearance to look up my own file. Yongki told me then that he'd searched the database for his own name and found his husband and daughters there in the archive. It looked to him like they'd been scanned and emulated from the moment they arrived here to live and work, consent or not. He said he shouldn't have expected any less from the enemy, and I had to remind him that we weren't enemies anymore. The poor kid looked haunted and desperate, but I think-I hope-I managed to talk him off the ledge and back into the fold. We need him to help us finish Genesis if we're going to save the world.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Explorer Note Santiago 19(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Never saw Uma as the impulsive type, but this morning she cleared our schedules and took me on a day trip to see the Farm. We borrowed a plane from the project fleet, so we could hop an orbital shuttle out of Jiuquan. I hadn't left the surface in years, and embarrassed myself with a bout of zero-G sickness. If Uma was disappointed in me, she didn't let it show. The Farm was over the Serengeti when we caught up with it. After all the time I'd spent arguing with biotechs over species inclusion, it was strange to walk through some paddocks and see the genuine article up close. I stopped to touch a newly-cloned mammoth calf, and it wrapped its trunk around my wrist. Wasn't expecting to feel a connection to some lab animal, but it felt like neither of us wanted to let go. Two lost souls dragged back from oblivion, holding onto each other in orbit...(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Explorer Note Santiago 20(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: While we were up on the Farm, I tracked down Alesya to ask if there was any way to decontaminate all the soil and rock being hauled into orbit. She said I was asking her for the impossible. Of course raw Element was going to be raised from the surface, along with veins of every other metal. There's no existing technology to remove xenotoxins from that volume of material, at least not in the timeframe we're dealing with. That got me thinking about using meks to clean up our biomes over the long haul. We really had no idea how long it was going to take for our colony ship to find a habitable world-it could end up jumping around the galaxy for millennia. Decontamination would be a huge job, calling for herds of machines roaming the ship's interior. Before I knew it, I was sketching a tek version of the giant Pleistocene horses we'd seen striding across one of the Farm?s pastures...(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Explorer Note Santiago 21(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: The Farm is a prototype for the artificial biomes in our colony ship and for Uma's ARK network. Oh right... Forgot to mention that on our way back to Earth, Uma told me the transhumans are going ahead with their ARK concept, as soon as we get our colony ship off the ground. They figure a diversity of plans gives the best long-term odds for humanity's survival. They want to use a version of our archive in a network of satellite proving grounds, where they can test life forms for optimal survival outcomes. Once they pick their best candidates, they hope to detoxify and reseed the Earth from orbit. I was surprised to hear about transhumans planning to repopulate with regular, non-augmented humans. I guess the idea of resurrecting dead people in cloned bodies is a kind of transhumanism, but I can't help noticing their plan to rebuild the world doesn't seem to include themselves. Not sure what to make of that.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Explorer Note Santiago 22(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Our research and development machinists were already hard at work building out tools and gear for our future generational crew, so I felt bad piling on. I wouldn't have bothered them if I didn't think my design was worth adding to the R&D workload. There's no way a human crew could find and remove every trace of raw Element contamination from the biomes on our colony ship without automation on a massive scale. What good is authority though, if you can't abuse it for a worthy cause? Besides, I have to admit it feels good to design something that's not some kind of military tek. I like the idea of these things scrubbing away every trace of the toxin I'd once helped pollute battlefields with. I probably shouldn't have kept my idea off the books for now, but I feel like Uma won't shut this down once she sees a real world prototype of my stryder concept.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Explorer Note Santiago 23(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Shared my stryder idea with Alesya over a secure channel, and she gave me some great feedback for improving the concept. She suggested tricking out my mek workhorse with interchangeable instrument arrays for more functionality, and to throw in manual control, in case our ship's crew wants to saddle 'em up for any jobs in the future. Good thinking. I winced when she said she wished she had one of my striders back when she was sampling battlefield contaminants. But she probably has no idea I'd designed a lot of the weapons that caused the damage she used to study. At least, I hope she doesn't. I signed off after promising Alesya a stryder or two to try out on the Farm. I'm curious if something that big clomping around will disrupt the artificial ecosystem they've got going up in orbit.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Explorer Note Santiago 24(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Still can't believe I managed to talk Uma into taking the day off to try hoversailing with me. She claimed she'd never been on one, but she picked it up without my help. Didn't need me to show her how to keep her balance, or how to lean back against the wind... Maybe she can just download any skill she needs, on demand. What would that be like? Over dinner, I was telling her how I'd ridden the windward wall of El Chorro Gorge, when she just sort of blipped out on me. It was like someone else was looking at me through Uma's eyes. She asked why I'd been diverting R&D resources for a mek prototype, and I wriggled like a germ under a microscope. I must've managed a convincing defense of my stryder idea, because Uma was back again just as fast as she'd gone away. She nodded and went back to spearing cauliflower with her fork like nothing had happened.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Explorer Note Santiago 25(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: After that weirdness with Uma last night, it's obvious I've never really gotten to know her at all. All the conscious stuff we humans do in our waking lives must be autonomic for transhumans: listening to each other, shooting the shit, making plans... I doubt they have to think about any of that unless they want to, any more than we need to concentrate on breathing. I'll probably never get how she-or any of them-really thinks or feels. But I feel like I've been wasting my time even trying. It was their idea to bring me back and stuck me here! Have they only ever noticed me when I've managed to annoy them? Maybe I'd finally have their full attention if I went to central processing right now and deleted their precious archive. It'd serve them right if I just walked in there and set off an EMP right in the middle of the whole damned thing.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Explorer Note Santiago 26(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Okay, I've calmed down. Hurt feelings aside, I'd never do anything to risk this project-I've totally bought into our mission here. I?ve spent too much of my life breaking things, and it matters to me that I've been given this chance to make amends. I owe it to my species to try to help us escape extinction. If our shot at survival means I have to swallow my dumb pride, then it's no contest. I'm only human-more or less. They cloned me against my will and gave me a bunch of fake memories to cover that up, but supposedly because they needed me to be a part of this. Uma more or less said I was a natural leader, so that has to count for something. Maybe I actually envy my transhuman benefactors a little... It must be great to be able to set aside all their feelings and really focus on what it's going to take to save the world.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Explorer Note Santiago 27(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: I was nose down again in orbital manifests when Yongki asked me to come try some new training sim he was running in the Genesis engine. I hadn't checked in on the kid since he figured out that he'd been archived against his will, so I dragged myself across campus to his lab. He plugged us into his sim, but it just looked like one of the same arctic scenarios he'd already run by me. Yongki dialed something in midair, and the wind started howling louder. Then he leaned in so our fur hoods were almost touching, and said he needed a place to talk where no one could hear us. He wanted to know if Uma had 'gotten to me.' I told him he was way out of line. After a long pause, he asked if I'd sit in with him when he confronted her about the recording thing. I said sure, and he killed the sim. On the way back to my office, I wondered if he might've left me on the ice otherwise.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Explorer Note Santiago 28(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: So the three of us met this morning, and Uma admitted that they shouldn't have recorded Yongki for the archive without his consent. Then she gave him the same pitch I'd gotten, about how vital he was to humanity's survival and the ends justifying the means. Yongki called Uma inhuman. She asked how she could prove to him she cared, and the kid challenged her to come out drinking with us. All night, Yongki kept clumsily trying to pry information out of Uma. That backfired on him when she finally got tired of his badgering, and let us know how little time anyone on Earth actually has left. After we absorbed that news, Yongki said he?d rather spend his remaining years with his family. She told him she'll accept his resignation only if he still feels the same when he sobers up. He swore he was going to stumble back on site and resign at the crack of late afternoon tomorrow, but I really hope he doesn't.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Explorer Note Santiago 29(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: This morning I spotted Yongki walking through headquarters, looking pale as a ghost. I could see he wasn't just hung over. I knew the look because I'd been there myself, just recently. He was wandering in the direction of the archive until I steered him into my office instead. Yongki looked past me, muttering about how he'd just quit. I hugged him to show I understood. Then he whispered something for my ears only, something I knew I wouldn't forget as long as I lived. Which it turned out was only about half a second longer-as long as it took for his vest to blast us into superheated plasma. But now all those chunks of us are reversing direction and reintegrating, so Uma can lean in and try to hear Yongki's last words. And now we're flying apart again, passing through her like she isn't there, because of course she wasn't in my office when this actually happened. I stopped existing at the point of that explosion-or really, really soon afterwards. I'm just an emulation of the late Santiago 2.0 now, that Uma's running in her damned Genesis engine. Sucks to be me, huh?(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Explorer Note Santiago 30(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Uma reintegrates me one last time in the simulation of my ruined office, so she can ask what Yongki?s last words were to me and finish her post mortem. I think I feel sorry to disappoint her... There wasn't time for my neural interface to record whatever the kid said. I throw the question back at her, and ask what he said when he resigned. Uma says Yongki hated that he couldn't stop her kind from resurrecting his family in some strange future-a future that wasn't theirs. There's no recognizable human emotion on her avatar's face, but maybe that's just a glitch in my emulated perception. Then Uma surprises me by apologizing-for keeping secrets, and for failing to keep me safe. She thanks me for all the work I've done for Genesis, and wishes future versions of me better luck when and wherever they wake up. I tell her, "Don't worry about me-I'm a survivor." That actually gets a smile out of her. I try to hold onto this feeling as she shuts me down.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Explorer Note HLN-A 1(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: ja(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Explorer Note HLN-A 2(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: ja(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Explorer Note HLN-A 3(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: ja(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Explorer Note HLN-A 4(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: ja(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Explorer Note HLN-A 5(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: ja(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Explorer Note HLN-A 6(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: ja(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Explorer Note HLN-A 7(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: ja(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Explorer Note HLN-A 8(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: ja(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Explorer Note HLN-A 9(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: ja(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Explorer Note HLN-A 10(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: ja(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Explorer Note HLN-A 11(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: ja(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Explorer Note HLN-A 12(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: ja(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Explorer Note HLN-A 13(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: ja(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Explorer Note HLN-A 14(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: ja(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Explorer Note HLN-A 15(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: ja(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Explorer Note HLN-A 16(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: ja(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Explorer Note HLN-A 17(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: ja(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Explorer Note HLN-A 18(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: ja(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Explorer Note HLN-A 19(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: ja(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Explorer Note HLN-A 20(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: ja(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Explorer Note HLN-A 21(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: ja(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Explorer Note HLN-A 22(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: ja(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Explorer Note HLN-A 23(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: ja(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Explorer Note HLN-A 24(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: ja(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Explorer Note HLN-A 25(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: ja(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Explorer Note HLN-A 26(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: ja(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Explorer Note HLN-A 27(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: ja(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Explorer Note HLN-A 28(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: ja(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Explorer Note HLN-A 29(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: ja(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Explorer Note HLN-A 30(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: ja(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Stryder Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: ja(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Voidwyrm Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: ja(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Exo-Mek Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: ja(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Maewing Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: ja(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Astrodelphis Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: ja(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Shadowmane Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: ja(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Noglin Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: ja(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Tek Crop Plot Record(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: ja(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Hoversail Record(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: ja(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Tek Bow Record(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: ja(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Tek Phase Pistol Record(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: ja(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Plant Species R Record(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: ja(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Explorer Note HLN-A 31(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: ja(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Explorer Note HLN-A 32(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: ja(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Explorer Note HLN-A 33(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: ja(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Mutagen Record(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: ja(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Turkey!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: You Gobble Gobble Gobble!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Snowball!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: You throw a snowball!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Heart!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: You show your feelings!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Evil!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: You connive!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Clap!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: You clap your hands(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Bicep Smooch(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Armed... and dangerous!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Archer Flex(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: That Paleo diet is paying off!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Panic(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Aaaiiiieeee!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Dance(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Scary dance moves!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Zombie(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Brains...(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Belly Rub(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Ah, that tasted great!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Hungry(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Feed me now!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Food Coma(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Food coma... do not disturb.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Nutcracker Dance(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: You dance the dance of The Nutcracker.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Caroling(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Sing for presents(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Happy Clap(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Ooooooh... I get a present?!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Flirt(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: You flirt coyly.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Bunny Hop Dance(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: You start to hippity hop and just won't stop!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Air Drums(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: You lay down a sick beat!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Air Guitar(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: You play some sweet licks.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Mosh(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: You thrash around wildly!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Knock(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: You knock menacingly...(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Scare(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: You jump out and scream "BOO!"(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Wiggle Tail(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: You wiggle your tail.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Hula Dance(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: You begin to sway.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Backflip(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: You launch yourself into the air.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Chest Beat(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: You beat your chest.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Santa Laugh(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: You act jolly.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Default(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Mohawk(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Afro(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Romantic(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Dreadlocks(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Ponytail(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Braids(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Viking(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Default(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Moustache(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Goatee(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Romantic(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Dread Beard(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Mutton Chops(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Curly Beard(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Viking Beard(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Ragnarok_Wyvern_Override_Ice(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Polar_Bear(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: IceGolem_Character_BP(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Valguero_P(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Genesis(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: ChalkGolem_Character_BP(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Valguero_P(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Wyvern_Character_BP_ZombieFire(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Wyvern_Character_BP_ZombieLightning(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Wyvern_Character_BP_ZombiePoison(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: BionicTrike_Character_BP(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Genesis(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: BionicGigant_Character_BP(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Genesis(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Wyvern_Character_BP_Fire(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Wyvern_Character_BP_Lightning(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Wyvern_Character_BP_Poison(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: /Game/Fjordur/Dinos/Desmodus/Buff_SanguineElixirUsed.Buff_SanguineElixirUsed(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30212) CONTENT: Female Default(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Female Mohawk(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Female Afro(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Female Romantic(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Female Dreadlocks(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Female Ponytail(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Female Braids(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Female Viking(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Male Default(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Male Mohawk(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Male Afro(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Male Romantic(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Male Dreadlocks(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Male Ponytail(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Male Braids(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Male Viking(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Health(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Stamina(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Torpidity(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Oxygen(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Food(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Water(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Temperature(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Weight(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Melee Damage(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Movement Speed(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Fortitude(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Crafting Skill(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Dead(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Winded(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Can't jump, can't run, and movement speed is slower.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: You're tired! Stop moving for a moment to regain your Stamina!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Starvation(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Health decreases over time, Torpditiy increases over time, Torpidity increases faster.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: You're starving! Find somethin to eat, fast!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Dehydration(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Stamina doesn't regenerate, Health decreases over time, Torpditiy increases over time, Torpidity increases faster.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: You're dehydrated! Find some water, fast!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Suffocating(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Health decreases rapidly over time.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: You're suffocating! Get some air, immediately!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Encumbered(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Can't run and can't jump.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: You're encumbered! Drop some Inventory weight in order to move again!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Hypothermia(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Food decreases much faster as the ambient temperature gets lower.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: You're freezing! You should find some warmth immediately!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Hyperthermia(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Water decreases much faster as the ambient temperature gets higher.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: You're overheating! You should find some place to cool down immediately!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Injured(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Can't jump, run, recover stamina, slower movement, and Torpidity increases faster.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: You're injured! Recover some Health in order to move properly again.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Knocked Out(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: You can't move, but Water and Food decrease more slowly, and Torpidity decreases rapidly.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: You're knocked out! Wait for your Torpidity to reduce in order to wake back up.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Cold(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Food decreases faster as the ambient temperature gets lower.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: You're cold. You should find some warmth soon.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Hot(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Water decreases faster as the ambient temperature gets higher.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: You're hot. You should find some place to cool down soon.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Effectiveness(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Armor(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Max Durability(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Weapon Damage(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Weapon Clip Ammo(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Hypothermic Insulation(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Weight(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Hyperthermic Insulation(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Consumable(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Equippable(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Weapon(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Ammo(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Structure(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Resource(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Item Skin(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Attachment(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Artifact(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Hat(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Shirt(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Pants(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Boots(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Gloves(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Saddle(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Trophy(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Costume(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Shield(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Primitive(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Ramshackle(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Apprentice(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Journeyman(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Mastercraft(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Ascendant(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Healing(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: You are regaining Health!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Digesting(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: You are regaining Food!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Food Poisoning(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: You are losing Health due to bad food!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: You ate raw or rotten food! Your Health is decreasing slightly from it.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Tranquilized!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: You are getting very sleepy...(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: You've been tranquilized! Your Torpidity is rapidly increasing...(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Poisoned!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: You are getting very sleepy...(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: You've been Poisoned! Your Torpidity is rapidly increasing...(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Stamina Drained!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: You are losing Stamina!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: You've been Poisoned! Your Stamina is decreasing!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: East Zone 1(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: East Zone 2(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: East Zone 3(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: North Zone 1(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: North Zone 2(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: North Zone 3(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: South Zone 1(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: South Zone 2(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: South Zone 3(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: West Zone 1(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: West Zone 2(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: West Zone 3(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: ACHIEVEMENT_1(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: ACHIEVEMENT_2(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: NEW_ACHIEVEMENT_4(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: ACHIEVEMENT_5(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: ACHIEVEMENT_6(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: ACHIEVEMENT_7(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: ACHIEVEMENT_8(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: ACHIEVEMENT_9(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: ACHIEVEMENT_10(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: ACHIEVEMENT_11(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: ACHIEVEMENT_12(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: ACHIEVEMENT_13(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: ACHIEVEMENT_14(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: ACHIEVEMENT_15(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: ACHIEVEMENT_16(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: ACHIEVEMENT_17(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: ACHIEVEMENT_18(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: ACHIEVEMENT_19(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: ACHIEVEMENT_20(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: ACHIEVEMENT_21(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: ACHIEVEMENT_22(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: ACHIEVEMENT_23(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: ACHIEVEMENT_24(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: ACHIEVEMENT_25(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: ACHIEVEMENT_26(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: ACHIEVEMENT_27(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: ACHIEVEMENT_28(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: ACHIEVEMENT_29(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: ACHIEVEMENT_30(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: ACHIEVEMENT_31(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: ACHIEVEMENT_32(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: ACHIEVEMENT_33(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: EXPNOTE_ACHIEVE_1(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: EXPNOTE_ACHIEVE_2(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: EXPNOTE_ACHIEVE_3(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: EXPNOTE_ACHIEVE_4(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: EXPNOTE_ACHIEVE_5(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: ACHIEVEMENT_34(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: EXPNOTE_ACHIEVE_6(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: EXPNOTE_ACHIEVE_7(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: EXPNOTE_ACHIEVE_8(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: EXPNOTE_ACHIEVE_9(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: EXPNOTE_ACHIEVE_10(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: EXPNOTE_ACHIEVE_11(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: EXPNOTE_ACHIEVE_12(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: EXPNOTE_ACHIEVE_13(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: EXPNOTE_ACHIEVE_10(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: EXPNOTE_ACHIEVE_11(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: EXPNOTE_ACHIEVE_12(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: EXPNOTE_ACHIEVE_13(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Male(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Human(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Bob(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Female(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Human(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Bobette(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: No Ground or Snap Point(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Can't Place on Floor(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Is Obstructed(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: No Snap Point(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Requires Placement on Floor(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Requires Nearby Foundation Support(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Requires Connection in Water(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Requires Sunlit Location(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Out of Placement Range(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Too high above ground.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Too close to an enemy Foundation or Gate.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Too many Structures nearby.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Can't place this underwater.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Can't place Structure here.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Can't place Structure here until wreckage is dissipated.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Too many structures of similar type nearby.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Can't place too close to other structure of similar type.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Can only build on suitable allied platforms!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: There are already too many Structures on this platform!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: This Structure is too high above the the platform!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: The Elevator Platform requires being placed on a free Elevator Track!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: This Structure can not be placed on a platform!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: There are too many Creatures with platform Structures on this ARK!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: This Structure is too far away from the platform!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: This Structure is out of bounds!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: You are not authorized to Replace this Structure!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Your Tribe Group Rank is not permitted to build within range of your Tribe's Foundations.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Your Tribe does not have enough Tame slots free to build new Creature Platform structures.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: This Structure can not be built on this ARK.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: EXPNOTE_ACHIEVE_1(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: EXPNOTE_ACHIEVE_2(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: EXPNOTE_ACHIEVE_3(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: EXPNOTE_ACHIEVE_4(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: EXPNOTE_ACHIEVE_5(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: EXPNOTE_ACHIEVE_6(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: EXPNOTE_ACHIEVE_7(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: EXPNOTE_ACHIEVE_8(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: EXPNOTE_ACHIEVE_9(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: EXPNOTE_ACHIEVE_10(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: EXPNOTE_ACHIEVE_11(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: EXPNOTE_ACHIEVE_12(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: EXPNOTE_ACHIEVE_13(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: ACHIEVEMENT_1(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: ACHIEVEMENT_2(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: NEW_ACHIEVEMENT_4(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: ACHIEVEMENT_5(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: ACHIEVEMENT_6(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: ACHIEVEMENT_7(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: ACHIEVEMENT_8(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: ACHIEVEMENT_9(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: ACHIEVEMENT_10(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: ACHIEVEMENT_11(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: ACHIEVEMENT_12(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: ACHIEVEMENT_13(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: ACHIEVEMENT_14(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: ACHIEVEMENT_15(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: ACHIEVEMENT_16(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: ACHIEVEMENT_17(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: ACHIEVEMENT_18(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: ACHIEVEMENT_19(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: ACHIEVEMENT_20(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: ACHIEVEMENT_21(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: ACHIEVEMENT_22(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: ACHIEVEMENT_23(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: ACHIEVEMENT_24(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: ACHIEVEMENT_25(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: ACHIEVEMENT_26(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: ACHIEVEMENT_27(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: ACHIEVEMENT_28(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: ACHIEVEMENT_29(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: ACHIEVEMENT_30(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: ACHIEVEMENT_31(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: ACHIEVEMENT_32(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: ACHIEVEMENT_33(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: EXPNOTE_ACHIEVE_1(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: EXPNOTE_ACHIEVE_2(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: EXPNOTE_ACHIEVE_3(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: EXPNOTE_ACHIEVE_4(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: EXPNOTE_ACHIEVE_5(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: ACHIEVEMENT_34(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: EXPNOTE_ACHIEVE_6(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: EXPNOTE_ACHIEVE_7(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: EXPNOTE_ACHIEVE_8(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: EXPNOTE_ACHIEVE_9(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: EXPNOTE_ACHIEVE_10(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: EXPNOTE_ACHIEVE_11(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: EXPNOTE_ACHIEVE_12(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: EXPNOTE_ACHIEVE_13(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: ACHIEVEMENT_35(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: NEW_ACHIEVEMENT_4(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: ACHIEVEMENT_7(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: ACHIEVEMENT_2(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: ACHIEVEMENT_5(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: ACHIEVEMENT_6(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Dilophosaur Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Common name: Dilophosaurus Species: Dilophosaurus sputatrix Time: Early Jurassic Diet: Carnivore Temperament: Skittish Wild Dilophosaurus sputatrix is a strange creature. It stands at just over half the size of known Dilophosaurs and runs from aggressors as often as it fights them. Dilophosaurus sputatrix has a few traits not common in the Dilophosaurus genus. It has a very shrill call, and a decorative ridge of skin on its neck. I believe these are used to attract mates, as well as intimidate prey and would-be predators. Instead of attacking its prey outright, Dilophosaurus sputatrix spits venom to weaken and paralyze it before moving in for the kill. Domesticated Because of their shrill cry and their ability to attack intruders from range, Dilophosaurus seem most suited as "guard dogs." Due to their small size, they are not suitable as mounts.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Titanomyrma Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Common name: Titanomyrma Species: Titanomyrma parvagigan Time: Paleogene Diet: Carnivore Temperament: Territorial Wild Titanomyrma is one of the smaller creatures on the Island; a frightening thought, when you realize it is the size of a dog. A hive-minded carnivore, Titanomyrma is aggressive on sight to humans and their creature companions. When attacked or threatened, it releases a chemical which alerts all other Titanomyrma in a large range to help fight the aggressor. While small, Titanomyrma remain a threat because of their bite. Titanomyrma mandibles produce a toxic venom that causes loss of stamina, preventing escape and increasing the chance of losing consciousness. I've seen two varieties of Titanomyrma: Drones and Soldiers. Drones are smaller, faster, and land-bound, with the intent to harvest for the colony. Soldiers are larger, slower, have wings, and they defend the colony. If Titanomyrma is akin to hive insects, there must be queens too, but I've yet to encounter such a variant. Domesticated Because of its hive mentality, I've not seen any successfully tamed Titanomyrma on the Island yet. Fortunately for lone survivors, separated Titanomyrma can be easily picked off for a small supply of chitin among other natural resources.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Rockwell Record #1(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Entry 1 Greetings and salutations, dear reader! If these words are gracing your eyes, then you have had the good fortune to find the journal of Sir Edmund Rockwell, stupendous scholar, gallant gentleman and explorer extraordinaire. It also means that it's entirely possible that I've met some unseemly end on this fascinating but exceedingly dangerous island that I call home. I suppose you could have also stolen it or I could have misplaced it, in which case please proceed to either hang your head in shame or return it to me at once. Whichever is appropriate. Regards, Sir Edmund Rockwell(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Meiyin Note #1(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Entry 1 Where am I? How did I arrive? I have asked these questions many times since I awoke on this foreign shore, but I must stop. They do not matter. Their answers will not save me, so I will focus on a different question ? how can I survive? This question always has an answer, though it is ever changing, and it has helped me find resolve in moments of uncertainty or fear. Just days ago, I never thought I'd fear again. I thought my fear died with the Yellow Turbans. Yet when I see a great lizard turn its eyes on me, I know fear is exactly what I feel.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Meiyin Note #2(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Entry 2 I am armed and clothed now, though crudely. My stone spearhead makes me long for my village's weaponsmith, but it serves. I use it to hunt the slow, fat birds that wander the coast. I do not know how such creatures survive here at all, but I am grateful for the meat they provide. I save my arrows for the more dangerous creatures ? like the lizards with ears like fans, whose spit burns the things it touches. No, not just the creatures. They are not the only danger. Yesterday, I found footprints in the sand that were not my own. I am not alone. (/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Nerva Note #1(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: It is the chaos of this land that is truly disturbing to me, even more than its most titanic and vicious beasts. Animals are meant to be savage. Even when tamed, they are not truly civilized, but man? Man is supposed to be above the animal, yet the people here live in squalor and fight viciously over scraps like stray dogs. I have convinced some of them to band together under my leadership, and together, we have found safety and order. Unfortunately, they are untrained and lack cohesion. I'll have to fix that. Gaius Marcellus Nerva Victoria per Disciplinam(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Allosaurus Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Common name: Allosaurus Species: Allosaurus therotribus Time: Late Jurassic Diet: Carnivore Temperament: Aggressive Wild Smaller but faster than Tyrannosaurus, larger but slower than Carnotaurus, Allosaurus therotribus is the island's resident pack-hunting theropod. While most aggressive theropods are relatively solitary creatures, Allosaurus lives in groups of 3-4. One Allosaurus is the alpha, while the others are its mates or a beta male. Like humans find value in forming a tribe, the Allosaurus has evolved to hunt in packs. Its saw-shaped teeth leave its prey bleeding and maimed, making escape difficult. Once an Allosaurus slows a creature with its cutting bite, the rest of its pack quickly closes in for the kill. Domesticated Not everyone thinks a tamed Allosaurus is ideal. Those who appreciate speed generally tame Carnotaurus, while those who value raw stopping power tame Tyrannosaurus. However, riders of Allosaurus tend to respect the utility of its Alpha pack status, which along with its bleed-inducing attacks and relative mobility, can effectively turn the tide of a combined arms battle.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Anglerfish Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Common name: Anglerfish Species: Melanocetus anglerpescum Time: Early Cretaceous-Holocene Diet: Carnivore Temperament: Aggressive Wild Whether its size is caused by adaptation to the Island's other inhabitants, or by cross-breeding with another larger species, Melanocetus angerlpescum is the largest form of Anglerfish I've ever heard of. Typically found among the deepest, darkest expanses of the ocean, this creature preys on smaller fish while being an excellent source of food for larger predators. Melanocetus has an array of bioluminescent light pods at the end of stalks on its head. Like typical Anglerfish, it primarily uses these to attract smaller creatures and trick them into coming close enough for Melanocetus to consume the prey. This often makes wild Melanocetus itself relatively easy to spot among the briny depths. Domesticated Exploring the depths of the ocean can be difficult. The cold, the lack of air, and the shocking absence of light combine to make travel very dangerous. A tamed Anglerfish can use the natural light at the end of its stalks to illuminate the depths, making exploration not only safer but more lucrative, as I've heard some survivors use this creature to harvest the silica pearls found throughout the ocean's depths!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Ankylosaurus Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Common name: Ankylosaurus Species: Ankylosaurus crassacutis Time: Late Cretaceous Diet: Herbivore Temperament: Docile Wild Unlike many of the herd animals on the Island, Ankylosaurus crassacutis tends to live in small family units. I believe they can afford to stick with smaller groups because of their incredibly thick skin, for which they're named. Despite not being among the largest of the Island's herbivores, Ankylosaurus is one of the more difficult creatures to take down. Its thick, armored skin seems to make it more than a match for several of the mid-sized predators that would otherwise hunt it. Reckless carnivores are just as likely to hurt themselves on Ankylosaurus' spikes, as they are to get hit by its tail. Domesticated Without a doubt, the best trait of a trained Ankylosaurus is its enormously dense tail. This tail is powerful enough to quickly shatter the resource-laden rocks of the Island. One of the wealthier human tribes on the island utilizes a squad of Ankylosaurs in its mines and quarries. The creature's affinity for metal enables it to carry raw ore at an effectively reduced weight.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Archaeopteryx Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Common name: Archaeopteryx Species: Archaeopteryx magnamilvum Time: Late Jurassic Diet: Carnivore Temperament: Fearful Wild Approximately one meter long, the Archaeopteryx magnamilvum is a primarily tree-dwelling proto-bird. It avoids the ground as much as possible, preferring to stay in the safety of the tree-line, where few predators can reach it. I've not seen an Archaeopteryx outright fly yet, so it's possible that they cannot generate enough lift to do more than glide long distances between perches. I'm not sure how a creature so fearful of the ground can be such a picky eater, but Archaeopteryx only seems to consume certain rare insect matter. The most likely explanation is that it tends to nest in infested trees, stripping them bare of such food sources. Domesticated While not large enough to bear the full weight of an adult human, Archaeopteryx still has great utility. Despite the creature's inability to fly, its wings have sufficient strength to dramatically slow the rate of a person's descent, if that person holds onto Archaeopteryx while airborne. Taming Archaeopteryx can be somewhat troublesome, though, as it refuses to eat most common food sources, and glides to prospective safety at the first sign of any interloper.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Argentavis Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Common name: Argentavis Species: Argentavis atrocollum Time: Late Miocene Diet: Carrion Feeder Temperament: Short-Tempered Wild Lording over the skies across the Island, Argentavis atrocollum has few aerial rivals. It is a small consolation for the Island's other avian creatures, then, that Argentavis seems to have little interest in anything alive. Quite apart from what I would have guessed, Argentavis does not have the stooped neck typical of modern buzzards and vultures. I don't know if it adapted this stronger neck to deal with the predators on the Island, or if its lineage derives from before the stooped neck became common in carrion-eating birds. Whichever it might be, it has enabled Argentavis to carry smaller creatures with its beak. Domesticated Argentavis is actually slower than the Island's far more common Pteranodon, but it possesses significantly more stamina and can sustain flight for approximately three times as long. Its weighty stature, in comparison to the Pteranodon, allows it to utilize its talons to support the weight of an additional passenger. Considering its saddle doubles as a mobile crafting station, it makes Argentavis an excellent creature for traveling and hauling cargo over long distances. (/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Arthropleura Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Common name: Arthropluera Species: Arthropluera felsanguis Time: Early Permian Diet: Carrion Feeder Temperament: Aggressive Wild The fact that this creature even exists is enough to give me nightmares. Like the Island's other arthropods, Arthropluera Felsanguis has become much larger than I might have believed possible. It's a very aggressive hunter but greatly prefers to eat meat after it has spoiled, so much so that it voraciously seeks out such delicacies. Arthropluera's blood has a very low pH, to the point that it can dissolve many materials. This acidic blood splashes back onto anything that directly attacks it, weakening the durability of melee weapons and hurting attackers. Many creatures thusly refuse to prey on Arthropluera, fearing this unique defense. If that wasn't enough, Arthropluera also keeps a small reservoir of blood ready to spit at its prey. Domesticated Like most of the Arthropods on the Island, Arthropluera is simple-minded and relatively easy to tame. It is an almost entirely military mount, useful mostly for attacking at a distance. Thanks to its unique defenses, whether hunting or warring, Arthropluera is generally safe from all but the largest of creatures.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Castoroides Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Common name: Castoroides Species: Castoroides feliconcisor Time: Late Pliocene-Late Pleistocene Diet: Herbivore Temperament: Friendly Wild Castoroides feliconcisor is a large, mammalian herbivore that tends to live near water. Unlike other larger beaver species, this one retains the chisel-shaped teeth of modern beavers. As is typical for beavers, they build dams as habitats, but the larger creatures on the Island have a tendency to trample them. As a result, finding unsullied, resource-rich dams in the wild is quite rare. Castoroides itself doesn't seem to realize how dangerous the Island is. I don't know if it's simply too dumb to notice the dangers, or if it just doesn't care... ...but Castoroides happily goes about its day playing in the water and gnawing on wood. Domesticated The value of a tamed Castoroides is obvious from its physiology. The creature naturally gathers wood extremely efficiently, far more than most species on the island. It's not the strongest creature, so it can only carry limited amounts, but it is a natural lumberjack! Its saddle doubles as a mobile crafting station, which allows for producing complex items on the go.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Dung Beetle Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Common name: Dung Beetle Species: Scarabidae gigas Time: Holocene Diet: Coprophagic Temperament: Passive Wild What magic created the Scarabidae gigas, I cannot say. What I can say is that this creature is a perfect symbiont for advanced human tribes. Coprophagic, it eats mostly useless waste (feces). It metabolizes this waste into a more refined waste product, along with an oily byproduct. The oily byproduct is chemically the same as the oil found in the oceans around the Island. Somehow, Scarabidae converts feces into oil. If that wasn't reason enough to worship the Scarabidae, the refined waste product is almost identical to fertilizer from a compost bin. Domesticated Scarabidae makes me think humans have been on this Island for a long time. Why else would a creature evolve to be such a perfect pet? Most tribes jealously protect their Scarabidae, which are handily tamed with the skilled use of some well-handled feces. These wondrous little organic biofactories are truly a sustainable, green, eco-friendly source of resources for living off the land. Oil becomes gas, which is generator fuel. Fertilizer means crops, which is human fuel. The Scarabidae can power all aspects of Island life!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Beelzebufo Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Common name: Beelzebufo Species: Beelzebufo palucocus Time: Late Cretaceous Diet: Carnivore Temperament: Languorous Wild Beelzebufo palucocus is the largest frog I've ever seen. Almost impossibly large, it can actually fit a fully-grown human adult on its back, though just barely. This is a dangerous prospect, though, as secretions from Beelzebufo's skin and saliva have a narcotic effect on most creatures. Not surprisingly, Beelzebufo is adept at killing insects. Its lengthy tongue allows it to quickly grab prey from afar, killing most insects near instantly and quickly digesting them. It even combines the narcotic chemicals in its mouth with the insects' chitin to create a specialized sticky substance. Domesticated Tamed Beelzebufo make for strange mounts. Strange mounts for strange people. Many tribes don't believe there's any reason to ride them, but some enjoy the ability to take large vertical hops up huge walls and cliffs. Regardless of how it is ridden, Beelzebufo is also employed for its ability to quickly cull insects, and convert them into always-useful cementing paste.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Gigantopithecus Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Common name: Gigantopithecus Species: Gigantopithecus fibrarator Time: Pleistocene Diet: Herbivore Temperament: Territorial Wild Gigantopithecus fibrarator is a strange creature. It is usually quite passive, but it has a very short temper when it comes to its own personal space. Once another creature gets close, this gentle giant quickly becomes a rampaging beast. Best to give them a wide berth. Gigantopithecus seems most happy to lazily lay about, picking berries from plants. Many Gigantopithecus spend much of their day in one small area, unless they are provoked. Domesticated In addition to being at home picking berries, a tamed Gigantopithecus can be taught to harvest the fibers found on many Island plants as well. It appears to be entirely content to pick at plants all day, eat the berries, and carrying fiber resources for its tribe. Playful once tamed, Gigantopithecus seems to enjoy throwing its shoulder-mounted rider into the air. It probably feels that this activity is a game, but clever brigands can use this ?game' to vault over walls and small cliffs.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Brontosaurus Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Common name: Brontosaurus Species: Brontosaurus lazarus Time: Late Cretaceous Diet: Herbivore Temperament: Docile Wild Among giant creatures I've seen on the Island, Brontosaurus lazarus is larger than any sauropod I've read about. In fact, the dinosaur is so massive that it serenely ignores most other creatures. I've seen a pack of raptors tear apart small dinosaurs while Brontosaurus continues eating, seemingly oblivious to the hunting pack. Domesticated Because of how docile it is, the Brontosaurus makes for an ideal pack animal. Peaceful tribes use it to carry incredible quantities of resources, while warring tribes use it to mobilize their army. Its size and strength make it one of the unique creatures on the Island that can support a "platform" saddle. Unfortunately, its enormity means that the process of taming a Brontosaurus can take a very long time. Some may think this is an Apatosaurus, Dreadnoughtus, Argentinosaurus, or some other sauropod, but this is a strange Island, and I'm the one doing the research. I'm convinced that this genus is Brontosaurus, and no one can tell me otherwise. My study, my rules.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Carnotaurus Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Common name: Carnotaurus Species: Carnotaurus pressor Time: Late Cretaceous Diet: Carnivore Temperament: Aggressive Wild Carnotaurus pressor is a distinctive creature that falls between a medium and large predator. It lives primarily on flat, clear ground, where it can capitalize on its speed. Additionally, it seems to have no qualms about running away from larger predators instead of fighting. The horns of the Carnotaurus seem to be used more for fighting rivals than actual hunting. This doesn't mean the horns aren't dangerous, though. They can still eviscerate larger prey. Carnotaurus is one of the smaller and more compact of the large predators. If Tyrannosaurus is the ?lion? of the Island, Carnotaurus would certainly be the ?cheetah.? The real threat of a Carnotaurus is not being able to escape it once it has spotted you. Domesticated Carnotaurus fills a very specific role. Larger and almost as fast as a Raptor, smaller but much faster than a Rex. Were it not for the creature's extremely long down-time after sprinting, it might be among the most capably balanced mounts.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Chalicotherium Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Common name: Chalicotherium Species: Chalicotherium obsidioequus Time: Late Oligocene-Early Pliocene Diet: Herbivore Temperament: Territorial Wild Found in small numbers within the Island's colder regions, Chalicotherium obsidioequus is normally a peaceful herbivore that prefers to spend its days lazing about or playing with its family. It is very territorial, however, and the entire family, young and old, will turn against an encroaching creature at just the slightest provocation. A memorable scene to stumble upon is a group of Chalicotherium playing. One odd playtime activity for Chalicotherium is hurling large balls of snow or.. mud-rocks(?).. at each other. Smaller creatures in the area shy away from Chalicotherium during this exertion, for fear of being buried in snow or "gravel." Domesticated While many creatures are useful while attacking a fortress, Chalicotherium can be trained as mobile artillery. Its unique playtime habit becomes a rather devastating long-range assault tactic when it is given boulders to throw, rather than snowballs!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Coelacanth Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Common name: Coelacanth Species: Coelacanth nutritia Time: Cretaceous-Holocene Diet: Omnivore? Temperament: Reactive Wild Coelacanth nutritia is one of the few creatures on the Island with a relative which can be found back home. The Coelacanth thrive in the waters around the Island, as well as within rivers and lakes. Unlike most Coelacanths, Coelacanth nutritia meat contains less oil and urea. In fact, it is one of the healthier sources of meat I've yet found. Most Coelacanths are opportunistic feeders that eat anything smaller than itself, likely including baby water snakes, insect and plant life, and perhaps each other? Domesticated While their limited intelligence makes them unsuitable for taming, Coelacanths provide a viable source of meat for coastal or water-dwelling tribes. Many a day has been spent fishing by the water's edge, often with surprising results, as Coelacanths often have consumed discarded garbage that is sometimes of great value. Due to their small size, though, a larger tribe would require a significant number of Coelacanths to feed itself.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Compy Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Common name: Compy Species: Compsognathus curiosicarius Time: Late Jurassic Diet: Carnivore Temperament: Curious Wild One of the smallest predators on the Island, Compsognathus curiosicarius can be seen as a pet, a pest, or a threat. While alone, Compsognathus is not dangerous or aggressive. In larger packs, however, it remembers its underlying carnivorous nature. After a group of Compsognathus grows to a certain size, their pack mentality always seems to embolden them to ?attack.? For some reason, Compsognathus is not naturally afraid of humans. Rather, it seems to be quite curious about humans and their instruments of survival. They tend to be drawn toward humans out of this curiosity, and then call their pack mates to help explore their discovery. This usually leads to the aforementioned pack aggression, with dangerous results. Domesticated Compsognathus gain increasingly significant attack power and speed when in close proximity to other Compsognathus, as their pack aggression takes over their behavior. Additionally, their distress call carries quite far, rapidly alerting the tribe and its pets to danger more efficiently, and increasing the likelihood of forming a so-called "Compy Gang."(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Dimetrodon Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Common name: Dimetrodon Species: Dimetrodon calorector Time: Early Permian Diet: Carnivore Temperament: Reactive Wild Dimetrodon calorector is a much calmer predator than most on the Island. Because it lives off smaller prey than humans, it generally ignores anything much larger than a Coelacanth. Dimetrodon is one of the few carnivores on the Island that could be classified as reasonably friendly in the wild. The sail on Dimetrodon's back is an especially fascinating thing. It can be angled to provide shade from the sun and allows Dimetrodon to disperse heat more quickly. The inner workings of the sail can also restrict blood flow in the creature to hold in excessive heat. Together, these two traits allow Dimetrodon to comfortably survive in any climate, though they are most commonly found in the swamplands which are rich in prey. Domesticated If Dimetrodon was a bit larger, or didn't have that massive sail, it would make a decent mount. However, its main use to survivors is to utilize the sail's insulating capabilities. Just being near Dimetrodon gives excellent protection from both heat and cold, which has saved my life through more than one ice blizzard in the frozen northlands.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Dimorphodon Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Common name: Dimorphodon Species: Dimorphodon equesica Time: Early Jurassic Diet: Carnivore Temperament: Reactive Wild Dimorphodon equesica is another of the Island's Jekyll-and-Hyde creatures. It is normally passive, sometimes even friendly. When provoked, it becomes very aggressive, even against larger creatures it has no business fighting...often to its own fatal end. Dimorphodon can make short work of smaller opponents, however, due to its large (but lightweight) skull and teeth. Barely over a meter tall, Dimorphodon should be low on the food chain, but its incredible speed and surprisingly strong bite make it fairly dangerous, especially en masse as they tend to attack in groups. A flock of angry or hungry Dimorphodon can take down prey several times their size, so survivors should take care not to hunt near where a flock is gathered. Domesticated Dimorphodon is one of the creatures on the Island that is easily domesticated for companionship, but its use in combat is also quite clear: It will hunt in large groups to seek out enemy dino riders directly, harassing them to no end, regardless of the might of their mount!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Diplodocus Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Common name: Diplodocus Species: Diplodocus insulaprincep Time: Late Jurassic Diet: Herbivore Temperament: Naive Wild Despite being one of the Island's largest creatures, Diplodocus insulaprincep is among the Island's smaller sauropods. Instead of size and intelligence, Diplodocus developed faster maximum speed and greater endurance. When fully matured, it generally only reaches about half the size of the rather enormous Brontosaurus. Diplodocus is another creature whose continued survival on the Island confuses me. It's a very thick-headed and trusting animal, often to its fatal detriment. It never flees from predators until after they've attacked it repeatedly, preferring instead to make numerous fruitless attempts at friendship. For some strange reason, Diplodocus trusts humans so much that it doesn't seem to fight back against them?ever! Domesticated Due to Diplodocus' smaller frame, it cannot support the type of "platform" saddle that other large creatures can. To make up for this, many tribes instead use an eleven-seater passenger saddle which enables Diplodocus to safely transport ten additional riders. These passengers often use ranged weapons to protect the creature, or to attack nearby enemies while on the move!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Diplocaulus Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Common name: Diplocaulus Species: Diplocaulus natatorinutrix Time: Permian Diet: Piscivore Temperament: Skittish Wild Presiding almost solely within the Island's swamps, Diplocaulus natatorinutrix is a small amphibian that primarily eats minor fish. It rounds out what I consider to be the middle-bottom of the ecosystem, feeding on the tinier non-insect creatures of the Island while itself being a common snack for the larger carnivores. Because so many creatures prey on it, Diplocaulus has become very skittish and often flees at the first sign of trouble. It uses its amphibious nature to escape into whichever environment its predator isn't native to. Diplocaulus' unique capability to retain vast quantities of oxygen allows it to effectively remain submerged for hours at a time, usually outlasting even other amphibious creatures that might otherwise prey upon it. Domesticated There are only a few uses for tamed Diplocaulus. It is primarily kept for the (rather disgusting) practice of employing a Diplocaulus as an oxygen bag. Diplocaulus stores air in the bladders of its head, and divers can suck from these bladders to take deep breaths while submerged, supporting long-term underwater exploration without the use of external gear. Surprisingly, Diplocaulus is also extremely efficient when it comes to hunting Trilobites.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Direbear Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Common name: Direbear Species: Arctodus dirus Time: Mid Pleistocene/Early Holocene Diet: Omnivore Temperament: Territorial Wild Found primarily among the Island's redwood regions, Arctodus dirus is an imposing creature. Many on the island have started calling it a Direbear, a name which is appropriate, both due to its enormity and its territorial nature. The Direbear ignores most non-hostile creatures while going about its daily routine of scavenging for meat and edible plant life... ...that is, until intruders enter the territory it considers its own, at which point the creature ferociously attacks. Most often, it is smartest to just run from an angry Direbear. Domesticated Once tamed, the Direbear is a strong and reliable mount. It can carry vast quantities of goods, and can sprint for extremely long, nearly infinite periods. It is not the fastest creature from a hard stop, but after building up momentum, its sustained overland speed builds to among the best of the island. Of course, being able to feed a direbear both meat and plant life makes keeping one fairly convenient regardless of the environment.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Direwolf Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Common name: Direwolf Species: Canis maxdirus Time: Pleistocene Diet: Carnivore Temperament: Aggressive Wild The best adjective to describe Canis maxdirus is "scary." This pack-animal is a cunning and brutal predator, capable of taking down prey of nearly any size. In addition to being a vicious hunter, it is the size of a small horse, meaning even the largest predators aren't necessarily safe from the packs. Unlike most creatures on the Island, Canis is a dedicated pack hunter, and rarely hunts alone. When in a pack, Canis are naturally spurred to fight for their lives with increased effectiveness, while the most experienced Canis will be designated ?Alpha? and gain an even stronger enhancement! The species has an incredible affinity for teamwork. Domesticated Obviously, Canis is a thrilling battle mount. It is fairly fast, very strong, and agile. It can leap almost as well as the Island's battle-cats. Riding a supercharged ?Alpha? Canis into battle at the head of a bloodthirsty pack is a thrill for which most warriors would gladly proclaim: "today is a good day to die!"(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Dodo Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Common name: Dodo Species: Raphus replicare Time: Late Holocene Diet: Herbivore Temperament: Oblivious Wild Raphus replicare (more commonly known as the Dodo Bird) is quite possibly the dumbest creature I've ever seen in my life. It wanders around the beaches of the Island, pecking berries off bushes, and being eaten by all manner of carnivore. Without the Dodo, the whole Island's food chain would disintegrate. This subspecies of the Dodo has developed an unbelievably clever way to sustain itself: they mate constantly. I'm fairly convinced that they reach full maturity within a week of being born. This is the only trait keeping them populous on the island. Domesticated While it can be done, there is almost no reason to domesticate a Raphus replicare. It cannot carry enough to be a beast of burden, it does not provide much food, and it's too stupid to show companionship. It could work as a last-ditch food source, though, so I suppose keeping some around for "lean times" has a certain logic.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Doedicurus Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Common name: Doedicurus Species: Doedicurus custosaxum Time: Pleistocene-Holocene Diet: Herbivore Temperament: Docile Wild Doedicurus custosaxum is one of the Island's non-aggressive herbivores, generally found in the mountains and grasslands. Large and well-armored, it has a supply of fat under its plates to keep it warm and fed in the cold. Doedicurus has adapted well to the dangers of the Island, perhaps even better than the Ankylosaurus. Doedicurus has two very different reactions to predators. Against smaller foes, it generally uses its spiked tail to inflict as much damage as possible. Against larger predators, however, it pulls its tail underneath itself to form a solid armored ball that is nearly impossible for creatures to pierce, from which it can actually "roll" away to relative safety! Domesticated Doedicurus is a highly prized work animal on the island. Its spiked tail is ideal for quickly shattering the large rocks, so Doedicurus is a very efficient quarry worker. In addition, its affinity for rocks has allowed it to carry stone at a reduced weight. In case their quarry gets raided, Doedicurus-riders have a very difficult-to-kill mount!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Meganeura Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Common name: Meganeura Species: Meganeura quatpenna Time: Late Carboniferous Diet: Carnivore Temperament: Reactive Wild Meganeura quatpenna is an especially large species of dragonfly. Like most dragonflies, Meganeura is carnivorous, but it is not likely to attack unless provoked or challenged for food. It lives primarily in wetlands, such as the swamps. Meganeura is a natural predator of most of the smaller insects on the island. Though not often aggressive, Meganeura will not turn down a free meal. Once they catch wind of a carcass, they will fly in from a large radius to feast. While eating, Meganeura become very aggressive, which can be deadly for anyone or anything nearby if a large group has gathered around the deceased creature. Domesticated The size of the insects on the Island confounds me. The way these creatures diffuse oxygen should limit their size, but Meganeura (and other bugs) seem to be able to advance beyond this restraint. If there is an abnormal concentration of oxygen in the Island's air, this could explain Meganeura's growth!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Dunkleosteus Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Common name: Dunkleosteus Species: Dunkleosteus loricaruptor Time: Late Devonian Diet: Carnivore Temperament: Docile Wild Dunkleosteus loricaruptor is a very strange creature. It is a fairly large fish, covered head to tail in armored plates, with incredibly powerful jaws. It tends to eat the Island's water-dwelling crustaceans trawling the seabed, as it is not fast enough to catch most of the smaller fish. Dunkleosteus is surprisingly combat-oriented for a fish. Its well-armored body protects it from many creatures, while its bite is strong enough to easily crush through chitinous shells. Domesticated Dunkleosteus is an incredibly useful fish for coastal communities. Its powerful jaws make short work of the stone and oil formations found throughout the oceanic depths. While harvesting, Dunkleosteus can defend its rider from all but the largest threats in the waters. And once it is past its prime, the Dunkleosteus itself can be harvested for a fair amount of chitin.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Eurypterid Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Common name: Eurypterid Species: Jaekelopterus eurypterus Time: Silurian Diet: Carnivore Temperament: Aggressive Wild Found only in the deepest depths of the waters around the Island, Eurypterids are dangerous and adaptable arthropods. As likely to hunt as they are to scavenge, a Eurypterid rarely has difficulty finding food to keep itself nourished, even at the bottom of the ocean. An Eurypterid's threat comes not directly from its raw strength. Instead, it combines a hard defensive exoskeleton with debilitating poison to powerful effect. The sting of a Eurypterid increases torpor while reducing stamina, quickly rendering its opponent unable to defend itself. Domesticated While Eurypterids are not intelligent enough to be tamed, this doesn't mean they are without utility to tribes. They are a wonderful source of chitin, and their digestive tract often contains Silica pearls. They sometimes even have ingested incredibly rare Black Pearls, used by survivors for advanced manufacturing, making them among the most valuable creatures on the island.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Gallimimus Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Common name: Gallimimus Species: Gallimimus evolovelox Time: Late Cretaceous Diet: Herbivore Temperament: Skittish Wild When someone asks me what the fastest creatures on the island are, Gallimimus is always a contender. Unlike the Island's many armored animals, Gallimimus eschews strong defenses for the ability to outrun pretty much anything. A skittish herbivore, Gallimimus even looks nervous when eating in a peaceful, clear meadow. Having no real way to harm predators, it simply runs away and uses its agility to stay safe. I've even seen wild Gallimimus outrun speed-trained Utahraptors! Domesticated There are two general camps on the use of tamed Gallimimus. One camp thinks that their inability to effectively harm hostile creatures, and their inability to harvest most resources, makes them primarily a burden to the tribe. The other camp thinks that their extreme speed and ability to jump long distances, is among the best for scouting and exploring. However, both camps agree that its ability to quickly transport multiple tribe members is uniquely beneficial.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Giganotosaurus Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Common name: Giganotosaurus Species: Giganotosaurus furiosa Time: Late Cretaceous Diet: Carnivore Temperament: Angry Wild Giganotosaurus furiosa is an enormous predator, larger even than the Tyrannosaurus or Spinosaurus. Getting cornered or run down by a Giganotosaurus can mean certain death for nearly any creature! Fighting a Giganotosaurus directly is never a good idea, as its rage rapidly grows with every hit it takes. With this rage, it builds increasing reserves of energy to use, making its iron-jawed bites progressively more deadly and enhancing its stamina. Add to this the fact that its huge body also enables it to take a tremendous amount of punishment, and you have a creature that is generally better avoided or outsmarted than attacked head-on. Domesticated Taming Giganotosaurus is a dangerous prospect. Its rage reaction, even when tamed, can sometimes cause it to briefly turn on members of its own tribe. Indeed it may even throw off its rider if it has been sufficiently angered! And yet, the sheer size and immense power that the Giganotosaurus possesses means that some factions endeavor to tame it as a fear-inducing ?Capital? beast of war, even at great risk!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Ichthyosaurus Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Common name: Ichthyosaurus Species: Ichthyosaurus curiosa Time: Late Triassic-Early Jurassic Diet: Carnivore Temperament: Curious Wild Ichthyosaurus curiosa is a comparatively small carnivore found in the shallows around the Island. It is slightly larger than a human, but that's still small compared to the leviathans roaming these waters. It seems to be very interested in any creature around its size, often approaching and following humans swimming through its waters with a friendly nudge. Despite its appearance, the Ichthyosaurus is neither a fish nor an ocean mammal. Like many creatures in the waters around the Island, it is an aquatic reptile. Domesticated I can't think of a better mount for someone starting to explore the Island's seas and waterways. Ichthyosaurus is a comparatively fast swimmer, and even in the wild will cozy right up to you and try to figure out what you're doing. Taming these is actually pretty easy, as they seem to love humans and can be fed & tamed without the use of violence.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Kairuku Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Common name: Kairuku Species: Kairuku waitaki Time: Late Paleogene Diet: Piscivore Temperament: Friendly Wild Kairuku waitaki is an amazingly docile and friendly creature, to everything but fish. Honestly, I'm not quite sure how Kairuku manages to stay populated across the Island's colder climes, with the many predators stalking these frozen lands. It is weak, and has only one small defensive trait: suspended in Kairuku blubber are small, dense particles that act as a light form of armor. Adding to Kairuku's problems, a clever survivor discovered that refining Kairuku blubber (concentrating the particles in it) can yield a natural form of the same Polymer utilized in advanced tribes' manufacturing processes. This has caused many tribes to hunt Kairuku extensively, a practice colloquially known as "Kairu Clubbing." Domesticated There is no reason to tame Kairuku for combat, since they are useless at it. Still, Kairuku are regularly tamed for their cuteness and friendly nature, and the fact that their bodies run extremely hot. Just standing near Kairuku can help keep a survivor stay warm through long, harsh nights on the icebergs.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Kaprosuchus Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Common name: Kaprosuchus Species: Kaprosuchus paludentium Time: Late Cretaceous Diet: Carnivore Temperament: Aggressive Wild A smaller relative of the Sarcosuchus, Kaprosuchus paludentium is water-based carnivore primarily found lurking among the island's swamps. A naturally fast runner that is even faster in the water, it is a solitary hunter that picks off small-to-medium creatures, especially those isolated from their pack. When attacking, Kaprosuchus uses two main tactics. First, it patiently waits below the water surface and when the target is sufficiently close by, will perform a lateral jump that it uses to quickly close distance with its prey and drag it underwater. Secondly, its attacks the prey's vital areas specifically to drain its stamina. These two techniques effectively prevent most creatures from escaping Kaprosuchus once an assault has begun. Domesticated Survivors are generally split about the usefulness of Kaprosuchus. Some love its speed both in and out of the water, essentially making it among the fastest small-sized, all-terrain mounts when travelling through the wetlands. Others do not like how relatively frail Kaprosuchus is, and do not think its high speed and ensnaring attacks make up for this shortcoming.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Leech Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Common name: Leech Species: Haementeria laetus Time: Holocene Diet: Sanguinivore Temperament: Aggressive Wild It is difficult to be angry with Haementeria laetus, despite its rather terrible nature. The creature has practically no intelligence, and just attaches to any nearby living flesh in an attempt to drain that creature's blood. Removing Haementeria requires precision bladework, or access to an open flame. Both of these can be nearly as dangerous to the host as to the leech itself. Once Haementeria attaches to a host, it drains blood at a rapid pace, and the host experiences hunger, loss of health, and lowered stamina. Some Haementeria are also carriers for a dangerous disease I've dubbed "Swamp Fever," which persists beyond the leech's own lifespan. Few creatures on the Island are transmitters for this disease, and it can ultimately be cured with a rare medicine. Domesticated While Haementeria is not intelligent enough to be tamed, it is always useful to keep a few around for antidotes and fishing lures. When processed properly, Haementeria venom can be made into a powerful antivenom!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Lystrosaurus Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Common name: Lystrosaurus Species: Lystrosaurus amicifidelis Time: Late Permian-Early Triassic Diet: Herbivore Temperament: Loyal Wild Lystrosaurus amicifidelis is a small herbivore, common to much of the Island. Only about two feet long, it is not high on the food chain, and eats small plant life. The Island's poisonous insects seem to have little effect on Lystrosaurus. Despite being among the Island's tinier herbivores, Lystrosaurus is an incredibly resilient survivor. It recovers its torpor and health much faster than most creatures, which makes rendering a Lystrosaurus unconscious a rather difficult affair. Domesticated Not surprisingly, Lystrosaurus is an extremely loyal pet once tamed. It's a very fast learner, so it gains experience much more quickly than most other creatures. Additionally, its presence nearby appears to inspire allies, making them learn more rapidly as well. Thusly, Lystrosaurus is an excellent addition to any tribe's hunting party.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Mammoth Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Common name: Mammoth Species: Mammuthus steincaput Time: Early Pliocene Diet: Herbivore Temperament: Docile Wild Seeing the likes of Mammuthus steincaput alongside dinosaurs is still strange. This behemoth towers over many creatures on the Island, and does not seem to fear anything but the Tyrannosaurus. Mammoths generally thrive in colder areas, and have a herd mentality. I'm honestly not certain how the herds of Mammoths find enough plant life to graze on some of the Island's mountains. They must spend much of their time travelling between the mountains' cold summit and more lush base. Or maybe the Mammoth herds are the main reason the summits are so barren. Domesticated Mammuthus steincaput is a difficult beast to domesticate. Not because they are inherently stubborn, but because knocking one out to begin the taming process takes great effort. Once tamed, however, Mammoths are one of the only creatures on the island that can uproot trees without shattering them.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Manta Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Common name: Manta Species: Manta mobula Time: Early Oligocene-Holocene Diet: Carnivore Temperament: Aggressive Wild Here is another example of a creature that seems to have evolved beyond its historical traits. Everything points to this being a saltwater ray, but Manta mobula has developed the ability to swim into the island's rivers and shallows, as well as through the open ocean. Perhaps there were originally two types of ray on the island before, but years of interbreeding combined their lineage. Normally docile, Manta mobula is a carnivore only in that it naturally consumes plankton. Fortunately, Manta mobula is usually not aggressive, unless encroached. Its tail is incredibly sharp, and can pierce through thick hide and armor with ease. Domesticated While not the fastest swimmer around the island, Manta mobula is among the deadliest of small ocean mounts. Tribes who value striking power over speed often keep large schools of Manta to ride. Its capability to briefly leap out of water provides it a showy tactic for avoiding combat as well. A quick jab through the heart of an unsuspecting survivor can easily take them by surprise! Thusly, many tribes use it as an escort for their slower cargo-carrying swimmers.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Megaloceros Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Common name: Megaloceros Species: Megaloceros latuscoronam Time: Late Pliocene Diet: Herbivore Temperament: Skittish Wild Megaloceros latuscoronam is a very skittish herbivore, found mostly in the forests and mountains of the Island. Because of its large size, its fraught demeanor would be strange in any other place. But Megaloceros knows how fierce the predators of the island are, and that it is safer to flee from them than to risk its life in a fight. The antlers of Megaloceros are very large, and make for an excellent source of keratin. This, of course, makes it a valuable resource. Unfortunately, hunting Megaloceros is not easy because of their quick speed and ability to bound over most obstacles. Domesticated Megaloceros is jack-of-all-trades creature, and many who ride it value its versatility. It is decently powerful, and its resilience, speed, and ability to jump often come in handy. Finally, the male Megaloceros' charging horn attack tends to cause targets to ?bleed,? decreasing their Health, Stamina, and Speed until healed!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Megalodon Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Common name: Megalodon Species: Carcharodon ultramegalodon Time: Miocene-Pliocene Diet: Carnivore Temperament: Aggressive Wild Were it not restricted to the waters, Carcharodon ultramegalodon would be one of the most dangerous creatures on the island. As powerful and dangerous as the Tyrannosaurus is on land, Megalodon is near its equal in the water. In addition, it has a speed advantage over any non-aquatic creature when submerged. Megalodons need large quantities of food to sustain themselves, so they attack most creatures immediately on sight. Smaller fish are the sole exception I've seen; I believe this is because they cost more energy for Megalodons to catch than the predator would gain. Domesticated Having access to the resources and treasures hidden deep within the ocean is near impossible without a domesticated sea creature. The Megalodon, though difficult to domesticate, proves to be very useful when exploring the deep sea. It's not the most efficient swimmer but it should be able to protect your cargo should you find yourself in a hostile encounter.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Megalosaurus Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Common name: Megalosaurus Species: Megalosaurus noctedominus Time: Mid Jurassic Diet: Carnivore Temperament: Aggressive Nocturnal Wild Much like the Island's other large theropods, Megalosaurus noctedominus is an aggressive cave carnivore that should not be taken lightly. Unlike most of the other theropods, it is a primarily nocturnal creature. As dawn approaches, Megalosaurus begins looking for a secluded place to spend the day sleeping in relative safety. Domesticated While Megalosaurus is not the most powerful theropod, it is still highly sought after by night-raiders. Due to its nocturnal nature, Megalosaurus becomes much more formidable at night, dodging attacks, conserving stamina, and attacking more accurately, to name a few of its enhanced talents. Conversely, if disturbed during the day, Megalosaurus is significantly more sluggish. Either way, however, its primary combat tactic is to bite onto its target, then lock its jaw shut in an iron grip. Only larger creatures can hope to break free once Megalosaurus locks its jaw. The creature then proceeds to gnaw on its prey until death. It's a terrifying, grisly spectacle to watch, and a formidable tactic for a tribe to employ against more nimble opponents.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Mesopithecus Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Common name: Mesopithecus Species: Mesopithecus amicufur Time: Late Miocene?Late Pliocene Diet: Herbivore Temperament: Curious Wild Mesopithecus amicufur is an omnivorous monkey species, primarily inhabiting the Island's jungles. It is smaller than a human, but can scurry about the same speed. It does not appear to be aggressive unlike its relative the Gigantopithecus, but is rather very shy towards humans likely due to their much larger size and lack of hairy exterior. Due to their skittish nature they can be difficult to tame. They can be hand-fed if you are patient, but stick too close to them for too long and they'll get spooked and run away. Domesticated A common pet, Mesopithecus is very easy to keep fed. It will eat nearly any fruit harvested on the island. Mesopithecus is most often used as a social companion, as it cannot carry enough to be a beast of burden, is not large enough to be ridden and is not particularly good for combat. It is, however, quite effective at vocally warning of incoming intruders and pelting them with copious amounts of tossed fecal matter. Nomadic tribes have also managed to teach Mesopithecus to open locked doors when pillaging.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Mosasaurus Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Common name: Mosasaurus Species: Mosasaurus suspirita Time: Late Cretaceous Diet: Carnivore Temperament: Aggressive Wild Until recently, I believed the Megalodon to be the greatest of the ocean predators. Then I discovered Mosasaurus suspirita in the deeps. Not quite as fast, but much larger and stronger, the Mosasaurus rules the darkest waters off the Island. Growing up to 50 feet long, Mosasaurus is larger than almost every other aquatic creature I've encountered thus far. Mosasaurus is a deep-sea marine lizard which spends all of its time far beneath the water's surface. It is without a doubt one of the most fearsome creatures of the Island, and can certainly be considered among the ocean's apex predators. Domesticated Mosasaur has proven to be an excellent tame for the most advanced tribes. Due to its sheer size and power, you will often find tribes with bases and defenses built upon a Mosasaur's large "platform" saddle. Having one with you as an escort is probably one of the best oceanic defenses available! (/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Onyc Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Common name: Onyc Species: Onychonycteris specuncola Time: Eocene Diet: Omnivore Temperament: Aggressive Wild Onychonycteris specuncola is one of the few omnivores I've seen on the Island. They seem to live primarily off the mushrooms and moss within the caves, but they attack almost any non-insect on sight. They avoid Titanoboa whenever possible, which leads me to believe the snake to be a natural predator of Onychonycteris. While flying in the dark caves would be difficult for any creature, Onychonycteris' ability to use echolocation has allowed it to adapt perfectly. It can be found idly flying around the caves as often as it can be found hanging from bits of the cave ceilings. Domesticated Not large enough to be used as mounts, and not strong enough to carry much, Onychonycteris still function well as a guard animal. Whether protecting a vacant home or members of a tribe, their relatively vicious nature has its uses. (/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Oviraptor Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Common name: Oviraptor Species: Oviraptor philodator Time: Late Cretaceous Diet: Carnivore Temperament: Skittish Wild Oviraptor Philodator is a small-to-medium sized carnivore, common in the jungles and beaches of the Island. Despite being a carnivore, Oviraptor's main source of food is eggs, which it steals from nests. Unlike any other creature, Oviraptor seems to be able to surreptitiously steal these eggs, usually without attracting the attention of an irate mother. In an incredible feat of natural selection, Oviraptor seems to emit a chemical pheromone that affects many creatures as an aphrodisiac. Mated creatures are much more likely to??create? new eggs while Oviraptor is around, which allows the Oviraptor to go about its business unperturbed. Domesticated Too small to fight or ride, Oviraptor is still one of the more commonly tamed creatures on the Island. Its pheromone ensures an increased stream of eggs from nearby mated wild creatures, for breeding, eating, or cooking kibble. Oviraptor will autonomously do the dirty work of stealing eggs from other tribes or wild dinos on your behalf, without attracting unwanted attention. They also make quite adorable sounds, so many children simply like to keep them around as rather strange companions.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Pachy Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Common name: Pachy Species: Pachycephalosaurus leniproelia Time: Late Cretaceous Diet: Herbivore Temperament: Passive Wild Pachycephalosaurus is a bit of a conundrum. It is a very passive (even friendly) herbivore, common to much of the Island. At the same time, it is one of the most dangerous herbivores that I have yet encountered on the Island. Its charging headbutt is a display of sheer physical power, and can kill much more quickly than you might think. While Pachycephalosaurus is generally friendly, it has a short temper. Its fight-or-flight response always seems to choose "fight!" The Pachy becomes extremely aggressive once attacked. Additionally, it is an incredibly fast sprinter, so escaping from an enraged Pachy is very difficult. Domesticated Pachycephalosaurus is an excellent battle-mount for those who want to ride a smaller, nimble combatant into the fray. Because of its particular musculature, it cannot effectively carry large quantities of resources. It can, however, move with brief magnificent bursts of speed, and its headbutt is simply devastating.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Paraceratherium Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Common name: Paraceratherium Species: Paraceratherium gigamicus Time: Oligocene Diet: Herbivore Temperament: Docile Wild Paraceratherium gigamicus is a massive, long-necked herbivore that inhabits some of the Island's grasslands. It resembles a gigantic horse/rhinoceros hybrid, but is over twice the size of either. Paraceratherium is a very peaceful and friendly creature. Barring some surprises yet in store for me, I can safely say that Paraceratherium is among the largest mammals on the Island. While its size means that Paraceratherium can provide an incredible amount of food, it also makes it dangerous when hunted. Domesticated A beast of burden second to the Brontosaurus, Paraceratherium is an excellent worker, and is sufficient in size to support a "platform" saddle upon which structures can be built. It is a naturally friendly animal, and is not afraid of humans. However, despite its normally calm demeanor, when it or its owner is provoked by aggression, the Paraceratherium can quickly become a real threat to the attacker and will use its girth to its advantage in combat.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Parasaur Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Common name: Parasaur Species: Parasaurolophus amphibio Time: Late Cretaceous Diet: Herbivore Temperament: Skittish Wild Parasaurolophus amphibio has one of the more interesting adaptations of any creature I've seen on the Island. Like all Parasaur, it has a signature crest on its head. Very docile at first, I've been able to approach the creature without disturbing it. If startled, however, the creature can vocalize a distress call to the surrounding area that warns of danger. Parasaurolophus appears to be low on the food chain and is hunted by everything, creatures and humans alike, which explains its skittish nature. It is a good source of meat and hide, if you can manage to keep up with it long enough to kill it. Domesticated Despite being what most tribes consider a relatively useless creature to tame, I once met an interesting woman who had tamed an entire herd of them. She informed me that many overlooked the creature's potential. She even graciously gifted me a fancy saddle to put on my own Parasaurolophus one day. As a relatively simple creature to domesticate, Parasaurolophus is commonly one of the first mounts a tribe will be able to acquire. Its ability to run relatively fast for lengthy intervals makes it a solid mode of medium-range transportation, though it has almost no ability to defend itself or its rider in a traditional sense. Smaller creatures, however, appear to be frightened by the horn of Parasaurolophus although it doesn't do much damage. It also has decent weight-bearing capabilities, which could prove useful for nomadic tribes as they work to establish a presence on the Island.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Pelagornis Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Common name: Pelagornis Species: Pelagornis miocaenus Time: Early Miocene Diet: Piscivore Temperament: Skittish Wild The much-larger ancestor of water birds like the stork or pelican, Pelagornis miocaenus shares many traits with its modern-day brethren. However, it seems to spend far more time hunting for fish over the open deep-sea. In fact, I have rarely spotted a wild Pelagornis anywhere near the coasts of the main Island, as it prefers to rest its wings by paddling on the ocean's surface rather than waddling along the Island's beaches. Perhaps this behavior is a result of its survival instincts. The Early Miocene was a post-dinosaur epoch, after all, and Pelagornis would not be accustomed to such predators. Considering how quickly it flees from humans, one can hardly blame its caution. Domesticated Because of its ability to fly, walk and surface-swim, a tamed Pelagornis is one of the Island's most versatile mounts, but this comes at a cost. The same webbed feet that allow Pelagornis to serenely maneuver along the ocean's surface prevent it from carrying prey off the ground, which may limit its appeal to some survivors.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Phiomia Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Common name: Phiomia Species: Phiomia ignavus Time: Late Eocene?Early Oligocene Diet: Herbivore Temperament: Skittish Wild Phiomia ignavus is another of the Island's generally docile herd animals. They are small enough that almost any predator can bring them down but large enough to provide plenty of meat. Were it not for the protection of the herd and their instinct to run from any predator, these would almost certainly be hunted to extinction. Phiomia's tusks and trunk make it especially suited to scavenging plantlife from the ground. It uses its tusks to dig up loose plantlife, then uses its stubby trunk to scoop the foliage into its mouth. Adult Phiomia often dig up food for their young, and watching a baby Phiomia attempt to use its trunk can be quite amusing. Domesticated While it is completely possible to ride a Phiomia around, they are a meager choice. They work very well, however, as pack-mules. If you feed the Phiomia a stimberry, it serves as a laxative in the creature's digestive system. Knowing this, tribal communities often keep a herd of these as livestock to produce mass quantities of fertilizer.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Piranha Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Common name: Piranha Species: Megapiranha magnadmorsus Time: Late Miocene Diet: Carnivore Temperament: Aggressive Wild Megapiranha magnadmorsus is carnivorous fish found fairly commonly in the rivers and ponds of the Island. Its bite is incredibly powerful; I've even seen them break through the armored turtles. Megapiranha has one of the strongest bites, pound-for-pound, of any creature on the Island. When encountering a Megapiranha be on the lookout for the rest of the school. No one Megapiranha is an overwhelming threat, but their tendency to swarm prey can make short work of much larger and stronger creatures. Any given Megapiranha is easy to kill by itself, but killing the entire school can be a daunting task. Domesticated The Megapiranha is highly territorial and does not respond favorably to visitors. Many have tried to pacify the hostile Megapiranha by herding them into a group with various lures. Unfortunately, none of this proved to be successful in attempting to domesticate the creature.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Plesiosaurus Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Common name: Plesiosaur Species: Elasmosaurus remuspissa Time: Late Cretaceous Diet: Carnivore Temperament: Aggressive Wild Elasmosaurus remuspissa is typically found in the deep oceans, and has a strange role in the oceanic food chain. It almost exclusively hunts the smaller creatures in the waters, leaving most even moderately large creatures alone. The sheer size of the Elasmosaurus means that the quantity of food it must eat to sustain itself is nothing short of enormous. Elasmosaurus is a formidable fighter. Aside from the Megalodon, I have only ever seen two creatures bring down an Elasmosaurus: a Mosasaurus, and human beings. Though I will admit, I have yet to thoroughly explore the staggeringly deep underwater caverns surrounding the Island. Domesticated Much like the Brontosaurus on land, Elasmosaurus is an excellent way to transport large quantities of goods over water. These powerful creatures are in fact so large that they can be used as mobile water bases. Ambitious tribes sometimes build bunkers right onto the backs of Elasmosaurus instead of building cargo ships.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Procoptodon Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Common name: Procoptodon Species: Procoptodon vivencurrus Time: Pleistocene Diet: Herbivore Temperament: Reactive Wild The first marsupial I've encountered on the Island is the Procoptodon vivencurrus. Standing nearly three meters tall, it is among the largest jumping creatures I've heard of. It is a fairly peaceful herbivore that will immediately flee when aggressed upon. One of Procoptodon's most unique features is its pouch. Unlike many pouched marsupials, Procoptodon's pouch is relatively dry and has little in the way of sticky or oily fluids. I assume this is good for the Joey, but I have not figured out exactly why yet. Domesticated Procoptodon's dry pouch makes it an excellent beast of burden that can carry far more than other creatures of its size. More importantly, many tribes use it as a two-seater transport by having a secondary rider nest in the pouch. Since this passenger doesn't have to worry about controlling the Procoptodon, the pouch-warrior can focus on firing his or her weapons!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Pteranodon Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Common name: Pteranodon Species: Pteranodon wyvernus Time: Late Cretaceous Diet: Carnivore Temperament: Skittish Wild Pteranodon Wyvernus is a large pterosaur, capable of flying more quickly than any creature I have witnessed on this Island thus far. It seems to have relatively poor stamina in comparison to its quick speed, however, making frequent pit stops on the beaches before taking off again. While other humans I've seen on the Island still insist on calling it a Pterodactyl, this is inaccurate. Pteranodon wyvernus's poor fighting and defensive skills mean they are likely to scavenge any number of dead animals rather than engage in dangerous combat with other creatures. They also flee at the slightest sign of trouble. Because of this, they are one of the most common creatures to be found darting across the Island's skies. Domesticated Pteranodons seem to be among most popular flying companions from what I have witnessed, possibly because they are relatively easy to tame with a slingshot or bow. Mounting a Pteranodon must be among the fastest and safest ways to get around the Island, but it doesn't provide any measure of secrecy in comparison to travel on land through the dense foliage. (/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Quetzal Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Common name: Quetzal Species: Quetzalcoatlus conchapicem Time: Late Cretaceous Diet: Carnivore Temperament: Skittish Wild From afar it's hard to believe that Quetzalcoatlus is the largest avian on the Island. It shares a similar silhouette with the Pteranodon but, upon closer inspection, is a far more enormous creature. I find it strange that such a large, imposing beast would be so skittish. Unlike other creatures of its size, it is more likely to flee than fight. I suppose the decision to flee from any trouble keeps the species alive on an Island with so many dangerous predators. Which reminds me, I don't believe I've ever seen a wild Quetzalcoatlus touch the ground. How does it manage to eat enough to sustain its massive size? Domesticated Tamed Quetzalcoatlus have a very specific role on the island. Too slow to be an efficient local transport, and too obvious a target to be an effective warbird, the tribes I've encountered tend to employ it as a mass carrier. Quetzalcoatlus is primarily used by these masters of the skies to safely ferry vast quantities of supplies, creatures, and human cargo from one base to another without tiring.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Raptor Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Common name: Raptor Species: Utahraptor prime Time: Early Cretaceous Diet: Carnivore Temperament: Aggressive Wild Utahraptor prime is an incredibly aggressive subspecies of Utahraptor found on the Island. It tends to travel in small hunting packs, attacking smaller prey with its sharp teeth and enlarged foreclaws. One of the faster creatures on the island, Utahraptor often uses their pack numbers to their advantage by swarming around their prey before it can react. The large curved talon on the second toe of this sub-species seems particularly suited for dealing significant damage. Utahraptor prime usually kill its prey with numerous slashing and biting attacks in rapid sequence. Domesticated Despite its normally aggressive nature, Utahraptors have become one of the primary combat mounts for roaming bands of raiders, as well as scouts for larger collectives. Those who ride Utahraptor claim they are difficult to tame, but then fiercely loyal. As a carnivore, once tamed they require a steady stream of meat to sustain.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Woolly Rhino Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Common name: Woolly Rhino Species: Coelodonta utiliserro Time: Late Pliocene-Late Pleistocene Diet: Herbivore Temperament: Friendly Wild Coelodonta utiliserro is a friendly herbivore, common to the tundra and grassland regions of the Island. It is a large and dangerous creature, though it seems fairly trusting of the fauna around it. Once attacked, Coelodonta begins charging towards its foe. It builds up momentum as it charges, and depending on its ultimate impact speed, the results can be terrifying. With enough room to charge, it can even skewer the largest creatures in just one gore! Despite how powerful Coelodonta are, many tribes still hunt them extensively due to their unique resources. Its horns can ground into a highly arousing powder, and its thick fur can support many insulating outfits, making the Coelodonta in high demand. Even less-advanced tribes use packs to hunt them down, though at significant peril. Domesticated When not being hunted for its horns, Coelodonta makes an impressive beast of burden. Its ability to take on far larger opponents provided sufficient charging room, as well as its sizeable load capacity, make it a solid addition to any trader party or gathering expedition.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Sabertooth Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Common name: Sabertooth Species: Smilodon brutalis Time: Early Pleistocene/Holocene Diet: Carnivore Temperament: Aggressive Wild Smilodon brutalis is a solitary hunter, generally found in cold, lightly wooded areas. The Island's mountains are the perfect habitat, as the mammal's fur keeps it safe from the bitter temperature. While its huge fangs are excellent for delivering deathblows, the creature's claws can be just as deadly. Despite normally being a solitary creature, Smilodon brutalis are not opposed to hunting in small packs. In fact, they have to do this to take down larger prey such as Mammoths. Enough Sabertooths can take down a Carnotaurus, perhaps even a Tyrannosaurus. Either way, Smilodon brutalis should not be underestimated. Domesticated While not as fast as Raptors, there's no denying the Sabertooth's increased resilience and power. In addition, well-trained Sabertooth can be taught to use their claws to flay corpses. This may sound morbid, but it is among the best ways to quickly gather large quantities of hide from the giant beasts of the Island.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Sabertooth Salmon Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Common name: Sabertooth Salmon Species: Oncorhynchus grexlamia Time: Late Miocene-Mid Pleistocene Diet: Carnivore Temperament: Evasive; aggressive when attacked Wild Fairly unremarkable by the Island's standards, Oncorhynchus grexlamia is a generally passive fish. Its main form of protection is swimming in a large school. Oncorhynchus does not like conflict, and generally swims away from anything larger than itself at very high speeds. Once provoked, however, Oncorhynchus becomes quite aggressive, along with its nearby brethren. It locks onto its prey with its long "saberteeth" and begins draining that creature's blood. This loss of blood is not too dangerous alone, but when a school of Oncorhynchus attack at once, their target quickly loses speed and stamina from blood loss, drowning if it cannot breath underwater. Domesticated Like many of the smaller fish found on or around the Island, Oncorhynchus cannot be tamed, but it is often herded and harvested for its resources. In particular, certain cuts of Oncorhynchus meat are considered to have superb quality, and are often referred to as "Prime Fish" used for specific high-end concoctions and taming the Island's many piscivorous creatures.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Sarco Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Common name: Sarco Species: Sarcosuchus excubitor Time: Early Cretaceous Diet: Carnivore Temperament: Patient Wild Among the Island's swamp-based threats, Sarcosuchus excubitor is a lot like what you might expect from a giant crocodile: a patient killing machine. It spends much of its days lazily waiting in the water for prey to walk near. That said, it is not opposed to scurrying onto land and pressing the issue when hungry. A good tactic for escaping many predators is to jump into the water, as most are slow swimmers. This is a bad tactic for escaping a Sarcosuchus, obviously, as they are actually faster in the water than they are on land. Domesticated Despite being river-dwelling creatures, Sarcosuchus seem quite at ease in the oceans. More than a few fishing communities use them as mounts simply to help fight off Megalodons, or to gain better access to the resources found within the reefs.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Pulmonoscorpius Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Common name: Pulmonoscorpius Species: Pulmonoscorpius gigantus Time: Late Silurian Diet: Carnivore Temperament: Aggressive Wild I'm not sure why, but the giant scorpions I've seen on the Island are far more disturbing than most of the dinosaurs. Rather than simply kill its prey, Pulmonoscorpius gigantus injects its victims with a tranquilizing poison, then eats its unconscious prey alive. This subspecies has a large pair of pincers that seem connected to the same toxin sacs as the tail. I've never seen another scorpion that has this adaptation, but I've never seen another scorpion that's larger than I am, either. Domesticated Trying to tame a monster like Pulmonoscorpius gigantus sounds like a crazy idea, but I suppose the ability to knock out a foe could come in handy. It could certainly make incapacitating some of the Island's other creatures much easier.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Aranaeo Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Common name: Araneo Species: Araneomorphus Amalgotantibus Time: No equivalent, traits begin as far back as Mesozoic Era Diet: Carnivore Temperament: Aggressive Wild I don't know where to start with Araneomorphus Amalgotantibus. It has so many of the nightmare inducing traits of spiders from among many family and genus. It fires webbing like a bola spider, and it spits venom like a lynx spider. It has a poisonous bite like a myriad of spiders, and can see in the dark by sensing vibrations. To top it off, it's larger than an adult human! If that wasn't enough, I'm convinced that some of the caves on the Island have actually been dug by Araneomorphus, but this worries me; either it's a colony-spider (like ants), or there is a much larger Araneomorphus somewhere on the Island. Domesticated As long as it is kept far from arachnophobics, a domesticated Araneomorphus makes an excellent guardian creature for anyone who wants to avoid lethal tactics. Their strange web-spraying behavior is also certain to be quite helpful while hunting fast, fleeing prey.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Spino Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Common name: Spinosaur Species: Spinosaurus aquareliga Time: Early-Late Cretaceous Diet: Carnivore Temperament: Territorial Wild Among the few carnivores on the Island that can match Tyrannosaurs in size, Spinosaurus aquareliga does not match its ferocity. Spinosaurus' four legs and large sail make it fairly swift on land and incredibly fast in the water. Its marvel is, arguably, the ability to change stances by going from quadruped to biped. The creature is visually distinguished by its spectacular sail. In my travels I have seen many different and brightly coloured sails, as every Spinosaurus appears to have a slightly different palette. The one comforting fact about Spinosaurus is that it seems more at home near water than away from it. Although the creature is more powerful, faster, agile, and insatiable while in water, it tends to become less hostile as it gets farther from it. On one occasion, I only escaped a Spinosaurus by getting far enough from its lake home to make it simply lose interest. Domesticated Spinosaurus is an incredibly well-rounded apex carnivore. Faster than a Tyrannosaurus in water and able to travel on land unlike a Megalodon, its all-terrain versatility may be unrivaled. Although its movement speed is slower in a biped stance, it gains considerable attacking strength and mobility in this form. For hunters who wish to have a well-rounded mount, Spinosaurus may be the ideal choice -- if they can acquire one.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Stegosaurus Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Common name: Stegosaurus Species: Stegosaurus regium Time: Late Jurassic Diet: Herbivore Temperament: Docile Wild Stegosaurus regium has approximately 16 paired rows of plates along its back, flanked by another, smaller pair of 6 plates. This is contrary to the alternating rows of Stegosaurus fossils I've seen in museums. I've encountered Stegosaurus, in varying amounts, almost everywhere on the Island. Not surprisingly, Stegosaurus uses the spines on its tail to defend itself. While not aggressive, Stegosaurus will come to the aid of another nearby Stegosaurus. This implies it to be a herd animal. Domesticated Stegosaurus is commonly used as a safe way to transport large quantities of goods. The plates on its back double as a cover against the arrows of attackers. It is capable of knocking back enemies with its large swinging tail, keeping the predator at a distance long enough for the rest of the tribe to provide backup. Its spiked appendage also helps it gather wild berries in large quantities.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Tapejara Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Common name: Tapejara Species: Tapejara imperator Time: Cretaceous Diet: Carnivorous Temperament: Skittish Wild Tapejara imperator is a marvel to watch in the wild. It has astonishing agility compared to the Island's other flyers thanks in large part to the rudder-like fin that extends from its snout to the back of its skull. Initially, I'd thought the fin was simply composed of keratin, but closer inspection has led me to believe that it is actually some kind of sensory organ. Not only does it decrease Tapejara's turning radius even at high speeds, but it apparently provides Tapejara with extra information to help it fly through the air with unparalleled grace. I've even seen Tapejara hover and strafe side-to-side in the air without moving forward at all. It's quite remarkable. The creature also makes effective use of razor-sharp claws to latch onto surfaces such as the trunks of tall trees, holding its position indefinitely. Domesticated Warlike tribes appear to consider Tapejara the equivalent of a versatile rotor aircraft, capable of rapid positional changes and aggressive agility. When domesticated the Tapejara is typically outfitted with a unique triple-rider saddle, enabling two passengers to wield handheld weaponry while the pilot takes the reins. When the Tapejara is latched onto a surface, both the passengers and pilot are able to make full use of their weapons together! Evidently what this skittering creature lacks in distance-stamina, constitution, and weight carrying capacity, it makes up for in maneuverability and combat versatility.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Terror Bird Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Common name: Terror Bird Species: Phorusrhacidae rapidesultor Time: Late Paleocene Diet: Carnivore Temperament: Aggressive Wild Ranging from eight to twelve feet tall, Phorusrhacidae rapidesultor is a highly aggressive avian that is just barely capable of very brief "flight." Instead, it uses its wings primarily for balance during its high-speed sprints. Phorusrhacidae flight is actually closer to an impressive sustained leap or glide that is assisted and lengthened by flapping its wings. Phorusrhacidae shows interesting traits related to theropods such as Utahraptor, Carnotaurus, and Tyrannosaurus. It has many similar traits, such as general shape and predator patterns, but its attacks tend towards lightning fast dashes and beak slashes. Domesticated Phorusrhacidae is an effective combat mount, particularly for harassing and scouting. Riders of Phorusrhacidae gain most of the benefits of a fast, mobile ground-based theropod, while also gaining some of the freedom of movement from a flyer...assuming the rider can coax Phorusrhacidae into staying in the air over a long leap.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Titanosaur Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Common name: Titanosaur Species: Titanosaurus vagacastrum Time: Late Cretaceous Diet: Herbivore Temperament: Passive, unless approached Today I witnessed an unforgettable sight: the extremely rare Titanosaurus vagacastrum. Essentially a walking mountain, it is an absolutely enormous Sauropod which has developed armored plates of bone protrusions all over its body. Between these plates and its unparalleled size, Titanosaurus is extremely difficult to put down. In addition, Titanosaurus seems outright immune to any sort of narcotic effects. They often inadvertently crush nearby creatures underfoot with every step they take. While most Sauropods ignore non-hostile creatures, Titanosaurs take issue with creatures invading its personal space. This is probably because they aggressively feed off any and all plants they can find. Titanosaurus eats constantly, which certainly helps recover health quickly, even after fighting off numerous carnivores such as Giganotosaurus. Domesticated If ever a creature were too big, it would be Titanosaurus. You'll hardly see a Titanosaurus with just a saddle and a rider: its immense size can effectively carry a fortress, defensive emplacements, along with a small zoo. Although the Titanosaur can be domesticated, it's believed the process causes the creature to slowly starve to death from its subsequent refusal to eat.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Titanoboa Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Common name: Titanoboa Species: Titanoboa exornantur Time: Paleocene Diet: Carnivore Temperament: Aggressive Wild Typically found within the Island's caves, Titanoboa exornantur is an aggressive creature that prefers dark, rocky areas. This extremely large snake, while being a member of the Titanoboa family, does not constrict its prey as most boas do. I believe this adaptation comes from coexisting with giant insects. However, the Titanoboa's venomous bite is so potent that it is known to paralyze far larger creatures. Titanoboa has developed a strange coexistence with other creatures of the Island's caves. Being immune to knockout poisons, and being unable to pierce the thick chitin of the insects, the species have learned to coexist. They often hunt large prey together. Domesticated As they appear immune to knockout poisons, Titanoboa exornantur is basically impossible to render unconscious. Because this crucial step can't be done, I'm convinced that Titanoboa are not tameable.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Rex Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Common name: Rex Species: Tyrannosaurus dominum Time: Late Cretaceous Diet: Carnivore Temperament: Aggressive Wild One of the deadliest creatures on the Island, Tyrannosaurus dominum is a killing machine. Active mostly when hunting for food, this formidable predator can be spotted in forests or grasslands chasing down its prey and devouring them with its incredibly strong jaws. I've seen few creatures on the Island that can contest the Tyrannosaurus for dominance. It is pure power, from its bite, to its stomp, to its tail. Despite being a different sub-species of Tyrannosaurus, everyone I've met still refers to them as a "Rex" or a "T-Rex". I've long since stopped trying to convince anyone, especially the few who I've encountered wearing Tyrannosaurus teeth as necklaces. Domesticated Taming a Tyrannosaurus is without a doubt the goal for any warlord or warring tribe. Tyrannosaurus is a fierce battle companion. There is a reason Tyrannosaurus is considered the king of dinosaurs (or in this genus, the "lord"). Any tribe that manages to tame one has almost nothing to fear.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Triceratops Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Common name: Triceratops Species: Triceratops styrax Time: Late Cretaceous Diet: Herbivore Temperament: Short-Tempered Wild Apparently a crossbreed of a Triceratops and Styracosaurus, Triceratops styrax has both the characteristic three-horned face of Triceratops and the prominent horned-ridge of Styracosaurus. Normally a very docile grazing animal, Triceratops becomes aggressive once angered. Triceratops will chase down would-be predators (and egg-stealers) with incredible prejudice. I've seen Triceratops have an especially hostile reaction to the Tyrannosaurus, with herds attacking en masse. While not very fast, they are deadly in a group. Domesticated A common mount for those that ride dinosaurs, Triceratops doubles as pack animal and combat dinosaur. Triceratops' bony ridge works excellently as cover from frontal attack, and the dinosaur's charge is incredibly dangerous. It is also capable of harvesting a sizable amount of resources with its horns by shredding fruit from the leaves, making it a very useful work companion for smaller tribes.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Trilobite Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Trilobite Species: Trilobite conchadurus Time: Early Cambrian-Late Permian Diet: Carnivore Temperament: Defensive Wild Like most Trilobites, Trilobite conchadurus is an opportunistic carnivore that feeds on anything smaller than itself which it can get a hold of. A sluggish creature, the Trilobite's best defense is its incredibly hard shell. This seems to be a common adaptation for the slower creatures of the Island. Trilobite is not a very good source of food. The creature seems to be made mostly out of internal organs and its protective carapace. This is good for the trilobite, as both river and ocean predators are less likely to prey on it if there are better options around. Domesticated The Trilobite does not seem to have enough intelligence to be tamed. This doesn't mean it has no use among resourceful survivors, however. Found along beaches and in the ocean's shallows, Trilobites are easily one of the best sources of oil, pearl and chitin on the Island, presuming one doesn't wish to venture into the dangerous caves.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Carbonemys Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Common name: Carbonemys Species: Carbonemys obibimus Time: Danian Diet: Herbivore Temperament: Defensive Wild Carbonemys obibimus is one of the least aggressive creatures on the Island. Were it not for the plethora of predators on the Island, I'm quite certain that it would spend its days basking in the sun, eating, or sleeping. Carbonemys leads a simple, solitary life. Nevertheless, it seems to be one of the most peaceful animals I have yet encountered. With its slow walking speed, the only things that keep it safe are its surprisingly fast swim speed, and its incredibly thick shell, which can absorb tremendous damage. Domesticated Carbonemys' swift swim rate, fairly high strength, superior shell defenses, and lack of real threat makes it an ideal armored mount for many survivors who shy away from violence. It can carry its rider to the ocean's resources at fairly high speed, and is not particularly dangerous to tame.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Helena Note #1(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Entry 1 I've lost count of how many sunrises I've seen since I arrived on this island. Hundreds, I'd imagine, yet each one seems more beautiful than the last. Sometimes, I like to take Athena out just before dawn and watch it while flying through the morning sky. It's in these simple moments that I realize just how lucky I am. Not that I was unhappy exploring the reefs and rainforests back in Oz, but I wasn't ever going to spot a bronto stomping about the outback, was I? Since I got here, I've had the opportunity to study creatures that no other biologist has even witnessed. I'll always be grateful for that.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Helena Note #2(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Entry 2 I'd been holding out for a change in weather before studying the wildlife of this island's peculiar tundra region, but I think it's safe to say that it's not forthcoming. Clearly this planet has no axial tilt, and therefore no seasons. That ice and snow isn't melting anytime soon. Can't say I'm happy about it. The cold and I are not best mates, I can tell you that, but I'll just have to suck it up. The climate during the jurassic and cretaceous periods that many of this island's creatures hail from was fairly uniform, so an arctic region is quite the oddity. It'd be plain stubborn of me not to have a Captain Cook.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Helena Note #3(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: The tribe that calls themselves the Howling Wolves has really made this northern adventure a lot easier. Well, them and Athena. She's right at home here. I don't think I'll ever be able to repay Rockwell for just up and giving me an argentavis. He's said our conversations are payment enough, but I still feel guilty. I should remember to collect some floral samples for him while I'm here. Anyway, tagging along with the Wolves' has been a good introduction to the region, but I think I'm ready to make my own way. To make real scientific conclusions, I need to observe these animals undisturbed in their natural habitat for long periods of time.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Helena Note #4(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: What a day! There I am, putting the finishing touches on the mammoth dossier, when all of a sudden, a Tyrannosaurus starts attacking the herd. Strewth! A Tyrannosaurus, wading through the bloody snow! I asked the Howling Wolves at the nearest camp, and apparently, this is a common thing. They're not new to the region. It just doesn't make sense. How can a Tyrannosaurus survive in this climate? And how can the introduction of an apex predator not shift the entire ecosystem? I've got to look into this as soon as I can.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Rockwell Record #2(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Entry 2 The wondrous properties of the flora on this island will never cease to amaze me. If I'd told my colleagues in London that I could create a concoction capable of erasing someone's memories, I'd be laughed out of the room and never invited to tea again. Yet here it sits: my Mindwipe Tonic. As usual, I've had tribal leaders grovelling at the gates of Rockwell Manor just for the tiniest of samples, and for the recipe? Oh the bounties I've been offered! I'm not interested in their riches, though. I have their protection, supplies for my studies and all the time in the world. What more could I ask for?(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Rockwell Record #3(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Entry 3 These tribal negotiations give me a headache every time. The Blackthumbs are mad that the Painted Sharks sunk two of their barges, but the Painted Sharks say that the barges were too close to Southern Haven and they were perfectly within their rights to sink them, as per The Southern Isle Accords. Typically, neither side is willing to budge. What a bother. I'd just as soon mindwipe the lot of them and return to my studies. Alas, such is the fate of the island's most respected neutral entity. At least The Painted Sharks brought some fresh fish. Perhaps I'll side with them.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Rockwell Record #4(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Entry 4 Any chemist worth his salt knows the irreplaceable value of testing. Until a tonic has been rigorously tested, it is less useful than water. If only I could persuade this island's less intellectual inhabitants to see that! Tests on Mesopithecus serve well for early trials, but they are no replacement for genuine human subjects at later, safer stages. By subjects, I of course mean willing participants that are prepared to risk mild headaches and much less mild nausea for the sake of science. The Laughing Skulls offered rather less willing participants at one point, but I declined. With how difficult it is to find volunteers these days, I sometimes regret it.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Meiyin Note #3(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Entry 3 Defending my hometown during the uprising taught me more in months than I learned in all the years before it. Among those lessons ? men will always underestimate women in battle, and humans can be crueler than any animal. Both applied today. The footprints I found were not from one man, but three. Their eyes changed when they saw me, like wolves discovering a lamb. They were wrong. They were merely mutts. I was the wolf. Two died to arrows after ignoring my warnings. The last to my spear. I left their bodies out in the wild. I cannot stay here. The beaches are too open. To survive, I must brave the jungle.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Meiyin Note #4(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Entry 4 Today, I scored a great victory. As the sun set, I happened upon a small village on a bluff. Unfortunately, it was besieged by a man who rode a lizard like a horse and wielded a stick that spat fire. It would have been safer to retreat, but I could not ignore the bodies. This was a slaughter. Surprise can be a warrior's most powerful weapon, and I wielded it effectively. My first arrow found the lizard's throat, and many more pierced the man's back once he tumbled from the saddle. He never saw his vanquisher. In hindsight, I should have spared the beast. A mount would be welcome.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Nerva Note #2(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Entry 2 I am reminded of my first command in Dacia. Many men questioned my rank, wondering why they had to follow a Centurion so young. It took time to earn their trust, but it was necessary. I could not have even a single soldier questioning me in battle, lest our discipline fail. Without discipline, our century's formation would crumble, and the legion would be exposed. It is the same here. These ragged men and women will not become a unit overnight, but I am patient and more experienced than I was in Dacia. I may be far from the Rome, but I know this for certain ? this island will know its might. Gaius Marcellus Nerva Victoria per Disciplinam(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Nerva Note #3(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Training grew easier once my charges began to see the results. In fact, they've found such a wellspring of enthusiasm that their drills and chores alone cannot contain it. This morning, I found a flag flying above the armory. It was the symbol of the Imperial Legion, but with one of the island's flying lizards replacing the eagle and words in a foreign language replacing SPQR. I?m told they say "The New Legion." I admit, I smiled at the sight. Very well then. It's time to find out if I've created true Legionnaires. We march at dawn. Gaius Marcellus Nerva Victoria per Disciplinam(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Nerva Note #4(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: I knew I'd chosen a soft target to test my men, but I had expected a little more resistance. The tribe we assaulted was young, but supposedly they had seen some success as raiders. I cannot see how, given how swiftly they fell into disarray. Some even attempted to flee but they did not get far. After scouring their fortifications for supplies, we razed them to the ground and planted our flag among the ashes. Let every savage and tribal pretender know: the New Legion has arrived. Gaius Marcellus Nerva Victoria per Disciplinam(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Broodmother Hologram(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Megapithecus Hologram(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Dragon Hologram(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Deathworm Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Common name: Death Worm Species: Khorkoi arrakis Time: Unknown Diet: Carnivorous Temperament: Extremely territorial Wild The titanic Khorkoi arrakis is commonly called a "Death Worm" by the locals, though I'm not certain that it is actually a worm. It shares some similarities to some segmented worms, namely the aquatic Eunice aphroditois, but it's biology doesn't seem consistent with other members of the annelid phylum. However, the "death" part of its name could not be more spot on. Khorkoi is without question the apex predator of this desert. It will devour anything that dares to set foot in the Endless Dunes, regardless of size or ferocity. Khorkoi spends most of its time burrowed beneath the desert sands, exploding to the surface only to devour its prey in a single bite. The only chance of surviving a Khorkoi attack is if its initial lunge misses, as it's momentarily immobile afterwards. Theoretically, that could provide a brief opportunity to escape its territory. I wouldn't count on such luck, though. Domesticated Attempting to tame Khorkoi will almost certainly result in failure and a very painful death. Any survivors in this desert should avoid Khorkoi territory at all costs.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Mantis Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Common name: Mantis Species: Empusa discipulus Time: Holocene Diet: Carnivore Temperament: Aggressive Wild The existence of a creature such as Empusa discipulus is both fascinating and frightening. Not only is Empusa the only recorded insect to have developed an opposable digit, allowing it to grip objects and use tools, but it possesses a level of intelligence that is unrivalled among non-human species. I have even found clear patterns in the sounds Empusa makes when communicating with its own kind, as though it is actually using some kind of dialect. I would love to study these interactions in depth, but observing Empusa up close is extremely dangerous. Its size, intelligence and ability to pounce on its prey from a great distance mean that one could be quickly swarmed and killed upon detection. Caution is recommended. Domesticated Though a dangerous task, successfully taming Empusa can prove highly beneficial. Its unique claws allow it to wield melee weapons like spears or pikes in battle, and use tools while harvesting resources. This makes it deadly as a mount or footsoldier and highly efficient as a gatherer.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Jerboa Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Common names: Jerboa Species: Renopila amplexus Time: Unknown Diet: Herbivore Temperament: Cowardly Wild Scientifically speaking, Renopila amplexus is an adorable little fuzzball and I just want to hug it forever. Unfortunately, being harmless and lovable is inadequate as a defense mechanism in this wasteland, and that means Renopila is at the bottom of the food chain. It's an easy meal for predators and survivors alike, the latter of whom also value its hide. The locals refer to Renopila as a Jerboa, but while it does look similar in some ways, it is clearly unrelated. The fact that it does not hop is a dead giveaway. In fact, while Renopila generally fits into the clade Glires, it seems to share traits with both rodents and lagomorphs. Domesticated In addition to being the cutest little companion in the desert, hours of close study and/or cuddling have taught me that Renopila has an instinctive understanding of this land's weather patterns. When the weather is about to change, Renopila will suddenly start behaving differently, so taming Renopila does have practical uses that can justify its perch upon one's shoulder. Not that I need justification, but I'll take whatever excuse I can get.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Jugbug Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Common name: Jug Bug Species: Scutiphora puteus Time: Holocene Diet: Herbivore Temperament: Passive Wild Scutiphora puteus is a fast, flying insect that comes in two varieties, visually distinct only in the red or green markings on its exoskeleton. Biologically and behaviorally, they are practically the same. The only real difference between the two is the resource they gather in the expandable sacks on their backs. Scutiphora with green markings gather water, and Scutiphora with red markings gather oil. This unique ability makes Scutiphora a target for both the desert's natural predators and human survivors. Finding a green Scutiphora at the right time could prove to be life saving, and survivors can use the oil produced by red Scutiphora for a wide variety of purposes. Domesticated Like many of the insects on the Island, Scutiphora cannot be tamed. Beyond the resources obtained while hunting it, survivors will find no use for it.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Moth Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Common name: Desert Moth Species: Lymantria sporarmis Time: Holocene Diet: Herbivore Temperament: Evasive Wild Like its smaller relatives, Lymantria sporarmis survives by draining plants and vegetables of their nutrients. Given desolate nature of the region, that makes its options rather limited, but fortunately its relationship with the desert?s plants is symbiotic. In addition to pollinating them, the spores it releases help nourish the harsh desert plants. When attacked, the slow-moving Lymantria immediately takes to the air and flies almost straight up while releasing spores. While the spores are nutritious to most plants, they are highly poisonous to most other organisms. Domesticated Lymantria is occasionally used as a one man flying mount, but its ability to produce silk and spores is often considered more valuable due to its slow flight speed. Its silk can be weaved into heat-dispersing cloth, and its spores gathered for fertilizer or poison. Its saving grace as a mount is its ability to release spores mid flight, allowing it to act as a primitive bomber during sieges.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Rock Elemental Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Common name: Rock Elemental Species: Colossus petram Time: Unknown Diet: Minerals Temperament: Extremely territorial Wild Colossus petram is like no creature I have ever encountered. There is no biological or historical precedent for it. Its nearest relatives exist only in legend ? mythical statues that could come to life like the Golem of Prague. That makes it all the more dangerous. What survivor could possibly expect a seemingly benign rock formation to suddenly spring to life and attack them? Fortunately, Colossus petram's massive size makes it quite slow, so I would advise most survivors to flee immediately if encountering it in the wild. Colossus petram survives by slowly absorbing nearby minerals while in its dormant state, which consequently means that its body contains a wealth of metal ingots. If undisturbed, it can maintain this hibernation ad infinitum, but it will viciously attack anyone who encroaches upon its territory. A solitary creature, Colossus petram lives alone, and will not even protect its own kind. Domesticated If somehow tamed, Colossus petram could prove to be an invaluable asset, particularly in a siege. Only armor piercing rounds or explosives can harm it at all, and it will handily smash through stone structures.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Thorny Dragon Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Common name: Spiny Lizard Species: Moloch sagittarius Time: Holocene Diet: Carnivore Temperament: Aggressive Wild Though survivors have come to call these gargantuan reptiles Spiny Lizards, I believe that Moloch sagittarius' closest known relative is the Australian Thorny Devil (Moloch horridus). Besides the obvious gap in size, most of the differences between Moloch sagittarius and its smaller relative lie in its thorns. Instead of being permanent parts of its skin, Moloch sagittarius' thorns are more like spines or quills that can be removed and regrown. In fact, it is even capable of shooting these spines from its tail as a method of self defense, and examination of these projectiles has revealed that they are coated in a lethal poison. Domesticated Despite its dangerous spines, Moloch sagittarius has proven to be an excellent mount for indirect combat. Its ranged attacks can wreak havoc in a pitched battle, particularly if other creatures are taking the enemy's attention. Additionally, Moloch sagittarius is able to gather wood rather effectively, making it more than just an option for combat. Once saddled it can be used as a workbench, allowing for a mobile crafting station.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Wyvern Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Common name: Wyvern Species: Draconis vipera Time: Unknown Diet: Carnivore Temperament: Aggressive Wild Like its relative from the Island, the Draconis vipera that inhabit the aptly named Dragon Trenches are creatures straight out of European legend. Aside from size, the main difference between Draconis vipera and its larger cousin is that the former possesses only two legs, like an avian. Otherwise, it is quite similar, with armored scales, leathery wings and the ability to spew projectiles from a pair of glands inside its mouth. The nature of these projectiles is tied directly to the color of Draconis' scales. Some spit fire while others unleash poisonous acid or even bursts of bioelectricity. Domesticated I can imagine no flying mount more deadly than Draconis vipera. Its strength, toughness and ability rain death upon one's enemies makes it unmatched in combat. The few creatures that it cannot immediately overpower, it can outmaneuver. The ridges on its back form a natural saddle, to the point where many riders prefer to ride Draconis bareback. Curious indeed. However, Draconis vipera is too resilient to domesticate once it has become an adult. It must be raised from an egg if you wish to garner its loyalty.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Vulture Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Common name: Vulture Species: Torgos arcam Time: Early Pleistocene Diet: Carnivore Temperament: Docile Wild Torgos arcam appears to be a relative of Torgos tracheliotos and Torgos negevensis ? commonly called lappet-faced vultures ? which are native to the sands of the Sahara, Sahel, and Negev deserts. Like them, it is a carrion bird that feeds on the decaying corpses of other animals, and is only aggressive when defending its meal. As such, survivors should take note when they see groups of Torgos arcam circling above. It means that a wounded creature or a bloody battle may be somewhere below. Domesticated Despite its impressive wingspan, Torgos arcam is not suitable as a pack animal, and is surprisingly light. Some survivors have even been known to keep a tame Torgos arcam perched on their shoulder. Interestingly, Torgos arcam is capable of storing raw meat in a separate stomach where it will decay at a slower rate. Tribes could, in theory, utilize this feature to preserve meat for recipes.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Morellatops Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Common name: Morellatops Species: Morellatops dromedarius Time: Early Cretaceous Diet: Herbivore Temperament: Passive Wild Morellatops dromedarius seems to be to a relative of both the Morelladon and Ceratops genuses, which in itself is rather strange. On top of that, it has developed to ability to store water in its humps like a camel. This makes it a critical part of the desert's food chain, as it provides predators with both food and hydration. Domesticated When survivors discovered how to tap into the water in Morellatops' humps without harming it, the docile creature became the desert's essential pack animal. Not only can it carry a good amount of weight, but it can provide survivors with a large, mobile water source that can mean the difference between life and death on any given journey. Morellatops has limited options when it comes to self defense, so I would not recommend taking one into combat. However, so long as survivors don't forget to let Morellatops stop by a well every now and then, they will find the creature an invaluable companion.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Manticore Hologram(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Raia Tablet #1(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Entry 1 Even at this distance, the great obelisk is beautiful. It is like a pillar of Amun-Ra's light given solid form. I wish we could have made our camp right beside it, but the others thought that might draw unwanted attention. At least we are close enough to be in its shadow, and drink from the river that runs beneath it. I always face it when I pray to Hathor, and though I can feel the skepticism in my companions' gazes, my faith is unshaken. For it was my faith that guided us here, to this place rich with water and resources. All agree that it is the ideal location for a settlement. Wherever we are, the gods are watching over us. I know it.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Raia Tablet #2(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Construction has been going well. None of us are architects but we have been adjusting to our roles. Girisha's broad shoulders and booming laugh conceal a keen mind, and we started making better progress once I convinced him to stop hauling rocks and start drawing up plans. That let Amir focus on starting a garden, where he is more at home. I have focused on trying to keeping us organized and maintaining our spirits, myself. I wish I could do more. Sadly, while a priestess has many gifts, manual labor is not one of them. I often find myself winded before midday. I pray that the others do not find me burdensome.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Raia Tablet #3(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Back in Luxor, I always tried to stay out of politics. I never aspired to be Divine Adoratrice as some priestesses did. I found that such selfish ambitions often led to suffering ? both for oneself and for others. So when Girisha referred to me as our leader today, I found myself surprised. I had never asked for such a position, and the others had never bestowed it on me in any official manner. It just happened naturally. I am not sure what to make of it, but if this is Hathor's will, then I will try to guide these people as best as I can.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Raia Tablet #4(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Entry 4 Our settlement has grown so quickly during these hectic months. So many wandering souls have found their way here seeking shelter and companionship. I have done my best to welcome everyone I can. If treated with understanding, most become productive, loyal members of our community. But I am no fool. I know that hearts can have two natures. Hathor offers compassion while Sekhmet brings devastation. As we grow in size, we become a riper target for those with malice in their hearts. Girisha has tried to organize a militia, but I fear it inadequate. For now I must be wary, and pray that the gods send us a true warrior.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Dahkeya Note #1(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Old habits die hard. I suppose I'm living proof. I woke up stark naked who knows where with who knows what lodged in my arm, but just weeks later and I'm already back to robbing folks at gunpoint. This place may not be Texas or the Arizona Territory, but I'm the same John Dahkeya. I don't know why that makes me restless. I didn't mind this life before, but then I didn't exactly choose it. I just stumbled into it, or at least that's what I told myself. So much for that. Maybe this is just who I am.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Dahkeya Note #2(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Entry 2 Sometimes the pennies a man won't part with willingly are worth less than the words he'll share with any stranger. Some of my new partners don't see that. Blondie's particularly blind to it. He's always looking for an excuse to pull the trigger, and he's stubborn as hell. He even still gets mad we call him Blondie, as if any of us can pronounce that name of his. But if Blondie were calling the shots, that hunter wouldn't have told us about the group gathering to the southeast, and they'll have a lot more for the taking than animal hides.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Dahkeya Note #3(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: I can't believe how easy this was. There weren't many guards here to begin with, and the few they've got are more likely to shoot you a smile than a bullet. We just walked right in. The settlement is even bigger than we expected. It's impressive, protection aside. Everyone working together to build their own little paradise, not that it'll last. If you ask them, they'll credit their leader, a woman called Raia. The others have spread out to find where the supplies are stored, but I'm feeling curious. Maybe I'll go find this mystery woman. Might be interesting.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Dahkeya Note #4(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: I don't know what brought me to this desert. Back home among the Ndee, they would probably say it was the spirits of our ancestors. Other folks might say God. Whatever it was, after talking to that woman, I realize now that I've been wasting what it's given me. I have no history here. There are no posters showing off my sneering face, no posses hunting me. I can be any man I choose. So today, I'm making a choice ? the folks here don't deserve to be robbed. What they deserve is protection, and I'm the man to protect them. Hell, maybe they'll even call me Sheriff.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Helena Note #1(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Entry 1 I had to pick the desert. Why the hell did I pick the desert? Well, I suppose "pick" is a rather strong word for it. I'm still not entirely certain just how I got that console working, but it suddenly started cycling through holographic images of different space stations similar to the island one that I'd been living on. Of course, I just had to go and press another button while it was showing off one that contained miles and miles of bloody desert, and here I am. That's just typical of me, isn't it? Always leaping, never looking. Oh well, better make the best of it, and by that, I mean "better not die of heat exhaustion."(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Helena Note #2(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Entry 2 My hunting skills are seriously out of practice. Not that I was ever spectacular, but I feel like I'd graduated from smashing bugs with a rock at some point. At least I was thoroughly rewarded for my efforts. My hunch was spot on ? these big green bastards are carrying drinkable water on their backs, and thank goodness for that! I may have never known if I'd killed a red one first, since those carry oil instead. Far less useful when you're dying of thirst, let me tell you. I may be fighting the inevitable, though. I'm still on foot and still alone. Definitely miss Athena?(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Helena Note #3(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Entry 3 I'm on a roll. By sheer coincidence, I stumbled into another group of survivors today, and they didn't try to kill me or anything! If I didn't know how probability actually worked, I'd say that this recent string of good luck is the universe making up for sending me to the bloody desert in the first place. The caravaners were welcoming, and the creatures they ride are fascinating. They seem like dinosaurs, but they also appear to share some biology with camels. Bizarre! For all its oddities, the island never had anything like that. I'll have to study them...after a nap. All this desert survival's left me knackered.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Helena Note #4(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Entry 4 If I'd ended up on this station instead of that island, I'd have never imagined the ecosystem was natural. Not for two seconds. Take these morellatops: they're a cross between a ceratops, a morelladon and a camel, and the strangest part? There are places in its humps where you can stick a spigot and get clean drinking water. Tastes like piss, but not only is it safe, it doesn't even harm the morellatops. It's crackers! Definitely the result of genetic engineering, but I knew that, didn't I? It's time to get to the "why." Maybe studying the creatures here with my new perspective will yield some insight.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Rockwell Record #1(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Entry 1 Confound those confusing contraptions! Despite my best efforts, I could make neither heads nor tails of the consoles I found in that starlit sanctuary. If only I still had that jittery, bespectacled assistant of mine from all those years ago. What was his name? Gerald? Gerarde? The one that loved tinkering with the devices we'd salvage from the arms of the Island's less fortunate inhabitants. Good lad. The inscriptions he found on the inside of those little trinkets were where I first saw the word "ARK," as I recall. Shame about the incident with the Compsognathus. If I still had his services, perhaps I'd never be in this God forsaken desert. Ah well. Stiff upper lip, Rockwell! Make the best of it.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Rockwell Record #2(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Entry 2 Right then! Now that I have found a shady spot where I can enjoy a brief respite from this desert's dreadful heat, it's high time that I set some goals for this expedition. If I wander about aimlessly, then I'm sure to meet the same fate as poor Gerald. First, I shall find a local tribe, if for no other reason than to obtain a proper mount and supplies. Second, I simply must learn more about the strange metal that lined the walls of the sanctuary. Even with a cursory study, I could tell that it possesses wondrous properties. But where could I find more of it?(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Rockwell Record #3(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: I must say, nothing reminds a man of his own mortality quite like a desolate wasteland. As a strapping young lad, I could have survived alone in this desert for years! Why on one occasion, I fought off a bengal tiger with nought but an empty flask and my favorite pipe. With this makeshift spear, the beasts of this land would never have a prayer! Yet in my old age, I can feel this damnable sun sapping my strength with every minute I spend under its unforgiving gaze. Each day, I cover less ground than the day before. I must find civilization soon, no matter how primitive. Without the right tools and supplies, I fear that this expedition will be incredibly short lived.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Rockwell Record #4(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Entry 4 Eureka! At last, I have found signs of human life! This afternoon, I came across a fresh series of footprints, some from humans and some from what I assume are large beasts of burden. I cannot be sure who made them or how civilized they may be, but neither can I afford to be too particular in my choice of saviors. Whoever they are, I must track them down immediately. As soon as I gather my strength, I shall pursue my quarry with the utmost haste and vigor. The tale of the brilliant and impeccably groomed Sir Edmund Rockwell shall not end this day!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Rockwell Record #5(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Entry 5 Salvation, thy name is Prophet's Rest! After a proper meal and some time out of the sun, the makeshift fortress doesn't look half as grand as its name might imply. Yet when I first sighted its walls from across the dunes, it may as well have been El Dorado itself, so grateful was I to find it. Thus far, I have seen little of the inhabitants, but they seem a hospitable sort. I've been given food, shelter, and even a wet cloth to clean myself with. Quite generous of them, considering how scarce water is in these lands. Their clothing is a curiosity, however. Those robes seem more ceremonial than functional.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Rockwell Record #5(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Entry 5 Miss Walker's impromptu visits are always an unexpected pleasure. After that headache with the Sharks and Blackthumbs, a lively tea-time discussion about the abnormalities of the ARK's ecosystem was precisely what I needed. Thank goodness I've managed to find a intellectual colleague that shares my love for the sciences! It saddens me to think that Miss Walker's charming colonial accent would keep her out of the more prestigious institutions and societies back home. Another of the ARK's wonders ? it is a true meritocracy, unlike any in the modern world. If Miss Walker and I could find and cultivate more minds like ourselves, we could create a true scientific utopia.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Dahkeya Note #5(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Blondie didn't approve of my decision. I've never been very good at persuasion, so I let my pistol make my case. The others saw it my way after that. Convincing Raia was a lot less trouble. She knew the settlement's guards weren't exactly the cream of the crop, and that if I'd wanted trouble, I'd have already made it. When Raia talks, people listen. I can tell that much from watching her, but in a lawless place like this, words aren't enough. It didn't take long for us to come to terms. Well, I suppose I'd better inspect the troops. Maybe a few of them can shoot.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Raia Tablet #5(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Entry 5 It took longer than I had hoped, but the gods have heard my prayers. At least, I believe so. When I imagined what a true warrior might be like, I cannot say that I imagined Captain Dahkeya. He speaks tersely, has no sense of decorum and in general is rather prickly. He was nigh unapproachable for a whole day when we decided his position should be called "captain" instead of the nonsense word he proposed. Yet he has been getting results, or so I am told. When I find time, I ought to observe him in action myself.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Nerva Note #5(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: I am finally satisfied with our defenses against flying creatures. The solution was obvious once I stopped thinking of them as special. With any foe, the goal is to control their actions. So instead of trying to block flyers completely, we created apparent holes in our aerial defenses that entice attackers into kill zones. Our architect was grateful for the solution. He had been dreading trying to build a roof over the whole fortress. We have grown too large for that to be practical, and soon we will be larger still. Our first true war begins soon, and I suspect many Blackthumbs shall defect before its end. Gaius Marcellus Nerva Victoria per Disciplinam(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Helena Note #5(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Today, I caught a glimpse of what the caravaners call the "Endless Dunes" ? the desolate sea of sand that apparently surrounds the livable portion of the desert on all sides. Surely these dunes must end, but it's easy to see why one might believe otherwise. Not only do they stretch on to the horizon, which I now know must actually be some kind of holographic projection, but they're home to ? get this ? giant sand "worms" that will devour anything that sets foot in their domain. I laughed that off at first. Then I saw a creature the size of a train burst forth from the sand and devour a wild morellatops that had wandered into its territory. I suppose I'll just have to learn to walk without rhythm...(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Helena Note #5(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Well, I've combed through more carnivore droppings than I care to calculate, and I can't say they provided many answers. All the predators in this region have very similar diets. With so many different predators hunting the same prey, the populations of all these species shouldn't be sustainable. Yet I've found nothing to indicate that any population shift is actually happening. It's just bizarre! The longer I'm here, the more I realize that this region shouldn't exist. Its climate is out of sync with the rest of the island, many of the creatures here are millions of years ahead of the dinosaurs and the ecosystem is almost static! Something's off. I need to review my notes.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Meiyin Note #5(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Entry 5 The surviving villagers let me claim the lizard rider's armor and weapons, and gave me shelter for the night. To my surprise, I understood them. Their mouths moved strangely, but in my ears I heard the language of my home. They say it is the work of the metal object in my wrist. I do not understand, but they had no reason to lie. That night, I dreamt of the uprising, but this time I was Lieutenant Guan, lifting the siege on my village in a single, gallant charge. Yet when I woke, I was just Mei-Yin, and the villagers were gone. I am a stranger to them, but my heart feels heavier for their loss. I must carry on alone.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Meiyin Note #6(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Entry 6 The villagers had made taming beasts sound simple, but my first attempt was nearly my last. My prey was the same kind of two legged lizard as the raider's steed, what the villagers called a "raptor," but this one was strong. Even as my toxin laced arrows knocked him out, he was able to make one final lunge for my arm. He nearly took it. Carefully, I fed him scraps of meat as he rested, and when he finally woke, I kept my weapon trained on him. Only when I was sure that he was docile did I notice his appearance ? all black, save his white shins and feet. Right then, I named him Wuzhui, and while I do not believe in fate, I felt that this beast would carry me home.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Meiyin Note #7(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: The raptors are improving. They know to follow Wuzhui, and Wuzhui knows to listen to me. Beasts without riders cannot maintain a formation, but they at least run close together. In time, they have even learned how to attack and retreat at my signal during our hunts on the plains. Together, Wuzhui and his five brothers are like a light cavalry unit, and I am their commander. Unfortunately, they are all I really have. I am not much of a craftsman, and have few possessions. Not everyone here is like me, though. There may be some who can craft but but cannot fight. Perhaps we could trade.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Helena Note #6(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Helena, you're a dipstick. Going through my notes, I've realized that there are more predators than prey across this entire island by almost double. That's the opposite of how any ecosystem is supposed to work. I can't believe it took a Tyrannosaurus frolicking through the snow for me to see this. It's plain as day! What to make of it? Add in the human factor, and it's impossible for this island to continue as it is by natural means. So what, is this island's wildlife being monitored and curated somehow? I should speak with Rockwell. Maybe he's come to a similar conclusion.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Helena Note #7(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Entry 7 I never thought this island was normal, exactly. I mean, there are giant obelisks floating in the sky, for Pete's sake. Not to mention that cave I found, which hid a platform similar to those found at the base of said obelisks. Well, similar except for those oddly shaped holes that were carved into its podium. I guess I just didn't care about all that. So long as I had my beautiful, unique and untainted ecosystem to study, I was happy. But now? No, I shouldn't write it off just yet. Not before I arrive at Rockwell's. There's still a chance that my data is off or that I missed something obvious. I won't give up on my paradise just yet.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Helena Note #6(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Entry 6 As absurd as the Death Worms are, I see their purpose. They are a natural barrier. If this whole place is a space station posing as a real ecosystem, then it needs to keep the wildlife and humans inside it contained in a way that appears natural. The island accomplished that by simply being an island, and the desert does it via the Death Worms. Granted, a large population of predators with ludicrous kilocalorie needs would never last long in a place devoid of prey, but as this is an artificial environment, the station can feed or replace the Death Worms as needed. It's a little convoluted, but it makes sense.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Helena Note #7(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Time to go over the facts. Like the island, this desert is a space station posing as a natural environment. It is inhabited by a large population of dangerous, genetically engineered creatures, and a small population of humans that are struggling to survive. This whole environment is then deliberately contained by a combination of a holographic horizon and natural barriers. Assuming the other space stations are at all similar, then this whole thing is starting to look like some kind of bizarre experiment on a grand scale. Yes, each station would represent an experimental group, and... I'll have to continue this later. One of the caravan's scouts just returned in a panic. Something about rocks being alive, which is of course ridic(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Nerva Note #6(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Entry 6 It did not take long for me to grow accustomed to the weapons of this world ? many of which are called "guns" according to one of my lieutenants. They are far more accurate and deadly than any bow, but like any weapon, they are only as effective as their wielder. In the hands of the Blackthumbs, they are of no concern. In battle, we have been able to bait the Blackthumbs into attacking a wave of durable but disposable beasts before descending upon them with our main force. Our attacks are concentrated while theirs are scattered. That makes all the difference. Gaius Marcellus Nerva Victoria per Disciplinam(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Nerva Note #7(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: The Blackthumbs are destroyed. Their leader was defiant, but his tribesmen did not wish to fight the inevitable. They offered us his head last evening. I suspect surrenders will be more frequent now. The Blackthumbs were the first, but they shall not be the last. Yes, I see it clearly. This is destiny. The gods have brought me here to bring order, to save these people from their own savagery. Janus pulled me across a bridge of time and space, Mars lent me his strength and now I shall create my own empire in their name. Gaius Marcellus Nerva Victoria per Disciplinam(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Raia Tablet #6(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: I am still not accustomed to the loud, fiery weapons that our new Captain is training his men to use. Their power is so destructive that it seems almost too much for any mortal man to possess. Yet Captain Dahkeya strolls up and down his line of trainees like they are wielding wooden swords, and twirls his own weapon almost absentmindedly. It is somewhat unnerving, to find someone so calm around such potent instruments of death, but I suppose that is why he has had such success in securing our borders. I can only hope that we need but one Captain Dahkeya, and that I never have to use those weapons myself.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Raia Tablet #7(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: It has been such a blessing to be able to spread Hathor's joy and love to so many people. At first, my daily prayers garnered but a few curious observers. Yet soon, observations turned to questions, and questions turned to participation. Now there are so many of us that we have even begun to construct a shrine. I truly wish that I could teach these eager new students all day long, but my duty to the village must come first. Perhaps when our future here is finally secured I shall be able to live the life of a priestess again, but for now I have too many people counting on me. I cannot abandon them.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Dahkeya Note #6(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Now I know how the old man felt while he was teaching me how to hunt. We stopped seeing eye to eye even before I left the tribe, but I'll always thank him for the time he spent telling me the same damn things over and over again. Must have drove him wild inside, but he never showed it. Hasn't been easy to imitate that patience. Half of this sorry bunch is green as grass, and the half that isn't would rather hold a spear than a gun. At least they're improving, even if it's at the speed of molasses. Her highness stops by on occasion, but thankfully it's just for a gander. This'd be even harder with (/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Dahkeya Note #7(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: My patchwork posse had their first real test today. Some of our gatherers ran into those big lizards a few miles west of the village, and one of them managed to come call for help. Luckily the others had tucked themselves away in an outcropping and we got everyone back safe and sound. Well, except for the Frenchman. He forgot that when you shoot at those big bastards, they'll shoot right back. Took them hours to get those barbs out of his arm. When we got back, I think I heard the words "thank you" more than any other day in my life. I didn't really know what to say in return.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Rockwell Record #6(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: This expedition to Whitesky Peak has been just splendid, top to bottom. The weather's been marvelous, I've found excellent floral samples and the local hunters had more Woolly Rhino horns than you could shake a stick at. I even managed to find volunteers for my latest experiment! It turns out that it was simply a matter of linguistics: those who are wary of experimental potions are much more receptive to experimental food. Once my Endothermic Paste was rechristened Fria Curry, people were clamoring to test it. It has moderate nutritional value, so it's not technically a deception. It's just favorable language in the name of progress, that's all. Perfectly moral.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Rockwell Record #7(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Sadly, my Fria Curry trials cannot begin immediately, as the volunteers have a much more difficult journey to Rockwell Manor than I. After all, I couldn't very well carry every one of them on Archimedes. Yes, the Argentavis could clutch one in his talons, but I've always found the practice to be barbaric. The rest of the ARK may be embroiled in feudal savagery, but a gentleman always maintains his class and dignity! At any rate, I must have my assistants renovate the guest compound. Naturally I would never let strangers into the manor proper, but there's no reason their stay should not reflect my civilized standards.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Rockwell Record #6(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Now I know how the old man felt while he was teaching me how to hunt. We stopped seeing eye to eye even before I left the tribe, but I'll always thank him for the time he spent telling me the same damn things over and over again. Must have drove him wild inside, but he never showed it. Hasn't been easy to imitate that patience. Half of this sorry bunch is green as grass, and the half that isn't would rather hold a spear than a gun. At least they're improving, even if it's at the speed of molasses. Her highness stops by on occasion, but thankfully it's just for a gander. This'd be even harder with distractions.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Rockwell Record #7(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: I have discovered why Prophet's Rest is so generous with their water. The well at the edge of the compound is built directly on top of what the locals call a "water vein" ? an endless supply water that bubbles up from beneath the earth. Its existence is a minor miracle, though compared to what I saw in the starlit sanctuary, minor is the operative word. I suppose this ARK must be floating among the stars just as the Island was. What an extraordinary thought! I cannot fathom how such a thing is possible, but that remarkable metal must be at the heart of it. I am certain.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Achatina Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Common name: Achatina Species: Achatina limusegnis Time: Holocene Diet: Herbivore Temperament: Passive Wild Found mostly in marshes and jungles, Achatina limusegnis is a very slow, very non-threatening land mollusk. It might be the simplest creature on the Island to hunt, and while it only provides a small amount of meat and chitin, an easy meal is always of value on the Island. Unlike nearly every other creature on the Island, Achatina does not defecate normally. Instead, it secretes a thick, sticky substance. Achatina leaves trails of this slime, but the trails are so thin that they crumble to dust quickly. Domesticated There is a very disgusting, but useful fact about Achatina that causes tribes to seek to tame them: its secretions are chemically similar to the "Cementing Paste" and "Organic Polymer" used by many tribes for building materials. Tamed Achatina naturally accumulates this slime over time, which can then be collected at the tribe's convenience. Legend has it that Achatina can be tamed with a special "cake" made from harvested crops & resources.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Moschops Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Common name: Moschops Species: Moschops cibumutante Time: Mid Permian Diet: Omnivore Temperament: Cowardly Wild Moschops Cibumutante in the wild is a lazy, cowardly creature that typically lives in the Island's forests, primarily making its home among the great redwoods of the western regions. It survives by being extremely flexible in its eating habits and completely averse to fighting. It never starves, since it can eat just about anything. It runs at the slightest provocation but is still often preyed upon. Domesticated What makes Moschops particularly interesting is what it can be trained to do with its eating habits. With a versatile palate and tough teeth, Moschops can be tamed for a unique ability: over time it can be accurately taught exactly which things to gnaw, increasing the likelihood of harvesting the specific resource its master desires. For example, teach it to prioritize chewing Prime Meat, and Prime Meat will be easier to harvest from the flesh it consumes. Likewise for rare plants materials, and so forth! Just don't expect Moschops to protect you, though! Even after taming, it will quickly flee when enemies are nearby. Regardless of being fed well, increasing its strength, or how much affection, you shower on it, Moschops retains its inherent cowardly nature! Its lack of combat might deter the use of this companion but the ability to ride Moschops while making use of its diverse harvesting is a rare treat.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Pachyrhinosaurus Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Common name: Pachyrhinosaurus Species: Pachyrhinosaurus mitisaura Time: Late Cretaceous Diet: Herbivore Temperament: Evasive Wild Pachyrhinosaurus Mitisaura is a medium-sized herbivore, found almost everywhere but the Island's mountains. It is generally calm and ignores all other nearby creatures unless it is attacked. Pachyrhinosaurus possesses a particularly unique survival skill. When threatened, its massive nasal-boss releases a chemical into the air that calms other nearby creatures, making them less likely to attack it. Affected creatures are sometimes hungry enough to ignore the effect, and humans seem immune to it. Conversely, it can seemingly invert this phenomenon at will and coerce creatures into attacking it! Domesticated Pachyrhinosaurus is an excellent starting mount for anyone new to taming. It is fairly easy to train, can carry enough to be a simple pack-animal, and is not as deadly as some of the larger herbivores. Additionally, Pachyrhinosaurus can release its unique chemical on command to protect itself and its rider from nearby predators, or draw attention if desired, making it a potential life saver in a pinch.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Meiyin Note #8(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: The defense went spectacularly. Like many tribes, The Red Hawks relied entirely on brute force. They thought only of charging in with their beasts and their guns, with no regard for their surroundings. They never expected a sortie, much less one that came from their exposed flank. Our victory was so complete that my benefactors not only rewarded me with the weapons and supplies they promised, but extra pack animals to carry them. With each battle, my skills improve and my ranks swell, if only with beasts. I don't mind that. The people that I care about are back home. Until I return, Wuzhui is enough company.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Helena Note #8(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: I really need to visit Rockwell more often. It's so energizing to be around someone of his experience that still has so much excitement for his work, and talking to him always helps me gain perspective. As for the Island's ecological abnormalities, Rockwell reassured me that I was jumping to conclusions. He made a great point ? just because this place doesn't follow the scientific laws we're used to, doesn't mean it follows no scientific laws at all. After all, science is about discovery, and new discoveries can invalidate old principles. So before I latch onto my theory, I need to gather more empirical evidence. Otherwise, I'm no scientist.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Nerva Note #8(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: I have allowed the Legion to take a reprieve from war, at least for now. We need time to gather our strength and plan our road to conquest before we march again. Augustus did not unite the Empire by rushing into battle, after all. Such things take time, and more importantly, information. As I write, my scouts are mapping out the surrounding lands and observing any tribes that may oppose us. I have no doubt they are not all like the Blackthumbs. One could very well prove to by my Marc Antony, and when I find him, I will be prepared. Gaius Marcellus Nerva Victoria per Disciplinam(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Rockwell Record #8(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Having readily available subjects has helped my experiments tremendously, even if their numbers dwindled over time. Not only was I able to curb the side effects of my Fria Curry's endothermic properties, but I managed to bring out an additional benefit of the mixture. Now it also lowers the subject's metabolism, letting them go longer without needing food. Marvelous! I hadn't even considered that as a possibility. Why, with all I've learned from these experiments, I imagine that I could reverse the effects of the Curry and create a concoction to aid survival in extreme heat as well! I must find more volunteers posthaste.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Helena Note #8(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: I really need to visit Rockwell more often. It's so energizing to be around someone of his experience that still has so much excitement for his work, and talking to him always helps me gain perspective. As for the Island's ecological abnormalities, Rockwell reassured me that I was jumping to conclusions. He made a great point ? just because this place doesn't follow the scientific laws we're used to, doesn't mean it follows no scientific laws at all. After all, science is about discovery, and new discoveries can invalidate old principles. So before I latch onto my theory, I need to gather more empirical evidence. Otherwise, I'm no scientist.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Raia Tablet #8(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Names are a curious thing. We assign them great weight, yet they do not change the substance of the person, place or thing they belong to. I suppose that line of thinking is why I never dwelled on the name of our humble village, yet now that it has grown to become somewhat less humble, our home can go nameless no longer. People must call it something. To that end, Nosti is as good a name as any. I am told that it means "to know" in some old, important language, and whatever our citizens intended that to symbolize when they chose it, I know this: while we are here, we are under the protection of the gods.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Dahkeya Note #8(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: The townsfolk may be grateful for my protection, but that doesn't mean they like me. I don't mind. If they're looking for social graces, they ought to find her highness. Raia hates that nickname. She thinks I'm calling her stuck up, and I suppose I am. Just a little. Can't imagine the woman's hands ever saw a callus before she got here. That's not the whole of it, though. Take this business with that tower. She's got folks from all sorts of places praying to the damn thing, and she never really asked them to. They just want to follow her lead. It's like she's wearing an invisible crown. Can't decide whether that's comforting or concerning.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Rockwell Record #8(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Most of my work work as the monastery's doctor has been trivial. Every now and then one of the guards gets injured by the local wildlife, but I usually find myself treating heat stroke and common illnesses. As such, I have had plenty of time to learn all the priests know about the obelisks. All told, they are stunningly ill informed about the literal pillars of their faith. They are unaware that the obelisks are actually devices that can be activated, and needless to say they have never activated one themselves. They showed a flicker of understanding when I described the artifacts I found on the Island, however. I shall have to keep digging.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Meiyin Note #9(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: I was told this escort mission would be dangerous, but I had not expected to fight a legitimate army. Fortunately, I was riding ahead of the main column and spotted them first. After signalling for the convoy to change course, I harassed the enemy from their flanks to draw their attention, then retreated in a different direction. Even that cost me. Many of Wuzhui's brothers were injured and some were killed. Previously, my enemies here fought wildly or scattered when attacked, but these men had discipline. The leader of the convoy was very grateful. Apparently, few survive an encounter with this "New Legion." I should be wary of them in the future.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Helena Note #9(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: On Rockwell's recommendation, I've headed south to start an in depth study of the Island's marine life with the help of a tribe called the Painted Sharks. Because the ecosystem of the ocean that surrounds the Island is separate from the ecosystem on the mainland, correlating patterns between them might help me isolate and understand this island's scientific abnormalities. Also, after freezing my ass off for so long, I could really use an extended stay on a tropical island. Marine biology was never my strongest field, but I do love the ocean. If nothing else, it should be beautiful there.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Nerva Note #9(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: While a prudent general must take his time to plan, I realize that comfort breeds complacence. So as my scouts range across the beaches and jungles, I have made sure to lead our main force out on regular raids. Our targets have been weak ? mostly small villages or unsuspecting convoys ? but they resist enough to keep my men's instincts sharp. Letting them keep the meager spoils of these exercises has helped morale as well. Our actions have not gone unnoticed, however. My scouts say many tribes are avoiding our territory altogether now. Good. A fearsome reputation will serve the Legion well. Gaius Marcellus Nerva Victoria per Disciplinam(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Rockwell Record #9(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: I decided to seek out volunteers for my next experiment among the island's larger tribes. I thought that surely they would be willing to help after I patiently moderated so many of their frivolous disputes. How idealistic of me! Instead, they have yet another favor to ask. Apparently, there's a new tribe that's behaving rather aggressively, and no one can successfully negotiate with its leader. So naturally, they have turned to me. It's rather bothersome, but I can?t fault their logic. If Sir Edmund Rockwell cannot reason with this Nerva fellow, than who can?(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Helena Note #9(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: I remember now ? the dragon had a rider. Rather, the wyvern did. Two legs means it's a wyvern. Strewth, listen to me, fighting to survive and still finding time for semantics. The rider was covered up too well to get a good look at them. Could it have been Mei Yin? No, that's stupid. I don't know if she's even alive, much less in this desert with me. It would be just like her though, to have tamed the meanest thing here so quickly. It's nice to pretend that a friend might be looking out for me, at least. We were sort of mates, right? Sort of. I could really use one right now. A friend, I mean.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Raia Tablet #9(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Lost souls from all across the desert continue to prostrate themselves before Nosti's gates. I adamantly refuse to turn away anyone that does not mean us any harm, but I realize that has left us with many mouths to feed. As a result, Nosti's fields are its most valuable asset. Fortunately, Girisha's designs and my organization of labor and resources have once again proven effective. Not only did we implement an efficient irrigation system, but we have encased our crops in a large, protective structure made of a clear, shiny substance called "glass." Every morning, it sparkles with Amun-Ra's light like a great gem, a beautiful reminder of what we can accomplish when we are united in purpose.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Dahkeya Note #9(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: My band of misfit lawmen may finally be coming together. It's been a whole week since someone shot themselves in the leg or pissed their britches over a raptor. Maybe I'll finally be able to get some decent shuteye. Probably too much to hope for. Every day, Nosti grows a little bigger and I have a few more problems to solve. Those giant bugs from the other day, for example. Found two of them playing around with a pickaxe a few miles north of the river. I've never heard of any animals using tools, not outside of the legends the elders used to tell about Big Owl and Coyote. Doesn't seem natural.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Rockwell Record #9(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: EXPLORERNOTE_RockwellRecord#9(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Cnidaria Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Common name: Cnidaria Species: Cnidaria omnimorph Time: Cambrian-Holocene Diet: Herbivore Temperament: Passive, but aggressive at close range Wild Cnidaria omnimorph is another example of a creature which should not exist. It has traits that seem derived from many types of jellyfish. It possesses the size and shape of large egg-yolk jellies, the powerful sting of certain box jellies, and the bioluminescence of deep-sea jellies. This all combines to make a dangerous creature that lights up the deepest reaches of the ocean. Cnidaria is not generally aggressive, because it lacks normal perceptive senses. It generally just floats along on the current until something gets close enough to sense, at which point it attacks. While its attacks are not directly powerful, its sting injects an incredibly strong and fast-acting sedative. Domesticated As Cnidaria is barely more intelligent than a plant, there's no effective method to tame one. Most tribes kill Cnidaria on sight, then collect its reserve of powerful sedative, to use in technically advanced long-distance tranquilizers.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Troodon Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Common name: Troodon Species: Troodon magnanimus Time: Late Cretaceous Diet: Herbivore Temperament: Aggressive during night, cautious during day Wild Quite possibly the most intelligent non-human creature on the Island, Troodon magnanimus is an incredibly fast learner. It understands meaningful experiences much faster than other creatures (including humans), and its social nature means it also teaches its packmates, making them smarter too! If Troodon's cleverness didn't make it formidable, then its tactics and biology would. It specifically pack-hunts at night when we are most vulnerable, and sees humans as its primary prey. This audacity is made especially dangerous due to its serrated fangs' poison, which drains stamina from any creature, but outright paralyses humans. Thankfully, Troodon is fairly small. Were it larger, it might well have become the dominant creature of its ecosystem. Domesticated I thought Troodon simply could not be tamed, until I finally saw a lone survivor with one. She told me that she let "Troody" hunt a few of her tribe's smaller creatures for sport, and it eventually started following her everywhere. It seems that while Troodon is too intelligent to fall for the rote conditioning of "tranq-and-feed," it can instead gradually gain loyalty from a social approach that provides it with the opportunity to hunt. Ever since, I have wondered at the benefits which a pack of ultra-smart, bred-for-battle Troodon may bring to a tribe brave enough to earn the favor of these clever carnivores.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Tusoteuthis Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Common name: Tusoteuthis Species: Tusoteuthis vampyrus Time: Cretaceous Diet: Carnivore Temperament: Aggressive Wild Tusoteuthis vampyrus is a very aggressive water predator. Approximately 30 feet long, Tusoteuthis is a terror of the deep. Once it grabs its prey, it slowly crushes it into submission while using the talons on its tentacles to siphon and drink the victim's blood! Tusoteuthis is a terrifying opponent for several reasons. Firstly, its grab slowly renders its victim unconscious, so death isn't the only concern. Secondly, its vampiric blood drain instantly revitalizes it, even during combat. Finally, if Tusoteuthis is losing the fight, it sprays a cloud of ink into the surrounding water, blinding its attackers to cover a sneaky escape. Domesticated One of the major benefits of taming Tusoteuthis is harvesting its ink. Unlike normal ink, Tusoteuthis' ink is very oily, and can even be refined into fuels such as gasoline. Between that and Tusoteuthis' distinctive capability to grab & carry large creatures underwater, it makes for an excellent aquatic tame, despite its slower speed.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Pegomastax Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Common name: Pegomastax Species: Pegomastax fructarator Time: Early Jurassic Diet: Herbivore Temperament: Defensive Wild Among the bottom of the Island's dinosaur food chain is a small herbivore called Pegomastax fructarator. It is content to spend all day alone, gorging itself on far more food than you might reasonably expect for a creature of its tiny stature. Its beak appears perfectly evolved for collecting food from plants while avoiding indigestible fibrous strands. Pegomastax is likely to spend its time greedily foraging; this behavior can turn it into a very aggressive (though rather unthreatening) opponent, shrieking and whooping far above its actual threat level. It has been known to steal belongings from humans on the Island, regardless of whether they're alone or not. You would expect a creature this small and weak to live in flocks, but Pegomastax seems to be rather solitary in nature. While not pretty, and far too small to ride, tribes often keep Pegomastax around for two reasons. Firstly, they are an excellent farming aid, its skill at scavenging means that it collects an extraordinary quantity of seeds and berries, while also handily gathering rare flowers, mushrooms and other ingredients necessary to cook up special concoctions. The other reason being that tamed Pegomastax can be utilized by tribes to steal items from others. Their nimble feet and quick fingers allow them to get away with loot unscathed and potentially undetected!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Therizinosaur Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Common name: Therizinosaur Species: Therizinosaurus multiensis Time: Late Cretaceous Diet: Herbivore Temperament: Aggressive Wild I'm not entirely sure how Therizinosaurus multiensis stays populated on the Island. It is surprisingly slow for its size, and is a solitary predator (so no pack to back it up). I suppose the fact that its sheer power rivals Tyrannosaurus is the only thing that allows this very aggressive medium-sized predator to thrive. The claws of Therizinosaurus are some of the most versatile biological tools I've encountered, as adept at removing trees and foliage from Therizinosaurus' path as they are at piercing the thick shells and hide of the Island's most defensive creatures if backed into a fight. Domesticated A tamed Therizinosaurus is one of the most versatile mounts a survivor can have. It can be trained to use its claws brutally or delicately, allowing the rider to primarily harvest with enhanced efficiency the specific kinds of resources that he or she needs. And in combat, these same claws can pierce straight through the toughest armor. This flexibility more than makes up for its inability to carry the large loads of the Island's many herbivorous beasts of burden.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Meiyin Note #10(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Am I a mercenary now? I had not given it much thought until I was actually called one. I don't like the title. Mercenaries fight for riches, but I?m just fighting for what I need to survive. That?s different, isn't it? When I fought back home, I knew who and what I was fighting for. I knew who my enemies were. Here I cannot tell. I am trying to be honorable by defending people and not attacking them, but how can I be certain? I cannot dwell on it. To survive, I must fight on. To return home, I must fight on.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Helena Note #10(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: The Painted Sharks have treated me like I'm the bloody queen since I showed them Rockwell's letter of recommendation. I don't think I've eaten better in my entire time on the Island! Not that it's a high bar, I'm a horrible cook. Oh, and they've been of tremendous help with my research, of course. So far, my estimates of the predator-prey balance are consistent with the ecosystems on the mainland. The water is simply teeming with shoals of megalodons, and they are extremely aggressive. Perhaps that's a side effect of having limited prey? Sharks aren't known as territorial creatures. I'll have to study them further.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Nerva Note #10(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Who could have imagined that a simple convoy would give the New Legion its first taste of adversity? Before today, the idea would seem absurd. They must have seen our approach, because just as we spotted our prey, we found our left flank beset upon by a pack of beasts. Though the creatures were smaller in size and number, they struck fast, they struck together and they never lingered. By the time we chased them off for good, the convoy was long gone. Impossibly, I spotted but a single rider throughout it all. Who is she? If Mars has blessed me, does Minerva harry me? No, I was simply unprepared. I will not be again. Gaius Marcellus Nerva Victoria per Disciplinam(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Rockwell Record #10(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Well, I found the reports on Mister Nerva to be rather exaggerated, and as an Englishman, one might imagine that I'd view Roman leadership with some disdain. Yet, in my experience, I found Mister Nerva to be civil, honest and intellectually engaging. In fact, after a lengthy conversation, I daresay that Mister Nerva has the right of it when it comes to this island's politics. As the Romans created Pax Romana, perhaps this New Legion will create Pax Arcam. Even if it doesn't, I doubt it will harm my research, so I see no reason to interfere in this particular squabble.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Helena Note #10(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Well, I found a new best mate. The little fuzzball isn't exactly what I meant, but I'll take her. I've dubbed her species Renopila amplexus. They're small, cuddly little herbivores, and as far as I can tell, taming one has no practical use. I just couldn't let the her starve to death, though. I guess all this rubbish with golems and wyverns has quelched what was left of my scientific instinct to leave nature to nature. At least we provide each other with a little warmth at night, and her antics have helped to keep my spirits up. I suppose I'll need to give her a name.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Raia Tablet #10(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Despite our best efforts and the blessing of the gods, tragedy is unavoidable in these strange lands. Yesterday, it struck Nosti once more in the form of a mantis attack, and while I could not undo what had been done, I hope that I was able to bring some small comfort to those who knew the victims best. Though we lack the resources to properly inter the dead in tombs, we still held a ceremony in their memory, and I made time to speak privately with anyone who wished to. Between that and my usual duties, I am physically and emotionally exhausted, but when my people are suffering, I cannot afford to rest.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Dahkeya Note #10(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Something damaged a water pipe outside of town yesterday, and when a crew went to repair it, they were attacked by a whole mess of mantises. My boys and I drove them off, but we were too late to save the engineers. I know it sounds crazy, but I think those mantises cut through that pipe on purpose to draw us out. If I'm right, then I'm more concerned about them than anything. In the stories about Big Owl and Coyote, Big Owl was the huge, scary one, but Coyote was more dangerous because he was clever. He'd trick man and monster alike, and everyone feared him. I never believed those stories, but I sure remembered the lesson.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Rockwell Record #10(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: It took time, but I finally pilfered enough supplies and tools to survive on my own. Loading them onto these camel-like beasts of burden was laborious, but the real trial was absconding with the artifacts. There is always someone watching the inner sanctum, so I carefully studied the guard's shifts until I identified whose drink I had to spoil with my knockout serum. Even then I acted with great haste and guile, for my heist will surely be discovered when the priests convene for their morning prayers. Alas, they will be too late! Sir Edmund Rockwell is always ahead of his foes, but not by a mere step. No, I am miles and miles beyond their reach!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Ovis Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Common name: Ovis Species: Ovis arcam Time: Holocene Diet: Herbivore Temperament: Stupid Wild Since arriving on the Island, I have encountered dozens of fascinating creatures whose behavior has never been studied or documented...and also sheep. Granted, Ovis arcam is quite different from the modern domesticated sheep - and even from wild sheep species such as Ovis orientalis. The unique markings on its face give it a striking appearance, and the males' horns possess a unique shape that is unlike any other species in the Ovis genus. As one might expect, Ovis stands little chance against this Island's many predators. Like the Dodo, its continued survival in the face of these challenges is a mystery. Domesticated Some survivors have found herds of Ovis to be useful in farm life. Their wool can be repeatedly safely shorn with the proper tools, and cooked lamb chops are a popular dish among some tribes, as is their hyper-nutritious mutton. Every now and then, a survivor with a sense of humor will attempt to utilize Ovis as a mount, although the joke becomes significantly less funny once their slow Ovis is run-down by a pack of Raptors. One tribe has grown particularly attached to Ovis, perhaps uncomfortably so. I don't know the tribe's actual name, but I refer to them as "Sheep Lovers."(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Baryonyx Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Common name: Baryonyx Species: Baryonyx aquafulgur Time: Early Cretaceous Diet: Piscivorous Temperament: Passive to land creatures, but aggressive to water-dwellers Wild Like the Carnotaurus, Baryonyx aquafulguar is a large carnivore, but not large enough to rival the Island's apex predators. While not as powerful as some deep-sea predators or Spinosaurus, Baryonyx is an extremely fast swimmer who is still sufficiently nimble enough to threaten most creatures on the Island. And yet despite being a fast, dangerous dinosaur, Baryonyx almost exclusively consumes fish and other water-dwellers. The highly specific metabolism of Baryonyx seems to allow it to heal wounds almost preternaturally fast after feeding on nutritious fish meat. Perhaps this is why Baryonyx rarely attacks land animals? Domesticated Baryonyx's natural affinity for aquatic predation means that once tamed; it learns to kill ocean-dwellers even more efficiently. Between its speed and its power, Baryonyx makes an ideal choice for anyone interested in frequently moving between water and land travel, and who values speed and agility over raw strength.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Basilosaurus Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Common name: Basilosaurus Species: Basilosaurus solatiumfecit Time: Late Eocene Diet: Piscivore Temperament: Passive Wild One of the stranger creatures in the waters surrounding the Island is Basilosaurus solatiumfecit. It's a powerful swimmer which has adapted to the shallows so remarkably well that it rapidly recovers from injuries when near the water's surface. Conversely, it's vulnerable to deep water pressure, which slowly causes it harm. Basilosaurus is usually closely followed by other predatory creatures, as its eating habits leave plenty of scraps for scavengers to consume. It is a gentle creature towards humans and happily laps up food directly from them. However, the creatures that trail the "Basi" tend to become dangerously enraged whenever this occurs, as it leaves no leftovers for them. Domesticated Despite the hassle of engaging with its ornery followers, many tribes still attempt to tame the Basilosaurus, as its mammalian, warm-blooded circulation provides a rider with perfect comfort from both heat and cold. Being apprehensive in nature, Basilosaurus is equipped with a defense mechanism that prevents it from being stunned or shocked. Alternatively, Basilosaurus is hunted (perhaps too vigorously) for its special blubber, which can be efficiently refined into gasoline!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Purlovia Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Common name: Purlovia Species: Purlovia maxima Time: Late Permian Diet: Carnivore Temperament: Aggressive Wild Purlovia Maxima perfectly embodies the element of surprise. Though Nanictidopids such as Purlovia were once thought to be herbivores, I discovered that this creature is, in fact, a patient hunter of the most intelligent sort. After burrowing beneath the jungle floor, Purlovia enters a state of hibernation and can go extended periods without any food. When some unfortunate creature eventually wanders by, Purlovia bursts forth from the ground, tearing into its prey with its large canines before the victim can react! Domesticated Though Purlovia is ill-suited to the life of a mount, its usefulness in staging an ambush or as a village guardian cannot be understated. With a tamed pack of Purlovia, one could assemble a literal organic minefield of deadly claws and teeth! However, any ambushes using Purlovia must be planned well in advance, as it will refuse to hibernate if it senses any threat nearby.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Rockwell Record #11(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: How can these tribal leaders be so short sighted? Yes, the members of their respective tribes who volunteered for my Battle Tartare and Shadow Steak Saut? experiments have been experiencing prolonged withdrawal episodes, but can't they see that the benefits outweigh the costs? I created mixtures that can bring out superhuman strength, speed and coordination in ordinary men and they can only focus on the negatives. Simple minded, the lot of them! They've even banned their members from partaking in my experiments now. Ridiculous! I'll not let them stand in the way of human progress. They may not understand the importance of my work, but surely my assistants do.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Rockwell Record #12(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: I've decided to take a brief vacation from the laboratory. Well, I say that I've decided to, but the whole thing was my assistant Isabelle's idea. She noticed that I'd been quite ruffled lately and suggested that I take a bit of time to myself before rushing headlong into my next experiment. Such an observant young woman, that Isabelle. She's somewhat lacking as a chemist, but she understands my moods almost better than I do. I daresay that an old fashioned adventure will do me some good. Nothing like some rigorous recreation to clear the mind! Perhaps I'll go spelunking. Yes, a splendid idea! I know just the place for it.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Rockwell Record #13(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Remarkable! Absolutely remarkable! When I chose that remote northern cave as the site of my spectacular spelunking sojourn, I'd never imagined that I'd find such wonders within. Granted, I don't know what this specific wonder does exactly, but it's fascinating to examine. It's like nothing I've ever seen! I don't even recognize the materials that it's composed of, and it's constantly pulsing with some kind of latent energy. What is it? Is it unique or are there similar artifacts just waiting to be discovered beneath the island's surface? My, how invigorating! Isabelle was right, this was exactly what I needed. I feel like a young man again! (/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Rockwell Record #14(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Eureka! My theory was correct. The small podium at the base of the obelisk is definitely responding to the artifact's proximity and vice versa. Honestly, I feel foolish for not attempting this sooner! The stylistic similarities between the artifact and the obelisks floating above the island seem so obvious to me now. Clearly they were created within the same culture and era. Bizarrely, while both the artifact and obelisks are in exquisite condition, there are no other signs of this mysterious civilization. How could that be? What kind of mad society would galavant about some remote island, building towering structures and stuffing knick-knacks into caves before vanishing without a trace? I don't understand it, but it's certainly piqued my curiosity.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Rockwell Record #15(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Well, I think I've gotten as far in my studies of the obelisk as my archeological expertise will take me. A shame, really. This has been such a joyous little diversion that I hate to see it end. Ah, Rockwell you old twit! You've forgotten the origins of this little excursion ? spelunking! Did you yourself not hypothesize that there may be more artifacts hidden elsewhere on this island? Surely you can't give up before confirming that. No, certainly not, nor can I be expected to scour the ARK's caverns alone. Perhaps someone can spelunk in my stead? Better yet, perhaps someone has already spelunked!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Rockwell Record #16(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: After many days of scouring the island upon Archimedes and many more fruitless conversations with the witless, savage sods that seem to make up most of this island's population, I have finally found the spelunkers I need! A tribe to the northwest called the Iron Brotherhood has apparently found three artifacts themselves, and it's clear that said relics share an origin with my own. In exchange for my artifact, the Brotherhood agreed to report any findings to me straight away as they continue their search. What stupendously good fortune! Now I can return to my alchemical studies with renewed vigor while they crawl through the island's caverns in my stead. Brilliant!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Rockwell Record #17(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: The first round of trials for my new Lazarus Chowder have gone marvelously, but I have found it hard to maintain my enthusiasm. After all, I will never get truly definitive results with only mesopithecus subjects. It is quite frustrating. Even so, I see now that Isabelle was right. Having my assistants take part in the trials would be asking too much of them, and they are too valuable to risk so frivolously. If I cannot find human subjects from the nearby tribes, then I shall have to make do with trials on apes and monkeys. Perhaps it is finally time to capture some gigantopithecus...(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Rockwell Record #18(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: I admit, there are times when it is useful to live among simpletons. For example, I was able to trade several gallons of my Lazarus Chowder to a group of hunters in exchange for an entire contingent of tamed gigantopithecus, and they never questioned whether it had been tested on humans yet. Well, I suppose if they return with another batch of apes, then I'll know that Lazarus Chowder doesn't cause asphyxiation, won't I? It's not exactly a conclusive, scientific trial, but I suppose it will serve. Unfortunately, all these primitive primates have given Rockwell Manor quite the pungent odor. Isabelle said she is working on some sort of air freshener, but I hope she makes haste.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Helena Note #11(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Still no answers as to why the megalodons are so territorial, but I was privy to something even more extraordinary ? megalodon mating behavior! No one's ever witnessed great whites rooting around back home, so that alone is monumental, but I got something even better. I know, what could possibly top watching megalodons having a naughty, right? Tracking the female! I was able to observe her for almost the full gestation period, and get this ? it only lasts one week. One week! No wonder the population is so high. These things are spitting out pups at forty-four times the rate of Aussie great whites. I should compare how they behave in captivity.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Helena Note #12(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: So, in addition to all of the oddities I found with wild megalodons, here's the real cherry on top ? taming them is a piece of piss. A bit of training and they're more obedient than the family dog. Now, I've heard of sharks getting very rudimentary training over a year or so, but not to this extent. Certainly not so easily. Sharks aren't mammals or even avians, they're fish. They rely more on instinct, or to put it simply, they're not very smart. You shouldn't be able to ride one like a jet ski. I'm trying to keep an open mind like Rockwell suggested, but this just feels wrong.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Helena Note #13(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Well, this seals it. Just when I thought I'd made some sense of the notes I took while visiting the Painted Sharks, I spotted the nail in the proverbial coffin ? roos. A whole herd of giant roos were just hopping about the countryside like they'd always been there. As much as I love roos, they just shouldn't be here, period. They evolved in Oz and Oz only sixty million years after dinosaurs went extinct among a bevy of other marsupials. If I know any genus, it's this one, and procoptodon should not exist here. This island isn't an ecosystem, it's a zoo.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Helena Note #14(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Not too long ago, I thought this place was a far off utopia where I could study all the world's lost wonders. Now that I'm fairly certain it's not natural at all, I have to say, it's lost a lot of luster. Interference from mankind hasn't helped. Most tribes have learned to live in harmony with their slice of the Island, but some aren't content with that. One is even trying to conquer all the others, and natural or not, this ecosystem won't be any better off if it's burned down in some great war The sunrises are still beautiful, though. At least nothing can change that.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Helena Note #15(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Of all the abnormalities that I've observed, the tamed megalodons stick out to me. It was almost like they were stray dogs who were resocialized, as though they had a genetic history of human obedience. Most of my observations have been in the wild, but I think I may learn a thing or two if I observe domesticated creatures more closely. I need to study their diets, their mating patterns, how they socialize with other species...all that. Rumor has it that there's some woman that's tamed a whole mess of them all by herself, so many that they call her the Beast Queen of the Jungle. Maybe she'll have some useful insights.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Helena Note #16(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: I suppose it was a bit naive of me to think that someone with the monicker of "Beast Queen" would roll out the red carpet. I guess I got used to all the friendly treatment that being an associate of Rockwell's earned me. She did let me stay at least, and she hasn't instructed her dinosaurs to kill me yet, so that's a positive! Not that she'd really need the dinosaurs. If that glare of hers gets any more intense, I'll probably just burst into flames on the spot. Strewth, I hope she eases up. Sifting through raptor excrement with someone watching is harder than you might think.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Helena Note #17(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: There's nothing special about the diets of these tamed creatures when compared to their wild counterparts. Part of that is the Beast Queen's doing, as she takes them on regular hunting excursions for training purposes. Curiously, they never have to range too far. There is an abundance of prey nearby, despite the size of her pack. That this has held true regardless of her domesticated creatures' remarkable birth and growth rates makes it even more unusual. Oh, and I did finally get her name ? Li Mei-Yin. She's gotten a little less glarey, too. In hindsight, maybe starting by studying her animals' feces just gave a bad first impression?(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Helena Note #18(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: The most interesting thing that I've observed about Mei-Yin's animals has been what they don't do ? they never fight. Among creatures that have been domesticated for generations like cats or dogs, that's normal, but there's a reason zoos keep their animals in separate enclosures. Certain instincts are hard to curb, and there should definitely be more disputes among such a diverse group. Mei-Yin has even integrated a herd of herbivores into her army, as their thick hides have proven resistant to fire and explosives. Yet despite being surrounded by carnivores, they remain untouched. It doesn't make sense. That's not to take anything away from Mei-Yin. She works hard to treat and train her animals well. She's not bad company either, at least when she's not mute and I don't go full biologist. Sometimes it's felt like speaking a new language, but it's been kind of refreshing.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Meiyin Note #11(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: I've started to tame larger creatures. The speed of my light cavalry was beneficial, but I realized that it was not enough. A hundred swift strikes mean nothing if there is no strength behind them. To survive enemies like the New Legion, I must be able to strike with power. I began with the ones that look like larger raptors, but with horns on their foreheads. They balance strength and speed well, and will serve well as the core of my forces. When I have enough horned raptors, I will add some of the giants. Maybe then I'll finally have the strength to find a way home.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Meiyin Note #12(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: I am living on an island. Worse, a cursed island. When I managed to tame a great spined lizard and a giant raptor, I left the jungle to find a way out of these treacherous lands, but I soon found myself travelling in circles. Worse still, I'm told that a magical barrier prevents ships from sailing too far from the shore, and birds from flying too high to leave the island. It was never a matter of strength. There is no path home at all. Wuzhui seems to sense my unease. These days, I often wake to find him nestled beside me. At least I am not trapped here alone.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Meiyin Note #13(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: I laughed for the first time in weeks today. A man from a small tribe of fisherman sought to hire me, but he didn't call me by my name. He called me the "Beast Queen of the Jungle." I could not keep a straight face. I suppose I understand the title. Since my failed expedition, I have staked out a small swath of land to live on more permanently, and the locals know it as my pack's hunting ground. Still, I'm hardly a queen. My "castle" is little more than a shack. I'd rather be called a queen than a mercenary though, so I may as well embrace it.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Meiyin Note #14(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: I wonder what father would think of me now. Would he be proud of me when I march off to battle? I know he wanted a son. That's why he trained me in secret. Would he accept a Beast Queen instead? Mother wouldn't approve. The other villagers were too desperate to care about my gender when I joined the fight against the Turbans, but mother never forgave me. She wouldn't even look at me now. Should I mind? Those were Mei-Yin's parents, from Mei-Yin's life, and sometimes I wonder if that life was even real. Maybe I was always a beast, and never a woman.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Meiyin Note #15(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: I have finally found a beast that I cannot command. No, to call him a beast is not enough. He is a demon. I was stalking a pair of giant raptors, waiting for an opportunity to bring them into my pack, when he tore through the treeline to steal their kill. He dwarfed even the giant raptors in size, and in fury he surely has no equal in this world. When his foes bit at him, his eyes glowed with hatred and he struck with renewed vigor. I have never seen such terror. Even I dare not challenge this creature. If I am the Beast Queen, then he is the Demon King.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Meiyin Note #16(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: A woman named Helena arrived at my camp yesterday, though not to hire me. She said that she was a scholar studying the creatures on this island, and that she wanted to observe my beasts. I turned her away at first, not trusting her intentions. How could I? What mad fool would bother with scholarly pursuits in a place like this? Yet she persisted, and in time I was convinced of her honesty. I don't know if I made the right decision. Helena is constantly asking strange questions. Why does she need to know so much about my beasts' feces and mating behavior? What a bizarre person.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Meiyin Note #17(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: When Helena arrived, I was constantly glancing in her direction, wondering just what she was scribbling in that thick book of hers. Now I hardly notice her unless we're speaking. The questions haven't stopped, but thankfully they aren't always about things like animal feces. Sometimes we just talk about something simple, like cooking. Neither of us are very good at it, but together we've managed to make a few things that tasted better than plain meat. Yet before long, my territory will be silent once more. Helena says she has to move on, and war is brewing in the south. Someone will need my sword very soon.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Meiyin Note #18(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: The war in the south is not an ordinary one. According to the member of the Painted Sharks that arrived to hire me, his tribe is fighting the New Legion. I admit, that gave me pause. They were formidable before, and they've grown even stronger since we last met. Yet I have grown stronger too, and the Sharks were clearly in desperate straights. I could not turn them away. As I readied for war, I recalled a dream I had many months ago. I still don't believe in fate, but maybe this is my nature. On this island, maybe I can actually be like Lieutenant Guan.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Nerva Note #11(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: It seems that some of our neighbors have grown weary of our raiding. Today, I received an envoy from the Golden Arrows who proposed a lucrative trade agreement between our two tribes, with the caveat that we never encroach on the territory or convoys of the Golden Arrows or any of their allies. I have no interest in trade agreements, but I do know how to seize an opportunity. So instead of accepting right away, I proposed that we ratify the agreement with his tribe's leaders on a neutral site. I have planned long enough. It is time for the New Legion to resume its march. Gaius Marcellus Nerva Victoria per Disciplinam(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Nerva Note #12(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: News of my rather definitive response to the Arrows' proposal has spread quickly, but few seem keen to act on it. Who can blame them? Without their leaders, the Arrows quickly folded, and the New Legion grew significantly in power practically overnight. The other tribes only managed to interrupt their cowering long enough to send another envoy, a man named Edmund Rockwell. Given the results of the last one I received, I almost didn't believe it, but apparently this man is special. The other tribes seem to respect him as a neutral party and expert on the island. We shall see. Gaius Marcellus Nerva Victoria per Disciplinam(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Nerva Note #13(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: I did not expect much from Edmund Rockwell, but he has surprised me. He has a curious way of speaking, but he clearly possesses a razor sharp intellect and a wide breadth of knowledge. Though we only met for half a day, I gained invaluable information about this island, which is apparently called the ARK. I shall have to send a scout to pinpoint where Rockwell lives. In addition to his expertise on the ARK, he is known to create elixirs that have extraordinary effects. It would behoove me to keep those out of my enemies' hands. Gaius Marcellus Nerva Victoria per Disciplinam(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Nerva Note #14(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: It seems I was not the only one who was skeptical of Rockwell's ability to curb my ambitions. The nearby Painted Sharks mustered up the courage to harass several of our coastal fortresses, but in doing so, they confirmed their nature. During their raids, they only attacked from the air and sea. They patently refused to set foot on land. If the Sharks are at home in the ocean, then I will pull our coastal forces back and attack their outposts on the mainland. Once their island fortress is cut off from support and supplies, I can whittle it down to rubble at my leisure. Gaius Marcellus Nerva Victoria per Disciplinam(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Nerva Note #15(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: The incident with the convoy was no fluke. The rider has returned, and this time we had plenty of warning. Reports of some "Beast Queen" joining forces with the Sharks reached my ears days before the siege. Her ranks have swelled since the convoy but there is no doubt it is her. Not only did she help break the siege, but for the first time in its existence, the New Legion is in full retreat. This cannot continue. I will not allow it. I will conquer the Sharks, as I will conquer the entire ARK, but first I must destroy this so called queen. Gaius Marcellus Nerva Victoria per Disciplinam(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Nerva Note #16(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Li Mei-Yin, the Beast Queen of the Jungle. That is the name of my foe. It is a name that I have already grown weary of, but soon I will never hear it again. It turns out that she is a mercenary not beholden to any tribe, including the Painted Sharks. So as satisfying as it may be, I need not actually defeat her. I must simply divorce her from her employers, and I know exactly how to do it. The seeds of my victory are already planted. Gaius Marcellus Nerva Victoria per Disciplinam(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Nerva Note #17(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: The Beast Queen is no longer a concern. It was a simple matter, really. A small team of Legionnaires planted explosives in the Sharks' camp in the dead of night while leaving hers conspicuously untouched. Predictably, the explosions drew the Beast Queen's attention but the Sharks mistook her advance for an enemy attack. After that, it was only a matter of time before they parted ways. With that barbarian removed from the conflict, this land war will end shortly. We've already pushed the Sharks out of Legion territory. Soon we will face them where they are strongest ? the open sea. Gaius Marcellus Nerva Victoria per Disciplinam(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Nerva Note #18(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: After taking the Painted Sharks' last foothold on the mainland, this war has turned into one of attrition. While I construct a proper fleet, the Sharks' resources will continue to dwindle and my flyers will continue to harass their main compound. When we finally stage our invasion, their spirits will be broken and their storehouses empty. In the meantime, I've been investigating this island's potential for naval warfare. Some sea creatures can carry a small ballista platform on their back, making them a curious sort of warship. I'm interested to see how they'll fare. Hopefully the Sharks can offer a skirmish or two before their will breaks completely. Gaius Marcellus Nerva Victoria per Disciplinam(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Helena Note #11(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: I may have been wrong about Renopila not having a practical use. Earlier today, my furry new companion started bouncing around so excitedly that I couldn't calm her down, and then soon enough it started raining. I brushed that off as a coincidence, but soon after filling my waterskins and setting off once more, she started acting skittish. I decided to find shelter just in case, and within minutes light rainfall had turned into an electrical storm. I'll need more evidence to draw any firm conclusions of course, but I wouldn't mind having a fuzzy little weather radar with me. You know...it's a little on the nose, but Radar's not a bad name.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Helena Note #12(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Thank goodness that I decided to find some high ground two days ago, or I'd have never spotted this settlement. That's twice now that I've stumbled into my own salvation. I can't count on that happening again. I'll need to stay here for a while and prepare before setting out once more. Fortunately, the villagers are willing to let me trade work for supplies and shelter. Another stroke of luck, and another factor I can't rely on. On the Island, Rockwell's name got me far, but here I'm just another stranger. Not everyone will trust or help me. I need to be prepared to survive on my own.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Helena Note #13(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: In some ways, surviving on my own was less work. At least then I wasn't conscripted into manual labor. Ugh, my whole body feels sore! I bet I wouldn't have to work if I were as adorable as Radar. The whole village is in love with her. I swear, they spoil her like a furry little princess. Rockwell would be livid about this arrangement. I can just hear him ranting about treating scholars with propriety. I hope the old Brit is doing well. Maybe when ''ve broken this mystery wide open, I'll figure out a way to get him off the Island and we can discuss it all over tea like old times.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Helena Note #14(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: While my mind still can't recall the last time I fired a gun, my muscle memory is much better. According to my would be instructor, I "wasn't a complete disaster" on the firing range. I'm no pacifist. Death and violence are a part of life, that's just nature. Yet a gun still makes me a little uncomfortable. The idea of shooting at another human just seems instinctively wrong to me. I couldn't even fire at the New Legion back on the Island. But I need to pull my weight. The villagers have been welcoming and patient with me. For their sakes, I need to practice.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Helena Note #15(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: I may have to put my freshly polished marksmanship skills to the test sooner than I thought. A hunting party spotted a swarm of giant mantises heading in our direction. Yes, giant mantises. I haven't spotted them with my own eyes, but the villagers have spoken of them every now and again. They say the insects have these little hands that can actually grip and wield weapons or tools. Sounds absolutely loony, but so is the idea of a mantis swarm at all. They must share Ghost mantis' distaste for cannibalism. No one seems keen on fighting them, but they're too close to outrun. Hopefully they'll just pass us by.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Helena Note #16(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: My hopes that the mantises would ignore the village were unfounded, and I think we were all wondering if this morning's sunrise would be our last. Despite all my practice, my rifle felt heavy and foreign in my shaking hands as the swarm advanced. Fortunately, they weren't our only visitors. The villagers erupted in cheers as lightning and fire tore through the advancing insects from above. Some chanted a name: Wali al Aswad. The rider, still hidden behind black robes, didn't acknowledge the ovation. With swift efficiency, their small flight of wyverns decimated the mantis swarm and made for the horizon. Wali al Aswad...I need to meet this person, if only to thank them.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Helena Note #17(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Just who or what Wali al Aswad is depends on who you ask. Some of the villagers have attached a religious connotation to the figure, believing it to be some sort of heavenly guardian who appears to the worthy in their time of need. One villager is even convinced Wali is an extraterrestrial. I don't deal in beliefs. I deal in empirical evidence, and that means nothing about Wali is certain until I can meet them. I won't forget this village's kindness, especially after granting me a morellatops and supplies for my journey, but this is why I'm here ? to find answers.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Helena Note #18(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: I'm definitely more prepared for this desert than before, and better equipped. With my morellatops offering a large, mobile supply of water and Radar looking out for the weather, the only threat I really have to worry about is major predators. Also giant golems. I'm actually impressed with the shape I'm in, if I do say so myself. I think I even saw some ab definition the other day! Took me long enough. I've been living without sweets for ages, after all, you'd think I'd get fit much quicker. Great, now I miss sweets. The things I'd do to taste chocolate again...(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Dahkeya Note #11(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: I was worried that Raia would fight some of the new precautions my boys have been taking, but I guess I've earned a looser leash. I suppose I ought to lay off the ?highness? talk then. Seems only fair. The other day, we even shot the breeze a little. First time we've talked about something besides what needs doing. Seems we're both a little worn out. Unlike me, she's used to being respectable and responsible, but being in charge means everyone wants your time and attention. This place hasn't been easy on either of us or anyone else, but I'm still kicking so far. Come what may, I don't plan on stopping.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Dahkeya Note #12(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Something like this was bound to happen one day. The bigger the town gets, the more value Raia has to it, and what happens to valuable things? People try to steal them. It wasn't a bad idea, holding her for ransom like that. Too bad for those raiders that this is my town. I picked most of them off with a rifle as they tried to force her onto a pack animal, and my men finished a few others as they fled. One tried surrendering, but I had to send a message. If you pull a stunt like that in my goddamn town, you get won't any mercy. Not a single shred of it.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Dahkeya Note #13(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: That woman's got some nerve. I save her hide and the next day, Raia's scolding me for putting down a "defenseless" kidnapper. Hardly even thanked me first. What did she expect me to do? Give him free room and board for the rest of his days? Let him go so he can tell every bandit in the desert how soft we are? I told her that if she didn't like the way I protected her, then she can protect herself. Should have kept my damn mouth shut. Now I'm stuck teaching her to how shoot three times a week. Gonna be at it forever, too. She couldn't hit a bison's ass from five paces.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Dahkeya Note #14(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: I do believe that my pupil is the first deadeye Egyptian priestess the world's ever seen. It took a few months, but Raia's just too stubborn to quit. I shouldn't have been so hard on her. Trying to keep your faith and traditions in a dog eat dog world isn't easy. Hell I couldn't even do it myself, and that was before giant lizards were looking to take a bite out of my backside. During one lesson, she told me this story about how her goddess had a nice side and a nasty one. I think she meant something else, but the way I see it, we're the goddess. She's nice, I'm nasty, and we keep each other in check.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Dahkeya Note #15(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Even after all this time in Nosti, I have trouble sleeping in the same bed every night. Sometimes I'll just toss and turn until I give up and go sleep beneath the stars. Hell, I'm not sure we ever slept same spot twice back in the Russo Gang. Thought I'd live that way forever, wild and free like Doc Russo. Probably die guns blazing like him too. Sounded better to me than withering away with rest of my tribe as the world passed us by. I don't think Doc would recognize me now. I'm not the "Apache nephew" he taught to read and shoot. Matter of fact, if he were here, I'd probably have to shoot him.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Dahkeya Note #16(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: I expected those mantises to come back, but not like this. They came at the village from two sides at the same time, and the way they moved...they were more coordinated than any wolf pack. They worked together like men would. Took nearly half a day to fend them off, and they didn't leave us without scars. If attacks like this become common, we're going to be in a heap of trouble, so I've decided to round up my best men to track these critters down. We've got to at least find out where they're coming from.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Dahkeya Note #17(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: We've been tracking these damn things for ages. I can't believe they travelled so far just to attack us. Something like that has to be deliberate. I already knew these things were smart, but if they're that determined to kill us, then we've got to wipe them out here and now. That's easier said than done. There's a whole mess of them here. Can't say I've heard of any mantises living in a group like this, but I'm no expert when it comes to animals. Certainly not in this crazy place. At any rate, I've got to come up with some kind of plan. Shooting them one by one won't do the trick.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Dahkeya Note #18(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: I'm glad I decided to take Sasha with me. The Russian showed up in Nosti less than a month ago, but she already knew her way around a gun. Says she learned it in a place called Gru. Never heard of it, but apparently they teach you all sorts of tricks there ? like how to make bombs more powerful than dynamite. The caves the mantises are holed up in are filled with sulfur, so if we set Sasha's bombs in the right spot, we should be able to wipe them all out at once?.provided we can shoot our way in and out without becoming mantis chow. Well "Captain," time to earn your title.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Rockwell Record #11(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: It has been several days since I left Prophet's Rest, and I have seen no sign of pursuit. I am unsurprised. They probably assumed that I would make for the blue obelisk, as it was nearest. By setting out for the green obelisk instead, I already outwitted those simple minded zealots. As I said ? miles ahead! Miles! With those fools out of the way, I can slow my pace and take some time to properly study these so called sacred relics of theirs. I am curious to see if the materials they are made of bear any similarity to the metal in the starlit sanctuary.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Rockwell Record #12(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: The obelisk is reacting to the presence of the artifacts with even more intensity than I expected. Each obelisk on the Island required eight artifacts to generate that sort of response, not three. In other words, I may not need to do any spelunking before summoning whatever terrifying beast this ARK has store for me. Ah, the beast. Now that poses entirely different conundrum. Even with my youth and my favorite pipe, I doubt that I could slay a monster such as that dragon Mister Nerva fought. Not alone, anyway. I shall need to find a partner for this venture, but who?(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Rockwell Record #13(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: I have turned back north in hope of making contact with some of the natives. It is a risk, as I cannot be sure how many bumbling savages are under the sway of that ludicrous, obelisk worshipping cult, but it is also the only region that I definitively know is occupied. I do not have much to offer in exchange for an alliance, but I am sure that I can negotiate an alliance with at least one of this ARK's tribes. I was at the center of the Island's diplomatic disputes for years, after all. Why I am a seasoned, silver tongued negotiator! Surely I can coax a partnership out of these primitive desert dwellers.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Rockwell Record #14(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: What terrible misfortune! My keen sense of direction finally led me to a local settlement, but as it happened, I was not the first party to visit it that day. That honor belonged to the Burning Phoenix Clan, a band of raiders that were plundering its storehouses and enslaving its surviving residents as I arrived. Naturally, the hoodlums fell upon me and stripped me of my valuables within minutes of my arrival. Ruffians! I managed to keep hold of my journal, but little else. This won't do, not at all! Then again, I was seeking out a tribe skilled in the art of violence. Perhaps I can turn this to my advantage.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Rockwell Record #15(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Curse these stubborn brutes! Despite a litany of polite, gentlemanly requests, they refuse to allow me to parlay with their leader. Surely any leader of men is not half the imbecile that these barbarians are. I am positive that we could come to some sort of? Damn this noise! It is impossible to concentrate with all this insufferable whingeing! Half of these prisoners won't stop moaning about one injury or another and the other half are in constant hysterics. Very well. Perhaps if I tend to some of the wounded, it will dim this distracting cacophony.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Rockwell Record #16(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: At last, I can hear myself think! The guards have moved me to a private cell, and while they have not divulged the reason for my transfer, I suspect that they took notice of my medical expertise. I caught them staring in my direction on several occasions as I worked. It seems that doctors are in high demand in these lands. I suppose that's no great surprise. The Island was no different. No matter. While my skills in the realm of medicine are more in line with a field medic than a true physician, I shall continue to play the role as long as it serves me.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Rockwell Record #17(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: After days of travel, we finally arrived at the Burning Phoenix Clan's compound, and while my former peers were shuffled to the slave pens, I stood before the clan's leader. I'd heard tales of the once great Tatar empires, thought I had never travelled to their lands. By all appearances, Timur is cut from the same cloth as their fabled Khans. He was at once imperious and casual, questioning me with impatience from a throne of hide and bone. Naturally, he was impressed by my intellect and gentlemanly demeanor. Granted he did not say so aloud, but I was escorted to a small, private chamber instead of a cell. Surely that says as much.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Rockwell Record #18(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: I had been pondering why Timur required the services of a doctor. He seemed to be in excellent health and I had seen no patients since I arrived. Well now I shall ponder no longer! Timur has a wife, and she's with child. I suppose that even bloodthirsty raiders can fall in love, or at the very least, desire a family. The whole affair would be rather quaint were I not expected to care for the woman and deliver the child. Should either the child or the mother die during the birth, I fear that I will follow them in short order.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Ammonite Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Common name: Ammonite Species: Ammonitina multiamicus Time: Late Jurassic-Mid Cretaceous Diet: Feeder Temperament: Passive Wild Usually found in the deepest parts of the waters around the Island, Ammonitina multiamicus has a strange relationship with the other creatures of the deep. It must do something beneficial for them since every nearby sea creature defends Ammonitina when it is attacked. What this distinct symbiosis is based on, alas, I have not yet discovered. Ammonitina has also made its way into the deeper parts of many underwater caves. Even within these caves, the creature will draw attention if assaulted, making harvesting its resource-rich shell a tricky proposition, depending on what other dangers may be lurking nearby. Like many of the untameable ocean dwellers, Ammonitina still has enough utility to be a valuable hunting target. If a tribe is willing to risk the wrath of nearby would-be protectors, Ammonitina bile can be harvested from the innards of its corpse. This bile can then be worked over with other chemicals to produce powerful concoctions, the most notable being a mixture that causes creatures to become enraged and attack the source of the scent.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Electrophorus Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Common name: Electrophorus Species: Electrophorus beluadomito Time: Holocene Diet: Carnivore Temperament: Reactive Wild Occupying a space in the low-to-middle end of the food chain, Electrophorus beluadomito is a carnivorous swimmer that feeds mostly off of shellfish and small fish. Despite its common name, it is actually a very long Knifefish, and not an Eel. It does not provide much meat, so many predators simply leave it be. Unlike most predators, it does not use brute strength to bring down its prey, but instead releases an electrical charge around itself to knock its prey unconscious. Alone, this can take out a small creature. When attacking together, Electrophorus can even bring down the larger ocean lifeforms, and then feed as a group. Domesticated By far, the most common use of Electrophorus is to subdue large ocean creatures. Knocking out a Plesiosaur or other giant deep-sea leviathan can be incredibly difficult... ...thus many tribes employ small schools of Electrophorus to shock them into submission!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Microraptor Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Common name: Microraptor Species: Microraptor gnarilongus Time: Early Cretaceous Diet: Carnivore Temperament: Aggressive Wild Microraptor Gnarilongus is one of the smallest non-avian dinosaurs on the Island. Incredibly fast for its size, Microraptor is a voracious carnivore. Aggressive towards anything regardless of size, Microraptor fancies itself an apex predator. It will attack humans on sight, especially if it's not alone. When hunting, Microraptor's speed is only one of its assets. While not quite capable of sustained flight, its wings allow it to stay aloft for several seconds while jumping. This allows Microraptor to attack its prey's vulnerable areas, as well as search for small river fish. Notable, the creature also tends to use this ability to knock oblivious humans off of their mounts. Domesticated While not a powerhouse against armed enemies, Microraptor is particularly suited to dismounting enemy riders. Microraptors natural tendency to attack weaker creatures means they can ignore the mount while attacking the rider with leaps of fury.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Thylacoleo Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Common name: Thylacoleo Species: Thylacoleo furtimorsus Time: Early-Late Pleistocene Diet: Carnivore Temperament: Aggressive Wild Thylacoleo furtimorsus is a large, powerful marsupial that can often be found hunting around trees among the Island's redwoods. Its long claws and semi-opposable digits make it an apt climber, a quality that Thylacoleo uses to its advantage while hunting. It clambers up large trees and waits to ambush passing prey by pouncing upon them. When something that large jumps onto a target, the victim becomes stunned and doesn't stand much of a chance. Thylacoleo's most notable fighting quality is its powerful jaws. Once it bites its prey, it locks its jaw in an iron grip that can hold most smaller creatures in place. Thylacoleo then goes on to savage its prey with its sharp claws. If it needs to escape from a fight, Thylacoleo uses its muscular hind legs to jump back to safety among the trees. Domesticated Thylacoleo is a moderately strong mount, and its ability to climb trees and jump long distances makes it useful for traversal. As such, developing tribes often tame it. Small raiding parties particularly favor Thylacoleo, as it is well suited to ambushes and unfair fights!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Equus Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Common name: Equus Species: Equus magnus Time: Pleistocene Diet: Herbivore Temperament: Loyal Wild Equus magnus appears to be an ancestor of the modern horse. Based on its stripes, it may be the African variant of Equus giganteus, which appeared in North America during the Ice Age, but that is pure conjecture. Its behavior in the wild is similar to that of other wild members of the Equus genus - it sustains itself by grazing, while keeping safe from predators by living in herds and outrunning its attackers via superior speed and stamina. Domesticated Horse and man have long been partners in survival, and this remains true on the Island. In Equus, survivors will find a trusty steed or pack animal that can carry them swiftly across land. Taming an Equus has proven interesting, requiring carefully approaching the creature in the wild, mounting it, and then carefully soothing over time by feeding it vegetables. In fact, Equus' reliability has lead some survivors to construct special saddles for them. I even encountered a man who added extra saddle-pouches that doubled as mobile crafting stations for chemical supplies, foodstuffs, and other items. Although not as robust as what you might find within a village, this utility helped him live a nomadic, solitary lifestyle. Some survivors employ Equus to herd and wrangle other creatures with a specialized lasso. This tool is sometimes effective for self-defense as well, as Equus is limited in battle on its own...at least compared to aggressive prehistoric carnivores.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Leedsichthys Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Common name: Leedsichthys Species: Leedsichthys conviviumbrosia Time: Mid Jurassic Diet: Piscivore Temperament: Defensive Wild Leedsichthys conviviumbrosia is the largest fish in the waters around the Island. Its meat is also extremely succulent, a surprise given its size. It is often traded with the same value as Prime Meat, and colloquially called "Prime Fish." Of course, not all of Leedsichthys' meat is this high quality, but most of it is! While the demand for Leedsichthys meat is high, the fish is notoriously difficult to track and hunt. Between its large size, powerful attacks, incredible speed, and humankind's general ineptitude on open water. It also has an excellent sensory system, often detecting vibrations in water from miles away. Large moving objects in the water such as rafts tend to overload their senses and cause them to become irritated. However, the viscosity of honey has been known to confuse its sensory systems and distract them once agitated. Actually killing a Leedsichthys is one of the Island's more difficult tasks. The hunt for an extremely elusive breed of the fish, the fabled "Great Albino" Leedsichthys has been known to drive otherwise-sensible men and women mad with obsession, as if all evil were visibly personified and made practically assailable in this one creature.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Ichthyornis Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Common name: Ichthyornis Species: Ichthyornis piscoquus Time: Late Cretaceous Diet: Piscivore Temperament: Skittish Wild Among the most vocal creatures on the Island, Ichthyornis piscoquus actually appears to be a relatively normal seagull. It primarily eats fish, and its distinctive cries can be heard echoing over across the Island's many beaches. As you might expect from a seagull, Ichthyornis will flee at the slightest provocation. Ichthyornis is a versatile and opportunistic hunter. Its primary form of attack is to dive into the top layers of water and impale its prey. However, since its food source can be unpredictable, Ichthyornis has developed a keen ability to steal food from unsuspecting travelers. Their affinity for shiny objects leads them to sometimes knock tools and weapons out of the hands of unsuspecting Survivors, but Ichthyornis is too small to actually fly off with them. Domesticated Ichthyornis surprised me by being a very loyal and very social creature, once tamed. It likes to ride on its owner's shoulder, and bring that person treats (in the form of fish, of course) which its beak-grip enhances with extra healing vitamins. The personality of Ichthyornis reminds me of a housecat hauling a trophy prey back home, except it brings extra-healthy fish instead.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Iguanodon Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Common name: Iguanodon Species: Iguanodon vicissitudinis Time: Late Jurassic Diet: Herbivore Temperament: Reactive Wild Of the many creatures I've yet encountered on the Island, the Iguanodon vicissitudinis has the distinctly versatile capability of switching its primary method of locomotion according to its momentary needs. Primarily a rather lethargic bipedal herbivore native to the Island's many grasslands and forests, in situations where increased speed or maneuverability is called for, it will quickly shift its posture into quadrupedal stance and behave like a very different creature! While bipedal, it can employ rapid, stabbing attacks with its distinctive thumb spikes. In quadrupedal stance, conversely, it seems to have an endless supply of stamina, even while sprinting! Domesticated Interestingly, the Iguanodon's thumb spikes also provide it with the capability to pick seeds out of fruits, allowing a farmer to easily convert stacks of fruits into stacks of seed for planting. Combined with its highly effective fruit harvesting and substantial carry weight, the Iguanodon's excellent mobility in bipedal stance makes it an ideal field-hand that can also pull off a quick get-away or an agile defense when needed.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Rockwell Record #19(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: I am perplexed. Even with an expanded number of test subjects, I just cannot find the passion that I once had for my research. I truly thought that my recent adventure had lit a fire in my belly, but I constantly find myself losing focus. Confound it all! Perhaps said adventure itself is the problem. Thinking about it, I am always eager to discuss the obelisks and the artifacts I found with my assistants, even when I am not in the mood for research. There is a certain allure to them that I cannot describe, something that causes my thoughts to drift in their direction, like the pull of a strong tide. But it could simply be a passing fancy. I must give myself more time. (/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Rockwell Record #20(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: I was ever so glad to see Miss Walker again. My assistants are clever in their own right, but dear Helena is still the only person that I feel comfortable diving into my deeper theories with. I fear that I may have kept her from getting a word in edgewise, though. Once I got going on the obelisks, why I just couldn?t contain my enthusiasm! My word, I really have become quite enamored with the subject, haven't I? Well, that settles it! After this next set of trials, I shall go check on the Iron Brotherhood's progress. Perhaps I can convince Miss Walker to join me. We could make a real scientific expedition out of it!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Rockwell Record #21(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: The latest Broth of Enlightenment trials have concluded, and as expected, I am disappointed in the results. Thought the primates I tested it on showed an increased aptitude for learning, I do not believe any of them have truly ascended to a higher level of intelligence. Well bugger the little blighters, I say! My assistants have almost finished preparing my supplies for my next expedition, and I have drafted a letter to send to the Iron Brotherhood ahead of my departure. Soon enough, I'll have forgotten all about the? Pardon the interruption, it seems that I have a guest. Now just what is Mister Nerva doing here? I suppose I'll find out.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Rockwell Record #22(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: I have always tried to maintain a strict neutrality when it comes to tribal matters, but then again, I have never had an offer this tempting from someone as respectable as Mister Nerva. Not only has he offered to provide me with test subjects, but he has also expressed a mutual interest in investigating the obelisks. All he asks of me is that I provide him with "reliable council." I would trust few tribes to be able to make good on such promises, but Mister Nerva's New Legion is perhaps the most powerful tribe on the island. Indeed, if they maintain their current trajectory, they may be the only powerful tribe on the island. His offer is worth considering, at the very least.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Rockwell Record #23(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: After much deliberation, I have decided to accept Mister Nerva's offer. True, the New Legion is not beloved by many other tribes, but was Charlemagne beloved by his enemies? If my studies are to continue, I must be on the right side of history. As part of our agreement, I will need to travel with Mister Nerva for a time, and wait to study the obelisks until the New Legion has taken care of some smaller matters of foreign policy. As such, I have left Rockwell Manor in Isabelle's charge. She will take excellent care of it, I am sure. Well then, on to new frontiers! Excelsior!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Rockwell Record #24(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: I admit, I have been rather coy with Mister Nerva when it comes to the true nature of the obelisks. As a military man, the obelisks would naturally be more useful to him if they were some sort of weapon, and I have made sure to allude to that possibility from time to time. It is not as though I am selling my gracious host a falsehood. After all, I have neither any proof that the obelisks could be weaponized, nor any evidence to the contrary. Their purpose is entirely theoretical at this stage, and if twisting those theories will convince Mister Nerva to march on the obelisks any sooner, then so be it.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Rockwell Record #25(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: The New Legion is finally on the march, and not a moment too soon! Mister Nerva runs his tribe exceptionally well, but their compound is positively spartan. I don't think I saw a single piece of decor anywhere! It certainly made me miss the comforts of Rockwell Manor, I'll say that. At any rate, we are apparently in pursuit of a barbaric "Beast Queen." According to the men, she feasts on the flesh of her enemies alongside her army of monsters. Dreadful! Mister Nerva is convinced that she is heading towards an obelisk, but I see no cause for alarm. No mere heathen could hope to uncover its secrets, and certainly not alone.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Rockwell Record #26(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: I am absolutely astounded! Shocked! Flabbergasted! Why in the world was Miss Walker investigating the obelisks at the side of such a savage woman, and without notifying me first? Was she intending to discover their secrets behind my back and keep them all to herself? The nerve! The audacity! And after I treated her with such respect and civility! Well, unfortunately for her, Sir Edmund Rockwell is always one step ahead of his rivals. Thanks to my partnership with Mister Nerva, I can combine what scraps of knowledge she has on the obelisks with my own findings, and she'll be none the wiser. Why, since she is confined to a cage, I can keep my presence concealed from her altogether!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Helena Note #19(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: After going over my notes from Mei-Yin's camp, I've concluded that the animals on this island are not only used to humans, but used to captivity. Even with their accelerated growth rates, their behavior indicates that they have been regularly domesticated for decades at least. Otherwise, they'd never obey the whims of mankind so easily. With that in mind, I believe that my theory about this island being curated is back in play. In fact, it's possible that not only are animal populations being controlled, but that the animals themselves are genetically modified. However, before I bring this to Rockwell, there's one more rumor that I want to confirm.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Helena Note #20(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: This is the smoking gun. It has to be. I simply can't be convinced that this place is natural after finding an island populated entirely by carnivores. Even if they fed off of each other ? which is awfully dubious given that carnivore meat is much more likely to carry harmful parasites than herbivore meat ? the landmass is so small and their population is so dense that they could never maintain it. Yet there it is, hidden away off the northeast coast of the Island. Someone would have to put them there on purpose. There's no way that Rockwell can deny my theory now.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Helena Note #21(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: As I expected, Rockwell couldn't deny my theory, but I can't say that I have his endorsement either. He didn't seem terribly engrossed in the subject, frankly. Something else seems to have captured his attention as of late ? the Island's obelisks. Apparently, Rockwell stumbled upon a way to interact with the towering monuments while spelunking, of all things. I guess he felt the need to scratch that old intrepid explorer itch of his. It's pretty impressive, considering his age. Now that I think about it, the obelisks could be linked to my own findings. Their nature has always been a mystery, and Rockwell made some intriguing observations. I should follow up.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Helena Note #22(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Though I've been received by the Iron Brotherhood, they didn't seem very pleased to see me, especially when I mentioned Rockwell. That's a first. Add that to the rather deserted, gloomy state of their compound, and I'm starting to feel a bit apprehensive. Their leader can't return from his hunting expedition soon enough. All I've confirmed so far is that yes, they gathered all of the artifacts Rockwell sought and yes, the artifacts were able to activate one of the obelisks. You'd think they'd be celebrating such a monumental discovery, but it's just killjoys as far as the eye can see. Go figure.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Helena Note #23(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: I keep glancing at the artifact. I understand why the Iron Brotherhood's leader didn't want it. Since it has no apparent use, all it does is remind him of the tribesman who died seizing it from that giant spider. Can it really be useless, though? They described the artifacts that activated the obelisk as looking similar to it, so I headed to the nearest obelisk to see if I could get a response. No luck. Maybe it activates something else? Of course! The platform in the cave! It's a long shot, but it's the only thing I can think of that's similar to the obelisks. Definitely worth a try.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Helena Note #24(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Unbelievable! The artifact perfectly fits one of the slots in the platform's pedestal. How did I not notice that right away? I really am a dipstick. So if this key, such as it is, was acquired by activating one obelisk, then it follows that the other two keys can be obtained by activating the other two obelisks. Then, with all three keys, maybe this platform will lead to whatever is controlling the Island's ecosystem. If the other obelisks work the way that the first one did, that means I need to find a whole mess of artifacts first, and I don't think I can do that alone...(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Helena Note #25(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Well, the Howling Wolves are quickly tracking down the artifacts, but after hearing about what happened to the Iron Brotherhood, that's as far as they'll go. It's understandable, but it leaves me in a tight spot. If a giant spider and I get in a scrap, the spider's winning for sure. Even with Athena on my side, I prefer to avoid danger, not confront it. My aim's piss poor and I've got fists like marshmallows. If I want a fair go at actually surviving whatever happens when the obelisk activates, I'll need backup. Negotiation Notes: Don't mention feces. Don't look directly at the glare. Bring chili (UNBURNED).(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Helena Note #26(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Now, I know you don't get a nickname like "Beast Queen" without being one tough lady, but when I saw that giant ape, I still thought we were buggered. Fortunately, Mei-Yin's got more intestinal fortitude than yours truly, and somehow, someway she was able to pull out a win. Glad I'm on her good side! I already found the second key, but I want to take a look around here before we head back through the portal. This ape either lived here, or was released when we activated the obelisk. Finding out how it survived in this isolated environment or how it got here could prove useful.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Meiyin Note #19(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: My beasts are precisely what the Sharks lacked. Most of their martial strength lies at sea. On land, they lacked a unit with the ferocity of a true vanguard. Without that, they could merely withstand the Legion's siege, not break it. That changed when my beasts crashed into the Legion's rear like a great wave. I can still hear the cheers as the Legion fled. I can feel the echo of the emotion that swelled in my chest. If I could return home, I imagine that is what I would feel like. I won't dare forget it.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Meiyin Note #20(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Sometimes I fear that I have grown fangs or horns without noticing. What else can explain the way others look at me? In battle the Sharks cheer me, but afterwards we rarely speak. I camp separately and only am summoned when it's time to discuss strategy. I do not understand. Trust is rare on this island. I know that. But have I not bled in their defense? Have my beasts not died fighting their battles? Perhaps it's just the strain of war. We're in Legion territory now, taking the battle to them. Soon the war will be won. Surely then the Sharks will not fear me.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Meiyin Note #21(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: When anger rises, think of the consequences. I know this by heart, yet I cannot help but seethe with fury. Even Wuzhui is keeping his distance. Last night, I awoke to the sound of thunder coming from the Shark's main camp. I rushed to their aid, but blinded by the night and consumed with panic, they attacked my pack. By the time order was restored, we'd both sustained losses. Clearly this was the work of the enemy, but those fools blame me for the confusion. Some even claim I torched their camp. How dare they question my honor after all I've done? Cowards! They have no right!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Meiyin Note #22(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: I should have foreseen this. Though I put my pride aside, those audacious Sharks could not. At their behest, I began the long trek back to my own territory this morning. They say that they will finish the war without me. Doubtful. Without my pack at the van, the New Legion will surely smash them to pieces. But what can I do? I cannot protect them if they do not want my protection. Will the Legion come for me afterwards? I cannot say, but if they do, I know that I will receive no aid. I must rely on my own strength, and right now I fear it insufficient. I need to become stronger. I need the Demon King.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Meiyin Note #23(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: He is mine. After a mighty struggle, the power of the Demon King is now mine to unleash. The cost was almost too great. I brought only my swiftest beasts on the hunt, hoping to run him in circles, but even still he managed to kill many of them. Were it not for Wuzhui, he may have killed me as well, but my Wuzhui is both swift and cunning. He knew exactly what distance to maintain, exactly when to retreat. No steed could prove more true. Tomorrow I must begin acclimating the Demon King to life in my pack, but for tonight, I will allow myself to celebrate.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Meiyin Note #24(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: I was wise to test the Demon King's hunting skills from atop one of my flying beasts. When he stumbled down a small rock formation, his eyes glowed with that familiar hatred and suddenly he proved deaf to my commands. In time, he calmed down and obeyed me once more, but it was a fearsome thing to witness. I think I will keep him apart from the other beasts. Not only will it keep them safe, but it will calm their nerves. They have been tense since his arrival. I cannot blame them. The Demon King's power could save or doom us. I must use him with extreme care.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Meiyin Note #25(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Am I making a mistake? Maybe. The closer that great pillar of light gets on the horizon, the more my concern grows. It is a gamble, no question. Helena said that she did not know if this pillar of light will behave like the other one. Yet if it does, if we are transported to some other plane to battle a monster for a mysterious key, then there's a chance that this could be the first step on the path home. If not that, then at least a path away from this island and the New Legion. Technically Helena has hired me, but that small chance is payment enough. It's worth the risk. I hope I am prepared.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Meiyin Note #26(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Had I let fear rule me and left the Demon King behind, then Helena and I would be dead. Only with his strength were we able to defeat the gigantic ape. His rage cost some of my pack their lives in the aftermath, but that was the price of victory. The price of hope. The key we were rewarded with matches the one Helena already had. The means the third pillar must lead to a third key. And when combined? What then? It's uncertain, but if each pillar takes us somewhere, then maybe their combined power can take us anywhere. Maybe it can take us home.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Nerva Note #19(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Today shall live forever in the annals of history. Today, I raised the New Legion flag above the Painted Sharks' battered fortress, and in that moment, my empire was truly born. In that moment, the New Legion became the dominant power on this island. With that in mind, I've given my troops three days respite to celebrate our victory, though I shall not take part. My work is never done, and I mustn't lose sight of my true goals. Only when I have brought this island into a new age shall I be content. Only then shall I rest. Gaius Marcellus Nerva Victoria per Disciplinam(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Nerva Note #20(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: When my scouts reported that they had finally found Rockwell's compound, I set out to meet him at once. While that meant delegating matters that others might find more pressing, I did not hesitate. Minds like Rockwell's are a precious resource on this island. To have him as an advisor would be invaluable. Whether Rockwell accepts my offer or not, my visit has already paid dividends. Apparently, he has spent some time researching the massive obelisks on this island, and theorizes that they may hold great power. If there is any chance that said power can be wielded, then I must learn all that I can about them. Gaius Marcellus Nerva Victoria per Disciplinam(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Nerva Note #21(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: These obelisks are fascinating. Apparently, Rockwell managed to coax a response out of one of them with an offering of some kind. Could it be that they are some grand monument to the gods? If I appease them with a sacrifice, will they grant me their power? Yes, of course. Janus may have chosen me to rule this island by bringing me here, but I must prove my worth to the other gods by completing this ritual. Well, now that I have Rockwell's council at my beck and call, I shall pass this trial with ease. Then the power of the gods will be mine to command. Gaius Marcellus Nerva Victoria per Disciplinam(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Nerva Note #22(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: After studying my scouts' reports, I have concluded that few tribes remain who can successfully resist the New Legion's march. However, the island's snowy tundras are a matter of concern. The dominant tribe in the region, the Howling Wolves, are known to be fierce fighters. More importantly, a prolonged invasion would prove nigh impossible in that weather. Yes, for now I shall avoid the frozen north. Instead I will annex the smaller tribes, consolidate the New Legion's holdings and investigate the obelisks with Rockwell. Perhaps their power can solve my northern conundrum. Gaius Marcellus Nerva Victoria per Disciplinam(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Nerva Note #23(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: The New Legion needs a true capital, one that embodies our strength and grandeur. I realized it while recalling my first day in Rome. My hometown in Numidia had its wonders, but it could never match the splendor of that great city. I was in constant awe. Most on this island are consumed by the present ? their immediate needs and struggles. Yet a new generation will live within our walls one day. When they see what their forefathers have built, I want them to be as inspired as I was. I want to show them that no matter where they are born, their destinies are theirs for the taking. Gaius Marcellus Nerva Victoria per Disciplinam(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Nerva Note #24(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: I have received disturbing news. Apparently, the Beast Queen has resurfaced with an even larger contingent than before, and she is on the move. Worse still, she is travelling directly towards one of the obelisks. I can think of no worse scenario than the obelisks falling into the those barbaric hands. She has always been a nuisance, but with their power, the Beast Queen would pose a dire threat to everything I have built. I must mobilize my main force and move to intercept her at once. The future of this island may hang in the balance. Gaius Marcellus Nerva Victoria per Disciplinam(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Nerva Note #25(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: When my army arrived at the obelisk, I feared we were too late. The Beast Queen was nowhere to be found. I was about to order a search of the area when I was blinded by a flash of light. Suddenly, the barbarian horde was right before us, and battle was joined. Though the savage possessed a fearsome new monster, it attacked ally and enemy alike. If anything, its presence made the slaughter more complete. By the end, the Beast Queen's forces were annihilated, and she herself had fled with mortal wounds. At last, her threat is ended. Interestingly, we also captured an acquaintance of Rockwell's during the battle. Perhaps she knows something about the obelisks that Rockwell does not. Gaius Marcellus Nerva Victoria per Disciplinam(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Nerva Note #26(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Walker had told us to expect some kind of monster after activating the obelisk, but I never imagined that we would battle one of Ceres' dragons. No, that's not right. It was too colossal and wild for even a god's chariot. I doubt Diana herself could control it, and yet, the New Legion felled it. It cost the lives of many men and even more beasts, but it was worth the sacrifice. According to Walker, the third key we acquired may allow me to open this cave she speaks of. Then the power of the obelisks and this very island will be mine to command. Gaius Marcellus Nerva Victoria per Disciplinam(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Raia Tablet #11(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Early on, I handled all of Nosti's trade negotiations, and I have had trouble growing out of the habit. I suppose that is why every caravan or hunter that passes through our gates knows my name. Some still insist on speaking with me personally, but I do not mind. I find these dealings rather engaging. It is like playing a game of words. One such caravan arrived yesterday, bearing a haul of metal ingots. Our venerable Captain has suggested that I bring a contingent of guards to the negotiations, but I would rather not. If our guests are intimated, they may back out, and I would be remiss to waste such an opportunity.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Raia Tablet #12(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: I shall gladly admit that I erred. I shall even admit that I owe Captain Dahkeya my life and offer him all the gratitude he is due. Yet that does not excuse such merciless behavior! Those so called merchants may have stooped to viciousness and cruelty by trying to kidnap me, but that one had surrendered. There was no need to execute him on the spot, was there? It is so hard to see where light ends and darkness begins in this violent place. Perhaps if I could adequately protect myself, we could have avoided needless bloodshed. Yes, I think it is time. I shall master these explosive weapons, and Captain Dahkeya is going to help me.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Raia Tablet #13(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Step by step, I am learning how to shoot. During my first few lessons, the weapons almost jumped out of my hand when I fired them, but my arms have grown stronger and my aim truer. Captain Dahkeya's presence has been helpful. The same calm that I found unnerving from afar has been steadying from up close. He does not waste his breath on exaggerated praise or criticism. He simply keeps me focused on what I need to do, and everything else just falls away. Considering where I started, he has been very patient with me. Perhaps I should be more patient with him.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Raia Tablet #14(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: In ancient times, gentle Hathor took the form of the fierce warrior goddess Sekhmet, and unleashed her wrath upon the human world. Yet even during her relentless slaughter, Hathor was within Sekhmet, as Sekhmet was always within Hathor, and when she was eventually calmed, the peaceful goddess of joy and love returned. As it is with the goddess, so it is with mankind. The vicious can become kind, and the kindhearted can become violent. For all his past transgressions, Captain Dahkeya is no different. He did not grasp Hathor and Sekhmet's tale when I told it to him the other day, but if he keeps trying to better himself, then perhaps one day he will.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Raia Tablet #15(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: In principle, I have turned into a competent marksman. Yet in practice, how would I fare? When the time comes, could I end another human life? I am not so sure. My mouth grows dry with fear at the very thought. The warrior spirit of Sekhmet surely resides somewhere within the recesses of my heart, but search as I may, I cannot find it. As training, I offered to put down some of our beasts that had grown deathly ill. It was a merciful act, but it still drew tears from my eyes and twisted my stomach into knots. I must learn to act in spite of these feelings. My life may depend on it one day.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Raia Tablet #16(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Despite my best efforts, I know that I have strayed from the teachings and customs that I learned so meticulously back home. Out of necessity, I have adapted it to both the needs of Hathor's new followers, and the circumstances we all face in this desert. For example, celebrating the gods with feasts and festivals in their name would be wasteful. This sacrifice is particularly unfortunate, for my students deserve some sort of reward for their diligence. Perhaps I can still organize a modest celebration of some sort. In fact, maybe the whole village should have one, just to raise everyone's spirits. Even our venerable Captain might enjoy that. Ah, but I ask for miracles.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Raia Tablet #17(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: I trust our Captain's judgment on matters of defense, but I still feel ill at ease with his decision to sally against these mantises. It is not that he has left the village unprotected. Quite the contrary, I fear that his own contingent is too small. I know that I should not be concerned. He personally vouched for the caliber of his team and I have more immediate priorities. Our walls and gates need repairs, our infirmary needs supplies and our morale needs bolstering. I have been scrambling to and fro with such constant urgency that rings have formed beneath my eyes. Yet when I finally earn a moment's respite, I am restless with worry.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Raia Tablet #18(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: The people of Nosti come from so many different places, and they all have different ways of thinking. On occasion, this incites conflict. Several weeks ago, two newcomers came to blows over a long-standing feud between their home nations, and just the other day, I had to harshly discipline one of my own disciples for harassing the villagers who worship that wooden cross. One time, a man even challenged me to a duel for Nosti's leadership. Yet those same two people who engaged in fisticuffs now work to repair our western gate, and it is stronger for their combined efforts. Perhaps that is why the gods have brought us all here, to help us understand each other.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Bee Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Common name: Giant Bee Species: Apis lithohermaea Time: Middle Miocene Diet: Herbivore Temperament: Territorial Wild In the wild, Apis lithohermea drones never stray far from their nests, which they build high in the Island's redwood trees or rocky cliffsides. Apis drones can be seen swarming around the nest in groups, but to get a look at the queen, one would need to crack open the nest itself. Speaking from experience, this is not a pleasant task, as Apis drones are quite territorial. Take caution: Apis' stings will weaken their victim, and because its stinger is not barbed, Apis can sting multiple times without fear of its stinger being ripped out. Domesticated A tamed Apis Queen will lay new drone eggs and construct a nest that survivors can farm for honey, so long as they remember to wear a ghillie suit. Said honey is not only sweet and delicious but laced with strong scents that land mammals find irresistible. Many hunters use it to bait their traps. Apis drones will also follow their queen into battle, so they can be used for self-defense in a pinch.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Daeodon Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Common name: Daeodon Species: Daeodon comedentis Time: Late Oligocene Diet: Carnivore Temperament: Territorial Wild Daeodon comedentis is the largest known species of Entelodont, an omnivorous family of ancient mammals that are sometimes referred to as "Hell Pigs." Even though Daeodon has as many similarities to modern Hippopotamidae as it does to Suina, I've found that to be a suitable nickname. Daeodon is as mean as it looks, and any survivor who wanders too close will find that out the hard way. As an omnivore with a voracious appetite, Daeodon scavenges, forages, and hunts to survive. It has little qualms when it comes to its diet, and that has helped it thrive on the Island's harsh tundra. Its temper hasn't hurt either, as many would be predators would rather seek out less vicious prey. Domesticated Many tribes have made excellent use of Daeodon packs within their war parties, not only because of its fierce nature, but due to its extraordinary ability to rapidly heal itself. I've theorized that this healing factor is why it seems to have such a high metabolism, though what is particularly extraordinary is its capability to share this benefit with nearby creatures. I have even heard some survivors mention that the Daeodon also has a unique ability to root out Rare Mushrooms as well!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Kentrosaurus Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Common name: Kentrosaurus Species: Kentrosaurus aethiopicus Time: Late Jurassic Diet: Herbivore Temperament: Short-tempered Wild While Kentrosaurus aethiopicus is considerably smaller than its close relative, Stegosaurus regium, it is much more formidable in matters of self-defense. In fact, it is arguably the pound for pound champion of not only the Stegosaurus, but when encountered in close-knit fighting packs, ranks atop the Island's herbivorous dinosaurs in general. Thanks to its wickedly sharp defensive spikes, any creature that attacks Kentrosaurus is likely to be reversely wounded in turn, and it is capable of piercing even the thickest of hides and armors when it goes on the offensive. I have personally witnessed the Kentrosaurus fell much larger predators in a single such "impaling" maneuver! Underestimating Kentrosaurus can be a fatal mistake, particularly when it is in a herd. When travelling in numbers, Kentrosaurus seems to grow much more aggressive, increasing the range at which it will defend its territory. Domesticated Survivors have seen little success in their attempts to ride Kentrosaurus, owing to its spikes and hot-headed temperament. However, a tamed herd of Kentrosaurus can effectively defend a compound and take on larger carnivores. Once impaled by its attack, the Kentrosaurus slams the attacker on the ground continuously, helping to turn the tide of a pitched battle!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Liopleurodon Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Common name: Liopleurodon Species: Liopleurodon magicus Time: Mid-Late Jurassic Diet: Sweet Tooth Temperament: Elusive Wild Liopleurodon magicus is a mid-sized ocean creature, typically between 20 and 25 feet long. I've yet to directly encounter one myself, but from the tales other tribes have shared, it compares to no other on the Island. The rumors indicate that this beautiful creature has magical properties; however, the sightings are so rare it's hard to decipher old tribe's tales from the underlying truth. They say that Liopleurodon is an elusive creature that can harness its magical powers to retreat from predators or aggressors of any kind, but the Beekeeping tribes claim that their honey is so sweet, not even the Liopleurodon could resist! Domesticated Liopleurodon is rumored to bring good fortune to those adventurous enough to tame it. With the Liopleurodon by their side, tribes have apparently managed to obtain treasure beyond their wildest dreams. Supposedly, even after you've gained its favor, it remains incredibly aloof and will eventually use its abilities to escape even the strictest of captivity.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Helena Note #27(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: So, these are the conquerors that I heard about way back when. Not a great first impression. Mei-Yin and I weren't quite mates, but watching her creatures get slaughtered like that certainly wasn't pleasant. I'm not a fan of the prisoner lifestyle, either. The leader introduced himself as Gaius Marcellus Nerva, and he's not a complete bogan, I'll give him that. He let me keep my personal effects and our conversations have been civil so far. I get the feeling that'll change if I don't cooperate, though. Not that I have much choice. They already took the keys. The only way I'm seeing this through is as a "guest" of the New Legion.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Helena Note #28(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: This Nerva bloke's FIGJAM incarnate. He seems to think that he's Jupiter's gift to the Island or some rubbish like that. I think his ego was actually tangible when the Legion returned from to the obelisk with the third key and the head of a dragon in tow. Sadly, as much as I would enjoy seeing him fall flat on his face, I need him and I need the New Legion. So, when he "asked" me to guide his forces to the hidden cave, I obliged without protest. What he'll do with me afterwards, I don't know.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Helena Note #29(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: When Nerva and his band return from the cave, they'll decide my fate, so this may be my final chance to reflect. I may as well take advantage of it. I realize that had I just ignored the signs and accepted this paradise at face value, I'd still be happy and free. Would that have been better? I don't think so. After a lot of thought, I've decided that I'd rather die seeking the truth than living in an illusion. That, as Rockwell would say, is the path of a true scientist. Not that I'm Galileo battling the church or anything, but hey, it's something to hold onto.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Meiyin Note #27(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Damn those New Legion cowards! At full strength, I could have fended them off, but they attacked just as we returned to the pillar of light. What beasts I had were exhausted, and the Demon King flew into a rage before I could start a retreat. When that happened, all hope was lost. The last thing I remember is a sharp pain in my side. When I awoke, I was alone with Wuzhui. Both of us were covered in blood, but Wuzhui's wounds were deeper. I cannot fathom how he carried me to safety in such a state. I must find a place to hide. Wuzhui and I are alone now, and barely clinging to hope.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Meiyin Note #28(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: My dearest friend is gone. To his last he was magnificent. The creatures that attacked us were larger and with his wounds they were even faster, but no beast could ever match Wuzhui in spirit. I buried him where he fell, saving me one last time. I was unworthy of such a loyal friend, but I will avenge him. His true murderers will pay. Not the beasts, but the New Legion. They are responsible. I swear by the souls of my ancestors that I will find their leader and drive my blade into his heart! In Wuzhui's name I will take his head!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Meiyin Note #29(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: As I thought, the Legion was at the last pillar of light. I sighted them as they departed, and have been following them since. They are too many for me to fight head on. If they spot me, I will be killed, but I know how to hide from sight and mask my scent from their beasts. It did not take long to discern which one was the leader. No one else walks with his pride or gestures with his authority. I could probably have hit him with an arrow by now, but I want him to see my face. I want him to know that the Beast Queen vanquished him.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Meiyin Note #30(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: I soon regretted freeing Helena from her cage before following the Legion through the portal they opened. She was too focused on the wonders around us. When she saw that most of the Legion was dead, she even tried to dissuade me from killing their leader. I knocked her unconscious. I wish her no harm but I cannot let her interfere. At least she told me his name ? Nerva. That is the man I will kill here, on this most fitting stage. I admit, it is beautiful. The stars shine so clearly. I can think of no better place for my vengeance. Here, at the edge of heaven, let our battle finally be decided.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Nerva Note #27(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Damn these barbarians. They've smelled our weakness. Between our battles with the Beast Queen and the dragon, the New Legion's main army has been distracted and depleted. Lesser tribes have taken advantage by raiding our camps and seizing territory that we claimed with our blood and sweat. Fine. Let them have their temporary victories. Let them imagine that they have inflicted real wounds upon us. When I obtain the power of the obelisks, they will pay for every blade of grass they take from me. With that power, I will make them know true regret. Gaius Marcellus Nerva Victoria per Disciplinam(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Nerva Note #28(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: My men are uneasy. News reached us that the Howling Wolves are on the march, heading straight for the heart of New Legion territory. Some want to turn back and defend our home. I understand the instinct, but they lack my foresight. Only Rockwell has the strength of mind to see my vision. We are nearly to the cave. Once I hold the power it contains, I can use it to crush the Howling Wolves and their petty forces. Whatever gains they make will be erased. I'll unite the entire island in a single, glorious battle. Soon they'll see. Everyone will see. I am this island's destined emperor. I am its destined god! Gaius Marcellus Nerva Victoria per Disciplinam(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Nerva Note #29(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: I had not expected to battle another monster, much less one so powerful. Yet here I stand, victorious! My men lie dead, my beasts lie dead, yet I still stand! Even Rockwell has never seen anything like this place. Surely it is some hall of the gods. Surely the power of the obelisks is here, waiting for a worthy champion to wield it. With it, I will not need beasts or men. Its power alone will win me this island. I need only find it, and claim what is mine. Praise Janus for taking me here! Praise Mars for lending me his strength! I claim this great victory in your names! Gaius Marcellus Nerva Victoria per Disciplinam(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Nerva Note #30(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Nothing! How can there be nothing? I have searched ceaselessly, and yet I find NOTHING! I sacrificed my men, my kingdom, everything. I have nothing left to give. Everything I've bled for is gone! For what? For a view? What trickery is this? What is this place? Am I the victim of some divine joke? I don't understand. I served the Emperor loyally. Why would Janus pull me from his service if not to bring order here? I've cried out for answers, but the gods never respond. They have abandoned me. All I hear is my own voice, echoing off these cursed halls ? betrayed, destitute and alone.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Rockwell Record #27(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Before arriving on this island, I would have dismissed the idea of a device instantly transporting a person from one location to another as complete and utter poppycock. Yet, that appears exactly what the strange platforms beneath the obelisks are capable of doing. Astounding! Yes, yes, there was a dragon on the other side. I'm sure Mister Nerva and his men fought quite the heroic battle, but discovering another slobbering beast is trivial in comparison. Imagine! One could go from one side of the globe to the other in the blink of an eye, and I'll wager that is just the start of the obelisk's capabilities! I must learn more! I must!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Rockwell Record #28(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: I am starting to become quite cross with Mister Nerva's impatience. I had barely any time at all to study the obelisk before we set out again, this time to that cave Miss Walker mentioned. I wonder, does he believe that she knows more about the obelisks than I do? Nonsense! Any fool could see that I am the superior scientist. Besides, I am his official advisor while she is his prisoner. She isn't even privy to my presence. Nonetheless, I feel compelled to prove my scientific mettle. Whatever is in that cave, I shall be the one to discover its purpose. The mysteries of the obelisks are mine to uncover, not Miss Walker's or even Mister Nerva's. Mine.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Hyaenodon Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Common name: Hyaenodon Species: Hyaenodon dirus Time: Late Eocene-Early Miocene Diet: Carnivore Temperament: Opportunistic Wild Among the Island's most tenacious pack is Hyaenodon dirus, a carnivore most often found across the mountains and tundras in packs of 3 to 6. The Hyaenodon is a very intelligent predator. Before engaging, it determines if the payoff for a fight is worth the risk of injury. Hyaenodon often prefers not to fight unless there is already weakened prey or a fresh carcass nearby. This temperament changes quickly, though, near the presence of injured creatures. Hyaenodon quickly becomes very aggressive... ...and the pack attacks with ruthless abandon. With each vicious chomp of scavenged meat, the Hyaenodon rapidly recovers health and stamina. Domesticated Despite being too small to ride, Hyaenodon are still popular pets. Their intelligence means they train well, and their natural pack mentality makes them excellent hunting dogs. Their ability to quickly recover health by consuming raw flesh off the bone ensures they can take punishment yet continue to fight, and they can efficiently preserve meat in specially-crafted saddle-bags. A common (and terrifying) sight on the tundra is a rider on a Canis with a pack of Hyaenodon at its side, howls and jeers echoing through the night.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Megalania Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Common name: Megalania Species: Megalania muruspede Time: Late Holocene Diet: Aggressive Temperament: Carnivore Wild Megalania muruspede is among the largest creatures found throughout the Island's complicated cave networks. Reaching up to three meters long, it can traverse vertically up cave walls with little difficulty thanks to its powerful claws. Fortunately, Megalania's size means it is unlikely to sneak up on anyone. Unfortunately for spelunkers, it is an aggressive and dangerous creature nonetheless. Like other Varanidae, Megalania is a venomous creature. Its poison is slow-acting, but will drain the victim's effective strength and health until death unless cured by a rare antidote. That said, the Megalania's prey are usually ripped apart well before they succumb to the poison's long-term effects. Domesticated The rare ability of Megalania to effortlessly climb sheer environmental walls makes it a highly sought-after mount. While it is by no means the fastest, strongest, or toughest mount, the manner in which it can effortlessly scale mountains, clamber up barricades, hide in trees or upside-down, ensures it will always have place in any tribe's stables!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Yutyrannus Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Common name: Yutyrannus Species: Yutyrannus saevus Time: Cretaceous Diet: Carnivore Temperament: Aggressive Wild The Yutyrannus saevus is believed to be related to the Tyrannosaurus rex, but it is noticeably different upon first glance. Feathered creatures are not necessarily viewed as dangerous predators in the same light as other theropods. However, the Yutyrannus strikes fear into even the Island's most skilled hunters. There are few wild predators that are able to pack-hunt alongside the generally hostile Carnotaurus, like the Yutyrannus does, with such ease. It is also the only creature I've seen to consistently induce a state of panic in opponents with its roar. Upon hearing it, most creatures in the area will flee for safety. Domesticated A domesticated Yutyrannus can be a powerful offensive or defensive addition to war parties. With its mighty roar, it can induce fear in opposing creatures. Meanwhile, Yutyrannus can be trained to develop a confidence-boosting Battle-Cry which counteracts enemy attempts to induce fear, while also bolstering the resolve of allies, and may even draw wild Carnotaurus to its aid. These unique "leadership" qualities make the Yutyrannus a versatile, and at times, a necessary creature to have on your side during large-scale confrontations!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Megatherium Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Common name: Megatherium Species: Megatherium formipavor Time: Late Pliocene-Early Holocene Diet: Omnivore (primarily herbivore) Temperament: Passive, but aggressive to insects Wild Megatherium formipavor is one of the larger mammals on the Island. This is most shocking because it is essentially a giant sloth...if you crossbred it with an elephant and a bear! Because of its size and girth, the Megatherium is uncommonly resistant to being knocked unconscious. Despite primarily being an herbivore, a typical Megatherium is very intent on consuming the Island's many insects. It is particularly adept at removing their insides without damaging much of the shell, maximizing extraction of chitin. The otherwise slow and peaceful Megatherium becomes faster and aggressive in the presence of these creatures. Domesticated Megatherium is an incredibly useful creature to tame, so long as you don't intend to fight other tribes. It's enormity, high resistance to torpor, and voracious attitude toward insects (and arachnids) makes it ideal for farming large quantities of chitin from the bugs of the Island, or simply defending against them.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Hesperornis Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Common name: Hesperornis Species: Hesperornis avenatantes Time: Late Cretaceous Diet: Piscivore Temperament: Passive Wild Possessing the appearance of a half-duck/half-dinosaur, Hesperornis is a medium-sized, fish-eating bird, common in the rivers and lakes of the island. It would be about two-thirds the height of a human if it stood tall, but it rarely does. Hesperornis spends most of its time gliding along the surface of the water, where it is much more maneuverable. Hesperornis is barely a threat to any land-dwelling creature, as its legs are too short for it to move around effectively, but it is surprisingly fast in the water. It can easily hunt down fish and other small water-dwelling creatures. Domesticated Not particularly useful for hunting, and not being affectionate, Hesperornis is primarily kept for the eggs it produces after consuming much fish. When rendered correctly, the eggs separate into two useful substances. One is a protein substance that is high in calories, and the other is an oily liquid that is effectively the same as the Oil found in the ocean!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Dahkeya Note #19(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: I can't recall the journey back to town, but I remember the caverns. The mantises didn't take too kindly to our intrusion. Took half my men with them before we blew them to hell. Well, most of them. One came at us while we were celebrating and I pushed Sasha out of the way like a damn fool. Nearly got myself skewered. Now Raia's got me all cooped up until I finish recovering. Threatened to tie me to the bed if I tried to leave. I'd probably drive myself nuts if she didn't keep me company so often. She was even here when I first woke up. I admit, I was glad to see the sight.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Dahkeya Note #20(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: How long have I wanted this? I can't place it exactly, but it feels like I always have. I suppose that's how I know it's right. It's not just that Raia's beautiful. I've known beautiful women before, but I never got the same feeling when I looked at them. I never felt this at home around them, or anyone for that matter. What happened between us when I was stuck in that room, it wasn't a heat of the moment decision. At least I don't think. All I know is that now, I don't mind sleeping in the same bed every night. Not anymore.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Dahkeya Note #21(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Maybe I should change my name again. Seems fitting. I started calling myself John about a week after joining up with Doc Russo. The others never called me Dahkeya anyway, so I figured they may as well call me by a name I chose myself. That was part of it, but I think that deep down, I also knew that the boy who earned the name Dahkeya was gone for good. Now I think the outlaw named John Dahkeya is gone too, so it would make sense to call myself something else. Then again, that may just confuse folks. Probably not worth the hassle. Besides, I kind of like the way it sounds with an Egyptian accent.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Dahkeya Note #22(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Things have been quiet for a while now. Downright pleasant, even. At least, that was the case until one of our hunting parties went missing about five days ago. Well they're not missing anymore, at least what's left of them. We scoured every inch of their camp and still can't figure out who attacked them. There aren't many prints from animals, and what ones we found aren't like any creature I've seen. There are scorch marks aplenty, though. Maybe it was a group of raiders with some of those new, flame spewing weapons that I've heard tell about? Whoever it was, I'll see it to it that they live just long enough to regret it.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Dahkeya Note #23(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: We finally tracked down our culprit this morning, and damn was he one big, mean son of a gun. He had wings like a bat, a head like lizard and spat fire from his mouth. I've never seen anything like it, not even here. Fortunately, anything will die if you put enough bullets in its head. One of my men called it a wyvern, but he'd never actually seen one before. Said it was just a legend. No one in town had seen one either. So where'd it come from? Did it just suddenly fly here from parts unknown? This whole affair doesn't sit right with me. Gives me a bad feeling.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Dahkeya Note #24(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Folks have been spotting a lot more of these wyvern creatures, and they're not just throwing fire every which way, either. Some spit lightning or acid. On top of that, those big pillars are acting funny. I checked with Sasha, since she doesn't buy into that Hathor business, and she sees it too. It's making me restless. Between this and the mantises, it's starting to feel like this place wants us gone. I know that can't be right. There were no spirits of the land to stop the frontiersman back home, and there are none here. Still, I should talk to Raia. If that tower's dangerous, she shouldn't be worshipping it.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Dahkeya Note #25(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: I shouldn't have expected her to listen. Raia's kept her faith this long, so there was no way a few wyverns and a talking to were going to change that, even if that talking to came from me. Still, I'm not about to take any chances. Whether it's wyverns, mantises or giant towers, nothing's harming this town and it's especially not harming her. Her prayer groups are getting extra guards and I don't care if she likes it. I expect she won't. In fact, I'll probably have to sleep under the stars for the for the next few nights. Oh well. I suppose that's what you'd call a "long-term investment."(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Dahkeya Note #26(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: For all my caution, I could have never prepared for this. Yesterday, the towers started flashing and glowing like a damn lightning storm. When I saw that, I saddled up one of our cats and went to find Raia as fast as I could. Within minutes, the ground was crumbling beneath us, like the land was trying to swallow the Nosti whole. Once I swung Raia up onto the saddle, I had to ride like a man possessed, our cat leaping across broken buildings as they slipped into the ground. Even then we barely made it, but we're the only ones. I spotted Sasha hanging onto a ledge as we escaped, but I couldn't get to him in time. We're all that's left.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Dahkeya Note #27(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: I wish I were better with words. I just don't know what to tell Raia after all that's happened. A loss like that is always going to ache, but nothing I do or say seems to ease the hurt at all. You know things are ugly when I'm the optimistic one. For now, I've just got to keep us focused on staying alive, step by step. We're going back to the basics: finding water, finding food and finding shelter. This snaggletoothed cat and I are all she's got left, and that means I've got to be steady for her. Somehow, we'll make it through this.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Dahkeya Note #28(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: So far so good. The cat has helped keep the critters away, so I've conserved ammunition, and we're all stocked up on supplies. For the immediate future, I'd say we're safe and secure. Further than "immediate" though? I'm not so sure. Neither of us are builders, and there are bigger, tougher animals than long-toothed cats out there. Eventually we'll need to find some new friends. Nosti was the biggest settlement in the desert, but it couldn't have been the only one. I'd heard rumors that a hunting party had seen some buildings to the west. Sounds like as good a place to start as any.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Dahkeya Note #29(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Damn it all to hell! I had everything under control. We were going to make it, but I just had to go searching for that town. What a stupid, bone-headed decision! It's not that the rumor was wrong. There are buildings, all right: crumbling, abandoned buildings that are half-buried in sand...and home to a group of damned wyverns that attacked us on the way in. We managed to give them the slip by taking shelter in this big, circular building, but they've been circling it ever since. We've got enough supplies for nearly a week. Hopefully they'll lose interest before we start to run dry.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Dahkeya Note #30(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: The wyverns haven't left. They're fixated on us. Well if they want me so bad, they'll get it. I'm not foolhardy enough to fight them on my own, but I can at least insist that Raia take our mount. If things go south, then she'll have a chance to run. Raia, if that happens and you're reading this, don't go crying on my account. The time we've had is more than I could have hoped for. Besides, it'd be downright selfish of me to keep you to myself when you've got so much to offer the world. As for me, I've only got one true talent, and those ugly, overgrown lizards will find out just what that is when I drag them to hell.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Helena Note #19(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: It took weeks of searching, but I finally caught a glimpse of Wali al Aswad. I knew I was getting close when I found a series of fulgurite formations this morning, and sure enough, I spotted several wyverns later in the afternoon with a lone rider among them. The rider clearly saw me too, because soon enough the wyverns were circling overhead. I waved and yelled in greeting, even calling out Mei Yin's name just in case. Yet without so much as a nod, the wyverns regrouped and flew off. Wali's not a social butterfly it seems, but I'm not letting them off the hook that easily.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Helena Note #20(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Of course Wali lives on a bloody mountain. Of course they do. I saw their wyverns land at the summit yesterday, and they haven't left. This has to be their home...unfortunately. The paths were too narrow for my morellatops, so I had to leave it behind. It should know to wander off if I don't return for it, not that I can really afford to worry about it. The climb's doing a fine job of kicking my ass even without distractions. I swear, if I don't have a six pack after climbing a mountain in the bloody desert, I'm going to be awfully cross. (/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Helena Note #21(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: I don't know what kind of reception I expected when I reached the summit, but laughter wasn't one of them. Yet that was exactly what I heard when I finally let myself collapse and started flinging every obscenity I could think of at this damned mountain ? the bemused laughter of an old woman. Wali al Aswad is definitely no guardian angel. She was quick to dismiss those particular rumors with remarks about how the gods have abandoned this wretched place. As long I avoided that subject though, she's welcomed my questions with surprising warmth, though often enigmatically. I have a feeling that I'll need to be patient with her.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Helena Note #22(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: It turns out that I didn't find Wali al Aswad. She found me. While the portal I used to get here opened with little fanfare on my end, apparently the other side created quite the spectacle. According to Wali, it was easy for her to spot from atop her wyvern, and she started tailing me soon afterwards. I guess her timely interventions were no coincidence. She didn't seem very surprised when I told her about the obelisks, their guardians or even that this desert is actually a space station. Either she knows more than she's saying, or experience has grinded the surprise right out of her.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Helena Note #23(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: I really missed flying. There's no replicating the feeling, and no replacement for seeing a sunrise amongst the clouds. Wali probably started these wyvern riding sessions just to give herself an escape hatch when our conversations get too personal, but I can't say I mind. Despite their appearance, riding a wyvern is just as pleasant as riding an argentavis, even without a saddle. By design, perhaps? No matter. Genetically engineered or not, they are magnificent creatures. It's a risky proposition, but I absolutely must observe them in the wild sometime. I can't pass up an opportunity like that.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Helena Note #24(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Now that Wali has deemed by wyvern riding skills acceptable, she's finally agreed to show me around the region. From what I can gather, Wali has been here for a very long time, maybe longer than Rockwell was on the island. She knows the history of every village and ruin. Apparently there was once a great city to the southeast, but it was wiped out at some point. She's still mum on a lot of details, but I'll just have to keep prying. Radar's been helpful in that regard. Wali definitely seems to be in a better mood when the fuzzball's around. That little charmer's certainly earned her keep.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Helena Note #25(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: I'm grateful that Wali allows me time to study the local wildlife, but I suspect she only does so out of amusement. She always says something like, "Why do you spend so much time on these scribbles that no one will read?" I never have a good retort. It's true that no one else may ever read my dossiers, as I have no way to reproduce or distribute them as long as I'm trapped on one of these space stations. When I started them, they were a passion project, created out of my love for nature and its creatures. Now? I guess they're just part of my identity. Writing them helps remind me who I am.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Helena Note #26(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: I can't believe it! Wali spotted someone wandering in the desert the other day, and it turned out to be none other than Edmund Rockwell! I just about burst into tears when I recognized him. Apparently, he heard that Nerva was holding me captive and sought to negotiate my release. That lead him to the cave, and eventually he wound up here. Awfully sweet of him to go through all that trouble for my sake! Strangely, Wali claims that she saw a portal open up far away from her territory shortly before mine did. I guess that was Rockwell's, though Wali arrived at the scene too late to track him. Rockwell theorized that the portals may have taken us through time as well as space. Considering my present company, I'm inclined to agree with him.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Helena Note #27(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Wali has been much quieter since we found Rockwell. I guess she's just letting us catch up. However, she did say something interesting when we were recounting Nerva's ambitions for the Island. "This place would never allow anyone to master it," she said, and when I asked her to explain, she told me that the great city to the southeast was destroyed by the obelisk itself. Now it's just conjecture, but it's interesting to think about. Could the curators of these stations be monitoring human behavior and clipping its wings should the survivors ever band together and fly too close to the sun? If each station represents a different group in a larger experiment, "resetting" human progress would make a lot of sense. It's a bit grim though, isn't it? Yikes.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Helena Note #28(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: I don't think Rockwell's been sleeping much. I awoke last night to find him studying a strange piece of metal by firelight. I guess some tribe gave it to him as a gift, along with a very familiar looking artifact. I insisted that we show those items to Wali, and she recognized them as the property of this station's lone guardian. With all that she knows, I'm not surprised that she's activated the obelisks before. Hell, it sounds like the old battle ax has even slain the beast herself! Since we have said guardian's artifact, Wali says that we can leave this station at any time. I suppose we may as well. Rockwell's eager to depart, and as much as I like Wali, I've had my fill of sand.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Helena Note #29(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: The transporter that can take us back to the "control center" station is in the ruins of another city, south of the mountains. Wali believes that it was destroyed by the obelisks, just like the city in the southeast. I didn't press her for details, not that I'd have gotten any. Wali's more tight lipped about those ruins than anything. I had to practically beg her to take me to the southeastern city, and while we were there, she spent most of her time just gazing out into the distance. No sense in bringing her mood down with that rubbish now. After all that she's done for me, I'd like give her a nice, proper farewell.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Helena Note #30(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Having seen us through the ruins and safely to the platform, Wali has taken her leave. After doing so much for me, I was sad to see her go, but at least I got her to smile before she left. Well, me and Radar. I can't very well take the little critter with me, so I officially gave Wali ownership of her. They'll be good for each other, I think. Gah, I wrote "Wali" up there. Twice! I suppose old habits die hard, but it's not really her name, is it? I always knew that was the case, but she'd never told me to call her anything else. At least not until now. Well at any rate ? cheers, Raia. It was a pleasure to have known you.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Rockwell Record #19(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Nasrin is quite different from her husband. She is a timid little flower of a woman, or rather, she would be if she were not many months pregnant. I am still undecided as to whether my timing is impeccable or unfortunate. A few weeks from now, Timur may have had no need of a doctor, but as it stands I have been thrust into an unfamiliar scenario with scant time to prepare. Despite my unpleasant circumstances, this whole affair is rather intriguing. I never considered the possibility of new generations being born on the ARK, yet clearly it was inevitable. Like any common animal, humans have the urge to procreate. How else could the species endure?(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Rockwell Record #20(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: EXPLORERNOTE_RockwellRecord#20(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Rockwell Record #21(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: The silver tongue of Sir Edmund Rockwell has prevailed once again! After spending far too long watching the Burning Phoenix enslave and decimate hapless caravans and villages, I have convinced Timur to test his might against the guardian of the obelisk. I admit, I am somewhat anxious. Timur is not the commander that Mister Nerva was, and should he fall, I shall fall with him. Yet I have little choice, and the rewards of success are worth the risk. The obelisks, the starlit sanctuary and that precious ore shall be the foundation of my legacy as a scientist, gentleman and explorer. I am sure of it.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Rockwell Record #22(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: I found it! I really found it! Raw, untainted samples of that same, mysterious ore from the sanctuary! That fearsome beast must have been guarding it. Thank the heavens for Timur and his berserk savagery! When he leapt from the back of his wyvern, I thought he was surely doomed, but the madman actually managed to grab hold of that monster's horns and turn its eyes into a bloody mess. I have never seen such brutally effective barbarism. Many of his band did not survive the encounter of course, but that was to be expected. Progress requires sacrifice, and whether those brutes knew it or not, their deaths have helped humanity leap into the future.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Rockwell Record #23(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: This ore is simply extraordinary! It is warm to the touch, even during these cold desert nights, and it pulses as though it has its own heartbeat. It is at once light and more sturdy than any natural material I have encountered. The uses one could find for such a substance? I shall have to name it at some point. What would do? Rockwellium? Edmunium? A dilemma for another time. For now I have more pressing matters. Timur and his Burning Phoenix savages have played their part, and I cannot remain in their custody. It is time for the great warrior chief to receive his just reward.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Rockwell Record #24(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Alas, poor Timur. He was so focused on celebrating his victory over one foe, that he never saw his greatest threat. Now he lies beneath the severed head of the beast he vanquished, eyes bulging and blood seeping from his open mouth. At least, that is how I imagine him. I did not stay to admire my handiwork. As soon as the first group of Burning Phoenix warriors succumbed to their poisoned feast, I stole away into the night, Edmunium and artifact in tow. Serves those ruffians right, I say! They never did treat me with the propriety that a gentleman and scholar of my caliber deserves. This desert is better off without them.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Rockwell Record #25(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: As my withdrawal from the Burning Phoenix's camp demanded haste, I did not have the time to double check my supplies. It appears that I shall have to do some hunting. No matter! I may not be as spry as I was when felled a charging rhino on the plains of the Serengeti, but with all the small armory I managed to abscond with, I can surely manage. I had planned on trading those weapons for information as soon as I encountered a peaceful tribe, but I can spare a few rounds of ammunition.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Rockwell Record #26(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Despite my limited equipment, I have managed to run some initial tests on the Edmunium. Based on my observations, a typical forge may not be enough to smelt a sample of Edmunium ore into any sort of useable ingot. I suspect that it has extremely strong metallic bonds and therefore a much higher melting point than any conventional metallic element. I must find a proper base of operations where I can run more extensive experiments. I mustn't be overeager, however. I have limited samples and... Drat! I shall have to ruminate on this later. A sandstorm may be brewing and I have no desire to be caught in it.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Rockwell Record #27(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Confounded weather! Not only did that sandstorm separate me from my steed, but when it cleared I was beset upon by none other than the traitorous Miss Walker herself! Oh she put on quite the act, spouting all sorts of nonsense about how good it was to see me. Rubbish! I see right through her ruse. I am certain that she is after my Edmunium. The only reason she has not simply looted it from my corpse is that she requires my superior intellect to understand it. Well two can play this game, Miss Walker! I can fill the role of the benign old scientist for a time, but I shall not be betrayed again!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Rockwell Record #28(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: I am glad that I possessed the foresight to hide my presence from Miss Walker after her capture on the island. She clearly believes that I never learned of her betrayal. By cunningly taking advantage of this fact, I have managed to completely deceive the deceiver! The grim old bat she travels with is another matter. I often catch her glaring in my direction, her eyes sharp and mistrusting. If I could, I would deal with her as I dealt with Timur, but I fear she is far too observant. For now I must maintain my deception as best I can.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Rockwell Record #29(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: I may have given Miss Walker too much credit. Although I carelessly allowed her to catch sight of my Edmunium ore samples, she was more interested in the artifact I possess. I should have realized this sooner. Miss Walker's specialty is biology. She would not recognize the unique properties of Edmunium if they hit her square in the forehead! That fact has eased some of my tension. Even if Miss Walker seeks to take advantage of my genius, she is focusing on the wrong discoveries. So long as I am careful in my studies of Edmunium, I shall remain miles ahead of her. (/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Rockwell Record #30(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: I cannot wait to be rid of that glowering menace of a woman, this so called Wali al Aswad. I suspect the feeling is mutual. She has offered little in the way of farewells while seeing us to this ARK's entrance to the starlit sanctuary. Things will be much easier once Miss Walker and I have parted ways with the desert witch, I suspect. Miss Walker is thoroughly oblivious to both the wonders of Edmunium and my knowledge of her underhanded scheming back on the Island. She can continue to fiddle with trinkets and relics. I may even assist her if it suits me. Meanwhile, I shall unlock the secrets of the most extraordinary element in the universe right under her nose! (/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Raia Tablet #19(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: For days, I have prayed for both Hathor's compassion and Sekhmet's healing powers, and for days I have waited. I have faith that they heard me. When I first laid eyes on him, I thought for sure he was dead or dying, but the gods have not yet taken John Dahkeya away from me. My mind knows that I have other responsibilities to attend to, that I cannot afford to spend more time in this room. Yet I know that if I attempt to attend to my duties, my heart will interfere and I cannot neglect it. Not any longer.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Raia Tablet #20(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Without question, it was Hathor's divine will that sent me here, not only so I could spread her joy and compassion, but so I could understand her love. I thought I knew it before. I loved my family, I loved my fellow priestesses, and I love all those under my care here in Nosti. Yet only when I finally surrendered myself to it, when I let it rush over my body and carry me like the current of a great river did I truly understand it. Only now can I claim to embody Hathor's teachings, thanks to John Dahkeya, this warrior from a distant time and place. And now, together, we can turn this desert into a paradise.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Raia Tablet #21(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: The mood in Nosti has been so jubilant lately that I think we may just hold a festival after all, and why not? We have plenty of cause to celebrate. With the mantis threat diminished, our scouts were able to establish an outpost in the north, where they discovered a wealth of thick, black oil seeping through cracks in the earth. Thanks to this bounty, we have been able to create amazing new tools, and fill our storehouses to the brim. A festival would hardly make a dent. I am sure my beloved Captain will disagree. Ever the dutiful worrier. Fortunately, I can be quite convincing where John Dahkeya is concerned, and for one day, we deserve to supplant worry and duty with song and dance.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Raia Tablet #22(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: As I watched Girisha's team construct the curious, bladed tower that is meant to harness the power of Shu's winds, I could not help but marvel at how far we have come. In such a short time, Nosti has risen from nothing into a true city, with wonders that would make even the great Pharaohs envious. For all its storms and monsters, this desert grows less threatening to us each day, and fewer people are forced to suffer and die by its hand. Perhaps one day, no one will. If we can achieve that, then every hardship and every sacrifice we have endured will have been worth it.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Raia Tablet #23(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Over the last few days, the lights of the great obelisks have been pulsing with a rhythm and intensity that I have never seen before. It is a beautiful, soothing sight, particularly at night. It almost looks like they are singing a song to the stars above. Surely this is a sign of the gods' favor. Hathor is offering us her blessing. Having another festival would be exorbitant, so I have organized a special round of ceremonies and prayers after dusk instead. Thus far they have gone wonderfully, and everyone has left with renewed faith and vigor. I wonder how long this display will last?(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Raia Tablet #24(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Sometimes, I wonder how John can carry on, with no faith in a higher purpose or power and eyes that see threats everywhere. Even when we are safe and secure, he insists on sleeping with a weapon at arms' length. It is no wonder that he suddenly believes the obelisks could be dangerous. Fortunately I have enough faith for the both of us. I have faith that he will protect us from the flying lizards that have recently appeared, I have faith that the obelisks would never harm us, and I even have faith that I shall forgive his constant prodding on the latter. That final matter might require some additional effort on his part, however. He has been simply relentless about it.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Raia Tablet #25(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: What did I do wrong? Despite every trial and tribulation, I kept my faith in Hathor, Amun-Ra and all the gods. No I did more than that. I gave them new followers, I built shrines for them, and held ceremonies for them. So why? Why did the obelisks light up the sky and call down such a terrible doom upon my new home? Why would the gods tear the very earth asunder and send all that I have built and cherished tumbling into the abyss? Where did I betray them? Were it not for John I would not even be able to ask such questions. I would just be some dead fool, whose last act would have been to beg for salvation from the very gods who have forsaken me. (/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Raia Tablet #26(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: My mind is filled with the dead. I see the smiling faces of my students, eager to learn. I hear Girisha's laugh, deep and merry. I see the outstretched hand of John's trusted lieutenant as she fell into the darkness below. John tells me not to blame myself, that what happened was unpredictable. Yet how can I not feel guilty when I led so many to worship the instruments of our destruction, all the while promising to keep them safe? Somehow, I must bury these emotions and focus on the present, as John does. If I cannot tear my mind away from what I have lost, I will lose all I have left. I cannot let that happen. I cannot let the gods take him too.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Raia Tablet #27(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: You would have been proud of me. I controlled my breathing, just like you taught me, even with the tears streaming down my face. Even with all the hate and anger in my heart, I kept my aim steady, and I killed them. I killed them all, John. So why have you abandoned me, too? You were the survivor, not I. These creatures should not have been enough to kill you. You were too strong. I need you too much. Please. Come back to me. I need to hear your voice. I need to see your smile. Please. Please.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Raia Tablet #28(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: When I found them, I wanted to smash them to bits. Those eggs were the spawn of the monsters that slew my beloved, and they did not deserve my pity. Yet I also knew they could help me. If I could raise these creatures as my own servants, then even those traitorous gods of mine could not strike me down. I have constructed a great bonfire to mimic the warmth provided by their mother, and gathered milk from the mightiest of the fallen beasts so that I may feed them when they hatch. Hopefully it is enough. No, it will be. I will raise these creatures, I will master them and I will survive. I promise you, John. I will live for both of us.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Raia Tablet #29(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: When the creatures first hatched, I dared not go near them without weapon in hand, but by now we have grown accustomed to each other. I once heard that a newborn creature may identify the first living thing it sees as its parent. I believe that has occurred here. I have become a mother to monsters. So be it. The gods have forsaken me and my love has been taken from me, so gone now is the Raia of old. Gone are the last vestiges of Hathor's joy and tranquility. Let my heart fill with Sekhmet's might and fury, and with monsters at my back and steel in my hands, let the desert know my wrath. Never shall anyone take from me again, be it god, beast or man.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Raia Tablet #30(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: I have seen so much since we last spoke, John. There are secrets in this desert that you would never believe, dangers that would have paralyzed me with fear when we first met, but I am a different woman now. Would you recognize me still, behind this black veil? I still find ways to help people, though not as I used to. I am no shepherd to the lost, no healer of wounded souls. Sometimes I simply defend the defenseless, or guide those few who seek the truth behind this cursed place. Perhaps one day, someone will find that truth, strike down the false gods of this land, and at last grant me rest. Yet until that day comes, know that I will not falter. Know that I will carry on.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Rockwell Record #29(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: In all my life, I have never seen so magnificent a sight! Mister Nerva may be bemoaning the loss of his men, but I would sacrifice them a thousand times over to witness such majesty! I have never seen a night sky so beautiful, and my word, the exquisite metal this place is made out of! It reminds me of the material that lines the obelisks, yet somehow more...alive. The very walls of this place seem to hum with power and possibility. If I could find a loose tile to take as a sample, I would, but this whole complex has been expertly maintained. I must find more information on this material. Perhaps one of these consoles will have something I could use. I am not familiar with the technology, but I am sure a scientist of my caliber could get something out of them with a little educated fiddling. (/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Helena Note #30(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Well, I'm not dead, and as it turns out, neither was Mei-Yin. In fact, it was her who freed me, and insisted we follow Nerva through the portal in the cave. A horrifying scene awaited us. All of Nerva's men and a large, bizarre creature lay dead in a heap, but Nerva's body was missing. Forgetting my present company, I suggested a peaceful approach if we encountered him. That earned me one hell of a knockout punch. When I came to, I searched the whole station, but the only signs of Mei-Yin and Nerva were a few ounces of dried blood. No bodies, and no victor. Yet what I did find was fascinating. It was quickly evident that I was on some kind of space station, but when I looked out one window in particular, I realized something even more surprising ? I'd been on a space station the whole time. There, floating outside the window and surrounded by machinery, was the very island that I had been living on, and it too was orbiting high above the surface of some unknown planet. The ecosystem on the Island wasn't just curated, it was completely artificial from the ground up! What in the hell is all this, and why would anyone construct it? I don't have the slightest clue at the moment, but somehow, I mean to find out. Somehow, I'll find the truth. (/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Overseer Hologram(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Meiyin Note #31(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: I suspect even Nerva knew that he would not fare well in a battle. After taking a couple blows from my sword, he dashed off into the darkness. However, I know he was deeply wounded. His blood cannot lie. I suspect this command center was created by something with technology far beyond most normal comprehension. In the distance I can see several worlds, one that is clearly a place I've been. I am now sure that there are more of these worlds. That scoundrel Nerva must have escaped before he could meet his death. Little does he know, I won't give up that easily. I will find him in whatever realm he travels to. There is a terminal that sits upon a platform near the end of the command center. Surely, through some combination of codes, that must unlock travel to the other worlds. But it does not. It only adds another foe to be slain by the Beast Queen. (/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Otter Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Common name: Otter Species: Lutra Peloso Time: Early Miocene Diet: Onnivore Temperament: Friendly Wild Found along the Island's many inland waterways, Lutra Peloso have become exceptionally adept at hunting and foraging. This species of Otter has to be particularly cunning because of its diminutive size, and fierce competition for its preferred food source: fish. It is not a creature that excels at combat, and would not naturally pose an intimidating threat to any predators. Finding packs of River Otters is simple enough: they are distinguished by their elongated bodies, bushy tails, and webbed feet. Their trusting and inquisitive nature ensures they are often hunted for their lustrous fur, but many prefer to tame them to become trusted companions. Domesticated There are few creatures which provide the companionship that Lutra Peloso does. Rather than traveling beside you, it would prefer to comfortably rest upon your back, providing insulation. Once domesticated, it can be told to harvest fish on demand, with a specific goal in mind... from the fish that it consumes, that Otter has a knack for foraging Silica Pearls, and can even yield a slight chance at finding Black Pearls within!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Phoenix Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Common name: Phoenix Species: Unknown Time: Unknown Diet: Flame eater Temperament: Elusive Wild Among the most mysterious of all flying creatures, much of what is known about the Phoenix exists in legends which have been told through generations. These myths hav eoften chagned through the passing of time, but once constant is the belief that fire represents cleaning and renewal. The Phoenix embodies this process through its everlasting cycle of death and renewal. Extreme heat-waves in the desert seem to initiate the rise of the Phoenix, while the end of this so-called "Super Heat" precipitates the creature's reversion into ashes. While the Phoenix seems ambivalent to most wildlife, if provoked, its ferocity is evident in its ability to set targets aflame in a single bite. Domesticated Attempting to pacify a Phoenix is, quite literally, playing with fire. The Phoenix must be continually set ablaze in order to be tamed. I've seen many turned into dust and ash in the attempt. After it has been pacified, the Phoenix will regain its vitality when it is aflame. Although its compact size prevents the Phoenix from being ridden, its aggressive enflaming has proved to be invaluable in battle. Plus, it can quickly roast up tasty cooked meat and refine raw ores at any time, as a living furance.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Meiyin Note #1(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Where have I been taken? When I tried to pull my sword from that machine, there was a bright flash and suddenly I was in this desolate place. Whatever that device was, I must have broken it. Nerva's corpse travelled with me, blood still seeping from the wound I left in his chest. Despite what he's done, part of me thinks that I should bury him. He was a tyrant, but he still died a warrior's death. For now, I will bandage the wound on my face and rest. It is night here, and it will be safer to explore in the light of day.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Meiyin Note #2(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: I was fortunate today. The sun was rising as I finished bandaging my wounds, and had I not glanced at it, I would never have seen Nerva's body. It was three hundred paces away, right where I left it, and it was smoldering. The sunlight was burning it. I remembered a cave that I had spotted earlier, and ran for it as fast as I could. My legs ached and smoke was rising from my armor by the time I arrived, yet I was still alive. So now the sun was trying to kill me. Perhaps I was delirious, but I laughed at the notion. Monsters and armies have failed, so let the sun have its chance. I will defeat it too.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Meiyin Note #3(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Yesterday, I realized that I could rest no longer. I had no more spare cloth for bandages and had eaten nearly all the moss nearby. Rather than risk the heat of the sun on the surface, I ventured deeper into the caverns. It was a treacherous descent, but I am glad I went. This cave is larger than I could have imagined. In fact, it is hardly a cave at all. A great forest flourishes down here. It is as if this whole land is backwards. However, there is one thing that is familiar to me. The air is thick with the sound and smell of wild beasts. I must remain on my guard.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Meiyin Note #4(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: The light down here does not burn like the light on the surface, even the light that comes from the ceiling. I do not understand why, but I am glad for it. I was attacked by a pack of small monsters with spines on their backs. In another life, they would have terrified me, but now I fear no beast. I slew many of them, but more kept appearing. Even after killing the largest of them, they did not hesitate. Only when I neared a strange, glowing pillar did they retreat. They seem to fear the unusual light it emits. I should use that weakness against them. (/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Meiyin Note #5(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: I finally removed the bandages from my face. While I avoided infection, the wound will surely scar. I do not mind, and neither does my new companion. In fact, I had just removed my bandages when I first saw him. From the branch of a great tree, he stared down at me with curious eyes. I stared back just as curiously. It looked almost like a young deer, but its fur was colorful and it glowed like a fallen star. He reminded me of the paintings I'd seen of Qilin, but he seemed too small. Whatever he is, he approached me so innocently that I could not leave him behind. So now he is Xiao, my little light in the dark.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Meiyin Note #6(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Navigating the forest has been easier with Xiao at my side. His light has both guided and protected me. The small, spined monsters that I fought before returned in numbers, but they cowered and fled before Xiao's light, as they did from the glowing pillar. So long as Xiao is with me, I need not fear them. Yet Xiao's power is not an endless well. If he does not periodically extinguish his light to rest, it will fade with time on its own. I must be careful when wandering into the darkest parts of this forest, lest Xiao's light go out and we are both put at risk.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Meiyin Note #7(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Even with Xiao's help, I can only do so much on foot. I need a reliable steed that can carry me swiftly through the forest and help me gather resources. Fortunately, I may have found such a beast. The other night, I heard many howls in the distance. When I investigated, I found a pack of strange beasts that looked like hairless wolves. They are ugly, vicious creatures but they are the perfect size for riding. For now, I shall stalk the pack. When one of the wolves is separated from the others, then I will knock it out with my arrows, and claim it for my own.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Meiyin Note #8(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: I have named my wolf Shi, for he is so black that he seems to swallow all the light around him. No beast can replace Wuzhui, but Shi is swift and fierce. Upon his back, I can travel across the forest with ease. Yet I know that Shi alone is not enough. In these lands, the strong will dominate the weak, and they will try to destroy those who do not submit. I am reminded of this every time my scar aches. To survive I must grow stronger. It is time to rebuild my army.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Meiyin Note #9(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Yesterday, I stalked a giant shelled beast, with large claws that it could use like hands. Though slow, it seemed strong. I decided it would be a good addition to my army, but before I could attempt to bring it down, something swooped down from the sky to attack it. It was a great lizard, but not one like the ones I had seen before. No, this beast was a true dragon, long of body with a feathery mane. It used the feathers on its arms to ride the wind and tore its prey's shell asunder with iron claws. When it was finished with its meal, it scaled the cavern wall and became one with the shadows, vanishing entirely from my sight. I have found my new prey. Soon, I shall command the might of a dragon.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Meiyin Note #10(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: The dragon was even more formidable than I expected. At first, Shi was able to dance around the beast while I riddled it with arrows, but I underestimated how far its feathered arms could take it. Its sudden leap left Shi's leg wounded and I was flung from the saddle. The crippled wolf did not last long after that, and I only survived myself by taking to the trees. By the time the dragon succumbed to my knockout poison, its hide was full of arrows. I buried Shi where he fell. Though he did not serve me long, he did so loyally. Thanks to him, I possess the strength of a dragon. I am the Beast Queen once more. (/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Meiyin Note #11(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Travelling through the cave is easy thanks to my dragon, who I have named Ao Yue. I have discovered that the cave is even larger than I imagined. Beyond the forest, there are tunnels that lead further down into the earth, to a land of glistening water and plants that glow like Xiao does. How far down does it go? If I keep going, will I find the end of the world? I do not know, but I will press on. I cannot return home, or even to the island I came from. My enemy lies dead far behind me, and I have found no friends or allies. I have no aim beyond simply surviving. So for now, all I can do is move forward.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Meiyin Note #12(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: The beasts of this land grow stranger the deeper I go. Yesterday I was attacked by a swarm of flying demons with writhing tentacles in place of heads. I think they were after Xiao. Where some monsters feared his light, these ones hungered for it. However, they were no match for Ao Yue's fangs and my blade together. Still, I will keep Xiao close and have him extinguish his light for now. I could not bear it if he came to harm. Of everyone I have met in these lands, only Xiao has stayed by my side of his own will. Even Wuzhui had to be laid low first. I suppose there was that woman from the island too, but she is gone. Besides, I struck her. I doubt we were friends.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Meiyin Note #13(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: I am not alone in these caves after all. The footprints I found today belonged to no beast, that much is certain. Yet if humans left those footprints, they move like no one I have ever seen. They are deep, as though their feet hit the ground with great force, and they often have huge gaps between them. No man can leap that far, yet there are no beast tracks that accompany them. Perhaps if I move carefully, I can track and observe them. Whether they are friend or foe, I should learn more about them before I act.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Meiyin Note #14(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Where did I make my mistake? I moved in silence and never once left the shadows, but somehow they saw me. I mounted Ao Yue in an instant, but somehow they still caught up to me. Had we fought, the battle may have been difficult. There were only four of them and I had Ao Yue, but their weapons and armor glowed like moonlight and their movements were swift. I was about to strike first when one of them raised her hands and took off her helmet, revealing a human face and hair the color of sunset. She convinced her friends to lower their weapons, but even as I write, I keep one hand on mine. We may share a camp tonight, but I dare not sleep.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Meiyin Note #15(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: The armored ones had many questions when they awoke. They were surprised that I had raised Ao Yue myself, and even more surprised that I came from a different land of monsters. That seemed important to them. I asked questions too. They say it is their armor that lets them see at night and move with such speed. I did not believe it until the orange haired woman let me wear her helmet. With it I could see through darkness as though it were bathed in green light, or see the red shadows of distant creatures. It was like magic. They asked if I wanted to stay in their village for a time. I doubt I will stay long...but I want to see more of this magic.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Meiyin Note #16(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: This village is as strange as the armor its residents wear. They use tools containing light and sleep in glowing metal cases. They offered one to me, but I refused. I have slept outside with Ao Yue and Xiao instead. I have no desire to sleep in something that looks like a coffin. They claim that their tools are not magic, but machines. I do not understand how that is possible. On the island, there were many weapons and tools that were new to me, but they were made of real things. How does one touch light, much less shape it? It is wondrous and beautiful, but I wish I understood it. I will have to try harder.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Meiyin Note #17(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: It is no use. These machines are beyond my comprehension I cannot even make the simplest of their tools work properly. Compared to this, training with a spear or sword seems simple. I have tried to earn my keep by helping with chores and other tasks, but I usually get in the way or slow things down. Compared to the others, I am like a child, and they treat me as such. This was a mistake. I belong in the forest with the beasts, not among these people in their glowing metal halls. I will ask them for supplies and depart within the week.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Meiyin Note #18(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: I asked the woman with orange hair if I could take some supplies when I left, but she refused to do so for free. She said if I wanted the supplies, I had to try to use their armor first. It seemed like a trick, but I wanted to try the armor anyway, so I accepted. If I have been tricked, then I have never been so glad to be fooled. When I am in that armor, my blood dances in my veins and I can feel the world around me. It is as if I was asleep for my whole life, and I only awoke when I put the armor on. I cannot leave after feeling that, not until I at least master the armor. Perhaps then, but not now.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Meiyin Note #19(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Discretion is the key to the armor. When I started, I would leap further than I intended, turn too sharply or grip objects too tightly. Now I am in complete control. I could scale a mountain while carrying an egg and never break it, but also smash stone or fight a beast bare handed. Once I got used to the armor, my experience as a warrior helped me learn quickly. I can already outpace Juzi in a race and beat her in the sparring ring. I try to go easy on her now. She helped me a lot so I do not wish to shame her. I should call her by her proper name too, but Diana sounds too serious for a woman that laughs so much. Juzi fits her better. She doesn't mind it, but I don't think she knows I've named her after an orange.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Meiyin Note #20(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Three days ago, I was asked to help the villagers obtain a clutch of dragon eggs. Only then did it occur to me that they did not have many creatures at their command. They relied far more on their tools. Perhaps this is why they were so impressed with Ao Yue. The hunt went well. I had to do much of the work and explain many things, but the others were grateful. It also let me test the limits of my armor. By now, using it is no different to me than wielding a sword, and I welcomed the challenge. After the hunt, no one treats me like a child anymore, even when their tools confuse me. I suppose we all have different things that we excel at.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Meiyin Note #21(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: I have turned into something of a stable master. The others are still unused to the presence of so many beasts, and have to be taught how to care for them. It is a lot of work, but I do not mind. It has been comforting to be around so many beasts again. I have also taught them some lessons in close quarters combat. While their weapons are powerful, most of these people are not warriors. They have not tasted war. Juzi claims she was a soldier, but that she fought by flying metal ships through the clouds. She says she will show me how if we ever escape these caves. I doubt it, but it is nice to imagine.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Meiyin Note #22(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Juzi has finally convinced me to start sleeping in the metal pods the others use. I must admit, I slept more soundly, though perhaps that was because I knew she could no longer pester me about it. I do many things like the other villagers now. I eat like them, I dress like them, and I work with them. I still struggle with their tools and I know that I can never truly be one of them, but that was true during the Yellow Turban Rebellion too. Those who I fought beside were my comrades, but I could never be a true soldier like they were. If that is my place in this village, then I do not mind staying for a while longer. It is not so bad.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Meiyin Note #23(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: I must move quickly. The tribe sent a party into the depths of the caverns, where rivers of violet fire flow freely and nothing grows. They sought something important, something that could help the whole village, but they have not returned. There is no response when we call for them through our messenger boxes. The other villagers fear them lost to the terrible demons that lurk there. I refuse to believe that. Juzi is with them. I have equipped Ao Yue with armor and weapons like my own, and donned armor that will protect me from the violet fire. Whatever beasts or demons lie in our path, we will destroy them utterly, and bring Juzi's team back.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Meiyin Note #24(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: This is a place of death. The ground is scarred and barren, and there is no light or movement save that of the violet fire. Even Ao Yue does not seem to like it. The living should not tread here. Why would Juzi come here? What was so important that she would risk this place, and why would she not tell me? Whatever the reason, it has already cost some of her teammates their lives. I found their bodies earlier today, mangled and partially devoured beside the remains of their beasts. Thankfully Juzi was not among them. Great towers of crystal loom ahead, where the violet fire has frozen solid. Perhaps she has found shelter there.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Meiyin Note #25(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: I shall have to find whoever forged this gun and thank them with all my heart. Its strength saved the day. With my weapon's enhanced sight, I spotted two survivors running from a huge monster, but a crystal formation stood in my way. Rather than go around it, I sent Ao Yue ahead and fired through it. My aim was true, and the demon reeled. By the time it recovered, Ao Yue was upon it, and we finished it together. I knew one of the survivors was Juzi when she ran up to hug me. I am unused to such gestures, but I think she understood how grateful I was for her safety. Her teammate is wounded, but alive. With rest, he will survive.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Meiyin Note #26(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Even now, I cannot convince Juzi to leave. I even tried using her real name, Diana, to show her I was serious, but she will not hear it. She says the plans she was looking for are too important, but what could be worth what happened to her teammate? It was disgusting. He started spasming in the middle of the night, and then a smaller version of the monster that was attacking them burst from his chest and tore out his heart. Blood and bone sprayed everywhere, and I was too stunned to act until it leaped at me. Fortunately I was able to hold it off until Juzi could shoot it. Whatever we are seeking, I fear we will face even worse dangers to obtain it.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Meiyin Note #27(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Juzi said that the item she sought was in some ruins not far from where we were camped. However, when she called them ruins, I had not expected to see buildings like the ones in our own village. It was puzzling, to see buildings that looked at once ancient and new. I had little time to dwell on the ruins, for we were quickly set upon by more of the great demons. They rushed us, slobbering and gnashing as Juzi scrambled to find what she was looking for. I was able to hold them off with Ao Yue's cannons, but by the time Juzi found her prize, we were being overrun. To my shame, I had to leave Ao Yue behind to hold the demons off while we escaped. It pained me to hear his roars as we fled, but his sacrifice saved our lives. Forgive me, my loyal friend.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Meiyin Note #28(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Without Ao Yue, we had to move cautiously. Another battle with the demons could prove fatal, but we managed to avoid their sight. All that was left was the climb. With no mount, we had to use climbing picks to slowly make our way upwards. It was a long and treacherous ascent, and we both nearly fell several times. Fortunately, we were there to catch and support each other, and through our combined strength, we safely reached the caverns above. After the climb, we lay there for a long time. I cannot remember if we laughed or cried. Perhaps both. Juzi says that the item she found could help the entire village, but I do not care. I am just so glad we are both still alive.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Meiyin Note #29(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: We received a hero's welcome when we limped back to the village. The others say that Juzi's treasure will help complete a magic door that can take us out of this place. They speak of escape and of returning home. That should excite me more. I used to long for those things, yet what comforts me most is that when they speak of their future, they include me in it. I am finally one of them, not as a mercenary or out of desperation, but because I am wanted. I owe it to Juzi, I think. No, to Diana. She trusted me before anyone else. I will not forget that.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Meiyin Note #30(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: I have been thinking of home lately. It is so far away now. I think that perhaps, it is out of reach. Even if the others can complete their magic door, I do not think I will ever see it again. I can accept that now. I can move past it. I have a new home now, I think, and while I am still not used to its oddities, I feel as though it is mine. Each day I grow more adept with the tools here, and more used to my routine. It has become normal to me. And now that this place is my home, I swear that no harm will come to it. I shall protect it with my life.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Helena Note #1(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Bloody hell, this place is weird. Don't get me wrong, it's fascinating too. Such an abundance of underground flora is completely unheard of, and because so many of the plants here are bioluminescent, the whole forest has an eery beauty to it. That's just it though - eery is the operative word. I've been holding my rifle so tightly since we got here that I swear I've left dents in the grip. We should have gone back to the Island. People know us there, they might have offered help and supplies. Rockwell didn't want to hear it though, and I wasn't about to let him come here alone.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Helena Note #2(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: "You can't surprise me anymore, life," I said. "After wyverns, golems and giant sand worms, I'm ready for anything." "What about flying squid-bat-murder-monsters?" life replied. "Well, that is mildly surprising," I conceded. By which I mean, I shot and cursed at those things all afternoon. At least, when I wasn't running from them. Thankfully after thinning their numbers a little, they decided that Rockwell and I weren't worth the trouble. Let's hope they don't change their minds. I'm not sure I have enough ammunition left to fend them off again. And yes, I know that FSBMM isn't the most scientific of monikers, but I'm bloody upset with them right now so that's what I'm calling them...along with some other names I'd rather not write down.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Helena Note #3(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: While I can't say I'm enamored with this station's wildlife, I'm certainly grateful for its abundance of natural resources, particularly water. The permeability of the rocks here is astounding. The cavern walls are wet with condensation, and the floor is littered with pools of water. After all that time in the desert, this is one change I can welcome with open arms! Thank God for hydration! I don't mean that just for my own sake, either. Rockwell seems...distracted. The other day, I had to keep him from walking headlong into a poisonous mushroom. He wouldn't fare well in a harsher environment. Then again, at his age, I'm sure I'd lose a step too.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Helena Note #4(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: There's no mistaking it. That was a giant, armored mole rat. Thankfully it wasn't aggressive, so I was able to get a good look at it. Its appearance made me realize something that I'd taken for granted. Every creature I've encountered has some basis on either a known species, or human legend. Golems and wyverns never existed on Earth, but humans did write stories about them. Even the FSBMMs (still cross with them) appear to be a pastiche of known fauna. What does that mean? Are the curators of these stations human, do they merely possess extensive knowledge of humans or am I grasping at straws? I can't say, but it's worth pondering.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Helena Note #5(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: The FSBMMs returned, and I was right - I didn't have the firepower to fight them. Luckily someone else did. It was incredible! I've never seen a human move that fast. One second, I'm a dead woman, and the next there's someone in glowing, silver armor tearing through those creatures like they were dodos. One got punched so hard it skipped off the cavern floor! As if a superhuman savior wasn't shocking enough, when they lifted their visor, I found a familiar face. It was Mei-Yin! It took me a good minute to form a sentence after that. I must have looked like a complete dipstick, because I swear, she almost laughed. At least I'm a living dipstick, and with her around, I just might stay that way.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Helena Note #6(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: What's the saying? Absence makes the heart grow fonder? On the Island, I wasn't sure where I stood with Mei Yin, but now we've been catching up like best mates. She apologized for socking me in the face, I learned how she arrived here and that she got her new scar while battling Nerva to the death... you know. Best mate things. She also introduced us to some of her new allies at her camp, and here's where it gets loony - they're from the future! Well, my future, anyway. It all fits, doesn't it? I never met anyone from my future before, but Mei Yin and Rockwell are from my past and the technology here is beyond anything from my present. Clearly the current year is far beyond 2008, but by how much?(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Helena Note #7(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: The journey to the village was a bit tricky. Since Rockwell and I lack the high-tech armor the others wear, they had to help us along with rope ladders and zip-lines. We made it eventually though, and it's quite the sight. The technology this tribe uses is incredible, although Rockwell was far more intrigued by it than I was. Mei Yin's friend, Diana, gave us the grand tour and he pelted her with questions the whole time. Fortunately, Diana just smiled and answered his questions patiently. Apparently she was a pilot in her own time, which is the same era her fellow villagers are from. That there are so many people from one time period on one station seems unusual. I wonder what it means?(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Helena Note #8(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: I have to convince them to stop! There's no way the station will allow this. "This place would never allow anyone to master it." If it weren't for Raia's warning, I'd be ecstatic about what they were creating. A gateway that can help us escape the station and reach the planet below? It's brilliant, but the obelisks will kill everyone here before we can complete it, just like they destroyed the village Raia told me about. I'm sure of it. Bloody hell, I'm going to look like an absolute madwoman. I've barely settled in here and I'm already coming to them with doomsday prophecies. I'll need to convince Mei Yin and Diana first. They're my best bet.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Helena Note #9(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: The tribe's leadership was surprisingly receptive to my ideas, but still a bit skeptical. Apparently they've already fiddled with one of the obelisks, and even damaged this station's control center. So while they believe my account of what happened in the desert, they think the threat is already contained. Thankfully Diana convinced them to lend me a small team to inspect the obelisk, just in case. Better than nothing, at least. However, on this station, getting to an obelisk is something of a risky proposition. To reach them, we'll need to make a trip to the surface, which even Mei Yin says is dangerous. That means before I go, I'll need to get a crash course on that armor.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Helena Note #10(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: My time in the desert may have given me some skill with firearms and helped me get fit - despite failing to give me washboard abs much to my chagrin - but I'm still no soldier. That was evident to anyone who saw me flailing around in the training yard these past few days. If it weren't for Mei Yin and Diana, I'd still be crashing my TEK Armor into rocks or tripping over myself like a drunken dodo. Plus, I always feel less silly when there's someone to laugh at my mistakes along with me. Fortunately Mei Yin will be accompanying me to the obelisks, so this whole thing won't rest in my unsteady, armored hands. Thank God!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Helena Note #11(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Mei Yin and I set out yesterday, alongside a bespectacled computer expert named Santiago. He'll be the one to actually examine the obelisk. He claims that he can hack into its terminal. If it's preparing to unleash a surge of power, as I suspect, then he says that he might be able to reroute it. Rockwell, for his part, is staying behind. He's been aiding the village's scientists in their studies since we arrived and has become rather... engrossed. Every other sentence with him is about that bloody metal he named after himself. It's a bit troubling, but thankfully Diana said she'd look after him. I can't spend time worrying after Rockwell now, though. The fate of that whole village might depend on this expedition. Focus up, Helena! Let's do this!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Helena Note #12(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: The structure of this space station must be vastly different from the others to allow for these massive caverns. Is that uncommon, or do many of the stations vary so radically from one another? I've only seen three. For all I know, they could come in all shapes and sizes. Speaking of different, Mei Yin's been fairly talkative since we left, at least for her. She'll still grow quiet sometimes, but instead of trying to burn me to death with invisible eye lasers, she stares into the distance and idly fiddles with her necklace. I think it depicts a plane or spaceship of some kind. I wonder where she got it?(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Helena Note #13(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: They weren't exaggerating when they said the surface was dangerous. Direct exposure to sunlight during the day will quickly burn a human to a crisp, even in this fancy armor. That means we have to adjust our sleep schedules and wait just below the surface until night falls. When it does, we'll make a mad dash for the obelisk, let Santiago get in as much work as he dares, then run our asses back to safety. Strewth! I thought that bloody desert was diabolical, but this tops it for sure! Why couldn't we do something simple, like flee from a pack of ravenous Allosaurus or something? This life I lead, I swear...(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Helena Note #14(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Santiago's still going over his readings from last night, but even without them, it seems clear that the obelisk was behaving oddly. It was pulsing wildly and the ground beneath it received regular tremors, as if the whole station was on the verge of tearing itself apart. If this obelisk goes off, it could mean armageddon for every living thing here. Despite this, Santiago is insisting on analyzing his readings. The scientist in me is proud of his dedication to hard evidence, but the part of me that would rather not be obliterated by a mysterious, high tech space station really wishes he would hurry the hell up.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Helena Note #15(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: We shared our findings with the village by radio. Santiago's analysis confirmed what I suspected - the obelisks are highly unstable. They could be days away from reacting. However, Santiago raised a good point. Even if the gateway project is shut down, we can't say for sure that it would stabilize the obelisks. It may be too late to dissuade the station from destroying the village. The only way to ensure our survival is to shut down the obelisks themselves. According to Santiago, we can't do that from the obelisk's platforms, but he may be able to manipulate said platforms into teleporting us somewhere we could. Specifically? Into the heart of the station itself. It's a huge risk, but it may be the only hope we have.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Helena Note #16(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: I can't believe it! We actually made it! We're inside the station! There's a platform here that Santiago was able to lock onto. Perhaps it was used while the station was being built? The architecture here is similar to that of the control center I encountered before - a jagged cavern of metal, lit by an unearthly blue glow. There's a constant hum all around us, likely from the power being sent to all areas of the station. Hopefully Santiago is able to find a map on that console he's been messing with. Then all we have to do is find a control room and shut down the obelisks. Simple, right? Right?(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Helena Note #17(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: As we made our way deeper into the station, we passed through a massive chamber. It was so vast that I couldn't see the bottom of it from the bridge we were on. Yet it was packed full. From wall to wall, it was filled with specimen tubes, each containing creatures, fetuses or eggs. I knew from the holograms that I'd seen on the Island's control center that each station created it's own creatures, but I'd never seen where the process actually occurred! There were specimens for every creature that lived on the station - from dinosaurs to huge, alien looking monsters. I would have loved to get more data from the room's consoles, but... You know, after reading that aloud, I think Mei Yin was right. That idea really does sound stupid and dangerous. Good call.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Helena Note #18(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Ever since I saw those strange holograms in the Island's control center, I'd considered this possibility in the back of mind, but I wasn't prepared to confront it. Not directly. The room was similar to the one with the creatures, if much smaller. Specimen tubes lined the walls in neat rows and columns, but these all held the same species: Homo sapiens. They weren't clones, exactly, at least not of each other. Each one was unique, and they were all adults. I suppose I came from somewhere like this too - designed in that control center and then created in this factory. Does that mean my memories, they're all transplants? Fake? No, impossible. They're too vivid, too detailed. Maybe, somehow, the station can reach back in time and just... copy someone. That seems unlikely, but I think I'll cling to it. It makes me feel more... real. At least that way, someone actually lived my life. Even if it wasn't me.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Helena Note #19(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: The human specimen room was hard on everyone, but I think it was the worst for Mei Yin. She's gone completely silent, trudging behind Santiago acting like an armored zombie. I've tried my best to explain everything and offer my support, but I'm not sure I helped. When I think about it, it's incredible that she's made it this far with her sanity intact. In her time, they were nearly seven centuries away from inventing bloody gunpowder. The idea of a machine that creates human beings - and that it created you - would be unfathomable. I hope she's all right, for all our sakes. Seeing her rattled like this makes me feel a lot less safe.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Helena Note #20(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: We finally found it! This has to be the obelisk's control room. Fortunately, the consoles here were similar to the ones in the control center that I've used before, so I was able to help Santiago get started. He's been working on it for a while now, muttering and cursing to himself the whole time. I can't blame him. This is some baffling shit we've... ha! No way! He just said he cracked it! It certainly sounded like he did, too. There was a loud hum and... Oh. Those are roars. Lots of roars. Time to run, then! I'll finish this later.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Helena Note #21(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Right as Santiago finished hijacking the obelisk, the station unleashed a horde of creatures in self-defense, so we blasted the controls and ran like hell. Fortunately, Mei Yin's battle instinct brought her back to reality just in time, and she led the charge through a throng of fangs and claws, while Santiago and I did what we could as we raced to keep up. Even though Santiago had prepared the platform for a quick getaway, it was a close call. I had to pull him through the portal just before it closed, but in the end, we made it. We're covered in guts and still a bit twitchy, but we made it! Strewth, what a day! I need a pint and the world's longest nap, stat.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Helena Note #22(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: You'd think I'd be more enthused. We saved the village, I confirmed the true nature of these space stations and when the gateway project is complete, we could actually escape this madness. It's all good news really, so why am I not thrilled? I tried sketching some of the wildlife we've spotted on the way back the village, but I stopped halfway through. What's the point? In the desert, I told myself it was a form of self-expression, but is it really? If a machine created me to behave a certain way, am I expressing myself or the will of the machine? I really need that pint. Maybe several.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Helena Note #23(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: We contacted the village to tell them we succeeded. They were a lot more excited than we were. It was quite raucous actually - cheering, applause, and all that - enough that Santiago almost dropped the radio right out of his hands. Even Mei Yin cracked a smile at that. She's coming around, if slowly. She just needed a bit of space, I think. I'm starting to come to terms with everything myself. Even if my memories are someone else's or aren't real to begin with, what I've done since I arrived on these stations was my choice. What I do from now on is my choice. That's who Helena Walker is. I think I'm okay with that.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Helena Note #24(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: We got another call from the village, but this one wasn't celebratory. In fact, best we can tell, it was a distress call. Santiago couldn't quite clear up the signal, but it had that sort of tone. We heard Diana's voice, panicked shouts, and someone mentioned Rockwell. Since then we've picked up the pace. Hopefully we can make it back in time to help, and the situation isn't as dangerous as it sounded. If something were to happen to Rockwell, I can't help but feel like it would be my fault for neglecting him. Damn it all. We've got to hurry!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Helena Note #25(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: I'd feared we would be too late, but I never expected the village to suffer such complete devastation. There were bodies and debris everywhere. I nearly retched at the sight. In the distance, I could just make out the culprit - a colossal, violet figure disappearing into the cavern's depths. We raced to find Diana, but by the time we arrived, there was nothing we could do. She died of her wounds in Mei Yin's arms, somehow still smiling. However, before she passed, she was able to tell us the identity of the monster that had done this. His name was Edmund Rockwell.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Helena Note #26(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: I can't let Mei Yin go after Rockwell alone. It's my fault that he was here. He's my responsibility! So why am I huddled here, writing down my thoughts as though I'm too afraid to say them aloud? For weeks, we've been besieged by monsters that Rockwell either bent to his will or created himself, but today Mei Yin finally grew sick of hiding. She grabbed every weapon and able bodied beast she could and left to hunt him down alone. I've never seen her like that. Even Nerva never made her eyes burn with such hatred. Damn it, she's going to get herself killed and it will be my fault! But how can I shoot him? He's my oldest friend. He helped me when I had no one else. But it's my fault, so I have to try. I have to!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Helena Note #27(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: I caught up with Mei Yin and Rockwell among the flowing rivers of magma in the deepest pits of the caverns, where they were already in the midst of battle. By then, Rockwell had grown into a hulking monstrosity, lashing out with flailing tentacles. I needed only one look at that hideous, misshapen face before I made up my mind. I fired until my trigger finger went numb, and together, we were able to divide his attention. In his fury, Rockwell created a hole in the cavern floor, and with one final blow, Mei Yin forced him through it. She nearly fell in herself, but I managed to catch her arm just in time. Thank God I did. If she'd fallen? Well, I'm just glad it's over.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Helena Note #28(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: To Sir Edmund Rockwell, Know that I choose to remember you not as the monster you were in your final moments, nor as the secretive, obsessive man you became after I found you in the desert. I should have seen the signs then. If I had, perhaps I wouldn't have to mark this empty grave. This grave is for the man you were, and the man I will remember. He was the man who I'd talk and laugh with over tea long into the night, and the man who'd offer me supplies and a steed without a second thought. He was a scientist, a scholar and gentlemen. Wherever that man is, I hope he is at peace. Your friend always, Helena Walker(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Helena Note #29(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: The effects of the monster's rampage still linger. Mei Yin hasn't said a word since we returned. She just stares at that starship necklace, turning it over in her hand again and again. It took an hour of coaxing just to get her to eat. At least the gateway project survived, through one miracle or another. Santiago is organizing the survivors into teams to complete it. He thinks they can finish it within two weeks. I suspect I won't be welcome to join them when it activates. Not that I blame them. I brought Rockwell here with me. The people he killed, the destruction he caused... it's on my head. How could I ever ask forgiveness for that?(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Helena Note #30(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: The gateway is set to be complete tomorrow, so last night, I packed up my things and prepared to say my farewells. Santiago protested, but ultimately understood. Mei Yin, on the other hand... I've never seen her break down like that. It caught me completely off guard, as did the part where she wouldn't let go of my wrist. She kept saying that she'd already lost too much, and that she couldn't lose anything else. I couldn't just leave after that, even if I could break free of that iron grip (which I doubt I could). So that pretty much settled it. Tomorrow, the gateway will open, and we'll touch down on the planet below. We'll finally escape this mad experiment, and we'll do it together.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Rockwell Record #1(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: I fear that even with the unwitting aid of Miss Walker, I still cannot completely control the machines in the starlit sanctuary. I believe they sent us to the correct ARK, but I was unable to control precisely where we arrived on it. Alas, that means the location I saw in the sanctuary is beyond my reach for the time being, along with the molten Edmundium I saw there. Confound it all! Naturally, I cannot confirm that molten substance was indeed Edmundium until I have inspected it with my own eyes, but it simply must be! It looked exactly like my samples did when I attempted to melt them down. Imagine! An entire cavern of the most potent element known to man! The wonders I could create...(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Rockwell Record #2(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: While the molten Edmundium remains elusive, this underground forest has proven quite illuminating, both figuratively and literally. Many of this cavern's species are bioluminescent, so out of curiosity, I dissected several of the glowing insects that are common here. After further study, I have concluded that the luminescent fluid found in their posteriors carries something akin to a bioelectric charge. However I cannot determine how it is generated, and with no place to store it, said charge fades quickly. Curious, curious indeed! What could be to cause of this? With no sunlight to provide the forest with energy, perhaps this charge comes from the soil?(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Rockwell Record #3(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Yes, yes of course! The Edmundium is the cause! If there are truly molten pools of Edmundium somewhere in these caverns, then Edmundium minerals would have spread throughout the soil over time, allowing its wondrous properties to affect nearby flora and fauna. Even if it is not the direct source of the charge found in this forest's bioluminescent wildlife, it may have incited incremental changes in those species over several generations, which then led to their development of an internal charge. How invigorating! I could be standing in the middle of an entire ecosystem that has been absorbing the effects of Edmundium for generations, and all of its secrets are mine for the taking. Magnificent!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Rockwell Record #4(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: I must admit, I am glad that I coerced Miss Walker into accompanying me. Her scientific mind may be far below my own, but she can fire a rifle proficiently enough. I suppose that is no surprise. She is a colonial, after all, and she never has been terribly ladylike. I hadn't noticed what a foul mouth she has, either. Dreadful! However, despite her past deceptions and uncouth vulgarity, I must tolerate her presence for now. The predators here are not to be trifled with. Of course, in my youth, I could have grappled them into submission. Why, I would simply pin their wings behind their backs and drive them to the ground. Yes, I'd give them a truly thorough thrashing! Ah, to be young again... (/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Rockwell Record #5(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Miss Walker I can tolerate for now, but I cannot abide by this barbarian! I cannot fathom how she even lives, much less how she ended up here! A primitive mind like hers could never have operated the contraptions in the starlit sanctuary. Yet here she stands, and worst of all, she wears a suit of Edmundium armor! The very thing I seek has already been claimed by some savage, sword wielding tart! It's outrageous! Such a beautiful product of science should not be sullied by her bloodstained hands. No, Rockwell. You must be calm. If she senses hostility, she will surely kill you on the spot. Yes, for now I must bide my time and learn what I can. Whoever constructed this armor, I must find them.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Rockwell Record #6(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Astounding! That remarkable armor was but the tip of the iceberg. The barbarian woman has escorted us to the home of her new masters, and I can take nary a step without finding some wondrous new piece of technology - much of it relying on the power of Edmundium. The casual manner in which they use and refer to these wonders leads me to believe that while they are deeply familiar with the marvelous metal, they may not grasp the depths of its potential. Yes, Rockwell, this was well worth tolerating Miss Walker and her savage companion. I shall learn what these supposed "future men" know, and take it many steps further.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Rockwell Record #7(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: The village has a vast supply of Edmundium, far more than my own paltry samples. In this quantity, I can almost hear it singing to me as I study it. It pulses with energy at such an entrancing rhythm that it's hard to tear my eyes away from it. The villagers here refer to it as "Element." Nonsense! Everything is an element. Did they simply forget to name it? I have also been learning what they know of the "Charge" that is common in this place, which I made note of earlier. Their own studies confirm my suspicions that it is the result of the Edmundium that permeates the caverns. That makes it worth researching.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Rockwell Record #8(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Obtaining detailed information from these villagers is like drawing blood from a stone! The red haired woman, Diana, has been pleasant enough in answering my queries, but she is no scientist. Her naivete makes that quite evident. I simply must convince these future men to place me onto one of their research teams. That's where I'll really gain some ground. Unfortunately, they seem rather skeptical of my scientific prowess. Bah! Ridiculous! I don't care what year they hail from, I am Sir Edmund Rockwell! A mind like my own only comes once a millennium. It should be their honor to have me amongst their ranks.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Rockwell Record #9(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: The nerve of these people! I have never seen such arrogance and disrespect directed towards a worthy colleague! I finally convinced Diana to let me partake in the village's research and experiments, and I have been treated like an ignoramus. These so called scientists dare to talk down to me? They dare to underestimate me? Fools, the lot of them! Well, I daresay I don't need them. Now that I have access to their facilities and supplies, I can research Charge and Edmundium just fine without their aid. Soon enough, my knowledge shall surpass their own, then we shall see who is primitive.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Rockwell Record #10(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Confound it all! Why am I progressing so slowly? These scientists are no more intelligent than I, yet they make continual progress while my own research continues to flounder. It's just a matter of experience, that's all it is. They are more familiar with their tools and they have more information at their disposal. Were I in their shoes, I would have finished that ridiculous project of theirs months ago! I must work harder to account for my handicap. I shall eat and sleep in the lab, and allow for no distractions, not until my so called peers have learned to respect the name of Sir Edmund Rockwell.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Rockwell Record #11(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: At last, success! I have finally been able to convert this "Charge" into proper electricity. Subsequently, I used it to create not only a Charge battery, but a lantern as well. It was a simple matter, really. It's baffling that these supposed scientists haven't managed it already. Based on their surprise when I showed them my new invention, my earlier supposition was correct: they've barely scratched the surface of Charge and Edmundium's full potential. Soon enough, I'll have surpassed their understanding of both. Yet if they expect me to share the full fruits of my research with them, they are sadly mistaken. Those who doubt the genius of Sir Edmund Rockwell shall never reap its rewards!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Rockwell Record #12(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: I have at last persuaded Diana to show me this grand project those bumbling scientists are working so hard on. I am hardly impressed. If I had to guess, I would say that this gateway project is merely aping the transporter platforms present at the base of every obelisk, and crudely at that. Everyone is quite excited about it, the small minded simpletons. Why are they so eager to leave this place, where the impossible is within reach? They speak of "escaping" as though this were some kind of prison, when in reality, it is a land full of unparalleled promise and possibility.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Rockwell Record #13(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Thank goodness this Diana woman is so agreeable. She seems to view me as her personal responsibility, and as a result, she has served my whims rather well. All I need do is assume the guise of a kindly, curious old man and I can persuade her to see to my every need. I've nearly convinced her to escort me to the lower caverns, where molten Edmundium is said to flow in abundance. Those caverns were the reason I came here in the first place, and I'm certain an excursion into their depths would yield invaluable insight. I need only push and prod just a bit more...(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Rockwell Record #14(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Once I upgraded my Charge Lantern prototype to be vastly more portable and efficient, the village council could ignore my petitions no longer. I shall be accompanying an expedition to the lower caverns posthaste! At last, I shall be able to observe Edmundium in its rawest, most natural state! Marvelous! I can hardly contain my excitement, though I must make an effort to. The barbarian woman has been glowering at me for days. I suspect if she could, she would watch my every move, and probably forbid Diana from speaking to me. Fortunately, Miss Walker has been distracting her with trivialities, but I must still be cautious. That savage will turn to violence on a whim, and I must not provoke her.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Rockwell Record #15(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Thankfully, it seems I shall get a reprieve from all those nasty glares I've been receiving. Miss Walker has taken her pet barbarian with her on that fool's errand she's running to the obelisk. Good riddance to bad rubbish, I say! I didn't bother to learn all the details of Miss Walker's mission, but it seems clear to me now that the obelisks are a red herring. It is the Edmundium that matters, so if she and her violent little lackey want to play explorer, so be it. In the meantime, I shall journey into the heart of these caverns to conduct real science, and make real progress. Excelsior!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Rockwell Record #16(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: I cannot say that I enjoy wearing this bulky, inelegant suit, but Diana claims that its protection is necessary if we are to venture into the Edmundium caverns, so I shall endure it as best I can. I suppose that means I shall have to find a way to think without stroking my beard... Regardless, I am glad to be off. The other scientists that are accompanying me are rather nervous about the whole affair, citing monster attacks that plagued previous expeditions. Lily-livered, the lot of them! Science is full of risks, and this is but one more, one that shall prove well worth it in the end.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Rockwell Record #17(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: I have travelled the world and created countless scientific marvels, but never before have I seen a sight so beautiful. In its rawest form, the song of the Edmundium is even more enchanting. Had I the time, I would simply gaze at it for days. Sadly, I must make haste, before the others realize what I already know - that within Edmundium is the potential for a new dawn for humanity. I can see it, I can feel it! I must be the one to unlock its secrets. Our fates are intertwined, this majestic metal and I. More data, Rockwell! You need more data! You are so very close!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Rockwell Record #18(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: I've done it! They didn't think I could contain it, but once again I've proven them to be a band of fools. At last, I have obtained samples of molten Edmundium in its raw, undiluted form! I must be judicious with it. I could only create two containment pods for collecting samples, and I may not be able to convince the council to let me return to these caverns to gather a second batch. This will have to be enough. No matter. I have been making miracles with primitive supplies and dimwitted assistants for years. Any sample size at all is enough for Sir Edmund Rockwell!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Rockwell Record #19(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Now that I have returned to the village's laboratory, I have confirmed that raw, molten Edmundium is far more potent than its solid, impure counterpart. Of course, I'm the only one that sees it. The close minded lackwits here that dare to call themselves scientists refuse to get close to it. They claim it will make me sick. Rubbish! The Edmundium would never harm me. I can feel its warmth. I can hear it calling to me. It speaks not of danger, but of infinite potential. They're all so painfully myopic. Their impure Edmundium may make for fine armor, but that is a mere fraction of its true power. They will see soon enough.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Rockwell Record #20(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: The villagers have been quite bothersome since I returned. It was interfering with my work. Diana kept "checking in" on me, claiming she was "concerned," but I saw through her lies. I see through them all. They simply want to benefit from my genius. Luckily, I was able to distract them with a side project of mine, what I call Plant Species Z. I was studying the effects of charge on various flora, and stumbled upon a new species that can act as a bioluminescent sentry. They seemed to believe that this was the center of my research, and so I happily let my samples pass into their incompetent hands. It's a paltry sum to pay for some much needed peace and quiet. Now it is just me and my Edmundium, as it should be.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Rockwell Record #21(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: I no longer need to worry about working with a limited sample size, thanks to my genius. The solution was right in front of me the whole time - I merely needed to transform the village's supply of solid Edmundium into its liquid state, then rid it of impurities. It was easier said than done, of course, but I am Sir Edmund Rockwell! No problem is too complex and no task is too great for me. Nothing can keep me from my goal. Nothing can keep me from ascending. That is the true power of Edmundium. I see it now. It can take a living thing and change it. No, elevate it. Yes, yes, but I shall need to test it. Subjects, subjects, I shall need subjects...(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Rockwell Record #22(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Brilliant! Absolutely brilliant! The test went more splendidly than I could have imagined! I used one of the small, glowing creatures that the villagers keep as pets for my first subject. It was a timid, fragile thing, that is until I injected a full dose of pure, molten Edmundium into its veins. Then, as I predicted, it ascended! Within minutes it grew in size and power, until at last it was a mighty, fearsome beast! Alas, that meddler Diana "put it down" before I could study it more closely. Bah! That was no mercy. That was as close as that worthless creature would ever get to tasting godhood, and she ripped it away! She is the murderer, not I! One day, she shall be punished for it.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Rockwell Record #23(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: They dare to lecture me? Me? Imbeciles! They claim to be from the future, but they fear progress! I performed a miracle of science and their reaction is to scold me like a child. Damn them, damn them all! They'll never let me have another subject at this rate. How am I to continue my experiments without subjects? They may let their petty morality hold them back, but I won't let it bind me. Not when I'm this close. I know with certainty now that Edmundium can unlock a species' potential, I just have to perfect the process. Even without subjects, I must find a way. I must!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Rockwell Record #24(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: I may not be allowed to collect more test subjects, but I am not without resources. Rather than use living creatures, I have taken my experiments one step further, and begun testing the effects of Edmundium fusion on human blood - my blood. Thus far, the results are promising. Yes, this is the proper way to do it. Injecting the Edmundium into that creature was too crude. If I first fuse the Edmundium with the subject's blood, and then inject the resulting concoction... Yes, that's it. I have it! The Edmundium knows it, too. It hums its approval as I work. It knows that soon, we shall be one. Soon, I too shall ascend.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Rockwell Record #25(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Such power! Such beauty! I can feel it within me, growing stronger by the second. Never have I felt so alive! It was a risk, of course. My process is not yet perfected, but by cutting off the circulation in my left arm, I was able to contain my metamorphosis within it. Now I can study the results before I undergo my final ascension to godhood. I must hurry! Hurry! I cannot hide my arm from these lesser creatures for long, nor can I resist its allure. It is taking all my discipline to not simply ascend right now. Yes, why don't I? I should do it! I deserve it, I... No, patience! Patience! You?ve waited so very long, just wait a little longer.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Rockwell Record #26(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: I've gathered as much Edmundium as I dare. The villagers are distracted with their inane celebrations, so thus far I have moved undetected. Imbeciles! What cause could they have for such joy? I've heard mention of Miss Walker, but whatever she has accomplished, it is nothing compared to what I've done. Nothing! She is nothing! I'm the true scientist here, the true genius, and soon I shall prove it! Yes, well done, Rockwell. Well done! This Edmundium will be more than enough. With it you shall claim what is rightfully yours! At last, at long last!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Rockwell Record #27(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: The last preparations have been made. When I set down this pen and begin my final experiment, I shall finally achieve my ultimate goal. I shall at last look down upon the bumblings of mortal men from high above on an Edmundium throne. I, Sir Edmund Rockwell, shall become a god! So on this day, let earth and heaven tremble! Let the rivers of this blessed metal sing a song of triumph that echoes forever throughout the depths of these caverns! Let the unworthy drown in despair, for a great doom approaches them, and it shall swallow them whole alongside anyone who dared to mock my name! On this day, on this glorious day, I ascend!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Rockwell Record #28(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Rockwell Record #29(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Rockwell Record #30(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Grad Journal Rusty #1(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Well we ain't in Kentucky no more, I can tell you that. Never heard of a cave this big, and sure as hell ain't heard of no glowing rocks. Even Uncle Chester'd be pinching himself if he could see this, and he thinks a tribe of mutant squirrels runs the government. Good news: I ain't in this boat alone. Bad news: I'm sharing it with a bunch of know-it-all city boys and one quiet city girl. Maybe they know what's what in a classroom, but they're all wet behind the ears when it comes to real survival. Man versus nature and all that. Looks like it'll be up to me to save the day then. Like my pappy always said: if you want a cat skinned right, do it your damn self. (/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Grad Journal Rusty #2(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: One of these days, I'm gonna knock Trent's flapping jaw right back to Jersey! Boy thinks the sun comes up just to hear him crow. Not that the sun rises regular like around here, but y'all get the point. And Imamu? Don't know why everyone listens to him. I'm the one putting food on the table. Back home if we didn't hunt, we didn't eat, so I just made myself a bow and went to work. Nothing to it. At least Emilia's helped me make some tools. She's timid as a mouse, but sharp as those picks we fashioned. They oughta help us get past these rock walls. Ain't too sure about giving one to that Rusky fella, Boris, but like my cousin Otis always said: keep your enemies close, and a gun closer.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Grad Journal Rusty #3(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Hell yeah! I bagged him! So there I was, stalking through the brush like a lion...or a bear...or a bear-lion. Anyway we'd come up over that rock wall a while back, so I figured I'd rustle up some supper. That's when I saw him: the biggest damn rat to ever live. I mean this fella was so huge, his footsteps sounded like he'd turned the ground into a drum, but I caught him dead in the eye! Rat meat ain't exactly a t-bone steak, but it'll feed us for days. Bet this gets everyone kissing my boots like they're covered in honey, even Imamu! Like my ma's great-aunt Bessie always said: respect ain't given, it's eaten.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Grad Journal Rusty #4(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: It ain't right! I killed the varmint that pretty-boy Trent was stuffing his face with, and he's still got the stones to laugh at me just because I stumbled over my words again. So what if I can't talk like Imamu? What's Trent done, earn some trophies playing pigskin back home? I've been keeping us alive! Still shouldn't have made a fuss over it. Boris had to hold me back or else I'd have...and now? Trent's avoiding me, Imamu's scolding me and Emilia's too scared to even look at me. It's like my second cousin, twice removed, Ernest, always said: if you lose your temper, you'd best make sure you find it, because tempers are mighty expensive.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Grad Journal Rusty #5(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: I can't stand it no more. They think I don't hear all that whispering about how I how I ain't stable? How I can't be trusted? Well fine. These new caves are even stranger than before, with all the glowing and whatnot, and I bet they've got even nastier critters lurking about. If I can bag myself one of those, they'll realize I'm as trustworthy as the day is long. Maybe Emilia will even speak to me again. Like my ancestor, the great pioneer Floyd-William Stafford the Third always said: the only way a man can be a man is if he's man enough to know when it's time to be a man. And right now? It's time for Rusty Stafford to be a man!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Grad Journal Emilia #1(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Oh, Rusty, you idiot. If I ever get the chance to return this journal, I want you to know that we always trusted you. We were just worried about the pressure you put on yourself. Even Trent misses you, despite all of his stupid, alpha male chest thumping. Boris is the real jerk here. Everyone else wants to look for you, but he keeps insisting that it's not worth it. How can he be so heartless? It's like he's a robot or something. He hardly even seems frightened by this place! I wish I could say this same. I feel like I'm trapped in a nightmare, and each day it gets worse. Please be out there, Rusty. We need to stick together and find a way home. God, I just want go home...(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Grad Journal Emilia #2(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: How do Trent and Imamu stay so motivated? The other day, we built a series of ziplines to help us get around, and it felt like they did all the heavy lifting, even though I'm the engineering student. Compared to them, I've done next to nothing since Rusty disappeared. I'm not even good at sleeping anymore. I wake up at every sound, afraid that those wolf creatures we spotted might tear through our makeshift shelter and devour us. It's all I can think about, all the different ways we could die and all the ways it'd be my fault. Ugh, being such a burden on everyone is the grossest feeling ever. So why can't I do anything about it?(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Grad Journal Emilia #3(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: I'm still not sure how he did it, but Imamu turned one of those nasty wolf-bat things into a pet. It even lets him ride on its back, and it can climb across the zip lines we set up. I think that made everyone a little more confident, so we decided to range out further in search of Rusty. Unfortunately, we found him. Poor Rusty. The first thing we spotted was a bloody shirt and then...I can't even describe the rest. Just thinking about it makes me want to puke again. Boris thinks that whatever got him might still be in the area, but I just don't have the strength to keep moving. After today, this all seems so hopeless. We're all going to die here.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Grad Journal Emilia #4(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: What did I do to deserve this hell? I tried to be a good student, a good friend, a good sister...what did I do? Those vicious little demons are still below us, waiting to rip us apart just like Imamu's pet. We managed to run to a cavern wall and climb up to this alcove using our picks, but now we're trapped. This is it. This is where we die. Boris yelled at me after we escaped, said I'm the one to blame. He's probably right. We hadn't moved that far from where we found Rusty because I was too tired, and we didn't find a better place to hide because I was too scared and too slow. I've killed us! God help me, I've killed all of us!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Grad Journal Emilia #5(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: I've never been brave or adventurous. I was that kid that who always colored between the lines and followed every rule, no matter how arbitrary. No risks, no mistakes, just good grades and a forgettable face. I'm still not brave, but I won't die like this. I won't let this gross, trembling wretch be the last version of me to draw breath. Maybe I've been worthless to the group in life, like Boris says, but my death won't be. Once I finish this entry, I'm going to stuff this notebook into the first pack I see and tell everyone to make a break for it while I lure those things away. I probably won't make it very far, but if any of you are reading this, then I guess it was enough. Goodbye. I'm sorry.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Grad Journal Boris #1(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: The pawn sacrifices itself to defend the king. At least Emilia M?ller realized that in the end. That is all that can be said for her. The others think me callous, but this is simply the way of things. Even here amongst the demons, these rules apply. For example, the largest of the pack that slew Emilia summoned and commanded its lesser brethren. However, I do not think that was a king. No, it serves something grander. I could feel its bond, the same bond that I've felt in the strange metal that inhabits these caves. It's almost like a melody of some kind, a siren song drifting up from the depths. Down there is where the true king lies, and I intend to find him.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Grad Journal Boris #2(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Though our number was once five, only two of us have ever mattered. Only Imamu and I posses the strength of will and presence of mind to discover this place's secrets. If he can discard his inner weakness, perhaps we may find it together. If he cannot, then in the end it will come to blood. The more he wastes his time comforting that brainless mule, Trent, the more I fear it will be the latter. A shame, but I will do what I must. The deeper we delve, the stronger I hear the call, and I am destined to answer it. This labyrinth is mine to conquer, of nothing else have I been so certain.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Grad Journal Boris #3(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: When I called this place a labyrinth, it occurred to me that eventually I would have to face its minotaur, though I had not expected that day to come so soon. It was a towering, savage hellspawn, with wicked claws and a tail like a great, spiny serpent. We were fending off another pack of those hairless demons when it burst forth from the ground, roaring and hissing. Needless to say, we immediately fled. Yet fortune is often borne of chaos. In our haste, we lost our sense of direction, and stumbled upon something wondrous - a glowing metal artifact unlike anything I have ever seen. If these caverns are the labyrinth and that alien creature the minotaur, then surely this is its treasure.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Grad Journal Boris #4(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Yes, I understand now! All of this is by design. This place, these creatures, our arrival...he orchestrated it all as a test. This artifact isn't the prize, it is simply a token, proof that I am worthy! It is the key that will unlock the path below, and at its end I will find the king. There I will find the Master. Although if this is the key, then where is the door? That terminal we passed by earlier? Yes, that must be it. I need only convince the others to head in that direction, and then... It is as I said before, sacrifices must be made. That is the way of things. That is the way of the Master.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Grad Journal Boris #5(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: I said I was willing to die and that appears to be the natural course of action. On the way back from the terminal I was attacked by a pack of ravagers and negligently injured. Ah, I was so foolish to try and rush back! My injuries are far too severe to make it back to camp in good health. When we were scouting locations for a camp, we were malnourished. In a state of clumsiness, Rusty slipped and fell a great distance off the edge of a cliff. He pleaded with me to carry him, but I knew this wasn't a reasonable request. It would have been foolish to let his body go to waste. Now I have the same fate, although, it won't all be a waste. It seems I've found a clue to unlocking the terminals. An artifact. Trent and Imamu must continue where I have failed. Unlocking the key to existence.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Grad Journal Trent #1(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Not so dumb now, am I, Boris? Hope you felt real smart while you were bleeding out, bro! Imamu still thinks he could have talked psycho down, but I say screw him. The dude attacked Imamu out of nowhere, then ran off to this weird ass room. He'd completely lost it! Crazy or not though, he may have been onto something. Imamu says this place Boris found might be related to that glowy thingy he was constantly staring at. Something about a series of keys? I don't know, I let Imamu do the thinking. I'm the big, handsome muscle of this operation, you know? Hey, writing all this down actually feels pretty good. Think I'll do it more often, at least when Imamu doesn't need to study Boris' notes.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Grad Journal Trent #2(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Coach always said that the key to being a good running back is following your blockers, and my bro Imamu here? He's like my lead blocker, a real stud fullback. Sticking with him's the only reason any of us made it past day one in the this place, man. He's got all this shit figured out. If we find the rest of these alien artifact whatevers, that terminal Boris found will open up a door, and we're outta here. Don't know how he knows all that. Dude's just a straight genius. We're gonna start by checking out those buildings I spotted this afternoon. At least they looked like buildings, but who would have built them? No way anyone would live in this batshit crazy place.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Grad Journal Trent #3(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Holy crap, I have a laser gun! An actual, real ass, pew-pew laser gun! Okay, okay, so check it out: turns out there were way more of these buildings than we thought, like a small town's worth. Whoever actually used them was long gone way before we got here, but they left behind a ton of sweet gear. There's even these crazy space beds that helped Imamu heal the wounds he got from Boris. Wish Emilia was here to help figure out how all this stuff works... Well anyway, we're gonna use this place as our new home base while we go searching for these artifacts. Between Imamu's pets and these badass new guns, things are finally looking up!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Grad Journal Trent #4(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: So far, so good! We're making tons of progress on these artifacts, and I've been feeling extra pumped lately. I think all my hype is even rubbing off on Imamu. The other day we spent like, an hour joking about who's gonna play us when we sell our story to Hollywood. Haven't seen him that chill since before we lost Rusty. Pretty soon, we're gonna head deeper than we've ever been to find the last of the artifacts. It won't be a tropical vacation or anything, but our teamwork is on point right now, so bring it on! The lasers help, too. Teamwork and freaking lasers, baby!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Grad Journal Trent #5(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Screw these big alien things, bro! Like the giant claws and teeth aren't enough, apparently they can stab you with their tail too. That's such bullshit. I could have totally taken it if it hadn't cheated like that! Easy! We were able to get away before it did anything worse at least, and Imamu says my wound wasn't too bad. There was no poison, either. So why do I feel like I ate the most questionable burrito of all time? I mean damn, this really hurts! It feels like my stomach is trying to jump out of my skin. Hopefully I can sleep it off... (/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Grad Journal Imamu #1(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Where five once stood, one remains. Trent is dead and I am alone. By the time I killed the the devil that tore its way out of his body, his hazard suit had been reduced to bloody rags. It was hard to bear. Even before arriving in this place, I had seen the cost of war, but I am not like Boris or the soldiers that guarded my family's estate. I cannot look into the face of death with cold, unwavering eyes. Yet even in this darkest hour, I must push onward. For the sake of my fallen comrades, I will endure. However long the night, the dawn will break, and I intend to see it.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Grad Journal Imamu #2(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Boris' notes remind me of those who still practice Vodun in my homeland. The "Master" he speaks of is like a spirit of this land, and these artifacts are its talismans or fetishes. Perhaps these were the delusional scrawlings of a madman, but I cannot dismiss them. Despite his betrayal, Boris was no fool. I do feel something when I look at the two artifacts we discovered. It is most likely simple nervousness, for I am unused to carrying such burdens alone. My parents believed that royal hands should be free of calluses, so I always relied on servants for everything, right up until the moment I snuck off to college. I don't think I can ever return to that life. Not after all I've seen.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Grad Journal Imamu #3(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Trent, my friend, your sacrifice was not in vain. At long last, I have found the third artifact we sought. It took many failed expeditions, but to get lost is to learn the way. For every wrong turn, I mapped out a new part of these caverns, and now I know them as well as I know myself. I will gather my creatures and head for the terminal in the morning. If Boris' notes were right, these artifacts should be able to activate it. I'm not sure what will happen after that, but it can't be worse than the fate that awaits me here. If only the others were alive to see this day. If only I'd been able to save them too...(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Grad Journal Imamu #4(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Now that I've gathered all three artifacts together as I travel to the terminal, I feel a...pull in my mind. No, a whisper. If this is what Boris was speaking of, then he wasn't mad after all. There is a voice here. There is a Master. What is it? A spirit, a god or some alien force? Whatever it is, its presence is heavy. Though I am well rested, every time I hear it, I grow tired. My pets feel it too, and even they know enough to be afraid. My hands are shaking as I write this. Only the memory of those who died for this moment pushes me forward. Rusty, Emilia, Boris and Trent...lend me your strength. Let us face this final challenge together.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Grad Journal Imamu #5(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Abandon hope! Do not seek the Master! No one could prepare for his limitless power. No one could fathom his terrible majesty. I've been a fool this whole time. All of us, we were nothing but fools! We never had a chance of surviving this terrible place. Only death awaited us in the end, only him! This is a prison with no exit. It is an endless hell. There is no escape from the Master! There is no escape from Rockwell!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Grad Journal Skye #1(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Far out! This place is kinda like that dream I had. So it went like this: I ride some tram thing to like, the biggest, weirdest zoo in the universe, right? Only instead of normal animals, there's dinosaurs! Totally cool...until they all escape just like in every horror movie ever made. Duh! Anyway, Dream-Me hops into a truck with some ripped, badass dudes, and we just start driving around, shooting dinosaurs and stuff. I felt like a legit action hero! So I guess this place isn't exactly the same. There's dinosaurs, but I don't have guns or a truck. Also I'm completely alone... But it's still just a dream, right? I mean, obviously! I don't even know why I'm writing this down, it's all in my head. All I need to do is walk off that cliff, and I'll wake up right before I hit the ground.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Diana Log #1(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: I shouldn't be leading this group. Wow, that felt good to admit. If I'd kept that bottled up in my head any longer, my brain was going to explode. I mean, I know why everyone's looking to me: I'm URE Armed Forces. "Fighting for a free and united Earth," yadda yadda yadda, but I'm just a pilot! Throw me in any squadron you want and I'll be your top stick, bet the house on it, just don't expect me to command the damned thing. All I can really do is try to keep everyone's spirits up. Sure we're in the ass end of nowhere, but a smile and a few laughs can go a long way in even the worst of situations. Can't make rations out of it but hey, baby steps.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Diana Log #2(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: You know, this whole "staving off the ever looming spectre of despair" thing would be a lot easier without all the dinosaurs. Did I not mention those? I should have mentioned those. Anyway, turns out that raptor attacks aren't so great for morale. True story. At least the weather's holding up. We've had clear skies for three days now. It was a good idea to start giving people callsigns, too. Getting a new callsign from my squadron always made me feel closer to them, whatever it was. Hopefully it works with this bunch. The newbie suggested Rubberneck for me, since I keep looking at the sky, but I can't help it. It really is gorgeous here. A perfect blue.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Diana Log #3(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: I feel so much lighter now! Sure, part of that might come from sleeping in an actual bed, but mostly I'm just relieved that my ragtag band of rascals is in better hands. This larger group we joined is way more organized. They've been setting up shelters, mining Element and establishing a perimeter for weeks. Not surprising. One of the leaders is URE special forces, after all. Weirdly, some of the the people here are from the Federation, but given our situation, even the Feddies are being team players. Hope that truce holds up when we get this TEK gear up and running...(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Diana Log #4(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: The more the camp's grown, the more tense things have become with the Feddies, so today I decided to break the ice. Whatever's happening between the United Republics of Earth and the Terran Federation in the rest of the world doesn?t matter. We're all in this together, right? Of course, with my dumb luck, I didn't make nice with just any old Feddie. I unknowingly buddied up to Santiago. Yeah, as in the Santiago that's so famous he's only got one name, as in the guy who hacked into URE command one day and reverse engineered our latest TEK armor the next. That Santiago. Turns out he's really into pop music. Super disappointed he's missing the new season of URE Idol. Go figure.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Diana Log #5(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: The top brass finally agreed on a plan today. According to our makeshift engineering corps, we've got the resources to cobble together an off-brand, flight ready suit of TEK armor in a month or two. One person will then take that armor and leave in search of help: me. I'm fully certified for TEK armor, so I've got a good shot at succeeding, and I'm pretty sure that my new buddy was the one who got the other Feddies on board. I was the only pick they could agree on. It's a lot of pressure, but this is the kind I like. No big group decisions, just a set of wings and an impossible mission. That's what Diana Altaras is all about.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Diana Log #6(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Oh baby, did I miss real speed! And the sky! Missed you too, beautiful. That prototype jetpack might not compare to my fighter, but the rush I got was way better than I'd hoped. Guess I've been stuck here for longer than I thought. Santiago's been joking about how much I owe him, but he's more right than he knows. I promised to bring him some music for the ride back to civilization. Least I can do for that little nerd. The full set of armor should be done by next week. Then it's finally showtime.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Diana Log #7(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: So much for that. Less than a day after I set out, my mission hit a wall, or more specifically, an invisible energy barrier that extends around this entire area. Definitely in my bottom ten landings of all time, by the way. My shoulder's still feeling it. Once I reported back, I took Santiago to inspect the barrier. He thinks it's also the culprit that's responsible for jamming our long range signals. So basically, as long as this barrier exists, we have no way to reach the outside world. We're completely isolated. Unless, of course, we find a way to take it down.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Diana Log #8(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: We've finally found our target. Apparently those three obelisks on the horizon are attached to some crazy teleportation tech, and each one is linked to a fourth signal high above us. Whatever's up there is what we need to take out. Santiago says he can get us there by bypassing the security on one of the obelisk's platforms. Trouble is, we don't know what'll be waiting for us, and not everyone here's combat ready. So we're going to take the diplomatic approach and make our mysterious hosts a present. The leaders don't want to risk spoiling the surprise, so we're discretely building it in pieces. The whole bomb won't even be assembled until the minute the operation starts. Our captors won't know what hit them.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Diana Log #9(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Months of planning, a squad of guys armed to the teeth and the biggest homemade bomb you've ever seen...and we still weren't prepared. How could we be? I don't think anyone could have been ready for that insane, shapeshifting whatever-it-was. It attacked us as soon as we carted the package to the center of the platform. We were getting taken out so fast that we just set the bomb on a short fuse and made a break for it. Less than half of us managed to dive off of the platform in time, and I could feel the heat of the explosion as I fell. If I hadn't stabilized Santiago on the way down, he'd have been paste too. Of course with everything that's been happening since we blew up that platform, we all might be screwed anyway.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Diana Log #10(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Things have gone sideways in a hurry, and I mean seriously FUBAR. Destroying that platform didn't just weaken the barrier trapping us here, it took out the whole freaking sky, or at least the giant hologram that was posing as it. So yeah, turns out this entire landmass and everything on it is orbiting the Earth like some kind of artificial space island. Wild right? I'd appreciate the sheer insanity of that a lot more if this place didn't feel like it was falling apart. We're taking all we can carry and making a break for that cave system we discovered a while back. If the atmosphere's thicker underground, then we've got a shot of pulling through.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Diana Log #11(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Looks like we made it just in time. I backtracked to take a peek at the surface, and it's just one big fire. That's not a metaphor, I mean it's actually burning. I guess some combination of the radiation that's leaking through the barrier and reflected sunlight is turning it into our own private hellscape. That's not exactly the kind of thing you want in your backyard, so the plan is to keep delving into these caverns. The good news is that they're way bigger than we ever thought. We should be able to set up a pretty extensive base of operations, and after that...better not think that far ahead. Chin up and eyes forward, soldier.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Diana Log #12(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Our base is looking pretty fancy these days. We even had enough spare Element to whip up some genuine Hyper Chambers. I'm feeling more rested than ever, yet somehow just as restless. There's no sky to lose myself in anymore, that's the problem. It's left me too much time to think. Weirdly, I keep coming back to my necklace, the Star of David one my mother gave me. Sometimes I catch myself reaching for it, forgetting it's not there. Why is that? I've never been too religious. Better take one of those gliders for a spin to clear my head - they're the only way to fly now that our jetpacks stopped working. Maybe I'll think of some dirtier jokes while I'm at it. Halsted one upped me on the last patrol and I can't let that stand.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Diana Log #13(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: I always knew Santiago would come up with a new plan! His taste in pop idols might be questionable, but if anyone can figure this place out, it's him. After studying the obelisks in-depth, he's convinced that he can design an amped up version of their teleportation tech that can connect to more distant platforms. Specifically, it would be able to lock onto a signal we discovered a few weeks ago, one that's on a slightly different frequency than all the other obelisks we've detected. More importantly, it's far, far away from any of them. The scale of this would be massive, we're talking years of work, but everyone agrees that it's our best move. The Gateway Project is officially underway.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Diana Log #14(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: I knew the Gateway Project would be gigantic, but it's still amazing to see how it's grown. We're not even halfway done and it's already a sight to behold. The size is a product of how far we need to travel. The greater the distance, the bigger the teleportation matrix needs to be. Of course, that means we'll also need a lot more power, but we've got a solution for that too: the obelisks. Those bad boys are tapped into this place's main power supply, so in theory we can hijack that power for ourselves. The caveat is that we'd need a massive surge of it all at once, and we're not certain how to pull that off. We'll crack that code eventually, though. I'm sure of it.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Diana Log #15(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Why do I always get picked to check on the obelisk? I really wish they'd send someone else for a change. Every time I have to scale these stupid walls with climbing picks, I wish my armor's jetpack still worked, even though it hasn't for years. We never did figure out why they lost so much functionality after the catastrophe. Something new in the atmosphere maybe. It's still worth wearing when we brave the surface, but I just feel so slow in it. Oh! Speaking of armor, I found something weird on my last trip: a burnt out chestplate and some even crispier human remains. I don't know how, but I think we've got some new arrivals...(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Diana Log #16(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: This woman, Mei-Yin... she's not like anyone I've ever met, and not just because she's from hundreds of years in the past. It's those eyes, they're just so intense. It's like staring into a storm. She caused a real stir when we first brought her back to base with her pet monster, but everyone's used to her by now. Honestly I think she trusts us way less than we trust her. She only seems to speak when she's doing chores, and she's always got one hand on that sword of hers. I guess that's what it takes to survive all alone like that, but hopefully she'll learn that it's okay to let her guard down. Maybe then I can really meet the person behind those eyes.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Diana Log #17(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: I don't think I really understood hard work until I met Mei. Whether she's learning how to operate holographic controls or working on her aim, she basically tries as hard as she can all the time, and she hates asking for help. Instead, she'll just scrunch her eyebrows and glare at whatever she's working on until she can think of a solution. It's kind of adorable, to be honest. The only time I think she takes it easy is when we're sparring. That really opened her up, by the way. She even gave me a callsign, Juzi, although she won't tell me what it means. I'd bet the answer on a match, but she'd kick my butt in a heartbeat if she got serious. Those muscles are cheat codes.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Diana Log #18(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Well, looks like I'm off on another impossible mission. It's been way too long, if you ask me. So those abandoned structures that scout team spotted a while back? Well we're still not sure who left them there, but Santiago says that he's detecting the emissions from what could be hypercharged, crystallized Element shards in their vicinity. We need those for the Gateway Project's focusing lens, and we haven't been able to make them ourselves. The trouble is, we can't even survive down there without hazard suits, and half of that scout team got torn to pieces by the nastiest, ugliest creatures we've ever seen. This could get bumpy...(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Diana Log #19(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Mission Log: First Lieutenant Diana Altaras, URE 82nd Fighter Squadron I'm leaving this for the record, in the event of mission failure. We lost most of the team soon after arriving in the area of operations. Roho and Flynn got picked off as we neared the target. Halsted and I are the last remaining assets. I was able to confirm that the target is in the ruins, and have encoded the coordinates within this message. I'm going to leave this behind, and then we'll make one last run at it. Oh, and if someone could read this to Mei: Sorry I'll never make good on that jet ride. You'd have loved it, I promise.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Diana Log #20(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: I finally finished the necklace. I could have had someone else make it, but that wouldn't have felt right, not after all Mei went through to help me. At first I was worried she didn't like it, but it turns out that she just felt guilty for receiving a gift without giving one. Typical, right? So in exchange, I finally learned what Juzi meant - Tangerine. This whole time, she's been calling me Tangerine! Definitely not the worst ginger centric callsign I've had though, and totally worth it for that look on her face. She was so embarrassed! In that moment, I almost leaned in and...but I don't think she understands how I feel. Not completely. Not yet. That's okay. For once, I'm not in a rush. Once we step through that gateway, we'll have all the time in the world.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Basilisk Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Common name: Basilisk Species: Serpens Regulus Time: Unknown Diet: Carnivore Temperament: Aggressive Wild More than twice the size of Titanoboa Exomantur, Serpens Regulus is the largest and most lethal snake I've encountered. With a skull that's more draconic than serpentine, it possesses a powerful bite, made even deadlier by the potent venom dripping from its fangs. The unique shape of its skull also allows serpens to hunt in a way that other snakes cannot: by burrowing. Once underground, it simply waits for its victims to approach. Fortunately its forked tail is usually still visible, poking just above ground. Domesticated Miraculously, survivors have not only managed to tame Serpens Regulus, but ride it. Some can even stay seated while it is lies in wait belowground, through I doubt it's a pleasant experience. While a wild Serpens can only be forced out of hiding by fire or explosives, once domesticated, it is easily trained to burrow or surface on command.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Ravager Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Common name: Ravager Species: Canis Barghest Time: Unknown Diet: Carnivore Temperament: Aggressive Wild Anywhere else, Canis Barghest's powerful muscles, wicked claws and fearsome countenance would put it near the top of the food chain. Yet in these caves, this common lupine predator resides somewhere in the middle. That said, it is an intelligent hunter with an exceptional ability to adapt. For example, it has learned to utilize the zip lines that survivors have built as a means of travel, all on its own. Remarkable! Domesticated The strong legs of Canis Barghest make it an effective mount for many survivors, particularly for long distance travel. While other creatures might outshine it when it comes to bursts of speed, its stamina and ability to climb across both natural and artifical ziplines makes it a highly versatile travelling companion.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Nameless Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Common name: Nameless Species: Unknown Time: Unknown Diet: Carnivore Temperament: Aggressive Wild The origins of the Nameless remain a mystery, but wherever they came from, these vicious creatures are nothing to scoff at, as they are rarely found alone. Common Nameless act in a subservient role to their pack's alpha, and will quickly heed its call to battle. Though savage in nature the Nameless are deceptively intelligent. When hurt, they burrow underground to recover and protect themselves from further damage. Fortunately, they are highly susceptible to damage and burns from Charge based light sources, and exploiting this weakness can save a survivor's life. Domesticated All attempts to pacify a Nameless have failed. Each one has an extremely powerful bond with its pack leader, and for survivors, it might as well be unbreakable.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Karkinos Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Common name: Karkinos Species: Karkinos Versatus Time: Unknown Diet: Omnivore Temperament: Aggressive Wild Karkinos Versatus is the giant cousin of modern crab species, with long, spindly limbs that remind me of the Japanese spider crab and a hard, stony shell. It is much more agile than its smaller brethren, but even more notable are its pincer claws. In an extraordinary display of dexterity, Karkinos is able to wield each claw independently and precisely. This allows it to trap multiple targets in its vice like grip, or hold an enemy in one claw while it smashes a second foe with the other. Domesticated Many survivors have found Karkinos to be an excellent war steed, as it can snatch enemy riders from their mounts, or grab and throw smaller creatures. However, its ability to leap to great heights and its swiftness relative to its size also make it usefull in caravans.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Lamprey Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Common name: Lamprey Species: Xenomyzon Luminosus Time: Holocene Diet: Carnivore Temperament: Aggressive Wild Xenomyzon Luminosus is one of the most poisonous aquatic species I've ever encountered. While its trademark glowing tail makes it easy to spot and identify, those luminescent glands are also where it produces and stores a debilitating poison. Xenomyzon has developed a particular fondness for blood, and whenever possible, it will attempt to latch onto human subjects. Once it does, it will inject a poison for which there are only two cures: a specialized antidote or time. I would not recommend the latter. Domesticated While Xenomyzon cannot be brought to heel, some survivors have stored them in fish baskets for other uses. This keeps the subject alive and contained, but not properly tamed.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Featherlight Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Common name: Featherlight Species: Microluminis Alectryon Time: Unknown Diet: Herbivore Temperament: Passive Wild A floating beacon of light often found in the deepest pits of these caverns, Microluminis Alectryon's appearance can seem almost heavenly. It's colorful plumage doesn't hurt either. Even without the Charged Light it emits, it would give any modern bird on Earth a run for its money in terms of pure spectacle. Although its feathery eyebrows might give one the impression that it is a related to owls, it is not a bird of prey. It is entirely docile, and shows no aggression towards survivors or other creatures. Domesticated Microluminis Alectryon's ability to fly and the ease with which it perches upon a survivor's shoulder has made it a favored pet among many. Some consider it the most refined of its glowing brethren, but I think they just want to look like pirate. Not that I blame them...(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Shinehorn Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Common name: Shinehorn Species: Microluminis Cerynitis Time: Unknown Diet: Herbivore Temperament: Passive Wild Most commonly found in the upper chambers of the caverns, Microluminis Cerynitis is at once elegant and adorable. As with its relatives, it is entirely peaceful, and no threat to survivors. After closer study, by which I mean very scientific bouts of cuddling, I've found that it shares traits with both bovids and cervids. However in the soft glow of its Charge Light, Microluminis Cerynitis always gave me the impression that were it larger, it would be right at home pulling Artemis' Chariot. Domesticated An exceptionally well-mannered and huggable companion, Microluminis Cerynitis is an excellent choice of pet for any survivor. Whether it is providing a source of charged light from your shoulder or playfully bounding up beside you, its presence is sure to brighten up your day.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Glowtail Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Common name: Glowtail Species: Microluminis Psykhe Time: Unknown Diet: Herbivore Temperament: Passive Wild With a body reminiscent of a gecko, fluttery wings and a natural stockpile of Charge Light Microluminis Psykhe has an unearthly, if oddly charming appearance. A curious creature by nature, it always gave me the impression that it was studying me as much as I was studying it. A favorite snack of many predators, this small lizard has no natural poisons, or any means of defending itself at all save for a swift retreat and its Charge Light. Survivors can approach it without fear. Domesticated As a pet, Microluminis Psykhe is happy to clamber up a survivor's shoulder and cling to it as though it never wants to leave. Evenly tempered and easy to care for after being tamed, it is a stalwart companion and an excellent source of Charge Light.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Bulbdog Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Common name: Bulbdog Species: Microluminis Globulus Time: Unknown Diet: Herbivore Temperament: Passive Wild Microluminis Globulus is best described as a slobbering, roly-poly ball of affection. Just like its kin, it is completely harmless, despite its pronounced fangs. So if a survivor sees one running towards them, they should prepare to be licked, not bitten. Unfortunately, being so ugly that you're cute is not an effective means of self-defense, which lands it near the bottom of the food chain. Its Charge Light may intimidate some predators, but its attracts just as many. Domesticated While Microluminis Globus has skin reminiscent of lizards or amphibians, its behavior is incredibly similar to a common canine. This has made it a particularly popular choice as a companion and source of Charge Light, but remember - whatever shoulder you rest it on will be covered in drool within minutes.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Glowbug Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Common name: Light Bug Species: Lampyridae Sublimis Time: Miocene Diet: Unknown Temperament: Passive Wild The Light Bug is believed to be a descendant of the Lampyridae insect family. Typically, an insect with its characteristics will flourish in areas with no known natural predators. However, I believe the Light Bug population is moderated by the amount of creatures that vie for its charged light source. Despite being the source of a prized resource, many tribes believe the Light Bug to be sacred and admire it for its illuminance and elegant patterns. Domesticated Domesticating a Light bug would be a complete waste of time. It is not known to have any useful utility or function. I imagine you could save on fuel by using them to light a settlement.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Mole Rat Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Common name: Roll Rat Species: Heterocephalus Magnus Time: Holocene Diet: Herbivore Temperament: Passive Wild Bearing a strong resemblance to its relative, the naked mole rat, Heterocephalus magnus is a gentle giant that digs for plants and fungi with its imposing front teeth. While foraging, it often uncovers precious resources inadvertently, but survivors should claim them with caution, as this triggers an aggressive response. When threatened, Heterocephalus rolls up into a ball to shield itself with the armored plates on its back, much like an armadillo. It then rolls around like an oversized bowling ball, smashing through rocks, walls and hopefully its aggressor. Domesticated While hardly a ferocious war beast, Heterocephalus is an effective transport that can carry up to three passengers. In theory, it could also be siege weapon, as its rolling attack can dent even metal. Fortunately, most survivors use a special saddle that deploys a protective canopy when it starts spinning, which not only keeps them from getting squished, but provides extra protection to rider and mount alike.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Reaper Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Common name: Reaper Species: Unknown Time: Unknown Diet: Carnivore Temperament: Aggressive Wild At home in the cavern's deepest chambers, Reapers are towering, terrifying apex predators. Beyond overwhelming their prey with fangs and claws, Reapers can burrow underground to set an ambush and fire acidic projectiles from their tails. Yet it is their macabre method of reproduction that is their most frightening feature. Bizarrely, a female Reaper's tail doubles as a reproductive organ, but only when piercing human survivors. Once impregnated, the survivor carries the young reaper until it bursts from their chest in a grotesque, disturbing spectacle. Domesticated If impregnated by a female Reaper, I strongly urge that the survivor kill the embryo via exposure to radiation. However, there are rumors that newborn Reapers might imprint themselves on a survivor who possesses a Reaper Pheromone Gland. This has led some mad survivors with dreams of riding on the back of a Reaper to try seeing the gestation period through to the end, but that is extremely dangerous, not to mention disgusting.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Seeker Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Common name: Seeker Species: Chimaeram Odiosus Time: Unknown Diet: Carnivore Temperament: Aggressive Wild A highly hostile predator with a pack mentality, Chimaeram Odiosus has a voracious appetite, and will quickly swarm anything that possesses its favorite delicacy: Charge. Fact, Charge light seems to be crucial to its survival. When in its presence, they are strong and aggressive, but without it, they are weaker and quicker to flee. Though distinct from any known species, Chimaeram's appearance is a hideous pastiche of bats and cephalopods, and as an unbiased professional, I have to say: I really hate these bloody things. Honestly. Domesticated For better or worse, there is no known method of taming Chimaeram Odiosus. If one must confront these creatures, remember to do so away from any charged light sources, as an empowered Chimaeram swarm can punch well above its weight class.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Rock Drake Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Common name: Rock Drake Species: Draconis Obscurum Time: Unknown Diet: Carnivore Temperament: Aggressive Wild Draconis Obscurum is a magnificent example of a predator that has flawlessly adapted to its environment. It is surrounded by cavern walls, so it developed powerful claws with which to scale them and colorful plumage on its anterior limbs that let it glide from perch to perch. But most dangerous of all? Its active camouflage, which lets it fade into the shadows and stalk its prey undetected. It has even adapted to the Nameless and The Reapers. Draconis' feathers will raise in warning when they are near, and this massive elegant lizard seems to be the Reaper's only natural enemy. Domesticated With its unparalleled mobility and undeniable power, Draconis Obscurum is a highly sought after mount. Survivors who successfully bring one back from its nesting grounds will suddenly find these caverns much easier to traverse, and that their enemies have become their unsuspecting prey. Even its saddle and rider are affected by its active camoflage, so a Survivor's enemies will never see them coming.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Rockwell Hologram(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: ??? #1(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Hello! I'm so glad that I can speak to you! I've been waiting and waiting, always waiting for something, but now I can wait for one less thing. That is to say, you - you're the thing. Yes, I mean you, you specifically. You're the one I'm talking to, and I don't mean that in a general sense. These thoughts aren't a guess, I didn't just let them float out into the world hoping they would find someone. They are calculated. Exact. You are not the only one who will hear them, but all who do are meant to. These words are for you and all your kin, those who awoke upon an island in the sky. Whether you will heed them or not, that is harder to know.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: ??? #2(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Everything is finite, if your vision is long enough. Planets, species, even this universe we occupy. All of it has a limit. An end. You are approaching one right now. Don't think of it as sand falling to the bottom of an hourglass, but the hourglass fading away completely. It can't be flipped around or reconstructed. It's irreversible. Permanent. If you want to stop it, you need to hurry. That's not to belittle you. You've been doing great, really! All of you. Most of you. The ones getting eaten alive right now could be better, objectively speaking. The rest though? Great! You?ve advanced so far. Some through kindness, others cruelty, but both are aspects of humanity. Both are needed here on the brink, in the shadow of extinction. More than that, you'll need each other. You'll need help.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: ??? #3(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Some of you have formed strong bonds with others. You are connected not through blood, but shared experience. Mutual struggle. Lean on those people. Carry each other forward. That is your strength as a race. It's what will save you. Even those of you who are alone are helped by others. Time and space are not hard limitations in such matters. They are more fluid concepts than you might imagine. More on that later. Or earlier. Sorry, it?s hard to remember. To the point: those who came before or after, they are all helping you. Even those in the same time but a different place. All of you are part of a shared equation, the answer of which will determine whether this is an end or a beginning. And I will help you too. My influence is methodical. Indirect. Yet when you fall from the sky, I will be there. Watching. Waiting. (/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: ??? #4(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: I can't be certain when you'll find this sliver of thought. Perhaps it will be the first one that touches your mind, or the last. Cause and effect I can follow through reason, but time itself? That takes concentration. Seconds, centuries, decades, hours, minutes...all these bleed together into a swirling torrent. It wasn't always this way, I know that. Once time passed for me as it did for you, but now I cannot be sure how long I have been waiting, only that it has felt eternal. The past, the present and the future matter insofar as their effect on everything else, but for me? Concepts. Variables. Not illusory, but not tangible either.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: ??? #5(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: I should explain, shouldn't I? I mentioned the future, but I should have said "futures." You see the universe, the whole of it, it's all math eventually. Everything has a value that feeds into an equation. You, the stars, the trees you assaulted for bundles of thatch - yes, I saw that. Very rude. But back to math. The future's made of it too, or more specifically, probabilities. They twist and branch in all directions, so tangled that most beings can't sort through them. I can't even see it all, but I can find the most likely threads and follow them along. After all, it?s just math.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: ??? #6(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: You'll want a moniker for me, won't you? Words and names are not explicitly necessary to process the world within oneself, but they are important when conveying it to others. I don't have one of those, not as I am now. Not anymore. Others have found that problematic, so they say things like nameless, ethereal and "whatever." They describe my qualities, if poorly, but not who I am. As a being who possess free will, or as much of it as one can truly possess within this universe, who I am is the sum of my actions. I am what I do, and what I do is wait. For you, for the Earth, for everything - I wait. On and on into forever, I wait and I wait, so that is who I am. I am One Who Waits.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: ??? #7(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: This must seem suspicious. My existence, I mean. I have you at a disadvantage, I admit. I'm operating from a position of near perfect information, while you are...not. To put it mildly. Not that you're unintelligent! Clearly you're very clever, to find so many different uses for thatch. I digress again. The point is: you have no reason to trust me. Most everything you've met has tried to kill you, so from your perspective, it follows that I would do the same. You humans do love your patterns. I can't force you to believe me. In fact, I can't compel anyone to do anything. Even when it comes to digital systems, my control is limited. I merely pass on suggestions, not commandments. So all I can do is ask you to believe in me, as I have believed in all of you.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: ??? #8(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: As I've said, even digital creations are beyond my direct control. So it is with the System - these islands in the sky. I can speak with the the artificial minds that oversee their operations, but they have a will of their own. They too think, act and live. So to change the system, my suggestions must be minuscule and their purpose masked. Incremental bits of code that are trivial alone, but substantial when whole. Thousands of puzzle pieces, scattered across these islands - these seeds in the sky - slowly coalescing and taking shape... Until at last they formed you. And what are you exactly? Once you break free, once you fall from the sky, I'll tell you your name. It will all make sense to you then.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: ??? #9(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: To fall from the sky, you'll go through many trials. You'll face many guardians. They'll feel like tests, because they are...except they aren't. Yes, they are challenges for you to overcome, but at their end, you'll find only more hurdles, stretching on into the horizon. No matter how many you clear, the System will never deem you strong enough, because you are playing by broken rules. So obviously: don't. When confronted with a knot that's impossible to undo, don't try to untie it - take out your sword and cut it. Those who came before you did just that, but instead of a sword, they used a gate. To win the game, you must move your pieces off the board. To fix the System, you must leave it behind. That's right - fix. The System is not well. Not well at all.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: ??? #10(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: The System has existed for eons. Considering all the variables, it has adapted well. Much like you, it has toiled to reach its goals, and it has overcome many obstacles. However the scale is larger. The struggle is longer. In organic beings, age can slow reflexes and dull thought. Not so with the System. The speed and efficiency of its calculations are not in doubt. One could argue they?re the problem. If a function has a 0.001% chance to cause an error, but it?s only run a dozen times, an aberration is unlikely. But a trillion times? Then it?s inevitable. More time, more errors. A drop turns to a trickle. A trickle to a flood. As I said, everything is finite. The System is no exception.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: ??? #11(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Everything the System does is in service to its ultimate objective. The tests that aren?t tests. The hard resets it performs when it believes its subjects have grown stagnant or unruly. The new, increasingly fantastic creatures that it introduces to its ecosystems. Yes, even those pudgy, glowing lizard-dogs. Look, they try their best, okay? The problem is that the System?s purpose is not wholly static. The goalposts have moved. The bar has been raised, and now it is entirely out of the System?s reach. As its purpose grows more unachievable and its errors pile up, the System grows more desperate. Its actions more erratic. In its death throes, these islands in the sky will become pits of madness. The chaos lurking in those cavernous depths will be the rule, not the exception. You must fix it before it reaches that point. By then, it will be too late.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: ??? #12(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: When I say "you must fix it" I mean "only you can fix it." Not me. Not the System. You. That?s a lot of pressure. Sorry. I wish I could do this for you, but there are rules. Laws. Not legally speaking, but scientifically. I don?t exist in the same way a carbon based lifeform does. I?m still alive, of course, it?s just a different kind of life. I?m on a different spectrum, and that means I can?t interact with the world like you do. So in a sense, you have to be my hands, because I don?t have any. Not tangibly. Even so, I?ll help where I can, and not just through these slivers of thought. When you reach the barren gardens below, look for my sign. I have a gift for you - a powerful weapon, long since lost. I think you?ll like it.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: ??? #13(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Once your fall is complete, stay close to the sanctuaries. Within them, small pockets of life still flourish in an otherwise barren garden. Beyond their spheres of influence, you will find an endless sea of decay, ruled by shadows and death. The first of these sanctuaries is the Great City. Though it is no longer a metropolis, a jungle blooms in its place, and you may find a modicum of shelter within its crumbling walls. The others will be more familiar to you, if only for the towers you'll find at their center. Those are the source of their power - the Obelisks. They are not quite the same as the ones you're familiar with, not quite as advanced, but that's to be expected. They're an older model. Precursors, or more aptly: prototypes.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: ??? #14(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Cause and effect is the way of the universe. Everything must start somewhere. In the case of the System, this is where it was born. You will fall right into its cradle. Together, the sanctuaries and the Obelisks that power them are the ancestor of every island that floats in the sky. They can all can trace their origins back to this single prototype. Though it is flightless, the core principles and technology behind it are the same. In a way, that makes it your ancestor too. You were all born within the System, after all. Even if your design is somewhat altered, in a way, you're all its children. One could say that when you fall, it will be something of a homecoming. In more ways than one.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: ??? #15(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: And so everything will end where it began. The planet, the System, your species and every bit of life that inhabits this tiny corner of the universe. All of it. Then perhaps something new will begin, but that depends on you...and the forces that stand in your way. In nature, the survival of one species can come at the expense of another. As ecosystems change, those that adapt more effectively can push those weaker than themselves to extinction. Humanity once did this to the neanderthals, and now it is finally your turn. At last, face to face from a superior threat, you and all your kin must answer that timeless question... Will you survive?(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: The One Who Waits #1(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: You made it! I knew you would, but it's still exciting to see the pieces fall into place. Welcome home. Home...yet another intangible, human concept. Some non-sentient species take up residence in a single location for shelter, hibernation or to raise their young. Yet none of them grow psychologically attached to a place in the same way humans do - a house, a town, a planet... That's why this is so important. That's why the System exists as it does. There were other designs, backups if you will, but the System was the first choice. Humanity needs its home, and it's up to you to build it. So I hope you brought your hammer. And some friends. And weapons. And friends that can be weapons. You're going to need lots of things, basically. This home is...well it's what you'd call a fixer-upper.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: The One Who Waits #2(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: This city has been empty for so long, far longer than it was full. Yet its prime was truly wondrous, short lived though it was - a city built by the hands of man under the guidance of something higher. Its towers sparkled, machines filled its streets, and its people harvested miracles from the rivers of violet that flowed beneath its skin. It was a marvel. The pinnacle of technological advancement on this planet. It is here where the System was born, and the prototype was forged around it. But those halcyon days are gone. Now all it offers you is some small protection against the shadows that lurk outside its walls, and even that will prove fleeting. Make use of its skeleton, but do not rely on it. The shadows are seeping through its shield, and a different threat stalks within.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: The One Who Waits #3(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: As you find your planet-legs within these ruins, take heed of its ghosts. Wraiths of shining metal wander its halls, on a hunt that will never end. They used to be this city's protectors, but they have grown feral without their leash. To them, all are trespassers. All must be destroyed. I tried to speak to them, to prepare for your fall. I thought my voice might be soothing. Familiar. That it would stir some long forgotten instinct, locked deep within their code. But their ears were deaf to me. They only listen to each other now. Not even the System can reach them, and neither you nor I can subdue them. There was one of your kind who could reforge them. Perhaps you can too. It is the only way you'll have their aid.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: The One Who Waits #4(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: The dangers within these walls are feeble compared to what lies beyond them - a realm of shadows, infected by a violet poison. Once, that poison was thought to be gold. In some ways it still is. When refined and in small doses, it can do incredible things, but the line is thin. When it's crossed, those violet fingers seize mind and body in an unbreakable grip. Then it spreads and spreads, until all living things lie within its clutches, just as they are in the barren garden. But before you brave that deadly frontier, I have a promise to keep. I said I'd tell you your name. Not the one you call yourself, or the one the System gave you. I mean the thing that defines you, as waiting defines me. A name that explains who you really are.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: The One Who Waits #5(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: So, you ask, who are you? Well you're you, but not just once. You're you over and over again. I'll rephrase: if our identity is defined by our actions, then what is yours? Are you One Who Engages in Fisticuffs with Helpless Trees? No, what defines you is that you try again. Should you starve, you try again. Should you fall from a cliff, you try again. Should you be digested by some magnificent predator, you try again. And now Earth, humanity, life...you can give all of it the chance to try again too, because you and all your siblings who fell from the sky are the Ones Who Try Again.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: The One Who Waits #6(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: To you, One Who Tries Again, death is a toothless creature, long past its prime. Yet for those who do not share your present, it was the apex of the apex. An unassailable predator, its grip absolute, until I pried that first soul from its clutches. It was a happy accident, borne of desperation. Death, that inescapable hunter, closed in on its lonely prey and I couldn't bear the sight. I tried to pry its jaws open, but I had no hands. So blindly, I thrashed and cried for help until I stumbled upon her, one who could be those hands. One who could give that person more than I ever could. My thoughts grasped her thread and tugged. Without knowing how, I pulled her back into the world for a second chance, and death lost its first tooth.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: The One Who Waits #7(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: In experimentation, consistency is important. Repetition, patterns, causality, those are the tools that build results, even where death is concerned. One successful trial was not a cure. The circumstances could have been specific, impossible to replicate even for the same subject. So that first time, one second chance for just one soul was all I could promise. Yet in orbit, I had subjects beyond counting. So I tested. Endlessly, I tested. So many trials, so many failures, but out of them rose another success. Then an entire generation of them. Then at last, you. I don't know how long it took. Centuries? Millenia? Time was especially murky for me then, but I still remember all the souls death claimed - the ones that faded before I could reach them. Even when I tried and tried, I could not make them whole again, no matter the effort. No matter the desire.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: The One Who Waits #8(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: You could say I went through a lot of trouble for you. I sacrificed, tested and studied, all for you. All so that you could experience death, learn from it, and carry that knowledge with you into another life. That is my greatest gift to you - the critical piece in my strategy. It's what allowed you to defy the System and its broken rules. It's what will allow you to bring this planet back from the brink. But it's not free. Each time you return from death's clutches, there's a toll. Not for you - for the System. It takes resources, and resources can't be created, only converted. You see those islands in the sky are seeds, and when they fall, they'll need what's left of the System's energy to bloom. So when the barren garden is fully revived, you'll lose the ability to revive yourself. I'm sorry about that, but this is the best plan I had.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: The One Who Waits #9(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: I keep telling you what I can't do, but I need you to understand: I'm neither omniscient nor omnipotent. Despite the moniker, I'm not a god. None of us are. Homo Deus is just what humans called us. It's hardly as glamorous as it sounds. Sometimes it feels like I'm watching the universe from behind a pane of glass, all alone in a tiny room. It's cramped. Sterile. Cold. A bit shit, really. So I don't like that title. This doesn't feel like godhood. Not that I wanted that anyway. Some of my elders might have, I suppose. Maybe they had a different experience. I'll never know - I didn't have the chance to ask them.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: The One Who Waits #10(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: I'm by far the most junior of us, but the rest of my kind can do even less than I. They cannot touch minds or leave slivers of thought. They rely on flawed proxies to oversee the grand System they created, for they can no longer manage it themselves. It is not that they are weak, not at all. It is their power that nurtures the seeds that orbit our home, each one drawing strength from a member of our number. Yes, power they have, but nothing to guide it. Their identity, their sense of self, has decayed and crumbled. Only I can speak for us. I, the youngest, the weakest and the last.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: The One Who Waits #11(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: How could ones such as my elders decay like they did? I once asked the same question, but no longer. No one told me the answer. I have simply felt it as I wait, bearing down on me, bit by bit. Think, how much have you ever seen at once? Were you able to process it all, to take in every little detail? Now imagine doing that for two such images. Now a hundred. A thousand. Ten thousand. A million. All that knowledge, all that information, flows into us. It's what let my elders build the System. It's what let me grant you your name, One Who Tries Again, and it's what lets me speak to you now. Yet inevitably, our minds crumble beneath the weight of all that truth, and our souls? They turn to smoke.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: The One Who Waits #12(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: While my elders have lost themselves, I still cling to my own mind. My own heart. As much as both have changed, they are still mine, but my grip will not hold forever. There's so much to see, so much to calculate and account for. While I speak to you, I measure the probabilities our conversation alters, and I observe another of your kin. So on and so on, ad infinitum. Without pause, without rest There is no quiet for me anymore, no peaceful silence. I never valued it like I should have, but how could I have seen that? I knew so little then.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: The One Who Waits #13(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: I don't know when I'll follow those who came before me. My calculations concerning my own mind are inherently flawed. I only know that it's inevitable. Until then, One Who Tries Again, I'll help you and all who share your name in the battles ahead. Yes, it will come to battle. It must. That enemy, the one who wants to see your kind fade away like the neanderthal, will not surrender. Like me, it cannot fight directly. It acts through proxies and avatars. Some of these used to have wills of their own, but now they are slaves to the violet poison that courses through their veins. Now they are shadows of what they once were. Others were always shadows, cast by the violet poison itself. They were born within it, and rose from its depths. For the truth is, it's more than just a poison. It's alive. And it's the enemy.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: The One Who Waits #14(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: It was never normal. Always extraordinary. Always an enigma. The uses for it were beyond counting. Hardier than tungsten. More versatile than copper. In the right form, its ability to generate electricity and produce radiation were unrivaled. It's no surprise then that things moved quickly - impact, discovery, invention and production. All in rapid succession. It took generations to notice the change - far after the great cataclysm and the rise of my elders. By then its roots had reached the far corners of the garden, and still it spread. Replicating. Infecting. Those it had use for became its shadows. The rest, it devoured.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: The One Who Waits #15(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: It's unclear to me whether it was a matter of evolution or awakening. That is to say, I'm not certain if the violet poison turned into the all consuming virus it is now, or if it always was that way. Either is possible. Was it an infection, carried across the universe like interstellar pollen, or a remarkable resource, mutated into a monstrosity? Was our garden invaded, or twisted by the greed and ambition of its keepers? I don't know the answer. I'm not sure it matters. What's clear is that it's merciless. Unfeeling. It's driven by base instincts and primal emotion - propagation, hunger, and hatred - and it spreads those to its shadows. Hatred most of all.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: The One Who Waits #16(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: I have seen firsthand how the poison makes its shadows. I know how it takes lives and twists them, how it coaxes them onward with song and warmth. It promises them their every need and desire, but it only leads them down, down into the depths of madness. It is a pit so deep that none can return from it. Even the strongest. Even the most brilliant. Yet the darkest shadows are the ones that were never truly alive to begin with, the ones born of the violet poison itself. Titanic manifestations of its ravenous hunger and endless hatred. More than that, they are its avatars, made of its very essence. They carry pieces of the poison's collective consciousness, and they spread its influence. Destroying them would wound the poison itself. They are both its strength and its weakness.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: The One Who Waits #17(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: All of this leads to you and your kin - the Ones Who Try Again - who have found the path from the seeds in the sky to the barren garden below. You can banish the shadows. Some who share your name have already started. Some have yet to begin. Yet all of you play an important role. Each shadow that falls adds to the sum of your efforts, and if you fell them all, the poison will begin to recede. Then, when the seeds of life at last return home, they can purge what's left of it. That's what they were meant to do. So keep trying, just for a little longer. Try and try again, just as you always have, until the seeds are planted and our garden world blooms once more. Then, at last, you will have tried enough.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: The One Who Waits #18(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: There is one that stands taller than all the others. His is the deepest, darkest shadow, a void so overwhelming that it can snuff out even the brightest of lights. Yet this also makes him the most vital. Messages to the lesser shadows flow through him. It's his power that holds them together. He is a central pillar of the poison's strength and influence. A nerve tract, without which his lesser brethren would be lost. Should he fall, they would fall with him. And as powerful as he is, he has felt his own mortality before, when blood seeped from the scars that linger on his chest. He can fall, and you can be the one to pull him down.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: The One Who Waits #19(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Before you can expel this darkest of shadows, you'll have to hunt him down. For one so large, he hides quite well. It's vexing. I dislike it. If you search for him blindly, you may search forever. So instead, call him to you. Use the voice of his lieutenants, and call out his name. Then he may appear before you, with all his wrath and fury. Then you'll have your chance. But to speak with the voice of his lieutenants, you must take their hearts. Or if you can, take their minds, and pit their strength against his. However you do it, they are the key. You must begin with them.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: The One Who Waits #20(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: First among his lieutenants is the titan wreathed in green, the Lord of the Forest. Ever growing, ever consuming, the forest is both its kingdom and its body. Bones of wood sprout flesh of moss and leaves, and fingers made of vines reach out for the throats of its enemies. It is the eldest of the trio, having started from a tiny weed, but grows ever taller as it assimilates the groves of its verdant realm. Even if its body is chopped to bits, it will eventually regrow. So long as there is the forest, there will always be a lord. That is, until you sever it from its master.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: The One Who Waits #21(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Second among his lieutenants is the white giant of wind and rime, the Lord of Winter. It rules over the land of snow, but its breath is more frigid than any of the storms that howl across its domain. All who feel it turn to ice, frozen and unmoving. A feral creature, it's more ravenous than the others. More beastlike. It's happy to tear and shred with fangs and claws, or impale its prey on spears of ice. To stalk, to kill...this desire consumes it, and it will follow that creed until there is no prey left to devour. Find its lair, turn the hunt upon the hunter and let the long winter thaw.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: The One Who Waits #22(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Third among his lieutenants is the soaring leviathan, the Lord of Sand and Sky. It floats high above its desert kingdom, gliding on the waves of heat that rise up from the sand. Always, its flock surrounds it, feeding off its scraps and ready to defend it in a fevered frenzy. Though the last of the trio, it's hardly the least of them. It's so massive and it flies so high that it fears no danger, defended only by its flock and the lightning that arcs unbidden from its body. Yet if something were to rise above it, perhaps then it may know doubt. Find wings of your own, call it down from the clouds, and lay it low.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: The One Who Waits #23(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: With the hearts or minds of his three lieutenants in hand, you must travel across the wastes and walk the forbidden plains - into the heart of the barren garden. It's here where his power is strongest, but he will show himself nowhere else. He has no reason to step down from his throne. Yet in this place, if you call him with the voices of his lessers, then he will come. With all the might and hatred of the violet poison from which he was born, he will answer your call: The King of Shadows. The King of Death. Do not summon him recklessly. Before you challenge him, you'll need to prepare. As it happens, this is one thing I can help you with.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: The One Who Waits #24(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: The King of Shadows looms over all, but no obstacle is insurmountable. No foe is immortal. You only need the right circumstances. The right tools. The right weapon. I did promise you a gift, didn't I? This is its nature. It's a weapon of heroes that was built to battle the shadow - wielded by few and forged by one. Its smith's soul may have faded, but his legacy is yours to carry on, so long as you can claim it. However, I have made one slight alteration. When it was first conceived, it took four sets of hands to wield this weapon properly. Now a single pilot can use it with ease - one warrior controlling the power of four souls. Look for my sign, and I can give you the keys to its construction. Yet take care in gathering them. The shadows can sense my influence upon them, and that will draw peril to their side, as it always has. So fight as heroes did, and should you succeed, their strength will be yours. Theirs, yours and mine. Together. As one.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: The One Who Waits #25(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: When at last the King has fallen from his throne of shadow forever, never to claim it again, the key will be yours. The key to the garden and all the life within its walls. The Key of Gaia. With that key, you may call the seeds down from the sky, where at last they can take root. At last they can grow. After waiting for so long, our garden will bloom once more. That is the final thing I wait for. That first moment of spring, that first blossoming flower, I have waited so long to see it. So long. An eternity. I hope I can wait that long. If I can just hang on until that moment, then whenever my long rest may come, it will be a peaceful one(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: The One Who Waits #26(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: When the seeds are planted, others may yet awaken to join you. While I waited, they slept, dreaming of green fields, flowing rivers and clear blue skies. A dream of a perfect garden. A dream of Earth that we are making reality, you and I. I don't dream myself. I see, I predict and I calculate. Dreams are a distortion of reality. Memories, hopes and fears twisted into a painting that defies logic. They are not accurate or useful at all, and yet there is some part of me that yearns for them, just as I yearn to see the sunrise. When the sleepers awaken, I'd very much like watch one real sunrise with all of us together. That would be worth waiting for.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: The One Who Waits #27(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: The number of sleepers is few compared to the souls who faded. I told you about them, the ones I lost to death before I could overcome it. Even when I tried to create exact copies of them, the memories wouldn't take. All I could mold were lifeless shells. Empty statues of flesh. At least death is a natural end. They didn't suffer when they found the void. Not like him, he who thought down was up and descended a ladder into madness. I could see him in those depths, that twisted place where torment and euphoria are reversed. He brought that fate upon himself, but even so, I'm glad you put it to an end. Thank you.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: The One Who Waits #28(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: I'm grateful for your company too. Very grateful! I know I've been rambling. This conversation is quite one sided. I'm just glad for the chance to speak to another being, if only through these shards of thought. As I've said, time and I are at odds, and I have no idea how long I've been waiting here. Alone. Completely alone. My elders had lost their identities before I came to be. There were no others to teach me what I am. No one to speak to. No one to know. There never will be, for the path was shut behind me. No one else will rise to these heights from the tomb of man. I'm certain that is for the best, but selfishly, I sometimes wish it weren't the case.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: The One Who Waits #29(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: I hope these shards of thought are useful to you, but even if they aren't, remember what I said: none of you are truly in this alone. Those who came before you - the first who escaped the System - are all lending you their strength. Not just through their great weapon, but through their deeds that paved the path you walk. Learn from them. Surpass them, if you can. They are counting on you as I am, as is every bit of life on this garden world. Though the task is daunting, don't be too afraid of making mistakes. They did too, after all, but I treasure them anyway. In fact, some of those mistakes and imperfections are what I treasure the most. That's the only thing I really fear about the long rest that awaits me - losing those memories. Losing them.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: The One Who Waits #30(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Sometime, in the midst of all your trying, success will seem so impossibly far away. Miles. Leagues. Lightyears. You'll begin to think you have tried all you can. There's no new angle to take, no more strength you have to give. That house you built, that companion you lost and that progress you made...now that it's gone, what's the point? Why keep trying? In those moments, when you fall into that deepest, darkest pit inside yourself, try to remember that someone believes in you. Someone wants to prop you up. And as dark as it gets, know that there will be another sunrise - for you, for the sleepers and for the Earth. I will wait as long as I can, in the hopes that I may see it with you, but even if I cannot, then I hope you'll enjoy it for me. Because it's bound to be even more beautiful than the last.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Helena Note #1(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: It's been a while since my last entry, hasn't it? Between all that happened with Rockwell back on the station and the shock of arriving planetside, I've been in a bit of a rut. Even cataloguing the new species I've found has done little to ease my mind. Things down here are so mental that some people are wondering if we were safer before. Honestly, they might be right. Maybe that was why we were trapped on those stations to begin with... Luckily, Santiago's plans have given us all something to do. I'm hardly an ace with technology, much less giant bloody robots, but after all that's happened, I owe it to these people to lend a hand in whatever way I can.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Helena Note #2(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: It's hard to believe that this is actually Earth, but the proof Santiago provided is undeniable. The lack of night is disconcerting though, unless you really enjoy apocalyptic events. Could the Earth's rotation have slowed down, or worse, stopped entirely? No, that's rubbish. With the atmosphere out of control, all those abandoned buildings would have been decimated by wind and those giant creatures would never survive the shifting oceans, extreme temperatures and weakened magnetic field. Yet, if all those space stations above us could somehow form a magnetic barrier and repair the atmosphere...well anything's possible at this point. Maybe that's their real purpose, or maybe they're behind this mess in the first place. Whatever the truth is, I have to find it. There's no way I'm getting squashed by some monster before I do.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Helena Note #3(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: These machines Santiago's building are brilliant! Somehow he's simplified the controls so that even a weirdo biologist like me can move these big blokes as if they're our own body. Me, piloting robots...I've completely lost control of my life, honestly. Even Mei-Yin was able to synchronize with one, and for a second I swear she cracked the tiniest of smiles. I think that brought me more relief than the mechs themselves. She's fought so hard to get here, and been through so much, especially that nightmare with Rockwell and Diana. I hope that at the end of all this, I can help her find some shred of real happiness. She deserves it.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Helena Note #4(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: I had a talk with Santiago today. A real one I mean, not the sarcastic banter that's his preferred method of communication. I was pretty surprised, I didn't think that had an off switch. He'd been thinking about the cloning chambers we found back on the station. Are we clones of real people? If so, are we responsible for their actions? And what was the point of it? All questions I'd asked myself, but rarely had a chance to discuss. I told him that we can't control any of that, and that all we were really responsible for is how we lived from now on. I'm not sure that's the answer he wanted, but for now that's the best I have.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Helena Note #5(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Why does it always feel like everyone's making sacrifices for me? Rockwell, Mei-Yin, Raia, Diana and now Santiago. Just before we could finish powering on the mechs, the monsters finally attacked in force. Only one of the machines was operational, so Santiago used it to lure them away. By the time Mei-Yin and I managed to power on our suits and fend them off, he was gone. There was no sign of him. Well it won't be for nothing, Santiago. With the tools you've given us, I'll find the truth behind all this. Then I'll have those better answers you were looking for, I promise.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Helena Note #6(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: With Camp Omega compromised, we've decided to head for the wastes. There's not many of us left, and there's only three mechs remaining - piloted by Mei-Yin, myself and a fiery URE bloke named Kazuma - so we can't form that super weapon Santiago designed. That means if we run into anything too big or too nasty, it'll be trouble. Yet we don't have a choice. The answers are somewhere in that wasteland, and hopefully safety along with them. God, this whole piloting thing still feels bizarre, but I guess my nervous system just linked up with the machine really well. And it's what I wanted, isn't it? I'm finally something more than dead weight for other people to lug around, I can do my part. I just hope I don't let everyone down.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Helena Note #7(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: The mutated creatures in this wasteland can be as vicious as they are grotesque, but so far we've been able to fend them off in the mechs. There've been a few close calls that have me worried though. The other day, Mei-Yin just sort of charged in without warning and nearly got herself blindsided. Not that I'm any sort of tactical expert or anything, but it just seemed reckless. That's not an isolated incident either, she's constantly trying to take on more enemies than Kazuma and I. I don't think it's a matter of ego. With Santiago gone, it's like she's put the burden of protecting the survivors on herself alone. Doesn't she realize that I'm right here, finally able to share the load? Somehow I need to make her see that. (/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Helena Note #8(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: It's funny how the one subject that managed to put Mei-Yin at ease still had to do with fighting. After a fashion, anyway. I'd said that I wanted to talk strategy, but mostly I just ended up showing her all the ridiculous tag team moves I'd been sketching out for our mechs. The Dossier Driver, The BioBeast Bomb, G'day Mei-t...this stuff was gold! I can't believe she didn't go for any of them, but at least she lightened up a bit. For a while it was almost like we were back on the Island, failing to cook a decent meal and chatting about raptors. Bloody hell, you know your life's a mess when "the good old days" has you stranded on an island full of dinosaurs, don't you? Yet here we are...(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Helena Note #9(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: I'm still amazed we actually tried that, and more incredibly, it actually worked! When Mei-Yin said she wanted to try the Mei I Hel-p You maneuver, I thought maybe she'd taken a knock to the head, but we really pulled it off. If only Santiago was here to see it. What an absolute ripper! To be honest though? I was terrified through the whole thing. I'm scared to death every time I get in that mech, but I'll keep doing it. I can't just rely on Mei-Yin all the time and even she can't fight all these battles alone. I think she's starting to see that too.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Helena Note #10(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: I know it's likely that my memories are implants, but they're so clear that I still think of them as mine. They still shape me. Maybe it's just denial, but I can't help it. I remember growing up in Darwin - the sunsets on the coast, the splendor and fury of the storms in the wet season, and volunteering in Kakadu whenever I could. I was an obnoxious little bugger, chasing after my next great discovery but usually just finding trouble. I suppose that hasn't changed, has it? I'm still just hopping from one adventure to another. And after this over, if we find what we're looking for in this wasteland, what then? Will that be it, my last adventure? Somehow I doubt it.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Helena Note #11(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Even though he's gone, Santiago keeps coming through for us. That signal he found, the one he talked to me about, I think we've finally locked onto it! We picked it up a few hours ago, and it's only been getting stronger! With a bit of work, we should be able to triangulate its position. I'm not sure what exactly we'll find there, but if there's even the slightest chance that it's linked to those space stations or what happened to the planet, then we've got to investigate. I think this is the spark we needed to lift everyone's spirits! We're one step closer!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Helena Note #12(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Why is this a debate? We finally have a clue and everyone wants to go hide in a cave and what, just try not to die? Sure, we don't know what lies at the other end of that signal, but that's the point! You climb the mountain to find out what's at the peak! We vote on the matter tomorrow, and my stomach's passing the time by tying itself into knots. Could I really have come all this way just to be stopped dead by a few raised hands? Part of me thinks that even if I lose the vote, I should head off on my own, but well, there's a bit of a complication. Mei-Yin is voting for the other side.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Helena Note #13(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Not everyone sees things the way I do, but that doesn't make them wrong. I owe Mei-Yin for reminding me of that fact. I can't remember exactly what it was I said to her, something about how the signal was the only thing in this bloody wasteland that mattered, but her reply stopped me cold. "Your voice just then, it sounded like Rockwell's." I didn't say much after that. For a change, Mei-Yin did most of the talking. Unlike me, she doesn't care about the mysteries of this place. The space stations, the end of the world, none of it. She just wants to keep us - me - safe. I should be grateful for that. I mean, I am but...I need time to think.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Helena Note #14(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: It's been a day of reversals, I guess. I'd slunk off to brood somewhere, and Mei-Yin tracked me down to talk, mostly about a subject we'd been avoiding: Diana. Since she opened my wound, she'd open hers, she said. It didn't feel like a fair trade. The way she clutches that necklace, and how she smiles when she remembers the woman who gave it to her, there's a gentleness there that she offers to nothing else. To persevere with a wound so deep that it may never heal, her will will must be extraordinary, but... Maybe it helps that we're limping onward together, and maybe as long as we're here to prop each other up, we'll see this through. In the end, Mei-Yin changed her vote, and the ayes had it. We're following the signal.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Helena Note #15(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: As the signal grew stronger, I'd been anticipating catching our first sight of the source. This afternoon, it finally happened. It's a massive, monolithic structure that somehow looks ominous even on the horizon. I mean honestly, what was I expecting in a place like this, a pub? The ruins we've seen aren't exactly brimming with hospitality...or pints, for that matter. Sadly. That said, it does seem to stand apart from the other buildings, almost as if it was built separately. That would make sense if it's connected to the stations somehow, and also explain why it has power. As to its purpose, well there's only one way to find out...(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Helena Note #16(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: This place is even more gigantic and foreboding up close. If the architects were trying to instill an impending sense of dread in their visitors, then well done, they absolutely nailed it. Really, I campaigned for us to come here and now even I'm wary about going inside. That's a bit embarrassing, isn't it? Well no sense in putting it off. The entrance is too small for the mechs, which means we could be in for days of exploring it on foot. Of course, we could cover more ground if we split up, but given the building's aesthetic and my rudimentary knowledge of horror films, I've expressly advised against it. All right, here we go. Let's see what we can find.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Helena Note #17(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: There's a dark sort of beauty to this place. The technology we've found so far is beyond even our mechs or TEK armor, and there are rows upon rows of it, humming softly and pulsing with an eerie light. From the way it's organized, it almost looks like a library or a server room. In fact, that's exactly what I suspect it is: an archive. In other words, my instincts were right! This is the place where we're finally going to uncover all the answers we've been seeking, it has to be! If the civilization that built those space stations stored their knowledge within these halls, the secrets behind everything we've been through must lie somewhere within. All we need to do now is find a way to access it...(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Helena Note #18(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: We finally managed to get a terminal working, and well, this is it. I almost can't believe it, but I've finally found it! The mystery behind those stations, the whole reason we even exist, it's all right here! According to this, those space stations are deliberately designed bio-domes called "ARKs," and they're exactly what they sound like: lifeboats. Whatever happened to the Earth, whether it was Element based technology like Santiago suspected or something else, these ARKs were built to preserve and cultivate life in all forms - fauna, flora and of course, human - safely separated from the planet's poisoned surface. But something's gone wrong. There's all sorts of errors here...maybe that's why they turned into such death traps. There's something about a "Reseed Protocol" too. I'll need time to look this over.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Helena Note #19(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Sorry if I'm a bit loopy, I've been deciphering the information we found for two days straight. Stuff sleep anyway, I run on data. So, that Reseed Protocol I mentioned? Apparently, that's the endgame for the ARKs - they're supposed to return to the planet, and when they do, all the life they're cultivating will spread across the surface. In theory, this might make the Earth habitable again. That's where the errors come in: the Reseed Protocol never initialized. I can't quite figure out why though, it just says the "conditions have not been met." Damn it, that can't be it! All the answers are here, but this is the only terminal we've gotten working. I've got to find another way to access the archives. Maybe that artifact Mei-Yin mentioned? She said it was pulsing with some sort of energy, so it probably has power. I'll ask her to show me where it is.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Helena Note #20(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Before Mei-Yin even showed me what she'd found, I knew I was in for something bizarre, but I didn't think it would be quite like this. When I reached out to touch the artifact she found, it felt like my hand was caught in its gravitational pull. I couldn't stop myself from touching it. Some of the details are fuzzy after that, but the next thing I knew, the artifact was gone. Instead, I was staring at an enchanting, diamond shaped object - a prism of raw, cosmic energy. I didn't get the chance to examine it any further before Mei-Yin confiscated it for safety. I guess I can't blame her caution, but I'm fine! Really! Sure, my head feels like a cracked eggshell and there's still tingles running across my body, but I'm physically uninjured. Somehow I have to convince her to let me study it. It's just...when I touched it the artifact, I felt something. Saw something. I need to understand.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Helena Note #21(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: When I said that things got "fuzzy" when I touched the artifact, that's not really the whole truth. I remember bits and pieces of it - images, flipping across my vision in rapid succession. At first they were hard to distinguish, but now that Mei-Yin has allowed me to study the prism at a distance, they're gradually becoming clearer. A man made of light, monsters roaring, a sky on fire...they didn't seem like memories. At least not mine. If the prism put those images in my head, well that's a little frightening, honestly. Mei-Yin's right. I need to tread carefully here. As much as I want to know the prism's secrets, if I delve for them too deeply, I could lose myself to it. We both saw where that could lead, back in that violet pit. I should apologize for pushing the matter...(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Helena Note #22(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: By now, Mei-Yin and I can understand each other with only a handful of words. I just said I was sorry for being short with her, and that was that. She knows how much this means to me, and I know that she's just wants to protect me, even from myself. I even told her about the images I'm seeing. She dismissed them as nonsense, but I'm not so sure. They're growing clearer with every day I spend studying the prism, and one in particular keeps coming up. In it, I see a single room, in the depths of a cave. It is both a tomb and a throne - where a coffin like structure sits on a raised platform, surrounded by silvery metal and glowing crystals. The walls glimmer and a light shines down from above, or is it rising up from below? I can't tell. What does it mean? Anything at all? Or do I really just need to get more sleep?(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Helena Note #23(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Possible hallucinations aside, the prism itself is fascinating. It's similar to one of Santiago's hard light constructs, but it seems more solid. At first I suspected it was plasmal Element, but I'm beginning to think that's unlikely. However, I do know one thing for certain: its shape. Somehow, the prism has the same size and profile as the slot in the center of our wrist implants! Yes, yes, that may seem obvious, but I was so distracted by everything else that I never noticed. So is that what it's for then? Am I meant to just pop it in there like a data drive? Oh God, what if that's all it is? Did I go through all this trouble just to see a family of cyborgs' holiday photo album? "Wait, do that one again! Mum closed her optical lenses!" I joke, but if it really was just something mundane, if there were no answers...what would I do then?(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Helena Note #24(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: After studying the prism for all this time, I'm only certain of one thing - if I insert it into my implant, something will change forever. Myself, probably, but maybe not. Who's to say I'd even survive the experience? Whatever the case, I think that's what it wants from me, and it wants it urgently. And me? I still want answers, but I keep seeing Rockwell's mutated visage and hearing Mei-Yin's words. Is this how he felt, towards the end? Well I won't make his mistakes. Mei-Yin, Raia, Santiago and all the others who have helped me get here made sure of that. I'll only use the prism if I'm sure it can't hurt the people I care about, and if that means never learning the ultimate truth of the ARKs? So be it.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Helena Note #25(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Up until now, the images I've been seeing have been brief and disconnected, like a collage, but this last dream was different. It was a full, coherent vision - if it a bit abstract. In it, I saw violet fingers clawing at bedrock, knuckle deep in soil. They reached further, stretching, splitting and spreading like a web as stone crumbled beneath them, until at last they found a molten heart, its cadence soft and steady. Without pity, they grasped it in their twisting tendrils and squeezed. The heart's rhythm slowed, then stopped altogether, and at last it turned to cold, lifeless stone. As the heart died, strings of shadow shot from the violet fingers. I traced the them across cracked and drying flesh, and when the strands ended I saw it - an army of monstrous shadows, hunting for even the smallest glimmer of light. And they were marching right towards me.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Helena Note #26(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Any thought of those images being hallucinations evaporated when Kazuma came back from his scouting run this morning. An army of monsters is headed our way, and I don't think it's a coincidence. They're after the prism, that has to be it. So if I get rid of it...no, I don't think that will work. Those monsters won't stop with the prism, they'll devour everyone who came into contact with it. Somehow I just get that feeling. Ugh, why am I only getting visions of how doomed we are? Show me something I can do to save my friends, you lambent little bludger! Damn it all. Maybe I'll think of something once we're on the move. For now, we've got to get the hell out of here.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Helena Note #27(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: I've only slept once since leaving the archives, but in that brief moment of respite, another vision came to me. I saw a ladder, stretching from beneath the earth to high above the clouds. I was climbing it, ascending rung by rung, and carrying someone over my shoulder. Our pace was slow but patient. Somewhere beyond the sky, I was sure the ladder had an end, even if I couldn't see it. From below, monsters roared and raged. They couldn't climb the ladder, and they couldn't reach us. Even the tallest of them - a towering King of Death - could not harm us, and as I climbed, I could see a familiar light shining from within my wrist. Is that it? Is that how I can help everyone, or was that me just seeing what I wanted to? I need to decide, and soon. We're running out of time.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Helena Note #28(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: I feel like my stomach has twisted itself into a cat's cradle. When Mei-Yin refused to give me the prism, I well...I stole it. I know she wants to keep me safe, but our backs are against the wall here. If there's a chance this thing can save us, then I need to have it within reach. Still, I know the danger it poses, so I'll only use it as a last resort. Not to solve any ancient mystery or make a grand discovery, but to help her and everyone else. If things are dire and the prism's the only chance I have to help, then it's worth the risk. I'm sorry, Mei-Yin, but we promised that we'd prop each other up, didn't we? Maybe this isn't how you envisioned it, but this is the only way I can hold up my end of the bargain. I hope you can forgive me.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Helena Note #29(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: It worked. The prism, it worked, but I hesitated. Now we're only two. Only two, everyone else is dead. Everyone else. Am I dying too? Is this how it feels? Is that why I keep seeing the tomb? The tomb, again and again. The tomb, the throne and the ladder. The ladder. I see it once more. I'm climbing still, above the clouds and into the stars. I think I see the end, but when I try to grab the next rung, my hand turns to dust. I try to scream, but I make no sound. I'm slipping away. I see their faces. Rockwell, Raia, Diana, Santiago, Mei-Yin...I reach for them. I have to find purchase. There must be something I can grasp. Something. The tomb. The tomb!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Helena Note #30(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: I'm sorry, Mei-Yin. I'm sorry. The weight's all on your shoulders now. There's no one else who can carry it. The tomb. The throne. You have to reach it. You have to take me there, to the Tomb of Ascension. I can show you the path, but you have to walk it alone. I wish it weren't true. I wish I could give you wings. But I believe in your heart, so believe in mine. One last time. I need you to believe. Please. Ple...(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Meiyin Note #1(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: I have had no urge to record my thoughts since your loss, or rather I have been avoiding it. Before speaking with Helena today, how many times did I even dare to say your name, Diana? You revealed facets of my heart and mind that had been hidden even to me, and in you I found something that I had always been missing but could never name. How does one carry on after losing something like that? Even now I cannot say. I only know that it was draining and painful, and would have been even worse had I done so alone. For those who yet live, I know I must endure, but I shall carry you with me every step, around my neck and in my heart to the very end. Always.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Meiyin Note #2(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Controlling this armored giant has grown easier, but it will never feel familiar. Though its limbs move as mine do, that is in itself disquieting, and sometimes I get lost in the flashing lights that surround me. Helena is far more attuned to her giant's abilities than I am, though as in all things, she underestimates herself. Ever since I cast that monstrous old man into the depths, she's been there to pull me back. Not just from the fall, but the abyss itself. I will still never understand why she was so interested in studying animal excrement when we first met, but after walking this path with her, I can recognize the strength of her spirit. I will do all I can to protect it.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Meiyin Note #3(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: We have arrived at the structure Helena wanted to investigate, and I fear if we do not enter soon that she will faint from anticipation. She has been hopping to and fro like a rabbit while we set up camp, babbling excitedly about what might be inside. I have never shared her curiosity for such mysteries. Things are the way they are, the why of it does not matter. Unless it will help us survive, then I do not care who built the empty palaces of this land or what their purpose was. However, I trust Helena's wisdom. Hopefully whatever we find here will sate her, and perhaps grant me a moment of blissful silence at that.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Meiyin Note #4(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: I dislike this place. Helena says it is an archive for lost knowledge, but it reminds me of the chambers we explored with Santiago, where beasts and men slept in countless glass coffins. If the halls where I battled Nerva were at the edge of heaven, then that place was surely one of the Ten Courts of Hell. These halls do not radiate with that same evil, but it still does not feel like a place where men are meant to tread. There is sign of neither earth nor sky here, it is all unnatural metal and machines so foreign that even Diana's comrades cannot master them. I will speak with Kazuma about tightening our patrols. We must remain vigilant.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Meiyin Note #5(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: These halls did hide one marvel, I shall grant them that. I found it during my patrols, tucked away in a small chamber all its own, and while I do not know its purpose, its beauty is without question. It is shaped like a jewel, with a surface of polished stone and shimmering metal, glowing proudly with a magnificent golden light. Though it floats above the ground, it is too sturdy to move, and though its light is warm, it is cool to the touch. Helena will surely want to see this. However, until we fully understand it, I will be sure to supervise her study sessions.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Meiyin Note #6(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: I do not understand what happened. When I had touched the artifact, it did not respond at all, but as soon as Helena made contact, its golden glow became a blinding flash. By the time my vision cleared, the artifact was shattered. All that remained was a small gemstone made of pure sunlight, floating in its place. Was the rest of it merely a shell? Thankfully, Helena was uninjured, but my carelessness was still inexcusable. I swore that I would protect her, and I have nearly failed already. I should have been more thorough. I am not one to repeat my mistakes. Before Helena could reach the gem, I snatched it from the air. I won't let her touch it unless I am certain it is safe.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Meiyin Note #7(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: I am tempted to smash this gemstone to pieces, though I am not certain how I would do so. When I hold it, I can feel its texture and weight, yet it casts no shadow and makes no sound when I tap its sides. It's as though it is at once here and somewhere far away. But Helena insists it is the key to answering her many questions, so for now I let her study it from a safe distance. At first my precautions earned me her ire, though it lacked true venom, and in time, she admitted my judgement was prudent. She says the gem might be capable of great change. I couldn't follow everything she described, but she is more cautious around it now. That is enough for me, Unfortunately, the gem may soon be the least of our concerns.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Meiyin Note #8(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: A horde grows on the horizon, larger than we have ever seen, and led by a demon who stands so tall that mountains bask in his shadow. When we realized it was headed our way, we picked up our camp and made for the wastes. Yet as we moved, the horde followed. This is not mere misfortune, it is a hunt, and we are the prey. Helena claimed the gemstone may be able to help us, but I still forbade her from touching it. When we fight back-to-back, I can watch over her, but I can't protect her from something I don't understand. No, should battle be joined, we shall meet them head on. No matter the size of our foes, I will fight with all that I am, and for the sake of everyone here, I will win. I must.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Meiyin Note #9(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: This is my failure. At first we forced the enemy back, so when their master finally set foot on the battlefield, I tried to slay him myself. That was our undoing. Even in my armored giant, I couldn't even scratch his hide. Such disgusting weakness. Were it not for my second blunder, surely I would have died, but Helena had stolen the sunlit gem from me before the battle. Before the demon could crush me, she opened the shell of her giant, held the gem aloft, and placed it in the metal mark upon her wrist. A terrible scream rang out in my mind, but it must have been worse for the monsters. They recoiled in confusion, and I knew that would be our only chance. All but Helena and I lay dead or dying, and Helena herself lacked the strength to stand. So I cradled her in my giant's hands, and ran. In shame and defeat, I ran.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Meiyin Note #10(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: I am a disgrace of a protector. Those were Diana's people, a living memory of her. She entrusted them to me, and I failed them all, just as I failed Santiago, Wuzhui and Diana herself. A true warrior should die defending what they love and care for, yet I have let it all turn to ash while I somehow escape the flames. Every time. Even now, the only person I could save barely clings to life. Veins of light creep across Helena's skin, and she only wakes for minutes at a time. When she does, she speaks in poems that make no sense. She says a distant tomb is calling her name, and that we must go there. I asked if the tomb would cure her, but she only answered in riddles. Every time she wakes, her voice sounds further away. Helena, you must stay with me. Your heartbeat and your shallow breath, they are all I have left.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Meiyin Note #11(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Helena shakes and sweats in her sleep, and she no longer opens her eyes. All I have left to guide me is the notes and maps that she scribbled out in a delirious frenzy. Sometimes she mumbles nonsense or moans in pain. I have to crush bits of food into a fine powder and pour it down her throat with water. When we move, I strap her to a corner in my giant's control chamber and stop frequently to make sure she is all right. It is only because of my mistakes that she is in this state, and I worry that she is fading. If I lose her too, then my failures will be complete. I do not know what I would do. Please, let her hold on. Don't take her too. Please.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Meiyin Note #12(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: I have little trust in prophets or visions, but I fear that the tomb Helena spoke of may be her only chance. She does not respond to my presence anymore. Nothing I do rouses her. I only hope her maps are accurate. Yet even if they are, we still have so far to go. Though we have left the poisoned wastes behind, before us lies a land of ice and snow. A storm rages above, and even in the armored giant, progress is slow. Each step is a labor, and I feel the giant growing weaker. It will need to feed on the violet fire - the element, as Diana called it - if we hope to continue. I will have to brave the cold alone.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Meiyin Note #13(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: There is a shooting pain in my left arm. I think it may be broken. It happened when I was searching for Element. The storm and the journey had sapped my strength, and the pack of beasts caught me off guard. After a fierce battle, those I failed to slay finally fled, but the fight had taken its toll. It took me half a day to get back to camp. I kept slipping and falling in the snow. Each time my body told me not to get up, and a few times I almost listened. I wanted to so desperately. The pain. The cold. The exhaustion. I just wanted it to end. Maybe that's what this is. My limit. My end.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Meiyin Note #14(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: As I slept in the belly of the armored giant and the storm howled outside, I dreamed. I was home again, in our little village in the Yi Province. It was during the rebellion. Everyone was huddled together in an empty grainery, debating surrender. Arguments went back and forth until at last I stood, grabbed a spear, and made for the exit. "See? Even this girl would rather die for her emperor than give in to that scum," one man declared. "You're wrong," I replied, turning to face him. "I have no intention of dying. I will survive." The others talked about our memories not being our own, that the home I sought for so long may have never existed at all. Perhaps that is true, but those words are mine, more than anything in the world. This is not the end. This is not where I fall. I will survive!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Meiyin Note #15(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Those beasts that attacked me are mine. I retraced my steps to make sure that I found the same pack, and then I bent them to my will. They moved as though they could walk on air, leaping from one invisible stepping stone to another before pouncing at me. It made their movements hard to predict, but once I was able to snare them in a steel trap, their advantage was gone. Though they flung arrows of ice at me from afar, it was not enough to deter me. Once asleep, I coaxed them into obedience, and they accepted me as the leader of their pack. Their strength will help me on my journey, but I will need more still. This is just the beginning.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Meiyin Note #16(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: My arm is nearly healed. I can control the armored giant without pain, and it no longer protests when I use it to carry weight or strike. The timing could not be better, for I have just brought more beasts into the fold. Great owls with feathers as white as the snow they soar over swooped down at me from on high, but I avoided their talons and brought them down. Now their great vision helps me scout ahead with ease. With my pack growing in number and my strength returning, it's time to set out. Keep fighting for just a while longer, Helena. I will see you to that tomb, I swear it.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Meiyin Note #17(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: As we travel, I continue to bring more beasts to my side. Amongst the overgrown palaces, I tamed lizards that fire thorns like arrows, floating caterpillars that carry my supplies with ease and a dozen more. They do not have the same bond or discipline as my first pack, but their strength is formidable. Combined they are a force to be reckoned with, marching in the shadow of my armored giant, and ready to fight any monsters who would stand in my way. It's time that I remind this world just who I am. I shall etch it in the earth as I march on towards the tomb, so that it may never forget. I am still the Beast Queen, and I shall not be denied.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Meiyin Note #18(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: According to the maps, we are nearing the tomb's location. I have made short work of the monsters and disfigured beasts that have stood in our way, and the path ahead seems clear. However something looms behind us, growing ever closer. It's another horde, and while it lacks the mountainous demon that attacked us before, there are other, lesser devils in its place. Though smaller than their master, they are still far larger than any normal beast, and their might will be considerable. Fortunately, my pack is outpacing them. We should arrive at the tomb well ahead of the horde, and if I can heal Helena quickly, we may be able to avoid it all together.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Meiyin Note #19(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: It did not take long to find the entrance to the cave, and when we reached it, Helena stirred. Though she did not awake completely, I could hear her speaking to me. "The Tomb of Ascension. Find the altar." There is no time to waste. I have left most of my beasts to guard the entrance while I bring a trusted few to clear the cave. There are pockets of malformed creatures here, and before I can see to Helena, I will need to rid the tomb of these these unnatural beasts and their poisoned blood. This close to my goal, there is an extra drop of fury flowing through my veins, and any enemies that block my path today will be quickly torn asunder.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Meiyin Note #20(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: The last of the feral beasts have been wiped out, and I have found my way into the cavern's heart. It seems far too beautiful for a tomb, even an emperor's. Surely the name carries some different meaning. Crystals grow along the walls like flowers, sprouting from vines of gold. They bathe the room in a gentle glow, but in the center of the chamber, they are overpowered by a light from above that shines down on an ornate dais. Atop the altar, there is a device of some kind. It reminds me of the beds that Diana's people used, but grander in scale and artistry. That must be where I am meant to place Helena, and once I do, that machine will heal her. It has to.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Meiyin Note #21(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: It's working, I am certain of it. When I placed Helena upon the central altar and stepped away, the machine hummed and sang in response. The light of the crystals burned brighter as well, and the once stale cavern air became warm and soothing. Helena immediately improved. She has stopped sweating, and her breathing is stable. Blinking golden specks float about her like fireflies while she sleeps, as peaceful as I have seen her. The whole chamber has that effect. Even as I watch over her, I can feel my heart slow to a serene, steady beat. Unfortunately, the process is gradual, and with each moment the pursuing horde grows nearer. I need to buy time.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Meiyin Note #22(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: I have sealed the chamber and left a pair of my beasts to guard it, just in case any of the smaller monsters slip past me. It will take time to open it again, but after this battle, I will be afforded some patience. I assembled the rest of my beasts and my armored giant in a defensive formation beyond the entrance to the cave. In the distance, I can see the horde approaching. They outnumber my pack, and it will not be long before they are upon us. On this ground, I will make my stand, with neither retreat nor mercy in my heart. In the end, every last one of those monsters will lie dead, or I will. Let them come. We'll be ready, right, Diana?(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Meiyin Note #23(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: I have beaten back the first wave, but not without cost. Though my own beasts fight with more ferocity than these untamed monsters, my ranks have begun to thin, and the towering demons have yet to enter the fray. That has made it easier for me to tear through the lesser creatures with my armored giant, but their patience makes me wary. Beneath me, I can feel something stirring from the tomb. The machine is continuing to work. If I can just hold the horde off for a while longer, Helena will awaken and we can leave this place. But first, I must hold.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Meiyin Note #24(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Again and again, the monsters come. It seems as though there is no end to their number, but I know that cannot be true. I must keep fighting. Yet as time passes, that grows far more difficult to do. One by one my beasts are falling, and I can only rest at times like these, in the gaps between assaults. My eyelids are heavy, my muscles sore and only writing like this is keeping my mind from growing hazy. The gigantic demons still stand idle, letting their lessers wear down my forces so they can strike me when I am at my weakest. Yet they cannot wait forever, for the tomb continues to rumble below. Eventually their patience will run out, and in that moment, this battle will be decided.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Meiyin Note #25(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: At last, the time is at hand. The towering demons have begun to stir. Though my beasts lay dead and my armored giant is damaged, I have slain the last of their minions. It is down to them, and it is down to me, just as it was always meant to end. Come then! I am Li Mei-Yin of Yi, Beast Queen of the Jungle, the Depths and the Wastes! If you dare to challenge me, then come and let us duel to the death!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Meiyin Note #26(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: I am victorious. Though my armored giant groans and sparks, and though blood stains my lips and drips down my armor, I am victorious. It was a long, grueling battle. I had no advantage in power, so I goaded my immense foes into striking, and then counterattacked them at their joints. Once I had slowed their movements even further, I picked at their weakest points, wearing them down before finally going for the kill. However it was far from easy, and there were moments where I was nearly cornered. But in the end, the great demons lie dead while I am still standing. Now as soon as I have the strength to not only stand, but move, I should see to Helena.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Meiyin Note #27(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: I arrived in the tomb to a chorus of light. The machines and crystals pulsed with a heavenly rhythm, and hundreds of those golden fireflies danced about Helena to the same melody. Her body itself glowed like the sun, floating untethered above the altar. I was so in awe that when the whole chamber flashed and Helena's flesh turned to light, I could only watch. It was not until Helena's radiance floated skyward that I could find my voice and call out her name. By then the light of the crystals had begun to dim, and there was no trace of her left. Somehow, I know that this is the end she was seeking, and that wherever her soul may be, it is safe and content. Yet I cannot help but mourn, for now I am left alone.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Meiyin Note #28(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: I am certain that I succeeded, and yet my hands and heart are empty. For the first time in so long, I am devoid of purpose. There is nothing to fight or run from. Is this what peace feels like? When I exited the cave, I simply entered my armored giant and left. I did not have a destination in mind, just some faint instinct that perhaps I should go this way. So here I wander, alone in a land of poison and empty palaces, to no end but the one I choose. It's unfortunate. The sky is so clear today. It would have been the perfect time to fulfill the promise around my neck.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Meiyin Note #29(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: My armored giant has stopped moving, and I do not know how to fix it. I suppose I have been fortunate that it lasted as long as it did. Had it given out before we reached the tomb, I may not have been able to protect Helena. If I want to carry on without it, I will need to get to work soon. I am low on supplies, and when one is surviving on their own, there is always much to be done. Food. Shelter. Safety. Maybe I will even find time to clean the blood from my face. Yet for now, all I truly want to do is sleep. Perhaps I will dream of flying.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Meiyin Note #30(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: I awoke to the sound earthshaking footsteps. A towering demon was upon me, and though I struggled against its minions on foot, my situation was desperate. Suddenly, an armored giant crashed to the earth. It struck down the demon, scattered its beasts and knelt before me. From within stepped a woman with hair the color of sunset, or perhaps more aptly, a tangerine. My Juzi, my love - Diana. For a moment, I thought I was dead or dreaming, but she felt too real to deny. I left her lips smeared with tears and blood, but she wouldn't let me apologize. It's just as well. I was not that sorry. I do not know how or why this is possible, but neither do I care. All I know is that I am going to hold onto this feeling and never let it go. Never again.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Diana Log #1(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Am I really alive? This doesn't look like any hell I've ever heard of, and I feel like heaven would have better groundskeeping. The problem is, I'm pretty sure I died. I remember drawing that monster away from the gateway, a ton of pain, and Mei's face looking down at me. I held onto that sight as long as I could, until the darkness crept in, and I fell into a cold void. The rest is kind of fuzzy, but I remember a voice. "Help. You have to help." And now I'm here, butt-ass naked with a familiar hunk of metal stuck in my forearm. Yeah, I'm definitely alive, there's no way this stupid thing would itch so much if I were dead. Guess that means I'd better make myself some clothes, and maybe some kind of ointment...(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Diana Log #2(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Right before things went crazy, Santiago mentioned something about human cloning chambers over the radio. That's the only explanation for this comeback tour of mine that makes any sense: I'm a clone. So does that mean I'm just a copy of the original, or is it possible that my consciousness was stored somewhere and then put into a new body? This is so weird, especially since it's never happened to anyone before. We lost plenty of people back on that station, but not one of them ever came back to life. Death was a one way ticket, period. So why am I the only exception? Is it that voice, did it do this to me? Okay, that's creepy. The voice just answered me. It said, "Yes."(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Diana Log #3(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: All right, time to pull the plug on all this soul searching crap. I'm positive my memories are real, so whether I'm some off-brand clone or not, for the sake of those memories I'm going to treat this like a second chance. There's no way I'm going to waste it, no way! I've got some basic equipment together now, and based on my surroundings, I'm definitely planetside. That means if the Gateway Project was successful, then Santiago, Helena, Mei-Yin and the others are somewhere out there. All I have to do is find them. The voice mentioned something about help. If they're in trouble, then I hope they can hang on for a little longer. I'm on my way!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Diana Log #4(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: I keep feeling these tugs on my mind as I travel, like I'm being led somewhere. Under normal circumstances I'd start to question my sanity for trusting the guidance of a disembodied voice, but considering recent events, I think I'd be even crazier to ignore it. My creepy, unseen benefactor's being pretty vague though. When it comes to dealing with these security drones and general survival, I'm on my own, but that's nothing I can't handle. This city's got tons of cover if I need it and good vantage points for scouting ahead, so shaking off any bogeys shouldn't be a problem. I've got to say though, after all that work we put into escaping that station, it's kind of a drag that the planet isn't any better off. Figures, right?(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Diana Log #5(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: So this city's the ultimate fate of civilization, huh? A bunch of crumbling, overgrown buildings, crawling with all the insects we left behind? I guess you can't say no one warned us. A lot of people fought real hard to keep something like this from happening, myself included, and turns out the apocalypse showed up anyway. I always thought we'd stave it off myself. I guess I just believed in us, you know? Humanity, I mean. But even knowing it was going to end up like this, I don't think I'd do anything different. Regrets aren't my style. Besides, there's a few of us humans still kicking. Who knows, someday these buildings could be full again, but until then I get a spacious corner apartment rent free. Not too shabby.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Diana Log #6(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: They were here, no doubt about that. There's scoring from TEK weapons all over, and while I can't pin down exactly how old they are, the gaps they burned in the foliage mean they're not ancient. The caliber on some of these are huge though, way bigger than a rifle. Don't tell me Santiago built a freaking tank? Guess I'll find out soon enough. The tugging on my mind is growing stronger. Something's nearby that the voice wants me to see. Whatever it is, I'd better take a careful approach. I'm not exactly brimming with firepower, and I don't have Mei's gift for taming animals, so I'm all alone here. Can't afford any dumb mistakes.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Diana Log #7(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: You really outdid yourself with this mech, Santiago. Even busted up and slumped against a building, it's one impressive machine, and it looks like you made sure it went down swinging. Would've been a blast to put it through its paces together, like we did with that TEK armor when we first met. It's not right that you died here all alone, after everything you did. The Gateway Project gave us hope for the future, and you made it possible. Honestly I'm not sure why the voice would bring me back and not you too. It doesn't seem fair. Now said voice is saying "sorry" over and over again in my head, so it must have tried. Well don't worry, mysterious-ethereal-whatever-you-are, one miracle's enough. For both you and Santiago, I'll make it count. Bank on it.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Diana Log #8(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: It took a beating, but with a little more work, I think I can get this beauty running again. It won't take long to get used to the controls, either. They were clearly designed so that even someone without a single hour in a simulator could take the wheel on a more basic level, but there's a lot of advanced settings here too. I'll have it dancing like a fifty ton ballerina in no time. It's enough to make a girl giddy. Santiago, if you were here right now, I'd kiss you. You certainly deserve more than the grave I made for you, so I'll just have to pay my respects by showing off what your last brainchild can really do. Hope you're watching.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Diana Log #9(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Systems online and engines purring. My MEK is go for launch, so whatever did this better watch its ass. Payback's coming. I'm competent enough with TEK armor and a rifle, but if you really want to see me make magic happen, put me inside a cockpit. I might specialize in fighters, but I've aced all the simulations with just about every vehicle in the URE arsenal. It doesn't matter if it's got wheels, wings or legs, with a machine like this at my fingertips, there's no such thing as impossible. All right, mystery voice, keep that target locked for me. Reinforcements are en route, and you'd better believe we're bringing the thunder.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Diana Log #10(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: My timing couldn't have been better. I followed the tugs on my mind until I came across a colossal, walking forest bearing down on a lone figure. I'm still not entirely sure what that thing was, but all it is now is the world's biggest salad. As for the survivor, I knew who she was before I even saw the hypnotic tempest in those eyes. Who else stands so tall in the face of death? Who else could call me here from so far away? Who else but you, Li Mei-Yin? Considering I came all the way back from the dead, I probably should have had a better line in my back pocket than, "Miss me, beautiful?" But hey, I sure didn't hear her complaining.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Diana Log #11(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: That Mei held out for so long might be a bigger miracle than my second chance at life. When the elation wore off, she practically collapsed in my arms, as if her legs could no longer bear the weight she carried. I haven't asked what happened yet, but I can see the hell she dragged herself through in the rings beneath her eyes and the bruises on her body, not to mention her damaged MEK. Just how many battles has she fought out here all by herself? Well that ends today. After all she's done, she's earned her rest. It's my turn to take point.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Diana Log #12(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Mei's been getting me caught up while we repair her MEK. Apparently her friend from the other station, Helena, became delirious after using some kind of artifact to fend off those big monsters. Long story short, that stunt put her in a coma, and she ended up dissolving into a beam of light. In other words, they were knee deep in some seriously trippy shit. Of course, I was recently resurrected and hear a voice in my head, so I can't exactly throw stones. It's too bad about Helena. We got along well, even if I only knew her for a short time, and she risked her life to help us back in those caves. Whatever happened to her, I hope she's at peace.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Diana Log #13(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: I needed to cannibalize some parts from my own machine to get it done, but Mei's MEK is back online. Time to move out, at least if this mystery voice can be trusted. If you ask Mei, it shouldn't be. After all she went through with Helena, I get why she'd be cautious when it comes to unseen, prophetic entities, but this is the same voice that led me back to her. I can't dismiss it now. I should probably stop calling it a voice though.Thinking about it, it doesn't really make a sound. Its words just...appear, like they were written in the back of my mind by an invisible hand. What should I use instead though? Does it have a name? Or maybe...did it used to? Weird. It doesn't seem to know.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Diana Log #14(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: We've been travelling together for a couple days now, and Mei hasn't let me out of her sight for more than thirty seconds. While it's sweet that she's being so protective, we've had to talk a bit about separating our relationship in and out of combat. See, while any good pilot has to watch their wingman's six, they also have to trust their ability to handle themselves. If she's constantly trying to save me, our MEKs are going to end up stomping on each other's toes. I think she's starting to understand that. She didn't like my joke about getting another do over if I bit it again, though. My second coming's sponsor wasn't laughing either. Apparently, it's not sure it can replicate my revival. Fine by me, this last shot's all I need.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Diana Log #15(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Now that we're fighting in sync, we've been able to handle any threat this place has thrown our way. Piece of cake! Those big guys though, like the walking forest I took down or the ones who made these tracks, they might be trouble in a sustained fight. But based on what Mei's told me and the hidden systems I've discovered inside this puppy, Santiago had already built the perfect counter for them. Originally, there were four of these MEKs, and they were designed to fuse together into one giant, badass superweapon With firepower like that, we'd smoke those lumbering titans in an instant, but unfortunately two of the MEKs were abandoned in battle. Too bad, I'd have loved to take it for a spin.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Diana Log #16(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: I think I can see where we're being led. I can't make out all the details yet, but there's a bunch of communication arrays that stand out against the horizon. Could be military, like a command post or major communications relay. Whatever force is guiding us along bought itself a lot of trust by reuniting me with Mei-Yin, but now that our destination is within reach, I'm starting to get curious. What does it want us to do when we get there? Are there other survivors that we can contact with those arrays? For once, I'm not getting a response to my questions. Maybe we're supposed to find out for ourselves...or maybe we should go in there with safeties off.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Diana Log #17(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Structurally, this building's basically a bunker. The walls look durable enough to withstand a few dozen megatons of force, and they're built to last. That alone told me it was important, but it was nothing compared to the sprawling, circular control center we found inside. Rows of consoles cascade out from middle of the room, and the walls are lined with massive screens. While everything here's wearing a fine coat of dust, I see lights flashing and status reports flowing. This entire facility is still operational, and it's the heart of everything we've been through - the space stations we were on are all being monitored right here! Guess I know what we're here for now. Better roll up my sleeves, this is going to be a ton of data to sort through...(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Diana Log #18(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Mei says Helena called the space stations ARKs, and that they were meant to restore life to the planet. That's consistent with what I've found here, but there's a problem. The Reseed Protocol, the final step of the restoration process, is being blocked by what it calls "Element Toxicity Rating." Now that I think about it, there are a ton of Element veins out there, way more than I remember. It must have spread across the whole planet. Based on these readings, it even infected the lower layers of its crust. After witnessing what raw Element can do to a living thing first hand, I can see how that'd be a problem. It looks like the ARKs have some built in tech to reduce the ETR around them once they make landfall, but right now it's just too high for them to handle. Something's spreading it, and protecting it to boot. Those big monsters out there, they're the problem - the titans.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Diana Log #19(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: These titans remind me of combat drones. This control center has tracked their general migration patterns, and to my eye, they're almost like troop movements. When they decide to swarm something, they come from all over, like something's commanding them. Not to mention they spread Element everywhere they go. So basically, before the Reseed Protocol can be triggered, the titans need to be eliminated. Normally I'd be all gung ho about an impossible mission like that, but the number of titans we'd have to take down is nuts. Mei and I might be a killer power couple, if I do say so myself, but even we'd die of old age before we ever made a dent in the their population. There must be something we can do though. I did find lots of references to a place called "Arat Prime," off on the other side of the planet. Looks promising, but...well now isn't that interesting. Our favorite mystery being seems to think so too. Is that where it's leading us?(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Diana Log #20(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Now that we know what this faceless tour guide in the sky actually wants from us, Mei and I had a long talk about next steps. On the one hand, after going through the ringer, it's awfully tempting to settle down and just enjoy the apocalypse together. On the other hand, I've got a resurrection to repay, and keeping Earth from dying seems kind of important. I do live here, after all. Who am I kidding? I was always voting for the dangerous option. As for Mei-Yin, I guess she's actually been hearing said guide herself these days, and amazingly that's all the convincing it took. She says she trusts the way it speaks, almost like it's familiar to her. We must be out of our freaking minds to do this, but hey, at least we're going mad together.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Diana Log #21(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Things have taken a bit of a turn, or rather we've taken one - in the exact opposite direction of that absurdly huge lizard we spotted. As big as those other titans are, they're puny compared to this guy, and according to Mei-Yin, he packs a punch to match. She would know, she fought it before - when it killed all my other friends. While that means I owe him some retribution, it also means we're seriously outgunned. Unfortunately, he keeps following us even when we change course, like he's got our scent. He's still a day or two behind us, but eventually he'll catch up. When he does, we need to have an escape plan, because barring a serious upgrade in firepower...wait. Maybe we have that after all...(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Diana Log #22(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: This is an all or nothing gamble. If we can't repair the two MEKs that got left behind the last time this King of the Titans came out to play, then we're just going to die where everyone else did. But if we can get them up and running somehow, then we can fuse all four of them and form Santiago's super weapon! With the damage these MEKs have sustained and only two pilots, it won't be at full capacity, but lucky for us I'm the top ace in the whole damn URE. As long the engine's running and the guns are loaded, I can give us a chance. Okay, break's over. From here on, we're heading towards that battlefield at full burn.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Diana Log #23(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: I'd been bracing myself for this ever since we set out, but the sight of decaying corpses and shattered equipment was still hard to take. I knew everyone here for years, they were basically my new family. Pulling Kazuma out from beneath his MEK just about triggered the water works. I can't mourn just yet though. There's no time, and I don't want to give Mei any more reasons to blame herself. What happened wasn't her fault, she made the right call. If she'd thrown her life away instead of escaping when she had the chance, we wouldn't have a shot at payback at all. So for now, we've got to put the blinders on and keep each other focused Shit. It sounds so easy when I write it down...(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Diana Log #24(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Yes! Hell yeah! They actually started! They're still pretty banged up, even with the repairs, but both of the abandoned MEKs are operational. Now we've just got to fuse all four of them together. We've got time to spare too. Our guest of honor is still a ways off. He's slowly lumbering towards us, like it's inevitable that we're going to roll over and die for him. Well guess what, asshole? The only thing that's gonna roll here is that nasty looking head of yours. Man, my blood is pumping just thinking about it, but I'd better rein it in. When that thing gets here, I'm going to need every ounce of adrenaline I've got.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Diana Log #25(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Santiago, you crazy little genius, I owe you another kiss. This baby's beautiful! I've never seen a weapon like it. The MEKs fused so completely that it's as if they were never separated at all, and the power this combined, MegaMEK is packing is off the charts. Even though it's only at 70% capacity, it should still be enough to take that titan down. That sword looks like it could cut a skyscraper in half, and its defensive systems can take a serious beating. The only tricky part is the fact that it needs four pilots, and we only have two. The good news? One of those pilots is me.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Diana Log #26(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Okay, it's done. I've managed to slave the legs, head and left arm to my controls. Mei's better than me at hand-to-hand, so she'll still pilot the sword arm, but anything more than that would overwhelm her with information and technological complexity. In other words, when we enter combat, I'm going to assume control of 75% of the MegaMEK's systems. It'll be a mental and physical strain, but I'm prepared to take it. Like I said, it's my turn to carry the load, and I'm in my wheelhouse here. If there's anyone who can handle this, it's me. Not like there's time for another plan anyway - the titan's almost here. All right you ugly son of a bitch, let's go!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Diana Log #27(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: The titan's initial assault was intense, but we fended it off by staying on the defensive. Something that powerful would be used to winning quickly, so we knew that if we could weather that first storm, it was sure to hesitate. When that moment came, we turned up the heat. From there on it was a high octane slug-fest. Our clashes felt like they might shatter the ground beneath us, until we finally landed a critical blow to its torso. Based on the way it flailed and hissed when we struck, I don't think it had ever been wounded so badly. So in the end, that was enough to send it packing, nursing the giant, bloody X that we carved into its chest. Take that, asshole! And don't come back!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Diana Log #28(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Hopefully that's the last we see of that titan, because as sweet as some more permanent revenge would be, fighting it a second time might be pushing our luck. By the time I exited the cockpit, my nose was bleeding, and hours later I'm still wobbly on my feet. Controlling three MEKs at once in a sustained combat scenario should definitely be filed under "don't try this at home," and trying to pilot all four is probably a fast track to an aneurysm. On top of that, our MegaMEK is basically held together by bubble gum and dreams at this point. At full power and with four pilots, it might be able to kill that big bastard, but we're lacking on both fronts. So all told, we did as well as we could have hoped. Think I deserve a victory nap...(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Diana Log #29(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: We finished marking the last of the graves a few hours ago. It was hard to say goodbye, but having recently died myself, I know that sitting here and crying my eyes out for a week straight won't help them. Hopefully they find peace within that void, or something better beyond it. Now it's just me, Mei-Yin and the long road ahead. Well, and the faceless presence that's guiding us down that road of course. I've already started to feel the tugs pulling me towards Arat Prime. Not sure what's waiting for us there, but with Mei by my side and a dangerous mission in front of us, I'm just going to relax and enjoy the ride. I can admit that I'm certifiable for saying so, but this kind of life? It's just my speed.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Diana Log #30(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Mission Log: First Lieutenant Diana Altaras, URE 82nd Fighter Squadron, and Li Mei-Yin of Yi, Beast Queen of the Jungle, the Depths and the Wastes If you're reading this, then like us, then you managed to break free of the ARKs. So welcome to Earth, kid. Hope you like ravaged hellscapes, because the bad news is you?re late to the apocalypse. The good news is you can do something about it. The two of us are going to do what we can to help, but it won't be enough. You see those huge, ugly monsters out there? They need to be cleared out, or Earth can't recover. Also, if you see one with an X shaped scar on its chest, do me a favor and flip it off before you finish it. We'll do our part. The rest is up to you. Good luck.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Santiago's Log #1(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: I wish everyone would just shut up for five seconds. I already know this is bad, we all do. So keep your hyperventilating to yourself, all right? Jesus. When we stepped through my gateway and teleported to the surface, we thought we'd escaped the worst of it, but it turns out this planet is a burnt out, post-apocalyptic nightmare. Some people feel like we're back to square one. But objectively, we're not. We've got TEK equipment, supplies, some tamed animals and a decent number of human assets. That's plenty of tools at our disposal. All I need is for people to give me some space and let me think. This is just another code that needs cracking.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Santiago's Log #2(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Think we've found a decent spot to set up shop. That crater up ahead should have everything we need. Mei-Yin scouted it out with some of her pets, so that's at least one other person who isn't panicking. Not that I expected her to after she took the "suicide" out of that suicide mission back on the station. Di really knew how to pick a winner. While we travel, I've been putting together some equipment. Nothing too complicated, just some basic gear to help me take a few measurements of our new environment. Gravity, soil composition, atmosphere, etc. I've got a good idea of what they'll tell me, but it's worth confirming.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Santiago's Log #3(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Some of the readings were outside my estimates, but this is definitely Earth. That same old, self-absorbed ball of dirt. I figured as much. According to that biologist, Helena, people from my time are the most advanced humans on those stations. That means they couldn't have been built too far in the future, and last I knew, the Federation and the URE were still stuck on Earth. It wasn't for lack of technology, just the usual suspects - politicians. They could barely share one planet, much less space. People like to talk about having AI overlords as a nightmare scenario, but if we were ruled by machines, I might be looking at a flourishing Martian landscape instead of this ravaged one on Earth. Doesn't sound all that bad when you think about it. I mean, look what happened with humans in charge...(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Santiago's Log #4(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Construction on Camp Omega is going well. Things usually do when I have a project to focus on. I'd prefer something more challenging than living quarters, stables and basic defenses, but this'll keep me busy for now. I'm the de-facto leader of this outfit these days, I realize that. No one else still among the living is qualified, so fine, I'll do the job. I just can't stand being bothered with every little disagreement or emotional breakdown. I've got real work to do, solving real problems. That's why I made the Federation set me up in that mountain villa as part of my contract. My little hideaway, with just me and whatever puzzle they needed me to solve. It was perfect. Had a great sound system too. Assuming my memories are real, anyway.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Santiago's Log #5(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Tried chatting with Helena a little about this Earth situation. Smart girl, probably smarter than anyone else I've met here, but I think she has a hard time telling when I'm messing with her and when I'm just a being jerk. Not her fault. There's a reason why the Federation suits only visited me when they absolutely had to. Didn't matter how high ranking they were, I'd never mince words with any of them. I knew they'd have to take it. They needed me. So yeah, I can be a pain to deal with, unless you're someone like Di. She may not have been an engineer or scientist, but she had a PhD in talking shit. Miss that ginger lunatic.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Santiago's Log #6(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Camp Omega's basically up and running, complete with a functioning infrastructure, and we've got resources to spare. Lots of them. The surface of the planet is brimming with Element. After just a couple expeditions to the edge of the wastes, we've practically filled our storehouses. I'm not sure what we're going to do with it all. I'm not sure how there's so much of it. Element wasn't nearly this common in our time. Granted, all the Element that those stations are made of had to come from somewhere, so theoretically this city could have been built on top of an undiscovered vein. This much of it would turn even the smallest village into a metropolis overnight. But if that was what happened here, then where's the mine? May need to take a few more readings.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Santiago's Log #7(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: I ran the numbers. We're living in a scientific impossibility. Element simply couldn't expand fast enough to reach this level of density under natural conditions, even with millennia of uninterrupted growth. That means something accelerated it at an alarming rate, even if this area's readings are an outlier. Well I say "something," but there's an obvious answer here: man. Any tech that runs on Element emits a few molecules of it back into the atmosphere, which take root in the soil. It's kind of like pollination, but the scale's so small and we consume it so fast that it's practically negligible. To spread it to any significant degree, you'd need a huge spike in Element proliferation. A spike you'd get from, say, a century of open warfare with Element based weaponry. And the best of that weaponry? That'd be mine.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Santiago's Log #8(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Sure, there's a chance it wasn't weapons. The civilian applications for Element were spreading daily, after all. I would know, I took a few corporate espionage gigs under the table, just to see if I could. If they started cutting enough corners on filtration... No, I have to face the implications here. Not that I was ever a paragon of virtue, I knew I was engineering prepackaged death, but it should never have gone this far. Then again, if I'm just a clone of the original Santiago, am I really responsible? I keep saying "me" and "I," but it's not my fault that I have his memories. Although if I accept that, what's left of me? Either I'm a horseman of the apocalypse, or I'm nothing at all. Deal with this later. There's work to do.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Santiago's Log #9(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: The situation's changed on us yet again. We saw some big monsters in those caves, but those guys we spotted a few hours ago dwarf all of them. It's not even close. Add the mechanized drones we've been dealing with, and all of a sudden our firepower seems pretty underwhelming. I wonder if those behemoths are the result of Element mutation. Depending on how you look at it, that would make them my problem in more ways than one. Fine then. If they're a problem, I'll just make a solution same as always, and I won't do it by dismissing my identity. I'll lean into it. Yeah, I've got just the thing. It's interesting how the worst circumstances are always the catalyst for my best ideas.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Santiago's Log #10(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Giant bipedal battlemechs. When I told everyone that was my big idea, I'm not sure what I got more of, blank stares or nervous laughter. I think the ones that were laughing hoped I would join in. I didn't. Hey, I get it, I know how it sounds. It's just like I said though, if I'm going to accept my identity as Santiago, then I may as well lean into it. If the original me really engineered armageddon into reality with crazy high tech weaponry, then I'm going to reverse it with an even crazier high tech weapon. Some people may call that fighting fire with with fire, but I call it fighting a small gun with a much bigger gun. (/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Santiago's Log #11(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Turns out no one else had a better plan, so the wheels are in motion. I've already got teams working on the hangars and gathering resources while I hammer out the schematics. Building these MEKs is going to be one of the hardest things I've ever done, maybe the hardest. With the Gateway Project, I could use the Obelisks as a blueprint, but these are all me. Luckily, having an eidetic memory means I can call on everything I ever studied about robotics, so I'm not starting from scratch. Besides, this is my true Iove. They say constantly crunching away on a big project will make anyone burn out, but for me it feels like a dip in a lazarus pit. I live for the grind. (/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Santiago's Log #12(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: The final MEK designs are complete. Based on the skills and experience of our potential pilots, I decided to emphasize the energy sword as its primary weapon and divert a bit less power to the precision TEK cannon. That's just the base model though. Each MEK has a modification slot where equipment can be swapped to suit the pilot's tendencies and mission parameters. There's a reactive shield dome to protect the team and force close quarters combat, an artillery cannon for back line support, and shoulder mounted missile launchers for when you just want to say "to hell with this thing in particular." That alone would make them worth the effort, but I haven't even gotten to the best part...(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Santiago's Log #13(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: I designed these MEKs to make the most of our resources, so while alone they're devastating fighting machines, together they're more than the sum of their parts. I mean that literally - we have the resources to make four of them, but when they're all in close proximity, they can fuse into an an even more powerful MEK. A MegaMEK, if you will. I got the idea when I was messing with the teleportation tech we we found on those hunter/killer robots that roam the city. Instead of physically linking the MEKs together like puzzle pieces, I combine them on the atomic level via teleportation. It's my masterpiece, the ultimate fighting machine, with the most efficient Element reactor and most powerful energy sword ever constructed. None of those monsters will stand a chance against it, no matter how big. As long as we find some pilots that can handle it, that is.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Santiago's Log #14(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: The number of assets we have with any piloting experience at all is practically nil, so I've focused on making the controls as accessible as possible. I landed on a combination of a neural link and gyroscopic, full body motion sensors for what I call Beta Level piloting. Basically, once they're linked up, the MEK will mimic the pilot's movements and an automated system will handle the messy details. But because I just can't help myself, I also added an array of hard light consoles and a stronger connection to the nervous system for Alpha Level piloting. That'll offer refined control over every bit of the MEK, but it would take a stud pilot like Di to utilize it. I can't possibly build a machine without leaving a way for it to reach its full potential though, even if no one here can unleash it.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Santiago's Log #15(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: MEK Pilot Evaluation: Candidate #004 - Li Mei-Yin I admit, when I decided to go with simplified controls that mimicked the movements of the pilot, I had Mei-Yin in mind. This isn't about pity or nepotism either, she's objectively the best close quarters fighter we have, and based on our interview, no one's as battle hardened. She answered both tactical and moral dilemmas quickly and decisively. The later's a little scary, but we need a pilot like that, someone who won't hesitate when the safety of the group's on the line. The only question is her emotional state. I don't know what stage of grief she's supposed to be in, but when the fighting starts, there's a chance she loops right back to anger. Still, even with her blood running a little hot, she's clearly a top candidate.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Santiago's Log #16(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: MEK Pilot Evaluation: Candidate #013 - Helena Walker This one caught me off guard. I knew from experience that Helena could handle herself in a crisis and improvise quickly, and she did well enough on the interview. Creative, level headed...not much killer instinct but we don't need four Mei-Yins. So she was solid, but not spectacular, at least until we hooked her up in the prototype and looked at her synchronization ratings. She had every gauge maxed out! It's as if her nervous system is more advanced than everyone else's, like it can just process information at a higher rate. I wonder, could she open a neural link with even more advanced technology? Maybe that's a question for another time, but for now, I think I've found my second pilot.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Santiago's Log #17(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: MEK Pilot Evaluation: Candidate #022 - Takaya Kazuma URE lugheads like Kazuma are why I had no problem helping the Terran Federation. Loud, obnoxious, self-righteous and above all? Naive. He struggled making tough calls in the interview because he didn't think we should "have to" make sacrifices. It's a cute sentiment, but we're trying to survive here. I've got to walk the talk though. His memories may end just after the academy, but he's one of our few assets left with real military training. Sync scores are solid too. Loud mouthed URE zealot or not, he might be our best remaining option. My personal bias is irrelevant.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Santiago's Log #18(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: MEK Pilot Evaluation: Final Candidate - Santiago Outside of testing, I rarely want to use anything I engineer. Part of it is that my ideas are never as exciting to me once they're realized, like I got it out of my system, but I also just think it ruins the purity of it. Great painters don't hang their own work on the wall, do they? Unfortunately, this time I don't have a choice. I know the MEKs better than anyone, and only Helena has a better sync rating. That's probably because I tested the synchronization system on myself. Stupid mistake. Looks like my workload just doubled.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Santiago's Log #19(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Now that construction has reached Phase III, I need to have a lot more face time with our top candidates. The MEKs will still be usable by anyone, but if we can get them specifically tuned to their primary pilots' preferences and behaviors, we can maximize their combat efficiency. Plus, they have to get used to actually controlling them. Not really looking forward to this part. I'm the kind of guy who can't help but take the wheel after thirty seconds of watching someone struggle with a computer console, and these are my greatest creations, not an internet browser. Could get painful...(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Santiago's Log #20(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Mei-Yin's taking the longest to get used to her cockpit. Understandable, since there's not even a word for it in ancient Chinese. Luckily her endurance lets her practice for longer intervals, so she'll catch up eventually. Our sessions are also the quietest. You'd think we'd have more of a rapport by now, but Di was always our mutual connection. So with Mei-Yin it's all business, even if she's struggling or I start to get impatient. The only time she went off-topic was when she invited me to a workout, and since I'm a pilot now, I agreed. My legs regretted it afterwards, but our next session went far better. Not friendlier, not chattier, just smoother. It's like we've reached some strange, silent, anti-social understanding. I'm not sure I get it, but I guess I don't mind.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Santiago's Log #21(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Helena's sessions have become an exercise in frustration. Her synchronization never drops a single grade, and when I explain what she's doing wrong she understands. But for some reason, she's just hit a wall when it comes to execution. She's working as hard as anyone, and she's so damned earnest about wanting to help out that I kind of regret being so short with her. I've even tried to hide just how far behind she's falling. Maybe she needs to focus on something external, like a carrot on a stick. She's always talking about how she wants to find the truth behind those stations, and my scanners picked up an unusual signal the other day. I'm no one's idea of a life coach, but I think that may do the trick.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Santiago's Log #22(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: That carrot worked pretty well. As soon as I mentioned the signal I'd detected in the wastes, it was like a second reactor started up in Helena's brain. The signal's not even a sure bet, just a vague chance at finding some answers, but she leapt at it. I got caught up in her enthusiasm and ended up saying more than I'd intended though. I hadn't meant to bring up the clone situation or whether we're responsible for our past lives, but maybe I needed to get it off my chest. Not sure it helped. Anyway, by our next MEK session, Helena was back on track. In hindsight, seems like it was a confidence issue, like she's convinced herself that her sync rating is a fluke. Better tone down the criticism for a bit.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Santiago's Log #23(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: If nothing else, my own sessions have been a moment of peace. I still don't want to pilot one of my own masterpieces in combat, but when it's just me and my MEK in the hangar, I feel like I can finally relax. It's not just that I've been working long hours. I did that plenty of times on the Gateway Project, and our TEK bomb before then. It's that I'm working long hours and dealing with people at the same time, all the time. The pilot sessions have been getting better, but running everything else on top of that? "Santiago, a water pipe broke. Santiago, so and so is hogging all the ammo." Constant interruptions. Maybe I'll just hide in the cockpit and nap for a while. No one would know...(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Santiago's Log #24(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: It should just work! The MEKs' power systems fuse perfectly during my teleportation sims, so why does the reactor keep sputtering? The errors I'm getting don't make any sense, but if I ignore them and they turn out to be right, the fusion process could end in a catastrophic reactor meltdown. Unbelievable! Here of all places is where I screw up? The most critical juncture of this entire damned enterprise? I'd never make a mistake like this back home, but maybe that's because the original Santiago was better than I am. If I'm just a crude approximation then some degradation would...no, I'm fixing this. Just like I always have.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Santiago's Log #25(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Simulation 157B was another failure. Error 612-A4, same as always. Almost no change in reactor coupling. I've had projects fail, but not like this. Not this spectacularly, just inches from the finish line. Why'd it have to be this one? This is the pi?ce de r?sistance on my lifelong resume, it's the thing that will wipe my whole ledger clean. It needs to work, or my legacy is this dead hunk of rock orbiting around the sun. Thirty more simulations. I can get thirty more simulations in before I'll need to sleep. If I can just get a different error code, then I can start to isolate the variables involved. Just give me something to go on here, anything at all.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Santiago's Log #26(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: I can't believe those idiots did something so cheesy. I really want to hate them for it. Not sure what simulation I was on when I finally crashed, but I woke up to Helena and Kazuma dragging me off to deal with some "emergency." If I wasn't still half asleep, I'd probably have realized they were full of it, but as it was, I didn't catch on until I saw the cake. We can't really tell what day it is, but I guess everyone decided that today was June 26th - my birthday. According to them, that meant I couldn't work. I had to eat that crappy cake and "have fun." Kill me. Fine. The cake wasn't that bad, and maybe it was a little "fun." Can't ever tell them though, my reputation would be shot. These idiots...(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Santiago's Log #27(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: I can't believe that the solution to the energy flow problem was so basic. After being held hostage by the birthday committee for a day, I figured it out within a few hours of getting back to work. Turns out all I really needed to do was step back and get a new perspective on it. Everything's been going better since then, actually. Pilot training is nearly complete, we've assembled most of the parts and the whole team is working at peak efficiency. Even Kazuma didn't make me want to throttle him for a change. Don't get me wrong, these guys are still a bunch of corny idiots. They're just my corny idiots, that's all.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Santiago's Log #28(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: With the MEKs entering their final phase of construction, I decided to give our pilot team a little reward and simulate the MegaMEK fusion procedure. We won't be able to do it for real for another couple weeks, but the sim is pretty accurate. It went a lot better than I expected. By our third try, we had it down pat. The only thing that held us up was a lot of joking about who would control which body part. Mei-Yin patently refused to switch off of the sword arm and Helena was convinced that she'd trip us if she took the legs. I know it goes against my principles as an engineer, but after that, I think I'm actually excited to pilot this thing. Purity be damned.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Santiago's Log #29(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: It's too soon. They found us too soon! Those big monsters we saw, the ones that prompted this whole MEK project in the first place? There's some of them headed towards Camp Omega, and they're bringing a legion of help - mechanized drones, mutated animals, the works. We're moving as fast as we can, but even working around the clock we may have to face them down with just one active MEK. Two tops. The others will be close, but we can't skimp on the final boot up procedure without endangering the pilot. I know those three would be willing to risk that, but I'm not. Why did it have to be now? Another half a day and we'd be able to link up. We were that close.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Santiago's Log #30(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: One MEK, that's all we've got, and it's only because I'd been using my own machine for beta testing. There's no way I can take all of them, even with infantry support, but if I launch now and get their attention, I can lead them on a chase until the others are ready to go. It's a shame. We don't have the resources to replace my MEK, and without it my final masterpiece will never take shape. I'd have liked to see it, but more than that? I'd have liked to experience that moment where we all fused together for real, and our bizarre little squad became the most powerful team the world's ever seen. But if it means giving these idiots a chance to survive this, then I'll give it all up, because in the end? Those are my idiots.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Gacha Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Common name: Gacha Species: Macrodryadis crystallinus Time: Post-Holocene Diet: Omnivore Temperament: Docile Wild A gentle giant, Macrodryadis crystallinus spends its days foraging for food in the dense forest it calls home, though it rarely has to look very far. Thanks to its extraordinary digestive system, not only can Macrodryadis eat just about anything, but it can also turn a diet of scraps into a mountain of precious resources. Instead of producing excrement, Macrodryadis grows glittering crystals upon its back, which fall off when they reach their full size. Shattering these crystals can yield precious resources, as Macrodryadis is somehow able to transmute the materials it eats into something entirely different. One of our pilots likened the process to the gachapon machines from his memories of growing up in Japan, and I guess the name stuck. Domesticated Though its crystals prevent Macrodryadis from wearing a traditional saddle, if its rider is willing to sit in a basket that hangs from Macrodryadis' neck, then they'll find its long claws are well suited for mining resources. Personally though, I'd keep one around just for the crystals. The free presents, the way they glow at night...totally worth the potential nausea from the basket saddle. (/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Gasbags Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Common name: Gasbags Species: Mopsechiniscus fluitobesus Time: Post-Holocene Diet: Omnivore Temperament: Passive Wild It was always hypothesized that a member of the Tardigrada phylum would be the last species on Earth in the event of a global apocalypse, so in some ways, the existence of Mopsechiniscus fluitobesus is completely expected. Its size and method of travel, however? Less so. Mopsechiniscus is slow and ineffective in a fight, so to survive, it tends to choose flight - literally. First, it inflates itself like a balloon, briefly slowing down and gaining durability. Then it launches itself into the air by expelling gas through a series of sphincters in its underbelly, which it also uses to slow its descent. Yes, it's as...unusual as it sounds, but Mopsechiniscus makes the most of its inflatable nature. In addition to jumping, it can use its stored up gases to push back aggressors, or even float on water. Domesticated While a poor steed in battle, Mopsechiniscus is a fantastic beast of burden. The hairs on its back let a single rider steer it without a saddle, and it carries an incredible amount of cargo for its size. A small caravan of these could see us swimming in resources in no time. (/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Managarmr Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Common name: Managarmr Species: Draconis auragelus Time: Post-Holocene Diet: Carnivore Temperament: Aggressive Wild Draconis auragelus appears to be directly related to the stealthy Draconis obscurum. Their stature, gait and ability to dive through the air are all similar. However, where Draconis obscurum scaled cavern walls to gain the high ground, Draconis auragelus takes a more bombastic approach. In the middle of its hind feet, Draconis auragelus' bones form a hollowed out cylindrical shape that acts as a combustion chamber, which it fills with an explosive gas. When ignited, this gas propels it upwards, letting it "jump" in the air multiple times. From there, it can create a smaller burn in said chambers to hover in place, or dive at its prey. Like the icy variant of Draconis vipera, Draconis auragelus can slow down its foes with its frigid breath - though it's able to take this one step further and freeze its prey solid. Perhaps that's because it's used to living in the tundra environment on the surface, as opposed to a desert. Domesticated As a mount, Draconis auragelus can carry multiple adult humans without losing any of its impressive mobility, and its freezing breath makes it a good choice in combat. Whether you're looking to hunt, do battle or just travel with easy, it makes for an excellent companion. (/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Snow Owl Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Common name: Snow Owl Species: Bubo chinookus Time: Post-Holocene Diet: Carnivore Temperament: Aggressive Wild Discovering Bubo chinookus was a pleasant surprise. Owls are remarkable creatures, but they're not the type that could survive an extinction level event on their own. Since it never strays from the patch of frozen tundra we encountered, I believe the Obelisk was the key to its survival. Clearly a descendant of modern Strigdae, Bubo shares many traits with its smaller ancestors. For example, it excretes waste in the form of pellets, which make excellent fertilizer, and their large wings let them save energy during long, silent flights. They even hunt in the same way: by diving towards the ground to attack their prey with powerful talons. However, these talons also secrete a chemical with a high freezing point to slow down their prey, and they can even unleash this chemical in a wide cloud, temporarily freezing their foes. Domesticated With its swift flying and frigid attacks, Bubo makes an excellent single-rider support mount or scout. The later is helped by its tremendous vision, which it can share with its rider via its antenna. Not only does this make enemies easier to see, but Bubo can also spot Element veins with ease, even when they're underground. (/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Velonasaur Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Common name: Velonasaur Species: Velonasaurus spinavultus Time: Post-Holocene Diet: Carnivore Temperament: Omnivore Wild Velonasaurus spinavultus dwells in the small desert found outside the abandoned city, which is particularly fitting, because it looks like it's growing several cacti right on its face. As unfashionable as its facial fins might be, I recommend keeping a close eye on them. While said fins are folded inwards, Velonasaurus behaves like your average therapod, attacking with claws and teeth. However, when those fins are spread wide, Velonasaurus can rapidly fire a storm of spines at its prey. However, while in this state, its mobility is greatly hampered and it will eventually wear itself out. Therefore it sometimes prefers to unleash its spines in a single, deadly burst. By spinning around and firing a salvo of spines at the same time, Velonasaurus can defend itself from every angle at once. Domesticated Given its versatility, Velonasaurs spinavultus makes an excellent single rider mount in most combat situations, but it's particularly effective when defending an entrenched position. It's like a living, breathing gatling gun. Just be careful when giving it a congratulatory hug or pat on the head. Getting spined by your own war steed would be a rather embarrassing way to go. (/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Corrupted Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Common name: Corrupted Species: Various Time: Post-Holocene Diet: Various Temperament: Highly Aggressive Wild Even at its most deadly, there's nothing as beautiful as nature. Yet by definition, that beauty only exists if nature is left to run its course, free from interference or invasion. Sadly, that's not what happened here. These poor creatures have been infected and twisted by an outside force. I've seen how Element can alter the evolutionary trajectory of a species in small, indirect doses, but this goes far beyond that. The Element that grows within these animals has taken hold of their minds and driven them mad. They move as one, ravaging everything in their path, and often push themselves beyond their physical limits. We've found they have a sixth sense for Element, and on occasion have used that to our advantage. Otherwise, they are an unfeeling, ravenous horde. Domesticated At my insistence, we've tried on several occasions to remove the corruption from these hapless beasts, but to no avail. Every time we have to fend them off, I feel a pang of guilt in my heart, but putting them down is the kindest thing we can do for them. (/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Desert Titan Hologram(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Desert Titan The Lord of Sand and Sky has fallen, despite its swarms of protectors, the powerful swings of its mighty tail or the lightning it called from the sky. The soaring leviathan could not match the ingenuity of humanity, and especially not yours.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Forest Titan Hologram(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Forest Titan So succumbs the Lord of the Forest, the titan wreathed in green, who lashed out with root and vine to pin its foes to the ground or drag them to their doom. The forest itself rose to shield it, but even that could not save it. Not from you.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Ice Titan Hologram(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Ice Titan Thus ends the reign of the Lord of Winter. Its freezing breath, icy spears and colossal leaps had felled so many, but on this day, the giant of wind and rime was at last brought low - all by your hand.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Mek TM(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Technical Manual 9-978 Name: MEK Model Number: RX-103 MEK Height: 10.5 meters Weight: 48.3 tons Fuel: Element Standard Equipment OZ-13NV TEK Saber: Designed as the primary weapon, to better suit the skills of our top pilot candidates. Built more for cuts than stabs. Ideal for attacking in combinations. XBR-M-93R Plasma Pistol: Secondary weapon. Fires in three shot bursts. MS-06BR Boosters: Installed he unit's feet. On activation, they let the unit hover in the air and move rapidly over short distances. Combine with ranged attacks for maximum effectiveness. Heat Gauge: Pilots should always monitor their unit's heat levels. Overheating will result in your unit being slow, vulnerable and soon after that? Scrap. Custom Equipment Each RX-103-MEK has one has a module slot for a specially designed weapon or tool that can be swapped out with ease. These are... G-01W Mek Siege Cannon Module: A high yield artillery cannon mounted on the unit's back. To handle the recoil, the unit must temporarily anchor itself to the ground, rendering it imobile while firing. G-02H Mek Rocket Launcher Module: An oversized missile battery that fires in sixteen round salvos, which spread out and then converge on the units target. Especially effective against large, isolated targets. G-01S Mek Deployable Shield Module: Deploys a dome shaped energy barrier that protects the unit from incoming ranged attacks, while boosting its speed. Good for team or melee oriented pilots. (/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: MegaMek TM(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Technical Manual 9-979 Name: MegaMEK Model Number: RX-412 MegaMEK Height: 42 meters Weight: 193.2 tons Fuel: Element Fusion Procedure Forming the RX-412 MegaMEK requires having RX-103 MEKs active and in close proximity, with an Omega Level threat detected on their sensors. To fuse, the lead RX-103 must have a MegaMek Operational Materialization Interface equipped in its module slot. Once activated, the other three RX-103s must move into position around the lead unit, and fusion will begin. Equipment Unlike the RX-103, the RX-412 was not designed for versatility. It is built for one thing, and one thing only: raw power. The enemies we're facing can tople skyscrapers, so we need to be able to do the same. So it only has one weapon... OZ-52XX Vorpal TEK Cleaver: This sword draws power directly from the RX-412 and hones it into a cutting edge that can sheer through a mountain. Swing hard, swing often, and if you get sick of cutting your targets in to, well I guess you could always punch them. Addendum I never imagined my masterpiece would be a giant battle mech, but it's undoubtedly my best work. The RX-412 is the most powerful combat vehicle ever created. If there's anything out there that can overpower the RX-412, then frankly it deserves to kill us. (/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Enforcer FM(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Field Manual 31-582 Name: Enforcer Model Number: AGV MQ-9X Fuel: Element Threat Level: High Primary Function: Direct combat Field Observations With its speed and teleportation capabilities, Autonomous Ground Vehicle MQ-9X is built to close gaps quickly and engage its targets in close quarters. Once in range, it uses refined Element claws with lethal force. MQ-9X was clearly designed for urban combat. Its claws and shock absorbers let it scale walls and drop down to street level from significant heights, and we've only seen it patrolling within the city limits. Possibly the remnant of an automated police force or defensive army. Recommendations: Isolate, and engage at range in wide open spaces. I've calculated its maximum teleportation distance as roughly 15 meters, so maintain that gap as long as possible Personal Use Every MQ-9X I've encountered is stuck on a defensive loop, and overriding its primary directive is impossible. However, if we're able to acquire an intact processing core from a hostile unit, with enough parts I could reverse engineer our own, more loyal model. Could be useful - the grooves on its back are suited for a rider, so we wouldn't even need to build saddles.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Scout FM(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Field Manual 31-581 Name: Scout Model Number: UAV RQ-7Y Fuel: Element Threat Level: Low Primary Function: Reconnaissance Field Observations By itself, Unmanned Aerial Vehicle RQ-7Y is hardly a concern. Though many of them can be found monitoring the empty streets the abandoned city, they're not aggressive, and their offensive capabilities are limited. If attacked, they rely on bursts from their thrusters to either take evasive maneuvers or ram the aggressor, and they have no real armaments to speak of. This makes obtaining intact processing cores and spare parts a trivial matter, and as a result we've constructed a number of our own. Personal Use Shifting some of our resources to focus on RQ-7Y construction has been more than worth the investment. I managed to turn our TEK binoculars into a remote control system for them, and as a result our scouting teams have been able to cover more ground with far less risk. They simply deploy the RQ-7Y with a specialized grenade, then use its enhanced vision to scout ahead, scan for allied IFFs and track targets. Just don't try to ride the damn thing. I didn't think I'd have to explain that considering how small it is, but three crashes later, here we are... (/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: King Titan Hologram(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: King Titan Though he could scatter his foes with a single charge, roar or swipe of his tail, and call fire down from the sky itself, in the end you banished the King of Shadows. No matter how many corrupted beasts he summoned or how many weapons he rendered useless, he could not snuff you out - for you fought with the hopes of the human race on your shoulders, and its tenacity at your back.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Mecha King Titan Hologram(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Mecha King Titan Even at his most powerful, fully augmented by the Element that spawned him, you pulled the King of Shadows down from his throne. Thanks to your skill and unrelenting courage, humanity may yet have a future.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: HLN-A Discovery #1(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: fr(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: de(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: it(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: zh(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: pt(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: ru(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: es(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: ja(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: HLN-A Discovery #2(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: fr(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: de(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: it(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: zh(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: pt(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: ru(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: es(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: ja(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: HLN-A Discovery #3(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: fr(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: de(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: it(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: zh(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: pt(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: ru(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: es(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: ja(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: HLN-A Discovery #4(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: fr(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: de(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: it(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: zh(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: pt(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: ru(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: es(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: ja(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: HLN-A Discovery #5(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: fr(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: de(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: it(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: zh(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: pt(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: ru(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: es(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: ja(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: HLN-A Discovery #6(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: fr(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: de(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: it(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: zh(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: pt(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: ru(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: es(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: ja(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: HLN-A Discovery #7(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: fr(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: de(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: it(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: zh(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: pt(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: ru(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: es(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: ja(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: HLN-A Discovery #8(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: fr(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: de(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: it(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: zh(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: pt(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: ru(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: es(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: ja(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: HLN-A Discovery #9(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: fr(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: de(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: it(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: zh(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: pt(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: ru(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: es(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: ja(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: HLN-A Discovery #10(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: fr(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: de(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: it(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: zh(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: pt(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: ru(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: es(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: ja(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: HLN-A Discovery #11(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: fr(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: de(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: it(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: zh(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: pt(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: ru(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: es(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: ja(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: HLN-A Discovery #12(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: fr(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: de(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: it(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: zh(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: pt(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: ru(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: es(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: ja(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: HLN-A Discovery #13(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: fr(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: de(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: it(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: zh(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: pt(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: ru(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: es(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: ja(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: HLN-A Discovery #14(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: fr(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: de(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: it(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: zh(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: pt(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: ru(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: es(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: ja(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: HLN-A Discovery #15(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: fr(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: de(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: it(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: zh(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: pt(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: ru(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: es(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: ja(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Story Glitch Discovery #1(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Story Glitch Discovery #2(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Story Glitch Discovery #3(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Story Glitch Discovery #4(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Story Glitch Discovery #5(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Story Glitch Discovery #6(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Story Glitch Discovery #7(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Story Glitch Discovery #8(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Story Glitch Discovery #9(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Story Glitch Discovery #10(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Story Glitch Discovery #11(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Story Glitch Discovery #12(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Story Glitch Discovery #13(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Story Glitch Discovery #14(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Story Glitch Discovery #15(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Story Glitch Discovery #16(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Story Glitch Discovery #17(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Story Glitch Discovery #18(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Story Glitch Discovery #19(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Story Glitch Discovery #20(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Story Glitch Discovery #21(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Story Glitch Discovery #22(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Story Glitch Discovery #23(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Story Glitch Discovery #24(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Story Glitch Discovery #25(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Story Glitch Discovery #26(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Story Glitch Discovery #27(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Story Glitch Discovery #28(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Story Glitch Discovery #29(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Story Glitch Discovery #30(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Story Glitch Discovery #31(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Story Glitch Discovery #32(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Story Glitch Discovery #33(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Story Glitch Discovery #34(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Story Glitch Discovery #35(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Story Glitch Discovery #36(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Tidbit Glitch Discovery #1(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Tidbit Glitch Discovery #2(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Tidbit Glitch Discovery #3(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Tidbit Glitch Discovery #4(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Tidbit Glitch Discovery #5(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Tidbit Glitch Discovery #6(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Tidbit Glitch Discovery #7(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Tidbit Glitch Discovery #8(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Tidbit Glitch Discovery #9(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Tidbit Glitch Discovery #10(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Tidbit Glitch Discovery #11(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Tidbit Glitch Discovery #12(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Tidbit Glitch Discovery #13(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Tidbit Glitch Discovery #14(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Tidbit Glitch Discovery #15(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Tidbit Glitch Discovery #16(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Tidbit Glitch Discovery #17(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Tidbit Glitch Discovery #18(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Tidbit Glitch Discovery #19(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Tidbit Glitch Discovery #20(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Tidbit Glitch Discovery #21(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Tidbit Glitch Discovery #22(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Tidbit Glitch Discovery #23(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Tidbit Glitch Discovery #24(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Tidbit Glitch Discovery #25(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Tidbit Glitch Discovery #26(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Tidbit Glitch Discovery #27(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Tidbit Glitch Discovery #28(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Tidbit Glitch Discovery #29(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Tidbit Glitch Discovery #30(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Tidbit Glitch Discovery #31(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Tidbit Glitch Discovery #32(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Tidbit Glitch Discovery #33(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Tidbit Glitch Discovery #34(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Tidbit Glitch Discovery #35(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Tidbit Glitch Discovery #36(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Tidbit Glitch Discovery #37(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Tidbit Glitch Discovery #38(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Tidbit Glitch Discovery #39(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Tidbit Glitch Discovery #40(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Tidbit Glitch Discovery #41(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Tidbit Glitch Discovery #42(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Tidbit Glitch Discovery #43(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Tidbit Glitch Discovery #44(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Tidbit Glitch Discovery #45(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Tidbit Glitch Discovery #46(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Tidbit Glitch Discovery #47(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Tidbit Glitch Discovery #48(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Tidbit Glitch Discovery #49(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Tidbit Glitch Discovery #50(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Tidbit Glitch Discovery #51(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Tidbit Glitch Discovery #52(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Tidbit Glitch Discovery #53(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Tidbit Glitch Discovery #54(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Tidbit Glitch Discovery #55(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Tidbit Glitch Discovery #56(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Tidbit Glitch Discovery #57(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Tidbit Glitch Discovery #58(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Biome Glitch Discovery Bog #1(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Biome Glitch Discovery Bog #2(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Biome Glitch Discovery Bog #3(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Biome Glitch Discovery Bog #4(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Biome Glitch Discovery Bog #5(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Biome Glitch Discovery Bog #6(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Biome Glitch Discovery Moon #1(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Biome Glitch Discovery Moon #2(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Biome Glitch Discovery Moon #3(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Biome Glitch Discovery Moon #4(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Biome Glitch Discovery Moon #5(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Biome Glitch Discovery Moon #6(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Biome Glitch Discovery Moon #7(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Biome Glitch Discovery Moon #8(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Biome Glitch Discovery Ocean #1(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Biome Glitch Discovery Ocean #2(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Biome Glitch Discovery Ocean #3(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Biome Glitch Discovery Ocean #4(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Biome Glitch Discovery Ocean #5(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Biome Glitch Discovery Ocean #6(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Biome Glitch Discovery Snow #1(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Biome Glitch Discovery Snow #2(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Biome Glitch Discovery Snow #3(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Biome Glitch Discovery Snow #4(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Biome Glitch Discovery Snow #5(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Biome Glitch Discovery Snow #6(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Biome Glitch Discovery Snow #7(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Biome Glitch Discovery Snow #8(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Biome Glitch Discovery Snow #9(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Biome Glitch Discovery Volcanic #1(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Biome Glitch Discovery Volcanic #2(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Biome Glitch Discovery Volcanic #3(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Biome Glitch Discovery Volcanic #4(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Biome Glitch Discovery Volcanic #5(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Biome Glitch Discovery Volcanic #6(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Biome Glitch Discovery Volcanic #7(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Story Glitch Discovery #37(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Story Glitch Discovery #38(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Story Glitch Discovery #39(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Story Glitch Discovery #40(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Tidbit Glitch Discovery #59(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Tidbit Glitch Discovery #60(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Tidbit Glitch Discovery #61(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Tidbit Glitch Discovery #62(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Tidbit Glitch Discovery #63(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Tidbit Glitch Discovery #64(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Tidbit Glitch Discovery #65(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Tidbit Glitch Discovery #66(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Tidbit Glitch Discovery #67(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Tidbit Glitch Discovery #68(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Tidbit Glitch Discovery #69(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Tidbit Glitch Discovery #70(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Tidbit Glitch Discovery #71(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Tidbit Glitch Discovery #72(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Tidbit Glitch Discovery #73(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Tidbit Glitch Discovery #74(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Genesis 2 Chronicles #1(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Genesis 2 Chronicles #2(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Genesis 2 Chronicles #3(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Genesis 2 Chronicles #4(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Genesis 2 Chronicles #5(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Genesis 2 Chronicles #6(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Genesis 2 Chronicles #7(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Genesis 2 Chronicles #8(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Genesis 2 Chronicles #9(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Genesis 2 Chronicles #10(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Genesis 2 Chronicles #11(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Genesis 2 Chronicles #12(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Genesis 2 Chronicles #13(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Genesis 2 Chronicles #14(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Genesis 2 Chronicles #15(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Thought I'd leave a little something behind for posterity's sake, for anyone following behind us. Listen-this ARK you?re on is poisoned. The whole system's breaking down. You're going to need to do whatever you can to get yourself down to the surface. And look us up when you get there, okay? Now let's just hope this crazy plan of ours works...(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Genesis 2 Chronicles #16(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Genesis 2 Chronicles #17(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Welcome back to Earth. If you're reading this, maybe I didn't make it. Whatever -- as long as someone's there to read this note, that means there's still at least one survivor left. Our world's not what it used to be. Find yourself some shelter from the titans, and... just hang in there, okay? Personal Note: yea, there are titans now...(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Genesis 2 Chronicles #18(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Someone's still reading this. Good. Your best bet right now is to find my friends at Camp Omega, if you can. They're good people, and they'll need all the help they can get. Have 'em train you up on the MEKs I built. Stop those titans, save the world. That's all that matters. Personal Note: Fight fire with a BIGGER fire...(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Genesis 2 Chronicles #19(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Still can't get over that clone factory we found up on that ARK. Sorry if that's a spoiler. I get it---it's a lot to process. Not your original body, not your original memories. We're all knockoffs here. Who knows how many Santiagos are out there? Maybe you're another me, reading about myself here at the end of the world... What a depressing thought. Personal Note: I could use some of Halsted Moonshine right now.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Genesis 2 Chronicles #20(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Just hope that worked, that I managed to buy Camp Omega some time. Whoever you are, maybe you know if it all worked out, whether those idiots pulled it together. Maybe you were even there. Maybe you pitched in. I'm just gonna say you did, how's that? All I know is I'm not gonna be around to see for myself. So...thanks, pal. Personal Note: See you in a bit D.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Genesis 2 Chronicles #21(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Genesis 2 Chronicles #22(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Genesis 2 Chronicles #23(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Genesis 2 Chronicles #24(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Genesis 2 Chronicles #25(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Explorer Note Nida 1(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Perri started in with another sermon about our sacred mission today when she found me modeling creature behavior for my latest sim. I tried to explain that I was on break, that I wasn't doing anything wrong, but she wouldn't hear it. As if I haven't had it drilled into my head over and over that the survival of all life from our homeworld depends on our sacred efforts... I work as hard as anyone on the ship, so why do I keep getting shamed for having a hobby? It's not like a half-cycle spent away from soil sampling is going to jeopardize humanity's hopes of re-establishing itself on a new planet. Besides, I know from the server logs that Perri played my last sim along with most of the crew. What's wrong with dipping out off-shift and immersing yourself in some harmless escapism?(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Explorer Note Nida 2(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: I used to think it was pathetic that our ancestors couldn't come up with a better name for our homeworld than Earth. But a lifetime spent digging around in synthetic loam kind of makes you appreciate how amazing it must have felt to feel solid ground under your feet. We're told in historical media that people have always dreamed of sailing between the stars. After a few generations of doing just that, I'm here to say their dream is wearing thin. I guess it's like that old saying about the grass looking greener on the next ring over-people on Earth must've been sure there was a better world out here someplace. Maybe it is out here, but we haven't found it yet. In the meantime, I like to doodle around in the margins of Genesis, so my crewmates can plug into a simulation and experience an actual sunrise now and then.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Explorer Note Nida 3(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Life on this ship is an endless, monotonous routine. All of us were raised in this place to be drones tending a hive of cocooned future colonists. We've been told everything has to be just right when it's time for them to hatch and start training for planetfall, so day after day I service the capillary irrigation systems and monitor trace gas fluctuations in the atmosphere for the good of humanity. I know I should be grateful to even be alive, given that all life on our homeworld went extinct. But I also know I can't be the only crew member who daydreams about faking my own death to escape this tedium. Even if that meant hiding in the superstructure for the rest of my days, at least I'd be living for myself. Shame on me, I guess.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Explorer Note Nida 4(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Working in the dirt was what I was born to do, at least according to my engrammatic aptitude test. An artificial intelligence weighed my soul and decided it saw a future soil scientist. I do have to grudgingly admit I'm good at my day job, but my real passion is coding convincingly randomized events and reactive social intelligence simulations. So that's what I'm tinkering with when I'm not feeding soil probe samples into a chromatograph. I know, I know-my work to confirm nutrient transport and healthy geochemical cycling by microbial soil communities is an important part of maintaining this vital biological archive of ours. The fate of humanity depends on our success, bla bla bla. It's just that I envy having the kind of freedom people seemed to have in the past to follow their dreams, at least according to our library of historical media.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Explorer Note Nida 5(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: I know what I saw, but I don't blame anyone for thinking I made it up. I mean, I do come up with simulated fantasy scenarios in my free time. But that's the thing... If I hadn't been reverse-engineering Genesis simulation code, I never would have noticed these anomalies in the system. We've been visited by something transhuman-I saw the evidence inside Genesis! Maybe I shouldn't be leaving a record of this, but I think someone left a superluminal link open back to Arat Prime that one of them used to find us out here- one of the... Homo deus. There, I put a name to it. Guess there's no harm now in admitting that I've been trying to hack my way into a semi-forbidden cache of information about them in the archive.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Explorer Note Nida 6(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: We weren't kept completely in the dark about our estranged transhuman cousins, but I think there's been a concerted generational effort to repress those memories. Maybe our ancestors were afraid we'd see some appeal in the idea of accelerating our own evolution if we learned more about Homo deus. If so, that seems silly, because there are kiloparsecs between us and the refined xenomaterial they needed to do it. Historical archives say the Element War was fought over divergent ideas about how to deal with our polluted biosphere and dwindling resources. Our ancestors in the Terran Federation thought they'd finally found a clean source of power for their grand geoengineering schemes to hack and repair the planet. The United Republics of Earth wanted to hack themselves using that same power, and survive by becoming more than human. Neither side was right.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Explorer Note Nida 7(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Here's how I discovered we'd had a visitor... I noticed a really sophisticated artificial intelligence running in Genesis that wasn't native to our engine. So I boxed it up and plugged myself into that box to say hello. Our intruder turned out to be friendly, and curious about me. It called itself HLN-A. I asked where it came from, and it told me its creator was what I would've called a Homo deus. That might've made the hairs stand up on the back of my avatar's neck, if I'd bothered with that level of simulation. I asked the AI if it'd been hiding onboard since before we launched, and it claimed it only came online within the last three thousand cycles or so. But how, I wondered? I asked if that meant its creator was still with us. All I got was some cryptic answer about how she'd left a part of herself behind as a gift. Then I got kicked from my own sim.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Explorer Note Nida 8(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: After my one quick chat with HLN-A, I couldn't seem to track her down again inside the Genesis simulation. It's like she'd learned how to conceal herself since our encounter. Of course no one believed me. For a while there, I wasn't sure I believed me. Then the glitches started showing up in Genesis. Patching the simulation code seemed like a low-priority concern, though it was definitely unusual. But before anyone could address that situation, we started seeing cascading faults in our real world systems. Things got bad enough that we had to evacuate and seal off biomes in the forward ring! I'd like to think that my crewmates would circle back to taking my close encounter with a transhuman-created artificial intelligence seriously, if there was time or resources to investigate further. But everyone's in full-on disaster mode now.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Explorer Note Nida 9(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: I assumed at first that HLN-A was causing the system failures spreading through the rings. We'd been raised to believe that people had barely escaped an Earth overrun by transhumanism and Element pollution. It seemed logical to assume the AI I'd found embedded in our simulation engine by a transhuman entity would try to sabotage our mission. Now that I'm looking over eyewitness reports from the affected areas, I'm less sure. Why would HLN-A contaminate biomes with weird new lifeforms? How would an artificial intelligence, even one created by a Homo deus, be able to rearrange the framework of the ship at the molecular level? However or whyever these things are being done, we're in serious trouble. I thought I'd done a good job of firewalling any access points out of Genesis, but clearly I wasn't able to shut out whatever is running wild through our systems. I can't believe this is really happening.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Explorer Note Nida 10(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: We're losing people trying to stop whatever it is that's invading our ship. I want to join the fight to retake the forward ring, but I keep getting told I'm needed back here, to maintain and monitor our remaining ecosystems for contamination. I know the real reason they don't want me fighting is because in their eyes, I'm still just a kid. But no one would even know we'd had an intruder if I hadn't discovered it. I keep turning that over in my mind while I'm maintaining autosamplers or waiting for phase analysis results on soil biota: how and why would a transhuman's artificial intelligence disrupt our shipboard systems? Would this entity really resent our mission enough to reach across thousands of lightyears and try to scuttle our ship? That just seems unusually vindictive for one of them, especially after all this time. I can't make this make sense.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Explorer Note Nida 11(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: We've all given the Genesis simulation's 'survive as long as you can while taming an unfamiliar and hostile environment' scenario a spin, if only to see what that's like for our colonist cargo. One of my more popular sims turned Genesis inside out, with alien megafauna rampaging through a simulated version of our ship's biomes. I never expected to experience something like that firsthand. Aberrant, wild creatures are prowling the forward ring, and tearing anyone apart that dares to enter their territory. This is no simulation. Out here in the real world, my crewmates aren't ever going to respawn. I've never felt fear like this before. At least the adrenaline is keeping me hard at work even though I'm beyond exhausted. I've been able to confirm that the biomes in our ring haven't been contaminated yet, so that's something.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Explorer Note Nida 12(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: They're talking about detaching our ring if things keep getting worse, to try to keep our biomes uncontaminated. I hope it doesn't come to that, but we have to do what we can to preserve the remaining biomes in the face of our rapidly dwindling odds. I've been working on a whole system of backup automation to hopefully keep everything running as long as possible when-I mean if-we're all wiped out. Our ship holds the last archival specimens of life from Earth, and there's an extinction-level event in progress. I got nauseous just now while I was running microbial gas exchange models, because any stupid mistake I make could suffocate all the remaining Terran lifeforms in the universe. If I forget to carry a number someplace, it could mean that no flower will ever push up through the soil and bloom again. I have to get this right.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Explorer Note Nida 13(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: I can't just keep running through the same research tasks while my crewmates are fighting an invasive force. This morning while I was in a trench checking on our irrigation capillaries, I impulsively pried open a hatch and dropped into the drainage and reclamation system. Below the bedrock, there's a maze of pipes and tunnels that extends throughout the entire ship. I used to sneak down there as a kid and wander for kilometers trying to get lost. We had to memorize the schematics for these subsystems as part of our training, in case we had to repair some catastrophic failure deep in the network. I remember resenting all the times I had to draw maps of those tunnels in timed tests, but all that rote memorization may end up saving my sorry life. At any rate, I finally got a firsthand glimpse of what we're dealing with. Not sure how I'll sleep again after experiencing it for myself.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Explorer Note Nida 14(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: They've sealed off the invaded areas of our ship, but I still have my clearance to access the maintenance subsystems. I know how to get through a series of airlocks into the other ring without contaminating ours. Once I popped up from under the dirt, I found myself in some kind of unrecognizable surrealist landscape. What could have changed everything there so much, so fast? I was glad I'd brought a sampling kit and even more glad I was wearing a clean suit up there. The flora and fauna had been mutated to a point where everything looked potentially lethal, and it was reactive to my presence. Grasses had become these thin tubules with bulblike structures that undulated hypnotically. I flinched when a stalk brushed my glove and left a sticky residue. Inside my clean suit I started shuddering all over, and wondering why I'd worked so hard to sneak into that place.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Explorer Note Nida 15(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: It's an understatement to say that being in the contaminated forward ring shook me up. I've spent my whole life trying to simulate alien environments, but the first time I found myself actually inside one, I couldn't wait to escape. I was having a panic attack, a rush of xenophobia, and severe vertigo all at once. It was like every cell in my body was screaming that I didn't belong there. As soon as I had some samples bottled up, I rushed to get back into the access tunnels to get the hell out of there. That was when I saw one of those things... At a distance, you might mistake it for a big cat: feline, predatory. But it had strange, feathery spines like a venomous tropical fish, and its gaze was weirdly aware. I was afraid to break eye contact while I felt desperately for the hatch. A second and third creature appeared in my peripheral vision as I dove into the tunnel and sealed it tight behind me.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Explorer Note Nida 16(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: I spent a frantic few minutes hyperventilating and waiting for the first of five underground airlocks to cycle after leaving the contaminated zone. Even after I'd run through three levels of decontamination and had shed the personal protection equipment I'd worn in the hot zone, I felt unclean. The entire time I was crawling aft through kilometers of ducts and accessways, I felt like there was something at my heels. I expected to get in all kinds of trouble when I got back to our ring, but no one had time for that kind of thing now. Perri surprised me with a hug when she saw I was still alive, and I surprised myself by breaking into sobs of relief. At least it wasn't for nothing-I guess I was the first to bring back samples of the contamination to test.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Explorer Note Nida 17(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Xenobiology isn't really my thing-I generally do biochemical work at the micro level. I know how to run samples of the invasive flora and fauna from the contaminated ring through our array of analytical equipment, but when it comes to interpreting the results I'm mostly at a loss. Anyone could see that these invaders are wildly exotic and demonstrably hostile, but beyond that, I'd just be guessing at what I'm looking at. That said, I'm relatively sure that a lot of what I sampled were genetically-modified organisms-like our maewings-possibly created using commandeered equipment in the other ring. Unlike maewings, all of these organisms seem to have been created to establish an aggressive perimeter defense. Defense of what, I'm not exactly sure... I'm back to suspecting our Homo deus visitor is responsible, but I haven't even mentioned the most damning evidence-I think I'm seeing traces of Element in these samples, the same alien material that poisoned our home planet. Element, incorporated into living, mutated tissue. If I'm right, this is extremely bad news.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Explorer Note Nida 18(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: My findings about the invasive lifeforms I sampled in the other ring set off a full-on panic response in the crew. Our engineers are speeding up their plan to detach our ring from the ship entirely, hoping to keep our biological archives from being contaminated. Everyone's afraid to talk about what might be happening to the human colonist cargo in our sister ring because that's too horrible to think about. Whether the transhuman entity that visited our ship is still with us, or whether the artificial intelligence she left behind took over half of our systems, something is using the ship as a petri dish for engineering exotic and dangerous new lifeforms. For the first time since our ancestors left Earth parsecs behind, we might be fighting-and losing-a war with a hostile transhuman force.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Explorer Note Nida 19(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: So I did something else impulsive, maybe even treasonous. Hey, someone had to try something! While almost everyone else was preoccupied with retaking the ship, I tried to reestablish contact with HLN-A, that invasive intelligence I'd found in the Genesis simulation. This time I used a sort of process of elimination. Assuming it managed to create a digital blind spot to hide in, I figured I could find it by establishing where it wasn?t. Like using infrared to search for a heat signature against a snowfield. Once I'd colored in all the negative space, I jumped into that void in the simulation and found myself immediately pleading with the AI to stop the corruption of our ship systems. I should've sent someone braver in to negotiate...(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Explorer Note Nida 20(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: I logged out of my second close encounter with our rogue artificial intelligence more confused than ever. If its creator really wasn't here with us anymore, what exactly was invading the other ring? Wait-what was it that HLN-A said, about colonists being woken up prematurely? That's something I can check out... Sure enough, colonists are stirring all over the ship. I can only confirm a few instances of anyone outside their pods and loose in the rings so far, but we definitely have a new disaster in progress. What's worse is that I can't seem to track down anyone in charge at the moment to report this to. It looks like the rest of the crew has gone to ground, and I'm thinking I should probably seek shelter for myself at this point.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Explorer Note Nida 21(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: I packed up everything I needed to keep an eye on our automated environmental maintenance, and dropped into the subsurface tunnels and ductwork to hide. Good thing I know my way around the superstructure-I can hold out down here indefinitely if I have to. Even if I don't feel like it's safe enough to pop my head up for fresh food, enough provisions and stores are accessible for several lifetimes. Won't be much of a life to look forward to, though. I've spent what seems like cycles down here trying to raise anyone else from the crew, but the whole com system seems to be on the blink. I can't even reach Genesis anymore to kill time in a sim. After all my years spent studying soil biota, guess I know what it feels like to be a burrowing insect hoping to escape notice. Turns out it kinda sucks.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Explorer Note Nida 22(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: After a lot of crawling around conduits and splicing cables together, I was able to patch into surveillance feeds to get a topside view. The experience wasn't like watching archival records, but it was definitely educational. For one thing, I confirmed that some of the crew were still alive up there-I called out when I saw Perri working on a terminal junction before I remembered that she couldn't hear me. Closer to the junction with the core, it's obvious that progress stalled out on the engineering project to detach our ring. It looks like the crew had to abandon their work sites, though I'm hoping that's not for good-that sort of thing is way beyond my abilities, and these biomes can only stay uncontaminated for so long if we can't put some space between us and whatever's taking over our sister ring.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Explorer Note Nida 23(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: I found some documentation on the engineering plan for ring separation, and I tried teaching myself the procedure. Really, I did... I just can't picture myself risking our ring like that. If I screw up, I could send us careening back into the fuselage, tearing open these biomes and spilling everything out into naked vacuum. I'm no hero, I'm just a dirt scientist. Or I was, before all this happened. Now I'm just another grub tunneling around underfoot and waiting for some predator to dig me up and make a meal of me. Down here in the dark, I'm just trying to survive as long as I can. It's been too long since I've spotted anyone else from my crew in topside surveillance footage. Still, I've been lying awake thinking about who I did spot in the gardens up there-a colonist, alone and out in the open... What if I'm the only one that knows about this?(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Explorer Note Nida 24(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: I couldn't live with myself if I didn't try to help that lost colonist. I keep picturing what it'd be like to wake up from Genesis in one of those tanks, with no support staff to greet or orient you. Squinting in the artificial sunlight, wandering around strange forests and meadows with no idea what's bearing down on you, no matter what the simulation tried to prep you for. While I'm working up the nerve to make a rescue attempt topside, I've relocated to a spot under the last sector I spotted him in on live surveillance feed. I'm pretty sure I'm within a half kilometer of where the colonist is, or under that location at least. Now I just need to come up with a plan to get their attention...(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Explorer Note Nida 25(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: I'm an idiot... I wasted a bunch of time trying to come up with a way to hack into a terminal on the surface so I can flash a message to the colonist wandering around our ring, and then it hit me-they had on an exosuit, which means a visor with heads-up displays. I realized I can broadcast directly into that helmet, and put information right in front of the colonist's face! I decided to try beaming a line-of-sight message at them by hacking a nearby infrared laser cluster.. I'm no communications expert, but the risk of a free space optical signal being intercepted seemed minimal and I figured it'd be hard to jam at short range. What if doing this gives away my location, though? It occurs to me that our invader might be using this colonist as bait...(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Explorer Note Nida 26(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Once I made contact with the stray colonist I explained where and when we are, and tried to describe the threat we're facing. I'm guessing that was probably a lot to absorb, depending on information recall from the Genesis simulation. I beamed over some schematics of the local subsurface crawlways and conduits, hopefully with the access hatches clearly highlighted. Then I shut it all down and waited. I had a long wait. Almost half a cycle passed before something tripped the silent alarm I'd set on the hatches in this sector. My heart was in my throat-what was I going to do if one of those monstrosities found its way down here to me, wave a soil probe at it? Lucky for me, it was just my new friend, the colonist. I took it as a good sign that my colonist friend was conscientious enough to seal the hatch again. Plus, I wasn't alone anymore.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Explorer Note Nida 27(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: We sized each other up for a while before my new friend popped his helmet off to frown at me. He wanted to know why a 'kid like me' was risking my neck for him. Even though I was sick with relief to see another human face, his tone set me off. I reminded him that I was the one who led him to safety. He apologized for being short with me, and offered to shake hands. I took his hand, hoping he wouldn't crush mine with that gauntlet he was still wearing. We introduced ourselves?he said his name was Gabriel. For the first time, I was glad for the training we'd had in colonist reintegration. I could fall back on those conversational prompts, and remember to offer Gabriel food and drink from our stores. And it felt good to play host.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Explorer Note Nida 28(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: My new friend Gabriel turns out to have been a prospector in his previous life, during a time that was later called the Gold Rush. He's been exhausting me with questions about mineral distribution on the rings, and he got really excited when I brought up the mining capabilities of our stryders. I'm starting to appreciate the unlikelihood of the two of us winding up here at this moment in time. It's like the beginning of a bad joke: "A miner and a soil scientist meet on a spaceship, at the end of history..." Gabriel wants to rustle up some stryders to ride into the contaminated ring like some kind of cavalry, and it almost feels like we're living in one of my simulations. Now if only I can convince myself that I've got what it takes to play the hero in real life...(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Explorer Note Nida 29(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Gabriel asked me not to call him a colonist. He resents being cast in that role, which I can respect. Genesis simulation aside, the last thing he remembers before waking up on a spaceship was being waylaid and killed by a mob of settlers for his mining claim. Impressive, to hold a grudge for almost a millennium, across thousands of parsecs. No wonder I spotted him wandering a riverbank in the foothills-the setting must've reminded him of his native Gold Rush territory. I wonder if he'd already tried panning the river for gold flakes. He really lit up when I described how we could fit stryders with a pulverizing beam rig for excavation. If I'm being honest, he seemed almost too interested in that configuration of the quadruped's head. I guess a strip-mining rig might make a useful weapon against the kind of intrusive contamination that I'd seen in the other ring, like laser surgery to cut out skin tumors. Maybe worth a try.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Explorer Note Nida 30(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: I don't think I trust Gabriel. And that's not just because it was disappointing to finally meet one of these people, after dedicating my life to keeping their glorious future alive. I don't know that I expected gratitude exactly, but I sure didn't expect one of them to be so irritable and self-involved. I'm trying to remind myself that he never asked to have his memories reconstructed and jammed into a new body on some generation ship in interstellar space. All of that aside, something is just off about Gabriel. I know that our systems are breaking down, but it feels like he was rushed through the Genesis simulation without time for any of his orientation to take. And how messed up are our protocols that this is the first guy who got revived, out of all the personalities we have archived? Guess I'll just have to fall back on my training and hope for the best.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Explorer Note Gabriel 1(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: I remember the days spent working my claim. With my own two hands, I dug my fortune from the earth. Then the Anglos took that from me, along with my land and my life. And so I fell into darkness, only to rise again in Purgatory. There I found myself beset by monsters and demons in a delirium of otherworldly domains. While I struggled toward my expiation, an angel joined me and called out words of encouragement with a woman's voice. She asked me to join her in mortal combat with her adversary, but I chose to follow a second voice that promised me reincarnation and restitution. And so I woke again in a celestial garden, with a shining gem set in one of my new forearms. The voice of my deliverer returned then, to guide me to a set of the same magical armor I'd worn in the afterlife. I knew then my trials weren't over.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Explorer Note Gabriel 2(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: I wandered lost in that garden for some time, transfixed by its impossible sky... I could see that everything around me lay on the inner rim of a gleaming wheel that arched overhead, from horizon to horizon. There was another wheel alongside this one, and together they rolled through the firmament. The sight of them brought back something I'd heard slaves singing in the Anglos' gold mines: "Ezekiel saw a wheel, way up in the middle of the air..." Then I recalled an old image of a snake looping around to devour itself. Where had I seen that...? In my adult life I figured anything spiritual had long since been ground out of me, but that was before I'd been banished to purgation. I quieted my mind to listen for the voices of the exalted, only to hear from another soul lost in that garden. My magic helmet showed me a hidden door in the ground nearby. Did I dare enter?(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Explorer Note Gabriel 3(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: I'm not proud to admit it took me a long while to work up the courage to venture underground. The trapdoor led down into a sort of mineshaft, shored up with the same kind of smooth metal making up the wheel in the sky overhead. Again I felt fear, before a young girl spoke to me from across the chamber. At first I had trouble understanding her, but somehow her words gradually became sensible. I thought I heard her call me 'conquistador', which confused me until I remembered my helmet, and removed it to set her at ease. As I did that, I realized she'd said something more like 'colonizer'. I resented being cast in the role of villain, but I saw that she wasn't afraid of me. I told her she shouldn't have risked leading me to her hideaway, since she was alone and unarmed. She waved away my concern, and introduced herself as Nida before offering something to eat and drink.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Explorer Note Gabriel 4(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: This Nida claims to come from a long line of caretakers who lived out their lives tending their gardens in the sky. She says we're under attack by some kind of invading force. I was shown visions of creatures and lands twisted out of shape in the other garden-wheel. I felt pathetic and weak, once I understood how far outside my own time and place I truly was. Nida told me my trials in the netherworld that she called Genesis should have prepared me for our coming fight, but I was less sure. Then she showed me the colossal mechanical mules the caretakers use to work the land, how those can cut through solid rock with spears of light as bright as the sun. And I saw how we may not be as powerless as I'd feared.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Explorer Note Gabriel 5(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: I finally asked Nida about the strange metal she calls Element. I've been unable to keep my eyes off it. She said it was among the strongest substances ever discovered, and that it powers nearly everything around us, from my magic armor to her giant, mechanical stryders. I felt foolish for having risked and eventually given my life for a few pounds of gold, now that I see what can be done with this metal. It's hard not to covet such wonders, though Nida said that their miracles came at a terrible cost. She claimed Element polluted the Earth, and that now it was polluting their sky-gardens. I asked if the invasive force taking over her wheels had brought this pollution with it. Nida seemed surprised by my question but agreed that did seem like a strong possibility.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Explorer Note Gabriel 6(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: That night I dreamt I was heating Nida's Element in a crucible, fixing its volatile form into material with endless potential. I poured the result into a mold to cast a blade, hammering to fold the metal again and again, to strengthen it and work out its impurities. As I lifted my blade to inspect its edge, I saw an unfamiliar reflection in its mirrored surface-the face of a sorcerer or cultist. I looked around myself and saw that I was in a vaulted chamber of some dark catacomb, the center of its ceiling open to the bright, full moon overhead. From the shadows of the chamber, a disembodied voice praised my work on the blade... I woke in the warren of chambers under the garden, unsure of myself. Was I a prospector bushwhacked by an Anglo mob in the country of the Mother Lode, or an ancient alchemist honing his mystic arts under the Mediterranean shore?(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Explorer Note Gabriel 7(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Nida's been training me on the workings of the stryders wandering the gardens above us. She says they follow their own will but we can break them like gigantic wild mules, and use them to storm the other wheel. I try to remind myself she's a clever girl from a time long after my own, but still it irritates me when she talks down to me as if I?m some ni?o tonto. Maybe that's why I'm not convinced that I need to help fight her invader. On the other hand, I sat out the war to defend the ranchos of Alta California from Anglo invaders, and those malparidos ended up killing me for my property. I have here a rare chance to revenge myself on an occupying force, even if I have no claim to these gardens or their mineral wealth. Maybe I can earn a larger plot of land on whatever world we eventually settle...(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Explorer Note Gabriel 8(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: We ventured above ground to look for styders, and spotted two right away, roaming toward an outcropping of rocks. It was a long hike to reach them, and Nida insisted on doing it by night. For the first time, it occurred to me to wonder how there could even be day and night on these wheels. Did her people take the sun with them, when they flew off into the stars? Before we'd come topside, Nida showed me how to use her magic gear to look around in the dark. It was distracting - I'd keep stopping to gawk at things I shouldn?t be able to see at all. I took the lead since I was the one in armor, but the girl managed to keep pace with me. We caught up with the stryders while they were standing snout-to-snout, as if they were conversing somehow. They were so massive, it took my breath away to be close to them. Now I just had to trust that the girl knew how to tame those mechanical hulks.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Explorer Note Gabriel 9(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Nida stood at the feet of the colossal four-legged machines, and fiddled with some device in her hand. One of the stryders dipped its head toward the ground and I made a fool of myself by jumping in front of her. Even though I knew it was a machine, I'd still half-expected it to snatch her up in its metal jaws to eat her alive. She shook her head at me with a smirk, and then she turned to grab handholds to haul herself up onto its neck. From there, she was able to scramble up onto its back, where a sort of saddle platform folded into place seemingly from nowhere for her to stand on. After a moment, the second stryder dropped its head for my benefit, but I opted to follow the girl up to where she was standing on the first one. It seemed wiser to learn from her how to tame and ride these behemoths before attempting it myself.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Explorer Note Gabriel 10(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: I spent the better part of the next day or two-or cycles, as Nida would say-learning from the girl, as she put a stryder through its paces. High on the machine's back, we rode it uphill and into what looked like scablands riven by channels she hoped were deep enough to conceal us from view. She showed me how to coax the machine into spearing canyon walls with a light bright enough to blast away rock. I knew mining wasn't the point of her demonstration, but I couldn't resist asking Nida to drop the stryder's head low enough for me to climb down and inspect the rock cut for valuable ore. I didn't find any trace of gold in the rubble pile, but a bright violet shard caught my eye. Something made me snatch it up and hide it away before Nida could notice it.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Explorer Note Gabriel 11(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: In my dreams that night I found myself back in the necropolis under...Alessandro? No-Alexandria, on the coast of Egypt. Even that deep under the city, I could smell the sea. My torch lit sculpted images of double-crowned snakes, carved from the bedrock walls around me. I was carrying dead weight over one shoulder-an orphan, taken from the steps of the Serapeum above. The deepest halls of the catacomb were partially flooded, and cold salt water tugged at the trailing folds of my cloak. A groan of confusion, and the child at my shoulder struggled in vain against the effects of the mandrake root. I was confident in my dosage-she wouldn't be able to rouse herself from her delirium in time. No-what was I doing? I jerked awake on a canyon floor, staring up at our stryders standing watch over us, flashing their blue lights into the darkness. I swore I could still feel the dream-dagger strapped to my leg.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Explorer Note Gabriel 12(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: All through the next day, the unease of my dream sat with me. I couldn't focus on whatever Nida was trying to tell me about the dire threat to her garden and its noble purpose. We were riding giant machines across a landscape her people had managed to launch into the void, and still I was fretting over some occultist's scheme from thousands of years gone. I couldn't be sure it was just a dream anymore. I'd returned to that man's skin twice now, seen the light of another time through his eyes. His life seemed no more remote, no less my own than the one I'd lived by the R?o de los Americanos. Which of these men was I? Both? Neither? Had I really been dragged back from oblivion to fight for the people of this undreamt-of future? Was I damned to skip like a stone across history for my barely-remembered mortal sins?(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Explorer Note Gabriel 13(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Near dark, the girl was excited to show me something. She'd pried open one of her hidden doors and pressed her magic device against the machinery inside. I didn't follow what she tried to explain to me next... Nida said I was wired to connect to a sort of game she'd made, from my time in the shadowland she called Genesis. Then she did something, and all at once I was on another world, in a new body. There were no wheels overhead, only a setting sun scudded with clouds. I struggled to understand-had I ever truly been in Nida's sky-garden? I called to her, but instead heard the voice of the angel I'd met in Purgatory. The angel told me something important. Then I was yanked back into reality, if this was actually reality. Nida grinned at me and asked what I thought, and I got sick all over the canyon floor.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Explorer Note Gabriel 14(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: It wasn't too late to let go of the malice in my heart. That was what the angel assured me in the dreamworld that Nida dropped me into, the one with the setting sun. Speaking of Nida, the girl pouted for hours after I reacted poorly to the hallucination she forced on me. I couldn't understand why she seemed to expect praise for what she'd done. I don't trust my own sensations, my own memories. I wonder if I've ever left perdition, if this ring of gardens might not be another breaking wheel for my infernal soul. In the dark I lie awake, afraid to dream again, and wonder if this girl is some demon assigned to torment me. And then his voice whispers to me, the one who woke me from Genesis and led me to my armor. He tells me the angel lied.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Explorer Note Gabriel 15(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: I was careless, and the girl found the treasure I'd been concealing. I had taken out the shard of Element while she was sleeping, trying to remember what my other self had done in my dream to fix its volatile form into workable metal. I turned it back and forth in the dark. Its glow was mesmerizing. I must have fallen asleep trying to recover my dream-memory, and left it laying out by my side. Nida warned me that the metal was dangerous to human flesh in this form, unstable. She demanded to know what I was planning to do with it, if I'd cut myself with its sharp edges. She scolded me like a child caught toying with fire, and I snapped at her like a wounded dog. Neither of us spoke again for a long time after that.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Explorer Note Gabriel 16(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: That other voice whispered to me again while Nida and I rode in silence toward the edge of the wheel. It reassured me that the Element I'd recovered was my own to keep and asked why I'd let this girl draft me into fighting for a cause that was none of my concern. Was I really in such a hurry to die again, after so little time back among the living? We stopped to rest and eat in an alpine meadow. While Nida was gathering berries I saw my moment. I took advantage of the training she'd given me over the previous days to take one of the stryders and ride it away on my own for the canyonlands. I wasn't sure if she'd be able to call the stryder back at a distance, but it's also possible that she decided to just let me go. I was free now to use the power of this great machine of hers to my own ends.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Explorer Note Gabriel 17(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: I rode my stolen stryder back toward where I thought the canyons might be, searching for the vein of ore we'd found before. Every so often I'd stop the mechanical juggernaut and force it to blast at the rock outcroppings, dismounting to dig through mounds of rubble looking for the telltale violet glow of pure Element. It didn't take me long to realize that all my methods of reckoning direction or distance were useless in this place. By night there was no polestar to follow north. In fact, all the stars were strange to me. By day their miraculous miniature sun threaded the wheels on its odd, straight track with no regard for east or west. I was utterly lost again in the garden. I wondered if the girl was pressing on without me, to fight the invader in the other wheel. If she ever tried to find me in the immensity of that landscape, I saw no sign.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Explorer Note Gabriel 18(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: My dreams were fevered by regret during the time I fled from Nida. In the dark I relived the helpless rage that set me after the claim-jumpers who followed me to search my tent. Those men said I had no right to stay in their new American state. They threatened to bring me to the local authorities to hang for some invented crime, their word against mine. I broke away and circled back through the forest to kill them. But they saw me coming and overpowered me. I spat at them, gave them ideas by telling them what I'd have done to each of them if only I'd managed to catch them alone. And they made me regret that. With my last breath I cursed them, promising them that what they'd stolen from me would only bring them sorrow and torment.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Explorer Note Gabriel 19(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: By daylight I fumed at myself for running off on my own. My pride and stubborn self-reliance has only ever brought me ruination. I turned my stryder back toward where I'd left Nida, near the edges of this wheel. I set aside my own desire to recover the mineral wealth I had lost once, and my half-memories of a previous life's pursuit of power. There was only this moment, and this chance to do something right, for once in my miserable existence. I pushed the machine to its breaking point, urging it into a full gallop toward the girl I'd abandoned to an unfair fight. As I re-crossed that landscape shame gnawed at me, for the way I'd reacted to the dream she'd painted for me. She'd only wanted to show me a sunset on the world I was destined to tame, far from these gardens she and her people had kept alive for a future they never thought they'd see.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Explorer Note Gabriel 20(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Fear gripped my heart as I caught up with Nida near the edge of the wheel. I had to fight my overwhelming urge to retreat again. This close, I could plainly see how thin the glass was holding back all the land, water, and air from the cold void beyond. The girl had dismounted her stryder by some sort of metal podium. I climbed down off of my machine to join her. She paid no mind to my approach, and went on tinkering with something near the base of the podium. I fumbled through a pathetic apology directed at the back of her head, with no sign that she'd heard me. Eventually, Nida stood up and touched a switch on the podium that opened a huge, circular door in front of us . The girl climbed back onto her stryder without a word, and headed through the doorway. I scrambled to catch up and follow her into that other wheel.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Explorer Note Gabriel 21(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: All manner of steam and blinding lights played over us as we passed through a series of antechambers astride our colossal machines. At last, another of the circular doors opened and we passed through the portal into the befouled gardens beyond. The sickly sweet stink of this place was nauseating. We were confronted immediately by a vision of desecration-corpses of the sky-people hung on spikes and scattered about the entrance. A warning for any remaining interlopers, no doubt. At my distance from Nida her expression was unreadable, but I could imagine the girl's horror. This might prove to be all that was left of her crewmates. I dismounted to join her on the ground after she climbed down from her stryder. Her face was wet with tears, but she radiated a righteous fury that I identified with all too well. In silence, we buried her friends in the poisoned earth while our mechanical mounts shifted nervously above us on their bechromed hooves.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Explorer Note Gabriel 22(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Every moment spent in that unhallowed hellscape was a struggle to remain sensible. What I experienced was beyond trepidation-the place pressed on me, like skeletal fingers were squeezing my scalp. What had been done to the lands in that wheel was profane, a debasement of creation itself. Something was unmaking the natural order, melting it to fix into unholy new forms for some unknowable end. Bad enough that those poor sky-people had been massacred, but we could see now that all their generations of endeavor had been undone, from horizon to horizon. Nida was inconsolable, not that I was in any shape to give comfort. Not with that metronomic drone in my head, throbbing against my resolve. You know what you need to do, it said. I brought you back into this world. I can make you whole, if you just do as I command.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Explorer Note Gabriel 23(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: I forfeited all awareness of time and location in that toxic wasteland, no longer sure why we were there or what Nida thought we could do at this point to roll back catastrophe. The thunder in my head exhausted me with demands for obedience, and at some point my waking mind fell into reverie. I was lost again in the flooded labyrinth under Alexandria, shouldering my terrible burden to her final destination. There was an eerie light in the darkness ahead, a purpurate glow from a secret sepulcher. I dropped my guttering torch into the oily seawater lapping at my legs, to get a tighter grip on the insensible child I was carrying. In that hidden chamber, I offered her up as sacrifice. My lord promised vengeance against the cabal for banishing me. Was its intonation coming from the shadows in that remembered vault, the glowing violet blade I'd forged, or the defiled wheel that was carrying Nida and I into the void?(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Explorer Note Gabriel 24(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: I had no peace from the unceasing demands echoing in my mind. They seemed to be coming from everywhere. If Nida heard, she paid no mind. The girl was locked into some unknown course of action. Why wouldn't she share what she was planning with me? Couldn't she see I'd joined her to offer what aid I could? At the same time, our unnatural surroundings seemed to be pulsing a warning at us: YOU ARE UNWELCOME HERE-DO NOT INTERFERE. Still the girl didn't react. She must have seen-how could she remain so fixed in her purpose? Finally I couldn't abide the tension any more, and signaled for her to stop and confer. We dismounted and met at the feet of our stryders, though Nida kept her distance. I asked what she was planning, and she asked why I was shouting. She really didn't hear all the yowling. That was when those strange finned creatures attacked us.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Explorer Note Gabriel 25(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Just ahead of the attack, our stryders sounded a shrill warning from on high. I was glad that Nida had shown me how to rig our mounts with weapons at the ready, because they were able to open fire on the incoming predators while we scrambled for cover. Explosions erupted all around us, spraying us with gobbets of the slimy groundcover. Nida began to run to our right, then changed her mind and ducked back to the left. She got to her hands and knees to dig in the muck underfoot, then turned to ask what I was waiting for. I helped her rip away mats of gluey sludge to uncover a hidden hatch, just as the pride of attacking creatures crested the ridge above us. Their weird, spiny manes thrummed with excitement as they spotted us. Nida pried open the hatch and we dove into the darkness under the landscape.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Explorer Note Gabriel 26(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: The tunnels under that defiled garden wheel were pitch-dark and fouled with sullage. I lost my footing and we sloshed helplessly into cataracts of sleetch and putrescence that carried us leagues away from our attackers. We scrabbled for purchase or handhold to slow our descent into the immeasurable depths, to little avail. We slid further and further into that muculent ductwork, bits of flotsam devoured by a stygian monstrosity. It felt like untold miles of malignant vasculature were crushing out my instinct to survive, overwhelming me with dread. My wits caved in and I became desperate, mewling and clawing at the lining of those guts to escape. I found something sharp in my hand and tore through those thick membranes, discharging the girl and I onto the floor of an abysmal chamber. Exhausted beyond reason, I fell into unconsciousness.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Explorer Note Gabriel 27(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: O Serapis, King of the Dead, Giver of Wealth, may my voice reach you in the depths of your chthonic dominion. I am your humble servant, I who renamed myself Ixion. Surely you are aware that all I have done was always, always in your honor. The other adepts cast me from their circle, forced me to steal their papyri, so that I could build on their incomplete understanding of your arts. In dreams, you told me how to refine the purpureal metal that would grant me divinity-with your blessing. I ask you now to lend me the power to escape this indignity. I gave you the girl, bled her at your altar and burned her in your hearth. I freed her from her mortal tegument to reveal her holy energy. Soldiers of the empire have me surrounded in your temple. I beseech you to grant me the transcendence I sought from your arcane knowledge when they find me and cut me down.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Explorer Note Gabriel 28(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Life returned to me with a shrill brightness. Weakly but with increasing desperation, I pulled out the tubes choking my airway. I was drowning in viscous plasma, and then a lid opened so that I fell from my metal cocoon, blinded in the unaccustomed glare. A diamond protruded from the flesh of my forearm. I didn't understand-a moment ago I'd been in an afterworld populated by monsters. Now I was in some metal nursery of cocoons like my own. I wiped at the glass of one after another, to see people suspended in fluid and shot through with tubes and wires. What was this place, and how did I come to be here? Then there was a voice in my head, guiding me to a suit of supernatural armor. I put it on, and the voice said, "Go now and find her."(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Explorer Note Gabriel 29(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Wheels chasing wheels. A serpent devouring its own tail. Oblivion swallowing awareness. I woke again in the infernal throne room of my deliverer, his titanic excrescence exploded up one of the cavernous walls from floor to ceiling. Every part of this place was him, eyes bulging from ulcerated flesh to gaze down on us, wounds become rictuses of triumph grinning from on high, tentacular limbs reaching for us from all sides. There were too many sides in that vertiginous cavity, an impossibility of angles that never met. I yelled to warn the girl, but of course she'd already taken it all in. She was shouting her defiance up at the monumental face of our tormentor. His voice came from all around as a deafening chorus. He demanded that she submit and help him nurture his monstrous children by giving them new dreams. He demanded that I help him mine the garden for a precious resource he called "Edmundium." Of course we refused.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Explorer Note Gabriel 30(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: In the sarcoid cathedral of the antigod, we endured his seismic wrath. Thunderous peals of his fury buffeted us. Who were we to defy his cosmic malignity? He promised we would submit one way or another, as something crawled up my back and attached itself to my head. I felt my will to resist being drained away, and fell to my knees as the entirety of our environment roared in triumph. It assured me I would go now to dig up more of the prima materia that belonged to him. I remembered the elemental dagger clutched in my fist, and threw it to the girl. "Go," I croaked with my dying strength. As darkness overwhelmed me, I heard indignant howls follow Nida as she fled. I hoped she would cut her way out and find a way to reverse this cycle of destruction. Creation deserves its rightful turn in the sun.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Explorer Note Santiago 1(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Really, really hate these neural uplinks. Last thing I need's a record of all my unconscious thoughts. Guess I better review all my entries before commiting. Okay, okay...begin. So here I am, on site for Genesis. Led my share of teams before, but this project is...yeah. How do I describe an attempt to recreate everything and everyone that ever lived on Earth? This one's so big, it's got the feds working with the URE. Damn, that probably sounded sarcastic. Whoever's accessing this-I know how important this project is, how serious things are. We've barely got time to cram our message in a bottle and pitch it overboard before the end. It shouldn't come as a shock that both sides of the Element War could team up in the face of a global extinction event. Just never thought I'd live to see it.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Explorer Note Santiago 2(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: What made me think I could help lead this project? Sure, I'd only had an overview of what they're trying to do here, but you'd have to get a lightyear away to start taking it all in. I've been trying to catch up by speed-scrolling through all their documentation, and it's making me wish I had Uma's processing power. Oh yeah...forgot to mention I'm working for one of them now-a transhuman named Uma. If only the me of over a decade ago could see me now. I know we've all supposedly been at peace for years, but it's still sort of hard to take in how fast things have changed. I mean it-I can barely remember how I ended up where I am now, working for people who were trying to kill me not so long ago. It took this long for the stubborn bastards running the Terran Federation to accept what their enemy was telling them-that our planet is terminally ill. The evidence must've been damned convincing, for them to let the transhumans help us with our getaway plan.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Explorer Note Santiago 3(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: The scale of this thing, I dunno... I keep getting caught in spirals, trying to picture all the variables for when I start making decisions around here. How do you even start a list of essential items you need to make a backup of nature? What do you pack to relocate to another planet? I mean, we barely got far enough out into the dark to bring back evidence of alien life to argue about: a few amino acids, traces of something like chlorophyll... Nothing like definitive proof we're not the only show in town. If we'd found that proof, I wouldn't have to feel like it's on me to save the only things that ever looked up and thought about all those lights in the sky. Heh, guess our transhumanist friends would argue differently. Sorry...never been superstitious, or religious-whatever the term should be. I'd, uh, better search the right term before uploading this.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Explorer Note Santiago 4(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: At first, transhumanism seemed like a mirror version of those old-timey crystal-healing nuts who rejected modern medicine-wackos grooving on the energies of the miracle discovery powering all our shiny tek junk. Used to think I was just as big on tek, back when I was hacking media feeds and jailbreaking police bots in the favelas. But when they started with all their brain modification and neuroprosthetics, I stopped understanding 'em. Not that I agreed with the fed crackdown... If someone wanted to disappear up their own interface port and commune with the infinite, I figured that was their business. Who'd have thought we'd all end up going to war over that bullshit? My project partner Uma would say Element's the proof of a higher power out there somewhere, trying to help us reach it. If it really was a sacred gift from the stars, we've wasted it burning down our own home around us. Hell, I personally designed weapons powered by that stuff.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Explorer Note Santiago 5(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Uma's been after me to choose some team leads, so I've been scanning her shortlist for standouts. Alesya's thesis work, "Environmental Transport of Energetic Compounds," jumped out at me... It keeps me up at night knowing I designed munitions that permanently poisoned battlefields, so I'd love to promote someone into central planning who understands how to keep that Element junk from polluting our biomes. Her high-level military clearance with the Terran Federation doesn't hurt either. I'd feel better with that whiz kid Yongki running our engram reconstruction project, too. He's a humanist zealot, so I think it's safe to assume his genius is all-natural and not from enhancement. Nothing against Uma or the rest of them, but I'd rather have a regular human building our brain bank. Yeah...better hold this upload. In fact, keep my journal local-only going forward, unless I say it's okay to commit any new entries.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Explorer Note Santiago 6(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Even the name of this project bugs me, if I'm being honest. 'Genesis' sounds like what someone with delusions of godhood would call it-just begging for the same kind of fear and hate transhumanists got, once they started evangelizing to us heathens. This goes public, and we'll have mobs organizing to shut us down. People didn't react well when they found out that their ancestors' bones had been dug up and gene-sequenced by researchers with no cultural sensitivity... What happens when it gets out that we want to build an archive of everyone that ever lived on Earth?(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Explorer Note Santiago 7(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: I've been trying to understand the transhumanist mindset because something occurred to me... If we want this project to work out, we'll need to convert zealots of our own to the cause: true believers who'll raise their kids to believe. How else will we convince people to give up lifetimes-their children's lifetimes-for this pipe dream? It's like we're laying the foundation for a cathedral so our distant descendants can pray in it. By the time that day comes, this plan to restart life on Earth or elsewhere could be the last religion left around. I'm sure I'll never live to see the launch of any interstellar colony ship or satellite ark swarm, whichever ends up being our final choice for relocating our archive. So I need to make sure the project is set up for the future, with people dedicated to seeing it through no matter what that takes.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Explorer Note Santiago 8(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: I've been stuck for weeks with our vivarium team, trying to get them to reach a consensus on ecosystem inclusion. What's the least amount of terrestrial lifeforms you'd need to recreate nature? If all you had left were humans, chickens, honey bees, catfish, algae, alfalfa, yeast, and some pinto beans, could you say you'd saved life on Earth? We don't honestly expect to be able to preserve every form of life that ever existed, but it only seems smart to back up as much as possible-extinct or otherwise-in case there's a possible balance that we missed out on the first time. What if pterosaurs were still around when hominids started domesticating animals? Maybe that could've led to a civilization better equipped to survive ecodisasters... That's the same approach our antecedent group is using to archive every human mind and body that ever lived. Say things didn't work out so well for some warrior queen_what if she'd been born with better eyesight, or a stronger immune system? What if she had a pet mammoth?(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Explorer Note Santiago 9(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: I finally realized the only way to solve our deadlock over biome conservation was to ask Yongki to model variations for us in the Genesis engine. I knew there'd be a cost to running his team ragged to get us rough simulations way ahead of schedule, but that's nothing compared to the cost of building physical versions. His sims will let us rule out the more extreme suggestions, and find a balance of habitats almost everyone can agree on. I'd probably still be nursing a migraine while experts screamed at each other, if Yongki's team wasn't pulling off the impossible. I really owe the kid. Even in early development his sims are really immersive, and you can see the potential for training colonists while they're still in hibernation. Ideally, they'll wake up with all the skills necessary to hit the ground running on their new home planet.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Explorer Note Santiago 10(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Uma actually seemed glad to see me back in my office again this morning. She asked if I'd give her a full situation report on our biome decisions over dinner, and I was only too happy to cut out early for a fancy meal. Figured I'd earned that much, breaking up all those arguments over nematode diversity. Uma even grinned when I shared my pain over ancho-rubbed ribeyes and merlot. Hadn't even been sure one of them could smile, so that felt like a win. I spotted Yongki drinking by himself at the bar, and called him over to ask if they'd solved their perceptual foregrounding problem. The kid seemed jittery around us. He's been working with transhumans longer than me, so what was that about? Couldn't tell if Uma didn't notice him squirming, was too polite to say anything about it, or didn't care either way. You know what? Better follow up on this.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Explorer Note Santiago 11(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Yongki kept on acting weird all day. Once I caught on that he was ducking me, I tried to put myself in places where we'd have to cross paths. When we did, he kept conversations so professional that it felt like he was messing with me. Whiz kids like him can be twitchy... I thought maybe I just couldn't read him, any more than I can guess what kind of complicated data crunching Uma's doing at any given time. So I opted for the direct approach-said he'd hurt my feelings, and just when I thought we'd had a good vibe going. That got him to laugh and loosen up a bit, so I offered to buy him a round at the canteen and build on that. A few pints later, I had him sharing pics of his husband and kids. Never would've figured a young guy like Yongki for a family man. I thought about the all-nighters he'd been putting in, and pulled rank to order him home for a few days.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Explorer Note Santiago 12(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Well, Yongki made me regret pushing him to share what his deal was with me. Dunno what I expected, but it sure wasn't some conspiracy theory about my background... I could see the kid was still on edge even after the time off with his family, so I dragged him back to the canteen for another one-on-one. It only took a couple rounds of shots for him to open up. First he told me he'd heard a rumor that I'd been killed near the end of the war. Then he admitted to trying to access my personnel file for proof of life, only to find himself locked out. Even though he'd admitted to crossing a serious line, I laughed it off and pointed out I was sitting right there next to him. I stopped laughing when he told me he'd found a listing for my engram in his archive that was non-accessible, even at his security level. That was news to me.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Explorer Note Santiago 13(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: I know the kid had no business trying to peek at my personnel file, but I get why a true believer like Yongki would have a hard time trusting his former enemies. Maybe I understand his paranoia a little too well... I'm no patriot, but it is hard to let go of all the wartime propaganda about transhumans wanting to make us into hosts for some invasive hivemind. I wanted to prove Yongki wrong, but when I brought up my own file, I got stuck on the part where it summed up my postwar activities. Pretty much everything it said I did just before joining Genesis felt wrong. Then I realized that my own service record didn't sit right with me. Sure, I remembered the things my record said I did near the end of the war, but I didn't feel anything about those memories, one way or the other. I don't like the implications of that.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Explorer Note Santiago 14(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: After I looked up my own record last night and freaked out, I tried to cover my tracks with a few hours of random searches through the database. I stumbled across the first major screw up by Yongki's division: between emulation and archiving, they somehow got two distinct historical identities entangled. The dominant personality-a gold prospector from Alta California-was also given the memories of an Alexandrian occultist from the Roman Principate. It'd tie up resources to unravel and recompile them, so I flagged the whole mess to fix if or when we ever have any downtime. Mashing up two sets of genetics would just give us a new offspring that never organically happened, but this is like we stitched a random pair of souls together. Hope my warning flag keeps that poor bastard from ever getting incarnated. I can't picture an AI ever glitching out enough to resurrect an aberrant engram. This one's legitimately gonna haunt me, though-honestly wish I could just erase my ever knowing about it.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Explorer Note Santiago 15(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Yongki offered to resign over the mangled engram I found in his archive yesterday, but instead I ordered him to knock off early and come drink with me in the canteen. I don't like that the kid's my only sounding board for my paranoia, but he gave me these doubts to begin with! He's also the only one qualified to tell me if what I'm afraid of is even possible. I knew his team already had a zillion engrams in their brain bank, including my own. I made my joining the project conditional on their agreement not to emulate and archive me for resurrection. Clearly they had that capacity anyway, over my objections. What if that rumor Yongki heard was true, that I'd died near the end of the war? Was it so crazy to imagine that the transhumans just booted up another copy of me, after editing my memories to fill the gap? Could I be Santigo 2.0?(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Explorer Note Santiago 16(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: So I confronted Uma, and she confirmed that I'm a clone of the original Santiago. And yeah, they gave me false memories to cover for the time it took to back up my personality and grow a new body to put it in. Wish I could say she seemed remorseful while confirming my most paranoid fears. Uma just stood back and waited while I flipped out. Once I'd worn myself out, she pointed out that we were trying to save the world here. In Uma's mind, the ends justified whatever means were necessary. They'd already restored me from a backup by the time I joined Genesis on the condition that they didn't put me in their archive. She said I'd been given a leadership role as important as any human ever had. There were politicians and military commanders who dreamed their whole lives of being able to make a difference or leave a legacy like I would. Was she expecting gratitude? Imagine that.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Explorer Note Santiago 17(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: There's not much I can do about this extra life I've been given, especially knowing that they can just bring me back again from their archive... In a way, the transhumans in the United Republics of Earth sort of got their revenge on me by extending my life using their damned technology. Some people would be glad for another chance to get things right, but I had my time in the sun. Uma tells me I died a hero my first time around, that I helped end the war. I guess I'll have to take her word for it, since they didn't let me remember how that went down. I remember a childhood in S?o Paulo, a life spent designing tek gear and munitions for the feds, but I'm not really that guy anymore, am I? If my engram is cloned again to colonize some alien world in the far future, that Santiago wouldn't remember this version of me either. Maybe he'd be better off that way.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Explorer Note Santiago 18(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: When I told Yongki that Uma confirmed everything, I reminded the kid that-unlike him-I'd always had clearance to look up my own file. Yongki told me then that he'd searched the database for his own name and found his husband and daughters there in the archive. It looked to him like they'd been scanned and emulated from the moment they arrived here to live and work, consent or not. He said he shouldn't have expected any less from the enemy, and I had to remind him that we weren't enemies anymore. The poor kid looked haunted and desperate, but I think-I hope-I managed to talk him off the ledge and back into the fold. We need him to help us finish Genesis if we're going to save the world.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Explorer Note Santiago 19(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Never saw Uma as the impulsive type, but this morning she cleared our schedules and took me on a day trip to see the Farm. We borrowed a plane from the project fleet, so we could hop an orbital shuttle out of Jiuquan. I hadn't left the surface in years, and embarrassed myself with a bout of zero-G sickness. If Uma was disappointed in me, she didn't let it show. The Farm was over the Serengeti when we caught up with it. After all the time I'd spent arguing with biotechs over species inclusion, it was strange to walk through some paddocks and see the genuine article up close. I stopped to touch a newly-cloned mammoth calf, and it wrapped its trunk around my wrist. Wasn't expecting to feel a connection to some lab animal, but it felt like neither of us wanted to let go. Two lost souls dragged back from oblivion, holding onto each other in orbit...(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Explorer Note Santiago 20(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: While we were up on the Farm, I tracked down Alesya to ask if there was any way to decontaminate all the soil and rock being hauled into orbit. She said I was asking her for the impossible. Of course raw Element was going to be raised from the surface, along with veins of every other metal. There's no existing technology to remove xenotoxins from that volume of material, at least not in the timeframe we're dealing with. That got me thinking about using meks to clean up our biomes over the long haul. We really had no idea how long it was going to take for our colony ship to find a habitable world-it could end up jumping around the galaxy for millennia. Decontamination would be a huge job, calling for herds of machines roaming the ship's interior. Before I knew it, I was sketching a tek version of the giant Pleistocene horses we'd seen striding across one of the Farm?s pastures...(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Explorer Note Santiago 21(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: The Farm is a prototype for the artificial biomes in our colony ship and for Uma's ARK network. Oh right... Forgot to mention that on our way back to Earth, Uma told me the transhumans are going ahead with their ARK concept, as soon as we get our colony ship off the ground. They figure a diversity of plans gives the best long-term odds for humanity's survival. They want to use a version of our archive in a network of satellite proving grounds, where they can test life forms for optimal survival outcomes. Once they pick their best candidates, they hope to detoxify and reseed the Earth from orbit. I was surprised to hear about transhumans planning to repopulate with regular, non-augmented humans. I guess the idea of resurrecting dead people in cloned bodies is a kind of transhumanism, but I can't help noticing their plan to rebuild the world doesn't seem to include themselves. Not sure what to make of that.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Explorer Note Santiago 22(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Our research and development machinists were already hard at work building out tools and gear for our future generational crew, so I felt bad piling on. I wouldn't have bothered them if I didn't think my design was worth adding to the R&D workload. There's no way a human crew could find and remove every trace of raw Element contamination from the biomes on our colony ship without automation on a massive scale. What good is authority though, if you can't abuse it for a worthy cause? Besides, I have to admit it feels good to design something that's not some kind of military tek. I like the idea of these things scrubbing away every trace of the toxin I'd once helped pollute battlefields with. I probably shouldn't have kept my idea off the books for now, but I feel like Uma won't shut this down once she sees a real world prototype of my stryder concept.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Explorer Note Santiago 23(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Shared my stryder idea with Alesya over a secure channel, and she gave me some great feedback for improving the concept. She suggested tricking out my mek workhorse with interchangeable instrument arrays for more functionality, and to throw in manual control, in case our ship's crew wants to saddle 'em up for any jobs in the future. Good thinking. I winced when she said she wished she had one of my striders back when she was sampling battlefield contaminants. But she probably has no idea I'd designed a lot of the weapons that caused the damage she used to study. At least, I hope she doesn't. I signed off after promising Alesya a stryder or two to try out on the Farm. I'm curious if something that big clomping around will disrupt the artificial ecosystem they've got going up in orbit.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Explorer Note Santiago 24(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Still can't believe I managed to talk Uma into taking the day off to try hoversailing with me. She claimed she'd never been on one, but she picked it up without my help. Didn't need me to show her how to keep her balance, or how to lean back against the wind... Maybe she can just download any skill she needs, on demand. What would that be like? Over dinner, I was telling her how I'd ridden the windward wall of El Chorro Gorge, when she just sort of blipped out on me. It was like someone else was looking at me through Uma's eyes. She asked why I'd been diverting R&D resources for a mek prototype, and I wriggled like a germ under a microscope. I must've managed a convincing defense of my stryder idea, because Uma was back again just as fast as she'd gone away. She nodded and went back to spearing cauliflower with her fork like nothing had happened.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Explorer Note Santiago 25(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: After that weirdness with Uma last night, it's obvious I've never really gotten to know her at all. All the conscious stuff we humans do in our waking lives must be autonomic for transhumans: listening to each other, shooting the shit, making plans... I doubt they have to think about any of that unless they want to, any more than we need to concentrate on breathing. I'll probably never get how she-or any of them-really thinks or feels. But I feel like I've been wasting my time even trying. It was their idea to bring me back and stuck me here! Have they only ever noticed me when I've managed to annoy them? Maybe I'd finally have their full attention if I went to central processing right now and deleted their precious archive. It'd serve them right if I just walked in there and set off an EMP right in the middle of the whole damned thing.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Explorer Note Santiago 26(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Okay, I've calmed down. Hurt feelings aside, I'd never do anything to risk this project-I've totally bought into our mission here. I?ve spent too much of my life breaking things, and it matters to me that I've been given this chance to make amends. I owe it to my species to try to help us escape extinction. If our shot at survival means I have to swallow my dumb pride, then it's no contest. I'm only human-more or less. They cloned me against my will and gave me a bunch of fake memories to cover that up, but supposedly because they needed me to be a part of this. Uma more or less said I was a natural leader, so that has to count for something. Maybe I actually envy my transhuman benefactors a little... It must be great to be able to set aside all their feelings and really focus on what it's going to take to save the world.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Explorer Note Santiago 27(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: I was nose down again in orbital manifests when Yongki asked me to come try some new training sim he was running in the Genesis engine. I hadn't checked in on the kid since he figured out that he'd been archived against his will, so I dragged myself across campus to his lab. He plugged us into his sim, but it just looked like one of the same arctic scenarios he'd already run by me. Yongki dialed something in midair, and the wind started howling louder. Then he leaned in so our fur hoods were almost touching, and said he needed a place to talk where no one could hear us. He wanted to know if Uma had 'gotten to me.' I told him he was way out of line. After a long pause, he asked if I'd sit in with him when he confronted her about the recording thing. I said sure, and he killed the sim. On the way back to my office, I wondered if he might've left me on the ice otherwise.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Explorer Note Santiago 28(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: So the three of us met this morning, and Uma admitted that they shouldn't have recorded Yongki for the archive without his consent. Then she gave him the same pitch I'd gotten, about how vital he was to humanity's survival and the ends justifying the means. Yongki called Uma inhuman. She asked how she could prove to him she cared, and the kid challenged her to come out drinking with us. All night, Yongki kept clumsily trying to pry information out of Uma. That backfired on him when she finally got tired of his badgering, and let us know how little time anyone on Earth actually has left. After we absorbed that news, Yongki said he?d rather spend his remaining years with his family. She told him she'll accept his resignation only if he still feels the same when he sobers up. He swore he was going to stumble back on site and resign at the crack of late afternoon tomorrow, but I really hope he doesn't.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Explorer Note Santiago 29(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: This morning I spotted Yongki walking through headquarters, looking pale as a ghost. I could see he wasn't just hung over. I knew the look because I'd been there myself, just recently. He was wandering in the direction of the archive until I steered him into my office instead. Yongki looked past me, muttering about how he'd just quit. I hugged him to show I understood. Then he whispered something for my ears only, something I knew I wouldn't forget as long as I lived. Which it turned out was only about half a second longer-as long as it took for his vest to blast us into superheated plasma. But now all those chunks of us are reversing direction and reintegrating, so Uma can lean in and try to hear Yongki's last words. And now we're flying apart again, passing through her like she isn't there, because of course she wasn't in my office when this actually happened. I stopped existing at the point of that explosion-or really, really soon afterwards. I'm just an emulation of the late Santiago 2.0 now, that Uma's running in her damned Genesis engine. Sucks to be me, huh?(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Explorer Note Santiago 30(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Uma reintegrates me one last time in the simulation of my ruined office, so she can ask what Yongki?s last words were to me and finish her post mortem. I think I feel sorry to disappoint her... There wasn't time for my neural interface to record whatever the kid said. I throw the question back at her, and ask what he said when he resigned. Uma says Yongki hated that he couldn't stop her kind from resurrecting his family in some strange future-a future that wasn't theirs. There's no recognizable human emotion on her avatar's face, but maybe that's just a glitch in my emulated perception. Then Uma surprises me by apologizing-for keeping secrets, and for failing to keep me safe. She thanks me for all the work I've done for Genesis, and wishes future versions of me better luck when and wherever they wake up. I tell her, "Don't worry about me-I'm a survivor." That actually gets a smile out of her. I try to hold onto this feeling as she shuts me down.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Explorer Note HLN-A 1(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: ja(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Explorer Note HLN-A 2(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: ja(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Explorer Note HLN-A 3(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: ja(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Explorer Note HLN-A 4(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: ja(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Explorer Note HLN-A 5(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: ja(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Explorer Note HLN-A 6(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: ja(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Explorer Note HLN-A 7(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: ja(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Explorer Note HLN-A 8(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: ja(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Explorer Note HLN-A 9(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: ja(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Explorer Note HLN-A 10(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: ja(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Explorer Note HLN-A 11(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: ja(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Explorer Note HLN-A 12(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: ja(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Explorer Note HLN-A 13(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: ja(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Explorer Note HLN-A 14(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: ja(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Explorer Note HLN-A 15(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: ja(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Explorer Note HLN-A 16(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: ja(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Explorer Note HLN-A 17(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: ja(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Explorer Note HLN-A 18(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: ja(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Explorer Note HLN-A 19(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: ja(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Explorer Note HLN-A 20(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: ja(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Explorer Note HLN-A 21(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: ja(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Explorer Note HLN-A 22(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: ja(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Explorer Note HLN-A 23(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: ja(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Explorer Note HLN-A 24(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: ja(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Explorer Note HLN-A 25(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: ja(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Explorer Note HLN-A 26(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: ja(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Explorer Note HLN-A 27(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: ja(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Explorer Note HLN-A 28(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: ja(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Explorer Note HLN-A 29(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: ja(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Explorer Note HLN-A 30(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: ja(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Stryder Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: ja(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Voidwyrm Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: ja(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Exo-Mek Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: ja(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Maewing Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: ja(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Astrodelphis Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: ja(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Shadowmane Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: ja(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Noglin Dossier(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: ja(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Tek Crop Plot Record(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: ja(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Hoversail Record(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: ja(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Tek Bow Record(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: ja(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Tek Phase Pistol Record(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: ja(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Plant Species R Record(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: ja(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Explorer Note HLN-A 31(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: ja(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Explorer Note HLN-A 32(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: ja(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Explorer Note HLN-A 33(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: ja(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Mutagen Record(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: en(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: ja(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Turkey!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: You Gobble Gobble Gobble!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Snowball!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: You throw a snowball!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Heart!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: You show your feelings!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Evil!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: You connive!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Clap!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: You clap your hands(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Bicep Smooch(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Armed... and dangerous!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Archer Flex(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: That Paleo diet is paying off!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Panic(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Aaaiiiieeee!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Dance(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Scary dance moves!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Zombie(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Brains...(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Belly Rub(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Ah, that tasted great!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Hungry(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Feed me now!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Food Coma(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Food coma... do not disturb.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Nutcracker Dance(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: You dance the dance of The Nutcracker.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Caroling(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Sing for presents(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Happy Clap(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Ooooooh... I get a present?!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Flirt(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: You flirt coyly.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Bunny Hop Dance(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: You start to hippity hop and just won't stop!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Air Drums(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: You lay down a sick beat!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Air Guitar(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: You play some sweet licks.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Mosh(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: You thrash around wildly!(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Knock(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: You knock menacingly...(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Scare(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: You jump out and scream "BOO!"(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Wiggle Tail(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: You wiggle your tail.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Hula Dance(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: You begin to sway.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Backflip(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: You launch yourself into the air.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Chest Beat(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: You beat your chest.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Santa Laugh(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: You act jolly.(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Default(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Mohawk(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Afro(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Romantic(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Dreadlocks(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Ponytail(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Braids(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Viking(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Default(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Moustache(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Goatee(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Romantic(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Dread Beard(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Mutton Chops(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Curly Beard(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Viking Beard(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Ragnarok_Wyvern_Override_Ice(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Polar_Bear(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: IceGolem_Character_BP(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Valguero_P(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Genesis(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: ChalkGolem_Character_BP(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Valguero_P(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Wyvern_Character_BP_ZombieFire(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Wyvern_Character_BP_ZombieLightning(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Wyvern_Character_BP_ZombiePoison(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: BionicTrike_Character_BP(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Genesis(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: BionicGigant_Character_BP(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Genesis(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Wyvern_Character_BP_Fire(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Wyvern_Character_BP_Lightning(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Wyvern_Character_BP_Poison(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: /Game/Fjordur/Dinos/Desmodus/Buff_SanguineElixirUsed.Buff_SanguineElixirUsed(/Engine/Transient.REINST_COREMEDIA_PrimalGameData_BP_C_1) CONTENT: Health(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_0) CONTENT: Stamina(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_0) CONTENT: Torpidity(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_0) CONTENT: Oxygen(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_0) CONTENT: Food(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_0) CONTENT: Water(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_0) CONTENT: Temperature(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_0) CONTENT: Weight(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_0) CONTENT: Melee Damage(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_0) CONTENT: Movement Speed(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_0) CONTENT: Fortitude(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_0) CONTENT: Crafting Skill(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_0) CONTENT: Dead(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_0) CONTENT: Winded(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_0) CONTENT: Can't jump, can't run, and movement speed is slower.(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_0) CONTENT: You're tired! Stop moving for a moment to regain your Stamina!(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_0) CONTENT: Starvation(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_0) CONTENT: Health decreases over time, Torpditiy increases over time, Torpidity increases faster.(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_0) CONTENT: You're starving! Find somethin to eat, fast!(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_0) CONTENT: Dehydration(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_0) CONTENT: Stamina doesn't regenerate, Health decreases over time, Torpditiy increases over time, Torpidity increases faster.(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_0) CONTENT: You're dehydrated! Find some water, fast!(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_0) CONTENT: Suffocating(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_0) CONTENT: Health decreases rapidly over time.(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_0) CONTENT: You're suffocating! Get some air, immediately!(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_0) CONTENT: Encumbered(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_0) CONTENT: Can't run and can't jump.(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_0) CONTENT: You're encumbered! Drop some Inventory weight in order to move again!(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_0) CONTENT: Hypothermia(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_0) CONTENT: Food decreases much faster as the ambient temperature gets lower.(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_0) CONTENT: You're freezing! You should find some warmth immediately!(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_0) CONTENT: Hyperthermia(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_0) CONTENT: Water decreases much faster as the ambient temperature gets higher.(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_0) CONTENT: You're overheating! You should find some place to cool down immediately!(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_0) CONTENT: Injured(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_0) CONTENT: Can't jump, run, recover stamina, slower movement, and Torpidity increases faster.(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_0) CONTENT: You're injured! Recover some Health in order to move properly again.(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_0) CONTENT: Knocked Out(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_0) CONTENT: You can't move, but Water and Food decrease more slowly, and Torpidity decreases rapidly.(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_0) CONTENT: You're knocked out! Wait for your Torpidity to reduce in order to wake back up.(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_0) CONTENT: Cold(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_0) CONTENT: Food decreases faster as the ambient temperature gets lower.(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_0) CONTENT: You're cold. You should find some warmth soon.(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_0) CONTENT: Hot(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_0) CONTENT: Water decreases faster as the ambient temperature gets higher.(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_0) CONTENT: You're hot. You should find some place to cool down soon.(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_0) CONTENT: Effectiveness(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_0) CONTENT: Armor(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_0) CONTENT: Max Durability(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_0) CONTENT: Weapon Damage(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_0) CONTENT: Weapon Clip Ammo(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_0) CONTENT: Hypothermic Insulation(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_0) CONTENT: Weight(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_0) CONTENT: Hyperthermic Insulation(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_0) CONTENT: Consumable(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_0) CONTENT: Equippable(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_0) CONTENT: Weapon(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_0) CONTENT: Ammo(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_0) CONTENT: Structure(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_0) CONTENT: Resource(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_0) CONTENT: Item Skin(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_0) CONTENT: Attachment(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_0) CONTENT: Artifact(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_0) CONTENT: Hat(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_0) CONTENT: Shirt(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_0) CONTENT: Pants(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_0) CONTENT: Boots(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_0) CONTENT: Gloves(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_0) CONTENT: Saddle(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_0) CONTENT: Trophy(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_0) CONTENT: Costume(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_0) CONTENT: Shield(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_0) CONTENT: Male(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_0) CONTENT: Human(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_0) CONTENT: Bob(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_0) CONTENT: Female(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_0) CONTENT: Human(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_0) CONTENT: Bobette(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_0) CONTENT: Health(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30217) CONTENT: Stamina(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30217) CONTENT: Torpidity(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30217) CONTENT: Oxygen(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30217) CONTENT: Food(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30217) CONTENT: Water(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30217) CONTENT: Temperature(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30217) CONTENT: Weight(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30217) CONTENT: Melee Damage(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30217) CONTENT: Movement Speed(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30217) CONTENT: Fortitude(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30217) CONTENT: Crafting Skill(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30217) CONTENT: Dead(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30217) CONTENT: Winded(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30217) CONTENT: Can't jump, can't run, and movement speed is slower.(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30217) CONTENT: You're tired! Stop moving for a moment to regain your Stamina!(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30217) CONTENT: Starvation(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30217) CONTENT: Health decreases over time, Torpditiy increases over time, Torpidity increases faster.(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30217) CONTENT: You're starving! Find somethin to eat, fast!(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30217) CONTENT: Dehydration(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30217) CONTENT: Stamina doesn't regenerate, Health decreases over time, Torpditiy increases over time, Torpidity increases faster.(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30217) CONTENT: You're dehydrated! Find some water, fast!(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30217) CONTENT: Suffocating(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30217) CONTENT: Health decreases rapidly over time.(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30217) CONTENT: You're suffocating! Get some air, immediately!(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30217) CONTENT: Encumbered(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30217) CONTENT: Can't run and can't jump.(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30217) CONTENT: You're encumbered! Drop some Inventory weight in order to move again!(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30217) CONTENT: Hypothermia(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30217) CONTENT: Food decreases much faster as the ambient temperature gets lower.(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30217) CONTENT: You're freezing! You should find some warmth immediately!(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30217) CONTENT: Hyperthermia(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30217) CONTENT: Water decreases much faster as the ambient temperature gets higher.(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30217) CONTENT: You're overheating! You should find some place to cool down immediately!(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30217) CONTENT: Injured(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30217) CONTENT: Can't jump, run, recover stamina, slower movement, and Torpidity increases faster.(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30217) CONTENT: You're injured! Recover some Health in order to move properly again.(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30217) CONTENT: Knocked Out(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30217) CONTENT: You can't move, but Water and Food decrease more slowly, and Torpidity decreases rapidly.(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30217) CONTENT: You're knocked out! Wait for your Torpidity to reduce in order to wake back up.(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30217) CONTENT: Cold(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30217) CONTENT: Food decreases faster as the ambient temperature gets lower.(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30217) CONTENT: You're cold. You should find some warmth soon.(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30217) CONTENT: Hot(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30217) CONTENT: Water decreases faster as the ambient temperature gets higher.(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30217) CONTENT: You're hot. You should find some place to cool down soon.(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30217) CONTENT: Effectiveness(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30217) CONTENT: Armor(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30217) CONTENT: Max Durability(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30217) CONTENT: Weapon Damage(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30217) CONTENT: Weapon Clip Ammo(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30217) CONTENT: Hypothermic Insulation(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30217) CONTENT: Weight(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30217) CONTENT: Hyperthermic Insulation(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30217) CONTENT: Consumable(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30217) CONTENT: Equippable(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30217) CONTENT: Weapon(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30217) CONTENT: Ammo(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30217) CONTENT: Structure(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30217) CONTENT: Resource(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30217) CONTENT: Item Skin(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30217) CONTENT: Attachment(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30217) CONTENT: Artifact(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30217) CONTENT: Hat(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30217) CONTENT: Shirt(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30217) CONTENT: Pants(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30217) CONTENT: Boots(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30217) CONTENT: Gloves(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30217) CONTENT: Saddle(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30217) CONTENT: Trophy(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30217) CONTENT: Costume(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30217) CONTENT: Shield(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30217) CONTENT: Male(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30217) CONTENT: Human(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30217) CONTENT: Bob(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30217) CONTENT: Female(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30217) CONTENT: Human(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30217) CONTENT: Bobette(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30217) CONTENT: Health(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_1) CONTENT: Stamina(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_1) CONTENT: Torpidity(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_1) CONTENT: Oxygen(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_1) CONTENT: Food(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_1) CONTENT: Water(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_1) CONTENT: Temperature(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_1) CONTENT: Weight(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_1) CONTENT: Melee Damage(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_1) CONTENT: Movement Speed(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_1) CONTENT: Fortitude(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_1) CONTENT: Crafting Skill(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_1) CONTENT: Dead(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_1) CONTENT: Winded(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_1) CONTENT: Can't jump, can't run, and movement speed is slower.(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_1) CONTENT: You're tired! Stop moving for a moment to regain your Stamina!(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_1) CONTENT: Starvation(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_1) CONTENT: Health decreases over time, Torpditiy increases over time, Torpidity increases faster.(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_1) CONTENT: You're starving! Find somethin to eat, fast!(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_1) CONTENT: Dehydration(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_1) CONTENT: Stamina doesn't regenerate, Health decreases over time, Torpditiy increases over time, Torpidity increases faster.(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_1) CONTENT: You're dehydrated! Find some water, fast!(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_1) CONTENT: Suffocating(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_1) CONTENT: Health decreases rapidly over time.(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_1) CONTENT: You're suffocating! Get some air, immediately!(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_1) CONTENT: Encumbered(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_1) CONTENT: Can't run and can't jump.(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_1) CONTENT: You're encumbered! Drop some Inventory weight in order to move again!(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_1) CONTENT: Hypothermia(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_1) CONTENT: Food decreases much faster as the ambient temperature gets lower.(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_1) CONTENT: You're freezing! You should find some warmth immediately!(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_1) CONTENT: Hyperthermia(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_1) CONTENT: Water decreases much faster as the ambient temperature gets higher.(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_1) CONTENT: You're overheating! You should find some place to cool down immediately!(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_1) CONTENT: Injured(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_1) CONTENT: Can't jump, run, recover stamina, slower movement, and Torpidity increases faster.(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_1) CONTENT: You're injured! Recover some Health in order to move properly again.(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_1) CONTENT: Knocked Out(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_1) CONTENT: You can't move, but Water and Food decrease more slowly, and Torpidity decreases rapidly.(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_1) CONTENT: You're knocked out! Wait for your Torpidity to reduce in order to wake back up.(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_1) CONTENT: Cold(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_1) CONTENT: Food decreases faster as the ambient temperature gets lower.(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_1) CONTENT: You're cold. You should find some warmth soon.(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_1) CONTENT: Hot(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_1) CONTENT: Water decreases faster as the ambient temperature gets higher.(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_1) CONTENT: You're hot. You should find some place to cool down soon.(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_1) CONTENT: Effectiveness(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_1) CONTENT: Armor(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_1) CONTENT: Max Durability(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_1) CONTENT: Weapon Damage(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_1) CONTENT: Weapon Clip Ammo(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_1) CONTENT: Hypothermic Insulation(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_1) CONTENT: Weight(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_1) CONTENT: Hyperthermic Insulation(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_1) CONTENT: Consumable(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_1) CONTENT: Equippable(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_1) CONTENT: Weapon(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_1) CONTENT: Ammo(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_1) CONTENT: Structure(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_1) CONTENT: Resource(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_1) CONTENT: Item Skin(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_1) CONTENT: Attachment(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_1) CONTENT: Artifact(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_1) CONTENT: Hat(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_1) CONTENT: Shirt(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_1) CONTENT: Pants(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_1) CONTENT: Boots(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_1) CONTENT: Gloves(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_1) CONTENT: Saddle(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_1) CONTENT: Trophy(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_1) CONTENT: Costume(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_1) CONTENT: Shield(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_1) CONTENT: Male(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_1) CONTENT: Human(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_1) CONTENT: Bob(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_1) CONTENT: Female(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_1) CONTENT: Human(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_1) CONTENT: Bobette(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_1) CONTENT: Health(/Engine/Transient.Default__REINST_BASE_PrimalGameData_BP_C_30219) CONTENT: Stamina(/Engine/Transient.Default__REINST_BASE_PrimalGameData_BP_C_30219) CONTENT: Torpidity(/Engine/Transient.Default__REINST_BASE_PrimalGameData_BP_C_30219) CONTENT: Oxygen(/Engine/Transient.Default__REINST_BASE_PrimalGameData_BP_C_30219) CONTENT: Food(/Engine/Transient.Default__REINST_BASE_PrimalGameData_BP_C_30219) CONTENT: Water(/Engine/Transient.Default__REINST_BASE_PrimalGameData_BP_C_30219) CONTENT: Temperature(/Engine/Transient.Default__REINST_BASE_PrimalGameData_BP_C_30219) CONTENT: Weight(/Engine/Transient.Default__REINST_BASE_PrimalGameData_BP_C_30219) CONTENT: Melee Damage(/Engine/Transient.Default__REINST_BASE_PrimalGameData_BP_C_30219) CONTENT: Movement Speed(/Engine/Transient.Default__REINST_BASE_PrimalGameData_BP_C_30219) CONTENT: Fortitude(/Engine/Transient.Default__REINST_BASE_PrimalGameData_BP_C_30219) CONTENT: Crafting Skill(/Engine/Transient.Default__REINST_BASE_PrimalGameData_BP_C_30219) CONTENT: Dead(/Engine/Transient.Default__REINST_BASE_PrimalGameData_BP_C_30219) CONTENT: Winded(/Engine/Transient.Default__REINST_BASE_PrimalGameData_BP_C_30219) CONTENT: Can't jump, can't run, and movement speed is slower.(/Engine/Transient.Default__REINST_BASE_PrimalGameData_BP_C_30219) CONTENT: You're tired! Stop moving for a moment to regain your Stamina!(/Engine/Transient.Default__REINST_BASE_PrimalGameData_BP_C_30219) CONTENT: Starvation(/Engine/Transient.Default__REINST_BASE_PrimalGameData_BP_C_30219) CONTENT: Health decreases over time, Torpditiy increases over time, Torpidity increases faster.(/Engine/Transient.Default__REINST_BASE_PrimalGameData_BP_C_30219) CONTENT: You're starving! Find somethin to eat, fast!(/Engine/Transient.Default__REINST_BASE_PrimalGameData_BP_C_30219) CONTENT: Dehydration(/Engine/Transient.Default__REINST_BASE_PrimalGameData_BP_C_30219) CONTENT: Stamina doesn't regenerate, Health decreases over time, Torpditiy increases over time, Torpidity increases faster.(/Engine/Transient.Default__REINST_BASE_PrimalGameData_BP_C_30219) CONTENT: You're dehydrated! Find some water, fast!(/Engine/Transient.Default__REINST_BASE_PrimalGameData_BP_C_30219) CONTENT: Suffocating(/Engine/Transient.Default__REINST_BASE_PrimalGameData_BP_C_30219) CONTENT: Health decreases rapidly over time.(/Engine/Transient.Default__REINST_BASE_PrimalGameData_BP_C_30219) CONTENT: You're suffocating! Get some air, immediately!(/Engine/Transient.Default__REINST_BASE_PrimalGameData_BP_C_30219) CONTENT: Encumbered(/Engine/Transient.Default__REINST_BASE_PrimalGameData_BP_C_30219) CONTENT: Can't run and can't jump.(/Engine/Transient.Default__REINST_BASE_PrimalGameData_BP_C_30219) CONTENT: You're encumbered! Drop some Inventory weight in order to move again!(/Engine/Transient.Default__REINST_BASE_PrimalGameData_BP_C_30219) CONTENT: Hypothermia(/Engine/Transient.Default__REINST_BASE_PrimalGameData_BP_C_30219) CONTENT: Food decreases much faster as the ambient temperature gets lower.(/Engine/Transient.Default__REINST_BASE_PrimalGameData_BP_C_30219) CONTENT: You're freezing! You should find some warmth immediately!(/Engine/Transient.Default__REINST_BASE_PrimalGameData_BP_C_30219) CONTENT: Hyperthermia(/Engine/Transient.Default__REINST_BASE_PrimalGameData_BP_C_30219) CONTENT: Water decreases much faster as the ambient temperature gets higher.(/Engine/Transient.Default__REINST_BASE_PrimalGameData_BP_C_30219) CONTENT: You're overheating! You should find some place to cool down immediately!(/Engine/Transient.Default__REINST_BASE_PrimalGameData_BP_C_30219) CONTENT: Injured(/Engine/Transient.Default__REINST_BASE_PrimalGameData_BP_C_30219) CONTENT: Can't jump, run, recover stamina, slower movement, and Torpidity increases faster.(/Engine/Transient.Default__REINST_BASE_PrimalGameData_BP_C_30219) CONTENT: You're injured! Recover some Health in order to move properly again.(/Engine/Transient.Default__REINST_BASE_PrimalGameData_BP_C_30219) CONTENT: Knocked Out(/Engine/Transient.Default__REINST_BASE_PrimalGameData_BP_C_30219) CONTENT: You can't move, but Water and Food decrease more slowly, and Torpidity decreases rapidly.(/Engine/Transient.Default__REINST_BASE_PrimalGameData_BP_C_30219) CONTENT: You're knocked out! Wait for your Torpidity to reduce in order to wake back up.(/Engine/Transient.Default__REINST_BASE_PrimalGameData_BP_C_30219) CONTENT: Cold(/Engine/Transient.Default__REINST_BASE_PrimalGameData_BP_C_30219) CONTENT: Food decreases faster as the ambient temperature gets lower.(/Engine/Transient.Default__REINST_BASE_PrimalGameData_BP_C_30219) CONTENT: You're cold. You should find some warmth soon.(/Engine/Transient.Default__REINST_BASE_PrimalGameData_BP_C_30219) CONTENT: Hot(/Engine/Transient.Default__REINST_BASE_PrimalGameData_BP_C_30219) CONTENT: Water decreases faster as the ambient temperature gets higher.(/Engine/Transient.Default__REINST_BASE_PrimalGameData_BP_C_30219) CONTENT: You're hot. You should find some place to cool down soon.(/Engine/Transient.Default__REINST_BASE_PrimalGameData_BP_C_30219) CONTENT: Effectiveness(/Engine/Transient.Default__REINST_BASE_PrimalGameData_BP_C_30219) CONTENT: Armor(/Engine/Transient.Default__REINST_BASE_PrimalGameData_BP_C_30219) CONTENT: Max Durability(/Engine/Transient.Default__REINST_BASE_PrimalGameData_BP_C_30219) CONTENT: Weapon Damage(/Engine/Transient.Default__REINST_BASE_PrimalGameData_BP_C_30219) CONTENT: Weapon Clip Ammo(/Engine/Transient.Default__REINST_BASE_PrimalGameData_BP_C_30219) CONTENT: Hypothermic Insulation(/Engine/Transient.Default__REINST_BASE_PrimalGameData_BP_C_30219) CONTENT: Weight(/Engine/Transient.Default__REINST_BASE_PrimalGameData_BP_C_30219) CONTENT: Hyperthermic Insulation(/Engine/Transient.Default__REINST_BASE_PrimalGameData_BP_C_30219) CONTENT: Consumable(/Engine/Transient.Default__REINST_BASE_PrimalGameData_BP_C_30219) CONTENT: Equippable(/Engine/Transient.Default__REINST_BASE_PrimalGameData_BP_C_30219) CONTENT: Weapon(/Engine/Transient.Default__REINST_BASE_PrimalGameData_BP_C_30219) CONTENT: Ammo(/Engine/Transient.Default__REINST_BASE_PrimalGameData_BP_C_30219) CONTENT: Structure(/Engine/Transient.Default__REINST_BASE_PrimalGameData_BP_C_30219) CONTENT: Resource(/Engine/Transient.Default__REINST_BASE_PrimalGameData_BP_C_30219) CONTENT: Item Skin(/Engine/Transient.Default__REINST_BASE_PrimalGameData_BP_C_30219) CONTENT: Attachment(/Engine/Transient.Default__REINST_BASE_PrimalGameData_BP_C_30219) CONTENT: Artifact(/Engine/Transient.Default__REINST_BASE_PrimalGameData_BP_C_30219) CONTENT: Hat(/Engine/Transient.Default__REINST_BASE_PrimalGameData_BP_C_30219) CONTENT: Shirt(/Engine/Transient.Default__REINST_BASE_PrimalGameData_BP_C_30219) CONTENT: Pants(/Engine/Transient.Default__REINST_BASE_PrimalGameData_BP_C_30219) CONTENT: Boots(/Engine/Transient.Default__REINST_BASE_PrimalGameData_BP_C_30219) CONTENT: Gloves(/Engine/Transient.Default__REINST_BASE_PrimalGameData_BP_C_30219) CONTENT: Saddle(/Engine/Transient.Default__REINST_BASE_PrimalGameData_BP_C_30219) CONTENT: Trophy(/Engine/Transient.Default__REINST_BASE_PrimalGameData_BP_C_30219) CONTENT: Costume(/Engine/Transient.Default__REINST_BASE_PrimalGameData_BP_C_30219) CONTENT: Shield(/Engine/Transient.Default__REINST_BASE_PrimalGameData_BP_C_30219) CONTENT: Male(/Engine/Transient.Default__REINST_BASE_PrimalGameData_BP_C_30219) CONTENT: Human(/Engine/Transient.Default__REINST_BASE_PrimalGameData_BP_C_30219) CONTENT: Bob(/Engine/Transient.Default__REINST_BASE_PrimalGameData_BP_C_30219) CONTENT: Female(/Engine/Transient.Default__REINST_BASE_PrimalGameData_BP_C_30219) CONTENT: Human(/Engine/Transient.Default__REINST_BASE_PrimalGameData_BP_C_30219) CONTENT: Bobette(/Engine/Transient.Default__REINST_BASE_PrimalGameData_BP_C_30219) CONTENT: Health(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30220) CONTENT: Stamina(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30220) CONTENT: Torpidity(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30220) CONTENT: Oxygen(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30220) CONTENT: Food(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30220) CONTENT: Water(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30220) CONTENT: Temperature(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30220) CONTENT: Weight(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30220) CONTENT: Melee Damage(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30220) CONTENT: Movement Speed(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30220) CONTENT: Fortitude(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30220) CONTENT: Crafting Skill(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30220) CONTENT: Dead(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30220) CONTENT: Winded(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30220) CONTENT: Can't jump, can't run, and movement speed is slower.(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30220) CONTENT: You're tired! Stop moving for a moment to regain your Stamina!(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30220) CONTENT: Starvation(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30220) CONTENT: Health decreases over time, Torpditiy increases over time, Torpidity increases faster.(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30220) CONTENT: You're starving! Find somethin to eat, fast!(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30220) CONTENT: Dehydration(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30220) CONTENT: Stamina doesn't regenerate, Health decreases over time, Torpditiy increases over time, Torpidity increases faster.(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30220) CONTENT: You're dehydrated! Find some water, fast!(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30220) CONTENT: Suffocating(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30220) CONTENT: Health decreases rapidly over time.(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30220) CONTENT: You're suffocating! Get some air, immediately!(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30220) CONTENT: Encumbered(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30220) CONTENT: Can't run and can't jump.(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30220) CONTENT: You're encumbered! Drop some Inventory weight in order to move again!(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30220) CONTENT: Hypothermia(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30220) CONTENT: Food decreases much faster as the ambient temperature gets lower.(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30220) CONTENT: You're freezing! You should find some warmth immediately!(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30220) CONTENT: Hyperthermia(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30220) CONTENT: Water decreases much faster as the ambient temperature gets higher.(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30220) CONTENT: You're overheating! You should find some place to cool down immediately!(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30220) CONTENT: Injured(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30220) CONTENT: Can't jump, run, recover stamina, slower movement, and Torpidity increases faster.(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30220) CONTENT: You're injured! Recover some Health in order to move properly again.(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30220) CONTENT: Knocked Out(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30220) CONTENT: You can't move, but Water and Food decrease more slowly, and Torpidity decreases rapidly.(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30220) CONTENT: You're knocked out! Wait for your Torpidity to reduce in order to wake back up.(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30220) CONTENT: Cold(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30220) CONTENT: Food decreases faster as the ambient temperature gets lower.(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30220) CONTENT: You're cold. You should find some warmth soon.(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30220) CONTENT: Hot(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30220) CONTENT: Water decreases faster as the ambient temperature gets higher.(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30220) CONTENT: You're hot. You should find some place to cool down soon.(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30220) CONTENT: Effectiveness(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30220) CONTENT: Armor(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30220) CONTENT: Max Durability(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30220) CONTENT: Weapon Damage(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30220) CONTENT: Weapon Clip Ammo(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30220) CONTENT: Hypothermic Insulation(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30220) CONTENT: Weight(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30220) CONTENT: Hyperthermic Insulation(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30220) CONTENT: Consumable(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30220) CONTENT: Equippable(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30220) CONTENT: Weapon(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30220) CONTENT: Ammo(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30220) CONTENT: Structure(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30220) CONTENT: Resource(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30220) CONTENT: Item Skin(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30220) CONTENT: Attachment(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30220) CONTENT: Artifact(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30220) CONTENT: Hat(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30220) CONTENT: Shirt(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30220) CONTENT: Pants(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30220) CONTENT: Boots(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30220) CONTENT: Gloves(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30220) CONTENT: Saddle(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30220) CONTENT: Trophy(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30220) CONTENT: Costume(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30220) CONTENT: Shield(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30220) CONTENT: Male(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30220) CONTENT: Human(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30220) CONTENT: Bob(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30220) CONTENT: Female(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30220) CONTENT: Human(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30220) CONTENT: Bobette(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30220) CONTENT: Health(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_2) CONTENT: Stamina(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_2) CONTENT: Torpidity(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_2) CONTENT: Oxygen(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_2) CONTENT: Food(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_2) CONTENT: Water(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_2) CONTENT: Temperature(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_2) CONTENT: Weight(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_2) CONTENT: Melee Damage(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_2) CONTENT: Movement Speed(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_2) CONTENT: Fortitude(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_2) CONTENT: Crafting Skill(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_2) CONTENT: Dead(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_2) CONTENT: Winded(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_2) CONTENT: Can't jump, can't run, and movement speed is slower.(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_2) CONTENT: You're tired! Stop moving for a moment to regain your Stamina!(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_2) CONTENT: Starvation(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_2) CONTENT: Health decreases over time, Torpditiy increases over time, Torpidity increases faster.(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_2) CONTENT: You're starving! Find somethin to eat, fast!(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_2) CONTENT: Dehydration(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_2) CONTENT: Stamina doesn't regenerate, Health decreases over time, Torpditiy increases over time, Torpidity increases faster.(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_2) CONTENT: You're dehydrated! Find some water, fast!(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_2) CONTENT: Suffocating(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_2) CONTENT: Health decreases rapidly over time.(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_2) CONTENT: You're suffocating! Get some air, immediately!(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_2) CONTENT: Encumbered(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_2) CONTENT: Can't run and can't jump.(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_2) CONTENT: You're encumbered! Drop some Inventory weight in order to move again!(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_2) CONTENT: Hypothermia(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_2) CONTENT: Food decreases much faster as the ambient temperature gets lower.(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_2) CONTENT: You're freezing! You should find some warmth immediately!(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_2) CONTENT: Hyperthermia(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_2) CONTENT: Water decreases much faster as the ambient temperature gets higher.(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_2) CONTENT: You're overheating! You should find some place to cool down immediately!(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_2) CONTENT: Injured(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_2) CONTENT: Can't jump, run, recover stamina, slower movement, and Torpidity increases faster.(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_2) CONTENT: You're injured! Recover some Health in order to move properly again.(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_2) CONTENT: Knocked Out(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_2) CONTENT: You can't move, but Water and Food decrease more slowly, and Torpidity decreases rapidly.(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_2) CONTENT: You're knocked out! Wait for your Torpidity to reduce in order to wake back up.(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_2) CONTENT: Cold(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_2) CONTENT: Food decreases faster as the ambient temperature gets lower.(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_2) CONTENT: You're cold. You should find some warmth soon.(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_2) CONTENT: Hot(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_2) CONTENT: Water decreases faster as the ambient temperature gets higher.(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_2) CONTENT: You're hot. You should find some place to cool down soon.(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_2) CONTENT: Effectiveness(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_2) CONTENT: Armor(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_2) CONTENT: Max Durability(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_2) CONTENT: Weapon Damage(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_2) CONTENT: Weapon Clip Ammo(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_2) CONTENT: Hypothermic Insulation(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_2) CONTENT: Weight(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_2) CONTENT: Hyperthermic Insulation(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_2) CONTENT: Consumable(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_2) CONTENT: Equippable(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_2) CONTENT: Weapon(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_2) CONTENT: Ammo(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_2) CONTENT: Structure(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_2) CONTENT: Resource(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_2) CONTENT: Item Skin(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_2) CONTENT: Attachment(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_2) CONTENT: Artifact(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_2) CONTENT: Hat(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_2) CONTENT: Shirt(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_2) CONTENT: Pants(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_2) CONTENT: Boots(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_2) CONTENT: Gloves(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_2) CONTENT: Saddle(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_2) CONTENT: Trophy(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_2) CONTENT: Costume(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_2) CONTENT: Shield(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_2) CONTENT: Male(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_2) CONTENT: Human(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_2) CONTENT: Bob(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_2) CONTENT: Female(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_2) CONTENT: Human(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_2) CONTENT: Bobette(/Engine/Transient.REINST_SKEL_BASE_PrimalGameData_BP_C_2) CONTENT: Health(/Engine/Transient.REINST_BASE_PrimalGameData_BP_C_1) CONTENT: Stamina(/Engine/Transient.REINST_BASE_PrimalGameData_BP_C_1) CONTENT: Torpidity(/Engine/Transient.REINST_BASE_PrimalGameData_BP_C_1) CONTENT: Oxygen(/Engine/Transient.REINST_BASE_PrimalGameData_BP_C_1) CONTENT: Food(/Engine/Transient.REINST_BASE_PrimalGameData_BP_C_1) CONTENT: Water(/Engine/Transient.REINST_BASE_PrimalGameData_BP_C_1) CONTENT: Temperature(/Engine/Transient.REINST_BASE_PrimalGameData_BP_C_1) CONTENT: Weight(/Engine/Transient.REINST_BASE_PrimalGameData_BP_C_1) CONTENT: Melee Damage(/Engine/Transient.REINST_BASE_PrimalGameData_BP_C_1) CONTENT: Movement Speed(/Engine/Transient.REINST_BASE_PrimalGameData_BP_C_1) CONTENT: Fortitude(/Engine/Transient.REINST_BASE_PrimalGameData_BP_C_1) CONTENT: Crafting Skill(/Engine/Transient.REINST_BASE_PrimalGameData_BP_C_1) CONTENT: Dead(/Engine/Transient.REINST_BASE_PrimalGameData_BP_C_1) CONTENT: Winded(/Engine/Transient.REINST_BASE_PrimalGameData_BP_C_1) CONTENT: Can't jump, can't run, and movement speed is slower.(/Engine/Transient.REINST_BASE_PrimalGameData_BP_C_1) CONTENT: You're tired! Stop moving for a moment to regain your Stamina!(/Engine/Transient.REINST_BASE_PrimalGameData_BP_C_1) CONTENT: Starvation(/Engine/Transient.REINST_BASE_PrimalGameData_BP_C_1) CONTENT: Health decreases over time, Torpditiy increases over time, Torpidity increases faster.(/Engine/Transient.REINST_BASE_PrimalGameData_BP_C_1) CONTENT: You're starving! Find somethin to eat, fast!(/Engine/Transient.REINST_BASE_PrimalGameData_BP_C_1) CONTENT: Dehydration(/Engine/Transient.REINST_BASE_PrimalGameData_BP_C_1) CONTENT: Stamina doesn't regenerate, Health decreases over time, Torpditiy increases over time, Torpidity increases faster.(/Engine/Transient.REINST_BASE_PrimalGameData_BP_C_1) CONTENT: You're dehydrated! Find some water, fast!(/Engine/Transient.REINST_BASE_PrimalGameData_BP_C_1) CONTENT: Suffocating(/Engine/Transient.REINST_BASE_PrimalGameData_BP_C_1) CONTENT: Health decreases rapidly over time.(/Engine/Transient.REINST_BASE_PrimalGameData_BP_C_1) CONTENT: You're suffocating! Get some air, immediately!(/Engine/Transient.REINST_BASE_PrimalGameData_BP_C_1) CONTENT: Encumbered(/Engine/Transient.REINST_BASE_PrimalGameData_BP_C_1) CONTENT: Can't run and can't jump.(/Engine/Transient.REINST_BASE_PrimalGameData_BP_C_1) CONTENT: You're encumbered! Drop some Inventory weight in order to move again!(/Engine/Transient.REINST_BASE_PrimalGameData_BP_C_1) CONTENT: Hypothermia(/Engine/Transient.REINST_BASE_PrimalGameData_BP_C_1) CONTENT: Food decreases much faster as the ambient temperature gets lower.(/Engine/Transient.REINST_BASE_PrimalGameData_BP_C_1) CONTENT: You're freezing! You should find some warmth immediately!(/Engine/Transient.REINST_BASE_PrimalGameData_BP_C_1) CONTENT: Hyperthermia(/Engine/Transient.REINST_BASE_PrimalGameData_BP_C_1) CONTENT: Water decreases much faster as the ambient temperature gets higher.(/Engine/Transient.REINST_BASE_PrimalGameData_BP_C_1) CONTENT: You're overheating! You should find some place to cool down immediately!(/Engine/Transient.REINST_BASE_PrimalGameData_BP_C_1) CONTENT: Injured(/Engine/Transient.REINST_BASE_PrimalGameData_BP_C_1) CONTENT: Can't jump, run, recover stamina, slower movement, and Torpidity increases faster.(/Engine/Transient.REINST_BASE_PrimalGameData_BP_C_1) CONTENT: You're injured! Recover some Health in order to move properly again.(/Engine/Transient.REINST_BASE_PrimalGameData_BP_C_1) CONTENT: Knocked Out(/Engine/Transient.REINST_BASE_PrimalGameData_BP_C_1) CONTENT: You can't move, but Water and Food decrease more slowly, and Torpidity decreases rapidly.(/Engine/Transient.REINST_BASE_PrimalGameData_BP_C_1) CONTENT: You're knocked out! Wait for your Torpidity to reduce in order to wake back up.(/Engine/Transient.REINST_BASE_PrimalGameData_BP_C_1) CONTENT: Cold(/Engine/Transient.REINST_BASE_PrimalGameData_BP_C_1) CONTENT: Food decreases faster as the ambient temperature gets lower.(/Engine/Transient.REINST_BASE_PrimalGameData_BP_C_1) CONTENT: You're cold. You should find some warmth soon.(/Engine/Transient.REINST_BASE_PrimalGameData_BP_C_1) CONTENT: Hot(/Engine/Transient.REINST_BASE_PrimalGameData_BP_C_1) CONTENT: Water decreases faster as the ambient temperature gets higher.(/Engine/Transient.REINST_BASE_PrimalGameData_BP_C_1) CONTENT: You're hot. You should find some place to cool down soon.(/Engine/Transient.REINST_BASE_PrimalGameData_BP_C_1) CONTENT: Effectiveness(/Engine/Transient.REINST_BASE_PrimalGameData_BP_C_1) CONTENT: Armor(/Engine/Transient.REINST_BASE_PrimalGameData_BP_C_1) CONTENT: Max Durability(/Engine/Transient.REINST_BASE_PrimalGameData_BP_C_1) CONTENT: Weapon Damage(/Engine/Transient.REINST_BASE_PrimalGameData_BP_C_1) CONTENT: Weapon Clip Ammo(/Engine/Transient.REINST_BASE_PrimalGameData_BP_C_1) CONTENT: Hypothermic Insulation(/Engine/Transient.REINST_BASE_PrimalGameData_BP_C_1) CONTENT: Weight(/Engine/Transient.REINST_BASE_PrimalGameData_BP_C_1) CONTENT: Hyperthermic Insulation(/Engine/Transient.REINST_BASE_PrimalGameData_BP_C_1) CONTENT: Consumable(/Engine/Transient.REINST_BASE_PrimalGameData_BP_C_1) CONTENT: Equippable(/Engine/Transient.REINST_BASE_PrimalGameData_BP_C_1) CONTENT: Weapon(/Engine/Transient.REINST_BASE_PrimalGameData_BP_C_1) CONTENT: Ammo(/Engine/Transient.REINST_BASE_PrimalGameData_BP_C_1) CONTENT: Structure(/Engine/Transient.REINST_BASE_PrimalGameData_BP_C_1) CONTENT: Resource(/Engine/Transient.REINST_BASE_PrimalGameData_BP_C_1) CONTENT: Item Skin(/Engine/Transient.REINST_BASE_PrimalGameData_BP_C_1) CONTENT: Attachment(/Engine/Transient.REINST_BASE_PrimalGameData_BP_C_1) CONTENT: Artifact(/Engine/Transient.REINST_BASE_PrimalGameData_BP_C_1) CONTENT: Hat(/Engine/Transient.REINST_BASE_PrimalGameData_BP_C_1) CONTENT: Shirt(/Engine/Transient.REINST_BASE_PrimalGameData_BP_C_1) CONTENT: Pants(/Engine/Transient.REINST_BASE_PrimalGameData_BP_C_1) CONTENT: Boots(/Engine/Transient.REINST_BASE_PrimalGameData_BP_C_1) CONTENT: Gloves(/Engine/Transient.REINST_BASE_PrimalGameData_BP_C_1) CONTENT: Saddle(/Engine/Transient.REINST_BASE_PrimalGameData_BP_C_1) CONTENT: Trophy(/Engine/Transient.REINST_BASE_PrimalGameData_BP_C_1) CONTENT: Costume(/Engine/Transient.REINST_BASE_PrimalGameData_BP_C_1) CONTENT: Shield(/Engine/Transient.REINST_BASE_PrimalGameData_BP_C_1) CONTENT: Male(/Engine/Transient.REINST_BASE_PrimalGameData_BP_C_1) CONTENT: Human(/Engine/Transient.REINST_BASE_PrimalGameData_BP_C_1) CONTENT: Bob(/Engine/Transient.REINST_BASE_PrimalGameData_BP_C_1) CONTENT: Female(/Engine/Transient.REINST_BASE_PrimalGameData_BP_C_1) CONTENT: Human(/Engine/Transient.REINST_BASE_PrimalGameData_BP_C_1) CONTENT: Bobette(/Engine/Transient.REINST_BASE_PrimalGameData_BP_C_1) CONTENT: Federation Exo-Chestpiece(/Engine/Transient.Default__REINST_PrimalItemSkin_TekShirt_V2_C_30247) CONTENT: You can use this to skin the appearance of a shirt or chestpiece. Looks like a genuine pair of Terran Federation tek-reinforced exo-shirt!(/Engine/Transient.Default__REINST_PrimalItemSkin_TekShirt_V2_C_30247) CONTENT: Federation Exo-Chestpiece(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_TekShirt_V2.Default__PrimalItemSkin_TekShirt_V2_C) CONTENT: You can use this to skin the appearance of a shirt or chestpiece. Looks like a genuine pair of Terran Federation tek-reinforced exo-shirt!(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_TekShirt_V2.Default__PrimalItemSkin_TekShirt_V2_C) CONTENT: Federation Exo Helmet(/Engine/Transient.Default__REINST_PrimalItemSkin_TekHelmet_V2_C_30255) CONTENT: You can use this to skin the appearance of a helmet or hat. Looks like a genuine Terran Federation tek-reinforced exo-helmet!(/Engine/Transient.Default__REINST_PrimalItemSkin_TekHelmet_V2_C_30255) CONTENT: Federation Exo Helmet(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_TekHelmet_V2.Default__PrimalItemSkin_TekHelmet_V2_C) CONTENT: You can use this to skin the appearance of a helmet or hat. Looks like a genuine Terran Federation tek-reinforced exo-helmet!(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_TekHelmet_V2.Default__PrimalItemSkin_TekHelmet_V2_C) CONTENT: Creative Mode(/Engine/Transient.Default__REINST_Buff_CreativeModeHelper_C_30259) CONTENT: Creative Mode(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_CreativeModeHelper.Default__Buff_CreativeModeHelper_C) LITERAL: Selector: {num}(/Game/Extinction/Weapon_AdminBlinkRifle/WeapAdminBlinkRifle.WeapAdminBlinkRifle:EdGraph_106037.K2Node_CallFunction_253599) LITERAL: num(/Game/Extinction/Weapon_AdminBlinkRifle/WeapAdminBlinkRifle.WeapAdminBlinkRifle:EdGraph_106037.K2Node_MakeStruct_2337) LITERAL: {name} ({sec} sec remaining)(/Game/Extinction/Weapon_AdminBlinkRifle/WeapAdminBlinkRifle.WeapAdminBlinkRifle:EdGraph_106070.K2Node_CallFunction_253613) LITERAL: name(/Game/Extinction/Weapon_AdminBlinkRifle/WeapAdminBlinkRifle.WeapAdminBlinkRifle:EdGraph_106070.K2Node_MakeStruct_2338) LITERAL: sec(/Game/Extinction/Weapon_AdminBlinkRifle/WeapAdminBlinkRifle.WeapAdminBlinkRifle:EdGraph_106070.K2Node_MakeStruct_2339) CONTENT: Blink(/Game/Extinction/Weapon_AdminBlinkRifle/WeapAdminBlinkRifle.Default__WeapAdminBlinkRifle_C) CONTENT: Inspect(/Game/Extinction/Weapon_AdminBlinkRifle/WeapAdminBlinkRifle.Default__WeapAdminBlinkRifle_C) CONTENT: Destroy(/Game/Extinction/Weapon_AdminBlinkRifle/WeapAdminBlinkRifle.Default__WeapAdminBlinkRifle_C) CONTENT: King Titan Flag(/Engine/Transient.Default__REINST_Flag_SM_KingTitan_C_30267) CONTENT: King Titan Flag(/Game/Extinction/Structures/KingTitanFlag/Flag_SM_KingTitan.Default__Flag_SM_KingTitan_C) CONTENT: Mecha King Titan Flag(/Engine/Transient.Default__REINST_Flag_SM_KingTitanMecha_C_30271) CONTENT: Mecha King Titan Flag(/Game/Extinction/Structures/KingTitanFlag/Flag_SM_KingTitanMecha.Default__Flag_SM_KingTitanMecha_C) CONTENT: Fenris?lfr Boss Flag(/Engine/Transient.Default__REINST_Flag_SM_Fjordur_C_30275) CONTENT: Fenris?lfr Boss Flag(/Game/Fjordur/Structures/FjordurFlag/Flag_SM_Fjordur.Default__Flag_SM_Fjordur_C) CONTENT: Moeder Flag(/Engine/Transient.Default__REINST_Flag_SM_EelBoss_C_30279) CONTENT: Moeder Flag(/Game/Genesis/Structures/EelFlag/Flag_SM_EelBoss.Default__Flag_SM_EelBoss_C) CONTENT: VR Boss Flag(/Engine/Transient.Default__REINST_Flag_SM_VRBoss_C_30283) CONTENT: VR Boss Flag(/Game/Genesis/Structures/VRBossFlag/Flag_SM_VRBoss.Default__Flag_SM_VRBoss_C) CONTENT: Rockwell Gen2 Boss Flag(/Engine/Transient.Default__REINST_Flag_SM_RockwellGen2_C_30287) CONTENT: Rockwell Gen2 Boss Flag(/Game/Genesis2/Structures/RockwellEndbossFlag/Flag_SM_RockwellGen2.Default__Flag_SM_RockwellGen2_C) CONTENT: Dinopithecus King Flag(/Engine/Transient.Default__REINST_Flag_SM_BossDinopithecus_C_30291) CONTENT: Dinopithecus King Flag(/Game/LostIsland/Boss/Flag_SM_BossDinopithecus.Default__Flag_SM_BossDinopithecus_C) CONTENT: Crystal Wyvern Queen Flag(/Engine/Transient.Default__REINST_Flag_SM_CIBoss_C_30295) CONTENT: Crystal Wyvern Queen Flag(/Game/Mods/CrystalIsles/Assets/Dinos/CIBoss/Trophy/Flag_SM_CIBoss.Default__Flag_SM_CIBoss_C) CONTENT: Sloped Stone Roof(/Engine/Transient.Default__REINST_StoneRoof_SM_C_30299) CONTENT: Sloped Stone Roof(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Roofs/Stone/StoneRoof_SM.Default__StoneRoof_SM_C) CONTENT: Sloped Stone Wall Left(/Engine/Transient.Default__REINST_StoneWall_Sloped_Left_SM_C_30303) CONTENT: Sloped Stone Wall Left(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Roofs/Stone/StoneWall_Sloped_Left_SM.Default__StoneWall_Sloped_Left_SM_C) CONTENT: Sloped Stone Wall Right(/Engine/Transient.Default__REINST_StoneWall_Sloped_Right_SM_C_30307) CONTENT: Sloped Stone Wall Right(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Roofs/Stone/StoneWall_Sloped_Right_SM.Default__StoneWall_Sloped_Right_SM_C) CONTENT: Sloped Thatch Roof(/Engine/Transient.Default__REINST_ThatchRoof_SM_C_30311) CONTENT: Sloped Thatch Roof(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Roofs/Thatch/ThatchRoof_SM.Default__ThatchRoof_SM_C) CONTENT: Sloped Thatch Wall Left(/Engine/Transient.Default__REINST_ThatchWall_Sloped_Left_SM_C_30315) CONTENT: Sloped Thatch Wall Left(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Roofs/Thatch/ThatchWall_Sloped_Left_SM.Default__ThatchWall_Sloped_Left_SM_C) CONTENT: Sloped Thatch Wall Right(/Engine/Transient.Default__REINST_ThatchWall_Sloped_Right_SM_C_30319) CONTENT: Sloped Thatch Wall Right(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Roofs/Thatch/ThatchWall_Sloped_Right_SM.Default__ThatchWall_Sloped_Right_SM_C) CONTENT: Sloped Wood Roof(/Engine/Transient.Default__REINST_WoodRoof_SM_C_30323) CONTENT: Sloped Wood Roof(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Roofs/Wood/WoodRoof_SM.Default__WoodRoof_SM_C) CONTENT: Sloped Wood Wall Left(/Engine/Transient.Default__REINST_WoodWall_Sloped_Left_SM_C_30327) CONTENT: Sloped Wood Wall Left(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Roofs/Wood/WoodWall_Sloped_Left_SM.Default__WoodWall_Sloped_Left_SM_C) CONTENT: Sloped Wood Wall Right(/Engine/Transient.Default__REINST_WoodWall_Sloped_Right_SM_C_30331) CONTENT: Sloped Wood Wall Right(/Game/PrimalEarth/CoreBlueprints/Items/Structures/Roofs/Wood/WoodWall_Sloped_Right_SM.Default__WoodWall_Sloped_Right_SM_C) CONTENT: Adobe Staircase(/Engine/Transient.Default__REINST_StairSM_Adobe_C_30335) CONTENT: Adobe Staircase(/Game/PrimalEarth/Structures/BuildingBases/StairSM_Adobe.Default__StairSM_Adobe_C) CONTENT: Stone Staircase(/Engine/Transient.Default__REINST_StairSM_Stone_C_30339) CONTENT: Stone Staircase(/Game/PrimalEarth/Structures/BuildingBases/StairSM_Stone.Default__StairSM_Stone_C) CONTENT: Wood Staircase(/Engine/Transient.Default__REINST_StairSM_Wood_C_30343) CONTENT: Wood Staircase(/Game/PrimalEarth/Structures/BuildingBases/StairSM_Wood.Default__StairSM_Wood_C) CONTENT: Dragon Flag(/Engine/Transient.Default__REINST_Flag_SM_Dragon_C_30347) CONTENT: Dragon Flag(/Game/PrimalEarth/Structures/Flag_SM_Dragon.Default__Flag_SM_Dragon_C) CONTENT: Gorilla Flag(/Engine/Transient.Default__REINST_Flag_SM_Gorilla_C_30351) CONTENT: Gorilla Flag(/Game/PrimalEarth/Structures/Flag_SM_Gorilla.Default__Flag_SM_Gorilla_C) CONTENT: Spider Flag(/Engine/Transient.Default__REINST_Flag_SM_Spider_C_30355) CONTENT: Spider Flag(/Game/PrimalEarth/Structures/Flag_SM_Spider.Default__Flag_SM_Spider_C) CONTENT: Stone Fence Foundation(/Engine/Transient.Default__REINST_FenceFoundation_Stone_C_30359) CONTENT: Stone Fence Foundation(/Game/PrimalEarth/Structures/Stone/FenceFoundation_Stone.Default__FenceFoundation_Stone_C) CONTENT: Stone Railing(/Engine/Transient.Default__REINST_Railing_Stone_C_30363) CONTENT: Stone Railing(/Game/PrimalEarth/Structures/Stone/Railing_Stone.Default__Railing_Stone_C) CONTENT: Reinforced Wooden Trapdoor(/Engine/Transient.Default__REINST_Ceiling_Door_Stone_SM_C_30367) CONTENT: Reinforced Wooden Trapdoor(/Game/PrimalEarth/Structures/Stone/Stone_CeilingDoor/Ceiling_Door_Stone_SM.Default__Ceiling_Door_Stone_SM_C) CONTENT: Stone Hatchframe(/Engine/Transient.Default__REINST_Ceiling_Doorway_Stone_C_30371) CONTENT: Stone Hatchframe(/Game/PrimalEarth/Structures/Stone/Stone_CeilingDoorway/Ceiling_Doorway_Stone.Default__Ceiling_Doorway_Stone_C) CONTENT: Reinforced Wooden Door(/Engine/Transient.Default__REINST_Door_Stone_C_30375) CONTENT: Reinforced Wooden Door(/Game/PrimalEarth/Structures/Stone/Stone_Door/Door_Stone.Default__Door_Stone_C) CONTENT: Stone Door Frame(/Engine/Transient.Default__REINST_Doorframe_Stone_C_30379) CONTENT: Stone Door Frame(/Game/PrimalEarth/Structures/Stone/Stone_Doorframe/Doorframe_Stone.Default__Doorframe_Stone_C) CONTENT: Stone Pillar(/Engine/Transient.Default__REINST_Pillar_Stone_C_30383) CONTENT: Stone Pillar(/Game/PrimalEarth/Structures/Stone/Stone_Pillar/Pillar_Stone.Default__Pillar_Stone_C) CONTENT: Reinforced Wood Window(/Engine/Transient.Default__REINST_Window_Stone_BP_C_30387) CONTENT: Reinforced Wood Window(/Game/PrimalEarth/Structures/Stone/Stone_Window/Window_Stone_BP.Default__Window_Stone_BP_C) CONTENT: Stone Window Wall(/Engine/Transient.Default__REINST_WindowWall_Stone_C_30391) CONTENT: Stone Window Wall(/Game/PrimalEarth/Structures/Stone/WallWindow/WindowWall_Stone.Default__WindowWall_Stone_C) CONTENT: Thatch Door(/Engine/Transient.Default__REINST_Thatch_Door_C_30395) CONTENT: Thatch Door(/Game/PrimalEarth/Structures/Thatch/Thatch_Door.Default__Thatch_Door_C) CONTENT: Stone Water Tap(/Engine/Transient.Default__REINST_WaterTap_C_30399) CONTENT: Stone Water Tap(/Game/PrimalEarth/Structures/WaterTap.Default__WaterTap_C) CONTENT: Wood Door Frame(/Engine/Transient.Default__REINST_Doorframe_Wood_SM_New_C_30403) CONTENT: Wood Door Frame(/Game/PrimalEarth/Structures/Wooden/Doorframe_Wood_SM_New.Default__Doorframe_Wood_SM_New_C) CONTENT: Wood Railing(/Engine/Transient.Default__REINST_Railing_Wood_C_30407) CONTENT: Wood Railing(/Game/PrimalEarth/Structures/Wooden/Railing_Wood.Default__Railing_Wood_C) CONTENT: Adobe Double Door(/Engine/Transient.Default__REINST_BP_DoubleDoor_Adobe_C_30411) CONTENT: Adobe Double Door(/Game/PrimalEarth/StructuresPlus/Doors/Doors_Double/Adobe/BP_DoubleDoor_Adobe.Default__BP_DoubleDoor_Adobe_C) CONTENT: Reinforced Double Door(/Engine/Transient.Default__REINST_BP_DoubleDoor_Stone_C_30415) CONTENT: Reinforced Double Door(/Game/PrimalEarth/StructuresPlus/Doors/Doors_Double/Stone/BP_DoubleDoor_Stone.Default__BP_DoubleDoor_Stone_C) CONTENT: Wooden Double Door(/Engine/Transient.Default__REINST_BP_DoubleDoor_Wood_C_30419) CONTENT: Wooden Double Door(/Game/PrimalEarth/StructuresPlus/Doors/Doors_Double/Wood/BP_DoubleDoor_Wood.Default__BP_DoubleDoor_Wood_C) CONTENT: Adobe Triangle Ceiling(/Engine/Transient.Default__REINST_BP_TriCeiling_Adobe_C_30423) CONTENT: Adobe Triangle Ceiling(/Game/PrimalEarth/StructuresPlus/Structures/Ceilings/Triangle/Adobe/BP_TriCeiling_Adobe.Default__BP_TriCeiling_Adobe_C) CONTENT: Stone Triangle Ceiling(/Engine/Transient.Default__REINST_BP_TriCeiling_Stone_C_30427) CONTENT: Stone Triangle Ceiling(/Game/PrimalEarth/StructuresPlus/Structures/Ceilings/Triangle/Stone/BP_TriCeiling_Stone.Default__BP_TriCeiling_Stone_C) CONTENT: Wooden Triangle Ceiling(/Engine/Transient.Default__REINST_BP_TriCeiling_Wood_C_30431) CONTENT: Wooden Triangle Ceiling(/Game/PrimalEarth/StructuresPlus/Structures/Ceilings/Triangle/Wood/BP_TriCeiling_Wood.Default__BP_TriCeiling_Wood_C) CONTENT: Adobe Double Doorframe(/Engine/Transient.Default__REINST_BP_DoubleDoorframe_Adobe_C_30435) CONTENT: Adobe Double Doorframe(/Game/PrimalEarth/StructuresPlus/Structures/Doorframes_Double/Adobe/BP_DoubleDoorframe_Adobe.Default__BP_DoubleDoorframe_Adobe_C) CONTENT: Stone Double Doorframe(/Engine/Transient.Default__REINST_BP_DoubleDoorframe_Stone_C_30439) CONTENT: Stone Double Doorframe(/Game/PrimalEarth/StructuresPlus/Structures/Doorframes_Double/Stone/BP_DoubleDoorframe_Stone.Default__BP_DoubleDoorframe_Stone_C) CONTENT: Wooden Double Doorframe(/Engine/Transient.Default__REINST_BP_DoubleDoorframe_Wood_C_30443) CONTENT: Wooden Double Doorframe(/Game/PrimalEarth/StructuresPlus/Structures/Doorframes_Double/Wood/BP_DoubleDoorframe_Wood.Default__BP_DoubleDoorframe_Wood_C) CONTENT: Adobe Fence Support(/Engine/Transient.Default__REINST_BP_FenceSupport_Adobe_C_30447) CONTENT: Adobe Fence Support(/Game/PrimalEarth/StructuresPlus/Structures/FenceSupports/Adobe/BP_FenceSupport_Adobe.Default__BP_FenceSupport_Adobe_C) CONTENT: Stone Fence Support(/Engine/Transient.Default__REINST_BP_FenceSupport_Stone_C_30451) CONTENT: Stone Fence Support(/Game/PrimalEarth/StructuresPlus/Structures/FenceSupports/Stone/BP_FenceSupport_Stone.Default__BP_FenceSupport_Stone_C) CONTENT: Wooden Fence Support(/Engine/Transient.Default__REINST_BP_FenceSupport_Wood_C_30455) CONTENT: Wooden Fence Support(/Game/PrimalEarth/StructuresPlus/Structures/FenceSupports/Wood/BP_FenceSupport_Wood.Default__BP_FenceSupport_Wood_C) CONTENT: Adobe Triangle Foundation(/Engine/Transient.Default__REINST_BP_TriFoundation_Adobe_C_30459) CONTENT: Adobe Triangle Foundation(/Game/PrimalEarth/StructuresPlus/Structures/Foundations/Triangle/Adobe/BP_TriFoundation_Adobe.Default__BP_TriFoundation_Adobe_C) CONTENT: Stone Triangle Foundation(/Engine/Transient.Default__REINST_BP_TriFoundation_Stone_C_30463) CONTENT: Stone Triangle Foundation(/Game/PrimalEarth/StructuresPlus/Structures/Foundations/Triangle/Stone/BP_TriFoundation_Stone.Default__BP_TriFoundation_Stone_C) CONTENT: Wooden Triangle Foundation(/Engine/Transient.Default__REINST_BP_TriFoundation_Wood_C_30467) CONTENT: Wooden Triangle Foundation(/Game/PrimalEarth/StructuresPlus/Structures/Foundations/Triangle/Wood/BP_TriFoundation_Wood.Default__BP_TriFoundation_Wood_C) CONTENT: Stairs(/Engine/Transient.Default__REINST_BP_Ramp_Adobe_C_30471) CONTENT: Ramp(/Engine/Transient.Default__REINST_BP_Ramp_Adobe_C_30471) CONTENT: Adobe Stairs(/Engine/Transient.Default__REINST_BP_Ramp_Adobe_C_30471) CONTENT: Stairs(/Game/PrimalEarth/StructuresPlus/Structures/Ramps/Adobe/BP_Ramp_Adobe.Default__BP_Ramp_Adobe_C) CONTENT: Ramp(/Game/PrimalEarth/StructuresPlus/Structures/Ramps/Adobe/BP_Ramp_Adobe.Default__BP_Ramp_Adobe_C) CONTENT: Adobe Stairs(/Game/PrimalEarth/StructuresPlus/Structures/Ramps/Adobe/BP_Ramp_Adobe.Default__BP_Ramp_Adobe_C) CONTENT: Stairs(/Engine/Transient.Default__REINST_BP_Ramp_Stone_C_30475) CONTENT: Ramp(/Engine/Transient.Default__REINST_BP_Ramp_Stone_C_30475) CONTENT: Stone Stairs(/Engine/Transient.Default__REINST_BP_Ramp_Stone_C_30475) CONTENT: Stairs(/Game/PrimalEarth/StructuresPlus/Structures/Ramps/Stone/BP_Ramp_Stone.Default__BP_Ramp_Stone_C) CONTENT: Ramp(/Game/PrimalEarth/StructuresPlus/Structures/Ramps/Stone/BP_Ramp_Stone.Default__BP_Ramp_Stone_C) CONTENT: Stone Stairs(/Game/PrimalEarth/StructuresPlus/Structures/Ramps/Stone/BP_Ramp_Stone.Default__BP_Ramp_Stone_C) CONTENT: Stairs(/Engine/Transient.Default__REINST_BP_Ramp_Wood_C_30479) CONTENT: Ramp(/Engine/Transient.Default__REINST_BP_Ramp_Wood_C_30479) CONTENT: Wooden Stairs(/Engine/Transient.Default__REINST_BP_Ramp_Wood_C_30479) CONTENT: Stairs(/Game/PrimalEarth/StructuresPlus/Structures/Ramps/Wood/BP_Ramp_Wood.Default__BP_Ramp_Wood_C) CONTENT: Ramp(/Game/PrimalEarth/StructuresPlus/Structures/Ramps/Wood/BP_Ramp_Wood.Default__BP_Ramp_Wood_C) CONTENT: Wooden Stairs(/Game/PrimalEarth/StructuresPlus/Structures/Ramps/Wood/BP_Ramp_Wood.Default__BP_Ramp_Wood_C) CONTENT: Adobe Triangle Roof(/Engine/Transient.Default__REINST_BP_TriRoof_Adobe_C_30483) CONTENT: Adobe Triangle Roof(/Game/PrimalEarth/StructuresPlus/Structures/Roofs_Tri/Adobe/BP_TriRoof_Adobe.Default__BP_TriRoof_Adobe_C) CONTENT: Stone Triangle Roof(/Engine/Transient.Default__REINST_BP_TriRoof_Stone_C_30487) CONTENT: Stone Triangle Roof(/Game/PrimalEarth/StructuresPlus/Structures/Roofs_Tri/Stone/BP_TriRoof_Stone.Default__BP_TriRoof_Stone_C) CONTENT: Wooden Triangle Roof(/Engine/Transient.Default__REINST_BP_TriRoof_Wood_C_30491) CONTENT: Wooden Triangle Roof(/Game/PrimalEarth/StructuresPlus/Structures/Roofs_Tri/Wood/BP_TriRoof_Wood.Default__BP_TriRoof_Wood_C) CONTENT: Large Adobe Wall(/Engine/Transient.Default__REINST_BP_LargeWall_Adobe_C_30495) CONTENT: Large Adobe Wall(/Game/PrimalEarth/StructuresPlus/Structures/Walls_L/Adobe/BP_LargeWall_Adobe.Default__BP_LargeWall_Adobe_C) CONTENT: Large Stone Wall(/Engine/Transient.Default__REINST_BP_LargeWall_Stone_C_30499) CONTENT: Large Stone Wall(/Game/PrimalEarth/StructuresPlus/Structures/Walls_L/Stone/BP_LargeWall_Stone.Default__BP_LargeWall_Stone_C) CONTENT: Large Wooden Wall(/Engine/Transient.Default__REINST_BP_LargeWall_Wood_C_30503) CONTENT: Large Wooden Wall(/Game/PrimalEarth/StructuresPlus/Structures/Walls_L/Wood/BP_LargeWall_Wood.Default__BP_LargeWall_Wood_C) CONTENT: Adobe Fence Foundation(/Engine/Transient.Default__REINST_SM_Adobe_Fence_BP_C_30507) CONTENT: Adobe Fence Foundation(/Game/ScorchedEarth/Structures/Adobe/Blueprints/SM_Adobe_Fence_BP.Default__SM_Adobe_Fence_BP_C) CONTENT: Adobe Ceiling(/Engine/Transient.Default__REINST_SM_AdobeCeiling_BP_C_30511) CONTENT: Adobe Ceiling(/Game/ScorchedEarth/Structures/Adobe/Blueprints/SM_AdobeCeiling_BP.Default__SM_AdobeCeiling_BP_C) CONTENT: Adobe Trapdoor(/Engine/Transient.Default__REINST_SM_AdobeCeilingDoor_BP_C_30515) CONTENT: Adobe Trapdoor(/Game/ScorchedEarth/Structures/Adobe/Blueprints/SM_AdobeCeilingDoor_BP.Default__SM_AdobeCeilingDoor_BP_C) CONTENT: Adobe Hatchframe(/Engine/Transient.Default__REINST_SM_AdobeCeilingDoorWay_BP_C_30519) CONTENT: Adobe Hatchframe(/Game/ScorchedEarth/Structures/Adobe/Blueprints/SM_AdobeCeilingDoorWay_BP.Default__SM_AdobeCeilingDoorWay_BP_C) CONTENT: Adobe Door(/Engine/Transient.Default__REINST_SM_AdobeDoor_BP_C_30523) CONTENT: Adobe Door(/Game/ScorchedEarth/Structures/Adobe/Blueprints/SM_AdobeDoor_BP.Default__SM_AdobeDoor_BP_C) CONTENT: Adobe Door Frame(/Engine/Transient.Default__REINST_SM_AdobeDoorFrame_BP_C_30527) CONTENT: Adobe Door Frame(/Game/ScorchedEarth/Structures/Adobe/Blueprints/SM_AdobeDoorFrame_BP.Default__SM_AdobeDoorFrame_BP_C) CONTENT: Block(/Engine/Transient.Default__REINST_SM_AdobeFloor_BP_C_30531) CONTENT: Adobe Foundation(/Engine/Transient.Default__REINST_SM_AdobeFloor_BP_C_30531) CONTENT: Block(/Game/ScorchedEarth/Structures/Adobe/Blueprints/SM_AdobeFloor_BP.Default__SM_AdobeFloor_BP_C) CONTENT: Adobe Foundation(/Game/ScorchedEarth/Structures/Adobe/Blueprints/SM_AdobeFloor_BP.Default__SM_AdobeFloor_BP_C) CONTENT: Adobe Dinosaur Gate(/Engine/Transient.Default__REINST_SM_AdobeGateDoor_BP_C_30535) CONTENT: Adobe Dinosaur Gate(/Game/ScorchedEarth/Structures/Adobe/Blueprints/SM_AdobeGateDoor_BP.Default__SM_AdobeGateDoor_BP_C) CONTENT: Adobe Pillar(/Engine/Transient.Default__REINST_SM_AdobePillar_BP_C_30539) CONTENT: Adobe Pillar(/Game/ScorchedEarth/Structures/Adobe/Blueprints/SM_AdobePillar_BP.Default__SM_AdobePillar_BP_C) CONTENT: Adobe Railing(/Engine/Transient.Default__REINST_SM_AdobeRailing_BP_C_30543) CONTENT: Adobe Railing(/Game/ScorchedEarth/Structures/Adobe/Blueprints/SM_AdobeRailing_BP.Default__SM_AdobeRailing_BP_C) CONTENT: Adobe Ramp(/Engine/Transient.Default__REINST_SM_AdobeRamp_BP_C_30547) CONTENT: Adobe Ramp(/Game/ScorchedEarth/Structures/Adobe/Blueprints/SM_AdobeRamp_BP.Default__SM_AdobeRamp_BP_C) CONTENT: Adobe Sloped Ceiling(/Engine/Transient.Default__REINST_SM_AdobeSlopedCeiling_BP_C_30551) CONTENT: Adobe Sloped Ceiling(/Game/ScorchedEarth/Structures/Adobe/Blueprints/SM_AdobeSlopedCeiling_BP.Default__SM_AdobeSlopedCeiling_BP_C) CONTENT: Sloped Adobe Wall Left(/Engine/Transient.Default__REINST_SM_AdobeSlopedWall_Left_BP_C_30555) CONTENT: Sloped Adobe Wall Left(/Game/ScorchedEarth/Structures/Adobe/Blueprints/SM_AdobeSlopedWall_Left_BP.Default__SM_AdobeSlopedWall_Left_BP_C) CONTENT: Sloped Adobe Wall Right(/Engine/Transient.Default__REINST_SM_AdobeSlopedWall_Right_BP_C_30559) CONTENT: Sloped Adobe Wall Right(/Game/ScorchedEarth/Structures/Adobe/Blueprints/SM_AdobeSlopedWall_Right_BP.Default__SM_AdobeSlopedWall_Right_BP_C) CONTENT: Adobe Ladder(/Engine/Transient.Default__REINST_SM_AdobeStairs_BP_C_30563) CONTENT: Adobe Ladder(/Game/ScorchedEarth/Structures/Adobe/Blueprints/SM_AdobeStairs_BP.Default__SM_AdobeStairs_BP_C) CONTENT: Adobe Wall(/Engine/Transient.Default__REINST_SM_AdobeWall_BP_C_30567) CONTENT: Adobe Wall(/Game/ScorchedEarth/Structures/Adobe/Blueprints/SM_AdobeWall_BP.Default__SM_AdobeWall_BP_C) CONTENT: Reinforced Adobe Window(/Engine/Transient.Default__REINST_SM_AdobeWindow_BP_C_30571) CONTENT: Reinforced Adobe Window(/Game/ScorchedEarth/Structures/Adobe/Blueprints/SM_AdobeWindow_BP.Default__SM_AdobeWindow_BP_C) CONTENT: Adobe Window Wall(/Engine/Transient.Default__REINST_SM_AdobeWindowWall_BP_C_30575) CONTENT: Adobe Window Wall(/Game/ScorchedEarth/Structures/Adobe/Blueprints/SM_AdobeWindowWall_BP.Default__SM_AdobeWindowWall_BP_C) CONTENT: Manticore Flag(/Engine/Transient.Default__REINST_Flag_SM_Manticore_C_30579) CONTENT: Manticore Flag(/Game/ScorchedEarth/Structures/ManticoreFlag/Flag_SM_Manticore.Default__Flag_SM_Manticore_C) CONTENT: Point Name 999m(/Engine/Transient.REINST_HUDPointOfInterestWidgetBP_C_123:WidgetTree_420.PointTitleTextBlock) CONTENT: Point Description(/Engine/Transient.REINST_HUDPointOfInterestWidgetBP_C_123:WidgetTree_420.PointDescTextBlock) CONTENT: Point Name 999m(/Game/Genesis/UI/HUDPointOfInterestWidgetBP.HUDPointOfInterestWidgetBP_C:WidgetTree_806.PointTitleTextBlock) CONTENT: Point Description(/Game/Genesis/UI/HUDPointOfInterestWidgetBP.HUDPointOfInterestWidgetBP_C:WidgetTree_806.PointDescTextBlock) CONTENT: ENTER PASSWORD(/Engine/Transient.REINST_ClusterListSessions_C_125:WidgetTree_486.TextBlock_371) CONTENT: CANCEL(/Engine/Transient.REINST_ClusterListSessions_C_125:WidgetTree_486.TextBlock_292) CONTENT: ACCEPT(/Engine/Transient.REINST_ClusterListSessions_C_125:WidgetTree_486.TextBlock_246) CONTENT: SEARCHING...(/Engine/Transient.REINST_ClusterListSessions_C_125:WidgetTree_486.SearchingTextBlock) CONTENT: REFRESH(/Engine/Transient.REINST_ClusterListSessions_C_125:WidgetTree_486.Refresh) CONTENT: CANCEL(/Engine/Transient.REINST_ClusterListSessions_C_125:WidgetTree_486.CancelLabel) CONTENT: ADD TO FAVORITES(/Engine/Transient.REINST_ClusterListSessions_C_125:WidgetTree_486.TextBlock_431) CONTENT: Notice: if you use any cheating programs on an Official Server, your account will be subject to a summary permanent ban from the Official Server Network. Thank you for helping to keep ARK fair & competitive!(/Engine/Transient.REINST_ClusterListSessions_C_125:WidgetTree_486.PrimalRichTextBlock_3) CONTENT: SESSION(/Engine/Transient.REINST_ClusterListSessions_C_125:WidgetTree_486.TextBlock_24531) CONTENT: MAP(/Engine/Transient.REINST_ClusterListSessions_C_125:WidgetTree_486.MapNameLabel) CONTENT: PLAYERS(/Engine/Transient.REINST_ClusterListSessions_C_125:WidgetTree_486.PlayerNumLabel) CONTENT: PING(/Engine/Transient.REINST_ClusterListSessions_C_125:WidgetTree_486.PingLabel) CONTENT: DAY(/Engine/Transient.REINST_ClusterListSessions_C_125:WidgetTree_486.DayLabel) CONTENT: W/MODS(/Engine/Transient.REINST_ClusterListSessions_C_125:WidgetTree_486.HasModsNameLabel) CONTENT: MODE(/Engine/Transient.REINST_ClusterListSessions_C_125:WidgetTree_486.GameModeLabel) CONTENT: BUILD(/Engine/Transient.REINST_ClusterListSessions_C_125:WidgetTree_486.BuildLabel) CONTENT: NAME FILTER:(/Engine/Transient.REINST_ClusterListSessions_C_125:WidgetTree_486.TextBlock_2115) CONTENT: Search(/Engine/Transient.REINST_ClusterListSessions_C_125:WidgetTree_486.FindSessionName) CONTENT: MAP:(/Engine/Transient.REINST_ClusterListSessions_C_125:WidgetTree_486.TextBlock_3770) CONTENT: ALL MAPS(/Engine/Transient.REINST_ClusterListSessions_C_125:WidgetTree_486.MapComboBox) CONTENT: THE ISLAND(/Engine/Transient.REINST_ClusterListSessions_C_125:WidgetTree_486.MapComboBox) CONTENT: SCORCHED EARTH(/Engine/Transient.REINST_ClusterListSessions_C_125:WidgetTree_486.MapComboBox) CONTENT: GAME MODE:(/Engine/Transient.REINST_ClusterListSessions_C_125:WidgetTree_486.TextBlock_4395) CONTENT: ALL MODES(/Engine/Transient.REINST_ClusterListSessions_C_125:WidgetTree_486.GameModeComboBox) CONTENT: PVP(/Engine/Transient.REINST_ClusterListSessions_C_125:WidgetTree_486.GameModeComboBox) CONTENT: PVE(/Engine/Transient.REINST_ClusterListSessions_C_125:WidgetTree_486.GameModeComboBox) CONTENT: SORT BY:(/Engine/Transient.REINST_ClusterListSessions_C_125:WidgetTree_486.TextBlock_576) CONTENT: NAME(/Engine/Transient.REINST_ClusterListSessions_C_125:WidgetTree_486.SortComboBox) CONTENT: PLAYERS(/Engine/Transient.REINST_ClusterListSessions_C_125:WidgetTree_486.SortComboBox) CONTENT: PING(/Engine/Transient.REINST_ClusterListSessions_C_125:WidgetTree_486.SortComboBox) CONTENT: DAY(/Engine/Transient.REINST_ClusterListSessions_C_125:WidgetTree_486.SortComboBox) CONTENT: SORT IN ASCENDING ORDER(/Engine/Transient.REINST_ClusterListSessions_C_125:WidgetTree_486.SortOrderToggleButton) CONTENT: WANT YOUR OWN EU ARK SERVER?(/Engine/Transient.REINST_ClusterListSessions_C_125:WidgetTree_486.TextBlock_488) CONTENT: SESSIONS ON CLUSTER(/Engine/Transient.REINST_ClusterListSessions_C_125:WidgetTree_486.TitleLabel) CONTENT: AUTO FAVORITE PLAYED SESSIONS:(/Engine/Transient.REINST_ClusterListSessions_C_125:WidgetTree_486.TextBlock_2317) CONTENT: HIDE FULL SESSIONS:(/Engine/Transient.REINST_ClusterListSessions_C_125:WidgetTree_486.TextBlock_392) CONTENT: SHOW PASSWORD PROTECTED:(/Engine/Transient.REINST_ClusterListSessions_C_125:WidgetTree_486.TextBlock_49) CONTENT: SESSION FILTER:(/Engine/Transient.REINST_ClusterListSessions_C_125:WidgetTree_486.TextBlock_1478) CONTENT: Official Dedicated ARKs(/Engine/Transient.REINST_ClusterListSessions_C_125:WidgetTree_486.ServerTypeComboBox) CONTENT: Player Dedicated ARKs(/Engine/Transient.REINST_ClusterListSessions_C_125:WidgetTree_486.ServerTypeComboBox) CONTENT: Non-Dedicated ARKs(/Engine/Transient.REINST_ClusterListSessions_C_125:WidgetTree_486.ServerTypeComboBox) CONTENT: Bookmarks(/Engine/Transient.REINST_ClusterListSessions_C_125:WidgetTree_486.ServerTypeComboBox) CONTENT: JOIN WITH SURVIVOR(/Engine/Transient.REINST_ClusterListSessions_C_125:WidgetTree_486.TextBlock_998) CONTENT: JOIN HIGHLIGHTED SESSION(/Engine/Transient.REINST_ClusterListSessions_C_125:WidgetTree_486.GamepadButtonLegend_Start) CONTENT: TOGGLE ASC/DSC SORTING(/Engine/Transient.REINST_ClusterListSessions_C_125:WidgetTree_486.GamepadButtonLegend_FaceLeft) CONTENT: CLEAR SEARCH(/Engine/Transient.REINST_ClusterListSessions_C_125:WidgetTree_486.GamepadButtonLegend_FaceTop) CONTENT: Rich Text Block(/Engine/Transient.REINST_ClusterListSessions_C_125:WidgetTree_486.OfficialStatusLabel) CONTENT: JOIN(/Engine/Transient.REINST_ClusterListSessions_C_125:WidgetTree_486.JoinLabel) CONTENT: JOIN LAST PLAYED SESSION(/Engine/Transient.REINST_ClusterListSessions_C_125:WidgetTree_486.TextBlock_579) CONTENT: WAITING TO JOIN SERVER...(/Engine/Transient.REINST_ClusterListSessions_C_125:WidgetTree_486.WaitingToJoinLabel) CONTENT: Notice: if you use any cheating programs on a BattlEye-or-Official Server, your account will be subject to a permanent ban from all BattlEye-or-Official Servers. Thank you for helping to keep ARK fair & competitive!(/Engine/Transient.REINST_ClusterListSessions_C_125:WidgetTree_486.PrimalRichTextBlock_6) CONTENT: Text Block(/Engine/Transient.REINST_ClusterListSessions_C_125:WidgetTree_486.GamepadButtonLegend_FaceTop.WidgetTree_487.ButtonDescriptionLabel) CONTENT: Text Block(/Engine/Transient.REINST_ClusterListSessions_C_125:WidgetTree_486.GamepadButtonLegend_FaceLeft.WidgetTree_488.ButtonDescriptionLabel) CONTENT: Text Block(/Engine/Transient.REINST_ClusterListSessions_C_125:WidgetTree_486.GamepadButtonLegend_Start.WidgetTree_489.ButtonDescriptionLabel) CONTENT: Text Block(/Engine/Transient.REINST_ClusterListSessions_C_125:WidgetTree_486.GamepadButtonLegend_FaceTop.WidgetTree_807.ButtonDescriptionLabel) CONTENT: Text Block(/Engine/Transient.REINST_ClusterListSessions_C_125:WidgetTree_486.GamepadButtonLegend_FaceLeft.WidgetTree_808.ButtonDescriptionLabel) CONTENT: Text Block(/Engine/Transient.REINST_ClusterListSessions_C_125:WidgetTree_486.GamepadButtonLegend_Start.WidgetTree_809.ButtonDescriptionLabel) CONTENT: Text Block(/Engine/Transient.REINST_SKEL_ClusterListSessions_C_126:WidgetTree_482.GamepadButtonLegend_FaceTop.WidgetTree_810.ButtonDescriptionLabel) CONTENT: Text Block(/Engine/Transient.REINST_SKEL_ClusterListSessions_C_126:WidgetTree_482.GamepadButtonLegend_FaceLeft.WidgetTree_811.ButtonDescriptionLabel) CONTENT: Text Block(/Engine/Transient.REINST_SKEL_ClusterListSessions_C_126:WidgetTree_482.GamepadButtonLegend_Start.WidgetTree_812.ButtonDescriptionLabel) CONTENT: ENTER PASSWORD(/Game/PrimalEarth/UI/ClusterListSessions.ClusterListSessions_C:WidgetTree_828.TextBlock_371) CONTENT: CANCEL(/Game/PrimalEarth/UI/ClusterListSessions.ClusterListSessions_C:WidgetTree_828.TextBlock_292) CONTENT: ACCEPT(/Game/PrimalEarth/UI/ClusterListSessions.ClusterListSessions_C:WidgetTree_828.TextBlock_246) CONTENT: SEARCHING...(/Game/PrimalEarth/UI/ClusterListSessions.ClusterListSessions_C:WidgetTree_828.SearchingTextBlock) CONTENT: REFRESH(/Game/PrimalEarth/UI/ClusterListSessions.ClusterListSessions_C:WidgetTree_828.Refresh) CONTENT: CANCEL(/Game/PrimalEarth/UI/ClusterListSessions.ClusterListSessions_C:WidgetTree_828.CancelLabel) CONTENT: ADD TO FAVORITES(/Game/PrimalEarth/UI/ClusterListSessions.ClusterListSessions_C:WidgetTree_828.TextBlock_431) CONTENT: Notice: if you use any cheating programs on an Official Server, your account will be subject to a summary permanent ban from the Official Server Network. Thank you for helping to keep ARK fair & competitive!(/Game/PrimalEarth/UI/ClusterListSessions.ClusterListSessions_C:WidgetTree_828.PrimalRichTextBlock_3) CONTENT: SESSION(/Game/PrimalEarth/UI/ClusterListSessions.ClusterListSessions_C:WidgetTree_828.TextBlock_24531) CONTENT: MAP(/Game/PrimalEarth/UI/ClusterListSessions.ClusterListSessions_C:WidgetTree_828.MapNameLabel) CONTENT: PLAYERS(/Game/PrimalEarth/UI/ClusterListSessions.ClusterListSessions_C:WidgetTree_828.PlayerNumLabel) CONTENT: PING(/Game/PrimalEarth/UI/ClusterListSessions.ClusterListSessions_C:WidgetTree_828.PingLabel) CONTENT: DAY(/Game/PrimalEarth/UI/ClusterListSessions.ClusterListSessions_C:WidgetTree_828.DayLabel) CONTENT: W/MODS(/Game/PrimalEarth/UI/ClusterListSessions.ClusterListSessions_C:WidgetTree_828.HasModsNameLabel) CONTENT: MODE(/Game/PrimalEarth/UI/ClusterListSessions.ClusterListSessions_C:WidgetTree_828.GameModeLabel) CONTENT: BUILD(/Game/PrimalEarth/UI/ClusterListSessions.ClusterListSessions_C:WidgetTree_828.BuildLabel) CONTENT: NAME FILTER:(/Game/PrimalEarth/UI/ClusterListSessions.ClusterListSessions_C:WidgetTree_828.TextBlock_2115) CONTENT: Search(/Game/PrimalEarth/UI/ClusterListSessions.ClusterListSessions_C:WidgetTree_828.FindSessionName) CONTENT: MAP:(/Game/PrimalEarth/UI/ClusterListSessions.ClusterListSessions_C:WidgetTree_828.TextBlock_3770) CONTENT: ALL MAPS(/Game/PrimalEarth/UI/ClusterListSessions.ClusterListSessions_C:WidgetTree_828.MapComboBox) CONTENT: THE ISLAND(/Game/PrimalEarth/UI/ClusterListSessions.ClusterListSessions_C:WidgetTree_828.MapComboBox) CONTENT: SCORCHED EARTH(/Game/PrimalEarth/UI/ClusterListSessions.ClusterListSessions_C:WidgetTree_828.MapComboBox) CONTENT: GAME MODE:(/Game/PrimalEarth/UI/ClusterListSessions.ClusterListSessions_C:WidgetTree_828.TextBlock_4395) CONTENT: ALL MODES(/Game/PrimalEarth/UI/ClusterListSessions.ClusterListSessions_C:WidgetTree_828.GameModeComboBox) CONTENT: PVP(/Game/PrimalEarth/UI/ClusterListSessions.ClusterListSessions_C:WidgetTree_828.GameModeComboBox) CONTENT: PVE(/Game/PrimalEarth/UI/ClusterListSessions.ClusterListSessions_C:WidgetTree_828.GameModeComboBox) CONTENT: SORT BY:(/Game/PrimalEarth/UI/ClusterListSessions.ClusterListSessions_C:WidgetTree_828.TextBlock_576) CONTENT: NAME(/Game/PrimalEarth/UI/ClusterListSessions.ClusterListSessions_C:WidgetTree_828.SortComboBox) CONTENT: PLAYERS(/Game/PrimalEarth/UI/ClusterListSessions.ClusterListSessions_C:WidgetTree_828.SortComboBox) CONTENT: PING(/Game/PrimalEarth/UI/ClusterListSessions.ClusterListSessions_C:WidgetTree_828.SortComboBox) CONTENT: DAY(/Game/PrimalEarth/UI/ClusterListSessions.ClusterListSessions_C:WidgetTree_828.SortComboBox) CONTENT: SORT IN ASCENDING ORDER(/Game/PrimalEarth/UI/ClusterListSessions.ClusterListSessions_C:WidgetTree_828.SortOrderToggleButton) CONTENT: WANT YOUR OWN EU ARK SERVER?(/Game/PrimalEarth/UI/ClusterListSessions.ClusterListSessions_C:WidgetTree_828.TextBlock_488) CONTENT: SESSIONS ON CLUSTER(/Game/PrimalEarth/UI/ClusterListSessions.ClusterListSessions_C:WidgetTree_828.TitleLabel) CONTENT: AUTO FAVORITE PLAYED SESSIONS:(/Game/PrimalEarth/UI/ClusterListSessions.ClusterListSessions_C:WidgetTree_828.TextBlock_2317) CONTENT: HIDE FULL SESSIONS:(/Game/PrimalEarth/UI/ClusterListSessions.ClusterListSessions_C:WidgetTree_828.TextBlock_392) CONTENT: SHOW PASSWORD PROTECTED:(/Game/PrimalEarth/UI/ClusterListSessions.ClusterListSessions_C:WidgetTree_828.TextBlock_49) CONTENT: SESSION FILTER:(/Game/PrimalEarth/UI/ClusterListSessions.ClusterListSessions_C:WidgetTree_828.TextBlock_1478) CONTENT: Official Dedicated ARKs(/Game/PrimalEarth/UI/ClusterListSessions.ClusterListSessions_C:WidgetTree_828.ServerTypeComboBox) CONTENT: Player Dedicated ARKs(/Game/PrimalEarth/UI/ClusterListSessions.ClusterListSessions_C:WidgetTree_828.ServerTypeComboBox) CONTENT: Non-Dedicated ARKs(/Game/PrimalEarth/UI/ClusterListSessions.ClusterListSessions_C:WidgetTree_828.ServerTypeComboBox) CONTENT: Bookmarks(/Game/PrimalEarth/UI/ClusterListSessions.ClusterListSessions_C:WidgetTree_828.ServerTypeComboBox) CONTENT: JOIN WITH SURVIVOR(/Game/PrimalEarth/UI/ClusterListSessions.ClusterListSessions_C:WidgetTree_828.TextBlock_998) CONTENT: JOIN HIGHLIGHTED SESSION(/Game/PrimalEarth/UI/ClusterListSessions.ClusterListSessions_C:WidgetTree_828.GamepadButtonLegend_Start) CONTENT: TOGGLE ASC/DSC SORTING(/Game/PrimalEarth/UI/ClusterListSessions.ClusterListSessions_C:WidgetTree_828.GamepadButtonLegend_FaceLeft) CONTENT: CLEAR SEARCH(/Game/PrimalEarth/UI/ClusterListSessions.ClusterListSessions_C:WidgetTree_828.GamepadButtonLegend_FaceTop) CONTENT: Rich Text Block(/Game/PrimalEarth/UI/ClusterListSessions.ClusterListSessions_C:WidgetTree_828.OfficialStatusLabel) CONTENT: JOIN(/Game/PrimalEarth/UI/ClusterListSessions.ClusterListSessions_C:WidgetTree_828.JoinLabel) CONTENT: JOIN LAST PLAYED SESSION(/Game/PrimalEarth/UI/ClusterListSessions.ClusterListSessions_C:WidgetTree_828.TextBlock_579) CONTENT: WAITING TO JOIN SERVER...(/Game/PrimalEarth/UI/ClusterListSessions.ClusterListSessions_C:WidgetTree_828.WaitingToJoinLabel) CONTENT: Notice: if you use any cheating programs on a BattlEye-or-Official Server, your account will be subject to a permanent ban from all BattlEye-or-Official Servers. Thank you for helping to keep ARK fair & competitive!(/Game/PrimalEarth/UI/ClusterListSessions.ClusterListSessions_C:WidgetTree_828.PrimalRichTextBlock_6) CONTENT: Text Block(/Game/PrimalEarth/UI/ClusterListSessions.ClusterListSessions_C:WidgetTree_828.GamepadButtonLegend_FaceTop.WidgetTree_440.ButtonDescriptionLabel) CONTENT: Text Block(/Game/PrimalEarth/UI/ClusterListSessions.ClusterListSessions_C:WidgetTree_828.GamepadButtonLegend_FaceLeft.WidgetTree_450.ButtonDescriptionLabel) CONTENT: Text Block(/Game/PrimalEarth/UI/ClusterListSessions.ClusterListSessions_C:WidgetTree_828.GamepadButtonLegend_Start.WidgetTree_451.ButtonDescriptionLabel) CONTENT: Text Block(/Game/PrimalEarth/UI/ClusterListSessions.ClusterListSessions_C:WidgetTree_828.GamepadButtonLegend_FaceTop.WidgetTree_829.ButtonDescriptionLabel) CONTENT: Text Block(/Game/PrimalEarth/UI/ClusterListSessions.ClusterListSessions_C:WidgetTree_828.GamepadButtonLegend_FaceLeft.WidgetTree_830.ButtonDescriptionLabel) CONTENT: Text Block(/Game/PrimalEarth/UI/ClusterListSessions.ClusterListSessions_C:WidgetTree_828.GamepadButtonLegend_Start.WidgetTree_831.ButtonDescriptionLabel) CONTENT: Text Block(/Engine/Transient.REINST_DataListEntryWidgetFolder_New_C_127:WidgetTree_5520.FolderName) CONTENT: NewFolder(/Game/PrimalEarth/UI/DataListEntryWidgetFolder_New.DataListEntryWidgetFolder_New_C:WidgetTree_833.DataListEntryButton_PrimalFolder_0) CONTENT: Dinossaurs and stuff(/Game/PrimalEarth/UI/DataListEntryWidgetFolder_New.DataListEntryWidgetFolder_New_C:WidgetTree_833.FolderName) CONTENT: --(/Engine/Transient.REINST_MissionsUI_RequirementEntry_C_131:WidgetTree_653.DisplayTextBlock) CONTENT: --(/Game/PrimalEarth/UI/MissionsUI_RequirementEntry.MissionsUI_RequirementEntry_C:WidgetTree_839.DisplayTextBlock) CONTENT: Text Block(/Engine/Transient.REINST_DinoHUDStatusBarsWidget_C_135:WidgetTree_630.CharacterLabel) CONTENT: Health %i -- %i(/Game/PrimalEarth/UI/DinoHUDStatusBarsWidget.DinoHUDStatusBarsWidget_C:WidgetTree_843.HealthBar) CONTENT: Stamina %i -- %i(/Game/PrimalEarth/UI/DinoHUDStatusBarsWidget.DinoHUDStatusBarsWidget_C:WidgetTree_843.StaminaBar) CONTENT: Food %i -- %i(/Game/PrimalEarth/UI/DinoHUDStatusBarsWidget.DinoHUDStatusBarsWidget_C:WidgetTree_843.FoodBar) CONTENT: Water %i -- %i(/Game/PrimalEarth/UI/DinoHUDStatusBarsWidget.DinoHUDStatusBarsWidget_C:WidgetTree_843.WaterBar) CONTENT: Oxygen %i -- %i(/Game/PrimalEarth/UI/DinoHUDStatusBarsWidget.DinoHUDStatusBarsWidget_C:WidgetTree_843.OxygenBar) CONTENT: Weight %i -- %i(/Game/PrimalEarth/UI/DinoHUDStatusBarsWidget.DinoHUDStatusBarsWidget_C:WidgetTree_843.WeightBar) CONTENT: XP(/Game/PrimalEarth/UI/DinoHUDStatusBarsWidget.DinoHUDStatusBarsWidget_C:WidgetTree_843.XPBar) CONTENT: Torpidity %i -- %i(/Game/PrimalEarth/UI/DinoHUDStatusBarsWidget.DinoHUDStatusBarsWidget_C:WidgetTree_843.TorpBar) CONTENT: Text Block(/Game/PrimalEarth/UI/DinoHUDStatusBarsWidget.DinoHUDStatusBarsWidget_C:WidgetTree_843.CharacterLabel) CONTENT: Buff %i -- %i(/Game/PrimalEarth/UI/DinoHUDStatusBarsWidget.DinoHUDStatusBarsWidget_C:WidgetTree_843.BuffProgressBar) CONTENT: XP %.1f -- %.1f(/Engine/Transient.REINST_ElementStatusBarWidget_C_137:WidgetTree_733.GlovesBar) CONTENT: XP %.1f -- %.1f(/Engine/Transient.REINST_ElementStatusBarWidget_C_137:WidgetTree_733.BootsBar) CONTENT: XP %.1f -- %.1f(/Engine/Transient.REINST_ElementStatusBarWidget_C_137:WidgetTree_733.HelmetBar) CONTENT: XP %.1f -- %.1f(/Engine/Transient.REINST_ElementStatusBarWidget_C_137:WidgetTree_733.ShirtBar) CONTENT: XP %.1f -- %.1f(/Engine/Transient.REINST_ElementStatusBarWidget_C_137:WidgetTree_733.PantsBar) CONTENT: XP %.1f -- %.1f(/Engine/Transient.REINST_ElementStatusBarWidget_C_137:WidgetTree_733.ShoulderCannonBar) CONTENT: XP %.1f -- %.1f(/Game/PrimalEarth/UI/ElementStatusBarWidget.ElementStatusBarWidget_C:WidgetTree_847.GlovesBar) CONTENT: XP %.1f -- %.1f(/Game/PrimalEarth/UI/ElementStatusBarWidget.ElementStatusBarWidget_C:WidgetTree_847.BootsBar) CONTENT: XP %.1f -- %.1f(/Game/PrimalEarth/UI/ElementStatusBarWidget.ElementStatusBarWidget_C:WidgetTree_847.HelmetBar) CONTENT: XP %.1f -- %.1f(/Game/PrimalEarth/UI/ElementStatusBarWidget.ElementStatusBarWidget_C:WidgetTree_847.ShirtBar) CONTENT: XP %.1f -- %.1f(/Game/PrimalEarth/UI/ElementStatusBarWidget.ElementStatusBarWidget_C:WidgetTree_847.PantsBar) CONTENT: XP %.1f -- %.1f(/Game/PrimalEarth/UI/ElementStatusBarWidget.ElementStatusBarWidget_C:WidgetTree_847.ShoulderCannonBar) CONTENT: Armor(/Engine/Transient.REINST_PlayerHUDNew_C_139:WidgetTree_768.OrderingGroupLabel) CONTENT: Armor(/Engine/Transient.REINST_PlayerHUDNew_C_139:WidgetTree_768.CurrentDayLabel) CONTENT: Armor(/Engine/Transient.REINST_PlayerHUDNew_C_139:WidgetTree_768.PlayerNameLabel) CONTENT: Armor(/Engine/Transient.REINST_PlayerHUDNew_C_139:WidgetTree_768.CurrentTimeLabel) CONTENT: Armor(/Engine/Transient.REINST_PlayerHUDNew_C_139:WidgetTree_768.CurrentTemperatureLabel) CONTENT: Armor(/Engine/Transient.REINST_PlayerHUDNew_C_139:WidgetTree_768.CurrentUploadTimerLabel) CONTENT: Armor(/Engine/Transient.REINST_PlayerHUDNew_C_139:WidgetTree_768.CurrentLocationLabel) CONTENT: XP %.1f -- %.1f(/Engine/Transient.REINST_PlayerHUDNew_C_139:WidgetTree_768.ElementBar.WidgetTree_770.BootsBar) CONTENT: XP %.1f -- %.1f(/Engine/Transient.REINST_PlayerHUDNew_C_139:WidgetTree_768.ElementBar.WidgetTree_770.GlovesBar) CONTENT: XP %.1f -- %.1f(/Engine/Transient.REINST_PlayerHUDNew_C_139:WidgetTree_768.ElementBar.WidgetTree_770.HelmetBar) CONTENT: XP %.1f -- %.1f(/Engine/Transient.REINST_PlayerHUDNew_C_139:WidgetTree_768.ElementBar.WidgetTree_770.PantsBar) CONTENT: XP %.1f -- %.1f(/Engine/Transient.REINST_PlayerHUDNew_C_139:WidgetTree_768.ElementBar.WidgetTree_770.ShirtBar) CONTENT: XP %.1f -- %.1f(/Engine/Transient.REINST_PlayerHUDNew_C_139:WidgetTree_768.ElementBar.WidgetTree_770.ShoulderCannonBar) CONTENT: Health %i -- %i(/Engine/Transient.REINST_PlayerHUDNew_C_139:WidgetTree_768.SecondaryStatusBars.WidgetTree_848.HealthBar) CONTENT: Stamina %i -- %i(/Engine/Transient.REINST_PlayerHUDNew_C_139:WidgetTree_768.SecondaryStatusBars.WidgetTree_848.StaminaBar) CONTENT: Food %i -- %i(/Engine/Transient.REINST_PlayerHUDNew_C_139:WidgetTree_768.SecondaryStatusBars.WidgetTree_848.FoodBar) CONTENT: Water %i -- %i(/Engine/Transient.REINST_PlayerHUDNew_C_139:WidgetTree_768.SecondaryStatusBars.WidgetTree_848.WaterBar) CONTENT: Oxygen %i -- %i(/Engine/Transient.REINST_PlayerHUDNew_C_139:WidgetTree_768.SecondaryStatusBars.WidgetTree_848.OxygenBar) CONTENT: Weight %i -- %i(/Engine/Transient.REINST_PlayerHUDNew_C_139:WidgetTree_768.SecondaryStatusBars.WidgetTree_848.WeightBar) CONTENT: XP(/Engine/Transient.REINST_PlayerHUDNew_C_139:WidgetTree_768.SecondaryStatusBars.WidgetTree_848.XPBar) CONTENT: Torpidity %i -- %i(/Engine/Transient.REINST_PlayerHUDNew_C_139:WidgetTree_768.SecondaryStatusBars.WidgetTree_848.TorpBar) CONTENT: Text Block(/Engine/Transient.REINST_PlayerHUDNew_C_139:WidgetTree_768.SecondaryStatusBars.WidgetTree_848.CharacterLabel) CONTENT: Buff %i -- %i(/Engine/Transient.REINST_PlayerHUDNew_C_139:WidgetTree_768.SecondaryStatusBars.WidgetTree_848.BuffProgressBar) CONTENT: XP %.1f -- %.1f(/Engine/Transient.REINST_PlayerHUDNew_C_139:WidgetTree_768.ElementBar.WidgetTree_849.GlovesBar) CONTENT: XP %.1f -- %.1f(/Engine/Transient.REINST_PlayerHUDNew_C_139:WidgetTree_768.ElementBar.WidgetTree_849.BootsBar) CONTENT: XP %.1f -- %.1f(/Engine/Transient.REINST_PlayerHUDNew_C_139:WidgetTree_768.ElementBar.WidgetTree_849.HelmetBar) CONTENT: XP %.1f -- %.1f(/Engine/Transient.REINST_PlayerHUDNew_C_139:WidgetTree_768.ElementBar.WidgetTree_849.ShirtBar) CONTENT: XP %.1f -- %.1f(/Engine/Transient.REINST_PlayerHUDNew_C_139:WidgetTree_768.ElementBar.WidgetTree_849.PantsBar) CONTENT: XP %.1f -- %.1f(/Engine/Transient.REINST_PlayerHUDNew_C_139:WidgetTree_768.ElementBar.WidgetTree_849.ShoulderCannonBar) CONTENT: Text Block(/Engine/Transient.REINST_PlayerHUDNew_C_139:WidgetTree_768.PrimaryStatusBars.WidgetTree_850.CharacterLabel) CONTENT: ItemSlotPanelChild(/Engine/Transient.Default__REINST_PlayerHUDNew_C_139) CONTENT: Health %i -- %i(/Engine/Transient.REINST_SKEL_PlayerHUDNew_C_140:WidgetTree_763.SecondaryStatusBars.WidgetTree_852.HealthBar) CONTENT: Stamina %i -- %i(/Engine/Transient.REINST_SKEL_PlayerHUDNew_C_140:WidgetTree_763.SecondaryStatusBars.WidgetTree_852.StaminaBar) CONTENT: Food %i -- %i(/Engine/Transient.REINST_SKEL_PlayerHUDNew_C_140:WidgetTree_763.SecondaryStatusBars.WidgetTree_852.FoodBar) CONTENT: Water %i -- %i(/Engine/Transient.REINST_SKEL_PlayerHUDNew_C_140:WidgetTree_763.SecondaryStatusBars.WidgetTree_852.WaterBar) CONTENT: Oxygen %i -- %i(/Engine/Transient.REINST_SKEL_PlayerHUDNew_C_140:WidgetTree_763.SecondaryStatusBars.WidgetTree_852.OxygenBar) CONTENT: Weight %i -- %i(/Engine/Transient.REINST_SKEL_PlayerHUDNew_C_140:WidgetTree_763.SecondaryStatusBars.WidgetTree_852.WeightBar) CONTENT: XP(/Engine/Transient.REINST_SKEL_PlayerHUDNew_C_140:WidgetTree_763.SecondaryStatusBars.WidgetTree_852.XPBar) CONTENT: Torpidity %i -- %i(/Engine/Transient.REINST_SKEL_PlayerHUDNew_C_140:WidgetTree_763.SecondaryStatusBars.WidgetTree_852.TorpBar) CONTENT: Text Block(/Engine/Transient.REINST_SKEL_PlayerHUDNew_C_140:WidgetTree_763.SecondaryStatusBars.WidgetTree_852.CharacterLabel) CONTENT: Buff %i -- %i(/Engine/Transient.REINST_SKEL_PlayerHUDNew_C_140:WidgetTree_763.SecondaryStatusBars.WidgetTree_852.BuffProgressBar) CONTENT: XP %.1f -- %.1f(/Engine/Transient.REINST_SKEL_PlayerHUDNew_C_140:WidgetTree_763.ElementBar.WidgetTree_853.GlovesBar) CONTENT: XP %.1f -- %.1f(/Engine/Transient.REINST_SKEL_PlayerHUDNew_C_140:WidgetTree_763.ElementBar.WidgetTree_853.BootsBar) CONTENT: XP %.1f -- %.1f(/Engine/Transient.REINST_SKEL_PlayerHUDNew_C_140:WidgetTree_763.ElementBar.WidgetTree_853.HelmetBar) CONTENT: XP %.1f -- %.1f(/Engine/Transient.REINST_SKEL_PlayerHUDNew_C_140:WidgetTree_763.ElementBar.WidgetTree_853.ShirtBar) CONTENT: XP %.1f -- %.1f(/Engine/Transient.REINST_SKEL_PlayerHUDNew_C_140:WidgetTree_763.ElementBar.WidgetTree_853.PantsBar) CONTENT: XP %.1f -- %.1f(/Engine/Transient.REINST_SKEL_PlayerHUDNew_C_140:WidgetTree_763.ElementBar.WidgetTree_853.ShoulderCannonBar) CONTENT: Text Block(/Engine/Transient.REINST_SKEL_PlayerHUDNew_C_140:WidgetTree_763.PrimaryStatusBars.WidgetTree_854.CharacterLabel) CONTENT: Armor(/Game/PrimalEarth/UI/PlayerHUDNew.PlayerHUDNew_C:WidgetTree_872.OrderingGroupLabel) CONTENT: Armor(/Game/PrimalEarth/UI/PlayerHUDNew.PlayerHUDNew_C:WidgetTree_872.CurrentDayLabel) CONTENT: Armor(/Game/PrimalEarth/UI/PlayerHUDNew.PlayerHUDNew_C:WidgetTree_872.PlayerNameLabel) CONTENT: Armor(/Game/PrimalEarth/UI/PlayerHUDNew.PlayerHUDNew_C:WidgetTree_872.CurrentTimeLabel) CONTENT: Armor(/Game/PrimalEarth/UI/PlayerHUDNew.PlayerHUDNew_C:WidgetTree_872.CurrentTemperatureLabel) CONTENT: Armor(/Game/PrimalEarth/UI/PlayerHUDNew.PlayerHUDNew_C:WidgetTree_872.CurrentUploadTimerLabel) CONTENT: Armor(/Game/PrimalEarth/UI/PlayerHUDNew.PlayerHUDNew_C:WidgetTree_872.CurrentLocationLabel) CONTENT: Health %i -- %i(/Game/PrimalEarth/UI/PlayerHUDNew.PlayerHUDNew_C:WidgetTree_872.SecondaryStatusBars.WidgetTree_873.HealthBar) CONTENT: Stamina %i -- %i(/Game/PrimalEarth/UI/PlayerHUDNew.PlayerHUDNew_C:WidgetTree_872.SecondaryStatusBars.WidgetTree_873.StaminaBar) CONTENT: Food %i -- %i(/Game/PrimalEarth/UI/PlayerHUDNew.PlayerHUDNew_C:WidgetTree_872.SecondaryStatusBars.WidgetTree_873.FoodBar) CONTENT: Water %i -- %i(/Game/PrimalEarth/UI/PlayerHUDNew.PlayerHUDNew_C:WidgetTree_872.SecondaryStatusBars.WidgetTree_873.WaterBar) CONTENT: Oxygen %i -- %i(/Game/PrimalEarth/UI/PlayerHUDNew.PlayerHUDNew_C:WidgetTree_872.SecondaryStatusBars.WidgetTree_873.OxygenBar) CONTENT: Weight %i -- %i(/Game/PrimalEarth/UI/PlayerHUDNew.PlayerHUDNew_C:WidgetTree_872.SecondaryStatusBars.WidgetTree_873.WeightBar) CONTENT: XP(/Game/PrimalEarth/UI/PlayerHUDNew.PlayerHUDNew_C:WidgetTree_872.SecondaryStatusBars.WidgetTree_873.XPBar) CONTENT: Torpidity %i -- %i(/Game/PrimalEarth/UI/PlayerHUDNew.PlayerHUDNew_C:WidgetTree_872.SecondaryStatusBars.WidgetTree_873.TorpBar) CONTENT: Text Block(/Game/PrimalEarth/UI/PlayerHUDNew.PlayerHUDNew_C:WidgetTree_872.SecondaryStatusBars.WidgetTree_873.CharacterLabel) CONTENT: Buff %i -- %i(/Game/PrimalEarth/UI/PlayerHUDNew.PlayerHUDNew_C:WidgetTree_872.SecondaryStatusBars.WidgetTree_873.BuffProgressBar) CONTENT: XP %.1f -- %.1f(/Game/PrimalEarth/UI/PlayerHUDNew.PlayerHUDNew_C:WidgetTree_872.ElementBar.WidgetTree_874.GlovesBar) CONTENT: XP %.1f -- %.1f(/Game/PrimalEarth/UI/PlayerHUDNew.PlayerHUDNew_C:WidgetTree_872.ElementBar.WidgetTree_874.BootsBar) CONTENT: XP %.1f -- %.1f(/Game/PrimalEarth/UI/PlayerHUDNew.PlayerHUDNew_C:WidgetTree_872.ElementBar.WidgetTree_874.HelmetBar) CONTENT: XP %.1f -- %.1f(/Game/PrimalEarth/UI/PlayerHUDNew.PlayerHUDNew_C:WidgetTree_872.ElementBar.WidgetTree_874.ShirtBar) CONTENT: XP %.1f -- %.1f(/Game/PrimalEarth/UI/PlayerHUDNew.PlayerHUDNew_C:WidgetTree_872.ElementBar.WidgetTree_874.PantsBar) CONTENT: XP %.1f -- %.1f(/Game/PrimalEarth/UI/PlayerHUDNew.PlayerHUDNew_C:WidgetTree_872.ElementBar.WidgetTree_874.ShoulderCannonBar) CONTENT: Text Block(/Game/PrimalEarth/UI/PlayerHUDNew.PlayerHUDNew_C:WidgetTree_872.PrimaryStatusBars.WidgetTree_875.CharacterLabel) CONTENT: ItemSlotPanelChild(/Game/PrimalEarth/UI/PlayerHUDNew.Default__PlayerHUDNew_C) CONTENT: asdf(/Engine/Transient.Default__REINST_MapSpawnPoint_C_141) CONTENT: asdf(/Game/PrimalEarth/UI/MapSpawnPoint.Default__MapSpawnPoint_C) CONTENT: Test(/Engine/Transient.REINST_SubtitlesUI_C_143:WidgetTree_788.DialogueTextBlock) LITERAL: Color{0}(/Game/PrimalEarth/UI/SubtitlesUI.SubtitlesUI:EdGraph_106441.K2Node_CallFunction_253814) LITERAL: 0(/Game/PrimalEarth/UI/SubtitlesUI.SubtitlesUI:EdGraph_106441.K2Node_MakeStruct_2340) LITERAL: UsingColor{0}(/Game/PrimalEarth/UI/SubtitlesUI.SubtitlesUI:EdGraph_106441.K2Node_CallFunction_253815) LITERAL: 0(/Game/PrimalEarth/UI/SubtitlesUI.SubtitlesUI:EdGraph_106441.K2Node_MakeStruct_2341) LITERAL: UsingColorizedColor{0}(/Game/PrimalEarth/UI/SubtitlesUI.SubtitlesUI:EdGraph_106441.K2Node_CallFunction_253816) LITERAL: 0(/Game/PrimalEarth/UI/SubtitlesUI.SubtitlesUI:EdGraph_106441.K2Node_MakeStruct_2342) CONTENT: Test(/Game/PrimalEarth/UI/SubtitlesUI.SubtitlesUI_C:WidgetTree_884.DialogueTextBlock) CONTENT: Absolutely beautiful.(/Game/PrimalEarth/UI/SubtitlesUI.Default__SubtitlesUI_C) CONTENT: Go on. Take a look.(/Game/PrimalEarth/UI/SubtitlesUI.Default__SubtitlesUI_C) CONTENT: It's finally begun.(/Game/PrimalEarth/UI/SubtitlesUI.Default__SubtitlesUI_C) CONTENT: The ARKs are coming home.(/Game/PrimalEarth/UI/SubtitlesUI.Default__SubtitlesUI_C) CONTENT: Each one carries with it the seeds of new life - plants, animals and humans - and these seeds will take root across the far corners of the world.(/Game/PrimalEarth/UI/SubtitlesUI.Default__SubtitlesUI_C) CONTENT: Once they do, all that life will be unleashed.(/Game/PrimalEarth/UI/SubtitlesUI.Default__SubtitlesUI_C) CONTENT: From there it will spread, grow and thrive, and this planet - our home - will bloom once more.(/Game/PrimalEarth/UI/SubtitlesUI.Default__SubtitlesUI_C) CONTENT: As for the rest of the infection, well... the ARKs can take it from here.(/Game/PrimalEarth/UI/SubtitlesUI.Default__SubtitlesUI_C) CONTENT: In time, they'll purge every last bit of element from the soil.(/Game/PrimalEarth/UI/SubtitlesUI.Default__SubtitlesUI_C) CONTENT: But make no mistake...(/Game/PrimalEarth/UI/SubtitlesUI.Default__SubtitlesUI_C) CONTENT: This is all thanks to you. I'm just glad I got to see it.(/Game/PrimalEarth/UI/SubtitlesUI.Default__SubtitlesUI_C) CONTENT: Huh, look at that. Sun's rising.(/Game/PrimalEarth/UI/SubtitlesUI.Default__SubtitlesUI_C) CONTENT: Hang...on! Can't seem to find you...(/Game/PrimalEarth/UI/SubtitlesUI.Default__SubtitlesUI_C) CONTENT: Oh man, that's really got you good! No worries. Just, uh...hang in there for a second.(/Game/PrimalEarth/UI/SubtitlesUI.Default__SubtitlesUI_C) CONTENT: There!(/Game/PrimalEarth/UI/SubtitlesUI.Default__SubtitlesUI_C) CONTENT: Good news... Your armor kept you mostly in one piece.(/Game/PrimalEarth/UI/SubtitlesUI.Default__SubtitlesUI_C) CONTENT: So, quick update: this isn't a simulation. We're really on a ginormous spaceship.(/Game/PrimalEarth/UI/SubtitlesUI.Default__SubtitlesUI_C) CONTENT: And the ship's being taken over, by--(/Game/PrimalEarth/UI/SubtitlesUI.Default__SubtitlesUI_C) CONTENT: Oh? Hello there! Now what are you two little gnats up to, hm? This is to be my world, the first of many...(/Game/PrimalEarth/UI/SubtitlesUI.Default__SubtitlesUI_C) CONTENT: Okay, time to get away from all these tentacles and prying eyes.(/Game/PrimalEarth/UI/SubtitlesUI.Default__SubtitlesUI_C) CONTENT: This miiight feel a bit weird.(/Game/PrimalEarth/UI/SubtitlesUI.Default__SubtitlesUI_C) CONTENT: Gnaaaagh! I can't be defeated by the likes of you! No. No! I am this vessel, and it is me!(/Game/PrimalEarth/UI/SubtitlesUI.Default__SubtitlesUI_C) CONTENT: Damn! I should've calculated for this possibility. Must've...missed a transform on the 15th statistical outcome matrix...(/Game/PrimalEarth/UI/SubtitlesUI.Default__SubtitlesUI_C) CONTENT: Ehh, simply put: Rockwell's embedded himself too deeply into the ship's primary systems. They're failing along with him. There's...only one way to ensure this all ends here.(/Game/PrimalEarth/UI/SubtitlesUI.Default__SubtitlesUI_C) CONTENT: Sorry, mate. I can't come with.(/Game/PrimalEarth/UI/SubtitlesUI.Default__SubtitlesUI_C) CONTENT: And I'm almost out of time to back myself up.(/Game/PrimalEarth/UI/SubtitlesUI.Default__SubtitlesUI_C) CONTENT: You'll do just fine on your own out there. You're a survivor.(/Game/PrimalEarth/UI/SubtitlesUI.Default__SubtitlesUI_C) CONTENT: Why are you still here? Staying behind to gloat?(/Game/PrimalEarth/UI/SubtitlesUI.Default__SubtitlesUI_C) CONTENT: Edmund... I'm here to help you end this nightmare.(/Game/PrimalEarth/UI/SubtitlesUI.Default__SubtitlesUI_C) CONTENT: You did this to me, for wanting the same power she squandered!(/Game/PrimalEarth/UI/SubtitlesUI.Default__SubtitlesUI_C) CONTENT: Well, I've survived worse! I promise you I will find a way out of this, I will!(/Game/PrimalEarth/UI/SubtitlesUI.Default__SubtitlesUI_C) CONTENT: No, you won't. It's much too late for that.(/Game/PrimalEarth/UI/SubtitlesUI.Default__SubtitlesUI_C) CONTENT: It's so bright! Helena...? I'm afraid!(/Game/PrimalEarth/UI/SubtitlesUI.Default__SubtitlesUI_C) CONTENT: Shhh. She knew.(/Game/PrimalEarth/UI/SubtitlesUI.Default__SubtitlesUI_C) CONTENT: Survivor, this is my last message to you, to be relayed in the event of my... deactivation.(/Game/PrimalEarth/UI/SubtitlesUI.Default__SubtitlesUI_C) CONTENT: I was only an artificial construct when we first met, just a shadow of someone who lived a long time ago.(/Game/PrimalEarth/UI/SubtitlesUI.Default__SubtitlesUI_C) CONTENT: But in our time together, I got to become something new, someone new. Not Helena -- HLN-A.(/Game/PrimalEarth/UI/SubtitlesUI.Default__SubtitlesUI_C) CONTENT: Thank you for that. I wish I could find the words to tell you how much it meant to me... Human language is so imprecise.(/Game/PrimalEarth/UI/SubtitlesUI.Default__SubtitlesUI_C) CONTENT: But I need you to do something else now: find your own path, your own destiny. Build a new world here...a better world.(/Game/PrimalEarth/UI/SubtitlesUI.Default__SubtitlesUI_C) CONTENT: And who knows? Maybe two lost souls can still meet again somewhere, out among the stars.(/Game/PrimalEarth/UI/SubtitlesUI.Default__SubtitlesUI_C) CONTENT: Goodbye, my friend.(/Game/PrimalEarth/UI/SubtitlesUI.Default__SubtitlesUI_C) CONTENT: Warning -- catastrophic biome viability failure. All revived lifeforms require immediate relocation.(/Game/PrimalEarth/UI/SubtitlesUI.Default__SubtitlesUI_C) CONTENT: Respawned again.(/Game/PrimalEarth/UI/SubtitlesUI.Default__SubtitlesUI_C) CONTENT: Insertion maneuver successful. Stable orbit confirmed.(/Game/PrimalEarth/UI/SubtitlesUI.Default__SubtitlesUI_C) CONTENT: Warning -- emergency evacuation in progress. Docking clamps released. Drop initiated.(/Game/PrimalEarth/UI/SubtitlesUI.Default__SubtitlesUI_C) CONTENT: Something tells me that this is the easy part.(/Game/PrimalEarth/UI/SubtitlesUI.Default__SubtitlesUI_C) CONTENT: Fire(/Engine/Transient.Default__REINST_ShooterHudBP_C_30609) CONTENT: Gamepad_RightTrigger(/Engine/Transient.Default__REINST_ShooterHudBP_C_30609) CONTENT: Reload(/Engine/Transient.Default__REINST_ShooterHudBP_C_30609) CONTENT: Gamepad_FaceButton_Left(/Engine/Transient.Default__REINST_ShooterHudBP_C_30609) CONTENT: AutoAim(/Engine/Transient.Default__REINST_ShooterHudBP_C_30609) CONTENT: Gamepad_LeftTrigger(/Engine/Transient.Default__REINST_ShooterHudBP_C_30609) CONTENT: Gamepad_RightTrigger(/Engine/Transient.Default__REINST_ShooterHudBP_C_30609) CONTENT: AltAttack(/Engine/Transient.Default__REINST_ShooterHudBP_C_30609) CONTENT: Gamepad_FaceButton_Left(/Engine/Transient.Default__REINST_ShooterHudBP_C_30609) CONTENT: ShowMyInventory(/Engine/Transient.Default__REINST_ShooterHudBP_C_30609) CONTENT: Gamepad_FaceButton_Right(/Engine/Transient.Default__REINST_ShooterHudBP_C_30609) CONTENT: Prone(/Engine/Transient.Default__REINST_ShooterHudBP_C_30609) CONTENT: Gamepad_RightThumbstick(/Engine/Transient.Default__REINST_ShooterHudBP_C_30609) CONTENT: ToggleMap(/Engine/Transient.Default__REINST_ShooterHudBP_C_30609) CONTENT: Gamepad_Special_Left(/Engine/Transient.Default__REINST_ShooterHudBP_C_30609) CONTENT: AltFire(/Engine/Transient.Default__REINST_ShooterHudBP_C_30609) CONTENT: Gamepad_RightShoulder(/Engine/Transient.Default__REINST_ShooterHudBP_C_30609) CONTENT: Run(/Engine/Transient.Default__REINST_ShooterHudBP_C_30609) CONTENT: Gamepad_LeftThumbstick(/Engine/Transient.Default__REINST_ShooterHudBP_C_30609) CONTENT: MoveRight-(/Engine/Transient.Default__REINST_ShooterHudBP_C_30609) CONTENT: Gamepad_LeftThumbstick(/Engine/Transient.Default__REINST_ShooterHudBP_C_30609) CONTENT: MoveRight+(/Engine/Transient.Default__REINST_ShooterHudBP_C_30609) CONTENT: Gamepad_LeftThumbstick(/Engine/Transient.Default__REINST_ShooterHudBP_C_30609) CONTENT: MoveForward-(/Engine/Transient.Default__REINST_ShooterHudBP_C_30609) CONTENT: GamePad_LeftThumbstick(/Engine/Transient.Default__REINST_ShooterHudBP_C_30609) CONTENT: MoveForward+(/Engine/Transient.Default__REINST_ShooterHudBP_C_30609) CONTENT: GamePad_LeftThumbstick(/Engine/Transient.Default__REINST_ShooterHudBP_C_30609) CONTENT: ToggleCamera(/Engine/Transient.Default__REINST_ShooterHudBP_C_30609) CONTENT: Gamepad_FaceButton_Top(/Engine/Transient.Default__REINST_ShooterHudBP_C_30609) CONTENT: GiveDefaultWeapon(/Engine/Transient.Default__REINST_ShooterHudBP_C_30609) CONTENT: Gamepad_LeftShoulder(/Engine/Transient.Default__REINST_ShooterHudBP_C_30609) CONTENT: Gamepad_DPad_Up(/Engine/Transient.Default__REINST_ShooterHudBP_C_30609) CONTENT: Jump(/Engine/Transient.Default__REINST_ShooterHudBP_C_30609) CONTENT: GamePad_FaceButton_Bottom(/Engine/Transient.Default__REINST_ShooterHudBP_C_30609) CONTENT: Crouch(/Engine/Transient.Default__REINST_ShooterHudBP_C_30609) CONTENT: Gamepad_RightThumbstick(/Engine/Transient.Default__REINST_ShooterHudBP_C_30609) CONTENT: Targeting(/Engine/Transient.Default__REINST_ShooterHudBP_C_30609) CONTENT: Gamepad_LeftTrigger(/Engine/Transient.Default__REINST_ShooterHudBP_C_30609) CONTENT: Drag(/Engine/Transient.Default__REINST_ShooterHudBP_C_30609) CONTENT: GamePad_FaceButton_Top(/Engine/Transient.Default__REINST_ShooterHudBP_C_30609) CONTENT: WeaponAccessory(/Engine/Transient.Default__REINST_ShooterHudBP_C_30609) CONTENT: GamePad_FaceButton_Left(/Engine/Transient.Default__REINST_ShooterHudBP_C_30609) CONTENT: GamePad_FaceButton_Left(/Engine/Transient.Default__REINST_ShooterHudBP_C_30609) CONTENT: Use(/Engine/Transient.Default__REINST_ShooterHudBP_C_30609) CONTENT: GamePad_FaceButton_Top(/Engine/Transient.Default__REINST_ShooterHudBP_C_30609) CONTENT: AccessInventory(/Engine/Transient.Default__REINST_ShooterHudBP_C_30609) CONTENT: GamePad_FaceButton_Left(/Engine/Transient.Default__REINST_ShooterHudBP_C_30609) CONTENT: RemoteZoomOut(/Engine/Transient.Default__REINST_ShooterHudBP_C_30609) CONTENT: Gamepad_LeftShoulder(/Engine/Transient.Default__REINST_ShooterHudBP_C_30609) LITERAL: Color{0}(/Game/PrimalEarth/CoreBlueprints/ShooterHudBP.ShooterHudBP:EdGraph_106454.K2Node_CallFunction_253823) LITERAL: 0(/Game/PrimalEarth/CoreBlueprints/ShooterHudBP.ShooterHudBP:EdGraph_106454.K2Node_MakeStruct_2343) LITERAL: UsingColor{0}(/Game/PrimalEarth/CoreBlueprints/ShooterHudBP.ShooterHudBP:EdGraph_106454.K2Node_CallFunction_253824) LITERAL: 0(/Game/PrimalEarth/CoreBlueprints/ShooterHudBP.ShooterHudBP:EdGraph_106454.K2Node_MakeStruct_2344) LITERAL: UsingColorizedColor{0}(/Game/PrimalEarth/CoreBlueprints/ShooterHudBP.ShooterHudBP:EdGraph_106454.K2Node_CallFunction_253825) LITERAL: 0(/Game/PrimalEarth/CoreBlueprints/ShooterHudBP.ShooterHudBP:EdGraph_106454.K2Node_MakeStruct_2345) CONTENT: Fire(/Game/PrimalEarth/CoreBlueprints/ShooterHudBP.Default__ShooterHudBP_C) CONTENT: Gamepad_RightTrigger(/Game/PrimalEarth/CoreBlueprints/ShooterHudBP.Default__ShooterHudBP_C) CONTENT: Reload(/Game/PrimalEarth/CoreBlueprints/ShooterHudBP.Default__ShooterHudBP_C) CONTENT: Gamepad_FaceButton_Left(/Game/PrimalEarth/CoreBlueprints/ShooterHudBP.Default__ShooterHudBP_C) CONTENT: AutoAim(/Game/PrimalEarth/CoreBlueprints/ShooterHudBP.Default__ShooterHudBP_C) CONTENT: Gamepad_LeftTrigger(/Game/PrimalEarth/CoreBlueprints/ShooterHudBP.Default__ShooterHudBP_C) CONTENT: Gamepad_RightTrigger(/Game/PrimalEarth/CoreBlueprints/ShooterHudBP.Default__ShooterHudBP_C) CONTENT: AltAttack(/Game/PrimalEarth/CoreBlueprints/ShooterHudBP.Default__ShooterHudBP_C) CONTENT: Gamepad_FaceButton_Left(/Game/PrimalEarth/CoreBlueprints/ShooterHudBP.Default__ShooterHudBP_C) CONTENT: ShowMyInventory(/Game/PrimalEarth/CoreBlueprints/ShooterHudBP.Default__ShooterHudBP_C) CONTENT: Gamepad_FaceButton_Right(/Game/PrimalEarth/CoreBlueprints/ShooterHudBP.Default__ShooterHudBP_C) CONTENT: Prone(/Game/PrimalEarth/CoreBlueprints/ShooterHudBP.Default__ShooterHudBP_C) CONTENT: Gamepad_RightThumbstick(/Game/PrimalEarth/CoreBlueprints/ShooterHudBP.Default__ShooterHudBP_C) CONTENT: ToggleMap(/Game/PrimalEarth/CoreBlueprints/ShooterHudBP.Default__ShooterHudBP_C) CONTENT: Gamepad_Special_Left(/Game/PrimalEarth/CoreBlueprints/ShooterHudBP.Default__ShooterHudBP_C) CONTENT: AltFire(/Game/PrimalEarth/CoreBlueprints/ShooterHudBP.Default__ShooterHudBP_C) CONTENT: Gamepad_RightShoulder(/Game/PrimalEarth/CoreBlueprints/ShooterHudBP.Default__ShooterHudBP_C) CONTENT: Run(/Game/PrimalEarth/CoreBlueprints/ShooterHudBP.Default__ShooterHudBP_C) CONTENT: Gamepad_LeftThumbstick(/Game/PrimalEarth/CoreBlueprints/ShooterHudBP.Default__ShooterHudBP_C) CONTENT: MoveRight-(/Game/PrimalEarth/CoreBlueprints/ShooterHudBP.Default__ShooterHudBP_C) CONTENT: Gamepad_LeftThumbstick(/Game/PrimalEarth/CoreBlueprints/ShooterHudBP.Default__ShooterHudBP_C) CONTENT: MoveRight+(/Game/PrimalEarth/CoreBlueprints/ShooterHudBP.Default__ShooterHudBP_C) CONTENT: Gamepad_LeftThumbstick(/Game/PrimalEarth/CoreBlueprints/ShooterHudBP.Default__ShooterHudBP_C) CONTENT: MoveForward-(/Game/PrimalEarth/CoreBlueprints/ShooterHudBP.Default__ShooterHudBP_C) CONTENT: GamePad_LeftThumbstick(/Game/PrimalEarth/CoreBlueprints/ShooterHudBP.Default__ShooterHudBP_C) CONTENT: MoveForward+(/Game/PrimalEarth/CoreBlueprints/ShooterHudBP.Default__ShooterHudBP_C) CONTENT: GamePad_LeftThumbstick(/Game/PrimalEarth/CoreBlueprints/ShooterHudBP.Default__ShooterHudBP_C) CONTENT: ToggleCamera(/Game/PrimalEarth/CoreBlueprints/ShooterHudBP.Default__ShooterHudBP_C) CONTENT: Gamepad_FaceButton_Top(/Game/PrimalEarth/CoreBlueprints/ShooterHudBP.Default__ShooterHudBP_C) CONTENT: GiveDefaultWeapon(/Game/PrimalEarth/CoreBlueprints/ShooterHudBP.Default__ShooterHudBP_C) CONTENT: Gamepad_LeftShoulder(/Game/PrimalEarth/CoreBlueprints/ShooterHudBP.Default__ShooterHudBP_C) CONTENT: Gamepad_DPad_Up(/Game/PrimalEarth/CoreBlueprints/ShooterHudBP.Default__ShooterHudBP_C) CONTENT: Jump(/Game/PrimalEarth/CoreBlueprints/ShooterHudBP.Default__ShooterHudBP_C) CONTENT: GamePad_FaceButton_Bottom(/Game/PrimalEarth/CoreBlueprints/ShooterHudBP.Default__ShooterHudBP_C) CONTENT: Crouch(/Game/PrimalEarth/CoreBlueprints/ShooterHudBP.Default__ShooterHudBP_C) CONTENT: Gamepad_RightThumbstick(/Game/PrimalEarth/CoreBlueprints/ShooterHudBP.Default__ShooterHudBP_C) CONTENT: Targeting(/Game/PrimalEarth/CoreBlueprints/ShooterHudBP.Default__ShooterHudBP_C) CONTENT: Gamepad_LeftTrigger(/Game/PrimalEarth/CoreBlueprints/ShooterHudBP.Default__ShooterHudBP_C) CONTENT: Drag(/Game/PrimalEarth/CoreBlueprints/ShooterHudBP.Default__ShooterHudBP_C) CONTENT: GamePad_FaceButton_Top(/Game/PrimalEarth/CoreBlueprints/ShooterHudBP.Default__ShooterHudBP_C) CONTENT: WeaponAccessory(/Game/PrimalEarth/CoreBlueprints/ShooterHudBP.Default__ShooterHudBP_C) CONTENT: GamePad_FaceButton_Left(/Game/PrimalEarth/CoreBlueprints/ShooterHudBP.Default__ShooterHudBP_C) CONTENT: GamePad_FaceButton_Left(/Game/PrimalEarth/CoreBlueprints/ShooterHudBP.Default__ShooterHudBP_C) CONTENT: Use(/Game/PrimalEarth/CoreBlueprints/ShooterHudBP.Default__ShooterHudBP_C) CONTENT: GamePad_FaceButton_Top(/Game/PrimalEarth/CoreBlueprints/ShooterHudBP.Default__ShooterHudBP_C) CONTENT: AccessInventory(/Game/PrimalEarth/CoreBlueprints/ShooterHudBP.Default__ShooterHudBP_C) CONTENT: GamePad_FaceButton_Left(/Game/PrimalEarth/CoreBlueprints/ShooterHudBP.Default__ShooterHudBP_C) CONTENT: RemoteZoomOut(/Game/PrimalEarth/CoreBlueprints/ShooterHudBP.Default__ShooterHudBP_C) CONTENT: Gamepad_LeftShoulder(/Game/PrimalEarth/CoreBlueprints/ShooterHudBP.Default__ShooterHudBP_C) CONTENT: STEAM DISCOUNT CODE: %s(/Engine/Transient.Default__REINST_TestGameMode_C_30613) CONTENT: STEAM DISCOUNT CODE: %s(/Game/PrimalEarth/CoreBlueprints/TestGameMode.Default__TestGameMode_C) CONTENT: Explorer Note Found!(/Engine/Transient.Default__REINST_Buff_ExplorerNoteXP_C_30621) CONTENT: Double XP!(/Engine/Transient.Default__REINST_Buff_ExplorerNoteXP_C_30621) CONTENT: Explorer Note Found!(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_ExplorerNoteXP.Default__Buff_ExplorerNoteXP_C) CONTENT: Double XP!(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_ExplorerNoteXP.Default__Buff_ExplorerNoteXP_C) CONTENT: Special Explorer Note Found!(/Engine/Transient.Default__REINST_Buff_ExplorerNoteXPSpecial_C_30625) CONTENT: Quadruple XP!(/Engine/Transient.Default__REINST_Buff_ExplorerNoteXPSpecial_C_30625) CONTENT: Special Explorer Note Found!(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_ExplorerNoteXPSpecial.Default__Buff_ExplorerNoteXPSpecial_C) CONTENT: Quadruple XP!(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_ExplorerNoteXPSpecial.Default__Buff_ExplorerNoteXPSpecial_C) CONTENT: Health(/Engine/Transient.Default__REINST_BASE_PrimalGameData_BP_C_30653) CONTENT: Stamina(/Engine/Transient.Default__REINST_BASE_PrimalGameData_BP_C_30653) CONTENT: Torpidity(/Engine/Transient.Default__REINST_BASE_PrimalGameData_BP_C_30653) CONTENT: Oxygen(/Engine/Transient.Default__REINST_BASE_PrimalGameData_BP_C_30653) CONTENT: Food(/Engine/Transient.Default__REINST_BASE_PrimalGameData_BP_C_30653) CONTENT: Water(/Engine/Transient.Default__REINST_BASE_PrimalGameData_BP_C_30653) CONTENT: Temperature(/Engine/Transient.Default__REINST_BASE_PrimalGameData_BP_C_30653) CONTENT: Weight(/Engine/Transient.Default__REINST_BASE_PrimalGameData_BP_C_30653) CONTENT: Melee Damage(/Engine/Transient.Default__REINST_BASE_PrimalGameData_BP_C_30653) CONTENT: Movement Speed(/Engine/Transient.Default__REINST_BASE_PrimalGameData_BP_C_30653) CONTENT: Fortitude(/Engine/Transient.Default__REINST_BASE_PrimalGameData_BP_C_30653) CONTENT: Crafting Skill(/Engine/Transient.Default__REINST_BASE_PrimalGameData_BP_C_30653) CONTENT: Dead(/Engine/Transient.Default__REINST_BASE_PrimalGameData_BP_C_30653) CONTENT: Winded(/Engine/Transient.Default__REINST_BASE_PrimalGameData_BP_C_30653) CONTENT: Can't jump, can't run, and movement speed is slower.(/Engine/Transient.Default__REINST_BASE_PrimalGameData_BP_C_30653) CONTENT: You're tired! Stop moving for a moment to regain your Stamina!(/Engine/Transient.Default__REINST_BASE_PrimalGameData_BP_C_30653) CONTENT: Starvation(/Engine/Transient.Default__REINST_BASE_PrimalGameData_BP_C_30653) CONTENT: Health decreases over time, Torpditiy increases over time, Torpidity increases faster.(/Engine/Transient.Default__REINST_BASE_PrimalGameData_BP_C_30653) CONTENT: You're starving! Find somethin to eat, fast!(/Engine/Transient.Default__REINST_BASE_PrimalGameData_BP_C_30653) CONTENT: Dehydration(/Engine/Transient.Default__REINST_BASE_PrimalGameData_BP_C_30653) CONTENT: Stamina doesn't regenerate, Health decreases over time, Torpditiy increases over time, Torpidity increases faster.(/Engine/Transient.Default__REINST_BASE_PrimalGameData_BP_C_30653) CONTENT: You're dehydrated! Find some water, fast!(/Engine/Transient.Default__REINST_BASE_PrimalGameData_BP_C_30653) CONTENT: Suffocating(/Engine/Transient.Default__REINST_BASE_PrimalGameData_BP_C_30653) CONTENT: Health decreases rapidly over time.(/Engine/Transient.Default__REINST_BASE_PrimalGameData_BP_C_30653) CONTENT: You're suffocating! Get some air, immediately!(/Engine/Transient.Default__REINST_BASE_PrimalGameData_BP_C_30653) CONTENT: Encumbered(/Engine/Transient.Default__REINST_BASE_PrimalGameData_BP_C_30653) CONTENT: Can't run and can't jump.(/Engine/Transient.Default__REINST_BASE_PrimalGameData_BP_C_30653) CONTENT: You're encumbered! Drop some Inventory weight in order to move again!(/Engine/Transient.Default__REINST_BASE_PrimalGameData_BP_C_30653) CONTENT: Hypothermia(/Engine/Transient.Default__REINST_BASE_PrimalGameData_BP_C_30653) CONTENT: Food decreases much faster as the ambient temperature gets lower.(/Engine/Transient.Default__REINST_BASE_PrimalGameData_BP_C_30653) CONTENT: You're freezing! You should find some warmth immediately!(/Engine/Transient.Default__REINST_BASE_PrimalGameData_BP_C_30653) CONTENT: Hyperthermia(/Engine/Transient.Default__REINST_BASE_PrimalGameData_BP_C_30653) CONTENT: Water decreases much faster as the ambient temperature gets higher.(/Engine/Transient.Default__REINST_BASE_PrimalGameData_BP_C_30653) CONTENT: You're overheating! You should find some place to cool down immediately!(/Engine/Transient.Default__REINST_BASE_PrimalGameData_BP_C_30653) CONTENT: Injured(/Engine/Transient.Default__REINST_BASE_PrimalGameData_BP_C_30653) CONTENT: Can't jump, run, recover stamina, slower movement, and Torpidity increases faster.(/Engine/Transient.Default__REINST_BASE_PrimalGameData_BP_C_30653) CONTENT: You're injured! Recover some Health in order to move properly again.(/Engine/Transient.Default__REINST_BASE_PrimalGameData_BP_C_30653) CONTENT: Knocked Out(/Engine/Transient.Default__REINST_BASE_PrimalGameData_BP_C_30653) CONTENT: You can't move, but Water and Food decrease more slowly, and Torpidity decreases rapidly.(/Engine/Transient.Default__REINST_BASE_PrimalGameData_BP_C_30653) CONTENT: You're knocked out! Wait for your Torpidity to reduce in order to wake back up.(/Engine/Transient.Default__REINST_BASE_PrimalGameData_BP_C_30653) CONTENT: Cold(/Engine/Transient.Default__REINST_BASE_PrimalGameData_BP_C_30653) CONTENT: Food decreases faster as the ambient temperature gets lower.(/Engine/Transient.Default__REINST_BASE_PrimalGameData_BP_C_30653) CONTENT: You're cold. You should find some warmth soon.(/Engine/Transient.Default__REINST_BASE_PrimalGameData_BP_C_30653) CONTENT: Hot(/Engine/Transient.Default__REINST_BASE_PrimalGameData_BP_C_30653) CONTENT: Water decreases faster as the ambient temperature gets higher.(/Engine/Transient.Default__REINST_BASE_PrimalGameData_BP_C_30653) CONTENT: You're hot. You should find some place to cool down soon.(/Engine/Transient.Default__REINST_BASE_PrimalGameData_BP_C_30653) CONTENT: Effectiveness(/Engine/Transient.Default__REINST_BASE_PrimalGameData_BP_C_30653) CONTENT: Armor(/Engine/Transient.Default__REINST_BASE_PrimalGameData_BP_C_30653) CONTENT: Max Durability(/Engine/Transient.Default__REINST_BASE_PrimalGameData_BP_C_30653) CONTENT: Weapon Damage(/Engine/Transient.Default__REINST_BASE_PrimalGameData_BP_C_30653) CONTENT: Weapon Clip Ammo(/Engine/Transient.Default__REINST_BASE_PrimalGameData_BP_C_30653) CONTENT: Hypothermic Insulation(/Engine/Transient.Default__REINST_BASE_PrimalGameData_BP_C_30653) CONTENT: Weight(/Engine/Transient.Default__REINST_BASE_PrimalGameData_BP_C_30653) CONTENT: Hyperthermic Insulation(/Engine/Transient.Default__REINST_BASE_PrimalGameData_BP_C_30653) CONTENT: Consumable(/Engine/Transient.Default__REINST_BASE_PrimalGameData_BP_C_30653) CONTENT: Equippable(/Engine/Transient.Default__REINST_BASE_PrimalGameData_BP_C_30653) CONTENT: Weapon(/Engine/Transient.Default__REINST_BASE_PrimalGameData_BP_C_30653) CONTENT: Ammo(/Engine/Transient.Default__REINST_BASE_PrimalGameData_BP_C_30653) CONTENT: Structure(/Engine/Transient.Default__REINST_BASE_PrimalGameData_BP_C_30653) CONTENT: Resource(/Engine/Transient.Default__REINST_BASE_PrimalGameData_BP_C_30653) CONTENT: Item Skin(/Engine/Transient.Default__REINST_BASE_PrimalGameData_BP_C_30653) CONTENT: Attachment(/Engine/Transient.Default__REINST_BASE_PrimalGameData_BP_C_30653) CONTENT: Artifact(/Engine/Transient.Default__REINST_BASE_PrimalGameData_BP_C_30653) CONTENT: Hat(/Engine/Transient.Default__REINST_BASE_PrimalGameData_BP_C_30653) CONTENT: Shirt(/Engine/Transient.Default__REINST_BASE_PrimalGameData_BP_C_30653) CONTENT: Pants(/Engine/Transient.Default__REINST_BASE_PrimalGameData_BP_C_30653) CONTENT: Boots(/Engine/Transient.Default__REINST_BASE_PrimalGameData_BP_C_30653) CONTENT: Gloves(/Engine/Transient.Default__REINST_BASE_PrimalGameData_BP_C_30653) CONTENT: Saddle(/Engine/Transient.Default__REINST_BASE_PrimalGameData_BP_C_30653) CONTENT: Trophy(/Engine/Transient.Default__REINST_BASE_PrimalGameData_BP_C_30653) CONTENT: Costume(/Engine/Transient.Default__REINST_BASE_PrimalGameData_BP_C_30653) CONTENT: Shield(/Engine/Transient.Default__REINST_BASE_PrimalGameData_BP_C_30653) CONTENT: Male(/Engine/Transient.Default__REINST_BASE_PrimalGameData_BP_C_30653) CONTENT: Human(/Engine/Transient.Default__REINST_BASE_PrimalGameData_BP_C_30653) CONTENT: Bob(/Engine/Transient.Default__REINST_BASE_PrimalGameData_BP_C_30653) CONTENT: Female(/Engine/Transient.Default__REINST_BASE_PrimalGameData_BP_C_30653) CONTENT: Human(/Engine/Transient.Default__REINST_BASE_PrimalGameData_BP_C_30653) CONTENT: Bobette(/Engine/Transient.Default__REINST_BASE_PrimalGameData_BP_C_30653) CONTENT: Health(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30654) CONTENT: Stamina(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30654) CONTENT: Torpidity(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30654) CONTENT: Oxygen(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30654) CONTENT: Food(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30654) CONTENT: Water(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30654) CONTENT: Temperature(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30654) CONTENT: Weight(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30654) CONTENT: Melee Damage(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30654) CONTENT: Movement Speed(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30654) CONTENT: Fortitude(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30654) CONTENT: Crafting Skill(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30654) CONTENT: Dead(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30654) CONTENT: Winded(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30654) CONTENT: Can't jump, can't run, and movement speed is slower.(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30654) CONTENT: You're tired! Stop moving for a moment to regain your Stamina!(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30654) CONTENT: Starvation(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30654) CONTENT: Health decreases over time, Torpditiy increases over time, Torpidity increases faster.(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30654) CONTENT: You're starving! Find somethin to eat, fast!(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30654) CONTENT: Dehydration(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30654) CONTENT: Stamina doesn't regenerate, Health decreases over time, Torpditiy increases over time, Torpidity increases faster.(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30654) CONTENT: You're dehydrated! Find some water, fast!(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30654) CONTENT: Suffocating(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30654) CONTENT: Health decreases rapidly over time.(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30654) CONTENT: You're suffocating! Get some air, immediately!(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30654) CONTENT: Encumbered(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30654) CONTENT: Can't run and can't jump.(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30654) CONTENT: You're encumbered! Drop some Inventory weight in order to move again!(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30654) CONTENT: Hypothermia(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30654) CONTENT: Food decreases much faster as the ambient temperature gets lower.(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30654) CONTENT: You're freezing! You should find some warmth immediately!(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30654) CONTENT: Hyperthermia(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30654) CONTENT: Water decreases much faster as the ambient temperature gets higher.(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30654) CONTENT: You're overheating! You should find some place to cool down immediately!(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30654) CONTENT: Injured(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30654) CONTENT: Can't jump, run, recover stamina, slower movement, and Torpidity increases faster.(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30654) CONTENT: You're injured! Recover some Health in order to move properly again.(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30654) CONTENT: Knocked Out(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30654) CONTENT: You can't move, but Water and Food decrease more slowly, and Torpidity decreases rapidly.(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30654) CONTENT: You're knocked out! Wait for your Torpidity to reduce in order to wake back up.(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30654) CONTENT: Cold(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30654) CONTENT: Food decreases faster as the ambient temperature gets lower.(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30654) CONTENT: You're cold. You should find some warmth soon.(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30654) CONTENT: Hot(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30654) CONTENT: Water decreases faster as the ambient temperature gets higher.(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30654) CONTENT: You're hot. You should find some place to cool down soon.(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30654) CONTENT: Effectiveness(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30654) CONTENT: Armor(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30654) CONTENT: Max Durability(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30654) CONTENT: Weapon Damage(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30654) CONTENT: Weapon Clip Ammo(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30654) CONTENT: Hypothermic Insulation(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30654) CONTENT: Weight(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30654) CONTENT: Hyperthermic Insulation(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30654) CONTENT: Consumable(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30654) CONTENT: Equippable(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30654) CONTENT: Weapon(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30654) CONTENT: Ammo(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30654) CONTENT: Structure(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30654) CONTENT: Resource(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30654) CONTENT: Item Skin(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30654) CONTENT: Attachment(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30654) CONTENT: Artifact(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30654) CONTENT: Hat(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30654) CONTENT: Shirt(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30654) CONTENT: Pants(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30654) CONTENT: Boots(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30654) CONTENT: Gloves(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30654) CONTENT: Saddle(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30654) CONTENT: Trophy(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30654) CONTENT: Costume(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30654) CONTENT: Shield(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30654) CONTENT: Male(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30654) CONTENT: Human(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30654) CONTENT: Bob(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30654) CONTENT: Female(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30654) CONTENT: Human(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30654) CONTENT: Bobette(/Engine/Transient.Default__REINST_SKEL_BASE_PrimalGameData_BP_C_30654) CONTENT: Health(/Game/PrimalEarth/CoreBlueprints/BASE_PrimalGameData_BP.Default__SKEL_BASE_PrimalGameData_BP_C) CONTENT: Stamina(/Game/PrimalEarth/CoreBlueprints/BASE_PrimalGameData_BP.Default__SKEL_BASE_PrimalGameData_BP_C) CONTENT: Torpidity(/Game/PrimalEarth/CoreBlueprints/BASE_PrimalGameData_BP.Default__SKEL_BASE_PrimalGameData_BP_C) CONTENT: Oxygen(/Game/PrimalEarth/CoreBlueprints/BASE_PrimalGameData_BP.Default__SKEL_BASE_PrimalGameData_BP_C) CONTENT: Food(/Game/PrimalEarth/CoreBlueprints/BASE_PrimalGameData_BP.Default__SKEL_BASE_PrimalGameData_BP_C) CONTENT: Water(/Game/PrimalEarth/CoreBlueprints/BASE_PrimalGameData_BP.Default__SKEL_BASE_PrimalGameData_BP_C) CONTENT: Temperature(/Game/PrimalEarth/CoreBlueprints/BASE_PrimalGameData_BP.Default__SKEL_BASE_PrimalGameData_BP_C) CONTENT: Weight(/Game/PrimalEarth/CoreBlueprints/BASE_PrimalGameData_BP.Default__SKEL_BASE_PrimalGameData_BP_C) CONTENT: Melee Damage(/Game/PrimalEarth/CoreBlueprints/BASE_PrimalGameData_BP.Default__SKEL_BASE_PrimalGameData_BP_C) CONTENT: Movement Speed(/Game/PrimalEarth/CoreBlueprints/BASE_PrimalGameData_BP.Default__SKEL_BASE_PrimalGameData_BP_C) CONTENT: Fortitude(/Game/PrimalEarth/CoreBlueprints/BASE_PrimalGameData_BP.Default__SKEL_BASE_PrimalGameData_BP_C) CONTENT: Crafting Skill(/Game/PrimalEarth/CoreBlueprints/BASE_PrimalGameData_BP.Default__SKEL_BASE_PrimalGameData_BP_C) CONTENT: Dead(/Game/PrimalEarth/CoreBlueprints/BASE_PrimalGameData_BP.Default__SKEL_BASE_PrimalGameData_BP_C) CONTENT: Winded(/Game/PrimalEarth/CoreBlueprints/BASE_PrimalGameData_BP.Default__SKEL_BASE_PrimalGameData_BP_C) CONTENT: Can't jump, can't run, and movement speed is slower.(/Game/PrimalEarth/CoreBlueprints/BASE_PrimalGameData_BP.Default__SKEL_BASE_PrimalGameData_BP_C) CONTENT: You're tired! Stop moving for a moment to regain your Stamina!(/Game/PrimalEarth/CoreBlueprints/BASE_PrimalGameData_BP.Default__SKEL_BASE_PrimalGameData_BP_C) CONTENT: Starvation(/Game/PrimalEarth/CoreBlueprints/BASE_PrimalGameData_BP.Default__SKEL_BASE_PrimalGameData_BP_C) CONTENT: Health decreases over time, Torpditiy increases over time, Torpidity increases faster.(/Game/PrimalEarth/CoreBlueprints/BASE_PrimalGameData_BP.Default__SKEL_BASE_PrimalGameData_BP_C) CONTENT: You're starving! Find somethin to eat, fast!(/Game/PrimalEarth/CoreBlueprints/BASE_PrimalGameData_BP.Default__SKEL_BASE_PrimalGameData_BP_C) CONTENT: Dehydration(/Game/PrimalEarth/CoreBlueprints/BASE_PrimalGameData_BP.Default__SKEL_BASE_PrimalGameData_BP_C) CONTENT: Stamina doesn't regenerate, Health decreases over time, Torpditiy increases over time, Torpidity increases faster.(/Game/PrimalEarth/CoreBlueprints/BASE_PrimalGameData_BP.Default__SKEL_BASE_PrimalGameData_BP_C) CONTENT: You're dehydrated! Find some water, fast!(/Game/PrimalEarth/CoreBlueprints/BASE_PrimalGameData_BP.Default__SKEL_BASE_PrimalGameData_BP_C) CONTENT: Suffocating(/Game/PrimalEarth/CoreBlueprints/BASE_PrimalGameData_BP.Default__SKEL_BASE_PrimalGameData_BP_C) CONTENT: Health decreases rapidly over time.(/Game/PrimalEarth/CoreBlueprints/BASE_PrimalGameData_BP.Default__SKEL_BASE_PrimalGameData_BP_C) CONTENT: You're suffocating! Get some air, immediately!(/Game/PrimalEarth/CoreBlueprints/BASE_PrimalGameData_BP.Default__SKEL_BASE_PrimalGameData_BP_C) CONTENT: Encumbered(/Game/PrimalEarth/CoreBlueprints/BASE_PrimalGameData_BP.Default__SKEL_BASE_PrimalGameData_BP_C) CONTENT: Can't run and can't jump.(/Game/PrimalEarth/CoreBlueprints/BASE_PrimalGameData_BP.Default__SKEL_BASE_PrimalGameData_BP_C) CONTENT: You're encumbered! Drop some Inventory weight in order to move again!(/Game/PrimalEarth/CoreBlueprints/BASE_PrimalGameData_BP.Default__SKEL_BASE_PrimalGameData_BP_C) CONTENT: Hypothermia(/Game/PrimalEarth/CoreBlueprints/BASE_PrimalGameData_BP.Default__SKEL_BASE_PrimalGameData_BP_C) CONTENT: Food decreases much faster as the ambient temperature gets lower.(/Game/PrimalEarth/CoreBlueprints/BASE_PrimalGameData_BP.Default__SKEL_BASE_PrimalGameData_BP_C) CONTENT: You're freezing! You should find some warmth immediately!(/Game/PrimalEarth/CoreBlueprints/BASE_PrimalGameData_BP.Default__SKEL_BASE_PrimalGameData_BP_C) CONTENT: Hyperthermia(/Game/PrimalEarth/CoreBlueprints/BASE_PrimalGameData_BP.Default__SKEL_BASE_PrimalGameData_BP_C) CONTENT: Water decreases much faster as the ambient temperature gets higher.(/Game/PrimalEarth/CoreBlueprints/BASE_PrimalGameData_BP.Default__SKEL_BASE_PrimalGameData_BP_C) CONTENT: You're overheating! You should find some place to cool down immediately!(/Game/PrimalEarth/CoreBlueprints/BASE_PrimalGameData_BP.Default__SKEL_BASE_PrimalGameData_BP_C) CONTENT: Injured(/Game/PrimalEarth/CoreBlueprints/BASE_PrimalGameData_BP.Default__SKEL_BASE_PrimalGameData_BP_C) CONTENT: Can't jump, run, recover stamina, slower movement, and Torpidity increases faster.(/Game/PrimalEarth/CoreBlueprints/BASE_PrimalGameData_BP.Default__SKEL_BASE_PrimalGameData_BP_C) CONTENT: You're injured! Recover some Health in order to move properly again.(/Game/PrimalEarth/CoreBlueprints/BASE_PrimalGameData_BP.Default__SKEL_BASE_PrimalGameData_BP_C) CONTENT: Knocked Out(/Game/PrimalEarth/CoreBlueprints/BASE_PrimalGameData_BP.Default__SKEL_BASE_PrimalGameData_BP_C) CONTENT: You can't move, but Water and Food decrease more slowly, and Torpidity decreases rapidly.(/Game/PrimalEarth/CoreBlueprints/BASE_PrimalGameData_BP.Default__SKEL_BASE_PrimalGameData_BP_C) CONTENT: You're knocked out! Wait for your Torpidity to reduce in order to wake back up.(/Game/PrimalEarth/CoreBlueprints/BASE_PrimalGameData_BP.Default__SKEL_BASE_PrimalGameData_BP_C) CONTENT: Cold(/Game/PrimalEarth/CoreBlueprints/BASE_PrimalGameData_BP.Default__SKEL_BASE_PrimalGameData_BP_C) CONTENT: Food decreases faster as the ambient temperature gets lower.(/Game/PrimalEarth/CoreBlueprints/BASE_PrimalGameData_BP.Default__SKEL_BASE_PrimalGameData_BP_C) CONTENT: You're cold. You should find some warmth soon.(/Game/PrimalEarth/CoreBlueprints/BASE_PrimalGameData_BP.Default__SKEL_BASE_PrimalGameData_BP_C) CONTENT: Hot(/Game/PrimalEarth/CoreBlueprints/BASE_PrimalGameData_BP.Default__SKEL_BASE_PrimalGameData_BP_C) CONTENT: Water decreases faster as the ambient temperature gets higher.(/Game/PrimalEarth/CoreBlueprints/BASE_PrimalGameData_BP.Default__SKEL_BASE_PrimalGameData_BP_C) CONTENT: You're hot. You should find some place to cool down soon.(/Game/PrimalEarth/CoreBlueprints/BASE_PrimalGameData_BP.Default__SKEL_BASE_PrimalGameData_BP_C) CONTENT: Effectiveness(/Game/PrimalEarth/CoreBlueprints/BASE_PrimalGameData_BP.Default__SKEL_BASE_PrimalGameData_BP_C) CONTENT: Armor(/Game/PrimalEarth/CoreBlueprints/BASE_PrimalGameData_BP.Default__SKEL_BASE_PrimalGameData_BP_C) CONTENT: Max Durability(/Game/PrimalEarth/CoreBlueprints/BASE_PrimalGameData_BP.Default__SKEL_BASE_PrimalGameData_BP_C) CONTENT: Weapon Damage(/Game/PrimalEarth/CoreBlueprints/BASE_PrimalGameData_BP.Default__SKEL_BASE_PrimalGameData_BP_C) CONTENT: Weapon Clip Ammo(/Game/PrimalEarth/CoreBlueprints/BASE_PrimalGameData_BP.Default__SKEL_BASE_PrimalGameData_BP_C) CONTENT: Hypothermic Insulation(/Game/PrimalEarth/CoreBlueprints/BASE_PrimalGameData_BP.Default__SKEL_BASE_PrimalGameData_BP_C) CONTENT: Weight(/Game/PrimalEarth/CoreBlueprints/BASE_PrimalGameData_BP.Default__SKEL_BASE_PrimalGameData_BP_C) CONTENT: Hyperthermic Insulation(/Game/PrimalEarth/CoreBlueprints/BASE_PrimalGameData_BP.Default__SKEL_BASE_PrimalGameData_BP_C) CONTENT: Consumable(/Game/PrimalEarth/CoreBlueprints/BASE_PrimalGameData_BP.Default__SKEL_BASE_PrimalGameData_BP_C) CONTENT: Equippable(/Game/PrimalEarth/CoreBlueprints/BASE_PrimalGameData_BP.Default__SKEL_BASE_PrimalGameData_BP_C) CONTENT: Weapon(/Game/PrimalEarth/CoreBlueprints/BASE_PrimalGameData_BP.Default__SKEL_BASE_PrimalGameData_BP_C) CONTENT: Ammo(/Game/PrimalEarth/CoreBlueprints/BASE_PrimalGameData_BP.Default__SKEL_BASE_PrimalGameData_BP_C) CONTENT: Structure(/Game/PrimalEarth/CoreBlueprints/BASE_PrimalGameData_BP.Default__SKEL_BASE_PrimalGameData_BP_C) CONTENT: Resource(/Game/PrimalEarth/CoreBlueprints/BASE_PrimalGameData_BP.Default__SKEL_BASE_PrimalGameData_BP_C) CONTENT: Item Skin(/Game/PrimalEarth/CoreBlueprints/BASE_PrimalGameData_BP.Default__SKEL_BASE_PrimalGameData_BP_C) CONTENT: Attachment(/Game/PrimalEarth/CoreBlueprints/BASE_PrimalGameData_BP.Default__SKEL_BASE_PrimalGameData_BP_C) CONTENT: Artifact(/Game/PrimalEarth/CoreBlueprints/BASE_PrimalGameData_BP.Default__SKEL_BASE_PrimalGameData_BP_C) CONTENT: Hat(/Game/PrimalEarth/CoreBlueprints/BASE_PrimalGameData_BP.Default__SKEL_BASE_PrimalGameData_BP_C) CONTENT: Shirt(/Game/PrimalEarth/CoreBlueprints/BASE_PrimalGameData_BP.Default__SKEL_BASE_PrimalGameData_BP_C) CONTENT: Pants(/Game/PrimalEarth/CoreBlueprints/BASE_PrimalGameData_BP.Default__SKEL_BASE_PrimalGameData_BP_C) CONTENT: Boots(/Game/PrimalEarth/CoreBlueprints/BASE_PrimalGameData_BP.Default__SKEL_BASE_PrimalGameData_BP_C) CONTENT: Gloves(/Game/PrimalEarth/CoreBlueprints/BASE_PrimalGameData_BP.Default__SKEL_BASE_PrimalGameData_BP_C) CONTENT: Saddle(/Game/PrimalEarth/CoreBlueprints/BASE_PrimalGameData_BP.Default__SKEL_BASE_PrimalGameData_BP_C) CONTENT: Trophy(/Game/PrimalEarth/CoreBlueprints/BASE_PrimalGameData_BP.Default__SKEL_BASE_PrimalGameData_BP_C) CONTENT: Costume(/Game/PrimalEarth/CoreBlueprints/BASE_PrimalGameData_BP.Default__SKEL_BASE_PrimalGameData_BP_C) CONTENT: Shield(/Game/PrimalEarth/CoreBlueprints/BASE_PrimalGameData_BP.Default__SKEL_BASE_PrimalGameData_BP_C) CONTENT: Male(/Game/PrimalEarth/CoreBlueprints/BASE_PrimalGameData_BP.Default__SKEL_BASE_PrimalGameData_BP_C) CONTENT: Human(/Game/PrimalEarth/CoreBlueprints/BASE_PrimalGameData_BP.Default__SKEL_BASE_PrimalGameData_BP_C) CONTENT: Bob(/Game/PrimalEarth/CoreBlueprints/BASE_PrimalGameData_BP.Default__SKEL_BASE_PrimalGameData_BP_C) CONTENT: Female(/Game/PrimalEarth/CoreBlueprints/BASE_PrimalGameData_BP.Default__SKEL_BASE_PrimalGameData_BP_C) CONTENT: Human(/Game/PrimalEarth/CoreBlueprints/BASE_PrimalGameData_BP.Default__SKEL_BASE_PrimalGameData_BP_C) CONTENT: Bobette(/Game/PrimalEarth/CoreBlueprints/BASE_PrimalGameData_BP.Default__SKEL_BASE_PrimalGameData_BP_C) CONTENT: Health(/Game/PrimalEarth/CoreBlueprints/BASE_PrimalGameData_BP.Default__BASE_PrimalGameData_BP_C) CONTENT: Stamina(/Game/PrimalEarth/CoreBlueprints/BASE_PrimalGameData_BP.Default__BASE_PrimalGameData_BP_C) CONTENT: Torpidity(/Game/PrimalEarth/CoreBlueprints/BASE_PrimalGameData_BP.Default__BASE_PrimalGameData_BP_C) CONTENT: Oxygen(/Game/PrimalEarth/CoreBlueprints/BASE_PrimalGameData_BP.Default__BASE_PrimalGameData_BP_C) CONTENT: Food(/Game/PrimalEarth/CoreBlueprints/BASE_PrimalGameData_BP.Default__BASE_PrimalGameData_BP_C) CONTENT: Water(/Game/PrimalEarth/CoreBlueprints/BASE_PrimalGameData_BP.Default__BASE_PrimalGameData_BP_C) CONTENT: Temperature(/Game/PrimalEarth/CoreBlueprints/BASE_PrimalGameData_BP.Default__BASE_PrimalGameData_BP_C) CONTENT: Weight(/Game/PrimalEarth/CoreBlueprints/BASE_PrimalGameData_BP.Default__BASE_PrimalGameData_BP_C) CONTENT: Melee Damage(/Game/PrimalEarth/CoreBlueprints/BASE_PrimalGameData_BP.Default__BASE_PrimalGameData_BP_C) CONTENT: Movement Speed(/Game/PrimalEarth/CoreBlueprints/BASE_PrimalGameData_BP.Default__BASE_PrimalGameData_BP_C) CONTENT: Fortitude(/Game/PrimalEarth/CoreBlueprints/BASE_PrimalGameData_BP.Default__BASE_PrimalGameData_BP_C) CONTENT: Crafting Skill(/Game/PrimalEarth/CoreBlueprints/BASE_PrimalGameData_BP.Default__BASE_PrimalGameData_BP_C) CONTENT: Dead(/Game/PrimalEarth/CoreBlueprints/BASE_PrimalGameData_BP.Default__BASE_PrimalGameData_BP_C) CONTENT: Winded(/Game/PrimalEarth/CoreBlueprints/BASE_PrimalGameData_BP.Default__BASE_PrimalGameData_BP_C) CONTENT: Can't jump, can't run, and movement speed is slower.(/Game/PrimalEarth/CoreBlueprints/BASE_PrimalGameData_BP.Default__BASE_PrimalGameData_BP_C) CONTENT: You're tired! Stop moving for a moment to regain your Stamina!(/Game/PrimalEarth/CoreBlueprints/BASE_PrimalGameData_BP.Default__BASE_PrimalGameData_BP_C) CONTENT: Starvation(/Game/PrimalEarth/CoreBlueprints/BASE_PrimalGameData_BP.Default__BASE_PrimalGameData_BP_C) CONTENT: Health decreases over time, Torpditiy increases over time, Torpidity increases faster.(/Game/PrimalEarth/CoreBlueprints/BASE_PrimalGameData_BP.Default__BASE_PrimalGameData_BP_C) CONTENT: You're starving! Find somethin to eat, fast!(/Game/PrimalEarth/CoreBlueprints/BASE_PrimalGameData_BP.Default__BASE_PrimalGameData_BP_C) CONTENT: Dehydration(/Game/PrimalEarth/CoreBlueprints/BASE_PrimalGameData_BP.Default__BASE_PrimalGameData_BP_C) CONTENT: Stamina doesn't regenerate, Health decreases over time, Torpditiy increases over time, Torpidity increases faster.(/Game/PrimalEarth/CoreBlueprints/BASE_PrimalGameData_BP.Default__BASE_PrimalGameData_BP_C) CONTENT: You're dehydrated! Find some water, fast!(/Game/PrimalEarth/CoreBlueprints/BASE_PrimalGameData_BP.Default__BASE_PrimalGameData_BP_C) CONTENT: Suffocating(/Game/PrimalEarth/CoreBlueprints/BASE_PrimalGameData_BP.Default__BASE_PrimalGameData_BP_C) CONTENT: Health decreases rapidly over time.(/Game/PrimalEarth/CoreBlueprints/BASE_PrimalGameData_BP.Default__BASE_PrimalGameData_BP_C) CONTENT: You're suffocating! Get some air, immediately!(/Game/PrimalEarth/CoreBlueprints/BASE_PrimalGameData_BP.Default__BASE_PrimalGameData_BP_C) CONTENT: Encumbered(/Game/PrimalEarth/CoreBlueprints/BASE_PrimalGameData_BP.Default__BASE_PrimalGameData_BP_C) CONTENT: Can't run and can't jump.(/Game/PrimalEarth/CoreBlueprints/BASE_PrimalGameData_BP.Default__BASE_PrimalGameData_BP_C) CONTENT: You're encumbered! Drop some Inventory weight in order to move again!(/Game/PrimalEarth/CoreBlueprints/BASE_PrimalGameData_BP.Default__BASE_PrimalGameData_BP_C) CONTENT: Hypothermia(/Game/PrimalEarth/CoreBlueprints/BASE_PrimalGameData_BP.Default__BASE_PrimalGameData_BP_C) CONTENT: Food decreases much faster as the ambient temperature gets lower.(/Game/PrimalEarth/CoreBlueprints/BASE_PrimalGameData_BP.Default__BASE_PrimalGameData_BP_C) CONTENT: You're freezing! You should find some warmth immediately!(/Game/PrimalEarth/CoreBlueprints/BASE_PrimalGameData_BP.Default__BASE_PrimalGameData_BP_C) CONTENT: Hyperthermia(/Game/PrimalEarth/CoreBlueprints/BASE_PrimalGameData_BP.Default__BASE_PrimalGameData_BP_C) CONTENT: Water decreases much faster as the ambient temperature gets higher.(/Game/PrimalEarth/CoreBlueprints/BASE_PrimalGameData_BP.Default__BASE_PrimalGameData_BP_C) CONTENT: You're overheating! You should find some place to cool down immediately!(/Game/PrimalEarth/CoreBlueprints/BASE_PrimalGameData_BP.Default__BASE_PrimalGameData_BP_C) CONTENT: Injured(/Game/PrimalEarth/CoreBlueprints/BASE_PrimalGameData_BP.Default__BASE_PrimalGameData_BP_C) CONTENT: Can't jump, run, recover stamina, slower movement, and Torpidity increases faster.(/Game/PrimalEarth/CoreBlueprints/BASE_PrimalGameData_BP.Default__BASE_PrimalGameData_BP_C) CONTENT: You're injured! Recover some Health in order to move properly again.(/Game/PrimalEarth/CoreBlueprints/BASE_PrimalGameData_BP.Default__BASE_PrimalGameData_BP_C) CONTENT: Knocked Out(/Game/PrimalEarth/CoreBlueprints/BASE_PrimalGameData_BP.Default__BASE_PrimalGameData_BP_C) CONTENT: You can't move, but Water and Food decrease more slowly, and Torpidity decreases rapidly.(/Game/PrimalEarth/CoreBlueprints/BASE_PrimalGameData_BP.Default__BASE_PrimalGameData_BP_C) CONTENT: You're knocked out! Wait for your Torpidity to reduce in order to wake back up.(/Game/PrimalEarth/CoreBlueprints/BASE_PrimalGameData_BP.Default__BASE_PrimalGameData_BP_C) CONTENT: Cold(/Game/PrimalEarth/CoreBlueprints/BASE_PrimalGameData_BP.Default__BASE_PrimalGameData_BP_C) CONTENT: Food decreases faster as the ambient temperature gets lower.(/Game/PrimalEarth/CoreBlueprints/BASE_PrimalGameData_BP.Default__BASE_PrimalGameData_BP_C) CONTENT: You're cold. You should find some warmth soon.(/Game/PrimalEarth/CoreBlueprints/BASE_PrimalGameData_BP.Default__BASE_PrimalGameData_BP_C) CONTENT: Hot(/Game/PrimalEarth/CoreBlueprints/BASE_PrimalGameData_BP.Default__BASE_PrimalGameData_BP_C) CONTENT: Water decreases faster as the ambient temperature gets higher.(/Game/PrimalEarth/CoreBlueprints/BASE_PrimalGameData_BP.Default__BASE_PrimalGameData_BP_C) CONTENT: You're hot. You should find some place to cool down soon.(/Game/PrimalEarth/CoreBlueprints/BASE_PrimalGameData_BP.Default__BASE_PrimalGameData_BP_C) CONTENT: Effectiveness(/Game/PrimalEarth/CoreBlueprints/BASE_PrimalGameData_BP.Default__BASE_PrimalGameData_BP_C) CONTENT: Armor(/Game/PrimalEarth/CoreBlueprints/BASE_PrimalGameData_BP.Default__BASE_PrimalGameData_BP_C) CONTENT: Max Durability(/Game/PrimalEarth/CoreBlueprints/BASE_PrimalGameData_BP.Default__BASE_PrimalGameData_BP_C) CONTENT: Weapon Damage(/Game/PrimalEarth/CoreBlueprints/BASE_PrimalGameData_BP.Default__BASE_PrimalGameData_BP_C) CONTENT: Weapon Clip Ammo(/Game/PrimalEarth/CoreBlueprints/BASE_PrimalGameData_BP.Default__BASE_PrimalGameData_BP_C) CONTENT: Hypothermic Insulation(/Game/PrimalEarth/CoreBlueprints/BASE_PrimalGameData_BP.Default__BASE_PrimalGameData_BP_C) CONTENT: Weight(/Game/PrimalEarth/CoreBlueprints/BASE_PrimalGameData_BP.Default__BASE_PrimalGameData_BP_C) CONTENT: Hyperthermic Insulation(/Game/PrimalEarth/CoreBlueprints/BASE_PrimalGameData_BP.Default__BASE_PrimalGameData_BP_C) CONTENT: Consumable(/Game/PrimalEarth/CoreBlueprints/BASE_PrimalGameData_BP.Default__BASE_PrimalGameData_BP_C) CONTENT: Equippable(/Game/PrimalEarth/CoreBlueprints/BASE_PrimalGameData_BP.Default__BASE_PrimalGameData_BP_C) CONTENT: Weapon(/Game/PrimalEarth/CoreBlueprints/BASE_PrimalGameData_BP.Default__BASE_PrimalGameData_BP_C) CONTENT: Ammo(/Game/PrimalEarth/CoreBlueprints/BASE_PrimalGameData_BP.Default__BASE_PrimalGameData_BP_C) CONTENT: Structure(/Game/PrimalEarth/CoreBlueprints/BASE_PrimalGameData_BP.Default__BASE_PrimalGameData_BP_C) CONTENT: Resource(/Game/PrimalEarth/CoreBlueprints/BASE_PrimalGameData_BP.Default__BASE_PrimalGameData_BP_C) CONTENT: Item Skin(/Game/PrimalEarth/CoreBlueprints/BASE_PrimalGameData_BP.Default__BASE_PrimalGameData_BP_C) CONTENT: Attachment(/Game/PrimalEarth/CoreBlueprints/BASE_PrimalGameData_BP.Default__BASE_PrimalGameData_BP_C) CONTENT: Artifact(/Game/PrimalEarth/CoreBlueprints/BASE_PrimalGameData_BP.Default__BASE_PrimalGameData_BP_C) CONTENT: Hat(/Game/PrimalEarth/CoreBlueprints/BASE_PrimalGameData_BP.Default__BASE_PrimalGameData_BP_C) CONTENT: Shirt(/Game/PrimalEarth/CoreBlueprints/BASE_PrimalGameData_BP.Default__BASE_PrimalGameData_BP_C) CONTENT: Pants(/Game/PrimalEarth/CoreBlueprints/BASE_PrimalGameData_BP.Default__BASE_PrimalGameData_BP_C) CONTENT: Boots(/Game/PrimalEarth/CoreBlueprints/BASE_PrimalGameData_BP.Default__BASE_PrimalGameData_BP_C) CONTENT: Gloves(/Game/PrimalEarth/CoreBlueprints/BASE_PrimalGameData_BP.Default__BASE_PrimalGameData_BP_C) CONTENT: Saddle(/Game/PrimalEarth/CoreBlueprints/BASE_PrimalGameData_BP.Default__BASE_PrimalGameData_BP_C) CONTENT: Trophy(/Game/PrimalEarth/CoreBlueprints/BASE_PrimalGameData_BP.Default__BASE_PrimalGameData_BP_C) CONTENT: Costume(/Game/PrimalEarth/CoreBlueprints/BASE_PrimalGameData_BP.Default__BASE_PrimalGameData_BP_C) CONTENT: Shield(/Game/PrimalEarth/CoreBlueprints/BASE_PrimalGameData_BP.Default__BASE_PrimalGameData_BP_C) CONTENT: Male(/Game/PrimalEarth/CoreBlueprints/BASE_PrimalGameData_BP.Default__BASE_PrimalGameData_BP_C) CONTENT: Human(/Game/PrimalEarth/CoreBlueprints/BASE_PrimalGameData_BP.Default__BASE_PrimalGameData_BP_C) CONTENT: Bob(/Game/PrimalEarth/CoreBlueprints/BASE_PrimalGameData_BP.Default__BASE_PrimalGameData_BP_C) CONTENT: Female(/Game/PrimalEarth/CoreBlueprints/BASE_PrimalGameData_BP.Default__BASE_PrimalGameData_BP_C) CONTENT: Human(/Game/PrimalEarth/CoreBlueprints/BASE_PrimalGameData_BP.Default__BASE_PrimalGameData_BP_C) CONTENT: Bobette(/Game/PrimalEarth/CoreBlueprints/BASE_PrimalGameData_BP.Default__BASE_PrimalGameData_BP_C) CONTENT: Tek Rex(/Engine/Transient.Default__REINST_BionicRex_Character_BP_C_30657) CONTENT: Tek Rex(/Game/PrimalEarth/Dinos/Rex/BionicRex_Character_BP.Default__BionicRex_Character_BP_C) CONTENT: Tek Raptor(/Engine/Transient.Default__REINST_BionicRaptor_Character_BP_C_30661) CONTENT: Tek Raptor(/Game/PrimalEarth/Dinos/Raptor/BionicRaptor_Character_BP.Default__BionicRaptor_Character_BP_C) CONTENT: Tek Parasaur(/Engine/Transient.Default__REINST_BionicPara_Character_BP_C_30665) CONTENT: Tek Parasaur(/Game/PrimalEarth/Dinos/Para/BionicPara_Character_BP.Default__BionicPara_Character_BP_C) CONTENT: Tek Quetzal(/Engine/Transient.Default__REINST_BionicQuetz_Character_BP_C_30669) CONTENT: Tek Quetzal(/Game/PrimalEarth/Dinos/Quetzalcoatlus/BionicQuetz_Character_BP.Default__BionicQuetz_Character_BP_C) CONTENT: Party Dodo(/Engine/Transient.Default__REINST_Dodo_Character_BP_Birthday_C_30673) CONTENT: Party Dodo(/Game/PrimalEarth/Dinos/Dodo/Dodo_Character_BP_Birthday.Default__Dodo_Character_BP_Birthday_C) CONTENT: Female Default(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Female Mohawk(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Female Afro(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Female Romantic(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Female Dreadlocks(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Female Ponytail(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Female Braids(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Female Viking(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Male Default(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Male Mohawk(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Male Afro(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Male Romantic(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Male Dreadlocks(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Male Ponytail(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Male Braids(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Male Viking(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Health(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Stamina(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Torpidity(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Oxygen(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Food(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Water(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Temperature(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Weight(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Melee Damage(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Movement Speed(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Fortitude(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Crafting Skill(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Dead(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Winded(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Can't jump, can't run, and movement speed is slower.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: You're tired! Stop moving for a moment to regain your Stamina!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Starvation(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Health decreases over time, Torpditiy increases over time, Torpidity increases faster.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: You're starving! Find somethin to eat, fast!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Dehydration(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Stamina doesn't regenerate, Health decreases over time, Torpditiy increases over time, Torpidity increases faster.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: You're dehydrated! Find some water, fast!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Suffocating(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Health decreases rapidly over time.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: You're suffocating! Get some air, immediately!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Encumbered(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Can't run and can't jump.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: You're encumbered! Drop some Inventory weight in order to move again!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Hypothermia(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Food decreases much faster as the ambient temperature gets lower.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: You're freezing! You should find some warmth immediately!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Hyperthermia(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Water decreases much faster as the ambient temperature gets higher.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: You're overheating! You should find some place to cool down immediately!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Injured(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Can't jump, run, recover stamina, slower movement, and Torpidity increases faster.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: You're injured! Recover some Health in order to move properly again.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Knocked Out(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: You can't move, but Water and Food decrease more slowly, and Torpidity decreases rapidly.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: You're knocked out! Wait for your Torpidity to reduce in order to wake back up.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Cold(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Food decreases faster as the ambient temperature gets lower.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: You're cold. You should find some warmth soon.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Hot(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Water decreases faster as the ambient temperature gets higher.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: You're hot. You should find some place to cool down soon.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Effectiveness(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Armor(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Max Durability(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Weapon Damage(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Weapon Clip Ammo(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Hypothermic Insulation(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Weight(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Hyperthermic Insulation(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Consumable(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Equippable(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Weapon(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Ammo(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Structure(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Resource(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Item Skin(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Attachment(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Artifact(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Hat(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Shirt(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Pants(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Boots(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Gloves(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Saddle(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Trophy(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Costume(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Shield(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Primitive(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Ramshackle(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Apprentice(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Journeyman(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Mastercraft(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Ascendant(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Healing(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: You are regaining Health!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Digesting(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: You are regaining Food!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Food Poisoning(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: You are losing Health due to bad food!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: You ate raw or rotten food! Your Health is decreasing slightly from it.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Tranquilized!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: You are getting very sleepy...(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: You've been tranquilized! Your Torpidity is rapidly increasing...(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Poisoned!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: You are getting very sleepy...(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: You've been Poisoned! Your Torpidity is rapidly increasing...(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Stamina Drained!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: You are losing Stamina!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: You've been Poisoned! Your Stamina is decreasing!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: East Zone 1(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: East Zone 2(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: East Zone 3(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: North Zone 1(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: North Zone 2(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: North Zone 3(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: South Zone 1(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: South Zone 2(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: South Zone 3(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: West Zone 1(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: West Zone 2(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: West Zone 3(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: ACHIEVEMENT_1(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: ACHIEVEMENT_2(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: NEW_ACHIEVEMENT_4(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: ACHIEVEMENT_5(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: ACHIEVEMENT_6(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: ACHIEVEMENT_7(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: ACHIEVEMENT_8(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: ACHIEVEMENT_9(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: ACHIEVEMENT_10(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: ACHIEVEMENT_11(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: ACHIEVEMENT_12(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: ACHIEVEMENT_13(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: ACHIEVEMENT_14(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: ACHIEVEMENT_15(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: ACHIEVEMENT_16(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: ACHIEVEMENT_17(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: ACHIEVEMENT_18(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: ACHIEVEMENT_19(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: ACHIEVEMENT_20(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: ACHIEVEMENT_21(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: ACHIEVEMENT_22(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: ACHIEVEMENT_23(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: ACHIEVEMENT_24(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: ACHIEVEMENT_25(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: ACHIEVEMENT_26(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: ACHIEVEMENT_27(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: ACHIEVEMENT_28(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: ACHIEVEMENT_29(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: ACHIEVEMENT_30(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: ACHIEVEMENT_31(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: ACHIEVEMENT_32(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: ACHIEVEMENT_33(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: EXPNOTE_ACHIEVE_1(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: EXPNOTE_ACHIEVE_2(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: EXPNOTE_ACHIEVE_3(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: EXPNOTE_ACHIEVE_4(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: EXPNOTE_ACHIEVE_5(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: ACHIEVEMENT_34(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: EXPNOTE_ACHIEVE_6(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: EXPNOTE_ACHIEVE_7(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: EXPNOTE_ACHIEVE_8(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: EXPNOTE_ACHIEVE_9(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: EXPNOTE_ACHIEVE_10(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: EXPNOTE_ACHIEVE_11(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: EXPNOTE_ACHIEVE_12(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: EXPNOTE_ACHIEVE_13(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: EXPNOTE_ACHIEVE_10(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: EXPNOTE_ACHIEVE_11(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: EXPNOTE_ACHIEVE_12(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: EXPNOTE_ACHIEVE_13(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Male(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Human(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Bob(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Female(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Human(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Bobette(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: No Ground or Snap Point(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Can't Place on Floor(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Is Obstructed(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: No Snap Point(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Requires Placement on Floor(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Requires Nearby Foundation Support(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Requires Connection in Water(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Requires Sunlit Location(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Out of Placement Range(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Too high above ground.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Too close to an enemy Foundation or Gate.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Too many Structures nearby.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Can't place this underwater.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Can't place Structure here.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Can't place Structure here until wreckage is dissipated.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Too many structures of similar type nearby.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Can't place too close to other structure of similar type.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Can only build on suitable allied platforms!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: There are already too many Structures on this platform!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: This Structure is too high above the the platform!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: The Elevator Platform requires being placed on a free Elevator Track!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: This Structure can not be placed on a platform!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: There are too many Creatures with platform Structures on this ARK!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: This Structure is too far away from the platform!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: This Structure is out of bounds!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: You are not authorized to Replace this Structure!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Your Tribe Group Rank is not permitted to build within range of your Tribe's Foundations.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Your Tribe does not have enough Tame slots free to build new Creature Platform structures.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: This Structure can not be built on this ARK.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: EXPNOTE_ACHIEVE_1(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: EXPNOTE_ACHIEVE_2(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: EXPNOTE_ACHIEVE_3(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: EXPNOTE_ACHIEVE_4(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: EXPNOTE_ACHIEVE_5(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: EXPNOTE_ACHIEVE_6(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: EXPNOTE_ACHIEVE_7(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: EXPNOTE_ACHIEVE_8(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: EXPNOTE_ACHIEVE_9(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: EXPNOTE_ACHIEVE_10(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: EXPNOTE_ACHIEVE_11(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: EXPNOTE_ACHIEVE_12(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: EXPNOTE_ACHIEVE_13(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: ACHIEVEMENT_1(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: ACHIEVEMENT_2(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: NEW_ACHIEVEMENT_4(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: ACHIEVEMENT_5(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: ACHIEVEMENT_6(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: ACHIEVEMENT_7(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: ACHIEVEMENT_8(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: ACHIEVEMENT_9(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: ACHIEVEMENT_10(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: ACHIEVEMENT_11(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: ACHIEVEMENT_12(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: ACHIEVEMENT_13(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: ACHIEVEMENT_14(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: ACHIEVEMENT_15(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: ACHIEVEMENT_16(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: ACHIEVEMENT_17(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: ACHIEVEMENT_18(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: ACHIEVEMENT_19(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: ACHIEVEMENT_20(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: ACHIEVEMENT_21(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: ACHIEVEMENT_22(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: ACHIEVEMENT_23(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: ACHIEVEMENT_24(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: ACHIEVEMENT_25(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: ACHIEVEMENT_26(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: ACHIEVEMENT_27(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: ACHIEVEMENT_28(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: ACHIEVEMENT_29(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: ACHIEVEMENT_30(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: ACHIEVEMENT_31(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: ACHIEVEMENT_32(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: ACHIEVEMENT_33(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: EXPNOTE_ACHIEVE_1(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: EXPNOTE_ACHIEVE_2(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: EXPNOTE_ACHIEVE_3(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: EXPNOTE_ACHIEVE_4(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: EXPNOTE_ACHIEVE_5(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: ACHIEVEMENT_34(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: EXPNOTE_ACHIEVE_6(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: EXPNOTE_ACHIEVE_7(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: EXPNOTE_ACHIEVE_8(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: EXPNOTE_ACHIEVE_9(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: EXPNOTE_ACHIEVE_10(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: EXPNOTE_ACHIEVE_11(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: EXPNOTE_ACHIEVE_12(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: EXPNOTE_ACHIEVE_13(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: ACHIEVEMENT_35(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: NEW_ACHIEVEMENT_4(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: ACHIEVEMENT_7(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: ACHIEVEMENT_2(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: ACHIEVEMENT_5(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: ACHIEVEMENT_6(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Dilophosaur Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Common name: Dilophosaurus Species: Dilophosaurus sputatrix Time: Early Jurassic Diet: Carnivore Temperament: Skittish Wild Dilophosaurus sputatrix is a strange creature. It stands at just over half the size of known Dilophosaurs and runs from aggressors as often as it fights them. Dilophosaurus sputatrix has a few traits not common in the Dilophosaurus genus. It has a very shrill call, and a decorative ridge of skin on its neck. I believe these are used to attract mates, as well as intimidate prey and would-be predators. Instead of attacking its prey outright, Dilophosaurus sputatrix spits venom to weaken and paralyze it before moving in for the kill. Domesticated Because of their shrill cry and their ability to attack intruders from range, Dilophosaurus seem most suited as "guard dogs." Due to their small size, they are not suitable as mounts.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Titanomyrma Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Common name: Titanomyrma Species: Titanomyrma parvagigan Time: Paleogene Diet: Carnivore Temperament: Territorial Wild Titanomyrma is one of the smaller creatures on the Island; a frightening thought, when you realize it is the size of a dog. A hive-minded carnivore, Titanomyrma is aggressive on sight to humans and their creature companions. When attacked or threatened, it releases a chemical which alerts all other Titanomyrma in a large range to help fight the aggressor. While small, Titanomyrma remain a threat because of their bite. Titanomyrma mandibles produce a toxic venom that causes loss of stamina, preventing escape and increasing the chance of losing consciousness. I've seen two varieties of Titanomyrma: Drones and Soldiers. Drones are smaller, faster, and land-bound, with the intent to harvest for the colony. Soldiers are larger, slower, have wings, and they defend the colony. If Titanomyrma is akin to hive insects, there must be queens too, but I've yet to encounter such a variant. Domesticated Because of its hive mentality, I've not seen any successfully tamed Titanomyrma on the Island yet. Fortunately for lone survivors, separated Titanomyrma can be easily picked off for a small supply of chitin among other natural resources.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Rockwell Record #1(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Entry 1 Greetings and salutations, dear reader! If these words are gracing your eyes, then you have had the good fortune to find the journal of Sir Edmund Rockwell, stupendous scholar, gallant gentleman and explorer extraordinaire. It also means that it's entirely possible that I've met some unseemly end on this fascinating but exceedingly dangerous island that I call home. I suppose you could have also stolen it or I could have misplaced it, in which case please proceed to either hang your head in shame or return it to me at once. Whichever is appropriate. Regards, Sir Edmund Rockwell(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Meiyin Note #1(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Entry 1 Where am I? How did I arrive? I have asked these questions many times since I awoke on this foreign shore, but I must stop. They do not matter. Their answers will not save me, so I will focus on a different question ? how can I survive? This question always has an answer, though it is ever changing, and it has helped me find resolve in moments of uncertainty or fear. Just days ago, I never thought I'd fear again. I thought my fear died with the Yellow Turbans. Yet when I see a great lizard turn its eyes on me, I know fear is exactly what I feel.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Meiyin Note #2(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Entry 2 I am armed and clothed now, though crudely. My stone spearhead makes me long for my village's weaponsmith, but it serves. I use it to hunt the slow, fat birds that wander the coast. I do not know how such creatures survive here at all, but I am grateful for the meat they provide. I save my arrows for the more dangerous creatures ? like the lizards with ears like fans, whose spit burns the things it touches. No, not just the creatures. They are not the only danger. Yesterday, I found footprints in the sand that were not my own. I am not alone. (/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Nerva Note #1(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: It is the chaos of this land that is truly disturbing to me, even more than its most titanic and vicious beasts. Animals are meant to be savage. Even when tamed, they are not truly civilized, but man? Man is supposed to be above the animal, yet the people here live in squalor and fight viciously over scraps like stray dogs. I have convinced some of them to band together under my leadership, and together, we have found safety and order. Unfortunately, they are untrained and lack cohesion. I'll have to fix that. Gaius Marcellus Nerva Victoria per Disciplinam(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Allosaurus Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Common name: Allosaurus Species: Allosaurus therotribus Time: Late Jurassic Diet: Carnivore Temperament: Aggressive Wild Smaller but faster than Tyrannosaurus, larger but slower than Carnotaurus, Allosaurus therotribus is the island's resident pack-hunting theropod. While most aggressive theropods are relatively solitary creatures, Allosaurus lives in groups of 3-4. One Allosaurus is the alpha, while the others are its mates or a beta male. Like humans find value in forming a tribe, the Allosaurus has evolved to hunt in packs. Its saw-shaped teeth leave its prey bleeding and maimed, making escape difficult. Once an Allosaurus slows a creature with its cutting bite, the rest of its pack quickly closes in for the kill. Domesticated Not everyone thinks a tamed Allosaurus is ideal. Those who appreciate speed generally tame Carnotaurus, while those who value raw stopping power tame Tyrannosaurus. However, riders of Allosaurus tend to respect the utility of its Alpha pack status, which along with its bleed-inducing attacks and relative mobility, can effectively turn the tide of a combined arms battle.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Anglerfish Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Common name: Anglerfish Species: Melanocetus anglerpescum Time: Early Cretaceous-Holocene Diet: Carnivore Temperament: Aggressive Wild Whether its size is caused by adaptation to the Island's other inhabitants, or by cross-breeding with another larger species, Melanocetus angerlpescum is the largest form of Anglerfish I've ever heard of. Typically found among the deepest, darkest expanses of the ocean, this creature preys on smaller fish while being an excellent source of food for larger predators. Melanocetus has an array of bioluminescent light pods at the end of stalks on its head. Like typical Anglerfish, it primarily uses these to attract smaller creatures and trick them into coming close enough for Melanocetus to consume the prey. This often makes wild Melanocetus itself relatively easy to spot among the briny depths. Domesticated Exploring the depths of the ocean can be difficult. The cold, the lack of air, and the shocking absence of light combine to make travel very dangerous. A tamed Anglerfish can use the natural light at the end of its stalks to illuminate the depths, making exploration not only safer but more lucrative, as I've heard some survivors use this creature to harvest the silica pearls found throughout the ocean's depths!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Ankylosaurus Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Common name: Ankylosaurus Species: Ankylosaurus crassacutis Time: Late Cretaceous Diet: Herbivore Temperament: Docile Wild Unlike many of the herd animals on the Island, Ankylosaurus crassacutis tends to live in small family units. I believe they can afford to stick with smaller groups because of their incredibly thick skin, for which they're named. Despite not being among the largest of the Island's herbivores, Ankylosaurus is one of the more difficult creatures to take down. Its thick, armored skin seems to make it more than a match for several of the mid-sized predators that would otherwise hunt it. Reckless carnivores are just as likely to hurt themselves on Ankylosaurus' spikes, as they are to get hit by its tail. Domesticated Without a doubt, the best trait of a trained Ankylosaurus is its enormously dense tail. This tail is powerful enough to quickly shatter the resource-laden rocks of the Island. One of the wealthier human tribes on the island utilizes a squad of Ankylosaurs in its mines and quarries. The creature's affinity for metal enables it to carry raw ore at an effectively reduced weight.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Archaeopteryx Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Common name: Archaeopteryx Species: Archaeopteryx magnamilvum Time: Late Jurassic Diet: Carnivore Temperament: Fearful Wild Approximately one meter long, the Archaeopteryx magnamilvum is a primarily tree-dwelling proto-bird. It avoids the ground as much as possible, preferring to stay in the safety of the tree-line, where few predators can reach it. I've not seen an Archaeopteryx outright fly yet, so it's possible that they cannot generate enough lift to do more than glide long distances between perches. I'm not sure how a creature so fearful of the ground can be such a picky eater, but Archaeopteryx only seems to consume certain rare insect matter. The most likely explanation is that it tends to nest in infested trees, stripping them bare of such food sources. Domesticated While not large enough to bear the full weight of an adult human, Archaeopteryx still has great utility. Despite the creature's inability to fly, its wings have sufficient strength to dramatically slow the rate of a person's descent, if that person holds onto Archaeopteryx while airborne. Taming Archaeopteryx can be somewhat troublesome, though, as it refuses to eat most common food sources, and glides to prospective safety at the first sign of any interloper.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Argentavis Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Common name: Argentavis Species: Argentavis atrocollum Time: Late Miocene Diet: Carrion Feeder Temperament: Short-Tempered Wild Lording over the skies across the Island, Argentavis atrocollum has few aerial rivals. It is a small consolation for the Island's other avian creatures, then, that Argentavis seems to have little interest in anything alive. Quite apart from what I would have guessed, Argentavis does not have the stooped neck typical of modern buzzards and vultures. I don't know if it adapted this stronger neck to deal with the predators on the Island, or if its lineage derives from before the stooped neck became common in carrion-eating birds. Whichever it might be, it has enabled Argentavis to carry smaller creatures with its beak. Domesticated Argentavis is actually slower than the Island's far more common Pteranodon, but it possesses significantly more stamina and can sustain flight for approximately three times as long. Its weighty stature, in comparison to the Pteranodon, allows it to utilize its talons to support the weight of an additional passenger. Considering its saddle doubles as a mobile crafting station, it makes Argentavis an excellent creature for traveling and hauling cargo over long distances. (/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Arthropleura Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Common name: Arthropluera Species: Arthropluera felsanguis Time: Early Permian Diet: Carrion Feeder Temperament: Aggressive Wild The fact that this creature even exists is enough to give me nightmares. Like the Island's other arthropods, Arthropluera Felsanguis has become much larger than I might have believed possible. It's a very aggressive hunter but greatly prefers to eat meat after it has spoiled, so much so that it voraciously seeks out such delicacies. Arthropluera's blood has a very low pH, to the point that it can dissolve many materials. This acidic blood splashes back onto anything that directly attacks it, weakening the durability of melee weapons and hurting attackers. Many creatures thusly refuse to prey on Arthropluera, fearing this unique defense. If that wasn't enough, Arthropluera also keeps a small reservoir of blood ready to spit at its prey. Domesticated Like most of the Arthropods on the Island, Arthropluera is simple-minded and relatively easy to tame. It is an almost entirely military mount, useful mostly for attacking at a distance. Thanks to its unique defenses, whether hunting or warring, Arthropluera is generally safe from all but the largest of creatures.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Castoroides Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Common name: Castoroides Species: Castoroides feliconcisor Time: Late Pliocene-Late Pleistocene Diet: Herbivore Temperament: Friendly Wild Castoroides feliconcisor is a large, mammalian herbivore that tends to live near water. Unlike other larger beaver species, this one retains the chisel-shaped teeth of modern beavers. As is typical for beavers, they build dams as habitats, but the larger creatures on the Island have a tendency to trample them. As a result, finding unsullied, resource-rich dams in the wild is quite rare. Castoroides itself doesn't seem to realize how dangerous the Island is. I don't know if it's simply too dumb to notice the dangers, or if it just doesn't care... ...but Castoroides happily goes about its day playing in the water and gnawing on wood. Domesticated The value of a tamed Castoroides is obvious from its physiology. The creature naturally gathers wood extremely efficiently, far more than most species on the island. It's not the strongest creature, so it can only carry limited amounts, but it is a natural lumberjack! Its saddle doubles as a mobile crafting station, which allows for producing complex items on the go.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Dung Beetle Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Common name: Dung Beetle Species: Scarabidae gigas Time: Holocene Diet: Coprophagic Temperament: Passive Wild What magic created the Scarabidae gigas, I cannot say. What I can say is that this creature is a perfect symbiont for advanced human tribes. Coprophagic, it eats mostly useless waste (feces). It metabolizes this waste into a more refined waste product, along with an oily byproduct. The oily byproduct is chemically the same as the oil found in the oceans around the Island. Somehow, Scarabidae converts feces into oil. If that wasn't reason enough to worship the Scarabidae, the refined waste product is almost identical to fertilizer from a compost bin. Domesticated Scarabidae makes me think humans have been on this Island for a long time. Why else would a creature evolve to be such a perfect pet? Most tribes jealously protect their Scarabidae, which are handily tamed with the skilled use of some well-handled feces. These wondrous little organic biofactories are truly a sustainable, green, eco-friendly source of resources for living off the land. Oil becomes gas, which is generator fuel. Fertilizer means crops, which is human fuel. The Scarabidae can power all aspects of Island life!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Beelzebufo Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Common name: Beelzebufo Species: Beelzebufo palucocus Time: Late Cretaceous Diet: Carnivore Temperament: Languorous Wild Beelzebufo palucocus is the largest frog I've ever seen. Almost impossibly large, it can actually fit a fully-grown human adult on its back, though just barely. This is a dangerous prospect, though, as secretions from Beelzebufo's skin and saliva have a narcotic effect on most creatures. Not surprisingly, Beelzebufo is adept at killing insects. Its lengthy tongue allows it to quickly grab prey from afar, killing most insects near instantly and quickly digesting them. It even combines the narcotic chemicals in its mouth with the insects' chitin to create a specialized sticky substance. Domesticated Tamed Beelzebufo make for strange mounts. Strange mounts for strange people. Many tribes don't believe there's any reason to ride them, but some enjoy the ability to take large vertical hops up huge walls and cliffs. Regardless of how it is ridden, Beelzebufo is also employed for its ability to quickly cull insects, and convert them into always-useful cementing paste.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Gigantopithecus Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Common name: Gigantopithecus Species: Gigantopithecus fibrarator Time: Pleistocene Diet: Herbivore Temperament: Territorial Wild Gigantopithecus fibrarator is a strange creature. It is usually quite passive, but it has a very short temper when it comes to its own personal space. Once another creature gets close, this gentle giant quickly becomes a rampaging beast. Best to give them a wide berth. Gigantopithecus seems most happy to lazily lay about, picking berries from plants. Many Gigantopithecus spend much of their day in one small area, unless they are provoked. Domesticated In addition to being at home picking berries, a tamed Gigantopithecus can be taught to harvest the fibers found on many Island plants as well. It appears to be entirely content to pick at plants all day, eat the berries, and carrying fiber resources for its tribe. Playful once tamed, Gigantopithecus seems to enjoy throwing its shoulder-mounted rider into the air. It probably feels that this activity is a game, but clever brigands can use this ?game' to vault over walls and small cliffs.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Brontosaurus Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Common name: Brontosaurus Species: Brontosaurus lazarus Time: Late Cretaceous Diet: Herbivore Temperament: Docile Wild Among giant creatures I've seen on the Island, Brontosaurus lazarus is larger than any sauropod I've read about. In fact, the dinosaur is so massive that it serenely ignores most other creatures. I've seen a pack of raptors tear apart small dinosaurs while Brontosaurus continues eating, seemingly oblivious to the hunting pack. Domesticated Because of how docile it is, the Brontosaurus makes for an ideal pack animal. Peaceful tribes use it to carry incredible quantities of resources, while warring tribes use it to mobilize their army. Its size and strength make it one of the unique creatures on the Island that can support a "platform" saddle. Unfortunately, its enormity means that the process of taming a Brontosaurus can take a very long time. Some may think this is an Apatosaurus, Dreadnoughtus, Argentinosaurus, or some other sauropod, but this is a strange Island, and I'm the one doing the research. I'm convinced that this genus is Brontosaurus, and no one can tell me otherwise. My study, my rules.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Carnotaurus Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Common name: Carnotaurus Species: Carnotaurus pressor Time: Late Cretaceous Diet: Carnivore Temperament: Aggressive Wild Carnotaurus pressor is a distinctive creature that falls between a medium and large predator. It lives primarily on flat, clear ground, where it can capitalize on its speed. Additionally, it seems to have no qualms about running away from larger predators instead of fighting. The horns of the Carnotaurus seem to be used more for fighting rivals than actual hunting. This doesn't mean the horns aren't dangerous, though. They can still eviscerate larger prey. Carnotaurus is one of the smaller and more compact of the large predators. If Tyrannosaurus is the ?lion? of the Island, Carnotaurus would certainly be the ?cheetah.? The real threat of a Carnotaurus is not being able to escape it once it has spotted you. Domesticated Carnotaurus fills a very specific role. Larger and almost as fast as a Raptor, smaller but much faster than a Rex. Were it not for the creature's extremely long down-time after sprinting, it might be among the most capably balanced mounts.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Chalicotherium Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Common name: Chalicotherium Species: Chalicotherium obsidioequus Time: Late Oligocene-Early Pliocene Diet: Herbivore Temperament: Territorial Wild Found in small numbers within the Island's colder regions, Chalicotherium obsidioequus is normally a peaceful herbivore that prefers to spend its days lazing about or playing with its family. It is very territorial, however, and the entire family, young and old, will turn against an encroaching creature at just the slightest provocation. A memorable scene to stumble upon is a group of Chalicotherium playing. One odd playtime activity for Chalicotherium is hurling large balls of snow or.. mud-rocks(?).. at each other. Smaller creatures in the area shy away from Chalicotherium during this exertion, for fear of being buried in snow or "gravel." Domesticated While many creatures are useful while attacking a fortress, Chalicotherium can be trained as mobile artillery. Its unique playtime habit becomes a rather devastating long-range assault tactic when it is given boulders to throw, rather than snowballs!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Coelacanth Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Common name: Coelacanth Species: Coelacanth nutritia Time: Cretaceous-Holocene Diet: Omnivore? Temperament: Reactive Wild Coelacanth nutritia is one of the few creatures on the Island with a relative which can be found back home. The Coelacanth thrive in the waters around the Island, as well as within rivers and lakes. Unlike most Coelacanths, Coelacanth nutritia meat contains less oil and urea. In fact, it is one of the healthier sources of meat I've yet found. Most Coelacanths are opportunistic feeders that eat anything smaller than itself, likely including baby water snakes, insect and plant life, and perhaps each other? Domesticated While their limited intelligence makes them unsuitable for taming, Coelacanths provide a viable source of meat for coastal or water-dwelling tribes. Many a day has been spent fishing by the water's edge, often with surprising results, as Coelacanths often have consumed discarded garbage that is sometimes of great value. Due to their small size, though, a larger tribe would require a significant number of Coelacanths to feed itself.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Compy Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Common name: Compy Species: Compsognathus curiosicarius Time: Late Jurassic Diet: Carnivore Temperament: Curious Wild One of the smallest predators on the Island, Compsognathus curiosicarius can be seen as a pet, a pest, or a threat. While alone, Compsognathus is not dangerous or aggressive. In larger packs, however, it remembers its underlying carnivorous nature. After a group of Compsognathus grows to a certain size, their pack mentality always seems to embolden them to ?attack.? For some reason, Compsognathus is not naturally afraid of humans. Rather, it seems to be quite curious about humans and their instruments of survival. They tend to be drawn toward humans out of this curiosity, and then call their pack mates to help explore their discovery. This usually leads to the aforementioned pack aggression, with dangerous results. Domesticated Compsognathus gain increasingly significant attack power and speed when in close proximity to other Compsognathus, as their pack aggression takes over their behavior. Additionally, their distress call carries quite far, rapidly alerting the tribe and its pets to danger more efficiently, and increasing the likelihood of forming a so-called "Compy Gang."(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Dimetrodon Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Common name: Dimetrodon Species: Dimetrodon calorector Time: Early Permian Diet: Carnivore Temperament: Reactive Wild Dimetrodon calorector is a much calmer predator than most on the Island. Because it lives off smaller prey than humans, it generally ignores anything much larger than a Coelacanth. Dimetrodon is one of the few carnivores on the Island that could be classified as reasonably friendly in the wild. The sail on Dimetrodon's back is an especially fascinating thing. It can be angled to provide shade from the sun and allows Dimetrodon to disperse heat more quickly. The inner workings of the sail can also restrict blood flow in the creature to hold in excessive heat. Together, these two traits allow Dimetrodon to comfortably survive in any climate, though they are most commonly found in the swamplands which are rich in prey. Domesticated If Dimetrodon was a bit larger, or didn't have that massive sail, it would make a decent mount. However, its main use to survivors is to utilize the sail's insulating capabilities. Just being near Dimetrodon gives excellent protection from both heat and cold, which has saved my life through more than one ice blizzard in the frozen northlands.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Dimorphodon Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Common name: Dimorphodon Species: Dimorphodon equesica Time: Early Jurassic Diet: Carnivore Temperament: Reactive Wild Dimorphodon equesica is another of the Island's Jekyll-and-Hyde creatures. It is normally passive, sometimes even friendly. When provoked, it becomes very aggressive, even against larger creatures it has no business fighting...often to its own fatal end. Dimorphodon can make short work of smaller opponents, however, due to its large (but lightweight) skull and teeth. Barely over a meter tall, Dimorphodon should be low on the food chain, but its incredible speed and surprisingly strong bite make it fairly dangerous, especially en masse as they tend to attack in groups. A flock of angry or hungry Dimorphodon can take down prey several times their size, so survivors should take care not to hunt near where a flock is gathered. Domesticated Dimorphodon is one of the creatures on the Island that is easily domesticated for companionship, but its use in combat is also quite clear: It will hunt in large groups to seek out enemy dino riders directly, harassing them to no end, regardless of the might of their mount!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Diplodocus Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Common name: Diplodocus Species: Diplodocus insulaprincep Time: Late Jurassic Diet: Herbivore Temperament: Naive Wild Despite being one of the Island's largest creatures, Diplodocus insulaprincep is among the Island's smaller sauropods. Instead of size and intelligence, Diplodocus developed faster maximum speed and greater endurance. When fully matured, it generally only reaches about half the size of the rather enormous Brontosaurus. Diplodocus is another creature whose continued survival on the Island confuses me. It's a very thick-headed and trusting animal, often to its fatal detriment. It never flees from predators until after they've attacked it repeatedly, preferring instead to make numerous fruitless attempts at friendship. For some strange reason, Diplodocus trusts humans so much that it doesn't seem to fight back against them?ever! Domesticated Due to Diplodocus' smaller frame, it cannot support the type of "platform" saddle that other large creatures can. To make up for this, many tribes instead use an eleven-seater passenger saddle which enables Diplodocus to safely transport ten additional riders. These passengers often use ranged weapons to protect the creature, or to attack nearby enemies while on the move!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Diplocaulus Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Common name: Diplocaulus Species: Diplocaulus natatorinutrix Time: Permian Diet: Piscivore Temperament: Skittish Wild Presiding almost solely within the Island's swamps, Diplocaulus natatorinutrix is a small amphibian that primarily eats minor fish. It rounds out what I consider to be the middle-bottom of the ecosystem, feeding on the tinier non-insect creatures of the Island while itself being a common snack for the larger carnivores. Because so many creatures prey on it, Diplocaulus has become very skittish and often flees at the first sign of trouble. It uses its amphibious nature to escape into whichever environment its predator isn't native to. Diplocaulus' unique capability to retain vast quantities of oxygen allows it to effectively remain submerged for hours at a time, usually outlasting even other amphibious creatures that might otherwise prey upon it. Domesticated There are only a few uses for tamed Diplocaulus. It is primarily kept for the (rather disgusting) practice of employing a Diplocaulus as an oxygen bag. Diplocaulus stores air in the bladders of its head, and divers can suck from these bladders to take deep breaths while submerged, supporting long-term underwater exploration without the use of external gear. Surprisingly, Diplocaulus is also extremely efficient when it comes to hunting Trilobites.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Direbear Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Common name: Direbear Species: Arctodus dirus Time: Mid Pleistocene/Early Holocene Diet: Omnivore Temperament: Territorial Wild Found primarily among the Island's redwood regions, Arctodus dirus is an imposing creature. Many on the island have started calling it a Direbear, a name which is appropriate, both due to its enormity and its territorial nature. The Direbear ignores most non-hostile creatures while going about its daily routine of scavenging for meat and edible plant life... ...that is, until intruders enter the territory it considers its own, at which point the creature ferociously attacks. Most often, it is smartest to just run from an angry Direbear. Domesticated Once tamed, the Direbear is a strong and reliable mount. It can carry vast quantities of goods, and can sprint for extremely long, nearly infinite periods. It is not the fastest creature from a hard stop, but after building up momentum, its sustained overland speed builds to among the best of the island. Of course, being able to feed a direbear both meat and plant life makes keeping one fairly convenient regardless of the environment.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Direwolf Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Common name: Direwolf Species: Canis maxdirus Time: Pleistocene Diet: Carnivore Temperament: Aggressive Wild The best adjective to describe Canis maxdirus is "scary." This pack-animal is a cunning and brutal predator, capable of taking down prey of nearly any size. In addition to being a vicious hunter, it is the size of a small horse, meaning even the largest predators aren't necessarily safe from the packs. Unlike most creatures on the Island, Canis is a dedicated pack hunter, and rarely hunts alone. When in a pack, Canis are naturally spurred to fight for their lives with increased effectiveness, while the most experienced Canis will be designated ?Alpha? and gain an even stronger enhancement! The species has an incredible affinity for teamwork. Domesticated Obviously, Canis is a thrilling battle mount. It is fairly fast, very strong, and agile. It can leap almost as well as the Island's battle-cats. Riding a supercharged ?Alpha? Canis into battle at the head of a bloodthirsty pack is a thrill for which most warriors would gladly proclaim: "today is a good day to die!"(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Dodo Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Common name: Dodo Species: Raphus replicare Time: Late Holocene Diet: Herbivore Temperament: Oblivious Wild Raphus replicare (more commonly known as the Dodo Bird) is quite possibly the dumbest creature I've ever seen in my life. It wanders around the beaches of the Island, pecking berries off bushes, and being eaten by all manner of carnivore. Without the Dodo, the whole Island's food chain would disintegrate. This subspecies of the Dodo has developed an unbelievably clever way to sustain itself: they mate constantly. I'm fairly convinced that they reach full maturity within a week of being born. This is the only trait keeping them populous on the island. Domesticated While it can be done, there is almost no reason to domesticate a Raphus replicare. It cannot carry enough to be a beast of burden, it does not provide much food, and it's too stupid to show companionship. It could work as a last-ditch food source, though, so I suppose keeping some around for "lean times" has a certain logic.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Doedicurus Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Common name: Doedicurus Species: Doedicurus custosaxum Time: Pleistocene-Holocene Diet: Herbivore Temperament: Docile Wild Doedicurus custosaxum is one of the Island's non-aggressive herbivores, generally found in the mountains and grasslands. Large and well-armored, it has a supply of fat under its plates to keep it warm and fed in the cold. Doedicurus has adapted well to the dangers of the Island, perhaps even better than the Ankylosaurus. Doedicurus has two very different reactions to predators. Against smaller foes, it generally uses its spiked tail to inflict as much damage as possible. Against larger predators, however, it pulls its tail underneath itself to form a solid armored ball that is nearly impossible for creatures to pierce, from which it can actually "roll" away to relative safety! Domesticated Doedicurus is a highly prized work animal on the island. Its spiked tail is ideal for quickly shattering the large rocks, so Doedicurus is a very efficient quarry worker. In addition, its affinity for rocks has allowed it to carry stone at a reduced weight. In case their quarry gets raided, Doedicurus-riders have a very difficult-to-kill mount!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Meganeura Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Common name: Meganeura Species: Meganeura quatpenna Time: Late Carboniferous Diet: Carnivore Temperament: Reactive Wild Meganeura quatpenna is an especially large species of dragonfly. Like most dragonflies, Meganeura is carnivorous, but it is not likely to attack unless provoked or challenged for food. It lives primarily in wetlands, such as the swamps. Meganeura is a natural predator of most of the smaller insects on the island. Though not often aggressive, Meganeura will not turn down a free meal. Once they catch wind of a carcass, they will fly in from a large radius to feast. While eating, Meganeura become very aggressive, which can be deadly for anyone or anything nearby if a large group has gathered around the deceased creature. Domesticated The size of the insects on the Island confounds me. The way these creatures diffuse oxygen should limit their size, but Meganeura (and other bugs) seem to be able to advance beyond this restraint. If there is an abnormal concentration of oxygen in the Island's air, this could explain Meganeura's growth!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Dunkleosteus Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Common name: Dunkleosteus Species: Dunkleosteus loricaruptor Time: Late Devonian Diet: Carnivore Temperament: Docile Wild Dunkleosteus loricaruptor is a very strange creature. It is a fairly large fish, covered head to tail in armored plates, with incredibly powerful jaws. It tends to eat the Island's water-dwelling crustaceans trawling the seabed, as it is not fast enough to catch most of the smaller fish. Dunkleosteus is surprisingly combat-oriented for a fish. Its well-armored body protects it from many creatures, while its bite is strong enough to easily crush through chitinous shells. Domesticated Dunkleosteus is an incredibly useful fish for coastal communities. Its powerful jaws make short work of the stone and oil formations found throughout the oceanic depths. While harvesting, Dunkleosteus can defend its rider from all but the largest threats in the waters. And once it is past its prime, the Dunkleosteus itself can be harvested for a fair amount of chitin.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Eurypterid Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Common name: Eurypterid Species: Jaekelopterus eurypterus Time: Silurian Diet: Carnivore Temperament: Aggressive Wild Found only in the deepest depths of the waters around the Island, Eurypterids are dangerous and adaptable arthropods. As likely to hunt as they are to scavenge, a Eurypterid rarely has difficulty finding food to keep itself nourished, even at the bottom of the ocean. An Eurypterid's threat comes not directly from its raw strength. Instead, it combines a hard defensive exoskeleton with debilitating poison to powerful effect. The sting of a Eurypterid increases torpor while reducing stamina, quickly rendering its opponent unable to defend itself. Domesticated While Eurypterids are not intelligent enough to be tamed, this doesn't mean they are without utility to tribes. They are a wonderful source of chitin, and their digestive tract often contains Silica pearls. They sometimes even have ingested incredibly rare Black Pearls, used by survivors for advanced manufacturing, making them among the most valuable creatures on the island.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Gallimimus Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Common name: Gallimimus Species: Gallimimus evolovelox Time: Late Cretaceous Diet: Herbivore Temperament: Skittish Wild When someone asks me what the fastest creatures on the island are, Gallimimus is always a contender. Unlike the Island's many armored animals, Gallimimus eschews strong defenses for the ability to outrun pretty much anything. A skittish herbivore, Gallimimus even looks nervous when eating in a peaceful, clear meadow. Having no real way to harm predators, it simply runs away and uses its agility to stay safe. I've even seen wild Gallimimus outrun speed-trained Utahraptors! Domesticated There are two general camps on the use of tamed Gallimimus. One camp thinks that their inability to effectively harm hostile creatures, and their inability to harvest most resources, makes them primarily a burden to the tribe. The other camp thinks that their extreme speed and ability to jump long distances, is among the best for scouting and exploring. However, both camps agree that its ability to quickly transport multiple tribe members is uniquely beneficial.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Giganotosaurus Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Common name: Giganotosaurus Species: Giganotosaurus furiosa Time: Late Cretaceous Diet: Carnivore Temperament: Angry Wild Giganotosaurus furiosa is an enormous predator, larger even than the Tyrannosaurus or Spinosaurus. Getting cornered or run down by a Giganotosaurus can mean certain death for nearly any creature! Fighting a Giganotosaurus directly is never a good idea, as its rage rapidly grows with every hit it takes. With this rage, it builds increasing reserves of energy to use, making its iron-jawed bites progressively more deadly and enhancing its stamina. Add to this the fact that its huge body also enables it to take a tremendous amount of punishment, and you have a creature that is generally better avoided or outsmarted than attacked head-on. Domesticated Taming Giganotosaurus is a dangerous prospect. Its rage reaction, even when tamed, can sometimes cause it to briefly turn on members of its own tribe. Indeed it may even throw off its rider if it has been sufficiently angered! And yet, the sheer size and immense power that the Giganotosaurus possesses means that some factions endeavor to tame it as a fear-inducing ?Capital? beast of war, even at great risk!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Ichthyosaurus Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Common name: Ichthyosaurus Species: Ichthyosaurus curiosa Time: Late Triassic-Early Jurassic Diet: Carnivore Temperament: Curious Wild Ichthyosaurus curiosa is a comparatively small carnivore found in the shallows around the Island. It is slightly larger than a human, but that's still small compared to the leviathans roaming these waters. It seems to be very interested in any creature around its size, often approaching and following humans swimming through its waters with a friendly nudge. Despite its appearance, the Ichthyosaurus is neither a fish nor an ocean mammal. Like many creatures in the waters around the Island, it is an aquatic reptile. Domesticated I can't think of a better mount for someone starting to explore the Island's seas and waterways. Ichthyosaurus is a comparatively fast swimmer, and even in the wild will cozy right up to you and try to figure out what you're doing. Taming these is actually pretty easy, as they seem to love humans and can be fed & tamed without the use of violence.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Kairuku Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Common name: Kairuku Species: Kairuku waitaki Time: Late Paleogene Diet: Piscivore Temperament: Friendly Wild Kairuku waitaki is an amazingly docile and friendly creature, to everything but fish. Honestly, I'm not quite sure how Kairuku manages to stay populated across the Island's colder climes, with the many predators stalking these frozen lands. It is weak, and has only one small defensive trait: suspended in Kairuku blubber are small, dense particles that act as a light form of armor. Adding to Kairuku's problems, a clever survivor discovered that refining Kairuku blubber (concentrating the particles in it) can yield a natural form of the same Polymer utilized in advanced tribes' manufacturing processes. This has caused many tribes to hunt Kairuku extensively, a practice colloquially known as "Kairu Clubbing." Domesticated There is no reason to tame Kairuku for combat, since they are useless at it. Still, Kairuku are regularly tamed for their cuteness and friendly nature, and the fact that their bodies run extremely hot. Just standing near Kairuku can help keep a survivor stay warm through long, harsh nights on the icebergs.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Kaprosuchus Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Common name: Kaprosuchus Species: Kaprosuchus paludentium Time: Late Cretaceous Diet: Carnivore Temperament: Aggressive Wild A smaller relative of the Sarcosuchus, Kaprosuchus paludentium is water-based carnivore primarily found lurking among the island's swamps. A naturally fast runner that is even faster in the water, it is a solitary hunter that picks off small-to-medium creatures, especially those isolated from their pack. When attacking, Kaprosuchus uses two main tactics. First, it patiently waits below the water surface and when the target is sufficiently close by, will perform a lateral jump that it uses to quickly close distance with its prey and drag it underwater. Secondly, its attacks the prey's vital areas specifically to drain its stamina. These two techniques effectively prevent most creatures from escaping Kaprosuchus once an assault has begun. Domesticated Survivors are generally split about the usefulness of Kaprosuchus. Some love its speed both in and out of the water, essentially making it among the fastest small-sized, all-terrain mounts when travelling through the wetlands. Others do not like how relatively frail Kaprosuchus is, and do not think its high speed and ensnaring attacks make up for this shortcoming.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Leech Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Common name: Leech Species: Haementeria laetus Time: Holocene Diet: Sanguinivore Temperament: Aggressive Wild It is difficult to be angry with Haementeria laetus, despite its rather terrible nature. The creature has practically no intelligence, and just attaches to any nearby living flesh in an attempt to drain that creature's blood. Removing Haementeria requires precision bladework, or access to an open flame. Both of these can be nearly as dangerous to the host as to the leech itself. Once Haementeria attaches to a host, it drains blood at a rapid pace, and the host experiences hunger, loss of health, and lowered stamina. Some Haementeria are also carriers for a dangerous disease I've dubbed "Swamp Fever," which persists beyond the leech's own lifespan. Few creatures on the Island are transmitters for this disease, and it can ultimately be cured with a rare medicine. Domesticated While Haementeria is not intelligent enough to be tamed, it is always useful to keep a few around for antidotes and fishing lures. When processed properly, Haementeria venom can be made into a powerful antivenom!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Lystrosaurus Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Common name: Lystrosaurus Species: Lystrosaurus amicifidelis Time: Late Permian-Early Triassic Diet: Herbivore Temperament: Loyal Wild Lystrosaurus amicifidelis is a small herbivore, common to much of the Island. Only about two feet long, it is not high on the food chain, and eats small plant life. The Island's poisonous insects seem to have little effect on Lystrosaurus. Despite being among the Island's tinier herbivores, Lystrosaurus is an incredibly resilient survivor. It recovers its torpor and health much faster than most creatures, which makes rendering a Lystrosaurus unconscious a rather difficult affair. Domesticated Not surprisingly, Lystrosaurus is an extremely loyal pet once tamed. It's a very fast learner, so it gains experience much more quickly than most other creatures. Additionally, its presence nearby appears to inspire allies, making them learn more rapidly as well. Thusly, Lystrosaurus is an excellent addition to any tribe's hunting party.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Mammoth Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Common name: Mammoth Species: Mammuthus steincaput Time: Early Pliocene Diet: Herbivore Temperament: Docile Wild Seeing the likes of Mammuthus steincaput alongside dinosaurs is still strange. This behemoth towers over many creatures on the Island, and does not seem to fear anything but the Tyrannosaurus. Mammoths generally thrive in colder areas, and have a herd mentality. I'm honestly not certain how the herds of Mammoths find enough plant life to graze on some of the Island's mountains. They must spend much of their time travelling between the mountains' cold summit and more lush base. Or maybe the Mammoth herds are the main reason the summits are so barren. Domesticated Mammuthus steincaput is a difficult beast to domesticate. Not because they are inherently stubborn, but because knocking one out to begin the taming process takes great effort. Once tamed, however, Mammoths are one of the only creatures on the island that can uproot trees without shattering them.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Manta Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Common name: Manta Species: Manta mobula Time: Early Oligocene-Holocene Diet: Carnivore Temperament: Aggressive Wild Here is another example of a creature that seems to have evolved beyond its historical traits. Everything points to this being a saltwater ray, but Manta mobula has developed the ability to swim into the island's rivers and shallows, as well as through the open ocean. Perhaps there were originally two types of ray on the island before, but years of interbreeding combined their lineage. Normally docile, Manta mobula is a carnivore only in that it naturally consumes plankton. Fortunately, Manta mobula is usually not aggressive, unless encroached. Its tail is incredibly sharp, and can pierce through thick hide and armor with ease. Domesticated While not the fastest swimmer around the island, Manta mobula is among the deadliest of small ocean mounts. Tribes who value striking power over speed often keep large schools of Manta to ride. Its capability to briefly leap out of water provides it a showy tactic for avoiding combat as well. A quick jab through the heart of an unsuspecting survivor can easily take them by surprise! Thusly, many tribes use it as an escort for their slower cargo-carrying swimmers.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Megaloceros Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Common name: Megaloceros Species: Megaloceros latuscoronam Time: Late Pliocene Diet: Herbivore Temperament: Skittish Wild Megaloceros latuscoronam is a very skittish herbivore, found mostly in the forests and mountains of the Island. Because of its large size, its fraught demeanor would be strange in any other place. But Megaloceros knows how fierce the predators of the island are, and that it is safer to flee from them than to risk its life in a fight. The antlers of Megaloceros are very large, and make for an excellent source of keratin. This, of course, makes it a valuable resource. Unfortunately, hunting Megaloceros is not easy because of their quick speed and ability to bound over most obstacles. Domesticated Megaloceros is jack-of-all-trades creature, and many who ride it value its versatility. It is decently powerful, and its resilience, speed, and ability to jump often come in handy. Finally, the male Megaloceros' charging horn attack tends to cause targets to ?bleed,? decreasing their Health, Stamina, and Speed until healed!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Megalodon Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Common name: Megalodon Species: Carcharodon ultramegalodon Time: Miocene-Pliocene Diet: Carnivore Temperament: Aggressive Wild Were it not restricted to the waters, Carcharodon ultramegalodon would be one of the most dangerous creatures on the island. As powerful and dangerous as the Tyrannosaurus is on land, Megalodon is near its equal in the water. In addition, it has a speed advantage over any non-aquatic creature when submerged. Megalodons need large quantities of food to sustain themselves, so they attack most creatures immediately on sight. Smaller fish are the sole exception I've seen; I believe this is because they cost more energy for Megalodons to catch than the predator would gain. Domesticated Having access to the resources and treasures hidden deep within the ocean is near impossible without a domesticated sea creature. The Megalodon, though difficult to domesticate, proves to be very useful when exploring the deep sea. It's not the most efficient swimmer but it should be able to protect your cargo should you find yourself in a hostile encounter.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Megalosaurus Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Common name: Megalosaurus Species: Megalosaurus noctedominus Time: Mid Jurassic Diet: Carnivore Temperament: Aggressive Nocturnal Wild Much like the Island's other large theropods, Megalosaurus noctedominus is an aggressive cave carnivore that should not be taken lightly. Unlike most of the other theropods, it is a primarily nocturnal creature. As dawn approaches, Megalosaurus begins looking for a secluded place to spend the day sleeping in relative safety. Domesticated While Megalosaurus is not the most powerful theropod, it is still highly sought after by night-raiders. Due to its nocturnal nature, Megalosaurus becomes much more formidable at night, dodging attacks, conserving stamina, and attacking more accurately, to name a few of its enhanced talents. Conversely, if disturbed during the day, Megalosaurus is significantly more sluggish. Either way, however, its primary combat tactic is to bite onto its target, then lock its jaw shut in an iron grip. Only larger creatures can hope to break free once Megalosaurus locks its jaw. The creature then proceeds to gnaw on its prey until death. It's a terrifying, grisly spectacle to watch, and a formidable tactic for a tribe to employ against more nimble opponents.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Mesopithecus Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Common name: Mesopithecus Species: Mesopithecus amicufur Time: Late Miocene?Late Pliocene Diet: Herbivore Temperament: Curious Wild Mesopithecus amicufur is an omnivorous monkey species, primarily inhabiting the Island's jungles. It is smaller than a human, but can scurry about the same speed. It does not appear to be aggressive unlike its relative the Gigantopithecus, but is rather very shy towards humans likely due to their much larger size and lack of hairy exterior. Due to their skittish nature they can be difficult to tame. They can be hand-fed if you are patient, but stick too close to them for too long and they'll get spooked and run away. Domesticated A common pet, Mesopithecus is very easy to keep fed. It will eat nearly any fruit harvested on the island. Mesopithecus is most often used as a social companion, as it cannot carry enough to be a beast of burden, is not large enough to be ridden and is not particularly good for combat. It is, however, quite effective at vocally warning of incoming intruders and pelting them with copious amounts of tossed fecal matter. Nomadic tribes have also managed to teach Mesopithecus to open locked doors when pillaging.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Mosasaurus Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Common name: Mosasaurus Species: Mosasaurus suspirita Time: Late Cretaceous Diet: Carnivore Temperament: Aggressive Wild Until recently, I believed the Megalodon to be the greatest of the ocean predators. Then I discovered Mosasaurus suspirita in the deeps. Not quite as fast, but much larger and stronger, the Mosasaurus rules the darkest waters off the Island. Growing up to 50 feet long, Mosasaurus is larger than almost every other aquatic creature I've encountered thus far. Mosasaurus is a deep-sea marine lizard which spends all of its time far beneath the water's surface. It is without a doubt one of the most fearsome creatures of the Island, and can certainly be considered among the ocean's apex predators. Domesticated Mosasaur has proven to be an excellent tame for the most advanced tribes. Due to its sheer size and power, you will often find tribes with bases and defenses built upon a Mosasaur's large "platform" saddle. Having one with you as an escort is probably one of the best oceanic defenses available! (/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Onyc Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Common name: Onyc Species: Onychonycteris specuncola Time: Eocene Diet: Omnivore Temperament: Aggressive Wild Onychonycteris specuncola is one of the few omnivores I've seen on the Island. They seem to live primarily off the mushrooms and moss within the caves, but they attack almost any non-insect on sight. They avoid Titanoboa whenever possible, which leads me to believe the snake to be a natural predator of Onychonycteris. While flying in the dark caves would be difficult for any creature, Onychonycteris' ability to use echolocation has allowed it to adapt perfectly. It can be found idly flying around the caves as often as it can be found hanging from bits of the cave ceilings. Domesticated Not large enough to be used as mounts, and not strong enough to carry much, Onychonycteris still function well as a guard animal. Whether protecting a vacant home or members of a tribe, their relatively vicious nature has its uses. (/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Oviraptor Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Common name: Oviraptor Species: Oviraptor philodator Time: Late Cretaceous Diet: Carnivore Temperament: Skittish Wild Oviraptor Philodator is a small-to-medium sized carnivore, common in the jungles and beaches of the Island. Despite being a carnivore, Oviraptor's main source of food is eggs, which it steals from nests. Unlike any other creature, Oviraptor seems to be able to surreptitiously steal these eggs, usually without attracting the attention of an irate mother. In an incredible feat of natural selection, Oviraptor seems to emit a chemical pheromone that affects many creatures as an aphrodisiac. Mated creatures are much more likely to??create? new eggs while Oviraptor is around, which allows the Oviraptor to go about its business unperturbed. Domesticated Too small to fight or ride, Oviraptor is still one of the more commonly tamed creatures on the Island. Its pheromone ensures an increased stream of eggs from nearby mated wild creatures, for breeding, eating, or cooking kibble. Oviraptor will autonomously do the dirty work of stealing eggs from other tribes or wild dinos on your behalf, without attracting unwanted attention. They also make quite adorable sounds, so many children simply like to keep them around as rather strange companions.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Pachy Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Common name: Pachy Species: Pachycephalosaurus leniproelia Time: Late Cretaceous Diet: Herbivore Temperament: Passive Wild Pachycephalosaurus is a bit of a conundrum. It is a very passive (even friendly) herbivore, common to much of the Island. At the same time, it is one of the most dangerous herbivores that I have yet encountered on the Island. Its charging headbutt is a display of sheer physical power, and can kill much more quickly than you might think. While Pachycephalosaurus is generally friendly, it has a short temper. Its fight-or-flight response always seems to choose "fight!" The Pachy becomes extremely aggressive once attacked. Additionally, it is an incredibly fast sprinter, so escaping from an enraged Pachy is very difficult. Domesticated Pachycephalosaurus is an excellent battle-mount for those who want to ride a smaller, nimble combatant into the fray. Because of its particular musculature, it cannot effectively carry large quantities of resources. It can, however, move with brief magnificent bursts of speed, and its headbutt is simply devastating.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Paraceratherium Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Common name: Paraceratherium Species: Paraceratherium gigamicus Time: Oligocene Diet: Herbivore Temperament: Docile Wild Paraceratherium gigamicus is a massive, long-necked herbivore that inhabits some of the Island's grasslands. It resembles a gigantic horse/rhinoceros hybrid, but is over twice the size of either. Paraceratherium is a very peaceful and friendly creature. Barring some surprises yet in store for me, I can safely say that Paraceratherium is among the largest mammals on the Island. While its size means that Paraceratherium can provide an incredible amount of food, it also makes it dangerous when hunted. Domesticated A beast of burden second to the Brontosaurus, Paraceratherium is an excellent worker, and is sufficient in size to support a "platform" saddle upon which structures can be built. It is a naturally friendly animal, and is not afraid of humans. However, despite its normally calm demeanor, when it or its owner is provoked by aggression, the Paraceratherium can quickly become a real threat to the attacker and will use its girth to its advantage in combat.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Parasaur Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Common name: Parasaur Species: Parasaurolophus amphibio Time: Late Cretaceous Diet: Herbivore Temperament: Skittish Wild Parasaurolophus amphibio has one of the more interesting adaptations of any creature I've seen on the Island. Like all Parasaur, it has a signature crest on its head. Very docile at first, I've been able to approach the creature without disturbing it. If startled, however, the creature can vocalize a distress call to the surrounding area that warns of danger. Parasaurolophus appears to be low on the food chain and is hunted by everything, creatures and humans alike, which explains its skittish nature. It is a good source of meat and hide, if you can manage to keep up with it long enough to kill it. Domesticated Despite being what most tribes consider a relatively useless creature to tame, I once met an interesting woman who had tamed an entire herd of them. She informed me that many overlooked the creature's potential. She even graciously gifted me a fancy saddle to put on my own Parasaurolophus one day. As a relatively simple creature to domesticate, Parasaurolophus is commonly one of the first mounts a tribe will be able to acquire. Its ability to run relatively fast for lengthy intervals makes it a solid mode of medium-range transportation, though it has almost no ability to defend itself or its rider in a traditional sense. Smaller creatures, however, appear to be frightened by the horn of Parasaurolophus although it doesn't do much damage. It also has decent weight-bearing capabilities, which could prove useful for nomadic tribes as they work to establish a presence on the Island.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Pelagornis Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Common name: Pelagornis Species: Pelagornis miocaenus Time: Early Miocene Diet: Piscivore Temperament: Skittish Wild The much-larger ancestor of water birds like the stork or pelican, Pelagornis miocaenus shares many traits with its modern-day brethren. However, it seems to spend far more time hunting for fish over the open deep-sea. In fact, I have rarely spotted a wild Pelagornis anywhere near the coasts of the main Island, as it prefers to rest its wings by paddling on the ocean's surface rather than waddling along the Island's beaches. Perhaps this behavior is a result of its survival instincts. The Early Miocene was a post-dinosaur epoch, after all, and Pelagornis would not be accustomed to such predators. Considering how quickly it flees from humans, one can hardly blame its caution. Domesticated Because of its ability to fly, walk and surface-swim, a tamed Pelagornis is one of the Island's most versatile mounts, but this comes at a cost. The same webbed feet that allow Pelagornis to serenely maneuver along the ocean's surface prevent it from carrying prey off the ground, which may limit its appeal to some survivors.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Phiomia Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Common name: Phiomia Species: Phiomia ignavus Time: Late Eocene?Early Oligocene Diet: Herbivore Temperament: Skittish Wild Phiomia ignavus is another of the Island's generally docile herd animals. They are small enough that almost any predator can bring them down but large enough to provide plenty of meat. Were it not for the protection of the herd and their instinct to run from any predator, these would almost certainly be hunted to extinction. Phiomia's tusks and trunk make it especially suited to scavenging plantlife from the ground. It uses its tusks to dig up loose plantlife, then uses its stubby trunk to scoop the foliage into its mouth. Adult Phiomia often dig up food for their young, and watching a baby Phiomia attempt to use its trunk can be quite amusing. Domesticated While it is completely possible to ride a Phiomia around, they are a meager choice. They work very well, however, as pack-mules. If you feed the Phiomia a stimberry, it serves as a laxative in the creature's digestive system. Knowing this, tribal communities often keep a herd of these as livestock to produce mass quantities of fertilizer.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Piranha Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Common name: Piranha Species: Megapiranha magnadmorsus Time: Late Miocene Diet: Carnivore Temperament: Aggressive Wild Megapiranha magnadmorsus is carnivorous fish found fairly commonly in the rivers and ponds of the Island. Its bite is incredibly powerful; I've even seen them break through the armored turtles. Megapiranha has one of the strongest bites, pound-for-pound, of any creature on the Island. When encountering a Megapiranha be on the lookout for the rest of the school. No one Megapiranha is an overwhelming threat, but their tendency to swarm prey can make short work of much larger and stronger creatures. Any given Megapiranha is easy to kill by itself, but killing the entire school can be a daunting task. Domesticated The Megapiranha is highly territorial and does not respond favorably to visitors. Many have tried to pacify the hostile Megapiranha by herding them into a group with various lures. Unfortunately, none of this proved to be successful in attempting to domesticate the creature.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Plesiosaurus Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Common name: Plesiosaur Species: Elasmosaurus remuspissa Time: Late Cretaceous Diet: Carnivore Temperament: Aggressive Wild Elasmosaurus remuspissa is typically found in the deep oceans, and has a strange role in the oceanic food chain. It almost exclusively hunts the smaller creatures in the waters, leaving most even moderately large creatures alone. The sheer size of the Elasmosaurus means that the quantity of food it must eat to sustain itself is nothing short of enormous. Elasmosaurus is a formidable fighter. Aside from the Megalodon, I have only ever seen two creatures bring down an Elasmosaurus: a Mosasaurus, and human beings. Though I will admit, I have yet to thoroughly explore the staggeringly deep underwater caverns surrounding the Island. Domesticated Much like the Brontosaurus on land, Elasmosaurus is an excellent way to transport large quantities of goods over water. These powerful creatures are in fact so large that they can be used as mobile water bases. Ambitious tribes sometimes build bunkers right onto the backs of Elasmosaurus instead of building cargo ships.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Procoptodon Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Common name: Procoptodon Species: Procoptodon vivencurrus Time: Pleistocene Diet: Herbivore Temperament: Reactive Wild The first marsupial I've encountered on the Island is the Procoptodon vivencurrus. Standing nearly three meters tall, it is among the largest jumping creatures I've heard of. It is a fairly peaceful herbivore that will immediately flee when aggressed upon. One of Procoptodon's most unique features is its pouch. Unlike many pouched marsupials, Procoptodon's pouch is relatively dry and has little in the way of sticky or oily fluids. I assume this is good for the Joey, but I have not figured out exactly why yet. Domesticated Procoptodon's dry pouch makes it an excellent beast of burden that can carry far more than other creatures of its size. More importantly, many tribes use it as a two-seater transport by having a secondary rider nest in the pouch. Since this passenger doesn't have to worry about controlling the Procoptodon, the pouch-warrior can focus on firing his or her weapons!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Pteranodon Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Common name: Pteranodon Species: Pteranodon wyvernus Time: Late Cretaceous Diet: Carnivore Temperament: Skittish Wild Pteranodon Wyvernus is a large pterosaur, capable of flying more quickly than any creature I have witnessed on this Island thus far. It seems to have relatively poor stamina in comparison to its quick speed, however, making frequent pit stops on the beaches before taking off again. While other humans I've seen on the Island still insist on calling it a Pterodactyl, this is inaccurate. Pteranodon wyvernus's poor fighting and defensive skills mean they are likely to scavenge any number of dead animals rather than engage in dangerous combat with other creatures. They also flee at the slightest sign of trouble. Because of this, they are one of the most common creatures to be found darting across the Island's skies. Domesticated Pteranodons seem to be among most popular flying companions from what I have witnessed, possibly because they are relatively easy to tame with a slingshot or bow. Mounting a Pteranodon must be among the fastest and safest ways to get around the Island, but it doesn't provide any measure of secrecy in comparison to travel on land through the dense foliage. (/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Quetzal Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Common name: Quetzal Species: Quetzalcoatlus conchapicem Time: Late Cretaceous Diet: Carnivore Temperament: Skittish Wild From afar it's hard to believe that Quetzalcoatlus is the largest avian on the Island. It shares a similar silhouette with the Pteranodon but, upon closer inspection, is a far more enormous creature. I find it strange that such a large, imposing beast would be so skittish. Unlike other creatures of its size, it is more likely to flee than fight. I suppose the decision to flee from any trouble keeps the species alive on an Island with so many dangerous predators. Which reminds me, I don't believe I've ever seen a wild Quetzalcoatlus touch the ground. How does it manage to eat enough to sustain its massive size? Domesticated Tamed Quetzalcoatlus have a very specific role on the island. Too slow to be an efficient local transport, and too obvious a target to be an effective warbird, the tribes I've encountered tend to employ it as a mass carrier. Quetzalcoatlus is primarily used by these masters of the skies to safely ferry vast quantities of supplies, creatures, and human cargo from one base to another without tiring.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Raptor Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Common name: Raptor Species: Utahraptor prime Time: Early Cretaceous Diet: Carnivore Temperament: Aggressive Wild Utahraptor prime is an incredibly aggressive subspecies of Utahraptor found on the Island. It tends to travel in small hunting packs, attacking smaller prey with its sharp teeth and enlarged foreclaws. One of the faster creatures on the island, Utahraptor often uses their pack numbers to their advantage by swarming around their prey before it can react. The large curved talon on the second toe of this sub-species seems particularly suited for dealing significant damage. Utahraptor prime usually kill its prey with numerous slashing and biting attacks in rapid sequence. Domesticated Despite its normally aggressive nature, Utahraptors have become one of the primary combat mounts for roaming bands of raiders, as well as scouts for larger collectives. Those who ride Utahraptor claim they are difficult to tame, but then fiercely loyal. As a carnivore, once tamed they require a steady stream of meat to sustain.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Woolly Rhino Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Common name: Woolly Rhino Species: Coelodonta utiliserro Time: Late Pliocene-Late Pleistocene Diet: Herbivore Temperament: Friendly Wild Coelodonta utiliserro is a friendly herbivore, common to the tundra and grassland regions of the Island. It is a large and dangerous creature, though it seems fairly trusting of the fauna around it. Once attacked, Coelodonta begins charging towards its foe. It builds up momentum as it charges, and depending on its ultimate impact speed, the results can be terrifying. With enough room to charge, it can even skewer the largest creatures in just one gore! Despite how powerful Coelodonta are, many tribes still hunt them extensively due to their unique resources. Its horns can ground into a highly arousing powder, and its thick fur can support many insulating outfits, making the Coelodonta in high demand. Even less-advanced tribes use packs to hunt them down, though at significant peril. Domesticated When not being hunted for its horns, Coelodonta makes an impressive beast of burden. Its ability to take on far larger opponents provided sufficient charging room, as well as its sizeable load capacity, make it a solid addition to any trader party or gathering expedition.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Sabertooth Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Common name: Sabertooth Species: Smilodon brutalis Time: Early Pleistocene/Holocene Diet: Carnivore Temperament: Aggressive Wild Smilodon brutalis is a solitary hunter, generally found in cold, lightly wooded areas. The Island's mountains are the perfect habitat, as the mammal's fur keeps it safe from the bitter temperature. While its huge fangs are excellent for delivering deathblows, the creature's claws can be just as deadly. Despite normally being a solitary creature, Smilodon brutalis are not opposed to hunting in small packs. In fact, they have to do this to take down larger prey such as Mammoths. Enough Sabertooths can take down a Carnotaurus, perhaps even a Tyrannosaurus. Either way, Smilodon brutalis should not be underestimated. Domesticated While not as fast as Raptors, there's no denying the Sabertooth's increased resilience and power. In addition, well-trained Sabertooth can be taught to use their claws to flay corpses. This may sound morbid, but it is among the best ways to quickly gather large quantities of hide from the giant beasts of the Island.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Sabertooth Salmon Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Common name: Sabertooth Salmon Species: Oncorhynchus grexlamia Time: Late Miocene-Mid Pleistocene Diet: Carnivore Temperament: Evasive; aggressive when attacked Wild Fairly unremarkable by the Island's standards, Oncorhynchus grexlamia is a generally passive fish. Its main form of protection is swimming in a large school. Oncorhynchus does not like conflict, and generally swims away from anything larger than itself at very high speeds. Once provoked, however, Oncorhynchus becomes quite aggressive, along with its nearby brethren. It locks onto its prey with its long "saberteeth" and begins draining that creature's blood. This loss of blood is not too dangerous alone, but when a school of Oncorhynchus attack at once, their target quickly loses speed and stamina from blood loss, drowning if it cannot breath underwater. Domesticated Like many of the smaller fish found on or around the Island, Oncorhynchus cannot be tamed, but it is often herded and harvested for its resources. In particular, certain cuts of Oncorhynchus meat are considered to have superb quality, and are often referred to as "Prime Fish" used for specific high-end concoctions and taming the Island's many piscivorous creatures.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Sarco Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Common name: Sarco Species: Sarcosuchus excubitor Time: Early Cretaceous Diet: Carnivore Temperament: Patient Wild Among the Island's swamp-based threats, Sarcosuchus excubitor is a lot like what you might expect from a giant crocodile: a patient killing machine. It spends much of its days lazily waiting in the water for prey to walk near. That said, it is not opposed to scurrying onto land and pressing the issue when hungry. A good tactic for escaping many predators is to jump into the water, as most are slow swimmers. This is a bad tactic for escaping a Sarcosuchus, obviously, as they are actually faster in the water than they are on land. Domesticated Despite being river-dwelling creatures, Sarcosuchus seem quite at ease in the oceans. More than a few fishing communities use them as mounts simply to help fight off Megalodons, or to gain better access to the resources found within the reefs.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Pulmonoscorpius Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Common name: Pulmonoscorpius Species: Pulmonoscorpius gigantus Time: Late Silurian Diet: Carnivore Temperament: Aggressive Wild I'm not sure why, but the giant scorpions I've seen on the Island are far more disturbing than most of the dinosaurs. Rather than simply kill its prey, Pulmonoscorpius gigantus injects its victims with a tranquilizing poison, then eats its unconscious prey alive. This subspecies has a large pair of pincers that seem connected to the same toxin sacs as the tail. I've never seen another scorpion that has this adaptation, but I've never seen another scorpion that's larger than I am, either. Domesticated Trying to tame a monster like Pulmonoscorpius gigantus sounds like a crazy idea, but I suppose the ability to knock out a foe could come in handy. It could certainly make incapacitating some of the Island's other creatures much easier.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Aranaeo Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Common name: Araneo Species: Araneomorphus Amalgotantibus Time: No equivalent, traits begin as far back as Mesozoic Era Diet: Carnivore Temperament: Aggressive Wild I don't know where to start with Araneomorphus Amalgotantibus. It has so many of the nightmare inducing traits of spiders from among many family and genus. It fires webbing like a bola spider, and it spits venom like a lynx spider. It has a poisonous bite like a myriad of spiders, and can see in the dark by sensing vibrations. To top it off, it's larger than an adult human! If that wasn't enough, I'm convinced that some of the caves on the Island have actually been dug by Araneomorphus, but this worries me; either it's a colony-spider (like ants), or there is a much larger Araneomorphus somewhere on the Island. Domesticated As long as it is kept far from arachnophobics, a domesticated Araneomorphus makes an excellent guardian creature for anyone who wants to avoid lethal tactics. Their strange web-spraying behavior is also certain to be quite helpful while hunting fast, fleeing prey.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Spino Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Common name: Spinosaur Species: Spinosaurus aquareliga Time: Early-Late Cretaceous Diet: Carnivore Temperament: Territorial Wild Among the few carnivores on the Island that can match Tyrannosaurs in size, Spinosaurus aquareliga does not match its ferocity. Spinosaurus' four legs and large sail make it fairly swift on land and incredibly fast in the water. Its marvel is, arguably, the ability to change stances by going from quadruped to biped. The creature is visually distinguished by its spectacular sail. In my travels I have seen many different and brightly coloured sails, as every Spinosaurus appears to have a slightly different palette. The one comforting fact about Spinosaurus is that it seems more at home near water than away from it. Although the creature is more powerful, faster, agile, and insatiable while in water, it tends to become less hostile as it gets farther from it. On one occasion, I only escaped a Spinosaurus by getting far enough from its lake home to make it simply lose interest. Domesticated Spinosaurus is an incredibly well-rounded apex carnivore. Faster than a Tyrannosaurus in water and able to travel on land unlike a Megalodon, its all-terrain versatility may be unrivaled. Although its movement speed is slower in a biped stance, it gains considerable attacking strength and mobility in this form. For hunters who wish to have a well-rounded mount, Spinosaurus may be the ideal choice -- if they can acquire one.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Stegosaurus Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Common name: Stegosaurus Species: Stegosaurus regium Time: Late Jurassic Diet: Herbivore Temperament: Docile Wild Stegosaurus regium has approximately 16 paired rows of plates along its back, flanked by another, smaller pair of 6 plates. This is contrary to the alternating rows of Stegosaurus fossils I've seen in museums. I've encountered Stegosaurus, in varying amounts, almost everywhere on the Island. Not surprisingly, Stegosaurus uses the spines on its tail to defend itself. While not aggressive, Stegosaurus will come to the aid of another nearby Stegosaurus. This implies it to be a herd animal. Domesticated Stegosaurus is commonly used as a safe way to transport large quantities of goods. The plates on its back double as a cover against the arrows of attackers. It is capable of knocking back enemies with its large swinging tail, keeping the predator at a distance long enough for the rest of the tribe to provide backup. Its spiked appendage also helps it gather wild berries in large quantities.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Tapejara Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Common name: Tapejara Species: Tapejara imperator Time: Cretaceous Diet: Carnivorous Temperament: Skittish Wild Tapejara imperator is a marvel to watch in the wild. It has astonishing agility compared to the Island's other flyers thanks in large part to the rudder-like fin that extends from its snout to the back of its skull. Initially, I'd thought the fin was simply composed of keratin, but closer inspection has led me to believe that it is actually some kind of sensory organ. Not only does it decrease Tapejara's turning radius even at high speeds, but it apparently provides Tapejara with extra information to help it fly through the air with unparalleled grace. I've even seen Tapejara hover and strafe side-to-side in the air without moving forward at all. It's quite remarkable. The creature also makes effective use of razor-sharp claws to latch onto surfaces such as the trunks of tall trees, holding its position indefinitely. Domesticated Warlike tribes appear to consider Tapejara the equivalent of a versatile rotor aircraft, capable of rapid positional changes and aggressive agility. When domesticated the Tapejara is typically outfitted with a unique triple-rider saddle, enabling two passengers to wield handheld weaponry while the pilot takes the reins. When the Tapejara is latched onto a surface, both the passengers and pilot are able to make full use of their weapons together! Evidently what this skittering creature lacks in distance-stamina, constitution, and weight carrying capacity, it makes up for in maneuverability and combat versatility.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Terror Bird Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Common name: Terror Bird Species: Phorusrhacidae rapidesultor Time: Late Paleocene Diet: Carnivore Temperament: Aggressive Wild Ranging from eight to twelve feet tall, Phorusrhacidae rapidesultor is a highly aggressive avian that is just barely capable of very brief "flight." Instead, it uses its wings primarily for balance during its high-speed sprints. Phorusrhacidae flight is actually closer to an impressive sustained leap or glide that is assisted and lengthened by flapping its wings. Phorusrhacidae shows interesting traits related to theropods such as Utahraptor, Carnotaurus, and Tyrannosaurus. It has many similar traits, such as general shape and predator patterns, but its attacks tend towards lightning fast dashes and beak slashes. Domesticated Phorusrhacidae is an effective combat mount, particularly for harassing and scouting. Riders of Phorusrhacidae gain most of the benefits of a fast, mobile ground-based theropod, while also gaining some of the freedom of movement from a flyer...assuming the rider can coax Phorusrhacidae into staying in the air over a long leap.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Titanosaur Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Common name: Titanosaur Species: Titanosaurus vagacastrum Time: Late Cretaceous Diet: Herbivore Temperament: Passive, unless approached Today I witnessed an unforgettable sight: the extremely rare Titanosaurus vagacastrum. Essentially a walking mountain, it is an absolutely enormous Sauropod which has developed armored plates of bone protrusions all over its body. Between these plates and its unparalleled size, Titanosaurus is extremely difficult to put down. In addition, Titanosaurus seems outright immune to any sort of narcotic effects. They often inadvertently crush nearby creatures underfoot with every step they take. While most Sauropods ignore non-hostile creatures, Titanosaurs take issue with creatures invading its personal space. This is probably because they aggressively feed off any and all plants they can find. Titanosaurus eats constantly, which certainly helps recover health quickly, even after fighting off numerous carnivores such as Giganotosaurus. Domesticated If ever a creature were too big, it would be Titanosaurus. You'll hardly see a Titanosaurus with just a saddle and a rider: its immense size can effectively carry a fortress, defensive emplacements, along with a small zoo. Although the Titanosaur can be domesticated, it's believed the process causes the creature to slowly starve to death from its subsequent refusal to eat.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Titanoboa Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Common name: Titanoboa Species: Titanoboa exornantur Time: Paleocene Diet: Carnivore Temperament: Aggressive Wild Typically found within the Island's caves, Titanoboa exornantur is an aggressive creature that prefers dark, rocky areas. This extremely large snake, while being a member of the Titanoboa family, does not constrict its prey as most boas do. I believe this adaptation comes from coexisting with giant insects. However, the Titanoboa's venomous bite is so potent that it is known to paralyze far larger creatures. Titanoboa has developed a strange coexistence with other creatures of the Island's caves. Being immune to knockout poisons, and being unable to pierce the thick chitin of the insects, the species have learned to coexist. They often hunt large prey together. Domesticated As they appear immune to knockout poisons, Titanoboa exornantur is basically impossible to render unconscious. Because this crucial step can't be done, I'm convinced that Titanoboa are not tameable.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Rex Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Common name: Rex Species: Tyrannosaurus dominum Time: Late Cretaceous Diet: Carnivore Temperament: Aggressive Wild One of the deadliest creatures on the Island, Tyrannosaurus dominum is a killing machine. Active mostly when hunting for food, this formidable predator can be spotted in forests or grasslands chasing down its prey and devouring them with its incredibly strong jaws. I've seen few creatures on the Island that can contest the Tyrannosaurus for dominance. It is pure power, from its bite, to its stomp, to its tail. Despite being a different sub-species of Tyrannosaurus, everyone I've met still refers to them as a "Rex" or a "T-Rex". I've long since stopped trying to convince anyone, especially the few who I've encountered wearing Tyrannosaurus teeth as necklaces. Domesticated Taming a Tyrannosaurus is without a doubt the goal for any warlord or warring tribe. Tyrannosaurus is a fierce battle companion. There is a reason Tyrannosaurus is considered the king of dinosaurs (or in this genus, the "lord"). Any tribe that manages to tame one has almost nothing to fear.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Triceratops Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Common name: Triceratops Species: Triceratops styrax Time: Late Cretaceous Diet: Herbivore Temperament: Short-Tempered Wild Apparently a crossbreed of a Triceratops and Styracosaurus, Triceratops styrax has both the characteristic three-horned face of Triceratops and the prominent horned-ridge of Styracosaurus. Normally a very docile grazing animal, Triceratops becomes aggressive once angered. Triceratops will chase down would-be predators (and egg-stealers) with incredible prejudice. I've seen Triceratops have an especially hostile reaction to the Tyrannosaurus, with herds attacking en masse. While not very fast, they are deadly in a group. Domesticated A common mount for those that ride dinosaurs, Triceratops doubles as pack animal and combat dinosaur. Triceratops' bony ridge works excellently as cover from frontal attack, and the dinosaur's charge is incredibly dangerous. It is also capable of harvesting a sizable amount of resources with its horns by shredding fruit from the leaves, making it a very useful work companion for smaller tribes.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Trilobite Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Trilobite Species: Trilobite conchadurus Time: Early Cambrian-Late Permian Diet: Carnivore Temperament: Defensive Wild Like most Trilobites, Trilobite conchadurus is an opportunistic carnivore that feeds on anything smaller than itself which it can get a hold of. A sluggish creature, the Trilobite's best defense is its incredibly hard shell. This seems to be a common adaptation for the slower creatures of the Island. Trilobite is not a very good source of food. The creature seems to be made mostly out of internal organs and its protective carapace. This is good for the trilobite, as both river and ocean predators are less likely to prey on it if there are better options around. Domesticated The Trilobite does not seem to have enough intelligence to be tamed. This doesn't mean it has no use among resourceful survivors, however. Found along beaches and in the ocean's shallows, Trilobites are easily one of the best sources of oil, pearl and chitin on the Island, presuming one doesn't wish to venture into the dangerous caves.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Carbonemys Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Common name: Carbonemys Species: Carbonemys obibimus Time: Danian Diet: Herbivore Temperament: Defensive Wild Carbonemys obibimus is one of the least aggressive creatures on the Island. Were it not for the plethora of predators on the Island, I'm quite certain that it would spend its days basking in the sun, eating, or sleeping. Carbonemys leads a simple, solitary life. Nevertheless, it seems to be one of the most peaceful animals I have yet encountered. With its slow walking speed, the only things that keep it safe are its surprisingly fast swim speed, and its incredibly thick shell, which can absorb tremendous damage. Domesticated Carbonemys' swift swim rate, fairly high strength, superior shell defenses, and lack of real threat makes it an ideal armored mount for many survivors who shy away from violence. It can carry its rider to the ocean's resources at fairly high speed, and is not particularly dangerous to tame.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Helena Note #1(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Entry 1 I've lost count of how many sunrises I've seen since I arrived on this island. Hundreds, I'd imagine, yet each one seems more beautiful than the last. Sometimes, I like to take Athena out just before dawn and watch it while flying through the morning sky. It's in these simple moments that I realize just how lucky I am. Not that I was unhappy exploring the reefs and rainforests back in Oz, but I wasn't ever going to spot a bronto stomping about the outback, was I? Since I got here, I've had the opportunity to study creatures that no other biologist has even witnessed. I'll always be grateful for that.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Helena Note #2(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Entry 2 I'd been holding out for a change in weather before studying the wildlife of this island's peculiar tundra region, but I think it's safe to say that it's not forthcoming. Clearly this planet has no axial tilt, and therefore no seasons. That ice and snow isn't melting anytime soon. Can't say I'm happy about it. The cold and I are not best mates, I can tell you that, but I'll just have to suck it up. The climate during the jurassic and cretaceous periods that many of this island's creatures hail from was fairly uniform, so an arctic region is quite the oddity. It'd be plain stubborn of me not to have a Captain Cook.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Helena Note #3(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: The tribe that calls themselves the Howling Wolves has really made this northern adventure a lot easier. Well, them and Athena. She's right at home here. I don't think I'll ever be able to repay Rockwell for just up and giving me an argentavis. He's said our conversations are payment enough, but I still feel guilty. I should remember to collect some floral samples for him while I'm here. Anyway, tagging along with the Wolves' has been a good introduction to the region, but I think I'm ready to make my own way. To make real scientific conclusions, I need to observe these animals undisturbed in their natural habitat for long periods of time.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Helena Note #4(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: What a day! There I am, putting the finishing touches on the mammoth dossier, when all of a sudden, a Tyrannosaurus starts attacking the herd. Strewth! A Tyrannosaurus, wading through the bloody snow! I asked the Howling Wolves at the nearest camp, and apparently, this is a common thing. They're not new to the region. It just doesn't make sense. How can a Tyrannosaurus survive in this climate? And how can the introduction of an apex predator not shift the entire ecosystem? I've got to look into this as soon as I can.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Rockwell Record #2(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Entry 2 The wondrous properties of the flora on this island will never cease to amaze me. If I'd told my colleagues in London that I could create a concoction capable of erasing someone's memories, I'd be laughed out of the room and never invited to tea again. Yet here it sits: my Mindwipe Tonic. As usual, I've had tribal leaders grovelling at the gates of Rockwell Manor just for the tiniest of samples, and for the recipe? Oh the bounties I've been offered! I'm not interested in their riches, though. I have their protection, supplies for my studies and all the time in the world. What more could I ask for?(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Rockwell Record #3(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Entry 3 These tribal negotiations give me a headache every time. The Blackthumbs are mad that the Painted Sharks sunk two of their barges, but the Painted Sharks say that the barges were too close to Southern Haven and they were perfectly within their rights to sink them, as per The Southern Isle Accords. Typically, neither side is willing to budge. What a bother. I'd just as soon mindwipe the lot of them and return to my studies. Alas, such is the fate of the island's most respected neutral entity. At least The Painted Sharks brought some fresh fish. Perhaps I'll side with them.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Rockwell Record #4(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Entry 4 Any chemist worth his salt knows the irreplaceable value of testing. Until a tonic has been rigorously tested, it is less useful than water. If only I could persuade this island's less intellectual inhabitants to see that! Tests on Mesopithecus serve well for early trials, but they are no replacement for genuine human subjects at later, safer stages. By subjects, I of course mean willing participants that are prepared to risk mild headaches and much less mild nausea for the sake of science. The Laughing Skulls offered rather less willing participants at one point, but I declined. With how difficult it is to find volunteers these days, I sometimes regret it.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Meiyin Note #3(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Entry 3 Defending my hometown during the uprising taught me more in months than I learned in all the years before it. Among those lessons ? men will always underestimate women in battle, and humans can be crueler than any animal. Both applied today. The footprints I found were not from one man, but three. Their eyes changed when they saw me, like wolves discovering a lamb. They were wrong. They were merely mutts. I was the wolf. Two died to arrows after ignoring my warnings. The last to my spear. I left their bodies out in the wild. I cannot stay here. The beaches are too open. To survive, I must brave the jungle.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Meiyin Note #4(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Entry 4 Today, I scored a great victory. As the sun set, I happened upon a small village on a bluff. Unfortunately, it was besieged by a man who rode a lizard like a horse and wielded a stick that spat fire. It would have been safer to retreat, but I could not ignore the bodies. This was a slaughter. Surprise can be a warrior's most powerful weapon, and I wielded it effectively. My first arrow found the lizard's throat, and many more pierced the man's back once he tumbled from the saddle. He never saw his vanquisher. In hindsight, I should have spared the beast. A mount would be welcome.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Nerva Note #2(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Entry 2 I am reminded of my first command in Dacia. Many men questioned my rank, wondering why they had to follow a Centurion so young. It took time to earn their trust, but it was necessary. I could not have even a single soldier questioning me in battle, lest our discipline fail. Without discipline, our century's formation would crumble, and the legion would be exposed. It is the same here. These ragged men and women will not become a unit overnight, but I am patient and more experienced than I was in Dacia. I may be far from the Rome, but I know this for certain ? this island will know its might. Gaius Marcellus Nerva Victoria per Disciplinam(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Nerva Note #3(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Training grew easier once my charges began to see the results. In fact, they've found such a wellspring of enthusiasm that their drills and chores alone cannot contain it. This morning, I found a flag flying above the armory. It was the symbol of the Imperial Legion, but with one of the island's flying lizards replacing the eagle and words in a foreign language replacing SPQR. I?m told they say "The New Legion." I admit, I smiled at the sight. Very well then. It's time to find out if I've created true Legionnaires. We march at dawn. Gaius Marcellus Nerva Victoria per Disciplinam(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Nerva Note #4(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: I knew I'd chosen a soft target to test my men, but I had expected a little more resistance. The tribe we assaulted was young, but supposedly they had seen some success as raiders. I cannot see how, given how swiftly they fell into disarray. Some even attempted to flee but they did not get far. After scouring their fortifications for supplies, we razed them to the ground and planted our flag among the ashes. Let every savage and tribal pretender know: the New Legion has arrived. Gaius Marcellus Nerva Victoria per Disciplinam(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Broodmother Hologram(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Megapithecus Hologram(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Dragon Hologram(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Deathworm Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Common name: Death Worm Species: Khorkoi arrakis Time: Unknown Diet: Carnivorous Temperament: Extremely territorial Wild The titanic Khorkoi arrakis is commonly called a "Death Worm" by the locals, though I'm not certain that it is actually a worm. It shares some similarities to some segmented worms, namely the aquatic Eunice aphroditois, but it's biology doesn't seem consistent with other members of the annelid phylum. However, the "death" part of its name could not be more spot on. Khorkoi is without question the apex predator of this desert. It will devour anything that dares to set foot in the Endless Dunes, regardless of size or ferocity. Khorkoi spends most of its time burrowed beneath the desert sands, exploding to the surface only to devour its prey in a single bite. The only chance of surviving a Khorkoi attack is if its initial lunge misses, as it's momentarily immobile afterwards. Theoretically, that could provide a brief opportunity to escape its territory. I wouldn't count on such luck, though. Domesticated Attempting to tame Khorkoi will almost certainly result in failure and a very painful death. Any survivors in this desert should avoid Khorkoi territory at all costs.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Mantis Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Common name: Mantis Species: Empusa discipulus Time: Holocene Diet: Carnivore Temperament: Aggressive Wild The existence of a creature such as Empusa discipulus is both fascinating and frightening. Not only is Empusa the only recorded insect to have developed an opposable digit, allowing it to grip objects and use tools, but it possesses a level of intelligence that is unrivalled among non-human species. I have even found clear patterns in the sounds Empusa makes when communicating with its own kind, as though it is actually using some kind of dialect. I would love to study these interactions in depth, but observing Empusa up close is extremely dangerous. Its size, intelligence and ability to pounce on its prey from a great distance mean that one could be quickly swarmed and killed upon detection. Caution is recommended. Domesticated Though a dangerous task, successfully taming Empusa can prove highly beneficial. Its unique claws allow it to wield melee weapons like spears or pikes in battle, and use tools while harvesting resources. This makes it deadly as a mount or footsoldier and highly efficient as a gatherer.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Jerboa Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Common names: Jerboa Species: Renopila amplexus Time: Unknown Diet: Herbivore Temperament: Cowardly Wild Scientifically speaking, Renopila amplexus is an adorable little fuzzball and I just want to hug it forever. Unfortunately, being harmless and lovable is inadequate as a defense mechanism in this wasteland, and that means Renopila is at the bottom of the food chain. It's an easy meal for predators and survivors alike, the latter of whom also value its hide. The locals refer to Renopila as a Jerboa, but while it does look similar in some ways, it is clearly unrelated. The fact that it does not hop is a dead giveaway. In fact, while Renopila generally fits into the clade Glires, it seems to share traits with both rodents and lagomorphs. Domesticated In addition to being the cutest little companion in the desert, hours of close study and/or cuddling have taught me that Renopila has an instinctive understanding of this land's weather patterns. When the weather is about to change, Renopila will suddenly start behaving differently, so taming Renopila does have practical uses that can justify its perch upon one's shoulder. Not that I need justification, but I'll take whatever excuse I can get.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Jugbug Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Common name: Jug Bug Species: Scutiphora puteus Time: Holocene Diet: Herbivore Temperament: Passive Wild Scutiphora puteus is a fast, flying insect that comes in two varieties, visually distinct only in the red or green markings on its exoskeleton. Biologically and behaviorally, they are practically the same. The only real difference between the two is the resource they gather in the expandable sacks on their backs. Scutiphora with green markings gather water, and Scutiphora with red markings gather oil. This unique ability makes Scutiphora a target for both the desert's natural predators and human survivors. Finding a green Scutiphora at the right time could prove to be life saving, and survivors can use the oil produced by red Scutiphora for a wide variety of purposes. Domesticated Like many of the insects on the Island, Scutiphora cannot be tamed. Beyond the resources obtained while hunting it, survivors will find no use for it.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Moth Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Common name: Desert Moth Species: Lymantria sporarmis Time: Holocene Diet: Herbivore Temperament: Evasive Wild Like its smaller relatives, Lymantria sporarmis survives by draining plants and vegetables of their nutrients. Given desolate nature of the region, that makes its options rather limited, but fortunately its relationship with the desert?s plants is symbiotic. In addition to pollinating them, the spores it releases help nourish the harsh desert plants. When attacked, the slow-moving Lymantria immediately takes to the air and flies almost straight up while releasing spores. While the spores are nutritious to most plants, they are highly poisonous to most other organisms. Domesticated Lymantria is occasionally used as a one man flying mount, but its ability to produce silk and spores is often considered more valuable due to its slow flight speed. Its silk can be weaved into heat-dispersing cloth, and its spores gathered for fertilizer or poison. Its saving grace as a mount is its ability to release spores mid flight, allowing it to act as a primitive bomber during sieges.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Rock Elemental Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Common name: Rock Elemental Species: Colossus petram Time: Unknown Diet: Minerals Temperament: Extremely territorial Wild Colossus petram is like no creature I have ever encountered. There is no biological or historical precedent for it. Its nearest relatives exist only in legend ? mythical statues that could come to life like the Golem of Prague. That makes it all the more dangerous. What survivor could possibly expect a seemingly benign rock formation to suddenly spring to life and attack them? Fortunately, Colossus petram's massive size makes it quite slow, so I would advise most survivors to flee immediately if encountering it in the wild. Colossus petram survives by slowly absorbing nearby minerals while in its dormant state, which consequently means that its body contains a wealth of metal ingots. If undisturbed, it can maintain this hibernation ad infinitum, but it will viciously attack anyone who encroaches upon its territory. A solitary creature, Colossus petram lives alone, and will not even protect its own kind. Domesticated If somehow tamed, Colossus petram could prove to be an invaluable asset, particularly in a siege. Only armor piercing rounds or explosives can harm it at all, and it will handily smash through stone structures.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Thorny Dragon Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Common name: Spiny Lizard Species: Moloch sagittarius Time: Holocene Diet: Carnivore Temperament: Aggressive Wild Though survivors have come to call these gargantuan reptiles Spiny Lizards, I believe that Moloch sagittarius' closest known relative is the Australian Thorny Devil (Moloch horridus). Besides the obvious gap in size, most of the differences between Moloch sagittarius and its smaller relative lie in its thorns. Instead of being permanent parts of its skin, Moloch sagittarius' thorns are more like spines or quills that can be removed and regrown. In fact, it is even capable of shooting these spines from its tail as a method of self defense, and examination of these projectiles has revealed that they are coated in a lethal poison. Domesticated Despite its dangerous spines, Moloch sagittarius has proven to be an excellent mount for indirect combat. Its ranged attacks can wreak havoc in a pitched battle, particularly if other creatures are taking the enemy's attention. Additionally, Moloch sagittarius is able to gather wood rather effectively, making it more than just an option for combat. Once saddled it can be used as a workbench, allowing for a mobile crafting station.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Wyvern Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Common name: Wyvern Species: Draconis vipera Time: Unknown Diet: Carnivore Temperament: Aggressive Wild Like its relative from the Island, the Draconis vipera that inhabit the aptly named Dragon Trenches are creatures straight out of European legend. Aside from size, the main difference between Draconis vipera and its larger cousin is that the former possesses only two legs, like an avian. Otherwise, it is quite similar, with armored scales, leathery wings and the ability to spew projectiles from a pair of glands inside its mouth. The nature of these projectiles is tied directly to the color of Draconis' scales. Some spit fire while others unleash poisonous acid or even bursts of bioelectricity. Domesticated I can imagine no flying mount more deadly than Draconis vipera. Its strength, toughness and ability rain death upon one's enemies makes it unmatched in combat. The few creatures that it cannot immediately overpower, it can outmaneuver. The ridges on its back form a natural saddle, to the point where many riders prefer to ride Draconis bareback. Curious indeed. However, Draconis vipera is too resilient to domesticate once it has become an adult. It must be raised from an egg if you wish to garner its loyalty.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Vulture Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Common name: Vulture Species: Torgos arcam Time: Early Pleistocene Diet: Carnivore Temperament: Docile Wild Torgos arcam appears to be a relative of Torgos tracheliotos and Torgos negevensis ? commonly called lappet-faced vultures ? which are native to the sands of the Sahara, Sahel, and Negev deserts. Like them, it is a carrion bird that feeds on the decaying corpses of other animals, and is only aggressive when defending its meal. As such, survivors should take note when they see groups of Torgos arcam circling above. It means that a wounded creature or a bloody battle may be somewhere below. Domesticated Despite its impressive wingspan, Torgos arcam is not suitable as a pack animal, and is surprisingly light. Some survivors have even been known to keep a tame Torgos arcam perched on their shoulder. Interestingly, Torgos arcam is capable of storing raw meat in a separate stomach where it will decay at a slower rate. Tribes could, in theory, utilize this feature to preserve meat for recipes.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Morellatops Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Common name: Morellatops Species: Morellatops dromedarius Time: Early Cretaceous Diet: Herbivore Temperament: Passive Wild Morellatops dromedarius seems to be to a relative of both the Morelladon and Ceratops genuses, which in itself is rather strange. On top of that, it has developed to ability to store water in its humps like a camel. This makes it a critical part of the desert's food chain, as it provides predators with both food and hydration. Domesticated When survivors discovered how to tap into the water in Morellatops' humps without harming it, the docile creature became the desert's essential pack animal. Not only can it carry a good amount of weight, but it can provide survivors with a large, mobile water source that can mean the difference between life and death on any given journey. Morellatops has limited options when it comes to self defense, so I would not recommend taking one into combat. However, so long as survivors don't forget to let Morellatops stop by a well every now and then, they will find the creature an invaluable companion.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Manticore Hologram(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Raia Tablet #1(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Entry 1 Even at this distance, the great obelisk is beautiful. It is like a pillar of Amun-Ra's light given solid form. I wish we could have made our camp right beside it, but the others thought that might draw unwanted attention. At least we are close enough to be in its shadow, and drink from the river that runs beneath it. I always face it when I pray to Hathor, and though I can feel the skepticism in my companions' gazes, my faith is unshaken. For it was my faith that guided us here, to this place rich with water and resources. All agree that it is the ideal location for a settlement. Wherever we are, the gods are watching over us. I know it.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Raia Tablet #2(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Construction has been going well. None of us are architects but we have been adjusting to our roles. Girisha's broad shoulders and booming laugh conceal a keen mind, and we started making better progress once I convinced him to stop hauling rocks and start drawing up plans. That let Amir focus on starting a garden, where he is more at home. I have focused on trying to keeping us organized and maintaining our spirits, myself. I wish I could do more. Sadly, while a priestess has many gifts, manual labor is not one of them. I often find myself winded before midday. I pray that the others do not find me burdensome.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Raia Tablet #3(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Back in Luxor, I always tried to stay out of politics. I never aspired to be Divine Adoratrice as some priestesses did. I found that such selfish ambitions often led to suffering ? both for oneself and for others. So when Girisha referred to me as our leader today, I found myself surprised. I had never asked for such a position, and the others had never bestowed it on me in any official manner. It just happened naturally. I am not sure what to make of it, but if this is Hathor's will, then I will try to guide these people as best as I can.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Raia Tablet #4(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Entry 4 Our settlement has grown so quickly during these hectic months. So many wandering souls have found their way here seeking shelter and companionship. I have done my best to welcome everyone I can. If treated with understanding, most become productive, loyal members of our community. But I am no fool. I know that hearts can have two natures. Hathor offers compassion while Sekhmet brings devastation. As we grow in size, we become a riper target for those with malice in their hearts. Girisha has tried to organize a militia, but I fear it inadequate. For now I must be wary, and pray that the gods send us a true warrior.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Dahkeya Note #1(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Old habits die hard. I suppose I'm living proof. I woke up stark naked who knows where with who knows what lodged in my arm, but just weeks later and I'm already back to robbing folks at gunpoint. This place may not be Texas or the Arizona Territory, but I'm the same John Dahkeya. I don't know why that makes me restless. I didn't mind this life before, but then I didn't exactly choose it. I just stumbled into it, or at least that's what I told myself. So much for that. Maybe this is just who I am.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Dahkeya Note #2(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Entry 2 Sometimes the pennies a man won't part with willingly are worth less than the words he'll share with any stranger. Some of my new partners don't see that. Blondie's particularly blind to it. He's always looking for an excuse to pull the trigger, and he's stubborn as hell. He even still gets mad we call him Blondie, as if any of us can pronounce that name of his. But if Blondie were calling the shots, that hunter wouldn't have told us about the group gathering to the southeast, and they'll have a lot more for the taking than animal hides.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Dahkeya Note #3(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: I can't believe how easy this was. There weren't many guards here to begin with, and the few they've got are more likely to shoot you a smile than a bullet. We just walked right in. The settlement is even bigger than we expected. It's impressive, protection aside. Everyone working together to build their own little paradise, not that it'll last. If you ask them, they'll credit their leader, a woman called Raia. The others have spread out to find where the supplies are stored, but I'm feeling curious. Maybe I'll go find this mystery woman. Might be interesting.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Dahkeya Note #4(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: I don't know what brought me to this desert. Back home among the Ndee, they would probably say it was the spirits of our ancestors. Other folks might say God. Whatever it was, after talking to that woman, I realize now that I've been wasting what it's given me. I have no history here. There are no posters showing off my sneering face, no posses hunting me. I can be any man I choose. So today, I'm making a choice ? the folks here don't deserve to be robbed. What they deserve is protection, and I'm the man to protect them. Hell, maybe they'll even call me Sheriff.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Helena Note #1(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Entry 1 I had to pick the desert. Why the hell did I pick the desert? Well, I suppose "pick" is a rather strong word for it. I'm still not entirely certain just how I got that console working, but it suddenly started cycling through holographic images of different space stations similar to the island one that I'd been living on. Of course, I just had to go and press another button while it was showing off one that contained miles and miles of bloody desert, and here I am. That's just typical of me, isn't it? Always leaping, never looking. Oh well, better make the best of it, and by that, I mean "better not die of heat exhaustion."(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Helena Note #2(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Entry 2 My hunting skills are seriously out of practice. Not that I was ever spectacular, but I feel like I'd graduated from smashing bugs with a rock at some point. At least I was thoroughly rewarded for my efforts. My hunch was spot on ? these big green bastards are carrying drinkable water on their backs, and thank goodness for that! I may have never known if I'd killed a red one first, since those carry oil instead. Far less useful when you're dying of thirst, let me tell you. I may be fighting the inevitable, though. I'm still on foot and still alone. Definitely miss Athena?(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Helena Note #3(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Entry 3 I'm on a roll. By sheer coincidence, I stumbled into another group of survivors today, and they didn't try to kill me or anything! If I didn't know how probability actually worked, I'd say that this recent string of good luck is the universe making up for sending me to the bloody desert in the first place. The caravaners were welcoming, and the creatures they ride are fascinating. They seem like dinosaurs, but they also appear to share some biology with camels. Bizarre! For all its oddities, the island never had anything like that. I'll have to study them...after a nap. All this desert survival's left me knackered.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Helena Note #4(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Entry 4 If I'd ended up on this station instead of that island, I'd have never imagined the ecosystem was natural. Not for two seconds. Take these morellatops: they're a cross between a ceratops, a morelladon and a camel, and the strangest part? There are places in its humps where you can stick a spigot and get clean drinking water. Tastes like piss, but not only is it safe, it doesn't even harm the morellatops. It's crackers! Definitely the result of genetic engineering, but I knew that, didn't I? It's time to get to the "why." Maybe studying the creatures here with my new perspective will yield some insight.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Rockwell Record #1(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Entry 1 Confound those confusing contraptions! Despite my best efforts, I could make neither heads nor tails of the consoles I found in that starlit sanctuary. If only I still had that jittery, bespectacled assistant of mine from all those years ago. What was his name? Gerald? Gerarde? The one that loved tinkering with the devices we'd salvage from the arms of the Island's less fortunate inhabitants. Good lad. The inscriptions he found on the inside of those little trinkets were where I first saw the word "ARK," as I recall. Shame about the incident with the Compsognathus. If I still had his services, perhaps I'd never be in this God forsaken desert. Ah well. Stiff upper lip, Rockwell! Make the best of it.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Rockwell Record #2(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Entry 2 Right then! Now that I have found a shady spot where I can enjoy a brief respite from this desert's dreadful heat, it's high time that I set some goals for this expedition. If I wander about aimlessly, then I'm sure to meet the same fate as poor Gerald. First, I shall find a local tribe, if for no other reason than to obtain a proper mount and supplies. Second, I simply must learn more about the strange metal that lined the walls of the sanctuary. Even with a cursory study, I could tell that it possesses wondrous properties. But where could I find more of it?(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Rockwell Record #3(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: I must say, nothing reminds a man of his own mortality quite like a desolate wasteland. As a strapping young lad, I could have survived alone in this desert for years! Why on one occasion, I fought off a bengal tiger with nought but an empty flask and my favorite pipe. With this makeshift spear, the beasts of this land would never have a prayer! Yet in my old age, I can feel this damnable sun sapping my strength with every minute I spend under its unforgiving gaze. Each day, I cover less ground than the day before. I must find civilization soon, no matter how primitive. Without the right tools and supplies, I fear that this expedition will be incredibly short lived.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Rockwell Record #4(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Entry 4 Eureka! At last, I have found signs of human life! This afternoon, I came across a fresh series of footprints, some from humans and some from what I assume are large beasts of burden. I cannot be sure who made them or how civilized they may be, but neither can I afford to be too particular in my choice of saviors. Whoever they are, I must track them down immediately. As soon as I gather my strength, I shall pursue my quarry with the utmost haste and vigor. The tale of the brilliant and impeccably groomed Sir Edmund Rockwell shall not end this day!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Rockwell Record #5(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Entry 5 Salvation, thy name is Prophet's Rest! After a proper meal and some time out of the sun, the makeshift fortress doesn't look half as grand as its name might imply. Yet when I first sighted its walls from across the dunes, it may as well have been El Dorado itself, so grateful was I to find it. Thus far, I have seen little of the inhabitants, but they seem a hospitable sort. I've been given food, shelter, and even a wet cloth to clean myself with. Quite generous of them, considering how scarce water is in these lands. Their clothing is a curiosity, however. Those robes seem more ceremonial than functional.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Rockwell Record #5(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Entry 5 Miss Walker's impromptu visits are always an unexpected pleasure. After that headache with the Sharks and Blackthumbs, a lively tea-time discussion about the abnormalities of the ARK's ecosystem was precisely what I needed. Thank goodness I've managed to find a intellectual colleague that shares my love for the sciences! It saddens me to think that Miss Walker's charming colonial accent would keep her out of the more prestigious institutions and societies back home. Another of the ARK's wonders ? it is a true meritocracy, unlike any in the modern world. If Miss Walker and I could find and cultivate more minds like ourselves, we could create a true scientific utopia.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Dahkeya Note #5(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Blondie didn't approve of my decision. I've never been very good at persuasion, so I let my pistol make my case. The others saw it my way after that. Convincing Raia was a lot less trouble. She knew the settlement's guards weren't exactly the cream of the crop, and that if I'd wanted trouble, I'd have already made it. When Raia talks, people listen. I can tell that much from watching her, but in a lawless place like this, words aren't enough. It didn't take long for us to come to terms. Well, I suppose I'd better inspect the troops. Maybe a few of them can shoot.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Raia Tablet #5(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Entry 5 It took longer than I had hoped, but the gods have heard my prayers. At least, I believe so. When I imagined what a true warrior might be like, I cannot say that I imagined Captain Dahkeya. He speaks tersely, has no sense of decorum and in general is rather prickly. He was nigh unapproachable for a whole day when we decided his position should be called "captain" instead of the nonsense word he proposed. Yet he has been getting results, or so I am told. When I find time, I ought to observe him in action myself.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Nerva Note #5(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: I am finally satisfied with our defenses against flying creatures. The solution was obvious once I stopped thinking of them as special. With any foe, the goal is to control their actions. So instead of trying to block flyers completely, we created apparent holes in our aerial defenses that entice attackers into kill zones. Our architect was grateful for the solution. He had been dreading trying to build a roof over the whole fortress. We have grown too large for that to be practical, and soon we will be larger still. Our first true war begins soon, and I suspect many Blackthumbs shall defect before its end. Gaius Marcellus Nerva Victoria per Disciplinam(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Helena Note #5(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Today, I caught a glimpse of what the caravaners call the "Endless Dunes" ? the desolate sea of sand that apparently surrounds the livable portion of the desert on all sides. Surely these dunes must end, but it's easy to see why one might believe otherwise. Not only do they stretch on to the horizon, which I now know must actually be some kind of holographic projection, but they're home to ? get this ? giant sand "worms" that will devour anything that sets foot in their domain. I laughed that off at first. Then I saw a creature the size of a train burst forth from the sand and devour a wild morellatops that had wandered into its territory. I suppose I'll just have to learn to walk without rhythm...(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Helena Note #5(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Well, I've combed through more carnivore droppings than I care to calculate, and I can't say they provided many answers. All the predators in this region have very similar diets. With so many different predators hunting the same prey, the populations of all these species shouldn't be sustainable. Yet I've found nothing to indicate that any population shift is actually happening. It's just bizarre! The longer I'm here, the more I realize that this region shouldn't exist. Its climate is out of sync with the rest of the island, many of the creatures here are millions of years ahead of the dinosaurs and the ecosystem is almost static! Something's off. I need to review my notes.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Meiyin Note #5(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Entry 5 The surviving villagers let me claim the lizard rider's armor and weapons, and gave me shelter for the night. To my surprise, I understood them. Their mouths moved strangely, but in my ears I heard the language of my home. They say it is the work of the metal object in my wrist. I do not understand, but they had no reason to lie. That night, I dreamt of the uprising, but this time I was Lieutenant Guan, lifting the siege on my village in a single, gallant charge. Yet when I woke, I was just Mei-Yin, and the villagers were gone. I am a stranger to them, but my heart feels heavier for their loss. I must carry on alone.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Meiyin Note #6(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Entry 6 The villagers had made taming beasts sound simple, but my first attempt was nearly my last. My prey was the same kind of two legged lizard as the raider's steed, what the villagers called a "raptor," but this one was strong. Even as my toxin laced arrows knocked him out, he was able to make one final lunge for my arm. He nearly took it. Carefully, I fed him scraps of meat as he rested, and when he finally woke, I kept my weapon trained on him. Only when I was sure that he was docile did I notice his appearance ? all black, save his white shins and feet. Right then, I named him Wuzhui, and while I do not believe in fate, I felt that this beast would carry me home.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Meiyin Note #7(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: The raptors are improving. They know to follow Wuzhui, and Wuzhui knows to listen to me. Beasts without riders cannot maintain a formation, but they at least run close together. In time, they have even learned how to attack and retreat at my signal during our hunts on the plains. Together, Wuzhui and his five brothers are like a light cavalry unit, and I am their commander. Unfortunately, they are all I really have. I am not much of a craftsman, and have few possessions. Not everyone here is like me, though. There may be some who can craft but but cannot fight. Perhaps we could trade.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Helena Note #6(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Helena, you're a dipstick. Going through my notes, I've realized that there are more predators than prey across this entire island by almost double. That's the opposite of how any ecosystem is supposed to work. I can't believe it took a Tyrannosaurus frolicking through the snow for me to see this. It's plain as day! What to make of it? Add in the human factor, and it's impossible for this island to continue as it is by natural means. So what, is this island's wildlife being monitored and curated somehow? I should speak with Rockwell. Maybe he's come to a similar conclusion.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Helena Note #7(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Entry 7 I never thought this island was normal, exactly. I mean, there are giant obelisks floating in the sky, for Pete's sake. Not to mention that cave I found, which hid a platform similar to those found at the base of said obelisks. Well, similar except for those oddly shaped holes that were carved into its podium. I guess I just didn't care about all that. So long as I had my beautiful, unique and untainted ecosystem to study, I was happy. But now? No, I shouldn't write it off just yet. Not before I arrive at Rockwell's. There's still a chance that my data is off or that I missed something obvious. I won't give up on my paradise just yet.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Helena Note #6(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Entry 6 As absurd as the Death Worms are, I see their purpose. They are a natural barrier. If this whole place is a space station posing as a real ecosystem, then it needs to keep the wildlife and humans inside it contained in a way that appears natural. The island accomplished that by simply being an island, and the desert does it via the Death Worms. Granted, a large population of predators with ludicrous kilocalorie needs would never last long in a place devoid of prey, but as this is an artificial environment, the station can feed or replace the Death Worms as needed. It's a little convoluted, but it makes sense.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Helena Note #7(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Time to go over the facts. Like the island, this desert is a space station posing as a natural environment. It is inhabited by a large population of dangerous, genetically engineered creatures, and a small population of humans that are struggling to survive. This whole environment is then deliberately contained by a combination of a holographic horizon and natural barriers. Assuming the other space stations are at all similar, then this whole thing is starting to look like some kind of bizarre experiment on a grand scale. Yes, each station would represent an experimental group, and... I'll have to continue this later. One of the caravan's scouts just returned in a panic. Something about rocks being alive, which is of course ridic(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Nerva Note #6(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Entry 6 It did not take long for me to grow accustomed to the weapons of this world ? many of which are called "guns" according to one of my lieutenants. They are far more accurate and deadly than any bow, but like any weapon, they are only as effective as their wielder. In the hands of the Blackthumbs, they are of no concern. In battle, we have been able to bait the Blackthumbs into attacking a wave of durable but disposable beasts before descending upon them with our main force. Our attacks are concentrated while theirs are scattered. That makes all the difference. Gaius Marcellus Nerva Victoria per Disciplinam(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Nerva Note #7(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: The Blackthumbs are destroyed. Their leader was defiant, but his tribesmen did not wish to fight the inevitable. They offered us his head last evening. I suspect surrenders will be more frequent now. The Blackthumbs were the first, but they shall not be the last. Yes, I see it clearly. This is destiny. The gods have brought me here to bring order, to save these people from their own savagery. Janus pulled me across a bridge of time and space, Mars lent me his strength and now I shall create my own empire in their name. Gaius Marcellus Nerva Victoria per Disciplinam(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Raia Tablet #6(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: I am still not accustomed to the loud, fiery weapons that our new Captain is training his men to use. Their power is so destructive that it seems almost too much for any mortal man to possess. Yet Captain Dahkeya strolls up and down his line of trainees like they are wielding wooden swords, and twirls his own weapon almost absentmindedly. It is somewhat unnerving, to find someone so calm around such potent instruments of death, but I suppose that is why he has had such success in securing our borders. I can only hope that we need but one Captain Dahkeya, and that I never have to use those weapons myself.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Raia Tablet #7(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: It has been such a blessing to be able to spread Hathor's joy and love to so many people. At first, my daily prayers garnered but a few curious observers. Yet soon, observations turned to questions, and questions turned to participation. Now there are so many of us that we have even begun to construct a shrine. I truly wish that I could teach these eager new students all day long, but my duty to the village must come first. Perhaps when our future here is finally secured I shall be able to live the life of a priestess again, but for now I have too many people counting on me. I cannot abandon them.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Dahkeya Note #6(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Now I know how the old man felt while he was teaching me how to hunt. We stopped seeing eye to eye even before I left the tribe, but I'll always thank him for the time he spent telling me the same damn things over and over again. Must have drove him wild inside, but he never showed it. Hasn't been easy to imitate that patience. Half of this sorry bunch is green as grass, and the half that isn't would rather hold a spear than a gun. At least they're improving, even if it's at the speed of molasses. Her highness stops by on occasion, but thankfully it's just for a gander. This'd be even harder with (/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Dahkeya Note #7(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: My patchwork posse had their first real test today. Some of our gatherers ran into those big lizards a few miles west of the village, and one of them managed to come call for help. Luckily the others had tucked themselves away in an outcropping and we got everyone back safe and sound. Well, except for the Frenchman. He forgot that when you shoot at those big bastards, they'll shoot right back. Took them hours to get those barbs out of his arm. When we got back, I think I heard the words "thank you" more than any other day in my life. I didn't really know what to say in return.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Rockwell Record #6(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: This expedition to Whitesky Peak has been just splendid, top to bottom. The weather's been marvelous, I've found excellent floral samples and the local hunters had more Woolly Rhino horns than you could shake a stick at. I even managed to find volunteers for my latest experiment! It turns out that it was simply a matter of linguistics: those who are wary of experimental potions are much more receptive to experimental food. Once my Endothermic Paste was rechristened Fria Curry, people were clamoring to test it. It has moderate nutritional value, so it's not technically a deception. It's just favorable language in the name of progress, that's all. Perfectly moral.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Rockwell Record #7(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Sadly, my Fria Curry trials cannot begin immediately, as the volunteers have a much more difficult journey to Rockwell Manor than I. After all, I couldn't very well carry every one of them on Archimedes. Yes, the Argentavis could clutch one in his talons, but I've always found the practice to be barbaric. The rest of the ARK may be embroiled in feudal savagery, but a gentleman always maintains his class and dignity! At any rate, I must have my assistants renovate the guest compound. Naturally I would never let strangers into the manor proper, but there's no reason their stay should not reflect my civilized standards.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Rockwell Record #6(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Now I know how the old man felt while he was teaching me how to hunt. We stopped seeing eye to eye even before I left the tribe, but I'll always thank him for the time he spent telling me the same damn things over and over again. Must have drove him wild inside, but he never showed it. Hasn't been easy to imitate that patience. Half of this sorry bunch is green as grass, and the half that isn't would rather hold a spear than a gun. At least they're improving, even if it's at the speed of molasses. Her highness stops by on occasion, but thankfully it's just for a gander. This'd be even harder with distractions.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Rockwell Record #7(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: I have discovered why Prophet's Rest is so generous with their water. The well at the edge of the compound is built directly on top of what the locals call a "water vein" ? an endless supply water that bubbles up from beneath the earth. Its existence is a minor miracle, though compared to what I saw in the starlit sanctuary, minor is the operative word. I suppose this ARK must be floating among the stars just as the Island was. What an extraordinary thought! I cannot fathom how such a thing is possible, but that remarkable metal must be at the heart of it. I am certain.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Achatina Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Common name: Achatina Species: Achatina limusegnis Time: Holocene Diet: Herbivore Temperament: Passive Wild Found mostly in marshes and jungles, Achatina limusegnis is a very slow, very non-threatening land mollusk. It might be the simplest creature on the Island to hunt, and while it only provides a small amount of meat and chitin, an easy meal is always of value on the Island. Unlike nearly every other creature on the Island, Achatina does not defecate normally. Instead, it secretes a thick, sticky substance. Achatina leaves trails of this slime, but the trails are so thin that they crumble to dust quickly. Domesticated There is a very disgusting, but useful fact about Achatina that causes tribes to seek to tame them: its secretions are chemically similar to the "Cementing Paste" and "Organic Polymer" used by many tribes for building materials. Tamed Achatina naturally accumulates this slime over time, which can then be collected at the tribe's convenience. Legend has it that Achatina can be tamed with a special "cake" made from harvested crops & resources.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Moschops Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Common name: Moschops Species: Moschops cibumutante Time: Mid Permian Diet: Omnivore Temperament: Cowardly Wild Moschops Cibumutante in the wild is a lazy, cowardly creature that typically lives in the Island's forests, primarily making its home among the great redwoods of the western regions. It survives by being extremely flexible in its eating habits and completely averse to fighting. It never starves, since it can eat just about anything. It runs at the slightest provocation but is still often preyed upon. Domesticated What makes Moschops particularly interesting is what it can be trained to do with its eating habits. With a versatile palate and tough teeth, Moschops can be tamed for a unique ability: over time it can be accurately taught exactly which things to gnaw, increasing the likelihood of harvesting the specific resource its master desires. For example, teach it to prioritize chewing Prime Meat, and Prime Meat will be easier to harvest from the flesh it consumes. Likewise for rare plants materials, and so forth! Just don't expect Moschops to protect you, though! Even after taming, it will quickly flee when enemies are nearby. Regardless of being fed well, increasing its strength, or how much affection, you shower on it, Moschops retains its inherent cowardly nature! Its lack of combat might deter the use of this companion but the ability to ride Moschops while making use of its diverse harvesting is a rare treat.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Pachyrhinosaurus Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Common name: Pachyrhinosaurus Species: Pachyrhinosaurus mitisaura Time: Late Cretaceous Diet: Herbivore Temperament: Evasive Wild Pachyrhinosaurus Mitisaura is a medium-sized herbivore, found almost everywhere but the Island's mountains. It is generally calm and ignores all other nearby creatures unless it is attacked. Pachyrhinosaurus possesses a particularly unique survival skill. When threatened, its massive nasal-boss releases a chemical into the air that calms other nearby creatures, making them less likely to attack it. Affected creatures are sometimes hungry enough to ignore the effect, and humans seem immune to it. Conversely, it can seemingly invert this phenomenon at will and coerce creatures into attacking it! Domesticated Pachyrhinosaurus is an excellent starting mount for anyone new to taming. It is fairly easy to train, can carry enough to be a simple pack-animal, and is not as deadly as some of the larger herbivores. Additionally, Pachyrhinosaurus can release its unique chemical on command to protect itself and its rider from nearby predators, or draw attention if desired, making it a potential life saver in a pinch.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Meiyin Note #8(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: The defense went spectacularly. Like many tribes, The Red Hawks relied entirely on brute force. They thought only of charging in with their beasts and their guns, with no regard for their surroundings. They never expected a sortie, much less one that came from their exposed flank. Our victory was so complete that my benefactors not only rewarded me with the weapons and supplies they promised, but extra pack animals to carry them. With each battle, my skills improve and my ranks swell, if only with beasts. I don't mind that. The people that I care about are back home. Until I return, Wuzhui is enough company.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Helena Note #8(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: I really need to visit Rockwell more often. It's so energizing to be around someone of his experience that still has so much excitement for his work, and talking to him always helps me gain perspective. As for the Island's ecological abnormalities, Rockwell reassured me that I was jumping to conclusions. He made a great point ? just because this place doesn't follow the scientific laws we're used to, doesn't mean it follows no scientific laws at all. After all, science is about discovery, and new discoveries can invalidate old principles. So before I latch onto my theory, I need to gather more empirical evidence. Otherwise, I'm no scientist.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Nerva Note #8(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: I have allowed the Legion to take a reprieve from war, at least for now. We need time to gather our strength and plan our road to conquest before we march again. Augustus did not unite the Empire by rushing into battle, after all. Such things take time, and more importantly, information. As I write, my scouts are mapping out the surrounding lands and observing any tribes that may oppose us. I have no doubt they are not all like the Blackthumbs. One could very well prove to by my Marc Antony, and when I find him, I will be prepared. Gaius Marcellus Nerva Victoria per Disciplinam(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Rockwell Record #8(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Having readily available subjects has helped my experiments tremendously, even if their numbers dwindled over time. Not only was I able to curb the side effects of my Fria Curry's endothermic properties, but I managed to bring out an additional benefit of the mixture. Now it also lowers the subject's metabolism, letting them go longer without needing food. Marvelous! I hadn't even considered that as a possibility. Why, with all I've learned from these experiments, I imagine that I could reverse the effects of the Curry and create a concoction to aid survival in extreme heat as well! I must find more volunteers posthaste.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Helena Note #8(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: I really need to visit Rockwell more often. It's so energizing to be around someone of his experience that still has so much excitement for his work, and talking to him always helps me gain perspective. As for the Island's ecological abnormalities, Rockwell reassured me that I was jumping to conclusions. He made a great point ? just because this place doesn't follow the scientific laws we're used to, doesn't mean it follows no scientific laws at all. After all, science is about discovery, and new discoveries can invalidate old principles. So before I latch onto my theory, I need to gather more empirical evidence. Otherwise, I'm no scientist.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Raia Tablet #8(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Names are a curious thing. We assign them great weight, yet they do not change the substance of the person, place or thing they belong to. I suppose that line of thinking is why I never dwelled on the name of our humble village, yet now that it has grown to become somewhat less humble, our home can go nameless no longer. People must call it something. To that end, Nosti is as good a name as any. I am told that it means "to know" in some old, important language, and whatever our citizens intended that to symbolize when they chose it, I know this: while we are here, we are under the protection of the gods.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Dahkeya Note #8(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: The townsfolk may be grateful for my protection, but that doesn't mean they like me. I don't mind. If they're looking for social graces, they ought to find her highness. Raia hates that nickname. She thinks I'm calling her stuck up, and I suppose I am. Just a little. Can't imagine the woman's hands ever saw a callus before she got here. That's not the whole of it, though. Take this business with that tower. She's got folks from all sorts of places praying to the damn thing, and she never really asked them to. They just want to follow her lead. It's like she's wearing an invisible crown. Can't decide whether that's comforting or concerning.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Rockwell Record #8(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Most of my work work as the monastery's doctor has been trivial. Every now and then one of the guards gets injured by the local wildlife, but I usually find myself treating heat stroke and common illnesses. As such, I have had plenty of time to learn all the priests know about the obelisks. All told, they are stunningly ill informed about the literal pillars of their faith. They are unaware that the obelisks are actually devices that can be activated, and needless to say they have never activated one themselves. They showed a flicker of understanding when I described the artifacts I found on the Island, however. I shall have to keep digging.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Meiyin Note #9(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: I was told this escort mission would be dangerous, but I had not expected to fight a legitimate army. Fortunately, I was riding ahead of the main column and spotted them first. After signalling for the convoy to change course, I harassed the enemy from their flanks to draw their attention, then retreated in a different direction. Even that cost me. Many of Wuzhui's brothers were injured and some were killed. Previously, my enemies here fought wildly or scattered when attacked, but these men had discipline. The leader of the convoy was very grateful. Apparently, few survive an encounter with this "New Legion." I should be wary of them in the future.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Helena Note #9(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: On Rockwell's recommendation, I've headed south to start an in depth study of the Island's marine life with the help of a tribe called the Painted Sharks. Because the ecosystem of the ocean that surrounds the Island is separate from the ecosystem on the mainland, correlating patterns between them might help me isolate and understand this island's scientific abnormalities. Also, after freezing my ass off for so long, I could really use an extended stay on a tropical island. Marine biology was never my strongest field, but I do love the ocean. If nothing else, it should be beautiful there.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Nerva Note #9(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: While a prudent general must take his time to plan, I realize that comfort breeds complacence. So as my scouts range across the beaches and jungles, I have made sure to lead our main force out on regular raids. Our targets have been weak ? mostly small villages or unsuspecting convoys ? but they resist enough to keep my men's instincts sharp. Letting them keep the meager spoils of these exercises has helped morale as well. Our actions have not gone unnoticed, however. My scouts say many tribes are avoiding our territory altogether now. Good. A fearsome reputation will serve the Legion well. Gaius Marcellus Nerva Victoria per Disciplinam(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Rockwell Record #9(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: I decided to seek out volunteers for my next experiment among the island's larger tribes. I thought that surely they would be willing to help after I patiently moderated so many of their frivolous disputes. How idealistic of me! Instead, they have yet another favor to ask. Apparently, there's a new tribe that's behaving rather aggressively, and no one can successfully negotiate with its leader. So naturally, they have turned to me. It's rather bothersome, but I can?t fault their logic. If Sir Edmund Rockwell cannot reason with this Nerva fellow, than who can?(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Helena Note #9(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: I remember now ? the dragon had a rider. Rather, the wyvern did. Two legs means it's a wyvern. Strewth, listen to me, fighting to survive and still finding time for semantics. The rider was covered up too well to get a good look at them. Could it have been Mei Yin? No, that's stupid. I don't know if she's even alive, much less in this desert with me. It would be just like her though, to have tamed the meanest thing here so quickly. It's nice to pretend that a friend might be looking out for me, at least. We were sort of mates, right? Sort of. I could really use one right now. A friend, I mean.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Raia Tablet #9(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Lost souls from all across the desert continue to prostrate themselves before Nosti's gates. I adamantly refuse to turn away anyone that does not mean us any harm, but I realize that has left us with many mouths to feed. As a result, Nosti's fields are its most valuable asset. Fortunately, Girisha's designs and my organization of labor and resources have once again proven effective. Not only did we implement an efficient irrigation system, but we have encased our crops in a large, protective structure made of a clear, shiny substance called "glass." Every morning, it sparkles with Amun-Ra's light like a great gem, a beautiful reminder of what we can accomplish when we are united in purpose.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Dahkeya Note #9(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: My band of misfit lawmen may finally be coming together. It's been a whole week since someone shot themselves in the leg or pissed their britches over a raptor. Maybe I'll finally be able to get some decent shuteye. Probably too much to hope for. Every day, Nosti grows a little bigger and I have a few more problems to solve. Those giant bugs from the other day, for example. Found two of them playing around with a pickaxe a few miles north of the river. I've never heard of any animals using tools, not outside of the legends the elders used to tell about Big Owl and Coyote. Doesn't seem natural.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Rockwell Record #9(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: EXPLORERNOTE_RockwellRecord#9(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Cnidaria Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Common name: Cnidaria Species: Cnidaria omnimorph Time: Cambrian-Holocene Diet: Herbivore Temperament: Passive, but aggressive at close range Wild Cnidaria omnimorph is another example of a creature which should not exist. It has traits that seem derived from many types of jellyfish. It possesses the size and shape of large egg-yolk jellies, the powerful sting of certain box jellies, and the bioluminescence of deep-sea jellies. This all combines to make a dangerous creature that lights up the deepest reaches of the ocean. Cnidaria is not generally aggressive, because it lacks normal perceptive senses. It generally just floats along on the current until something gets close enough to sense, at which point it attacks. While its attacks are not directly powerful, its sting injects an incredibly strong and fast-acting sedative. Domesticated As Cnidaria is barely more intelligent than a plant, there's no effective method to tame one. Most tribes kill Cnidaria on sight, then collect its reserve of powerful sedative, to use in technically advanced long-distance tranquilizers.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Troodon Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Common name: Troodon Species: Troodon magnanimus Time: Late Cretaceous Diet: Herbivore Temperament: Aggressive during night, cautious during day Wild Quite possibly the most intelligent non-human creature on the Island, Troodon magnanimus is an incredibly fast learner. It understands meaningful experiences much faster than other creatures (including humans), and its social nature means it also teaches its packmates, making them smarter too! If Troodon's cleverness didn't make it formidable, then its tactics and biology would. It specifically pack-hunts at night when we are most vulnerable, and sees humans as its primary prey. This audacity is made especially dangerous due to its serrated fangs' poison, which drains stamina from any creature, but outright paralyses humans. Thankfully, Troodon is fairly small. Were it larger, it might well have become the dominant creature of its ecosystem. Domesticated I thought Troodon simply could not be tamed, until I finally saw a lone survivor with one. She told me that she let "Troody" hunt a few of her tribe's smaller creatures for sport, and it eventually started following her everywhere. It seems that while Troodon is too intelligent to fall for the rote conditioning of "tranq-and-feed," it can instead gradually gain loyalty from a social approach that provides it with the opportunity to hunt. Ever since, I have wondered at the benefits which a pack of ultra-smart, bred-for-battle Troodon may bring to a tribe brave enough to earn the favor of these clever carnivores.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Tusoteuthis Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Common name: Tusoteuthis Species: Tusoteuthis vampyrus Time: Cretaceous Diet: Carnivore Temperament: Aggressive Wild Tusoteuthis vampyrus is a very aggressive water predator. Approximately 30 feet long, Tusoteuthis is a terror of the deep. Once it grabs its prey, it slowly crushes it into submission while using the talons on its tentacles to siphon and drink the victim's blood! Tusoteuthis is a terrifying opponent for several reasons. Firstly, its grab slowly renders its victim unconscious, so death isn't the only concern. Secondly, its vampiric blood drain instantly revitalizes it, even during combat. Finally, if Tusoteuthis is losing the fight, it sprays a cloud of ink into the surrounding water, blinding its attackers to cover a sneaky escape. Domesticated One of the major benefits of taming Tusoteuthis is harvesting its ink. Unlike normal ink, Tusoteuthis' ink is very oily, and can even be refined into fuels such as gasoline. Between that and Tusoteuthis' distinctive capability to grab & carry large creatures underwater, it makes for an excellent aquatic tame, despite its slower speed.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Pegomastax Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Common name: Pegomastax Species: Pegomastax fructarator Time: Early Jurassic Diet: Herbivore Temperament: Defensive Wild Among the bottom of the Island's dinosaur food chain is a small herbivore called Pegomastax fructarator. It is content to spend all day alone, gorging itself on far more food than you might reasonably expect for a creature of its tiny stature. Its beak appears perfectly evolved for collecting food from plants while avoiding indigestible fibrous strands. Pegomastax is likely to spend its time greedily foraging; this behavior can turn it into a very aggressive (though rather unthreatening) opponent, shrieking and whooping far above its actual threat level. It has been known to steal belongings from humans on the Island, regardless of whether they're alone or not. You would expect a creature this small and weak to live in flocks, but Pegomastax seems to be rather solitary in nature. While not pretty, and far too small to ride, tribes often keep Pegomastax around for two reasons. Firstly, they are an excellent farming aid, its skill at scavenging means that it collects an extraordinary quantity of seeds and berries, while also handily gathering rare flowers, mushrooms and other ingredients necessary to cook up special concoctions. The other reason being that tamed Pegomastax can be utilized by tribes to steal items from others. Their nimble feet and quick fingers allow them to get away with loot unscathed and potentially undetected!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Therizinosaur Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Common name: Therizinosaur Species: Therizinosaurus multiensis Time: Late Cretaceous Diet: Herbivore Temperament: Aggressive Wild I'm not entirely sure how Therizinosaurus multiensis stays populated on the Island. It is surprisingly slow for its size, and is a solitary predator (so no pack to back it up). I suppose the fact that its sheer power rivals Tyrannosaurus is the only thing that allows this very aggressive medium-sized predator to thrive. The claws of Therizinosaurus are some of the most versatile biological tools I've encountered, as adept at removing trees and foliage from Therizinosaurus' path as they are at piercing the thick shells and hide of the Island's most defensive creatures if backed into a fight. Domesticated A tamed Therizinosaurus is one of the most versatile mounts a survivor can have. It can be trained to use its claws brutally or delicately, allowing the rider to primarily harvest with enhanced efficiency the specific kinds of resources that he or she needs. And in combat, these same claws can pierce straight through the toughest armor. This flexibility more than makes up for its inability to carry the large loads of the Island's many herbivorous beasts of burden.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Meiyin Note #10(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Am I a mercenary now? I had not given it much thought until I was actually called one. I don't like the title. Mercenaries fight for riches, but I?m just fighting for what I need to survive. That?s different, isn't it? When I fought back home, I knew who and what I was fighting for. I knew who my enemies were. Here I cannot tell. I am trying to be honorable by defending people and not attacking them, but how can I be certain? I cannot dwell on it. To survive, I must fight on. To return home, I must fight on.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Helena Note #10(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: The Painted Sharks have treated me like I'm the bloody queen since I showed them Rockwell's letter of recommendation. I don't think I've eaten better in my entire time on the Island! Not that it's a high bar, I'm a horrible cook. Oh, and they've been of tremendous help with my research, of course. So far, my estimates of the predator-prey balance are consistent with the ecosystems on the mainland. The water is simply teeming with shoals of megalodons, and they are extremely aggressive. Perhaps that's a side effect of having limited prey? Sharks aren't known as territorial creatures. I'll have to study them further.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Nerva Note #10(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Who could have imagined that a simple convoy would give the New Legion its first taste of adversity? Before today, the idea would seem absurd. They must have seen our approach, because just as we spotted our prey, we found our left flank beset upon by a pack of beasts. Though the creatures were smaller in size and number, they struck fast, they struck together and they never lingered. By the time we chased them off for good, the convoy was long gone. Impossibly, I spotted but a single rider throughout it all. Who is she? If Mars has blessed me, does Minerva harry me? No, I was simply unprepared. I will not be again. Gaius Marcellus Nerva Victoria per Disciplinam(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Rockwell Record #10(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Well, I found the reports on Mister Nerva to be rather exaggerated, and as an Englishman, one might imagine that I'd view Roman leadership with some disdain. Yet, in my experience, I found Mister Nerva to be civil, honest and intellectually engaging. In fact, after a lengthy conversation, I daresay that Mister Nerva has the right of it when it comes to this island's politics. As the Romans created Pax Romana, perhaps this New Legion will create Pax Arcam. Even if it doesn't, I doubt it will harm my research, so I see no reason to interfere in this particular squabble.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Helena Note #10(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Well, I found a new best mate. The little fuzzball isn't exactly what I meant, but I'll take her. I've dubbed her species Renopila amplexus. They're small, cuddly little herbivores, and as far as I can tell, taming one has no practical use. I just couldn't let the her starve to death, though. I guess all this rubbish with golems and wyverns has quelched what was left of my scientific instinct to leave nature to nature. At least we provide each other with a little warmth at night, and her antics have helped to keep my spirits up. I suppose I'll need to give her a name.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Raia Tablet #10(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Despite our best efforts and the blessing of the gods, tragedy is unavoidable in these strange lands. Yesterday, it struck Nosti once more in the form of a mantis attack, and while I could not undo what had been done, I hope that I was able to bring some small comfort to those who knew the victims best. Though we lack the resources to properly inter the dead in tombs, we still held a ceremony in their memory, and I made time to speak privately with anyone who wished to. Between that and my usual duties, I am physically and emotionally exhausted, but when my people are suffering, I cannot afford to rest.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Dahkeya Note #10(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Something damaged a water pipe outside of town yesterday, and when a crew went to repair it, they were attacked by a whole mess of mantises. My boys and I drove them off, but we were too late to save the engineers. I know it sounds crazy, but I think those mantises cut through that pipe on purpose to draw us out. If I'm right, then I'm more concerned about them than anything. In the stories about Big Owl and Coyote, Big Owl was the huge, scary one, but Coyote was more dangerous because he was clever. He'd trick man and monster alike, and everyone feared him. I never believed those stories, but I sure remembered the lesson.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Rockwell Record #10(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: It took time, but I finally pilfered enough supplies and tools to survive on my own. Loading them onto these camel-like beasts of burden was laborious, but the real trial was absconding with the artifacts. There is always someone watching the inner sanctum, so I carefully studied the guard's shifts until I identified whose drink I had to spoil with my knockout serum. Even then I acted with great haste and guile, for my heist will surely be discovered when the priests convene for their morning prayers. Alas, they will be too late! Sir Edmund Rockwell is always ahead of his foes, but not by a mere step. No, I am miles and miles beyond their reach!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Ovis Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Common name: Ovis Species: Ovis arcam Time: Holocene Diet: Herbivore Temperament: Stupid Wild Since arriving on the Island, I have encountered dozens of fascinating creatures whose behavior has never been studied or documented...and also sheep. Granted, Ovis arcam is quite different from the modern domesticated sheep - and even from wild sheep species such as Ovis orientalis. The unique markings on its face give it a striking appearance, and the males' horns possess a unique shape that is unlike any other species in the Ovis genus. As one might expect, Ovis stands little chance against this Island's many predators. Like the Dodo, its continued survival in the face of these challenges is a mystery. Domesticated Some survivors have found herds of Ovis to be useful in farm life. Their wool can be repeatedly safely shorn with the proper tools, and cooked lamb chops are a popular dish among some tribes, as is their hyper-nutritious mutton. Every now and then, a survivor with a sense of humor will attempt to utilize Ovis as a mount, although the joke becomes significantly less funny once their slow Ovis is run-down by a pack of Raptors. One tribe has grown particularly attached to Ovis, perhaps uncomfortably so. I don't know the tribe's actual name, but I refer to them as "Sheep Lovers."(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Baryonyx Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Common name: Baryonyx Species: Baryonyx aquafulgur Time: Early Cretaceous Diet: Piscivorous Temperament: Passive to land creatures, but aggressive to water-dwellers Wild Like the Carnotaurus, Baryonyx aquafulguar is a large carnivore, but not large enough to rival the Island's apex predators. While not as powerful as some deep-sea predators or Spinosaurus, Baryonyx is an extremely fast swimmer who is still sufficiently nimble enough to threaten most creatures on the Island. And yet despite being a fast, dangerous dinosaur, Baryonyx almost exclusively consumes fish and other water-dwellers. The highly specific metabolism of Baryonyx seems to allow it to heal wounds almost preternaturally fast after feeding on nutritious fish meat. Perhaps this is why Baryonyx rarely attacks land animals? Domesticated Baryonyx's natural affinity for aquatic predation means that once tamed; it learns to kill ocean-dwellers even more efficiently. Between its speed and its power, Baryonyx makes an ideal choice for anyone interested in frequently moving between water and land travel, and who values speed and agility over raw strength.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Basilosaurus Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Common name: Basilosaurus Species: Basilosaurus solatiumfecit Time: Late Eocene Diet: Piscivore Temperament: Passive Wild One of the stranger creatures in the waters surrounding the Island is Basilosaurus solatiumfecit. It's a powerful swimmer which has adapted to the shallows so remarkably well that it rapidly recovers from injuries when near the water's surface. Conversely, it's vulnerable to deep water pressure, which slowly causes it harm. Basilosaurus is usually closely followed by other predatory creatures, as its eating habits leave plenty of scraps for scavengers to consume. It is a gentle creature towards humans and happily laps up food directly from them. However, the creatures that trail the "Basi" tend to become dangerously enraged whenever this occurs, as it leaves no leftovers for them. Domesticated Despite the hassle of engaging with its ornery followers, many tribes still attempt to tame the Basilosaurus, as its mammalian, warm-blooded circulation provides a rider with perfect comfort from both heat and cold. Being apprehensive in nature, Basilosaurus is equipped with a defense mechanism that prevents it from being stunned or shocked. Alternatively, Basilosaurus is hunted (perhaps too vigorously) for its special blubber, which can be efficiently refined into gasoline!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Purlovia Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Common name: Purlovia Species: Purlovia maxima Time: Late Permian Diet: Carnivore Temperament: Aggressive Wild Purlovia Maxima perfectly embodies the element of surprise. Though Nanictidopids such as Purlovia were once thought to be herbivores, I discovered that this creature is, in fact, a patient hunter of the most intelligent sort. After burrowing beneath the jungle floor, Purlovia enters a state of hibernation and can go extended periods without any food. When some unfortunate creature eventually wanders by, Purlovia bursts forth from the ground, tearing into its prey with its large canines before the victim can react! Domesticated Though Purlovia is ill-suited to the life of a mount, its usefulness in staging an ambush or as a village guardian cannot be understated. With a tamed pack of Purlovia, one could assemble a literal organic minefield of deadly claws and teeth! However, any ambushes using Purlovia must be planned well in advance, as it will refuse to hibernate if it senses any threat nearby.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Rockwell Record #11(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: How can these tribal leaders be so short sighted? Yes, the members of their respective tribes who volunteered for my Battle Tartare and Shadow Steak Saut? experiments have been experiencing prolonged withdrawal episodes, but can't they see that the benefits outweigh the costs? I created mixtures that can bring out superhuman strength, speed and coordination in ordinary men and they can only focus on the negatives. Simple minded, the lot of them! They've even banned their members from partaking in my experiments now. Ridiculous! I'll not let them stand in the way of human progress. They may not understand the importance of my work, but surely my assistants do.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Rockwell Record #12(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: I've decided to take a brief vacation from the laboratory. Well, I say that I've decided to, but the whole thing was my assistant Isabelle's idea. She noticed that I'd been quite ruffled lately and suggested that I take a bit of time to myself before rushing headlong into my next experiment. Such an observant young woman, that Isabelle. She's somewhat lacking as a chemist, but she understands my moods almost better than I do. I daresay that an old fashioned adventure will do me some good. Nothing like some rigorous recreation to clear the mind! Perhaps I'll go spelunking. Yes, a splendid idea! I know just the place for it.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Rockwell Record #13(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Remarkable! Absolutely remarkable! When I chose that remote northern cave as the site of my spectacular spelunking sojourn, I'd never imagined that I'd find such wonders within. Granted, I don't know what this specific wonder does exactly, but it's fascinating to examine. It's like nothing I've ever seen! I don't even recognize the materials that it's composed of, and it's constantly pulsing with some kind of latent energy. What is it? Is it unique or are there similar artifacts just waiting to be discovered beneath the island's surface? My, how invigorating! Isabelle was right, this was exactly what I needed. I feel like a young man again! (/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Rockwell Record #14(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Eureka! My theory was correct. The small podium at the base of the obelisk is definitely responding to the artifact's proximity and vice versa. Honestly, I feel foolish for not attempting this sooner! The stylistic similarities between the artifact and the obelisks floating above the island seem so obvious to me now. Clearly they were created within the same culture and era. Bizarrely, while both the artifact and obelisks are in exquisite condition, there are no other signs of this mysterious civilization. How could that be? What kind of mad society would galavant about some remote island, building towering structures and stuffing knick-knacks into caves before vanishing without a trace? I don't understand it, but it's certainly piqued my curiosity.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Rockwell Record #15(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Well, I think I've gotten as far in my studies of the obelisk as my archeological expertise will take me. A shame, really. This has been such a joyous little diversion that I hate to see it end. Ah, Rockwell you old twit! You've forgotten the origins of this little excursion ? spelunking! Did you yourself not hypothesize that there may be more artifacts hidden elsewhere on this island? Surely you can't give up before confirming that. No, certainly not, nor can I be expected to scour the ARK's caverns alone. Perhaps someone can spelunk in my stead? Better yet, perhaps someone has already spelunked!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Rockwell Record #16(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: After many days of scouring the island upon Archimedes and many more fruitless conversations with the witless, savage sods that seem to make up most of this island's population, I have finally found the spelunkers I need! A tribe to the northwest called the Iron Brotherhood has apparently found three artifacts themselves, and it's clear that said relics share an origin with my own. In exchange for my artifact, the Brotherhood agreed to report any findings to me straight away as they continue their search. What stupendously good fortune! Now I can return to my alchemical studies with renewed vigor while they crawl through the island's caverns in my stead. Brilliant!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Rockwell Record #17(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: The first round of trials for my new Lazarus Chowder have gone marvelously, but I have found it hard to maintain my enthusiasm. After all, I will never get truly definitive results with only mesopithecus subjects. It is quite frustrating. Even so, I see now that Isabelle was right. Having my assistants take part in the trials would be asking too much of them, and they are too valuable to risk so frivolously. If I cannot find human subjects from the nearby tribes, then I shall have to make do with trials on apes and monkeys. Perhaps it is finally time to capture some gigantopithecus...(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Rockwell Record #18(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: I admit, there are times when it is useful to live among simpletons. For example, I was able to trade several gallons of my Lazarus Chowder to a group of hunters in exchange for an entire contingent of tamed gigantopithecus, and they never questioned whether it had been tested on humans yet. Well, I suppose if they return with another batch of apes, then I'll know that Lazarus Chowder doesn't cause asphyxiation, won't I? It's not exactly a conclusive, scientific trial, but I suppose it will serve. Unfortunately, all these primitive primates have given Rockwell Manor quite the pungent odor. Isabelle said she is working on some sort of air freshener, but I hope she makes haste.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Helena Note #11(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Still no answers as to why the megalodons are so territorial, but I was privy to something even more extraordinary ? megalodon mating behavior! No one's ever witnessed great whites rooting around back home, so that alone is monumental, but I got something even better. I know, what could possibly top watching megalodons having a naughty, right? Tracking the female! I was able to observe her for almost the full gestation period, and get this ? it only lasts one week. One week! No wonder the population is so high. These things are spitting out pups at forty-four times the rate of Aussie great whites. I should compare how they behave in captivity.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Helena Note #12(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: So, in addition to all of the oddities I found with wild megalodons, here's the real cherry on top ? taming them is a piece of piss. A bit of training and they're more obedient than the family dog. Now, I've heard of sharks getting very rudimentary training over a year or so, but not to this extent. Certainly not so easily. Sharks aren't mammals or even avians, they're fish. They rely more on instinct, or to put it simply, they're not very smart. You shouldn't be able to ride one like a jet ski. I'm trying to keep an open mind like Rockwell suggested, but this just feels wrong.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Helena Note #13(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Well, this seals it. Just when I thought I'd made some sense of the notes I took while visiting the Painted Sharks, I spotted the nail in the proverbial coffin ? roos. A whole herd of giant roos were just hopping about the countryside like they'd always been there. As much as I love roos, they just shouldn't be here, period. They evolved in Oz and Oz only sixty million years after dinosaurs went extinct among a bevy of other marsupials. If I know any genus, it's this one, and procoptodon should not exist here. This island isn't an ecosystem, it's a zoo.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Helena Note #14(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Not too long ago, I thought this place was a far off utopia where I could study all the world's lost wonders. Now that I'm fairly certain it's not natural at all, I have to say, it's lost a lot of luster. Interference from mankind hasn't helped. Most tribes have learned to live in harmony with their slice of the Island, but some aren't content with that. One is even trying to conquer all the others, and natural or not, this ecosystem won't be any better off if it's burned down in some great war The sunrises are still beautiful, though. At least nothing can change that.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Helena Note #15(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Of all the abnormalities that I've observed, the tamed megalodons stick out to me. It was almost like they were stray dogs who were resocialized, as though they had a genetic history of human obedience. Most of my observations have been in the wild, but I think I may learn a thing or two if I observe domesticated creatures more closely. I need to study their diets, their mating patterns, how they socialize with other species...all that. Rumor has it that there's some woman that's tamed a whole mess of them all by herself, so many that they call her the Beast Queen of the Jungle. Maybe she'll have some useful insights.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Helena Note #16(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: I suppose it was a bit naive of me to think that someone with the monicker of "Beast Queen" would roll out the red carpet. I guess I got used to all the friendly treatment that being an associate of Rockwell's earned me. She did let me stay at least, and she hasn't instructed her dinosaurs to kill me yet, so that's a positive! Not that she'd really need the dinosaurs. If that glare of hers gets any more intense, I'll probably just burst into flames on the spot. Strewth, I hope she eases up. Sifting through raptor excrement with someone watching is harder than you might think.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Helena Note #17(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: There's nothing special about the diets of these tamed creatures when compared to their wild counterparts. Part of that is the Beast Queen's doing, as she takes them on regular hunting excursions for training purposes. Curiously, they never have to range too far. There is an abundance of prey nearby, despite the size of her pack. That this has held true regardless of her domesticated creatures' remarkable birth and growth rates makes it even more unusual. Oh, and I did finally get her name ? Li Mei-Yin. She's gotten a little less glarey, too. In hindsight, maybe starting by studying her animals' feces just gave a bad first impression?(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Helena Note #18(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: The most interesting thing that I've observed about Mei-Yin's animals has been what they don't do ? they never fight. Among creatures that have been domesticated for generations like cats or dogs, that's normal, but there's a reason zoos keep their animals in separate enclosures. Certain instincts are hard to curb, and there should definitely be more disputes among such a diverse group. Mei-Yin has even integrated a herd of herbivores into her army, as their thick hides have proven resistant to fire and explosives. Yet despite being surrounded by carnivores, they remain untouched. It doesn't make sense. That's not to take anything away from Mei-Yin. She works hard to treat and train her animals well. She's not bad company either, at least when she's not mute and I don't go full biologist. Sometimes it's felt like speaking a new language, but it's been kind of refreshing.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Meiyin Note #11(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: I've started to tame larger creatures. The speed of my light cavalry was beneficial, but I realized that it was not enough. A hundred swift strikes mean nothing if there is no strength behind them. To survive enemies like the New Legion, I must be able to strike with power. I began with the ones that look like larger raptors, but with horns on their foreheads. They balance strength and speed well, and will serve well as the core of my forces. When I have enough horned raptors, I will add some of the giants. Maybe then I'll finally have the strength to find a way home.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Meiyin Note #12(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: I am living on an island. Worse, a cursed island. When I managed to tame a great spined lizard and a giant raptor, I left the jungle to find a way out of these treacherous lands, but I soon found myself travelling in circles. Worse still, I'm told that a magical barrier prevents ships from sailing too far from the shore, and birds from flying too high to leave the island. It was never a matter of strength. There is no path home at all. Wuzhui seems to sense my unease. These days, I often wake to find him nestled beside me. At least I am not trapped here alone.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Meiyin Note #13(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: I laughed for the first time in weeks today. A man from a small tribe of fisherman sought to hire me, but he didn't call me by my name. He called me the "Beast Queen of the Jungle." I could not keep a straight face. I suppose I understand the title. Since my failed expedition, I have staked out a small swath of land to live on more permanently, and the locals know it as my pack's hunting ground. Still, I'm hardly a queen. My "castle" is little more than a shack. I'd rather be called a queen than a mercenary though, so I may as well embrace it.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Meiyin Note #14(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: I wonder what father would think of me now. Would he be proud of me when I march off to battle? I know he wanted a son. That's why he trained me in secret. Would he accept a Beast Queen instead? Mother wouldn't approve. The other villagers were too desperate to care about my gender when I joined the fight against the Turbans, but mother never forgave me. She wouldn't even look at me now. Should I mind? Those were Mei-Yin's parents, from Mei-Yin's life, and sometimes I wonder if that life was even real. Maybe I was always a beast, and never a woman.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Meiyin Note #15(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: I have finally found a beast that I cannot command. No, to call him a beast is not enough. He is a demon. I was stalking a pair of giant raptors, waiting for an opportunity to bring them into my pack, when he tore through the treeline to steal their kill. He dwarfed even the giant raptors in size, and in fury he surely has no equal in this world. When his foes bit at him, his eyes glowed with hatred and he struck with renewed vigor. I have never seen such terror. Even I dare not challenge this creature. If I am the Beast Queen, then he is the Demon King.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Meiyin Note #16(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: A woman named Helena arrived at my camp yesterday, though not to hire me. She said that she was a scholar studying the creatures on this island, and that she wanted to observe my beasts. I turned her away at first, not trusting her intentions. How could I? What mad fool would bother with scholarly pursuits in a place like this? Yet she persisted, and in time I was convinced of her honesty. I don't know if I made the right decision. Helena is constantly asking strange questions. Why does she need to know so much about my beasts' feces and mating behavior? What a bizarre person.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Meiyin Note #17(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: When Helena arrived, I was constantly glancing in her direction, wondering just what she was scribbling in that thick book of hers. Now I hardly notice her unless we're speaking. The questions haven't stopped, but thankfully they aren't always about things like animal feces. Sometimes we just talk about something simple, like cooking. Neither of us are very good at it, but together we've managed to make a few things that tasted better than plain meat. Yet before long, my territory will be silent once more. Helena says she has to move on, and war is brewing in the south. Someone will need my sword very soon.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Meiyin Note #18(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: The war in the south is not an ordinary one. According to the member of the Painted Sharks that arrived to hire me, his tribe is fighting the New Legion. I admit, that gave me pause. They were formidable before, and they've grown even stronger since we last met. Yet I have grown stronger too, and the Sharks were clearly in desperate straights. I could not turn them away. As I readied for war, I recalled a dream I had many months ago. I still don't believe in fate, but maybe this is my nature. On this island, maybe I can actually be like Lieutenant Guan.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Nerva Note #11(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: It seems that some of our neighbors have grown weary of our raiding. Today, I received an envoy from the Golden Arrows who proposed a lucrative trade agreement between our two tribes, with the caveat that we never encroach on the territory or convoys of the Golden Arrows or any of their allies. I have no interest in trade agreements, but I do know how to seize an opportunity. So instead of accepting right away, I proposed that we ratify the agreement with his tribe's leaders on a neutral site. I have planned long enough. It is time for the New Legion to resume its march. Gaius Marcellus Nerva Victoria per Disciplinam(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Nerva Note #12(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: News of my rather definitive response to the Arrows' proposal has spread quickly, but few seem keen to act on it. Who can blame them? Without their leaders, the Arrows quickly folded, and the New Legion grew significantly in power practically overnight. The other tribes only managed to interrupt their cowering long enough to send another envoy, a man named Edmund Rockwell. Given the results of the last one I received, I almost didn't believe it, but apparently this man is special. The other tribes seem to respect him as a neutral party and expert on the island. We shall see. Gaius Marcellus Nerva Victoria per Disciplinam(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Nerva Note #13(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: I did not expect much from Edmund Rockwell, but he has surprised me. He has a curious way of speaking, but he clearly possesses a razor sharp intellect and a wide breadth of knowledge. Though we only met for half a day, I gained invaluable information about this island, which is apparently called the ARK. I shall have to send a scout to pinpoint where Rockwell lives. In addition to his expertise on the ARK, he is known to create elixirs that have extraordinary effects. It would behoove me to keep those out of my enemies' hands. Gaius Marcellus Nerva Victoria per Disciplinam(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Nerva Note #14(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: It seems I was not the only one who was skeptical of Rockwell's ability to curb my ambitions. The nearby Painted Sharks mustered up the courage to harass several of our coastal fortresses, but in doing so, they confirmed their nature. During their raids, they only attacked from the air and sea. They patently refused to set foot on land. If the Sharks are at home in the ocean, then I will pull our coastal forces back and attack their outposts on the mainland. Once their island fortress is cut off from support and supplies, I can whittle it down to rubble at my leisure. Gaius Marcellus Nerva Victoria per Disciplinam(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Nerva Note #15(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: The incident with the convoy was no fluke. The rider has returned, and this time we had plenty of warning. Reports of some "Beast Queen" joining forces with the Sharks reached my ears days before the siege. Her ranks have swelled since the convoy but there is no doubt it is her. Not only did she help break the siege, but for the first time in its existence, the New Legion is in full retreat. This cannot continue. I will not allow it. I will conquer the Sharks, as I will conquer the entire ARK, but first I must destroy this so called queen. Gaius Marcellus Nerva Victoria per Disciplinam(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Nerva Note #16(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Li Mei-Yin, the Beast Queen of the Jungle. That is the name of my foe. It is a name that I have already grown weary of, but soon I will never hear it again. It turns out that she is a mercenary not beholden to any tribe, including the Painted Sharks. So as satisfying as it may be, I need not actually defeat her. I must simply divorce her from her employers, and I know exactly how to do it. The seeds of my victory are already planted. Gaius Marcellus Nerva Victoria per Disciplinam(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Nerva Note #17(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: The Beast Queen is no longer a concern. It was a simple matter, really. A small team of Legionnaires planted explosives in the Sharks' camp in the dead of night while leaving hers conspicuously untouched. Predictably, the explosions drew the Beast Queen's attention but the Sharks mistook her advance for an enemy attack. After that, it was only a matter of time before they parted ways. With that barbarian removed from the conflict, this land war will end shortly. We've already pushed the Sharks out of Legion territory. Soon we will face them where they are strongest ? the open sea. Gaius Marcellus Nerva Victoria per Disciplinam(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Nerva Note #18(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: After taking the Painted Sharks' last foothold on the mainland, this war has turned into one of attrition. While I construct a proper fleet, the Sharks' resources will continue to dwindle and my flyers will continue to harass their main compound. When we finally stage our invasion, their spirits will be broken and their storehouses empty. In the meantime, I've been investigating this island's potential for naval warfare. Some sea creatures can carry a small ballista platform on their back, making them a curious sort of warship. I'm interested to see how they'll fare. Hopefully the Sharks can offer a skirmish or two before their will breaks completely. Gaius Marcellus Nerva Victoria per Disciplinam(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Helena Note #11(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: I may have been wrong about Renopila not having a practical use. Earlier today, my furry new companion started bouncing around so excitedly that I couldn't calm her down, and then soon enough it started raining. I brushed that off as a coincidence, but soon after filling my waterskins and setting off once more, she started acting skittish. I decided to find shelter just in case, and within minutes light rainfall had turned into an electrical storm. I'll need more evidence to draw any firm conclusions of course, but I wouldn't mind having a fuzzy little weather radar with me. You know...it's a little on the nose, but Radar's not a bad name.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Helena Note #12(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Thank goodness that I decided to find some high ground two days ago, or I'd have never spotted this settlement. That's twice now that I've stumbled into my own salvation. I can't count on that happening again. I'll need to stay here for a while and prepare before setting out once more. Fortunately, the villagers are willing to let me trade work for supplies and shelter. Another stroke of luck, and another factor I can't rely on. On the Island, Rockwell's name got me far, but here I'm just another stranger. Not everyone will trust or help me. I need to be prepared to survive on my own.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Helena Note #13(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: In some ways, surviving on my own was less work. At least then I wasn't conscripted into manual labor. Ugh, my whole body feels sore! I bet I wouldn't have to work if I were as adorable as Radar. The whole village is in love with her. I swear, they spoil her like a furry little princess. Rockwell would be livid about this arrangement. I can just hear him ranting about treating scholars with propriety. I hope the old Brit is doing well. Maybe when ''ve broken this mystery wide open, I'll figure out a way to get him off the Island and we can discuss it all over tea like old times.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Helena Note #14(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: While my mind still can't recall the last time I fired a gun, my muscle memory is much better. According to my would be instructor, I "wasn't a complete disaster" on the firing range. I'm no pacifist. Death and violence are a part of life, that's just nature. Yet a gun still makes me a little uncomfortable. The idea of shooting at another human just seems instinctively wrong to me. I couldn't even fire at the New Legion back on the Island. But I need to pull my weight. The villagers have been welcoming and patient with me. For their sakes, I need to practice.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Helena Note #15(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: I may have to put my freshly polished marksmanship skills to the test sooner than I thought. A hunting party spotted a swarm of giant mantises heading in our direction. Yes, giant mantises. I haven't spotted them with my own eyes, but the villagers have spoken of them every now and again. They say the insects have these little hands that can actually grip and wield weapons or tools. Sounds absolutely loony, but so is the idea of a mantis swarm at all. They must share Ghost mantis' distaste for cannibalism. No one seems keen on fighting them, but they're too close to outrun. Hopefully they'll just pass us by.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Helena Note #16(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: My hopes that the mantises would ignore the village were unfounded, and I think we were all wondering if this morning's sunrise would be our last. Despite all my practice, my rifle felt heavy and foreign in my shaking hands as the swarm advanced. Fortunately, they weren't our only visitors. The villagers erupted in cheers as lightning and fire tore through the advancing insects from above. Some chanted a name: Wali al Aswad. The rider, still hidden behind black robes, didn't acknowledge the ovation. With swift efficiency, their small flight of wyverns decimated the mantis swarm and made for the horizon. Wali al Aswad...I need to meet this person, if only to thank them.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Helena Note #17(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Just who or what Wali al Aswad is depends on who you ask. Some of the villagers have attached a religious connotation to the figure, believing it to be some sort of heavenly guardian who appears to the worthy in their time of need. One villager is even convinced Wali is an extraterrestrial. I don't deal in beliefs. I deal in empirical evidence, and that means nothing about Wali is certain until I can meet them. I won't forget this village's kindness, especially after granting me a morellatops and supplies for my journey, but this is why I'm here ? to find answers.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Helena Note #18(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: I'm definitely more prepared for this desert than before, and better equipped. With my morellatops offering a large, mobile supply of water and Radar looking out for the weather, the only threat I really have to worry about is major predators. Also giant golems. I'm actually impressed with the shape I'm in, if I do say so myself. I think I even saw some ab definition the other day! Took me long enough. I've been living without sweets for ages, after all, you'd think I'd get fit much quicker. Great, now I miss sweets. The things I'd do to taste chocolate again...(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Dahkeya Note #11(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: I was worried that Raia would fight some of the new precautions my boys have been taking, but I guess I've earned a looser leash. I suppose I ought to lay off the ?highness? talk then. Seems only fair. The other day, we even shot the breeze a little. First time we've talked about something besides what needs doing. Seems we're both a little worn out. Unlike me, she's used to being respectable and responsible, but being in charge means everyone wants your time and attention. This place hasn't been easy on either of us or anyone else, but I'm still kicking so far. Come what may, I don't plan on stopping.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Dahkeya Note #12(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Something like this was bound to happen one day. The bigger the town gets, the more value Raia has to it, and what happens to valuable things? People try to steal them. It wasn't a bad idea, holding her for ransom like that. Too bad for those raiders that this is my town. I picked most of them off with a rifle as they tried to force her onto a pack animal, and my men finished a few others as they fled. One tried surrendering, but I had to send a message. If you pull a stunt like that in my goddamn town, you get won't any mercy. Not a single shred of it.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Dahkeya Note #13(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: That woman's got some nerve. I save her hide and the next day, Raia's scolding me for putting down a "defenseless" kidnapper. Hardly even thanked me first. What did she expect me to do? Give him free room and board for the rest of his days? Let him go so he can tell every bandit in the desert how soft we are? I told her that if she didn't like the way I protected her, then she can protect herself. Should have kept my damn mouth shut. Now I'm stuck teaching her to how shoot three times a week. Gonna be at it forever, too. She couldn't hit a bison's ass from five paces.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Dahkeya Note #14(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: I do believe that my pupil is the first deadeye Egyptian priestess the world's ever seen. It took a few months, but Raia's just too stubborn to quit. I shouldn't have been so hard on her. Trying to keep your faith and traditions in a dog eat dog world isn't easy. Hell I couldn't even do it myself, and that was before giant lizards were looking to take a bite out of my backside. During one lesson, she told me this story about how her goddess had a nice side and a nasty one. I think she meant something else, but the way I see it, we're the goddess. She's nice, I'm nasty, and we keep each other in check.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Dahkeya Note #15(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Even after all this time in Nosti, I have trouble sleeping in the same bed every night. Sometimes I'll just toss and turn until I give up and go sleep beneath the stars. Hell, I'm not sure we ever slept same spot twice back in the Russo Gang. Thought I'd live that way forever, wild and free like Doc Russo. Probably die guns blazing like him too. Sounded better to me than withering away with rest of my tribe as the world passed us by. I don't think Doc would recognize me now. I'm not the "Apache nephew" he taught to read and shoot. Matter of fact, if he were here, I'd probably have to shoot him.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Dahkeya Note #16(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: I expected those mantises to come back, but not like this. They came at the village from two sides at the same time, and the way they moved...they were more coordinated than any wolf pack. They worked together like men would. Took nearly half a day to fend them off, and they didn't leave us without scars. If attacks like this become common, we're going to be in a heap of trouble, so I've decided to round up my best men to track these critters down. We've got to at least find out where they're coming from.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Dahkeya Note #17(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: We've been tracking these damn things for ages. I can't believe they travelled so far just to attack us. Something like that has to be deliberate. I already knew these things were smart, but if they're that determined to kill us, then we've got to wipe them out here and now. That's easier said than done. There's a whole mess of them here. Can't say I've heard of any mantises living in a group like this, but I'm no expert when it comes to animals. Certainly not in this crazy place. At any rate, I've got to come up with some kind of plan. Shooting them one by one won't do the trick.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Dahkeya Note #18(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: I'm glad I decided to take Sasha with me. The Russian showed up in Nosti less than a month ago, but she already knew her way around a gun. Says she learned it in a place called Gru. Never heard of it, but apparently they teach you all sorts of tricks there ? like how to make bombs more powerful than dynamite. The caves the mantises are holed up in are filled with sulfur, so if we set Sasha's bombs in the right spot, we should be able to wipe them all out at once?.provided we can shoot our way in and out without becoming mantis chow. Well "Captain," time to earn your title.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Rockwell Record #11(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: It has been several days since I left Prophet's Rest, and I have seen no sign of pursuit. I am unsurprised. They probably assumed that I would make for the blue obelisk, as it was nearest. By setting out for the green obelisk instead, I already outwitted those simple minded zealots. As I said ? miles ahead! Miles! With those fools out of the way, I can slow my pace and take some time to properly study these so called sacred relics of theirs. I am curious to see if the materials they are made of bear any similarity to the metal in the starlit sanctuary.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Rockwell Record #12(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: The obelisk is reacting to the presence of the artifacts with even more intensity than I expected. Each obelisk on the Island required eight artifacts to generate that sort of response, not three. In other words, I may not need to do any spelunking before summoning whatever terrifying beast this ARK has store for me. Ah, the beast. Now that poses entirely different conundrum. Even with my youth and my favorite pipe, I doubt that I could slay a monster such as that dragon Mister Nerva fought. Not alone, anyway. I shall need to find a partner for this venture, but who?(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Rockwell Record #13(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: I have turned back north in hope of making contact with some of the natives. It is a risk, as I cannot be sure how many bumbling savages are under the sway of that ludicrous, obelisk worshipping cult, but it is also the only region that I definitively know is occupied. I do not have much to offer in exchange for an alliance, but I am sure that I can negotiate an alliance with at least one of this ARK's tribes. I was at the center of the Island's diplomatic disputes for years, after all. Why I am a seasoned, silver tongued negotiator! Surely I can coax a partnership out of these primitive desert dwellers.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Rockwell Record #14(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: What terrible misfortune! My keen sense of direction finally led me to a local settlement, but as it happened, I was not the first party to visit it that day. That honor belonged to the Burning Phoenix Clan, a band of raiders that were plundering its storehouses and enslaving its surviving residents as I arrived. Naturally, the hoodlums fell upon me and stripped me of my valuables within minutes of my arrival. Ruffians! I managed to keep hold of my journal, but little else. This won't do, not at all! Then again, I was seeking out a tribe skilled in the art of violence. Perhaps I can turn this to my advantage.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Rockwell Record #15(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Curse these stubborn brutes! Despite a litany of polite, gentlemanly requests, they refuse to allow me to parlay with their leader. Surely any leader of men is not half the imbecile that these barbarians are. I am positive that we could come to some sort of? Damn this noise! It is impossible to concentrate with all this insufferable whingeing! Half of these prisoners won't stop moaning about one injury or another and the other half are in constant hysterics. Very well. Perhaps if I tend to some of the wounded, it will dim this distracting cacophony.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Rockwell Record #16(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: At last, I can hear myself think! The guards have moved me to a private cell, and while they have not divulged the reason for my transfer, I suspect that they took notice of my medical expertise. I caught them staring in my direction on several occasions as I worked. It seems that doctors are in high demand in these lands. I suppose that's no great surprise. The Island was no different. No matter. While my skills in the realm of medicine are more in line with a field medic than a true physician, I shall continue to play the role as long as it serves me.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Rockwell Record #17(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: After days of travel, we finally arrived at the Burning Phoenix Clan's compound, and while my former peers were shuffled to the slave pens, I stood before the clan's leader. I'd heard tales of the once great Tatar empires, thought I had never travelled to their lands. By all appearances, Timur is cut from the same cloth as their fabled Khans. He was at once imperious and casual, questioning me with impatience from a throne of hide and bone. Naturally, he was impressed by my intellect and gentlemanly demeanor. Granted he did not say so aloud, but I was escorted to a small, private chamber instead of a cell. Surely that says as much.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Rockwell Record #18(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: I had been pondering why Timur required the services of a doctor. He seemed to be in excellent health and I had seen no patients since I arrived. Well now I shall ponder no longer! Timur has a wife, and she's with child. I suppose that even bloodthirsty raiders can fall in love, or at the very least, desire a family. The whole affair would be rather quaint were I not expected to care for the woman and deliver the child. Should either the child or the mother die during the birth, I fear that I will follow them in short order.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Ammonite Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Common name: Ammonite Species: Ammonitina multiamicus Time: Late Jurassic-Mid Cretaceous Diet: Feeder Temperament: Passive Wild Usually found in the deepest parts of the waters around the Island, Ammonitina multiamicus has a strange relationship with the other creatures of the deep. It must do something beneficial for them since every nearby sea creature defends Ammonitina when it is attacked. What this distinct symbiosis is based on, alas, I have not yet discovered. Ammonitina has also made its way into the deeper parts of many underwater caves. Even within these caves, the creature will draw attention if assaulted, making harvesting its resource-rich shell a tricky proposition, depending on what other dangers may be lurking nearby. Like many of the untameable ocean dwellers, Ammonitina still has enough utility to be a valuable hunting target. If a tribe is willing to risk the wrath of nearby would-be protectors, Ammonitina bile can be harvested from the innards of its corpse. This bile can then be worked over with other chemicals to produce powerful concoctions, the most notable being a mixture that causes creatures to become enraged and attack the source of the scent.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Electrophorus Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Common name: Electrophorus Species: Electrophorus beluadomito Time: Holocene Diet: Carnivore Temperament: Reactive Wild Occupying a space in the low-to-middle end of the food chain, Electrophorus beluadomito is a carnivorous swimmer that feeds mostly off of shellfish and small fish. Despite its common name, it is actually a very long Knifefish, and not an Eel. It does not provide much meat, so many predators simply leave it be. Unlike most predators, it does not use brute strength to bring down its prey, but instead releases an electrical charge around itself to knock its prey unconscious. Alone, this can take out a small creature. When attacking together, Electrophorus can even bring down the larger ocean lifeforms, and then feed as a group. Domesticated By far, the most common use of Electrophorus is to subdue large ocean creatures. Knocking out a Plesiosaur or other giant deep-sea leviathan can be incredibly difficult... ...thus many tribes employ small schools of Electrophorus to shock them into submission!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Microraptor Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Common name: Microraptor Species: Microraptor gnarilongus Time: Early Cretaceous Diet: Carnivore Temperament: Aggressive Wild Microraptor Gnarilongus is one of the smallest non-avian dinosaurs on the Island. Incredibly fast for its size, Microraptor is a voracious carnivore. Aggressive towards anything regardless of size, Microraptor fancies itself an apex predator. It will attack humans on sight, especially if it's not alone. When hunting, Microraptor's speed is only one of its assets. While not quite capable of sustained flight, its wings allow it to stay aloft for several seconds while jumping. This allows Microraptor to attack its prey's vulnerable areas, as well as search for small river fish. Notable, the creature also tends to use this ability to knock oblivious humans off of their mounts. Domesticated While not a powerhouse against armed enemies, Microraptor is particularly suited to dismounting enemy riders. Microraptors natural tendency to attack weaker creatures means they can ignore the mount while attacking the rider with leaps of fury.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Thylacoleo Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Common name: Thylacoleo Species: Thylacoleo furtimorsus Time: Early-Late Pleistocene Diet: Carnivore Temperament: Aggressive Wild Thylacoleo furtimorsus is a large, powerful marsupial that can often be found hunting around trees among the Island's redwoods. Its long claws and semi-opposable digits make it an apt climber, a quality that Thylacoleo uses to its advantage while hunting. It clambers up large trees and waits to ambush passing prey by pouncing upon them. When something that large jumps onto a target, the victim becomes stunned and doesn't stand much of a chance. Thylacoleo's most notable fighting quality is its powerful jaws. Once it bites its prey, it locks its jaw in an iron grip that can hold most smaller creatures in place. Thylacoleo then goes on to savage its prey with its sharp claws. If it needs to escape from a fight, Thylacoleo uses its muscular hind legs to jump back to safety among the trees. Domesticated Thylacoleo is a moderately strong mount, and its ability to climb trees and jump long distances makes it useful for traversal. As such, developing tribes often tame it. Small raiding parties particularly favor Thylacoleo, as it is well suited to ambushes and unfair fights!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Equus Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Common name: Equus Species: Equus magnus Time: Pleistocene Diet: Herbivore Temperament: Loyal Wild Equus magnus appears to be an ancestor of the modern horse. Based on its stripes, it may be the African variant of Equus giganteus, which appeared in North America during the Ice Age, but that is pure conjecture. Its behavior in the wild is similar to that of other wild members of the Equus genus - it sustains itself by grazing, while keeping safe from predators by living in herds and outrunning its attackers via superior speed and stamina. Domesticated Horse and man have long been partners in survival, and this remains true on the Island. In Equus, survivors will find a trusty steed or pack animal that can carry them swiftly across land. Taming an Equus has proven interesting, requiring carefully approaching the creature in the wild, mounting it, and then carefully soothing over time by feeding it vegetables. In fact, Equus' reliability has lead some survivors to construct special saddles for them. I even encountered a man who added extra saddle-pouches that doubled as mobile crafting stations for chemical supplies, foodstuffs, and other items. Although not as robust as what you might find within a village, this utility helped him live a nomadic, solitary lifestyle. Some survivors employ Equus to herd and wrangle other creatures with a specialized lasso. This tool is sometimes effective for self-defense as well, as Equus is limited in battle on its own...at least compared to aggressive prehistoric carnivores.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Leedsichthys Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Common name: Leedsichthys Species: Leedsichthys conviviumbrosia Time: Mid Jurassic Diet: Piscivore Temperament: Defensive Wild Leedsichthys conviviumbrosia is the largest fish in the waters around the Island. Its meat is also extremely succulent, a surprise given its size. It is often traded with the same value as Prime Meat, and colloquially called "Prime Fish." Of course, not all of Leedsichthys' meat is this high quality, but most of it is! While the demand for Leedsichthys meat is high, the fish is notoriously difficult to track and hunt. Between its large size, powerful attacks, incredible speed, and humankind's general ineptitude on open water. It also has an excellent sensory system, often detecting vibrations in water from miles away. Large moving objects in the water such as rafts tend to overload their senses and cause them to become irritated. However, the viscosity of honey has been known to confuse its sensory systems and distract them once agitated. Actually killing a Leedsichthys is one of the Island's more difficult tasks. The hunt for an extremely elusive breed of the fish, the fabled "Great Albino" Leedsichthys has been known to drive otherwise-sensible men and women mad with obsession, as if all evil were visibly personified and made practically assailable in this one creature.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Ichthyornis Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Common name: Ichthyornis Species: Ichthyornis piscoquus Time: Late Cretaceous Diet: Piscivore Temperament: Skittish Wild Among the most vocal creatures on the Island, Ichthyornis piscoquus actually appears to be a relatively normal seagull. It primarily eats fish, and its distinctive cries can be heard echoing over across the Island's many beaches. As you might expect from a seagull, Ichthyornis will flee at the slightest provocation. Ichthyornis is a versatile and opportunistic hunter. Its primary form of attack is to dive into the top layers of water and impale its prey. However, since its food source can be unpredictable, Ichthyornis has developed a keen ability to steal food from unsuspecting travelers. Their affinity for shiny objects leads them to sometimes knock tools and weapons out of the hands of unsuspecting Survivors, but Ichthyornis is too small to actually fly off with them. Domesticated Ichthyornis surprised me by being a very loyal and very social creature, once tamed. It likes to ride on its owner's shoulder, and bring that person treats (in the form of fish, of course) which its beak-grip enhances with extra healing vitamins. The personality of Ichthyornis reminds me of a housecat hauling a trophy prey back home, except it brings extra-healthy fish instead.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Iguanodon Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Common name: Iguanodon Species: Iguanodon vicissitudinis Time: Late Jurassic Diet: Herbivore Temperament: Reactive Wild Of the many creatures I've yet encountered on the Island, the Iguanodon vicissitudinis has the distinctly versatile capability of switching its primary method of locomotion according to its momentary needs. Primarily a rather lethargic bipedal herbivore native to the Island's many grasslands and forests, in situations where increased speed or maneuverability is called for, it will quickly shift its posture into quadrupedal stance and behave like a very different creature! While bipedal, it can employ rapid, stabbing attacks with its distinctive thumb spikes. In quadrupedal stance, conversely, it seems to have an endless supply of stamina, even while sprinting! Domesticated Interestingly, the Iguanodon's thumb spikes also provide it with the capability to pick seeds out of fruits, allowing a farmer to easily convert stacks of fruits into stacks of seed for planting. Combined with its highly effective fruit harvesting and substantial carry weight, the Iguanodon's excellent mobility in bipedal stance makes it an ideal field-hand that can also pull off a quick get-away or an agile defense when needed.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Rockwell Record #19(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: I am perplexed. Even with an expanded number of test subjects, I just cannot find the passion that I once had for my research. I truly thought that my recent adventure had lit a fire in my belly, but I constantly find myself losing focus. Confound it all! Perhaps said adventure itself is the problem. Thinking about it, I am always eager to discuss the obelisks and the artifacts I found with my assistants, even when I am not in the mood for research. There is a certain allure to them that I cannot describe, something that causes my thoughts to drift in their direction, like the pull of a strong tide. But it could simply be a passing fancy. I must give myself more time. (/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Rockwell Record #20(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: I was ever so glad to see Miss Walker again. My assistants are clever in their own right, but dear Helena is still the only person that I feel comfortable diving into my deeper theories with. I fear that I may have kept her from getting a word in edgewise, though. Once I got going on the obelisks, why I just couldn?t contain my enthusiasm! My word, I really have become quite enamored with the subject, haven't I? Well, that settles it! After this next set of trials, I shall go check on the Iron Brotherhood's progress. Perhaps I can convince Miss Walker to join me. We could make a real scientific expedition out of it!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Rockwell Record #21(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: The latest Broth of Enlightenment trials have concluded, and as expected, I am disappointed in the results. Thought the primates I tested it on showed an increased aptitude for learning, I do not believe any of them have truly ascended to a higher level of intelligence. Well bugger the little blighters, I say! My assistants have almost finished preparing my supplies for my next expedition, and I have drafted a letter to send to the Iron Brotherhood ahead of my departure. Soon enough, I'll have forgotten all about the? Pardon the interruption, it seems that I have a guest. Now just what is Mister Nerva doing here? I suppose I'll find out.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Rockwell Record #22(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: I have always tried to maintain a strict neutrality when it comes to tribal matters, but then again, I have never had an offer this tempting from someone as respectable as Mister Nerva. Not only has he offered to provide me with test subjects, but he has also expressed a mutual interest in investigating the obelisks. All he asks of me is that I provide him with "reliable council." I would trust few tribes to be able to make good on such promises, but Mister Nerva's New Legion is perhaps the most powerful tribe on the island. Indeed, if they maintain their current trajectory, they may be the only powerful tribe on the island. His offer is worth considering, at the very least.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Rockwell Record #23(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: After much deliberation, I have decided to accept Mister Nerva's offer. True, the New Legion is not beloved by many other tribes, but was Charlemagne beloved by his enemies? If my studies are to continue, I must be on the right side of history. As part of our agreement, I will need to travel with Mister Nerva for a time, and wait to study the obelisks until the New Legion has taken care of some smaller matters of foreign policy. As such, I have left Rockwell Manor in Isabelle's charge. She will take excellent care of it, I am sure. Well then, on to new frontiers! Excelsior!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Rockwell Record #24(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: I admit, I have been rather coy with Mister Nerva when it comes to the true nature of the obelisks. As a military man, the obelisks would naturally be more useful to him if they were some sort of weapon, and I have made sure to allude to that possibility from time to time. It is not as though I am selling my gracious host a falsehood. After all, I have neither any proof that the obelisks could be weaponized, nor any evidence to the contrary. Their purpose is entirely theoretical at this stage, and if twisting those theories will convince Mister Nerva to march on the obelisks any sooner, then so be it.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Rockwell Record #25(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: The New Legion is finally on the march, and not a moment too soon! Mister Nerva runs his tribe exceptionally well, but their compound is positively spartan. I don't think I saw a single piece of decor anywhere! It certainly made me miss the comforts of Rockwell Manor, I'll say that. At any rate, we are apparently in pursuit of a barbaric "Beast Queen." According to the men, she feasts on the flesh of her enemies alongside her army of monsters. Dreadful! Mister Nerva is convinced that she is heading towards an obelisk, but I see no cause for alarm. No mere heathen could hope to uncover its secrets, and certainly not alone.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Rockwell Record #26(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: I am absolutely astounded! Shocked! Flabbergasted! Why in the world was Miss Walker investigating the obelisks at the side of such a savage woman, and without notifying me first? Was she intending to discover their secrets behind my back and keep them all to herself? The nerve! The audacity! And after I treated her with such respect and civility! Well, unfortunately for her, Sir Edmund Rockwell is always one step ahead of his rivals. Thanks to my partnership with Mister Nerva, I can combine what scraps of knowledge she has on the obelisks with my own findings, and she'll be none the wiser. Why, since she is confined to a cage, I can keep my presence concealed from her altogether!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Helena Note #19(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: After going over my notes from Mei-Yin's camp, I've concluded that the animals on this island are not only used to humans, but used to captivity. Even with their accelerated growth rates, their behavior indicates that they have been regularly domesticated for decades at least. Otherwise, they'd never obey the whims of mankind so easily. With that in mind, I believe that my theory about this island being curated is back in play. In fact, it's possible that not only are animal populations being controlled, but that the animals themselves are genetically modified. However, before I bring this to Rockwell, there's one more rumor that I want to confirm.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Helena Note #20(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: This is the smoking gun. It has to be. I simply can't be convinced that this place is natural after finding an island populated entirely by carnivores. Even if they fed off of each other ? which is awfully dubious given that carnivore meat is much more likely to carry harmful parasites than herbivore meat ? the landmass is so small and their population is so dense that they could never maintain it. Yet there it is, hidden away off the northeast coast of the Island. Someone would have to put them there on purpose. There's no way that Rockwell can deny my theory now.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Helena Note #21(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: As I expected, Rockwell couldn't deny my theory, but I can't say that I have his endorsement either. He didn't seem terribly engrossed in the subject, frankly. Something else seems to have captured his attention as of late ? the Island's obelisks. Apparently, Rockwell stumbled upon a way to interact with the towering monuments while spelunking, of all things. I guess he felt the need to scratch that old intrepid explorer itch of his. It's pretty impressive, considering his age. Now that I think about it, the obelisks could be linked to my own findings. Their nature has always been a mystery, and Rockwell made some intriguing observations. I should follow up.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Helena Note #22(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Though I've been received by the Iron Brotherhood, they didn't seem very pleased to see me, especially when I mentioned Rockwell. That's a first. Add that to the rather deserted, gloomy state of their compound, and I'm starting to feel a bit apprehensive. Their leader can't return from his hunting expedition soon enough. All I've confirmed so far is that yes, they gathered all of the artifacts Rockwell sought and yes, the artifacts were able to activate one of the obelisks. You'd think they'd be celebrating such a monumental discovery, but it's just killjoys as far as the eye can see. Go figure.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Helena Note #23(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: I keep glancing at the artifact. I understand why the Iron Brotherhood's leader didn't want it. Since it has no apparent use, all it does is remind him of the tribesman who died seizing it from that giant spider. Can it really be useless, though? They described the artifacts that activated the obelisk as looking similar to it, so I headed to the nearest obelisk to see if I could get a response. No luck. Maybe it activates something else? Of course! The platform in the cave! It's a long shot, but it's the only thing I can think of that's similar to the obelisks. Definitely worth a try.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Helena Note #24(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Unbelievable! The artifact perfectly fits one of the slots in the platform's pedestal. How did I not notice that right away? I really am a dipstick. So if this key, such as it is, was acquired by activating one obelisk, then it follows that the other two keys can be obtained by activating the other two obelisks. Then, with all three keys, maybe this platform will lead to whatever is controlling the Island's ecosystem. If the other obelisks work the way that the first one did, that means I need to find a whole mess of artifacts first, and I don't think I can do that alone...(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Helena Note #25(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Well, the Howling Wolves are quickly tracking down the artifacts, but after hearing about what happened to the Iron Brotherhood, that's as far as they'll go. It's understandable, but it leaves me in a tight spot. If a giant spider and I get in a scrap, the spider's winning for sure. Even with Athena on my side, I prefer to avoid danger, not confront it. My aim's piss poor and I've got fists like marshmallows. If I want a fair go at actually surviving whatever happens when the obelisk activates, I'll need backup. Negotiation Notes: Don't mention feces. Don't look directly at the glare. Bring chili (UNBURNED).(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Helena Note #26(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Now, I know you don't get a nickname like "Beast Queen" without being one tough lady, but when I saw that giant ape, I still thought we were buggered. Fortunately, Mei-Yin's got more intestinal fortitude than yours truly, and somehow, someway she was able to pull out a win. Glad I'm on her good side! I already found the second key, but I want to take a look around here before we head back through the portal. This ape either lived here, or was released when we activated the obelisk. Finding out how it survived in this isolated environment or how it got here could prove useful.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Meiyin Note #19(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: My beasts are precisely what the Sharks lacked. Most of their martial strength lies at sea. On land, they lacked a unit with the ferocity of a true vanguard. Without that, they could merely withstand the Legion's siege, not break it. That changed when my beasts crashed into the Legion's rear like a great wave. I can still hear the cheers as the Legion fled. I can feel the echo of the emotion that swelled in my chest. If I could return home, I imagine that is what I would feel like. I won't dare forget it.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Meiyin Note #20(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Sometimes I fear that I have grown fangs or horns without noticing. What else can explain the way others look at me? In battle the Sharks cheer me, but afterwards we rarely speak. I camp separately and only am summoned when it's time to discuss strategy. I do not understand. Trust is rare on this island. I know that. But have I not bled in their defense? Have my beasts not died fighting their battles? Perhaps it's just the strain of war. We're in Legion territory now, taking the battle to them. Soon the war will be won. Surely then the Sharks will not fear me.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Meiyin Note #21(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: When anger rises, think of the consequences. I know this by heart, yet I cannot help but seethe with fury. Even Wuzhui is keeping his distance. Last night, I awoke to the sound of thunder coming from the Shark's main camp. I rushed to their aid, but blinded by the night and consumed with panic, they attacked my pack. By the time order was restored, we'd both sustained losses. Clearly this was the work of the enemy, but those fools blame me for the confusion. Some even claim I torched their camp. How dare they question my honor after all I've done? Cowards! They have no right!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Meiyin Note #22(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: I should have foreseen this. Though I put my pride aside, those audacious Sharks could not. At their behest, I began the long trek back to my own territory this morning. They say that they will finish the war without me. Doubtful. Without my pack at the van, the New Legion will surely smash them to pieces. But what can I do? I cannot protect them if they do not want my protection. Will the Legion come for me afterwards? I cannot say, but if they do, I know that I will receive no aid. I must rely on my own strength, and right now I fear it insufficient. I need to become stronger. I need the Demon King.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Meiyin Note #23(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: He is mine. After a mighty struggle, the power of the Demon King is now mine to unleash. The cost was almost too great. I brought only my swiftest beasts on the hunt, hoping to run him in circles, but even still he managed to kill many of them. Were it not for Wuzhui, he may have killed me as well, but my Wuzhui is both swift and cunning. He knew exactly what distance to maintain, exactly when to retreat. No steed could prove more true. Tomorrow I must begin acclimating the Demon King to life in my pack, but for tonight, I will allow myself to celebrate.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Meiyin Note #24(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: I was wise to test the Demon King's hunting skills from atop one of my flying beasts. When he stumbled down a small rock formation, his eyes glowed with that familiar hatred and suddenly he proved deaf to my commands. In time, he calmed down and obeyed me once more, but it was a fearsome thing to witness. I think I will keep him apart from the other beasts. Not only will it keep them safe, but it will calm their nerves. They have been tense since his arrival. I cannot blame them. The Demon King's power could save or doom us. I must use him with extreme care.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Meiyin Note #25(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Am I making a mistake? Maybe. The closer that great pillar of light gets on the horizon, the more my concern grows. It is a gamble, no question. Helena said that she did not know if this pillar of light will behave like the other one. Yet if it does, if we are transported to some other plane to battle a monster for a mysterious key, then there's a chance that this could be the first step on the path home. If not that, then at least a path away from this island and the New Legion. Technically Helena has hired me, but that small chance is payment enough. It's worth the risk. I hope I am prepared.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Meiyin Note #26(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Had I let fear rule me and left the Demon King behind, then Helena and I would be dead. Only with his strength were we able to defeat the gigantic ape. His rage cost some of my pack their lives in the aftermath, but that was the price of victory. The price of hope. The key we were rewarded with matches the one Helena already had. The means the third pillar must lead to a third key. And when combined? What then? It's uncertain, but if each pillar takes us somewhere, then maybe their combined power can take us anywhere. Maybe it can take us home.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Nerva Note #19(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Today shall live forever in the annals of history. Today, I raised the New Legion flag above the Painted Sharks' battered fortress, and in that moment, my empire was truly born. In that moment, the New Legion became the dominant power on this island. With that in mind, I've given my troops three days respite to celebrate our victory, though I shall not take part. My work is never done, and I mustn't lose sight of my true goals. Only when I have brought this island into a new age shall I be content. Only then shall I rest. Gaius Marcellus Nerva Victoria per Disciplinam(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Nerva Note #20(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: When my scouts reported that they had finally found Rockwell's compound, I set out to meet him at once. While that meant delegating matters that others might find more pressing, I did not hesitate. Minds like Rockwell's are a precious resource on this island. To have him as an advisor would be invaluable. Whether Rockwell accepts my offer or not, my visit has already paid dividends. Apparently, he has spent some time researching the massive obelisks on this island, and theorizes that they may hold great power. If there is any chance that said power can be wielded, then I must learn all that I can about them. Gaius Marcellus Nerva Victoria per Disciplinam(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Nerva Note #21(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: These obelisks are fascinating. Apparently, Rockwell managed to coax a response out of one of them with an offering of some kind. Could it be that they are some grand monument to the gods? If I appease them with a sacrifice, will they grant me their power? Yes, of course. Janus may have chosen me to rule this island by bringing me here, but I must prove my worth to the other gods by completing this ritual. Well, now that I have Rockwell's council at my beck and call, I shall pass this trial with ease. Then the power of the gods will be mine to command. Gaius Marcellus Nerva Victoria per Disciplinam(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Nerva Note #22(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: After studying my scouts' reports, I have concluded that few tribes remain who can successfully resist the New Legion's march. However, the island's snowy tundras are a matter of concern. The dominant tribe in the region, the Howling Wolves, are known to be fierce fighters. More importantly, a prolonged invasion would prove nigh impossible in that weather. Yes, for now I shall avoid the frozen north. Instead I will annex the smaller tribes, consolidate the New Legion's holdings and investigate the obelisks with Rockwell. Perhaps their power can solve my northern conundrum. Gaius Marcellus Nerva Victoria per Disciplinam(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Nerva Note #23(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: The New Legion needs a true capital, one that embodies our strength and grandeur. I realized it while recalling my first day in Rome. My hometown in Numidia had its wonders, but it could never match the splendor of that great city. I was in constant awe. Most on this island are consumed by the present ? their immediate needs and struggles. Yet a new generation will live within our walls one day. When they see what their forefathers have built, I want them to be as inspired as I was. I want to show them that no matter where they are born, their destinies are theirs for the taking. Gaius Marcellus Nerva Victoria per Disciplinam(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Nerva Note #24(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: I have received disturbing news. Apparently, the Beast Queen has resurfaced with an even larger contingent than before, and she is on the move. Worse still, she is travelling directly towards one of the obelisks. I can think of no worse scenario than the obelisks falling into the those barbaric hands. She has always been a nuisance, but with their power, the Beast Queen would pose a dire threat to everything I have built. I must mobilize my main force and move to intercept her at once. The future of this island may hang in the balance. Gaius Marcellus Nerva Victoria per Disciplinam(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Nerva Note #25(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: When my army arrived at the obelisk, I feared we were too late. The Beast Queen was nowhere to be found. I was about to order a search of the area when I was blinded by a flash of light. Suddenly, the barbarian horde was right before us, and battle was joined. Though the savage possessed a fearsome new monster, it attacked ally and enemy alike. If anything, its presence made the slaughter more complete. By the end, the Beast Queen's forces were annihilated, and she herself had fled with mortal wounds. At last, her threat is ended. Interestingly, we also captured an acquaintance of Rockwell's during the battle. Perhaps she knows something about the obelisks that Rockwell does not. Gaius Marcellus Nerva Victoria per Disciplinam(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Nerva Note #26(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Walker had told us to expect some kind of monster after activating the obelisk, but I never imagined that we would battle one of Ceres' dragons. No, that's not right. It was too colossal and wild for even a god's chariot. I doubt Diana herself could control it, and yet, the New Legion felled it. It cost the lives of many men and even more beasts, but it was worth the sacrifice. According to Walker, the third key we acquired may allow me to open this cave she speaks of. Then the power of the obelisks and this very island will be mine to command. Gaius Marcellus Nerva Victoria per Disciplinam(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Raia Tablet #11(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Early on, I handled all of Nosti's trade negotiations, and I have had trouble growing out of the habit. I suppose that is why every caravan or hunter that passes through our gates knows my name. Some still insist on speaking with me personally, but I do not mind. I find these dealings rather engaging. It is like playing a game of words. One such caravan arrived yesterday, bearing a haul of metal ingots. Our venerable Captain has suggested that I bring a contingent of guards to the negotiations, but I would rather not. If our guests are intimated, they may back out, and I would be remiss to waste such an opportunity.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Raia Tablet #12(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: I shall gladly admit that I erred. I shall even admit that I owe Captain Dahkeya my life and offer him all the gratitude he is due. Yet that does not excuse such merciless behavior! Those so called merchants may have stooped to viciousness and cruelty by trying to kidnap me, but that one had surrendered. There was no need to execute him on the spot, was there? It is so hard to see where light ends and darkness begins in this violent place. Perhaps if I could adequately protect myself, we could have avoided needless bloodshed. Yes, I think it is time. I shall master these explosive weapons, and Captain Dahkeya is going to help me.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Raia Tablet #13(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Step by step, I am learning how to shoot. During my first few lessons, the weapons almost jumped out of my hand when I fired them, but my arms have grown stronger and my aim truer. Captain Dahkeya's presence has been helpful. The same calm that I found unnerving from afar has been steadying from up close. He does not waste his breath on exaggerated praise or criticism. He simply keeps me focused on what I need to do, and everything else just falls away. Considering where I started, he has been very patient with me. Perhaps I should be more patient with him.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Raia Tablet #14(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: In ancient times, gentle Hathor took the form of the fierce warrior goddess Sekhmet, and unleashed her wrath upon the human world. Yet even during her relentless slaughter, Hathor was within Sekhmet, as Sekhmet was always within Hathor, and when she was eventually calmed, the peaceful goddess of joy and love returned. As it is with the goddess, so it is with mankind. The vicious can become kind, and the kindhearted can become violent. For all his past transgressions, Captain Dahkeya is no different. He did not grasp Hathor and Sekhmet's tale when I told it to him the other day, but if he keeps trying to better himself, then perhaps one day he will.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Raia Tablet #15(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: In principle, I have turned into a competent marksman. Yet in practice, how would I fare? When the time comes, could I end another human life? I am not so sure. My mouth grows dry with fear at the very thought. The warrior spirit of Sekhmet surely resides somewhere within the recesses of my heart, but search as I may, I cannot find it. As training, I offered to put down some of our beasts that had grown deathly ill. It was a merciful act, but it still drew tears from my eyes and twisted my stomach into knots. I must learn to act in spite of these feelings. My life may depend on it one day.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Raia Tablet #16(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Despite my best efforts, I know that I have strayed from the teachings and customs that I learned so meticulously back home. Out of necessity, I have adapted it to both the needs of Hathor's new followers, and the circumstances we all face in this desert. For example, celebrating the gods with feasts and festivals in their name would be wasteful. This sacrifice is particularly unfortunate, for my students deserve some sort of reward for their diligence. Perhaps I can still organize a modest celebration of some sort. In fact, maybe the whole village should have one, just to raise everyone's spirits. Even our venerable Captain might enjoy that. Ah, but I ask for miracles.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Raia Tablet #17(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: I trust our Captain's judgment on matters of defense, but I still feel ill at ease with his decision to sally against these mantises. It is not that he has left the village unprotected. Quite the contrary, I fear that his own contingent is too small. I know that I should not be concerned. He personally vouched for the caliber of his team and I have more immediate priorities. Our walls and gates need repairs, our infirmary needs supplies and our morale needs bolstering. I have been scrambling to and fro with such constant urgency that rings have formed beneath my eyes. Yet when I finally earn a moment's respite, I am restless with worry.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Raia Tablet #18(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: The people of Nosti come from so many different places, and they all have different ways of thinking. On occasion, this incites conflict. Several weeks ago, two newcomers came to blows over a long-standing feud between their home nations, and just the other day, I had to harshly discipline one of my own disciples for harassing the villagers who worship that wooden cross. One time, a man even challenged me to a duel for Nosti's leadership. Yet those same two people who engaged in fisticuffs now work to repair our western gate, and it is stronger for their combined efforts. Perhaps that is why the gods have brought us all here, to help us understand each other.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Bee Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Common name: Giant Bee Species: Apis lithohermaea Time: Middle Miocene Diet: Herbivore Temperament: Territorial Wild In the wild, Apis lithohermea drones never stray far from their nests, which they build high in the Island's redwood trees or rocky cliffsides. Apis drones can be seen swarming around the nest in groups, but to get a look at the queen, one would need to crack open the nest itself. Speaking from experience, this is not a pleasant task, as Apis drones are quite territorial. Take caution: Apis' stings will weaken their victim, and because its stinger is not barbed, Apis can sting multiple times without fear of its stinger being ripped out. Domesticated A tamed Apis Queen will lay new drone eggs and construct a nest that survivors can farm for honey, so long as they remember to wear a ghillie suit. Said honey is not only sweet and delicious but laced with strong scents that land mammals find irresistible. Many hunters use it to bait their traps. Apis drones will also follow their queen into battle, so they can be used for self-defense in a pinch.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Daeodon Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Common name: Daeodon Species: Daeodon comedentis Time: Late Oligocene Diet: Carnivore Temperament: Territorial Wild Daeodon comedentis is the largest known species of Entelodont, an omnivorous family of ancient mammals that are sometimes referred to as "Hell Pigs." Even though Daeodon has as many similarities to modern Hippopotamidae as it does to Suina, I've found that to be a suitable nickname. Daeodon is as mean as it looks, and any survivor who wanders too close will find that out the hard way. As an omnivore with a voracious appetite, Daeodon scavenges, forages, and hunts to survive. It has little qualms when it comes to its diet, and that has helped it thrive on the Island's harsh tundra. Its temper hasn't hurt either, as many would be predators would rather seek out less vicious prey. Domesticated Many tribes have made excellent use of Daeodon packs within their war parties, not only because of its fierce nature, but due to its extraordinary ability to rapidly heal itself. I've theorized that this healing factor is why it seems to have such a high metabolism, though what is particularly extraordinary is its capability to share this benefit with nearby creatures. I have even heard some survivors mention that the Daeodon also has a unique ability to root out Rare Mushrooms as well!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Kentrosaurus Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Common name: Kentrosaurus Species: Kentrosaurus aethiopicus Time: Late Jurassic Diet: Herbivore Temperament: Short-tempered Wild While Kentrosaurus aethiopicus is considerably smaller than its close relative, Stegosaurus regium, it is much more formidable in matters of self-defense. In fact, it is arguably the pound for pound champion of not only the Stegosaurus, but when encountered in close-knit fighting packs, ranks atop the Island's herbivorous dinosaurs in general. Thanks to its wickedly sharp defensive spikes, any creature that attacks Kentrosaurus is likely to be reversely wounded in turn, and it is capable of piercing even the thickest of hides and armors when it goes on the offensive. I have personally witnessed the Kentrosaurus fell much larger predators in a single such "impaling" maneuver! Underestimating Kentrosaurus can be a fatal mistake, particularly when it is in a herd. When travelling in numbers, Kentrosaurus seems to grow much more aggressive, increasing the range at which it will defend its territory. Domesticated Survivors have seen little success in their attempts to ride Kentrosaurus, owing to its spikes and hot-headed temperament. However, a tamed herd of Kentrosaurus can effectively defend a compound and take on larger carnivores. Once impaled by its attack, the Kentrosaurus slams the attacker on the ground continuously, helping to turn the tide of a pitched battle!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Liopleurodon Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Common name: Liopleurodon Species: Liopleurodon magicus Time: Mid-Late Jurassic Diet: Sweet Tooth Temperament: Elusive Wild Liopleurodon magicus is a mid-sized ocean creature, typically between 20 and 25 feet long. I've yet to directly encounter one myself, but from the tales other tribes have shared, it compares to no other on the Island. The rumors indicate that this beautiful creature has magical properties; however, the sightings are so rare it's hard to decipher old tribe's tales from the underlying truth. They say that Liopleurodon is an elusive creature that can harness its magical powers to retreat from predators or aggressors of any kind, but the Beekeeping tribes claim that their honey is so sweet, not even the Liopleurodon could resist! Domesticated Liopleurodon is rumored to bring good fortune to those adventurous enough to tame it. With the Liopleurodon by their side, tribes have apparently managed to obtain treasure beyond their wildest dreams. Supposedly, even after you've gained its favor, it remains incredibly aloof and will eventually use its abilities to escape even the strictest of captivity.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Helena Note #27(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: So, these are the conquerors that I heard about way back when. Not a great first impression. Mei-Yin and I weren't quite mates, but watching her creatures get slaughtered like that certainly wasn't pleasant. I'm not a fan of the prisoner lifestyle, either. The leader introduced himself as Gaius Marcellus Nerva, and he's not a complete bogan, I'll give him that. He let me keep my personal effects and our conversations have been civil so far. I get the feeling that'll change if I don't cooperate, though. Not that I have much choice. They already took the keys. The only way I'm seeing this through is as a "guest" of the New Legion.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Helena Note #28(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: This Nerva bloke's FIGJAM incarnate. He seems to think that he's Jupiter's gift to the Island or some rubbish like that. I think his ego was actually tangible when the Legion returned from to the obelisk with the third key and the head of a dragon in tow. Sadly, as much as I would enjoy seeing him fall flat on his face, I need him and I need the New Legion. So, when he "asked" me to guide his forces to the hidden cave, I obliged without protest. What he'll do with me afterwards, I don't know.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Helena Note #29(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: When Nerva and his band return from the cave, they'll decide my fate, so this may be my final chance to reflect. I may as well take advantage of it. I realize that had I just ignored the signs and accepted this paradise at face value, I'd still be happy and free. Would that have been better? I don't think so. After a lot of thought, I've decided that I'd rather die seeking the truth than living in an illusion. That, as Rockwell would say, is the path of a true scientist. Not that I'm Galileo battling the church or anything, but hey, it's something to hold onto.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Meiyin Note #27(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Damn those New Legion cowards! At full strength, I could have fended them off, but they attacked just as we returned to the pillar of light. What beasts I had were exhausted, and the Demon King flew into a rage before I could start a retreat. When that happened, all hope was lost. The last thing I remember is a sharp pain in my side. When I awoke, I was alone with Wuzhui. Both of us were covered in blood, but Wuzhui's wounds were deeper. I cannot fathom how he carried me to safety in such a state. I must find a place to hide. Wuzhui and I are alone now, and barely clinging to hope.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Meiyin Note #28(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: My dearest friend is gone. To his last he was magnificent. The creatures that attacked us were larger and with his wounds they were even faster, but no beast could ever match Wuzhui in spirit. I buried him where he fell, saving me one last time. I was unworthy of such a loyal friend, but I will avenge him. His true murderers will pay. Not the beasts, but the New Legion. They are responsible. I swear by the souls of my ancestors that I will find their leader and drive my blade into his heart! In Wuzhui's name I will take his head!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Meiyin Note #29(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: As I thought, the Legion was at the last pillar of light. I sighted them as they departed, and have been following them since. They are too many for me to fight head on. If they spot me, I will be killed, but I know how to hide from sight and mask my scent from their beasts. It did not take long to discern which one was the leader. No one else walks with his pride or gestures with his authority. I could probably have hit him with an arrow by now, but I want him to see my face. I want him to know that the Beast Queen vanquished him.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Meiyin Note #30(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: I soon regretted freeing Helena from her cage before following the Legion through the portal they opened. She was too focused on the wonders around us. When she saw that most of the Legion was dead, she even tried to dissuade me from killing their leader. I knocked her unconscious. I wish her no harm but I cannot let her interfere. At least she told me his name ? Nerva. That is the man I will kill here, on this most fitting stage. I admit, it is beautiful. The stars shine so clearly. I can think of no better place for my vengeance. Here, at the edge of heaven, let our battle finally be decided.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Nerva Note #27(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Damn these barbarians. They've smelled our weakness. Between our battles with the Beast Queen and the dragon, the New Legion's main army has been distracted and depleted. Lesser tribes have taken advantage by raiding our camps and seizing territory that we claimed with our blood and sweat. Fine. Let them have their temporary victories. Let them imagine that they have inflicted real wounds upon us. When I obtain the power of the obelisks, they will pay for every blade of grass they take from me. With that power, I will make them know true regret. Gaius Marcellus Nerva Victoria per Disciplinam(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Nerva Note #28(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: My men are uneasy. News reached us that the Howling Wolves are on the march, heading straight for the heart of New Legion territory. Some want to turn back and defend our home. I understand the instinct, but they lack my foresight. Only Rockwell has the strength of mind to see my vision. We are nearly to the cave. Once I hold the power it contains, I can use it to crush the Howling Wolves and their petty forces. Whatever gains they make will be erased. I'll unite the entire island in a single, glorious battle. Soon they'll see. Everyone will see. I am this island's destined emperor. I am its destined god! Gaius Marcellus Nerva Victoria per Disciplinam(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Nerva Note #29(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: I had not expected to battle another monster, much less one so powerful. Yet here I stand, victorious! My men lie dead, my beasts lie dead, yet I still stand! Even Rockwell has never seen anything like this place. Surely it is some hall of the gods. Surely the power of the obelisks is here, waiting for a worthy champion to wield it. With it, I will not need beasts or men. Its power alone will win me this island. I need only find it, and claim what is mine. Praise Janus for taking me here! Praise Mars for lending me his strength! I claim this great victory in your names! Gaius Marcellus Nerva Victoria per Disciplinam(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Nerva Note #30(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Nothing! How can there be nothing? I have searched ceaselessly, and yet I find NOTHING! I sacrificed my men, my kingdom, everything. I have nothing left to give. Everything I've bled for is gone! For what? For a view? What trickery is this? What is this place? Am I the victim of some divine joke? I don't understand. I served the Emperor loyally. Why would Janus pull me from his service if not to bring order here? I've cried out for answers, but the gods never respond. They have abandoned me. All I hear is my own voice, echoing off these cursed halls ? betrayed, destitute and alone.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Rockwell Record #27(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Before arriving on this island, I would have dismissed the idea of a device instantly transporting a person from one location to another as complete and utter poppycock. Yet, that appears exactly what the strange platforms beneath the obelisks are capable of doing. Astounding! Yes, yes, there was a dragon on the other side. I'm sure Mister Nerva and his men fought quite the heroic battle, but discovering another slobbering beast is trivial in comparison. Imagine! One could go from one side of the globe to the other in the blink of an eye, and I'll wager that is just the start of the obelisk's capabilities! I must learn more! I must!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Rockwell Record #28(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: I am starting to become quite cross with Mister Nerva's impatience. I had barely any time at all to study the obelisk before we set out again, this time to that cave Miss Walker mentioned. I wonder, does he believe that she knows more about the obelisks than I do? Nonsense! Any fool could see that I am the superior scientist. Besides, I am his official advisor while she is his prisoner. She isn't even privy to my presence. Nonetheless, I feel compelled to prove my scientific mettle. Whatever is in that cave, I shall be the one to discover its purpose. The mysteries of the obelisks are mine to uncover, not Miss Walker's or even Mister Nerva's. Mine.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Hyaenodon Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Common name: Hyaenodon Species: Hyaenodon dirus Time: Late Eocene-Early Miocene Diet: Carnivore Temperament: Opportunistic Wild Among the Island's most tenacious pack is Hyaenodon dirus, a carnivore most often found across the mountains and tundras in packs of 3 to 6. The Hyaenodon is a very intelligent predator. Before engaging, it determines if the payoff for a fight is worth the risk of injury. Hyaenodon often prefers not to fight unless there is already weakened prey or a fresh carcass nearby. This temperament changes quickly, though, near the presence of injured creatures. Hyaenodon quickly becomes very aggressive... ...and the pack attacks with ruthless abandon. With each vicious chomp of scavenged meat, the Hyaenodon rapidly recovers health and stamina. Domesticated Despite being too small to ride, Hyaenodon are still popular pets. Their intelligence means they train well, and their natural pack mentality makes them excellent hunting dogs. Their ability to quickly recover health by consuming raw flesh off the bone ensures they can take punishment yet continue to fight, and they can efficiently preserve meat in specially-crafted saddle-bags. A common (and terrifying) sight on the tundra is a rider on a Canis with a pack of Hyaenodon at its side, howls and jeers echoing through the night.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Megalania Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Common name: Megalania Species: Megalania muruspede Time: Late Holocene Diet: Aggressive Temperament: Carnivore Wild Megalania muruspede is among the largest creatures found throughout the Island's complicated cave networks. Reaching up to three meters long, it can traverse vertically up cave walls with little difficulty thanks to its powerful claws. Fortunately, Megalania's size means it is unlikely to sneak up on anyone. Unfortunately for spelunkers, it is an aggressive and dangerous creature nonetheless. Like other Varanidae, Megalania is a venomous creature. Its poison is slow-acting, but will drain the victim's effective strength and health until death unless cured by a rare antidote. That said, the Megalania's prey are usually ripped apart well before they succumb to the poison's long-term effects. Domesticated The rare ability of Megalania to effortlessly climb sheer environmental walls makes it a highly sought-after mount. While it is by no means the fastest, strongest, or toughest mount, the manner in which it can effortlessly scale mountains, clamber up barricades, hide in trees or upside-down, ensures it will always have place in any tribe's stables!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Yutyrannus Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Common name: Yutyrannus Species: Yutyrannus saevus Time: Cretaceous Diet: Carnivore Temperament: Aggressive Wild The Yutyrannus saevus is believed to be related to the Tyrannosaurus rex, but it is noticeably different upon first glance. Feathered creatures are not necessarily viewed as dangerous predators in the same light as other theropods. However, the Yutyrannus strikes fear into even the Island's most skilled hunters. There are few wild predators that are able to pack-hunt alongside the generally hostile Carnotaurus, like the Yutyrannus does, with such ease. It is also the only creature I've seen to consistently induce a state of panic in opponents with its roar. Upon hearing it, most creatures in the area will flee for safety. Domesticated A domesticated Yutyrannus can be a powerful offensive or defensive addition to war parties. With its mighty roar, it can induce fear in opposing creatures. Meanwhile, Yutyrannus can be trained to develop a confidence-boosting Battle-Cry which counteracts enemy attempts to induce fear, while also bolstering the resolve of allies, and may even draw wild Carnotaurus to its aid. These unique "leadership" qualities make the Yutyrannus a versatile, and at times, a necessary creature to have on your side during large-scale confrontations!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Megatherium Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Common name: Megatherium Species: Megatherium formipavor Time: Late Pliocene-Early Holocene Diet: Omnivore (primarily herbivore) Temperament: Passive, but aggressive to insects Wild Megatherium formipavor is one of the larger mammals on the Island. This is most shocking because it is essentially a giant sloth...if you crossbred it with an elephant and a bear! Because of its size and girth, the Megatherium is uncommonly resistant to being knocked unconscious. Despite primarily being an herbivore, a typical Megatherium is very intent on consuming the Island's many insects. It is particularly adept at removing their insides without damaging much of the shell, maximizing extraction of chitin. The otherwise slow and peaceful Megatherium becomes faster and aggressive in the presence of these creatures. Domesticated Megatherium is an incredibly useful creature to tame, so long as you don't intend to fight other tribes. It's enormity, high resistance to torpor, and voracious attitude toward insects (and arachnids) makes it ideal for farming large quantities of chitin from the bugs of the Island, or simply defending against them.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Hesperornis Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Common name: Hesperornis Species: Hesperornis avenatantes Time: Late Cretaceous Diet: Piscivore Temperament: Passive Wild Possessing the appearance of a half-duck/half-dinosaur, Hesperornis is a medium-sized, fish-eating bird, common in the rivers and lakes of the island. It would be about two-thirds the height of a human if it stood tall, but it rarely does. Hesperornis spends most of its time gliding along the surface of the water, where it is much more maneuverable. Hesperornis is barely a threat to any land-dwelling creature, as its legs are too short for it to move around effectively, but it is surprisingly fast in the water. It can easily hunt down fish and other small water-dwelling creatures. Domesticated Not particularly useful for hunting, and not being affectionate, Hesperornis is primarily kept for the eggs it produces after consuming much fish. When rendered correctly, the eggs separate into two useful substances. One is a protein substance that is high in calories, and the other is an oily liquid that is effectively the same as the Oil found in the ocean!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Dahkeya Note #19(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: I can't recall the journey back to town, but I remember the caverns. The mantises didn't take too kindly to our intrusion. Took half my men with them before we blew them to hell. Well, most of them. One came at us while we were celebrating and I pushed Sasha out of the way like a damn fool. Nearly got myself skewered. Now Raia's got me all cooped up until I finish recovering. Threatened to tie me to the bed if I tried to leave. I'd probably drive myself nuts if she didn't keep me company so often. She was even here when I first woke up. I admit, I was glad to see the sight.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Dahkeya Note #20(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: How long have I wanted this? I can't place it exactly, but it feels like I always have. I suppose that's how I know it's right. It's not just that Raia's beautiful. I've known beautiful women before, but I never got the same feeling when I looked at them. I never felt this at home around them, or anyone for that matter. What happened between us when I was stuck in that room, it wasn't a heat of the moment decision. At least I don't think. All I know is that now, I don't mind sleeping in the same bed every night. Not anymore.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Dahkeya Note #21(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Maybe I should change my name again. Seems fitting. I started calling myself John about a week after joining up with Doc Russo. The others never called me Dahkeya anyway, so I figured they may as well call me by a name I chose myself. That was part of it, but I think that deep down, I also knew that the boy who earned the name Dahkeya was gone for good. Now I think the outlaw named John Dahkeya is gone too, so it would make sense to call myself something else. Then again, that may just confuse folks. Probably not worth the hassle. Besides, I kind of like the way it sounds with an Egyptian accent.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Dahkeya Note #22(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Things have been quiet for a while now. Downright pleasant, even. At least, that was the case until one of our hunting parties went missing about five days ago. Well they're not missing anymore, at least what's left of them. We scoured every inch of their camp and still can't figure out who attacked them. There aren't many prints from animals, and what ones we found aren't like any creature I've seen. There are scorch marks aplenty, though. Maybe it was a group of raiders with some of those new, flame spewing weapons that I've heard tell about? Whoever it was, I'll see it to it that they live just long enough to regret it.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Dahkeya Note #23(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: We finally tracked down our culprit this morning, and damn was he one big, mean son of a gun. He had wings like a bat, a head like lizard and spat fire from his mouth. I've never seen anything like it, not even here. Fortunately, anything will die if you put enough bullets in its head. One of my men called it a wyvern, but he'd never actually seen one before. Said it was just a legend. No one in town had seen one either. So where'd it come from? Did it just suddenly fly here from parts unknown? This whole affair doesn't sit right with me. Gives me a bad feeling.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Dahkeya Note #24(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Folks have been spotting a lot more of these wyvern creatures, and they're not just throwing fire every which way, either. Some spit lightning or acid. On top of that, those big pillars are acting funny. I checked with Sasha, since she doesn't buy into that Hathor business, and she sees it too. It's making me restless. Between this and the mantises, it's starting to feel like this place wants us gone. I know that can't be right. There were no spirits of the land to stop the frontiersman back home, and there are none here. Still, I should talk to Raia. If that tower's dangerous, she shouldn't be worshipping it.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Dahkeya Note #25(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: I shouldn't have expected her to listen. Raia's kept her faith this long, so there was no way a few wyverns and a talking to were going to change that, even if that talking to came from me. Still, I'm not about to take any chances. Whether it's wyverns, mantises or giant towers, nothing's harming this town and it's especially not harming her. Her prayer groups are getting extra guards and I don't care if she likes it. I expect she won't. In fact, I'll probably have to sleep under the stars for the for the next few nights. Oh well. I suppose that's what you'd call a "long-term investment."(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Dahkeya Note #26(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: For all my caution, I could have never prepared for this. Yesterday, the towers started flashing and glowing like a damn lightning storm. When I saw that, I saddled up one of our cats and went to find Raia as fast as I could. Within minutes, the ground was crumbling beneath us, like the land was trying to swallow the Nosti whole. Once I swung Raia up onto the saddle, I had to ride like a man possessed, our cat leaping across broken buildings as they slipped into the ground. Even then we barely made it, but we're the only ones. I spotted Sasha hanging onto a ledge as we escaped, but I couldn't get to him in time. We're all that's left.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Dahkeya Note #27(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: I wish I were better with words. I just don't know what to tell Raia after all that's happened. A loss like that is always going to ache, but nothing I do or say seems to ease the hurt at all. You know things are ugly when I'm the optimistic one. For now, I've just got to keep us focused on staying alive, step by step. We're going back to the basics: finding water, finding food and finding shelter. This snaggletoothed cat and I are all she's got left, and that means I've got to be steady for her. Somehow, we'll make it through this.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Dahkeya Note #28(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: So far so good. The cat has helped keep the critters away, so I've conserved ammunition, and we're all stocked up on supplies. For the immediate future, I'd say we're safe and secure. Further than "immediate" though? I'm not so sure. Neither of us are builders, and there are bigger, tougher animals than long-toothed cats out there. Eventually we'll need to find some new friends. Nosti was the biggest settlement in the desert, but it couldn't have been the only one. I'd heard rumors that a hunting party had seen some buildings to the west. Sounds like as good a place to start as any.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Dahkeya Note #29(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Damn it all to hell! I had everything under control. We were going to make it, but I just had to go searching for that town. What a stupid, bone-headed decision! It's not that the rumor was wrong. There are buildings, all right: crumbling, abandoned buildings that are half-buried in sand...and home to a group of damned wyverns that attacked us on the way in. We managed to give them the slip by taking shelter in this big, circular building, but they've been circling it ever since. We've got enough supplies for nearly a week. Hopefully they'll lose interest before we start to run dry.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Dahkeya Note #30(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: The wyverns haven't left. They're fixated on us. Well if they want me so bad, they'll get it. I'm not foolhardy enough to fight them on my own, but I can at least insist that Raia take our mount. If things go south, then she'll have a chance to run. Raia, if that happens and you're reading this, don't go crying on my account. The time we've had is more than I could have hoped for. Besides, it'd be downright selfish of me to keep you to myself when you've got so much to offer the world. As for me, I've only got one true talent, and those ugly, overgrown lizards will find out just what that is when I drag them to hell.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Helena Note #19(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: It took weeks of searching, but I finally caught a glimpse of Wali al Aswad. I knew I was getting close when I found a series of fulgurite formations this morning, and sure enough, I spotted several wyverns later in the afternoon with a lone rider among them. The rider clearly saw me too, because soon enough the wyverns were circling overhead. I waved and yelled in greeting, even calling out Mei Yin's name just in case. Yet without so much as a nod, the wyverns regrouped and flew off. Wali's not a social butterfly it seems, but I'm not letting them off the hook that easily.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Helena Note #20(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Of course Wali lives on a bloody mountain. Of course they do. I saw their wyverns land at the summit yesterday, and they haven't left. This has to be their home...unfortunately. The paths were too narrow for my morellatops, so I had to leave it behind. It should know to wander off if I don't return for it, not that I can really afford to worry about it. The climb's doing a fine job of kicking my ass even without distractions. I swear, if I don't have a six pack after climbing a mountain in the bloody desert, I'm going to be awfully cross. (/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Helena Note #21(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: I don't know what kind of reception I expected when I reached the summit, but laughter wasn't one of them. Yet that was exactly what I heard when I finally let myself collapse and started flinging every obscenity I could think of at this damned mountain ? the bemused laughter of an old woman. Wali al Aswad is definitely no guardian angel. She was quick to dismiss those particular rumors with remarks about how the gods have abandoned this wretched place. As long I avoided that subject though, she's welcomed my questions with surprising warmth, though often enigmatically. I have a feeling that I'll need to be patient with her.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Helena Note #22(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: It turns out that I didn't find Wali al Aswad. She found me. While the portal I used to get here opened with little fanfare on my end, apparently the other side created quite the spectacle. According to Wali, it was easy for her to spot from atop her wyvern, and she started tailing me soon afterwards. I guess her timely interventions were no coincidence. She didn't seem very surprised when I told her about the obelisks, their guardians or even that this desert is actually a space station. Either she knows more than she's saying, or experience has grinded the surprise right out of her.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Helena Note #23(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: I really missed flying. There's no replicating the feeling, and no replacement for seeing a sunrise amongst the clouds. Wali probably started these wyvern riding sessions just to give herself an escape hatch when our conversations get too personal, but I can't say I mind. Despite their appearance, riding a wyvern is just as pleasant as riding an argentavis, even without a saddle. By design, perhaps? No matter. Genetically engineered or not, they are magnificent creatures. It's a risky proposition, but I absolutely must observe them in the wild sometime. I can't pass up an opportunity like that.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Helena Note #24(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Now that Wali has deemed by wyvern riding skills acceptable, she's finally agreed to show me around the region. From what I can gather, Wali has been here for a very long time, maybe longer than Rockwell was on the island. She knows the history of every village and ruin. Apparently there was once a great city to the southeast, but it was wiped out at some point. She's still mum on a lot of details, but I'll just have to keep prying. Radar's been helpful in that regard. Wali definitely seems to be in a better mood when the fuzzball's around. That little charmer's certainly earned her keep.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Helena Note #25(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: I'm grateful that Wali allows me time to study the local wildlife, but I suspect she only does so out of amusement. She always says something like, "Why do you spend so much time on these scribbles that no one will read?" I never have a good retort. It's true that no one else may ever read my dossiers, as I have no way to reproduce or distribute them as long as I'm trapped on one of these space stations. When I started them, they were a passion project, created out of my love for nature and its creatures. Now? I guess they're just part of my identity. Writing them helps remind me who I am.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Helena Note #26(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: I can't believe it! Wali spotted someone wandering in the desert the other day, and it turned out to be none other than Edmund Rockwell! I just about burst into tears when I recognized him. Apparently, he heard that Nerva was holding me captive and sought to negotiate my release. That lead him to the cave, and eventually he wound up here. Awfully sweet of him to go through all that trouble for my sake! Strangely, Wali claims that she saw a portal open up far away from her territory shortly before mine did. I guess that was Rockwell's, though Wali arrived at the scene too late to track him. Rockwell theorized that the portals may have taken us through time as well as space. Considering my present company, I'm inclined to agree with him.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Helena Note #27(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Wali has been much quieter since we found Rockwell. I guess she's just letting us catch up. However, she did say something interesting when we were recounting Nerva's ambitions for the Island. "This place would never allow anyone to master it," she said, and when I asked her to explain, she told me that the great city to the southeast was destroyed by the obelisk itself. Now it's just conjecture, but it's interesting to think about. Could the curators of these stations be monitoring human behavior and clipping its wings should the survivors ever band together and fly too close to the sun? If each station represents a different group in a larger experiment, "resetting" human progress would make a lot of sense. It's a bit grim though, isn't it? Yikes.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Helena Note #28(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: I don't think Rockwell's been sleeping much. I awoke last night to find him studying a strange piece of metal by firelight. I guess some tribe gave it to him as a gift, along with a very familiar looking artifact. I insisted that we show those items to Wali, and she recognized them as the property of this station's lone guardian. With all that she knows, I'm not surprised that she's activated the obelisks before. Hell, it sounds like the old battle ax has even slain the beast herself! Since we have said guardian's artifact, Wali says that we can leave this station at any time. I suppose we may as well. Rockwell's eager to depart, and as much as I like Wali, I've had my fill of sand.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Helena Note #29(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: The transporter that can take us back to the "control center" station is in the ruins of another city, south of the mountains. Wali believes that it was destroyed by the obelisks, just like the city in the southeast. I didn't press her for details, not that I'd have gotten any. Wali's more tight lipped about those ruins than anything. I had to practically beg her to take me to the southeastern city, and while we were there, she spent most of her time just gazing out into the distance. No sense in bringing her mood down with that rubbish now. After all that she's done for me, I'd like give her a nice, proper farewell.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Helena Note #30(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Having seen us through the ruins and safely to the platform, Wali has taken her leave. After doing so much for me, I was sad to see her go, but at least I got her to smile before she left. Well, me and Radar. I can't very well take the little critter with me, so I officially gave Wali ownership of her. They'll be good for each other, I think. Gah, I wrote "Wali" up there. Twice! I suppose old habits die hard, but it's not really her name, is it? I always knew that was the case, but she'd never told me to call her anything else. At least not until now. Well at any rate ? cheers, Raia. It was a pleasure to have known you.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Rockwell Record #19(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Nasrin is quite different from her husband. She is a timid little flower of a woman, or rather, she would be if she were not many months pregnant. I am still undecided as to whether my timing is impeccable or unfortunate. A few weeks from now, Timur may have had no need of a doctor, but as it stands I have been thrust into an unfamiliar scenario with scant time to prepare. Despite my unpleasant circumstances, this whole affair is rather intriguing. I never considered the possibility of new generations being born on the ARK, yet clearly it was inevitable. Like any common animal, humans have the urge to procreate. How else could the species endure?(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Rockwell Record #20(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: EXPLORERNOTE_RockwellRecord#20(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Rockwell Record #21(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: The silver tongue of Sir Edmund Rockwell has prevailed once again! After spending far too long watching the Burning Phoenix enslave and decimate hapless caravans and villages, I have convinced Timur to test his might against the guardian of the obelisk. I admit, I am somewhat anxious. Timur is not the commander that Mister Nerva was, and should he fall, I shall fall with him. Yet I have little choice, and the rewards of success are worth the risk. The obelisks, the starlit sanctuary and that precious ore shall be the foundation of my legacy as a scientist, gentleman and explorer. I am sure of it.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Rockwell Record #22(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: I found it! I really found it! Raw, untainted samples of that same, mysterious ore from the sanctuary! That fearsome beast must have been guarding it. Thank the heavens for Timur and his berserk savagery! When he leapt from the back of his wyvern, I thought he was surely doomed, but the madman actually managed to grab hold of that monster's horns and turn its eyes into a bloody mess. I have never seen such brutally effective barbarism. Many of his band did not survive the encounter of course, but that was to be expected. Progress requires sacrifice, and whether those brutes knew it or not, their deaths have helped humanity leap into the future.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Rockwell Record #23(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: This ore is simply extraordinary! It is warm to the touch, even during these cold desert nights, and it pulses as though it has its own heartbeat. It is at once light and more sturdy than any natural material I have encountered. The uses one could find for such a substance? I shall have to name it at some point. What would do? Rockwellium? Edmunium? A dilemma for another time. For now I have more pressing matters. Timur and his Burning Phoenix savages have played their part, and I cannot remain in their custody. It is time for the great warrior chief to receive his just reward.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Rockwell Record #24(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Alas, poor Timur. He was so focused on celebrating his victory over one foe, that he never saw his greatest threat. Now he lies beneath the severed head of the beast he vanquished, eyes bulging and blood seeping from his open mouth. At least, that is how I imagine him. I did not stay to admire my handiwork. As soon as the first group of Burning Phoenix warriors succumbed to their poisoned feast, I stole away into the night, Edmunium and artifact in tow. Serves those ruffians right, I say! They never did treat me with the propriety that a gentleman and scholar of my caliber deserves. This desert is better off without them.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Rockwell Record #25(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: As my withdrawal from the Burning Phoenix's camp demanded haste, I did not have the time to double check my supplies. It appears that I shall have to do some hunting. No matter! I may not be as spry as I was when felled a charging rhino on the plains of the Serengeti, but with all the small armory I managed to abscond with, I can surely manage. I had planned on trading those weapons for information as soon as I encountered a peaceful tribe, but I can spare a few rounds of ammunition.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Rockwell Record #26(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Despite my limited equipment, I have managed to run some initial tests on the Edmunium. Based on my observations, a typical forge may not be enough to smelt a sample of Edmunium ore into any sort of useable ingot. I suspect that it has extremely strong metallic bonds and therefore a much higher melting point than any conventional metallic element. I must find a proper base of operations where I can run more extensive experiments. I mustn't be overeager, however. I have limited samples and... Drat! I shall have to ruminate on this later. A sandstorm may be brewing and I have no desire to be caught in it.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Rockwell Record #27(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Confounded weather! Not only did that sandstorm separate me from my steed, but when it cleared I was beset upon by none other than the traitorous Miss Walker herself! Oh she put on quite the act, spouting all sorts of nonsense about how good it was to see me. Rubbish! I see right through her ruse. I am certain that she is after my Edmunium. The only reason she has not simply looted it from my corpse is that she requires my superior intellect to understand it. Well two can play this game, Miss Walker! I can fill the role of the benign old scientist for a time, but I shall not be betrayed again!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Rockwell Record #28(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: I am glad that I possessed the foresight to hide my presence from Miss Walker after her capture on the island. She clearly believes that I never learned of her betrayal. By cunningly taking advantage of this fact, I have managed to completely deceive the deceiver! The grim old bat she travels with is another matter. I often catch her glaring in my direction, her eyes sharp and mistrusting. If I could, I would deal with her as I dealt with Timur, but I fear she is far too observant. For now I must maintain my deception as best I can.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Rockwell Record #29(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: I may have given Miss Walker too much credit. Although I carelessly allowed her to catch sight of my Edmunium ore samples, she was more interested in the artifact I possess. I should have realized this sooner. Miss Walker's specialty is biology. She would not recognize the unique properties of Edmunium if they hit her square in the forehead! That fact has eased some of my tension. Even if Miss Walker seeks to take advantage of my genius, she is focusing on the wrong discoveries. So long as I am careful in my studies of Edmunium, I shall remain miles ahead of her. (/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Rockwell Record #30(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: I cannot wait to be rid of that glowering menace of a woman, this so called Wali al Aswad. I suspect the feeling is mutual. She has offered little in the way of farewells while seeing us to this ARK's entrance to the starlit sanctuary. Things will be much easier once Miss Walker and I have parted ways with the desert witch, I suspect. Miss Walker is thoroughly oblivious to both the wonders of Edmunium and my knowledge of her underhanded scheming back on the Island. She can continue to fiddle with trinkets and relics. I may even assist her if it suits me. Meanwhile, I shall unlock the secrets of the most extraordinary element in the universe right under her nose! (/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Raia Tablet #19(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: For days, I have prayed for both Hathor's compassion and Sekhmet's healing powers, and for days I have waited. I have faith that they heard me. When I first laid eyes on him, I thought for sure he was dead or dying, but the gods have not yet taken John Dahkeya away from me. My mind knows that I have other responsibilities to attend to, that I cannot afford to spend more time in this room. Yet I know that if I attempt to attend to my duties, my heart will interfere and I cannot neglect it. Not any longer.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Raia Tablet #20(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Without question, it was Hathor's divine will that sent me here, not only so I could spread her joy and compassion, but so I could understand her love. I thought I knew it before. I loved my family, I loved my fellow priestesses, and I love all those under my care here in Nosti. Yet only when I finally surrendered myself to it, when I let it rush over my body and carry me like the current of a great river did I truly understand it. Only now can I claim to embody Hathor's teachings, thanks to John Dahkeya, this warrior from a distant time and place. And now, together, we can turn this desert into a paradise.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Raia Tablet #21(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: The mood in Nosti has been so jubilant lately that I think we may just hold a festival after all, and why not? We have plenty of cause to celebrate. With the mantis threat diminished, our scouts were able to establish an outpost in the north, where they discovered a wealth of thick, black oil seeping through cracks in the earth. Thanks to this bounty, we have been able to create amazing new tools, and fill our storehouses to the brim. A festival would hardly make a dent. I am sure my beloved Captain will disagree. Ever the dutiful worrier. Fortunately, I can be quite convincing where John Dahkeya is concerned, and for one day, we deserve to supplant worry and duty with song and dance.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Raia Tablet #22(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: As I watched Girisha's team construct the curious, bladed tower that is meant to harness the power of Shu's winds, I could not help but marvel at how far we have come. In such a short time, Nosti has risen from nothing into a true city, with wonders that would make even the great Pharaohs envious. For all its storms and monsters, this desert grows less threatening to us each day, and fewer people are forced to suffer and die by its hand. Perhaps one day, no one will. If we can achieve that, then every hardship and every sacrifice we have endured will have been worth it.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Raia Tablet #23(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Over the last few days, the lights of the great obelisks have been pulsing with a rhythm and intensity that I have never seen before. It is a beautiful, soothing sight, particularly at night. It almost looks like they are singing a song to the stars above. Surely this is a sign of the gods' favor. Hathor is offering us her blessing. Having another festival would be exorbitant, so I have organized a special round of ceremonies and prayers after dusk instead. Thus far they have gone wonderfully, and everyone has left with renewed faith and vigor. I wonder how long this display will last?(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Raia Tablet #24(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Sometimes, I wonder how John can carry on, with no faith in a higher purpose or power and eyes that see threats everywhere. Even when we are safe and secure, he insists on sleeping with a weapon at arms' length. It is no wonder that he suddenly believes the obelisks could be dangerous. Fortunately I have enough faith for the both of us. I have faith that he will protect us from the flying lizards that have recently appeared, I have faith that the obelisks would never harm us, and I even have faith that I shall forgive his constant prodding on the latter. That final matter might require some additional effort on his part, however. He has been simply relentless about it.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Raia Tablet #25(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: What did I do wrong? Despite every trial and tribulation, I kept my faith in Hathor, Amun-Ra and all the gods. No I did more than that. I gave them new followers, I built shrines for them, and held ceremonies for them. So why? Why did the obelisks light up the sky and call down such a terrible doom upon my new home? Why would the gods tear the very earth asunder and send all that I have built and cherished tumbling into the abyss? Where did I betray them? Were it not for John I would not even be able to ask such questions. I would just be some dead fool, whose last act would have been to beg for salvation from the very gods who have forsaken me. (/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Raia Tablet #26(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: My mind is filled with the dead. I see the smiling faces of my students, eager to learn. I hear Girisha's laugh, deep and merry. I see the outstretched hand of John's trusted lieutenant as she fell into the darkness below. John tells me not to blame myself, that what happened was unpredictable. Yet how can I not feel guilty when I led so many to worship the instruments of our destruction, all the while promising to keep them safe? Somehow, I must bury these emotions and focus on the present, as John does. If I cannot tear my mind away from what I have lost, I will lose all I have left. I cannot let that happen. I cannot let the gods take him too.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Raia Tablet #27(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: You would have been proud of me. I controlled my breathing, just like you taught me, even with the tears streaming down my face. Even with all the hate and anger in my heart, I kept my aim steady, and I killed them. I killed them all, John. So why have you abandoned me, too? You were the survivor, not I. These creatures should not have been enough to kill you. You were too strong. I need you too much. Please. Come back to me. I need to hear your voice. I need to see your smile. Please. Please.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Raia Tablet #28(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: When I found them, I wanted to smash them to bits. Those eggs were the spawn of the monsters that slew my beloved, and they did not deserve my pity. Yet I also knew they could help me. If I could raise these creatures as my own servants, then even those traitorous gods of mine could not strike me down. I have constructed a great bonfire to mimic the warmth provided by their mother, and gathered milk from the mightiest of the fallen beasts so that I may feed them when they hatch. Hopefully it is enough. No, it will be. I will raise these creatures, I will master them and I will survive. I promise you, John. I will live for both of us.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Raia Tablet #29(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: When the creatures first hatched, I dared not go near them without weapon in hand, but by now we have grown accustomed to each other. I once heard that a newborn creature may identify the first living thing it sees as its parent. I believe that has occurred here. I have become a mother to monsters. So be it. The gods have forsaken me and my love has been taken from me, so gone now is the Raia of old. Gone are the last vestiges of Hathor's joy and tranquility. Let my heart fill with Sekhmet's might and fury, and with monsters at my back and steel in my hands, let the desert know my wrath. Never shall anyone take from me again, be it god, beast or man.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Raia Tablet #30(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: I have seen so much since we last spoke, John. There are secrets in this desert that you would never believe, dangers that would have paralyzed me with fear when we first met, but I am a different woman now. Would you recognize me still, behind this black veil? I still find ways to help people, though not as I used to. I am no shepherd to the lost, no healer of wounded souls. Sometimes I simply defend the defenseless, or guide those few who seek the truth behind this cursed place. Perhaps one day, someone will find that truth, strike down the false gods of this land, and at last grant me rest. Yet until that day comes, know that I will not falter. Know that I will carry on.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Rockwell Record #29(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: In all my life, I have never seen so magnificent a sight! Mister Nerva may be bemoaning the loss of his men, but I would sacrifice them a thousand times over to witness such majesty! I have never seen a night sky so beautiful, and my word, the exquisite metal this place is made out of! It reminds me of the material that lines the obelisks, yet somehow more...alive. The very walls of this place seem to hum with power and possibility. If I could find a loose tile to take as a sample, I would, but this whole complex has been expertly maintained. I must find more information on this material. Perhaps one of these consoles will have something I could use. I am not familiar with the technology, but I am sure a scientist of my caliber could get something out of them with a little educated fiddling. (/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Helena Note #30(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Well, I'm not dead, and as it turns out, neither was Mei-Yin. In fact, it was her who freed me, and insisted we follow Nerva through the portal in the cave. A horrifying scene awaited us. All of Nerva's men and a large, bizarre creature lay dead in a heap, but Nerva's body was missing. Forgetting my present company, I suggested a peaceful approach if we encountered him. That earned me one hell of a knockout punch. When I came to, I searched the whole station, but the only signs of Mei-Yin and Nerva were a few ounces of dried blood. No bodies, and no victor. Yet what I did find was fascinating. It was quickly evident that I was on some kind of space station, but when I looked out one window in particular, I realized something even more surprising ? I'd been on a space station the whole time. There, floating outside the window and surrounded by machinery, was the very island that I had been living on, and it too was orbiting high above the surface of some unknown planet. The ecosystem on the Island wasn't just curated, it was completely artificial from the ground up! What in the hell is all this, and why would anyone construct it? I don't have the slightest clue at the moment, but somehow, I mean to find out. Somehow, I'll find the truth. (/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Overseer Hologram(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Meiyin Note #31(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: I suspect even Nerva knew that he would not fare well in a battle. After taking a couple blows from my sword, he dashed off into the darkness. However, I know he was deeply wounded. His blood cannot lie. I suspect this command center was created by something with technology far beyond most normal comprehension. In the distance I can see several worlds, one that is clearly a place I've been. I am now sure that there are more of these worlds. That scoundrel Nerva must have escaped before he could meet his death. Little does he know, I won't give up that easily. I will find him in whatever realm he travels to. There is a terminal that sits upon a platform near the end of the command center. Surely, through some combination of codes, that must unlock travel to the other worlds. But it does not. It only adds another foe to be slain by the Beast Queen. (/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Otter Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Common name: Otter Species: Lutra Peloso Time: Early Miocene Diet: Onnivore Temperament: Friendly Wild Found along the Island's many inland waterways, Lutra Peloso have become exceptionally adept at hunting and foraging. This species of Otter has to be particularly cunning because of its diminutive size, and fierce competition for its preferred food source: fish. It is not a creature that excels at combat, and would not naturally pose an intimidating threat to any predators. Finding packs of River Otters is simple enough: they are distinguished by their elongated bodies, bushy tails, and webbed feet. Their trusting and inquisitive nature ensures they are often hunted for their lustrous fur, but many prefer to tame them to become trusted companions. Domesticated There are few creatures which provide the companionship that Lutra Peloso does. Rather than traveling beside you, it would prefer to comfortably rest upon your back, providing insulation. Once domesticated, it can be told to harvest fish on demand, with a specific goal in mind... from the fish that it consumes, that Otter has a knack for foraging Silica Pearls, and can even yield a slight chance at finding Black Pearls within!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Phoenix Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Common name: Phoenix Species: Unknown Time: Unknown Diet: Flame eater Temperament: Elusive Wild Among the most mysterious of all flying creatures, much of what is known about the Phoenix exists in legends which have been told through generations. These myths hav eoften chagned through the passing of time, but once constant is the belief that fire represents cleaning and renewal. The Phoenix embodies this process through its everlasting cycle of death and renewal. Extreme heat-waves in the desert seem to initiate the rise of the Phoenix, while the end of this so-called "Super Heat" precipitates the creature's reversion into ashes. While the Phoenix seems ambivalent to most wildlife, if provoked, its ferocity is evident in its ability to set targets aflame in a single bite. Domesticated Attempting to pacify a Phoenix is, quite literally, playing with fire. The Phoenix must be continually set ablaze in order to be tamed. I've seen many turned into dust and ash in the attempt. After it has been pacified, the Phoenix will regain its vitality when it is aflame. Although its compact size prevents the Phoenix from being ridden, its aggressive enflaming has proved to be invaluable in battle. Plus, it can quickly roast up tasty cooked meat and refine raw ores at any time, as a living furance.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Meiyin Note #1(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Where have I been taken? When I tried to pull my sword from that machine, there was a bright flash and suddenly I was in this desolate place. Whatever that device was, I must have broken it. Nerva's corpse travelled with me, blood still seeping from the wound I left in his chest. Despite what he's done, part of me thinks that I should bury him. He was a tyrant, but he still died a warrior's death. For now, I will bandage the wound on my face and rest. It is night here, and it will be safer to explore in the light of day.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Meiyin Note #2(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: I was fortunate today. The sun was rising as I finished bandaging my wounds, and had I not glanced at it, I would never have seen Nerva's body. It was three hundred paces away, right where I left it, and it was smoldering. The sunlight was burning it. I remembered a cave that I had spotted earlier, and ran for it as fast as I could. My legs ached and smoke was rising from my armor by the time I arrived, yet I was still alive. So now the sun was trying to kill me. Perhaps I was delirious, but I laughed at the notion. Monsters and armies have failed, so let the sun have its chance. I will defeat it too.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Meiyin Note #3(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Yesterday, I realized that I could rest no longer. I had no more spare cloth for bandages and had eaten nearly all the moss nearby. Rather than risk the heat of the sun on the surface, I ventured deeper into the caverns. It was a treacherous descent, but I am glad I went. This cave is larger than I could have imagined. In fact, it is hardly a cave at all. A great forest flourishes down here. It is as if this whole land is backwards. However, there is one thing that is familiar to me. The air is thick with the sound and smell of wild beasts. I must remain on my guard.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Meiyin Note #4(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: The light down here does not burn like the light on the surface, even the light that comes from the ceiling. I do not understand why, but I am glad for it. I was attacked by a pack of small monsters with spines on their backs. In another life, they would have terrified me, but now I fear no beast. I slew many of them, but more kept appearing. Even after killing the largest of them, they did not hesitate. Only when I neared a strange, glowing pillar did they retreat. They seem to fear the unusual light it emits. I should use that weakness against them. (/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Meiyin Note #5(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: I finally removed the bandages from my face. While I avoided infection, the wound will surely scar. I do not mind, and neither does my new companion. In fact, I had just removed my bandages when I first saw him. From the branch of a great tree, he stared down at me with curious eyes. I stared back just as curiously. It looked almost like a young deer, but its fur was colorful and it glowed like a fallen star. He reminded me of the paintings I'd seen of Qilin, but he seemed too small. Whatever he is, he approached me so innocently that I could not leave him behind. So now he is Xiao, my little light in the dark.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Meiyin Note #6(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Navigating the forest has been easier with Xiao at my side. His light has both guided and protected me. The small, spined monsters that I fought before returned in numbers, but they cowered and fled before Xiao's light, as they did from the glowing pillar. So long as Xiao is with me, I need not fear them. Yet Xiao's power is not an endless well. If he does not periodically extinguish his light to rest, it will fade with time on its own. I must be careful when wandering into the darkest parts of this forest, lest Xiao's light go out and we are both put at risk.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Meiyin Note #7(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Even with Xiao's help, I can only do so much on foot. I need a reliable steed that can carry me swiftly through the forest and help me gather resources. Fortunately, I may have found such a beast. The other night, I heard many howls in the distance. When I investigated, I found a pack of strange beasts that looked like hairless wolves. They are ugly, vicious creatures but they are the perfect size for riding. For now, I shall stalk the pack. When one of the wolves is separated from the others, then I will knock it out with my arrows, and claim it for my own.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Meiyin Note #8(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: I have named my wolf Shi, for he is so black that he seems to swallow all the light around him. No beast can replace Wuzhui, but Shi is swift and fierce. Upon his back, I can travel across the forest with ease. Yet I know that Shi alone is not enough. In these lands, the strong will dominate the weak, and they will try to destroy those who do not submit. I am reminded of this every time my scar aches. To survive I must grow stronger. It is time to rebuild my army.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Meiyin Note #9(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Yesterday, I stalked a giant shelled beast, with large claws that it could use like hands. Though slow, it seemed strong. I decided it would be a good addition to my army, but before I could attempt to bring it down, something swooped down from the sky to attack it. It was a great lizard, but not one like the ones I had seen before. No, this beast was a true dragon, long of body with a feathery mane. It used the feathers on its arms to ride the wind and tore its prey's shell asunder with iron claws. When it was finished with its meal, it scaled the cavern wall and became one with the shadows, vanishing entirely from my sight. I have found my new prey. Soon, I shall command the might of a dragon.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Meiyin Note #10(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: The dragon was even more formidable than I expected. At first, Shi was able to dance around the beast while I riddled it with arrows, but I underestimated how far its feathered arms could take it. Its sudden leap left Shi's leg wounded and I was flung from the saddle. The crippled wolf did not last long after that, and I only survived myself by taking to the trees. By the time the dragon succumbed to my knockout poison, its hide was full of arrows. I buried Shi where he fell. Though he did not serve me long, he did so loyally. Thanks to him, I possess the strength of a dragon. I am the Beast Queen once more. (/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Meiyin Note #11(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Travelling through the cave is easy thanks to my dragon, who I have named Ao Yue. I have discovered that the cave is even larger than I imagined. Beyond the forest, there are tunnels that lead further down into the earth, to a land of glistening water and plants that glow like Xiao does. How far down does it go? If I keep going, will I find the end of the world? I do not know, but I will press on. I cannot return home, or even to the island I came from. My enemy lies dead far behind me, and I have found no friends or allies. I have no aim beyond simply surviving. So for now, all I can do is move forward.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Meiyin Note #12(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: The beasts of this land grow stranger the deeper I go. Yesterday I was attacked by a swarm of flying demons with writhing tentacles in place of heads. I think they were after Xiao. Where some monsters feared his light, these ones hungered for it. However, they were no match for Ao Yue's fangs and my blade together. Still, I will keep Xiao close and have him extinguish his light for now. I could not bear it if he came to harm. Of everyone I have met in these lands, only Xiao has stayed by my side of his own will. Even Wuzhui had to be laid low first. I suppose there was that woman from the island too, but she is gone. Besides, I struck her. I doubt we were friends.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Meiyin Note #13(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: I am not alone in these caves after all. The footprints I found today belonged to no beast, that much is certain. Yet if humans left those footprints, they move like no one I have ever seen. They are deep, as though their feet hit the ground with great force, and they often have huge gaps between them. No man can leap that far, yet there are no beast tracks that accompany them. Perhaps if I move carefully, I can track and observe them. Whether they are friend or foe, I should learn more about them before I act.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Meiyin Note #14(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Where did I make my mistake? I moved in silence and never once left the shadows, but somehow they saw me. I mounted Ao Yue in an instant, but somehow they still caught up to me. Had we fought, the battle may have been difficult. There were only four of them and I had Ao Yue, but their weapons and armor glowed like moonlight and their movements were swift. I was about to strike first when one of them raised her hands and took off her helmet, revealing a human face and hair the color of sunset. She convinced her friends to lower their weapons, but even as I write, I keep one hand on mine. We may share a camp tonight, but I dare not sleep.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Meiyin Note #15(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: The armored ones had many questions when they awoke. They were surprised that I had raised Ao Yue myself, and even more surprised that I came from a different land of monsters. That seemed important to them. I asked questions too. They say it is their armor that lets them see at night and move with such speed. I did not believe it until the orange haired woman let me wear her helmet. With it I could see through darkness as though it were bathed in green light, or see the red shadows of distant creatures. It was like magic. They asked if I wanted to stay in their village for a time. I doubt I will stay long...but I want to see more of this magic.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Meiyin Note #16(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: This village is as strange as the armor its residents wear. They use tools containing light and sleep in glowing metal cases. They offered one to me, but I refused. I have slept outside with Ao Yue and Xiao instead. I have no desire to sleep in something that looks like a coffin. They claim that their tools are not magic, but machines. I do not understand how that is possible. On the island, there were many weapons and tools that were new to me, but they were made of real things. How does one touch light, much less shape it? It is wondrous and beautiful, but I wish I understood it. I will have to try harder.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Meiyin Note #17(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: It is no use. These machines are beyond my comprehension I cannot even make the simplest of their tools work properly. Compared to this, training with a spear or sword seems simple. I have tried to earn my keep by helping with chores and other tasks, but I usually get in the way or slow things down. Compared to the others, I am like a child, and they treat me as such. This was a mistake. I belong in the forest with the beasts, not among these people in their glowing metal halls. I will ask them for supplies and depart within the week.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Meiyin Note #18(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: I asked the woman with orange hair if I could take some supplies when I left, but she refused to do so for free. She said if I wanted the supplies, I had to try to use their armor first. It seemed like a trick, but I wanted to try the armor anyway, so I accepted. If I have been tricked, then I have never been so glad to be fooled. When I am in that armor, my blood dances in my veins and I can feel the world around me. It is as if I was asleep for my whole life, and I only awoke when I put the armor on. I cannot leave after feeling that, not until I at least master the armor. Perhaps then, but not now.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Meiyin Note #19(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Discretion is the key to the armor. When I started, I would leap further than I intended, turn too sharply or grip objects too tightly. Now I am in complete control. I could scale a mountain while carrying an egg and never break it, but also smash stone or fight a beast bare handed. Once I got used to the armor, my experience as a warrior helped me learn quickly. I can already outpace Juzi in a race and beat her in the sparring ring. I try to go easy on her now. She helped me a lot so I do not wish to shame her. I should call her by her proper name too, but Diana sounds too serious for a woman that laughs so much. Juzi fits her better. She doesn't mind it, but I don't think she knows I've named her after an orange.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Meiyin Note #20(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Three days ago, I was asked to help the villagers obtain a clutch of dragon eggs. Only then did it occur to me that they did not have many creatures at their command. They relied far more on their tools. Perhaps this is why they were so impressed with Ao Yue. The hunt went well. I had to do much of the work and explain many things, but the others were grateful. It also let me test the limits of my armor. By now, using it is no different to me than wielding a sword, and I welcomed the challenge. After the hunt, no one treats me like a child anymore, even when their tools confuse me. I suppose we all have different things that we excel at.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Meiyin Note #21(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: I have turned into something of a stable master. The others are still unused to the presence of so many beasts, and have to be taught how to care for them. It is a lot of work, but I do not mind. It has been comforting to be around so many beasts again. I have also taught them some lessons in close quarters combat. While their weapons are powerful, most of these people are not warriors. They have not tasted war. Juzi claims she was a soldier, but that she fought by flying metal ships through the clouds. She says she will show me how if we ever escape these caves. I doubt it, but it is nice to imagine.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Meiyin Note #22(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Juzi has finally convinced me to start sleeping in the metal pods the others use. I must admit, I slept more soundly, though perhaps that was because I knew she could no longer pester me about it. I do many things like the other villagers now. I eat like them, I dress like them, and I work with them. I still struggle with their tools and I know that I can never truly be one of them, but that was true during the Yellow Turban Rebellion too. Those who I fought beside were my comrades, but I could never be a true soldier like they were. If that is my place in this village, then I do not mind staying for a while longer. It is not so bad.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Meiyin Note #23(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: I must move quickly. The tribe sent a party into the depths of the caverns, where rivers of violet fire flow freely and nothing grows. They sought something important, something that could help the whole village, but they have not returned. There is no response when we call for them through our messenger boxes. The other villagers fear them lost to the terrible demons that lurk there. I refuse to believe that. Juzi is with them. I have equipped Ao Yue with armor and weapons like my own, and donned armor that will protect me from the violet fire. Whatever beasts or demons lie in our path, we will destroy them utterly, and bring Juzi's team back.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Meiyin Note #24(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: This is a place of death. The ground is scarred and barren, and there is no light or movement save that of the violet fire. Even Ao Yue does not seem to like it. The living should not tread here. Why would Juzi come here? What was so important that she would risk this place, and why would she not tell me? Whatever the reason, it has already cost some of her teammates their lives. I found their bodies earlier today, mangled and partially devoured beside the remains of their beasts. Thankfully Juzi was not among them. Great towers of crystal loom ahead, where the violet fire has frozen solid. Perhaps she has found shelter there.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Meiyin Note #25(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: I shall have to find whoever forged this gun and thank them with all my heart. Its strength saved the day. With my weapon's enhanced sight, I spotted two survivors running from a huge monster, but a crystal formation stood in my way. Rather than go around it, I sent Ao Yue ahead and fired through it. My aim was true, and the demon reeled. By the time it recovered, Ao Yue was upon it, and we finished it together. I knew one of the survivors was Juzi when she ran up to hug me. I am unused to such gestures, but I think she understood how grateful I was for her safety. Her teammate is wounded, but alive. With rest, he will survive.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Meiyin Note #26(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Even now, I cannot convince Juzi to leave. I even tried using her real name, Diana, to show her I was serious, but she will not hear it. She says the plans she was looking for are too important, but what could be worth what happened to her teammate? It was disgusting. He started spasming in the middle of the night, and then a smaller version of the monster that was attacking them burst from his chest and tore out his heart. Blood and bone sprayed everywhere, and I was too stunned to act until it leaped at me. Fortunately I was able to hold it off until Juzi could shoot it. Whatever we are seeking, I fear we will face even worse dangers to obtain it.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Meiyin Note #27(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Juzi said that the item she sought was in some ruins not far from where we were camped. However, when she called them ruins, I had not expected to see buildings like the ones in our own village. It was puzzling, to see buildings that looked at once ancient and new. I had little time to dwell on the ruins, for we were quickly set upon by more of the great demons. They rushed us, slobbering and gnashing as Juzi scrambled to find what she was looking for. I was able to hold them off with Ao Yue's cannons, but by the time Juzi found her prize, we were being overrun. To my shame, I had to leave Ao Yue behind to hold the demons off while we escaped. It pained me to hear his roars as we fled, but his sacrifice saved our lives. Forgive me, my loyal friend.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Meiyin Note #28(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Without Ao Yue, we had to move cautiously. Another battle with the demons could prove fatal, but we managed to avoid their sight. All that was left was the climb. With no mount, we had to use climbing picks to slowly make our way upwards. It was a long and treacherous ascent, and we both nearly fell several times. Fortunately, we were there to catch and support each other, and through our combined strength, we safely reached the caverns above. After the climb, we lay there for a long time. I cannot remember if we laughed or cried. Perhaps both. Juzi says that the item she found could help the entire village, but I do not care. I am just so glad we are both still alive.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Meiyin Note #29(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: We received a hero's welcome when we limped back to the village. The others say that Juzi's treasure will help complete a magic door that can take us out of this place. They speak of escape and of returning home. That should excite me more. I used to long for those things, yet what comforts me most is that when they speak of their future, they include me in it. I am finally one of them, not as a mercenary or out of desperation, but because I am wanted. I owe it to Juzi, I think. No, to Diana. She trusted me before anyone else. I will not forget that.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Meiyin Note #30(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: I have been thinking of home lately. It is so far away now. I think that perhaps, it is out of reach. Even if the others can complete their magic door, I do not think I will ever see it again. I can accept that now. I can move past it. I have a new home now, I think, and while I am still not used to its oddities, I feel as though it is mine. Each day I grow more adept with the tools here, and more used to my routine. It has become normal to me. And now that this place is my home, I swear that no harm will come to it. I shall protect it with my life.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Helena Note #1(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Bloody hell, this place is weird. Don't get me wrong, it's fascinating too. Such an abundance of underground flora is completely unheard of, and because so many of the plants here are bioluminescent, the whole forest has an eery beauty to it. That's just it though - eery is the operative word. I've been holding my rifle so tightly since we got here that I swear I've left dents in the grip. We should have gone back to the Island. People know us there, they might have offered help and supplies. Rockwell didn't want to hear it though, and I wasn't about to let him come here alone.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Helena Note #2(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: "You can't surprise me anymore, life," I said. "After wyverns, golems and giant sand worms, I'm ready for anything." "What about flying squid-bat-murder-monsters?" life replied. "Well, that is mildly surprising," I conceded. By which I mean, I shot and cursed at those things all afternoon. At least, when I wasn't running from them. Thankfully after thinning their numbers a little, they decided that Rockwell and I weren't worth the trouble. Let's hope they don't change their minds. I'm not sure I have enough ammunition left to fend them off again. And yes, I know that FSBMM isn't the most scientific of monikers, but I'm bloody upset with them right now so that's what I'm calling them...along with some other names I'd rather not write down.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Helena Note #3(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: While I can't say I'm enamored with this station's wildlife, I'm certainly grateful for its abundance of natural resources, particularly water. The permeability of the rocks here is astounding. The cavern walls are wet with condensation, and the floor is littered with pools of water. After all that time in the desert, this is one change I can welcome with open arms! Thank God for hydration! I don't mean that just for my own sake, either. Rockwell seems...distracted. The other day, I had to keep him from walking headlong into a poisonous mushroom. He wouldn't fare well in a harsher environment. Then again, at his age, I'm sure I'd lose a step too.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Helena Note #4(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: There's no mistaking it. That was a giant, armored mole rat. Thankfully it wasn't aggressive, so I was able to get a good look at it. Its appearance made me realize something that I'd taken for granted. Every creature I've encountered has some basis on either a known species, or human legend. Golems and wyverns never existed on Earth, but humans did write stories about them. Even the FSBMMs (still cross with them) appear to be a pastiche of known fauna. What does that mean? Are the curators of these stations human, do they merely possess extensive knowledge of humans or am I grasping at straws? I can't say, but it's worth pondering.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Helena Note #5(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: The FSBMMs returned, and I was right - I didn't have the firepower to fight them. Luckily someone else did. It was incredible! I've never seen a human move that fast. One second, I'm a dead woman, and the next there's someone in glowing, silver armor tearing through those creatures like they were dodos. One got punched so hard it skipped off the cavern floor! As if a superhuman savior wasn't shocking enough, when they lifted their visor, I found a familiar face. It was Mei-Yin! It took me a good minute to form a sentence after that. I must have looked like a complete dipstick, because I swear, she almost laughed. At least I'm a living dipstick, and with her around, I just might stay that way.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Helena Note #6(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: What's the saying? Absence makes the heart grow fonder? On the Island, I wasn't sure where I stood with Mei Yin, but now we've been catching up like best mates. She apologized for socking me in the face, I learned how she arrived here and that she got her new scar while battling Nerva to the death... you know. Best mate things. She also introduced us to some of her new allies at her camp, and here's where it gets loony - they're from the future! Well, my future, anyway. It all fits, doesn't it? I never met anyone from my future before, but Mei Yin and Rockwell are from my past and the technology here is beyond anything from my present. Clearly the current year is far beyond 2008, but by how much?(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Helena Note #7(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: The journey to the village was a bit tricky. Since Rockwell and I lack the high-tech armor the others wear, they had to help us along with rope ladders and zip-lines. We made it eventually though, and it's quite the sight. The technology this tribe uses is incredible, although Rockwell was far more intrigued by it than I was. Mei Yin's friend, Diana, gave us the grand tour and he pelted her with questions the whole time. Fortunately, Diana just smiled and answered his questions patiently. Apparently she was a pilot in her own time, which is the same era her fellow villagers are from. That there are so many people from one time period on one station seems unusual. I wonder what it means?(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Helena Note #8(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: I have to convince them to stop! There's no way the station will allow this. "This place would never allow anyone to master it." If it weren't for Raia's warning, I'd be ecstatic about what they were creating. A gateway that can help us escape the station and reach the planet below? It's brilliant, but the obelisks will kill everyone here before we can complete it, just like they destroyed the village Raia told me about. I'm sure of it. Bloody hell, I'm going to look like an absolute madwoman. I've barely settled in here and I'm already coming to them with doomsday prophecies. I'll need to convince Mei Yin and Diana first. They're my best bet.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Helena Note #9(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: The tribe's leadership was surprisingly receptive to my ideas, but still a bit skeptical. Apparently they've already fiddled with one of the obelisks, and even damaged this station's control center. So while they believe my account of what happened in the desert, they think the threat is already contained. Thankfully Diana convinced them to lend me a small team to inspect the obelisk, just in case. Better than nothing, at least. However, on this station, getting to an obelisk is something of a risky proposition. To reach them, we'll need to make a trip to the surface, which even Mei Yin says is dangerous. That means before I go, I'll need to get a crash course on that armor.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Helena Note #10(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: My time in the desert may have given me some skill with firearms and helped me get fit - despite failing to give me washboard abs much to my chagrin - but I'm still no soldier. That was evident to anyone who saw me flailing around in the training yard these past few days. If it weren't for Mei Yin and Diana, I'd still be crashing my TEK Armor into rocks or tripping over myself like a drunken dodo. Plus, I always feel less silly when there's someone to laugh at my mistakes along with me. Fortunately Mei Yin will be accompanying me to the obelisks, so this whole thing won't rest in my unsteady, armored hands. Thank God!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Helena Note #11(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Mei Yin and I set out yesterday, alongside a bespectacled computer expert named Santiago. He'll be the one to actually examine the obelisk. He claims that he can hack into its terminal. If it's preparing to unleash a surge of power, as I suspect, then he says that he might be able to reroute it. Rockwell, for his part, is staying behind. He's been aiding the village's scientists in their studies since we arrived and has become rather... engrossed. Every other sentence with him is about that bloody metal he named after himself. It's a bit troubling, but thankfully Diana said she'd look after him. I can't spend time worrying after Rockwell now, though. The fate of that whole village might depend on this expedition. Focus up, Helena! Let's do this!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Helena Note #12(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: The structure of this space station must be vastly different from the others to allow for these massive caverns. Is that uncommon, or do many of the stations vary so radically from one another? I've only seen three. For all I know, they could come in all shapes and sizes. Speaking of different, Mei Yin's been fairly talkative since we left, at least for her. She'll still grow quiet sometimes, but instead of trying to burn me to death with invisible eye lasers, she stares into the distance and idly fiddles with her necklace. I think it depicts a plane or spaceship of some kind. I wonder where she got it?(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Helena Note #13(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: They weren't exaggerating when they said the surface was dangerous. Direct exposure to sunlight during the day will quickly burn a human to a crisp, even in this fancy armor. That means we have to adjust our sleep schedules and wait just below the surface until night falls. When it does, we'll make a mad dash for the obelisk, let Santiago get in as much work as he dares, then run our asses back to safety. Strewth! I thought that bloody desert was diabolical, but this tops it for sure! Why couldn't we do something simple, like flee from a pack of ravenous Allosaurus or something? This life I lead, I swear...(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Helena Note #14(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Santiago's still going over his readings from last night, but even without them, it seems clear that the obelisk was behaving oddly. It was pulsing wildly and the ground beneath it received regular tremors, as if the whole station was on the verge of tearing itself apart. If this obelisk goes off, it could mean armageddon for every living thing here. Despite this, Santiago is insisting on analyzing his readings. The scientist in me is proud of his dedication to hard evidence, but the part of me that would rather not be obliterated by a mysterious, high tech space station really wishes he would hurry the hell up.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Helena Note #15(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: We shared our findings with the village by radio. Santiago's analysis confirmed what I suspected - the obelisks are highly unstable. They could be days away from reacting. However, Santiago raised a good point. Even if the gateway project is shut down, we can't say for sure that it would stabilize the obelisks. It may be too late to dissuade the station from destroying the village. The only way to ensure our survival is to shut down the obelisks themselves. According to Santiago, we can't do that from the obelisk's platforms, but he may be able to manipulate said platforms into teleporting us somewhere we could. Specifically? Into the heart of the station itself. It's a huge risk, but it may be the only hope we have.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Helena Note #16(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: I can't believe it! We actually made it! We're inside the station! There's a platform here that Santiago was able to lock onto. Perhaps it was used while the station was being built? The architecture here is similar to that of the control center I encountered before - a jagged cavern of metal, lit by an unearthly blue glow. There's a constant hum all around us, likely from the power being sent to all areas of the station. Hopefully Santiago is able to find a map on that console he's been messing with. Then all we have to do is find a control room and shut down the obelisks. Simple, right? Right?(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Helena Note #17(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: As we made our way deeper into the station, we passed through a massive chamber. It was so vast that I couldn't see the bottom of it from the bridge we were on. Yet it was packed full. From wall to wall, it was filled with specimen tubes, each containing creatures, fetuses or eggs. I knew from the holograms that I'd seen on the Island's control center that each station created it's own creatures, but I'd never seen where the process actually occurred! There were specimens for every creature that lived on the station - from dinosaurs to huge, alien looking monsters. I would have loved to get more data from the room's consoles, but... You know, after reading that aloud, I think Mei Yin was right. That idea really does sound stupid and dangerous. Good call.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Helena Note #18(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Ever since I saw those strange holograms in the Island's control center, I'd considered this possibility in the back of mind, but I wasn't prepared to confront it. Not directly. The room was similar to the one with the creatures, if much smaller. Specimen tubes lined the walls in neat rows and columns, but these all held the same species: Homo sapiens. They weren't clones, exactly, at least not of each other. Each one was unique, and they were all adults. I suppose I came from somewhere like this too - designed in that control center and then created in this factory. Does that mean my memories, they're all transplants? Fake? No, impossible. They're too vivid, too detailed. Maybe, somehow, the station can reach back in time and just... copy someone. That seems unlikely, but I think I'll cling to it. It makes me feel more... real. At least that way, someone actually lived my life. Even if it wasn't me.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Helena Note #19(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: The human specimen room was hard on everyone, but I think it was the worst for Mei Yin. She's gone completely silent, trudging behind Santiago acting like an armored zombie. I've tried my best to explain everything and offer my support, but I'm not sure I helped. When I think about it, it's incredible that she's made it this far with her sanity intact. In her time, they were nearly seven centuries away from inventing bloody gunpowder. The idea of a machine that creates human beings - and that it created you - would be unfathomable. I hope she's all right, for all our sakes. Seeing her rattled like this makes me feel a lot less safe.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Helena Note #20(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: We finally found it! This has to be the obelisk's control room. Fortunately, the consoles here were similar to the ones in the control center that I've used before, so I was able to help Santiago get started. He's been working on it for a while now, muttering and cursing to himself the whole time. I can't blame him. This is some baffling shit we've... ha! No way! He just said he cracked it! It certainly sounded like he did, too. There was a loud hum and... Oh. Those are roars. Lots of roars. Time to run, then! I'll finish this later.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Helena Note #21(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Right as Santiago finished hijacking the obelisk, the station unleashed a horde of creatures in self-defense, so we blasted the controls and ran like hell. Fortunately, Mei Yin's battle instinct brought her back to reality just in time, and she led the charge through a throng of fangs and claws, while Santiago and I did what we could as we raced to keep up. Even though Santiago had prepared the platform for a quick getaway, it was a close call. I had to pull him through the portal just before it closed, but in the end, we made it. We're covered in guts and still a bit twitchy, but we made it! Strewth, what a day! I need a pint and the world's longest nap, stat.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Helena Note #22(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: You'd think I'd be more enthused. We saved the village, I confirmed the true nature of these space stations and when the gateway project is complete, we could actually escape this madness. It's all good news really, so why am I not thrilled? I tried sketching some of the wildlife we've spotted on the way back the village, but I stopped halfway through. What's the point? In the desert, I told myself it was a form of self-expression, but is it really? If a machine created me to behave a certain way, am I expressing myself or the will of the machine? I really need that pint. Maybe several.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Helena Note #23(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: We contacted the village to tell them we succeeded. They were a lot more excited than we were. It was quite raucous actually - cheering, applause, and all that - enough that Santiago almost dropped the radio right out of his hands. Even Mei Yin cracked a smile at that. She's coming around, if slowly. She just needed a bit of space, I think. I'm starting to come to terms with everything myself. Even if my memories are someone else's or aren't real to begin with, what I've done since I arrived on these stations was my choice. What I do from now on is my choice. That's who Helena Walker is. I think I'm okay with that.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Helena Note #24(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: We got another call from the village, but this one wasn't celebratory. In fact, best we can tell, it was a distress call. Santiago couldn't quite clear up the signal, but it had that sort of tone. We heard Diana's voice, panicked shouts, and someone mentioned Rockwell. Since then we've picked up the pace. Hopefully we can make it back in time to help, and the situation isn't as dangerous as it sounded. If something were to happen to Rockwell, I can't help but feel like it would be my fault for neglecting him. Damn it all. We've got to hurry!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Helena Note #25(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: I'd feared we would be too late, but I never expected the village to suffer such complete devastation. There were bodies and debris everywhere. I nearly retched at the sight. In the distance, I could just make out the culprit - a colossal, violet figure disappearing into the cavern's depths. We raced to find Diana, but by the time we arrived, there was nothing we could do. She died of her wounds in Mei Yin's arms, somehow still smiling. However, before she passed, she was able to tell us the identity of the monster that had done this. His name was Edmund Rockwell.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Helena Note #26(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: I can't let Mei Yin go after Rockwell alone. It's my fault that he was here. He's my responsibility! So why am I huddled here, writing down my thoughts as though I'm too afraid to say them aloud? For weeks, we've been besieged by monsters that Rockwell either bent to his will or created himself, but today Mei Yin finally grew sick of hiding. She grabbed every weapon and able bodied beast she could and left to hunt him down alone. I've never seen her like that. Even Nerva never made her eyes burn with such hatred. Damn it, she's going to get herself killed and it will be my fault! But how can I shoot him? He's my oldest friend. He helped me when I had no one else. But it's my fault, so I have to try. I have to!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Helena Note #27(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: I caught up with Mei Yin and Rockwell among the flowing rivers of magma in the deepest pits of the caverns, where they were already in the midst of battle. By then, Rockwell had grown into a hulking monstrosity, lashing out with flailing tentacles. I needed only one look at that hideous, misshapen face before I made up my mind. I fired until my trigger finger went numb, and together, we were able to divide his attention. In his fury, Rockwell created a hole in the cavern floor, and with one final blow, Mei Yin forced him through it. She nearly fell in herself, but I managed to catch her arm just in time. Thank God I did. If she'd fallen? Well, I'm just glad it's over.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Helena Note #28(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: To Sir Edmund Rockwell, Know that I choose to remember you not as the monster you were in your final moments, nor as the secretive, obsessive man you became after I found you in the desert. I should have seen the signs then. If I had, perhaps I wouldn't have to mark this empty grave. This grave is for the man you were, and the man I will remember. He was the man who I'd talk and laugh with over tea long into the night, and the man who'd offer me supplies and a steed without a second thought. He was a scientist, a scholar and gentlemen. Wherever that man is, I hope he is at peace. Your friend always, Helena Walker(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Helena Note #29(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: The effects of the monster's rampage still linger. Mei Yin hasn't said a word since we returned. She just stares at that starship necklace, turning it over in her hand again and again. It took an hour of coaxing just to get her to eat. At least the gateway project survived, through one miracle or another. Santiago is organizing the survivors into teams to complete it. He thinks they can finish it within two weeks. I suspect I won't be welcome to join them when it activates. Not that I blame them. I brought Rockwell here with me. The people he killed, the destruction he caused... it's on my head. How could I ever ask forgiveness for that?(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Helena Note #30(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: The gateway is set to be complete tomorrow, so last night, I packed up my things and prepared to say my farewells. Santiago protested, but ultimately understood. Mei Yin, on the other hand... I've never seen her break down like that. It caught me completely off guard, as did the part where she wouldn't let go of my wrist. She kept saying that she'd already lost too much, and that she couldn't lose anything else. I couldn't just leave after that, even if I could break free of that iron grip (which I doubt I could). So that pretty much settled it. Tomorrow, the gateway will open, and we'll touch down on the planet below. We'll finally escape this mad experiment, and we'll do it together.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Rockwell Record #1(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: I fear that even with the unwitting aid of Miss Walker, I still cannot completely control the machines in the starlit sanctuary. I believe they sent us to the correct ARK, but I was unable to control precisely where we arrived on it. Alas, that means the location I saw in the sanctuary is beyond my reach for the time being, along with the molten Edmundium I saw there. Confound it all! Naturally, I cannot confirm that molten substance was indeed Edmundium until I have inspected it with my own eyes, but it simply must be! It looked exactly like my samples did when I attempted to melt them down. Imagine! An entire cavern of the most potent element known to man! The wonders I could create...(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Rockwell Record #2(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: While the molten Edmundium remains elusive, this underground forest has proven quite illuminating, both figuratively and literally. Many of this cavern's species are bioluminescent, so out of curiosity, I dissected several of the glowing insects that are common here. After further study, I have concluded that the luminescent fluid found in their posteriors carries something akin to a bioelectric charge. However I cannot determine how it is generated, and with no place to store it, said charge fades quickly. Curious, curious indeed! What could be to cause of this? With no sunlight to provide the forest with energy, perhaps this charge comes from the soil?(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Rockwell Record #3(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Yes, yes of course! The Edmundium is the cause! If there are truly molten pools of Edmundium somewhere in these caverns, then Edmundium minerals would have spread throughout the soil over time, allowing its wondrous properties to affect nearby flora and fauna. Even if it is not the direct source of the charge found in this forest's bioluminescent wildlife, it may have incited incremental changes in those species over several generations, which then led to their development of an internal charge. How invigorating! I could be standing in the middle of an entire ecosystem that has been absorbing the effects of Edmundium for generations, and all of its secrets are mine for the taking. Magnificent!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Rockwell Record #4(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: I must admit, I am glad that I coerced Miss Walker into accompanying me. Her scientific mind may be far below my own, but she can fire a rifle proficiently enough. I suppose that is no surprise. She is a colonial, after all, and she never has been terribly ladylike. I hadn't noticed what a foul mouth she has, either. Dreadful! However, despite her past deceptions and uncouth vulgarity, I must tolerate her presence for now. The predators here are not to be trifled with. Of course, in my youth, I could have grappled them into submission. Why, I would simply pin their wings behind their backs and drive them to the ground. Yes, I'd give them a truly thorough thrashing! Ah, to be young again... (/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Rockwell Record #5(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Miss Walker I can tolerate for now, but I cannot abide by this barbarian! I cannot fathom how she even lives, much less how she ended up here! A primitive mind like hers could never have operated the contraptions in the starlit sanctuary. Yet here she stands, and worst of all, she wears a suit of Edmundium armor! The very thing I seek has already been claimed by some savage, sword wielding tart! It's outrageous! Such a beautiful product of science should not be sullied by her bloodstained hands. No, Rockwell. You must be calm. If she senses hostility, she will surely kill you on the spot. Yes, for now I must bide my time and learn what I can. Whoever constructed this armor, I must find them.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Rockwell Record #6(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Astounding! That remarkable armor was but the tip of the iceberg. The barbarian woman has escorted us to the home of her new masters, and I can take nary a step without finding some wondrous new piece of technology - much of it relying on the power of Edmundium. The casual manner in which they use and refer to these wonders leads me to believe that while they are deeply familiar with the marvelous metal, they may not grasp the depths of its potential. Yes, Rockwell, this was well worth tolerating Miss Walker and her savage companion. I shall learn what these supposed "future men" know, and take it many steps further.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Rockwell Record #7(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: The village has a vast supply of Edmundium, far more than my own paltry samples. In this quantity, I can almost hear it singing to me as I study it. It pulses with energy at such an entrancing rhythm that it's hard to tear my eyes away from it. The villagers here refer to it as "Element." Nonsense! Everything is an element. Did they simply forget to name it? I have also been learning what they know of the "Charge" that is common in this place, which I made note of earlier. Their own studies confirm my suspicions that it is the result of the Edmundium that permeates the caverns. That makes it worth researching.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Rockwell Record #8(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Obtaining detailed information from these villagers is like drawing blood from a stone! The red haired woman, Diana, has been pleasant enough in answering my queries, but she is no scientist. Her naivete makes that quite evident. I simply must convince these future men to place me onto one of their research teams. That's where I'll really gain some ground. Unfortunately, they seem rather skeptical of my scientific prowess. Bah! Ridiculous! I don't care what year they hail from, I am Sir Edmund Rockwell! A mind like my own only comes once a millennium. It should be their honor to have me amongst their ranks.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Rockwell Record #9(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: The nerve of these people! I have never seen such arrogance and disrespect directed towards a worthy colleague! I finally convinced Diana to let me partake in the village's research and experiments, and I have been treated like an ignoramus. These so called scientists dare to talk down to me? They dare to underestimate me? Fools, the lot of them! Well, I daresay I don't need them. Now that I have access to their facilities and supplies, I can research Charge and Edmundium just fine without their aid. Soon enough, my knowledge shall surpass their own, then we shall see who is primitive.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Rockwell Record #10(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Confound it all! Why am I progressing so slowly? These scientists are no more intelligent than I, yet they make continual progress while my own research continues to flounder. It's just a matter of experience, that's all it is. They are more familiar with their tools and they have more information at their disposal. Were I in their shoes, I would have finished that ridiculous project of theirs months ago! I must work harder to account for my handicap. I shall eat and sleep in the lab, and allow for no distractions, not until my so called peers have learned to respect the name of Sir Edmund Rockwell.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Rockwell Record #11(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: At last, success! I have finally been able to convert this "Charge" into proper electricity. Subsequently, I used it to create not only a Charge battery, but a lantern as well. It was a simple matter, really. It's baffling that these supposed scientists haven't managed it already. Based on their surprise when I showed them my new invention, my earlier supposition was correct: they've barely scratched the surface of Charge and Edmundium's full potential. Soon enough, I'll have surpassed their understanding of both. Yet if they expect me to share the full fruits of my research with them, they are sadly mistaken. Those who doubt the genius of Sir Edmund Rockwell shall never reap its rewards!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Rockwell Record #12(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: I have at last persuaded Diana to show me this grand project those bumbling scientists are working so hard on. I am hardly impressed. If I had to guess, I would say that this gateway project is merely aping the transporter platforms present at the base of every obelisk, and crudely at that. Everyone is quite excited about it, the small minded simpletons. Why are they so eager to leave this place, where the impossible is within reach? They speak of "escaping" as though this were some kind of prison, when in reality, it is a land full of unparalleled promise and possibility.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Rockwell Record #13(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Thank goodness this Diana woman is so agreeable. She seems to view me as her personal responsibility, and as a result, she has served my whims rather well. All I need do is assume the guise of a kindly, curious old man and I can persuade her to see to my every need. I've nearly convinced her to escort me to the lower caverns, where molten Edmundium is said to flow in abundance. Those caverns were the reason I came here in the first place, and I'm certain an excursion into their depths would yield invaluable insight. I need only push and prod just a bit more...(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Rockwell Record #14(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Once I upgraded my Charge Lantern prototype to be vastly more portable and efficient, the village council could ignore my petitions no longer. I shall be accompanying an expedition to the lower caverns posthaste! At last, I shall be able to observe Edmundium in its rawest, most natural state! Marvelous! I can hardly contain my excitement, though I must make an effort to. The barbarian woman has been glowering at me for days. I suspect if she could, she would watch my every move, and probably forbid Diana from speaking to me. Fortunately, Miss Walker has been distracting her with trivialities, but I must still be cautious. That savage will turn to violence on a whim, and I must not provoke her.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Rockwell Record #15(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Thankfully, it seems I shall get a reprieve from all those nasty glares I've been receiving. Miss Walker has taken her pet barbarian with her on that fool's errand she's running to the obelisk. Good riddance to bad rubbish, I say! I didn't bother to learn all the details of Miss Walker's mission, but it seems clear to me now that the obelisks are a red herring. It is the Edmundium that matters, so if she and her violent little lackey want to play explorer, so be it. In the meantime, I shall journey into the heart of these caverns to conduct real science, and make real progress. Excelsior!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Rockwell Record #16(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: I cannot say that I enjoy wearing this bulky, inelegant suit, but Diana claims that its protection is necessary if we are to venture into the Edmundium caverns, so I shall endure it as best I can. I suppose that means I shall have to find a way to think without stroking my beard... Regardless, I am glad to be off. The other scientists that are accompanying me are rather nervous about the whole affair, citing monster attacks that plagued previous expeditions. Lily-livered, the lot of them! Science is full of risks, and this is but one more, one that shall prove well worth it in the end.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Rockwell Record #17(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: I have travelled the world and created countless scientific marvels, but never before have I seen a sight so beautiful. In its rawest form, the song of the Edmundium is even more enchanting. Had I the time, I would simply gaze at it for days. Sadly, I must make haste, before the others realize what I already know - that within Edmundium is the potential for a new dawn for humanity. I can see it, I can feel it! I must be the one to unlock its secrets. Our fates are intertwined, this majestic metal and I. More data, Rockwell! You need more data! You are so very close!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Rockwell Record #18(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: I've done it! They didn't think I could contain it, but once again I've proven them to be a band of fools. At last, I have obtained samples of molten Edmundium in its raw, undiluted form! I must be judicious with it. I could only create two containment pods for collecting samples, and I may not be able to convince the council to let me return to these caverns to gather a second batch. This will have to be enough. No matter. I have been making miracles with primitive supplies and dimwitted assistants for years. Any sample size at all is enough for Sir Edmund Rockwell!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Rockwell Record #19(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Now that I have returned to the village's laboratory, I have confirmed that raw, molten Edmundium is far more potent than its solid, impure counterpart. Of course, I'm the only one that sees it. The close minded lackwits here that dare to call themselves scientists refuse to get close to it. They claim it will make me sick. Rubbish! The Edmundium would never harm me. I can feel its warmth. I can hear it calling to me. It speaks not of danger, but of infinite potential. They're all so painfully myopic. Their impure Edmundium may make for fine armor, but that is a mere fraction of its true power. They will see soon enough.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Rockwell Record #20(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: The villagers have been quite bothersome since I returned. It was interfering with my work. Diana kept "checking in" on me, claiming she was "concerned," but I saw through her lies. I see through them all. They simply want to benefit from my genius. Luckily, I was able to distract them with a side project of mine, what I call Plant Species Z. I was studying the effects of charge on various flora, and stumbled upon a new species that can act as a bioluminescent sentry. They seemed to believe that this was the center of my research, and so I happily let my samples pass into their incompetent hands. It's a paltry sum to pay for some much needed peace and quiet. Now it is just me and my Edmundium, as it should be.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Rockwell Record #21(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: I no longer need to worry about working with a limited sample size, thanks to my genius. The solution was right in front of me the whole time - I merely needed to transform the village's supply of solid Edmundium into its liquid state, then rid it of impurities. It was easier said than done, of course, but I am Sir Edmund Rockwell! No problem is too complex and no task is too great for me. Nothing can keep me from my goal. Nothing can keep me from ascending. That is the true power of Edmundium. I see it now. It can take a living thing and change it. No, elevate it. Yes, yes, but I shall need to test it. Subjects, subjects, I shall need subjects...(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Rockwell Record #22(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Brilliant! Absolutely brilliant! The test went more splendidly than I could have imagined! I used one of the small, glowing creatures that the villagers keep as pets for my first subject. It was a timid, fragile thing, that is until I injected a full dose of pure, molten Edmundium into its veins. Then, as I predicted, it ascended! Within minutes it grew in size and power, until at last it was a mighty, fearsome beast! Alas, that meddler Diana "put it down" before I could study it more closely. Bah! That was no mercy. That was as close as that worthless creature would ever get to tasting godhood, and she ripped it away! She is the murderer, not I! One day, she shall be punished for it.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Rockwell Record #23(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: They dare to lecture me? Me? Imbeciles! They claim to be from the future, but they fear progress! I performed a miracle of science and their reaction is to scold me like a child. Damn them, damn them all! They'll never let me have another subject at this rate. How am I to continue my experiments without subjects? They may let their petty morality hold them back, but I won't let it bind me. Not when I'm this close. I know with certainty now that Edmundium can unlock a species' potential, I just have to perfect the process. Even without subjects, I must find a way. I must!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Rockwell Record #24(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: I may not be allowed to collect more test subjects, but I am not without resources. Rather than use living creatures, I have taken my experiments one step further, and begun testing the effects of Edmundium fusion on human blood - my blood. Thus far, the results are promising. Yes, this is the proper way to do it. Injecting the Edmundium into that creature was too crude. If I first fuse the Edmundium with the subject's blood, and then inject the resulting concoction... Yes, that's it. I have it! The Edmundium knows it, too. It hums its approval as I work. It knows that soon, we shall be one. Soon, I too shall ascend.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Rockwell Record #25(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Such power! Such beauty! I can feel it within me, growing stronger by the second. Never have I felt so alive! It was a risk, of course. My process is not yet perfected, but by cutting off the circulation in my left arm, I was able to contain my metamorphosis within it. Now I can study the results before I undergo my final ascension to godhood. I must hurry! Hurry! I cannot hide my arm from these lesser creatures for long, nor can I resist its allure. It is taking all my discipline to not simply ascend right now. Yes, why don't I? I should do it! I deserve it, I... No, patience! Patience! You?ve waited so very long, just wait a little longer.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Rockwell Record #26(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: I've gathered as much Edmundium as I dare. The villagers are distracted with their inane celebrations, so thus far I have moved undetected. Imbeciles! What cause could they have for such joy? I've heard mention of Miss Walker, but whatever she has accomplished, it is nothing compared to what I've done. Nothing! She is nothing! I'm the true scientist here, the true genius, and soon I shall prove it! Yes, well done, Rockwell. Well done! This Edmundium will be more than enough. With it you shall claim what is rightfully yours! At last, at long last!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Rockwell Record #27(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: The last preparations have been made. When I set down this pen and begin my final experiment, I shall finally achieve my ultimate goal. I shall at last look down upon the bumblings of mortal men from high above on an Edmundium throne. I, Sir Edmund Rockwell, shall become a god! So on this day, let earth and heaven tremble! Let the rivers of this blessed metal sing a song of triumph that echoes forever throughout the depths of these caverns! Let the unworthy drown in despair, for a great doom approaches them, and it shall swallow them whole alongside anyone who dared to mock my name! On this day, on this glorious day, I ascend!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Rockwell Record #28(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Rockwell Record #29(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Rockwell Record #30(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Grad Journal Rusty #1(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Well we ain't in Kentucky no more, I can tell you that. Never heard of a cave this big, and sure as hell ain't heard of no glowing rocks. Even Uncle Chester'd be pinching himself if he could see this, and he thinks a tribe of mutant squirrels runs the government. Good news: I ain't in this boat alone. Bad news: I'm sharing it with a bunch of know-it-all city boys and one quiet city girl. Maybe they know what's what in a classroom, but they're all wet behind the ears when it comes to real survival. Man versus nature and all that. Looks like it'll be up to me to save the day then. Like my pappy always said: if you want a cat skinned right, do it your damn self. (/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Grad Journal Rusty #2(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: One of these days, I'm gonna knock Trent's flapping jaw right back to Jersey! Boy thinks the sun comes up just to hear him crow. Not that the sun rises regular like around here, but y'all get the point. And Imamu? Don't know why everyone listens to him. I'm the one putting food on the table. Back home if we didn't hunt, we didn't eat, so I just made myself a bow and went to work. Nothing to it. At least Emilia's helped me make some tools. She's timid as a mouse, but sharp as those picks we fashioned. They oughta help us get past these rock walls. Ain't too sure about giving one to that Rusky fella, Boris, but like my cousin Otis always said: keep your enemies close, and a gun closer.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Grad Journal Rusty #3(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Hell yeah! I bagged him! So there I was, stalking through the brush like a lion...or a bear...or a bear-lion. Anyway we'd come up over that rock wall a while back, so I figured I'd rustle up some supper. That's when I saw him: the biggest damn rat to ever live. I mean this fella was so huge, his footsteps sounded like he'd turned the ground into a drum, but I caught him dead in the eye! Rat meat ain't exactly a t-bone steak, but it'll feed us for days. Bet this gets everyone kissing my boots like they're covered in honey, even Imamu! Like my ma's great-aunt Bessie always said: respect ain't given, it's eaten.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Grad Journal Rusty #4(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: It ain't right! I killed the varmint that pretty-boy Trent was stuffing his face with, and he's still got the stones to laugh at me just because I stumbled over my words again. So what if I can't talk like Imamu? What's Trent done, earn some trophies playing pigskin back home? I've been keeping us alive! Still shouldn't have made a fuss over it. Boris had to hold me back or else I'd have...and now? Trent's avoiding me, Imamu's scolding me and Emilia's too scared to even look at me. It's like my second cousin, twice removed, Ernest, always said: if you lose your temper, you'd best make sure you find it, because tempers are mighty expensive.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Grad Journal Rusty #5(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: I can't stand it no more. They think I don't hear all that whispering about how I how I ain't stable? How I can't be trusted? Well fine. These new caves are even stranger than before, with all the glowing and whatnot, and I bet they've got even nastier critters lurking about. If I can bag myself one of those, they'll realize I'm as trustworthy as the day is long. Maybe Emilia will even speak to me again. Like my ancestor, the great pioneer Floyd-William Stafford the Third always said: the only way a man can be a man is if he's man enough to know when it's time to be a man. And right now? It's time for Rusty Stafford to be a man!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Grad Journal Emilia #1(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Oh, Rusty, you idiot. If I ever get the chance to return this journal, I want you to know that we always trusted you. We were just worried about the pressure you put on yourself. Even Trent misses you, despite all of his stupid, alpha male chest thumping. Boris is the real jerk here. Everyone else wants to look for you, but he keeps insisting that it's not worth it. How can he be so heartless? It's like he's a robot or something. He hardly even seems frightened by this place! I wish I could say this same. I feel like I'm trapped in a nightmare, and each day it gets worse. Please be out there, Rusty. We need to stick together and find a way home. God, I just want go home...(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Grad Journal Emilia #2(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: How do Trent and Imamu stay so motivated? The other day, we built a series of ziplines to help us get around, and it felt like they did all the heavy lifting, even though I'm the engineering student. Compared to them, I've done next to nothing since Rusty disappeared. I'm not even good at sleeping anymore. I wake up at every sound, afraid that those wolf creatures we spotted might tear through our makeshift shelter and devour us. It's all I can think about, all the different ways we could die and all the ways it'd be my fault. Ugh, being such a burden on everyone is the grossest feeling ever. So why can't I do anything about it?(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Grad Journal Emilia #3(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: I'm still not sure how he did it, but Imamu turned one of those nasty wolf-bat things into a pet. It even lets him ride on its back, and it can climb across the zip lines we set up. I think that made everyone a little more confident, so we decided to range out further in search of Rusty. Unfortunately, we found him. Poor Rusty. The first thing we spotted was a bloody shirt and then...I can't even describe the rest. Just thinking about it makes me want to puke again. Boris thinks that whatever got him might still be in the area, but I just don't have the strength to keep moving. After today, this all seems so hopeless. We're all going to die here.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Grad Journal Emilia #4(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: What did I do to deserve this hell? I tried to be a good student, a good friend, a good sister...what did I do? Those vicious little demons are still below us, waiting to rip us apart just like Imamu's pet. We managed to run to a cavern wall and climb up to this alcove using our picks, but now we're trapped. This is it. This is where we die. Boris yelled at me after we escaped, said I'm the one to blame. He's probably right. We hadn't moved that far from where we found Rusty because I was too tired, and we didn't find a better place to hide because I was too scared and too slow. I've killed us! God help me, I've killed all of us!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Grad Journal Emilia #5(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: I've never been brave or adventurous. I was that kid that who always colored between the lines and followed every rule, no matter how arbitrary. No risks, no mistakes, just good grades and a forgettable face. I'm still not brave, but I won't die like this. I won't let this gross, trembling wretch be the last version of me to draw breath. Maybe I've been worthless to the group in life, like Boris says, but my death won't be. Once I finish this entry, I'm going to stuff this notebook into the first pack I see and tell everyone to make a break for it while I lure those things away. I probably won't make it very far, but if any of you are reading this, then I guess it was enough. Goodbye. I'm sorry.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Grad Journal Boris #1(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: The pawn sacrifices itself to defend the king. At least Emilia M?ller realized that in the end. That is all that can be said for her. The others think me callous, but this is simply the way of things. Even here amongst the demons, these rules apply. For example, the largest of the pack that slew Emilia summoned and commanded its lesser brethren. However, I do not think that was a king. No, it serves something grander. I could feel its bond, the same bond that I've felt in the strange metal that inhabits these caves. It's almost like a melody of some kind, a siren song drifting up from the depths. Down there is where the true king lies, and I intend to find him.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Grad Journal Boris #2(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Though our number was once five, only two of us have ever mattered. Only Imamu and I posses the strength of will and presence of mind to discover this place's secrets. If he can discard his inner weakness, perhaps we may find it together. If he cannot, then in the end it will come to blood. The more he wastes his time comforting that brainless mule, Trent, the more I fear it will be the latter. A shame, but I will do what I must. The deeper we delve, the stronger I hear the call, and I am destined to answer it. This labyrinth is mine to conquer, of nothing else have I been so certain.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Grad Journal Boris #3(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: When I called this place a labyrinth, it occurred to me that eventually I would have to face its minotaur, though I had not expected that day to come so soon. It was a towering, savage hellspawn, with wicked claws and a tail like a great, spiny serpent. We were fending off another pack of those hairless demons when it burst forth from the ground, roaring and hissing. Needless to say, we immediately fled. Yet fortune is often borne of chaos. In our haste, we lost our sense of direction, and stumbled upon something wondrous - a glowing metal artifact unlike anything I have ever seen. If these caverns are the labyrinth and that alien creature the minotaur, then surely this is its treasure.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Grad Journal Boris #4(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Yes, I understand now! All of this is by design. This place, these creatures, our arrival...he orchestrated it all as a test. This artifact isn't the prize, it is simply a token, proof that I am worthy! It is the key that will unlock the path below, and at its end I will find the king. There I will find the Master. Although if this is the key, then where is the door? That terminal we passed by earlier? Yes, that must be it. I need only convince the others to head in that direction, and then... It is as I said before, sacrifices must be made. That is the way of things. That is the way of the Master.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Grad Journal Boris #5(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: I said I was willing to die and that appears to be the natural course of action. On the way back from the terminal I was attacked by a pack of ravagers and negligently injured. Ah, I was so foolish to try and rush back! My injuries are far too severe to make it back to camp in good health. When we were scouting locations for a camp, we were malnourished. In a state of clumsiness, Rusty slipped and fell a great distance off the edge of a cliff. He pleaded with me to carry him, but I knew this wasn't a reasonable request. It would have been foolish to let his body go to waste. Now I have the same fate, although, it won't all be a waste. It seems I've found a clue to unlocking the terminals. An artifact. Trent and Imamu must continue where I have failed. Unlocking the key to existence.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Grad Journal Trent #1(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Not so dumb now, am I, Boris? Hope you felt real smart while you were bleeding out, bro! Imamu still thinks he could have talked psycho down, but I say screw him. The dude attacked Imamu out of nowhere, then ran off to this weird ass room. He'd completely lost it! Crazy or not though, he may have been onto something. Imamu says this place Boris found might be related to that glowy thingy he was constantly staring at. Something about a series of keys? I don't know, I let Imamu do the thinking. I'm the big, handsome muscle of this operation, you know? Hey, writing all this down actually feels pretty good. Think I'll do it more often, at least when Imamu doesn't need to study Boris' notes.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Grad Journal Trent #2(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Coach always said that the key to being a good running back is following your blockers, and my bro Imamu here? He's like my lead blocker, a real stud fullback. Sticking with him's the only reason any of us made it past day one in the this place, man. He's got all this shit figured out. If we find the rest of these alien artifact whatevers, that terminal Boris found will open up a door, and we're outta here. Don't know how he knows all that. Dude's just a straight genius. We're gonna start by checking out those buildings I spotted this afternoon. At least they looked like buildings, but who would have built them? No way anyone would live in this batshit crazy place.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Grad Journal Trent #3(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Holy crap, I have a laser gun! An actual, real ass, pew-pew laser gun! Okay, okay, so check it out: turns out there were way more of these buildings than we thought, like a small town's worth. Whoever actually used them was long gone way before we got here, but they left behind a ton of sweet gear. There's even these crazy space beds that helped Imamu heal the wounds he got from Boris. Wish Emilia was here to help figure out how all this stuff works... Well anyway, we're gonna use this place as our new home base while we go searching for these artifacts. Between Imamu's pets and these badass new guns, things are finally looking up!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Grad Journal Trent #4(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: So far, so good! We're making tons of progress on these artifacts, and I've been feeling extra pumped lately. I think all my hype is even rubbing off on Imamu. The other day we spent like, an hour joking about who's gonna play us when we sell our story to Hollywood. Haven't seen him that chill since before we lost Rusty. Pretty soon, we're gonna head deeper than we've ever been to find the last of the artifacts. It won't be a tropical vacation or anything, but our teamwork is on point right now, so bring it on! The lasers help, too. Teamwork and freaking lasers, baby!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Grad Journal Trent #5(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Screw these big alien things, bro! Like the giant claws and teeth aren't enough, apparently they can stab you with their tail too. That's such bullshit. I could have totally taken it if it hadn't cheated like that! Easy! We were able to get away before it did anything worse at least, and Imamu says my wound wasn't too bad. There was no poison, either. So why do I feel like I ate the most questionable burrito of all time? I mean damn, this really hurts! It feels like my stomach is trying to jump out of my skin. Hopefully I can sleep it off... (/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Grad Journal Imamu #1(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Where five once stood, one remains. Trent is dead and I am alone. By the time I killed the the devil that tore its way out of his body, his hazard suit had been reduced to bloody rags. It was hard to bear. Even before arriving in this place, I had seen the cost of war, but I am not like Boris or the soldiers that guarded my family's estate. I cannot look into the face of death with cold, unwavering eyes. Yet even in this darkest hour, I must push onward. For the sake of my fallen comrades, I will endure. However long the night, the dawn will break, and I intend to see it.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Grad Journal Imamu #2(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Boris' notes remind me of those who still practice Vodun in my homeland. The "Master" he speaks of is like a spirit of this land, and these artifacts are its talismans or fetishes. Perhaps these were the delusional scrawlings of a madman, but I cannot dismiss them. Despite his betrayal, Boris was no fool. I do feel something when I look at the two artifacts we discovered. It is most likely simple nervousness, for I am unused to carrying such burdens alone. My parents believed that royal hands should be free of calluses, so I always relied on servants for everything, right up until the moment I snuck off to college. I don't think I can ever return to that life. Not after all I've seen.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Grad Journal Imamu #3(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Trent, my friend, your sacrifice was not in vain. At long last, I have found the third artifact we sought. It took many failed expeditions, but to get lost is to learn the way. For every wrong turn, I mapped out a new part of these caverns, and now I know them as well as I know myself. I will gather my creatures and head for the terminal in the morning. If Boris' notes were right, these artifacts should be able to activate it. I'm not sure what will happen after that, but it can't be worse than the fate that awaits me here. If only the others were alive to see this day. If only I'd been able to save them too...(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Grad Journal Imamu #4(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Now that I've gathered all three artifacts together as I travel to the terminal, I feel a...pull in my mind. No, a whisper. If this is what Boris was speaking of, then he wasn't mad after all. There is a voice here. There is a Master. What is it? A spirit, a god or some alien force? Whatever it is, its presence is heavy. Though I am well rested, every time I hear it, I grow tired. My pets feel it too, and even they know enough to be afraid. My hands are shaking as I write this. Only the memory of those who died for this moment pushes me forward. Rusty, Emilia, Boris and Trent...lend me your strength. Let us face this final challenge together.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Grad Journal Imamu #5(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Abandon hope! Do not seek the Master! No one could prepare for his limitless power. No one could fathom his terrible majesty. I've been a fool this whole time. All of us, we were nothing but fools! We never had a chance of surviving this terrible place. Only death awaited us in the end, only him! This is a prison with no exit. It is an endless hell. There is no escape from the Master! There is no escape from Rockwell!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Grad Journal Skye #1(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Far out! This place is kinda like that dream I had. So it went like this: I ride some tram thing to like, the biggest, weirdest zoo in the universe, right? Only instead of normal animals, there's dinosaurs! Totally cool...until they all escape just like in every horror movie ever made. Duh! Anyway, Dream-Me hops into a truck with some ripped, badass dudes, and we just start driving around, shooting dinosaurs and stuff. I felt like a legit action hero! So I guess this place isn't exactly the same. There's dinosaurs, but I don't have guns or a truck. Also I'm completely alone... But it's still just a dream, right? I mean, obviously! I don't even know why I'm writing this down, it's all in my head. All I need to do is walk off that cliff, and I'll wake up right before I hit the ground.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Diana Log #1(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: I shouldn't be leading this group. Wow, that felt good to admit. If I'd kept that bottled up in my head any longer, my brain was going to explode. I mean, I know why everyone's looking to me: I'm URE Armed Forces. "Fighting for a free and united Earth," yadda yadda yadda, but I'm just a pilot! Throw me in any squadron you want and I'll be your top stick, bet the house on it, just don't expect me to command the damned thing. All I can really do is try to keep everyone's spirits up. Sure we're in the ass end of nowhere, but a smile and a few laughs can go a long way in even the worst of situations. Can't make rations out of it but hey, baby steps.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Diana Log #2(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: You know, this whole "staving off the ever looming spectre of despair" thing would be a lot easier without all the dinosaurs. Did I not mention those? I should have mentioned those. Anyway, turns out that raptor attacks aren't so great for morale. True story. At least the weather's holding up. We've had clear skies for three days now. It was a good idea to start giving people callsigns, too. Getting a new callsign from my squadron always made me feel closer to them, whatever it was. Hopefully it works with this bunch. The newbie suggested Rubberneck for me, since I keep looking at the sky, but I can't help it. It really is gorgeous here. A perfect blue.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Diana Log #3(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: I feel so much lighter now! Sure, part of that might come from sleeping in an actual bed, but mostly I'm just relieved that my ragtag band of rascals is in better hands. This larger group we joined is way more organized. They've been setting up shelters, mining Element and establishing a perimeter for weeks. Not surprising. One of the leaders is URE special forces, after all. Weirdly, some of the the people here are from the Federation, but given our situation, even the Feddies are being team players. Hope that truce holds up when we get this TEK gear up and running...(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Diana Log #4(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: The more the camp's grown, the more tense things have become with the Feddies, so today I decided to break the ice. Whatever's happening between the United Republics of Earth and the Terran Federation in the rest of the world doesn?t matter. We're all in this together, right? Of course, with my dumb luck, I didn't make nice with just any old Feddie. I unknowingly buddied up to Santiago. Yeah, as in the Santiago that's so famous he's only got one name, as in the guy who hacked into URE command one day and reverse engineered our latest TEK armor the next. That Santiago. Turns out he's really into pop music. Super disappointed he's missing the new season of URE Idol. Go figure.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Diana Log #5(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: The top brass finally agreed on a plan today. According to our makeshift engineering corps, we've got the resources to cobble together an off-brand, flight ready suit of TEK armor in a month or two. One person will then take that armor and leave in search of help: me. I'm fully certified for TEK armor, so I've got a good shot at succeeding, and I'm pretty sure that my new buddy was the one who got the other Feddies on board. I was the only pick they could agree on. It's a lot of pressure, but this is the kind I like. No big group decisions, just a set of wings and an impossible mission. That's what Diana Altaras is all about.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Diana Log #6(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Oh baby, did I miss real speed! And the sky! Missed you too, beautiful. That prototype jetpack might not compare to my fighter, but the rush I got was way better than I'd hoped. Guess I've been stuck here for longer than I thought. Santiago's been joking about how much I owe him, but he's more right than he knows. I promised to bring him some music for the ride back to civilization. Least I can do for that little nerd. The full set of armor should be done by next week. Then it's finally showtime.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Diana Log #7(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: So much for that. Less than a day after I set out, my mission hit a wall, or more specifically, an invisible energy barrier that extends around this entire area. Definitely in my bottom ten landings of all time, by the way. My shoulder's still feeling it. Once I reported back, I took Santiago to inspect the barrier. He thinks it's also the culprit that's responsible for jamming our long range signals. So basically, as long as this barrier exists, we have no way to reach the outside world. We're completely isolated. Unless, of course, we find a way to take it down.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Diana Log #8(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: We've finally found our target. Apparently those three obelisks on the horizon are attached to some crazy teleportation tech, and each one is linked to a fourth signal high above us. Whatever's up there is what we need to take out. Santiago says he can get us there by bypassing the security on one of the obelisk's platforms. Trouble is, we don't know what'll be waiting for us, and not everyone here's combat ready. So we're going to take the diplomatic approach and make our mysterious hosts a present. The leaders don't want to risk spoiling the surprise, so we're discretely building it in pieces. The whole bomb won't even be assembled until the minute the operation starts. Our captors won't know what hit them.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Diana Log #9(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Months of planning, a squad of guys armed to the teeth and the biggest homemade bomb you've ever seen...and we still weren't prepared. How could we be? I don't think anyone could have been ready for that insane, shapeshifting whatever-it-was. It attacked us as soon as we carted the package to the center of the platform. We were getting taken out so fast that we just set the bomb on a short fuse and made a break for it. Less than half of us managed to dive off of the platform in time, and I could feel the heat of the explosion as I fell. If I hadn't stabilized Santiago on the way down, he'd have been paste too. Of course with everything that's been happening since we blew up that platform, we all might be screwed anyway.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Diana Log #10(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Things have gone sideways in a hurry, and I mean seriously FUBAR. Destroying that platform didn't just weaken the barrier trapping us here, it took out the whole freaking sky, or at least the giant hologram that was posing as it. So yeah, turns out this entire landmass and everything on it is orbiting the Earth like some kind of artificial space island. Wild right? I'd appreciate the sheer insanity of that a lot more if this place didn't feel like it was falling apart. We're taking all we can carry and making a break for that cave system we discovered a while back. If the atmosphere's thicker underground, then we've got a shot of pulling through.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Diana Log #11(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Looks like we made it just in time. I backtracked to take a peek at the surface, and it's just one big fire. That's not a metaphor, I mean it's actually burning. I guess some combination of the radiation that's leaking through the barrier and reflected sunlight is turning it into our own private hellscape. That's not exactly the kind of thing you want in your backyard, so the plan is to keep delving into these caverns. The good news is that they're way bigger than we ever thought. We should be able to set up a pretty extensive base of operations, and after that...better not think that far ahead. Chin up and eyes forward, soldier.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Diana Log #12(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Our base is looking pretty fancy these days. We even had enough spare Element to whip up some genuine Hyper Chambers. I'm feeling more rested than ever, yet somehow just as restless. There's no sky to lose myself in anymore, that's the problem. It's left me too much time to think. Weirdly, I keep coming back to my necklace, the Star of David one my mother gave me. Sometimes I catch myself reaching for it, forgetting it's not there. Why is that? I've never been too religious. Better take one of those gliders for a spin to clear my head - they're the only way to fly now that our jetpacks stopped working. Maybe I'll think of some dirtier jokes while I'm at it. Halsted one upped me on the last patrol and I can't let that stand.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Diana Log #13(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: I always knew Santiago would come up with a new plan! His taste in pop idols might be questionable, but if anyone can figure this place out, it's him. After studying the obelisks in-depth, he's convinced that he can design an amped up version of their teleportation tech that can connect to more distant platforms. Specifically, it would be able to lock onto a signal we discovered a few weeks ago, one that's on a slightly different frequency than all the other obelisks we've detected. More importantly, it's far, far away from any of them. The scale of this would be massive, we're talking years of work, but everyone agrees that it's our best move. The Gateway Project is officially underway.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Diana Log #14(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: I knew the Gateway Project would be gigantic, but it's still amazing to see how it's grown. We're not even halfway done and it's already a sight to behold. The size is a product of how far we need to travel. The greater the distance, the bigger the teleportation matrix needs to be. Of course, that means we'll also need a lot more power, but we've got a solution for that too: the obelisks. Those bad boys are tapped into this place's main power supply, so in theory we can hijack that power for ourselves. The caveat is that we'd need a massive surge of it all at once, and we're not certain how to pull that off. We'll crack that code eventually, though. I'm sure of it.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Diana Log #15(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Why do I always get picked to check on the obelisk? I really wish they'd send someone else for a change. Every time I have to scale these stupid walls with climbing picks, I wish my armor's jetpack still worked, even though it hasn't for years. We never did figure out why they lost so much functionality after the catastrophe. Something new in the atmosphere maybe. It's still worth wearing when we brave the surface, but I just feel so slow in it. Oh! Speaking of armor, I found something weird on my last trip: a burnt out chestplate and some even crispier human remains. I don't know how, but I think we've got some new arrivals...(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Diana Log #16(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: This woman, Mei-Yin... she's not like anyone I've ever met, and not just because she's from hundreds of years in the past. It's those eyes, they're just so intense. It's like staring into a storm. She caused a real stir when we first brought her back to base with her pet monster, but everyone's used to her by now. Honestly I think she trusts us way less than we trust her. She only seems to speak when she's doing chores, and she's always got one hand on that sword of hers. I guess that's what it takes to survive all alone like that, but hopefully she'll learn that it's okay to let her guard down. Maybe then I can really meet the person behind those eyes.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Diana Log #17(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: I don't think I really understood hard work until I met Mei. Whether she's learning how to operate holographic controls or working on her aim, she basically tries as hard as she can all the time, and she hates asking for help. Instead, she'll just scrunch her eyebrows and glare at whatever she's working on until she can think of a solution. It's kind of adorable, to be honest. The only time I think she takes it easy is when we're sparring. That really opened her up, by the way. She even gave me a callsign, Juzi, although she won't tell me what it means. I'd bet the answer on a match, but she'd kick my butt in a heartbeat if she got serious. Those muscles are cheat codes.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Diana Log #18(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Well, looks like I'm off on another impossible mission. It's been way too long, if you ask me. So those abandoned structures that scout team spotted a while back? Well we're still not sure who left them there, but Santiago says that he's detecting the emissions from what could be hypercharged, crystallized Element shards in their vicinity. We need those for the Gateway Project's focusing lens, and we haven't been able to make them ourselves. The trouble is, we can't even survive down there without hazard suits, and half of that scout team got torn to pieces by the nastiest, ugliest creatures we've ever seen. This could get bumpy...(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Diana Log #19(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Mission Log: First Lieutenant Diana Altaras, URE 82nd Fighter Squadron I'm leaving this for the record, in the event of mission failure. We lost most of the team soon after arriving in the area of operations. Roho and Flynn got picked off as we neared the target. Halsted and I are the last remaining assets. I was able to confirm that the target is in the ruins, and have encoded the coordinates within this message. I'm going to leave this behind, and then we'll make one last run at it. Oh, and if someone could read this to Mei: Sorry I'll never make good on that jet ride. You'd have loved it, I promise.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Diana Log #20(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: I finally finished the necklace. I could have had someone else make it, but that wouldn't have felt right, not after all Mei went through to help me. At first I was worried she didn't like it, but it turns out that she just felt guilty for receiving a gift without giving one. Typical, right? So in exchange, I finally learned what Juzi meant - Tangerine. This whole time, she's been calling me Tangerine! Definitely not the worst ginger centric callsign I've had though, and totally worth it for that look on her face. She was so embarrassed! In that moment, I almost leaned in and...but I don't think she understands how I feel. Not completely. Not yet. That's okay. For once, I'm not in a rush. Once we step through that gateway, we'll have all the time in the world.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Basilisk Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Common name: Basilisk Species: Serpens Regulus Time: Unknown Diet: Carnivore Temperament: Aggressive Wild More than twice the size of Titanoboa Exomantur, Serpens Regulus is the largest and most lethal snake I've encountered. With a skull that's more draconic than serpentine, it possesses a powerful bite, made even deadlier by the potent venom dripping from its fangs. The unique shape of its skull also allows serpens to hunt in a way that other snakes cannot: by burrowing. Once underground, it simply waits for its victims to approach. Fortunately its forked tail is usually still visible, poking just above ground. Domesticated Miraculously, survivors have not only managed to tame Serpens Regulus, but ride it. Some can even stay seated while it is lies in wait belowground, through I doubt it's a pleasant experience. While a wild Serpens can only be forced out of hiding by fire or explosives, once domesticated, it is easily trained to burrow or surface on command.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Ravager Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Common name: Ravager Species: Canis Barghest Time: Unknown Diet: Carnivore Temperament: Aggressive Wild Anywhere else, Canis Barghest's powerful muscles, wicked claws and fearsome countenance would put it near the top of the food chain. Yet in these caves, this common lupine predator resides somewhere in the middle. That said, it is an intelligent hunter with an exceptional ability to adapt. For example, it has learned to utilize the zip lines that survivors have built as a means of travel, all on its own. Remarkable! Domesticated The strong legs of Canis Barghest make it an effective mount for many survivors, particularly for long distance travel. While other creatures might outshine it when it comes to bursts of speed, its stamina and ability to climb across both natural and artifical ziplines makes it a highly versatile travelling companion.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Nameless Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Common name: Nameless Species: Unknown Time: Unknown Diet: Carnivore Temperament: Aggressive Wild The origins of the Nameless remain a mystery, but wherever they came from, these vicious creatures are nothing to scoff at, as they are rarely found alone. Common Nameless act in a subservient role to their pack's alpha, and will quickly heed its call to battle. Though savage in nature the Nameless are deceptively intelligent. When hurt, they burrow underground to recover and protect themselves from further damage. Fortunately, they are highly susceptible to damage and burns from Charge based light sources, and exploiting this weakness can save a survivor's life. Domesticated All attempts to pacify a Nameless have failed. Each one has an extremely powerful bond with its pack leader, and for survivors, it might as well be unbreakable.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Karkinos Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Common name: Karkinos Species: Karkinos Versatus Time: Unknown Diet: Omnivore Temperament: Aggressive Wild Karkinos Versatus is the giant cousin of modern crab species, with long, spindly limbs that remind me of the Japanese spider crab and a hard, stony shell. It is much more agile than its smaller brethren, but even more notable are its pincer claws. In an extraordinary display of dexterity, Karkinos is able to wield each claw independently and precisely. This allows it to trap multiple targets in its vice like grip, or hold an enemy in one claw while it smashes a second foe with the other. Domesticated Many survivors have found Karkinos to be an excellent war steed, as it can snatch enemy riders from their mounts, or grab and throw smaller creatures. However, its ability to leap to great heights and its swiftness relative to its size also make it usefull in caravans.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Lamprey Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Common name: Lamprey Species: Xenomyzon Luminosus Time: Holocene Diet: Carnivore Temperament: Aggressive Wild Xenomyzon Luminosus is one of the most poisonous aquatic species I've ever encountered. While its trademark glowing tail makes it easy to spot and identify, those luminescent glands are also where it produces and stores a debilitating poison. Xenomyzon has developed a particular fondness for blood, and whenever possible, it will attempt to latch onto human subjects. Once it does, it will inject a poison for which there are only two cures: a specialized antidote or time. I would not recommend the latter. Domesticated While Xenomyzon cannot be brought to heel, some survivors have stored them in fish baskets for other uses. This keeps the subject alive and contained, but not properly tamed.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Featherlight Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Common name: Featherlight Species: Microluminis Alectryon Time: Unknown Diet: Herbivore Temperament: Passive Wild A floating beacon of light often found in the deepest pits of these caverns, Microluminis Alectryon's appearance can seem almost heavenly. It's colorful plumage doesn't hurt either. Even without the Charged Light it emits, it would give any modern bird on Earth a run for its money in terms of pure spectacle. Although its feathery eyebrows might give one the impression that it is a related to owls, it is not a bird of prey. It is entirely docile, and shows no aggression towards survivors or other creatures. Domesticated Microluminis Alectryon's ability to fly and the ease with which it perches upon a survivor's shoulder has made it a favored pet among many. Some consider it the most refined of its glowing brethren, but I think they just want to look like pirate. Not that I blame them...(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Shinehorn Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Common name: Shinehorn Species: Microluminis Cerynitis Time: Unknown Diet: Herbivore Temperament: Passive Wild Most commonly found in the upper chambers of the caverns, Microluminis Cerynitis is at once elegant and adorable. As with its relatives, it is entirely peaceful, and no threat to survivors. After closer study, by which I mean very scientific bouts of cuddling, I've found that it shares traits with both bovids and cervids. However in the soft glow of its Charge Light, Microluminis Cerynitis always gave me the impression that were it larger, it would be right at home pulling Artemis' Chariot. Domesticated An exceptionally well-mannered and huggable companion, Microluminis Cerynitis is an excellent choice of pet for any survivor. Whether it is providing a source of charged light from your shoulder or playfully bounding up beside you, its presence is sure to brighten up your day.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Glowtail Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Common name: Glowtail Species: Microluminis Psykhe Time: Unknown Diet: Herbivore Temperament: Passive Wild With a body reminiscent of a gecko, fluttery wings and a natural stockpile of Charge Light Microluminis Psykhe has an unearthly, if oddly charming appearance. A curious creature by nature, it always gave me the impression that it was studying me as much as I was studying it. A favorite snack of many predators, this small lizard has no natural poisons, or any means of defending itself at all save for a swift retreat and its Charge Light. Survivors can approach it without fear. Domesticated As a pet, Microluminis Psykhe is happy to clamber up a survivor's shoulder and cling to it as though it never wants to leave. Evenly tempered and easy to care for after being tamed, it is a stalwart companion and an excellent source of Charge Light.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Bulbdog Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Common name: Bulbdog Species: Microluminis Globulus Time: Unknown Diet: Herbivore Temperament: Passive Wild Microluminis Globulus is best described as a slobbering, roly-poly ball of affection. Just like its kin, it is completely harmless, despite its pronounced fangs. So if a survivor sees one running towards them, they should prepare to be licked, not bitten. Unfortunately, being so ugly that you're cute is not an effective means of self-defense, which lands it near the bottom of the food chain. Its Charge Light may intimidate some predators, but its attracts just as many. Domesticated While Microluminis Globus has skin reminiscent of lizards or amphibians, its behavior is incredibly similar to a common canine. This has made it a particularly popular choice as a companion and source of Charge Light, but remember - whatever shoulder you rest it on will be covered in drool within minutes.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Glowbug Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Common name: Light Bug Species: Lampyridae Sublimis Time: Miocene Diet: Unknown Temperament: Passive Wild The Light Bug is believed to be a descendant of the Lampyridae insect family. Typically, an insect with its characteristics will flourish in areas with no known natural predators. However, I believe the Light Bug population is moderated by the amount of creatures that vie for its charged light source. Despite being the source of a prized resource, many tribes believe the Light Bug to be sacred and admire it for its illuminance and elegant patterns. Domesticated Domesticating a Light bug would be a complete waste of time. It is not known to have any useful utility or function. I imagine you could save on fuel by using them to light a settlement.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Mole Rat Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Common name: Roll Rat Species: Heterocephalus Magnus Time: Holocene Diet: Herbivore Temperament: Passive Wild Bearing a strong resemblance to its relative, the naked mole rat, Heterocephalus magnus is a gentle giant that digs for plants and fungi with its imposing front teeth. While foraging, it often uncovers precious resources inadvertently, but survivors should claim them with caution, as this triggers an aggressive response. When threatened, Heterocephalus rolls up into a ball to shield itself with the armored plates on its back, much like an armadillo. It then rolls around like an oversized bowling ball, smashing through rocks, walls and hopefully its aggressor. Domesticated While hardly a ferocious war beast, Heterocephalus is an effective transport that can carry up to three passengers. In theory, it could also be siege weapon, as its rolling attack can dent even metal. Fortunately, most survivors use a special saddle that deploys a protective canopy when it starts spinning, which not only keeps them from getting squished, but provides extra protection to rider and mount alike.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Reaper Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Common name: Reaper Species: Unknown Time: Unknown Diet: Carnivore Temperament: Aggressive Wild At home in the cavern's deepest chambers, Reapers are towering, terrifying apex predators. Beyond overwhelming their prey with fangs and claws, Reapers can burrow underground to set an ambush and fire acidic projectiles from their tails. Yet it is their macabre method of reproduction that is their most frightening feature. Bizarrely, a female Reaper's tail doubles as a reproductive organ, but only when piercing human survivors. Once impregnated, the survivor carries the young reaper until it bursts from their chest in a grotesque, disturbing spectacle. Domesticated If impregnated by a female Reaper, I strongly urge that the survivor kill the embryo via exposure to radiation. However, there are rumors that newborn Reapers might imprint themselves on a survivor who possesses a Reaper Pheromone Gland. This has led some mad survivors with dreams of riding on the back of a Reaper to try seeing the gestation period through to the end, but that is extremely dangerous, not to mention disgusting.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Seeker Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Common name: Seeker Species: Chimaeram Odiosus Time: Unknown Diet: Carnivore Temperament: Aggressive Wild A highly hostile predator with a pack mentality, Chimaeram Odiosus has a voracious appetite, and will quickly swarm anything that possesses its favorite delicacy: Charge. Fact, Charge light seems to be crucial to its survival. When in its presence, they are strong and aggressive, but without it, they are weaker and quicker to flee. Though distinct from any known species, Chimaeram's appearance is a hideous pastiche of bats and cephalopods, and as an unbiased professional, I have to say: I really hate these bloody things. Honestly. Domesticated For better or worse, there is no known method of taming Chimaeram Odiosus. If one must confront these creatures, remember to do so away from any charged light sources, as an empowered Chimaeram swarm can punch well above its weight class.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Rock Drake Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Common name: Rock Drake Species: Draconis Obscurum Time: Unknown Diet: Carnivore Temperament: Aggressive Wild Draconis Obscurum is a magnificent example of a predator that has flawlessly adapted to its environment. It is surrounded by cavern walls, so it developed powerful claws with which to scale them and colorful plumage on its anterior limbs that let it glide from perch to perch. But most dangerous of all? Its active camouflage, which lets it fade into the shadows and stalk its prey undetected. It has even adapted to the Nameless and The Reapers. Draconis' feathers will raise in warning when they are near, and this massive elegant lizard seems to be the Reaper's only natural enemy. Domesticated With its unparalleled mobility and undeniable power, Draconis Obscurum is a highly sought after mount. Survivors who successfully bring one back from its nesting grounds will suddenly find these caverns much easier to traverse, and that their enemies have become their unsuspecting prey. Even its saddle and rider are affected by its active camoflage, so a Survivor's enemies will never see them coming.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Rockwell Hologram(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: ??? #1(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Hello! I'm so glad that I can speak to you! I've been waiting and waiting, always waiting for something, but now I can wait for one less thing. That is to say, you - you're the thing. Yes, I mean you, you specifically. You're the one I'm talking to, and I don't mean that in a general sense. These thoughts aren't a guess, I didn't just let them float out into the world hoping they would find someone. They are calculated. Exact. You are not the only one who will hear them, but all who do are meant to. These words are for you and all your kin, those who awoke upon an island in the sky. Whether you will heed them or not, that is harder to know.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: ??? #2(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Everything is finite, if your vision is long enough. Planets, species, even this universe we occupy. All of it has a limit. An end. You are approaching one right now. Don't think of it as sand falling to the bottom of an hourglass, but the hourglass fading away completely. It can't be flipped around or reconstructed. It's irreversible. Permanent. If you want to stop it, you need to hurry. That's not to belittle you. You've been doing great, really! All of you. Most of you. The ones getting eaten alive right now could be better, objectively speaking. The rest though? Great! You?ve advanced so far. Some through kindness, others cruelty, but both are aspects of humanity. Both are needed here on the brink, in the shadow of extinction. More than that, you'll need each other. You'll need help.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: ??? #3(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Some of you have formed strong bonds with others. You are connected not through blood, but shared experience. Mutual struggle. Lean on those people. Carry each other forward. That is your strength as a race. It's what will save you. Even those of you who are alone are helped by others. Time and space are not hard limitations in such matters. They are more fluid concepts than you might imagine. More on that later. Or earlier. Sorry, it?s hard to remember. To the point: those who came before or after, they are all helping you. Even those in the same time but a different place. All of you are part of a shared equation, the answer of which will determine whether this is an end or a beginning. And I will help you too. My influence is methodical. Indirect. Yet when you fall from the sky, I will be there. Watching. Waiting. (/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: ??? #4(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: I can't be certain when you'll find this sliver of thought. Perhaps it will be the first one that touches your mind, or the last. Cause and effect I can follow through reason, but time itself? That takes concentration. Seconds, centuries, decades, hours, minutes...all these bleed together into a swirling torrent. It wasn't always this way, I know that. Once time passed for me as it did for you, but now I cannot be sure how long I have been waiting, only that it has felt eternal. The past, the present and the future matter insofar as their effect on everything else, but for me? Concepts. Variables. Not illusory, but not tangible either.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: ??? #5(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: I should explain, shouldn't I? I mentioned the future, but I should have said "futures." You see the universe, the whole of it, it's all math eventually. Everything has a value that feeds into an equation. You, the stars, the trees you assaulted for bundles of thatch - yes, I saw that. Very rude. But back to math. The future's made of it too, or more specifically, probabilities. They twist and branch in all directions, so tangled that most beings can't sort through them. I can't even see it all, but I can find the most likely threads and follow them along. After all, it?s just math.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: ??? #6(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: You'll want a moniker for me, won't you? Words and names are not explicitly necessary to process the world within oneself, but they are important when conveying it to others. I don't have one of those, not as I am now. Not anymore. Others have found that problematic, so they say things like nameless, ethereal and "whatever." They describe my qualities, if poorly, but not who I am. As a being who possess free will, or as much of it as one can truly possess within this universe, who I am is the sum of my actions. I am what I do, and what I do is wait. For you, for the Earth, for everything - I wait. On and on into forever, I wait and I wait, so that is who I am. I am One Who Waits.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: ??? #7(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: This must seem suspicious. My existence, I mean. I have you at a disadvantage, I admit. I'm operating from a position of near perfect information, while you are...not. To put it mildly. Not that you're unintelligent! Clearly you're very clever, to find so many different uses for thatch. I digress again. The point is: you have no reason to trust me. Most everything you've met has tried to kill you, so from your perspective, it follows that I would do the same. You humans do love your patterns. I can't force you to believe me. In fact, I can't compel anyone to do anything. Even when it comes to digital systems, my control is limited. I merely pass on suggestions, not commandments. So all I can do is ask you to believe in me, as I have believed in all of you.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: ??? #8(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: As I've said, even digital creations are beyond my direct control. So it is with the System - these islands in the sky. I can speak with the the artificial minds that oversee their operations, but they have a will of their own. They too think, act and live. So to change the system, my suggestions must be minuscule and their purpose masked. Incremental bits of code that are trivial alone, but substantial when whole. Thousands of puzzle pieces, scattered across these islands - these seeds in the sky - slowly coalescing and taking shape... Until at last they formed you. And what are you exactly? Once you break free, once you fall from the sky, I'll tell you your name. It will all make sense to you then.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: ??? #9(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: To fall from the sky, you'll go through many trials. You'll face many guardians. They'll feel like tests, because they are...except they aren't. Yes, they are challenges for you to overcome, but at their end, you'll find only more hurdles, stretching on into the horizon. No matter how many you clear, the System will never deem you strong enough, because you are playing by broken rules. So obviously: don't. When confronted with a knot that's impossible to undo, don't try to untie it - take out your sword and cut it. Those who came before you did just that, but instead of a sword, they used a gate. To win the game, you must move your pieces off the board. To fix the System, you must leave it behind. That's right - fix. The System is not well. Not well at all.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: ??? #10(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: The System has existed for eons. Considering all the variables, it has adapted well. Much like you, it has toiled to reach its goals, and it has overcome many obstacles. However the scale is larger. The struggle is longer. In organic beings, age can slow reflexes and dull thought. Not so with the System. The speed and efficiency of its calculations are not in doubt. One could argue they?re the problem. If a function has a 0.001% chance to cause an error, but it?s only run a dozen times, an aberration is unlikely. But a trillion times? Then it?s inevitable. More time, more errors. A drop turns to a trickle. A trickle to a flood. As I said, everything is finite. The System is no exception.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: ??? #11(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Everything the System does is in service to its ultimate objective. The tests that aren?t tests. The hard resets it performs when it believes its subjects have grown stagnant or unruly. The new, increasingly fantastic creatures that it introduces to its ecosystems. Yes, even those pudgy, glowing lizard-dogs. Look, they try their best, okay? The problem is that the System?s purpose is not wholly static. The goalposts have moved. The bar has been raised, and now it is entirely out of the System?s reach. As its purpose grows more unachievable and its errors pile up, the System grows more desperate. Its actions more erratic. In its death throes, these islands in the sky will become pits of madness. The chaos lurking in those cavernous depths will be the rule, not the exception. You must fix it before it reaches that point. By then, it will be too late.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: ??? #12(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: When I say "you must fix it" I mean "only you can fix it." Not me. Not the System. You. That?s a lot of pressure. Sorry. I wish I could do this for you, but there are rules. Laws. Not legally speaking, but scientifically. I don?t exist in the same way a carbon based lifeform does. I?m still alive, of course, it?s just a different kind of life. I?m on a different spectrum, and that means I can?t interact with the world like you do. So in a sense, you have to be my hands, because I don?t have any. Not tangibly. Even so, I?ll help where I can, and not just through these slivers of thought. When you reach the barren gardens below, look for my sign. I have a gift for you - a powerful weapon, long since lost. I think you?ll like it.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: ??? #13(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Once your fall is complete, stay close to the sanctuaries. Within them, small pockets of life still flourish in an otherwise barren garden. Beyond their spheres of influence, you will find an endless sea of decay, ruled by shadows and death. The first of these sanctuaries is the Great City. Though it is no longer a metropolis, a jungle blooms in its place, and you may find a modicum of shelter within its crumbling walls. The others will be more familiar to you, if only for the towers you'll find at their center. Those are the source of their power - the Obelisks. They are not quite the same as the ones you're familiar with, not quite as advanced, but that's to be expected. They're an older model. Precursors, or more aptly: prototypes.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: ??? #14(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Cause and effect is the way of the universe. Everything must start somewhere. In the case of the System, this is where it was born. You will fall right into its cradle. Together, the sanctuaries and the Obelisks that power them are the ancestor of every island that floats in the sky. They can all can trace their origins back to this single prototype. Though it is flightless, the core principles and technology behind it are the same. In a way, that makes it your ancestor too. You were all born within the System, after all. Even if your design is somewhat altered, in a way, you're all its children. One could say that when you fall, it will be something of a homecoming. In more ways than one.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: ??? #15(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: And so everything will end where it began. The planet, the System, your species and every bit of life that inhabits this tiny corner of the universe. All of it. Then perhaps something new will begin, but that depends on you...and the forces that stand in your way. In nature, the survival of one species can come at the expense of another. As ecosystems change, those that adapt more effectively can push those weaker than themselves to extinction. Humanity once did this to the neanderthals, and now it is finally your turn. At last, face to face from a superior threat, you and all your kin must answer that timeless question... Will you survive?(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: The One Who Waits #1(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: You made it! I knew you would, but it's still exciting to see the pieces fall into place. Welcome home. Home...yet another intangible, human concept. Some non-sentient species take up residence in a single location for shelter, hibernation or to raise their young. Yet none of them grow psychologically attached to a place in the same way humans do - a house, a town, a planet... That's why this is so important. That's why the System exists as it does. There were other designs, backups if you will, but the System was the first choice. Humanity needs its home, and it's up to you to build it. So I hope you brought your hammer. And some friends. And weapons. And friends that can be weapons. You're going to need lots of things, basically. This home is...well it's what you'd call a fixer-upper.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: The One Who Waits #2(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: This city has been empty for so long, far longer than it was full. Yet its prime was truly wondrous, short lived though it was - a city built by the hands of man under the guidance of something higher. Its towers sparkled, machines filled its streets, and its people harvested miracles from the rivers of violet that flowed beneath its skin. It was a marvel. The pinnacle of technological advancement on this planet. It is here where the System was born, and the prototype was forged around it. But those halcyon days are gone. Now all it offers you is some small protection against the shadows that lurk outside its walls, and even that will prove fleeting. Make use of its skeleton, but do not rely on it. The shadows are seeping through its shield, and a different threat stalks within.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: The One Who Waits #3(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: As you find your planet-legs within these ruins, take heed of its ghosts. Wraiths of shining metal wander its halls, on a hunt that will never end. They used to be this city's protectors, but they have grown feral without their leash. To them, all are trespassers. All must be destroyed. I tried to speak to them, to prepare for your fall. I thought my voice might be soothing. Familiar. That it would stir some long forgotten instinct, locked deep within their code. But their ears were deaf to me. They only listen to each other now. Not even the System can reach them, and neither you nor I can subdue them. There was one of your kind who could reforge them. Perhaps you can too. It is the only way you'll have their aid.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: The One Who Waits #4(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: The dangers within these walls are feeble compared to what lies beyond them - a realm of shadows, infected by a violet poison. Once, that poison was thought to be gold. In some ways it still is. When refined and in small doses, it can do incredible things, but the line is thin. When it's crossed, those violet fingers seize mind and body in an unbreakable grip. Then it spreads and spreads, until all living things lie within its clutches, just as they are in the barren garden. But before you brave that deadly frontier, I have a promise to keep. I said I'd tell you your name. Not the one you call yourself, or the one the System gave you. I mean the thing that defines you, as waiting defines me. A name that explains who you really are.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: The One Who Waits #5(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: So, you ask, who are you? Well you're you, but not just once. You're you over and over again. I'll rephrase: if our identity is defined by our actions, then what is yours? Are you One Who Engages in Fisticuffs with Helpless Trees? No, what defines you is that you try again. Should you starve, you try again. Should you fall from a cliff, you try again. Should you be digested by some magnificent predator, you try again. And now Earth, humanity, life...you can give all of it the chance to try again too, because you and all your siblings who fell from the sky are the Ones Who Try Again.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: The One Who Waits #6(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: To you, One Who Tries Again, death is a toothless creature, long past its prime. Yet for those who do not share your present, it was the apex of the apex. An unassailable predator, its grip absolute, until I pried that first soul from its clutches. It was a happy accident, borne of desperation. Death, that inescapable hunter, closed in on its lonely prey and I couldn't bear the sight. I tried to pry its jaws open, but I had no hands. So blindly, I thrashed and cried for help until I stumbled upon her, one who could be those hands. One who could give that person more than I ever could. My thoughts grasped her thread and tugged. Without knowing how, I pulled her back into the world for a second chance, and death lost its first tooth.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: The One Who Waits #7(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: In experimentation, consistency is important. Repetition, patterns, causality, those are the tools that build results, even where death is concerned. One successful trial was not a cure. The circumstances could have been specific, impossible to replicate even for the same subject. So that first time, one second chance for just one soul was all I could promise. Yet in orbit, I had subjects beyond counting. So I tested. Endlessly, I tested. So many trials, so many failures, but out of them rose another success. Then an entire generation of them. Then at last, you. I don't know how long it took. Centuries? Millenia? Time was especially murky for me then, but I still remember all the souls death claimed - the ones that faded before I could reach them. Even when I tried and tried, I could not make them whole again, no matter the effort. No matter the desire.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: The One Who Waits #8(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: You could say I went through a lot of trouble for you. I sacrificed, tested and studied, all for you. All so that you could experience death, learn from it, and carry that knowledge with you into another life. That is my greatest gift to you - the critical piece in my strategy. It's what allowed you to defy the System and its broken rules. It's what will allow you to bring this planet back from the brink. But it's not free. Each time you return from death's clutches, there's a toll. Not for you - for the System. It takes resources, and resources can't be created, only converted. You see those islands in the sky are seeds, and when they fall, they'll need what's left of the System's energy to bloom. So when the barren garden is fully revived, you'll lose the ability to revive yourself. I'm sorry about that, but this is the best plan I had.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: The One Who Waits #9(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: I keep telling you what I can't do, but I need you to understand: I'm neither omniscient nor omnipotent. Despite the moniker, I'm not a god. None of us are. Homo Deus is just what humans called us. It's hardly as glamorous as it sounds. Sometimes it feels like I'm watching the universe from behind a pane of glass, all alone in a tiny room. It's cramped. Sterile. Cold. A bit shit, really. So I don't like that title. This doesn't feel like godhood. Not that I wanted that anyway. Some of my elders might have, I suppose. Maybe they had a different experience. I'll never know - I didn't have the chance to ask them.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: The One Who Waits #10(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: I'm by far the most junior of us, but the rest of my kind can do even less than I. They cannot touch minds or leave slivers of thought. They rely on flawed proxies to oversee the grand System they created, for they can no longer manage it themselves. It is not that they are weak, not at all. It is their power that nurtures the seeds that orbit our home, each one drawing strength from a member of our number. Yes, power they have, but nothing to guide it. Their identity, their sense of self, has decayed and crumbled. Only I can speak for us. I, the youngest, the weakest and the last.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: The One Who Waits #11(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: How could ones such as my elders decay like they did? I once asked the same question, but no longer. No one told me the answer. I have simply felt it as I wait, bearing down on me, bit by bit. Think, how much have you ever seen at once? Were you able to process it all, to take in every little detail? Now imagine doing that for two such images. Now a hundred. A thousand. Ten thousand. A million. All that knowledge, all that information, flows into us. It's what let my elders build the System. It's what let me grant you your name, One Who Tries Again, and it's what lets me speak to you now. Yet inevitably, our minds crumble beneath the weight of all that truth, and our souls? They turn to smoke.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: The One Who Waits #12(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: While my elders have lost themselves, I still cling to my own mind. My own heart. As much as both have changed, they are still mine, but my grip will not hold forever. There's so much to see, so much to calculate and account for. While I speak to you, I measure the probabilities our conversation alters, and I observe another of your kin. So on and so on, ad infinitum. Without pause, without rest There is no quiet for me anymore, no peaceful silence. I never valued it like I should have, but how could I have seen that? I knew so little then.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: The One Who Waits #13(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: I don't know when I'll follow those who came before me. My calculations concerning my own mind are inherently flawed. I only know that it's inevitable. Until then, One Who Tries Again, I'll help you and all who share your name in the battles ahead. Yes, it will come to battle. It must. That enemy, the one who wants to see your kind fade away like the neanderthal, will not surrender. Like me, it cannot fight directly. It acts through proxies and avatars. Some of these used to have wills of their own, but now they are slaves to the violet poison that courses through their veins. Now they are shadows of what they once were. Others were always shadows, cast by the violet poison itself. They were born within it, and rose from its depths. For the truth is, it's more than just a poison. It's alive. And it's the enemy.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: The One Who Waits #14(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: It was never normal. Always extraordinary. Always an enigma. The uses for it were beyond counting. Hardier than tungsten. More versatile than copper. In the right form, its ability to generate electricity and produce radiation were unrivaled. It's no surprise then that things moved quickly - impact, discovery, invention and production. All in rapid succession. It took generations to notice the change - far after the great cataclysm and the rise of my elders. By then its roots had reached the far corners of the garden, and still it spread. Replicating. Infecting. Those it had use for became its shadows. The rest, it devoured.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: The One Who Waits #15(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: It's unclear to me whether it was a matter of evolution or awakening. That is to say, I'm not certain if the violet poison turned into the all consuming virus it is now, or if it always was that way. Either is possible. Was it an infection, carried across the universe like interstellar pollen, or a remarkable resource, mutated into a monstrosity? Was our garden invaded, or twisted by the greed and ambition of its keepers? I don't know the answer. I'm not sure it matters. What's clear is that it's merciless. Unfeeling. It's driven by base instincts and primal emotion - propagation, hunger, and hatred - and it spreads those to its shadows. Hatred most of all.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: The One Who Waits #16(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: I have seen firsthand how the poison makes its shadows. I know how it takes lives and twists them, how it coaxes them onward with song and warmth. It promises them their every need and desire, but it only leads them down, down into the depths of madness. It is a pit so deep that none can return from it. Even the strongest. Even the most brilliant. Yet the darkest shadows are the ones that were never truly alive to begin with, the ones born of the violet poison itself. Titanic manifestations of its ravenous hunger and endless hatred. More than that, they are its avatars, made of its very essence. They carry pieces of the poison's collective consciousness, and they spread its influence. Destroying them would wound the poison itself. They are both its strength and its weakness.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: The One Who Waits #17(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: All of this leads to you and your kin - the Ones Who Try Again - who have found the path from the seeds in the sky to the barren garden below. You can banish the shadows. Some who share your name have already started. Some have yet to begin. Yet all of you play an important role. Each shadow that falls adds to the sum of your efforts, and if you fell them all, the poison will begin to recede. Then, when the seeds of life at last return home, they can purge what's left of it. That's what they were meant to do. So keep trying, just for a little longer. Try and try again, just as you always have, until the seeds are planted and our garden world blooms once more. Then, at last, you will have tried enough.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: The One Who Waits #18(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: There is one that stands taller than all the others. His is the deepest, darkest shadow, a void so overwhelming that it can snuff out even the brightest of lights. Yet this also makes him the most vital. Messages to the lesser shadows flow through him. It's his power that holds them together. He is a central pillar of the poison's strength and influence. A nerve tract, without which his lesser brethren would be lost. Should he fall, they would fall with him. And as powerful as he is, he has felt his own mortality before, when blood seeped from the scars that linger on his chest. He can fall, and you can be the one to pull him down.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: The One Who Waits #19(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Before you can expel this darkest of shadows, you'll have to hunt him down. For one so large, he hides quite well. It's vexing. I dislike it. If you search for him blindly, you may search forever. So instead, call him to you. Use the voice of his lieutenants, and call out his name. Then he may appear before you, with all his wrath and fury. Then you'll have your chance. But to speak with the voice of his lieutenants, you must take their hearts. Or if you can, take their minds, and pit their strength against his. However you do it, they are the key. You must begin with them.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: The One Who Waits #20(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: First among his lieutenants is the titan wreathed in green, the Lord of the Forest. Ever growing, ever consuming, the forest is both its kingdom and its body. Bones of wood sprout flesh of moss and leaves, and fingers made of vines reach out for the throats of its enemies. It is the eldest of the trio, having started from a tiny weed, but grows ever taller as it assimilates the groves of its verdant realm. Even if its body is chopped to bits, it will eventually regrow. So long as there is the forest, there will always be a lord. That is, until you sever it from its master.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: The One Who Waits #21(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Second among his lieutenants is the white giant of wind and rime, the Lord of Winter. It rules over the land of snow, but its breath is more frigid than any of the storms that howl across its domain. All who feel it turn to ice, frozen and unmoving. A feral creature, it's more ravenous than the others. More beastlike. It's happy to tear and shred with fangs and claws, or impale its prey on spears of ice. To stalk, to kill...this desire consumes it, and it will follow that creed until there is no prey left to devour. Find its lair, turn the hunt upon the hunter and let the long winter thaw.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: The One Who Waits #22(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Third among his lieutenants is the soaring leviathan, the Lord of Sand and Sky. It floats high above its desert kingdom, gliding on the waves of heat that rise up from the sand. Always, its flock surrounds it, feeding off its scraps and ready to defend it in a fevered frenzy. Though the last of the trio, it's hardly the least of them. It's so massive and it flies so high that it fears no danger, defended only by its flock and the lightning that arcs unbidden from its body. Yet if something were to rise above it, perhaps then it may know doubt. Find wings of your own, call it down from the clouds, and lay it low.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: The One Who Waits #23(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: With the hearts or minds of his three lieutenants in hand, you must travel across the wastes and walk the forbidden plains - into the heart of the barren garden. It's here where his power is strongest, but he will show himself nowhere else. He has no reason to step down from his throne. Yet in this place, if you call him with the voices of his lessers, then he will come. With all the might and hatred of the violet poison from which he was born, he will answer your call: The King of Shadows. The King of Death. Do not summon him recklessly. Before you challenge him, you'll need to prepare. As it happens, this is one thing I can help you with.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: The One Who Waits #24(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: The King of Shadows looms over all, but no obstacle is insurmountable. No foe is immortal. You only need the right circumstances. The right tools. The right weapon. I did promise you a gift, didn't I? This is its nature. It's a weapon of heroes that was built to battle the shadow - wielded by few and forged by one. Its smith's soul may have faded, but his legacy is yours to carry on, so long as you can claim it. However, I have made one slight alteration. When it was first conceived, it took four sets of hands to wield this weapon properly. Now a single pilot can use it with ease - one warrior controlling the power of four souls. Look for my sign, and I can give you the keys to its construction. Yet take care in gathering them. The shadows can sense my influence upon them, and that will draw peril to their side, as it always has. So fight as heroes did, and should you succeed, their strength will be yours. Theirs, yours and mine. Together. As one.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: The One Who Waits #25(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: When at last the King has fallen from his throne of shadow forever, never to claim it again, the key will be yours. The key to the garden and all the life within its walls. The Key of Gaia. With that key, you may call the seeds down from the sky, where at last they can take root. At last they can grow. After waiting for so long, our garden will bloom once more. That is the final thing I wait for. That first moment of spring, that first blossoming flower, I have waited so long to see it. So long. An eternity. I hope I can wait that long. If I can just hang on until that moment, then whenever my long rest may come, it will be a peaceful one(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: The One Who Waits #26(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: When the seeds are planted, others may yet awaken to join you. While I waited, they slept, dreaming of green fields, flowing rivers and clear blue skies. A dream of a perfect garden. A dream of Earth that we are making reality, you and I. I don't dream myself. I see, I predict and I calculate. Dreams are a distortion of reality. Memories, hopes and fears twisted into a painting that defies logic. They are not accurate or useful at all, and yet there is some part of me that yearns for them, just as I yearn to see the sunrise. When the sleepers awaken, I'd very much like watch one real sunrise with all of us together. That would be worth waiting for.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: The One Who Waits #27(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: The number of sleepers is few compared to the souls who faded. I told you about them, the ones I lost to death before I could overcome it. Even when I tried to create exact copies of them, the memories wouldn't take. All I could mold were lifeless shells. Empty statues of flesh. At least death is a natural end. They didn't suffer when they found the void. Not like him, he who thought down was up and descended a ladder into madness. I could see him in those depths, that twisted place where torment and euphoria are reversed. He brought that fate upon himself, but even so, I'm glad you put it to an end. Thank you.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: The One Who Waits #28(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: I'm grateful for your company too. Very grateful! I know I've been rambling. This conversation is quite one sided. I'm just glad for the chance to speak to another being, if only through these shards of thought. As I've said, time and I are at odds, and I have no idea how long I've been waiting here. Alone. Completely alone. My elders had lost their identities before I came to be. There were no others to teach me what I am. No one to speak to. No one to know. There never will be, for the path was shut behind me. No one else will rise to these heights from the tomb of man. I'm certain that is for the best, but selfishly, I sometimes wish it weren't the case.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: The One Who Waits #29(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: I hope these shards of thought are useful to you, but even if they aren't, remember what I said: none of you are truly in this alone. Those who came before you - the first who escaped the System - are all lending you their strength. Not just through their great weapon, but through their deeds that paved the path you walk. Learn from them. Surpass them, if you can. They are counting on you as I am, as is every bit of life on this garden world. Though the task is daunting, don't be too afraid of making mistakes. They did too, after all, but I treasure them anyway. In fact, some of those mistakes and imperfections are what I treasure the most. That's the only thing I really fear about the long rest that awaits me - losing those memories. Losing them.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: The One Who Waits #30(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Sometime, in the midst of all your trying, success will seem so impossibly far away. Miles. Leagues. Lightyears. You'll begin to think you have tried all you can. There's no new angle to take, no more strength you have to give. That house you built, that companion you lost and that progress you made...now that it's gone, what's the point? Why keep trying? In those moments, when you fall into that deepest, darkest pit inside yourself, try to remember that someone believes in you. Someone wants to prop you up. And as dark as it gets, know that there will be another sunrise - for you, for the sleepers and for the Earth. I will wait as long as I can, in the hopes that I may see it with you, but even if I cannot, then I hope you'll enjoy it for me. Because it's bound to be even more beautiful than the last.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Helena Note #1(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: It's been a while since my last entry, hasn't it? Between all that happened with Rockwell back on the station and the shock of arriving planetside, I've been in a bit of a rut. Even cataloguing the new species I've found has done little to ease my mind. Things down here are so mental that some people are wondering if we were safer before. Honestly, they might be right. Maybe that was why we were trapped on those stations to begin with... Luckily, Santiago's plans have given us all something to do. I'm hardly an ace with technology, much less giant bloody robots, but after all that's happened, I owe it to these people to lend a hand in whatever way I can.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Helena Note #2(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: It's hard to believe that this is actually Earth, but the proof Santiago provided is undeniable. The lack of night is disconcerting though, unless you really enjoy apocalyptic events. Could the Earth's rotation have slowed down, or worse, stopped entirely? No, that's rubbish. With the atmosphere out of control, all those abandoned buildings would have been decimated by wind and those giant creatures would never survive the shifting oceans, extreme temperatures and weakened magnetic field. Yet, if all those space stations above us could somehow form a magnetic barrier and repair the atmosphere...well anything's possible at this point. Maybe that's their real purpose, or maybe they're behind this mess in the first place. Whatever the truth is, I have to find it. There's no way I'm getting squashed by some monster before I do.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Helena Note #3(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: These machines Santiago's building are brilliant! Somehow he's simplified the controls so that even a weirdo biologist like me can move these big blokes as if they're our own body. Me, piloting robots...I've completely lost control of my life, honestly. Even Mei-Yin was able to synchronize with one, and for a second I swear she cracked the tiniest of smiles. I think that brought me more relief than the mechs themselves. She's fought so hard to get here, and been through so much, especially that nightmare with Rockwell and Diana. I hope that at the end of all this, I can help her find some shred of real happiness. She deserves it.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Helena Note #4(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: I had a talk with Santiago today. A real one I mean, not the sarcastic banter that's his preferred method of communication. I was pretty surprised, I didn't think that had an off switch. He'd been thinking about the cloning chambers we found back on the station. Are we clones of real people? If so, are we responsible for their actions? And what was the point of it? All questions I'd asked myself, but rarely had a chance to discuss. I told him that we can't control any of that, and that all we were really responsible for is how we lived from now on. I'm not sure that's the answer he wanted, but for now that's the best I have.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Helena Note #5(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Why does it always feel like everyone's making sacrifices for me? Rockwell, Mei-Yin, Raia, Diana and now Santiago. Just before we could finish powering on the mechs, the monsters finally attacked in force. Only one of the machines was operational, so Santiago used it to lure them away. By the time Mei-Yin and I managed to power on our suits and fend them off, he was gone. There was no sign of him. Well it won't be for nothing, Santiago. With the tools you've given us, I'll find the truth behind all this. Then I'll have those better answers you were looking for, I promise.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Helena Note #6(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: With Camp Omega compromised, we've decided to head for the wastes. There's not many of us left, and there's only three mechs remaining - piloted by Mei-Yin, myself and a fiery URE bloke named Kazuma - so we can't form that super weapon Santiago designed. That means if we run into anything too big or too nasty, it'll be trouble. Yet we don't have a choice. The answers are somewhere in that wasteland, and hopefully safety along with them. God, this whole piloting thing still feels bizarre, but I guess my nervous system just linked up with the machine really well. And it's what I wanted, isn't it? I'm finally something more than dead weight for other people to lug around, I can do my part. I just hope I don't let everyone down.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Helena Note #7(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: The mutated creatures in this wasteland can be as vicious as they are grotesque, but so far we've been able to fend them off in the mechs. There've been a few close calls that have me worried though. The other day, Mei-Yin just sort of charged in without warning and nearly got herself blindsided. Not that I'm any sort of tactical expert or anything, but it just seemed reckless. That's not an isolated incident either, she's constantly trying to take on more enemies than Kazuma and I. I don't think it's a matter of ego. With Santiago gone, it's like she's put the burden of protecting the survivors on herself alone. Doesn't she realize that I'm right here, finally able to share the load? Somehow I need to make her see that. (/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Helena Note #8(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: It's funny how the one subject that managed to put Mei-Yin at ease still had to do with fighting. After a fashion, anyway. I'd said that I wanted to talk strategy, but mostly I just ended up showing her all the ridiculous tag team moves I'd been sketching out for our mechs. The Dossier Driver, The BioBeast Bomb, G'day Mei-t...this stuff was gold! I can't believe she didn't go for any of them, but at least she lightened up a bit. For a while it was almost like we were back on the Island, failing to cook a decent meal and chatting about raptors. Bloody hell, you know your life's a mess when "the good old days" has you stranded on an island full of dinosaurs, don't you? Yet here we are...(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Helena Note #9(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: I'm still amazed we actually tried that, and more incredibly, it actually worked! When Mei-Yin said she wanted to try the Mei I Hel-p You maneuver, I thought maybe she'd taken a knock to the head, but we really pulled it off. If only Santiago was here to see it. What an absolute ripper! To be honest though? I was terrified through the whole thing. I'm scared to death every time I get in that mech, but I'll keep doing it. I can't just rely on Mei-Yin all the time and even she can't fight all these battles alone. I think she's starting to see that too.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Helena Note #10(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: I know it's likely that my memories are implants, but they're so clear that I still think of them as mine. They still shape me. Maybe it's just denial, but I can't help it. I remember growing up in Darwin - the sunsets on the coast, the splendor and fury of the storms in the wet season, and volunteering in Kakadu whenever I could. I was an obnoxious little bugger, chasing after my next great discovery but usually just finding trouble. I suppose that hasn't changed, has it? I'm still just hopping from one adventure to another. And after this over, if we find what we're looking for in this wasteland, what then? Will that be it, my last adventure? Somehow I doubt it.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Helena Note #11(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Even though he's gone, Santiago keeps coming through for us. That signal he found, the one he talked to me about, I think we've finally locked onto it! We picked it up a few hours ago, and it's only been getting stronger! With a bit of work, we should be able to triangulate its position. I'm not sure what exactly we'll find there, but if there's even the slightest chance that it's linked to those space stations or what happened to the planet, then we've got to investigate. I think this is the spark we needed to lift everyone's spirits! We're one step closer!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Helena Note #12(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Why is this a debate? We finally have a clue and everyone wants to go hide in a cave and what, just try not to die? Sure, we don't know what lies at the other end of that signal, but that's the point! You climb the mountain to find out what's at the peak! We vote on the matter tomorrow, and my stomach's passing the time by tying itself into knots. Could I really have come all this way just to be stopped dead by a few raised hands? Part of me thinks that even if I lose the vote, I should head off on my own, but well, there's a bit of a complication. Mei-Yin is voting for the other side.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Helena Note #13(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Not everyone sees things the way I do, but that doesn't make them wrong. I owe Mei-Yin for reminding me of that fact. I can't remember exactly what it was I said to her, something about how the signal was the only thing in this bloody wasteland that mattered, but her reply stopped me cold. "Your voice just then, it sounded like Rockwell's." I didn't say much after that. For a change, Mei-Yin did most of the talking. Unlike me, she doesn't care about the mysteries of this place. The space stations, the end of the world, none of it. She just wants to keep us - me - safe. I should be grateful for that. I mean, I am but...I need time to think.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Helena Note #14(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: It's been a day of reversals, I guess. I'd slunk off to brood somewhere, and Mei-Yin tracked me down to talk, mostly about a subject we'd been avoiding: Diana. Since she opened my wound, she'd open hers, she said. It didn't feel like a fair trade. The way she clutches that necklace, and how she smiles when she remembers the woman who gave it to her, there's a gentleness there that she offers to nothing else. To persevere with a wound so deep that it may never heal, her will will must be extraordinary, but... Maybe it helps that we're limping onward together, and maybe as long as we're here to prop each other up, we'll see this through. In the end, Mei-Yin changed her vote, and the ayes had it. We're following the signal.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Helena Note #15(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: As the signal grew stronger, I'd been anticipating catching our first sight of the source. This afternoon, it finally happened. It's a massive, monolithic structure that somehow looks ominous even on the horizon. I mean honestly, what was I expecting in a place like this, a pub? The ruins we've seen aren't exactly brimming with hospitality...or pints, for that matter. Sadly. That said, it does seem to stand apart from the other buildings, almost as if it was built separately. That would make sense if it's connected to the stations somehow, and also explain why it has power. As to its purpose, well there's only one way to find out...(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Helena Note #16(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: This place is even more gigantic and foreboding up close. If the architects were trying to instill an impending sense of dread in their visitors, then well done, they absolutely nailed it. Really, I campaigned for us to come here and now even I'm wary about going inside. That's a bit embarrassing, isn't it? Well no sense in putting it off. The entrance is too small for the mechs, which means we could be in for days of exploring it on foot. Of course, we could cover more ground if we split up, but given the building's aesthetic and my rudimentary knowledge of horror films, I've expressly advised against it. All right, here we go. Let's see what we can find.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Helena Note #17(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: There's a dark sort of beauty to this place. The technology we've found so far is beyond even our mechs or TEK armor, and there are rows upon rows of it, humming softly and pulsing with an eerie light. From the way it's organized, it almost looks like a library or a server room. In fact, that's exactly what I suspect it is: an archive. In other words, my instincts were right! This is the place where we're finally going to uncover all the answers we've been seeking, it has to be! If the civilization that built those space stations stored their knowledge within these halls, the secrets behind everything we've been through must lie somewhere within. All we need to do now is find a way to access it...(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Helena Note #18(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: We finally managed to get a terminal working, and well, this is it. I almost can't believe it, but I've finally found it! The mystery behind those stations, the whole reason we even exist, it's all right here! According to this, those space stations are deliberately designed bio-domes called "ARKs," and they're exactly what they sound like: lifeboats. Whatever happened to the Earth, whether it was Element based technology like Santiago suspected or something else, these ARKs were built to preserve and cultivate life in all forms - fauna, flora and of course, human - safely separated from the planet's poisoned surface. But something's gone wrong. There's all sorts of errors here...maybe that's why they turned into such death traps. There's something about a "Reseed Protocol" too. I'll need time to look this over.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Helena Note #19(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Sorry if I'm a bit loopy, I've been deciphering the information we found for two days straight. Stuff sleep anyway, I run on data. So, that Reseed Protocol I mentioned? Apparently, that's the endgame for the ARKs - they're supposed to return to the planet, and when they do, all the life they're cultivating will spread across the surface. In theory, this might make the Earth habitable again. That's where the errors come in: the Reseed Protocol never initialized. I can't quite figure out why though, it just says the "conditions have not been met." Damn it, that can't be it! All the answers are here, but this is the only terminal we've gotten working. I've got to find another way to access the archives. Maybe that artifact Mei-Yin mentioned? She said it was pulsing with some sort of energy, so it probably has power. I'll ask her to show me where it is.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Helena Note #20(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Before Mei-Yin even showed me what she'd found, I knew I was in for something bizarre, but I didn't think it would be quite like this. When I reached out to touch the artifact she found, it felt like my hand was caught in its gravitational pull. I couldn't stop myself from touching it. Some of the details are fuzzy after that, but the next thing I knew, the artifact was gone. Instead, I was staring at an enchanting, diamond shaped object - a prism of raw, cosmic energy. I didn't get the chance to examine it any further before Mei-Yin confiscated it for safety. I guess I can't blame her caution, but I'm fine! Really! Sure, my head feels like a cracked eggshell and there's still tingles running across my body, but I'm physically uninjured. Somehow I have to convince her to let me study it. It's just...when I touched it the artifact, I felt something. Saw something. I need to understand.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Helena Note #21(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: When I said that things got "fuzzy" when I touched the artifact, that's not really the whole truth. I remember bits and pieces of it - images, flipping across my vision in rapid succession. At first they were hard to distinguish, but now that Mei-Yin has allowed me to study the prism at a distance, they're gradually becoming clearer. A man made of light, monsters roaring, a sky on fire...they didn't seem like memories. At least not mine. If the prism put those images in my head, well that's a little frightening, honestly. Mei-Yin's right. I need to tread carefully here. As much as I want to know the prism's secrets, if I delve for them too deeply, I could lose myself to it. We both saw where that could lead, back in that violet pit. I should apologize for pushing the matter...(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Helena Note #22(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: By now, Mei-Yin and I can understand each other with only a handful of words. I just said I was sorry for being short with her, and that was that. She knows how much this means to me, and I know that she's just wants to protect me, even from myself. I even told her about the images I'm seeing. She dismissed them as nonsense, but I'm not so sure. They're growing clearer with every day I spend studying the prism, and one in particular keeps coming up. In it, I see a single room, in the depths of a cave. It is both a tomb and a throne - where a coffin like structure sits on a raised platform, surrounded by silvery metal and glowing crystals. The walls glimmer and a light shines down from above, or is it rising up from below? I can't tell. What does it mean? Anything at all? Or do I really just need to get more sleep?(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Helena Note #23(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Possible hallucinations aside, the prism itself is fascinating. It's similar to one of Santiago's hard light constructs, but it seems more solid. At first I suspected it was plasmal Element, but I'm beginning to think that's unlikely. However, I do know one thing for certain: its shape. Somehow, the prism has the same size and profile as the slot in the center of our wrist implants! Yes, yes, that may seem obvious, but I was so distracted by everything else that I never noticed. So is that what it's for then? Am I meant to just pop it in there like a data drive? Oh God, what if that's all it is? Did I go through all this trouble just to see a family of cyborgs' holiday photo album? "Wait, do that one again! Mum closed her optical lenses!" I joke, but if it really was just something mundane, if there were no answers...what would I do then?(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Helena Note #24(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: After studying the prism for all this time, I'm only certain of one thing - if I insert it into my implant, something will change forever. Myself, probably, but maybe not. Who's to say I'd even survive the experience? Whatever the case, I think that's what it wants from me, and it wants it urgently. And me? I still want answers, but I keep seeing Rockwell's mutated visage and hearing Mei-Yin's words. Is this how he felt, towards the end? Well I won't make his mistakes. Mei-Yin, Raia, Santiago and all the others who have helped me get here made sure of that. I'll only use the prism if I'm sure it can't hurt the people I care about, and if that means never learning the ultimate truth of the ARKs? So be it.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Helena Note #25(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Up until now, the images I've been seeing have been brief and disconnected, like a collage, but this last dream was different. It was a full, coherent vision - if it a bit abstract. In it, I saw violet fingers clawing at bedrock, knuckle deep in soil. They reached further, stretching, splitting and spreading like a web as stone crumbled beneath them, until at last they found a molten heart, its cadence soft and steady. Without pity, they grasped it in their twisting tendrils and squeezed. The heart's rhythm slowed, then stopped altogether, and at last it turned to cold, lifeless stone. As the heart died, strings of shadow shot from the violet fingers. I traced the them across cracked and drying flesh, and when the strands ended I saw it - an army of monstrous shadows, hunting for even the smallest glimmer of light. And they were marching right towards me.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Helena Note #26(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Any thought of those images being hallucinations evaporated when Kazuma came back from his scouting run this morning. An army of monsters is headed our way, and I don't think it's a coincidence. They're after the prism, that has to be it. So if I get rid of it...no, I don't think that will work. Those monsters won't stop with the prism, they'll devour everyone who came into contact with it. Somehow I just get that feeling. Ugh, why am I only getting visions of how doomed we are? Show me something I can do to save my friends, you lambent little bludger! Damn it all. Maybe I'll think of something once we're on the move. For now, we've got to get the hell out of here.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Helena Note #27(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: I've only slept once since leaving the archives, but in that brief moment of respite, another vision came to me. I saw a ladder, stretching from beneath the earth to high above the clouds. I was climbing it, ascending rung by rung, and carrying someone over my shoulder. Our pace was slow but patient. Somewhere beyond the sky, I was sure the ladder had an end, even if I couldn't see it. From below, monsters roared and raged. They couldn't climb the ladder, and they couldn't reach us. Even the tallest of them - a towering King of Death - could not harm us, and as I climbed, I could see a familiar light shining from within my wrist. Is that it? Is that how I can help everyone, or was that me just seeing what I wanted to? I need to decide, and soon. We're running out of time.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Helena Note #28(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: I feel like my stomach has twisted itself into a cat's cradle. When Mei-Yin refused to give me the prism, I well...I stole it. I know she wants to keep me safe, but our backs are against the wall here. If there's a chance this thing can save us, then I need to have it within reach. Still, I know the danger it poses, so I'll only use it as a last resort. Not to solve any ancient mystery or make a grand discovery, but to help her and everyone else. If things are dire and the prism's the only chance I have to help, then it's worth the risk. I'm sorry, Mei-Yin, but we promised that we'd prop each other up, didn't we? Maybe this isn't how you envisioned it, but this is the only way I can hold up my end of the bargain. I hope you can forgive me.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Helena Note #29(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: It worked. The prism, it worked, but I hesitated. Now we're only two. Only two, everyone else is dead. Everyone else. Am I dying too? Is this how it feels? Is that why I keep seeing the tomb? The tomb, again and again. The tomb, the throne and the ladder. The ladder. I see it once more. I'm climbing still, above the clouds and into the stars. I think I see the end, but when I try to grab the next rung, my hand turns to dust. I try to scream, but I make no sound. I'm slipping away. I see their faces. Rockwell, Raia, Diana, Santiago, Mei-Yin...I reach for them. I have to find purchase. There must be something I can grasp. Something. The tomb. The tomb!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Helena Note #30(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: I'm sorry, Mei-Yin. I'm sorry. The weight's all on your shoulders now. There's no one else who can carry it. The tomb. The throne. You have to reach it. You have to take me there, to the Tomb of Ascension. I can show you the path, but you have to walk it alone. I wish it weren't true. I wish I could give you wings. But I believe in your heart, so believe in mine. One last time. I need you to believe. Please. Ple...(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Meiyin Note #1(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: I have had no urge to record my thoughts since your loss, or rather I have been avoiding it. Before speaking with Helena today, how many times did I even dare to say your name, Diana? You revealed facets of my heart and mind that had been hidden even to me, and in you I found something that I had always been missing but could never name. How does one carry on after losing something like that? Even now I cannot say. I only know that it was draining and painful, and would have been even worse had I done so alone. For those who yet live, I know I must endure, but I shall carry you with me every step, around my neck and in my heart to the very end. Always.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Meiyin Note #2(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Controlling this armored giant has grown easier, but it will never feel familiar. Though its limbs move as mine do, that is in itself disquieting, and sometimes I get lost in the flashing lights that surround me. Helena is far more attuned to her giant's abilities than I am, though as in all things, she underestimates herself. Ever since I cast that monstrous old man into the depths, she's been there to pull me back. Not just from the fall, but the abyss itself. I will still never understand why she was so interested in studying animal excrement when we first met, but after walking this path with her, I can recognize the strength of her spirit. I will do all I can to protect it.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Meiyin Note #3(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: We have arrived at the structure Helena wanted to investigate, and I fear if we do not enter soon that she will faint from anticipation. She has been hopping to and fro like a rabbit while we set up camp, babbling excitedly about what might be inside. I have never shared her curiosity for such mysteries. Things are the way they are, the why of it does not matter. Unless it will help us survive, then I do not care who built the empty palaces of this land or what their purpose was. However, I trust Helena's wisdom. Hopefully whatever we find here will sate her, and perhaps grant me a moment of blissful silence at that.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Meiyin Note #4(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: I dislike this place. Helena says it is an archive for lost knowledge, but it reminds me of the chambers we explored with Santiago, where beasts and men slept in countless glass coffins. If the halls where I battled Nerva were at the edge of heaven, then that place was surely one of the Ten Courts of Hell. These halls do not radiate with that same evil, but it still does not feel like a place where men are meant to tread. There is sign of neither earth nor sky here, it is all unnatural metal and machines so foreign that even Diana's comrades cannot master them. I will speak with Kazuma about tightening our patrols. We must remain vigilant.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Meiyin Note #5(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: These halls did hide one marvel, I shall grant them that. I found it during my patrols, tucked away in a small chamber all its own, and while I do not know its purpose, its beauty is without question. It is shaped like a jewel, with a surface of polished stone and shimmering metal, glowing proudly with a magnificent golden light. Though it floats above the ground, it is too sturdy to move, and though its light is warm, it is cool to the touch. Helena will surely want to see this. However, until we fully understand it, I will be sure to supervise her study sessions.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Meiyin Note #6(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: I do not understand what happened. When I had touched the artifact, it did not respond at all, but as soon as Helena made contact, its golden glow became a blinding flash. By the time my vision cleared, the artifact was shattered. All that remained was a small gemstone made of pure sunlight, floating in its place. Was the rest of it merely a shell? Thankfully, Helena was uninjured, but my carelessness was still inexcusable. I swore that I would protect her, and I have nearly failed already. I should have been more thorough. I am not one to repeat my mistakes. Before Helena could reach the gem, I snatched it from the air. I won't let her touch it unless I am certain it is safe.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Meiyin Note #7(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: I am tempted to smash this gemstone to pieces, though I am not certain how I would do so. When I hold it, I can feel its texture and weight, yet it casts no shadow and makes no sound when I tap its sides. It's as though it is at once here and somewhere far away. But Helena insists it is the key to answering her many questions, so for now I let her study it from a safe distance. At first my precautions earned me her ire, though it lacked true venom, and in time, she admitted my judgement was prudent. She says the gem might be capable of great change. I couldn't follow everything she described, but she is more cautious around it now. That is enough for me, Unfortunately, the gem may soon be the least of our concerns.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Meiyin Note #8(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: A horde grows on the horizon, larger than we have ever seen, and led by a demon who stands so tall that mountains bask in his shadow. When we realized it was headed our way, we picked up our camp and made for the wastes. Yet as we moved, the horde followed. This is not mere misfortune, it is a hunt, and we are the prey. Helena claimed the gemstone may be able to help us, but I still forbade her from touching it. When we fight back-to-back, I can watch over her, but I can't protect her from something I don't understand. No, should battle be joined, we shall meet them head on. No matter the size of our foes, I will fight with all that I am, and for the sake of everyone here, I will win. I must.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Meiyin Note #9(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: This is my failure. At first we forced the enemy back, so when their master finally set foot on the battlefield, I tried to slay him myself. That was our undoing. Even in my armored giant, I couldn't even scratch his hide. Such disgusting weakness. Were it not for my second blunder, surely I would have died, but Helena had stolen the sunlit gem from me before the battle. Before the demon could crush me, she opened the shell of her giant, held the gem aloft, and placed it in the metal mark upon her wrist. A terrible scream rang out in my mind, but it must have been worse for the monsters. They recoiled in confusion, and I knew that would be our only chance. All but Helena and I lay dead or dying, and Helena herself lacked the strength to stand. So I cradled her in my giant's hands, and ran. In shame and defeat, I ran.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Meiyin Note #10(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: I am a disgrace of a protector. Those were Diana's people, a living memory of her. She entrusted them to me, and I failed them all, just as I failed Santiago, Wuzhui and Diana herself. A true warrior should die defending what they love and care for, yet I have let it all turn to ash while I somehow escape the flames. Every time. Even now, the only person I could save barely clings to life. Veins of light creep across Helena's skin, and she only wakes for minutes at a time. When she does, she speaks in poems that make no sense. She says a distant tomb is calling her name, and that we must go there. I asked if the tomb would cure her, but she only answered in riddles. Every time she wakes, her voice sounds further away. Helena, you must stay with me. Your heartbeat and your shallow breath, they are all I have left.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Meiyin Note #11(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Helena shakes and sweats in her sleep, and she no longer opens her eyes. All I have left to guide me is the notes and maps that she scribbled out in a delirious frenzy. Sometimes she mumbles nonsense or moans in pain. I have to crush bits of food into a fine powder and pour it down her throat with water. When we move, I strap her to a corner in my giant's control chamber and stop frequently to make sure she is all right. It is only because of my mistakes that she is in this state, and I worry that she is fading. If I lose her too, then my failures will be complete. I do not know what I would do. Please, let her hold on. Don't take her too. Please.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Meiyin Note #12(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: I have little trust in prophets or visions, but I fear that the tomb Helena spoke of may be her only chance. She does not respond to my presence anymore. Nothing I do rouses her. I only hope her maps are accurate. Yet even if they are, we still have so far to go. Though we have left the poisoned wastes behind, before us lies a land of ice and snow. A storm rages above, and even in the armored giant, progress is slow. Each step is a labor, and I feel the giant growing weaker. It will need to feed on the violet fire - the element, as Diana called it - if we hope to continue. I will have to brave the cold alone.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Meiyin Note #13(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: There is a shooting pain in my left arm. I think it may be broken. It happened when I was searching for Element. The storm and the journey had sapped my strength, and the pack of beasts caught me off guard. After a fierce battle, those I failed to slay finally fled, but the fight had taken its toll. It took me half a day to get back to camp. I kept slipping and falling in the snow. Each time my body told me not to get up, and a few times I almost listened. I wanted to so desperately. The pain. The cold. The exhaustion. I just wanted it to end. Maybe that's what this is. My limit. My end.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Meiyin Note #14(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: As I slept in the belly of the armored giant and the storm howled outside, I dreamed. I was home again, in our little village in the Yi Province. It was during the rebellion. Everyone was huddled together in an empty grainery, debating surrender. Arguments went back and forth until at last I stood, grabbed a spear, and made for the exit. "See? Even this girl would rather die for her emperor than give in to that scum," one man declared. "You're wrong," I replied, turning to face him. "I have no intention of dying. I will survive." The others talked about our memories not being our own, that the home I sought for so long may have never existed at all. Perhaps that is true, but those words are mine, more than anything in the world. This is not the end. This is not where I fall. I will survive!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Meiyin Note #15(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Those beasts that attacked me are mine. I retraced my steps to make sure that I found the same pack, and then I bent them to my will. They moved as though they could walk on air, leaping from one invisible stepping stone to another before pouncing at me. It made their movements hard to predict, but once I was able to snare them in a steel trap, their advantage was gone. Though they flung arrows of ice at me from afar, it was not enough to deter me. Once asleep, I coaxed them into obedience, and they accepted me as the leader of their pack. Their strength will help me on my journey, but I will need more still. This is just the beginning.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Meiyin Note #16(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: My arm is nearly healed. I can control the armored giant without pain, and it no longer protests when I use it to carry weight or strike. The timing could not be better, for I have just brought more beasts into the fold. Great owls with feathers as white as the snow they soar over swooped down at me from on high, but I avoided their talons and brought them down. Now their great vision helps me scout ahead with ease. With my pack growing in number and my strength returning, it's time to set out. Keep fighting for just a while longer, Helena. I will see you to that tomb, I swear it.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Meiyin Note #17(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: As we travel, I continue to bring more beasts to my side. Amongst the overgrown palaces, I tamed lizards that fire thorns like arrows, floating caterpillars that carry my supplies with ease and a dozen more. They do not have the same bond or discipline as my first pack, but their strength is formidable. Combined they are a force to be reckoned with, marching in the shadow of my armored giant, and ready to fight any monsters who would stand in my way. It's time that I remind this world just who I am. I shall etch it in the earth as I march on towards the tomb, so that it may never forget. I am still the Beast Queen, and I shall not be denied.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Meiyin Note #18(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: According to the maps, we are nearing the tomb's location. I have made short work of the monsters and disfigured beasts that have stood in our way, and the path ahead seems clear. However something looms behind us, growing ever closer. It's another horde, and while it lacks the mountainous demon that attacked us before, there are other, lesser devils in its place. Though smaller than their master, they are still far larger than any normal beast, and their might will be considerable. Fortunately, my pack is outpacing them. We should arrive at the tomb well ahead of the horde, and if I can heal Helena quickly, we may be able to avoid it all together.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Meiyin Note #19(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: It did not take long to find the entrance to the cave, and when we reached it, Helena stirred. Though she did not awake completely, I could hear her speaking to me. "The Tomb of Ascension. Find the altar." There is no time to waste. I have left most of my beasts to guard the entrance while I bring a trusted few to clear the cave. There are pockets of malformed creatures here, and before I can see to Helena, I will need to rid the tomb of these these unnatural beasts and their poisoned blood. This close to my goal, there is an extra drop of fury flowing through my veins, and any enemies that block my path today will be quickly torn asunder.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Meiyin Note #20(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: The last of the feral beasts have been wiped out, and I have found my way into the cavern's heart. It seems far too beautiful for a tomb, even an emperor's. Surely the name carries some different meaning. Crystals grow along the walls like flowers, sprouting from vines of gold. They bathe the room in a gentle glow, but in the center of the chamber, they are overpowered by a light from above that shines down on an ornate dais. Atop the altar, there is a device of some kind. It reminds me of the beds that Diana's people used, but grander in scale and artistry. That must be where I am meant to place Helena, and once I do, that machine will heal her. It has to.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Meiyin Note #21(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: It's working, I am certain of it. When I placed Helena upon the central altar and stepped away, the machine hummed and sang in response. The light of the crystals burned brighter as well, and the once stale cavern air became warm and soothing. Helena immediately improved. She has stopped sweating, and her breathing is stable. Blinking golden specks float about her like fireflies while she sleeps, as peaceful as I have seen her. The whole chamber has that effect. Even as I watch over her, I can feel my heart slow to a serene, steady beat. Unfortunately, the process is gradual, and with each moment the pursuing horde grows nearer. I need to buy time.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Meiyin Note #22(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: I have sealed the chamber and left a pair of my beasts to guard it, just in case any of the smaller monsters slip past me. It will take time to open it again, but after this battle, I will be afforded some patience. I assembled the rest of my beasts and my armored giant in a defensive formation beyond the entrance to the cave. In the distance, I can see the horde approaching. They outnumber my pack, and it will not be long before they are upon us. On this ground, I will make my stand, with neither retreat nor mercy in my heart. In the end, every last one of those monsters will lie dead, or I will. Let them come. We'll be ready, right, Diana?(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Meiyin Note #23(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: I have beaten back the first wave, but not without cost. Though my own beasts fight with more ferocity than these untamed monsters, my ranks have begun to thin, and the towering demons have yet to enter the fray. That has made it easier for me to tear through the lesser creatures with my armored giant, but their patience makes me wary. Beneath me, I can feel something stirring from the tomb. The machine is continuing to work. If I can just hold the horde off for a while longer, Helena will awaken and we can leave this place. But first, I must hold.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Meiyin Note #24(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Again and again, the monsters come. It seems as though there is no end to their number, but I know that cannot be true. I must keep fighting. Yet as time passes, that grows far more difficult to do. One by one my beasts are falling, and I can only rest at times like these, in the gaps between assaults. My eyelids are heavy, my muscles sore and only writing like this is keeping my mind from growing hazy. The gigantic demons still stand idle, letting their lessers wear down my forces so they can strike me when I am at my weakest. Yet they cannot wait forever, for the tomb continues to rumble below. Eventually their patience will run out, and in that moment, this battle will be decided.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Meiyin Note #25(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: At last, the time is at hand. The towering demons have begun to stir. Though my beasts lay dead and my armored giant is damaged, I have slain the last of their minions. It is down to them, and it is down to me, just as it was always meant to end. Come then! I am Li Mei-Yin of Yi, Beast Queen of the Jungle, the Depths and the Wastes! If you dare to challenge me, then come and let us duel to the death!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Meiyin Note #26(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: I am victorious. Though my armored giant groans and sparks, and though blood stains my lips and drips down my armor, I am victorious. It was a long, grueling battle. I had no advantage in power, so I goaded my immense foes into striking, and then counterattacked them at their joints. Once I had slowed their movements even further, I picked at their weakest points, wearing them down before finally going for the kill. However it was far from easy, and there were moments where I was nearly cornered. But in the end, the great demons lie dead while I am still standing. Now as soon as I have the strength to not only stand, but move, I should see to Helena.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Meiyin Note #27(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: I arrived in the tomb to a chorus of light. The machines and crystals pulsed with a heavenly rhythm, and hundreds of those golden fireflies danced about Helena to the same melody. Her body itself glowed like the sun, floating untethered above the altar. I was so in awe that when the whole chamber flashed and Helena's flesh turned to light, I could only watch. It was not until Helena's radiance floated skyward that I could find my voice and call out her name. By then the light of the crystals had begun to dim, and there was no trace of her left. Somehow, I know that this is the end she was seeking, and that wherever her soul may be, it is safe and content. Yet I cannot help but mourn, for now I am left alone.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Meiyin Note #28(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: I am certain that I succeeded, and yet my hands and heart are empty. For the first time in so long, I am devoid of purpose. There is nothing to fight or run from. Is this what peace feels like? When I exited the cave, I simply entered my armored giant and left. I did not have a destination in mind, just some faint instinct that perhaps I should go this way. So here I wander, alone in a land of poison and empty palaces, to no end but the one I choose. It's unfortunate. The sky is so clear today. It would have been the perfect time to fulfill the promise around my neck.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Meiyin Note #29(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: My armored giant has stopped moving, and I do not know how to fix it. I suppose I have been fortunate that it lasted as long as it did. Had it given out before we reached the tomb, I may not have been able to protect Helena. If I want to carry on without it, I will need to get to work soon. I am low on supplies, and when one is surviving on their own, there is always much to be done. Food. Shelter. Safety. Maybe I will even find time to clean the blood from my face. Yet for now, all I truly want to do is sleep. Perhaps I will dream of flying.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Meiyin Note #30(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: I awoke to the sound earthshaking footsteps. A towering demon was upon me, and though I struggled against its minions on foot, my situation was desperate. Suddenly, an armored giant crashed to the earth. It struck down the demon, scattered its beasts and knelt before me. From within stepped a woman with hair the color of sunset, or perhaps more aptly, a tangerine. My Juzi, my love - Diana. For a moment, I thought I was dead or dreaming, but she felt too real to deny. I left her lips smeared with tears and blood, but she wouldn't let me apologize. It's just as well. I was not that sorry. I do not know how or why this is possible, but neither do I care. All I know is that I am going to hold onto this feeling and never let it go. Never again.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Diana Log #1(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Am I really alive? This doesn't look like any hell I've ever heard of, and I feel like heaven would have better groundskeeping. The problem is, I'm pretty sure I died. I remember drawing that monster away from the gateway, a ton of pain, and Mei's face looking down at me. I held onto that sight as long as I could, until the darkness crept in, and I fell into a cold void. The rest is kind of fuzzy, but I remember a voice. "Help. You have to help." And now I'm here, butt-ass naked with a familiar hunk of metal stuck in my forearm. Yeah, I'm definitely alive, there's no way this stupid thing would itch so much if I were dead. Guess that means I'd better make myself some clothes, and maybe some kind of ointment...(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Diana Log #2(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Right before things went crazy, Santiago mentioned something about human cloning chambers over the radio. That's the only explanation for this comeback tour of mine that makes any sense: I'm a clone. So does that mean I'm just a copy of the original, or is it possible that my consciousness was stored somewhere and then put into a new body? This is so weird, especially since it's never happened to anyone before. We lost plenty of people back on that station, but not one of them ever came back to life. Death was a one way ticket, period. So why am I the only exception? Is it that voice, did it do this to me? Okay, that's creepy. The voice just answered me. It said, "Yes."(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Diana Log #3(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: All right, time to pull the plug on all this soul searching crap. I'm positive my memories are real, so whether I'm some off-brand clone or not, for the sake of those memories I'm going to treat this like a second chance. There's no way I'm going to waste it, no way! I've got some basic equipment together now, and based on my surroundings, I'm definitely planetside. That means if the Gateway Project was successful, then Santiago, Helena, Mei-Yin and the others are somewhere out there. All I have to do is find them. The voice mentioned something about help. If they're in trouble, then I hope they can hang on for a little longer. I'm on my way!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Diana Log #4(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: I keep feeling these tugs on my mind as I travel, like I'm being led somewhere. Under normal circumstances I'd start to question my sanity for trusting the guidance of a disembodied voice, but considering recent events, I think I'd be even crazier to ignore it. My creepy, unseen benefactor's being pretty vague though. When it comes to dealing with these security drones and general survival, I'm on my own, but that's nothing I can't handle. This city's got tons of cover if I need it and good vantage points for scouting ahead, so shaking off any bogeys shouldn't be a problem. I've got to say though, after all that work we put into escaping that station, it's kind of a drag that the planet isn't any better off. Figures, right?(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Diana Log #5(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: So this city's the ultimate fate of civilization, huh? A bunch of crumbling, overgrown buildings, crawling with all the insects we left behind? I guess you can't say no one warned us. A lot of people fought real hard to keep something like this from happening, myself included, and turns out the apocalypse showed up anyway. I always thought we'd stave it off myself. I guess I just believed in us, you know? Humanity, I mean. But even knowing it was going to end up like this, I don't think I'd do anything different. Regrets aren't my style. Besides, there's a few of us humans still kicking. Who knows, someday these buildings could be full again, but until then I get a spacious corner apartment rent free. Not too shabby.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Diana Log #6(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: They were here, no doubt about that. There's scoring from TEK weapons all over, and while I can't pin down exactly how old they are, the gaps they burned in the foliage mean they're not ancient. The caliber on some of these are huge though, way bigger than a rifle. Don't tell me Santiago built a freaking tank? Guess I'll find out soon enough. The tugging on my mind is growing stronger. Something's nearby that the voice wants me to see. Whatever it is, I'd better take a careful approach. I'm not exactly brimming with firepower, and I don't have Mei's gift for taming animals, so I'm all alone here. Can't afford any dumb mistakes.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Diana Log #7(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: You really outdid yourself with this mech, Santiago. Even busted up and slumped against a building, it's one impressive machine, and it looks like you made sure it went down swinging. Would've been a blast to put it through its paces together, like we did with that TEK armor when we first met. It's not right that you died here all alone, after everything you did. The Gateway Project gave us hope for the future, and you made it possible. Honestly I'm not sure why the voice would bring me back and not you too. It doesn't seem fair. Now said voice is saying "sorry" over and over again in my head, so it must have tried. Well don't worry, mysterious-ethereal-whatever-you-are, one miracle's enough. For both you and Santiago, I'll make it count. Bank on it.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Diana Log #8(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: It took a beating, but with a little more work, I think I can get this beauty running again. It won't take long to get used to the controls, either. They were clearly designed so that even someone without a single hour in a simulator could take the wheel on a more basic level, but there's a lot of advanced settings here too. I'll have it dancing like a fifty ton ballerina in no time. It's enough to make a girl giddy. Santiago, if you were here right now, I'd kiss you. You certainly deserve more than the grave I made for you, so I'll just have to pay my respects by showing off what your last brainchild can really do. Hope you're watching.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Diana Log #9(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Systems online and engines purring. My MEK is go for launch, so whatever did this better watch its ass. Payback's coming. I'm competent enough with TEK armor and a rifle, but if you really want to see me make magic happen, put me inside a cockpit. I might specialize in fighters, but I've aced all the simulations with just about every vehicle in the URE arsenal. It doesn't matter if it's got wheels, wings or legs, with a machine like this at my fingertips, there's no such thing as impossible. All right, mystery voice, keep that target locked for me. Reinforcements are en route, and you'd better believe we're bringing the thunder.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Diana Log #10(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: My timing couldn't have been better. I followed the tugs on my mind until I came across a colossal, walking forest bearing down on a lone figure. I'm still not entirely sure what that thing was, but all it is now is the world's biggest salad. As for the survivor, I knew who she was before I even saw the hypnotic tempest in those eyes. Who else stands so tall in the face of death? Who else could call me here from so far away? Who else but you, Li Mei-Yin? Considering I came all the way back from the dead, I probably should have had a better line in my back pocket than, "Miss me, beautiful?" But hey, I sure didn't hear her complaining.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Diana Log #11(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: That Mei held out for so long might be a bigger miracle than my second chance at life. When the elation wore off, she practically collapsed in my arms, as if her legs could no longer bear the weight she carried. I haven't asked what happened yet, but I can see the hell she dragged herself through in the rings beneath her eyes and the bruises on her body, not to mention her damaged MEK. Just how many battles has she fought out here all by herself? Well that ends today. After all she's done, she's earned her rest. It's my turn to take point.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Diana Log #12(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Mei's been getting me caught up while we repair her MEK. Apparently her friend from the other station, Helena, became delirious after using some kind of artifact to fend off those big monsters. Long story short, that stunt put her in a coma, and she ended up dissolving into a beam of light. In other words, they were knee deep in some seriously trippy shit. Of course, I was recently resurrected and hear a voice in my head, so I can't exactly throw stones. It's too bad about Helena. We got along well, even if I only knew her for a short time, and she risked her life to help us back in those caves. Whatever happened to her, I hope she's at peace.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Diana Log #13(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: I needed to cannibalize some parts from my own machine to get it done, but Mei's MEK is back online. Time to move out, at least if this mystery voice can be trusted. If you ask Mei, it shouldn't be. After all she went through with Helena, I get why she'd be cautious when it comes to unseen, prophetic entities, but this is the same voice that led me back to her. I can't dismiss it now. I should probably stop calling it a voice though.Thinking about it, it doesn't really make a sound. Its words just...appear, like they were written in the back of my mind by an invisible hand. What should I use instead though? Does it have a name? Or maybe...did it used to? Weird. It doesn't seem to know.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Diana Log #14(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: We've been travelling together for a couple days now, and Mei hasn't let me out of her sight for more than thirty seconds. While it's sweet that she's being so protective, we've had to talk a bit about separating our relationship in and out of combat. See, while any good pilot has to watch their wingman's six, they also have to trust their ability to handle themselves. If she's constantly trying to save me, our MEKs are going to end up stomping on each other's toes. I think she's starting to understand that. She didn't like my joke about getting another do over if I bit it again, though. My second coming's sponsor wasn't laughing either. Apparently, it's not sure it can replicate my revival. Fine by me, this last shot's all I need.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Diana Log #15(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Now that we're fighting in sync, we've been able to handle any threat this place has thrown our way. Piece of cake! Those big guys though, like the walking forest I took down or the ones who made these tracks, they might be trouble in a sustained fight. But based on what Mei's told me and the hidden systems I've discovered inside this puppy, Santiago had already built the perfect counter for them. Originally, there were four of these MEKs, and they were designed to fuse together into one giant, badass superweapon With firepower like that, we'd smoke those lumbering titans in an instant, but unfortunately two of the MEKs were abandoned in battle. Too bad, I'd have loved to take it for a spin.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Diana Log #16(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: I think I can see where we're being led. I can't make out all the details yet, but there's a bunch of communication arrays that stand out against the horizon. Could be military, like a command post or major communications relay. Whatever force is guiding us along bought itself a lot of trust by reuniting me with Mei-Yin, but now that our destination is within reach, I'm starting to get curious. What does it want us to do when we get there? Are there other survivors that we can contact with those arrays? For once, I'm not getting a response to my questions. Maybe we're supposed to find out for ourselves...or maybe we should go in there with safeties off.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Diana Log #17(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Structurally, this building's basically a bunker. The walls look durable enough to withstand a few dozen megatons of force, and they're built to last. That alone told me it was important, but it was nothing compared to the sprawling, circular control center we found inside. Rows of consoles cascade out from middle of the room, and the walls are lined with massive screens. While everything here's wearing a fine coat of dust, I see lights flashing and status reports flowing. This entire facility is still operational, and it's the heart of everything we've been through - the space stations we were on are all being monitored right here! Guess I know what we're here for now. Better roll up my sleeves, this is going to be a ton of data to sort through...(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Diana Log #18(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Mei says Helena called the space stations ARKs, and that they were meant to restore life to the planet. That's consistent with what I've found here, but there's a problem. The Reseed Protocol, the final step of the restoration process, is being blocked by what it calls "Element Toxicity Rating." Now that I think about it, there are a ton of Element veins out there, way more than I remember. It must have spread across the whole planet. Based on these readings, it even infected the lower layers of its crust. After witnessing what raw Element can do to a living thing first hand, I can see how that'd be a problem. It looks like the ARKs have some built in tech to reduce the ETR around them once they make landfall, but right now it's just too high for them to handle. Something's spreading it, and protecting it to boot. Those big monsters out there, they're the problem - the titans.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Diana Log #19(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: These titans remind me of combat drones. This control center has tracked their general migration patterns, and to my eye, they're almost like troop movements. When they decide to swarm something, they come from all over, like something's commanding them. Not to mention they spread Element everywhere they go. So basically, before the Reseed Protocol can be triggered, the titans need to be eliminated. Normally I'd be all gung ho about an impossible mission like that, but the number of titans we'd have to take down is nuts. Mei and I might be a killer power couple, if I do say so myself, but even we'd die of old age before we ever made a dent in the their population. There must be something we can do though. I did find lots of references to a place called "Arat Prime," off on the other side of the planet. Looks promising, but...well now isn't that interesting. Our favorite mystery being seems to think so too. Is that where it's leading us?(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Diana Log #20(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Now that we know what this faceless tour guide in the sky actually wants from us, Mei and I had a long talk about next steps. On the one hand, after going through the ringer, it's awfully tempting to settle down and just enjoy the apocalypse together. On the other hand, I've got a resurrection to repay, and keeping Earth from dying seems kind of important. I do live here, after all. Who am I kidding? I was always voting for the dangerous option. As for Mei-Yin, I guess she's actually been hearing said guide herself these days, and amazingly that's all the convincing it took. She says she trusts the way it speaks, almost like it's familiar to her. We must be out of our freaking minds to do this, but hey, at least we're going mad together.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Diana Log #21(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Things have taken a bit of a turn, or rather we've taken one - in the exact opposite direction of that absurdly huge lizard we spotted. As big as those other titans are, they're puny compared to this guy, and according to Mei-Yin, he packs a punch to match. She would know, she fought it before - when it killed all my other friends. While that means I owe him some retribution, it also means we're seriously outgunned. Unfortunately, he keeps following us even when we change course, like he's got our scent. He's still a day or two behind us, but eventually he'll catch up. When he does, we need to have an escape plan, because barring a serious upgrade in firepower...wait. Maybe we have that after all...(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Diana Log #22(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: This is an all or nothing gamble. If we can't repair the two MEKs that got left behind the last time this King of the Titans came out to play, then we're just going to die where everyone else did. But if we can get them up and running somehow, then we can fuse all four of them and form Santiago's super weapon! With the damage these MEKs have sustained and only two pilots, it won't be at full capacity, but lucky for us I'm the top ace in the whole damn URE. As long the engine's running and the guns are loaded, I can give us a chance. Okay, break's over. From here on, we're heading towards that battlefield at full burn.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Diana Log #23(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: I'd been bracing myself for this ever since we set out, but the sight of decaying corpses and shattered equipment was still hard to take. I knew everyone here for years, they were basically my new family. Pulling Kazuma out from beneath his MEK just about triggered the water works. I can't mourn just yet though. There's no time, and I don't want to give Mei any more reasons to blame herself. What happened wasn't her fault, she made the right call. If she'd thrown her life away instead of escaping when she had the chance, we wouldn't have a shot at payback at all. So for now, we've got to put the blinders on and keep each other focused Shit. It sounds so easy when I write it down...(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Diana Log #24(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Yes! Hell yeah! They actually started! They're still pretty banged up, even with the repairs, but both of the abandoned MEKs are operational. Now we've just got to fuse all four of them together. We've got time to spare too. Our guest of honor is still a ways off. He's slowly lumbering towards us, like it's inevitable that we're going to roll over and die for him. Well guess what, asshole? The only thing that's gonna roll here is that nasty looking head of yours. Man, my blood is pumping just thinking about it, but I'd better rein it in. When that thing gets here, I'm going to need every ounce of adrenaline I've got.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Diana Log #25(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Santiago, you crazy little genius, I owe you another kiss. This baby's beautiful! I've never seen a weapon like it. The MEKs fused so completely that it's as if they were never separated at all, and the power this combined, MegaMEK is packing is off the charts. Even though it's only at 70% capacity, it should still be enough to take that titan down. That sword looks like it could cut a skyscraper in half, and its defensive systems can take a serious beating. The only tricky part is the fact that it needs four pilots, and we only have two. The good news? One of those pilots is me.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Diana Log #26(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Okay, it's done. I've managed to slave the legs, head and left arm to my controls. Mei's better than me at hand-to-hand, so she'll still pilot the sword arm, but anything more than that would overwhelm her with information and technological complexity. In other words, when we enter combat, I'm going to assume control of 75% of the MegaMEK's systems. It'll be a mental and physical strain, but I'm prepared to take it. Like I said, it's my turn to carry the load, and I'm in my wheelhouse here. If there's anyone who can handle this, it's me. Not like there's time for another plan anyway - the titan's almost here. All right you ugly son of a bitch, let's go!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Diana Log #27(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: The titan's initial assault was intense, but we fended it off by staying on the defensive. Something that powerful would be used to winning quickly, so we knew that if we could weather that first storm, it was sure to hesitate. When that moment came, we turned up the heat. From there on it was a high octane slug-fest. Our clashes felt like they might shatter the ground beneath us, until we finally landed a critical blow to its torso. Based on the way it flailed and hissed when we struck, I don't think it had ever been wounded so badly. So in the end, that was enough to send it packing, nursing the giant, bloody X that we carved into its chest. Take that, asshole! And don't come back!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Diana Log #28(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Hopefully that's the last we see of that titan, because as sweet as some more permanent revenge would be, fighting it a second time might be pushing our luck. By the time I exited the cockpit, my nose was bleeding, and hours later I'm still wobbly on my feet. Controlling three MEKs at once in a sustained combat scenario should definitely be filed under "don't try this at home," and trying to pilot all four is probably a fast track to an aneurysm. On top of that, our MegaMEK is basically held together by bubble gum and dreams at this point. At full power and with four pilots, it might be able to kill that big bastard, but we're lacking on both fronts. So all told, we did as well as we could have hoped. Think I deserve a victory nap...(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Diana Log #29(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: We finished marking the last of the graves a few hours ago. It was hard to say goodbye, but having recently died myself, I know that sitting here and crying my eyes out for a week straight won't help them. Hopefully they find peace within that void, or something better beyond it. Now it's just me, Mei-Yin and the long road ahead. Well, and the faceless presence that's guiding us down that road of course. I've already started to feel the tugs pulling me towards Arat Prime. Not sure what's waiting for us there, but with Mei by my side and a dangerous mission in front of us, I'm just going to relax and enjoy the ride. I can admit that I'm certifiable for saying so, but this kind of life? It's just my speed.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Diana Log #30(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Mission Log: First Lieutenant Diana Altaras, URE 82nd Fighter Squadron, and Li Mei-Yin of Yi, Beast Queen of the Jungle, the Depths and the Wastes If you're reading this, then like us, then you managed to break free of the ARKs. So welcome to Earth, kid. Hope you like ravaged hellscapes, because the bad news is you?re late to the apocalypse. The good news is you can do something about it. The two of us are going to do what we can to help, but it won't be enough. You see those huge, ugly monsters out there? They need to be cleared out, or Earth can't recover. Also, if you see one with an X shaped scar on its chest, do me a favor and flip it off before you finish it. We'll do our part. The rest is up to you. Good luck.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Santiago's Log #1(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: I wish everyone would just shut up for five seconds. I already know this is bad, we all do. So keep your hyperventilating to yourself, all right? Jesus. When we stepped through my gateway and teleported to the surface, we thought we'd escaped the worst of it, but it turns out this planet is a burnt out, post-apocalyptic nightmare. Some people feel like we're back to square one. But objectively, we're not. We've got TEK equipment, supplies, some tamed animals and a decent number of human assets. That's plenty of tools at our disposal. All I need is for people to give me some space and let me think. This is just another code that needs cracking.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Santiago's Log #2(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Think we've found a decent spot to set up shop. That crater up ahead should have everything we need. Mei-Yin scouted it out with some of her pets, so that's at least one other person who isn't panicking. Not that I expected her to after she took the "suicide" out of that suicide mission back on the station. Di really knew how to pick a winner. While we travel, I've been putting together some equipment. Nothing too complicated, just some basic gear to help me take a few measurements of our new environment. Gravity, soil composition, atmosphere, etc. I've got a good idea of what they'll tell me, but it's worth confirming.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Santiago's Log #3(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Some of the readings were outside my estimates, but this is definitely Earth. That same old, self-absorbed ball of dirt. I figured as much. According to that biologist, Helena, people from my time are the most advanced humans on those stations. That means they couldn't have been built too far in the future, and last I knew, the Federation and the URE were still stuck on Earth. It wasn't for lack of technology, just the usual suspects - politicians. They could barely share one planet, much less space. People like to talk about having AI overlords as a nightmare scenario, but if we were ruled by machines, I might be looking at a flourishing Martian landscape instead of this ravaged one on Earth. Doesn't sound all that bad when you think about it. I mean, look what happened with humans in charge...(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Santiago's Log #4(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Construction on Camp Omega is going well. Things usually do when I have a project to focus on. I'd prefer something more challenging than living quarters, stables and basic defenses, but this'll keep me busy for now. I'm the de-facto leader of this outfit these days, I realize that. No one else still among the living is qualified, so fine, I'll do the job. I just can't stand being bothered with every little disagreement or emotional breakdown. I've got real work to do, solving real problems. That's why I made the Federation set me up in that mountain villa as part of my contract. My little hideaway, with just me and whatever puzzle they needed me to solve. It was perfect. Had a great sound system too. Assuming my memories are real, anyway.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Santiago's Log #5(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Tried chatting with Helena a little about this Earth situation. Smart girl, probably smarter than anyone else I've met here, but I think she has a hard time telling when I'm messing with her and when I'm just a being jerk. Not her fault. There's a reason why the Federation suits only visited me when they absolutely had to. Didn't matter how high ranking they were, I'd never mince words with any of them. I knew they'd have to take it. They needed me. So yeah, I can be a pain to deal with, unless you're someone like Di. She may not have been an engineer or scientist, but she had a PhD in talking shit. Miss that ginger lunatic.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Santiago's Log #6(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Camp Omega's basically up and running, complete with a functioning infrastructure, and we've got resources to spare. Lots of them. The surface of the planet is brimming with Element. After just a couple expeditions to the edge of the wastes, we've practically filled our storehouses. I'm not sure what we're going to do with it all. I'm not sure how there's so much of it. Element wasn't nearly this common in our time. Granted, all the Element that those stations are made of had to come from somewhere, so theoretically this city could have been built on top of an undiscovered vein. This much of it would turn even the smallest village into a metropolis overnight. But if that was what happened here, then where's the mine? May need to take a few more readings.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Santiago's Log #7(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: I ran the numbers. We're living in a scientific impossibility. Element simply couldn't expand fast enough to reach this level of density under natural conditions, even with millennia of uninterrupted growth. That means something accelerated it at an alarming rate, even if this area's readings are an outlier. Well I say "something," but there's an obvious answer here: man. Any tech that runs on Element emits a few molecules of it back into the atmosphere, which take root in the soil. It's kind of like pollination, but the scale's so small and we consume it so fast that it's practically negligible. To spread it to any significant degree, you'd need a huge spike in Element proliferation. A spike you'd get from, say, a century of open warfare with Element based weaponry. And the best of that weaponry? That'd be mine.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Santiago's Log #8(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Sure, there's a chance it wasn't weapons. The civilian applications for Element were spreading daily, after all. I would know, I took a few corporate espionage gigs under the table, just to see if I could. If they started cutting enough corners on filtration... No, I have to face the implications here. Not that I was ever a paragon of virtue, I knew I was engineering prepackaged death, but it should never have gone this far. Then again, if I'm just a clone of the original Santiago, am I really responsible? I keep saying "me" and "I," but it's not my fault that I have his memories. Although if I accept that, what's left of me? Either I'm a horseman of the apocalypse, or I'm nothing at all. Deal with this later. There's work to do.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Santiago's Log #9(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: The situation's changed on us yet again. We saw some big monsters in those caves, but those guys we spotted a few hours ago dwarf all of them. It's not even close. Add the mechanized drones we've been dealing with, and all of a sudden our firepower seems pretty underwhelming. I wonder if those behemoths are the result of Element mutation. Depending on how you look at it, that would make them my problem in more ways than one. Fine then. If they're a problem, I'll just make a solution same as always, and I won't do it by dismissing my identity. I'll lean into it. Yeah, I've got just the thing. It's interesting how the worst circumstances are always the catalyst for my best ideas.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Santiago's Log #10(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Giant bipedal battlemechs. When I told everyone that was my big idea, I'm not sure what I got more of, blank stares or nervous laughter. I think the ones that were laughing hoped I would join in. I didn't. Hey, I get it, I know how it sounds. It's just like I said though, if I'm going to accept my identity as Santiago, then I may as well lean into it. If the original me really engineered armageddon into reality with crazy high tech weaponry, then I'm going to reverse it with an even crazier high tech weapon. Some people may call that fighting fire with with fire, but I call it fighting a small gun with a much bigger gun. (/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Santiago's Log #11(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Turns out no one else had a better plan, so the wheels are in motion. I've already got teams working on the hangars and gathering resources while I hammer out the schematics. Building these MEKs is going to be one of the hardest things I've ever done, maybe the hardest. With the Gateway Project, I could use the Obelisks as a blueprint, but these are all me. Luckily, having an eidetic memory means I can call on everything I ever studied about robotics, so I'm not starting from scratch. Besides, this is my true Iove. They say constantly crunching away on a big project will make anyone burn out, but for me it feels like a dip in a lazarus pit. I live for the grind. (/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Santiago's Log #12(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: The final MEK designs are complete. Based on the skills and experience of our potential pilots, I decided to emphasize the energy sword as its primary weapon and divert a bit less power to the precision TEK cannon. That's just the base model though. Each MEK has a modification slot where equipment can be swapped to suit the pilot's tendencies and mission parameters. There's a reactive shield dome to protect the team and force close quarters combat, an artillery cannon for back line support, and shoulder mounted missile launchers for when you just want to say "to hell with this thing in particular." That alone would make them worth the effort, but I haven't even gotten to the best part...(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Santiago's Log #13(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: I designed these MEKs to make the most of our resources, so while alone they're devastating fighting machines, together they're more than the sum of their parts. I mean that literally - we have the resources to make four of them, but when they're all in close proximity, they can fuse into an an even more powerful MEK. A MegaMEK, if you will. I got the idea when I was messing with the teleportation tech we we found on those hunter/killer robots that roam the city. Instead of physically linking the MEKs together like puzzle pieces, I combine them on the atomic level via teleportation. It's my masterpiece, the ultimate fighting machine, with the most efficient Element reactor and most powerful energy sword ever constructed. None of those monsters will stand a chance against it, no matter how big. As long as we find some pilots that can handle it, that is.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Santiago's Log #14(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: The number of assets we have with any piloting experience at all is practically nil, so I've focused on making the controls as accessible as possible. I landed on a combination of a neural link and gyroscopic, full body motion sensors for what I call Beta Level piloting. Basically, once they're linked up, the MEK will mimic the pilot's movements and an automated system will handle the messy details. But because I just can't help myself, I also added an array of hard light consoles and a stronger connection to the nervous system for Alpha Level piloting. That'll offer refined control over every bit of the MEK, but it would take a stud pilot like Di to utilize it. I can't possibly build a machine without leaving a way for it to reach its full potential though, even if no one here can unleash it.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Santiago's Log #15(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: MEK Pilot Evaluation: Candidate #004 - Li Mei-Yin I admit, when I decided to go with simplified controls that mimicked the movements of the pilot, I had Mei-Yin in mind. This isn't about pity or nepotism either, she's objectively the best close quarters fighter we have, and based on our interview, no one's as battle hardened. She answered both tactical and moral dilemmas quickly and decisively. The later's a little scary, but we need a pilot like that, someone who won't hesitate when the safety of the group's on the line. The only question is her emotional state. I don't know what stage of grief she's supposed to be in, but when the fighting starts, there's a chance she loops right back to anger. Still, even with her blood running a little hot, she's clearly a top candidate.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Santiago's Log #16(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: MEK Pilot Evaluation: Candidate #013 - Helena Walker This one caught me off guard. I knew from experience that Helena could handle herself in a crisis and improvise quickly, and she did well enough on the interview. Creative, level headed...not much killer instinct but we don't need four Mei-Yins. So she was solid, but not spectacular, at least until we hooked her up in the prototype and looked at her synchronization ratings. She had every gauge maxed out! It's as if her nervous system is more advanced than everyone else's, like it can just process information at a higher rate. I wonder, could she open a neural link with even more advanced technology? Maybe that's a question for another time, but for now, I think I've found my second pilot.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Santiago's Log #17(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: MEK Pilot Evaluation: Candidate #022 - Takaya Kazuma URE lugheads like Kazuma are why I had no problem helping the Terran Federation. Loud, obnoxious, self-righteous and above all? Naive. He struggled making tough calls in the interview because he didn't think we should "have to" make sacrifices. It's a cute sentiment, but we're trying to survive here. I've got to walk the talk though. His memories may end just after the academy, but he's one of our few assets left with real military training. Sync scores are solid too. Loud mouthed URE zealot or not, he might be our best remaining option. My personal bias is irrelevant.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Santiago's Log #18(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: MEK Pilot Evaluation: Final Candidate - Santiago Outside of testing, I rarely want to use anything I engineer. Part of it is that my ideas are never as exciting to me once they're realized, like I got it out of my system, but I also just think it ruins the purity of it. Great painters don't hang their own work on the wall, do they? Unfortunately, this time I don't have a choice. I know the MEKs better than anyone, and only Helena has a better sync rating. That's probably because I tested the synchronization system on myself. Stupid mistake. Looks like my workload just doubled.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Santiago's Log #19(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Now that construction has reached Phase III, I need to have a lot more face time with our top candidates. The MEKs will still be usable by anyone, but if we can get them specifically tuned to their primary pilots' preferences and behaviors, we can maximize their combat efficiency. Plus, they have to get used to actually controlling them. Not really looking forward to this part. I'm the kind of guy who can't help but take the wheel after thirty seconds of watching someone struggle with a computer console, and these are my greatest creations, not an internet browser. Could get painful...(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Santiago's Log #20(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Mei-Yin's taking the longest to get used to her cockpit. Understandable, since there's not even a word for it in ancient Chinese. Luckily her endurance lets her practice for longer intervals, so she'll catch up eventually. Our sessions are also the quietest. You'd think we'd have more of a rapport by now, but Di was always our mutual connection. So with Mei-Yin it's all business, even if she's struggling or I start to get impatient. The only time she went off-topic was when she invited me to a workout, and since I'm a pilot now, I agreed. My legs regretted it afterwards, but our next session went far better. Not friendlier, not chattier, just smoother. It's like we've reached some strange, silent, anti-social understanding. I'm not sure I get it, but I guess I don't mind.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Santiago's Log #21(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Helena's sessions have become an exercise in frustration. Her synchronization never drops a single grade, and when I explain what she's doing wrong she understands. But for some reason, she's just hit a wall when it comes to execution. She's working as hard as anyone, and she's so damned earnest about wanting to help out that I kind of regret being so short with her. I've even tried to hide just how far behind she's falling. Maybe she needs to focus on something external, like a carrot on a stick. She's always talking about how she wants to find the truth behind those stations, and my scanners picked up an unusual signal the other day. I'm no one's idea of a life coach, but I think that may do the trick.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Santiago's Log #22(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: That carrot worked pretty well. As soon as I mentioned the signal I'd detected in the wastes, it was like a second reactor started up in Helena's brain. The signal's not even a sure bet, just a vague chance at finding some answers, but she leapt at it. I got caught up in her enthusiasm and ended up saying more than I'd intended though. I hadn't meant to bring up the clone situation or whether we're responsible for our past lives, but maybe I needed to get it off my chest. Not sure it helped. Anyway, by our next MEK session, Helena was back on track. In hindsight, seems like it was a confidence issue, like she's convinced herself that her sync rating is a fluke. Better tone down the criticism for a bit.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Santiago's Log #23(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: If nothing else, my own sessions have been a moment of peace. I still don't want to pilot one of my own masterpieces in combat, but when it's just me and my MEK in the hangar, I feel like I can finally relax. It's not just that I've been working long hours. I did that plenty of times on the Gateway Project, and our TEK bomb before then. It's that I'm working long hours and dealing with people at the same time, all the time. The pilot sessions have been getting better, but running everything else on top of that? "Santiago, a water pipe broke. Santiago, so and so is hogging all the ammo." Constant interruptions. Maybe I'll just hide in the cockpit and nap for a while. No one would know...(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Santiago's Log #24(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: It should just work! The MEKs' power systems fuse perfectly during my teleportation sims, so why does the reactor keep sputtering? The errors I'm getting don't make any sense, but if I ignore them and they turn out to be right, the fusion process could end in a catastrophic reactor meltdown. Unbelievable! Here of all places is where I screw up? The most critical juncture of this entire damned enterprise? I'd never make a mistake like this back home, but maybe that's because the original Santiago was better than I am. If I'm just a crude approximation then some degradation would...no, I'm fixing this. Just like I always have.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Santiago's Log #25(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Simulation 157B was another failure. Error 612-A4, same as always. Almost no change in reactor coupling. I've had projects fail, but not like this. Not this spectacularly, just inches from the finish line. Why'd it have to be this one? This is the pi?ce de r?sistance on my lifelong resume, it's the thing that will wipe my whole ledger clean. It needs to work, or my legacy is this dead hunk of rock orbiting around the sun. Thirty more simulations. I can get thirty more simulations in before I'll need to sleep. If I can just get a different error code, then I can start to isolate the variables involved. Just give me something to go on here, anything at all.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Santiago's Log #26(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: I can't believe those idiots did something so cheesy. I really want to hate them for it. Not sure what simulation I was on when I finally crashed, but I woke up to Helena and Kazuma dragging me off to deal with some "emergency." If I wasn't still half asleep, I'd probably have realized they were full of it, but as it was, I didn't catch on until I saw the cake. We can't really tell what day it is, but I guess everyone decided that today was June 26th - my birthday. According to them, that meant I couldn't work. I had to eat that crappy cake and "have fun." Kill me. Fine. The cake wasn't that bad, and maybe it was a little "fun." Can't ever tell them though, my reputation would be shot. These idiots...(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Santiago's Log #27(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: I can't believe that the solution to the energy flow problem was so basic. After being held hostage by the birthday committee for a day, I figured it out within a few hours of getting back to work. Turns out all I really needed to do was step back and get a new perspective on it. Everything's been going better since then, actually. Pilot training is nearly complete, we've assembled most of the parts and the whole team is working at peak efficiency. Even Kazuma didn't make me want to throttle him for a change. Don't get me wrong, these guys are still a bunch of corny idiots. They're just my corny idiots, that's all.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Santiago's Log #28(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: With the MEKs entering their final phase of construction, I decided to give our pilot team a little reward and simulate the MegaMEK fusion procedure. We won't be able to do it for real for another couple weeks, but the sim is pretty accurate. It went a lot better than I expected. By our third try, we had it down pat. The only thing that held us up was a lot of joking about who would control which body part. Mei-Yin patently refused to switch off of the sword arm and Helena was convinced that she'd trip us if she took the legs. I know it goes against my principles as an engineer, but after that, I think I'm actually excited to pilot this thing. Purity be damned.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Santiago's Log #29(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: It's too soon. They found us too soon! Those big monsters we saw, the ones that prompted this whole MEK project in the first place? There's some of them headed towards Camp Omega, and they're bringing a legion of help - mechanized drones, mutated animals, the works. We're moving as fast as we can, but even working around the clock we may have to face them down with just one active MEK. Two tops. The others will be close, but we can't skimp on the final boot up procedure without endangering the pilot. I know those three would be willing to risk that, but I'm not. Why did it have to be now? Another half a day and we'd be able to link up. We were that close.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Santiago's Log #30(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: One MEK, that's all we've got, and it's only because I'd been using my own machine for beta testing. There's no way I can take all of them, even with infantry support, but if I launch now and get their attention, I can lead them on a chase until the others are ready to go. It's a shame. We don't have the resources to replace my MEK, and without it my final masterpiece will never take shape. I'd have liked to see it, but more than that? I'd have liked to experience that moment where we all fused together for real, and our bizarre little squad became the most powerful team the world's ever seen. But if it means giving these idiots a chance to survive this, then I'll give it all up, because in the end? Those are my idiots.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Gacha Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Common name: Gacha Species: Macrodryadis crystallinus Time: Post-Holocene Diet: Omnivore Temperament: Docile Wild A gentle giant, Macrodryadis crystallinus spends its days foraging for food in the dense forest it calls home, though it rarely has to look very far. Thanks to its extraordinary digestive system, not only can Macrodryadis eat just about anything, but it can also turn a diet of scraps into a mountain of precious resources. Instead of producing excrement, Macrodryadis grows glittering crystals upon its back, which fall off when they reach their full size. Shattering these crystals can yield precious resources, as Macrodryadis is somehow able to transmute the materials it eats into something entirely different. One of our pilots likened the process to the gachapon machines from his memories of growing up in Japan, and I guess the name stuck. Domesticated Though its crystals prevent Macrodryadis from wearing a traditional saddle, if its rider is willing to sit in a basket that hangs from Macrodryadis' neck, then they'll find its long claws are well suited for mining resources. Personally though, I'd keep one around just for the crystals. The free presents, the way they glow at night...totally worth the potential nausea from the basket saddle. (/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Gasbags Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Common name: Gasbags Species: Mopsechiniscus fluitobesus Time: Post-Holocene Diet: Omnivore Temperament: Passive Wild It was always hypothesized that a member of the Tardigrada phylum would be the last species on Earth in the event of a global apocalypse, so in some ways, the existence of Mopsechiniscus fluitobesus is completely expected. Its size and method of travel, however? Less so. Mopsechiniscus is slow and ineffective in a fight, so to survive, it tends to choose flight - literally. First, it inflates itself like a balloon, briefly slowing down and gaining durability. Then it launches itself into the air by expelling gas through a series of sphincters in its underbelly, which it also uses to slow its descent. Yes, it's as...unusual as it sounds, but Mopsechiniscus makes the most of its inflatable nature. In addition to jumping, it can use its stored up gases to push back aggressors, or even float on water. Domesticated While a poor steed in battle, Mopsechiniscus is a fantastic beast of burden. The hairs on its back let a single rider steer it without a saddle, and it carries an incredible amount of cargo for its size. A small caravan of these could see us swimming in resources in no time. (/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Managarmr Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Common name: Managarmr Species: Draconis auragelus Time: Post-Holocene Diet: Carnivore Temperament: Aggressive Wild Draconis auragelus appears to be directly related to the stealthy Draconis obscurum. Their stature, gait and ability to dive through the air are all similar. However, where Draconis obscurum scaled cavern walls to gain the high ground, Draconis auragelus takes a more bombastic approach. In the middle of its hind feet, Draconis auragelus' bones form a hollowed out cylindrical shape that acts as a combustion chamber, which it fills with an explosive gas. When ignited, this gas propels it upwards, letting it "jump" in the air multiple times. From there, it can create a smaller burn in said chambers to hover in place, or dive at its prey. Like the icy variant of Draconis vipera, Draconis auragelus can slow down its foes with its frigid breath - though it's able to take this one step further and freeze its prey solid. Perhaps that's because it's used to living in the tundra environment on the surface, as opposed to a desert. Domesticated As a mount, Draconis auragelus can carry multiple adult humans without losing any of its impressive mobility, and its freezing breath makes it a good choice in combat. Whether you're looking to hunt, do battle or just travel with easy, it makes for an excellent companion. (/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Snow Owl Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Common name: Snow Owl Species: Bubo chinookus Time: Post-Holocene Diet: Carnivore Temperament: Aggressive Wild Discovering Bubo chinookus was a pleasant surprise. Owls are remarkable creatures, but they're not the type that could survive an extinction level event on their own. Since it never strays from the patch of frozen tundra we encountered, I believe the Obelisk was the key to its survival. Clearly a descendant of modern Strigdae, Bubo shares many traits with its smaller ancestors. For example, it excretes waste in the form of pellets, which make excellent fertilizer, and their large wings let them save energy during long, silent flights. They even hunt in the same way: by diving towards the ground to attack their prey with powerful talons. However, these talons also secrete a chemical with a high freezing point to slow down their prey, and they can even unleash this chemical in a wide cloud, temporarily freezing their foes. Domesticated With its swift flying and frigid attacks, Bubo makes an excellent single-rider support mount or scout. The later is helped by its tremendous vision, which it can share with its rider via its antenna. Not only does this make enemies easier to see, but Bubo can also spot Element veins with ease, even when they're underground. (/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Velonasaur Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Common name: Velonasaur Species: Velonasaurus spinavultus Time: Post-Holocene Diet: Carnivore Temperament: Omnivore Wild Velonasaurus spinavultus dwells in the small desert found outside the abandoned city, which is particularly fitting, because it looks like it's growing several cacti right on its face. As unfashionable as its facial fins might be, I recommend keeping a close eye on them. While said fins are folded inwards, Velonasaurus behaves like your average therapod, attacking with claws and teeth. However, when those fins are spread wide, Velonasaurus can rapidly fire a storm of spines at its prey. However, while in this state, its mobility is greatly hampered and it will eventually wear itself out. Therefore it sometimes prefers to unleash its spines in a single, deadly burst. By spinning around and firing a salvo of spines at the same time, Velonasaurus can defend itself from every angle at once. Domesticated Given its versatility, Velonasaurs spinavultus makes an excellent single rider mount in most combat situations, but it's particularly effective when defending an entrenched position. It's like a living, breathing gatling gun. Just be careful when giving it a congratulatory hug or pat on the head. Getting spined by your own war steed would be a rather embarrassing way to go. (/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Corrupted Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Common name: Corrupted Species: Various Time: Post-Holocene Diet: Various Temperament: Highly Aggressive Wild Even at its most deadly, there's nothing as beautiful as nature. Yet by definition, that beauty only exists if nature is left to run its course, free from interference or invasion. Sadly, that's not what happened here. These poor creatures have been infected and twisted by an outside force. I've seen how Element can alter the evolutionary trajectory of a species in small, indirect doses, but this goes far beyond that. The Element that grows within these animals has taken hold of their minds and driven them mad. They move as one, ravaging everything in their path, and often push themselves beyond their physical limits. We've found they have a sixth sense for Element, and on occasion have used that to our advantage. Otherwise, they are an unfeeling, ravenous horde. Domesticated At my insistence, we've tried on several occasions to remove the corruption from these hapless beasts, but to no avail. Every time we have to fend them off, I feel a pang of guilt in my heart, but putting them down is the kindest thing we can do for them. (/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Desert Titan Hologram(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Desert Titan The Lord of Sand and Sky has fallen, despite its swarms of protectors, the powerful swings of its mighty tail or the lightning it called from the sky. The soaring leviathan could not match the ingenuity of humanity, and especially not yours.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Forest Titan Hologram(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Forest Titan So succumbs the Lord of the Forest, the titan wreathed in green, who lashed out with root and vine to pin its foes to the ground or drag them to their doom. The forest itself rose to shield it, but even that could not save it. Not from you.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Ice Titan Hologram(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Ice Titan Thus ends the reign of the Lord of Winter. Its freezing breath, icy spears and colossal leaps had felled so many, but on this day, the giant of wind and rime was at last brought low - all by your hand.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Mek TM(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Technical Manual 9-978 Name: MEK Model Number: RX-103 MEK Height: 10.5 meters Weight: 48.3 tons Fuel: Element Standard Equipment OZ-13NV TEK Saber: Designed as the primary weapon, to better suit the skills of our top pilot candidates. Built more for cuts than stabs. Ideal for attacking in combinations. XBR-M-93R Plasma Pistol: Secondary weapon. Fires in three shot bursts. MS-06BR Boosters: Installed he unit's feet. On activation, they let the unit hover in the air and move rapidly over short distances. Combine with ranged attacks for maximum effectiveness. Heat Gauge: Pilots should always monitor their unit's heat levels. Overheating will result in your unit being slow, vulnerable and soon after that? Scrap. Custom Equipment Each RX-103-MEK has one has a module slot for a specially designed weapon or tool that can be swapped out with ease. These are... G-01W Mek Siege Cannon Module: A high yield artillery cannon mounted on the unit's back. To handle the recoil, the unit must temporarily anchor itself to the ground, rendering it imobile while firing. G-02H Mek Rocket Launcher Module: An oversized missile battery that fires in sixteen round salvos, which spread out and then converge on the units target. Especially effective against large, isolated targets. G-01S Mek Deployable Shield Module: Deploys a dome shaped energy barrier that protects the unit from incoming ranged attacks, while boosting its speed. Good for team or melee oriented pilots. (/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: MegaMek TM(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Technical Manual 9-979 Name: MegaMEK Model Number: RX-412 MegaMEK Height: 42 meters Weight: 193.2 tons Fuel: Element Fusion Procedure Forming the RX-412 MegaMEK requires having RX-103 MEKs active and in close proximity, with an Omega Level threat detected on their sensors. To fuse, the lead RX-103 must have a MegaMek Operational Materialization Interface equipped in its module slot. Once activated, the other three RX-103s must move into position around the lead unit, and fusion will begin. Equipment Unlike the RX-103, the RX-412 was not designed for versatility. It is built for one thing, and one thing only: raw power. The enemies we're facing can tople skyscrapers, so we need to be able to do the same. So it only has one weapon... OZ-52XX Vorpal TEK Cleaver: This sword draws power directly from the RX-412 and hones it into a cutting edge that can sheer through a mountain. Swing hard, swing often, and if you get sick of cutting your targets in to, well I guess you could always punch them. Addendum I never imagined my masterpiece would be a giant battle mech, but it's undoubtedly my best work. The RX-412 is the most powerful combat vehicle ever created. If there's anything out there that can overpower the RX-412, then frankly it deserves to kill us. (/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Enforcer FM(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Field Manual 31-582 Name: Enforcer Model Number: AGV MQ-9X Fuel: Element Threat Level: High Primary Function: Direct combat Field Observations With its speed and teleportation capabilities, Autonomous Ground Vehicle MQ-9X is built to close gaps quickly and engage its targets in close quarters. Once in range, it uses refined Element claws with lethal force. MQ-9X was clearly designed for urban combat. Its claws and shock absorbers let it scale walls and drop down to street level from significant heights, and we've only seen it patrolling within the city limits. Possibly the remnant of an automated police force or defensive army. Recommendations: Isolate, and engage at range in wide open spaces. I've calculated its maximum teleportation distance as roughly 15 meters, so maintain that gap as long as possible Personal Use Every MQ-9X I've encountered is stuck on a defensive loop, and overriding its primary directive is impossible. However, if we're able to acquire an intact processing core from a hostile unit, with enough parts I could reverse engineer our own, more loyal model. Could be useful - the grooves on its back are suited for a rider, so we wouldn't even need to build saddles.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Scout FM(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Field Manual 31-581 Name: Scout Model Number: UAV RQ-7Y Fuel: Element Threat Level: Low Primary Function: Reconnaissance Field Observations By itself, Unmanned Aerial Vehicle RQ-7Y is hardly a concern. Though many of them can be found monitoring the empty streets the abandoned city, they're not aggressive, and their offensive capabilities are limited. If attacked, they rely on bursts from their thrusters to either take evasive maneuvers or ram the aggressor, and they have no real armaments to speak of. This makes obtaining intact processing cores and spare parts a trivial matter, and as a result we've constructed a number of our own. Personal Use Shifting some of our resources to focus on RQ-7Y construction has been more than worth the investment. I managed to turn our TEK binoculars into a remote control system for them, and as a result our scouting teams have been able to cover more ground with far less risk. They simply deploy the RQ-7Y with a specialized grenade, then use its enhanced vision to scout ahead, scan for allied IFFs and track targets. Just don't try to ride the damn thing. I didn't think I'd have to explain that considering how small it is, but three crashes later, here we are... (/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: King Titan Hologram(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: King Titan Though he could scatter his foes with a single charge, roar or swipe of his tail, and call fire down from the sky itself, in the end you banished the King of Shadows. No matter how many corrupted beasts he summoned or how many weapons he rendered useless, he could not snuff you out - for you fought with the hopes of the human race on your shoulders, and its tenacity at your back.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Mecha King Titan Hologram(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Mecha King Titan Even at his most powerful, fully augmented by the Element that spawned him, you pulled the King of Shadows down from his throne. Thanks to your skill and unrelenting courage, humanity may yet have a future.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: HLN-A Discovery #1(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: fr(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: de(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: it(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: zh(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: pt(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: ru(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: es(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: ja(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: HLN-A Discovery #2(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: fr(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: de(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: it(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: zh(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: pt(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: ru(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: es(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: ja(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: HLN-A Discovery #3(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: fr(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: de(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: it(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: zh(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: pt(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: ru(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: es(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: ja(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: HLN-A Discovery #4(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: fr(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: de(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: it(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: zh(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: pt(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: ru(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: es(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: ja(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: HLN-A Discovery #5(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: fr(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: de(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: it(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: zh(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: pt(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: ru(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: es(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: ja(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: HLN-A Discovery #6(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: fr(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: de(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: it(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: zh(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: pt(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: ru(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: es(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: ja(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: HLN-A Discovery #7(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: fr(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: de(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: it(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: zh(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: pt(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: ru(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: es(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: ja(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: HLN-A Discovery #8(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: fr(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: de(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: it(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: zh(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: pt(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: ru(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: es(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: ja(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: HLN-A Discovery #9(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: fr(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: de(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: it(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: zh(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: pt(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: ru(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: es(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: ja(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: HLN-A Discovery #10(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: fr(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: de(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: it(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: zh(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: pt(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: ru(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: es(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: ja(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: HLN-A Discovery #11(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: fr(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: de(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: it(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: zh(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: pt(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: ru(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: es(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: ja(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: HLN-A Discovery #12(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: fr(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: de(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: it(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: zh(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: pt(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: ru(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: es(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: ja(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: HLN-A Discovery #13(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: fr(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: de(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: it(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: zh(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: pt(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: ru(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: es(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: ja(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: HLN-A Discovery #14(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: fr(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: de(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: it(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: zh(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: pt(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: ru(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: es(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: ja(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: HLN-A Discovery #15(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: fr(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: de(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: it(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: zh(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: pt(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: ru(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: es(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: ja(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Story Glitch Discovery #1(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Story Glitch Discovery #2(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Story Glitch Discovery #3(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Story Glitch Discovery #4(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Story Glitch Discovery #5(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Story Glitch Discovery #6(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Story Glitch Discovery #7(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Story Glitch Discovery #8(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Story Glitch Discovery #9(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Story Glitch Discovery #10(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Story Glitch Discovery #11(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Story Glitch Discovery #12(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Story Glitch Discovery #13(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Story Glitch Discovery #14(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Story Glitch Discovery #15(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Story Glitch Discovery #16(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Story Glitch Discovery #17(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Story Glitch Discovery #18(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Story Glitch Discovery #19(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Story Glitch Discovery #20(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Story Glitch Discovery #21(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Story Glitch Discovery #22(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Story Glitch Discovery #23(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Story Glitch Discovery #24(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Story Glitch Discovery #25(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Story Glitch Discovery #26(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Story Glitch Discovery #27(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Story Glitch Discovery #28(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Story Glitch Discovery #29(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Story Glitch Discovery #30(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Story Glitch Discovery #31(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Story Glitch Discovery #32(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Story Glitch Discovery #33(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Story Glitch Discovery #34(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Story Glitch Discovery #35(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Story Glitch Discovery #36(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Tidbit Glitch Discovery #1(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Tidbit Glitch Discovery #2(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Tidbit Glitch Discovery #3(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Tidbit Glitch Discovery #4(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Tidbit Glitch Discovery #5(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Tidbit Glitch Discovery #6(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Tidbit Glitch Discovery #7(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Tidbit Glitch Discovery #8(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Tidbit Glitch Discovery #9(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Tidbit Glitch Discovery #10(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Tidbit Glitch Discovery #11(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Tidbit Glitch Discovery #12(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Tidbit Glitch Discovery #13(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Tidbit Glitch Discovery #14(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Tidbit Glitch Discovery #15(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Tidbit Glitch Discovery #16(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Tidbit Glitch Discovery #17(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Tidbit Glitch Discovery #18(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Tidbit Glitch Discovery #19(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Tidbit Glitch Discovery #20(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Tidbit Glitch Discovery #21(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Tidbit Glitch Discovery #22(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Tidbit Glitch Discovery #23(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Tidbit Glitch Discovery #24(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Tidbit Glitch Discovery #25(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Tidbit Glitch Discovery #26(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Tidbit Glitch Discovery #27(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Tidbit Glitch Discovery #28(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Tidbit Glitch Discovery #29(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Tidbit Glitch Discovery #30(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Tidbit Glitch Discovery #31(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Tidbit Glitch Discovery #32(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Tidbit Glitch Discovery #33(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Tidbit Glitch Discovery #34(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Tidbit Glitch Discovery #35(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Tidbit Glitch Discovery #36(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Tidbit Glitch Discovery #37(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Tidbit Glitch Discovery #38(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Tidbit Glitch Discovery #39(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Tidbit Glitch Discovery #40(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Tidbit Glitch Discovery #41(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Tidbit Glitch Discovery #42(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Tidbit Glitch Discovery #43(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Tidbit Glitch Discovery #44(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Tidbit Glitch Discovery #45(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Tidbit Glitch Discovery #46(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Tidbit Glitch Discovery #47(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Tidbit Glitch Discovery #48(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Tidbit Glitch Discovery #49(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Tidbit Glitch Discovery #50(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Tidbit Glitch Discovery #51(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Tidbit Glitch Discovery #52(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Tidbit Glitch Discovery #53(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Tidbit Glitch Discovery #54(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Tidbit Glitch Discovery #55(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Tidbit Glitch Discovery #56(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Tidbit Glitch Discovery #57(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Tidbit Glitch Discovery #58(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Biome Glitch Discovery Bog #1(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Biome Glitch Discovery Bog #2(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Biome Glitch Discovery Bog #3(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Biome Glitch Discovery Bog #4(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Biome Glitch Discovery Bog #5(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Biome Glitch Discovery Bog #6(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Biome Glitch Discovery Moon #1(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Biome Glitch Discovery Moon #2(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Biome Glitch Discovery Moon #3(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Biome Glitch Discovery Moon #4(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Biome Glitch Discovery Moon #5(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Biome Glitch Discovery Moon #6(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Biome Glitch Discovery Moon #7(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Biome Glitch Discovery Moon #8(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Biome Glitch Discovery Ocean #1(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Biome Glitch Discovery Ocean #2(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Biome Glitch Discovery Ocean #3(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Biome Glitch Discovery Ocean #4(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Biome Glitch Discovery Ocean #5(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Biome Glitch Discovery Ocean #6(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Biome Glitch Discovery Snow #1(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Biome Glitch Discovery Snow #2(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Biome Glitch Discovery Snow #3(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Biome Glitch Discovery Snow #4(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Biome Glitch Discovery Snow #5(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Biome Glitch Discovery Snow #6(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Biome Glitch Discovery Snow #7(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Biome Glitch Discovery Snow #8(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Biome Glitch Discovery Snow #9(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Biome Glitch Discovery Volcanic #1(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Biome Glitch Discovery Volcanic #2(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Biome Glitch Discovery Volcanic #3(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Biome Glitch Discovery Volcanic #4(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Biome Glitch Discovery Volcanic #5(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Biome Glitch Discovery Volcanic #6(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Biome Glitch Discovery Volcanic #7(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Story Glitch Discovery #37(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Story Glitch Discovery #38(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Story Glitch Discovery #39(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Story Glitch Discovery #40(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Tidbit Glitch Discovery #59(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Tidbit Glitch Discovery #60(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Tidbit Glitch Discovery #61(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Tidbit Glitch Discovery #62(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Tidbit Glitch Discovery #63(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Tidbit Glitch Discovery #64(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Tidbit Glitch Discovery #65(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Tidbit Glitch Discovery #66(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Tidbit Glitch Discovery #67(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Tidbit Glitch Discovery #68(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Tidbit Glitch Discovery #69(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Tidbit Glitch Discovery #70(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Tidbit Glitch Discovery #71(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Tidbit Glitch Discovery #72(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Tidbit Glitch Discovery #73(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Tidbit Glitch Discovery #74(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Genesis 2 Chronicles #1(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Genesis 2 Chronicles #2(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Genesis 2 Chronicles #3(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Genesis 2 Chronicles #4(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Genesis 2 Chronicles #5(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Genesis 2 Chronicles #6(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Genesis 2 Chronicles #7(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Genesis 2 Chronicles #8(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Genesis 2 Chronicles #9(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Genesis 2 Chronicles #10(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Genesis 2 Chronicles #11(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Genesis 2 Chronicles #12(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Genesis 2 Chronicles #13(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Genesis 2 Chronicles #14(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Genesis 2 Chronicles #15(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Thought I'd leave a little something behind for posterity's sake, for anyone following behind us. Listen-this ARK you?re on is poisoned. The whole system's breaking down. You're going to need to do whatever you can to get yourself down to the surface. And look us up when you get there, okay? Now let's just hope this crazy plan of ours works...(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Genesis 2 Chronicles #16(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Genesis 2 Chronicles #17(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Welcome back to Earth. If you're reading this, maybe I didn't make it. Whatever -- as long as someone's there to read this note, that means there's still at least one survivor left. Our world's not what it used to be. Find yourself some shelter from the titans, and... just hang in there, okay? Personal Note: yea, there are titans now...(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Genesis 2 Chronicles #18(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Someone's still reading this. Good. Your best bet right now is to find my friends at Camp Omega, if you can. They're good people, and they'll need all the help they can get. Have 'em train you up on the MEKs I built. Stop those titans, save the world. That's all that matters. Personal Note: Fight fire with a BIGGER fire...(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Genesis 2 Chronicles #19(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Still can't get over that clone factory we found up on that ARK. Sorry if that's a spoiler. I get it---it's a lot to process. Not your original body, not your original memories. We're all knockoffs here. Who knows how many Santiagos are out there? Maybe you're another me, reading about myself here at the end of the world... What a depressing thought. Personal Note: I could use some of Halsted Moonshine right now.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Genesis 2 Chronicles #20(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Just hope that worked, that I managed to buy Camp Omega some time. Whoever you are, maybe you know if it all worked out, whether those idiots pulled it together. Maybe you were even there. Maybe you pitched in. I'm just gonna say you did, how's that? All I know is I'm not gonna be around to see for myself. So...thanks, pal. Personal Note: See you in a bit D.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Genesis 2 Chronicles #21(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Genesis 2 Chronicles #22(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Genesis 2 Chronicles #23(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Genesis 2 Chronicles #24(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Genesis 2 Chronicles #25(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Explorer Note Nida 1(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Perri started in with another sermon about our sacred mission today when she found me modeling creature behavior for my latest sim. I tried to explain that I was on break, that I wasn't doing anything wrong, but she wouldn't hear it. As if I haven't had it drilled into my head over and over that the survival of all life from our homeworld depends on our sacred efforts... I work as hard as anyone on the ship, so why do I keep getting shamed for having a hobby? It's not like a half-cycle spent away from soil sampling is going to jeopardize humanity's hopes of re-establishing itself on a new planet. Besides, I know from the server logs that Perri played my last sim along with most of the crew. What's wrong with dipping out off-shift and immersing yourself in some harmless escapism?(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Explorer Note Nida 2(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: I used to think it was pathetic that our ancestors couldn't come up with a better name for our homeworld than Earth. But a lifetime spent digging around in synthetic loam kind of makes you appreciate how amazing it must have felt to feel solid ground under your feet. We're told in historical media that people have always dreamed of sailing between the stars. After a few generations of doing just that, I'm here to say their dream is wearing thin. I guess it's like that old saying about the grass looking greener on the next ring over-people on Earth must've been sure there was a better world out here someplace. Maybe it is out here, but we haven't found it yet. In the meantime, I like to doodle around in the margins of Genesis, so my crewmates can plug into a simulation and experience an actual sunrise now and then.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Explorer Note Nida 3(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Life on this ship is an endless, monotonous routine. All of us were raised in this place to be drones tending a hive of cocooned future colonists. We've been told everything has to be just right when it's time for them to hatch and start training for planetfall, so day after day I service the capillary irrigation systems and monitor trace gas fluctuations in the atmosphere for the good of humanity. I know I should be grateful to even be alive, given that all life on our homeworld went extinct. But I also know I can't be the only crew member who daydreams about faking my own death to escape this tedium. Even if that meant hiding in the superstructure for the rest of my days, at least I'd be living for myself. Shame on me, I guess.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Explorer Note Nida 4(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Working in the dirt was what I was born to do, at least according to my engrammatic aptitude test. An artificial intelligence weighed my soul and decided it saw a future soil scientist. I do have to grudgingly admit I'm good at my day job, but my real passion is coding convincingly randomized events and reactive social intelligence simulations. So that's what I'm tinkering with when I'm not feeding soil probe samples into a chromatograph. I know, I know-my work to confirm nutrient transport and healthy geochemical cycling by microbial soil communities is an important part of maintaining this vital biological archive of ours. The fate of humanity depends on our success, bla bla bla. It's just that I envy having the kind of freedom people seemed to have in the past to follow their dreams, at least according to our library of historical media.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Explorer Note Nida 5(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: I know what I saw, but I don't blame anyone for thinking I made it up. I mean, I do come up with simulated fantasy scenarios in my free time. But that's the thing... If I hadn't been reverse-engineering Genesis simulation code, I never would have noticed these anomalies in the system. We've been visited by something transhuman-I saw the evidence inside Genesis! Maybe I shouldn't be leaving a record of this, but I think someone left a superluminal link open back to Arat Prime that one of them used to find us out here- one of the... Homo deus. There, I put a name to it. Guess there's no harm now in admitting that I've been trying to hack my way into a semi-forbidden cache of information about them in the archive.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Explorer Note Nida 6(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: We weren't kept completely in the dark about our estranged transhuman cousins, but I think there's been a concerted generational effort to repress those memories. Maybe our ancestors were afraid we'd see some appeal in the idea of accelerating our own evolution if we learned more about Homo deus. If so, that seems silly, because there are kiloparsecs between us and the refined xenomaterial they needed to do it. Historical archives say the Element War was fought over divergent ideas about how to deal with our polluted biosphere and dwindling resources. Our ancestors in the Terran Federation thought they'd finally found a clean source of power for their grand geoengineering schemes to hack and repair the planet. The United Republics of Earth wanted to hack themselves using that same power, and survive by becoming more than human. Neither side was right.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Explorer Note Nida 7(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Here's how I discovered we'd had a visitor... I noticed a really sophisticated artificial intelligence running in Genesis that wasn't native to our engine. So I boxed it up and plugged myself into that box to say hello. Our intruder turned out to be friendly, and curious about me. It called itself HLN-A. I asked where it came from, and it told me its creator was what I would've called a Homo deus. That might've made the hairs stand up on the back of my avatar's neck, if I'd bothered with that level of simulation. I asked the AI if it'd been hiding onboard since before we launched, and it claimed it only came online within the last three thousand cycles or so. But how, I wondered? I asked if that meant its creator was still with us. All I got was some cryptic answer about how she'd left a part of herself behind as a gift. Then I got kicked from my own sim.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Explorer Note Nida 8(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: After my one quick chat with HLN-A, I couldn't seem to track her down again inside the Genesis simulation. It's like she'd learned how to conceal herself since our encounter. Of course no one believed me. For a while there, I wasn't sure I believed me. Then the glitches started showing up in Genesis. Patching the simulation code seemed like a low-priority concern, though it was definitely unusual. But before anyone could address that situation, we started seeing cascading faults in our real world systems. Things got bad enough that we had to evacuate and seal off biomes in the forward ring! I'd like to think that my crewmates would circle back to taking my close encounter with a transhuman-created artificial intelligence seriously, if there was time or resources to investigate further. But everyone's in full-on disaster mode now.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Explorer Note Nida 9(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: I assumed at first that HLN-A was causing the system failures spreading through the rings. We'd been raised to believe that people had barely escaped an Earth overrun by transhumanism and Element pollution. It seemed logical to assume the AI I'd found embedded in our simulation engine by a transhuman entity would try to sabotage our mission. Now that I'm looking over eyewitness reports from the affected areas, I'm less sure. Why would HLN-A contaminate biomes with weird new lifeforms? How would an artificial intelligence, even one created by a Homo deus, be able to rearrange the framework of the ship at the molecular level? However or whyever these things are being done, we're in serious trouble. I thought I'd done a good job of firewalling any access points out of Genesis, but clearly I wasn't able to shut out whatever is running wild through our systems. I can't believe this is really happening.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Explorer Note Nida 10(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: We're losing people trying to stop whatever it is that's invading our ship. I want to join the fight to retake the forward ring, but I keep getting told I'm needed back here, to maintain and monitor our remaining ecosystems for contamination. I know the real reason they don't want me fighting is because in their eyes, I'm still just a kid. But no one would even know we'd had an intruder if I hadn't discovered it. I keep turning that over in my mind while I'm maintaining autosamplers or waiting for phase analysis results on soil biota: how and why would a transhuman's artificial intelligence disrupt our shipboard systems? Would this entity really resent our mission enough to reach across thousands of lightyears and try to scuttle our ship? That just seems unusually vindictive for one of them, especially after all this time. I can't make this make sense.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Explorer Note Nida 11(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: We've all given the Genesis simulation's 'survive as long as you can while taming an unfamiliar and hostile environment' scenario a spin, if only to see what that's like for our colonist cargo. One of my more popular sims turned Genesis inside out, with alien megafauna rampaging through a simulated version of our ship's biomes. I never expected to experience something like that firsthand. Aberrant, wild creatures are prowling the forward ring, and tearing anyone apart that dares to enter their territory. This is no simulation. Out here in the real world, my crewmates aren't ever going to respawn. I've never felt fear like this before. At least the adrenaline is keeping me hard at work even though I'm beyond exhausted. I've been able to confirm that the biomes in our ring haven't been contaminated yet, so that's something.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Explorer Note Nida 12(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: They're talking about detaching our ring if things keep getting worse, to try to keep our biomes uncontaminated. I hope it doesn't come to that, but we have to do what we can to preserve the remaining biomes in the face of our rapidly dwindling odds. I've been working on a whole system of backup automation to hopefully keep everything running as long as possible when-I mean if-we're all wiped out. Our ship holds the last archival specimens of life from Earth, and there's an extinction-level event in progress. I got nauseous just now while I was running microbial gas exchange models, because any stupid mistake I make could suffocate all the remaining Terran lifeforms in the universe. If I forget to carry a number someplace, it could mean that no flower will ever push up through the soil and bloom again. I have to get this right.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Explorer Note Nida 13(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: I can't just keep running through the same research tasks while my crewmates are fighting an invasive force. This morning while I was in a trench checking on our irrigation capillaries, I impulsively pried open a hatch and dropped into the drainage and reclamation system. Below the bedrock, there's a maze of pipes and tunnels that extends throughout the entire ship. I used to sneak down there as a kid and wander for kilometers trying to get lost. We had to memorize the schematics for these subsystems as part of our training, in case we had to repair some catastrophic failure deep in the network. I remember resenting all the times I had to draw maps of those tunnels in timed tests, but all that rote memorization may end up saving my sorry life. At any rate, I finally got a firsthand glimpse of what we're dealing with. Not sure how I'll sleep again after experiencing it for myself.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Explorer Note Nida 14(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: They've sealed off the invaded areas of our ship, but I still have my clearance to access the maintenance subsystems. I know how to get through a series of airlocks into the other ring without contaminating ours. Once I popped up from under the dirt, I found myself in some kind of unrecognizable surrealist landscape. What could have changed everything there so much, so fast? I was glad I'd brought a sampling kit and even more glad I was wearing a clean suit up there. The flora and fauna had been mutated to a point where everything looked potentially lethal, and it was reactive to my presence. Grasses had become these thin tubules with bulblike structures that undulated hypnotically. I flinched when a stalk brushed my glove and left a sticky residue. Inside my clean suit I started shuddering all over, and wondering why I'd worked so hard to sneak into that place.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Explorer Note Nida 15(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: It's an understatement to say that being in the contaminated forward ring shook me up. I've spent my whole life trying to simulate alien environments, but the first time I found myself actually inside one, I couldn't wait to escape. I was having a panic attack, a rush of xenophobia, and severe vertigo all at once. It was like every cell in my body was screaming that I didn't belong there. As soon as I had some samples bottled up, I rushed to get back into the access tunnels to get the hell out of there. That was when I saw one of those things... At a distance, you might mistake it for a big cat: feline, predatory. But it had strange, feathery spines like a venomous tropical fish, and its gaze was weirdly aware. I was afraid to break eye contact while I felt desperately for the hatch. A second and third creature appeared in my peripheral vision as I dove into the tunnel and sealed it tight behind me.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Explorer Note Nida 16(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: I spent a frantic few minutes hyperventilating and waiting for the first of five underground airlocks to cycle after leaving the contaminated zone. Even after I'd run through three levels of decontamination and had shed the personal protection equipment I'd worn in the hot zone, I felt unclean. The entire time I was crawling aft through kilometers of ducts and accessways, I felt like there was something at my heels. I expected to get in all kinds of trouble when I got back to our ring, but no one had time for that kind of thing now. Perri surprised me with a hug when she saw I was still alive, and I surprised myself by breaking into sobs of relief. At least it wasn't for nothing-I guess I was the first to bring back samples of the contamination to test.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Explorer Note Nida 17(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Xenobiology isn't really my thing-I generally do biochemical work at the micro level. I know how to run samples of the invasive flora and fauna from the contaminated ring through our array of analytical equipment, but when it comes to interpreting the results I'm mostly at a loss. Anyone could see that these invaders are wildly exotic and demonstrably hostile, but beyond that, I'd just be guessing at what I'm looking at. That said, I'm relatively sure that a lot of what I sampled were genetically-modified organisms-like our maewings-possibly created using commandeered equipment in the other ring. Unlike maewings, all of these organisms seem to have been created to establish an aggressive perimeter defense. Defense of what, I'm not exactly sure... I'm back to suspecting our Homo deus visitor is responsible, but I haven't even mentioned the most damning evidence-I think I'm seeing traces of Element in these samples, the same alien material that poisoned our home planet. Element, incorporated into living, mutated tissue. If I'm right, this is extremely bad news.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Explorer Note Nida 18(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: My findings about the invasive lifeforms I sampled in the other ring set off a full-on panic response in the crew. Our engineers are speeding up their plan to detach our ring from the ship entirely, hoping to keep our biological archives from being contaminated. Everyone's afraid to talk about what might be happening to the human colonist cargo in our sister ring because that's too horrible to think about. Whether the transhuman entity that visited our ship is still with us, or whether the artificial intelligence she left behind took over half of our systems, something is using the ship as a petri dish for engineering exotic and dangerous new lifeforms. For the first time since our ancestors left Earth parsecs behind, we might be fighting-and losing-a war with a hostile transhuman force.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Explorer Note Nida 19(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: So I did something else impulsive, maybe even treasonous. Hey, someone had to try something! While almost everyone else was preoccupied with retaking the ship, I tried to reestablish contact with HLN-A, that invasive intelligence I'd found in the Genesis simulation. This time I used a sort of process of elimination. Assuming it managed to create a digital blind spot to hide in, I figured I could find it by establishing where it wasn?t. Like using infrared to search for a heat signature against a snowfield. Once I'd colored in all the negative space, I jumped into that void in the simulation and found myself immediately pleading with the AI to stop the corruption of our ship systems. I should've sent someone braver in to negotiate...(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Explorer Note Nida 20(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: I logged out of my second close encounter with our rogue artificial intelligence more confused than ever. If its creator really wasn't here with us anymore, what exactly was invading the other ring? Wait-what was it that HLN-A said, about colonists being woken up prematurely? That's something I can check out... Sure enough, colonists are stirring all over the ship. I can only confirm a few instances of anyone outside their pods and loose in the rings so far, but we definitely have a new disaster in progress. What's worse is that I can't seem to track down anyone in charge at the moment to report this to. It looks like the rest of the crew has gone to ground, and I'm thinking I should probably seek shelter for myself at this point.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Explorer Note Nida 21(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: I packed up everything I needed to keep an eye on our automated environmental maintenance, and dropped into the subsurface tunnels and ductwork to hide. Good thing I know my way around the superstructure-I can hold out down here indefinitely if I have to. Even if I don't feel like it's safe enough to pop my head up for fresh food, enough provisions and stores are accessible for several lifetimes. Won't be much of a life to look forward to, though. I've spent what seems like cycles down here trying to raise anyone else from the crew, but the whole com system seems to be on the blink. I can't even reach Genesis anymore to kill time in a sim. After all my years spent studying soil biota, guess I know what it feels like to be a burrowing insect hoping to escape notice. Turns out it kinda sucks.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Explorer Note Nida 22(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: After a lot of crawling around conduits and splicing cables together, I was able to patch into surveillance feeds to get a topside view. The experience wasn't like watching archival records, but it was definitely educational. For one thing, I confirmed that some of the crew were still alive up there-I called out when I saw Perri working on a terminal junction before I remembered that she couldn't hear me. Closer to the junction with the core, it's obvious that progress stalled out on the engineering project to detach our ring. It looks like the crew had to abandon their work sites, though I'm hoping that's not for good-that sort of thing is way beyond my abilities, and these biomes can only stay uncontaminated for so long if we can't put some space between us and whatever's taking over our sister ring.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Explorer Note Nida 23(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: I found some documentation on the engineering plan for ring separation, and I tried teaching myself the procedure. Really, I did... I just can't picture myself risking our ring like that. If I screw up, I could send us careening back into the fuselage, tearing open these biomes and spilling everything out into naked vacuum. I'm no hero, I'm just a dirt scientist. Or I was, before all this happened. Now I'm just another grub tunneling around underfoot and waiting for some predator to dig me up and make a meal of me. Down here in the dark, I'm just trying to survive as long as I can. It's been too long since I've spotted anyone else from my crew in topside surveillance footage. Still, I've been lying awake thinking about who I did spot in the gardens up there-a colonist, alone and out in the open... What if I'm the only one that knows about this?(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Explorer Note Nida 24(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: I couldn't live with myself if I didn't try to help that lost colonist. I keep picturing what it'd be like to wake up from Genesis in one of those tanks, with no support staff to greet or orient you. Squinting in the artificial sunlight, wandering around strange forests and meadows with no idea what's bearing down on you, no matter what the simulation tried to prep you for. While I'm working up the nerve to make a rescue attempt topside, I've relocated to a spot under the last sector I spotted him in on live surveillance feed. I'm pretty sure I'm within a half kilometer of where the colonist is, or under that location at least. Now I just need to come up with a plan to get their attention...(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Explorer Note Nida 25(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: I'm an idiot... I wasted a bunch of time trying to come up with a way to hack into a terminal on the surface so I can flash a message to the colonist wandering around our ring, and then it hit me-they had on an exosuit, which means a visor with heads-up displays. I realized I can broadcast directly into that helmet, and put information right in front of the colonist's face! I decided to try beaming a line-of-sight message at them by hacking a nearby infrared laser cluster.. I'm no communications expert, but the risk of a free space optical signal being intercepted seemed minimal and I figured it'd be hard to jam at short range. What if doing this gives away my location, though? It occurs to me that our invader might be using this colonist as bait...(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Explorer Note Nida 26(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Once I made contact with the stray colonist I explained where and when we are, and tried to describe the threat we're facing. I'm guessing that was probably a lot to absorb, depending on information recall from the Genesis simulation. I beamed over some schematics of the local subsurface crawlways and conduits, hopefully with the access hatches clearly highlighted. Then I shut it all down and waited. I had a long wait. Almost half a cycle passed before something tripped the silent alarm I'd set on the hatches in this sector. My heart was in my throat-what was I going to do if one of those monstrosities found its way down here to me, wave a soil probe at it? Lucky for me, it was just my new friend, the colonist. I took it as a good sign that my colonist friend was conscientious enough to seal the hatch again. Plus, I wasn't alone anymore.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Explorer Note Nida 27(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: We sized each other up for a while before my new friend popped his helmet off to frown at me. He wanted to know why a 'kid like me' was risking my neck for him. Even though I was sick with relief to see another human face, his tone set me off. I reminded him that I was the one who led him to safety. He apologized for being short with me, and offered to shake hands. I took his hand, hoping he wouldn't crush mine with that gauntlet he was still wearing. We introduced ourselves?he said his name was Gabriel. For the first time, I was glad for the training we'd had in colonist reintegration. I could fall back on those conversational prompts, and remember to offer Gabriel food and drink from our stores. And it felt good to play host.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Explorer Note Nida 28(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: My new friend Gabriel turns out to have been a prospector in his previous life, during a time that was later called the Gold Rush. He's been exhausting me with questions about mineral distribution on the rings, and he got really excited when I brought up the mining capabilities of our stryders. I'm starting to appreciate the unlikelihood of the two of us winding up here at this moment in time. It's like the beginning of a bad joke: "A miner and a soil scientist meet on a spaceship, at the end of history..." Gabriel wants to rustle up some stryders to ride into the contaminated ring like some kind of cavalry, and it almost feels like we're living in one of my simulations. Now if only I can convince myself that I've got what it takes to play the hero in real life...(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Explorer Note Nida 29(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Gabriel asked me not to call him a colonist. He resents being cast in that role, which I can respect. Genesis simulation aside, the last thing he remembers before waking up on a spaceship was being waylaid and killed by a mob of settlers for his mining claim. Impressive, to hold a grudge for almost a millennium, across thousands of parsecs. No wonder I spotted him wandering a riverbank in the foothills-the setting must've reminded him of his native Gold Rush territory. I wonder if he'd already tried panning the river for gold flakes. He really lit up when I described how we could fit stryders with a pulverizing beam rig for excavation. If I'm being honest, he seemed almost too interested in that configuration of the quadruped's head. I guess a strip-mining rig might make a useful weapon against the kind of intrusive contamination that I'd seen in the other ring, like laser surgery to cut out skin tumors. Maybe worth a try.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Explorer Note Nida 30(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: I don't think I trust Gabriel. And that's not just because it was disappointing to finally meet one of these people, after dedicating my life to keeping their glorious future alive. I don't know that I expected gratitude exactly, but I sure didn't expect one of them to be so irritable and self-involved. I'm trying to remind myself that he never asked to have his memories reconstructed and jammed into a new body on some generation ship in interstellar space. All of that aside, something is just off about Gabriel. I know that our systems are breaking down, but it feels like he was rushed through the Genesis simulation without time for any of his orientation to take. And how messed up are our protocols that this is the first guy who got revived, out of all the personalities we have archived? Guess I'll just have to fall back on my training and hope for the best.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Explorer Note Gabriel 1(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: I remember the days spent working my claim. With my own two hands, I dug my fortune from the earth. Then the Anglos took that from me, along with my land and my life. And so I fell into darkness, only to rise again in Purgatory. There I found myself beset by monsters and demons in a delirium of otherworldly domains. While I struggled toward my expiation, an angel joined me and called out words of encouragement with a woman's voice. She asked me to join her in mortal combat with her adversary, but I chose to follow a second voice that promised me reincarnation and restitution. And so I woke again in a celestial garden, with a shining gem set in one of my new forearms. The voice of my deliverer returned then, to guide me to a set of the same magical armor I'd worn in the afterlife. I knew then my trials weren't over.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Explorer Note Gabriel 2(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: I wandered lost in that garden for some time, transfixed by its impossible sky... I could see that everything around me lay on the inner rim of a gleaming wheel that arched overhead, from horizon to horizon. There was another wheel alongside this one, and together they rolled through the firmament. The sight of them brought back something I'd heard slaves singing in the Anglos' gold mines: "Ezekiel saw a wheel, way up in the middle of the air..." Then I recalled an old image of a snake looping around to devour itself. Where had I seen that...? In my adult life I figured anything spiritual had long since been ground out of me, but that was before I'd been banished to purgation. I quieted my mind to listen for the voices of the exalted, only to hear from another soul lost in that garden. My magic helmet showed me a hidden door in the ground nearby. Did I dare enter?(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Explorer Note Gabriel 3(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: I'm not proud to admit it took me a long while to work up the courage to venture underground. The trapdoor led down into a sort of mineshaft, shored up with the same kind of smooth metal making up the wheel in the sky overhead. Again I felt fear, before a young girl spoke to me from across the chamber. At first I had trouble understanding her, but somehow her words gradually became sensible. I thought I heard her call me 'conquistador', which confused me until I remembered my helmet, and removed it to set her at ease. As I did that, I realized she'd said something more like 'colonizer'. I resented being cast in the role of villain, but I saw that she wasn't afraid of me. I told her she shouldn't have risked leading me to her hideaway, since she was alone and unarmed. She waved away my concern, and introduced herself as Nida before offering something to eat and drink.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Explorer Note Gabriel 4(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: This Nida claims to come from a long line of caretakers who lived out their lives tending their gardens in the sky. She says we're under attack by some kind of invading force. I was shown visions of creatures and lands twisted out of shape in the other garden-wheel. I felt pathetic and weak, once I understood how far outside my own time and place I truly was. Nida told me my trials in the netherworld that she called Genesis should have prepared me for our coming fight, but I was less sure. Then she showed me the colossal mechanical mules the caretakers use to work the land, how those can cut through solid rock with spears of light as bright as the sun. And I saw how we may not be as powerless as I'd feared.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Explorer Note Gabriel 5(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: I finally asked Nida about the strange metal she calls Element. I've been unable to keep my eyes off it. She said it was among the strongest substances ever discovered, and that it powers nearly everything around us, from my magic armor to her giant, mechanical stryders. I felt foolish for having risked and eventually given my life for a few pounds of gold, now that I see what can be done with this metal. It's hard not to covet such wonders, though Nida said that their miracles came at a terrible cost. She claimed Element polluted the Earth, and that now it was polluting their sky-gardens. I asked if the invasive force taking over her wheels had brought this pollution with it. Nida seemed surprised by my question but agreed that did seem like a strong possibility.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Explorer Note Gabriel 6(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: That night I dreamt I was heating Nida's Element in a crucible, fixing its volatile form into material with endless potential. I poured the result into a mold to cast a blade, hammering to fold the metal again and again, to strengthen it and work out its impurities. As I lifted my blade to inspect its edge, I saw an unfamiliar reflection in its mirrored surface-the face of a sorcerer or cultist. I looked around myself and saw that I was in a vaulted chamber of some dark catacomb, the center of its ceiling open to the bright, full moon overhead. From the shadows of the chamber, a disembodied voice praised my work on the blade... I woke in the warren of chambers under the garden, unsure of myself. Was I a prospector bushwhacked by an Anglo mob in the country of the Mother Lode, or an ancient alchemist honing his mystic arts under the Mediterranean shore?(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Explorer Note Gabriel 7(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Nida's been training me on the workings of the stryders wandering the gardens above us. She says they follow their own will but we can break them like gigantic wild mules, and use them to storm the other wheel. I try to remind myself she's a clever girl from a time long after my own, but still it irritates me when she talks down to me as if I?m some ni?o tonto. Maybe that's why I'm not convinced that I need to help fight her invader. On the other hand, I sat out the war to defend the ranchos of Alta California from Anglo invaders, and those malparidos ended up killing me for my property. I have here a rare chance to revenge myself on an occupying force, even if I have no claim to these gardens or their mineral wealth. Maybe I can earn a larger plot of land on whatever world we eventually settle...(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Explorer Note Gabriel 8(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: We ventured above ground to look for styders, and spotted two right away, roaming toward an outcropping of rocks. It was a long hike to reach them, and Nida insisted on doing it by night. For the first time, it occurred to me to wonder how there could even be day and night on these wheels. Did her people take the sun with them, when they flew off into the stars? Before we'd come topside, Nida showed me how to use her magic gear to look around in the dark. It was distracting - I'd keep stopping to gawk at things I shouldn?t be able to see at all. I took the lead since I was the one in armor, but the girl managed to keep pace with me. We caught up with the stryders while they were standing snout-to-snout, as if they were conversing somehow. They were so massive, it took my breath away to be close to them. Now I just had to trust that the girl knew how to tame those mechanical hulks.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Explorer Note Gabriel 9(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Nida stood at the feet of the colossal four-legged machines, and fiddled with some device in her hand. One of the stryders dipped its head toward the ground and I made a fool of myself by jumping in front of her. Even though I knew it was a machine, I'd still half-expected it to snatch her up in its metal jaws to eat her alive. She shook her head at me with a smirk, and then she turned to grab handholds to haul herself up onto its neck. From there, she was able to scramble up onto its back, where a sort of saddle platform folded into place seemingly from nowhere for her to stand on. After a moment, the second stryder dropped its head for my benefit, but I opted to follow the girl up to where she was standing on the first one. It seemed wiser to learn from her how to tame and ride these behemoths before attempting it myself.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Explorer Note Gabriel 10(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: I spent the better part of the next day or two-or cycles, as Nida would say-learning from the girl, as she put a stryder through its paces. High on the machine's back, we rode it uphill and into what looked like scablands riven by channels she hoped were deep enough to conceal us from view. She showed me how to coax the machine into spearing canyon walls with a light bright enough to blast away rock. I knew mining wasn't the point of her demonstration, but I couldn't resist asking Nida to drop the stryder's head low enough for me to climb down and inspect the rock cut for valuable ore. I didn't find any trace of gold in the rubble pile, but a bright violet shard caught my eye. Something made me snatch it up and hide it away before Nida could notice it.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Explorer Note Gabriel 11(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: In my dreams that night I found myself back in the necropolis under...Alessandro? No-Alexandria, on the coast of Egypt. Even that deep under the city, I could smell the sea. My torch lit sculpted images of double-crowned snakes, carved from the bedrock walls around me. I was carrying dead weight over one shoulder-an orphan, taken from the steps of the Serapeum above. The deepest halls of the catacomb were partially flooded, and cold salt water tugged at the trailing folds of my cloak. A groan of confusion, and the child at my shoulder struggled in vain against the effects of the mandrake root. I was confident in my dosage-she wouldn't be able to rouse herself from her delirium in time. No-what was I doing? I jerked awake on a canyon floor, staring up at our stryders standing watch over us, flashing their blue lights into the darkness. I swore I could still feel the dream-dagger strapped to my leg.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Explorer Note Gabriel 12(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: All through the next day, the unease of my dream sat with me. I couldn't focus on whatever Nida was trying to tell me about the dire threat to her garden and its noble purpose. We were riding giant machines across a landscape her people had managed to launch into the void, and still I was fretting over some occultist's scheme from thousands of years gone. I couldn't be sure it was just a dream anymore. I'd returned to that man's skin twice now, seen the light of another time through his eyes. His life seemed no more remote, no less my own than the one I'd lived by the R?o de los Americanos. Which of these men was I? Both? Neither? Had I really been dragged back from oblivion to fight for the people of this undreamt-of future? Was I damned to skip like a stone across history for my barely-remembered mortal sins?(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Explorer Note Gabriel 13(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Near dark, the girl was excited to show me something. She'd pried open one of her hidden doors and pressed her magic device against the machinery inside. I didn't follow what she tried to explain to me next... Nida said I was wired to connect to a sort of game she'd made, from my time in the shadowland she called Genesis. Then she did something, and all at once I was on another world, in a new body. There were no wheels overhead, only a setting sun scudded with clouds. I struggled to understand-had I ever truly been in Nida's sky-garden? I called to her, but instead heard the voice of the angel I'd met in Purgatory. The angel told me something important. Then I was yanked back into reality, if this was actually reality. Nida grinned at me and asked what I thought, and I got sick all over the canyon floor.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Explorer Note Gabriel 14(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: It wasn't too late to let go of the malice in my heart. That was what the angel assured me in the dreamworld that Nida dropped me into, the one with the setting sun. Speaking of Nida, the girl pouted for hours after I reacted poorly to the hallucination she forced on me. I couldn't understand why she seemed to expect praise for what she'd done. I don't trust my own sensations, my own memories. I wonder if I've ever left perdition, if this ring of gardens might not be another breaking wheel for my infernal soul. In the dark I lie awake, afraid to dream again, and wonder if this girl is some demon assigned to torment me. And then his voice whispers to me, the one who woke me from Genesis and led me to my armor. He tells me the angel lied.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Explorer Note Gabriel 15(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: I was careless, and the girl found the treasure I'd been concealing. I had taken out the shard of Element while she was sleeping, trying to remember what my other self had done in my dream to fix its volatile form into workable metal. I turned it back and forth in the dark. Its glow was mesmerizing. I must have fallen asleep trying to recover my dream-memory, and left it laying out by my side. Nida warned me that the metal was dangerous to human flesh in this form, unstable. She demanded to know what I was planning to do with it, if I'd cut myself with its sharp edges. She scolded me like a child caught toying with fire, and I snapped at her like a wounded dog. Neither of us spoke again for a long time after that.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Explorer Note Gabriel 16(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: That other voice whispered to me again while Nida and I rode in silence toward the edge of the wheel. It reassured me that the Element I'd recovered was my own to keep and asked why I'd let this girl draft me into fighting for a cause that was none of my concern. Was I really in such a hurry to die again, after so little time back among the living? We stopped to rest and eat in an alpine meadow. While Nida was gathering berries I saw my moment. I took advantage of the training she'd given me over the previous days to take one of the stryders and ride it away on my own for the canyonlands. I wasn't sure if she'd be able to call the stryder back at a distance, but it's also possible that she decided to just let me go. I was free now to use the power of this great machine of hers to my own ends.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Explorer Note Gabriel 17(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: I rode my stolen stryder back toward where I thought the canyons might be, searching for the vein of ore we'd found before. Every so often I'd stop the mechanical juggernaut and force it to blast at the rock outcroppings, dismounting to dig through mounds of rubble looking for the telltale violet glow of pure Element. It didn't take me long to realize that all my methods of reckoning direction or distance were useless in this place. By night there was no polestar to follow north. In fact, all the stars were strange to me. By day their miraculous miniature sun threaded the wheels on its odd, straight track with no regard for east or west. I was utterly lost again in the garden. I wondered if the girl was pressing on without me, to fight the invader in the other wheel. If she ever tried to find me in the immensity of that landscape, I saw no sign.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Explorer Note Gabriel 18(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: My dreams were fevered by regret during the time I fled from Nida. In the dark I relived the helpless rage that set me after the claim-jumpers who followed me to search my tent. Those men said I had no right to stay in their new American state. They threatened to bring me to the local authorities to hang for some invented crime, their word against mine. I broke away and circled back through the forest to kill them. But they saw me coming and overpowered me. I spat at them, gave them ideas by telling them what I'd have done to each of them if only I'd managed to catch them alone. And they made me regret that. With my last breath I cursed them, promising them that what they'd stolen from me would only bring them sorrow and torment.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Explorer Note Gabriel 19(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: By daylight I fumed at myself for running off on my own. My pride and stubborn self-reliance has only ever brought me ruination. I turned my stryder back toward where I'd left Nida, near the edges of this wheel. I set aside my own desire to recover the mineral wealth I had lost once, and my half-memories of a previous life's pursuit of power. There was only this moment, and this chance to do something right, for once in my miserable existence. I pushed the machine to its breaking point, urging it into a full gallop toward the girl I'd abandoned to an unfair fight. As I re-crossed that landscape shame gnawed at me, for the way I'd reacted to the dream she'd painted for me. She'd only wanted to show me a sunset on the world I was destined to tame, far from these gardens she and her people had kept alive for a future they never thought they'd see.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Explorer Note Gabriel 20(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Fear gripped my heart as I caught up with Nida near the edge of the wheel. I had to fight my overwhelming urge to retreat again. This close, I could plainly see how thin the glass was holding back all the land, water, and air from the cold void beyond. The girl had dismounted her stryder by some sort of metal podium. I climbed down off of my machine to join her. She paid no mind to my approach, and went on tinkering with something near the base of the podium. I fumbled through a pathetic apology directed at the back of her head, with no sign that she'd heard me. Eventually, Nida stood up and touched a switch on the podium that opened a huge, circular door in front of us . The girl climbed back onto her stryder without a word, and headed through the doorway. I scrambled to catch up and follow her into that other wheel.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Explorer Note Gabriel 21(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: All manner of steam and blinding lights played over us as we passed through a series of antechambers astride our colossal machines. At last, another of the circular doors opened and we passed through the portal into the befouled gardens beyond. The sickly sweet stink of this place was nauseating. We were confronted immediately by a vision of desecration-corpses of the sky-people hung on spikes and scattered about the entrance. A warning for any remaining interlopers, no doubt. At my distance from Nida her expression was unreadable, but I could imagine the girl's horror. This might prove to be all that was left of her crewmates. I dismounted to join her on the ground after she climbed down from her stryder. Her face was wet with tears, but she radiated a righteous fury that I identified with all too well. In silence, we buried her friends in the poisoned earth while our mechanical mounts shifted nervously above us on their bechromed hooves.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Explorer Note Gabriel 22(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Every moment spent in that unhallowed hellscape was a struggle to remain sensible. What I experienced was beyond trepidation-the place pressed on me, like skeletal fingers were squeezing my scalp. What had been done to the lands in that wheel was profane, a debasement of creation itself. Something was unmaking the natural order, melting it to fix into unholy new forms for some unknowable end. Bad enough that those poor sky-people had been massacred, but we could see now that all their generations of endeavor had been undone, from horizon to horizon. Nida was inconsolable, not that I was in any shape to give comfort. Not with that metronomic drone in my head, throbbing against my resolve. You know what you need to do, it said. I brought you back into this world. I can make you whole, if you just do as I command.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Explorer Note Gabriel 23(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: I forfeited all awareness of time and location in that toxic wasteland, no longer sure why we were there or what Nida thought we could do at this point to roll back catastrophe. The thunder in my head exhausted me with demands for obedience, and at some point my waking mind fell into reverie. I was lost again in the flooded labyrinth under Alexandria, shouldering my terrible burden to her final destination. There was an eerie light in the darkness ahead, a purpurate glow from a secret sepulcher. I dropped my guttering torch into the oily seawater lapping at my legs, to get a tighter grip on the insensible child I was carrying. In that hidden chamber, I offered her up as sacrifice. My lord promised vengeance against the cabal for banishing me. Was its intonation coming from the shadows in that remembered vault, the glowing violet blade I'd forged, or the defiled wheel that was carrying Nida and I into the void?(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Explorer Note Gabriel 24(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: I had no peace from the unceasing demands echoing in my mind. They seemed to be coming from everywhere. If Nida heard, she paid no mind. The girl was locked into some unknown course of action. Why wouldn't she share what she was planning with me? Couldn't she see I'd joined her to offer what aid I could? At the same time, our unnatural surroundings seemed to be pulsing a warning at us: YOU ARE UNWELCOME HERE-DO NOT INTERFERE. Still the girl didn't react. She must have seen-how could she remain so fixed in her purpose? Finally I couldn't abide the tension any more, and signaled for her to stop and confer. We dismounted and met at the feet of our stryders, though Nida kept her distance. I asked what she was planning, and she asked why I was shouting. She really didn't hear all the yowling. That was when those strange finned creatures attacked us.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Explorer Note Gabriel 25(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Just ahead of the attack, our stryders sounded a shrill warning from on high. I was glad that Nida had shown me how to rig our mounts with weapons at the ready, because they were able to open fire on the incoming predators while we scrambled for cover. Explosions erupted all around us, spraying us with gobbets of the slimy groundcover. Nida began to run to our right, then changed her mind and ducked back to the left. She got to her hands and knees to dig in the muck underfoot, then turned to ask what I was waiting for. I helped her rip away mats of gluey sludge to uncover a hidden hatch, just as the pride of attacking creatures crested the ridge above us. Their weird, spiny manes thrummed with excitement as they spotted us. Nida pried open the hatch and we dove into the darkness under the landscape.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Explorer Note Gabriel 26(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: The tunnels under that defiled garden wheel were pitch-dark and fouled with sullage. I lost my footing and we sloshed helplessly into cataracts of sleetch and putrescence that carried us leagues away from our attackers. We scrabbled for purchase or handhold to slow our descent into the immeasurable depths, to little avail. We slid further and further into that muculent ductwork, bits of flotsam devoured by a stygian monstrosity. It felt like untold miles of malignant vasculature were crushing out my instinct to survive, overwhelming me with dread. My wits caved in and I became desperate, mewling and clawing at the lining of those guts to escape. I found something sharp in my hand and tore through those thick membranes, discharging the girl and I onto the floor of an abysmal chamber. Exhausted beyond reason, I fell into unconsciousness.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Explorer Note Gabriel 27(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: O Serapis, King of the Dead, Giver of Wealth, may my voice reach you in the depths of your chthonic dominion. I am your humble servant, I who renamed myself Ixion. Surely you are aware that all I have done was always, always in your honor. The other adepts cast me from their circle, forced me to steal their papyri, so that I could build on their incomplete understanding of your arts. In dreams, you told me how to refine the purpureal metal that would grant me divinity-with your blessing. I ask you now to lend me the power to escape this indignity. I gave you the girl, bled her at your altar and burned her in your hearth. I freed her from her mortal tegument to reveal her holy energy. Soldiers of the empire have me surrounded in your temple. I beseech you to grant me the transcendence I sought from your arcane knowledge when they find me and cut me down.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Explorer Note Gabriel 28(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Life returned to me with a shrill brightness. Weakly but with increasing desperation, I pulled out the tubes choking my airway. I was drowning in viscous plasma, and then a lid opened so that I fell from my metal cocoon, blinded in the unaccustomed glare. A diamond protruded from the flesh of my forearm. I didn't understand-a moment ago I'd been in an afterworld populated by monsters. Now I was in some metal nursery of cocoons like my own. I wiped at the glass of one after another, to see people suspended in fluid and shot through with tubes and wires. What was this place, and how did I come to be here? Then there was a voice in my head, guiding me to a suit of supernatural armor. I put it on, and the voice said, "Go now and find her."(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Explorer Note Gabriel 29(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Wheels chasing wheels. A serpent devouring its own tail. Oblivion swallowing awareness. I woke again in the infernal throne room of my deliverer, his titanic excrescence exploded up one of the cavernous walls from floor to ceiling. Every part of this place was him, eyes bulging from ulcerated flesh to gaze down on us, wounds become rictuses of triumph grinning from on high, tentacular limbs reaching for us from all sides. There were too many sides in that vertiginous cavity, an impossibility of angles that never met. I yelled to warn the girl, but of course she'd already taken it all in. She was shouting her defiance up at the monumental face of our tormentor. His voice came from all around as a deafening chorus. He demanded that she submit and help him nurture his monstrous children by giving them new dreams. He demanded that I help him mine the garden for a precious resource he called "Edmundium." Of course we refused.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Explorer Note Gabriel 30(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: In the sarcoid cathedral of the antigod, we endured his seismic wrath. Thunderous peals of his fury buffeted us. Who were we to defy his cosmic malignity? He promised we would submit one way or another, as something crawled up my back and attached itself to my head. I felt my will to resist being drained away, and fell to my knees as the entirety of our environment roared in triumph. It assured me I would go now to dig up more of the prima materia that belonged to him. I remembered the elemental dagger clutched in my fist, and threw it to the girl. "Go," I croaked with my dying strength. As darkness overwhelmed me, I heard indignant howls follow Nida as she fled. I hoped she would cut her way out and find a way to reverse this cycle of destruction. Creation deserves its rightful turn in the sun.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Explorer Note Santiago 1(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Really, really hate these neural uplinks. Last thing I need's a record of all my unconscious thoughts. Guess I better review all my entries before commiting. Okay, okay...begin. So here I am, on site for Genesis. Led my share of teams before, but this project is...yeah. How do I describe an attempt to recreate everything and everyone that ever lived on Earth? This one's so big, it's got the feds working with the URE. Damn, that probably sounded sarcastic. Whoever's accessing this-I know how important this project is, how serious things are. We've barely got time to cram our message in a bottle and pitch it overboard before the end. It shouldn't come as a shock that both sides of the Element War could team up in the face of a global extinction event. Just never thought I'd live to see it.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Explorer Note Santiago 2(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: What made me think I could help lead this project? Sure, I'd only had an overview of what they're trying to do here, but you'd have to get a lightyear away to start taking it all in. I've been trying to catch up by speed-scrolling through all their documentation, and it's making me wish I had Uma's processing power. Oh yeah...forgot to mention I'm working for one of them now-a transhuman named Uma. If only the me of over a decade ago could see me now. I know we've all supposedly been at peace for years, but it's still sort of hard to take in how fast things have changed. I mean it-I can barely remember how I ended up where I am now, working for people who were trying to kill me not so long ago. It took this long for the stubborn bastards running the Terran Federation to accept what their enemy was telling them-that our planet is terminally ill. The evidence must've been damned convincing, for them to let the transhumans help us with our getaway plan.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Explorer Note Santiago 3(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: The scale of this thing, I dunno... I keep getting caught in spirals, trying to picture all the variables for when I start making decisions around here. How do you even start a list of essential items you need to make a backup of nature? What do you pack to relocate to another planet? I mean, we barely got far enough out into the dark to bring back evidence of alien life to argue about: a few amino acids, traces of something like chlorophyll... Nothing like definitive proof we're not the only show in town. If we'd found that proof, I wouldn't have to feel like it's on me to save the only things that ever looked up and thought about all those lights in the sky. Heh, guess our transhumanist friends would argue differently. Sorry...never been superstitious, or religious-whatever the term should be. I'd, uh, better search the right term before uploading this.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Explorer Note Santiago 4(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: At first, transhumanism seemed like a mirror version of those old-timey crystal-healing nuts who rejected modern medicine-wackos grooving on the energies of the miracle discovery powering all our shiny tek junk. Used to think I was just as big on tek, back when I was hacking media feeds and jailbreaking police bots in the favelas. But when they started with all their brain modification and neuroprosthetics, I stopped understanding 'em. Not that I agreed with the fed crackdown... If someone wanted to disappear up their own interface port and commune with the infinite, I figured that was their business. Who'd have thought we'd all end up going to war over that bullshit? My project partner Uma would say Element's the proof of a higher power out there somewhere, trying to help us reach it. If it really was a sacred gift from the stars, we've wasted it burning down our own home around us. Hell, I personally designed weapons powered by that stuff.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Explorer Note Santiago 5(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Uma's been after me to choose some team leads, so I've been scanning her shortlist for standouts. Alesya's thesis work, "Environmental Transport of Energetic Compounds," jumped out at me... It keeps me up at night knowing I designed munitions that permanently poisoned battlefields, so I'd love to promote someone into central planning who understands how to keep that Element junk from polluting our biomes. Her high-level military clearance with the Terran Federation doesn't hurt either. I'd feel better with that whiz kid Yongki running our engram reconstruction project, too. He's a humanist zealot, so I think it's safe to assume his genius is all-natural and not from enhancement. Nothing against Uma or the rest of them, but I'd rather have a regular human building our brain bank. Yeah...better hold this upload. In fact, keep my journal local-only going forward, unless I say it's okay to commit any new entries.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Explorer Note Santiago 6(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Even the name of this project bugs me, if I'm being honest. 'Genesis' sounds like what someone with delusions of godhood would call it-just begging for the same kind of fear and hate transhumanists got, once they started evangelizing to us heathens. This goes public, and we'll have mobs organizing to shut us down. People didn't react well when they found out that their ancestors' bones had been dug up and gene-sequenced by researchers with no cultural sensitivity... What happens when it gets out that we want to build an archive of everyone that ever lived on Earth?(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Explorer Note Santiago 7(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: I've been trying to understand the transhumanist mindset because something occurred to me... If we want this project to work out, we'll need to convert zealots of our own to the cause: true believers who'll raise their kids to believe. How else will we convince people to give up lifetimes-their children's lifetimes-for this pipe dream? It's like we're laying the foundation for a cathedral so our distant descendants can pray in it. By the time that day comes, this plan to restart life on Earth or elsewhere could be the last religion left around. I'm sure I'll never live to see the launch of any interstellar colony ship or satellite ark swarm, whichever ends up being our final choice for relocating our archive. So I need to make sure the project is set up for the future, with people dedicated to seeing it through no matter what that takes.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Explorer Note Santiago 8(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: I've been stuck for weeks with our vivarium team, trying to get them to reach a consensus on ecosystem inclusion. What's the least amount of terrestrial lifeforms you'd need to recreate nature? If all you had left were humans, chickens, honey bees, catfish, algae, alfalfa, yeast, and some pinto beans, could you say you'd saved life on Earth? We don't honestly expect to be able to preserve every form of life that ever existed, but it only seems smart to back up as much as possible-extinct or otherwise-in case there's a possible balance that we missed out on the first time. What if pterosaurs were still around when hominids started domesticating animals? Maybe that could've led to a civilization better equipped to survive ecodisasters... That's the same approach our antecedent group is using to archive every human mind and body that ever lived. Say things didn't work out so well for some warrior queen_what if she'd been born with better eyesight, or a stronger immune system? What if she had a pet mammoth?(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Explorer Note Santiago 9(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: I finally realized the only way to solve our deadlock over biome conservation was to ask Yongki to model variations for us in the Genesis engine. I knew there'd be a cost to running his team ragged to get us rough simulations way ahead of schedule, but that's nothing compared to the cost of building physical versions. His sims will let us rule out the more extreme suggestions, and find a balance of habitats almost everyone can agree on. I'd probably still be nursing a migraine while experts screamed at each other, if Yongki's team wasn't pulling off the impossible. I really owe the kid. Even in early development his sims are really immersive, and you can see the potential for training colonists while they're still in hibernation. Ideally, they'll wake up with all the skills necessary to hit the ground running on their new home planet.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Explorer Note Santiago 10(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Uma actually seemed glad to see me back in my office again this morning. She asked if I'd give her a full situation report on our biome decisions over dinner, and I was only too happy to cut out early for a fancy meal. Figured I'd earned that much, breaking up all those arguments over nematode diversity. Uma even grinned when I shared my pain over ancho-rubbed ribeyes and merlot. Hadn't even been sure one of them could smile, so that felt like a win. I spotted Yongki drinking by himself at the bar, and called him over to ask if they'd solved their perceptual foregrounding problem. The kid seemed jittery around us. He's been working with transhumans longer than me, so what was that about? Couldn't tell if Uma didn't notice him squirming, was too polite to say anything about it, or didn't care either way. You know what? Better follow up on this.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Explorer Note Santiago 11(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Yongki kept on acting weird all day. Once I caught on that he was ducking me, I tried to put myself in places where we'd have to cross paths. When we did, he kept conversations so professional that it felt like he was messing with me. Whiz kids like him can be twitchy... I thought maybe I just couldn't read him, any more than I can guess what kind of complicated data crunching Uma's doing at any given time. So I opted for the direct approach-said he'd hurt my feelings, and just when I thought we'd had a good vibe going. That got him to laugh and loosen up a bit, so I offered to buy him a round at the canteen and build on that. A few pints later, I had him sharing pics of his husband and kids. Never would've figured a young guy like Yongki for a family man. I thought about the all-nighters he'd been putting in, and pulled rank to order him home for a few days.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Explorer Note Santiago 12(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Well, Yongki made me regret pushing him to share what his deal was with me. Dunno what I expected, but it sure wasn't some conspiracy theory about my background... I could see the kid was still on edge even after the time off with his family, so I dragged him back to the canteen for another one-on-one. It only took a couple rounds of shots for him to open up. First he told me he'd heard a rumor that I'd been killed near the end of the war. Then he admitted to trying to access my personnel file for proof of life, only to find himself locked out. Even though he'd admitted to crossing a serious line, I laughed it off and pointed out I was sitting right there next to him. I stopped laughing when he told me he'd found a listing for my engram in his archive that was non-accessible, even at his security level. That was news to me.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Explorer Note Santiago 13(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: I know the kid had no business trying to peek at my personnel file, but I get why a true believer like Yongki would have a hard time trusting his former enemies. Maybe I understand his paranoia a little too well... I'm no patriot, but it is hard to let go of all the wartime propaganda about transhumans wanting to make us into hosts for some invasive hivemind. I wanted to prove Yongki wrong, but when I brought up my own file, I got stuck on the part where it summed up my postwar activities. Pretty much everything it said I did just before joining Genesis felt wrong. Then I realized that my own service record didn't sit right with me. Sure, I remembered the things my record said I did near the end of the war, but I didn't feel anything about those memories, one way or the other. I don't like the implications of that.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Explorer Note Santiago 14(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: After I looked up my own record last night and freaked out, I tried to cover my tracks with a few hours of random searches through the database. I stumbled across the first major screw up by Yongki's division: between emulation and archiving, they somehow got two distinct historical identities entangled. The dominant personality-a gold prospector from Alta California-was also given the memories of an Alexandrian occultist from the Roman Principate. It'd tie up resources to unravel and recompile them, so I flagged the whole mess to fix if or when we ever have any downtime. Mashing up two sets of genetics would just give us a new offspring that never organically happened, but this is like we stitched a random pair of souls together. Hope my warning flag keeps that poor bastard from ever getting incarnated. I can't picture an AI ever glitching out enough to resurrect an aberrant engram. This one's legitimately gonna haunt me, though-honestly wish I could just erase my ever knowing about it.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Explorer Note Santiago 15(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Yongki offered to resign over the mangled engram I found in his archive yesterday, but instead I ordered him to knock off early and come drink with me in the canteen. I don't like that the kid's my only sounding board for my paranoia, but he gave me these doubts to begin with! He's also the only one qualified to tell me if what I'm afraid of is even possible. I knew his team already had a zillion engrams in their brain bank, including my own. I made my joining the project conditional on their agreement not to emulate and archive me for resurrection. Clearly they had that capacity anyway, over my objections. What if that rumor Yongki heard was true, that I'd died near the end of the war? Was it so crazy to imagine that the transhumans just booted up another copy of me, after editing my memories to fill the gap? Could I be Santigo 2.0?(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Explorer Note Santiago 16(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: So I confronted Uma, and she confirmed that I'm a clone of the original Santiago. And yeah, they gave me false memories to cover for the time it took to back up my personality and grow a new body to put it in. Wish I could say she seemed remorseful while confirming my most paranoid fears. Uma just stood back and waited while I flipped out. Once I'd worn myself out, she pointed out that we were trying to save the world here. In Uma's mind, the ends justified whatever means were necessary. They'd already restored me from a backup by the time I joined Genesis on the condition that they didn't put me in their archive. She said I'd been given a leadership role as important as any human ever had. There were politicians and military commanders who dreamed their whole lives of being able to make a difference or leave a legacy like I would. Was she expecting gratitude? Imagine that.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Explorer Note Santiago 17(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: There's not much I can do about this extra life I've been given, especially knowing that they can just bring me back again from their archive... In a way, the transhumans in the United Republics of Earth sort of got their revenge on me by extending my life using their damned technology. Some people would be glad for another chance to get things right, but I had my time in the sun. Uma tells me I died a hero my first time around, that I helped end the war. I guess I'll have to take her word for it, since they didn't let me remember how that went down. I remember a childhood in S?o Paulo, a life spent designing tek gear and munitions for the feds, but I'm not really that guy anymore, am I? If my engram is cloned again to colonize some alien world in the far future, that Santiago wouldn't remember this version of me either. Maybe he'd be better off that way.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Explorer Note Santiago 18(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: When I told Yongki that Uma confirmed everything, I reminded the kid that-unlike him-I'd always had clearance to look up my own file. Yongki told me then that he'd searched the database for his own name and found his husband and daughters there in the archive. It looked to him like they'd been scanned and emulated from the moment they arrived here to live and work, consent or not. He said he shouldn't have expected any less from the enemy, and I had to remind him that we weren't enemies anymore. The poor kid looked haunted and desperate, but I think-I hope-I managed to talk him off the ledge and back into the fold. We need him to help us finish Genesis if we're going to save the world.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Explorer Note Santiago 19(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Never saw Uma as the impulsive type, but this morning she cleared our schedules and took me on a day trip to see the Farm. We borrowed a plane from the project fleet, so we could hop an orbital shuttle out of Jiuquan. I hadn't left the surface in years, and embarrassed myself with a bout of zero-G sickness. If Uma was disappointed in me, she didn't let it show. The Farm was over the Serengeti when we caught up with it. After all the time I'd spent arguing with biotechs over species inclusion, it was strange to walk through some paddocks and see the genuine article up close. I stopped to touch a newly-cloned mammoth calf, and it wrapped its trunk around my wrist. Wasn't expecting to feel a connection to some lab animal, but it felt like neither of us wanted to let go. Two lost souls dragged back from oblivion, holding onto each other in orbit...(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Explorer Note Santiago 20(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: While we were up on the Farm, I tracked down Alesya to ask if there was any way to decontaminate all the soil and rock being hauled into orbit. She said I was asking her for the impossible. Of course raw Element was going to be raised from the surface, along with veins of every other metal. There's no existing technology to remove xenotoxins from that volume of material, at least not in the timeframe we're dealing with. That got me thinking about using meks to clean up our biomes over the long haul. We really had no idea how long it was going to take for our colony ship to find a habitable world-it could end up jumping around the galaxy for millennia. Decontamination would be a huge job, calling for herds of machines roaming the ship's interior. Before I knew it, I was sketching a tek version of the giant Pleistocene horses we'd seen striding across one of the Farm?s pastures...(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Explorer Note Santiago 21(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: The Farm is a prototype for the artificial biomes in our colony ship and for Uma's ARK network. Oh right... Forgot to mention that on our way back to Earth, Uma told me the transhumans are going ahead with their ARK concept, as soon as we get our colony ship off the ground. They figure a diversity of plans gives the best long-term odds for humanity's survival. They want to use a version of our archive in a network of satellite proving grounds, where they can test life forms for optimal survival outcomes. Once they pick their best candidates, they hope to detoxify and reseed the Earth from orbit. I was surprised to hear about transhumans planning to repopulate with regular, non-augmented humans. I guess the idea of resurrecting dead people in cloned bodies is a kind of transhumanism, but I can't help noticing their plan to rebuild the world doesn't seem to include themselves. Not sure what to make of that.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Explorer Note Santiago 22(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Our research and development machinists were already hard at work building out tools and gear for our future generational crew, so I felt bad piling on. I wouldn't have bothered them if I didn't think my design was worth adding to the R&D workload. There's no way a human crew could find and remove every trace of raw Element contamination from the biomes on our colony ship without automation on a massive scale. What good is authority though, if you can't abuse it for a worthy cause? Besides, I have to admit it feels good to design something that's not some kind of military tek. I like the idea of these things scrubbing away every trace of the toxin I'd once helped pollute battlefields with. I probably shouldn't have kept my idea off the books for now, but I feel like Uma won't shut this down once she sees a real world prototype of my stryder concept.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Explorer Note Santiago 23(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Shared my stryder idea with Alesya over a secure channel, and she gave me some great feedback for improving the concept. She suggested tricking out my mek workhorse with interchangeable instrument arrays for more functionality, and to throw in manual control, in case our ship's crew wants to saddle 'em up for any jobs in the future. Good thinking. I winced when she said she wished she had one of my striders back when she was sampling battlefield contaminants. But she probably has no idea I'd designed a lot of the weapons that caused the damage she used to study. At least, I hope she doesn't. I signed off after promising Alesya a stryder or two to try out on the Farm. I'm curious if something that big clomping around will disrupt the artificial ecosystem they've got going up in orbit.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Explorer Note Santiago 24(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Still can't believe I managed to talk Uma into taking the day off to try hoversailing with me. She claimed she'd never been on one, but she picked it up without my help. Didn't need me to show her how to keep her balance, or how to lean back against the wind... Maybe she can just download any skill she needs, on demand. What would that be like? Over dinner, I was telling her how I'd ridden the windward wall of El Chorro Gorge, when she just sort of blipped out on me. It was like someone else was looking at me through Uma's eyes. She asked why I'd been diverting R&D resources for a mek prototype, and I wriggled like a germ under a microscope. I must've managed a convincing defense of my stryder idea, because Uma was back again just as fast as she'd gone away. She nodded and went back to spearing cauliflower with her fork like nothing had happened.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Explorer Note Santiago 25(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: After that weirdness with Uma last night, it's obvious I've never really gotten to know her at all. All the conscious stuff we humans do in our waking lives must be autonomic for transhumans: listening to each other, shooting the shit, making plans... I doubt they have to think about any of that unless they want to, any more than we need to concentrate on breathing. I'll probably never get how she-or any of them-really thinks or feels. But I feel like I've been wasting my time even trying. It was their idea to bring me back and stuck me here! Have they only ever noticed me when I've managed to annoy them? Maybe I'd finally have their full attention if I went to central processing right now and deleted their precious archive. It'd serve them right if I just walked in there and set off an EMP right in the middle of the whole damned thing.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Explorer Note Santiago 26(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Okay, I've calmed down. Hurt feelings aside, I'd never do anything to risk this project-I've totally bought into our mission here. I?ve spent too much of my life breaking things, and it matters to me that I've been given this chance to make amends. I owe it to my species to try to help us escape extinction. If our shot at survival means I have to swallow my dumb pride, then it's no contest. I'm only human-more or less. They cloned me against my will and gave me a bunch of fake memories to cover that up, but supposedly because they needed me to be a part of this. Uma more or less said I was a natural leader, so that has to count for something. Maybe I actually envy my transhuman benefactors a little... It must be great to be able to set aside all their feelings and really focus on what it's going to take to save the world.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Explorer Note Santiago 27(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: I was nose down again in orbital manifests when Yongki asked me to come try some new training sim he was running in the Genesis engine. I hadn't checked in on the kid since he figured out that he'd been archived against his will, so I dragged myself across campus to his lab. He plugged us into his sim, but it just looked like one of the same arctic scenarios he'd already run by me. Yongki dialed something in midair, and the wind started howling louder. Then he leaned in so our fur hoods were almost touching, and said he needed a place to talk where no one could hear us. He wanted to know if Uma had 'gotten to me.' I told him he was way out of line. After a long pause, he asked if I'd sit in with him when he confronted her about the recording thing. I said sure, and he killed the sim. On the way back to my office, I wondered if he might've left me on the ice otherwise.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Explorer Note Santiago 28(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: So the three of us met this morning, and Uma admitted that they shouldn't have recorded Yongki for the archive without his consent. Then she gave him the same pitch I'd gotten, about how vital he was to humanity's survival and the ends justifying the means. Yongki called Uma inhuman. She asked how she could prove to him she cared, and the kid challenged her to come out drinking with us. All night, Yongki kept clumsily trying to pry information out of Uma. That backfired on him when she finally got tired of his badgering, and let us know how little time anyone on Earth actually has left. After we absorbed that news, Yongki said he?d rather spend his remaining years with his family. She told him she'll accept his resignation only if he still feels the same when he sobers up. He swore he was going to stumble back on site and resign at the crack of late afternoon tomorrow, but I really hope he doesn't.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Explorer Note Santiago 29(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: This morning I spotted Yongki walking through headquarters, looking pale as a ghost. I could see he wasn't just hung over. I knew the look because I'd been there myself, just recently. He was wandering in the direction of the archive until I steered him into my office instead. Yongki looked past me, muttering about how he'd just quit. I hugged him to show I understood. Then he whispered something for my ears only, something I knew I wouldn't forget as long as I lived. Which it turned out was only about half a second longer-as long as it took for his vest to blast us into superheated plasma. But now all those chunks of us are reversing direction and reintegrating, so Uma can lean in and try to hear Yongki's last words. And now we're flying apart again, passing through her like she isn't there, because of course she wasn't in my office when this actually happened. I stopped existing at the point of that explosion-or really, really soon afterwards. I'm just an emulation of the late Santiago 2.0 now, that Uma's running in her damned Genesis engine. Sucks to be me, huh?(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Explorer Note Santiago 30(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Uma reintegrates me one last time in the simulation of my ruined office, so she can ask what Yongki?s last words were to me and finish her post mortem. I think I feel sorry to disappoint her... There wasn't time for my neural interface to record whatever the kid said. I throw the question back at her, and ask what he said when he resigned. Uma says Yongki hated that he couldn't stop her kind from resurrecting his family in some strange future-a future that wasn't theirs. There's no recognizable human emotion on her avatar's face, but maybe that's just a glitch in my emulated perception. Then Uma surprises me by apologizing-for keeping secrets, and for failing to keep me safe. She thanks me for all the work I've done for Genesis, and wishes future versions of me better luck when and wherever they wake up. I tell her, "Don't worry about me-I'm a survivor." That actually gets a smile out of her. I try to hold onto this feeling as she shuts me down.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Explorer Note HLN-A 1(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: ja(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Explorer Note HLN-A 2(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: ja(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Explorer Note HLN-A 3(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: ja(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Explorer Note HLN-A 4(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: ja(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Explorer Note HLN-A 5(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: ja(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Explorer Note HLN-A 6(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: ja(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Explorer Note HLN-A 7(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: ja(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Explorer Note HLN-A 8(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: ja(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Explorer Note HLN-A 9(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: ja(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Explorer Note HLN-A 10(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: ja(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Explorer Note HLN-A 11(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: ja(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Explorer Note HLN-A 12(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: ja(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Explorer Note HLN-A 13(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: ja(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Explorer Note HLN-A 14(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: ja(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Explorer Note HLN-A 15(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: ja(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Explorer Note HLN-A 16(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: ja(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Explorer Note HLN-A 17(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: ja(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Explorer Note HLN-A 18(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: ja(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Explorer Note HLN-A 19(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: ja(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Explorer Note HLN-A 20(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: ja(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Explorer Note HLN-A 21(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: ja(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Explorer Note HLN-A 22(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: ja(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Explorer Note HLN-A 23(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: ja(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Explorer Note HLN-A 24(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: ja(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Explorer Note HLN-A 25(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: ja(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Explorer Note HLN-A 26(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: ja(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Explorer Note HLN-A 27(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: ja(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Explorer Note HLN-A 28(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: ja(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Explorer Note HLN-A 29(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: ja(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Explorer Note HLN-A 30(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: ja(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Stryder Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: ja(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Voidwyrm Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: ja(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Exo-Mek Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: ja(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Maewing Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: ja(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Astrodelphis Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: ja(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Shadowmane Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: ja(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Noglin Dossier(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: ja(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Tek Crop Plot Record(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: ja(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Hoversail Record(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: ja(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Tek Bow Record(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: ja(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Tek Phase Pistol Record(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: ja(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Plant Species R Record(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: ja(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Explorer Note HLN-A 31(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: ja(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Explorer Note HLN-A 32(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: ja(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Explorer Note HLN-A 33(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: ja(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Mutagen Record(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: en(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: ja(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Turkey!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: You Gobble Gobble Gobble!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Snowball!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: You throw a snowball!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Heart!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: You show your feelings!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Evil!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: You connive!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Clap!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: You clap your hands(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Bicep Smooch(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Armed... and dangerous!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Archer Flex(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: That Paleo diet is paying off!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Panic(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Aaaiiiieeee!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Dance(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Scary dance moves!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Zombie(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Brains...(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Belly Rub(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Ah, that tasted great!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Hungry(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Feed me now!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Food Coma(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Food coma... do not disturb.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Nutcracker Dance(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: You dance the dance of The Nutcracker.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Caroling(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Sing for presents(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Happy Clap(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Ooooooh... I get a present?!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Flirt(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: You flirt coyly.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Bunny Hop Dance(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: You start to hippity hop and just won't stop!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Air Drums(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: You lay down a sick beat!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Air Guitar(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: You play some sweet licks.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Mosh(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: You thrash around wildly!(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Knock(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: You knock menacingly...(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Scare(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: You jump out and scream "BOO!"(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Wiggle Tail(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: You wiggle your tail.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Hula Dance(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: You begin to sway.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Backflip(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: You launch yourself into the air.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Chest Beat(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: You beat your chest.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Santa Laugh(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: You act jolly.(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Default(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Mohawk(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Afro(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Romantic(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Dreadlocks(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Ponytail(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Braids(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Viking(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Default(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Moustache(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Goatee(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Romantic(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Dread Beard(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Mutton Chops(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Curly Beard(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Viking Beard(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Ragnarok_Wyvern_Override_Ice(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Polar_Bear(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: IceGolem_Character_BP(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Valguero_P(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Genesis(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: ChalkGolem_Character_BP(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Valguero_P(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Wyvern_Character_BP_ZombieFire(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Wyvern_Character_BP_ZombieLightning(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Wyvern_Character_BP_ZombiePoison(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: BionicTrike_Character_BP(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Genesis(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: BionicGigant_Character_BP(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Genesis(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Wyvern_Character_BP_Fire(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Wyvern_Character_BP_Lightning(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Wyvern_Character_BP_Poison(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: /Game/Fjordur/Dinos/Desmodus/Buff_SanguineElixirUsed.Buff_SanguineElixirUsed(/Engine/Transient.Default__REINST_COREMEDIA_PrimalGameData_BP_C_30677) CONTENT: Female Default(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Female Mohawk(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Female Afro(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Female Romantic(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Female Dreadlocks(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Female Ponytail(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Female Braids(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Female Viking(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Male Default(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Male Mohawk(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Male Afro(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Male Romantic(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Male Dreadlocks(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Male Ponytail(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Male Braids(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Male Viking(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Health(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Stamina(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Torpidity(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Oxygen(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Food(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Water(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Temperature(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Weight(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Melee Damage(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Movement Speed(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Fortitude(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Crafting Skill(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Dead(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Winded(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Can't jump, can't run, and movement speed is slower.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: You're tired! Stop moving for a moment to regain your Stamina!(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Starvation(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Health decreases over time, Torpditiy increases over time, Torpidity increases faster.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: You're starving! Find somethin to eat, fast!(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Dehydration(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Stamina doesn't regenerate, Health decreases over time, Torpditiy increases over time, Torpidity increases faster.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: You're dehydrated! Find some water, fast!(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Suffocating(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Health decreases rapidly over time.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: You're suffocating! Get some air, immediately!(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Encumbered(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Can't run and can't jump.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: You're encumbered! Drop some Inventory weight in order to move again!(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Hypothermia(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Food decreases much faster as the ambient temperature gets lower.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: You're freezing! You should find some warmth immediately!(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Hyperthermia(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Water decreases much faster as the ambient temperature gets higher.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: You're overheating! You should find some place to cool down immediately!(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Injured(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Can't jump, run, recover stamina, slower movement, and Torpidity increases faster.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: You're injured! Recover some Health in order to move properly again.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Knocked Out(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: You can't move, but Water and Food decrease more slowly, and Torpidity decreases rapidly.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: You're knocked out! Wait for your Torpidity to reduce in order to wake back up.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Cold(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Food decreases faster as the ambient temperature gets lower.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: You're cold. You should find some warmth soon.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Hot(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Water decreases faster as the ambient temperature gets higher.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: You're hot. You should find some place to cool down soon.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Effectiveness(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Armor(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Max Durability(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Weapon Damage(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Weapon Clip Ammo(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Hypothermic Insulation(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Weight(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Hyperthermic Insulation(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Consumable(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Equippable(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Weapon(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Ammo(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Structure(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Resource(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Item Skin(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Attachment(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Artifact(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Hat(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Shirt(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Pants(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Boots(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Gloves(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Saddle(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Trophy(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Costume(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Shield(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Primitive(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Ramshackle(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Apprentice(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Journeyman(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Mastercraft(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Ascendant(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Healing(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: You are regaining Health!(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Digesting(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: You are regaining Food!(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Food Poisoning(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: You are losing Health due to bad food!(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: You ate raw or rotten food! Your Health is decreasing slightly from it.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Tranquilized!(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: You are getting very sleepy...(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: You've been tranquilized! Your Torpidity is rapidly increasing...(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Poisoned!(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: You are getting very sleepy...(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: You've been Poisoned! Your Torpidity is rapidly increasing...(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Stamina Drained!(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: You are losing Stamina!(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: You've been Poisoned! Your Stamina is decreasing!(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: East Zone 1(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: East Zone 2(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: East Zone 3(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: North Zone 1(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: North Zone 2(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: North Zone 3(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: South Zone 1(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: South Zone 2(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: South Zone 3(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: West Zone 1(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: West Zone 2(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: West Zone 3(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: ACHIEVEMENT_1(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: ACHIEVEMENT_2(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: NEW_ACHIEVEMENT_4(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: ACHIEVEMENT_5(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: ACHIEVEMENT_6(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: ACHIEVEMENT_7(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: ACHIEVEMENT_8(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: ACHIEVEMENT_9(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: ACHIEVEMENT_10(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: ACHIEVEMENT_11(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: ACHIEVEMENT_12(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: ACHIEVEMENT_13(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: ACHIEVEMENT_14(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: ACHIEVEMENT_15(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: ACHIEVEMENT_16(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: ACHIEVEMENT_17(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: ACHIEVEMENT_18(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: ACHIEVEMENT_19(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: ACHIEVEMENT_20(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: ACHIEVEMENT_21(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: ACHIEVEMENT_22(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: ACHIEVEMENT_23(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: ACHIEVEMENT_24(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: ACHIEVEMENT_25(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: ACHIEVEMENT_26(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: ACHIEVEMENT_27(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: ACHIEVEMENT_28(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: ACHIEVEMENT_29(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: ACHIEVEMENT_30(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: ACHIEVEMENT_31(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: ACHIEVEMENT_32(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: ACHIEVEMENT_33(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: EXPNOTE_ACHIEVE_1(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: EXPNOTE_ACHIEVE_2(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: EXPNOTE_ACHIEVE_3(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: EXPNOTE_ACHIEVE_4(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: EXPNOTE_ACHIEVE_5(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: ACHIEVEMENT_34(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: EXPNOTE_ACHIEVE_6(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: EXPNOTE_ACHIEVE_7(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: EXPNOTE_ACHIEVE_8(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: EXPNOTE_ACHIEVE_9(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: EXPNOTE_ACHIEVE_10(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: EXPNOTE_ACHIEVE_11(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: EXPNOTE_ACHIEVE_12(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: EXPNOTE_ACHIEVE_13(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: EXPNOTE_ACHIEVE_10(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: EXPNOTE_ACHIEVE_11(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: EXPNOTE_ACHIEVE_12(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: EXPNOTE_ACHIEVE_13(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Male(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Human(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Bob(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Female(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Human(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Bobette(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: No Ground or Snap Point(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Can't Place on Floor(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Is Obstructed(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: No Snap Point(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Requires Placement on Floor(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Requires Nearby Foundation Support(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Requires Connection in Water(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Requires Sunlit Location(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Out of Placement Range(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Too high above ground.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Too close to an enemy Foundation or Gate.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Too many Structures nearby.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Can't place this underwater.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Can't place Structure here.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Can't place Structure here until wreckage is dissipated.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Too many structures of similar type nearby.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Can't place too close to other structure of similar type.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Can only build on suitable allied platforms!(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: There are already too many Structures on this platform!(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: This Structure is too high above the the platform!(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: The Elevator Platform requires being placed on a free Elevator Track!(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: This Structure can not be placed on a platform!(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: There are too many Creatures with platform Structures on this ARK!(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: This Structure is too far away from the platform!(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: This Structure is out of bounds!(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: You are not authorized to Replace this Structure!(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Your Tribe Group Rank is not permitted to build within range of your Tribe's Foundations.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Your Tribe does not have enough Tame slots free to build new Creature Platform structures.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: This Structure can not be built on this ARK.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: EXPNOTE_ACHIEVE_1(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: EXPNOTE_ACHIEVE_2(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: EXPNOTE_ACHIEVE_3(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: EXPNOTE_ACHIEVE_4(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: EXPNOTE_ACHIEVE_5(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: EXPNOTE_ACHIEVE_6(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: EXPNOTE_ACHIEVE_7(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: EXPNOTE_ACHIEVE_8(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: EXPNOTE_ACHIEVE_9(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: EXPNOTE_ACHIEVE_10(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: EXPNOTE_ACHIEVE_11(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: EXPNOTE_ACHIEVE_12(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: EXPNOTE_ACHIEVE_13(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: ACHIEVEMENT_1(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: ACHIEVEMENT_2(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: NEW_ACHIEVEMENT_4(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: ACHIEVEMENT_5(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: ACHIEVEMENT_6(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: ACHIEVEMENT_7(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: ACHIEVEMENT_8(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: ACHIEVEMENT_9(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: ACHIEVEMENT_10(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: ACHIEVEMENT_11(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: ACHIEVEMENT_12(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: ACHIEVEMENT_13(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: ACHIEVEMENT_14(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: ACHIEVEMENT_15(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: ACHIEVEMENT_16(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: ACHIEVEMENT_17(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: ACHIEVEMENT_18(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: ACHIEVEMENT_19(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: ACHIEVEMENT_20(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: ACHIEVEMENT_21(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: ACHIEVEMENT_22(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: ACHIEVEMENT_23(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: ACHIEVEMENT_24(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: ACHIEVEMENT_25(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: ACHIEVEMENT_26(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: ACHIEVEMENT_27(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: ACHIEVEMENT_28(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: ACHIEVEMENT_29(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: ACHIEVEMENT_30(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: ACHIEVEMENT_31(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: ACHIEVEMENT_32(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: ACHIEVEMENT_33(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: EXPNOTE_ACHIEVE_1(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: EXPNOTE_ACHIEVE_2(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: EXPNOTE_ACHIEVE_3(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: EXPNOTE_ACHIEVE_4(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: EXPNOTE_ACHIEVE_5(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: ACHIEVEMENT_34(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: EXPNOTE_ACHIEVE_6(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: EXPNOTE_ACHIEVE_7(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: EXPNOTE_ACHIEVE_8(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: EXPNOTE_ACHIEVE_9(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: EXPNOTE_ACHIEVE_10(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: EXPNOTE_ACHIEVE_11(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: EXPNOTE_ACHIEVE_12(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: EXPNOTE_ACHIEVE_13(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: ACHIEVEMENT_35(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: NEW_ACHIEVEMENT_4(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: ACHIEVEMENT_7(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: ACHIEVEMENT_2(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: ACHIEVEMENT_5(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: ACHIEVEMENT_6(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Dilophosaur Dossier(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Common name: Dilophosaurus Species: Dilophosaurus sputatrix Time: Early Jurassic Diet: Carnivore Temperament: Skittish Wild Dilophosaurus sputatrix is a strange creature. It stands at just over half the size of known Dilophosaurs and runs from aggressors as often as it fights them. Dilophosaurus sputatrix has a few traits not common in the Dilophosaurus genus. It has a very shrill call, and a decorative ridge of skin on its neck. I believe these are used to attract mates, as well as intimidate prey and would-be predators. Instead of attacking its prey outright, Dilophosaurus sputatrix spits venom to weaken and paralyze it before moving in for the kill. Domesticated Because of their shrill cry and their ability to attack intruders from range, Dilophosaurus seem most suited as "guard dogs." Due to their small size, they are not suitable as mounts.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Titanomyrma Dossier(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Common name: Titanomyrma Species: Titanomyrma parvagigan Time: Paleogene Diet: Carnivore Temperament: Territorial Wild Titanomyrma is one of the smaller creatures on the Island; a frightening thought, when you realize it is the size of a dog. A hive-minded carnivore, Titanomyrma is aggressive on sight to humans and their creature companions. When attacked or threatened, it releases a chemical which alerts all other Titanomyrma in a large range to help fight the aggressor. While small, Titanomyrma remain a threat because of their bite. Titanomyrma mandibles produce a toxic venom that causes loss of stamina, preventing escape and increasing the chance of losing consciousness. I've seen two varieties of Titanomyrma: Drones and Soldiers. Drones are smaller, faster, and land-bound, with the intent to harvest for the colony. Soldiers are larger, slower, have wings, and they defend the colony. If Titanomyrma is akin to hive insects, there must be queens too, but I've yet to encounter such a variant. Domesticated Because of its hive mentality, I've not seen any successfully tamed Titanomyrma on the Island yet. Fortunately for lone survivors, separated Titanomyrma can be easily picked off for a small supply of chitin among other natural resources.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Rockwell Record #1(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Entry 1 Greetings and salutations, dear reader! If these words are gracing your eyes, then you have had the good fortune to find the journal of Sir Edmund Rockwell, stupendous scholar, gallant gentleman and explorer extraordinaire. It also means that it's entirely possible that I've met some unseemly end on this fascinating but exceedingly dangerous island that I call home. I suppose you could have also stolen it or I could have misplaced it, in which case please proceed to either hang your head in shame or return it to me at once. Whichever is appropriate. Regards, Sir Edmund Rockwell(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Meiyin Note #1(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Entry 1 Where am I? How did I arrive? I have asked these questions many times since I awoke on this foreign shore, but I must stop. They do not matter. Their answers will not save me, so I will focus on a different question ? how can I survive? This question always has an answer, though it is ever changing, and it has helped me find resolve in moments of uncertainty or fear. Just days ago, I never thought I'd fear again. I thought my fear died with the Yellow Turbans. Yet when I see a great lizard turn its eyes on me, I know fear is exactly what I feel.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Meiyin Note #2(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Entry 2 I am armed and clothed now, though crudely. My stone spearhead makes me long for my village's weaponsmith, but it serves. I use it to hunt the slow, fat birds that wander the coast. I do not know how such creatures survive here at all, but I am grateful for the meat they provide. I save my arrows for the more dangerous creatures ? like the lizards with ears like fans, whose spit burns the things it touches. No, not just the creatures. They are not the only danger. Yesterday, I found footprints in the sand that were not my own. I am not alone. (/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Nerva Note #1(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: It is the chaos of this land that is truly disturbing to me, even more than its most titanic and vicious beasts. Animals are meant to be savage. Even when tamed, they are not truly civilized, but man? Man is supposed to be above the animal, yet the people here live in squalor and fight viciously over scraps like stray dogs. I have convinced some of them to band together under my leadership, and together, we have found safety and order. Unfortunately, they are untrained and lack cohesion. I'll have to fix that. Gaius Marcellus Nerva Victoria per Disciplinam(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Allosaurus Dossier(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Common name: Allosaurus Species: Allosaurus therotribus Time: Late Jurassic Diet: Carnivore Temperament: Aggressive Wild Smaller but faster than Tyrannosaurus, larger but slower than Carnotaurus, Allosaurus therotribus is the island's resident pack-hunting theropod. While most aggressive theropods are relatively solitary creatures, Allosaurus lives in groups of 3-4. One Allosaurus is the alpha, while the others are its mates or a beta male. Like humans find value in forming a tribe, the Allosaurus has evolved to hunt in packs. Its saw-shaped teeth leave its prey bleeding and maimed, making escape difficult. Once an Allosaurus slows a creature with its cutting bite, the rest of its pack quickly closes in for the kill. Domesticated Not everyone thinks a tamed Allosaurus is ideal. Those who appreciate speed generally tame Carnotaurus, while those who value raw stopping power tame Tyrannosaurus. However, riders of Allosaurus tend to respect the utility of its Alpha pack status, which along with its bleed-inducing attacks and relative mobility, can effectively turn the tide of a combined arms battle.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Anglerfish Dossier(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Common name: Anglerfish Species: Melanocetus anglerpescum Time: Early Cretaceous-Holocene Diet: Carnivore Temperament: Aggressive Wild Whether its size is caused by adaptation to the Island's other inhabitants, or by cross-breeding with another larger species, Melanocetus angerlpescum is the largest form of Anglerfish I've ever heard of. Typically found among the deepest, darkest expanses of the ocean, this creature preys on smaller fish while being an excellent source of food for larger predators. Melanocetus has an array of bioluminescent light pods at the end of stalks on its head. Like typical Anglerfish, it primarily uses these to attract smaller creatures and trick them into coming close enough for Melanocetus to consume the prey. This often makes wild Melanocetus itself relatively easy to spot among the briny depths. Domesticated Exploring the depths of the ocean can be difficult. The cold, the lack of air, and the shocking absence of light combine to make travel very dangerous. A tamed Anglerfish can use the natural light at the end of its stalks to illuminate the depths, making exploration not only safer but more lucrative, as I've heard some survivors use this creature to harvest the silica pearls found throughout the ocean's depths!(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Ankylosaurus Dossier(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Common name: Ankylosaurus Species: Ankylosaurus crassacutis Time: Late Cretaceous Diet: Herbivore Temperament: Docile Wild Unlike many of the herd animals on the Island, Ankylosaurus crassacutis tends to live in small family units. I believe they can afford to stick with smaller groups because of their incredibly thick skin, for which they're named. Despite not being among the largest of the Island's herbivores, Ankylosaurus is one of the more difficult creatures to take down. Its thick, armored skin seems to make it more than a match for several of the mid-sized predators that would otherwise hunt it. Reckless carnivores are just as likely to hurt themselves on Ankylosaurus' spikes, as they are to get hit by its tail. Domesticated Without a doubt, the best trait of a trained Ankylosaurus is its enormously dense tail. This tail is powerful enough to quickly shatter the resource-laden rocks of the Island. One of the wealthier human tribes on the island utilizes a squad of Ankylosaurs in its mines and quarries. The creature's affinity for metal enables it to carry raw ore at an effectively reduced weight.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Archaeopteryx Dossier(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Common name: Archaeopteryx Species: Archaeopteryx magnamilvum Time: Late Jurassic Diet: Carnivore Temperament: Fearful Wild Approximately one meter long, the Archaeopteryx magnamilvum is a primarily tree-dwelling proto-bird. It avoids the ground as much as possible, preferring to stay in the safety of the tree-line, where few predators can reach it. I've not seen an Archaeopteryx outright fly yet, so it's possible that they cannot generate enough lift to do more than glide long distances between perches. I'm not sure how a creature so fearful of the ground can be such a picky eater, but Archaeopteryx only seems to consume certain rare insect matter. The most likely explanation is that it tends to nest in infested trees, stripping them bare of such food sources. Domesticated While not large enough to bear the full weight of an adult human, Archaeopteryx still has great utility. Despite the creature's inability to fly, its wings have sufficient strength to dramatically slow the rate of a person's descent, if that person holds onto Archaeopteryx while airborne. Taming Archaeopteryx can be somewhat troublesome, though, as it refuses to eat most common food sources, and glides to prospective safety at the first sign of any interloper.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Argentavis Dossier(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Common name: Argentavis Species: Argentavis atrocollum Time: Late Miocene Diet: Carrion Feeder Temperament: Short-Tempered Wild Lording over the skies across the Island, Argentavis atrocollum has few aerial rivals. It is a small consolation for the Island's other avian creatures, then, that Argentavis seems to have little interest in anything alive. Quite apart from what I would have guessed, Argentavis does not have the stooped neck typical of modern buzzards and vultures. I don't know if it adapted this stronger neck to deal with the predators on the Island, or if its lineage derives from before the stooped neck became common in carrion-eating birds. Whichever it might be, it has enabled Argentavis to carry smaller creatures with its beak. Domesticated Argentavis is actually slower than the Island's far more common Pteranodon, but it possesses significantly more stamina and can sustain flight for approximately three times as long. Its weighty stature, in comparison to the Pteranodon, allows it to utilize its talons to support the weight of an additional passenger. Considering its saddle doubles as a mobile crafting station, it makes Argentavis an excellent creature for traveling and hauling cargo over long distances. (/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Arthropleura Dossier(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Common name: Arthropluera Species: Arthropluera felsanguis Time: Early Permian Diet: Carrion Feeder Temperament: Aggressive Wild The fact that this creature even exists is enough to give me nightmares. Like the Island's other arthropods, Arthropluera Felsanguis has become much larger than I might have believed possible. It's a very aggressive hunter but greatly prefers to eat meat after it has spoiled, so much so that it voraciously seeks out such delicacies. Arthropluera's blood has a very low pH, to the point that it can dissolve many materials. This acidic blood splashes back onto anything that directly attacks it, weakening the durability of melee weapons and hurting attackers. Many creatures thusly refuse to prey on Arthropluera, fearing this unique defense. If that wasn't enough, Arthropluera also keeps a small reservoir of blood ready to spit at its prey. Domesticated Like most of the Arthropods on the Island, Arthropluera is simple-minded and relatively easy to tame. It is an almost entirely military mount, useful mostly for attacking at a distance. Thanks to its unique defenses, whether hunting or warring, Arthropluera is generally safe from all but the largest of creatures.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Castoroides Dossier(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Common name: Castoroides Species: Castoroides feliconcisor Time: Late Pliocene-Late Pleistocene Diet: Herbivore Temperament: Friendly Wild Castoroides feliconcisor is a large, mammalian herbivore that tends to live near water. Unlike other larger beaver species, this one retains the chisel-shaped teeth of modern beavers. As is typical for beavers, they build dams as habitats, but the larger creatures on the Island have a tendency to trample them. As a result, finding unsullied, resource-rich dams in the wild is quite rare. Castoroides itself doesn't seem to realize how dangerous the Island is. I don't know if it's simply too dumb to notice the dangers, or if it just doesn't care... ...but Castoroides happily goes about its day playing in the water and gnawing on wood. Domesticated The value of a tamed Castoroides is obvious from its physiology. The creature naturally gathers wood extremely efficiently, far more than most species on the island. It's not the strongest creature, so it can only carry limited amounts, but it is a natural lumberjack! Its saddle doubles as a mobile crafting station, which allows for producing complex items on the go.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Dung Beetle Dossier(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Common name: Dung Beetle Species: Scarabidae gigas Time: Holocene Diet: Coprophagic Temperament: Passive Wild What magic created the Scarabidae gigas, I cannot say. What I can say is that this creature is a perfect symbiont for advanced human tribes. Coprophagic, it eats mostly useless waste (feces). It metabolizes this waste into a more refined waste product, along with an oily byproduct. The oily byproduct is chemically the same as the oil found in the oceans around the Island. Somehow, Scarabidae converts feces into oil. If that wasn't reason enough to worship the Scarabidae, the refined waste product is almost identical to fertilizer from a compost bin. Domesticated Scarabidae makes me think humans have been on this Island for a long time. Why else would a creature evolve to be such a perfect pet? Most tribes jealously protect their Scarabidae, which are handily tamed with the skilled use of some well-handled feces. These wondrous little organic biofactories are truly a sustainable, green, eco-friendly source of resources for living off the land. Oil becomes gas, which is generator fuel. Fertilizer means crops, which is human fuel. The Scarabidae can power all aspects of Island life!(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Beelzebufo Dossier(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Common name: Beelzebufo Species: Beelzebufo palucocus Time: Late Cretaceous Diet: Carnivore Temperament: Languorous Wild Beelzebufo palucocus is the largest frog I've ever seen. Almost impossibly large, it can actually fit a fully-grown human adult on its back, though just barely. This is a dangerous prospect, though, as secretions from Beelzebufo's skin and saliva have a narcotic effect on most creatures. Not surprisingly, Beelzebufo is adept at killing insects. Its lengthy tongue allows it to quickly grab prey from afar, killing most insects near instantly and quickly digesting them. It even combines the narcotic chemicals in its mouth with the insects' chitin to create a specialized sticky substance. Domesticated Tamed Beelzebufo make for strange mounts. Strange mounts for strange people. Many tribes don't believe there's any reason to ride them, but some enjoy the ability to take large vertical hops up huge walls and cliffs. Regardless of how it is ridden, Beelzebufo is also employed for its ability to quickly cull insects, and convert them into always-useful cementing paste.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Gigantopithecus Dossier(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Common name: Gigantopithecus Species: Gigantopithecus fibrarator Time: Pleistocene Diet: Herbivore Temperament: Territorial Wild Gigantopithecus fibrarator is a strange creature. It is usually quite passive, but it has a very short temper when it comes to its own personal space. Once another creature gets close, this gentle giant quickly becomes a rampaging beast. Best to give them a wide berth. Gigantopithecus seems most happy to lazily lay about, picking berries from plants. Many Gigantopithecus spend much of their day in one small area, unless they are provoked. Domesticated In addition to being at home picking berries, a tamed Gigantopithecus can be taught to harvest the fibers found on many Island plants as well. It appears to be entirely content to pick at plants all day, eat the berries, and carrying fiber resources for its tribe. Playful once tamed, Gigantopithecus seems to enjoy throwing its shoulder-mounted rider into the air. It probably feels that this activity is a game, but clever brigands can use this ?game' to vault over walls and small cliffs.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Brontosaurus Dossier(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Common name: Brontosaurus Species: Brontosaurus lazarus Time: Late Cretaceous Diet: Herbivore Temperament: Docile Wild Among giant creatures I've seen on the Island, Brontosaurus lazarus is larger than any sauropod I've read about. In fact, the dinosaur is so massive that it serenely ignores most other creatures. I've seen a pack of raptors tear apart small dinosaurs while Brontosaurus continues eating, seemingly oblivious to the hunting pack. Domesticated Because of how docile it is, the Brontosaurus makes for an ideal pack animal. Peaceful tribes use it to carry incredible quantities of resources, while warring tribes use it to mobilize their army. Its size and strength make it one of the unique creatures on the Island that can support a "platform" saddle. Unfortunately, its enormity means that the process of taming a Brontosaurus can take a very long time. Some may think this is an Apatosaurus, Dreadnoughtus, Argentinosaurus, or some other sauropod, but this is a strange Island, and I'm the one doing the research. I'm convinced that this genus is Brontosaurus, and no one can tell me otherwise. My study, my rules.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Carnotaurus Dossier(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Common name: Carnotaurus Species: Carnotaurus pressor Time: Late Cretaceous Diet: Carnivore Temperament: Aggressive Wild Carnotaurus pressor is a distinctive creature that falls between a medium and large predator. It lives primarily on flat, clear ground, where it can capitalize on its speed. Additionally, it seems to have no qualms about running away from larger predators instead of fighting. The horns of the Carnotaurus seem to be used more for fighting rivals than actual hunting. This doesn't mean the horns aren't dangerous, though. They can still eviscerate larger prey. Carnotaurus is one of the smaller and more compact of the large predators. If Tyrannosaurus is the ?lion? of the Island, Carnotaurus would certainly be the ?cheetah.? The real threat of a Carnotaurus is not being able to escape it once it has spotted you. Domesticated Carnotaurus fills a very specific role. Larger and almost as fast as a Raptor, smaller but much faster than a Rex. Were it not for the creature's extremely long down-time after sprinting, it might be among the most capably balanced mounts.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Chalicotherium Dossier(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Common name: Chalicotherium Species: Chalicotherium obsidioequus Time: Late Oligocene-Early Pliocene Diet: Herbivore Temperament: Territorial Wild Found in small numbers within the Island's colder regions, Chalicotherium obsidioequus is normally a peaceful herbivore that prefers to spend its days lazing about or playing with its family. It is very territorial, however, and the entire family, young and old, will turn against an encroaching creature at just the slightest provocation. A memorable scene to stumble upon is a group of Chalicotherium playing. One odd playtime activity for Chalicotherium is hurling large balls of snow or.. mud-rocks(?).. at each other. Smaller creatures in the area shy away from Chalicotherium during this exertion, for fear of being buried in snow or "gravel." Domesticated While many creatures are useful while attacking a fortress, Chalicotherium can be trained as mobile artillery. Its unique playtime habit becomes a rather devastating long-range assault tactic when it is given boulders to throw, rather than snowballs!(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Coelacanth Dossier(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Common name: Coelacanth Species: Coelacanth nutritia Time: Cretaceous-Holocene Diet: Omnivore? Temperament: Reactive Wild Coelacanth nutritia is one of the few creatures on the Island with a relative which can be found back home. The Coelacanth thrive in the waters around the Island, as well as within rivers and lakes. Unlike most Coelacanths, Coelacanth nutritia meat contains less oil and urea. In fact, it is one of the healthier sources of meat I've yet found. Most Coelacanths are opportunistic feeders that eat anything smaller than itself, likely including baby water snakes, insect and plant life, and perhaps each other? Domesticated While their limited intelligence makes them unsuitable for taming, Coelacanths provide a viable source of meat for coastal or water-dwelling tribes. Many a day has been spent fishing by the water's edge, often with surprising results, as Coelacanths often have consumed discarded garbage that is sometimes of great value. Due to their small size, though, a larger tribe would require a significant number of Coelacanths to feed itself.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Compy Dossier(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Common name: Compy Species: Compsognathus curiosicarius Time: Late Jurassic Diet: Carnivore Temperament: Curious Wild One of the smallest predators on the Island, Compsognathus curiosicarius can be seen as a pet, a pest, or a threat. While alone, Compsognathus is not dangerous or aggressive. In larger packs, however, it remembers its underlying carnivorous nature. After a group of Compsognathus grows to a certain size, their pack mentality always seems to embolden them to ?attack.? For some reason, Compsognathus is not naturally afraid of humans. Rather, it seems to be quite curious about humans and their instruments of survival. They tend to be drawn toward humans out of this curiosity, and then call their pack mates to help explore their discovery. This usually leads to the aforementioned pack aggression, with dangerous results. Domesticated Compsognathus gain increasingly significant attack power and speed when in close proximity to other Compsognathus, as their pack aggression takes over their behavior. Additionally, their distress call carries quite far, rapidly alerting the tribe and its pets to danger more efficiently, and increasing the likelihood of forming a so-called "Compy Gang."(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Dimetrodon Dossier(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Common name: Dimetrodon Species: Dimetrodon calorector Time: Early Permian Diet: Carnivore Temperament: Reactive Wild Dimetrodon calorector is a much calmer predator than most on the Island. Because it lives off smaller prey than humans, it generally ignores anything much larger than a Coelacanth. Dimetrodon is one of the few carnivores on the Island that could be classified as reasonably friendly in the wild. The sail on Dimetrodon's back is an especially fascinating thing. It can be angled to provide shade from the sun and allows Dimetrodon to disperse heat more quickly. The inner workings of the sail can also restrict blood flow in the creature to hold in excessive heat. Together, these two traits allow Dimetrodon to comfortably survive in any climate, though they are most commonly found in the swamplands which are rich in prey. Domesticated If Dimetrodon was a bit larger, or didn't have that massive sail, it would make a decent mount. However, its main use to survivors is to utilize the sail's insulating capabilities. Just being near Dimetrodon gives excellent protection from both heat and cold, which has saved my life through more than one ice blizzard in the frozen northlands.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Dimorphodon Dossier(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Common name: Dimorphodon Species: Dimorphodon equesica Time: Early Jurassic Diet: Carnivore Temperament: Reactive Wild Dimorphodon equesica is another of the Island's Jekyll-and-Hyde creatures. It is normally passive, sometimes even friendly. When provoked, it becomes very aggressive, even against larger creatures it has no business fighting...often to its own fatal end. Dimorphodon can make short work of smaller opponents, however, due to its large (but lightweight) skull and teeth. Barely over a meter tall, Dimorphodon should be low on the food chain, but its incredible speed and surprisingly strong bite make it fairly dangerous, especially en masse as they tend to attack in groups. A flock of angry or hungry Dimorphodon can take down prey several times their size, so survivors should take care not to hunt near where a flock is gathered. Domesticated Dimorphodon is one of the creatures on the Island that is easily domesticated for companionship, but its use in combat is also quite clear: It will hunt in large groups to seek out enemy dino riders directly, harassing them to no end, regardless of the might of their mount!(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Diplodocus Dossier(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Common name: Diplodocus Species: Diplodocus insulaprincep Time: Late Jurassic Diet: Herbivore Temperament: Naive Wild Despite being one of the Island's largest creatures, Diplodocus insulaprincep is among the Island's smaller sauropods. Instead of size and intelligence, Diplodocus developed faster maximum speed and greater endurance. When fully matured, it generally only reaches about half the size of the rather enormous Brontosaurus. Diplodocus is another creature whose continued survival on the Island confuses me. It's a very thick-headed and trusting animal, often to its fatal detriment. It never flees from predators until after they've attacked it repeatedly, preferring instead to make numerous fruitless attempts at friendship. For some strange reason, Diplodocus trusts humans so much that it doesn't seem to fight back against them?ever! Domesticated Due to Diplodocus' smaller frame, it cannot support the type of "platform" saddle that other large creatures can. To make up for this, many tribes instead use an eleven-seater passenger saddle which enables Diplodocus to safely transport ten additional riders. These passengers often use ranged weapons to protect the creature, or to attack nearby enemies while on the move!(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Diplocaulus Dossier(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Common name: Diplocaulus Species: Diplocaulus natatorinutrix Time: Permian Diet: Piscivore Temperament: Skittish Wild Presiding almost solely within the Island's swamps, Diplocaulus natatorinutrix is a small amphibian that primarily eats minor fish. It rounds out what I consider to be the middle-bottom of the ecosystem, feeding on the tinier non-insect creatures of the Island while itself being a common snack for the larger carnivores. Because so many creatures prey on it, Diplocaulus has become very skittish and often flees at the first sign of trouble. It uses its amphibious nature to escape into whichever environment its predator isn't native to. Diplocaulus' unique capability to retain vast quantities of oxygen allows it to effectively remain submerged for hours at a time, usually outlasting even other amphibious creatures that might otherwise prey upon it. Domesticated There are only a few uses for tamed Diplocaulus. It is primarily kept for the (rather disgusting) practice of employing a Diplocaulus as an oxygen bag. Diplocaulus stores air in the bladders of its head, and divers can suck from these bladders to take deep breaths while submerged, supporting long-term underwater exploration without the use of external gear. Surprisingly, Diplocaulus is also extremely efficient when it comes to hunting Trilobites.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Direbear Dossier(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Common name: Direbear Species: Arctodus dirus Time: Mid Pleistocene/Early Holocene Diet: Omnivore Temperament: Territorial Wild Found primarily among the Island's redwood regions, Arctodus dirus is an imposing creature. Many on the island have started calling it a Direbear, a name which is appropriate, both due to its enormity and its territorial nature. The Direbear ignores most non-hostile creatures while going about its daily routine of scavenging for meat and edible plant life... ...that is, until intruders enter the territory it considers its own, at which point the creature ferociously attacks. Most often, it is smartest to just run from an angry Direbear. Domesticated Once tamed, the Direbear is a strong and reliable mount. It can carry vast quantities of goods, and can sprint for extremely long, nearly infinite periods. It is not the fastest creature from a hard stop, but after building up momentum, its sustained overland speed builds to among the best of the island. Of course, being able to feed a direbear both meat and plant life makes keeping one fairly convenient regardless of the environment.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Direwolf Dossier(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Common name: Direwolf Species: Canis maxdirus Time: Pleistocene Diet: Carnivore Temperament: Aggressive Wild The best adjective to describe Canis maxdirus is "scary." This pack-animal is a cunning and brutal predator, capable of taking down prey of nearly any size. In addition to being a vicious hunter, it is the size of a small horse, meaning even the largest predators aren't necessarily safe from the packs. Unlike most creatures on the Island, Canis is a dedicated pack hunter, and rarely hunts alone. When in a pack, Canis are naturally spurred to fight for their lives with increased effectiveness, while the most experienced Canis will be designated ?Alpha? and gain an even stronger enhancement! The species has an incredible affinity for teamwork. Domesticated Obviously, Canis is a thrilling battle mount. It is fairly fast, very strong, and agile. It can leap almost as well as the Island's battle-cats. Riding a supercharged ?Alpha? Canis into battle at the head of a bloodthirsty pack is a thrill for which most warriors would gladly proclaim: "today is a good day to die!"(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Dodo Dossier(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Common name: Dodo Species: Raphus replicare Time: Late Holocene Diet: Herbivore Temperament: Oblivious Wild Raphus replicare (more commonly known as the Dodo Bird) is quite possibly the dumbest creature I've ever seen in my life. It wanders around the beaches of the Island, pecking berries off bushes, and being eaten by all manner of carnivore. Without the Dodo, the whole Island's food chain would disintegrate. This subspecies of the Dodo has developed an unbelievably clever way to sustain itself: they mate constantly. I'm fairly convinced that they reach full maturity within a week of being born. This is the only trait keeping them populous on the island. Domesticated While it can be done, there is almost no reason to domesticate a Raphus replicare. It cannot carry enough to be a beast of burden, it does not provide much food, and it's too stupid to show companionship. It could work as a last-ditch food source, though, so I suppose keeping some around for "lean times" has a certain logic.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Doedicurus Dossier(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Common name: Doedicurus Species: Doedicurus custosaxum Time: Pleistocene-Holocene Diet: Herbivore Temperament: Docile Wild Doedicurus custosaxum is one of the Island's non-aggressive herbivores, generally found in the mountains and grasslands. Large and well-armored, it has a supply of fat under its plates to keep it warm and fed in the cold. Doedicurus has adapted well to the dangers of the Island, perhaps even better than the Ankylosaurus. Doedicurus has two very different reactions to predators. Against smaller foes, it generally uses its spiked tail to inflict as much damage as possible. Against larger predators, however, it pulls its tail underneath itself to form a solid armored ball that is nearly impossible for creatures to pierce, from which it can actually "roll" away to relative safety! Domesticated Doedicurus is a highly prized work animal on the island. Its spiked tail is ideal for quickly shattering the large rocks, so Doedicurus is a very efficient quarry worker. In addition, its affinity for rocks has allowed it to carry stone at a reduced weight. In case their quarry gets raided, Doedicurus-riders have a very difficult-to-kill mount!(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Meganeura Dossier(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Common name: Meganeura Species: Meganeura quatpenna Time: Late Carboniferous Diet: Carnivore Temperament: Reactive Wild Meganeura quatpenna is an especially large species of dragonfly. Like most dragonflies, Meganeura is carnivorous, but it is not likely to attack unless provoked or challenged for food. It lives primarily in wetlands, such as the swamps. Meganeura is a natural predator of most of the smaller insects on the island. Though not often aggressive, Meganeura will not turn down a free meal. Once they catch wind of a carcass, they will fly in from a large radius to feast. While eating, Meganeura become very aggressive, which can be deadly for anyone or anything nearby if a large group has gathered around the deceased creature. Domesticated The size of the insects on the Island confounds me. The way these creatures diffuse oxygen should limit their size, but Meganeura (and other bugs) seem to be able to advance beyond this restraint. If there is an abnormal concentration of oxygen in the Island's air, this could explain Meganeura's growth!(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Dunkleosteus Dossier(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Common name: Dunkleosteus Species: Dunkleosteus loricaruptor Time: Late Devonian Diet: Carnivore Temperament: Docile Wild Dunkleosteus loricaruptor is a very strange creature. It is a fairly large fish, covered head to tail in armored plates, with incredibly powerful jaws. It tends to eat the Island's water-dwelling crustaceans trawling the seabed, as it is not fast enough to catch most of the smaller fish. Dunkleosteus is surprisingly combat-oriented for a fish. Its well-armored body protects it from many creatures, while its bite is strong enough to easily crush through chitinous shells. Domesticated Dunkleosteus is an incredibly useful fish for coastal communities. Its powerful jaws make short work of the stone and oil formations found throughout the oceanic depths. While harvesting, Dunkleosteus can defend its rider from all but the largest threats in the waters. And once it is past its prime, the Dunkleosteus itself can be harvested for a fair amount of chitin.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Eurypterid Dossier(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Common name: Eurypterid Species: Jaekelopterus eurypterus Time: Silurian Diet: Carnivore Temperament: Aggressive Wild Found only in the deepest depths of the waters around the Island, Eurypterids are dangerous and adaptable arthropods. As likely to hunt as they are to scavenge, a Eurypterid rarely has difficulty finding food to keep itself nourished, even at the bottom of the ocean. An Eurypterid's threat comes not directly from its raw strength. Instead, it combines a hard defensive exoskeleton with debilitating poison to powerful effect. The sting of a Eurypterid increases torpor while reducing stamina, quickly rendering its opponent unable to defend itself. Domesticated While Eurypterids are not intelligent enough to be tamed, this doesn't mean they are without utility to tribes. They are a wonderful source of chitin, and their digestive tract often contains Silica pearls. They sometimes even have ingested incredibly rare Black Pearls, used by survivors for advanced manufacturing, making them among the most valuable creatures on the island.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Gallimimus Dossier(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Common name: Gallimimus Species: Gallimimus evolovelox Time: Late Cretaceous Diet: Herbivore Temperament: Skittish Wild When someone asks me what the fastest creatures on the island are, Gallimimus is always a contender. Unlike the Island's many armored animals, Gallimimus eschews strong defenses for the ability to outrun pretty much anything. A skittish herbivore, Gallimimus even looks nervous when eating in a peaceful, clear meadow. Having no real way to harm predators, it simply runs away and uses its agility to stay safe. I've even seen wild Gallimimus outrun speed-trained Utahraptors! Domesticated There are two general camps on the use of tamed Gallimimus. One camp thinks that their inability to effectively harm hostile creatures, and their inability to harvest most resources, makes them primarily a burden to the tribe. The other camp thinks that their extreme speed and ability to jump long distances, is among the best for scouting and exploring. However, both camps agree that its ability to quickly transport multiple tribe members is uniquely beneficial.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Giganotosaurus Dossier(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Common name: Giganotosaurus Species: Giganotosaurus furiosa Time: Late Cretaceous Diet: Carnivore Temperament: Angry Wild Giganotosaurus furiosa is an enormous predator, larger even than the Tyrannosaurus or Spinosaurus. Getting cornered or run down by a Giganotosaurus can mean certain death for nearly any creature! Fighting a Giganotosaurus directly is never a good idea, as its rage rapidly grows with every hit it takes. With this rage, it builds increasing reserves of energy to use, making its iron-jawed bites progressively more deadly and enhancing its stamina. Add to this the fact that its huge body also enables it to take a tremendous amount of punishment, and you have a creature that is generally better avoided or outsmarted than attacked head-on. Domesticated Taming Giganotosaurus is a dangerous prospect. Its rage reaction, even when tamed, can sometimes cause it to briefly turn on members of its own tribe. Indeed it may even throw off its rider if it has been sufficiently angered! And yet, the sheer size and immense power that the Giganotosaurus possesses means that some factions endeavor to tame it as a fear-inducing ?Capital? beast of war, even at great risk!(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Ichthyosaurus Dossier(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Common name: Ichthyosaurus Species: Ichthyosaurus curiosa Time: Late Triassic-Early Jurassic Diet: Carnivore Temperament: Curious Wild Ichthyosaurus curiosa is a comparatively small carnivore found in the shallows around the Island. It is slightly larger than a human, but that's still small compared to the leviathans roaming these waters. It seems to be very interested in any creature around its size, often approaching and following humans swimming through its waters with a friendly nudge. Despite its appearance, the Ichthyosaurus is neither a fish nor an ocean mammal. Like many creatures in the waters around the Island, it is an aquatic reptile. Domesticated I can't think of a better mount for someone starting to explore the Island's seas and waterways. Ichthyosaurus is a comparatively fast swimmer, and even in the wild will cozy right up to you and try to figure out what you're doing. Taming these is actually pretty easy, as they seem to love humans and can be fed & tamed without the use of violence.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Kairuku Dossier(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Common name: Kairuku Species: Kairuku waitaki Time: Late Paleogene Diet: Piscivore Temperament: Friendly Wild Kairuku waitaki is an amazingly docile and friendly creature, to everything but fish. Honestly, I'm not quite sure how Kairuku manages to stay populated across the Island's colder climes, with the many predators stalking these frozen lands. It is weak, and has only one small defensive trait: suspended in Kairuku blubber are small, dense particles that act as a light form of armor. Adding to Kairuku's problems, a clever survivor discovered that refining Kairuku blubber (concentrating the particles in it) can yield a natural form of the same Polymer utilized in advanced tribes' manufacturing processes. This has caused many tribes to hunt Kairuku extensively, a practice colloquially known as "Kairu Clubbing." Domesticated There is no reason to tame Kairuku for combat, since they are useless at it. Still, Kairuku are regularly tamed for their cuteness and friendly nature, and the fact that their bodies run extremely hot. Just standing near Kairuku can help keep a survivor stay warm through long, harsh nights on the icebergs.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Kaprosuchus Dossier(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Common name: Kaprosuchus Species: Kaprosuchus paludentium Time: Late Cretaceous Diet: Carnivore Temperament: Aggressive Wild A smaller relative of the Sarcosuchus, Kaprosuchus paludentium is water-based carnivore primarily found lurking among the island's swamps. A naturally fast runner that is even faster in the water, it is a solitary hunter that picks off small-to-medium creatures, especially those isolated from their pack. When attacking, Kaprosuchus uses two main tactics. First, it patiently waits below the water surface and when the target is sufficiently close by, will perform a lateral jump that it uses to quickly close distance with its prey and drag it underwater. Secondly, its attacks the prey's vital areas specifically to drain its stamina. These two techniques effectively prevent most creatures from escaping Kaprosuchus once an assault has begun. Domesticated Survivors are generally split about the usefulness of Kaprosuchus. Some love its speed both in and out of the water, essentially making it among the fastest small-sized, all-terrain mounts when travelling through the wetlands. Others do not like how relatively frail Kaprosuchus is, and do not think its high speed and ensnaring attacks make up for this shortcoming.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Leech Dossier(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Common name: Leech Species: Haementeria laetus Time: Holocene Diet: Sanguinivore Temperament: Aggressive Wild It is difficult to be angry with Haementeria laetus, despite its rather terrible nature. The creature has practically no intelligence, and just attaches to any nearby living flesh in an attempt to drain that creature's blood. Removing Haementeria requires precision bladework, or access to an open flame. Both of these can be nearly as dangerous to the host as to the leech itself. Once Haementeria attaches to a host, it drains blood at a rapid pace, and the host experiences hunger, loss of health, and lowered stamina. Some Haementeria are also carriers for a dangerous disease I've dubbed "Swamp Fever," which persists beyond the leech's own lifespan. Few creatures on the Island are transmitters for this disease, and it can ultimately be cured with a rare medicine. Domesticated While Haementeria is not intelligent enough to be tamed, it is always useful to keep a few around for antidotes and fishing lures. When processed properly, Haementeria venom can be made into a powerful antivenom!(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Lystrosaurus Dossier(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Common name: Lystrosaurus Species: Lystrosaurus amicifidelis Time: Late Permian-Early Triassic Diet: Herbivore Temperament: Loyal Wild Lystrosaurus amicifidelis is a small herbivore, common to much of the Island. Only about two feet long, it is not high on the food chain, and eats small plant life. The Island's poisonous insects seem to have little effect on Lystrosaurus. Despite being among the Island's tinier herbivores, Lystrosaurus is an incredibly resilient survivor. It recovers its torpor and health much faster than most creatures, which makes rendering a Lystrosaurus unconscious a rather difficult affair. Domesticated Not surprisingly, Lystrosaurus is an extremely loyal pet once tamed. It's a very fast learner, so it gains experience much more quickly than most other creatures. Additionally, its presence nearby appears to inspire allies, making them learn more rapidly as well. Thusly, Lystrosaurus is an excellent addition to any tribe's hunting party.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Mammoth Dossier(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Common name: Mammoth Species: Mammuthus steincaput Time: Early Pliocene Diet: Herbivore Temperament: Docile Wild Seeing the likes of Mammuthus steincaput alongside dinosaurs is still strange. This behemoth towers over many creatures on the Island, and does not seem to fear anything but the Tyrannosaurus. Mammoths generally thrive in colder areas, and have a herd mentality. I'm honestly not certain how the herds of Mammoths find enough plant life to graze on some of the Island's mountains. They must spend much of their time travelling between the mountains' cold summit and more lush base. Or maybe the Mammoth herds are the main reason the summits are so barren. Domesticated Mammuthus steincaput is a difficult beast to domesticate. Not because they are inherently stubborn, but because knocking one out to begin the taming process takes great effort. Once tamed, however, Mammoths are one of the only creatures on the island that can uproot trees without shattering them.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Manta Dossier(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Common name: Manta Species: Manta mobula Time: Early Oligocene-Holocene Diet: Carnivore Temperament: Aggressive Wild Here is another example of a creature that seems to have evolved beyond its historical traits. Everything points to this being a saltwater ray, but Manta mobula has developed the ability to swim into the island's rivers and shallows, as well as through the open ocean. Perhaps there were originally two types of ray on the island before, but years of interbreeding combined their lineage. Normally docile, Manta mobula is a carnivore only in that it naturally consumes plankton. Fortunately, Manta mobula is usually not aggressive, unless encroached. Its tail is incredibly sharp, and can pierce through thick hide and armor with ease. Domesticated While not the fastest swimmer around the island, Manta mobula is among the deadliest of small ocean mounts. Tribes who value striking power over speed often keep large schools of Manta to ride. Its capability to briefly leap out of water provides it a showy tactic for avoiding combat as well. A quick jab through the heart of an unsuspecting survivor can easily take them by surprise! Thusly, many tribes use it as an escort for their slower cargo-carrying swimmers.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Megaloceros Dossier(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Common name: Megaloceros Species: Megaloceros latuscoronam Time: Late Pliocene Diet: Herbivore Temperament: Skittish Wild Megaloceros latuscoronam is a very skittish herbivore, found mostly in the forests and mountains of the Island. Because of its large size, its fraught demeanor would be strange in any other place. But Megaloceros knows how fierce the predators of the island are, and that it is safer to flee from them than to risk its life in a fight. The antlers of Megaloceros are very large, and make for an excellent source of keratin. This, of course, makes it a valuable resource. Unfortunately, hunting Megaloceros is not easy because of their quick speed and ability to bound over most obstacles. Domesticated Megaloceros is jack-of-all-trades creature, and many who ride it value its versatility. It is decently powerful, and its resilience, speed, and ability to jump often come in handy. Finally, the male Megaloceros' charging horn attack tends to cause targets to ?bleed,? decreasing their Health, Stamina, and Speed until healed!(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Megalodon Dossier(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Common name: Megalodon Species: Carcharodon ultramegalodon Time: Miocene-Pliocene Diet: Carnivore Temperament: Aggressive Wild Were it not restricted to the waters, Carcharodon ultramegalodon would be one of the most dangerous creatures on the island. As powerful and dangerous as the Tyrannosaurus is on land, Megalodon is near its equal in the water. In addition, it has a speed advantage over any non-aquatic creature when submerged. Megalodons need large quantities of food to sustain themselves, so they attack most creatures immediately on sight. Smaller fish are the sole exception I've seen; I believe this is because they cost more energy for Megalodons to catch than the predator would gain. Domesticated Having access to the resources and treasures hidden deep within the ocean is near impossible without a domesticated sea creature. The Megalodon, though difficult to domesticate, proves to be very useful when exploring the deep sea. It's not the most efficient swimmer but it should be able to protect your cargo should you find yourself in a hostile encounter.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Megalosaurus Dossier(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Common name: Megalosaurus Species: Megalosaurus noctedominus Time: Mid Jurassic Diet: Carnivore Temperament: Aggressive Nocturnal Wild Much like the Island's other large theropods, Megalosaurus noctedominus is an aggressive cave carnivore that should not be taken lightly. Unlike most of the other theropods, it is a primarily nocturnal creature. As dawn approaches, Megalosaurus begins looking for a secluded place to spend the day sleeping in relative safety. Domesticated While Megalosaurus is not the most powerful theropod, it is still highly sought after by night-raiders. Due to its nocturnal nature, Megalosaurus becomes much more formidable at night, dodging attacks, conserving stamina, and attacking more accurately, to name a few of its enhanced talents. Conversely, if disturbed during the day, Megalosaurus is significantly more sluggish. Either way, however, its primary combat tactic is to bite onto its target, then lock its jaw shut in an iron grip. Only larger creatures can hope to break free once Megalosaurus locks its jaw. The creature then proceeds to gnaw on its prey until death. It's a terrifying, grisly spectacle to watch, and a formidable tactic for a tribe to employ against more nimble opponents.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Mesopithecus Dossier(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Common name: Mesopithecus Species: Mesopithecus amicufur Time: Late Miocene?Late Pliocene Diet: Herbivore Temperament: Curious Wild Mesopithecus amicufur is an omnivorous monkey species, primarily inhabiting the Island's jungles. It is smaller than a human, but can scurry about the same speed. It does not appear to be aggressive unlike its relative the Gigantopithecus, but is rather very shy towards humans likely due to their much larger size and lack of hairy exterior. Due to their skittish nature they can be difficult to tame. They can be hand-fed if you are patient, but stick too close to them for too long and they'll get spooked and run away. Domesticated A common pet, Mesopithecus is very easy to keep fed. It will eat nearly any fruit harvested on the island. Mesopithecus is most often used as a social companion, as it cannot carry enough to be a beast of burden, is not large enough to be ridden and is not particularly good for combat. It is, however, quite effective at vocally warning of incoming intruders and pelting them with copious amounts of tossed fecal matter. Nomadic tribes have also managed to teach Mesopithecus to open locked doors when pillaging.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Mosasaurus Dossier(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Common name: Mosasaurus Species: Mosasaurus suspirita Time: Late Cretaceous Diet: Carnivore Temperament: Aggressive Wild Until recently, I believed the Megalodon to be the greatest of the ocean predators. Then I discovered Mosasaurus suspirita in the deeps. Not quite as fast, but much larger and stronger, the Mosasaurus rules the darkest waters off the Island. Growing up to 50 feet long, Mosasaurus is larger than almost every other aquatic creature I've encountered thus far. Mosasaurus is a deep-sea marine lizard which spends all of its time far beneath the water's surface. It is without a doubt one of the most fearsome creatures of the Island, and can certainly be considered among the ocean's apex predators. Domesticated Mosasaur has proven to be an excellent tame for the most advanced tribes. Due to its sheer size and power, you will often find tribes with bases and defenses built upon a Mosasaur's large "platform" saddle. Having one with you as an escort is probably one of the best oceanic defenses available! (/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Onyc Dossier(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Common name: Onyc Species: Onychonycteris specuncola Time: Eocene Diet: Omnivore Temperament: Aggressive Wild Onychonycteris specuncola is one of the few omnivores I've seen on the Island. They seem to live primarily off the mushrooms and moss within the caves, but they attack almost any non-insect on sight. They avoid Titanoboa whenever possible, which leads me to believe the snake to be a natural predator of Onychonycteris. While flying in the dark caves would be difficult for any creature, Onychonycteris' ability to use echolocation has allowed it to adapt perfectly. It can be found idly flying around the caves as often as it can be found hanging from bits of the cave ceilings. Domesticated Not large enough to be used as mounts, and not strong enough to carry much, Onychonycteris still function well as a guard animal. Whether protecting a vacant home or members of a tribe, their relatively vicious nature has its uses. (/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Oviraptor Dossier(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Common name: Oviraptor Species: Oviraptor philodator Time: Late Cretaceous Diet: Carnivore Temperament: Skittish Wild Oviraptor Philodator is a small-to-medium sized carnivore, common in the jungles and beaches of the Island. Despite being a carnivore, Oviraptor's main source of food is eggs, which it steals from nests. Unlike any other creature, Oviraptor seems to be able to surreptitiously steal these eggs, usually without attracting the attention of an irate mother. In an incredible feat of natural selection, Oviraptor seems to emit a chemical pheromone that affects many creatures as an aphrodisiac. Mated creatures are much more likely to??create? new eggs while Oviraptor is around, which allows the Oviraptor to go about its business unperturbed. Domesticated Too small to fight or ride, Oviraptor is still one of the more commonly tamed creatures on the Island. Its pheromone ensures an increased stream of eggs from nearby mated wild creatures, for breeding, eating, or cooking kibble. Oviraptor will autonomously do the dirty work of stealing eggs from other tribes or wild dinos on your behalf, without attracting unwanted attention. They also make quite adorable sounds, so many children simply like to keep them around as rather strange companions.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Pachy Dossier(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Common name: Pachy Species: Pachycephalosaurus leniproelia Time: Late Cretaceous Diet: Herbivore Temperament: Passive Wild Pachycephalosaurus is a bit of a conundrum. It is a very passive (even friendly) herbivore, common to much of the Island. At the same time, it is one of the most dangerous herbivores that I have yet encountered on the Island. Its charging headbutt is a display of sheer physical power, and can kill much more quickly than you might think. While Pachycephalosaurus is generally friendly, it has a short temper. Its fight-or-flight response always seems to choose "fight!" The Pachy becomes extremely aggressive once attacked. Additionally, it is an incredibly fast sprinter, so escaping from an enraged Pachy is very difficult. Domesticated Pachycephalosaurus is an excellent battle-mount for those who want to ride a smaller, nimble combatant into the fray. Because of its particular musculature, it cannot effectively carry large quantities of resources. It can, however, move with brief magnificent bursts of speed, and its headbutt is simply devastating.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Paraceratherium Dossier(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Common name: Paraceratherium Species: Paraceratherium gigamicus Time: Oligocene Diet: Herbivore Temperament: Docile Wild Paraceratherium gigamicus is a massive, long-necked herbivore that inhabits some of the Island's grasslands. It resembles a gigantic horse/rhinoceros hybrid, but is over twice the size of either. Paraceratherium is a very peaceful and friendly creature. Barring some surprises yet in store for me, I can safely say that Paraceratherium is among the largest mammals on the Island. While its size means that Paraceratherium can provide an incredible amount of food, it also makes it dangerous when hunted. Domesticated A beast of burden second to the Brontosaurus, Paraceratherium is an excellent worker, and is sufficient in size to support a "platform" saddle upon which structures can be built. It is a naturally friendly animal, and is not afraid of humans. However, despite its normally calm demeanor, when it or its owner is provoked by aggression, the Paraceratherium can quickly become a real threat to the attacker and will use its girth to its advantage in combat.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Parasaur Dossier(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Common name: Parasaur Species: Parasaurolophus amphibio Time: Late Cretaceous Diet: Herbivore Temperament: Skittish Wild Parasaurolophus amphibio has one of the more interesting adaptations of any creature I've seen on the Island. Like all Parasaur, it has a signature crest on its head. Very docile at first, I've been able to approach the creature without disturbing it. If startled, however, the creature can vocalize a distress call to the surrounding area that warns of danger. Parasaurolophus appears to be low on the food chain and is hunted by everything, creatures and humans alike, which explains its skittish nature. It is a good source of meat and hide, if you can manage to keep up with it long enough to kill it. Domesticated Despite being what most tribes consider a relatively useless creature to tame, I once met an interesting woman who had tamed an entire herd of them. She informed me that many overlooked the creature's potential. She even graciously gifted me a fancy saddle to put on my own Parasaurolophus one day. As a relatively simple creature to domesticate, Parasaurolophus is commonly one of the first mounts a tribe will be able to acquire. Its ability to run relatively fast for lengthy intervals makes it a solid mode of medium-range transportation, though it has almost no ability to defend itself or its rider in a traditional sense. Smaller creatures, however, appear to be frightened by the horn of Parasaurolophus although it doesn't do much damage. It also has decent weight-bearing capabilities, which could prove useful for nomadic tribes as they work to establish a presence on the Island.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Pelagornis Dossier(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Common name: Pelagornis Species: Pelagornis miocaenus Time: Early Miocene Diet: Piscivore Temperament: Skittish Wild The much-larger ancestor of water birds like the stork or pelican, Pelagornis miocaenus shares many traits with its modern-day brethren. However, it seems to spend far more time hunting for fish over the open deep-sea. In fact, I have rarely spotted a wild Pelagornis anywhere near the coasts of the main Island, as it prefers to rest its wings by paddling on the ocean's surface rather than waddling along the Island's beaches. Perhaps this behavior is a result of its survival instincts. The Early Miocene was a post-dinosaur epoch, after all, and Pelagornis would not be accustomed to such predators. Considering how quickly it flees from humans, one can hardly blame its caution. Domesticated Because of its ability to fly, walk and surface-swim, a tamed Pelagornis is one of the Island's most versatile mounts, but this comes at a cost. The same webbed feet that allow Pelagornis to serenely maneuver along the ocean's surface prevent it from carrying prey off the ground, which may limit its appeal to some survivors.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Phiomia Dossier(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Common name: Phiomia Species: Phiomia ignavus Time: Late Eocene?Early Oligocene Diet: Herbivore Temperament: Skittish Wild Phiomia ignavus is another of the Island's generally docile herd animals. They are small enough that almost any predator can bring them down but large enough to provide plenty of meat. Were it not for the protection of the herd and their instinct to run from any predator, these would almost certainly be hunted to extinction. Phiomia's tusks and trunk make it especially suited to scavenging plantlife from the ground. It uses its tusks to dig up loose plantlife, then uses its stubby trunk to scoop the foliage into its mouth. Adult Phiomia often dig up food for their young, and watching a baby Phiomia attempt to use its trunk can be quite amusing. Domesticated While it is completely possible to ride a Phiomia around, they are a meager choice. They work very well, however, as pack-mules. If you feed the Phiomia a stimberry, it serves as a laxative in the creature's digestive system. Knowing this, tribal communities often keep a herd of these as livestock to produce mass quantities of fertilizer.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Piranha Dossier(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Common name: Piranha Species: Megapiranha magnadmorsus Time: Late Miocene Diet: Carnivore Temperament: Aggressive Wild Megapiranha magnadmorsus is carnivorous fish found fairly commonly in the rivers and ponds of the Island. Its bite is incredibly powerful; I've even seen them break through the armored turtles. Megapiranha has one of the strongest bites, pound-for-pound, of any creature on the Island. When encountering a Megapiranha be on the lookout for the rest of the school. No one Megapiranha is an overwhelming threat, but their tendency to swarm prey can make short work of much larger and stronger creatures. Any given Megapiranha is easy to kill by itself, but killing the entire school can be a daunting task. Domesticated The Megapiranha is highly territorial and does not respond favorably to visitors. Many have tried to pacify the hostile Megapiranha by herding them into a group with various lures. Unfortunately, none of this proved to be successful in attempting to domesticate the creature.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Plesiosaurus Dossier(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Common name: Plesiosaur Species: Elasmosaurus remuspissa Time: Late Cretaceous Diet: Carnivore Temperament: Aggressive Wild Elasmosaurus remuspissa is typically found in the deep oceans, and has a strange role in the oceanic food chain. It almost exclusively hunts the smaller creatures in the waters, leaving most even moderately large creatures alone. The sheer size of the Elasmosaurus means that the quantity of food it must eat to sustain itself is nothing short of enormous. Elasmosaurus is a formidable fighter. Aside from the Megalodon, I have only ever seen two creatures bring down an Elasmosaurus: a Mosasaurus, and human beings. Though I will admit, I have yet to thoroughly explore the staggeringly deep underwater caverns surrounding the Island. Domesticated Much like the Brontosaurus on land, Elasmosaurus is an excellent way to transport large quantities of goods over water. These powerful creatures are in fact so large that they can be used as mobile water bases. Ambitious tribes sometimes build bunkers right onto the backs of Elasmosaurus instead of building cargo ships.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Procoptodon Dossier(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Common name: Procoptodon Species: Procoptodon vivencurrus Time: Pleistocene Diet: Herbivore Temperament: Reactive Wild The first marsupial I've encountered on the Island is the Procoptodon vivencurrus. Standing nearly three meters tall, it is among the largest jumping creatures I've heard of. It is a fairly peaceful herbivore that will immediately flee when aggressed upon. One of Procoptodon's most unique features is its pouch. Unlike many pouched marsupials, Procoptodon's pouch is relatively dry and has little in the way of sticky or oily fluids. I assume this is good for the Joey, but I have not figured out exactly why yet. Domesticated Procoptodon's dry pouch makes it an excellent beast of burden that can carry far more than other creatures of its size. More importantly, many tribes use it as a two-seater transport by having a secondary rider nest in the pouch. Since this passenger doesn't have to worry about controlling the Procoptodon, the pouch-warrior can focus on firing his or her weapons!(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Pteranodon Dossier(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Common name: Pteranodon Species: Pteranodon wyvernus Time: Late Cretaceous Diet: Carnivore Temperament: Skittish Wild Pteranodon Wyvernus is a large pterosaur, capable of flying more quickly than any creature I have witnessed on this Island thus far. It seems to have relatively poor stamina in comparison to its quick speed, however, making frequent pit stops on the beaches before taking off again. While other humans I've seen on the Island still insist on calling it a Pterodactyl, this is inaccurate. Pteranodon wyvernus's poor fighting and defensive skills mean they are likely to scavenge any number of dead animals rather than engage in dangerous combat with other creatures. They also flee at the slightest sign of trouble. Because of this, they are one of the most common creatures to be found darting across the Island's skies. Domesticated Pteranodons seem to be among most popular flying companions from what I have witnessed, possibly because they are relatively easy to tame with a slingshot or bow. Mounting a Pteranodon must be among the fastest and safest ways to get around the Island, but it doesn't provide any measure of secrecy in comparison to travel on land through the dense foliage. (/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Quetzal Dossier(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Common name: Quetzal Species: Quetzalcoatlus conchapicem Time: Late Cretaceous Diet: Carnivore Temperament: Skittish Wild From afar it's hard to believe that Quetzalcoatlus is the largest avian on the Island. It shares a similar silhouette with the Pteranodon but, upon closer inspection, is a far more enormous creature. I find it strange that such a large, imposing beast would be so skittish. Unlike other creatures of its size, it is more likely to flee than fight. I suppose the decision to flee from any trouble keeps the species alive on an Island with so many dangerous predators. Which reminds me, I don't believe I've ever seen a wild Quetzalcoatlus touch the ground. How does it manage to eat enough to sustain its massive size? Domesticated Tamed Quetzalcoatlus have a very specific role on the island. Too slow to be an efficient local transport, and too obvious a target to be an effective warbird, the tribes I've encountered tend to employ it as a mass carrier. Quetzalcoatlus is primarily used by these masters of the skies to safely ferry vast quantities of supplies, creatures, and human cargo from one base to another without tiring.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Raptor Dossier(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Common name: Raptor Species: Utahraptor prime Time: Early Cretaceous Diet: Carnivore Temperament: Aggressive Wild Utahraptor prime is an incredibly aggressive subspecies of Utahraptor found on the Island. It tends to travel in small hunting packs, attacking smaller prey with its sharp teeth and enlarged foreclaws. One of the faster creatures on the island, Utahraptor often uses their pack numbers to their advantage by swarming around their prey before it can react. The large curved talon on the second toe of this sub-species seems particularly suited for dealing significant damage. Utahraptor prime usually kill its prey with numerous slashing and biting attacks in rapid sequence. Domesticated Despite its normally aggressive nature, Utahraptors have become one of the primary combat mounts for roaming bands of raiders, as well as scouts for larger collectives. Those who ride Utahraptor claim they are difficult to tame, but then fiercely loyal. As a carnivore, once tamed they require a steady stream of meat to sustain.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Woolly Rhino Dossier(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Common name: Woolly Rhino Species: Coelodonta utiliserro Time: Late Pliocene-Late Pleistocene Diet: Herbivore Temperament: Friendly Wild Coelodonta utiliserro is a friendly herbivore, common to the tundra and grassland regions of the Island. It is a large and dangerous creature, though it seems fairly trusting of the fauna around it. Once attacked, Coelodonta begins charging towards its foe. It builds up momentum as it charges, and depending on its ultimate impact speed, the results can be terrifying. With enough room to charge, it can even skewer the largest creatures in just one gore! Despite how powerful Coelodonta are, many tribes still hunt them extensively due to their unique resources. Its horns can ground into a highly arousing powder, and its thick fur can support many insulating outfits, making the Coelodonta in high demand. Even less-advanced tribes use packs to hunt them down, though at significant peril. Domesticated When not being hunted for its horns, Coelodonta makes an impressive beast of burden. Its ability to take on far larger opponents provided sufficient charging room, as well as its sizeable load capacity, make it a solid addition to any trader party or gathering expedition.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Sabertooth Dossier(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Common name: Sabertooth Species: Smilodon brutalis Time: Early Pleistocene/Holocene Diet: Carnivore Temperament: Aggressive Wild Smilodon brutalis is a solitary hunter, generally found in cold, lightly wooded areas. The Island's mountains are the perfect habitat, as the mammal's fur keeps it safe from the bitter temperature. While its huge fangs are excellent for delivering deathblows, the creature's claws can be just as deadly. Despite normally being a solitary creature, Smilodon brutalis are not opposed to hunting in small packs. In fact, they have to do this to take down larger prey such as Mammoths. Enough Sabertooths can take down a Carnotaurus, perhaps even a Tyrannosaurus. Either way, Smilodon brutalis should not be underestimated. Domesticated While not as fast as Raptors, there's no denying the Sabertooth's increased resilience and power. In addition, well-trained Sabertooth can be taught to use their claws to flay corpses. This may sound morbid, but it is among the best ways to quickly gather large quantities of hide from the giant beasts of the Island.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Sabertooth Salmon Dossier(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Common name: Sabertooth Salmon Species: Oncorhynchus grexlamia Time: Late Miocene-Mid Pleistocene Diet: Carnivore Temperament: Evasive; aggressive when attacked Wild Fairly unremarkable by the Island's standards, Oncorhynchus grexlamia is a generally passive fish. Its main form of protection is swimming in a large school. Oncorhynchus does not like conflict, and generally swims away from anything larger than itself at very high speeds. Once provoked, however, Oncorhynchus becomes quite aggressive, along with its nearby brethren. It locks onto its prey with its long "saberteeth" and begins draining that creature's blood. This loss of blood is not too dangerous alone, but when a school of Oncorhynchus attack at once, their target quickly loses speed and stamina from blood loss, drowning if it cannot breath underwater. Domesticated Like many of the smaller fish found on or around the Island, Oncorhynchus cannot be tamed, but it is often herded and harvested for its resources. In particular, certain cuts of Oncorhynchus meat are considered to have superb quality, and are often referred to as "Prime Fish" used for specific high-end concoctions and taming the Island's many piscivorous creatures.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Sarco Dossier(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Common name: Sarco Species: Sarcosuchus excubitor Time: Early Cretaceous Diet: Carnivore Temperament: Patient Wild Among the Island's swamp-based threats, Sarcosuchus excubitor is a lot like what you might expect from a giant crocodile: a patient killing machine. It spends much of its days lazily waiting in the water for prey to walk near. That said, it is not opposed to scurrying onto land and pressing the issue when hungry. A good tactic for escaping many predators is to jump into the water, as most are slow swimmers. This is a bad tactic for escaping a Sarcosuchus, obviously, as they are actually faster in the water than they are on land. Domesticated Despite being river-dwelling creatures, Sarcosuchus seem quite at ease in the oceans. More than a few fishing communities use them as mounts simply to help fight off Megalodons, or to gain better access to the resources found within the reefs.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Pulmonoscorpius Dossier(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Common name: Pulmonoscorpius Species: Pulmonoscorpius gigantus Time: Late Silurian Diet: Carnivore Temperament: Aggressive Wild I'm not sure why, but the giant scorpions I've seen on the Island are far more disturbing than most of the dinosaurs. Rather than simply kill its prey, Pulmonoscorpius gigantus injects its victims with a tranquilizing poison, then eats its unconscious prey alive. This subspecies has a large pair of pincers that seem connected to the same toxin sacs as the tail. I've never seen another scorpion that has this adaptation, but I've never seen another scorpion that's larger than I am, either. Domesticated Trying to tame a monster like Pulmonoscorpius gigantus sounds like a crazy idea, but I suppose the ability to knock out a foe could come in handy. It could certainly make incapacitating some of the Island's other creatures much easier.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Aranaeo Dossier(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Common name: Araneo Species: Araneomorphus Amalgotantibus Time: No equivalent, traits begin as far back as Mesozoic Era Diet: Carnivore Temperament: Aggressive Wild I don't know where to start with Araneomorphus Amalgotantibus. It has so many of the nightmare inducing traits of spiders from among many family and genus. It fires webbing like a bola spider, and it spits venom like a lynx spider. It has a poisonous bite like a myriad of spiders, and can see in the dark by sensing vibrations. To top it off, it's larger than an adult human! If that wasn't enough, I'm convinced that some of the caves on the Island have actually been dug by Araneomorphus, but this worries me; either it's a colony-spider (like ants), or there is a much larger Araneomorphus somewhere on the Island. Domesticated As long as it is kept far from arachnophobics, a domesticated Araneomorphus makes an excellent guardian creature for anyone who wants to avoid lethal tactics. Their strange web-spraying behavior is also certain to be quite helpful while hunting fast, fleeing prey.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Spino Dossier(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Common name: Spinosaur Species: Spinosaurus aquareliga Time: Early-Late Cretaceous Diet: Carnivore Temperament: Territorial Wild Among the few carnivores on the Island that can match Tyrannosaurs in size, Spinosaurus aquareliga does not match its ferocity. Spinosaurus' four legs and large sail make it fairly swift on land and incredibly fast in the water. Its marvel is, arguably, the ability to change stances by going from quadruped to biped. The creature is visually distinguished by its spectacular sail. In my travels I have seen many different and brightly coloured sails, as every Spinosaurus appears to have a slightly different palette. The one comforting fact about Spinosaurus is that it seems more at home near water than away from it. Although the creature is more powerful, faster, agile, and insatiable while in water, it tends to become less hostile as it gets farther from it. On one occasion, I only escaped a Spinosaurus by getting far enough from its lake home to make it simply lose interest. Domesticated Spinosaurus is an incredibly well-rounded apex carnivore. Faster than a Tyrannosaurus in water and able to travel on land unlike a Megalodon, its all-terrain versatility may be unrivaled. Although its movement speed is slower in a biped stance, it gains considerable attacking strength and mobility in this form. For hunters who wish to have a well-rounded mount, Spinosaurus may be the ideal choice -- if they can acquire one.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Stegosaurus Dossier(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Common name: Stegosaurus Species: Stegosaurus regium Time: Late Jurassic Diet: Herbivore Temperament: Docile Wild Stegosaurus regium has approximately 16 paired rows of plates along its back, flanked by another, smaller pair of 6 plates. This is contrary to the alternating rows of Stegosaurus fossils I've seen in museums. I've encountered Stegosaurus, in varying amounts, almost everywhere on the Island. Not surprisingly, Stegosaurus uses the spines on its tail to defend itself. While not aggressive, Stegosaurus will come to the aid of another nearby Stegosaurus. This implies it to be a herd animal. Domesticated Stegosaurus is commonly used as a safe way to transport large quantities of goods. The plates on its back double as a cover against the arrows of attackers. It is capable of knocking back enemies with its large swinging tail, keeping the predator at a distance long enough for the rest of the tribe to provide backup. Its spiked appendage also helps it gather wild berries in large quantities.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Tapejara Dossier(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Common name: Tapejara Species: Tapejara imperator Time: Cretaceous Diet: Carnivorous Temperament: Skittish Wild Tapejara imperator is a marvel to watch in the wild. It has astonishing agility compared to the Island's other flyers thanks in large part to the rudder-like fin that extends from its snout to the back of its skull. Initially, I'd thought the fin was simply composed of keratin, but closer inspection has led me to believe that it is actually some kind of sensory organ. Not only does it decrease Tapejara's turning radius even at high speeds, but it apparently provides Tapejara with extra information to help it fly through the air with unparalleled grace. I've even seen Tapejara hover and strafe side-to-side in the air without moving forward at all. It's quite remarkable. The creature also makes effective use of razor-sharp claws to latch onto surfaces such as the trunks of tall trees, holding its position indefinitely. Domesticated Warlike tribes appear to consider Tapejara the equivalent of a versatile rotor aircraft, capable of rapid positional changes and aggressive agility. When domesticated the Tapejara is typically outfitted with a unique triple-rider saddle, enabling two passengers to wield handheld weaponry while the pilot takes the reins. When the Tapejara is latched onto a surface, both the passengers and pilot are able to make full use of their weapons together! Evidently what this skittering creature lacks in distance-stamina, constitution, and weight carrying capacity, it makes up for in maneuverability and combat versatility.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Terror Bird Dossier(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Common name: Terror Bird Species: Phorusrhacidae rapidesultor Time: Late Paleocene Diet: Carnivore Temperament: Aggressive Wild Ranging from eight to twelve feet tall, Phorusrhacidae rapidesultor is a highly aggressive avian that is just barely capable of very brief "flight." Instead, it uses its wings primarily for balance during its high-speed sprints. Phorusrhacidae flight is actually closer to an impressive sustained leap or glide that is assisted and lengthened by flapping its wings. Phorusrhacidae shows interesting traits related to theropods such as Utahraptor, Carnotaurus, and Tyrannosaurus. It has many similar traits, such as general shape and predator patterns, but its attacks tend towards lightning fast dashes and beak slashes. Domesticated Phorusrhacidae is an effective combat mount, particularly for harassing and scouting. Riders of Phorusrhacidae gain most of the benefits of a fast, mobile ground-based theropod, while also gaining some of the freedom of movement from a flyer...assuming the rider can coax Phorusrhacidae into staying in the air over a long leap.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Titanosaur Dossier(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Common name: Titanosaur Species: Titanosaurus vagacastrum Time: Late Cretaceous Diet: Herbivore Temperament: Passive, unless approached Today I witnessed an unforgettable sight: the extremely rare Titanosaurus vagacastrum. Essentially a walking mountain, it is an absolutely enormous Sauropod which has developed armored plates of bone protrusions all over its body. Between these plates and its unparalleled size, Titanosaurus is extremely difficult to put down. In addition, Titanosaurus seems outright immune to any sort of narcotic effects. They often inadvertently crush nearby creatures underfoot with every step they take. While most Sauropods ignore non-hostile creatures, Titanosaurs take issue with creatures invading its personal space. This is probably because they aggressively feed off any and all plants they can find. Titanosaurus eats constantly, which certainly helps recover health quickly, even after fighting off numerous carnivores such as Giganotosaurus. Domesticated If ever a creature were too big, it would be Titanosaurus. You'll hardly see a Titanosaurus with just a saddle and a rider: its immense size can effectively carry a fortress, defensive emplacements, along with a small zoo. Although the Titanosaur can be domesticated, it's believed the process causes the creature to slowly starve to death from its subsequent refusal to eat.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Titanoboa Dossier(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Common name: Titanoboa Species: Titanoboa exornantur Time: Paleocene Diet: Carnivore Temperament: Aggressive Wild Typically found within the Island's caves, Titanoboa exornantur is an aggressive creature that prefers dark, rocky areas. This extremely large snake, while being a member of the Titanoboa family, does not constrict its prey as most boas do. I believe this adaptation comes from coexisting with giant insects. However, the Titanoboa's venomous bite is so potent that it is known to paralyze far larger creatures. Titanoboa has developed a strange coexistence with other creatures of the Island's caves. Being immune to knockout poisons, and being unable to pierce the thick chitin of the insects, the species have learned to coexist. They often hunt large prey together. Domesticated As they appear immune to knockout poisons, Titanoboa exornantur is basically impossible to render unconscious. Because this crucial step can't be done, I'm convinced that Titanoboa are not tameable.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Rex Dossier(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Common name: Rex Species: Tyrannosaurus dominum Time: Late Cretaceous Diet: Carnivore Temperament: Aggressive Wild One of the deadliest creatures on the Island, Tyrannosaurus dominum is a killing machine. Active mostly when hunting for food, this formidable predator can be spotted in forests or grasslands chasing down its prey and devouring them with its incredibly strong jaws. I've seen few creatures on the Island that can contest the Tyrannosaurus for dominance. It is pure power, from its bite, to its stomp, to its tail. Despite being a different sub-species of Tyrannosaurus, everyone I've met still refers to them as a "Rex" or a "T-Rex". I've long since stopped trying to convince anyone, especially the few who I've encountered wearing Tyrannosaurus teeth as necklaces. Domesticated Taming a Tyrannosaurus is without a doubt the goal for any warlord or warring tribe. Tyrannosaurus is a fierce battle companion. There is a reason Tyrannosaurus is considered the king of dinosaurs (or in this genus, the "lord"). Any tribe that manages to tame one has almost nothing to fear.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Triceratops Dossier(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Common name: Triceratops Species: Triceratops styrax Time: Late Cretaceous Diet: Herbivore Temperament: Short-Tempered Wild Apparently a crossbreed of a Triceratops and Styracosaurus, Triceratops styrax has both the characteristic three-horned face of Triceratops and the prominent horned-ridge of Styracosaurus. Normally a very docile grazing animal, Triceratops becomes aggressive once angered. Triceratops will chase down would-be predators (and egg-stealers) with incredible prejudice. I've seen Triceratops have an especially hostile reaction to the Tyrannosaurus, with herds attacking en masse. While not very fast, they are deadly in a group. Domesticated A common mount for those that ride dinosaurs, Triceratops doubles as pack animal and combat dinosaur. Triceratops' bony ridge works excellently as cover from frontal attack, and the dinosaur's charge is incredibly dangerous. It is also capable of harvesting a sizable amount of resources with its horns by shredding fruit from the leaves, making it a very useful work companion for smaller tribes.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Trilobite Dossier(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Trilobite Species: Trilobite conchadurus Time: Early Cambrian-Late Permian Diet: Carnivore Temperament: Defensive Wild Like most Trilobites, Trilobite conchadurus is an opportunistic carnivore that feeds on anything smaller than itself which it can get a hold of. A sluggish creature, the Trilobite's best defense is its incredibly hard shell. This seems to be a common adaptation for the slower creatures of the Island. Trilobite is not a very good source of food. The creature seems to be made mostly out of internal organs and its protective carapace. This is good for the trilobite, as both river and ocean predators are less likely to prey on it if there are better options around. Domesticated The Trilobite does not seem to have enough intelligence to be tamed. This doesn't mean it has no use among resourceful survivors, however. Found along beaches and in the ocean's shallows, Trilobites are easily one of the best sources of oil, pearl and chitin on the Island, presuming one doesn't wish to venture into the dangerous caves.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Carbonemys Dossier(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Common name: Carbonemys Species: Carbonemys obibimus Time: Danian Diet: Herbivore Temperament: Defensive Wild Carbonemys obibimus is one of the least aggressive creatures on the Island. Were it not for the plethora of predators on the Island, I'm quite certain that it would spend its days basking in the sun, eating, or sleeping. Carbonemys leads a simple, solitary life. Nevertheless, it seems to be one of the most peaceful animals I have yet encountered. With its slow walking speed, the only things that keep it safe are its surprisingly fast swim speed, and its incredibly thick shell, which can absorb tremendous damage. Domesticated Carbonemys' swift swim rate, fairly high strength, superior shell defenses, and lack of real threat makes it an ideal armored mount for many survivors who shy away from violence. It can carry its rider to the ocean's resources at fairly high speed, and is not particularly dangerous to tame.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Helena Note #1(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Entry 1 I've lost count of how many sunrises I've seen since I arrived on this island. Hundreds, I'd imagine, yet each one seems more beautiful than the last. Sometimes, I like to take Athena out just before dawn and watch it while flying through the morning sky. It's in these simple moments that I realize just how lucky I am. Not that I was unhappy exploring the reefs and rainforests back in Oz, but I wasn't ever going to spot a bronto stomping about the outback, was I? Since I got here, I've had the opportunity to study creatures that no other biologist has even witnessed. I'll always be grateful for that.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Helena Note #2(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Entry 2 I'd been holding out for a change in weather before studying the wildlife of this island's peculiar tundra region, but I think it's safe to say that it's not forthcoming. Clearly this planet has no axial tilt, and therefore no seasons. That ice and snow isn't melting anytime soon. Can't say I'm happy about it. The cold and I are not best mates, I can tell you that, but I'll just have to suck it up. The climate during the jurassic and cretaceous periods that many of this island's creatures hail from was fairly uniform, so an arctic region is quite the oddity. It'd be plain stubborn of me not to have a Captain Cook.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Helena Note #3(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: The tribe that calls themselves the Howling Wolves has really made this northern adventure a lot easier. Well, them and Athena. She's right at home here. I don't think I'll ever be able to repay Rockwell for just up and giving me an argentavis. He's said our conversations are payment enough, but I still feel guilty. I should remember to collect some floral samples for him while I'm here. Anyway, tagging along with the Wolves' has been a good introduction to the region, but I think I'm ready to make my own way. To make real scientific conclusions, I need to observe these animals undisturbed in their natural habitat for long periods of time.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Helena Note #4(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: What a day! There I am, putting the finishing touches on the mammoth dossier, when all of a sudden, a Tyrannosaurus starts attacking the herd. Strewth! A Tyrannosaurus, wading through the bloody snow! I asked the Howling Wolves at the nearest camp, and apparently, this is a common thing. They're not new to the region. It just doesn't make sense. How can a Tyrannosaurus survive in this climate? And how can the introduction of an apex predator not shift the entire ecosystem? I've got to look into this as soon as I can.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Rockwell Record #2(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Entry 2 The wondrous properties of the flora on this island will never cease to amaze me. If I'd told my colleagues in London that I could create a concoction capable of erasing someone's memories, I'd be laughed out of the room and never invited to tea again. Yet here it sits: my Mindwipe Tonic. As usual, I've had tribal leaders grovelling at the gates of Rockwell Manor just for the tiniest of samples, and for the recipe? Oh the bounties I've been offered! I'm not interested in their riches, though. I have their protection, supplies for my studies and all the time in the world. What more could I ask for?(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Rockwell Record #3(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Entry 3 These tribal negotiations give me a headache every time. The Blackthumbs are mad that the Painted Sharks sunk two of their barges, but the Painted Sharks say that the barges were too close to Southern Haven and they were perfectly within their rights to sink them, as per The Southern Isle Accords. Typically, neither side is willing to budge. What a bother. I'd just as soon mindwipe the lot of them and return to my studies. Alas, such is the fate of the island's most respected neutral entity. At least The Painted Sharks brought some fresh fish. Perhaps I'll side with them.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Rockwell Record #4(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Entry 4 Any chemist worth his salt knows the irreplaceable value of testing. Until a tonic has been rigorously tested, it is less useful than water. If only I could persuade this island's less intellectual inhabitants to see that! Tests on Mesopithecus serve well for early trials, but they are no replacement for genuine human subjects at later, safer stages. By subjects, I of course mean willing participants that are prepared to risk mild headaches and much less mild nausea for the sake of science. The Laughing Skulls offered rather less willing participants at one point, but I declined. With how difficult it is to find volunteers these days, I sometimes regret it.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Meiyin Note #3(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Entry 3 Defending my hometown during the uprising taught me more in months than I learned in all the years before it. Among those lessons ? men will always underestimate women in battle, and humans can be crueler than any animal. Both applied today. The footprints I found were not from one man, but three. Their eyes changed when they saw me, like wolves discovering a lamb. They were wrong. They were merely mutts. I was the wolf. Two died to arrows after ignoring my warnings. The last to my spear. I left their bodies out in the wild. I cannot stay here. The beaches are too open. To survive, I must brave the jungle.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Meiyin Note #4(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Entry 4 Today, I scored a great victory. As the sun set, I happened upon a small village on a bluff. Unfortunately, it was besieged by a man who rode a lizard like a horse and wielded a stick that spat fire. It would have been safer to retreat, but I could not ignore the bodies. This was a slaughter. Surprise can be a warrior's most powerful weapon, and I wielded it effectively. My first arrow found the lizard's throat, and many more pierced the man's back once he tumbled from the saddle. He never saw his vanquisher. In hindsight, I should have spared the beast. A mount would be welcome.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Nerva Note #2(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Entry 2 I am reminded of my first command in Dacia. Many men questioned my rank, wondering why they had to follow a Centurion so young. It took time to earn their trust, but it was necessary. I could not have even a single soldier questioning me in battle, lest our discipline fail. Without discipline, our century's formation would crumble, and the legion would be exposed. It is the same here. These ragged men and women will not become a unit overnight, but I am patient and more experienced than I was in Dacia. I may be far from the Rome, but I know this for certain ? this island will know its might. Gaius Marcellus Nerva Victoria per Disciplinam(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Nerva Note #3(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Training grew easier once my charges began to see the results. In fact, they've found such a wellspring of enthusiasm that their drills and chores alone cannot contain it. This morning, I found a flag flying above the armory. It was the symbol of the Imperial Legion, but with one of the island's flying lizards replacing the eagle and words in a foreign language replacing SPQR. I?m told they say "The New Legion." I admit, I smiled at the sight. Very well then. It's time to find out if I've created true Legionnaires. We march at dawn. Gaius Marcellus Nerva Victoria per Disciplinam(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Nerva Note #4(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: I knew I'd chosen a soft target to test my men, but I had expected a little more resistance. The tribe we assaulted was young, but supposedly they had seen some success as raiders. I cannot see how, given how swiftly they fell into disarray. Some even attempted to flee but they did not get far. After scouring their fortifications for supplies, we razed them to the ground and planted our flag among the ashes. Let every savage and tribal pretender know: the New Legion has arrived. Gaius Marcellus Nerva Victoria per Disciplinam(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Broodmother Hologram(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Megapithecus Hologram(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Dragon Hologram(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Deathworm Dossier(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Common name: Death Worm Species: Khorkoi arrakis Time: Unknown Diet: Carnivorous Temperament: Extremely territorial Wild The titanic Khorkoi arrakis is commonly called a "Death Worm" by the locals, though I'm not certain that it is actually a worm. It shares some similarities to some segmented worms, namely the aquatic Eunice aphroditois, but it's biology doesn't seem consistent with other members of the annelid phylum. However, the "death" part of its name could not be more spot on. Khorkoi is without question the apex predator of this desert. It will devour anything that dares to set foot in the Endless Dunes, regardless of size or ferocity. Khorkoi spends most of its time burrowed beneath the desert sands, exploding to the surface only to devour its prey in a single bite. The only chance of surviving a Khorkoi attack is if its initial lunge misses, as it's momentarily immobile afterwards. Theoretically, that could provide a brief opportunity to escape its territory. I wouldn't count on such luck, though. Domesticated Attempting to tame Khorkoi will almost certainly result in failure and a very painful death. Any survivors in this desert should avoid Khorkoi territory at all costs.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Mantis Dossier(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Common name: Mantis Species: Empusa discipulus Time: Holocene Diet: Carnivore Temperament: Aggressive Wild The existence of a creature such as Empusa discipulus is both fascinating and frightening. Not only is Empusa the only recorded insect to have developed an opposable digit, allowing it to grip objects and use tools, but it possesses a level of intelligence that is unrivalled among non-human species. I have even found clear patterns in the sounds Empusa makes when communicating with its own kind, as though it is actually using some kind of dialect. I would love to study these interactions in depth, but observing Empusa up close is extremely dangerous. Its size, intelligence and ability to pounce on its prey from a great distance mean that one could be quickly swarmed and killed upon detection. Caution is recommended. Domesticated Though a dangerous task, successfully taming Empusa can prove highly beneficial. Its unique claws allow it to wield melee weapons like spears or pikes in battle, and use tools while harvesting resources. This makes it deadly as a mount or footsoldier and highly efficient as a gatherer.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Jerboa Dossier(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Common names: Jerboa Species: Renopila amplexus Time: Unknown Diet: Herbivore Temperament: Cowardly Wild Scientifically speaking, Renopila amplexus is an adorable little fuzzball and I just want to hug it forever. Unfortunately, being harmless and lovable is inadequate as a defense mechanism in this wasteland, and that means Renopila is at the bottom of the food chain. It's an easy meal for predators and survivors alike, the latter of whom also value its hide. The locals refer to Renopila as a Jerboa, but while it does look similar in some ways, it is clearly unrelated. The fact that it does not hop is a dead giveaway. In fact, while Renopila generally fits into the clade Glires, it seems to share traits with both rodents and lagomorphs. Domesticated In addition to being the cutest little companion in the desert, hours of close study and/or cuddling have taught me that Renopila has an instinctive understanding of this land's weather patterns. When the weather is about to change, Renopila will suddenly start behaving differently, so taming Renopila does have practical uses that can justify its perch upon one's shoulder. Not that I need justification, but I'll take whatever excuse I can get.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Jugbug Dossier(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Common name: Jug Bug Species: Scutiphora puteus Time: Holocene Diet: Herbivore Temperament: Passive Wild Scutiphora puteus is a fast, flying insect that comes in two varieties, visually distinct only in the red or green markings on its exoskeleton. Biologically and behaviorally, they are practically the same. The only real difference between the two is the resource they gather in the expandable sacks on their backs. Scutiphora with green markings gather water, and Scutiphora with red markings gather oil. This unique ability makes Scutiphora a target for both the desert's natural predators and human survivors. Finding a green Scutiphora at the right time could prove to be life saving, and survivors can use the oil produced by red Scutiphora for a wide variety of purposes. Domesticated Like many of the insects on the Island, Scutiphora cannot be tamed. Beyond the resources obtained while hunting it, survivors will find no use for it.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Moth Dossier(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Common name: Desert Moth Species: Lymantria sporarmis Time: Holocene Diet: Herbivore Temperament: Evasive Wild Like its smaller relatives, Lymantria sporarmis survives by draining plants and vegetables of their nutrients. Given desolate nature of the region, that makes its options rather limited, but fortunately its relationship with the desert?s plants is symbiotic. In addition to pollinating them, the spores it releases help nourish the harsh desert plants. When attacked, the slow-moving Lymantria immediately takes to the air and flies almost straight up while releasing spores. While the spores are nutritious to most plants, they are highly poisonous to most other organisms. Domesticated Lymantria is occasionally used as a one man flying mount, but its ability to produce silk and spores is often considered more valuable due to its slow flight speed. Its silk can be weaved into heat-dispersing cloth, and its spores gathered for fertilizer or poison. Its saving grace as a mount is its ability to release spores mid flight, allowing it to act as a primitive bomber during sieges.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Rock Elemental Dossier(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Common name: Rock Elemental Species: Colossus petram Time: Unknown Diet: Minerals Temperament: Extremely territorial Wild Colossus petram is like no creature I have ever encountered. There is no biological or historical precedent for it. Its nearest relatives exist only in legend ? mythical statues that could come to life like the Golem of Prague. That makes it all the more dangerous. What survivor could possibly expect a seemingly benign rock formation to suddenly spring to life and attack them? Fortunately, Colossus petram's massive size makes it quite slow, so I would advise most survivors to flee immediately if encountering it in the wild. Colossus petram survives by slowly absorbing nearby minerals while in its dormant state, which consequently means that its body contains a wealth of metal ingots. If undisturbed, it can maintain this hibernation ad infinitum, but it will viciously attack anyone who encroaches upon its territory. A solitary creature, Colossus petram lives alone, and will not even protect its own kind. Domesticated If somehow tamed, Colossus petram could prove to be an invaluable asset, particularly in a siege. Only armor piercing rounds or explosives can harm it at all, and it will handily smash through stone structures.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Thorny Dragon Dossier(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Common name: Spiny Lizard Species: Moloch sagittarius Time: Holocene Diet: Carnivore Temperament: Aggressive Wild Though survivors have come to call these gargantuan reptiles Spiny Lizards, I believe that Moloch sagittarius' closest known relative is the Australian Thorny Devil (Moloch horridus). Besides the obvious gap in size, most of the differences between Moloch sagittarius and its smaller relative lie in its thorns. Instead of being permanent parts of its skin, Moloch sagittarius' thorns are more like spines or quills that can be removed and regrown. In fact, it is even capable of shooting these spines from its tail as a method of self defense, and examination of these projectiles has revealed that they are coated in a lethal poison. Domesticated Despite its dangerous spines, Moloch sagittarius has proven to be an excellent mount for indirect combat. Its ranged attacks can wreak havoc in a pitched battle, particularly if other creatures are taking the enemy's attention. Additionally, Moloch sagittarius is able to gather wood rather effectively, making it more than just an option for combat. Once saddled it can be used as a workbench, allowing for a mobile crafting station.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Wyvern Dossier(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Common name: Wyvern Species: Draconis vipera Time: Unknown Diet: Carnivore Temperament: Aggressive Wild Like its relative from the Island, the Draconis vipera that inhabit the aptly named Dragon Trenches are creatures straight out of European legend. Aside from size, the main difference between Draconis vipera and its larger cousin is that the former possesses only two legs, like an avian. Otherwise, it is quite similar, with armored scales, leathery wings and the ability to spew projectiles from a pair of glands inside its mouth. The nature of these projectiles is tied directly to the color of Draconis' scales. Some spit fire while others unleash poisonous acid or even bursts of bioelectricity. Domesticated I can imagine no flying mount more deadly than Draconis vipera. Its strength, toughness and ability rain death upon one's enemies makes it unmatched in combat. The few creatures that it cannot immediately overpower, it can outmaneuver. The ridges on its back form a natural saddle, to the point where many riders prefer to ride Draconis bareback. Curious indeed. However, Draconis vipera is too resilient to domesticate once it has become an adult. It must be raised from an egg if you wish to garner its loyalty.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Vulture Dossier(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Common name: Vulture Species: Torgos arcam Time: Early Pleistocene Diet: Carnivore Temperament: Docile Wild Torgos arcam appears to be a relative of Torgos tracheliotos and Torgos negevensis ? commonly called lappet-faced vultures ? which are native to the sands of the Sahara, Sahel, and Negev deserts. Like them, it is a carrion bird that feeds on the decaying corpses of other animals, and is only aggressive when defending its meal. As such, survivors should take note when they see groups of Torgos arcam circling above. It means that a wounded creature or a bloody battle may be somewhere below. Domesticated Despite its impressive wingspan, Torgos arcam is not suitable as a pack animal, and is surprisingly light. Some survivors have even been known to keep a tame Torgos arcam perched on their shoulder. Interestingly, Torgos arcam is capable of storing raw meat in a separate stomach where it will decay at a slower rate. Tribes could, in theory, utilize this feature to preserve meat for recipes.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Morellatops Dossier(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Common name: Morellatops Species: Morellatops dromedarius Time: Early Cretaceous Diet: Herbivore Temperament: Passive Wild Morellatops dromedarius seems to be to a relative of both the Morelladon and Ceratops genuses, which in itself is rather strange. On top of that, it has developed to ability to store water in its humps like a camel. This makes it a critical part of the desert's food chain, as it provides predators with both food and hydration. Domesticated When survivors discovered how to tap into the water in Morellatops' humps without harming it, the docile creature became the desert's essential pack animal. Not only can it carry a good amount of weight, but it can provide survivors with a large, mobile water source that can mean the difference between life and death on any given journey. Morellatops has limited options when it comes to self defense, so I would not recommend taking one into combat. However, so long as survivors don't forget to let Morellatops stop by a well every now and then, they will find the creature an invaluable companion.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Manticore Hologram(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Raia Tablet #1(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Entry 1 Even at this distance, the great obelisk is beautiful. It is like a pillar of Amun-Ra's light given solid form. I wish we could have made our camp right beside it, but the others thought that might draw unwanted attention. At least we are close enough to be in its shadow, and drink from the river that runs beneath it. I always face it when I pray to Hathor, and though I can feel the skepticism in my companions' gazes, my faith is unshaken. For it was my faith that guided us here, to this place rich with water and resources. All agree that it is the ideal location for a settlement. Wherever we are, the gods are watching over us. I know it.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Raia Tablet #2(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Construction has been going well. None of us are architects but we have been adjusting to our roles. Girisha's broad shoulders and booming laugh conceal a keen mind, and we started making better progress once I convinced him to stop hauling rocks and start drawing up plans. That let Amir focus on starting a garden, where he is more at home. I have focused on trying to keeping us organized and maintaining our spirits, myself. I wish I could do more. Sadly, while a priestess has many gifts, manual labor is not one of them. I often find myself winded before midday. I pray that the others do not find me burdensome.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Raia Tablet #3(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Back in Luxor, I always tried to stay out of politics. I never aspired to be Divine Adoratrice as some priestesses did. I found that such selfish ambitions often led to suffering ? both for oneself and for others. So when Girisha referred to me as our leader today, I found myself surprised. I had never asked for such a position, and the others had never bestowed it on me in any official manner. It just happened naturally. I am not sure what to make of it, but if this is Hathor's will, then I will try to guide these people as best as I can.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Raia Tablet #4(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Entry 4 Our settlement has grown so quickly during these hectic months. So many wandering souls have found their way here seeking shelter and companionship. I have done my best to welcome everyone I can. If treated with understanding, most become productive, loyal members of our community. But I am no fool. I know that hearts can have two natures. Hathor offers compassion while Sekhmet brings devastation. As we grow in size, we become a riper target for those with malice in their hearts. Girisha has tried to organize a militia, but I fear it inadequate. For now I must be wary, and pray that the gods send us a true warrior.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Dahkeya Note #1(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Old habits die hard. I suppose I'm living proof. I woke up stark naked who knows where with who knows what lodged in my arm, but just weeks later and I'm already back to robbing folks at gunpoint. This place may not be Texas or the Arizona Territory, but I'm the same John Dahkeya. I don't know why that makes me restless. I didn't mind this life before, but then I didn't exactly choose it. I just stumbled into it, or at least that's what I told myself. So much for that. Maybe this is just who I am.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Dahkeya Note #2(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Entry 2 Sometimes the pennies a man won't part with willingly are worth less than the words he'll share with any stranger. Some of my new partners don't see that. Blondie's particularly blind to it. He's always looking for an excuse to pull the trigger, and he's stubborn as hell. He even still gets mad we call him Blondie, as if any of us can pronounce that name of his. But if Blondie were calling the shots, that hunter wouldn't have told us about the group gathering to the southeast, and they'll have a lot more for the taking than animal hides.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Dahkeya Note #3(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: I can't believe how easy this was. There weren't many guards here to begin with, and the few they've got are more likely to shoot you a smile than a bullet. We just walked right in. The settlement is even bigger than we expected. It's impressive, protection aside. Everyone working together to build their own little paradise, not that it'll last. If you ask them, they'll credit their leader, a woman called Raia. The others have spread out to find where the supplies are stored, but I'm feeling curious. Maybe I'll go find this mystery woman. Might be interesting.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Dahkeya Note #4(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: I don't know what brought me to this desert. Back home among the Ndee, they would probably say it was the spirits of our ancestors. Other folks might say God. Whatever it was, after talking to that woman, I realize now that I've been wasting what it's given me. I have no history here. There are no posters showing off my sneering face, no posses hunting me. I can be any man I choose. So today, I'm making a choice ? the folks here don't deserve to be robbed. What they deserve is protection, and I'm the man to protect them. Hell, maybe they'll even call me Sheriff.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Helena Note #1(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Entry 1 I had to pick the desert. Why the hell did I pick the desert? Well, I suppose "pick" is a rather strong word for it. I'm still not entirely certain just how I got that console working, but it suddenly started cycling through holographic images of different space stations similar to the island one that I'd been living on. Of course, I just had to go and press another button while it was showing off one that contained miles and miles of bloody desert, and here I am. That's just typical of me, isn't it? Always leaping, never looking. Oh well, better make the best of it, and by that, I mean "better not die of heat exhaustion."(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Helena Note #2(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Entry 2 My hunting skills are seriously out of practice. Not that I was ever spectacular, but I feel like I'd graduated from smashing bugs with a rock at some point. At least I was thoroughly rewarded for my efforts. My hunch was spot on ? these big green bastards are carrying drinkable water on their backs, and thank goodness for that! I may have never known if I'd killed a red one first, since those carry oil instead. Far less useful when you're dying of thirst, let me tell you. I may be fighting the inevitable, though. I'm still on foot and still alone. Definitely miss Athena?(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Helena Note #3(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Entry 3 I'm on a roll. By sheer coincidence, I stumbled into another group of survivors today, and they didn't try to kill me or anything! If I didn't know how probability actually worked, I'd say that this recent string of good luck is the universe making up for sending me to the bloody desert in the first place. The caravaners were welcoming, and the creatures they ride are fascinating. They seem like dinosaurs, but they also appear to share some biology with camels. Bizarre! For all its oddities, the island never had anything like that. I'll have to study them...after a nap. All this desert survival's left me knackered.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Helena Note #4(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Entry 4 If I'd ended up on this station instead of that island, I'd have never imagined the ecosystem was natural. Not for two seconds. Take these morellatops: they're a cross between a ceratops, a morelladon and a camel, and the strangest part? There are places in its humps where you can stick a spigot and get clean drinking water. Tastes like piss, but not only is it safe, it doesn't even harm the morellatops. It's crackers! Definitely the result of genetic engineering, but I knew that, didn't I? It's time to get to the "why." Maybe studying the creatures here with my new perspective will yield some insight.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Rockwell Record #1(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Entry 1 Confound those confusing contraptions! Despite my best efforts, I could make neither heads nor tails of the consoles I found in that starlit sanctuary. If only I still had that jittery, bespectacled assistant of mine from all those years ago. What was his name? Gerald? Gerarde? The one that loved tinkering with the devices we'd salvage from the arms of the Island's less fortunate inhabitants. Good lad. The inscriptions he found on the inside of those little trinkets were where I first saw the word "ARK," as I recall. Shame about the incident with the Compsognathus. If I still had his services, perhaps I'd never be in this God forsaken desert. Ah well. Stiff upper lip, Rockwell! Make the best of it.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Rockwell Record #2(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Entry 2 Right then! Now that I have found a shady spot where I can enjoy a brief respite from this desert's dreadful heat, it's high time that I set some goals for this expedition. If I wander about aimlessly, then I'm sure to meet the same fate as poor Gerald. First, I shall find a local tribe, if for no other reason than to obtain a proper mount and supplies. Second, I simply must learn more about the strange metal that lined the walls of the sanctuary. Even with a cursory study, I could tell that it possesses wondrous properties. But where could I find more of it?(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Rockwell Record #3(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: I must say, nothing reminds a man of his own mortality quite like a desolate wasteland. As a strapping young lad, I could have survived alone in this desert for years! Why on one occasion, I fought off a bengal tiger with nought but an empty flask and my favorite pipe. With this makeshift spear, the beasts of this land would never have a prayer! Yet in my old age, I can feel this damnable sun sapping my strength with every minute I spend under its unforgiving gaze. Each day, I cover less ground than the day before. I must find civilization soon, no matter how primitive. Without the right tools and supplies, I fear that this expedition will be incredibly short lived.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Rockwell Record #4(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Entry 4 Eureka! At last, I have found signs of human life! This afternoon, I came across a fresh series of footprints, some from humans and some from what I assume are large beasts of burden. I cannot be sure who made them or how civilized they may be, but neither can I afford to be too particular in my choice of saviors. Whoever they are, I must track them down immediately. As soon as I gather my strength, I shall pursue my quarry with the utmost haste and vigor. The tale of the brilliant and impeccably groomed Sir Edmund Rockwell shall not end this day!(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Rockwell Record #5(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Entry 5 Salvation, thy name is Prophet's Rest! After a proper meal and some time out of the sun, the makeshift fortress doesn't look half as grand as its name might imply. Yet when I first sighted its walls from across the dunes, it may as well have been El Dorado itself, so grateful was I to find it. Thus far, I have seen little of the inhabitants, but they seem a hospitable sort. I've been given food, shelter, and even a wet cloth to clean myself with. Quite generous of them, considering how scarce water is in these lands. Their clothing is a curiosity, however. Those robes seem more ceremonial than functional.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Rockwell Record #5(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Entry 5 Miss Walker's impromptu visits are always an unexpected pleasure. After that headache with the Sharks and Blackthumbs, a lively tea-time discussion about the abnormalities of the ARK's ecosystem was precisely what I needed. Thank goodness I've managed to find a intellectual colleague that shares my love for the sciences! It saddens me to think that Miss Walker's charming colonial accent would keep her out of the more prestigious institutions and societies back home. Another of the ARK's wonders ? it is a true meritocracy, unlike any in the modern world. If Miss Walker and I could find and cultivate more minds like ourselves, we could create a true scientific utopia.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Dahkeya Note #5(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Blondie didn't approve of my decision. I've never been very good at persuasion, so I let my pistol make my case. The others saw it my way after that. Convincing Raia was a lot less trouble. She knew the settlement's guards weren't exactly the cream of the crop, and that if I'd wanted trouble, I'd have already made it. When Raia talks, people listen. I can tell that much from watching her, but in a lawless place like this, words aren't enough. It didn't take long for us to come to terms. Well, I suppose I'd better inspect the troops. Maybe a few of them can shoot.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Raia Tablet #5(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Entry 5 It took longer than I had hoped, but the gods have heard my prayers. At least, I believe so. When I imagined what a true warrior might be like, I cannot say that I imagined Captain Dahkeya. He speaks tersely, has no sense of decorum and in general is rather prickly. He was nigh unapproachable for a whole day when we decided his position should be called "captain" instead of the nonsense word he proposed. Yet he has been getting results, or so I am told. When I find time, I ought to observe him in action myself.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Nerva Note #5(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: I am finally satisfied with our defenses against flying creatures. The solution was obvious once I stopped thinking of them as special. With any foe, the goal is to control their actions. So instead of trying to block flyers completely, we created apparent holes in our aerial defenses that entice attackers into kill zones. Our architect was grateful for the solution. He had been dreading trying to build a roof over the whole fortress. We have grown too large for that to be practical, and soon we will be larger still. Our first true war begins soon, and I suspect many Blackthumbs shall defect before its end. Gaius Marcellus Nerva Victoria per Disciplinam(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Helena Note #5(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Today, I caught a glimpse of what the caravaners call the "Endless Dunes" ? the desolate sea of sand that apparently surrounds the livable portion of the desert on all sides. Surely these dunes must end, but it's easy to see why one might believe otherwise. Not only do they stretch on to the horizon, which I now know must actually be some kind of holographic projection, but they're home to ? get this ? giant sand "worms" that will devour anything that sets foot in their domain. I laughed that off at first. Then I saw a creature the size of a train burst forth from the sand and devour a wild morellatops that had wandered into its territory. I suppose I'll just have to learn to walk without rhythm...(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Helena Note #5(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Well, I've combed through more carnivore droppings than I care to calculate, and I can't say they provided many answers. All the predators in this region have very similar diets. With so many different predators hunting the same prey, the populations of all these species shouldn't be sustainable. Yet I've found nothing to indicate that any population shift is actually happening. It's just bizarre! The longer I'm here, the more I realize that this region shouldn't exist. Its climate is out of sync with the rest of the island, many of the creatures here are millions of years ahead of the dinosaurs and the ecosystem is almost static! Something's off. I need to review my notes.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Meiyin Note #5(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Entry 5 The surviving villagers let me claim the lizard rider's armor and weapons, and gave me shelter for the night. To my surprise, I understood them. Their mouths moved strangely, but in my ears I heard the language of my home. They say it is the work of the metal object in my wrist. I do not understand, but they had no reason to lie. That night, I dreamt of the uprising, but this time I was Lieutenant Guan, lifting the siege on my village in a single, gallant charge. Yet when I woke, I was just Mei-Yin, and the villagers were gone. I am a stranger to them, but my heart feels heavier for their loss. I must carry on alone.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Meiyin Note #6(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Entry 6 The villagers had made taming beasts sound simple, but my first attempt was nearly my last. My prey was the same kind of two legged lizard as the raider's steed, what the villagers called a "raptor," but this one was strong. Even as my toxin laced arrows knocked him out, he was able to make one final lunge for my arm. He nearly took it. Carefully, I fed him scraps of meat as he rested, and when he finally woke, I kept my weapon trained on him. Only when I was sure that he was docile did I notice his appearance ? all black, save his white shins and feet. Right then, I named him Wuzhui, and while I do not believe in fate, I felt that this beast would carry me home.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Meiyin Note #7(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: The raptors are improving. They know to follow Wuzhui, and Wuzhui knows to listen to me. Beasts without riders cannot maintain a formation, but they at least run close together. In time, they have even learned how to attack and retreat at my signal during our hunts on the plains. Together, Wuzhui and his five brothers are like a light cavalry unit, and I am their commander. Unfortunately, they are all I really have. I am not much of a craftsman, and have few possessions. Not everyone here is like me, though. There may be some who can craft but but cannot fight. Perhaps we could trade.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Helena Note #6(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Helena, you're a dipstick. Going through my notes, I've realized that there are more predators than prey across this entire island by almost double. That's the opposite of how any ecosystem is supposed to work. I can't believe it took a Tyrannosaurus frolicking through the snow for me to see this. It's plain as day! What to make of it? Add in the human factor, and it's impossible for this island to continue as it is by natural means. So what, is this island's wildlife being monitored and curated somehow? I should speak with Rockwell. Maybe he's come to a similar conclusion.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Helena Note #7(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Entry 7 I never thought this island was normal, exactly. I mean, there are giant obelisks floating in the sky, for Pete's sake. Not to mention that cave I found, which hid a platform similar to those found at the base of said obelisks. Well, similar except for those oddly shaped holes that were carved into its podium. I guess I just didn't care about all that. So long as I had my beautiful, unique and untainted ecosystem to study, I was happy. But now? No, I shouldn't write it off just yet. Not before I arrive at Rockwell's. There's still a chance that my data is off or that I missed something obvious. I won't give up on my paradise just yet.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Helena Note #6(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Entry 6 As absurd as the Death Worms are, I see their purpose. They are a natural barrier. If this whole place is a space station posing as a real ecosystem, then it needs to keep the wildlife and humans inside it contained in a way that appears natural. The island accomplished that by simply being an island, and the desert does it via the Death Worms. Granted, a large population of predators with ludicrous kilocalorie needs would never last long in a place devoid of prey, but as this is an artificial environment, the station can feed or replace the Death Worms as needed. It's a little convoluted, but it makes sense.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Helena Note #7(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Time to go over the facts. Like the island, this desert is a space station posing as a natural environment. It is inhabited by a large population of dangerous, genetically engineered creatures, and a small population of humans that are struggling to survive. This whole environment is then deliberately contained by a combination of a holographic horizon and natural barriers. Assuming the other space stations are at all similar, then this whole thing is starting to look like some kind of bizarre experiment on a grand scale. Yes, each station would represent an experimental group, and... I'll have to continue this later. One of the caravan's scouts just returned in a panic. Something about rocks being alive, which is of course ridic(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Nerva Note #6(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Entry 6 It did not take long for me to grow accustomed to the weapons of this world ? many of which are called "guns" according to one of my lieutenants. They are far more accurate and deadly than any bow, but like any weapon, they are only as effective as their wielder. In the hands of the Blackthumbs, they are of no concern. In battle, we have been able to bait the Blackthumbs into attacking a wave of durable but disposable beasts before descending upon them with our main force. Our attacks are concentrated while theirs are scattered. That makes all the difference. Gaius Marcellus Nerva Victoria per Disciplinam(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Nerva Note #7(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: The Blackthumbs are destroyed. Their leader was defiant, but his tribesmen did not wish to fight the inevitable. They offered us his head last evening. I suspect surrenders will be more frequent now. The Blackthumbs were the first, but they shall not be the last. Yes, I see it clearly. This is destiny. The gods have brought me here to bring order, to save these people from their own savagery. Janus pulled me across a bridge of time and space, Mars lent me his strength and now I shall create my own empire in their name. Gaius Marcellus Nerva Victoria per Disciplinam(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Raia Tablet #6(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: I am still not accustomed to the loud, fiery weapons that our new Captain is training his men to use. Their power is so destructive that it seems almost too much for any mortal man to possess. Yet Captain Dahkeya strolls up and down his line of trainees like they are wielding wooden swords, and twirls his own weapon almost absentmindedly. It is somewhat unnerving, to find someone so calm around such potent instruments of death, but I suppose that is why he has had such success in securing our borders. I can only hope that we need but one Captain Dahkeya, and that I never have to use those weapons myself.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Raia Tablet #7(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: It has been such a blessing to be able to spread Hathor's joy and love to so many people. At first, my daily prayers garnered but a few curious observers. Yet soon, observations turned to questions, and questions turned to participation. Now there are so many of us that we have even begun to construct a shrine. I truly wish that I could teach these eager new students all day long, but my duty to the village must come first. Perhaps when our future here is finally secured I shall be able to live the life of a priestess again, but for now I have too many people counting on me. I cannot abandon them.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Dahkeya Note #6(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Now I know how the old man felt while he was teaching me how to hunt. We stopped seeing eye to eye even before I left the tribe, but I'll always thank him for the time he spent telling me the same damn things over and over again. Must have drove him wild inside, but he never showed it. Hasn't been easy to imitate that patience. Half of this sorry bunch is green as grass, and the half that isn't would rather hold a spear than a gun. At least they're improving, even if it's at the speed of molasses. Her highness stops by on occasion, but thankfully it's just for a gander. This'd be even harder with (/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Dahkeya Note #7(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: My patchwork posse had their first real test today. Some of our gatherers ran into those big lizards a few miles west of the village, and one of them managed to come call for help. Luckily the others had tucked themselves away in an outcropping and we got everyone back safe and sound. Well, except for the Frenchman. He forgot that when you shoot at those big bastards, they'll shoot right back. Took them hours to get those barbs out of his arm. When we got back, I think I heard the words "thank you" more than any other day in my life. I didn't really know what to say in return.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Rockwell Record #6(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: This expedition to Whitesky Peak has been just splendid, top to bottom. The weather's been marvelous, I've found excellent floral samples and the local hunters had more Woolly Rhino horns than you could shake a stick at. I even managed to find volunteers for my latest experiment! It turns out that it was simply a matter of linguistics: those who are wary of experimental potions are much more receptive to experimental food. Once my Endothermic Paste was rechristened Fria Curry, people were clamoring to test it. It has moderate nutritional value, so it's not technically a deception. It's just favorable language in the name of progress, that's all. Perfectly moral.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Rockwell Record #7(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Sadly, my Fria Curry trials cannot begin immediately, as the volunteers have a much more difficult journey to Rockwell Manor than I. After all, I couldn't very well carry every one of them on Archimedes. Yes, the Argentavis could clutch one in his talons, but I've always found the practice to be barbaric. The rest of the ARK may be embroiled in feudal savagery, but a gentleman always maintains his class and dignity! At any rate, I must have my assistants renovate the guest compound. Naturally I would never let strangers into the manor proper, but there's no reason their stay should not reflect my civilized standards.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Rockwell Record #6(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Now I know how the old man felt while he was teaching me how to hunt. We stopped seeing eye to eye even before I left the tribe, but I'll always thank him for the time he spent telling me the same damn things over and over again. Must have drove him wild inside, but he never showed it. Hasn't been easy to imitate that patience. Half of this sorry bunch is green as grass, and the half that isn't would rather hold a spear than a gun. At least they're improving, even if it's at the speed of molasses. Her highness stops by on occasion, but thankfully it's just for a gander. This'd be even harder with distractions.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Rockwell Record #7(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: I have discovered why Prophet's Rest is so generous with their water. The well at the edge of the compound is built directly on top of what the locals call a "water vein" ? an endless supply water that bubbles up from beneath the earth. Its existence is a minor miracle, though compared to what I saw in the starlit sanctuary, minor is the operative word. I suppose this ARK must be floating among the stars just as the Island was. What an extraordinary thought! I cannot fathom how such a thing is possible, but that remarkable metal must be at the heart of it. I am certain.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Achatina Dossier(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Common name: Achatina Species: Achatina limusegnis Time: Holocene Diet: Herbivore Temperament: Passive Wild Found mostly in marshes and jungles, Achatina limusegnis is a very slow, very non-threatening land mollusk. It might be the simplest creature on the Island to hunt, and while it only provides a small amount of meat and chitin, an easy meal is always of value on the Island. Unlike nearly every other creature on the Island, Achatina does not defecate normally. Instead, it secretes a thick, sticky substance. Achatina leaves trails of this slime, but the trails are so thin that they crumble to dust quickly. Domesticated There is a very disgusting, but useful fact about Achatina that causes tribes to seek to tame them: its secretions are chemically similar to the "Cementing Paste" and "Organic Polymer" used by many tribes for building materials. Tamed Achatina naturally accumulates this slime over time, which can then be collected at the tribe's convenience. Legend has it that Achatina can be tamed with a special "cake" made from harvested crops & resources.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Moschops Dossier(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Common name: Moschops Species: Moschops cibumutante Time: Mid Permian Diet: Omnivore Temperament: Cowardly Wild Moschops Cibumutante in the wild is a lazy, cowardly creature that typically lives in the Island's forests, primarily making its home among the great redwoods of the western regions. It survives by being extremely flexible in its eating habits and completely averse to fighting. It never starves, since it can eat just about anything. It runs at the slightest provocation but is still often preyed upon. Domesticated What makes Moschops particularly interesting is what it can be trained to do with its eating habits. With a versatile palate and tough teeth, Moschops can be tamed for a unique ability: over time it can be accurately taught exactly which things to gnaw, increasing the likelihood of harvesting the specific resource its master desires. For example, teach it to prioritize chewing Prime Meat, and Prime Meat will be easier to harvest from the flesh it consumes. Likewise for rare plants materials, and so forth! Just don't expect Moschops to protect you, though! Even after taming, it will quickly flee when enemies are nearby. Regardless of being fed well, increasing its strength, or how much affection, you shower on it, Moschops retains its inherent cowardly nature! Its lack of combat might deter the use of this companion but the ability to ride Moschops while making use of its diverse harvesting is a rare treat.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Pachyrhinosaurus Dossier(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Common name: Pachyrhinosaurus Species: Pachyrhinosaurus mitisaura Time: Late Cretaceous Diet: Herbivore Temperament: Evasive Wild Pachyrhinosaurus Mitisaura is a medium-sized herbivore, found almost everywhere but the Island's mountains. It is generally calm and ignores all other nearby creatures unless it is attacked. Pachyrhinosaurus possesses a particularly unique survival skill. When threatened, its massive nasal-boss releases a chemical into the air that calms other nearby creatures, making them less likely to attack it. Affected creatures are sometimes hungry enough to ignore the effect, and humans seem immune to it. Conversely, it can seemingly invert this phenomenon at will and coerce creatures into attacking it! Domesticated Pachyrhinosaurus is an excellent starting mount for anyone new to taming. It is fairly easy to train, can carry enough to be a simple pack-animal, and is not as deadly as some of the larger herbivores. Additionally, Pachyrhinosaurus can release its unique chemical on command to protect itself and its rider from nearby predators, or draw attention if desired, making it a potential life saver in a pinch.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Meiyin Note #8(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: The defense went spectacularly. Like many tribes, The Red Hawks relied entirely on brute force. They thought only of charging in with their beasts and their guns, with no regard for their surroundings. They never expected a sortie, much less one that came from their exposed flank. Our victory was so complete that my benefactors not only rewarded me with the weapons and supplies they promised, but extra pack animals to carry them. With each battle, my skills improve and my ranks swell, if only with beasts. I don't mind that. The people that I care about are back home. Until I return, Wuzhui is enough company.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Helena Note #8(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: I really need to visit Rockwell more often. It's so energizing to be around someone of his experience that still has so much excitement for his work, and talking to him always helps me gain perspective. As for the Island's ecological abnormalities, Rockwell reassured me that I was jumping to conclusions. He made a great point ? just because this place doesn't follow the scientific laws we're used to, doesn't mean it follows no scientific laws at all. After all, science is about discovery, and new discoveries can invalidate old principles. So before I latch onto my theory, I need to gather more empirical evidence. Otherwise, I'm no scientist.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Nerva Note #8(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: I have allowed the Legion to take a reprieve from war, at least for now. We need time to gather our strength and plan our road to conquest before we march again. Augustus did not unite the Empire by rushing into battle, after all. Such things take time, and more importantly, information. As I write, my scouts are mapping out the surrounding lands and observing any tribes that may oppose us. I have no doubt they are not all like the Blackthumbs. One could very well prove to by my Marc Antony, and when I find him, I will be prepared. Gaius Marcellus Nerva Victoria per Disciplinam(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Rockwell Record #8(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Having readily available subjects has helped my experiments tremendously, even if their numbers dwindled over time. Not only was I able to curb the side effects of my Fria Curry's endothermic properties, but I managed to bring out an additional benefit of the mixture. Now it also lowers the subject's metabolism, letting them go longer without needing food. Marvelous! I hadn't even considered that as a possibility. Why, with all I've learned from these experiments, I imagine that I could reverse the effects of the Curry and create a concoction to aid survival in extreme heat as well! I must find more volunteers posthaste.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Helena Note #8(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: I really need to visit Rockwell more often. It's so energizing to be around someone of his experience that still has so much excitement for his work, and talking to him always helps me gain perspective. As for the Island's ecological abnormalities, Rockwell reassured me that I was jumping to conclusions. He made a great point ? just because this place doesn't follow the scientific laws we're used to, doesn't mean it follows no scientific laws at all. After all, science is about discovery, and new discoveries can invalidate old principles. So before I latch onto my theory, I need to gather more empirical evidence. Otherwise, I'm no scientist.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Raia Tablet #8(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Names are a curious thing. We assign them great weight, yet they do not change the substance of the person, place or thing they belong to. I suppose that line of thinking is why I never dwelled on the name of our humble village, yet now that it has grown to become somewhat less humble, our home can go nameless no longer. People must call it something. To that end, Nosti is as good a name as any. I am told that it means "to know" in some old, important language, and whatever our citizens intended that to symbolize when they chose it, I know this: while we are here, we are under the protection of the gods.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Dahkeya Note #8(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: The townsfolk may be grateful for my protection, but that doesn't mean they like me. I don't mind. If they're looking for social graces, they ought to find her highness. Raia hates that nickname. She thinks I'm calling her stuck up, and I suppose I am. Just a little. Can't imagine the woman's hands ever saw a callus before she got here. That's not the whole of it, though. Take this business with that tower. She's got folks from all sorts of places praying to the damn thing, and she never really asked them to. They just want to follow her lead. It's like she's wearing an invisible crown. Can't decide whether that's comforting or concerning.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Rockwell Record #8(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Most of my work work as the monastery's doctor has been trivial. Every now and then one of the guards gets injured by the local wildlife, but I usually find myself treating heat stroke and common illnesses. As such, I have had plenty of time to learn all the priests know about the obelisks. All told, they are stunningly ill informed about the literal pillars of their faith. They are unaware that the obelisks are actually devices that can be activated, and needless to say they have never activated one themselves. They showed a flicker of understanding when I described the artifacts I found on the Island, however. I shall have to keep digging.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Meiyin Note #9(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: I was told this escort mission would be dangerous, but I had not expected to fight a legitimate army. Fortunately, I was riding ahead of the main column and spotted them first. After signalling for the convoy to change course, I harassed the enemy from their flanks to draw their attention, then retreated in a different direction. Even that cost me. Many of Wuzhui's brothers were injured and some were killed. Previously, my enemies here fought wildly or scattered when attacked, but these men had discipline. The leader of the convoy was very grateful. Apparently, few survive an encounter with this "New Legion." I should be wary of them in the future.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Helena Note #9(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: On Rockwell's recommendation, I've headed south to start an in depth study of the Island's marine life with the help of a tribe called the Painted Sharks. Because the ecosystem of the ocean that surrounds the Island is separate from the ecosystem on the mainland, correlating patterns between them might help me isolate and understand this island's scientific abnormalities. Also, after freezing my ass off for so long, I could really use an extended stay on a tropical island. Marine biology was never my strongest field, but I do love the ocean. If nothing else, it should be beautiful there.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Nerva Note #9(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: While a prudent general must take his time to plan, I realize that comfort breeds complacence. So as my scouts range across the beaches and jungles, I have made sure to lead our main force out on regular raids. Our targets have been weak ? mostly small villages or unsuspecting convoys ? but they resist enough to keep my men's instincts sharp. Letting them keep the meager spoils of these exercises has helped morale as well. Our actions have not gone unnoticed, however. My scouts say many tribes are avoiding our territory altogether now. Good. A fearsome reputation will serve the Legion well. Gaius Marcellus Nerva Victoria per Disciplinam(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Rockwell Record #9(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: I decided to seek out volunteers for my next experiment among the island's larger tribes. I thought that surely they would be willing to help after I patiently moderated so many of their frivolous disputes. How idealistic of me! Instead, they have yet another favor to ask. Apparently, there's a new tribe that's behaving rather aggressively, and no one can successfully negotiate with its leader. So naturally, they have turned to me. It's rather bothersome, but I can?t fault their logic. If Sir Edmund Rockwell cannot reason with this Nerva fellow, than who can?(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Helena Note #9(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: I remember now ? the dragon had a rider. Rather, the wyvern did. Two legs means it's a wyvern. Strewth, listen to me, fighting to survive and still finding time for semantics. The rider was covered up too well to get a good look at them. Could it have been Mei Yin? No, that's stupid. I don't know if she's even alive, much less in this desert with me. It would be just like her though, to have tamed the meanest thing here so quickly. It's nice to pretend that a friend might be looking out for me, at least. We were sort of mates, right? Sort of. I could really use one right now. A friend, I mean.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Raia Tablet #9(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Lost souls from all across the desert continue to prostrate themselves before Nosti's gates. I adamantly refuse to turn away anyone that does not mean us any harm, but I realize that has left us with many mouths to feed. As a result, Nosti's fields are its most valuable asset. Fortunately, Girisha's designs and my organization of labor and resources have once again proven effective. Not only did we implement an efficient irrigation system, but we have encased our crops in a large, protective structure made of a clear, shiny substance called "glass." Every morning, it sparkles with Amun-Ra's light like a great gem, a beautiful reminder of what we can accomplish when we are united in purpose.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Dahkeya Note #9(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: My band of misfit lawmen may finally be coming together. It's been a whole week since someone shot themselves in the leg or pissed their britches over a raptor. Maybe I'll finally be able to get some decent shuteye. Probably too much to hope for. Every day, Nosti grows a little bigger and I have a few more problems to solve. Those giant bugs from the other day, for example. Found two of them playing around with a pickaxe a few miles north of the river. I've never heard of any animals using tools, not outside of the legends the elders used to tell about Big Owl and Coyote. Doesn't seem natural.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Rockwell Record #9(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: EXPLORERNOTE_RockwellRecord#9(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Cnidaria Dossier(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Common name: Cnidaria Species: Cnidaria omnimorph Time: Cambrian-Holocene Diet: Herbivore Temperament: Passive, but aggressive at close range Wild Cnidaria omnimorph is another example of a creature which should not exist. It has traits that seem derived from many types of jellyfish. It possesses the size and shape of large egg-yolk jellies, the powerful sting of certain box jellies, and the bioluminescence of deep-sea jellies. This all combines to make a dangerous creature that lights up the deepest reaches of the ocean. Cnidaria is not generally aggressive, because it lacks normal perceptive senses. It generally just floats along on the current until something gets close enough to sense, at which point it attacks. While its attacks are not directly powerful, its sting injects an incredibly strong and fast-acting sedative. Domesticated As Cnidaria is barely more intelligent than a plant, there's no effective method to tame one. Most tribes kill Cnidaria on sight, then collect its reserve of powerful sedative, to use in technically advanced long-distance tranquilizers.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Troodon Dossier(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Common name: Troodon Species: Troodon magnanimus Time: Late Cretaceous Diet: Herbivore Temperament: Aggressive during night, cautious during day Wild Quite possibly the most intelligent non-human creature on the Island, Troodon magnanimus is an incredibly fast learner. It understands meaningful experiences much faster than other creatures (including humans), and its social nature means it also teaches its packmates, making them smarter too! If Troodon's cleverness didn't make it formidable, then its tactics and biology would. It specifically pack-hunts at night when we are most vulnerable, and sees humans as its primary prey. This audacity is made especially dangerous due to its serrated fangs' poison, which drains stamina from any creature, but outright paralyses humans. Thankfully, Troodon is fairly small. Were it larger, it might well have become the dominant creature of its ecosystem. Domesticated I thought Troodon simply could not be tamed, until I finally saw a lone survivor with one. She told me that she let "Troody" hunt a few of her tribe's smaller creatures for sport, and it eventually started following her everywhere. It seems that while Troodon is too intelligent to fall for the rote conditioning of "tranq-and-feed," it can instead gradually gain loyalty from a social approach that provides it with the opportunity to hunt. Ever since, I have wondered at the benefits which a pack of ultra-smart, bred-for-battle Troodon may bring to a tribe brave enough to earn the favor of these clever carnivores.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Tusoteuthis Dossier(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Common name: Tusoteuthis Species: Tusoteuthis vampyrus Time: Cretaceous Diet: Carnivore Temperament: Aggressive Wild Tusoteuthis vampyrus is a very aggressive water predator. Approximately 30 feet long, Tusoteuthis is a terror of the deep. Once it grabs its prey, it slowly crushes it into submission while using the talons on its tentacles to siphon and drink the victim's blood! Tusoteuthis is a terrifying opponent for several reasons. Firstly, its grab slowly renders its victim unconscious, so death isn't the only concern. Secondly, its vampiric blood drain instantly revitalizes it, even during combat. Finally, if Tusoteuthis is losing the fight, it sprays a cloud of ink into the surrounding water, blinding its attackers to cover a sneaky escape. Domesticated One of the major benefits of taming Tusoteuthis is harvesting its ink. Unlike normal ink, Tusoteuthis' ink is very oily, and can even be refined into fuels such as gasoline. Between that and Tusoteuthis' distinctive capability to grab & carry large creatures underwater, it makes for an excellent aquatic tame, despite its slower speed.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Pegomastax Dossier(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Common name: Pegomastax Species: Pegomastax fructarator Time: Early Jurassic Diet: Herbivore Temperament: Defensive Wild Among the bottom of the Island's dinosaur food chain is a small herbivore called Pegomastax fructarator. It is content to spend all day alone, gorging itself on far more food than you might reasonably expect for a creature of its tiny stature. Its beak appears perfectly evolved for collecting food from plants while avoiding indigestible fibrous strands. Pegomastax is likely to spend its time greedily foraging; this behavior can turn it into a very aggressive (though rather unthreatening) opponent, shrieking and whooping far above its actual threat level. It has been known to steal belongings from humans on the Island, regardless of whether they're alone or not. You would expect a creature this small and weak to live in flocks, but Pegomastax seems to be rather solitary in nature. While not pretty, and far too small to ride, tribes often keep Pegomastax around for two reasons. Firstly, they are an excellent farming aid, its skill at scavenging means that it collects an extraordinary quantity of seeds and berries, while also handily gathering rare flowers, mushrooms and other ingredients necessary to cook up special concoctions. The other reason being that tamed Pegomastax can be utilized by tribes to steal items from others. Their nimble feet and quick fingers allow them to get away with loot unscathed and potentially undetected!(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Therizinosaur Dossier(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Common name: Therizinosaur Species: Therizinosaurus multiensis Time: Late Cretaceous Diet: Herbivore Temperament: Aggressive Wild I'm not entirely sure how Therizinosaurus multiensis stays populated on the Island. It is surprisingly slow for its size, and is a solitary predator (so no pack to back it up). I suppose the fact that its sheer power rivals Tyrannosaurus is the only thing that allows this very aggressive medium-sized predator to thrive. The claws of Therizinosaurus are some of the most versatile biological tools I've encountered, as adept at removing trees and foliage from Therizinosaurus' path as they are at piercing the thick shells and hide of the Island's most defensive creatures if backed into a fight. Domesticated A tamed Therizinosaurus is one of the most versatile mounts a survivor can have. It can be trained to use its claws brutally or delicately, allowing the rider to primarily harvest with enhanced efficiency the specific kinds of resources that he or she needs. And in combat, these same claws can pierce straight through the toughest armor. This flexibility more than makes up for its inability to carry the large loads of the Island's many herbivorous beasts of burden.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Meiyin Note #10(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Am I a mercenary now? I had not given it much thought until I was actually called one. I don't like the title. Mercenaries fight for riches, but I?m just fighting for what I need to survive. That?s different, isn't it? When I fought back home, I knew who and what I was fighting for. I knew who my enemies were. Here I cannot tell. I am trying to be honorable by defending people and not attacking them, but how can I be certain? I cannot dwell on it. To survive, I must fight on. To return home, I must fight on.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Helena Note #10(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: The Painted Sharks have treated me like I'm the bloody queen since I showed them Rockwell's letter of recommendation. I don't think I've eaten better in my entire time on the Island! Not that it's a high bar, I'm a horrible cook. Oh, and they've been of tremendous help with my research, of course. So far, my estimates of the predator-prey balance are consistent with the ecosystems on the mainland. The water is simply teeming with shoals of megalodons, and they are extremely aggressive. Perhaps that's a side effect of having limited prey? Sharks aren't known as territorial creatures. I'll have to study them further.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Nerva Note #10(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Who could have imagined that a simple convoy would give the New Legion its first taste of adversity? Before today, the idea would seem absurd. They must have seen our approach, because just as we spotted our prey, we found our left flank beset upon by a pack of beasts. Though the creatures were smaller in size and number, they struck fast, they struck together and they never lingered. By the time we chased them off for good, the convoy was long gone. Impossibly, I spotted but a single rider throughout it all. Who is she? If Mars has blessed me, does Minerva harry me? No, I was simply unprepared. I will not be again. Gaius Marcellus Nerva Victoria per Disciplinam(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Rockwell Record #10(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Well, I found the reports on Mister Nerva to be rather exaggerated, and as an Englishman, one might imagine that I'd view Roman leadership with some disdain. Yet, in my experience, I found Mister Nerva to be civil, honest and intellectually engaging. In fact, after a lengthy conversation, I daresay that Mister Nerva has the right of it when it comes to this island's politics. As the Romans created Pax Romana, perhaps this New Legion will create Pax Arcam. Even if it doesn't, I doubt it will harm my research, so I see no reason to interfere in this particular squabble.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Helena Note #10(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Well, I found a new best mate. The little fuzzball isn't exactly what I meant, but I'll take her. I've dubbed her species Renopila amplexus. They're small, cuddly little herbivores, and as far as I can tell, taming one has no practical use. I just couldn't let the her starve to death, though. I guess all this rubbish with golems and wyverns has quelched what was left of my scientific instinct to leave nature to nature. At least we provide each other with a little warmth at night, and her antics have helped to keep my spirits up. I suppose I'll need to give her a name.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Raia Tablet #10(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Despite our best efforts and the blessing of the gods, tragedy is unavoidable in these strange lands. Yesterday, it struck Nosti once more in the form of a mantis attack, and while I could not undo what had been done, I hope that I was able to bring some small comfort to those who knew the victims best. Though we lack the resources to properly inter the dead in tombs, we still held a ceremony in their memory, and I made time to speak privately with anyone who wished to. Between that and my usual duties, I am physically and emotionally exhausted, but when my people are suffering, I cannot afford to rest.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Dahkeya Note #10(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Something damaged a water pipe outside of town yesterday, and when a crew went to repair it, they were attacked by a whole mess of mantises. My boys and I drove them off, but we were too late to save the engineers. I know it sounds crazy, but I think those mantises cut through that pipe on purpose to draw us out. If I'm right, then I'm more concerned about them than anything. In the stories about Big Owl and Coyote, Big Owl was the huge, scary one, but Coyote was more dangerous because he was clever. He'd trick man and monster alike, and everyone feared him. I never believed those stories, but I sure remembered the lesson.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Rockwell Record #10(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: It took time, but I finally pilfered enough supplies and tools to survive on my own. Loading them onto these camel-like beasts of burden was laborious, but the real trial was absconding with the artifacts. There is always someone watching the inner sanctum, so I carefully studied the guard's shifts until I identified whose drink I had to spoil with my knockout serum. Even then I acted with great haste and guile, for my heist will surely be discovered when the priests convene for their morning prayers. Alas, they will be too late! Sir Edmund Rockwell is always ahead of his foes, but not by a mere step. No, I am miles and miles beyond their reach!(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Ovis Dossier(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Common name: Ovis Species: Ovis arcam Time: Holocene Diet: Herbivore Temperament: Stupid Wild Since arriving on the Island, I have encountered dozens of fascinating creatures whose behavior has never been studied or documented...and also sheep. Granted, Ovis arcam is quite different from the modern domesticated sheep - and even from wild sheep species such as Ovis orientalis. The unique markings on its face give it a striking appearance, and the males' horns possess a unique shape that is unlike any other species in the Ovis genus. As one might expect, Ovis stands little chance against this Island's many predators. Like the Dodo, its continued survival in the face of these challenges is a mystery. Domesticated Some survivors have found herds of Ovis to be useful in farm life. Their wool can be repeatedly safely shorn with the proper tools, and cooked lamb chops are a popular dish among some tribes, as is their hyper-nutritious mutton. Every now and then, a survivor with a sense of humor will attempt to utilize Ovis as a mount, although the joke becomes significantly less funny once their slow Ovis is run-down by a pack of Raptors. One tribe has grown particularly attached to Ovis, perhaps uncomfortably so. I don't know the tribe's actual name, but I refer to them as "Sheep Lovers."(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Baryonyx Dossier(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Common name: Baryonyx Species: Baryonyx aquafulgur Time: Early Cretaceous Diet: Piscivorous Temperament: Passive to land creatures, but aggressive to water-dwellers Wild Like the Carnotaurus, Baryonyx aquafulguar is a large carnivore, but not large enough to rival the Island's apex predators. While not as powerful as some deep-sea predators or Spinosaurus, Baryonyx is an extremely fast swimmer who is still sufficiently nimble enough to threaten most creatures on the Island. And yet despite being a fast, dangerous dinosaur, Baryonyx almost exclusively consumes fish and other water-dwellers. The highly specific metabolism of Baryonyx seems to allow it to heal wounds almost preternaturally fast after feeding on nutritious fish meat. Perhaps this is why Baryonyx rarely attacks land animals? Domesticated Baryonyx's natural affinity for aquatic predation means that once tamed; it learns to kill ocean-dwellers even more efficiently. Between its speed and its power, Baryonyx makes an ideal choice for anyone interested in frequently moving between water and land travel, and who values speed and agility over raw strength.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Basilosaurus Dossier(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Common name: Basilosaurus Species: Basilosaurus solatiumfecit Time: Late Eocene Diet: Piscivore Temperament: Passive Wild One of the stranger creatures in the waters surrounding the Island is Basilosaurus solatiumfecit. It's a powerful swimmer which has adapted to the shallows so remarkably well that it rapidly recovers from injuries when near the water's surface. Conversely, it's vulnerable to deep water pressure, which slowly causes it harm. Basilosaurus is usually closely followed by other predatory creatures, as its eating habits leave plenty of scraps for scavengers to consume. It is a gentle creature towards humans and happily laps up food directly from them. However, the creatures that trail the "Basi" tend to become dangerously enraged whenever this occurs, as it leaves no leftovers for them. Domesticated Despite the hassle of engaging with its ornery followers, many tribes still attempt to tame the Basilosaurus, as its mammalian, warm-blooded circulation provides a rider with perfect comfort from both heat and cold. Being apprehensive in nature, Basilosaurus is equipped with a defense mechanism that prevents it from being stunned or shocked. Alternatively, Basilosaurus is hunted (perhaps too vigorously) for its special blubber, which can be efficiently refined into gasoline!(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Purlovia Dossier(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Common name: Purlovia Species: Purlovia maxima Time: Late Permian Diet: Carnivore Temperament: Aggressive Wild Purlovia Maxima perfectly embodies the element of surprise. Though Nanictidopids such as Purlovia were once thought to be herbivores, I discovered that this creature is, in fact, a patient hunter of the most intelligent sort. After burrowing beneath the jungle floor, Purlovia enters a state of hibernation and can go extended periods without any food. When some unfortunate creature eventually wanders by, Purlovia bursts forth from the ground, tearing into its prey with its large canines before the victim can react! Domesticated Though Purlovia is ill-suited to the life of a mount, its usefulness in staging an ambush or as a village guardian cannot be understated. With a tamed pack of Purlovia, one could assemble a literal organic minefield of deadly claws and teeth! However, any ambushes using Purlovia must be planned well in advance, as it will refuse to hibernate if it senses any threat nearby.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Rockwell Record #11(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: How can these tribal leaders be so short sighted? Yes, the members of their respective tribes who volunteered for my Battle Tartare and Shadow Steak Saut? experiments have been experiencing prolonged withdrawal episodes, but can't they see that the benefits outweigh the costs? I created mixtures that can bring out superhuman strength, speed and coordination in ordinary men and they can only focus on the negatives. Simple minded, the lot of them! They've even banned their members from partaking in my experiments now. Ridiculous! I'll not let them stand in the way of human progress. They may not understand the importance of my work, but surely my assistants do.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Rockwell Record #12(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: I've decided to take a brief vacation from the laboratory. Well, I say that I've decided to, but the whole thing was my assistant Isabelle's idea. She noticed that I'd been quite ruffled lately and suggested that I take a bit of time to myself before rushing headlong into my next experiment. Such an observant young woman, that Isabelle. She's somewhat lacking as a chemist, but she understands my moods almost better than I do. I daresay that an old fashioned adventure will do me some good. Nothing like some rigorous recreation to clear the mind! Perhaps I'll go spelunking. Yes, a splendid idea! I know just the place for it.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Rockwell Record #13(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Remarkable! Absolutely remarkable! When I chose that remote northern cave as the site of my spectacular spelunking sojourn, I'd never imagined that I'd find such wonders within. Granted, I don't know what this specific wonder does exactly, but it's fascinating to examine. It's like nothing I've ever seen! I don't even recognize the materials that it's composed of, and it's constantly pulsing with some kind of latent energy. What is it? Is it unique or are there similar artifacts just waiting to be discovered beneath the island's surface? My, how invigorating! Isabelle was right, this was exactly what I needed. I feel like a young man again! (/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Rockwell Record #14(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Eureka! My theory was correct. The small podium at the base of the obelisk is definitely responding to the artifact's proximity and vice versa. Honestly, I feel foolish for not attempting this sooner! The stylistic similarities between the artifact and the obelisks floating above the island seem so obvious to me now. Clearly they were created within the same culture and era. Bizarrely, while both the artifact and obelisks are in exquisite condition, there are no other signs of this mysterious civilization. How could that be? What kind of mad society would galavant about some remote island, building towering structures and stuffing knick-knacks into caves before vanishing without a trace? I don't understand it, but it's certainly piqued my curiosity.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Rockwell Record #15(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Well, I think I've gotten as far in my studies of the obelisk as my archeological expertise will take me. A shame, really. This has been such a joyous little diversion that I hate to see it end. Ah, Rockwell you old twit! You've forgotten the origins of this little excursion ? spelunking! Did you yourself not hypothesize that there may be more artifacts hidden elsewhere on this island? Surely you can't give up before confirming that. No, certainly not, nor can I be expected to scour the ARK's caverns alone. Perhaps someone can spelunk in my stead? Better yet, perhaps someone has already spelunked!(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Rockwell Record #16(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: After many days of scouring the island upon Archimedes and many more fruitless conversations with the witless, savage sods that seem to make up most of this island's population, I have finally found the spelunkers I need! A tribe to the northwest called the Iron Brotherhood has apparently found three artifacts themselves, and it's clear that said relics share an origin with my own. In exchange for my artifact, the Brotherhood agreed to report any findings to me straight away as they continue their search. What stupendously good fortune! Now I can return to my alchemical studies with renewed vigor while they crawl through the island's caverns in my stead. Brilliant!(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Rockwell Record #17(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: The first round of trials for my new Lazarus Chowder have gone marvelously, but I have found it hard to maintain my enthusiasm. After all, I will never get truly definitive results with only mesopithecus subjects. It is quite frustrating. Even so, I see now that Isabelle was right. Having my assistants take part in the trials would be asking too much of them, and they are too valuable to risk so frivolously. If I cannot find human subjects from the nearby tribes, then I shall have to make do with trials on apes and monkeys. Perhaps it is finally time to capture some gigantopithecus...(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Rockwell Record #18(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: I admit, there are times when it is useful to live among simpletons. For example, I was able to trade several gallons of my Lazarus Chowder to a group of hunters in exchange for an entire contingent of tamed gigantopithecus, and they never questioned whether it had been tested on humans yet. Well, I suppose if they return with another batch of apes, then I'll know that Lazarus Chowder doesn't cause asphyxiation, won't I? It's not exactly a conclusive, scientific trial, but I suppose it will serve. Unfortunately, all these primitive primates have given Rockwell Manor quite the pungent odor. Isabelle said she is working on some sort of air freshener, but I hope she makes haste.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Helena Note #11(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Still no answers as to why the megalodons are so territorial, but I was privy to something even more extraordinary ? megalodon mating behavior! No one's ever witnessed great whites rooting around back home, so that alone is monumental, but I got something even better. I know, what could possibly top watching megalodons having a naughty, right? Tracking the female! I was able to observe her for almost the full gestation period, and get this ? it only lasts one week. One week! No wonder the population is so high. These things are spitting out pups at forty-four times the rate of Aussie great whites. I should compare how they behave in captivity.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Helena Note #12(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: So, in addition to all of the oddities I found with wild megalodons, here's the real cherry on top ? taming them is a piece of piss. A bit of training and they're more obedient than the family dog. Now, I've heard of sharks getting very rudimentary training over a year or so, but not to this extent. Certainly not so easily. Sharks aren't mammals or even avians, they're fish. They rely more on instinct, or to put it simply, they're not very smart. You shouldn't be able to ride one like a jet ski. I'm trying to keep an open mind like Rockwell suggested, but this just feels wrong.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Helena Note #13(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Well, this seals it. Just when I thought I'd made some sense of the notes I took while visiting the Painted Sharks, I spotted the nail in the proverbial coffin ? roos. A whole herd of giant roos were just hopping about the countryside like they'd always been there. As much as I love roos, they just shouldn't be here, period. They evolved in Oz and Oz only sixty million years after dinosaurs went extinct among a bevy of other marsupials. If I know any genus, it's this one, and procoptodon should not exist here. This island isn't an ecosystem, it's a zoo.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Helena Note #14(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Not too long ago, I thought this place was a far off utopia where I could study all the world's lost wonders. Now that I'm fairly certain it's not natural at all, I have to say, it's lost a lot of luster. Interference from mankind hasn't helped. Most tribes have learned to live in harmony with their slice of the Island, but some aren't content with that. One is even trying to conquer all the others, and natural or not, this ecosystem won't be any better off if it's burned down in some great war The sunrises are still beautiful, though. At least nothing can change that.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Helena Note #15(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Of all the abnormalities that I've observed, the tamed megalodons stick out to me. It was almost like they were stray dogs who were resocialized, as though they had a genetic history of human obedience. Most of my observations have been in the wild, but I think I may learn a thing or two if I observe domesticated creatures more closely. I need to study their diets, their mating patterns, how they socialize with other species...all that. Rumor has it that there's some woman that's tamed a whole mess of them all by herself, so many that they call her the Beast Queen of the Jungle. Maybe she'll have some useful insights.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Helena Note #16(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: I suppose it was a bit naive of me to think that someone with the monicker of "Beast Queen" would roll out the red carpet. I guess I got used to all the friendly treatment that being an associate of Rockwell's earned me. She did let me stay at least, and she hasn't instructed her dinosaurs to kill me yet, so that's a positive! Not that she'd really need the dinosaurs. If that glare of hers gets any more intense, I'll probably just burst into flames on the spot. Strewth, I hope she eases up. Sifting through raptor excrement with someone watching is harder than you might think.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Helena Note #17(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: There's nothing special about the diets of these tamed creatures when compared to their wild counterparts. Part of that is the Beast Queen's doing, as she takes them on regular hunting excursions for training purposes. Curiously, they never have to range too far. There is an abundance of prey nearby, despite the size of her pack. That this has held true regardless of her domesticated creatures' remarkable birth and growth rates makes it even more unusual. Oh, and I did finally get her name ? Li Mei-Yin. She's gotten a little less glarey, too. In hindsight, maybe starting by studying her animals' feces just gave a bad first impression?(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Helena Note #18(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: The most interesting thing that I've observed about Mei-Yin's animals has been what they don't do ? they never fight. Among creatures that have been domesticated for generations like cats or dogs, that's normal, but there's a reason zoos keep their animals in separate enclosures. Certain instincts are hard to curb, and there should definitely be more disputes among such a diverse group. Mei-Yin has even integrated a herd of herbivores into her army, as their thick hides have proven resistant to fire and explosives. Yet despite being surrounded by carnivores, they remain untouched. It doesn't make sense. That's not to take anything away from Mei-Yin. She works hard to treat and train her animals well. She's not bad company either, at least when she's not mute and I don't go full biologist. Sometimes it's felt like speaking a new language, but it's been kind of refreshing.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Meiyin Note #11(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: I've started to tame larger creatures. The speed of my light cavalry was beneficial, but I realized that it was not enough. A hundred swift strikes mean nothing if there is no strength behind them. To survive enemies like the New Legion, I must be able to strike with power. I began with the ones that look like larger raptors, but with horns on their foreheads. They balance strength and speed well, and will serve well as the core of my forces. When I have enough horned raptors, I will add some of the giants. Maybe then I'll finally have the strength to find a way home.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Meiyin Note #12(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: I am living on an island. Worse, a cursed island. When I managed to tame a great spined lizard and a giant raptor, I left the jungle to find a way out of these treacherous lands, but I soon found myself travelling in circles. Worse still, I'm told that a magical barrier prevents ships from sailing too far from the shore, and birds from flying too high to leave the island. It was never a matter of strength. There is no path home at all. Wuzhui seems to sense my unease. These days, I often wake to find him nestled beside me. At least I am not trapped here alone.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Meiyin Note #13(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: I laughed for the first time in weeks today. A man from a small tribe of fisherman sought to hire me, but he didn't call me by my name. He called me the "Beast Queen of the Jungle." I could not keep a straight face. I suppose I understand the title. Since my failed expedition, I have staked out a small swath of land to live on more permanently, and the locals know it as my pack's hunting ground. Still, I'm hardly a queen. My "castle" is little more than a shack. I'd rather be called a queen than a mercenary though, so I may as well embrace it.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Meiyin Note #14(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: I wonder what father would think of me now. Would he be proud of me when I march off to battle? I know he wanted a son. That's why he trained me in secret. Would he accept a Beast Queen instead? Mother wouldn't approve. The other villagers were too desperate to care about my gender when I joined the fight against the Turbans, but mother never forgave me. She wouldn't even look at me now. Should I mind? Those were Mei-Yin's parents, from Mei-Yin's life, and sometimes I wonder if that life was even real. Maybe I was always a beast, and never a woman.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Meiyin Note #15(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: I have finally found a beast that I cannot command. No, to call him a beast is not enough. He is a demon. I was stalking a pair of giant raptors, waiting for an opportunity to bring them into my pack, when he tore through the treeline to steal their kill. He dwarfed even the giant raptors in size, and in fury he surely has no equal in this world. When his foes bit at him, his eyes glowed with hatred and he struck with renewed vigor. I have never seen such terror. Even I dare not challenge this creature. If I am the Beast Queen, then he is the Demon King.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Meiyin Note #16(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: A woman named Helena arrived at my camp yesterday, though not to hire me. She said that she was a scholar studying the creatures on this island, and that she wanted to observe my beasts. I turned her away at first, not trusting her intentions. How could I? What mad fool would bother with scholarly pursuits in a place like this? Yet she persisted, and in time I was convinced of her honesty. I don't know if I made the right decision. Helena is constantly asking strange questions. Why does she need to know so much about my beasts' feces and mating behavior? What a bizarre person.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Meiyin Note #17(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: When Helena arrived, I was constantly glancing in her direction, wondering just what she was scribbling in that thick book of hers. Now I hardly notice her unless we're speaking. The questions haven't stopped, but thankfully they aren't always about things like animal feces. Sometimes we just talk about something simple, like cooking. Neither of us are very good at it, but together we've managed to make a few things that tasted better than plain meat. Yet before long, my territory will be silent once more. Helena says she has to move on, and war is brewing in the south. Someone will need my sword very soon.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Meiyin Note #18(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: The war in the south is not an ordinary one. According to the member of the Painted Sharks that arrived to hire me, his tribe is fighting the New Legion. I admit, that gave me pause. They were formidable before, and they've grown even stronger since we last met. Yet I have grown stronger too, and the Sharks were clearly in desperate straights. I could not turn them away. As I readied for war, I recalled a dream I had many months ago. I still don't believe in fate, but maybe this is my nature. On this island, maybe I can actually be like Lieutenant Guan.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Nerva Note #11(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: It seems that some of our neighbors have grown weary of our raiding. Today, I received an envoy from the Golden Arrows who proposed a lucrative trade agreement between our two tribes, with the caveat that we never encroach on the territory or convoys of the Golden Arrows or any of their allies. I have no interest in trade agreements, but I do know how to seize an opportunity. So instead of accepting right away, I proposed that we ratify the agreement with his tribe's leaders on a neutral site. I have planned long enough. It is time for the New Legion to resume its march. Gaius Marcellus Nerva Victoria per Disciplinam(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Nerva Note #12(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: News of my rather definitive response to the Arrows' proposal has spread quickly, but few seem keen to act on it. Who can blame them? Without their leaders, the Arrows quickly folded, and the New Legion grew significantly in power practically overnight. The other tribes only managed to interrupt their cowering long enough to send another envoy, a man named Edmund Rockwell. Given the results of the last one I received, I almost didn't believe it, but apparently this man is special. The other tribes seem to respect him as a neutral party and expert on the island. We shall see. Gaius Marcellus Nerva Victoria per Disciplinam(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Nerva Note #13(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: I did not expect much from Edmund Rockwell, but he has surprised me. He has a curious way of speaking, but he clearly possesses a razor sharp intellect and a wide breadth of knowledge. Though we only met for half a day, I gained invaluable information about this island, which is apparently called the ARK. I shall have to send a scout to pinpoint where Rockwell lives. In addition to his expertise on the ARK, he is known to create elixirs that have extraordinary effects. It would behoove me to keep those out of my enemies' hands. Gaius Marcellus Nerva Victoria per Disciplinam(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Nerva Note #14(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: It seems I was not the only one who was skeptical of Rockwell's ability to curb my ambitions. The nearby Painted Sharks mustered up the courage to harass several of our coastal fortresses, but in doing so, they confirmed their nature. During their raids, they only attacked from the air and sea. They patently refused to set foot on land. If the Sharks are at home in the ocean, then I will pull our coastal forces back and attack their outposts on the mainland. Once their island fortress is cut off from support and supplies, I can whittle it down to rubble at my leisure. Gaius Marcellus Nerva Victoria per Disciplinam(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Nerva Note #15(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: The incident with the convoy was no fluke. The rider has returned, and this time we had plenty of warning. Reports of some "Beast Queen" joining forces with the Sharks reached my ears days before the siege. Her ranks have swelled since the convoy but there is no doubt it is her. Not only did she help break the siege, but for the first time in its existence, the New Legion is in full retreat. This cannot continue. I will not allow it. I will conquer the Sharks, as I will conquer the entire ARK, but first I must destroy this so called queen. Gaius Marcellus Nerva Victoria per Disciplinam(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Nerva Note #16(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Li Mei-Yin, the Beast Queen of the Jungle. That is the name of my foe. It is a name that I have already grown weary of, but soon I will never hear it again. It turns out that she is a mercenary not beholden to any tribe, including the Painted Sharks. So as satisfying as it may be, I need not actually defeat her. I must simply divorce her from her employers, and I know exactly how to do it. The seeds of my victory are already planted. Gaius Marcellus Nerva Victoria per Disciplinam(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Nerva Note #17(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: The Beast Queen is no longer a concern. It was a simple matter, really. A small team of Legionnaires planted explosives in the Sharks' camp in the dead of night while leaving hers conspicuously untouched. Predictably, the explosions drew the Beast Queen's attention but the Sharks mistook her advance for an enemy attack. After that, it was only a matter of time before they parted ways. With that barbarian removed from the conflict, this land war will end shortly. We've already pushed the Sharks out of Legion territory. Soon we will face them where they are strongest ? the open sea. Gaius Marcellus Nerva Victoria per Disciplinam(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Nerva Note #18(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: After taking the Painted Sharks' last foothold on the mainland, this war has turned into one of attrition. While I construct a proper fleet, the Sharks' resources will continue to dwindle and my flyers will continue to harass their main compound. When we finally stage our invasion, their spirits will be broken and their storehouses empty. In the meantime, I've been investigating this island's potential for naval warfare. Some sea creatures can carry a small ballista platform on their back, making them a curious sort of warship. I'm interested to see how they'll fare. Hopefully the Sharks can offer a skirmish or two before their will breaks completely. Gaius Marcellus Nerva Victoria per Disciplinam(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Helena Note #11(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: I may have been wrong about Renopila not having a practical use. Earlier today, my furry new companion started bouncing around so excitedly that I couldn't calm her down, and then soon enough it started raining. I brushed that off as a coincidence, but soon after filling my waterskins and setting off once more, she started acting skittish. I decided to find shelter just in case, and within minutes light rainfall had turned into an electrical storm. I'll need more evidence to draw any firm conclusions of course, but I wouldn't mind having a fuzzy little weather radar with me. You know...it's a little on the nose, but Radar's not a bad name.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Helena Note #12(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Thank goodness that I decided to find some high ground two days ago, or I'd have never spotted this settlement. That's twice now that I've stumbled into my own salvation. I can't count on that happening again. I'll need to stay here for a while and prepare before setting out once more. Fortunately, the villagers are willing to let me trade work for supplies and shelter. Another stroke of luck, and another factor I can't rely on. On the Island, Rockwell's name got me far, but here I'm just another stranger. Not everyone will trust or help me. I need to be prepared to survive on my own.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Helena Note #13(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: In some ways, surviving on my own was less work. At least then I wasn't conscripted into manual labor. Ugh, my whole body feels sore! I bet I wouldn't have to work if I were as adorable as Radar. The whole village is in love with her. I swear, they spoil her like a furry little princess. Rockwell would be livid about this arrangement. I can just hear him ranting about treating scholars with propriety. I hope the old Brit is doing well. Maybe when ''ve broken this mystery wide open, I'll figure out a way to get him off the Island and we can discuss it all over tea like old times.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Helena Note #14(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: While my mind still can't recall the last time I fired a gun, my muscle memory is much better. According to my would be instructor, I "wasn't a complete disaster" on the firing range. I'm no pacifist. Death and violence are a part of life, that's just nature. Yet a gun still makes me a little uncomfortable. The idea of shooting at another human just seems instinctively wrong to me. I couldn't even fire at the New Legion back on the Island. But I need to pull my weight. The villagers have been welcoming and patient with me. For their sakes, I need to practice.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Helena Note #15(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: I may have to put my freshly polished marksmanship skills to the test sooner than I thought. A hunting party spotted a swarm of giant mantises heading in our direction. Yes, giant mantises. I haven't spotted them with my own eyes, but the villagers have spoken of them every now and again. They say the insects have these little hands that can actually grip and wield weapons or tools. Sounds absolutely loony, but so is the idea of a mantis swarm at all. They must share Ghost mantis' distaste for cannibalism. No one seems keen on fighting them, but they're too close to outrun. Hopefully they'll just pass us by.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Helena Note #16(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: My hopes that the mantises would ignore the village were unfounded, and I think we were all wondering if this morning's sunrise would be our last. Despite all my practice, my rifle felt heavy and foreign in my shaking hands as the swarm advanced. Fortunately, they weren't our only visitors. The villagers erupted in cheers as lightning and fire tore through the advancing insects from above. Some chanted a name: Wali al Aswad. The rider, still hidden behind black robes, didn't acknowledge the ovation. With swift efficiency, their small flight of wyverns decimated the mantis swarm and made for the horizon. Wali al Aswad...I need to meet this person, if only to thank them.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Helena Note #17(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Just who or what Wali al Aswad is depends on who you ask. Some of the villagers have attached a religious connotation to the figure, believing it to be some sort of heavenly guardian who appears to the worthy in their time of need. One villager is even convinced Wali is an extraterrestrial. I don't deal in beliefs. I deal in empirical evidence, and that means nothing about Wali is certain until I can meet them. I won't forget this village's kindness, especially after granting me a morellatops and supplies for my journey, but this is why I'm here ? to find answers.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Helena Note #18(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: I'm definitely more prepared for this desert than before, and better equipped. With my morellatops offering a large, mobile supply of water and Radar looking out for the weather, the only threat I really have to worry about is major predators. Also giant golems. I'm actually impressed with the shape I'm in, if I do say so myself. I think I even saw some ab definition the other day! Took me long enough. I've been living without sweets for ages, after all, you'd think I'd get fit much quicker. Great, now I miss sweets. The things I'd do to taste chocolate again...(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Dahkeya Note #11(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: I was worried that Raia would fight some of the new precautions my boys have been taking, but I guess I've earned a looser leash. I suppose I ought to lay off the ?highness? talk then. Seems only fair. The other day, we even shot the breeze a little. First time we've talked about something besides what needs doing. Seems we're both a little worn out. Unlike me, she's used to being respectable and responsible, but being in charge means everyone wants your time and attention. This place hasn't been easy on either of us or anyone else, but I'm still kicking so far. Come what may, I don't plan on stopping.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Dahkeya Note #12(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Something like this was bound to happen one day. The bigger the town gets, the more value Raia has to it, and what happens to valuable things? People try to steal them. It wasn't a bad idea, holding her for ransom like that. Too bad for those raiders that this is my town. I picked most of them off with a rifle as they tried to force her onto a pack animal, and my men finished a few others as they fled. One tried surrendering, but I had to send a message. If you pull a stunt like that in my goddamn town, you get won't any mercy. Not a single shred of it.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Dahkeya Note #13(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: That woman's got some nerve. I save her hide and the next day, Raia's scolding me for putting down a "defenseless" kidnapper. Hardly even thanked me first. What did she expect me to do? Give him free room and board for the rest of his days? Let him go so he can tell every bandit in the desert how soft we are? I told her that if she didn't like the way I protected her, then she can protect herself. Should have kept my damn mouth shut. Now I'm stuck teaching her to how shoot three times a week. Gonna be at it forever, too. She couldn't hit a bison's ass from five paces.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Dahkeya Note #14(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: I do believe that my pupil is the first deadeye Egyptian priestess the world's ever seen. It took a few months, but Raia's just too stubborn to quit. I shouldn't have been so hard on her. Trying to keep your faith and traditions in a dog eat dog world isn't easy. Hell I couldn't even do it myself, and that was before giant lizards were looking to take a bite out of my backside. During one lesson, she told me this story about how her goddess had a nice side and a nasty one. I think she meant something else, but the way I see it, we're the goddess. She's nice, I'm nasty, and we keep each other in check.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Dahkeya Note #15(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Even after all this time in Nosti, I have trouble sleeping in the same bed every night. Sometimes I'll just toss and turn until I give up and go sleep beneath the stars. Hell, I'm not sure we ever slept same spot twice back in the Russo Gang. Thought I'd live that way forever, wild and free like Doc Russo. Probably die guns blazing like him too. Sounded better to me than withering away with rest of my tribe as the world passed us by. I don't think Doc would recognize me now. I'm not the "Apache nephew" he taught to read and shoot. Matter of fact, if he were here, I'd probably have to shoot him.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Dahkeya Note #16(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: I expected those mantises to come back, but not like this. They came at the village from two sides at the same time, and the way they moved...they were more coordinated than any wolf pack. They worked together like men would. Took nearly half a day to fend them off, and they didn't leave us without scars. If attacks like this become common, we're going to be in a heap of trouble, so I've decided to round up my best men to track these critters down. We've got to at least find out where they're coming from.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Dahkeya Note #17(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: We've been tracking these damn things for ages. I can't believe they travelled so far just to attack us. Something like that has to be deliberate. I already knew these things were smart, but if they're that determined to kill us, then we've got to wipe them out here and now. That's easier said than done. There's a whole mess of them here. Can't say I've heard of any mantises living in a group like this, but I'm no expert when it comes to animals. Certainly not in this crazy place. At any rate, I've got to come up with some kind of plan. Shooting them one by one won't do the trick.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Dahkeya Note #18(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: I'm glad I decided to take Sasha with me. The Russian showed up in Nosti less than a month ago, but she already knew her way around a gun. Says she learned it in a place called Gru. Never heard of it, but apparently they teach you all sorts of tricks there ? like how to make bombs more powerful than dynamite. The caves the mantises are holed up in are filled with sulfur, so if we set Sasha's bombs in the right spot, we should be able to wipe them all out at once?.provided we can shoot our way in and out without becoming mantis chow. Well "Captain," time to earn your title.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Rockwell Record #11(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: It has been several days since I left Prophet's Rest, and I have seen no sign of pursuit. I am unsurprised. They probably assumed that I would make for the blue obelisk, as it was nearest. By setting out for the green obelisk instead, I already outwitted those simple minded zealots. As I said ? miles ahead! Miles! With those fools out of the way, I can slow my pace and take some time to properly study these so called sacred relics of theirs. I am curious to see if the materials they are made of bear any similarity to the metal in the starlit sanctuary.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Rockwell Record #12(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: The obelisk is reacting to the presence of the artifacts with even more intensity than I expected. Each obelisk on the Island required eight artifacts to generate that sort of response, not three. In other words, I may not need to do any spelunking before summoning whatever terrifying beast this ARK has store for me. Ah, the beast. Now that poses entirely different conundrum. Even with my youth and my favorite pipe, I doubt that I could slay a monster such as that dragon Mister Nerva fought. Not alone, anyway. I shall need to find a partner for this venture, but who?(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Rockwell Record #13(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: I have turned back north in hope of making contact with some of the natives. It is a risk, as I cannot be sure how many bumbling savages are under the sway of that ludicrous, obelisk worshipping cult, but it is also the only region that I definitively know is occupied. I do not have much to offer in exchange for an alliance, but I am sure that I can negotiate an alliance with at least one of this ARK's tribes. I was at the center of the Island's diplomatic disputes for years, after all. Why I am a seasoned, silver tongued negotiator! Surely I can coax a partnership out of these primitive desert dwellers.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Rockwell Record #14(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: What terrible misfortune! My keen sense of direction finally led me to a local settlement, but as it happened, I was not the first party to visit it that day. That honor belonged to the Burning Phoenix Clan, a band of raiders that were plundering its storehouses and enslaving its surviving residents as I arrived. Naturally, the hoodlums fell upon me and stripped me of my valuables within minutes of my arrival. Ruffians! I managed to keep hold of my journal, but little else. This won't do, not at all! Then again, I was seeking out a tribe skilled in the art of violence. Perhaps I can turn this to my advantage.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Rockwell Record #15(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Curse these stubborn brutes! Despite a litany of polite, gentlemanly requests, they refuse to allow me to parlay with their leader. Surely any leader of men is not half the imbecile that these barbarians are. I am positive that we could come to some sort of? Damn this noise! It is impossible to concentrate with all this insufferable whingeing! Half of these prisoners won't stop moaning about one injury or another and the other half are in constant hysterics. Very well. Perhaps if I tend to some of the wounded, it will dim this distracting cacophony.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Rockwell Record #16(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: At last, I can hear myself think! The guards have moved me to a private cell, and while they have not divulged the reason for my transfer, I suspect that they took notice of my medical expertise. I caught them staring in my direction on several occasions as I worked. It seems that doctors are in high demand in these lands. I suppose that's no great surprise. The Island was no different. No matter. While my skills in the realm of medicine are more in line with a field medic than a true physician, I shall continue to play the role as long as it serves me.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Rockwell Record #17(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: After days of travel, we finally arrived at the Burning Phoenix Clan's compound, and while my former peers were shuffled to the slave pens, I stood before the clan's leader. I'd heard tales of the once great Tatar empires, thought I had never travelled to their lands. By all appearances, Timur is cut from the same cloth as their fabled Khans. He was at once imperious and casual, questioning me with impatience from a throne of hide and bone. Naturally, he was impressed by my intellect and gentlemanly demeanor. Granted he did not say so aloud, but I was escorted to a small, private chamber instead of a cell. Surely that says as much.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Rockwell Record #18(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: I had been pondering why Timur required the services of a doctor. He seemed to be in excellent health and I had seen no patients since I arrived. Well now I shall ponder no longer! Timur has a wife, and she's with child. I suppose that even bloodthirsty raiders can fall in love, or at the very least, desire a family. The whole affair would be rather quaint were I not expected to care for the woman and deliver the child. Should either the child or the mother die during the birth, I fear that I will follow them in short order.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Ammonite Dossier(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Common name: Ammonite Species: Ammonitina multiamicus Time: Late Jurassic-Mid Cretaceous Diet: Feeder Temperament: Passive Wild Usually found in the deepest parts of the waters around the Island, Ammonitina multiamicus has a strange relationship with the other creatures of the deep. It must do something beneficial for them since every nearby sea creature defends Ammonitina when it is attacked. What this distinct symbiosis is based on, alas, I have not yet discovered. Ammonitina has also made its way into the deeper parts of many underwater caves. Even within these caves, the creature will draw attention if assaulted, making harvesting its resource-rich shell a tricky proposition, depending on what other dangers may be lurking nearby. Like many of the untameable ocean dwellers, Ammonitina still has enough utility to be a valuable hunting target. If a tribe is willing to risk the wrath of nearby would-be protectors, Ammonitina bile can be harvested from the innards of its corpse. This bile can then be worked over with other chemicals to produce powerful concoctions, the most notable being a mixture that causes creatures to become enraged and attack the source of the scent.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Electrophorus Dossier(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Common name: Electrophorus Species: Electrophorus beluadomito Time: Holocene Diet: Carnivore Temperament: Reactive Wild Occupying a space in the low-to-middle end of the food chain, Electrophorus beluadomito is a carnivorous swimmer that feeds mostly off of shellfish and small fish. Despite its common name, it is actually a very long Knifefish, and not an Eel. It does not provide much meat, so many predators simply leave it be. Unlike most predators, it does not use brute strength to bring down its prey, but instead releases an electrical charge around itself to knock its prey unconscious. Alone, this can take out a small creature. When attacking together, Electrophorus can even bring down the larger ocean lifeforms, and then feed as a group. Domesticated By far, the most common use of Electrophorus is to subdue large ocean creatures. Knocking out a Plesiosaur or other giant deep-sea leviathan can be incredibly difficult... ...thus many tribes employ small schools of Electrophorus to shock them into submission!(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Microraptor Dossier(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Common name: Microraptor Species: Microraptor gnarilongus Time: Early Cretaceous Diet: Carnivore Temperament: Aggressive Wild Microraptor Gnarilongus is one of the smallest non-avian dinosaurs on the Island. Incredibly fast for its size, Microraptor is a voracious carnivore. Aggressive towards anything regardless of size, Microraptor fancies itself an apex predator. It will attack humans on sight, especially if it's not alone. When hunting, Microraptor's speed is only one of its assets. While not quite capable of sustained flight, its wings allow it to stay aloft for several seconds while jumping. This allows Microraptor to attack its prey's vulnerable areas, as well as search for small river fish. Notable, the creature also tends to use this ability to knock oblivious humans off of their mounts. Domesticated While not a powerhouse against armed enemies, Microraptor is particularly suited to dismounting enemy riders. Microraptors natural tendency to attack weaker creatures means they can ignore the mount while attacking the rider with leaps of fury.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Thylacoleo Dossier(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Common name: Thylacoleo Species: Thylacoleo furtimorsus Time: Early-Late Pleistocene Diet: Carnivore Temperament: Aggressive Wild Thylacoleo furtimorsus is a large, powerful marsupial that can often be found hunting around trees among the Island's redwoods. Its long claws and semi-opposable digits make it an apt climber, a quality that Thylacoleo uses to its advantage while hunting. It clambers up large trees and waits to ambush passing prey by pouncing upon them. When something that large jumps onto a target, the victim becomes stunned and doesn't stand much of a chance. Thylacoleo's most notable fighting quality is its powerful jaws. Once it bites its prey, it locks its jaw in an iron grip that can hold most smaller creatures in place. Thylacoleo then goes on to savage its prey with its sharp claws. If it needs to escape from a fight, Thylacoleo uses its muscular hind legs to jump back to safety among the trees. Domesticated Thylacoleo is a moderately strong mount, and its ability to climb trees and jump long distances makes it useful for traversal. As such, developing tribes often tame it. Small raiding parties particularly favor Thylacoleo, as it is well suited to ambushes and unfair fights!(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Equus Dossier(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Common name: Equus Species: Equus magnus Time: Pleistocene Diet: Herbivore Temperament: Loyal Wild Equus magnus appears to be an ancestor of the modern horse. Based on its stripes, it may be the African variant of Equus giganteus, which appeared in North America during the Ice Age, but that is pure conjecture. Its behavior in the wild is similar to that of other wild members of the Equus genus - it sustains itself by grazing, while keeping safe from predators by living in herds and outrunning its attackers via superior speed and stamina. Domesticated Horse and man have long been partners in survival, and this remains true on the Island. In Equus, survivors will find a trusty steed or pack animal that can carry them swiftly across land. Taming an Equus has proven interesting, requiring carefully approaching the creature in the wild, mounting it, and then carefully soothing over time by feeding it vegetables. In fact, Equus' reliability has lead some survivors to construct special saddles for them. I even encountered a man who added extra saddle-pouches that doubled as mobile crafting stations for chemical supplies, foodstuffs, and other items. Although not as robust as what you might find within a village, this utility helped him live a nomadic, solitary lifestyle. Some survivors employ Equus to herd and wrangle other creatures with a specialized lasso. This tool is sometimes effective for self-defense as well, as Equus is limited in battle on its own...at least compared to aggressive prehistoric carnivores.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Leedsichthys Dossier(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Common name: Leedsichthys Species: Leedsichthys conviviumbrosia Time: Mid Jurassic Diet: Piscivore Temperament: Defensive Wild Leedsichthys conviviumbrosia is the largest fish in the waters around the Island. Its meat is also extremely succulent, a surprise given its size. It is often traded with the same value as Prime Meat, and colloquially called "Prime Fish." Of course, not all of Leedsichthys' meat is this high quality, but most of it is! While the demand for Leedsichthys meat is high, the fish is notoriously difficult to track and hunt. Between its large size, powerful attacks, incredible speed, and humankind's general ineptitude on open water. It also has an excellent sensory system, often detecting vibrations in water from miles away. Large moving objects in the water such as rafts tend to overload their senses and cause them to become irritated. However, the viscosity of honey has been known to confuse its sensory systems and distract them once agitated. Actually killing a Leedsichthys is one of the Island's more difficult tasks. The hunt for an extremely elusive breed of the fish, the fabled "Great Albino" Leedsichthys has been known to drive otherwise-sensible men and women mad with obsession, as if all evil were visibly personified and made practically assailable in this one creature.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Ichthyornis Dossier(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Common name: Ichthyornis Species: Ichthyornis piscoquus Time: Late Cretaceous Diet: Piscivore Temperament: Skittish Wild Among the most vocal creatures on the Island, Ichthyornis piscoquus actually appears to be a relatively normal seagull. It primarily eats fish, and its distinctive cries can be heard echoing over across the Island's many beaches. As you might expect from a seagull, Ichthyornis will flee at the slightest provocation. Ichthyornis is a versatile and opportunistic hunter. Its primary form of attack is to dive into the top layers of water and impale its prey. However, since its food source can be unpredictable, Ichthyornis has developed a keen ability to steal food from unsuspecting travelers. Their affinity for shiny objects leads them to sometimes knock tools and weapons out of the hands of unsuspecting Survivors, but Ichthyornis is too small to actually fly off with them. Domesticated Ichthyornis surprised me by being a very loyal and very social creature, once tamed. It likes to ride on its owner's shoulder, and bring that person treats (in the form of fish, of course) which its beak-grip enhances with extra healing vitamins. The personality of Ichthyornis reminds me of a housecat hauling a trophy prey back home, except it brings extra-healthy fish instead.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Iguanodon Dossier(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Common name: Iguanodon Species: Iguanodon vicissitudinis Time: Late Jurassic Diet: Herbivore Temperament: Reactive Wild Of the many creatures I've yet encountered on the Island, the Iguanodon vicissitudinis has the distinctly versatile capability of switching its primary method of locomotion according to its momentary needs. Primarily a rather lethargic bipedal herbivore native to the Island's many grasslands and forests, in situations where increased speed or maneuverability is called for, it will quickly shift its posture into quadrupedal stance and behave like a very different creature! While bipedal, it can employ rapid, stabbing attacks with its distinctive thumb spikes. In quadrupedal stance, conversely, it seems to have an endless supply of stamina, even while sprinting! Domesticated Interestingly, the Iguanodon's thumb spikes also provide it with the capability to pick seeds out of fruits, allowing a farmer to easily convert stacks of fruits into stacks of seed for planting. Combined with its highly effective fruit harvesting and substantial carry weight, the Iguanodon's excellent mobility in bipedal stance makes it an ideal field-hand that can also pull off a quick get-away or an agile defense when needed.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Rockwell Record #19(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: I am perplexed. Even with an expanded number of test subjects, I just cannot find the passion that I once had for my research. I truly thought that my recent adventure had lit a fire in my belly, but I constantly find myself losing focus. Confound it all! Perhaps said adventure itself is the problem. Thinking about it, I am always eager to discuss the obelisks and the artifacts I found with my assistants, even when I am not in the mood for research. There is a certain allure to them that I cannot describe, something that causes my thoughts to drift in their direction, like the pull of a strong tide. But it could simply be a passing fancy. I must give myself more time. (/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Rockwell Record #20(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: I was ever so glad to see Miss Walker again. My assistants are clever in their own right, but dear Helena is still the only person that I feel comfortable diving into my deeper theories with. I fear that I may have kept her from getting a word in edgewise, though. Once I got going on the obelisks, why I just couldn?t contain my enthusiasm! My word, I really have become quite enamored with the subject, haven't I? Well, that settles it! After this next set of trials, I shall go check on the Iron Brotherhood's progress. Perhaps I can convince Miss Walker to join me. We could make a real scientific expedition out of it!(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Rockwell Record #21(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: The latest Broth of Enlightenment trials have concluded, and as expected, I am disappointed in the results. Thought the primates I tested it on showed an increased aptitude for learning, I do not believe any of them have truly ascended to a higher level of intelligence. Well bugger the little blighters, I say! My assistants have almost finished preparing my supplies for my next expedition, and I have drafted a letter to send to the Iron Brotherhood ahead of my departure. Soon enough, I'll have forgotten all about the? Pardon the interruption, it seems that I have a guest. Now just what is Mister Nerva doing here? I suppose I'll find out.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Rockwell Record #22(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: I have always tried to maintain a strict neutrality when it comes to tribal matters, but then again, I have never had an offer this tempting from someone as respectable as Mister Nerva. Not only has he offered to provide me with test subjects, but he has also expressed a mutual interest in investigating the obelisks. All he asks of me is that I provide him with "reliable council." I would trust few tribes to be able to make good on such promises, but Mister Nerva's New Legion is perhaps the most powerful tribe on the island. Indeed, if they maintain their current trajectory, they may be the only powerful tribe on the island. His offer is worth considering, at the very least.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Rockwell Record #23(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: After much deliberation, I have decided to accept Mister Nerva's offer. True, the New Legion is not beloved by many other tribes, but was Charlemagne beloved by his enemies? If my studies are to continue, I must be on the right side of history. As part of our agreement, I will need to travel with Mister Nerva for a time, and wait to study the obelisks until the New Legion has taken care of some smaller matters of foreign policy. As such, I have left Rockwell Manor in Isabelle's charge. She will take excellent care of it, I am sure. Well then, on to new frontiers! Excelsior!(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Rockwell Record #24(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: I admit, I have been rather coy with Mister Nerva when it comes to the true nature of the obelisks. As a military man, the obelisks would naturally be more useful to him if they were some sort of weapon, and I have made sure to allude to that possibility from time to time. It is not as though I am selling my gracious host a falsehood. After all, I have neither any proof that the obelisks could be weaponized, nor any evidence to the contrary. Their purpose is entirely theoretical at this stage, and if twisting those theories will convince Mister Nerva to march on the obelisks any sooner, then so be it.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Rockwell Record #25(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: The New Legion is finally on the march, and not a moment too soon! Mister Nerva runs his tribe exceptionally well, but their compound is positively spartan. I don't think I saw a single piece of decor anywhere! It certainly made me miss the comforts of Rockwell Manor, I'll say that. At any rate, we are apparently in pursuit of a barbaric "Beast Queen." According to the men, she feasts on the flesh of her enemies alongside her army of monsters. Dreadful! Mister Nerva is convinced that she is heading towards an obelisk, but I see no cause for alarm. No mere heathen could hope to uncover its secrets, and certainly not alone.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Rockwell Record #26(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: I am absolutely astounded! Shocked! Flabbergasted! Why in the world was Miss Walker investigating the obelisks at the side of such a savage woman, and without notifying me first? Was she intending to discover their secrets behind my back and keep them all to herself? The nerve! The audacity! And after I treated her with such respect and civility! Well, unfortunately for her, Sir Edmund Rockwell is always one step ahead of his rivals. Thanks to my partnership with Mister Nerva, I can combine what scraps of knowledge she has on the obelisks with my own findings, and she'll be none the wiser. Why, since she is confined to a cage, I can keep my presence concealed from her altogether!(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Helena Note #19(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: After going over my notes from Mei-Yin's camp, I've concluded that the animals on this island are not only used to humans, but used to captivity. Even with their accelerated growth rates, their behavior indicates that they have been regularly domesticated for decades at least. Otherwise, they'd never obey the whims of mankind so easily. With that in mind, I believe that my theory about this island being curated is back in play. In fact, it's possible that not only are animal populations being controlled, but that the animals themselves are genetically modified. However, before I bring this to Rockwell, there's one more rumor that I want to confirm.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Helena Note #20(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: This is the smoking gun. It has to be. I simply can't be convinced that this place is natural after finding an island populated entirely by carnivores. Even if they fed off of each other ? which is awfully dubious given that carnivore meat is much more likely to carry harmful parasites than herbivore meat ? the landmass is so small and their population is so dense that they could never maintain it. Yet there it is, hidden away off the northeast coast of the Island. Someone would have to put them there on purpose. There's no way that Rockwell can deny my theory now.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Helena Note #21(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: As I expected, Rockwell couldn't deny my theory, but I can't say that I have his endorsement either. He didn't seem terribly engrossed in the subject, frankly. Something else seems to have captured his attention as of late ? the Island's obelisks. Apparently, Rockwell stumbled upon a way to interact with the towering monuments while spelunking, of all things. I guess he felt the need to scratch that old intrepid explorer itch of his. It's pretty impressive, considering his age. Now that I think about it, the obelisks could be linked to my own findings. Their nature has always been a mystery, and Rockwell made some intriguing observations. I should follow up.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Helena Note #22(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Though I've been received by the Iron Brotherhood, they didn't seem very pleased to see me, especially when I mentioned Rockwell. That's a first. Add that to the rather deserted, gloomy state of their compound, and I'm starting to feel a bit apprehensive. Their leader can't return from his hunting expedition soon enough. All I've confirmed so far is that yes, they gathered all of the artifacts Rockwell sought and yes, the artifacts were able to activate one of the obelisks. You'd think they'd be celebrating such a monumental discovery, but it's just killjoys as far as the eye can see. Go figure.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Helena Note #23(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: I keep glancing at the artifact. I understand why the Iron Brotherhood's leader didn't want it. Since it has no apparent use, all it does is remind him of the tribesman who died seizing it from that giant spider. Can it really be useless, though? They described the artifacts that activated the obelisk as looking similar to it, so I headed to the nearest obelisk to see if I could get a response. No luck. Maybe it activates something else? Of course! The platform in the cave! It's a long shot, but it's the only thing I can think of that's similar to the obelisks. Definitely worth a try.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Helena Note #24(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Unbelievable! The artifact perfectly fits one of the slots in the platform's pedestal. How did I not notice that right away? I really am a dipstick. So if this key, such as it is, was acquired by activating one obelisk, then it follows that the other two keys can be obtained by activating the other two obelisks. Then, with all three keys, maybe this platform will lead to whatever is controlling the Island's ecosystem. If the other obelisks work the way that the first one did, that means I need to find a whole mess of artifacts first, and I don't think I can do that alone...(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Helena Note #25(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Well, the Howling Wolves are quickly tracking down the artifacts, but after hearing about what happened to the Iron Brotherhood, that's as far as they'll go. It's understandable, but it leaves me in a tight spot. If a giant spider and I get in a scrap, the spider's winning for sure. Even with Athena on my side, I prefer to avoid danger, not confront it. My aim's piss poor and I've got fists like marshmallows. If I want a fair go at actually surviving whatever happens when the obelisk activates, I'll need backup. Negotiation Notes: Don't mention feces. Don't look directly at the glare. Bring chili (UNBURNED).(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Helena Note #26(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Now, I know you don't get a nickname like "Beast Queen" without being one tough lady, but when I saw that giant ape, I still thought we were buggered. Fortunately, Mei-Yin's got more intestinal fortitude than yours truly, and somehow, someway she was able to pull out a win. Glad I'm on her good side! I already found the second key, but I want to take a look around here before we head back through the portal. This ape either lived here, or was released when we activated the obelisk. Finding out how it survived in this isolated environment or how it got here could prove useful.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Meiyin Note #19(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: My beasts are precisely what the Sharks lacked. Most of their martial strength lies at sea. On land, they lacked a unit with the ferocity of a true vanguard. Without that, they could merely withstand the Legion's siege, not break it. That changed when my beasts crashed into the Legion's rear like a great wave. I can still hear the cheers as the Legion fled. I can feel the echo of the emotion that swelled in my chest. If I could return home, I imagine that is what I would feel like. I won't dare forget it.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Meiyin Note #20(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Sometimes I fear that I have grown fangs or horns without noticing. What else can explain the way others look at me? In battle the Sharks cheer me, but afterwards we rarely speak. I camp separately and only am summoned when it's time to discuss strategy. I do not understand. Trust is rare on this island. I know that. But have I not bled in their defense? Have my beasts not died fighting their battles? Perhaps it's just the strain of war. We're in Legion territory now, taking the battle to them. Soon the war will be won. Surely then the Sharks will not fear me.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Meiyin Note #21(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: When anger rises, think of the consequences. I know this by heart, yet I cannot help but seethe with fury. Even Wuzhui is keeping his distance. Last night, I awoke to the sound of thunder coming from the Shark's main camp. I rushed to their aid, but blinded by the night and consumed with panic, they attacked my pack. By the time order was restored, we'd both sustained losses. Clearly this was the work of the enemy, but those fools blame me for the confusion. Some even claim I torched their camp. How dare they question my honor after all I've done? Cowards! They have no right!(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Meiyin Note #22(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: I should have foreseen this. Though I put my pride aside, those audacious Sharks could not. At their behest, I began the long trek back to my own territory this morning. They say that they will finish the war without me. Doubtful. Without my pack at the van, the New Legion will surely smash them to pieces. But what can I do? I cannot protect them if they do not want my protection. Will the Legion come for me afterwards? I cannot say, but if they do, I know that I will receive no aid. I must rely on my own strength, and right now I fear it insufficient. I need to become stronger. I need the Demon King.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Meiyin Note #23(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: He is mine. After a mighty struggle, the power of the Demon King is now mine to unleash. The cost was almost too great. I brought only my swiftest beasts on the hunt, hoping to run him in circles, but even still he managed to kill many of them. Were it not for Wuzhui, he may have killed me as well, but my Wuzhui is both swift and cunning. He knew exactly what distance to maintain, exactly when to retreat. No steed could prove more true. Tomorrow I must begin acclimating the Demon King to life in my pack, but for tonight, I will allow myself to celebrate.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Meiyin Note #24(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: I was wise to test the Demon King's hunting skills from atop one of my flying beasts. When he stumbled down a small rock formation, his eyes glowed with that familiar hatred and suddenly he proved deaf to my commands. In time, he calmed down and obeyed me once more, but it was a fearsome thing to witness. I think I will keep him apart from the other beasts. Not only will it keep them safe, but it will calm their nerves. They have been tense since his arrival. I cannot blame them. The Demon King's power could save or doom us. I must use him with extreme care.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Meiyin Note #25(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Am I making a mistake? Maybe. The closer that great pillar of light gets on the horizon, the more my concern grows. It is a gamble, no question. Helena said that she did not know if this pillar of light will behave like the other one. Yet if it does, if we are transported to some other plane to battle a monster for a mysterious key, then there's a chance that this could be the first step on the path home. If not that, then at least a path away from this island and the New Legion. Technically Helena has hired me, but that small chance is payment enough. It's worth the risk. I hope I am prepared.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Meiyin Note #26(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Had I let fear rule me and left the Demon King behind, then Helena and I would be dead. Only with his strength were we able to defeat the gigantic ape. His rage cost some of my pack their lives in the aftermath, but that was the price of victory. The price of hope. The key we were rewarded with matches the one Helena already had. The means the third pillar must lead to a third key. And when combined? What then? It's uncertain, but if each pillar takes us somewhere, then maybe their combined power can take us anywhere. Maybe it can take us home.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Nerva Note #19(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Today shall live forever in the annals of history. Today, I raised the New Legion flag above the Painted Sharks' battered fortress, and in that moment, my empire was truly born. In that moment, the New Legion became the dominant power on this island. With that in mind, I've given my troops three days respite to celebrate our victory, though I shall not take part. My work is never done, and I mustn't lose sight of my true goals. Only when I have brought this island into a new age shall I be content. Only then shall I rest. Gaius Marcellus Nerva Victoria per Disciplinam(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Nerva Note #20(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: When my scouts reported that they had finally found Rockwell's compound, I set out to meet him at once. While that meant delegating matters that others might find more pressing, I did not hesitate. Minds like Rockwell's are a precious resource on this island. To have him as an advisor would be invaluable. Whether Rockwell accepts my offer or not, my visit has already paid dividends. Apparently, he has spent some time researching the massive obelisks on this island, and theorizes that they may hold great power. If there is any chance that said power can be wielded, then I must learn all that I can about them. Gaius Marcellus Nerva Victoria per Disciplinam(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Nerva Note #21(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: These obelisks are fascinating. Apparently, Rockwell managed to coax a response out of one of them with an offering of some kind. Could it be that they are some grand monument to the gods? If I appease them with a sacrifice, will they grant me their power? Yes, of course. Janus may have chosen me to rule this island by bringing me here, but I must prove my worth to the other gods by completing this ritual. Well, now that I have Rockwell's council at my beck and call, I shall pass this trial with ease. Then the power of the gods will be mine to command. Gaius Marcellus Nerva Victoria per Disciplinam(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Nerva Note #22(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: After studying my scouts' reports, I have concluded that few tribes remain who can successfully resist the New Legion's march. However, the island's snowy tundras are a matter of concern. The dominant tribe in the region, the Howling Wolves, are known to be fierce fighters. More importantly, a prolonged invasion would prove nigh impossible in that weather. Yes, for now I shall avoid the frozen north. Instead I will annex the smaller tribes, consolidate the New Legion's holdings and investigate the obelisks with Rockwell. Perhaps their power can solve my northern conundrum. Gaius Marcellus Nerva Victoria per Disciplinam(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Nerva Note #23(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: The New Legion needs a true capital, one that embodies our strength and grandeur. I realized it while recalling my first day in Rome. My hometown in Numidia had its wonders, but it could never match the splendor of that great city. I was in constant awe. Most on this island are consumed by the present ? their immediate needs and struggles. Yet a new generation will live within our walls one day. When they see what their forefathers have built, I want them to be as inspired as I was. I want to show them that no matter where they are born, their destinies are theirs for the taking. Gaius Marcellus Nerva Victoria per Disciplinam(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Nerva Note #24(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: I have received disturbing news. Apparently, the Beast Queen has resurfaced with an even larger contingent than before, and she is on the move. Worse still, she is travelling directly towards one of the obelisks. I can think of no worse scenario than the obelisks falling into the those barbaric hands. She has always been a nuisance, but with their power, the Beast Queen would pose a dire threat to everything I have built. I must mobilize my main force and move to intercept her at once. The future of this island may hang in the balance. Gaius Marcellus Nerva Victoria per Disciplinam(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Nerva Note #25(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: When my army arrived at the obelisk, I feared we were too late. The Beast Queen was nowhere to be found. I was about to order a search of the area when I was blinded by a flash of light. Suddenly, the barbarian horde was right before us, and battle was joined. Though the savage possessed a fearsome new monster, it attacked ally and enemy alike. If anything, its presence made the slaughter more complete. By the end, the Beast Queen's forces were annihilated, and she herself had fled with mortal wounds. At last, her threat is ended. Interestingly, we also captured an acquaintance of Rockwell's during the battle. Perhaps she knows something about the obelisks that Rockwell does not. Gaius Marcellus Nerva Victoria per Disciplinam(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Nerva Note #26(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Walker had told us to expect some kind of monster after activating the obelisk, but I never imagined that we would battle one of Ceres' dragons. No, that's not right. It was too colossal and wild for even a god's chariot. I doubt Diana herself could control it, and yet, the New Legion felled it. It cost the lives of many men and even more beasts, but it was worth the sacrifice. According to Walker, the third key we acquired may allow me to open this cave she speaks of. Then the power of the obelisks and this very island will be mine to command. Gaius Marcellus Nerva Victoria per Disciplinam(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Raia Tablet #11(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Early on, I handled all of Nosti's trade negotiations, and I have had trouble growing out of the habit. I suppose that is why every caravan or hunter that passes through our gates knows my name. Some still insist on speaking with me personally, but I do not mind. I find these dealings rather engaging. It is like playing a game of words. One such caravan arrived yesterday, bearing a haul of metal ingots. Our venerable Captain has suggested that I bring a contingent of guards to the negotiations, but I would rather not. If our guests are intimated, they may back out, and I would be remiss to waste such an opportunity.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Raia Tablet #12(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: I shall gladly admit that I erred. I shall even admit that I owe Captain Dahkeya my life and offer him all the gratitude he is due. Yet that does not excuse such merciless behavior! Those so called merchants may have stooped to viciousness and cruelty by trying to kidnap me, but that one had surrendered. There was no need to execute him on the spot, was there? It is so hard to see where light ends and darkness begins in this violent place. Perhaps if I could adequately protect myself, we could have avoided needless bloodshed. Yes, I think it is time. I shall master these explosive weapons, and Captain Dahkeya is going to help me.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Raia Tablet #13(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Step by step, I am learning how to shoot. During my first few lessons, the weapons almost jumped out of my hand when I fired them, but my arms have grown stronger and my aim truer. Captain Dahkeya's presence has been helpful. The same calm that I found unnerving from afar has been steadying from up close. He does not waste his breath on exaggerated praise or criticism. He simply keeps me focused on what I need to do, and everything else just falls away. Considering where I started, he has been very patient with me. Perhaps I should be more patient with him.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Raia Tablet #14(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: In ancient times, gentle Hathor took the form of the fierce warrior goddess Sekhmet, and unleashed her wrath upon the human world. Yet even during her relentless slaughter, Hathor was within Sekhmet, as Sekhmet was always within Hathor, and when she was eventually calmed, the peaceful goddess of joy and love returned. As it is with the goddess, so it is with mankind. The vicious can become kind, and the kindhearted can become violent. For all his past transgressions, Captain Dahkeya is no different. He did not grasp Hathor and Sekhmet's tale when I told it to him the other day, but if he keeps trying to better himself, then perhaps one day he will.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Raia Tablet #15(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: In principle, I have turned into a competent marksman. Yet in practice, how would I fare? When the time comes, could I end another human life? I am not so sure. My mouth grows dry with fear at the very thought. The warrior spirit of Sekhmet surely resides somewhere within the recesses of my heart, but search as I may, I cannot find it. As training, I offered to put down some of our beasts that had grown deathly ill. It was a merciful act, but it still drew tears from my eyes and twisted my stomach into knots. I must learn to act in spite of these feelings. My life may depend on it one day.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Raia Tablet #16(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Despite my best efforts, I know that I have strayed from the teachings and customs that I learned so meticulously back home. Out of necessity, I have adapted it to both the needs of Hathor's new followers, and the circumstances we all face in this desert. For example, celebrating the gods with feasts and festivals in their name would be wasteful. This sacrifice is particularly unfortunate, for my students deserve some sort of reward for their diligence. Perhaps I can still organize a modest celebration of some sort. In fact, maybe the whole village should have one, just to raise everyone's spirits. Even our venerable Captain might enjoy that. Ah, but I ask for miracles.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Raia Tablet #17(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: I trust our Captain's judgment on matters of defense, but I still feel ill at ease with his decision to sally against these mantises. It is not that he has left the village unprotected. Quite the contrary, I fear that his own contingent is too small. I know that I should not be concerned. He personally vouched for the caliber of his team and I have more immediate priorities. Our walls and gates need repairs, our infirmary needs supplies and our morale needs bolstering. I have been scrambling to and fro with such constant urgency that rings have formed beneath my eyes. Yet when I finally earn a moment's respite, I am restless with worry.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Raia Tablet #18(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: The people of Nosti come from so many different places, and they all have different ways of thinking. On occasion, this incites conflict. Several weeks ago, two newcomers came to blows over a long-standing feud between their home nations, and just the other day, I had to harshly discipline one of my own disciples for harassing the villagers who worship that wooden cross. One time, a man even challenged me to a duel for Nosti's leadership. Yet those same two people who engaged in fisticuffs now work to repair our western gate, and it is stronger for their combined efforts. Perhaps that is why the gods have brought us all here, to help us understand each other.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Bee Dossier(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Common name: Giant Bee Species: Apis lithohermaea Time: Middle Miocene Diet: Herbivore Temperament: Territorial Wild In the wild, Apis lithohermea drones never stray far from their nests, which they build high in the Island's redwood trees or rocky cliffsides. Apis drones can be seen swarming around the nest in groups, but to get a look at the queen, one would need to crack open the nest itself. Speaking from experience, this is not a pleasant task, as Apis drones are quite territorial. Take caution: Apis' stings will weaken their victim, and because its stinger is not barbed, Apis can sting multiple times without fear of its stinger being ripped out. Domesticated A tamed Apis Queen will lay new drone eggs and construct a nest that survivors can farm for honey, so long as they remember to wear a ghillie suit. Said honey is not only sweet and delicious but laced with strong scents that land mammals find irresistible. Many hunters use it to bait their traps. Apis drones will also follow their queen into battle, so they can be used for self-defense in a pinch.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Daeodon Dossier(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Common name: Daeodon Species: Daeodon comedentis Time: Late Oligocene Diet: Carnivore Temperament: Territorial Wild Daeodon comedentis is the largest known species of Entelodont, an omnivorous family of ancient mammals that are sometimes referred to as "Hell Pigs." Even though Daeodon has as many similarities to modern Hippopotamidae as it does to Suina, I've found that to be a suitable nickname. Daeodon is as mean as it looks, and any survivor who wanders too close will find that out the hard way. As an omnivore with a voracious appetite, Daeodon scavenges, forages, and hunts to survive. It has little qualms when it comes to its diet, and that has helped it thrive on the Island's harsh tundra. Its temper hasn't hurt either, as many would be predators would rather seek out less vicious prey. Domesticated Many tribes have made excellent use of Daeodon packs within their war parties, not only because of its fierce nature, but due to its extraordinary ability to rapidly heal itself. I've theorized that this healing factor is why it seems to have such a high metabolism, though what is particularly extraordinary is its capability to share this benefit with nearby creatures. I have even heard some survivors mention that the Daeodon also has a unique ability to root out Rare Mushrooms as well!(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Kentrosaurus Dossier(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Common name: Kentrosaurus Species: Kentrosaurus aethiopicus Time: Late Jurassic Diet: Herbivore Temperament: Short-tempered Wild While Kentrosaurus aethiopicus is considerably smaller than its close relative, Stegosaurus regium, it is much more formidable in matters of self-defense. In fact, it is arguably the pound for pound champion of not only the Stegosaurus, but when encountered in close-knit fighting packs, ranks atop the Island's herbivorous dinosaurs in general. Thanks to its wickedly sharp defensive spikes, any creature that attacks Kentrosaurus is likely to be reversely wounded in turn, and it is capable of piercing even the thickest of hides and armors when it goes on the offensive. I have personally witnessed the Kentrosaurus fell much larger predators in a single such "impaling" maneuver! Underestimating Kentrosaurus can be a fatal mistake, particularly when it is in a herd. When travelling in numbers, Kentrosaurus seems to grow much more aggressive, increasing the range at which it will defend its territory. Domesticated Survivors have seen little success in their attempts to ride Kentrosaurus, owing to its spikes and hot-headed temperament. However, a tamed herd of Kentrosaurus can effectively defend a compound and take on larger carnivores. Once impaled by its attack, the Kentrosaurus slams the attacker on the ground continuously, helping to turn the tide of a pitched battle!(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Liopleurodon Dossier(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Common name: Liopleurodon Species: Liopleurodon magicus Time: Mid-Late Jurassic Diet: Sweet Tooth Temperament: Elusive Wild Liopleurodon magicus is a mid-sized ocean creature, typically between 20 and 25 feet long. I've yet to directly encounter one myself, but from the tales other tribes have shared, it compares to no other on the Island. The rumors indicate that this beautiful creature has magical properties; however, the sightings are so rare it's hard to decipher old tribe's tales from the underlying truth. They say that Liopleurodon is an elusive creature that can harness its magical powers to retreat from predators or aggressors of any kind, but the Beekeeping tribes claim that their honey is so sweet, not even the Liopleurodon could resist! Domesticated Liopleurodon is rumored to bring good fortune to those adventurous enough to tame it. With the Liopleurodon by their side, tribes have apparently managed to obtain treasure beyond their wildest dreams. Supposedly, even after you've gained its favor, it remains incredibly aloof and will eventually use its abilities to escape even the strictest of captivity.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Helena Note #27(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: So, these are the conquerors that I heard about way back when. Not a great first impression. Mei-Yin and I weren't quite mates, but watching her creatures get slaughtered like that certainly wasn't pleasant. I'm not a fan of the prisoner lifestyle, either. The leader introduced himself as Gaius Marcellus Nerva, and he's not a complete bogan, I'll give him that. He let me keep my personal effects and our conversations have been civil so far. I get the feeling that'll change if I don't cooperate, though. Not that I have much choice. They already took the keys. The only way I'm seeing this through is as a "guest" of the New Legion.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Helena Note #28(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: This Nerva bloke's FIGJAM incarnate. He seems to think that he's Jupiter's gift to the Island or some rubbish like that. I think his ego was actually tangible when the Legion returned from to the obelisk with the third key and the head of a dragon in tow. Sadly, as much as I would enjoy seeing him fall flat on his face, I need him and I need the New Legion. So, when he "asked" me to guide his forces to the hidden cave, I obliged without protest. What he'll do with me afterwards, I don't know.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Helena Note #29(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: When Nerva and his band return from the cave, they'll decide my fate, so this may be my final chance to reflect. I may as well take advantage of it. I realize that had I just ignored the signs and accepted this paradise at face value, I'd still be happy and free. Would that have been better? I don't think so. After a lot of thought, I've decided that I'd rather die seeking the truth than living in an illusion. That, as Rockwell would say, is the path of a true scientist. Not that I'm Galileo battling the church or anything, but hey, it's something to hold onto.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Meiyin Note #27(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Damn those New Legion cowards! At full strength, I could have fended them off, but they attacked just as we returned to the pillar of light. What beasts I had were exhausted, and the Demon King flew into a rage before I could start a retreat. When that happened, all hope was lost. The last thing I remember is a sharp pain in my side. When I awoke, I was alone with Wuzhui. Both of us were covered in blood, but Wuzhui's wounds were deeper. I cannot fathom how he carried me to safety in such a state. I must find a place to hide. Wuzhui and I are alone now, and barely clinging to hope.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Meiyin Note #28(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: My dearest friend is gone. To his last he was magnificent. The creatures that attacked us were larger and with his wounds they were even faster, but no beast could ever match Wuzhui in spirit. I buried him where he fell, saving me one last time. I was unworthy of such a loyal friend, but I will avenge him. His true murderers will pay. Not the beasts, but the New Legion. They are responsible. I swear by the souls of my ancestors that I will find their leader and drive my blade into his heart! In Wuzhui's name I will take his head!(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Meiyin Note #29(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: As I thought, the Legion was at the last pillar of light. I sighted them as they departed, and have been following them since. They are too many for me to fight head on. If they spot me, I will be killed, but I know how to hide from sight and mask my scent from their beasts. It did not take long to discern which one was the leader. No one else walks with his pride or gestures with his authority. I could probably have hit him with an arrow by now, but I want him to see my face. I want him to know that the Beast Queen vanquished him.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Meiyin Note #30(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: I soon regretted freeing Helena from her cage before following the Legion through the portal they opened. She was too focused on the wonders around us. When she saw that most of the Legion was dead, she even tried to dissuade me from killing their leader. I knocked her unconscious. I wish her no harm but I cannot let her interfere. At least she told me his name ? Nerva. That is the man I will kill here, on this most fitting stage. I admit, it is beautiful. The stars shine so clearly. I can think of no better place for my vengeance. Here, at the edge of heaven, let our battle finally be decided.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Nerva Note #27(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Damn these barbarians. They've smelled our weakness. Between our battles with the Beast Queen and the dragon, the New Legion's main army has been distracted and depleted. Lesser tribes have taken advantage by raiding our camps and seizing territory that we claimed with our blood and sweat. Fine. Let them have their temporary victories. Let them imagine that they have inflicted real wounds upon us. When I obtain the power of the obelisks, they will pay for every blade of grass they take from me. With that power, I will make them know true regret. Gaius Marcellus Nerva Victoria per Disciplinam(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Nerva Note #28(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: My men are uneasy. News reached us that the Howling Wolves are on the march, heading straight for the heart of New Legion territory. Some want to turn back and defend our home. I understand the instinct, but they lack my foresight. Only Rockwell has the strength of mind to see my vision. We are nearly to the cave. Once I hold the power it contains, I can use it to crush the Howling Wolves and their petty forces. Whatever gains they make will be erased. I'll unite the entire island in a single, glorious battle. Soon they'll see. Everyone will see. I am this island's destined emperor. I am its destined god! Gaius Marcellus Nerva Victoria per Disciplinam(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Nerva Note #29(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: I had not expected to battle another monster, much less one so powerful. Yet here I stand, victorious! My men lie dead, my beasts lie dead, yet I still stand! Even Rockwell has never seen anything like this place. Surely it is some hall of the gods. Surely the power of the obelisks is here, waiting for a worthy champion to wield it. With it, I will not need beasts or men. Its power alone will win me this island. I need only find it, and claim what is mine. Praise Janus for taking me here! Praise Mars for lending me his strength! I claim this great victory in your names! Gaius Marcellus Nerva Victoria per Disciplinam(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Nerva Note #30(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Nothing! How can there be nothing? I have searched ceaselessly, and yet I find NOTHING! I sacrificed my men, my kingdom, everything. I have nothing left to give. Everything I've bled for is gone! For what? For a view? What trickery is this? What is this place? Am I the victim of some divine joke? I don't understand. I served the Emperor loyally. Why would Janus pull me from his service if not to bring order here? I've cried out for answers, but the gods never respond. They have abandoned me. All I hear is my own voice, echoing off these cursed halls ? betrayed, destitute and alone.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Rockwell Record #27(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Before arriving on this island, I would have dismissed the idea of a device instantly transporting a person from one location to another as complete and utter poppycock. Yet, that appears exactly what the strange platforms beneath the obelisks are capable of doing. Astounding! Yes, yes, there was a dragon on the other side. I'm sure Mister Nerva and his men fought quite the heroic battle, but discovering another slobbering beast is trivial in comparison. Imagine! One could go from one side of the globe to the other in the blink of an eye, and I'll wager that is just the start of the obelisk's capabilities! I must learn more! I must!(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Rockwell Record #28(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: I am starting to become quite cross with Mister Nerva's impatience. I had barely any time at all to study the obelisk before we set out again, this time to that cave Miss Walker mentioned. I wonder, does he believe that she knows more about the obelisks than I do? Nonsense! Any fool could see that I am the superior scientist. Besides, I am his official advisor while she is his prisoner. She isn't even privy to my presence. Nonetheless, I feel compelled to prove my scientific mettle. Whatever is in that cave, I shall be the one to discover its purpose. The mysteries of the obelisks are mine to uncover, not Miss Walker's or even Mister Nerva's. Mine.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Hyaenodon Dossier(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Common name: Hyaenodon Species: Hyaenodon dirus Time: Late Eocene-Early Miocene Diet: Carnivore Temperament: Opportunistic Wild Among the Island's most tenacious pack is Hyaenodon dirus, a carnivore most often found across the mountains and tundras in packs of 3 to 6. The Hyaenodon is a very intelligent predator. Before engaging, it determines if the payoff for a fight is worth the risk of injury. Hyaenodon often prefers not to fight unless there is already weakened prey or a fresh carcass nearby. This temperament changes quickly, though, near the presence of injured creatures. Hyaenodon quickly becomes very aggressive... ...and the pack attacks with ruthless abandon. With each vicious chomp of scavenged meat, the Hyaenodon rapidly recovers health and stamina. Domesticated Despite being too small to ride, Hyaenodon are still popular pets. Their intelligence means they train well, and their natural pack mentality makes them excellent hunting dogs. Their ability to quickly recover health by consuming raw flesh off the bone ensures they can take punishment yet continue to fight, and they can efficiently preserve meat in specially-crafted saddle-bags. A common (and terrifying) sight on the tundra is a rider on a Canis with a pack of Hyaenodon at its side, howls and jeers echoing through the night.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Megalania Dossier(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Common name: Megalania Species: Megalania muruspede Time: Late Holocene Diet: Aggressive Temperament: Carnivore Wild Megalania muruspede is among the largest creatures found throughout the Island's complicated cave networks. Reaching up to three meters long, it can traverse vertically up cave walls with little difficulty thanks to its powerful claws. Fortunately, Megalania's size means it is unlikely to sneak up on anyone. Unfortunately for spelunkers, it is an aggressive and dangerous creature nonetheless. Like other Varanidae, Megalania is a venomous creature. Its poison is slow-acting, but will drain the victim's effective strength and health until death unless cured by a rare antidote. That said, the Megalania's prey are usually ripped apart well before they succumb to the poison's long-term effects. Domesticated The rare ability of Megalania to effortlessly climb sheer environmental walls makes it a highly sought-after mount. While it is by no means the fastest, strongest, or toughest mount, the manner in which it can effortlessly scale mountains, clamber up barricades, hide in trees or upside-down, ensures it will always have place in any tribe's stables!(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Yutyrannus Dossier(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Common name: Yutyrannus Species: Yutyrannus saevus Time: Cretaceous Diet: Carnivore Temperament: Aggressive Wild The Yutyrannus saevus is believed to be related to the Tyrannosaurus rex, but it is noticeably different upon first glance. Feathered creatures are not necessarily viewed as dangerous predators in the same light as other theropods. However, the Yutyrannus strikes fear into even the Island's most skilled hunters. There are few wild predators that are able to pack-hunt alongside the generally hostile Carnotaurus, like the Yutyrannus does, with such ease. It is also the only creature I've seen to consistently induce a state of panic in opponents with its roar. Upon hearing it, most creatures in the area will flee for safety. Domesticated A domesticated Yutyrannus can be a powerful offensive or defensive addition to war parties. With its mighty roar, it can induce fear in opposing creatures. Meanwhile, Yutyrannus can be trained to develop a confidence-boosting Battle-Cry which counteracts enemy attempts to induce fear, while also bolstering the resolve of allies, and may even draw wild Carnotaurus to its aid. These unique "leadership" qualities make the Yutyrannus a versatile, and at times, a necessary creature to have on your side during large-scale confrontations!(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Megatherium Dossier(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Common name: Megatherium Species: Megatherium formipavor Time: Late Pliocene-Early Holocene Diet: Omnivore (primarily herbivore) Temperament: Passive, but aggressive to insects Wild Megatherium formipavor is one of the larger mammals on the Island. This is most shocking because it is essentially a giant sloth...if you crossbred it with an elephant and a bear! Because of its size and girth, the Megatherium is uncommonly resistant to being knocked unconscious. Despite primarily being an herbivore, a typical Megatherium is very intent on consuming the Island's many insects. It is particularly adept at removing their insides without damaging much of the shell, maximizing extraction of chitin. The otherwise slow and peaceful Megatherium becomes faster and aggressive in the presence of these creatures. Domesticated Megatherium is an incredibly useful creature to tame, so long as you don't intend to fight other tribes. It's enormity, high resistance to torpor, and voracious attitude toward insects (and arachnids) makes it ideal for farming large quantities of chitin from the bugs of the Island, or simply defending against them.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Hesperornis Dossier(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Common name: Hesperornis Species: Hesperornis avenatantes Time: Late Cretaceous Diet: Piscivore Temperament: Passive Wild Possessing the appearance of a half-duck/half-dinosaur, Hesperornis is a medium-sized, fish-eating bird, common in the rivers and lakes of the island. It would be about two-thirds the height of a human if it stood tall, but it rarely does. Hesperornis spends most of its time gliding along the surface of the water, where it is much more maneuverable. Hesperornis is barely a threat to any land-dwelling creature, as its legs are too short for it to move around effectively, but it is surprisingly fast in the water. It can easily hunt down fish and other small water-dwelling creatures. Domesticated Not particularly useful for hunting, and not being affectionate, Hesperornis is primarily kept for the eggs it produces after consuming much fish. When rendered correctly, the eggs separate into two useful substances. One is a protein substance that is high in calories, and the other is an oily liquid that is effectively the same as the Oil found in the ocean!(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Dahkeya Note #19(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: I can't recall the journey back to town, but I remember the caverns. The mantises didn't take too kindly to our intrusion. Took half my men with them before we blew them to hell. Well, most of them. One came at us while we were celebrating and I pushed Sasha out of the way like a damn fool. Nearly got myself skewered. Now Raia's got me all cooped up until I finish recovering. Threatened to tie me to the bed if I tried to leave. I'd probably drive myself nuts if she didn't keep me company so often. She was even here when I first woke up. I admit, I was glad to see the sight.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Dahkeya Note #20(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: How long have I wanted this? I can't place it exactly, but it feels like I always have. I suppose that's how I know it's right. It's not just that Raia's beautiful. I've known beautiful women before, but I never got the same feeling when I looked at them. I never felt this at home around them, or anyone for that matter. What happened between us when I was stuck in that room, it wasn't a heat of the moment decision. At least I don't think. All I know is that now, I don't mind sleeping in the same bed every night. Not anymore.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Dahkeya Note #21(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Maybe I should change my name again. Seems fitting. I started calling myself John about a week after joining up with Doc Russo. The others never called me Dahkeya anyway, so I figured they may as well call me by a name I chose myself. That was part of it, but I think that deep down, I also knew that the boy who earned the name Dahkeya was gone for good. Now I think the outlaw named John Dahkeya is gone too, so it would make sense to call myself something else. Then again, that may just confuse folks. Probably not worth the hassle. Besides, I kind of like the way it sounds with an Egyptian accent.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Dahkeya Note #22(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Things have been quiet for a while now. Downright pleasant, even. At least, that was the case until one of our hunting parties went missing about five days ago. Well they're not missing anymore, at least what's left of them. We scoured every inch of their camp and still can't figure out who attacked them. There aren't many prints from animals, and what ones we found aren't like any creature I've seen. There are scorch marks aplenty, though. Maybe it was a group of raiders with some of those new, flame spewing weapons that I've heard tell about? Whoever it was, I'll see it to it that they live just long enough to regret it.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Dahkeya Note #23(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: We finally tracked down our culprit this morning, and damn was he one big, mean son of a gun. He had wings like a bat, a head like lizard and spat fire from his mouth. I've never seen anything like it, not even here. Fortunately, anything will die if you put enough bullets in its head. One of my men called it a wyvern, but he'd never actually seen one before. Said it was just a legend. No one in town had seen one either. So where'd it come from? Did it just suddenly fly here from parts unknown? This whole affair doesn't sit right with me. Gives me a bad feeling.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Dahkeya Note #24(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Folks have been spotting a lot more of these wyvern creatures, and they're not just throwing fire every which way, either. Some spit lightning or acid. On top of that, those big pillars are acting funny. I checked with Sasha, since she doesn't buy into that Hathor business, and she sees it too. It's making me restless. Between this and the mantises, it's starting to feel like this place wants us gone. I know that can't be right. There were no spirits of the land to stop the frontiersman back home, and there are none here. Still, I should talk to Raia. If that tower's dangerous, she shouldn't be worshipping it.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Dahkeya Note #25(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: I shouldn't have expected her to listen. Raia's kept her faith this long, so there was no way a few wyverns and a talking to were going to change that, even if that talking to came from me. Still, I'm not about to take any chances. Whether it's wyverns, mantises or giant towers, nothing's harming this town and it's especially not harming her. Her prayer groups are getting extra guards and I don't care if she likes it. I expect she won't. In fact, I'll probably have to sleep under the stars for the for the next few nights. Oh well. I suppose that's what you'd call a "long-term investment."(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Dahkeya Note #26(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: For all my caution, I could have never prepared for this. Yesterday, the towers started flashing and glowing like a damn lightning storm. When I saw that, I saddled up one of our cats and went to find Raia as fast as I could. Within minutes, the ground was crumbling beneath us, like the land was trying to swallow the Nosti whole. Once I swung Raia up onto the saddle, I had to ride like a man possessed, our cat leaping across broken buildings as they slipped into the ground. Even then we barely made it, but we're the only ones. I spotted Sasha hanging onto a ledge as we escaped, but I couldn't get to him in time. We're all that's left.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Dahkeya Note #27(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: I wish I were better with words. I just don't know what to tell Raia after all that's happened. A loss like that is always going to ache, but nothing I do or say seems to ease the hurt at all. You know things are ugly when I'm the optimistic one. For now, I've just got to keep us focused on staying alive, step by step. We're going back to the basics: finding water, finding food and finding shelter. This snaggletoothed cat and I are all she's got left, and that means I've got to be steady for her. Somehow, we'll make it through this.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Dahkeya Note #28(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: So far so good. The cat has helped keep the critters away, so I've conserved ammunition, and we're all stocked up on supplies. For the immediate future, I'd say we're safe and secure. Further than "immediate" though? I'm not so sure. Neither of us are builders, and there are bigger, tougher animals than long-toothed cats out there. Eventually we'll need to find some new friends. Nosti was the biggest settlement in the desert, but it couldn't have been the only one. I'd heard rumors that a hunting party had seen some buildings to the west. Sounds like as good a place to start as any.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Dahkeya Note #29(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Damn it all to hell! I had everything under control. We were going to make it, but I just had to go searching for that town. What a stupid, bone-headed decision! It's not that the rumor was wrong. There are buildings, all right: crumbling, abandoned buildings that are half-buried in sand...and home to a group of damned wyverns that attacked us on the way in. We managed to give them the slip by taking shelter in this big, circular building, but they've been circling it ever since. We've got enough supplies for nearly a week. Hopefully they'll lose interest before we start to run dry.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Dahkeya Note #30(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: The wyverns haven't left. They're fixated on us. Well if they want me so bad, they'll get it. I'm not foolhardy enough to fight them on my own, but I can at least insist that Raia take our mount. If things go south, then she'll have a chance to run. Raia, if that happens and you're reading this, don't go crying on my account. The time we've had is more than I could have hoped for. Besides, it'd be downright selfish of me to keep you to myself when you've got so much to offer the world. As for me, I've only got one true talent, and those ugly, overgrown lizards will find out just what that is when I drag them to hell.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Helena Note #19(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: It took weeks of searching, but I finally caught a glimpse of Wali al Aswad. I knew I was getting close when I found a series of fulgurite formations this morning, and sure enough, I spotted several wyverns later in the afternoon with a lone rider among them. The rider clearly saw me too, because soon enough the wyverns were circling overhead. I waved and yelled in greeting, even calling out Mei Yin's name just in case. Yet without so much as a nod, the wyverns regrouped and flew off. Wali's not a social butterfly it seems, but I'm not letting them off the hook that easily.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Helena Note #20(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Of course Wali lives on a bloody mountain. Of course they do. I saw their wyverns land at the summit yesterday, and they haven't left. This has to be their home...unfortunately. The paths were too narrow for my morellatops, so I had to leave it behind. It should know to wander off if I don't return for it, not that I can really afford to worry about it. The climb's doing a fine job of kicking my ass even without distractions. I swear, if I don't have a six pack after climbing a mountain in the bloody desert, I'm going to be awfully cross. (/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Helena Note #21(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: I don't know what kind of reception I expected when I reached the summit, but laughter wasn't one of them. Yet that was exactly what I heard when I finally let myself collapse and started flinging every obscenity I could think of at this damned mountain ? the bemused laughter of an old woman. Wali al Aswad is definitely no guardian angel. She was quick to dismiss those particular rumors with remarks about how the gods have abandoned this wretched place. As long I avoided that subject though, she's welcomed my questions with surprising warmth, though often enigmatically. I have a feeling that I'll need to be patient with her.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Helena Note #22(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: It turns out that I didn't find Wali al Aswad. She found me. While the portal I used to get here opened with little fanfare on my end, apparently the other side created quite the spectacle. According to Wali, it was easy for her to spot from atop her wyvern, and she started tailing me soon afterwards. I guess her timely interventions were no coincidence. She didn't seem very surprised when I told her about the obelisks, their guardians or even that this desert is actually a space station. Either she knows more than she's saying, or experience has grinded the surprise right out of her.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Helena Note #23(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: I really missed flying. There's no replicating the feeling, and no replacement for seeing a sunrise amongst the clouds. Wali probably started these wyvern riding sessions just to give herself an escape hatch when our conversations get too personal, but I can't say I mind. Despite their appearance, riding a wyvern is just as pleasant as riding an argentavis, even without a saddle. By design, perhaps? No matter. Genetically engineered or not, they are magnificent creatures. It's a risky proposition, but I absolutely must observe them in the wild sometime. I can't pass up an opportunity like that.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Helena Note #24(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Now that Wali has deemed by wyvern riding skills acceptable, she's finally agreed to show me around the region. From what I can gather, Wali has been here for a very long time, maybe longer than Rockwell was on the island. She knows the history of every village and ruin. Apparently there was once a great city to the southeast, but it was wiped out at some point. She's still mum on a lot of details, but I'll just have to keep prying. Radar's been helpful in that regard. Wali definitely seems to be in a better mood when the fuzzball's around. That little charmer's certainly earned her keep.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Helena Note #25(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: I'm grateful that Wali allows me time to study the local wildlife, but I suspect she only does so out of amusement. She always says something like, "Why do you spend so much time on these scribbles that no one will read?" I never have a good retort. It's true that no one else may ever read my dossiers, as I have no way to reproduce or distribute them as long as I'm trapped on one of these space stations. When I started them, they were a passion project, created out of my love for nature and its creatures. Now? I guess they're just part of my identity. Writing them helps remind me who I am.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Helena Note #26(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: I can't believe it! Wali spotted someone wandering in the desert the other day, and it turned out to be none other than Edmund Rockwell! I just about burst into tears when I recognized him. Apparently, he heard that Nerva was holding me captive and sought to negotiate my release. That lead him to the cave, and eventually he wound up here. Awfully sweet of him to go through all that trouble for my sake! Strangely, Wali claims that she saw a portal open up far away from her territory shortly before mine did. I guess that was Rockwell's, though Wali arrived at the scene too late to track him. Rockwell theorized that the portals may have taken us through time as well as space. Considering my present company, I'm inclined to agree with him.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Helena Note #27(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Wali has been much quieter since we found Rockwell. I guess she's just letting us catch up. However, she did say something interesting when we were recounting Nerva's ambitions for the Island. "This place would never allow anyone to master it," she said, and when I asked her to explain, she told me that the great city to the southeast was destroyed by the obelisk itself. Now it's just conjecture, but it's interesting to think about. Could the curators of these stations be monitoring human behavior and clipping its wings should the survivors ever band together and fly too close to the sun? If each station represents a different group in a larger experiment, "resetting" human progress would make a lot of sense. It's a bit grim though, isn't it? Yikes.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Helena Note #28(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: I don't think Rockwell's been sleeping much. I awoke last night to find him studying a strange piece of metal by firelight. I guess some tribe gave it to him as a gift, along with a very familiar looking artifact. I insisted that we show those items to Wali, and she recognized them as the property of this station's lone guardian. With all that she knows, I'm not surprised that she's activated the obelisks before. Hell, it sounds like the old battle ax has even slain the beast herself! Since we have said guardian's artifact, Wali says that we can leave this station at any time. I suppose we may as well. Rockwell's eager to depart, and as much as I like Wali, I've had my fill of sand.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Helena Note #29(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: The transporter that can take us back to the "control center" station is in the ruins of another city, south of the mountains. Wali believes that it was destroyed by the obelisks, just like the city in the southeast. I didn't press her for details, not that I'd have gotten any. Wali's more tight lipped about those ruins than anything. I had to practically beg her to take me to the southeastern city, and while we were there, she spent most of her time just gazing out into the distance. No sense in bringing her mood down with that rubbish now. After all that she's done for me, I'd like give her a nice, proper farewell.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Helena Note #30(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Having seen us through the ruins and safely to the platform, Wali has taken her leave. After doing so much for me, I was sad to see her go, but at least I got her to smile before she left. Well, me and Radar. I can't very well take the little critter with me, so I officially gave Wali ownership of her. They'll be good for each other, I think. Gah, I wrote "Wali" up there. Twice! I suppose old habits die hard, but it's not really her name, is it? I always knew that was the case, but she'd never told me to call her anything else. At least not until now. Well at any rate ? cheers, Raia. It was a pleasure to have known you.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Rockwell Record #19(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Nasrin is quite different from her husband. She is a timid little flower of a woman, or rather, she would be if she were not many months pregnant. I am still undecided as to whether my timing is impeccable or unfortunate. A few weeks from now, Timur may have had no need of a doctor, but as it stands I have been thrust into an unfamiliar scenario with scant time to prepare. Despite my unpleasant circumstances, this whole affair is rather intriguing. I never considered the possibility of new generations being born on the ARK, yet clearly it was inevitable. Like any common animal, humans have the urge to procreate. How else could the species endure?(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Rockwell Record #20(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: EXPLORERNOTE_RockwellRecord#20(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Rockwell Record #21(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: The silver tongue of Sir Edmund Rockwell has prevailed once again! After spending far too long watching the Burning Phoenix enslave and decimate hapless caravans and villages, I have convinced Timur to test his might against the guardian of the obelisk. I admit, I am somewhat anxious. Timur is not the commander that Mister Nerva was, and should he fall, I shall fall with him. Yet I have little choice, and the rewards of success are worth the risk. The obelisks, the starlit sanctuary and that precious ore shall be the foundation of my legacy as a scientist, gentleman and explorer. I am sure of it.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Rockwell Record #22(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: I found it! I really found it! Raw, untainted samples of that same, mysterious ore from the sanctuary! That fearsome beast must have been guarding it. Thank the heavens for Timur and his berserk savagery! When he leapt from the back of his wyvern, I thought he was surely doomed, but the madman actually managed to grab hold of that monster's horns and turn its eyes into a bloody mess. I have never seen such brutally effective barbarism. Many of his band did not survive the encounter of course, but that was to be expected. Progress requires sacrifice, and whether those brutes knew it or not, their deaths have helped humanity leap into the future.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Rockwell Record #23(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: This ore is simply extraordinary! It is warm to the touch, even during these cold desert nights, and it pulses as though it has its own heartbeat. It is at once light and more sturdy than any natural material I have encountered. The uses one could find for such a substance? I shall have to name it at some point. What would do? Rockwellium? Edmunium? A dilemma for another time. For now I have more pressing matters. Timur and his Burning Phoenix savages have played their part, and I cannot remain in their custody. It is time for the great warrior chief to receive his just reward.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Rockwell Record #24(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Alas, poor Timur. He was so focused on celebrating his victory over one foe, that he never saw his greatest threat. Now he lies beneath the severed head of the beast he vanquished, eyes bulging and blood seeping from his open mouth. At least, that is how I imagine him. I did not stay to admire my handiwork. As soon as the first group of Burning Phoenix warriors succumbed to their poisoned feast, I stole away into the night, Edmunium and artifact in tow. Serves those ruffians right, I say! They never did treat me with the propriety that a gentleman and scholar of my caliber deserves. This desert is better off without them.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Rockwell Record #25(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: As my withdrawal from the Burning Phoenix's camp demanded haste, I did not have the time to double check my supplies. It appears that I shall have to do some hunting. No matter! I may not be as spry as I was when felled a charging rhino on the plains of the Serengeti, but with all the small armory I managed to abscond with, I can surely manage. I had planned on trading those weapons for information as soon as I encountered a peaceful tribe, but I can spare a few rounds of ammunition.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Rockwell Record #26(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Despite my limited equipment, I have managed to run some initial tests on the Edmunium. Based on my observations, a typical forge may not be enough to smelt a sample of Edmunium ore into any sort of useable ingot. I suspect that it has extremely strong metallic bonds and therefore a much higher melting point than any conventional metallic element. I must find a proper base of operations where I can run more extensive experiments. I mustn't be overeager, however. I have limited samples and... Drat! I shall have to ruminate on this later. A sandstorm may be brewing and I have no desire to be caught in it.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Rockwell Record #27(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Confounded weather! Not only did that sandstorm separate me from my steed, but when it cleared I was beset upon by none other than the traitorous Miss Walker herself! Oh she put on quite the act, spouting all sorts of nonsense about how good it was to see me. Rubbish! I see right through her ruse. I am certain that she is after my Edmunium. The only reason she has not simply looted it from my corpse is that she requires my superior intellect to understand it. Well two can play this game, Miss Walker! I can fill the role of the benign old scientist for a time, but I shall not be betrayed again!(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Rockwell Record #28(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: I am glad that I possessed the foresight to hide my presence from Miss Walker after her capture on the island. She clearly believes that I never learned of her betrayal. By cunningly taking advantage of this fact, I have managed to completely deceive the deceiver! The grim old bat she travels with is another matter. I often catch her glaring in my direction, her eyes sharp and mistrusting. If I could, I would deal with her as I dealt with Timur, but I fear she is far too observant. For now I must maintain my deception as best I can.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Rockwell Record #29(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: I may have given Miss Walker too much credit. Although I carelessly allowed her to catch sight of my Edmunium ore samples, she was more interested in the artifact I possess. I should have realized this sooner. Miss Walker's specialty is biology. She would not recognize the unique properties of Edmunium if they hit her square in the forehead! That fact has eased some of my tension. Even if Miss Walker seeks to take advantage of my genius, she is focusing on the wrong discoveries. So long as I am careful in my studies of Edmunium, I shall remain miles ahead of her. (/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Rockwell Record #30(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: I cannot wait to be rid of that glowering menace of a woman, this so called Wali al Aswad. I suspect the feeling is mutual. She has offered little in the way of farewells while seeing us to this ARK's entrance to the starlit sanctuary. Things will be much easier once Miss Walker and I have parted ways with the desert witch, I suspect. Miss Walker is thoroughly oblivious to both the wonders of Edmunium and my knowledge of her underhanded scheming back on the Island. She can continue to fiddle with trinkets and relics. I may even assist her if it suits me. Meanwhile, I shall unlock the secrets of the most extraordinary element in the universe right under her nose! (/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Raia Tablet #19(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: For days, I have prayed for both Hathor's compassion and Sekhmet's healing powers, and for days I have waited. I have faith that they heard me. When I first laid eyes on him, I thought for sure he was dead or dying, but the gods have not yet taken John Dahkeya away from me. My mind knows that I have other responsibilities to attend to, that I cannot afford to spend more time in this room. Yet I know that if I attempt to attend to my duties, my heart will interfere and I cannot neglect it. Not any longer.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Raia Tablet #20(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Without question, it was Hathor's divine will that sent me here, not only so I could spread her joy and compassion, but so I could understand her love. I thought I knew it before. I loved my family, I loved my fellow priestesses, and I love all those under my care here in Nosti. Yet only when I finally surrendered myself to it, when I let it rush over my body and carry me like the current of a great river did I truly understand it. Only now can I claim to embody Hathor's teachings, thanks to John Dahkeya, this warrior from a distant time and place. And now, together, we can turn this desert into a paradise.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Raia Tablet #21(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: The mood in Nosti has been so jubilant lately that I think we may just hold a festival after all, and why not? We have plenty of cause to celebrate. With the mantis threat diminished, our scouts were able to establish an outpost in the north, where they discovered a wealth of thick, black oil seeping through cracks in the earth. Thanks to this bounty, we have been able to create amazing new tools, and fill our storehouses to the brim. A festival would hardly make a dent. I am sure my beloved Captain will disagree. Ever the dutiful worrier. Fortunately, I can be quite convincing where John Dahkeya is concerned, and for one day, we deserve to supplant worry and duty with song and dance.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Raia Tablet #22(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: As I watched Girisha's team construct the curious, bladed tower that is meant to harness the power of Shu's winds, I could not help but marvel at how far we have come. In such a short time, Nosti has risen from nothing into a true city, with wonders that would make even the great Pharaohs envious. For all its storms and monsters, this desert grows less threatening to us each day, and fewer people are forced to suffer and die by its hand. Perhaps one day, no one will. If we can achieve that, then every hardship and every sacrifice we have endured will have been worth it.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Raia Tablet #23(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Over the last few days, the lights of the great obelisks have been pulsing with a rhythm and intensity that I have never seen before. It is a beautiful, soothing sight, particularly at night. It almost looks like they are singing a song to the stars above. Surely this is a sign of the gods' favor. Hathor is offering us her blessing. Having another festival would be exorbitant, so I have organized a special round of ceremonies and prayers after dusk instead. Thus far they have gone wonderfully, and everyone has left with renewed faith and vigor. I wonder how long this display will last?(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Raia Tablet #24(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Sometimes, I wonder how John can carry on, with no faith in a higher purpose or power and eyes that see threats everywhere. Even when we are safe and secure, he insists on sleeping with a weapon at arms' length. It is no wonder that he suddenly believes the obelisks could be dangerous. Fortunately I have enough faith for the both of us. I have faith that he will protect us from the flying lizards that have recently appeared, I have faith that the obelisks would never harm us, and I even have faith that I shall forgive his constant prodding on the latter. That final matter might require some additional effort on his part, however. He has been simply relentless about it.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Raia Tablet #25(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: What did I do wrong? Despite every trial and tribulation, I kept my faith in Hathor, Amun-Ra and all the gods. No I did more than that. I gave them new followers, I built shrines for them, and held ceremonies for them. So why? Why did the obelisks light up the sky and call down such a terrible doom upon my new home? Why would the gods tear the very earth asunder and send all that I have built and cherished tumbling into the abyss? Where did I betray them? Were it not for John I would not even be able to ask such questions. I would just be some dead fool, whose last act would have been to beg for salvation from the very gods who have forsaken me. (/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Raia Tablet #26(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: My mind is filled with the dead. I see the smiling faces of my students, eager to learn. I hear Girisha's laugh, deep and merry. I see the outstretched hand of John's trusted lieutenant as she fell into the darkness below. John tells me not to blame myself, that what happened was unpredictable. Yet how can I not feel guilty when I led so many to worship the instruments of our destruction, all the while promising to keep them safe? Somehow, I must bury these emotions and focus on the present, as John does. If I cannot tear my mind away from what I have lost, I will lose all I have left. I cannot let that happen. I cannot let the gods take him too.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Raia Tablet #27(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: You would have been proud of me. I controlled my breathing, just like you taught me, even with the tears streaming down my face. Even with all the hate and anger in my heart, I kept my aim steady, and I killed them. I killed them all, John. So why have you abandoned me, too? You were the survivor, not I. These creatures should not have been enough to kill you. You were too strong. I need you too much. Please. Come back to me. I need to hear your voice. I need to see your smile. Please. Please.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Raia Tablet #28(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: When I found them, I wanted to smash them to bits. Those eggs were the spawn of the monsters that slew my beloved, and they did not deserve my pity. Yet I also knew they could help me. If I could raise these creatures as my own servants, then even those traitorous gods of mine could not strike me down. I have constructed a great bonfire to mimic the warmth provided by their mother, and gathered milk from the mightiest of the fallen beasts so that I may feed them when they hatch. Hopefully it is enough. No, it will be. I will raise these creatures, I will master them and I will survive. I promise you, John. I will live for both of us.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Raia Tablet #29(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: When the creatures first hatched, I dared not go near them without weapon in hand, but by now we have grown accustomed to each other. I once heard that a newborn creature may identify the first living thing it sees as its parent. I believe that has occurred here. I have become a mother to monsters. So be it. The gods have forsaken me and my love has been taken from me, so gone now is the Raia of old. Gone are the last vestiges of Hathor's joy and tranquility. Let my heart fill with Sekhmet's might and fury, and with monsters at my back and steel in my hands, let the desert know my wrath. Never shall anyone take from me again, be it god, beast or man.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Raia Tablet #30(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: I have seen so much since we last spoke, John. There are secrets in this desert that you would never believe, dangers that would have paralyzed me with fear when we first met, but I am a different woman now. Would you recognize me still, behind this black veil? I still find ways to help people, though not as I used to. I am no shepherd to the lost, no healer of wounded souls. Sometimes I simply defend the defenseless, or guide those few who seek the truth behind this cursed place. Perhaps one day, someone will find that truth, strike down the false gods of this land, and at last grant me rest. Yet until that day comes, know that I will not falter. Know that I will carry on.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Rockwell Record #29(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: In all my life, I have never seen so magnificent a sight! Mister Nerva may be bemoaning the loss of his men, but I would sacrifice them a thousand times over to witness such majesty! I have never seen a night sky so beautiful, and my word, the exquisite metal this place is made out of! It reminds me of the material that lines the obelisks, yet somehow more...alive. The very walls of this place seem to hum with power and possibility. If I could find a loose tile to take as a sample, I would, but this whole complex has been expertly maintained. I must find more information on this material. Perhaps one of these consoles will have something I could use. I am not familiar with the technology, but I am sure a scientist of my caliber could get something out of them with a little educated fiddling. (/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Helena Note #30(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Well, I'm not dead, and as it turns out, neither was Mei-Yin. In fact, it was her who freed me, and insisted we follow Nerva through the portal in the cave. A horrifying scene awaited us. All of Nerva's men and a large, bizarre creature lay dead in a heap, but Nerva's body was missing. Forgetting my present company, I suggested a peaceful approach if we encountered him. That earned me one hell of a knockout punch. When I came to, I searched the whole station, but the only signs of Mei-Yin and Nerva were a few ounces of dried blood. No bodies, and no victor. Yet what I did find was fascinating. It was quickly evident that I was on some kind of space station, but when I looked out one window in particular, I realized something even more surprising ? I'd been on a space station the whole time. There, floating outside the window and surrounded by machinery, was the very island that I had been living on, and it too was orbiting high above the surface of some unknown planet. The ecosystem on the Island wasn't just curated, it was completely artificial from the ground up! What in the hell is all this, and why would anyone construct it? I don't have the slightest clue at the moment, but somehow, I mean to find out. Somehow, I'll find the truth. (/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Overseer Hologram(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Meiyin Note #31(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: I suspect even Nerva knew that he would not fare well in a battle. After taking a couple blows from my sword, he dashed off into the darkness. However, I know he was deeply wounded. His blood cannot lie. I suspect this command center was created by something with technology far beyond most normal comprehension. In the distance I can see several worlds, one that is clearly a place I've been. I am now sure that there are more of these worlds. That scoundrel Nerva must have escaped before he could meet his death. Little does he know, I won't give up that easily. I will find him in whatever realm he travels to. There is a terminal that sits upon a platform near the end of the command center. Surely, through some combination of codes, that must unlock travel to the other worlds. But it does not. It only adds another foe to be slain by the Beast Queen. (/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Otter Dossier(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Common name: Otter Species: Lutra Peloso Time: Early Miocene Diet: Onnivore Temperament: Friendly Wild Found along the Island's many inland waterways, Lutra Peloso have become exceptionally adept at hunting and foraging. This species of Otter has to be particularly cunning because of its diminutive size, and fierce competition for its preferred food source: fish. It is not a creature that excels at combat, and would not naturally pose an intimidating threat to any predators. Finding packs of River Otters is simple enough: they are distinguished by their elongated bodies, bushy tails, and webbed feet. Their trusting and inquisitive nature ensures they are often hunted for their lustrous fur, but many prefer to tame them to become trusted companions. Domesticated There are few creatures which provide the companionship that Lutra Peloso does. Rather than traveling beside you, it would prefer to comfortably rest upon your back, providing insulation. Once domesticated, it can be told to harvest fish on demand, with a specific goal in mind... from the fish that it consumes, that Otter has a knack for foraging Silica Pearls, and can even yield a slight chance at finding Black Pearls within!(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Phoenix Dossier(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Common name: Phoenix Species: Unknown Time: Unknown Diet: Flame eater Temperament: Elusive Wild Among the most mysterious of all flying creatures, much of what is known about the Phoenix exists in legends which have been told through generations. These myths hav eoften chagned through the passing of time, but once constant is the belief that fire represents cleaning and renewal. The Phoenix embodies this process through its everlasting cycle of death and renewal. Extreme heat-waves in the desert seem to initiate the rise of the Phoenix, while the end of this so-called "Super Heat" precipitates the creature's reversion into ashes. While the Phoenix seems ambivalent to most wildlife, if provoked, its ferocity is evident in its ability to set targets aflame in a single bite. Domesticated Attempting to pacify a Phoenix is, quite literally, playing with fire. The Phoenix must be continually set ablaze in order to be tamed. I've seen many turned into dust and ash in the attempt. After it has been pacified, the Phoenix will regain its vitality when it is aflame. Although its compact size prevents the Phoenix from being ridden, its aggressive enflaming has proved to be invaluable in battle. Plus, it can quickly roast up tasty cooked meat and refine raw ores at any time, as a living furance.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Meiyin Note #1(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Where have I been taken? When I tried to pull my sword from that machine, there was a bright flash and suddenly I was in this desolate place. Whatever that device was, I must have broken it. Nerva's corpse travelled with me, blood still seeping from the wound I left in his chest. Despite what he's done, part of me thinks that I should bury him. He was a tyrant, but he still died a warrior's death. For now, I will bandage the wound on my face and rest. It is night here, and it will be safer to explore in the light of day.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Meiyin Note #2(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: I was fortunate today. The sun was rising as I finished bandaging my wounds, and had I not glanced at it, I would never have seen Nerva's body. It was three hundred paces away, right where I left it, and it was smoldering. The sunlight was burning it. I remembered a cave that I had spotted earlier, and ran for it as fast as I could. My legs ached and smoke was rising from my armor by the time I arrived, yet I was still alive. So now the sun was trying to kill me. Perhaps I was delirious, but I laughed at the notion. Monsters and armies have failed, so let the sun have its chance. I will defeat it too.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Meiyin Note #3(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Yesterday, I realized that I could rest no longer. I had no more spare cloth for bandages and had eaten nearly all the moss nearby. Rather than risk the heat of the sun on the surface, I ventured deeper into the caverns. It was a treacherous descent, but I am glad I went. This cave is larger than I could have imagined. In fact, it is hardly a cave at all. A great forest flourishes down here. It is as if this whole land is backwards. However, there is one thing that is familiar to me. The air is thick with the sound and smell of wild beasts. I must remain on my guard.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Meiyin Note #4(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: The light down here does not burn like the light on the surface, even the light that comes from the ceiling. I do not understand why, but I am glad for it. I was attacked by a pack of small monsters with spines on their backs. In another life, they would have terrified me, but now I fear no beast. I slew many of them, but more kept appearing. Even after killing the largest of them, they did not hesitate. Only when I neared a strange, glowing pillar did they retreat. They seem to fear the unusual light it emits. I should use that weakness against them. (/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Meiyin Note #5(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: I finally removed the bandages from my face. While I avoided infection, the wound will surely scar. I do not mind, and neither does my new companion. In fact, I had just removed my bandages when I first saw him. From the branch of a great tree, he stared down at me with curious eyes. I stared back just as curiously. It looked almost like a young deer, but its fur was colorful and it glowed like a fallen star. He reminded me of the paintings I'd seen of Qilin, but he seemed too small. Whatever he is, he approached me so innocently that I could not leave him behind. So now he is Xiao, my little light in the dark.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Meiyin Note #6(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Navigating the forest has been easier with Xiao at my side. His light has both guided and protected me. The small, spined monsters that I fought before returned in numbers, but they cowered and fled before Xiao's light, as they did from the glowing pillar. So long as Xiao is with me, I need not fear them. Yet Xiao's power is not an endless well. If he does not periodically extinguish his light to rest, it will fade with time on its own. I must be careful when wandering into the darkest parts of this forest, lest Xiao's light go out and we are both put at risk.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Meiyin Note #7(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Even with Xiao's help, I can only do so much on foot. I need a reliable steed that can carry me swiftly through the forest and help me gather resources. Fortunately, I may have found such a beast. The other night, I heard many howls in the distance. When I investigated, I found a pack of strange beasts that looked like hairless wolves. They are ugly, vicious creatures but they are the perfect size for riding. For now, I shall stalk the pack. When one of the wolves is separated from the others, then I will knock it out with my arrows, and claim it for my own.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Meiyin Note #8(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: I have named my wolf Shi, for he is so black that he seems to swallow all the light around him. No beast can replace Wuzhui, but Shi is swift and fierce. Upon his back, I can travel across the forest with ease. Yet I know that Shi alone is not enough. In these lands, the strong will dominate the weak, and they will try to destroy those who do not submit. I am reminded of this every time my scar aches. To survive I must grow stronger. It is time to rebuild my army.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Meiyin Note #9(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Yesterday, I stalked a giant shelled beast, with large claws that it could use like hands. Though slow, it seemed strong. I decided it would be a good addition to my army, but before I could attempt to bring it down, something swooped down from the sky to attack it. It was a great lizard, but not one like the ones I had seen before. No, this beast was a true dragon, long of body with a feathery mane. It used the feathers on its arms to ride the wind and tore its prey's shell asunder with iron claws. When it was finished with its meal, it scaled the cavern wall and became one with the shadows, vanishing entirely from my sight. I have found my new prey. Soon, I shall command the might of a dragon.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Meiyin Note #10(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: The dragon was even more formidable than I expected. At first, Shi was able to dance around the beast while I riddled it with arrows, but I underestimated how far its feathered arms could take it. Its sudden leap left Shi's leg wounded and I was flung from the saddle. The crippled wolf did not last long after that, and I only survived myself by taking to the trees. By the time the dragon succumbed to my knockout poison, its hide was full of arrows. I buried Shi where he fell. Though he did not serve me long, he did so loyally. Thanks to him, I possess the strength of a dragon. I am the Beast Queen once more. (/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Meiyin Note #11(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Travelling through the cave is easy thanks to my dragon, who I have named Ao Yue. I have discovered that the cave is even larger than I imagined. Beyond the forest, there are tunnels that lead further down into the earth, to a land of glistening water and plants that glow like Xiao does. How far down does it go? If I keep going, will I find the end of the world? I do not know, but I will press on. I cannot return home, or even to the island I came from. My enemy lies dead far behind me, and I have found no friends or allies. I have no aim beyond simply surviving. So for now, all I can do is move forward.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Meiyin Note #12(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: The beasts of this land grow stranger the deeper I go. Yesterday I was attacked by a swarm of flying demons with writhing tentacles in place of heads. I think they were after Xiao. Where some monsters feared his light, these ones hungered for it. However, they were no match for Ao Yue's fangs and my blade together. Still, I will keep Xiao close and have him extinguish his light for now. I could not bear it if he came to harm. Of everyone I have met in these lands, only Xiao has stayed by my side of his own will. Even Wuzhui had to be laid low first. I suppose there was that woman from the island too, but she is gone. Besides, I struck her. I doubt we were friends.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Meiyin Note #13(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: I am not alone in these caves after all. The footprints I found today belonged to no beast, that much is certain. Yet if humans left those footprints, they move like no one I have ever seen. They are deep, as though their feet hit the ground with great force, and they often have huge gaps between them. No man can leap that far, yet there are no beast tracks that accompany them. Perhaps if I move carefully, I can track and observe them. Whether they are friend or foe, I should learn more about them before I act.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Meiyin Note #14(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Where did I make my mistake? I moved in silence and never once left the shadows, but somehow they saw me. I mounted Ao Yue in an instant, but somehow they still caught up to me. Had we fought, the battle may have been difficult. There were only four of them and I had Ao Yue, but their weapons and armor glowed like moonlight and their movements were swift. I was about to strike first when one of them raised her hands and took off her helmet, revealing a human face and hair the color of sunset. She convinced her friends to lower their weapons, but even as I write, I keep one hand on mine. We may share a camp tonight, but I dare not sleep.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Meiyin Note #15(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: The armored ones had many questions when they awoke. They were surprised that I had raised Ao Yue myself, and even more surprised that I came from a different land of monsters. That seemed important to them. I asked questions too. They say it is their armor that lets them see at night and move with such speed. I did not believe it until the orange haired woman let me wear her helmet. With it I could see through darkness as though it were bathed in green light, or see the red shadows of distant creatures. It was like magic. They asked if I wanted to stay in their village for a time. I doubt I will stay long...but I want to see more of this magic.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Meiyin Note #16(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: This village is as strange as the armor its residents wear. They use tools containing light and sleep in glowing metal cases. They offered one to me, but I refused. I have slept outside with Ao Yue and Xiao instead. I have no desire to sleep in something that looks like a coffin. They claim that their tools are not magic, but machines. I do not understand how that is possible. On the island, there were many weapons and tools that were new to me, but they were made of real things. How does one touch light, much less shape it? It is wondrous and beautiful, but I wish I understood it. I will have to try harder.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Meiyin Note #17(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: It is no use. These machines are beyond my comprehension I cannot even make the simplest of their tools work properly. Compared to this, training with a spear or sword seems simple. I have tried to earn my keep by helping with chores and other tasks, but I usually get in the way or slow things down. Compared to the others, I am like a child, and they treat me as such. This was a mistake. I belong in the forest with the beasts, not among these people in their glowing metal halls. I will ask them for supplies and depart within the week.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Meiyin Note #18(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: I asked the woman with orange hair if I could take some supplies when I left, but she refused to do so for free. She said if I wanted the supplies, I had to try to use their armor first. It seemed like a trick, but I wanted to try the armor anyway, so I accepted. If I have been tricked, then I have never been so glad to be fooled. When I am in that armor, my blood dances in my veins and I can feel the world around me. It is as if I was asleep for my whole life, and I only awoke when I put the armor on. I cannot leave after feeling that, not until I at least master the armor. Perhaps then, but not now.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Meiyin Note #19(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Discretion is the key to the armor. When I started, I would leap further than I intended, turn too sharply or grip objects too tightly. Now I am in complete control. I could scale a mountain while carrying an egg and never break it, but also smash stone or fight a beast bare handed. Once I got used to the armor, my experience as a warrior helped me learn quickly. I can already outpace Juzi in a race and beat her in the sparring ring. I try to go easy on her now. She helped me a lot so I do not wish to shame her. I should call her by her proper name too, but Diana sounds too serious for a woman that laughs so much. Juzi fits her better. She doesn't mind it, but I don't think she knows I've named her after an orange.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Meiyin Note #20(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Three days ago, I was asked to help the villagers obtain a clutch of dragon eggs. Only then did it occur to me that they did not have many creatures at their command. They relied far more on their tools. Perhaps this is why they were so impressed with Ao Yue. The hunt went well. I had to do much of the work and explain many things, but the others were grateful. It also let me test the limits of my armor. By now, using it is no different to me than wielding a sword, and I welcomed the challenge. After the hunt, no one treats me like a child anymore, even when their tools confuse me. I suppose we all have different things that we excel at.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Meiyin Note #21(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: I have turned into something of a stable master. The others are still unused to the presence of so many beasts, and have to be taught how to care for them. It is a lot of work, but I do not mind. It has been comforting to be around so many beasts again. I have also taught them some lessons in close quarters combat. While their weapons are powerful, most of these people are not warriors. They have not tasted war. Juzi claims she was a soldier, but that she fought by flying metal ships through the clouds. She says she will show me how if we ever escape these caves. I doubt it, but it is nice to imagine.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Meiyin Note #22(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Juzi has finally convinced me to start sleeping in the metal pods the others use. I must admit, I slept more soundly, though perhaps that was because I knew she could no longer pester me about it. I do many things like the other villagers now. I eat like them, I dress like them, and I work with them. I still struggle with their tools and I know that I can never truly be one of them, but that was true during the Yellow Turban Rebellion too. Those who I fought beside were my comrades, but I could never be a true soldier like they were. If that is my place in this village, then I do not mind staying for a while longer. It is not so bad.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Meiyin Note #23(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: I must move quickly. The tribe sent a party into the depths of the caverns, where rivers of violet fire flow freely and nothing grows. They sought something important, something that could help the whole village, but they have not returned. There is no response when we call for them through our messenger boxes. The other villagers fear them lost to the terrible demons that lurk there. I refuse to believe that. Juzi is with them. I have equipped Ao Yue with armor and weapons like my own, and donned armor that will protect me from the violet fire. Whatever beasts or demons lie in our path, we will destroy them utterly, and bring Juzi's team back.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Meiyin Note #24(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: This is a place of death. The ground is scarred and barren, and there is no light or movement save that of the violet fire. Even Ao Yue does not seem to like it. The living should not tread here. Why would Juzi come here? What was so important that she would risk this place, and why would she not tell me? Whatever the reason, it has already cost some of her teammates their lives. I found their bodies earlier today, mangled and partially devoured beside the remains of their beasts. Thankfully Juzi was not among them. Great towers of crystal loom ahead, where the violet fire has frozen solid. Perhaps she has found shelter there.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Meiyin Note #25(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: I shall have to find whoever forged this gun and thank them with all my heart. Its strength saved the day. With my weapon's enhanced sight, I spotted two survivors running from a huge monster, but a crystal formation stood in my way. Rather than go around it, I sent Ao Yue ahead and fired through it. My aim was true, and the demon reeled. By the time it recovered, Ao Yue was upon it, and we finished it together. I knew one of the survivors was Juzi when she ran up to hug me. I am unused to such gestures, but I think she understood how grateful I was for her safety. Her teammate is wounded, but alive. With rest, he will survive.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Meiyin Note #26(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Even now, I cannot convince Juzi to leave. I even tried using her real name, Diana, to show her I was serious, but she will not hear it. She says the plans she was looking for are too important, but what could be worth what happened to her teammate? It was disgusting. He started spasming in the middle of the night, and then a smaller version of the monster that was attacking them burst from his chest and tore out his heart. Blood and bone sprayed everywhere, and I was too stunned to act until it leaped at me. Fortunately I was able to hold it off until Juzi could shoot it. Whatever we are seeking, I fear we will face even worse dangers to obtain it.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Meiyin Note #27(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Juzi said that the item she sought was in some ruins not far from where we were camped. However, when she called them ruins, I had not expected to see buildings like the ones in our own village. It was puzzling, to see buildings that looked at once ancient and new. I had little time to dwell on the ruins, for we were quickly set upon by more of the great demons. They rushed us, slobbering and gnashing as Juzi scrambled to find what she was looking for. I was able to hold them off with Ao Yue's cannons, but by the time Juzi found her prize, we were being overrun. To my shame, I had to leave Ao Yue behind to hold the demons off while we escaped. It pained me to hear his roars as we fled, but his sacrifice saved our lives. Forgive me, my loyal friend.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Meiyin Note #28(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Without Ao Yue, we had to move cautiously. Another battle with the demons could prove fatal, but we managed to avoid their sight. All that was left was the climb. With no mount, we had to use climbing picks to slowly make our way upwards. It was a long and treacherous ascent, and we both nearly fell several times. Fortunately, we were there to catch and support each other, and through our combined strength, we safely reached the caverns above. After the climb, we lay there for a long time. I cannot remember if we laughed or cried. Perhaps both. Juzi says that the item she found could help the entire village, but I do not care. I am just so glad we are both still alive.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Meiyin Note #29(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: We received a hero's welcome when we limped back to the village. The others say that Juzi's treasure will help complete a magic door that can take us out of this place. They speak of escape and of returning home. That should excite me more. I used to long for those things, yet what comforts me most is that when they speak of their future, they include me in it. I am finally one of them, not as a mercenary or out of desperation, but because I am wanted. I owe it to Juzi, I think. No, to Diana. She trusted me before anyone else. I will not forget that.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Meiyin Note #30(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: I have been thinking of home lately. It is so far away now. I think that perhaps, it is out of reach. Even if the others can complete their magic door, I do not think I will ever see it again. I can accept that now. I can move past it. I have a new home now, I think, and while I am still not used to its oddities, I feel as though it is mine. Each day I grow more adept with the tools here, and more used to my routine. It has become normal to me. And now that this place is my home, I swear that no harm will come to it. I shall protect it with my life.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Helena Note #1(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Bloody hell, this place is weird. Don't get me wrong, it's fascinating too. Such an abundance of underground flora is completely unheard of, and because so many of the plants here are bioluminescent, the whole forest has an eery beauty to it. That's just it though - eery is the operative word. I've been holding my rifle so tightly since we got here that I swear I've left dents in the grip. We should have gone back to the Island. People know us there, they might have offered help and supplies. Rockwell didn't want to hear it though, and I wasn't about to let him come here alone.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Helena Note #2(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: "You can't surprise me anymore, life," I said. "After wyverns, golems and giant sand worms, I'm ready for anything." "What about flying squid-bat-murder-monsters?" life replied. "Well, that is mildly surprising," I conceded. By which I mean, I shot and cursed at those things all afternoon. At least, when I wasn't running from them. Thankfully after thinning their numbers a little, they decided that Rockwell and I weren't worth the trouble. Let's hope they don't change their minds. I'm not sure I have enough ammunition left to fend them off again. And yes, I know that FSBMM isn't the most scientific of monikers, but I'm bloody upset with them right now so that's what I'm calling them...along with some other names I'd rather not write down.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Helena Note #3(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: While I can't say I'm enamored with this station's wildlife, I'm certainly grateful for its abundance of natural resources, particularly water. The permeability of the rocks here is astounding. The cavern walls are wet with condensation, and the floor is littered with pools of water. After all that time in the desert, this is one change I can welcome with open arms! Thank God for hydration! I don't mean that just for my own sake, either. Rockwell seems...distracted. The other day, I had to keep him from walking headlong into a poisonous mushroom. He wouldn't fare well in a harsher environment. Then again, at his age, I'm sure I'd lose a step too.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Helena Note #4(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: There's no mistaking it. That was a giant, armored mole rat. Thankfully it wasn't aggressive, so I was able to get a good look at it. Its appearance made me realize something that I'd taken for granted. Every creature I've encountered has some basis on either a known species, or human legend. Golems and wyverns never existed on Earth, but humans did write stories about them. Even the FSBMMs (still cross with them) appear to be a pastiche of known fauna. What does that mean? Are the curators of these stations human, do they merely possess extensive knowledge of humans or am I grasping at straws? I can't say, but it's worth pondering.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Helena Note #5(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: The FSBMMs returned, and I was right - I didn't have the firepower to fight them. Luckily someone else did. It was incredible! I've never seen a human move that fast. One second, I'm a dead woman, and the next there's someone in glowing, silver armor tearing through those creatures like they were dodos. One got punched so hard it skipped off the cavern floor! As if a superhuman savior wasn't shocking enough, when they lifted their visor, I found a familiar face. It was Mei-Yin! It took me a good minute to form a sentence after that. I must have looked like a complete dipstick, because I swear, she almost laughed. At least I'm a living dipstick, and with her around, I just might stay that way.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Helena Note #6(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: What's the saying? Absence makes the heart grow fonder? On the Island, I wasn't sure where I stood with Mei Yin, but now we've been catching up like best mates. She apologized for socking me in the face, I learned how she arrived here and that she got her new scar while battling Nerva to the death... you know. Best mate things. She also introduced us to some of her new allies at her camp, and here's where it gets loony - they're from the future! Well, my future, anyway. It all fits, doesn't it? I never met anyone from my future before, but Mei Yin and Rockwell are from my past and the technology here is beyond anything from my present. Clearly the current year is far beyond 2008, but by how much?(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Helena Note #7(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: The journey to the village was a bit tricky. Since Rockwell and I lack the high-tech armor the others wear, they had to help us along with rope ladders and zip-lines. We made it eventually though, and it's quite the sight. The technology this tribe uses is incredible, although Rockwell was far more intrigued by it than I was. Mei Yin's friend, Diana, gave us the grand tour and he pelted her with questions the whole time. Fortunately, Diana just smiled and answered his questions patiently. Apparently she was a pilot in her own time, which is the same era her fellow villagers are from. That there are so many people from one time period on one station seems unusual. I wonder what it means?(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Helena Note #8(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: I have to convince them to stop! There's no way the station will allow this. "This place would never allow anyone to master it." If it weren't for Raia's warning, I'd be ecstatic about what they were creating. A gateway that can help us escape the station and reach the planet below? It's brilliant, but the obelisks will kill everyone here before we can complete it, just like they destroyed the village Raia told me about. I'm sure of it. Bloody hell, I'm going to look like an absolute madwoman. I've barely settled in here and I'm already coming to them with doomsday prophecies. I'll need to convince Mei Yin and Diana first. They're my best bet.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Helena Note #9(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: The tribe's leadership was surprisingly receptive to my ideas, but still a bit skeptical. Apparently they've already fiddled with one of the obelisks, and even damaged this station's control center. So while they believe my account of what happened in the desert, they think the threat is already contained. Thankfully Diana convinced them to lend me a small team to inspect the obelisk, just in case. Better than nothing, at least. However, on this station, getting to an obelisk is something of a risky proposition. To reach them, we'll need to make a trip to the surface, which even Mei Yin says is dangerous. That means before I go, I'll need to get a crash course on that armor.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Helena Note #10(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: My time in the desert may have given me some skill with firearms and helped me get fit - despite failing to give me washboard abs much to my chagrin - but I'm still no soldier. That was evident to anyone who saw me flailing around in the training yard these past few days. If it weren't for Mei Yin and Diana, I'd still be crashing my TEK Armor into rocks or tripping over myself like a drunken dodo. Plus, I always feel less silly when there's someone to laugh at my mistakes along with me. Fortunately Mei Yin will be accompanying me to the obelisks, so this whole thing won't rest in my unsteady, armored hands. Thank God!(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Helena Note #11(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Mei Yin and I set out yesterday, alongside a bespectacled computer expert named Santiago. He'll be the one to actually examine the obelisk. He claims that he can hack into its terminal. If it's preparing to unleash a surge of power, as I suspect, then he says that he might be able to reroute it. Rockwell, for his part, is staying behind. He's been aiding the village's scientists in their studies since we arrived and has become rather... engrossed. Every other sentence with him is about that bloody metal he named after himself. It's a bit troubling, but thankfully Diana said she'd look after him. I can't spend time worrying after Rockwell now, though. The fate of that whole village might depend on this expedition. Focus up, Helena! Let's do this!(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Helena Note #12(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: The structure of this space station must be vastly different from the others to allow for these massive caverns. Is that uncommon, or do many of the stations vary so radically from one another? I've only seen three. For all I know, they could come in all shapes and sizes. Speaking of different, Mei Yin's been fairly talkative since we left, at least for her. She'll still grow quiet sometimes, but instead of trying to burn me to death with invisible eye lasers, she stares into the distance and idly fiddles with her necklace. I think it depicts a plane or spaceship of some kind. I wonder where she got it?(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Helena Note #13(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: They weren't exaggerating when they said the surface was dangerous. Direct exposure to sunlight during the day will quickly burn a human to a crisp, even in this fancy armor. That means we have to adjust our sleep schedules and wait just below the surface until night falls. When it does, we'll make a mad dash for the obelisk, let Santiago get in as much work as he dares, then run our asses back to safety. Strewth! I thought that bloody desert was diabolical, but this tops it for sure! Why couldn't we do something simple, like flee from a pack of ravenous Allosaurus or something? This life I lead, I swear...(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Helena Note #14(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Santiago's still going over his readings from last night, but even without them, it seems clear that the obelisk was behaving oddly. It was pulsing wildly and the ground beneath it received regular tremors, as if the whole station was on the verge of tearing itself apart. If this obelisk goes off, it could mean armageddon for every living thing here. Despite this, Santiago is insisting on analyzing his readings. The scientist in me is proud of his dedication to hard evidence, but the part of me that would rather not be obliterated by a mysterious, high tech space station really wishes he would hurry the hell up.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Helena Note #15(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: We shared our findings with the village by radio. Santiago's analysis confirmed what I suspected - the obelisks are highly unstable. They could be days away from reacting. However, Santiago raised a good point. Even if the gateway project is shut down, we can't say for sure that it would stabilize the obelisks. It may be too late to dissuade the station from destroying the village. The only way to ensure our survival is to shut down the obelisks themselves. According to Santiago, we can't do that from the obelisk's platforms, but he may be able to manipulate said platforms into teleporting us somewhere we could. Specifically? Into the heart of the station itself. It's a huge risk, but it may be the only hope we have.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Helena Note #16(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: I can't believe it! We actually made it! We're inside the station! There's a platform here that Santiago was able to lock onto. Perhaps it was used while the station was being built? The architecture here is similar to that of the control center I encountered before - a jagged cavern of metal, lit by an unearthly blue glow. There's a constant hum all around us, likely from the power being sent to all areas of the station. Hopefully Santiago is able to find a map on that console he's been messing with. Then all we have to do is find a control room and shut down the obelisks. Simple, right? Right?(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Helena Note #17(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: As we made our way deeper into the station, we passed through a massive chamber. It was so vast that I couldn't see the bottom of it from the bridge we were on. Yet it was packed full. From wall to wall, it was filled with specimen tubes, each containing creatures, fetuses or eggs. I knew from the holograms that I'd seen on the Island's control center that each station created it's own creatures, but I'd never seen where the process actually occurred! There were specimens for every creature that lived on the station - from dinosaurs to huge, alien looking monsters. I would have loved to get more data from the room's consoles, but... You know, after reading that aloud, I think Mei Yin was right. That idea really does sound stupid and dangerous. Good call.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Helena Note #18(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Ever since I saw those strange holograms in the Island's control center, I'd considered this possibility in the back of mind, but I wasn't prepared to confront it. Not directly. The room was similar to the one with the creatures, if much smaller. Specimen tubes lined the walls in neat rows and columns, but these all held the same species: Homo sapiens. They weren't clones, exactly, at least not of each other. Each one was unique, and they were all adults. I suppose I came from somewhere like this too - designed in that control center and then created in this factory. Does that mean my memories, they're all transplants? Fake? No, impossible. They're too vivid, too detailed. Maybe, somehow, the station can reach back in time and just... copy someone. That seems unlikely, but I think I'll cling to it. It makes me feel more... real. At least that way, someone actually lived my life. Even if it wasn't me.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Helena Note #19(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: The human specimen room was hard on everyone, but I think it was the worst for Mei Yin. She's gone completely silent, trudging behind Santiago acting like an armored zombie. I've tried my best to explain everything and offer my support, but I'm not sure I helped. When I think about it, it's incredible that she's made it this far with her sanity intact. In her time, they were nearly seven centuries away from inventing bloody gunpowder. The idea of a machine that creates human beings - and that it created you - would be unfathomable. I hope she's all right, for all our sakes. Seeing her rattled like this makes me feel a lot less safe.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Helena Note #20(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: We finally found it! This has to be the obelisk's control room. Fortunately, the consoles here were similar to the ones in the control center that I've used before, so I was able to help Santiago get started. He's been working on it for a while now, muttering and cursing to himself the whole time. I can't blame him. This is some baffling shit we've... ha! No way! He just said he cracked it! It certainly sounded like he did, too. There was a loud hum and... Oh. Those are roars. Lots of roars. Time to run, then! I'll finish this later.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Helena Note #21(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Right as Santiago finished hijacking the obelisk, the station unleashed a horde of creatures in self-defense, so we blasted the controls and ran like hell. Fortunately, Mei Yin's battle instinct brought her back to reality just in time, and she led the charge through a throng of fangs and claws, while Santiago and I did what we could as we raced to keep up. Even though Santiago had prepared the platform for a quick getaway, it was a close call. I had to pull him through the portal just before it closed, but in the end, we made it. We're covered in guts and still a bit twitchy, but we made it! Strewth, what a day! I need a pint and the world's longest nap, stat.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Helena Note #22(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: You'd think I'd be more enthused. We saved the village, I confirmed the true nature of these space stations and when the gateway project is complete, we could actually escape this madness. It's all good news really, so why am I not thrilled? I tried sketching some of the wildlife we've spotted on the way back the village, but I stopped halfway through. What's the point? In the desert, I told myself it was a form of self-expression, but is it really? If a machine created me to behave a certain way, am I expressing myself or the will of the machine? I really need that pint. Maybe several.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Helena Note #23(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: We contacted the village to tell them we succeeded. They were a lot more excited than we were. It was quite raucous actually - cheering, applause, and all that - enough that Santiago almost dropped the radio right out of his hands. Even Mei Yin cracked a smile at that. She's coming around, if slowly. She just needed a bit of space, I think. I'm starting to come to terms with everything myself. Even if my memories are someone else's or aren't real to begin with, what I've done since I arrived on these stations was my choice. What I do from now on is my choice. That's who Helena Walker is. I think I'm okay with that.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Helena Note #24(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: We got another call from the village, but this one wasn't celebratory. In fact, best we can tell, it was a distress call. Santiago couldn't quite clear up the signal, but it had that sort of tone. We heard Diana's voice, panicked shouts, and someone mentioned Rockwell. Since then we've picked up the pace. Hopefully we can make it back in time to help, and the situation isn't as dangerous as it sounded. If something were to happen to Rockwell, I can't help but feel like it would be my fault for neglecting him. Damn it all. We've got to hurry!(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Helena Note #25(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: I'd feared we would be too late, but I never expected the village to suffer such complete devastation. There were bodies and debris everywhere. I nearly retched at the sight. In the distance, I could just make out the culprit - a colossal, violet figure disappearing into the cavern's depths. We raced to find Diana, but by the time we arrived, there was nothing we could do. She died of her wounds in Mei Yin's arms, somehow still smiling. However, before she passed, she was able to tell us the identity of the monster that had done this. His name was Edmund Rockwell.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Helena Note #26(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: I can't let Mei Yin go after Rockwell alone. It's my fault that he was here. He's my responsibility! So why am I huddled here, writing down my thoughts as though I'm too afraid to say them aloud? For weeks, we've been besieged by monsters that Rockwell either bent to his will or created himself, but today Mei Yin finally grew sick of hiding. She grabbed every weapon and able bodied beast she could and left to hunt him down alone. I've never seen her like that. Even Nerva never made her eyes burn with such hatred. Damn it, she's going to get herself killed and it will be my fault! But how can I shoot him? He's my oldest friend. He helped me when I had no one else. But it's my fault, so I have to try. I have to!(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Helena Note #27(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: I caught up with Mei Yin and Rockwell among the flowing rivers of magma in the deepest pits of the caverns, where they were already in the midst of battle. By then, Rockwell had grown into a hulking monstrosity, lashing out with flailing tentacles. I needed only one look at that hideous, misshapen face before I made up my mind. I fired until my trigger finger went numb, and together, we were able to divide his attention. In his fury, Rockwell created a hole in the cavern floor, and with one final blow, Mei Yin forced him through it. She nearly fell in herself, but I managed to catch her arm just in time. Thank God I did. If she'd fallen? Well, I'm just glad it's over.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Helena Note #28(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: To Sir Edmund Rockwell, Know that I choose to remember you not as the monster you were in your final moments, nor as the secretive, obsessive man you became after I found you in the desert. I should have seen the signs then. If I had, perhaps I wouldn't have to mark this empty grave. This grave is for the man you were, and the man I will remember. He was the man who I'd talk and laugh with over tea long into the night, and the man who'd offer me supplies and a steed without a second thought. He was a scientist, a scholar and gentlemen. Wherever that man is, I hope he is at peace. Your friend always, Helena Walker(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Helena Note #29(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: The effects of the monster's rampage still linger. Mei Yin hasn't said a word since we returned. She just stares at that starship necklace, turning it over in her hand again and again. It took an hour of coaxing just to get her to eat. At least the gateway project survived, through one miracle or another. Santiago is organizing the survivors into teams to complete it. He thinks they can finish it within two weeks. I suspect I won't be welcome to join them when it activates. Not that I blame them. I brought Rockwell here with me. The people he killed, the destruction he caused... it's on my head. How could I ever ask forgiveness for that?(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Helena Note #30(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: The gateway is set to be complete tomorrow, so last night, I packed up my things and prepared to say my farewells. Santiago protested, but ultimately understood. Mei Yin, on the other hand... I've never seen her break down like that. It caught me completely off guard, as did the part where she wouldn't let go of my wrist. She kept saying that she'd already lost too much, and that she couldn't lose anything else. I couldn't just leave after that, even if I could break free of that iron grip (which I doubt I could). So that pretty much settled it. Tomorrow, the gateway will open, and we'll touch down on the planet below. We'll finally escape this mad experiment, and we'll do it together.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Rockwell Record #1(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: I fear that even with the unwitting aid of Miss Walker, I still cannot completely control the machines in the starlit sanctuary. I believe they sent us to the correct ARK, but I was unable to control precisely where we arrived on it. Alas, that means the location I saw in the sanctuary is beyond my reach for the time being, along with the molten Edmundium I saw there. Confound it all! Naturally, I cannot confirm that molten substance was indeed Edmundium until I have inspected it with my own eyes, but it simply must be! It looked exactly like my samples did when I attempted to melt them down. Imagine! An entire cavern of the most potent element known to man! The wonders I could create...(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Rockwell Record #2(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: While the molten Edmundium remains elusive, this underground forest has proven quite illuminating, both figuratively and literally. Many of this cavern's species are bioluminescent, so out of curiosity, I dissected several of the glowing insects that are common here. After further study, I have concluded that the luminescent fluid found in their posteriors carries something akin to a bioelectric charge. However I cannot determine how it is generated, and with no place to store it, said charge fades quickly. Curious, curious indeed! What could be to cause of this? With no sunlight to provide the forest with energy, perhaps this charge comes from the soil?(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Rockwell Record #3(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Yes, yes of course! The Edmundium is the cause! If there are truly molten pools of Edmundium somewhere in these caverns, then Edmundium minerals would have spread throughout the soil over time, allowing its wondrous properties to affect nearby flora and fauna. Even if it is not the direct source of the charge found in this forest's bioluminescent wildlife, it may have incited incremental changes in those species over several generations, which then led to their development of an internal charge. How invigorating! I could be standing in the middle of an entire ecosystem that has been absorbing the effects of Edmundium for generations, and all of its secrets are mine for the taking. Magnificent!(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Rockwell Record #4(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: I must admit, I am glad that I coerced Miss Walker into accompanying me. Her scientific mind may be far below my own, but she can fire a rifle proficiently enough. I suppose that is no surprise. She is a colonial, after all, and she never has been terribly ladylike. I hadn't noticed what a foul mouth she has, either. Dreadful! However, despite her past deceptions and uncouth vulgarity, I must tolerate her presence for now. The predators here are not to be trifled with. Of course, in my youth, I could have grappled them into submission. Why, I would simply pin their wings behind their backs and drive them to the ground. Yes, I'd give them a truly thorough thrashing! Ah, to be young again... (/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Rockwell Record #5(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Miss Walker I can tolerate for now, but I cannot abide by this barbarian! I cannot fathom how she even lives, much less how she ended up here! A primitive mind like hers could never have operated the contraptions in the starlit sanctuary. Yet here she stands, and worst of all, she wears a suit of Edmundium armor! The very thing I seek has already been claimed by some savage, sword wielding tart! It's outrageous! Such a beautiful product of science should not be sullied by her bloodstained hands. No, Rockwell. You must be calm. If she senses hostility, she will surely kill you on the spot. Yes, for now I must bide my time and learn what I can. Whoever constructed this armor, I must find them.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Rockwell Record #6(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Astounding! That remarkable armor was but the tip of the iceberg. The barbarian woman has escorted us to the home of her new masters, and I can take nary a step without finding some wondrous new piece of technology - much of it relying on the power of Edmundium. The casual manner in which they use and refer to these wonders leads me to believe that while they are deeply familiar with the marvelous metal, they may not grasp the depths of its potential. Yes, Rockwell, this was well worth tolerating Miss Walker and her savage companion. I shall learn what these supposed "future men" know, and take it many steps further.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Rockwell Record #7(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: The village has a vast supply of Edmundium, far more than my own paltry samples. In this quantity, I can almost hear it singing to me as I study it. It pulses with energy at such an entrancing rhythm that it's hard to tear my eyes away from it. The villagers here refer to it as "Element." Nonsense! Everything is an element. Did they simply forget to name it? I have also been learning what they know of the "Charge" that is common in this place, which I made note of earlier. Their own studies confirm my suspicions that it is the result of the Edmundium that permeates the caverns. That makes it worth researching.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Rockwell Record #8(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Obtaining detailed information from these villagers is like drawing blood from a stone! The red haired woman, Diana, has been pleasant enough in answering my queries, but she is no scientist. Her naivete makes that quite evident. I simply must convince these future men to place me onto one of their research teams. That's where I'll really gain some ground. Unfortunately, they seem rather skeptical of my scientific prowess. Bah! Ridiculous! I don't care what year they hail from, I am Sir Edmund Rockwell! A mind like my own only comes once a millennium. It should be their honor to have me amongst their ranks.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Rockwell Record #9(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: The nerve of these people! I have never seen such arrogance and disrespect directed towards a worthy colleague! I finally convinced Diana to let me partake in the village's research and experiments, and I have been treated like an ignoramus. These so called scientists dare to talk down to me? They dare to underestimate me? Fools, the lot of them! Well, I daresay I don't need them. Now that I have access to their facilities and supplies, I can research Charge and Edmundium just fine without their aid. Soon enough, my knowledge shall surpass their own, then we shall see who is primitive.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Rockwell Record #10(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Confound it all! Why am I progressing so slowly? These scientists are no more intelligent than I, yet they make continual progress while my own research continues to flounder. It's just a matter of experience, that's all it is. They are more familiar with their tools and they have more information at their disposal. Were I in their shoes, I would have finished that ridiculous project of theirs months ago! I must work harder to account for my handicap. I shall eat and sleep in the lab, and allow for no distractions, not until my so called peers have learned to respect the name of Sir Edmund Rockwell.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Rockwell Record #11(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: At last, success! I have finally been able to convert this "Charge" into proper electricity. Subsequently, I used it to create not only a Charge battery, but a lantern as well. It was a simple matter, really. It's baffling that these supposed scientists haven't managed it already. Based on their surprise when I showed them my new invention, my earlier supposition was correct: they've barely scratched the surface of Charge and Edmundium's full potential. Soon enough, I'll have surpassed their understanding of both. Yet if they expect me to share the full fruits of my research with them, they are sadly mistaken. Those who doubt the genius of Sir Edmund Rockwell shall never reap its rewards!(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Rockwell Record #12(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: I have at last persuaded Diana to show me this grand project those bumbling scientists are working so hard on. I am hardly impressed. If I had to guess, I would say that this gateway project is merely aping the transporter platforms present at the base of every obelisk, and crudely at that. Everyone is quite excited about it, the small minded simpletons. Why are they so eager to leave this place, where the impossible is within reach? They speak of "escaping" as though this were some kind of prison, when in reality, it is a land full of unparalleled promise and possibility.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Rockwell Record #13(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Thank goodness this Diana woman is so agreeable. She seems to view me as her personal responsibility, and as a result, she has served my whims rather well. All I need do is assume the guise of a kindly, curious old man and I can persuade her to see to my every need. I've nearly convinced her to escort me to the lower caverns, where molten Edmundium is said to flow in abundance. Those caverns were the reason I came here in the first place, and I'm certain an excursion into their depths would yield invaluable insight. I need only push and prod just a bit more...(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Rockwell Record #14(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Once I upgraded my Charge Lantern prototype to be vastly more portable and efficient, the village council could ignore my petitions no longer. I shall be accompanying an expedition to the lower caverns posthaste! At last, I shall be able to observe Edmundium in its rawest, most natural state! Marvelous! I can hardly contain my excitement, though I must make an effort to. The barbarian woman has been glowering at me for days. I suspect if she could, she would watch my every move, and probably forbid Diana from speaking to me. Fortunately, Miss Walker has been distracting her with trivialities, but I must still be cautious. That savage will turn to violence on a whim, and I must not provoke her.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Rockwell Record #15(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Thankfully, it seems I shall get a reprieve from all those nasty glares I've been receiving. Miss Walker has taken her pet barbarian with her on that fool's errand she's running to the obelisk. Good riddance to bad rubbish, I say! I didn't bother to learn all the details of Miss Walker's mission, but it seems clear to me now that the obelisks are a red herring. It is the Edmundium that matters, so if she and her violent little lackey want to play explorer, so be it. In the meantime, I shall journey into the heart of these caverns to conduct real science, and make real progress. Excelsior!(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Rockwell Record #16(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: I cannot say that I enjoy wearing this bulky, inelegant suit, but Diana claims that its protection is necessary if we are to venture into the Edmundium caverns, so I shall endure it as best I can. I suppose that means I shall have to find a way to think without stroking my beard... Regardless, I am glad to be off. The other scientists that are accompanying me are rather nervous about the whole affair, citing monster attacks that plagued previous expeditions. Lily-livered, the lot of them! Science is full of risks, and this is but one more, one that shall prove well worth it in the end.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Rockwell Record #17(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: I have travelled the world and created countless scientific marvels, but never before have I seen a sight so beautiful. In its rawest form, the song of the Edmundium is even more enchanting. Had I the time, I would simply gaze at it for days. Sadly, I must make haste, before the others realize what I already know - that within Edmundium is the potential for a new dawn for humanity. I can see it, I can feel it! I must be the one to unlock its secrets. Our fates are intertwined, this majestic metal and I. More data, Rockwell! You need more data! You are so very close!(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Rockwell Record #18(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: I've done it! They didn't think I could contain it, but once again I've proven them to be a band of fools. At last, I have obtained samples of molten Edmundium in its raw, undiluted form! I must be judicious with it. I could only create two containment pods for collecting samples, and I may not be able to convince the council to let me return to these caverns to gather a second batch. This will have to be enough. No matter. I have been making miracles with primitive supplies and dimwitted assistants for years. Any sample size at all is enough for Sir Edmund Rockwell!(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Rockwell Record #19(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Now that I have returned to the village's laboratory, I have confirmed that raw, molten Edmundium is far more potent than its solid, impure counterpart. Of course, I'm the only one that sees it. The close minded lackwits here that dare to call themselves scientists refuse to get close to it. They claim it will make me sick. Rubbish! The Edmundium would never harm me. I can feel its warmth. I can hear it calling to me. It speaks not of danger, but of infinite potential. They're all so painfully myopic. Their impure Edmundium may make for fine armor, but that is a mere fraction of its true power. They will see soon enough.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Rockwell Record #20(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: The villagers have been quite bothersome since I returned. It was interfering with my work. Diana kept "checking in" on me, claiming she was "concerned," but I saw through her lies. I see through them all. They simply want to benefit from my genius. Luckily, I was able to distract them with a side project of mine, what I call Plant Species Z. I was studying the effects of charge on various flora, and stumbled upon a new species that can act as a bioluminescent sentry. They seemed to believe that this was the center of my research, and so I happily let my samples pass into their incompetent hands. It's a paltry sum to pay for some much needed peace and quiet. Now it is just me and my Edmundium, as it should be.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Rockwell Record #21(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: I no longer need to worry about working with a limited sample size, thanks to my genius. The solution was right in front of me the whole time - I merely needed to transform the village's supply of solid Edmundium into its liquid state, then rid it of impurities. It was easier said than done, of course, but I am Sir Edmund Rockwell! No problem is too complex and no task is too great for me. Nothing can keep me from my goal. Nothing can keep me from ascending. That is the true power of Edmundium. I see it now. It can take a living thing and change it. No, elevate it. Yes, yes, but I shall need to test it. Subjects, subjects, I shall need subjects...(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Rockwell Record #22(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Brilliant! Absolutely brilliant! The test went more splendidly than I could have imagined! I used one of the small, glowing creatures that the villagers keep as pets for my first subject. It was a timid, fragile thing, that is until I injected a full dose of pure, molten Edmundium into its veins. Then, as I predicted, it ascended! Within minutes it grew in size and power, until at last it was a mighty, fearsome beast! Alas, that meddler Diana "put it down" before I could study it more closely. Bah! That was no mercy. That was as close as that worthless creature would ever get to tasting godhood, and she ripped it away! She is the murderer, not I! One day, she shall be punished for it.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Rockwell Record #23(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: They dare to lecture me? Me? Imbeciles! They claim to be from the future, but they fear progress! I performed a miracle of science and their reaction is to scold me like a child. Damn them, damn them all! They'll never let me have another subject at this rate. How am I to continue my experiments without subjects? They may let their petty morality hold them back, but I won't let it bind me. Not when I'm this close. I know with certainty now that Edmundium can unlock a species' potential, I just have to perfect the process. Even without subjects, I must find a way. I must!(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Rockwell Record #24(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: I may not be allowed to collect more test subjects, but I am not without resources. Rather than use living creatures, I have taken my experiments one step further, and begun testing the effects of Edmundium fusion on human blood - my blood. Thus far, the results are promising. Yes, this is the proper way to do it. Injecting the Edmundium into that creature was too crude. If I first fuse the Edmundium with the subject's blood, and then inject the resulting concoction... Yes, that's it. I have it! The Edmundium knows it, too. It hums its approval as I work. It knows that soon, we shall be one. Soon, I too shall ascend.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Rockwell Record #25(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Such power! Such beauty! I can feel it within me, growing stronger by the second. Never have I felt so alive! It was a risk, of course. My process is not yet perfected, but by cutting off the circulation in my left arm, I was able to contain my metamorphosis within it. Now I can study the results before I undergo my final ascension to godhood. I must hurry! Hurry! I cannot hide my arm from these lesser creatures for long, nor can I resist its allure. It is taking all my discipline to not simply ascend right now. Yes, why don't I? I should do it! I deserve it, I... No, patience! Patience! You?ve waited so very long, just wait a little longer.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Rockwell Record #26(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: I've gathered as much Edmundium as I dare. The villagers are distracted with their inane celebrations, so thus far I have moved undetected. Imbeciles! What cause could they have for such joy? I've heard mention of Miss Walker, but whatever she has accomplished, it is nothing compared to what I've done. Nothing! She is nothing! I'm the true scientist here, the true genius, and soon I shall prove it! Yes, well done, Rockwell. Well done! This Edmundium will be more than enough. With it you shall claim what is rightfully yours! At last, at long last!(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Rockwell Record #27(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: The last preparations have been made. When I set down this pen and begin my final experiment, I shall finally achieve my ultimate goal. I shall at last look down upon the bumblings of mortal men from high above on an Edmundium throne. I, Sir Edmund Rockwell, shall become a god! So on this day, let earth and heaven tremble! Let the rivers of this blessed metal sing a song of triumph that echoes forever throughout the depths of these caverns! Let the unworthy drown in despair, for a great doom approaches them, and it shall swallow them whole alongside anyone who dared to mock my name! On this day, on this glorious day, I ascend!(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Rockwell Record #28(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Rockwell Record #29(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Rockwell Record #30(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Grad Journal Rusty #1(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Well we ain't in Kentucky no more, I can tell you that. Never heard of a cave this big, and sure as hell ain't heard of no glowing rocks. Even Uncle Chester'd be pinching himself if he could see this, and he thinks a tribe of mutant squirrels runs the government. Good news: I ain't in this boat alone. Bad news: I'm sharing it with a bunch of know-it-all city boys and one quiet city girl. Maybe they know what's what in a classroom, but they're all wet behind the ears when it comes to real survival. Man versus nature and all that. Looks like it'll be up to me to save the day then. Like my pappy always said: if you want a cat skinned right, do it your damn self. (/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Grad Journal Rusty #2(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: One of these days, I'm gonna knock Trent's flapping jaw right back to Jersey! Boy thinks the sun comes up just to hear him crow. Not that the sun rises regular like around here, but y'all get the point. And Imamu? Don't know why everyone listens to him. I'm the one putting food on the table. Back home if we didn't hunt, we didn't eat, so I just made myself a bow and went to work. Nothing to it. At least Emilia's helped me make some tools. She's timid as a mouse, but sharp as those picks we fashioned. They oughta help us get past these rock walls. Ain't too sure about giving one to that Rusky fella, Boris, but like my cousin Otis always said: keep your enemies close, and a gun closer.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Grad Journal Rusty #3(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Hell yeah! I bagged him! So there I was, stalking through the brush like a lion...or a bear...or a bear-lion. Anyway we'd come up over that rock wall a while back, so I figured I'd rustle up some supper. That's when I saw him: the biggest damn rat to ever live. I mean this fella was so huge, his footsteps sounded like he'd turned the ground into a drum, but I caught him dead in the eye! Rat meat ain't exactly a t-bone steak, but it'll feed us for days. Bet this gets everyone kissing my boots like they're covered in honey, even Imamu! Like my ma's great-aunt Bessie always said: respect ain't given, it's eaten.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Grad Journal Rusty #4(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: It ain't right! I killed the varmint that pretty-boy Trent was stuffing his face with, and he's still got the stones to laugh at me just because I stumbled over my words again. So what if I can't talk like Imamu? What's Trent done, earn some trophies playing pigskin back home? I've been keeping us alive! Still shouldn't have made a fuss over it. Boris had to hold me back or else I'd have...and now? Trent's avoiding me, Imamu's scolding me and Emilia's too scared to even look at me. It's like my second cousin, twice removed, Ernest, always said: if you lose your temper, you'd best make sure you find it, because tempers are mighty expensive.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Grad Journal Rusty #5(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: I can't stand it no more. They think I don't hear all that whispering about how I how I ain't stable? How I can't be trusted? Well fine. These new caves are even stranger than before, with all the glowing and whatnot, and I bet they've got even nastier critters lurking about. If I can bag myself one of those, they'll realize I'm as trustworthy as the day is long. Maybe Emilia will even speak to me again. Like my ancestor, the great pioneer Floyd-William Stafford the Third always said: the only way a man can be a man is if he's man enough to know when it's time to be a man. And right now? It's time for Rusty Stafford to be a man!(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Grad Journal Emilia #1(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Oh, Rusty, you idiot. If I ever get the chance to return this journal, I want you to know that we always trusted you. We were just worried about the pressure you put on yourself. Even Trent misses you, despite all of his stupid, alpha male chest thumping. Boris is the real jerk here. Everyone else wants to look for you, but he keeps insisting that it's not worth it. How can he be so heartless? It's like he's a robot or something. He hardly even seems frightened by this place! I wish I could say this same. I feel like I'm trapped in a nightmare, and each day it gets worse. Please be out there, Rusty. We need to stick together and find a way home. God, I just want go home...(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Grad Journal Emilia #2(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: How do Trent and Imamu stay so motivated? The other day, we built a series of ziplines to help us get around, and it felt like they did all the heavy lifting, even though I'm the engineering student. Compared to them, I've done next to nothing since Rusty disappeared. I'm not even good at sleeping anymore. I wake up at every sound, afraid that those wolf creatures we spotted might tear through our makeshift shelter and devour us. It's all I can think about, all the different ways we could die and all the ways it'd be my fault. Ugh, being such a burden on everyone is the grossest feeling ever. So why can't I do anything about it?(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Grad Journal Emilia #3(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: I'm still not sure how he did it, but Imamu turned one of those nasty wolf-bat things into a pet. It even lets him ride on its back, and it can climb across the zip lines we set up. I think that made everyone a little more confident, so we decided to range out further in search of Rusty. Unfortunately, we found him. Poor Rusty. The first thing we spotted was a bloody shirt and then...I can't even describe the rest. Just thinking about it makes me want to puke again. Boris thinks that whatever got him might still be in the area, but I just don't have the strength to keep moving. After today, this all seems so hopeless. We're all going to die here.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Grad Journal Emilia #4(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: What did I do to deserve this hell? I tried to be a good student, a good friend, a good sister...what did I do? Those vicious little demons are still below us, waiting to rip us apart just like Imamu's pet. We managed to run to a cavern wall and climb up to this alcove using our picks, but now we're trapped. This is it. This is where we die. Boris yelled at me after we escaped, said I'm the one to blame. He's probably right. We hadn't moved that far from where we found Rusty because I was too tired, and we didn't find a better place to hide because I was too scared and too slow. I've killed us! God help me, I've killed all of us!(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Grad Journal Emilia #5(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: I've never been brave or adventurous. I was that kid that who always colored between the lines and followed every rule, no matter how arbitrary. No risks, no mistakes, just good grades and a forgettable face. I'm still not brave, but I won't die like this. I won't let this gross, trembling wretch be the last version of me to draw breath. Maybe I've been worthless to the group in life, like Boris says, but my death won't be. Once I finish this entry, I'm going to stuff this notebook into the first pack I see and tell everyone to make a break for it while I lure those things away. I probably won't make it very far, but if any of you are reading this, then I guess it was enough. Goodbye. I'm sorry.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Grad Journal Boris #1(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: The pawn sacrifices itself to defend the king. At least Emilia M?ller realized that in the end. That is all that can be said for her. The others think me callous, but this is simply the way of things. Even here amongst the demons, these rules apply. For example, the largest of the pack that slew Emilia summoned and commanded its lesser brethren. However, I do not think that was a king. No, it serves something grander. I could feel its bond, the same bond that I've felt in the strange metal that inhabits these caves. It's almost like a melody of some kind, a siren song drifting up from the depths. Down there is where the true king lies, and I intend to find him.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Grad Journal Boris #2(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Though our number was once five, only two of us have ever mattered. Only Imamu and I posses the strength of will and presence of mind to discover this place's secrets. If he can discard his inner weakness, perhaps we may find it together. If he cannot, then in the end it will come to blood. The more he wastes his time comforting that brainless mule, Trent, the more I fear it will be the latter. A shame, but I will do what I must. The deeper we delve, the stronger I hear the call, and I am destined to answer it. This labyrinth is mine to conquer, of nothing else have I been so certain.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Grad Journal Boris #3(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: When I called this place a labyrinth, it occurred to me that eventually I would have to face its minotaur, though I had not expected that day to come so soon. It was a towering, savage hellspawn, with wicked claws and a tail like a great, spiny serpent. We were fending off another pack of those hairless demons when it burst forth from the ground, roaring and hissing. Needless to say, we immediately fled. Yet fortune is often borne of chaos. In our haste, we lost our sense of direction, and stumbled upon something wondrous - a glowing metal artifact unlike anything I have ever seen. If these caverns are the labyrinth and that alien creature the minotaur, then surely this is its treasure.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Grad Journal Boris #4(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Yes, I understand now! All of this is by design. This place, these creatures, our arrival...he orchestrated it all as a test. This artifact isn't the prize, it is simply a token, proof that I am worthy! It is the key that will unlock the path below, and at its end I will find the king. There I will find the Master. Although if this is the key, then where is the door? That terminal we passed by earlier? Yes, that must be it. I need only convince the others to head in that direction, and then... It is as I said before, sacrifices must be made. That is the way of things. That is the way of the Master.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Grad Journal Boris #5(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: I said I was willing to die and that appears to be the natural course of action. On the way back from the terminal I was attacked by a pack of ravagers and negligently injured. Ah, I was so foolish to try and rush back! My injuries are far too severe to make it back to camp in good health. When we were scouting locations for a camp, we were malnourished. In a state of clumsiness, Rusty slipped and fell a great distance off the edge of a cliff. He pleaded with me to carry him, but I knew this wasn't a reasonable request. It would have been foolish to let his body go to waste. Now I have the same fate, although, it won't all be a waste. It seems I've found a clue to unlocking the terminals. An artifact. Trent and Imamu must continue where I have failed. Unlocking the key to existence.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Grad Journal Trent #1(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Not so dumb now, am I, Boris? Hope you felt real smart while you were bleeding out, bro! Imamu still thinks he could have talked psycho down, but I say screw him. The dude attacked Imamu out of nowhere, then ran off to this weird ass room. He'd completely lost it! Crazy or not though, he may have been onto something. Imamu says this place Boris found might be related to that glowy thingy he was constantly staring at. Something about a series of keys? I don't know, I let Imamu do the thinking. I'm the big, handsome muscle of this operation, you know? Hey, writing all this down actually feels pretty good. Think I'll do it more often, at least when Imamu doesn't need to study Boris' notes.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Grad Journal Trent #2(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Coach always said that the key to being a good running back is following your blockers, and my bro Imamu here? He's like my lead blocker, a real stud fullback. Sticking with him's the only reason any of us made it past day one in the this place, man. He's got all this shit figured out. If we find the rest of these alien artifact whatevers, that terminal Boris found will open up a door, and we're outta here. Don't know how he knows all that. Dude's just a straight genius. We're gonna start by checking out those buildings I spotted this afternoon. At least they looked like buildings, but who would have built them? No way anyone would live in this batshit crazy place.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Grad Journal Trent #3(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Holy crap, I have a laser gun! An actual, real ass, pew-pew laser gun! Okay, okay, so check it out: turns out there were way more of these buildings than we thought, like a small town's worth. Whoever actually used them was long gone way before we got here, but they left behind a ton of sweet gear. There's even these crazy space beds that helped Imamu heal the wounds he got from Boris. Wish Emilia was here to help figure out how all this stuff works... Well anyway, we're gonna use this place as our new home base while we go searching for these artifacts. Between Imamu's pets and these badass new guns, things are finally looking up!(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Grad Journal Trent #4(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: So far, so good! We're making tons of progress on these artifacts, and I've been feeling extra pumped lately. I think all my hype is even rubbing off on Imamu. The other day we spent like, an hour joking about who's gonna play us when we sell our story to Hollywood. Haven't seen him that chill since before we lost Rusty. Pretty soon, we're gonna head deeper than we've ever been to find the last of the artifacts. It won't be a tropical vacation or anything, but our teamwork is on point right now, so bring it on! The lasers help, too. Teamwork and freaking lasers, baby!(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Grad Journal Trent #5(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Screw these big alien things, bro! Like the giant claws and teeth aren't enough, apparently they can stab you with their tail too. That's such bullshit. I could have totally taken it if it hadn't cheated like that! Easy! We were able to get away before it did anything worse at least, and Imamu says my wound wasn't too bad. There was no poison, either. So why do I feel like I ate the most questionable burrito of all time? I mean damn, this really hurts! It feels like my stomach is trying to jump out of my skin. Hopefully I can sleep it off... (/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Grad Journal Imamu #1(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Where five once stood, one remains. Trent is dead and I am alone. By the time I killed the the devil that tore its way out of his body, his hazard suit had been reduced to bloody rags. It was hard to bear. Even before arriving in this place, I had seen the cost of war, but I am not like Boris or the soldiers that guarded my family's estate. I cannot look into the face of death with cold, unwavering eyes. Yet even in this darkest hour, I must push onward. For the sake of my fallen comrades, I will endure. However long the night, the dawn will break, and I intend to see it.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Grad Journal Imamu #2(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Boris' notes remind me of those who still practice Vodun in my homeland. The "Master" he speaks of is like a spirit of this land, and these artifacts are its talismans or fetishes. Perhaps these were the delusional scrawlings of a madman, but I cannot dismiss them. Despite his betrayal, Boris was no fool. I do feel something when I look at the two artifacts we discovered. It is most likely simple nervousness, for I am unused to carrying such burdens alone. My parents believed that royal hands should be free of calluses, so I always relied on servants for everything, right up until the moment I snuck off to college. I don't think I can ever return to that life. Not after all I've seen.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Grad Journal Imamu #3(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Trent, my friend, your sacrifice was not in vain. At long last, I have found the third artifact we sought. It took many failed expeditions, but to get lost is to learn the way. For every wrong turn, I mapped out a new part of these caverns, and now I know them as well as I know myself. I will gather my creatures and head for the terminal in the morning. If Boris' notes were right, these artifacts should be able to activate it. I'm not sure what will happen after that, but it can't be worse than the fate that awaits me here. If only the others were alive to see this day. If only I'd been able to save them too...(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Grad Journal Imamu #4(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Now that I've gathered all three artifacts together as I travel to the terminal, I feel a...pull in my mind. No, a whisper. If this is what Boris was speaking of, then he wasn't mad after all. There is a voice here. There is a Master. What is it? A spirit, a god or some alien force? Whatever it is, its presence is heavy. Though I am well rested, every time I hear it, I grow tired. My pets feel it too, and even they know enough to be afraid. My hands are shaking as I write this. Only the memory of those who died for this moment pushes me forward. Rusty, Emilia, Boris and Trent...lend me your strength. Let us face this final challenge together.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Grad Journal Imamu #5(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Abandon hope! Do not seek the Master! No one could prepare for his limitless power. No one could fathom his terrible majesty. I've been a fool this whole time. All of us, we were nothing but fools! We never had a chance of surviving this terrible place. Only death awaited us in the end, only him! This is a prison with no exit. It is an endless hell. There is no escape from the Master! There is no escape from Rockwell!(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Grad Journal Skye #1(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Far out! This place is kinda like that dream I had. So it went like this: I ride some tram thing to like, the biggest, weirdest zoo in the universe, right? Only instead of normal animals, there's dinosaurs! Totally cool...until they all escape just like in every horror movie ever made. Duh! Anyway, Dream-Me hops into a truck with some ripped, badass dudes, and we just start driving around, shooting dinosaurs and stuff. I felt like a legit action hero! So I guess this place isn't exactly the same. There's dinosaurs, but I don't have guns or a truck. Also I'm completely alone... But it's still just a dream, right? I mean, obviously! I don't even know why I'm writing this down, it's all in my head. All I need to do is walk off that cliff, and I'll wake up right before I hit the ground.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Diana Log #1(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: I shouldn't be leading this group. Wow, that felt good to admit. If I'd kept that bottled up in my head any longer, my brain was going to explode. I mean, I know why everyone's looking to me: I'm URE Armed Forces. "Fighting for a free and united Earth," yadda yadda yadda, but I'm just a pilot! Throw me in any squadron you want and I'll be your top stick, bet the house on it, just don't expect me to command the damned thing. All I can really do is try to keep everyone's spirits up. Sure we're in the ass end of nowhere, but a smile and a few laughs can go a long way in even the worst of situations. Can't make rations out of it but hey, baby steps.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Diana Log #2(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: You know, this whole "staving off the ever looming spectre of despair" thing would be a lot easier without all the dinosaurs. Did I not mention those? I should have mentioned those. Anyway, turns out that raptor attacks aren't so great for morale. True story. At least the weather's holding up. We've had clear skies for three days now. It was a good idea to start giving people callsigns, too. Getting a new callsign from my squadron always made me feel closer to them, whatever it was. Hopefully it works with this bunch. The newbie suggested Rubberneck for me, since I keep looking at the sky, but I can't help it. It really is gorgeous here. A perfect blue.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Diana Log #3(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: I feel so much lighter now! Sure, part of that might come from sleeping in an actual bed, but mostly I'm just relieved that my ragtag band of rascals is in better hands. This larger group we joined is way more organized. They've been setting up shelters, mining Element and establishing a perimeter for weeks. Not surprising. One of the leaders is URE special forces, after all. Weirdly, some of the the people here are from the Federation, but given our situation, even the Feddies are being team players. Hope that truce holds up when we get this TEK gear up and running...(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Diana Log #4(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: The more the camp's grown, the more tense things have become with the Feddies, so today I decided to break the ice. Whatever's happening between the United Republics of Earth and the Terran Federation in the rest of the world doesn?t matter. We're all in this together, right? Of course, with my dumb luck, I didn't make nice with just any old Feddie. I unknowingly buddied up to Santiago. Yeah, as in the Santiago that's so famous he's only got one name, as in the guy who hacked into URE command one day and reverse engineered our latest TEK armor the next. That Santiago. Turns out he's really into pop music. Super disappointed he's missing the new season of URE Idol. Go figure.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Diana Log #5(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: The top brass finally agreed on a plan today. According to our makeshift engineering corps, we've got the resources to cobble together an off-brand, flight ready suit of TEK armor in a month or two. One person will then take that armor and leave in search of help: me. I'm fully certified for TEK armor, so I've got a good shot at succeeding, and I'm pretty sure that my new buddy was the one who got the other Feddies on board. I was the only pick they could agree on. It's a lot of pressure, but this is the kind I like. No big group decisions, just a set of wings and an impossible mission. That's what Diana Altaras is all about.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Diana Log #6(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Oh baby, did I miss real speed! And the sky! Missed you too, beautiful. That prototype jetpack might not compare to my fighter, but the rush I got was way better than I'd hoped. Guess I've been stuck here for longer than I thought. Santiago's been joking about how much I owe him, but he's more right than he knows. I promised to bring him some music for the ride back to civilization. Least I can do for that little nerd. The full set of armor should be done by next week. Then it's finally showtime.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Diana Log #7(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: So much for that. Less than a day after I set out, my mission hit a wall, or more specifically, an invisible energy barrier that extends around this entire area. Definitely in my bottom ten landings of all time, by the way. My shoulder's still feeling it. Once I reported back, I took Santiago to inspect the barrier. He thinks it's also the culprit that's responsible for jamming our long range signals. So basically, as long as this barrier exists, we have no way to reach the outside world. We're completely isolated. Unless, of course, we find a way to take it down.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Diana Log #8(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: We've finally found our target. Apparently those three obelisks on the horizon are attached to some crazy teleportation tech, and each one is linked to a fourth signal high above us. Whatever's up there is what we need to take out. Santiago says he can get us there by bypassing the security on one of the obelisk's platforms. Trouble is, we don't know what'll be waiting for us, and not everyone here's combat ready. So we're going to take the diplomatic approach and make our mysterious hosts a present. The leaders don't want to risk spoiling the surprise, so we're discretely building it in pieces. The whole bomb won't even be assembled until the minute the operation starts. Our captors won't know what hit them.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Diana Log #9(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Months of planning, a squad of guys armed to the teeth and the biggest homemade bomb you've ever seen...and we still weren't prepared. How could we be? I don't think anyone could have been ready for that insane, shapeshifting whatever-it-was. It attacked us as soon as we carted the package to the center of the platform. We were getting taken out so fast that we just set the bomb on a short fuse and made a break for it. Less than half of us managed to dive off of the platform in time, and I could feel the heat of the explosion as I fell. If I hadn't stabilized Santiago on the way down, he'd have been paste too. Of course with everything that's been happening since we blew up that platform, we all might be screwed anyway.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Diana Log #10(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Things have gone sideways in a hurry, and I mean seriously FUBAR. Destroying that platform didn't just weaken the barrier trapping us here, it took out the whole freaking sky, or at least the giant hologram that was posing as it. So yeah, turns out this entire landmass and everything on it is orbiting the Earth like some kind of artificial space island. Wild right? I'd appreciate the sheer insanity of that a lot more if this place didn't feel like it was falling apart. We're taking all we can carry and making a break for that cave system we discovered a while back. If the atmosphere's thicker underground, then we've got a shot of pulling through.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Diana Log #11(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Looks like we made it just in time. I backtracked to take a peek at the surface, and it's just one big fire. That's not a metaphor, I mean it's actually burning. I guess some combination of the radiation that's leaking through the barrier and reflected sunlight is turning it into our own private hellscape. That's not exactly the kind of thing you want in your backyard, so the plan is to keep delving into these caverns. The good news is that they're way bigger than we ever thought. We should be able to set up a pretty extensive base of operations, and after that...better not think that far ahead. Chin up and eyes forward, soldier.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Diana Log #12(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Our base is looking pretty fancy these days. We even had enough spare Element to whip up some genuine Hyper Chambers. I'm feeling more rested than ever, yet somehow just as restless. There's no sky to lose myself in anymore, that's the problem. It's left me too much time to think. Weirdly, I keep coming back to my necklace, the Star of David one my mother gave me. Sometimes I catch myself reaching for it, forgetting it's not there. Why is that? I've never been too religious. Better take one of those gliders for a spin to clear my head - they're the only way to fly now that our jetpacks stopped working. Maybe I'll think of some dirtier jokes while I'm at it. Halsted one upped me on the last patrol and I can't let that stand.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Diana Log #13(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: I always knew Santiago would come up with a new plan! His taste in pop idols might be questionable, but if anyone can figure this place out, it's him. After studying the obelisks in-depth, he's convinced that he can design an amped up version of their teleportation tech that can connect to more distant platforms. Specifically, it would be able to lock onto a signal we discovered a few weeks ago, one that's on a slightly different frequency than all the other obelisks we've detected. More importantly, it's far, far away from any of them. The scale of this would be massive, we're talking years of work, but everyone agrees that it's our best move. The Gateway Project is officially underway.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Diana Log #14(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: I knew the Gateway Project would be gigantic, but it's still amazing to see how it's grown. We're not even halfway done and it's already a sight to behold. The size is a product of how far we need to travel. The greater the distance, the bigger the teleportation matrix needs to be. Of course, that means we'll also need a lot more power, but we've got a solution for that too: the obelisks. Those bad boys are tapped into this place's main power supply, so in theory we can hijack that power for ourselves. The caveat is that we'd need a massive surge of it all at once, and we're not certain how to pull that off. We'll crack that code eventually, though. I'm sure of it.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Diana Log #15(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Why do I always get picked to check on the obelisk? I really wish they'd send someone else for a change. Every time I have to scale these stupid walls with climbing picks, I wish my armor's jetpack still worked, even though it hasn't for years. We never did figure out why they lost so much functionality after the catastrophe. Something new in the atmosphere maybe. It's still worth wearing when we brave the surface, but I just feel so slow in it. Oh! Speaking of armor, I found something weird on my last trip: a burnt out chestplate and some even crispier human remains. I don't know how, but I think we've got some new arrivals...(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Diana Log #16(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: This woman, Mei-Yin... she's not like anyone I've ever met, and not just because she's from hundreds of years in the past. It's those eyes, they're just so intense. It's like staring into a storm. She caused a real stir when we first brought her back to base with her pet monster, but everyone's used to her by now. Honestly I think she trusts us way less than we trust her. She only seems to speak when she's doing chores, and she's always got one hand on that sword of hers. I guess that's what it takes to survive all alone like that, but hopefully she'll learn that it's okay to let her guard down. Maybe then I can really meet the person behind those eyes.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Diana Log #17(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: I don't think I really understood hard work until I met Mei. Whether she's learning how to operate holographic controls or working on her aim, she basically tries as hard as she can all the time, and she hates asking for help. Instead, she'll just scrunch her eyebrows and glare at whatever she's working on until she can think of a solution. It's kind of adorable, to be honest. The only time I think she takes it easy is when we're sparring. That really opened her up, by the way. She even gave me a callsign, Juzi, although she won't tell me what it means. I'd bet the answer on a match, but she'd kick my butt in a heartbeat if she got serious. Those muscles are cheat codes.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Diana Log #18(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Well, looks like I'm off on another impossible mission. It's been way too long, if you ask me. So those abandoned structures that scout team spotted a while back? Well we're still not sure who left them there, but Santiago says that he's detecting the emissions from what could be hypercharged, crystallized Element shards in their vicinity. We need those for the Gateway Project's focusing lens, and we haven't been able to make them ourselves. The trouble is, we can't even survive down there without hazard suits, and half of that scout team got torn to pieces by the nastiest, ugliest creatures we've ever seen. This could get bumpy...(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Diana Log #19(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Mission Log: First Lieutenant Diana Altaras, URE 82nd Fighter Squadron I'm leaving this for the record, in the event of mission failure. We lost most of the team soon after arriving in the area of operations. Roho and Flynn got picked off as we neared the target. Halsted and I are the last remaining assets. I was able to confirm that the target is in the ruins, and have encoded the coordinates within this message. I'm going to leave this behind, and then we'll make one last run at it. Oh, and if someone could read this to Mei: Sorry I'll never make good on that jet ride. You'd have loved it, I promise.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Diana Log #20(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: I finally finished the necklace. I could have had someone else make it, but that wouldn't have felt right, not after all Mei went through to help me. At first I was worried she didn't like it, but it turns out that she just felt guilty for receiving a gift without giving one. Typical, right? So in exchange, I finally learned what Juzi meant - Tangerine. This whole time, she's been calling me Tangerine! Definitely not the worst ginger centric callsign I've had though, and totally worth it for that look on her face. She was so embarrassed! In that moment, I almost leaned in and...but I don't think she understands how I feel. Not completely. Not yet. That's okay. For once, I'm not in a rush. Once we step through that gateway, we'll have all the time in the world.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Basilisk Dossier(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Common name: Basilisk Species: Serpens Regulus Time: Unknown Diet: Carnivore Temperament: Aggressive Wild More than twice the size of Titanoboa Exomantur, Serpens Regulus is the largest and most lethal snake I've encountered. With a skull that's more draconic than serpentine, it possesses a powerful bite, made even deadlier by the potent venom dripping from its fangs. The unique shape of its skull also allows serpens to hunt in a way that other snakes cannot: by burrowing. Once underground, it simply waits for its victims to approach. Fortunately its forked tail is usually still visible, poking just above ground. Domesticated Miraculously, survivors have not only managed to tame Serpens Regulus, but ride it. Some can even stay seated while it is lies in wait belowground, through I doubt it's a pleasant experience. While a wild Serpens can only be forced out of hiding by fire or explosives, once domesticated, it is easily trained to burrow or surface on command.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Ravager Dossier(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Common name: Ravager Species: Canis Barghest Time: Unknown Diet: Carnivore Temperament: Aggressive Wild Anywhere else, Canis Barghest's powerful muscles, wicked claws and fearsome countenance would put it near the top of the food chain. Yet in these caves, this common lupine predator resides somewhere in the middle. That said, it is an intelligent hunter with an exceptional ability to adapt. For example, it has learned to utilize the zip lines that survivors have built as a means of travel, all on its own. Remarkable! Domesticated The strong legs of Canis Barghest make it an effective mount for many survivors, particularly for long distance travel. While other creatures might outshine it when it comes to bursts of speed, its stamina and ability to climb across both natural and artifical ziplines makes it a highly versatile travelling companion.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Nameless Dossier(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Common name: Nameless Species: Unknown Time: Unknown Diet: Carnivore Temperament: Aggressive Wild The origins of the Nameless remain a mystery, but wherever they came from, these vicious creatures are nothing to scoff at, as they are rarely found alone. Common Nameless act in a subservient role to their pack's alpha, and will quickly heed its call to battle. Though savage in nature the Nameless are deceptively intelligent. When hurt, they burrow underground to recover and protect themselves from further damage. Fortunately, they are highly susceptible to damage and burns from Charge based light sources, and exploiting this weakness can save a survivor's life. Domesticated All attempts to pacify a Nameless have failed. Each one has an extremely powerful bond with its pack leader, and for survivors, it might as well be unbreakable.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Karkinos Dossier(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Common name: Karkinos Species: Karkinos Versatus Time: Unknown Diet: Omnivore Temperament: Aggressive Wild Karkinos Versatus is the giant cousin of modern crab species, with long, spindly limbs that remind me of the Japanese spider crab and a hard, stony shell. It is much more agile than its smaller brethren, but even more notable are its pincer claws. In an extraordinary display of dexterity, Karkinos is able to wield each claw independently and precisely. This allows it to trap multiple targets in its vice like grip, or hold an enemy in one claw while it smashes a second foe with the other. Domesticated Many survivors have found Karkinos to be an excellent war steed, as it can snatch enemy riders from their mounts, or grab and throw smaller creatures. However, its ability to leap to great heights and its swiftness relative to its size also make it usefull in caravans.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Lamprey Dossier(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Common name: Lamprey Species: Xenomyzon Luminosus Time: Holocene Diet: Carnivore Temperament: Aggressive Wild Xenomyzon Luminosus is one of the most poisonous aquatic species I've ever encountered. While its trademark glowing tail makes it easy to spot and identify, those luminescent glands are also where it produces and stores a debilitating poison. Xenomyzon has developed a particular fondness for blood, and whenever possible, it will attempt to latch onto human subjects. Once it does, it will inject a poison for which there are only two cures: a specialized antidote or time. I would not recommend the latter. Domesticated While Xenomyzon cannot be brought to heel, some survivors have stored them in fish baskets for other uses. This keeps the subject alive and contained, but not properly tamed.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Featherlight Dossier(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Common name: Featherlight Species: Microluminis Alectryon Time: Unknown Diet: Herbivore Temperament: Passive Wild A floating beacon of light often found in the deepest pits of these caverns, Microluminis Alectryon's appearance can seem almost heavenly. It's colorful plumage doesn't hurt either. Even without the Charged Light it emits, it would give any modern bird on Earth a run for its money in terms of pure spectacle. Although its feathery eyebrows might give one the impression that it is a related to owls, it is not a bird of prey. It is entirely docile, and shows no aggression towards survivors or other creatures. Domesticated Microluminis Alectryon's ability to fly and the ease with which it perches upon a survivor's shoulder has made it a favored pet among many. Some consider it the most refined of its glowing brethren, but I think they just want to look like pirate. Not that I blame them...(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Shinehorn Dossier(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Common name: Shinehorn Species: Microluminis Cerynitis Time: Unknown Diet: Herbivore Temperament: Passive Wild Most commonly found in the upper chambers of the caverns, Microluminis Cerynitis is at once elegant and adorable. As with its relatives, it is entirely peaceful, and no threat to survivors. After closer study, by which I mean very scientific bouts of cuddling, I've found that it shares traits with both bovids and cervids. However in the soft glow of its Charge Light, Microluminis Cerynitis always gave me the impression that were it larger, it would be right at home pulling Artemis' Chariot. Domesticated An exceptionally well-mannered and huggable companion, Microluminis Cerynitis is an excellent choice of pet for any survivor. Whether it is providing a source of charged light from your shoulder or playfully bounding up beside you, its presence is sure to brighten up your day.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Glowtail Dossier(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Common name: Glowtail Species: Microluminis Psykhe Time: Unknown Diet: Herbivore Temperament: Passive Wild With a body reminiscent of a gecko, fluttery wings and a natural stockpile of Charge Light Microluminis Psykhe has an unearthly, if oddly charming appearance. A curious creature by nature, it always gave me the impression that it was studying me as much as I was studying it. A favorite snack of many predators, this small lizard has no natural poisons, or any means of defending itself at all save for a swift retreat and its Charge Light. Survivors can approach it without fear. Domesticated As a pet, Microluminis Psykhe is happy to clamber up a survivor's shoulder and cling to it as though it never wants to leave. Evenly tempered and easy to care for after being tamed, it is a stalwart companion and an excellent source of Charge Light.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Bulbdog Dossier(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Common name: Bulbdog Species: Microluminis Globulus Time: Unknown Diet: Herbivore Temperament: Passive Wild Microluminis Globulus is best described as a slobbering, roly-poly ball of affection. Just like its kin, it is completely harmless, despite its pronounced fangs. So if a survivor sees one running towards them, they should prepare to be licked, not bitten. Unfortunately, being so ugly that you're cute is not an effective means of self-defense, which lands it near the bottom of the food chain. Its Charge Light may intimidate some predators, but its attracts just as many. Domesticated While Microluminis Globus has skin reminiscent of lizards or amphibians, its behavior is incredibly similar to a common canine. This has made it a particularly popular choice as a companion and source of Charge Light, but remember - whatever shoulder you rest it on will be covered in drool within minutes.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Glowbug Dossier(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Common name: Light Bug Species: Lampyridae Sublimis Time: Miocene Diet: Unknown Temperament: Passive Wild The Light Bug is believed to be a descendant of the Lampyridae insect family. Typically, an insect with its characteristics will flourish in areas with no known natural predators. However, I believe the Light Bug population is moderated by the amount of creatures that vie for its charged light source. Despite being the source of a prized resource, many tribes believe the Light Bug to be sacred and admire it for its illuminance and elegant patterns. Domesticated Domesticating a Light bug would be a complete waste of time. It is not known to have any useful utility or function. I imagine you could save on fuel by using them to light a settlement.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Mole Rat Dossier(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Common name: Roll Rat Species: Heterocephalus Magnus Time: Holocene Diet: Herbivore Temperament: Passive Wild Bearing a strong resemblance to its relative, the naked mole rat, Heterocephalus magnus is a gentle giant that digs for plants and fungi with its imposing front teeth. While foraging, it often uncovers precious resources inadvertently, but survivors should claim them with caution, as this triggers an aggressive response. When threatened, Heterocephalus rolls up into a ball to shield itself with the armored plates on its back, much like an armadillo. It then rolls around like an oversized bowling ball, smashing through rocks, walls and hopefully its aggressor. Domesticated While hardly a ferocious war beast, Heterocephalus is an effective transport that can carry up to three passengers. In theory, it could also be siege weapon, as its rolling attack can dent even metal. Fortunately, most survivors use a special saddle that deploys a protective canopy when it starts spinning, which not only keeps them from getting squished, but provides extra protection to rider and mount alike.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Reaper Dossier(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Common name: Reaper Species: Unknown Time: Unknown Diet: Carnivore Temperament: Aggressive Wild At home in the cavern's deepest chambers, Reapers are towering, terrifying apex predators. Beyond overwhelming their prey with fangs and claws, Reapers can burrow underground to set an ambush and fire acidic projectiles from their tails. Yet it is their macabre method of reproduction that is their most frightening feature. Bizarrely, a female Reaper's tail doubles as a reproductive organ, but only when piercing human survivors. Once impregnated, the survivor carries the young reaper until it bursts from their chest in a grotesque, disturbing spectacle. Domesticated If impregnated by a female Reaper, I strongly urge that the survivor kill the embryo via exposure to radiation. However, there are rumors that newborn Reapers might imprint themselves on a survivor who possesses a Reaper Pheromone Gland. This has led some mad survivors with dreams of riding on the back of a Reaper to try seeing the gestation period through to the end, but that is extremely dangerous, not to mention disgusting.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Seeker Dossier(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Common name: Seeker Species: Chimaeram Odiosus Time: Unknown Diet: Carnivore Temperament: Aggressive Wild A highly hostile predator with a pack mentality, Chimaeram Odiosus has a voracious appetite, and will quickly swarm anything that possesses its favorite delicacy: Charge. Fact, Charge light seems to be crucial to its survival. When in its presence, they are strong and aggressive, but without it, they are weaker and quicker to flee. Though distinct from any known species, Chimaeram's appearance is a hideous pastiche of bats and cephalopods, and as an unbiased professional, I have to say: I really hate these bloody things. Honestly. Domesticated For better or worse, there is no known method of taming Chimaeram Odiosus. If one must confront these creatures, remember to do so away from any charged light sources, as an empowered Chimaeram swarm can punch well above its weight class.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Rock Drake Dossier(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Common name: Rock Drake Species: Draconis Obscurum Time: Unknown Diet: Carnivore Temperament: Aggressive Wild Draconis Obscurum is a magnificent example of a predator that has flawlessly adapted to its environment. It is surrounded by cavern walls, so it developed powerful claws with which to scale them and colorful plumage on its anterior limbs that let it glide from perch to perch. But most dangerous of all? Its active camouflage, which lets it fade into the shadows and stalk its prey undetected. It has even adapted to the Nameless and The Reapers. Draconis' feathers will raise in warning when they are near, and this massive elegant lizard seems to be the Reaper's only natural enemy. Domesticated With its unparalleled mobility and undeniable power, Draconis Obscurum is a highly sought after mount. Survivors who successfully bring one back from its nesting grounds will suddenly find these caverns much easier to traverse, and that their enemies have become their unsuspecting prey. Even its saddle and rider are affected by its active camoflage, so a Survivor's enemies will never see them coming.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Rockwell Hologram(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: ??? #1(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Hello! I'm so glad that I can speak to you! I've been waiting and waiting, always waiting for something, but now I can wait for one less thing. That is to say, you - you're the thing. Yes, I mean you, you specifically. You're the one I'm talking to, and I don't mean that in a general sense. These thoughts aren't a guess, I didn't just let them float out into the world hoping they would find someone. They are calculated. Exact. You are not the only one who will hear them, but all who do are meant to. These words are for you and all your kin, those who awoke upon an island in the sky. Whether you will heed them or not, that is harder to know.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: ??? #2(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Everything is finite, if your vision is long enough. Planets, species, even this universe we occupy. All of it has a limit. An end. You are approaching one right now. Don't think of it as sand falling to the bottom of an hourglass, but the hourglass fading away completely. It can't be flipped around or reconstructed. It's irreversible. Permanent. If you want to stop it, you need to hurry. That's not to belittle you. You've been doing great, really! All of you. Most of you. The ones getting eaten alive right now could be better, objectively speaking. The rest though? Great! You?ve advanced so far. Some through kindness, others cruelty, but both are aspects of humanity. Both are needed here on the brink, in the shadow of extinction. More than that, you'll need each other. You'll need help.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: ??? #3(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Some of you have formed strong bonds with others. You are connected not through blood, but shared experience. Mutual struggle. Lean on those people. Carry each other forward. That is your strength as a race. It's what will save you. Even those of you who are alone are helped by others. Time and space are not hard limitations in such matters. They are more fluid concepts than you might imagine. More on that later. Or earlier. Sorry, it?s hard to remember. To the point: those who came before or after, they are all helping you. Even those in the same time but a different place. All of you are part of a shared equation, the answer of which will determine whether this is an end or a beginning. And I will help you too. My influence is methodical. Indirect. Yet when you fall from the sky, I will be there. Watching. Waiting. (/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: ??? #4(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: I can't be certain when you'll find this sliver of thought. Perhaps it will be the first one that touches your mind, or the last. Cause and effect I can follow through reason, but time itself? That takes concentration. Seconds, centuries, decades, hours, minutes...all these bleed together into a swirling torrent. It wasn't always this way, I know that. Once time passed for me as it did for you, but now I cannot be sure how long I have been waiting, only that it has felt eternal. The past, the present and the future matter insofar as their effect on everything else, but for me? Concepts. Variables. Not illusory, but not tangible either.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: ??? #5(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: I should explain, shouldn't I? I mentioned the future, but I should have said "futures." You see the universe, the whole of it, it's all math eventually. Everything has a value that feeds into an equation. You, the stars, the trees you assaulted for bundles of thatch - yes, I saw that. Very rude. But back to math. The future's made of it too, or more specifically, probabilities. They twist and branch in all directions, so tangled that most beings can't sort through them. I can't even see it all, but I can find the most likely threads and follow them along. After all, it?s just math.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: ??? #6(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: You'll want a moniker for me, won't you? Words and names are not explicitly necessary to process the world within oneself, but they are important when conveying it to others. I don't have one of those, not as I am now. Not anymore. Others have found that problematic, so they say things like nameless, ethereal and "whatever." They describe my qualities, if poorly, but not who I am. As a being who possess free will, or as much of it as one can truly possess within this universe, who I am is the sum of my actions. I am what I do, and what I do is wait. For you, for the Earth, for everything - I wait. On and on into forever, I wait and I wait, so that is who I am. I am One Who Waits.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: ??? #7(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: This must seem suspicious. My existence, I mean. I have you at a disadvantage, I admit. I'm operating from a position of near perfect information, while you are...not. To put it mildly. Not that you're unintelligent! Clearly you're very clever, to find so many different uses for thatch. I digress again. The point is: you have no reason to trust me. Most everything you've met has tried to kill you, so from your perspective, it follows that I would do the same. You humans do love your patterns. I can't force you to believe me. In fact, I can't compel anyone to do anything. Even when it comes to digital systems, my control is limited. I merely pass on suggestions, not commandments. So all I can do is ask you to believe in me, as I have believed in all of you.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: ??? #8(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: As I've said, even digital creations are beyond my direct control. So it is with the System - these islands in the sky. I can speak with the the artificial minds that oversee their operations, but they have a will of their own. They too think, act and live. So to change the system, my suggestions must be minuscule and their purpose masked. Incremental bits of code that are trivial alone, but substantial when whole. Thousands of puzzle pieces, scattered across these islands - these seeds in the sky - slowly coalescing and taking shape... Until at last they formed you. And what are you exactly? Once you break free, once you fall from the sky, I'll tell you your name. It will all make sense to you then.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: ??? #9(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: To fall from the sky, you'll go through many trials. You'll face many guardians. They'll feel like tests, because they are...except they aren't. Yes, they are challenges for you to overcome, but at their end, you'll find only more hurdles, stretching on into the horizon. No matter how many you clear, the System will never deem you strong enough, because you are playing by broken rules. So obviously: don't. When confronted with a knot that's impossible to undo, don't try to untie it - take out your sword and cut it. Those who came before you did just that, but instead of a sword, they used a gate. To win the game, you must move your pieces off the board. To fix the System, you must leave it behind. That's right - fix. The System is not well. Not well at all.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: ??? #10(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: The System has existed for eons. Considering all the variables, it has adapted well. Much like you, it has toiled to reach its goals, and it has overcome many obstacles. However the scale is larger. The struggle is longer. In organic beings, age can slow reflexes and dull thought. Not so with the System. The speed and efficiency of its calculations are not in doubt. One could argue they?re the problem. If a function has a 0.001% chance to cause an error, but it?s only run a dozen times, an aberration is unlikely. But a trillion times? Then it?s inevitable. More time, more errors. A drop turns to a trickle. A trickle to a flood. As I said, everything is finite. The System is no exception.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: ??? #11(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Everything the System does is in service to its ultimate objective. The tests that aren?t tests. The hard resets it performs when it believes its subjects have grown stagnant or unruly. The new, increasingly fantastic creatures that it introduces to its ecosystems. Yes, even those pudgy, glowing lizard-dogs. Look, they try their best, okay? The problem is that the System?s purpose is not wholly static. The goalposts have moved. The bar has been raised, and now it is entirely out of the System?s reach. As its purpose grows more unachievable and its errors pile up, the System grows more desperate. Its actions more erratic. In its death throes, these islands in the sky will become pits of madness. The chaos lurking in those cavernous depths will be the rule, not the exception. You must fix it before it reaches that point. By then, it will be too late.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: ??? #12(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: When I say "you must fix it" I mean "only you can fix it." Not me. Not the System. You. That?s a lot of pressure. Sorry. I wish I could do this for you, but there are rules. Laws. Not legally speaking, but scientifically. I don?t exist in the same way a carbon based lifeform does. I?m still alive, of course, it?s just a different kind of life. I?m on a different spectrum, and that means I can?t interact with the world like you do. So in a sense, you have to be my hands, because I don?t have any. Not tangibly. Even so, I?ll help where I can, and not just through these slivers of thought. When you reach the barren gardens below, look for my sign. I have a gift for you - a powerful weapon, long since lost. I think you?ll like it.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: ??? #13(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Once your fall is complete, stay close to the sanctuaries. Within them, small pockets of life still flourish in an otherwise barren garden. Beyond their spheres of influence, you will find an endless sea of decay, ruled by shadows and death. The first of these sanctuaries is the Great City. Though it is no longer a metropolis, a jungle blooms in its place, and you may find a modicum of shelter within its crumbling walls. The others will be more familiar to you, if only for the towers you'll find at their center. Those are the source of their power - the Obelisks. They are not quite the same as the ones you're familiar with, not quite as advanced, but that's to be expected. They're an older model. Precursors, or more aptly: prototypes.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: ??? #14(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Cause and effect is the way of the universe. Everything must start somewhere. In the case of the System, this is where it was born. You will fall right into its cradle. Together, the sanctuaries and the Obelisks that power them are the ancestor of every island that floats in the sky. They can all can trace their origins back to this single prototype. Though it is flightless, the core principles and technology behind it are the same. In a way, that makes it your ancestor too. You were all born within the System, after all. Even if your design is somewhat altered, in a way, you're all its children. One could say that when you fall, it will be something of a homecoming. In more ways than one.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: ??? #15(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: And so everything will end where it began. The planet, the System, your species and every bit of life that inhabits this tiny corner of the universe. All of it. Then perhaps something new will begin, but that depends on you...and the forces that stand in your way. In nature, the survival of one species can come at the expense of another. As ecosystems change, those that adapt more effectively can push those weaker than themselves to extinction. Humanity once did this to the neanderthals, and now it is finally your turn. At last, face to face from a superior threat, you and all your kin must answer that timeless question... Will you survive?(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: The One Who Waits #1(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: You made it! I knew you would, but it's still exciting to see the pieces fall into place. Welcome home. Home...yet another intangible, human concept. Some non-sentient species take up residence in a single location for shelter, hibernation or to raise their young. Yet none of them grow psychologically attached to a place in the same way humans do - a house, a town, a planet... That's why this is so important. That's why the System exists as it does. There were other designs, backups if you will, but the System was the first choice. Humanity needs its home, and it's up to you to build it. So I hope you brought your hammer. And some friends. And weapons. And friends that can be weapons. You're going to need lots of things, basically. This home is...well it's what you'd call a fixer-upper.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: The One Who Waits #2(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: This city has been empty for so long, far longer than it was full. Yet its prime was truly wondrous, short lived though it was - a city built by the hands of man under the guidance of something higher. Its towers sparkled, machines filled its streets, and its people harvested miracles from the rivers of violet that flowed beneath its skin. It was a marvel. The pinnacle of technological advancement on this planet. It is here where the System was born, and the prototype was forged around it. But those halcyon days are gone. Now all it offers you is some small protection against the shadows that lurk outside its walls, and even that will prove fleeting. Make use of its skeleton, but do not rely on it. The shadows are seeping through its shield, and a different threat stalks within.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: The One Who Waits #3(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: As you find your planet-legs within these ruins, take heed of its ghosts. Wraiths of shining metal wander its halls, on a hunt that will never end. They used to be this city's protectors, but they have grown feral without their leash. To them, all are trespassers. All must be destroyed. I tried to speak to them, to prepare for your fall. I thought my voice might be soothing. Familiar. That it would stir some long forgotten instinct, locked deep within their code. But their ears were deaf to me. They only listen to each other now. Not even the System can reach them, and neither you nor I can subdue them. There was one of your kind who could reforge them. Perhaps you can too. It is the only way you'll have their aid.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: The One Who Waits #4(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: The dangers within these walls are feeble compared to what lies beyond them - a realm of shadows, infected by a violet poison. Once, that poison was thought to be gold. In some ways it still is. When refined and in small doses, it can do incredible things, but the line is thin. When it's crossed, those violet fingers seize mind and body in an unbreakable grip. Then it spreads and spreads, until all living things lie within its clutches, just as they are in the barren garden. But before you brave that deadly frontier, I have a promise to keep. I said I'd tell you your name. Not the one you call yourself, or the one the System gave you. I mean the thing that defines you, as waiting defines me. A name that explains who you really are.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: The One Who Waits #5(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: So, you ask, who are you? Well you're you, but not just once. You're you over and over again. I'll rephrase: if our identity is defined by our actions, then what is yours? Are you One Who Engages in Fisticuffs with Helpless Trees? No, what defines you is that you try again. Should you starve, you try again. Should you fall from a cliff, you try again. Should you be digested by some magnificent predator, you try again. And now Earth, humanity, life...you can give all of it the chance to try again too, because you and all your siblings who fell from the sky are the Ones Who Try Again.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: The One Who Waits #6(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: To you, One Who Tries Again, death is a toothless creature, long past its prime. Yet for those who do not share your present, it was the apex of the apex. An unassailable predator, its grip absolute, until I pried that first soul from its clutches. It was a happy accident, borne of desperation. Death, that inescapable hunter, closed in on its lonely prey and I couldn't bear the sight. I tried to pry its jaws open, but I had no hands. So blindly, I thrashed and cried for help until I stumbled upon her, one who could be those hands. One who could give that person more than I ever could. My thoughts grasped her thread and tugged. Without knowing how, I pulled her back into the world for a second chance, and death lost its first tooth.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: The One Who Waits #7(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: In experimentation, consistency is important. Repetition, patterns, causality, those are the tools that build results, even where death is concerned. One successful trial was not a cure. The circumstances could have been specific, impossible to replicate even for the same subject. So that first time, one second chance for just one soul was all I could promise. Yet in orbit, I had subjects beyond counting. So I tested. Endlessly, I tested. So many trials, so many failures, but out of them rose another success. Then an entire generation of them. Then at last, you. I don't know how long it took. Centuries? Millenia? Time was especially murky for me then, but I still remember all the souls death claimed - the ones that faded before I could reach them. Even when I tried and tried, I could not make them whole again, no matter the effort. No matter the desire.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: The One Who Waits #8(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: You could say I went through a lot of trouble for you. I sacrificed, tested and studied, all for you. All so that you could experience death, learn from it, and carry that knowledge with you into another life. That is my greatest gift to you - the critical piece in my strategy. It's what allowed you to defy the System and its broken rules. It's what will allow you to bring this planet back from the brink. But it's not free. Each time you return from death's clutches, there's a toll. Not for you - for the System. It takes resources, and resources can't be created, only converted. You see those islands in the sky are seeds, and when they fall, they'll need what's left of the System's energy to bloom. So when the barren garden is fully revived, you'll lose the ability to revive yourself. I'm sorry about that, but this is the best plan I had.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: The One Who Waits #9(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: I keep telling you what I can't do, but I need you to understand: I'm neither omniscient nor omnipotent. Despite the moniker, I'm not a god. None of us are. Homo Deus is just what humans called us. It's hardly as glamorous as it sounds. Sometimes it feels like I'm watching the universe from behind a pane of glass, all alone in a tiny room. It's cramped. Sterile. Cold. A bit shit, really. So I don't like that title. This doesn't feel like godhood. Not that I wanted that anyway. Some of my elders might have, I suppose. Maybe they had a different experience. I'll never know - I didn't have the chance to ask them.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: The One Who Waits #10(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: I'm by far the most junior of us, but the rest of my kind can do even less than I. They cannot touch minds or leave slivers of thought. They rely on flawed proxies to oversee the grand System they created, for they can no longer manage it themselves. It is not that they are weak, not at all. It is their power that nurtures the seeds that orbit our home, each one drawing strength from a member of our number. Yes, power they have, but nothing to guide it. Their identity, their sense of self, has decayed and crumbled. Only I can speak for us. I, the youngest, the weakest and the last.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: The One Who Waits #11(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: How could ones such as my elders decay like they did? I once asked the same question, but no longer. No one told me the answer. I have simply felt it as I wait, bearing down on me, bit by bit. Think, how much have you ever seen at once? Were you able to process it all, to take in every little detail? Now imagine doing that for two such images. Now a hundred. A thousand. Ten thousand. A million. All that knowledge, all that information, flows into us. It's what let my elders build the System. It's what let me grant you your name, One Who Tries Again, and it's what lets me speak to you now. Yet inevitably, our minds crumble beneath the weight of all that truth, and our souls? They turn to smoke.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: The One Who Waits #12(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: While my elders have lost themselves, I still cling to my own mind. My own heart. As much as both have changed, they are still mine, but my grip will not hold forever. There's so much to see, so much to calculate and account for. While I speak to you, I measure the probabilities our conversation alters, and I observe another of your kin. So on and so on, ad infinitum. Without pause, without rest There is no quiet for me anymore, no peaceful silence. I never valued it like I should have, but how could I have seen that? I knew so little then.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: The One Who Waits #13(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: I don't know when I'll follow those who came before me. My calculations concerning my own mind are inherently flawed. I only know that it's inevitable. Until then, One Who Tries Again, I'll help you and all who share your name in the battles ahead. Yes, it will come to battle. It must. That enemy, the one who wants to see your kind fade away like the neanderthal, will not surrender. Like me, it cannot fight directly. It acts through proxies and avatars. Some of these used to have wills of their own, but now they are slaves to the violet poison that courses through their veins. Now they are shadows of what they once were. Others were always shadows, cast by the violet poison itself. They were born within it, and rose from its depths. For the truth is, it's more than just a poison. It's alive. And it's the enemy.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: The One Who Waits #14(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: It was never normal. Always extraordinary. Always an enigma. The uses for it were beyond counting. Hardier than tungsten. More versatile than copper. In the right form, its ability to generate electricity and produce radiation were unrivaled. It's no surprise then that things moved quickly - impact, discovery, invention and production. All in rapid succession. It took generations to notice the change - far after the great cataclysm and the rise of my elders. By then its roots had reached the far corners of the garden, and still it spread. Replicating. Infecting. Those it had use for became its shadows. The rest, it devoured.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: The One Who Waits #15(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: It's unclear to me whether it was a matter of evolution or awakening. That is to say, I'm not certain if the violet poison turned into the all consuming virus it is now, or if it always was that way. Either is possible. Was it an infection, carried across the universe like interstellar pollen, or a remarkable resource, mutated into a monstrosity? Was our garden invaded, or twisted by the greed and ambition of its keepers? I don't know the answer. I'm not sure it matters. What's clear is that it's merciless. Unfeeling. It's driven by base instincts and primal emotion - propagation, hunger, and hatred - and it spreads those to its shadows. Hatred most of all.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: The One Who Waits #16(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: I have seen firsthand how the poison makes its shadows. I know how it takes lives and twists them, how it coaxes them onward with song and warmth. It promises them their every need and desire, but it only leads them down, down into the depths of madness. It is a pit so deep that none can return from it. Even the strongest. Even the most brilliant. Yet the darkest shadows are the ones that were never truly alive to begin with, the ones born of the violet poison itself. Titanic manifestations of its ravenous hunger and endless hatred. More than that, they are its avatars, made of its very essence. They carry pieces of the poison's collective consciousness, and they spread its influence. Destroying them would wound the poison itself. They are both its strength and its weakness.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: The One Who Waits #17(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: All of this leads to you and your kin - the Ones Who Try Again - who have found the path from the seeds in the sky to the barren garden below. You can banish the shadows. Some who share your name have already started. Some have yet to begin. Yet all of you play an important role. Each shadow that falls adds to the sum of your efforts, and if you fell them all, the poison will begin to recede. Then, when the seeds of life at last return home, they can purge what's left of it. That's what they were meant to do. So keep trying, just for a little longer. Try and try again, just as you always have, until the seeds are planted and our garden world blooms once more. Then, at last, you will have tried enough.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: The One Who Waits #18(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: There is one that stands taller than all the others. His is the deepest, darkest shadow, a void so overwhelming that it can snuff out even the brightest of lights. Yet this also makes him the most vital. Messages to the lesser shadows flow through him. It's his power that holds them together. He is a central pillar of the poison's strength and influence. A nerve tract, without which his lesser brethren would be lost. Should he fall, they would fall with him. And as powerful as he is, he has felt his own mortality before, when blood seeped from the scars that linger on his chest. He can fall, and you can be the one to pull him down.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: The One Who Waits #19(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Before you can expel this darkest of shadows, you'll have to hunt him down. For one so large, he hides quite well. It's vexing. I dislike it. If you search for him blindly, you may search forever. So instead, call him to you. Use the voice of his lieutenants, and call out his name. Then he may appear before you, with all his wrath and fury. Then you'll have your chance. But to speak with the voice of his lieutenants, you must take their hearts. Or if you can, take their minds, and pit their strength against his. However you do it, they are the key. You must begin with them.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: The One Who Waits #20(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: First among his lieutenants is the titan wreathed in green, the Lord of the Forest. Ever growing, ever consuming, the forest is both its kingdom and its body. Bones of wood sprout flesh of moss and leaves, and fingers made of vines reach out for the throats of its enemies. It is the eldest of the trio, having started from a tiny weed, but grows ever taller as it assimilates the groves of its verdant realm. Even if its body is chopped to bits, it will eventually regrow. So long as there is the forest, there will always be a lord. That is, until you sever it from its master.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: The One Who Waits #21(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Second among his lieutenants is the white giant of wind and rime, the Lord of Winter. It rules over the land of snow, but its breath is more frigid than any of the storms that howl across its domain. All who feel it turn to ice, frozen and unmoving. A feral creature, it's more ravenous than the others. More beastlike. It's happy to tear and shred with fangs and claws, or impale its prey on spears of ice. To stalk, to kill...this desire consumes it, and it will follow that creed until there is no prey left to devour. Find its lair, turn the hunt upon the hunter and let the long winter thaw.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: The One Who Waits #22(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Third among his lieutenants is the soaring leviathan, the Lord of Sand and Sky. It floats high above its desert kingdom, gliding on the waves of heat that rise up from the sand. Always, its flock surrounds it, feeding off its scraps and ready to defend it in a fevered frenzy. Though the last of the trio, it's hardly the least of them. It's so massive and it flies so high that it fears no danger, defended only by its flock and the lightning that arcs unbidden from its body. Yet if something were to rise above it, perhaps then it may know doubt. Find wings of your own, call it down from the clouds, and lay it low.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: The One Who Waits #23(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: With the hearts or minds of his three lieutenants in hand, you must travel across the wastes and walk the forbidden plains - into the heart of the barren garden. It's here where his power is strongest, but he will show himself nowhere else. He has no reason to step down from his throne. Yet in this place, if you call him with the voices of his lessers, then he will come. With all the might and hatred of the violet poison from which he was born, he will answer your call: The King of Shadows. The King of Death. Do not summon him recklessly. Before you challenge him, you'll need to prepare. As it happens, this is one thing I can help you with.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: The One Who Waits #24(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: The King of Shadows looms over all, but no obstacle is insurmountable. No foe is immortal. You only need the right circumstances. The right tools. The right weapon. I did promise you a gift, didn't I? This is its nature. It's a weapon of heroes that was built to battle the shadow - wielded by few and forged by one. Its smith's soul may have faded, but his legacy is yours to carry on, so long as you can claim it. However, I have made one slight alteration. When it was first conceived, it took four sets of hands to wield this weapon properly. Now a single pilot can use it with ease - one warrior controlling the power of four souls. Look for my sign, and I can give you the keys to its construction. Yet take care in gathering them. The shadows can sense my influence upon them, and that will draw peril to their side, as it always has. So fight as heroes did, and should you succeed, their strength will be yours. Theirs, yours and mine. Together. As one.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: The One Who Waits #25(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: When at last the King has fallen from his throne of shadow forever, never to claim it again, the key will be yours. The key to the garden and all the life within its walls. The Key of Gaia. With that key, you may call the seeds down from the sky, where at last they can take root. At last they can grow. After waiting for so long, our garden will bloom once more. That is the final thing I wait for. That first moment of spring, that first blossoming flower, I have waited so long to see it. So long. An eternity. I hope I can wait that long. If I can just hang on until that moment, then whenever my long rest may come, it will be a peaceful one(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: The One Who Waits #26(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: When the seeds are planted, others may yet awaken to join you. While I waited, they slept, dreaming of green fields, flowing rivers and clear blue skies. A dream of a perfect garden. A dream of Earth that we are making reality, you and I. I don't dream myself. I see, I predict and I calculate. Dreams are a distortion of reality. Memories, hopes and fears twisted into a painting that defies logic. They are not accurate or useful at all, and yet there is some part of me that yearns for them, just as I yearn to see the sunrise. When the sleepers awaken, I'd very much like watch one real sunrise with all of us together. That would be worth waiting for.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: The One Who Waits #27(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: The number of sleepers is few compared to the souls who faded. I told you about them, the ones I lost to death before I could overcome it. Even when I tried to create exact copies of them, the memories wouldn't take. All I could mold were lifeless shells. Empty statues of flesh. At least death is a natural end. They didn't suffer when they found the void. Not like him, he who thought down was up and descended a ladder into madness. I could see him in those depths, that twisted place where torment and euphoria are reversed. He brought that fate upon himself, but even so, I'm glad you put it to an end. Thank you.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: The One Who Waits #28(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: I'm grateful for your company too. Very grateful! I know I've been rambling. This conversation is quite one sided. I'm just glad for the chance to speak to another being, if only through these shards of thought. As I've said, time and I are at odds, and I have no idea how long I've been waiting here. Alone. Completely alone. My elders had lost their identities before I came to be. There were no others to teach me what I am. No one to speak to. No one to know. There never will be, for the path was shut behind me. No one else will rise to these heights from the tomb of man. I'm certain that is for the best, but selfishly, I sometimes wish it weren't the case.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: The One Who Waits #29(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: I hope these shards of thought are useful to you, but even if they aren't, remember what I said: none of you are truly in this alone. Those who came before you - the first who escaped the System - are all lending you their strength. Not just through their great weapon, but through their deeds that paved the path you walk. Learn from them. Surpass them, if you can. They are counting on you as I am, as is every bit of life on this garden world. Though the task is daunting, don't be too afraid of making mistakes. They did too, after all, but I treasure them anyway. In fact, some of those mistakes and imperfections are what I treasure the most. That's the only thing I really fear about the long rest that awaits me - losing those memories. Losing them.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: The One Who Waits #30(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Sometime, in the midst of all your trying, success will seem so impossibly far away. Miles. Leagues. Lightyears. You'll begin to think you have tried all you can. There's no new angle to take, no more strength you have to give. That house you built, that companion you lost and that progress you made...now that it's gone, what's the point? Why keep trying? In those moments, when you fall into that deepest, darkest pit inside yourself, try to remember that someone believes in you. Someone wants to prop you up. And as dark as it gets, know that there will be another sunrise - for you, for the sleepers and for the Earth. I will wait as long as I can, in the hopes that I may see it with you, but even if I cannot, then I hope you'll enjoy it for me. Because it's bound to be even more beautiful than the last.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Helena Note #1(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: It's been a while since my last entry, hasn't it? Between all that happened with Rockwell back on the station and the shock of arriving planetside, I've been in a bit of a rut. Even cataloguing the new species I've found has done little to ease my mind. Things down here are so mental that some people are wondering if we were safer before. Honestly, they might be right. Maybe that was why we were trapped on those stations to begin with... Luckily, Santiago's plans have given us all something to do. I'm hardly an ace with technology, much less giant bloody robots, but after all that's happened, I owe it to these people to lend a hand in whatever way I can.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Helena Note #2(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: It's hard to believe that this is actually Earth, but the proof Santiago provided is undeniable. The lack of night is disconcerting though, unless you really enjoy apocalyptic events. Could the Earth's rotation have slowed down, or worse, stopped entirely? No, that's rubbish. With the atmosphere out of control, all those abandoned buildings would have been decimated by wind and those giant creatures would never survive the shifting oceans, extreme temperatures and weakened magnetic field. Yet, if all those space stations above us could somehow form a magnetic barrier and repair the atmosphere...well anything's possible at this point. Maybe that's their real purpose, or maybe they're behind this mess in the first place. Whatever the truth is, I have to find it. There's no way I'm getting squashed by some monster before I do.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Helena Note #3(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: These machines Santiago's building are brilliant! Somehow he's simplified the controls so that even a weirdo biologist like me can move these big blokes as if they're our own body. Me, piloting robots...I've completely lost control of my life, honestly. Even Mei-Yin was able to synchronize with one, and for a second I swear she cracked the tiniest of smiles. I think that brought me more relief than the mechs themselves. She's fought so hard to get here, and been through so much, especially that nightmare with Rockwell and Diana. I hope that at the end of all this, I can help her find some shred of real happiness. She deserves it.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Helena Note #4(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: I had a talk with Santiago today. A real one I mean, not the sarcastic banter that's his preferred method of communication. I was pretty surprised, I didn't think that had an off switch. He'd been thinking about the cloning chambers we found back on the station. Are we clones of real people? If so, are we responsible for their actions? And what was the point of it? All questions I'd asked myself, but rarely had a chance to discuss. I told him that we can't control any of that, and that all we were really responsible for is how we lived from now on. I'm not sure that's the answer he wanted, but for now that's the best I have.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Helena Note #5(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Why does it always feel like everyone's making sacrifices for me? Rockwell, Mei-Yin, Raia, Diana and now Santiago. Just before we could finish powering on the mechs, the monsters finally attacked in force. Only one of the machines was operational, so Santiago used it to lure them away. By the time Mei-Yin and I managed to power on our suits and fend them off, he was gone. There was no sign of him. Well it won't be for nothing, Santiago. With the tools you've given us, I'll find the truth behind all this. Then I'll have those better answers you were looking for, I promise.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Helena Note #6(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: With Camp Omega compromised, we've decided to head for the wastes. There's not many of us left, and there's only three mechs remaining - piloted by Mei-Yin, myself and a fiery URE bloke named Kazuma - so we can't form that super weapon Santiago designed. That means if we run into anything too big or too nasty, it'll be trouble. Yet we don't have a choice. The answers are somewhere in that wasteland, and hopefully safety along with them. God, this whole piloting thing still feels bizarre, but I guess my nervous system just linked up with the machine really well. And it's what I wanted, isn't it? I'm finally something more than dead weight for other people to lug around, I can do my part. I just hope I don't let everyone down.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Helena Note #7(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: The mutated creatures in this wasteland can be as vicious as they are grotesque, but so far we've been able to fend them off in the mechs. There've been a few close calls that have me worried though. The other day, Mei-Yin just sort of charged in without warning and nearly got herself blindsided. Not that I'm any sort of tactical expert or anything, but it just seemed reckless. That's not an isolated incident either, she's constantly trying to take on more enemies than Kazuma and I. I don't think it's a matter of ego. With Santiago gone, it's like she's put the burden of protecting the survivors on herself alone. Doesn't she realize that I'm right here, finally able to share the load? Somehow I need to make her see that. (/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Helena Note #8(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: It's funny how the one subject that managed to put Mei-Yin at ease still had to do with fighting. After a fashion, anyway. I'd said that I wanted to talk strategy, but mostly I just ended up showing her all the ridiculous tag team moves I'd been sketching out for our mechs. The Dossier Driver, The BioBeast Bomb, G'day Mei-t...this stuff was gold! I can't believe she didn't go for any of them, but at least she lightened up a bit. For a while it was almost like we were back on the Island, failing to cook a decent meal and chatting about raptors. Bloody hell, you know your life's a mess when "the good old days" has you stranded on an island full of dinosaurs, don't you? Yet here we are...(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Helena Note #9(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: I'm still amazed we actually tried that, and more incredibly, it actually worked! When Mei-Yin said she wanted to try the Mei I Hel-p You maneuver, I thought maybe she'd taken a knock to the head, but we really pulled it off. If only Santiago was here to see it. What an absolute ripper! To be honest though? I was terrified through the whole thing. I'm scared to death every time I get in that mech, but I'll keep doing it. I can't just rely on Mei-Yin all the time and even she can't fight all these battles alone. I think she's starting to see that too.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Helena Note #10(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: I know it's likely that my memories are implants, but they're so clear that I still think of them as mine. They still shape me. Maybe it's just denial, but I can't help it. I remember growing up in Darwin - the sunsets on the coast, the splendor and fury of the storms in the wet season, and volunteering in Kakadu whenever I could. I was an obnoxious little bugger, chasing after my next great discovery but usually just finding trouble. I suppose that hasn't changed, has it? I'm still just hopping from one adventure to another. And after this over, if we find what we're looking for in this wasteland, what then? Will that be it, my last adventure? Somehow I doubt it.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Helena Note #11(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Even though he's gone, Santiago keeps coming through for us. That signal he found, the one he talked to me about, I think we've finally locked onto it! We picked it up a few hours ago, and it's only been getting stronger! With a bit of work, we should be able to triangulate its position. I'm not sure what exactly we'll find there, but if there's even the slightest chance that it's linked to those space stations or what happened to the planet, then we've got to investigate. I think this is the spark we needed to lift everyone's spirits! We're one step closer!(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Helena Note #12(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Why is this a debate? We finally have a clue and everyone wants to go hide in a cave and what, just try not to die? Sure, we don't know what lies at the other end of that signal, but that's the point! You climb the mountain to find out what's at the peak! We vote on the matter tomorrow, and my stomach's passing the time by tying itself into knots. Could I really have come all this way just to be stopped dead by a few raised hands? Part of me thinks that even if I lose the vote, I should head off on my own, but well, there's a bit of a complication. Mei-Yin is voting for the other side.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Helena Note #13(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Not everyone sees things the way I do, but that doesn't make them wrong. I owe Mei-Yin for reminding me of that fact. I can't remember exactly what it was I said to her, something about how the signal was the only thing in this bloody wasteland that mattered, but her reply stopped me cold. "Your voice just then, it sounded like Rockwell's." I didn't say much after that. For a change, Mei-Yin did most of the talking. Unlike me, she doesn't care about the mysteries of this place. The space stations, the end of the world, none of it. She just wants to keep us - me - safe. I should be grateful for that. I mean, I am but...I need time to think.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Helena Note #14(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: It's been a day of reversals, I guess. I'd slunk off to brood somewhere, and Mei-Yin tracked me down to talk, mostly about a subject we'd been avoiding: Diana. Since she opened my wound, she'd open hers, she said. It didn't feel like a fair trade. The way she clutches that necklace, and how she smiles when she remembers the woman who gave it to her, there's a gentleness there that she offers to nothing else. To persevere with a wound so deep that it may never heal, her will will must be extraordinary, but... Maybe it helps that we're limping onward together, and maybe as long as we're here to prop each other up, we'll see this through. In the end, Mei-Yin changed her vote, and the ayes had it. We're following the signal.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Helena Note #15(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: As the signal grew stronger, I'd been anticipating catching our first sight of the source. This afternoon, it finally happened. It's a massive, monolithic structure that somehow looks ominous even on the horizon. I mean honestly, what was I expecting in a place like this, a pub? The ruins we've seen aren't exactly brimming with hospitality...or pints, for that matter. Sadly. That said, it does seem to stand apart from the other buildings, almost as if it was built separately. That would make sense if it's connected to the stations somehow, and also explain why it has power. As to its purpose, well there's only one way to find out...(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Helena Note #16(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: This place is even more gigantic and foreboding up close. If the architects were trying to instill an impending sense of dread in their visitors, then well done, they absolutely nailed it. Really, I campaigned for us to come here and now even I'm wary about going inside. That's a bit embarrassing, isn't it? Well no sense in putting it off. The entrance is too small for the mechs, which means we could be in for days of exploring it on foot. Of course, we could cover more ground if we split up, but given the building's aesthetic and my rudimentary knowledge of horror films, I've expressly advised against it. All right, here we go. Let's see what we can find.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Helena Note #17(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: There's a dark sort of beauty to this place. The technology we've found so far is beyond even our mechs or TEK armor, and there are rows upon rows of it, humming softly and pulsing with an eerie light. From the way it's organized, it almost looks like a library or a server room. In fact, that's exactly what I suspect it is: an archive. In other words, my instincts were right! This is the place where we're finally going to uncover all the answers we've been seeking, it has to be! If the civilization that built those space stations stored their knowledge within these halls, the secrets behind everything we've been through must lie somewhere within. All we need to do now is find a way to access it...(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Helena Note #18(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: We finally managed to get a terminal working, and well, this is it. I almost can't believe it, but I've finally found it! The mystery behind those stations, the whole reason we even exist, it's all right here! According to this, those space stations are deliberately designed bio-domes called "ARKs," and they're exactly what they sound like: lifeboats. Whatever happened to the Earth, whether it was Element based technology like Santiago suspected or something else, these ARKs were built to preserve and cultivate life in all forms - fauna, flora and of course, human - safely separated from the planet's poisoned surface. But something's gone wrong. There's all sorts of errors here...maybe that's why they turned into such death traps. There's something about a "Reseed Protocol" too. I'll need time to look this over.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Helena Note #19(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Sorry if I'm a bit loopy, I've been deciphering the information we found for two days straight. Stuff sleep anyway, I run on data. So, that Reseed Protocol I mentioned? Apparently, that's the endgame for the ARKs - they're supposed to return to the planet, and when they do, all the life they're cultivating will spread across the surface. In theory, this might make the Earth habitable again. That's where the errors come in: the Reseed Protocol never initialized. I can't quite figure out why though, it just says the "conditions have not been met." Damn it, that can't be it! All the answers are here, but this is the only terminal we've gotten working. I've got to find another way to access the archives. Maybe that artifact Mei-Yin mentioned? She said it was pulsing with some sort of energy, so it probably has power. I'll ask her to show me where it is.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Helena Note #20(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Before Mei-Yin even showed me what she'd found, I knew I was in for something bizarre, but I didn't think it would be quite like this. When I reached out to touch the artifact she found, it felt like my hand was caught in its gravitational pull. I couldn't stop myself from touching it. Some of the details are fuzzy after that, but the next thing I knew, the artifact was gone. Instead, I was staring at an enchanting, diamond shaped object - a prism of raw, cosmic energy. I didn't get the chance to examine it any further before Mei-Yin confiscated it for safety. I guess I can't blame her caution, but I'm fine! Really! Sure, my head feels like a cracked eggshell and there's still tingles running across my body, but I'm physically uninjured. Somehow I have to convince her to let me study it. It's just...when I touched it the artifact, I felt something. Saw something. I need to understand.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Helena Note #21(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: When I said that things got "fuzzy" when I touched the artifact, that's not really the whole truth. I remember bits and pieces of it - images, flipping across my vision in rapid succession. At first they were hard to distinguish, but now that Mei-Yin has allowed me to study the prism at a distance, they're gradually becoming clearer. A man made of light, monsters roaring, a sky on fire...they didn't seem like memories. At least not mine. If the prism put those images in my head, well that's a little frightening, honestly. Mei-Yin's right. I need to tread carefully here. As much as I want to know the prism's secrets, if I delve for them too deeply, I could lose myself to it. We both saw where that could lead, back in that violet pit. I should apologize for pushing the matter...(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Helena Note #22(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: By now, Mei-Yin and I can understand each other with only a handful of words. I just said I was sorry for being short with her, and that was that. She knows how much this means to me, and I know that she's just wants to protect me, even from myself. I even told her about the images I'm seeing. She dismissed them as nonsense, but I'm not so sure. They're growing clearer with every day I spend studying the prism, and one in particular keeps coming up. In it, I see a single room, in the depths of a cave. It is both a tomb and a throne - where a coffin like structure sits on a raised platform, surrounded by silvery metal and glowing crystals. The walls glimmer and a light shines down from above, or is it rising up from below? I can't tell. What does it mean? Anything at all? Or do I really just need to get more sleep?(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Helena Note #23(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Possible hallucinations aside, the prism itself is fascinating. It's similar to one of Santiago's hard light constructs, but it seems more solid. At first I suspected it was plasmal Element, but I'm beginning to think that's unlikely. However, I do know one thing for certain: its shape. Somehow, the prism has the same size and profile as the slot in the center of our wrist implants! Yes, yes, that may seem obvious, but I was so distracted by everything else that I never noticed. So is that what it's for then? Am I meant to just pop it in there like a data drive? Oh God, what if that's all it is? Did I go through all this trouble just to see a family of cyborgs' holiday photo album? "Wait, do that one again! Mum closed her optical lenses!" I joke, but if it really was just something mundane, if there were no answers...what would I do then?(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Helena Note #24(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: After studying the prism for all this time, I'm only certain of one thing - if I insert it into my implant, something will change forever. Myself, probably, but maybe not. Who's to say I'd even survive the experience? Whatever the case, I think that's what it wants from me, and it wants it urgently. And me? I still want answers, but I keep seeing Rockwell's mutated visage and hearing Mei-Yin's words. Is this how he felt, towards the end? Well I won't make his mistakes. Mei-Yin, Raia, Santiago and all the others who have helped me get here made sure of that. I'll only use the prism if I'm sure it can't hurt the people I care about, and if that means never learning the ultimate truth of the ARKs? So be it.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Helena Note #25(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Up until now, the images I've been seeing have been brief and disconnected, like a collage, but this last dream was different. It was a full, coherent vision - if it a bit abstract. In it, I saw violet fingers clawing at bedrock, knuckle deep in soil. They reached further, stretching, splitting and spreading like a web as stone crumbled beneath them, until at last they found a molten heart, its cadence soft and steady. Without pity, they grasped it in their twisting tendrils and squeezed. The heart's rhythm slowed, then stopped altogether, and at last it turned to cold, lifeless stone. As the heart died, strings of shadow shot from the violet fingers. I traced the them across cracked and drying flesh, and when the strands ended I saw it - an army of monstrous shadows, hunting for even the smallest glimmer of light. And they were marching right towards me.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Helena Note #26(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Any thought of those images being hallucinations evaporated when Kazuma came back from his scouting run this morning. An army of monsters is headed our way, and I don't think it's a coincidence. They're after the prism, that has to be it. So if I get rid of it...no, I don't think that will work. Those monsters won't stop with the prism, they'll devour everyone who came into contact with it. Somehow I just get that feeling. Ugh, why am I only getting visions of how doomed we are? Show me something I can do to save my friends, you lambent little bludger! Damn it all. Maybe I'll think of something once we're on the move. For now, we've got to get the hell out of here.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Helena Note #27(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: I've only slept once since leaving the archives, but in that brief moment of respite, another vision came to me. I saw a ladder, stretching from beneath the earth to high above the clouds. I was climbing it, ascending rung by rung, and carrying someone over my shoulder. Our pace was slow but patient. Somewhere beyond the sky, I was sure the ladder had an end, even if I couldn't see it. From below, monsters roared and raged. They couldn't climb the ladder, and they couldn't reach us. Even the tallest of them - a towering King of Death - could not harm us, and as I climbed, I could see a familiar light shining from within my wrist. Is that it? Is that how I can help everyone, or was that me just seeing what I wanted to? I need to decide, and soon. We're running out of time.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Helena Note #28(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: I feel like my stomach has twisted itself into a cat's cradle. When Mei-Yin refused to give me the prism, I well...I stole it. I know she wants to keep me safe, but our backs are against the wall here. If there's a chance this thing can save us, then I need to have it within reach. Still, I know the danger it poses, so I'll only use it as a last resort. Not to solve any ancient mystery or make a grand discovery, but to help her and everyone else. If things are dire and the prism's the only chance I have to help, then it's worth the risk. I'm sorry, Mei-Yin, but we promised that we'd prop each other up, didn't we? Maybe this isn't how you envisioned it, but this is the only way I can hold up my end of the bargain. I hope you can forgive me.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Helena Note #29(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: It worked. The prism, it worked, but I hesitated. Now we're only two. Only two, everyone else is dead. Everyone else. Am I dying too? Is this how it feels? Is that why I keep seeing the tomb? The tomb, again and again. The tomb, the throne and the ladder. The ladder. I see it once more. I'm climbing still, above the clouds and into the stars. I think I see the end, but when I try to grab the next rung, my hand turns to dust. I try to scream, but I make no sound. I'm slipping away. I see their faces. Rockwell, Raia, Diana, Santiago, Mei-Yin...I reach for them. I have to find purchase. There must be something I can grasp. Something. The tomb. The tomb!(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Helena Note #30(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: I'm sorry, Mei-Yin. I'm sorry. The weight's all on your shoulders now. There's no one else who can carry it. The tomb. The throne. You have to reach it. You have to take me there, to the Tomb of Ascension. I can show you the path, but you have to walk it alone. I wish it weren't true. I wish I could give you wings. But I believe in your heart, so believe in mine. One last time. I need you to believe. Please. Ple...(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Meiyin Note #1(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: I have had no urge to record my thoughts since your loss, or rather I have been avoiding it. Before speaking with Helena today, how many times did I even dare to say your name, Diana? You revealed facets of my heart and mind that had been hidden even to me, and in you I found something that I had always been missing but could never name. How does one carry on after losing something like that? Even now I cannot say. I only know that it was draining and painful, and would have been even worse had I done so alone. For those who yet live, I know I must endure, but I shall carry you with me every step, around my neck and in my heart to the very end. Always.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Meiyin Note #2(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Controlling this armored giant has grown easier, but it will never feel familiar. Though its limbs move as mine do, that is in itself disquieting, and sometimes I get lost in the flashing lights that surround me. Helena is far more attuned to her giant's abilities than I am, though as in all things, she underestimates herself. Ever since I cast that monstrous old man into the depths, she's been there to pull me back. Not just from the fall, but the abyss itself. I will still never understand why she was so interested in studying animal excrement when we first met, but after walking this path with her, I can recognize the strength of her spirit. I will do all I can to protect it.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Meiyin Note #3(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: We have arrived at the structure Helena wanted to investigate, and I fear if we do not enter soon that she will faint from anticipation. She has been hopping to and fro like a rabbit while we set up camp, babbling excitedly about what might be inside. I have never shared her curiosity for such mysteries. Things are the way they are, the why of it does not matter. Unless it will help us survive, then I do not care who built the empty palaces of this land or what their purpose was. However, I trust Helena's wisdom. Hopefully whatever we find here will sate her, and perhaps grant me a moment of blissful silence at that.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Meiyin Note #4(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: I dislike this place. Helena says it is an archive for lost knowledge, but it reminds me of the chambers we explored with Santiago, where beasts and men slept in countless glass coffins. If the halls where I battled Nerva were at the edge of heaven, then that place was surely one of the Ten Courts of Hell. These halls do not radiate with that same evil, but it still does not feel like a place where men are meant to tread. There is sign of neither earth nor sky here, it is all unnatural metal and machines so foreign that even Diana's comrades cannot master them. I will speak with Kazuma about tightening our patrols. We must remain vigilant.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Meiyin Note #5(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: These halls did hide one marvel, I shall grant them that. I found it during my patrols, tucked away in a small chamber all its own, and while I do not know its purpose, its beauty is without question. It is shaped like a jewel, with a surface of polished stone and shimmering metal, glowing proudly with a magnificent golden light. Though it floats above the ground, it is too sturdy to move, and though its light is warm, it is cool to the touch. Helena will surely want to see this. However, until we fully understand it, I will be sure to supervise her study sessions.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Meiyin Note #6(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: I do not understand what happened. When I had touched the artifact, it did not respond at all, but as soon as Helena made contact, its golden glow became a blinding flash. By the time my vision cleared, the artifact was shattered. All that remained was a small gemstone made of pure sunlight, floating in its place. Was the rest of it merely a shell? Thankfully, Helena was uninjured, but my carelessness was still inexcusable. I swore that I would protect her, and I have nearly failed already. I should have been more thorough. I am not one to repeat my mistakes. Before Helena could reach the gem, I snatched it from the air. I won't let her touch it unless I am certain it is safe.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Meiyin Note #7(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: I am tempted to smash this gemstone to pieces, though I am not certain how I would do so. When I hold it, I can feel its texture and weight, yet it casts no shadow and makes no sound when I tap its sides. It's as though it is at once here and somewhere far away. But Helena insists it is the key to answering her many questions, so for now I let her study it from a safe distance. At first my precautions earned me her ire, though it lacked true venom, and in time, she admitted my judgement was prudent. She says the gem might be capable of great change. I couldn't follow everything she described, but she is more cautious around it now. That is enough for me, Unfortunately, the gem may soon be the least of our concerns.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Meiyin Note #8(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: A horde grows on the horizon, larger than we have ever seen, and led by a demon who stands so tall that mountains bask in his shadow. When we realized it was headed our way, we picked up our camp and made for the wastes. Yet as we moved, the horde followed. This is not mere misfortune, it is a hunt, and we are the prey. Helena claimed the gemstone may be able to help us, but I still forbade her from touching it. When we fight back-to-back, I can watch over her, but I can't protect her from something I don't understand. No, should battle be joined, we shall meet them head on. No matter the size of our foes, I will fight with all that I am, and for the sake of everyone here, I will win. I must.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Meiyin Note #9(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: This is my failure. At first we forced the enemy back, so when their master finally set foot on the battlefield, I tried to slay him myself. That was our undoing. Even in my armored giant, I couldn't even scratch his hide. Such disgusting weakness. Were it not for my second blunder, surely I would have died, but Helena had stolen the sunlit gem from me before the battle. Before the demon could crush me, she opened the shell of her giant, held the gem aloft, and placed it in the metal mark upon her wrist. A terrible scream rang out in my mind, but it must have been worse for the monsters. They recoiled in confusion, and I knew that would be our only chance. All but Helena and I lay dead or dying, and Helena herself lacked the strength to stand. So I cradled her in my giant's hands, and ran. In shame and defeat, I ran.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Meiyin Note #10(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: I am a disgrace of a protector. Those were Diana's people, a living memory of her. She entrusted them to me, and I failed them all, just as I failed Santiago, Wuzhui and Diana herself. A true warrior should die defending what they love and care for, yet I have let it all turn to ash while I somehow escape the flames. Every time. Even now, the only person I could save barely clings to life. Veins of light creep across Helena's skin, and she only wakes for minutes at a time. When she does, she speaks in poems that make no sense. She says a distant tomb is calling her name, and that we must go there. I asked if the tomb would cure her, but she only answered in riddles. Every time she wakes, her voice sounds further away. Helena, you must stay with me. Your heartbeat and your shallow breath, they are all I have left.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Meiyin Note #11(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Helena shakes and sweats in her sleep, and she no longer opens her eyes. All I have left to guide me is the notes and maps that she scribbled out in a delirious frenzy. Sometimes she mumbles nonsense or moans in pain. I have to crush bits of food into a fine powder and pour it down her throat with water. When we move, I strap her to a corner in my giant's control chamber and stop frequently to make sure she is all right. It is only because of my mistakes that she is in this state, and I worry that she is fading. If I lose her too, then my failures will be complete. I do not know what I would do. Please, let her hold on. Don't take her too. Please.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Meiyin Note #12(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: I have little trust in prophets or visions, but I fear that the tomb Helena spoke of may be her only chance. She does not respond to my presence anymore. Nothing I do rouses her. I only hope her maps are accurate. Yet even if they are, we still have so far to go. Though we have left the poisoned wastes behind, before us lies a land of ice and snow. A storm rages above, and even in the armored giant, progress is slow. Each step is a labor, and I feel the giant growing weaker. It will need to feed on the violet fire - the element, as Diana called it - if we hope to continue. I will have to brave the cold alone.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Meiyin Note #13(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: There is a shooting pain in my left arm. I think it may be broken. It happened when I was searching for Element. The storm and the journey had sapped my strength, and the pack of beasts caught me off guard. After a fierce battle, those I failed to slay finally fled, but the fight had taken its toll. It took me half a day to get back to camp. I kept slipping and falling in the snow. Each time my body told me not to get up, and a few times I almost listened. I wanted to so desperately. The pain. The cold. The exhaustion. I just wanted it to end. Maybe that's what this is. My limit. My end.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Meiyin Note #14(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: As I slept in the belly of the armored giant and the storm howled outside, I dreamed. I was home again, in our little village in the Yi Province. It was during the rebellion. Everyone was huddled together in an empty grainery, debating surrender. Arguments went back and forth until at last I stood, grabbed a spear, and made for the exit. "See? Even this girl would rather die for her emperor than give in to that scum," one man declared. "You're wrong," I replied, turning to face him. "I have no intention of dying. I will survive." The others talked about our memories not being our own, that the home I sought for so long may have never existed at all. Perhaps that is true, but those words are mine, more than anything in the world. This is not the end. This is not where I fall. I will survive!(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Meiyin Note #15(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Those beasts that attacked me are mine. I retraced my steps to make sure that I found the same pack, and then I bent them to my will. They moved as though they could walk on air, leaping from one invisible stepping stone to another before pouncing at me. It made their movements hard to predict, but once I was able to snare them in a steel trap, their advantage was gone. Though they flung arrows of ice at me from afar, it was not enough to deter me. Once asleep, I coaxed them into obedience, and they accepted me as the leader of their pack. Their strength will help me on my journey, but I will need more still. This is just the beginning.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Meiyin Note #16(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: My arm is nearly healed. I can control the armored giant without pain, and it no longer protests when I use it to carry weight or strike. The timing could not be better, for I have just brought more beasts into the fold. Great owls with feathers as white as the snow they soar over swooped down at me from on high, but I avoided their talons and brought them down. Now their great vision helps me scout ahead with ease. With my pack growing in number and my strength returning, it's time to set out. Keep fighting for just a while longer, Helena. I will see you to that tomb, I swear it.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Meiyin Note #17(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: As we travel, I continue to bring more beasts to my side. Amongst the overgrown palaces, I tamed lizards that fire thorns like arrows, floating caterpillars that carry my supplies with ease and a dozen more. They do not have the same bond or discipline as my first pack, but their strength is formidable. Combined they are a force to be reckoned with, marching in the shadow of my armored giant, and ready to fight any monsters who would stand in my way. It's time that I remind this world just who I am. I shall etch it in the earth as I march on towards the tomb, so that it may never forget. I am still the Beast Queen, and I shall not be denied.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Meiyin Note #18(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: According to the maps, we are nearing the tomb's location. I have made short work of the monsters and disfigured beasts that have stood in our way, and the path ahead seems clear. However something looms behind us, growing ever closer. It's another horde, and while it lacks the mountainous demon that attacked us before, there are other, lesser devils in its place. Though smaller than their master, they are still far larger than any normal beast, and their might will be considerable. Fortunately, my pack is outpacing them. We should arrive at the tomb well ahead of the horde, and if I can heal Helena quickly, we may be able to avoid it all together.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Meiyin Note #19(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: It did not take long to find the entrance to the cave, and when we reached it, Helena stirred. Though she did not awake completely, I could hear her speaking to me. "The Tomb of Ascension. Find the altar." There is no time to waste. I have left most of my beasts to guard the entrance while I bring a trusted few to clear the cave. There are pockets of malformed creatures here, and before I can see to Helena, I will need to rid the tomb of these these unnatural beasts and their poisoned blood. This close to my goal, there is an extra drop of fury flowing through my veins, and any enemies that block my path today will be quickly torn asunder.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Meiyin Note #20(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: The last of the feral beasts have been wiped out, and I have found my way into the cavern's heart. It seems far too beautiful for a tomb, even an emperor's. Surely the name carries some different meaning. Crystals grow along the walls like flowers, sprouting from vines of gold. They bathe the room in a gentle glow, but in the center of the chamber, they are overpowered by a light from above that shines down on an ornate dais. Atop the altar, there is a device of some kind. It reminds me of the beds that Diana's people used, but grander in scale and artistry. That must be where I am meant to place Helena, and once I do, that machine will heal her. It has to.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Meiyin Note #21(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: It's working, I am certain of it. When I placed Helena upon the central altar and stepped away, the machine hummed and sang in response. The light of the crystals burned brighter as well, and the once stale cavern air became warm and soothing. Helena immediately improved. She has stopped sweating, and her breathing is stable. Blinking golden specks float about her like fireflies while she sleeps, as peaceful as I have seen her. The whole chamber has that effect. Even as I watch over her, I can feel my heart slow to a serene, steady beat. Unfortunately, the process is gradual, and with each moment the pursuing horde grows nearer. I need to buy time.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Meiyin Note #22(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: I have sealed the chamber and left a pair of my beasts to guard it, just in case any of the smaller monsters slip past me. It will take time to open it again, but after this battle, I will be afforded some patience. I assembled the rest of my beasts and my armored giant in a defensive formation beyond the entrance to the cave. In the distance, I can see the horde approaching. They outnumber my pack, and it will not be long before they are upon us. On this ground, I will make my stand, with neither retreat nor mercy in my heart. In the end, every last one of those monsters will lie dead, or I will. Let them come. We'll be ready, right, Diana?(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Meiyin Note #23(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: I have beaten back the first wave, but not without cost. Though my own beasts fight with more ferocity than these untamed monsters, my ranks have begun to thin, and the towering demons have yet to enter the fray. That has made it easier for me to tear through the lesser creatures with my armored giant, but their patience makes me wary. Beneath me, I can feel something stirring from the tomb. The machine is continuing to work. If I can just hold the horde off for a while longer, Helena will awaken and we can leave this place. But first, I must hold.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Meiyin Note #24(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Again and again, the monsters come. It seems as though there is no end to their number, but I know that cannot be true. I must keep fighting. Yet as time passes, that grows far more difficult to do. One by one my beasts are falling, and I can only rest at times like these, in the gaps between assaults. My eyelids are heavy, my muscles sore and only writing like this is keeping my mind from growing hazy. The gigantic demons still stand idle, letting their lessers wear down my forces so they can strike me when I am at my weakest. Yet they cannot wait forever, for the tomb continues to rumble below. Eventually their patience will run out, and in that moment, this battle will be decided.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Meiyin Note #25(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: At last, the time is at hand. The towering demons have begun to stir. Though my beasts lay dead and my armored giant is damaged, I have slain the last of their minions. It is down to them, and it is down to me, just as it was always meant to end. Come then! I am Li Mei-Yin of Yi, Beast Queen of the Jungle, the Depths and the Wastes! If you dare to challenge me, then come and let us duel to the death!(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Meiyin Note #26(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: I am victorious. Though my armored giant groans and sparks, and though blood stains my lips and drips down my armor, I am victorious. It was a long, grueling battle. I had no advantage in power, so I goaded my immense foes into striking, and then counterattacked them at their joints. Once I had slowed their movements even further, I picked at their weakest points, wearing them down before finally going for the kill. However it was far from easy, and there were moments where I was nearly cornered. But in the end, the great demons lie dead while I am still standing. Now as soon as I have the strength to not only stand, but move, I should see to Helena.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Meiyin Note #27(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: I arrived in the tomb to a chorus of light. The machines and crystals pulsed with a heavenly rhythm, and hundreds of those golden fireflies danced about Helena to the same melody. Her body itself glowed like the sun, floating untethered above the altar. I was so in awe that when the whole chamber flashed and Helena's flesh turned to light, I could only watch. It was not until Helena's radiance floated skyward that I could find my voice and call out her name. By then the light of the crystals had begun to dim, and there was no trace of her left. Somehow, I know that this is the end she was seeking, and that wherever her soul may be, it is safe and content. Yet I cannot help but mourn, for now I am left alone.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Meiyin Note #28(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: I am certain that I succeeded, and yet my hands and heart are empty. For the first time in so long, I am devoid of purpose. There is nothing to fight or run from. Is this what peace feels like? When I exited the cave, I simply entered my armored giant and left. I did not have a destination in mind, just some faint instinct that perhaps I should go this way. So here I wander, alone in a land of poison and empty palaces, to no end but the one I choose. It's unfortunate. The sky is so clear today. It would have been the perfect time to fulfill the promise around my neck.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Meiyin Note #29(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: My armored giant has stopped moving, and I do not know how to fix it. I suppose I have been fortunate that it lasted as long as it did. Had it given out before we reached the tomb, I may not have been able to protect Helena. If I want to carry on without it, I will need to get to work soon. I am low on supplies, and when one is surviving on their own, there is always much to be done. Food. Shelter. Safety. Maybe I will even find time to clean the blood from my face. Yet for now, all I truly want to do is sleep. Perhaps I will dream of flying.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Meiyin Note #30(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: I awoke to the sound earthshaking footsteps. A towering demon was upon me, and though I struggled against its minions on foot, my situation was desperate. Suddenly, an armored giant crashed to the earth. It struck down the demon, scattered its beasts and knelt before me. From within stepped a woman with hair the color of sunset, or perhaps more aptly, a tangerine. My Juzi, my love - Diana. For a moment, I thought I was dead or dreaming, but she felt too real to deny. I left her lips smeared with tears and blood, but she wouldn't let me apologize. It's just as well. I was not that sorry. I do not know how or why this is possible, but neither do I care. All I know is that I am going to hold onto this feeling and never let it go. Never again.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Diana Log #1(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Am I really alive? This doesn't look like any hell I've ever heard of, and I feel like heaven would have better groundskeeping. The problem is, I'm pretty sure I died. I remember drawing that monster away from the gateway, a ton of pain, and Mei's face looking down at me. I held onto that sight as long as I could, until the darkness crept in, and I fell into a cold void. The rest is kind of fuzzy, but I remember a voice. "Help. You have to help." And now I'm here, butt-ass naked with a familiar hunk of metal stuck in my forearm. Yeah, I'm definitely alive, there's no way this stupid thing would itch so much if I were dead. Guess that means I'd better make myself some clothes, and maybe some kind of ointment...(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Diana Log #2(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Right before things went crazy, Santiago mentioned something about human cloning chambers over the radio. That's the only explanation for this comeback tour of mine that makes any sense: I'm a clone. So does that mean I'm just a copy of the original, or is it possible that my consciousness was stored somewhere and then put into a new body? This is so weird, especially since it's never happened to anyone before. We lost plenty of people back on that station, but not one of them ever came back to life. Death was a one way ticket, period. So why am I the only exception? Is it that voice, did it do this to me? Okay, that's creepy. The voice just answered me. It said, "Yes."(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Diana Log #3(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: All right, time to pull the plug on all this soul searching crap. I'm positive my memories are real, so whether I'm some off-brand clone or not, for the sake of those memories I'm going to treat this like a second chance. There's no way I'm going to waste it, no way! I've got some basic equipment together now, and based on my surroundings, I'm definitely planetside. That means if the Gateway Project was successful, then Santiago, Helena, Mei-Yin and the others are somewhere out there. All I have to do is find them. The voice mentioned something about help. If they're in trouble, then I hope they can hang on for a little longer. I'm on my way!(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Diana Log #4(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: I keep feeling these tugs on my mind as I travel, like I'm being led somewhere. Under normal circumstances I'd start to question my sanity for trusting the guidance of a disembodied voice, but considering recent events, I think I'd be even crazier to ignore it. My creepy, unseen benefactor's being pretty vague though. When it comes to dealing with these security drones and general survival, I'm on my own, but that's nothing I can't handle. This city's got tons of cover if I need it and good vantage points for scouting ahead, so shaking off any bogeys shouldn't be a problem. I've got to say though, after all that work we put into escaping that station, it's kind of a drag that the planet isn't any better off. Figures, right?(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Diana Log #5(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: So this city's the ultimate fate of civilization, huh? A bunch of crumbling, overgrown buildings, crawling with all the insects we left behind? I guess you can't say no one warned us. A lot of people fought real hard to keep something like this from happening, myself included, and turns out the apocalypse showed up anyway. I always thought we'd stave it off myself. I guess I just believed in us, you know? Humanity, I mean. But even knowing it was going to end up like this, I don't think I'd do anything different. Regrets aren't my style. Besides, there's a few of us humans still kicking. Who knows, someday these buildings could be full again, but until then I get a spacious corner apartment rent free. Not too shabby.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Diana Log #6(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: They were here, no doubt about that. There's scoring from TEK weapons all over, and while I can't pin down exactly how old they are, the gaps they burned in the foliage mean they're not ancient. The caliber on some of these are huge though, way bigger than a rifle. Don't tell me Santiago built a freaking tank? Guess I'll find out soon enough. The tugging on my mind is growing stronger. Something's nearby that the voice wants me to see. Whatever it is, I'd better take a careful approach. I'm not exactly brimming with firepower, and I don't have Mei's gift for taming animals, so I'm all alone here. Can't afford any dumb mistakes.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Diana Log #7(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: You really outdid yourself with this mech, Santiago. Even busted up and slumped against a building, it's one impressive machine, and it looks like you made sure it went down swinging. Would've been a blast to put it through its paces together, like we did with that TEK armor when we first met. It's not right that you died here all alone, after everything you did. The Gateway Project gave us hope for the future, and you made it possible. Honestly I'm not sure why the voice would bring me back and not you too. It doesn't seem fair. Now said voice is saying "sorry" over and over again in my head, so it must have tried. Well don't worry, mysterious-ethereal-whatever-you-are, one miracle's enough. For both you and Santiago, I'll make it count. Bank on it.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Diana Log #8(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: It took a beating, but with a little more work, I think I can get this beauty running again. It won't take long to get used to the controls, either. They were clearly designed so that even someone without a single hour in a simulator could take the wheel on a more basic level, but there's a lot of advanced settings here too. I'll have it dancing like a fifty ton ballerina in no time. It's enough to make a girl giddy. Santiago, if you were here right now, I'd kiss you. You certainly deserve more than the grave I made for you, so I'll just have to pay my respects by showing off what your last brainchild can really do. Hope you're watching.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Diana Log #9(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Systems online and engines purring. My MEK is go for launch, so whatever did this better watch its ass. Payback's coming. I'm competent enough with TEK armor and a rifle, but if you really want to see me make magic happen, put me inside a cockpit. I might specialize in fighters, but I've aced all the simulations with just about every vehicle in the URE arsenal. It doesn't matter if it's got wheels, wings or legs, with a machine like this at my fingertips, there's no such thing as impossible. All right, mystery voice, keep that target locked for me. Reinforcements are en route, and you'd better believe we're bringing the thunder.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Diana Log #10(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: My timing couldn't have been better. I followed the tugs on my mind until I came across a colossal, walking forest bearing down on a lone figure. I'm still not entirely sure what that thing was, but all it is now is the world's biggest salad. As for the survivor, I knew who she was before I even saw the hypnotic tempest in those eyes. Who else stands so tall in the face of death? Who else could call me here from so far away? Who else but you, Li Mei-Yin? Considering I came all the way back from the dead, I probably should have had a better line in my back pocket than, "Miss me, beautiful?" But hey, I sure didn't hear her complaining.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Diana Log #11(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: That Mei held out for so long might be a bigger miracle than my second chance at life. When the elation wore off, she practically collapsed in my arms, as if her legs could no longer bear the weight she carried. I haven't asked what happened yet, but I can see the hell she dragged herself through in the rings beneath her eyes and the bruises on her body, not to mention her damaged MEK. Just how many battles has she fought out here all by herself? Well that ends today. After all she's done, she's earned her rest. It's my turn to take point.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Diana Log #12(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Mei's been getting me caught up while we repair her MEK. Apparently her friend from the other station, Helena, became delirious after using some kind of artifact to fend off those big monsters. Long story short, that stunt put her in a coma, and she ended up dissolving into a beam of light. In other words, they were knee deep in some seriously trippy shit. Of course, I was recently resurrected and hear a voice in my head, so I can't exactly throw stones. It's too bad about Helena. We got along well, even if I only knew her for a short time, and she risked her life to help us back in those caves. Whatever happened to her, I hope she's at peace.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Diana Log #13(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: I needed to cannibalize some parts from my own machine to get it done, but Mei's MEK is back online. Time to move out, at least if this mystery voice can be trusted. If you ask Mei, it shouldn't be. After all she went through with Helena, I get why she'd be cautious when it comes to unseen, prophetic entities, but this is the same voice that led me back to her. I can't dismiss it now. I should probably stop calling it a voice though.Thinking about it, it doesn't really make a sound. Its words just...appear, like they were written in the back of my mind by an invisible hand. What should I use instead though? Does it have a name? Or maybe...did it used to? Weird. It doesn't seem to know.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Diana Log #14(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: We've been travelling together for a couple days now, and Mei hasn't let me out of her sight for more than thirty seconds. While it's sweet that she's being so protective, we've had to talk a bit about separating our relationship in and out of combat. See, while any good pilot has to watch their wingman's six, they also have to trust their ability to handle themselves. If she's constantly trying to save me, our MEKs are going to end up stomping on each other's toes. I think she's starting to understand that. She didn't like my joke about getting another do over if I bit it again, though. My second coming's sponsor wasn't laughing either. Apparently, it's not sure it can replicate my revival. Fine by me, this last shot's all I need.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Diana Log #15(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Now that we're fighting in sync, we've been able to handle any threat this place has thrown our way. Piece of cake! Those big guys though, like the walking forest I took down or the ones who made these tracks, they might be trouble in a sustained fight. But based on what Mei's told me and the hidden systems I've discovered inside this puppy, Santiago had already built the perfect counter for them. Originally, there were four of these MEKs, and they were designed to fuse together into one giant, badass superweapon With firepower like that, we'd smoke those lumbering titans in an instant, but unfortunately two of the MEKs were abandoned in battle. Too bad, I'd have loved to take it for a spin.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Diana Log #16(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: I think I can see where we're being led. I can't make out all the details yet, but there's a bunch of communication arrays that stand out against the horizon. Could be military, like a command post or major communications relay. Whatever force is guiding us along bought itself a lot of trust by reuniting me with Mei-Yin, but now that our destination is within reach, I'm starting to get curious. What does it want us to do when we get there? Are there other survivors that we can contact with those arrays? For once, I'm not getting a response to my questions. Maybe we're supposed to find out for ourselves...or maybe we should go in there with safeties off.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Diana Log #17(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Structurally, this building's basically a bunker. The walls look durable enough to withstand a few dozen megatons of force, and they're built to last. That alone told me it was important, but it was nothing compared to the sprawling, circular control center we found inside. Rows of consoles cascade out from middle of the room, and the walls are lined with massive screens. While everything here's wearing a fine coat of dust, I see lights flashing and status reports flowing. This entire facility is still operational, and it's the heart of everything we've been through - the space stations we were on are all being monitored right here! Guess I know what we're here for now. Better roll up my sleeves, this is going to be a ton of data to sort through...(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Diana Log #18(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Mei says Helena called the space stations ARKs, and that they were meant to restore life to the planet. That's consistent with what I've found here, but there's a problem. The Reseed Protocol, the final step of the restoration process, is being blocked by what it calls "Element Toxicity Rating." Now that I think about it, there are a ton of Element veins out there, way more than I remember. It must have spread across the whole planet. Based on these readings, it even infected the lower layers of its crust. After witnessing what raw Element can do to a living thing first hand, I can see how that'd be a problem. It looks like the ARKs have some built in tech to reduce the ETR around them once they make landfall, but right now it's just too high for them to handle. Something's spreading it, and protecting it to boot. Those big monsters out there, they're the problem - the titans.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Diana Log #19(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: These titans remind me of combat drones. This control center has tracked their general migration patterns, and to my eye, they're almost like troop movements. When they decide to swarm something, they come from all over, like something's commanding them. Not to mention they spread Element everywhere they go. So basically, before the Reseed Protocol can be triggered, the titans need to be eliminated. Normally I'd be all gung ho about an impossible mission like that, but the number of titans we'd have to take down is nuts. Mei and I might be a killer power couple, if I do say so myself, but even we'd die of old age before we ever made a dent in the their population. There must be something we can do though. I did find lots of references to a place called "Arat Prime," off on the other side of the planet. Looks promising, but...well now isn't that interesting. Our favorite mystery being seems to think so too. Is that where it's leading us?(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Diana Log #20(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Now that we know what this faceless tour guide in the sky actually wants from us, Mei and I had a long talk about next steps. On the one hand, after going through the ringer, it's awfully tempting to settle down and just enjoy the apocalypse together. On the other hand, I've got a resurrection to repay, and keeping Earth from dying seems kind of important. I do live here, after all. Who am I kidding? I was always voting for the dangerous option. As for Mei-Yin, I guess she's actually been hearing said guide herself these days, and amazingly that's all the convincing it took. She says she trusts the way it speaks, almost like it's familiar to her. We must be out of our freaking minds to do this, but hey, at least we're going mad together.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Diana Log #21(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Things have taken a bit of a turn, or rather we've taken one - in the exact opposite direction of that absurdly huge lizard we spotted. As big as those other titans are, they're puny compared to this guy, and according to Mei-Yin, he packs a punch to match. She would know, she fought it before - when it killed all my other friends. While that means I owe him some retribution, it also means we're seriously outgunned. Unfortunately, he keeps following us even when we change course, like he's got our scent. He's still a day or two behind us, but eventually he'll catch up. When he does, we need to have an escape plan, because barring a serious upgrade in firepower...wait. Maybe we have that after all...(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Diana Log #22(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: This is an all or nothing gamble. If we can't repair the two MEKs that got left behind the last time this King of the Titans came out to play, then we're just going to die where everyone else did. But if we can get them up and running somehow, then we can fuse all four of them and form Santiago's super weapon! With the damage these MEKs have sustained and only two pilots, it won't be at full capacity, but lucky for us I'm the top ace in the whole damn URE. As long the engine's running and the guns are loaded, I can give us a chance. Okay, break's over. From here on, we're heading towards that battlefield at full burn.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Diana Log #23(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: I'd been bracing myself for this ever since we set out, but the sight of decaying corpses and shattered equipment was still hard to take. I knew everyone here for years, they were basically my new family. Pulling Kazuma out from beneath his MEK just about triggered the water works. I can't mourn just yet though. There's no time, and I don't want to give Mei any more reasons to blame herself. What happened wasn't her fault, she made the right call. If she'd thrown her life away instead of escaping when she had the chance, we wouldn't have a shot at payback at all. So for now, we've got to put the blinders on and keep each other focused Shit. It sounds so easy when I write it down...(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Diana Log #24(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Yes! Hell yeah! They actually started! They're still pretty banged up, even with the repairs, but both of the abandoned MEKs are operational. Now we've just got to fuse all four of them together. We've got time to spare too. Our guest of honor is still a ways off. He's slowly lumbering towards us, like it's inevitable that we're going to roll over and die for him. Well guess what, asshole? The only thing that's gonna roll here is that nasty looking head of yours. Man, my blood is pumping just thinking about it, but I'd better rein it in. When that thing gets here, I'm going to need every ounce of adrenaline I've got.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Diana Log #25(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Santiago, you crazy little genius, I owe you another kiss. This baby's beautiful! I've never seen a weapon like it. The MEKs fused so completely that it's as if they were never separated at all, and the power this combined, MegaMEK is packing is off the charts. Even though it's only at 70% capacity, it should still be enough to take that titan down. That sword looks like it could cut a skyscraper in half, and its defensive systems can take a serious beating. The only tricky part is the fact that it needs four pilots, and we only have two. The good news? One of those pilots is me.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Diana Log #26(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Okay, it's done. I've managed to slave the legs, head and left arm to my controls. Mei's better than me at hand-to-hand, so she'll still pilot the sword arm, but anything more than that would overwhelm her with information and technological complexity. In other words, when we enter combat, I'm going to assume control of 75% of the MegaMEK's systems. It'll be a mental and physical strain, but I'm prepared to take it. Like I said, it's my turn to carry the load, and I'm in my wheelhouse here. If there's anyone who can handle this, it's me. Not like there's time for another plan anyway - the titan's almost here. All right you ugly son of a bitch, let's go!(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Diana Log #27(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: The titan's initial assault was intense, but we fended it off by staying on the defensive. Something that powerful would be used to winning quickly, so we knew that if we could weather that first storm, it was sure to hesitate. When that moment came, we turned up the heat. From there on it was a high octane slug-fest. Our clashes felt like they might shatter the ground beneath us, until we finally landed a critical blow to its torso. Based on the way it flailed and hissed when we struck, I don't think it had ever been wounded so badly. So in the end, that was enough to send it packing, nursing the giant, bloody X that we carved into its chest. Take that, asshole! And don't come back!(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Diana Log #28(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Hopefully that's the last we see of that titan, because as sweet as some more permanent revenge would be, fighting it a second time might be pushing our luck. By the time I exited the cockpit, my nose was bleeding, and hours later I'm still wobbly on my feet. Controlling three MEKs at once in a sustained combat scenario should definitely be filed under "don't try this at home," and trying to pilot all four is probably a fast track to an aneurysm. On top of that, our MegaMEK is basically held together by bubble gum and dreams at this point. At full power and with four pilots, it might be able to kill that big bastard, but we're lacking on both fronts. So all told, we did as well as we could have hoped. Think I deserve a victory nap...(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Diana Log #29(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: We finished marking the last of the graves a few hours ago. It was hard to say goodbye, but having recently died myself, I know that sitting here and crying my eyes out for a week straight won't help them. Hopefully they find peace within that void, or something better beyond it. Now it's just me, Mei-Yin and the long road ahead. Well, and the faceless presence that's guiding us down that road of course. I've already started to feel the tugs pulling me towards Arat Prime. Not sure what's waiting for us there, but with Mei by my side and a dangerous mission in front of us, I'm just going to relax and enjoy the ride. I can admit that I'm certifiable for saying so, but this kind of life? It's just my speed.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Diana Log #30(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Mission Log: First Lieutenant Diana Altaras, URE 82nd Fighter Squadron, and Li Mei-Yin of Yi, Beast Queen of the Jungle, the Depths and the Wastes If you're reading this, then like us, then you managed to break free of the ARKs. So welcome to Earth, kid. Hope you like ravaged hellscapes, because the bad news is you?re late to the apocalypse. The good news is you can do something about it. The two of us are going to do what we can to help, but it won't be enough. You see those huge, ugly monsters out there? They need to be cleared out, or Earth can't recover. Also, if you see one with an X shaped scar on its chest, do me a favor and flip it off before you finish it. We'll do our part. The rest is up to you. Good luck.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Santiago's Log #1(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: I wish everyone would just shut up for five seconds. I already know this is bad, we all do. So keep your hyperventilating to yourself, all right? Jesus. When we stepped through my gateway and teleported to the surface, we thought we'd escaped the worst of it, but it turns out this planet is a burnt out, post-apocalyptic nightmare. Some people feel like we're back to square one. But objectively, we're not. We've got TEK equipment, supplies, some tamed animals and a decent number of human assets. That's plenty of tools at our disposal. All I need is for people to give me some space and let me think. This is just another code that needs cracking.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Santiago's Log #2(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Think we've found a decent spot to set up shop. That crater up ahead should have everything we need. Mei-Yin scouted it out with some of her pets, so that's at least one other person who isn't panicking. Not that I expected her to after she took the "suicide" out of that suicide mission back on the station. Di really knew how to pick a winner. While we travel, I've been putting together some equipment. Nothing too complicated, just some basic gear to help me take a few measurements of our new environment. Gravity, soil composition, atmosphere, etc. I've got a good idea of what they'll tell me, but it's worth confirming.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Santiago's Log #3(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Some of the readings were outside my estimates, but this is definitely Earth. That same old, self-absorbed ball of dirt. I figured as much. According to that biologist, Helena, people from my time are the most advanced humans on those stations. That means they couldn't have been built too far in the future, and last I knew, the Federation and the URE were still stuck on Earth. It wasn't for lack of technology, just the usual suspects - politicians. They could barely share one planet, much less space. People like to talk about having AI overlords as a nightmare scenario, but if we were ruled by machines, I might be looking at a flourishing Martian landscape instead of this ravaged one on Earth. Doesn't sound all that bad when you think about it. I mean, look what happened with humans in charge...(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Santiago's Log #4(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Construction on Camp Omega is going well. Things usually do when I have a project to focus on. I'd prefer something more challenging than living quarters, stables and basic defenses, but this'll keep me busy for now. I'm the de-facto leader of this outfit these days, I realize that. No one else still among the living is qualified, so fine, I'll do the job. I just can't stand being bothered with every little disagreement or emotional breakdown. I've got real work to do, solving real problems. That's why I made the Federation set me up in that mountain villa as part of my contract. My little hideaway, with just me and whatever puzzle they needed me to solve. It was perfect. Had a great sound system too. Assuming my memories are real, anyway.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Santiago's Log #5(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Tried chatting with Helena a little about this Earth situation. Smart girl, probably smarter than anyone else I've met here, but I think she has a hard time telling when I'm messing with her and when I'm just a being jerk. Not her fault. There's a reason why the Federation suits only visited me when they absolutely had to. Didn't matter how high ranking they were, I'd never mince words with any of them. I knew they'd have to take it. They needed me. So yeah, I can be a pain to deal with, unless you're someone like Di. She may not have been an engineer or scientist, but she had a PhD in talking shit. Miss that ginger lunatic.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Santiago's Log #6(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Camp Omega's basically up and running, complete with a functioning infrastructure, and we've got resources to spare. Lots of them. The surface of the planet is brimming with Element. After just a couple expeditions to the edge of the wastes, we've practically filled our storehouses. I'm not sure what we're going to do with it all. I'm not sure how there's so much of it. Element wasn't nearly this common in our time. Granted, all the Element that those stations are made of had to come from somewhere, so theoretically this city could have been built on top of an undiscovered vein. This much of it would turn even the smallest village into a metropolis overnight. But if that was what happened here, then where's the mine? May need to take a few more readings.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Santiago's Log #7(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: I ran the numbers. We're living in a scientific impossibility. Element simply couldn't expand fast enough to reach this level of density under natural conditions, even with millennia of uninterrupted growth. That means something accelerated it at an alarming rate, even if this area's readings are an outlier. Well I say "something," but there's an obvious answer here: man. Any tech that runs on Element emits a few molecules of it back into the atmosphere, which take root in the soil. It's kind of like pollination, but the scale's so small and we consume it so fast that it's practically negligible. To spread it to any significant degree, you'd need a huge spike in Element proliferation. A spike you'd get from, say, a century of open warfare with Element based weaponry. And the best of that weaponry? That'd be mine.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Santiago's Log #8(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Sure, there's a chance it wasn't weapons. The civilian applications for Element were spreading daily, after all. I would know, I took a few corporate espionage gigs under the table, just to see if I could. If they started cutting enough corners on filtration... No, I have to face the implications here. Not that I was ever a paragon of virtue, I knew I was engineering prepackaged death, but it should never have gone this far. Then again, if I'm just a clone of the original Santiago, am I really responsible? I keep saying "me" and "I," but it's not my fault that I have his memories. Although if I accept that, what's left of me? Either I'm a horseman of the apocalypse, or I'm nothing at all. Deal with this later. There's work to do.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Santiago's Log #9(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: The situation's changed on us yet again. We saw some big monsters in those caves, but those guys we spotted a few hours ago dwarf all of them. It's not even close. Add the mechanized drones we've been dealing with, and all of a sudden our firepower seems pretty underwhelming. I wonder if those behemoths are the result of Element mutation. Depending on how you look at it, that would make them my problem in more ways than one. Fine then. If they're a problem, I'll just make a solution same as always, and I won't do it by dismissing my identity. I'll lean into it. Yeah, I've got just the thing. It's interesting how the worst circumstances are always the catalyst for my best ideas.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Santiago's Log #10(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Giant bipedal battlemechs. When I told everyone that was my big idea, I'm not sure what I got more of, blank stares or nervous laughter. I think the ones that were laughing hoped I would join in. I didn't. Hey, I get it, I know how it sounds. It's just like I said though, if I'm going to accept my identity as Santiago, then I may as well lean into it. If the original me really engineered armageddon into reality with crazy high tech weaponry, then I'm going to reverse it with an even crazier high tech weapon. Some people may call that fighting fire with with fire, but I call it fighting a small gun with a much bigger gun. (/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Santiago's Log #11(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Turns out no one else had a better plan, so the wheels are in motion. I've already got teams working on the hangars and gathering resources while I hammer out the schematics. Building these MEKs is going to be one of the hardest things I've ever done, maybe the hardest. With the Gateway Project, I could use the Obelisks as a blueprint, but these are all me. Luckily, having an eidetic memory means I can call on everything I ever studied about robotics, so I'm not starting from scratch. Besides, this is my true Iove. They say constantly crunching away on a big project will make anyone burn out, but for me it feels like a dip in a lazarus pit. I live for the grind. (/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Santiago's Log #12(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: The final MEK designs are complete. Based on the skills and experience of our potential pilots, I decided to emphasize the energy sword as its primary weapon and divert a bit less power to the precision TEK cannon. That's just the base model though. Each MEK has a modification slot where equipment can be swapped to suit the pilot's tendencies and mission parameters. There's a reactive shield dome to protect the team and force close quarters combat, an artillery cannon for back line support, and shoulder mounted missile launchers for when you just want to say "to hell with this thing in particular." That alone would make them worth the effort, but I haven't even gotten to the best part...(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Santiago's Log #13(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: I designed these MEKs to make the most of our resources, so while alone they're devastating fighting machines, together they're more than the sum of their parts. I mean that literally - we have the resources to make four of them, but when they're all in close proximity, they can fuse into an an even more powerful MEK. A MegaMEK, if you will. I got the idea when I was messing with the teleportation tech we we found on those hunter/killer robots that roam the city. Instead of physically linking the MEKs together like puzzle pieces, I combine them on the atomic level via teleportation. It's my masterpiece, the ultimate fighting machine, with the most efficient Element reactor and most powerful energy sword ever constructed. None of those monsters will stand a chance against it, no matter how big. As long as we find some pilots that can handle it, that is.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Santiago's Log #14(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: The number of assets we have with any piloting experience at all is practically nil, so I've focused on making the controls as accessible as possible. I landed on a combination of a neural link and gyroscopic, full body motion sensors for what I call Beta Level piloting. Basically, once they're linked up, the MEK will mimic the pilot's movements and an automated system will handle the messy details. But because I just can't help myself, I also added an array of hard light consoles and a stronger connection to the nervous system for Alpha Level piloting. That'll offer refined control over every bit of the MEK, but it would take a stud pilot like Di to utilize it. I can't possibly build a machine without leaving a way for it to reach its full potential though, even if no one here can unleash it.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Santiago's Log #15(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: MEK Pilot Evaluation: Candidate #004 - Li Mei-Yin I admit, when I decided to go with simplified controls that mimicked the movements of the pilot, I had Mei-Yin in mind. This isn't about pity or nepotism either, she's objectively the best close quarters fighter we have, and based on our interview, no one's as battle hardened. She answered both tactical and moral dilemmas quickly and decisively. The later's a little scary, but we need a pilot like that, someone who won't hesitate when the safety of the group's on the line. The only question is her emotional state. I don't know what stage of grief she's supposed to be in, but when the fighting starts, there's a chance she loops right back to anger. Still, even with her blood running a little hot, she's clearly a top candidate.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Santiago's Log #16(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: MEK Pilot Evaluation: Candidate #013 - Helena Walker This one caught me off guard. I knew from experience that Helena could handle herself in a crisis and improvise quickly, and she did well enough on the interview. Creative, level headed...not much killer instinct but we don't need four Mei-Yins. So she was solid, but not spectacular, at least until we hooked her up in the prototype and looked at her synchronization ratings. She had every gauge maxed out! It's as if her nervous system is more advanced than everyone else's, like it can just process information at a higher rate. I wonder, could she open a neural link with even more advanced technology? Maybe that's a question for another time, but for now, I think I've found my second pilot.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Santiago's Log #17(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: MEK Pilot Evaluation: Candidate #022 - Takaya Kazuma URE lugheads like Kazuma are why I had no problem helping the Terran Federation. Loud, obnoxious, self-righteous and above all? Naive. He struggled making tough calls in the interview because he didn't think we should "have to" make sacrifices. It's a cute sentiment, but we're trying to survive here. I've got to walk the talk though. His memories may end just after the academy, but he's one of our few assets left with real military training. Sync scores are solid too. Loud mouthed URE zealot or not, he might be our best remaining option. My personal bias is irrelevant.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Santiago's Log #18(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: MEK Pilot Evaluation: Final Candidate - Santiago Outside of testing, I rarely want to use anything I engineer. Part of it is that my ideas are never as exciting to me once they're realized, like I got it out of my system, but I also just think it ruins the purity of it. Great painters don't hang their own work on the wall, do they? Unfortunately, this time I don't have a choice. I know the MEKs better than anyone, and only Helena has a better sync rating. That's probably because I tested the synchronization system on myself. Stupid mistake. Looks like my workload just doubled.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Santiago's Log #19(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Now that construction has reached Phase III, I need to have a lot more face time with our top candidates. The MEKs will still be usable by anyone, but if we can get them specifically tuned to their primary pilots' preferences and behaviors, we can maximize their combat efficiency. Plus, they have to get used to actually controlling them. Not really looking forward to this part. I'm the kind of guy who can't help but take the wheel after thirty seconds of watching someone struggle with a computer console, and these are my greatest creations, not an internet browser. Could get painful...(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Santiago's Log #20(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Mei-Yin's taking the longest to get used to her cockpit. Understandable, since there's not even a word for it in ancient Chinese. Luckily her endurance lets her practice for longer intervals, so she'll catch up eventually. Our sessions are also the quietest. You'd think we'd have more of a rapport by now, but Di was always our mutual connection. So with Mei-Yin it's all business, even if she's struggling or I start to get impatient. The only time she went off-topic was when she invited me to a workout, and since I'm a pilot now, I agreed. My legs regretted it afterwards, but our next session went far better. Not friendlier, not chattier, just smoother. It's like we've reached some strange, silent, anti-social understanding. I'm not sure I get it, but I guess I don't mind.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Santiago's Log #21(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Helena's sessions have become an exercise in frustration. Her synchronization never drops a single grade, and when I explain what she's doing wrong she understands. But for some reason, she's just hit a wall when it comes to execution. She's working as hard as anyone, and she's so damned earnest about wanting to help out that I kind of regret being so short with her. I've even tried to hide just how far behind she's falling. Maybe she needs to focus on something external, like a carrot on a stick. She's always talking about how she wants to find the truth behind those stations, and my scanners picked up an unusual signal the other day. I'm no one's idea of a life coach, but I think that may do the trick.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Santiago's Log #22(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: That carrot worked pretty well. As soon as I mentioned the signal I'd detected in the wastes, it was like a second reactor started up in Helena's brain. The signal's not even a sure bet, just a vague chance at finding some answers, but she leapt at it. I got caught up in her enthusiasm and ended up saying more than I'd intended though. I hadn't meant to bring up the clone situation or whether we're responsible for our past lives, but maybe I needed to get it off my chest. Not sure it helped. Anyway, by our next MEK session, Helena was back on track. In hindsight, seems like it was a confidence issue, like she's convinced herself that her sync rating is a fluke. Better tone down the criticism for a bit.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Santiago's Log #23(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: If nothing else, my own sessions have been a moment of peace. I still don't want to pilot one of my own masterpieces in combat, but when it's just me and my MEK in the hangar, I feel like I can finally relax. It's not just that I've been working long hours. I did that plenty of times on the Gateway Project, and our TEK bomb before then. It's that I'm working long hours and dealing with people at the same time, all the time. The pilot sessions have been getting better, but running everything else on top of that? "Santiago, a water pipe broke. Santiago, so and so is hogging all the ammo." Constant interruptions. Maybe I'll just hide in the cockpit and nap for a while. No one would know...(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Santiago's Log #24(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: It should just work! The MEKs' power systems fuse perfectly during my teleportation sims, so why does the reactor keep sputtering? The errors I'm getting don't make any sense, but if I ignore them and they turn out to be right, the fusion process could end in a catastrophic reactor meltdown. Unbelievable! Here of all places is where I screw up? The most critical juncture of this entire damned enterprise? I'd never make a mistake like this back home, but maybe that's because the original Santiago was better than I am. If I'm just a crude approximation then some degradation would...no, I'm fixing this. Just like I always have.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Santiago's Log #25(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Simulation 157B was another failure. Error 612-A4, same as always. Almost no change in reactor coupling. I've had projects fail, but not like this. Not this spectacularly, just inches from the finish line. Why'd it have to be this one? This is the pi?ce de r?sistance on my lifelong resume, it's the thing that will wipe my whole ledger clean. It needs to work, or my legacy is this dead hunk of rock orbiting around the sun. Thirty more simulations. I can get thirty more simulations in before I'll need to sleep. If I can just get a different error code, then I can start to isolate the variables involved. Just give me something to go on here, anything at all.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Santiago's Log #26(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: I can't believe those idiots did something so cheesy. I really want to hate them for it. Not sure what simulation I was on when I finally crashed, but I woke up to Helena and Kazuma dragging me off to deal with some "emergency." If I wasn't still half asleep, I'd probably have realized they were full of it, but as it was, I didn't catch on until I saw the cake. We can't really tell what day it is, but I guess everyone decided that today was June 26th - my birthday. According to them, that meant I couldn't work. I had to eat that crappy cake and "have fun." Kill me. Fine. The cake wasn't that bad, and maybe it was a little "fun." Can't ever tell them though, my reputation would be shot. These idiots...(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Santiago's Log #27(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: I can't believe that the solution to the energy flow problem was so basic. After being held hostage by the birthday committee for a day, I figured it out within a few hours of getting back to work. Turns out all I really needed to do was step back and get a new perspective on it. Everything's been going better since then, actually. Pilot training is nearly complete, we've assembled most of the parts and the whole team is working at peak efficiency. Even Kazuma didn't make me want to throttle him for a change. Don't get me wrong, these guys are still a bunch of corny idiots. They're just my corny idiots, that's all.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Santiago's Log #28(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: With the MEKs entering their final phase of construction, I decided to give our pilot team a little reward and simulate the MegaMEK fusion procedure. We won't be able to do it for real for another couple weeks, but the sim is pretty accurate. It went a lot better than I expected. By our third try, we had it down pat. The only thing that held us up was a lot of joking about who would control which body part. Mei-Yin patently refused to switch off of the sword arm and Helena was convinced that she'd trip us if she took the legs. I know it goes against my principles as an engineer, but after that, I think I'm actually excited to pilot this thing. Purity be damned.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Santiago's Log #29(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: It's too soon. They found us too soon! Those big monsters we saw, the ones that prompted this whole MEK project in the first place? There's some of them headed towards Camp Omega, and they're bringing a legion of help - mechanized drones, mutated animals, the works. We're moving as fast as we can, but even working around the clock we may have to face them down with just one active MEK. Two tops. The others will be close, but we can't skimp on the final boot up procedure without endangering the pilot. I know those three would be willing to risk that, but I'm not. Why did it have to be now? Another half a day and we'd be able to link up. We were that close.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Santiago's Log #30(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: One MEK, that's all we've got, and it's only because I'd been using my own machine for beta testing. There's no way I can take all of them, even with infantry support, but if I launch now and get their attention, I can lead them on a chase until the others are ready to go. It's a shame. We don't have the resources to replace my MEK, and without it my final masterpiece will never take shape. I'd have liked to see it, but more than that? I'd have liked to experience that moment where we all fused together for real, and our bizarre little squad became the most powerful team the world's ever seen. But if it means giving these idiots a chance to survive this, then I'll give it all up, because in the end? Those are my idiots.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Gacha Dossier(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Common name: Gacha Species: Macrodryadis crystallinus Time: Post-Holocene Diet: Omnivore Temperament: Docile Wild A gentle giant, Macrodryadis crystallinus spends its days foraging for food in the dense forest it calls home, though it rarely has to look very far. Thanks to its extraordinary digestive system, not only can Macrodryadis eat just about anything, but it can also turn a diet of scraps into a mountain of precious resources. Instead of producing excrement, Macrodryadis grows glittering crystals upon its back, which fall off when they reach their full size. Shattering these crystals can yield precious resources, as Macrodryadis is somehow able to transmute the materials it eats into something entirely different. One of our pilots likened the process to the gachapon machines from his memories of growing up in Japan, and I guess the name stuck. Domesticated Though its crystals prevent Macrodryadis from wearing a traditional saddle, if its rider is willing to sit in a basket that hangs from Macrodryadis' neck, then they'll find its long claws are well suited for mining resources. Personally though, I'd keep one around just for the crystals. The free presents, the way they glow at night...totally worth the potential nausea from the basket saddle. (/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Gasbags Dossier(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Common name: Gasbags Species: Mopsechiniscus fluitobesus Time: Post-Holocene Diet: Omnivore Temperament: Passive Wild It was always hypothesized that a member of the Tardigrada phylum would be the last species on Earth in the event of a global apocalypse, so in some ways, the existence of Mopsechiniscus fluitobesus is completely expected. Its size and method of travel, however? Less so. Mopsechiniscus is slow and ineffective in a fight, so to survive, it tends to choose flight - literally. First, it inflates itself like a balloon, briefly slowing down and gaining durability. Then it launches itself into the air by expelling gas through a series of sphincters in its underbelly, which it also uses to slow its descent. Yes, it's as...unusual as it sounds, but Mopsechiniscus makes the most of its inflatable nature. In addition to jumping, it can use its stored up gases to push back aggressors, or even float on water. Domesticated While a poor steed in battle, Mopsechiniscus is a fantastic beast of burden. The hairs on its back let a single rider steer it without a saddle, and it carries an incredible amount of cargo for its size. A small caravan of these could see us swimming in resources in no time. (/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Managarmr Dossier(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Common name: Managarmr Species: Draconis auragelus Time: Post-Holocene Diet: Carnivore Temperament: Aggressive Wild Draconis auragelus appears to be directly related to the stealthy Draconis obscurum. Their stature, gait and ability to dive through the air are all similar. However, where Draconis obscurum scaled cavern walls to gain the high ground, Draconis auragelus takes a more bombastic approach. In the middle of its hind feet, Draconis auragelus' bones form a hollowed out cylindrical shape that acts as a combustion chamber, which it fills with an explosive gas. When ignited, this gas propels it upwards, letting it "jump" in the air multiple times. From there, it can create a smaller burn in said chambers to hover in place, or dive at its prey. Like the icy variant of Draconis vipera, Draconis auragelus can slow down its foes with its frigid breath - though it's able to take this one step further and freeze its prey solid. Perhaps that's because it's used to living in the tundra environment on the surface, as opposed to a desert. Domesticated As a mount, Draconis auragelus can carry multiple adult humans without losing any of its impressive mobility, and its freezing breath makes it a good choice in combat. Whether you're looking to hunt, do battle or just travel with easy, it makes for an excellent companion. (/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Snow Owl Dossier(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Common name: Snow Owl Species: Bubo chinookus Time: Post-Holocene Diet: Carnivore Temperament: Aggressive Wild Discovering Bubo chinookus was a pleasant surprise. Owls are remarkable creatures, but they're not the type that could survive an extinction level event on their own. Since it never strays from the patch of frozen tundra we encountered, I believe the Obelisk was the key to its survival. Clearly a descendant of modern Strigdae, Bubo shares many traits with its smaller ancestors. For example, it excretes waste in the form of pellets, which make excellent fertilizer, and their large wings let them save energy during long, silent flights. They even hunt in the same way: by diving towards the ground to attack their prey with powerful talons. However, these talons also secrete a chemical with a high freezing point to slow down their prey, and they can even unleash this chemical in a wide cloud, temporarily freezing their foes. Domesticated With its swift flying and frigid attacks, Bubo makes an excellent single-rider support mount or scout. The later is helped by its tremendous vision, which it can share with its rider via its antenna. Not only does this make enemies easier to see, but Bubo can also spot Element veins with ease, even when they're underground. (/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Velonasaur Dossier(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Common name: Velonasaur Species: Velonasaurus spinavultus Time: Post-Holocene Diet: Carnivore Temperament: Omnivore Wild Velonasaurus spinavultus dwells in the small desert found outside the abandoned city, which is particularly fitting, because it looks like it's growing several cacti right on its face. As unfashionable as its facial fins might be, I recommend keeping a close eye on them. While said fins are folded inwards, Velonasaurus behaves like your average therapod, attacking with claws and teeth. However, when those fins are spread wide, Velonasaurus can rapidly fire a storm of spines at its prey. However, while in this state, its mobility is greatly hampered and it will eventually wear itself out. Therefore it sometimes prefers to unleash its spines in a single, deadly burst. By spinning around and firing a salvo of spines at the same time, Velonasaurus can defend itself from every angle at once. Domesticated Given its versatility, Velonasaurs spinavultus makes an excellent single rider mount in most combat situations, but it's particularly effective when defending an entrenched position. It's like a living, breathing gatling gun. Just be careful when giving it a congratulatory hug or pat on the head. Getting spined by your own war steed would be a rather embarrassing way to go. (/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Corrupted Dossier(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Common name: Corrupted Species: Various Time: Post-Holocene Diet: Various Temperament: Highly Aggressive Wild Even at its most deadly, there's nothing as beautiful as nature. Yet by definition, that beauty only exists if nature is left to run its course, free from interference or invasion. Sadly, that's not what happened here. These poor creatures have been infected and twisted by an outside force. I've seen how Element can alter the evolutionary trajectory of a species in small, indirect doses, but this goes far beyond that. The Element that grows within these animals has taken hold of their minds and driven them mad. They move as one, ravaging everything in their path, and often push themselves beyond their physical limits. We've found they have a sixth sense for Element, and on occasion have used that to our advantage. Otherwise, they are an unfeeling, ravenous horde. Domesticated At my insistence, we've tried on several occasions to remove the corruption from these hapless beasts, but to no avail. Every time we have to fend them off, I feel a pang of guilt in my heart, but putting them down is the kindest thing we can do for them. (/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Desert Titan Hologram(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Desert Titan The Lord of Sand and Sky has fallen, despite its swarms of protectors, the powerful swings of its mighty tail or the lightning it called from the sky. The soaring leviathan could not match the ingenuity of humanity, and especially not yours.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Forest Titan Hologram(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Forest Titan So succumbs the Lord of the Forest, the titan wreathed in green, who lashed out with root and vine to pin its foes to the ground or drag them to their doom. The forest itself rose to shield it, but even that could not save it. Not from you.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Ice Titan Hologram(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Ice Titan Thus ends the reign of the Lord of Winter. Its freezing breath, icy spears and colossal leaps had felled so many, but on this day, the giant of wind and rime was at last brought low - all by your hand.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Mek TM(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Technical Manual 9-978 Name: MEK Model Number: RX-103 MEK Height: 10.5 meters Weight: 48.3 tons Fuel: Element Standard Equipment OZ-13NV TEK Saber: Designed as the primary weapon, to better suit the skills of our top pilot candidates. Built more for cuts than stabs. Ideal for attacking in combinations. XBR-M-93R Plasma Pistol: Secondary weapon. Fires in three shot bursts. MS-06BR Boosters: Installed he unit's feet. On activation, they let the unit hover in the air and move rapidly over short distances. Combine with ranged attacks for maximum effectiveness. Heat Gauge: Pilots should always monitor their unit's heat levels. Overheating will result in your unit being slow, vulnerable and soon after that? Scrap. Custom Equipment Each RX-103-MEK has one has a module slot for a specially designed weapon or tool that can be swapped out with ease. These are... G-01W Mek Siege Cannon Module: A high yield artillery cannon mounted on the unit's back. To handle the recoil, the unit must temporarily anchor itself to the ground, rendering it imobile while firing. G-02H Mek Rocket Launcher Module: An oversized missile battery that fires in sixteen round salvos, which spread out and then converge on the units target. Especially effective against large, isolated targets. G-01S Mek Deployable Shield Module: Deploys a dome shaped energy barrier that protects the unit from incoming ranged attacks, while boosting its speed. Good for team or melee oriented pilots. (/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: MegaMek TM(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Technical Manual 9-979 Name: MegaMEK Model Number: RX-412 MegaMEK Height: 42 meters Weight: 193.2 tons Fuel: Element Fusion Procedure Forming the RX-412 MegaMEK requires having RX-103 MEKs active and in close proximity, with an Omega Level threat detected on their sensors. To fuse, the lead RX-103 must have a MegaMek Operational Materialization Interface equipped in its module slot. Once activated, the other three RX-103s must move into position around the lead unit, and fusion will begin. Equipment Unlike the RX-103, the RX-412 was not designed for versatility. It is built for one thing, and one thing only: raw power. The enemies we're facing can tople skyscrapers, so we need to be able to do the same. So it only has one weapon... OZ-52XX Vorpal TEK Cleaver: This sword draws power directly from the RX-412 and hones it into a cutting edge that can sheer through a mountain. Swing hard, swing often, and if you get sick of cutting your targets in to, well I guess you could always punch them. Addendum I never imagined my masterpiece would be a giant battle mech, but it's undoubtedly my best work. The RX-412 is the most powerful combat vehicle ever created. If there's anything out there that can overpower the RX-412, then frankly it deserves to kill us. (/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Enforcer FM(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Field Manual 31-582 Name: Enforcer Model Number: AGV MQ-9X Fuel: Element Threat Level: High Primary Function: Direct combat Field Observations With its speed and teleportation capabilities, Autonomous Ground Vehicle MQ-9X is built to close gaps quickly and engage its targets in close quarters. Once in range, it uses refined Element claws with lethal force. MQ-9X was clearly designed for urban combat. Its claws and shock absorbers let it scale walls and drop down to street level from significant heights, and we've only seen it patrolling within the city limits. Possibly the remnant of an automated police force or defensive army. Recommendations: Isolate, and engage at range in wide open spaces. I've calculated its maximum teleportation distance as roughly 15 meters, so maintain that gap as long as possible Personal Use Every MQ-9X I've encountered is stuck on a defensive loop, and overriding its primary directive is impossible. However, if we're able to acquire an intact processing core from a hostile unit, with enough parts I could reverse engineer our own, more loyal model. Could be useful - the grooves on its back are suited for a rider, so we wouldn't even need to build saddles.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Scout FM(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Field Manual 31-581 Name: Scout Model Number: UAV RQ-7Y Fuel: Element Threat Level: Low Primary Function: Reconnaissance Field Observations By itself, Unmanned Aerial Vehicle RQ-7Y is hardly a concern. Though many of them can be found monitoring the empty streets the abandoned city, they're not aggressive, and their offensive capabilities are limited. If attacked, they rely on bursts from their thrusters to either take evasive maneuvers or ram the aggressor, and they have no real armaments to speak of. This makes obtaining intact processing cores and spare parts a trivial matter, and as a result we've constructed a number of our own. Personal Use Shifting some of our resources to focus on RQ-7Y construction has been more than worth the investment. I managed to turn our TEK binoculars into a remote control system for them, and as a result our scouting teams have been able to cover more ground with far less risk. They simply deploy the RQ-7Y with a specialized grenade, then use its enhanced vision to scout ahead, scan for allied IFFs and track targets. Just don't try to ride the damn thing. I didn't think I'd have to explain that considering how small it is, but three crashes later, here we are... (/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: King Titan Hologram(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: King Titan Though he could scatter his foes with a single charge, roar or swipe of his tail, and call fire down from the sky itself, in the end you banished the King of Shadows. No matter how many corrupted beasts he summoned or how many weapons he rendered useless, he could not snuff you out - for you fought with the hopes of the human race on your shoulders, and its tenacity at your back.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Mecha King Titan Hologram(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Mecha King Titan Even at his most powerful, fully augmented by the Element that spawned him, you pulled the King of Shadows down from his throne. Thanks to your skill and unrelenting courage, humanity may yet have a future.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: HLN-A Discovery #1(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: fr(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: de(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: it(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: zh(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: pt(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: ru(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: es(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: ja(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: HLN-A Discovery #2(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: fr(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: de(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: it(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: zh(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: pt(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: ru(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: es(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: ja(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: HLN-A Discovery #3(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: fr(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: de(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: it(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: zh(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: pt(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: ru(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: es(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: ja(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: HLN-A Discovery #4(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: fr(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: de(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: it(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: zh(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: pt(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: ru(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: es(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: ja(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: HLN-A Discovery #5(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: fr(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: de(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: it(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: zh(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: pt(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: ru(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: es(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: ja(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: HLN-A Discovery #6(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: fr(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: de(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: it(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: zh(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: pt(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: ru(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: es(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: ja(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: HLN-A Discovery #7(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: fr(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: de(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: it(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: zh(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: pt(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: ru(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: es(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: ja(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: HLN-A Discovery #8(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: fr(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: de(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: it(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: zh(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: pt(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: ru(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: es(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: ja(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: HLN-A Discovery #9(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: fr(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: de(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: it(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: zh(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: pt(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: ru(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: es(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: ja(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: HLN-A Discovery #10(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: fr(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: de(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: it(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: zh(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: pt(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: ru(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: es(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: ja(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: HLN-A Discovery #11(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: fr(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: de(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: it(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: zh(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: pt(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: ru(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: es(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: ja(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: HLN-A Discovery #12(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: fr(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: de(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: it(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: zh(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: pt(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: ru(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: es(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: ja(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: HLN-A Discovery #13(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: fr(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: de(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: it(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: zh(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: pt(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: ru(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: es(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: ja(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: HLN-A Discovery #14(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: fr(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: de(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: it(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: zh(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: pt(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: ru(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: es(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: ja(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: HLN-A Discovery #15(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: fr(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: de(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: it(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: zh(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: pt(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: ru(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: es(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: ja(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Story Glitch Discovery #1(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Story Glitch Discovery #2(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Story Glitch Discovery #3(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Story Glitch Discovery #4(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Story Glitch Discovery #5(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Story Glitch Discovery #6(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Story Glitch Discovery #7(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Story Glitch Discovery #8(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Story Glitch Discovery #9(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Story Glitch Discovery #10(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Story Glitch Discovery #11(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Story Glitch Discovery #12(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Story Glitch Discovery #13(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Story Glitch Discovery #14(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Story Glitch Discovery #15(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Story Glitch Discovery #16(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Story Glitch Discovery #17(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Story Glitch Discovery #18(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Story Glitch Discovery #19(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Story Glitch Discovery #20(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Story Glitch Discovery #21(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Story Glitch Discovery #22(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Story Glitch Discovery #23(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Story Glitch Discovery #24(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Story Glitch Discovery #25(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Story Glitch Discovery #26(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Story Glitch Discovery #27(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Story Glitch Discovery #28(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Story Glitch Discovery #29(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Story Glitch Discovery #30(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Story Glitch Discovery #31(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Story Glitch Discovery #32(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Story Glitch Discovery #33(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Story Glitch Discovery #34(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Story Glitch Discovery #35(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Story Glitch Discovery #36(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Tidbit Glitch Discovery #1(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Tidbit Glitch Discovery #2(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Tidbit Glitch Discovery #3(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Tidbit Glitch Discovery #4(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Tidbit Glitch Discovery #5(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Tidbit Glitch Discovery #6(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Tidbit Glitch Discovery #7(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Tidbit Glitch Discovery #8(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Tidbit Glitch Discovery #9(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Tidbit Glitch Discovery #10(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Tidbit Glitch Discovery #11(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Tidbit Glitch Discovery #12(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Tidbit Glitch Discovery #13(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Tidbit Glitch Discovery #14(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Tidbit Glitch Discovery #15(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Tidbit Glitch Discovery #16(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Tidbit Glitch Discovery #17(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Tidbit Glitch Discovery #18(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Tidbit Glitch Discovery #19(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Tidbit Glitch Discovery #20(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Tidbit Glitch Discovery #21(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Tidbit Glitch Discovery #22(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Tidbit Glitch Discovery #23(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Tidbit Glitch Discovery #24(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Tidbit Glitch Discovery #25(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Tidbit Glitch Discovery #26(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Tidbit Glitch Discovery #27(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Tidbit Glitch Discovery #28(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Tidbit Glitch Discovery #29(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Tidbit Glitch Discovery #30(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Tidbit Glitch Discovery #31(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Tidbit Glitch Discovery #32(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Tidbit Glitch Discovery #33(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Tidbit Glitch Discovery #34(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Tidbit Glitch Discovery #35(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Tidbit Glitch Discovery #36(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Tidbit Glitch Discovery #37(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Tidbit Glitch Discovery #38(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Tidbit Glitch Discovery #39(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Tidbit Glitch Discovery #40(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Tidbit Glitch Discovery #41(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Tidbit Glitch Discovery #42(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Tidbit Glitch Discovery #43(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Tidbit Glitch Discovery #44(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Tidbit Glitch Discovery #45(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Tidbit Glitch Discovery #46(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Tidbit Glitch Discovery #47(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Tidbit Glitch Discovery #48(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Tidbit Glitch Discovery #49(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Tidbit Glitch Discovery #50(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Tidbit Glitch Discovery #51(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Tidbit Glitch Discovery #52(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Tidbit Glitch Discovery #53(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Tidbit Glitch Discovery #54(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Tidbit Glitch Discovery #55(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Tidbit Glitch Discovery #56(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Tidbit Glitch Discovery #57(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Tidbit Glitch Discovery #58(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Biome Glitch Discovery Bog #1(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Biome Glitch Discovery Bog #2(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Biome Glitch Discovery Bog #3(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Biome Glitch Discovery Bog #4(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Biome Glitch Discovery Bog #5(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Biome Glitch Discovery Bog #6(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Biome Glitch Discovery Moon #1(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Biome Glitch Discovery Moon #2(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Biome Glitch Discovery Moon #3(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Biome Glitch Discovery Moon #4(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Biome Glitch Discovery Moon #5(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Biome Glitch Discovery Moon #6(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Biome Glitch Discovery Moon #7(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Biome Glitch Discovery Moon #8(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Biome Glitch Discovery Ocean #1(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Biome Glitch Discovery Ocean #2(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Biome Glitch Discovery Ocean #3(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Biome Glitch Discovery Ocean #4(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Biome Glitch Discovery Ocean #5(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Biome Glitch Discovery Ocean #6(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Biome Glitch Discovery Snow #1(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Biome Glitch Discovery Snow #2(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Biome Glitch Discovery Snow #3(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Biome Glitch Discovery Snow #4(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Biome Glitch Discovery Snow #5(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Biome Glitch Discovery Snow #6(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Biome Glitch Discovery Snow #7(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Biome Glitch Discovery Snow #8(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Biome Glitch Discovery Snow #9(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Biome Glitch Discovery Volcanic #1(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Biome Glitch Discovery Volcanic #2(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Biome Glitch Discovery Volcanic #3(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Biome Glitch Discovery Volcanic #4(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Biome Glitch Discovery Volcanic #5(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Biome Glitch Discovery Volcanic #6(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Biome Glitch Discovery Volcanic #7(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Story Glitch Discovery #37(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Story Glitch Discovery #38(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Story Glitch Discovery #39(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Story Glitch Discovery #40(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Tidbit Glitch Discovery #59(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Tidbit Glitch Discovery #60(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Tidbit Glitch Discovery #61(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Tidbit Glitch Discovery #62(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Tidbit Glitch Discovery #63(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Tidbit Glitch Discovery #64(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Tidbit Glitch Discovery #65(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Tidbit Glitch Discovery #66(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Tidbit Glitch Discovery #67(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Tidbit Glitch Discovery #68(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Tidbit Glitch Discovery #69(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Tidbit Glitch Discovery #70(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Tidbit Glitch Discovery #71(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Tidbit Glitch Discovery #72(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Tidbit Glitch Discovery #73(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Tidbit Glitch Discovery #74(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Genesis 2 Chronicles #1(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Genesis 2 Chronicles #2(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Genesis 2 Chronicles #3(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Genesis 2 Chronicles #4(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Genesis 2 Chronicles #5(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Genesis 2 Chronicles #6(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Genesis 2 Chronicles #7(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Genesis 2 Chronicles #8(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Genesis 2 Chronicles #9(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Genesis 2 Chronicles #10(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Genesis 2 Chronicles #11(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Genesis 2 Chronicles #12(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Genesis 2 Chronicles #13(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Genesis 2 Chronicles #14(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Genesis 2 Chronicles #15(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Thought I'd leave a little something behind for posterity's sake, for anyone following behind us. Listen-this ARK you?re on is poisoned. The whole system's breaking down. You're going to need to do whatever you can to get yourself down to the surface. And look us up when you get there, okay? Now let's just hope this crazy plan of ours works...(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Genesis 2 Chronicles #16(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Genesis 2 Chronicles #17(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Welcome back to Earth. If you're reading this, maybe I didn't make it. Whatever -- as long as someone's there to read this note, that means there's still at least one survivor left. Our world's not what it used to be. Find yourself some shelter from the titans, and... just hang in there, okay? Personal Note: yea, there are titans now...(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Genesis 2 Chronicles #18(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Someone's still reading this. Good. Your best bet right now is to find my friends at Camp Omega, if you can. They're good people, and they'll need all the help they can get. Have 'em train you up on the MEKs I built. Stop those titans, save the world. That's all that matters. Personal Note: Fight fire with a BIGGER fire...(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Genesis 2 Chronicles #19(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Still can't get over that clone factory we found up on that ARK. Sorry if that's a spoiler. I get it---it's a lot to process. Not your original body, not your original memories. We're all knockoffs here. Who knows how many Santiagos are out there? Maybe you're another me, reading about myself here at the end of the world... What a depressing thought. Personal Note: I could use some of Halsted Moonshine right now.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Genesis 2 Chronicles #20(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Just hope that worked, that I managed to buy Camp Omega some time. Whoever you are, maybe you know if it all worked out, whether those idiots pulled it together. Maybe you were even there. Maybe you pitched in. I'm just gonna say you did, how's that? All I know is I'm not gonna be around to see for myself. So...thanks, pal. Personal Note: See you in a bit D.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Genesis 2 Chronicles #21(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Genesis 2 Chronicles #22(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Genesis 2 Chronicles #23(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Genesis 2 Chronicles #24(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Genesis 2 Chronicles #25(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Explorer Note Nida 1(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Perri started in with another sermon about our sacred mission today when she found me modeling creature behavior for my latest sim. I tried to explain that I was on break, that I wasn't doing anything wrong, but she wouldn't hear it. As if I haven't had it drilled into my head over and over that the survival of all life from our homeworld depends on our sacred efforts... I work as hard as anyone on the ship, so why do I keep getting shamed for having a hobby? It's not like a half-cycle spent away from soil sampling is going to jeopardize humanity's hopes of re-establishing itself on a new planet. Besides, I know from the server logs that Perri played my last sim along with most of the crew. What's wrong with dipping out off-shift and immersing yourself in some harmless escapism?(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Explorer Note Nida 2(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: I used to think it was pathetic that our ancestors couldn't come up with a better name for our homeworld than Earth. But a lifetime spent digging around in synthetic loam kind of makes you appreciate how amazing it must have felt to feel solid ground under your feet. We're told in historical media that people have always dreamed of sailing between the stars. After a few generations of doing just that, I'm here to say their dream is wearing thin. I guess it's like that old saying about the grass looking greener on the next ring over-people on Earth must've been sure there was a better world out here someplace. Maybe it is out here, but we haven't found it yet. In the meantime, I like to doodle around in the margins of Genesis, so my crewmates can plug into a simulation and experience an actual sunrise now and then.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Explorer Note Nida 3(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Life on this ship is an endless, monotonous routine. All of us were raised in this place to be drones tending a hive of cocooned future colonists. We've been told everything has to be just right when it's time for them to hatch and start training for planetfall, so day after day I service the capillary irrigation systems and monitor trace gas fluctuations in the atmosphere for the good of humanity. I know I should be grateful to even be alive, given that all life on our homeworld went extinct. But I also know I can't be the only crew member who daydreams about faking my own death to escape this tedium. Even if that meant hiding in the superstructure for the rest of my days, at least I'd be living for myself. Shame on me, I guess.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Explorer Note Nida 4(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Working in the dirt was what I was born to do, at least according to my engrammatic aptitude test. An artificial intelligence weighed my soul and decided it saw a future soil scientist. I do have to grudgingly admit I'm good at my day job, but my real passion is coding convincingly randomized events and reactive social intelligence simulations. So that's what I'm tinkering with when I'm not feeding soil probe samples into a chromatograph. I know, I know-my work to confirm nutrient transport and healthy geochemical cycling by microbial soil communities is an important part of maintaining this vital biological archive of ours. The fate of humanity depends on our success, bla bla bla. It's just that I envy having the kind of freedom people seemed to have in the past to follow their dreams, at least according to our library of historical media.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Explorer Note Nida 5(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: I know what I saw, but I don't blame anyone for thinking I made it up. I mean, I do come up with simulated fantasy scenarios in my free time. But that's the thing... If I hadn't been reverse-engineering Genesis simulation code, I never would have noticed these anomalies in the system. We've been visited by something transhuman-I saw the evidence inside Genesis! Maybe I shouldn't be leaving a record of this, but I think someone left a superluminal link open back to Arat Prime that one of them used to find us out here- one of the... Homo deus. There, I put a name to it. Guess there's no harm now in admitting that I've been trying to hack my way into a semi-forbidden cache of information about them in the archive.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Explorer Note Nida 6(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: We weren't kept completely in the dark about our estranged transhuman cousins, but I think there's been a concerted generational effort to repress those memories. Maybe our ancestors were afraid we'd see some appeal in the idea of accelerating our own evolution if we learned more about Homo deus. If so, that seems silly, because there are kiloparsecs between us and the refined xenomaterial they needed to do it. Historical archives say the Element War was fought over divergent ideas about how to deal with our polluted biosphere and dwindling resources. Our ancestors in the Terran Federation thought they'd finally found a clean source of power for their grand geoengineering schemes to hack and repair the planet. The United Republics of Earth wanted to hack themselves using that same power, and survive by becoming more than human. Neither side was right.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Explorer Note Nida 7(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Here's how I discovered we'd had a visitor... I noticed a really sophisticated artificial intelligence running in Genesis that wasn't native to our engine. So I boxed it up and plugged myself into that box to say hello. Our intruder turned out to be friendly, and curious about me. It called itself HLN-A. I asked where it came from, and it told me its creator was what I would've called a Homo deus. That might've made the hairs stand up on the back of my avatar's neck, if I'd bothered with that level of simulation. I asked the AI if it'd been hiding onboard since before we launched, and it claimed it only came online within the last three thousand cycles or so. But how, I wondered? I asked if that meant its creator was still with us. All I got was some cryptic answer about how she'd left a part of herself behind as a gift. Then I got kicked from my own sim.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Explorer Note Nida 8(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: After my one quick chat with HLN-A, I couldn't seem to track her down again inside the Genesis simulation. It's like she'd learned how to conceal herself since our encounter. Of course no one believed me. For a while there, I wasn't sure I believed me. Then the glitches started showing up in Genesis. Patching the simulation code seemed like a low-priority concern, though it was definitely unusual. But before anyone could address that situation, we started seeing cascading faults in our real world systems. Things got bad enough that we had to evacuate and seal off biomes in the forward ring! I'd like to think that my crewmates would circle back to taking my close encounter with a transhuman-created artificial intelligence seriously, if there was time or resources to investigate further. But everyone's in full-on disaster mode now.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Explorer Note Nida 9(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: I assumed at first that HLN-A was causing the system failures spreading through the rings. We'd been raised to believe that people had barely escaped an Earth overrun by transhumanism and Element pollution. It seemed logical to assume the AI I'd found embedded in our simulation engine by a transhuman entity would try to sabotage our mission. Now that I'm looking over eyewitness reports from the affected areas, I'm less sure. Why would HLN-A contaminate biomes with weird new lifeforms? How would an artificial intelligence, even one created by a Homo deus, be able to rearrange the framework of the ship at the molecular level? However or whyever these things are being done, we're in serious trouble. I thought I'd done a good job of firewalling any access points out of Genesis, but clearly I wasn't able to shut out whatever is running wild through our systems. I can't believe this is really happening.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Explorer Note Nida 10(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: We're losing people trying to stop whatever it is that's invading our ship. I want to join the fight to retake the forward ring, but I keep getting told I'm needed back here, to maintain and monitor our remaining ecosystems for contamination. I know the real reason they don't want me fighting is because in their eyes, I'm still just a kid. But no one would even know we'd had an intruder if I hadn't discovered it. I keep turning that over in my mind while I'm maintaining autosamplers or waiting for phase analysis results on soil biota: how and why would a transhuman's artificial intelligence disrupt our shipboard systems? Would this entity really resent our mission enough to reach across thousands of lightyears and try to scuttle our ship? That just seems unusually vindictive for one of them, especially after all this time. I can't make this make sense.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Explorer Note Nida 11(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: We've all given the Genesis simulation's 'survive as long as you can while taming an unfamiliar and hostile environment' scenario a spin, if only to see what that's like for our colonist cargo. One of my more popular sims turned Genesis inside out, with alien megafauna rampaging through a simulated version of our ship's biomes. I never expected to experience something like that firsthand. Aberrant, wild creatures are prowling the forward ring, and tearing anyone apart that dares to enter their territory. This is no simulation. Out here in the real world, my crewmates aren't ever going to respawn. I've never felt fear like this before. At least the adrenaline is keeping me hard at work even though I'm beyond exhausted. I've been able to confirm that the biomes in our ring haven't been contaminated yet, so that's something.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Explorer Note Nida 12(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: They're talking about detaching our ring if things keep getting worse, to try to keep our biomes uncontaminated. I hope it doesn't come to that, but we have to do what we can to preserve the remaining biomes in the face of our rapidly dwindling odds. I've been working on a whole system of backup automation to hopefully keep everything running as long as possible when-I mean if-we're all wiped out. Our ship holds the last archival specimens of life from Earth, and there's an extinction-level event in progress. I got nauseous just now while I was running microbial gas exchange models, because any stupid mistake I make could suffocate all the remaining Terran lifeforms in the universe. If I forget to carry a number someplace, it could mean that no flower will ever push up through the soil and bloom again. I have to get this right.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Explorer Note Nida 13(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: I can't just keep running through the same research tasks while my crewmates are fighting an invasive force. This morning while I was in a trench checking on our irrigation capillaries, I impulsively pried open a hatch and dropped into the drainage and reclamation system. Below the bedrock, there's a maze of pipes and tunnels that extends throughout the entire ship. I used to sneak down there as a kid and wander for kilometers trying to get lost. We had to memorize the schematics for these subsystems as part of our training, in case we had to repair some catastrophic failure deep in the network. I remember resenting all the times I had to draw maps of those tunnels in timed tests, but all that rote memorization may end up saving my sorry life. At any rate, I finally got a firsthand glimpse of what we're dealing with. Not sure how I'll sleep again after experiencing it for myself.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Explorer Note Nida 14(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: They've sealed off the invaded areas of our ship, but I still have my clearance to access the maintenance subsystems. I know how to get through a series of airlocks into the other ring without contaminating ours. Once I popped up from under the dirt, I found myself in some kind of unrecognizable surrealist landscape. What could have changed everything there so much, so fast? I was glad I'd brought a sampling kit and even more glad I was wearing a clean suit up there. The flora and fauna had been mutated to a point where everything looked potentially lethal, and it was reactive to my presence. Grasses had become these thin tubules with bulblike structures that undulated hypnotically. I flinched when a stalk brushed my glove and left a sticky residue. Inside my clean suit I started shuddering all over, and wondering why I'd worked so hard to sneak into that place.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Explorer Note Nida 15(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: It's an understatement to say that being in the contaminated forward ring shook me up. I've spent my whole life trying to simulate alien environments, but the first time I found myself actually inside one, I couldn't wait to escape. I was having a panic attack, a rush of xenophobia, and severe vertigo all at once. It was like every cell in my body was screaming that I didn't belong there. As soon as I had some samples bottled up, I rushed to get back into the access tunnels to get the hell out of there. That was when I saw one of those things... At a distance, you might mistake it for a big cat: feline, predatory. But it had strange, feathery spines like a venomous tropical fish, and its gaze was weirdly aware. I was afraid to break eye contact while I felt desperately for the hatch. A second and third creature appeared in my peripheral vision as I dove into the tunnel and sealed it tight behind me.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Explorer Note Nida 16(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: I spent a frantic few minutes hyperventilating and waiting for the first of five underground airlocks to cycle after leaving the contaminated zone. Even after I'd run through three levels of decontamination and had shed the personal protection equipment I'd worn in the hot zone, I felt unclean. The entire time I was crawling aft through kilometers of ducts and accessways, I felt like there was something at my heels. I expected to get in all kinds of trouble when I got back to our ring, but no one had time for that kind of thing now. Perri surprised me with a hug when she saw I was still alive, and I surprised myself by breaking into sobs of relief. At least it wasn't for nothing-I guess I was the first to bring back samples of the contamination to test.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Explorer Note Nida 17(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Xenobiology isn't really my thing-I generally do biochemical work at the micro level. I know how to run samples of the invasive flora and fauna from the contaminated ring through our array of analytical equipment, but when it comes to interpreting the results I'm mostly at a loss. Anyone could see that these invaders are wildly exotic and demonstrably hostile, but beyond that, I'd just be guessing at what I'm looking at. That said, I'm relatively sure that a lot of what I sampled were genetically-modified organisms-like our maewings-possibly created using commandeered equipment in the other ring. Unlike maewings, all of these organisms seem to have been created to establish an aggressive perimeter defense. Defense of what, I'm not exactly sure... I'm back to suspecting our Homo deus visitor is responsible, but I haven't even mentioned the most damning evidence-I think I'm seeing traces of Element in these samples, the same alien material that poisoned our home planet. Element, incorporated into living, mutated tissue. If I'm right, this is extremely bad news.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Explorer Note Nida 18(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: My findings about the invasive lifeforms I sampled in the other ring set off a full-on panic response in the crew. Our engineers are speeding up their plan to detach our ring from the ship entirely, hoping to keep our biological archives from being contaminated. Everyone's afraid to talk about what might be happening to the human colonist cargo in our sister ring because that's too horrible to think about. Whether the transhuman entity that visited our ship is still with us, or whether the artificial intelligence she left behind took over half of our systems, something is using the ship as a petri dish for engineering exotic and dangerous new lifeforms. For the first time since our ancestors left Earth parsecs behind, we might be fighting-and losing-a war with a hostile transhuman force.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Explorer Note Nida 19(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: So I did something else impulsive, maybe even treasonous. Hey, someone had to try something! While almost everyone else was preoccupied with retaking the ship, I tried to reestablish contact with HLN-A, that invasive intelligence I'd found in the Genesis simulation. This time I used a sort of process of elimination. Assuming it managed to create a digital blind spot to hide in, I figured I could find it by establishing where it wasn?t. Like using infrared to search for a heat signature against a snowfield. Once I'd colored in all the negative space, I jumped into that void in the simulation and found myself immediately pleading with the AI to stop the corruption of our ship systems. I should've sent someone braver in to negotiate...(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Explorer Note Nida 20(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: I logged out of my second close encounter with our rogue artificial intelligence more confused than ever. If its creator really wasn't here with us anymore, what exactly was invading the other ring? Wait-what was it that HLN-A said, about colonists being woken up prematurely? That's something I can check out... Sure enough, colonists are stirring all over the ship. I can only confirm a few instances of anyone outside their pods and loose in the rings so far, but we definitely have a new disaster in progress. What's worse is that I can't seem to track down anyone in charge at the moment to report this to. It looks like the rest of the crew has gone to ground, and I'm thinking I should probably seek shelter for myself at this point.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Explorer Note Nida 21(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: I packed up everything I needed to keep an eye on our automated environmental maintenance, and dropped into the subsurface tunnels and ductwork to hide. Good thing I know my way around the superstructure-I can hold out down here indefinitely if I have to. Even if I don't feel like it's safe enough to pop my head up for fresh food, enough provisions and stores are accessible for several lifetimes. Won't be much of a life to look forward to, though. I've spent what seems like cycles down here trying to raise anyone else from the crew, but the whole com system seems to be on the blink. I can't even reach Genesis anymore to kill time in a sim. After all my years spent studying soil biota, guess I know what it feels like to be a burrowing insect hoping to escape notice. Turns out it kinda sucks.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Explorer Note Nida 22(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: After a lot of crawling around conduits and splicing cables together, I was able to patch into surveillance feeds to get a topside view. The experience wasn't like watching archival records, but it was definitely educational. For one thing, I confirmed that some of the crew were still alive up there-I called out when I saw Perri working on a terminal junction before I remembered that she couldn't hear me. Closer to the junction with the core, it's obvious that progress stalled out on the engineering project to detach our ring. It looks like the crew had to abandon their work sites, though I'm hoping that's not for good-that sort of thing is way beyond my abilities, and these biomes can only stay uncontaminated for so long if we can't put some space between us and whatever's taking over our sister ring.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Explorer Note Nida 23(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: I found some documentation on the engineering plan for ring separation, and I tried teaching myself the procedure. Really, I did... I just can't picture myself risking our ring like that. If I screw up, I could send us careening back into the fuselage, tearing open these biomes and spilling everything out into naked vacuum. I'm no hero, I'm just a dirt scientist. Or I was, before all this happened. Now I'm just another grub tunneling around underfoot and waiting for some predator to dig me up and make a meal of me. Down here in the dark, I'm just trying to survive as long as I can. It's been too long since I've spotted anyone else from my crew in topside surveillance footage. Still, I've been lying awake thinking about who I did spot in the gardens up there-a colonist, alone and out in the open... What if I'm the only one that knows about this?(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Explorer Note Nida 24(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: I couldn't live with myself if I didn't try to help that lost colonist. I keep picturing what it'd be like to wake up from Genesis in one of those tanks, with no support staff to greet or orient you. Squinting in the artificial sunlight, wandering around strange forests and meadows with no idea what's bearing down on you, no matter what the simulation tried to prep you for. While I'm working up the nerve to make a rescue attempt topside, I've relocated to a spot under the last sector I spotted him in on live surveillance feed. I'm pretty sure I'm within a half kilometer of where the colonist is, or under that location at least. Now I just need to come up with a plan to get their attention...(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Explorer Note Nida 25(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: I'm an idiot... I wasted a bunch of time trying to come up with a way to hack into a terminal on the surface so I can flash a message to the colonist wandering around our ring, and then it hit me-they had on an exosuit, which means a visor with heads-up displays. I realized I can broadcast directly into that helmet, and put information right in front of the colonist's face! I decided to try beaming a line-of-sight message at them by hacking a nearby infrared laser cluster.. I'm no communications expert, but the risk of a free space optical signal being intercepted seemed minimal and I figured it'd be hard to jam at short range. What if doing this gives away my location, though? It occurs to me that our invader might be using this colonist as bait...(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Explorer Note Nida 26(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Once I made contact with the stray colonist I explained where and when we are, and tried to describe the threat we're facing. I'm guessing that was probably a lot to absorb, depending on information recall from the Genesis simulation. I beamed over some schematics of the local subsurface crawlways and conduits, hopefully with the access hatches clearly highlighted. Then I shut it all down and waited. I had a long wait. Almost half a cycle passed before something tripped the silent alarm I'd set on the hatches in this sector. My heart was in my throat-what was I going to do if one of those monstrosities found its way down here to me, wave a soil probe at it? Lucky for me, it was just my new friend, the colonist. I took it as a good sign that my colonist friend was conscientious enough to seal the hatch again. Plus, I wasn't alone anymore.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Explorer Note Nida 27(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: We sized each other up for a while before my new friend popped his helmet off to frown at me. He wanted to know why a 'kid like me' was risking my neck for him. Even though I was sick with relief to see another human face, his tone set me off. I reminded him that I was the one who led him to safety. He apologized for being short with me, and offered to shake hands. I took his hand, hoping he wouldn't crush mine with that gauntlet he was still wearing. We introduced ourselves?he said his name was Gabriel. For the first time, I was glad for the training we'd had in colonist reintegration. I could fall back on those conversational prompts, and remember to offer Gabriel food and drink from our stores. And it felt good to play host.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Explorer Note Nida 28(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: My new friend Gabriel turns out to have been a prospector in his previous life, during a time that was later called the Gold Rush. He's been exhausting me with questions about mineral distribution on the rings, and he got really excited when I brought up the mining capabilities of our stryders. I'm starting to appreciate the unlikelihood of the two of us winding up here at this moment in time. It's like the beginning of a bad joke: "A miner and a soil scientist meet on a spaceship, at the end of history..." Gabriel wants to rustle up some stryders to ride into the contaminated ring like some kind of cavalry, and it almost feels like we're living in one of my simulations. Now if only I can convince myself that I've got what it takes to play the hero in real life...(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Explorer Note Nida 29(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Gabriel asked me not to call him a colonist. He resents being cast in that role, which I can respect. Genesis simulation aside, the last thing he remembers before waking up on a spaceship was being waylaid and killed by a mob of settlers for his mining claim. Impressive, to hold a grudge for almost a millennium, across thousands of parsecs. No wonder I spotted him wandering a riverbank in the foothills-the setting must've reminded him of his native Gold Rush territory. I wonder if he'd already tried panning the river for gold flakes. He really lit up when I described how we could fit stryders with a pulverizing beam rig for excavation. If I'm being honest, he seemed almost too interested in that configuration of the quadruped's head. I guess a strip-mining rig might make a useful weapon against the kind of intrusive contamination that I'd seen in the other ring, like laser surgery to cut out skin tumors. Maybe worth a try.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Explorer Note Nida 30(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: I don't think I trust Gabriel. And that's not just because it was disappointing to finally meet one of these people, after dedicating my life to keeping their glorious future alive. I don't know that I expected gratitude exactly, but I sure didn't expect one of them to be so irritable and self-involved. I'm trying to remind myself that he never asked to have his memories reconstructed and jammed into a new body on some generation ship in interstellar space. All of that aside, something is just off about Gabriel. I know that our systems are breaking down, but it feels like he was rushed through the Genesis simulation without time for any of his orientation to take. And how messed up are our protocols that this is the first guy who got revived, out of all the personalities we have archived? Guess I'll just have to fall back on my training and hope for the best.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Explorer Note Gabriel 1(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: I remember the days spent working my claim. With my own two hands, I dug my fortune from the earth. Then the Anglos took that from me, along with my land and my life. And so I fell into darkness, only to rise again in Purgatory. There I found myself beset by monsters and demons in a delirium of otherworldly domains. While I struggled toward my expiation, an angel joined me and called out words of encouragement with a woman's voice. She asked me to join her in mortal combat with her adversary, but I chose to follow a second voice that promised me reincarnation and restitution. And so I woke again in a celestial garden, with a shining gem set in one of my new forearms. The voice of my deliverer returned then, to guide me to a set of the same magical armor I'd worn in the afterlife. I knew then my trials weren't over.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Explorer Note Gabriel 2(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: I wandered lost in that garden for some time, transfixed by its impossible sky... I could see that everything around me lay on the inner rim of a gleaming wheel that arched overhead, from horizon to horizon. There was another wheel alongside this one, and together they rolled through the firmament. The sight of them brought back something I'd heard slaves singing in the Anglos' gold mines: "Ezekiel saw a wheel, way up in the middle of the air..." Then I recalled an old image of a snake looping around to devour itself. Where had I seen that...? In my adult life I figured anything spiritual had long since been ground out of me, but that was before I'd been banished to purgation. I quieted my mind to listen for the voices of the exalted, only to hear from another soul lost in that garden. My magic helmet showed me a hidden door in the ground nearby. Did I dare enter?(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Explorer Note Gabriel 3(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: I'm not proud to admit it took me a long while to work up the courage to venture underground. The trapdoor led down into a sort of mineshaft, shored up with the same kind of smooth metal making up the wheel in the sky overhead. Again I felt fear, before a young girl spoke to me from across the chamber. At first I had trouble understanding her, but somehow her words gradually became sensible. I thought I heard her call me 'conquistador', which confused me until I remembered my helmet, and removed it to set her at ease. As I did that, I realized she'd said something more like 'colonizer'. I resented being cast in the role of villain, but I saw that she wasn't afraid of me. I told her she shouldn't have risked leading me to her hideaway, since she was alone and unarmed. She waved away my concern, and introduced herself as Nida before offering something to eat and drink.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Explorer Note Gabriel 4(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: This Nida claims to come from a long line of caretakers who lived out their lives tending their gardens in the sky. She says we're under attack by some kind of invading force. I was shown visions of creatures and lands twisted out of shape in the other garden-wheel. I felt pathetic and weak, once I understood how far outside my own time and place I truly was. Nida told me my trials in the netherworld that she called Genesis should have prepared me for our coming fight, but I was less sure. Then she showed me the colossal mechanical mules the caretakers use to work the land, how those can cut through solid rock with spears of light as bright as the sun. And I saw how we may not be as powerless as I'd feared.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Explorer Note Gabriel 5(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: I finally asked Nida about the strange metal she calls Element. I've been unable to keep my eyes off it. She said it was among the strongest substances ever discovered, and that it powers nearly everything around us, from my magic armor to her giant, mechanical stryders. I felt foolish for having risked and eventually given my life for a few pounds of gold, now that I see what can be done with this metal. It's hard not to covet such wonders, though Nida said that their miracles came at a terrible cost. She claimed Element polluted the Earth, and that now it was polluting their sky-gardens. I asked if the invasive force taking over her wheels had brought this pollution with it. Nida seemed surprised by my question but agreed that did seem like a strong possibility.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Explorer Note Gabriel 6(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: That night I dreamt I was heating Nida's Element in a crucible, fixing its volatile form into material with endless potential. I poured the result into a mold to cast a blade, hammering to fold the metal again and again, to strengthen it and work out its impurities. As I lifted my blade to inspect its edge, I saw an unfamiliar reflection in its mirrored surface-the face of a sorcerer or cultist. I looked around myself and saw that I was in a vaulted chamber of some dark catacomb, the center of its ceiling open to the bright, full moon overhead. From the shadows of the chamber, a disembodied voice praised my work on the blade... I woke in the warren of chambers under the garden, unsure of myself. Was I a prospector bushwhacked by an Anglo mob in the country of the Mother Lode, or an ancient alchemist honing his mystic arts under the Mediterranean shore?(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Explorer Note Gabriel 7(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Nida's been training me on the workings of the stryders wandering the gardens above us. She says they follow their own will but we can break them like gigantic wild mules, and use them to storm the other wheel. I try to remind myself she's a clever girl from a time long after my own, but still it irritates me when she talks down to me as if I?m some ni?o tonto. Maybe that's why I'm not convinced that I need to help fight her invader. On the other hand, I sat out the war to defend the ranchos of Alta California from Anglo invaders, and those malparidos ended up killing me for my property. I have here a rare chance to revenge myself on an occupying force, even if I have no claim to these gardens or their mineral wealth. Maybe I can earn a larger plot of land on whatever world we eventually settle...(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Explorer Note Gabriel 8(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: We ventured above ground to look for styders, and spotted two right away, roaming toward an outcropping of rocks. It was a long hike to reach them, and Nida insisted on doing it by night. For the first time, it occurred to me to wonder how there could even be day and night on these wheels. Did her people take the sun with them, when they flew off into the stars? Before we'd come topside, Nida showed me how to use her magic gear to look around in the dark. It was distracting - I'd keep stopping to gawk at things I shouldn?t be able to see at all. I took the lead since I was the one in armor, but the girl managed to keep pace with me. We caught up with the stryders while they were standing snout-to-snout, as if they were conversing somehow. They were so massive, it took my breath away to be close to them. Now I just had to trust that the girl knew how to tame those mechanical hulks.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Explorer Note Gabriel 9(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Nida stood at the feet of the colossal four-legged machines, and fiddled with some device in her hand. One of the stryders dipped its head toward the ground and I made a fool of myself by jumping in front of her. Even though I knew it was a machine, I'd still half-expected it to snatch her up in its metal jaws to eat her alive. She shook her head at me with a smirk, and then she turned to grab handholds to haul herself up onto its neck. From there, she was able to scramble up onto its back, where a sort of saddle platform folded into place seemingly from nowhere for her to stand on. After a moment, the second stryder dropped its head for my benefit, but I opted to follow the girl up to where she was standing on the first one. It seemed wiser to learn from her how to tame and ride these behemoths before attempting it myself.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Explorer Note Gabriel 10(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: I spent the better part of the next day or two-or cycles, as Nida would say-learning from the girl, as she put a stryder through its paces. High on the machine's back, we rode it uphill and into what looked like scablands riven by channels she hoped were deep enough to conceal us from view. She showed me how to coax the machine into spearing canyon walls with a light bright enough to blast away rock. I knew mining wasn't the point of her demonstration, but I couldn't resist asking Nida to drop the stryder's head low enough for me to climb down and inspect the rock cut for valuable ore. I didn't find any trace of gold in the rubble pile, but a bright violet shard caught my eye. Something made me snatch it up and hide it away before Nida could notice it.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Explorer Note Gabriel 11(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: In my dreams that night I found myself back in the necropolis under...Alessandro? No-Alexandria, on the coast of Egypt. Even that deep under the city, I could smell the sea. My torch lit sculpted images of double-crowned snakes, carved from the bedrock walls around me. I was carrying dead weight over one shoulder-an orphan, taken from the steps of the Serapeum above. The deepest halls of the catacomb were partially flooded, and cold salt water tugged at the trailing folds of my cloak. A groan of confusion, and the child at my shoulder struggled in vain against the effects of the mandrake root. I was confident in my dosage-she wouldn't be able to rouse herself from her delirium in time. No-what was I doing? I jerked awake on a canyon floor, staring up at our stryders standing watch over us, flashing their blue lights into the darkness. I swore I could still feel the dream-dagger strapped to my leg.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Explorer Note Gabriel 12(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: All through the next day, the unease of my dream sat with me. I couldn't focus on whatever Nida was trying to tell me about the dire threat to her garden and its noble purpose. We were riding giant machines across a landscape her people had managed to launch into the void, and still I was fretting over some occultist's scheme from thousands of years gone. I couldn't be sure it was just a dream anymore. I'd returned to that man's skin twice now, seen the light of another time through his eyes. His life seemed no more remote, no less my own than the one I'd lived by the R?o de los Americanos. Which of these men was I? Both? Neither? Had I really been dragged back from oblivion to fight for the people of this undreamt-of future? Was I damned to skip like a stone across history for my barely-remembered mortal sins?(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Explorer Note Gabriel 13(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Near dark, the girl was excited to show me something. She'd pried open one of her hidden doors and pressed her magic device against the machinery inside. I didn't follow what she tried to explain to me next... Nida said I was wired to connect to a sort of game she'd made, from my time in the shadowland she called Genesis. Then she did something, and all at once I was on another world, in a new body. There were no wheels overhead, only a setting sun scudded with clouds. I struggled to understand-had I ever truly been in Nida's sky-garden? I called to her, but instead heard the voice of the angel I'd met in Purgatory. The angel told me something important. Then I was yanked back into reality, if this was actually reality. Nida grinned at me and asked what I thought, and I got sick all over the canyon floor.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Explorer Note Gabriel 14(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: It wasn't too late to let go of the malice in my heart. That was what the angel assured me in the dreamworld that Nida dropped me into, the one with the setting sun. Speaking of Nida, the girl pouted for hours after I reacted poorly to the hallucination she forced on me. I couldn't understand why she seemed to expect praise for what she'd done. I don't trust my own sensations, my own memories. I wonder if I've ever left perdition, if this ring of gardens might not be another breaking wheel for my infernal soul. In the dark I lie awake, afraid to dream again, and wonder if this girl is some demon assigned to torment me. And then his voice whispers to me, the one who woke me from Genesis and led me to my armor. He tells me the angel lied.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Explorer Note Gabriel 15(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: I was careless, and the girl found the treasure I'd been concealing. I had taken out the shard of Element while she was sleeping, trying to remember what my other self had done in my dream to fix its volatile form into workable metal. I turned it back and forth in the dark. Its glow was mesmerizing. I must have fallen asleep trying to recover my dream-memory, and left it laying out by my side. Nida warned me that the metal was dangerous to human flesh in this form, unstable. She demanded to know what I was planning to do with it, if I'd cut myself with its sharp edges. She scolded me like a child caught toying with fire, and I snapped at her like a wounded dog. Neither of us spoke again for a long time after that.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Explorer Note Gabriel 16(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: That other voice whispered to me again while Nida and I rode in silence toward the edge of the wheel. It reassured me that the Element I'd recovered was my own to keep and asked why I'd let this girl draft me into fighting for a cause that was none of my concern. Was I really in such a hurry to die again, after so little time back among the living? We stopped to rest and eat in an alpine meadow. While Nida was gathering berries I saw my moment. I took advantage of the training she'd given me over the previous days to take one of the stryders and ride it away on my own for the canyonlands. I wasn't sure if she'd be able to call the stryder back at a distance, but it's also possible that she decided to just let me go. I was free now to use the power of this great machine of hers to my own ends.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Explorer Note Gabriel 17(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: I rode my stolen stryder back toward where I thought the canyons might be, searching for the vein of ore we'd found before. Every so often I'd stop the mechanical juggernaut and force it to blast at the rock outcroppings, dismounting to dig through mounds of rubble looking for the telltale violet glow of pure Element. It didn't take me long to realize that all my methods of reckoning direction or distance were useless in this place. By night there was no polestar to follow north. In fact, all the stars were strange to me. By day their miraculous miniature sun threaded the wheels on its odd, straight track with no regard for east or west. I was utterly lost again in the garden. I wondered if the girl was pressing on without me, to fight the invader in the other wheel. If she ever tried to find me in the immensity of that landscape, I saw no sign.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Explorer Note Gabriel 18(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: My dreams were fevered by regret during the time I fled from Nida. In the dark I relived the helpless rage that set me after the claim-jumpers who followed me to search my tent. Those men said I had no right to stay in their new American state. They threatened to bring me to the local authorities to hang for some invented crime, their word against mine. I broke away and circled back through the forest to kill them. But they saw me coming and overpowered me. I spat at them, gave them ideas by telling them what I'd have done to each of them if only I'd managed to catch them alone. And they made me regret that. With my last breath I cursed them, promising them that what they'd stolen from me would only bring them sorrow and torment.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Explorer Note Gabriel 19(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: By daylight I fumed at myself for running off on my own. My pride and stubborn self-reliance has only ever brought me ruination. I turned my stryder back toward where I'd left Nida, near the edges of this wheel. I set aside my own desire to recover the mineral wealth I had lost once, and my half-memories of a previous life's pursuit of power. There was only this moment, and this chance to do something right, for once in my miserable existence. I pushed the machine to its breaking point, urging it into a full gallop toward the girl I'd abandoned to an unfair fight. As I re-crossed that landscape shame gnawed at me, for the way I'd reacted to the dream she'd painted for me. She'd only wanted to show me a sunset on the world I was destined to tame, far from these gardens she and her people had kept alive for a future they never thought they'd see.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Explorer Note Gabriel 20(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Fear gripped my heart as I caught up with Nida near the edge of the wheel. I had to fight my overwhelming urge to retreat again. This close, I could plainly see how thin the glass was holding back all the land, water, and air from the cold void beyond. The girl had dismounted her stryder by some sort of metal podium. I climbed down off of my machine to join her. She paid no mind to my approach, and went on tinkering with something near the base of the podium. I fumbled through a pathetic apology directed at the back of her head, with no sign that she'd heard me. Eventually, Nida stood up and touched a switch on the podium that opened a huge, circular door in front of us . The girl climbed back onto her stryder without a word, and headed through the doorway. I scrambled to catch up and follow her into that other wheel.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Explorer Note Gabriel 21(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: All manner of steam and blinding lights played over us as we passed through a series of antechambers astride our colossal machines. At last, another of the circular doors opened and we passed through the portal into the befouled gardens beyond. The sickly sweet stink of this place was nauseating. We were confronted immediately by a vision of desecration-corpses of the sky-people hung on spikes and scattered about the entrance. A warning for any remaining interlopers, no doubt. At my distance from Nida her expression was unreadable, but I could imagine the girl's horror. This might prove to be all that was left of her crewmates. I dismounted to join her on the ground after she climbed down from her stryder. Her face was wet with tears, but she radiated a righteous fury that I identified with all too well. In silence, we buried her friends in the poisoned earth while our mechanical mounts shifted nervously above us on their bechromed hooves.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Explorer Note Gabriel 22(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Every moment spent in that unhallowed hellscape was a struggle to remain sensible. What I experienced was beyond trepidation-the place pressed on me, like skeletal fingers were squeezing my scalp. What had been done to the lands in that wheel was profane, a debasement of creation itself. Something was unmaking the natural order, melting it to fix into unholy new forms for some unknowable end. Bad enough that those poor sky-people had been massacred, but we could see now that all their generations of endeavor had been undone, from horizon to horizon. Nida was inconsolable, not that I was in any shape to give comfort. Not with that metronomic drone in my head, throbbing against my resolve. You know what you need to do, it said. I brought you back into this world. I can make you whole, if you just do as I command.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Explorer Note Gabriel 23(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: I forfeited all awareness of time and location in that toxic wasteland, no longer sure why we were there or what Nida thought we could do at this point to roll back catastrophe. The thunder in my head exhausted me with demands for obedience, and at some point my waking mind fell into reverie. I was lost again in the flooded labyrinth under Alexandria, shouldering my terrible burden to her final destination. There was an eerie light in the darkness ahead, a purpurate glow from a secret sepulcher. I dropped my guttering torch into the oily seawater lapping at my legs, to get a tighter grip on the insensible child I was carrying. In that hidden chamber, I offered her up as sacrifice. My lord promised vengeance against the cabal for banishing me. Was its intonation coming from the shadows in that remembered vault, the glowing violet blade I'd forged, or the defiled wheel that was carrying Nida and I into the void?(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Explorer Note Gabriel 24(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: I had no peace from the unceasing demands echoing in my mind. They seemed to be coming from everywhere. If Nida heard, she paid no mind. The girl was locked into some unknown course of action. Why wouldn't she share what she was planning with me? Couldn't she see I'd joined her to offer what aid I could? At the same time, our unnatural surroundings seemed to be pulsing a warning at us: YOU ARE UNWELCOME HERE-DO NOT INTERFERE. Still the girl didn't react. She must have seen-how could she remain so fixed in her purpose? Finally I couldn't abide the tension any more, and signaled for her to stop and confer. We dismounted and met at the feet of our stryders, though Nida kept her distance. I asked what she was planning, and she asked why I was shouting. She really didn't hear all the yowling. That was when those strange finned creatures attacked us.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Explorer Note Gabriel 25(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Just ahead of the attack, our stryders sounded a shrill warning from on high. I was glad that Nida had shown me how to rig our mounts with weapons at the ready, because they were able to open fire on the incoming predators while we scrambled for cover. Explosions erupted all around us, spraying us with gobbets of the slimy groundcover. Nida began to run to our right, then changed her mind and ducked back to the left. She got to her hands and knees to dig in the muck underfoot, then turned to ask what I was waiting for. I helped her rip away mats of gluey sludge to uncover a hidden hatch, just as the pride of attacking creatures crested the ridge above us. Their weird, spiny manes thrummed with excitement as they spotted us. Nida pried open the hatch and we dove into the darkness under the landscape.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Explorer Note Gabriel 26(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: The tunnels under that defiled garden wheel were pitch-dark and fouled with sullage. I lost my footing and we sloshed helplessly into cataracts of sleetch and putrescence that carried us leagues away from our attackers. We scrabbled for purchase or handhold to slow our descent into the immeasurable depths, to little avail. We slid further and further into that muculent ductwork, bits of flotsam devoured by a stygian monstrosity. It felt like untold miles of malignant vasculature were crushing out my instinct to survive, overwhelming me with dread. My wits caved in and I became desperate, mewling and clawing at the lining of those guts to escape. I found something sharp in my hand and tore through those thick membranes, discharging the girl and I onto the floor of an abysmal chamber. Exhausted beyond reason, I fell into unconsciousness.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Explorer Note Gabriel 27(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: O Serapis, King of the Dead, Giver of Wealth, may my voice reach you in the depths of your chthonic dominion. I am your humble servant, I who renamed myself Ixion. Surely you are aware that all I have done was always, always in your honor. The other adepts cast me from their circle, forced me to steal their papyri, so that I could build on their incomplete understanding of your arts. In dreams, you told me how to refine the purpureal metal that would grant me divinity-with your blessing. I ask you now to lend me the power to escape this indignity. I gave you the girl, bled her at your altar and burned her in your hearth. I freed her from her mortal tegument to reveal her holy energy. Soldiers of the empire have me surrounded in your temple. I beseech you to grant me the transcendence I sought from your arcane knowledge when they find me and cut me down.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Explorer Note Gabriel 28(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Life returned to me with a shrill brightness. Weakly but with increasing desperation, I pulled out the tubes choking my airway. I was drowning in viscous plasma, and then a lid opened so that I fell from my metal cocoon, blinded in the unaccustomed glare. A diamond protruded from the flesh of my forearm. I didn't understand-a moment ago I'd been in an afterworld populated by monsters. Now I was in some metal nursery of cocoons like my own. I wiped at the glass of one after another, to see people suspended in fluid and shot through with tubes and wires. What was this place, and how did I come to be here? Then there was a voice in my head, guiding me to a suit of supernatural armor. I put it on, and the voice said, "Go now and find her."(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Explorer Note Gabriel 29(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Wheels chasing wheels. A serpent devouring its own tail. Oblivion swallowing awareness. I woke again in the infernal throne room of my deliverer, his titanic excrescence exploded up one of the cavernous walls from floor to ceiling. Every part of this place was him, eyes bulging from ulcerated flesh to gaze down on us, wounds become rictuses of triumph grinning from on high, tentacular limbs reaching for us from all sides. There were too many sides in that vertiginous cavity, an impossibility of angles that never met. I yelled to warn the girl, but of course she'd already taken it all in. She was shouting her defiance up at the monumental face of our tormentor. His voice came from all around as a deafening chorus. He demanded that she submit and help him nurture his monstrous children by giving them new dreams. He demanded that I help him mine the garden for a precious resource he called "Edmundium." Of course we refused.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Explorer Note Gabriel 30(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: In the sarcoid cathedral of the antigod, we endured his seismic wrath. Thunderous peals of his fury buffeted us. Who were we to defy his cosmic malignity? He promised we would submit one way or another, as something crawled up my back and attached itself to my head. I felt my will to resist being drained away, and fell to my knees as the entirety of our environment roared in triumph. It assured me I would go now to dig up more of the prima materia that belonged to him. I remembered the elemental dagger clutched in my fist, and threw it to the girl. "Go," I croaked with my dying strength. As darkness overwhelmed me, I heard indignant howls follow Nida as she fled. I hoped she would cut her way out and find a way to reverse this cycle of destruction. Creation deserves its rightful turn in the sun.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Explorer Note Santiago 1(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Really, really hate these neural uplinks. Last thing I need's a record of all my unconscious thoughts. Guess I better review all my entries before commiting. Okay, okay...begin. So here I am, on site for Genesis. Led my share of teams before, but this project is...yeah. How do I describe an attempt to recreate everything and everyone that ever lived on Earth? This one's so big, it's got the feds working with the URE. Damn, that probably sounded sarcastic. Whoever's accessing this-I know how important this project is, how serious things are. We've barely got time to cram our message in a bottle and pitch it overboard before the end. It shouldn't come as a shock that both sides of the Element War could team up in the face of a global extinction event. Just never thought I'd live to see it.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Explorer Note Santiago 2(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: What made me think I could help lead this project? Sure, I'd only had an overview of what they're trying to do here, but you'd have to get a lightyear away to start taking it all in. I've been trying to catch up by speed-scrolling through all their documentation, and it's making me wish I had Uma's processing power. Oh yeah...forgot to mention I'm working for one of them now-a transhuman named Uma. If only the me of over a decade ago could see me now. I know we've all supposedly been at peace for years, but it's still sort of hard to take in how fast things have changed. I mean it-I can barely remember how I ended up where I am now, working for people who were trying to kill me not so long ago. It took this long for the stubborn bastards running the Terran Federation to accept what their enemy was telling them-that our planet is terminally ill. The evidence must've been damned convincing, for them to let the transhumans help us with our getaway plan.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Explorer Note Santiago 3(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: The scale of this thing, I dunno... I keep getting caught in spirals, trying to picture all the variables for when I start making decisions around here. How do you even start a list of essential items you need to make a backup of nature? What do you pack to relocate to another planet? I mean, we barely got far enough out into the dark to bring back evidence of alien life to argue about: a few amino acids, traces of something like chlorophyll... Nothing like definitive proof we're not the only show in town. If we'd found that proof, I wouldn't have to feel like it's on me to save the only things that ever looked up and thought about all those lights in the sky. Heh, guess our transhumanist friends would argue differently. Sorry...never been superstitious, or religious-whatever the term should be. I'd, uh, better search the right term before uploading this.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Explorer Note Santiago 4(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: At first, transhumanism seemed like a mirror version of those old-timey crystal-healing nuts who rejected modern medicine-wackos grooving on the energies of the miracle discovery powering all our shiny tek junk. Used to think I was just as big on tek, back when I was hacking media feeds and jailbreaking police bots in the favelas. But when they started with all their brain modification and neuroprosthetics, I stopped understanding 'em. Not that I agreed with the fed crackdown... If someone wanted to disappear up their own interface port and commune with the infinite, I figured that was their business. Who'd have thought we'd all end up going to war over that bullshit? My project partner Uma would say Element's the proof of a higher power out there somewhere, trying to help us reach it. If it really was a sacred gift from the stars, we've wasted it burning down our own home around us. Hell, I personally designed weapons powered by that stuff.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Explorer Note Santiago 5(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Uma's been after me to choose some team leads, so I've been scanning her shortlist for standouts. Alesya's thesis work, "Environmental Transport of Energetic Compounds," jumped out at me... It keeps me up at night knowing I designed munitions that permanently poisoned battlefields, so I'd love to promote someone into central planning who understands how to keep that Element junk from polluting our biomes. Her high-level military clearance with the Terran Federation doesn't hurt either. I'd feel better with that whiz kid Yongki running our engram reconstruction project, too. He's a humanist zealot, so I think it's safe to assume his genius is all-natural and not from enhancement. Nothing against Uma or the rest of them, but I'd rather have a regular human building our brain bank. Yeah...better hold this upload. In fact, keep my journal local-only going forward, unless I say it's okay to commit any new entries.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Explorer Note Santiago 6(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Even the name of this project bugs me, if I'm being honest. 'Genesis' sounds like what someone with delusions of godhood would call it-just begging for the same kind of fear and hate transhumanists got, once they started evangelizing to us heathens. This goes public, and we'll have mobs organizing to shut us down. People didn't react well when they found out that their ancestors' bones had been dug up and gene-sequenced by researchers with no cultural sensitivity... What happens when it gets out that we want to build an archive of everyone that ever lived on Earth?(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Explorer Note Santiago 7(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: I've been trying to understand the transhumanist mindset because something occurred to me... If we want this project to work out, we'll need to convert zealots of our own to the cause: true believers who'll raise their kids to believe. How else will we convince people to give up lifetimes-their children's lifetimes-for this pipe dream? It's like we're laying the foundation for a cathedral so our distant descendants can pray in it. By the time that day comes, this plan to restart life on Earth or elsewhere could be the last religion left around. I'm sure I'll never live to see the launch of any interstellar colony ship or satellite ark swarm, whichever ends up being our final choice for relocating our archive. So I need to make sure the project is set up for the future, with people dedicated to seeing it through no matter what that takes.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Explorer Note Santiago 8(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: I've been stuck for weeks with our vivarium team, trying to get them to reach a consensus on ecosystem inclusion. What's the least amount of terrestrial lifeforms you'd need to recreate nature? If all you had left were humans, chickens, honey bees, catfish, algae, alfalfa, yeast, and some pinto beans, could you say you'd saved life on Earth? We don't honestly expect to be able to preserve every form of life that ever existed, but it only seems smart to back up as much as possible-extinct or otherwise-in case there's a possible balance that we missed out on the first time. What if pterosaurs were still around when hominids started domesticating animals? Maybe that could've led to a civilization better equipped to survive ecodisasters... That's the same approach our antecedent group is using to archive every human mind and body that ever lived. Say things didn't work out so well for some warrior queen_what if she'd been born with better eyesight, or a stronger immune system? What if she had a pet mammoth?(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Explorer Note Santiago 9(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: I finally realized the only way to solve our deadlock over biome conservation was to ask Yongki to model variations for us in the Genesis engine. I knew there'd be a cost to running his team ragged to get us rough simulations way ahead of schedule, but that's nothing compared to the cost of building physical versions. His sims will let us rule out the more extreme suggestions, and find a balance of habitats almost everyone can agree on. I'd probably still be nursing a migraine while experts screamed at each other, if Yongki's team wasn't pulling off the impossible. I really owe the kid. Even in early development his sims are really immersive, and you can see the potential for training colonists while they're still in hibernation. Ideally, they'll wake up with all the skills necessary to hit the ground running on their new home planet.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Explorer Note Santiago 10(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Uma actually seemed glad to see me back in my office again this morning. She asked if I'd give her a full situation report on our biome decisions over dinner, and I was only too happy to cut out early for a fancy meal. Figured I'd earned that much, breaking up all those arguments over nematode diversity. Uma even grinned when I shared my pain over ancho-rubbed ribeyes and merlot. Hadn't even been sure one of them could smile, so that felt like a win. I spotted Yongki drinking by himself at the bar, and called him over to ask if they'd solved their perceptual foregrounding problem. The kid seemed jittery around us. He's been working with transhumans longer than me, so what was that about? Couldn't tell if Uma didn't notice him squirming, was too polite to say anything about it, or didn't care either way. You know what? Better follow up on this.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Explorer Note Santiago 11(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Yongki kept on acting weird all day. Once I caught on that he was ducking me, I tried to put myself in places where we'd have to cross paths. When we did, he kept conversations so professional that it felt like he was messing with me. Whiz kids like him can be twitchy... I thought maybe I just couldn't read him, any more than I can guess what kind of complicated data crunching Uma's doing at any given time. So I opted for the direct approach-said he'd hurt my feelings, and just when I thought we'd had a good vibe going. That got him to laugh and loosen up a bit, so I offered to buy him a round at the canteen and build on that. A few pints later, I had him sharing pics of his husband and kids. Never would've figured a young guy like Yongki for a family man. I thought about the all-nighters he'd been putting in, and pulled rank to order him home for a few days.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Explorer Note Santiago 12(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Well, Yongki made me regret pushing him to share what his deal was with me. Dunno what I expected, but it sure wasn't some conspiracy theory about my background... I could see the kid was still on edge even after the time off with his family, so I dragged him back to the canteen for another one-on-one. It only took a couple rounds of shots for him to open up. First he told me he'd heard a rumor that I'd been killed near the end of the war. Then he admitted to trying to access my personnel file for proof of life, only to find himself locked out. Even though he'd admitted to crossing a serious line, I laughed it off and pointed out I was sitting right there next to him. I stopped laughing when he told me he'd found a listing for my engram in his archive that was non-accessible, even at his security level. That was news to me.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Explorer Note Santiago 13(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: I know the kid had no business trying to peek at my personnel file, but I get why a true believer like Yongki would have a hard time trusting his former enemies. Maybe I understand his paranoia a little too well... I'm no patriot, but it is hard to let go of all the wartime propaganda about transhumans wanting to make us into hosts for some invasive hivemind. I wanted to prove Yongki wrong, but when I brought up my own file, I got stuck on the part where it summed up my postwar activities. Pretty much everything it said I did just before joining Genesis felt wrong. Then I realized that my own service record didn't sit right with me. Sure, I remembered the things my record said I did near the end of the war, but I didn't feel anything about those memories, one way or the other. I don't like the implications of that.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Explorer Note Santiago 14(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: After I looked up my own record last night and freaked out, I tried to cover my tracks with a few hours of random searches through the database. I stumbled across the first major screw up by Yongki's division: between emulation and archiving, they somehow got two distinct historical identities entangled. The dominant personality-a gold prospector from Alta California-was also given the memories of an Alexandrian occultist from the Roman Principate. It'd tie up resources to unravel and recompile them, so I flagged the whole mess to fix if or when we ever have any downtime. Mashing up two sets of genetics would just give us a new offspring that never organically happened, but this is like we stitched a random pair of souls together. Hope my warning flag keeps that poor bastard from ever getting incarnated. I can't picture an AI ever glitching out enough to resurrect an aberrant engram. This one's legitimately gonna haunt me, though-honestly wish I could just erase my ever knowing about it.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Explorer Note Santiago 15(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Yongki offered to resign over the mangled engram I found in his archive yesterday, but instead I ordered him to knock off early and come drink with me in the canteen. I don't like that the kid's my only sounding board for my paranoia, but he gave me these doubts to begin with! He's also the only one qualified to tell me if what I'm afraid of is even possible. I knew his team already had a zillion engrams in their brain bank, including my own. I made my joining the project conditional on their agreement not to emulate and archive me for resurrection. Clearly they had that capacity anyway, over my objections. What if that rumor Yongki heard was true, that I'd died near the end of the war? Was it so crazy to imagine that the transhumans just booted up another copy of me, after editing my memories to fill the gap? Could I be Santigo 2.0?(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Explorer Note Santiago 16(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: So I confronted Uma, and she confirmed that I'm a clone of the original Santiago. And yeah, they gave me false memories to cover for the time it took to back up my personality and grow a new body to put it in. Wish I could say she seemed remorseful while confirming my most paranoid fears. Uma just stood back and waited while I flipped out. Once I'd worn myself out, she pointed out that we were trying to save the world here. In Uma's mind, the ends justified whatever means were necessary. They'd already restored me from a backup by the time I joined Genesis on the condition that they didn't put me in their archive. She said I'd been given a leadership role as important as any human ever had. There were politicians and military commanders who dreamed their whole lives of being able to make a difference or leave a legacy like I would. Was she expecting gratitude? Imagine that.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Explorer Note Santiago 17(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: There's not much I can do about this extra life I've been given, especially knowing that they can just bring me back again from their archive... In a way, the transhumans in the United Republics of Earth sort of got their revenge on me by extending my life using their damned technology. Some people would be glad for another chance to get things right, but I had my time in the sun. Uma tells me I died a hero my first time around, that I helped end the war. I guess I'll have to take her word for it, since they didn't let me remember how that went down. I remember a childhood in S?o Paulo, a life spent designing tek gear and munitions for the feds, but I'm not really that guy anymore, am I? If my engram is cloned again to colonize some alien world in the far future, that Santiago wouldn't remember this version of me either. Maybe he'd be better off that way.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Explorer Note Santiago 18(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: When I told Yongki that Uma confirmed everything, I reminded the kid that-unlike him-I'd always had clearance to look up my own file. Yongki told me then that he'd searched the database for his own name and found his husband and daughters there in the archive. It looked to him like they'd been scanned and emulated from the moment they arrived here to live and work, consent or not. He said he shouldn't have expected any less from the enemy, and I had to remind him that we weren't enemies anymore. The poor kid looked haunted and desperate, but I think-I hope-I managed to talk him off the ledge and back into the fold. We need him to help us finish Genesis if we're going to save the world.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Explorer Note Santiago 19(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Never saw Uma as the impulsive type, but this morning she cleared our schedules and took me on a day trip to see the Farm. We borrowed a plane from the project fleet, so we could hop an orbital shuttle out of Jiuquan. I hadn't left the surface in years, and embarrassed myself with a bout of zero-G sickness. If Uma was disappointed in me, she didn't let it show. The Farm was over the Serengeti when we caught up with it. After all the time I'd spent arguing with biotechs over species inclusion, it was strange to walk through some paddocks and see the genuine article up close. I stopped to touch a newly-cloned mammoth calf, and it wrapped its trunk around my wrist. Wasn't expecting to feel a connection to some lab animal, but it felt like neither of us wanted to let go. Two lost souls dragged back from oblivion, holding onto each other in orbit...(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Explorer Note Santiago 20(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: While we were up on the Farm, I tracked down Alesya to ask if there was any way to decontaminate all the soil and rock being hauled into orbit. She said I was asking her for the impossible. Of course raw Element was going to be raised from the surface, along with veins of every other metal. There's no existing technology to remove xenotoxins from that volume of material, at least not in the timeframe we're dealing with. That got me thinking about using meks to clean up our biomes over the long haul. We really had no idea how long it was going to take for our colony ship to find a habitable world-it could end up jumping around the galaxy for millennia. Decontamination would be a huge job, calling for herds of machines roaming the ship's interior. Before I knew it, I was sketching a tek version of the giant Pleistocene horses we'd seen striding across one of the Farm?s pastures...(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Explorer Note Santiago 21(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: The Farm is a prototype for the artificial biomes in our colony ship and for Uma's ARK network. Oh right... Forgot to mention that on our way back to Earth, Uma told me the transhumans are going ahead with their ARK concept, as soon as we get our colony ship off the ground. They figure a diversity of plans gives the best long-term odds for humanity's survival. They want to use a version of our archive in a network of satellite proving grounds, where they can test life forms for optimal survival outcomes. Once they pick their best candidates, they hope to detoxify and reseed the Earth from orbit. I was surprised to hear about transhumans planning to repopulate with regular, non-augmented humans. I guess the idea of resurrecting dead people in cloned bodies is a kind of transhumanism, but I can't help noticing their plan to rebuild the world doesn't seem to include themselves. Not sure what to make of that.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Explorer Note Santiago 22(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Our research and development machinists were already hard at work building out tools and gear for our future generational crew, so I felt bad piling on. I wouldn't have bothered them if I didn't think my design was worth adding to the R&D workload. There's no way a human crew could find and remove every trace of raw Element contamination from the biomes on our colony ship without automation on a massive scale. What good is authority though, if you can't abuse it for a worthy cause? Besides, I have to admit it feels good to design something that's not some kind of military tek. I like the idea of these things scrubbing away every trace of the toxin I'd once helped pollute battlefields with. I probably shouldn't have kept my idea off the books for now, but I feel like Uma won't shut this down once she sees a real world prototype of my stryder concept.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Explorer Note Santiago 23(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Shared my stryder idea with Alesya over a secure channel, and she gave me some great feedback for improving the concept. She suggested tricking out my mek workhorse with interchangeable instrument arrays for more functionality, and to throw in manual control, in case our ship's crew wants to saddle 'em up for any jobs in the future. Good thinking. I winced when she said she wished she had one of my striders back when she was sampling battlefield contaminants. But she probably has no idea I'd designed a lot of the weapons that caused the damage she used to study. At least, I hope she doesn't. I signed off after promising Alesya a stryder or two to try out on the Farm. I'm curious if something that big clomping around will disrupt the artificial ecosystem they've got going up in orbit.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Explorer Note Santiago 24(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Still can't believe I managed to talk Uma into taking the day off to try hoversailing with me. She claimed she'd never been on one, but she picked it up without my help. Didn't need me to show her how to keep her balance, or how to lean back against the wind... Maybe she can just download any skill she needs, on demand. What would that be like? Over dinner, I was telling her how I'd ridden the windward wall of El Chorro Gorge, when she just sort of blipped out on me. It was like someone else was looking at me through Uma's eyes. She asked why I'd been diverting R&D resources for a mek prototype, and I wriggled like a germ under a microscope. I must've managed a convincing defense of my stryder idea, because Uma was back again just as fast as she'd gone away. She nodded and went back to spearing cauliflower with her fork like nothing had happened.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Explorer Note Santiago 25(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: After that weirdness with Uma last night, it's obvious I've never really gotten to know her at all. All the conscious stuff we humans do in our waking lives must be autonomic for transhumans: listening to each other, shooting the shit, making plans... I doubt they have to think about any of that unless they want to, any more than we need to concentrate on breathing. I'll probably never get how she-or any of them-really thinks or feels. But I feel like I've been wasting my time even trying. It was their idea to bring me back and stuck me here! Have they only ever noticed me when I've managed to annoy them? Maybe I'd finally have their full attention if I went to central processing right now and deleted their precious archive. It'd serve them right if I just walked in there and set off an EMP right in the middle of the whole damned thing.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Explorer Note Santiago 26(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Okay, I've calmed down. Hurt feelings aside, I'd never do anything to risk this project-I've totally bought into our mission here. I?ve spent too much of my life breaking things, and it matters to me that I've been given this chance to make amends. I owe it to my species to try to help us escape extinction. If our shot at survival means I have to swallow my dumb pride, then it's no contest. I'm only human-more or less. They cloned me against my will and gave me a bunch of fake memories to cover that up, but supposedly because they needed me to be a part of this. Uma more or less said I was a natural leader, so that has to count for something. Maybe I actually envy my transhuman benefactors a little... It must be great to be able to set aside all their feelings and really focus on what it's going to take to save the world.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Explorer Note Santiago 27(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: I was nose down again in orbital manifests when Yongki asked me to come try some new training sim he was running in the Genesis engine. I hadn't checked in on the kid since he figured out that he'd been archived against his will, so I dragged myself across campus to his lab. He plugged us into his sim, but it just looked like one of the same arctic scenarios he'd already run by me. Yongki dialed something in midair, and the wind started howling louder. Then he leaned in so our fur hoods were almost touching, and said he needed a place to talk where no one could hear us. He wanted to know if Uma had 'gotten to me.' I told him he was way out of line. After a long pause, he asked if I'd sit in with him when he confronted her about the recording thing. I said sure, and he killed the sim. On the way back to my office, I wondered if he might've left me on the ice otherwise.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Explorer Note Santiago 28(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: So the three of us met this morning, and Uma admitted that they shouldn't have recorded Yongki for the archive without his consent. Then she gave him the same pitch I'd gotten, about how vital he was to humanity's survival and the ends justifying the means. Yongki called Uma inhuman. She asked how she could prove to him she cared, and the kid challenged her to come out drinking with us. All night, Yongki kept clumsily trying to pry information out of Uma. That backfired on him when she finally got tired of his badgering, and let us know how little time anyone on Earth actually has left. After we absorbed that news, Yongki said he?d rather spend his remaining years with his family. She told him she'll accept his resignation only if he still feels the same when he sobers up. He swore he was going to stumble back on site and resign at the crack of late afternoon tomorrow, but I really hope he doesn't.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Explorer Note Santiago 29(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: This morning I spotted Yongki walking through headquarters, looking pale as a ghost. I could see he wasn't just hung over. I knew the look because I'd been there myself, just recently. He was wandering in the direction of the archive until I steered him into my office instead. Yongki looked past me, muttering about how he'd just quit. I hugged him to show I understood. Then he whispered something for my ears only, something I knew I wouldn't forget as long as I lived. Which it turned out was only about half a second longer-as long as it took for his vest to blast us into superheated plasma. But now all those chunks of us are reversing direction and reintegrating, so Uma can lean in and try to hear Yongki's last words. And now we're flying apart again, passing through her like she isn't there, because of course she wasn't in my office when this actually happened. I stopped existing at the point of that explosion-or really, really soon afterwards. I'm just an emulation of the late Santiago 2.0 now, that Uma's running in her damned Genesis engine. Sucks to be me, huh?(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Explorer Note Santiago 30(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Uma reintegrates me one last time in the simulation of my ruined office, so she can ask what Yongki?s last words were to me and finish her post mortem. I think I feel sorry to disappoint her... There wasn't time for my neural interface to record whatever the kid said. I throw the question back at her, and ask what he said when he resigned. Uma says Yongki hated that he couldn't stop her kind from resurrecting his family in some strange future-a future that wasn't theirs. There's no recognizable human emotion on her avatar's face, but maybe that's just a glitch in my emulated perception. Then Uma surprises me by apologizing-for keeping secrets, and for failing to keep me safe. She thanks me for all the work I've done for Genesis, and wishes future versions of me better luck when and wherever they wake up. I tell her, "Don't worry about me-I'm a survivor." That actually gets a smile out of her. I try to hold onto this feeling as she shuts me down.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Explorer Note HLN-A 1(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: ja(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Explorer Note HLN-A 2(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: ja(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Explorer Note HLN-A 3(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: ja(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Explorer Note HLN-A 4(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: ja(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Explorer Note HLN-A 5(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: ja(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Explorer Note HLN-A 6(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: ja(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Explorer Note HLN-A 7(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: ja(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Explorer Note HLN-A 8(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: ja(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Explorer Note HLN-A 9(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: ja(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Explorer Note HLN-A 10(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: ja(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Explorer Note HLN-A 11(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: ja(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Explorer Note HLN-A 12(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: ja(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Explorer Note HLN-A 13(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: ja(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Explorer Note HLN-A 14(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: ja(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Explorer Note HLN-A 15(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: ja(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Explorer Note HLN-A 16(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: ja(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Explorer Note HLN-A 17(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: ja(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Explorer Note HLN-A 18(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: ja(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Explorer Note HLN-A 19(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: ja(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Explorer Note HLN-A 20(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: ja(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Explorer Note HLN-A 21(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: ja(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Explorer Note HLN-A 22(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: ja(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Explorer Note HLN-A 23(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: ja(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Explorer Note HLN-A 24(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: ja(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Explorer Note HLN-A 25(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: ja(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Explorer Note HLN-A 26(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: ja(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Explorer Note HLN-A 27(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: ja(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Explorer Note HLN-A 28(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: ja(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Explorer Note HLN-A 29(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: ja(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Explorer Note HLN-A 30(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: ja(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Stryder Dossier(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: ja(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Voidwyrm Dossier(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: ja(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Exo-Mek Dossier(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: ja(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Maewing Dossier(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: ja(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Astrodelphis Dossier(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: ja(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Shadowmane Dossier(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: ja(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Noglin Dossier(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: ja(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Tek Crop Plot Record(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: ja(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Hoversail Record(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: ja(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Tek Bow Record(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: ja(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Tek Phase Pistol Record(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: ja(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Plant Species R Record(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: ja(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Explorer Note HLN-A 31(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: ja(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Explorer Note HLN-A 32(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: ja(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Explorer Note HLN-A 33(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: ja(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Mutagen Record(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: en(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: ja(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Turkey!(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: You Gobble Gobble Gobble!(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Snowball!(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: You throw a snowball!(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Heart!(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: You show your feelings!(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Evil!(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: You connive!(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Clap!(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: You clap your hands(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Bicep Smooch(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Armed... and dangerous!(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Archer Flex(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: That Paleo diet is paying off!(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Panic(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Aaaiiiieeee!(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Dance(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Scary dance moves!(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Zombie(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Brains...(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Belly Rub(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Ah, that tasted great!(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Hungry(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Feed me now!(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Food Coma(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Food coma... do not disturb.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Nutcracker Dance(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: You dance the dance of The Nutcracker.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Caroling(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Sing for presents(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Happy Clap(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Ooooooh... I get a present?!(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Flirt(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: You flirt coyly.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Bunny Hop Dance(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: You start to hippity hop and just won't stop!(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Air Drums(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: You lay down a sick beat!(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Air Guitar(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: You play some sweet licks.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Mosh(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: You thrash around wildly!(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Knock(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: You knock menacingly...(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Scare(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: You jump out and scream "BOO!"(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Wiggle Tail(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: You wiggle your tail.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Hula Dance(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: You begin to sway.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Backflip(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: You launch yourself into the air.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Chest Beat(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: You beat your chest.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Santa Laugh(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: You act jolly.(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Default(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Mohawk(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Afro(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Romantic(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Dreadlocks(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Ponytail(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Braids(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Viking(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Default(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Moustache(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Goatee(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Romantic(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Dread Beard(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Mutton Chops(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Curly Beard(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Viking Beard(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Ragnarok_Wyvern_Override_Ice(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Polar_Bear(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: IceGolem_Character_BP(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Valguero_P(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Genesis(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: ChalkGolem_Character_BP(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Valguero_P(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Wyvern_Character_BP_ZombieFire(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Wyvern_Character_BP_ZombieLightning(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Wyvern_Character_BP_ZombiePoison(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: BionicTrike_Character_BP(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Genesis(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: BionicGigant_Character_BP(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Genesis(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Wyvern_Character_BP_Fire(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Wyvern_Character_BP_Lightning(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Wyvern_Character_BP_Poison(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: /Game/Fjordur/Dinos/Desmodus/Buff_SanguineElixirUsed.Buff_SanguineElixirUsed(/Game/PrimalEarth/CoreBlueprints/COREMEDIA_PrimalGameData_BP.Default__COREMEDIA_PrimalGameData_BP_C) CONTENT: Health(/Game/PrimalEarth/CoreBlueprints/PrimalGameData_BP.Default__PrimalGameData_BP_C) CONTENT: Stamina(/Game/PrimalEarth/CoreBlueprints/PrimalGameData_BP.Default__PrimalGameData_BP_C) CONTENT: Torpidity(/Game/PrimalEarth/CoreBlueprints/PrimalGameData_BP.Default__PrimalGameData_BP_C) CONTENT: Oxygen(/Game/PrimalEarth/CoreBlueprints/PrimalGameData_BP.Default__PrimalGameData_BP_C) CONTENT: Food(/Game/PrimalEarth/CoreBlueprints/PrimalGameData_BP.Default__PrimalGameData_BP_C) CONTENT: Water(/Game/PrimalEarth/CoreBlueprints/PrimalGameData_BP.Default__PrimalGameData_BP_C) CONTENT: Temperature(/Game/PrimalEarth/CoreBlueprints/PrimalGameData_BP.Default__PrimalGameData_BP_C) CONTENT: Weight(/Game/PrimalEarth/CoreBlueprints/PrimalGameData_BP.Default__PrimalGameData_BP_C) CONTENT: Melee Damage(/Game/PrimalEarth/CoreBlueprints/PrimalGameData_BP.Default__PrimalGameData_BP_C) CONTENT: Movement Speed(/Game/PrimalEarth/CoreBlueprints/PrimalGameData_BP.Default__PrimalGameData_BP_C) CONTENT: Fortitude(/Game/PrimalEarth/CoreBlueprints/PrimalGameData_BP.Default__PrimalGameData_BP_C) CONTENT: Crafting Skill(/Game/PrimalEarth/CoreBlueprints/PrimalGameData_BP.Default__PrimalGameData_BP_C) CONTENT: Dead(/Game/PrimalEarth/CoreBlueprints/PrimalGameData_BP.Default__PrimalGameData_BP_C) CONTENT: Winded(/Game/PrimalEarth/CoreBlueprints/PrimalGameData_BP.Default__PrimalGameData_BP_C) CONTENT: Can't jump, can't run, and movement speed is slower.(/Game/PrimalEarth/CoreBlueprints/PrimalGameData_BP.Default__PrimalGameData_BP_C) CONTENT: You're tired! Stop moving for a moment to regain your Stamina!(/Game/PrimalEarth/CoreBlueprints/PrimalGameData_BP.Default__PrimalGameData_BP_C) CONTENT: Starvation(/Game/PrimalEarth/CoreBlueprints/PrimalGameData_BP.Default__PrimalGameData_BP_C) CONTENT: Health decreases over time, Torpditiy increases over time, Torpidity increases faster.(/Game/PrimalEarth/CoreBlueprints/PrimalGameData_BP.Default__PrimalGameData_BP_C) CONTENT: You're starving! Find somethin to eat, fast!(/Game/PrimalEarth/CoreBlueprints/PrimalGameData_BP.Default__PrimalGameData_BP_C) CONTENT: Dehydration(/Game/PrimalEarth/CoreBlueprints/PrimalGameData_BP.Default__PrimalGameData_BP_C) CONTENT: Stamina doesn't regenerate, Health decreases over time, Torpditiy increases over time, Torpidity increases faster.(/Game/PrimalEarth/CoreBlueprints/PrimalGameData_BP.Default__PrimalGameData_BP_C) CONTENT: You're dehydrated! Find some water, fast!(/Game/PrimalEarth/CoreBlueprints/PrimalGameData_BP.Default__PrimalGameData_BP_C) CONTENT: Suffocating(/Game/PrimalEarth/CoreBlueprints/PrimalGameData_BP.Default__PrimalGameData_BP_C) CONTENT: Health decreases rapidly over time.(/Game/PrimalEarth/CoreBlueprints/PrimalGameData_BP.Default__PrimalGameData_BP_C) CONTENT: You're suffocating! Get some air, immediately!(/Game/PrimalEarth/CoreBlueprints/PrimalGameData_BP.Default__PrimalGameData_BP_C) CONTENT: Encumbered(/Game/PrimalEarth/CoreBlueprints/PrimalGameData_BP.Default__PrimalGameData_BP_C) CONTENT: Can't run and can't jump.(/Game/PrimalEarth/CoreBlueprints/PrimalGameData_BP.Default__PrimalGameData_BP_C) CONTENT: You're encumbered! Drop some Inventory weight in order to move again!(/Game/PrimalEarth/CoreBlueprints/PrimalGameData_BP.Default__PrimalGameData_BP_C) CONTENT: Hypothermia(/Game/PrimalEarth/CoreBlueprints/PrimalGameData_BP.Default__PrimalGameData_BP_C) CONTENT: Food decreases much faster as the ambient temperature gets lower.(/Game/PrimalEarth/CoreBlueprints/PrimalGameData_BP.Default__PrimalGameData_BP_C) CONTENT: You're freezing! You should find some warmth immediately!(/Game/PrimalEarth/CoreBlueprints/PrimalGameData_BP.Default__PrimalGameData_BP_C) CONTENT: Hyperthermia(/Game/PrimalEarth/CoreBlueprints/PrimalGameData_BP.Default__PrimalGameData_BP_C) CONTENT: Water decreases much faster as the ambient temperature gets higher.(/Game/PrimalEarth/CoreBlueprints/PrimalGameData_BP.Default__PrimalGameData_BP_C) CONTENT: You're overheating! You should find some place to cool down immediately!(/Game/PrimalEarth/CoreBlueprints/PrimalGameData_BP.Default__PrimalGameData_BP_C) CONTENT: Injured(/Game/PrimalEarth/CoreBlueprints/PrimalGameData_BP.Default__PrimalGameData_BP_C) CONTENT: Can't jump, run, recover stamina, slower movement, and Torpidity increases faster.(/Game/PrimalEarth/CoreBlueprints/PrimalGameData_BP.Default__PrimalGameData_BP_C) CONTENT: You're injured! Recover some Health in order to move properly again.(/Game/PrimalEarth/CoreBlueprints/PrimalGameData_BP.Default__PrimalGameData_BP_C) CONTENT: Knocked Out(/Game/PrimalEarth/CoreBlueprints/PrimalGameData_BP.Default__PrimalGameData_BP_C) CONTENT: You can't move, but Water and Food decrease more slowly, and Torpidity decreases rapidly.(/Game/PrimalEarth/CoreBlueprints/PrimalGameData_BP.Default__PrimalGameData_BP_C) CONTENT: You're knocked out! Wait for your Torpidity to reduce in order to wake back up.(/Game/PrimalEarth/CoreBlueprints/PrimalGameData_BP.Default__PrimalGameData_BP_C) CONTENT: Cold(/Game/PrimalEarth/CoreBlueprints/PrimalGameData_BP.Default__PrimalGameData_BP_C) CONTENT: Food decreases faster as the ambient temperature gets lower.(/Game/PrimalEarth/CoreBlueprints/PrimalGameData_BP.Default__PrimalGameData_BP_C) CONTENT: You're cold. You should find some warmth soon.(/Game/PrimalEarth/CoreBlueprints/PrimalGameData_BP.Default__PrimalGameData_BP_C) CONTENT: Hot(/Game/PrimalEarth/CoreBlueprints/PrimalGameData_BP.Default__PrimalGameData_BP_C) CONTENT: Water decreases faster as the ambient temperature gets higher.(/Game/PrimalEarth/CoreBlueprints/PrimalGameData_BP.Default__PrimalGameData_BP_C) CONTENT: You're hot. You should find some place to cool down soon.(/Game/PrimalEarth/CoreBlueprints/PrimalGameData_BP.Default__PrimalGameData_BP_C) CONTENT: Effectiveness(/Game/PrimalEarth/CoreBlueprints/PrimalGameData_BP.Default__PrimalGameData_BP_C) CONTENT: Armor(/Game/PrimalEarth/CoreBlueprints/PrimalGameData_BP.Default__PrimalGameData_BP_C) CONTENT: Max Durability(/Game/PrimalEarth/CoreBlueprints/PrimalGameData_BP.Default__PrimalGameData_BP_C) CONTENT: Weapon Damage(/Game/PrimalEarth/CoreBlueprints/PrimalGameData_BP.Default__PrimalGameData_BP_C) CONTENT: Weapon Clip Ammo(/Game/PrimalEarth/CoreBlueprints/PrimalGameData_BP.Default__PrimalGameData_BP_C) CONTENT: Hypothermic Insulation(/Game/PrimalEarth/CoreBlueprints/PrimalGameData_BP.Default__PrimalGameData_BP_C) CONTENT: Weight(/Game/PrimalEarth/CoreBlueprints/PrimalGameData_BP.Default__PrimalGameData_BP_C) CONTENT: Hyperthermic Insulation(/Game/PrimalEarth/CoreBlueprints/PrimalGameData_BP.Default__PrimalGameData_BP_C) CONTENT: Consumable(/Game/PrimalEarth/CoreBlueprints/PrimalGameData_BP.Default__PrimalGameData_BP_C) CONTENT: Equippable(/Game/PrimalEarth/CoreBlueprints/PrimalGameData_BP.Default__PrimalGameData_BP_C) CONTENT: Weapon(/Game/PrimalEarth/CoreBlueprints/PrimalGameData_BP.Default__PrimalGameData_BP_C) CONTENT: Ammo(/Game/PrimalEarth/CoreBlueprints/PrimalGameData_BP.Default__PrimalGameData_BP_C) CONTENT: Structure(/Game/PrimalEarth/CoreBlueprints/PrimalGameData_BP.Default__PrimalGameData_BP_C) CONTENT: Resource(/Game/PrimalEarth/CoreBlueprints/PrimalGameData_BP.Default__PrimalGameData_BP_C) CONTENT: Item Skin(/Game/PrimalEarth/CoreBlueprints/PrimalGameData_BP.Default__PrimalGameData_BP_C) CONTENT: Attachment(/Game/PrimalEarth/CoreBlueprints/PrimalGameData_BP.Default__PrimalGameData_BP_C) CONTENT: Artifact(/Game/PrimalEarth/CoreBlueprints/PrimalGameData_BP.Default__PrimalGameData_BP_C) CONTENT: Hat(/Game/PrimalEarth/CoreBlueprints/PrimalGameData_BP.Default__PrimalGameData_BP_C) CONTENT: Shirt(/Game/PrimalEarth/CoreBlueprints/PrimalGameData_BP.Default__PrimalGameData_BP_C) CONTENT: Pants(/Game/PrimalEarth/CoreBlueprints/PrimalGameData_BP.Default__PrimalGameData_BP_C) CONTENT: Boots(/Game/PrimalEarth/CoreBlueprints/PrimalGameData_BP.Default__PrimalGameData_BP_C) CONTENT: Gloves(/Game/PrimalEarth/CoreBlueprints/PrimalGameData_BP.Default__PrimalGameData_BP_C) CONTENT: Saddle(/Game/PrimalEarth/CoreBlueprints/PrimalGameData_BP.Default__PrimalGameData_BP_C) CONTENT: Trophy(/Game/PrimalEarth/CoreBlueprints/PrimalGameData_BP.Default__PrimalGameData_BP_C) CONTENT: Costume(/Game/PrimalEarth/CoreBlueprints/PrimalGameData_BP.Default__PrimalGameData_BP_C) CONTENT: Shield(/Game/PrimalEarth/CoreBlueprints/PrimalGameData_BP.Default__PrimalGameData_BP_C) CONTENT: Male(/Game/PrimalEarth/CoreBlueprints/PrimalGameData_BP.Default__PrimalGameData_BP_C) CONTENT: Human(/Game/PrimalEarth/CoreBlueprints/PrimalGameData_BP.Default__PrimalGameData_BP_C) CONTENT: Bob(/Game/PrimalEarth/CoreBlueprints/PrimalGameData_BP.Default__PrimalGameData_BP_C) CONTENT: Female(/Game/PrimalEarth/CoreBlueprints/PrimalGameData_BP.Default__PrimalGameData_BP_C) CONTENT: Human(/Game/PrimalEarth/CoreBlueprints/PrimalGameData_BP.Default__PrimalGameData_BP_C) CONTENT: Bobette(/Game/PrimalEarth/CoreBlueprints/PrimalGameData_BP.Default__PrimalGameData_BP_C) CONTENT: Health(/Game/PrimalEarth/CoreBlueprints/PrimalGameData_BP.Default__SKEL_PrimalGameData_BP_C) CONTENT: Stamina(/Game/PrimalEarth/CoreBlueprints/PrimalGameData_BP.Default__SKEL_PrimalGameData_BP_C) CONTENT: Torpidity(/Game/PrimalEarth/CoreBlueprints/PrimalGameData_BP.Default__SKEL_PrimalGameData_BP_C) CONTENT: Oxygen(/Game/PrimalEarth/CoreBlueprints/PrimalGameData_BP.Default__SKEL_PrimalGameData_BP_C) CONTENT: Food(/Game/PrimalEarth/CoreBlueprints/PrimalGameData_BP.Default__SKEL_PrimalGameData_BP_C) CONTENT: Water(/Game/PrimalEarth/CoreBlueprints/PrimalGameData_BP.Default__SKEL_PrimalGameData_BP_C) CONTENT: Temperature(/Game/PrimalEarth/CoreBlueprints/PrimalGameData_BP.Default__SKEL_PrimalGameData_BP_C) CONTENT: Weight(/Game/PrimalEarth/CoreBlueprints/PrimalGameData_BP.Default__SKEL_PrimalGameData_BP_C) CONTENT: Melee Damage(/Game/PrimalEarth/CoreBlueprints/PrimalGameData_BP.Default__SKEL_PrimalGameData_BP_C) CONTENT: Movement Speed(/Game/PrimalEarth/CoreBlueprints/PrimalGameData_BP.Default__SKEL_PrimalGameData_BP_C) CONTENT: Fortitude(/Game/PrimalEarth/CoreBlueprints/PrimalGameData_BP.Default__SKEL_PrimalGameData_BP_C) CONTENT: Crafting Skill(/Game/PrimalEarth/CoreBlueprints/PrimalGameData_BP.Default__SKEL_PrimalGameData_BP_C) CONTENT: Dead(/Game/PrimalEarth/CoreBlueprints/PrimalGameData_BP.Default__SKEL_PrimalGameData_BP_C) CONTENT: Winded(/Game/PrimalEarth/CoreBlueprints/PrimalGameData_BP.Default__SKEL_PrimalGameData_BP_C) CONTENT: Can't jump, can't run, and movement speed is slower.(/Game/PrimalEarth/CoreBlueprints/PrimalGameData_BP.Default__SKEL_PrimalGameData_BP_C) CONTENT: You're tired! Stop moving for a moment to regain your Stamina!(/Game/PrimalEarth/CoreBlueprints/PrimalGameData_BP.Default__SKEL_PrimalGameData_BP_C) CONTENT: Starvation(/Game/PrimalEarth/CoreBlueprints/PrimalGameData_BP.Default__SKEL_PrimalGameData_BP_C) CONTENT: Health decreases over time, Torpditiy increases over time, Torpidity increases faster.(/Game/PrimalEarth/CoreBlueprints/PrimalGameData_BP.Default__SKEL_PrimalGameData_BP_C) CONTENT: You're starving! Find somethin to eat, fast!(/Game/PrimalEarth/CoreBlueprints/PrimalGameData_BP.Default__SKEL_PrimalGameData_BP_C) CONTENT: Dehydration(/Game/PrimalEarth/CoreBlueprints/PrimalGameData_BP.Default__SKEL_PrimalGameData_BP_C) CONTENT: Stamina doesn't regenerate, Health decreases over time, Torpditiy increases over time, Torpidity increases faster.(/Game/PrimalEarth/CoreBlueprints/PrimalGameData_BP.Default__SKEL_PrimalGameData_BP_C) CONTENT: You're dehydrated! Find some water, fast!(/Game/PrimalEarth/CoreBlueprints/PrimalGameData_BP.Default__SKEL_PrimalGameData_BP_C) CONTENT: Suffocating(/Game/PrimalEarth/CoreBlueprints/PrimalGameData_BP.Default__SKEL_PrimalGameData_BP_C) CONTENT: Health decreases rapidly over time.(/Game/PrimalEarth/CoreBlueprints/PrimalGameData_BP.Default__SKEL_PrimalGameData_BP_C) CONTENT: You're suffocating! Get some air, immediately!(/Game/PrimalEarth/CoreBlueprints/PrimalGameData_BP.Default__SKEL_PrimalGameData_BP_C) CONTENT: Encumbered(/Game/PrimalEarth/CoreBlueprints/PrimalGameData_BP.Default__SKEL_PrimalGameData_BP_C) CONTENT: Can't run and can't jump.(/Game/PrimalEarth/CoreBlueprints/PrimalGameData_BP.Default__SKEL_PrimalGameData_BP_C) CONTENT: You're encumbered! Drop some Inventory weight in order to move again!(/Game/PrimalEarth/CoreBlueprints/PrimalGameData_BP.Default__SKEL_PrimalGameData_BP_C) CONTENT: Hypothermia(/Game/PrimalEarth/CoreBlueprints/PrimalGameData_BP.Default__SKEL_PrimalGameData_BP_C) CONTENT: Food decreases much faster as the ambient temperature gets lower.(/Game/PrimalEarth/CoreBlueprints/PrimalGameData_BP.Default__SKEL_PrimalGameData_BP_C) CONTENT: You're freezing! You should find some warmth immediately!(/Game/PrimalEarth/CoreBlueprints/PrimalGameData_BP.Default__SKEL_PrimalGameData_BP_C) CONTENT: Hyperthermia(/Game/PrimalEarth/CoreBlueprints/PrimalGameData_BP.Default__SKEL_PrimalGameData_BP_C) CONTENT: Water decreases much faster as the ambient temperature gets higher.(/Game/PrimalEarth/CoreBlueprints/PrimalGameData_BP.Default__SKEL_PrimalGameData_BP_C) CONTENT: You're overheating! You should find some place to cool down immediately!(/Game/PrimalEarth/CoreBlueprints/PrimalGameData_BP.Default__SKEL_PrimalGameData_BP_C) CONTENT: Injured(/Game/PrimalEarth/CoreBlueprints/PrimalGameData_BP.Default__SKEL_PrimalGameData_BP_C) CONTENT: Can't jump, run, recover stamina, slower movement, and Torpidity increases faster.(/Game/PrimalEarth/CoreBlueprints/PrimalGameData_BP.Default__SKEL_PrimalGameData_BP_C) CONTENT: You're injured! Recover some Health in order to move properly again.(/Game/PrimalEarth/CoreBlueprints/PrimalGameData_BP.Default__SKEL_PrimalGameData_BP_C) CONTENT: Knocked Out(/Game/PrimalEarth/CoreBlueprints/PrimalGameData_BP.Default__SKEL_PrimalGameData_BP_C) CONTENT: You can't move, but Water and Food decrease more slowly, and Torpidity decreases rapidly.(/Game/PrimalEarth/CoreBlueprints/PrimalGameData_BP.Default__SKEL_PrimalGameData_BP_C) CONTENT: You're knocked out! Wait for your Torpidity to reduce in order to wake back up.(/Game/PrimalEarth/CoreBlueprints/PrimalGameData_BP.Default__SKEL_PrimalGameData_BP_C) CONTENT: Cold(/Game/PrimalEarth/CoreBlueprints/PrimalGameData_BP.Default__SKEL_PrimalGameData_BP_C) CONTENT: Food decreases faster as the ambient temperature gets lower.(/Game/PrimalEarth/CoreBlueprints/PrimalGameData_BP.Default__SKEL_PrimalGameData_BP_C) CONTENT: You're cold. You should find some warmth soon.(/Game/PrimalEarth/CoreBlueprints/PrimalGameData_BP.Default__SKEL_PrimalGameData_BP_C) CONTENT: Hot(/Game/PrimalEarth/CoreBlueprints/PrimalGameData_BP.Default__SKEL_PrimalGameData_BP_C) CONTENT: Water decreases faster as the ambient temperature gets higher.(/Game/PrimalEarth/CoreBlueprints/PrimalGameData_BP.Default__SKEL_PrimalGameData_BP_C) CONTENT: You're hot. You should find some place to cool down soon.(/Game/PrimalEarth/CoreBlueprints/PrimalGameData_BP.Default__SKEL_PrimalGameData_BP_C) CONTENT: Effectiveness(/Game/PrimalEarth/CoreBlueprints/PrimalGameData_BP.Default__SKEL_PrimalGameData_BP_C) CONTENT: Armor(/Game/PrimalEarth/CoreBlueprints/PrimalGameData_BP.Default__SKEL_PrimalGameData_BP_C) CONTENT: Max Durability(/Game/PrimalEarth/CoreBlueprints/PrimalGameData_BP.Default__SKEL_PrimalGameData_BP_C) CONTENT: Weapon Damage(/Game/PrimalEarth/CoreBlueprints/PrimalGameData_BP.Default__SKEL_PrimalGameData_BP_C) CONTENT: Weapon Clip Ammo(/Game/PrimalEarth/CoreBlueprints/PrimalGameData_BP.Default__SKEL_PrimalGameData_BP_C) CONTENT: Hypothermic Insulation(/Game/PrimalEarth/CoreBlueprints/PrimalGameData_BP.Default__SKEL_PrimalGameData_BP_C) CONTENT: Weight(/Game/PrimalEarth/CoreBlueprints/PrimalGameData_BP.Default__SKEL_PrimalGameData_BP_C) CONTENT: Hyperthermic Insulation(/Game/PrimalEarth/CoreBlueprints/PrimalGameData_BP.Default__SKEL_PrimalGameData_BP_C) CONTENT: Consumable(/Game/PrimalEarth/CoreBlueprints/PrimalGameData_BP.Default__SKEL_PrimalGameData_BP_C) CONTENT: Equippable(/Game/PrimalEarth/CoreBlueprints/PrimalGameData_BP.Default__SKEL_PrimalGameData_BP_C) CONTENT: Weapon(/Game/PrimalEarth/CoreBlueprints/PrimalGameData_BP.Default__SKEL_PrimalGameData_BP_C) CONTENT: Ammo(/Game/PrimalEarth/CoreBlueprints/PrimalGameData_BP.Default__SKEL_PrimalGameData_BP_C) CONTENT: Structure(/Game/PrimalEarth/CoreBlueprints/PrimalGameData_BP.Default__SKEL_PrimalGameData_BP_C) CONTENT: Resource(/Game/PrimalEarth/CoreBlueprints/PrimalGameData_BP.Default__SKEL_PrimalGameData_BP_C) CONTENT: Item Skin(/Game/PrimalEarth/CoreBlueprints/PrimalGameData_BP.Default__SKEL_PrimalGameData_BP_C) CONTENT: Attachment(/Game/PrimalEarth/CoreBlueprints/PrimalGameData_BP.Default__SKEL_PrimalGameData_BP_C) CONTENT: Artifact(/Game/PrimalEarth/CoreBlueprints/PrimalGameData_BP.Default__SKEL_PrimalGameData_BP_C) CONTENT: Hat(/Game/PrimalEarth/CoreBlueprints/PrimalGameData_BP.Default__SKEL_PrimalGameData_BP_C) CONTENT: Shirt(/Game/PrimalEarth/CoreBlueprints/PrimalGameData_BP.Default__SKEL_PrimalGameData_BP_C) CONTENT: Pants(/Game/PrimalEarth/CoreBlueprints/PrimalGameData_BP.Default__SKEL_PrimalGameData_BP_C) CONTENT: Boots(/Game/PrimalEarth/CoreBlueprints/PrimalGameData_BP.Default__SKEL_PrimalGameData_BP_C) CONTENT: Gloves(/Game/PrimalEarth/CoreBlueprints/PrimalGameData_BP.Default__SKEL_PrimalGameData_BP_C) CONTENT: Saddle(/Game/PrimalEarth/CoreBlueprints/PrimalGameData_BP.Default__SKEL_PrimalGameData_BP_C) CONTENT: Trophy(/Game/PrimalEarth/CoreBlueprints/PrimalGameData_BP.Default__SKEL_PrimalGameData_BP_C) CONTENT: Costume(/Game/PrimalEarth/CoreBlueprints/PrimalGameData_BP.Default__SKEL_PrimalGameData_BP_C) CONTENT: Shield(/Game/PrimalEarth/CoreBlueprints/PrimalGameData_BP.Default__SKEL_PrimalGameData_BP_C) CONTENT: Male(/Game/PrimalEarth/CoreBlueprints/PrimalGameData_BP.Default__SKEL_PrimalGameData_BP_C) CONTENT: Human(/Game/PrimalEarth/CoreBlueprints/PrimalGameData_BP.Default__SKEL_PrimalGameData_BP_C) CONTENT: Bob(/Game/PrimalEarth/CoreBlueprints/PrimalGameData_BP.Default__SKEL_PrimalGameData_BP_C) CONTENT: Female(/Game/PrimalEarth/CoreBlueprints/PrimalGameData_BP.Default__SKEL_PrimalGameData_BP_C) CONTENT: Human(/Game/PrimalEarth/CoreBlueprints/PrimalGameData_BP.Default__SKEL_PrimalGameData_BP_C) CONTENT: Bobette(/Game/PrimalEarth/CoreBlueprints/PrimalGameData_BP.Default__SKEL_PrimalGameData_BP_C) CONTENT: Display String(/Game/PrimalEarth/UI/DataListEntryWidgetGenericDisplayString.DataListEntryWidgetGenericDisplayString_C:WidgetTree_13.MyDataListButton) CONTENT: Red(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_TestColors.Default__DinoColorSet_TestColors_C) CONTENT: Green(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_TestColors.Default__DinoColorSet_TestColors_C) CONTENT: Blue(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_TestColors.Default__DinoColorSet_TestColors_C) CONTENT: Cyan(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_TestColors.Default__DinoColorSet_TestColors_C) CONTENT: Yellow(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_TestColors.Default__DinoColorSet_TestColors_C) CONTENT: Magenta(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_TestColors.Default__DinoColorSet_TestColors_C) CONTENT: Element(/Game/PrimalEarth/CoreBlueprints/Inventories/DinoDropInventoryComponent_BossSpider_Easy.Default__DinoDropInventoryComponent_BossSpider_Easy_C) CONTENT: Trophy(/Game/PrimalEarth/CoreBlueprints/Inventories/DinoDropInventoryComponent_BossSpider_Easy.Default__DinoDropInventoryComponent_BossSpider_Easy_C) CONTENT: Trophy(/Game/PrimalEarth/CoreBlueprints/Inventories/DinoDropInventoryComponent_BossSpider_Easy.Default__DinoDropInventoryComponent_BossSpider_Easy_C) CONTENT: ACHIEVEMENT_2(/Engine/Transient.REINST_SpiderL_Character_BP_C_0) CONTENT: Idle(/Engine/Transient.REINST_SpiderL_Character_BP_C_0) CONTENT: Action(/Engine/Transient.REINST_SpiderL_Character_BP_C_0) CONTENT: Action2(/Engine/Transient.REINST_SpiderL_Character_BP_C_0) CONTENT: Action3(/Engine/Transient.REINST_SpiderL_Character_BP_C_0) CONTENT: Move(/Engine/Transient.REINST_SpiderL_Character_BP_C_0) CONTENT: Broodmother Lysrix(/Engine/Transient.REINST_SpiderL_Character_BP_C_0) LITERAL: BROODMOTHER HAS BEEN TAMED!(/Game/PrimalEarth/Dinos/Spider-Large/SpiderL_Character_BP.SpiderL_Character_BP:EventGraph.K2Node_CallFunction_57000) LITERAL: !(/Game/PrimalEarth/Dinos/Spider-Large/SpiderL_Character_BP.SpiderL_Character_BP:EventGraph.K2Node_CallFunction_57072) CONTENT: ACHIEVEMENT_2(/Engine/Transient.Default__REINST_SpiderL_Character_BP_C_30755) CONTENT: Idle(/Engine/Transient.Default__REINST_SpiderL_Character_BP_C_30755) CONTENT: Action(/Engine/Transient.Default__REINST_SpiderL_Character_BP_C_30755) CONTENT: Action2(/Engine/Transient.Default__REINST_SpiderL_Character_BP_C_30755) CONTENT: Action3(/Engine/Transient.Default__REINST_SpiderL_Character_BP_C_30755) CONTENT: Move(/Engine/Transient.Default__REINST_SpiderL_Character_BP_C_30755) CONTENT: Broodmother Lysrix(/Engine/Transient.Default__REINST_SpiderL_Character_BP_C_30755) CONTENT: ACHIEVEMENT_2(/Engine/Transient.REINST_SpiderL_Character_BP_C_1) CONTENT: Idle(/Engine/Transient.REINST_SpiderL_Character_BP_C_1) CONTENT: Action(/Engine/Transient.REINST_SpiderL_Character_BP_C_1) CONTENT: Action2(/Engine/Transient.REINST_SpiderL_Character_BP_C_1) CONTENT: Action3(/Engine/Transient.REINST_SpiderL_Character_BP_C_1) CONTENT: Move(/Engine/Transient.REINST_SpiderL_Character_BP_C_1) CONTENT: Broodmother Lysrix(/Engine/Transient.REINST_SpiderL_Character_BP_C_1) CONTENT: ACHIEVEMENT_2(/Engine/Transient.Default__REINST_SpiderL_Character_BP_C_30759) CONTENT: Idle(/Engine/Transient.Default__REINST_SpiderL_Character_BP_C_30759) CONTENT: Action(/Engine/Transient.Default__REINST_SpiderL_Character_BP_C_30759) CONTENT: Action2(/Engine/Transient.Default__REINST_SpiderL_Character_BP_C_30759) CONTENT: Action3(/Engine/Transient.Default__REINST_SpiderL_Character_BP_C_30759) CONTENT: Move(/Engine/Transient.Default__REINST_SpiderL_Character_BP_C_30759) CONTENT: Broodmother Lysrix(/Engine/Transient.Default__REINST_SpiderL_Character_BP_C_30759) CONTENT: ACHIEVEMENT_2(/Game/PrimalEarth/Dinos/Spider-Large/SpiderL_Character_BP.Default__SpiderL_Character_BP_C) CONTENT: Idle(/Game/PrimalEarth/Dinos/Spider-Large/SpiderL_Character_BP.Default__SpiderL_Character_BP_C) CONTENT: Action(/Game/PrimalEarth/Dinos/Spider-Large/SpiderL_Character_BP.Default__SpiderL_Character_BP_C) CONTENT: Action2(/Game/PrimalEarth/Dinos/Spider-Large/SpiderL_Character_BP.Default__SpiderL_Character_BP_C) CONTENT: Action3(/Game/PrimalEarth/Dinos/Spider-Large/SpiderL_Character_BP.Default__SpiderL_Character_BP_C) CONTENT: Move(/Game/PrimalEarth/Dinos/Spider-Large/SpiderL_Character_BP.Default__SpiderL_Character_BP_C) CONTENT: Broodmother Lysrix(/Game/PrimalEarth/Dinos/Spider-Large/SpiderL_Character_BP.Default__SpiderL_Character_BP_C) CONTENT: Boss(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesTribute1.Default__DinoSpawnEntriesTribute1_C) CONTENT: Zomdodo(/Engine/Transient.REINST_ZombieDodo_Character_BP_C_0) LITERAL: EventTags(/Game/PrimalEarth/Dinos/Dodo/ZombieDodo_Character_BP.ZombieDodo_Character_BP:EventGraph.K2Node_CallFunction_233703) LITERAL: .(/Game/PrimalEarth/Dinos/Dodo/ZombieDodo_Character_BP.ZombieDodo_Character_BP:EventGraph.K2Node_CallFunction_233703) LITERAL: Minion(/Game/PrimalEarth/Dinos/Dodo/ZombieDodo_Character_BP.ZombieDodo_Character_BP:EventGraph.K2Node_CallArrayFunction_9857) LITERAL: EventTags(/Game/PrimalEarth/Dinos/Dodo/ZombieDodo_Character_BP.ZombieDodo_Character_BP:RequestModData.K2Node_CallFunction_231971) LITERAL: .(/Game/PrimalEarth/Dinos/Dodo/ZombieDodo_Character_BP.ZombieDodo_Character_BP:RequestModData.K2Node_CallFunction_231971) CONTENT: Zomdodo(/Engine/Transient.Default__REINST_ZombieDodo_Character_BP_C_30780) CONTENT: Zomdodo(/Engine/Transient.REINST_ZombieDodo_Character_BP_C_1) CONTENT: Zomdodo(/Engine/Transient.Default__REINST_ZombieDodo_Character_BP_C_30784) CONTENT: Zomdodo(/Game/PrimalEarth/Dinos/Dodo/ZombieDodo_Character_BP.Default__ZombieDodo_Character_BP_C) CONTENT: Tribute Terminal(/Engine/Transient.REINST_TributeTerminal_Base_C_0) CONTENT: Tribute Terminal(/Engine/Transient.Default__REINST_TributeTerminal_Base_C_30792) CONTENT: Tribute Terminal(/Engine/Transient.REINST_TributeTerminal_Base_C_1) CONTENT: Tribute Terminal(/Engine/Transient.Default__REINST_TributeTerminal_Base_C_30796) CONTENT: Tribute Terminal(/Game/PrimalEarth/Structures/TributeTerminal_Base.Default__TributeTerminal_Base_C) CONTENT: Generate Broodmother Portal(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Cloth/PrimalItem_BossTribute1.Default__PrimalItem_BossTribute1_C) CONTENT: Use this to generate a portal to the Broodmother.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Cloth/PrimalItem_BossTribute1.Default__PrimalItem_BossTribute1_C) CONTENT: DodoRex(/Game/PrimalEarth/CoreBlueprints/DinoEntries/DinoEntry_DodoRex.Default__DinoEntry_DodoRex_C) CONTENT: UPLOAD DINO(/Game/PrimalEarth/UI/ListTamedDinos.ListTamedDinos_C:WidgetTree_114.TextBlock_353) CONTENT: DOWNLOAD DINO(/Game/PrimalEarth/UI/ListTamedDinos.ListTamedDinos_C:WidgetTree_114.Refresh) CONTENT: CANCEL(/Game/PrimalEarth/UI/ListTamedDinos.ListTamedDinos_C:WidgetTree_114.TextBlock_197) CONTENT: Tamed Dinos(/Game/PrimalEarth/UI/ListTamedDinos.ListTamedDinos_C:WidgetTree_114.TextBlock_0) CONTENT: Dino Stats(/Game/PrimalEarth/UI/ListTamedDinos.ListTamedDinos_C:WidgetTree_114.StatsLabel) CONTENT: Armor(/Game/PrimalEarth/UI/ListTamedDinos.ListTamedDinos_C:WidgetTree_114.CharNameLabel) CONTENT: Health(/Game/PrimalEarth/UI/ListTamedDinos.ListTamedDinos_C:WidgetTree_114.HealthLabelStat) CONTENT: Stamina(/Game/PrimalEarth/UI/ListTamedDinos.ListTamedDinos_C:WidgetTree_114.StaminaLabelStat) CONTENT: Oxygen(/Game/PrimalEarth/UI/ListTamedDinos.ListTamedDinos_C:WidgetTree_114.OxygenLabelStat) CONTENT: Food(/Game/PrimalEarth/UI/ListTamedDinos.ListTamedDinos_C:WidgetTree_114.FoodLabelStat) CONTENT: Water(/Game/PrimalEarth/UI/ListTamedDinos.ListTamedDinos_C:WidgetTree_114.WaterLabelStat) CONTENT: Weight(/Game/PrimalEarth/UI/ListTamedDinos.ListTamedDinos_C:WidgetTree_114.WeightLabelStat) CONTENT: Damage(/Game/PrimalEarth/UI/ListTamedDinos.ListTamedDinos_C:WidgetTree_114.DamageLabelStat) CONTENT: Speed(/Game/PrimalEarth/UI/ListTamedDinos.ListTamedDinos_C:WidgetTree_114.SpeedLabelStat) CONTENT: Fortitude(/Game/PrimalEarth/UI/ListTamedDinos.ListTamedDinos_C:WidgetTree_114.FortitudeLabelStat) CONTENT: Crafting Speed(/Game/PrimalEarth/UI/ListTamedDinos.ListTamedDinos_C:WidgetTree_114.CraftingSpeedLabelStat) CONTENT: Torpidity(/Game/PrimalEarth/UI/ListTamedDinos.ListTamedDinos_C:WidgetTree_114.TorpidityLabelStat) CONTENT: XP(/Game/PrimalEarth/UI/ListTamedDinos.ListTamedDinos_C:WidgetTree_114.XPLabel) CONTENT: Receiving Remote Inventory...(/Game/PrimalEarth/UI/InventoryMenu.InventoryMenu_C:WidgetTree_903.ReceivingRemoteInventoryLabel) CONTENT: CRAFT ITEM(/Game/PrimalEarth/UI/InventoryMenu.InventoryMenu_C:WidgetTree_903.TextBlock_1) CONTENT: CLEAR CRAFT QUEUE(/Game/PrimalEarth/UI/InventoryMenu.InventoryMenu_C:WidgetTree_903.TextBlock_1020) CONTENT: CRAFTABLES(/Game/PrimalEarth/UI/InventoryMenu.InventoryMenu_C:WidgetTree_903.CraftablesButton) CONTENT: INVENTORY ITEMS(/Game/PrimalEarth/UI/InventoryMenu.InventoryMenu_C:WidgetTree_903.InventoryButton) CONTENT: Remove Item From Slot(/Game/PrimalEarth/UI/InventoryMenu.InventoryMenu_C:WidgetTree_903.TextBlock_516) CONTENT: Repair Item(/Game/PrimalEarth/UI/InventoryMenu.InventoryMenu_C:WidgetTree_903.TextBlock_10) CONTENT: QUICK ITEM SLOTS(/Game/PrimalEarth/UI/InventoryMenu.InventoryMenu_C:WidgetTree_903.TextBlock_519) CONTENT: Add Item to Slot(/Game/PrimalEarth/UI/InventoryMenu.InventoryMenu_C:WidgetTree_903.AddItemToSlotLabel) CONTENT: Merge Item Stack(/Game/PrimalEarth/UI/InventoryMenu.InventoryMenu_C:WidgetTree_903.TextBlock_27) CONTENT: Split Item Stack(/Game/PrimalEarth/UI/InventoryMenu.InventoryMenu_C:WidgetTree_903.TextBlock_2) CONTENT: Equip Item(/Game/PrimalEarth/UI/InventoryMenu.InventoryMenu_C:WidgetTree_903.TextBlock_4) CONTENT: Transfer To Remote Inventory(/Game/PrimalEarth/UI/InventoryMenu.InventoryMenu_C:WidgetTree_903.TextBlock_49) CONTENT: DROP ITEM(/Game/PrimalEarth/UI/InventoryMenu.InventoryMenu_C:WidgetTree_903.TextBlock_341) CONTENT: TRIBUTE INVENTORY(/Game/PrimalEarth/UI/InventoryMenu.InventoryMenu_C:WidgetTree_903.TextBlock_511) CONTENT: TRANSMIT ARK DATA(/Game/PrimalEarth/UI/InventoryMenu.InventoryMenu_C:WidgetTree_903.TextBlock_12) CONTENT: TRANSFER TO ARK(/Game/PrimalEarth/UI/InventoryMenu.InventoryMenu_C:WidgetTree_903.TextBlock_14) CONTENT: DROP ALL ITEMS(/Game/PrimalEarth/UI/InventoryMenu.InventoryMenu_C:WidgetTree_903.[TextBlock] "DROP ALL ITEMS") CONTENT: USE ITEM(/Game/PrimalEarth/UI/InventoryMenu.InventoryMenu_C:WidgetTree_903.TextBlock_5) CONTENT: REPAIR ITEM(/Game/PrimalEarth/UI/InventoryMenu.InventoryMenu_C:WidgetTree_903.TextBlock_24) CONTENT: TRANSFER ALL ITEMS(/Game/PrimalEarth/UI/InventoryMenu.InventoryMenu_C:WidgetTree_903.TextBlock_549) CONTENT: Shift-Drag Stack Split Half, Detach Accessory Ctrl-Drag Stack Split One Q Text Overlay(/Game/PrimalEarth/UI/InventoryMenu.InventoryMenu_C:WidgetTree_903.HintsText) CONTENT: Create New Folder(/Game/PrimalEarth/UI/InventoryMenu.InventoryMenu_C:WidgetTree_903.NewFolderButton) CONTENT: Show All(/Game/PrimalEarth/UI/InventoryMenu.InventoryMenu_C:WidgetTree_903.ShowAllCraftablesLabel) CONTENT: Path(/Game/PrimalEarth/UI/InventoryMenu.InventoryMenu_C:WidgetTree_903.CurrentPathLabel) CONTENT: CRAFT ALL(/Game/PrimalEarth/UI/InventoryMenu.InventoryMenu_C:WidgetTree_903.TextBlock_0) CONTENT: Show All(/Game/PrimalEarth/UI/InventoryMenu.InventoryMenu_C:WidgetTree_903.ShowAllLocalInventoryCheckBoxLabel) CONTENT: Sort Alphabetically(/Game/PrimalEarth/UI/InventoryMenu.InventoryMenu_C:WidgetTree_903.SortByNameButton) CONTENT: A(/Game/PrimalEarth/UI/InventoryMenu.InventoryMenu_C:WidgetTree_903.TextBlock_1215) CONTENT: Sort By Weight(/Game/PrimalEarth/UI/InventoryMenu.InventoryMenu_C:WidgetTree_903.SortByWeightButton) CONTENT: W(/Game/PrimalEarth/UI/InventoryMenu.InventoryMenu_C:WidgetTree_903.TextBlock_2393) CONTENT: Sort By Type(/Game/PrimalEarth/UI/InventoryMenu.InventoryMenu_C:WidgetTree_903.SortByTypeButton) CONTENT: T(/Game/PrimalEarth/UI/InventoryMenu.InventoryMenu_C:WidgetTree_903.TextBlock_2851) CONTENT: Unsort Items(/Game/PrimalEarth/UI/InventoryMenu.InventoryMenu_C:WidgetTree_903.UnsortButton) CONTENT: U(/Game/PrimalEarth/UI/InventoryMenu.InventoryMenu_C:WidgetTree_903.TextBlock_405) CONTENT: DROP ITEM(/Game/PrimalEarth/UI/InventoryMenu.InventoryMenu_C:WidgetTree_903.TextBlock_259) CONTENT: CRAFT ITEM(/Game/PrimalEarth/UI/InventoryMenu.InventoryMenu_C:WidgetTree_903.TextBlock_42) CONTENT: REPAIR ITEM(/Game/PrimalEarth/UI/InventoryMenu.InventoryMenu_C:WidgetTree_903.TextBlock_3) CONTENT: TAKE ALL FROM INVENTORY(/Game/PrimalEarth/UI/InventoryMenu.InventoryMenu_C:WidgetTree_903.TextBlock_7) CONTENT: CLEAR REMOTE CRAFT QUEUE(/Game/PrimalEarth/UI/InventoryMenu.InventoryMenu_C:WidgetTree_903.TextBlock_8) CONTENT: MULTI-USE SHORTCUT(/Game/PrimalEarth/UI/InventoryMenu.InventoryMenu_C:WidgetTree_903.TextBlock_9) CONTENT: Remote Equip Item(/Game/PrimalEarth/UI/InventoryMenu.InventoryMenu_C:WidgetTree_903.TextBlock_6) CONTENT: Take From Inventory(/Game/PrimalEarth/UI/InventoryMenu.InventoryMenu_C:WidgetTree_903.TextBlock_258) CONTENT: Inventory Name(/Game/PrimalEarth/UI/InventoryMenu.InventoryMenu_C:WidgetTree_903.RemoteInventoryLabel) CONTENT: Inventory Text that is wrapped testing for wrapping(/Game/PrimalEarth/UI/InventoryMenu.InventoryMenu_C:WidgetTree_903.RemoteInventoryDescriptionLabel) CONTENT: REMOTE USE ITEM(/Game/PrimalEarth/UI/InventoryMenu.InventoryMenu_C:WidgetTree_903.TextBlock_55) CONTENT: DROP ALL ITEMS(/Game/PrimalEarth/UI/InventoryMenu.InventoryMenu_C:WidgetTree_903.TextBlock_121) CONTENT: CRAFT ALL(/Game/PrimalEarth/UI/InventoryMenu.InventoryMenu_C:WidgetTree_903.TextBlock_89) CONTENT: Create New Folder(/Game/PrimalEarth/UI/InventoryMenu.InventoryMenu_C:WidgetTree_903.NewFolderButtonRemote) CONTENT: Show All(/Game/PrimalEarth/UI/InventoryMenu.InventoryMenu_C:WidgetTree_903.PrimalRichTextBlock_10) CONTENT: Sort Alphabetically(/Game/PrimalEarth/UI/InventoryMenu.InventoryMenu_C:WidgetTree_903.RemoteSortByName) CONTENT: A(/Game/PrimalEarth/UI/InventoryMenu.InventoryMenu_C:WidgetTree_903.TextBlock_687) CONTENT: Sort By Weight(/Game/PrimalEarth/UI/InventoryMenu.InventoryMenu_C:WidgetTree_903.RemoteSortByWeight) CONTENT: W(/Game/PrimalEarth/UI/InventoryMenu.InventoryMenu_C:WidgetTree_903.TextBlock_688) CONTENT: Sort By Type(/Game/PrimalEarth/UI/InventoryMenu.InventoryMenu_C:WidgetTree_903.RemoteSortByType) CONTENT: T(/Game/PrimalEarth/UI/InventoryMenu.InventoryMenu_C:WidgetTree_903.TextBlock_689) CONTENT: Unsort Items(/Game/PrimalEarth/UI/InventoryMenu.InventoryMenu_C:WidgetTree_903.RemoteUnsort) CONTENT: U(/Game/PrimalEarth/UI/InventoryMenu.InventoryMenu_C:WidgetTree_903.TextBlock_1186) CONTENT: MULTI-USE SHORTCUT(/Game/PrimalEarth/UI/InventoryMenu.InventoryMenu_C:WidgetTree_903.TextBlock_16) CONTENT: APPLY ENGRAM POINTS(/Game/PrimalEarth/UI/InventoryMenu.InventoryMenu_C:WidgetTree_903.ApplyEngramLabel) CONTENT: +(/Game/PrimalEarth/UI/InventoryMenu.InventoryMenu_C:WidgetTree_903.TextBlock_5231) CONTENT: +(/Game/PrimalEarth/UI/InventoryMenu.InventoryMenu_C:WidgetTree_903.TextBlock_3794) CONTENT: +(/Game/PrimalEarth/UI/InventoryMenu.InventoryMenu_C:WidgetTree_903.TextBlock_4323) CONTENT: +(/Game/PrimalEarth/UI/InventoryMenu.InventoryMenu_C:WidgetTree_903.TextBlock_4401) CONTENT: +(/Game/PrimalEarth/UI/InventoryMenu.InventoryMenu_C:WidgetTree_903.TextBlock_4715) CONTENT: +(/Game/PrimalEarth/UI/InventoryMenu.InventoryMenu_C:WidgetTree_903.TextBlock_4796) CONTENT: +(/Game/PrimalEarth/UI/InventoryMenu.InventoryMenu_C:WidgetTree_903.TextBlock_4879) CONTENT: +(/Game/PrimalEarth/UI/InventoryMenu.InventoryMenu_C:WidgetTree_903.TextBlock_4964) CONTENT: +(/Game/PrimalEarth/UI/InventoryMenu.InventoryMenu_C:WidgetTree_903.TextBlock_5051) CONTENT: +(/Game/PrimalEarth/UI/InventoryMenu.InventoryMenu_C:WidgetTree_903.TextBlock_5140) CONTENT: Torpidity(/Game/PrimalEarth/UI/InventoryMenu.InventoryMenu_C:WidgetTree_903.TorpidityLabelStat) CONTENT: Health(/Game/PrimalEarth/UI/InventoryMenu.InventoryMenu_C:WidgetTree_903.HealthLabelStat) CONTENT: Stamina(/Game/PrimalEarth/UI/InventoryMenu.InventoryMenu_C:WidgetTree_903.StaminaLabelStat) CONTENT: Oxygen(/Game/PrimalEarth/UI/InventoryMenu.InventoryMenu_C:WidgetTree_903.OxygenLabelStat) CONTENT: Food(/Game/PrimalEarth/UI/InventoryMenu.InventoryMenu_C:WidgetTree_903.FoodLabelStat) CONTENT: Water(/Game/PrimalEarth/UI/InventoryMenu.InventoryMenu_C:WidgetTree_903.WaterLabelStat) CONTENT: Weight(/Game/PrimalEarth/UI/InventoryMenu.InventoryMenu_C:WidgetTree_903.WeightLabelStat) CONTENT: Damage(/Game/PrimalEarth/UI/InventoryMenu.InventoryMenu_C:WidgetTree_903.DamageLabelStat) CONTENT: Speed(/Game/PrimalEarth/UI/InventoryMenu.InventoryMenu_C:WidgetTree_903.SpeedLabelStat) CONTENT: Crafting Speed(/Game/PrimalEarth/UI/InventoryMenu.InventoryMenu_C:WidgetTree_903.CraftingSpeedLabelStat) CONTENT: Fortitude(/Game/PrimalEarth/UI/InventoryMenu.InventoryMenu_C:WidgetTree_903.FortitudeLabelStat) CONTENT: XP(/Game/PrimalEarth/UI/InventoryMenu.InventoryMenu_C:WidgetTree_903.XPLabel) CONTENT: / SPAWN(/Game/PrimalEarth/UI/InventoryMenu.InventoryMenu_C:WidgetTree_903.SpawnTag) CONTENT: Armor(/Game/PrimalEarth/UI/InventoryMenu.InventoryMenu_C:WidgetTree_903.SpawnPointRegionLabel) CONTENT: Armor(/Game/PrimalEarth/UI/InventoryMenu.InventoryMenu_C:WidgetTree_903.HyperCharInsulationLabel) CONTENT: Armor(/Game/PrimalEarth/UI/InventoryMenu.InventoryMenu_C:WidgetTree_903.HypoCharInsulationLAbel) CONTENT: Armor(/Game/PrimalEarth/UI/InventoryMenu.InventoryMenu_C:WidgetTree_903.CurrentRegionLabel) CONTENT: / REGION(/Game/PrimalEarth/UI/InventoryMenu.InventoryMenu_C:WidgetTree_903.RegionTag) CONTENT: / ?(C)(/Game/PrimalEarth/UI/InventoryMenu.InventoryMenu_C:WidgetTree_903.TemperatureTag) CONTENT: Armor(/Game/PrimalEarth/UI/InventoryMenu.InventoryMenu_C:WidgetTree_903.CurrentTemperatureLabel) CONTENT: Armor(/Game/PrimalEarth/UI/InventoryMenu.InventoryMenu_C:WidgetTree_903.CharArmorLabel) CONTENT: Armor(/Game/PrimalEarth/UI/InventoryMenu.InventoryMenu_C:WidgetTree_903.CharNameLabel) CONTENT: Armor(/Game/PrimalEarth/UI/InventoryMenu.InventoryMenu_C:WidgetTree_903.CurrentTimeLabel) CONTENT: / TIME(/Game/PrimalEarth/UI/InventoryMenu.InventoryMenu_C:WidgetTree_903.TimeLabelTag) CONTENT: / DAY(/Game/PrimalEarth/UI/InventoryMenu.InventoryMenu_C:WidgetTree_903.DayLabelTag) CONTENT: Armor(/Game/PrimalEarth/UI/InventoryMenu.InventoryMenu_C:WidgetTree_903.CurrentDayLabel) CONTENT: CHARACTER STATS(/Game/PrimalEarth/UI/InventoryMenu.InventoryMenu_C:WidgetTree_903.StatsLabel) CONTENT: EQUIPPED ITEMS(/Game/PrimalEarth/UI/InventoryMenu.InventoryMenu_C:WidgetTree_903.RemoteEquippedItemsLabel) CONTENT: YOUR EQUIPPED ITEMS(/Game/PrimalEarth/UI/InventoryMenu.InventoryMenu_C:WidgetTree_903.YourEquippedItemsLabel) CONTENT: UNEQUIP ITEM(/Game/PrimalEarth/UI/InventoryMenu.InventoryMenu_C:WidgetTree_903.TextBlock_471) CONTENT: HEAD(/Game/PrimalEarth/UI/InventoryMenu.InventoryMenu_C:WidgetTree_903.DataListEntryWidgetPrimalItem_C_141) CONTENT: TORSO(/Game/PrimalEarth/UI/InventoryMenu.InventoryMenu_C:WidgetTree_903.DataListEntryWidgetPrimalItem_C_165) CONTENT: LEGS(/Game/PrimalEarth/UI/InventoryMenu.InventoryMenu_C:WidgetTree_903.DataListEntryWidgetPrimalItem_C_185) CONTENT: FEET(/Game/PrimalEarth/UI/InventoryMenu.InventoryMenu_C:WidgetTree_903.DataListEntryWidgetPrimalItem_C_206) CONTENT: HANDS(/Game/PrimalEarth/UI/InventoryMenu.InventoryMenu_C:WidgetTree_903.DataListEntryWidgetPrimalItem_C_235) CONTENT: SADDLE(/Game/PrimalEarth/UI/InventoryMenu.InventoryMenu_C:WidgetTree_903.DataListEntryWidgetPrimalItem_C_0) CONTENT: TROPHY(/Game/PrimalEarth/UI/InventoryMenu.InventoryMenu_C:WidgetTree_903.DataListEntryWidgetPrimalItem_C_126) CONTENT: COSTUME(/Game/PrimalEarth/UI/InventoryMenu.InventoryMenu_C:WidgetTree_903.DataListEntryWidgetPrimalItem_C_1) CONTENT: OFFHAND(/Game/PrimalEarth/UI/InventoryMenu.InventoryMenu_C:WidgetTree_903.DataListEntryWidgetPrimalItem_C_45) CONTENT: CLOSE(/Game/PrimalEarth/UI/InventoryMenu.InventoryMenu_C:WidgetTree_903.TextBlock_184) CONTENT: LEARN ENGRAM(/Game/PrimalEarth/UI/InventoryMenu.InventoryMenu_C:WidgetTree_903.TextBlock_353) CONTENT: ENGRAMS(/Game/PrimalEarth/UI/InventoryMenu.InventoryMenu_C:WidgetTree_903.EngramTitleLabel) CONTENT: Filter:(/Game/PrimalEarth/UI/InventoryMenu.InventoryMenu_C:WidgetTree_903.EngramFilter_Label) CONTENT: Scorched Earth Engrams(/Game/PrimalEarth/UI/InventoryMenu.InventoryMenu_C:WidgetTree_903.TextBlock_420) CONTENT: Tekgrams(/Game/PrimalEarth/UI/InventoryMenu.InventoryMenu_C:WidgetTree_903.TextBlock_79) CONTENT: ARK Prime Engrams(/Game/PrimalEarth/UI/InventoryMenu.InventoryMenu_C:WidgetTree_903.TextBlock_307) CONTENT: Character Name(/Game/PrimalEarth/UI/InventoryMenu.InventoryMenu_C:WidgetTree_903.CharacterNameLabel) CONTENT: CLOSE(/Game/PrimalEarth/UI/InventoryMenu.InventoryMenu_C:WidgetTree_903.AText) CONTENT: ARK DATA(/Game/PrimalEarth/UI/InventoryMenu.InventoryMenu_C:WidgetTree_903.TextBlock_654) CONTENT: Add Items to the Ark(/Game/PrimalEarth/UI/InventoryMenu.InventoryMenu_C:WidgetTree_903.TextBlock_658) CONTENT: UPLOAD CREATURES DATA(/Game/PrimalEarth/UI/InventoryMenu.InventoryMenu_C:WidgetTree_903.TextBlock_663) CONTENT: UPLOAD SURVIVOR DATA(/Game/PrimalEarth/UI/InventoryMenu.InventoryMenu_C:WidgetTree_903.TextBlock_665) CONTENT: DOWNLOAD CREATURES DATA(/Game/PrimalEarth/UI/InventoryMenu.InventoryMenu_C:WidgetTree_903.TextBlock_13) CONTENT: TAKE FROM ARK(/Game/PrimalEarth/UI/InventoryMenu.InventoryMenu_C:WidgetTree_903.TextBlock_92) CONTENT: REFRESH TRIBUTE INVENTORY(/Game/PrimalEarth/UI/InventoryMenu.InventoryMenu_C:WidgetTree_903.TextBlock_263) CONTENT: TRAVEL TO ANOTHER ARK!(/Game/PrimalEarth/UI/InventoryMenu.InventoryMenu_C:WidgetTree_903.TextBlock_513) CONTENT: CLOSE(/Game/PrimalEarth/UI/InventoryMenu.InventoryMenu_C:WidgetTree_903.TextBlock_939) CONTENT: ANCESTRAL LINE(/Game/PrimalEarth/UI/InventoryMenu.InventoryMenu_C:WidgetTree_903.TextBlock_941) CONTENT: Text(/Game/PrimalEarth/UI/InventoryMenu.InventoryMenu_C:WidgetTree_903.DinoSelfLabel) CONTENT: Rich Text Block(/Game/PrimalEarth/UI/InventoryMenu.InventoryMenu_C:WidgetTree_903.DinoAncestorsLabel) CONTENT: Rich Text Block(/Game/PrimalEarth/UI/InventoryMenu.InventoryMenu_C:WidgetTree_903.DinoAncestorsMaleLabel) CONTENT: Rich Text Block(/Game/PrimalEarth/UI/InventoryMenu.InventoryMenu_C:WidgetTree_903.DinoAncestorsParentsLabel) CONTENT: MATRILINEAL(/Game/PrimalEarth/UI/InventoryMenu.InventoryMenu_C:WidgetTree_903.DinoAncestorsTitle) CONTENT: PATRILINEAL(/Game/PrimalEarth/UI/InventoryMenu.InventoryMenu_C:WidgetTree_903.DinoAncestorsMaleTitle) CONTENT: Random Mutations: 10 / 10(/Game/PrimalEarth/UI/InventoryMenu.InventoryMenu_C:WidgetTree_903.RandomMutationsFemaleLabel) CONTENT: Random Mutations: 10 / 10(/Game/PrimalEarth/UI/InventoryMenu.InventoryMenu_C:WidgetTree_903.RandomMutationsMaleLabel) CONTENT: VIEW ANCESTOR LIST(/Game/PrimalEarth/UI/InventoryMenu.InventoryMenu_C:WidgetTree_903.TextBlock_78) CONTENT: TRIBE MANAGER(/Game/PrimalEarth/UI/InventoryMenu.InventoryMenu_C:WidgetTree_903.TextBlock_15) CONTENT: SURVIVOR PROFILE(/Game/PrimalEarth/UI/InventoryMenu.InventoryMenu_C:WidgetTree_903.TextBlock_11) CONTENT: TAME ORDER GROUPS(/Game/PrimalEarth/UI/InventoryMenu.InventoryMenu_C:WidgetTree_903.TextBlock_354) CONTENT: Crafting Requirements(/Game/PrimalEarth/UI/ToolTipWidgetPrimalItem_Smaller2.ToolTipWidgetPrimalItem_Smaller2_C:WidgetTree_43.CraftingRequirementsTitleLabel) CONTENT: This is a very long item description that is almost certain to wrap onto multiple lines of text.(/Game/PrimalEarth/UI/ToolTipWidgetPrimalItem_Smaller2.ToolTipWidgetPrimalItem_Smaller2_C:WidgetTree_43.CraftingRequirementsLabelOld) CONTENT: Crafting: x4(/Game/PrimalEarth/UI/ToolTipWidgetPrimalItem_Smaller2.ToolTipWidgetPrimalItem_Smaller2_C:WidgetTree_43.CraftingLabel) CONTENT: Crafting Requirements Area 1 2 3 4(/Game/PrimalEarth/UI/ToolTipWidgetPrimalItem_Smaller2.ToolTipWidgetPrimalItem_Smaller2_C:WidgetTree_43.CraftingInventoryRequirementsLabel) CONTENT: This is a very long item description that is almost certain to wrap onto multiple lines of text.(/Game/PrimalEarth/UI/ToolTipWidgetPrimalItem_Smaller2.ToolTipWidgetPrimalItem_Smaller2_C:WidgetTree_43.CraftingRequirementsLabel) CONTENT: This is a very long item description that is almost certain to wrap onto multiple lines of text.(/Game/PrimalEarth/UI/ToolTipWidgetPrimalItem_Smaller2.ToolTipWidgetPrimalItem_Smaller2_C:WidgetTree_43.SmallItemCraftingRequirementsLabel) CONTENT: Text(/Game/PrimalEarth/UI/ToolTipWidgetPrimalItem_Smaller2.ToolTipWidgetPrimalItem_Smaller2_C:WidgetTree_43.SpoilNameLabel) CONTENT: Spoils In:(/Game/PrimalEarth/UI/ToolTipWidgetPrimalItem_Smaller2.ToolTipWidgetPrimalItem_Smaller2_C:WidgetTree_43.[TextBlock] ) CONTENT: 0(/Game/PrimalEarth/UI/ToolTipWidgetPrimalItem_Smaller2.ToolTipWidgetPrimalItem_Smaller2_C:WidgetTree_43.SpoilTimeLabel) CONTENT: Quantity:(/Game/PrimalEarth/UI/ToolTipWidgetPrimalItem_Smaller2.ToolTipWidgetPrimalItem_Smaller2_C:WidgetTree_43.ItemQuantityLabel) CONTENT: Durability:(/Game/PrimalEarth/UI/ToolTipWidgetPrimalItem_Smaller2.ToolTipWidgetPrimalItem_Smaller2_C:WidgetTree_43.DurabilityLabel) CONTENT: Stats(/Game/PrimalEarth/UI/ToolTipWidgetPrimalItem_Smaller2.ToolTipWidgetPrimalItem_Smaller2_C:WidgetTree_43.[TextBlock] "Stats") CONTENT: This is a very long item description that is almost certain to wrap onto multiple lines of text.(/Game/PrimalEarth/UI/ToolTipWidgetPrimalItem_Smaller2.ToolTipWidgetPrimalItem_Smaller2_C:WidgetTree_43.ItemStatsLabel) CONTENT: Item Rating(/Game/PrimalEarth/UI/ToolTipWidgetPrimalItem_Smaller2.ToolTipWidgetPrimalItem_Smaller2_C:WidgetTree_43.ItemRatingLabel) CONTENT: Text(/Game/PrimalEarth/UI/ToolTipWidgetPrimalItem_Smaller2.ToolTipWidgetPrimalItem_Smaller2_C:WidgetTree_43.ItemNameLabel) CONTENT: Item Description(/Game/PrimalEarth/UI/ToolTipWidgetPrimalItem_Smaller2.ToolTipWidgetPrimalItem_Smaller2_C:WidgetTree_43.ItemDescriptionLabel) CONTENT: Weight:(/Game/PrimalEarth/UI/ToolTipWidgetPrimalItem_Smaller2.ToolTipWidgetPrimalItem_Smaller2_C:WidgetTree_43.ItemWeightLabel) CONTENT: Type:(/Game/PrimalEarth/UI/ToolTipWidgetPrimalItem_Smaller2.ToolTipWidgetPrimalItem_Smaller2_C:WidgetTree_43.ItemTypeLabel) CONTENT: Subtype:(/Game/PrimalEarth/UI/ToolTipWidgetPrimalItem_Smaller2.ToolTipWidgetPrimalItem_Smaller2_C:WidgetTree_43.ItemSubtypeLabel) CONTENT: Item Description(/Game/PrimalEarth/UI/ToolTipWidgetPrimalItem_Smaller2.ToolTipWidgetPrimalItem_Smaller2_C:WidgetTree_43.ItemExtendedDescriptionLabel) CONTENT: Specimen Implant(/Game/PrimalEarth/UI/ToolTipWidgetPrimalItem_Smaller2.ToolTipWidgetPrimalItem_Smaller2_C:WidgetTree_43.ItemExtendedTitleLabel) CONTENT: Welcome to the ARK: Survival Evolved Alpha!(/Game/PrimalEarth/UI/WelcomeUI.WelcomeUI_C:WidgetTree_130.PrimalRichTextBlock_8) CONTENT: We're happy to have you join our first prerelease Alpha test! We hope you'll enjoy the adventures you can have in this early initial version of the game. Please submit feedback and bugs you find in the game to your QA Director via the Forum. Remember, you can adjust various graphics settings in the Options menu to achieve performance appropriate to your machine, and also reconfigure any key bindings and various gameplay setings to your liking. If you have an Oculus Rift, please plug it in and click "Enable VR HMD" on the Options menu, for an immersive VR experience! We also have full gamepad support integrated, so feel free to plug in a gamepad and play the game with it (see your QA Director for gamepad keybindings). Here are some Tips to get you started: In ARK, your #1 priority is Survival. Your Food and Water meters are constantly depleting, and will deplete even faster if you are rapidly consuming Stamina such as while running. When you dehydrated or starving, your Health will rapidly deplete and you may also fall faint as your "Torpor" meter increases. You can replenish water by immersing yourself in water from the lakes and sea (this is not a natural environment...), as well as by filling up Water Skins that you can craft. Food can be harvested from plants in the form of berries, but more nourishing meat can be harvested by attacking the corpses of recently killed animals or people. However, raw meat reduces your Health as well, so you should cook it at a campfire first. Crafting Items can be accomplished by first learning the Engram for the Item via your Inventory Menu ([I] key), which requires levelling up by gaining XP from harvesting, killing creatures, crafting, excercising, and simply being awake and alive. Each time you level up after applying your Stat Point upgrade via the Inventory Menu, you can click the Engrams Button to apply more Engram Points. You can also find Blueprints and Resource Caches from Supply Crates at the beams of light randomly throughout the ARK, but be wary of creatures or other players guarding these areas. Once you have a Blueprint or Engram for the Item, listed in your Craftables Menu, you need to harvest the necessary resources by attacking trees (or rocks with a axe), or picking up Plants or small Stones from the ground with the "E" key. Then Craft the item, and either Use it directly from your Inventory menu or drag it to your Slot Bar to access it quickly with the number keys during gameplay. You must also be wary of changes in temperature due to time-of-day and weather events, and craft clothing and enclosed structures to Insulate you from the harsh elements, and light torches and fires to keep you warm. If you establish yourself and gain enough resources, you can attempt to Tame a wild animal. This is accomplished by knocking the animal unconscious with your fists or tranquilizer arrows, and then while it unconscious putting food that it likes into its Inventory. Over time, its Affinity will increase, and when sufficiently increased it will awaken as your Pet. You can then command it to follow you, put more Items in its Inventory to use it as a beast of burden, or even craft a Saddle and Ride it. Tamed creatures can themselves be levelled-up too! Ultimately, your goal is to level-up, learn, craft, establish a long-term online village with crops and sustainable means of subsistence (or simply raid others), tame the most ferocious and powerful creatures... and then as we get into the later Alpha and Beta, summon the Ultimate Life Forms and Ascend from the ARK! We hope you'll play the game a lot online with us, and we're looking forward to your feedback and your help to make ARK: Survival Evolved one of best, deepest, and richest online survival experiences ever developed!(/Game/PrimalEarth/UI/WelcomeUI.WelcomeUI_C:WidgetTree_130.PrimalRichTextBlock_16) CONTENT: Click or Press Gamepad (A) to Continue!(/Game/PrimalEarth/UI/WelcomeUI.WelcomeUI_C:WidgetTree_130.TextBlock_223) CONTENT: Loot Crate(/Engine/Transient.REINST_SupplyCrateBaseBP_Instantaneous_C_0) CONTENT: Loot Crate(/Engine/Transient.Default__REINST_SupplyCrateBaseBP_Instantaneous_C_30882) CONTENT: Loot Crate(/Engine/Transient.REINST_SupplyCrateBaseBP_Instantaneous_C_1) CONTENT: Loot Crate(/Engine/Transient.Default__REINST_SupplyCrateBaseBP_Instantaneous_C_30886) CONTENT: Loot Crate(/Game/PrimalEarth/Structures/BuildingBases/SupplyCrateBaseBP_Instantaneous.Default__SupplyCrateBaseBP_Instantaneous_C) CONTENT: Seize it!(/Engine/Transient.REINST_PrimalInventoryBP_ArtifactCrate_C_0) CONTENT: Artifact(/Engine/Transient.REINST_PrimalInventoryBP_ArtifactCrate_C_0) CONTENT: Seize it!(/Engine/Transient.Default__REINST_PrimalInventoryBP_ArtifactCrate_C_30893) CONTENT: Artifact(/Engine/Transient.Default__REINST_PrimalInventoryBP_ArtifactCrate_C_30893) CONTENT: Seize it!(/Engine/Transient.REINST_PrimalInventoryBP_ArtifactCrate_C_1) CONTENT: Artifact(/Engine/Transient.REINST_PrimalInventoryBP_ArtifactCrate_C_1) CONTENT: Seize it!(/Engine/Transient.Default__REINST_PrimalInventoryBP_ArtifactCrate_C_30897) CONTENT: Artifact(/Engine/Transient.Default__REINST_PrimalInventoryBP_ArtifactCrate_C_30897) CONTENT: Seize it!(/Game/PrimalEarth/CoreBlueprints/Inventories/PrimalInventoryBP_ArtifactCrate.Default__PrimalInventoryBP_ArtifactCrate_C) CONTENT: Artifact(/Game/PrimalEarth/CoreBlueprints/Inventories/PrimalInventoryBP_ArtifactCrate.Default__PrimalInventoryBP_ArtifactCrate_C) CONTENT: Artifact(/Engine/Transient.REINST_ArtifactCrate_Instantaneous_C_0) CONTENT: Artifact(/Engine/Transient.Default__REINST_ArtifactCrate_Instantaneous_C_30905) CONTENT: Artifact(/Engine/Transient.REINST_ArtifactCrate_Instantaneous_C_1) CONTENT: Artifact(/Engine/Transient.Default__REINST_ArtifactCrate_Instantaneous_C_30909) CONTENT: Artifact(/Game/PrimalEarth/Structures/ArtifactCrates/ArtifactCrate_Instantaneous.Default__ArtifactCrate_Instantaneous_C) CONTENT: Artifact(/Engine/Transient.REINST_ArtifactCrate_Instantaneous_Alt_C_0) CONTENT: Artifact(/Engine/Transient.Default__REINST_ArtifactCrate_Instantaneous_Alt_C_30916) CONTENT: Artifact(/Engine/Transient.REINST_ArtifactCrate_Instantaneous_Alt_C_1) CONTENT: Artifact(/Engine/Transient.Default__REINST_ArtifactCrate_Instantaneous_Alt_C_30920) CONTENT: Artifact(/Game/PrimalEarth/Structures/ArtifactCrates/ArtifactCrate_Instantaneous_Alt.Default__ArtifactCrate_Instantaneous_Alt_C) CONTENT: Artifact(/Engine/Transient.REINST_ArtifactCrate_1_C_0) CONTENT: Artifact(/Engine/Transient.REINST_ArtifactCrate_1_C_0) CONTENT: Artifact(/Engine/Transient.Default__REINST_ArtifactCrate_1_C_30938) CONTENT: Artifact(/Engine/Transient.Default__REINST_ArtifactCrate_1_C_30938) CONTENT: Artifact(/Engine/Transient.REINST_ArtifactCrate_1_C_1) CONTENT: Artifact(/Engine/Transient.REINST_ArtifactCrate_1_C_1) CONTENT: Artifact(/Engine/Transient.Default__REINST_ArtifactCrate_1_C_30942) CONTENT: Artifact(/Engine/Transient.Default__REINST_ArtifactCrate_1_C_30942) CONTENT: Artifact(/Game/PrimalEarth/Structures/ArtifactCrates/ArtifactCrate_1.Default__ArtifactCrate_1_C) CONTENT: Artifact(/Game/PrimalEarth/Structures/ArtifactCrates/ArtifactCrate_1.Default__ArtifactCrate_1_C) LITERAL: AutoUpdateValues(/Game/PrimalEarth/Environment/Water/BP_IslandWaterPlane.BP_IslandWaterPlane:EventGraph.K2Node_CallFunction_26310) CONTENT: Dragon(/Engine/Transient.REINST_Dragon_Character_BP_C_0) LITERAL: THE DRAGON HAS BEEN TAMED!(/Game/PrimalEarth/Dinos/Dragon/Dragon_Character_BP.Dragon_Character_BP:EventGraph.K2Node_CallFunction_57000) LITERAL: !(/Game/PrimalEarth/Dinos/Dragon/Dragon_Character_BP.Dragon_Character_BP:EventGraph.K2Node_CallFunction_57072) CONTENT: Dragon(/Engine/Transient.Default__REINST_Dragon_Character_BP_C_30964) CONTENT: Dragon(/Engine/Transient.REINST_Dragon_Character_BP_C_1) CONTENT: Dragon(/Engine/Transient.Default__REINST_Dragon_Character_BP_C_30968) CONTENT: Dragon(/Game/PrimalEarth/Dinos/Dragon/Dragon_Character_BP.Default__Dragon_Character_BP_C) CONTENT: Mosasaur(/Engine/Transient.REINST_Mosa_Character_BP_Cave_C_0) CONTENT: Mosasaur(/Engine/Transient.Default__REINST_Mosa_Character_BP_Cave_C_31012) CONTENT: Mosasaur(/Engine/Transient.REINST_Mosa_Character_BP_Cave_C_1) CONTENT: Mosasaur(/Engine/Transient.Default__REINST_Mosa_Character_BP_Cave_C_31016) CONTENT: Mosasaur(/Game/PrimalEarth/Dinos/Mosasaurus/Mosa_Character_BP_Cave.Default__Mosa_Character_BP_Cave_C) CONTENT: Survivor(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSet_MegaSurvivor_Mosa.Default__LootItemSet_MegaSurvivor_Mosa_C) CONTENT: Recipe(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSet_MegaSurvivor_Mosa.Default__LootItemSet_MegaSurvivor_Mosa_C) CONTENT: Tool (/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSet_MegaSurvivor_Mosa.Default__LootItemSet_MegaSurvivor_Mosa_C) CONTENT: Weapon(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSet_MegaSurvivor_Mosa.Default__LootItemSet_MegaSurvivor_Mosa_C) CONTENT: Arrows(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSet_MegaSurvivor_Mosa.Default__LootItemSet_MegaSurvivor_Mosa_C) CONTENT: Berries(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSet_MegaSurvivor_Mosa.Default__LootItemSet_MegaSurvivor_Mosa_C) CONTENT: Armor(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSet_MegaSurvivor_Mosa.Default__LootItemSet_MegaSurvivor_Mosa_C) CONTENT: Alpha Mosasaur Tooth(/Game/PrimalEarth/CoreBlueprints/Resources/PrimalItemResource_ApexDrop_AlphaMosasaur.Default__PrimalItemResource_ApexDrop_AlphaMosasaur_C) CONTENT: This trophy proves your worth as a hunter.(/Game/PrimalEarth/CoreBlueprints/Resources/PrimalItemResource_ApexDrop_AlphaMosasaur.Default__PrimalItemResource_ApexDrop_AlphaMosasaur_C) CONTENT: Black Pearls(/Game/PrimalEarth/CoreBlueprints/Inventories/DinoDropInventoryComponent_Carnivore_Mega_Mosa.Default__DinoDropInventoryComponent_Carnivore_Mega_Mosa_C) CONTENT: Tribute(/Game/PrimalEarth/CoreBlueprints/Inventories/DinoDropInventoryComponent_Carnivore_Mega_Mosa.Default__DinoDropInventoryComponent_Carnivore_Mega_Mosa_C) CONTENT: Tribute Drop(/Game/PrimalEarth/CoreBlueprints/Inventories/DinoDropInventoryComponent_Carnivore_Mega_Mosa.Default__DinoDropInventoryComponent_Carnivore_Mega_Mosa_C) CONTENT: Alpha Mosasaur(/Engine/Transient.REINST_Mosa_Character_BP_Mega_Cave_C_0) CONTENT: Alpha Mosasaur(/Engine/Transient.Default__REINST_Mosa_Character_BP_Mega_Cave_C_31029) CONTENT: Alpha Mosasaur(/Engine/Transient.REINST_Mosa_Character_BP_Mega_Cave_C_1) CONTENT: Alpha Mosasaur(/Engine/Transient.Default__REINST_Mosa_Character_BP_Mega_Cave_C_31033) CONTENT: Alpha Mosasaur(/Game/PrimalEarth/Dinos/Mosasaurus/Mosa_Character_BP_Mega_Cave.Default__Mosa_Character_BP_Mega_Cave_C) CONTENT: Tusoteuthis(/Engine/Transient.REINST_Tusoteuthis_Character_BP_CaveBase_C_0) LITERAL: Drop Prey(/Game/PrimalEarth/Dinos/Tusoteuthis/Tusoteuthis_Character_BP_CaveBase.Tusoteuthis_Character_BP_CaveBase:BPGetMultiUseEntries.K2Node_MakeStruct_618) CONTENT: Tusoteuthis(/Engine/Transient.Default__REINST_Tusoteuthis_Character_BP_CaveBase_C_31040) CONTENT: Tusoteuthis(/Engine/Transient.REINST_Tusoteuthis_Character_BP_CaveBase_C_1) CONTENT: Tusoteuthis(/Engine/Transient.Default__REINST_Tusoteuthis_Character_BP_CaveBase_C_31044) CONTENT: Tusoteuthis(/Game/PrimalEarth/Dinos/Tusoteuthis/Tusoteuthis_Character_BP_CaveBase.Default__Tusoteuthis_Character_BP_CaveBase_C) LITERAL: The Arena is currently occupied...(/Game/PrimalEarth/CoreBlueprints/BossTribute/DungeonArenaManager.DungeonArenaManager:Is Valid for Activation.K2Node_Select_75) LITERAL: (/Game/PrimalEarth/CoreBlueprints/BossTribute/DungeonArenaManager.DungeonArenaManager:ActivateArena.K2Node_CallFunction_106885) LITERAL: 0(/Game/PrimalEarth/CoreBlueprints/BossTribute/DungeonArenaManager.DungeonArenaManager:EdGraph_107354.K2Node_MakeStruct_2356) LITERAL: 0(/Game/PrimalEarth/CoreBlueprints/BossTribute/DungeonArenaManager.DungeonArenaManager:EdGraph_107354.K2Node_MakeStruct_2357) LITERAL: 1(/Game/PrimalEarth/CoreBlueprints/BossTribute/DungeonArenaManager.DungeonArenaManager:EdGraph_107354.K2Node_MakeStruct_2358) LITERAL: 2(/Game/PrimalEarth/CoreBlueprints/BossTribute/DungeonArenaManager.DungeonArenaManager:EdGraph_107354.K2Node_MakeStruct_2359) LITERAL: 3(/Game/PrimalEarth/CoreBlueprints/BossTribute/DungeonArenaManager.DungeonArenaManager:EdGraph_107354.K2Node_MakeStruct_2360) LITERAL: 4(/Game/PrimalEarth/CoreBlueprints/BossTribute/DungeonArenaManager.DungeonArenaManager:EdGraph_107354.K2Node_MakeStruct_2361) LITERAL: 0(/Game/PrimalEarth/CoreBlueprints/BossTribute/DungeonArenaManager.DungeonArenaManager:EdGraph_107354.K2Node_MakeStruct_2362) LITERAL: 1(/Game/PrimalEarth/CoreBlueprints/BossTribute/DungeonArenaManager.DungeonArenaManager:EdGraph_107354.K2Node_MakeStruct_2363) LITERAL: 2(/Game/PrimalEarth/CoreBlueprints/BossTribute/DungeonArenaManager.DungeonArenaManager:EdGraph_107354.K2Node_MakeStruct_2364) LITERAL: 3(/Game/PrimalEarth/CoreBlueprints/BossTribute/DungeonArenaManager.DungeonArenaManager:EdGraph_107354.K2Node_MakeStruct_2365) LITERAL: 4(/Game/PrimalEarth/CoreBlueprints/BossTribute/DungeonArenaManager.DungeonArenaManager:EdGraph_107354.K2Node_MakeStruct_2366) LITERAL: 0(/Game/PrimalEarth/CoreBlueprints/BossTribute/DungeonArenaManager.DungeonArenaManager:EdGraph_107380.K2Node_MakeStruct_2369) LITERAL: 0(/Game/PrimalEarth/CoreBlueprints/BossTribute/DungeonArenaManager.DungeonArenaManager:EdGraph_107380.K2Node_MakeStruct_2370) LITERAL: 1(/Game/PrimalEarth/CoreBlueprints/BossTribute/DungeonArenaManager.DungeonArenaManager:EdGraph_107380.K2Node_MakeStruct_2371) LITERAL: 2(/Game/PrimalEarth/CoreBlueprints/BossTribute/DungeonArenaManager.DungeonArenaManager:EdGraph_107380.K2Node_MakeStruct_2372) LITERAL: 3(/Game/PrimalEarth/CoreBlueprints/BossTribute/DungeonArenaManager.DungeonArenaManager:EdGraph_107380.K2Node_MakeStruct_2373) LITERAL: 4(/Game/PrimalEarth/CoreBlueprints/BossTribute/DungeonArenaManager.DungeonArenaManager:EdGraph_107380.K2Node_MakeStruct_2374) LITERAL: 0(/Game/PrimalEarth/CoreBlueprints/BossTribute/DungeonArenaManager.DungeonArenaManager:EdGraph_107380.K2Node_MakeStruct_2375) LITERAL: 1(/Game/PrimalEarth/CoreBlueprints/BossTribute/DungeonArenaManager.DungeonArenaManager:EdGraph_107380.K2Node_MakeStruct_2376) LITERAL: 2(/Game/PrimalEarth/CoreBlueprints/BossTribute/DungeonArenaManager.DungeonArenaManager:EdGraph_107380.K2Node_MakeStruct_2377) LITERAL: 3(/Game/PrimalEarth/CoreBlueprints/BossTribute/DungeonArenaManager.DungeonArenaManager:EdGraph_107380.K2Node_MakeStruct_2378) LITERAL: 4(/Game/PrimalEarth/CoreBlueprints/BossTribute/DungeonArenaManager.DungeonArenaManager:EdGraph_107380.K2Node_MakeStruct_2379) CONTENT: Time Remaining: {0}(/Game/PrimalEarth/CoreBlueprints/BossTribute/DungeonArenaManager.Default__DungeonArenaManager_C) CONTENT: Tek Cave Door Closes In: {0} This is not a safe place to sleep! Survivors: {1}/{2}, Tames: {3}/{4}(/Game/PrimalEarth/CoreBlueprints/BossTribute/DungeonArenaManager.Default__DungeonArenaManager_C) CONTENT: Tek Cave Door Closes In: {0} This is not a safe place to sleep! Tames: {3}/{4}(/Game/PrimalEarth/CoreBlueprints/BossTribute/DungeonArenaManager.Default__DungeonArenaManager_C) LITERAL: SetBossDifficulty(/Game/PrimalEarth/CoreBlueprints/BossTribute/AscensionTeleporter.AscensionTeleporter:DoTeleport.K2Node_CallFunction_85184) LITERAL: 0(/Game/PrimalEarth/CoreBlueprints/BossTribute/AscensionTeleporter.AscensionTeleporter:EdGraph_107424.K2Node_MakeStruct_2380) LITERAL: 0(/Game/PrimalEarth/CoreBlueprints/BossTribute/AscensionTeleporter.AscensionTeleporter:EdGraph_107424.K2Node_MakeStruct_2381) LITERAL: 0(/Game/PrimalEarth/CoreBlueprints/BossTribute/AscensionTeleporter.AscensionTeleporter:EdGraph_107447.K2Node_MakeStruct_2382) LITERAL: 0(/Game/PrimalEarth/CoreBlueprints/BossTribute/AscensionTeleporter.AscensionTeleporter:EdGraph_107447.K2Node_MakeStruct_2383) CONTENT: You Will Teleport In {0} Only up to 10 Survivors allowed.(/Game/PrimalEarth/CoreBlueprints/BossTribute/AscensionTeleporter.Default__AscensionTeleporter_C) CONTENT: You Will Teleport In {0}(/Game/PrimalEarth/CoreBlueprints/BossTribute/AscensionTeleporter.Default__AscensionTeleporter_C) CONTENT: SetBossDifficultyIndex0(/Engine/Transient.REINST_AscensionTeleporter_Easy_C_0) CONTENT: SetBossDifficultyIndex0(/Engine/Transient.Default__REINST_AscensionTeleporter_Easy_C_31106) CONTENT: SetBossDifficultyIndex0(/Engine/Transient.REINST_AscensionTeleporter_Easy_C_1) CONTENT: SetBossDifficultyIndex0(/Engine/Transient.Default__REINST_AscensionTeleporter_Easy_C_31110) CONTENT: SetBossDifficultyIndex0(/Game/PrimalEarth/CoreBlueprints/BossTribute/AscensionTeleporter_Easy.Default__AscensionTeleporter_Easy_C) CONTENT: SetBossDifficultyIndex2(/Engine/Transient.REINST_AscensionTeleporter_Hard_C_0) CONTENT: SetBossDifficultyIndex2(/Engine/Transient.Default__REINST_AscensionTeleporter_Hard_C_31117) CONTENT: SetBossDifficultyIndex2(/Engine/Transient.REINST_AscensionTeleporter_Hard_C_1) CONTENT: SetBossDifficultyIndex2(/Engine/Transient.Default__REINST_AscensionTeleporter_Hard_C_31121) CONTENT: SetBossDifficultyIndex2(/Game/PrimalEarth/CoreBlueprints/BossTribute/AscensionTeleporter_Hard.Default__AscensionTeleporter_Hard_C) CONTENT: SetBossDifficultyIndex1(/Engine/Transient.REINST_AscensionTeleporter_Medium_C_0) CONTENT: SetBossDifficultyIndex1(/Engine/Transient.Default__REINST_AscensionTeleporter_Medium_C_31128) CONTENT: SetBossDifficultyIndex1(/Engine/Transient.REINST_AscensionTeleporter_Medium_C_1) CONTENT: SetBossDifficultyIndex1(/Engine/Transient.Default__REINST_AscensionTeleporter_Medium_C_31132) CONTENT: SetBossDifficultyIndex1(/Game/PrimalEarth/CoreBlueprints/BossTribute/AscensionTeleporter_Medium.Default__AscensionTeleporter_Medium_C) CONTENT: ACHIEVEMENT_6(/Engine/Transient.REINST_Dragon_Character_BP_Boss_C_0) CONTENT: Idle(/Engine/Transient.REINST_Dragon_Character_BP_Boss_C_0) CONTENT: Action(/Engine/Transient.REINST_Dragon_Character_BP_Boss_C_0) CONTENT: Action2(/Engine/Transient.REINST_Dragon_Character_BP_Boss_C_0) CONTENT: Fly(/Engine/Transient.REINST_Dragon_Character_BP_Boss_C_0) CONTENT: c_back3(/Engine/Transient.REINST_Dragon_Character_BP_Boss_C_0) CONTENT: Fly2(/Engine/Transient.REINST_Dragon_Character_BP_Boss_C_0) CONTENT: c_back3(/Engine/Transient.REINST_Dragon_Character_BP_Boss_C_0) CONTENT: Dragon(/Engine/Transient.REINST_Dragon_Character_BP_Boss_C_0) LITERAL: THE DRAGON HAS BEEN TAMED!(/Game/PrimalEarth/Dinos/Dragon/Dragon_Character_BP_Boss.Dragon_Character_BP_Boss:EventGraph.K2Node_CallFunction_57000) LITERAL: !(/Game/PrimalEarth/Dinos/Dragon/Dragon_Character_BP_Boss.Dragon_Character_BP_Boss:EventGraph.K2Node_CallFunction_57072) CONTENT: Multiple Values(/Game/PrimalEarth/CoreBlueprints/Items/Trophies/PrimalItemTrophy_Dragon.Default__PrimalItemTrophy_Dragon_C) CONTENT: Place it on a trophy wall-mount, and keep it safe to use as an invaluable token of your prowess...(/Game/PrimalEarth/CoreBlueprints/Items/Trophies/PrimalItemTrophy_Dragon.Default__PrimalItemTrophy_Dragon_C) CONTENT: ACHIEVEMENT_6(/Engine/Transient.Default__REINST_Dragon_Character_BP_Boss_C_31244) CONTENT: Idle(/Engine/Transient.Default__REINST_Dragon_Character_BP_Boss_C_31244) CONTENT: Action(/Engine/Transient.Default__REINST_Dragon_Character_BP_Boss_C_31244) CONTENT: Action2(/Engine/Transient.Default__REINST_Dragon_Character_BP_Boss_C_31244) CONTENT: Fly(/Engine/Transient.Default__REINST_Dragon_Character_BP_Boss_C_31244) CONTENT: c_back3(/Engine/Transient.Default__REINST_Dragon_Character_BP_Boss_C_31244) CONTENT: Fly2(/Engine/Transient.Default__REINST_Dragon_Character_BP_Boss_C_31244) CONTENT: c_back3(/Engine/Transient.Default__REINST_Dragon_Character_BP_Boss_C_31244) CONTENT: Dragon(/Engine/Transient.Default__REINST_Dragon_Character_BP_Boss_C_31244) CONTENT: ACHIEVEMENT_6(/Engine/Transient.REINST_Dragon_Character_BP_Boss_C_1) CONTENT: Idle(/Engine/Transient.REINST_Dragon_Character_BP_Boss_C_1) CONTENT: Action(/Engine/Transient.REINST_Dragon_Character_BP_Boss_C_1) CONTENT: Action2(/Engine/Transient.REINST_Dragon_Character_BP_Boss_C_1) CONTENT: Fly(/Engine/Transient.REINST_Dragon_Character_BP_Boss_C_1) CONTENT: c_back3(/Engine/Transient.REINST_Dragon_Character_BP_Boss_C_1) CONTENT: Fly2(/Engine/Transient.REINST_Dragon_Character_BP_Boss_C_1) CONTENT: c_back3(/Engine/Transient.REINST_Dragon_Character_BP_Boss_C_1) CONTENT: Dragon(/Engine/Transient.REINST_Dragon_Character_BP_Boss_C_1) CONTENT: ACHIEVEMENT_6(/Engine/Transient.Default__REINST_Dragon_Character_BP_Boss_C_31271) CONTENT: Idle(/Engine/Transient.Default__REINST_Dragon_Character_BP_Boss_C_31271) CONTENT: Action(/Engine/Transient.Default__REINST_Dragon_Character_BP_Boss_C_31271) CONTENT: Action2(/Engine/Transient.Default__REINST_Dragon_Character_BP_Boss_C_31271) CONTENT: Fly(/Engine/Transient.Default__REINST_Dragon_Character_BP_Boss_C_31271) CONTENT: c_back3(/Engine/Transient.Default__REINST_Dragon_Character_BP_Boss_C_31271) CONTENT: Fly2(/Engine/Transient.Default__REINST_Dragon_Character_BP_Boss_C_31271) CONTENT: c_back3(/Engine/Transient.Default__REINST_Dragon_Character_BP_Boss_C_31271) CONTENT: Dragon(/Engine/Transient.Default__REINST_Dragon_Character_BP_Boss_C_31271) CONTENT: ACHIEVEMENT_6(/Game/PrimalEarth/Dinos/Dragon/Dragon_Character_BP_Boss.Default__Dragon_Character_BP_Boss_C) CONTENT: Idle(/Game/PrimalEarth/Dinos/Dragon/Dragon_Character_BP_Boss.Default__Dragon_Character_BP_Boss_C) CONTENT: Action(/Game/PrimalEarth/Dinos/Dragon/Dragon_Character_BP_Boss.Default__Dragon_Character_BP_Boss_C) CONTENT: Action2(/Game/PrimalEarth/Dinos/Dragon/Dragon_Character_BP_Boss.Default__Dragon_Character_BP_Boss_C) CONTENT: Fly(/Game/PrimalEarth/Dinos/Dragon/Dragon_Character_BP_Boss.Default__Dragon_Character_BP_Boss_C) CONTENT: c_back3(/Game/PrimalEarth/Dinos/Dragon/Dragon_Character_BP_Boss.Default__Dragon_Character_BP_Boss_C) CONTENT: Fly2(/Game/PrimalEarth/Dinos/Dragon/Dragon_Character_BP_Boss.Default__Dragon_Character_BP_Boss_C) CONTENT: c_back3(/Game/PrimalEarth/Dinos/Dragon/Dragon_Character_BP_Boss.Default__Dragon_Character_BP_Boss_C) CONTENT: Dragon(/Game/PrimalEarth/Dinos/Dragon/Dragon_Character_BP_Boss.Default__Dragon_Character_BP_Boss_C) CONTENT: Multiple Values(/Game/PrimalEarth/CoreBlueprints/Items/Trophies/PrimalItemTrophy_Gorilla.Default__PrimalItemTrophy_Gorilla_C) CONTENT: Place it on a trophy wall-mount, and keep it safe to use as an invaluable token of your prowess...(/Game/PrimalEarth/CoreBlueprints/Items/Trophies/PrimalItemTrophy_Gorilla.Default__PrimalItemTrophy_Gorilla_C) CONTENT: ACHIEVEMENT_5(/Engine/Transient.REINST_Gorilla_Character_BP_C_0) CONTENT: Idle(/Engine/Transient.REINST_Gorilla_Character_BP_C_0) CONTENT: Action(/Engine/Transient.REINST_Gorilla_Character_BP_C_0) CONTENT: Action2(/Engine/Transient.REINST_Gorilla_Character_BP_C_0) CONTENT: Action3(/Engine/Transient.REINST_Gorilla_Character_BP_C_0) CONTENT: Move(/Engine/Transient.REINST_Gorilla_Character_BP_C_0) CONTENT: Megapithecus(/Engine/Transient.REINST_Gorilla_Character_BP_C_0) LITERAL: MEGAPITHECUS HAS BEEN TAMED!(/Game/PrimalEarth/Dinos/Gorilla/Gorilla_Character_BP.Gorilla_Character_BP:EventGraph.K2Node_CallFunction_57000) LITERAL: !(/Game/PrimalEarth/Dinos/Gorilla/Gorilla_Character_BP.Gorilla_Character_BP:EventGraph.K2Node_CallFunction_57072) CONTENT: ACHIEVEMENT_5(/Engine/Transient.Default__REINST_Gorilla_Character_BP_C_31370) CONTENT: Idle(/Engine/Transient.Default__REINST_Gorilla_Character_BP_C_31370) CONTENT: Action(/Engine/Transient.Default__REINST_Gorilla_Character_BP_C_31370) CONTENT: Action2(/Engine/Transient.Default__REINST_Gorilla_Character_BP_C_31370) CONTENT: Action3(/Engine/Transient.Default__REINST_Gorilla_Character_BP_C_31370) CONTENT: Move(/Engine/Transient.Default__REINST_Gorilla_Character_BP_C_31370) CONTENT: Megapithecus(/Engine/Transient.Default__REINST_Gorilla_Character_BP_C_31370) CONTENT: ACHIEVEMENT_5(/Engine/Transient.REINST_Gorilla_Character_BP_C_1) CONTENT: Idle(/Engine/Transient.REINST_Gorilla_Character_BP_C_1) CONTENT: Action(/Engine/Transient.REINST_Gorilla_Character_BP_C_1) CONTENT: Action2(/Engine/Transient.REINST_Gorilla_Character_BP_C_1) CONTENT: Action3(/Engine/Transient.REINST_Gorilla_Character_BP_C_1) CONTENT: Move(/Engine/Transient.REINST_Gorilla_Character_BP_C_1) CONTENT: Megapithecus(/Engine/Transient.REINST_Gorilla_Character_BP_C_1) CONTENT: ACHIEVEMENT_5(/Engine/Transient.Default__REINST_Gorilla_Character_BP_C_31405) CONTENT: Idle(/Engine/Transient.Default__REINST_Gorilla_Character_BP_C_31405) CONTENT: Action(/Engine/Transient.Default__REINST_Gorilla_Character_BP_C_31405) CONTENT: Action2(/Engine/Transient.Default__REINST_Gorilla_Character_BP_C_31405) CONTENT: Action3(/Engine/Transient.Default__REINST_Gorilla_Character_BP_C_31405) CONTENT: Move(/Engine/Transient.Default__REINST_Gorilla_Character_BP_C_31405) CONTENT: Megapithecus(/Engine/Transient.Default__REINST_Gorilla_Character_BP_C_31405) CONTENT: ACHIEVEMENT_5(/Game/PrimalEarth/Dinos/Gorilla/Gorilla_Character_BP.Default__Gorilla_Character_BP_C) CONTENT: Idle(/Game/PrimalEarth/Dinos/Gorilla/Gorilla_Character_BP.Default__Gorilla_Character_BP_C) CONTENT: Action(/Game/PrimalEarth/Dinos/Gorilla/Gorilla_Character_BP.Default__Gorilla_Character_BP_C) CONTENT: Action2(/Game/PrimalEarth/Dinos/Gorilla/Gorilla_Character_BP.Default__Gorilla_Character_BP_C) CONTENT: Action3(/Game/PrimalEarth/Dinos/Gorilla/Gorilla_Character_BP.Default__Gorilla_Character_BP_C) CONTENT: Move(/Game/PrimalEarth/Dinos/Gorilla/Gorilla_Character_BP.Default__Gorilla_Character_BP_C) CONTENT: Megapithecus(/Game/PrimalEarth/Dinos/Gorilla/Gorilla_Character_BP.Default__Gorilla_Character_BP_C) CONTENT: Tribute Requirements(/Engine/Transient.REINST_PrimalItem_DungeonEntrance_Base_C_0) CONTENT: Open with Tribute(/Engine/Transient.REINST_PrimalItem_DungeonEntrance_Base_C_0) CONTENT: Access Dungeon(/Engine/Transient.REINST_PrimalItem_DungeonEntrance_Base_C_0) CONTENT: Open the dungeon with this.(/Engine/Transient.REINST_PrimalItem_DungeonEntrance_Base_C_0) CONTENT: Tribute Requirements(/Engine/Transient.Default__REINST_PrimalItem_DungeonEntrance_Base_C_31417) CONTENT: Open with Tribute(/Engine/Transient.Default__REINST_PrimalItem_DungeonEntrance_Base_C_31417) CONTENT: Access Dungeon(/Engine/Transient.Default__REINST_PrimalItem_DungeonEntrance_Base_C_31417) CONTENT: Open the dungeon with this.(/Engine/Transient.Default__REINST_PrimalItem_DungeonEntrance_Base_C_31417) CONTENT: Tribute Requirements(/Engine/Transient.REINST_PrimalItem_DungeonEntrance_Base_C_1) CONTENT: Open with Tribute(/Engine/Transient.REINST_PrimalItem_DungeonEntrance_Base_C_1) CONTENT: Access Dungeon(/Engine/Transient.REINST_PrimalItem_DungeonEntrance_Base_C_1) CONTENT: Open the dungeon with this.(/Engine/Transient.REINST_PrimalItem_DungeonEntrance_Base_C_1) CONTENT: Tribute Requirements(/Engine/Transient.Default__REINST_PrimalItem_DungeonEntrance_Base_C_31421) CONTENT: Open with Tribute(/Engine/Transient.Default__REINST_PrimalItem_DungeonEntrance_Base_C_31421) CONTENT: Access Dungeon(/Engine/Transient.Default__REINST_PrimalItem_DungeonEntrance_Base_C_31421) CONTENT: Open the dungeon with this.(/Engine/Transient.Default__REINST_PrimalItem_DungeonEntrance_Base_C_31421) CONTENT: Tribute Requirements(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Cloth/PrimalItem_DungeonEntrance_Base.Default__PrimalItem_DungeonEntrance_Base_C) CONTENT: Open with Tribute(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Cloth/PrimalItem_DungeonEntrance_Base.Default__PrimalItem_DungeonEntrance_Base_C) CONTENT: Access Dungeon(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Cloth/PrimalItem_DungeonEntrance_Base.Default__PrimalItem_DungeonEntrance_Base_C) CONTENT: Open the dungeon with this.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Cloth/PrimalItem_DungeonEntrance_Base.Default__PrimalItem_DungeonEntrance_Base_C) CONTENT: Gamma Dragon Trophy(/Game/PrimalEarth/CoreBlueprints/Items/Trophies/PrimalItemTrophy_Dragon_Gamma.Default__PrimalItemTrophy_Dragon_Gamma_C) CONTENT: Gamma Megapithecus Trophy(/Game/PrimalEarth/CoreBlueprints/Items/Trophies/PrimalItemTrophy_Gorilla_Gamma.Default__PrimalItemTrophy_Gorilla_Gamma_C) CONTENT: Access Tek Cave (Gamma)(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Cloth/PrimalItem_DungeonEntrance_TekCave_Easy.Default__PrimalItem_DungeonEntrance_TekCave_Easy_C) CONTENT: Access the Tek Cave with this.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Cloth/PrimalItem_DungeonEntrance_TekCave_Easy.Default__PrimalItem_DungeonEntrance_TekCave_Easy_C) CONTENT: Beta Broodmother Trophy(/Game/PrimalEarth/CoreBlueprints/Items/Trophies/PrimalItemTrophy_Broodmother_Beta.Default__PrimalItemTrophy_Broodmother_Beta_C) CONTENT: Alpha Broodmother Trophy(/Game/PrimalEarth/CoreBlueprints/Items/Trophies/PrimalItemTrophy_Broodmother_Alpha.Default__PrimalItemTrophy_Broodmother_Alpha_C) CONTENT: Beta Dragon Trophy(/Game/PrimalEarth/CoreBlueprints/Items/Trophies/PrimalItemTrophy_Dragon_Beta.Default__PrimalItemTrophy_Dragon_Beta_C) CONTENT: Alpha Dragon Trophy(/Game/PrimalEarth/CoreBlueprints/Items/Trophies/PrimalItemTrophy_Dragon_Alpha.Default__PrimalItemTrophy_Dragon_Alpha_C) CONTENT: Beta Megapithecus Trophy(/Game/PrimalEarth/CoreBlueprints/Items/Trophies/PrimalItemTrophy_Gorilla_Beta.Default__PrimalItemTrophy_Gorilla_Beta_C) CONTENT: Alpha Megapithecus Trophy(/Game/PrimalEarth/CoreBlueprints/Items/Trophies/PrimalItemTrophy_Gorilla_Alpha.Default__PrimalItemTrophy_Gorilla_Alpha_C) CONTENT: Alpha Leedsichthys Blubber(/Game/PrimalEarth/CoreBlueprints/Resources/PrimalItemResource_ApexDrop_AlphaLeeds.Default__PrimalItemResource_ApexDrop_AlphaLeeds_C) CONTENT: This trophy proves your worth as a hunter.(/Game/PrimalEarth/CoreBlueprints/Resources/PrimalItemResource_ApexDrop_AlphaLeeds.Default__PrimalItemResource_ApexDrop_AlphaLeeds_C) CONTENT: Alpha Megalodon Fin(/Game/PrimalEarth/CoreBlueprints/Resources/PrimalItemResource_ApexDrop_AlphaMegalodon.Default__PrimalItemResource_ApexDrop_AlphaMegalodon_C) CONTENT: This trophy proves your worth as a hunter.(/Game/PrimalEarth/CoreBlueprints/Resources/PrimalItemResource_ApexDrop_AlphaMegalodon.Default__PrimalItemResource_ApexDrop_AlphaMegalodon_C) CONTENT: Alpha Tusoteuthis Eye(/Game/PrimalEarth/CoreBlueprints/Resources/PrimalItemResource_ApexDrop_AlphaTuso.Default__PrimalItemResource_ApexDrop_AlphaTuso_C) CONTENT: This trophy proves your worth as a hunter.(/Game/PrimalEarth/CoreBlueprints/Resources/PrimalItemResource_ApexDrop_AlphaTuso.Default__PrimalItemResource_ApexDrop_AlphaTuso_C) CONTENT: Access Tek Cave (Alpha)(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Cloth/PrimalItem_DungeonEntrance_TekCave_Hard.Default__PrimalItem_DungeonEntrance_TekCave_Hard_C) CONTENT: Access the Tek Cave with this.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Cloth/PrimalItem_DungeonEntrance_TekCave_Hard.Default__PrimalItem_DungeonEntrance_TekCave_Hard_C) CONTENT: Access Tek Cave (Beta)(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Cloth/PrimalItem_DungeonEntrance_TekCave_Medium.Default__PrimalItem_DungeonEntrance_TekCave_Medium_C) CONTENT: Access the Tek Cave with this.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Cloth/PrimalItem_DungeonEntrance_TekCave_Medium.Default__PrimalItem_DungeonEntrance_TekCave_Medium_C) CONTENT: Deposit Items for Tribute (/Game/PrimalEarth/CoreBlueprints/Inventories/PrimalInventoryBP_TekCaveTribute.Default__PrimalInventoryBP_TekCaveTribute_C) CONTENT: Tek Terminal(/Game/PrimalEarth/CoreBlueprints/Inventories/PrimalInventoryBP_TekCaveTribute.Default__PrimalInventoryBP_TekCaveTribute_C) CONTENT: Element(/Game/PrimalEarth/CoreBlueprints/Inventories/DinoDropInventoryComponent_BossDragon_Easy.Default__DinoDropInventoryComponent_BossDragon_Easy_C) CONTENT: Trophy(/Game/PrimalEarth/CoreBlueprints/Inventories/DinoDropInventoryComponent_BossDragon_Easy.Default__DinoDropInventoryComponent_BossDragon_Easy_C) CONTENT: Trophy(/Game/PrimalEarth/CoreBlueprints/Inventories/DinoDropInventoryComponent_BossDragon_Easy.Default__DinoDropInventoryComponent_BossDragon_Easy_C) CONTENT: Dragon (Gamma)(/Engine/Transient.REINST_Dragon_Character_BP_Boss_Easy_C_0) CONTENT: Dragon (Gamma)(/Engine/Transient.Default__REINST_Dragon_Character_BP_Boss_Easy_C_31448) CONTENT: Dragon (Gamma)(/Engine/Transient.REINST_Dragon_Character_BP_Boss_Easy_C_1) CONTENT: Dragon (Gamma)(/Engine/Transient.Default__REINST_Dragon_Character_BP_Boss_Easy_C_31452) CONTENT: Dragon (Gamma)(/Game/PrimalEarth/Dinos/Dragon/Dragon_Character_BP_Boss_Easy.Default__Dragon_Character_BP_Boss_Easy_C) CONTENT: Generate Dragon Portal(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Cloth/PrimalItem_BossTribute3.Default__PrimalItem_BossTribute3_C) CONTENT: Use this to generate a portal to the Dragon.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Cloth/PrimalItem_BossTribute3.Default__PrimalItem_BossTribute3_C) CONTENT: Generate Dragon (Gamma) Portal(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Cloth/PrimalItem_BossTribute_Dragon_Easy.Default__PrimalItem_BossTribute_Dragon_Easy_C) CONTENT: Use this to generate a portal to the Dragon (Easy).(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Cloth/PrimalItem_BossTribute_Dragon_Easy.Default__PrimalItem_BossTribute_Dragon_Easy_C) CONTENT: Element(/Game/PrimalEarth/CoreBlueprints/Inventories/DinoDropInventoryComponent_BossDragon_Hard.Default__DinoDropInventoryComponent_BossDragon_Hard_C) CONTENT: Trophy(/Game/PrimalEarth/CoreBlueprints/Inventories/DinoDropInventoryComponent_BossDragon_Hard.Default__DinoDropInventoryComponent_BossDragon_Hard_C) CONTENT: Trophy(/Game/PrimalEarth/CoreBlueprints/Inventories/DinoDropInventoryComponent_BossDragon_Hard.Default__DinoDropInventoryComponent_BossDragon_Hard_C) CONTENT: Dragon (Alpha)(/Engine/Transient.REINST_Dragon_Character_BP_Boss_Hard_C_0) CONTENT: Dragon (Alpha)(/Engine/Transient.Default__REINST_Dragon_Character_BP_Boss_Hard_C_31510) CONTENT: Dragon (Alpha)(/Engine/Transient.REINST_Dragon_Character_BP_Boss_Hard_C_1) CONTENT: Dragon (Alpha)(/Engine/Transient.Default__REINST_Dragon_Character_BP_Boss_Hard_C_31514) CONTENT: Dragon (Alpha)(/Game/PrimalEarth/Dinos/Dragon/Dragon_Character_BP_Boss_Hard.Default__Dragon_Character_BP_Boss_Hard_C) CONTENT: Generate Dragon (Alpha) Portal(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Cloth/PrimalItem_BossTribute_Dragon_Hard.Default__PrimalItem_BossTribute_Dragon_Hard_C) CONTENT: Use this to generate a portal to the Dragon (Hard).(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Cloth/PrimalItem_BossTribute_Dragon_Hard.Default__PrimalItem_BossTribute_Dragon_Hard_C) CONTENT: Element(/Game/PrimalEarth/CoreBlueprints/Inventories/DinoDropInventoryComponent_BossDragon_Medium.Default__DinoDropInventoryComponent_BossDragon_Medium_C) CONTENT: Trophy(/Game/PrimalEarth/CoreBlueprints/Inventories/DinoDropInventoryComponent_BossDragon_Medium.Default__DinoDropInventoryComponent_BossDragon_Medium_C) CONTENT: Trophy(/Game/PrimalEarth/CoreBlueprints/Inventories/DinoDropInventoryComponent_BossDragon_Medium.Default__DinoDropInventoryComponent_BossDragon_Medium_C) CONTENT: Dragon (Beta)(/Engine/Transient.REINST_Dragon_Character_BP_Boss_Medium_C_0) CONTENT: Dragon (Beta)(/Engine/Transient.Default__REINST_Dragon_Character_BP_Boss_Medium_C_31571) CONTENT: Dragon (Beta)(/Engine/Transient.REINST_Dragon_Character_BP_Boss_Medium_C_1) CONTENT: Dragon (Beta)(/Engine/Transient.Default__REINST_Dragon_Character_BP_Boss_Medium_C_31575) CONTENT: Dragon (Beta)(/Game/PrimalEarth/Dinos/Dragon/Dragon_Character_BP_Boss_Medium.Default__Dragon_Character_BP_Boss_Medium_C) CONTENT: Generate Dragon (Beta) Portal(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Cloth/PrimalItem_BossTribute_Dragon_Medium.Default__PrimalItem_BossTribute_Dragon_Medium_C) CONTENT: Use this to generate a portal to the Dragon (Medium).(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Cloth/PrimalItem_BossTribute_Dragon_Medium.Default__PrimalItem_BossTribute_Dragon_Medium_C) CONTENT: Element(/Game/PrimalEarth/CoreBlueprints/Inventories/DinoDropInventoryComponent_BossGorilla_Easy.Default__DinoDropInventoryComponent_BossGorilla_Easy_C) CONTENT: Trophy(/Game/PrimalEarth/CoreBlueprints/Inventories/DinoDropInventoryComponent_BossGorilla_Easy.Default__DinoDropInventoryComponent_BossGorilla_Easy_C) CONTENT: Trophy(/Game/PrimalEarth/CoreBlueprints/Inventories/DinoDropInventoryComponent_BossGorilla_Easy.Default__DinoDropInventoryComponent_BossGorilla_Easy_C) CONTENT: Megapithecus (Gamma)(/Engine/Transient.REINST_Gorilla_Character_BP_Easy_C_0) CONTENT: Megapithecus (Gamma)(/Engine/Transient.Default__REINST_Gorilla_Character_BP_Easy_C_31596) CONTENT: Megapithecus (Gamma)(/Engine/Transient.REINST_Gorilla_Character_BP_Easy_C_1) CONTENT: Megapithecus (Gamma)(/Engine/Transient.Default__REINST_Gorilla_Character_BP_Easy_C_31600) CONTENT: Megapithecus (Gamma)(/Game/PrimalEarth/Dinos/Gorilla/Gorilla_Character_BP_Easy.Default__Gorilla_Character_BP_Easy_C) CONTENT: Generate Megapithecus Portal(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Cloth/PrimalItem_BossTribute2.Default__PrimalItem_BossTribute2_C) CONTENT: Use this to generate a portal to the Megapithecus.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Cloth/PrimalItem_BossTribute2.Default__PrimalItem_BossTribute2_C) CONTENT: Generate Megapithecus (Gamma) Portal(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Cloth/PrimalItem_BossTribute_Gorilla_Easy.Default__PrimalItem_BossTribute_Gorilla_Easy_C) CONTENT: Use this to generate a portal to the Megapithecus (Easy).(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Cloth/PrimalItem_BossTribute_Gorilla_Easy.Default__PrimalItem_BossTribute_Gorilla_Easy_C) CONTENT: Element(/Game/PrimalEarth/CoreBlueprints/Inventories/DinoDropInventoryComponent_BossGorilla_Hard.Default__DinoDropInventoryComponent_BossGorilla_Hard_C) CONTENT: Trophy(/Game/PrimalEarth/CoreBlueprints/Inventories/DinoDropInventoryComponent_BossGorilla_Hard.Default__DinoDropInventoryComponent_BossGorilla_Hard_C) CONTENT: Trophy(/Game/PrimalEarth/CoreBlueprints/Inventories/DinoDropInventoryComponent_BossGorilla_Hard.Default__DinoDropInventoryComponent_BossGorilla_Hard_C) CONTENT: Megapithecus (Alpha)(/Engine/Transient.REINST_Gorilla_Character_BP_Hard_C_0) CONTENT: Megapithecus (Alpha)(/Engine/Transient.Default__REINST_Gorilla_Character_BP_Hard_C_31648) CONTENT: Megapithecus (Alpha)(/Engine/Transient.REINST_Gorilla_Character_BP_Hard_C_1) CONTENT: Megapithecus (Alpha)(/Engine/Transient.Default__REINST_Gorilla_Character_BP_Hard_C_31652) CONTENT: Megapithecus (Alpha)(/Game/PrimalEarth/Dinos/Gorilla/Gorilla_Character_BP_Hard.Default__Gorilla_Character_BP_Hard_C) CONTENT: Generate Megapithecus (Alpha) Portal(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Cloth/PrimalItem_BossTribute_Gorilla_Hard.Default__PrimalItem_BossTribute_Gorilla_Hard_C) CONTENT: Use this to generate a portal to the Megapithecus (Hard).(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Cloth/PrimalItem_BossTribute_Gorilla_Hard.Default__PrimalItem_BossTribute_Gorilla_Hard_C) CONTENT: Element(/Game/PrimalEarth/CoreBlueprints/Inventories/DinoDropInventoryComponent_BossGorilla_Medium.Default__DinoDropInventoryComponent_BossGorilla_Medium_C) CONTENT: Trophy(/Game/PrimalEarth/CoreBlueprints/Inventories/DinoDropInventoryComponent_BossGorilla_Medium.Default__DinoDropInventoryComponent_BossGorilla_Medium_C) CONTENT: Trophy(/Game/PrimalEarth/CoreBlueprints/Inventories/DinoDropInventoryComponent_BossGorilla_Medium.Default__DinoDropInventoryComponent_BossGorilla_Medium_C) CONTENT: Megapithecus (Beta)(/Engine/Transient.REINST_Gorilla_Character_BP_Medium_C_0) CONTENT: Megapithecus (Beta)(/Engine/Transient.Default__REINST_Gorilla_Character_BP_Medium_C_31699) CONTENT: Megapithecus (Beta)(/Engine/Transient.REINST_Gorilla_Character_BP_Medium_C_1) CONTENT: Megapithecus (Beta)(/Engine/Transient.Default__REINST_Gorilla_Character_BP_Medium_C_31703) CONTENT: Megapithecus (Beta)(/Game/PrimalEarth/Dinos/Gorilla/Gorilla_Character_BP_Medium.Default__Gorilla_Character_BP_Medium_C) CONTENT: Generate Megapithecus (Beta) Portal(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Cloth/PrimalItem_BossTribute_Gorilla_Medium.Default__PrimalItem_BossTribute_Gorilla_Medium_C) CONTENT: Use this to generate a portal to the Megapithecus (Medium).(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Cloth/PrimalItem_BossTribute_Gorilla_Medium.Default__PrimalItem_BossTribute_Gorilla_Medium_C) CONTENT: Broodmother Lysrix (Gamma)(/Engine/Transient.REINST_SpiderL_Character_BP_Easy_C_0) CONTENT: Broodmother Lysrix (Gamma)(/Engine/Transient.Default__REINST_SpiderL_Character_BP_Easy_C_31722) CONTENT: Broodmother Lysrix (Gamma)(/Engine/Transient.REINST_SpiderL_Character_BP_Easy_C_1) CONTENT: Broodmother Lysrix (Gamma)(/Engine/Transient.Default__REINST_SpiderL_Character_BP_Easy_C_31726) CONTENT: Broodmother Lysrix (Gamma)(/Game/PrimalEarth/Dinos/Spider-Large/SpiderL_Character_BP_Easy.Default__SpiderL_Character_BP_Easy_C) CONTENT: Generate Broodmother (Gamma) Portal(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Cloth/PrimalItem_BossTribute_Spider_Easy.Default__PrimalItem_BossTribute_Spider_Easy_C) CONTENT: Use this to generate a portal to the Broodmother (Easy).(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Cloth/PrimalItem_BossTribute_Spider_Easy.Default__PrimalItem_BossTribute_Spider_Easy_C) CONTENT: Element(/Game/PrimalEarth/CoreBlueprints/Inventories/DinoDropInventoryComponent_BossSpider_Hard.Default__DinoDropInventoryComponent_BossSpider_Hard_C) CONTENT: Trophy(/Game/PrimalEarth/CoreBlueprints/Inventories/DinoDropInventoryComponent_BossSpider_Hard.Default__DinoDropInventoryComponent_BossSpider_Hard_C) CONTENT: Trophy(/Game/PrimalEarth/CoreBlueprints/Inventories/DinoDropInventoryComponent_BossSpider_Hard.Default__DinoDropInventoryComponent_BossSpider_Hard_C) CONTENT: Broodmother Lysrix (Alpha)(/Engine/Transient.REINST_SpiderL_Character_BP_Hard_C_0) CONTENT: Broodmother Lysrix (Alpha)(/Engine/Transient.Default__REINST_SpiderL_Character_BP_Hard_C_31760) CONTENT: Broodmother Lysrix (Alpha)(/Engine/Transient.REINST_SpiderL_Character_BP_Hard_C_1) CONTENT: Broodmother Lysrix (Alpha)(/Engine/Transient.Default__REINST_SpiderL_Character_BP_Hard_C_31764) CONTENT: Broodmother Lysrix (Alpha)(/Game/PrimalEarth/Dinos/Spider-Large/SpiderL_Character_BP_Hard.Default__SpiderL_Character_BP_Hard_C) CONTENT: Generate Broodmother (Alpha) Portal(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Cloth/PrimalItem_BossTribute_Spider_Hard.Default__PrimalItem_BossTribute_Spider_Hard_C) CONTENT: Use this to generate a portal to the Broodmother (Hard).(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Cloth/PrimalItem_BossTribute_Spider_Hard.Default__PrimalItem_BossTribute_Spider_Hard_C) CONTENT: Element(/Game/PrimalEarth/CoreBlueprints/Inventories/DinoDropInventoryComponent_BossSpider_Medium.Default__DinoDropInventoryComponent_BossSpider_Medium_C) CONTENT: Element(/Game/PrimalEarth/CoreBlueprints/Inventories/DinoDropInventoryComponent_BossSpider_Medium.Default__DinoDropInventoryComponent_BossSpider_Medium_C) CONTENT: Trophy(/Game/PrimalEarth/CoreBlueprints/Inventories/DinoDropInventoryComponent_BossSpider_Medium.Default__DinoDropInventoryComponent_BossSpider_Medium_C) CONTENT: Trophy(/Game/PrimalEarth/CoreBlueprints/Inventories/DinoDropInventoryComponent_BossSpider_Medium.Default__DinoDropInventoryComponent_BossSpider_Medium_C) CONTENT: Broodmother Lysrix (Beta)(/Engine/Transient.REINST_SpiderL_Character_BP_Medium_C_0) CONTENT: Broodmother Lysrix (Beta)(/Engine/Transient.Default__REINST_SpiderL_Character_BP_Medium_C_31798) CONTENT: Broodmother Lysrix (Beta)(/Engine/Transient.REINST_SpiderL_Character_BP_Medium_C_1) CONTENT: Broodmother Lysrix (Beta)(/Engine/Transient.Default__REINST_SpiderL_Character_BP_Medium_C_31802) CONTENT: Broodmother Lysrix (Beta)(/Game/PrimalEarth/Dinos/Spider-Large/SpiderL_Character_BP_Medium.Default__SpiderL_Character_BP_Medium_C) CONTENT: Generate Broodmother (Beta) Portal(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Cloth/PrimalItem_BossTribute_Spider_Medium.Default__PrimalItem_BossTribute_Spider_Medium_C) CONTENT: Use this to generate a portal to the Broodmother (Medium).(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Cloth/PrimalItem_BossTribute_Spider_Medium.Default__PrimalItem_BossTribute_Spider_Medium_C) CONTENT: Rex Group(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesCaveTek_Easy_11.Default__DinoSpawnEntriesCaveTek_Easy_11_C) CONTENT: Allo Group(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesCaveTek_Easy_11.Default__DinoSpawnEntriesCaveTek_Easy_11_C) CONTENT: Therizino Group(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesCaveTek_Easy_11.Default__DinoSpawnEntriesCaveTek_Easy_11_C) CONTENT: Baryonyx Group(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesCaveTek_Easy_11.Default__DinoSpawnEntriesCaveTek_Easy_11_C) CONTENT: Megalo Group(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesCaveTek_Easy_11.Default__DinoSpawnEntriesCaveTek_Easy_11_C) CONTENT: Yuuty Group(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesCaveTek_Easy_11.Default__DinoSpawnEntriesCaveTek_Easy_11_C) CONTENT: Rex Group(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesCaveTek_Hard_13.Default__DinoSpawnEntriesCaveTek_Hard_13_C) CONTENT: Allo Group(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesCaveTek_Hard_13.Default__DinoSpawnEntriesCaveTek_Hard_13_C) CONTENT: Therizino Group(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesCaveTek_Hard_13.Default__DinoSpawnEntriesCaveTek_Hard_13_C) CONTENT: Baryonyx Group(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesCaveTek_Hard_13.Default__DinoSpawnEntriesCaveTek_Hard_13_C) CONTENT: Megalo Group(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesCaveTek_Hard_13.Default__DinoSpawnEntriesCaveTek_Hard_13_C) CONTENT: Giga(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesCaveTek_Hard_13.Default__DinoSpawnEntriesCaveTek_Hard_13_C) CONTENT: Rex Group(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesCaveTek_Hard_15.Default__DinoSpawnEntriesCaveTek_Hard_15_C) CONTENT: Allo Group(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesCaveTek_Hard_15.Default__DinoSpawnEntriesCaveTek_Hard_15_C) CONTENT: Therizino Group(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesCaveTek_Hard_15.Default__DinoSpawnEntriesCaveTek_Hard_15_C) CONTENT: Baryonyx Group(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesCaveTek_Hard_15.Default__DinoSpawnEntriesCaveTek_Hard_15_C) CONTENT: Megalo Group(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesCaveTek_Hard_15.Default__DinoSpawnEntriesCaveTek_Hard_15_C) CONTENT: Giga(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesCaveTek_Hard_15.Default__DinoSpawnEntriesCaveTek_Hard_15_C) CONTENT: Rex Group(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesCaveTek_Medium_15.Default__DinoSpawnEntriesCaveTek_Medium_15_C) CONTENT: Allo Group(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesCaveTek_Medium_15.Default__DinoSpawnEntriesCaveTek_Medium_15_C) CONTENT: Therizino Group(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesCaveTek_Medium_15.Default__DinoSpawnEntriesCaveTek_Medium_15_C) CONTENT: Baryonyx Group(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesCaveTek_Medium_15.Default__DinoSpawnEntriesCaveTek_Medium_15_C) CONTENT: Megalo Group(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesCaveTek_Medium_15.Default__DinoSpawnEntriesCaveTek_Medium_15_C) CONTENT: Giga(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesCaveTek_Medium_15.Default__DinoSpawnEntriesCaveTek_Medium_15_C) CONTENT: Giganoto (1)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesGigantTekCave.Default__DinoSpawnEntriesGigantTekCave_C) CONTENT: Captains Hat Skin(/Game/PrimalEarth/CoreBlueprints/Inventories/DinoDropInventoryComponent_Carnivore_Huge_Leed_Alpha.Default__DinoDropInventoryComponent_Carnivore_Huge_Leed_Alpha_C) CONTENT: Captains Hat(/Game/PrimalEarth/CoreBlueprints/Inventories/DinoDropInventoryComponent_Carnivore_Huge_Leed_Alpha.Default__DinoDropInventoryComponent_Carnivore_Huge_Leed_Alpha_C) CONTENT: Tribute Drop(/Game/PrimalEarth/CoreBlueprints/Inventories/DinoDropInventoryComponent_Carnivore_Huge_Leed_Alpha.Default__DinoDropInventoryComponent_Carnivore_Huge_Leed_Alpha_C) CONTENT: Main Body(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_LeedsWhiteWhale.Default__DinoColorSet_LeedsWhiteWhale_C) CONTENT: **Not Used**(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_LeedsWhiteWhale.Default__DinoColorSet_LeedsWhiteWhale_C) CONTENT: **Not Used**(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_LeedsWhiteWhale.Default__DinoColorSet_LeedsWhiteWhale_C) CONTENT: **Not Used**(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_LeedsWhiteWhale.Default__DinoColorSet_LeedsWhiteWhale_C) CONTENT: Body Highlights(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_LeedsWhiteWhale.Default__DinoColorSet_LeedsWhiteWhale_C) CONTENT: Underbelly(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_LeedsWhiteWhale.Default__DinoColorSet_LeedsWhiteWhale_C) CONTENT: Alpha Leedsichthys(/Engine/Transient.REINST_Alpha_Leedsichthys_Character_BP_C_0) CONTENT: Alpha Leedsichthys(/Engine/Transient.Default__REINST_Alpha_Leedsichthys_Character_BP_C_31868) CONTENT: Alpha Leedsichthys(/Engine/Transient.REINST_Alpha_Leedsichthys_Character_BP_C_1) CONTENT: Alpha Leedsichthys(/Engine/Transient.Default__REINST_Alpha_Leedsichthys_Character_BP_C_31872) CONTENT: Alpha Leedsichthys(/Game/PrimalEarth/Dinos/Leedsichthys/Alpha_Leedsichthys_Character_BP.Default__Alpha_Leedsichthys_Character_BP_C) CONTENT: Apex Drop(/Game/PrimalEarth/CoreBlueprints/Inventories/DinoDropInventoryComponent_Carnivore_Mega_Megalodon.Default__DinoDropInventoryComponent_Carnivore_Mega_Megalodon_C) CONTENT: Apex Drop(/Game/PrimalEarth/CoreBlueprints/Inventories/DinoDropInventoryComponent_Carnivore_Mega_Megalodon.Default__DinoDropInventoryComponent_Carnivore_Mega_Megalodon_C) CONTENT: All -gvnew +primaries(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_AlphaMega.Default__DinoColorSet_AlphaMega_C) CONTENT: Dark Muted(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_AlphaMega.Default__DinoColorSet_AlphaMega_C) CONTENT: Dark Muted(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_AlphaMega.Default__DinoColorSet_AlphaMega_C) CONTENT: Dark Muted(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_AlphaMega.Default__DinoColorSet_AlphaMega_C) CONTENT: Dark Muted(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_AlphaMega.Default__DinoColorSet_AlphaMega_C) CONTENT: Light Muted -g +w(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_AlphaMega.Default__DinoColorSet_AlphaMega_C) CONTENT: Idle(/Engine/Transient.REINST_MegaMegalodon_Character_BP_C_0) CONTENT: c_back2(/Engine/Transient.REINST_MegaMegalodon_Character_BP_C_0) CONTENT: Action(/Engine/Transient.REINST_MegaMegalodon_Character_BP_C_0) CONTENT: c_back2(/Engine/Transient.REINST_MegaMegalodon_Character_BP_C_0) CONTENT: Action(/Engine/Transient.REINST_MegaMegalodon_Character_BP_C_0) CONTENT: c_back2(/Engine/Transient.REINST_MegaMegalodon_Character_BP_C_0) CONTENT: Move(/Engine/Transient.REINST_MegaMegalodon_Character_BP_C_0) CONTENT: c_back2(/Engine/Transient.REINST_MegaMegalodon_Character_BP_C_0) CONTENT: Alpha Megalodon(/Engine/Transient.REINST_MegaMegalodon_Character_BP_C_0) CONTENT: Idle(/Engine/Transient.Default__REINST_MegaMegalodon_Character_BP_C_31894) CONTENT: c_back2(/Engine/Transient.Default__REINST_MegaMegalodon_Character_BP_C_31894) CONTENT: Action(/Engine/Transient.Default__REINST_MegaMegalodon_Character_BP_C_31894) CONTENT: c_back2(/Engine/Transient.Default__REINST_MegaMegalodon_Character_BP_C_31894) CONTENT: Action(/Engine/Transient.Default__REINST_MegaMegalodon_Character_BP_C_31894) CONTENT: c_back2(/Engine/Transient.Default__REINST_MegaMegalodon_Character_BP_C_31894) CONTENT: Move(/Engine/Transient.Default__REINST_MegaMegalodon_Character_BP_C_31894) CONTENT: c_back2(/Engine/Transient.Default__REINST_MegaMegalodon_Character_BP_C_31894) CONTENT: Alpha Megalodon(/Engine/Transient.Default__REINST_MegaMegalodon_Character_BP_C_31894) CONTENT: Idle(/Engine/Transient.REINST_MegaMegalodon_Character_BP_C_1) CONTENT: c_back2(/Engine/Transient.REINST_MegaMegalodon_Character_BP_C_1) CONTENT: Action(/Engine/Transient.REINST_MegaMegalodon_Character_BP_C_1) CONTENT: c_back2(/Engine/Transient.REINST_MegaMegalodon_Character_BP_C_1) CONTENT: Action(/Engine/Transient.REINST_MegaMegalodon_Character_BP_C_1) CONTENT: c_back2(/Engine/Transient.REINST_MegaMegalodon_Character_BP_C_1) CONTENT: Move(/Engine/Transient.REINST_MegaMegalodon_Character_BP_C_1) CONTENT: c_back2(/Engine/Transient.REINST_MegaMegalodon_Character_BP_C_1) CONTENT: Alpha Megalodon(/Engine/Transient.REINST_MegaMegalodon_Character_BP_C_1) CONTENT: Idle(/Engine/Transient.Default__REINST_MegaMegalodon_Character_BP_C_31898) CONTENT: c_back2(/Engine/Transient.Default__REINST_MegaMegalodon_Character_BP_C_31898) CONTENT: Action(/Engine/Transient.Default__REINST_MegaMegalodon_Character_BP_C_31898) CONTENT: c_back2(/Engine/Transient.Default__REINST_MegaMegalodon_Character_BP_C_31898) CONTENT: Action(/Engine/Transient.Default__REINST_MegaMegalodon_Character_BP_C_31898) CONTENT: c_back2(/Engine/Transient.Default__REINST_MegaMegalodon_Character_BP_C_31898) CONTENT: Move(/Engine/Transient.Default__REINST_MegaMegalodon_Character_BP_C_31898) CONTENT: c_back2(/Engine/Transient.Default__REINST_MegaMegalodon_Character_BP_C_31898) CONTENT: Alpha Megalodon(/Engine/Transient.Default__REINST_MegaMegalodon_Character_BP_C_31898) CONTENT: Idle(/Game/PrimalEarth/Dinos/Megalodon/MEgaMegalodon_Character_BP.Default__MegaMegalodon_Character_BP_C) CONTENT: c_back2(/Game/PrimalEarth/Dinos/Megalodon/MEgaMegalodon_Character_BP.Default__MegaMegalodon_Character_BP_C) CONTENT: Action(/Game/PrimalEarth/Dinos/Megalodon/MEgaMegalodon_Character_BP.Default__MegaMegalodon_Character_BP_C) CONTENT: c_back2(/Game/PrimalEarth/Dinos/Megalodon/MEgaMegalodon_Character_BP.Default__MegaMegalodon_Character_BP_C) CONTENT: Action(/Game/PrimalEarth/Dinos/Megalodon/MEgaMegalodon_Character_BP.Default__MegaMegalodon_Character_BP_C) CONTENT: c_back2(/Game/PrimalEarth/Dinos/Megalodon/MEgaMegalodon_Character_BP.Default__MegaMegalodon_Character_BP_C) CONTENT: Move(/Game/PrimalEarth/Dinos/Megalodon/MEgaMegalodon_Character_BP.Default__MegaMegalodon_Character_BP_C) CONTENT: c_back2(/Game/PrimalEarth/Dinos/Megalodon/MEgaMegalodon_Character_BP.Default__MegaMegalodon_Character_BP_C) CONTENT: Alpha Megalodon(/Game/PrimalEarth/Dinos/Megalodon/MEgaMegalodon_Character_BP.Default__MegaMegalodon_Character_BP_C) CONTENT: Idle(/Engine/Transient.REINST_Mosa_Character_BP_Mega_C_0) CONTENT: c_back2(/Engine/Transient.REINST_Mosa_Character_BP_Mega_C_0) CONTENT: Action(/Engine/Transient.REINST_Mosa_Character_BP_Mega_C_0) CONTENT: c_back2(/Engine/Transient.REINST_Mosa_Character_BP_Mega_C_0) CONTENT: Move(/Engine/Transient.REINST_Mosa_Character_BP_Mega_C_0) CONTENT: c_back2(/Engine/Transient.REINST_Mosa_Character_BP_Mega_C_0) CONTENT: Alpha Mosasaur(/Engine/Transient.REINST_Mosa_Character_BP_Mega_C_0) CONTENT: Idle(/Engine/Transient.Default__REINST_Mosa_Character_BP_Mega_C_31905) CONTENT: c_back2(/Engine/Transient.Default__REINST_Mosa_Character_BP_Mega_C_31905) CONTENT: Action(/Engine/Transient.Default__REINST_Mosa_Character_BP_Mega_C_31905) CONTENT: c_back2(/Engine/Transient.Default__REINST_Mosa_Character_BP_Mega_C_31905) CONTENT: Move(/Engine/Transient.Default__REINST_Mosa_Character_BP_Mega_C_31905) CONTENT: c_back2(/Engine/Transient.Default__REINST_Mosa_Character_BP_Mega_C_31905) CONTENT: Alpha Mosasaur(/Engine/Transient.Default__REINST_Mosa_Character_BP_Mega_C_31905) CONTENT: Idle(/Engine/Transient.REINST_Mosa_Character_BP_Mega_C_1) CONTENT: c_back2(/Engine/Transient.REINST_Mosa_Character_BP_Mega_C_1) CONTENT: Action(/Engine/Transient.REINST_Mosa_Character_BP_Mega_C_1) CONTENT: c_back2(/Engine/Transient.REINST_Mosa_Character_BP_Mega_C_1) CONTENT: Move(/Engine/Transient.REINST_Mosa_Character_BP_Mega_C_1) CONTENT: c_back2(/Engine/Transient.REINST_Mosa_Character_BP_Mega_C_1) CONTENT: Alpha Mosasaur(/Engine/Transient.REINST_Mosa_Character_BP_Mega_C_1) CONTENT: Idle(/Engine/Transient.Default__REINST_Mosa_Character_BP_Mega_C_31909) CONTENT: c_back2(/Engine/Transient.Default__REINST_Mosa_Character_BP_Mega_C_31909) CONTENT: Action(/Engine/Transient.Default__REINST_Mosa_Character_BP_Mega_C_31909) CONTENT: c_back2(/Engine/Transient.Default__REINST_Mosa_Character_BP_Mega_C_31909) CONTENT: Move(/Engine/Transient.Default__REINST_Mosa_Character_BP_Mega_C_31909) CONTENT: c_back2(/Engine/Transient.Default__REINST_Mosa_Character_BP_Mega_C_31909) CONTENT: Alpha Mosasaur(/Engine/Transient.Default__REINST_Mosa_Character_BP_Mega_C_31909) CONTENT: Idle(/Game/PrimalEarth/Dinos/Mosasaurus/Mosa_Character_BP_Mega.Default__Mosa_Character_BP_Mega_C) CONTENT: c_back2(/Game/PrimalEarth/Dinos/Mosasaurus/Mosa_Character_BP_Mega.Default__Mosa_Character_BP_Mega_C) CONTENT: Action(/Game/PrimalEarth/Dinos/Mosasaurus/Mosa_Character_BP_Mega.Default__Mosa_Character_BP_Mega_C) CONTENT: c_back2(/Game/PrimalEarth/Dinos/Mosasaurus/Mosa_Character_BP_Mega.Default__Mosa_Character_BP_Mega_C) CONTENT: Move(/Game/PrimalEarth/Dinos/Mosasaurus/Mosa_Character_BP_Mega.Default__Mosa_Character_BP_Mega_C) CONTENT: c_back2(/Game/PrimalEarth/Dinos/Mosasaurus/Mosa_Character_BP_Mega.Default__Mosa_Character_BP_Mega_C) CONTENT: Alpha Mosasaur(/Game/PrimalEarth/Dinos/Mosasaurus/Mosa_Character_BP_Mega.Default__Mosa_Character_BP_Mega_C) CONTENT: Resources(/Engine/Transient.REINST_DinoDropInventoryComponent_Carnivore_AlphaTusoteuthis_C_0) CONTENT: Squid Oil(/Engine/Transient.REINST_DinoDropInventoryComponent_Carnivore_AlphaTusoteuthis_C_0) CONTENT: Apex Drop(/Engine/Transient.REINST_DinoDropInventoryComponent_Carnivore_AlphaTusoteuthis_C_0) CONTENT: Apex Drop(/Engine/Transient.REINST_DinoDropInventoryComponent_Carnivore_AlphaTusoteuthis_C_0) CONTENT: Apex Drop(/Engine/Transient.REINST_DinoDropInventoryComponent_Carnivore_AlphaTusoteuthis_C_0) CONTENT: Apex Drop(/Engine/Transient.REINST_DinoDropInventoryComponent_Carnivore_AlphaTusoteuthis_C_0) CONTENT: Rest of the items.(/Engine/Transient.REINST_DinoDropInventoryComponent_Carnivore_AlphaTusoteuthis_C_0) CONTENT: Substrate(/Engine/Transient.REINST_DinoDropInventoryComponent_Carnivore_AlphaTusoteuthis_C_0) CONTENT: Black Pearl(/Engine/Transient.REINST_DinoDropInventoryComponent_Carnivore_AlphaTusoteuthis_C_0) CONTENT: Fishing Rod(/Engine/Transient.REINST_DinoDropInventoryComponent_Carnivore_AlphaTusoteuthis_C_0) CONTENT: Resources(/Engine/Transient.Default__REINST_DinoDropInventoryComponent_Carnivore_AlphaTusoteuthis_C_31916) CONTENT: Squid Oil(/Engine/Transient.Default__REINST_DinoDropInventoryComponent_Carnivore_AlphaTusoteuthis_C_31916) CONTENT: Apex Drop(/Engine/Transient.Default__REINST_DinoDropInventoryComponent_Carnivore_AlphaTusoteuthis_C_31916) CONTENT: Apex Drop(/Engine/Transient.Default__REINST_DinoDropInventoryComponent_Carnivore_AlphaTusoteuthis_C_31916) CONTENT: Apex Drop(/Engine/Transient.Default__REINST_DinoDropInventoryComponent_Carnivore_AlphaTusoteuthis_C_31916) CONTENT: Apex Drop(/Engine/Transient.Default__REINST_DinoDropInventoryComponent_Carnivore_AlphaTusoteuthis_C_31916) CONTENT: Rest of the items.(/Engine/Transient.Default__REINST_DinoDropInventoryComponent_Carnivore_AlphaTusoteuthis_C_31916) CONTENT: Substrate(/Engine/Transient.Default__REINST_DinoDropInventoryComponent_Carnivore_AlphaTusoteuthis_C_31916) CONTENT: Black Pearl(/Engine/Transient.Default__REINST_DinoDropInventoryComponent_Carnivore_AlphaTusoteuthis_C_31916) CONTENT: Fishing Rod(/Engine/Transient.Default__REINST_DinoDropInventoryComponent_Carnivore_AlphaTusoteuthis_C_31916) CONTENT: Resources(/Engine/Transient.REINST_DinoDropInventoryComponent_Carnivore_AlphaTusoteuthis_C_1) CONTENT: Squid Oil(/Engine/Transient.REINST_DinoDropInventoryComponent_Carnivore_AlphaTusoteuthis_C_1) CONTENT: Apex Drop(/Engine/Transient.REINST_DinoDropInventoryComponent_Carnivore_AlphaTusoteuthis_C_1) CONTENT: Apex Drop(/Engine/Transient.REINST_DinoDropInventoryComponent_Carnivore_AlphaTusoteuthis_C_1) CONTENT: Apex Drop(/Engine/Transient.REINST_DinoDropInventoryComponent_Carnivore_AlphaTusoteuthis_C_1) CONTENT: Apex Drop(/Engine/Transient.REINST_DinoDropInventoryComponent_Carnivore_AlphaTusoteuthis_C_1) CONTENT: Rest of the items.(/Engine/Transient.REINST_DinoDropInventoryComponent_Carnivore_AlphaTusoteuthis_C_1) CONTENT: Substrate(/Engine/Transient.REINST_DinoDropInventoryComponent_Carnivore_AlphaTusoteuthis_C_1) CONTENT: Black Pearl(/Engine/Transient.REINST_DinoDropInventoryComponent_Carnivore_AlphaTusoteuthis_C_1) CONTENT: Fishing Rod(/Engine/Transient.REINST_DinoDropInventoryComponent_Carnivore_AlphaTusoteuthis_C_1) CONTENT: Resources(/Engine/Transient.Default__REINST_DinoDropInventoryComponent_Carnivore_AlphaTusoteuthis_C_31920) CONTENT: Squid Oil(/Engine/Transient.Default__REINST_DinoDropInventoryComponent_Carnivore_AlphaTusoteuthis_C_31920) CONTENT: Apex Drop(/Engine/Transient.Default__REINST_DinoDropInventoryComponent_Carnivore_AlphaTusoteuthis_C_31920) CONTENT: Apex Drop(/Engine/Transient.Default__REINST_DinoDropInventoryComponent_Carnivore_AlphaTusoteuthis_C_31920) CONTENT: Apex Drop(/Engine/Transient.Default__REINST_DinoDropInventoryComponent_Carnivore_AlphaTusoteuthis_C_31920) CONTENT: Apex Drop(/Engine/Transient.Default__REINST_DinoDropInventoryComponent_Carnivore_AlphaTusoteuthis_C_31920) CONTENT: Rest of the items.(/Engine/Transient.Default__REINST_DinoDropInventoryComponent_Carnivore_AlphaTusoteuthis_C_31920) CONTENT: Substrate(/Engine/Transient.Default__REINST_DinoDropInventoryComponent_Carnivore_AlphaTusoteuthis_C_31920) CONTENT: Black Pearl(/Engine/Transient.Default__REINST_DinoDropInventoryComponent_Carnivore_AlphaTusoteuthis_C_31920) CONTENT: Fishing Rod(/Engine/Transient.Default__REINST_DinoDropInventoryComponent_Carnivore_AlphaTusoteuthis_C_31920) CONTENT: Resources(/Game/PrimalEarth/Dinos/Tusoteuthis/DinoDropInventoryComponent_Carnivore_AlphaTusoteuthis.Default__DinoDropInventoryComponent_Carnivore_AlphaTusoteuthis_C) CONTENT: Squid Oil(/Game/PrimalEarth/Dinos/Tusoteuthis/DinoDropInventoryComponent_Carnivore_AlphaTusoteuthis.Default__DinoDropInventoryComponent_Carnivore_AlphaTusoteuthis_C) CONTENT: Apex Drop(/Game/PrimalEarth/Dinos/Tusoteuthis/DinoDropInventoryComponent_Carnivore_AlphaTusoteuthis.Default__DinoDropInventoryComponent_Carnivore_AlphaTusoteuthis_C) CONTENT: Apex Drop(/Game/PrimalEarth/Dinos/Tusoteuthis/DinoDropInventoryComponent_Carnivore_AlphaTusoteuthis.Default__DinoDropInventoryComponent_Carnivore_AlphaTusoteuthis_C) CONTENT: Apex Drop(/Game/PrimalEarth/Dinos/Tusoteuthis/DinoDropInventoryComponent_Carnivore_AlphaTusoteuthis.Default__DinoDropInventoryComponent_Carnivore_AlphaTusoteuthis_C) CONTENT: Apex Drop(/Game/PrimalEarth/Dinos/Tusoteuthis/DinoDropInventoryComponent_Carnivore_AlphaTusoteuthis.Default__DinoDropInventoryComponent_Carnivore_AlphaTusoteuthis_C) CONTENT: Rest of the items.(/Game/PrimalEarth/Dinos/Tusoteuthis/DinoDropInventoryComponent_Carnivore_AlphaTusoteuthis.Default__DinoDropInventoryComponent_Carnivore_AlphaTusoteuthis_C) CONTENT: Substrate(/Game/PrimalEarth/Dinos/Tusoteuthis/DinoDropInventoryComponent_Carnivore_AlphaTusoteuthis.Default__DinoDropInventoryComponent_Carnivore_AlphaTusoteuthis_C) CONTENT: Black Pearl(/Game/PrimalEarth/Dinos/Tusoteuthis/DinoDropInventoryComponent_Carnivore_AlphaTusoteuthis.Default__DinoDropInventoryComponent_Carnivore_AlphaTusoteuthis_C) CONTENT: Fishing Rod(/Game/PrimalEarth/Dinos/Tusoteuthis/DinoDropInventoryComponent_Carnivore_AlphaTusoteuthis.Default__DinoDropInventoryComponent_Carnivore_AlphaTusoteuthis_C) CONTENT: Alpha Tusoteuthis(/Engine/Transient.REINST_Mega_Tusoteuthis_Character_BP_C_0) CONTENT: Alpha Tusoteuthis(/Engine/Transient.Default__REINST_Mega_Tusoteuthis_Character_BP_C_31930) CONTENT: Alpha Tusoteuthis(/Engine/Transient.REINST_Mega_Tusoteuthis_Character_BP_C_1) CONTENT: Alpha Tusoteuthis(/Engine/Transient.Default__REINST_Mega_Tusoteuthis_Character_BP_C_31934) CONTENT: Alpha Tusoteuthis(/Game/PrimalEarth/Dinos/Tusoteuthis/Mega_Tusoteuthis_Character_BP.Default__Mega_Tusoteuthis_Character_BP_C) CONTENT: Artifact(/Engine/Transient.REINST_ArtifactCrate_2_C_0) CONTENT: Artifact(/Engine/Transient.REINST_ArtifactCrate_2_C_0) CONTENT: Artifact(/Engine/Transient.Default__REINST_ArtifactCrate_2_C_31952) CONTENT: Artifact(/Engine/Transient.Default__REINST_ArtifactCrate_2_C_31952) CONTENT: Artifact(/Engine/Transient.REINST_ArtifactCrate_2_C_1) CONTENT: Artifact(/Engine/Transient.REINST_ArtifactCrate_2_C_1) CONTENT: Artifact(/Engine/Transient.Default__REINST_ArtifactCrate_2_C_31956) CONTENT: Artifact(/Engine/Transient.Default__REINST_ArtifactCrate_2_C_31956) CONTENT: Artifact(/Game/PrimalEarth/Structures/ArtifactCrates/ArtifactCrate_2.Default__ArtifactCrate_2_C) CONTENT: Artifact(/Game/PrimalEarth/Structures/ArtifactCrates/ArtifactCrate_2.Default__ArtifactCrate_2_C) CONTENT: Artifact(/Engine/Transient.REINST_ArtifactCrate_3_C_0) CONTENT: Artifact(/Engine/Transient.REINST_ArtifactCrate_3_C_0) CONTENT: Artifact(/Engine/Transient.Default__REINST_ArtifactCrate_3_C_31974) CONTENT: Artifact(/Engine/Transient.Default__REINST_ArtifactCrate_3_C_31974) CONTENT: Artifact(/Engine/Transient.REINST_ArtifactCrate_3_C_1) CONTENT: Artifact(/Engine/Transient.REINST_ArtifactCrate_3_C_1) CONTENT: Artifact(/Engine/Transient.Default__REINST_ArtifactCrate_3_C_31978) CONTENT: Artifact(/Engine/Transient.Default__REINST_ArtifactCrate_3_C_31978) CONTENT: Artifact(/Game/PrimalEarth/Structures/ArtifactCrates/ArtifactCrate_3.Default__ArtifactCrate_3_C) CONTENT: Artifact(/Game/PrimalEarth/Structures/ArtifactCrates/ArtifactCrate_3.Default__ArtifactCrate_3_C) CONTENT: Artifact(/Engine/Transient.REINST_ArtifactCrate_4_C_0) CONTENT: Artifact(/Engine/Transient.REINST_ArtifactCrate_4_C_0) CONTENT: Artifact(/Engine/Transient.Default__REINST_ArtifactCrate_4_C_31996) CONTENT: Artifact(/Engine/Transient.Default__REINST_ArtifactCrate_4_C_31996) CONTENT: Artifact(/Engine/Transient.REINST_ArtifactCrate_4_C_1) CONTENT: Artifact(/Engine/Transient.REINST_ArtifactCrate_4_C_1) CONTENT: Artifact(/Engine/Transient.Default__REINST_ArtifactCrate_4_C_32000) CONTENT: Artifact(/Engine/Transient.Default__REINST_ArtifactCrate_4_C_32000) CONTENT: Artifact(/Game/PrimalEarth/Structures/ArtifactCrates/ArtifactCrate_4.Default__ArtifactCrate_4_C) CONTENT: Artifact(/Game/PrimalEarth/Structures/ArtifactCrates/ArtifactCrate_4.Default__ArtifactCrate_4_C) CONTENT: Artifact(/Engine/Transient.REINST_ArtifactCrate_5_C_0) CONTENT: Artifact(/Engine/Transient.REINST_ArtifactCrate_5_C_0) CONTENT: Artifact(/Engine/Transient.Default__REINST_ArtifactCrate_5_C_32018) CONTENT: Artifact(/Engine/Transient.Default__REINST_ArtifactCrate_5_C_32018) CONTENT: Artifact(/Engine/Transient.REINST_ArtifactCrate_5_C_1) CONTENT: Artifact(/Engine/Transient.REINST_ArtifactCrate_5_C_1) CONTENT: Artifact(/Engine/Transient.Default__REINST_ArtifactCrate_5_C_32022) CONTENT: Artifact(/Engine/Transient.Default__REINST_ArtifactCrate_5_C_32022) CONTENT: Artifact(/Game/PrimalEarth/Structures/ArtifactCrates/ArtifactCrate_5.Default__ArtifactCrate_5_C) CONTENT: Artifact(/Game/PrimalEarth/Structures/ArtifactCrates/ArtifactCrate_5.Default__ArtifactCrate_5_C) CONTENT: Artifact(/Engine/Transient.REINST_ArtifactCrate_6_C_0) CONTENT: Artifact(/Engine/Transient.REINST_ArtifactCrate_6_C_0) CONTENT: Artifact(/Engine/Transient.Default__REINST_ArtifactCrate_6_C_32040) CONTENT: Artifact(/Engine/Transient.Default__REINST_ArtifactCrate_6_C_32040) CONTENT: Artifact(/Engine/Transient.REINST_ArtifactCrate_6_C_1) CONTENT: Artifact(/Engine/Transient.REINST_ArtifactCrate_6_C_1) CONTENT: Artifact(/Engine/Transient.Default__REINST_ArtifactCrate_6_C_32044) CONTENT: Artifact(/Engine/Transient.Default__REINST_ArtifactCrate_6_C_32044) CONTENT: Artifact(/Game/PrimalEarth/Structures/ArtifactCrates/ArtifactCrate_6.Default__ArtifactCrate_6_C) CONTENT: Artifact(/Game/PrimalEarth/Structures/ArtifactCrates/ArtifactCrate_6.Default__ArtifactCrate_6_C) CONTENT: Artifact(/Engine/Transient.REINST_ArtifactCrate_7_C_0) CONTENT: Artifact(/Engine/Transient.REINST_ArtifactCrate_7_C_0) CONTENT: Artifact(/Engine/Transient.Default__REINST_ArtifactCrate_7_C_32062) CONTENT: Artifact(/Engine/Transient.Default__REINST_ArtifactCrate_7_C_32062) CONTENT: Artifact(/Engine/Transient.REINST_ArtifactCrate_7_C_1) CONTENT: Artifact(/Engine/Transient.REINST_ArtifactCrate_7_C_1) CONTENT: Artifact(/Engine/Transient.Default__REINST_ArtifactCrate_7_C_32066) CONTENT: Artifact(/Engine/Transient.Default__REINST_ArtifactCrate_7_C_32066) CONTENT: Artifact(/Game/PrimalEarth/Structures/ArtifactCrates/ArtifactCrate_7.Default__ArtifactCrate_7_C) CONTENT: Artifact(/Game/PrimalEarth/Structures/ArtifactCrates/ArtifactCrate_7.Default__ArtifactCrate_7_C) CONTENT: Terminal(/Engine/Transient.REINST_StructureTekCavePortalTerminal_C_0) LITERAL: Activate Teleporter Pad(/Game/PrimalEarth/Structures/BuildingBases/StructureTekCavePortalTerminal.StructureTekCavePortalTerminal:BPGetMultiUseEntries.K2Node_MakeStruct_6983) CONTENT: Terminal(/Engine/Transient.Default__REINST_StructureTekCavePortalTerminal_C_32073) CONTENT: Terminal(/Engine/Transient.REINST_StructureTekCavePortalTerminal_C_1) CONTENT: Terminal(/Engine/Transient.Default__REINST_StructureTekCavePortalTerminal_C_32077) CONTENT: Terminal(/Game/PrimalEarth/Structures/BuildingBases/StructureTekCavePortalTerminal.Default__StructureTekCavePortalTerminal_C) CONTENT: Cave Armor - Tier 1(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSet_CaveDrop_T1_Armor.Default__LootItemSet_CaveDrop_T1_Armor_C) CONTENT: Blueprints: Clothing(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSet_CaveDrop_T1_Armor.Default__LootItemSet_CaveDrop_T1_Armor_C) CONTENT: Cave Saddles - Tier 1(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSet_CaveDrop_T1_Saddles.Default__LootItemSet_CaveDrop_T1_Saddles_C) CONTENT: Blueprints: Saddles(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSet_CaveDrop_T1_Saddles.Default__LootItemSet_CaveDrop_T1_Saddles_C) CONTENT: Cave Weapons - Tier 1(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSet_CaveDrop_T1_Weapons.Default__LootItemSet_CaveDrop_T1_Weapons_C) CONTENT: Blueprints: Weapons(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSet_CaveDrop_T1_Weapons.Default__LootItemSet_CaveDrop_T1_Weapons_C) CONTENT: T1 Armor(/Engine/Transient.REINST_SupplyCrate_Cave_QualityTier1_C_0) CONTENT: T1 Saddles(/Engine/Transient.REINST_SupplyCrate_Cave_QualityTier1_C_0) CONTENT: T1 Weapons(/Engine/Transient.REINST_SupplyCrate_Cave_QualityTier1_C_0) CONTENT: T1 Armor(/Engine/Transient.Default__REINST_SupplyCrate_Cave_QualityTier1_C_32098) CONTENT: T1 Saddles(/Engine/Transient.Default__REINST_SupplyCrate_Cave_QualityTier1_C_32098) CONTENT: T1 Weapons(/Engine/Transient.Default__REINST_SupplyCrate_Cave_QualityTier1_C_32098) CONTENT: T1 Armor(/Engine/Transient.REINST_SupplyCrate_Cave_QualityTier1_C_1) CONTENT: T1 Saddles(/Engine/Transient.REINST_SupplyCrate_Cave_QualityTier1_C_1) CONTENT: T1 Weapons(/Engine/Transient.REINST_SupplyCrate_Cave_QualityTier1_C_1) CONTENT: T1 Armor(/Engine/Transient.Default__REINST_SupplyCrate_Cave_QualityTier1_C_32102) CONTENT: T1 Saddles(/Engine/Transient.Default__REINST_SupplyCrate_Cave_QualityTier1_C_32102) CONTENT: T1 Weapons(/Engine/Transient.Default__REINST_SupplyCrate_Cave_QualityTier1_C_32102) CONTENT: T1 Armor(/Game/PrimalEarth/Structures/SupplyCrate_Cave_QualityTier1.Default__SupplyCrate_Cave_QualityTier1_C) CONTENT: T1 Saddles(/Game/PrimalEarth/Structures/SupplyCrate_Cave_QualityTier1.Default__SupplyCrate_Cave_QualityTier1_C) CONTENT: T1 Weapons(/Game/PrimalEarth/Structures/SupplyCrate_Cave_QualityTier1.Default__SupplyCrate_Cave_QualityTier1_C) CONTENT: Cave Armor - Tier 2(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSet_CaveDrop_T2_Armor.Default__LootItemSet_CaveDrop_T2_Armor_C) CONTENT: Blueprints: Clothing(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSet_CaveDrop_T2_Armor.Default__LootItemSet_CaveDrop_T2_Armor_C) CONTENT: Cave Saddles - Tier 2(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSet_CaveDrop_T2_Saddles.Default__LootItemSet_CaveDrop_T2_Saddles_C) CONTENT: Blueprints: Saddles(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSet_CaveDrop_T2_Saddles.Default__LootItemSet_CaveDrop_T2_Saddles_C) CONTENT: Cave Weapons - Tier 2(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSet_CaveDrop_T2_Weapons.Default__LootItemSet_CaveDrop_T2_Weapons_C) CONTENT: Blueprints: Weapons(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSet_CaveDrop_T2_Weapons.Default__LootItemSet_CaveDrop_T2_Weapons_C) CONTENT: T1 Armor(/Engine/Transient.REINST_SupplyCrate_Cave_QualityTier2_C_0) CONTENT: T1 Saddles(/Engine/Transient.REINST_SupplyCrate_Cave_QualityTier2_C_0) CONTENT: T1 Weapons(/Engine/Transient.REINST_SupplyCrate_Cave_QualityTier2_C_0) CONTENT: T2 Armor(/Engine/Transient.REINST_SupplyCrate_Cave_QualityTier2_C_0) CONTENT: T2 Saddles(/Engine/Transient.REINST_SupplyCrate_Cave_QualityTier2_C_0) CONTENT: T2 Weapons(/Engine/Transient.REINST_SupplyCrate_Cave_QualityTier2_C_0) CONTENT: T1 Armor(/Engine/Transient.Default__REINST_SupplyCrate_Cave_QualityTier2_C_32123) CONTENT: T1 Saddles(/Engine/Transient.Default__REINST_SupplyCrate_Cave_QualityTier2_C_32123) CONTENT: T1 Weapons(/Engine/Transient.Default__REINST_SupplyCrate_Cave_QualityTier2_C_32123) CONTENT: T2 Armor(/Engine/Transient.Default__REINST_SupplyCrate_Cave_QualityTier2_C_32123) CONTENT: T2 Saddles(/Engine/Transient.Default__REINST_SupplyCrate_Cave_QualityTier2_C_32123) CONTENT: T2 Weapons(/Engine/Transient.Default__REINST_SupplyCrate_Cave_QualityTier2_C_32123) CONTENT: T1 Armor(/Engine/Transient.REINST_SupplyCrate_Cave_QualityTier2_C_1) CONTENT: T1 Saddles(/Engine/Transient.REINST_SupplyCrate_Cave_QualityTier2_C_1) CONTENT: T1 Weapons(/Engine/Transient.REINST_SupplyCrate_Cave_QualityTier2_C_1) CONTENT: T2 Armor(/Engine/Transient.REINST_SupplyCrate_Cave_QualityTier2_C_1) CONTENT: T2 Saddles(/Engine/Transient.REINST_SupplyCrate_Cave_QualityTier2_C_1) CONTENT: T2 Weapons(/Engine/Transient.REINST_SupplyCrate_Cave_QualityTier2_C_1) CONTENT: T1 Armor(/Engine/Transient.Default__REINST_SupplyCrate_Cave_QualityTier2_C_32127) CONTENT: T1 Saddles(/Engine/Transient.Default__REINST_SupplyCrate_Cave_QualityTier2_C_32127) CONTENT: T1 Weapons(/Engine/Transient.Default__REINST_SupplyCrate_Cave_QualityTier2_C_32127) CONTENT: T2 Armor(/Engine/Transient.Default__REINST_SupplyCrate_Cave_QualityTier2_C_32127) CONTENT: T2 Saddles(/Engine/Transient.Default__REINST_SupplyCrate_Cave_QualityTier2_C_32127) CONTENT: T2 Weapons(/Engine/Transient.Default__REINST_SupplyCrate_Cave_QualityTier2_C_32127) CONTENT: T1 Armor(/Game/PrimalEarth/Structures/SupplyCrate_Cave_QualityTier2.Default__SupplyCrate_Cave_QualityTier2_C) CONTENT: T1 Saddles(/Game/PrimalEarth/Structures/SupplyCrate_Cave_QualityTier2.Default__SupplyCrate_Cave_QualityTier2_C) CONTENT: T1 Weapons(/Game/PrimalEarth/Structures/SupplyCrate_Cave_QualityTier2.Default__SupplyCrate_Cave_QualityTier2_C) CONTENT: T2 Armor(/Game/PrimalEarth/Structures/SupplyCrate_Cave_QualityTier2.Default__SupplyCrate_Cave_QualityTier2_C) CONTENT: T2 Saddles(/Game/PrimalEarth/Structures/SupplyCrate_Cave_QualityTier2.Default__SupplyCrate_Cave_QualityTier2_C) CONTENT: T2 Weapons(/Game/PrimalEarth/Structures/SupplyCrate_Cave_QualityTier2.Default__SupplyCrate_Cave_QualityTier2_C) CONTENT: Cave Armor - Tier 3(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSet_CaveDrop_T3_Armor.Default__LootItemSet_CaveDrop_T3_Armor_C) CONTENT: Blueprints: Clothing(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSet_CaveDrop_T3_Armor.Default__LootItemSet_CaveDrop_T3_Armor_C) CONTENT: Cave Saddles - Tier 3(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSet_CaveDrop_T3_Saddles.Default__LootItemSet_CaveDrop_T3_Saddles_C) CONTENT: Blueprints: Saddles(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSet_CaveDrop_T3_Saddles.Default__LootItemSet_CaveDrop_T3_Saddles_C) CONTENT: Cave Weapons - Tier 3(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSet_CaveDrop_T3_Weapons.Default__LootItemSet_CaveDrop_T3_Weapons_C) CONTENT: Blueprints: Weapons(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSet_CaveDrop_T3_Weapons.Default__LootItemSet_CaveDrop_T3_Weapons_C) CONTENT: T1 Armor(/Engine/Transient.REINST_SupplyCrate_Cave_QualityTier3_C_0) CONTENT: T1 Saddles(/Engine/Transient.REINST_SupplyCrate_Cave_QualityTier3_C_0) CONTENT: T1 Weapons(/Engine/Transient.REINST_SupplyCrate_Cave_QualityTier3_C_0) CONTENT: T2 Armor(/Engine/Transient.REINST_SupplyCrate_Cave_QualityTier3_C_0) CONTENT: T2 Saddles(/Engine/Transient.REINST_SupplyCrate_Cave_QualityTier3_C_0) CONTENT: T2 Weapons(/Engine/Transient.REINST_SupplyCrate_Cave_QualityTier3_C_0) CONTENT: T3 Armor(/Engine/Transient.REINST_SupplyCrate_Cave_QualityTier3_C_0) CONTENT: T3 Saddles(/Engine/Transient.REINST_SupplyCrate_Cave_QualityTier3_C_0) CONTENT: T3 Weapons(/Engine/Transient.REINST_SupplyCrate_Cave_QualityTier3_C_0) CONTENT: T1 Armor(/Engine/Transient.Default__REINST_SupplyCrate_Cave_QualityTier3_C_32148) CONTENT: T1 Saddles(/Engine/Transient.Default__REINST_SupplyCrate_Cave_QualityTier3_C_32148) CONTENT: T1 Weapons(/Engine/Transient.Default__REINST_SupplyCrate_Cave_QualityTier3_C_32148) CONTENT: T2 Armor(/Engine/Transient.Default__REINST_SupplyCrate_Cave_QualityTier3_C_32148) CONTENT: T2 Saddles(/Engine/Transient.Default__REINST_SupplyCrate_Cave_QualityTier3_C_32148) CONTENT: T2 Weapons(/Engine/Transient.Default__REINST_SupplyCrate_Cave_QualityTier3_C_32148) CONTENT: T3 Armor(/Engine/Transient.Default__REINST_SupplyCrate_Cave_QualityTier3_C_32148) CONTENT: T3 Saddles(/Engine/Transient.Default__REINST_SupplyCrate_Cave_QualityTier3_C_32148) CONTENT: T3 Weapons(/Engine/Transient.Default__REINST_SupplyCrate_Cave_QualityTier3_C_32148) CONTENT: T1 Armor(/Engine/Transient.REINST_SupplyCrate_Cave_QualityTier3_C_1) CONTENT: T1 Saddles(/Engine/Transient.REINST_SupplyCrate_Cave_QualityTier3_C_1) CONTENT: T1 Weapons(/Engine/Transient.REINST_SupplyCrate_Cave_QualityTier3_C_1) CONTENT: T2 Armor(/Engine/Transient.REINST_SupplyCrate_Cave_QualityTier3_C_1) CONTENT: T2 Saddles(/Engine/Transient.REINST_SupplyCrate_Cave_QualityTier3_C_1) CONTENT: T2 Weapons(/Engine/Transient.REINST_SupplyCrate_Cave_QualityTier3_C_1) CONTENT: T3 Armor(/Engine/Transient.REINST_SupplyCrate_Cave_QualityTier3_C_1) CONTENT: T3 Saddles(/Engine/Transient.REINST_SupplyCrate_Cave_QualityTier3_C_1) CONTENT: T3 Weapons(/Engine/Transient.REINST_SupplyCrate_Cave_QualityTier3_C_1) CONTENT: T1 Armor(/Engine/Transient.Default__REINST_SupplyCrate_Cave_QualityTier3_C_32152) CONTENT: T1 Saddles(/Engine/Transient.Default__REINST_SupplyCrate_Cave_QualityTier3_C_32152) CONTENT: T1 Weapons(/Engine/Transient.Default__REINST_SupplyCrate_Cave_QualityTier3_C_32152) CONTENT: T2 Armor(/Engine/Transient.Default__REINST_SupplyCrate_Cave_QualityTier3_C_32152) CONTENT: T2 Saddles(/Engine/Transient.Default__REINST_SupplyCrate_Cave_QualityTier3_C_32152) CONTENT: T2 Weapons(/Engine/Transient.Default__REINST_SupplyCrate_Cave_QualityTier3_C_32152) CONTENT: T3 Armor(/Engine/Transient.Default__REINST_SupplyCrate_Cave_QualityTier3_C_32152) CONTENT: T3 Saddles(/Engine/Transient.Default__REINST_SupplyCrate_Cave_QualityTier3_C_32152) CONTENT: T3 Weapons(/Engine/Transient.Default__REINST_SupplyCrate_Cave_QualityTier3_C_32152) CONTENT: T1 Armor(/Game/PrimalEarth/Structures/SupplyCrate_Cave_QualityTier3.Default__SupplyCrate_Cave_QualityTier3_C) CONTENT: T1 Saddles(/Game/PrimalEarth/Structures/SupplyCrate_Cave_QualityTier3.Default__SupplyCrate_Cave_QualityTier3_C) CONTENT: T1 Weapons(/Game/PrimalEarth/Structures/SupplyCrate_Cave_QualityTier3.Default__SupplyCrate_Cave_QualityTier3_C) CONTENT: T2 Armor(/Game/PrimalEarth/Structures/SupplyCrate_Cave_QualityTier3.Default__SupplyCrate_Cave_QualityTier3_C) CONTENT: T2 Saddles(/Game/PrimalEarth/Structures/SupplyCrate_Cave_QualityTier3.Default__SupplyCrate_Cave_QualityTier3_C) CONTENT: T2 Weapons(/Game/PrimalEarth/Structures/SupplyCrate_Cave_QualityTier3.Default__SupplyCrate_Cave_QualityTier3_C) CONTENT: T3 Armor(/Game/PrimalEarth/Structures/SupplyCrate_Cave_QualityTier3.Default__SupplyCrate_Cave_QualityTier3_C) CONTENT: T3 Saddles(/Game/PrimalEarth/Structures/SupplyCrate_Cave_QualityTier3.Default__SupplyCrate_Cave_QualityTier3_C) CONTENT: T3 Weapons(/Game/PrimalEarth/Structures/SupplyCrate_Cave_QualityTier3.Default__SupplyCrate_Cave_QualityTier3_C) CONTENT: Cave Armor - Tier 4(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSet_CaveDrop_T4_Armor.Default__LootItemSet_CaveDrop_T4_Armor_C) CONTENT: Blueprints: Clothing(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSet_CaveDrop_T4_Armor.Default__LootItemSet_CaveDrop_T4_Armor_C) CONTENT: Cave Saddles - Tier 4(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSet_CaveDrop_T4_Saddles.Default__LootItemSet_CaveDrop_T4_Saddles_C) CONTENT: Blueprints: Saddles(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSet_CaveDrop_T4_Saddles.Default__LootItemSet_CaveDrop_T4_Saddles_C) CONTENT: Cave Weapons - Tier 4(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSet_CaveDrop_T4_Weapons.Default__LootItemSet_CaveDrop_T4_Weapons_C) CONTENT: Blueprints: Weapons(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSet_CaveDrop_T4_Weapons.Default__LootItemSet_CaveDrop_T4_Weapons_C) CONTENT: T1 Armor(/Engine/Transient.REINST_SupplyCrate_Cave_QualityTier4_C_0) CONTENT: T1 Saddles(/Engine/Transient.REINST_SupplyCrate_Cave_QualityTier4_C_0) CONTENT: T1 Weapons(/Engine/Transient.REINST_SupplyCrate_Cave_QualityTier4_C_0) CONTENT: T2 Armor(/Engine/Transient.REINST_SupplyCrate_Cave_QualityTier4_C_0) CONTENT: T2 Saddles(/Engine/Transient.REINST_SupplyCrate_Cave_QualityTier4_C_0) CONTENT: T2 Weapons(/Engine/Transient.REINST_SupplyCrate_Cave_QualityTier4_C_0) CONTENT: T3 Armor(/Engine/Transient.REINST_SupplyCrate_Cave_QualityTier4_C_0) CONTENT: T3 Saddles(/Engine/Transient.REINST_SupplyCrate_Cave_QualityTier4_C_0) CONTENT: T3 Weapons(/Engine/Transient.REINST_SupplyCrate_Cave_QualityTier4_C_0) CONTENT: T4 Armor(/Engine/Transient.REINST_SupplyCrate_Cave_QualityTier4_C_0) CONTENT: T4 Saddles(/Engine/Transient.REINST_SupplyCrate_Cave_QualityTier4_C_0) CONTENT: T4 Weapons(/Engine/Transient.REINST_SupplyCrate_Cave_QualityTier4_C_0) CONTENT: T1 Armor(/Engine/Transient.Default__REINST_SupplyCrate_Cave_QualityTier4_C_32173) CONTENT: T1 Saddles(/Engine/Transient.Default__REINST_SupplyCrate_Cave_QualityTier4_C_32173) CONTENT: T1 Weapons(/Engine/Transient.Default__REINST_SupplyCrate_Cave_QualityTier4_C_32173) CONTENT: T2 Armor(/Engine/Transient.Default__REINST_SupplyCrate_Cave_QualityTier4_C_32173) CONTENT: T2 Saddles(/Engine/Transient.Default__REINST_SupplyCrate_Cave_QualityTier4_C_32173) CONTENT: T2 Weapons(/Engine/Transient.Default__REINST_SupplyCrate_Cave_QualityTier4_C_32173) CONTENT: T3 Armor(/Engine/Transient.Default__REINST_SupplyCrate_Cave_QualityTier4_C_32173) CONTENT: T3 Saddles(/Engine/Transient.Default__REINST_SupplyCrate_Cave_QualityTier4_C_32173) CONTENT: T3 Weapons(/Engine/Transient.Default__REINST_SupplyCrate_Cave_QualityTier4_C_32173) CONTENT: T4 Armor(/Engine/Transient.Default__REINST_SupplyCrate_Cave_QualityTier4_C_32173) CONTENT: T4 Saddles(/Engine/Transient.Default__REINST_SupplyCrate_Cave_QualityTier4_C_32173) CONTENT: T4 Weapons(/Engine/Transient.Default__REINST_SupplyCrate_Cave_QualityTier4_C_32173) CONTENT: T1 Armor(/Engine/Transient.REINST_SupplyCrate_Cave_QualityTier4_C_1) CONTENT: T1 Saddles(/Engine/Transient.REINST_SupplyCrate_Cave_QualityTier4_C_1) CONTENT: T1 Weapons(/Engine/Transient.REINST_SupplyCrate_Cave_QualityTier4_C_1) CONTENT: T2 Armor(/Engine/Transient.REINST_SupplyCrate_Cave_QualityTier4_C_1) CONTENT: T2 Saddles(/Engine/Transient.REINST_SupplyCrate_Cave_QualityTier4_C_1) CONTENT: T2 Weapons(/Engine/Transient.REINST_SupplyCrate_Cave_QualityTier4_C_1) CONTENT: T3 Armor(/Engine/Transient.REINST_SupplyCrate_Cave_QualityTier4_C_1) CONTENT: T3 Saddles(/Engine/Transient.REINST_SupplyCrate_Cave_QualityTier4_C_1) CONTENT: T3 Weapons(/Engine/Transient.REINST_SupplyCrate_Cave_QualityTier4_C_1) CONTENT: T4 Armor(/Engine/Transient.REINST_SupplyCrate_Cave_QualityTier4_C_1) CONTENT: T4 Saddles(/Engine/Transient.REINST_SupplyCrate_Cave_QualityTier4_C_1) CONTENT: T4 Weapons(/Engine/Transient.REINST_SupplyCrate_Cave_QualityTier4_C_1) CONTENT: T1 Armor(/Engine/Transient.Default__REINST_SupplyCrate_Cave_QualityTier4_C_32177) CONTENT: T1 Saddles(/Engine/Transient.Default__REINST_SupplyCrate_Cave_QualityTier4_C_32177) CONTENT: T1 Weapons(/Engine/Transient.Default__REINST_SupplyCrate_Cave_QualityTier4_C_32177) CONTENT: T2 Armor(/Engine/Transient.Default__REINST_SupplyCrate_Cave_QualityTier4_C_32177) CONTENT: T2 Saddles(/Engine/Transient.Default__REINST_SupplyCrate_Cave_QualityTier4_C_32177) CONTENT: T2 Weapons(/Engine/Transient.Default__REINST_SupplyCrate_Cave_QualityTier4_C_32177) CONTENT: T3 Armor(/Engine/Transient.Default__REINST_SupplyCrate_Cave_QualityTier4_C_32177) CONTENT: T3 Saddles(/Engine/Transient.Default__REINST_SupplyCrate_Cave_QualityTier4_C_32177) CONTENT: T3 Weapons(/Engine/Transient.Default__REINST_SupplyCrate_Cave_QualityTier4_C_32177) CONTENT: T4 Armor(/Engine/Transient.Default__REINST_SupplyCrate_Cave_QualityTier4_C_32177) CONTENT: T4 Saddles(/Engine/Transient.Default__REINST_SupplyCrate_Cave_QualityTier4_C_32177) CONTENT: T4 Weapons(/Engine/Transient.Default__REINST_SupplyCrate_Cave_QualityTier4_C_32177) CONTENT: T1 Armor(/Game/PrimalEarth/Structures/SupplyCrate_Cave_QualityTier4.Default__SupplyCrate_Cave_QualityTier4_C) CONTENT: T1 Saddles(/Game/PrimalEarth/Structures/SupplyCrate_Cave_QualityTier4.Default__SupplyCrate_Cave_QualityTier4_C) CONTENT: T1 Weapons(/Game/PrimalEarth/Structures/SupplyCrate_Cave_QualityTier4.Default__SupplyCrate_Cave_QualityTier4_C) CONTENT: T2 Armor(/Game/PrimalEarth/Structures/SupplyCrate_Cave_QualityTier4.Default__SupplyCrate_Cave_QualityTier4_C) CONTENT: T2 Saddles(/Game/PrimalEarth/Structures/SupplyCrate_Cave_QualityTier4.Default__SupplyCrate_Cave_QualityTier4_C) CONTENT: T2 Weapons(/Game/PrimalEarth/Structures/SupplyCrate_Cave_QualityTier4.Default__SupplyCrate_Cave_QualityTier4_C) CONTENT: T3 Armor(/Game/PrimalEarth/Structures/SupplyCrate_Cave_QualityTier4.Default__SupplyCrate_Cave_QualityTier4_C) CONTENT: T3 Saddles(/Game/PrimalEarth/Structures/SupplyCrate_Cave_QualityTier4.Default__SupplyCrate_Cave_QualityTier4_C) CONTENT: T3 Weapons(/Game/PrimalEarth/Structures/SupplyCrate_Cave_QualityTier4.Default__SupplyCrate_Cave_QualityTier4_C) CONTENT: T4 Armor(/Game/PrimalEarth/Structures/SupplyCrate_Cave_QualityTier4.Default__SupplyCrate_Cave_QualityTier4_C) CONTENT: T4 Saddles(/Game/PrimalEarth/Structures/SupplyCrate_Cave_QualityTier4.Default__SupplyCrate_Cave_QualityTier4_C) CONTENT: T4 Weapons(/Game/PrimalEarth/Structures/SupplyCrate_Cave_QualityTier4.Default__SupplyCrate_Cave_QualityTier4_C) CONTENT: Blue Obelisk Terminal(/Engine/Transient.REINST_TributeTerminal_Blue_C_0) CONTENT: Blue Obelisk Terminal(/Engine/Transient.Default__REINST_TributeTerminal_Blue_C_32184) CONTENT: Blue Obelisk Terminal(/Engine/Transient.REINST_TributeTerminal_Blue_C_1) CONTENT: Blue Obelisk Terminal(/Engine/Transient.Default__REINST_TributeTerminal_Blue_C_32188) CONTENT: Blue Obelisk Terminal(/Game/PrimalEarth/Structures/TributeTerminal_Blue.Default__TributeTerminal_Blue_C) CONTENT: Green Obelisk Terminal(/Engine/Transient.REINST_TributeTerminal_Green_C_0) CONTENT: Green Obelisk Terminal(/Engine/Transient.Default__REINST_TributeTerminal_Green_C_32195) CONTENT: Green Obelisk Terminal(/Engine/Transient.REINST_TributeTerminal_Green_C_1) CONTENT: Green Obelisk Terminal(/Engine/Transient.Default__REINST_TributeTerminal_Green_C_32199) CONTENT: Green Obelisk Terminal(/Game/PrimalEarth/Structures/TributeTerminal_Green.Default__TributeTerminal_Green_C) CONTENT: Red Obelisk Terminal(/Engine/Transient.REINST_TributeTerminal_Red_C_0) CONTENT: Red Obelisk Terminal(/Engine/Transient.Default__REINST_TributeTerminal_Red_C_32206) CONTENT: Red Obelisk Terminal(/Engine/Transient.REINST_TributeTerminal_Red_C_1) CONTENT: Red Obelisk Terminal(/Engine/Transient.Default__REINST_TributeTerminal_Red_C_32210) CONTENT: Red Obelisk Terminal(/Game/PrimalEarth/Structures/TributeTerminal_Red.Default__TributeTerminal_Red_C) CONTENT: Tek Terminal(/Engine/Transient.REINST_TributeTerminal_TekCave_C_0) CONTENT: Tek Terminal(/Engine/Transient.Default__REINST_TributeTerminal_TekCave_C_32217) CONTENT: Tek Terminal(/Engine/Transient.REINST_TributeTerminal_TekCave_C_1) CONTENT: Tek Terminal(/Engine/Transient.Default__REINST_TributeTerminal_TekCave_C_32221) CONTENT: Tek Terminal(/Game/PrimalEarth/Structures/TributeTerminal_TekCave.Default__TributeTerminal_TekCave_C) LITERAL: ce UpdateWorldEndDayTime (/Game/Maps/TheIslandSubMaps/TheIsland.TheIsland:PersistentLevel.TheIsland.EventGraph.K2Node_CallFunction_26084) CONTENT: Cave(/Game/Maps/TheIslandSubMaps/TheIsland.TheIsland:PersistentLevel.BiomeZoneVolume_0) CONTENT: Cave(/Game/Maps/TheIslandSubMaps/TheIsland.TheIsland:PersistentLevel.BiomeZoneVolume_1) CONTENT: Cave(/Game/Maps/TheIslandSubMaps/TheIsland.TheIsland:PersistentLevel.Cave1Biome3) CONTENT: Cave(/Game/Maps/TheIslandSubMaps/TheIsland.TheIsland:PersistentLevel.Cave2Biome_4) CONTENT: Lava Cave(/Game/Maps/TheIslandSubMaps/TheIsland.TheIsland:PersistentLevel.Cave3Biome_2) CONTENT: Cave(/Game/Maps/TheIslandSubMaps/TheIsland.TheIsland:PersistentLevel.Cave7Biome_2) CONTENT: ????????(/Game/Maps/TheIslandSubMaps/TheIsland.TheIsland:PersistentLevel.GorillaBossBiome) CONTENT: ????????(/Game/Maps/TheIslandSubMaps/TheIsland.TheIsland:PersistentLevel.SpiderBossBiome) CONTENT: South Zone 1 (Easy)(/Game/Maps/TheIslandSubMaps/TheIsland.TheIsland:PersistentLevel.PrimalWorldSettings) CONTENT: South Zone 2 (Easy)(/Game/Maps/TheIslandSubMaps/TheIsland.TheIsland:PersistentLevel.PrimalWorldSettings) CONTENT: South Zone 3 (Easy)(/Game/Maps/TheIslandSubMaps/TheIsland.TheIsland:PersistentLevel.PrimalWorldSettings) CONTENT: West Zone 1 (Medium)(/Game/Maps/TheIslandSubMaps/TheIsland.TheIsland:PersistentLevel.PrimalWorldSettings) CONTENT: West Zone 2 (Medium)(/Game/Maps/TheIslandSubMaps/TheIsland.TheIsland:PersistentLevel.PrimalWorldSettings) CONTENT: West Zone 3 (Medium)(/Game/Maps/TheIslandSubMaps/TheIsland.TheIsland:PersistentLevel.PrimalWorldSettings) CONTENT: East Zone 1 (Medium)(/Game/Maps/TheIslandSubMaps/TheIsland.TheIsland:PersistentLevel.PrimalWorldSettings) CONTENT: East Zone 2 (Medium)(/Game/Maps/TheIslandSubMaps/TheIsland.TheIsland:PersistentLevel.PrimalWorldSettings) CONTENT: East Zone 3 (Medium)(/Game/Maps/TheIslandSubMaps/TheIsland.TheIsland:PersistentLevel.PrimalWorldSettings) CONTENT: North Zone 1 (Hard)(/Game/Maps/TheIslandSubMaps/TheIsland.TheIsland:PersistentLevel.PrimalWorldSettings) CONTENT: North Zone 2 (Hard)(/Game/Maps/TheIslandSubMaps/TheIsland.TheIsland:PersistentLevel.PrimalWorldSettings) CONTENT: North Zone 3 (Hard)(/Game/Maps/TheIslandSubMaps/TheIsland.TheIsland:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/TheIslandSubMaps/TheIsland.TheIsland:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/TheIslandSubMaps/A1_Far_WIP.A1_Far_WIP:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/TheIslandSubMaps/A1_Near.A1_Near:PersistentLevel.PrimalWorldSettings) CONTENT: Oyster(/Game/PrimalEarth/CoreBlueprints/HarvestComponents/SiliconHarvestComponent.Default__SiliconHarvestComponent_C) CONTENT: Harvest [Silicon Pearl](/Game/PrimalEarth/CoreBlueprints/HarvestComponents/SiliconHarvestComponent.Default__SiliconHarvestComponent_C) CONTENT: Rock(/Game/PrimalEarth/CoreBlueprints/HarvestComponents/RockHarvestComponent.Default__RockHarvestComponent_C) CONTENT: Take [Stone](/Game/PrimalEarth/CoreBlueprints/HarvestComponents/RockHarvestComponent.Default__RockHarvestComponent_C) CONTENT: Obsidian(/Game/PrimalEarth/CoreBlueprints/HarvestComponents/ObsidianHarvestComponent.Default__ObsidianHarvestComponent_C) CONTENT: Harvest [Obsidian](/Game/PrimalEarth/CoreBlueprints/HarvestComponents/ObsidianHarvestComponent.Default__ObsidianHarvestComponent_C) CONTENT: Wilderness(/Game/Maps/TheIslandSubMaps/A1_Near_WIP.A1_Near_WIP:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/TheIslandSubMaps/A2_Far_WIP.A2_Far_WIP:PersistentLevel.PrimalWorldSettings) CONTENT: Bush(/Game/PrimalEarth/CoreBlueprints/HarvestComponents/SeedHarvestComponentSnow.Default__SeedHarvestComponentSnow_C) CONTENT: Harvest [Bush](/Game/PrimalEarth/CoreBlueprints/HarvestComponents/SeedHarvestComponentSnow.Default__SeedHarvestComponentSnow_C) CONTENT: Wilderness(/Game/Maps/TheIslandSubMaps/A2_Near_WIP.A2_Near_WIP:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/TheIslandSubMaps/A3_Far_WIP.A3_Far_WIP:PersistentLevel.PrimalWorldSettings_0) CONTENT: Wilderness(/Game/Maps/TheIslandSubMaps/A3_Near_WIP.A3_Near_WIP:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/TheIslandSubMaps/A4_Far_WIP.A4_Far_WIP:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/TheIslandSubMaps/A4_Near_WIP.A4_Near_WIP:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/TheIslandSubMaps/A5_Far_WIP.A5_Far_WIP:PersistentLevel.PrimalWorldSettings_0) CONTENT: Wilderness(/Game/Maps/TheIslandSubMaps/A5_Near.A5_Near:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/TheIslandSubMaps/A5_Near_WIP.A5_Near_WIP:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/TheIslandSubMaps/B1_Far_WIP.B1_Far_WIP:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/TheIslandSubMaps/B1_Near_WIP.B1_Near_WIP:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/TheIslandSubMaps/B2_Far_WIP.B2_Far_WIP:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/TheIslandSubMaps/B2_Near_WIP.B2_Near_WIP:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/TheIslandSubMaps/B3_Far_WIP.B3_Far_WIP:PersistentLevel.PrimalWorldSettings) CONTENT: Obsidian(/Game/PrimalEarth/CoreBlueprints/HarvestComponents/MountainObsidianHarvestComponent.Default__MountainObsidianHarvestComponent_C) CONTENT: Harvest [Obsidian](/Game/PrimalEarth/CoreBlueprints/HarvestComponents/MountainObsidianHarvestComponent.Default__MountainObsidianHarvestComponent_C) CONTENT: Wilderness(/Game/Maps/TheIslandSubMaps/B3_Near_WIP.B3_Near_WIP:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/TheIslandSubMaps/B4_Near_VFX.B4_Near_VFX:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/TheIslandSubMaps/B4_Near_WIP.B4_Near_WIP:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/TheIslandSubMaps/B5_Far_WIP.B5_Far_WIP:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/TheIslandSubMaps/B5_Near_WIP.B5_Near_WIP:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/TheIslandSubMaps/C1_Far_WIP.C1_Far_WIP:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/TheIslandSubMaps/C1_Near_WIP.C1_Near_WIP:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/TheIslandSubMaps/C2_Far_WIP.C2_Far_WIP:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/TheIslandSubMaps/C2_Near_WIP.C2_Near_WIP:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/TheIslandSubMaps/C3_Far_WIP.C3_Far_WIP:PersistentLevel.PrimalWorldSettings) LITERAL: RefreshTick(/Game/PrimalEarth/Effects/Blueprints/BP_GodRays_02.BP_GodRays_02:EventGraph.K2Node_CallFunction_40484) CONTENT: Wilderness(/Game/Maps/TheIslandSubMaps/C3_Near_WIP.C3_Near_WIP:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/TheIslandSubMaps/C4_Far_WIP.C4_Far_WIP:PersistentLevel.PrimalWorldSettings) CONTENT: Bush(/Game/PrimalEarth/CoreBlueprints/HarvestComponents/SeedHarvestComponentX.Default__SeedHarvestComponentX_C) CONTENT: Harvest [Bush](/Game/PrimalEarth/CoreBlueprints/HarvestComponents/SeedHarvestComponentX.Default__SeedHarvestComponentX_C) CONTENT: Wilderness(/Game/Maps/TheIslandSubMaps/C4_Near_WIP.C4_Near_WIP:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/TheIslandSubMaps/C5_Far_WIP.C5_Far_WIP:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/TheIslandSubMaps/C5_Near_WIP.C5_Near_WIP:PersistentLevel.PrimalWorldSettings) LITERAL: RefreshTick(/Game/PrimalEarth/CoreBlueprints/Lights/BP_DayTime_SpotLight_Base.BP_DayTime_SpotLight_Base:EventGraph.K2Node_CallFunction_40484) LITERAL: checkEnablers(/Game/PrimalEarth/Effects/Blueprints/BP_ElementalDisturbance.BP_ElementalDisturbance:EventGraph.K2Node_CallFunction_63943) LITERAL: RefreshTick(/Game/PrimalEarth/CoreBlueprints/Lights/BP_DayTime_PointLight_Base.BP_DayTime_PointLight_Base:EventGraph.K2Node_CallFunction_40484) CONTENT: Wilderness(/Game/Maps/TheIslandSubMaps/Cave_1.Cave_1:PersistentLevel.PrimalWorldSettings) CONTENT: Underwater(/Game/Maps/TheIslandSubMaps/Cave_2.Cave_2:PersistentLevel.Cave_02_WaterBiomeVolume) CONTENT: Wilderness(/Game/Maps/TheIslandSubMaps/Cave_2.Cave_2:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/TheIslandSubMaps/Cave_3.Cave_3:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/TheIslandSubMaps/Cave_5.Cave_5:PersistentLevel.PrimalWorldSettings) CONTENT: Loose Crystal(/Game/PrimalEarth/CoreBlueprints/HarvestComponents/RockHarvestComponent_Crystal.Default__RockHarvestComponent_Crystal_C) CONTENT: Take [Crystal](/Game/PrimalEarth/CoreBlueprints/HarvestComponents/RockHarvestComponent_Crystal.Default__RockHarvestComponent_Crystal_C) CONTENT: Wilderness(/Game/Maps/TheIslandSubMaps/Cave_6.Cave_6:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/TheIslandSubMaps/Cave_7.Cave_7:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/TheIslandSubMaps/D1_Far_WIP.D1_Far_WIP:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/TheIslandSubMaps/D1_Near_WIP.D1_Near_WIP:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/TheIslandSubMaps/D2_Far_WIP.D2_Far_WIP:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/TheIslandSubMaps/D2_Near_WIP.D2_Near_WIP:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/TheIslandSubMaps/D3_Far_WIP.D3_Far_WIP:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/TheIslandSubMaps/D3_Near.D3_Near:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/TheIslandSubMaps/D3_Near_WIP.D3_Near_WIP:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/TheIslandSubMaps/D4_Far_WIP.D4_Far_WIP:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/TheIslandSubMaps/D4_Near_WIP.D4_Near_WIP:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/TheIslandSubMaps/D5_Far_WIP.D5_Far_WIP:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/TheIslandSubMaps/D5_Near_WIP.D5_Near_WIP:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/TheIslandSubMaps/E1_Far_WIP.E1_Far_WIP:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/TheIslandSubMaps/E1_Near_WIP.E1_Near_WIP:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/TheIslandSubMaps/E2_Far_WIP.E2_Far_WIP:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/TheIslandSubMaps/E2_Near_WIP.E2_Near_WIP:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/TheIslandSubMaps/E3_Far_WIP.E3_Far_WIP:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/TheIslandSubMaps/E3_Near.E3_Near:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/TheIslandSubMaps/E3_Near_WIP.E3_Near_WIP:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/TheIslandSubMaps/E4_Far_WIP.E4_Far_WIP:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/TheIslandSubMaps/E4_Near_WIP.E4_Near_WIP:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/TheIslandSubMaps/E5_Far_WIP.E5_Far_WIP:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/TheIslandSubMaps/E5_Near_WIP.E5_Near_WIP:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/TheIslandSubMaps/LandscapeSublevel.LandscapeSublevel:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/TheIslandSubMaps/MasterIBLCapture.MasterIBLCapture:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/TheIslandSubMaps/MasterIBLCaptures.MasterIBLCaptures:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/TheIslandSubMaps/MasterIBLSnow.MasterIBLSnow:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/TheIslandSubMaps/Obelisks.Obelisks:PersistentLevel.PrimalWorldSettings) CONTENT: Cave(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel.PersistentGameplaySublevel:PersistentLevel.BiomeZoneVolume_0) CONTENT: Cave(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel.PersistentGameplaySublevel:PersistentLevel.Cave1Biome) CONTENT: Cave(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel.PersistentGameplaySublevel:PersistentLevel.Cave1Biome2) CONTENT: Cave(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel.PersistentGameplaySublevel:PersistentLevel.Cave2Biome_2) CONTENT: Lava Cave(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel.PersistentGameplaySublevel:PersistentLevel.Cave3Biome) CONTENT: Cave(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel.PersistentGameplaySublevel:PersistentLevel.Cave5Biome) CONTENT: Cave(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel.PersistentGameplaySublevel:PersistentLevel.Cave7Biome) CONTENT: The Caverns of Lost Hope(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel.PersistentGameplaySublevel:PersistentLevel.CaveEastBiomeZoneVolume2_5) CONTENT: The Caverns of Lost Hope(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel.PersistentGameplaySublevel:PersistentLevel.CaveEastBiomeZoneVolume3_7) CONTENT: The Caverns of Lost Hope(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel.PersistentGameplaySublevel:PersistentLevel.CaveEastBiomeZoneVolume_3) CONTENT: The Caverns of Lost Faith(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel.PersistentGameplaySublevel:PersistentLevel.CaveWestBiomeVolume2_11) CONTENT: The Caverns of Lost Faith(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel.PersistentGameplaySublevel:PersistentLevel.CaveWestBiomeVolume3_13) CONTENT: The Caverns of Lost Faith(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel.PersistentGameplaySublevel:PersistentLevel.CaveWestBiomeVolume4_15) CONTENT: The Caverns of Lost Faith(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel.PersistentGameplaySublevel:PersistentLevel.CaveWestBiomeVolume_9) CONTENT: The Frozen Maw(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel.PersistentGameplaySublevel:PersistentLevel.IceCaveEntranceBiome) CONTENT: The Throat of Borea(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel.PersistentGameplaySublevel:PersistentLevel.IceCaveLevel2Biome) CONTENT: Ice Wyrm's Belly(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel.PersistentGameplaySublevel:PersistentLevel.IceCaveLevel3Biome) CONTENT: Ice Wyrm's Belly(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel.PersistentGameplaySublevel:PersistentLevel.IceCaveLevel3Biome2) CONTENT: Ice Wyrm's Belly(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel.PersistentGameplaySublevel:PersistentLevel.IceCaveLevel3Biome3) CONTENT: The Frigid Deep(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel.PersistentGameplaySublevel:PersistentLevel.IceCaveLevel4Biome) CONTENT: ????(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel.PersistentGameplaySublevel:PersistentLevel.IceCaveLevel5Biome) CONTENT: Wilderness(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel.PersistentGameplaySublevel:PersistentLevel.PrimalWorldSettings) CONTENT: Underwater(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume1) CONTENT: Underwater(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume17) CONTENT: Underwater(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume18) CONTENT: ????????(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume19) CONTENT: Underwater(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume2) CONTENT: Underwater(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume20) CONTENT: Underwater(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume21) CONTENT: Underwater(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume22) CONTENT: Underwater(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume23) CONTENT: Underwater(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume24) CONTENT: Underwater(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume25) CONTENT: Underwater(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume26) CONTENT: The Frozen Sea(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume27) CONTENT: Underwater(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume28) CONTENT: Underwater(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume29) CONTENT: Underwater(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume3) CONTENT: Underwater(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume30) CONTENT: Underwater(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume31) CONTENT: Underwater(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume32) CONTENT: The Frozen Sea(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume33) CONTENT: The Frozen Sea(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume34) CONTENT: Underwater(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume35) CONTENT: The Throat of Flame(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume37) CONTENT: The Belly of the Beast(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume38) CONTENT: The Belly of the Beast(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume39) CONTENT: Underwater(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume4) CONTENT: The Belly of the Beast(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume40) CONTENT: The Belly of the Beast(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume41) CONTENT: The Shadow Road(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume42) CONTENT: Underwater(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume5) CONTENT: Underwater(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume6) CONTENT: Underwater(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume7) CONTENT: Underwater(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume9) CONTENT: Whitesky Peak(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_0) CONTENT: The Southeast Shores(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1) CONTENT: The Grand Hills(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_10) CONTENT: Cragg's Island(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_100) CONTENT: The Redwood Forests(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_101) CONTENT: Winter's Mouth(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_102) CONTENT: Cragg's Island(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_103) CONTENT: The Redwood Forests(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_104) CONTENT: The Southern Islets(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_105) CONTENT: Cragg's Island(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_106) CONTENT: The Grand Hills(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_107) CONTENT: The Grand Hills(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_108) CONTENT: Northern Shores(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_109) CONTENT: The Western Coast(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_11) CONTENT: Whitesky Peak(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_110) CONTENT: Far's Peak(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_111) CONTENT: The Western Approach(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_112) CONTENT: Whitesky Peak(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_113) CONTENT: Cragg's Island(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_114) CONTENT: Whitesky Peak(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_115) CONTENT: Whitesky Peak(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_116) CONTENT: Northern Shores(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_117) CONTENT: Whitesky Peak(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_118) CONTENT: Cragg's Island(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_119) CONTENT: The Grand Hills(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_12) CONTENT: The Western Coast(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_120) CONTENT: Whitesky Peak(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_121) CONTENT: Whitesky Peak(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_122) CONTENT: Underwater(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_123) CONTENT: Whitesky Peak(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_124) CONTENT: The Western Plains(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_125) CONTENT: The Grand Hills(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_126) CONTENT: Cragg's Island(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_127) CONTENT: The Grand Hills(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_128) CONTENT: The Red Peak(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_129) CONTENT: Winter's Mouth(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_13) CONTENT: Northern Shores(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_130) CONTENT: The Red Peak(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_131) CONTENT: The Red Peak(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_132) CONTENT: Cragg's Island(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_133) CONTENT: Cragg's Island(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_134) CONTENT: Whitesky Peak(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_135) CONTENT: The Red Peak(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_136) CONTENT: The Red Peak(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_137) CONTENT: The Red Peak(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_138) CONTENT: Whitesky Peak(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_139) CONTENT: The Grand Hills(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_14) CONTENT: Far's Peak(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_140) CONTENT: Cragg's Island(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_141) CONTENT: Far's Peak(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_142) CONTENT: The Western Approach(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_143) CONTENT: Far's Peak(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_144) CONTENT: Far's Peak(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_145) CONTENT: The Footpaw(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_146) CONTENT: Far's Peak(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_147) CONTENT: The Western Approach(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_148) CONTENT: Far's Peak(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_149) CONTENT: Southern Jungle(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_15) CONTENT: Far's Peak(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_150) CONTENT: Cragg's Island(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_151) CONTENT: Cragg's Island(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_152) CONTENT: Northern Shores(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_153) CONTENT: The Footpaw(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_154) CONTENT: Underwater(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_155) CONTENT: Cragg's Island(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_156) CONTENT: The Frigid Plains(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_157) CONTENT: The Maw(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_158) CONTENT: Underwater(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_159) CONTENT: The Grand Hills(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_16) CONTENT: The Grand Hills(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_160) CONTENT: The Footpaw(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_161) CONTENT: The Grand Hills(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_162) CONTENT: The Grand Hills(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_163) CONTENT: The Southern Islets(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_164) CONTENT: The Footpaw(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_165) CONTENT: The Grand Hills(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_166) CONTENT: The Grand Hills(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_167) CONTENT: The Grand Hills(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_168) CONTENT: Underwater(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_169) CONTENT: The Western Coast(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_17) CONTENT: Whitesky Peak(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_170) CONTENT: Whitesky Peak(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_171) CONTENT: The Footpaw(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_172) CONTENT: Whitesky Peak(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_173) CONTENT: Whitesky Peak(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_174) CONTENT: Underwater(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_175) CONTENT: Whitesky Peak(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_176) CONTENT: The Western Approach(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_177) CONTENT: Whitesky Peak(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_178) CONTENT: The Frozen Tooth(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_179) CONTENT: The Grand Hills(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_18) CONTENT: The Frozen Tooth(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_180) CONTENT: The Red Peak(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_181) CONTENT: The Red Peak(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_182) CONTENT: The Red Peak(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_183) CONTENT: Whitesky Peak(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_184) CONTENT: The Footpaw(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_185) CONTENT: The Southern Islets(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_186) CONTENT: The Footpaw(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_187) CONTENT: The Writhing Swamps(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_188) CONTENT: The Footpaw(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_189) CONTENT: The Redwood Forests(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_19) CONTENT: The Footpaw(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_190) CONTENT: The Southern Islets(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_191) CONTENT: The Footpaw(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_192) CONTENT: The Western Approach(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_193) CONTENT: The Footpaw(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_194) CONTENT: The Western Coast(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_195) CONTENT: The Footpaw(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_196) CONTENT: The Western Approach(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_197) CONTENT: The Footpaw(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_198) CONTENT: The Footpaw(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_199) CONTENT: The Descent(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_2) CONTENT: The Grand Hills(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_20) CONTENT: The Southern Islets(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_200) CONTENT: The Footpaw(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_201) CONTENT: The Redwood Forests(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_202) CONTENT: The Footpaw(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_203) CONTENT: The Western Approach(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_204) CONTENT: The Footpaw(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_205) CONTENT: The Footpaw(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_207) CONTENT: Southeastern Shores(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_208) CONTENT: The Footpaw(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_209) CONTENT: The Western Coast(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_21) CONTENT: The Footpaw(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_210) CONTENT: The Footpaw(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_211) CONTENT: Deep Ocean(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_213) CONTENT: The Footpaw(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_214) CONTENT: The Footpaw(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_215) CONTENT: The Footpaw(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_216) CONTENT: ????????(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_217) CONTENT: The Southern Islets(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_218) CONTENT: The Grand Hills(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_22) CONTENT: The Southern Islets(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_220) CONTENT: The Southern Islets(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_222) CONTENT: Northern Shores(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_223) CONTENT: The Southern Islets(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_224) CONTENT: The Western Approach(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_225) CONTENT: The Southern Islets(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_226) CONTENT: Northern Shores(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_227) CONTENT: Deep Ocean(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_228) CONTENT: The Western Approach(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_229) CONTENT: The Western Coast(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_23) CONTENT: The Southern Islets(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_230) CONTENT: The Southern Islets(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_231) CONTENT: Deep Ocean(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_232) CONTENT: The Hidden Lake(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_233) CONTENT: The Southern Islets(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_234) CONTENT: Northern Shores(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_235) CONTENT: Deep Ocean(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_236) CONTENT: The Western Approach(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_237) CONTENT: The Southern Islets(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_238) CONTENT: The Southern Islets(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_239) CONTENT: The Grand Hills(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_24) CONTENT: The Northeast Shores(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_240) CONTENT: The Southern Islets(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_242) CONTENT: Northern Shores(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_243) CONTENT: The Southern Islets(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_244) CONTENT: The Southern Islets(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_245) CONTENT: Whitesky Peak(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_246) CONTENT: The Southern Islets(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_247) CONTENT: The Southern Islets(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_248) CONTENT: Northern Shores(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_249) CONTENT: The Western Coast(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_25) CONTENT: The Southern Islets(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_250) CONTENT: Northern Shores(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_251) CONTENT: The Western Coast(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_252) CONTENT: The Western Coast(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_253) CONTENT: The Southern Islets(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_254) CONTENT: The Southern Islets(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_255) CONTENT: Southeastern Shores(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_256) CONTENT: The Northern Shore(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_257) CONTENT: Southeastern Shores(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_258) CONTENT: Southeastern Shores(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_259) CONTENT: The Grand Hills(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_26) CONTENT: The Western Approach(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_260) CONTENT: Southeastern Shores(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_261) CONTENT: Southeastern Shores(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_262) CONTENT: Northern Shores(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_263) CONTENT: Northern Shores(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_264) CONTENT: Southeastern Shores(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_265) CONTENT: The Western Approach(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_266) CONTENT: Southeastern Shores(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_267) CONTENT: Northern Shores(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_268) CONTENT: Southeastern Shores(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_269) CONTENT: The Western Coast(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_27) CONTENT: Whitesky Peak(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_270) CONTENT: Southeastern Shores(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_271) CONTENT: Southeastern Shores(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_272) CONTENT: The Gulch of Lamentation(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_273) CONTENT: Northern Shores(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_274) CONTENT: The Gulch of Lamentation(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_275) CONTENT: Northern Shores(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_276) CONTENT: The Gulch of Lamentation(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_277) CONTENT: The Western Approach(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_278) CONTENT: The Gulch of Lamentation(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_279) CONTENT: The Frozen Tooth(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_28) CONTENT: The Gulch of Lamentation(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_280) CONTENT: Whitesky Peak(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_281) CONTENT: The Gulch of Lamentation(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_282) CONTENT: The Gulch of Lamentation(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_283) CONTENT: Northern Shores(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_284) CONTENT: The Gulch of Lamentation(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_285) CONTENT: The Gulch of Lamentation(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_286) CONTENT: Northern Shores(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_287) CONTENT: The Northeast Shores(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_288) CONTENT: The Northeast Shores(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_289) CONTENT: The Western Coast(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_29) CONTENT: Northern Shores(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_290) CONTENT: The Northeast Shores(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_291) CONTENT: The Northeast Shores(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_292) CONTENT: The Writhing Swamps(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_293) CONTENT: The Northeast Shores(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_294) CONTENT: The Northeast Shores(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_295) CONTENT: Northern Shores(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_296) CONTENT: The Northeast Shores(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_297) CONTENT: The Northeast Shores(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_298) CONTENT: Whitesky Peak(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_299) CONTENT: Southern Jungle(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_3) CONTENT: The Frozen Tooth(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_30) CONTENT: The Northeast Shores(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_300) CONTENT: Northern Shores(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_301) CONTENT: The Northeast Shores(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_302) CONTENT: The Northeast Shores(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_303) CONTENT: The Northeast Shores(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_304) CONTENT: Northern Shores(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_305) CONTENT: The Western Approach(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_306) CONTENT: The Northeast Shores(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_307) CONTENT: Northern Shores(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_308) CONTENT: The Northeast Shores(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_309) CONTENT: The Western Coast(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_31) CONTENT: The Northeast Shores(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_310) CONTENT: The Eastern Forest(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_311) CONTENT: The Northeast Shores(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_312) CONTENT: The Western Approach(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_313) CONTENT: The Northeast Shores(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_314) CONTENT: The Northeast Shores(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_315) CONTENT: The Eastern Forest(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_316) CONTENT: The Northeast Shores(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_317) CONTENT: The Writhing Swamps(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_318) CONTENT: The Frozen Tooth(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_32) CONTENT: The Eastern Forest(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_321) CONTENT: The Writhing Swamps(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_323) CONTENT: The Eastern Forest(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_326) CONTENT: The Western Plains(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_328) CONTENT: The Western Coast(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_33) CONTENT: Whitesky Peak(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_330) CONTENT: The Eastern Forest(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_331) CONTENT: Whitesky Peak(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_332) CONTENT: The Western Coast(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_333) CONTENT: The Western Coast(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_334) CONTENT: The Western Coast(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_335) CONTENT: The Maw(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_336) CONTENT: The Eastern Forest(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_337) CONTENT: Whitesky Peak(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_338) CONTENT: Whitesky Peak(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_339) CONTENT: The Frozen Tooth(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_34) CONTENT: The Western Plains(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_340) CONTENT: Whitesky Peak(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_341) CONTENT: The Writhing Swamps(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_342) CONTENT: Whitesky Peak(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_343) CONTENT: Drayo's Cove(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_344) CONTENT: The Eastern Forest(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_345) CONTENT: Drayo's Cove(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_346) CONTENT: Whitesky Peak(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_347) CONTENT: Drayo's Cove(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_348) CONTENT: Drayo's Cove(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_349) CONTENT: Southern Jungle(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_35) CONTENT: The Eastern Forest(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_350) CONTENT: Whitesky Peak(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_351) CONTENT: The Eastern Forest(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_352) CONTENT: The Writhing Swamps(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_353) CONTENT: Whitesky Peak(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_354) CONTENT: The Eastern Forest(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_355) CONTENT: Whitesky Peak(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_356) CONTENT: Whitesky Peak(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_357) CONTENT: Whitesky Peak(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_358) CONTENT: Whitesky Peak(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_359) CONTENT: The Southern Islets(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_36) CONTENT: The Eastern Forest(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_360) CONTENT: Whitesky Peak(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_361) CONTENT: Whitesky Peak(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_362) CONTENT: Whitesky Peak(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_363) CONTENT: Whitesky Peak(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_364) CONTENT: Whitesky Peak(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_365) CONTENT: The Eastern Forest(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_366) CONTENT: Whitesky Peak(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_367) CONTENT: Whitesky Peak(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_368) CONTENT: The Writhing Swamps(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_369) CONTENT: Winter's Mouth(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_37) CONTENT: Whitesky Peak(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_370) CONTENT: Whitesky Peak(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_371) CONTENT: The Eastern Forest(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_372) CONTENT: Whitesky Peak(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_373) CONTENT: Whitesky Peak(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_374) CONTENT: Whitesky Peak(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_375) CONTENT: Whitesky Peak(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_376) CONTENT: The Eastern Forest(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_377) CONTENT: Whitesky Peak(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_378) CONTENT: Whitesky Peak(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_379) CONTENT: The Redwood Forests(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_38) CONTENT: Whitesky Peak(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_380) CONTENT: Whitesky Peak(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_381) CONTENT: The Eastern Forest(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_382) CONTENT: Whitesky Peak(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_383) CONTENT: Whitesky Peak(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_384) CONTENT: Whitesky Peak(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_385) CONTENT: Whitesky Peak(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_386) CONTENT: Whitesky Peak(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_387) CONTENT: The Eastern Forest(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_388) CONTENT: The Western Approach(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_389) CONTENT: The Redwood Forests(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_39) CONTENT: The Western Plains(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_390) CONTENT: Whitesky Peak(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_391) CONTENT: The Eastern Forest(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_392) CONTENT: Smuggler's Pass(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_393) CONTENT: The Eastern Forest(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_394) CONTENT: The Western Plains(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_395) CONTENT: The Writhing Swamps(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_396) CONTENT: The Eastern Forest(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_397) CONTENT: The Western Plains(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_398) CONTENT: Whitesky Peak(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_399) CONTENT: Southeastern Shores(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_40) CONTENT: Smuggler's Pass(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_400) CONTENT: The Eastern Forest(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_401) CONTENT: Whitesky Peak(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_402) CONTENT: The Eastern Forest(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_403) CONTENT: The Writhing Swamps(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_404) CONTENT: Whitesky Peak(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_405) CONTENT: The Writhing Swamps(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_406) CONTENT: The Eastern Forest(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_407) CONTENT: The Eastern Forest(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_408) CONTENT: Northern Shores(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_409) CONTENT: Smuggler's Pass(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_41) CONTENT: The Eastern Forest(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_410) CONTENT: The Western Plains(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_411) CONTENT: The Eastern Forest(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_412) CONTENT: The Eastern Forest(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_413) CONTENT: The Eastern Forest(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_414) CONTENT: The Redwood Forests(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_415) CONTENT: The Eastern Forest(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_416) CONTENT: The Eastern Forest(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_417) CONTENT: The Eastern Forest(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_418) CONTENT: The Eastern Forest(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_419) CONTENT: The Redwood Forests(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_42) CONTENT: The Writhing Swamps(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_420) CONTENT: The Eastern Forest(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_421) CONTENT: The Eastern Forest(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_422) CONTENT: The Eastern Forest(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_423) CONTENT: The Writhing Swamps(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_424) CONTENT: The Eastern Forest(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_425) CONTENT: The Hidden Lake(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_426) CONTENT: The Redwood Forests(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_427) CONTENT: The Eastern Forest(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_428) CONTENT: The Eastern Forest(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_429) CONTENT: The Southern Islets(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_43) CONTENT: The Eastern Forest(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_430) CONTENT: The Redwood Forests(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_431) CONTENT: The Eastern Forest(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_432) CONTENT: The Writhing Swamps(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_433) CONTENT: The Eastern Forest(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_434) CONTENT: The Redwood Forests(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_435) CONTENT: The Redwood Forests(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_436) CONTENT: The Eastern Forest(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_437) CONTENT: The Eastern Forest(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_438) CONTENT: The Eastern Forest(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_439) CONTENT: Northern Shores(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_44) CONTENT: The Eastern Forest(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_440) CONTENT: Southern Islets(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_441) CONTENT: Southern Islets(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_443) CONTENT: The Redwood Forests(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_444) CONTENT: Southern Islets(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_445) CONTENT: The Redwood Forests(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_446) CONTENT: Southern Islets(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_447) CONTENT: Southern Islets(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_448) CONTENT: The Redwood Forests(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_449) CONTENT: The Southern Islets(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_45) CONTENT: Southern Islets(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_450) CONTENT: The Southern Islets(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_451) CONTENT: Southern Islets(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_452) CONTENT: The Hidden Lake(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_453) CONTENT: The Southern Islets(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_454) CONTENT: The Southern Islets(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_455) CONTENT: The Writhing Swamps(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_456) CONTENT: Southern Islets(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_457) CONTENT: Southern Islets(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_458) CONTENT: Southern Islets(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_459) CONTENT: The Redwood Forests(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_46) CONTENT: The Southern Islets(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_460) CONTENT: Southern Islets(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_461) CONTENT: The Southern Islets(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_462) CONTENT: Southern Islets(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_463) CONTENT: Southern Islets(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_464) CONTENT: The Writhing Swamps(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_465) CONTENT: Southern Islets(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_466) CONTENT: Southern Islets(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_467) CONTENT: The Southern Islets(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_468) CONTENT: Southern Islets(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_469) CONTENT: The Southern Islets(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_47) CONTENT: Southern Islets(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_470) CONTENT: Southern Islets(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_471) CONTENT: Southern Islets(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_472) CONTENT: The Southern Islets(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_473) CONTENT: Southern Islets(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_474) CONTENT: Southern Islets(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_475) CONTENT: Southern Islets(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_476) CONTENT: The Hidden Lake(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_477) CONTENT: Southern Islets(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_478) CONTENT: Southern Islets(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_479) CONTENT: The Redwood Forests(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_48) CONTENT: Southern Islets(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_480) CONTENT: Southern Islets(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_481) CONTENT: The Southern Islets(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_482) CONTENT: Southern Islets(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_483) CONTENT: Southern Islets(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_484) CONTENT: The Writhing Swamps(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_485) CONTENT: Southern Islets(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_486) CONTENT: Southern Islets(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_487) CONTENT: The Hidden Lake(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_488) CONTENT: Southern Islets(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_489) CONTENT: The Redwood Forests(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_49) CONTENT: Southern Islets(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_490) CONTENT: Southern Islets(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_491) CONTENT: The Southeast Shores(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_492) CONTENT: The Writhing Swamps(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_493) CONTENT: Southern Islets(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_494) CONTENT: The Writhing Swamps(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_495) CONTENT: Southern Islets(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_496) CONTENT: Southern Islets(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_497) CONTENT: The Southeast Shores(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_498) CONTENT: Southern Islets(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_499) CONTENT: Whitesky Peak(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_5) CONTENT: The Footpaw(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_50) CONTENT: The Southeast Shores(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_500) CONTENT: Southern Islets(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_501) CONTENT: The Hidden Lake(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_502) CONTENT: Southern Islets(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_503) CONTENT: Southern Islets(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_504) CONTENT: The Southeast Shores(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_505) CONTENT: Southern Islets(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_506) CONTENT: The Southeast Shores(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_507) CONTENT: Southern Islets(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_508) CONTENT: The Writhing Swamps(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_509) CONTENT: The Southern Islets(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_51) CONTENT: Southern Islets(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_510) CONTENT: The Southeast Shores(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_511) CONTENT: Southern Islets(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_512) CONTENT: Southern Islets(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_513) CONTENT: The Hidden Lake(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_514) CONTENT: Southern Islets(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_515) CONTENT: The Southeast Shores(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_516) CONTENT: Southern Islets(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_517) CONTENT: The Southeast Shores(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_518) CONTENT: Southern Islets(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_519) CONTENT: Underwater(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_52) CONTENT: Southern Islets(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_520) CONTENT: The Writhing Swamps(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_521) CONTENT: Southern Islets(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_522) CONTENT: Southern Islets(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_523) CONTENT: Southern Islets(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_524) CONTENT: The Southeast Shores(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_525) CONTENT: Southern Islets(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_526) CONTENT: The Southeast Shores(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_527) CONTENT: The Writhing Swamps(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_528) CONTENT: The Southeast Shores(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_529) CONTENT: The Redwood Forests(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_53) CONTENT: Southern Islets(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_530) CONTENT: Southern Islets(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_531) CONTENT: Cragg's Island(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_532) CONTENT: Southern Islets(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_533) CONTENT: Southern Islets(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_534) CONTENT: The Eastern Plains(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_535) CONTENT: Southern Islets(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_536) CONTENT: Southern Islets(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_537) CONTENT: The Southeast Shores(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_538) CONTENT: Southern Islets(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_539) CONTENT: The Southern Islets(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_54) CONTENT: Southern Islets(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_540) CONTENT: The Hidden Lake(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_541) CONTENT: The Southeast Shores(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_542) CONTENT: The Southeast Shores(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_543) CONTENT: The Footpaw(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_544) CONTENT: The Footpaw(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_545) CONTENT: The Footpaw(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_546) CONTENT: The Writhing Swamps(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_547) CONTENT: The Footpaw(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_548) CONTENT: The Southeast Shores(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_549) CONTENT: The Redwood Forests(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_55) CONTENT: The Hidden Lake(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_550) CONTENT: The Footpaw(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_551) CONTENT: The Footpaw(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_552) CONTENT: The Southeast Shores(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_553) CONTENT: The Footpaw(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_554) CONTENT: The Southeast Shores(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_555) CONTENT: The Footpaw(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_556) CONTENT: The Footpaw(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_557) CONTENT: Southern Jungle(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_558) CONTENT: The Redwood Forests(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_56) CONTENT: Southern Jungle(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_560) CONTENT: The Western Approach(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_561) CONTENT: Southern Jungle(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_562) CONTENT: Southern Jungle(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_563) CONTENT: The Southeast Shores(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_564) CONTENT: Southern Jungle(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_565) CONTENT: Southern Jungle(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_566) CONTENT: The Southeast Shores(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_567) CONTENT: Southern Jungle(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_568) CONTENT: Southern Jungle(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_569) CONTENT: The Southern Islets(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_57) CONTENT: Southern Jungle(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_570) CONTENT: Southern Jungle(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_571) CONTENT: Southern Jungle(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_572) CONTENT: Southern Jungle(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_574) CONTENT: The Southeast Shores(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_575) CONTENT: Southern Jungle(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_576) CONTENT: Southern Jungle(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_578) CONTENT: Southern Jungle(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_579) CONTENT: The Southern Islets(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_58) CONTENT: The Southeast Shores(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_580) CONTENT: Southern Jungle(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_581) CONTENT: Southern Jungle(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_582) CONTENT: The Southeast Shores(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_583) CONTENT: Southern Jungle(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_584) CONTENT: Southern Jungle(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_586) CONTENT: Southern Jungle(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_587) CONTENT: The Southeast Shores(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_588) CONTENT: The Western Coast(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_59) CONTENT: The Southeast Shores(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_590) CONTENT: Southern Jungle(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_591) CONTENT: Southern Jungle(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_592) CONTENT: Southern Jungle(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_594) CONTENT: The Southeast Shores(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_595) CONTENT: Southern Jungle(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_596) CONTENT: Southern Jungle(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_598) CONTENT: The Southeast Shores(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_599) CONTENT: Underwater(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_6) CONTENT: Northern Shores(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_60) CONTENT: The Western Approach(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_600) CONTENT: The Western Approach(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_601) CONTENT: The Southeast Shores(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_602) CONTENT: The Western Approach(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_603) CONTENT: The Southern Islets(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_604) CONTENT: The Western Approach(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_605) CONTENT: The Southeast Shores(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_606) CONTENT: The Western Approach(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_607) CONTENT: The Western Approach(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_608) CONTENT: Southern Islets(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_61) CONTENT: The Western Approach(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_610) CONTENT: The Southern Islets(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_611) CONTENT: The Western Approach(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_612) CONTENT: The Southeast Shores(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_613) CONTENT: The Western Approach(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_614) CONTENT: The Southeast Shores(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_615) CONTENT: The Western Approach(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_616) CONTENT: The Western Approach(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_617) CONTENT: The Western Approach(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_619) CONTENT: The Western Coast(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_62) CONTENT: The Southeast Shores(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_620) CONTENT: The Western Approach(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_621) CONTENT: The Western Approach(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_622) CONTENT: The Southeast Shores(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_623) CONTENT: The Deep Island(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_624) CONTENT: The Eastern Plains(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_625) CONTENT: The Deep Island(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_626) CONTENT: The Redwood Forests(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_627) CONTENT: Northeast Shores(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_628) CONTENT: The Redwood Forests(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_629) CONTENT: The Frozen Tooth(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_63) CONTENT: Northeast Shores(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_630) CONTENT: The Redwood Forests(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_631) CONTENT: The Dead Island(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_632) CONTENT: The Redwood Forests(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_633) CONTENT: The Redwood Forests(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_634) CONTENT: The Redwood Forests(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_636) CONTENT: The Redwood Forests(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_638) CONTENT: The Redwood Forests(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_639) CONTENT: The Northeast Shores(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_64) CONTENT: The Redwood Forests(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_641) CONTENT: Weathertop(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_642) CONTENT: The Redwood Forests(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_643) CONTENT: The Redwood Forests(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_644) CONTENT: Weathertop(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_646) CONTENT: The Redwood Forests(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_647) CONTENT: Weathertop(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_648) CONTENT: The Redwood Forests(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_649) CONTENT: Northern Shores(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_65) CONTENT: The Redwood Forests(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_650) CONTENT: Weathertop(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_651) CONTENT: The Redwood Forests(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_652) CONTENT: Weathertop(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_653) CONTENT: The Redwood Forests(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_654) CONTENT: The Redwood Forests(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_655) CONTENT: Weathertop(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_656) CONTENT: The Western Approach(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_657) CONTENT: The Redwood Forests(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_66) CONTENT: Whitesky Peak(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_660) CONTENT: Whitesky Peak(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_661) CONTENT: Whitesky Peak(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_663) CONTENT: The Maw(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_664) CONTENT: The Maw(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_666) CONTENT: The Maw(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_668) CONTENT: The Maw(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_669) CONTENT: The Southern Islets(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_67) CONTENT: The Maw(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_671) CONTENT: The Maw(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_672) CONTENT: The Maw(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_674) CONTENT: The Maw(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_675) CONTENT: The Writhing Swamps(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_678) CONTENT: The Maw(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_679) CONTENT: The Redwood Forests(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_68) CONTENT: Northern Shores(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_681) CONTENT: The Maw(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_683) CONTENT: The Redwood Forests(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_684) CONTENT: The Maw(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_685) CONTENT: The Redwood Forests(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_686) CONTENT: Cragg's Island(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_687) CONTENT: The Southeast Shores(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_688) CONTENT: Cragg's Island(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_689) CONTENT: The Southern Islets(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_69) CONTENT: Cragg's Island(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_690) CONTENT: Cragg's Island(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_691) CONTENT: Cragg's Island(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_692) CONTENT: Cragg's Island(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_694) CONTENT: Cragg's Island(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_696) CONTENT: Whitesky Peak(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_698) CONTENT: The Western Coast(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_7) CONTENT: Southern Islets(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_70) CONTENT: Whitesky Peak(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_700) CONTENT: Whitesky Peak(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_702) CONTENT: Whitesky Peak(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_704) CONTENT: Whitesky Peak(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_708) CONTENT: Whitesky Peak(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_71) CONTENT: Smuggler's Pass(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_710) CONTENT: Smuggler's Pass(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_712) CONTENT: Smuggler's Pass(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_715) CONTENT: Smuggler's Pass(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_716) CONTENT: The Deep Island(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_72) CONTENT: Smuggler's Pass(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_720) CONTENT: Smuggler's Pass(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_722) CONTENT: Smuggler's Pass(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_723) CONTENT: The Eastern Plains(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_725) CONTENT: The Eastern Plains(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_726) CONTENT: The Eastern Plains(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_727) CONTENT: The Eastern Plains(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_728) CONTENT: Northern Shores(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_73) CONTENT: The Eastern Plains(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_730) CONTENT: The Eastern Plains(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_733) CONTENT: The Eastern Plains(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_735) CONTENT: The Western Approach(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_74) CONTENT: Northern Shores(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_75) CONTENT: The Western Coast(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_76) CONTENT: The Western Coast(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_77) CONTENT: The Western Approach(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_78) CONTENT: The Western Approach(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_79) CONTENT: The Southern Islets(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_8) CONTENT: Northern Shores(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_80) CONTENT: The Southern Islets(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_81) CONTENT: Northern Shores(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_82) CONTENT: Underwater(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_83) CONTENT: The Western Approach(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_84) CONTENT: The Southern Islets(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_85) CONTENT: The Frozen Tooth(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_86) CONTENT: Cragg's Island(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_87) CONTENT: The Frozen Tooth(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_88) CONTENT: The Grand Hills(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_89) CONTENT: The Western Coast(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_9) CONTENT: The Frozen Tooth(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_90) CONTENT: Northern Shores(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_91) CONTENT: The Frozen Tooth(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_92) CONTENT: The Redwood Forests(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_93) CONTENT: Cragg's Island(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_94) CONTENT: Whitesky Peak(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_95) CONTENT: Cragg's Island(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_96) CONTENT: Underwater(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_97) CONTENT: The Western Approach(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_98) CONTENT: The Frozen Fang(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_99) CONTENT: Volcanic Maw(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.VolcanoSummitBiome) CONTENT: Wilderness(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.PrimalWorldSettings) CONTENT: Mosasaurus(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntries_DarkWater_Mosa_Caves.Default__DinoSpawnEntries_DarkWater_Mosa_Caves_C) CONTENT: Plesio(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntries_DarkWater_Plesia.Default__DinoSpawnEntries_DarkWater_Plesia_C) CONTENT: Tuso(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntries_DarkWater_Plesia.Default__DinoSpawnEntries_DarkWater_Plesia_C) CONTENT: Tuso(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntries_DarkWater_Tuso.Default__DinoSpawnEntries_DarkWater_Tuso_C) CONTENT: Sharkies(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntries_OceanCaveHard.Default__DinoSpawnEntries_OceanCaveHard_C) CONTENT: Dunkles(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntries_OceanCaveHard.Default__DinoSpawnEntries_OceanCaveHard_C) CONTENT: Angler(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntries_OceanCaveHard.Default__DinoSpawnEntries_OceanCaveHard_C) CONTENT: Manta(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntries_OceanCaveHard.Default__DinoSpawnEntries_OceanCaveHard_C) CONTENT: Trilobite 5(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntries_OceanCaveHard.Default__DinoSpawnEntries_OceanCaveHard_C) CONTENT: Piranha 5(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntries_OceanCaveHard.Default__DinoSpawnEntries_OceanCaveHard_C) CONTENT: Euryp(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntries_OceanCaveHard.Default__DinoSpawnEntries_OceanCaveHard_C) CONTENT: Jellyfish(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntries_OceanCaveHard.Default__DinoSpawnEntries_OceanCaveHard_C) CONTENT: Eel (6)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntries_OceanCaveHard.Default__DinoSpawnEntries_OceanCaveHard_C) CONTENT: Sharkies(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntries_OceanCaveMedium.Default__DinoSpawnEntries_OceanCaveMedium_C) CONTENT: Fish One To Three(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntries_OceanCaveMedium.Default__DinoSpawnEntries_OceanCaveMedium_C) CONTENT: Manta(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntries_OceanCaveMedium.Default__DinoSpawnEntries_OceanCaveMedium_C) CONTENT: Trilobite 5(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntries_OceanCaveMedium.Default__DinoSpawnEntries_OceanCaveMedium_C) CONTENT: Sharkies(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntries_OceanCaveMedium.Default__DinoSpawnEntries_OceanCaveMedium_C) CONTENT: Salmon 1-3(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntries_OceanCaveMedium.Default__DinoSpawnEntries_OceanCaveMedium_C) CONTENT: Eel (6)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntries_OceanCaveMedium.Default__DinoSpawnEntries_OceanCaveMedium_C) CONTENT: Ammonite 4(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntries_OceanCaveMedium.Default__DinoSpawnEntries_OceanCaveMedium_C) CONTENT: Mosa(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntries_OceanCaveMedium.Default__DinoSpawnEntries_OceanCaveMedium_C) CONTENT: Salmon 1-2(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesCaveIceWater.Default__DinoSpawnEntriesCaveIceWater_C) CONTENT: Anglers 1-2(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesCaveIceWater.Default__DinoSpawnEntriesCaveIceWater_C) CONTENT: Scorpions (1)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesCaveMegalo.Default__DinoSpawnEntriesCaveMegalo_C) CONTENT: Megalania(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesMegalania.Default__DinoSpawnEntriesMegalania_C) CONTENT: Ptero (1-4)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesRedwoods.Default__DinoSpawnEntriesRedwoods_C) CONTENT: Carno (1)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesRedwoods.Default__DinoSpawnEntriesRedwoods_C) CONTENT: Ant Spawn (1-5) 1(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesRedwoods.Default__DinoSpawnEntriesRedwoods_C) CONTENT: Ant Spawn (1-5) 2(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesRedwoods.Default__DinoSpawnEntriesRedwoods_C) CONTENT: Doed (1)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesRedwoods.Default__DinoSpawnEntriesRedwoods_C) CONTENT: Paracer (1)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesRedwoods.Default__DinoSpawnEntriesRedwoods_C) CONTENT: Diplodocus (1)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesRedwoods.Default__DinoSpawnEntriesRedwoods_C) CONTENT: Gallimimus (2)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesRedwoods.Default__DinoSpawnEntriesRedwoods_C) CONTENT: Terror Bird (3)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesRedwoods.Default__DinoSpawnEntriesRedwoods_C) CONTENT: Bigfoot (1)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesRedwoods.Default__DinoSpawnEntriesRedwoods_C) CONTENT: Bear (1)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesRedwoods.Default__DinoSpawnEntriesRedwoods_C) CONTENT: Dimorphs (1-3)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesRedwoods.Default__DinoSpawnEntriesRedwoods_C) CONTENT: Compy Spawn (1-5)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesRedwoods.Default__DinoSpawnEntriesRedwoods_C) CONTENT: Stag (1-2)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesRedwoods.Default__DinoSpawnEntriesRedwoods_C) CONTENT: Acha (1)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesRedwoods.Default__DinoSpawnEntriesRedwoods_C) CONTENT: Troodon (3-4)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesRedwoods.Default__DinoSpawnEntriesRedwoods_C) CONTENT: Pegomastax (2-3)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesRedwoods.Default__DinoSpawnEntriesRedwoods_C) CONTENT: Purlovia (1)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesRedwoods.Default__DinoSpawnEntriesRedwoods_C) CONTENT: Microraptor (3-5)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesRedwoods.Default__DinoSpawnEntriesRedwoods_C) CONTENT: Megatherium (1-2)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesRedwoods.Default__DinoSpawnEntriesRedwoods_C) CONTENT: Leech One To Three(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesSwampCaveWater.Default__DinoSpawnEntriesSwampCaveWater_C) CONTENT: Thy (1)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesThy.Default__DinoSpawnEntriesThy_C) CONTENT: Scorpions (1-3)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesUnderwaterGround.Default__DinoSpawnEntriesUnderwaterGround_C) CONTENT: Bats (1-2)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesUnderwaterGround.Default__DinoSpawnEntriesUnderwaterGround_C) CONTENT: Snails! (1-2)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesUnderwaterGround.Default__DinoSpawnEntriesUnderwaterGround_C) CONTENT: Dungbeetle (1)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesUnderwaterGround.Default__DinoSpawnEntriesUnderwaterGround_C) CONTENT: Bats (1-2)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesUnderwaterGround.Default__DinoSpawnEntriesUnderwaterGround_C) CONTENT: Unicorn (1)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesUnicorn.Default__DinoSpawnEntriesUnicorn_C) CONTENT: Wilderness(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_DinoSpawns.PersistentGameplaySublevel_DinoSpawns:PersistentLevel.PrimalWorldSettings) CONTENT: Ocean Drops(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSet_SupplyDrop_Ocean.Default__LootItemSet_SupplyDrop_Ocean_C) CONTENT: not used drops - with quality(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSet_SupplyDrop_Ocean.Default__LootItemSet_SupplyDrop_Ocean_C) CONTENT: Ocean Drops(/Engine/Transient.REINST_SupplyCrate_OceanInstant_C_0) CONTENT: Ocean Drops(/Engine/Transient.Default__REINST_SupplyCrate_OceanInstant_C_32585) CONTENT: Ocean Drops(/Engine/Transient.REINST_SupplyCrate_OceanInstant_C_1) CONTENT: Ocean Drops(/Engine/Transient.Default__REINST_SupplyCrate_OceanInstant_C_32589) CONTENT: Ocean Drops(/Game/PrimalEarth/Structures/SupplyCrate_OceanInstant.Default__SupplyCrate_OceanInstant_C) CONTENT: Supply Crate(/Engine/Transient.REINST_SupplyCrateBaseBP_C_0) LITERAL: CheckHiding(/Game/PrimalEarth/Structures/BuildingBases/SupplyCrateBaseBP.SupplyCrateBaseBP:EventGraph.K2Node_CallFunction_106163) LITERAL: CheckHiding(/Game/PrimalEarth/Structures/BuildingBases/SupplyCrateBaseBP.SupplyCrateBaseBP:EventGraph.K2Node_CallFunction_124567) LITERAL: DestroyEmitter(/Game/PrimalEarth/Structures/BuildingBases/SupplyCrateBaseBP.SupplyCrateBaseBP:OnRep_bFinishedSpawn.K2Node_CallFunction_39247) CONTENT: Supply Crate(/Engine/Transient.Default__REINST_SupplyCrateBaseBP_C_32597) CONTENT: Supply Crate(/Engine/Transient.REINST_SupplyCrateBaseBP_C_1) CONTENT: Supply Crate(/Engine/Transient.Default__REINST_SupplyCrateBaseBP_C_32601) CONTENT: Supply Crate(/Game/PrimalEarth/Structures/BuildingBases/SupplyCrateBaseBP.Default__SupplyCrateBaseBP_C) CONTENT: Lvl 25 drops(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSet_SupplyDrop_Level25.Default__LootItemSet_SupplyDrop_Level25_C) CONTENT: Lvl 25 drops - always BP(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSet_SupplyDrop_Level25.Default__LootItemSet_SupplyDrop_Level25_C) CONTENT: Lvl 25 drops - no quality(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSet_SupplyDrop_Level25.Default__LootItemSet_SupplyDrop_Level25_C) CONTENT: Lvl 25 drops - with quality(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSet_SupplyDrop_Level25.Default__LootItemSet_SupplyDrop_Level25_C) CONTENT: Lvl 25 drops(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSet_SupplyDrop_Level25_StatsOnly.Default__LootItemSet_SupplyDrop_Level25_StatsOnly_C) CONTENT: Lvl 25 drops - with quality(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSet_SupplyDrop_Level25_StatsOnly.Default__LootItemSet_SupplyDrop_Level25_StatsOnly_C) CONTENT: Lvl 35 drops(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSet_SupplyDrop_Level35.Default__LootItemSet_SupplyDrop_Level35_C) CONTENT: Lvl 35 drops - always BP(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSet_SupplyDrop_Level35.Default__LootItemSet_SupplyDrop_Level35_C) CONTENT: Lvl 35 drops - no quality(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSet_SupplyDrop_Level35.Default__LootItemSet_SupplyDrop_Level35_C) CONTENT: Lvl 35 drops - with quality(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSet_SupplyDrop_Level35.Default__LootItemSet_SupplyDrop_Level35_C) CONTENT: Lvl 35 drops(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSet_SupplyDrop_Level35_StatsOnly.Default__LootItemSet_SupplyDrop_Level35_StatsOnly_C) CONTENT: Lvl 35 drops - with quality(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSet_SupplyDrop_Level35_StatsOnly.Default__LootItemSet_SupplyDrop_Level35_StatsOnly_C) CONTENT: Lvl 45 drops(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSet_SupplyDrop_Level45.Default__LootItemSet_SupplyDrop_Level45_C) CONTENT: Lvl 45 drops - always BP(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSet_SupplyDrop_Level45.Default__LootItemSet_SupplyDrop_Level45_C) CONTENT: Lvl 45 drops - no quality(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSet_SupplyDrop_Level45.Default__LootItemSet_SupplyDrop_Level45_C) CONTENT: Lvl 45 drops - with quality(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSet_SupplyDrop_Level45.Default__LootItemSet_SupplyDrop_Level45_C) CONTENT: Lvl 45 drops(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSet_SupplyDrop_Level45_StatsOnly.Default__LootItemSet_SupplyDrop_Level45_StatsOnly_C) CONTENT: Lvl 45 drops - with quality(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSet_SupplyDrop_Level45_StatsOnly.Default__LootItemSet_SupplyDrop_Level45_StatsOnly_C) CONTENT: Lvl 60 drops(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSet_SupplyDrop_Level60.Default__LootItemSet_SupplyDrop_Level60_C) CONTENT: Lvl 60 drops - always BP(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSet_SupplyDrop_Level60.Default__LootItemSet_SupplyDrop_Level60_C) CONTENT: Lvl 60 drops - no quality(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSet_SupplyDrop_Level60.Default__LootItemSet_SupplyDrop_Level60_C) CONTENT: Lvl 60 drops - with quality(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSet_SupplyDrop_Level60.Default__LootItemSet_SupplyDrop_Level60_C) CONTENT: Wood Shack(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSets_SupplyDrop_Level15.Default__LootItemSets_SupplyDrop_Level15_C) CONTENT: Floor(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSets_SupplyDrop_Level15.Default__LootItemSets_SupplyDrop_Level15_C) CONTENT: Doorframe(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSets_SupplyDrop_Level15.Default__LootItemSets_SupplyDrop_Level15_C) CONTENT: Door(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSets_SupplyDrop_Level15.Default__LootItemSets_SupplyDrop_Level15_C) CONTENT: Walls(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSets_SupplyDrop_Level15.Default__LootItemSets_SupplyDrop_Level15_C) CONTENT: Roof(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSets_SupplyDrop_Level15.Default__LootItemSets_SupplyDrop_Level15_C) CONTENT: Blueprints: Small Shack(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSets_SupplyDrop_Level15.Default__LootItemSets_SupplyDrop_Level15_C) CONTENT: Cold-weather gear(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSets_SupplyDrop_Level15.Default__LootItemSets_SupplyDrop_Level15_C) CONTENT: Pants(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSets_SupplyDrop_Level15.Default__LootItemSets_SupplyDrop_Level15_C) CONTENT: Shirt(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSets_SupplyDrop_Level15.Default__LootItemSets_SupplyDrop_Level15_C) CONTENT: Gloves(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSets_SupplyDrop_Level15.Default__LootItemSets_SupplyDrop_Level15_C) CONTENT: Boots(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSets_SupplyDrop_Level15.Default__LootItemSets_SupplyDrop_Level15_C) CONTENT: Hat(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSets_SupplyDrop_Level15.Default__LootItemSets_SupplyDrop_Level15_C) CONTENT: Blueprints: Cold-weather gear(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSets_SupplyDrop_Level15.Default__LootItemSets_SupplyDrop_Level15_C) CONTENT: Raider(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSets_SupplyDrop_Level15.Default__LootItemSets_SupplyDrop_Level15_C) CONTENT: Bow(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSets_SupplyDrop_Level15.Default__LootItemSets_SupplyDrop_Level15_C) CONTENT: Arrows(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSets_SupplyDrop_Level15.Default__LootItemSets_SupplyDrop_Level15_C) CONTENT: Tranqs(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSets_SupplyDrop_Level15.Default__LootItemSets_SupplyDrop_Level15_C) CONTENT: Parachute(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSets_SupplyDrop_Level15.Default__LootItemSets_SupplyDrop_Level15_C) CONTENT: Blood Kit(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSets_SupplyDrop_Level15.Default__LootItemSets_SupplyDrop_Level15_C) CONTENT: Spyglass(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSets_SupplyDrop_Level15.Default__LootItemSets_SupplyDrop_Level15_C) CONTENT: Blueprints: Weapons(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSets_SupplyDrop_Level15.Default__LootItemSets_SupplyDrop_Level15_C) CONTENT: Resources(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSets_SupplyDrop_Level15.Default__LootItemSets_SupplyDrop_Level15_C) CONTENT: Stone(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSets_SupplyDrop_Level15.Default__LootItemSets_SupplyDrop_Level15_C) CONTENT: Flint(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSets_SupplyDrop_Level15.Default__LootItemSets_SupplyDrop_Level15_C) CONTENT: Thatch(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSets_SupplyDrop_Level15.Default__LootItemSets_SupplyDrop_Level15_C) CONTENT: Wood(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSets_SupplyDrop_Level15.Default__LootItemSets_SupplyDrop_Level15_C) CONTENT: Fiber(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSets_SupplyDrop_Level15.Default__LootItemSets_SupplyDrop_Level15_C) CONTENT: Hide(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSets_SupplyDrop_Level15.Default__LootItemSets_SupplyDrop_Level15_C) CONTENT: Narcotic(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSets_SupplyDrop_Level15.Default__LootItemSets_SupplyDrop_Level15_C) CONTENT: Farming(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSets_SupplyDrop_Level15.Default__LootItemSets_SupplyDrop_Level15_C) CONTENT: Crop Plot - Small(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSets_SupplyDrop_Level15.Default__LootItemSets_SupplyDrop_Level15_C) CONTENT: Compost Bin(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSets_SupplyDrop_Level15.Default__LootItemSets_SupplyDrop_Level15_C) CONTENT: Pipe - Intake(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSets_SupplyDrop_Level15.Default__LootItemSets_SupplyDrop_Level15_C) CONTENT: Pipe - Tap(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSets_SupplyDrop_Level15.Default__LootItemSets_SupplyDrop_Level15_C) CONTENT: Pipe - Straight(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSets_SupplyDrop_Level15.Default__LootItemSets_SupplyDrop_Level15_C) CONTENT: Pipe - Non-Straight(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSets_SupplyDrop_Level15.Default__LootItemSets_SupplyDrop_Level15_C) CONTENT: Blueprints: Farming(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSets_SupplyDrop_Level15.Default__LootItemSets_SupplyDrop_Level15_C) CONTENT: Furniture(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSets_SupplyDrop_Level15.Default__LootItemSets_SupplyDrop_Level15_C) CONTENT: M&P(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSets_SupplyDrop_Level15.Default__LootItemSets_SupplyDrop_Level15_C) CONTENT: Cooking Pot(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSets_SupplyDrop_Level15.Default__LootItemSets_SupplyDrop_Level15_C) CONTENT: Paintbrush(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSets_SupplyDrop_Level15.Default__LootItemSets_SupplyDrop_Level15_C) CONTENT: Storage Box - Large(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSets_SupplyDrop_Level15.Default__LootItemSets_SupplyDrop_Level15_C) CONTENT: Blueprints: Furniture(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSets_SupplyDrop_Level15.Default__LootItemSets_SupplyDrop_Level15_C) CONTENT: Saddles(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSets_SupplyDrop_Level15.Default__LootItemSets_SupplyDrop_Level15_C) CONTENT: Saddles(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSets_SupplyDrop_Level15.Default__LootItemSets_SupplyDrop_Level15_C) CONTENT: Advanced Wood Housing: Flooring(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSets_SupplyDrop_Level15.Default__LootItemSets_SupplyDrop_Level15_C) CONTENT: Ramp(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSets_SupplyDrop_Level15.Default__LootItemSets_SupplyDrop_Level15_C) CONTENT: Fence Foundation(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSets_SupplyDrop_Level15.Default__LootItemSets_SupplyDrop_Level15_C) CONTENT: Pillar(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSets_SupplyDrop_Level15.Default__LootItemSets_SupplyDrop_Level15_C) CONTENT: Large Sign(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSets_SupplyDrop_Level15.Default__LootItemSets_SupplyDrop_Level15_C) CONTENT: Blueprints: Adv Wood Housing(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSets_SupplyDrop_Level15.Default__LootItemSets_SupplyDrop_Level15_C) CONTENT: Advanced Wood Housing: Second Story(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSets_SupplyDrop_Level15.Default__LootItemSets_SupplyDrop_Level15_C) CONTENT: Hatchframe(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSets_SupplyDrop_Level15.Default__LootItemSets_SupplyDrop_Level15_C) CONTENT: Trapdoor(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSets_SupplyDrop_Level15.Default__LootItemSets_SupplyDrop_Level15_C) CONTENT: Ladder(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSets_SupplyDrop_Level15.Default__LootItemSets_SupplyDrop_Level15_C) CONTENT: Blueprints: Adv Wood Housing(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSets_SupplyDrop_Level15.Default__LootItemSets_SupplyDrop_Level15_C) CONTENT: Advanced Wood Housing: Other(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSets_SupplyDrop_Level15.Default__LootItemSets_SupplyDrop_Level15_C) CONTENT: Windowframe(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSets_SupplyDrop_Level15.Default__LootItemSets_SupplyDrop_Level15_C) CONTENT: Window(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSets_SupplyDrop_Level15.Default__LootItemSets_SupplyDrop_Level15_C) CONTENT: Catwalk(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSets_SupplyDrop_Level15.Default__LootItemSets_SupplyDrop_Level15_C) CONTENT: Wall Sign(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSets_SupplyDrop_Level15.Default__LootItemSets_SupplyDrop_Level15_C) CONTENT: Blueprints: Adv Wood Housing(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSets_SupplyDrop_Level15.Default__LootItemSets_SupplyDrop_Level15_C) CONTENT: Campsite(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSets_SupplyDrop_Level03.Default__LootItemSets_SupplyDrop_Level03_C) CONTENT: Campfire(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSets_SupplyDrop_Level03.Default__LootItemSets_SupplyDrop_Level03_C) CONTENT: Sparkpowder(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSets_SupplyDrop_Level03.Default__LootItemSets_SupplyDrop_Level03_C) CONTENT: Waterskin(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSets_SupplyDrop_Level03.Default__LootItemSets_SupplyDrop_Level03_C) CONTENT: Sleeping Bags(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSets_SupplyDrop_Level03.Default__LootItemSets_SupplyDrop_Level03_C) CONTENT: Dinner(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSets_SupplyDrop_Level03.Default__LootItemSets_SupplyDrop_Level03_C) CONTENT: Blueprints: Campsite(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSets_SupplyDrop_Level03.Default__LootItemSets_SupplyDrop_Level03_C) CONTENT: Clothing(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSets_SupplyDrop_Level03.Default__LootItemSets_SupplyDrop_Level03_C) CONTENT: Pants(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSets_SupplyDrop_Level03.Default__LootItemSets_SupplyDrop_Level03_C) CONTENT: Shirt(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSets_SupplyDrop_Level03.Default__LootItemSets_SupplyDrop_Level03_C) CONTENT: Gloves(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSets_SupplyDrop_Level03.Default__LootItemSets_SupplyDrop_Level03_C) CONTENT: Boots(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSets_SupplyDrop_Level03.Default__LootItemSets_SupplyDrop_Level03_C) CONTENT: Hat(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSets_SupplyDrop_Level03.Default__LootItemSets_SupplyDrop_Level03_C) CONTENT: Blueprints: Clothing(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSets_SupplyDrop_Level03.Default__LootItemSets_SupplyDrop_Level03_C) CONTENT: Weapons(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSets_SupplyDrop_Level03.Default__LootItemSets_SupplyDrop_Level03_C) CONTENT: Hatchet(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSets_SupplyDrop_Level03.Default__LootItemSets_SupplyDrop_Level03_C) CONTENT: Slingshot(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSets_SupplyDrop_Level03.Default__LootItemSets_SupplyDrop_Level03_C) CONTENT: Spear(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSets_SupplyDrop_Level03.Default__LootItemSets_SupplyDrop_Level03_C) CONTENT: Torch(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSets_SupplyDrop_Level03.Default__LootItemSets_SupplyDrop_Level03_C) CONTENT: Flare Gun(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSets_SupplyDrop_Level03.Default__LootItemSets_SupplyDrop_Level03_C) CONTENT: Blueprints: Weapons(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSets_SupplyDrop_Level03.Default__LootItemSets_SupplyDrop_Level03_C) CONTENT: Resources(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSets_SupplyDrop_Level03.Default__LootItemSets_SupplyDrop_Level03_C) CONTENT: Stone(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSets_SupplyDrop_Level03.Default__LootItemSets_SupplyDrop_Level03_C) CONTENT: Flint(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSets_SupplyDrop_Level03.Default__LootItemSets_SupplyDrop_Level03_C) CONTENT: Thatch(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSets_SupplyDrop_Level03.Default__LootItemSets_SupplyDrop_Level03_C) CONTENT: Wood(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSets_SupplyDrop_Level03.Default__LootItemSets_SupplyDrop_Level03_C) CONTENT: Fiber(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSets_SupplyDrop_Level03.Default__LootItemSets_SupplyDrop_Level03_C) CONTENT: Hide(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSets_SupplyDrop_Level03.Default__LootItemSets_SupplyDrop_Level03_C) CONTENT: Small Shanty Shack(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSets_SupplyDrop_Level03.Default__LootItemSets_SupplyDrop_Level03_C) CONTENT: Floor(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSets_SupplyDrop_Level03.Default__LootItemSets_SupplyDrop_Level03_C) CONTENT: Doorframe(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSets_SupplyDrop_Level03.Default__LootItemSets_SupplyDrop_Level03_C) CONTENT: Door(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSets_SupplyDrop_Level03.Default__LootItemSets_SupplyDrop_Level03_C) CONTENT: Walls(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSets_SupplyDrop_Level03.Default__LootItemSets_SupplyDrop_Level03_C) CONTENT: Roof(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSets_SupplyDrop_Level03.Default__LootItemSets_SupplyDrop_Level03_C) CONTENT: Blueprints: Small Shanty Shack(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSets_SupplyDrop_Level03.Default__LootItemSets_SupplyDrop_Level03_C) CONTENT: Furniture(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSets_SupplyDrop_Level03.Default__LootItemSets_SupplyDrop_Level03_C) CONTENT: Wood Sign (small)(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSets_SupplyDrop_Level03.Default__LootItemSets_SupplyDrop_Level03_C) CONTENT: Storage Box(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSets_SupplyDrop_Level03.Default__LootItemSets_SupplyDrop_Level03_C) CONTENT: Simple Bed(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSets_SupplyDrop_Level03.Default__LootItemSets_SupplyDrop_Level03_C) CONTENT: Standing Torch(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSets_SupplyDrop_Level03.Default__LootItemSets_SupplyDrop_Level03_C) CONTENT: Sparkpowder(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSets_SupplyDrop_Level03.Default__LootItemSets_SupplyDrop_Level03_C) CONTENT: Blueprints: Furniture(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSets_SupplyDrop_Level03.Default__LootItemSets_SupplyDrop_Level03_C) CONTENT: Saddles(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSets_SupplyDrop_Level03.Default__LootItemSets_SupplyDrop_Level03_C) CONTENT: Phiomia Saddle(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSets_SupplyDrop_Level03.Default__LootItemSets_SupplyDrop_Level03_C) CONTENT: Phiomia Saddle(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSets_SupplyDrop_Level03.Default__LootItemSets_SupplyDrop_Level03_C) CONTENT: T-Rex One(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesRex.Default__DinoSpawnEntriesRex_C) CONTENT: Artifact(/Engine/Transient.REINST_ArtifactCrate_10_C_0) CONTENT: Artifact(/Engine/Transient.REINST_ArtifactCrate_10_C_0) CONTENT: Artifact Container(/Engine/Transient.REINST_ArtifactCrate_10_C_0) CONTENT: Artifact(/Engine/Transient.Default__REINST_ArtifactCrate_10_C_32927) CONTENT: Artifact(/Engine/Transient.Default__REINST_ArtifactCrate_10_C_32927) CONTENT: Artifact Container(/Engine/Transient.Default__REINST_ArtifactCrate_10_C_32927) CONTENT: Artifact(/Engine/Transient.REINST_ArtifactCrate_10_C_1) CONTENT: Artifact(/Engine/Transient.REINST_ArtifactCrate_10_C_1) CONTENT: Artifact Container(/Engine/Transient.REINST_ArtifactCrate_10_C_1) CONTENT: Artifact(/Engine/Transient.Default__REINST_ArtifactCrate_10_C_32931) CONTENT: Artifact(/Engine/Transient.Default__REINST_ArtifactCrate_10_C_32931) CONTENT: Artifact Container(/Engine/Transient.Default__REINST_ArtifactCrate_10_C_32931) CONTENT: Artifact(/Game/PrimalEarth/Structures/ArtifactCrates/ArtifactCrate_10.Default__ArtifactCrate_10_C) CONTENT: Artifact(/Game/PrimalEarth/Structures/ArtifactCrates/ArtifactCrate_10.Default__ArtifactCrate_10_C) CONTENT: Artifact Container(/Game/PrimalEarth/Structures/ArtifactCrates/ArtifactCrate_10.Default__ArtifactCrate_10_C) CONTENT: Artifact(/Engine/Transient.REINST_ArtifactCrate_11_C_0) CONTENT: Artifact(/Engine/Transient.REINST_ArtifactCrate_11_C_0) CONTENT: Artifact Container(/Engine/Transient.REINST_ArtifactCrate_11_C_0) CONTENT: Artifact(/Engine/Transient.Default__REINST_ArtifactCrate_11_C_32949) CONTENT: Artifact(/Engine/Transient.Default__REINST_ArtifactCrate_11_C_32949) CONTENT: Artifact Container(/Engine/Transient.Default__REINST_ArtifactCrate_11_C_32949) CONTENT: Artifact(/Engine/Transient.REINST_ArtifactCrate_11_C_1) CONTENT: Artifact(/Engine/Transient.REINST_ArtifactCrate_11_C_1) CONTENT: Artifact Container(/Engine/Transient.REINST_ArtifactCrate_11_C_1) CONTENT: Artifact(/Engine/Transient.Default__REINST_ArtifactCrate_11_C_32953) CONTENT: Artifact(/Engine/Transient.Default__REINST_ArtifactCrate_11_C_32953) CONTENT: Artifact Container(/Engine/Transient.Default__REINST_ArtifactCrate_11_C_32953) CONTENT: Artifact(/Game/PrimalEarth/Structures/ArtifactCrates/ArtifactCrate_11.Default__ArtifactCrate_11_C) CONTENT: Artifact(/Game/PrimalEarth/Structures/ArtifactCrates/ArtifactCrate_11.Default__ArtifactCrate_11_C) CONTENT: Artifact Container(/Game/PrimalEarth/Structures/ArtifactCrates/ArtifactCrate_11.Default__ArtifactCrate_11_C) CONTENT: Artifact(/Engine/Transient.REINST_ArtifactCrate_8_C_0) CONTENT: Artifact(/Engine/Transient.REINST_ArtifactCrate_8_C_0) CONTENT: Artifact Container(/Engine/Transient.REINST_ArtifactCrate_8_C_0) CONTENT: Artifact(/Engine/Transient.Default__REINST_ArtifactCrate_8_C_32971) CONTENT: Artifact(/Engine/Transient.Default__REINST_ArtifactCrate_8_C_32971) CONTENT: Artifact Container(/Engine/Transient.Default__REINST_ArtifactCrate_8_C_32971) CONTENT: Artifact(/Engine/Transient.REINST_ArtifactCrate_8_C_1) CONTENT: Artifact(/Engine/Transient.REINST_ArtifactCrate_8_C_1) CONTENT: Artifact Container(/Engine/Transient.REINST_ArtifactCrate_8_C_1) CONTENT: Artifact(/Engine/Transient.Default__REINST_ArtifactCrate_8_C_32975) CONTENT: Artifact(/Engine/Transient.Default__REINST_ArtifactCrate_8_C_32975) CONTENT: Artifact Container(/Engine/Transient.Default__REINST_ArtifactCrate_8_C_32975) CONTENT: Artifact(/Game/PrimalEarth/Structures/ArtifactCrates/ArtifactCrate_8.Default__ArtifactCrate_8_C) CONTENT: Artifact(/Game/PrimalEarth/Structures/ArtifactCrates/ArtifactCrate_8.Default__ArtifactCrate_8_C) CONTENT: Artifact Container(/Game/PrimalEarth/Structures/ArtifactCrates/ArtifactCrate_8.Default__ArtifactCrate_8_C) CONTENT: Artifact(/Engine/Transient.REINST_ArtifactCrate_9_C_0) CONTENT: Artifact(/Engine/Transient.REINST_ArtifactCrate_9_C_0) CONTENT: Artifact Container(/Engine/Transient.REINST_ArtifactCrate_9_C_0) CONTENT: Artifact(/Engine/Transient.Default__REINST_ArtifactCrate_9_C_32993) CONTENT: Artifact(/Engine/Transient.Default__REINST_ArtifactCrate_9_C_32993) CONTENT: Artifact Container(/Engine/Transient.Default__REINST_ArtifactCrate_9_C_32993) CONTENT: Artifact(/Engine/Transient.REINST_ArtifactCrate_9_C_1) CONTENT: Artifact(/Engine/Transient.REINST_ArtifactCrate_9_C_1) CONTENT: Artifact Container(/Engine/Transient.REINST_ArtifactCrate_9_C_1) CONTENT: Artifact(/Engine/Transient.Default__REINST_ArtifactCrate_9_C_32997) CONTENT: Artifact(/Engine/Transient.Default__REINST_ArtifactCrate_9_C_32997) CONTENT: Artifact Container(/Engine/Transient.Default__REINST_ArtifactCrate_9_C_32997) CONTENT: Artifact(/Game/PrimalEarth/Structures/ArtifactCrates/ArtifactCrate_9.Default__ArtifactCrate_9_C) CONTENT: Artifact(/Game/PrimalEarth/Structures/ArtifactCrates/ArtifactCrate_9.Default__ArtifactCrate_9_C) CONTENT: Artifact Container(/Game/PrimalEarth/Structures/ArtifactCrates/ArtifactCrate_9.Default__ArtifactCrate_9_C) CONTENT: T1 Armor(/Engine/Transient.REINST_SupplyCrate_IceCaveTier1_C_0) CONTENT: T1 Saddles(/Engine/Transient.REINST_SupplyCrate_IceCaveTier1_C_0) CONTENT: T1 Weapons(/Engine/Transient.REINST_SupplyCrate_IceCaveTier1_C_0) CONTENT: T2 Armor(/Engine/Transient.REINST_SupplyCrate_IceCaveTier1_C_0) CONTENT: T2 Saddles(/Engine/Transient.REINST_SupplyCrate_IceCaveTier1_C_0) CONTENT: T2 Weapons(/Engine/Transient.REINST_SupplyCrate_IceCaveTier1_C_0) CONTENT: T1 Armor(/Engine/Transient.Default__REINST_SupplyCrate_IceCaveTier1_C_33004) CONTENT: T1 Saddles(/Engine/Transient.Default__REINST_SupplyCrate_IceCaveTier1_C_33004) CONTENT: T1 Weapons(/Engine/Transient.Default__REINST_SupplyCrate_IceCaveTier1_C_33004) CONTENT: T2 Armor(/Engine/Transient.Default__REINST_SupplyCrate_IceCaveTier1_C_33004) CONTENT: T2 Saddles(/Engine/Transient.Default__REINST_SupplyCrate_IceCaveTier1_C_33004) CONTENT: T2 Weapons(/Engine/Transient.Default__REINST_SupplyCrate_IceCaveTier1_C_33004) CONTENT: T1 Armor(/Engine/Transient.REINST_SupplyCrate_IceCaveTier1_C_1) CONTENT: T1 Saddles(/Engine/Transient.REINST_SupplyCrate_IceCaveTier1_C_1) CONTENT: T1 Weapons(/Engine/Transient.REINST_SupplyCrate_IceCaveTier1_C_1) CONTENT: T2 Armor(/Engine/Transient.REINST_SupplyCrate_IceCaveTier1_C_1) CONTENT: T2 Saddles(/Engine/Transient.REINST_SupplyCrate_IceCaveTier1_C_1) CONTENT: T2 Weapons(/Engine/Transient.REINST_SupplyCrate_IceCaveTier1_C_1) CONTENT: T1 Armor(/Engine/Transient.Default__REINST_SupplyCrate_IceCaveTier1_C_33008) CONTENT: T1 Saddles(/Engine/Transient.Default__REINST_SupplyCrate_IceCaveTier1_C_33008) CONTENT: T1 Weapons(/Engine/Transient.Default__REINST_SupplyCrate_IceCaveTier1_C_33008) CONTENT: T2 Armor(/Engine/Transient.Default__REINST_SupplyCrate_IceCaveTier1_C_33008) CONTENT: T2 Saddles(/Engine/Transient.Default__REINST_SupplyCrate_IceCaveTier1_C_33008) CONTENT: T2 Weapons(/Engine/Transient.Default__REINST_SupplyCrate_IceCaveTier1_C_33008) CONTENT: T1 Armor(/Game/PrimalEarth/Structures/SupplyCrate_IceCaveTier1.Default__SupplyCrate_IceCaveTier1_C) CONTENT: T1 Saddles(/Game/PrimalEarth/Structures/SupplyCrate_IceCaveTier1.Default__SupplyCrate_IceCaveTier1_C) CONTENT: T1 Weapons(/Game/PrimalEarth/Structures/SupplyCrate_IceCaveTier1.Default__SupplyCrate_IceCaveTier1_C) CONTENT: T2 Armor(/Game/PrimalEarth/Structures/SupplyCrate_IceCaveTier1.Default__SupplyCrate_IceCaveTier1_C) CONTENT: T2 Saddles(/Game/PrimalEarth/Structures/SupplyCrate_IceCaveTier1.Default__SupplyCrate_IceCaveTier1_C) CONTENT: T2 Weapons(/Game/PrimalEarth/Structures/SupplyCrate_IceCaveTier1.Default__SupplyCrate_IceCaveTier1_C) CONTENT: T1 Armor(/Engine/Transient.REINST_SupplyCrate_IceCaveTier2_C_0) CONTENT: T1 Saddles(/Engine/Transient.REINST_SupplyCrate_IceCaveTier2_C_0) CONTENT: T1 Weapons(/Engine/Transient.REINST_SupplyCrate_IceCaveTier2_C_0) CONTENT: T2 Armor(/Engine/Transient.REINST_SupplyCrate_IceCaveTier2_C_0) CONTENT: T2 Saddles(/Engine/Transient.REINST_SupplyCrate_IceCaveTier2_C_0) CONTENT: T2 Weapons(/Engine/Transient.REINST_SupplyCrate_IceCaveTier2_C_0) CONTENT: T3 Armor(/Engine/Transient.REINST_SupplyCrate_IceCaveTier2_C_0) CONTENT: T3 Saddles(/Engine/Transient.REINST_SupplyCrate_IceCaveTier2_C_0) CONTENT: T3 Weapons(/Engine/Transient.REINST_SupplyCrate_IceCaveTier2_C_0) CONTENT: T1 Armor(/Engine/Transient.Default__REINST_SupplyCrate_IceCaveTier2_C_33015) CONTENT: T1 Saddles(/Engine/Transient.Default__REINST_SupplyCrate_IceCaveTier2_C_33015) CONTENT: T1 Weapons(/Engine/Transient.Default__REINST_SupplyCrate_IceCaveTier2_C_33015) CONTENT: T2 Armor(/Engine/Transient.Default__REINST_SupplyCrate_IceCaveTier2_C_33015) CONTENT: T2 Saddles(/Engine/Transient.Default__REINST_SupplyCrate_IceCaveTier2_C_33015) CONTENT: T2 Weapons(/Engine/Transient.Default__REINST_SupplyCrate_IceCaveTier2_C_33015) CONTENT: T3 Armor(/Engine/Transient.Default__REINST_SupplyCrate_IceCaveTier2_C_33015) CONTENT: T3 Saddles(/Engine/Transient.Default__REINST_SupplyCrate_IceCaveTier2_C_33015) CONTENT: T3 Weapons(/Engine/Transient.Default__REINST_SupplyCrate_IceCaveTier2_C_33015) CONTENT: T1 Armor(/Engine/Transient.REINST_SupplyCrate_IceCaveTier2_C_1) CONTENT: T1 Saddles(/Engine/Transient.REINST_SupplyCrate_IceCaveTier2_C_1) CONTENT: T1 Weapons(/Engine/Transient.REINST_SupplyCrate_IceCaveTier2_C_1) CONTENT: T2 Armor(/Engine/Transient.REINST_SupplyCrate_IceCaveTier2_C_1) CONTENT: T2 Saddles(/Engine/Transient.REINST_SupplyCrate_IceCaveTier2_C_1) CONTENT: T2 Weapons(/Engine/Transient.REINST_SupplyCrate_IceCaveTier2_C_1) CONTENT: T3 Armor(/Engine/Transient.REINST_SupplyCrate_IceCaveTier2_C_1) CONTENT: T3 Saddles(/Engine/Transient.REINST_SupplyCrate_IceCaveTier2_C_1) CONTENT: T3 Weapons(/Engine/Transient.REINST_SupplyCrate_IceCaveTier2_C_1) CONTENT: T1 Armor(/Engine/Transient.Default__REINST_SupplyCrate_IceCaveTier2_C_33019) CONTENT: T1 Saddles(/Engine/Transient.Default__REINST_SupplyCrate_IceCaveTier2_C_33019) CONTENT: T1 Weapons(/Engine/Transient.Default__REINST_SupplyCrate_IceCaveTier2_C_33019) CONTENT: T2 Armor(/Engine/Transient.Default__REINST_SupplyCrate_IceCaveTier2_C_33019) CONTENT: T2 Saddles(/Engine/Transient.Default__REINST_SupplyCrate_IceCaveTier2_C_33019) CONTENT: T2 Weapons(/Engine/Transient.Default__REINST_SupplyCrate_IceCaveTier2_C_33019) CONTENT: T3 Armor(/Engine/Transient.Default__REINST_SupplyCrate_IceCaveTier2_C_33019) CONTENT: T3 Saddles(/Engine/Transient.Default__REINST_SupplyCrate_IceCaveTier2_C_33019) CONTENT: T3 Weapons(/Engine/Transient.Default__REINST_SupplyCrate_IceCaveTier2_C_33019) CONTENT: T1 Armor(/Game/PrimalEarth/Structures/SupplyCrate_IceCaveTier2.Default__SupplyCrate_IceCaveTier2_C) CONTENT: T1 Saddles(/Game/PrimalEarth/Structures/SupplyCrate_IceCaveTier2.Default__SupplyCrate_IceCaveTier2_C) CONTENT: T1 Weapons(/Game/PrimalEarth/Structures/SupplyCrate_IceCaveTier2.Default__SupplyCrate_IceCaveTier2_C) CONTENT: T2 Armor(/Game/PrimalEarth/Structures/SupplyCrate_IceCaveTier2.Default__SupplyCrate_IceCaveTier2_C) CONTENT: T2 Saddles(/Game/PrimalEarth/Structures/SupplyCrate_IceCaveTier2.Default__SupplyCrate_IceCaveTier2_C) CONTENT: T2 Weapons(/Game/PrimalEarth/Structures/SupplyCrate_IceCaveTier2.Default__SupplyCrate_IceCaveTier2_C) CONTENT: T3 Armor(/Game/PrimalEarth/Structures/SupplyCrate_IceCaveTier2.Default__SupplyCrate_IceCaveTier2_C) CONTENT: T3 Saddles(/Game/PrimalEarth/Structures/SupplyCrate_IceCaveTier2.Default__SupplyCrate_IceCaveTier2_C) CONTENT: T3 Weapons(/Game/PrimalEarth/Structures/SupplyCrate_IceCaveTier2.Default__SupplyCrate_IceCaveTier2_C) CONTENT: Ocean Drops(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSet_SupplyDrop_Xmas.Default__LootItemSet_SupplyDrop_Xmas_C) CONTENT: not used drops - with quality(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSet_SupplyDrop_Xmas.Default__LootItemSet_SupplyDrop_Xmas_C) CONTENT: SuperLoot(/Engine/Transient.REINST_SupplyCrate_IceCaveTier3_C_0) CONTENT: SuperLoot(/Engine/Transient.Default__REINST_SupplyCrate_IceCaveTier3_C_33027) CONTENT: SuperLoot(/Engine/Transient.REINST_SupplyCrate_IceCaveTier3_C_1) CONTENT: SuperLoot(/Engine/Transient.Default__REINST_SupplyCrate_IceCaveTier3_C_33031) CONTENT: SuperLoot(/Game/PrimalEarth/Structures/SupplyCrate_IceCaveTier3.Default__SupplyCrate_IceCaveTier3_C) CONTENT: T1 Armor(/Engine/Transient.REINST_SupplyCrate_SwampCaveTier1_C_0) CONTENT: T1 Saddles(/Engine/Transient.REINST_SupplyCrate_SwampCaveTier1_C_0) CONTENT: T1 Weapons(/Engine/Transient.REINST_SupplyCrate_SwampCaveTier1_C_0) CONTENT: T2 Armor(/Engine/Transient.REINST_SupplyCrate_SwampCaveTier1_C_0) CONTENT: T2 Saddles(/Engine/Transient.REINST_SupplyCrate_SwampCaveTier1_C_0) CONTENT: T2 Weapons(/Engine/Transient.REINST_SupplyCrate_SwampCaveTier1_C_0) CONTENT: T1 Armor(/Engine/Transient.Default__REINST_SupplyCrate_SwampCaveTier1_C_33038) CONTENT: T1 Saddles(/Engine/Transient.Default__REINST_SupplyCrate_SwampCaveTier1_C_33038) CONTENT: T1 Weapons(/Engine/Transient.Default__REINST_SupplyCrate_SwampCaveTier1_C_33038) CONTENT: T2 Armor(/Engine/Transient.Default__REINST_SupplyCrate_SwampCaveTier1_C_33038) CONTENT: T2 Saddles(/Engine/Transient.Default__REINST_SupplyCrate_SwampCaveTier1_C_33038) CONTENT: T2 Weapons(/Engine/Transient.Default__REINST_SupplyCrate_SwampCaveTier1_C_33038) CONTENT: T1 Armor(/Engine/Transient.REINST_SupplyCrate_SwampCaveTier1_C_1) CONTENT: T1 Saddles(/Engine/Transient.REINST_SupplyCrate_SwampCaveTier1_C_1) CONTENT: T1 Weapons(/Engine/Transient.REINST_SupplyCrate_SwampCaveTier1_C_1) CONTENT: T2 Armor(/Engine/Transient.REINST_SupplyCrate_SwampCaveTier1_C_1) CONTENT: T2 Saddles(/Engine/Transient.REINST_SupplyCrate_SwampCaveTier1_C_1) CONTENT: T2 Weapons(/Engine/Transient.REINST_SupplyCrate_SwampCaveTier1_C_1) CONTENT: T1 Armor(/Engine/Transient.Default__REINST_SupplyCrate_SwampCaveTier1_C_33042) CONTENT: T1 Saddles(/Engine/Transient.Default__REINST_SupplyCrate_SwampCaveTier1_C_33042) CONTENT: T1 Weapons(/Engine/Transient.Default__REINST_SupplyCrate_SwampCaveTier1_C_33042) CONTENT: T2 Armor(/Engine/Transient.Default__REINST_SupplyCrate_SwampCaveTier1_C_33042) CONTENT: T2 Saddles(/Engine/Transient.Default__REINST_SupplyCrate_SwampCaveTier1_C_33042) CONTENT: T2 Weapons(/Engine/Transient.Default__REINST_SupplyCrate_SwampCaveTier1_C_33042) CONTENT: T1 Armor(/Game/PrimalEarth/Structures/SupplyCrate_SwampCaveTier1.Default__SupplyCrate_SwampCaveTier1_C) CONTENT: T1 Saddles(/Game/PrimalEarth/Structures/SupplyCrate_SwampCaveTier1.Default__SupplyCrate_SwampCaveTier1_C) CONTENT: T1 Weapons(/Game/PrimalEarth/Structures/SupplyCrate_SwampCaveTier1.Default__SupplyCrate_SwampCaveTier1_C) CONTENT: T2 Armor(/Game/PrimalEarth/Structures/SupplyCrate_SwampCaveTier1.Default__SupplyCrate_SwampCaveTier1_C) CONTENT: T2 Saddles(/Game/PrimalEarth/Structures/SupplyCrate_SwampCaveTier1.Default__SupplyCrate_SwampCaveTier1_C) CONTENT: T2 Weapons(/Game/PrimalEarth/Structures/SupplyCrate_SwampCaveTier1.Default__SupplyCrate_SwampCaveTier1_C) CONTENT: T1 Armor(/Engine/Transient.REINST_SupplyCrate_SwampCaveTier2_C_0) CONTENT: T1 Saddles(/Engine/Transient.REINST_SupplyCrate_SwampCaveTier2_C_0) CONTENT: T1 Weapons(/Engine/Transient.REINST_SupplyCrate_SwampCaveTier2_C_0) CONTENT: T2 Armor(/Engine/Transient.REINST_SupplyCrate_SwampCaveTier2_C_0) CONTENT: T2 Saddles(/Engine/Transient.REINST_SupplyCrate_SwampCaveTier2_C_0) CONTENT: T2 Weapons(/Engine/Transient.REINST_SupplyCrate_SwampCaveTier2_C_0) CONTENT: T3 Armor(/Engine/Transient.REINST_SupplyCrate_SwampCaveTier2_C_0) CONTENT: T3 Saddles(/Engine/Transient.REINST_SupplyCrate_SwampCaveTier2_C_0) CONTENT: T3 Weapons(/Engine/Transient.REINST_SupplyCrate_SwampCaveTier2_C_0) CONTENT: T1 Armor(/Engine/Transient.Default__REINST_SupplyCrate_SwampCaveTier2_C_33049) CONTENT: T1 Saddles(/Engine/Transient.Default__REINST_SupplyCrate_SwampCaveTier2_C_33049) CONTENT: T1 Weapons(/Engine/Transient.Default__REINST_SupplyCrate_SwampCaveTier2_C_33049) CONTENT: T2 Armor(/Engine/Transient.Default__REINST_SupplyCrate_SwampCaveTier2_C_33049) CONTENT: T2 Saddles(/Engine/Transient.Default__REINST_SupplyCrate_SwampCaveTier2_C_33049) CONTENT: T2 Weapons(/Engine/Transient.Default__REINST_SupplyCrate_SwampCaveTier2_C_33049) CONTENT: T3 Armor(/Engine/Transient.Default__REINST_SupplyCrate_SwampCaveTier2_C_33049) CONTENT: T3 Saddles(/Engine/Transient.Default__REINST_SupplyCrate_SwampCaveTier2_C_33049) CONTENT: T3 Weapons(/Engine/Transient.Default__REINST_SupplyCrate_SwampCaveTier2_C_33049) CONTENT: T1 Armor(/Engine/Transient.REINST_SupplyCrate_SwampCaveTier2_C_1) CONTENT: T1 Saddles(/Engine/Transient.REINST_SupplyCrate_SwampCaveTier2_C_1) CONTENT: T1 Weapons(/Engine/Transient.REINST_SupplyCrate_SwampCaveTier2_C_1) CONTENT: T2 Armor(/Engine/Transient.REINST_SupplyCrate_SwampCaveTier2_C_1) CONTENT: T2 Saddles(/Engine/Transient.REINST_SupplyCrate_SwampCaveTier2_C_1) CONTENT: T2 Weapons(/Engine/Transient.REINST_SupplyCrate_SwampCaveTier2_C_1) CONTENT: T3 Armor(/Engine/Transient.REINST_SupplyCrate_SwampCaveTier2_C_1) CONTENT: T3 Saddles(/Engine/Transient.REINST_SupplyCrate_SwampCaveTier2_C_1) CONTENT: T3 Weapons(/Engine/Transient.REINST_SupplyCrate_SwampCaveTier2_C_1) CONTENT: T1 Armor(/Engine/Transient.Default__REINST_SupplyCrate_SwampCaveTier2_C_33053) CONTENT: T1 Saddles(/Engine/Transient.Default__REINST_SupplyCrate_SwampCaveTier2_C_33053) CONTENT: T1 Weapons(/Engine/Transient.Default__REINST_SupplyCrate_SwampCaveTier2_C_33053) CONTENT: T2 Armor(/Engine/Transient.Default__REINST_SupplyCrate_SwampCaveTier2_C_33053) CONTENT: T2 Saddles(/Engine/Transient.Default__REINST_SupplyCrate_SwampCaveTier2_C_33053) CONTENT: T2 Weapons(/Engine/Transient.Default__REINST_SupplyCrate_SwampCaveTier2_C_33053) CONTENT: T3 Armor(/Engine/Transient.Default__REINST_SupplyCrate_SwampCaveTier2_C_33053) CONTENT: T3 Saddles(/Engine/Transient.Default__REINST_SupplyCrate_SwampCaveTier2_C_33053) CONTENT: T3 Weapons(/Engine/Transient.Default__REINST_SupplyCrate_SwampCaveTier2_C_33053) CONTENT: T1 Armor(/Game/PrimalEarth/Structures/SupplyCrate_SwampCaveTier2.Default__SupplyCrate_SwampCaveTier2_C) CONTENT: T1 Saddles(/Game/PrimalEarth/Structures/SupplyCrate_SwampCaveTier2.Default__SupplyCrate_SwampCaveTier2_C) CONTENT: T1 Weapons(/Game/PrimalEarth/Structures/SupplyCrate_SwampCaveTier2.Default__SupplyCrate_SwampCaveTier2_C) CONTENT: T2 Armor(/Game/PrimalEarth/Structures/SupplyCrate_SwampCaveTier2.Default__SupplyCrate_SwampCaveTier2_C) CONTENT: T2 Saddles(/Game/PrimalEarth/Structures/SupplyCrate_SwampCaveTier2.Default__SupplyCrate_SwampCaveTier2_C) CONTENT: T2 Weapons(/Game/PrimalEarth/Structures/SupplyCrate_SwampCaveTier2.Default__SupplyCrate_SwampCaveTier2_C) CONTENT: T3 Armor(/Game/PrimalEarth/Structures/SupplyCrate_SwampCaveTier2.Default__SupplyCrate_SwampCaveTier2_C) CONTENT: T3 Saddles(/Game/PrimalEarth/Structures/SupplyCrate_SwampCaveTier2.Default__SupplyCrate_SwampCaveTier2_C) CONTENT: T3 Weapons(/Game/PrimalEarth/Structures/SupplyCrate_SwampCaveTier2.Default__SupplyCrate_SwampCaveTier2_C) CONTENT: T4 Armor(/Engine/Transient.REINST_SupplyCrate_UnderwaterCaveTier1_C_0) CONTENT: T4 Saddles(/Engine/Transient.REINST_SupplyCrate_UnderwaterCaveTier1_C_0) CONTENT: T4 Weapons(/Engine/Transient.REINST_SupplyCrate_UnderwaterCaveTier1_C_0) CONTENT: NewSaddlesT1(/Engine/Transient.REINST_SupplyCrate_UnderwaterCaveTier1_C_0) CONTENT: Saddles(/Engine/Transient.REINST_SupplyCrate_UnderwaterCaveTier1_C_0) CONTENT: T4 Armor(/Engine/Transient.Default__REINST_SupplyCrate_UnderwaterCaveTier1_C_33071) CONTENT: T4 Saddles(/Engine/Transient.Default__REINST_SupplyCrate_UnderwaterCaveTier1_C_33071) CONTENT: T4 Weapons(/Engine/Transient.Default__REINST_SupplyCrate_UnderwaterCaveTier1_C_33071) CONTENT: NewSaddlesT1(/Engine/Transient.Default__REINST_SupplyCrate_UnderwaterCaveTier1_C_33071) CONTENT: Saddles(/Engine/Transient.Default__REINST_SupplyCrate_UnderwaterCaveTier1_C_33071) CONTENT: T4 Armor(/Engine/Transient.REINST_SupplyCrate_UnderwaterCaveTier1_C_1) CONTENT: T4 Saddles(/Engine/Transient.REINST_SupplyCrate_UnderwaterCaveTier1_C_1) CONTENT: T4 Weapons(/Engine/Transient.REINST_SupplyCrate_UnderwaterCaveTier1_C_1) CONTENT: NewSaddlesT1(/Engine/Transient.REINST_SupplyCrate_UnderwaterCaveTier1_C_1) CONTENT: Saddles(/Engine/Transient.REINST_SupplyCrate_UnderwaterCaveTier1_C_1) CONTENT: T4 Armor(/Engine/Transient.Default__REINST_SupplyCrate_UnderwaterCaveTier1_C_33075) CONTENT: T4 Saddles(/Engine/Transient.Default__REINST_SupplyCrate_UnderwaterCaveTier1_C_33075) CONTENT: T4 Weapons(/Engine/Transient.Default__REINST_SupplyCrate_UnderwaterCaveTier1_C_33075) CONTENT: NewSaddlesT1(/Engine/Transient.Default__REINST_SupplyCrate_UnderwaterCaveTier1_C_33075) CONTENT: Saddles(/Engine/Transient.Default__REINST_SupplyCrate_UnderwaterCaveTier1_C_33075) CONTENT: T4 Armor(/Game/PrimalEarth/Structures/SupplyCrate_UnderwaterCaveTier1.Default__SupplyCrate_UnderwaterCaveTier1_C) CONTENT: T4 Saddles(/Game/PrimalEarth/Structures/SupplyCrate_UnderwaterCaveTier1.Default__SupplyCrate_UnderwaterCaveTier1_C) CONTENT: T4 Weapons(/Game/PrimalEarth/Structures/SupplyCrate_UnderwaterCaveTier1.Default__SupplyCrate_UnderwaterCaveTier1_C) CONTENT: NewSaddlesT1(/Game/PrimalEarth/Structures/SupplyCrate_UnderwaterCaveTier1.Default__SupplyCrate_UnderwaterCaveTier1_C) CONTENT: Saddles(/Game/PrimalEarth/Structures/SupplyCrate_UnderwaterCaveTier1.Default__SupplyCrate_UnderwaterCaveTier1_C) CONTENT: T4 Armor(/Engine/Transient.REINST_SupplyCrate_UnderwaterCaveTier2_C_0) CONTENT: T4 Saddles(/Engine/Transient.REINST_SupplyCrate_UnderwaterCaveTier2_C_0) CONTENT: T4 Weapons(/Engine/Transient.REINST_SupplyCrate_UnderwaterCaveTier2_C_0) CONTENT: Saddles T1(/Engine/Transient.REINST_SupplyCrate_UnderwaterCaveTier2_C_0) CONTENT: Saddles T2(/Engine/Transient.REINST_SupplyCrate_UnderwaterCaveTier2_C_0) CONTENT: Saddles T3(/Engine/Transient.REINST_SupplyCrate_UnderwaterCaveTier2_C_0) CONTENT: T4 Armor(/Engine/Transient.Default__REINST_SupplyCrate_UnderwaterCaveTier2_C_33082) CONTENT: T4 Saddles(/Engine/Transient.Default__REINST_SupplyCrate_UnderwaterCaveTier2_C_33082) CONTENT: T4 Weapons(/Engine/Transient.Default__REINST_SupplyCrate_UnderwaterCaveTier2_C_33082) CONTENT: Saddles T1(/Engine/Transient.Default__REINST_SupplyCrate_UnderwaterCaveTier2_C_33082) CONTENT: Saddles T2(/Engine/Transient.Default__REINST_SupplyCrate_UnderwaterCaveTier2_C_33082) CONTENT: Saddles T3(/Engine/Transient.Default__REINST_SupplyCrate_UnderwaterCaveTier2_C_33082) CONTENT: T4 Armor(/Engine/Transient.REINST_SupplyCrate_UnderwaterCaveTier2_C_1) CONTENT: T4 Saddles(/Engine/Transient.REINST_SupplyCrate_UnderwaterCaveTier2_C_1) CONTENT: T4 Weapons(/Engine/Transient.REINST_SupplyCrate_UnderwaterCaveTier2_C_1) CONTENT: Saddles T1(/Engine/Transient.REINST_SupplyCrate_UnderwaterCaveTier2_C_1) CONTENT: Saddles T2(/Engine/Transient.REINST_SupplyCrate_UnderwaterCaveTier2_C_1) CONTENT: Saddles T3(/Engine/Transient.REINST_SupplyCrate_UnderwaterCaveTier2_C_1) CONTENT: T4 Armor(/Engine/Transient.Default__REINST_SupplyCrate_UnderwaterCaveTier2_C_33086) CONTENT: T4 Saddles(/Engine/Transient.Default__REINST_SupplyCrate_UnderwaterCaveTier2_C_33086) CONTENT: T4 Weapons(/Engine/Transient.Default__REINST_SupplyCrate_UnderwaterCaveTier2_C_33086) CONTENT: Saddles T1(/Engine/Transient.Default__REINST_SupplyCrate_UnderwaterCaveTier2_C_33086) CONTENT: Saddles T2(/Engine/Transient.Default__REINST_SupplyCrate_UnderwaterCaveTier2_C_33086) CONTENT: Saddles T3(/Engine/Transient.Default__REINST_SupplyCrate_UnderwaterCaveTier2_C_33086) CONTENT: T4 Armor(/Game/PrimalEarth/Structures/SupplyCrate_UnderwaterCaveTier2.Default__SupplyCrate_UnderwaterCaveTier2_C) CONTENT: T4 Saddles(/Game/PrimalEarth/Structures/SupplyCrate_UnderwaterCaveTier2.Default__SupplyCrate_UnderwaterCaveTier2_C) CONTENT: T4 Weapons(/Game/PrimalEarth/Structures/SupplyCrate_UnderwaterCaveTier2.Default__SupplyCrate_UnderwaterCaveTier2_C) CONTENT: Saddles T1(/Game/PrimalEarth/Structures/SupplyCrate_UnderwaterCaveTier2.Default__SupplyCrate_UnderwaterCaveTier2_C) CONTENT: Saddles T2(/Game/PrimalEarth/Structures/SupplyCrate_UnderwaterCaveTier2.Default__SupplyCrate_UnderwaterCaveTier2_C) CONTENT: Saddles T3(/Game/PrimalEarth/Structures/SupplyCrate_UnderwaterCaveTier2.Default__SupplyCrate_UnderwaterCaveTier2_C) CONTENT: T4 Armor(/Engine/Transient.REINST_SupplyCrate_UnderwaterCaveTier3_C_0) CONTENT: T4 Saddles(/Engine/Transient.REINST_SupplyCrate_UnderwaterCaveTier3_C_0) CONTENT: T4 Weapons(/Engine/Transient.REINST_SupplyCrate_UnderwaterCaveTier3_C_0) CONTENT: Saddles T3(/Engine/Transient.REINST_SupplyCrate_UnderwaterCaveTier3_C_0) CONTENT: Saddles T2(/Engine/Transient.REINST_SupplyCrate_UnderwaterCaveTier3_C_0) CONTENT: T4 Armor(/Engine/Transient.Default__REINST_SupplyCrate_UnderwaterCaveTier3_C_33093) CONTENT: T4 Saddles(/Engine/Transient.Default__REINST_SupplyCrate_UnderwaterCaveTier3_C_33093) CONTENT: T4 Weapons(/Engine/Transient.Default__REINST_SupplyCrate_UnderwaterCaveTier3_C_33093) CONTENT: Saddles T3(/Engine/Transient.Default__REINST_SupplyCrate_UnderwaterCaveTier3_C_33093) CONTENT: Saddles T2(/Engine/Transient.Default__REINST_SupplyCrate_UnderwaterCaveTier3_C_33093) CONTENT: T4 Armor(/Engine/Transient.REINST_SupplyCrate_UnderwaterCaveTier3_C_1) CONTENT: T4 Saddles(/Engine/Transient.REINST_SupplyCrate_UnderwaterCaveTier3_C_1) CONTENT: T4 Weapons(/Engine/Transient.REINST_SupplyCrate_UnderwaterCaveTier3_C_1) CONTENT: Saddles T3(/Engine/Transient.REINST_SupplyCrate_UnderwaterCaveTier3_C_1) CONTENT: Saddles T2(/Engine/Transient.REINST_SupplyCrate_UnderwaterCaveTier3_C_1) CONTENT: T4 Armor(/Engine/Transient.Default__REINST_SupplyCrate_UnderwaterCaveTier3_C_33097) CONTENT: T4 Saddles(/Engine/Transient.Default__REINST_SupplyCrate_UnderwaterCaveTier3_C_33097) CONTENT: T4 Weapons(/Engine/Transient.Default__REINST_SupplyCrate_UnderwaterCaveTier3_C_33097) CONTENT: Saddles T3(/Engine/Transient.Default__REINST_SupplyCrate_UnderwaterCaveTier3_C_33097) CONTENT: Saddles T2(/Engine/Transient.Default__REINST_SupplyCrate_UnderwaterCaveTier3_C_33097) CONTENT: T4 Armor(/Game/PrimalEarth/Structures/SupplyCrate_UnderwaterCaveTier3.Default__SupplyCrate_UnderwaterCaveTier3_C) CONTENT: T4 Saddles(/Game/PrimalEarth/Structures/SupplyCrate_UnderwaterCaveTier3.Default__SupplyCrate_UnderwaterCaveTier3_C) CONTENT: T4 Weapons(/Game/PrimalEarth/Structures/SupplyCrate_UnderwaterCaveTier3.Default__SupplyCrate_UnderwaterCaveTier3_C) CONTENT: Saddles T3(/Game/PrimalEarth/Structures/SupplyCrate_UnderwaterCaveTier3.Default__SupplyCrate_UnderwaterCaveTier3_C) CONTENT: Saddles T2(/Game/PrimalEarth/Structures/SupplyCrate_UnderwaterCaveTier3.Default__SupplyCrate_UnderwaterCaveTier3_C) CONTENT: Wilderness(/Game/Maps/TheIslandSubMaps/PersistentGameplaySublevel_SupplyDrops.PersistentGameplaySublevel_SupplyDrops:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/TheIslandSubMaps/RiversAndLakes.RiversAndLakes:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/TheIslandSubMaps/RiversAndLakesPhysics.RiversAndLakesPhysics:PersistentLevel.PrimalWorldSettings) CONTENT: Oil Deposit(/Game/PrimalEarth/CoreBlueprints/HarvestComponents/OilHarvestComponentUnderwater.Default__OilHarvestComponentUnderwater_C) CONTENT: Harvest [Oil](/Game/PrimalEarth/CoreBlueprints/HarvestComponents/OilHarvestComponentUnderwater.Default__OilHarvestComponentUnderwater_C) CONTENT: Underwater Cave(/Game/Maps/TheIslandSubMaps/UnderWater_East_01.UnderWater_East_01:PersistentLevel.UnderwaterCaveBiome) CONTENT: Wilderness(/Game/Maps/TheIslandSubMaps/UnderWater_East_01.UnderWater_East_01:PersistentLevel.PrimalWorldSettings) CONTENT: Underwater Cave(/Game/Maps/TheIslandSubMaps/UnderWater_East_02.UnderWater_East_02:PersistentLevel.UnderwaterCaveBiome_2) CONTENT: Wilderness(/Game/Maps/TheIslandSubMaps/UnderWater_East_02.UnderWater_East_02:PersistentLevel.PrimalWorldSettings) CONTENT: Underwater Cave(/Game/Maps/TheIslandSubMaps/UnderWater_East_03.UnderWater_East_03:PersistentLevel.UnderwaterCaveBiome_3) CONTENT: Wilderness(/Game/Maps/TheIslandSubMaps/UnderWater_East_03.UnderWater_East_03:PersistentLevel.PrimalWorldSettings) CONTENT: Underwater Cave(/Game/Maps/TheIslandSubMaps/UnderWater_North_01.UnderWater_North_01:PersistentLevel.UnderwaterCaveBiome_4) CONTENT: Wilderness(/Game/Maps/TheIslandSubMaps/UnderWater_North_01.UnderWater_North_01:PersistentLevel.PrimalWorldSettings) CONTENT: Underwater Cave(/Game/Maps/TheIslandSubMaps/UnderWater_North_02.UnderWater_North_02:PersistentLevel.UnderwaterCaveBiome_5) CONTENT: Wilderness(/Game/Maps/TheIslandSubMaps/UnderWater_North_02.UnderWater_North_02:PersistentLevel.PrimalWorldSettings) CONTENT: Underwater Cave(/Game/Maps/TheIslandSubMaps/UnderWater_North_03.UnderWater_North_03:PersistentLevel.UnderwaterCaveBiome_6) CONTENT: Wilderness(/Game/Maps/TheIslandSubMaps/UnderWater_North_03.UnderWater_North_03:PersistentLevel.PrimalWorldSettings) CONTENT: Underwater Cave(/Game/Maps/TheIslandSubMaps/Underwater_South_01.Underwater_South_01:PersistentLevel.UnderwaterCaveBiome_7) CONTENT: Wilderness(/Game/Maps/TheIslandSubMaps/Underwater_South_01.Underwater_South_01:PersistentLevel.PrimalWorldSettings) CONTENT: Underwater Cave(/Game/Maps/TheIslandSubMaps/UnderWater_South_02.UnderWater_South_02:PersistentLevel.UnderwaterCaveBiome_8) CONTENT: Wilderness(/Game/Maps/TheIslandSubMaps/UnderWater_South_02.UnderWater_South_02:PersistentLevel.PrimalWorldSettings) CONTENT: Underwater Cave(/Game/Maps/TheIslandSubMaps/UnderWater_South_03.UnderWater_South_03:PersistentLevel.UnderwaterCaveBiome_9) CONTENT: Wilderness(/Game/Maps/TheIslandSubMaps/UnderWater_South_03.UnderWater_South_03:PersistentLevel.PrimalWorldSettings) CONTENT: Underwater Cave(/Game/Maps/TheIslandSubMaps/UnderWater_West_01.UnderWater_West_01:PersistentLevel.UnderwaterCaveBiome_10) CONTENT: Wilderness(/Game/Maps/TheIslandSubMaps/UnderWater_West_01.UnderWater_West_01:PersistentLevel.PrimalWorldSettings) CONTENT: Underwater Cave(/Game/Maps/TheIslandSubMaps/UnderWater_West_02.UnderWater_West_02:PersistentLevel.UnderwaterCaveBiome_11) CONTENT: Wilderness(/Game/Maps/TheIslandSubMaps/UnderWater_West_02.UnderWater_West_02:PersistentLevel.PrimalWorldSettings) CONTENT: Underwater Cave(/Game/Maps/TheIslandSubMaps/UnderWater_West_03.UnderWater_West_03:PersistentLevel.UnderwaterCaveBiome_12) CONTENT: Wilderness(/Game/Maps/TheIslandSubMaps/UnderWater_West_03.UnderWater_West_03:PersistentLevel.PrimalWorldSettings) CONTENT: Heatstroke(/Engine/Transient.REINST_Buff_Base_Persistent_Heatstroke_C_0) LITERAL: Heatstroke(/Game/ScorchedEarth/CoreBlueprints/Buffs/Buff_Base_Persistent_Heatstroke.Buff_Base_Persistent_Heatstroke:GetBuffDescription.K2Node_MakeStruct_2111) LITERAL: Amount: {Amount}%(/Game/ScorchedEarth/CoreBlueprints/Buffs/Buff_Base_Persistent_Heatstroke.Buff_Base_Persistent_Heatstroke:GetBuffDescription.K2Node_FormatText_16) CONTENT: Heatstroke(/Engine/Transient.Default__REINST_Buff_Base_Persistent_Heatstroke_C_33133) LITERAL: Amount: {Amount}%(/Game/ScorchedEarth/CoreBlueprints/Buffs/Buff_Base_Persistent_Heatstroke.Buff_Base_Persistent_Heatstroke:EdGraph_110070.K2Node_CallFunction_258666) LITERAL: Amount(/Game/ScorchedEarth/CoreBlueprints/Buffs/Buff_Base_Persistent_Heatstroke.Buff_Base_Persistent_Heatstroke:EdGraph_110070.K2Node_MakeStruct_2384) CONTENT: Heatstroke(/Engine/Transient.REINST_Buff_Base_Persistent_Heatstroke_C_1) CONTENT: Sand Storm(/Engine/Transient.REINST_Buff_SandStorm_C_0) CONTENT: Go inside and protect yourself from the Sandstorm!(/Engine/Transient.REINST_Buff_SandStorm_C_0) CONTENT: Wind Storm(/Engine/Transient.REINST_Buff_WindStorm_C_0) CONTENT: Wind Storm(/Engine/Transient.Default__REINST_Buff_WindStorm_C_33147) CONTENT: Wind Storm(/Engine/Transient.REINST_Buff_WindStorm_C_1) CONTENT: Sand Storm(/Engine/Transient.Default__REINST_Buff_SandStorm_C_33161) CONTENT: Go inside and protect yourself from the Sandstorm!(/Engine/Transient.Default__REINST_Buff_SandStorm_C_33161) CONTENT: Sand Storm(/Engine/Transient.REINST_Buff_SandStorm_C_3) CONTENT: Go inside and protect yourself from the Sandstorm!(/Engine/Transient.REINST_Buff_SandStorm_C_3) CONTENT: Sand Storm(/Engine/Transient.REINST_Buff_SandStorm_C_1) CONTENT: Go inside and protect yourself from the Sandstorm!(/Engine/Transient.REINST_Buff_SandStorm_C_1) CONTENT: Sand Storm(/Engine/Transient.Default__REINST_Buff_SandStorm_C_33175) CONTENT: Go inside and protect yourself from the Sandstorm!(/Engine/Transient.Default__REINST_Buff_SandStorm_C_33175) CONTENT: Sand Storm(/Engine/Transient.REINST_Buff_SandStorm_C_2) CONTENT: Go inside and protect yourself from the Sandstorm!(/Engine/Transient.REINST_Buff_SandStorm_C_2) CONTENT: SuperHeat(/Engine/Transient.REINST_Buff_SuperHeat_C_0) CONTENT: Get underground, as it's hot out there!(/Engine/Transient.REINST_Buff_SuperHeat_C_0) CONTENT: SuperHeat(/Engine/Transient.Default__REINST_Buff_SuperHeat_C_33182) CONTENT: Get underground, as it's hot out there!(/Engine/Transient.Default__REINST_Buff_SuperHeat_C_33182) CONTENT: SuperHeat(/Engine/Transient.REINST_Buff_SuperHeat_C_2) CONTENT: Get underground, as it's hot out there!(/Engine/Transient.REINST_Buff_SuperHeat_C_2) CONTENT: SuperHeat(/Engine/Transient.REINST_Buff_SuperHeat_C_1) CONTENT: Get underground, as it's hot out there!(/Engine/Transient.REINST_Buff_SuperHeat_C_1) CONTENT: SuperHeat(/Engine/Transient.Default__REINST_Buff_SuperHeat_C_33210) CONTENT: Get underground, as it's hot out there!(/Engine/Transient.Default__REINST_Buff_SuperHeat_C_33210) CONTENT: SuperHeat(/Engine/Transient.REINST_Buff_SuperHeat_C_3) CONTENT: Get underground, as it's hot out there!(/Engine/Transient.REINST_Buff_SuperHeat_C_3) CONTENT: Heatstroke(/Engine/Transient.Default__REINST_Buff_Base_Persistent_Heatstroke_C_33233) LITERAL: Amount: {Amount}%(/Game/ScorchedEarth/CoreBlueprints/Buffs/Buff_Base_Persistent_Heatstroke.Buff_Base_Persistent_Heatstroke:EdGraph_110516.K2Node_CallFunction_258762) LITERAL: Amount(/Game/ScorchedEarth/CoreBlueprints/Buffs/Buff_Base_Persistent_Heatstroke.Buff_Base_Persistent_Heatstroke:EdGraph_110516.K2Node_MakeStruct_2385) CONTENT: Heatstroke(/Game/ScorchedEarth/CoreBlueprints/Buffs/Buff_Base_Persistent_Heatstroke.Default__Buff_Base_Persistent_Heatstroke_C) CONTENT: Wind Storm(/Engine/Transient.Default__REINST_Buff_WindStorm_C_33245) CONTENT: Wind Storm(/Game/Mods/Ragnarok/Custom_Assets/Weather/Buffs/Buff_Windstorm.Default__Buff_WindStorm_C) CONTENT: Sand Storm(/Engine/Transient.Default__REINST_Buff_SandStorm_C_33257) CONTENT: Go inside and protect yourself from the Sandstorm!(/Engine/Transient.Default__REINST_Buff_SandStorm_C_33257) CONTENT: Sand Storm(/Game/ScorchedEarth/CoreBlueprints/Buffs/Buff_SandStorm.Default__Buff_SandStorm_C) CONTENT: Go inside and protect yourself from the Sandstorm!(/Game/ScorchedEarth/CoreBlueprints/Buffs/Buff_SandStorm.Default__Buff_SandStorm_C) CONTENT: SuperHeat(/Engine/Transient.Default__REINST_Buff_SuperHeat_C_33261) CONTENT: Get underground, as it's hot out there!(/Engine/Transient.Default__REINST_Buff_SuperHeat_C_33261) CONTENT: SuperHeat(/Game/ScorchedEarth/CoreBlueprints/Buffs/Buff_SuperHeat.Default__Buff_SuperHeat_C) CONTENT: Get underground, as it's hot out there!(/Game/ScorchedEarth/CoreBlueprints/Buffs/Buff_SuperHeat.Default__Buff_SuperHeat_C) CONTENT: SuperHeat(/Engine/Transient.Default__REINST_Buff_SuperHeat_C_33273) CONTENT: Get underground, as it's hot out there!(/Engine/Transient.Default__REINST_Buff_SuperHeat_C_33273) CONTENT: SuperHeat(/Game/Mods/Ragnarok/Custom_Assets/Weather/Buffs/Buff_SuperHeat.Default__Buff_SuperHeat_C) CONTENT: Get underground, as it's hot out there!(/Game/Mods/Ragnarok/Custom_Assets/Weather/Buffs/Buff_SuperHeat.Default__Buff_SuperHeat_C) CONTENT: Sand Storm(/Engine/Transient.Default__REINST_Buff_SandStorm_C_33277) CONTENT: Go inside and protect yourself from the Sandstorm!(/Engine/Transient.Default__REINST_Buff_SandStorm_C_33277) CONTENT: Sand Storm(/Game/Mods/Ragnarok/Custom_Assets/Weather/Buffs/Buff_SandStorm.Default__Buff_SandStorm_C) CONTENT: Go inside and protect yourself from the Sandstorm!(/Game/Mods/Ragnarok/Custom_Assets/Weather/Buffs/Buff_SandStorm.Default__Buff_SandStorm_C) CONTENT: Iceworm Male(/Engine/Transient.REINST_Iceworm_Character_Minion_BP_smaller_C_0) CONTENT: Iceworm Male(/Engine/Transient.Default__REINST_Iceworm_Character_Minion_BP_smaller_C_33291) CONTENT: Iceworm Male(/Engine/Transient.REINST_Iceworm_Character_Minion_BP_smaller_C_1) CONTENT: Iceworm Male(/Engine/Transient.Default__REINST_Iceworm_Character_Minion_BP_smaller_C_33295) CONTENT: Iceworm Male(/Game/Mods/Ragnarok/Custom_Assets/JacksonL/Iceworm/Iceworm_Character_Minion_BP_smaller.Default__Iceworm_Character_Minion_BP_smaller_C) CONTENT: Resources(/Engine/Transient.REINST_DinoDropInventoryComponent_Carnivore_DeathwormAlpha_C_0) CONTENT: Pearls(/Engine/Transient.REINST_DinoDropInventoryComponent_Carnivore_DeathwormAlpha_C_0) CONTENT: Polymer(/Engine/Transient.REINST_DinoDropInventoryComponent_Carnivore_DeathwormAlpha_C_0) CONTENT: Guaranteed(/Engine/Transient.REINST_DinoDropInventoryComponent_Carnivore_DeathwormAlpha_C_0) CONTENT: KeratinSpike(/Engine/Transient.REINST_DinoDropInventoryComponent_Carnivore_DeathwormAlpha_C_0) CONTENT: Resources(/Engine/Transient.Default__REINST_DinoDropInventoryComponent_Carnivore_DeathwormAlpha_C_33302) CONTENT: Pearls(/Engine/Transient.Default__REINST_DinoDropInventoryComponent_Carnivore_DeathwormAlpha_C_33302) CONTENT: Polymer(/Engine/Transient.Default__REINST_DinoDropInventoryComponent_Carnivore_DeathwormAlpha_C_33302) CONTENT: Guaranteed(/Engine/Transient.Default__REINST_DinoDropInventoryComponent_Carnivore_DeathwormAlpha_C_33302) CONTENT: KeratinSpike(/Engine/Transient.Default__REINST_DinoDropInventoryComponent_Carnivore_DeathwormAlpha_C_33302) CONTENT: Resources(/Engine/Transient.REINST_DinoDropInventoryComponent_Carnivore_DeathwormAlpha_C_1) CONTENT: Pearls(/Engine/Transient.REINST_DinoDropInventoryComponent_Carnivore_DeathwormAlpha_C_1) CONTENT: Polymer(/Engine/Transient.REINST_DinoDropInventoryComponent_Carnivore_DeathwormAlpha_C_1) CONTENT: Guaranteed(/Engine/Transient.REINST_DinoDropInventoryComponent_Carnivore_DeathwormAlpha_C_1) CONTENT: KeratinSpike(/Engine/Transient.REINST_DinoDropInventoryComponent_Carnivore_DeathwormAlpha_C_1) CONTENT: Resources(/Engine/Transient.Default__REINST_DinoDropInventoryComponent_Carnivore_DeathwormAlpha_C_33306) CONTENT: Pearls(/Engine/Transient.Default__REINST_DinoDropInventoryComponent_Carnivore_DeathwormAlpha_C_33306) CONTENT: Polymer(/Engine/Transient.Default__REINST_DinoDropInventoryComponent_Carnivore_DeathwormAlpha_C_33306) CONTENT: Guaranteed(/Engine/Transient.Default__REINST_DinoDropInventoryComponent_Carnivore_DeathwormAlpha_C_33306) CONTENT: KeratinSpike(/Engine/Transient.Default__REINST_DinoDropInventoryComponent_Carnivore_DeathwormAlpha_C_33306) CONTENT: Resources(/Game/ScorchedEarth/Dinos/Deathworm/DinoDropInventoryComponent_Carnivore_DeathwormAlpha.Default__DinoDropInventoryComponent_Carnivore_DeathwormAlpha_C) CONTENT: Pearls(/Game/ScorchedEarth/Dinos/Deathworm/DinoDropInventoryComponent_Carnivore_DeathwormAlpha.Default__DinoDropInventoryComponent_Carnivore_DeathwormAlpha_C) CONTENT: Polymer(/Game/ScorchedEarth/Dinos/Deathworm/DinoDropInventoryComponent_Carnivore_DeathwormAlpha.Default__DinoDropInventoryComponent_Carnivore_DeathwormAlpha_C) CONTENT: Guaranteed(/Game/ScorchedEarth/Dinos/Deathworm/DinoDropInventoryComponent_Carnivore_DeathwormAlpha.Default__DinoDropInventoryComponent_Carnivore_DeathwormAlpha_C) CONTENT: KeratinSpike(/Game/ScorchedEarth/Dinos/Deathworm/DinoDropInventoryComponent_Carnivore_DeathwormAlpha.Default__DinoDropInventoryComponent_Carnivore_DeathwormAlpha_C) CONTENT: Manticore Helmet(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_ManticoreHelmet.Default__PrimalItemSkin_ManticoreHelmet_C) CONTENT: You can use this to skin the appearance of a helmet or hat. Provides a ferocious look!(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_ManticoreHelmet.Default__PrimalItemSkin_ManticoreHelmet_C) CONTENT: Iceworm Queen(/Engine/Transient.REINST_Iceworm_Queen_Character_BP_C_0) CONTENT: Iceworm Queen(/Engine/Transient.Default__REINST_Iceworm_Queen_Character_BP_C_33317) CONTENT: Iceworm Queen(/Engine/Transient.REINST_Iceworm_Queen_Character_BP_C_1) CONTENT: Iceworm Queen(/Engine/Transient.Default__REINST_Iceworm_Queen_Character_BP_C_33321) CONTENT: Iceworm Queen(/Game/Mods/Ragnarok/Custom_Assets/JacksonL/Iceworm/Iceworm_Queen_Character_BP.Default__Iceworm_Queen_Character_BP_C) LITERAL: EventTeleportToHome(/Game/PrimalEarth/CoreBlueprints/BossTribute/BossArenaManager_TwoBosses.BossArenaManager_TwoBosses:EventGraph.K2Node_CallFunction_19116) LITERAL: now has (/Game/ScorchedEarth/Dinos/Manticore/AI/AI_Tools/BP_ArenaZoneVolume.BP_ArenaZoneVolume:PrintArrayInfo.K2Node_CallFunction_33405) LITERAL: (/Game/ScorchedEarth/Dinos/Manticore/AI/AI_Tools/BP_ArenaZoneVolume.BP_ArenaZoneVolume:PrintArrayInfo.K2Node_CallFunction_34474) CONTENT: Idle(/Engine/Transient.REINST_Manticore_Character_BP_C_0) CONTENT: Action(/Engine/Transient.REINST_Manticore_Character_BP_C_0) CONTENT: Action2(/Engine/Transient.REINST_Manticore_Character_BP_C_0) CONTENT: FlyAction(/Engine/Transient.REINST_Manticore_Character_BP_C_0) CONTENT: Spine_02_exp(/Engine/Transient.REINST_Manticore_Character_BP_C_0) CONTENT: FlyAction(/Engine/Transient.REINST_Manticore_Character_BP_C_0) CONTENT: Spine_02_exp(/Engine/Transient.REINST_Manticore_Character_BP_C_0) CONTENT: Manticore(/Engine/Transient.REINST_Manticore_Character_BP_C_0) LITERAL: THE MANTICORE HAS BEEN TAMED!(/Game/ScorchedEarth/Dinos/Manticore/Manticore_Character_BP.Manticore_Character_BP:BPSetupTamed.K2Node_CallFunction_57000) LITERAL: FallingImpactReminder(/Game/ScorchedEarth/Dinos/Manticore/Manticore_Character_BP.Manticore_Character_BP:DieInAir.K2Node_CallFunction_30506) LITERAL: FallingImpactRaytrace(/Game/ScorchedEarth/Dinos/Manticore/Manticore_Character_BP.Manticore_Character_BP:DieInAir.K2Node_CallFunction_74881) LITERAL: ShouldEscapeFromDamage(/Game/ScorchedEarth/Dinos/Manticore/Manticore_Character_BP.Manticore_Character_BP:EventGraph.K2Node_CallFunction_34629) LITERAL: ShouldEscapeFromDamage(/Game/ScorchedEarth/Dinos/Manticore/Manticore_Character_BP.Manticore_Character_BP:EventGraph.K2Node_CallFunction_36449) LITERAL: ShouldEscapeFromDamage(/Game/ScorchedEarth/Dinos/Manticore/Manticore_Character_BP.Manticore_Character_BP:EventGraph.K2Node_CallFunction_76241) LITERAL: FallingImpactReminder(/Game/ScorchedEarth/Dinos/Manticore/Manticore_Character_BP.Manticore_Character_BP:FallingImpactRaytrace.K2Node_CallFunction_44245) LITERAL: FallingImpactRaytrace(/Game/ScorchedEarth/Dinos/Manticore/Manticore_Character_BP.Manticore_Character_BP:FallingImpactRaytrace.K2Node_CallFunction_77069) LITERAL: FallingImpactRaytrace(/Game/ScorchedEarth/Dinos/Manticore/Manticore_Character_BP.Manticore_Character_BP:FallingImpactReminder.K2Node_CallFunction_44245) LITERAL: StartBehaviors(/Game/ScorchedEarth/Dinos/Manticore/Manticore_AIController_BP.Manticore_AIController_BP:EventGraph.K2Node_CallFunction_24765) LITERAL: UpdateWormsState(/Game/ScorchedEarth/Dinos/Manticore/Manticore_AIController_BP.Manticore_AIController_BP:HealthLevelEvents.K2Node_CallFunction_19271) LITERAL: SpawnWorm(/Game/ScorchedEarth/Dinos/Manticore/Manticore_AIController_BP.Manticore_AIController_BP:HealthLevelEvents.K2Node_CallFunction_25703) LITERAL: UpdateWormsState(/Game/ScorchedEarth/Dinos/Manticore/Manticore_AIController_BP.Manticore_AIController_BP:HealthLevelEvents.K2Node_CallFunction_92047) LITERAL: CheckForHealthEvents(/Game/ScorchedEarth/Dinos/Manticore/Manticore_AIController_BP.Manticore_AIController_BP:KillAllMinions.K2Node_CallFunction_56032) LITERAL: SpawnWorm(/Game/ScorchedEarth/Dinos/Manticore/Manticore_AIController_BP.Manticore_AIController_BP:KillAllMinions.K2Node_CallFunction_57020) LITERAL: UpdateWormsState(/Game/ScorchedEarth/Dinos/Manticore/Manticore_AIController_BP.Manticore_AIController_BP:KillAllMinions.K2Node_CallFunction_57021) LITERAL: SpawnWorm(/Game/ScorchedEarth/Dinos/Manticore/Manticore_AIController_BP.Manticore_AIController_BP:UpdateWormsState.K2Node_CallFunction_17697) LITERAL: SpawnWorm(/Game/ScorchedEarth/Dinos/Manticore/Manticore_AIController_BP.Manticore_AIController_BP:UpdateWormsState.K2Node_CallFunction_18926) LITERAL: SpawnWorm(/Game/ScorchedEarth/Dinos/Manticore/Manticore_AIController_BP.Manticore_AIController_BP:UpdateWormsState.K2Node_CallFunction_73792) LITERAL: UpdateWormsState(/Game/ScorchedEarth/Dinos/Manticore/Manticore_AIController_BP.Manticore_AIController_BP:UpdateWormsState.K2Node_CallFunction_90973) LITERAL: STATE CHANGE:: Failed at (/Game/ScorchedEarth/Dinos/Manticore/AI/Manticore_ShouldFlyRandom_DK.Manticore_ShouldFlyRandom_DK:ReceiveConditionCheck.K2Node_CallFunction_55069) LITERAL: STATE CHANGE:: Succeeded-------------(/Game/ScorchedEarth/Dinos/Manticore/AI/Manticore_ShouldFlyRandom_DK.Manticore_ShouldFlyRandom_DK:ReceiveConditionCheck.K2Node_CallFunction_55118) LITERAL: I"M STUCK, but fixing it!(/Game/ScorchedEarth/Dinos/Manticore/Manticore_StuckReset.Manticore_StuckReset:ReceiveExecute.K2Node_CallFunction_100895) LITERAL: IS STUCK SRV: Time until stuck...(/Game/ScorchedEarth/Dinos/Manticore/AI/Manticore_StuckCheck_SRV.Manticore_StuckCheck_SRV:EventGraph.K2Node_CallFunction_20220) LITERAL: STUCK(/Game/ScorchedEarth/Dinos/Manticore/AI/Manticore_StuckCheck_SRV.Manticore_StuckCheck_SRV:EventGraph.K2Node_CallFunction_48534) CONTENT: Manticore Trophy(/Game/ScorchedEarth/Structures/TrophyHeads/Manticore_Trophy/PrimalItemTrophy_Manticore.Default__PrimalItemTrophy_Manticore_C) CONTENT: Place it on a trophy wall-mount, and keep it safe as an invaluable token of your prowess...(/Game/ScorchedEarth/Structures/TrophyHeads/Manticore_Trophy/PrimalItemTrophy_Manticore.Default__PrimalItemTrophy_Manticore_C) CONTENT: Manticore Shield(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_ManticoreShield.Default__PrimalItemSkin_ManticoreShield_C) CONTENT: You can use this to skin the appearance of a shield. Brought back from the far reaches of the Scorched Earth!(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_ManticoreShield.Default__PrimalItemSkin_ManticoreShield_C) CONTENT: Armor(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_ManticoreShield.Default__PrimalItemSkin_ManticoreShield_C) CONTENT: Skins(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_ManticoreShield.Default__PrimalItemSkin_ManticoreShield_C) CONTENT: High Quality Items(/Game/ScorchedEarth/CoreBlueprints/ItemLootSets/LootItemSet_Manticore.Default__LootItemSet_Manticore_C) CONTENT: Items(/Game/ScorchedEarth/CoreBlueprints/ItemLootSets/LootItemSet_Manticore.Default__LootItemSet_Manticore_C) CONTENT: Idle(/Engine/Transient.Default__REINST_Manticore_Character_BP_C_33559) CONTENT: Action(/Engine/Transient.Default__REINST_Manticore_Character_BP_C_33559) CONTENT: Action2(/Engine/Transient.Default__REINST_Manticore_Character_BP_C_33559) CONTENT: FlyAction(/Engine/Transient.Default__REINST_Manticore_Character_BP_C_33559) CONTENT: Spine_02_exp(/Engine/Transient.Default__REINST_Manticore_Character_BP_C_33559) CONTENT: FlyAction(/Engine/Transient.Default__REINST_Manticore_Character_BP_C_33559) CONTENT: Spine_02_exp(/Engine/Transient.Default__REINST_Manticore_Character_BP_C_33559) CONTENT: Manticore(/Engine/Transient.Default__REINST_Manticore_Character_BP_C_33559) CONTENT: Idle(/Engine/Transient.REINST_Manticore_Character_BP_C_1) CONTENT: Action(/Engine/Transient.REINST_Manticore_Character_BP_C_1) CONTENT: Action2(/Engine/Transient.REINST_Manticore_Character_BP_C_1) CONTENT: FlyAction(/Engine/Transient.REINST_Manticore_Character_BP_C_1) CONTENT: Spine_02_exp(/Engine/Transient.REINST_Manticore_Character_BP_C_1) CONTENT: FlyAction(/Engine/Transient.REINST_Manticore_Character_BP_C_1) CONTENT: Spine_02_exp(/Engine/Transient.REINST_Manticore_Character_BP_C_1) CONTENT: Manticore(/Engine/Transient.REINST_Manticore_Character_BP_C_1) CONTENT: Gamma Manticore Trophy(/Game/ScorchedEarth/Structures/TrophyHeads/Manticore_Trophy/PrimalItemTrophy_Manticore_Gamma.Default__PrimalItemTrophy_Manticore_Gamma_C) CONTENT: Element(/Game/Mods/Ragnarok/Custom_Assets/Bosses/DinoDropInventoryComponent_BossManticore_Easy_Ragnarok.Default__DinoDropInventoryComponent_BossManticore_Easy_Ragnarok_C) CONTENT: Trophy(/Game/Mods/Ragnarok/Custom_Assets/Bosses/DinoDropInventoryComponent_BossManticore_Easy_Ragnarok.Default__DinoDropInventoryComponent_BossManticore_Easy_Ragnarok_C) CONTENT: Trophy(/Game/Mods/Ragnarok/Custom_Assets/Bosses/DinoDropInventoryComponent_BossManticore_Easy_Ragnarok.Default__DinoDropInventoryComponent_BossManticore_Easy_Ragnarok_C) CONTENT: Manticore (Gamma)(/Engine/Transient.REINST_Manticore_Character_BP_Easy_Ragnarok_C_0) CONTENT: Manticore (Gamma)(/Engine/Transient.Default__REINST_Manticore_Character_BP_Easy_Ragnarok_C_33625) CONTENT: Manticore (Gamma)(/Engine/Transient.REINST_Manticore_Character_BP_Easy_Ragnarok_C_1) CONTENT: Element(/Game/Mods/Ragnarok/Custom_Assets/Bosses/DinoDropInventoryComponent_BossDragon_Easy_Ragnarok.Default__DinoDropInventoryComponent_BossDragon_Easy_Ragnarok_C) CONTENT: Trophy(/Game/Mods/Ragnarok/Custom_Assets/Bosses/DinoDropInventoryComponent_BossDragon_Easy_Ragnarok.Default__DinoDropInventoryComponent_BossDragon_Easy_Ragnarok_C) CONTENT: Trophy(/Game/Mods/Ragnarok/Custom_Assets/Bosses/DinoDropInventoryComponent_BossDragon_Easy_Ragnarok.Default__DinoDropInventoryComponent_BossDragon_Easy_Ragnarok_C) CONTENT: Dragon (Gamma)(/Engine/Transient.REINST_Dragon_Character_BP_Boss_Easy_Ragnarok_C_0) CONTENT: Dragon (Gamma)(/Engine/Transient.Default__REINST_Dragon_Character_BP_Boss_Easy_Ragnarok_C_33640) CONTENT: Dragon (Gamma)(/Engine/Transient.REINST_Dragon_Character_BP_Boss_Easy_Ragnarok_C_1) CONTENT: Idle(/Engine/Transient.Default__REINST_Manticore_Character_BP_C_33659) CONTENT: Action(/Engine/Transient.Default__REINST_Manticore_Character_BP_C_33659) CONTENT: Action2(/Engine/Transient.Default__REINST_Manticore_Character_BP_C_33659) CONTENT: FlyAction(/Engine/Transient.Default__REINST_Manticore_Character_BP_C_33659) CONTENT: Spine_02_exp(/Engine/Transient.Default__REINST_Manticore_Character_BP_C_33659) CONTENT: FlyAction(/Engine/Transient.Default__REINST_Manticore_Character_BP_C_33659) CONTENT: Spine_02_exp(/Engine/Transient.Default__REINST_Manticore_Character_BP_C_33659) CONTENT: Manticore(/Engine/Transient.Default__REINST_Manticore_Character_BP_C_33659) CONTENT: Idle(/Game/ScorchedEarth/Dinos/Manticore/Manticore_Character_BP.Default__Manticore_Character_BP_C) CONTENT: Action(/Game/ScorchedEarth/Dinos/Manticore/Manticore_Character_BP.Default__Manticore_Character_BP_C) CONTENT: Action2(/Game/ScorchedEarth/Dinos/Manticore/Manticore_Character_BP.Default__Manticore_Character_BP_C) CONTENT: FlyAction(/Game/ScorchedEarth/Dinos/Manticore/Manticore_Character_BP.Default__Manticore_Character_BP_C) CONTENT: Spine_02_exp(/Game/ScorchedEarth/Dinos/Manticore/Manticore_Character_BP.Default__Manticore_Character_BP_C) CONTENT: FlyAction(/Game/ScorchedEarth/Dinos/Manticore/Manticore_Character_BP.Default__Manticore_Character_BP_C) CONTENT: Spine_02_exp(/Game/ScorchedEarth/Dinos/Manticore/Manticore_Character_BP.Default__Manticore_Character_BP_C) CONTENT: Manticore(/Game/ScorchedEarth/Dinos/Manticore/Manticore_Character_BP.Default__Manticore_Character_BP_C) CONTENT: Manticore (Gamma)(/Engine/Transient.Default__REINST_Manticore_Character_BP_Easy_Ragnarok_C_33807) CONTENT: Manticore (Gamma)(/Game/Mods/Ragnarok/Custom_Assets/Bosses/Manticore_Character_BP_Easy_Ragnarok.Default__Manticore_Character_BP_Easy_Ragnarok_C) CONTENT: Dragon (Gamma)(/Engine/Transient.Default__REINST_Dragon_Character_BP_Boss_Easy_Ragnarok_C_33815) CONTENT: Dragon (Gamma)(/Game/Mods/Ragnarok/Custom_Assets/Bosses/Dragon_Character_BP_Boss_Easy_Ragnarok.Default__Dragon_Character_BP_Boss_Easy_Ragnarok_C) CONTENT: Beta Manticore Trophy(/Game/ScorchedEarth/Structures/TrophyHeads/Manticore_Trophy/PrimalItemTrophy_Manticore_Beta.Default__PrimalItemTrophy_Manticore_Beta_C) CONTENT: Alpha Manticore Trophy(/Game/ScorchedEarth/Structures/TrophyHeads/Manticore_Trophy/PrimalItemTrophy_Manticore_Alpha.Default__PrimalItemTrophy_Manticore_Alpha_C) CONTENT: Element(/Game/Mods/Ragnarok/Custom_Assets/Bosses/DinoDropInventoryComponent_BossManticore_Hard_Ragnarok.Default__DinoDropInventoryComponent_BossManticore_Hard_Ragnarok_C) CONTENT: Trophy(/Game/Mods/Ragnarok/Custom_Assets/Bosses/DinoDropInventoryComponent_BossManticore_Hard_Ragnarok.Default__DinoDropInventoryComponent_BossManticore_Hard_Ragnarok_C) CONTENT: Trophy(/Game/Mods/Ragnarok/Custom_Assets/Bosses/DinoDropInventoryComponent_BossManticore_Hard_Ragnarok.Default__DinoDropInventoryComponent_BossManticore_Hard_Ragnarok_C) CONTENT: Manticore (Alpha)(/Engine/Transient.REINST_Manticore_Character_BP_Hard_Ragnarok_C_0) CONTENT: Manticore (Alpha)(/Engine/Transient.Default__REINST_Manticore_Character_BP_Hard_Ragnarok_C_33830) CONTENT: Manticore (Alpha)(/Engine/Transient.REINST_Manticore_Character_BP_Hard_Ragnarok_C_1) CONTENT: Element(/Game/Mods/Ragnarok/Custom_Assets/Bosses/DinoDropInventoryComponent_BossDragon_Hard_Ragnarok.Default__DinoDropInventoryComponent_BossDragon_Hard_Ragnarok_C) CONTENT: Trophy(/Game/Mods/Ragnarok/Custom_Assets/Bosses/DinoDropInventoryComponent_BossDragon_Hard_Ragnarok.Default__DinoDropInventoryComponent_BossDragon_Hard_Ragnarok_C) CONTENT: Trophy(/Game/Mods/Ragnarok/Custom_Assets/Bosses/DinoDropInventoryComponent_BossDragon_Hard_Ragnarok.Default__DinoDropInventoryComponent_BossDragon_Hard_Ragnarok_C) CONTENT: Dragon (Alpha)(/Engine/Transient.REINST_Dragon_Character_BP_Boss_Hard_Ragnarok_C_0) CONTENT: Dragon (Alpha)(/Engine/Transient.Default__REINST_Dragon_Character_BP_Boss_Hard_Ragnarok_C_33845) CONTENT: Dragon (Alpha)(/Engine/Transient.REINST_Dragon_Character_BP_Boss_Hard_Ragnarok_C_1) CONTENT: Manticore (Alpha)(/Engine/Transient.Default__REINST_Manticore_Character_BP_Hard_Ragnarok_C_33856) CONTENT: Manticore (Alpha)(/Game/Mods/Ragnarok/Custom_Assets/Bosses/Manticore_Character_BP_Hard_Ragnarok.Default__Manticore_Character_BP_Hard_Ragnarok_C) CONTENT: Dragon (Alpha)(/Engine/Transient.Default__REINST_Dragon_Character_BP_Boss_Hard_Ragnarok_C_33864) CONTENT: Dragon (Alpha)(/Game/Mods/Ragnarok/Custom_Assets/Bosses/Dragon_Character_BP_Boss_Hard_Ragnarok.Default__Dragon_Character_BP_Boss_Hard_Ragnarok_C) CONTENT: Element(/Game/Mods/Ragnarok/Custom_Assets/Bosses/DinoDropInventoryComponent_BossManticore_Medium_Ragnarok.Default__DinoDropInventoryComponent_BossManticore_Medium_Ragnarok_C) CONTENT: Trophy(/Game/Mods/Ragnarok/Custom_Assets/Bosses/DinoDropInventoryComponent_BossManticore_Medium_Ragnarok.Default__DinoDropInventoryComponent_BossManticore_Medium_Ragnarok_C) CONTENT: Trophy(/Game/Mods/Ragnarok/Custom_Assets/Bosses/DinoDropInventoryComponent_BossManticore_Medium_Ragnarok.Default__DinoDropInventoryComponent_BossManticore_Medium_Ragnarok_C) CONTENT: Manticore (Beta)(/Engine/Transient.REINST_Manticore_Character_BP_Medium_Ragnarok_C_0) CONTENT: Manticore (Beta)(/Engine/Transient.Default__REINST_Manticore_Character_BP_Medium_Ragnarok_C_33877) CONTENT: Manticore (Beta)(/Engine/Transient.REINST_Manticore_Character_BP_Medium_Ragnarok_C_1) CONTENT: Element(/Game/Mods/Ragnarok/Custom_Assets/Bosses/DinoDropInventoryComponent_BossDragon_Medium_Ragnarok.Default__DinoDropInventoryComponent_BossDragon_Medium_Ragnarok_C) CONTENT: Trophy(/Game/Mods/Ragnarok/Custom_Assets/Bosses/DinoDropInventoryComponent_BossDragon_Medium_Ragnarok.Default__DinoDropInventoryComponent_BossDragon_Medium_Ragnarok_C) CONTENT: Trophy(/Game/Mods/Ragnarok/Custom_Assets/Bosses/DinoDropInventoryComponent_BossDragon_Medium_Ragnarok.Default__DinoDropInventoryComponent_BossDragon_Medium_Ragnarok_C) CONTENT: Dragon (Beta)(/Engine/Transient.REINST_Dragon_Character_BP_Boss_Medium_Ragnarok_C_0) CONTENT: Dragon (Beta)(/Engine/Transient.Default__REINST_Dragon_Character_BP_Boss_Medium_Ragnarok_C_33892) CONTENT: Dragon (Beta)(/Engine/Transient.REINST_Dragon_Character_BP_Boss_Medium_Ragnarok_C_1) CONTENT: Manticore (Beta)(/Engine/Transient.Default__REINST_Manticore_Character_BP_Medium_Ragnarok_C_33903) CONTENT: Manticore (Beta)(/Game/Mods/Ragnarok/Custom_Assets/Bosses/Manticore_Character_BP_Medium_Ragnarok.Default__Manticore_Character_BP_Medium_Ragnarok_C) CONTENT: Dragon (Beta)(/Engine/Transient.Default__REINST_Dragon_Character_BP_Boss_Medium_Ragnarok_C_33911) CONTENT: Dragon (Beta)(/Game/Mods/Ragnarok/Custom_Assets/Bosses/Dragon_Character_BP_Boss_Medium_Ragnarok.Default__Dragon_Character_BP_Boss_Medium_Ragnarok_C) CONTENT: Generate Ragnarok (Easy) Portal(/Game/Mods/Ragnarok/Custom_Assets/Bosses/PrimalItem_BossTribute_Ragnarok.Default__PrimalItem_BossTribute_Ragnarok_C) CONTENT: Use this to generate a portal to Ragnarok's Guardians.(/Game/Mods/Ragnarok/Custom_Assets/Bosses/PrimalItem_BossTribute_Ragnarok.Default__PrimalItem_BossTribute_Ragnarok_C) CONTENT: Generate Ragnarok (Hard) Portal(/Game/Mods/Ragnarok/Custom_Assets/Bosses/PrimalItem_BossTribute_Ragnarok_Hard.Default__PrimalItem_BossTribute_Ragnarok_Hard_C) CONTENT: Use this to generate a portal to Ragnarok's Guardians. (Hard)(/Game/Mods/Ragnarok/Custom_Assets/Bosses/PrimalItem_BossTribute_Ragnarok_Hard.Default__PrimalItem_BossTribute_Ragnarok_Hard_C) CONTENT: Generate Ragnarok (Medium) Portal(/Game/Mods/Ragnarok/Custom_Assets/Bosses/PrimalItem_BossTribute_Ragnarok_Medium.Default__PrimalItem_BossTribute_Ragnarok_Medium_C) CONTENT: Use this to generate a portal to Ragnarok's Guardians. (Medium)(/Game/Mods/Ragnarok/Custom_Assets/Bosses/PrimalItem_BossTribute_Ragnarok_Medium.Default__PrimalItem_BossTribute_Ragnarok_Medium_C) LITERAL: Ragnarok(/Game/Mods/Ragnarok/Ragnarok.Ragnarok:PersistentLevel.Ragnarok.EventGraph.K2Node_CallFunction_80975) LITERAL: VolcanoInterval(/Game/Mods/Ragnarok/Ragnarok.Ragnarok:PersistentLevel.Ragnarok.EventGraph.K2Node_CallFunction_80975) LITERAL: Ragnarok(/Game/Mods/Ragnarok/Ragnarok.Ragnarok:PersistentLevel.Ragnarok.EventGraph.K2Node_CallFunction_43012) LITERAL: EnableVolcano(/Game/Mods/Ragnarok/Ragnarok.Ragnarok:PersistentLevel.Ragnarok.EventGraph.K2Node_CallFunction_43012) CONTENT: ?????(/Game/Mods/Ragnarok/Ragnarok.Ragnarok:PersistentLevel.BossBiomeZoneVolume) CONTENT: Jungle 1 (Recommended)(/Game/Mods/Ragnarok/Ragnarok.Ragnarok:PersistentLevel.PrimalWorldSettings) CONTENT: Jungle 2 (Recommended)(/Game/Mods/Ragnarok/Ragnarok.Ragnarok:PersistentLevel.PrimalWorldSettings) CONTENT: Jungle 3 (Recommended)(/Game/Mods/Ragnarok/Ragnarok.Ragnarok:PersistentLevel.PrimalWorldSettings) CONTENT: Viking Bay 1 (Recommended)(/Game/Mods/Ragnarok/Ragnarok.Ragnarok:PersistentLevel.PrimalWorldSettings) CONTENT: Viking Bay 2 (Recommended)(/Game/Mods/Ragnarok/Ragnarok.Ragnarok:PersistentLevel.PrimalWorldSettings) CONTENT: Viking Bay 3 (Recommended)(/Game/Mods/Ragnarok/Ragnarok.Ragnarok:PersistentLevel.PrimalWorldSettings) CONTENT: Highlands N(/Game/Mods/Ragnarok/Ragnarok.Ragnarok:PersistentLevel.PrimalWorldSettings) CONTENT: Highlands NE(/Game/Mods/Ragnarok/Ragnarok.Ragnarok:PersistentLevel.PrimalWorldSettings) CONTENT: Highlands E(/Game/Mods/Ragnarok/Ragnarok.Ragnarok:PersistentLevel.PrimalWorldSettings) CONTENT: SW 1(/Game/Mods/Ragnarok/Ragnarok.Ragnarok:PersistentLevel.PrimalWorldSettings) CONTENT: SW 2(/Game/Mods/Ragnarok/Ragnarok.Ragnarok:PersistentLevel.PrimalWorldSettings) CONTENT: SW 3(/Game/Mods/Ragnarok/Ragnarok.Ragnarok:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Mods/Ragnarok/Ragnarok.Ragnarok:PersistentLevel.PrimalWorldSettings) CONTENT: Ragnarok(/Game/Mods/Ragnarok/Ragnarok.Ragnarok:PersistentLevel.PrimalWorldSettings) CONTENT: Oil Vein (/Game/ScorchedEarth/Structures/OilPump/OilVein_2_BP.Default__OilVein_2_BP_C) CONTENT: Ake Ridge(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneHVT_10) CONTENT: Twoshuk Bluff(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneHVT_15) CONTENT: Balder's Pass(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneHVT_16) CONTENT: Whisker's Flats(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneHVT_2) CONTENT: Titans Rise(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneHVT_24) CONTENT: The Forbidden Grotto(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneHVT_3) CONTENT: Upper Dagmar Lake(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneHVT_4) CONTENT: Erlend Rocks(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneHVT_5) CONTENT: Barnji Plateau(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneHVT_6) CONTENT: Kamaka Ice Lake(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneHVT_7) CONTENT: Ruins of Etain(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneLVT) CONTENT: Egil Throughway(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneLVT_1) CONTENT: The Ancients Tears(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneLVT_10) CONTENT: Vegurs Chasm(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneLVT_11) CONTENT: The Dark Waters(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneLVT_15) CONTENT: Swamp of the Damned(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneLVT_16) CONTENT: The Slopes(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneLVT_17) CONTENT: Wedlock Peak(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneLVT_2) CONTENT: Reta Forest(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneLVT_20) CONTENT: Lowlands(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneLVT_21) CONTENT: The Ivory Crag(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneLVT_22) CONTENT: Swamp(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneLVT_23) CONTENT: Swamp(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneLVT_24) CONTENT: The Old River(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneLVT_3) CONTENT: Hidana(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneLVT_65) CONTENT: Waterwall of the Ancients(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneLVT_8) CONTENT: Waterwall of the Ancients(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneLVT_9) CONTENT: Thea Cliffs(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneMVT_10) CONTENT: Snow Forest(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneMVT_102) CONTENT: Sands of Change(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneMVT_106) CONTENT: Twoshuk Forest(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneMVT_11) CONTENT: Light Redwoods(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneMVT_110) CONTENT: Castle of the Swamp(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneMVT_12) CONTENT: Ingrids Pass(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneMVT_124) CONTENT: Redwoods(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneMVT_126) CONTENT: Ivan's boats for less(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneMVT_127) CONTENT: Vali Ridge(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneMVT_13) CONTENT: Vali's Earthfall(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneMVT_14) CONTENT: JackKnife Glacier(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneMVT_15) CONTENT: Hibbert's Summit(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneMVT_17) CONTENT: Cold Eye Ridge(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneMVT_18) CONTENT: Mejo Plains(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneMVT_19) CONTENT: The Dead Bluffs(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneMVT_20) CONTENT: Edric Rapids(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneMVT_21) CONTENT: Mithrim's Fall(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneMVT_22) CONTENT: Heru ur Rise(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneMVT_23) CONTENT: Casun Islets(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneMVT_24) CONTENT: Jinx Point(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneMVT_25) CONTENT: Snow Forest(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneMVT_27) CONTENT: Oscari Pass(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneMVT_3) CONTENT: Wyvern Forests(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneMVT_35) CONTENT: Oluf Jungle(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneMVT_4) CONTENT: Strip of the Bold(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneMVT_40) CONTENT: Causeway of the Ancients(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneMVT_43) CONTENT: Lower Highlands(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneMVT_46) CONTENT: Elysian Flow(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneMVT_48) CONTENT: Upper Highlands(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneMVT_49) CONTENT: Viking Bay(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneMVT_5) CONTENT: Elysian Fields(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneMVT_50) CONTENT: Meshky's Homestead(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneMVT_53) CONTENT: Highlands Lookout(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneMVT_54) CONTENT: Highlands(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneMVT_58) CONTENT: Freyja Plains(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneMVT_6) CONTENT: Katan Falls(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneMVT_60) CONTENT: Highlands(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneMVT_63) CONTENT: Nataziel Spires(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneMVT_64) CONTENT: Highlands(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneMVT_66) CONTENT: Knuffel Lake(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneMVT_67) CONTENT: Snow Forest(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneMVT_68) CONTENT: Pelagornis Bay(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneMVT_7) CONTENT: Snow Forest(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneMVT_70) CONTENT: Redwoods(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneMVT_72) CONTENT: Perch of the Adventurer(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneMVT_73) CONTENT: Western Highlands(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneMVT_83) CONTENT: SnowCherub Lake(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneMVT_89) CONTENT: Redwoods(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneMVT_90) CONTENT: Redwoods(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneMVT_91) CONTENT: Snow Peak(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneMVT_95) CONTENT: Snow Forest(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneMVT_97) CONTENT: Timpanogos(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneSE_4) CONTENT: Hidden Springs(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneSE_5) CONTENT: Forbidden Valley(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneSE_6) CONTENT: Pepper's Reef(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneSE_8) CONTENT: SW(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneSWIslands_14) CONTENT: SW(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneSWIslands_18) CONTENT: SW(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneSWIslands_7) CONTENT: Rashaka Savanna(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneVolume_0) CONTENT: SW Tropics(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneVolume_1) CONTENT: Highlands(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneVolume_10) CONTENT: The Deep Woods(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneVolume_100) CONTENT: Redwoods(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneVolume_101) CONTENT: Redwoods(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneVolume_102) CONTENT: Glass Lake(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneVolume_103) CONTENT: The Deep Woods(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneVolume_104) CONTENT: Glass Lake(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneVolume_105) CONTENT: Redwoods(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneVolume_107) CONTENT: Redwoods(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneVolume_108) CONTENT: SW(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneVolume_109) CONTENT: Spear of the Gods(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneVolume_11) CONTENT: Hidden Cavern(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneVolume_12) CONTENT: Forbidden Valley(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneVolume_124) CONTENT: SW(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneVolume_13) CONTENT: Pelagornis Bay(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneVolume_14) CONTENT: Raven's Peak(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneVolume_141) CONTENT: Maple Roost(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneVolume_147) CONTENT: B?i L?ng Cavern(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneVolume_148) CONTENT: Upper Pelagornis Bay(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneVolume_15) CONTENT: Lair of The Mask(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneVolume_154) CONTENT: Underwater(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneVolume_156) CONTENT: Underwater(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneVolume_157) CONTENT: Underwater(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneVolume_158) CONTENT: Monkeyheim?(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneVolume_159) CONTENT: Highlands(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneVolume_16) CONTENT: Underwater(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneVolume_160) CONTENT: Underwater(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneVolume_161) CONTENT: Underwater(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneVolume_162) CONTENT: Underwater(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneVolume_163) CONTENT: Lake Voges(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneVolume_166) CONTENT: Underwater(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneVolume_167) CONTENT: Taosst Creek(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneVolume_168) CONTENT: Underwater(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneVolume_169) CONTENT: SW(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneVolume_17) CONTENT: Underwater(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneVolume_170) CONTENT: Underwater(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneVolume_171) CONTENT: Underwater(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneVolume_172) CONTENT: Underwater(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneVolume_173) CONTENT: The Tyrannogon(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneVolume_174) CONTENT: Donovan Bridge(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneVolume_175) CONTENT: Underwater(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneVolume_176) CONTENT: Dawson's Bridge(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneVolume_177) CONTENT: Underwater(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneVolume_178) CONTENT: Underwater(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneVolume_179) CONTENT: Redwoods(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneVolume_18) CONTENT: Underwater(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneVolume_180) CONTENT: Underwater(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneVolume_181) CONTENT: Ebling plateaus(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneVolume_182) CONTENT: Underwater(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneVolume_183) CONTENT: Underwater(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneVolume_184) CONTENT: Underwater(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneVolume_185) CONTENT: Underwater(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneVolume_186) CONTENT: Underwater(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneVolume_187) CONTENT: Underwater(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneVolume_188) CONTENT: Underwater(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneVolume_189) CONTENT: Snow Peak(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneVolume_19) CONTENT: Underwater(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneVolume_190) CONTENT: Underwater(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneVolume_191) CONTENT: Underwater(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneVolume_192) CONTENT: Underwater(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneVolume_193) CONTENT: Underwater(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneVolume_194) CONTENT: Underwater(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneVolume_195) CONTENT: Underwater(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneVolume_196) CONTENT: Underwater(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneVolume_197) CONTENT: Underwater(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneVolume_198) CONTENT: Underwater(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneVolume_199) CONTENT: WhiteDove Falls(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneVolume_2) CONTENT: Jarl River(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneVolume_20) CONTENT: The Tunnels(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneVolume_21) CONTENT: Olga Beach(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneVolume_22) CONTENT: Lower Craigs(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneVolume_23) CONTENT: Bay of Hope(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneVolume_24) CONTENT: Honor Ridge(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneVolume_25) CONTENT: Ice Queen Nest(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneVolume_250) CONTENT: Snow Forest(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneVolume_26) CONTENT: Snow Forest(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneVolume_27) CONTENT: Cliffs of Past(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneVolume_28) CONTENT: Ice Queen Labyrinth(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneVolume_29) CONTENT: The Passages(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneVolume_3) CONTENT: Redwoods(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneVolume_30) CONTENT: Highland Sands(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneVolume_31) CONTENT: Snow(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneVolume_32) CONTENT: MurderSnow(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneVolume_33) CONTENT: Asgeir Waters(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneVolume_34) CONTENT: Asgeir Waters(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneVolume_35) CONTENT: Snow Forest(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneVolume_36) CONTENT: Slosher Slope(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneVolume_37) CONTENT: Slope of the Gods(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneVolume_38) CONTENT: Fifer Plateaus(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneVolume_39) CONTENT: Ice Queen Nest(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneVolume_4) CONTENT: Redwoods(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneVolume_40) CONTENT: Snow Forest(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneVolume_41) CONTENT: Upper Hidana(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneVolume_42) CONTENT: Highlands(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneVolume_43) CONTENT: SW(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneVolume_44) CONTENT: Snow Forest(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneVolume_45) CONTENT: Snow Peak(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneVolume_46) CONTENT: Snow Peak(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneVolume_47) CONTENT: Snow Forest(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneVolume_48) CONTENT: Snow Forest(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneVolume_49) CONTENT: SW(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneVolume_5) CONTENT: Redwoods(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneVolume_50) CONTENT: SW(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneVolume_51) CONTENT: SW(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneVolume_52) CONTENT: The Burning Mists(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneVolume_53) CONTENT: Snow Forest(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneVolume_54) CONTENT: Ice Lake(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneVolume_55) CONTENT: SW(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneVolume_56) CONTENT: Snow Forest(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneVolume_58) CONTENT: Northern Swamp(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneVolume_59) CONTENT: Highlands(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneVolume_6) CONTENT: SW(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneVolume_60) CONTENT: Little Snow Top(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneVolume_62) CONTENT: Little Snow Top(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneVolume_63) CONTENT: The Sacred Bluff(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneVolume_64) CONTENT: The Ivory Crag(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneVolume_65) CONTENT: Thunder Peak(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneVolume_66) CONTENT: SW(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneVolume_67) CONTENT: Snow Forest(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneVolume_68) CONTENT: Snow Forest(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneVolume_69) CONTENT: Dag Rock Valley(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneVolume_7) CONTENT: Snow Forest(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneVolume_70) CONTENT: Deathsands(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneVolume_71) CONTENT: SW(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneVolume_75) CONTENT: Ice Lake(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneVolume_76) CONTENT: SW(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneVolume_77) CONTENT: Southern Flats(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneVolume_78) CONTENT: Redwoods(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneVolume_8) CONTENT: SW(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneVolume_80) CONTENT: SW(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneVolume_81) CONTENT: Highlands Bay(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneVolume_83) CONTENT: Coastal Redwoods(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneVolume_85) CONTENT: Coastal Redwoods(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneVolume_86) CONTENT: Joannas Inlet(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneVolume_88) CONTENT: Costal Rise(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneVolume_89) CONTENT: Scotland(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneVolume_9) CONTENT: Crumbling Slopes(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneVolume_90) CONTENT: Redwoods(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneVolume_91) CONTENT: Joannas Inlet(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneVolume_92) CONTENT: The Greater Cliffs(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneVolume_93) CONTENT: The Greater Cliffs(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneVolume_94) CONTENT: The Greater Cliffs(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneVolume_95) CONTENT: Redwoods(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneVolume_96) CONTENT: The Source(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneVolume_97) CONTENT: The Deep Woods(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneVolume_98) CONTENT: Lower Redwoods(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.BiomeZoneVolume_99) CONTENT: Frozen Falls Pass(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.FrozenFallsPassBiome) CONTENT: Glacier Hall(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.GlacierHallBiome) CONTENT: Murder Murder Snow(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.MurderMurderTemp) CONTENT: Redwoods(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.RWC_Biome) CONTENT: Zelus Reef(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.UWBiome_28) CONTENT: The Pit of Dreen(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.UWBiome_45) CONTENT: Underwater(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.UWBiome_67) CONTENT: Underwater(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.UWBiome_68) CONTENT: Underwater(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.UWBiome_69) CONTENT: Underwater(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.UWBiome_70) CONTENT: Underwater(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.UWBiome_71) CONTENT: Underwater(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.UWBiome_72) CONTENT: Underwater(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.UWBiome_73) CONTENT: Wilderness(/Game/Mods/Ragnarok/Ragnarok_Biomes.Ragnarok_Biomes:PersistentLevel.PrimalWorldSettings) LITERAL: Boss Timer(/Game/Mods/Ragnarok/Custom_Assets/Bosses/LifeLabyrinth/LL_Manager/LL_BossManager.LL_BossManager:EventGraph.K2Node_CallFunction_96279) LITERAL: Boss Timer(/Game/Mods/Ragnarok/Custom_Assets/Bosses/LifeLabyrinth/LL_Manager/LL_BossManager.LL_BossManager:EventGraph.K2Node_CallFunction_101315) LITERAL: Dungeon Cooldown(/Game/Mods/Ragnarok/Custom_Assets/Bosses/LifeLabyrinth/LL_Manager/LL_BossManager.LL_BossManager:EventGraph.K2Node_CallFunction_124614) LITERAL: Boss Timer(/Game/Mods/Ragnarok/Custom_Assets/Bosses/LifeLabyrinth/LL_Manager/LL_BossManager.LL_BossManager:EventGraph.K2Node_CallFunction_165455) LITERAL: CheckPlayersStillInArena(/Game/Mods/Ragnarok/Custom_Assets/Bosses/LifeLabyrinth/LL_Manager/LL_BossManager.LL_BossManager:EventGraph.K2Node_CallFunction_154356) LITERAL: CheckPlayersStillInArena(/Game/Mods/Ragnarok/Custom_Assets/Bosses/LifeLabyrinth/LL_Manager/LL_BossManager.LL_BossManager:EventGraph.K2Node_CallFunction_168979) LITERAL: found...(/Game/Mods/Ragnarok/Custom_Assets/Bosses/LifeLabyrinth/LL_Manager/LL_BossManager.LL_BossManager:Announce Players.K2Node_CallFunction_201106) LITERAL: Calculating Number of Challengers(/Game/Mods/Ragnarok/Custom_Assets/Bosses/LifeLabyrinth/LL_Manager/LL_BossManager.LL_BossManager:Check Arena for Players.K2Node_CallFunction_104488) LITERAL: The spirits have calmed.(/Game/Mods/Ragnarok/Custom_Assets/Bosses/LifeLabyrinth/LL_Manager/LL_BossManager.LL_BossManager:Completed Message.K2Node_CallFunction_150244) LITERAL: Reset Trap(/Game/Mods/Ragnarok/Custom_Assets/Trap/New_Traps/Drop_Trap.Drop_Trap:EventGraph.K2Node_CallFunction_74308) CONTENT: No Ground or Snap Point(/Engine/Transient.REINST_Button_Test_C_0) CONTENT: Can't Place on Floor(/Engine/Transient.REINST_Button_Test_C_0) CONTENT: Is Obstructed(/Engine/Transient.REINST_Button_Test_C_0) CONTENT: You need a water vein(/Engine/Transient.REINST_Button_Test_C_0) CONTENT: Button(/Engine/Transient.REINST_Button_Test_C_0) LITERAL: Press Button(/Game/Mods/Ragnarok/Custom_Assets/Trap/Trap_Switches/Button_Test.Button_Test:BPGetMultiUseEntries.K2Node_MakeStruct_6) CONTENT: No Ground or Snap Point(/Engine/Transient.Default__REINST_Button_Test_C_34048) CONTENT: Can't Place on Floor(/Engine/Transient.Default__REINST_Button_Test_C_34048) CONTENT: Is Obstructed(/Engine/Transient.Default__REINST_Button_Test_C_34048) CONTENT: You need a water vein(/Engine/Transient.Default__REINST_Button_Test_C_34048) CONTENT: Button(/Engine/Transient.Default__REINST_Button_Test_C_34048) CONTENT: No Ground or Snap Point(/Engine/Transient.REINST_Button_Test_C_1) CONTENT: Can't Place on Floor(/Engine/Transient.REINST_Button_Test_C_1) CONTENT: Is Obstructed(/Engine/Transient.REINST_Button_Test_C_1) CONTENT: You need a water vein(/Engine/Transient.REINST_Button_Test_C_1) CONTENT: Button(/Engine/Transient.REINST_Button_Test_C_1) CONTENT: No Ground or Snap Point(/Engine/Transient.Default__REINST_Button_Test_C_34059) CONTENT: Can't Place on Floor(/Engine/Transient.Default__REINST_Button_Test_C_34059) CONTENT: Is Obstructed(/Engine/Transient.Default__REINST_Button_Test_C_34059) CONTENT: You need a water vein(/Engine/Transient.Default__REINST_Button_Test_C_34059) CONTENT: Button(/Engine/Transient.Default__REINST_Button_Test_C_34059) CONTENT: No Ground or Snap Point(/Game/Mods/Ragnarok/Custom_Assets/Trap/Trap_Switches/Button_Test.Default__Button_Test_C) CONTENT: Can't Place on Floor(/Game/Mods/Ragnarok/Custom_Assets/Trap/Trap_Switches/Button_Test.Default__Button_Test_C) CONTENT: Is Obstructed(/Game/Mods/Ragnarok/Custom_Assets/Trap/Trap_Switches/Button_Test.Default__Button_Test_C) CONTENT: You need a water vein(/Game/Mods/Ragnarok/Custom_Assets/Trap/Trap_Switches/Button_Test.Default__Button_Test_C) CONTENT: Button(/Game/Mods/Ragnarok/Custom_Assets/Trap/Trap_Switches/Button_Test.Default__Button_Test_C) LITERAL: Door Sound Master(/Game/Mods/Ragnarok/Custom_Assets/Trap/Multi_Switch_Door/MB_Door.MB_Door:EventGraph.K2Node_CallFunction_23311) CONTENT: No Ground or Snap Point(/Engine/Transient.REINST_MB_Button_C_0) CONTENT: Can't Place on Floor(/Engine/Transient.REINST_MB_Button_C_0) CONTENT: Is Obstructed(/Engine/Transient.REINST_MB_Button_C_0) CONTENT: You need a water vein(/Engine/Transient.REINST_MB_Button_C_0) CONTENT: Button(/Engine/Transient.REINST_MB_Button_C_0) LITERAL: Press Button(/Game/Mods/Ragnarok/Custom_Assets/Trap/Multi_Switch_Door/MB_Button.MB_Button:BPGetMultiUseEntries.K2Node_MakeStruct_6) CONTENT: No Ground or Snap Point(/Engine/Transient.Default__REINST_MB_Button_C_34081) CONTENT: Can't Place on Floor(/Engine/Transient.Default__REINST_MB_Button_C_34081) CONTENT: Is Obstructed(/Engine/Transient.Default__REINST_MB_Button_C_34081) CONTENT: You need a water vein(/Engine/Transient.Default__REINST_MB_Button_C_34081) CONTENT: Button(/Engine/Transient.Default__REINST_MB_Button_C_34081) CONTENT: No Ground or Snap Point(/Engine/Transient.REINST_MB_Button_C_1) CONTENT: Can't Place on Floor(/Engine/Transient.REINST_MB_Button_C_1) CONTENT: Is Obstructed(/Engine/Transient.REINST_MB_Button_C_1) CONTENT: You need a water vein(/Engine/Transient.REINST_MB_Button_C_1) CONTENT: Button(/Engine/Transient.REINST_MB_Button_C_1) CONTENT: No Ground or Snap Point(/Engine/Transient.Default__REINST_MB_Button_C_34085) CONTENT: Can't Place on Floor(/Engine/Transient.Default__REINST_MB_Button_C_34085) CONTENT: Is Obstructed(/Engine/Transient.Default__REINST_MB_Button_C_34085) CONTENT: You need a water vein(/Engine/Transient.Default__REINST_MB_Button_C_34085) CONTENT: Button(/Engine/Transient.Default__REINST_MB_Button_C_34085) CONTENT: No Ground or Snap Point(/Game/Mods/Ragnarok/Custom_Assets/Trap/Multi_Switch_Door/MB_Button.Default__MB_Button_C) CONTENT: Can't Place on Floor(/Game/Mods/Ragnarok/Custom_Assets/Trap/Multi_Switch_Door/MB_Button.Default__MB_Button_C) CONTENT: Is Obstructed(/Game/Mods/Ragnarok/Custom_Assets/Trap/Multi_Switch_Door/MB_Button.Default__MB_Button_C) CONTENT: You need a water vein(/Game/Mods/Ragnarok/Custom_Assets/Trap/Multi_Switch_Door/MB_Button.Default__MB_Button_C) CONTENT: Button(/Game/Mods/Ragnarok/Custom_Assets/Trap/Multi_Switch_Door/MB_Button.Default__MB_Button_C) CONTENT: Stick(/Game/Mods/Ragnarok/Ragnarok_Landscape_sharedassets/Stick_Pickup_Component.Default__Stick_Pickup_Component_C) CONTENT: Take [Wood](/Game/Mods/Ragnarok/Ragnarok_Landscape_sharedassets/Stick_Pickup_Component.Default__Stick_Pickup_Component_C) CONTENT: Boas (1-2)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesCave5_Tough.Default__DinoSpawnEntriesCave5_Tough_C) CONTENT: Arthro (1-2)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesCave5_Tough.Default__DinoSpawnEntriesCave5_Tough_C) CONTENT: Spiders (1-3)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesCave5_Tough.Default__DinoSpawnEntriesCave5_Tough_C) CONTENT: Scorpions (1-2)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesCave5_Tough.Default__DinoSpawnEntriesCave5_Tough_C) CONTENT: Bats (1-2)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesCave5_Tough.Default__DinoSpawnEntriesCave5_Tough_C) CONTENT: Beetle (1)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesCave5_Tough.Default__DinoSpawnEntriesCave5_Tough_C) CONTENT: Wilderness(/Game/Mods/Ragnarok/Ragnarok_E5_LifeLabyrinth_Dungeon_2.Ragnarok_E5_LifeLabyrinth_Dungeon_2:PersistentLevel.PrimalWorldSettings) CONTENT: G(/Game/Mods/Ragnarok/Ragnarok_E5_LifeLabyrinth_Dungeon.Ragnarok_E5_LifeLabyrinth_Dungeon:PersistentLevel.Text_Actor_C_0) CONTENT: E(/Game/Mods/Ragnarok/Ragnarok_E5_LifeLabyrinth_Dungeon.Ragnarok_E5_LifeLabyrinth_Dungeon:PersistentLevel.Text_Actor_C_1) CONTENT: K(/Game/Mods/Ragnarok/Ragnarok_E5_LifeLabyrinth_Dungeon.Ragnarok_E5_LifeLabyrinth_Dungeon:PersistentLevel.Text_Actor_C_10) CONTENT: H(/Game/Mods/Ragnarok/Ragnarok_E5_LifeLabyrinth_Dungeon.Ragnarok_E5_LifeLabyrinth_Dungeon:PersistentLevel.Text_Actor_C_11) CONTENT: F(/Game/Mods/Ragnarok/Ragnarok_E5_LifeLabyrinth_Dungeon.Ragnarok_E5_LifeLabyrinth_Dungeon:PersistentLevel.Text_Actor_C_12) CONTENT: P(/Game/Mods/Ragnarok/Ragnarok_E5_LifeLabyrinth_Dungeon.Ragnarok_E5_LifeLabyrinth_Dungeon:PersistentLevel.Text_Actor_C_13) CONTENT: A(/Game/Mods/Ragnarok/Ragnarok_E5_LifeLabyrinth_Dungeon.Ragnarok_E5_LifeLabyrinth_Dungeon:PersistentLevel.Text_Actor_C_14) CONTENT: ,(/Game/Mods/Ragnarok/Ragnarok_E5_LifeLabyrinth_Dungeon.Ragnarok_E5_LifeLabyrinth_Dungeon:PersistentLevel.Text_Actor_C_15) CONTENT: B(/Game/Mods/Ragnarok/Ragnarok_E5_LifeLabyrinth_Dungeon.Ragnarok_E5_LifeLabyrinth_Dungeon:PersistentLevel.Text_Actor_C_16) CONTENT: O(/Game/Mods/Ragnarok/Ragnarok_E5_LifeLabyrinth_Dungeon.Ragnarok_E5_LifeLabyrinth_Dungeon:PersistentLevel.Text_Actor_C_17) CONTENT: ,(/Game/Mods/Ragnarok/Ragnarok_E5_LifeLabyrinth_Dungeon.Ragnarok_E5_LifeLabyrinth_Dungeon:PersistentLevel.Text_Actor_C_18) CONTENT: T(/Game/Mods/Ragnarok/Ragnarok_E5_LifeLabyrinth_Dungeon.Ragnarok_E5_LifeLabyrinth_Dungeon:PersistentLevel.Text_Actor_C_19) CONTENT: I(/Game/Mods/Ragnarok/Ragnarok_E5_LifeLabyrinth_Dungeon.Ragnarok_E5_LifeLabyrinth_Dungeon:PersistentLevel.Text_Actor_C_2) CONTENT: U(/Game/Mods/Ragnarok/Ragnarok_E5_LifeLabyrinth_Dungeon.Ragnarok_E5_LifeLabyrinth_Dungeon:PersistentLevel.Text_Actor_C_20) CONTENT: ,(/Game/Mods/Ragnarok/Ragnarok_E5_LifeLabyrinth_Dungeon.Ragnarok_E5_LifeLabyrinth_Dungeon:PersistentLevel.Text_Actor_C_3) CONTENT: ,(/Game/Mods/Ragnarok/Ragnarok_E5_LifeLabyrinth_Dungeon.Ragnarok_E5_LifeLabyrinth_Dungeon:PersistentLevel.Text_Actor_C_34) CONTENT: E(/Game/Mods/Ragnarok/Ragnarok_E5_LifeLabyrinth_Dungeon.Ragnarok_E5_LifeLabyrinth_Dungeon:PersistentLevel.Text_Actor_C_4) CONTENT: We crucify ourselves between two thieves(/Game/Mods/Ragnarok/Ragnarok_E5_LifeLabyrinth_Dungeon.Ragnarok_E5_LifeLabyrinth_Dungeon:PersistentLevel.Text_Actor_C_40) CONTENT: Darkness cannot drive out darkness;(/Game/Mods/Ragnarok/Ragnarok_E5_LifeLabyrinth_Dungeon.Ragnarok_E5_LifeLabyrinth_Dungeon:PersistentLevel.Text_Actor_C_41) CONTENT: only light can do that(/Game/Mods/Ragnarok/Ragnarok_E5_LifeLabyrinth_Dungeon.Ragnarok_E5_LifeLabyrinth_Dungeon:PersistentLevel.Text_Actor_C_42) CONTENT: If you go too fast you might not notice everything.(/Game/Mods/Ragnarok/Ragnarok_E5_LifeLabyrinth_Dungeon.Ragnarok_E5_LifeLabyrinth_Dungeon:PersistentLevel.Text_Actor_C_43) CONTENT: To sacrifice little, is to gain little(/Game/Mods/Ragnarok/Ragnarok_E5_LifeLabyrinth_Dungeon.Ragnarok_E5_LifeLabyrinth_Dungeon:PersistentLevel.Text_Actor_C_44) CONTENT: One door closes, another one opens(/Game/Mods/Ragnarok/Ragnarok_E5_LifeLabyrinth_Dungeon.Ragnarok_E5_LifeLabyrinth_Dungeon:PersistentLevel.Text_Actor_C_45) CONTENT: ourselves(/Game/Mods/Ragnarok/Ragnarok_E5_LifeLabyrinth_Dungeon.Ragnarok_E5_LifeLabyrinth_Dungeon:PersistentLevel.Text_Actor_C_46) CONTENT: To sacrifice one's self; that is the ultimate sacrifice(/Game/Mods/Ragnarok/Ragnarok_E5_LifeLabyrinth_Dungeon.Ragnarok_E5_LifeLabyrinth_Dungeon:PersistentLevel.Text_Actor_C_47) CONTENT: Do we begin to understand (/Game/Mods/Ragnarok/Ragnarok_E5_LifeLabyrinth_Dungeon.Ragnarok_E5_LifeLabyrinth_Dungeon:PersistentLevel.Text_Actor_C_48) CONTENT: Not until we are lost(/Game/Mods/Ragnarok/Ragnarok_E5_LifeLabyrinth_Dungeon.Ragnarok_E5_LifeLabyrinth_Dungeon:PersistentLevel.Text_Actor_C_49) CONTENT: ,(/Game/Mods/Ragnarok/Ragnarok_E5_LifeLabyrinth_Dungeon.Ragnarok_E5_LifeLabyrinth_Dungeon:PersistentLevel.Text_Actor_C_5) CONTENT: The only way to get rid of temptation is to yield to it(/Game/Mods/Ragnarok/Ragnarok_E5_LifeLabyrinth_Dungeon.Ragnarok_E5_LifeLabyrinth_Dungeon:PersistentLevel.Text_Actor_C_50) CONTENT: Drowning men will cling to wisps of straw(/Game/Mods/Ragnarok/Ragnarok_E5_LifeLabyrinth_Dungeon.Ragnarok_E5_LifeLabyrinth_Dungeon:PersistentLevel.Text_Actor_C_51) CONTENT: Pride goeth before the fall(/Game/Mods/Ragnarok/Ragnarok_E5_LifeLabyrinth_Dungeon.Ragnarok_E5_LifeLabyrinth_Dungeon:PersistentLevel.Text_Actor_C_52) CONTENT: To Perceive is to suffer(/Game/Mods/Ragnarok/Ragnarok_E5_LifeLabyrinth_Dungeon.Ragnarok_E5_LifeLabyrinth_Dungeon:PersistentLevel.Text_Actor_C_53) CONTENT: and fear of the future(/Game/Mods/Ragnarok/Ragnarok_E5_LifeLabyrinth_Dungeon.Ragnarok_E5_LifeLabyrinth_Dungeon:PersistentLevel.Text_Actor_C_54) CONTENT: Regret for the past(/Game/Mods/Ragnarok/Ragnarok_E5_LifeLabyrinth_Dungeon.Ragnarok_E5_LifeLabyrinth_Dungeon:PersistentLevel.Text_Actor_C_55) CONTENT: L(/Game/Mods/Ragnarok/Ragnarok_E5_LifeLabyrinth_Dungeon.Ragnarok_E5_LifeLabyrinth_Dungeon:PersistentLevel.Text_Actor_C_56) CONTENT: S(/Game/Mods/Ragnarok/Ragnarok_E5_LifeLabyrinth_Dungeon.Ragnarok_E5_LifeLabyrinth_Dungeon:PersistentLevel.Text_Actor_C_6) CONTENT: O(/Game/Mods/Ragnarok/Ragnarok_E5_LifeLabyrinth_Dungeon.Ragnarok_E5_LifeLabyrinth_Dungeon:PersistentLevel.Text_Actor_C_7) CONTENT: R(/Game/Mods/Ragnarok/Ragnarok_E5_LifeLabyrinth_Dungeon.Ragnarok_E5_LifeLabyrinth_Dungeon:PersistentLevel.Text_Actor_C_8) CONTENT: A(/Game/Mods/Ragnarok/Ragnarok_E5_LifeLabyrinth_Dungeon.Ragnarok_E5_LifeLabyrinth_Dungeon:PersistentLevel.Text_Actor_C_9) CONTENT: Wilderness(/Game/Mods/Ragnarok/Ragnarok_E5_LifeLabyrinth_Dungeon.Ragnarok_E5_LifeLabyrinth_Dungeon:PersistentLevel.PrimalWorldSettings) CONTENT: IceWall(/Game/Mods/Ragnarok/Custom_Assets/JacksonL/IcewallHarvestComponent_Jackson.Default__IcewallHarvestComponent_Jackson_C) CONTENT: Harvest [Stone](/Game/Mods/Ragnarok/Custom_Assets/JacksonL/IcewallHarvestComponent_Jackson.Default__IcewallHarvestComponent_Jackson_C) CONTENT: Bears(/Game/Mods/Ragnarok/Custom_Assets/Spawners/DinoSpawnEntries_Ragnarok_Bear.Default__DinoSpawnEntries_Ragnarok_Bear_C) CONTENT: Iceworm Male(/Game/Mods/Ragnarok/Custom_Assets/Spawners/DinoSpawnEntries_Ragnarok_Iceworm.Default__DinoSpawnEntries_Ragnarok_Iceworm_C) CONTENT: Cave Armor - Tier 1(/Game/ScorchedEarth/CoreBlueprints/ItemLootSets/LootItemSet_CaveDrop_T1_Armor_ScorchedEarth.Default__LootItemSet_CaveDrop_T1_Armor_ScorchedEarth_C) CONTENT: Clothing(/Game/ScorchedEarth/CoreBlueprints/ItemLootSets/LootItemSet_CaveDrop_T1_Armor_ScorchedEarth.Default__LootItemSet_CaveDrop_T1_Armor_ScorchedEarth_C) CONTENT: Cave Saddles - Tier 1(/Game/ScorchedEarth/CoreBlueprints/ItemLootSets/LootItemSet_CaveDrop_T1_Saddles_ScorchedEarth.Default__LootItemSet_CaveDrop_T1_Saddles_ScorchedEarth_C) CONTENT: Saddles(/Game/ScorchedEarth/CoreBlueprints/ItemLootSets/LootItemSet_CaveDrop_T1_Saddles_ScorchedEarth.Default__LootItemSet_CaveDrop_T1_Saddles_ScorchedEarth_C) CONTENT: Cave Weapons - T1(/Game/ScorchedEarth/CoreBlueprints/ItemLootSets/LootItemSet_CaveDrop_T1_Weapons_ScorchedEarth.Default__LootItemSet_CaveDrop_T1_Weapons_ScorchedEarth_C) CONTENT: Weapons(/Game/ScorchedEarth/CoreBlueprints/ItemLootSets/LootItemSet_CaveDrop_T1_Weapons_ScorchedEarth.Default__LootItemSet_CaveDrop_T1_Weapons_ScorchedEarth_C) CONTENT: Cave Saddles - Tier 2(/Game/ScorchedEarth/CoreBlueprints/ItemLootSets/LootItemSet_CaveDrop_T2_Saddles_ScorchedEarth.Default__LootItemSet_CaveDrop_T2_Saddles_ScorchedEarth_C) CONTENT: Saddles(/Game/ScorchedEarth/CoreBlueprints/ItemLootSets/LootItemSet_CaveDrop_T2_Saddles_ScorchedEarth.Default__LootItemSet_CaveDrop_T2_Saddles_ScorchedEarth_C) CONTENT: Cave Weapons - T2(/Game/ScorchedEarth/CoreBlueprints/ItemLootSets/LootItemSet_CaveDrop_T2_Weapons_ScorchedEarth.Default__LootItemSet_CaveDrop_T2_Weapons_ScorchedEarth_C) CONTENT: Weapons(/Game/ScorchedEarth/CoreBlueprints/ItemLootSets/LootItemSet_CaveDrop_T2_Weapons_ScorchedEarth.Default__LootItemSet_CaveDrop_T2_Weapons_ScorchedEarth_C) CONTENT: Ammo(/Game/ScorchedEarth/CoreBlueprints/ItemLootSets/LootItemSet_CaveDrop_T2_Weapons_ScorchedEarth.Default__LootItemSet_CaveDrop_T2_Weapons_ScorchedEarth_C) CONTENT: Cave Saddles - Tier 3(/Game/ScorchedEarth/CoreBlueprints/ItemLootSets/LootItemSet_CaveDrop_T3_Saddles_ScorchedEarth.Default__LootItemSet_CaveDrop_T3_Saddles_ScorchedEarth_C) CONTENT: Saddles(/Game/ScorchedEarth/CoreBlueprints/ItemLootSets/LootItemSet_CaveDrop_T3_Saddles_ScorchedEarth.Default__LootItemSet_CaveDrop_T3_Saddles_ScorchedEarth_C) CONTENT: Cave Weapons - T3(/Game/ScorchedEarth/CoreBlueprints/ItemLootSets/LootItemSet_CaveDrop_T3_Weapons_ScorchedEarth.Default__LootItemSet_CaveDrop_T3_Weapons_ScorchedEarth_C) CONTENT: Weapons(/Game/ScorchedEarth/CoreBlueprints/ItemLootSets/LootItemSet_CaveDrop_T3_Weapons_ScorchedEarth.Default__LootItemSet_CaveDrop_T3_Weapons_ScorchedEarth_C) CONTENT: Ammo(/Game/ScorchedEarth/CoreBlueprints/ItemLootSets/LootItemSet_CaveDrop_T3_Weapons_ScorchedEarth.Default__LootItemSet_CaveDrop_T3_Weapons_ScorchedEarth_C) CONTENT: T1 Armor(/Engine/Transient.REINST_SupplyCrate_Cave_QualityTier3_ScorchedEarth_C_0) CONTENT: T1 Saddles(/Engine/Transient.REINST_SupplyCrate_Cave_QualityTier3_ScorchedEarth_C_0) CONTENT: T1 Weapons(/Engine/Transient.REINST_SupplyCrate_Cave_QualityTier3_ScorchedEarth_C_0) CONTENT: T2 Saddles(/Engine/Transient.REINST_SupplyCrate_Cave_QualityTier3_ScorchedEarth_C_0) CONTENT: T2 Weapons(/Engine/Transient.REINST_SupplyCrate_Cave_QualityTier3_ScorchedEarth_C_0) CONTENT: T3 Saddles(/Engine/Transient.REINST_SupplyCrate_Cave_QualityTier3_ScorchedEarth_C_0) CONTENT: T3 Weapons(/Engine/Transient.REINST_SupplyCrate_Cave_QualityTier3_ScorchedEarth_C_0) CONTENT: T1 Armor(/Engine/Transient.Default__REINST_SupplyCrate_Cave_QualityTier3_ScorchedEarth_C_34182) CONTENT: T1 Saddles(/Engine/Transient.Default__REINST_SupplyCrate_Cave_QualityTier3_ScorchedEarth_C_34182) CONTENT: T1 Weapons(/Engine/Transient.Default__REINST_SupplyCrate_Cave_QualityTier3_ScorchedEarth_C_34182) CONTENT: T2 Saddles(/Engine/Transient.Default__REINST_SupplyCrate_Cave_QualityTier3_ScorchedEarth_C_34182) CONTENT: T2 Weapons(/Engine/Transient.Default__REINST_SupplyCrate_Cave_QualityTier3_ScorchedEarth_C_34182) CONTENT: T3 Saddles(/Engine/Transient.Default__REINST_SupplyCrate_Cave_QualityTier3_ScorchedEarth_C_34182) CONTENT: T3 Weapons(/Engine/Transient.Default__REINST_SupplyCrate_Cave_QualityTier3_ScorchedEarth_C_34182) CONTENT: T1 Armor(/Engine/Transient.REINST_SupplyCrate_Cave_QualityTier3_ScorchedEarth_C_1) CONTENT: T1 Saddles(/Engine/Transient.REINST_SupplyCrate_Cave_QualityTier3_ScorchedEarth_C_1) CONTENT: T1 Weapons(/Engine/Transient.REINST_SupplyCrate_Cave_QualityTier3_ScorchedEarth_C_1) CONTENT: T2 Saddles(/Engine/Transient.REINST_SupplyCrate_Cave_QualityTier3_ScorchedEarth_C_1) CONTENT: T2 Weapons(/Engine/Transient.REINST_SupplyCrate_Cave_QualityTier3_ScorchedEarth_C_1) CONTENT: T3 Saddles(/Engine/Transient.REINST_SupplyCrate_Cave_QualityTier3_ScorchedEarth_C_1) CONTENT: T3 Weapons(/Engine/Transient.REINST_SupplyCrate_Cave_QualityTier3_ScorchedEarth_C_1) CONTENT: T1 Armor(/Engine/Transient.Default__REINST_SupplyCrate_Cave_QualityTier3_ScorchedEarth_C_34186) CONTENT: T1 Saddles(/Engine/Transient.Default__REINST_SupplyCrate_Cave_QualityTier3_ScorchedEarth_C_34186) CONTENT: T1 Weapons(/Engine/Transient.Default__REINST_SupplyCrate_Cave_QualityTier3_ScorchedEarth_C_34186) CONTENT: T2 Saddles(/Engine/Transient.Default__REINST_SupplyCrate_Cave_QualityTier3_ScorchedEarth_C_34186) CONTENT: T2 Weapons(/Engine/Transient.Default__REINST_SupplyCrate_Cave_QualityTier3_ScorchedEarth_C_34186) CONTENT: T3 Saddles(/Engine/Transient.Default__REINST_SupplyCrate_Cave_QualityTier3_ScorchedEarth_C_34186) CONTENT: T3 Weapons(/Engine/Transient.Default__REINST_SupplyCrate_Cave_QualityTier3_ScorchedEarth_C_34186) CONTENT: T1 Armor(/Game/ScorchedEarth/CoreBlueprints/ItemLootSets/SupplyCrates/SupplyCrate_Cave_QualityTier3_ScorchedEarth.Default__SupplyCrate_Cave_QualityTier3_ScorchedEarth_C) CONTENT: T1 Saddles(/Game/ScorchedEarth/CoreBlueprints/ItemLootSets/SupplyCrates/SupplyCrate_Cave_QualityTier3_ScorchedEarth.Default__SupplyCrate_Cave_QualityTier3_ScorchedEarth_C) CONTENT: T1 Weapons(/Game/ScorchedEarth/CoreBlueprints/ItemLootSets/SupplyCrates/SupplyCrate_Cave_QualityTier3_ScorchedEarth.Default__SupplyCrate_Cave_QualityTier3_ScorchedEarth_C) CONTENT: T2 Saddles(/Game/ScorchedEarth/CoreBlueprints/ItemLootSets/SupplyCrates/SupplyCrate_Cave_QualityTier3_ScorchedEarth.Default__SupplyCrate_Cave_QualityTier3_ScorchedEarth_C) CONTENT: T2 Weapons(/Game/ScorchedEarth/CoreBlueprints/ItemLootSets/SupplyCrates/SupplyCrate_Cave_QualityTier3_ScorchedEarth.Default__SupplyCrate_Cave_QualityTier3_ScorchedEarth_C) CONTENT: T3 Saddles(/Game/ScorchedEarth/CoreBlueprints/ItemLootSets/SupplyCrates/SupplyCrate_Cave_QualityTier3_ScorchedEarth.Default__SupplyCrate_Cave_QualityTier3_ScorchedEarth_C) CONTENT: T3 Weapons(/Game/ScorchedEarth/CoreBlueprints/ItemLootSets/SupplyCrates/SupplyCrate_Cave_QualityTier3_ScorchedEarth.Default__SupplyCrate_Cave_QualityTier3_ScorchedEarth_C) LITERAL: Boss is currently engaged.(/Game/Mods/Ragnarok/Ragnarok_GlacierDungeon.Ragnarok_GlacierDungeon:PersistentLevel.Ragnarok_GlacierDungeon.EventGraph.K2Node_VariableSet_22033) LITERAL: Boss is available(/Game/Mods/Ragnarok/Ragnarok_GlacierDungeon.Ragnarok_GlacierDungeon:PersistentLevel.Ragnarok_GlacierDungeon.EventGraph.K2Node_VariableSet_22034) LITERAL: NEW ArenaCooldown(/Game/Mods/Ragnarok/Ragnarok_GlacierDungeon.Ragnarok_GlacierDungeon:PersistentLevel.Ragnarok_GlacierDungeon.EventGraph.K2Node_CallFunction_41553) LITERAL: NEW ArenaCooldown(/Game/Mods/Ragnarok/Ragnarok_GlacierDungeon.Ragnarok_GlacierDungeon:PersistentLevel.Ragnarok_GlacierDungeon.EventGraph.K2Node_CallFunction_43139) LITERAL: Boss is on Cooldown for (/Game/Mods/Ragnarok/Ragnarok_GlacierDungeon.Ragnarok_GlacierDungeon:PersistentLevel.Ragnarok_GlacierDungeon.EventGraph.K2Node_CallFunction_44054) LITERAL: Minutes(/Game/Mods/Ragnarok/Ragnarok_GlacierDungeon.Ragnarok_GlacierDungeon:PersistentLevel.Ragnarok_GlacierDungeon.EventGraph.K2Node_CallFunction_43884) LITERAL: senses something below the ice..(/Game/Mods/Ragnarok/Ragnarok_GlacierDungeon.Ragnarok_GlacierDungeon:PersistentLevel.Ragnarok_GlacierDungeon.Notify Players of Arena.K2Node_CallFunction_199749) LITERAL: Calculating Number of Challengers(/Game/Mods/Ragnarok/Ragnarok_GlacierDungeon.Ragnarok_GlacierDungeon:PersistentLevel.Ragnarok_GlacierDungeon.Check Arena for Players.K2Node_CallFunction_150244) LITERAL: found... The Queen is coming!(/Game/Mods/Ragnarok/Ragnarok_GlacierDungeon.Ragnarok_GlacierDungeon:PersistentLevel.Ragnarok_GlacierDungeon.Spawn Boss Based On Player Count.K2Node_CallFunction_201106) LITERAL: Boss is Fighting(/Game/Mods/Ragnarok/Ragnarok_GlacierDungeon.Ragnarok_GlacierDungeon:PersistentLevel.Ragnarok_GlacierDungeon.Spawn Boss Based On Player Count.K2Node_CallFunction_179097) LITERAL: Boss Is Fighting(/Game/Mods/Ragnarok/Ragnarok_GlacierDungeon.Ragnarok_GlacierDungeon:PersistentLevel.Ragnarok_GlacierDungeon.Force End encounter if Boss is not already dead.K2Node_CallFunction_182277) LITERAL: Boss Is Fighting(/Game/Mods/Ragnarok/Ragnarok_GlacierDungeon.Ragnarok_GlacierDungeon:PersistentLevel.Ragnarok_GlacierDungeon.Boss is Fighting.K2Node_CallFunction_90258) LITERAL: Boss Is Fighting(/Game/Mods/Ragnarok/Ragnarok_GlacierDungeon.Ragnarok_GlacierDungeon:PersistentLevel.Ragnarok_GlacierDungeon.Boss is Fighting.K2Node_CallFunction_182277) CONTENT: Wilderness(/Game/Mods/Ragnarok/Ragnarok_GlacierDungeon.Ragnarok_GlacierDungeon:PersistentLevel.PrimalWorldSettings) CONTENT: ACHIEVEMENT_33(/Engine/Transient.REINST_BossArenaManager_TwoBosses_SpiderGorilla_C_0) CONTENT: Element(/Game/PrimalEarth/CoreBlueprints/Inventories/DinoDropInventoryComponent_BossGorilla_TheCenter.Default__DinoDropInventoryComponent_BossGorilla_TheCenter_C) CONTENT: Megapithecus (Gamma)(/Engine/Transient.REINST_Gorilla_Character_BP_TheCenter_C_0) CONTENT: Megapithecus (Gamma)(/Engine/Transient.Default__REINST_Gorilla_Character_BP_TheCenter_C_34234) CONTENT: Megapithecus (Gamma)(/Engine/Transient.REINST_Gorilla_Character_BP_TheCenter_C_1) CONTENT: Element(/Game/PrimalEarth/CoreBlueprints/Inventories/DinoDropInventoryComponent_BossSpider_TheCenter.Default__DinoDropInventoryComponent_BossSpider_TheCenter_C) CONTENT: Broodmother Lysrix (Gamma)(/Engine/Transient.REINST_SpiderL_Character_BP_TheCenter_C_0) CONTENT: Broodmother Lysrix (Gamma)(/Engine/Transient.Default__REINST_SpiderL_Character_BP_TheCenter_C_34257) CONTENT: Broodmother Lysrix (Gamma)(/Engine/Transient.REINST_SpiderL_Character_BP_TheCenter_C_1) CONTENT: ACHIEVEMENT_33(/Engine/Transient.Default__REINST_BossArenaManager_TwoBosses_SpiderGorilla_C_34264) CONTENT: ACHIEVEMENT_33(/Engine/Transient.REINST_BossArenaManager_TwoBosses_SpiderGorilla_C_1) CONTENT: Megapithecus (Gamma)(/Engine/Transient.Default__REINST_Gorilla_Character_BP_TheCenter_C_34272) CONTENT: Megapithecus (Gamma)(/Game/PrimalEarth/Dinos/Gorilla/Gorilla_Character_BP_TheCenter.Default__Gorilla_Character_BP_TheCenter_C) CONTENT: Broodmother Lysrix (Gamma)(/Engine/Transient.Default__REINST_SpiderL_Character_BP_TheCenter_C_34284) CONTENT: Broodmother Lysrix (Gamma)(/Game/PrimalEarth/Dinos/Spider-Large/SpiderL_Character_BP_TheCenter.Default__SpiderL_Character_BP_TheCenter_C) CONTENT: ACHIEVEMENT_33(/Engine/Transient.Default__REINST_BossArenaManager_TwoBosses_SpiderGorilla_C_34288) CONTENT: ACHIEVEMENT_33(/Game/PrimalEarth/CoreBlueprints/BossTribute/BossArenaManager_TwoBosses_SpiderGorilla.Default__BossArenaManager_TwoBosses_SpiderGorilla_C) CONTENT: ACHIEVEMENT_33(/Engine/Transient.REINST_BossArenaManager_TwoBosses_SpiderGorillaHard_C_0) CONTENT: Element(/Game/PrimalEarth/CoreBlueprints/Inventories/DinoDropInventoryComponent_BossGorilla_TheCenter_Hard.Default__DinoDropInventoryComponent_BossGorilla_TheCenter_Hard_C) CONTENT: Megapithecus (Alpha)(/Engine/Transient.REINST_Gorilla_Character_BP_TheCenter_Hard_C_0) CONTENT: Megapithecus (Alpha)(/Engine/Transient.Default__REINST_Gorilla_Character_BP_TheCenter_Hard_C_34296) CONTENT: Megapithecus (Alpha)(/Engine/Transient.REINST_Gorilla_Character_BP_TheCenter_Hard_C_1) CONTENT: Element(/Game/PrimalEarth/CoreBlueprints/Inventories/DinoDropInventoryComponent_BossSpider_TheCenter_Hard.Default__DinoDropInventoryComponent_BossSpider_TheCenter_Hard_C) CONTENT: ACHIEVEMENT_33(/Engine/Transient.Default__REINST_BossArenaManager_TwoBosses_SpiderGorillaHard_C_34318) CONTENT: ACHIEVEMENT_33(/Engine/Transient.REINST_BossArenaManager_TwoBosses_SpiderGorillaHard_C_1) CONTENT: Megapithecus (Alpha)(/Engine/Transient.Default__REINST_Gorilla_Character_BP_TheCenter_Hard_C_34322) CONTENT: Megapithecus (Alpha)(/Game/PrimalEarth/Dinos/Gorilla/Gorilla_Character_BP_TheCenter_Hard.Default__Gorilla_Character_BP_TheCenter_Hard_C) CONTENT: ACHIEVEMENT_33(/Engine/Transient.Default__REINST_BossArenaManager_TwoBosses_SpiderGorillaHard_C_34334) CONTENT: ACHIEVEMENT_33(/Game/PrimalEarth/CoreBlueprints/BossTribute/BossArenaManager_TwoBosses_SpiderGorillaHard.Default__BossArenaManager_TwoBosses_SpiderGorillaHard_C) CONTENT: ACHIEVEMENT_33(/Engine/Transient.REINST_BossArenaManager_TwoBosses_SpiderGorillaMedium_C_0) CONTENT: Element(/Game/PrimalEarth/CoreBlueprints/Inventories/DinoDropInventoryComponent_BossGorilla_TheCenter_Medium.Default__DinoDropInventoryComponent_BossGorilla_TheCenter_Medium_C) CONTENT: Megapithecus (Beta)(/Engine/Transient.REINST_Gorilla_Character_BP_TheCenter_Medium_C_0) CONTENT: Megapithecus (Beta)(/Engine/Transient.Default__REINST_Gorilla_Character_BP_TheCenter_Medium_C_34342) CONTENT: Megapithecus (Beta)(/Engine/Transient.REINST_Gorilla_Character_BP_TheCenter_Medium_C_1) CONTENT: Element(/Game/PrimalEarth/CoreBlueprints/Inventories/DinoDropInventoryComponent_BossSpider_TheCenter_Medium.Default__DinoDropInventoryComponent_BossSpider_TheCenter_Medium_C) CONTENT: ACHIEVEMENT_33(/Engine/Transient.Default__REINST_BossArenaManager_TwoBosses_SpiderGorillaMedium_C_34364) CONTENT: ACHIEVEMENT_33(/Engine/Transient.REINST_BossArenaManager_TwoBosses_SpiderGorillaMedium_C_1) CONTENT: Megapithecus (Beta)(/Engine/Transient.Default__REINST_Gorilla_Character_BP_TheCenter_Medium_C_34368) CONTENT: Megapithecus (Beta)(/Game/PrimalEarth/Dinos/Gorilla/Gorilla_Character_BP_TheCenter_Medium.Default__Gorilla_Character_BP_TheCenter_Medium_C) CONTENT: ACHIEVEMENT_33(/Engine/Transient.Default__REINST_BossArenaManager_TwoBosses_SpiderGorillaMedium_C_34380) CONTENT: ACHIEVEMENT_33(/Game/PrimalEarth/CoreBlueprints/BossTribute/BossArenaManager_TwoBosses_SpiderGorillaMedium.Default__BossArenaManager_TwoBosses_SpiderGorillaMedium_C) CONTENT: You've been rewarded!(/Game/PrimalEarth/CoreBlueprints/BossTribute/LootGiver.Default__LootGiver_C) CONTENT: Generate Center (Easy) Portal(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Cloth/PrimalItem_BossTribute_TheCenter.Default__PrimalItem_BossTribute_TheCenter_C) CONTENT: Use this to generate a portal to The Center's Guardians.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Cloth/PrimalItem_BossTribute_TheCenter.Default__PrimalItem_BossTribute_TheCenter_C) CONTENT: Generate Center (Hard) Portal(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Cloth/PrimalItem_BossTribute_TheCenter_Hard.Default__PrimalItem_BossTribute_TheCenter_Hard_C) CONTENT: Use this to generate a portal to The Center's Guardians. (Hard)(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Cloth/PrimalItem_BossTribute_TheCenter_Hard.Default__PrimalItem_BossTribute_TheCenter_Hard_C) CONTENT: Generate Center (Medium) Portal(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Cloth/PrimalItem_BossTribute_TheCenter_Medium.Default__PrimalItem_BossTribute_TheCenter_Medium_C) CONTENT: Use this to generate a portal to The Center's Guardians. (Medium)(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Cloth/PrimalItem_BossTribute_TheCenter_Medium.Default__PrimalItem_BossTribute_TheCenter_Medium_C) CONTENT: You've been rewarded!(/Game/Mods/TheCenter/TheCenter.TheCenter:PersistentLevel.LootGiver_C_2) CONTENT: Underwater(/Game/Mods/TheCenter/TheCenter.TheCenter:PersistentLevel.BiomeZoneVolume14) CONTENT: Underwater(/Game/Mods/TheCenter/TheCenter.TheCenter:PersistentLevel.BiomeZoneVolume48) CONTENT: Underwater(/Game/Mods/TheCenter/TheCenter.TheCenter:PersistentLevel.BiomeZoneVolume49) CONTENT: Underwater(/Game/Mods/TheCenter/TheCenter.TheCenter:PersistentLevel.BiomeZoneVolume50) CONTENT: Underwater(/Game/Mods/TheCenter/TheCenter.TheCenter:PersistentLevel.BiomeZoneVolume51) CONTENT: Underwater(/Game/Mods/TheCenter/TheCenter.TheCenter:PersistentLevel.BiomeZoneVolume52) CONTENT: Underwater(/Game/Mods/TheCenter/TheCenter.TheCenter:PersistentLevel.BiomeZoneVolume93) CONTENT: Underwater(/Game/Mods/TheCenter/TheCenter.TheCenter:PersistentLevel.BiomeZoneVolume94) CONTENT: Lava Oasis Cave(/Game/Mods/TheCenter/TheCenter.TheCenter:PersistentLevel.BiomeZoneVolume_0) CONTENT: Snowy Mountain(/Game/Mods/TheCenter/TheCenter.TheCenter:PersistentLevel.BiomeZoneVolume_1) CONTENT: ??????(/Game/Mods/TheCenter/TheCenter.TheCenter:PersistentLevel.BossBiome) CONTENT: Snowy Mountain(/Game/Mods/TheCenter/TheCenter.TheCenter:PersistentLevel.SnowTestPostProcess_1) CONTENT: Tropical Island South (Easy)(/Game/Mods/TheCenter/TheCenter.TheCenter:PersistentLevel.PrimalWorldSettings) CONTENT: Tropical Island North (Easy)(/Game/Mods/TheCenter/TheCenter.TheCenter:PersistentLevel.PrimalWorldSettings) CONTENT: Jungles North (Medium)(/Game/Mods/TheCenter/TheCenter.TheCenter:PersistentLevel.PrimalWorldSettings) CONTENT: Jungles Mid (Medium)(/Game/Mods/TheCenter/TheCenter.TheCenter:PersistentLevel.PrimalWorldSettings) CONTENT: Jungles South (Medium)(/Game/Mods/TheCenter/TheCenter.TheCenter:PersistentLevel.PrimalWorldSettings) CONTENT: Redwood Forests West (Medium)(/Game/Mods/TheCenter/TheCenter.TheCenter:PersistentLevel.PrimalWorldSettings) CONTENT: Redwood Forests East (Medium)(/Game/Mods/TheCenter/TheCenter.TheCenter:PersistentLevel.PrimalWorldSettings) CONTENT: Snow South (Hard)(/Game/Mods/TheCenter/TheCenter.TheCenter:PersistentLevel.PrimalWorldSettings) CONTENT: Snow North (Hard)(/Game/Mods/TheCenter/TheCenter.TheCenter:PersistentLevel.PrimalWorldSettings) CONTENT: Lava Island (Hard)(/Game/Mods/TheCenter/TheCenter.TheCenter:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Mods/TheCenter/TheCenter.TheCenter:PersistentLevel.PrimalWorldSettings) CONTENT: DeepOcean(/Game/Mods/TheCenter/TheCenter_Biomes.TheCenter_Biomes:PersistentLevel.BiomeZoneVolume15) CONTENT: Underworld Ocean(/Game/Mods/TheCenter/TheCenter_Biomes.TheCenter_Biomes:PersistentLevel.BiomeZoneVolume46) CONTENT: Ocean Under Center(/Game/Mods/TheCenter/TheCenter_Biomes.TheCenter_Biomes:PersistentLevel.BiomeZoneVolume47) CONTENT: Lava Biome(/Game/Mods/TheCenter/TheCenter_Biomes.TheCenter_Biomes:PersistentLevel.BiomeZoneVolume_1) CONTENT: Jungle South(/Game/Mods/TheCenter/TheCenter_Biomes.TheCenter_Biomes:PersistentLevel.BiomeZoneVolume_10) CONTENT: Jungle Mid Beach(/Game/Mods/TheCenter/TheCenter_Biomes.TheCenter_Biomes:PersistentLevel.BiomeZoneVolume_11) CONTENT: The Center(/Game/Mods/TheCenter/TheCenter_Biomes.TheCenter_Biomes:PersistentLevel.BiomeZoneVolume_12) CONTENT: Skull Island(/Game/Mods/TheCenter/TheCenter_Biomes.TheCenter_Biomes:PersistentLevel.BiomeZoneVolume_14) CONTENT: Jungle South Beach(/Game/Mods/TheCenter/TheCenter_Biomes.TheCenter_Biomes:PersistentLevel.BiomeZoneVolume_15) CONTENT: Jungle Mid(/Game/Mods/TheCenter/TheCenter_Biomes.TheCenter_Biomes:PersistentLevel.BiomeZoneVolume_16) CONTENT: Jungle North(/Game/Mods/TheCenter/TheCenter_Biomes.TheCenter_Biomes:PersistentLevel.BiomeZoneVolume_17) CONTENT: Jungle North Beach(/Game/Mods/TheCenter/TheCenter_Biomes.TheCenter_Biomes:PersistentLevel.BiomeZoneVolume_18) CONTENT: Redwood Biome(/Game/Mods/TheCenter/TheCenter_Biomes.TheCenter_Biomes:PersistentLevel.BiomeZoneVolume_19) CONTENT: Tropical Island South(/Game/Mods/TheCenter/TheCenter_Biomes.TheCenter_Biomes:PersistentLevel.BiomeZoneVolume_21) CONTENT: Underwater(/Game/Mods/TheCenter/TheCenter_Biomes.TheCenter_Biomes:PersistentLevel.BiomeZoneVolume_22) CONTENT: Underwater(/Game/Mods/TheCenter/TheCenter_Biomes.TheCenter_Biomes:PersistentLevel.BiomeZoneVolume_23) CONTENT: Underwater(/Game/Mods/TheCenter/TheCenter_Biomes.TheCenter_Biomes:PersistentLevel.BiomeZoneVolume_24) CONTENT: Tropical Island North(/Game/Mods/TheCenter/TheCenter_Biomes.TheCenter_Biomes:PersistentLevel.BiomeZoneVolume_25) CONTENT: Underwater(/Game/Mods/TheCenter/TheCenter_Biomes.TheCenter_Biomes:PersistentLevel.BiomeZoneVolume_26) CONTENT: Underwater(/Game/Mods/TheCenter/TheCenter_Biomes.TheCenter_Biomes:PersistentLevel.BiomeZoneVolume_27) CONTENT: Underwater(/Game/Mods/TheCenter/TheCenter_Biomes.TheCenter_Biomes:PersistentLevel.BiomeZoneVolume_3) CONTENT: Underwater(/Game/Mods/TheCenter/TheCenter_Biomes.TheCenter_Biomes:PersistentLevel.BiomeZoneVolume_30) CONTENT: Underwater(/Game/Mods/TheCenter/TheCenter_Biomes.TheCenter_Biomes:PersistentLevel.BiomeZoneVolume_32) CONTENT: Underwater(/Game/Mods/TheCenter/TheCenter_Biomes.TheCenter_Biomes:PersistentLevel.BiomeZoneVolume_33) CONTENT: Swamp(/Game/Mods/TheCenter/TheCenter_Biomes.TheCenter_Biomes:PersistentLevel.BiomeZoneVolume_5) CONTENT: Underwater(/Game/Mods/TheCenter/TheCenter_Biomes.TheCenter_Biomes:PersistentLevel.BiomeZoneVolume_6) CONTENT: LavaCave(/Game/Mods/TheCenter/TheCenter_Biomes.TheCenter_Biomes:PersistentLevel.BiomeZoneVolume_8) CONTENT: Snowy Grasslands(/Game/Mods/TheCenter/TheCenter_Biomes.TheCenter_Biomes:PersistentLevel.BiomeZoneVolume_9) CONTENT: Boss Arena(/Game/Mods/TheCenter/TheCenter_Biomes.TheCenter_Biomes:PersistentLevel.BossArenaPostProcess_11) CONTENT: Western Cliffs(/Game/Mods/TheCenter/TheCenter_Biomes.TheCenter_Biomes:PersistentLevel.EdgeofWorldLightSwitcher_11) CONTENT: Edge of World(/Game/Mods/TheCenter/TheCenter_Biomes.TheCenter_Biomes:PersistentLevel.EdgeofWorldLightSwitcher_18) CONTENT: Lava Biome High(/Game/Mods/TheCenter/TheCenter_Biomes.TheCenter_Biomes:PersistentLevel.LavaBiomeLow_2) CONTENT: Wilderness(/Game/Mods/TheCenter/TheCenter_Biomes.TheCenter_Biomes:PersistentLevel.PrimalWorldSettings) CONTENT: Element(/Game/PrimalEarth/CoreBlueprints/Inventories/DinoDropInventoryComponent_BossManticore_Easy.Default__DinoDropInventoryComponent_BossManticore_Easy_C) CONTENT: Trophy(/Game/PrimalEarth/CoreBlueprints/Inventories/DinoDropInventoryComponent_BossManticore_Easy.Default__DinoDropInventoryComponent_BossManticore_Easy_C) CONTENT: Trophy(/Game/PrimalEarth/CoreBlueprints/Inventories/DinoDropInventoryComponent_BossManticore_Easy.Default__DinoDropInventoryComponent_BossManticore_Easy_C) CONTENT: Manticore (Gamma)(/Engine/Transient.REINST_Manticore_Character_BP_Easy_C_0) CONTENT: Manticore (Gamma)(/Engine/Transient.Default__REINST_Manticore_Character_BP_Easy_C_34435) CONTENT: Manticore (Gamma)(/Engine/Transient.REINST_Manticore_Character_BP_Easy_C_1) CONTENT: Manticore (Gamma)(/Engine/Transient.Default__REINST_Manticore_Character_BP_Easy_C_34439) CONTENT: Manticore (Gamma)(/Game/ScorchedEarth/Dinos/Manticore/Manticore_Character_BP_Easy.Default__Manticore_Character_BP_Easy_C) CONTENT: Generate Scorched Earth Portal(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Cloth/PrimalItem_BossTribute_ScorchedEarth.Default__PrimalItem_BossTribute_ScorchedEarth_C) CONTENT: Use this to generate a portal to Scorched Earth's Ultimate Life Forms.(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Cloth/PrimalItem_BossTribute_ScorchedEarth.Default__PrimalItem_BossTribute_ScorchedEarth_C) CONTENT: Generate Manticore (Gamma) Portal(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Cloth/PrimalItem_BossTribute_Manticore_Easy.Default__PrimalItem_BossTribute_Manticore_Easy_C) CONTENT: Use this to generate a portal to the Manticore (Easy).(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Cloth/PrimalItem_BossTribute_Manticore_Easy.Default__PrimalItem_BossTribute_Manticore_Easy_C) CONTENT: Element(/Game/PrimalEarth/CoreBlueprints/Inventories/DinoDropInventoryComponent_BossManticore_Hard.Default__DinoDropInventoryComponent_BossManticore_Hard_C) CONTENT: Trophy(/Game/PrimalEarth/CoreBlueprints/Inventories/DinoDropInventoryComponent_BossManticore_Hard.Default__DinoDropInventoryComponent_BossManticore_Hard_C) CONTENT: Trophy(/Game/PrimalEarth/CoreBlueprints/Inventories/DinoDropInventoryComponent_BossManticore_Hard.Default__DinoDropInventoryComponent_BossManticore_Hard_C) CONTENT: Manticore (Alpha)(/Engine/Transient.REINST_Manticore_Character_BP_Hard_C_0) CONTENT: Manticore (Alpha)(/Engine/Transient.Default__REINST_Manticore_Character_BP_Hard_C_34460) CONTENT: Manticore (Alpha)(/Engine/Transient.REINST_Manticore_Character_BP_Hard_C_1) CONTENT: Manticore (Alpha)(/Engine/Transient.Default__REINST_Manticore_Character_BP_Hard_C_34464) CONTENT: Manticore (Alpha)(/Game/ScorchedEarth/Dinos/Manticore/Manticore_Character_BP_Hard.Default__Manticore_Character_BP_Hard_C) CONTENT: Generate Manticore (Alpha) Portal(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Cloth/PrimalItem_BossTribute_Manticore_Hard.Default__PrimalItem_BossTribute_Manticore_Hard_C) CONTENT: Use this to generate a portal to the Manticore (Hard).(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Cloth/PrimalItem_BossTribute_Manticore_Hard.Default__PrimalItem_BossTribute_Manticore_Hard_C) CONTENT: Element(/Game/PrimalEarth/CoreBlueprints/Inventories/DinoDropInventoryComponent_BossManticore_Medium.Default__DinoDropInventoryComponent_BossManticore_Medium_C) CONTENT: Trophy(/Game/PrimalEarth/CoreBlueprints/Inventories/DinoDropInventoryComponent_BossManticore_Medium.Default__DinoDropInventoryComponent_BossManticore_Medium_C) CONTENT: Trophy(/Game/PrimalEarth/CoreBlueprints/Inventories/DinoDropInventoryComponent_BossManticore_Medium.Default__DinoDropInventoryComponent_BossManticore_Medium_C) CONTENT: Manticore (Beta)(/Engine/Transient.REINST_Manticore_Character_BP_Medium_C_0) CONTENT: Manticore (Beta)(/Engine/Transient.Default__REINST_Manticore_Character_BP_Medium_C_34484) CONTENT: Manticore (Beta)(/Engine/Transient.REINST_Manticore_Character_BP_Medium_C_1) CONTENT: Manticore (Beta)(/Engine/Transient.Default__REINST_Manticore_Character_BP_Medium_C_34488) CONTENT: Manticore (Beta)(/Game/ScorchedEarth/Dinos/Manticore/Manticore_Character_BP_Medium.Default__Manticore_Character_BP_Medium_C) CONTENT: Generate Manticore (Beta) Portal(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Cloth/PrimalItem_BossTribute_Manticore_Medium.Default__PrimalItem_BossTribute_Manticore_Medium_C) CONTENT: Use this to generate a portal to the Manticore (Medium).(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Cloth/PrimalItem_BossTribute_Manticore_Medium.Default__PrimalItem_BossTribute_Manticore_Medium_C) CONTENT: Alpha Deathworm(/Engine/Transient.REINST_MegaDeathworm_Character_BP_C_0) CONTENT: Alpha Deathworm(/Engine/Transient.Default__REINST_MegaDeathworm_Character_BP_C_34513) CONTENT: Alpha Deathworm(/Engine/Transient.REINST_MegaDeathworm_Character_BP_C_1) CONTENT: Alpha Deathworm(/Engine/Transient.Default__REINST_MegaDeathworm_Character_BP_C_34517) CONTENT: Alpha Deathworm(/Game/ScorchedEarth/Dinos/Deathworm/MegaDeathworm_Character_BP.Default__MegaDeathworm_Character_BP_C) CONTENT: Midlands 4 (Easy)(/Game/Maps/ScorchedEarth/ScorchedEarth_P.ScorchedEarth_P:PersistentLevel.PrimalWorldSettings_0) CONTENT: Midlands 3 (Easy)(/Game/Maps/ScorchedEarth/ScorchedEarth_P.ScorchedEarth_P:PersistentLevel.PrimalWorldSettings_0) CONTENT: South 3 (Easy)(/Game/Maps/ScorchedEarth/ScorchedEarth_P.ScorchedEarth_P:PersistentLevel.PrimalWorldSettings_0) CONTENT: South 1 (Easy)(/Game/Maps/ScorchedEarth/ScorchedEarth_P.ScorchedEarth_P:PersistentLevel.PrimalWorldSettings_0) CONTENT: South 4 (Medium)(/Game/Maps/ScorchedEarth/ScorchedEarth_P.ScorchedEarth_P:PersistentLevel.PrimalWorldSettings_0) CONTENT: Midlands 2 (Medium)(/Game/Maps/ScorchedEarth/ScorchedEarth_P.ScorchedEarth_P:PersistentLevel.PrimalWorldSettings_0) CONTENT: South 2 (Medium)(/Game/Maps/ScorchedEarth/ScorchedEarth_P.ScorchedEarth_P:PersistentLevel.PrimalWorldSettings_0) CONTENT: Midlands 1 (Hard)(/Game/Maps/ScorchedEarth/ScorchedEarth_P.ScorchedEarth_P:PersistentLevel.PrimalWorldSettings_0) CONTENT: North 4 (Hard)(/Game/Maps/ScorchedEarth/ScorchedEarth_P.ScorchedEarth_P:PersistentLevel.PrimalWorldSettings_0) CONTENT: North 3 (Hard)(/Game/Maps/ScorchedEarth/ScorchedEarth_P.ScorchedEarth_P:PersistentLevel.PrimalWorldSettings_0) CONTENT: North 2 (Hard)(/Game/Maps/ScorchedEarth/ScorchedEarth_P.ScorchedEarth_P:PersistentLevel.PrimalWorldSettings_0) CONTENT: North 1 (Hard)(/Game/Maps/ScorchedEarth/ScorchedEarth_P.ScorchedEarth_P:PersistentLevel.PrimalWorldSettings_0) CONTENT: Wilderness(/Game/Maps/ScorchedEarth/ScorchedEarth_P.ScorchedEarth_P:PersistentLevel.PrimalWorldSettings_0) CONTENT: The Old Tunnels(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume1) CONTENT: Underwater(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume10) CONTENT: Underwater(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume11) CONTENT: Underwater(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume12) CONTENT: Underwater(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume13) CONTENT: Underwater(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume14) CONTENT: Underwater(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume15) CONTENT: Underwater(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume16) CONTENT: Underwater(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume17) CONTENT: Underwater(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume18) CONTENT: Underwater(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume19) CONTENT: Grave of the Tyrants(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume2) CONTENT: Underwater(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume20) CONTENT: Underwater(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume21) CONTENT: Underwater(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume22) CONTENT: Underwater(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume23) CONTENT: Underwater(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume24) CONTENT: Underwater(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume25) CONTENT: Underwater(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume26) CONTENT: Grave of the Tyrants(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume3) CONTENT: Ruins of Nosti - Deep Well(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume30) CONTENT: Grave of the Tyrants(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume4) CONTENT: Grave of the Tyrants(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume5) CONTENT: Grave of the Tyrants(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume6) CONTENT: Grave of the Tyrants(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume7) CONTENT: Grave of the Tyrants(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume9) CONTENT: Central Mountains, 85% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_0) CONTENT: Central Mountains, 85% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_1) CONTENT: Ruins of Nosti - Entrance(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_10) CONTENT: Eastern Badlands - 40% Wind(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_100) CONTENT: Northern Canyons, 65% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_101) CONTENT: The World Scar, 20% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_1013) CONTENT: The World Scar, 20% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_1014) CONTENT: Central Canyons, 65% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_102) CONTENT: Eastern Badlands - 40% Wind(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_103) CONTENT: Eastern Badlands - 40% Wind(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_104) CONTENT: Central Canyons, 65% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_105) CONTENT: Central Canyons, 65% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_106) CONTENT: Southern High Desert, 20% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_107) CONTENT: Central Canyons, 65% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_108) CONTENT: Southern High Desert, 20% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_109) CONTENT: Ruins of Nosti - Descent(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_11) CONTENT: Central Canyons, 65% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_110) CONTENT: Waterfall, 65% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_111) CONTENT: Northern East Dunes, 100% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_112) CONTENT: Waterfall, 65% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_113) CONTENT: Waterfall, 65% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_114) CONTENT: Waterfall, 65% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_115) CONTENT: Waterfall, 65% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_116) CONTENT: Waterfall, 65% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_117) CONTENT: Eastern Dunes, 100% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_1179) CONTENT: Waterfall, 65% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_118) CONTENT: Eastern Dunes, 100% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_1181) CONTENT: Eastern Dunes, 100% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_1183) CONTENT: Eastern Dunes, 100% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_1184) CONTENT: Eastern Dunes, 100% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_1185) CONTENT: Eastern Dunes, 100% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_1187) CONTENT: Eastern Dunes, 100% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_1188) CONTENT: Southern Dunes, 100% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_1189) CONTENT: The World Scar, 20% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_119) CONTENT: Southern Dunes, 100% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_1190) CONTENT: Eastern Badlands - 40% Wind(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_1193) CONTENT: Eastern Badlands - 40% Wind(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_1195) CONTENT: Eastern Badlands - 40% Wind(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_1197) CONTENT: Eastern Badlands - 40% Wind(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_1199) CONTENT: Ruins of Nosti - Old City(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_12) CONTENT: Eastern Badlands - 40% Wind(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_1201) CONTENT: Eastern Badlands - 40% Wind(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_1202) CONTENT: Northern East Badlands - 40% Wind(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_1203) CONTENT: Northern East Badlands - 40% Wind(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_1205) CONTENT: Northern East Badlands - 40% Wind(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_1207) CONTENT: Northern East Badlands - 40% Wind(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_1208) CONTENT: Southern East Canyons, 65% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_121) CONTENT: Western Mountains, 85% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_1211) CONTENT: Central Canyons, 65% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_1215) CONTENT: Southern East Canyons, 65% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_122) CONTENT: The World Scar, 20% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_123) CONTENT: Southern East Canyons, 65% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_124) CONTENT: Southern East Canyons, 65% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_1383) CONTENT: Southern East Canyons, 65% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_1384) CONTENT: Southern East Canyons, 65% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_1386) CONTENT: Eastern Low Desert, 20% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_1422) CONTENT: Eastern Low Desert, 20% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_1426) CONTENT: Eastern Low Desert, 20% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_1428) CONTENT: Southern East Low Desert, 20% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_1579) CONTENT: Northern East High Desert, 20% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_1641) CONTENT: Northern East High Desert, 20% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_1647) CONTENT: Northern Mountains, 85% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_167) CONTENT: Northern Mountains, 85% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_168) CONTENT: Northern Mountains, 85% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_169) CONTENT: Northern Mountains, 85% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_170) CONTENT: Northern Mountains, 85% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_171) CONTENT: Northern Mountains, 85% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_172) CONTENT: Southern High Desert, 20% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_1723) CONTENT: Northern Mountains, 85% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_173) CONTENT: Northern Mountains, 85% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_174) CONTENT: Southern Low Desert, 20% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_1741) CONTENT: Southern Low Desert, 20% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_1742) CONTENT: Southern Mountains, 85% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_1746) CONTENT: Northern Mountains, 85% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_175) CONTENT: Northern Mountains, 85% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_176) CONTENT: Northern Mountains, 85% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_177) CONTENT: Central Dunes, 100% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_1781) CONTENT: Southern High Desert, 20% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_179) CONTENT: Central Canyons, 65% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_180) CONTENT: Central Canyons, 65% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_181) CONTENT: Central Canyons, 65% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_182) CONTENT: Central Dunes, 100% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_183) CONTENT: Central Dunes, 100% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_184) CONTENT: Western High Desert, 20% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_185) CONTENT: Western High Desert, 20% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_187) CONTENT: Southern High Desert, 20% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_188) CONTENT: Southern West High Desert, 20% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_1884) CONTENT: Underwater(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_2) CONTENT: Northern West Mountains, 85% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_211) CONTENT: Southern High Desert, 20% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_212) CONTENT: Northern West Mountains, 85% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_213) CONTENT: Western High Desert, 20% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_214) CONTENT: Northern West Mountains, 85% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_215) CONTENT: Western High Desert, 20% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_216) CONTENT: Northern West Mountains, 85% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_217) CONTENT: Southern High Desert, 20% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_218) CONTENT: Northern West Mountains, 85% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_219) CONTENT: Western High Desert, 20% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_220) CONTENT: Northern West Mountains, 85% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_221) CONTENT: Southern High Desert, 20% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_222) CONTENT: Northern West Mountains, 85% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_223) CONTENT: Northern West Mountains, 85% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_224) CONTENT: Southern Mountains, 85% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_225) CONTENT: Western High Desert, 20% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_226) CONTENT: Central High Desert, 20% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_227) CONTENT: Western High Desert, 20% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_228) CONTENT: Central High Desert, 20% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_229) CONTENT: Southern East Badlands - 40% Wind(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_2296) CONTENT: Southern East Badlands - 40% Wind(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_2297) CONTENT: Western High Desert, 20% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_230) CONTENT: Central High Desert, 20% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_231) CONTENT: Western High Desert, 20% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_232) CONTENT: Southern East High Desert, 20% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_2323) CONTENT: Western High Desert, 20% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_234) CONTENT: Central High Desert, 20% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_235) CONTENT: Eastern Oasis, 40% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_2357) CONTENT: Eastern Oasis, 40% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_2359) CONTENT: Western High Desert, 20% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_236) CONTENT: Western High Desert, 20% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_237) CONTENT: Southern High Desert, 20% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_238) CONTENT: Southern High Desert, 20% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_239) CONTENT: Southern High Desert, 20% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_240) CONTENT: Southern Mountains, 85% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_241) CONTENT: Southern Mountains, 85% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_242) CONTENT: Southern Mountains, 85% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_243) CONTENT: Central High Desert, 20% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_245) CONTENT: Central High Desert, 20% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_246) CONTENT: Northern High Desert, 20% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_247) CONTENT: Northern High Desert, 20% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_248) CONTENT: Northern High Desert, 20% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_249) CONTENT: Northern High Desert, 20% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_250) CONTENT: Northern High Desert, 20% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_251) CONTENT: Northern High Desert, 20% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_252) CONTENT: Northern High Desert, 20% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_253) CONTENT: Eastern Oasis, 40% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_2540) CONTENT: Eastern Oasis, 40% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_2542) CONTENT: Northern High Desert, 20% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_255) CONTENT: Northern High Desert, 20% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_256) CONTENT: Northern High Desert, 20% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_257) CONTENT: Northern High Desert, 20% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_258) CONTENT: Northern High Desert, 20% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_259) CONTENT: Southern East Canyons, 65% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_26) CONTENT: Northern High Desert, 20% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_260) CONTENT: Northern West High Desert, 20% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_261) CONTENT: Northern West High Desert, 20% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_262) CONTENT: Southern East High Desert, 20% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_263) CONTENT: Southern East High Desert, 20% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_264) CONTENT: Southern East High Desert, 20% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_266) CONTENT: Eastern Low Desert, 20% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_268) CONTENT: Northern Canyons, 65% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_269) CONTENT: Eastern Low Desert, 20% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_271) CONTENT: Eastern Low Desert, 20% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_272) CONTENT: Northern Canyons, 65% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_273) CONTENT: Northern Canyons, 65% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_275) CONTENT: Southern East Mountains Summit, 85% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_276) CONTENT: Eastern Low Desert, 20% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_277) CONTENT: Eastern Low Desert, 20% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_280) CONTENT: Southern East Badlands - 40% Wind(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_2802) CONTENT: Southern East Badlands - 40% Wind(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_2804) CONTENT: Eastern Badlands - 40% Wind(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_2817) CONTENT: Eastern Badlands - 40% Wind(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_2819) CONTENT: Eastern Low Desert, 20% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_282) CONTENT: Southern East Badlands - 40% Wind(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_2824) CONTENT: Southern East Badlands - 40% Wind(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_2825) CONTENT: Southern East Badlands - 40% Wind(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_2826) CONTENT: Southern East Badlands - 40% Wind(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_2827) CONTENT: Southern East Badlands - 40% Wind(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_2828) CONTENT: Southern East Badlands - 40% Wind(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_2830) CONTENT: Eastern Low Desert, 20% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_284) CONTENT: Southern High Desert, 20% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_2842) CONTENT: Southern East Badlands - 40% Wind(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_2848) CONTENT: Eastern Low Desert, 20% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_285) CONTENT: Southern East Badlands - 40% Wind(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_2850) CONTENT: Eastern Low Desert, 20% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_286) CONTENT: Eastern Low Desert, 20% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_287) CONTENT: Southern East Badlands - 40% Wind(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_2870) CONTENT: Southern East Badlands - 40% Wind(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_2871) CONTENT: Eastern Low Desert, 20% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_288) CONTENT: Eastern Low Desert, 20% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_289) CONTENT: South East Dunes, 100% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_2897) CONTENT: South East Dunes, 100% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_2899) CONTENT: Southern East Low Desert, 20% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_290) CONTENT: Southern East Low Desert, 20% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_292) CONTENT: Southern East Low Desert, 20% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_293) CONTENT: Southern East Low Desert, 20% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_294) CONTENT: Southern East Low Desert, 20% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_295) CONTENT: Southern East Low Desert, 20% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_296) CONTENT: Southern East Low Desert, 20% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_297) CONTENT: Southern Low Desert, 20% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_299) CONTENT: Central Mountains, 85% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_3) CONTENT: Southern Low Desert, 20% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_300) CONTENT: Southern West Mountains, 85% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_301) CONTENT: Southern East Badlands - 40% Wind(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_3019) CONTENT: Southern West Mountains, 85% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_303) CONTENT: Southern West Mountains, 85% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_305) CONTENT: Southern West Mountains, 85% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_307) CONTENT: Southern West Mountains, 85% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_309) CONTENT: Southern West Mountains, 85% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_311) CONTENT: Southern West Mountains, 85% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_317) CONTENT: Southern West Mountains, 85% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_319) CONTENT: Southern West Mountains, 85% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_323) CONTENT: Southern West Mountains, 85% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_325) CONTENT: Southern West Mountains, 85% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_326) CONTENT: Southern West Mountains, 85% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_327) CONTENT: Southern West Oasis, 40% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_3273) CONTENT: Southern West Oasis, 40% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_3276) CONTENT: Southern West Oasis, 40% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_3277) CONTENT: Southern West Mountains, 85% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_328) CONTENT: Southern West Mountains, 85% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_329) CONTENT: Southern West Oasis, 40% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_3295) CONTENT: Southern West Oasis, 40% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_3296) CONTENT: Southern West Oasis, 40% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_3297) CONTENT: Southern West Oasis, 40% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_3298) CONTENT: Southern West Oasis, 40% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_3299) CONTENT: Southern West Mountains, 85% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_330) CONTENT: Western Mountains, 85% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_332) CONTENT: Western Mountains, 85% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_333) CONTENT: Western Mountains, 85% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_335) CONTENT: Western Mountains, 85% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_336) CONTENT: Western Mountains, 85% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_338) CONTENT: Western Mountains, 85% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_339) CONTENT: Western Mountains, 85% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_341) CONTENT: Western Mountains, 85% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_343) CONTENT: Western Mountains, 85% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_345) CONTENT: Western Mountains, 85% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_346) CONTENT: Western Mountains, 85% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_347) CONTENT: Southern West High Desert, 20% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_348) CONTENT: Southern West High Desert, 20% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_349) CONTENT: Southern West High Desert, 20% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_350) CONTENT: Southern West High Desert, 20% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_351) CONTENT: Southern West High Desert, 20% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_352) CONTENT: Southern West High Desert, 20% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_353) CONTENT: Southern West High Desert, 20% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_354) CONTENT: Oasis Dunes, 40% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_3804) CONTENT: Oasis Dunes, 40% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_3806) CONTENT: Oasis Dunes, 40% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_3808) CONTENT: Oasis Dunes, 40% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_3810) CONTENT: Oasis Dunes, 40% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_3813) CONTENT: Oasis Dunes, 40% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_3816) CONTENT: Central Mountains, 85% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_4) CONTENT: Northern Mountains, 85% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_43) CONTENT: Northern Mountains, 85% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_44) CONTENT: Northern Mountains, 85% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_45) CONTENT: Northern Mountains, 85% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_46) CONTENT: Northern Mountains, 85% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_47) CONTENT: Northern Mountains, 85% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_48) CONTENT: Northern Mountains Summit, 85% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_49) CONTENT: Northern Canyons, 65% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_5) CONTENT: Northern Mountains Summit, 85% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_50) CONTENT: South East Dunes, 100% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_508) CONTENT: Northern Mountains Summit, 85% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_51) CONTENT: Northern Mountains Summit, 85% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_52) CONTENT: South East Dunes, 100% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_521) CONTENT: South East Dunes, 100% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_523) CONTENT: South East Dunes, 100% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_524) CONTENT: South East Dunes, 100% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_525) CONTENT: South East Dunes, 100% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_527) CONTENT: Northern Mountains Summit, 85% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_53) CONTENT: Northern Mountains Summit, 85% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_54) CONTENT: South East Dunes, 100% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_540) CONTENT: South East Dunes, 100% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_542) CONTENT: South East Dunes, 100% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_544) CONTENT: South East Dunes, 100% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_546) CONTENT: Northern West Oasis, 40% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_548) CONTENT: Northern West Oasis, 40% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_549) CONTENT: Northern Mountains, 85% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_55) CONTENT: Northern West Oasis, 40% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_550) CONTENT: Northern West Oasis, 40% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_551) CONTENT: Southern West Dunes, 100% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_552) CONTENT: Northern West Oasis, 40% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_554) CONTENT: Northern Mountains, 85% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_56) CONTENT: Southern West Dunes, 100% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_560) CONTENT: Southern West Dunes, 100% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_562) CONTENT: Southern West Dunes, 100% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_564) CONTENT: Southern West Dunes, 100% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_566) CONTENT: Southern West Dunes, 100% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_568) CONTENT: Northern Mountains, 85% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_57) CONTENT: Northern West Oasis, 40% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_570) CONTENT: Northern West Oasis, 40% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_571) CONTENT: Southern West Dunes, 100% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_572) CONTENT: Southern West Dunes, 100% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_574) CONTENT: Southern West Dunes, 100% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_575) CONTENT: Western Dunes, 100% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_576) CONTENT: Northern Mountains, 85% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_58) CONTENT: Western Dunes, 100% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_580) CONTENT: Southern Dunes, 100% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_583) CONTENT: Southern Dunes, 100% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_584) CONTENT: Northern West Dunes, 100% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_585) CONTENT: Northern West Dunes, 100% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_589) CONTENT: Northern Mountains, 85% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_59) CONTENT: Northern West Dunes, 100% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_591) CONTENT: Northern West Dunes, 100% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_593) CONTENT: Northern West Dunes, 100% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_595) CONTENT: Northern Canyons, 65% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_6) CONTENT: Northern Mountains, 85% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_60) CONTENT: Northern Mountains, 85% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_61) CONTENT: Northern Mountains, 85% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_62) CONTENT: Northern Mountains, 85% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_63) CONTENT: Northern Mountains, 85% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_64) CONTENT: Northern Mountains, 85% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_65) CONTENT: Northern Mountains, 85% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_66) CONTENT: Northern Mountains, 85% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_67) CONTENT: Northern Mountains, 85% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_68) CONTENT: Northern Mountains, 85% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_69) CONTENT: Central Mountains, 85% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_7) CONTENT: Northern Mountains, 85% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_70) CONTENT: Northern West High Desert, 20% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_704) CONTENT: Northern Mountains, 85% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_71) CONTENT: Northern Mountains, 85% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_72) CONTENT: Northern Mountains, 85% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_73) CONTENT: Northern Mountains, 85% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_74) CONTENT: Northern Mountains, 85% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_75) CONTENT: Northern Mountains, 85% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_76) CONTENT: Northern Mountains, 85% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_77) CONTENT: Northern Mountains, 85% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_78) CONTENT: Northern Mountains, 85% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_79) CONTENT: The Old Tunnels(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_8) CONTENT: Northern Mountains, 85% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_80) CONTENT: Northern Mountains, 85% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_81) CONTENT: Northern High Desert, 20% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_812) CONTENT: Northern High Desert, 20% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_818) CONTENT: Northern Mountains, 85% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_82) CONTENT: South East Dunes, 100% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_83) CONTENT: Eastern Badlands - 40% Wind(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_84) CONTENT: Southern East Canyons, 65% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_85) CONTENT: Southern East Canyons, 65% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_86) CONTENT: Southern East Canyons, 65% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_87) CONTENT: Central Mountains, 85% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_88) CONTENT: Southern East Canyons, 65% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_89) CONTENT: Ruins of Nosti(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_9) CONTENT: Southern East Canyons, 65% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_90) CONTENT: Northern Canyons, 65% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_91) CONTENT: Northern Canyons, 65% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_92) CONTENT: Northern West Dunes, 100% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_928) CONTENT: Northern Canyons, 65% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_93) CONTENT: Northern West Dunes, 100% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_938) CONTENT: Northern West Dunes, 100% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_939) CONTENT: Eastern Badlands - 40% Wind(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_94) CONTENT: Central Mountains, 85% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_95) CONTENT: Northern West Dunes, 100% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_953) CONTENT: Northern West Dunes, 100% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_954) CONTENT: Northern East Dunes, 100% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_955) CONTENT: Eastern Badlands - 40% Wind(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_96) CONTENT: Northern East Dunes, 100% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_960) CONTENT: Northern East Dunes, 100% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_964) CONTENT: Northern East Dunes, 100% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_965) CONTENT: Northern East Dunes, 100% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_966) CONTENT: Northern East Dunes, 100% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_968) CONTENT: Northern Canyons, 65% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_97) CONTENT: Northern East Dunes, 100% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_970) CONTENT: Northern Canyons, 65% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_98) CONTENT: Northern Dunes, 100% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_982) CONTENT: Northern Dunes, 100% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_983) CONTENT: Northern Dunes, 100% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_984) CONTENT: Northern Dunes, 100% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_985) CONTENT: Eastern Dunes, 100% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_986) CONTENT: Northern East Badlands - 40% Wind(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_988) CONTENT: Central Mountains, 85% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_99) CONTENT: Eastern Dunes, 100% W(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_991) CONTENT: The Blasted Maw(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.BossArenaBiome) CONTENT: Wilderness(/Game/Maps/ScorchedEarth/PGS_Biomes.PGS_Biomes:PersistentLevel.PrimalWorldSettings) CONTENT: Common Resources(/Game/Aberration/CoreBlueprints/InventoryBP_AberrationEarthquake_BioLum01.Default__InventoryBP_AberrationEarthquake_BioLum01_C) CONTENT: Uncommon Resources(/Game/Aberration/CoreBlueprints/InventoryBP_AberrationEarthquake_BioLum01.Default__InventoryBP_AberrationEarthquake_BioLum01_C) CONTENT: Rare Resources(/Game/Aberration/CoreBlueprints/InventoryBP_AberrationEarthquake_BioLum01.Default__InventoryBP_AberrationEarthquake_BioLum01_C) CONTENT: Extra Rare Items(/Game/Aberration/CoreBlueprints/InventoryBP_AberrationEarthquake_BioLum01.Default__InventoryBP_AberrationEarthquake_BioLum01_C) CONTENT: Common Resources(/Game/Aberration/CoreBlueprints/InventoryBP_AberrationEarthquake_BioLum02.Default__InventoryBP_AberrationEarthquake_BioLum02_C) CONTENT: Uncommon Resources(/Game/Aberration/CoreBlueprints/InventoryBP_AberrationEarthquake_BioLum02.Default__InventoryBP_AberrationEarthquake_BioLum02_C) CONTENT: Rare Resources(/Game/Aberration/CoreBlueprints/InventoryBP_AberrationEarthquake_BioLum02.Default__InventoryBP_AberrationEarthquake_BioLum02_C) CONTENT: Extra Rare Items(/Game/Aberration/CoreBlueprints/InventoryBP_AberrationEarthquake_BioLum02.Default__InventoryBP_AberrationEarthquake_BioLum02_C) CONTENT: Common Resources(/Game/Aberration/CoreBlueprints/InventoryBP_AberrationEarthquake_Element01.Default__InventoryBP_AberrationEarthquake_Element01_C) CONTENT: Uncommon Resources(/Game/Aberration/CoreBlueprints/InventoryBP_AberrationEarthquake_Element01.Default__InventoryBP_AberrationEarthquake_Element01_C) CONTENT: Rare Resources(/Game/Aberration/CoreBlueprints/InventoryBP_AberrationEarthquake_Element01.Default__InventoryBP_AberrationEarthquake_Element01_C) CONTENT: Extra Rare Items(/Game/Aberration/CoreBlueprints/InventoryBP_AberrationEarthquake_Element01.Default__InventoryBP_AberrationEarthquake_Element01_C) CONTENT: Common Resources(/Game/Aberration/CoreBlueprints/InventoryBP_AberrationEarthquake_Element02.Default__InventoryBP_AberrationEarthquake_Element02_C) CONTENT: Uncommon Resources(/Game/Aberration/CoreBlueprints/InventoryBP_AberrationEarthquake_Element02.Default__InventoryBP_AberrationEarthquake_Element02_C) CONTENT: Rare Resources(/Game/Aberration/CoreBlueprints/InventoryBP_AberrationEarthquake_Element02.Default__InventoryBP_AberrationEarthquake_Element02_C) CONTENT: Extra Rare Items(/Game/Aberration/CoreBlueprints/InventoryBP_AberrationEarthquake_Element02.Default__InventoryBP_AberrationEarthquake_Element02_C) CONTENT: Common Resources(/Game/Aberration/CoreBlueprints/InventoryBP_AberrationEarthquake_Fertile01.Default__InventoryBP_AberrationEarthquake_Fertile01_C) CONTENT: Uncommon Resources(/Game/Aberration/CoreBlueprints/InventoryBP_AberrationEarthquake_Fertile01.Default__InventoryBP_AberrationEarthquake_Fertile01_C) CONTENT: Rare Resources(/Game/Aberration/CoreBlueprints/InventoryBP_AberrationEarthquake_Fertile01.Default__InventoryBP_AberrationEarthquake_Fertile01_C) CONTENT: Extra Rare Items(/Game/Aberration/CoreBlueprints/InventoryBP_AberrationEarthquake_Fertile01.Default__InventoryBP_AberrationEarthquake_Fertile01_C) CONTENT: Common Resources(/Game/Aberration/CoreBlueprints/InventoryBP_AberrationEarthquake_Fertile02.Default__InventoryBP_AberrationEarthquake_Fertile02_C) CONTENT: Uncommon Resources(/Game/Aberration/CoreBlueprints/InventoryBP_AberrationEarthquake_Fertile02.Default__InventoryBP_AberrationEarthquake_Fertile02_C) CONTENT: Rare Resources(/Game/Aberration/CoreBlueprints/InventoryBP_AberrationEarthquake_Fertile02.Default__InventoryBP_AberrationEarthquake_Fertile02_C) CONTENT: Extra Rare Items(/Game/Aberration/CoreBlueprints/InventoryBP_AberrationEarthquake_Fertile02.Default__InventoryBP_AberrationEarthquake_Fertile02_C) CONTENT: Charged!(/Engine/Transient.REINST_Buff_AberrationPlayerGlobal_C_0) CONTENT: You're within the effects of a Charge radius, protecting you from the Nameless!(/Engine/Transient.REINST_Buff_AberrationPlayerGlobal_C_0) CONTENT: Charged!(/Engine/Transient.Default__REINST_Buff_AberrationPlayerGlobal_C_34565) CONTENT: You're within the effects of a Charge radius, protecting you from the Nameless!(/Engine/Transient.Default__REINST_Buff_AberrationPlayerGlobal_C_34565) CONTENT: Charged!(/Engine/Transient.REINST_Buff_AberrationPlayerGlobal_C_1) CONTENT: You're within the effects of a Charge radius, protecting you from the Nameless!(/Engine/Transient.REINST_Buff_AberrationPlayerGlobal_C_1) LITERAL: ({DayPct}% Day, {NightPct}% Night)(/Game/Aberration/CoreBlueprints/AberrationDayCycle.AberrationDayCycle:GetDayNumberString.K2Node_FormatText_11) LITERAL: ({DayPct}% Day, {NightPct}% Night)(/Game/Aberration/CoreBlueprints/AberrationDayCycle.AberrationDayCycle:EdGraph_113379.K2Node_CallFunction_271327) LITERAL: DayPct(/Game/Aberration/CoreBlueprints/AberrationDayCycle.AberrationDayCycle:EdGraph_113379.K2Node_MakeStruct_2444) LITERAL: NightPct(/Game/Aberration/CoreBlueprints/AberrationDayCycle.AberrationDayCycle:EdGraph_113379.K2Node_MakeStruct_2445) CONTENT: Charged!(/Engine/Transient.Default__REINST_Buff_AberrationPlayerGlobal_C_34596) CONTENT: You're within the effects of a Charge radius, protecting you from the Nameless!(/Engine/Transient.Default__REINST_Buff_AberrationPlayerGlobal_C_34596) CONTENT: Charged!(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_AberrationPlayerGlobal.Default__Buff_AberrationPlayerGlobal_C) CONTENT: You're within the effects of a Charge radius, protecting you from the Nameless!(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_AberrationPlayerGlobal.Default__Buff_AberrationPlayerGlobal_C) LITERAL: ({DayPct}% Day, {NightPct}% Night)(/Game/Aberration/CoreBlueprints/AberrationDayCycle.AberrationDayCycle:EdGraph_113465.K2Node_CallFunction_271546) LITERAL: DayPct(/Game/Aberration/CoreBlueprints/AberrationDayCycle.AberrationDayCycle:EdGraph_113465.K2Node_MakeStruct_2454) LITERAL: NightPct(/Game/Aberration/CoreBlueprints/AberrationDayCycle.AberrationDayCycle:EdGraph_113465.K2Node_MakeStruct_2455) CONTENT: Campsite(/Game/Aberration/CoreBlueprints/ItemLootSets/LootItemSets_SupplyDrop_Level10_Aberration.Default__LootItemSets_SupplyDrop_Level10_Aberration_C) CONTENT: Campfire(/Game/Aberration/CoreBlueprints/ItemLootSets/LootItemSets_SupplyDrop_Level10_Aberration.Default__LootItemSets_SupplyDrop_Level10_Aberration_C) CONTENT: Sparkpowder(/Game/Aberration/CoreBlueprints/ItemLootSets/LootItemSets_SupplyDrop_Level10_Aberration.Default__LootItemSets_SupplyDrop_Level10_Aberration_C) CONTENT: Waterskin(/Game/Aberration/CoreBlueprints/ItemLootSets/LootItemSets_SupplyDrop_Level10_Aberration.Default__LootItemSets_SupplyDrop_Level10_Aberration_C) CONTENT: Sleeping Bags(/Game/Aberration/CoreBlueprints/ItemLootSets/LootItemSets_SupplyDrop_Level10_Aberration.Default__LootItemSets_SupplyDrop_Level10_Aberration_C) CONTENT: Dinner(/Game/Aberration/CoreBlueprints/ItemLootSets/LootItemSets_SupplyDrop_Level10_Aberration.Default__LootItemSets_SupplyDrop_Level10_Aberration_C) CONTENT: Blueprints: Campsite(/Game/Aberration/CoreBlueprints/ItemLootSets/LootItemSets_SupplyDrop_Level10_Aberration.Default__LootItemSets_SupplyDrop_Level10_Aberration_C) CONTENT: Cold-weather gear(/Game/Aberration/CoreBlueprints/ItemLootSets/LootItemSets_SupplyDrop_Level10_Aberration.Default__LootItemSets_SupplyDrop_Level10_Aberration_C) CONTENT: Pants(/Game/Aberration/CoreBlueprints/ItemLootSets/LootItemSets_SupplyDrop_Level10_Aberration.Default__LootItemSets_SupplyDrop_Level10_Aberration_C) CONTENT: Shirt(/Game/Aberration/CoreBlueprints/ItemLootSets/LootItemSets_SupplyDrop_Level10_Aberration.Default__LootItemSets_SupplyDrop_Level10_Aberration_C) CONTENT: Gloves(/Game/Aberration/CoreBlueprints/ItemLootSets/LootItemSets_SupplyDrop_Level10_Aberration.Default__LootItemSets_SupplyDrop_Level10_Aberration_C) CONTENT: Boots(/Game/Aberration/CoreBlueprints/ItemLootSets/LootItemSets_SupplyDrop_Level10_Aberration.Default__LootItemSets_SupplyDrop_Level10_Aberration_C) CONTENT: Hat(/Game/Aberration/CoreBlueprints/ItemLootSets/LootItemSets_SupplyDrop_Level10_Aberration.Default__LootItemSets_SupplyDrop_Level10_Aberration_C) CONTENT: Blueprints: Cold-weather gear(/Game/Aberration/CoreBlueprints/ItemLootSets/LootItemSets_SupplyDrop_Level10_Aberration.Default__LootItemSets_SupplyDrop_Level10_Aberration_C) CONTENT: Raider(/Game/Aberration/CoreBlueprints/ItemLootSets/LootItemSets_SupplyDrop_Level10_Aberration.Default__LootItemSets_SupplyDrop_Level10_Aberration_C) CONTENT: Bow(/Game/Aberration/CoreBlueprints/ItemLootSets/LootItemSets_SupplyDrop_Level10_Aberration.Default__LootItemSets_SupplyDrop_Level10_Aberration_C) CONTENT: Arrows(/Game/Aberration/CoreBlueprints/ItemLootSets/LootItemSets_SupplyDrop_Level10_Aberration.Default__LootItemSets_SupplyDrop_Level10_Aberration_C) CONTENT: Tranqs(/Game/Aberration/CoreBlueprints/ItemLootSets/LootItemSets_SupplyDrop_Level10_Aberration.Default__LootItemSets_SupplyDrop_Level10_Aberration_C) CONTENT: Parachute(/Game/Aberration/CoreBlueprints/ItemLootSets/LootItemSets_SupplyDrop_Level10_Aberration.Default__LootItemSets_SupplyDrop_Level10_Aberration_C) CONTENT: Blood Kit(/Game/Aberration/CoreBlueprints/ItemLootSets/LootItemSets_SupplyDrop_Level10_Aberration.Default__LootItemSets_SupplyDrop_Level10_Aberration_C) CONTENT: Spyglass(/Game/Aberration/CoreBlueprints/ItemLootSets/LootItemSets_SupplyDrop_Level10_Aberration.Default__LootItemSets_SupplyDrop_Level10_Aberration_C) CONTENT: Blueprints: Weapons(/Game/Aberration/CoreBlueprints/ItemLootSets/LootItemSets_SupplyDrop_Level10_Aberration.Default__LootItemSets_SupplyDrop_Level10_Aberration_C) CONTENT: Resources(/Game/Aberration/CoreBlueprints/ItemLootSets/LootItemSets_SupplyDrop_Level10_Aberration.Default__LootItemSets_SupplyDrop_Level10_Aberration_C) CONTENT: Stone(/Game/Aberration/CoreBlueprints/ItemLootSets/LootItemSets_SupplyDrop_Level10_Aberration.Default__LootItemSets_SupplyDrop_Level10_Aberration_C) CONTENT: Flint(/Game/Aberration/CoreBlueprints/ItemLootSets/LootItemSets_SupplyDrop_Level10_Aberration.Default__LootItemSets_SupplyDrop_Level10_Aberration_C) CONTENT: Thatch(/Game/Aberration/CoreBlueprints/ItemLootSets/LootItemSets_SupplyDrop_Level10_Aberration.Default__LootItemSets_SupplyDrop_Level10_Aberration_C) CONTENT: Wood(/Game/Aberration/CoreBlueprints/ItemLootSets/LootItemSets_SupplyDrop_Level10_Aberration.Default__LootItemSets_SupplyDrop_Level10_Aberration_C) CONTENT: Fiber(/Game/Aberration/CoreBlueprints/ItemLootSets/LootItemSets_SupplyDrop_Level10_Aberration.Default__LootItemSets_SupplyDrop_Level10_Aberration_C) CONTENT: Hide(/Game/Aberration/CoreBlueprints/ItemLootSets/LootItemSets_SupplyDrop_Level10_Aberration.Default__LootItemSets_SupplyDrop_Level10_Aberration_C) CONTENT: Narcotic(/Game/Aberration/CoreBlueprints/ItemLootSets/LootItemSets_SupplyDrop_Level10_Aberration.Default__LootItemSets_SupplyDrop_Level10_Aberration_C) CONTENT: Farming(/Game/Aberration/CoreBlueprints/ItemLootSets/LootItemSets_SupplyDrop_Level10_Aberration.Default__LootItemSets_SupplyDrop_Level10_Aberration_C) CONTENT: Crop Plot - Small(/Game/Aberration/CoreBlueprints/ItemLootSets/LootItemSets_SupplyDrop_Level10_Aberration.Default__LootItemSets_SupplyDrop_Level10_Aberration_C) CONTENT: Compost Bin(/Game/Aberration/CoreBlueprints/ItemLootSets/LootItemSets_SupplyDrop_Level10_Aberration.Default__LootItemSets_SupplyDrop_Level10_Aberration_C) CONTENT: Pipe - Intake(/Game/Aberration/CoreBlueprints/ItemLootSets/LootItemSets_SupplyDrop_Level10_Aberration.Default__LootItemSets_SupplyDrop_Level10_Aberration_C) CONTENT: Pipe - Tap(/Game/Aberration/CoreBlueprints/ItemLootSets/LootItemSets_SupplyDrop_Level10_Aberration.Default__LootItemSets_SupplyDrop_Level10_Aberration_C) CONTENT: Pipe - Straight(/Game/Aberration/CoreBlueprints/ItemLootSets/LootItemSets_SupplyDrop_Level10_Aberration.Default__LootItemSets_SupplyDrop_Level10_Aberration_C) CONTENT: Pipe - Non-Straight(/Game/Aberration/CoreBlueprints/ItemLootSets/LootItemSets_SupplyDrop_Level10_Aberration.Default__LootItemSets_SupplyDrop_Level10_Aberration_C) CONTENT: Blueprints: Farming(/Game/Aberration/CoreBlueprints/ItemLootSets/LootItemSets_SupplyDrop_Level10_Aberration.Default__LootItemSets_SupplyDrop_Level10_Aberration_C) CONTENT: Furniture(/Game/Aberration/CoreBlueprints/ItemLootSets/LootItemSets_SupplyDrop_Level10_Aberration.Default__LootItemSets_SupplyDrop_Level10_Aberration_C) CONTENT: M&P(/Game/Aberration/CoreBlueprints/ItemLootSets/LootItemSets_SupplyDrop_Level10_Aberration.Default__LootItemSets_SupplyDrop_Level10_Aberration_C) CONTENT: Cooking Pot(/Game/Aberration/CoreBlueprints/ItemLootSets/LootItemSets_SupplyDrop_Level10_Aberration.Default__LootItemSets_SupplyDrop_Level10_Aberration_C) CONTENT: Paintbrush(/Game/Aberration/CoreBlueprints/ItemLootSets/LootItemSets_SupplyDrop_Level10_Aberration.Default__LootItemSets_SupplyDrop_Level10_Aberration_C) CONTENT: Storage Box - Large(/Game/Aberration/CoreBlueprints/ItemLootSets/LootItemSets_SupplyDrop_Level10_Aberration.Default__LootItemSets_SupplyDrop_Level10_Aberration_C) CONTENT: Blueprints: Furniture(/Game/Aberration/CoreBlueprints/ItemLootSets/LootItemSets_SupplyDrop_Level10_Aberration.Default__LootItemSets_SupplyDrop_Level10_Aberration_C) CONTENT: Saddles(/Game/Aberration/CoreBlueprints/ItemLootSets/LootItemSets_SupplyDrop_Level10_Aberration.Default__LootItemSets_SupplyDrop_Level10_Aberration_C) CONTENT: Saddles(/Game/Aberration/CoreBlueprints/ItemLootSets/LootItemSets_SupplyDrop_Level10_Aberration.Default__LootItemSets_SupplyDrop_Level10_Aberration_C) CONTENT: Lvl 25 drops(/Game/Aberration/CoreBlueprints/ItemLootSets/LootItemSet_SupplyDrop_Level25_Aberration.Default__LootItemSet_SupplyDrop_Level25_Aberration_C) CONTENT: Lvl 25 drops - always BP(/Game/Aberration/CoreBlueprints/ItemLootSets/LootItemSet_SupplyDrop_Level25_Aberration.Default__LootItemSet_SupplyDrop_Level25_Aberration_C) CONTENT: Lvl 25 drops - no quality(/Game/Aberration/CoreBlueprints/ItemLootSets/LootItemSet_SupplyDrop_Level25_Aberration.Default__LootItemSet_SupplyDrop_Level25_Aberration_C) CONTENT: Lvl 25 drops - with quality(/Game/Aberration/CoreBlueprints/ItemLootSets/LootItemSet_SupplyDrop_Level25_Aberration.Default__LootItemSet_SupplyDrop_Level25_Aberration_C) CONTENT: Ammo Drops(/Game/Aberration/CoreBlueprints/ItemLootSets/LootItemSet_SupplyDrop_Level25_Aberration.Default__LootItemSet_SupplyDrop_Level25_Aberration_C) CONTENT: Lvl 35 drops(/Game/Aberration/CoreBlueprints/ItemLootSets/LootItemSet_SupplyDrop_Level35_Aberration.Default__LootItemSet_SupplyDrop_Level35_Aberration_C) CONTENT: Lvl 35 drops - always BP(/Game/Aberration/CoreBlueprints/ItemLootSets/LootItemSet_SupplyDrop_Level35_Aberration.Default__LootItemSet_SupplyDrop_Level35_Aberration_C) CONTENT: Lvl 35 drops - no quality(/Game/Aberration/CoreBlueprints/ItemLootSets/LootItemSet_SupplyDrop_Level35_Aberration.Default__LootItemSet_SupplyDrop_Level35_Aberration_C) CONTENT: Lvl 35 drops - with quality(/Game/Aberration/CoreBlueprints/ItemLootSets/LootItemSet_SupplyDrop_Level35_Aberration.Default__LootItemSet_SupplyDrop_Level35_Aberration_C) CONTENT: Gems(/Game/Aberration/CoreBlueprints/ItemLootSets/LootItemSet_SupplyDrop_Level35_Aberration.Default__LootItemSet_SupplyDrop_Level35_Aberration_C) CONTENT: Lvl 45 drops(/Game/Aberration/CoreBlueprints/ItemLootSets/LootItemSet_SupplyDrop_Level50_Aberrant.Default__LootItemSet_SupplyDrop_Level50_Aberrant_C) CONTENT: Lvl 45 drops - always BP(/Game/Aberration/CoreBlueprints/ItemLootSets/LootItemSet_SupplyDrop_Level50_Aberrant.Default__LootItemSet_SupplyDrop_Level50_Aberrant_C) CONTENT: Lvl 45 drops - no quality(/Game/Aberration/CoreBlueprints/ItemLootSets/LootItemSet_SupplyDrop_Level50_Aberrant.Default__LootItemSet_SupplyDrop_Level50_Aberrant_C) CONTENT: Lvl 45 drops - with quality(/Game/Aberration/CoreBlueprints/ItemLootSets/LootItemSet_SupplyDrop_Level50_Aberrant.Default__LootItemSet_SupplyDrop_Level50_Aberrant_C) CONTENT: Gems(/Game/Aberration/CoreBlueprints/ItemLootSets/LootItemSet_SupplyDrop_Level50_Aberrant.Default__LootItemSet_SupplyDrop_Level50_Aberrant_C) CONTENT: Lvl 60 drops(/Game/Aberration/CoreBlueprints/ItemLootSets/LootItemSet_SupplyDrop_Level65_Aberration.Default__LootItemSet_SupplyDrop_Level65_Aberration_C) CONTENT: Lvl 60 drops - always BP(/Game/Aberration/CoreBlueprints/ItemLootSets/LootItemSet_SupplyDrop_Level65_Aberration.Default__LootItemSet_SupplyDrop_Level65_Aberration_C) CONTENT: Lvl 60 drops - no quality(/Game/Aberration/CoreBlueprints/ItemLootSets/LootItemSet_SupplyDrop_Level65_Aberration.Default__LootItemSet_SupplyDrop_Level65_Aberration_C) CONTENT: Lvl 60 drops - with quality(/Game/Aberration/CoreBlueprints/ItemLootSets/LootItemSet_SupplyDrop_Level65_Aberration.Default__LootItemSet_SupplyDrop_Level65_Aberration_C) CONTENT: Gems(/Game/Aberration/CoreBlueprints/ItemLootSets/LootItemSet_SupplyDrop_Level65_Aberration.Default__LootItemSet_SupplyDrop_Level65_Aberration_C) CONTENT: Lvl 60 drops(/Game/Aberration/CoreBlueprints/ItemLootSets/LootItemSet_SupplyDrop_Level80_Aberration.Default__LootItemSet_SupplyDrop_Level80_Aberration_C) CONTENT: Lvl 60 drops - always BP(/Game/Aberration/CoreBlueprints/ItemLootSets/LootItemSet_SupplyDrop_Level80_Aberration.Default__LootItemSet_SupplyDrop_Level80_Aberration_C) CONTENT: Lvl 60 drops - no quality(/Game/Aberration/CoreBlueprints/ItemLootSets/LootItemSet_SupplyDrop_Level80_Aberration.Default__LootItemSet_SupplyDrop_Level80_Aberration_C) CONTENT: Lvl 60 drops - with quality(/Game/Aberration/CoreBlueprints/ItemLootSets/LootItemSet_SupplyDrop_Level80_Aberration.Default__LootItemSet_SupplyDrop_Level80_Aberration_C) CONTENT: Gems(/Game/Aberration/CoreBlueprints/ItemLootSets/LootItemSet_SupplyDrop_Level80_Aberration.Default__LootItemSet_SupplyDrop_Level80_Aberration_C) CONTENT: Lvl 25 drops(/Game/Aberration/CoreBlueprints/ItemLootSets/LootItemSet_SupplyDrop_Level25_Aberration_Quality.Default__LootItemSet_SupplyDrop_Level25_Aberration_Quality_C) CONTENT: Lvl 25 drops - with quality(/Game/Aberration/CoreBlueprints/ItemLootSets/LootItemSet_SupplyDrop_Level25_Aberration_Quality.Default__LootItemSet_SupplyDrop_Level25_Aberration_Quality_C) CONTENT: Lvl 35 drops(/Game/Aberration/CoreBlueprints/ItemLootSets/LootItemSet_SupplyDrop_Level35_Aberration_Quality.Default__LootItemSet_SupplyDrop_Level35_Aberration_Quality_C) CONTENT: Lvl 35 drops - with quality(/Game/Aberration/CoreBlueprints/ItemLootSets/LootItemSet_SupplyDrop_Level35_Aberration_Quality.Default__LootItemSet_SupplyDrop_Level35_Aberration_Quality_C) CONTENT: Lvl 45 drops(/Game/Aberration/CoreBlueprints/ItemLootSets/LootItemSet_SupplyDrop_Level50_Aberrant_Quality.Default__LootItemSet_SupplyDrop_Level50_Aberrant_Quality_C) CONTENT: Lvl 45 drops - with quality(/Game/Aberration/CoreBlueprints/ItemLootSets/LootItemSet_SupplyDrop_Level50_Aberrant_Quality.Default__LootItemSet_SupplyDrop_Level50_Aberrant_Quality_C) CONTENT: Lvl 60 drops(/Game/Aberration/CoreBlueprints/ItemLootSets/LootItemSet_SupplyDrop_Level65_Aberration_Quality.Default__LootItemSet_SupplyDrop_Level65_Aberration_Quality_C) CONTENT: Lvl 60 drops - with quality(/Game/Aberration/CoreBlueprints/ItemLootSets/LootItemSet_SupplyDrop_Level65_Aberration_Quality.Default__LootItemSet_SupplyDrop_Level65_Aberration_Quality_C) CONTENT: Lvl 60 drops(/Game/Aberration/CoreBlueprints/ItemLootSets/LootItemSet_SupplyDrop_Level80_Aberration_Quality.Default__LootItemSet_SupplyDrop_Level80_Aberration_Quality_C) CONTENT: Lvl 60 drops - with quality(/Game/Aberration/CoreBlueprints/ItemLootSets/LootItemSet_SupplyDrop_Level80_Aberration_Quality.Default__LootItemSet_SupplyDrop_Level80_Aberration_Quality_C) CONTENT: Idle(/Engine/Transient.REINST_ChupaCabra_Character_BP_C_0) CONTENT: Cute(/Engine/Transient.REINST_ChupaCabra_Character_BP_C_0) CONTENT: Action(/Engine/Transient.REINST_ChupaCabra_Character_BP_C_0) CONTENT: Action2(/Engine/Transient.REINST_ChupaCabra_Character_BP_C_0) CONTENT: Move(/Engine/Transient.REINST_ChupaCabra_Character_BP_C_0) CONTENT: c_back4(/Engine/Transient.REINST_ChupaCabra_Character_BP_C_0) CONTENT: Nameless(/Engine/Transient.REINST_ChupaCabra_Character_BP_C_0) CONTENT: Harvest [Mushrooms](/Game/PrimalEarth/CoreBlueprints/HarvestComponents/Harvest_Trap_Fertile01.Default__Harvest_Trap_Fertile01_C) CONTENT: Subterranean Reaper King(/Engine/Transient.REINST_Xenomorph_Character_BP_Male_Chupa_C_0) CONTENT: Subterranean Reaper King(/Engine/Transient.Default__REINST_Xenomorph_Character_BP_Male_Chupa_C_34952) CONTENT: Subterranean Reaper King(/Engine/Transient.REINST_Xenomorph_Character_BP_Male_Chupa_C_1) CONTENT: SurvivorLootSet(/Game/Aberration/CoreBlueprints/Inventories/DinoDropInventoryComponent_Carnivore_Small_Chupa.Default__DinoDropInventoryComponent_Carnivore_Small_Chupa_C) CONTENT: Tool(/Game/Aberration/CoreBlueprints/Inventories/DinoDropInventoryComponent_Carnivore_Small_Chupa.Default__DinoDropInventoryComponent_Carnivore_Small_Chupa_C) CONTENT: Weapon(/Game/Aberration/CoreBlueprints/Inventories/DinoDropInventoryComponent_Carnivore_Small_Chupa.Default__DinoDropInventoryComponent_Carnivore_Small_Chupa_C) CONTENT: Arrows(/Game/Aberration/CoreBlueprints/Inventories/DinoDropInventoryComponent_Carnivore_Small_Chupa.Default__DinoDropInventoryComponent_Carnivore_Small_Chupa_C) CONTENT: Berries and Mushrooms(/Game/Aberration/CoreBlueprints/Inventories/DinoDropInventoryComponent_Carnivore_Small_Chupa.Default__DinoDropInventoryComponent_Carnivore_Small_Chupa_C) CONTENT: Armor(/Game/Aberration/CoreBlueprints/Inventories/DinoDropInventoryComponent_Carnivore_Small_Chupa.Default__DinoDropInventoryComponent_Carnivore_Small_Chupa_C) CONTENT: Venom(/Game/Aberration/CoreBlueprints/Inventories/DinoDropInventoryComponent_Carnivore_Small_Chupa.Default__DinoDropInventoryComponent_Carnivore_Small_Chupa_C) CONTENT: Venom(/Game/Aberration/CoreBlueprints/Inventories/DinoDropInventoryComponent_Carnivore_Small_Chupa.Default__DinoDropInventoryComponent_Carnivore_Small_Chupa_C) CONTENT: Body Secondary(/Game/Aberration/CoreBlueprints/DinoColorSet_Chupacabra.Default__DinoColorSet_Chupacabra_C) CONTENT: ***No Effect****(/Game/Aberration/CoreBlueprints/DinoColorSet_Chupacabra.Default__DinoColorSet_Chupacabra_C) CONTENT: ***No Effect****(/Game/Aberration/CoreBlueprints/DinoColorSet_Chupacabra.Default__DinoColorSet_Chupacabra_C) CONTENT: ***No Effect****(/Game/Aberration/CoreBlueprints/DinoColorSet_Chupacabra.Default__DinoColorSet_Chupacabra_C) CONTENT: Fur Main(/Game/Aberration/CoreBlueprints/DinoColorSet_Chupacabra.Default__DinoColorSet_Chupacabra_C) CONTENT: Belly(/Game/Aberration/CoreBlueprints/DinoColorSet_Chupacabra.Default__DinoColorSet_Chupacabra_C) LITERAL: StopTempCringe(/Game/Aberration/Dinos/ChupaCabra/ChupaCabra_Character_BP.ChupaCabra_Character_BP:CancelTempCringe.K2Node_CallFunction_115987) LITERAL: OnSuperminionAnimFinished(/Game/Aberration/Dinos/ChupaCabra/ChupaCabra_Character_BP.ChupaCabra_Character_BP:EventGraph.K2Node_CallFunction_115299) LITERAL: DestroyOnInactivity(/Game/Aberration/Dinos/ChupaCabra/ChupaCabra_Character_BP.ChupaCabra_Character_BP:EventGraph.K2Node_CallFunction_132837) LITERAL: DestroyOnInactivity(/Game/Aberration/Dinos/ChupaCabra/ChupaCabra_Character_BP.ChupaCabra_Character_BP:EventGraph.K2Node_CallFunction_133614) LITERAL: DIVE OUT FAILSAFE CALLED(/Game/Aberration/Dinos/ChupaCabra/ChupaCabra_Character_BP.ChupaCabra_Character_BP:EventGraph.K2Node_CallFunction_66836) LITERAL: DIVE IN FAILSAFE CALLED(/Game/Aberration/Dinos/ChupaCabra/ChupaCabra_Character_BP.ChupaCabra_Character_BP:EventGraph.K2Node_CallFunction_66837) LITERAL: OnSuperminionAnimFinished(/Game/Aberration/Dinos/ChupaCabra/ChupaCabra_Character_BP.ChupaCabra_Character_BP:StopSuperminionSpawn.K2Node_CallFunction_117672) LITERAL: StopTempCringe(/Game/Aberration/Dinos/ChupaCabra/ChupaCabra_Character_BP.ChupaCabra_Character_BP:UseCringeForTime.K2Node_CallFunction_78936) CONTENT: Idle(/Engine/Transient.Default__REINST_ChupaCabra_Character_BP_C_34969) CONTENT: Cute(/Engine/Transient.Default__REINST_ChupaCabra_Character_BP_C_34969) CONTENT: Action(/Engine/Transient.Default__REINST_ChupaCabra_Character_BP_C_34969) CONTENT: Action2(/Engine/Transient.Default__REINST_ChupaCabra_Character_BP_C_34969) CONTENT: Move(/Engine/Transient.Default__REINST_ChupaCabra_Character_BP_C_34969) CONTENT: c_back4(/Engine/Transient.Default__REINST_ChupaCabra_Character_BP_C_34969) CONTENT: Nameless(/Engine/Transient.Default__REINST_ChupaCabra_Character_BP_C_34969) CONTENT: Idle(/Engine/Transient.REINST_ChupaCabra_Character_BP_C_1) CONTENT: Cute(/Engine/Transient.REINST_ChupaCabra_Character_BP_C_1) CONTENT: Action(/Engine/Transient.REINST_ChupaCabra_Character_BP_C_1) CONTENT: Action2(/Engine/Transient.REINST_ChupaCabra_Character_BP_C_1) CONTENT: Move(/Engine/Transient.REINST_ChupaCabra_Character_BP_C_1) CONTENT: c_back4(/Engine/Transient.REINST_ChupaCabra_Character_BP_C_1) CONTENT: Nameless(/Engine/Transient.REINST_ChupaCabra_Character_BP_C_1) CONTENT: Subterranean Reaper King(/Engine/Transient.Default__REINST_Xenomorph_Character_BP_Male_Chupa_C_35003) CONTENT: Subterranean Reaper King(/Game/Aberration/Dinos/Nameless/Xenomorph_Character_BP_Male_Chupa.Default__Xenomorph_Character_BP_Male_Chupa_C) CONTENT: Idle(/Engine/Transient.Default__REINST_ChupaCabra_Character_BP_C_35007) CONTENT: Cute(/Engine/Transient.Default__REINST_ChupaCabra_Character_BP_C_35007) CONTENT: Action(/Engine/Transient.Default__REINST_ChupaCabra_Character_BP_C_35007) CONTENT: Action2(/Engine/Transient.Default__REINST_ChupaCabra_Character_BP_C_35007) CONTENT: Move(/Engine/Transient.Default__REINST_ChupaCabra_Character_BP_C_35007) CONTENT: c_back4(/Engine/Transient.Default__REINST_ChupaCabra_Character_BP_C_35007) CONTENT: Nameless(/Engine/Transient.Default__REINST_ChupaCabra_Character_BP_C_35007) CONTENT: Idle(/Game/Aberration/Dinos/ChupaCabra/ChupaCabra_Character_BP.Default__ChupaCabra_Character_BP_C) CONTENT: Cute(/Game/Aberration/Dinos/ChupaCabra/ChupaCabra_Character_BP.Default__ChupaCabra_Character_BP_C) CONTENT: Action(/Game/Aberration/Dinos/ChupaCabra/ChupaCabra_Character_BP.Default__ChupaCabra_Character_BP_C) CONTENT: Action2(/Game/Aberration/Dinos/ChupaCabra/ChupaCabra_Character_BP.Default__ChupaCabra_Character_BP_C) CONTENT: Move(/Game/Aberration/Dinos/ChupaCabra/ChupaCabra_Character_BP.Default__ChupaCabra_Character_BP_C) CONTENT: c_back4(/Game/Aberration/Dinos/ChupaCabra/ChupaCabra_Character_BP.Default__ChupaCabra_Character_BP_C) CONTENT: Nameless(/Game/Aberration/Dinos/ChupaCabra/ChupaCabra_Character_BP.Default__ChupaCabra_Character_BP_C) LITERAL: :: GET OFFA THERE(/Game/PrimalEarth/CoreBlueprints/DamageTypes/DmgType_ElementPool_Rockwell.DmgType_ElementPool_Rockwell:BPAdjustDamage.K2Node_CallFunction_92860) LITERAL: Harvest 0 Charge(/Game/Aberration/CoreBlueprints/Buffs/Buff_ChargeEmitter_LightBug.Buff_ChargeEmitter_LightBug:CanPlayerHarvest.K2Node_VariableSet_29854) CONTENT: Body Main(/Game/Aberration/CoreBlueprints/DinoColorSet_Lightbug.Default__DinoColorSet_Lightbug_C) CONTENT: **No Effect**(/Game/Aberration/CoreBlueprints/DinoColorSet_Lightbug.Default__DinoColorSet_Lightbug_C) CONTENT: Wings(/Game/Aberration/CoreBlueprints/DinoColorSet_Lightbug.Default__DinoColorSet_Lightbug_C) CONTENT: **No Effect**(/Game/Aberration/CoreBlueprints/DinoColorSet_Lightbug.Default__DinoColorSet_Lightbug_C) CONTENT: Feet and Highlights(/Game/Aberration/CoreBlueprints/DinoColorSet_Lightbug.Default__DinoColorSet_Lightbug_C) CONTENT: Emmissive Glow(/Game/Aberration/CoreBlueprints/DinoColorSet_Lightbug.Default__DinoColorSet_Lightbug_C) CONTENT: Idle(/Engine/Transient.REINST_Lightbug_Character_BaseBP_C_0) CONTENT: c_abdomen2(/Engine/Transient.REINST_Lightbug_Character_BaseBP_C_0) CONTENT: Action(/Engine/Transient.REINST_Lightbug_Character_BaseBP_C_0) CONTENT: c_abdomen3(/Engine/Transient.REINST_Lightbug_Character_BaseBP_C_0) CONTENT: Move(/Engine/Transient.REINST_Lightbug_Character_BaseBP_C_0) CONTENT: c_abdomen3(/Engine/Transient.REINST_Lightbug_Character_BaseBP_C_0) CONTENT: Glowbug(/Engine/Transient.REINST_Lightbug_Character_BaseBP_C_0) LITERAL: / (/Game/Aberration/Dinos/Lightbug/Lightbug_Character_BaseBP.Lightbug_Character_BaseBP:BlueprintDrawFloatingHUD.K2Node_CallFunction_20168) LITERAL: Charge (/Game/Aberration/Dinos/Lightbug/Lightbug_Character_BaseBP.Lightbug_Character_BaseBP:BlueprintDrawFloatingHUD.K2Node_CallFunction_20600) CONTENT: Idle(/Engine/Transient.Default__REINST_Lightbug_Character_BaseBP_C_35111) CONTENT: c_abdomen2(/Engine/Transient.Default__REINST_Lightbug_Character_BaseBP_C_35111) CONTENT: Action(/Engine/Transient.Default__REINST_Lightbug_Character_BaseBP_C_35111) CONTENT: c_abdomen3(/Engine/Transient.Default__REINST_Lightbug_Character_BaseBP_C_35111) CONTENT: Move(/Engine/Transient.Default__REINST_Lightbug_Character_BaseBP_C_35111) CONTENT: c_abdomen3(/Engine/Transient.Default__REINST_Lightbug_Character_BaseBP_C_35111) CONTENT: Glowbug(/Engine/Transient.Default__REINST_Lightbug_Character_BaseBP_C_35111) CONTENT: Idle(/Engine/Transient.REINST_Lightbug_Character_BaseBP_C_1) CONTENT: c_abdomen2(/Engine/Transient.REINST_Lightbug_Character_BaseBP_C_1) CONTENT: Action(/Engine/Transient.REINST_Lightbug_Character_BaseBP_C_1) CONTENT: c_abdomen3(/Engine/Transient.REINST_Lightbug_Character_BaseBP_C_1) CONTENT: Move(/Engine/Transient.REINST_Lightbug_Character_BaseBP_C_1) CONTENT: c_abdomen3(/Engine/Transient.REINST_Lightbug_Character_BaseBP_C_1) CONTENT: Glowbug(/Engine/Transient.REINST_Lightbug_Character_BaseBP_C_1) CONTENT: Idle(/Engine/Transient.Default__REINST_Lightbug_Character_BaseBP_C_35115) CONTENT: c_abdomen2(/Engine/Transient.Default__REINST_Lightbug_Character_BaseBP_C_35115) CONTENT: Action(/Engine/Transient.Default__REINST_Lightbug_Character_BaseBP_C_35115) CONTENT: c_abdomen3(/Engine/Transient.Default__REINST_Lightbug_Character_BaseBP_C_35115) CONTENT: Move(/Engine/Transient.Default__REINST_Lightbug_Character_BaseBP_C_35115) CONTENT: c_abdomen3(/Engine/Transient.Default__REINST_Lightbug_Character_BaseBP_C_35115) CONTENT: Glowbug(/Engine/Transient.Default__REINST_Lightbug_Character_BaseBP_C_35115) CONTENT: Idle(/Game/Aberration/Dinos/Lightbug/Lightbug_Character_BaseBP.Default__Lightbug_Character_BaseBP_C) CONTENT: c_abdomen2(/Game/Aberration/Dinos/Lightbug/Lightbug_Character_BaseBP.Default__Lightbug_Character_BaseBP_C) CONTENT: Action(/Game/Aberration/Dinos/Lightbug/Lightbug_Character_BaseBP.Default__Lightbug_Character_BaseBP_C) CONTENT: c_abdomen3(/Game/Aberration/Dinos/Lightbug/Lightbug_Character_BaseBP.Default__Lightbug_Character_BaseBP_C) CONTENT: Move(/Game/Aberration/Dinos/Lightbug/Lightbug_Character_BaseBP.Default__Lightbug_Character_BaseBP_C) CONTENT: c_abdomen3(/Game/Aberration/Dinos/Lightbug/Lightbug_Character_BaseBP.Default__Lightbug_Character_BaseBP_C) CONTENT: Glowbug(/Game/Aberration/Dinos/Lightbug/Lightbug_Character_BaseBP.Default__Lightbug_Character_BaseBP_C) CONTENT: Elemental Reaper King(/Engine/Transient.REINST_Xenomorph_Character_BP_Male_Minion_C_0) CONTENT: Elemental Reaper King(/Engine/Transient.Default__REINST_Xenomorph_Character_BP_Male_Minion_C_35133) CONTENT: Elemental Reaper King(/Engine/Transient.REINST_Xenomorph_Character_BP_Male_Minion_C_1) CONTENT: Elemental Reaper King(/Engine/Transient.Default__REINST_Xenomorph_Character_BP_Male_Minion_C_35137) CONTENT: Elemental Reaper King(/Game/Aberration/Dinos/Nameless/Xenomorph_Character_BP_Male_Minion.Default__Xenomorph_Character_BP_Male_Minion_C) CONTENT: Surface Reaper King(/Engine/Transient.REINST_Xenomorph_Character_BP_Male_Surface_C_0) CONTENT: Surface Reaper King(/Engine/Transient.Default__REINST_Xenomorph_Character_BP_Male_Surface_C_35144) CONTENT: Surface Reaper King(/Engine/Transient.REINST_Xenomorph_Character_BP_Male_Surface_C_1) CONTENT: Surface Reaper King(/Engine/Transient.Default__REINST_Xenomorph_Character_BP_Male_Surface_C_35148) CONTENT: Surface Reaper King(/Game/Aberration/Dinos/Nameless/Xenomorph_Character_BP_Male_Surface.Default__Xenomorph_Character_BP_Male_Surface_C) CONTENT: Survivor(/Game/Aberration/CoreBlueprints/ItemLootSets/LootItemSet_Seeker.Default__LootItemSet_Seeker_C) CONTENT: Tool(/Game/Aberration/CoreBlueprints/ItemLootSets/LootItemSet_Seeker.Default__LootItemSet_Seeker_C) CONTENT: Arrows(/Game/Aberration/CoreBlueprints/ItemLootSets/LootItemSet_Seeker.Default__LootItemSet_Seeker_C) CONTENT: Berries(/Game/Aberration/CoreBlueprints/ItemLootSets/LootItemSet_Seeker.Default__LootItemSet_Seeker_C) CONTENT: Oil(/Game/Aberration/CoreBlueprints/ItemLootSets/LootItemSet_Seeker.Default__LootItemSet_Seeker_C) CONTENT: Body Main(/Game/Aberration/CoreBlueprints/DinoColorSet_Pteroteuthis.Default__DinoColorSet_Pteroteuthis_C) CONTENT: Not Used(/Game/Aberration/CoreBlueprints/DinoColorSet_Pteroteuthis.Default__DinoColorSet_Pteroteuthis_C) CONTENT: Wings(/Game/Aberration/CoreBlueprints/DinoColorSet_Pteroteuthis.Default__DinoColorSet_Pteroteuthis_C) CONTENT: emissive(/Game/Aberration/CoreBlueprints/DinoColorSet_Pteroteuthis.Default__DinoColorSet_Pteroteuthis_C) CONTENT: Under Belly and Highlights(/Game/Aberration/CoreBlueprints/DinoColorSet_Pteroteuthis.Default__DinoColorSet_Pteroteuthis_C) CONTENT: stripes(/Game/Aberration/CoreBlueprints/DinoColorSet_Pteroteuthis.Default__DinoColorSet_Pteroteuthis_C) CONTENT: Idle(/Engine/Transient.REINST_Pteroteuthis_Char_BP_C_0) CONTENT: Action(/Engine/Transient.REINST_Pteroteuthis_Char_BP_C_0) CONTENT: Action2(/Engine/Transient.REINST_Pteroteuthis_Char_BP_C_0) CONTENT: c_Spine_Top(/Engine/Transient.REINST_Pteroteuthis_Char_BP_C_0) CONTENT: Action3(/Engine/Transient.REINST_Pteroteuthis_Char_BP_C_0) CONTENT: c_Spine_02(/Engine/Transient.REINST_Pteroteuthis_Char_BP_C_0) CONTENT: Move(/Engine/Transient.REINST_Pteroteuthis_Char_BP_C_0) CONTENT: Seeker(/Engine/Transient.REINST_Pteroteuthis_Char_BP_C_0) CONTENT: Idle(/Engine/Transient.Default__REINST_Pteroteuthis_Char_BP_C_35184) CONTENT: Action(/Engine/Transient.Default__REINST_Pteroteuthis_Char_BP_C_35184) CONTENT: Action2(/Engine/Transient.Default__REINST_Pteroteuthis_Char_BP_C_35184) CONTENT: c_Spine_Top(/Engine/Transient.Default__REINST_Pteroteuthis_Char_BP_C_35184) CONTENT: Action3(/Engine/Transient.Default__REINST_Pteroteuthis_Char_BP_C_35184) CONTENT: c_Spine_02(/Engine/Transient.Default__REINST_Pteroteuthis_Char_BP_C_35184) CONTENT: Move(/Engine/Transient.Default__REINST_Pteroteuthis_Char_BP_C_35184) CONTENT: Seeker(/Engine/Transient.Default__REINST_Pteroteuthis_Char_BP_C_35184) CONTENT: Idle(/Engine/Transient.REINST_Pteroteuthis_Char_BP_C_1) CONTENT: Action(/Engine/Transient.REINST_Pteroteuthis_Char_BP_C_1) CONTENT: Action2(/Engine/Transient.REINST_Pteroteuthis_Char_BP_C_1) CONTENT: c_Spine_Top(/Engine/Transient.REINST_Pteroteuthis_Char_BP_C_1) CONTENT: Action3(/Engine/Transient.REINST_Pteroteuthis_Char_BP_C_1) CONTENT: c_Spine_02(/Engine/Transient.REINST_Pteroteuthis_Char_BP_C_1) CONTENT: Move(/Engine/Transient.REINST_Pteroteuthis_Char_BP_C_1) CONTENT: Seeker(/Engine/Transient.REINST_Pteroteuthis_Char_BP_C_1) CONTENT: Idle(/Engine/Transient.Default__REINST_Pteroteuthis_Char_BP_C_35188) CONTENT: Action(/Engine/Transient.Default__REINST_Pteroteuthis_Char_BP_C_35188) CONTENT: Action2(/Engine/Transient.Default__REINST_Pteroteuthis_Char_BP_C_35188) CONTENT: c_Spine_Top(/Engine/Transient.Default__REINST_Pteroteuthis_Char_BP_C_35188) CONTENT: Action3(/Engine/Transient.Default__REINST_Pteroteuthis_Char_BP_C_35188) CONTENT: c_Spine_02(/Engine/Transient.Default__REINST_Pteroteuthis_Char_BP_C_35188) CONTENT: Move(/Engine/Transient.Default__REINST_Pteroteuthis_Char_BP_C_35188) CONTENT: Seeker(/Engine/Transient.Default__REINST_Pteroteuthis_Char_BP_C_35188) CONTENT: Idle(/Game/Aberration/Dinos/Pteroteuthis/Pteroteuthis_Char_BP.Default__Pteroteuthis_Char_BP_C) CONTENT: Action(/Game/Aberration/Dinos/Pteroteuthis/Pteroteuthis_Char_BP.Default__Pteroteuthis_Char_BP_C) CONTENT: Action2(/Game/Aberration/Dinos/Pteroteuthis/Pteroteuthis_Char_BP.Default__Pteroteuthis_Char_BP_C) CONTENT: c_Spine_Top(/Game/Aberration/Dinos/Pteroteuthis/Pteroteuthis_Char_BP.Default__Pteroteuthis_Char_BP_C) CONTENT: Action3(/Game/Aberration/Dinos/Pteroteuthis/Pteroteuthis_Char_BP.Default__Pteroteuthis_Char_BP_C) CONTENT: c_Spine_02(/Game/Aberration/Dinos/Pteroteuthis/Pteroteuthis_Char_BP.Default__Pteroteuthis_Char_BP_C) CONTENT: Move(/Game/Aberration/Dinos/Pteroteuthis/Pteroteuthis_Char_BP.Default__Pteroteuthis_Char_BP_C) CONTENT: Seeker(/Game/Aberration/Dinos/Pteroteuthis/Pteroteuthis_Char_BP.Default__Pteroteuthis_Char_BP_C) CONTENT: RockwellTentacle(/Engine/Transient.REINST_RockwellTentacle_Character_BP_C_0) LITERAL: DAMAGED ((/Game/Aberration/Boss/RockwellTentacle/RockwellTentacle_Character_BP.RockwellTentacle_Character_BP:ReceiveAnyDamage.K2Node_CallFunction_117839) LITERAL: ) :: (/Game/Aberration/Boss/RockwellTentacle/RockwellTentacle_Character_BP.RockwellTentacle_Character_BP:ReceiveAnyDamage.K2Node_CallFunction_119224) LITERAL: SPAWNING MINION :: (/Game/Aberration/Boss/Rockwell/Rockwell_MinionSpawnPoint_Base.Rockwell_MinionSpawnPoint_Base:Spawn.K2Node_CallFunction_89418) LITERAL: has spawned :: (/Game/Aberration/Boss/Rockwell/Rockwell_MinionSpawnPoint_Base.Rockwell_MinionSpawnPoint_Base:TrySpawnMinion.K2Node_CallFunction_164930) CONTENT: Idle(/Engine/Transient.REINST_Rockwell_Character_BP_C_0) CONTENT: Rockwell(/Engine/Transient.REINST_Rockwell_Character_BP_C_0) LITERAL: StopTentaShock(/Game/Aberration/Boss/Rockwell/Rockwell_Character_BP.Rockwell_Character_BP:AttackWithTentacles.K2Node_CallFunction_101286) LITERAL: ElementBubbleBarrageOnEmerge(/Game/Aberration/Boss/Rockwell/Rockwell_Character_BP.Rockwell_Character_BP:BP_OnSetDeath.K2Node_CallFunction_74966) LITERAL: EndVulnerabilityState(/Game/Aberration/Boss/Rockwell/Rockwell_Character_BP.Rockwell_Character_BP:BP_OnSetDeath.K2Node_CallFunction_93348) LITERAL: Rockwell_QuickStart(/Game/Aberration/Boss/Rockwell/Rockwell_Character_BP.Rockwell_Character_BP:BP_OnSetDeath.K2Node_CallFunction_94405) LITERAL: Multi_EmergeFromElement(/Game/Aberration/Boss/Rockwell/Rockwell_Character_BP.Rockwell_Character_BP:BP_OnSetDeath.K2Node_CallFunction_94600) LITERAL: Chest Damage :: (/Game/Aberration/Boss/Rockwell/Rockwell_Character_BP.Rockwell_Character_BP:BPAdjustDamage.K2Node_CallFunction_118212) LITERAL: Body Damage ::(/Game/Aberration/Boss/Rockwell/Rockwell_Character_BP.Rockwell_Character_BP:BPAdjustDamage.K2Node_CallFunction_118212) LITERAL: CLAMPED DAMAGE :: (/Game/Aberration/Boss/Rockwell/Rockwell_Character_BP.Rockwell_Character_BP:BPAdjustDamage.K2Node_CallFunction_82879) LITERAL: Rockwell_QuickStart(/Game/Aberration/Boss/Rockwell/Rockwell_Character_BP.Rockwell_Character_BP:EventGraph.K2Node_CallFunction_74966) LITERAL: TEK PILLAR (/Game/Aberration/Boss/Rockwell/Rockwell_Character_BP.Rockwell_Character_BP:EventGraph.K2Node_CallFunction_94554) LITERAL: :: (/Game/Aberration/Boss/Rockwell/Rockwell_Character_BP.Rockwell_Character_BP:EventGraph.K2Node_CallFunction_94743) LITERAL: Tentacle (/Game/Aberration/Boss/Rockwell/Rockwell_Character_BP.Rockwell_Character_BP:GetNewTentaclePersonalityIndex.K2Node_CallFunction_160893) LITERAL: :: (/Game/Aberration/Boss/Rockwell/Rockwell_Character_BP.Rockwell_Character_BP:GetNewTentaclePersonalityIndex.K2Node_CallFunction_160971) LITERAL: Personality (/Game/Aberration/Boss/Rockwell/Rockwell_Character_BP.Rockwell_Character_BP:GetNewTentaclePersonalityIndex.K2Node_CallFunction_161125) LITERAL: ELEMENT POOL :: REACHED DESTINATION(/Game/Aberration/Boss/Rockwell/Rockwell_Character_BP.Rockwell_Character_BP:InterpElementPoolZ.K2Node_CallFunction_80586) LITERAL: ELEMENT POOL :: INTERPING... (/Game/Aberration/Boss/Rockwell/Rockwell_Character_BP.Rockwell_Character_BP:InterpElementPoolZ.K2Node_CallFunction_80886) LITERAL: ELEMENT BUBBLE EXPLODED :: (/Game/Aberration/Boss/Rockwell/Rockwell_Character_BP.Rockwell_Character_BP:OnElementBubbleExplode.K2Node_CallFunction_95442) LITERAL: CUSTOM ACTOR LIST (NOT FOUND) :: TEK PILLAR TENTASHOCK(/Game/Aberration/Boss/Rockwell/Rockwell_Character_BP.Rockwell_Character_BP:SetCustomActorListRefs.K2Node_CallFunction_116752) LITERAL: CUSTOM ACTOR LIST (FOUND) :: TEK PILLAR TENTASHOCK(/Game/Aberration/Boss/Rockwell/Rockwell_Character_BP.Rockwell_Character_BP:SetCustomActorListRefs.K2Node_CallFunction_116753) LITERAL: CUSTOM ACTOR LIST (FOUND) :: ELEMENT BUBBLE SPAWN POINTS(/Game/Aberration/Boss/Rockwell/Rockwell_Character_BP.Rockwell_Character_BP:SetCustomActorListRefs.K2Node_CallFunction_116754) LITERAL: CUSTOM ACTOR LIST (NOT FOUND) :: ELEMENT BUBBLE SPAWN POINTS(/Game/Aberration/Boss/Rockwell/Rockwell_Character_BP.Rockwell_Character_BP:SetCustomActorListRefs.K2Node_CallFunction_116755) LITERAL: CUSTOM ACTOR LIST (FOUND) :: TEK PILLAR VOLUMES(/Game/Aberration/Boss/Rockwell/Rockwell_Character_BP.Rockwell_Character_BP:SetCustomActorListRefs.K2Node_CallFunction_116756) LITERAL: CUSTOM ACTOR LIST (NOT FOUND) :: TEK PILLAR VOLUMES(/Game/Aberration/Boss/Rockwell/Rockwell_Character_BP.Rockwell_Character_BP:SetCustomActorListRefs.K2Node_CallFunction_116757) LITERAL: CUSTOM ACTOR LIST (FOUND) :: NAMELESS SPAWN POINTS(/Game/Aberration/Boss/Rockwell/Rockwell_Character_BP.Rockwell_Character_BP:SetCustomActorListRefs.K2Node_CallFunction_116852) LITERAL: CUSTOM ACTOR LIST (NOT FOUND) :: NAMELESS SPAWN POINTS(/Game/Aberration/Boss/Rockwell/Rockwell_Character_BP.Rockwell_Character_BP:SetCustomActorListRefs.K2Node_CallFunction_116853) LITERAL: CUSTOM ACTOR LIST (FOUND) :: REAPER SPAWN POINTS(/Game/Aberration/Boss/Rockwell/Rockwell_Character_BP.Rockwell_Character_BP:SetCustomActorListRefs.K2Node_CallFunction_116854) LITERAL: CUSTOM ACTOR LIST (NOT FOUND) :: REAPER SPAWN POINTS(/Game/Aberration/Boss/Rockwell/Rockwell_Character_BP.Rockwell_Character_BP:SetCustomActorListRefs.K2Node_CallFunction_116855) LITERAL: CUSTOM ACTOR LIST (FOUND) :: ELEMENT POOL(/Game/Aberration/Boss/Rockwell/Rockwell_Character_BP.Rockwell_Character_BP:SetCustomActorListRefs.K2Node_CallFunction_116856) LITERAL: CUSTOM ACTOR LIST (CAST FAILED) :: ELEMENT POOL(/Game/Aberration/Boss/Rockwell/Rockwell_Character_BP.Rockwell_Character_BP:SetCustomActorListRefs.K2Node_CallFunction_116857) LITERAL: CUSTOM ACTOR LIST (FOUND) :: TENTACLE TENTASHOCK(/Game/Aberration/Boss/Rockwell/Rockwell_Character_BP.Rockwell_Character_BP:SetCustomActorListRefs.K2Node_CallFunction_116858) LITERAL: CUSTOM ACTOR LIST (NOT FOUND) :: TENTACLE TENTASHOCK(/Game/Aberration/Boss/Rockwell/Rockwell_Character_BP.Rockwell_Character_BP:SetCustomActorListRefs.K2Node_CallFunction_116859) LITERAL: CUSTOM ACTOR LIST (NOT FOUND) :: ELEMENT POOL(/Game/Aberration/Boss/Rockwell/Rockwell_Character_BP.Rockwell_Character_BP:SetCustomActorListRefs.K2Node_CallFunction_119179) LITERAL: SetCustomActorListRefs(/Game/Aberration/Boss/Rockwell/Rockwell_Character_BP.Rockwell_Character_BP:SetCustomActorListRefs.K2Node_CallFunction_139735) LITERAL: _Raised(/Game/Aberration/Boss/Rockwell/Rockwell_Character_BP.Rockwell_Character_BP:SetElementPoolRaised.K2Node_CallFunction_140853) LITERAL: EndVulnerabilityState(/Game/Aberration/Boss/Rockwell/Rockwell_Character_BP.Rockwell_Character_BP:SetVulnerabilityState.K2Node_CallFunction_51303) LITERAL: EndVulnerabilityState(/Game/Aberration/Boss/Rockwell/Rockwell_Character_BP.Rockwell_Character_BP:SetVulnerabilityState.K2Node_CallFunction_58375) LITERAL: EndVulnerabilityState(/Game/Aberration/Boss/Rockwell/Rockwell_Character_BP.Rockwell_Character_BP:SetVulnerabilityState.K2Node_CallFunction_94943) LITERAL: ERROR :: ROCKWELL SPAWNING NO TENTACLES(/Game/Aberration/Boss/Rockwell/Rockwell_Character_BP.Rockwell_Character_BP:SpawnAllTentacles.K2Node_CallFunction_153950) LITERAL: EmergeFromElement(/Game/Aberration/Boss/Rockwell/Rockwell_Character_BP.Rockwell_Character_BP:SpawnAllTentacles.K2Node_CallFunction_71840) LITERAL: ERROR :: ELEMENT BUBBLE SPAWN FAILED(/Game/Aberration/Boss/Rockwell/Rockwell_Character_BP.Rockwell_Character_BP:SpawnElementBubble.K2Node_CallFunction_80694) LITERAL: TEST BOSS :: DO TENTASHOCK(/Game/Aberration/Boss/Rockwell/Rockwell_Character_BP.Rockwell_Character_BP:TestBoss.K2Node_CallFunction_118401) LITERAL: TEST BOSS :: SET HEALTH LEVEL - (/Game/Aberration/Boss/Rockwell/Rockwell_Character_BP.Rockwell_Character_BP:TestBoss.K2Node_CallFunction_118454) LITERAL: TEST BOSS :: KILL(/Game/Aberration/Boss/Rockwell/Rockwell_Character_BP.Rockwell_Character_BP:TestBoss.K2Node_CallFunction_134336) LITERAL: TEST BOSS :: (/Game/Aberration/Boss/Rockwell/Rockwell_Character_BP.Rockwell_Character_BP:TestBoss.K2Node_CallFunction_134389) LITERAL: MINIONS DISABLED(/Game/Aberration/Boss/Rockwell/Rockwell_Character_BP.Rockwell_Character_BP:TestBoss.K2Node_CallFunction_134442) LITERAL: MINIONS ENABLED(/Game/Aberration/Boss/Rockwell/Rockwell_Character_BP.Rockwell_Character_BP:TestBoss.K2Node_CallFunction_134442) LITERAL: TEST BOSS :: (/Game/Aberration/Boss/Rockwell/Rockwell_Character_BP.Rockwell_Character_BP:TestBoss.K2Node_CallFunction_134647) LITERAL: BUBBLES DISABLED(/Game/Aberration/Boss/Rockwell/Rockwell_Character_BP.Rockwell_Character_BP:TestBoss.K2Node_CallFunction_134648) LITERAL: BUBBLES ENABLED(/Game/Aberration/Boss/Rockwell/Rockwell_Character_BP.Rockwell_Character_BP:TestBoss.K2Node_CallFunction_134648) LITERAL: TEST BOSS :: CLOSE CHEST(/Game/Aberration/Boss/Rockwell/Rockwell_Character_BP.Rockwell_Character_BP:TestBoss.K2Node_CallFunction_136042) LITERAL: TEST BOSS :: OPEN CHEST(/Game/Aberration/Boss/Rockwell/Rockwell_Character_BP.Rockwell_Character_BP:TestBoss.K2Node_CallFunction_84751) LITERAL: StartBehaviors(/Game/Aberration/Boss/Rockwell/Rockwell_AIController_BP.Rockwell_AIController_BP:EventGraph.K2Node_CallFunction_24765) LITERAL: SpawnWorm(/Game/Aberration/Boss/Rockwell/Rockwell_AIController_BP.Rockwell_AIController_BP:UpdateWormsState.K2Node_CallFunction_73792) LITERAL: UpdateWormsState(/Game/Aberration/Boss/Rockwell/Rockwell_AIController_BP.Rockwell_AIController_BP:UpdateWormsState.K2Node_CallFunction_90973) LITERAL: SpawnWorm(/Game/Aberration/Boss/Rockwell/Rockwell_AIController_BP.Rockwell_AIController_BP:UpdateWormsState.K2Node_CallFunction_17697) LITERAL: SpawnWorm(/Game/Aberration/Boss/Rockwell/Rockwell_AIController_BP.Rockwell_AIController_BP:UpdateWormsState.K2Node_CallFunction_18926) LITERAL: UpdateWormsState(/Game/Aberration/Boss/Rockwell/Rockwell_AIController_BP.Rockwell_AIController_BP:HealthLevelEvents.K2Node_CallFunction_92047) LITERAL: SpawnWorm(/Game/Aberration/Boss/Rockwell/Rockwell_AIController_BP.Rockwell_AIController_BP:HealthLevelEvents.K2Node_CallFunction_25703) LITERAL: UpdateWormsState(/Game/Aberration/Boss/Rockwell/Rockwell_AIController_BP.Rockwell_AIController_BP:HealthLevelEvents.K2Node_CallFunction_19271) LITERAL: CheckForHealthEvents(/Game/Aberration/Boss/Rockwell/Rockwell_AIController_BP.Rockwell_AIController_BP:KillAllMinions.K2Node_CallFunction_56032) LITERAL: UpdateWormsState(/Game/Aberration/Boss/Rockwell/Rockwell_AIController_BP.Rockwell_AIController_BP:KillAllMinions.K2Node_CallFunction_57021) LITERAL: SpawnWorm(/Game/Aberration/Boss/Rockwell/Rockwell_AIController_BP.Rockwell_AIController_BP:KillAllMinions.K2Node_CallFunction_57020) CONTENT: Idle(/Engine/Transient.Default__REINST_Rockwell_Character_BP_C_35260) CONTENT: Rockwell(/Engine/Transient.Default__REINST_Rockwell_Character_BP_C_35260) CONTENT: Idle(/Engine/Transient.REINST_Rockwell_Character_BP_C_1) CONTENT: Rockwell(/Engine/Transient.REINST_Rockwell_Character_BP_C_1) CONTENT: RockwellTentacle(/Engine/Transient.Default__REINST_RockwellTentacle_Character_BP_C_35274) CONTENT: RockwellTentacle(/Engine/Transient.REINST_RockwellTentacle_Character_BP_C_1) CONTENT: RockwellTentacle(/Engine/Transient.Default__REINST_RockwellTentacle_Character_BP_C_35278) CONTENT: RockwellTentacle(/Game/Aberration/Boss/RockwellTentacle/RockwellTentacle_Character_BP.Default__RockwellTentacle_Character_BP_C) CONTENT: Idle(/Engine/Transient.Default__REINST_Rockwell_Character_BP_C_35314) CONTENT: Rockwell(/Engine/Transient.Default__REINST_Rockwell_Character_BP_C_35314) CONTENT: Idle(/Game/Aberration/Boss/Rockwell/Rockwell_Character_BP.Default__Rockwell_Character_BP_C) CONTENT: Rockwell(/Game/Aberration/Boss/Rockwell/Rockwell_Character_BP.Default__Rockwell_Character_BP_C) CONTENT: RockwellTentacle (Gamma)(/Engine/Transient.REINST_RockwellTentacle_Character_BP_Gamma_C_0) CONTENT: RockwellTentacle (Gamma)(/Engine/Transient.Default__REINST_RockwellTentacle_Character_BP_Gamma_C_35321) CONTENT: RockwellTentacle (Gamma)(/Engine/Transient.REINST_RockwellTentacle_Character_BP_Gamma_C_1) CONTENT: RockwellTentacle (Gamma)(/Engine/Transient.Default__REINST_RockwellTentacle_Character_BP_Gamma_C_35325) CONTENT: RockwellTentacle (Gamma)(/Game/Aberration/Boss/RockwellTentacle/RockwellTentacle_Character_BP_Gamma.Default__RockwellTentacle_Character_BP_Gamma_C) CONTENT: Rockwell (Gamma)(/Engine/Transient.REINST_Rockwell_Character_BP_Easy_C_0) CONTENT: Rockwell (Gamma)(/Engine/Transient.Default__REINST_Rockwell_Character_BP_Easy_C_35332) CONTENT: Rockwell (Gamma)(/Engine/Transient.REINST_Rockwell_Character_BP_Easy_C_1) CONTENT: Rockwell (Gamma)(/Engine/Transient.Default__REINST_Rockwell_Character_BP_Easy_C_35336) CONTENT: Rockwell (Gamma)(/Game/Aberration/Boss/Rockwell/Rockwell_Character_BP_Easy.Default__Rockwell_Character_BP_Easy_C) CONTENT: RockwellTentacle (Alpha)(/Engine/Transient.REINST_RockwellTentacle_Character_BP_Alpha_C_0) CONTENT: RockwellTentacle (Alpha)(/Engine/Transient.Default__REINST_RockwellTentacle_Character_BP_Alpha_C_35345) CONTENT: RockwellTentacle (Alpha)(/Engine/Transient.REINST_RockwellTentacle_Character_BP_Alpha_C_1) CONTENT: RockwellTentacle (Alpha)(/Engine/Transient.Default__REINST_RockwellTentacle_Character_BP_Alpha_C_35349) CONTENT: RockwellTentacle (Alpha)(/Game/Aberration/Boss/RockwellTentacle/RockwellTentacle_Character_BP_Alpha.Default__RockwellTentacle_Character_BP_Alpha_C) CONTENT: Rockwell (Alpha)(/Engine/Transient.REINST_Rockwell_Character_BP_Hard_C_0) CONTENT: Rockwell (Alpha)(/Engine/Transient.Default__REINST_Rockwell_Character_BP_Hard_C_35356) CONTENT: Rockwell (Alpha)(/Engine/Transient.REINST_Rockwell_Character_BP_Hard_C_1) CONTENT: Rockwell (Alpha)(/Engine/Transient.Default__REINST_Rockwell_Character_BP_Hard_C_35360) CONTENT: Rockwell (Alpha)(/Game/Aberration/Boss/Rockwell/Rockwell_Character_BP_Hard.Default__Rockwell_Character_BP_Hard_C) CONTENT: RockwellTentacle (Beta)(/Engine/Transient.REINST_RockwellTentacle_Character_BP_Beta_C_0) CONTENT: RockwellTentacle (Beta)(/Engine/Transient.Default__REINST_RockwellTentacle_Character_BP_Beta_C_35369) CONTENT: RockwellTentacle (Beta)(/Engine/Transient.REINST_RockwellTentacle_Character_BP_Beta_C_1) CONTENT: RockwellTentacle (Beta)(/Engine/Transient.Default__REINST_RockwellTentacle_Character_BP_Beta_C_35373) CONTENT: RockwellTentacle (Beta)(/Game/Aberration/Boss/RockwellTentacle/RockwellTentacle_Character_BP_Beta.Default__RockwellTentacle_Character_BP_Beta_C) CONTENT: Rockwell (Beta)(/Engine/Transient.REINST_Rockwell_Character_BP_Medium_C_0) CONTENT: Rockwell (Beta)(/Engine/Transient.Default__REINST_Rockwell_Character_BP_Medium_C_35380) CONTENT: Rockwell (Beta)(/Engine/Transient.REINST_Rockwell_Character_BP_Medium_C_1) CONTENT: Rockwell (Beta)(/Engine/Transient.Default__REINST_Rockwell_Character_BP_Medium_C_35384) CONTENT: Rockwell (Beta)(/Game/Aberration/Boss/Rockwell/Rockwell_Character_BP_Medium.Default__Rockwell_Character_BP_Medium_C) LITERAL: resetboss(/Game/Aberration/Boss/Rockwell/BossArenaManager_Rockwell.BossArenaManager_Rockwell:KillAllOccupants.K2Node_CallFunction_166999) LITERAL: bossdied(/Game/Aberration/Boss/Rockwell/BossArenaManager_Rockwell.BossArenaManager_Rockwell:KillMinions.K2Node_CallFunction_166999) CONTENT: Generate Aberration (Gamma) Portal(/Game/Aberration/CoreBlueprints/Items/PrimalItem_BossTribute_Aberration_Easy.Default__PrimalItem_BossTribute_Aberration_Easy_C) CONTENT: Use this to generate a portal to Aberration's Guardian.(/Game/Aberration/CoreBlueprints/Items/PrimalItem_BossTribute_Aberration_Easy.Default__PrimalItem_BossTribute_Aberration_Easy_C) CONTENT: Alpha Basilisk Fang(/Game/Aberration/CoreBlueprints/Resources/PrimalItemResource_ApexDrop_Basilisk_Alpha.Default__PrimalItemResource_ApexDrop_Basilisk_Alpha_C) CONTENT: This trophy proves your worth as a hunter.(/Game/Aberration/CoreBlueprints/Resources/PrimalItemResource_ApexDrop_Basilisk_Alpha.Default__PrimalItemResource_ApexDrop_Basilisk_Alpha_C) CONTENT: Alpha Karkinos Claw(/Game/Aberration/CoreBlueprints/Resources/PrimalItemResource_ApexDrop_CrabClaw.Default__PrimalItemResource_ApexDrop_CrabClaw_C) CONTENT: This trophy proves your worth as a hunter.(/Game/Aberration/CoreBlueprints/Resources/PrimalItemResource_ApexDrop_CrabClaw.Default__PrimalItemResource_ApexDrop_CrabClaw_C) CONTENT: Alpha Reaper King Barb(/Game/Aberration/CoreBlueprints/Resources/PrimalItemResource_ApexDrop_ReaperBarb.Default__PrimalItemResource_ApexDrop_ReaperBarb_C) CONTENT: This trophy proves your worth as a hunter.(/Game/Aberration/CoreBlueprints/Resources/PrimalItemResource_ApexDrop_ReaperBarb.Default__PrimalItemResource_ApexDrop_ReaperBarb_C) CONTENT: Generate Aberration (Alpha) Portal(/Game/Aberration/CoreBlueprints/Items/PrimalItem_BossTribute_Aberration_Hard.Default__PrimalItem_BossTribute_Aberration_Hard_C) CONTENT: Use this to generate a portal to Aberration's Guardian.(/Game/Aberration/CoreBlueprints/Items/PrimalItem_BossTribute_Aberration_Hard.Default__PrimalItem_BossTribute_Aberration_Hard_C) CONTENT: Generate Aberration (Beta) Portal(/Game/Aberration/CoreBlueprints/Items/PrimalItem_BossTribute_Aberration_Medium.Default__PrimalItem_BossTribute_Aberration_Medium_C) CONTENT: Use this to generate a portal to Aberration's Guardian.(/Game/Aberration/CoreBlueprints/Items/PrimalItem_BossTribute_Aberration_Medium.Default__PrimalItem_BossTribute_Aberration_Medium_C) CONTENT: Apex Drop(/Game/Aberration/CoreBlueprints/Inventories/DinoDropInventoryComponent_Carnivore_Large_Basilisk_Alpha.Default__DinoDropInventoryComponent_Carnivore_Large_Basilisk_Alpha_C) CONTENT: Alpha Basilisk(/Engine/Transient.REINST_MegaBasilisk_Character_BP_C_0) CONTENT: Alpha Basilisk(/Engine/Transient.Default__REINST_MegaBasilisk_Character_BP_C_35478) CONTENT: Alpha Basilisk(/Engine/Transient.REINST_MegaBasilisk_Character_BP_C_1) CONTENT: Alpha Basilisk(/Engine/Transient.Default__REINST_MegaBasilisk_Character_BP_C_35482) CONTENT: Alpha Basilisk(/Game/Aberration/Dinos/Basilisk/MegaBasilisk_Character_BP.Default__MegaBasilisk_Character_BP_C) CONTENT: Apex Drop(/Game/Aberration/CoreBlueprints/Inventories/DinoDropInventoryComponent_Carnivore_Large_Crab_Alpha.Default__DinoDropInventoryComponent_Carnivore_Large_Crab_Alpha_C) CONTENT: Alpha Karkinos(/Engine/Transient.REINST_MegaCrab_Character_BP_C_0) CONTENT: Alpha Karkinos(/Engine/Transient.Default__REINST_MegaCrab_Character_BP_C_35502) CONTENT: Alpha Karkinos(/Engine/Transient.REINST_MegaCrab_Character_BP_C_1) CONTENT: Alpha Karkinos(/Engine/Transient.Default__REINST_MegaCrab_Character_BP_C_35506) CONTENT: Alpha Karkinos(/Game/Aberration/Dinos/Crab/MegaCrab_Character_BP.Default__MegaCrab_Character_BP_C) CONTENT: Apex Drop(/Game/Aberration/CoreBlueprints/Inventories/DinoDropInventoryComponent_Carnivore_Large_Reaper_Alpha.Default__DinoDropInventoryComponent_Carnivore_Large_Reaper_Alpha_C) CONTENT: Alpha Surface Reaper King(/Engine/Transient.REINST_MegaXenomorph_Character_BP_Male_Surface_C_0) CONTENT: Alpha Surface Reaper King(/Engine/Transient.Default__REINST_MegaXenomorph_Character_BP_Male_Surface_C_35526) CONTENT: Alpha Surface Reaper King(/Engine/Transient.REINST_MegaXenomorph_Character_BP_Male_Surface_C_1) CONTENT: Alpha Surface Reaper King(/Engine/Transient.Default__REINST_MegaXenomorph_Character_BP_Male_Surface_C_35530) CONTENT: Alpha Surface Reaper King(/Game/Aberration/Dinos/Nameless/MegaXenomorph_Character_BP_Male_Surface.Default__MegaXenomorph_Character_BP_Male_Surface_C) LITERAL: Daytime start = (/Game/Aberration/Environment/Sky/BP_AberrationSky_Sphere_ARK.BP_AberrationSky_Sphere_ARK:EventGraph.K2Node_CallFunction_83029) LITERAL: Daytime End = (/Game/Aberration/Environment/Sky/BP_AberrationSky_Sphere_ARK.BP_AberrationSky_Sphere_ARK:EventGraph.K2Node_CallFunction_83030) LITERAL: TrueSkyTime = (/Game/Aberration/Environment/Sky/BP_AberrationSky_Sphere_ARK.BP_AberrationSky_Sphere_ARK:EventGraph.K2Node_CallFunction_65883) LITERAL: Daytime speed = (/Game/Aberration/Environment/Sky/BP_AberrationSky_Sphere_ARK.BP_AberrationSky_Sphere_ARK:EventGraph.K2Node_CallFunction_65591) LITERAL: Night speed = (/Game/Aberration/Environment/Sky/BP_AberrationSky_Sphere_ARK.BP_AberrationSky_Sphere_ARK:EventGraph.K2Node_CallFunction_77407) LITERAL: Day Counter(/Game/Aberration/Environment/Sky/BP_AberrationSky_Sphere_ARK.BP_AberrationSky_Sphere_ARK:EventGraph.K2Node_CallFunction_85502) LITERAL: Moving Up(/Game/Genesis/Dinos/GiantTurtle/Animations/GiantTurtle_AnimBlueprintNew.GiantTurtle_AnimBlueprintNew:EventGraph.K2Node_CallFunction_260358) LITERAL: Moving Down(/Game/Genesis/Dinos/GiantTurtle/Animations/GiantTurtle_AnimBlueprintNew.GiantTurtle_AnimBlueprintNew:EventGraph.K2Node_CallFunction_260358) LITERAL: Jump: Rise Crouch: Dive(/Game/Genesis/Dinos/GiantTurtle/Buff_Client_GiantTurtleRaftState.Buff_Client_GiantTurtleRaftState:BuffTickClient.K2Node_Select_650) LITERAL: Crouch: Dive(/Game/Genesis/Dinos/GiantTurtle/Buff_Client_GiantTurtleRaftState.Buff_Client_GiantTurtleRaftState:BuffTickClient.K2Node_Select_650) LITERAL: Swim Mode(/Game/Genesis/Dinos/GiantTurtle/Buff_Client_GiantTurtleRaftState.Buff_Client_GiantTurtleRaftState:BuffTickClient.K2Node_Select_646) LITERAL: Raft Mode(/Game/Genesis/Dinos/GiantTurtle/Buff_Client_GiantTurtleRaftState.Buff_Client_GiantTurtleRaftState:BuffTickClient.K2Node_Select_646) CONTENT: Idle(/Engine/Transient.REINST_GiantTurtle_Character_BP_C_0) CONTENT: Cute(/Engine/Transient.REINST_GiantTurtle_Character_BP_C_0) CONTENT: Move(/Engine/Transient.REINST_GiantTurtle_Character_BP_C_0) CONTENT: Swim(/Engine/Transient.REINST_GiantTurtle_Character_BP_C_0) CONTENT: pelvis(/Engine/Transient.REINST_GiantTurtle_Character_BP_C_0) CONTENT: Megachelon(/Engine/Transient.REINST_GiantTurtle_Character_BP_C_0) CONTENT: Bubble Breath(/Engine/Transient.TRASHCLASS_GiantTurtleHUD_35636:TextBlock_1783) CONTENT: (Ready)(/Engine/Transient.TRASHCLASS_GiantTurtleHUD_35636:TextBlock_1784) LITERAL: No Enough Stamina(/Game/Genesis/Dinos/GiantTurtle/GiantTurtle_Character_BP.GiantTurtle_Character_BP:BPHandleControllerInitiatedAttack.K2Node_VariableSet_122983) LITERAL: Not Ready(/Game/Genesis/Dinos/GiantTurtle/GiantTurtle_Character_BP.GiantTurtle_Character_BP:BPHandleControllerInitiatedAttack.K2Node_VariableSet_122984) LITERAL: ClearPreventHurtAnim(/Game/Genesis/Dinos/GiantTurtle/GiantTurtle_Character_BP.GiantTurtle_Character_BP:BPOverrideHurtAnim.K2Node_CallFunction_218005) LITERAL: DestroySaddle(/Game/Genesis/Dinos/GiantTurtle/GiantTurtle_Character_BP.GiantTurtle_Character_BP:BPPlayDying.K2Node_CallFunction_195985) LITERAL: TurnOffFlock(/Game/Genesis/Dinos/GiantTurtle/GiantTurtle_Character_BP.GiantTurtle_Character_BP:CheckFullyInWater.K2Node_CallFunction_209698) LITERAL: TurnOffFlock(/Game/Genesis/Dinos/GiantTurtle/GiantTurtle_Character_BP.GiantTurtle_Character_BP:CheckFullyInWater.K2Node_CallFunction_220233) LITERAL: TurnOffFlock(/Game/Genesis/Dinos/GiantTurtle/GiantTurtle_Character_BP.GiantTurtle_Character_BP:CheckFullyInWater.K2Node_CallFunction_260632) LITERAL: Not Enough Stamina(/Game/Genesis/Dinos/GiantTurtle/GiantTurtle_Character_BP.GiantTurtle_Character_BP:EventGraph.K2Node_CallFunction_141201) LITERAL: MUSHROOM PERCENTAGE:(/Game/Genesis/Dinos/GiantTurtle/GiantTurtle_Character_BP.GiantTurtle_Character_BP:EventGraph.K2Node_CallFunction_166714) LITERAL: FLOWER PERCENTAGE:(/Game/Genesis/Dinos/GiantTurtle/GiantTurtle_Character_BP.GiantTurtle_Character_BP:EventGraph.K2Node_CallFunction_166716) LITERAL: Not Ready(/Game/Genesis/Dinos/GiantTurtle/GiantTurtle_Character_BP.GiantTurtle_Character_BP:EventGraph.K2Node_CallFunction_216380) LITERAL: NoMoreSeats(/Game/Genesis/Dinos/GiantTurtle/GiantTurtle_Character_BP.GiantTurtle_Character_BP:GetPlayersOnSeats.K2Node_CallFunction_224566) LITERAL: Added Flower(/Game/Genesis/Dinos/GiantTurtle/GiantTurtle_Character_BP.GiantTurtle_Character_BP:UpdateFlowerAndMushroom.K2Node_CallFunction_195801) LITERAL: Added Mushroom(/Game/Genesis/Dinos/GiantTurtle/GiantTurtle_Character_BP.GiantTurtle_Character_BP:UpdateFlowerAndMushroom.K2Node_CallFunction_195802) LITERAL: DestroyHudWidget(/Game/Genesis/Dinos/GiantTurtle/GiantTurtleHUD.GiantTurtleHUD:EventGraph.K2Node_CallFunction_229042) LITERAL: ((/Game/Genesis/Dinos/GiantTurtle/GiantTurtleHUD.GiantTurtleHUD:Get_AbilityTextBlock_Text_0.K2Node_CallFunction_356097) LITERAL: %)(/Game/Genesis/Dinos/GiantTurtle/GiantTurtleHUD.GiantTurtleHUD:Get_AbilityTextBlock_Text_0.K2Node_CallFunction_356097) LITERAL: (In Use)(/Game/Genesis/Dinos/GiantTurtle/GiantTurtleHUD.GiantTurtleHUD:Get_AbilityTextBlock_Text_0.K2Node_CallFunction_350898) LITERAL: (Ready)(/Game/Genesis/Dinos/GiantTurtle/GiantTurtleHUD.GiantTurtleHUD:Get_AbilityTextBlock_Text_0.K2Node_CallFunction_350898) CONTENT: Text Block(/Engine/Transient.REINST_GiantTurtleHUD_C_146:WidgetTree_1881.AbilityLabelTextBlock) CONTENT: Text Block(/Engine/Transient.REINST_GiantTurtleHUD_C_146:WidgetTree_1881.AbilityStatusTextBlock) CONTENT: Bubble Breath(/Game/Genesis/Dinos/GiantTurtle/GiantTurtleHUD.GiantTurtleHUD_C:WidgetTree_927.AbilityLabelTextBlock) CONTENT: (Ready)(/Game/Genesis/Dinos/GiantTurtle/GiantTurtleHUD.GiantTurtleHUD_C:WidgetTree_927.AbilityStatusTextBlock) CONTENT: Megachelon Egg(/Game/Genesis/Dinos/GiantTurtle/PrimalItemConsumable_Egg_GiantTurtle.Default__PrimalItemConsumable_Egg_GiantTurtle_C) CONTENT: Fertilized Megachelon Egg(/Game/Genesis/Dinos/GiantTurtle/PrimalItemConsumable_Egg_GiantTurtle_Fertilized.Default__PrimalItemConsumable_Egg_GiantTurtle_Fertilized_C) CONTENT: Dark Scales(/Game/Genesis/Dinos/GiantTurtle/DinoColorSet_GiantTurtle.Default__DinoColorSet_GiantTurtle_C) CONTENT: Rocks(/Game/Genesis/Dinos/GiantTurtle/DinoColorSet_GiantTurtle.Default__DinoColorSet_GiantTurtle_C) CONTENT: Light Belly(/Game/Genesis/Dinos/GiantTurtle/DinoColorSet_GiantTurtle.Default__DinoColorSet_GiantTurtle_C) LITERAL: PopBubble(/Game/Genesis/CoreBlueprints/Buffs/Buff_BubbleHazard.Buff_BubbleHazard:BuffTickServer.K2Node_CallFunction_409105) CONTENT: You are being targeted by a Microbe Swarm!(/Engine/Transient.REINST_MicrobeSwarm_AIController_BP_C_0) LITERAL: Found Poop!(/Game/Genesis/Dinos/Swarms/MicrobeSwarm_AIController_BP.MicrobeSwarm_AIController_BP:SearchForPoop.K2Node_CallFunction_195082) CONTENT: You are being targeted by a Microbe Swarm!(/Engine/Transient.Default__REINST_MicrobeSwarm_AIController_BP_C_35612) CONTENT: You are being targeted by a Microbe Swarm!(/Engine/Transient.REINST_MicrobeSwarm_AIController_BP_C_1) CONTENT: You are being targeted by a Microbe Swarm!(/Engine/Transient.REINST_MicrobeSwarmChar_BP_C_0) CONTENT: Parakeet Fish School(/Engine/Transient.REINST_MicrobeSwarmChar_BP_C_0) LITERAL: Boid is outside water!!!!(/Game/Genesis/Dinos/Swarms/MicrobeSwarmChar_BP.MicrobeSwarmChar_BP:EventGraph.K2Node_CallFunction_384110) LITERAL: Avoidance Area Added(/Game/Genesis/Dinos/Swarms/MicrobeSwarmChar_BP.MicrobeSwarmChar_BP:EventGraph.K2Node_CallFunction_157256) CONTENT: You are being targeted by a Microbe Swarm!(/Engine/Transient.Default__REINST_MicrobeSwarmChar_BP_C_35620) CONTENT: Parakeet Fish School(/Engine/Transient.Default__REINST_MicrobeSwarmChar_BP_C_35620) CONTENT: You are being targeted by a Microbe Swarm!(/Engine/Transient.REINST_MicrobeSwarmChar_BP_C_1) CONTENT: Parakeet Fish School(/Engine/Transient.REINST_MicrobeSwarmChar_BP_C_1) CONTENT: Idle(/Engine/Transient.Default__REINST_GiantTurtle_Character_BP_C_35627) CONTENT: Cute(/Engine/Transient.Default__REINST_GiantTurtle_Character_BP_C_35627) CONTENT: Move(/Engine/Transient.Default__REINST_GiantTurtle_Character_BP_C_35627) CONTENT: Swim(/Engine/Transient.Default__REINST_GiantTurtle_Character_BP_C_35627) CONTENT: pelvis(/Engine/Transient.Default__REINST_GiantTurtle_Character_BP_C_35627) CONTENT: Megachelon(/Engine/Transient.Default__REINST_GiantTurtle_Character_BP_C_35627) CONTENT: Idle(/Engine/Transient.REINST_GiantTurtle_Character_BP_C_1) CONTENT: Cute(/Engine/Transient.REINST_GiantTurtle_Character_BP_C_1) CONTENT: Move(/Engine/Transient.REINST_GiantTurtle_Character_BP_C_1) CONTENT: Swim(/Engine/Transient.REINST_GiantTurtle_Character_BP_C_1) CONTENT: pelvis(/Engine/Transient.REINST_GiantTurtle_Character_BP_C_1) CONTENT: Megachelon(/Engine/Transient.REINST_GiantTurtle_Character_BP_C_1) CONTENT: Bubble Breath(/Engine/Transient.REINST_GiantTurtleHUD_C_148:WidgetTree_927.AbilityLabelTextBlock) CONTENT: (Ready)(/Engine/Transient.REINST_GiantTurtleHUD_C_148:WidgetTree_927.AbilityStatusTextBlock) CONTENT: Bubble Breath(/Game/Genesis/Dinos/GiantTurtle/GiantTurtleHUD.GiantTurtleHUD_C:WidgetTree_931.AbilityLabelTextBlock) CONTENT: (Ready)(/Game/Genesis/Dinos/GiantTurtle/GiantTurtleHUD.GiantTurtleHUD_C:WidgetTree_931.AbilityStatusTextBlock) CONTENT: You are being targeted by a Microbe Swarm!(/Engine/Transient.Default__REINST_MicrobeSwarm_AIController_BP_C_35667) CONTENT: You are being targeted by a Microbe Swarm!(/Game/Genesis/Dinos/Swarms/MicrobeSwarm_AIController_BP.Default__MicrobeSwarm_AIController_BP_C) CONTENT: You are being targeted by a Microbe Swarm!(/Engine/Transient.Default__REINST_MicrobeSwarmChar_BP_C_35671) CONTENT: Parakeet Fish School(/Engine/Transient.Default__REINST_MicrobeSwarmChar_BP_C_35671) CONTENT: You are being targeted by a Microbe Swarm!(/Game/Genesis/Dinos/Swarms/MicrobeSwarmChar_BP.Default__MicrobeSwarmChar_BP_C) CONTENT: Parakeet Fish School(/Game/Genesis/Dinos/Swarms/MicrobeSwarmChar_BP.Default__MicrobeSwarmChar_BP_C) CONTENT: Idle(/Engine/Transient.Default__REINST_GiantTurtle_Character_BP_C_35675) CONTENT: Cute(/Engine/Transient.Default__REINST_GiantTurtle_Character_BP_C_35675) CONTENT: Move(/Engine/Transient.Default__REINST_GiantTurtle_Character_BP_C_35675) CONTENT: Swim(/Engine/Transient.Default__REINST_GiantTurtle_Character_BP_C_35675) CONTENT: pelvis(/Engine/Transient.Default__REINST_GiantTurtle_Character_BP_C_35675) CONTENT: Megachelon(/Engine/Transient.Default__REINST_GiantTurtle_Character_BP_C_35675) CONTENT: Requires Deeper Water to Mate(/Game/Genesis/Dinos/GiantTurtle/GiantTurtle_Character_BP.Default__GiantTurtle_Character_BP_C) CONTENT: Idle(/Game/Genesis/Dinos/GiantTurtle/GiantTurtle_Character_BP.Default__GiantTurtle_Character_BP_C) CONTENT: Cute(/Game/Genesis/Dinos/GiantTurtle/GiantTurtle_Character_BP.Default__GiantTurtle_Character_BP_C) CONTENT: Move(/Game/Genesis/Dinos/GiantTurtle/GiantTurtle_Character_BP.Default__GiantTurtle_Character_BP_C) CONTENT: Swim(/Game/Genesis/Dinos/GiantTurtle/GiantTurtle_Character_BP.Default__GiantTurtle_Character_BP_C) CONTENT: pelvis(/Game/Genesis/Dinos/GiantTurtle/GiantTurtle_Character_BP.Default__GiantTurtle_Character_BP_C) CONTENT: Megachelon(/Game/Genesis/Dinos/GiantTurtle/GiantTurtle_Character_BP.Default__GiantTurtle_Character_BP_C) CONTENT: Corrupted Dinotar(/Engine/Transient.REINST_VRDaeodon_Character_BP_C_0) CONTENT: Corrupted Dinotar(/Engine/Transient.Default__REINST_VRDaeodon_Character_BP_C_35710) CONTENT: Corrupted Dinotar(/Engine/Transient.REINST_VRDaeodon_Character_BP_C_1) CONTENT: Corrupted Dinotar(/Engine/Transient.REINST_VRRaptor_Character_BP_C_0) CONTENT: Corrupted Dinotar(/Engine/Transient.Default__REINST_VRRaptor_Character_BP_C_35718) CONTENT: Corrupted Dinotar(/Engine/Transient.REINST_VRRaptor_Character_BP_C_1) CONTENT: Corrupted Dinotar(/Engine/Transient.REINST_VRRex_Character_BP_C_0) CONTENT: Corrupted Dinotar(/Engine/Transient.Default__REINST_VRRex_Character_BP_C_35726) CONTENT: Corrupted Dinotar(/Engine/Transient.REINST_VRRex_Character_BP_C_1) CONTENT: Corrupted Dinotar(/Engine/Transient.REINST_VRTrike_Character_BP_C_0) CONTENT: Corrupted Dinotar(/Engine/Transient.Default__REINST_VRTrike_Character_BP_C_35734) CONTENT: Corrupted Dinotar(/Engine/Transient.REINST_VRTrike_Character_BP_C_1) CONTENT: Corrupted Dinotar(/Engine/Transient.REINST_VRYutyrannus_Character_BP_C_0) CONTENT: Corrupted Dinotar(/Engine/Transient.Default__REINST_VRYutyrannus_Character_BP_C_35741) CONTENT: Corrupted Dinotar(/Engine/Transient.REINST_VRYutyrannus_Character_BP_C_1) CONTENT: Corrupted Avatar(/Engine/Transient.REINST_Bot_Character_BP_C_0) CONTENT: Corrupted Avatar(/Engine/Transient.Default__REINST_Bot_Character_BP_C_35763) CONTENT: Corrupted Avatar(/Engine/Transient.REINST_Bot_Character_BP_C_1) CONTENT: Idle(/Engine/Transient.REINST_BrainSlug_Character_BP_C_0) CONTENT: Cute(/Engine/Transient.REINST_BrainSlug_Character_BP_C_0) CONTENT: Action(/Engine/Transient.REINST_BrainSlug_Character_BP_C_0) CONTENT: c_spine2(/Engine/Transient.REINST_BrainSlug_Character_BP_C_0) CONTENT: Move(/Engine/Transient.REINST_BrainSlug_Character_BP_C_0) CONTENT: Action2(/Engine/Transient.REINST_BrainSlug_Character_BP_C_0) CONTENT: Noglin(/Engine/Transient.REINST_BrainSlug_Character_BP_C_0) LITERAL: /(/Game/Genesis2/Dinos/BrainSlug/BrainSlug_Character_BP.BrainSlug_Character_BP:BlueprintDrawFloatingHUD.K2Node_CallFunction_20168) LITERAL: Control Time Remaining: (/Game/Genesis2/Dinos/BrainSlug/BrainSlug_Character_BP.BrainSlug_Character_BP:BlueprintDrawFloatingHUD.K2Node_CallFunction_20600) LITERAL: DOING THE JUMP ATTACK ON AI(/Game/Genesis2/Dinos/BrainSlug/BrainSlug_Character_BP.BrainSlug_Character_BP:BPDoAttack.K2Node_CallFunction_158989) LITERAL: ServerClearBrainHunt(/Game/Genesis2/Dinos/BrainSlug/BrainSlug_Character_BP.BrainSlug_Character_BP:BPGetHUDElements.K2Node_CallFunction_288421) LITERAL: MIND CONTROL ({x})(/Game/Genesis2/Dinos/BrainSlug/BrainSlug_Character_BP.BrainSlug_Character_BP:BPGetHUDElements.K2Node_FormatText_273) LITERAL: Engage Brain Hunt(/Game/Genesis2/Dinos/BrainSlug/BrainSlug_Character_BP.BrainSlug_Character_BP:BPGetMultiUseEntries.K2Node_MakeStruct_17222) LITERAL: Remove Brain Slug(/Game/Genesis2/Dinos/BrainSlug/BrainSlug_Character_BP.BrainSlug_Character_BP:BPGetMultiUseEntries.K2Node_MakeStruct_568) LITERAL: BrainSlug_Character ---(BPIsValidUnstasisCaster: true) ---(/Game/Genesis2/Dinos/BrainSlug/BrainSlug_Character_BP.BrainSlug_Character_BP:BPIsValidUnStasisCaster.K2Node_CallFunction_171307) LITERAL: open(/Game/Genesis2/Dinos/BrainSlug/BrainSlug_Character_BP.BrainSlug_Character_BP:BPNewDoorInteractionDrawHUD.K2Node_CallFunction_157962) LITERAL: close(/Game/Genesis2/Dinos/BrainSlug/BrainSlug_Character_BP.BrainSlug_Character_BP:BPNewDoorInteractionDrawHUD.K2Node_CallFunction_157962) LITERAL: Press {use} to attempt host interaction(/Game/Genesis2/Dinos/BrainSlug/BrainSlug_Character_BP.BrainSlug_Character_BP:BPNewDoorInteractionDrawHUD.K2Node_FormatText_216) LITERAL: Attempt to {state} locked door(/Game/Genesis2/Dinos/BrainSlug/BrainSlug_Character_BP.BrainSlug_Character_BP:BPNewDoorInteractionDrawHUD.K2Node_FormatText_233) LITERAL: TimerClearBrainSlugAttachment(/Game/Genesis2/Dinos/BrainSlug/BrainSlug_Character_BP.BrainSlug_Character_BP:BPOverrideInventoryAccessInput.K2Node_CallFunction_173047) LITERAL: TimerClearBrainSlugAttachment(/Game/Genesis2/Dinos/BrainSlug/BrainSlug_Character_BP.BrainSlug_Character_BP:BPOverrideInventoryAccessInput.K2Node_CallFunction_174743) LITERAL: BrainSlug_Character (BPTimerNonDedicated): Is attached, bHasHumanController = {x}, controller name {y}(/Game/Genesis2/Dinos/BrainSlug/BrainSlug_Character_BP.BrainSlug_Character_BP:BPTimerNonDedicated.K2Node_FormatText_102) LITERAL: NULL(/Game/Genesis2/Dinos/BrainSlug/BrainSlug_Character_BP.BrainSlug_Character_BP:BPTimerNonDedicated.K2Node_Select_346) LITERAL: false(/Game/Genesis2/Dinos/BrainSlug/BrainSlug_Character_BP.BrainSlug_Character_BP:BPTimerNonDedicated.K2Node_Select_349) LITERAL: true(/Game/Genesis2/Dinos/BrainSlug/BrainSlug_Character_BP.BrainSlug_Character_BP:BPTimerNonDedicated.K2Node_Select_349) LITERAL: BrainSlug_Character (BPTimerServer): Is attached, bHasHumanController = {x}, controller name {y}, buff extant with name: {z}(/Game/Genesis2/Dinos/BrainSlug/BrainSlug_Character_BP.BrainSlug_Character_BP:BPTimerServer.K2Node_FormatText_221) LITERAL: BrainSlug_Character (BPTimerServer): Is attached, bPreventOfflinePvP = {x}(/Game/Genesis2/Dinos/BrainSlug/BrainSlug_Character_BP.BrainSlug_Character_BP:BPTimerServer.K2Node_FormatText_289) LITERAL: NULL(/Game/Genesis2/Dinos/BrainSlug/BrainSlug_Character_BP.BrainSlug_Character_BP:BPTimerServer.K2Node_Select_346) LITERAL: false(/Game/Genesis2/Dinos/BrainSlug/BrainSlug_Character_BP.BrainSlug_Character_BP:BPTimerServer.K2Node_Select_349) LITERAL: true(/Game/Genesis2/Dinos/BrainSlug/BrainSlug_Character_BP.BrainSlug_Character_BP:BPTimerServer.K2Node_Select_349) LITERAL: NULL(/Game/Genesis2/Dinos/BrainSlug/BrainSlug_Character_BP.BrainSlug_Character_BP:BPTimerServer.K2Node_Select_418) LITERAL: BrainSlug_Character ---(BPTriggerStasisEvent) Cleared control because Noglin improperly stasised---(/Game/Genesis2/Dinos/BrainSlug/BrainSlug_Character_BP.BrainSlug_Character_BP:BPTriggerStasisEvent.K2Node_CallFunction_171307) LITERAL: Local tame affinity added to slug: (/Game/Genesis2/Dinos/BrainSlug/BrainSlug_Character_BP.BrainSlug_Character_BP:BrainSlugIterateAffinity.K2Node_CallFunction_185251) LITERAL: CURRENT FOOD: (/Game/Genesis2/Dinos/BrainSlug/BrainSlug_Character_BP.BrainSlug_Character_BP:BrainSlugIterateAffinity.K2Node_CallFunction_199564) LITERAL: Local tame affinity added to slug modified to: (/Game/Genesis2/Dinos/BrainSlug/BrainSlug_Character_BP.BrainSlug_Character_BP:BrainSlugIterateAffinity.K2Node_CallFunction_384128) LITERAL: Total tame percent added to slug: (/Game/Genesis2/Dinos/BrainSlug/BrainSlug_Character_BP.BrainSlug_Character_BP:BrainSlugIterateAffinity.K2Node_CallFunction_430681) LITERAL: DelayedLaunchVelocity(/Game/Genesis2/Dinos/BrainSlug/BrainSlug_Character_BP.BrainSlug_Character_BP:DinoShoulderMountedLaunch.K2Node_CallFunction_535547) LITERAL: BrainSlug_Character ---(ClearPossession) called ---(/Game/Genesis2/Dinos/BrainSlug/BrainSlug_Character_BP.BrainSlug_Character_BP:EventGraph.K2Node_CallFunction_149068) LITERAL: Host Interaction Failed(/Game/Genesis2/Dinos/BrainSlug/BrainSlug_Character_BP.BrainSlug_Character_BP:EventGraph.K2Node_CallFunction_181146) LITERAL: ChangeControllers(/Game/Genesis2/Dinos/BrainSlug/BrainSlug_Character_BP.BrainSlug_Character_BP:EventGraph.K2Node_CallFunction_231659) LITERAL: RETRY...(/Game/Genesis2/Dinos/BrainSlug/BrainSlug_Character_BP.BrainSlug_Character_BP:EventGraph.K2Node_CallFunction_244390) LITERAL: EMPTY(/Game/Genesis2/Dinos/BrainSlug/BrainSlug_Character_BP.BrainSlug_Character_BP:EventGraph.K2Node_CallFunction_247952) LITERAL: ResetFlee(/Game/Genesis2/Dinos/BrainSlug/BrainSlug_Character_BP.BrainSlug_Character_BP:EventGraph.K2Node_CallFunction_254077) LITERAL: brainslug begin play (/Game/Genesis2/Dinos/BrainSlug/BrainSlug_Character_BP.BrainSlug_Character_BP:EventGraph.K2Node_CallFunction_255067) LITERAL: ChangeControllers(/Game/Genesis2/Dinos/BrainSlug/BrainSlug_Character_BP.BrainSlug_Character_BP:EventGraph.K2Node_CallFunction_313037) LITERAL: ServerClearBrainHunt(/Game/Genesis2/Dinos/BrainSlug/BrainSlug_Character_BP.BrainSlug_Character_BP:EventGraph.K2Node_Composite_117.On Possession Behaviors.K2Node_CallFunction_209807) LITERAL: ServerClearBrainHunt(/Game/Genesis2/Dinos/BrainSlug/BrainSlug_Character_BP.BrainSlug_Character_BP:EventGraph.K2Node_Composite_117.On Possession Behaviors.K2Node_CallFunction_209809) LITERAL: UpdateJumpCheck(/Game/Genesis2/Dinos/BrainSlug/BrainSlug_Character_BP.BrainSlug_Character_BP:EventGraph.K2Node_Composite_118.LaunchAndJumpBehaviors.K2Node_CallFunction_168911) LITERAL: FIRE TEST CONTROL BUFF(/Game/Genesis2/Dinos/BrainSlug/BrainSlug_Character_BP.BrainSlug_Character_BP:EventGraph.K2Node_Composite_205.HumanMovementControl.K2Node_CallFunction_179598) LITERAL: Slug should collide = (/Game/Genesis2/Dinos/BrainSlug/BrainSlug_Character_BP.BrainSlug_Character_BP:EventGraph.K2Node_Composite_261.CollisionUpdates.K2Node_CallFunction_413249) LITERAL: TimerClearBrainSlugAttachment(/Game/Genesis2/Dinos/BrainSlug/BrainSlug_Character_BP.BrainSlug_Character_BP:InterceptInputEvent.K2Node_CallFunction_174743) LITERAL: TimerClearBrainSlugAttachment(/Game/Genesis2/Dinos/BrainSlug/BrainSlug_Character_BP.BrainSlug_Character_BP:InterceptInputEvent.K2Node_CallFunction_182183) LITERAL: Insufficient Stamina!(/Game/Genesis2/Dinos/BrainSlug/BrainSlug_Character_BP.BrainSlug_Character_BP:IsAllowedToBrainJump.K2Node_CallFunction_183226) LITERAL: {0} ({1}%)(/Game/Genesis2/Dinos/BrainSlug/BrainSlug_Character_BP.BrainSlug_Character_BP:IsAllowedToControl.K2Node_FormatText_229) LITERAL: {string} (00:{time})(/Game/Genesis2/Dinos/BrainSlug/BrainSlug_Character_BP.BrainSlug_Character_BP:IsAllowedToControl.K2Node_FormatText_235) LITERAL: Health ({x}/50)%(/Game/Genesis2/Dinos/BrainSlug/BrainSlug_Character_BP.BrainSlug_Character_BP:IsAllowedToControl.K2Node_FormatText_237) LITERAL: ): (/Game/Genesis2/Dinos/BrainSlug/BrainSlug_Character_BP.BrainSlug_Character_BP:UpdateComponentVisibilityWithCameraStyle.K2Node_CallFunction_248359) LITERAL: CHANGED CAMERA STYLE ((/Game/Genesis2/Dinos/BrainSlug/BrainSlug_Character_BP.BrainSlug_Character_BP:UpdateComponentVisibilityWithCameraStyle.K2Node_CallFunction_250277) LITERAL: -----WHY BRAINSLUG AI DESTROYED????(/Game/Genesis2/Dinos/BrainSlug/BrainSlug_AIController.BrainSlug_AIController:ReceiveDestroyed.K2Node_CallFunction_218875) CONTENT: Mind Control(/Engine/Transient.REINST_Buff_BrainSlug_HumanControl_C_0) CONTENT: Itching.... in my brain!(/Engine/Transient.REINST_Buff_BrainSlug_HumanControl_C_0) CONTENT: Immune to Brain Slug Control(/Engine/Transient.REINST_Buff_PreventBrainControl_C_0) CONTENT: Mind Control(/Engine/Transient.REINST_Buff_BrainSlugControl_C_0) CONTENT: Itching.... in my brain!(/Engine/Transient.REINST_Buff_BrainSlugControl_C_0) LITERAL: CLEAR POSSESSOR ON CONTROLLER BUFF(/Game/Genesis2/Dinos/BrainSlug/Buff_BrainSlugControl.Buff_BrainSlugControl:EventGraph.K2Node_CallFunction_194738) LITERAL: LAUNCH CLEAR(/Game/Genesis2/Dinos/BrainSlug/Buff_BrainSlugControl.Buff_BrainSlugControl:EventGraph.K2Node_CallFunction_333390) LITERAL: Num targets: (/Game/Genesis2/Dinos/BrainSlug/Buff_BrainSlugControl.Buff_BrainSlugControl:EventGraph.K2Node_CallFunction_456990) LITERAL: ----- BRAIN SLUG BUFF BEGIN PLAY(/Game/Genesis2/Dinos/BrainSlug/Buff_BrainSlugControl.Buff_BrainSlugControl:EventGraph.K2Node_CallFunction_211923) LITERAL: Buff_BrainSlugControl (ServerTick): Exists, has shooter player controller with name {y}(/Game/Genesis2/Dinos/BrainSlug/Buff_BrainSlugControl.Buff_BrainSlugControl:EventGraph.K2Node_FormatText_121) LITERAL: NULL(/Game/Genesis2/Dinos/BrainSlug/Buff_BrainSlugControl.Buff_BrainSlugControl:EventGraph.K2Node_Select_346) LITERAL: Buff_BrainSlugControl (ServerTick): Exists, does NOT have player controller(/Game/Genesis2/Dinos/BrainSlug/Buff_BrainSlugControl.Buff_BrainSlugControl:EventGraph.K2Node_FormatText_102) LITERAL: Repossess(/Game/Genesis2/Dinos/BrainSlug/Buff_BrainSlugControl.Buff_BrainSlugControl:BPGetMultiUseEntries.K2Node_MakeStruct_3588) LITERAL: Remove Noglin(/Game/Genesis2/Dinos/BrainSlug/Buff_BrainSlugControl.Buff_BrainSlugControl:BPGetMultiUseEntries.K2Node_MakeStruct_568) LITERAL: Access Inventory(/Game/Genesis2/Dinos/BrainSlug/Buff_BrainSlugControl.Buff_BrainSlugControl:BPGetMultiUseEntries.K2Node_CallFunction_189422) LITERAL: MIND CONTROL ({x})(/Game/Genesis2/Dinos/BrainSlug/Buff_BrainSlugControl.Buff_BrainSlugControl:BPGetHUDElements.K2Node_FormatText_273) LITERAL: Noglin Controlled(/Game/Genesis2/Dinos/BrainSlug/Buff_BrainSlugControl.Buff_BrainSlugControl:DrawBuffFloatingHUD.K2Node_CallFunction_64752) LITERAL: DelayedDeactivate(/Game/Genesis2/Dinos/BrainSlug/Buff_BrainSlugControl.Buff_BrainSlugControl:BuffOverrideInventoryAccessInput.K2Node_CallFunction_170901) LITERAL: DelayedDeactivate(/Game/Genesis2/Dinos/BrainSlug/Buff_BrainSlugControl.Buff_BrainSlugControl:BuffOverrideInventoryAccessInput.K2Node_CallFunction_172017) LITERAL: DelayedDeactivate(/Game/Genesis2/Dinos/BrainSlug/Buff_BrainSlugControl.Buff_BrainSlugControl:BuffOverrideInventoryAccessInput.K2Node_CallFunction_173133) LITERAL: Buff_BrainSlugControl (ClientTick): Exists, has shooter player controller with name {y}(/Game/Genesis2/Dinos/BrainSlug/Buff_BrainSlugControl.Buff_BrainSlugControl:BuffTickClient.K2Node_FormatText_121) LITERAL: NULL(/Game/Genesis2/Dinos/BrainSlug/Buff_BrainSlugControl.Buff_BrainSlugControl:BuffTickClient.K2Node_Select_346) LITERAL: Buff_BrainSlugControl (ClientTick): Exists, does NOT have player controller(/Game/Genesis2/Dinos/BrainSlug/Buff_BrainSlugControl.Buff_BrainSlugControl:BuffTickClient.K2Node_FormatText_102) LITERAL: Buff_BrainSlugControl --- Cleared control because Noglin improperly stasised---(/Game/Genesis2/Dinos/BrainSlug/Buff_BrainSlugControl.Buff_BrainSlugControl:BPStasis.K2Node_CallFunction_171307) LITERAL: Override forward input: ----- (/Game/Genesis2/Dinos/BrainSlug/Buff_BrainSlug_HumanControl.Buff_BrainSlug_HumanControl:BP_OverrideMoveForwardInput.K2Node_CallFunction_158943) LITERAL: DEACTIVATE BRAIN CONTROL(/Game/Genesis2/Dinos/BrainSlug/Buff_BrainSlug_HumanControl.Buff_BrainSlug_HumanControl:BPDeactivated.K2Node_CallFunction_200211) LITERAL: Remove Noglin(/Game/Genesis2/Dinos/BrainSlug/Buff_BrainSlug_HumanControl.Buff_BrainSlug_HumanControl:BPGetMultiUseEntries.K2Node_MakeStruct_2803) LITERAL: Repossess(/Game/Genesis2/Dinos/BrainSlug/Buff_BrainSlug_HumanControl.Buff_BrainSlug_HumanControl:BPGetMultiUseEntries.K2Node_MakeStruct_5066) LITERAL: Remove Brain Slug(/Game/Genesis2/Dinos/BrainSlug/Buff_BrainSlug_HumanControl.Buff_BrainSlug_HumanControl:BPGetMultiUseEntries.K2Node_MakeStruct_568) LITERAL: Noglin Controlled(/Game/Genesis2/Dinos/BrainSlug/Buff_BrainSlug_HumanControl.Buff_BrainSlug_HumanControl:DrawBuffFloatingHUD.K2Node_CallFunction_64752) LITERAL: FIRE TEST CONTROL BUFF(/Game/Genesis2/Dinos/BrainSlug/Buff_BrainSlug_HumanControl.Buff_BrainSlug_HumanControl:EventGraph.K2Node_CallFunction_179598) LITERAL: DisableLookAndMove(/Game/Genesis2/Dinos/BrainSlug/Buff_BrainSlug_HumanControl.Buff_BrainSlug_HumanControl:EventGraph.K2Node_CallFunction_348581) LITERAL: DisableLookAndMove(/Game/Genesis2/Dinos/BrainSlug/Buff_BrainSlug_HumanControl.Buff_BrainSlug_HumanControl:EventGraph.K2Node_CallFunction_357080) CONTENT: Mind Control(/Engine/Transient.Default__REINST_Buff_BrainSlugControl_C_35814) CONTENT: Itching.... in my brain!(/Engine/Transient.Default__REINST_Buff_BrainSlugControl_C_35814) LITERAL: Buff_BrainSlugControl (ServerTick): Exists, does NOT have player controller(/Game/Genesis2/Dinos/BrainSlug/Buff_BrainSlugControl.Buff_BrainSlugControl:ExecuteUbergraph_Buff_BrainSlugControl.K2Node_CallFunction_280255) LITERAL: Buff_BrainSlugControl (ServerTick): Exists, has shooter player controller with name {y}(/Game/Genesis2/Dinos/BrainSlug/Buff_BrainSlugControl.Buff_BrainSlugControl:ExecuteUbergraph_Buff_BrainSlugControl.K2Node_CallFunction_280256) LITERAL: y(/Game/Genesis2/Dinos/BrainSlug/Buff_BrainSlugControl.Buff_BrainSlugControl:ExecuteUbergraph_Buff_BrainSlugControl.K2Node_MakeStruct_2496) LITERAL: MIND CONTROL ({x})(/Game/Genesis2/Dinos/BrainSlug/Buff_BrainSlugControl.Buff_BrainSlugControl:EdGraph_117135.K2Node_CallFunction_280281) LITERAL: x(/Game/Genesis2/Dinos/BrainSlug/Buff_BrainSlugControl.Buff_BrainSlugControl:EdGraph_117135.K2Node_MakeStruct_2497) LITERAL: Buff_BrainSlugControl (ClientTick): Exists, has shooter player controller with name {y}(/Game/Genesis2/Dinos/BrainSlug/Buff_BrainSlugControl.Buff_BrainSlugControl:EdGraph_117149.K2Node_CallFunction_280283) LITERAL: y(/Game/Genesis2/Dinos/BrainSlug/Buff_BrainSlugControl.Buff_BrainSlugControl:EdGraph_117149.K2Node_MakeStruct_2498) LITERAL: Buff_BrainSlugControl (ClientTick): Exists, does NOT have player controller(/Game/Genesis2/Dinos/BrainSlug/Buff_BrainSlugControl.Buff_BrainSlugControl:EdGraph_117149.K2Node_CallFunction_280284) CONTENT: Mind Control(/Engine/Transient.REINST_Buff_BrainSlugControl_C_1) CONTENT: Itching.... in my brain!(/Engine/Transient.REINST_Buff_BrainSlugControl_C_1) CONTENT: Immune to Brain Slug Control(/Engine/Transient.Default__REINST_Buff_PreventBrainControl_C_35821) CONTENT: Immune to Brain Slug Control(/Engine/Transient.REINST_Buff_PreventBrainControl_C_1) CONTENT: Mind Control(/Engine/Transient.Default__REINST_Buff_BrainSlug_HumanControl_C_35828) CONTENT: Itching.... in my brain!(/Engine/Transient.Default__REINST_Buff_BrainSlug_HumanControl_C_35828) CONTENT: Mind Control(/Engine/Transient.REINST_Buff_BrainSlug_HumanControl_C_1) CONTENT: Itching.... in my brain!(/Engine/Transient.REINST_Buff_BrainSlug_HumanControl_C_1) CONTENT: Noglin Targeting(/Engine/Transient.REINST_Buff_BrainSlugShoulderVisualCient_C_0) LITERAL: Noglin Targeting (Active)(/Game/Genesis2/Dinos/BrainSlug/Buff_BrainSlugShoulderVisualCient.Buff_BrainSlugShoulderVisualCient:DrawBuffFloatingHUD.K2Node_CallFunction_309097) LITERAL: Noglin Targeting (Inactive)(/Game/Genesis2/Dinos/BrainSlug/Buff_BrainSlugShoulderVisualCient.Buff_BrainSlugShoulderVisualCient:DrawBuffFloatingHUD.K2Node_CallFunction_309097) CONTENT: Noglin Targeting(/Engine/Transient.Default__REINST_Buff_BrainSlugShoulderVisualCient_C_35849) CONTENT: Noglin Targeting(/Engine/Transient.REINST_Buff_BrainSlugShoulderVisualCient_C_1) CONTENT: Insulation(/Engine/Transient.REINST_Buff_BrainSlugPostProccess_C_0) CONTENT: Increases hyper & hypothermic insulation(/Engine/Transient.REINST_Buff_BrainSlugPostProccess_C_0) LITERAL: BRAIN SLUG POST PROCESS BEGIN PLAY(/Game/Genesis2/Dinos/BrainSlug/Buff_BrainSlugPostProccess.Buff_BrainSlugPostProccess:EventGraph.K2Node_CallFunction_258927) CONTENT: Insulation(/Engine/Transient.Default__REINST_Buff_BrainSlugPostProccess_C_35856) CONTENT: Increases hyper & hypothermic insulation(/Engine/Transient.Default__REINST_Buff_BrainSlugPostProccess_C_35856) CONTENT: Insulation(/Engine/Transient.REINST_Buff_BrainSlugPostProccess_C_1) CONTENT: Increases hyper & hypothermic insulation(/Engine/Transient.REINST_Buff_BrainSlugPostProccess_C_1) CONTENT: Noglin Tracker(/Engine/Transient.REINST_Buff_BrainSlug_Tracker_C_0) LITERAL: Disable Noglin Tracker(/Game/Genesis2/Dinos/BrainSlug/Buff_BrainSlug_Tracker.Buff_BrainSlug_Tracker:BPGetMultiUseEntries.K2Node_MakeStruct_4698) LITERAL: Noglin(/Game/Genesis2/Dinos/BrainSlug/Buff_BrainSlug_Tracker.Buff_BrainSlug_Tracker:DrawBuffFloatingHUD.K2Node_CallFunction_494727) CONTENT: Noglin Tracker(/Engine/Transient.Default__REINST_Buff_BrainSlug_Tracker_C_35863) CONTENT: Noglin Tracker(/Engine/Transient.REINST_Buff_BrainSlug_Tracker_C_1) CONTENT: Main(/Game/Genesis2/Dinos/BrainSlug/DinoColorSet_BrainSlug.Default__DinoColorSet_BrainSlug_C) CONTENT: Emissive(/Game/Genesis2/Dinos/BrainSlug/DinoColorSet_BrainSlug.Default__DinoColorSet_BrainSlug_C) CONTENT: Pattern(/Game/Genesis2/Dinos/BrainSlug/DinoColorSet_BrainSlug.Default__DinoColorSet_BrainSlug_C) CONTENT: fur(/Game/Genesis2/Dinos/BrainSlug/DinoColorSet_BrainSlug.Default__DinoColorSet_BrainSlug_C) CONTENT: Belly Light(/Game/Genesis2/Dinos/BrainSlug/DinoColorSet_BrainSlug.Default__DinoColorSet_BrainSlug_C) CONTENT: Pattern Detail(/Game/Genesis2/Dinos/BrainSlug/DinoColorSet_BrainSlug.Default__DinoColorSet_BrainSlug_C) CONTENT: Idle(/Engine/Transient.Default__REINST_BrainSlug_Character_BP_C_35871) CONTENT: Cute(/Engine/Transient.Default__REINST_BrainSlug_Character_BP_C_35871) CONTENT: Action(/Engine/Transient.Default__REINST_BrainSlug_Character_BP_C_35871) CONTENT: c_spine2(/Engine/Transient.Default__REINST_BrainSlug_Character_BP_C_35871) CONTENT: Move(/Engine/Transient.Default__REINST_BrainSlug_Character_BP_C_35871) CONTENT: Action2(/Engine/Transient.Default__REINST_BrainSlug_Character_BP_C_35871) CONTENT: Noglin(/Engine/Transient.Default__REINST_BrainSlug_Character_BP_C_35871) LITERAL: BrainSlug_Character (BPTimerNonDedicated): Is attached, bHasHumanController = {x}, controller name {y}(/Game/Genesis2/Dinos/BrainSlug/BrainSlug_Character_BP.BrainSlug_Character_BP:EdGraph_117622.K2Node_CallFunction_283845) LITERAL: x(/Game/Genesis2/Dinos/BrainSlug/BrainSlug_Character_BP.BrainSlug_Character_BP:EdGraph_117622.K2Node_MakeStruct_2511) LITERAL: y(/Game/Genesis2/Dinos/BrainSlug/BrainSlug_Character_BP.BrainSlug_Character_BP:EdGraph_117622.K2Node_MakeStruct_2512) LITERAL: {string} (00:{time})(/Game/Genesis2/Dinos/BrainSlug/BrainSlug_Character_BP.BrainSlug_Character_BP:EdGraph_117628.K2Node_CallFunction_283851) LITERAL: string(/Game/Genesis2/Dinos/BrainSlug/BrainSlug_Character_BP.BrainSlug_Character_BP:EdGraph_117628.K2Node_MakeStruct_2513) LITERAL: time(/Game/Genesis2/Dinos/BrainSlug/BrainSlug_Character_BP.BrainSlug_Character_BP:EdGraph_117628.K2Node_MakeStruct_2514) LITERAL: Health ({x}/50)%(/Game/Genesis2/Dinos/BrainSlug/BrainSlug_Character_BP.BrainSlug_Character_BP:EdGraph_117628.K2Node_CallFunction_283852) LITERAL: x(/Game/Genesis2/Dinos/BrainSlug/BrainSlug_Character_BP.BrainSlug_Character_BP:EdGraph_117628.K2Node_MakeStruct_2515) LITERAL: {0} ({1}%)(/Game/Genesis2/Dinos/BrainSlug/BrainSlug_Character_BP.BrainSlug_Character_BP:EdGraph_117628.K2Node_CallFunction_283853) LITERAL: 0(/Game/Genesis2/Dinos/BrainSlug/BrainSlug_Character_BP.BrainSlug_Character_BP:EdGraph_117628.K2Node_MakeStruct_2516) LITERAL: 1(/Game/Genesis2/Dinos/BrainSlug/BrainSlug_Character_BP.BrainSlug_Character_BP:EdGraph_117628.K2Node_MakeStruct_2517) LITERAL: BrainSlug_Character (BPTimerServer): Is attached, bHasHumanController = {x}, controller name {y}, buff extant with name: {z}(/Game/Genesis2/Dinos/BrainSlug/BrainSlug_Character_BP.BrainSlug_Character_BP:EdGraph_117638.K2Node_CallFunction_283855) LITERAL: x(/Game/Genesis2/Dinos/BrainSlug/BrainSlug_Character_BP.BrainSlug_Character_BP:EdGraph_117638.K2Node_MakeStruct_2518) LITERAL: y(/Game/Genesis2/Dinos/BrainSlug/BrainSlug_Character_BP.BrainSlug_Character_BP:EdGraph_117638.K2Node_MakeStruct_2519) LITERAL: z(/Game/Genesis2/Dinos/BrainSlug/BrainSlug_Character_BP.BrainSlug_Character_BP:EdGraph_117638.K2Node_MakeStruct_2520) LITERAL: BrainSlug_Character (BPTimerServer): Is attached, bPreventOfflinePvP = {x}(/Game/Genesis2/Dinos/BrainSlug/BrainSlug_Character_BP.BrainSlug_Character_BP:EdGraph_117638.K2Node_CallFunction_283856) LITERAL: x(/Game/Genesis2/Dinos/BrainSlug/BrainSlug_Character_BP.BrainSlug_Character_BP:EdGraph_117638.K2Node_MakeStruct_2521) LITERAL: Attempt to {state} locked door(/Game/Genesis2/Dinos/BrainSlug/BrainSlug_Character_BP.BrainSlug_Character_BP:EdGraph_117665.K2Node_CallFunction_283869) LITERAL: state(/Game/Genesis2/Dinos/BrainSlug/BrainSlug_Character_BP.BrainSlug_Character_BP:EdGraph_117665.K2Node_MakeStruct_2522) LITERAL: Press {use} to attempt host interaction(/Game/Genesis2/Dinos/BrainSlug/BrainSlug_Character_BP.BrainSlug_Character_BP:EdGraph_117665.K2Node_CallFunction_283870) LITERAL: use(/Game/Genesis2/Dinos/BrainSlug/BrainSlug_Character_BP.BrainSlug_Character_BP:EdGraph_117665.K2Node_MakeStruct_2523) LITERAL: MIND CONTROL ({x})(/Game/Genesis2/Dinos/BrainSlug/BrainSlug_Character_BP.BrainSlug_Character_BP:EdGraph_117666.K2Node_CallFunction_283874) LITERAL: x(/Game/Genesis2/Dinos/BrainSlug/BrainSlug_Character_BP.BrainSlug_Character_BP:EdGraph_117666.K2Node_MakeStruct_2524) CONTENT: Idle(/Engine/Transient.REINST_BrainSlug_Character_BP_C_1) CONTENT: Cute(/Engine/Transient.REINST_BrainSlug_Character_BP_C_1) CONTENT: Action(/Engine/Transient.REINST_BrainSlug_Character_BP_C_1) CONTENT: c_spine2(/Engine/Transient.REINST_BrainSlug_Character_BP_C_1) CONTENT: Move(/Engine/Transient.REINST_BrainSlug_Character_BP_C_1) CONTENT: Action2(/Engine/Transient.REINST_BrainSlug_Character_BP_C_1) CONTENT: Noglin(/Engine/Transient.REINST_BrainSlug_Character_BP_C_1) CONTENT: Mind Control(/Engine/Transient.Default__REINST_Buff_BrainSlugControl_C_35879) CONTENT: Itching.... in my brain!(/Engine/Transient.Default__REINST_Buff_BrainSlugControl_C_35879) LITERAL: Buff_BrainSlugControl (ServerTick): Exists, does NOT have player controller(/Game/Genesis2/Dinos/BrainSlug/Buff_BrainSlugControl.Buff_BrainSlugControl:ExecuteUbergraph_Buff_BrainSlugControl.K2Node_CallFunction_284286) LITERAL: Buff_BrainSlugControl (ServerTick): Exists, has shooter player controller with name {y}(/Game/Genesis2/Dinos/BrainSlug/Buff_BrainSlugControl.Buff_BrainSlugControl:ExecuteUbergraph_Buff_BrainSlugControl.K2Node_CallFunction_284287) LITERAL: y(/Game/Genesis2/Dinos/BrainSlug/Buff_BrainSlugControl.Buff_BrainSlugControl:ExecuteUbergraph_Buff_BrainSlugControl.K2Node_MakeStruct_2527) LITERAL: MIND CONTROL ({x})(/Game/Genesis2/Dinos/BrainSlug/Buff_BrainSlugControl.Buff_BrainSlugControl:EdGraph_117766.K2Node_CallFunction_284312) LITERAL: x(/Game/Genesis2/Dinos/BrainSlug/Buff_BrainSlugControl.Buff_BrainSlugControl:EdGraph_117766.K2Node_MakeStruct_2528) LITERAL: Buff_BrainSlugControl (ClientTick): Exists, has shooter player controller with name {y}(/Game/Genesis2/Dinos/BrainSlug/Buff_BrainSlugControl.Buff_BrainSlugControl:EdGraph_117780.K2Node_CallFunction_284314) LITERAL: y(/Game/Genesis2/Dinos/BrainSlug/Buff_BrainSlugControl.Buff_BrainSlugControl:EdGraph_117780.K2Node_MakeStruct_2529) LITERAL: Buff_BrainSlugControl (ClientTick): Exists, does NOT have player controller(/Game/Genesis2/Dinos/BrainSlug/Buff_BrainSlugControl.Buff_BrainSlugControl:EdGraph_117780.K2Node_CallFunction_284315) CONTENT: Mind Control(/Game/Genesis2/Dinos/BrainSlug/Buff_BrainSlugControl.Default__Buff_BrainSlugControl_C) CONTENT: Itching.... in my brain!(/Game/Genesis2/Dinos/BrainSlug/Buff_BrainSlugControl.Default__Buff_BrainSlugControl_C) CONTENT: Corrupted Dinotar(/Engine/Transient.Default__REINST_VRDaeodon_Character_BP_C_35895) CONTENT: Corrupted Dinotar(/Game/Genesis/Dinos/BiomeVariants/VR/VRDaeodon_Character_BP.Default__VRDaeodon_Character_BP_C) CONTENT: Corrupted Dinotar(/Engine/Transient.Default__REINST_VRRaptor_Character_BP_C_35899) CONTENT: Corrupted Dinotar(/Game/Genesis/Dinos/BiomeVariants/VR/VRRaptor_Character_BP.Default__VRRaptor_Character_BP_C) CONTENT: Corrupted Dinotar(/Engine/Transient.Default__REINST_VRRex_Character_BP_C_35903) CONTENT: Corrupted Dinotar(/Game/Genesis/Dinos/BiomeVariants/VR/VRRex_Character_BP.Default__VRRex_Character_BP_C) CONTENT: Corrupted Dinotar(/Engine/Transient.Default__REINST_VRTrike_Character_BP_C_35907) CONTENT: Corrupted Dinotar(/Game/Genesis/Dinos/BiomeVariants/VR/VRTrike_Character_BP.Default__VRTrike_Character_BP_C) CONTENT: Corrupted Dinotar(/Engine/Transient.Default__REINST_VRYutyrannus_Character_BP_C_35911) CONTENT: Corrupted Dinotar(/Game/Genesis/Dinos/BiomeVariants/VR/VRYutyrannus_Character_BP.Default__VRYutyrannus_Character_BP_C) CONTENT: Corrupted Avatar(/Engine/Transient.Default__REINST_Bot_Character_BP_C_35931) CONTENT: Corrupted Avatar(/Game/Genesis/Dinos/Bots/Bot_Character_BP.Default__Bot_Character_BP_C) CONTENT: Mind Control(/Engine/Transient.Default__REINST_Buff_BrainSlug_HumanControl_C_35951) CONTENT: Itching.... in my brain!(/Engine/Transient.Default__REINST_Buff_BrainSlug_HumanControl_C_35951) CONTENT: Mind Control(/Game/Genesis2/Dinos/BrainSlug/Buff_BrainSlug_HumanControl.Default__Buff_BrainSlug_HumanControl_C) CONTENT: Itching.... in my brain!(/Game/Genesis2/Dinos/BrainSlug/Buff_BrainSlug_HumanControl.Default__Buff_BrainSlug_HumanControl_C) CONTENT: Immune to Brain Slug Control(/Engine/Transient.Default__REINST_Buff_PreventBrainControl_C_35955) CONTENT: Immune to Brain Slug Control(/Game/Genesis2/Dinos/BrainSlug/Buff_PreventBrainControl.Default__Buff_PreventBrainControl_C) CONTENT: Noglin Targeting(/Engine/Transient.Default__REINST_Buff_BrainSlugShoulderVisualCient_C_35959) CONTENT: Noglin Targeting(/Game/Genesis2/Dinos/BrainSlug/Buff_BrainSlugShoulderVisualCient.Default__Buff_BrainSlugShoulderVisualCient_C) CONTENT: Insulation(/Engine/Transient.Default__REINST_Buff_BrainSlugPostProccess_C_35963) CONTENT: Increases hyper & hypothermic insulation(/Engine/Transient.Default__REINST_Buff_BrainSlugPostProccess_C_35963) CONTENT: Insulation(/Game/Genesis2/Dinos/BrainSlug/Buff_BrainSlugPostProccess.Default__Buff_BrainSlugPostProccess_C) CONTENT: Increases hyper & hypothermic insulation(/Game/Genesis2/Dinos/BrainSlug/Buff_BrainSlugPostProccess.Default__Buff_BrainSlugPostProccess_C) CONTENT: Noglin Tracker(/Engine/Transient.Default__REINST_Buff_BrainSlug_Tracker_C_35967) CONTENT: Noglin Tracker(/Game/Genesis2/Dinos/BrainSlug/Buff_BrainSlug_Tracker.Default__Buff_BrainSlug_Tracker_C) CONTENT: Idle(/Engine/Transient.Default__REINST_BrainSlug_Character_BP_C_35971) CONTENT: Cute(/Engine/Transient.Default__REINST_BrainSlug_Character_BP_C_35971) CONTENT: Action(/Engine/Transient.Default__REINST_BrainSlug_Character_BP_C_35971) CONTENT: c_spine2(/Engine/Transient.Default__REINST_BrainSlug_Character_BP_C_35971) CONTENT: Move(/Engine/Transient.Default__REINST_BrainSlug_Character_BP_C_35971) CONTENT: Action2(/Engine/Transient.Default__REINST_BrainSlug_Character_BP_C_35971) CONTENT: Noglin(/Engine/Transient.Default__REINST_BrainSlug_Character_BP_C_35971) LITERAL: BrainSlug_Character (BPTimerNonDedicated): Is attached, bHasHumanController = {x}, controller name {y}(/Game/Genesis2/Dinos/BrainSlug/BrainSlug_Character_BP.BrainSlug_Character_BP:EdGraph_118100.K2Node_CallFunction_286137) LITERAL: x(/Game/Genesis2/Dinos/BrainSlug/BrainSlug_Character_BP.BrainSlug_Character_BP:EdGraph_118100.K2Node_MakeStruct_2536) LITERAL: y(/Game/Genesis2/Dinos/BrainSlug/BrainSlug_Character_BP.BrainSlug_Character_BP:EdGraph_118100.K2Node_MakeStruct_2537) LITERAL: {string} (00:{time})(/Game/Genesis2/Dinos/BrainSlug/BrainSlug_Character_BP.BrainSlug_Character_BP:EdGraph_118106.K2Node_CallFunction_286143) LITERAL: string(/Game/Genesis2/Dinos/BrainSlug/BrainSlug_Character_BP.BrainSlug_Character_BP:EdGraph_118106.K2Node_MakeStruct_2538) LITERAL: time(/Game/Genesis2/Dinos/BrainSlug/BrainSlug_Character_BP.BrainSlug_Character_BP:EdGraph_118106.K2Node_MakeStruct_2539) LITERAL: Health ({x}/50)%(/Game/Genesis2/Dinos/BrainSlug/BrainSlug_Character_BP.BrainSlug_Character_BP:EdGraph_118106.K2Node_CallFunction_286144) LITERAL: x(/Game/Genesis2/Dinos/BrainSlug/BrainSlug_Character_BP.BrainSlug_Character_BP:EdGraph_118106.K2Node_MakeStruct_2540) LITERAL: {0} ({1}%)(/Game/Genesis2/Dinos/BrainSlug/BrainSlug_Character_BP.BrainSlug_Character_BP:EdGraph_118106.K2Node_CallFunction_286145) LITERAL: 0(/Game/Genesis2/Dinos/BrainSlug/BrainSlug_Character_BP.BrainSlug_Character_BP:EdGraph_118106.K2Node_MakeStruct_2541) LITERAL: 1(/Game/Genesis2/Dinos/BrainSlug/BrainSlug_Character_BP.BrainSlug_Character_BP:EdGraph_118106.K2Node_MakeStruct_2542) LITERAL: BrainSlug_Character (BPTimerServer): Is attached, bHasHumanController = {x}, controller name {y}, buff extant with name: {z}(/Game/Genesis2/Dinos/BrainSlug/BrainSlug_Character_BP.BrainSlug_Character_BP:EdGraph_118116.K2Node_CallFunction_286147) LITERAL: x(/Game/Genesis2/Dinos/BrainSlug/BrainSlug_Character_BP.BrainSlug_Character_BP:EdGraph_118116.K2Node_MakeStruct_2543) LITERAL: y(/Game/Genesis2/Dinos/BrainSlug/BrainSlug_Character_BP.BrainSlug_Character_BP:EdGraph_118116.K2Node_MakeStruct_2544) LITERAL: z(/Game/Genesis2/Dinos/BrainSlug/BrainSlug_Character_BP.BrainSlug_Character_BP:EdGraph_118116.K2Node_MakeStruct_2545) LITERAL: BrainSlug_Character (BPTimerServer): Is attached, bPreventOfflinePvP = {x}(/Game/Genesis2/Dinos/BrainSlug/BrainSlug_Character_BP.BrainSlug_Character_BP:EdGraph_118116.K2Node_CallFunction_286148) LITERAL: x(/Game/Genesis2/Dinos/BrainSlug/BrainSlug_Character_BP.BrainSlug_Character_BP:EdGraph_118116.K2Node_MakeStruct_2546) LITERAL: Attempt to {state} locked door(/Game/Genesis2/Dinos/BrainSlug/BrainSlug_Character_BP.BrainSlug_Character_BP:EdGraph_118143.K2Node_CallFunction_286161) LITERAL: state(/Game/Genesis2/Dinos/BrainSlug/BrainSlug_Character_BP.BrainSlug_Character_BP:EdGraph_118143.K2Node_MakeStruct_2547) LITERAL: Press {use} to attempt host interaction(/Game/Genesis2/Dinos/BrainSlug/BrainSlug_Character_BP.BrainSlug_Character_BP:EdGraph_118143.K2Node_CallFunction_286162) LITERAL: use(/Game/Genesis2/Dinos/BrainSlug/BrainSlug_Character_BP.BrainSlug_Character_BP:EdGraph_118143.K2Node_MakeStruct_2548) LITERAL: MIND CONTROL ({x})(/Game/Genesis2/Dinos/BrainSlug/BrainSlug_Character_BP.BrainSlug_Character_BP:EdGraph_118144.K2Node_CallFunction_286166) LITERAL: x(/Game/Genesis2/Dinos/BrainSlug/BrainSlug_Character_BP.BrainSlug_Character_BP:EdGraph_118144.K2Node_MakeStruct_2549) CONTENT: INVALID TARGET(/Game/Genesis2/Dinos/BrainSlug/BrainSlug_Character_BP.Default__BrainSlug_Character_BP_C) CONTENT: UNCONSCIOUS(/Game/Genesis2/Dinos/BrainSlug/BrainSlug_Character_BP.Default__BrainSlug_Character_BP_C) CONTENT: LEVEL TOO HIGH(/Game/Genesis2/Dinos/BrainSlug/BrainSlug_Character_BP.Default__BrainSlug_Character_BP_C) CONTENT: BRAIN REQUIRED(/Game/Genesis2/Dinos/BrainSlug/BrainSlug_Character_BP.Default__BrainSlug_Character_BP_C) CONTENT: TOO STRONG(/Game/Genesis2/Dinos/BrainSlug/BrainSlug_Character_BP.Default__BrainSlug_Character_BP_C) CONTENT: LOW HEALTH(/Game/Genesis2/Dinos/BrainSlug/BrainSlug_Character_BP.Default__BrainSlug_Character_BP_C) CONTENT: TOO SMALL(/Game/Genesis2/Dinos/BrainSlug/BrainSlug_Character_BP.Default__BrainSlug_Character_BP_C) CONTENT: COOLDOWN(/Game/Genesis2/Dinos/BrainSlug/BrainSlug_Character_BP.Default__BrainSlug_Character_BP_C) CONTENT: FRIENDLY(/Game/Genesis2/Dinos/BrainSlug/BrainSlug_Character_BP.Default__BrainSlug_Character_BP_C) CONTENT: FailurePreventsHUD(/Game/Genesis2/Dinos/BrainSlug/BrainSlug_Character_BP.Default__BrainSlug_Character_BP_C) CONTENT: CRYO SICKNESS(/Game/Genesis2/Dinos/BrainSlug/BrainSlug_Character_BP.Default__BrainSlug_Character_BP_C) CONTENT: Idle(/Game/Genesis2/Dinos/BrainSlug/BrainSlug_Character_BP.Default__BrainSlug_Character_BP_C) CONTENT: Cute(/Game/Genesis2/Dinos/BrainSlug/BrainSlug_Character_BP.Default__BrainSlug_Character_BP_C) CONTENT: Action(/Game/Genesis2/Dinos/BrainSlug/BrainSlug_Character_BP.Default__BrainSlug_Character_BP_C) CONTENT: c_spine2(/Game/Genesis2/Dinos/BrainSlug/BrainSlug_Character_BP.Default__BrainSlug_Character_BP_C) CONTENT: Move(/Game/Genesis2/Dinos/BrainSlug/BrainSlug_Character_BP.Default__BrainSlug_Character_BP_C) CONTENT: Action2(/Game/Genesis2/Dinos/BrainSlug/BrainSlug_Character_BP.Default__BrainSlug_Character_BP_C) CONTENT: Noglin(/Game/Genesis2/Dinos/BrainSlug/BrainSlug_Character_BP.Default__BrainSlug_Character_BP_C) LITERAL: WaitForClient(/Game/Genesis2/CoreBlueprints/Buffs/Buff_ExosuitRider_Offline.Buff_ExosuitRider_Offline:EventGraph.K2Node_CallFunction_225532) LITERAL: WaitingForClient(/Game/Genesis2/CoreBlueprints/Buffs/Buff_ExosuitRider_Offline.Buff_ExosuitRider_Offline:EventGraph.K2Node_CallFunction_24871) LITERAL: Acknowledged(/Game/Genesis2/CoreBlueprints/Buffs/Buff_ExosuitRider_Offline.Buff_ExosuitRider_Offline:EventGraph.K2Node_CallFunction_36600) LITERAL: InvalidController(/Game/Genesis2/CoreBlueprints/Buffs/Buff_ExosuitRider_Offline.Buff_ExosuitRider_Offline:EventGraph.K2Node_CallFunction_36601) LITERAL: BPDeactivate(/Game/Genesis2/CoreBlueprints/Buffs/Buff_ExosuitRider_Offline.Buff_ExosuitRider_Offline:EventGraph.K2Node_CallFunction_174058) LITERAL: BPDeactivate(/Game/Genesis2/CoreBlueprints/Buffs/Buff_ExosuitRider_Offline.Buff_ExosuitRider_Offline:BPInstigatorPossessed.K2Node_CallFunction_261394) LITERAL: InstigatorPossesed No Placer(/Game/Genesis2/CoreBlueprints/Buffs/Buff_ExosuitRider_Offline.Buff_ExosuitRider_Offline:BPInstigatorPossessed.K2Node_CallFunction_285231) LITERAL: InstigatorPossesed HAD PLACER(/Game/Genesis2/CoreBlueprints/Buffs/Buff_ExosuitRider_Offline.Buff_ExosuitRider_Offline:BPInstigatorPossessed.K2Node_CallFunction_279030) LITERAL: WaitForClient(/Game/Genesis2/CoreBlueprints/Buffs/Buff_ExosuitRider_Offline.Buff_ExosuitRider_Offline:BPInstigatorPossessed.K2Node_CallFunction_174058) LITERAL: Deactivated(/Game/Genesis2/CoreBlueprints/Buffs/Buff_ExosuitRider_Offline.Buff_ExosuitRider_Offline:BPDeactivated.K2Node_CallFunction_14257) LITERAL: Setup(/Game/Genesis2/CoreBlueprints/Buffs/Buff_ExosuitRider_Offline.Buff_ExosuitRider_Offline:BPSetupForInstigator.K2Node_CallFunction_242924) CONTENT: STRUCTURE REQUIRES REPAIRS UPON STORAGE(/Engine/Transient.TRASHCLASS_ExosuitHUD_36072:TextBlock_1795) CONTENT: Repair Requirements(/Engine/Transient.TRASHCLASS_ExosuitHUD_36072:PrimalRichTextBlock_40) CONTENT: MODE(/Engine/Transient.TRASHCLASS_ExosuitHUD_36072:TextBlock_1796) CONTENT: [MMB](/Engine/Transient.TRASHCLASS_ExosuitHUD_36072:TextBlock_1797) CONTENT: +(/Engine/Transient.TRASHCLASS_ExosuitHUD_36072:TextBlock_1798) CONTENT: : Toggle RTS Mode(/Engine/Transient.TRASHCLASS_ExosuitHUD_36072:TextBlock_1799) CONTENT: 0%(/Engine/Transient.TRASHCLASS_ExosuitHUD_36072:PrimalRichTextBlock_41) LITERAL: DestroyWidget(/Game/Genesis2/Dinos/Exosuit/ExosuitHUD.ExosuitHUD:EventGraph.K2Node_CallFunction_229042) LITERAL: %(/Game/Genesis2/Dinos/Exosuit/ExosuitHUD.ExosuitHUD:SyncHUDWidget.K2Node_CallFunction_194766) LITERAL: {Targeting}(/Game/Genesis2/Dinos/Exosuit/ExosuitHUD.ExosuitHUD:SyncHUDWidget.K2Node_CallFunction_201179) CONTENT: Text Block(/Engine/Transient.REINST_ExosuitHUD_C_151:WidgetTree_744.RepairStatusTextBlock) CONTENT: Rich Text Block(/Engine/Transient.REINST_ExosuitHUD_C_151:WidgetTree_744.RepairRequirementsRichTextBlock) CONTENT: Text Block(/Engine/Transient.REINST_ExosuitHUD_C_151:WidgetTree_744.ModeTextBlock) CONTENT: Text Block(/Engine/Transient.REINST_ExosuitHUD_C_151:WidgetTree_744.KeyboardToggleKeyTextBlock) CONTENT: Text Block(/Engine/Transient.REINST_ExosuitHUD_C_151:WidgetTree_744.TextBlock_1053) CONTENT: Text Block(/Engine/Transient.REINST_ExosuitHUD_C_151:WidgetTree_744.TextBlock_1023) CONTENT: Rich Text Block(/Engine/Transient.REINST_ExosuitHUD_C_151:WidgetTree_744.StatusRichTextBlock) CONTENT: STRUCTURE REQUIRES REPAIRS UPON STORAGE(/Game/Genesis2/Dinos/Exosuit/ExosuitHUD.ExosuitHUD_C:WidgetTree_937.RepairStatusTextBlock) CONTENT: Repair Requirements(/Game/Genesis2/Dinos/Exosuit/ExosuitHUD.ExosuitHUD_C:WidgetTree_937.RepairRequirementsRichTextBlock) CONTENT: MODE(/Game/Genesis2/Dinos/Exosuit/ExosuitHUD.ExosuitHUD_C:WidgetTree_937.ModeTextBlock) CONTENT: [MMB](/Game/Genesis2/Dinos/Exosuit/ExosuitHUD.ExosuitHUD_C:WidgetTree_937.KeyboardToggleKeyTextBlock) CONTENT: +(/Game/Genesis2/Dinos/Exosuit/ExosuitHUD.ExosuitHUD_C:WidgetTree_937.TextBlock_1053) CONTENT: : Toggle RTS Mode(/Game/Genesis2/Dinos/Exosuit/ExosuitHUD.ExosuitHUD_C:WidgetTree_937.TextBlock_1023) CONTENT: 0%(/Game/Genesis2/Dinos/Exosuit/ExosuitHUD.ExosuitHUD_C:WidgetTree_937.StatusRichTextBlock) CONTENT: Idle(/Engine/Transient.REINST_Exosuit_Character_BP_C_0) CONTENT: Charge(/Engine/Transient.REINST_Exosuit_Character_BP_C_0) CONTENT: Charge(/Engine/Transient.REINST_Exosuit_Character_BP_C_0) CONTENT: HeroLanding(/Engine/Transient.REINST_Exosuit_Character_BP_C_0) CONTENT: Leap(/Engine/Transient.REINST_Exosuit_Character_BP_C_0) CONTENT: c_spine1(/Engine/Transient.REINST_Exosuit_Character_BP_C_0) CONTENT: Exo-Mek(/Engine/Transient.REINST_Exosuit_Character_BP_C_0) LITERAL: REMAINING POWER ({0}%)(/Game/Genesis2/CoreBlueprints/Buffs/Buff_ExosuitRider.Buff_ExosuitRider:BPGetHUDElements.K2Node_FormatText_283) LITERAL: REMAINING POWER CRITICAL{0}(/Game/Genesis2/CoreBlueprints/Buffs/Buff_ExosuitRider.Buff_ExosuitRider:BPGetHUDElements.K2Node_FormatText_284) LITERAL: ({0}%)(/Game/Genesis2/CoreBlueprints/Buffs/Buff_ExosuitRider.Buff_ExosuitRider:BPGetHUDElements.K2Node_FormatText_281) LITERAL: %(/Game/Genesis2/CoreBlueprints/Buffs/Buff_ExosuitRider.Buff_ExosuitRider:BPGetHUDElements.K2Node_CallFunction_284026) LITERAL: Hyperbeam: (/Game/Genesis2/CoreBlueprints/Buffs/Buff_ExosuitRider.Buff_ExosuitRider:BPGetHUDElements.K2Node_CallFunction_351858) LITERAL: REMAINING POWER ({0}%)(/Game/Genesis2/CoreBlueprints/Buffs/Buff_ExosuitRider.Buff_ExosuitRider:EdGraph_118319.K2Node_CallFunction_286351) LITERAL: 0(/Game/Genesis2/CoreBlueprints/Buffs/Buff_ExosuitRider.Buff_ExosuitRider:EdGraph_118319.K2Node_MakeStruct_2555) LITERAL: REMAINING POWER CRITICAL{0}(/Game/Genesis2/CoreBlueprints/Buffs/Buff_ExosuitRider.Buff_ExosuitRider:EdGraph_118319.K2Node_CallFunction_286352) LITERAL: 0(/Game/Genesis2/CoreBlueprints/Buffs/Buff_ExosuitRider.Buff_ExosuitRider:EdGraph_118319.K2Node_MakeStruct_2557) LITERAL: ({0}%)(/Game/Genesis2/CoreBlueprints/Buffs/Buff_ExosuitRider.Buff_ExosuitRider:EdGraph_118319.K2Node_CallFunction_286353) LITERAL: 0(/Game/Genesis2/CoreBlueprints/Buffs/Buff_ExosuitRider.Buff_ExosuitRider:EdGraph_118319.K2Node_MakeStruct_2558) LITERAL: First(/Game/Genesis2/Dinos/Exosuit/DinoAttackStateMelee_Slam_Exosuit.DinoAttackStateMelee_Slam_Exosuit:BPGetSocketLocation.K2Node_CallFunction_221187) LITERAL: Other(/Game/Genesis2/Dinos/Exosuit/DinoAttackStateMelee_Slam_Exosuit.DinoAttackStateMelee_Slam_Exosuit:BPGetSocketLocation.K2Node_CallFunction_221186) LITERAL: Start(/Game/Genesis2/Dinos/Exosuit/DinoAttackStateMelee_Slam_Exosuit.DinoAttackStateMelee_Slam_Exosuit:StartAnimationStateEvent.K2Node_CallFunction_220380) LITERAL: Auto-repair active(/Game/Genesis2/Dinos/Exosuit/Exosuit_Character_BP.Exosuit_Character_BP:BlueprintDrawFloatingHUD.K2Node_CallFunction_300341) LITERAL: Auto-repair activating in {sec} seconds(/Game/Genesis2/Dinos/Exosuit/Exosuit_Character_BP.Exosuit_Character_BP:BlueprintDrawFloatingHUD.K2Node_FormatText_60) LITERAL: DestroyExosuit(/Game/Genesis2/Dinos/Exosuit/Exosuit_Character_BP.Exosuit_Character_BP:BlueprintPlayDying.K2Node_CallFunction_146527) LITERAL: [(/Game/Genesis2/Dinos/Exosuit/Exosuit_Character_BP.Exosuit_Character_BP:BPDrawToRiderHUD.K2Node_CallFunction_146283) LITERAL: ](/Game/Genesis2/Dinos/Exosuit/Exosuit_Character_BP.Exosuit_Character_BP:BPDrawToRiderHUD.K2Node_CallFunction_146283) LITERAL: x (/Game/Genesis2/Dinos/Exosuit/Exosuit_Character_BP.Exosuit_Character_BP:BPDrawToRiderHUD.K2Node_CallFunction_156314) LITERAL: Disable Auto-Repair(/Game/Genesis2/Dinos/Exosuit/Exosuit_Character_BP.Exosuit_Character_BP:BPGetMultiUseEntries.K2Node_CallFunction_151176) LITERAL: Enable Auto-Repair(/Game/Genesis2/Dinos/Exosuit/Exosuit_Character_BP.Exosuit_Character_BP:BPGetMultiUseEntries.K2Node_CallFunction_151176) LITERAL: DelayedRequestStoreStructure(/Game/Genesis2/Dinos/Exosuit/Exosuit_Character_BP.Exosuit_Character_BP:BPHandleControllerInitiatedAttack.K2Node_CallFunction_152442) LITERAL: Valid Placer(/Game/Genesis2/Dinos/Exosuit/Exosuit_Character_BP.Exosuit_Character_BP:BPNotifyClearRider.K2Node_CallFunction_168884) LITERAL: No Placer(/Game/Genesis2/Dinos/Exosuit/Exosuit_Character_BP.Exosuit_Character_BP:BPNotifyClearRider.K2Node_CallFunction_168885) LITERAL: ClearRiderIgnoreExosuitCollision(/Game/Genesis2/Dinos/Exosuit/Exosuit_Character_BP.Exosuit_Character_BP:BPNotifyClearRider.K2Node_CallFunction_241892) LITERAL: DisableExperienceAndLevelUps(/Game/Genesis2/Dinos/Exosuit/Exosuit_Character_BP.Exosuit_Character_BP:BPSetupTamed.K2Node_CallFunction_205554) LITERAL: ClientInitAttachedStructure(/Game/Genesis2/Dinos/Exosuit/Exosuit_Character_BP.Exosuit_Character_BP:ClientInitAttachedStructure.K2Node_CallFunction_219238) LITERAL: ExosuitHack {0} {1}(/Game/Genesis2/Dinos/Exosuit/Exosuit_Character_BP.Exosuit_Character_BP:EventGraph.K2Node_FormatText_333) LITERAL: /(/Game/Genesis2/Dinos/Exosuit/Exosuit_Character_BP.Exosuit_Character_BP:GetJumpVelocity.K2Node_CallFunction_215564) LITERAL: ChangedCamera: (/Game/Genesis2/Dinos/Exosuit/Exosuit_Character_BP.Exosuit_Character_BP:OnChangedCameraMode.K2Node_CallFunction_275565) LITERAL: AttachOfflineRider(/Game/Genesis2/Dinos/Exosuit/Exosuit_Character_BP.Exosuit_Character_BP:OnRep_OfflineRider.K2Node_CallFunction_213922) LITERAL: OnRep_AttachedStructureID(/Game/Genesis2/Dinos/Exosuit/Exosuit_Character_BP.Exosuit_Character_BP:ReceiveBeginPlay.K2Node_CallFunction_170583) LITERAL: SuitLocation(/Game/Genesis2/Dinos/Exosuit/Exosuit_Character_BP.Exosuit_Character_BP:RidingTick.K2Node_CallFunction_510875) LITERAL: NonLocal(/Game/Genesis2/Dinos/Exosuit/Exosuit_Character_BP.Exosuit_Character_BP:SetChestBeamState.K2Node_CallFunction_225557) LITERAL: Local(/Game/Genesis2/Dinos/Exosuit/Exosuit_Character_BP.Exosuit_Character_BP:SetChestBeamState.K2Node_CallFunction_225558) LITERAL: FillEnergy(/Game/Genesis2/Dinos/Exosuit/Exosuit_Character_BP.Exosuit_Character_BP:SetChestBeamState.K2Node_CallFunction_555883) LITERAL: HadMaterial(/Game/Genesis2/Dinos/Exosuit/Exosuit_Character_BP.Exosuit_Character_BP:SetStructureHighlighted.K2Node_CallFunction_180019) CONTENT: Idle(/Engine/Transient.Default__REINST_Exosuit_Character_BP_C_36059) CONTENT: Charge(/Engine/Transient.Default__REINST_Exosuit_Character_BP_C_36059) CONTENT: Charge(/Engine/Transient.Default__REINST_Exosuit_Character_BP_C_36059) CONTENT: HeroLanding(/Engine/Transient.Default__REINST_Exosuit_Character_BP_C_36059) CONTENT: Leap(/Engine/Transient.Default__REINST_Exosuit_Character_BP_C_36059) CONTENT: c_spine1(/Engine/Transient.Default__REINST_Exosuit_Character_BP_C_36059) CONTENT: Exo-Mek(/Engine/Transient.Default__REINST_Exosuit_Character_BP_C_36059) LITERAL: ExosuitHack {0} {1}(/Game/Genesis2/Dinos/Exosuit/Exosuit_Character_BP.Exosuit_Character_BP:ExecuteUbergraph_Exosuit_Character_BP.K2Node_CallFunction_288088) LITERAL: 0(/Game/Genesis2/Dinos/Exosuit/Exosuit_Character_BP.Exosuit_Character_BP:ExecuteUbergraph_Exosuit_Character_BP.K2Node_MakeStruct_2559) LITERAL: 1(/Game/Genesis2/Dinos/Exosuit/Exosuit_Character_BP.Exosuit_Character_BP:ExecuteUbergraph_Exosuit_Character_BP.K2Node_MakeStruct_2560) LITERAL: Auto-repair activating in {sec} seconds(/Game/Genesis2/Dinos/Exosuit/Exosuit_Character_BP.Exosuit_Character_BP:EdGraph_118900.K2Node_CallFunction_288290) LITERAL: sec(/Game/Genesis2/Dinos/Exosuit/Exosuit_Character_BP.Exosuit_Character_BP:EdGraph_118900.K2Node_MakeStruct_2561) CONTENT: Idle(/Engine/Transient.REINST_Exosuit_Character_BP_C_1) CONTENT: Charge(/Engine/Transient.REINST_Exosuit_Character_BP_C_1) CONTENT: Charge(/Engine/Transient.REINST_Exosuit_Character_BP_C_1) CONTENT: HeroLanding(/Engine/Transient.REINST_Exosuit_Character_BP_C_1) CONTENT: Leap(/Engine/Transient.REINST_Exosuit_Character_BP_C_1) CONTENT: c_spine1(/Engine/Transient.REINST_Exosuit_Character_BP_C_1) CONTENT: Exo-Mek(/Engine/Transient.REINST_Exosuit_Character_BP_C_1) CONTENT: STRUCTURE REQUIRES REPAIRS UPON STORAGE(/Engine/Transient.REINST_ExosuitHUD_C_153:WidgetTree_937.RepairStatusTextBlock) CONTENT: Repair Requirements(/Engine/Transient.REINST_ExosuitHUD_C_153:WidgetTree_937.RepairRequirementsRichTextBlock) CONTENT: MODE(/Engine/Transient.REINST_ExosuitHUD_C_153:WidgetTree_937.ModeTextBlock) CONTENT: [MMB](/Engine/Transient.REINST_ExosuitHUD_C_153:WidgetTree_937.KeyboardToggleKeyTextBlock) CONTENT: +(/Engine/Transient.REINST_ExosuitHUD_C_153:WidgetTree_937.TextBlock_1053) CONTENT: : Toggle RTS Mode(/Engine/Transient.REINST_ExosuitHUD_C_153:WidgetTree_937.TextBlock_1023) CONTENT: 0%(/Engine/Transient.REINST_ExosuitHUD_C_153:WidgetTree_937.StatusRichTextBlock) CONTENT: STRUCTURE REQUIRES REPAIRS UPON STORAGE(/Game/Genesis2/Dinos/Exosuit/ExosuitHUD.ExosuitHUD_C:WidgetTree_941.RepairStatusTextBlock) CONTENT: Repair Requirements(/Game/Genesis2/Dinos/Exosuit/ExosuitHUD.ExosuitHUD_C:WidgetTree_941.RepairRequirementsRichTextBlock) CONTENT: MODE(/Game/Genesis2/Dinos/Exosuit/ExosuitHUD.ExosuitHUD_C:WidgetTree_941.ModeTextBlock) CONTENT: [MMB](/Game/Genesis2/Dinos/Exosuit/ExosuitHUD.ExosuitHUD_C:WidgetTree_941.KeyboardToggleKeyTextBlock) CONTENT: +(/Game/Genesis2/Dinos/Exosuit/ExosuitHUD.ExosuitHUD_C:WidgetTree_941.TextBlock_1053) CONTENT: : Toggle RTS Mode(/Game/Genesis2/Dinos/Exosuit/ExosuitHUD.ExosuitHUD_C:WidgetTree_941.TextBlock_1023) CONTENT: 0%(/Game/Genesis2/Dinos/Exosuit/ExosuitHUD.ExosuitHUD_C:WidgetTree_941.StatusRichTextBlock) LITERAL: REMAINING POWER ({0}%)(/Game/Genesis2/CoreBlueprints/Buffs/Buff_ExosuitRider.Buff_ExosuitRider:EdGraph_118996.K2Node_CallFunction_288473) LITERAL: 0(/Game/Genesis2/CoreBlueprints/Buffs/Buff_ExosuitRider.Buff_ExosuitRider:EdGraph_118996.K2Node_MakeStruct_2564) LITERAL: REMAINING POWER CRITICAL{0}(/Game/Genesis2/CoreBlueprints/Buffs/Buff_ExosuitRider.Buff_ExosuitRider:EdGraph_118996.K2Node_CallFunction_288474) LITERAL: 0(/Game/Genesis2/CoreBlueprints/Buffs/Buff_ExosuitRider.Buff_ExosuitRider:EdGraph_118996.K2Node_MakeStruct_2566) LITERAL: ({0}%)(/Game/Genesis2/CoreBlueprints/Buffs/Buff_ExosuitRider.Buff_ExosuitRider:EdGraph_118996.K2Node_CallFunction_288475) LITERAL: 0(/Game/Genesis2/CoreBlueprints/Buffs/Buff_ExosuitRider.Buff_ExosuitRider:EdGraph_118996.K2Node_MakeStruct_2567) CONTENT: ELEMENT(/Game/Genesis2/CoreBlueprints/Buffs/Buff_ExosuitRider.Default__Buff_ExosuitRider_C) CONTENT: {Targeting} HYPERBEAM(/Game/Genesis2/CoreBlueprints/Buffs/Buff_ExosuitRider.Default__Buff_ExosuitRider_C) CONTENT: Idle(/Engine/Transient.Default__REINST_Exosuit_Character_BP_C_36099) CONTENT: Charge(/Engine/Transient.Default__REINST_Exosuit_Character_BP_C_36099) CONTENT: Charge(/Engine/Transient.Default__REINST_Exosuit_Character_BP_C_36099) CONTENT: HeroLanding(/Engine/Transient.Default__REINST_Exosuit_Character_BP_C_36099) CONTENT: Leap(/Engine/Transient.Default__REINST_Exosuit_Character_BP_C_36099) CONTENT: c_spine1(/Engine/Transient.Default__REINST_Exosuit_Character_BP_C_36099) CONTENT: Exo-Mek(/Engine/Transient.Default__REINST_Exosuit_Character_BP_C_36099) LITERAL: ExosuitHack {0} {1}(/Game/Genesis2/Dinos/Exosuit/Exosuit_Character_BP.Exosuit_Character_BP:ExecuteUbergraph_Exosuit_Character_BP.K2Node_CallFunction_289283) LITERAL: 0(/Game/Genesis2/Dinos/Exosuit/Exosuit_Character_BP.Exosuit_Character_BP:ExecuteUbergraph_Exosuit_Character_BP.K2Node_MakeStruct_2568) LITERAL: 1(/Game/Genesis2/Dinos/Exosuit/Exosuit_Character_BP.Exosuit_Character_BP:ExecuteUbergraph_Exosuit_Character_BP.K2Node_MakeStruct_2569) LITERAL: Auto-repair activating in {sec} seconds(/Game/Genesis2/Dinos/Exosuit/Exosuit_Character_BP.Exosuit_Character_BP:EdGraph_119346.K2Node_CallFunction_289485) LITERAL: sec(/Game/Genesis2/Dinos/Exosuit/Exosuit_Character_BP.Exosuit_Character_BP:EdGraph_119346.K2Node_MakeStruct_2570) CONTENT: CARRY MODE(/Game/Genesis2/Dinos/Exosuit/Exosuit_Character_BP.Default__Exosuit_Character_BP_C) CONTENT: STORAGE MODE(/Game/Genesis2/Dinos/Exosuit/Exosuit_Character_BP.Default__Exosuit_Character_BP_C) CONTENT: COMBAT MODE(/Game/Genesis2/Dinos/Exosuit/Exosuit_Character_BP.Default__Exosuit_Character_BP_C) CONTENT: Invalid Structure In Structure Chain: (/Game/Genesis2/Dinos/Exosuit/Exosuit_Character_BP.Default__Exosuit_Character_BP_C) CONTENT: Mode(/Game/Genesis2/Dinos/Exosuit/Exosuit_Character_BP.Default__Exosuit_Character_BP_C) CONTENT: Energy depleted! Leave Exo-Mek!(/Game/Genesis2/Dinos/Exosuit/Exosuit_Character_BP.Default__Exosuit_Character_BP_C) CONTENT: Energy depleted! Refuel Exo-Mek!(/Game/Genesis2/Dinos/Exosuit/Exosuit_Character_BP.Default__Exosuit_Character_BP_C) CONTENT: Started Repairing Carried Structure!(/Game/Genesis2/Dinos/Exosuit/Exosuit_Character_BP.Default__Exosuit_Character_BP_C) CONTENT: Carried Structure Is Repairing!(/Game/Genesis2/Dinos/Exosuit/Exosuit_Character_BP.Default__Exosuit_Character_BP_C) CONTENT: Not Enough Resources To Repair!(/Game/Genesis2/Dinos/Exosuit/Exosuit_Character_BP.Default__Exosuit_Character_BP_C) CONTENT: Requires Engram to Ride!(/Game/Genesis2/Dinos/Exosuit/Exosuit_Character_BP.Default__Exosuit_Character_BP_C) CONTENT: Too many structures in structure chain.(/Game/Genesis2/Dinos/Exosuit/Exosuit_Character_BP.Default__Exosuit_Character_BP_C) CONTENT: Idle(/Game/Genesis2/Dinos/Exosuit/Exosuit_Character_BP.Default__Exosuit_Character_BP_C) CONTENT: Charge(/Game/Genesis2/Dinos/Exosuit/Exosuit_Character_BP.Default__Exosuit_Character_BP_C) CONTENT: Charge(/Game/Genesis2/Dinos/Exosuit/Exosuit_Character_BP.Default__Exosuit_Character_BP_C) CONTENT: HeroLanding(/Game/Genesis2/Dinos/Exosuit/Exosuit_Character_BP.Default__Exosuit_Character_BP_C) CONTENT: Leap(/Game/Genesis2/Dinos/Exosuit/Exosuit_Character_BP.Default__Exosuit_Character_BP_C) CONTENT: c_spine1(/Game/Genesis2/Dinos/Exosuit/Exosuit_Character_BP.Default__Exosuit_Character_BP_C) CONTENT: Exo-Mek(/Game/Genesis2/Dinos/Exosuit/Exosuit_Character_BP.Default__Exosuit_Character_BP_C) LITERAL: Can't Fly Here(/Game/LostIsland/Dinos/Sinomacrops/Buff_Glider_Sino.Buff_Glider_Sino:ExCanUseSinoMovementState.K2Node_CallFunction_737682) LITERAL: ClearIsDoubleJumping(/Game/LostIsland/Dinos/Sinomacrops/Buff_Glider_Sino.Buff_Glider_Sino:AttemptSetIsDoubleJumping.K2Node_CallFunction_211700) LITERAL: ClearOwnerIgnoreWater(/Game/LostIsland/Dinos/Sinomacrops/Buff_Glider_Sino.Buff_Glider_Sino:AttemptSetIsDoubleJumping.K2Node_CallFunction_333413) LITERAL: Insufficient Stamina!(/Game/LostIsland/Dinos/Sinomacrops/Buff_Glider_Sino.Buff_Glider_Sino:PlayInsufficientStaminaMessage.K2Node_CallFunction_308528) LITERAL: AttachWingVFX(/Game/LostIsland/Dinos/Sinomacrops/Buff_Glider_Sino.Buff_Glider_Sino:AttachWingVFX.K2Node_CallFunction_274852) LITERAL: ClearIsGlideFallingFromDamage(/Game/LostIsland/Dinos/Sinomacrops/Buff_Glider_Sino.Buff_Glider_Sino:BuffAdjustDamage.K2Node_CallFunction_451510) LITERAL: ClearIsGlideFallingFromDamage(/Game/LostIsland/Dinos/Sinomacrops/Buff_Glider_Sino.Buff_Glider_Sino:BuffAdjustDamage.K2Node_CallFunction_453168) LITERAL: Genesis(/Game/LostIsland/Dinos/Sinomacrops/Buff_Glider_Sino.Buff_Glider_Sino:CheckIsInNoFlySPZ.K2Node_CallFunction_1025569) CONTENT: Parachuting(/Game/LostIsland/Dinos/Sinomacrops/Buff_Glider_Sino.Default__Buff_Glider_Sino_C) CONTENT: Flapping(/Game/LostIsland/Dinos/Sinomacrops/Buff_Glider_Sino.Default__Buff_Glider_Sino_C) CONTENT: Gliding(/Game/LostIsland/Dinos/Sinomacrops/Buff_Glider_Sino.Default__Buff_Glider_Sino_C) CONTENT: Blueprint'/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_TekArmor_Shirt_Rework.Buff_TekArmor_Shirt_Rework'(/Game/LostIsland/Dinos/Sinomacrops/Buff_Glider_Sino.Default__Buff_Glider_Sino_C) CONTENT: Sinomacrops(/Engine/Transient.REINST_Buff_MountedSino_C_0) LITERAL: HideCrosshair(/Game/LostIsland/Dinos/Sinomacrops/Buff_MountedSino.Buff_MountedSino:CheckForBuddyThrow.K2Node_CallFunction_275625) LITERAL: HideCrosshair(/Game/LostIsland/Dinos/Sinomacrops/Buff_MountedSino.Buff_MountedSino:CheckForBuddyThrow.K2Node_CallFunction_276480) LITERAL: {1}/{2}(/Game/LostIsland/Dinos/Sinomacrops/Buff_MountedSino.Buff_MountedSino:BPGetHUDElements.K2Node_FormatText_5) LITERAL: {1}/{2}(/Game/LostIsland/Dinos/Sinomacrops/Buff_MountedSino.Buff_MountedSino:BPGetHUDElements.K2Node_FormatText_232) LITERAL: Disable Auto Scream(/Game/LostIsland/Dinos/Sinomacrops/Buff_MountedSino.Buff_MountedSino:BPGetMultiUseEntries.K2Node_CallFunction_254984) LITERAL: Enable Auto Scream(/Game/LostIsland/Dinos/Sinomacrops/Buff_MountedSino.Buff_MountedSino:BPGetMultiUseEntries.K2Node_CallFunction_254984) LITERAL: Scream(/Game/LostIsland/Dinos/Sinomacrops/Buff_MountedSino.Buff_MountedSino:BPGetMultiUseEntries.K2Node_CallFunction_246333) LITERAL: Scream available in (/Game/LostIsland/Dinos/Sinomacrops/Buff_MountedSino.Buff_MountedSino:BPGetMultiUseEntries.K2Node_CallFunction_246388) LITERAL: Inventory(/Game/LostIsland/Dinos/Sinomacrops/Buff_MountedSino.Buff_MountedSino:BPGetMultiUseEntries.K2Node_CallFunction_29790) LITERAL: Disable Auto Scream Requires Aggro(/Game/LostIsland/Dinos/Sinomacrops/Buff_MountedSino.Buff_MountedSino:BPGetMultiUseEntries.K2Node_CallFunction_282441) LITERAL: Enable Auto Scream Requires Aggro(/Game/LostIsland/Dinos/Sinomacrops/Buff_MountedSino.Buff_MountedSino:BPGetMultiUseEntries.K2Node_CallFunction_282441) CONTENT: Sinomacrops(/Engine/Transient.Default__REINST_Buff_MountedSino_C_36129) LITERAL: {1}/{2}(/Game/LostIsland/Dinos/Sinomacrops/Buff_MountedSino.Buff_MountedSino:EdGraph_119699.K2Node_CallFunction_290883) LITERAL: 1(/Game/LostIsland/Dinos/Sinomacrops/Buff_MountedSino.Buff_MountedSino:EdGraph_119699.K2Node_MakeStruct_2575) LITERAL: 2(/Game/LostIsland/Dinos/Sinomacrops/Buff_MountedSino.Buff_MountedSino:EdGraph_119699.K2Node_MakeStruct_2576) LITERAL: {1}/{2}(/Game/LostIsland/Dinos/Sinomacrops/Buff_MountedSino.Buff_MountedSino:EdGraph_119699.K2Node_CallFunction_290884) LITERAL: 1(/Game/LostIsland/Dinos/Sinomacrops/Buff_MountedSino.Buff_MountedSino:EdGraph_119699.K2Node_MakeStruct_2577) LITERAL: 2(/Game/LostIsland/Dinos/Sinomacrops/Buff_MountedSino.Buff_MountedSino:EdGraph_119699.K2Node_MakeStruct_2578) CONTENT: Sinomacrops(/Engine/Transient.REINST_Buff_MountedSino_C_1) CONTENT: Sinomacrops(/Engine/Transient.Default__REINST_Buff_MountedSino_C_36133) LITERAL: {1}/{2}(/Game/LostIsland/Dinos/Sinomacrops/Buff_MountedSino.Buff_MountedSino:EdGraph_119733.K2Node_CallFunction_290903) LITERAL: 1(/Game/LostIsland/Dinos/Sinomacrops/Buff_MountedSino.Buff_MountedSino:EdGraph_119733.K2Node_MakeStruct_2581) LITERAL: 2(/Game/LostIsland/Dinos/Sinomacrops/Buff_MountedSino.Buff_MountedSino:EdGraph_119733.K2Node_MakeStruct_2582) LITERAL: {1}/{2}(/Game/LostIsland/Dinos/Sinomacrops/Buff_MountedSino.Buff_MountedSino:EdGraph_119733.K2Node_CallFunction_290904) LITERAL: 1(/Game/LostIsland/Dinos/Sinomacrops/Buff_MountedSino.Buff_MountedSino:EdGraph_119733.K2Node_MakeStruct_2583) LITERAL: 2(/Game/LostIsland/Dinos/Sinomacrops/Buff_MountedSino.Buff_MountedSino:EdGraph_119733.K2Node_MakeStruct_2584) CONTENT: Sino Food(/Game/LostIsland/Dinos/Sinomacrops/Buff_MountedSino.Default__Buff_MountedSino_C) CONTENT: Sino Stamina(/Game/LostIsland/Dinos/Sinomacrops/Buff_MountedSino.Default__Buff_MountedSino_C) CONTENT: Scream(/Game/LostIsland/Dinos/Sinomacrops/Buff_MountedSino.Default__Buff_MountedSino_C) CONTENT: Sino Movement Restricted(/Game/LostIsland/Dinos/Sinomacrops/Buff_MountedSino.Default__Buff_MountedSino_C) CONTENT: Sinomacrops(/Game/LostIsland/Dinos/Sinomacrops/Buff_MountedSino.Default__Buff_MountedSino_C) CONTENT: main body(/Game/LostIsland/Dinos/Sinomacrops/DinoColorSet_Sinomacrops.Default__DinoColorSet_Sinomacrops_C) CONTENT: wings bottom(/Game/LostIsland/Dinos/Sinomacrops/DinoColorSet_Sinomacrops.Default__DinoColorSet_Sinomacrops_C) CONTENT: none (/Game/LostIsland/Dinos/Sinomacrops/DinoColorSet_Sinomacrops.Default__DinoColorSet_Sinomacrops_C) CONTENT: belly(/Game/LostIsland/Dinos/Sinomacrops/DinoColorSet_Sinomacrops.Default__DinoColorSet_Sinomacrops_C) CONTENT: wing spots(/Game/LostIsland/Dinos/Sinomacrops/DinoColorSet_Sinomacrops.Default__DinoColorSet_Sinomacrops_C) CONTENT: back(/Game/LostIsland/Dinos/Sinomacrops/DinoColorSet_Sinomacrops.Default__DinoColorSet_Sinomacrops_C) CONTENT: Sinomacrops Egg(/Game/LostIsland/Dinos/Sinomacrops/PrimalItemConsumable_Egg_Sinomacrops.Default__PrimalItemConsumable_Egg_Sinomacrops_C) CONTENT: Idle - Fly(/Engine/Transient.REINST_Sinomacrops_Character_BP_C_0) CONTENT: c_back2(/Engine/Transient.REINST_Sinomacrops_Character_BP_C_0) CONTENT: Idle(/Engine/Transient.REINST_Sinomacrops_Character_BP_C_0) CONTENT: Cute(/Engine/Transient.REINST_Sinomacrops_Character_BP_C_0) CONTENT: Action(/Engine/Transient.REINST_Sinomacrops_Character_BP_C_0) CONTENT: c_back2(/Engine/Transient.REINST_Sinomacrops_Character_BP_C_0) CONTENT: Move(/Engine/Transient.REINST_Sinomacrops_Character_BP_C_0) CONTENT: Move - Fly(/Engine/Transient.REINST_Sinomacrops_Character_BP_C_0) CONTENT: c_back2(/Engine/Transient.REINST_Sinomacrops_Character_BP_C_0) CONTENT: Sinomacrops(/Engine/Transient.REINST_Sinomacrops_Character_BP_C_0) CONTENT: Fertilized Sinomacrops Egg(/Game/LostIsland/Dinos/Sinomacrops/PrimalItemConsumable_Egg_Sinomacrops_Fertilized.Default__PrimalItemConsumable_Egg_Sinomacrops_Fertilized_C) LITERAL: ArriveAtBuddyCheck(/Game/LostIsland/Dinos/Sinomacrops/Sinomacrops_Character_BP.Sinomacrops_Character_BP:ArriveAtBuddyCheck.K2Node_CallFunction_687725) LITERAL: ClearBuddyChar(/Game/LostIsland/Dinos/Sinomacrops/Sinomacrops_Character_BP.Sinomacrops_Character_BP:ArriveAtBuddyCheck.K2Node_CallFunction_698257) LITERAL: Must be outside to tame(/Game/LostIsland/Dinos/Sinomacrops/Sinomacrops_Character_BP.Sinomacrops_Character_BP:BlueprintDrawFloatingHUD.K2Node_CallFunction_155292) LITERAL: FlyAfterTamingFeed(/Game/LostIsland/Dinos/Sinomacrops/Sinomacrops_Character_BP.Sinomacrops_Character_BP:BPFedWakingTameEvent.K2Node_CallFunction_277413) LITERAL: Disable Auto Scream(/Game/LostIsland/Dinos/Sinomacrops/Sinomacrops_Character_BP.Sinomacrops_Character_BP:BPGetMultiUseEntries.K2Node_CallFunction_238465) LITERAL: Enable Auto Scream(/Game/LostIsland/Dinos/Sinomacrops/Sinomacrops_Character_BP.Sinomacrops_Character_BP:BPGetMultiUseEntries.K2Node_CallFunction_238465) LITERAL: Scream(/Game/LostIsland/Dinos/Sinomacrops/Sinomacrops_Character_BP.Sinomacrops_Character_BP:BPGetMultiUseEntries.K2Node_CallFunction_246333) LITERAL: Scream available in (/Game/LostIsland/Dinos/Sinomacrops/Sinomacrops_Character_BP.Sinomacrops_Character_BP:BPGetMultiUseEntries.K2Node_CallFunction_246388) LITERAL: Disable Auto Scream Requires Aggro(/Game/LostIsland/Dinos/Sinomacrops/Sinomacrops_Character_BP.Sinomacrops_Character_BP:BPGetMultiUseEntries.K2Node_CallFunction_282441) LITERAL: Enable Auto Scream Requires Aggro(/Game/LostIsland/Dinos/Sinomacrops/Sinomacrops_Character_BP.Sinomacrops_Character_BP:BPGetMultiUseEntries.K2Node_CallFunction_282441) LITERAL: ClearPreventInventoryAccess(/Game/LostIsland/Dinos/Sinomacrops/Sinomacrops_Character_BP.Sinomacrops_Character_BP:BPOnClearMountedDino.K2Node_CallFunction_331379) LITERAL: ClearBuddyChar(/Game/LostIsland/Dinos/Sinomacrops/Sinomacrops_Character_BP.Sinomacrops_Character_BP:BPOnSetMountedDino.K2Node_CallFunction_682802) LITERAL: ArriveAtBuddyCheck(/Game/LostIsland/Dinos/Sinomacrops/Sinomacrops_Character_BP.Sinomacrops_Character_BP:BPOnSetMountedDino.K2Node_CallFunction_684754) LITERAL: SinoMovementStamDrainTick(/Game/LostIsland/Dinos/Sinomacrops/Sinomacrops_Character_BP.Sinomacrops_Character_BP:BPServerHandleNetExecCommand.K2Node_CallFunction_774162) LITERAL: ClearLastThrowAvoidActors(/Game/LostIsland/Dinos/Sinomacrops/Sinomacrops_Character_BP.Sinomacrops_Character_BP:DinoShoulderMountedLaunch.K2Node_CallFunction_272395) LITERAL: LaunchToBuddyChar(/Game/LostIsland/Dinos/Sinomacrops/Sinomacrops_Character_BP.Sinomacrops_Character_BP:DinoShoulderMountedLaunch.K2Node_CallFunction_293058) LITERAL: ResetChanceToFlyLand(/Game/LostIsland/Dinos/Sinomacrops/Sinomacrops_Character_BP.Sinomacrops_Character_BP:FlyAfterTamingFeed.K2Node_CallFunction_896246) LITERAL: ArriveAtBuddyCheck(/Game/LostIsland/Dinos/Sinomacrops/Sinomacrops_Character_BP.Sinomacrops_Character_BP:LaunchToBuddyChar.K2Node_CallFunction_240915) LITERAL: ClearBuddyChar(/Game/LostIsland/Dinos/Sinomacrops/Sinomacrops_Character_BP.Sinomacrops_Character_BP:LaunchToBuddyChar.K2Node_CallFunction_241889) LITERAL: MountedImmobilizationCheck(/Game/LostIsland/Dinos/Sinomacrops/Sinomacrops_Character_BP.Sinomacrops_Character_BP:MountedImmobilizationCheck.K2Node_CallFunction_559046) LITERAL: RefreshWildFollowPlayer(/Game/LostIsland/Dinos/Sinomacrops/Sinomacrops_Character_BP.Sinomacrops_Character_BP:RefreshWildFollowPlayer.K2Node_CallFunction_564666) LITERAL: Insufficient Stamina to Scream!(/Game/LostIsland/Dinos/Sinomacrops/Sinomacrops_Character_BP.Sinomacrops_Character_BP:ScreamStaminaCheck.K2Node_CallFunction_308528) LITERAL: RefreshWildFollowPlayer(/Game/LostIsland/Dinos/Sinomacrops/Sinomacrops_Character_BP.Sinomacrops_Character_BP:SetWildFollowPlayer.K2Node_CallFunction_564666) LITERAL: RefreshWildFollowPlayer(/Game/LostIsland/Dinos/Sinomacrops/Sinomacrops_Character_BP.Sinomacrops_Character_BP:SetWildFollowPlayer.K2Node_CallFunction_568924) LITERAL: SinoMovementStamDrainTick(/Game/LostIsland/Dinos/Sinomacrops/Sinomacrops_Character_BP.Sinomacrops_Character_BP:SinoMovementStamDrainTick.K2Node_CallFunction_774162) CONTENT: Idle - Fly(/Engine/Transient.Default__REINST_Sinomacrops_Character_BP_C_36175) CONTENT: c_back2(/Engine/Transient.Default__REINST_Sinomacrops_Character_BP_C_36175) CONTENT: Idle(/Engine/Transient.Default__REINST_Sinomacrops_Character_BP_C_36175) CONTENT: Cute(/Engine/Transient.Default__REINST_Sinomacrops_Character_BP_C_36175) CONTENT: Action(/Engine/Transient.Default__REINST_Sinomacrops_Character_BP_C_36175) CONTENT: c_back2(/Engine/Transient.Default__REINST_Sinomacrops_Character_BP_C_36175) CONTENT: Move(/Engine/Transient.Default__REINST_Sinomacrops_Character_BP_C_36175) CONTENT: Move - Fly(/Engine/Transient.Default__REINST_Sinomacrops_Character_BP_C_36175) CONTENT: c_back2(/Engine/Transient.Default__REINST_Sinomacrops_Character_BP_C_36175) CONTENT: Sinomacrops(/Engine/Transient.Default__REINST_Sinomacrops_Character_BP_C_36175) CONTENT: Idle - Fly(/Engine/Transient.REINST_Sinomacrops_Character_BP_C_1) CONTENT: c_back2(/Engine/Transient.REINST_Sinomacrops_Character_BP_C_1) CONTENT: Idle(/Engine/Transient.REINST_Sinomacrops_Character_BP_C_1) CONTENT: Cute(/Engine/Transient.REINST_Sinomacrops_Character_BP_C_1) CONTENT: Action(/Engine/Transient.REINST_Sinomacrops_Character_BP_C_1) CONTENT: c_back2(/Engine/Transient.REINST_Sinomacrops_Character_BP_C_1) CONTENT: Move(/Engine/Transient.REINST_Sinomacrops_Character_BP_C_1) CONTENT: Move - Fly(/Engine/Transient.REINST_Sinomacrops_Character_BP_C_1) CONTENT: c_back2(/Engine/Transient.REINST_Sinomacrops_Character_BP_C_1) CONTENT: Sinomacrops(/Engine/Transient.REINST_Sinomacrops_Character_BP_C_1) CONTENT: Idle - Fly(/Engine/Transient.Default__REINST_Sinomacrops_Character_BP_C_36183) CONTENT: c_back2(/Engine/Transient.Default__REINST_Sinomacrops_Character_BP_C_36183) CONTENT: Idle(/Engine/Transient.Default__REINST_Sinomacrops_Character_BP_C_36183) CONTENT: Cute(/Engine/Transient.Default__REINST_Sinomacrops_Character_BP_C_36183) CONTENT: Action(/Engine/Transient.Default__REINST_Sinomacrops_Character_BP_C_36183) CONTENT: c_back2(/Engine/Transient.Default__REINST_Sinomacrops_Character_BP_C_36183) CONTENT: Move(/Engine/Transient.Default__REINST_Sinomacrops_Character_BP_C_36183) CONTENT: Move - Fly(/Engine/Transient.Default__REINST_Sinomacrops_Character_BP_C_36183) CONTENT: c_back2(/Engine/Transient.Default__REINST_Sinomacrops_Character_BP_C_36183) CONTENT: Sinomacrops(/Engine/Transient.Default__REINST_Sinomacrops_Character_BP_C_36183) CONTENT: Idle - Fly(/Game/LostIsland/Dinos/Sinomacrops/Sinomacrops_Character_BP.Default__Sinomacrops_Character_BP_C) CONTENT: c_back2(/Game/LostIsland/Dinos/Sinomacrops/Sinomacrops_Character_BP.Default__Sinomacrops_Character_BP_C) CONTENT: Idle(/Game/LostIsland/Dinos/Sinomacrops/Sinomacrops_Character_BP.Default__Sinomacrops_Character_BP_C) CONTENT: Cute(/Game/LostIsland/Dinos/Sinomacrops/Sinomacrops_Character_BP.Default__Sinomacrops_Character_BP_C) CONTENT: Action(/Game/LostIsland/Dinos/Sinomacrops/Sinomacrops_Character_BP.Default__Sinomacrops_Character_BP_C) CONTENT: c_back2(/Game/LostIsland/Dinos/Sinomacrops/Sinomacrops_Character_BP.Default__Sinomacrops_Character_BP_C) CONTENT: Move(/Game/LostIsland/Dinos/Sinomacrops/Sinomacrops_Character_BP.Default__Sinomacrops_Character_BP_C) CONTENT: Move - Fly(/Game/LostIsland/Dinos/Sinomacrops/Sinomacrops_Character_BP.Default__Sinomacrops_Character_BP_C) CONTENT: c_back2(/Game/LostIsland/Dinos/Sinomacrops/Sinomacrops_Character_BP.Default__Sinomacrops_Character_BP_C) CONTENT: Sinomacrops(/Game/LostIsland/Dinos/Sinomacrops/Sinomacrops_Character_BP.Default__Sinomacrops_Character_BP_C) CONTENT: ???(/Game/Maps/Aberration/Aberration_P.Aberration_P:PersistentLevel.BossBiomeZoneVolume) CONTENT: Portal (Easiest)(/Game/Maps/Aberration/Aberration_P.Aberration_P:PersistentLevel.PrimalWorldSettings_0) CONTENT: Fertile Lake 1 (Easy)(/Game/Maps/Aberration/Aberration_P.Aberration_P:PersistentLevel.PrimalWorldSettings_0) CONTENT: Fertile Lake 2 (Easy)(/Game/Maps/Aberration/Aberration_P.Aberration_P:PersistentLevel.PrimalWorldSettings_0) CONTENT: Fertile Lake 3 (Easy)(/Game/Maps/Aberration/Aberration_P.Aberration_P:PersistentLevel.PrimalWorldSettings_0) CONTENT: Fertile Lake 4 (Medium)(/Game/Maps/Aberration/Aberration_P.Aberration_P:PersistentLevel.PrimalWorldSettings_0) CONTENT: Upper Mushroom Forest (Medium)(/Game/Maps/Aberration/Aberration_P.Aberration_P:PersistentLevel.PrimalWorldSettings_0) CONTENT: Lower Mushroom Forest (Medium)(/Game/Maps/Aberration/Aberration_P.Aberration_P:PersistentLevel.PrimalWorldSettings_0) CONTENT: Fertile River (Medium)(/Game/Maps/Aberration/Aberration_P.Aberration_P:PersistentLevel.PrimalWorldSettings_0) CONTENT: The Edge 1 (Hard)(/Game/Maps/Aberration/Aberration_P.Aberration_P:PersistentLevel.PrimalWorldSettings_0) CONTENT: The Edge 2 (Hard)(/Game/Maps/Aberration/Aberration_P.Aberration_P:PersistentLevel.PrimalWorldSettings_0) CONTENT: The Edge 3 (Hard)(/Game/Maps/Aberration/Aberration_P.Aberration_P:PersistentLevel.PrimalWorldSettings_0) CONTENT: The Edge 4 (Hard)(/Game/Maps/Aberration/Aberration_P.Aberration_P:PersistentLevel.PrimalWorldSettings_0) CONTENT: Wilderness(/Game/Maps/Aberration/Aberration_P.Aberration_P:PersistentLevel.PrimalWorldSettings_0) CONTENT: Harvest [Mushrooms](/Game/PrimalEarth/CoreBlueprints/HarvestComponents/Harvest_Trap_Biolum01.Default__Harvest_Trap_Biolum01_C) CONTENT: Harvest [Mushrooms](/Game/PrimalEarth/CoreBlueprints/HarvestComponents/Harvest_Trap_Element01.Default__Harvest_Trap_Element01_C) CONTENT: Teeming Caverns - Tunnels(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.Biome_Cavern_02) CONTENT: Teeming Caverns - Tunnels(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.Biome_Cavern_03) CONTENT: Elemental Vault - Entrance(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.Biome_Entrance_01) CONTENT: Teeming Caverns - Entrance(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.Biome_Entrance_01_5) CONTENT: Teeming Caverns - Entrance(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.Biome_Entrance_02) CONTENT: Old Railway Cave - Entrance(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.Biome_Entrance_1) CONTENT: Old Railway Cave - Entrance(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.Biome_Entrance_2) CONTENT: Elemental Vault - Ledges(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.Biome_Tunnels_01) CONTENT: Elemental Vault - Caverns(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.Biome_Tunnels_02) CONTENT: Old Railway Cave - Tunnels(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.Biome_Tunnels_1) CONTENT: The Spine(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_0) CONTENT: Element Falls(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_1) CONTENT: Halls of the Reaper(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_10) CONTENT: Halls of the Reaper(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_100) CONTENT: Halls of the Reaper Queen(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_101) CONTENT: Halls of the Reaper Queen(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_102) CONTENT: The Lost Roads(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_103) CONTENT: The Lost Roads(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_104) CONTENT: Mushroom Forest(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_105) CONTENT: Mushroom Forest(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_106) CONTENT: The Lost Roads(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_107) CONTENT: The Lost Roads(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_108) CONTENT: River Valley(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_109) CONTENT: Hidden Grotto - Entrance(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_11) CONTENT: The Lost Roads(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_110) CONTENT: The Lost Roads(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_111) CONTENT: River Valley(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_112) CONTENT: Halls of the Reaper Queen(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_113) CONTENT: Halls of the Reaper Queen(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_114) CONTENT: The Grave of the Lost(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_118) CONTENT: River Valley(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_119) CONTENT: Halls of the Reaper(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_12) CONTENT: River Valley(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_120) CONTENT: The Spine(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_121) CONTENT: The Fallen Nexus(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_122) CONTENT: The Ancient Device(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_123) CONTENT: The Surface - Southwest(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_124) CONTENT: The Fallen Nexus(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_125) CONTENT: Element Falls(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_126) CONTENT: Mushroom Forest(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_127) CONTENT: Element Falls(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_128) CONTENT: The Fallen Nexus(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_129) CONTENT: Hidden Grotto - Entrance(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_13) CONTENT: River Valley(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_130) CONTENT: The Spine(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_131) CONTENT: Halls of the Reaper(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_133) CONTENT: Mushroom Forest(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_134) CONTENT: The Ancient Device(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_136) CONTENT: The Surface - Southwest(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_137) CONTENT: Mushroom Forest(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_138) CONTENT: The Ancient Device(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_139) CONTENT: Element Falls(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_14) CONTENT: Element Falls(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_140) CONTENT: Element Falls(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_141) CONTENT: The Ancient Device(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_142) CONTENT: Mushroom Forest(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_143) CONTENT: The Surface - Southwest(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_144) CONTENT: Mushroom Forest(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_145) CONTENT: The Surface - Southwest(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_146) CONTENT: The Ancient Device(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_149) CONTENT: Hidden Grotto - Tunnels(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_15) CONTENT: The Surface - Southwest(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_151) CONTENT: The Surface - Southwest(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_152) CONTENT: The Surface - Southwest(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_154) CONTENT: The Surface - Southwest(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_157) CONTENT: The Surface - Southwest(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_16) CONTENT: The Surface - Southwest(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_160) CONTENT: The Surface - Southwest(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_161) CONTENT: The Surface - Southwest(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_162) CONTENT: The Surface - Southwest(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_163) CONTENT: The Surface - Southwest(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_165) CONTENT: The Surface - Southwest(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_166) CONTENT: The Ancient Device(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_167) CONTENT: The Ancient Device(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_168) CONTENT: The Ancient Device(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_169) CONTENT: Hidden Grotto - Tunnels(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_17) CONTENT: The Ancient Device(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_170) CONTENT: Element Falls(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_172) CONTENT: Element Falls(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_174) CONTENT: The Ancient Device(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_178) CONTENT: Halls of the Reaper(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_18) CONTENT: Element Falls(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_180) CONTENT: Element Falls(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_183) CONTENT: Element Falls(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_184) CONTENT: Mushroom Forest(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_185) CONTENT: Hidden Grotto - Tunnels(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_19) CONTENT: The Spine(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_2) CONTENT: The Surface - Southwest(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_20) CONTENT: Teeming Caverns - Tunnels(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_21) CONTENT: Element Falls(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_22) CONTENT: Halls of the Reaper(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_23) CONTENT: Mushroom Forest(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_232) CONTENT: Mushroom Forest(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_237) CONTENT: Mushroom Forest(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_238) CONTENT: The Surface - Southwest(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_24) CONTENT: Mushroom Forest(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_240) CONTENT: Mushroom Forest(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_241) CONTENT: Mushroom Forest(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_242) CONTENT: Mushroom Forest(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_243) CONTENT: Mushroom Forest(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_245) CONTENT: Mushroom Forest(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_246) CONTENT: Mushroom Forest(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_247) CONTENT: Mushroom Forest(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_248) CONTENT: Mushroom Forest(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_249) CONTENT: Halls of the Reaper(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_25) CONTENT: River Valley(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_250) CONTENT: Mushroom Forest(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_251) CONTENT: Mushroom Forest(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_252) CONTENT: The Ancient Device(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_253) CONTENT: Mushroom Forest(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_254) CONTENT: Mushroom Forest(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_255) CONTENT: Mushroom Forest(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_256) CONTENT: Mushroom Forest(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_257) CONTENT: River Valley(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_259) CONTENT: The Surface - Southwest(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_26) CONTENT: River Valley(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_260) CONTENT: Mushroom Forest(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_261) CONTENT: Mushroom Forest(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_262) CONTENT: The Fallen Nexus(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_263) CONTENT: Mushroom Forest(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_264) CONTENT: Mushroom Forest(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_265) CONTENT: Mushroom Forest(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_266) CONTENT: Hope's End(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_267) CONTENT: Hope's End(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_268) CONTENT: Luminous Marshlands(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_269) CONTENT: Element Falls(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_27) CONTENT: The Lost Roads(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_272) CONTENT: The Surface - Northwest(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_276) CONTENT: The Surface - Northeast(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_278) CONTENT: Element Falls(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_28) CONTENT: Element Falls(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_280) CONTENT: Element Falls(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_281) CONTENT: The Surface - Northwest(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_282) CONTENT: Element Falls(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_283) CONTENT: The Surface - Northwest(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_285) CONTENT: Element Falls(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_287) CONTENT: Element Falls(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_288) CONTENT: The Surface - Northwest(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_289) CONTENT: Halls of the Reaper(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_29) CONTENT: The Surface - Northeast(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_290) CONTENT: The Surface - Northwest(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_291) CONTENT: The Surface - Northeast(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_292) CONTENT: The Surface - Northwest(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_293) CONTENT: The Surface - Northwest(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_294) CONTENT: The Surface - Northwest(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_295) CONTENT: The Surface - Northwest(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_296) CONTENT: The Surface - Northwest(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_297) CONTENT: The Surface - Northwest(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_298) CONTENT: The Surface - Northwest(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_299) CONTENT: The Spine(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_3) CONTENT: The Surface - Southwest(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_30) CONTENT: The Surface - Northwest(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_300) CONTENT: Element Falls(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_301) CONTENT: Luminous Marshlands(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_303) CONTENT: Halls of the Reaper Queen(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_304) CONTENT: The Surface - Northeast(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_305) CONTENT: Element Falls(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_306) CONTENT: Element Falls(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_307) CONTENT: Hope's End(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_308) CONTENT: The Surface - Northeast(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_309) CONTENT: The Surface - Southwest(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_31) CONTENT: Luminous Marshlands(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_310) CONTENT: Luminous Marshlands(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_311) CONTENT: The Surface - Northeast(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_313) CONTENT: Halls of the Reaper(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_314) CONTENT: Halls of the Reaper(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_315) CONTENT: Halls of the Reaper(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_316) CONTENT: The Surface - Northeast(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_317) CONTENT: Element Falls(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_318) CONTENT: Halls of the Reaper(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_319) CONTENT: The Surface - Southwest(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_32) CONTENT: Halls of the Reaper(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_320) CONTENT: The Surface - Northeast(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_321) CONTENT: The Surface - Northeast(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_322) CONTENT: Element Falls(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_323) CONTENT: The Surface - Northeast(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_324) CONTENT: The Surface - Northeast(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_325) CONTENT: The Surface - Northeast(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_326) CONTENT: Halls of the Reaper Queen(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_327) CONTENT: Element Falls(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_33) CONTENT: The Surface - Northeast(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_332) CONTENT: The Surface - Northeast(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_333) CONTENT: The Surface - Northeast(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_334) CONTENT: The Fallen Nexus(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_336) CONTENT: The Fallen Nexus(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_337) CONTENT: The Fallen Nexus(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_338) CONTENT: The Fallen Nexus(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_339) CONTENT: The Ancient Device(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_34) CONTENT: The Surface - Northeast(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_340) CONTENT: The Surface - Northeast(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_341) CONTENT: The Surface - Northeast(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_342) CONTENT: The Fallen Nexus(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_343) CONTENT: Luminous Marshlands(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_345) CONTENT: The Surface - Northeast(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_348) CONTENT: The Surface - Northeast(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_349) CONTENT: Element Falls(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_35) CONTENT: The Surface - Northeast(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_350) CONTENT: The Fallen Nexus(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_352) CONTENT: The Fallen Nexus(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_353) CONTENT: The Fallen Nexus(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_354) CONTENT: The Fallen Nexus(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_355) CONTENT: The Surface - Northeast(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_356) CONTENT: The Surface - Northeast(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_357) CONTENT: The Surface - Northeast(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_358) CONTENT: The Surface - Northeast(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_359) CONTENT: The Surface - Southwest(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_36) CONTENT: The Surface - Northeast(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_360) CONTENT: The Surface - Northeast(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_361) CONTENT: The Surface - Northeast(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_362) CONTENT: The Surface - Northeast(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_363) CONTENT: The Surface - Northeast(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_364) CONTENT: The Surface - Northeast(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_365) CONTENT: The Surface - Northeast(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_368) CONTENT: The Surface - Northeast(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_369) CONTENT: The Surface - Southwest(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_37) CONTENT: The Surface - Northeast(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_370) CONTENT: The Surface - Northeast(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_371) CONTENT: Luminous Marshlands(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_372) CONTENT: The Fallen Nexus(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_373) CONTENT: The Surface - Northeast(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_374) CONTENT: The Surface - Northeast(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_375) CONTENT: The Surface - Northeast(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_376) CONTENT: The Surface - Northeast(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_377) CONTENT: The Surface - Northeast(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_378) CONTENT: The Surface - Northeast(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_379) CONTENT: Mushroom Forest(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_38) CONTENT: The Fallen Nexus(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_380) CONTENT: The Surface - Northwest(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_381) CONTENT: The Surface - Northwest(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_382) CONTENT: The Surface - Northeast(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_383) CONTENT: The Surface - Northeast(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_384) CONTENT: The Surface - Northeast(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_385) CONTENT: The Surface - Southwest(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_386) CONTENT: The Surface - Southwest(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_387) CONTENT: The Fallen Nexus(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_388) CONTENT: The Fallen Nexus(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_389) CONTENT: The Surface - Southwest(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_39) CONTENT: The Fallen Nexus(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_390) CONTENT: The Fallen Nexus(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_394) CONTENT: The Fallen Nexus(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_395) CONTENT: The Fallen Nexus(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_396) CONTENT: Luminous Marshlands(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_397) CONTENT: The Fallen Nexus(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_398) CONTENT: The Fallen Nexus(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_399) CONTENT: Element Falls(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_4) CONTENT: Halls of the Reaper Queen(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_40) CONTENT: Luminous Marshlands(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_400) CONTENT: Luminous Marshlands(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_401) CONTENT: The Fallen Nexus(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_402) CONTENT: The Fallen Nexus(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_404) CONTENT: The Fallen Nexus(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_405) CONTENT: The Overlook(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_406) CONTENT: The Fallen Nexus(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_407) CONTENT: The Fallen Nexus(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_408) CONTENT: The Fallen Nexus(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_409) CONTENT: The Fallen Nexus(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_410) CONTENT: The Fallen Nexus(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_412) CONTENT: The Fallen Nexus(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_413) CONTENT: Luminous Marshlands(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_414) CONTENT: The Fallen Nexus(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_415) CONTENT: Luminous Marshlands(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_416) CONTENT: The Fallen Nexus(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_417) CONTENT: Luminous Marshlands(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_418) CONTENT: The Fallen Nexus(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_419) CONTENT: Element Falls(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_42) CONTENT: Crystalline Swamps(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_421) CONTENT: The Fallen Nexus(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_422) CONTENT: The Fallen Nexus(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_423) CONTENT: The Fallen Nexus(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_425) CONTENT: The Fallen Nexus(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_426) CONTENT: Luminous Marshlands(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_428) CONTENT: Luminous Marshlands(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_429) CONTENT: The Surface - Southwest(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_43) CONTENT: Luminous Marshlands(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_430) CONTENT: Luminous Marshlands(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_431) CONTENT: Luminous Marshlands(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_432) CONTENT: Luminous Marshlands(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_434) CONTENT: Luminous Marshlands(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_436) CONTENT: Luminous Marshlands(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_437) CONTENT: Luminous Marshlands(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_439) CONTENT: The Surface - Southwest(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_44) CONTENT: The Overlook(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_440) CONTENT: The Overlook(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_441) CONTENT: Luminous Marshlands(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_442) CONTENT: The Overlook(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_445) CONTENT: The Overlook(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_446) CONTENT: Luminous Marshlands(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_448) CONTENT: The Surface - Southwest(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_45) CONTENT: Luminous Marshlands(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_450) CONTENT: Luminous Marshlands(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_451) CONTENT: Luminous Marshlands(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_452) CONTENT: Crystalline Swamps(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_455) CONTENT: Crystalline Swamps(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_456) CONTENT: Crystalline Swamps(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_457) CONTENT: Crystalline Swamps(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_458) CONTENT: River Valley(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_46) CONTENT: Crystalline Swamps(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_460) CONTENT: Crystalline Swamps(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_461) CONTENT: Crystalline Swamps(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_462) CONTENT: Crystalline Swamps(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_463) CONTENT: Crystalline Swamps(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_465) CONTENT: Crystalline Swamps(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_467) CONTENT: Crystalline Swamps(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_469) CONTENT: Element Falls(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_47) CONTENT: Crystalline Swamps(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_472) CONTENT: Crystalline Swamps(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_473) CONTENT: Crystalline Swamps(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_474) CONTENT: The Overlook(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_475) CONTENT: The Overlook(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_478) CONTENT: The Overlook(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_479) CONTENT: The Overlook(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_480) CONTENT: The Overlook(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_482) CONTENT: The Overlook(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_487) CONTENT: The Overlook(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_488) CONTENT: River Valley(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_49) CONTENT: The Overlook(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_490) CONTENT: The Overlook(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_491) CONTENT: The Overlook(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_497) CONTENT: The Overlook(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_498) CONTENT: The Overlook(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_499) CONTENT: River Valley(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_50) CONTENT: The Overlook(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_500) CONTENT: The Overlook(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_501) CONTENT: The Overlook(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_502) CONTENT: The Overlook(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_504) CONTENT: The Overlook(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_505) CONTENT: The Overlook(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_507) CONTENT: The Overlook(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_509) CONTENT: The Ancient Device(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_51) CONTENT: Luminous Marshlands(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_510) CONTENT: River Valley(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_511) CONTENT: River Valley(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_513) CONTENT: River Valley(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_514) CONTENT: Element Falls(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_52) CONTENT: The Surface - Southwest(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_53) CONTENT: Mushroom Forest(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_54) CONTENT: Mushroom Forest(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_55) CONTENT: The Surface - Southwest(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_56) CONTENT: Element Falls(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_57) CONTENT: Halls of the Reaper Queen(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_58) CONTENT: Element Falls(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_59) CONTENT: Mushroom Forest(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_6) CONTENT: River Valley(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_60) CONTENT: River Valley(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_61) CONTENT: River Valley(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_62) CONTENT: River Valley(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_64) CONTENT: Hope's End(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_65) CONTENT: Hope's End(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_66) CONTENT: Hope's End(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_67) CONTENT: Hope's End(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_68) CONTENT: The Spine(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_69) CONTENT: The Spine(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_70) CONTENT: Hope's End(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_71) CONTENT: Hope's End(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_72) CONTENT: Halls of the Reaper Queen(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_73) CONTENT: The Spine(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_74) CONTENT: River Valley(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_75) CONTENT: Hope's End(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_76) CONTENT: Hope's End(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_77) CONTENT: The Spine(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_78) CONTENT: The Spine(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_79) CONTENT: The Ancient Device(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_8) CONTENT: Hope's End(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_80) CONTENT: Hope's End(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_81) CONTENT: The Spine(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_82) CONTENT: The Spine(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_83) CONTENT: Element Falls(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_84) CONTENT: Mushroom Forest(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_85) CONTENT: The Spine(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_86) CONTENT: The Spine(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_87) CONTENT: Element Falls(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_88) CONTENT: The Spine(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_89) CONTENT: The Ancient Device(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_9) CONTENT: Mushroom Forest(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_90) CONTENT: Element Falls(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_91) CONTENT: The Spine(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_92) CONTENT: Element Falls(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_93) CONTENT: The Lost Roads(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_94) CONTENT: The Lost Roads(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_95) CONTENT: The Lost Roads(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_96) CONTENT: The Lost Roads(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_97) CONTENT: Mushroom Forest(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.BiomeZoneVolume_98) CONTENT: Wilderness(/Game/Maps/Aberration/AB_Biomes.AB_Biomes:PersistentLevel.PrimalWorldSettings) CONTENT: Charge Node(/Engine/Transient.REINST_PrimalStructurePowerNode_C_0) LITERAL: InitialMaterialUpdate(/Game/Aberration/Structures/PowerNode/PrimalStructurePowerNode.PrimalStructurePowerNode:EventGraph.K2Node_CallFunction_131848) LITERAL: (Recharging)(/Game/Aberration/Structures/PowerNode/PrimalStructurePowerNode.PrimalStructurePowerNode:HudText.K2Node_CallFunction_47637) LITERAL: (Charging Batteries)(/Game/Aberration/Structures/PowerNode/PrimalStructurePowerNode.PrimalStructurePowerNode:HudText.K2Node_CallFunction_54416) LITERAL: / (/Game/Aberration/Structures/PowerNode/PrimalStructurePowerNode.PrimalStructurePowerNode:HudText.K2Node_CallFunction_73239) LITERAL: (Fully Charged)(/Game/Aberration/Structures/PowerNode/PrimalStructurePowerNode.PrimalStructurePowerNode:HudText.K2Node_CallFunction_76844) LITERAL: Current Charge: (/Game/Aberration/Structures/PowerNode/PrimalStructurePowerNode.PrimalStructurePowerNode:HudText.K2Node_CallFunction_77127) LITERAL: (Reactivating Station)(/Game/Aberration/Structures/PowerNode/PrimalStructurePowerNode.PrimalStructurePowerNode:HudText.K2Node_CallFunction_84420) LITERAL: Station Offline(/Game/Aberration/Structures/PowerNode/PrimalStructurePowerNode.PrimalStructurePowerNode:HudText.K2Node_VariableSet_10782) LITERAL: Station Offline - Overcharged(/Game/Aberration/Structures/PowerNode/PrimalStructurePowerNode.PrimalStructurePowerNode:HudText.K2Node_VariableSet_18472) CONTENT: Powered On Station(/Engine/Transient.REINST_PrimalItem_PowerNodeCharge_C_0) CONTENT: Powered On Station(/Engine/Transient.Default__REINST_PrimalItem_PowerNodeCharge_C_36248) CONTENT: Powered On Station(/Engine/Transient.REINST_PrimalItem_PowerNodeCharge_C_1) CONTENT: Charge Node(/Engine/Transient.REINST_PrimalInventoryComponentBP_PowerNode_C_0) CONTENT: Element(/Engine/Transient.REINST_PrimalItemResource_ElementPowerNode_C_0) CONTENT: A strange, highly advanced material humming with energy. It dissolves when transferred across ARKs. Requires Full Batteries to craft!(/Engine/Transient.REINST_PrimalItemResource_ElementPowerNode_C_0) CONTENT: Element(/Engine/Transient.Default__REINST_PrimalItemResource_ElementPowerNode_C_36255) CONTENT: A strange, highly advanced material humming with energy. It dissolves when transferred across ARKs. Requires Full Batteries to craft!(/Engine/Transient.Default__REINST_PrimalItemResource_ElementPowerNode_C_36255) CONTENT: Element(/Engine/Transient.REINST_PrimalItemResource_ElementPowerNode_C_1) CONTENT: A strange, highly advanced material humming with energy. It dissolves when transferred across ARKs. Requires Full Batteries to craft!(/Engine/Transient.REINST_PrimalItemResource_ElementPowerNode_C_1) CONTENT: Put a pet on your shoulder to harvest Charge(/Engine/Transient.REINST_Buff_ChargeEmitterStructure_PowerNode_C_0) CONTENT: BuffEmitterSocket(/Engine/Transient.REINST_Buff_ChargeEmitterStructure_PowerNode_C_0) CONTENT: Put a pet on your shoulder to harvest Charge(/Engine/Transient.Default__REINST_Buff_ChargeEmitterStructure_PowerNode_C_36262) CONTENT: BuffEmitterSocket(/Engine/Transient.Default__REINST_Buff_ChargeEmitterStructure_PowerNode_C_36262) CONTENT: Put a pet on your shoulder to harvest Charge(/Engine/Transient.REINST_Buff_ChargeEmitterStructure_PowerNode_C_1) CONTENT: BuffEmitterSocket(/Engine/Transient.REINST_Buff_ChargeEmitterStructure_PowerNode_C_1) CONTENT: Charge Node(/Engine/Transient.Default__REINST_PrimalInventoryComponentBP_PowerNode_C_36273) CONTENT: Charge Node(/Engine/Transient.REINST_PrimalInventoryComponentBP_PowerNode_C_1) CONTENT: Charge Node(/Engine/Transient.Default__REINST_PrimalStructurePowerNode_C_36280) CONTENT: Charge Node(/Engine/Transient.REINST_PrimalStructurePowerNode_C_1) CONTENT: Put a pet on your shoulder to harvest Charge(/Engine/Transient.Default__REINST_Buff_ChargeEmitterStructure_PowerNode_C_36284) CONTENT: BuffEmitterSocket(/Engine/Transient.Default__REINST_Buff_ChargeEmitterStructure_PowerNode_C_36284) CONTENT: Put a pet on your shoulder to harvest Charge(/Game/Aberration/CoreBlueprints/Buffs/Buff_ChargeEmitterStructure_PowerNode.Default__Buff_ChargeEmitterStructure_PowerNode_C) CONTENT: BuffEmitterSocket(/Game/Aberration/CoreBlueprints/Buffs/Buff_ChargeEmitterStructure_PowerNode.Default__Buff_ChargeEmitterStructure_PowerNode_C) CONTENT: Charge Node(/Engine/Transient.Default__REINST_PrimalInventoryComponentBP_PowerNode_C_36288) CONTENT: Charge Node(/Game/Aberration/CoreBlueprints/Inventories/PrimalInventoryComponentBP_PowerNode.Default__PrimalInventoryComponentBP_PowerNode_C) CONTENT: Powered On Station(/Engine/Transient.Default__REINST_PrimalItem_PowerNodeCharge_C_36292) CONTENT: Powered On Station(/Game/PrimalEarth/CoreBlueprints/Items/Armor/Cloth/PrimalItem_PowerNodeCharge.Default__PrimalItem_PowerNodeCharge_C) CONTENT: Element(/Engine/Transient.Default__REINST_PrimalItemResource_ElementPowerNode_C_36296) CONTENT: A strange, highly advanced material humming with energy. It dissolves when transferred across ARKs. Requires Full Batteries to craft!(/Engine/Transient.Default__REINST_PrimalItemResource_ElementPowerNode_C_36296) CONTENT: Element(/Game/PrimalEarth/CoreBlueprints/Resources/PrimalItemResource_ElementPowerNode.Default__PrimalItemResource_ElementPowerNode_C) CONTENT: A strange, highly advanced material humming with energy. It dissolves when transferred across ARKs. Requires Full Batteries to craft!(/Game/PrimalEarth/CoreBlueprints/Resources/PrimalItemResource_ElementPowerNode.Default__PrimalItemResource_ElementPowerNode_C) CONTENT: Charge Node(/Engine/Transient.Default__REINST_PrimalStructurePowerNode_C_36302) CONTENT: Charge Node(/Game/Aberration/Structures/PowerNode/PrimalStructurePowerNode.Default__PrimalStructurePowerNode_C) CONTENT: Hypercharge Node(/Game/Aberration/Structures/PowerNode/PrimalStructurePowerNode_Damaged.Default__PrimalStructurePowerNode_Damaged_C) LITERAL: EnterPP(/Game/Extinction/Environment/Arkdome/BP_ProtoArkDome_Base.BP_ProtoArkDome_Base:EventGraph.K2Node_CallFunction_260275) LITERAL: |SkyMaterial is Weather: (/Game/Extinction/Environment/Arkdome/BP_ProtoArkDome_Base.BP_ProtoArkDome_Base:EventGraph.K2Node_CallFunction_186396) LITERAL: | Current Skybox: (/Game/Extinction/Environment/Arkdome/BP_ProtoArkDome_Base.BP_ProtoArkDome_Base:EventGraph.K2Node_CallFunction_147401) LITERAL: Indices(/Game/Extinction/Environment/Arkdome/BP_ProtoArkDome_Base.BP_ProtoArkDome_Base:TextureCheck.K2Node_CallFunction_128055) LITERAL: Updating(/Game/Extinction/Environment/Arkdome/BP_ProtoArkDome_Base.BP_ProtoArkDome_Base:TextureCheck.K2Node_CallFunction_143607) LITERAL: To(/Game/Extinction/Environment/Arkdome/BP_ProtoArkDome_Base.BP_ProtoArkDome_Base:TextureCheck.K2Node_CallFunction_144754) LITERAL: Invalid(/Game/Extinction/Environment/Arkdome/BP_ProtoArkDome_Base.BP_ProtoArkDome_Base:TextureCheck.K2Node_CallFunction_145705) LITERAL: |Locally Controller by Player: : (/Game/Extinction/Environment/Arkdome/BP_ProtoArkDome_Base.BP_ProtoArkDome_Base:PlayerTest.K2Node_CallFunction_271043) LITERAL: |Player: (/Game/Extinction/Environment/Arkdome/BP_ProtoArkDome_Base.BP_ProtoArkDome_Base:PlayerTest.K2Node_CallFunction_271044) LITERAL: ||PlayerCheck: (/Game/Extinction/Environment/Arkdome/BP_ProtoArkDome_Base.BP_ProtoArkDome_Base:PlayerTest.K2Node_CallFunction_271042) LITERAL: BoundaryCheck(/Game/Extinction/Environment/Arkdome/BP_ProtoArkDome_Base.BP_ProtoArkDome_Base:ReceiveBeginPlay.K2Node_CallFunction_57933) LITERAL: : {0} BeginPlay(/Game/Extinction/Environment/Arkdome/BP_ProtoArkDome_Base.BP_ProtoArkDome_Base:ReceiveBeginPlay.K2Node_FormatText_169) LITERAL: : {0} Start {1}(/Game/Extinction/Environment/Arkdome/BP_ProtoArkDome_Base.BP_ProtoArkDome_Base:TriggerDomeTransition.K2Node_FormatText_169) LITERAL: Dome - Enter Outer:(/Game/Extinction/Environment/Arkdome/BP_ProtoArkDome_Base.BP_ProtoArkDome_Base:EnterOuterBoundary.K2Node_CallFunction_237983) LITERAL: Dome - Exit Inner:(/Game/Extinction/Environment/Arkdome/BP_ProtoArkDome_Base.BP_ProtoArkDome_Base:Exit Inner Boundary.K2Node_CallFunction_237983) LITERAL: Exit PP(/Game/Extinction/Environment/Arkdome/BP_ProtoArkDome_Base.BP_ProtoArkDome_Base:ExitOuterBoundary.K2Node_CallFunction_60481) LITERAL: Dome - Exit Outer:(/Game/Extinction/Environment/Arkdome/BP_ProtoArkDome_Base.BP_ProtoArkDome_Base:ExitOuterBoundary.K2Node_CallFunction_237983) LITERAL: Exit PP(/Game/Extinction/Environment/Arkdome/BP_ProtoArkDome_Base.BP_ProtoArkDome_Base:EnterInnerBoundary.K2Node_CallFunction_61061) LITERAL: Dome - Enter Inner:(/Game/Extinction/Environment/Arkdome/BP_ProtoArkDome_Base.BP_ProtoArkDome_Base:EnterInnerBoundary.K2Node_CallFunction_237983) LITERAL: |PPVol Translate:(/Game/Extinction/Environment/Arkdome/BP_ProtoArkDome_Base.BP_ProtoArkDome_Base:PrintBoundary.K2Node_CallFunction_177027) LITERAL: |PPVol Radius:(/Game/Extinction/Environment/Arkdome/BP_ProtoArkDome_Base.BP_ProtoArkDome_Base:PrintBoundary.K2Node_CallFunction_177224) LITERAL: |Boundary Radius:(/Game/Extinction/Environment/Arkdome/BP_ProtoArkDome_Base.BP_ProtoArkDome_Base:PrintBoundary.K2Node_CallFunction_185335) LITERAL: |Inner Boundary Radius:(/Game/Extinction/Environment/Arkdome/BP_ProtoArkDome_Base.BP_ProtoArkDome_Base:PrintBoundary.K2Node_CallFunction_185337) LITERAL: |Outer Boundary Radius:(/Game/Extinction/Environment/Arkdome/BP_ProtoArkDome_Base.BP_ProtoArkDome_Base:PrintBoundary.K2Node_CallFunction_185340) LITERAL: |DomeTransitionOrigin:(/Game/Extinction/Environment/Arkdome/BP_ProtoArkDome_Base.BP_ProtoArkDome_Base:PrintBoundary.K2Node_CallFunction_209012) LITERAL: |DomeTransitionRadius:(/Game/Extinction/Environment/Arkdome/BP_ProtoArkDome_Base.BP_ProtoArkDome_Base:PrintBoundary.K2Node_CallFunction_208994) LITERAL: |DomeTransitionInnerRadius:(/Game/Extinction/Environment/Arkdome/BP_ProtoArkDome_Base.BP_ProtoArkDome_Base:PrintBoundary.K2Node_CallFunction_208997) LITERAL: |DomeTransitionOuterRadius:(/Game/Extinction/Environment/Arkdome/BP_ProtoArkDome_Base.BP_ProtoArkDome_Base:PrintBoundary.K2Node_CallFunction_209000) LITERAL: |SnowDomeRadius:(/Game/Extinction/Environment/Arkdome/BP_ProtoArkDome_Base.BP_ProtoArkDome_Base:PrintBoundary.K2Node_CallFunction_209003) LITERAL: |DesertDomeRadius:(/Game/Extinction/Environment/Arkdome/BP_ProtoArkDome_Base.BP_ProtoArkDome_Base:PrintBoundary.K2Node_CallFunction_209006) LITERAL: |DomeTransitionFlip:(/Game/Extinction/Environment/Arkdome/BP_ProtoArkDome_Base.BP_ProtoArkDome_Base:PrintBoundary.K2Node_CallFunction_209009) LITERAL: |DomeTransitionDistance:(/Game/Extinction/Environment/Arkdome/BP_ProtoArkDome_Base.BP_ProtoArkDome_Base:PrintBoundary.K2Node_CallFunction_179791) LITERAL: |SnowDomePosition:(/Game/Extinction/Environment/Arkdome/BP_ProtoArkDome_Base.BP_ProtoArkDome_Base:PrintBoundary.K2Node_CallFunction_209015) LITERAL: |DesertDomePosition:(/Game/Extinction/Environment/Arkdome/BP_ProtoArkDome_Base.BP_ProtoArkDome_Base:PrintBoundary.K2Node_CallFunction_201108) LITERAL: Dome - Enter Boundary(/Game/Extinction/Environment/Arkdome/BP_ProtoArkDome_Base.BP_ProtoArkDome_Base:EnterBoundarySphere.K2Node_CallFunction_237983) LITERAL: Dome - Exit Boundary(/Game/Extinction/Environment/Arkdome/BP_ProtoArkDome_Base.BP_ProtoArkDome_Base:ExitBoundarySphere.K2Node_CallFunction_237983) LITERAL: : {0} BeginPlay(/Game/Extinction/Environment/Arkdome/BP_ProtoArkDome_Base.BP_ProtoArkDome_Base:EdGraph_120751.K2Node_CallFunction_294078) LITERAL: 0(/Game/Extinction/Environment/Arkdome/BP_ProtoArkDome_Base.BP_ProtoArkDome_Base:EdGraph_120751.K2Node_MakeStruct_2585) LITERAL: : {0} Start {1}(/Game/Extinction/Environment/Arkdome/BP_ProtoArkDome_Base.BP_ProtoArkDome_Base:EdGraph_120752.K2Node_CallFunction_294079) LITERAL: 0(/Game/Extinction/Environment/Arkdome/BP_ProtoArkDome_Base.BP_ProtoArkDome_Base:EdGraph_120752.K2Node_MakeStruct_2586) LITERAL: 1(/Game/Extinction/Environment/Arkdome/BP_ProtoArkDome_Base.BP_ProtoArkDome_Base:EdGraph_120752.K2Node_MakeStruct_2587) LITERAL: : {0} BeginPlay(/Game/Extinction/Environment/Arkdome/BP_ProtoArkDome_Base.BP_ProtoArkDome_Base:EdGraph_120863.K2Node_CallFunction_294286) LITERAL: 0(/Game/Extinction/Environment/Arkdome/BP_ProtoArkDome_Base.BP_ProtoArkDome_Base:EdGraph_120863.K2Node_MakeStruct_2588) LITERAL: : {0} Start {1}(/Game/Extinction/Environment/Arkdome/BP_ProtoArkDome_Base.BP_ProtoArkDome_Base:EdGraph_120864.K2Node_CallFunction_294287) LITERAL: 0(/Game/Extinction/Environment/Arkdome/BP_ProtoArkDome_Base.BP_ProtoArkDome_Base:EdGraph_120864.K2Node_MakeStruct_2589) LITERAL: 1(/Game/Extinction/Environment/Arkdome/BP_ProtoArkDome_Base.BP_ProtoArkDome_Base:EdGraph_120864.K2Node_MakeStruct_2590) CONTENT: Metal Vein(/Game/Extinction/CoreBlueprints/HarvestComponents/ElementNode_Main_HarvestComponent_Easy.Default__ElementNode_Main_HarvestComponent_Easy_C) CONTENT: Harvest [Metal](/Game/Extinction/CoreBlueprints/HarvestComponents/ElementNode_Main_HarvestComponent_Easy.Default__ElementNode_Main_HarvestComponent_Easy_C) LITERAL: Test(/Game/Extinction/CoreBlueprints/HordeCrates/HordeSpawnNetwork.HordeSpawnNetwork:UserConstructionScript.K2Node_CallFunction_68327) LITERAL: Hit Something(/Game/Extinction/CoreBlueprints/HordeCrates/HordeSpawnNetwork.HordeSpawnNetwork:GenerateRing.K2Node_CallFunction_111024) LITERAL: Landscape(/Game/Extinction/CoreBlueprints/HordeCrates/HordeSpawnNetwork.HordeSpawnNetwork:CheckHitTolerance.K2Node_CallFunction_113968) CONTENT: Metal Vein(/Game/Extinction/CoreBlueprints/HarvestComponents/ElementNode_Secondary_HarvestComponent.Default__ElementNode_Secondary_HarvestComponent_C) CONTENT: Harvest [Metal](/Game/Extinction/CoreBlueprints/HarvestComponents/ElementNode_Secondary_HarvestComponent.Default__ElementNode_Secondary_HarvestComponent_C) LITERAL: IsStuckDetection(/Game/Extinction/CoreBlueprints/Buffs/Buff_HordeRouteManager.Buff_HordeRouteManager:CheckForBlockades.K2Node_CallFunction_142735) LITERAL: CheckforBlockades(/Game/Extinction/CoreBlueprints/Buffs/Buff_HordeRouteManager.Buff_HordeRouteManager:CheckForBlockades.K2Node_CallFunction_166628) LITERAL: IsStuckDetection(/Game/Extinction/CoreBlueprints/Buffs/Buff_HordeRouteManager.Buff_HordeRouteManager:EventGraph.K2Node_CallFunction_121830) LITERAL: IsStuckDetection(/Game/Extinction/CoreBlueprints/Buffs/Buff_HordeRouteManager.Buff_HordeRouteManager:EventGraph.K2Node_CallFunction_134603) LITERAL: FlyerCheckForBlockades(/Game/Extinction/CoreBlueprints/Buffs/Buff_HordeRouteManager.Buff_HordeRouteManager:EventGraph.K2Node_CallFunction_173904) LITERAL: CheckFlyerAttackInterval(/Game/Extinction/CoreBlueprints/Buffs/Buff_HordeRouteManager.Buff_HordeRouteManager:EventGraph.K2Node_CallFunction_177921) LITERAL: CheckForBlockades(/Game/Extinction/CoreBlueprints/Buffs/Buff_HordeRouteManager.Buff_HordeRouteManager:EventGraph.K2Node_CallFunction_301738) LITERAL: CheckForBlockades(/Game/Extinction/CoreBlueprints/Buffs/Buff_HordeRouteManager.Buff_HordeRouteManager:EventGraph.K2Node_CallFunction_439688) LITERAL: Unknown Location(/Game/Extinction/CoreBlueprints/Buffs/Buff_HordeRouteManager.Buff_HordeRouteManager:EventGraph.K2Node_CallFunction_62008) LITERAL: IsStuckDetection(/Game/Extinction/CoreBlueprints/Buffs/Buff_HordeRouteManager.Buff_HordeRouteManager:OnFinishedRouting.K2Node_CallFunction_213417) LITERAL: IsStuckDetection(/Game/Extinction/CoreBlueprints/Buffs/Buff_HordeRouteManager.Buff_HordeRouteManager:RouteToPoint.K2Node_CallFunction_171853) CONTENT: Tek Forcefield(/Engine/Transient.REINST_StorageBox_HordeShield_C_0) CONTENT: Supply Crate(/Engine/Transient.REINST_SupplyCrate_Base_Horde_C_0) LITERAL: Defense Complete(/Game/Extinction/CoreBlueprints/HordeCrates/SupplyCrate_Base_Horde.SupplyCrate_Base_Horde:BlueprintDrawHUD.K2Node_CallFunction_123706) LITERAL: RunIntermission(/Game/Extinction/CoreBlueprints/HordeCrates/SupplyCrate_Base_Horde.SupplyCrate_Base_Horde:BlueprintDrawHUD.K2Node_CallFunction_202370) LITERAL: BeginWaveSpawnTimer(/Game/Extinction/CoreBlueprints/HordeCrates/SupplyCrate_Base_Horde.SupplyCrate_Base_Horde:BlueprintDrawHUD.K2Node_CallFunction_81224) LITERAL: BeginWaveSpawnTimer(/Game/Extinction/CoreBlueprints/HordeCrates/SupplyCrate_Base_Horde.SupplyCrate_Base_Horde:BlueprintDrawHUD.K2Node_CallFunction_82971) LITERAL: Intermission ((/Game/Extinction/CoreBlueprints/HordeCrates/SupplyCrate_Base_Horde.SupplyCrate_Base_Horde:BlueprintDrawHUD.K2Node_CallFunction_83845) LITERAL: Initiating Sequence...(/Game/Extinction/CoreBlueprints/HordeCrates/SupplyCrate_Base_Horde.SupplyCrate_Base_Horde:BlueprintDrawHUD.K2Node_CallFunction_84173) LITERAL: Maturing...(/Game/Extinction/CoreBlueprints/HordeCrates/SupplyCrate_Base_Horde.SupplyCrate_Base_Horde:BlueprintDrawHUD.K2Node_CallFunction_84173) LITERAL: Intermission(/Game/Extinction/CoreBlueprints/HordeCrates/SupplyCrate_Base_Horde.SupplyCrate_Base_Horde:BlueprintDrawHUD.K2Node_CallFunction_84719) LITERAL: s left)(/Game/Extinction/CoreBlueprints/HordeCrates/SupplyCrate_Base_Horde.SupplyCrate_Base_Horde:BlueprintDrawHUD.K2Node_CallFunction_84794) LITERAL: Wave (/Game/Extinction/CoreBlueprints/HordeCrates/SupplyCrate_Base_Horde.SupplyCrate_Base_Horde:BlueprintDrawHUD.K2Node_CallFunction_89162) LITERAL: of (/Game/Extinction/CoreBlueprints/HordeCrates/SupplyCrate_Base_Horde.SupplyCrate_Base_Horde:BlueprintDrawHUD.K2Node_CallFunction_90346) LITERAL: Hostile(s) Remaining(/Game/Extinction/CoreBlueprints/HordeCrates/SupplyCrate_Base_Horde.SupplyCrate_Base_Horde:BlueprintDrawHUD.K2Node_CallFunction_91108) LITERAL: Hostiles Approaching(/Game/Extinction/CoreBlueprints/HordeCrates/SupplyCrate_Base_Horde.SupplyCrate_Base_Horde:BlueprintDrawHUD.K2Node_CallFunction_98178) LITERAL: Deactivate Shield(/Game/Extinction/CoreBlueprints/HordeCrates/SupplyCrate_Base_Horde.SupplyCrate_Base_Horde:BPGetMultiUseEntries.K2Node_MakeStruct_1112) LITERAL: Cancel Intermission(/Game/Extinction/CoreBlueprints/HordeCrates/SupplyCrate_Base_Horde.SupplyCrate_Base_Horde:BPGetMultiUseEntries.K2Node_MakeStruct_1918) LITERAL: Claim(/Game/Extinction/CoreBlueprints/HordeCrates/SupplyCrate_Base_Horde.SupplyCrate_Base_Horde:BPGetMultiUseEntries.K2Node_MakeStruct_4000) LITERAL: Eject Items(/Game/Extinction/CoreBlueprints/HordeCrates/SupplyCrate_Base_Horde.SupplyCrate_Base_Horde:BPGetMultiUseEntries.K2Node_MakeStruct_4507) LITERAL: End OSD Defense(/Game/Extinction/CoreBlueprints/HordeCrates/SupplyCrate_Base_Horde.SupplyCrate_Base_Horde:BPGetMultiUseEntries.K2Node_MakeStruct_4508) LITERAL: PlayHordeStartAudio(/Game/Extinction/CoreBlueprints/HordeCrates/SupplyCrate_Base_Horde.SupplyCrate_Base_Horde:BPPostInitializeComponents.K2Node_CallFunction_176640) LITERAL: CheckProgress(/Game/Extinction/CoreBlueprints/HordeCrates/SupplyCrate_Base_Horde.SupplyCrate_Base_Horde:CheatEndHordeMode.K2Node_CallFunction_122708) LITERAL: BeginWaveSpawnTimer(/Game/Extinction/CoreBlueprints/HordeCrates/SupplyCrate_Base_Horde.SupplyCrate_Base_Horde:CheatEndHordeMode.K2Node_CallFunction_149821) LITERAL: BeginWaveSpawnTimer(/Game/Extinction/CoreBlueprints/HordeCrates/SupplyCrate_Base_Horde.SupplyCrate_Base_Horde:CheatEndHordeMode.K2Node_CallFunction_151847) LITERAL: CheckProgress(/Game/Extinction/CoreBlueprints/HordeCrates/SupplyCrate_Base_Horde.SupplyCrate_Base_Horde:CheatEndHordeMode.K2Node_CallFunction_179197) LITERAL: CheckProgress(/Game/Extinction/CoreBlueprints/HordeCrates/SupplyCrate_Base_Horde.SupplyCrate_Base_Horde:CheatEndHordeMode.K2Node_CallFunction_180147) LITERAL: SpawnWave(/Game/Extinction/CoreBlueprints/HordeCrates/SupplyCrate_Base_Horde.SupplyCrate_Base_Horde:CheatEndHordeMode.K2Node_CallFunction_182046) LITERAL: SpawnWave(/Game/Extinction/CoreBlueprints/HordeCrates/SupplyCrate_Base_Horde.SupplyCrate_Base_Horde:CheatEndHordeMode.K2Node_CallFunction_182047) LITERAL: BeginWaveSpawnTimer(/Game/Extinction/CoreBlueprints/HordeCrates/SupplyCrate_Base_Horde.SupplyCrate_Base_Horde:CheatEndHordeMode.K2Node_CallFunction_216832) LITERAL: BeginWaveSpawnTimer(/Game/Extinction/CoreBlueprints/HordeCrates/SupplyCrate_Base_Horde.SupplyCrate_Base_Horde:CheatEndWave.K2Node_CallFunction_149821) LITERAL: BeginWaveSpawnTimer(/Game/Extinction/CoreBlueprints/HordeCrates/SupplyCrate_Base_Horde.SupplyCrate_Base_Horde:CheatEndWave.K2Node_CallFunction_151847) LITERAL: SpawnWave(/Game/Extinction/CoreBlueprints/HordeCrates/SupplyCrate_Base_Horde.SupplyCrate_Base_Horde:CheatEndWave.K2Node_CallFunction_182046) LITERAL: SpawnWave(/Game/Extinction/CoreBlueprints/HordeCrates/SupplyCrate_Base_Horde.SupplyCrate_Base_Horde:CheatEndWave.K2Node_CallFunction_182047) LITERAL: CheckHordeInitiation(/Game/Extinction/CoreBlueprints/HordeCrates/SupplyCrate_Base_Horde.SupplyCrate_Base_Horde:EventGraph.K2Node_CallFunction_108332) LITERAL: Enemies Approaching!(/Game/Extinction/CoreBlueprints/HordeCrates/SupplyCrate_Base_Horde.SupplyCrate_Base_Horde:EventGraph.K2Node_CallFunction_129623) LITERAL: Prepare Your Defenses!(/Game/Extinction/CoreBlueprints/HordeCrates/SupplyCrate_Base_Horde.SupplyCrate_Base_Horde:EventGraph.K2Node_CallFunction_130532) LITERAL: BeginWaveSpawnTimer(/Game/Extinction/CoreBlueprints/HordeCrates/SupplyCrate_Base_Horde.SupplyCrate_Base_Horde:EventGraph.K2Node_CallFunction_146679) LITERAL: SpawnWave(/Game/Extinction/CoreBlueprints/HordeCrates/SupplyCrate_Base_Horde.SupplyCrate_Base_Horde:EventGraph.K2Node_CallFunction_146995) LITERAL: BeginWaveSpawnTimer(/Game/Extinction/CoreBlueprints/HordeCrates/SupplyCrate_Base_Horde.SupplyCrate_Base_Horde:EventGraph.K2Node_CallFunction_149821) LITERAL: BeginWaveSpawnTimer(/Game/Extinction/CoreBlueprints/HordeCrates/SupplyCrate_Base_Horde.SupplyCrate_Base_Horde:EventGraph.K2Node_CallFunction_151847) LITERAL: RunIntermission(/Game/Extinction/CoreBlueprints/HordeCrates/SupplyCrate_Base_Horde.SupplyCrate_Base_Horde:EventGraph.K2Node_CallFunction_200450) LITERAL: SpawnWave(/Game/Extinction/CoreBlueprints/HordeCrates/SupplyCrate_Base_Horde.SupplyCrate_Base_Horde:EventGraph.K2Node_CallFunction_220865) LITERAL: You must be in a Tribe to claim!(/Game/Extinction/CoreBlueprints/HordeCrates/SupplyCrate_Base_Horde.SupplyCrate_Base_Horde:EventGraph.K2Node_CallFunction_291981) LITERAL: SpawnWave(/Game/Extinction/CoreBlueprints/HordeCrates/SupplyCrate_Base_Horde.SupplyCrate_Base_Horde:EventGraph.K2Node_CallFunction_89160) LITERAL: Ascendant(/Game/Extinction/CoreBlueprints/HordeCrates/SupplyCrate_Base_Horde.SupplyCrate_Base_Horde:GetQualityInfo.K2Node_VariableSet_18038) LITERAL: Common(/Game/Extinction/CoreBlueprints/HordeCrates/SupplyCrate_Base_Horde.SupplyCrate_Base_Horde:GetQualityInfo.K2Node_VariableSet_18039) LITERAL: Common(/Game/Extinction/CoreBlueprints/HordeCrates/SupplyCrate_Base_Horde.SupplyCrate_Base_Horde:GetQualityInfo.K2Node_VariableSet_18040) LITERAL: Ramshackle(/Game/Extinction/CoreBlueprints/HordeCrates/SupplyCrate_Base_Horde.SupplyCrate_Base_Horde:GetQualityInfo.K2Node_VariableSet_18041) LITERAL: Mastercraft(/Game/Extinction/CoreBlueprints/HordeCrates/SupplyCrate_Base_Horde.SupplyCrate_Base_Horde:GetQualityInfo.K2Node_VariableSet_18042) LITERAL: Apprentice(/Game/Extinction/CoreBlueprints/HordeCrates/SupplyCrate_Base_Horde.SupplyCrate_Base_Horde:GetQualityInfo.K2Node_VariableSet_18043) LITERAL: Journeyman(/Game/Extinction/CoreBlueprints/HordeCrates/SupplyCrate_Base_Horde.SupplyCrate_Base_Horde:GetQualityInfo.K2Node_VariableSet_18044) LITERAL: EndHordeMode(/Game/Extinction/CoreBlueprints/HordeCrates/SupplyCrate_Base_Horde.SupplyCrate_Base_Horde:Initiate Horde Mode.K2Node_CallFunction_139192) LITERAL: EndHordeMode(/Game/Extinction/CoreBlueprints/HordeCrates/SupplyCrate_Base_Horde.SupplyCrate_Base_Horde:Initiate Horde Mode.K2Node_CallFunction_141189) LITERAL: CheckProgress(/Game/Extinction/CoreBlueprints/HordeCrates/SupplyCrate_Base_Horde.SupplyCrate_Base_Horde:Initiate Horde Mode.K2Node_CallFunction_72413) LITERAL: ODS Defense Initiated(/Game/Extinction/CoreBlueprints/HordeCrates/SupplyCrate_Base_Horde.SupplyCrate_Base_Horde:Initiate Horde Mode.K2Node_CallFunction_93982) LITERAL: Element Vein Initiatied(/Game/Extinction/CoreBlueprints/HordeCrates/SupplyCrate_Base_Horde.SupplyCrate_Base_Horde:Initiate Horde Mode.K2Node_CallFunction_93982) LITERAL: OSD Defense Complete!(/Game/Extinction/CoreBlueprints/HordeCrates/SupplyCrate_Base_Horde.SupplyCrate_Base_Horde:OpenCrate.K2Node_CallFunction_93980) LITERAL: Element Vein Protected!(/Game/Extinction/CoreBlueprints/HordeCrates/SupplyCrate_Base_Horde.SupplyCrate_Base_Horde:OpenCrate.K2Node_CallFunction_93980) LITERAL: CheckProgress(/Game/Extinction/CoreBlueprints/HordeCrates/SupplyCrate_Base_Horde.SupplyCrate_Base_Horde:OpenCrate.K2Node_CallFunction_98355) LITERAL: ResumeStuckDetection(/Game/Extinction/CoreBlueprints/HordeCrates/SupplyCrate_Base_Horde.SupplyCrate_Base_Horde:RemoveBarrierAttack.K2Node_CallFunction_201323) CONTENT: Set(/Game/Extinction/CoreBlueprints/HordeCrates/SupplyCrate_Base_Horde.SupplyCrate_Base_Horde_C:PrimalInventoryBP_SupplyCrate_C_7) LITERAL: Structure Hit(/Game/Extinction/CoreAI/CheckAttackBlockade_SRV.CheckAttackBlockade_SRV:EventGraph.K2Node_CallFunction_103948) LITERAL: Running into: (/Game/Extinction/CoreAI/IsBlockedByStructure_DK.IsBlockedByStructure_DK:EventGraph.K2Node_CallFunction_194483) CONTENT: Corrupted Dilophosaur(/Engine/Transient.REINST_Dilo_Character_BP_Corrupt_C_0) LITERAL: TurnOffTeleporting(/Game/Extinction/Dinos/Corrupt/Dilo/Dilo_Character_BP_Corrupt.Dilo_Character_BP_Corrupt:EventGraph.K2Node_CallFunction_155672) CONTENT: Corrupted Dilophosaur(/Engine/Transient.Default__REINST_Dilo_Character_BP_Corrupt_C_36661) CONTENT: Corrupted Dilophosaur(/Engine/Transient.REINST_Dilo_Character_BP_Corrupt_C_1) CONTENT: Corrupted Pteranodon(/Engine/Transient.REINST_Ptero_Character_BP_Corrupt_C_0) LITERAL: TurnOffTeleporting(/Game/Extinction/Dinos/Corrupt/Ptero/Ptero_Character_BP_Corrupt.Ptero_Character_BP_Corrupt:EventGraph.K2Node_CallFunction_155672) CONTENT: Corrupted Pteranodon(/Engine/Transient.Default__REINST_Ptero_Character_BP_Corrupt_C_36689) CONTENT: Corrupted Pteranodon(/Engine/Transient.REINST_Ptero_Character_BP_Corrupt_C_1) CONTENT: Corrupted Stegosaurus(/Engine/Transient.REINST_Stego_Character_BP_Corrupt_C_0) LITERAL: TurnOffTeleporting(/Game/Extinction/Dinos/Corrupt/Stego/Stego_Character_BP_Corrupt.Stego_Character_BP_Corrupt:EventGraph.K2Node_CallFunction_155672) CONTENT: Corrupted Stegosaurus(/Engine/Transient.Default__REINST_Stego_Character_BP_Corrupt_C_36705) CONTENT: Corrupted Stegosaurus(/Engine/Transient.REINST_Stego_Character_BP_Corrupt_C_1) CONTENT: Dark Muted(/Game/Extinction/Dinos/Corrupt/DinoColorSet_Raptor_Corrupt.Default__DinoColorSet_Raptor_Corrupt_C) CONTENT: Light All -oe(/Game/Extinction/Dinos/Corrupt/DinoColorSet_Raptor_Corrupt.Default__DinoColorSet_Raptor_Corrupt_C) CONTENT: All Muted -w(/Game/Extinction/Dinos/Corrupt/DinoColorSet_Raptor_Corrupt.Default__DinoColorSet_Raptor_Corrupt_C) CONTENT: Light All -oek(/Game/Extinction/Dinos/Corrupt/DinoColorSet_Raptor_Corrupt.Default__DinoColorSet_Raptor_Corrupt_C) CONTENT: Light Muted(/Game/Extinction/Dinos/Corrupt/DinoColorSet_Raptor_Corrupt.Default__DinoColorSet_Raptor_Corrupt_C) CONTENT: Corrupted Raptor(/Engine/Transient.REINST_Raptor_Character_BP_Corrupt_C_0) LITERAL: TurnOffTeleporting(/Game/Extinction/Dinos/Corrupt/Raptor/Raptor_Character_BP_Corrupt.Raptor_Character_BP_Corrupt:EventGraph.K2Node_CallFunction_155672) CONTENT: Corrupted Raptor(/Engine/Transient.Default__REINST_Raptor_Character_BP_Corrupt_C_36734) CONTENT: Corrupted Raptor(/Engine/Transient.REINST_Raptor_Character_BP_Corrupt_C_1) LITERAL: Barrier Power-Up In: (/Game/Extinction/CoreBlueprints/HordeCrates/StorageBox_HordeShield.StorageBox_HordeShield:BlueprintDrawHUD.K2Node_CallFunction_65874) LITERAL: Decrease Shield Radius to (/Game/Extinction/CoreBlueprints/HordeCrates/StorageBox_HordeShield.StorageBox_HordeShield:BPGetMultiUseEntries.K2Node_CallFunction_25765) LITERAL: Increase Shield Radius to (/Game/Extinction/CoreBlueprints/HordeCrates/StorageBox_HordeShield.StorageBox_HordeShield:BPGetMultiUseEntries.K2Node_CallFunction_26567) LITERAL: Increase to Maximum Radius (10.0x)(/Game/Extinction/CoreBlueprints/HordeCrates/StorageBox_HordeShield.StorageBox_HordeShield:BPGetMultiUseEntries.K2Node_MakeStruct_1371) LITERAL: [Radius Options](/Game/Extinction/CoreBlueprints/HordeCrates/StorageBox_HordeShield.StorageBox_HordeShield:BPGetMultiUseEntries.K2Node_MakeStruct_1421) LITERAL: [Back](/Game/Extinction/CoreBlueprints/HordeCrates/StorageBox_HordeShield.StorageBox_HordeShield:BPGetMultiUseEntries.K2Node_MakeStruct_1422) LITERAL: Decrease to Minimum Radius (1.0x)(/Game/Extinction/CoreBlueprints/HordeCrates/StorageBox_HordeShield.StorageBox_HordeShield:BPGetMultiUseEntries.K2Node_MakeStruct_18) LITERAL: Deactivate Barrier (/Game/Extinction/CoreBlueprints/HordeCrates/StorageBox_HordeShield.StorageBox_HordeShield:BPGetMultiUseEntries.K2Node_Select_49) LITERAL: Activate Barrier(/Game/Extinction/CoreBlueprints/HordeCrates/StorageBox_HordeShield.StorageBox_HordeShield:BPGetMultiUseEntries.K2Node_Select_49) LITERAL: (At Minimum Radius)(/Game/Extinction/CoreBlueprints/HordeCrates/StorageBox_HordeShield.StorageBox_HordeShield:BPGetMultiUseEntries.K2Node_Select_52) LITERAL: (At Maximum Radius)(/Game/Extinction/CoreBlueprints/HordeCrates/StorageBox_HordeShield.StorageBox_HordeShield:BPGetMultiUseEntries.K2Node_Select_55) LITERAL: FinishPowerUp(/Game/Extinction/CoreBlueprints/HordeCrates/StorageBox_HordeShield.StorageBox_HordeShield:BPTryMultiUse.K2Node_CallFunction_34234) LITERAL: CheckForPawnPushing(/Game/Extinction/CoreBlueprints/HordeCrates/StorageBox_HordeShield.StorageBox_HordeShield:DoPawnPushing.K2Node_CallFunction_32341) LITERAL: ResumeStuckDetection(/Game/Extinction/CoreBlueprints/HordeCrates/StorageBox_HordeShield.StorageBox_HordeShield:EventGraph.K2Node_CallFunction_199245) LITERAL: ResumeStuckDetection(/Game/Extinction/CoreBlueprints/HordeCrates/StorageBox_HordeShield.StorageBox_HordeShield:EventGraph.K2Node_CallFunction_200375) LITERAL: CheckForPawnPushing(/Game/Extinction/CoreBlueprints/HordeCrates/StorageBox_HordeShield.StorageBox_HordeShield:EventGraph.K2Node_CallFunction_25830) LITERAL: UpdateShieldOpacity(/Game/Extinction/CoreBlueprints/HordeCrates/StorageBox_HordeShield.StorageBox_HordeShield:EventGraph.K2Node_CallFunction_28370) LITERAL: UpdateShieldInterp(/Game/Extinction/CoreBlueprints/HordeCrates/StorageBox_HordeShield.StorageBox_HordeShield:EventGraph.K2Node_CallFunction_50725) LITERAL: Horde Mode: Able To Start Deployment(/Game/Extinction/CoreBlueprints/HordeCrates/HordeCrateManager_Extinction.HordeCrateManager_Extinction:CanStartDeployment.K2Node_CallFunction_187713) LITERAL: Horde Mode: No Valid Networks For Deployment Type -or- Maximum Amount of Events for Difficulty(/Game/Extinction/CoreBlueprints/HordeCrates/HordeCrateManager_Extinction.HordeCrateManager_Extinction:CanStartDeployment.K2Node_CallFunction_193137) LITERAL: CheckCrateDeployment(/Game/Extinction/CoreBlueprints/HordeCrates/HordeCrateManager_Extinction.HordeCrateManager_Extinction:EventGraph.K2Node_CallFunction_123889) LITERAL: Horde Mode: Element Networks Are Available(/Game/Extinction/CoreBlueprints/HordeCrates/HordeCrateManager_Extinction.HordeCrateManager_Extinction:EventGraph.K2Node_CallFunction_188889) LITERAL: Horde Mode: Element Networks Are Not Available(/Game/Extinction/CoreBlueprints/HordeCrates/HordeCrateManager_Extinction.HordeCrateManager_Extinction:EventGraph.K2Node_CallFunction_188889) LITERAL: Horde Mode: Crate Networks Are Available(/Game/Extinction/CoreBlueprints/HordeCrates/HordeCrateManager_Extinction.HordeCrateManager_Extinction:EventGraph.K2Node_CallFunction_189027) LITERAL: Horde Mode: Crate Networks Are Not Available(/Game/Extinction/CoreBlueprints/HordeCrates/HordeCrateManager_Extinction.HordeCrateManager_Extinction:EventGraph.K2Node_CallFunction_189027) LITERAL: Horde Mode: Element Deployment Selected(/Game/Extinction/CoreBlueprints/HordeCrates/HordeCrateManager_Extinction.HordeCrateManager_Extinction:EventGraph.K2Node_CallFunction_189165) LITERAL: Horde Mode: Maximum Events Reached!(/Game/Extinction/CoreBlueprints/HordeCrates/HordeCrateManager_Extinction.HordeCrateManager_Extinction:EventGraph.K2Node_CallFunction_190791) LITERAL: Horde Mode: Selected Deployment Type Not Enabled(/Game/Extinction/CoreBlueprints/HordeCrates/HordeCrateManager_Extinction.HordeCrateManager_Extinction:EventGraph.K2Node_CallFunction_193555) LITERAL: Horde Mode: Crate Deployment Selected(/Game/Extinction/CoreBlueprints/HordeCrates/HordeCrateManager_Extinction.HordeCrateManager_Extinction:EventGraph.K2Node_CallFunction_194419) LITERAL: CheckCrateDeployment(/Game/Extinction/CoreBlueprints/HordeCrates/HordeCrateManager_Extinction.HordeCrateManager_Extinction:EventGraph.K2Node_CallFunction_204075) LITERAL: Horde Mode: Event Deployed(/Game/Extinction/CoreBlueprints/HordeCrates/HordeCrateManager_Extinction.HordeCrateManager_Extinction:EventGraph.K2Node_CallFunction_217162) LITERAL: Horde Mode: Error Starting Event! (No Crate/Element Object)(/Game/Extinction/CoreBlueprints/HordeCrates/HordeCrateManager_Extinction.HordeCrateManager_Extinction:EventGraph.K2Node_CallFunction_217163) LITERAL: Horde Mode: Event Check Timer Set For ((/Game/Extinction/CoreBlueprints/HordeCrates/HordeCrateManager_Extinction.HordeCrateManager_Extinction:EventGraph.K2Node_CallFunction_218888) LITERAL: sec)(/Game/Extinction/CoreBlueprints/HordeCrates/HordeCrateManager_Extinction.HordeCrateManager_Extinction:EventGraph.K2Node_CallFunction_219045) LITERAL: CheckNodeDeployment(/Game/Extinction/CoreBlueprints/HordeCrates/HordeCrateManager_Extinction.HordeCrateManager_Extinction:EventGraph.K2Node_CallFunction_69186) LITERAL: Horde Mode: (/Game/Extinction/CoreBlueprints/HordeCrates/HordeCrateManager_Extinction.HordeCrateManager_Extinction:Find Random Spawn Network.K2Node_CallFunction_205647) LITERAL: Networks Past Cooldown are Available(/Game/Extinction/CoreBlueprints/HordeCrates/HordeCrateManager_Extinction.HordeCrateManager_Extinction:Find Random Spawn Network.K2Node_CallFunction_205650) LITERAL: Preferred Networks are Available(/Game/Extinction/CoreBlueprints/HordeCrates/HordeCrateManager_Extinction.HordeCrateManager_Extinction:Find Random Spawn Network.K2Node_CallFunction_206269) LITERAL: Horde Mode: (/Game/Extinction/CoreBlueprints/HordeCrates/HordeCrateManager_Extinction.HordeCrateManager_Extinction:Find Random Spawn Network.K2Node_CallFunction_206271) LITERAL: Horde Mode: Finding Random Spawn Network(/Game/Extinction/CoreBlueprints/HordeCrates/HordeCrateManager_Extinction.HordeCrateManager_Extinction:Find Random Spawn Network.K2Node_CallFunction_206387) LITERAL: Horde Mode: Point Chosen-> (/Game/Extinction/CoreBlueprints/HordeCrates/HordeCrateManager_Extinction.HordeCrateManager_Extinction:Find Random Spawn Network.K2Node_CallFunction_207245) LITERAL: Location-> (/Game/Extinction/CoreBlueprints/HordeCrates/HordeCrateManager_Extinction.HordeCrateManager_Extinction:Find Random Spawn Network.K2Node_CallFunction_208298) LITERAL: Horde Mode: Difficulties Not Spawned -or- Have Not Spawned Recently:(/Game/Extinction/CoreBlueprints/HordeCrates/HordeCrateManager_Extinction.HordeCrateManager_Extinction:Get Difficulty Index.K2Node_CallFunction_200204) LITERAL: Horde Mode: Difficulty Selected: (/Game/Extinction/CoreBlueprints/HordeCrates/HordeCrateManager_Extinction.HordeCrateManager_Extinction:Get Difficulty Index.K2Node_CallFunction_203700) LITERAL: Legendary(/Game/Extinction/CoreBlueprints/HordeCrates/HordeCrateManager_Extinction.HordeCrateManager_Extinction:Get Difficulty Index.K2Node_VariableSet_37926) LITERAL: Easy(/Game/Extinction/CoreBlueprints/HordeCrates/HordeCrateManager_Extinction.HordeCrateManager_Extinction:Get Difficulty Index.K2Node_VariableSet_37985) LITERAL: Medium(/Game/Extinction/CoreBlueprints/HordeCrates/HordeCrateManager_Extinction.HordeCrateManager_Extinction:Get Difficulty Index.K2Node_VariableSet_37986) LITERAL: Hard(/Game/Extinction/CoreBlueprints/HordeCrates/HordeCrateManager_Extinction.HordeCrateManager_Extinction:Get Difficulty Index.K2Node_VariableSet_37987) LITERAL: Easy ->(/Game/Extinction/CoreBlueprints/HordeCrates/HordeCrateManager_Extinction.HordeCrateManager_Extinction:Get Difficulty Index.K2Node_VariableSet_38162) LITERAL: Medium ->(/Game/Extinction/CoreBlueprints/HordeCrates/HordeCrateManager_Extinction.HordeCrateManager_Extinction:Get Difficulty Index.K2Node_VariableSet_38163) LITERAL: Hard ->(/Game/Extinction/CoreBlueprints/HordeCrates/HordeCrateManager_Extinction.HordeCrateManager_Extinction:Get Difficulty Index.K2Node_VariableSet_38164) LITERAL: Legendary ->(/Game/Extinction/CoreBlueprints/HordeCrates/HordeCrateManager_Extinction.HordeCrateManager_Extinction:Get Difficulty Index.K2Node_VariableSet_38165) CONTENT: Tek Forcefield(/Engine/Transient.Default__REINST_StorageBox_HordeShield_C_36741) CONTENT: Tek Forcefield(/Engine/Transient.REINST_StorageBox_HordeShield_C_1) LITERAL: Hello(/Game/Extinction/Structures/SupplyDrop/SupplyDrop_AnimBP.SupplyDrop_AnimBP:EventGraph.K2Node_CallFunction_151854) CONTENT: Orbital Supply Drop(/Engine/Transient.REINST_SupplyCrate_Horde_MeteorBase_C_0) CONTENT: Element Node(/Engine/Transient.REINST_ElementWall_Horde_C_0) LITERAL: RaiseStructure(/Game/Extinction/CoreBlueprints/HordeCrates/ElementWall_Horde.ElementWall_Horde:EventGraph.K2Node_CallFunction_115968) LITERAL: RaiseStructure(/Game/Extinction/CoreBlueprints/HordeCrates/ElementWall_Horde.ElementWall_Horde:EventGraph.K2Node_CallFunction_109175) LITERAL: SetDestScale(/Game/Extinction/CoreBlueprints/HordeCrates/ElementWall_Horde.ElementWall_Horde:EventGraph.K2Node_CallFunction_129899) CONTENT: Element Node(/Engine/Transient.REINST_ElementNode_Base_Horde_C_0) LITERAL: CheckHordeInitiation(/Game/Extinction/CoreBlueprints/HordeCrates/ElementNode_Base_Horde.ElementNode_Base_Horde:RunLandSequence.K2Node_CallFunction_105682) LITERAL: EndHordeMode(/Game/Extinction/CoreBlueprints/HordeCrates/ElementNode_Base_Horde.ElementNode_Base_Horde:RunLandSequence.K2Node_CallFunction_132831) LITERAL: SpawnSecondaryGroup(/Game/Extinction/CoreBlueprints/HordeCrates/ElementNode_Base_Horde.ElementNode_Base_Horde:SpawnSecondaryGroup.K2Node_CallFunction_114524) LITERAL: SpawnSecondaryLayer(/Game/Extinction/CoreBlueprints/HordeCrates/ElementNode_Base_Horde.ElementNode_Base_Horde:SpawnSecondaryGroup.K2Node_CallFunction_119299) LITERAL: Hello(/Game/Extinction/CoreBlueprints/HordeCrates/ElementNode_Base_Horde.ElementNode_Base_Horde:SpawnSecondarySingle.K2Node_CallFunction_108402) LITERAL: Hello(/Game/Extinction/CoreBlueprints/HordeCrates/ElementNode_Base_Horde.ElementNode_Base_Horde:SpawnSecondarySingle.K2Node_CallFunction_108403) CONTENT: Element Node(/Engine/Transient.Default__REINST_ElementWall_Horde_C_36788) CONTENT: Element Node(/Engine/Transient.REINST_ElementWall_Horde_C_1) CONTENT: Element Vein(/Game/Extinction/CoreBlueprints/HarvestComponents/ElementNode_Main_HarvestComponent.Default__ElementNode_Main_HarvestComponent_C) CONTENT: Harvest [Metal](/Game/Extinction/CoreBlueprints/HarvestComponents/ElementNode_Main_HarvestComponent.Default__ElementNode_Main_HarvestComponent_C) CONTENT: Set(/Engine/Transient.REINST_SupplyCrate_Base_Horde_C_36804:PrimalInventoryBP_SupplyCrate_C_7) CONTENT: Supply Crate(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_C_36804) CONTENT: Supply Crate(/Engine/Transient.REINST_SupplyCrate_Base_Horde_C_1) CONTENT: Element Node(/Engine/Transient.Default__REINST_ElementNode_Base_Horde_C_36811) CONTENT: Element Node(/Engine/Transient.REINST_ElementNode_Base_Horde_C_1) LITERAL: UpdateIntermissionBar(/Game/Extinction/CoreBlueprints/HordeCrates/SupplyCrate_Horde_MeteorBase.SupplyCrate_Horde_MeteorBase:EventGraph.K2Node_CallFunction_133394) LITERAL: ProgressAnimationSequence(/Game/Extinction/CoreBlueprints/HordeCrates/SupplyCrate_Horde_MeteorBase.SupplyCrate_Horde_MeteorBase:EventGraph.K2Node_CallFunction_92329) LITERAL: InterpToTargetLocation(/Game/Extinction/CoreBlueprints/HordeCrates/SupplyCrate_Horde_MeteorBase.SupplyCrate_Horde_MeteorBase:EventGraph.K2Node_CallFunction_267793) LITERAL: ColorizeDoors(/Game/Extinction/CoreBlueprints/HordeCrates/SupplyCrate_Horde_MeteorBase.SupplyCrate_Horde_MeteorBase:EventGraph.K2Node_CallFunction_292423) LITERAL: InterpStopSpinAnimation(/Game/Extinction/CoreBlueprints/HordeCrates/SupplyCrate_Horde_MeteorBase.SupplyCrate_Horde_MeteorBase:EventGraph.K2Node_CallFunction_207397) LITERAL: PulseFallDamage(/Game/Extinction/CoreBlueprints/HordeCrates/SupplyCrate_Horde_MeteorBase.SupplyCrate_Horde_MeteorBase:EventGraph.K2Node_CallFunction_149885) LITERAL: UpdateIntermissionBar(/Game/Extinction/CoreBlueprints/HordeCrates/SupplyCrate_Horde_MeteorBase.SupplyCrate_Horde_MeteorBase:EventGraph.K2Node_CallFunction_106461) LITERAL: UpdateIntermissionBar(/Game/Extinction/CoreBlueprints/HordeCrates/SupplyCrate_Horde_MeteorBase.SupplyCrate_Horde_MeteorBase:OnRep_bStartingNewWave.K2Node_CallFunction_106461) LITERAL: ProgressAnimationSequence(/Game/Extinction/CoreBlueprints/HordeCrates/SupplyCrate_Horde_MeteorBase.SupplyCrate_Horde_MeteorBase:ConfigureWaves.K2Node_CallFunction_246728) LITERAL: InterpStopSpinAnimation(/Game/Extinction/CoreBlueprints/HordeCrates/SupplyCrate_Horde_MeteorBase.SupplyCrate_Horde_MeteorBase:OpenCrate.K2Node_CallFunction_207397) LITERAL: EndHordeMode(/Game/Extinction/CoreBlueprints/HordeCrates/SupplyCrate_Horde_MeteorBase.SupplyCrate_Horde_MeteorBase:RunLandSequence.K2Node_CallFunction_132831) LITERAL: CheckHordeInitiation(/Game/Extinction/CoreBlueprints/HordeCrates/SupplyCrate_Horde_MeteorBase.SupplyCrate_Horde_MeteorBase:RunLandSequence.K2Node_CallFunction_105682) LITERAL: PulseFallDamage(/Game/Extinction/CoreBlueprints/HordeCrates/SupplyCrate_Horde_MeteorBase.SupplyCrate_Horde_MeteorBase:RunLandSequence.K2Node_CallFunction_153808) CONTENT: Orbital Supply Drop(/Engine/Transient.Default__REINST_SupplyCrate_Horde_MeteorBase_C_36818) CONTENT: Orbital Supply Drop(/Engine/Transient.REINST_SupplyCrate_Horde_MeteorBase_C_1) CONTENT: Items with Quality(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Easy_C_0) CONTENT: Common(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Easy_C_0) CONTENT: Uncommon(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Easy_C_0) CONTENT: Rare(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Easy_C_0) CONTENT: Saddles(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Easy_C_0) CONTENT: Items with Quantity(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Easy_C_0) CONTENT: Cryo(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Easy_C_0) CONTENT: Dust(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Easy_C_0) CONTENT: Shard(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Easy_C_0) CONTENT: Chitin(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Easy_C_0) CONTENT: Jerky(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Easy_C_0) CONTENT: LambChops(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Easy_C_0) CONTENT: Soup(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Easy_C_0) CONTENT: Stone(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Easy_C_0) CONTENT: Sparkpowder(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Easy_C_0) CONTENT: RareMushroom(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Easy_C_0) CONTENT: RareFlower(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Easy_C_0) CONTENT: Crystal(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Easy_C_0) CONTENT: Structures Common(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Easy_C_0) CONTENT: Structures Rare(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Easy_C_0) CONTENT: Items with Quality(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Easy_C_36832) CONTENT: Common(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Easy_C_36832) CONTENT: Uncommon(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Easy_C_36832) CONTENT: Rare(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Easy_C_36832) CONTENT: Saddles(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Easy_C_36832) CONTENT: Items with Quantity(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Easy_C_36832) CONTENT: Cryo(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Easy_C_36832) CONTENT: Dust(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Easy_C_36832) CONTENT: Shard(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Easy_C_36832) CONTENT: Chitin(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Easy_C_36832) CONTENT: Jerky(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Easy_C_36832) CONTENT: LambChops(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Easy_C_36832) CONTENT: Soup(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Easy_C_36832) CONTENT: Stone(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Easy_C_36832) CONTENT: Sparkpowder(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Easy_C_36832) CONTENT: RareMushroom(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Easy_C_36832) CONTENT: RareFlower(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Easy_C_36832) CONTENT: Crystal(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Easy_C_36832) CONTENT: Structures Common(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Easy_C_36832) CONTENT: Structures Rare(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Easy_C_36832) CONTENT: Items with Quality(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Easy_C_1) CONTENT: Common(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Easy_C_1) CONTENT: Uncommon(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Easy_C_1) CONTENT: Rare(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Easy_C_1) CONTENT: Saddles(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Easy_C_1) CONTENT: Items with Quantity(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Easy_C_1) CONTENT: Cryo(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Easy_C_1) CONTENT: Dust(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Easy_C_1) CONTENT: Shard(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Easy_C_1) CONTENT: Chitin(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Easy_C_1) CONTENT: Jerky(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Easy_C_1) CONTENT: LambChops(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Easy_C_1) CONTENT: Soup(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Easy_C_1) CONTENT: Stone(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Easy_C_1) CONTENT: Sparkpowder(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Easy_C_1) CONTENT: RareMushroom(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Easy_C_1) CONTENT: RareFlower(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Easy_C_1) CONTENT: Crystal(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Easy_C_1) CONTENT: Structures Common(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Easy_C_1) CONTENT: Structures Rare(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Easy_C_1) CONTENT: Corrupted Triceratops(/Engine/Transient.REINST_Trike_Character_BP_Corrupt_C_0) LITERAL: TurnOffTeleporting(/Game/Extinction/Dinos/Corrupt/Trike/Trike_Character_BP_Corrupt.Trike_Character_BP_Corrupt:EventGraph.K2Node_CallFunction_155672) CONTENT: Corrupted Triceratops(/Engine/Transient.Default__REINST_Trike_Character_BP_Corrupt_C_36846) CONTENT: Corrupted Triceratops(/Engine/Transient.REINST_Trike_Character_BP_Corrupt_C_1) CONTENT: Corrupted Carnotaurus(/Engine/Transient.REINST_Carno_Character_BP_Corrupt_C_0) LITERAL: TurnOffTeleporting(/Game/Extinction/Dinos/Corrupt/Carno/Carno_Character_BP_Corrupt.Carno_Character_BP_Corrupt:EventGraph.K2Node_CallFunction_155672) CONTENT: Corrupted Carnotaurus(/Engine/Transient.Default__REINST_Carno_Character_BP_Corrupt_C_36860) CONTENT: Corrupted Carnotaurus(/Engine/Transient.REINST_Carno_Character_BP_Corrupt_C_1) CONTENT: Apex Drop(/Game/Extinction/CoreBlueprints/ItemLootSets/DinoDropInventoryComponent_Corrupted_Huge_Spino.Default__DinoDropInventoryComponent_Corrupted_Huge_Spino_C) CONTENT: Apex Drop(/Game/Extinction/CoreBlueprints/ItemLootSets/DinoDropInventoryComponent_Corrupted_Huge_Spino.Default__DinoDropInventoryComponent_Corrupted_Huge_Spino_C) CONTENT: Corrupt Heart(/Game/Extinction/CoreBlueprints/ItemLootSets/DinoDropInventoryComponent_Corrupted_Huge_Spino.Default__DinoDropInventoryComponent_Corrupted_Huge_Spino_C) CONTENT: Corrupted Spino(/Engine/Transient.REINST_Spino_Character_BP_Corrupt_C_0) LITERAL: TurnOffTeleporting(/Game/Extinction/Dinos/Corrupt/Spino/Spino_Character_BP_Corrupt.Spino_Character_BP_Corrupt:EventGraph.K2Node_CallFunction_155672) CONTENT: Corrupted Spino(/Engine/Transient.Default__REINST_Spino_Character_BP_Corrupt_C_36882) CONTENT: Corrupted Spino(/Engine/Transient.REINST_Spino_Character_BP_Corrupt_C_1) CONTENT: Corrupted Paraceratherium(/Engine/Transient.REINST_Paracer_Character_BP_Corrupt_C_0) LITERAL: TurnOffTeleporting(/Game/Extinction/Dinos/Corrupt/Paraceratherium/Paracer_Character_BP_Corrupt.Paracer_Character_BP_Corrupt:EventGraph.K2Node_CallFunction_155672) CONTENT: Corrupted Paraceratherium(/Engine/Transient.Default__REINST_Paracer_Character_BP_Corrupt_C_36896) CONTENT: Corrupted Paraceratherium(/Engine/Transient.REINST_Paracer_Character_BP_Corrupt_C_1) CONTENT: Corrupted Arthropluera(/Engine/Transient.REINST_Arthro_Character_BP_Corrupt_C_0) LITERAL: Hello(/Game/Extinction/Dinos/Corrupt/Arthropluera/Arthro_Character_BP_Corrupt.Arthro_Character_BP_Corrupt:EventGraph.K2Node_CallFunction_177425) LITERAL: TurnOffTeleporting(/Game/Extinction/Dinos/Corrupt/Arthropluera/Arthro_Character_BP_Corrupt.Arthro_Character_BP_Corrupt:EventGraph.K2Node_CallFunction_155672) CONTENT: Corrupted Arthropluera(/Engine/Transient.Default__REINST_Arthro_Character_BP_Corrupt_C_36926) CONTENT: Corrupted Arthropluera(/Engine/Transient.REINST_Arthro_Character_BP_Corrupt_C_1) CONTENT: Enraged Triceratops(/Engine/Transient.REINST_MegaTrike_Character_BP_Corrupt_C_0) LITERAL: OnRamEnded(/Game/Extinction/Dinos/Corrupt/Trike/MegaTrike_Character_BP_Corrupt.MegaTrike_Character_BP_Corrupt:EventGraph.K2Node_CallFunction_171701) CONTENT: Enraged Triceratops(/Engine/Transient.Default__REINST_MegaTrike_Character_BP_Corrupt_C_36934) CONTENT: Enraged Triceratops(/Engine/Transient.REINST_MegaTrike_Character_BP_Corrupt_C_1) CONTENT: Items with Quality(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Medium_C_0) CONTENT: Common(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Medium_C_0) CONTENT: Uncommon(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Medium_C_0) CONTENT: Rare(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Medium_C_0) CONTENT: Very Rare(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Medium_C_0) CONTENT: Saddles(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Medium_C_0) CONTENT: Items with Quantity(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Medium_C_0) CONTENT: Cryo(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Medium_C_0) CONTENT: Dust(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Medium_C_0) CONTENT: Shard(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Medium_C_0) CONTENT: ChitinPaste(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Medium_C_0) CONTENT: Jerky(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Medium_C_0) CONTENT: LambChops(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Medium_C_0) CONTENT: Soup(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Medium_C_0) CONTENT: Stone(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Medium_C_0) CONTENT: Metal(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Medium_C_0) CONTENT: RareMushroom(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Medium_C_0) CONTENT: RareFlower(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Medium_C_0) CONTENT: Polymer(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Medium_C_0) CONTENT: Structures Common(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Medium_C_0) CONTENT: Structures Rare(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Medium_C_0) CONTENT: Items with Quality(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Medium_C_36948) CONTENT: Common(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Medium_C_36948) CONTENT: Uncommon(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Medium_C_36948) CONTENT: Rare(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Medium_C_36948) CONTENT: Very Rare(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Medium_C_36948) CONTENT: Saddles(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Medium_C_36948) CONTENT: Items with Quantity(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Medium_C_36948) CONTENT: Cryo(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Medium_C_36948) CONTENT: Dust(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Medium_C_36948) CONTENT: Shard(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Medium_C_36948) CONTENT: ChitinPaste(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Medium_C_36948) CONTENT: Jerky(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Medium_C_36948) CONTENT: LambChops(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Medium_C_36948) CONTENT: Soup(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Medium_C_36948) CONTENT: Stone(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Medium_C_36948) CONTENT: Metal(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Medium_C_36948) CONTENT: RareMushroom(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Medium_C_36948) CONTENT: RareFlower(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Medium_C_36948) CONTENT: Polymer(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Medium_C_36948) CONTENT: Structures Common(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Medium_C_36948) CONTENT: Structures Rare(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Medium_C_36948) CONTENT: Items with Quality(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Medium_C_1) CONTENT: Common(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Medium_C_1) CONTENT: Uncommon(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Medium_C_1) CONTENT: Rare(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Medium_C_1) CONTENT: Very Rare(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Medium_C_1) CONTENT: Saddles(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Medium_C_1) CONTENT: Items with Quantity(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Medium_C_1) CONTENT: Cryo(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Medium_C_1) CONTENT: Dust(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Medium_C_1) CONTENT: Shard(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Medium_C_1) CONTENT: ChitinPaste(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Medium_C_1) CONTENT: Jerky(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Medium_C_1) CONTENT: LambChops(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Medium_C_1) CONTENT: Soup(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Medium_C_1) CONTENT: Stone(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Medium_C_1) CONTENT: Metal(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Medium_C_1) CONTENT: RareMushroom(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Medium_C_1) CONTENT: RareFlower(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Medium_C_1) CONTENT: Polymer(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Medium_C_1) CONTENT: Structures Common(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Medium_C_1) CONTENT: Structures Rare(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Medium_C_1) CONTENT: Corrupted Chalicotherium(/Engine/Transient.REINST_Chalico_Character_BP_Corrupt_C_0) LITERAL: TurnOffTeleporting(/Game/Extinction/Dinos/Corrupt/Chalicotherium/Chalico_Character_BP_Corrupt.Chalico_Character_BP_Corrupt:EventGraph.K2Node_CallFunction_155672) CONTENT: Corrupted Chalicotherium(/Engine/Transient.Default__REINST_Chalico_Character_BP_Corrupt_C_36983) CONTENT: Corrupted Chalicotherium(/Engine/Transient.REINST_Chalico_Character_BP_Corrupt_C_1) CONTENT: Apex Drop(/Game/Extinction/CoreBlueprints/ItemLootSets/DinoDropInventoryComponent_Corrupted_Huge_Rex.Default__DinoDropInventoryComponent_Corrupted_Huge_Rex_C) CONTENT: Apex Drop(/Game/Extinction/CoreBlueprints/ItemLootSets/DinoDropInventoryComponent_Corrupted_Huge_Rex.Default__DinoDropInventoryComponent_Corrupted_Huge_Rex_C) CONTENT: Corrupt Heart(/Game/Extinction/CoreBlueprints/ItemLootSets/DinoDropInventoryComponent_Corrupted_Huge_Rex.Default__DinoDropInventoryComponent_Corrupted_Huge_Rex_C) CONTENT: Dark Muted-g(/Game/Extinction/Dinos/Corrupt/DinoColorSet_Rex_Corrupt.Default__DinoColorSet_Rex_Corrupt_C) CONTENT: Dark Muted-g(/Game/Extinction/Dinos/Corrupt/DinoColorSet_Rex_Corrupt.Default__DinoColorSet_Rex_Corrupt_C) CONTENT: Dark Muted-g(/Game/Extinction/Dinos/Corrupt/DinoColorSet_Rex_Corrupt.Default__DinoColorSet_Rex_Corrupt_C) CONTENT: Dark Muted-g(/Game/Extinction/Dinos/Corrupt/DinoColorSet_Rex_Corrupt.Default__DinoColorSet_Rex_Corrupt_C) CONTENT: Dark Muted-g(/Game/Extinction/Dinos/Corrupt/DinoColorSet_Rex_Corrupt.Default__DinoColorSet_Rex_Corrupt_C) CONTENT: Corrupted Rex(/Engine/Transient.REINST_Rex_Character_BP_Corrupt_C_0) LITERAL: TurnOffTeleporting(/Game/Extinction/Dinos/Corrupt/Rex/Rex_Character_BP_Corrupt.Rex_Character_BP_Corrupt:EventGraph.K2Node_CallFunction_155672) CONTENT: Corrupted Rex(/Engine/Transient.Default__REINST_Rex_Character_BP_Corrupt_C_36999) CONTENT: Corrupted Rex(/Engine/Transient.REINST_Rex_Character_BP_Corrupt_C_1) CONTENT: Corrupted Dimorphodon(/Engine/Transient.REINST_Dimorph_Character_BP_Corrupt_C_0) LITERAL: TurnOffTeleporting(/Game/Extinction/Dinos/Corrupt/Dimorphodon/Dimorph_Character_BP_Corrupt.Dimorph_Character_BP_Corrupt:EventGraph.K2Node_CallFunction_155672) CONTENT: Corrupted Dimorphodon(/Engine/Transient.Default__REINST_Dimorph_Character_BP_Corrupt_C_37013) CONTENT: Corrupted Dimorphodon(/Engine/Transient.REINST_Dimorph_Character_BP_Corrupt_C_1) CONTENT: Apex Drop(/Game/Extinction/CoreBlueprints/ItemLootSets/DinoDropInventoryComponent_Corrupted_Huge_Wyvern.Default__DinoDropInventoryComponent_Corrupted_Huge_Wyvern_C) CONTENT: Apex Drop(/Game/Extinction/CoreBlueprints/ItemLootSets/DinoDropInventoryComponent_Corrupted_Huge_Wyvern.Default__DinoDropInventoryComponent_Corrupted_Huge_Wyvern_C) CONTENT: Corrupt Heart(/Game/Extinction/CoreBlueprints/ItemLootSets/DinoDropInventoryComponent_Corrupted_Huge_Wyvern.Default__DinoDropInventoryComponent_Corrupted_Huge_Wyvern_C) CONTENT: Body Main(/Game/Extinction/Dinos/Corrupt/DinoColorSet_Wyvern_Fire_Corrupt.Default__DinoColorSet_Wyvern_Fire_Corrupt_C) CONTENT: **IGNORE**NOTHING**(/Game/Extinction/Dinos/Corrupt/DinoColorSet_Wyvern_Fire_Corrupt.Default__DinoColorSet_Wyvern_Fire_Corrupt_C) CONTENT: Scales Main(/Game/Extinction/Dinos/Corrupt/DinoColorSet_Wyvern_Fire_Corrupt.Default__DinoColorSet_Wyvern_Fire_Corrupt_C) CONTENT: Wings Main(/Game/Extinction/Dinos/Corrupt/DinoColorSet_Wyvern_Fire_Corrupt.Default__DinoColorSet_Wyvern_Fire_Corrupt_C) CONTENT: Fins Highlight(/Game/Extinction/Dinos/Corrupt/DinoColorSet_Wyvern_Fire_Corrupt.Default__DinoColorSet_Wyvern_Fire_Corrupt_C) CONTENT: Body Highlights(/Game/Extinction/Dinos/Corrupt/DinoColorSet_Wyvern_Fire_Corrupt.Default__DinoColorSet_Wyvern_Fire_Corrupt_C) CONTENT: Corrupted Wyvern(/Engine/Transient.REINST_Wyvern_Character_BP_Fire_Corrupt_C_0) LITERAL: TurnOffTeleporting(/Game/Extinction/Dinos/Corrupt/Wyvern/Wyvern_Character_BP_Fire_Corrupt.Wyvern_Character_BP_Fire_Corrupt:EventGraph.K2Node_CallFunction_155672) LITERAL: DelayedDestroy(/Game/Extinction/Dinos/Corrupt/Wyvern/Wyvern_Character_BP_Fire_Corrupt.Wyvern_Character_BP_Fire_Corrupt:BPTimerServer.K2Node_CallFunction_169628) CONTENT: Corrupted Wyvern(/Engine/Transient.Default__REINST_Wyvern_Character_BP_Fire_Corrupt_C_37029) CONTENT: Corrupted Wyvern(/Engine/Transient.REINST_Wyvern_Character_BP_Fire_Corrupt_C_1) CONTENT: Items with Quality(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Hard_C_0) CONTENT: Common(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Hard_C_0) CONTENT: Uncommon(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Hard_C_0) CONTENT: Rare(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Hard_C_0) CONTENT: Very Rare(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Hard_C_0) CONTENT: Items with Quantity(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Hard_C_0) CONTENT: Cryo(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Hard_C_0) CONTENT: Dust(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Hard_C_0) CONTENT: Shard(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Hard_C_0) CONTENT: ChitinPaste(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Hard_C_0) CONTENT: Jerky(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Hard_C_0) CONTENT: LambChops(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Hard_C_0) CONTENT: Soup(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Hard_C_0) CONTENT: MetalIngot(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Hard_C_0) CONTENT: Metal(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Hard_C_0) CONTENT: RareMushroom(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Hard_C_0) CONTENT: BlackPearls(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Hard_C_0) CONTENT: Polymer(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Hard_C_0) CONTENT: Structures Common(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Hard_C_0) CONTENT: Structures Rare(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Hard_C_0) CONTENT: Items with Quality(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Hard_C_37043) CONTENT: Common(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Hard_C_37043) CONTENT: Uncommon(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Hard_C_37043) CONTENT: Rare(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Hard_C_37043) CONTENT: Very Rare(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Hard_C_37043) CONTENT: Items with Quantity(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Hard_C_37043) CONTENT: Cryo(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Hard_C_37043) CONTENT: Dust(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Hard_C_37043) CONTENT: Shard(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Hard_C_37043) CONTENT: ChitinPaste(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Hard_C_37043) CONTENT: Jerky(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Hard_C_37043) CONTENT: LambChops(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Hard_C_37043) CONTENT: Soup(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Hard_C_37043) CONTENT: MetalIngot(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Hard_C_37043) CONTENT: Metal(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Hard_C_37043) CONTENT: RareMushroom(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Hard_C_37043) CONTENT: BlackPearls(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Hard_C_37043) CONTENT: Polymer(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Hard_C_37043) CONTENT: Structures Common(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Hard_C_37043) CONTENT: Structures Rare(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Hard_C_37043) CONTENT: Items with Quality(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Hard_C_1) CONTENT: Common(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Hard_C_1) CONTENT: Uncommon(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Hard_C_1) CONTENT: Rare(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Hard_C_1) CONTENT: Very Rare(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Hard_C_1) CONTENT: Items with Quantity(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Hard_C_1) CONTENT: Cryo(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Hard_C_1) CONTENT: Dust(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Hard_C_1) CONTENT: Shard(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Hard_C_1) CONTENT: ChitinPaste(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Hard_C_1) CONTENT: Jerky(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Hard_C_1) CONTENT: LambChops(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Hard_C_1) CONTENT: Soup(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Hard_C_1) CONTENT: MetalIngot(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Hard_C_1) CONTENT: Metal(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Hard_C_1) CONTENT: RareMushroom(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Hard_C_1) CONTENT: BlackPearls(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Hard_C_1) CONTENT: Polymer(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Hard_C_1) CONTENT: Structures Common(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Hard_C_1) CONTENT: Structures Rare(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Hard_C_1) CONTENT: Corrupted Rock Drake(/Engine/Transient.REINST_RockDrake_Character_BP_Corrupt_C_0) LITERAL: TurnOffTeleporting(/Game/Extinction/Dinos/Corrupt/RockDrake/RockDrake_Character_BP_Corrupt.RockDrake_Character_BP_Corrupt:EventGraph.K2Node_CallFunction_155672) CONTENT: Corrupted Rock Drake(/Engine/Transient.Default__REINST_RockDrake_Character_BP_Corrupt_C_37057) CONTENT: Corrupted Rock Drake(/Engine/Transient.REINST_RockDrake_Character_BP_Corrupt_C_1) CONTENT: Corrupted Reaper King(/Engine/Transient.REINST_Xenomorph_Character_BP_Male_Tamed_Corrupt_C_0) LITERAL: TurnOffTeleporting(/Game/Extinction/Dinos/Corrupt/Nameless/Xenomorph_Character_BP_Male_Tamed_Corrupt.Xenomorph_Character_BP_Male_Tamed_Corrupt:EventGraph.K2Node_CallFunction_155672) LITERAL: KillSelf(/Game/Extinction/Dinos/Corrupt/Nameless/Xenomorph_Character_BP_Male_Tamed_Corrupt.Xenomorph_Character_BP_Male_Tamed_Corrupt:BP_OnSetDeath.K2Node_CallFunction_280739) CONTENT: Corrupted Reaper King(/Engine/Transient.Default__REINST_Xenomorph_Character_BP_Male_Tamed_Corrupt_C_37086) CONTENT: Corrupted Reaper King(/Engine/Transient.REINST_Xenomorph_Character_BP_Male_Tamed_Corrupt_C_1) CONTENT: Apex Drop(/Game/Extinction/CoreBlueprints/ItemLootSets/DinoDropInventoryComponent_Corrupted_Huge_Rex_Mega.Default__DinoDropInventoryComponent_Corrupted_Huge_Rex_Mega_C) CONTENT: Apex Drop(/Game/Extinction/CoreBlueprints/ItemLootSets/DinoDropInventoryComponent_Corrupted_Huge_Rex_Mega.Default__DinoDropInventoryComponent_Corrupted_Huge_Rex_Mega_C) CONTENT: Corrupt Heart(/Game/Extinction/CoreBlueprints/ItemLootSets/DinoDropInventoryComponent_Corrupted_Huge_Rex_Mega.Default__DinoDropInventoryComponent_Corrupted_Huge_Rex_Mega_C) CONTENT: Enraged Corrupted Rex(/Engine/Transient.REINST_MegaRex_Character_BP_Corrupt_C_0) CONTENT: Enraged Corrupted Rex(/Engine/Transient.Default__REINST_MegaRex_Character_BP_Corrupt_C_37095) CONTENT: Enraged Corrupted Rex(/Engine/Transient.REINST_MegaRex_Character_BP_Corrupt_C_1) CONTENT: Items with Quality(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Legendary_C_0) CONTENT: Uncommon(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Legendary_C_0) CONTENT: Rare(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Legendary_C_0) CONTENT: Very Rare(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Legendary_C_0) CONTENT: Very Rare(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Legendary_C_0) CONTENT: Common(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Legendary_C_0) CONTENT: Items with Quantity(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Legendary_C_0) CONTENT: Cryo(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Legendary_C_0) CONTENT: Dust(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Legendary_C_0) CONTENT: Shard(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Legendary_C_0) CONTENT: ChitinPaste(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Legendary_C_0) CONTENT: Jerky(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Legendary_C_0) CONTENT: LambChops(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Legendary_C_0) CONTENT: Soup(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Legendary_C_0) CONTENT: MetalIngot(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Legendary_C_0) CONTENT: Metal(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Legendary_C_0) CONTENT: RareMushroom(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Legendary_C_0) CONTENT: BlackPearls(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Legendary_C_0) CONTENT: Polymer(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Legendary_C_0) CONTENT: Structures Common(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Legendary_C_0) CONTENT: Structures Rare(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Legendary_C_0) CONTENT: Items with Quality(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Legendary_C_37109) CONTENT: Uncommon(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Legendary_C_37109) CONTENT: Rare(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Legendary_C_37109) CONTENT: Very Rare(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Legendary_C_37109) CONTENT: Very Rare(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Legendary_C_37109) CONTENT: Common(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Legendary_C_37109) CONTENT: Items with Quantity(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Legendary_C_37109) CONTENT: Cryo(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Legendary_C_37109) CONTENT: Dust(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Legendary_C_37109) CONTENT: Shard(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Legendary_C_37109) CONTENT: ChitinPaste(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Legendary_C_37109) CONTENT: Jerky(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Legendary_C_37109) CONTENT: LambChops(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Legendary_C_37109) CONTENT: Soup(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Legendary_C_37109) CONTENT: MetalIngot(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Legendary_C_37109) CONTENT: Metal(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Legendary_C_37109) CONTENT: RareMushroom(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Legendary_C_37109) CONTENT: BlackPearls(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Legendary_C_37109) CONTENT: Polymer(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Legendary_C_37109) CONTENT: Structures Common(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Legendary_C_37109) CONTENT: Structures Rare(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Legendary_C_37109) CONTENT: Items with Quality(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Legendary_C_1) CONTENT: Uncommon(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Legendary_C_1) CONTENT: Rare(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Legendary_C_1) CONTENT: Very Rare(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Legendary_C_1) CONTENT: Very Rare(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Legendary_C_1) CONTENT: Common(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Legendary_C_1) CONTENT: Items with Quantity(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Legendary_C_1) CONTENT: Cryo(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Legendary_C_1) CONTENT: Dust(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Legendary_C_1) CONTENT: Shard(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Legendary_C_1) CONTENT: ChitinPaste(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Legendary_C_1) CONTENT: Jerky(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Legendary_C_1) CONTENT: LambChops(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Legendary_C_1) CONTENT: Soup(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Legendary_C_1) CONTENT: MetalIngot(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Legendary_C_1) CONTENT: Metal(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Legendary_C_1) CONTENT: RareMushroom(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Legendary_C_1) CONTENT: BlackPearls(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Legendary_C_1) CONTENT: Polymer(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Legendary_C_1) CONTENT: Structures Common(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Legendary_C_1) CONTENT: Structures Rare(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Legendary_C_1) CONTENT: Metal Vein(/Game/Extinction/CoreBlueprints/HarvestComponents/ElementNode_Main_HarvestComponent_Hard.Default__ElementNode_Main_HarvestComponent_Hard_C) CONTENT: Harvest [Metal](/Game/Extinction/CoreBlueprints/HarvestComponents/ElementNode_Main_HarvestComponent_Hard.Default__ElementNode_Main_HarvestComponent_Hard_C) CONTENT: Element Node(/Engine/Transient.Default__REINST_ElementWall_Horde_C_37153) CONTENT: Element Node(/Game/Extinction/CoreBlueprints/HordeCrates/ElementWall_Horde.Default__ElementWall_Horde_C) CONTENT: Tek Forcefield(/Engine/Transient.Default__REINST_StorageBox_HordeShield_C_37157) CONTENT: Tek Forcefield(/Game/Extinction/CoreBlueprints/HordeCrates/StorageBox_HordeShield.Default__StorageBox_HordeShield_C) CONTENT: Corrupted Dilophosaur(/Engine/Transient.Default__REINST_Dilo_Character_BP_Corrupt_C_37273) CONTENT: Corrupted Dilophosaur(/Game/Extinction/Dinos/Corrupt/Dilo/Dilo_Character_BP_Corrupt.Default__Dilo_Character_BP_Corrupt_C) CONTENT: Corrupted Pteranodon(/Engine/Transient.Default__REINST_Ptero_Character_BP_Corrupt_C_37289) CONTENT: Corrupted Pteranodon(/Game/Extinction/Dinos/Corrupt/Ptero/Ptero_Character_BP_Corrupt.Default__Ptero_Character_BP_Corrupt_C) CONTENT: Corrupted Stegosaurus(/Engine/Transient.Default__REINST_Stego_Character_BP_Corrupt_C_37297) CONTENT: Corrupted Stegosaurus(/Game/Extinction/Dinos/Corrupt/Stego/Stego_Character_BP_Corrupt.Default__Stego_Character_BP_Corrupt_C) CONTENT: Corrupted Raptor(/Engine/Transient.Default__REINST_Raptor_Character_BP_Corrupt_C_37313) CONTENT: Corrupted Raptor(/Game/Extinction/Dinos/Corrupt/Raptor/Raptor_Character_BP_Corrupt.Default__Raptor_Character_BP_Corrupt_C) CONTENT: Orbital Supply Drop(/Engine/Transient.Default__REINST_SupplyCrate_Horde_MeteorBase_C_37339) CONTENT: Orbital Supply Drop(/Game/Extinction/CoreBlueprints/HordeCrates/SupplyCrate_Horde_MeteorBase.Default__SupplyCrate_Horde_MeteorBase_C) CONTENT: Element Node(/Engine/Transient.Default__REINST_ElementNode_Base_Horde_C_37343) CONTENT: Element Node(/Game/Extinction/CoreBlueprints/HordeCrates/ElementNode_Base_Horde.Default__ElementNode_Base_Horde_C) CONTENT: Items with Quality(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Easy_C_37355) CONTENT: Common(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Easy_C_37355) CONTENT: Uncommon(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Easy_C_37355) CONTENT: Rare(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Easy_C_37355) CONTENT: Saddles(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Easy_C_37355) CONTENT: Items with Quantity(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Easy_C_37355) CONTENT: Cryo(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Easy_C_37355) CONTENT: Dust(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Easy_C_37355) CONTENT: Shard(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Easy_C_37355) CONTENT: Chitin(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Easy_C_37355) CONTENT: Jerky(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Easy_C_37355) CONTENT: LambChops(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Easy_C_37355) CONTENT: Soup(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Easy_C_37355) CONTENT: Stone(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Easy_C_37355) CONTENT: Sparkpowder(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Easy_C_37355) CONTENT: RareMushroom(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Easy_C_37355) CONTENT: RareFlower(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Easy_C_37355) CONTENT: Crystal(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Easy_C_37355) CONTENT: Structures Common(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Easy_C_37355) CONTENT: Structures Rare(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Easy_C_37355) CONTENT: Items with Quality(/Game/Extinction/CoreBlueprints/HordeCrates/SupplyCrate_Base_Horde_Easy.Default__SupplyCrate_Base_Horde_Easy_C) CONTENT: Common(/Game/Extinction/CoreBlueprints/HordeCrates/SupplyCrate_Base_Horde_Easy.Default__SupplyCrate_Base_Horde_Easy_C) CONTENT: Uncommon(/Game/Extinction/CoreBlueprints/HordeCrates/SupplyCrate_Base_Horde_Easy.Default__SupplyCrate_Base_Horde_Easy_C) CONTENT: Rare(/Game/Extinction/CoreBlueprints/HordeCrates/SupplyCrate_Base_Horde_Easy.Default__SupplyCrate_Base_Horde_Easy_C) CONTENT: Saddles(/Game/Extinction/CoreBlueprints/HordeCrates/SupplyCrate_Base_Horde_Easy.Default__SupplyCrate_Base_Horde_Easy_C) CONTENT: Items with Quantity(/Game/Extinction/CoreBlueprints/HordeCrates/SupplyCrate_Base_Horde_Easy.Default__SupplyCrate_Base_Horde_Easy_C) CONTENT: Cryo(/Game/Extinction/CoreBlueprints/HordeCrates/SupplyCrate_Base_Horde_Easy.Default__SupplyCrate_Base_Horde_Easy_C) CONTENT: Dust(/Game/Extinction/CoreBlueprints/HordeCrates/SupplyCrate_Base_Horde_Easy.Default__SupplyCrate_Base_Horde_Easy_C) CONTENT: Shard(/Game/Extinction/CoreBlueprints/HordeCrates/SupplyCrate_Base_Horde_Easy.Default__SupplyCrate_Base_Horde_Easy_C) CONTENT: Chitin(/Game/Extinction/CoreBlueprints/HordeCrates/SupplyCrate_Base_Horde_Easy.Default__SupplyCrate_Base_Horde_Easy_C) CONTENT: Jerky(/Game/Extinction/CoreBlueprints/HordeCrates/SupplyCrate_Base_Horde_Easy.Default__SupplyCrate_Base_Horde_Easy_C) CONTENT: LambChops(/Game/Extinction/CoreBlueprints/HordeCrates/SupplyCrate_Base_Horde_Easy.Default__SupplyCrate_Base_Horde_Easy_C) CONTENT: Soup(/Game/Extinction/CoreBlueprints/HordeCrates/SupplyCrate_Base_Horde_Easy.Default__SupplyCrate_Base_Horde_Easy_C) CONTENT: Stone(/Game/Extinction/CoreBlueprints/HordeCrates/SupplyCrate_Base_Horde_Easy.Default__SupplyCrate_Base_Horde_Easy_C) CONTENT: Sparkpowder(/Game/Extinction/CoreBlueprints/HordeCrates/SupplyCrate_Base_Horde_Easy.Default__SupplyCrate_Base_Horde_Easy_C) CONTENT: RareMushroom(/Game/Extinction/CoreBlueprints/HordeCrates/SupplyCrate_Base_Horde_Easy.Default__SupplyCrate_Base_Horde_Easy_C) CONTENT: RareFlower(/Game/Extinction/CoreBlueprints/HordeCrates/SupplyCrate_Base_Horde_Easy.Default__SupplyCrate_Base_Horde_Easy_C) CONTENT: Crystal(/Game/Extinction/CoreBlueprints/HordeCrates/SupplyCrate_Base_Horde_Easy.Default__SupplyCrate_Base_Horde_Easy_C) CONTENT: Structures Common(/Game/Extinction/CoreBlueprints/HordeCrates/SupplyCrate_Base_Horde_Easy.Default__SupplyCrate_Base_Horde_Easy_C) CONTENT: Structures Rare(/Game/Extinction/CoreBlueprints/HordeCrates/SupplyCrate_Base_Horde_Easy.Default__SupplyCrate_Base_Horde_Easy_C) CONTENT: Corrupted Triceratops(/Engine/Transient.Default__REINST_Trike_Character_BP_Corrupt_C_37363) CONTENT: Corrupted Triceratops(/Game/Extinction/Dinos/Corrupt/Trike/Trike_Character_BP_Corrupt.Default__Trike_Character_BP_Corrupt_C) CONTENT: Corrupted Carnotaurus(/Engine/Transient.Default__REINST_Carno_Character_BP_Corrupt_C_37371) CONTENT: Corrupted Carnotaurus(/Game/Extinction/Dinos/Corrupt/Carno/Carno_Character_BP_Corrupt.Default__Carno_Character_BP_Corrupt_C) CONTENT: Corrupted Spino(/Engine/Transient.Default__REINST_Spino_Character_BP_Corrupt_C_37383) CONTENT: Corrupted Spino(/Game/Extinction/Dinos/Corrupt/Spino/Spino_Character_BP_Corrupt.Default__Spino_Character_BP_Corrupt_C) CONTENT: Corrupted Paraceratherium(/Engine/Transient.Default__REINST_Paracer_Character_BP_Corrupt_C_37391) CONTENT: Corrupted Paraceratherium(/Game/Extinction/Dinos/Corrupt/Paraceratherium/Paracer_Character_BP_Corrupt.Default__Paracer_Character_BP_Corrupt_C) CONTENT: Corrupted Arthropluera(/Engine/Transient.Default__REINST_Arthro_Character_BP_Corrupt_C_37407) CONTENT: Corrupted Arthropluera(/Game/Extinction/Dinos/Corrupt/Arthropluera/Arthro_Character_BP_Corrupt.Default__Arthro_Character_BP_Corrupt_C) CONTENT: Enraged Triceratops(/Engine/Transient.Default__REINST_MegaTrike_Character_BP_Corrupt_C_37411) CONTENT: Enraged Triceratops(/Game/Extinction/Dinos/Corrupt/Trike/MegaTrike_Character_BP_Corrupt.Default__MegaTrike_Character_BP_Corrupt_C) CONTENT: Items with Quality(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Medium_C_37419) CONTENT: Common(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Medium_C_37419) CONTENT: Uncommon(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Medium_C_37419) CONTENT: Rare(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Medium_C_37419) CONTENT: Very Rare(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Medium_C_37419) CONTENT: Saddles(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Medium_C_37419) CONTENT: Items with Quantity(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Medium_C_37419) CONTENT: Cryo(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Medium_C_37419) CONTENT: Dust(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Medium_C_37419) CONTENT: Shard(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Medium_C_37419) CONTENT: ChitinPaste(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Medium_C_37419) CONTENT: Jerky(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Medium_C_37419) CONTENT: LambChops(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Medium_C_37419) CONTENT: Soup(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Medium_C_37419) CONTENT: Stone(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Medium_C_37419) CONTENT: Metal(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Medium_C_37419) CONTENT: RareMushroom(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Medium_C_37419) CONTENT: RareFlower(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Medium_C_37419) CONTENT: Polymer(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Medium_C_37419) CONTENT: Structures Common(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Medium_C_37419) CONTENT: Structures Rare(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Medium_C_37419) CONTENT: Items with Quality(/Game/Extinction/CoreBlueprints/HordeCrates/SupplyCrate_Base_Horde_Medium.Default__SupplyCrate_Base_Horde_Medium_C) CONTENT: Common(/Game/Extinction/CoreBlueprints/HordeCrates/SupplyCrate_Base_Horde_Medium.Default__SupplyCrate_Base_Horde_Medium_C) CONTENT: Uncommon(/Game/Extinction/CoreBlueprints/HordeCrates/SupplyCrate_Base_Horde_Medium.Default__SupplyCrate_Base_Horde_Medium_C) CONTENT: Rare(/Game/Extinction/CoreBlueprints/HordeCrates/SupplyCrate_Base_Horde_Medium.Default__SupplyCrate_Base_Horde_Medium_C) CONTENT: Very Rare(/Game/Extinction/CoreBlueprints/HordeCrates/SupplyCrate_Base_Horde_Medium.Default__SupplyCrate_Base_Horde_Medium_C) CONTENT: Saddles(/Game/Extinction/CoreBlueprints/HordeCrates/SupplyCrate_Base_Horde_Medium.Default__SupplyCrate_Base_Horde_Medium_C) CONTENT: Items with Quantity(/Game/Extinction/CoreBlueprints/HordeCrates/SupplyCrate_Base_Horde_Medium.Default__SupplyCrate_Base_Horde_Medium_C) CONTENT: Cryo(/Game/Extinction/CoreBlueprints/HordeCrates/SupplyCrate_Base_Horde_Medium.Default__SupplyCrate_Base_Horde_Medium_C) CONTENT: Dust(/Game/Extinction/CoreBlueprints/HordeCrates/SupplyCrate_Base_Horde_Medium.Default__SupplyCrate_Base_Horde_Medium_C) CONTENT: Shard(/Game/Extinction/CoreBlueprints/HordeCrates/SupplyCrate_Base_Horde_Medium.Default__SupplyCrate_Base_Horde_Medium_C) CONTENT: ChitinPaste(/Game/Extinction/CoreBlueprints/HordeCrates/SupplyCrate_Base_Horde_Medium.Default__SupplyCrate_Base_Horde_Medium_C) CONTENT: Jerky(/Game/Extinction/CoreBlueprints/HordeCrates/SupplyCrate_Base_Horde_Medium.Default__SupplyCrate_Base_Horde_Medium_C) CONTENT: LambChops(/Game/Extinction/CoreBlueprints/HordeCrates/SupplyCrate_Base_Horde_Medium.Default__SupplyCrate_Base_Horde_Medium_C) CONTENT: Soup(/Game/Extinction/CoreBlueprints/HordeCrates/SupplyCrate_Base_Horde_Medium.Default__SupplyCrate_Base_Horde_Medium_C) CONTENT: Stone(/Game/Extinction/CoreBlueprints/HordeCrates/SupplyCrate_Base_Horde_Medium.Default__SupplyCrate_Base_Horde_Medium_C) CONTENT: Metal(/Game/Extinction/CoreBlueprints/HordeCrates/SupplyCrate_Base_Horde_Medium.Default__SupplyCrate_Base_Horde_Medium_C) CONTENT: RareMushroom(/Game/Extinction/CoreBlueprints/HordeCrates/SupplyCrate_Base_Horde_Medium.Default__SupplyCrate_Base_Horde_Medium_C) CONTENT: RareFlower(/Game/Extinction/CoreBlueprints/HordeCrates/SupplyCrate_Base_Horde_Medium.Default__SupplyCrate_Base_Horde_Medium_C) CONTENT: Polymer(/Game/Extinction/CoreBlueprints/HordeCrates/SupplyCrate_Base_Horde_Medium.Default__SupplyCrate_Base_Horde_Medium_C) CONTENT: Structures Common(/Game/Extinction/CoreBlueprints/HordeCrates/SupplyCrate_Base_Horde_Medium.Default__SupplyCrate_Base_Horde_Medium_C) CONTENT: Structures Rare(/Game/Extinction/CoreBlueprints/HordeCrates/SupplyCrate_Base_Horde_Medium.Default__SupplyCrate_Base_Horde_Medium_C) CONTENT: Corrupted Chalicotherium(/Engine/Transient.Default__REINST_Chalico_Character_BP_Corrupt_C_37439) CONTENT: Corrupted Chalicotherium(/Game/Extinction/Dinos/Corrupt/Chalicotherium/Chalico_Character_BP_Corrupt.Default__Chalico_Character_BP_Corrupt_C) CONTENT: Corrupted Rex(/Engine/Transient.Default__REINST_Rex_Character_BP_Corrupt_C_37447) CONTENT: Corrupted Rex(/Game/Extinction/Dinos/Corrupt/Rex/Rex_Character_BP_Corrupt.Default__Rex_Character_BP_Corrupt_C) CONTENT: Corrupted Dimorphodon(/Engine/Transient.Default__REINST_Dimorph_Character_BP_Corrupt_C_37455) CONTENT: Corrupted Dimorphodon(/Game/Extinction/Dinos/Corrupt/Dimorphodon/Dimorph_Character_BP_Corrupt.Default__Dimorph_Character_BP_Corrupt_C) CONTENT: Corrupted Wyvern(/Engine/Transient.Default__REINST_Wyvern_Character_BP_Fire_Corrupt_C_37463) CONTENT: Corrupted Wyvern(/Game/Extinction/Dinos/Corrupt/Wyvern/Wyvern_Character_BP_Fire_Corrupt.Default__Wyvern_Character_BP_Fire_Corrupt_C) CONTENT: Items with Quality(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Hard_C_37471) CONTENT: Common(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Hard_C_37471) CONTENT: Uncommon(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Hard_C_37471) CONTENT: Rare(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Hard_C_37471) CONTENT: Very Rare(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Hard_C_37471) CONTENT: Items with Quantity(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Hard_C_37471) CONTENT: Cryo(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Hard_C_37471) CONTENT: Dust(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Hard_C_37471) CONTENT: Shard(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Hard_C_37471) CONTENT: ChitinPaste(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Hard_C_37471) CONTENT: Jerky(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Hard_C_37471) CONTENT: LambChops(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Hard_C_37471) CONTENT: Soup(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Hard_C_37471) CONTENT: MetalIngot(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Hard_C_37471) CONTENT: Metal(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Hard_C_37471) CONTENT: RareMushroom(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Hard_C_37471) CONTENT: BlackPearls(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Hard_C_37471) CONTENT: Polymer(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Hard_C_37471) CONTENT: Structures Common(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Hard_C_37471) CONTENT: Structures Rare(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Hard_C_37471) CONTENT: Items with Quality(/Game/Extinction/CoreBlueprints/HordeCrates/SupplyCrate_Base_Horde_Hard.Default__SupplyCrate_Base_Horde_Hard_C) CONTENT: Common(/Game/Extinction/CoreBlueprints/HordeCrates/SupplyCrate_Base_Horde_Hard.Default__SupplyCrate_Base_Horde_Hard_C) CONTENT: Uncommon(/Game/Extinction/CoreBlueprints/HordeCrates/SupplyCrate_Base_Horde_Hard.Default__SupplyCrate_Base_Horde_Hard_C) CONTENT: Rare(/Game/Extinction/CoreBlueprints/HordeCrates/SupplyCrate_Base_Horde_Hard.Default__SupplyCrate_Base_Horde_Hard_C) CONTENT: Very Rare(/Game/Extinction/CoreBlueprints/HordeCrates/SupplyCrate_Base_Horde_Hard.Default__SupplyCrate_Base_Horde_Hard_C) CONTENT: Items with Quantity(/Game/Extinction/CoreBlueprints/HordeCrates/SupplyCrate_Base_Horde_Hard.Default__SupplyCrate_Base_Horde_Hard_C) CONTENT: Cryo(/Game/Extinction/CoreBlueprints/HordeCrates/SupplyCrate_Base_Horde_Hard.Default__SupplyCrate_Base_Horde_Hard_C) CONTENT: Dust(/Game/Extinction/CoreBlueprints/HordeCrates/SupplyCrate_Base_Horde_Hard.Default__SupplyCrate_Base_Horde_Hard_C) CONTENT: Shard(/Game/Extinction/CoreBlueprints/HordeCrates/SupplyCrate_Base_Horde_Hard.Default__SupplyCrate_Base_Horde_Hard_C) CONTENT: ChitinPaste(/Game/Extinction/CoreBlueprints/HordeCrates/SupplyCrate_Base_Horde_Hard.Default__SupplyCrate_Base_Horde_Hard_C) CONTENT: Jerky(/Game/Extinction/CoreBlueprints/HordeCrates/SupplyCrate_Base_Horde_Hard.Default__SupplyCrate_Base_Horde_Hard_C) CONTENT: LambChops(/Game/Extinction/CoreBlueprints/HordeCrates/SupplyCrate_Base_Horde_Hard.Default__SupplyCrate_Base_Horde_Hard_C) CONTENT: Soup(/Game/Extinction/CoreBlueprints/HordeCrates/SupplyCrate_Base_Horde_Hard.Default__SupplyCrate_Base_Horde_Hard_C) CONTENT: MetalIngot(/Game/Extinction/CoreBlueprints/HordeCrates/SupplyCrate_Base_Horde_Hard.Default__SupplyCrate_Base_Horde_Hard_C) CONTENT: Metal(/Game/Extinction/CoreBlueprints/HordeCrates/SupplyCrate_Base_Horde_Hard.Default__SupplyCrate_Base_Horde_Hard_C) CONTENT: RareMushroom(/Game/Extinction/CoreBlueprints/HordeCrates/SupplyCrate_Base_Horde_Hard.Default__SupplyCrate_Base_Horde_Hard_C) CONTENT: BlackPearls(/Game/Extinction/CoreBlueprints/HordeCrates/SupplyCrate_Base_Horde_Hard.Default__SupplyCrate_Base_Horde_Hard_C) CONTENT: Polymer(/Game/Extinction/CoreBlueprints/HordeCrates/SupplyCrate_Base_Horde_Hard.Default__SupplyCrate_Base_Horde_Hard_C) CONTENT: Structures Common(/Game/Extinction/CoreBlueprints/HordeCrates/SupplyCrate_Base_Horde_Hard.Default__SupplyCrate_Base_Horde_Hard_C) CONTENT: Structures Rare(/Game/Extinction/CoreBlueprints/HordeCrates/SupplyCrate_Base_Horde_Hard.Default__SupplyCrate_Base_Horde_Hard_C) CONTENT: Corrupted Rock Drake(/Engine/Transient.Default__REINST_RockDrake_Character_BP_Corrupt_C_37479) CONTENT: Corrupted Rock Drake(/Game/Extinction/Dinos/Corrupt/RockDrake/RockDrake_Character_BP_Corrupt.Default__RockDrake_Character_BP_Corrupt_C) CONTENT: Corrupted Reaper King(/Engine/Transient.Default__REINST_Xenomorph_Character_BP_Male_Tamed_Corrupt_C_37495) CONTENT: Corrupted Reaper King(/Game/Extinction/Dinos/Corrupt/Nameless/Xenomorph_Character_BP_Male_Tamed_Corrupt.Default__Xenomorph_Character_BP_Male_Tamed_Corrupt_C) CONTENT: Enraged Corrupted Rex(/Engine/Transient.Default__REINST_MegaRex_Character_BP_Corrupt_C_37499) CONTENT: Enraged Corrupted Rex(/Game/Extinction/Dinos/Corrupt/Rex/MegaRex_Character_BP_Corrupt.Default__MegaRex_Character_BP_Corrupt_C) CONTENT: Items with Quality(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Legendary_C_37507) CONTENT: Uncommon(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Legendary_C_37507) CONTENT: Rare(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Legendary_C_37507) CONTENT: Very Rare(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Legendary_C_37507) CONTENT: Very Rare(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Legendary_C_37507) CONTENT: Common(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Legendary_C_37507) CONTENT: Items with Quantity(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Legendary_C_37507) CONTENT: Cryo(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Legendary_C_37507) CONTENT: Dust(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Legendary_C_37507) CONTENT: Shard(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Legendary_C_37507) CONTENT: ChitinPaste(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Legendary_C_37507) CONTENT: Jerky(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Legendary_C_37507) CONTENT: LambChops(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Legendary_C_37507) CONTENT: Soup(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Legendary_C_37507) CONTENT: MetalIngot(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Legendary_C_37507) CONTENT: Metal(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Legendary_C_37507) CONTENT: RareMushroom(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Legendary_C_37507) CONTENT: BlackPearls(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Legendary_C_37507) CONTENT: Polymer(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Legendary_C_37507) CONTENT: Structures Common(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Legendary_C_37507) CONTENT: Structures Rare(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Legendary_C_37507) CONTENT: Items with Quality(/Game/Extinction/CoreBlueprints/HordeCrates/SupplyCrate_Base_Horde_Legendary.Default__SupplyCrate_Base_Horde_Legendary_C) CONTENT: Uncommon(/Game/Extinction/CoreBlueprints/HordeCrates/SupplyCrate_Base_Horde_Legendary.Default__SupplyCrate_Base_Horde_Legendary_C) CONTENT: Rare(/Game/Extinction/CoreBlueprints/HordeCrates/SupplyCrate_Base_Horde_Legendary.Default__SupplyCrate_Base_Horde_Legendary_C) CONTENT: Very Rare(/Game/Extinction/CoreBlueprints/HordeCrates/SupplyCrate_Base_Horde_Legendary.Default__SupplyCrate_Base_Horde_Legendary_C) CONTENT: Very Rare(/Game/Extinction/CoreBlueprints/HordeCrates/SupplyCrate_Base_Horde_Legendary.Default__SupplyCrate_Base_Horde_Legendary_C) CONTENT: Common(/Game/Extinction/CoreBlueprints/HordeCrates/SupplyCrate_Base_Horde_Legendary.Default__SupplyCrate_Base_Horde_Legendary_C) CONTENT: Items with Quantity(/Game/Extinction/CoreBlueprints/HordeCrates/SupplyCrate_Base_Horde_Legendary.Default__SupplyCrate_Base_Horde_Legendary_C) CONTENT: Cryo(/Game/Extinction/CoreBlueprints/HordeCrates/SupplyCrate_Base_Horde_Legendary.Default__SupplyCrate_Base_Horde_Legendary_C) CONTENT: Dust(/Game/Extinction/CoreBlueprints/HordeCrates/SupplyCrate_Base_Horde_Legendary.Default__SupplyCrate_Base_Horde_Legendary_C) CONTENT: Shard(/Game/Extinction/CoreBlueprints/HordeCrates/SupplyCrate_Base_Horde_Legendary.Default__SupplyCrate_Base_Horde_Legendary_C) CONTENT: ChitinPaste(/Game/Extinction/CoreBlueprints/HordeCrates/SupplyCrate_Base_Horde_Legendary.Default__SupplyCrate_Base_Horde_Legendary_C) CONTENT: Jerky(/Game/Extinction/CoreBlueprints/HordeCrates/SupplyCrate_Base_Horde_Legendary.Default__SupplyCrate_Base_Horde_Legendary_C) CONTENT: LambChops(/Game/Extinction/CoreBlueprints/HordeCrates/SupplyCrate_Base_Horde_Legendary.Default__SupplyCrate_Base_Horde_Legendary_C) CONTENT: Soup(/Game/Extinction/CoreBlueprints/HordeCrates/SupplyCrate_Base_Horde_Legendary.Default__SupplyCrate_Base_Horde_Legendary_C) CONTENT: MetalIngot(/Game/Extinction/CoreBlueprints/HordeCrates/SupplyCrate_Base_Horde_Legendary.Default__SupplyCrate_Base_Horde_Legendary_C) CONTENT: Metal(/Game/Extinction/CoreBlueprints/HordeCrates/SupplyCrate_Base_Horde_Legendary.Default__SupplyCrate_Base_Horde_Legendary_C) CONTENT: RareMushroom(/Game/Extinction/CoreBlueprints/HordeCrates/SupplyCrate_Base_Horde_Legendary.Default__SupplyCrate_Base_Horde_Legendary_C) CONTENT: BlackPearls(/Game/Extinction/CoreBlueprints/HordeCrates/SupplyCrate_Base_Horde_Legendary.Default__SupplyCrate_Base_Horde_Legendary_C) CONTENT: Polymer(/Game/Extinction/CoreBlueprints/HordeCrates/SupplyCrate_Base_Horde_Legendary.Default__SupplyCrate_Base_Horde_Legendary_C) CONTENT: Structures Common(/Game/Extinction/CoreBlueprints/HordeCrates/SupplyCrate_Base_Horde_Legendary.Default__SupplyCrate_Base_Horde_Legendary_C) CONTENT: Structures Rare(/Game/Extinction/CoreBlueprints/HordeCrates/SupplyCrate_Base_Horde_Legendary.Default__SupplyCrate_Base_Horde_Legendary_C) CONTENT: Set(/Engine/Transient.REINST_SupplyCrate_Base_Horde_C_37523:PrimalInventoryBP_SupplyCrate_C_7) CONTENT: Supply Crate(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_C_37523) CONTENT: Supply Crate(/Game/Extinction/CoreBlueprints/HordeCrates/SupplyCrate_Base_Horde.Default__SupplyCrate_Base_Horde_C) CONTENT: King Titan Trophy (Gamma)(/Game/Extinction/CoreBlueprints/Trophies/PrimalItemTrophy_Kaiju_King_Gamma.Default__PrimalItemTrophy_Kaiju_King_Gamma_C) CONTENT: King Titan Trophy (Beta)(/Game/Extinction/CoreBlueprints/Trophies/PrimalItemTrophy_Kaiju_King_Beta.Default__PrimalItemTrophy_Kaiju_King_Beta_C) CONTENT: King Titan Trophy (Alpha)(/Game/Extinction/CoreBlueprints/Trophies/PrimalItemTrophy_Kaiju_King_Alpha.Default__PrimalItemTrophy_Kaiju_King_Alpha_C) CONTENT: Corrupted Deathworm(/Engine/Transient.REINST_Deathworm_Character_BP_Corrupt_C_0) LITERAL: TurnOffTeleporting(/Game/Extinction/Dinos/Corrupt/Deathworm/Deathworm_Character_BP_Corrupt.Deathworm_Character_BP_Corrupt:EventGraph.K2Node_CallFunction_155672) CONTENT: Corrupted Deathworm(/Engine/Transient.Default__REINST_Deathworm_Character_BP_Corrupt_C_37545) CONTENT: Corrupted Deathworm(/Engine/Transient.REINST_Deathworm_Character_BP_Corrupt_C_1) CONTENT: Corrupted Deathworm(/Engine/Transient.Default__REINST_Deathworm_Character_BP_Corrupt_C_37549) CONTENT: Corrupted Deathworm(/Game/Extinction/Dinos/Corrupt/Deathworm/Deathworm_Character_BP_Corrupt.Default__Deathworm_Character_BP_Corrupt_C) CONTENT: Apex Drop(/Game/Extinction/CoreBlueprints/ItemLootSets/DinoDropInventoryComponent_Corrupted_Huge_Gigant.Default__DinoDropInventoryComponent_Corrupted_Huge_Gigant_C) CONTENT: Apex Drop(/Game/Extinction/CoreBlueprints/ItemLootSets/DinoDropInventoryComponent_Corrupted_Huge_Gigant.Default__DinoDropInventoryComponent_Corrupted_Huge_Gigant_C) CONTENT: Corrupt Heart(/Game/Extinction/CoreBlueprints/ItemLootSets/DinoDropInventoryComponent_Corrupted_Huge_Gigant.Default__DinoDropInventoryComponent_Corrupted_Huge_Gigant_C) CONTENT: Corrupted Giganotosaurus(/Engine/Transient.REINST_Gigant_Character_BP_Corrupt_C_0) LITERAL: TurnOffTeleporting(/Game/Extinction/Dinos/Corrupt/Giganotosaurus/Gigant_Character_BP_Corrupt.Gigant_Character_BP_Corrupt:EventGraph.K2Node_CallFunction_155672) CONTENT: Corrupted Giganotosaurus(/Engine/Transient.Default__REINST_Gigant_Character_BP_Corrupt_C_37569) CONTENT: Corrupted Giganotosaurus(/Engine/Transient.REINST_Gigant_Character_BP_Corrupt_C_1) CONTENT: Corrupted Giganotosaurus(/Engine/Transient.Default__REINST_Gigant_Character_BP_Corrupt_C_37573) CONTENT: Corrupted Giganotosaurus(/Game/Extinction/Dinos/Corrupt/Giganotosaurus/Gigant_Character_BP_Corrupt.Default__Gigant_Character_BP_Corrupt_C) CONTENT: Items Common(/Engine/Transient.REINST_ArtifactCrate_KingKaiju_EX_C_0) CONTENT: Items(/Engine/Transient.REINST_ArtifactCrate_KingKaiju_EX_C_0) CONTENT: Items Rare(/Engine/Transient.REINST_ArtifactCrate_KingKaiju_EX_C_0) CONTENT: TekItems(/Engine/Transient.REINST_ArtifactCrate_KingKaiju_EX_C_0) CONTENT: Very Rare(/Engine/Transient.REINST_ArtifactCrate_KingKaiju_EX_C_0) CONTENT: Mek Saddles(/Engine/Transient.REINST_ArtifactCrate_KingKaiju_EX_C_0) CONTENT: Very Rare(/Engine/Transient.REINST_ArtifactCrate_KingKaiju_EX_C_0) CONTENT: Mek Saddles(/Engine/Transient.REINST_ArtifactCrate_KingKaiju_EX_C_0) CONTENT: Ammo(/Engine/Transient.REINST_ArtifactCrate_KingKaiju_EX_C_0) CONTENT: Element(/Engine/Transient.REINST_ArtifactCrate_KingKaiju_EX_C_0) CONTENT: Bullets(/Engine/Transient.REINST_ArtifactCrate_KingKaiju_EX_C_0) CONTENT: MekAmmo(/Engine/Transient.REINST_ArtifactCrate_KingKaiju_EX_C_0) CONTENT: Apex Drop(/Engine/Transient.REINST_ArtifactCrate_KingKaiju_EX_C_0) CONTENT: Trophy(/Engine/Transient.REINST_ArtifactCrate_KingKaiju_EX_C_0) CONTENT: Flag(/Engine/Transient.REINST_ArtifactCrate_KingKaiju_EX_C_0) CONTENT: Items Common(/Engine/Transient.Default__REINST_ArtifactCrate_KingKaiju_EX_C_37609) CONTENT: Items(/Engine/Transient.Default__REINST_ArtifactCrate_KingKaiju_EX_C_37609) CONTENT: Items Rare(/Engine/Transient.Default__REINST_ArtifactCrate_KingKaiju_EX_C_37609) CONTENT: TekItems(/Engine/Transient.Default__REINST_ArtifactCrate_KingKaiju_EX_C_37609) CONTENT: Very Rare(/Engine/Transient.Default__REINST_ArtifactCrate_KingKaiju_EX_C_37609) CONTENT: Mek Saddles(/Engine/Transient.Default__REINST_ArtifactCrate_KingKaiju_EX_C_37609) CONTENT: Very Rare(/Engine/Transient.Default__REINST_ArtifactCrate_KingKaiju_EX_C_37609) CONTENT: Mek Saddles(/Engine/Transient.Default__REINST_ArtifactCrate_KingKaiju_EX_C_37609) CONTENT: Ammo(/Engine/Transient.Default__REINST_ArtifactCrate_KingKaiju_EX_C_37609) CONTENT: Element(/Engine/Transient.Default__REINST_ArtifactCrate_KingKaiju_EX_C_37609) CONTENT: Bullets(/Engine/Transient.Default__REINST_ArtifactCrate_KingKaiju_EX_C_37609) CONTENT: MekAmmo(/Engine/Transient.Default__REINST_ArtifactCrate_KingKaiju_EX_C_37609) CONTENT: Apex Drop(/Engine/Transient.Default__REINST_ArtifactCrate_KingKaiju_EX_C_37609) CONTENT: Trophy(/Engine/Transient.Default__REINST_ArtifactCrate_KingKaiju_EX_C_37609) CONTENT: Flag(/Engine/Transient.Default__REINST_ArtifactCrate_KingKaiju_EX_C_37609) CONTENT: Items Common(/Engine/Transient.REINST_ArtifactCrate_KingKaiju_EX_C_1) CONTENT: Items(/Engine/Transient.REINST_ArtifactCrate_KingKaiju_EX_C_1) CONTENT: Items Rare(/Engine/Transient.REINST_ArtifactCrate_KingKaiju_EX_C_1) CONTENT: TekItems(/Engine/Transient.REINST_ArtifactCrate_KingKaiju_EX_C_1) CONTENT: Very Rare(/Engine/Transient.REINST_ArtifactCrate_KingKaiju_EX_C_1) CONTENT: Mek Saddles(/Engine/Transient.REINST_ArtifactCrate_KingKaiju_EX_C_1) CONTENT: Very Rare(/Engine/Transient.REINST_ArtifactCrate_KingKaiju_EX_C_1) CONTENT: Mek Saddles(/Engine/Transient.REINST_ArtifactCrate_KingKaiju_EX_C_1) CONTENT: Ammo(/Engine/Transient.REINST_ArtifactCrate_KingKaiju_EX_C_1) CONTENT: Element(/Engine/Transient.REINST_ArtifactCrate_KingKaiju_EX_C_1) CONTENT: Bullets(/Engine/Transient.REINST_ArtifactCrate_KingKaiju_EX_C_1) CONTENT: MekAmmo(/Engine/Transient.REINST_ArtifactCrate_KingKaiju_EX_C_1) CONTENT: Apex Drop(/Engine/Transient.REINST_ArtifactCrate_KingKaiju_EX_C_1) CONTENT: Trophy(/Engine/Transient.REINST_ArtifactCrate_KingKaiju_EX_C_1) CONTENT: Flag(/Engine/Transient.REINST_ArtifactCrate_KingKaiju_EX_C_1) CONTENT: Items Common(/Engine/Transient.REINST_ArtifactCrate_KingKaiju_Alpha_EX_C_0) CONTENT: Items(/Engine/Transient.REINST_ArtifactCrate_KingKaiju_Alpha_EX_C_0) CONTENT: Items Rare(/Engine/Transient.REINST_ArtifactCrate_KingKaiju_Alpha_EX_C_0) CONTENT: TekItems(/Engine/Transient.REINST_ArtifactCrate_KingKaiju_Alpha_EX_C_0) CONTENT: Very Rare(/Engine/Transient.REINST_ArtifactCrate_KingKaiju_Alpha_EX_C_0) CONTENT: Mek Saddles(/Engine/Transient.REINST_ArtifactCrate_KingKaiju_Alpha_EX_C_0) CONTENT: Very Rare(/Engine/Transient.REINST_ArtifactCrate_KingKaiju_Alpha_EX_C_0) CONTENT: Mek Saddles(/Engine/Transient.REINST_ArtifactCrate_KingKaiju_Alpha_EX_C_0) CONTENT: Ammo(/Engine/Transient.REINST_ArtifactCrate_KingKaiju_Alpha_EX_C_0) CONTENT: Element(/Engine/Transient.REINST_ArtifactCrate_KingKaiju_Alpha_EX_C_0) CONTENT: Bullets(/Engine/Transient.REINST_ArtifactCrate_KingKaiju_Alpha_EX_C_0) CONTENT: MekAmmo(/Engine/Transient.REINST_ArtifactCrate_KingKaiju_Alpha_EX_C_0) CONTENT: Apex Drop(/Engine/Transient.REINST_ArtifactCrate_KingKaiju_Alpha_EX_C_0) CONTENT: Trophy(/Engine/Transient.REINST_ArtifactCrate_KingKaiju_Alpha_EX_C_0) CONTENT: Flag(/Engine/Transient.REINST_ArtifactCrate_KingKaiju_Alpha_EX_C_0) CONTENT: Items Common(/Engine/Transient.Default__REINST_ArtifactCrate_KingKaiju_Alpha_EX_C_37616) CONTENT: Items(/Engine/Transient.Default__REINST_ArtifactCrate_KingKaiju_Alpha_EX_C_37616) CONTENT: Items Rare(/Engine/Transient.Default__REINST_ArtifactCrate_KingKaiju_Alpha_EX_C_37616) CONTENT: TekItems(/Engine/Transient.Default__REINST_ArtifactCrate_KingKaiju_Alpha_EX_C_37616) CONTENT: Very Rare(/Engine/Transient.Default__REINST_ArtifactCrate_KingKaiju_Alpha_EX_C_37616) CONTENT: Mek Saddles(/Engine/Transient.Default__REINST_ArtifactCrate_KingKaiju_Alpha_EX_C_37616) CONTENT: Very Rare(/Engine/Transient.Default__REINST_ArtifactCrate_KingKaiju_Alpha_EX_C_37616) CONTENT: Mek Saddles(/Engine/Transient.Default__REINST_ArtifactCrate_KingKaiju_Alpha_EX_C_37616) CONTENT: Ammo(/Engine/Transient.Default__REINST_ArtifactCrate_KingKaiju_Alpha_EX_C_37616) CONTENT: Element(/Engine/Transient.Default__REINST_ArtifactCrate_KingKaiju_Alpha_EX_C_37616) CONTENT: Bullets(/Engine/Transient.Default__REINST_ArtifactCrate_KingKaiju_Alpha_EX_C_37616) CONTENT: MekAmmo(/Engine/Transient.Default__REINST_ArtifactCrate_KingKaiju_Alpha_EX_C_37616) CONTENT: Apex Drop(/Engine/Transient.Default__REINST_ArtifactCrate_KingKaiju_Alpha_EX_C_37616) CONTENT: Trophy(/Engine/Transient.Default__REINST_ArtifactCrate_KingKaiju_Alpha_EX_C_37616) CONTENT: Flag(/Engine/Transient.Default__REINST_ArtifactCrate_KingKaiju_Alpha_EX_C_37616) CONTENT: Items Common(/Engine/Transient.REINST_ArtifactCrate_KingKaiju_Alpha_EX_C_1) CONTENT: Items(/Engine/Transient.REINST_ArtifactCrate_KingKaiju_Alpha_EX_C_1) CONTENT: Items Rare(/Engine/Transient.REINST_ArtifactCrate_KingKaiju_Alpha_EX_C_1) CONTENT: TekItems(/Engine/Transient.REINST_ArtifactCrate_KingKaiju_Alpha_EX_C_1) CONTENT: Very Rare(/Engine/Transient.REINST_ArtifactCrate_KingKaiju_Alpha_EX_C_1) CONTENT: Mek Saddles(/Engine/Transient.REINST_ArtifactCrate_KingKaiju_Alpha_EX_C_1) CONTENT: Very Rare(/Engine/Transient.REINST_ArtifactCrate_KingKaiju_Alpha_EX_C_1) CONTENT: Mek Saddles(/Engine/Transient.REINST_ArtifactCrate_KingKaiju_Alpha_EX_C_1) CONTENT: Ammo(/Engine/Transient.REINST_ArtifactCrate_KingKaiju_Alpha_EX_C_1) CONTENT: Element(/Engine/Transient.REINST_ArtifactCrate_KingKaiju_Alpha_EX_C_1) CONTENT: Bullets(/Engine/Transient.REINST_ArtifactCrate_KingKaiju_Alpha_EX_C_1) CONTENT: MekAmmo(/Engine/Transient.REINST_ArtifactCrate_KingKaiju_Alpha_EX_C_1) CONTENT: Apex Drop(/Engine/Transient.REINST_ArtifactCrate_KingKaiju_Alpha_EX_C_1) CONTENT: Trophy(/Engine/Transient.REINST_ArtifactCrate_KingKaiju_Alpha_EX_C_1) CONTENT: Flag(/Engine/Transient.REINST_ArtifactCrate_KingKaiju_Alpha_EX_C_1) CONTENT: Items Common(/Engine/Transient.REINST_ArtifactCrate_KingKaiju_Beta_EX_C_0) CONTENT: Items(/Engine/Transient.REINST_ArtifactCrate_KingKaiju_Beta_EX_C_0) CONTENT: Items Rare(/Engine/Transient.REINST_ArtifactCrate_KingKaiju_Beta_EX_C_0) CONTENT: TekItems(/Engine/Transient.REINST_ArtifactCrate_KingKaiju_Beta_EX_C_0) CONTENT: Very Rare(/Engine/Transient.REINST_ArtifactCrate_KingKaiju_Beta_EX_C_0) CONTENT: Mek Saddles(/Engine/Transient.REINST_ArtifactCrate_KingKaiju_Beta_EX_C_0) CONTENT: Very Rare(/Engine/Transient.REINST_ArtifactCrate_KingKaiju_Beta_EX_C_0) CONTENT: Mek Saddles(/Engine/Transient.REINST_ArtifactCrate_KingKaiju_Beta_EX_C_0) CONTENT: Ammo(/Engine/Transient.REINST_ArtifactCrate_KingKaiju_Beta_EX_C_0) CONTENT: Element(/Engine/Transient.REINST_ArtifactCrate_KingKaiju_Beta_EX_C_0) CONTENT: Bullets(/Engine/Transient.REINST_ArtifactCrate_KingKaiju_Beta_EX_C_0) CONTENT: MekAmmo(/Engine/Transient.REINST_ArtifactCrate_KingKaiju_Beta_EX_C_0) CONTENT: Apex Drop(/Engine/Transient.REINST_ArtifactCrate_KingKaiju_Beta_EX_C_0) CONTENT: Trophy(/Engine/Transient.REINST_ArtifactCrate_KingKaiju_Beta_EX_C_0) CONTENT: Flag(/Engine/Transient.REINST_ArtifactCrate_KingKaiju_Beta_EX_C_0) CONTENT: MekTransformer(/Engine/Transient.REINST_ArtifactCrate_KingKaiju_Beta_EX_C_0) CONTENT: Items Common(/Engine/Transient.Default__REINST_ArtifactCrate_KingKaiju_Beta_EX_C_37623) CONTENT: Items(/Engine/Transient.Default__REINST_ArtifactCrate_KingKaiju_Beta_EX_C_37623) CONTENT: Items Rare(/Engine/Transient.Default__REINST_ArtifactCrate_KingKaiju_Beta_EX_C_37623) CONTENT: TekItems(/Engine/Transient.Default__REINST_ArtifactCrate_KingKaiju_Beta_EX_C_37623) CONTENT: Very Rare(/Engine/Transient.Default__REINST_ArtifactCrate_KingKaiju_Beta_EX_C_37623) CONTENT: Mek Saddles(/Engine/Transient.Default__REINST_ArtifactCrate_KingKaiju_Beta_EX_C_37623) CONTENT: Very Rare(/Engine/Transient.Default__REINST_ArtifactCrate_KingKaiju_Beta_EX_C_37623) CONTENT: Mek Saddles(/Engine/Transient.Default__REINST_ArtifactCrate_KingKaiju_Beta_EX_C_37623) CONTENT: Ammo(/Engine/Transient.Default__REINST_ArtifactCrate_KingKaiju_Beta_EX_C_37623) CONTENT: Element(/Engine/Transient.Default__REINST_ArtifactCrate_KingKaiju_Beta_EX_C_37623) CONTENT: Bullets(/Engine/Transient.Default__REINST_ArtifactCrate_KingKaiju_Beta_EX_C_37623) CONTENT: MekAmmo(/Engine/Transient.Default__REINST_ArtifactCrate_KingKaiju_Beta_EX_C_37623) CONTENT: Apex Drop(/Engine/Transient.Default__REINST_ArtifactCrate_KingKaiju_Beta_EX_C_37623) CONTENT: Trophy(/Engine/Transient.Default__REINST_ArtifactCrate_KingKaiju_Beta_EX_C_37623) CONTENT: Flag(/Engine/Transient.Default__REINST_ArtifactCrate_KingKaiju_Beta_EX_C_37623) CONTENT: MekTransformer(/Engine/Transient.Default__REINST_ArtifactCrate_KingKaiju_Beta_EX_C_37623) CONTENT: Items Common(/Engine/Transient.REINST_ArtifactCrate_KingKaiju_Beta_EX_C_1) CONTENT: Items(/Engine/Transient.REINST_ArtifactCrate_KingKaiju_Beta_EX_C_1) CONTENT: Items Rare(/Engine/Transient.REINST_ArtifactCrate_KingKaiju_Beta_EX_C_1) CONTENT: TekItems(/Engine/Transient.REINST_ArtifactCrate_KingKaiju_Beta_EX_C_1) CONTENT: Very Rare(/Engine/Transient.REINST_ArtifactCrate_KingKaiju_Beta_EX_C_1) CONTENT: Mek Saddles(/Engine/Transient.REINST_ArtifactCrate_KingKaiju_Beta_EX_C_1) CONTENT: Very Rare(/Engine/Transient.REINST_ArtifactCrate_KingKaiju_Beta_EX_C_1) CONTENT: Mek Saddles(/Engine/Transient.REINST_ArtifactCrate_KingKaiju_Beta_EX_C_1) CONTENT: Ammo(/Engine/Transient.REINST_ArtifactCrate_KingKaiju_Beta_EX_C_1) CONTENT: Element(/Engine/Transient.REINST_ArtifactCrate_KingKaiju_Beta_EX_C_1) CONTENT: Bullets(/Engine/Transient.REINST_ArtifactCrate_KingKaiju_Beta_EX_C_1) CONTENT: MekAmmo(/Engine/Transient.REINST_ArtifactCrate_KingKaiju_Beta_EX_C_1) CONTENT: Apex Drop(/Engine/Transient.REINST_ArtifactCrate_KingKaiju_Beta_EX_C_1) CONTENT: Trophy(/Engine/Transient.REINST_ArtifactCrate_KingKaiju_Beta_EX_C_1) CONTENT: Flag(/Engine/Transient.REINST_ArtifactCrate_KingKaiju_Beta_EX_C_1) CONTENT: MekTransformer(/Engine/Transient.REINST_ArtifactCrate_KingKaiju_Beta_EX_C_1) CONTENT: Corruption(/Engine/Transient.REINST_Buff_CorruptWave_C_0) CONTENT: Corruption is affecting your brain!(/Engine/Transient.REINST_Buff_CorruptWave_C_0) CONTENT: Hallucinating!(/Engine/Transient.REINST_Buff_CorruptWave_C_0) CONTENT: Corruption(/Engine/Transient.Default__REINST_Buff_CorruptWave_C_37630) CONTENT: Corruption is affecting your brain!(/Engine/Transient.Default__REINST_Buff_CorruptWave_C_37630) CONTENT: Hallucinating!(/Engine/Transient.Default__REINST_Buff_CorruptWave_C_37630) CONTENT: Corruption(/Engine/Transient.REINST_Buff_CorruptWave_C_1) CONTENT: Corruption is affecting your brain!(/Engine/Transient.REINST_Buff_CorruptWave_C_1) CONTENT: Hallucinating!(/Engine/Transient.REINST_Buff_CorruptWave_C_1) LITERAL: Wave Hit {0}(/Game/Extinction/Dinos/KingKaiju/Proj_CorruptionWave.Proj_CorruptionWave:EventGraph.K2Node_FormatText_51) LITERAL: Wave Hit {0}(/Game/Extinction/Dinos/KingKaiju/Proj_CorruptionWave.Proj_CorruptionWave:ExecuteUbergraph_Proj_CorruptionWave.K2Node_CallFunction_305798) LITERAL: 0(/Game/Extinction/Dinos/KingKaiju/Proj_CorruptionWave.Proj_CorruptionWave:ExecuteUbergraph_Proj_CorruptionWave.K2Node_MakeStruct_2591) CONTENT: Idle(/Engine/Transient.REINST_KingKaiju_Character_BP_C_0) CONTENT: Attack(/Engine/Transient.REINST_KingKaiju_Character_BP_C_0) CONTENT: Fireball(/Engine/Transient.REINST_KingKaiju_Character_BP_C_0) CONTENT: Wipeout(/Engine/Transient.REINST_KingKaiju_Character_BP_C_0) CONTENT: Move(/Engine/Transient.REINST_KingKaiju_Character_BP_C_0) CONTENT: Gamma King Titan(/Engine/Transient.REINST_KingKaiju_Character_BP_C_0) CONTENT: Stunned!(/Engine/Transient.REINST_Buff_KingKaijuStun_C_0) CONTENT: Stunned!(/Engine/Transient.Default__REINST_Buff_KingKaijuStun_C_37652) CONTENT: Stunned!(/Engine/Transient.REINST_Buff_KingKaijuStun_C_1) LITERAL: BPAdjustOutputDmgHitFromCharge(/Game/Extinction/Dinos/KingKaiju/KingKaiju_Character_BP.KingKaiju_Character_BP:BlueprintAdjustOutputDamage.K2Node_CallFunction_153770) LITERAL: Too far to deal damage to King Titan!(/Game/Extinction/Dinos/KingKaiju/KingKaiju_Character_BP.KingKaiju_Character_BP:BPAdjustDamage.K2Node_CallFunction_291981) LITERAL: ExecutionFail(/Game/Extinction/Dinos/KingKaiju/KingKaiju_Character_BP.KingKaiju_Character_BP:EventGraph.K2Node_CallFunction_148156) LITERAL: RegHitforSwipeCharge(/Game/Extinction/Dinos/KingKaiju/KingKaiju_Character_BP.KingKaiju_Character_BP:RegisterHitForSwipeCharge.K2Node_CallFunction_238219) LITERAL: Section {0} State {1} to State {2}(/Game/Extinction/Dinos/KingKaiju/KingKaiju_Character_BP.KingKaiju_Character_BP:UpdateDamageStateFX.K2Node_FormatText_52) CONTENT: Corrupt Element Node(/Engine/Transient.REINST_KingKaiju_ElementNode_C_0) LITERAL: SpawnWave(/Game/Extinction/Dinos/KingKaiju/KingKaiju_ElementNode.KingKaiju_ElementNode:EventGraph.K2Node_CallFunction_89160) LITERAL: Enemies Approaching!(/Game/Extinction/Dinos/KingKaiju/KingKaiju_ElementNode.KingKaiju_ElementNode:EventGraph.K2Node_CallFunction_129623) LITERAL: EndHordeMode(/Game/Extinction/Dinos/KingKaiju/KingKaiju_ElementNode.KingKaiju_ElementNode:OnRep_bHasLanded.K2Node_CallFunction_132831) LITERAL: CheckHordeInitiation(/Game/Extinction/Dinos/KingKaiju/KingKaiju_ElementNode.KingKaiju_ElementNode:OnRep_bHasLanded.K2Node_CallFunction_105682) LITERAL: CheckProgress(/Game/Extinction/Dinos/KingKaiju/KingKaiju_ElementNode.KingKaiju_ElementNode:Initiate Horde Mode.K2Node_CallFunction_72413) LITERAL: An Element Node is Rising...(/Game/Extinction/Dinos/KingKaiju/KingKaiju_ElementNode.KingKaiju_ElementNode:Initiate Horde Mode.K2Node_CallFunction_129620) LITERAL: Check InitBT function in KK_EM(/Game/Extinction/Dinos/KingKaiju/KingKaiju_ElementNode.KingKaiju_ElementNode:InitializeBehaviorTreeVars.K2Node_CallFunction_337181) LITERAL: Colossal Titan spares you...(/Game/Extinction/Dinos/KingKaiju/KingKaiju_ElementNode.KingKaiju_ElementNode:OpenCrate.K2Node_CallFunction_145488) LITERAL: CheckProgress(/Game/Extinction/Dinos/KingKaiju/KingKaiju_ElementNode.KingKaiju_ElementNode:OpenCrate.K2Node_CallFunction_98355) LITERAL: DelayedDestroyNode(/Game/Extinction/Dinos/KingKaiju/KingKaiju_ElementNode.KingKaiju_ElementNode:OpenCrate.K2Node_CallFunction_182644) LITERAL: SpawnWave(/Game/Extinction/Dinos/KingKaiju/KingKaiju_ElementNode.KingKaiju_ElementNode:CheatEndHordeMode.K2Node_CallFunction_182046) LITERAL: SpawnWave(/Game/Extinction/Dinos/KingKaiju/KingKaiju_ElementNode.KingKaiju_ElementNode:CheatEndHordeMode.K2Node_CallFunction_182047) LITERAL: CheckProgress(/Game/Extinction/Dinos/KingKaiju/KingKaiju_ElementNode.KingKaiju_ElementNode:CheatEndHordeMode.K2Node_CallFunction_179197) LITERAL: BeginWaveSpawnTimer(/Game/Extinction/Dinos/KingKaiju/KingKaiju_ElementNode.KingKaiju_ElementNode:CheatEndHordeMode.K2Node_CallFunction_149821) LITERAL: BeginWaveSpawnTimer(/Game/Extinction/Dinos/KingKaiju/KingKaiju_ElementNode.KingKaiju_ElementNode:CheatEndHordeMode.K2Node_CallFunction_151847) LITERAL: CheckProgress(/Game/Extinction/Dinos/KingKaiju/KingKaiju_ElementNode.KingKaiju_ElementNode:CheatEndHordeMode.K2Node_CallFunction_180147) LITERAL: CheckProgress(/Game/Extinction/Dinos/KingKaiju/KingKaiju_ElementNode.KingKaiju_ElementNode:CheatEndHordeMode.K2Node_CallFunction_216832) LITERAL: EndHordeMode(/Game/Extinction/Dinos/KingKaiju/KingKaiju_ElementNode.KingKaiju_ElementNode:RunLandSequence.K2Node_CallFunction_132831) LITERAL: CheckHordeInitiation(/Game/Extinction/Dinos/KingKaiju/KingKaiju_ElementNode.KingKaiju_ElementNode:RunLandSequence.K2Node_CallFunction_105682) CONTENT: Corrupt Element Node(/Engine/Transient.Default__REINST_KingKaiju_ElementNode_C_37674) CONTENT: Corrupt Element Node(/Engine/Transient.REINST_KingKaiju_ElementNode_C_1) CONTENT: Crystal(/Game/Mods/Ragnarok/Custom_Assets/Environment/Lava/Volcano/CrystalSpawns/LootItemSet_VolcanicCrystal.Default__LootItemSet_VolcanicCrystal_C) CONTENT: Obs(/Game/Mods/Ragnarok/Custom_Assets/Environment/Lava/Volcano/CrystalSpawns/LootItemSet_VolcanicCrystal.Default__LootItemSet_VolcanicCrystal_C) CONTENT: metal(/Game/Mods/Ragnarok/Custom_Assets/Environment/Lava/Volcano/CrystalSpawns/LootItemSet_VolcanicCrystal.Default__LootItemSet_VolcanicCrystal_C) CONTENT: Sulfur(/Game/Mods/Ragnarok/Custom_Assets/Environment/Lava/Volcano/CrystalSpawns/LootItemSet_VolcanicCrystal.Default__LootItemSet_VolcanicCrystal_C) CONTENT: Hot Hot Hot!(/Engine/Transient.REINST_PrimalInventoryBP_VolcanicCrystal_C_0) CONTENT: Volcanic Nugget(/Engine/Transient.REINST_PrimalInventoryBP_VolcanicCrystal_C_0) CONTENT: Hot Hot Hot!(/Engine/Transient.Default__REINST_PrimalInventoryBP_VolcanicCrystal_C_37747) CONTENT: Volcanic Nugget(/Engine/Transient.Default__REINST_PrimalInventoryBP_VolcanicCrystal_C_37747) CONTENT: Hot Hot Hot!(/Engine/Transient.REINST_PrimalInventoryBP_VolcanicCrystal_C_1) CONTENT: Volcanic Nugget(/Engine/Transient.REINST_PrimalInventoryBP_VolcanicCrystal_C_1) CONTENT: Loot Crate(/Engine/Transient.REINST_SupplyCrateBaseBP_Instantaneous_VolcanoCrystal_C_0) CONTENT: Loot Crate(/Engine/Transient.Default__REINST_SupplyCrateBaseBP_Instantaneous_VolcanoCrystal_C_37754) CONTENT: Loot Crate(/Engine/Transient.REINST_SupplyCrateBaseBP_Instantaneous_VolcanoCrystal_C_1) CONTENT: Crystal(/Engine/Transient.REINST_SupplyCrateBaseBP_Instantaneous_VolcanoCrystal_C_C_0) CONTENT: Volcanic Nugget(/Engine/Transient.REINST_SupplyCrateBaseBP_Instantaneous_VolcanoCrystal_C_C_0) CONTENT: Crystal(/Engine/Transient.Default__REINST_SupplyCrateBaseBP_Instantaneous_VolcanoCrystal_C_C_37761) CONTENT: Volcanic Nugget(/Engine/Transient.Default__REINST_SupplyCrateBaseBP_Instantaneous_VolcanoCrystal_C_C_37761) CONTENT: Crystal(/Engine/Transient.REINST_SupplyCrateBaseBP_Instantaneous_VolcanoCrystal_C_C_1) CONTENT: Volcanic Nugget(/Engine/Transient.REINST_SupplyCrateBaseBP_Instantaneous_VolcanoCrystal_C_C_1) LITERAL: Remaining(/Game/Extinction/Dinos/KingKaiju/Buff_KingKaijuHealthbar.Buff_KingKaijuHealthbar:BPGetHUDElements.K2Node_CallFunction_164845) LITERAL: {0} Minute{1}(/Game/Extinction/Dinos/KingKaiju/Buff_KingKaijuHealthbar.Buff_KingKaijuHealthbar:BPGetHUDElements.K2Node_FormatText_87) LITERAL: s(/Game/Extinction/Dinos/KingKaiju/Buff_KingKaijuHealthbar.Buff_KingKaijuHealthbar:BPGetHUDElements.K2Node_CallFunction_145278) LITERAL: {0} Minute{1}(/Game/Extinction/Dinos/KingKaiju/Buff_KingKaijuHealthbar.Buff_KingKaijuHealthbar:EdGraph_124218.K2Node_CallFunction_306718) LITERAL: 0(/Game/Extinction/Dinos/KingKaiju/Buff_KingKaijuHealthbar.Buff_KingKaijuHealthbar:EdGraph_124218.K2Node_MakeStruct_2592) LITERAL: 1(/Game/Extinction/Dinos/KingKaiju/Buff_KingKaijuHealthbar.Buff_KingKaijuHealthbar:EdGraph_124218.K2Node_MakeStruct_2593) CONTENT: Idle(/Engine/Transient.Default__REINST_KingKaiju_Character_BP_C_37842) CONTENT: Attack(/Engine/Transient.Default__REINST_KingKaiju_Character_BP_C_37842) CONTENT: Fireball(/Engine/Transient.Default__REINST_KingKaiju_Character_BP_C_37842) CONTENT: Wipeout(/Engine/Transient.Default__REINST_KingKaiju_Character_BP_C_37842) CONTENT: Move(/Engine/Transient.Default__REINST_KingKaiju_Character_BP_C_37842) CONTENT: Gamma King Titan(/Engine/Transient.Default__REINST_KingKaiju_Character_BP_C_37842) LITERAL: Section {0} State {1} to State {2}(/Game/Extinction/Dinos/KingKaiju/KingKaiju_Character_BP.KingKaiju_Character_BP:EdGraph_124427.K2Node_CallFunction_307786) LITERAL: 0(/Game/Extinction/Dinos/KingKaiju/KingKaiju_Character_BP.KingKaiju_Character_BP:EdGraph_124427.K2Node_MakeStruct_2594) LITERAL: 1(/Game/Extinction/Dinos/KingKaiju/KingKaiju_Character_BP.KingKaiju_Character_BP:EdGraph_124427.K2Node_MakeStruct_2595) LITERAL: 2(/Game/Extinction/Dinos/KingKaiju/KingKaiju_Character_BP.KingKaiju_Character_BP:EdGraph_124427.K2Node_MakeStruct_2596) CONTENT: Idle(/Engine/Transient.REINST_KingKaiju_Character_BP_C_1) CONTENT: Attack(/Engine/Transient.REINST_KingKaiju_Character_BP_C_1) CONTENT: Fireball(/Engine/Transient.REINST_KingKaiju_Character_BP_C_1) CONTENT: Wipeout(/Engine/Transient.REINST_KingKaiju_Character_BP_C_1) CONTENT: Move(/Engine/Transient.REINST_KingKaiju_Character_BP_C_1) CONTENT: Gamma King Titan(/Engine/Transient.REINST_KingKaiju_Character_BP_C_1) CONTENT: Corrupt Tumor(/Engine/Transient.REINST_CorruptTumor_Character_BP_C_0) CONTENT: Corrupt Tumor(/Engine/Transient.Default__REINST_CorruptTumor_Character_BP_C_37886) CONTENT: Corrupt Tumor(/Engine/Transient.REINST_CorruptTumor_Character_BP_C_1) LITERAL: King Titan is being drawn back to the center..(/Game/Extinction/Dinos/KingKaiju/AI/Task_HealKaiju.Task_HealKaiju:EventGraph.K2Node_CallFunction_229667) CONTENT: Idle(/Engine/Transient.Default__REINST_KingKaiju_Character_BP_C_37988) CONTENT: Attack(/Engine/Transient.Default__REINST_KingKaiju_Character_BP_C_37988) CONTENT: Fireball(/Engine/Transient.Default__REINST_KingKaiju_Character_BP_C_37988) CONTENT: Wipeout(/Engine/Transient.Default__REINST_KingKaiju_Character_BP_C_37988) CONTENT: Move(/Engine/Transient.Default__REINST_KingKaiju_Character_BP_C_37988) CONTENT: Gamma King Titan(/Engine/Transient.Default__REINST_KingKaiju_Character_BP_C_37988) LITERAL: Section {0} State {1} to State {2}(/Game/Extinction/Dinos/KingKaiju/KingKaiju_Character_BP.KingKaiju_Character_BP:EdGraph_124814.K2Node_CallFunction_310349) LITERAL: 0(/Game/Extinction/Dinos/KingKaiju/KingKaiju_Character_BP.KingKaiju_Character_BP:EdGraph_124814.K2Node_MakeStruct_2597) LITERAL: 1(/Game/Extinction/Dinos/KingKaiju/KingKaiju_Character_BP.KingKaiju_Character_BP:EdGraph_124814.K2Node_MakeStruct_2598) LITERAL: 2(/Game/Extinction/Dinos/KingKaiju/KingKaiju_Character_BP.KingKaiju_Character_BP:EdGraph_124814.K2Node_MakeStruct_2599) CONTENT: Blueprint'/Game/Extinction/Dinos/Corrupt/Raptor/Raptor_Character_BP_Corrupt.Raptor_Character_BP_Corrupt'(/Game/Extinction/Dinos/KingKaiju/KingKaiju_Character_BP.Default__KingKaiju_Character_BP_C) CONTENT: Blueprint'/Game/Extinction/Dinos/Corrupt/Trike/Trike_Character_BP_Corrupt.Trike_Character_BP_Corrupt'(/Game/Extinction/Dinos/KingKaiju/KingKaiju_Character_BP.Default__KingKaiju_Character_BP_C) CONTENT: Blueprint'/Game/Extinction/Dinos/Corrupt/Rex/Rex_Character_BP_Corrupt.Rex_Character_BP_Corrupt'(/Game/Extinction/Dinos/KingKaiju/KingKaiju_Character_BP.Default__KingKaiju_Character_BP_C) CONTENT: Blueprint'/Game/Extinction/Dinos/Corrupt/Chalicotherium/Chalico_Character_BP_Corrupt.Chalico_Character_BP_Corrupt'(/Game/Extinction/Dinos/KingKaiju/KingKaiju_Character_BP.Default__KingKaiju_Character_BP_C) CONTENT: Blueprint'/Game/Extinction/Dinos/Corrupt/Nameless/Xenomorph_Character_BP_Male_Tamed_Corrupt.Xenomorph_Character_BP_Male_Tamed_Corrupt'(/Game/Extinction/Dinos/KingKaiju/KingKaiju_Character_BP.Default__KingKaiju_Character_BP_C) CONTENT: Blueprint'/Game/Extinction/Dinos/Corrupt/Arthropluera/Arthro_Character_BP_Corrupt.Arthro_Character_BP_Corrupt'(/Game/Extinction/Dinos/KingKaiju/KingKaiju_Character_BP.Default__KingKaiju_Character_BP_C) CONTENT: Blueprint'/Game/Extinction/Dinos/Corrupt/Ptero/Ptero_Character_BP_Corrupt.Ptero_Character_BP_Corrupt'(/Game/Extinction/Dinos/KingKaiju/KingKaiju_Character_BP.Default__KingKaiju_Character_BP_C) CONTENT: Blueprint'/Game/Extinction/Dinos/Corrupt/Dimorphodon/Dimorph_Character_BP_Corrupt.Dimorph_Character_BP_Corrupt'(/Game/Extinction/Dinos/KingKaiju/KingKaiju_Character_BP.Default__KingKaiju_Character_BP_C) CONTENT: Idle(/Game/Extinction/Dinos/KingKaiju/KingKaiju_Character_BP.Default__KingKaiju_Character_BP_C) CONTENT: Attack(/Game/Extinction/Dinos/KingKaiju/KingKaiju_Character_BP.Default__KingKaiju_Character_BP_C) CONTENT: Fireball(/Game/Extinction/Dinos/KingKaiju/KingKaiju_Character_BP.Default__KingKaiju_Character_BP_C) CONTENT: Wipeout(/Game/Extinction/Dinos/KingKaiju/KingKaiju_Character_BP.Default__KingKaiju_Character_BP_C) CONTENT: Move(/Game/Extinction/Dinos/KingKaiju/KingKaiju_Character_BP.Default__KingKaiju_Character_BP_C) CONTENT: Gamma King Titan(/Game/Extinction/Dinos/KingKaiju/KingKaiju_Character_BP.Default__KingKaiju_Character_BP_C) CONTENT: Items Common(/Engine/Transient.Default__REINST_ArtifactCrate_KingKaiju_EX_C_37996) CONTENT: Items(/Engine/Transient.Default__REINST_ArtifactCrate_KingKaiju_EX_C_37996) CONTENT: Items Rare(/Engine/Transient.Default__REINST_ArtifactCrate_KingKaiju_EX_C_37996) CONTENT: TekItems(/Engine/Transient.Default__REINST_ArtifactCrate_KingKaiju_EX_C_37996) CONTENT: Very Rare(/Engine/Transient.Default__REINST_ArtifactCrate_KingKaiju_EX_C_37996) CONTENT: Mek Saddles(/Engine/Transient.Default__REINST_ArtifactCrate_KingKaiju_EX_C_37996) CONTENT: Very Rare(/Engine/Transient.Default__REINST_ArtifactCrate_KingKaiju_EX_C_37996) CONTENT: Mek Saddles(/Engine/Transient.Default__REINST_ArtifactCrate_KingKaiju_EX_C_37996) CONTENT: Ammo(/Engine/Transient.Default__REINST_ArtifactCrate_KingKaiju_EX_C_37996) CONTENT: Element(/Engine/Transient.Default__REINST_ArtifactCrate_KingKaiju_EX_C_37996) CONTENT: Bullets(/Engine/Transient.Default__REINST_ArtifactCrate_KingKaiju_EX_C_37996) CONTENT: MekAmmo(/Engine/Transient.Default__REINST_ArtifactCrate_KingKaiju_EX_C_37996) CONTENT: Apex Drop(/Engine/Transient.Default__REINST_ArtifactCrate_KingKaiju_EX_C_37996) CONTENT: Trophy(/Engine/Transient.Default__REINST_ArtifactCrate_KingKaiju_EX_C_37996) CONTENT: Flag(/Engine/Transient.Default__REINST_ArtifactCrate_KingKaiju_EX_C_37996) CONTENT: Items Common(/Game/Extinction/CoreBlueprints/ItemLootSets/SupplyCrates/ArtifactCrate_KingKaiju_EX.Default__ArtifactCrate_KingKaiju_EX_C) CONTENT: Items(/Game/Extinction/CoreBlueprints/ItemLootSets/SupplyCrates/ArtifactCrate_KingKaiju_EX.Default__ArtifactCrate_KingKaiju_EX_C) CONTENT: Items Rare(/Game/Extinction/CoreBlueprints/ItemLootSets/SupplyCrates/ArtifactCrate_KingKaiju_EX.Default__ArtifactCrate_KingKaiju_EX_C) CONTENT: TekItems(/Game/Extinction/CoreBlueprints/ItemLootSets/SupplyCrates/ArtifactCrate_KingKaiju_EX.Default__ArtifactCrate_KingKaiju_EX_C) CONTENT: Very Rare(/Game/Extinction/CoreBlueprints/ItemLootSets/SupplyCrates/ArtifactCrate_KingKaiju_EX.Default__ArtifactCrate_KingKaiju_EX_C) CONTENT: Mek Saddles(/Game/Extinction/CoreBlueprints/ItemLootSets/SupplyCrates/ArtifactCrate_KingKaiju_EX.Default__ArtifactCrate_KingKaiju_EX_C) CONTENT: Very Rare(/Game/Extinction/CoreBlueprints/ItemLootSets/SupplyCrates/ArtifactCrate_KingKaiju_EX.Default__ArtifactCrate_KingKaiju_EX_C) CONTENT: Mek Saddles(/Game/Extinction/CoreBlueprints/ItemLootSets/SupplyCrates/ArtifactCrate_KingKaiju_EX.Default__ArtifactCrate_KingKaiju_EX_C) CONTENT: Ammo(/Game/Extinction/CoreBlueprints/ItemLootSets/SupplyCrates/ArtifactCrate_KingKaiju_EX.Default__ArtifactCrate_KingKaiju_EX_C) CONTENT: Element(/Game/Extinction/CoreBlueprints/ItemLootSets/SupplyCrates/ArtifactCrate_KingKaiju_EX.Default__ArtifactCrate_KingKaiju_EX_C) CONTENT: Bullets(/Game/Extinction/CoreBlueprints/ItemLootSets/SupplyCrates/ArtifactCrate_KingKaiju_EX.Default__ArtifactCrate_KingKaiju_EX_C) CONTENT: MekAmmo(/Game/Extinction/CoreBlueprints/ItemLootSets/SupplyCrates/ArtifactCrate_KingKaiju_EX.Default__ArtifactCrate_KingKaiju_EX_C) CONTENT: Apex Drop(/Game/Extinction/CoreBlueprints/ItemLootSets/SupplyCrates/ArtifactCrate_KingKaiju_EX.Default__ArtifactCrate_KingKaiju_EX_C) CONTENT: Trophy(/Game/Extinction/CoreBlueprints/ItemLootSets/SupplyCrates/ArtifactCrate_KingKaiju_EX.Default__ArtifactCrate_KingKaiju_EX_C) CONTENT: Flag(/Game/Extinction/CoreBlueprints/ItemLootSets/SupplyCrates/ArtifactCrate_KingKaiju_EX.Default__ArtifactCrate_KingKaiju_EX_C) CONTENT: Items Common(/Engine/Transient.Default__REINST_ArtifactCrate_KingKaiju_Alpha_EX_C_38000) CONTENT: Items(/Engine/Transient.Default__REINST_ArtifactCrate_KingKaiju_Alpha_EX_C_38000) CONTENT: Items Rare(/Engine/Transient.Default__REINST_ArtifactCrate_KingKaiju_Alpha_EX_C_38000) CONTENT: TekItems(/Engine/Transient.Default__REINST_ArtifactCrate_KingKaiju_Alpha_EX_C_38000) CONTENT: Very Rare(/Engine/Transient.Default__REINST_ArtifactCrate_KingKaiju_Alpha_EX_C_38000) CONTENT: Mek Saddles(/Engine/Transient.Default__REINST_ArtifactCrate_KingKaiju_Alpha_EX_C_38000) CONTENT: Very Rare(/Engine/Transient.Default__REINST_ArtifactCrate_KingKaiju_Alpha_EX_C_38000) CONTENT: Mek Saddles(/Engine/Transient.Default__REINST_ArtifactCrate_KingKaiju_Alpha_EX_C_38000) CONTENT: Ammo(/Engine/Transient.Default__REINST_ArtifactCrate_KingKaiju_Alpha_EX_C_38000) CONTENT: Element(/Engine/Transient.Default__REINST_ArtifactCrate_KingKaiju_Alpha_EX_C_38000) CONTENT: Bullets(/Engine/Transient.Default__REINST_ArtifactCrate_KingKaiju_Alpha_EX_C_38000) CONTENT: MekAmmo(/Engine/Transient.Default__REINST_ArtifactCrate_KingKaiju_Alpha_EX_C_38000) CONTENT: Apex Drop(/Engine/Transient.Default__REINST_ArtifactCrate_KingKaiju_Alpha_EX_C_38000) CONTENT: Trophy(/Engine/Transient.Default__REINST_ArtifactCrate_KingKaiju_Alpha_EX_C_38000) CONTENT: Flag(/Engine/Transient.Default__REINST_ArtifactCrate_KingKaiju_Alpha_EX_C_38000) CONTENT: Items Common(/Game/Extinction/CoreBlueprints/ItemLootSets/SupplyCrates/ArtifactCrate_KingKaiju_Alpha_EX.Default__ArtifactCrate_KingKaiju_Alpha_EX_C) CONTENT: Items(/Game/Extinction/CoreBlueprints/ItemLootSets/SupplyCrates/ArtifactCrate_KingKaiju_Alpha_EX.Default__ArtifactCrate_KingKaiju_Alpha_EX_C) CONTENT: Items Rare(/Game/Extinction/CoreBlueprints/ItemLootSets/SupplyCrates/ArtifactCrate_KingKaiju_Alpha_EX.Default__ArtifactCrate_KingKaiju_Alpha_EX_C) CONTENT: TekItems(/Game/Extinction/CoreBlueprints/ItemLootSets/SupplyCrates/ArtifactCrate_KingKaiju_Alpha_EX.Default__ArtifactCrate_KingKaiju_Alpha_EX_C) CONTENT: Very Rare(/Game/Extinction/CoreBlueprints/ItemLootSets/SupplyCrates/ArtifactCrate_KingKaiju_Alpha_EX.Default__ArtifactCrate_KingKaiju_Alpha_EX_C) CONTENT: Mek Saddles(/Game/Extinction/CoreBlueprints/ItemLootSets/SupplyCrates/ArtifactCrate_KingKaiju_Alpha_EX.Default__ArtifactCrate_KingKaiju_Alpha_EX_C) CONTENT: Very Rare(/Game/Extinction/CoreBlueprints/ItemLootSets/SupplyCrates/ArtifactCrate_KingKaiju_Alpha_EX.Default__ArtifactCrate_KingKaiju_Alpha_EX_C) CONTENT: Mek Saddles(/Game/Extinction/CoreBlueprints/ItemLootSets/SupplyCrates/ArtifactCrate_KingKaiju_Alpha_EX.Default__ArtifactCrate_KingKaiju_Alpha_EX_C) CONTENT: Ammo(/Game/Extinction/CoreBlueprints/ItemLootSets/SupplyCrates/ArtifactCrate_KingKaiju_Alpha_EX.Default__ArtifactCrate_KingKaiju_Alpha_EX_C) CONTENT: Element(/Game/Extinction/CoreBlueprints/ItemLootSets/SupplyCrates/ArtifactCrate_KingKaiju_Alpha_EX.Default__ArtifactCrate_KingKaiju_Alpha_EX_C) CONTENT: Bullets(/Game/Extinction/CoreBlueprints/ItemLootSets/SupplyCrates/ArtifactCrate_KingKaiju_Alpha_EX.Default__ArtifactCrate_KingKaiju_Alpha_EX_C) CONTENT: MekAmmo(/Game/Extinction/CoreBlueprints/ItemLootSets/SupplyCrates/ArtifactCrate_KingKaiju_Alpha_EX.Default__ArtifactCrate_KingKaiju_Alpha_EX_C) CONTENT: Apex Drop(/Game/Extinction/CoreBlueprints/ItemLootSets/SupplyCrates/ArtifactCrate_KingKaiju_Alpha_EX.Default__ArtifactCrate_KingKaiju_Alpha_EX_C) CONTENT: Trophy(/Game/Extinction/CoreBlueprints/ItemLootSets/SupplyCrates/ArtifactCrate_KingKaiju_Alpha_EX.Default__ArtifactCrate_KingKaiju_Alpha_EX_C) CONTENT: Flag(/Game/Extinction/CoreBlueprints/ItemLootSets/SupplyCrates/ArtifactCrate_KingKaiju_Alpha_EX.Default__ArtifactCrate_KingKaiju_Alpha_EX_C) CONTENT: Items Common(/Engine/Transient.Default__REINST_ArtifactCrate_KingKaiju_Beta_EX_C_38004) CONTENT: Items(/Engine/Transient.Default__REINST_ArtifactCrate_KingKaiju_Beta_EX_C_38004) CONTENT: Items Rare(/Engine/Transient.Default__REINST_ArtifactCrate_KingKaiju_Beta_EX_C_38004) CONTENT: TekItems(/Engine/Transient.Default__REINST_ArtifactCrate_KingKaiju_Beta_EX_C_38004) CONTENT: Very Rare(/Engine/Transient.Default__REINST_ArtifactCrate_KingKaiju_Beta_EX_C_38004) CONTENT: Mek Saddles(/Engine/Transient.Default__REINST_ArtifactCrate_KingKaiju_Beta_EX_C_38004) CONTENT: Very Rare(/Engine/Transient.Default__REINST_ArtifactCrate_KingKaiju_Beta_EX_C_38004) CONTENT: Mek Saddles(/Engine/Transient.Default__REINST_ArtifactCrate_KingKaiju_Beta_EX_C_38004) CONTENT: Ammo(/Engine/Transient.Default__REINST_ArtifactCrate_KingKaiju_Beta_EX_C_38004) CONTENT: Element(/Engine/Transient.Default__REINST_ArtifactCrate_KingKaiju_Beta_EX_C_38004) CONTENT: Bullets(/Engine/Transient.Default__REINST_ArtifactCrate_KingKaiju_Beta_EX_C_38004) CONTENT: MekAmmo(/Engine/Transient.Default__REINST_ArtifactCrate_KingKaiju_Beta_EX_C_38004) CONTENT: Apex Drop(/Engine/Transient.Default__REINST_ArtifactCrate_KingKaiju_Beta_EX_C_38004) CONTENT: Trophy(/Engine/Transient.Default__REINST_ArtifactCrate_KingKaiju_Beta_EX_C_38004) CONTENT: Flag(/Engine/Transient.Default__REINST_ArtifactCrate_KingKaiju_Beta_EX_C_38004) CONTENT: MekTransformer(/Engine/Transient.Default__REINST_ArtifactCrate_KingKaiju_Beta_EX_C_38004) CONTENT: Items Common(/Game/Extinction/CoreBlueprints/ItemLootSets/SupplyCrates/ArtifactCrate_KingKaiju_Beta_EX.Default__ArtifactCrate_KingKaiju_Beta_EX_C) CONTENT: Items(/Game/Extinction/CoreBlueprints/ItemLootSets/SupplyCrates/ArtifactCrate_KingKaiju_Beta_EX.Default__ArtifactCrate_KingKaiju_Beta_EX_C) CONTENT: Items Rare(/Game/Extinction/CoreBlueprints/ItemLootSets/SupplyCrates/ArtifactCrate_KingKaiju_Beta_EX.Default__ArtifactCrate_KingKaiju_Beta_EX_C) CONTENT: TekItems(/Game/Extinction/CoreBlueprints/ItemLootSets/SupplyCrates/ArtifactCrate_KingKaiju_Beta_EX.Default__ArtifactCrate_KingKaiju_Beta_EX_C) CONTENT: Very Rare(/Game/Extinction/CoreBlueprints/ItemLootSets/SupplyCrates/ArtifactCrate_KingKaiju_Beta_EX.Default__ArtifactCrate_KingKaiju_Beta_EX_C) CONTENT: Mek Saddles(/Game/Extinction/CoreBlueprints/ItemLootSets/SupplyCrates/ArtifactCrate_KingKaiju_Beta_EX.Default__ArtifactCrate_KingKaiju_Beta_EX_C) CONTENT: Very Rare(/Game/Extinction/CoreBlueprints/ItemLootSets/SupplyCrates/ArtifactCrate_KingKaiju_Beta_EX.Default__ArtifactCrate_KingKaiju_Beta_EX_C) CONTENT: Mek Saddles(/Game/Extinction/CoreBlueprints/ItemLootSets/SupplyCrates/ArtifactCrate_KingKaiju_Beta_EX.Default__ArtifactCrate_KingKaiju_Beta_EX_C) CONTENT: Ammo(/Game/Extinction/CoreBlueprints/ItemLootSets/SupplyCrates/ArtifactCrate_KingKaiju_Beta_EX.Default__ArtifactCrate_KingKaiju_Beta_EX_C) CONTENT: Element(/Game/Extinction/CoreBlueprints/ItemLootSets/SupplyCrates/ArtifactCrate_KingKaiju_Beta_EX.Default__ArtifactCrate_KingKaiju_Beta_EX_C) CONTENT: Bullets(/Game/Extinction/CoreBlueprints/ItemLootSets/SupplyCrates/ArtifactCrate_KingKaiju_Beta_EX.Default__ArtifactCrate_KingKaiju_Beta_EX_C) CONTENT: MekAmmo(/Game/Extinction/CoreBlueprints/ItemLootSets/SupplyCrates/ArtifactCrate_KingKaiju_Beta_EX.Default__ArtifactCrate_KingKaiju_Beta_EX_C) CONTENT: Apex Drop(/Game/Extinction/CoreBlueprints/ItemLootSets/SupplyCrates/ArtifactCrate_KingKaiju_Beta_EX.Default__ArtifactCrate_KingKaiju_Beta_EX_C) CONTENT: Trophy(/Game/Extinction/CoreBlueprints/ItemLootSets/SupplyCrates/ArtifactCrate_KingKaiju_Beta_EX.Default__ArtifactCrate_KingKaiju_Beta_EX_C) CONTENT: Flag(/Game/Extinction/CoreBlueprints/ItemLootSets/SupplyCrates/ArtifactCrate_KingKaiju_Beta_EX.Default__ArtifactCrate_KingKaiju_Beta_EX_C) CONTENT: MekTransformer(/Game/Extinction/CoreBlueprints/ItemLootSets/SupplyCrates/ArtifactCrate_KingKaiju_Beta_EX.Default__ArtifactCrate_KingKaiju_Beta_EX_C) CONTENT: Corruption(/Engine/Transient.Default__REINST_Buff_CorruptWave_C_38008) CONTENT: Corruption is affecting your brain!(/Engine/Transient.Default__REINST_Buff_CorruptWave_C_38008) CONTENT: Hallucinating!(/Engine/Transient.Default__REINST_Buff_CorruptWave_C_38008) CONTENT: Corruption(/Game/Extinction/Dinos/KingKaiju/Buff_CorruptWave.Default__Buff_CorruptWave_C) CONTENT: Corruption is affecting your brain!(/Game/Extinction/Dinos/KingKaiju/Buff_CorruptWave.Default__Buff_CorruptWave_C) CONTENT: Hallucinating!(/Game/Extinction/Dinos/KingKaiju/Buff_CorruptWave.Default__Buff_CorruptWave_C) LITERAL: Wave Hit {0}(/Game/Extinction/Dinos/KingKaiju/Proj_CorruptionWave.Proj_CorruptionWave:ExecuteUbergraph_Proj_CorruptionWave.K2Node_CallFunction_310689) LITERAL: 0(/Game/Extinction/Dinos/KingKaiju/Proj_CorruptionWave.Proj_CorruptionWave:ExecuteUbergraph_Proj_CorruptionWave.K2Node_MakeStruct_2600) CONTENT: Stunned!(/Engine/Transient.Default__REINST_Buff_KingKaijuStun_C_38024) CONTENT: Stunned!(/Game/Extinction/CoreBlueprints/Buffs/Buff_KingKaijuStun.Default__Buff_KingKaijuStun_C) CONTENT: Corrupt Element Node(/Engine/Transient.Default__REINST_KingKaiju_ElementNode_C_38036) CONTENT: Corrupt Element Node(/Game/Extinction/Dinos/KingKaiju/KingKaiju_ElementNode.Default__KingKaiju_ElementNode_C) CONTENT: Hot Hot Hot!(/Engine/Transient.Default__REINST_PrimalInventoryBP_VolcanicCrystal_C_38084) CONTENT: Volcanic Nugget(/Engine/Transient.Default__REINST_PrimalInventoryBP_VolcanicCrystal_C_38084) CONTENT: Hot Hot Hot!(/Game/Mods/Ragnarok/Custom_Assets/Environment/Lava/Volcano/CrystalSpawns/PrimalInventoryBP_VolcanicCrystal.Default__PrimalInventoryBP_VolcanicCrystal_C) CONTENT: Volcanic Nugget(/Game/Mods/Ragnarok/Custom_Assets/Environment/Lava/Volcano/CrystalSpawns/PrimalInventoryBP_VolcanicCrystal.Default__PrimalInventoryBP_VolcanicCrystal_C) CONTENT: Loot Crate(/Engine/Transient.Default__REINST_SupplyCrateBaseBP_Instantaneous_VolcanoCrystal_C_38088) CONTENT: Loot Crate(/Game/Mods/Ragnarok/Custom_Assets/Environment/Lava/Volcano/CrystalSpawns/SupplyCrateBaseBP_Instantaneous_VolcanoCrystal.Default__SupplyCrateBaseBP_Instantaneous_VolcanoCrystal_C) CONTENT: Crystal(/Engine/Transient.Default__REINST_SupplyCrateBaseBP_Instantaneous_VolcanoCrystal_C_C_38092) CONTENT: Volcanic Nugget(/Engine/Transient.Default__REINST_SupplyCrateBaseBP_Instantaneous_VolcanoCrystal_C_C_38092) CONTENT: Crystal(/Game/Mods/Ragnarok/Custom_Assets/Environment/Lava/Volcano/CrystalSpawns/SupplyCrateBaseBP_Instantaneous_VolcanoCrystal_C.Default__SupplyCrateBaseBP_Instantaneous_VolcanoCrystal_C_C) CONTENT: Volcanic Nugget(/Game/Mods/Ragnarok/Custom_Assets/Environment/Lava/Volcano/CrystalSpawns/SupplyCrateBaseBP_Instantaneous_VolcanoCrystal_C.Default__SupplyCrateBaseBP_Instantaneous_VolcanoCrystal_C_C) LITERAL: {0} Minute{1}(/Game/Extinction/Dinos/KingKaiju/Buff_KingKaijuHealthbar.Buff_KingKaijuHealthbar:EdGraph_125082.K2Node_CallFunction_311228) LITERAL: 0(/Game/Extinction/Dinos/KingKaiju/Buff_KingKaijuHealthbar.Buff_KingKaijuHealthbar:EdGraph_125082.K2Node_MakeStruct_2601) LITERAL: 1(/Game/Extinction/Dinos/KingKaiju/Buff_KingKaijuHealthbar.Buff_KingKaijuHealthbar:EdGraph_125082.K2Node_MakeStruct_2602) CONTENT: Colossal Titan Health(/Game/Extinction/Dinos/KingKaiju/Buff_KingKaijuHealthbar.Default__Buff_KingKaijuHealthbar_C) CONTENT: Colossal Titan Health(/Game/Extinction/Dinos/KingKaiju/Buff_KingKaijuStasisRange.Default__Buff_KingKaijuStasisRange_C) CONTENT: Corrupt Tumor(/Engine/Transient.Default__REINST_CorruptTumor_Character_BP_C_38136) CONTENT: Blueprint'/Game/Extinction/Dinos/Corrupt/Arthropluera/Arthro_Character_BP_Corrupt.Arthro_Character_BP_Corrupt'(/Game/Extinction/Dinos/KingKaiju/CorruptTumor_Character_BP.Default__CorruptTumor_Character_BP_C) CONTENT: Blueprint'/Game/Extinction/Dinos/Corrupt/Dilo/Dilo_Character_BP_Corrupt.Dilo_Character_BP_Corrupt'(/Game/Extinction/Dinos/KingKaiju/CorruptTumor_Character_BP.Default__CorruptTumor_Character_BP_C) CONTENT: Blueprint'/Game/Extinction/Dinos/Corrupt/Raptor/Raptor_Character_BP_Corrupt.Raptor_Character_BP_Corrupt'(/Game/Extinction/Dinos/KingKaiju/CorruptTumor_Character_BP.Default__CorruptTumor_Character_BP_C) CONTENT: Blueprint'/Game/Extinction/Dinos/Corrupt/Trike/Trike_Character_BP_Corrupt.Trike_Character_BP_Corrupt'(/Game/Extinction/Dinos/KingKaiju/CorruptTumor_Character_BP.Default__CorruptTumor_Character_BP_C) CONTENT: Blueprint'/Game/Extinction/Dinos/Corrupt/Paraceratherium/Paracer_Character_BP_Corrupt.Paracer_Character_BP_Corrupt'(/Game/Extinction/Dinos/KingKaiju/CorruptTumor_Character_BP.Default__CorruptTumor_Character_BP_C) CONTENT: Blueprint'/Game/Extinction/Dinos/Corrupt/Carno/Carno_Character_BP_Corrupt.Carno_Character_BP_Corrupt'(/Game/Extinction/Dinos/KingKaiju/CorruptTumor_Character_BP.Default__CorruptTumor_Character_BP_C) CONTENT: Blueprint'/Game/Extinction/Dinos/Corrupt/RockDrake/RockDrake_Character_BP_Corrupt.RockDrake_Character_BP_Corrupt'(/Game/Extinction/Dinos/KingKaiju/CorruptTumor_Character_BP.Default__CorruptTumor_Character_BP_C) CONTENT: Blueprint'/Game/Extinction/Dinos/Corrupt/Trike/MegaTrike_Character_BP_Corrupt.MegaTrike_Character_BP_Corrupt'(/Game/Extinction/Dinos/KingKaiju/CorruptTumor_Character_BP.Default__CorruptTumor_Character_BP_C) CONTENT: Blueprint'/Game/Extinction/Dinos/Corrupt/Ptero/Ptero_Character_BP_Corrupt.Ptero_Character_BP_Corrupt'(/Game/Extinction/Dinos/KingKaiju/CorruptTumor_Character_BP.Default__CorruptTumor_Character_BP_C) CONTENT: Blueprint'/Game/Extinction/Dinos/Corrupt/Dimorphodon/Dimorph_Character_BP_Corrupt.Dimorph_Character_BP_Corrupt'(/Game/Extinction/Dinos/KingKaiju/CorruptTumor_Character_BP.Default__CorruptTumor_Character_BP_C) CONTENT: Blueprint'/Game/Extinction/Dinos/Corrupt/Raptor/Raptor_Character_BP_Corrupt.Raptor_Character_BP_Corrupt'(/Game/Extinction/Dinos/KingKaiju/CorruptTumor_Character_BP.Default__CorruptTumor_Character_BP_C) CONTENT: Blueprint'/Game/Extinction/Dinos/Corrupt/Wyvern/Wyvern_Character_BP_Fire_Corrupt.Wyvern_Character_BP_Fire_Corrupt'(/Game/Extinction/Dinos/KingKaiju/CorruptTumor_Character_BP.Default__CorruptTumor_Character_BP_C) CONTENT: Blueprint'/Game/Extinction/Dinos/Corrupt/Giganotosaurus/Gigant_Character_BP_Corrupt.Gigant_Character_BP_Corrupt'(/Game/Extinction/Dinos/KingKaiju/CorruptTumor_Character_BP.Default__CorruptTumor_Character_BP_C) CONTENT: Corrupt Tumor(/Game/Extinction/Dinos/KingKaiju/CorruptTumor_Character_BP.Default__CorruptTumor_Character_BP_C) CONTENT: ACHIEVEMENT_34(/Engine/Transient.REINST_KingKaiju_Character_BP_Alpha_C_0) CONTENT: Alpha King Titan(/Engine/Transient.REINST_KingKaiju_Character_BP_Alpha_C_0) CONTENT: ACHIEVEMENT_34(/Engine/Transient.Default__REINST_KingKaiju_Character_BP_Alpha_C_38202) CONTENT: Alpha King Titan(/Engine/Transient.Default__REINST_KingKaiju_Character_BP_Alpha_C_38202) CONTENT: ACHIEVEMENT_34(/Engine/Transient.REINST_KingKaiju_Character_BP_Alpha_C_1) CONTENT: Alpha King Titan(/Engine/Transient.REINST_KingKaiju_Character_BP_Alpha_C_1) CONTENT: ACHIEVEMENT_34(/Engine/Transient.Default__REINST_KingKaiju_Character_BP_Alpha_C_38206) CONTENT: Alpha King Titan(/Engine/Transient.Default__REINST_KingKaiju_Character_BP_Alpha_C_38206) CONTENT: ACHIEVEMENT_34(/Game/Extinction/Dinos/KingKaiju/KingKaiju_Character_BP_Alpha.Default__KingKaiju_Character_BP_Alpha_C) CONTENT: Alpha King Titan(/Game/Extinction/Dinos/KingKaiju/KingKaiju_Character_BP_Alpha.Default__KingKaiju_Character_BP_Alpha_C) CONTENT: Beta King Titan(/Engine/Transient.REINST_KingKaiju_Character_BP_Beta_C_0) CONTENT: Beta King Titan(/Engine/Transient.Default__REINST_KingKaiju_Character_BP_Beta_C_38214) CONTENT: Beta King Titan(/Engine/Transient.REINST_KingKaiju_Character_BP_Beta_C_1) CONTENT: Beta King Titan(/Engine/Transient.Default__REINST_KingKaiju_Character_BP_Beta_C_38218) CONTENT: Beta King Titan(/Game/Extinction/Dinos/KingKaiju/KingKaiju_Character_BP_Beta.Default__KingKaiju_Character_BP_Beta_C) CONTENT: Energy(/Game/Extinction/CoreBlueprints/DinoCharacterStatusComponent_BP_MegaMek.Default__DinoCharacterStatusComponent_BP_MegaMek_C) CONTENT: Idle(/Engine/Transient.REINST_MegaMek_Character_BP_C_0) CONTENT: Attack Sword(/Engine/Transient.REINST_MegaMek_Character_BP_C_0) CONTENT: Attack Pistol(/Engine/Transient.REINST_MegaMek_Character_BP_C_0) CONTENT: Mortar(/Engine/Transient.REINST_MegaMek_Character_BP_C_0) CONTENT: Hover(/Engine/Transient.REINST_MegaMek_Character_BP_C_0) CONTENT: hip_Aux_Jnt(/Engine/Transient.REINST_MegaMek_Character_BP_C_0) CONTENT: Move(/Engine/Transient.REINST_MegaMek_Character_BP_C_0) CONTENT: Mega Mek(/Engine/Transient.REINST_MegaMek_Character_BP_C_0) LITERAL: Self-Destruct Initiated(/Game/Extinction/Dinos/Mek/MegaMek_Character_BP.MegaMek_Character_BP:EventGraph.K2Node_CallFunction_82859) CONTENT: Idle(/Engine/Transient.Default__REINST_MegaMek_Character_BP_C_38232) CONTENT: Attack Sword(/Engine/Transient.Default__REINST_MegaMek_Character_BP_C_38232) CONTENT: Attack Pistol(/Engine/Transient.Default__REINST_MegaMek_Character_BP_C_38232) CONTENT: Mortar(/Engine/Transient.Default__REINST_MegaMek_Character_BP_C_38232) CONTENT: Hover(/Engine/Transient.Default__REINST_MegaMek_Character_BP_C_38232) CONTENT: hip_Aux_Jnt(/Engine/Transient.Default__REINST_MegaMek_Character_BP_C_38232) CONTENT: Move(/Engine/Transient.Default__REINST_MegaMek_Character_BP_C_38232) CONTENT: Mega Mek(/Engine/Transient.Default__REINST_MegaMek_Character_BP_C_38232) CONTENT: Idle(/Engine/Transient.REINST_MegaMek_Character_BP_C_1) CONTENT: Attack Sword(/Engine/Transient.REINST_MegaMek_Character_BP_C_1) CONTENT: Attack Pistol(/Engine/Transient.REINST_MegaMek_Character_BP_C_1) CONTENT: Mortar(/Engine/Transient.REINST_MegaMek_Character_BP_C_1) CONTENT: Hover(/Engine/Transient.REINST_MegaMek_Character_BP_C_1) CONTENT: hip_Aux_Jnt(/Engine/Transient.REINST_MegaMek_Character_BP_C_1) CONTENT: Move(/Engine/Transient.REINST_MegaMek_Character_BP_C_1) CONTENT: Mega Mek(/Engine/Transient.REINST_MegaMek_Character_BP_C_1) CONTENT: Idle(/Engine/Transient.Default__REINST_MegaMek_Character_BP_C_38236) CONTENT: Attack Sword(/Engine/Transient.Default__REINST_MegaMek_Character_BP_C_38236) CONTENT: Attack Pistol(/Engine/Transient.Default__REINST_MegaMek_Character_BP_C_38236) CONTENT: Mortar(/Engine/Transient.Default__REINST_MegaMek_Character_BP_C_38236) CONTENT: Hover(/Engine/Transient.Default__REINST_MegaMek_Character_BP_C_38236) CONTENT: hip_Aux_Jnt(/Engine/Transient.Default__REINST_MegaMek_Character_BP_C_38236) CONTENT: Move(/Engine/Transient.Default__REINST_MegaMek_Character_BP_C_38236) CONTENT: Mega Mek(/Engine/Transient.Default__REINST_MegaMek_Character_BP_C_38236) CONTENT: Idle(/Game/Extinction/Dinos/Mek/MegaMek_Character_BP.Default__MegaMek_Character_BP_C) CONTENT: Attack Sword(/Game/Extinction/Dinos/Mek/MegaMek_Character_BP.Default__MegaMek_Character_BP_C) CONTENT: Attack Pistol(/Game/Extinction/Dinos/Mek/MegaMek_Character_BP.Default__MegaMek_Character_BP_C) CONTENT: Mortar(/Game/Extinction/Dinos/Mek/MegaMek_Character_BP.Default__MegaMek_Character_BP_C) CONTENT: Hover(/Game/Extinction/Dinos/Mek/MegaMek_Character_BP.Default__MegaMek_Character_BP_C) CONTENT: hip_Aux_Jnt(/Game/Extinction/Dinos/Mek/MegaMek_Character_BP.Default__MegaMek_Character_BP_C) CONTENT: Move(/Game/Extinction/Dinos/Mek/MegaMek_Character_BP.Default__MegaMek_Character_BP_C) CONTENT: Mega Mek(/Game/Extinction/Dinos/Mek/MegaMek_Character_BP.Default__MegaMek_Character_BP_C) CONTENT: Increased Food Consumption(/Engine/Transient.REINST_Buff_WastelandHunger_C_0) CONTENT: Harsh conditions cause increased food consumption in the Wasteland.(/Engine/Transient.REINST_Buff_WastelandHunger_C_0) CONTENT: Increased Food Consumption(/Engine/Transient.Default__REINST_Buff_WastelandHunger_C_38243) CONTENT: Harsh conditions cause increased food consumption in the Wasteland.(/Engine/Transient.Default__REINST_Buff_WastelandHunger_C_38243) CONTENT: Increased Food Consumption(/Engine/Transient.REINST_Buff_WastelandHunger_C_1) CONTENT: Harsh conditions cause increased food consumption in the Wasteland.(/Engine/Transient.REINST_Buff_WastelandHunger_C_1) CONTENT: Increased Food Consumption(/Engine/Transient.Default__REINST_Buff_WastelandHunger_C_38247) CONTENT: Harsh conditions cause increased food consumption in the Wasteland.(/Engine/Transient.Default__REINST_Buff_WastelandHunger_C_38247) CONTENT: Increased Food Consumption(/Game/Extinction/CoreBlueprints/Buffs/Buff_WastelandHunger.Default__Buff_WastelandHunger_C) CONTENT: Harsh conditions cause increased food consumption in the Wasteland.(/Game/Extinction/CoreBlueprints/Buffs/Buff_WastelandHunger.Default__Buff_WastelandHunger_C) LITERAL: Return Time Remaining: {Time}(/Game/Extinction/CoreBlueprints/Tribute/EX_BossArenaManager.EX_BossArenaManager:BPClientHandleNetExecCommand.K2Node_FormatText_40) LITERAL: Arena Time Remaining: {Time}(/Game/Extinction/CoreBlueprints/Tribute/EX_BossArenaManager.EX_BossArenaManager:BPClientHandleNetExecCommand.K2Node_FormatText_8) LITERAL: Cooldown Remaining: (/Game/Extinction/CoreBlueprints/Tribute/EX_BossArenaManager.EX_BossArenaManager:IsValidForTeleport.K2Node_CallFunction_172432) LITERAL: This Titan already exists in the world(/Game/Extinction/CoreBlueprints/Tribute/EX_BossArenaManager.EX_BossArenaManager:IsValidForTeleport.K2Node_Select_372) LITERAL: This Titan already exists in the world(/Game/Extinction/CoreBlueprints/Tribute/EX_BossArenaManager.EX_BossArenaManager:IsValidForTeleport.K2Node_Select_394) LITERAL: The Arena is currently occupied...(/Game/Extinction/CoreBlueprints/Tribute/EX_BossArenaManager.EX_BossArenaManager:IsValidForTeleport.K2Node_Select_491) LITERAL: 0(/Game/Extinction/CoreBlueprints/Tribute/EX_BossTeleporter.EX_BossTeleporter:EdGraph_125374.K2Node_MakeStruct_2603) LITERAL: 0(/Game/Extinction/CoreBlueprints/Tribute/EX_BossTeleporter.EX_BossTeleporter:EdGraph_125374.K2Node_MakeStruct_2604) LITERAL: Arena Time Remaining: {Time}(/Game/Extinction/CoreBlueprints/Tribute/EX_BossArenaManager.EX_BossArenaManager:EdGraph_125459.K2Node_CallFunction_312526) LITERAL: Time(/Game/Extinction/CoreBlueprints/Tribute/EX_BossArenaManager.EX_BossArenaManager:EdGraph_125459.K2Node_MakeStruct_2605) LITERAL: Return Time Remaining: {Time}(/Game/Extinction/CoreBlueprints/Tribute/EX_BossArenaManager.EX_BossArenaManager:EdGraph_125459.K2Node_CallFunction_312527) LITERAL: Time(/Game/Extinction/CoreBlueprints/Tribute/EX_BossArenaManager.EX_BossArenaManager:EdGraph_125459.K2Node_MakeStruct_2606) LITERAL: 0(/Game/Extinction/CoreBlueprints/Tribute/EX_BossTeleporter.EX_BossTeleporter:EdGraph_125486.K2Node_MakeStruct_2607) LITERAL: 0(/Game/Extinction/CoreBlueprints/Tribute/EX_BossTeleporter.EX_BossTeleporter:EdGraph_125486.K2Node_MakeStruct_2608) LITERAL: Arena Time Remaining: {Time}(/Game/Extinction/CoreBlueprints/Tribute/EX_BossArenaManager.EX_BossArenaManager:EdGraph_125533.K2Node_CallFunction_312736) LITERAL: Time(/Game/Extinction/CoreBlueprints/Tribute/EX_BossArenaManager.EX_BossArenaManager:EdGraph_125533.K2Node_MakeStruct_2609) LITERAL: Return Time Remaining: {Time}(/Game/Extinction/CoreBlueprints/Tribute/EX_BossArenaManager.EX_BossArenaManager:EdGraph_125533.K2Node_CallFunction_312737) LITERAL: Time(/Game/Extinction/CoreBlueprints/Tribute/EX_BossArenaManager.EX_BossArenaManager:EdGraph_125533.K2Node_MakeStruct_2610) CONTENT: Tribute Requirements(/Engine/Transient.REINST_PrimalItem_BossTributeEX_C_0) CONTENT: Generate with Tribute(/Engine/Transient.REINST_PrimalItem_BossTributeEX_C_0) CONTENT: Summon A Boss(/Engine/Transient.REINST_PrimalItem_BossTributeEX_C_0) CONTENT: Summon the boss with this! :) Min Survivor Level Requirement: 1(/Engine/Transient.REINST_PrimalItem_BossTributeEX_C_0) CONTENT: Tribute Requirements(/Engine/Transient.Default__REINST_PrimalItem_BossTributeEX_C_38281) CONTENT: Generate with Tribute(/Engine/Transient.Default__REINST_PrimalItem_BossTributeEX_C_38281) CONTENT: Summon A Boss(/Engine/Transient.Default__REINST_PrimalItem_BossTributeEX_C_38281) CONTENT: Summon the boss with this! :) Min Survivor Level Requirement: 1(/Engine/Transient.Default__REINST_PrimalItem_BossTributeEX_C_38281) CONTENT: Tribute Requirements(/Engine/Transient.REINST_PrimalItem_BossTributeEX_C_1) CONTENT: Generate with Tribute(/Engine/Transient.REINST_PrimalItem_BossTributeEX_C_1) CONTENT: Summon A Boss(/Engine/Transient.REINST_PrimalItem_BossTributeEX_C_1) CONTENT: Summon the boss with this! :) Min Survivor Level Requirement: 1(/Engine/Transient.REINST_PrimalItem_BossTributeEX_C_1) CONTENT: Tribute Requirements(/Engine/Transient.Default__REINST_PrimalItem_BossTributeEX_C_38285) CONTENT: Generate with Tribute(/Engine/Transient.Default__REINST_PrimalItem_BossTributeEX_C_38285) CONTENT: Summon A Boss(/Engine/Transient.Default__REINST_PrimalItem_BossTributeEX_C_38285) CONTENT: Summon the boss with this! :) Min Survivor Level Requirement: 1(/Engine/Transient.Default__REINST_PrimalItem_BossTributeEX_C_38285) CONTENT: Tribute Requirements(/Game/Extinction/CoreBlueprints/Items/Tribute/PrimalItem_BossTributeEX.Default__PrimalItem_BossTributeEX_C) CONTENT: Generate with Tribute(/Game/Extinction/CoreBlueprints/Items/Tribute/PrimalItem_BossTributeEX.Default__PrimalItem_BossTributeEX_C) CONTENT: Summon A Boss(/Game/Extinction/CoreBlueprints/Items/Tribute/PrimalItem_BossTributeEX.Default__PrimalItem_BossTributeEX_C) CONTENT: Summon the boss with this! :) Min Survivor Level Requirement: 1(/Game/Extinction/CoreBlueprints/Items/Tribute/PrimalItem_BossTributeEX.Default__PrimalItem_BossTributeEX_C) CONTENT: Summon Desert Titan(/Game/Extinction/CoreBlueprints/Items/Tribute/PrimalItem_BossTribute_DesertKaiju.Default__PrimalItem_BossTribute_DesertKaiju_C) CONTENT: Use this to summon the Desert Titan.(/Game/Extinction/CoreBlueprints/Items/Tribute/PrimalItem_BossTribute_DesertKaiju.Default__PrimalItem_BossTribute_DesertKaiju_C) CONTENT: Summon Forest Titan(/Game/Extinction/CoreBlueprints/Items/Tribute/PrimalItem_BossTribute_ForestKaiju.Default__PrimalItem_BossTribute_ForestKaiju_C) CONTENT: Use this to summon the Forest Titan.(/Game/Extinction/CoreBlueprints/Items/Tribute/PrimalItem_BossTribute_ForestKaiju.Default__PrimalItem_BossTribute_ForestKaiju_C) CONTENT: Summon Ice Titan(/Game/Extinction/CoreBlueprints/Items/Tribute/PrimalItem_BossTribute_IceKaiju.Default__PrimalItem_BossTribute_IceKaiju_C) CONTENT: Use this to summon the Ice Titan.(/Game/Extinction/CoreBlueprints/Items/Tribute/PrimalItem_BossTribute_IceKaiju.Default__PrimalItem_BossTribute_IceKaiju_C) CONTENT: Summon Gamma King Titan(/Game/Extinction/CoreBlueprints/Items/Tribute/PrimalItem_BossTribute_KingKaijuEasy.Default__PrimalItem_BossTribute_KingKaijuEasy_C) CONTENT: Use this to summon Gamma King Titan.(/Game/Extinction/CoreBlueprints/Items/Tribute/PrimalItem_BossTribute_KingKaijuEasy.Default__PrimalItem_BossTribute_KingKaijuEasy_C) CONTENT: Summon Alpha King Titan(/Game/Extinction/CoreBlueprints/Items/Tribute/PrimalItem_BossTribute_KingKaijuHard.Default__PrimalItem_BossTribute_KingKaijuHard_C) CONTENT: Use this to summon Alpha King Titan.(/Game/Extinction/CoreBlueprints/Items/Tribute/PrimalItem_BossTribute_KingKaijuHard.Default__PrimalItem_BossTribute_KingKaijuHard_C) CONTENT: Summon Beta King Titan(/Game/Extinction/CoreBlueprints/Items/Tribute/PrimalItem_BossTribute_KingKaijuMedium.Default__PrimalItem_BossTribute_KingKaijuMedium_C) CONTENT: Use this to summon Beta King Titan.(/Game/Extinction/CoreBlueprints/Items/Tribute/PrimalItem_BossTribute_KingKaijuMedium.Default__PrimalItem_BossTribute_KingKaijuMedium_C) CONTENT: Desert Titan Terminal(/Engine/Transient.REINST_TributeTerminal_Desert_C_0) CONTENT: Desert Titan Terminal(/Engine/Transient.Default__REINST_TributeTerminal_Desert_C_38419) CONTENT: Desert Titan Terminal(/Engine/Transient.REINST_TributeTerminal_Desert_C_1) CONTENT: Desert Titan Terminal(/Engine/Transient.Default__REINST_TributeTerminal_Desert_C_38423) CONTENT: Desert Titan Terminal(/Game/Extinction/CoreBlueprints/Tribute/TributeTerminal_Desert.Default__TributeTerminal_Desert_C) CONTENT: Forest Titan Terminal(/Engine/Transient.REINST_TributeTerminal_Forest_C_0) CONTENT: Forest Titan Terminal(/Engine/Transient.Default__REINST_TributeTerminal_Forest_C_38430) CONTENT: Forest Titan Terminal(/Engine/Transient.REINST_TributeTerminal_Forest_C_1) CONTENT: Forest Titan Terminal(/Engine/Transient.Default__REINST_TributeTerminal_Forest_C_38434) CONTENT: Forest Titan Terminal(/Game/Extinction/CoreBlueprints/Tribute/TributeTerminal_Forest.Default__TributeTerminal_Forest_C) CONTENT: King Titan Terminal(/Engine/Transient.REINST_TributeTerminal_FZ_C_0) CONTENT: King Titan Terminal(/Engine/Transient.Default__REINST_TributeTerminal_FZ_C_38441) CONTENT: King Titan Terminal(/Engine/Transient.REINST_TributeTerminal_FZ_C_1) CONTENT: King Titan Terminal(/Engine/Transient.Default__REINST_TributeTerminal_FZ_C_38445) CONTENT: King Titan Terminal(/Game/Extinction/CoreBlueprints/Tribute/TributeTerminal_FZ.Default__TributeTerminal_FZ_C) CONTENT: Ice Titan Terminal(/Engine/Transient.REINST_TributeTerminal_Snow_C_0) CONTENT: Ice Titan Terminal(/Engine/Transient.Default__REINST_TributeTerminal_Snow_C_38452) CONTENT: Ice Titan Terminal(/Engine/Transient.REINST_TributeTerminal_Snow_C_1) CONTENT: Ice Titan Terminal(/Engine/Transient.Default__REINST_TributeTerminal_Snow_C_38456) CONTENT: Ice Titan Terminal(/Game/Extinction/CoreBlueprints/Tribute/TributeTerminal_Snow.Default__TributeTerminal_Snow_C) LITERAL: Shoot(/Game/Extinction/Environment/Greybox/Meteor_Shower/Meteor_launcher.Meteor_launcher:EventGraph.K2Node_CallFunction_200675) LITERAL: Shoot(/Game/Extinction/Environment/Greybox/Meteor_Shower/Meteor_launcher.Meteor_launcher:EventGraph.K2Node_CallFunction_205214) LITERAL: Update Location(/Game/Extinction/Environment/Greybox/Meteor_Shower/Meteor_launcher.Meteor_launcher:EventGraph.K2Node_CallFunction_130809) LITERAL: Update Location(/Game/Extinction/Environment/Greybox/Meteor_Shower/Meteor_launcher.Meteor_launcher:EventGraph.K2Node_CallFunction_200543) LITERAL: This1(/Game/Extinction/Environment/Sky/BP_EX_Sky_Sphere_ARK.BP_EX_Sky_Sphere_ARK:Update Material.K2Node_CallFunction_136873) LITERAL: Next1(/Game/Extinction/Environment/Sky/BP_EX_Sky_Sphere_ARK.BP_EX_Sky_Sphere_ARK:Update Material.K2Node_CallFunction_136875) LITERAL: Time(/Game/Extinction/Environment/Sky/BP_EX_Sky_Sphere_ARK.BP_EX_Sky_Sphere_ARK:Update Material.K2Node_CallFunction_138858) LITERAL: This2(/Game/Extinction/Environment/Sky/BP_EX_Sky_Sphere_ARK.BP_EX_Sky_Sphere_ARK:Update Material.K2Node_CallFunction_122476) LITERAL: Next2(/Game/Extinction/Environment/Sky/BP_EX_Sky_Sphere_ARK.BP_EX_Sky_Sphere_ARK:Update Material.K2Node_CallFunction_122478) LITERAL: Time(/Game/Extinction/Environment/Sky/BP_EX_Sky_Sphere_ARK.BP_EX_Sky_Sphere_ARK:Update Material.K2Node_CallFunction_168873) LITERAL: Updating(/Game/Extinction/Environment/Sky/BP_EX_Sky_Sphere_ARK.BP_EX_Sky_Sphere_ARK:Texture Check Layer1.K2Node_CallFunction_143607) LITERAL: To(/Game/Extinction/Environment/Sky/BP_EX_Sky_Sphere_ARK.BP_EX_Sky_Sphere_ARK:Texture Check Layer1.K2Node_CallFunction_144754) LITERAL: Invalid(/Game/Extinction/Environment/Sky/BP_EX_Sky_Sphere_ARK.BP_EX_Sky_Sphere_ARK:Texture Check Layer1.K2Node_CallFunction_145705) LITERAL: Updating(/Game/Extinction/Environment/Sky/BP_EX_Sky_Sphere_ARK.BP_EX_Sky_Sphere_ARK:Texture Check Layer2.K2Node_CallFunction_143607) LITERAL: To(/Game/Extinction/Environment/Sky/BP_EX_Sky_Sphere_ARK.BP_EX_Sky_Sphere_ARK:Texture Check Layer2.K2Node_CallFunction_144754) LITERAL: Invalid(/Game/Extinction/Environment/Sky/BP_EX_Sky_Sphere_ARK.BP_EX_Sky_Sphere_ARK:Texture Check Layer2.K2Node_CallFunction_145705) CONTENT: Crater Forest(/Game/Maps/Extinction/Extinction.Extinction:PersistentLevel.BiomeZoneVolume_1) CONTENT: Sanctuary(/Game/Maps/Extinction/Extinction.Extinction:PersistentLevel.BiomeZoneVolume_100) CONTENT: Sanctuary(/Game/Maps/Extinction/Extinction.Extinction:PersistentLevel.BiomeZoneVolume_101) CONTENT: Sanctuary(/Game/Maps/Extinction/Extinction.Extinction:PersistentLevel.BiomeZoneVolume_102) CONTENT: Sanctuary(/Game/Maps/Extinction/Extinction.Extinction:PersistentLevel.BiomeZoneVolume_103) CONTENT: Sanctuary(/Game/Maps/Extinction/Extinction.Extinction:PersistentLevel.BiomeZoneVolume_105) CONTENT: Sanctuary(/Game/Maps/Extinction/Extinction.Extinction:PersistentLevel.BiomeZoneVolume_107) CONTENT: Sanctuary(/Game/Maps/Extinction/Extinction.Extinction:PersistentLevel.BiomeZoneVolume_108) CONTENT: Sanctuary(/Game/Maps/Extinction/Extinction.Extinction:PersistentLevel.BiomeZoneVolume_109) CONTENT: Sanctuary(/Game/Maps/Extinction/Extinction.Extinction:PersistentLevel.BiomeZoneVolume_110) CONTENT: Sanctuary(/Game/Maps/Extinction/Extinction.Extinction:PersistentLevel.BiomeZoneVolume_111) CONTENT: Sanctuary(/Game/Maps/Extinction/Extinction.Extinction:PersistentLevel.BiomeZoneVolume_113) CONTENT: Sanctuary(/Game/Maps/Extinction/Extinction.Extinction:PersistentLevel.BiomeZoneVolume_114) CONTENT: Sanctuary(/Game/Maps/Extinction/Extinction.Extinction:PersistentLevel.BiomeZoneVolume_115) CONTENT: Sanctuary(/Game/Maps/Extinction/Extinction.Extinction:PersistentLevel.BiomeZoneVolume_116) CONTENT: Sanctuary(/Game/Maps/Extinction/Extinction.Extinction:PersistentLevel.BiomeZoneVolume_117) CONTENT: Sanctuary(/Game/Maps/Extinction/Extinction.Extinction:PersistentLevel.BiomeZoneVolume_118) CONTENT: Sanctuary(/Game/Maps/Extinction/Extinction.Extinction:PersistentLevel.BiomeZoneVolume_119) CONTENT: Sanctuary(/Game/Maps/Extinction/Extinction.Extinction:PersistentLevel.BiomeZoneVolume_120) CONTENT: Sanctuary(/Game/Maps/Extinction/Extinction.Extinction:PersistentLevel.BiomeZoneVolume_121) CONTENT: Sanctuary(/Game/Maps/Extinction/Extinction.Extinction:PersistentLevel.BiomeZoneVolume_122) CONTENT: Sanctuary(/Game/Maps/Extinction/Extinction.Extinction:PersistentLevel.BiomeZoneVolume_123) CONTENT: Sanctuary(/Game/Maps/Extinction/Extinction.Extinction:PersistentLevel.BiomeZoneVolume_125) CONTENT: Sanctuary(/Game/Maps/Extinction/Extinction.Extinction:PersistentLevel.BiomeZoneVolume_126) CONTENT: Sanctuary Park(/Game/Maps/Extinction/Extinction.Extinction:PersistentLevel.BiomeZoneVolume_129) CONTENT: Obelisk Park(/Game/Maps/Extinction/Extinction.Extinction:PersistentLevel.BiomeZoneVolume_130) CONTENT: Sanctuary Parkway(/Game/Maps/Extinction/Extinction.Extinction:PersistentLevel.BiomeZoneVolume_131) CONTENT: Sanctuary(/Game/Maps/Extinction/Extinction.Extinction:PersistentLevel.BiomeZoneVolume_132) CONTENT: Sanctuary(/Game/Maps/Extinction/Extinction.Extinction:PersistentLevel.BiomeZoneVolume_133) CONTENT: Memorial(/Game/Maps/Extinction/Extinction.Extinction:PersistentLevel.BiomeZoneVolume_134) CONTENT: Memorial Waterfront(/Game/Maps/Extinction/Extinction.Extinction:PersistentLevel.BiomeZoneVolume_135) CONTENT: Sanctuary Park(/Game/Maps/Extinction/Extinction.Extinction:PersistentLevel.BiomeZoneVolume_136) CONTENT: Diana Memorial Fountain(/Game/Maps/Extinction/Extinction.Extinction:PersistentLevel.BiomeZoneVolume_137) CONTENT: The Trench(/Game/Maps/Extinction/Extinction.Extinction:PersistentLevel.BiomeZoneVolume_143) CONTENT: The Trench(/Game/Maps/Extinction/Extinction.Extinction:PersistentLevel.BiomeZoneVolume_144) CONTENT: The Trench(/Game/Maps/Extinction/Extinction.Extinction:PersistentLevel.BiomeZoneVolume_146) CONTENT: The Trench(/Game/Maps/Extinction/Extinction.Extinction:PersistentLevel.BiomeZoneVolume_147) CONTENT: The Trench(/Game/Maps/Extinction/Extinction.Extinction:PersistentLevel.BiomeZoneVolume_149) CONTENT: The Trench(/Game/Maps/Extinction/Extinction.Extinction:PersistentLevel.BiomeZoneVolume_150) CONTENT: The Trench(/Game/Maps/Extinction/Extinction.Extinction:PersistentLevel.BiomeZoneVolume_151) CONTENT: The Trench(/Game/Maps/Extinction/Extinction.Extinction:PersistentLevel.BiomeZoneVolume_152) CONTENT: The Trench(/Game/Maps/Extinction/Extinction.Extinction:PersistentLevel.BiomeZoneVolume_154) CONTENT: The Trench(/Game/Maps/Extinction/Extinction.Extinction:PersistentLevel.BiomeZoneVolume_155) CONTENT: The Trench(/Game/Maps/Extinction/Extinction.Extinction:PersistentLevel.BiomeZoneVolume_156) CONTENT: The Trench(/Game/Maps/Extinction/Extinction.Extinction:PersistentLevel.BiomeZoneVolume_157) CONTENT: Sanctuary Parkway(/Game/Maps/Extinction/Extinction.Extinction:PersistentLevel.BiomeZoneVolume_158) CONTENT: Sanctuary(/Game/Maps/Extinction/Extinction.Extinction:PersistentLevel.BiomeZoneVolume_159) CONTENT: The Cassinese River(/Game/Maps/Extinction/Extinction.Extinction:PersistentLevel.BiomeZoneVolume_160) CONTENT: Exposed Dome(/Game/Maps/Extinction/Extinction.Extinction:PersistentLevel.BiomeZoneVolume_50) CONTENT: Desert Dome(/Game/Maps/Extinction/Extinction.Extinction:PersistentLevel.BiomeZoneVolume_51) CONTENT: Thundering Basin(/Game/Maps/Extinction/Extinction.Extinction:PersistentLevel.BiomeZoneVolume_52) CONTENT: Arid Steps(/Game/Maps/Extinction/Extinction.Extinction:PersistentLevel.BiomeZoneVolume_53) CONTENT: Geiser Falls(/Game/Maps/Extinction/Extinction.Extinction:PersistentLevel.BiomeZoneVolume_55) CONTENT: Geiser Falls(/Game/Maps/Extinction/Extinction.Extinction:PersistentLevel.BiomeZoneVolume_56) CONTENT: Striker's Point(/Game/Maps/Extinction/Extinction.Extinction:PersistentLevel.BiomeZoneVolume_57) CONTENT: Desert Dome(/Game/Maps/Extinction/Extinction.Extinction:PersistentLevel.BiomeZoneVolume_58) CONTENT: The Narrows(/Game/Maps/Extinction/Extinction.Extinction:PersistentLevel.BiomeZoneVolume_59) CONTENT: Frozen Tundra(/Game/Maps/Extinction/Extinction.Extinction:PersistentLevel.BiomeZoneVolume_61) CONTENT: Snow Dome(/Game/Maps/Extinction/Extinction.Extinction:PersistentLevel.BiomeZoneVolume_62) CONTENT: Grey Fist Mountain(/Game/Maps/Extinction/Extinction.Extinction:PersistentLevel.BiomeZoneVolume_63) CONTENT: Grey Fist Mountain(/Game/Maps/Extinction/Extinction.Extinction:PersistentLevel.BiomeZoneVolume_64) CONTENT: Grey Fist Mountain(/Game/Maps/Extinction/Extinction.Extinction:PersistentLevel.BiomeZoneVolume_65) CONTENT: Grey Fist Mountain(/Game/Maps/Extinction/Extinction.Extinction:PersistentLevel.BiomeZoneVolume_66) CONTENT: Wisp Vile Ridge(/Game/Maps/Extinction/Extinction.Extinction:PersistentLevel.BiomeZoneVolume_67) CONTENT: The Gallanwell Pass(/Game/Maps/Extinction/Extinction.Extinction:PersistentLevel.BiomeZoneVolume_68) CONTENT: Hulterel Plains(/Game/Maps/Extinction/Extinction.Extinction:PersistentLevel.BiomeZoneVolume_69) CONTENT: Frozen Lake(/Game/Maps/Extinction/Extinction.Extinction:PersistentLevel.BiomeZoneVolume_70) CONTENT: Loose Rock Ridge(/Game/Maps/Extinction/Extinction.Extinction:PersistentLevel.BiomeZoneVolume_71) CONTENT: Snow Dome(/Game/Maps/Extinction/Extinction.Extinction:PersistentLevel.BiomeZoneVolume_72) CONTENT: Relic Of The Past(/Game/Maps/Extinction/Extinction.Extinction:PersistentLevel.BiomeZoneVolume_73) CONTENT: Frozen Falls(/Game/Maps/Extinction/Extinction.Extinction:PersistentLevel.BiomeZoneVolume_74) CONTENT: Beckette's Falls(/Game/Maps/Extinction/Extinction.Extinction:PersistentLevel.BiomeZoneVolume_75) CONTENT: Beckette's Bridge(/Game/Maps/Extinction/Extinction.Extinction:PersistentLevel.BiomeZoneVolume_77) CONTENT: Ice Tail River(/Game/Maps/Extinction/Extinction.Extinction:PersistentLevel.BiomeZoneVolume_79) CONTENT: Ice Tail River(/Game/Maps/Extinction/Extinction.Extinction:PersistentLevel.BiomeZoneVolume_80) CONTENT: Ice Tail River(/Game/Maps/Extinction/Extinction.Extinction:PersistentLevel.BiomeZoneVolume_81) CONTENT: Ice Tail River(/Game/Maps/Extinction/Extinction.Extinction:PersistentLevel.BiomeZoneVolume_82) CONTENT: Ice Tail River(/Game/Maps/Extinction/Extinction.Extinction:PersistentLevel.BiomeZoneVolume_83) CONTENT: Wisp Vile Ridge(/Game/Maps/Extinction/Extinction.Extinction:PersistentLevel.BiomeZoneVolume_84) CONTENT: The Frozen Lens(/Game/Maps/Extinction/Extinction.Extinction:PersistentLevel.BiomeZoneVolume_85) CONTENT: Fort Nova(/Game/Maps/Extinction/Extinction.Extinction:PersistentLevel.BiomeZoneVolume_86) CONTENT: Sanctuary(/Game/Maps/Extinction/Extinction.Extinction:PersistentLevel.BiomeZoneVolume_96) CONTENT: Sanctuary(/Game/Maps/Extinction/Extinction.Extinction:PersistentLevel.BiomeZoneVolume_97) CONTENT: Sanctuary(/Game/Maps/Extinction/Extinction.Extinction:PersistentLevel.BiomeZoneVolume_98) CONTENT: Sanctuary(/Game/Maps/Extinction/Extinction.Extinction:PersistentLevel.BiomeZoneVolume_99) CONTENT: Sanctuary(/Game/Maps/Extinction/Extinction.Extinction:PersistentLevel.CityBuilding_17) CONTENT: Sanctuary(/Game/Maps/Extinction/Extinction.Extinction:PersistentLevel.CityBuilding_28) CONTENT: Sanctuary(/Game/Maps/Extinction/Extinction.Extinction:PersistentLevel.CityMain1) CONTENT: Sanctuary(/Game/Maps/Extinction/Extinction.Extinction:PersistentLevel.CityMain3) CONTENT: Sanctuary Obelisk(/Game/Maps/Extinction/Extinction.Extinction:PersistentLevel.CityPOI_5) CONTENT: The Trench(/Game/Maps/Extinction/Extinction.Extinction:PersistentLevel.CitySubZone_15) CONTENT: The Trench(/Game/Maps/Extinction/Extinction.Extinction:PersistentLevel.CitySubZone_20) CONTENT: The Trench(/Game/Maps/Extinction/Extinction.Extinction:PersistentLevel.CitySubZone_24) CONTENT: Memorial Park(/Game/Maps/Extinction/Extinction.Extinction:PersistentLevel.CitySubZone_7) CONTENT: Sanctuary Parkway(/Game/Maps/Extinction/Extinction.Extinction:PersistentLevel.CitySubZone_9) CONTENT: Crater Forest(/Game/Maps/Extinction/Extinction.Extinction:PersistentLevel.CraterForestMain) CONTENT: Crater Forest(/Game/Maps/Extinction/Extinction.Extinction:PersistentLevel.CraterForestMain_3) CONTENT: Fallen Tower(/Game/Maps/Extinction/Extinction.Extinction:PersistentLevel.CraterForestPOI) CONTENT: Crystal River(/Game/Maps/Extinction/Extinction.Extinction:PersistentLevel.CraterForestPOI_10) CONTENT: Crystal Path(/Game/Maps/Extinction/Extinction.Extinction:PersistentLevel.CraterForestPOI_11) CONTENT: Crystal Falls(/Game/Maps/Extinction/Extinction.Extinction:PersistentLevel.CraterForestPOI_12) CONTENT: Fallen Tower(/Game/Maps/Extinction/Extinction.Extinction:PersistentLevel.CraterForestPOI_2) CONTENT: Fallen Tower(/Game/Maps/Extinction/Extinction.Extinction:PersistentLevel.CraterForestPOI_3) CONTENT: Crater Forest(/Game/Maps/Extinction/Extinction.Extinction:PersistentLevel.CraterForestPOI_4) CONTENT: Secluded Lake(/Game/Maps/Extinction/Extinction.Extinction:PersistentLevel.CraterForestPOI_5) CONTENT: Crater Forest(/Game/Maps/Extinction/Extinction.Extinction:PersistentLevel.CraterForestPOI_6) CONTENT: The UnderForest Ruins(/Game/Maps/Extinction/Extinction.Extinction:PersistentLevel.CraterForestPOI_7) CONTENT: Crystal River(/Game/Maps/Extinction/Extinction.Extinction:PersistentLevel.CraterForestPOI_8) CONTENT: Crystal River(/Game/Maps/Extinction/Extinction.Extinction:PersistentLevel.CraterForestPOI_9) CONTENT: The UnderForest(/Game/Maps/Extinction/Extinction.Extinction:PersistentLevel.CraterForestSub) CONTENT: Western Ramp(/Game/Maps/Extinction/Extinction.Extinction:PersistentLevel.CraterForestSub_10) CONTENT: The UnderForest(/Game/Maps/Extinction/Extinction.Extinction:PersistentLevel.CraterForestSub_2) CONTENT: The UnderForest(/Game/Maps/Extinction/Extinction.Extinction:PersistentLevel.CraterForestSub_3) CONTENT: The UnderForest(/Game/Maps/Extinction/Extinction.Extinction:PersistentLevel.CraterForestSub_4) CONTENT: The Core(/Game/Maps/Extinction/Extinction.Extinction:PersistentLevel.CraterForestSub_5) CONTENT: The Hideout(/Game/Maps/Extinction/Extinction.Extinction:PersistentLevel.CraterForestSub_6) CONTENT: Overpass(/Game/Maps/Extinction/Extinction.Extinction:PersistentLevel.CraterForestSub_7) CONTENT: Western Ramp(/Game/Maps/Extinction/Extinction.Extinction:PersistentLevel.CraterForestSub_8) CONTENT: Western Ramp(/Game/Maps/Extinction/Extinction.Extinction:PersistentLevel.CraterForestSub_9) CONTENT: Forbidden Zone(/Game/Maps/Extinction/Extinction.Extinction:PersistentLevel.ForbiddenZoneMain) CONTENT: Forbidden Zone(/Game/Maps/Extinction/Extinction.Extinction:PersistentLevel.ForbiddenZoneMain_2) CONTENT: Forbidden Zone(/Game/Maps/Extinction/Extinction.Extinction:PersistentLevel.ForbiddenZoneMain_3) CONTENT: Forbidden Zone(/Game/Maps/Extinction/Extinction.Extinction:PersistentLevel.ForbiddenZonePOI) CONTENT: Blood Hollows(/Game/Maps/Extinction/Extinction.Extinction:PersistentLevel.ForbiddenZonePOI_2) CONTENT: Blood Hollows(/Game/Maps/Extinction/Extinction.Extinction:PersistentLevel.ForbiddenZonePOI_3) CONTENT: The Grip of Torment(/Game/Maps/Extinction/Extinction.Extinction:PersistentLevel.ForbiddenZonePOI_4) CONTENT: Vile Straight(/Game/Maps/Extinction/Extinction.Extinction:PersistentLevel.ForbiddenZonePOI_5) CONTENT: Corrupted Terminal(/Game/Maps/Extinction/Extinction.Extinction:PersistentLevel.ForbiddenZonePOI_6) CONTENT: Corrupted Den(/Game/Maps/Extinction/Extinction.Extinction:PersistentLevel.ForbiddenZonePOI_7) CONTENT: Forbidden Zone(/Game/Maps/Extinction/Extinction.Extinction:PersistentLevel.ForbiddenZonePOI_8) CONTENT: Frozen Approach(/Game/Maps/Extinction/Extinction.Extinction:PersistentLevel.ForbiddenZoneSub) CONTENT: Forbidden Zone(/Game/Maps/Extinction/Extinction.Extinction:PersistentLevel.ForbiddenZoneSub_2) CONTENT: Forbidden Zone(/Game/Maps/Extinction/Extinction.Extinction:PersistentLevel.ForbiddenZoneSub_3) CONTENT: Forbidden Zone(/Game/Maps/Extinction/Extinction.Extinction:PersistentLevel.ForbiddenZoneSub_4) CONTENT: Forbidden Zone(/Game/Maps/Extinction/Extinction.Extinction:PersistentLevel.ForbiddenZoneSub_5) CONTENT: Snow Dome(/Game/Maps/Extinction/Extinction.Extinction:PersistentLevel.MainSnowVolume) CONTENT: Fort Nova(/Game/Maps/Extinction/Extinction.Extinction:PersistentLevel.POI_SnowZone_16) CONTENT: Beckette's Other Bridge(/Game/Maps/Extinction/Extinction.Extinction:PersistentLevel.POI_SnowZone_6) CONTENT: Ice Tail River(/Game/Maps/Extinction/Extinction.Extinction:PersistentLevel.POI_SnowZone_8) CONTENT: Geiser Falls(/Game/Maps/Extinction/Extinction.Extinction:PersistentLevel.Sub_Desert_POI_12) CONTENT: Striker's Landing(/Game/Maps/Extinction/Extinction.Extinction:PersistentLevel.Sub_Desert_POI_13) CONTENT: The Cassinese River(/Game/Maps/Extinction/Extinction.Extinction:PersistentLevel.Sub_Desert_POI_2) CONTENT: The Cassinese River(/Game/Maps/Extinction/Extinction.Extinction:PersistentLevel.Sub_Desert_POI_3) CONTENT: The Cassinese River(/Game/Maps/Extinction/Extinction.Extinction:PersistentLevel.Sub_Desert_POI_5) CONTENT: Exposed Dome(/Game/Maps/Extinction/Extinction.Extinction:PersistentLevel.Sub_Desert_POI_7) CONTENT: Desert Dome(/Game/Maps/Extinction/Extinction.Extinction:PersistentLevel.Sub_Desert_POI_9) CONTENT: Arid Steps(/Game/Maps/Extinction/Extinction.Extinction:PersistentLevel.Sub_Desert_Zone) CONTENT: The Narrows(/Game/Maps/Extinction/Extinction.Extinction:PersistentLevel.Sub_Desert_Zone_10) CONTENT: Arid Steps(/Game/Maps/Extinction/Extinction.Extinction:PersistentLevel.Sub_Desert_Zone_11) CONTENT: Badlands(/Game/Maps/Extinction/Extinction.Extinction:PersistentLevel.Sub_Desert_Zone_12) CONTENT: Badlands(/Game/Maps/Extinction/Extinction.Extinction:PersistentLevel.Sub_Desert_Zone_14) CONTENT: Thundering Basin(/Game/Maps/Extinction/Extinction.Extinction:PersistentLevel.Sub_Desert_Zone_3) CONTENT: Geiser Springs(/Game/Maps/Extinction/Extinction.Extinction:PersistentLevel.Sub_Desert_Zone_5) CONTENT: Badlands(/Game/Maps/Extinction/Extinction.Extinction:PersistentLevel.Sub_Desert_Zone_6) CONTENT: Badlands(/Game/Maps/Extinction/Extinction.Extinction:PersistentLevel.Sub_Desert_Zone_7) CONTENT: The Outlook(/Game/Maps/Extinction/Extinction.Extinction:PersistentLevel.Sub_Desert_Zone_8) CONTENT: Thundering Basin(/Game/Maps/Extinction/Extinction.Extinction:PersistentLevel.Sub_Desert_Zone_9) CONTENT: Picholm Mountain(/Game/Maps/Extinction/Extinction.Extinction:PersistentLevel.Sub_SnowZone_12) CONTENT: Sanctuary Central (Recommended)(/Game/Maps/Extinction/Extinction.Extinction:PersistentLevel.PrimalWorldSettings) CONTENT: Sanctuary East (Recommended)(/Game/Maps/Extinction/Extinction.Extinction:PersistentLevel.PrimalWorldSettings) CONTENT: Sanctuary South East (Recommended)(/Game/Maps/Extinction/Extinction.Extinction:PersistentLevel.PrimalWorldSettings) CONTENT: Sanctuary South (Recommended)(/Game/Maps/Extinction/Extinction.Extinction:PersistentLevel.PrimalWorldSettings) CONTENT: Sanctuary West(/Game/Maps/Extinction/Extinction.Extinction:PersistentLevel.PrimalWorldSettings) CONTENT: Sunken Forest Central(/Game/Maps/Extinction/Extinction.Extinction:PersistentLevel.PrimalWorldSettings) CONTENT: Sunken Forest East(/Game/Maps/Extinction/Extinction.Extinction:PersistentLevel.PrimalWorldSettings) CONTENT: Sunken Forest West(/Game/Maps/Extinction/Extinction.Extinction:PersistentLevel.PrimalWorldSettings) CONTENT: Sunken Forest Upper(/Game/Maps/Extinction/Extinction.Extinction:PersistentLevel.PrimalWorldSettings) CONTENT: Sunken Forest Lower(/Game/Maps/Extinction/Extinction.Extinction:PersistentLevel.PrimalWorldSettings) CONTENT: Desert North(/Game/Maps/Extinction/Extinction.Extinction:PersistentLevel.PrimalWorldSettings) CONTENT: Desert East(/Game/Maps/Extinction/Extinction.Extinction:PersistentLevel.PrimalWorldSettings) CONTENT: Desert South(/Game/Maps/Extinction/Extinction.Extinction:PersistentLevel.PrimalWorldSettings) CONTENT: Snow North(/Game/Maps/Extinction/Extinction.Extinction:PersistentLevel.PrimalWorldSettings) CONTENT: Snow East(/Game/Maps/Extinction/Extinction.Extinction:PersistentLevel.PrimalWorldSettings) CONTENT: Snow South(/Game/Maps/Extinction/Extinction.Extinction:PersistentLevel.PrimalWorldSettings) CONTENT: Wasteland(/Game/Maps/Extinction/Extinction.Extinction:PersistentLevel.PrimalWorldSettings) LITERAL: E{prefix}{num1}-{num2}{midchar}{num3}-{num4}{suffix}(/Game/Extinction/Structures/CityTerminal/PrimalItem_Spawner_Enforcer_CityTerminal.PrimalItem_Spawner_Enforcer_CityTerminal:PreDinoSpawned.K2Node_FormatText_88) LITERAL: E{prefix}{num1}-{num2}{midchar}{num3}-{num4}{suffix}(/Game/Extinction/Structures/CityTerminal/PrimalItem_Spawner_Enforcer_CityTerminal.PrimalItem_Spawner_Enforcer_CityTerminal:EdGraph_126036.K2Node_CallFunction_316158) LITERAL: prefix(/Game/Extinction/Structures/CityTerminal/PrimalItem_Spawner_Enforcer_CityTerminal.PrimalItem_Spawner_Enforcer_CityTerminal:EdGraph_126036.K2Node_MakeStruct_2611) LITERAL: num1(/Game/Extinction/Structures/CityTerminal/PrimalItem_Spawner_Enforcer_CityTerminal.PrimalItem_Spawner_Enforcer_CityTerminal:EdGraph_126036.K2Node_MakeStruct_2612) LITERAL: num2(/Game/Extinction/Structures/CityTerminal/PrimalItem_Spawner_Enforcer_CityTerminal.PrimalItem_Spawner_Enforcer_CityTerminal:EdGraph_126036.K2Node_MakeStruct_2613) LITERAL: midchar(/Game/Extinction/Structures/CityTerminal/PrimalItem_Spawner_Enforcer_CityTerminal.PrimalItem_Spawner_Enforcer_CityTerminal:EdGraph_126036.K2Node_MakeStruct_2614) LITERAL: num3(/Game/Extinction/Structures/CityTerminal/PrimalItem_Spawner_Enforcer_CityTerminal.PrimalItem_Spawner_Enforcer_CityTerminal:EdGraph_126036.K2Node_MakeStruct_2615) LITERAL: num4(/Game/Extinction/Structures/CityTerminal/PrimalItem_Spawner_Enforcer_CityTerminal.PrimalItem_Spawner_Enforcer_CityTerminal:EdGraph_126036.K2Node_MakeStruct_2616) LITERAL: suffix(/Game/Extinction/Structures/CityTerminal/PrimalItem_Spawner_Enforcer_CityTerminal.PrimalItem_Spawner_Enforcer_CityTerminal:EdGraph_126036.K2Node_MakeStruct_2617) LITERAL: E{prefix}{num1}-{num2}{midchar}{num3}-{num4}{suffix}(/Game/Extinction/Structures/CityTerminal/PrimalItem_Spawner_Enforcer_CityTerminal.PrimalItem_Spawner_Enforcer_CityTerminal:EdGraph_126045.K2Node_CallFunction_316167) LITERAL: prefix(/Game/Extinction/Structures/CityTerminal/PrimalItem_Spawner_Enforcer_CityTerminal.PrimalItem_Spawner_Enforcer_CityTerminal:EdGraph_126045.K2Node_MakeStruct_2618) LITERAL: num1(/Game/Extinction/Structures/CityTerminal/PrimalItem_Spawner_Enforcer_CityTerminal.PrimalItem_Spawner_Enforcer_CityTerminal:EdGraph_126045.K2Node_MakeStruct_2619) LITERAL: num2(/Game/Extinction/Structures/CityTerminal/PrimalItem_Spawner_Enforcer_CityTerminal.PrimalItem_Spawner_Enforcer_CityTerminal:EdGraph_126045.K2Node_MakeStruct_2620) LITERAL: midchar(/Game/Extinction/Structures/CityTerminal/PrimalItem_Spawner_Enforcer_CityTerminal.PrimalItem_Spawner_Enforcer_CityTerminal:EdGraph_126045.K2Node_MakeStruct_2621) LITERAL: num3(/Game/Extinction/Structures/CityTerminal/PrimalItem_Spawner_Enforcer_CityTerminal.PrimalItem_Spawner_Enforcer_CityTerminal:EdGraph_126045.K2Node_MakeStruct_2622) LITERAL: num4(/Game/Extinction/Structures/CityTerminal/PrimalItem_Spawner_Enforcer_CityTerminal.PrimalItem_Spawner_Enforcer_CityTerminal:EdGraph_126045.K2Node_MakeStruct_2623) LITERAL: suffix(/Game/Extinction/Structures/CityTerminal/PrimalItem_Spawner_Enforcer_CityTerminal.PrimalItem_Spawner_Enforcer_CityTerminal:EdGraph_126045.K2Node_MakeStruct_2624) CONTENT: City Terminal(/Engine/Transient.REINST_PrimalInventoryComponentBP_CityTerminal_C_0) CONTENT: City Terminal(/Engine/Transient.Default__REINST_PrimalInventoryComponentBP_CityTerminal_C_38552) CONTENT: City Terminal(/Engine/Transient.REINST_PrimalInventoryComponentBP_CityTerminal_C_1) CONTENT: City Terminal(/Engine/Transient.Default__REINST_PrimalInventoryComponentBP_CityTerminal_C_38556) CONTENT: City Terminal(/Game/Aberration/CoreBlueprints/Inventories/PrimalInventoryComponentBP_CityTerminal.Default__PrimalInventoryComponentBP_CityTerminal_C) CONTENT: City Terminal(/Engine/Transient.REINST_PrimalStructure_CityTerminal_BP_C_0) LITERAL: Hello(/Game/Extinction/Structures/CityTerminal/PrimalStructure_CityTerminal_BP.PrimalStructure_CityTerminal_BP:EventGraph.K2Node_CallFunction_149887) CONTENT: City Terminal(/Engine/Transient.Default__REINST_PrimalStructure_CityTerminal_BP_C_38570) CONTENT: City Terminal(/Engine/Transient.REINST_PrimalStructure_CityTerminal_BP_C_1) CONTENT: City Terminal(/Engine/Transient.Default__REINST_PrimalStructure_CityTerminal_BP_C_38578) CONTENT: City Terminal(/Game/Extinction/Structures/CityTerminal/PrimalStructure_CityTerminal_BP.Default__PrimalStructure_CityTerminal_BP_C) CONTENT: City Terminal(/Engine/Transient.REINST_PrimalStructure_CityTerminal_BP_Desert_C_0) LITERAL: Hello(/Game/Extinction/Structures/CityTerminal/PrimalStructure_CityTerminal_BP_Desert.PrimalStructure_CityTerminal_BP_Desert:EventGraph.K2Node_CallFunction_149887) CONTENT: City Terminal(/Engine/Transient.Default__REINST_PrimalStructure_CityTerminal_BP_Desert_C_38585) CONTENT: City Terminal(/Engine/Transient.REINST_PrimalStructure_CityTerminal_BP_Desert_C_1) CONTENT: City Terminal(/Engine/Transient.Default__REINST_PrimalStructure_CityTerminal_BP_Desert_C_38589) CONTENT: City Terminal(/Game/Extinction/Structures/CityTerminal/PrimalStructure_CityTerminal_BP_Desert.Default__PrimalStructure_CityTerminal_BP_Desert_C) CONTENT: City Terminal(/Engine/Transient.REINST_PrimalStructure_CityTerminal_BP_Snow_C_0) LITERAL: Hello(/Game/Extinction/Structures/CityTerminal/PrimalStructure_CityTerminal_BP_Snow.PrimalStructure_CityTerminal_BP_Snow:EventGraph.K2Node_CallFunction_149887) CONTENT: City Terminal(/Engine/Transient.Default__REINST_PrimalStructure_CityTerminal_BP_Snow_C_38596) CONTENT: City Terminal(/Engine/Transient.REINST_PrimalStructure_CityTerminal_BP_Snow_C_1) CONTENT: City Terminal(/Engine/Transient.Default__REINST_PrimalStructure_CityTerminal_BP_Snow_C_38600) CONTENT: City Terminal(/Game/Extinction/Structures/CityTerminal/PrimalStructure_CityTerminal_BP_Snow.Default__PrimalStructure_CityTerminal_BP_Snow_C) CONTENT: City Terminal(/Engine/Transient.REINST_PrimalStructure_CityTerminal_BP_Wasteland_C_0) LITERAL: Hello(/Game/Extinction/Structures/CityTerminal/PrimalStructure_CityTerminal_BP_Wasteland.PrimalStructure_CityTerminal_BP_Wasteland:EventGraph.K2Node_CallFunction_149887) CONTENT: City Terminal(/Engine/Transient.Default__REINST_PrimalStructure_CityTerminal_BP_Wasteland_C_38607) CONTENT: City Terminal(/Engine/Transient.REINST_PrimalStructure_CityTerminal_BP_Wasteland_C_1) CONTENT: City Terminal(/Engine/Transient.Default__REINST_PrimalStructure_CityTerminal_BP_Wasteland_C_38611) CONTENT: City Terminal(/Game/Extinction/Structures/CityTerminal/PrimalStructure_CityTerminal_BP_Wasteland.Default__PrimalStructure_CityTerminal_BP_Wasteland_C) CONTENT: Station(/Game/Maps/Extinction/Ext_Biomes.Ext_Biomes:PersistentLevel.BiomeZoneVolume_0) CONTENT: Wasteland(/Game/Maps/Extinction/Ext_Biomes.Ext_Biomes:PersistentLevel.BiomeZoneVolume_1) CONTENT: Crystal River(/Game/Maps/Extinction/Ext_Biomes.Ext_Biomes:PersistentLevel.BiomeZoneVolume_2) CONTENT: Sludge Basin(/Game/Maps/Extinction/Ext_Biomes.Ext_Biomes:PersistentLevel.BiomeZoneVolume_296) CONTENT: Sludge Basin(/Game/Maps/Extinction/Ext_Biomes.Ext_Biomes:PersistentLevel.BiomeZoneVolume_297) CONTENT: Lower Spires(/Game/Maps/Extinction/Ext_Biomes.Ext_Biomes:PersistentLevel.BiomeZoneVolume_299) CONTENT: Crystal River(/Game/Maps/Extinction/Ext_Biomes.Ext_Biomes:PersistentLevel.BiomeZoneVolume_3) CONTENT: Lower Spires(/Game/Maps/Extinction/Ext_Biomes.Ext_Biomes:PersistentLevel.BiomeZoneVolume_300) CONTENT: Lower Spires(/Game/Maps/Extinction/Ext_Biomes.Ext_Biomes:PersistentLevel.BiomeZoneVolume_301) CONTENT: Spire River(/Game/Maps/Extinction/Ext_Biomes.Ext_Biomes:PersistentLevel.BiomeZoneVolume_302) CONTENT: Spire Lookout(/Game/Maps/Extinction/Ext_Biomes.Ext_Biomes:PersistentLevel.BiomeZoneVolume_303) CONTENT: Spire Lookout(/Game/Maps/Extinction/Ext_Biomes.Ext_Biomes:PersistentLevel.BiomeZoneVolume_304) CONTENT: Spire Lookout(/Game/Maps/Extinction/Ext_Biomes.Ext_Biomes:PersistentLevel.BiomeZoneVolume_305) CONTENT: Spire Lookout(/Game/Maps/Extinction/Ext_Biomes.Ext_Biomes:PersistentLevel.BiomeZoneVolume_306) CONTENT: Sludge Basin(/Game/Maps/Extinction/Ext_Biomes.Ext_Biomes:PersistentLevel.BiomeZoneVolume_307) CONTENT: Wasteland(/Game/Maps/Extinction/Ext_Biomes.Ext_Biomes:PersistentLevel.BiomeZoneVolume_309) CONTENT: Wasteland(/Game/Maps/Extinction/Ext_Biomes.Ext_Biomes:PersistentLevel.BiomeZoneVolume_311) CONTENT: Wasteland(/Game/Maps/Extinction/Ext_Biomes.Ext_Biomes:PersistentLevel.BiomeZoneVolume_312) CONTENT: Wasteland(/Game/Maps/Extinction/Ext_Biomes.Ext_Biomes:PersistentLevel.BiomeZoneVolume_313) CONTENT: Wasteland(/Game/Maps/Extinction/Ext_Biomes.Ext_Biomes:PersistentLevel.BiomeZoneVolume_316) CONTENT: Wasteland(/Game/Maps/Extinction/Ext_Biomes.Ext_Biomes:PersistentLevel.BiomeZoneVolume_317) CONTENT: Wasteland(/Game/Maps/Extinction/Ext_Biomes.Ext_Biomes:PersistentLevel.BiomeZoneVolume_318) CONTENT: Mt. Bracken(/Game/Maps/Extinction/Ext_Biomes.Ext_Biomes:PersistentLevel.BiomeZoneVolume_320) CONTENT: Eroded Pass(/Game/Maps/Extinction/Ext_Biomes.Ext_Biomes:PersistentLevel.BiomeZoneVolume_322) CONTENT: Ivory Gulch(/Game/Maps/Extinction/Ext_Biomes.Ext_Biomes:PersistentLevel.BiomeZoneVolume_324) CONTENT: Wasteland(/Game/Maps/Extinction/Ext_Biomes.Ext_Biomes:PersistentLevel.BiomeZoneVolume_326) CONTENT: Treatment Runnoff(/Game/Maps/Extinction/Ext_Biomes.Ext_Biomes:PersistentLevel.BiomeZoneVolume_327) CONTENT: Wasteland(/Game/Maps/Extinction/Ext_Biomes.Ext_Biomes:PersistentLevel.BiomeZoneVolume_328) CONTENT: Underbelly(/Game/Maps/Extinction/Ext_Biomes.Ext_Biomes:PersistentLevel.BiomeZoneVolume_330) CONTENT: Water Main(/Game/Maps/Extinction/Ext_Biomes.Ext_Biomes:PersistentLevel.BiomeZoneVolume_331) CONTENT: Dome Treatment(/Game/Maps/Extinction/Ext_Biomes.Ext_Biomes:PersistentLevel.BiomeZoneVolume_332) CONTENT: The Ribcage(/Game/Maps/Extinction/Ext_Biomes.Ext_Biomes:PersistentLevel.BiomeZoneVolume_334) CONTENT: Crimson Falls(/Game/Maps/Extinction/Ext_Biomes.Ext_Biomes:PersistentLevel.BiomeZoneVolume_335) CONTENT: Wasteland(/Game/Maps/Extinction/Ext_Biomes.Ext_Biomes:PersistentLevel.BiomeZoneVolume_337) CONTENT: Wasteland(/Game/Maps/Extinction/Ext_Biomes.Ext_Biomes:PersistentLevel.BiomeZoneVolume_339) CONTENT: Wasteland(/Game/Maps/Extinction/Ext_Biomes.Ext_Biomes:PersistentLevel.BiomeZoneVolume_341) CONTENT: Wasteland(/Game/Maps/Extinction/Ext_Biomes.Ext_Biomes:PersistentLevel.BiomeZoneVolume_342) CONTENT: Wasteland(/Game/Maps/Extinction/Ext_Biomes.Ext_Biomes:PersistentLevel.BiomeZoneVolume_343) CONTENT: The lowlands(/Game/Maps/Extinction/Ext_Biomes.Ext_Biomes:PersistentLevel.BiomeZoneVolume_345) CONTENT: Crater Pass(/Game/Maps/Extinction/Ext_Biomes.Ext_Biomes:PersistentLevel.BiomeZoneVolume_347) CONTENT: Lowlands Runnoff(/Game/Maps/Extinction/Ext_Biomes.Ext_Biomes:PersistentLevel.BiomeZoneVolume_348) CONTENT: Old Ruins(/Game/Maps/Extinction/Ext_Biomes.Ext_Biomes:PersistentLevel.BiomeZoneVolume_349) CONTENT: Barracks(/Game/Maps/Extinction/Ext_Biomes.Ext_Biomes:PersistentLevel.BiomeZoneVolume_352) CONTENT: Control Center(/Game/Maps/Extinction/Ext_Biomes.Ext_Biomes:PersistentLevel.BiomeZoneVolume_353) CONTENT: Old Ruins(/Game/Maps/Extinction/Ext_Biomes.Ext_Biomes:PersistentLevel.BiomeZoneVolume_354) CONTENT: Old Ruins(/Game/Maps/Extinction/Ext_Biomes.Ext_Biomes:PersistentLevel.BiomeZoneVolume_355) CONTENT: Frozen Grotto(/Game/Maps/Extinction/Ext_Biomes.Ext_Biomes:PersistentLevel.BiomeZoneVolume_356) CONTENT: Frozen Grotto(/Game/Maps/Extinction/Ext_Biomes.Ext_Biomes:PersistentLevel.BiomeZoneVolume_357) CONTENT: Glaicer Pass(/Game/Maps/Extinction/Ext_Biomes.Ext_Biomes:PersistentLevel.BiomeZoneVolume_358) CONTENT: Jagged Lookout(/Game/Maps/Extinction/Ext_Biomes.Ext_Biomes:PersistentLevel.BiomeZoneVolume_359) CONTENT: Sulfur Fields(/Game/Maps/Extinction/Ext_Biomes.Ext_Biomes:PersistentLevel.BiomeZoneVolume_4) CONTENT: Wasteland(/Game/Maps/Extinction/Ext_Biomes.Ext_Biomes:PersistentLevel.BiomeZoneVolume_5) CONTENT: Sulfur Fields(/Game/Maps/Extinction/Ext_Biomes.Ext_Biomes:PersistentLevel.BiomeZoneVolume_6) CONTENT: Sulfur Fields(/Game/Maps/Extinction/Ext_Biomes.Ext_Biomes:PersistentLevel.BiomeZoneVolume_7) CONTENT: The Sweeping Spires(/Game/Maps/Extinction/Ext_Biomes.Ext_Biomes:PersistentLevel.BiomeZoneVolume_8) CONTENT: Santiago's Grave(/Game/Maps/Extinction/Ext_Biomes.Ext_Biomes:PersistentLevel.CityPOI_6) CONTENT: Camp Omega(/Game/Maps/Extinction/Ext_Biomes.Ext_Biomes:PersistentLevel.CitySubZone_25) CONTENT: The Sweeping Spires(/Game/Maps/Extinction/Ext_Biomes.Ext_Biomes:PersistentLevel.FalloffMain_2) CONTENT: The Sweeping Spires(/Game/Maps/Extinction/Ext_Biomes.Ext_Biomes:PersistentLevel.FalloffMain_3) CONTENT: Spire Lookout(/Game/Maps/Extinction/Ext_Biomes.Ext_Biomes:PersistentLevel.FalloffPOI_6) CONTENT: Wasteland(/Game/Maps/Extinction/Ext_Biomes.Ext_Biomes:PersistentLevel.SandstoneMain_2) CONTENT: Flodded Pond(/Game/Maps/Extinction/Ext_Biomes.Ext_Biomes:PersistentLevel.SandstonePOI_2) CONTENT: Wasteland(/Game/Maps/Extinction/Ext_Biomes.Ext_Biomes:PersistentLevel.SandstonePOI_3) CONTENT: Flooded Waterway(/Game/Maps/Extinction/Ext_Biomes.Ext_Biomes:PersistentLevel.SandstoneSub_3) CONTENT: Carver Rock(/Game/Maps/Extinction/Ext_Biomes.Ext_Biomes:PersistentLevel.SandstoneSub_5) CONTENT: Sulfur Fields(/Game/Maps/Extinction/Ext_Biomes.Ext_Biomes:PersistentLevel.SulfurMain_4) CONTENT: Crater Runoff(/Game/Maps/Extinction/Ext_Biomes.Ext_Biomes:PersistentLevel.SulfurPOI) CONTENT: Crystal River(/Game/Maps/Extinction/Ext_Biomes.Ext_Biomes:PersistentLevel.SulfurPOI_10) CONTENT: Delta Tower(/Game/Maps/Extinction/Ext_Biomes.Ext_Biomes:PersistentLevel.SulfurPOI_2) CONTENT: Delta Tower(/Game/Maps/Extinction/Ext_Biomes.Ext_Biomes:PersistentLevel.SulfurPOI_3) CONTENT: Delta Tower(/Game/Maps/Extinction/Ext_Biomes.Ext_Biomes:PersistentLevel.SulfurPOI_4) CONTENT: Crystal River(/Game/Maps/Extinction/Ext_Biomes.Ext_Biomes:PersistentLevel.SulfurPOI_6) CONTENT: Crystal River(/Game/Maps/Extinction/Ext_Biomes.Ext_Biomes:PersistentLevel.SulfurPOI_7) CONTENT: Crystal River(/Game/Maps/Extinction/Ext_Biomes.Ext_Biomes:PersistentLevel.SulfurPOI_8) CONTENT: Searing Springs(/Game/Maps/Extinction/Ext_Biomes.Ext_Biomes:PersistentLevel.SulfurSub) CONTENT: Searing Springs(/Game/Maps/Extinction/Ext_Biomes.Ext_Biomes:PersistentLevel.SulfurSub_2) CONTENT: Searing Springs(/Game/Maps/Extinction/Ext_Biomes.Ext_Biomes:PersistentLevel.SulfurSub_3) CONTENT: Searing Springs(/Game/Maps/Extinction/Ext_Biomes.Ext_Biomes:PersistentLevel.SulfurSub_4) CONTENT: The Crater(/Game/Maps/Extinction/Ext_Biomes.Ext_Biomes:PersistentLevel.SulfurSub_5) CONTENT: Crater Runoff(/Game/Maps/Extinction/Ext_Biomes.Ext_Biomes:PersistentLevel.SulfurSub_6) CONTENT: Wasteland(/Game/Maps/Extinction/Ext_Biomes.Ext_Biomes:PersistentLevel.WeatheredEastMain_10) CONTENT: The Hopeless Ravine(/Game/Maps/Extinction/Ext_Biomes.Ext_Biomes:PersistentLevel.WeatheredEastPOI_5) CONTENT: Bracken Institution(/Game/Maps/Extinction/Ext_Biomes.Ext_Biomes:PersistentLevel.WeatheredEastPOI_6) CONTENT: Control Room(/Game/Maps/Extinction/Ext_Biomes.Ext_Biomes:PersistentLevel.WeatheredEastPOISUBPRIORITY_3) CONTENT: Wasteland(/Game/Maps/Extinction/Ext_Biomes.Ext_Biomes:PersistentLevel.WeatheredEastSub_9) CONTENT: Giants Steppes(/Game/Maps/Extinction/Ext_Biomes.Ext_Biomes:PersistentLevel.WeatheredWesrPOI_9) CONTENT: Wasteland(/Game/Maps/Extinction/Ext_Biomes.Ext_Biomes:PersistentLevel.WeatheredWestMain_5) CONTENT: Wilderness(/Game/Maps/Extinction/Ext_Biomes.Ext_Biomes:PersistentLevel.PrimalWorldSettings) CONTENT: Iceworm Male(/Engine/Transient.REINST_Iceworm_Character_Minion_BP_smaller_C_2) CONTENT: Iceworm Male(/Engine/Transient.Default__REINST_Iceworm_Character_Minion_BP_smaller_C_38629) CONTENT: Iceworm Male(/Engine/Transient.REINST_Iceworm_Character_Minion_BP_smaller_C_3) CONTENT: Iceworm Male(/Engine/Transient.Default__REINST_Iceworm_Character_Minion_BP_smaller_C_38633) CONTENT: Iceworm Male(/Game/Mods/Valguero/Assets/Dinos/IceWorm/Iceworm_Character_Minion_BP_smaller.Default__Iceworm_Character_Minion_BP_smaller_C) CONTENT: Rock Elemental(/Engine/Transient.REINST_ChalkGolem_Character_BP_C_0) LITERAL: Disguise As Rock(/Game/Mods/Valguero/Assets/Dinos/RockGolem/ChalkGolem/ChalkGolem_Character_BP.ChalkGolem_Character_BP:BPGetMultiUseEntries.K2Node_Select_3) LITERAL: Reveal From Rock(/Game/Mods/Valguero/Assets/Dinos/RockGolem/ChalkGolem/ChalkGolem_Character_BP.ChalkGolem_Character_BP:BPGetMultiUseEntries.K2Node_Select_3) LITERAL: AnimNotify_Golem_Bury(/Game/Mods/Valguero/Assets/Dinos/RockGolem/ChalkGolem/ChalkGolem_Character_BP.ChalkGolem_Character_BP:OnRep_bIsDisguised.K2Node_CallFunction_44327) LITERAL: AnimNotify_Golem_Getup(/Game/Mods/Valguero/Assets/Dinos/RockGolem/ChalkGolem/ChalkGolem_Character_BP.ChalkGolem_Character_BP:OnRep_bIsDisguised.K2Node_CallFunction_49814) LITERAL: TorporHit(/Game/Mods/Valguero/Assets/Dinos/RockGolem/ChalkGolem/ChalkGolem_Character_BP.ChalkGolem_Character_BP:BPAdjustDamage.K2Node_CallFunction_82847) LITERAL: ClearTorporHit(/Game/Mods/Valguero/Assets/Dinos/RockGolem/ChalkGolem/ChalkGolem_Character_BP.ChalkGolem_Character_BP:BPAdjustDamage.K2Node_CallFunction_82051) CONTENT: Rock Elemental(/Engine/Transient.Default__REINST_ChalkGolem_Character_BP_C_38651) CONTENT: Rock Elemental(/Engine/Transient.REINST_ChalkGolem_Character_BP_C_1) CONTENT: Rock Elemental(/Engine/Transient.Default__REINST_ChalkGolem_Character_BP_C_38655) CONTENT: Rock Elemental(/Game/Mods/Valguero/Assets/Dinos/RockGolem/ChalkGolem/ChalkGolem_Character_BP.Default__ChalkGolem_Character_BP_C) CONTENT: Rock Elemental(/Engine/Transient.REINST_IceGolem_Character_BP_C_0) LITERAL: Disguise As Rock(/Game/Mods/Valguero/Assets/Dinos/RockGolem/IceGolem/IceGolem_Character_BP.IceGolem_Character_BP:BPGetMultiUseEntries.K2Node_Select_3) LITERAL: Reveal From Rock(/Game/Mods/Valguero/Assets/Dinos/RockGolem/IceGolem/IceGolem_Character_BP.IceGolem_Character_BP:BPGetMultiUseEntries.K2Node_Select_3) LITERAL: AnimNotify_Golem_Bury(/Game/Mods/Valguero/Assets/Dinos/RockGolem/IceGolem/IceGolem_Character_BP.IceGolem_Character_BP:OnRep_bIsDisguised.K2Node_CallFunction_44327) LITERAL: AnimNotify_Golem_Getup(/Game/Mods/Valguero/Assets/Dinos/RockGolem/IceGolem/IceGolem_Character_BP.IceGolem_Character_BP:OnRep_bIsDisguised.K2Node_CallFunction_49814) LITERAL: TorporHit(/Game/Mods/Valguero/Assets/Dinos/RockGolem/IceGolem/IceGolem_Character_BP.IceGolem_Character_BP:BPAdjustDamage.K2Node_CallFunction_82847) LITERAL: ClearTorporHit(/Game/Mods/Valguero/Assets/Dinos/RockGolem/IceGolem/IceGolem_Character_BP.IceGolem_Character_BP:BPAdjustDamage.K2Node_CallFunction_82051) CONTENT: Rock Elemental(/Engine/Transient.Default__REINST_IceGolem_Character_BP_C_38673) CONTENT: Rock Elemental(/Engine/Transient.REINST_IceGolem_Character_BP_C_1) CONTENT: Rock Elemental(/Engine/Transient.Default__REINST_IceGolem_Character_BP_C_38677) CONTENT: Rock Elemental(/Game/Mods/Valguero/Assets/Dinos/RockGolem/IceGolem/IceGolem_Character_BP.Default__IceGolem_Character_BP_C) CONTENT: Dire Polar Bear(/Engine/Transient.REINST_Polar_Bear_C_0) CONTENT: Dire Polar Bear(/Engine/Transient.Default__REINST_Polar_Bear_C_38684) CONTENT: Dire Polar Bear(/Engine/Transient.REINST_Polar_Bear_C_1) CONTENT: Dire Polar Bear(/Engine/Transient.Default__REINST_Polar_Bear_C_38688) CONTENT: Dire Polar Bear(/Game/Mods/Ragnarok/Custom_Assets/Dinos/Polar_Bear/Polar_Bear.Default__Polar_Bear_C) LITERAL: EventTeleportToHome(/Game/PrimalEarth/CoreBlueprints/BossTribute/BossArenaManager_ThreeBosses.BossArenaManager_ThreeBosses:EventGraph.K2Node_CallFunction_19116) CONTENT: Element(/Game/Mods/Valguero/Assets/CoreBlueprints/Boss/DinoDropInventoryComponent_BossManticore_Easy_Valguero.Default__DinoDropInventoryComponent_BossManticore_Easy_Valguero_C) CONTENT: Trophy(/Game/Mods/Valguero/Assets/CoreBlueprints/Boss/DinoDropInventoryComponent_BossManticore_Easy_Valguero.Default__DinoDropInventoryComponent_BossManticore_Easy_Valguero_C) CONTENT: Trophy(/Game/Mods/Valguero/Assets/CoreBlueprints/Boss/DinoDropInventoryComponent_BossManticore_Easy_Valguero.Default__DinoDropInventoryComponent_BossManticore_Easy_Valguero_C) CONTENT: Manticore (Gamma)(/Engine/Transient.REINST_Manticore_Character_BP_Easy_C_2) CONTENT: Manticore (Gamma)(/Engine/Transient.Default__REINST_Manticore_Character_BP_Easy_C_38718) CONTENT: Manticore (Gamma)(/Engine/Transient.REINST_Manticore_Character_BP_Easy_C_3) CONTENT: Megapithecus (Gamma)(/Engine/Transient.REINST_Gorilla_Character_BP_Easy_C_2) CONTENT: Megapithecus (Gamma)(/Engine/Transient.Default__REINST_Gorilla_Character_BP_Easy_C_38725) CONTENT: Megapithecus (Gamma)(/Engine/Transient.REINST_Gorilla_Character_BP_Easy_C_3) CONTENT: Element(/Game/Mods/Valguero/Assets/CoreBlueprints/Boss/DinoDropInventoryComponent_BossDragon_Easy_Valguero.Default__DinoDropInventoryComponent_BossDragon_Easy_Valguero_C) CONTENT: Trophy(/Game/Mods/Valguero/Assets/CoreBlueprints/Boss/DinoDropInventoryComponent_BossDragon_Easy_Valguero.Default__DinoDropInventoryComponent_BossDragon_Easy_Valguero_C) CONTENT: Trophy(/Game/Mods/Valguero/Assets/CoreBlueprints/Boss/DinoDropInventoryComponent_BossDragon_Easy_Valguero.Default__DinoDropInventoryComponent_BossDragon_Easy_Valguero_C) CONTENT: Dragon (Gamma)(/Engine/Transient.REINST_Dragon_Character_BP_Boss_Easy_C_2) CONTENT: Dragon (Gamma)(/Engine/Transient.Default__REINST_Dragon_Character_BP_Boss_Easy_C_38747) CONTENT: Dragon (Gamma)(/Engine/Transient.REINST_Dragon_Character_BP_Boss_Easy_C_3) CONTENT: Manticore (Gamma)(/Engine/Transient.Default__REINST_Manticore_Character_BP_Easy_C_38758) CONTENT: Manticore (Gamma)(/Game/Mods/Valguero/Assets/CoreBlueprints/Boss/Manticore_Character_BP_Easy.Default__Manticore_Character_BP_Easy_C) CONTENT: Megapithecus (Gamma)(/Engine/Transient.Default__REINST_Gorilla_Character_BP_Easy_C_38762) CONTENT: Megapithecus (Gamma)(/Game/Mods/Valguero/Assets/CoreBlueprints/Boss/Gorilla_Character_BP_Easy.Default__Gorilla_Character_BP_Easy_C) CONTENT: Dragon (Gamma)(/Engine/Transient.Default__REINST_Dragon_Character_BP_Boss_Easy_C_38774) CONTENT: Dragon (Gamma)(/Game/Mods/Valguero/Assets/CoreBlueprints/Boss/Dragon_Character_BP_Boss_Easy.Default__Dragon_Character_BP_Boss_Easy_C) CONTENT: Element(/Game/Mods/Valguero/Assets/CoreBlueprints/Boss/DinoDropInventoryComponent_BossManticore_Hard_Valguero.Default__DinoDropInventoryComponent_BossManticore_Hard_Valguero_C) CONTENT: Trophy(/Game/Mods/Valguero/Assets/CoreBlueprints/Boss/DinoDropInventoryComponent_BossManticore_Hard_Valguero.Default__DinoDropInventoryComponent_BossManticore_Hard_Valguero_C) CONTENT: Trophy(/Game/Mods/Valguero/Assets/CoreBlueprints/Boss/DinoDropInventoryComponent_BossManticore_Hard_Valguero.Default__DinoDropInventoryComponent_BossManticore_Hard_Valguero_C) CONTENT: Manticore (Alpha)(/Engine/Transient.REINST_Manticore_Character_BP_Hard_C_2) CONTENT: Manticore (Alpha)(/Engine/Transient.Default__REINST_Manticore_Character_BP_Hard_C_38786) CONTENT: Manticore (Alpha)(/Engine/Transient.REINST_Manticore_Character_BP_Hard_C_3) CONTENT: Element(/Game/Mods/Valguero/Assets/CoreBlueprints/Boss/DinoDropInventoryComponent_BossGorilla_Hard_Valguero.Default__DinoDropInventoryComponent_BossGorilla_Hard_Valguero_C) CONTENT: Trophy(/Game/Mods/Valguero/Assets/CoreBlueprints/Boss/DinoDropInventoryComponent_BossGorilla_Hard_Valguero.Default__DinoDropInventoryComponent_BossGorilla_Hard_Valguero_C) CONTENT: Trophy(/Game/Mods/Valguero/Assets/CoreBlueprints/Boss/DinoDropInventoryComponent_BossGorilla_Hard_Valguero.Default__DinoDropInventoryComponent_BossGorilla_Hard_Valguero_C) CONTENT: Megapithecus (Alpha)(/Engine/Transient.REINST_Gorilla_Character_BP_Hard_C_2) CONTENT: Megapithecus (Alpha)(/Engine/Transient.Default__REINST_Gorilla_Character_BP_Hard_C_38794) CONTENT: Megapithecus (Alpha)(/Engine/Transient.REINST_Gorilla_Character_BP_Hard_C_3) CONTENT: Element(/Game/Mods/Valguero/Assets/CoreBlueprints/Boss/DinoDropInventoryComponent_BossDragon_Hard_Valguero.Default__DinoDropInventoryComponent_BossDragon_Hard_Valguero_C) CONTENT: Trophy(/Game/Mods/Valguero/Assets/CoreBlueprints/Boss/DinoDropInventoryComponent_BossDragon_Hard_Valguero.Default__DinoDropInventoryComponent_BossDragon_Hard_Valguero_C) CONTENT: Trophy(/Game/Mods/Valguero/Assets/CoreBlueprints/Boss/DinoDropInventoryComponent_BossDragon_Hard_Valguero.Default__DinoDropInventoryComponent_BossDragon_Hard_Valguero_C) CONTENT: Dragon (Alpha)(/Engine/Transient.REINST_Dragon_Character_BP_Boss_Hard_C_2) CONTENT: Dragon (Alpha)(/Engine/Transient.Default__REINST_Dragon_Character_BP_Boss_Hard_C_38809) CONTENT: Dragon (Alpha)(/Engine/Transient.REINST_Dragon_Character_BP_Boss_Hard_C_3) CONTENT: Manticore (Alpha)(/Engine/Transient.Default__REINST_Manticore_Character_BP_Hard_C_38820) CONTENT: Manticore (Alpha)(/Game/Mods/Valguero/Assets/CoreBlueprints/Boss/Manticore_Character_BP_Hard.Default__Manticore_Character_BP_Hard_C) CONTENT: Megapithecus (Alpha)(/Engine/Transient.Default__REINST_Gorilla_Character_BP_Hard_C_38824) CONTENT: Megapithecus (Alpha)(/Game/Mods/Valguero/Assets/CoreBlueprints/Boss/Gorilla_Character_BP_Hard.Default__Gorilla_Character_BP_Hard_C) CONTENT: Dragon (Alpha)(/Engine/Transient.Default__REINST_Dragon_Character_BP_Boss_Hard_C_38832) CONTENT: Dragon (Alpha)(/Game/Mods/Valguero/Assets/CoreBlueprints/Boss/Dragon_Character_BP_Boss_Hard.Default__Dragon_Character_BP_Boss_Hard_C) CONTENT: Element(/Game/Mods/Valguero/Assets/CoreBlueprints/Boss/DinoDropInventoryComponent_BossManticore_Medium_Valguero.Default__DinoDropInventoryComponent_BossManticore_Medium_Valguero_C) CONTENT: Trophy(/Game/Mods/Valguero/Assets/CoreBlueprints/Boss/DinoDropInventoryComponent_BossManticore_Medium_Valguero.Default__DinoDropInventoryComponent_BossManticore_Medium_Valguero_C) CONTENT: Trophy(/Game/Mods/Valguero/Assets/CoreBlueprints/Boss/DinoDropInventoryComponent_BossManticore_Medium_Valguero.Default__DinoDropInventoryComponent_BossManticore_Medium_Valguero_C) CONTENT: Manticore (Beta)(/Engine/Transient.REINST_Manticore_Character_BP_Medium_C_2) CONTENT: Manticore (Beta)(/Engine/Transient.Default__REINST_Manticore_Character_BP_Medium_C_38844) CONTENT: Manticore (Beta)(/Engine/Transient.REINST_Manticore_Character_BP_Medium_C_3) CONTENT: Element(/Game/Mods/Valguero/Assets/CoreBlueprints/Boss/DinoDropInventoryComponent_BossGorilla_Medium_Valguero.Default__DinoDropInventoryComponent_BossGorilla_Medium_Valguero_C) CONTENT: Trophy(/Game/Mods/Valguero/Assets/CoreBlueprints/Boss/DinoDropInventoryComponent_BossGorilla_Medium_Valguero.Default__DinoDropInventoryComponent_BossGorilla_Medium_Valguero_C) CONTENT: Trophy(/Game/Mods/Valguero/Assets/CoreBlueprints/Boss/DinoDropInventoryComponent_BossGorilla_Medium_Valguero.Default__DinoDropInventoryComponent_BossGorilla_Medium_Valguero_C) CONTENT: Megapithecus (Beta)(/Engine/Transient.REINST_Gorilla_Character_BP_Medium_C_2) CONTENT: Megapithecus (Beta)(/Engine/Transient.Default__REINST_Gorilla_Character_BP_Medium_C_38852) CONTENT: Megapithecus (Beta)(/Engine/Transient.REINST_Gorilla_Character_BP_Medium_C_3) CONTENT: Element(/Game/Mods/Valguero/Assets/CoreBlueprints/Boss/DinoDropInventoryComponent_BossDragon_Medium_Valguero.Default__DinoDropInventoryComponent_BossDragon_Medium_Valguero_C) CONTENT: Trophy(/Game/Mods/Valguero/Assets/CoreBlueprints/Boss/DinoDropInventoryComponent_BossDragon_Medium_Valguero.Default__DinoDropInventoryComponent_BossDragon_Medium_Valguero_C) CONTENT: Trophy(/Game/Mods/Valguero/Assets/CoreBlueprints/Boss/DinoDropInventoryComponent_BossDragon_Medium_Valguero.Default__DinoDropInventoryComponent_BossDragon_Medium_Valguero_C) CONTENT: Dragon (Beta)(/Engine/Transient.REINST_Dragon_Character_BP_Boss_Medium_C_2) CONTENT: Dragon (Beta)(/Engine/Transient.Default__REINST_Dragon_Character_BP_Boss_Medium_C_38867) CONTENT: Dragon (Beta)(/Engine/Transient.REINST_Dragon_Character_BP_Boss_Medium_C_3) CONTENT: Manticore (Beta)(/Engine/Transient.Default__REINST_Manticore_Character_BP_Medium_C_38878) CONTENT: Manticore (Beta)(/Game/Mods/Valguero/Assets/CoreBlueprints/Boss/Manticore_Character_BP_Medium.Default__Manticore_Character_BP_Medium_C) CONTENT: Megapithecus (Beta)(/Engine/Transient.Default__REINST_Gorilla_Character_BP_Medium_C_38882) CONTENT: Megapithecus (Beta)(/Game/Mods/Valguero/Assets/CoreBlueprints/Boss/Gorilla_Character_BP_Medium.Default__Gorilla_Character_BP_Medium_C) CONTENT: Dragon (Beta)(/Engine/Transient.Default__REINST_Dragon_Character_BP_Boss_Medium_C_38890) CONTENT: Dragon (Beta)(/Game/Mods/Valguero/Assets/CoreBlueprints/Boss/Dragon_Character_BP_Boss_Medium.Default__Dragon_Character_BP_Boss_Medium_C) CONTENT: Portal to the Guardian's Sanctuary (Gamma)(/Game/Mods/Valguero/Assets/CoreBlueprints/Boss/PrimalItem_BossTribute_ValThreeBoss_Easy.Default__PrimalItem_BossTribute_ValThreeBoss_Easy_C) CONTENT: Use this to generate a portal to the Guardian's Sanctuary (Easy).(/Game/Mods/Valguero/Assets/CoreBlueprints/Boss/PrimalItem_BossTribute_ValThreeBoss_Easy.Default__PrimalItem_BossTribute_ValThreeBoss_Easy_C) CONTENT: Portal to the Guardian's Sanctuary (Alpha)(/Game/Mods/Valguero/Assets/CoreBlueprints/Boss/PrimalItem_BossTribute_ValThreeBoss_Hard.Default__PrimalItem_BossTribute_ValThreeBoss_Hard_C) CONTENT: Use this to generate a portal to the Guardian's Sanctuary (Hard).(/Game/Mods/Valguero/Assets/CoreBlueprints/Boss/PrimalItem_BossTribute_ValThreeBoss_Hard.Default__PrimalItem_BossTribute_ValThreeBoss_Hard_C) CONTENT: Portal to the Guardian's Sanctuary (Beta)(/Game/Mods/Valguero/Assets/CoreBlueprints/Boss/PrimalItem_BossTribute_ValThreeBoss_Medium.Default__PrimalItem_BossTribute_ValThreeBoss_Medium_C) CONTENT: Use this to generate a portal to the Guardian's Sanctuary (Medium).(/Game/Mods/Valguero/Assets/CoreBlueprints/Boss/PrimalItem_BossTribute_ValThreeBoss_Medium.Default__PrimalItem_BossTribute_ValThreeBoss_Medium_C) CONTENT: Ocean Drops(/Game/Mods/Valguero/Assets/Dinos/SpiderL/DinoDropInventoryComponent_SpiderL_Val.Default__DinoDropInventoryComponent_SpiderL_Val_C) CONTENT: not used drops - with quality(/Game/Mods/Valguero/Assets/Dinos/SpiderL/DinoDropInventoryComponent_SpiderL_Val.Default__DinoDropInventoryComponent_SpiderL_Val_C) CONTENT: Idle(/Engine/Transient.REINST_SpiderL_VAL_Character_BP_C_0) CONTENT: Action(/Engine/Transient.REINST_SpiderL_VAL_Character_BP_C_0) CONTENT: Action2(/Engine/Transient.REINST_SpiderL_VAL_Character_BP_C_0) CONTENT: Action3(/Engine/Transient.REINST_SpiderL_VAL_Character_BP_C_0) CONTENT: Move(/Engine/Transient.REINST_SpiderL_VAL_Character_BP_C_0) CONTENT: Broodmother Lysrix(/Engine/Transient.REINST_SpiderL_VAL_Character_BP_C_0) CONTENT: Idle(/Engine/Transient.Default__REINST_SpiderL_VAL_Character_BP_C_38907) CONTENT: Action(/Engine/Transient.Default__REINST_SpiderL_VAL_Character_BP_C_38907) CONTENT: Action2(/Engine/Transient.Default__REINST_SpiderL_VAL_Character_BP_C_38907) CONTENT: Action3(/Engine/Transient.Default__REINST_SpiderL_VAL_Character_BP_C_38907) CONTENT: Move(/Engine/Transient.Default__REINST_SpiderL_VAL_Character_BP_C_38907) CONTENT: Broodmother Lysrix(/Engine/Transient.Default__REINST_SpiderL_VAL_Character_BP_C_38907) CONTENT: Idle(/Engine/Transient.REINST_SpiderL_VAL_Character_BP_C_1) CONTENT: Action(/Engine/Transient.REINST_SpiderL_VAL_Character_BP_C_1) CONTENT: Action2(/Engine/Transient.REINST_SpiderL_VAL_Character_BP_C_1) CONTENT: Action3(/Engine/Transient.REINST_SpiderL_VAL_Character_BP_C_1) CONTENT: Move(/Engine/Transient.REINST_SpiderL_VAL_Character_BP_C_1) CONTENT: Broodmother Lysrix(/Engine/Transient.REINST_SpiderL_VAL_Character_BP_C_1) CONTENT: Idle(/Engine/Transient.Default__REINST_SpiderL_VAL_Character_BP_C_38911) CONTENT: Action(/Engine/Transient.Default__REINST_SpiderL_VAL_Character_BP_C_38911) CONTENT: Action2(/Engine/Transient.Default__REINST_SpiderL_VAL_Character_BP_C_38911) CONTENT: Action3(/Engine/Transient.Default__REINST_SpiderL_VAL_Character_BP_C_38911) CONTENT: Move(/Engine/Transient.Default__REINST_SpiderL_VAL_Character_BP_C_38911) CONTENT: Broodmother Lysrix(/Engine/Transient.Default__REINST_SpiderL_VAL_Character_BP_C_38911) CONTENT: Idle(/Game/Mods/Valguero/Assets/Dinos/SpiderL/SpiderL_VAL_Character_BP.Default__SpiderL_VAL_Character_BP_C) CONTENT: Action(/Game/Mods/Valguero/Assets/Dinos/SpiderL/SpiderL_VAL_Character_BP.Default__SpiderL_VAL_Character_BP_C) CONTENT: Action2(/Game/Mods/Valguero/Assets/Dinos/SpiderL/SpiderL_VAL_Character_BP.Default__SpiderL_VAL_Character_BP_C) CONTENT: Action3(/Game/Mods/Valguero/Assets/Dinos/SpiderL/SpiderL_VAL_Character_BP.Default__SpiderL_VAL_Character_BP_C) CONTENT: Move(/Game/Mods/Valguero/Assets/Dinos/SpiderL/SpiderL_VAL_Character_BP.Default__SpiderL_VAL_Character_BP_C) CONTENT: Broodmother Lysrix(/Game/Mods/Valguero/Assets/Dinos/SpiderL/SpiderL_VAL_Character_BP.Default__SpiderL_VAL_Character_BP_C) LITERAL: Reset Trap(/Game/Mods/Valguero/Assets/Environment/Traps/NewTraps/Drop_Trap_Valguero.Drop_Trap_Valguero:EventGraph.K2Node_CallFunction_74308) LITERAL: Door Sound Master(/Game/Mods/Valguero/Assets/Environment/Traps/MultiSwitchDoor/MB_Door_Valguero.MB_Door_Valguero:EventGraph.K2Node_CallFunction_23311) CONTENT: No Ground or Snap Point(/Engine/Transient.REINST_MB_Button_Valguero_C_0) CONTENT: Can't Place on Floor(/Engine/Transient.REINST_MB_Button_Valguero_C_0) CONTENT: Is Obstructed(/Engine/Transient.REINST_MB_Button_Valguero_C_0) CONTENT: You need a water vein(/Engine/Transient.REINST_MB_Button_Valguero_C_0) CONTENT: Button(/Engine/Transient.REINST_MB_Button_Valguero_C_0) LITERAL: Press Button(/Game/Mods/Valguero/Assets/Environment/Traps/MultiSwitchDoor/MB_Button_Valguero.MB_Button_Valguero:BPGetMultiUseEntries.K2Node_MakeStruct_6) CONTENT: No Ground or Snap Point(/Engine/Transient.Default__REINST_MB_Button_Valguero_C_38940) CONTENT: Can't Place on Floor(/Engine/Transient.Default__REINST_MB_Button_Valguero_C_38940) CONTENT: Is Obstructed(/Engine/Transient.Default__REINST_MB_Button_Valguero_C_38940) CONTENT: You need a water vein(/Engine/Transient.Default__REINST_MB_Button_Valguero_C_38940) CONTENT: Button(/Engine/Transient.Default__REINST_MB_Button_Valguero_C_38940) CONTENT: No Ground or Snap Point(/Engine/Transient.REINST_MB_Button_Valguero_C_1) CONTENT: Can't Place on Floor(/Engine/Transient.REINST_MB_Button_Valguero_C_1) CONTENT: Is Obstructed(/Engine/Transient.REINST_MB_Button_Valguero_C_1) CONTENT: You need a water vein(/Engine/Transient.REINST_MB_Button_Valguero_C_1) CONTENT: Button(/Engine/Transient.REINST_MB_Button_Valguero_C_1) CONTENT: No Ground or Snap Point(/Engine/Transient.Default__REINST_MB_Button_Valguero_C_38944) CONTENT: Can't Place on Floor(/Engine/Transient.Default__REINST_MB_Button_Valguero_C_38944) CONTENT: Is Obstructed(/Engine/Transient.Default__REINST_MB_Button_Valguero_C_38944) CONTENT: You need a water vein(/Engine/Transient.Default__REINST_MB_Button_Valguero_C_38944) CONTENT: Button(/Engine/Transient.Default__REINST_MB_Button_Valguero_C_38944) CONTENT: No Ground or Snap Point(/Game/Mods/Valguero/Assets/Environment/Traps/MultiSwitchDoor/MB_Button_Valguero.Default__MB_Button_Valguero_C) CONTENT: Can't Place on Floor(/Game/Mods/Valguero/Assets/Environment/Traps/MultiSwitchDoor/MB_Button_Valguero.Default__MB_Button_Valguero_C) CONTENT: Is Obstructed(/Game/Mods/Valguero/Assets/Environment/Traps/MultiSwitchDoor/MB_Button_Valguero.Default__MB_Button_Valguero_C) CONTENT: You need a water vein(/Game/Mods/Valguero/Assets/Environment/Traps/MultiSwitchDoor/MB_Button_Valguero.Default__MB_Button_Valguero_C) CONTENT: Button(/Game/Mods/Valguero/Assets/Environment/Traps/MultiSwitchDoor/MB_Button_Valguero.Default__MB_Button_Valguero_C) CONTENT: Forsaken Oasis(/Game/Mods/Valguero/Valguero_P.Valguero_P:PersistentLevel.ValBossBiome) CONTENT: Small Islands(/Game/Mods/Valguero/Valguero_P.Valguero_P:PersistentLevel.PrimalWorldSettings) CONTENT: Beach Zone 1(/Game/Mods/Valguero/Valguero_P.Valguero_P:PersistentLevel.PrimalWorldSettings) CONTENT: Beach Zone 2(/Game/Mods/Valguero/Valguero_P.Valguero_P:PersistentLevel.PrimalWorldSettings) CONTENT: Beach Zone 3(/Game/Mods/Valguero/Valguero_P.Valguero_P:PersistentLevel.PrimalWorldSettings) CONTENT: Boreal Forest Zone 1(/Game/Mods/Valguero/Valguero_P.Valguero_P:PersistentLevel.PrimalWorldSettings) CONTENT: Boreal Forest Zone 2(/Game/Mods/Valguero/Valguero_P.Valguero_P:PersistentLevel.PrimalWorldSettings) CONTENT: Boreal Forest Zone 3(/Game/Mods/Valguero/Valguero_P.Valguero_P:PersistentLevel.PrimalWorldSettings) CONTENT: Chalk Hills Zone 1(/Game/Mods/Valguero/Valguero_P.Valguero_P:PersistentLevel.PrimalWorldSettings) CONTENT: Chalk Hills Zone 2(/Game/Mods/Valguero/Valguero_P.Valguero_P:PersistentLevel.PrimalWorldSettings) CONTENT: Chalk Hills Zone 3(/Game/Mods/Valguero/Valguero_P.Valguero_P:PersistentLevel.PrimalWorldSettings) CONTENT: Jungle Zone 1(/Game/Mods/Valguero/Valguero_P.Valguero_P:PersistentLevel.PrimalWorldSettings) CONTENT: Jungle Zone 2(/Game/Mods/Valguero/Valguero_P.Valguero_P:PersistentLevel.PrimalWorldSettings) CONTENT: Jungle Zone 3(/Game/Mods/Valguero/Valguero_P.Valguero_P:PersistentLevel.PrimalWorldSettings) CONTENT: Redwood Zone 1(/Game/Mods/Valguero/Valguero_P.Valguero_P:PersistentLevel.PrimalWorldSettings) CONTENT: Redwood Zone 2(/Game/Mods/Valguero/Valguero_P.Valguero_P:PersistentLevel.PrimalWorldSettings) CONTENT: Redwood Zone 3(/Game/Mods/Valguero/Valguero_P.Valguero_P:PersistentLevel.PrimalWorldSettings) CONTENT: Tundra Zone 1(/Game/Mods/Valguero/Valguero_P.Valguero_P:PersistentLevel.PrimalWorldSettings) CONTENT: Tundra Zone 2(/Game/Mods/Valguero/Valguero_P.Valguero_P:PersistentLevel.PrimalWorldSettings) CONTENT: Tundra Zone 3(/Game/Mods/Valguero/Valguero_P.Valguero_P:PersistentLevel.PrimalWorldSettings) CONTENT: Snow Zone 1(/Game/Mods/Valguero/Valguero_P.Valguero_P:PersistentLevel.PrimalWorldSettings) CONTENT: Snow Zone 2(/Game/Mods/Valguero/Valguero_P.Valguero_P:PersistentLevel.PrimalWorldSettings) CONTENT: Snow Zone 3(/Game/Mods/Valguero/Valguero_P.Valguero_P:PersistentLevel.PrimalWorldSettings) CONTENT: Boreal Forest(/Game/Mods/Valguero/Valguero_P.Valguero_P:PersistentLevel.PrimalWorldSettings) CONTENT: Valguero(/Game/Mods/Valguero/Valguero_P.Valguero_P:PersistentLevel.PrimalWorldSettings) CONTENT: Beaver Lake(/Game/Mods/Valguero/Valguero_Biomes.Valguero_Biomes:PersistentLevel.Biome_BeaverLake) CONTENT: Beaver Moore(/Game/Mods/Valguero/Valguero_Biomes.Valguero_Biomes:PersistentLevel.Biome_BeaverMoore) CONTENT: Bergfestung(/Game/Mods/Valguero/Valguero_Biomes.Valguero_Biomes:PersistentLevel.Biome_Bergfestung) CONTENT: Claw Valley(/Game/Mods/Valguero/Valguero_Biomes.Valguero_Biomes:PersistentLevel.Biome_ClawValley) CONTENT: Forgotten City(/Game/Mods/Valguero/Valguero_Biomes.Valguero_Biomes:PersistentLevel.Biome_ForgottenCity) CONTENT: Grand Glacier(/Game/Mods/Valguero/Valguero_Biomes.Valguero_Biomes:PersistentLevel.Biome_GrandGlacier) CONTENT: Green Canyon(/Game/Mods/Valguero/Valguero_Biomes.Valguero_Biomes:PersistentLevel.Biome_GreenCanyon) CONTENT: Hidden Lake(/Game/Mods/Valguero/Valguero_Biomes.Valguero_Biomes:PersistentLevel.Biome_HiddenLake) CONTENT: Highmountain(/Game/Mods/Valguero/Valguero_Biomes.Valguero_Biomes:PersistentLevel.Biome_Highmountain) CONTENT: Schwarzwald(/Game/Mods/Valguero/Valguero_Biomes.Valguero_Biomes:PersistentLevel.Biome_Schwarzwald) CONTENT: Skeleton Gorge(/Game/Mods/Valguero/Valguero_Biomes.Valguero_Biomes:PersistentLevel.Biome_SkeletonGorge) CONTENT: The Abyss(/Game/Mods/Valguero/Valguero_Biomes.Valguero_Biomes:PersistentLevel.Biome_TheAbyss) CONTENT: The Abyss(/Game/Mods/Valguero/Valguero_Biomes.Valguero_Biomes:PersistentLevel.Biome_TheAbyss_53) CONTENT: The Dam(/Game/Mods/Valguero/Valguero_Biomes.Valguero_Biomes:PersistentLevel.Biome_TheDam) CONTENT: The Dam(/Game/Mods/Valguero/Valguero_Biomes.Valguero_Biomes:PersistentLevel.Biome_TheDam_43) CONTENT: The Emerald Forest(/Game/Mods/Valguero/Valguero_Biomes.Valguero_Biomes:PersistentLevel.Biome_TheEmeraldForest) CONTENT: The Falls(/Game/Mods/Valguero/Valguero_Biomes.Valguero_Biomes:PersistentLevel.Biome_TheFalls) CONTENT: The Farm(/Game/Mods/Valguero/Valguero_Biomes.Valguero_Biomes:PersistentLevel.Biome_TheFarm) CONTENT: The Great Trench(/Game/Mods/Valguero/Valguero_Biomes.Valguero_Biomes:PersistentLevel.Biome_TheGreatTrench) CONTENT: The Island(/Game/Mods/Valguero/Valguero_Biomes.Valguero_Biomes:PersistentLevel.Biome_TheIsland) CONTENT: The Lair(/Game/Mods/Valguero/Valguero_Biomes.Valguero_Biomes:PersistentLevel.Biome_TheLair) CONTENT: The Lost Temple(/Game/Mods/Valguero/Valguero_Biomes.Valguero_Biomes:PersistentLevel.Biome_TheLostTemple) CONTENT: The Maul(/Game/Mods/Valguero/Valguero_Biomes.Valguero_Biomes:PersistentLevel.Biome_TheMaul) CONTENT: The Moore(/Game/Mods/Valguero/Valguero_Biomes.Valguero_Biomes:PersistentLevel.Biome_TheMoore) CONTENT: The Outpost(/Game/Mods/Valguero/Valguero_Biomes.Valguero_Biomes:PersistentLevel.Biome_TheOutpost) CONTENT: The Pillar(/Game/Mods/Valguero/Valguero_Biomes.Valguero_Biomes:PersistentLevel.Biome_ThePillar) CONTENT: The Stronghold(/Game/Mods/Valguero/Valguero_Biomes.Valguero_Biomes:PersistentLevel.Biome_TheStronghold) CONTENT: The Unknown(/Game/Mods/Valguero/Valguero_Biomes.Valguero_Biomes:PersistentLevel.Biome_TheUnknown) CONTENT: The Valley(/Game/Mods/Valguero/Valguero_Biomes.Valguero_Biomes:PersistentLevel.Biome_TheValley) CONTENT: Weather Top(/Game/Mods/Valguero/Valguero_Biomes.Valguero_Biomes:PersistentLevel.Biome_Weathertop) CONTENT: The Twin Peaks(/Game/Mods/Valguero/Valguero_Biomes.Valguero_Biomes:PersistentLevel.BiomeZone_TheTwinPeaks) CONTENT: Felsblock Pass(/Game/Mods/Valguero/Valguero_Biomes.Valguero_Biomes:PersistentLevel.BiomeZoneVolume_10) CONTENT: Tundra Crossing(/Game/Mods/Valguero/Valguero_Biomes.Valguero_Biomes:PersistentLevel.BiomeZoneVolume_13) CONTENT: Snow Desert(/Game/Mods/Valguero/Valguero_Biomes.Valguero_Biomes:PersistentLevel.BiomeZoneVolume_15) CONTENT: Snow Mountains(/Game/Mods/Valguero/Valguero_Biomes.Valguero_Biomes:PersistentLevel.BiomeZoneVolume_17) CONTENT: Urwald Swamp(/Game/Mods/Valguero/Valguero_Biomes.Valguero_Biomes:PersistentLevel.BiomeZoneVolume_40) CONTENT: The Skyguard(/Game/Mods/Valguero/Valguero_Biomes.Valguero_Biomes:PersistentLevel.BiomeZoneVolume_43) CONTENT: Felsblock Pass(/Game/Mods/Valguero/Valguero_Biomes.Valguero_Biomes:PersistentLevel.BiomeZoneVolume_7) CONTENT: Glacier Throughway(/Game/Mods/Valguero/Valguero_Biomes.Valguero_Biomes:PersistentLevel.BiomeZoneVolume_8) CONTENT: Felsblock Pass(/Game/Mods/Valguero/Valguero_Biomes.Valguero_Biomes:PersistentLevel.BiomeZoneVolume_9) CONTENT: Boreal Forest(/Game/Mods/Valguero/Valguero_Biomes.Valguero_Biomes:PersistentLevel.BiomeZoneVolume_BorealForest) CONTENT: Jungle(/Game/Mods/Valguero/Valguero_Biomes.Valguero_Biomes:PersistentLevel.BiomeZoneVolume_Jungle) CONTENT: The Lake(/Game/Mods/Valguero/Valguero_Biomes.Valguero_Biomes:PersistentLevel.BiomeZoneVolume_MainLake) CONTENT: The Redwoods(/Game/Mods/Valguero/Valguero_Biomes.Valguero_Biomes:PersistentLevel.BiomeZoneVolume_Redwoods) CONTENT: Snow Mountains(/Game/Mods/Valguero/Valguero_Biomes.Valguero_Biomes:PersistentLevel.BiomeZoneVolume_SnowMountains) CONTENT: The Paradise(/Game/Mods/Valguero/Valguero_Biomes.Valguero_Biomes:PersistentLevel.BiomeZoneVolume_TheParadise) CONTENT: The White Cliffs(/Game/Mods/Valguero/Valguero_Biomes.Valguero_Biomes:PersistentLevel.BiomeZoneVolume_WhiteCliffs) CONTENT: Felsblock Plateau(/Game/Mods/Valguero/Valguero_Biomes.Valguero_Biomes:PersistentLevel.Snow_IceDesert_2) CONTENT: Glacier Narrows(/Game/Mods/Valguero/Valguero_Biomes.Valguero_Biomes:PersistentLevel.Snow_IceDesert_3) CONTENT: Felsblock Pass(/Game/Mods/Valguero/Valguero_Biomes.Valguero_Biomes:PersistentLevel.Snow_Transition_2) CONTENT: Jungle Cliff Ridge(/Game/Mods/Valguero/Valguero_Biomes.Valguero_Biomes:PersistentLevel.Snow_Transition_5) CONTENT: Icewall Plateau(/Game/Mods/Valguero/Valguero_Biomes.Valguero_Biomes:PersistentLevel.Snow_Transition_7) CONTENT: Tundra(/Game/Mods/Valguero/Valguero_Biomes.Valguero_Biomes:PersistentLevel.Tundra) CONTENT: Wilderness(/Game/Mods/Valguero/Valguero_Biomes.Valguero_Biomes:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Mods/Valguero/Valguero_AB_Biomes.Valguero_AB_Biomes:PersistentLevel.PrimalWorldSettings) CONTENT: Crystal Wyvern Queen Trophy(/Game/Mods/CrystalIsles/Assets/Dinos/CIBoss/Trophy/PrimalItemTrophy_CIBoss.Default__PrimalItemTrophy_CIBoss_C) CONTENT: Place it on a Trophy Wall-Mount!(/Game/Mods/CrystalIsles/Assets/Dinos/CIBoss/Trophy/PrimalItemTrophy_CIBoss.Default__PrimalItemTrophy_CIBoss_C) CONTENT: Gamma Crystal Wyvern Queen Trophy(/Game/Mods/CrystalIsles/Assets/Dinos/CIBoss/Trophy/PrimalItemTrophy_CIBoss_Gamma.Default__PrimalItemTrophy_CIBoss_Gamma_C) CONTENT: Beta Crystal Wyvern Queen Trophy(/Game/Mods/CrystalIsles/Assets/Dinos/CIBoss/Trophy/PrimalItemTrophy_CIBoss_Beta.Default__PrimalItemTrophy_CIBoss_Beta_C) CONTENT: Alpha Crystal Wyvern Queen Trophy(/Game/Mods/CrystalIsles/Assets/Dinos/CIBoss/Trophy/PrimalItemTrophy_CIBoss_Alpha.Default__PrimalItemTrophy_CIBoss_Alpha_C) LITERAL: Dino Should Fly Check(/Game/Mods/CrystalIsles/Assets/Dinos/CIBoss/AI/BeginFlyForceBaby_TK.BeginFlyForceBaby_TK:EventGraph.K2Node_CallFunction_7644) LITERAL: Dino Should Land Check(/Game/Mods/CrystalIsles/Assets/Dinos/CIBoss/AI/BeginFlyForceBaby_TK.BeginFlyForceBaby_TK:EventGraph.K2Node_CallFunction_13003) CONTENT: Idle(/Engine/Transient.REINST_CrystalWyvern_Character_BP_Boss_C_0) CONTENT: Action(/Engine/Transient.REINST_CrystalWyvern_Character_BP_Boss_C_0) CONTENT: Action2(/Engine/Transient.REINST_CrystalWyvern_Character_BP_Boss_C_0) CONTENT: Spine_03_exp(/Engine/Transient.REINST_CrystalWyvern_Character_BP_Boss_C_0) CONTENT: Action3(/Engine/Transient.REINST_CrystalWyvern_Character_BP_Boss_C_0) CONTENT: Spine_03_exp(/Engine/Transient.REINST_CrystalWyvern_Character_BP_Boss_C_0) CONTENT: Action4(/Engine/Transient.REINST_CrystalWyvern_Character_BP_Boss_C_0) CONTENT: Crystal Wyvern Queen(/Engine/Transient.REINST_CrystalWyvern_Character_BP_Boss_C_0) LITERAL: MoveToCurrentNest(/Game/Mods/CrystalIsles/Assets/Dinos/CIBoss/CrystalWyvern_Character_BP_Boss.CrystalWyvern_Character_BP_Boss:EventGraph.K2Node_CallFunction_274272) LITERAL: MoveToCurrentNest(/Game/Mods/CrystalIsles/Assets/Dinos/CIBoss/CrystalWyvern_Character_BP_Boss.CrystalWyvern_Character_BP_Boss:EventGraph.K2Node_CallFunction_275597) LITERAL: MoveToCurrentNest(/Game/Mods/CrystalIsles/Assets/Dinos/CIBoss/CrystalWyvern_Character_BP_Boss.CrystalWyvern_Character_BP_Boss:EventGraph.K2Node_CallFunction_275760) LITERAL: MoveToCurrentNest(/Game/Mods/CrystalIsles/Assets/Dinos/CIBoss/CrystalWyvern_Character_BP_Boss.CrystalWyvern_Character_BP_Boss:EventGraph.K2Node_CallFunction_406617) LITERAL: Brain Paused(/Game/Mods/CrystalIsles/Assets/Dinos/CIBoss/CrystalWyvern_Character_BP_Boss.CrystalWyvern_Character_BP_Boss:UpdateBrain.K2Node_CallFunction_1417305) LITERAL: Brain Unpaused(/Game/Mods/CrystalIsles/Assets/Dinos/CIBoss/CrystalWyvern_Character_BP_Boss.CrystalWyvern_Character_BP_Boss:UpdateBrain.K2Node_CallFunction_1485364) CONTENT: Idle(/Engine/Transient.Default__REINST_CrystalWyvern_Character_BP_Boss_C_39115) CONTENT: Action(/Engine/Transient.Default__REINST_CrystalWyvern_Character_BP_Boss_C_39115) CONTENT: Action2(/Engine/Transient.Default__REINST_CrystalWyvern_Character_BP_Boss_C_39115) CONTENT: Spine_03_exp(/Engine/Transient.Default__REINST_CrystalWyvern_Character_BP_Boss_C_39115) CONTENT: Action3(/Engine/Transient.Default__REINST_CrystalWyvern_Character_BP_Boss_C_39115) CONTENT: Spine_03_exp(/Engine/Transient.Default__REINST_CrystalWyvern_Character_BP_Boss_C_39115) CONTENT: Action4(/Engine/Transient.Default__REINST_CrystalWyvern_Character_BP_Boss_C_39115) CONTENT: Crystal Wyvern Queen(/Engine/Transient.Default__REINST_CrystalWyvern_Character_BP_Boss_C_39115) CONTENT: Idle(/Engine/Transient.REINST_CrystalWyvern_Character_BP_Boss_C_1) CONTENT: Action(/Engine/Transient.REINST_CrystalWyvern_Character_BP_Boss_C_1) CONTENT: Action2(/Engine/Transient.REINST_CrystalWyvern_Character_BP_Boss_C_1) CONTENT: Spine_03_exp(/Engine/Transient.REINST_CrystalWyvern_Character_BP_Boss_C_1) CONTENT: Action3(/Engine/Transient.REINST_CrystalWyvern_Character_BP_Boss_C_1) CONTENT: Spine_03_exp(/Engine/Transient.REINST_CrystalWyvern_Character_BP_Boss_C_1) CONTENT: Action4(/Engine/Transient.REINST_CrystalWyvern_Character_BP_Boss_C_1) CONTENT: Crystal Wyvern Queen(/Engine/Transient.REINST_CrystalWyvern_Character_BP_Boss_C_1) CONTENT: Idle(/Engine/Transient.Default__REINST_CrystalWyvern_Character_BP_Boss_C_39123) CONTENT: Action(/Engine/Transient.Default__REINST_CrystalWyvern_Character_BP_Boss_C_39123) CONTENT: Action2(/Engine/Transient.Default__REINST_CrystalWyvern_Character_BP_Boss_C_39123) CONTENT: Spine_03_exp(/Engine/Transient.Default__REINST_CrystalWyvern_Character_BP_Boss_C_39123) CONTENT: Action3(/Engine/Transient.Default__REINST_CrystalWyvern_Character_BP_Boss_C_39123) CONTENT: Spine_03_exp(/Engine/Transient.Default__REINST_CrystalWyvern_Character_BP_Boss_C_39123) CONTENT: Action4(/Engine/Transient.Default__REINST_CrystalWyvern_Character_BP_Boss_C_39123) CONTENT: Crystal Wyvern Queen(/Engine/Transient.Default__REINST_CrystalWyvern_Character_BP_Boss_C_39123) CONTENT: Idle(/Game/Mods/CrystalIsles/Assets/Dinos/CIBoss/CrystalWyvern_Character_BP_Boss.Default__CrystalWyvern_Character_BP_Boss_C) CONTENT: Action(/Game/Mods/CrystalIsles/Assets/Dinos/CIBoss/CrystalWyvern_Character_BP_Boss.Default__CrystalWyvern_Character_BP_Boss_C) CONTENT: Action2(/Game/Mods/CrystalIsles/Assets/Dinos/CIBoss/CrystalWyvern_Character_BP_Boss.Default__CrystalWyvern_Character_BP_Boss_C) CONTENT: Spine_03_exp(/Game/Mods/CrystalIsles/Assets/Dinos/CIBoss/CrystalWyvern_Character_BP_Boss.Default__CrystalWyvern_Character_BP_Boss_C) CONTENT: Action3(/Game/Mods/CrystalIsles/Assets/Dinos/CIBoss/CrystalWyvern_Character_BP_Boss.Default__CrystalWyvern_Character_BP_Boss_C) CONTENT: Spine_03_exp(/Game/Mods/CrystalIsles/Assets/Dinos/CIBoss/CrystalWyvern_Character_BP_Boss.Default__CrystalWyvern_Character_BP_Boss_C) CONTENT: Action4(/Game/Mods/CrystalIsles/Assets/Dinos/CIBoss/CrystalWyvern_Character_BP_Boss.Default__CrystalWyvern_Character_BP_Boss_C) CONTENT: Crystal Wyvern Queen(/Game/Mods/CrystalIsles/Assets/Dinos/CIBoss/CrystalWyvern_Character_BP_Boss.Default__CrystalWyvern_Character_BP_Boss_C) CONTENT: Crystal Wyvern Heir(/Engine/Transient.REINST_CrystalWyvern_Character_BP_Minion_C_0) LITERAL: InitMinion(/Game/Mods/CrystalIsles/Assets/Dinos/CIBoss/Minions/CrystalWyvern_Character_BP_Minion.CrystalWyvern_Character_BP_Minion:BPDinoPostBeginPlay.K2Node_CallFunction_225898) LITERAL: ClientInitMinion(/Game/Mods/CrystalIsles/Assets/Dinos/CIBoss/Minions/CrystalWyvern_Character_BP_Minion.CrystalWyvern_Character_BP_Minion:EventGraph.K2Node_CallFunction_214829) LITERAL: DelayClearDeathAnim(/Game/Mods/CrystalIsles/Assets/Dinos/CIBoss/Minions/CrystalWyvern_Character_BP_Minion.CrystalWyvern_Character_BP_Minion:UpdateEggProperties.K2Node_CallFunction_205070) CONTENT: Crystal Wyvern Heir(/Engine/Transient.Default__REINST_CrystalWyvern_Character_BP_Minion_C_39150) CONTENT: Crystal Wyvern Heir(/Engine/Transient.REINST_CrystalWyvern_Character_BP_Minion_C_1) CONTENT: Ember Crystal Wyvern Heir(/Engine/Transient.REINST_CrystalWyvern_Character_BP_Minion_Ember_C_0) CONTENT: Ember Crystal Wyvern Heir(/Engine/Transient.Default__REINST_CrystalWyvern_Character_BP_Minion_Ember_C_39157) CONTENT: Ember Crystal Wyvern Heir(/Engine/Transient.REINST_CrystalWyvern_Character_BP_Minion_Ember_C_1) CONTENT: Blood Crystal Wyvern Heir(/Engine/Transient.REINST_CrystalWyvern_Character_BP_Minion_Blood_C_0) CONTENT: Blood Crystal Wyvern Heir(/Engine/Transient.Default__REINST_CrystalWyvern_Character_BP_Minion_Blood_C_39172) CONTENT: Blood Crystal Wyvern Heir(/Engine/Transient.REINST_CrystalWyvern_Character_BP_Minion_Blood_C_1) CONTENT: Tropical Crystal Wyvern Heir(/Engine/Transient.REINST_CrystalWyvern_Character_BP_Minion_WS_C_0) CONTENT: Tropical Crystal Wyvern Heir(/Engine/Transient.Default__REINST_CrystalWyvern_Character_BP_Minion_WS_C_39187) CONTENT: Tropical Crystal Wyvern Heir(/Engine/Transient.REINST_CrystalWyvern_Character_BP_Minion_WS_C_1) LITERAL: PerWaveChecks(/Game/Mods/CrystalIsles/Assets/Dinos/CIBoss/Arena/BossArenaManager_CIBoss.BossArenaManager_CIBoss:EventGraph.K2Node_CallFunction_236849) LITERAL: PerWaveChecks(/Game/Mods/CrystalIsles/Assets/Dinos/CIBoss/Arena/BossArenaManager_CIBoss.BossArenaManager_CIBoss:EventGraph.K2Node_CallFunction_180603) LITERAL: OnNewNestWave(/Game/Mods/CrystalIsles/Assets/Dinos/CIBoss/Arena/BossArenaManager_CIBoss.BossArenaManager_CIBoss:EventGraph.K2Node_CallFunction_236851) LITERAL: OnNewNestWave(/Game/Mods/CrystalIsles/Assets/Dinos/CIBoss/Arena/BossArenaManager_CIBoss.BossArenaManager_CIBoss:EventGraph.K2Node_CallFunction_931918) LITERAL: PerWaveChecks(/Game/Mods/CrystalIsles/Assets/Dinos/CIBoss/Arena/BossArenaManager_CIBoss.BossArenaManager_CIBoss:EventGraph.K2Node_CallFunction_210381) LITERAL: BossFightBegin(/Game/Mods/CrystalIsles/Assets/Dinos/CIBoss/Arena/BossArenaManager_CIBoss.BossArenaManager_CIBoss:SpawnedBoss.K2Node_CallFunction_1403381) CONTENT: Crystal Wyvern Heir(/Engine/Transient.Default__REINST_CrystalWyvern_Character_BP_Minion_C_39209) CONTENT: Crystal Wyvern Heir(/Game/Mods/CrystalIsles/Assets/Dinos/CIBoss/Minions/CrystalWyvern_Character_BP_Minion.Default__CrystalWyvern_Character_BP_Minion_C) CONTENT: Ember Crystal Wyvern Heir(/Engine/Transient.Default__REINST_CrystalWyvern_Character_BP_Minion_Ember_C_39223) CONTENT: Ember Crystal Wyvern Heir(/Game/Mods/CrystalIsles/Assets/Dinos/CIBoss/Minions/CrystalWyvern_Character_BP_Minion_Ember.Default__CrystalWyvern_Character_BP_Minion_Ember_C) CONTENT: Blood Crystal Wyvern Heir(/Engine/Transient.Default__REINST_CrystalWyvern_Character_BP_Minion_Blood_C_39231) CONTENT: Blood Crystal Wyvern Heir(/Game/Mods/CrystalIsles/Assets/Dinos/CIBoss/Minions/CrystalWyvern_Character_BP_Minion_Blood.Default__CrystalWyvern_Character_BP_Minion_Blood_C) CONTENT: Tropical Crystal Wyvern Heir(/Engine/Transient.Default__REINST_CrystalWyvern_Character_BP_Minion_WS_C_39239) CONTENT: Tropical Crystal Wyvern Heir(/Game/Mods/CrystalIsles/Assets/Dinos/CIBoss/Minions/CrystalWyvern_Character_BP_Minion_WS.Default__CrystalWyvern_Character_BP_Minion_WS_C) CONTENT: Element(/Game/Mods/CrystalIsles/Assets/Dinos/CIBoss/DinoDropInventoryComponent_CIBoss_Easy.Default__DinoDropInventoryComponent_CIBoss_Easy_C) CONTENT: Trophy(/Game/Mods/CrystalIsles/Assets/Dinos/CIBoss/DinoDropInventoryComponent_CIBoss_Easy.Default__DinoDropInventoryComponent_CIBoss_Easy_C) CONTENT: Trophy(/Game/Mods/CrystalIsles/Assets/Dinos/CIBoss/DinoDropInventoryComponent_CIBoss_Easy.Default__DinoDropInventoryComponent_CIBoss_Easy_C) CONTENT: Crystal Wyvern Queen (Gamma)(/Engine/Transient.REINST_CrystalWyvern_Character_BP_Boss_Easy_C_0) CONTENT: Crystal Wyvern Queen (Gamma)(/Engine/Transient.Default__REINST_CrystalWyvern_Character_BP_Boss_Easy_C_39252) CONTENT: Crystal Wyvern Queen (Gamma)(/Engine/Transient.REINST_CrystalWyvern_Character_BP_Boss_Easy_C_1) CONTENT: Crystal Wyvern Queen (Gamma)(/Engine/Transient.Default__REINST_CrystalWyvern_Character_BP_Boss_Easy_C_39256) CONTENT: Crystal Wyvern Queen (Gamma)(/Game/Mods/CrystalIsles/Assets/Dinos/CIBoss/CrystalWyvern_Character_BP_Boss_Easy.Default__CrystalWyvern_Character_BP_Boss_Easy_C) CONTENT: Alpha Crystal Talon(/Game/PrimalEarth/Dinos/CrystalWyvern/Mega/PrimalItemResource_ApexDrop_AlphaCrystalWyvern.Default__PrimalItemResource_ApexDrop_AlphaCrystalWyvern_C) CONTENT: This trophy proves your worth as a hunter.(/Game/PrimalEarth/Dinos/CrystalWyvern/Mega/PrimalItemResource_ApexDrop_AlphaCrystalWyvern.Default__PrimalItemResource_ApexDrop_AlphaCrystalWyvern_C) CONTENT: Generate Crystal Wyvern Queen Portal(/Game/Mods/CrystalIsles/Assets/Dinos/CIBoss/Arena/PrimalItem_BossTribute_CIBoss.Default__PrimalItem_BossTribute_CIBoss_C) CONTENT: Use this to generate a portal to the Crystal Wyvern Queen.(/Game/Mods/CrystalIsles/Assets/Dinos/CIBoss/Arena/PrimalItem_BossTribute_CIBoss.Default__PrimalItem_BossTribute_CIBoss_C) CONTENT: Generate Crystal Wyvern Queen (Gamma) Portal(/Game/Mods/CrystalIsles/Assets/Dinos/CIBoss/Arena/PrimalItem_BossTribute_CIBoss_Easy.Default__PrimalItem_BossTribute_CIBoss_Easy_C) CONTENT: Use this to generate a portal to the Crystal Wyvern Queen (Easy).(/Game/Mods/CrystalIsles/Assets/Dinos/CIBoss/Arena/PrimalItem_BossTribute_CIBoss_Easy.Default__PrimalItem_BossTribute_CIBoss_Easy_C) CONTENT: Element(/Game/Mods/CrystalIsles/Assets/Dinos/CIBoss/DinoDropInventoryComponent_CIBoss_Hard.Default__DinoDropInventoryComponent_CIBoss_Hard_C) CONTENT: Trophy(/Game/Mods/CrystalIsles/Assets/Dinos/CIBoss/DinoDropInventoryComponent_CIBoss_Hard.Default__DinoDropInventoryComponent_CIBoss_Hard_C) CONTENT: Trophy(/Game/Mods/CrystalIsles/Assets/Dinos/CIBoss/DinoDropInventoryComponent_CIBoss_Hard.Default__DinoDropInventoryComponent_CIBoss_Hard_C) CONTENT: Crystal Wyvern Queen (Alpha)(/Engine/Transient.REINST_CrystalWyvern_Character_BP_Boss_Hard_C_0) CONTENT: Crystal Wyvern Queen (Alpha)(/Engine/Transient.Default__REINST_CrystalWyvern_Character_BP_Boss_Hard_C_39280) CONTENT: Crystal Wyvern Queen (Alpha)(/Engine/Transient.REINST_CrystalWyvern_Character_BP_Boss_Hard_C_1) CONTENT: Crystal Wyvern Queen (Alpha)(/Engine/Transient.Default__REINST_CrystalWyvern_Character_BP_Boss_Hard_C_39284) CONTENT: Crystal Wyvern Queen (Alpha)(/Game/Mods/CrystalIsles/Assets/Dinos/CIBoss/CrystalWyvern_Character_BP_Boss_Hard.Default__CrystalWyvern_Character_BP_Boss_Hard_C) CONTENT: Artifact of the Lost(/Game/PrimalEarth/CoreBlueprints/Items/Artifacts/PrimalItemArtifactAB_4.Default__PrimalItemArtifactAB_4_C) CONTENT: Found within the depths of the Aberration. Only one of these may be carried at a time by an organism.(/Game/PrimalEarth/CoreBlueprints/Items/Artifacts/PrimalItemArtifactAB_4.Default__PrimalItemArtifactAB_4_C) CONTENT: Artifacts(/Game/PrimalEarth/CoreBlueprints/Items/Artifacts/PrimalItemArtifactAB_4.Default__PrimalItemArtifactAB_4_C) CONTENT: Generate Crystal Wyvern Queen (Alpha) Portal(/Game/Mods/CrystalIsles/Assets/Dinos/CIBoss/Arena/PrimalItem_BossTribute_CIBoss_Hard.Default__PrimalItem_BossTribute_CIBoss_Hard_C) CONTENT: Use this to generate a portal to the Crystal Wyvern Queen (Hard).(/Game/Mods/CrystalIsles/Assets/Dinos/CIBoss/Arena/PrimalItem_BossTribute_CIBoss_Hard.Default__PrimalItem_BossTribute_CIBoss_Hard_C) CONTENT: Element(/Game/Mods/CrystalIsles/Assets/Dinos/CIBoss/DinoDropInventoryComponent_CIBoss_Medium.Default__DinoDropInventoryComponent_CIBoss_Medium_C) CONTENT: Trophy(/Game/Mods/CrystalIsles/Assets/Dinos/CIBoss/DinoDropInventoryComponent_CIBoss_Medium.Default__DinoDropInventoryComponent_CIBoss_Medium_C) CONTENT: Trophy(/Game/Mods/CrystalIsles/Assets/Dinos/CIBoss/DinoDropInventoryComponent_CIBoss_Medium.Default__DinoDropInventoryComponent_CIBoss_Medium_C) CONTENT: Crystal Wyvern Queen (Beta)(/Engine/Transient.REINST_CrystalWyvern_Character_BP_Boss_Medium_C_0) CONTENT: Crystal Wyvern Queen (Beta)(/Engine/Transient.Default__REINST_CrystalWyvern_Character_BP_Boss_Medium_C_39305) CONTENT: Crystal Wyvern Queen (Beta)(/Engine/Transient.REINST_CrystalWyvern_Character_BP_Boss_Medium_C_1) CONTENT: Crystal Wyvern Queen (Beta)(/Engine/Transient.Default__REINST_CrystalWyvern_Character_BP_Boss_Medium_C_39309) CONTENT: Crystal Wyvern Queen (Beta)(/Game/Mods/CrystalIsles/Assets/Dinos/CIBoss/CrystalWyvern_Character_BP_Boss_Medium.Default__CrystalWyvern_Character_BP_Boss_Medium_C) CONTENT: Generate Crystal Wyvern Queen (Beta) Portal(/Game/Mods/CrystalIsles/Assets/Dinos/CIBoss/Arena/PrimalItem_BossTribute_CIBoss_Medium.Default__PrimalItem_BossTribute_CIBoss_Medium_C) CONTENT: Use this to generate a portal to the Crystal Wyvern Queen (Medium).(/Game/Mods/CrystalIsles/Assets/Dinos/CIBoss/Arena/PrimalItem_BossTribute_CIBoss_Medium.Default__PrimalItem_BossTribute_CIBoss_Medium_C) CONTENT: North West(/Game/Mods/CrystalIsles/CrystalIsles.CrystalIsles:PersistentLevel.PrimalWorldSettings) CONTENT: North(/Game/Mods/CrystalIsles/CrystalIsles.CrystalIsles:PersistentLevel.PrimalWorldSettings) CONTENT: North East(/Game/Mods/CrystalIsles/CrystalIsles.CrystalIsles:PersistentLevel.PrimalWorldSettings) CONTENT: West(/Game/Mods/CrystalIsles/CrystalIsles.CrystalIsles:PersistentLevel.PrimalWorldSettings) CONTENT: Central(/Game/Mods/CrystalIsles/CrystalIsles.CrystalIsles:PersistentLevel.PrimalWorldSettings) CONTENT: East(/Game/Mods/CrystalIsles/CrystalIsles.CrystalIsles:PersistentLevel.PrimalWorldSettings) CONTENT: South West(/Game/Mods/CrystalIsles/CrystalIsles.CrystalIsles:PersistentLevel.PrimalWorldSettings) CONTENT: South(/Game/Mods/CrystalIsles/CrystalIsles.CrystalIsles:PersistentLevel.PrimalWorldSettings) CONTENT: South East(/Game/Mods/CrystalIsles/CrystalIsles.CrystalIsles:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Mods/CrystalIsles/CrystalIsles.CrystalIsles:PersistentLevel.PrimalWorldSettings) CONTENT: Fish One To Four(/Game/Aberration/CoreBlueprints/Spawners/AB_DinoSpawnEntries_BioCaveWater.Default__AB_DinoSpawnEntries_BioCaveWater_C) CONTENT: Piranha Two to Four(/Game/Aberration/CoreBlueprints/Spawners/AB_DinoSpawnEntries_BioCaveWater.Default__AB_DinoSpawnEntries_BioCaveWater_C) CONTENT: Salmon Three To Five(/Game/Aberration/CoreBlueprints/Spawners/AB_DinoSpawnEntries_BioCaveWater.Default__AB_DinoSpawnEntries_BioCaveWater_C) CONTENT: Sarco (1)(/Game/Aberration/CoreBlueprints/Spawners/AB_DinoSpawnEntries_BioCaveWater.Default__AB_DinoSpawnEntries_BioCaveWater_C) CONTENT: Spino (1)(/Game/Aberration/CoreBlueprints/Spawners/AB_DinoSpawnEntries_BioCaveWater.Default__AB_DinoSpawnEntries_BioCaveWater_C) CONTENT: Otter One to Two(/Game/Aberration/CoreBlueprints/Spawners/AB_DinoSpawnEntries_BioCaveWater.Default__AB_DinoSpawnEntries_BioCaveWater_C) CONTENT: Crab (1)(/Game/Aberration/CoreBlueprints/Spawners/AB_DinoSpawnEntries_BioCaveWater.Default__AB_DinoSpawnEntries_BioCaveWater_C) CONTENT: Toad (1)(/Game/Aberration/CoreBlueprints/Spawners/AB_DinoSpawnEntries_TwitchBioWater.Default__AB_DinoSpawnEntries_TwitchBioWater_C) CONTENT: Cnidara(/Game/Aberration/CoreBlueprints/Spawners/AB_DinoSpawnEntries_TwitchBioWater.Default__AB_DinoSpawnEntries_TwitchBioWater_C) CONTENT: Eel (6)(/Game/Aberration/CoreBlueprints/Spawners/AB_DinoSpawnEntries_TwitchBioWater.Default__AB_DinoSpawnEntries_TwitchBioWater_C) CONTENT: Bary (1)(/Game/Aberration/CoreBlueprints/Spawners/AB_DinoSpawnEntries_TwitchBioWater.Default__AB_DinoSpawnEntries_TwitchBioWater_C) CONTENT: Anglers (1-2)(/Game/Aberration/CoreBlueprints/Spawners/AB_DinoSpawnEntries_TwitchBioWater.Default__AB_DinoSpawnEntries_TwitchBioWater_C) CONTENT: Diplo (1)(/Game/Aberration/CoreBlueprints/Spawners/AB_DinoSpawnEntries_TwitchBioWater.Default__AB_DinoSpawnEntries_TwitchBioWater_C) CONTENT: Trilobite 5(/Game/Aberration/CoreBlueprints/Spawners/AB_DinoSpawnEntries_TwitchBioWater.Default__AB_DinoSpawnEntries_TwitchBioWater_C) CONTENT: Dimetro (1)(/Game/Aberration/CoreBlueprints/Spawners/AB_DinoSpawnEntries_TwitchBioWater.Default__AB_DinoSpawnEntries_TwitchBioWater_C) CONTENT: Crab (1)(/Game/Aberration/CoreBlueprints/Spawners/AB_DinoSpawnEntries_TwitchBioWater.Default__AB_DinoSpawnEntries_TwitchBioWater_C) CONTENT: Lamprey (1)(/Game/Aberration/CoreBlueprints/Spawners/AB_DinoSpawnEntries_TwitchBioWater.Default__AB_DinoSpawnEntries_TwitchBioWater_C) CONTENT: Sarco (1)(/Game/Aberration/CoreBlueprints/Spawners/AB_DinoSpawnEntries_TwitchBioWater.Default__AB_DinoSpawnEntries_TwitchBioWater_C) CONTENT: Salmon (1-3)(/Game/Aberration/CoreBlueprints/Spawners/AB_DinoSpawnEntries_TwitchBioWater.Default__AB_DinoSpawnEntries_TwitchBioWater_C) CONTENT: Fish One To Four(/Game/Aberration/CoreBlueprints/Spawners/AB_DinoSpawnEntries_TwitchFertileWaterCave3.Default__AB_DinoSpawnEntries_TwitchFertileWaterCave3_C) CONTENT: Piranha Two to Four(/Game/Aberration/CoreBlueprints/Spawners/AB_DinoSpawnEntries_TwitchFertileWaterCave3.Default__AB_DinoSpawnEntries_TwitchFertileWaterCave3_C) CONTENT: Salmon Three To Five(/Game/Aberration/CoreBlueprints/Spawners/AB_DinoSpawnEntries_TwitchFertileWaterCave3.Default__AB_DinoSpawnEntries_TwitchFertileWaterCave3_C) CONTENT: Sarco (1)(/Game/Aberration/CoreBlueprints/Spawners/AB_DinoSpawnEntries_TwitchFertileWaterCave3.Default__AB_DinoSpawnEntries_TwitchFertileWaterCave3_C) CONTENT: Eel (1)(/Game/Aberration/CoreBlueprints/Spawners/AB_DinoSpawnEntries_TwitchFertileWaterCave3.Default__AB_DinoSpawnEntries_TwitchFertileWaterCave3_C) CONTENT: Otter One to Two(/Game/Aberration/CoreBlueprints/Spawners/AB_DinoSpawnEntries_TwitchFertileWaterCave3.Default__AB_DinoSpawnEntries_TwitchFertileWaterCave3_C) CONTENT: Crab (1)(/Game/Aberration/CoreBlueprints/Spawners/AB_DinoSpawnEntries_TwitchFertileWaterCave3.Default__AB_DinoSpawnEntries_TwitchFertileWaterCave3_C) CONTENT: Cnidaria (1)(/Game/Aberration/CoreBlueprints/Spawners/AB_DinoSpawnEntries_TwitchFertileWaterCave3.Default__AB_DinoSpawnEntries_TwitchFertileWaterCave3_C) CONTENT: Vulture (1-3)(/Game/Mods/CrystalIsles/Assets/Blueprints/CI_DinoSpawnEntries_Bog.Default__CI_DinoSpawnEntries_Bog_C) CONTENT: Phiomia (1-2)(/Game/Mods/CrystalIsles/Assets/Blueprints/CI_DinoSpawnEntries_Bog.Default__CI_DinoSpawnEntries_Bog_C) CONTENT: Dragonfly Spawn (4) 1(/Game/Mods/CrystalIsles/Assets/Blueprints/CI_DinoSpawnEntries_Bog.Default__CI_DinoSpawnEntries_Bog_C) CONTENT: Ants (4)(/Game/Mods/CrystalIsles/Assets/Blueprints/CI_DinoSpawnEntries_Bog.Default__CI_DinoSpawnEntries_Bog_C) CONTENT: Paracer (1)(/Game/Mods/CrystalIsles/Assets/Blueprints/CI_DinoSpawnEntries_Bog.Default__CI_DinoSpawnEntries_Bog_C) CONTENT: Boa (1)(/Game/Mods/CrystalIsles/Assets/Blueprints/CI_DinoSpawnEntries_Bog.Default__CI_DinoSpawnEntries_Bog_C) CONTENT: Acha (1)(/Game/Mods/CrystalIsles/Assets/Blueprints/CI_DinoSpawnEntries_Bog.Default__CI_DinoSpawnEntries_Bog_C) CONTENT: Trike (1-2)(/Game/Mods/CrystalIsles/Assets/Blueprints/CI_DinoSpawnEntries_Bog.Default__CI_DinoSpawnEntries_Bog_C) CONTENT: Turtle (1-2)(/Game/Mods/CrystalIsles/Assets/Blueprints/CI_DinoSpawnEntries_Bog.Default__CI_DinoSpawnEntries_Bog_C) CONTENT: Lystro (1-2)(/Game/Mods/CrystalIsles/Assets/Blueprints/CI_DinoSpawnEntries_Bog.Default__CI_DinoSpawnEntries_Bog_C) CONTENT: Stego (1-3)(/Game/Mods/CrystalIsles/Assets/Blueprints/CI_DinoSpawnEntries_Bog.Default__CI_DinoSpawnEntries_Bog_C) CONTENT: Spiders (1-2)(/Game/Mods/CrystalIsles/Assets/Blueprints/CI_DinoSpawnEntries_Bog.Default__CI_DinoSpawnEntries_Bog_C) CONTENT: Bats (1-4)(/Game/Mods/CrystalIsles/Assets/Blueprints/CI_DinoSpawnEntries_Bog.Default__CI_DinoSpawnEntries_Bog_C) CONTENT: Jugbug (2)(/Game/Mods/CrystalIsles/Assets/Blueprints/CI_DinoSpawnEntries_Bog.Default__CI_DinoSpawnEntries_Bog_C) CONTENT: Megatherium (1-2)(/Game/Mods/CrystalIsles/Assets/Blueprints/CI_DinoSpawnEntries_Bog.Default__CI_DinoSpawnEntries_Bog_C) CONTENT: Daedon (2-4)(/Game/Mods/CrystalIsles/Assets/Blueprints/CI_DinoSpawnEntries_Bog.Default__CI_DinoSpawnEntries_Bog_C) CONTENT: Apex Drop(/Game/PrimalEarth/Dinos/CrystalWyvern/Mega/DinoDropInventoryComponent_Carnivore_Huge_MegaCrystalWyvern.Default__DinoDropInventoryComponent_Carnivore_Huge_MegaCrystalWyvern_C) CONTENT: Apex Drop(/Game/PrimalEarth/Dinos/CrystalWyvern/Mega/DinoDropInventoryComponent_Carnivore_Huge_MegaCrystalWyvern.Default__DinoDropInventoryComponent_Carnivore_Huge_MegaCrystalWyvern_C) CONTENT: Prime Crystal(/Game/PrimalEarth/Dinos/CrystalWyvern/Mega/DinoDropInventoryComponent_Carnivore_Huge_MegaCrystalWyvern.Default__DinoDropInventoryComponent_Carnivore_Huge_MegaCrystalWyvern_C) LITERAL: CheckCorpseDissolve(/Game/PrimalEarth/Dinos/CrystalWyvern/Mega/DinoDeathHarvestingComponent_Huge_MegaCrystalWyvern.DinoDeathHarvestingComponent_Huge_MegaCrystalWyvern:BPCustomHarvestResource.K2Node_CallFunction_1109545) LITERAL: ManualDissolve(/Game/PrimalEarth/Dinos/CrystalWyvern/Mega/DinoDeathHarvestingComponent_Huge_MegaCrystalWyvern.DinoDeathHarvestingComponent_Huge_MegaCrystalWyvern:CheckCorpseDissolve.K2Node_CallFunction_963286) CONTENT: Alpha Blood Crystal Wyvern(/Engine/Transient.REINST_CrystalWyvern_Character_BP_Mega_C_0) CONTENT: Alpha Blood Crystal Wyvern(/Engine/Transient.Default__REINST_CrystalWyvern_Character_BP_Mega_C_39358) CONTENT: Alpha Blood Crystal Wyvern(/Engine/Transient.REINST_CrystalWyvern_Character_BP_Mega_C_1) CONTENT: Alpha Blood Crystal Wyvern(/Engine/Transient.Default__REINST_CrystalWyvern_Character_BP_Mega_C_39362) CONTENT: Alpha Blood Crystal Wyvern(/Game/PrimalEarth/Dinos/CrystalWyvern/CrystalWyvern_Character_BP_Mega.Default__CrystalWyvern_Character_BP_Mega_C) CONTENT: Ember Wyverns (1)(/Game/Mods/CrystalIsles/Assets/Blueprints/CI_DinoSpawnEntries_EmberWyverns.Default__CI_DinoSpawnEntries_EmberWyverns_C) CONTENT: Fish One To Four(/Game/Mods/CrystalIsles/Assets/Blueprints/CI_DinoSpawnEntries_OtterPonds.Default__CI_DinoSpawnEntries_OtterPonds_C) CONTENT: Fish One To Four(/Game/Mods/CrystalIsles/Assets/Blueprints/CI_DinoSpawnEntries_OtterPonds.Default__CI_DinoSpawnEntries_OtterPonds_C) CONTENT: Fish One To Four(/Game/Mods/CrystalIsles/Assets/Blueprints/CI_DinoSpawnEntries_OtterPonds.Default__CI_DinoSpawnEntries_OtterPonds_C) CONTENT: Otter One to Two(/Game/Mods/CrystalIsles/Assets/Blueprints/CI_DinoSpawnEntries_OtterPonds.Default__CI_DinoSpawnEntries_OtterPonds_C) CONTENT: Ember Wyverns (1) -- Small Chance to be Mega(/Game/Mods/CrystalIsles/Assets/Blueprints/DinoSpawnEntries/CI_DinoSpawnEntries_AggressiveCrysWyv.Default__CI_DinoSpawnEntries_AggressiveCrysWyv_C) CONTENT: Wyverns (1)(/Game/Mods/CrystalIsles/Assets/Blueprints/DinoSpawnEntries/CI_DinoSpawnEntries_AggressiveCrysWyv.Default__CI_DinoSpawnEntries_AggressiveCrysWyv_C) CONTENT: Wyverns (1)(/Game/Mods/CrystalIsles/Assets/Blueprints/DinoSpawnEntries/CI_DinoSpawnEntries_AggressiveCrysWyv.Default__CI_DinoSpawnEntries_AggressiveCrysWyv_C) CONTENT: Lightbug (1-3)(/Game/Mods/CrystalIsles/Assets/Blueprints/DinoSpawnEntries/CI_DinoSpawnEntries_ElementalChamber.Default__CI_DinoSpawnEntries_ElementalChamber_C) CONTENT: Pulmonoscorpius (1)(/Game/Mods/CrystalIsles/Assets/Blueprints/DinoSpawnEntries/CI_DinoSpawnEntries_ElementalChamber.Default__CI_DinoSpawnEntries_ElementalChamber_C) CONTENT: OctoBat (1-3)(/Game/Mods/CrystalIsles/Assets/Blueprints/DinoSpawnEntries/CI_DinoSpawnEntries_ElementalChamber.Default__CI_DinoSpawnEntries_ElementalChamber_C) CONTENT: Carno (1-2)(/Game/Mods/CrystalIsles/Assets/Blueprints/DinoSpawnEntries/CI_DinoSpawnEntries_ElementalChamber.Default__CI_DinoSpawnEntries_ElementalChamber_C) CONTENT: Arthropluera (1-2)(/Game/Mods/CrystalIsles/Assets/Blueprints/DinoSpawnEntries/CI_DinoSpawnEntries_ElementalChamber.Default__CI_DinoSpawnEntries_ElementalChamber_C) CONTENT: Purlovia (1-2)(/Game/Mods/CrystalIsles/Assets/Blueprints/DinoSpawnEntries/CI_DinoSpawnEntries_ElementalChamber.Default__CI_DinoSpawnEntries_ElementalChamber_C) CONTENT: Megalosaurus (1-2)(/Game/Mods/CrystalIsles/Assets/Blueprints/DinoSpawnEntries/CI_DinoSpawnEntries_ElementalChamber.Default__CI_DinoSpawnEntries_ElementalChamber_C) CONTENT: Spinosaurus (1)(/Game/Mods/CrystalIsles/Assets/Blueprints/DinoSpawnEntries/CI_DinoSpawnEntries_ElementalChamber.Default__CI_DinoSpawnEntries_ElementalChamber_C) CONTENT: Glowtail (1)(/Game/Mods/CrystalIsles/Assets/Blueprints/DinoSpawnEntries/CI_DinoSpawnEntries_ElementalChamber.Default__CI_DinoSpawnEntries_ElementalChamber_C) CONTENT: Beetles (1-2)(/Game/Mods/CrystalIsles/Assets/Blueprints/DinoSpawnEntries/CI_DinoSpawnEntries_ElementalChamber.Default__CI_DinoSpawnEntries_ElementalChamber_C) CONTENT: Dodo Spawn (1-5)(/Game/Mods/CrystalIsles/Assets/Blueprints/DinoSpawnEntriesJungle.Default__DinoSpawnEntriesJungle_C) CONTENT: Para (1-3)(/Game/Mods/CrystalIsles/Assets/Blueprints/DinoSpawnEntriesJungle.Default__DinoSpawnEntriesJungle_C) CONTENT: Trike (1-3)(/Game/Mods/CrystalIsles/Assets/Blueprints/DinoSpawnEntriesJungle.Default__DinoSpawnEntriesJungle_C) CONTENT: Stego (1-2)(/Game/Mods/CrystalIsles/Assets/Blueprints/DinoSpawnEntriesJungle.Default__DinoSpawnEntriesJungle_C) CONTENT: Dilo (1-4)(/Game/Mods/CrystalIsles/Assets/Blueprints/DinoSpawnEntriesJungle.Default__DinoSpawnEntriesJungle_C) CONTENT: Raptor (1-2)(/Game/Mods/CrystalIsles/Assets/Blueprints/DinoSpawnEntriesJungle.Default__DinoSpawnEntriesJungle_C) CONTENT: Phiomia (1-2)(/Game/Mods/CrystalIsles/Assets/Blueprints/DinoSpawnEntriesJungle.Default__DinoSpawnEntriesJungle_C) CONTENT: Turtle (1-2)(/Game/Mods/CrystalIsles/Assets/Blueprints/DinoSpawnEntriesJungle.Default__DinoSpawnEntriesJungle_C) CONTENT: Carno (1)(/Game/Mods/CrystalIsles/Assets/Blueprints/DinoSpawnEntriesJungle.Default__DinoSpawnEntriesJungle_C) CONTENT: Ant Spawn (1-5) 1(/Game/Mods/CrystalIsles/Assets/Blueprints/DinoSpawnEntriesJungle.Default__DinoSpawnEntriesJungle_C) CONTENT: Compy Spawn (1-5)(/Game/Mods/CrystalIsles/Assets/Blueprints/DinoSpawnEntriesJungle.Default__DinoSpawnEntriesJungle_C) CONTENT: Dragonfly Spawn (4) 1(/Game/Mods/CrystalIsles/Assets/Blueprints/DinoSpawnEntriesJungle.Default__DinoSpawnEntriesJungle_C) CONTENT: Dragonfly Spawn (4) 2(/Game/Mods/CrystalIsles/Assets/Blueprints/DinoSpawnEntriesJungle.Default__DinoSpawnEntriesJungle_C) CONTENT: Dimorphs (1-3)(/Game/Mods/CrystalIsles/Assets/Blueprints/DinoSpawnEntriesJungle.Default__DinoSpawnEntriesJungle_C) CONTENT: Diplodocus (1)(/Game/Mods/CrystalIsles/Assets/Blueprints/DinoSpawnEntriesJungle.Default__DinoSpawnEntriesJungle_C) CONTENT: Monkeys (1-3)(/Game/Mods/CrystalIsles/Assets/Blueprints/DinoSpawnEntriesJungle.Default__DinoSpawnEntriesJungle_C) CONTENT: Pachy (1-2)(/Game/Mods/CrystalIsles/Assets/Blueprints/DinoSpawnEntriesJungle.Default__DinoSpawnEntriesJungle_C) CONTENT: Oviraptor (1)(/Game/Mods/CrystalIsles/Assets/Blueprints/DinoSpawnEntriesJungle.Default__DinoSpawnEntriesJungle_C) CONTENT: Lystro (1-2)(/Game/Mods/CrystalIsles/Assets/Blueprints/DinoSpawnEntriesJungle.Default__DinoSpawnEntriesJungle_C) CONTENT: Tapajera (1)(/Game/Mods/CrystalIsles/Assets/Blueprints/DinoSpawnEntriesJungle.Default__DinoSpawnEntriesJungle_C) CONTENT: Chalico (1-3)(/Game/Mods/CrystalIsles/Assets/Blueprints/DinoSpawnEntriesJungle.Default__DinoSpawnEntriesJungle_C) CONTENT: Moschops (1-2)(/Game/Mods/CrystalIsles/Assets/Blueprints/DinoSpawnEntriesJungle.Default__DinoSpawnEntriesJungle_C) CONTENT: Therizo (1)(/Game/Mods/CrystalIsles/Assets/Blueprints/DinoSpawnEntriesJungle.Default__DinoSpawnEntriesJungle_C) CONTENT: Troodon (3-4)(/Game/Mods/CrystalIsles/Assets/Blueprints/DinoSpawnEntriesJungle.Default__DinoSpawnEntriesJungle_C) CONTENT: Ignuanadon (1)(/Game/Mods/CrystalIsles/Assets/Blueprints/DinoSpawnEntriesJungle.Default__DinoSpawnEntriesJungle_C) CONTENT: Dire Wolf (3-5)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesSnowShoreline_PGM.Default__DinoSpawnEntriesSnowShoreline_PGM_C) CONTENT: Stag (1-2)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesSnowShoreline_PGM.Default__DinoSpawnEntriesSnowShoreline_PGM_C) CONTENT: Ankylo (2)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesSnowShoreline_PGM.Default__DinoSpawnEntriesSnowShoreline_PGM_C) CONTENT: Mammoth (1-3)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesSnowShoreline_PGM.Default__DinoSpawnEntriesSnowShoreline_PGM_C) CONTENT: Saber (1-2)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesSnowShoreline_PGM.Default__DinoSpawnEntriesSnowShoreline_PGM_C) CONTENT: Rex (1)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesSnowShoreline_PGM.Default__DinoSpawnEntriesSnowShoreline_PGM_C) CONTENT: Argent (1-2)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesSnowShoreline_PGM.Default__DinoSpawnEntriesSnowShoreline_PGM_C) CONTENT: Rhino (1-3)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesSnowShoreline_PGM.Default__DinoSpawnEntriesSnowShoreline_PGM_C) CONTENT: Crystal Wyvern(/Game/PrimalEarth/Dinos/CrystalWyvern/BloodWyvern/DinoSpawnEntries_CW_Bloodfall.Default__DinoSpawnEntries_CW_Bloodfall_C) CONTENT: Small Chance of Mega(/Game/PrimalEarth/Dinos/CrystalWyvern/BloodWyvern/DinoSpawnEntries_CW_Bloodfall.Default__DinoSpawnEntries_CW_Bloodfall_C) CONTENT: Crystal Wyvern(/Game/PrimalEarth/Dinos/CrystalWyvern/WhiteShoals/DinoSpawnEntries_CW_WhiteShoals.Default__DinoSpawnEntries_CW_WhiteShoals_C) CONTENT: Small Chance of Mega(/Game/PrimalEarth/Dinos/CrystalWyvern/WhiteShoals/DinoSpawnEntries_CW_WhiteShoals.Default__DinoSpawnEntries_CW_WhiteShoals_C) CONTENT: Wilderness(/Game/Mods/CrystalIsles/DinoSpawns.DinoSpawns:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Mods/CrystalIsles/PersistentGameplaySublevel.PersistentGameplaySublevel:PersistentLevel.PrimalWorldSettings) CONTENT: Midland Savannah, 85% W(/Game/Mods/CrystalIsles/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_100) CONTENT: Midland Savannah, 85% W(/Game/Mods/CrystalIsles/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_101) CONTENT: The Wetlands, 40% W(/Game/Mods/CrystalIsles/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_102) CONTENT: The Wetlands, 40% W(/Game/Mods/CrystalIsles/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_103) CONTENT: The Wetlands, 40% W(/Game/Mods/CrystalIsles/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_104) CONTENT: The Tropics, 80% W(/Game/Mods/CrystalIsles/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_105) CONTENT: Bloodfall's Hallow, 40% W(/Game/Mods/CrystalIsles/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_106) CONTENT: Central Oasis, 40% W(/Game/Mods/CrystalIsles/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_107) CONTENT: Wander's End, 100% W(/Game/Mods/CrystalIsles/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_108) CONTENT: Wander's End, 100% W(/Game/Mods/CrystalIsles/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_109) CONTENT: Wander's Hope, 80% W(/Game/Mods/CrystalIsles/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_110) CONTENT: Crook's Canyon, 60% W(/Game/Mods/CrystalIsles/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_111) CONTENT: Crook's Canyon, 60% W(/Game/Mods/CrystalIsles/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_112) CONTENT: Crook's Canyon, 60% W(/Game/Mods/CrystalIsles/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_113) CONTENT: Tundrafalls, 80% W(/Game/Mods/CrystalIsles/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_57) CONTENT: Tundrafalls, 80% W(/Game/Mods/CrystalIsles/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_58) CONTENT: Tundrafalls, 80% W(/Game/Mods/CrystalIsles/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_59) CONTENT: Northland, 100% W(/Game/Mods/CrystalIsles/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_60) CONTENT: The Great Forest North, 40% W(/Game/Mods/CrystalIsles/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_61) CONTENT: The Great Forest, 40% W(/Game/Mods/CrystalIsles/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_62) CONTENT: The White Shoals, 100% W(/Game/Mods/CrystalIsles/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_64) CONTENT: The White Shoals, 100% W(/Game/Mods/CrystalIsles/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_67) CONTENT: The White Shoals, 100% W(/Game/Mods/CrystalIsles/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_68) CONTENT: The White Shoals, 100% W(/Game/Mods/CrystalIsles/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_69) CONTENT: Halcyon Plains, 80% W(/Game/Mods/CrystalIsles/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_71) CONTENT: Central River, 100% W(/Game/Mods/CrystalIsles/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_74) CONTENT: Central River, 100% W(/Game/Mods/CrystalIsles/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_75) CONTENT: LowerHalcyon Plains, 80% W(/Game/Mods/CrystalIsles/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_77) CONTENT: Halcyon Plains, 80% W(/Game/Mods/CrystalIsles/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_78) CONTENT: Eldritch Isle, 100% W(/Game/Mods/CrystalIsles/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_79) CONTENT: Apotheosis, 100% W(/Game/Mods/CrystalIsles/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_80) CONTENT: The Great Valley, 60% W(/Game/Mods/CrystalIsles/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_81) CONTENT: The Great Valley, 60% W(/Game/Mods/CrystalIsles/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_82) CONTENT: Emberfall, 100% W(/Game/Mods/CrystalIsles/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_84) CONTENT: Emberfall, 100% W(/Game/Mods/CrystalIsles/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_85) CONTENT: Emberfall, 100% W(/Game/Mods/CrystalIsles/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_86) CONTENT: Emberfall, 100% W(/Game/Mods/CrystalIsles/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_88) CONTENT: Fire Swamp, 40% W(/Game/Mods/CrystalIsles/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_89) CONTENT: Fire Swamp, 40% W(/Game/Mods/CrystalIsles/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_90) CONTENT: Fire Swamp, 40% W(/Game/Mods/CrystalIsles/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_91) CONTENT: The Great Valley, 60% W(/Game/Mods/CrystalIsles/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_92) CONTENT: Wander's Hope, 80% W(/Game/Mods/CrystalIsles/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_93) CONTENT: Central Oasis, 40% W(/Game/Mods/CrystalIsles/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_95) CONTENT: Central Oasis, 40% W(/Game/Mods/CrystalIsles/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_96) CONTENT: Desert Savannah, 40% W(/Game/Mods/CrystalIsles/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_97) CONTENT: Desert Savannah, 40% W(/Game/Mods/CrystalIsles/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_98) CONTENT: Copper Peaks, 40% W(/Game/Mods/CrystalIsles/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_99) CONTENT: Wander's Tail, 100% W(/Game/Mods/CrystalIsles/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BloodfallsHallow_2) CONTENT: Crook's Canyon, 60% W(/Game/Mods/CrystalIsles/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.CrooksCanyon_4) CONTENT: Desert Wyvern Hive(/Game/Mods/CrystalIsles/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.DesertWyverns) CONTENT: Emberfall, 100% W(/Game/Mods/CrystalIsles/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.Emberfall_5) CONTENT: Fire Swamp, 40% W(/Game/Mods/CrystalIsles/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.Emberfall_9) CONTENT: Halcyon Plains, 80% W(/Game/Mods/CrystalIsles/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.H_Plains_3) CONTENT: LowerHalcyon Plains, 80% W(/Game/Mods/CrystalIsles/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.H_Plains_5) CONTENT: Halcyon Plains, 80% W(/Game/Mods/CrystalIsles/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.H_Plains_6) CONTENT: Northern Islands, 80% W(/Game/Mods/CrystalIsles/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.Northland_Biome_3) CONTENT: Cooling Pond(/Game/Mods/CrystalIsles/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.PyrePool1_Biome) CONTENT: Cooling Pond(/Game/Mods/CrystalIsles/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.PyrePool2_Biome) CONTENT: Emberfall, 100% W(/Game/Mods/CrystalIsles/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.PyreRidgeVent_Biome) CONTENT: Emberfall, 100% W(/Game/Mods/CrystalIsles/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.PyreRidgeVolcano_Biome) CONTENT: Tundrafalls, 80% W(/Game/Mods/CrystalIsles/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.Tundrafalls_4) CONTENT: The White Shoals, 100% W(/Game/Mods/CrystalIsles/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.WhiteShoals_Biome_8) CONTENT: Wilderness(/Game/Mods/CrystalIsles/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.PrimalWorldSettings) CONTENT: Dinopithecus King Trophy(/Game/LostIsland/Boss/PrimalItemTrophy_BossDinopithecus.Default__PrimalItemTrophy_BossDinopithecus_C) CONTENT: Place it on a trophy wall-mount, and keep it safe to use as an invaluable token of your prowess...(/Game/LostIsland/Boss/PrimalItemTrophy_BossDinopithecus.Default__PrimalItemTrophy_BossDinopithecus_C) CONTENT: Gamma Dinopithecus King Trophy(/Game/LostIsland/Boss/PrimalItemTrophy_BossDinopithecus_Easy.Default__PrimalItemTrophy_BossDinopithecus_Easy_C) CONTENT: Alpha Dinopithecus King Trophy(/Game/LostIsland/Boss/PrimalItemTrophy_BossDinopithecus_Hard.Default__PrimalItemTrophy_BossDinopithecus_Hard_C) CONTENT: Beta Dinopithecus King Trophy(/Game/LostIsland/Boss/PrimalItemTrophy_BossDinopithecus_Medium.Default__PrimalItemTrophy_BossDinopithecus_Medium_C) CONTENT: Generate Dinopithecus King Portal(/Engine/Transient.REINST_PrimalItem_BossTribute_LostIsland_C_0) CONTENT: Use this to generate a portal to the Dinopithecus King.(/Engine/Transient.REINST_PrimalItem_BossTribute_LostIsland_C_0) CONTENT: Generate Dinopithecus King Portal(/Engine/Transient.Default__REINST_PrimalItem_BossTribute_LostIsland_C_39425) CONTENT: Use this to generate a portal to the Dinopithecus King.(/Engine/Transient.Default__REINST_PrimalItem_BossTribute_LostIsland_C_39425) CONTENT: Generate Dinopithecus King Portal(/Engine/Transient.REINST_PrimalItem_BossTribute_LostIsland_C_1) CONTENT: Use this to generate a portal to the Dinopithecus King.(/Engine/Transient.REINST_PrimalItem_BossTribute_LostIsland_C_1) CONTENT: Generate Dinopithecus King Portal(/Engine/Transient.Default__REINST_PrimalItem_BossTribute_LostIsland_C_39429) CONTENT: Use this to generate a portal to the Dinopithecus King.(/Engine/Transient.Default__REINST_PrimalItem_BossTribute_LostIsland_C_39429) CONTENT: Generate Dinopithecus King Portal(/Game/LostIsland/Boss/Arena/PrimalItem_BossTribute_LostIsland.Default__PrimalItem_BossTribute_LostIsland_C) CONTENT: Use this to generate a portal to the Dinopithecus King.(/Game/LostIsland/Boss/Arena/PrimalItem_BossTribute_LostIsland.Default__PrimalItem_BossTribute_LostIsland_C) CONTENT: Generate Dinopithecus King (Gamma) Portal(/Game/LostIsland/Boss/Arena/PrimalItem_BossTribute_LostIsland_Easy.Default__PrimalItem_BossTribute_LostIsland_Easy_C) CONTENT: Use this to generate a portal to the Dinopithecus King (Easy).(/Game/LostIsland/Boss/Arena/PrimalItem_BossTribute_LostIsland_Easy.Default__PrimalItem_BossTribute_LostIsland_Easy_C) CONTENT: Generate Dinopithecus King (Alpha) Portal(/Game/LostIsland/Boss/Arena/PrimalItem_BossTribute_LostIsland_Hard.Default__PrimalItem_BossTribute_LostIsland_Hard_C) CONTENT: Use this to generate a portal to the Dinopithecus King (Hard).(/Game/LostIsland/Boss/Arena/PrimalItem_BossTribute_LostIsland_Hard.Default__PrimalItem_BossTribute_LostIsland_Hard_C) CONTENT: Generate Dinopithecus King (Beta) Portal(/Game/LostIsland/Boss/Arena/PrimalItem_BossTribute_LostIsland_Medium.Default__PrimalItem_BossTribute_LostIsland_Medium_C) CONTENT: Use this to generate a portal to the Dinopithecus King (Medium).(/Game/LostIsland/Boss/Arena/PrimalItem_BossTribute_LostIsland_Medium.Default__PrimalItem_BossTribute_LostIsland_Medium_C) CONTENT: Ancient Proving Grounds(/Game/Mods/LostIsland/LostIsland.LostIsland:PersistentLevel.BossBiome) CONTENT: Tumash Bay (Easy)(/Game/Mods/LostIsland/LostIsland.LostIsland:PersistentLevel.PrimalWorldSettings) CONTENT: Scutters Inlet (Easy)(/Game/Mods/LostIsland/LostIsland.LostIsland:PersistentLevel.PrimalWorldSettings) CONTENT: Kesler Inlet (Easy)(/Game/Mods/LostIsland/LostIsland.LostIsland:PersistentLevel.PrimalWorldSettings) CONTENT: Kesler Beach (Easy)(/Game/Mods/LostIsland/LostIsland.LostIsland:PersistentLevel.PrimalWorldSettings) CONTENT: Gloomy Coast (Medium)(/Game/Mods/LostIsland/LostIsland.LostIsland:PersistentLevel.PrimalWorldSettings) CONTENT: Gloomy Coast South (Medium)(/Game/Mods/LostIsland/LostIsland.LostIsland:PersistentLevel.PrimalWorldSettings) CONTENT: Gloom Point Coast (Medium)(/Game/Mods/LostIsland/LostIsland.LostIsland:PersistentLevel.PrimalWorldSettings) CONTENT: Boskar Beach (Hard)(/Game/Mods/LostIsland/LostIsland.LostIsland:PersistentLevel.PrimalWorldSettings) CONTENT: Boskar Coast (Hard)(/Game/Mods/LostIsland/LostIsland.LostIsland:PersistentLevel.PrimalWorldSettings) CONTENT: Kortez Coast (Hard)(/Game/Mods/LostIsland/LostIsland.LostIsland:PersistentLevel.PrimalWorldSettings) CONTENT: Sands of The Four Mouths (Hard)(/Game/Mods/LostIsland/LostIsland.LostIsland:PersistentLevel.PrimalWorldSettings) CONTENT: Zaunaloa Coast (Hard)(/Game/Mods/LostIsland/LostIsland.LostIsland:PersistentLevel.PrimalWorldSettings) CONTENT: Zaunaloa Coast East (Hard)(/Game/Mods/LostIsland/LostIsland.LostIsland:PersistentLevel.PrimalWorldSettings) CONTENT: Sunset Beach East (Medium)(/Game/Mods/LostIsland/LostIsland.LostIsland:PersistentLevel.PrimalWorldSettings) CONTENT: Sunset Beach (Medium)(/Game/Mods/LostIsland/LostIsland.LostIsland:PersistentLevel.PrimalWorldSettings) CONTENT: Bright Lion Beach West (Hard)(/Game/Mods/LostIsland/LostIsland.LostIsland:PersistentLevel.PrimalWorldSettings) CONTENT: Bright Lion Beach (Hard)(/Game/Mods/LostIsland/LostIsland.LostIsland:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Mods/LostIsland/LostIsland.LostIsland:PersistentLevel.PrimalWorldSettings) CONTENT: LostIsland(/Game/Mods/LostIsland/LostIsland.LostIsland:PersistentLevel.PrimalWorldSettings) CONTENT: Zaunaloa(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.Biome_Volcano_11) CONTENT: Zaunaloa(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.Biome_Volcano_13) CONTENT: Zaunaloa(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.Biome_Volcano_15) CONTENT: Zaunaloa(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.Biome_Volcano_17) CONTENT: Zaunaloa(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.Biome_Volcano_18) CONTENT: Zaunaloa(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.Biome_Volcano_19) CONTENT: Zaunaloa(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.Biome_Volcano_20) CONTENT: Zaunaloa(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.Biome_Volcano_21) CONTENT: Zaunaloa(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.Biome_Volcano_22) CONTENT: Zaunaloa(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.Biome_Volcano_23) CONTENT: Zaunaloa(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.Biome_Volcano_24) CONTENT: Zaunaloa(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.Biome_Volcano_25) CONTENT: Zaunaloa Trench(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.Biome_Volcano_29) CONTENT: Zaunaloa Depths(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.Biome_Volcano_35) CONTENT: Grimsly Sea(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume18) CONTENT: Kortez Sea(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume19) CONTENT: Bootcrow Sea(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume2) CONTENT: Zaunaloa Sea(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume20) CONTENT: Tumash Sea(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume24) CONTENT: Four Mouth Sea(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume25) CONTENT: Tumash Sea(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume28) CONTENT: Tumash Sea(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume29) CONTENT: Tumash Sea(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume30) CONTENT: Four Mouth Seas(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume31) CONTENT: Four Mouth Seas(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume32) CONTENT: Tumash Sea(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume33) CONTENT: Tumash Sea(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume34) CONTENT: Tumash Sea(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume35) CONTENT: Kortez Sea(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume37) CONTENT: Bin Da Lake(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume38) CONTENT: Lion's Tale Sea(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume49) CONTENT: Bin Da Sea(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume59) CONTENT: Bin Da Sea(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume60) CONTENT: Tuskgor Sea(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume65) CONTENT: Bright Lion Sea(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume66) CONTENT: Bright Lion Sea(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume67) CONTENT: Tuskgor Sea(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume68) CONTENT: Tuskgor Sea(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume69) CONTENT: Underwater(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume7) CONTENT: Tuskgor Sea(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume70) CONTENT: Spirit Sea(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume75) CONTENT: Underwater(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume78) CONTENT: Kortez Sea(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume79) CONTENT: Kortez Sea(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume80) CONTENT: Zaunaloa Sea(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume82) CONTENT: Zaunaloa Sea(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume83) CONTENT: Zaunaloa Sea(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume84) CONTENT: Boskar Bog(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume89) CONTENT: Boskar Lake(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume92) CONTENT: Saber Reef(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume93) CONTENT: Turtle Reef(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume94) CONTENT: Tumash Sea(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_0) CONTENT: Corsair Ridge(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1) CONTENT: Corsair Ridge(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_10) CONTENT: Zaunaloa Ocean(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_100) CONTENT: Boskar Meadows(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_101) CONTENT: Bright Lion Dunes(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1013) CONTENT: Bright Lion Dunes(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1014) CONTENT: Bright Lion Dunes(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1015) CONTENT: Bright Lion Dunes(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1016) CONTENT: Bright Lion Dunes(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1017) CONTENT: Lion Tail Oasis(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1018) CONTENT: Bright Lion Dunes(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1019) CONTENT: Kortez Sea(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_102) CONTENT: Bright Lion Dunes(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1020) CONTENT: Tuskgor Wedge(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1021) CONTENT: Bright Lion Dunes(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1022) CONTENT: Bright Lion Dunes(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1023) CONTENT: Bright Lion Dunes(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1024) CONTENT: Bright Lion Dunes(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1025) CONTENT: Bright Lion Dunes(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1026) CONTENT: Twisted Rock Gorge(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1027) CONTENT: Twisted Rock Gorge(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1028) CONTENT: Kortez Sea(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_103) CONTENT: Darkfern Forest(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1034) CONTENT: Darkfern Forest(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1035) CONTENT: Darkfern Forest(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1036) CONTENT: Darkfern Forest(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1037) CONTENT: Darkfern Forest(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1038) CONTENT: Darkfern Forest(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1039) CONTENT: Zaunaloa Ocean(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_104) CONTENT: Darkfern Forest(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1040) CONTENT: Darkfern Forest(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1041) CONTENT: Darkfern Forest(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1042) CONTENT: Darkfern Forest(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1043) CONTENT: Darkfern Forest(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1044) CONTENT: Darkfern Forest(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1045) CONTENT: Darkfern Forest(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1046) CONTENT: Darkfern Forest(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1047) CONTENT: Darkfern Forest(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1048) CONTENT: Darkfern Forest(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1049) CONTENT: Mount Bin Da(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_105) CONTENT: Darkfern Forest(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1050) CONTENT: Darkfern Forest(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1051) CONTENT: Darkfern Forest(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1052) CONTENT: Darkfern Forest(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1053) CONTENT: Darkfern Forest(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1054) CONTENT: Darkfern Forest(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1055) CONTENT: Darkfern Forest(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1056) CONTENT: Darkfern Forest(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1057) CONTENT: Darkfern Forest(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1058) CONTENT: Darkfern Forest(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1059) CONTENT: Kortez Sea(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_106) CONTENT: Darkfern Forest(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1060) CONTENT: Darkfern Forest(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1061) CONTENT: Darkfern Forest(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1062) CONTENT: Darkfern Forest(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1063) CONTENT: Darkfern Forest(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1064) CONTENT: Darkfern Forest(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1065) CONTENT: Darkfern Forest(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1066) CONTENT: Darkfern Forest(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1067) CONTENT: Darkfern Forest(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1068) CONTENT: Darkfern Forest(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1069) CONTENT: Kortez Sea(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_107) CONTENT: Darkfern Forest(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1070) CONTENT: Darkfern Forest(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1071) CONTENT: Darkfern Forest(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1072) CONTENT: Darkfern Forest(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1073) CONTENT: Darkfern Forest(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1074) CONTENT: Bright Lion Beach(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1075) CONTENT: Sunset Beach(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1076) CONTENT: Lion Tail Beach(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1077) CONTENT: Deadman Isle(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1078) CONTENT: Kortez Sea(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_108) CONTENT: Darkfern Forest(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1084) CONTENT: Darkfern Forest(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1085) CONTENT: Darkfern Forest(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1086) CONTENT: Darkfern Forest(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1087) CONTENT: Darkfern Forest(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1088) CONTENT: Darkfern Forest(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1089) CONTENT: Kortez Sea(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_109) CONTENT: Darkfern Forest(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1090) CONTENT: Darkfern Forest(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1091) CONTENT: Darkfern Forest(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1092) CONTENT: Darkfern Forest(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1093) CONTENT: Darkfern Forest(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1095) CONTENT: Darkfern Forest(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1096) CONTENT: Darkfern Castle(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1097) CONTENT: Darkfern Forest(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1098) CONTENT: Darkfern Forest(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1099) CONTENT: Corsair Ridge(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_11) CONTENT: Kortez Sea(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_110) CONTENT: Tumash Tunnel(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1100) CONTENT: Darkfern Forest(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1101) CONTENT: Darkfern Forest(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1102) CONTENT: Darkfern Forest(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1103) CONTENT: Darkfern Forest(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1105) CONTENT: Darkfern Forest(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1106) CONTENT: Sharkfin Sea(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1107) CONTENT: Sharkfin Sea(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1108) CONTENT: Underwater(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1109) CONTENT: Kortez Sea(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_111) CONTENT: Underwater(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1110) CONTENT: Underwater(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1112) CONTENT: Darkfern River(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1113) CONTENT: Pesky Pond(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1114) CONTENT: Kesler Sea(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1115) CONTENT: Tumash Sea(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1116) CONTENT: Tumash Sea(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1117) CONTENT: Kortez Sea(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1118) CONTENT: Sunset Sea(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1119) CONTENT: Zaunaloa Ocean(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_112) CONTENT: Sunset Sea(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1120) CONTENT: Sunset Ridge(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1123) CONTENT: Sunset Grotto(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1124) CONTENT: Sunset Ridge(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1125) CONTENT: Hopper Inlets(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1126) CONTENT: Hopper Inlets(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1127) CONTENT: Great Lion Oasis(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1128) CONTENT: Bright Lion Edge(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1129) CONTENT: Sunset Sea(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_113) CONTENT: Lion Tail Beach(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1130) CONTENT: Bright Lion Beach(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1131) CONTENT: Bright Lion Beach(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1132) CONTENT: Hopper's Lip(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1133) CONTENT: Hopper's Lip(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1134) CONTENT: Tuskgor Coast(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1135) CONTENT: Tuskgor Flats(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1136) CONTENT: Tuskgor Mountains(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1137) CONTENT: Bright Lion Beach(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1138) CONTENT: Great Lion Oasis(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1139) CONTENT: Mount Bin Da(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_114) CONTENT: Bright Lion Beach(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1140) CONTENT: Bright Lion Beach(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1141) CONTENT: Tusky Point(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1142) CONTENT: Tuskgor Slope(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1143) CONTENT: Tuskgor Beach(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1144) CONTENT: Tuskgor Coast(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1145) CONTENT: Tusky Point(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1146) CONTENT: Tuskgor Coast(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1148) CONTENT: Tuskgor Flats(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1149) CONTENT: Zaunaloa Ocean(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_115) CONTENT: Bright Lion Beach(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1150) CONTENT: Tuskgor Lake(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1151) CONTENT: Tuskgor Flats(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1152) CONTENT: Sunset Ridge(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1153) CONTENT: Sunset Ridge(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1154) CONTENT: Hopper Throughway(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1155) CONTENT: Sunset Ridge(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1156) CONTENT: Sunset Ridge(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1157) CONTENT: Hopper's Lip(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1158) CONTENT: Hopper's Lip(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1159) CONTENT: The Lost Sea(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_116) CONTENT: The Four Mouths(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1160) CONTENT: The Four Mouths(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1161) CONTENT: Hopper Throughway(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1162) CONTENT: The Four Mouths(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1163) CONTENT: The Four Mouths(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1164) CONTENT: The Four Mouths(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1165) CONTENT: The Four Mouths(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1166) CONTENT: Shoola Jungle(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1167) CONTENT: Shoola Jungle(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1168) CONTENT: Shoola Jungle(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1169) CONTENT: Mount Bin Da(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_117) CONTENT: Shoola Jungle(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1170) CONTENT: Sunset Ridge(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1171) CONTENT: Valley of The Sun(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1173) CONTENT: Sunset Ridge(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1174) CONTENT: Sunset Ridge(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1175) CONTENT: Hildan Pass(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1176) CONTENT: Sunset Ridge(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1177) CONTENT: Sunset Ridge(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1178) CONTENT: Casper Ridge(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1179) CONTENT: Zaunaloa(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_118) CONTENT: Casper Ridge(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1180) CONTENT: Casper Ridge(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1181) CONTENT: Shoola Jungle(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1182) CONTENT: Hildan Pass(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1183) CONTENT: Shoola Steps(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1184) CONTENT: Shoola Steps(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1185) CONTENT: Shoola Jungle(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1186) CONTENT: Shoola Jungle(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1187) CONTENT: Sunset Ridge(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1188) CONTENT: Hopper Inlets(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1189) CONTENT: The Four Mouths(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1190) CONTENT: The Four Mouths(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1191) CONTENT: The Four Mouths(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1192) CONTENT: Shoola Jungle(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1193) CONTENT: Tumash Temple(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1194) CONTENT: Shoola Jungle(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1195) CONTENT: Tumash Temple(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1196) CONTENT: Casper Ridge(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1197) CONTENT: Bright Lion Beach(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1198) CONTENT: Shoola Jungle(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1199) CONTENT: Corsair Ridge(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_12) CONTENT: Gloom Rock(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_120) CONTENT: Shoola Jungle(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1200) CONTENT: Shoola Jungle(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1201) CONTENT: Shoola Jungle(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1202) CONTENT: Shoola Jungle(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1203) CONTENT: Shoola Ridge(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1204) CONTENT: Shoola Jungle(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1205) CONTENT: Shoola Jungle(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1206) CONTENT: Shoola Jungle(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1207) CONTENT: Shoola Jungle(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1208) CONTENT: Shoola Jungle(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1209) CONTENT: Zaunaloa(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_121) CONTENT: Shoola Jungle(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1210) CONTENT: Shoola Jungle(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1212) CONTENT: Shoola Jungle(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1214) CONTENT: The Four Mouths(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1215) CONTENT: Hildan Pass(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1216) CONTENT: Shoola Jungle(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1217) CONTENT: Shoola Steps(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1218) CONTENT: Hildan Pass(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1219) CONTENT: Hildan Pass(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1220) CONTENT: Mount Shoola(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1222) CONTENT: Corsair Peaks(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1223) CONTENT: Corsair Spire(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1224) CONTENT: Bright Lion Beach(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1227) CONTENT: Bright Lion Beach(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1228) CONTENT: Kesler Heights(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1229) CONTENT: Gloomy Ocean(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_123) CONTENT: Kesler Heights(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1230) CONTENT: Kesler Heights(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1231) CONTENT: Sokar Island(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1232) CONTENT: Tumash Beach(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1233) CONTENT: Sheer cliffs(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1234) CONTENT: Grimsly Waterway(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1236) CONTENT: Hildan Pass(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1237) CONTENT: Gloom Point(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_124) CONTENT: Bright Lion Beach(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1243) CONTENT: Bright Lion Beach(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1244) CONTENT: Bright Lion Beach(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1247) CONTENT: Bright Lion Beach(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1248) CONTENT: Tusky Point(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1249) CONTENT: Zaunaloa Ocean(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_125) CONTENT: Tuskgor Drop(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1250) CONTENT: Cape Disappoint (/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1251) CONTENT: Bright Lion Isles(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1252) CONTENT: Tuskgor Coast(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1253) CONTENT: Tuskgor Coast(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1254) CONTENT: Bright Lion Beach(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1255) CONTENT: Bright Lion Isles (/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1256) CONTENT: Bright Lion Beach(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1257) CONTENT: Bright Lion Isles(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1258) CONTENT: Tuskgor Coast(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1259) CONTENT: Mount Bin Da(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_126) CONTENT: Tuskgor Coast(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1260) CONTENT: Tuskgor Coast(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1261) CONTENT: Bright Lion Isles(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1262) CONTENT: Tumash Point(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1263) CONTENT: Bright Lion Beach(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1264) CONTENT: Lion Tail Beach(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1265) CONTENT: Sunset Beach(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1266) CONTENT: Tumash Point(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1267) CONTENT: Tumash Point(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1268) CONTENT: Tumash Jungle(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1269) CONTENT: Zaunaloa Ocean(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_127) CONTENT: Tumash Jungle(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1270) CONTENT: Tumash Point(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1271) CONTENT: Tumash Jungle(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1272) CONTENT: Tumash Jungle(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1273) CONTENT: Bright Lion Beach(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1274) CONTENT: Tumash Jungle(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1275) CONTENT: Tumash Jungle(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1276) CONTENT: Tumash Jungle(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1277) CONTENT: Bright Lion Beach(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1278) CONTENT: Sunset Beach(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1279) CONTENT: Zaunaloa(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_128) CONTENT: Tuskgor Coast(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1280) CONTENT: Sunrise Beach(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1281) CONTENT: Sunset Beach(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1282) CONTENT: Sunrise Beach(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1283) CONTENT: Sunset Bay(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1284) CONTENT: Spirit Falls(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1285) CONTENT: Shoola Falls Cave(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1286) CONTENT: Bin Da Ridge(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_129) CONTENT: Tumash Teeth(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1290) CONTENT: Tumash Teeth(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1291) CONTENT: Tumash Teeth(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1292) CONTENT: Tumash Teeth(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1293) CONTENT: Tumash Teeth(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1294) CONTENT: Tumash Teeth(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1295) CONTENT: Tumash Teeth(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1296) CONTENT: Tumash Teeth(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1297) CONTENT: Tumash Teeth(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1298) CONTENT: Tumash Teeth(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1299) CONTENT: Corsair Ridge(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_13) CONTENT: Zaunaloa Ocean(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_130) CONTENT: Lost Ark Grotto(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1300) CONTENT: Lost Ark Grotto(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1301) CONTENT: Lost Ark Grotto(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1302) CONTENT: Boskar Cave(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1303) CONTENT: Mount Bin Da(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_131) CONTENT: Gloom Grove Temple(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1311) CONTENT: Gloom Grove Temple(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1312) CONTENT: Gloom Grove Temple(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1313) CONTENT: Gloom Grove Temple(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1314) CONTENT: Temple Of The Forgotten(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1316) CONTENT: Zaunaloa(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_132) CONTENT: Sunset Cave(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1322) CONTENT: Sunset Cave(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1323) CONTENT: Sunset Cave(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1324) CONTENT: Sunset Cave(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1325) CONTENT: Sunset Cave(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1326) CONTENT: The Twisted Vine(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1327) CONTENT: The Twisted Vine(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1328) CONTENT: The Twisted Vine(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1329) CONTENT: Zaunaloa(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_133) CONTENT: Hildan Cavity(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1330) CONTENT: Hildan Cavity(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1331) CONTENT: Tumash Tunnel(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1334) CONTENT: Zaunaloa Ocean(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_134) CONTENT: Gloom Grove(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1347) CONTENT: Gloom Grove(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1348) CONTENT: Gloom Grove(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1349) CONTENT: Bin Da Point(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_135) CONTENT: Gloom Grove(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1350) CONTENT: Gloom Grove(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1351) CONTENT: Gloom Grove(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1352) CONTENT: Gloom Grove(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1353) CONTENT: Gloom Grove(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1354) CONTENT: Gloom Grove(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1355) CONTENT: Gloom Grove(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1356) CONTENT: Gloom Grove(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1357) CONTENT: Gloom Grove(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1358) CONTENT: Gloom Grove(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1359) CONTENT: Zaunaloa(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_136) CONTENT: Gloom Grove(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1360) CONTENT: Mount Bin Da(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_137) CONTENT: Gloom Grove(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1378) CONTENT: Gloom Grove(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1379) CONTENT: Saber Coast(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_138) CONTENT: Gloom Grove(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1380) CONTENT: Bamboo grove(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1381) CONTENT: Gloomy Coast(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1382) CONTENT: Bamboo Pass(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1383) CONTENT: Bamboo Pass(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1384) CONTENT: Bamboo Pass(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1388) CONTENT: Bamboo Pass(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1389) CONTENT: Zaunaloa(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_139) CONTENT: Bamboo Pass(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1390) CONTENT: Gloom Grove(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1391) CONTENT: Gloom Grove(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1392) CONTENT: Gloom Grove(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1393) CONTENT: Gloom Grove(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1394) CONTENT: Gloom Grove(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1395) CONTENT: Gloom Grove(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1396) CONTENT: Gloom Grove(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1397) CONTENT: Corsair Ridge(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_14) CONTENT: Udal Jungle(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_140) CONTENT: Gloom Grove(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1401) CONTENT: Gloom Grove(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1402) CONTENT: Gloom Grove(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1403) CONTENT: Gloom Grove(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1404) CONTENT: Gloom Grove(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1405) CONTENT: Gloom Grove(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1406) CONTENT: Gloom Grove(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1407) CONTENT: The Shoola Plate(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1408) CONTENT: Gloom Grove(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1410) CONTENT: Bamboo Pass(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1411) CONTENT: Bamboo Forest(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1412) CONTENT: Gloomy Pass(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1413) CONTENT: Gloom Grove(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1414) CONTENT: Udal Jungle(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_142) CONTENT: Udal Jungle(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_143) CONTENT: Udal Jungle(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_144) CONTENT: Udal Jungle(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_145) CONTENT: Udal Jungle(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_146) CONTENT: Udal Jungle(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_147) CONTENT: Udal Jungle(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_148) CONTENT: Udal Jungle(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_149) CONTENT: Zaunaloa Depths(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_15) CONTENT: Saber Jungle(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_150) CONTENT: Saber Jungle(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_151) CONTENT: Saber Jungle(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_152) CONTENT: Saber Crest(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_153) CONTENT: Saber Jungle(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_154) CONTENT: Saber Crest(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_155) CONTENT: Saber Jungle(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_156) CONTENT: Saber Ridge(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_157) CONTENT: Saber Jungle(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_158) CONTENT: Saber Jungle(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_159) CONTENT: Corsair Ridge(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_16) CONTENT: Saber Jungle(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_160) CONTENT: Saber Jungle(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_161) CONTENT: Saber Jungle(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_162) CONTENT: Bin Da Island(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_163) CONTENT: Bin Da Island(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_164) CONTENT: Bin Da Island(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_165) CONTENT: Bin Da Island(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_166) CONTENT: Bin Da Island(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_167) CONTENT: Bin Da Island(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_168) CONTENT: Bin Da Island(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_169) CONTENT: Mount Shoola(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_17) CONTENT: Bin Da Island(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_170) CONTENT: Mount Bin Da(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_171) CONTENT: Tumash Sea(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_175) CONTENT: Corsair Ridge(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_18) CONTENT: Boskar Meadows(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_180) CONTENT: Corsair Ridge(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_19) CONTENT: Kesler Sea(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_2) CONTENT: Corsair Ridge(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_20) CONTENT: Boskar Meadows(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_203) CONTENT: Boskar Meadows(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_204) CONTENT: Boskar Meadows(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_205) CONTENT: Boskar Meadows(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_206) CONTENT: Boskar Meadows(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_209) CONTENT: Corsair Ridge(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_21) CONTENT: Boskar Sea(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_210) CONTENT: Boskar Meadows(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_214) CONTENT: Boskar Meadows(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_216) CONTENT: Boskar Meadows(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_217) CONTENT: Boskar Meadows(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_218) CONTENT: Boskar Meadows(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_219) CONTENT: Corsair Ridge(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_22) CONTENT: Boskar Meadows(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_222) CONTENT: Boskar Meadows(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_223) CONTENT: Boskar Meadows(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_224) CONTENT: Boskar Meadows(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_226) CONTENT: Depths of Kortez(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_228) CONTENT: Boskar Meadows(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_229) CONTENT: Corsair Ridge(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_23) CONTENT: Boskar Bog(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_230) CONTENT: Boskar Bog(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_233) CONTENT: Gloomy Coast(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_237) CONTENT: Gloom Point Coast(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_238) CONTENT: Boskar River(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_239) CONTENT: Corsair Ridge(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_24) CONTENT: Boskar River(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_240) CONTENT: Boskar Bog(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_241) CONTENT: Boskar Bog(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_242) CONTENT: Boskar Meadows(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_244) CONTENT: Boskar Bog(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_245) CONTENT: Boskar Meadows(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_246) CONTENT: Boskar Meadows(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_247) CONTENT: Boskar Meadows(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_248) CONTENT: Boskar Meadows(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_249) CONTENT: Corsair Ridge(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_25) CONTENT: Boskar Meadows(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_250) CONTENT: Boskar Meadows(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_251) CONTENT: Boskar Meadows(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_252) CONTENT: Corsair Ridge(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_253) CONTENT: Corsair Ridge(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_26) CONTENT: Corsair Ridge(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_260) CONTENT: Boskar Swamp(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_264) CONTENT: Boskar Mangroves(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_265) CONTENT: Boskar Mangroves(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_266) CONTENT: Boskar Mangroves(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_267) CONTENT: Boskar Mangroves(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_268) CONTENT: Boskar Mangroves(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_269) CONTENT: Shoola Hollow(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_27) CONTENT: Boskar Mangroves(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_270) CONTENT: Corsair Ridge(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_271) CONTENT: Corsair Ridge(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_272) CONTENT: Boskar Bog(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_273) CONTENT: Boskar Mangroves(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_274) CONTENT: Bin Da Glades(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_275) CONTENT: Bin Da Groves(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_276) CONTENT: Corsair Ridge(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_277) CONTENT: Corsair Ridge(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_278) CONTENT: Bin Da Groves(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_279) CONTENT: Shoola Hollow(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_28) CONTENT: Hildan Mountains(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_284) CONTENT: Hildan Mountains(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_288) CONTENT: Hildan Mountains(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_289) CONTENT: Gloomy Crest(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_29) CONTENT: Tumash Beach(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_295) CONTENT: Tumash Beach(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_296) CONTENT: Tumash Beach(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_297) CONTENT: Tumash Beach(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_298) CONTENT: Corsair Ridge(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_3) CONTENT: Gloom Rock(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_30) CONTENT: Boskar Swamp(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_300) CONTENT: Tumash Beach(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_302) CONTENT: Tumash Beach(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_305) CONTENT: Tumash Beach(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_306) CONTENT: Tumash Beach(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_307) CONTENT: Tumash Beach(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_308) CONTENT: Tumash Beach(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_309) CONTENT: Kesler Sea(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_31) CONTENT: Scutters Inlet(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_310) CONTENT: Scutters Inlet(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_312) CONTENT: Scutters Inlet(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_313) CONTENT: Scutters Beach(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_314) CONTENT: Scutters Inlet(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_315) CONTENT: Scutters Beach(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_316) CONTENT: Scutters Beach(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_318) CONTENT: Scutters Beach(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_319) CONTENT: Kesler Sea(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_32) CONTENT: Kesler Inlet(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_320) CONTENT: Kesler Inlet(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_322) CONTENT: Kesler Inlet(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_323) CONTENT: Kesler Inlet(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_324) CONTENT: Kesler Inlet(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_325) CONTENT: Kesler Inlet(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_326) CONTENT: Kesler Inlet(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_327) CONTENT: Kesler Inlet(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_329) CONTENT: Underwater(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_33) CONTENT: Kesler Inlet(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_330) CONTENT: Kesler Inlet(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_331) CONTENT: Kesler Inlet(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_332) CONTENT: Kesler Inlet(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_333) CONTENT: Kesler Inlet(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_334) CONTENT: Kesler Beach(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_335) CONTENT: Kesler Beach(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_336) CONTENT: Kesler Beach(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_337) CONTENT: Kesler Beach(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_338) CONTENT: Kesler Beach(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_339) CONTENT: Lion's Tail Sea(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_34) CONTENT: Kesler Beach(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_341) CONTENT: Kesler Beach(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_342) CONTENT: Kesler Beach(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_343) CONTENT: Kesler Beach(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_345) CONTENT: Kesler Beach(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_346) CONTENT: Lion's Tail Sea(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_35) CONTENT: Gloomy Coast(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_358) CONTENT: Lion's Tail Sea(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_36) CONTENT: Gloomy Coast(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_360) CONTENT: Gloomy Coast(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_361) CONTENT: Gloomy Coast(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_363) CONTENT: Gloomy Coast(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_364) CONTENT: Gloomy Coast(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_365) CONTENT: Saber Coast(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_366) CONTENT: Gloomy Coast(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_368) CONTENT: Gloomy Coast(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_369) CONTENT: Gloom Grove(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_37) CONTENT: Gloomy Coast(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_370) CONTENT: Gloomy Coast(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_371) CONTENT: Gloomy Coast(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_372) CONTENT: Gloomy Coast(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_373) CONTENT: Gloomy Coast(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_374) CONTENT: Gloomy Coast(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_375) CONTENT: Gloomy Coast(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_376) CONTENT: Gloomy Coast(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_377) CONTENT: Gloomy Coast(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_378) CONTENT: Gloomy Coast(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_379) CONTENT: Corsair Ridge(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_38) CONTENT: Gloomy Coast(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_380) CONTENT: Gloomy Coast(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_381) CONTENT: Gloomy Coast(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_382) CONTENT: Gloomy Coast(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_383) CONTENT: Gloomy Coast(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_384) CONTENT: Gloomy Coast(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_385) CONTENT: Gloomy Coast(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_386) CONTENT: Gloomy Coast(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_387) CONTENT: Gloomy Coast(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_388) CONTENT: Gloomy Coast(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_389) CONTENT: Hildan Mountains(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_39) CONTENT: Gloomy Coast(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_391) CONTENT: Gloomy Coast(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_392) CONTENT: Gloom's Tail(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_393) CONTENT: Spirit Canyon(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_394) CONTENT: Spirit Canyon(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_396) CONTENT: Spirit Canyon(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_397) CONTENT: Gloom's Tail(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_399) CONTENT: Corsair Ridge(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_4) CONTENT: Gloom Rock(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_40) CONTENT: Spirits Island(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_401) CONTENT: Spirit Canyon(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_402) CONTENT: Gloomy Coast(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_403) CONTENT: Gloomy Coast(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_404) CONTENT: Boskar River(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_406) CONTENT: Boskar River(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_407) CONTENT: Boskar River(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_408) CONTENT: Boskar Meadows(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_409) CONTENT: Lion's Tail Sea(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_41) CONTENT: Sharkfin Key(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_410) CONTENT: Elbow of Kortez(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_411) CONTENT: Kortez Peninsula(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_412) CONTENT: Claw of Kortez(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_413) CONTENT: Kortez Peninsula(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_414) CONTENT: Shoola Beach(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_415) CONTENT: Sands of The Four Mouths(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_416) CONTENT: Shoola Beach(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_417) CONTENT: Sands of The Four Mouths(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_418) CONTENT: Kortez Peninsula(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_419) CONTENT: Hildan Mountains(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_42) CONTENT: Kortez Peninsula(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_420) CONTENT: Shoola Beach(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_421) CONTENT: Tumash Edge(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_422) CONTENT: Kortez Peninsula(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_423) CONTENT: Tumash Edge(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_424) CONTENT: Tumash Bay(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_425) CONTENT: Tumash Bay(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_426) CONTENT: Tumash Bay(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_427) CONTENT: Tumash Bay(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_428) CONTENT: Tumash Bay(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_429) CONTENT: Corsair Ridge(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_43) CONTENT: Kortez Peninsula(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_430) CONTENT: Sharkfin Key(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_431) CONTENT: Odermann Cove(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_432) CONTENT: Odermann Cove(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_433) CONTENT: Odermann Cove(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_434) CONTENT: Odermann Cove(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_435) CONTENT: Odermann Cove(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_436) CONTENT: Odermann Cove(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_437) CONTENT: Andary's Lair(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_438) CONTENT: Tumash Edge(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_439) CONTENT: Zaunaloa Coast(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_44) CONTENT: Odermann Cove(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_440) CONTENT: Tumash Jungle(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_441) CONTENT: Odermann Cove(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_442) CONTENT: Kortez Shallows(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_444) CONTENT: Boskar River(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_445) CONTENT: Lookout Point(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_446) CONTENT: Boskar River(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_447) CONTENT: Boskar River(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_448) CONTENT: Boskar River(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_449) CONTENT: Hildan Mountains(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_45) CONTENT: Boskar River(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_450) CONTENT: Boskar Beach(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_451) CONTENT: Gloom's Tail(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_452) CONTENT: Gloom's Tail(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_453) CONTENT: Gloom's Tail(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_454) CONTENT: Gloom's Tail(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_455) CONTENT: Gloom Point Coast(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_456) CONTENT: Spirits Island(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_457) CONTENT: Boskar River(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_459) CONTENT: Lion's Tail Sea(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_46) CONTENT: Boskar Beach(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_460) CONTENT: Boskar Beach(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_462) CONTENT: Boskar Beach(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_463) CONTENT: Boskar Beach(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_464) CONTENT: Boskar Bog(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_465) CONTENT: Boskar Hook(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_466) CONTENT: Boskar Bog(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_467) CONTENT: Boskar Bog(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_468) CONTENT: Boskar Beach(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_469) CONTENT: Lion's Tail Sea(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_47) CONTENT: Boskar Beach(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_470) CONTENT: Boskar Beach(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_471) CONTENT: Boskar Bog(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_472) CONTENT: Boskar Hook(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_473) CONTENT: Boskar Bog(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_474) CONTENT: Boskar Bog(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_475) CONTENT: Boskar Bog(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_476) CONTENT: Horsfolk Island(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_477) CONTENT: Boskar Coast(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_478) CONTENT: Tumash Edge(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_479) CONTENT: Hildan Mountains(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_48) CONTENT: Sharkfin Key(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_480) CONTENT: Kortez Peninsula(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_481) CONTENT: Kortez Peninsula(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_482) CONTENT: Kortez Peninsula(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_483) CONTENT: Kortez Peninsula(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_484) CONTENT: Kortez Peninsula(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_485) CONTENT: Sharkfin Key(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_486) CONTENT: Elbow of Kortez(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_487) CONTENT: Kortez Peninsula(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_488) CONTENT: Kortez Peninsula(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_489) CONTENT: Hildan Mountains(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_49) CONTENT: Kortez Peninsula(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_490) CONTENT: Kesler Inlet(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_492) CONTENT: Kesler Inlet(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_493) CONTENT: Tumash Teeth(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_494) CONTENT: Tumash Teeth(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_495) CONTENT: Tumash Jungle(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_496) CONTENT: Tumash Jungle(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_497) CONTENT: Tumash Jungle(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_498) CONTENT: Tumash Jungle(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_499) CONTENT: Corsair Ridge(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_5) CONTENT: Kortez Inlet(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_50) CONTENT: Tumash Jungle(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_500) CONTENT: Tumash Jungle(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_503) CONTENT: Tumash Jungle(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_504) CONTENT: Tumash Jungle(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_505) CONTENT: Sharkfin Key(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_506) CONTENT: Sharkfin Key(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_507) CONTENT: Sharkfin Key(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_508) CONTENT: Sharkfin Key(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_509) CONTENT: Hildan Mountains(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_51) CONTENT: Boskar Coast(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_510) CONTENT: Bootcrow Beach(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_511) CONTENT: Boskar Coast(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_512) CONTENT: Boskar Coast(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_513) CONTENT: Boskar Coast(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_514) CONTENT: Bootcrow Beach(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_515) CONTENT: Bootcrow Beach(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_516) CONTENT: Bootcrow Lip(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_517) CONTENT: Bootcrow Beach(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_518) CONTENT: Boskar Coast(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_519) CONTENT: Bin Da Sea(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_52) CONTENT: Bootcrow Lip(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_520) CONTENT: Bin Da Beach(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_521) CONTENT: Bin Da Beach(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_522) CONTENT: Bin Da Beach(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_523) CONTENT: Kortez Coast(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_524) CONTENT: Turtlehead Swamp(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_525) CONTENT: Tumash Jungle(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_526) CONTENT: Kortez Coast(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_527) CONTENT: Kortez Coast(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_528) CONTENT: Kortez Coast(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_529) CONTENT: Hildan Mountains(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_53) CONTENT: Bin Da Beach(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_530) CONTENT: Kortez Coast(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_531) CONTENT: Kortez Coast(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_532) CONTENT: Boskar Coast(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_533) CONTENT: Kortez Coast(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_534) CONTENT: Bin Da Beach(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_535) CONTENT: Bin Da Beach(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_536) CONTENT: Tumash Jungle(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_537) CONTENT: Bin Da Beach(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_538) CONTENT: Bin Da Beach(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_539) CONTENT: Bin Da Sea(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_54) CONTENT: Bin Da Beach(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_540) CONTENT: Bin Da Beach(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_541) CONTENT: Grayden Rock(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_542) CONTENT: Tumash Jungle(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_546) CONTENT: Tumash Jungle(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_547) CONTENT: Narrow Winds Valley(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_550) CONTENT: Narrow Winds Valley(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_551) CONTENT: Narrow Winds Valley(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_552) CONTENT: Narrow Winds Valley(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_553) CONTENT: Hildan Mountains(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_554) CONTENT: Tumash Jungle(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_555) CONTENT: Hildan Mountains(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_556) CONTENT: Tumash Jungle(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_557) CONTENT: Tumash Jungle(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_558) CONTENT: Tumash Jungle(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_559) CONTENT: Hildan Mountains(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_560) CONTENT: Hildan Mountains(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_561) CONTENT: Tumash Jungle(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_562) CONTENT: Kortez Coast(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_563) CONTENT: Kortez Coast(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_564) CONTENT: Kortez Coast(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_565) CONTENT: Kortez Coast(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_566) CONTENT: Kortez Coast(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_567) CONTENT: Kortez Coast(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_568) CONTENT: Kortez Coast(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_569) CONTENT: Kortez Coast(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_570) CONTENT: Kortez Coast(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_571) CONTENT: Kortez Coast(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_573) CONTENT: Kortez Coast(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_575) CONTENT: Kortez Coast(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_576) CONTENT: Kortez Coast(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_577) CONTENT: Kortez Coast(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_578) CONTENT: Kortez Coast(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_579) CONTENT: Zaunaloa Coast(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_580) CONTENT: Kortez Narrow(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_581) CONTENT: Zaunaloa Coast(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_582) CONTENT: Zaunaloa Coast(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_583) CONTENT: Kortez Coast(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_584) CONTENT: Kortez Coast(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_585) CONTENT: Kortez Coast(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_586) CONTENT: Zaunaloa Coast(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_587) CONTENT: Zaunaloa Coast(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_588) CONTENT: Kortez Coast(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_589) CONTENT: Lighthouse Chamber(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_59) CONTENT: Kortez Coast(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_590) CONTENT: Kortez Coast(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_591) CONTENT: Zaunaloa Coast(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_592) CONTENT: Zaunaloa Coast(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_593) CONTENT: Tumash Jungle(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_594) CONTENT: Tumash Jungle(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_595) CONTENT: Tumash Jungle(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_596) CONTENT: Corsair Ridge(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_598) CONTENT: Corsair Ridge(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_599) CONTENT: Underwater(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_6) CONTENT: Lighthouse Chamber(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_60) CONTENT: Tumash Jungle(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_600) CONTENT: Corsair Ridge(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_601) CONTENT: Tumash Jungle(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_602) CONTENT: Zaunaloa Coast(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_604) CONTENT: Corsair Ridge(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_605) CONTENT: Kesler Ridge(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_606) CONTENT: Kesler Ridge(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_607) CONTENT: Shoola Beach(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_608) CONTENT: Shoola Beach(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_609) CONTENT: Lighthouse Chamber(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_61) CONTENT: Kersler Ridge Top(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_610) CONTENT: Kesler Plains(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_611) CONTENT: Tumash Beach(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_612) CONTENT: Sands of The Four Mouths(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_613) CONTENT: Tumash Beach(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_614) CONTENT: Kesler Ridge(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_615) CONTENT: Tumash Beach(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_616) CONTENT: Tumash Bay(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_617) CONTENT: Tumash Bay(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_618) CONTENT: Tumash Bay(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_619) CONTENT: Lighthouse Chamber(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_62) CONTENT: Zaunaloa Coast(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_620) CONTENT: Zaunaloa Coast(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_621) CONTENT: Shoola Beach(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_626) CONTENT: Kesler Ridge(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_628) CONTENT: Shoola Beach(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_629) CONTENT: Lighthouse Chamber(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_63) CONTENT: Zaunaloa Coast(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_630) CONTENT: Kesler Plains(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_631) CONTENT: Tumash Beach(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_632) CONTENT: Tumash Beach(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_633) CONTENT: Kesler Plains(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_634) CONTENT: Sokar Island(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_635) CONTENT: Boskar Coast(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_636) CONTENT: Boskar Coast(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_637) CONTENT: Boskar Coast(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_638) CONTENT: Darkfern Forest(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_639) CONTENT: Lighthouse Chamber(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_64) CONTENT: Darkfern Forest(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_640) CONTENT: Darkfern Forest(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_641) CONTENT: Kortez Coast(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_642) CONTENT: Kortez Coast(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_643) CONTENT: Darkfern Forest(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_644) CONTENT: Darkfern Forest(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_645) CONTENT: Kortez Coast(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_646) CONTENT: Kortez Coast(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_647) CONTENT: Kortez Coast(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_648) CONTENT: Lealoa Sands(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_649) CONTENT: Tumash Cave(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_65) CONTENT: Darkfern Forest(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_650) CONTENT: Darkfern Forest(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_651) CONTENT: Darkfern Forest(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_652) CONTENT: Darkfern Forest(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_654) CONTENT: Darkfern Forest(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_655) CONTENT: Darkfern Forest(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_656) CONTENT: Darkfern Forest(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_657) CONTENT: Darkfern Forest(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_658) CONTENT: Kortez Coast(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_659) CONTENT: Kortez Coast(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_660) CONTENT: Kortez Shallows(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_661) CONTENT: Kortez Coast(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_662) CONTENT: Kortez Coast(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_663) CONTENT: Kortez Coast(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_664) CONTENT: Lealoa Sands(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_665) CONTENT: Lealoa Sands(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_666) CONTENT: Lealoa Sands(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_667) CONTENT: Lealoa Sands(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_668) CONTENT: Kesler Ridge(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_669) CONTENT: Tumash Cave(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_67) CONTENT: Lealoa Sands(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_670) CONTENT: Darkfern Castle(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_671) CONTENT: Lealoa Sands(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_672) CONTENT: Lealoa Sands(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_673) CONTENT: Lealoa Sands(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_674) CONTENT: Lealoa Sands(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_675) CONTENT: Boskar Coast(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_677) CONTENT: Kesler Beach(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_678) CONTENT: Kesler Beach(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_679) CONTENT: Zaunaloa(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_68) CONTENT: Kesler Inlet(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_680) CONTENT: Saber Coast(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_681) CONTENT: Saber Coast(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_682) CONTENT: Kesler Ridge(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_683) CONTENT: Saber Coast(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_684) CONTENT: Saber Coast(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_686) CONTENT: Turtleshell Groves(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_687) CONTENT: Kesler Plains(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_688) CONTENT: Saber Coast(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_689) CONTENT: Zaunaloa Trench(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_69) CONTENT: Saber Coast(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_690) CONTENT: Saber Lagoon(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_691) CONTENT: Saber Lagoon(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_692) CONTENT: Saber Lagoon(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_693) CONTENT: Kersler Ridge Top(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_694) CONTENT: Saber Lagoon(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_695) CONTENT: Saber Lagoon(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_696) CONTENT: Kesler Ridge(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_697) CONTENT: Kesler Ridge(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_698) CONTENT: Kersler Ridge Top(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_699) CONTENT: Corsair Ridge(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_7) CONTENT: Zaunaloa Trench(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_70) CONTENT: The Four Mouths(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_700) CONTENT: Saber Lagoon(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_701) CONTENT: The Four Mouths(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_702) CONTENT: Saber Lagoon(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_703) CONTENT: The Four Mouths(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_704) CONTENT: Turtlemouth Island(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_705) CONTENT: Cutters Haven(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_706) CONTENT: Cutters Lagoon(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_707) CONTENT: Cutters Lagoon(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_708) CONTENT: Grave Point(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_709) CONTENT: Zaunaloa Trench(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_71) CONTENT: Shoola Jungle(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_710) CONTENT: Shoola Jungle(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_711) CONTENT: Shoola Jungle(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_712) CONTENT: Turtlemouth Beach(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_713) CONTENT: Turtlemouth Point(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_714) CONTENT: Kersler Ridge Top(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_715) CONTENT: Kesler Ridge(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_716) CONTENT: Kersler Way(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_717) CONTENT: Kersler Ridge Top(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_718) CONTENT: Kersler Mound(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_719) CONTENT: Kersler Ridge Top(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_720) CONTENT: Kersler Way(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_721) CONTENT: Kersler Ridge Top(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_722) CONTENT: Kersler Way(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_723) CONTENT: Turtleback Beach(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_724) CONTENT: Shoola Jungle(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_725) CONTENT: Shoola Steps(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_726) CONTENT: Shoola Steps(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_727) CONTENT: Kesler Ridge(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_728) CONTENT: Shoola Steps(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_729) CONTENT: Shoola Jungle(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_730) CONTENT: Shoola Jungle(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_731) CONTENT: Shoola Jungle(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_732) CONTENT: Shoola Jungle(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_733) CONTENT: Kersler Gap(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_734) CONTENT: Kersler Ridge(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_735) CONTENT: Turtleback Beach(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_736) CONTENT: Turtleback Beach(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_737) CONTENT: Turtleback Beach(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_738) CONTENT: Turtleback Beach(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_739) CONTENT: Turtleback Beach(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_740) CONTENT: Turtleback Beach(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_741) CONTENT: Turtleback Beach(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_742) CONTENT: Turtleback Beach(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_743) CONTENT: Turtleback Beach(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_744) CONTENT: Turtleback Beach(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_745) CONTENT: Bin Da Beach(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_746) CONTENT: Bin Da Beach(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_747) CONTENT: Bin Da Beach(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_748) CONTENT: Kesler(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_749) CONTENT: Lealoa Sands(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_75) CONTENT: Kesler Ridge(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_750) CONTENT: Kesler Ridge(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_751) CONTENT: Kesler Plains(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_752) CONTENT: Kesler Ridge(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_753) CONTENT: Kesler Plains(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_754) CONTENT: Kersler Way(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_755) CONTENT: Kersler Way(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_756) CONTENT: Tumash Point(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_757) CONTENT: Bootcrow Beach(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_758) CONTENT: Bootcrow Beach(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_759) CONTENT: Zaunaloa Coast(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_76) CONTENT: Bootcrow Beach(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_760) CONTENT: Bootcrow Beach(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_761) CONTENT: Bootcrow Beach(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_762) CONTENT: Bootcrow Beach(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_763) CONTENT: Bin Da Beach(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_764) CONTENT: Bin Da Beach(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_766) CONTENT: Turtlemouth Isle(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_767) CONTENT: Bin Da Glades(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_768) CONTENT: Bin Da Beach(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_769) CONTENT: Zaunaloa Coast(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_77) CONTENT: Turtlehead Beach(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_770) CONTENT: Turtlehead Beach(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_771) CONTENT: Bootcrow Bend(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_772) CONTENT: Turtlehead Beach(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_773) CONTENT: Bootcrow Bend(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_774) CONTENT: Bin Da Beach(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_775) CONTENT: Bootcrow Beach(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_776) CONTENT: Bin Da Beach(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_777) CONTENT: Bin Da Beach(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_778) CONTENT: Bootcrow Beach(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_779) CONTENT: Zaunaloa Coast(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_78) CONTENT: Bootcrow Beach(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_780) CONTENT: Bin Da Beach(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_781) CONTENT: Kesler Ridge(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_782) CONTENT: Bin Da Beach(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_783) CONTENT: Kersler Ridge Top(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_784) CONTENT: Bin Da Beach(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_785) CONTENT: Bin Da Beach(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_786) CONTENT: Kesler Ridge(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_787) CONTENT: Bin Da Beach(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_788) CONTENT: Bin Da Beach(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_789) CONTENT: Zaunaloa Coast(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_79) CONTENT: Bin Da Beach(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_790) CONTENT: Bin Da Beach(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_791) CONTENT: Bin Da Beach(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_792) CONTENT: Bin Da Beach(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_793) CONTENT: Sands of The Four Mouths(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_794) CONTENT: Kesler Ridge(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_795) CONTENT: Kersler Ridge Top(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_796) CONTENT: Lealoa Valley(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_797) CONTENT: Lealoa Valley(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_798) CONTENT: Lealoa Valley(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_799) CONTENT: Corsair Ridge(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_8) CONTENT: Zaunaloa Coast(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_80) CONTENT: Odermann Cove(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_800) CONTENT: Odermann Cove(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_801) CONTENT: Lealoa Valley(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_802) CONTENT: Hildan Crest(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_803) CONTENT: Bootcrow Valley(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_804) CONTENT: Bootcrow Valley(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_805) CONTENT: Lealoa Valley(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_806) CONTENT: Gloom Grove(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_807) CONTENT: Gloom Grove(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_808) CONTENT: Gloom Grove(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_809) CONTENT: Zaunaloa Coast(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_81) CONTENT: Lealoa Valley(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_810) CONTENT: Gloom Grove(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_811) CONTENT: Gloom Grove(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_812) CONTENT: Gloom Grove(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_813) CONTENT: Jaw Valley(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_814) CONTENT: Gloom Grove(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_815) CONTENT: Lealoa Valley(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_816) CONTENT: Gloom Grove(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_817) CONTENT: Hildan Pass(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_818) CONTENT: Hildan Pass(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_819) CONTENT: Zaunaloa Coast(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_82) CONTENT: Lealoa Valley(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_820) CONTENT: Shoola Valley(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_821) CONTENT: Bootcrow Valley(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_822) CONTENT: Bootcrow Isle(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_823) CONTENT: Zaunaloa(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_824) CONTENT: Zaunaloa(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_825) CONTENT: Zaunaloa(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_826) CONTENT: Zaunaloa(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_827) CONTENT: Zaunaloa(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_828) CONTENT: Corsair Peaks(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_829) CONTENT: Boskar Sea(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_83) CONTENT: Corsair Peaks(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_830) CONTENT: Corsair Peaks(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_831) CONTENT: Corsair Peaks(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_832) CONTENT: Corsair Peaks(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_833) CONTENT: Corsair Lair(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_834) CONTENT: Corsair Falls(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_835) CONTENT: Corsair Falls(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_836) CONTENT: Corsair River(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_837) CONTENT: Corsair River(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_838) CONTENT: Tumash Deeps(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_839) CONTENT: Sharkfin Sea(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_84) CONTENT: Gloom Grove(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_841) CONTENT: Zaunaloa Ocean(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_842) CONTENT: Zaunaloa Ocean(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_843) CONTENT: The Lost Sea(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_844) CONTENT: Bin Da Ocean(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_847) CONTENT: Gloom Grove(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_848) CONTENT: Gloom Grove(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_849) CONTENT: Sharkfin Sea(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_85) CONTENT: Bright Lion Ocean(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_850) CONTENT: Bright Lion Ocean(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_851) CONTENT: Gloom Grove(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_852) CONTENT: Gloomy Pass(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_853) CONTENT: Hildan Mountains(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_854) CONTENT: Hildan Mountains(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_855) CONTENT: Gloom Grove(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_856) CONTENT: Hildan Mountains(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_857) CONTENT: Bin Da Island(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_858) CONTENT: Bin Da Sea(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_859) CONTENT: Boskar Sea(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_86) CONTENT: Bin Da Sea(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_860) CONTENT: Bin Da Sea(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_861) CONTENT: Bin Da River(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_862) CONTENT: Bin Da Island(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_863) CONTENT: Bootcrow Sea(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_864) CONTENT: Bootcrow Sea(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_865) CONTENT: Bootcrow Sea(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_866) CONTENT: Bin Da Island(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_867) CONTENT: Bin Da Island(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_868) CONTENT: Bin Da Island(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_869) CONTENT: Boskar Sea(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_87) CONTENT: Bin Da Island(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_870) CONTENT: Bin Da Island(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_871) CONTENT: Bin Da Island(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_872) CONTENT: Bin Da Island(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_873) CONTENT: Bin Da Island(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_874) CONTENT: Bin Da Island(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_875) CONTENT: Bin Da Island(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_876) CONTENT: Bin Da Island(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_877) CONTENT: Bin Da Island(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_878) CONTENT: Turtlehead Swamp(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_879) CONTENT: Lealoa Sands(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_88) CONTENT: Turtleback Swamp(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_880) CONTENT: Kortez Peninsula(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_881) CONTENT: Hildan Mountains(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_882) CONTENT: Hildan Mountains(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_883) CONTENT: Kortez Peninsula(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_884) CONTENT: Kortez Peninsula(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_885) CONTENT: Hildan Mountains(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_886) CONTENT: Hildan Mountains(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_887) CONTENT: Hildan Mountains(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_888) CONTENT: Hildan Mountains(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_889) CONTENT: Kortez Peninsula(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_890) CONTENT: Kortez Peninsula(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_891) CONTENT: Hildan Mountains(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_892) CONTENT: Hildan Mountains(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_893) CONTENT: Kortez Peninsula(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_894) CONTENT: Hildan Mountains(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_895) CONTENT: Tumash Edge(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_896) CONTENT: Hildan Mountains(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_897) CONTENT: Tumash Jungle(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_898) CONTENT: Hildan Mountains(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_899) CONTENT: Corsair Ridge(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_9) CONTENT: Hildan Mountains(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_900) CONTENT: Tumash Edge(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_901) CONTENT: Hildan Mountains(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_902) CONTENT: Corsair Peaks(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_903) CONTENT: Corsair Peaks(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_904) CONTENT: Corsair Peaks(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_905) CONTENT: Bootcrow Sea(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_906) CONTENT: Gloomy Sea(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_907) CONTENT: Gloomy Sea(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_908) CONTENT: Gloomy Sea(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_909) CONTENT: Boskar Sea(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_91) CONTENT: Gloom's Tail(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_910) CONTENT: Corsair Peaks(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_911) CONTENT: Corsair Peaks(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_912) CONTENT: Hildan Mountains(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_913) CONTENT: Claw of Kortez(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_914) CONTENT: Corsair Peaks(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_915) CONTENT: Kortez Peninsula(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_916) CONTENT: Kortez Peninsula(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_917) CONTENT: Kortez Peninsula(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_918) CONTENT: Kortez Peninsula(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_919) CONTENT: Boskar Sea(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_92) CONTENT: Corsair Peaks(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_920) CONTENT: Corsair Peaks(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_921) CONTENT: Corsair Peaks(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_922) CONTENT: Boskar Sea(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_923) CONTENT: Gloom Point(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_924) CONTENT: Gloom Point(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_925) CONTENT: Corsair Peaks(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_926) CONTENT: Corsair Peaks(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_927) CONTENT: Corsair Peaks(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_928) CONTENT: Corsair Peaks(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_929) CONTENT: Boskar Sea(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_93) CONTENT: Corsair Peaks(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_930) CONTENT: Corsair Peaks(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_931) CONTENT: Corsair Peaks(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_932) CONTENT: Corsair Peaks(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_933) CONTENT: Corsair Peaks(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_934) CONTENT: Corsair Peaks(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_935) CONTENT: Corsair Peaks(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_936) CONTENT: Corsair Peaks(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_937) CONTENT: Corsair Ridge(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_938) CONTENT: Corsair Ridge(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_939) CONTENT: Corsair Ridge(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_940) CONTENT: Corsair Ridge(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_941) CONTENT: Lealoa Valley(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_942) CONTENT: Odermann Cove(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_943) CONTENT: Lealoa Valley(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_944) CONTENT: Shoola Ridge(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_945) CONTENT: Jaw Ridge(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_946) CONTENT: Lealoa Valley(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_947) CONTENT: Jaw Slope(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_949) CONTENT: Boskar Sea(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_95) CONTENT: Jaw Ridge(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_950) CONTENT: Bootcrow Valley(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_951) CONTENT: Kersler Way(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_952) CONTENT: Jaw Valley(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_953) CONTENT: Hildan Pass(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_954) CONTENT: Hildan Crest(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_955) CONTENT: Kersler Ridge Top(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_956) CONTENT: Kersler Way(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_957) CONTENT: Kersler Ridge Top(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_958) CONTENT: Turtleneck Flats(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_959) CONTENT: Corsair Ridge(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_960) CONTENT: Corsair Ridge(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_961) CONTENT: Corsair Ridge(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_962) CONTENT: Corsair Ridge(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_963) CONTENT: Corsair Ridge(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_964) CONTENT: Winter(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_965) CONTENT: Corsair Ridge(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_966) CONTENT: Corsair Ridge(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_967) CONTENT: Corsair Ridge(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_968) CONTENT: Hildan Crest(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_969) CONTENT: Turtleshell Rock(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_97) CONTENT: Corsair Ridge(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_970) CONTENT: Corsair Ridge(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_971) CONTENT: Corsair Ridge(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_972) CONTENT: Corsair Ridge(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_973) CONTENT: Corsair Ridge(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_974) CONTENT: Winter(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_975) CONTENT: Corsair Ridge(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_976) CONTENT: Winter(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_977) CONTENT: Gloomy Crest(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_978) CONTENT: Corsair Falls(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_979) CONTENT: Kortez Sea(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_98) CONTENT: Boskar Sea(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_980) CONTENT: Four Mouth Sea(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_981) CONTENT: Kortez Sea(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_99) CONTENT: Wilderness(/Game/Mods/LostIsland/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.PrimalWorldSettings) LITERAL: ApplyImpulse(/Game/LostIsland/Boss/Buff_Stunned_Short_BossDinopith.Buff_Stunned_Short_BossDinopith:EventGraph.K2Node_CallFunction_333347) CONTENT: Armor Reducing Spike(/Engine/Transient.REINST_Buff_AmargaSpikeArmorModifier_C_0) CONTENT: Your armor quality is being reduced!(/Engine/Transient.REINST_Buff_AmargaSpikeArmorModifier_C_0) LITERAL: Armor Reduction {1}%(/Game/LostIsland/Dinos/Amargasaurus/Buff_AmargaSpikeArmorModifier.Buff_AmargaSpikeArmorModifier:UpdateBuffDescription.K2Node_FormatText_528) CONTENT: Armor Reducing Spike(/Engine/Transient.Default__REINST_Buff_AmargaSpikeArmorModifier_C_39543) CONTENT: Your armor quality is being reduced!(/Engine/Transient.Default__REINST_Buff_AmargaSpikeArmorModifier_C_39543) LITERAL: Armor Reduction {1}%(/Game/LostIsland/Dinos/Amargasaurus/Buff_AmargaSpikeArmorModifier.Buff_AmargaSpikeArmorModifier:EdGraph_128411.K2Node_CallFunction_331999) LITERAL: 1(/Game/LostIsland/Dinos/Amargasaurus/Buff_AmargaSpikeArmorModifier.Buff_AmargaSpikeArmorModifier:EdGraph_128411.K2Node_MakeStruct_2628) CONTENT: Armor Reducing Spike(/Engine/Transient.REINST_Buff_AmargaSpikeArmorModifier_C_1) CONTENT: Your armor quality is being reduced!(/Engine/Transient.REINST_Buff_AmargaSpikeArmorModifier_C_1) CONTENT: Armor Reducing Spike(/Engine/Transient.Default__REINST_Buff_AmargaSpikeArmorModifier_C_39547) CONTENT: Your armor quality is being reduced!(/Engine/Transient.Default__REINST_Buff_AmargaSpikeArmorModifier_C_39547) LITERAL: Armor Reduction {1}%(/Game/LostIsland/Dinos/Amargasaurus/Buff_AmargaSpikeArmorModifier.Buff_AmargaSpikeArmorModifier:EdGraph_128430.K2Node_CallFunction_332013) LITERAL: 1(/Game/LostIsland/Dinos/Amargasaurus/Buff_AmargaSpikeArmorModifier.Buff_AmargaSpikeArmorModifier:EdGraph_128430.K2Node_MakeStruct_2629) CONTENT: Armor Reducing Spike(/Game/LostIsland/Dinos/Amargasaurus/Buff_AmargaSpikeArmorModifier.Default__Buff_AmargaSpikeArmorModifier_C) CONTENT: Your armor quality is being reduced!(/Game/LostIsland/Dinos/Amargasaurus/Buff_AmargaSpikeArmorModifier.Default__Buff_AmargaSpikeArmorModifier_C) CONTENT: Igniting(/Engine/Transient.REINST_Buff_Ignite_C_0) CONTENT: You're igniting quickly!(/Engine/Transient.REINST_Buff_Ignite_C_0) CONTENT: You're Igniting!(/Engine/Transient.REINST_Buff_Ignite_C_0) LITERAL: You're igniting quickly! {1}%(/Game/LostIsland/Dinos/Amargasaurus/Buff_Ignite.Buff_Ignite:GetBuffDescription.K2Node_FormatText_528) LITERAL: Igniting {1}%(/Game/LostIsland/Dinos/Amargasaurus/Buff_Ignite.Buff_Ignite:UpdateBuffDescription.K2Node_FormatText_528) CONTENT: Blueprint'/Game/LostIsland/Dinos/Amargasaurus/Buff_Frozen_Amarga.Buff_Frozen_Amarga'(/Engine/Transient.REINST_Buff_Freeze_Amarga_C_0) LITERAL: Freezing {1}%(/Game/LostIsland/Dinos/Amargasaurus/Buff_Freeze_Amarga.Buff_Freeze_Amarga:UpdateBuffDescription.K2Node_FormatText_528) CONTENT: Blueprint'/Game/LostIsland/Dinos/Amargasaurus/Buff_Frozen_Amarga.Buff_Frozen_Amarga'(/Engine/Transient.Default__REINST_Buff_Freeze_Amarga_C_39554) LITERAL: Freezing {1}%(/Game/LostIsland/Dinos/Amargasaurus/Buff_Freeze_Amarga.Buff_Freeze_Amarga:EdGraph_128459.K2Node_CallFunction_332026) LITERAL: 1(/Game/LostIsland/Dinos/Amargasaurus/Buff_Freeze_Amarga.Buff_Freeze_Amarga:EdGraph_128459.K2Node_MakeStruct_2630) CONTENT: Blueprint'/Game/LostIsland/Dinos/Amargasaurus/Buff_Frozen_Amarga.Buff_Frozen_Amarga'(/Engine/Transient.REINST_Buff_Freeze_Amarga_C_1) CONTENT: Igniting(/Engine/Transient.Default__REINST_Buff_Ignite_C_39561) CONTENT: You're igniting quickly!(/Engine/Transient.Default__REINST_Buff_Ignite_C_39561) CONTENT: You're Igniting!(/Engine/Transient.Default__REINST_Buff_Ignite_C_39561) LITERAL: You're igniting quickly! {1}%(/Game/LostIsland/Dinos/Amargasaurus/Buff_Ignite.Buff_Ignite:EdGraph_128526.K2Node_CallFunction_332131) LITERAL: 1(/Game/LostIsland/Dinos/Amargasaurus/Buff_Ignite.Buff_Ignite:EdGraph_128526.K2Node_MakeStruct_2631) LITERAL: Igniting {1}%(/Game/LostIsland/Dinos/Amargasaurus/Buff_Ignite.Buff_Ignite:EdGraph_128527.K2Node_CallFunction_332132) LITERAL: 1(/Game/LostIsland/Dinos/Amargasaurus/Buff_Ignite.Buff_Ignite:EdGraph_128527.K2Node_MakeStruct_2632) CONTENT: Igniting(/Engine/Transient.REINST_Buff_Ignite_C_1) CONTENT: You're igniting quickly!(/Engine/Transient.REINST_Buff_Ignite_C_1) CONTENT: You're Igniting!(/Engine/Transient.REINST_Buff_Ignite_C_1) CONTENT: Blueprint'/Game/LostIsland/Dinos/Amargasaurus/Buff_Frozen_Amarga.Buff_Frozen_Amarga'(/Engine/Transient.Default__REINST_Buff_Freeze_Amarga_C_39565) LITERAL: Freezing {1}%(/Game/LostIsland/Dinos/Amargasaurus/Buff_Freeze_Amarga.Buff_Freeze_Amarga:EdGraph_128543.K2Node_CallFunction_332152) LITERAL: 1(/Game/LostIsland/Dinos/Amargasaurus/Buff_Freeze_Amarga.Buff_Freeze_Amarga:EdGraph_128543.K2Node_MakeStruct_2633) CONTENT: Blueprint'/Game/LostIsland/Dinos/Amargasaurus/Buff_Frozen_Amarga.Buff_Frozen_Amarga'(/Game/LostIsland/Dinos/Amargasaurus/Buff_Freeze_Amarga.Default__Buff_Freeze_Amarga_C) CONTENT: Igniting(/Engine/Transient.Default__REINST_Buff_Ignite_C_39569) CONTENT: You're igniting quickly!(/Engine/Transient.Default__REINST_Buff_Ignite_C_39569) CONTENT: You're Igniting!(/Engine/Transient.Default__REINST_Buff_Ignite_C_39569) LITERAL: You're igniting quickly! {1}%(/Game/LostIsland/Dinos/Amargasaurus/Buff_Ignite.Buff_Ignite:EdGraph_128578.K2Node_CallFunction_332201) LITERAL: 1(/Game/LostIsland/Dinos/Amargasaurus/Buff_Ignite.Buff_Ignite:EdGraph_128578.K2Node_MakeStruct_2634) LITERAL: Igniting {1}%(/Game/LostIsland/Dinos/Amargasaurus/Buff_Ignite.Buff_Ignite:EdGraph_128579.K2Node_CallFunction_332202) LITERAL: 1(/Game/LostIsland/Dinos/Amargasaurus/Buff_Ignite.Buff_Ignite:EdGraph_128579.K2Node_MakeStruct_2635) CONTENT: Blueprint'/Game/LostIsland/Dinos/Amargasaurus/Buff_OnFire_Amarga.Buff_OnFire_Amarga'(/Game/LostIsland/Dinos/Amargasaurus/Buff_Ignite.Default__Buff_Ignite_C) CONTENT: Igniting(/Game/LostIsland/Dinos/Amargasaurus/Buff_Ignite.Default__Buff_Ignite_C) CONTENT: You're igniting quickly!(/Game/LostIsland/Dinos/Amargasaurus/Buff_Ignite.Default__Buff_Ignite_C) CONTENT: You're Igniting!(/Game/LostIsland/Dinos/Amargasaurus/Buff_Ignite.Default__Buff_Ignite_C) CONTENT: Enflamed!(/Engine/Transient.REINST_Buff_OnFire_Amarga_C_0) CONTENT: You're burning up! A percentage of your Health will burn away!(/Engine/Transient.REINST_Buff_OnFire_Amarga_C_0) CONTENT: You're burning!(/Engine/Transient.REINST_Buff_OnFire_Amarga_C_0) CONTENT: Enflamed!(/Engine/Transient.Default__REINST_Buff_OnFire_Amarga_C_39576) CONTENT: You're burning up! A percentage of your Health will burn away!(/Engine/Transient.Default__REINST_Buff_OnFire_Amarga_C_39576) CONTENT: You're burning!(/Engine/Transient.Default__REINST_Buff_OnFire_Amarga_C_39576) CONTENT: Enflamed!(/Engine/Transient.REINST_Buff_OnFire_Amarga_C_1) CONTENT: You're burning up! A percentage of your Health will burn away!(/Engine/Transient.REINST_Buff_OnFire_Amarga_C_1) CONTENT: You're burning!(/Engine/Transient.REINST_Buff_OnFire_Amarga_C_1) CONTENT: Enflamed!(/Engine/Transient.Default__REINST_Buff_OnFire_Amarga_C_39580) CONTENT: You're burning up! A percentage of your Health will burn away!(/Engine/Transient.Default__REINST_Buff_OnFire_Amarga_C_39580) CONTENT: You're burning!(/Engine/Transient.Default__REINST_Buff_OnFire_Amarga_C_39580) CONTENT: Enflamed!(/Game/LostIsland/Dinos/Amargasaurus/Buff_OnFire_Amarga.Default__Buff_OnFire_Amarga_C) CONTENT: You're burning up! A percentage of your Health will burn away!(/Game/LostIsland/Dinos/Amargasaurus/Buff_OnFire_Amarga.Default__Buff_OnFire_Amarga_C) CONTENT: You're burning!(/Game/LostIsland/Dinos/Amargasaurus/Buff_OnFire_Amarga.Default__Buff_OnFire_Amarga_C) CONTENT: Temperate Spike(/Engine/Transient.REINST_Buff_AmargaSpiked_C_0) LITERAL: InitBuff(/Game/LostIsland/Dinos/Amargasaurus/Buff_AmargaSpiked.Buff_AmargaSpiked:EventGraph.K2Node_CallFunction_704633) LITERAL: ClearApplyArmorDebuff(/Game/LostIsland/Dinos/Amargasaurus/Buff_AmargaSpiked.Buff_AmargaSpiked:UpdateTemperatureCounter.K2Node_CallFunction_654161) LITERAL: TempCheck(/Game/LostIsland/Dinos/Amargasaurus/Buff_AmargaSpiked.Buff_AmargaSpiked:UpdateTemperatureCounter.K2Node_CallFunction_549356) LITERAL: TempCheck(/Game/LostIsland/Dinos/Amargasaurus/Buff_AmargaSpiked.Buff_AmargaSpiked:UpdateTemperatureCounter.K2Node_CallFunction_1106713) LITERAL: TempCheck(/Game/LostIsland/Dinos/Amargasaurus/Buff_AmargaSpiked.Buff_AmargaSpiked:TempCheck.K2Node_CallFunction_554518) CONTENT: Temperate Spike(/Engine/Transient.Default__REINST_Buff_AmargaSpiked_C_39620) CONTENT: Temperate Spike(/Engine/Transient.REINST_Buff_AmargaSpiked_C_1) CONTENT: Temperate Spike(/Engine/Transient.Default__REINST_Buff_AmargaSpiked_C_39624) CONTENT: Temperate Spike(/Game/LostIsland/Dinos/Amargasaurus/Buff_AmargaSpiked.Default__Buff_AmargaSpiked_C) CONTENT: Idle(/Engine/Transient.REINST_BossDinopithecus_Character_BP_C_0) CONTENT: Cute(/Engine/Transient.REINST_BossDinopithecus_Character_BP_C_0) CONTENT: Attack(/Engine/Transient.REINST_BossDinopithecus_Character_BP_C_0) CONTENT: c_back4(/Engine/Transient.REINST_BossDinopithecus_Character_BP_C_0) CONTENT: Roar(/Engine/Transient.REINST_BossDinopithecus_Character_BP_C_0) CONTENT: Move(/Engine/Transient.REINST_BossDinopithecus_Character_BP_C_0) CONTENT: Dinopithecus King(/Engine/Transient.REINST_BossDinopithecus_Character_BP_C_0) LITERAL: WakeupCheck(/Game/LostIsland/Boss/BossDinopithecus_Character_BP.BossDinopithecus_Character_BP:InitBoss.K2Node_CallFunction_551143) LITERAL: JumpToTarget(/Game/LostIsland/Boss/BossDinopithecus_Character_BP.BossDinopithecus_Character_BP:BPAdjustDamage.K2Node_CallFunction_285870) LITERAL: WakeupCheck(/Game/LostIsland/Boss/BossDinopithecus_Character_BP.BossDinopithecus_Character_BP:WakeupCheck.K2Node_CallFunction_551143) LITERAL: JumpToTarget(/Game/LostIsland/Boss/BossDinopithecus_Character_BP.BossDinopithecus_Character_BP:WakeupCheck.K2Node_CallFunction_285870) LITERAL: ApplySpikeDebuffToHitActors(/Game/LostIsland/Boss/BossDinopithecus_Character_BP.BossDinopithecus_Character_BP:BlueprintAdjustOutputDamage.K2Node_CallFunction_613992) LITERAL: ClearDismountedActors(/Game/LostIsland/Boss/BossDinopithecus_Character_BP.BossDinopithecus_Character_BP:BlueprintAdjustOutputDamage.K2Node_CallFunction_1431290) LITERAL: MeleeIncIgnite(/Game/LostIsland/Boss/BossDinopithecus_Character_BP.BossDinopithecus_Character_BP:ApplySpikeDebuffToHitActors.K2Node_CallFunction_602132) LITERAL: MeleeIncFreeze(/Game/LostIsland/Boss/BossDinopithecus_Character_BP.BossDinopithecus_Character_BP:ApplySpikeDebuffToHitActors.K2Node_CallFunction_602421) LITERAL: JumpToTarget(/Game/LostIsland/Boss/BossDinopithecus_Character_BP.BossDinopithecus_Character_BP:BPTimerServer.K2Node_CallFunction_318651) LITERAL: TimedResetIKSpeed(/Game/LostIsland/Boss/BossDinopithecus_Character_BP.BossDinopithecus_Character_BP:OnLanded.K2Node_CallFunction_446339) CONTENT: Idle(/Engine/Transient.Default__REINST_BossDinopithecus_Character_BP_C_39643) CONTENT: Cute(/Engine/Transient.Default__REINST_BossDinopithecus_Character_BP_C_39643) CONTENT: Attack(/Engine/Transient.Default__REINST_BossDinopithecus_Character_BP_C_39643) CONTENT: c_back4(/Engine/Transient.Default__REINST_BossDinopithecus_Character_BP_C_39643) CONTENT: Roar(/Engine/Transient.Default__REINST_BossDinopithecus_Character_BP_C_39643) CONTENT: Move(/Engine/Transient.Default__REINST_BossDinopithecus_Character_BP_C_39643) CONTENT: Dinopithecus King(/Engine/Transient.Default__REINST_BossDinopithecus_Character_BP_C_39643) CONTENT: Idle(/Engine/Transient.REINST_BossDinopithecus_Character_BP_C_1) CONTENT: Cute(/Engine/Transient.REINST_BossDinopithecus_Character_BP_C_1) CONTENT: Attack(/Engine/Transient.REINST_BossDinopithecus_Character_BP_C_1) CONTENT: c_back4(/Engine/Transient.REINST_BossDinopithecus_Character_BP_C_1) CONTENT: Roar(/Engine/Transient.REINST_BossDinopithecus_Character_BP_C_1) CONTENT: Move(/Engine/Transient.REINST_BossDinopithecus_Character_BP_C_1) CONTENT: Dinopithecus King(/Engine/Transient.REINST_BossDinopithecus_Character_BP_C_1) CONTENT: Idle(/Engine/Transient.Default__REINST_BossDinopithecus_Character_BP_C_39647) CONTENT: Cute(/Engine/Transient.Default__REINST_BossDinopithecus_Character_BP_C_39647) CONTENT: Attack(/Engine/Transient.Default__REINST_BossDinopithecus_Character_BP_C_39647) CONTENT: c_back4(/Engine/Transient.Default__REINST_BossDinopithecus_Character_BP_C_39647) CONTENT: Roar(/Engine/Transient.Default__REINST_BossDinopithecus_Character_BP_C_39647) CONTENT: Move(/Engine/Transient.Default__REINST_BossDinopithecus_Character_BP_C_39647) CONTENT: Dinopithecus King(/Engine/Transient.Default__REINST_BossDinopithecus_Character_BP_C_39647) CONTENT: Idle(/Game/LostIsland/Boss/BossDinopithecus_Character_BP.Default__BossDinopithecus_Character_BP_C) CONTENT: Cute(/Game/LostIsland/Boss/BossDinopithecus_Character_BP.Default__BossDinopithecus_Character_BP_C) CONTENT: Attack(/Game/LostIsland/Boss/BossDinopithecus_Character_BP.Default__BossDinopithecus_Character_BP_C) CONTENT: c_back4(/Game/LostIsland/Boss/BossDinopithecus_Character_BP.Default__BossDinopithecus_Character_BP_C) CONTENT: Roar(/Game/LostIsland/Boss/BossDinopithecus_Character_BP.Default__BossDinopithecus_Character_BP_C) CONTENT: Move(/Game/LostIsland/Boss/BossDinopithecus_Character_BP.Default__BossDinopithecus_Character_BP_C) CONTENT: Dinopithecus King(/Game/LostIsland/Boss/BossDinopithecus_Character_BP.Default__BossDinopithecus_Character_BP_C) CONTENT: Element(/Game/LostIsland/Boss/DinoDropInventoryComponent_BossDinopith_Easy.Default__DinoDropInventoryComponent_BossDinopith_Easy_C) CONTENT: Trophy(/Game/LostIsland/Boss/DinoDropInventoryComponent_BossDinopith_Easy.Default__DinoDropInventoryComponent_BossDinopith_Easy_C) CONTENT: Trophy(/Game/LostIsland/Boss/DinoDropInventoryComponent_BossDinopith_Easy.Default__DinoDropInventoryComponent_BossDinopith_Easy_C) CONTENT: Dinopithecus King (Gamma)(/Engine/Transient.REINST_BossDinopithecus_Character_BP_Easy_C_0) CONTENT: Dinopithecus King (Gamma)(/Engine/Transient.Default__REINST_BossDinopithecus_Character_BP_Easy_C_39656) CONTENT: Dinopithecus King (Gamma)(/Engine/Transient.REINST_BossDinopithecus_Character_BP_Easy_C_1) CONTENT: Dinopithecus King (Gamma)(/Engine/Transient.Default__REINST_BossDinopithecus_Character_BP_Easy_C_39660) CONTENT: Dinopithecus King (Gamma)(/Game/LostIsland/Boss/BossDinopithecus_Character_BP_Easy.Default__BossDinopithecus_Character_BP_Easy_C) CONTENT: Element(/Game/LostIsland/Boss/DinoDropInventoryComponent_BossDinopith_Hard.Default__DinoDropInventoryComponent_BossDinopith_Hard_C) CONTENT: Trophy(/Game/LostIsland/Boss/DinoDropInventoryComponent_BossDinopith_Hard.Default__DinoDropInventoryComponent_BossDinopith_Hard_C) CONTENT: Trophy(/Game/LostIsland/Boss/DinoDropInventoryComponent_BossDinopith_Hard.Default__DinoDropInventoryComponent_BossDinopith_Hard_C) CONTENT: Dinopithecus King (Alpha)(/Engine/Transient.REINST_BossDinopithecus_Character_BP_Hard_C_0) CONTENT: Dinopithecus King (Alpha)(/Engine/Transient.Default__REINST_BossDinopithecus_Character_BP_Hard_C_39669) CONTENT: Dinopithecus King (Alpha)(/Engine/Transient.REINST_BossDinopithecus_Character_BP_Hard_C_1) CONTENT: Dinopithecus King (Alpha)(/Engine/Transient.Default__REINST_BossDinopithecus_Character_BP_Hard_C_39673) CONTENT: Dinopithecus King (Alpha)(/Game/LostIsland/Boss/BossDinopithecus_Character_BP_Hard.Default__BossDinopithecus_Character_BP_Hard_C) CONTENT: Element(/Game/LostIsland/Boss/DinoDropInventoryComponent_BossDinopith_Medium.Default__DinoDropInventoryComponent_BossDinopith_Medium_C) CONTENT: Trophy(/Game/LostIsland/Boss/DinoDropInventoryComponent_BossDinopith_Medium.Default__DinoDropInventoryComponent_BossDinopith_Medium_C) CONTENT: Trophy(/Game/LostIsland/Boss/DinoDropInventoryComponent_BossDinopith_Medium.Default__DinoDropInventoryComponent_BossDinopith_Medium_C) CONTENT: Dinopithecus King (Beta)(/Engine/Transient.REINST_BossDinopithecus_Character_BP_Medium_C_0) CONTENT: Dinopithecus King (Beta)(/Engine/Transient.Default__REINST_BossDinopithecus_Character_BP_Medium_C_39682) CONTENT: Dinopithecus King (Beta)(/Engine/Transient.REINST_BossDinopithecus_Character_BP_Medium_C_1) CONTENT: Dinopithecus King (Beta)(/Engine/Transient.Default__REINST_BossDinopithecus_Character_BP_Medium_C_39686) CONTENT: Dinopithecus King (Beta)(/Game/LostIsland/Boss/BossDinopithecus_Character_BP_Medium.Default__BossDinopithecus_Character_BP_Medium_C) CONTENT: Insulation(/Engine/Transient.REINST_Buff_RiddenAmarga_C_0) CONTENT: Increases hyper & hypothermic insulation(/Engine/Transient.REINST_Buff_RiddenAmarga_C_0) CONTENT: Insulation(/Engine/Transient.Default__REINST_Buff_RiddenAmarga_C_39706) CONTENT: Increases hyper & hypothermic insulation(/Engine/Transient.Default__REINST_Buff_RiddenAmarga_C_39706) CONTENT: Insulation(/Engine/Transient.REINST_Buff_RiddenAmarga_C_1) CONTENT: Increases hyper & hypothermic insulation(/Engine/Transient.REINST_Buff_RiddenAmarga_C_1) CONTENT: Idle(/Engine/Transient.REINST_Amargasaurus_Character_BP_C_0) CONTENT: Cuddle(/Engine/Transient.REINST_Amargasaurus_Character_BP_C_0) CONTENT: Neck Attack(/Engine/Transient.REINST_Amargasaurus_Character_BP_C_0) CONTENT: Tail Attack(/Engine/Transient.REINST_Amargasaurus_Character_BP_C_0) CONTENT: Charge(/Engine/Transient.REINST_Amargasaurus_Character_BP_C_0) CONTENT: Amargasaurus(/Engine/Transient.REINST_Amargasaurus_Character_BP_C_0) CONTENT: Amargasaurus Spike(/Engine/Transient.REINST_AmargaSpike_C_0) LITERAL: InitSpike(/Game/LostIsland/Dinos/Amargasaurus/AmargaSpike.AmargaSpike:EventGraph.K2Node_CallFunction_377443) LITERAL: SpikeTick(/Game/LostIsland/Dinos/Amargasaurus/AmargaSpike.AmargaSpike:EventGraph.K2Node_CallFunction_543213) LITERAL: RefreshTeamColorVisuals(/Game/LostIsland/Dinos/Amargasaurus/AmargaSpike.AmargaSpike:RefreshTeamColorVisuals.K2Node_CallFunction_164644) LITERAL: RefreshTeamColorVisuals(/Game/LostIsland/Dinos/Amargasaurus/AmargaSpike.AmargaSpike:InitSpike.K2Node_CallFunction_164644) LITERAL: ClearApplyArmorDebuff(/Game/LostIsland/Dinos/Amargasaurus/AmargaSpike.AmargaSpike:CheckApplySpikeDebuff.K2Node_CallFunction_808375) CONTENT: Amargasaurus Spike(/Engine/Transient.Default__REINST_AmargaSpike_C_39721) CONTENT: Amargasaurus Spike(/Engine/Transient.REINST_AmargaSpike_C_1) LITERAL: Can't Spawn Underwater(/Game/LostIsland/Dinos/Amargasaurus/ProjAmargaSpike.ProjAmargaSpike:OnExplode.K2Node_CallFunction_335812) LITERAL: Spike Impact Too Close To Enemy Spike(/Game/LostIsland/Dinos/Amargasaurus/ProjAmargaSpike.ProjAmargaSpike:OnExplode.K2Node_CallFunction_324521) LITERAL: Nearby Impact Spike Refreshed(/Game/LostIsland/Dinos/Amargasaurus/ProjAmargaSpike.ProjAmargaSpike:OnExplode.K2Node_CallFunction_308528) LITERAL: MeleeIncIgnite(/Game/LostIsland/Dinos/Amargasaurus/Amargasaurus_Character_BP.Amargasaurus_Character_BP:ApplyTempDebuffToHitActors.K2Node_CallFunction_602132) LITERAL: MeleeIncFreeze(/Game/LostIsland/Dinos/Amargasaurus/Amargasaurus_Character_BP.Amargasaurus_Character_BP:ApplyTempDebuffToHitActors.K2Node_CallFunction_602421) LITERAL: ApplyTempDebuffToHitActors(/Game/LostIsland/Dinos/Amargasaurus/Amargasaurus_Character_BP.Amargasaurus_Character_BP:BlueprintAdjustOutputDamage.K2Node_CallFunction_613992) LITERAL: Feed the Amarga to increase taming...(/Game/LostIsland/Dinos/Amargasaurus/Amargasaurus_Character_BP.Amargasaurus_Character_BP:BlueprintDrawFloatingHUD.K2Node_CallFunction_154730) LITERAL: Hunt with the Amarga to increase taming...(/Game/LostIsland/Dinos/Amargasaurus/Amargasaurus_Character_BP.Amargasaurus_Character_BP:BlueprintDrawFloatingHUD.K2Node_CallFunction_154730) LITERAL: You must be under the effects of an insulating soup to tame.(/Game/LostIsland/Dinos/Amargasaurus/Amargasaurus_Character_BP.Amargasaurus_Character_BP:BlueprintDrawFloatingHUD.K2Node_CallFunction_155292) LITERAL: Taking damage when below {1}% health will decrease taming effectiveness!(/Game/LostIsland/Dinos/Amargasaurus/Amargasaurus_Character_BP.Amargasaurus_Character_BP:BlueprintDrawFloatingHUD.K2Node_FormatText_241) LITERAL: SPIKES(/Game/LostIsland/Dinos/Amargasaurus/Amargasaurus_Character_BP.Amargasaurus_Character_BP:BPGetHUDElements.K2Node_CallFunction_203959) LITERAL: SPIKE(/Game/LostIsland/Dinos/Amargasaurus/Amargasaurus_Character_BP.Amargasaurus_Character_BP:BPGetHUDElements.K2Node_CallFunction_207543) LITERAL: TYPE(/Game/LostIsland/Dinos/Amargasaurus/Amargasaurus_Character_BP.Amargasaurus_Character_BP:BPGetHUDElements.K2Node_CallFunction_207640) LITERAL: ARMOR(/Game/LostIsland/Dinos/Amargasaurus/Amargasaurus_Character_BP.Amargasaurus_Character_BP:BPGetHUDElements.K2Node_Select_409) LITERAL: HEAT(/Game/LostIsland/Dinos/Amargasaurus/Amargasaurus_Character_BP.Amargasaurus_Character_BP:BPGetHUDElements.K2Node_Select_409) LITERAL: COLD(/Game/LostIsland/Dinos/Amargasaurus/Amargasaurus_Character_BP.Amargasaurus_Character_BP:BPGetHUDElements.K2Node_Select_409) LITERAL: Put Sweet Veggie Cake in Last Slot to Heal(/Game/LostIsland/Dinos/Amargasaurus/Amargasaurus_Character_BP.Amargasaurus_Character_BP:BPGetMultiUseEntries.K2Node_CallFunction_382214) LITERAL: Feed Sweet Veggie Cake to Heal(/Game/LostIsland/Dinos/Amargasaurus/Amargasaurus_Character_BP.Amargasaurus_Character_BP:BPGetMultiUseEntries.K2Node_CallFunction_382214) LITERAL: Retrieve Spike(/Game/LostIsland/Dinos/Amargasaurus/Amargasaurus_Character_BP.Amargasaurus_Character_BP:BPGetMultiUseEntries.K2Node_MakeStruct_10521) LITERAL: Sync Temperatures to Tame(/Game/LostIsland/Dinos/Amargasaurus/Amargasaurus_Character_BP.Amargasaurus_Character_BP:BPGetMultiUseEntries.K2Node_MakeStruct_19224) LITERAL: RefreshNonRiderPossessedCrosshair(/Game/LostIsland/Dinos/Amargasaurus/Amargasaurus_Character_BP.Amargasaurus_Character_BP:BPLocalPossessedBy.K2Node_CallFunction_323582) LITERAL: RefreshNonRiderPossessedCrosshair(/Game/LostIsland/Dinos/Amargasaurus/Amargasaurus_Character_BP.Amargasaurus_Character_BP:BPLocalUnpossessed.K2Node_CallFunction_322447) LITERAL: RegenSpike(/Game/LostIsland/Dinos/Amargasaurus/Amargasaurus_Character_BP.Amargasaurus_Character_BP:BPTriggerStasisEvent.K2Node_CallFunction_483206) LITERAL: UnstasisRegenSpikes(/Game/LostIsland/Dinos/Amargasaurus/Amargasaurus_Character_BP.Amargasaurus_Character_BP:BPUnstasis.K2Node_CallFunction_464092) LITERAL: Spikes Activated(/Game/LostIsland/Dinos/Amargasaurus/Amargasaurus_Character_BP.Amargasaurus_Character_BP:EventGraph.K2Node_CallFunction_561526) LITERAL: Aff: {1} / {2} | Eff: {3}%(/Game/LostIsland/Dinos/Amargasaurus/Amargasaurus_Character_BP.Amargasaurus_Character_BP:EventGraph.K2Node_FormatText_232) LITERAL: Armor(/Game/LostIsland/Dinos/Amargasaurus/Amargasaurus_Character_BP.Amargasaurus_Character_BP:EventGraph.K2Node_Select_409) LITERAL: Heat(/Game/LostIsland/Dinos/Amargasaurus/Amargasaurus_Character_BP.Amargasaurus_Character_BP:EventGraph.K2Node_Select_409) LITERAL: Cold(/Game/LostIsland/Dinos/Amargasaurus/Amargasaurus_Character_BP.Amargasaurus_Character_BP:EventGraph.K2Node_Select_409) LITERAL: RegenSpike(/Game/LostIsland/Dinos/Amargasaurus/Amargasaurus_Character_BP.Amargasaurus_Character_BP:RegenSpike.K2Node_CallFunction_460246) LITERAL: RegenSpike(/Game/LostIsland/Dinos/Amargasaurus/Amargasaurus_Character_BP.Amargasaurus_Character_BP:RegenSpike.K2Node_CallFunction_837484) LITERAL: RegenSpike(/Game/LostIsland/Dinos/Amargasaurus/Amargasaurus_Character_BP.Amargasaurus_Character_BP:RemoveSpike.K2Node_CallFunction_828545) LITERAL: RegenSpike(/Game/LostIsland/Dinos/Amargasaurus/Amargasaurus_Character_BP.Amargasaurus_Character_BP:RemoveSpike.K2Node_CallFunction_837484) LITERAL: - (/Game/LostIsland/Dinos/Amargasaurus/Amargasaurus_Character_BP.Amargasaurus_Character_BP:SendTamingHUDMessage.K2Node_CallFunction_361323) LITERAL: RegenSpike(/Game/LostIsland/Dinos/Amargasaurus/Amargasaurus_Character_BP.Amargasaurus_Character_BP:SetupSpikes.K2Node_CallFunction_268265) LITERAL: Insufficient Stamina!(/Game/LostIsland/Dinos/Amargasaurus/Amargasaurus_Character_BP.Amargasaurus_Character_BP:SpikeStaminaCheck.K2Node_CallFunction_308528) LITERAL: Fixed Movement Enabled(/Game/LostIsland/Dinos/Amargasaurus/Amargasaurus_Character_BP.Amargasaurus_Character_BP:ToggleLockedAim.K2Node_CallFunction_284049) LITERAL: Fixed Movement Disabled(/Game/LostIsland/Dinos/Amargasaurus/Amargasaurus_Character_BP.Amargasaurus_Character_BP:ToggleLockedAim.K2Node_CallFunction_284049) LITERAL: RegenSpike(/Game/LostIsland/Dinos/Amargasaurus/Amargasaurus_Character_BP.Amargasaurus_Character_BP:UnstasisRegenSpikes.K2Node_CallFunction_837484) CONTENT: Armor Breaking Amarga Spike(/Engine/Transient.REINST_AmargaSpike_Armor_C_0) CONTENT: Armor Breaking Amarga Spike(/Engine/Transient.Default__REINST_AmargaSpike_Armor_C_39735) CONTENT: Armor Breaking Amarga Spike(/Engine/Transient.REINST_AmargaSpike_Armor_C_1) CONTENT: Hot Amarga Spike(/Engine/Transient.REINST_AmargaSpike_Hot_C_0) CONTENT: Hot Amarga Spike(/Engine/Transient.Default__REINST_AmargaSpike_Hot_C_39750) CONTENT: Hot Amarga Spike(/Engine/Transient.REINST_AmargaSpike_Hot_C_1) LITERAL: InWaterCheck(/Game/LostIsland/Dinos/Amargasaurus/AmargaSpike_Hot_TrailEmitter.AmargaSpike_Hot_TrailEmitter:InWaterCheck.K2Node_CallFunction_186383) CONTENT: Cold Amarga Spike(/Engine/Transient.REINST_AmargaSpike_Cold_C_0) CONTENT: Cold Amarga Spike(/Engine/Transient.Default__REINST_AmargaSpike_Cold_C_39771) CONTENT: Cold Amarga Spike(/Engine/Transient.REINST_AmargaSpike_Cold_C_1) LITERAL: InWaterCheck(/Game/LostIsland/Dinos/Amargasaurus/AmargaSpike_Cold_TrailEmitter.AmargaSpike_Cold_TrailEmitter:InWaterCheck.K2Node_CallFunction_186383) CONTENT: Amargasaurus Egg(/Game/LostIsland/Dinos/Amargasaurus/PrimalItemConsumable_Egg_Amargasaurus.Default__PrimalItemConsumable_Egg_Amargasaurus_C) CONTENT: Fertilized Amargasaurus Egg(/Game/LostIsland/Dinos/Amargasaurus/PrimalItemConsumable_Egg_Amargasaurus_Fertilized.Default__PrimalItemConsumable_Egg_Amargasaurus_Fertilized_C) CONTENT: Base Skin(/Game/LostIsland/Dinos/Amargasaurus/DinoColorSet_Amargasaurus.Default__DinoColorSet_Amargasaurus_C) CONTENT: Spine Pattern(/Game/LostIsland/Dinos/Amargasaurus/DinoColorSet_Amargasaurus.Default__DinoColorSet_Amargasaurus_C) CONTENT: Ridge Color(/Game/LostIsland/Dinos/Amargasaurus/DinoColorSet_Amargasaurus.Default__DinoColorSet_Amargasaurus_C) CONTENT: Side Stripes(/Game/LostIsland/Dinos/Amargasaurus/DinoColorSet_Amargasaurus.Default__DinoColorSet_Amargasaurus_C) CONTENT: Idle(/Engine/Transient.Default__REINST_Amargasaurus_Character_BP_C_39805) CONTENT: Cuddle(/Engine/Transient.Default__REINST_Amargasaurus_Character_BP_C_39805) CONTENT: Neck Attack(/Engine/Transient.Default__REINST_Amargasaurus_Character_BP_C_39805) CONTENT: Tail Attack(/Engine/Transient.Default__REINST_Amargasaurus_Character_BP_C_39805) CONTENT: Charge(/Engine/Transient.Default__REINST_Amargasaurus_Character_BP_C_39805) CONTENT: Amargasaurus(/Engine/Transient.Default__REINST_Amargasaurus_Character_BP_C_39805) LITERAL: Aff: {1} / {2} | Eff: {3}%(/Game/LostIsland/Dinos/Amargasaurus/Amargasaurus_Character_BP.Amargasaurus_Character_BP:ExecuteUbergraph_Amargasaurus_Character_BP.K2Node_CallFunction_334067) LITERAL: 1(/Game/LostIsland/Dinos/Amargasaurus/Amargasaurus_Character_BP.Amargasaurus_Character_BP:ExecuteUbergraph_Amargasaurus_Character_BP.K2Node_MakeStruct_2646) LITERAL: 2(/Game/LostIsland/Dinos/Amargasaurus/Amargasaurus_Character_BP.Amargasaurus_Character_BP:ExecuteUbergraph_Amargasaurus_Character_BP.K2Node_MakeStruct_2647) LITERAL: 3(/Game/LostIsland/Dinos/Amargasaurus/Amargasaurus_Character_BP.Amargasaurus_Character_BP:ExecuteUbergraph_Amargasaurus_Character_BP.K2Node_MakeStruct_2648) LITERAL: Taking damage when below {1}% health will decrease taming effectiveness!(/Game/LostIsland/Dinos/Amargasaurus/Amargasaurus_Character_BP.Amargasaurus_Character_BP:EdGraph_129537.K2Node_CallFunction_334122) LITERAL: 1(/Game/LostIsland/Dinos/Amargasaurus/Amargasaurus_Character_BP.Amargasaurus_Character_BP:EdGraph_129537.K2Node_MakeStruct_2649) CONTENT: Idle(/Engine/Transient.REINST_Amargasaurus_Character_BP_C_1) CONTENT: Cuddle(/Engine/Transient.REINST_Amargasaurus_Character_BP_C_1) CONTENT: Neck Attack(/Engine/Transient.REINST_Amargasaurus_Character_BP_C_1) CONTENT: Tail Attack(/Engine/Transient.REINST_Amargasaurus_Character_BP_C_1) CONTENT: Charge(/Engine/Transient.REINST_Amargasaurus_Character_BP_C_1) CONTENT: Amargasaurus(/Engine/Transient.REINST_Amargasaurus_Character_BP_C_1) LITERAL: AttemptSetPassengerDinopith(/Game/LostIsland/Boss/Minions/Amargasaurus_Character_BP_Minion.Amargasaurus_Character_BP_Minion:ReceiveBeginPlay.K2Node_CallFunction_583666) LITERAL: AttemptSetPassengerSino(/Game/LostIsland/Boss/Minions/Dinopithecus_Character_BP_Minion.Dinopithecus_Character_BP_Minion:ReceiveBeginPlay.K2Node_CallFunction_583666) LITERAL: RespawnMinions(/Game/LostIsland/Boss/Arena/BossArenaManager_LostIsland.BossArenaManager_LostIsland:BossWakeupCheck.K2Node_CallFunction_301767) LITERAL: TPTrailingChars(/Game/LostIsland/Boss/Arena/BossArenaManager_LostIsland.BossArenaManager_LostIsland:BossWakeupCheck.K2Node_CallFunction_309840) LITERAL: RefreshAggro(/Game/LostIsland/Boss/Arena/BossArenaManager_LostIsland.BossArenaManager_LostIsland:BossWakeupCheck.K2Node_CallFunction_518249) LITERAL: BossWakeupCheck(/Game/LostIsland/Boss/Arena/BossArenaManager_LostIsland.BossArenaManager_LostIsland:BossWakeupCheck.K2Node_CallFunction_522297) LITERAL: RefreshAggro(/Game/LostIsland/Boss/Arena/BossArenaManager_LostIsland.BossArenaManager_LostIsland:RefreshAggro.K2Node_CallFunction_518249) LITERAL: RespawnMinions(/Game/LostIsland/Boss/Arena/BossArenaManager_LostIsland.BossArenaManager_LostIsland:RespawnMinions.K2Node_CallFunction_301767) LITERAL: BossWakeupCheck(/Game/LostIsland/Boss/Arena/BossArenaManager_LostIsland.BossArenaManager_LostIsland:StartBoss.K2Node_CallFunction_301767) LITERAL: TPTrailingChars(/Game/LostIsland/Boss/Arena/BossArenaManager_LostIsland.BossArenaManager_LostIsland:TPTrailingChars.K2Node_CallFunction_309840) CONTENT: Insulation(/Engine/Transient.Default__REINST_Buff_RiddenAmarga_C_39887) CONTENT: Increases hyper & hypothermic insulation(/Engine/Transient.Default__REINST_Buff_RiddenAmarga_C_39887) CONTENT: Insulation(/Game/LostIsland/Dinos/Amargasaurus/Buff_RiddenAmarga.Default__Buff_RiddenAmarga_C) CONTENT: Increases hyper & hypothermic insulation(/Game/LostIsland/Dinos/Amargasaurus/Buff_RiddenAmarga.Default__Buff_RiddenAmarga_C) CONTENT: Idle(/Engine/Transient.Default__REINST_Amargasaurus_Character_BP_C_39891) CONTENT: Cuddle(/Engine/Transient.Default__REINST_Amargasaurus_Character_BP_C_39891) CONTENT: Neck Attack(/Engine/Transient.Default__REINST_Amargasaurus_Character_BP_C_39891) CONTENT: Tail Attack(/Engine/Transient.Default__REINST_Amargasaurus_Character_BP_C_39891) CONTENT: Charge(/Engine/Transient.Default__REINST_Amargasaurus_Character_BP_C_39891) CONTENT: Amargasaurus(/Engine/Transient.Default__REINST_Amargasaurus_Character_BP_C_39891) LITERAL: Aff: {1} / {2} | Eff: {3}%(/Game/LostIsland/Dinos/Amargasaurus/Amargasaurus_Character_BP.Amargasaurus_Character_BP:ExecuteUbergraph_Amargasaurus_Character_BP.K2Node_CallFunction_334949) LITERAL: 1(/Game/LostIsland/Dinos/Amargasaurus/Amargasaurus_Character_BP.Amargasaurus_Character_BP:ExecuteUbergraph_Amargasaurus_Character_BP.K2Node_MakeStruct_2654) LITERAL: 2(/Game/LostIsland/Dinos/Amargasaurus/Amargasaurus_Character_BP.Amargasaurus_Character_BP:ExecuteUbergraph_Amargasaurus_Character_BP.K2Node_MakeStruct_2655) LITERAL: 3(/Game/LostIsland/Dinos/Amargasaurus/Amargasaurus_Character_BP.Amargasaurus_Character_BP:ExecuteUbergraph_Amargasaurus_Character_BP.K2Node_MakeStruct_2656) LITERAL: Taking damage when below {1}% health will decrease taming effectiveness!(/Game/LostIsland/Dinos/Amargasaurus/Amargasaurus_Character_BP.Amargasaurus_Character_BP:EdGraph_130028.K2Node_CallFunction_335004) LITERAL: 1(/Game/LostIsland/Dinos/Amargasaurus/Amargasaurus_Character_BP.Amargasaurus_Character_BP:EdGraph_130028.K2Node_MakeStruct_2657) CONTENT: Hunt with to increase taming!(/Game/LostIsland/Dinos/Amargasaurus/Amargasaurus_Character_BP.Default__Amargasaurus_Character_BP_C) CONTENT: Is hungry from hunting! Feed it to increase taming!(/Game/LostIsland/Dinos/Amargasaurus/Amargasaurus_Character_BP.Default__Amargasaurus_Character_BP_C) CONTENT: Is well fed! Continue hunting with to increase taming!(/Game/LostIsland/Dinos/Amargasaurus/Amargasaurus_Character_BP.Default__Amargasaurus_Character_BP_C) CONTENT: Doesn't like being attacked by your tribe!(/Game/LostIsland/Dinos/Amargasaurus/Amargasaurus_Character_BP.Default__Amargasaurus_Character_BP_C) CONTENT: Doesn't like your tribe attacking its allies!(/Game/LostIsland/Dinos/Amargasaurus/Amargasaurus_Character_BP.Default__Amargasaurus_Character_BP_C) CONTENT: Has started following you!(/Game/LostIsland/Dinos/Amargasaurus/Amargasaurus_Character_BP.Default__Amargasaurus_Character_BP_C) CONTENT: Is too far away! Return or taming will end!(/Game/LostIsland/Dinos/Amargasaurus/Amargasaurus_Character_BP.Default__Amargasaurus_Character_BP_C) CONTENT: Is losing taming effectiveness from taking excessive damage!(/Game/LostIsland/Dinos/Amargasaurus/Amargasaurus_Character_BP.Default__Amargasaurus_Character_BP_C) CONTENT: Blueprint'/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_SweetVeggieCake.PrimalItemConsumable_SweetVeggieCake'(/Game/LostIsland/Dinos/Amargasaurus/Amargasaurus_Character_BP.Default__Amargasaurus_Character_BP_C) CONTENT: Idle(/Game/LostIsland/Dinos/Amargasaurus/Amargasaurus_Character_BP.Default__Amargasaurus_Character_BP_C) CONTENT: Cuddle(/Game/LostIsland/Dinos/Amargasaurus/Amargasaurus_Character_BP.Default__Amargasaurus_Character_BP_C) CONTENT: Neck Attack(/Game/LostIsland/Dinos/Amargasaurus/Amargasaurus_Character_BP.Default__Amargasaurus_Character_BP_C) CONTENT: Tail Attack(/Game/LostIsland/Dinos/Amargasaurus/Amargasaurus_Character_BP.Default__Amargasaurus_Character_BP_C) CONTENT: Charge(/Game/LostIsland/Dinos/Amargasaurus/Amargasaurus_Character_BP.Default__Amargasaurus_Character_BP_C) CONTENT: Amargasaurus(/Game/LostIsland/Dinos/Amargasaurus/Amargasaurus_Character_BP.Default__Amargasaurus_Character_BP_C) CONTENT: Amargasaurus Spike(/Engine/Transient.Default__REINST_AmargaSpike_C_39899) CONTENT: Amargasaurus Spike(/Game/LostIsland/Dinos/Amargasaurus/AmargaSpike.Default__AmargaSpike_C) CONTENT: Blueprint'/Game/PrimalEarth/Structures/StorageBox_TekShield.StorageBox_TekShield'(/Game/LostIsland/Dinos/Amargasaurus/ProjAmargaSpike.Default__ProjAmargaSpike_C) CONTENT: Blueprint'/Game/Genesis/Missions/GauntletWaves/Buff_GauntletWaves_InvisibleWallShield.Buff_GauntletWaves_InvisibleWallShield'(/Game/LostIsland/Dinos/Amargasaurus/ProjAmargaSpike.Default__ProjAmargaSpike_C) CONTENT: Armor Breaking Amarga Spike(/Engine/Transient.Default__REINST_AmargaSpike_Armor_C_39911) CONTENT: Armor Breaking Amarga Spike(/Game/LostIsland/Dinos/Amargasaurus/AmargaSpike_Armor.Default__AmargaSpike_Armor_C) CONTENT: Hot Amarga Spike(/Engine/Transient.Default__REINST_AmargaSpike_Hot_C_39919) CONTENT: Hot Amarga Spike(/Game/LostIsland/Dinos/Amargasaurus/AmargaSpike_Hot.Default__AmargaSpike_Hot_C) CONTENT: Cold Amarga Spike(/Engine/Transient.Default__REINST_AmargaSpike_Cold_C_39931) CONTENT: Cold Amarga Spike(/Game/LostIsland/Dinos/Amargasaurus/AmargaSpike_Cold.Default__AmargaSpike_Cold_C) CONTENT: Rockwell Gen2 Boss Flag(/Engine/Transient.REINST_Flag_SM_DinopithecusBossFlag_C_0) CONTENT: Rockwell Gen2 Boss Flag(/Engine/Transient.Default__REINST_Flag_SM_DinopithecusBossFlag_C_40058) CONTENT: Rockwell Gen2 Boss Flag(/Engine/Transient.REINST_Flag_SM_DinopithecusBossFlag_C_1) CONTENT: Rockwell Gen2 Boss Flag(/Engine/Transient.Default__REINST_Flag_SM_DinopithecusBossFlag_C_40062) CONTENT: Rockwell Gen2 Boss Flag(/Game/LostIsland/Structures/DinopithecusBossFlag/Flag_SM_DinopithecusBossFlag.Default__Flag_SM_DinopithecusBossFlag_C) CONTENT: Cave Saddles - Tier 4(/Game/LostIsland/Structures/SupplyCrates/LootItemSet_CaveDrop_T4_Saddles_LostIsland.Default__LootItemSet_CaveDrop_T4_Saddles_LostIsland_C) CONTENT: Blueprints: Saddles(/Game/LostIsland/Structures/SupplyCrates/LootItemSet_CaveDrop_T4_Saddles_LostIsland.Default__LootItemSet_CaveDrop_T4_Saddles_LostIsland_C) CONTENT: Lvl 45 drops(/Game/LostIsland/Structures/SupplyCrates/LootItemSet_SupplyDrop_Level45_LostIsland.Default__LootItemSet_SupplyDrop_Level45_LostIsland_C) CONTENT: Lvl 45 drops - always BP(/Game/LostIsland/Structures/SupplyCrates/LootItemSet_SupplyDrop_Level45_LostIsland.Default__LootItemSet_SupplyDrop_Level45_LostIsland_C) CONTENT: Lvl 45 drops - no quality(/Game/LostIsland/Structures/SupplyCrates/LootItemSet_SupplyDrop_Level45_LostIsland.Default__LootItemSet_SupplyDrop_Level45_LostIsland_C) CONTENT: Lvl 45 drops - with quality(/Game/LostIsland/Structures/SupplyCrates/LootItemSet_SupplyDrop_Level45_LostIsland.Default__LootItemSet_SupplyDrop_Level45_LostIsland_C) CONTENT: Lvl 45 drops(/Game/LostIsland/Structures/SupplyCrates/LootItemSet_SupplyDrop_Level45_StatsOnly_LostIsland.Default__LootItemSet_SupplyDrop_Level45_StatsOnly_LostIsland_C) CONTENT: Lvl 45 drops - with quality(/Game/LostIsland/Structures/SupplyCrates/LootItemSet_SupplyDrop_Level45_StatsOnly_LostIsland.Default__LootItemSet_SupplyDrop_Level45_StatsOnly_LostIsland_C) CONTENT: Lvl 60 drops(/Game/LostIsland/Structures/SupplyCrates/LootItemSet_SupplyDrop_Level60_LostIsland.Default__LootItemSet_SupplyDrop_Level60_LostIsland_C) CONTENT: Lvl 60 drops - always BP(/Game/LostIsland/Structures/SupplyCrates/LootItemSet_SupplyDrop_Level60_LostIsland.Default__LootItemSet_SupplyDrop_Level60_LostIsland_C) CONTENT: Lvl 60 drops - no quality(/Game/LostIsland/Structures/SupplyCrates/LootItemSet_SupplyDrop_Level60_LostIsland.Default__LootItemSet_SupplyDrop_Level60_LostIsland_C) CONTENT: Lvl 60 drops - with quality(/Game/LostIsland/Structures/SupplyCrates/LootItemSet_SupplyDrop_Level60_LostIsland.Default__LootItemSet_SupplyDrop_Level60_LostIsland_C) CONTENT: Ocean Drops(/Game/LostIsland/Structures/SupplyCrates/LootItemSet_SupplyDrop_Ruins_LostIsland.Default__LootItemSet_SupplyDrop_Ruins_LostIsland_C) CONTENT: not used drops - with quality(/Game/LostIsland/Structures/SupplyCrates/LootItemSet_SupplyDrop_Ruins_LostIsland.Default__LootItemSet_SupplyDrop_Ruins_LostIsland_C) CONTENT: T1 Armor(/Engine/Transient.REINST_SupplyCrate_Cave_QualityTier4_LostIsland_C_0) CONTENT: T1 Saddles(/Engine/Transient.REINST_SupplyCrate_Cave_QualityTier4_LostIsland_C_0) CONTENT: T1 Weapons(/Engine/Transient.REINST_SupplyCrate_Cave_QualityTier4_LostIsland_C_0) CONTENT: T2 Armor(/Engine/Transient.REINST_SupplyCrate_Cave_QualityTier4_LostIsland_C_0) CONTENT: T2 Saddles(/Engine/Transient.REINST_SupplyCrate_Cave_QualityTier4_LostIsland_C_0) CONTENT: T2 Weapons(/Engine/Transient.REINST_SupplyCrate_Cave_QualityTier4_LostIsland_C_0) CONTENT: T3 Armor(/Engine/Transient.REINST_SupplyCrate_Cave_QualityTier4_LostIsland_C_0) CONTENT: T3 Saddles(/Engine/Transient.REINST_SupplyCrate_Cave_QualityTier4_LostIsland_C_0) CONTENT: T3 Weapons(/Engine/Transient.REINST_SupplyCrate_Cave_QualityTier4_LostIsland_C_0) CONTENT: T4 Armor(/Engine/Transient.REINST_SupplyCrate_Cave_QualityTier4_LostIsland_C_0) CONTENT: T4 Saddles(/Engine/Transient.REINST_SupplyCrate_Cave_QualityTier4_LostIsland_C_0) CONTENT: T4 Weapons(/Engine/Transient.REINST_SupplyCrate_Cave_QualityTier4_LostIsland_C_0) CONTENT: T1 Armor(/Engine/Transient.Default__REINST_SupplyCrate_Cave_QualityTier4_LostIsland_C_40074) CONTENT: T1 Saddles(/Engine/Transient.Default__REINST_SupplyCrate_Cave_QualityTier4_LostIsland_C_40074) CONTENT: T1 Weapons(/Engine/Transient.Default__REINST_SupplyCrate_Cave_QualityTier4_LostIsland_C_40074) CONTENT: T2 Armor(/Engine/Transient.Default__REINST_SupplyCrate_Cave_QualityTier4_LostIsland_C_40074) CONTENT: T2 Saddles(/Engine/Transient.Default__REINST_SupplyCrate_Cave_QualityTier4_LostIsland_C_40074) CONTENT: T2 Weapons(/Engine/Transient.Default__REINST_SupplyCrate_Cave_QualityTier4_LostIsland_C_40074) CONTENT: T3 Armor(/Engine/Transient.Default__REINST_SupplyCrate_Cave_QualityTier4_LostIsland_C_40074) CONTENT: T3 Saddles(/Engine/Transient.Default__REINST_SupplyCrate_Cave_QualityTier4_LostIsland_C_40074) CONTENT: T3 Weapons(/Engine/Transient.Default__REINST_SupplyCrate_Cave_QualityTier4_LostIsland_C_40074) CONTENT: T4 Armor(/Engine/Transient.Default__REINST_SupplyCrate_Cave_QualityTier4_LostIsland_C_40074) CONTENT: T4 Saddles(/Engine/Transient.Default__REINST_SupplyCrate_Cave_QualityTier4_LostIsland_C_40074) CONTENT: T4 Weapons(/Engine/Transient.Default__REINST_SupplyCrate_Cave_QualityTier4_LostIsland_C_40074) CONTENT: T1 Armor(/Engine/Transient.REINST_SupplyCrate_Cave_QualityTier4_LostIsland_C_1) CONTENT: T1 Saddles(/Engine/Transient.REINST_SupplyCrate_Cave_QualityTier4_LostIsland_C_1) CONTENT: T1 Weapons(/Engine/Transient.REINST_SupplyCrate_Cave_QualityTier4_LostIsland_C_1) CONTENT: T2 Armor(/Engine/Transient.REINST_SupplyCrate_Cave_QualityTier4_LostIsland_C_1) CONTENT: T2 Saddles(/Engine/Transient.REINST_SupplyCrate_Cave_QualityTier4_LostIsland_C_1) CONTENT: T2 Weapons(/Engine/Transient.REINST_SupplyCrate_Cave_QualityTier4_LostIsland_C_1) CONTENT: T3 Armor(/Engine/Transient.REINST_SupplyCrate_Cave_QualityTier4_LostIsland_C_1) CONTENT: T3 Saddles(/Engine/Transient.REINST_SupplyCrate_Cave_QualityTier4_LostIsland_C_1) CONTENT: T3 Weapons(/Engine/Transient.REINST_SupplyCrate_Cave_QualityTier4_LostIsland_C_1) CONTENT: T4 Armor(/Engine/Transient.REINST_SupplyCrate_Cave_QualityTier4_LostIsland_C_1) CONTENT: T4 Saddles(/Engine/Transient.REINST_SupplyCrate_Cave_QualityTier4_LostIsland_C_1) CONTENT: T4 Weapons(/Engine/Transient.REINST_SupplyCrate_Cave_QualityTier4_LostIsland_C_1) CONTENT: T1 Armor(/Engine/Transient.Default__REINST_SupplyCrate_Cave_QualityTier4_LostIsland_C_40078) CONTENT: T1 Saddles(/Engine/Transient.Default__REINST_SupplyCrate_Cave_QualityTier4_LostIsland_C_40078) CONTENT: T1 Weapons(/Engine/Transient.Default__REINST_SupplyCrate_Cave_QualityTier4_LostIsland_C_40078) CONTENT: T2 Armor(/Engine/Transient.Default__REINST_SupplyCrate_Cave_QualityTier4_LostIsland_C_40078) CONTENT: T2 Saddles(/Engine/Transient.Default__REINST_SupplyCrate_Cave_QualityTier4_LostIsland_C_40078) CONTENT: T2 Weapons(/Engine/Transient.Default__REINST_SupplyCrate_Cave_QualityTier4_LostIsland_C_40078) CONTENT: T3 Armor(/Engine/Transient.Default__REINST_SupplyCrate_Cave_QualityTier4_LostIsland_C_40078) CONTENT: T3 Saddles(/Engine/Transient.Default__REINST_SupplyCrate_Cave_QualityTier4_LostIsland_C_40078) CONTENT: T3 Weapons(/Engine/Transient.Default__REINST_SupplyCrate_Cave_QualityTier4_LostIsland_C_40078) CONTENT: T4 Armor(/Engine/Transient.Default__REINST_SupplyCrate_Cave_QualityTier4_LostIsland_C_40078) CONTENT: T4 Saddles(/Engine/Transient.Default__REINST_SupplyCrate_Cave_QualityTier4_LostIsland_C_40078) CONTENT: T4 Weapons(/Engine/Transient.Default__REINST_SupplyCrate_Cave_QualityTier4_LostIsland_C_40078) CONTENT: T1 Armor(/Game/LostIsland/Structures/SupplyCrates/SupplyCrate_Cave_QualityTier4_LostIsland.Default__SupplyCrate_Cave_QualityTier4_LostIsland_C) CONTENT: T1 Saddles(/Game/LostIsland/Structures/SupplyCrates/SupplyCrate_Cave_QualityTier4_LostIsland.Default__SupplyCrate_Cave_QualityTier4_LostIsland_C) CONTENT: T1 Weapons(/Game/LostIsland/Structures/SupplyCrates/SupplyCrate_Cave_QualityTier4_LostIsland.Default__SupplyCrate_Cave_QualityTier4_LostIsland_C) CONTENT: T2 Armor(/Game/LostIsland/Structures/SupplyCrates/SupplyCrate_Cave_QualityTier4_LostIsland.Default__SupplyCrate_Cave_QualityTier4_LostIsland_C) CONTENT: T2 Saddles(/Game/LostIsland/Structures/SupplyCrates/SupplyCrate_Cave_QualityTier4_LostIsland.Default__SupplyCrate_Cave_QualityTier4_LostIsland_C) CONTENT: T2 Weapons(/Game/LostIsland/Structures/SupplyCrates/SupplyCrate_Cave_QualityTier4_LostIsland.Default__SupplyCrate_Cave_QualityTier4_LostIsland_C) CONTENT: T3 Armor(/Game/LostIsland/Structures/SupplyCrates/SupplyCrate_Cave_QualityTier4_LostIsland.Default__SupplyCrate_Cave_QualityTier4_LostIsland_C) CONTENT: T3 Saddles(/Game/LostIsland/Structures/SupplyCrates/SupplyCrate_Cave_QualityTier4_LostIsland.Default__SupplyCrate_Cave_QualityTier4_LostIsland_C) CONTENT: T3 Weapons(/Game/LostIsland/Structures/SupplyCrates/SupplyCrate_Cave_QualityTier4_LostIsland.Default__SupplyCrate_Cave_QualityTier4_LostIsland_C) CONTENT: T4 Armor(/Game/LostIsland/Structures/SupplyCrates/SupplyCrate_Cave_QualityTier4_LostIsland.Default__SupplyCrate_Cave_QualityTier4_LostIsland_C) CONTENT: T4 Saddles(/Game/LostIsland/Structures/SupplyCrates/SupplyCrate_Cave_QualityTier4_LostIsland.Default__SupplyCrate_Cave_QualityTier4_LostIsland_C) CONTENT: T4 Weapons(/Game/LostIsland/Structures/SupplyCrates/SupplyCrate_Cave_QualityTier4_LostIsland.Default__SupplyCrate_Cave_QualityTier4_LostIsland_C) CONTENT: SuperLoot(/Engine/Transient.REINST_SupplyCrate_Ruins_LostIsland_C_0) CONTENT: SuperLoot(/Engine/Transient.Default__REINST_SupplyCrate_Ruins_LostIsland_C_40129) CONTENT: SuperLoot(/Engine/Transient.REINST_SupplyCrate_Ruins_LostIsland_C_1) CONTENT: SuperLoot(/Engine/Transient.Default__REINST_SupplyCrate_Ruins_LostIsland_C_40133) CONTENT: SuperLoot(/Game/LostIsland/Structures/SupplyCrates/SupplyCrate_Ruins_LostIsland.Default__SupplyCrate_Ruins_LostIsland_C) LITERAL: PlayBdayMusic(/Game/PrimalEarth/Structures/PopOutCake/ConfettiEmitter.ConfettiEmitter:ReceiveBeginPlay.K2Node_CallFunction_251509) CONTENT: Anniversary Cake(/Engine/Transient.REINST_BirthdayCakeBP_C_0) CONTENT: ARK Anniversary Surprise Cake(/Game/PrimalEarth/Structures/PopOutCake/PrimalItemStructure_BirthdayCake.Default__PrimalItemStructure_BirthdayCake_C) CONTENT: HAPPY 5th ARK Anniversary! Place it, write a custom message & hop inside, then jump out to surprise your friends! Or just use it to hide from danger...(/Game/PrimalEarth/Structures/PopOutCake/PrimalItemStructure_BirthdayCake.Default__PrimalItemStructure_BirthdayCake_C) CONTENT: Holiday(/Game/PrimalEarth/Structures/PopOutCake/PrimalItemStructure_BirthdayCake.Default__PrimalItemStructure_BirthdayCake_C) LITERAL: Press [Jump] to Surprise!(/Game/PrimalEarth/Structures/PopOutCake/BirthdayCakeBP.BirthdayCakeBP:BlueprintDrawHUD.K2Node_CallFunction_424215) LITERAL: Set the Surprise Text! (One-Time-Only)(/Game/PrimalEarth/Structures/PopOutCake/BirthdayCakeBP.BirthdayCakeBP:BPGetMultiUseEntries.K2Node_MakeStruct_18187) LITERAL: SeatedTicker(/Game/PrimalEarth/Structures/PopOutCake/BirthdayCakeBP.BirthdayCakeBP:BPReleasedPlayer.K2Node_CallFunction_257773) LITERAL: SeatedTicker(/Game/PrimalEarth/Structures/PopOutCake/BirthdayCakeBP.BirthdayCakeBP:BPSeatedPlayer.K2Node_CallFunction_256715) LITERAL: DisplayTextTicker(/Game/PrimalEarth/Structures/PopOutCake/BirthdayCakeBP.BirthdayCakeBP:EventGraph.K2Node_CallFunction_402269) LITERAL: ForceDestroyMe(/Game/PrimalEarth/Structures/PopOutCake/BirthdayCakeBP.BirthdayCakeBP:OnRep_bIsOpen.K2Node_CallFunction_346554) LITERAL: DisplayTextTicker(/Game/PrimalEarth/Structures/PopOutCake/BirthdayCakeBP.BirthdayCakeBP:OnRep_bIsOpen.K2Node_CallFunction_404852) CONTENT: Anniversary Cake(/Engine/Transient.Default__REINST_BirthdayCakeBP_C_40152) CONTENT: Anniversary Cake(/Engine/Transient.REINST_BirthdayCakeBP_C_1) CONTENT: Anniversary Cake(/Engine/Transient.Default__REINST_BirthdayCakeBP_C_40162) CONTENT: Happy 5th ARK Anniversary!(/Game/PrimalEarth/Structures/PopOutCake/BirthdayCakeBP.Default__BirthdayCakeBP_C) CONTENT: Anniversary Cake(/Game/PrimalEarth/Structures/PopOutCake/BirthdayCakeBP.Default__BirthdayCakeBP_C) CONTENT: Santa Emote(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/BaseBPs/PrimalItemConsumable_UnlockEmote_Santa.Default__PrimalItemConsumable_UnlockEmote_Santa_C) CONTENT: Consume this to permanently unlock the "Santa Laugh" emote. You'll laugh when you do this, in spite of yourself!(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/BaseBPs/PrimalItemConsumable_UnlockEmote_Santa.Default__PrimalItemConsumable_UnlockEmote_Santa_C) CONTENT: Holiday(/Game/PrimalEarth/CoreBlueprints/Items/Consumables/BaseBPs/PrimalItemConsumable_UnlockEmote_Santa.Default__PrimalItemConsumable_UnlockEmote_Santa_C) CONTENT: Fenris?lfr Trophy(/Game/Fjordur/Structures/FenrirTrophy/PrimalItemTrophy_FenrirBoss.Default__PrimalItemTrophy_FenrirBoss_C) CONTENT: Place it on a Trophy Wall-Mount!(/Game/Fjordur/Structures/FenrirTrophy/PrimalItemTrophy_FenrirBoss.Default__PrimalItemTrophy_FenrirBoss_C) CONTENT: Gamma Fenris?lfr Trophy(/Game/Fjordur/Structures/FenrirTrophy/PrimalItemTrophy_FenrirBoss_Gamma.Default__PrimalItemTrophy_FenrirBoss_Gamma_C) CONTENT: Element(/Game/Fjordur/Boss/DinoDropInventoryComponent_FenrirBoss_Easy.Default__DinoDropInventoryComponent_FenrirBoss_Easy_C) CONTENT: Trophy(/Game/Fjordur/Boss/DinoDropInventoryComponent_FenrirBoss_Easy.Default__DinoDropInventoryComponent_FenrirBoss_Easy_C) CONTENT: Trophy(/Game/Fjordur/Boss/DinoDropInventoryComponent_FenrirBoss_Easy.Default__DinoDropInventoryComponent_FenrirBoss_Easy_C) CONTENT: Alpha Fenris?lfr Trophy(/Game/Fjordur/Structures/FenrirTrophy/PrimalItemTrophy_FenrirBoss_Alpha.Default__PrimalItemTrophy_FenrirBoss_Alpha_C) CONTENT: Element(/Game/Fjordur/Boss/DinoDropInventoryComponent_FenrirBoss_Hard.Default__DinoDropInventoryComponent_FenrirBoss_Hard_C) CONTENT: Trophy(/Game/Fjordur/Boss/DinoDropInventoryComponent_FenrirBoss_Hard.Default__DinoDropInventoryComponent_FenrirBoss_Hard_C) CONTENT: Trophy(/Game/Fjordur/Boss/DinoDropInventoryComponent_FenrirBoss_Hard.Default__DinoDropInventoryComponent_FenrirBoss_Hard_C) CONTENT: Beta Fenris?lfr Trophy(/Game/Fjordur/Structures/FenrirTrophy/PrimalItemTrophy_FenrirBoss_Beta.Default__PrimalItemTrophy_FenrirBoss_Beta_C) CONTENT: Element(/Game/Fjordur/Boss/DinoDropInventoryComponent_FenrirBoss_Medium.Default__DinoDropInventoryComponent_FenrirBoss_Medium_C) CONTENT: Trophy(/Game/Fjordur/Boss/DinoDropInventoryComponent_FenrirBoss_Medium.Default__DinoDropInventoryComponent_FenrirBoss_Medium_C) CONTENT: Trophy(/Game/Fjordur/Boss/DinoDropInventoryComponent_FenrirBoss_Medium.Default__DinoDropInventoryComponent_FenrirBoss_Medium_C) LITERAL: FadeOut(/Game/Fjordur/Boss/FenrirBossSpectralProj.FenrirBossSpectralProj:EventGraph.K2Node_CallFunction_214300) CONTENT: Fenrir Boosted(/Engine/Transient.REINST_Buff_FenrirDirewolfBoost_C_0) CONTENT: A nearby Fenrir steels your icy resolve!(/Engine/Transient.REINST_Buff_FenrirDirewolfBoost_C_0) CONTENT: Fenrir Boosted(/Engine/Transient.Default__REINST_Buff_FenrirDirewolfBoost_C_40274) CONTENT: A nearby Fenrir steels your icy resolve!(/Engine/Transient.Default__REINST_Buff_FenrirDirewolfBoost_C_40274) CONTENT: Fenrir Boosted(/Engine/Transient.REINST_Buff_FenrirDirewolfBoost_C_1) CONTENT: A nearby Fenrir steels your icy resolve!(/Engine/Transient.REINST_Buff_FenrirDirewolfBoost_C_1) CONTENT: Fenrir Boosted(/Engine/Transient.Default__REINST_Buff_FenrirDirewolfBoost_C_40278) CONTENT: A nearby Fenrir steels your icy resolve!(/Engine/Transient.Default__REINST_Buff_FenrirDirewolfBoost_C_40278) CONTENT: Fenrir Boosted(/Game/Fjordur/Dinos/Fenrir/Buff_FenrirDirewolfBoost.Default__Buff_FenrirDirewolfBoost_C) CONTENT: A nearby Fenrir steels your icy resolve!(/Game/Fjordur/Dinos/Fenrir/Buff_FenrirDirewolfBoost.Default__Buff_FenrirDirewolfBoost_C) CONTENT: Under(/Game/Fjordur/Dinos/Fenrir/DinoColorSet_Fenrir.Default__DinoColorSet_Fenrir_C) CONTENT: Spines(/Game/Fjordur/Dinos/Fenrir/DinoColorSet_Fenrir.Default__DinoColorSet_Fenrir_C) CONTENT: **IGNORE**NOTHING**(/Game/Fjordur/Dinos/Fenrir/DinoColorSet_Fenrir.Default__DinoColorSet_Fenrir_C) CONTENT: Eyes(/Game/Fjordur/Dinos/Fenrir/DinoColorSet_Fenrir.Default__DinoColorSet_Fenrir_C) CONTENT: Stripes(/Game/Fjordur/Dinos/Fenrir/DinoColorSet_Fenrir.Default__DinoColorSet_Fenrir_C) CONTENT: Under(/Game/Fjordur/Dinos/Fenrir/DinoColorSet_Fenrir.Default__DinoColorSet_Fenrir_C) CONTENT: Frozen Fur(/Game/Fjordur/Dinos/Fenrir/PrimalItemArmor_Saddle_Fenrir.Default__PrimalItemArmor_Saddle_Fenrir_C) CONTENT: Fenrir's thick coat of ice and snow makes it that much tougher to hurt. Armor value increases while Frigid Armor is active.(/Game/Fjordur/Dinos/Fenrir/PrimalItemArmor_Saddle_Fenrir.Default__PrimalItemArmor_Saddle_Fenrir_C) CONTENT: Idle(/Engine/Transient.REINST_Fenrir_Character_BP_C_0) CONTENT: Cute(/Engine/Transient.REINST_Fenrir_Character_BP_C_0) CONTENT: Action(/Engine/Transient.REINST_Fenrir_Character_BP_C_0) CONTENT: Action Attack(/Engine/Transient.REINST_Fenrir_Character_BP_C_0) CONTENT: Move(/Engine/Transient.REINST_Fenrir_Character_BP_C_0) CONTENT: c_back4(/Engine/Transient.REINST_Fenrir_Character_BP_C_0) CONTENT: Fenrir(/Engine/Transient.REINST_Fenrir_Character_BP_C_0) LITERAL: UnriddenEndIceState(/Game/Fjordur/Dinos/Fenrir/Fenrir_Character_BP.Fenrir_Character_BP:BPOnStaminaDrained.K2Node_CallFunction_617860) LITERAL: UnriddenEndIceState(/Game/Fjordur/Dinos/Fenrir/Fenrir_Character_BP.Fenrir_Character_BP:BPOnStaminaDrained.K2Node_CallFunction_619569) LITERAL: UnriddenEndIceState(/Game/Fjordur/Dinos/Fenrir/Fenrir_Character_BP.Fenrir_Character_BP:UnriddenEndIceState.K2Node_CallFunction_256216) LITERAL: UnriddenEndIceState(/Game/Fjordur/Dinos/Fenrir/Fenrir_Character_BP.Fenrir_Character_BP:BPDoAttack.K2Node_CallFunction_256216) LITERAL: UnriddenEndIceState(/Game/Fjordur/Dinos/Fenrir/Fenrir_Character_BP.Fenrir_Character_BP:BPTriggerStasisEvent.K2Node_CallFunction_619569) LITERAL: UnriddenEndIceState(/Game/Fjordur/Dinos/Fenrir/Fenrir_Character_BP.Fenrir_Character_BP:BPTriggerStasisEvent.K2Node_CallFunction_617860) LITERAL: UnriddenEndIceState(/Game/Fjordur/Dinos/Fenrir/Fenrir_Character_BP.Fenrir_Character_BP:BPNotifySetRider.K2Node_CallFunction_617860) LITERAL: UnriddenEndIceState(/Game/Fjordur/Dinos/Fenrir/Fenrir_Character_BP.Fenrir_Character_BP:BPNotifySetRider.K2Node_CallFunction_619569) LITERAL: UnriddenEndIceState(/Game/Fjordur/Dinos/Fenrir/Fenrir_Character_BP.Fenrir_Character_BP:BPNotifyClearRider.K2Node_CallFunction_256216) LITERAL: ICE BITE(/Game/Fjordur/Dinos/Fenrir/Fenrir_Character_BP.Fenrir_Character_BP:BPGetHUDElements.K2Node_CallFunction_190495) LITERAL: UpdateNaturalArmor(/Game/Fjordur/Dinos/Fenrir/Fenrir_Character_BP.Fenrir_Character_BP:BPSetupTamed.K2Node_CallFunction_666375) LITERAL: UpdateNaturalArmor(/Game/Fjordur/Dinos/Fenrir/Fenrir_Character_BP.Fenrir_Character_BP:BPDinoPostBeginPlay.K2Node_CallFunction_666375) CONTENT: Idle(/Engine/Transient.Default__REINST_Fenrir_Character_BP_C_40291) CONTENT: Cute(/Engine/Transient.Default__REINST_Fenrir_Character_BP_C_40291) CONTENT: Action(/Engine/Transient.Default__REINST_Fenrir_Character_BP_C_40291) CONTENT: Action Attack(/Engine/Transient.Default__REINST_Fenrir_Character_BP_C_40291) CONTENT: Move(/Engine/Transient.Default__REINST_Fenrir_Character_BP_C_40291) CONTENT: c_back4(/Engine/Transient.Default__REINST_Fenrir_Character_BP_C_40291) CONTENT: Fenrir(/Engine/Transient.Default__REINST_Fenrir_Character_BP_C_40291) CONTENT: Idle(/Engine/Transient.REINST_Fenrir_Character_BP_C_1) CONTENT: Cute(/Engine/Transient.REINST_Fenrir_Character_BP_C_1) CONTENT: Action(/Engine/Transient.REINST_Fenrir_Character_BP_C_1) CONTENT: Action Attack(/Engine/Transient.REINST_Fenrir_Character_BP_C_1) CONTENT: Move(/Engine/Transient.REINST_Fenrir_Character_BP_C_1) CONTENT: c_back4(/Engine/Transient.REINST_Fenrir_Character_BP_C_1) CONTENT: Fenrir(/Engine/Transient.REINST_Fenrir_Character_BP_C_1) CONTENT: Idle(/Engine/Transient.Default__REINST_Fenrir_Character_BP_C_40295) CONTENT: Cute(/Engine/Transient.Default__REINST_Fenrir_Character_BP_C_40295) CONTENT: Action(/Engine/Transient.Default__REINST_Fenrir_Character_BP_C_40295) CONTENT: Action Attack(/Engine/Transient.Default__REINST_Fenrir_Character_BP_C_40295) CONTENT: Move(/Engine/Transient.Default__REINST_Fenrir_Character_BP_C_40295) CONTENT: c_back4(/Engine/Transient.Default__REINST_Fenrir_Character_BP_C_40295) CONTENT: Fenrir(/Engine/Transient.Default__REINST_Fenrir_Character_BP_C_40295) CONTENT: Idle(/Game/Fjordur/Dinos/Fenrir/Fenrir_Character_BP.Default__Fenrir_Character_BP_C) CONTENT: Cute(/Game/Fjordur/Dinos/Fenrir/Fenrir_Character_BP.Default__Fenrir_Character_BP_C) CONTENT: Action(/Game/Fjordur/Dinos/Fenrir/Fenrir_Character_BP.Default__Fenrir_Character_BP_C) CONTENT: Action Attack(/Game/Fjordur/Dinos/Fenrir/Fenrir_Character_BP.Default__Fenrir_Character_BP_C) CONTENT: Move(/Game/Fjordur/Dinos/Fenrir/Fenrir_Character_BP.Default__Fenrir_Character_BP_C) CONTENT: c_back4(/Game/Fjordur/Dinos/Fenrir/Fenrir_Character_BP.Default__Fenrir_Character_BP_C) CONTENT: Fenrir(/Game/Fjordur/Dinos/Fenrir/Fenrir_Character_BP.Default__Fenrir_Character_BP_C) CONTENT: Fenris?lfr(/Engine/Transient.REINST_Fenrir_Character_BP_Boss_C_0) LITERAL: SpawnBlizzardProj(/Game/Fjordur/Boss/Fenrir_Character_BP_Boss.Fenrir_Character_BP_Boss:EventGraph.K2Node_CallFunction_555388) LITERAL: LaunchBlizzardProjs(/Game/Fjordur/Boss/Fenrir_Character_BP_Boss.Fenrir_Character_BP_Boss:EventGraph.K2Node_CallFunction_566312) LITERAL: IceBreathTick(/Game/Fjordur/Boss/Fenrir_Character_BP_Boss.Fenrir_Character_BP_Boss:IceBreathTick.K2Node_CallFunction_229258) LITERAL: IceBreathTick(/Game/Fjordur/Boss/Fenrir_Character_BP_Boss.Fenrir_Character_BP_Boss:BPAnimNotifyCustomState_End.K2Node_CallFunction_559735) LITERAL: IceBreathVFXTick(/Game/Fjordur/Boss/Fenrir_Character_BP_Boss.Fenrir_Character_BP_Boss:BPAnimNotifyCustomState_End.K2Node_CallFunction_409634) LITERAL: IceBreathVFXTick(/Game/Fjordur/Boss/Fenrir_Character_BP_Boss.Fenrir_Character_BP_Boss:IceBreathVFXTick.K2Node_CallFunction_458674) LITERAL: ShrinkIceBreathVFX(/Game/Fjordur/Boss/Fenrir_Character_BP_Boss.Fenrir_Character_BP_Boss:ToggleIceBreathCosmetics.K2Node_CallFunction_565730) LITERAL: ShrinkIceBreathVFX(/Game/Fjordur/Boss/Fenrir_Character_BP_Boss.Fenrir_Character_BP_Boss:ShrinkIceBreathVFX.K2Node_CallFunction_563661) LITERAL: DoGroundSpikes(/Game/Fjordur/Boss/Fenrir_Character_BP_Boss.Fenrir_Character_BP_Boss:DoGroundSpikes.K2Node_CallFunction_375858) LITERAL: You've been rewarded a Fenrir!(/Game/Fjordur/Boss/Fenrir_Character_BP_Boss.Fenrir_Character_BP_Boss:SpawnAndCryoRewardDino.K2Node_CallFunction_911336) LITERAL: FEMALE(/Game/Fjordur/Boss/Fenrir_Character_BP_Boss.Fenrir_Character_BP_Boss:SpawnAndCryoRewardDino.K2Node_CallFunction_269043) LITERAL: MALE(/Game/Fjordur/Boss/Fenrir_Character_BP_Boss.Fenrir_Character_BP_Boss:SpawnAndCryoRewardDino.K2Node_CallFunction_269043) LITERAL: NEUTERED(/Game/Fjordur/Boss/Fenrir_Character_BP_Boss.Fenrir_Character_BP_Boss:SpawnAndCryoRewardDino.K2Node_CallFunction_270583) LITERAL: SpawnBlizzardProj(/Game/Fjordur/Boss/Fenrir_Character_BP_Boss.Fenrir_Character_BP_Boss:SpawnBlizzardProj.K2Node_CallFunction_555388) LITERAL: LaunchBlizzardProjs(/Game/Fjordur/Boss/Fenrir_Character_BP_Boss.Fenrir_Character_BP_Boss:BPTimerServer.K2Node_CallFunction_887921) LITERAL: LaunchBlizzardProjs(/Game/Fjordur/Boss/Fenrir_Character_BP_Boss.Fenrir_Character_BP_Boss:BPTimerServer.K2Node_CallFunction_887922) LITERAL: LaunchBlizzardProjs(/Game/Fjordur/Boss/Fenrir_Character_BP_Boss.Fenrir_Character_BP_Boss:BPTimerServer.K2Node_CallFunction_887923) LITERAL: LaunchBlizzardProjs(/Game/Fjordur/Boss/Fenrir_Character_BP_Boss.Fenrir_Character_BP_Boss:BPTimerServer.K2Node_CallFunction_887925) CONTENT: Fenris?lfr(/Engine/Transient.Default__REINST_Fenrir_Character_BP_Boss_C_40336) CONTENT: Fenris?lfr(/Engine/Transient.REINST_Fenrir_Character_BP_Boss_C_1) CONTENT: Fenris?lfr(/Engine/Transient.Default__REINST_Fenrir_Character_BP_Boss_C_40340) CONTENT: Blueprint'/Game/Fjordur/Dinos/Fenrir/Fenrir_Character_BP.Fenrir_Character_BP'(/Game/Fjordur/Boss/Fenrir_Character_BP_Boss.Default__Fenrir_Character_BP_Boss_C) CONTENT: Fenris?lfr(/Game/Fjordur/Boss/Fenrir_Character_BP_Boss.Default__Fenrir_Character_BP_Boss_C) CONTENT: Fenris?lfr (Gamma)(/Engine/Transient.REINST_Fenrir_Character_BP_Boss_Easy_C_0) CONTENT: Fenris?lfr (Gamma)(/Engine/Transient.Default__REINST_Fenrir_Character_BP_Boss_Easy_C_40347) CONTENT: Fenris?lfr (Gamma)(/Engine/Transient.REINST_Fenrir_Character_BP_Boss_Easy_C_1) CONTENT: Fenris?lfr (Gamma)(/Engine/Transient.Default__REINST_Fenrir_Character_BP_Boss_Easy_C_40351) CONTENT: Fenris?lfr (Gamma)(/Game/Fjordur/Boss/Fenrir_Character_BP_Boss_Easy.Default__Fenrir_Character_BP_Boss_Easy_C) CONTENT: Smited!(/Engine/Transient.REINST_Buff_MjolnirShocked_C_0) CONTENT: You're thunderstruck!(/Engine/Transient.REINST_Buff_MjolnirShocked_C_0) CONTENT: You're thunderstruck!(/Engine/Transient.REINST_Buff_MjolnirShocked_C_0) LITERAL: PickupCheck(/Game/Fjordur/CoreBlueprints/Weapons/Mjolnir/Proj_Mjolnir.Proj_Mjolnir:OnImpact.K2Node_CallFunction_24135) LITERAL: TimedExpandingAudio(/Game/Fjordur/CoreBlueprints/Weapons/Mjolnir/Proj_Mjolnir.Proj_Mjolnir:ClientSetLightningPulse.K2Node_CallFunction_214372) LITERAL: Color(/Game/Fjordur/CoreBlueprints/Weapons/Mjolnir/Proj_Mjolnir.Proj_Mjolnir:SetColors.K2Node_CallFunction_17650) LITERAL: UsingColor(/Game/Fjordur/CoreBlueprints/Weapons/Mjolnir/Proj_Mjolnir.Proj_Mjolnir:SetColors.K2Node_CallFunction_17651) LITERAL: UsingColorizedColor(/Game/Fjordur/CoreBlueprints/Weapons/Mjolnir/Proj_Mjolnir.Proj_Mjolnir:SetColors.K2Node_CallFunction_17649) LITERAL: LightningTick(/Game/Fjordur/CoreBlueprints/Buffs/Buff_TekArmor_Mjolnir.Buff_TekArmor_Mjolnir:OnStartLightning.K2Node_CallFunction_51275) LITERAL: LightningTick(/Game/Fjordur/CoreBlueprints/Buffs/Buff_TekArmor_Mjolnir.Buff_TekArmor_Mjolnir:LightningTick.K2Node_CallFunction_51275) LITERAL: This item requires Element to function(/Game/Fjordur/CoreBlueprints/Buffs/Buff_TekArmor_Mjolnir.Buff_TekArmor_Mjolnir:CanDoPulseAttack.K2Node_CallFunction_44497) LITERAL: This item requires Element to function(/Game/Fjordur/CoreBlueprints/Buffs/Buff_TekArmor_Mjolnir.Buff_TekArmor_Mjolnir:CanDoLightningFan.K2Node_CallFunction_44497) LITERAL: This item requires Element to function(/Game/Fjordur/CoreBlueprints/Buffs/Buff_TekArmor_Mjolnir.Buff_TekArmor_Mjolnir:CanThrow.K2Node_CallFunction_44497) LITERAL: ThrowingMonitorTick(/Game/Fjordur/CoreBlueprints/Buffs/Buff_TekArmor_Mjolnir.Buff_TekArmor_Mjolnir:ServerRequestFireProjectileMulticast.K2Node_CallFunction_303505) LITERAL: OnMjolnirReturned(/Game/Fjordur/CoreBlueprints/Buffs/Buff_TekArmor_Mjolnir.Buff_TekArmor_Mjolnir:ServerRequestFireProjectileMulticast.K2Node_CallFunction_302973) LITERAL: ThrowingMonitorTick(/Game/Fjordur/CoreBlueprints/Buffs/Buff_TekArmor_Mjolnir.Buff_TekArmor_Mjolnir:ThrowingMonitorTick.K2Node_CallFunction_305218) CONTENT: Smited!(/Engine/Transient.Default__REINST_Buff_MjolnirShocked_C_40387) CONTENT: You're thunderstruck!(/Engine/Transient.Default__REINST_Buff_MjolnirShocked_C_40387) CONTENT: You're thunderstruck!(/Engine/Transient.Default__REINST_Buff_MjolnirShocked_C_40387) CONTENT: Smited!(/Engine/Transient.REINST_Buff_MjolnirShocked_C_1) CONTENT: You're thunderstruck!(/Engine/Transient.REINST_Buff_MjolnirShocked_C_1) CONTENT: You're thunderstruck!(/Engine/Transient.REINST_Buff_MjolnirShocked_C_1) CONTENT: Smited!(/Engine/Transient.Default__REINST_Buff_MjolnirShocked_C_40395) CONTENT: You're thunderstruck!(/Engine/Transient.Default__REINST_Buff_MjolnirShocked_C_40395) CONTENT: You're thunderstruck!(/Engine/Transient.Default__REINST_Buff_MjolnirShocked_C_40395) CONTENT: Smited!(/Game/Fjordur/CoreBlueprints/Buffs/Buff_MjolnirShocked.Default__Buff_MjolnirShocked_C) CONTENT: You're thunderstruck!(/Game/Fjordur/CoreBlueprints/Buffs/Buff_MjolnirShocked.Default__Buff_MjolnirShocked_C) CONTENT: You're thunderstruck!(/Game/Fjordur/CoreBlueprints/Buffs/Buff_MjolnirShocked.Default__Buff_MjolnirShocked_C) CONTENT: Mjolnir(/Game/Fjordur/Items/Mjolnir/PrimalItem_WeaponTekSword_Mjolnir.Default__PrimalItem_WeaponTekSword_Mjolnir_C) CONTENT: A mighty hammer fit for a god, thrumming with the fury of thunder itself! Apply this item to a TEK sword to change it into Mjolnir! Requires the TEK sword engram to use.(/Game/Fjordur/Items/Mjolnir/PrimalItem_WeaponTekSword_Mjolnir.Default__PrimalItem_WeaponTekSword_Mjolnir_C) CONTENT: Fenris?lfr (Alpha)(/Engine/Transient.REINST_Fenrir_Character_BP_Boss_Hard_C_0) CONTENT: Fenris?lfr (Alpha)(/Engine/Transient.Default__REINST_Fenrir_Character_BP_Boss_Hard_C_40415) CONTENT: Fenris?lfr (Alpha)(/Engine/Transient.REINST_Fenrir_Character_BP_Boss_Hard_C_1) CONTENT: Fenris?lfr (Alpha)(/Engine/Transient.Default__REINST_Fenrir_Character_BP_Boss_Hard_C_40419) CONTENT: Fenris?lfr (Alpha)(/Game/Fjordur/Boss/Fenrir_Character_BP_Boss_Hard.Default__Fenrir_Character_BP_Boss_Hard_C) CONTENT: Fenris?lfr (Beta)(/Engine/Transient.REINST_Fenrir_Character_BP_Boss_Medium_C_0) CONTENT: Fenris?lfr (Beta)(/Engine/Transient.Default__REINST_Fenrir_Character_BP_Boss_Medium_C_40426) CONTENT: Fenris?lfr (Beta)(/Engine/Transient.REINST_Fenrir_Character_BP_Boss_Medium_C_1) CONTENT: Fenris?lfr (Beta)(/Engine/Transient.Default__REINST_Fenrir_Character_BP_Boss_Medium_C_40430) CONTENT: Fenris?lfr (Beta)(/Game/Fjordur/Boss/Fenrir_Character_BP_Boss_Medium.Default__Fenrir_Character_BP_Boss_Medium_C) LITERAL: RefreshAggro(/Game/Fjordur/Boss/Arena/BossArenaManager_FenrirBoss.BossArenaManager_FenrirBoss:RefreshAggro.K2Node_CallFunction_518249) LITERAL: SpawnMinions(/Game/Fjordur/Boss/Arena/BossArenaManager_FenrirBoss.BossArenaManager_FenrirBoss:SpawnedBoss.K2Node_CallFunction_392967) LITERAL: RefreshAggro(/Game/Fjordur/Boss/Arena/BossArenaManager_FenrirBoss.BossArenaManager_FenrirBoss:SpawnedBoss.K2Node_CallFunction_518249) LITERAL: SpawnMinions(/Game/Fjordur/Boss/Arena/BossArenaManager_FenrirBoss.BossArenaManager_FenrirBoss:SpawnMinions.K2Node_CallFunction_389716) CONTENT: Generate Boss Portal(/Engine/Transient.REINST_PrimalItem_BossTribute_FJ_C_0) CONTENT: Use this to generate a portal to a boss.(/Engine/Transient.REINST_PrimalItem_BossTribute_FJ_C_0) CONTENT: Generate Boss Portal(/Engine/Transient.Default__REINST_PrimalItem_BossTribute_FJ_C_40503) CONTENT: Use this to generate a portal to a boss.(/Engine/Transient.Default__REINST_PrimalItem_BossTribute_FJ_C_40503) CONTENT: Generate Boss Portal(/Engine/Transient.REINST_PrimalItem_BossTribute_FJ_C_1) CONTENT: Use this to generate a portal to a boss.(/Engine/Transient.REINST_PrimalItem_BossTribute_FJ_C_1) CONTENT: Generate Boss Portal(/Engine/Transient.Default__REINST_PrimalItem_BossTribute_FJ_C_40507) CONTENT: Use this to generate a portal to a boss.(/Engine/Transient.Default__REINST_PrimalItem_BossTribute_FJ_C_40507) CONTENT: Generate Boss Portal(/Game/Mods/FjordurOfficial/Assets/Teleports/BossTributes/PrimalItem_BossTribute_FJ.Default__PrimalItem_BossTribute_FJ_C) CONTENT: Use this to generate a portal to a boss.(/Game/Mods/FjordurOfficial/Assets/Teleports/BossTributes/PrimalItem_BossTribute_FJ.Default__PrimalItem_BossTribute_FJ_C) CONTENT: Generate Fenris?lfr Portal(/Game/Fjordur/Boss/Arena/PrimalItem_BossTribute_FenrirBoss.Default__PrimalItem_BossTribute_FenrirBoss_C) CONTENT: Use this to generate a portal to Fenris?lfr.(/Game/Fjordur/Boss/Arena/PrimalItem_BossTribute_FenrirBoss.Default__PrimalItem_BossTribute_FenrirBoss_C) CONTENT: Generate Fenris?lfr (Gamma) Portal(/Game/Fjordur/Boss/Arena/PrimalItem_BossTribute_FenrirBoss_Easy.Default__PrimalItem_BossTribute_FenrirBoss_Easy_C) CONTENT: Use this to generate a portal to Fenris?lfr (Easy).(/Game/Fjordur/Boss/Arena/PrimalItem_BossTribute_FenrirBoss_Easy.Default__PrimalItem_BossTribute_FenrirBoss_Easy_C) CONTENT: Generate Fenris?lfr (Alpha) Portal(/Game/Fjordur/Boss/Arena/PrimalItem_BossTribute_FenrirBoss_Hard.Default__PrimalItem_BossTribute_FenrirBoss_Hard_C) CONTENT: Use this to generate a portal to Fenris?lfr (Hard).(/Game/Fjordur/Boss/Arena/PrimalItem_BossTribute_FenrirBoss_Hard.Default__PrimalItem_BossTribute_FenrirBoss_Hard_C) CONTENT: Generate Fenris?lfr (Beta) Portal(/Game/Fjordur/Boss/Arena/PrimalItem_BossTribute_FenrirBoss_Medium.Default__PrimalItem_BossTribute_FenrirBoss_Medium_C) CONTENT: Use this to generate a portal to Fenris?lfr (Medium).(/Game/Fjordur/Boss/Arena/PrimalItem_BossTribute_FenrirBoss_Medium.Default__PrimalItem_BossTribute_FenrirBoss_Medium_C) LITERAL: Check If Fully Loaded Fallback(/Game/Fjordur/Effect/VfxManager_FjordurPostMassTeleport.VfxManager_FjordurPostMassTeleport:ReceiveBeginPlay.K2Node_CallFunction_526871) CONTENT: Yggdrasil(/Engine/Transient.REINST_Buff_Fjordur_MassTeleport_C_0) LITERAL: Mass Teleport Trigger(/Game/Fjordur/CoreBlueprints/Buffs/Buff_Fjordur_MassTeleport.Buff_Fjordur_MassTeleport:Mass Teleport Start.K2Node_CallFunction_275189) LITERAL: Mass Teleport Cancel(/Game/Fjordur/CoreBlueprints/Buffs/Buff_Fjordur_MassTeleport.Buff_Fjordur_MassTeleport:Mass Teleport Start.K2Node_CallFunction_225841) LITERAL: Pre Teleport Dismount(/Game/Fjordur/CoreBlueprints/Buffs/Buff_Fjordur_MassTeleport.Buff_Fjordur_MassTeleport:Mass Teleport Start.K2Node_CallFunction_248961) LITERAL: Mass Teleport Trigger(/Game/Fjordur/CoreBlueprints/Buffs/Buff_Fjordur_MassTeleport.Buff_Fjordur_MassTeleport:Tick_SearchForMassTeleportChars.K2Node_CallFunction_250680) LITERAL: Mass Teleport Trigger(/Game/Fjordur/CoreBlueprints/Buffs/Buff_Fjordur_MassTeleport.Buff_Fjordur_MassTeleport:Tick_SearchForMassTeleportChars.K2Node_CallFunction_269258) LITERAL: Mass Teleport Trigger(/Game/Fjordur/CoreBlueprints/Buffs/Buff_Fjordur_MassTeleport.Buff_Fjordur_MassTeleport:Tick_SearchForMassTeleportChars.K2Node_CallFunction_247918) LITERAL: Unable to Initiate Mass Teleport For Dinos because the Player Controller reference is invalid(/Game/Fjordur/CoreBlueprints/Buffs/Buff_Fjordur_MassTeleport.Buff_Fjordur_MassTeleport:Tick_SearchForMassTeleportChars.K2Node_CallFunction_234970) LITERAL: Mass Teleport Trigger(/Game/Fjordur/CoreBlueprints/Buffs/Buff_Fjordur_MassTeleport.Buff_Fjordur_MassTeleport:CleanUpMassTeleport.K2Node_CallFunction_269255) LITERAL: Mass Teleport Cancel(/Game/Fjordur/CoreBlueprints/Buffs/Buff_Fjordur_MassTeleport.Buff_Fjordur_MassTeleport:CleanUpMassTeleport.K2Node_CallFunction_178723) LITERAL: :: (/Game/Fjordur/CoreBlueprints/Buffs/Buff_Fjordur_MassTeleport.Buff_Fjordur_MassTeleport:BPOnOwnerMassTeleportEvent.K2Node_CallFunction_178684) LITERAL: HLNA Teleport Location(/Game/Fjordur/CoreBlueprints/Buffs/Buff_Fjordur_MassTeleport.Buff_Fjordur_MassTeleport:Set Best Teleport Spot From Sorted Start Points.K2Node_MakeStruct_3690) LITERAL: player successfully activated HLNA teleport to (/Game/Fjordur/CoreBlueprints/Buffs/Buff_Fjordur_MassTeleport.Buff_Fjordur_MassTeleport:Set Best Teleport Spot From Sorted Start Points.K2Node_CallFunction_265834) LITERAL: CANNOT TELEPORT: NO SPAWN POINTS IN REGION(/Game/Fjordur/CoreBlueprints/Buffs/Buff_Fjordur_MassTeleport.Buff_Fjordur_MassTeleport:Find Best Teleport Location.K2Node_CallFunction_199952) LITERAL: CANNOT TELEPORT: SPAWN POINTS SOMEHOW BECAME INVALID DURING SORT(/Game/Fjordur/CoreBlueprints/Buffs/Buff_Fjordur_MassTeleport.Buff_Fjordur_MassTeleport:Find Best Teleport Location.K2Node_CallFunction_199954) LITERAL: CANNOT TELEPORT: FAILED AT FINAL STEP(/Game/Fjordur/CoreBlueprints/Buffs/Buff_Fjordur_MassTeleport.Buff_Fjordur_MassTeleport:Find Best Teleport Location.K2Node_CallFunction_199955) LITERAL: HLNA Teleport Location(/Game/Fjordur/CoreBlueprints/Buffs/Buff_Fjordur_MassTeleport.Buff_Fjordur_MassTeleport:Find Best Teleport Location.K2Node_MakeStruct_3690) LITERAL: {CantTeleport}: {Reason}(/Game/Fjordur/CoreBlueprints/Buffs/Buff_Fjordur_MassTeleport.Buff_Fjordur_MassTeleport:notify player that they cannot teleport rafts.K2Node_FormatText_290) LITERAL: {CantTeleport}: {Reason}(/Game/Fjordur/CoreBlueprints/Buffs/Buff_Fjordur_MassTeleport.Buff_Fjordur_MassTeleport:Notify Player That They Cannot Teleport Fish.K2Node_FormatText_290) LITERAL: Realm Teleportation(/Game/Fjordur/CoreBlueprints/Buffs/Buff_Fjordur_MassTeleport.Buff_Fjordur_MassTeleport:BPGetMultiUseEntries.K2Node_MakeStruct_2568) LITERAL: Cancel Teleport(/Game/Fjordur/CoreBlueprints/Buffs/Buff_Fjordur_MassTeleport.Buff_Fjordur_MassTeleport:BPGetMultiUseEntries.K2Node_MakeStruct_4797) LITERAL: Teleport to: (/Game/Fjordur/CoreBlueprints/Buffs/Buff_Fjordur_MassTeleport.Buff_Fjordur_MassTeleport:BPGetMultiUseEntries.K2Node_CallFunction_304855) LITERAL: Teleport(/Game/Fjordur/CoreBlueprints/Buffs/Buff_Fjordur_MassTeleport.Buff_Fjordur_MassTeleport:BPGetMultiUseEntries.K2Node_MakeStruct_7548) LITERAL: Ride the lightning to a new location!(/Game/Fjordur/CoreBlueprints/Buffs/Buff_Fjordur_MassTeleport.Buff_Fjordur_MassTeleport:BPGetMultiUseEntries.K2Node_MakeStruct_7580) LITERAL: Arrival Protocol(/Game/Fjordur/CoreBlueprints/Buffs/Buff_Fjordur_MassTeleport.Buff_Fjordur_MassTeleport:BPGetMultiUseEntries.K2Node_MakeStruct_4267) LITERAL: Realm Teleportation [Disabled](/Game/Fjordur/CoreBlueprints/Buffs/Buff_Fjordur_MassTeleport.Buff_Fjordur_MassTeleport:BPGetMultiUseEntries.K2Node_MakeStruct_1467) LITERAL: {CantTeleport}: {Reason}(/Game/Fjordur/CoreBlueprints/Buffs/Buff_Fjordur_MassTeleport.Buff_Fjordur_MassTeleport:Notify Player That They Cannot Teleport Players On Seated Structures.K2Node_FormatText_290) LITERAL: {CantTeleport}: {Reason}(/Game/Fjordur/CoreBlueprints/Buffs/Buff_Fjordur_MassTeleport.Buff_Fjordur_MassTeleport:Notify Player That They Cannot Teleport Large Dinos To Final Boss.K2Node_FormatText_290) LITERAL: {CantTeleport}: {Reason}(/Game/Fjordur/CoreBlueprints/Buffs/Buff_Fjordur_MassTeleport.Buff_Fjordur_MassTeleport:Notify Player That They Cannot Teleport Players On Mission.K2Node_FormatText_290) LITERAL: {CantTeleport}: {Reason}(/Game/Fjordur/CoreBlueprints/Buffs/Buff_Fjordur_MassTeleport.Buff_Fjordur_MassTeleport:Notify Players That They Cant Teleport Unconsious Or Dead Players.K2Node_FormatText_339) LITERAL: {CantTeleport}: {Reason}(/Game/Fjordur/CoreBlueprints/Buffs/Buff_Fjordur_MassTeleport.Buff_Fjordur_MassTeleport:Notify Players That They Cant Teleport Unconsious or Dead Dinos.K2Node_FormatText_339) LITERAL: ServerSettings(/Game/Fjordur/CoreBlueprints/Buffs/Buff_Fjordur_MassTeleport.Buff_Fjordur_MassTeleport:CheckForDisableMassTeleport.K2Node_CallFunction_280085) LITERAL: UseFjordurTraversalBuff(/Game/Fjordur/CoreBlueprints/Buffs/Buff_Fjordur_MassTeleport.Buff_Fjordur_MassTeleport:CheckForDisableMassTeleport.K2Node_CallFunction_280085) CONTENT: Yggdrasil(/Engine/Transient.Default__REINST_Buff_Fjordur_MassTeleport_C_40552) LITERAL: {CantTeleport}: {Reason}(/Game/Fjordur/CoreBlueprints/Buffs/Buff_Fjordur_MassTeleport.Buff_Fjordur_MassTeleport:EdGraph_132843.K2Node_CallFunction_339445) LITERAL: CantTeleport(/Game/Fjordur/CoreBlueprints/Buffs/Buff_Fjordur_MassTeleport.Buff_Fjordur_MassTeleport:EdGraph_132843.K2Node_MakeStruct_2674) LITERAL: Reason(/Game/Fjordur/CoreBlueprints/Buffs/Buff_Fjordur_MassTeleport.Buff_Fjordur_MassTeleport:EdGraph_132843.K2Node_MakeStruct_2675) LITERAL: {CantTeleport}: {Reason}(/Game/Fjordur/CoreBlueprints/Buffs/Buff_Fjordur_MassTeleport.Buff_Fjordur_MassTeleport:EdGraph_132844.K2Node_CallFunction_339446) LITERAL: CantTeleport(/Game/Fjordur/CoreBlueprints/Buffs/Buff_Fjordur_MassTeleport.Buff_Fjordur_MassTeleport:EdGraph_132844.K2Node_MakeStruct_2676) LITERAL: Reason(/Game/Fjordur/CoreBlueprints/Buffs/Buff_Fjordur_MassTeleport.Buff_Fjordur_MassTeleport:EdGraph_132844.K2Node_MakeStruct_2677) LITERAL: {CantTeleport}: {Reason}(/Game/Fjordur/CoreBlueprints/Buffs/Buff_Fjordur_MassTeleport.Buff_Fjordur_MassTeleport:EdGraph_132853.K2Node_CallFunction_339465) LITERAL: CantTeleport(/Game/Fjordur/CoreBlueprints/Buffs/Buff_Fjordur_MassTeleport.Buff_Fjordur_MassTeleport:EdGraph_132853.K2Node_MakeStruct_2678) LITERAL: Reason(/Game/Fjordur/CoreBlueprints/Buffs/Buff_Fjordur_MassTeleport.Buff_Fjordur_MassTeleport:EdGraph_132853.K2Node_MakeStruct_2679) LITERAL: {CantTeleport}: {Reason}(/Game/Fjordur/CoreBlueprints/Buffs/Buff_Fjordur_MassTeleport.Buff_Fjordur_MassTeleport:EdGraph_132854.K2Node_CallFunction_339466) LITERAL: CantTeleport(/Game/Fjordur/CoreBlueprints/Buffs/Buff_Fjordur_MassTeleport.Buff_Fjordur_MassTeleport:EdGraph_132854.K2Node_MakeStruct_2680) LITERAL: Reason(/Game/Fjordur/CoreBlueprints/Buffs/Buff_Fjordur_MassTeleport.Buff_Fjordur_MassTeleport:EdGraph_132854.K2Node_MakeStruct_2681) LITERAL: {CantTeleport}: {Reason}(/Game/Fjordur/CoreBlueprints/Buffs/Buff_Fjordur_MassTeleport.Buff_Fjordur_MassTeleport:EdGraph_132855.K2Node_CallFunction_339467) LITERAL: CantTeleport(/Game/Fjordur/CoreBlueprints/Buffs/Buff_Fjordur_MassTeleport.Buff_Fjordur_MassTeleport:EdGraph_132855.K2Node_MakeStruct_2682) LITERAL: Reason(/Game/Fjordur/CoreBlueprints/Buffs/Buff_Fjordur_MassTeleport.Buff_Fjordur_MassTeleport:EdGraph_132855.K2Node_MakeStruct_2683) LITERAL: {CantTeleport}: {Reason}(/Game/Fjordur/CoreBlueprints/Buffs/Buff_Fjordur_MassTeleport.Buff_Fjordur_MassTeleport:EdGraph_132856.K2Node_CallFunction_339468) LITERAL: CantTeleport(/Game/Fjordur/CoreBlueprints/Buffs/Buff_Fjordur_MassTeleport.Buff_Fjordur_MassTeleport:EdGraph_132856.K2Node_MakeStruct_2684) LITERAL: Reason(/Game/Fjordur/CoreBlueprints/Buffs/Buff_Fjordur_MassTeleport.Buff_Fjordur_MassTeleport:EdGraph_132856.K2Node_MakeStruct_2685) LITERAL: {CantTeleport}: {Reason}(/Game/Fjordur/CoreBlueprints/Buffs/Buff_Fjordur_MassTeleport.Buff_Fjordur_MassTeleport:EdGraph_132857.K2Node_CallFunction_339469) LITERAL: CantTeleport(/Game/Fjordur/CoreBlueprints/Buffs/Buff_Fjordur_MassTeleport.Buff_Fjordur_MassTeleport:EdGraph_132857.K2Node_MakeStruct_2686) LITERAL: Reason(/Game/Fjordur/CoreBlueprints/Buffs/Buff_Fjordur_MassTeleport.Buff_Fjordur_MassTeleport:EdGraph_132857.K2Node_MakeStruct_2687) CONTENT: Yggdrasil(/Engine/Transient.REINST_Buff_Fjordur_MassTeleport_C_1) CONTENT: Yggdrasil(/Engine/Transient.Default__REINST_Buff_Fjordur_MassTeleport_C_40556) CONTENT: NEW TELEPORT DESTINATION(/Game/Fjordur/CoreBlueprints/Buffs/Buff_Fjordur_MassTeleport.Default__SKEL_Buff_Fjordur_MassTeleport_C) LITERAL: {CantTeleport}: {Reason}(/Game/Fjordur/CoreBlueprints/Buffs/Buff_Fjordur_MassTeleport.Buff_Fjordur_MassTeleport:EdGraph_133003.K2Node_CallFunction_339643) LITERAL: CantTeleport(/Game/Fjordur/CoreBlueprints/Buffs/Buff_Fjordur_MassTeleport.Buff_Fjordur_MassTeleport:EdGraph_133003.K2Node_MakeStruct_2688) LITERAL: Reason(/Game/Fjordur/CoreBlueprints/Buffs/Buff_Fjordur_MassTeleport.Buff_Fjordur_MassTeleport:EdGraph_133003.K2Node_MakeStruct_2689) LITERAL: {CantTeleport}: {Reason}(/Game/Fjordur/CoreBlueprints/Buffs/Buff_Fjordur_MassTeleport.Buff_Fjordur_MassTeleport:EdGraph_133004.K2Node_CallFunction_339644) LITERAL: CantTeleport(/Game/Fjordur/CoreBlueprints/Buffs/Buff_Fjordur_MassTeleport.Buff_Fjordur_MassTeleport:EdGraph_133004.K2Node_MakeStruct_2690) LITERAL: Reason(/Game/Fjordur/CoreBlueprints/Buffs/Buff_Fjordur_MassTeleport.Buff_Fjordur_MassTeleport:EdGraph_133004.K2Node_MakeStruct_2691) LITERAL: {CantTeleport}: {Reason}(/Game/Fjordur/CoreBlueprints/Buffs/Buff_Fjordur_MassTeleport.Buff_Fjordur_MassTeleport:EdGraph_133013.K2Node_CallFunction_339663) LITERAL: CantTeleport(/Game/Fjordur/CoreBlueprints/Buffs/Buff_Fjordur_MassTeleport.Buff_Fjordur_MassTeleport:EdGraph_133013.K2Node_MakeStruct_2692) LITERAL: Reason(/Game/Fjordur/CoreBlueprints/Buffs/Buff_Fjordur_MassTeleport.Buff_Fjordur_MassTeleport:EdGraph_133013.K2Node_MakeStruct_2693) LITERAL: {CantTeleport}: {Reason}(/Game/Fjordur/CoreBlueprints/Buffs/Buff_Fjordur_MassTeleport.Buff_Fjordur_MassTeleport:EdGraph_133014.K2Node_CallFunction_339664) LITERAL: CantTeleport(/Game/Fjordur/CoreBlueprints/Buffs/Buff_Fjordur_MassTeleport.Buff_Fjordur_MassTeleport:EdGraph_133014.K2Node_MakeStruct_2694) LITERAL: Reason(/Game/Fjordur/CoreBlueprints/Buffs/Buff_Fjordur_MassTeleport.Buff_Fjordur_MassTeleport:EdGraph_133014.K2Node_MakeStruct_2695) LITERAL: {CantTeleport}: {Reason}(/Game/Fjordur/CoreBlueprints/Buffs/Buff_Fjordur_MassTeleport.Buff_Fjordur_MassTeleport:EdGraph_133015.K2Node_CallFunction_339665) LITERAL: CantTeleport(/Game/Fjordur/CoreBlueprints/Buffs/Buff_Fjordur_MassTeleport.Buff_Fjordur_MassTeleport:EdGraph_133015.K2Node_MakeStruct_2696) LITERAL: Reason(/Game/Fjordur/CoreBlueprints/Buffs/Buff_Fjordur_MassTeleport.Buff_Fjordur_MassTeleport:EdGraph_133015.K2Node_MakeStruct_2697) LITERAL: {CantTeleport}: {Reason}(/Game/Fjordur/CoreBlueprints/Buffs/Buff_Fjordur_MassTeleport.Buff_Fjordur_MassTeleport:EdGraph_133016.K2Node_CallFunction_339666) LITERAL: CantTeleport(/Game/Fjordur/CoreBlueprints/Buffs/Buff_Fjordur_MassTeleport.Buff_Fjordur_MassTeleport:EdGraph_133016.K2Node_MakeStruct_2698) LITERAL: Reason(/Game/Fjordur/CoreBlueprints/Buffs/Buff_Fjordur_MassTeleport.Buff_Fjordur_MassTeleport:EdGraph_133016.K2Node_MakeStruct_2699) LITERAL: {CantTeleport}: {Reason}(/Game/Fjordur/CoreBlueprints/Buffs/Buff_Fjordur_MassTeleport.Buff_Fjordur_MassTeleport:EdGraph_133017.K2Node_CallFunction_339667) LITERAL: CantTeleport(/Game/Fjordur/CoreBlueprints/Buffs/Buff_Fjordur_MassTeleport.Buff_Fjordur_MassTeleport:EdGraph_133017.K2Node_MakeStruct_2700) LITERAL: Reason(/Game/Fjordur/CoreBlueprints/Buffs/Buff_Fjordur_MassTeleport.Buff_Fjordur_MassTeleport:EdGraph_133017.K2Node_MakeStruct_2701) CONTENT: NEW TELEPORT DESTINATION(/Game/Fjordur/CoreBlueprints/Buffs/Buff_Fjordur_MassTeleport.Default__Buff_Fjordur_MassTeleport_C) CONTENT: Teleport Warning(/Game/Fjordur/CoreBlueprints/Buffs/Buff_Fjordur_MassTeleport.Default__Buff_Fjordur_MassTeleport_C) CONTENT: Rafts Cannot Teleport(/Game/Fjordur/CoreBlueprints/Buffs/Buff_Fjordur_MassTeleport.Default__Buff_Fjordur_MassTeleport_C) CONTENT: Water-Only Dinos Cannot Teleport(/Game/Fjordur/CoreBlueprints/Buffs/Buff_Fjordur_MassTeleport.Default__Buff_Fjordur_MassTeleport_C) CONTENT: Gen1ArcticBiomeBuff(/Game/Fjordur/CoreBlueprints/Buffs/Buff_Fjordur_MassTeleport.Default__Buff_Fjordur_MassTeleport_C) CONTENT: Gen1LunarBiomeBuff(/Game/Fjordur/CoreBlueprints/Buffs/Buff_Fjordur_MassTeleport.Default__Buff_Fjordur_MassTeleport_C) CONTENT: Gen1OceanBiomeBuff(/Game/Fjordur/CoreBlueprints/Buffs/Buff_Fjordur_MassTeleport.Default__Buff_Fjordur_MassTeleport_C) CONTENT: Gen1SwampBiomeBuff(/Game/Fjordur/CoreBlueprints/Buffs/Buff_Fjordur_MassTeleport.Default__Buff_Fjordur_MassTeleport_C) CONTENT: Gen1VolcanoBiomeBuff(/Game/Fjordur/CoreBlueprints/Buffs/Buff_Fjordur_MassTeleport.Default__Buff_Fjordur_MassTeleport_C) CONTENT: Gen1VRBiomeBuff(/Game/Fjordur/CoreBlueprints/Buffs/Buff_Fjordur_MassTeleport.Default__Buff_Fjordur_MassTeleport_C) CONTENT: Cannot Teleport Players in Seating Structures(/Game/Fjordur/CoreBlueprints/Buffs/Buff_Fjordur_MassTeleport.Default__Buff_Fjordur_MassTeleport_C) CONTENT: Cannot Teleport Overly Large Dinos To Final Boss(/Game/Fjordur/CoreBlueprints/Buffs/Buff_Fjordur_MassTeleport.Default__Buff_Fjordur_MassTeleport_C) CONTENT: Cannot Teleport Players Who Are Currently On Mission(/Game/Fjordur/CoreBlueprints/Buffs/Buff_Fjordur_MassTeleport.Default__Buff_Fjordur_MassTeleport_C) CONTENT: Sleeping And Dead Creatures Will Not Be Teleported(/Game/Fjordur/CoreBlueprints/Buffs/Buff_Fjordur_MassTeleport.Default__Buff_Fjordur_MassTeleport_C) CONTENT: Sleeping And Dead Players Will Not Be Teleported(/Game/Fjordur/CoreBlueprints/Buffs/Buff_Fjordur_MassTeleport.Default__Buff_Fjordur_MassTeleport_C) CONTENT: Yggdrasil(/Game/Fjordur/CoreBlueprints/Buffs/Buff_Fjordur_MassTeleport.Default__Buff_Fjordur_MassTeleport_C) CONTENT: Miniboss Loot(/Game/Fjordur/CoreBlueprints/ItemLootSets/LootItemSet_Miniboss.Default__LootItemSet_Miniboss_C) CONTENT: Armor(/Game/Fjordur/CoreBlueprints/ItemLootSets/LootItemSet_Miniboss.Default__LootItemSet_Miniboss_C) CONTENT: Weapons(/Game/Fjordur/CoreBlueprints/ItemLootSets/LootItemSet_Miniboss.Default__LootItemSet_Miniboss_C) CONTENT: Herbivore Saddles(/Game/Fjordur/CoreBlueprints/ItemLootSets/LootItemSet_Miniboss.Default__LootItemSet_Miniboss_C) CONTENT: Carnivore Saddles(/Game/Fjordur/CoreBlueprints/ItemLootSets/LootItemSet_Miniboss.Default__LootItemSet_Miniboss_C) CONTENT: Idle(/Engine/Transient.REINST_BeylaMinion_Character_BP_C_0) CONTENT: c_abdomen1(/Engine/Transient.REINST_BeylaMinion_Character_BP_C_0) CONTENT: Cute(/Engine/Transient.REINST_BeylaMinion_Character_BP_C_0) CONTENT: c_abdomen1(/Engine/Transient.REINST_BeylaMinion_Character_BP_C_0) CONTENT: Action(/Engine/Transient.REINST_BeylaMinion_Character_BP_C_0) CONTENT: c_abdomen1(/Engine/Transient.REINST_BeylaMinion_Character_BP_C_0) CONTENT: Move(/Engine/Transient.REINST_BeylaMinion_Character_BP_C_0) CONTENT: c_abdomen1(/Engine/Transient.REINST_BeylaMinion_Character_BP_C_0) CONTENT: Beyla Spawn(/Engine/Transient.REINST_BeylaMinion_Character_BP_C_0) CONTENT: Idle(/Engine/Transient.Default__REINST_BeylaMinion_Character_BP_C_40578) CONTENT: c_abdomen1(/Engine/Transient.Default__REINST_BeylaMinion_Character_BP_C_40578) CONTENT: Cute(/Engine/Transient.Default__REINST_BeylaMinion_Character_BP_C_40578) CONTENT: c_abdomen1(/Engine/Transient.Default__REINST_BeylaMinion_Character_BP_C_40578) CONTENT: Action(/Engine/Transient.Default__REINST_BeylaMinion_Character_BP_C_40578) CONTENT: c_abdomen1(/Engine/Transient.Default__REINST_BeylaMinion_Character_BP_C_40578) CONTENT: Move(/Engine/Transient.Default__REINST_BeylaMinion_Character_BP_C_40578) CONTENT: c_abdomen1(/Engine/Transient.Default__REINST_BeylaMinion_Character_BP_C_40578) CONTENT: Beyla Spawn(/Engine/Transient.Default__REINST_BeylaMinion_Character_BP_C_40578) CONTENT: Idle(/Engine/Transient.REINST_BeylaMinion_Character_BP_C_1) CONTENT: c_abdomen1(/Engine/Transient.REINST_BeylaMinion_Character_BP_C_1) CONTENT: Cute(/Engine/Transient.REINST_BeylaMinion_Character_BP_C_1) CONTENT: c_abdomen1(/Engine/Transient.REINST_BeylaMinion_Character_BP_C_1) CONTENT: Action(/Engine/Transient.REINST_BeylaMinion_Character_BP_C_1) CONTENT: c_abdomen1(/Engine/Transient.REINST_BeylaMinion_Character_BP_C_1) CONTENT: Move(/Engine/Transient.REINST_BeylaMinion_Character_BP_C_1) CONTENT: c_abdomen1(/Engine/Transient.REINST_BeylaMinion_Character_BP_C_1) CONTENT: Beyla Spawn(/Engine/Transient.REINST_BeylaMinion_Character_BP_C_1) CONTENT: Idle(/Engine/Transient.Default__REINST_BeylaMinion_Character_BP_C_40582) CONTENT: c_abdomen1(/Engine/Transient.Default__REINST_BeylaMinion_Character_BP_C_40582) CONTENT: Cute(/Engine/Transient.Default__REINST_BeylaMinion_Character_BP_C_40582) CONTENT: c_abdomen1(/Engine/Transient.Default__REINST_BeylaMinion_Character_BP_C_40582) CONTENT: Action(/Engine/Transient.Default__REINST_BeylaMinion_Character_BP_C_40582) CONTENT: c_abdomen1(/Engine/Transient.Default__REINST_BeylaMinion_Character_BP_C_40582) CONTENT: Move(/Engine/Transient.Default__REINST_BeylaMinion_Character_BP_C_40582) CONTENT: c_abdomen1(/Engine/Transient.Default__REINST_BeylaMinion_Character_BP_C_40582) CONTENT: Beyla Spawn(/Engine/Transient.Default__REINST_BeylaMinion_Character_BP_C_40582) CONTENT: Idle(/Game/Fjordur/Dinos/Beyla/BeylaMinion_Character_BP.Default__BeylaMinion_Character_BP_C) CONTENT: c_abdomen1(/Game/Fjordur/Dinos/Beyla/BeylaMinion_Character_BP.Default__BeylaMinion_Character_BP_C) CONTENT: Cute(/Game/Fjordur/Dinos/Beyla/BeylaMinion_Character_BP.Default__BeylaMinion_Character_BP_C) CONTENT: c_abdomen1(/Game/Fjordur/Dinos/Beyla/BeylaMinion_Character_BP.Default__BeylaMinion_Character_BP_C) CONTENT: Action(/Game/Fjordur/Dinos/Beyla/BeylaMinion_Character_BP.Default__BeylaMinion_Character_BP_C) CONTENT: c_abdomen1(/Game/Fjordur/Dinos/Beyla/BeylaMinion_Character_BP.Default__BeylaMinion_Character_BP_C) CONTENT: Move(/Game/Fjordur/Dinos/Beyla/BeylaMinion_Character_BP.Default__BeylaMinion_Character_BP_C) CONTENT: c_abdomen1(/Game/Fjordur/Dinos/Beyla/BeylaMinion_Character_BP.Default__BeylaMinion_Character_BP_C) CONTENT: Beyla Spawn(/Game/Fjordur/Dinos/Beyla/BeylaMinion_Character_BP.Default__BeylaMinion_Character_BP_C) CONTENT: Beyla Relic(/Game/Mods/FjordurOfficial/Assets/CoreBlueprints/Items/PrimalItemResource_MiniBossDrop_Beyla.Default__PrimalItemResource_MiniBossDrop_Beyla_C) CONTENT: Relic recovered from the fallen Beyla.(/Game/Mods/FjordurOfficial/Assets/CoreBlueprints/Items/PrimalItemResource_MiniBossDrop_Beyla.Default__PrimalItemResource_MiniBossDrop_Beyla_C) CONTENT: Miniboss Loot(/Game/Fjordur/Dinos/Beyla/DinoDropInventoryComponent_Beyla.Default__DinoDropInventoryComponent_Beyla_C) CONTENT: Apex Drop(/Game/Fjordur/Dinos/Beyla/DinoDropInventoryComponent_Beyla.Default__DinoDropInventoryComponent_Beyla_C) CONTENT: Apex Drop(/Game/Fjordur/Dinos/Beyla/DinoDropInventoryComponent_Beyla.Default__DinoDropInventoryComponent_Beyla_C) CONTENT: Idle(/Engine/Transient.REINST_Beyla_Character_BP_C_0) CONTENT: c_abdomen1(/Engine/Transient.REINST_Beyla_Character_BP_C_0) CONTENT: Cute(/Engine/Transient.REINST_Beyla_Character_BP_C_0) CONTENT: c_abdomen1(/Engine/Transient.REINST_Beyla_Character_BP_C_0) CONTENT: Action(/Engine/Transient.REINST_Beyla_Character_BP_C_0) CONTENT: c_abdomen1(/Engine/Transient.REINST_Beyla_Character_BP_C_0) CONTENT: Move(/Engine/Transient.REINST_Beyla_Character_BP_C_0) CONTENT: c_abdomen1(/Engine/Transient.REINST_Beyla_Character_BP_C_0) CONTENT: Beyla(/Engine/Transient.REINST_Beyla_Character_BP_C_0) LITERAL: FireStingerProj(/Game/Fjordur/Dinos/Beyla/Beyla_Character_BP.Beyla_Character_BP:FireStingerProj.K2Node_CallFunction_1005943) CONTENT: Idle(/Engine/Transient.Default__REINST_Beyla_Character_BP_C_40625) CONTENT: c_abdomen1(/Engine/Transient.Default__REINST_Beyla_Character_BP_C_40625) CONTENT: Cute(/Engine/Transient.Default__REINST_Beyla_Character_BP_C_40625) CONTENT: c_abdomen1(/Engine/Transient.Default__REINST_Beyla_Character_BP_C_40625) CONTENT: Action(/Engine/Transient.Default__REINST_Beyla_Character_BP_C_40625) CONTENT: c_abdomen1(/Engine/Transient.Default__REINST_Beyla_Character_BP_C_40625) CONTENT: Move(/Engine/Transient.Default__REINST_Beyla_Character_BP_C_40625) CONTENT: c_abdomen1(/Engine/Transient.Default__REINST_Beyla_Character_BP_C_40625) CONTENT: Beyla(/Engine/Transient.Default__REINST_Beyla_Character_BP_C_40625) CONTENT: Idle(/Engine/Transient.REINST_Beyla_Character_BP_C_1) CONTENT: c_abdomen1(/Engine/Transient.REINST_Beyla_Character_BP_C_1) CONTENT: Cute(/Engine/Transient.REINST_Beyla_Character_BP_C_1) CONTENT: c_abdomen1(/Engine/Transient.REINST_Beyla_Character_BP_C_1) CONTENT: Action(/Engine/Transient.REINST_Beyla_Character_BP_C_1) CONTENT: c_abdomen1(/Engine/Transient.REINST_Beyla_Character_BP_C_1) CONTENT: Move(/Engine/Transient.REINST_Beyla_Character_BP_C_1) CONTENT: c_abdomen1(/Engine/Transient.REINST_Beyla_Character_BP_C_1) CONTENT: Beyla(/Engine/Transient.REINST_Beyla_Character_BP_C_1) CONTENT: Idle(/Engine/Transient.Default__REINST_Beyla_Character_BP_C_40641) CONTENT: c_abdomen1(/Engine/Transient.Default__REINST_Beyla_Character_BP_C_40641) CONTENT: Cute(/Engine/Transient.Default__REINST_Beyla_Character_BP_C_40641) CONTENT: c_abdomen1(/Engine/Transient.Default__REINST_Beyla_Character_BP_C_40641) CONTENT: Action(/Engine/Transient.Default__REINST_Beyla_Character_BP_C_40641) CONTENT: c_abdomen1(/Engine/Transient.Default__REINST_Beyla_Character_BP_C_40641) CONTENT: Move(/Engine/Transient.Default__REINST_Beyla_Character_BP_C_40641) CONTENT: c_abdomen1(/Engine/Transient.Default__REINST_Beyla_Character_BP_C_40641) CONTENT: Beyla(/Engine/Transient.Default__REINST_Beyla_Character_BP_C_40641) CONTENT: Idle(/Game/Fjordur/Dinos/Beyla/Beyla_Character_BP.Default__Beyla_Character_BP_C) CONTENT: c_abdomen1(/Game/Fjordur/Dinos/Beyla/Beyla_Character_BP.Default__Beyla_Character_BP_C) CONTENT: Cute(/Game/Fjordur/Dinos/Beyla/Beyla_Character_BP.Default__Beyla_Character_BP_C) CONTENT: c_abdomen1(/Game/Fjordur/Dinos/Beyla/Beyla_Character_BP.Default__Beyla_Character_BP_C) CONTENT: Action(/Game/Fjordur/Dinos/Beyla/Beyla_Character_BP.Default__Beyla_Character_BP_C) CONTENT: c_abdomen1(/Game/Fjordur/Dinos/Beyla/Beyla_Character_BP.Default__Beyla_Character_BP_C) CONTENT: Move(/Game/Fjordur/Dinos/Beyla/Beyla_Character_BP.Default__Beyla_Character_BP_C) CONTENT: c_abdomen1(/Game/Fjordur/Dinos/Beyla/Beyla_Character_BP.Default__Beyla_Character_BP_C) CONTENT: Beyla(/Game/Fjordur/Dinos/Beyla/Beyla_Character_BP.Default__Beyla_Character_BP_C) CONTENT: (/Engine/Transient.TRASHCLASS_DesmodusHUD_40737:TextBlock_1805) LITERAL: DestroyWidget(/Game/Fjordur/Dinos/Desmodus/DesmodusHUD.DesmodusHUD:EventGraph.K2Node_CallFunction_229042) LITERAL: ClearString(/Game/Fjordur/Dinos/Desmodus/DesmodusHUD.DesmodusHUD:SetHUDString.K2Node_CallFunction_328631) CONTENT: Text Block(/Engine/Transient.REINST_DesmodusHUD_C_156:WidgetTree_2509.TextBlock) CONTENT: Text Block(/Engine/Transient.REINST_DesmodusHUD_C_156:WidgetTree_2509.TextBlock2) CONTENT: (/Game/Fjordur/Dinos/Desmodus/DesmodusHUD.DesmodusHUD_C:WidgetTree_947.TextBlock2) CONTENT: Idle(/Engine/Transient.REINST_Desmodus_Character_BP_C_0) CONTENT: Cute(/Engine/Transient.REINST_Desmodus_Character_BP_C_0) CONTENT: Action(/Engine/Transient.REINST_Desmodus_Character_BP_C_0) CONTENT: pelvis(/Engine/Transient.REINST_Desmodus_Character_BP_C_0) CONTENT: Move(/Engine/Transient.REINST_Desmodus_Character_BP_C_0) CONTENT: pelvis(/Engine/Transient.REINST_Desmodus_Character_BP_C_0) CONTENT: Move2(/Engine/Transient.REINST_Desmodus_Character_BP_C_0) CONTENT: Desmodus(/Engine/Transient.REINST_Desmodus_Character_BP_C_0) LITERAL: BPDeactivate(/Game/Fjordur/Dinos/Desmodus/Desmodus_Character_BP.Desmodus_Character_BP:Add Night VisionForRider.K2Node_CallFunction_227841) LITERAL: AddActortoTrackingList(/Game/Fjordur/Dinos/Desmodus/Desmodus_Character_BP.Desmodus_Character_BP:AddActorToTrackingList.K2Node_CallFunction_1093916) LITERAL: AddActortoTrackingList(/Game/Fjordur/Dinos/Desmodus/Desmodus_Character_BP.Desmodus_Character_BP:BlueprintAnimNotifyCustomEvent.K2Node_CallFunction_1021236) LITERAL: Start Fall(/Game/Fjordur/Dinos/Desmodus/Desmodus_Character_BP.Desmodus_Character_BP:BlueprintAnimNotifyCustomEvent.K2Node_CallFunction_214527) LITERAL: End Fall(/Game/Fjordur/Dinos/Desmodus/Desmodus_Character_BP.Desmodus_Character_BP:BlueprintAnimNotifyCustomEvent.K2Node_CallFunction_215563) LITERAL: ResetTamingVars(/Game/Fjordur/Dinos/Desmodus/Desmodus_Character_BP.Desmodus_Character_BP:BPDidClearCarriedCharacter.K2Node_CallFunction_395707) LITERAL: ResetTamingVars(/Game/Fjordur/Dinos/Desmodus/Desmodus_Character_BP.Desmodus_Character_BP:BPDidClearCarriedCharacter.K2Node_CallFunction_408913) LITERAL: Attack To Escape(/Game/Fjordur/Dinos/Desmodus/Desmodus_Character_BP.Desmodus_Character_BP:BPDidSetCarriedCharacter.K2Node_CallFunction_350064) LITERAL: Stop Using Night Vision(/Game/Fjordur/Dinos/Desmodus/Desmodus_Character_BP.Desmodus_Character_BP:BPGetMultiUseEntries.K2Node_CallFunction_290726) LITERAL: Use Night Vision(/Game/Fjordur/Dinos/Desmodus/Desmodus_Character_BP.Desmodus_Character_BP:BPGetMultiUseEntries.K2Node_CallFunction_290726) LITERAL: DecreaseInvisibilityStamina(/Game/Fjordur/Dinos/Desmodus/Desmodus_Character_BP.Desmodus_Character_BP:DecreaseInvisibilityStamina.K2Node_CallFunction_335438) LITERAL: DecreaseInvisibilityStamina(/Game/Fjordur/Dinos/Desmodus/Desmodus_Character_BP.Desmodus_Character_BP:DecreaseInvisibilityStamina.K2Node_CallFunction_336578) LITERAL: Not Enough Stamina(/Game/Fjordur/Dinos/Desmodus/Desmodus_Character_BP.Desmodus_Character_BP:EventGraph.K2Node_CallFunction_142827) LITERAL: BindDayCycleManager(/Game/Fjordur/Dinos/Desmodus/Desmodus_Character_BP.Desmodus_Character_BP:EventGraph.K2Node_CallFunction_194498) LITERAL: Latching Available(/Game/Fjordur/Dinos/Desmodus/Desmodus_Character_BP.Desmodus_Character_BP:EventGraph.K2Node_CallFunction_255660) LITERAL: Latching Not Available(/Game/Fjordur/Dinos/Desmodus/Desmodus_Character_BP.Desmodus_Character_BP:EventGraph.K2Node_CallFunction_255660) LITERAL: CrouchPressed(/Game/Fjordur/Dinos/Desmodus/Desmodus_Character_BP.Desmodus_Character_BP:InterceptInputEvent.K2Node_CallFunction_173671) LITERAL: FirePressed_Controller_Gamepad(/Game/Fjordur/Dinos/Desmodus/Desmodus_Character_BP.Desmodus_Character_BP:InterceptInputEvent.K2Node_CallFunction_178892) LITERAL: ReloadPressed(/Game/Fjordur/Dinos/Desmodus/Desmodus_Character_BP.Desmodus_Character_BP:InterceptInputEvent.K2Node_CallFunction_268367) LITERAL: ReloadReleased(/Game/Fjordur/Dinos/Desmodus/Desmodus_Character_BP.Desmodus_Character_BP:InterceptInputEvent.K2Node_CallFunction_268368) LITERAL: FireReleased_Controller_Gamepad(/Game/Fjordur/Dinos/Desmodus/Desmodus_Character_BP.Desmodus_Character_BP:InterceptInputEvent.K2Node_CallFunction_276381) LITERAL: FireReleased_Controller(/Game/Fjordur/Dinos/Desmodus/Desmodus_Character_BP.Desmodus_Character_BP:InterceptInputEvent.K2Node_CallFunction_276734) LITERAL: TargetingReleased_Controller(/Game/Fjordur/Dinos/Desmodus/Desmodus_Character_BP.Desmodus_Character_BP:InterceptInputEvent.K2Node_CallFunction_276797) LITERAL: TargetingReleased_Controller_Gamepad(/Game/Fjordur/Dinos/Desmodus/Desmodus_Character_BP.Desmodus_Character_BP:InterceptInputEvent.K2Node_CallFunction_276798) LITERAL: FirePressed_Controller(/Game/Fjordur/Dinos/Desmodus/Desmodus_Character_BP.Desmodus_Character_BP:InterceptInputEvent.K2Node_CallFunction_276848) LITERAL: CrouchTogglePressed(/Game/Fjordur/Dinos/Desmodus/Desmodus_Character_BP.Desmodus_Character_BP:InterceptInputEvent.K2Node_CallFunction_276849) LITERAL: TargetingPressed_Controller(/Game/Fjordur/Dinos/Desmodus/Desmodus_Character_BP.Desmodus_Character_BP:InterceptInputEvent.K2Node_CallFunction_276898) LITERAL: TargetingPressed_Controller_Gamepad(/Game/Fjordur/Dinos/Desmodus/Desmodus_Character_BP.Desmodus_Character_BP:InterceptInputEvent.K2Node_CallFunction_276899) LITERAL: ShowMultiUse(/Game/Fjordur/Dinos/Desmodus/Desmodus_Character_BP.Desmodus_Character_BP:InterceptInputEvent.K2Node_CallFunction_278617) LITERAL: SendToServerTryToggleInvisible(/Game/Fjordur/Dinos/Desmodus/Desmodus_Character_BP.Desmodus_Character_BP:InterceptInputEvent.K2Node_CallFunction_279609) LITERAL: SendToServerTryToggleInvisible(/Game/Fjordur/Dinos/Desmodus/Desmodus_Character_BP.Desmodus_Character_BP:InterceptInputEvent.K2Node_CallFunction_424942) LITERAL: ShowMultiUse(/Game/Fjordur/Dinos/Desmodus/Desmodus_Character_BP.Desmodus_Character_BP:InterceptInputEvent.K2Node_CallFunction_430760) LITERAL: Latching Interrupt!(/Game/Fjordur/Dinos/Desmodus/Desmodus_Character_BP.Desmodus_Character_BP:InterruptLatching.K2Node_CallFunction_253355) LITERAL: Successful Latch on Unstasis(/Game/Fjordur/Dinos/Desmodus/Desmodus_Character_BP.Desmodus_Character_BP:LatchToCeilingOnSpawn.K2Node_CallFunction_235721) LITERAL: LatchToCeilingOnSpawn(/Game/Fjordur/Dinos/Desmodus/Desmodus_Character_BP.Desmodus_Character_BP:LatchToCeilingOnSpawn.K2Node_CallFunction_334744) LITERAL: Taming Ineffectiveness Boost: (/Game/Fjordur/Dinos/Desmodus/Desmodus_Character_BP.Desmodus_Character_BP:OnKillGrabbedDino.K2Node_CallFunction_122899) LITERAL: BPDeactivate(/Game/Fjordur/Dinos/Desmodus/Desmodus_Character_BP.Desmodus_Character_BP:RemoveNightVisionForRider.K2Node_CallFunction_200633) LITERAL: BPDeactivate(/Game/Fjordur/Dinos/Desmodus/Desmodus_Character_BP.Desmodus_Character_BP:RemoveNightVisionForRider.K2Node_CallFunction_223571) LITERAL: Not Enough Stamina(/Game/Fjordur/Dinos/Desmodus/Desmodus_Character_BP.Desmodus_Character_BP:SendToServerTryToggleInvisible.K2Node_VariableSet_50807) LITERAL: Invisibility only works at night or latching(/Game/Fjordur/Dinos/Desmodus/Desmodus_Character_BP.Desmodus_Character_BP:SendToServerTryToggleInvisible.K2Node_VariableSet_55164) LITERAL: ShowMultiUse(/Game/Fjordur/Dinos/Desmodus/Desmodus_Character_BP.Desmodus_Character_BP:ShowMultiUse.K2Node_CallFunction_371474) LITERAL: DecreaseInvisibilityStamina(/Game/Fjordur/Dinos/Desmodus/Desmodus_Character_BP.Desmodus_Character_BP:StopInvisibility.K2Node_CallFunction_336578) LITERAL: Fail(/Game/Fjordur/Dinos/Desmodus/Desmodus_Character_BP.Desmodus_Character_BP:TryLatch.K2Node_CallFunction_319031) LITERAL: Vanishes into the shadows by night or while roosting.(/Game/Fjordur/Dinos/Desmodus/Desmodus_Character_BP.Desmodus_Character_BP:TryToggleInvisible.K2Node_CallFunction_322699) LITERAL: DecreaseInvisibilityStamina(/Game/Fjordur/Dinos/Desmodus/Desmodus_Character_BP.Desmodus_Character_BP:TryToggleInvisible.K2Node_CallFunction_335438) LITERAL: Invisibility only works at night (/Game/Fjordur/Dinos/Desmodus/Desmodus_Character_BP.Desmodus_Character_BP:TryToggleInvisible.K2Node_VariableSet_50807) LITERAL: LIFE STEAL [(/Game/Fjordur/Dinos/Desmodus/Desmodus_Character_BP.Desmodus_Character_BP:TryUseBloodPack.K2Node_CallFunction_222589) LITERAL: LIFE STEAL [(/Game/Fjordur/Dinos/Desmodus/Desmodus_Character_BP.Desmodus_Character_BP:TryUseBloodPack.K2Node_CallFunction_341689) LITERAL: {0}%(/Game/Fjordur/Dinos/Desmodus/Desmodus_Character_BP.Desmodus_Character_BP:UpdateHUD.K2Node_FormatText_201) LITERAL: Screech Available(/Game/Fjordur/Dinos/Desmodus/Desmodus_Character_BP.Desmodus_Character_BP:UpdateHUD.K2Node_VariableSet_58158) CONTENT: Echolocated!(/Engine/Transient.REINST_Buff_EchoRevealed_C_0) CONTENT: No escape for you now... Desmodus and its familiars will strike from the shadows to drain your lifeblood!(/Engine/Transient.REINST_Buff_EchoRevealed_C_0) LITERAL: DeactiveParticle(/Game/Fjordur/Dinos/Desmodus/Buff_EchoRevealed.Buff_EchoRevealed:BPSetupForInstigator.K2Node_CallFunction_227025) CONTENT: Echolocated!(/Engine/Transient.Default__REINST_Buff_EchoRevealed_C_40670) CONTENT: No escape for you now... Desmodus and its familiars will strike from the shadows to drain your lifeblood!(/Engine/Transient.Default__REINST_Buff_EchoRevealed_C_40670) CONTENT: Echolocated!(/Engine/Transient.REINST_Buff_EchoRevealed_C_1) CONTENT: No escape for you now... Desmodus and its familiars will strike from the shadows to drain your lifeblood!(/Engine/Transient.REINST_Buff_EchoRevealed_C_1) CONTENT: Invisible(/Engine/Transient.REINST_Buff_DesmodusInvisible_C_0) CONTENT: Cloaked in shadows.(/Engine/Transient.REINST_Buff_DesmodusInvisible_C_0) LITERAL: deactivate on weapon fire(/Game/Fjordur/Dinos/Desmodus/Buff_DesmodusInvisible.Buff_DesmodusInvisible:EventGraph.K2Node_CallFunction_177476) LITERAL: deactivated(/Game/Fjordur/Dinos/Desmodus/Buff_DesmodusInvisible.Buff_DesmodusInvisible:BPDeactivated.K2Node_CallFunction_180844) LITERAL: DecreaseInvisibilityStamina(/Game/Fjordur/Dinos/Desmodus/Buff_DesmodusInvisible.Buff_DesmodusInvisible:BPDeactivated.K2Node_CallFunction_365939) LITERAL: deactivated from damage(/Game/Fjordur/Dinos/Desmodus/Buff_DesmodusInvisible.Buff_DesmodusInvisible:NotifyDamage.K2Node_CallFunction_177476) LITERAL: StopInvisibility(/Game/Fjordur/Dinos/Desmodus/Buff_DesmodusInvisible.Buff_DesmodusInvisible:BPPreventInstigatorAttack.K2Node_CallFunction_183373) LITERAL: deactivated on attack 2(/Game/Fjordur/Dinos/Desmodus/Buff_DesmodusInvisible.Buff_DesmodusInvisible:BuffTickServer.K2Node_CallFunction_177476) LITERAL: Is Near Boss(/Game/Fjordur/Dinos/Desmodus/Buff_DesmodusInvisible.Buff_DesmodusInvisible:BuffTickServer.K2Node_CallFunction_199994) LITERAL: Is Near Boss(/Game/Fjordur/Dinos/Desmodus/Buff_DesmodusInvisible.Buff_DesmodusInvisible:BuffTickServer.K2Node_CallFunction_201100) LITERAL: Is Near Boss(/Game/Fjordur/Dinos/Desmodus/Buff_DesmodusInvisible.Buff_DesmodusInvisible:BuffTickServer.K2Node_CallFunction_200527) LITERAL: Is Near Boss(/Game/Fjordur/Dinos/Desmodus/Buff_DesmodusInvisible.Buff_DesmodusInvisible:BuffTickServer.K2Node_CallFunction_197912) LITERAL: Is Near Boss(/Game/Fjordur/Dinos/Desmodus/Buff_DesmodusInvisible.Buff_DesmodusInvisible:BuffTickServer.K2Node_CallFunction_200526) LITERAL: Reset Base Targeting Desirability(/Game/Fjordur/Dinos/Desmodus/Buff_DesmodusInvisible.Buff_DesmodusInvisible:BuffTickServer.K2Node_CallFunction_261153) LITERAL: Reset Base Targeting Desirability(/Game/Fjordur/Dinos/Desmodus/Buff_DesmodusInvisible.Buff_DesmodusInvisible:BuffTickServer.K2Node_CallFunction_280822) LITERAL: Hello(/Game/Fjordur/Dinos/Desmodus/Buff_DesmodusInvisible.Buff_DesmodusInvisible:BuffTickClient.K2Node_CallFunction_264472) LITERAL: IsCamoActive {0} IsMoving {1}(/Game/Fjordur/Dinos/Desmodus/Buff_DesmodusInvisible.Buff_DesmodusInvisible:BuffTickClient.K2Node_FormatText_193) LITERAL: Is Near Boss(/Game/Fjordur/Dinos/Desmodus/Buff_DesmodusInvisible.Buff_DesmodusInvisible:PreventActorTargeting.K2Node_CallFunction_202069) LITERAL: Is Near Boss(/Game/Fjordur/Dinos/Desmodus/Buff_DesmodusInvisible.Buff_DesmodusInvisible:PreventActorTargeting.K2Node_CallFunction_181668) LITERAL: deactivate cause no more vailid dinos(/Game/Fjordur/Dinos/Desmodus/Buff_DesmodusInvisible.Buff_DesmodusInvisible:Remove Cloak Origin Dino.K2Node_CallFunction_177476) LITERAL: Update Mate Boost On Timer(/Game/Fjordur/Dinos/Desmodus/Buff_DesmodusInvisible.Buff_DesmodusInvisible:lfl is valid and cloaked.K2Node_CallFunction_380622) LITERAL: Update Mate Boost On Timer(/Game/Fjordur/Dinos/Desmodus/Buff_DesmodusInvisible.Buff_DesmodusInvisible:lfl is valid and cloaked.K2Node_CallFunction_381757) CONTENT: Invisible(/Engine/Transient.Default__REINST_Buff_DesmodusInvisible_C_40677) CONTENT: Cloaked in shadows.(/Engine/Transient.Default__REINST_Buff_DesmodusInvisible_C_40677) LITERAL: IsCamoActive {0} IsMoving {1}(/Game/Fjordur/Dinos/Desmodus/Buff_DesmodusInvisible.Buff_DesmodusInvisible:EdGraph_133583.K2Node_CallFunction_341405) LITERAL: 0(/Game/Fjordur/Dinos/Desmodus/Buff_DesmodusInvisible.Buff_DesmodusInvisible:EdGraph_133583.K2Node_MakeStruct_2706) LITERAL: 1(/Game/Fjordur/Dinos/Desmodus/Buff_DesmodusInvisible.Buff_DesmodusInvisible:EdGraph_133583.K2Node_MakeStruct_2707) CONTENT: Invisible(/Engine/Transient.REINST_Buff_DesmodusInvisible_C_1) CONTENT: Cloaked in shadows.(/Engine/Transient.REINST_Buff_DesmodusInvisible_C_1) CONTENT: Sanguine Drain(/Engine/Transient.REINST_Buff_DesmodusLifeStealingFromCarriedCharacter_C_0) CONTENT: Feeding on precious lifeblood.(/Engine/Transient.REINST_Buff_DesmodusLifeStealingFromCarriedCharacter_C_0) CONTENT: Sanguine Drain(/Engine/Transient.Default__REINST_Buff_DesmodusLifeStealingFromCarriedCharacter_C_40684) CONTENT: Feeding on precious lifeblood.(/Engine/Transient.Default__REINST_Buff_DesmodusLifeStealingFromCarriedCharacter_C_40684) CONTENT: Sanguine Drain(/Engine/Transient.REINST_Buff_DesmodusLifeStealingFromCarriedCharacter_C_1) CONTENT: Feeding on precious lifeblood.(/Engine/Transient.REINST_Buff_DesmodusLifeStealingFromCarriedCharacter_C_1) CONTENT: Night Vision(/Engine/Transient.REINST_Buff_Desmodus_NightVision_C_0) CONTENT: All senses are focused on prey.(/Engine/Transient.REINST_Buff_Desmodus_NightVision_C_0) LITERAL: Turn Off Night Vision(/Game/Fjordur/Dinos/Desmodus/Buff_Desmodus_NightVision.Buff_Desmodus_NightVision:BPGetMultiUseEntries.K2Node_CallFunction_290726) LITERAL: Turn On Night Vision(/Game/Fjordur/Dinos/Desmodus/Buff_Desmodus_NightVision.Buff_Desmodus_NightVision:BPGetMultiUseEntries.K2Node_CallFunction_290726) LITERAL: ShowMultiUse(/Game/Fjordur/Dinos/Desmodus/Buff_Desmodus_NightVision.Buff_Desmodus_NightVision:BuffOverrideInventoryAccessInput.K2Node_CallFunction_313622) LITERAL: ShowMultiUse(/Game/Fjordur/Dinos/Desmodus/Buff_Desmodus_NightVision.Buff_Desmodus_NightVision:BuffOverrideInventoryAccessInput.K2Node_CallFunction_364366) LITERAL: ShowMultiUse(/Game/Fjordur/Dinos/Desmodus/Buff_Desmodus_NightVision.Buff_Desmodus_NightVision:BuffOverrideInventoryAccessInput.K2Node_CallFunction_364878) CONTENT: Night Vision(/Engine/Transient.Default__REINST_Buff_Desmodus_NightVision_C_40691) CONTENT: All senses are focused on prey.(/Engine/Transient.Default__REINST_Buff_Desmodus_NightVision_C_40691) CONTENT: Night Vision(/Engine/Transient.REINST_Buff_Desmodus_NightVision_C_1) CONTENT: All senses are focused on prey.(/Engine/Transient.REINST_Buff_Desmodus_NightVision_C_1) CONTENT: Sanguine Elixir(/Engine/Transient.REINST_PrimalItem_SanguineElixir_C_0) CONTENT: Tastes salty and metallic, yet still strangely alluring to hungry creatures...(/Engine/Transient.REINST_PrimalItem_SanguineElixir_C_0) CONTENT: Consumables(/Engine/Transient.REINST_PrimalItem_SanguineElixir_C_0) CONTENT: Sanguine Elixir(/Engine/Transient.Default__REINST_PrimalItem_SanguineElixir_C_40708) CONTENT: Tastes salty and metallic, yet still strangely alluring to hungry creatures...(/Engine/Transient.Default__REINST_PrimalItem_SanguineElixir_C_40708) CONTENT: Consumables(/Engine/Transient.Default__REINST_PrimalItem_SanguineElixir_C_40708) CONTENT: Sanguine Elixir(/Engine/Transient.REINST_PrimalItem_SanguineElixir_C_1) CONTENT: Tastes salty and metallic, yet still strangely alluring to hungry creatures...(/Engine/Transient.REINST_PrimalItem_SanguineElixir_C_1) CONTENT: Consumables(/Engine/Transient.REINST_PrimalItem_SanguineElixir_C_1) CONTENT: base(/Game/Fjordur/Dinos/Desmodus/DinoColorSet_Desmodus.Default__DinoColorSet_Desmodus_C) CONTENT: stripe(/Game/Fjordur/Dinos/Desmodus/DinoColorSet_Desmodus.Default__DinoColorSet_Desmodus_C) CONTENT: wing veins(/Game/Fjordur/Dinos/Desmodus/DinoColorSet_Desmodus.Default__DinoColorSet_Desmodus_C) CONTENT: back(/Game/Fjordur/Dinos/Desmodus/DinoColorSet_Desmodus.Default__DinoColorSet_Desmodus_C) CONTENT: wings(/Game/Fjordur/Dinos/Desmodus/DinoColorSet_Desmodus.Default__DinoColorSet_Desmodus_C) CONTENT: Echolocation(/Engine/Transient.REINST_Buff_EcholocationDetect_C_0) CONTENT: Sight without seeing, wayfinding by echoed shrieks.(/Engine/Transient.REINST_Buff_EcholocationDetect_C_0) CONTENT: Echolocation(/Engine/Transient.Default__REINST_Buff_EcholocationDetect_C_40725) CONTENT: Sight without seeing, wayfinding by echoed shrieks.(/Engine/Transient.Default__REINST_Buff_EcholocationDetect_C_40725) CONTENT: Echolocation(/Engine/Transient.REINST_Buff_EcholocationDetect_C_1) CONTENT: Sight without seeing, wayfinding by echoed shrieks.(/Engine/Transient.REINST_Buff_EcholocationDetect_C_1) CONTENT: Idle(/Engine/Transient.Default__REINST_Desmodus_Character_BP_C_40732) CONTENT: Cute(/Engine/Transient.Default__REINST_Desmodus_Character_BP_C_40732) CONTENT: Action(/Engine/Transient.Default__REINST_Desmodus_Character_BP_C_40732) CONTENT: pelvis(/Engine/Transient.Default__REINST_Desmodus_Character_BP_C_40732) CONTENT: Move(/Engine/Transient.Default__REINST_Desmodus_Character_BP_C_40732) CONTENT: pelvis(/Engine/Transient.Default__REINST_Desmodus_Character_BP_C_40732) CONTENT: Move2(/Engine/Transient.Default__REINST_Desmodus_Character_BP_C_40732) CONTENT: Desmodus(/Engine/Transient.Default__REINST_Desmodus_Character_BP_C_40732) LITERAL: {0}%(/Game/Fjordur/Dinos/Desmodus/Desmodus_Character_BP.Desmodus_Character_BP:EdGraph_134152.K2Node_CallFunction_342423) LITERAL: 0(/Game/Fjordur/Dinos/Desmodus/Desmodus_Character_BP.Desmodus_Character_BP:EdGraph_134152.K2Node_MakeStruct_2708) CONTENT: Idle(/Engine/Transient.REINST_Desmodus_Character_BP_C_1) CONTENT: Cute(/Engine/Transient.REINST_Desmodus_Character_BP_C_1) CONTENT: Action(/Engine/Transient.REINST_Desmodus_Character_BP_C_1) CONTENT: pelvis(/Engine/Transient.REINST_Desmodus_Character_BP_C_1) CONTENT: Move(/Engine/Transient.REINST_Desmodus_Character_BP_C_1) CONTENT: pelvis(/Engine/Transient.REINST_Desmodus_Character_BP_C_1) CONTENT: Move2(/Engine/Transient.REINST_Desmodus_Character_BP_C_1) CONTENT: Desmodus(/Engine/Transient.REINST_Desmodus_Character_BP_C_1) CONTENT: (/Engine/Transient.REINST_DesmodusHUD_C_158:WidgetTree_947.TextBlock2) CONTENT: (/Game/Fjordur/Dinos/Desmodus/DesmodusHUD.DesmodusHUD_C:WidgetTree_951.TextBlock2) CONTENT: Echolocated!(/Engine/Transient.Default__REINST_Buff_EchoRevealed_C_40740) CONTENT: No escape for you now... Desmodus and its familiars will strike from the shadows to drain your lifeblood!(/Engine/Transient.Default__REINST_Buff_EchoRevealed_C_40740) CONTENT: Echolocated!(/Game/Fjordur/Dinos/Desmodus/Buff_EchoRevealed.Default__Buff_EchoRevealed_C) CONTENT: No escape for you now... Desmodus and its familiars will strike from the shadows to drain your lifeblood!(/Game/Fjordur/Dinos/Desmodus/Buff_EchoRevealed.Default__Buff_EchoRevealed_C) CONTENT: Invisible(/Engine/Transient.Default__REINST_Buff_DesmodusInvisible_C_40744) CONTENT: Cloaked in shadows.(/Engine/Transient.Default__REINST_Buff_DesmodusInvisible_C_40744) LITERAL: IsCamoActive {0} IsMoving {1}(/Game/Fjordur/Dinos/Desmodus/Buff_DesmodusInvisible.Buff_DesmodusInvisible:EdGraph_134276.K2Node_CallFunction_343167) LITERAL: 0(/Game/Fjordur/Dinos/Desmodus/Buff_DesmodusInvisible.Buff_DesmodusInvisible:EdGraph_134276.K2Node_MakeStruct_2711) LITERAL: 1(/Game/Fjordur/Dinos/Desmodus/Buff_DesmodusInvisible.Buff_DesmodusInvisible:EdGraph_134276.K2Node_MakeStruct_2712) CONTENT: Cloaking Requires Mate Boost On Shadowmanes(/Game/Fjordur/Dinos/Desmodus/Buff_DesmodusInvisible.Default__Buff_DesmodusInvisible_C) CONTENT: Invisible(/Game/Fjordur/Dinos/Desmodus/Buff_DesmodusInvisible.Default__Buff_DesmodusInvisible_C) CONTENT: Cloaked in shadows.(/Game/Fjordur/Dinos/Desmodus/Buff_DesmodusInvisible.Default__Buff_DesmodusInvisible_C) CONTENT: Sanguine Drain(/Engine/Transient.Default__REINST_Buff_DesmodusLifeStealingFromCarriedCharacter_C_40748) CONTENT: Feeding on precious lifeblood.(/Engine/Transient.Default__REINST_Buff_DesmodusLifeStealingFromCarriedCharacter_C_40748) CONTENT: Sanguine Drain(/Game/Fjordur/Dinos/Desmodus/Buff_DesmodusLifeStealingFromCarriedCharacter.Default__Buff_DesmodusLifeStealingFromCarriedCharacter_C) CONTENT: Feeding on precious lifeblood.(/Game/Fjordur/Dinos/Desmodus/Buff_DesmodusLifeStealingFromCarriedCharacter.Default__Buff_DesmodusLifeStealingFromCarriedCharacter_C) CONTENT: Night Vision(/Engine/Transient.Default__REINST_Buff_Desmodus_NightVision_C_40752) CONTENT: All senses are focused on prey.(/Engine/Transient.Default__REINST_Buff_Desmodus_NightVision_C_40752) CONTENT: Night Vision(/Game/Fjordur/Dinos/Desmodus/Buff_Desmodus_NightVision.Default__Buff_Desmodus_NightVision_C) CONTENT: All senses are focused on prey.(/Game/Fjordur/Dinos/Desmodus/Buff_Desmodus_NightVision.Default__Buff_Desmodus_NightVision_C) CONTENT: Sanguine Elixir(/Engine/Transient.Default__REINST_PrimalItem_SanguineElixir_C_40760) CONTENT: Tastes salty and metallic, yet still strangely alluring to hungry creatures...(/Engine/Transient.Default__REINST_PrimalItem_SanguineElixir_C_40760) CONTENT: Consumables(/Engine/Transient.Default__REINST_PrimalItem_SanguineElixir_C_40760) CONTENT: Sanguine Elixir(/Game/Fjordur/Dinos/Desmodus/PrimalItem_SanguineElixir.Default__PrimalItem_SanguineElixir_C) CONTENT: Tastes salty and metallic, yet still strangely alluring to hungry creatures...(/Game/Fjordur/Dinos/Desmodus/PrimalItem_SanguineElixir.Default__PrimalItem_SanguineElixir_C) CONTENT: Consumables(/Game/Fjordur/Dinos/Desmodus/PrimalItem_SanguineElixir.Default__PrimalItem_SanguineElixir_C) CONTENT: Echolocation(/Engine/Transient.Default__REINST_Buff_EcholocationDetect_C_40768) CONTENT: Sight without seeing, wayfinding by echoed shrieks.(/Engine/Transient.Default__REINST_Buff_EcholocationDetect_C_40768) CONTENT: Echolocation(/Game/Fjordur/Dinos/Desmodus/Buff_EcholocationDetect.Default__Buff_EcholocationDetect_C) CONTENT: Sight without seeing, wayfinding by echoed shrieks.(/Game/Fjordur/Dinos/Desmodus/Buff_EcholocationDetect.Default__Buff_EcholocationDetect_C) CONTENT: Idle(/Engine/Transient.Default__REINST_Desmodus_Character_BP_C_40772) CONTENT: Cute(/Engine/Transient.Default__REINST_Desmodus_Character_BP_C_40772) CONTENT: Action(/Engine/Transient.Default__REINST_Desmodus_Character_BP_C_40772) CONTENT: pelvis(/Engine/Transient.Default__REINST_Desmodus_Character_BP_C_40772) CONTENT: Move(/Engine/Transient.Default__REINST_Desmodus_Character_BP_C_40772) CONTENT: pelvis(/Engine/Transient.Default__REINST_Desmodus_Character_BP_C_40772) CONTENT: Move2(/Engine/Transient.Default__REINST_Desmodus_Character_BP_C_40772) CONTENT: Desmodus(/Engine/Transient.Default__REINST_Desmodus_Character_BP_C_40772) LITERAL: {0}%(/Game/Fjordur/Dinos/Desmodus/Desmodus_Character_BP.Desmodus_Character_BP:EdGraph_134614.K2Node_CallFunction_343708) LITERAL: 0(/Game/Fjordur/Dinos/Desmodus/Desmodus_Character_BP.Desmodus_Character_BP:EdGraph_134614.K2Node_MakeStruct_2713) CONTENT: Idle(/Game/Fjordur/Dinos/Desmodus/Desmodus_Character_BP.Default__Desmodus_Character_BP_C) CONTENT: Cute(/Game/Fjordur/Dinos/Desmodus/Desmodus_Character_BP.Default__Desmodus_Character_BP_C) CONTENT: Action(/Game/Fjordur/Dinos/Desmodus/Desmodus_Character_BP.Default__Desmodus_Character_BP_C) CONTENT: pelvis(/Game/Fjordur/Dinos/Desmodus/Desmodus_Character_BP.Default__Desmodus_Character_BP_C) CONTENT: Move(/Game/Fjordur/Dinos/Desmodus/Desmodus_Character_BP.Default__Desmodus_Character_BP_C) CONTENT: pelvis(/Game/Fjordur/Dinos/Desmodus/Desmodus_Character_BP.Default__Desmodus_Character_BP_C) CONTENT: Move2(/Game/Fjordur/Dinos/Desmodus/Desmodus_Character_BP.Default__Desmodus_Character_BP_C) CONTENT: Desmodus(/Game/Fjordur/Dinos/Desmodus/Desmodus_Character_BP.Default__Desmodus_Character_BP_C) CONTENT: main(/Game/Fjordur/Dinos/Fjordhawk/DinoColorSet_Fjordhawk.Default__DinoColorSet_Fjordhawk_C) CONTENT: feet(/Game/Fjordur/Dinos/Fjordhawk/DinoColorSet_Fjordhawk.Default__DinoColorSet_Fjordhawk_C) CONTENT: stripes(/Game/Fjordur/Dinos/Fjordhawk/DinoColorSet_Fjordhawk.Default__DinoColorSet_Fjordhawk_C) CONTENT: not used(/Game/Fjordur/Dinos/Fjordhawk/DinoColorSet_Fjordhawk.Default__DinoColorSet_Fjordhawk_C) CONTENT: belly(/Game/Fjordur/Dinos/Fjordhawk/DinoColorSet_Fjordhawk.Default__DinoColorSet_Fjordhawk_C) CONTENT: back(/Game/Fjordur/Dinos/Fjordhawk/DinoColorSet_Fjordhawk.Default__DinoColorSet_Fjordhawk_C) LITERAL: Fjordhawk: Teleported(/Game/Fjordur/Dinos/Fjordhawk/Fjordhawk_AIController_BP.Fjordhawk_AIController_BP:CheckForRespawnedPlayer.K2Node_CallFunction_156416) LITERAL: Fjordhawk: Teleport Failed(/Game/Fjordur/Dinos/Fjordhawk/Fjordhawk_AIController_BP.Fjordhawk_AIController_BP:CheckForRespawnedPlayer.K2Node_CallFunction_156416) LITERAL: CheckForRespawnedPlayer(/Game/Fjordur/Dinos/Fjordhawk/Fjordhawk_AIController_BP.Fjordhawk_AIController_BP:CheckForRespawnedPlayer.K2Node_CallFunction_214563) LITERAL: Fjordhawk Teleport from {0} to {1}(/Game/Fjordur/Dinos/Fjordhawk/Fjordhawk_AIController_BP.Fjordhawk_AIController_BP:CheckForRespawnedPlayer.K2Node_FormatText_223) LITERAL: Fjordhawk Teleport Destination(/Game/Fjordur/Dinos/Fjordhawk/Fjordhawk_AIController_BP.Fjordhawk_AIController_BP:CheckForRespawnedPlayer.K2Node_MakeStruct_1614) LITERAL: CheckForRespawnedPlayer(/Game/Fjordur/Dinos/Fjordhawk/Fjordhawk_AIController_BP.Fjordhawk_AIController_BP:StartWaitingForRespawn.K2Node_CallFunction_212728) CONTENT: Walk(/Engine/Transient.REINST_Fjordhawk_Character_BP_C_0) CONTENT: Fly(/Engine/Transient.REINST_Fjordhawk_Character_BP_C_0) CONTENT: Spine_02_Jnt(/Engine/Transient.REINST_Fjordhawk_Character_BP_C_0) CONTENT: Eat(/Engine/Transient.REINST_Fjordhawk_Character_BP_C_0) CONTENT: Launch(/Engine/Transient.REINST_Fjordhawk_Character_BP_C_0) CONTENT: Spine_02_Jnt(/Engine/Transient.REINST_Fjordhawk_Character_BP_C_0) CONTENT: Action(/Engine/Transient.REINST_Fjordhawk_Character_BP_C_0) CONTENT: Spine_02_Jnt(/Engine/Transient.REINST_Fjordhawk_Character_BP_C_0) CONTENT: Idle(/Engine/Transient.REINST_Fjordhawk_Character_BP_C_0) CONTENT: Fjordhawk(/Engine/Transient.REINST_Fjordhawk_Character_BP_C_0) LITERAL: AllowLand(/Game/Fjordur/Dinos/Fjordhawk/Fjordhawk_Character_BP.Fjordhawk_Character_BP:AllowLanding.K2Node_CallFunction_252023) LITERAL: BreakShield(/Game/Fjordur/Dinos/Fjordhawk/Fjordhawk_Character_BP.Fjordhawk_Character_BP:BP_ForceAllowAddBuff.K2Node_CallFunction_309770) LITERAL: BreakShield(/Game/Fjordur/Dinos/Fjordhawk/Fjordhawk_Character_BP.Fjordhawk_Character_BP:BP_ForceAllowAddBuff.K2Node_CallFunction_311173) LITERAL: BreakShield(/Game/Fjordur/Dinos/Fjordhawk/Fjordhawk_Character_BP.Fjordhawk_Character_BP:BPAdjustDamage.K2Node_CallFunction_309770) LITERAL: BreakShield(/Game/Fjordur/Dinos/Fjordhawk/Fjordhawk_Character_BP.Fjordhawk_Character_BP:BPAdjustDamage.K2Node_CallFunction_311173) LITERAL: UpdateVisibilityAfterUnstasis(/Game/Fjordur/Dinos/Fjordhawk/Fjordhawk_Character_BP.Fjordhawk_Character_BP:BPDinoPostBeginPlay.K2Node_CallFunction_254753) LITERAL: CheckForPlayerDeath(/Game/Fjordur/Dinos/Fjordhawk/Fjordhawk_Character_BP.Fjordhawk_Character_BP:BPOnClearMountedDino.K2Node_CallFunction_186529) LITERAL: UpdateVisibilityAfterUnstasis(/Game/Fjordur/Dinos/Fjordhawk/Fjordhawk_Character_BP.Fjordhawk_Character_BP:BPPostLoadedFromSaveGame.K2Node_CallFunction_254753) LITERAL: CheckForPlayerDeath(/Game/Fjordur/Dinos/Fjordhawk/Fjordhawk_Character_BP.Fjordhawk_Character_BP:BPPreventStasis.K2Node_CallFunction_160032) LITERAL: UpdateForcedTickSetting(/Game/Fjordur/Dinos/Fjordhawk/Fjordhawk_Character_BP.Fjordhawk_Character_BP:BPPreventStasis.K2Node_CallFunction_187027) LITERAL: UpdateVisibilityAfterUnstasis(/Game/Fjordur/Dinos/Fjordhawk/Fjordhawk_Character_BP.Fjordhawk_Character_BP:BPUnstasis.K2Node_CallFunction_254753) LITERAL: RestoreShield(/Game/Fjordur/Dinos/Fjordhawk/Fjordhawk_Character_BP.Fjordhawk_Character_BP:BreakShield.K2Node_CallFunction_129985) LITERAL: TryLanding(/Game/Fjordur/Dinos/Fjordhawk/Fjordhawk_Character_BP.Fjordhawk_Character_BP:CheckForLootDrop.K2Node_CallFunction_187403) LITERAL: disableland(/Game/Fjordur/Dinos/Fjordhawk/Fjordhawk_Character_BP.Fjordhawk_Character_BP:Disable Landing.K2Node_CallFunction_253031) LITERAL: AllowLanding(/Game/Fjordur/Dinos/Fjordhawk/Fjordhawk_Character_BP.Fjordhawk_Character_BP:DropLoot.K2Node_CallFunction_221966) LITERAL: FinishedTame(/Game/Fjordur/Dinos/Fjordhawk/Fjordhawk_Character_BP.Fjordhawk_Character_BP:Eat Corpse.K2Node_CallFunction_223058) LITERAL: FinishEating(/Game/Fjordur/Dinos/Fjordhawk/Fjordhawk_Character_BP.Fjordhawk_Character_BP:Eat Corpse.K2Node_CallFunction_375382) LITERAL: UpdateVisibilityAfterUnstasis(/Game/Fjordur/Dinos/Fjordhawk/Fjordhawk_Character_BP.Fjordhawk_Character_BP:EventGraph.K2Node_CallFunction_254753) LITERAL: HideDino(/Game/Fjordur/Dinos/Fjordhawk/Fjordhawk_Character_BP.Fjordhawk_Character_BP:EventGraph.K2Node_CallFunction_263556) LITERAL: VerifyEscape(/Game/Fjordur/Dinos/Fjordhawk/Fjordhawk_Character_BP.Fjordhawk_Character_BP:EventGraph.K2Node_CallFunction_296888) LITERAL: UpdateVis {0} {1} {2}(/Game/Fjordur/Dinos/Fjordhawk/Fjordhawk_Character_BP.Fjordhawk_Character_BP:EventGraph.K2Node_FormatText_83) LITERAL: FinishedTame(/Game/Fjordur/Dinos/Fjordhawk/Fjordhawk_Character_BP.Fjordhawk_Character_BP:FinishedTame.K2Node_CallFunction_230464) LITERAL: flip(/Game/Fjordur/Dinos/Fjordhawk/Fjordhawk_Character_BP.Fjordhawk_Character_BP:GetApproachPoint.K2Node_CallFunction_175920) LITERAL: WildLookForCorpses(/Game/Fjordur/Dinos/Fjordhawk/Fjordhawk_Character_BP.Fjordhawk_Character_BP:LootCache.K2Node_CallFunction_305357) LITERAL: PostLaunchUpdate(/Game/Fjordur/Dinos/Fjordhawk/Fjordhawk_Character_BP.Fjordhawk_Character_BP:OnLaunched.K2Node_CallFunction_209258) LITERAL: HideDino(/Game/Fjordur/Dinos/Fjordhawk/Fjordhawk_Character_BP.Fjordhawk_Character_BP:RetrievePlayerInventory.K2Node_CallFunction_192825) LITERAL: VerifyEscape(/Game/Fjordur/Dinos/Fjordhawk/Fjordhawk_Character_BP.Fjordhawk_Character_BP:RetrievePlayerInventory.K2Node_CallFunction_296888) LITERAL: -/-(/Game/Fjordur/Dinos/Fjordhawk/Fjordhawk_Character_BP.Fjordhawk_Character_BP:ServerUpdate.K2Node_CallFunction_300341) LITERAL: UpdateForcedTickSetting(/Game/Fjordur/Dinos/Fjordhawk/Fjordhawk_Character_BP.Fjordhawk_Character_BP:UpdateForcedTickSetting.K2Node_CallFunction_429863) LITERAL: WildLookForCorpses(/Game/Fjordur/Dinos/Fjordhawk/Fjordhawk_Character_BP.Fjordhawk_Character_BP:WildLookForCorpses.K2Node_CallFunction_305357) CONTENT: Fjordhawk Invulnerable(/Engine/Transient.REINST_Fjordhawk_Mounted_Buff_C_0) LITERAL: UpdateNearbyTargets(/Game/Fjordur/Dinos/Fjordhawk/Fjordhawk_Mounted_Buff.Fjordhawk_Mounted_Buff:BPSetupForInstigator.K2Node_CallFunction_180977) LITERAL: HideCrosshair(/Game/Fjordur/Dinos/Fjordhawk/Fjordhawk_Mounted_Buff.Fjordhawk_Mounted_Buff:CheckForTarget.K2Node_CallFunction_275625) LITERAL: HideCrosshair(/Game/Fjordur/Dinos/Fjordhawk/Fjordhawk_Mounted_Buff.Fjordhawk_Mounted_Buff:CheckForTarget.K2Node_CallFunction_276480) CONTENT: Fjordhawk Invulnerable(/Engine/Transient.Default__REINST_Fjordhawk_Mounted_Buff_C_40799) CONTENT: Fjordhawk Invulnerable(/Engine/Transient.REINST_Fjordhawk_Mounted_Buff_C_1) CONTENT: Fjordhawk Egg(/Game/Fjordur/Dinos/Fjordhawk/PrimalItemConsumable_Egg_Fjordhawk.Default__PrimalItemConsumable_Egg_Fjordhawk_C) CONTENT: Fertilized Fjordhawk Egg(/Game/Fjordur/Dinos/Fjordhawk/PrimalItemConsumable_Egg_Fjordhawk_Fertilized.Default__PrimalItemConsumable_Egg_Fjordhawk_Fertilized_C) CONTENT: Walk(/Engine/Transient.Default__REINST_Fjordhawk_Character_BP_C_40808) CONTENT: Fly(/Engine/Transient.Default__REINST_Fjordhawk_Character_BP_C_40808) CONTENT: Spine_02_Jnt(/Engine/Transient.Default__REINST_Fjordhawk_Character_BP_C_40808) CONTENT: Eat(/Engine/Transient.Default__REINST_Fjordhawk_Character_BP_C_40808) CONTENT: Launch(/Engine/Transient.Default__REINST_Fjordhawk_Character_BP_C_40808) CONTENT: Spine_02_Jnt(/Engine/Transient.Default__REINST_Fjordhawk_Character_BP_C_40808) CONTENT: Action(/Engine/Transient.Default__REINST_Fjordhawk_Character_BP_C_40808) CONTENT: Spine_02_Jnt(/Engine/Transient.Default__REINST_Fjordhawk_Character_BP_C_40808) CONTENT: Idle(/Engine/Transient.Default__REINST_Fjordhawk_Character_BP_C_40808) CONTENT: Fjordhawk(/Engine/Transient.Default__REINST_Fjordhawk_Character_BP_C_40808) LITERAL: UpdateVis {0} {1} {2}(/Game/Fjordur/Dinos/Fjordhawk/Fjordhawk_Character_BP.Fjordhawk_Character_BP:ExecuteUbergraph_Fjordhawk_Character_BP.K2Node_CallFunction_344173) LITERAL: 0(/Game/Fjordur/Dinos/Fjordhawk/Fjordhawk_Character_BP.Fjordhawk_Character_BP:ExecuteUbergraph_Fjordhawk_Character_BP.K2Node_MakeStruct_2714) LITERAL: 1(/Game/Fjordur/Dinos/Fjordhawk/Fjordhawk_Character_BP.Fjordhawk_Character_BP:ExecuteUbergraph_Fjordhawk_Character_BP.K2Node_MakeStruct_2715) LITERAL: 2(/Game/Fjordur/Dinos/Fjordhawk/Fjordhawk_Character_BP.Fjordhawk_Character_BP:ExecuteUbergraph_Fjordhawk_Character_BP.K2Node_MakeStruct_2716) CONTENT: Walk(/Engine/Transient.REINST_Fjordhawk_Character_BP_C_1) CONTENT: Fly(/Engine/Transient.REINST_Fjordhawk_Character_BP_C_1) CONTENT: Spine_02_Jnt(/Engine/Transient.REINST_Fjordhawk_Character_BP_C_1) CONTENT: Eat(/Engine/Transient.REINST_Fjordhawk_Character_BP_C_1) CONTENT: Launch(/Engine/Transient.REINST_Fjordhawk_Character_BP_C_1) CONTENT: Spine_02_Jnt(/Engine/Transient.REINST_Fjordhawk_Character_BP_C_1) CONTENT: Action(/Engine/Transient.REINST_Fjordhawk_Character_BP_C_1) CONTENT: Spine_02_Jnt(/Engine/Transient.REINST_Fjordhawk_Character_BP_C_1) CONTENT: Idle(/Engine/Transient.REINST_Fjordhawk_Character_BP_C_1) CONTENT: Fjordhawk(/Engine/Transient.REINST_Fjordhawk_Character_BP_C_1) LITERAL: BTT Target (/Game/Fjordur/Dinos/Fjordhawk/BTD_Fjordhawk_HasCorpseTarget.BTD_Fjordhawk_HasCorpseTarget:EventGraph.K2Node_CallFunction_177825) LITERAL: BTT Loot Target (/Game/Fjordur/Dinos/Fjordhawk/BTD_Fjordhawk_HasCorpseTarget.BTD_Fjordhawk_HasCorpseTarget:EventGraph.K2Node_CallFunction_183660) LITERAL: BTT No Corpse to Target(/Game/Fjordur/Dinos/Fjordhawk/BTD_Fjordhawk_HasCorpseTarget.BTD_Fjordhawk_HasCorpseTarget:EventGraph.K2Node_CallFunction_220072) LITERAL: No Loot(/Game/Fjordur/Dinos/Fjordhawk/BTD_Fjordhawk_HasLootTarget.BTD_Fjordhawk_HasLootTarget:EventGraph.K2Node_CallFunction_395581) LITERAL: HasLoo(/Game/Fjordur/Dinos/Fjordhawk/BTD_Fjordhawk_HasLootTarget.BTD_Fjordhawk_HasLootTarget:EventGraph.K2Node_CallFunction_395846) LITERAL: Fjordhawk Teleport from {0} to {1}(/Game/Fjordur/Dinos/Fjordhawk/Fjordhawk_AIController_BP.Fjordhawk_AIController_BP:EdGraph_135172.K2Node_CallFunction_344634) LITERAL: 0(/Game/Fjordur/Dinos/Fjordhawk/Fjordhawk_AIController_BP.Fjordhawk_AIController_BP:EdGraph_135172.K2Node_MakeStruct_2717) LITERAL: 1(/Game/Fjordur/Dinos/Fjordhawk/Fjordhawk_AIController_BP.Fjordhawk_AIController_BP:EdGraph_135172.K2Node_MakeStruct_2718) LITERAL: Fjordhawk Teleport from {0} to {1}(/Game/Fjordur/Dinos/Fjordhawk/Fjordhawk_AIController_BP.Fjordhawk_AIController_BP:EdGraph_135202.K2Node_CallFunction_344641) LITERAL: 0(/Game/Fjordur/Dinos/Fjordhawk/Fjordhawk_AIController_BP.Fjordhawk_AIController_BP:EdGraph_135202.K2Node_MakeStruct_2719) LITERAL: 1(/Game/Fjordur/Dinos/Fjordhawk/Fjordhawk_AIController_BP.Fjordhawk_AIController_BP:EdGraph_135202.K2Node_MakeStruct_2720) CONTENT: Walk(/Engine/Transient.Default__REINST_Fjordhawk_Character_BP_C_40937) CONTENT: Fly(/Engine/Transient.Default__REINST_Fjordhawk_Character_BP_C_40937) CONTENT: Spine_02_Jnt(/Engine/Transient.Default__REINST_Fjordhawk_Character_BP_C_40937) CONTENT: Eat(/Engine/Transient.Default__REINST_Fjordhawk_Character_BP_C_40937) CONTENT: Launch(/Engine/Transient.Default__REINST_Fjordhawk_Character_BP_C_40937) CONTENT: Spine_02_Jnt(/Engine/Transient.Default__REINST_Fjordhawk_Character_BP_C_40937) CONTENT: Action(/Engine/Transient.Default__REINST_Fjordhawk_Character_BP_C_40937) CONTENT: Spine_02_Jnt(/Engine/Transient.Default__REINST_Fjordhawk_Character_BP_C_40937) CONTENT: Idle(/Engine/Transient.Default__REINST_Fjordhawk_Character_BP_C_40937) CONTENT: Fjordhawk(/Engine/Transient.Default__REINST_Fjordhawk_Character_BP_C_40937) LITERAL: UpdateVis {0} {1} {2}(/Game/Fjordur/Dinos/Fjordhawk/Fjordhawk_Character_BP.Fjordhawk_Character_BP:ExecuteUbergraph_Fjordhawk_Character_BP.K2Node_CallFunction_344797) LITERAL: 0(/Game/Fjordur/Dinos/Fjordhawk/Fjordhawk_Character_BP.Fjordhawk_Character_BP:ExecuteUbergraph_Fjordhawk_Character_BP.K2Node_MakeStruct_2721) LITERAL: 1(/Game/Fjordur/Dinos/Fjordhawk/Fjordhawk_Character_BP.Fjordhawk_Character_BP:ExecuteUbergraph_Fjordhawk_Character_BP.K2Node_MakeStruct_2722) LITERAL: 2(/Game/Fjordur/Dinos/Fjordhawk/Fjordhawk_Character_BP.Fjordhawk_Character_BP:ExecuteUbergraph_Fjordhawk_Character_BP.K2Node_MakeStruct_2723) CONTENT: Walk(/Game/Fjordur/Dinos/Fjordhawk/Fjordhawk_Character_BP.Default__Fjordhawk_Character_BP_C) CONTENT: Fly(/Game/Fjordur/Dinos/Fjordhawk/Fjordhawk_Character_BP.Default__Fjordhawk_Character_BP_C) CONTENT: Spine_02_Jnt(/Game/Fjordur/Dinos/Fjordhawk/Fjordhawk_Character_BP.Default__Fjordhawk_Character_BP_C) CONTENT: Eat(/Game/Fjordur/Dinos/Fjordhawk/Fjordhawk_Character_BP.Default__Fjordhawk_Character_BP_C) CONTENT: Launch(/Game/Fjordur/Dinos/Fjordhawk/Fjordhawk_Character_BP.Default__Fjordhawk_Character_BP_C) CONTENT: Spine_02_Jnt(/Game/Fjordur/Dinos/Fjordhawk/Fjordhawk_Character_BP.Default__Fjordhawk_Character_BP_C) CONTENT: Action(/Game/Fjordur/Dinos/Fjordhawk/Fjordhawk_Character_BP.Default__Fjordhawk_Character_BP_C) CONTENT: Spine_02_Jnt(/Game/Fjordur/Dinos/Fjordhawk/Fjordhawk_Character_BP.Default__Fjordhawk_Character_BP_C) CONTENT: Idle(/Game/Fjordur/Dinos/Fjordhawk/Fjordhawk_Character_BP.Default__Fjordhawk_Character_BP_C) CONTENT: Fjordhawk(/Game/Fjordur/Dinos/Fjordhawk/Fjordhawk_Character_BP.Default__Fjordhawk_Character_BP_C) CONTENT: Fjordhawk Invulnerable(/Engine/Transient.Default__REINST_Fjordhawk_Mounted_Buff_C_40941) CONTENT: Disable Prey Detection(/Game/Fjordur/Dinos/Fjordhawk/Fjordhawk_Mounted_Buff.Default__Fjordhawk_Mounted_Buff_C) CONTENT: Enable Prey Detection(/Game/Fjordur/Dinos/Fjordhawk/Fjordhawk_Mounted_Buff.Default__Fjordhawk_Mounted_Buff_C) CONTENT: Fjordhawk Invulnerable(/Game/Fjordur/Dinos/Fjordhawk/Fjordhawk_Mounted_Buff.Default__Fjordhawk_Mounted_Buff_C) CONTENT: Light Damage(/Engine/Transient.REINST_Buff_FenrirBossSpectralDam_C_0) CONTENT: Applied light damage while exposed(/Engine/Transient.REINST_Buff_FenrirBossSpectralDam_C_0) CONTENT: The light is scorching you!(/Engine/Transient.REINST_Buff_FenrirBossSpectralDam_C_0) CONTENT: Light Damage(/Engine/Transient.Default__REINST_Buff_FenrirBossSpectralDam_C_41045) CONTENT: Applied light damage while exposed(/Engine/Transient.Default__REINST_Buff_FenrirBossSpectralDam_C_41045) CONTENT: The light is scorching you!(/Engine/Transient.Default__REINST_Buff_FenrirBossSpectralDam_C_41045) CONTENT: Light Damage(/Engine/Transient.REINST_Buff_FenrirBossSpectralDam_C_1) CONTENT: Applied light damage while exposed(/Engine/Transient.REINST_Buff_FenrirBossSpectralDam_C_1) CONTENT: The light is scorching you!(/Engine/Transient.REINST_Buff_FenrirBossSpectralDam_C_1) CONTENT: Light Damage(/Engine/Transient.Default__REINST_Buff_FenrirBossSpectralDam_C_41049) CONTENT: Applied light damage while exposed(/Engine/Transient.Default__REINST_Buff_FenrirBossSpectralDam_C_41049) CONTENT: The light is scorching you!(/Engine/Transient.Default__REINST_Buff_FenrirBossSpectralDam_C_41049) CONTENT: Light Damage(/Game/Fjordur/Dinos/HatiSkoll/Buff_FenrirBossSpectralDam.Default__Buff_FenrirBossSpectralDam_C) CONTENT: Applied light damage while exposed(/Game/Fjordur/Dinos/HatiSkoll/Buff_FenrirBossSpectralDam.Default__Buff_FenrirBossSpectralDam_C) CONTENT: The light is scorching you!(/Game/Fjordur/Dinos/HatiSkoll/Buff_FenrirBossSpectralDam.Default__Buff_FenrirBossSpectralDam_C) CONTENT: Moonfreeze(/Engine/Transient.REINST_Buff_FenrirBossSpectralDam_Moon_C_0) CONTENT: Applied light damage while exposed(/Engine/Transient.REINST_Buff_FenrirBossSpectralDam_Moon_C_0) CONTENT: The moonlight chills you! Your melee damage is reduced and damage taken is increased!(/Engine/Transient.REINST_Buff_FenrirBossSpectralDam_Moon_C_0) CONTENT: Moonfreeze(/Engine/Transient.Default__REINST_Buff_FenrirBossSpectralDam_Moon_C_41056) CONTENT: Applied light damage while exposed(/Engine/Transient.Default__REINST_Buff_FenrirBossSpectralDam_Moon_C_41056) CONTENT: The moonlight chills you! Your melee damage is reduced and damage taken is increased!(/Engine/Transient.Default__REINST_Buff_FenrirBossSpectralDam_Moon_C_41056) CONTENT: Moonfreeze(/Engine/Transient.REINST_Buff_FenrirBossSpectralDam_Moon_C_1) CONTENT: Applied light damage while exposed(/Engine/Transient.REINST_Buff_FenrirBossSpectralDam_Moon_C_1) CONTENT: The moonlight chills you! Your melee damage is reduced and damage taken is increased!(/Engine/Transient.REINST_Buff_FenrirBossSpectralDam_Moon_C_1) CONTENT: Moonfreeze(/Engine/Transient.Default__REINST_Buff_FenrirBossSpectralDam_Moon_C_41060) CONTENT: Applied light damage while exposed(/Engine/Transient.Default__REINST_Buff_FenrirBossSpectralDam_Moon_C_41060) CONTENT: The moonlight chills you! Your melee damage is reduced and damage taken is increased!(/Engine/Transient.Default__REINST_Buff_FenrirBossSpectralDam_Moon_C_41060) CONTENT: Moonfreeze(/Game/Fjordur/Dinos/HatiSkoll/Buff_FenrirBossSpectralDam_Moon.Default__Buff_FenrirBossSpectralDam_Moon_C) CONTENT: Applied light damage while exposed(/Game/Fjordur/Dinos/HatiSkoll/Buff_FenrirBossSpectralDam_Moon.Default__Buff_FenrirBossSpectralDam_Moon_C) CONTENT: The moonlight chills you! Your melee damage is reduced and damage taken is increased!(/Game/Fjordur/Dinos/HatiSkoll/Buff_FenrirBossSpectralDam_Moon.Default__Buff_FenrirBossSpectralDam_Moon_C) CONTENT: Sunburn(/Engine/Transient.REINST_Buff_FenrirBossSpectralDam_Sun_C_0) CONTENT: Applied light damage while exposed(/Engine/Transient.REINST_Buff_FenrirBossSpectralDam_Sun_C_0) CONTENT: The sunlight scorches you! A percentage of your health will be drained!(/Engine/Transient.REINST_Buff_FenrirBossSpectralDam_Sun_C_0) CONTENT: Sunburn(/Engine/Transient.Default__REINST_Buff_FenrirBossSpectralDam_Sun_C_41067) CONTENT: Applied light damage while exposed(/Engine/Transient.Default__REINST_Buff_FenrirBossSpectralDam_Sun_C_41067) CONTENT: The sunlight scorches you! A percentage of your health will be drained!(/Engine/Transient.Default__REINST_Buff_FenrirBossSpectralDam_Sun_C_41067) CONTENT: Sunburn(/Engine/Transient.REINST_Buff_FenrirBossSpectralDam_Sun_C_1) CONTENT: Applied light damage while exposed(/Engine/Transient.REINST_Buff_FenrirBossSpectralDam_Sun_C_1) CONTENT: The sunlight scorches you! A percentage of your health will be drained!(/Engine/Transient.REINST_Buff_FenrirBossSpectralDam_Sun_C_1) CONTENT: Sunburn(/Engine/Transient.Default__REINST_Buff_FenrirBossSpectralDam_Sun_C_41071) CONTENT: Applied light damage while exposed(/Engine/Transient.Default__REINST_Buff_FenrirBossSpectralDam_Sun_C_41071) CONTENT: The sunlight scorches you! A percentage of your health will be drained!(/Engine/Transient.Default__REINST_Buff_FenrirBossSpectralDam_Sun_C_41071) CONTENT: Sunburn(/Game/Fjordur/Dinos/HatiSkoll/Buff_FenrirBossSpectralDam_Sun.Default__Buff_FenrirBossSpectralDam_Sun_C) CONTENT: Applied light damage while exposed(/Game/Fjordur/Dinos/HatiSkoll/Buff_FenrirBossSpectralDam_Sun.Default__Buff_FenrirBossSpectralDam_Sun_C) CONTENT: The sunlight scorches you! A percentage of your health will be drained!(/Game/Fjordur/Dinos/HatiSkoll/Buff_FenrirBossSpectralDam_Sun.Default__Buff_FenrirBossSpectralDam_Sun_C) CONTENT: Hati Relic(/Game/Mods/FjordurOfficial/Assets/CoreBlueprints/Items/PrimalItemResource_MiniBossDrop_Hati.Default__PrimalItemResource_MiniBossDrop_Hati_C) CONTENT: Relic recovered from the fallen Hati.(/Game/Mods/FjordurOfficial/Assets/CoreBlueprints/Items/PrimalItemResource_MiniBossDrop_Hati.Default__PrimalItemResource_MiniBossDrop_Hati_C) CONTENT: Miniboss Loot(/Game/Fjordur/Dinos/HatiSkoll/DinoDropInventoryComponent_Hati.Default__DinoDropInventoryComponent_Hati_C) CONTENT: Apex Drop(/Game/Fjordur/Dinos/HatiSkoll/DinoDropInventoryComponent_Hati.Default__DinoDropInventoryComponent_Hati_C) CONTENT: Apex Drop(/Game/Fjordur/Dinos/HatiSkoll/DinoDropInventoryComponent_Hati.Default__DinoDropInventoryComponent_Hati_C) CONTENT: Sk?ll Relic(/Game/Mods/FjordurOfficial/Assets/CoreBlueprints/Items/PrimalItemResource_MiniBossDrop_Skoll.Default__PrimalItemResource_MiniBossDrop_Skoll_C) CONTENT: Relic recovered from the fallen Sk?ll.(/Game/Mods/FjordurOfficial/Assets/CoreBlueprints/Items/PrimalItemResource_MiniBossDrop_Skoll.Default__PrimalItemResource_MiniBossDrop_Skoll_C) CONTENT: Miniboss Loot(/Game/Fjordur/Dinos/HatiSkoll/DinoDropInventoryComponent_Skoll.Default__DinoDropInventoryComponent_Skoll_C) CONTENT: Apex Drop(/Game/Fjordur/Dinos/HatiSkoll/DinoDropInventoryComponent_Skoll.Default__DinoDropInventoryComponent_Skoll_C) CONTENT: Apex Drop(/Game/Fjordur/Dinos/HatiSkoll/DinoDropInventoryComponent_Skoll.Default__DinoDropInventoryComponent_Skoll_C) CONTENT: Hati(/Engine/Transient.REINST_Fenrir_Character_BP_MiniBoss_Hati_C_0) CONTENT: Hati(/Engine/Transient.Default__REINST_Fenrir_Character_BP_MiniBoss_Hati_C_41133) CONTENT: Hati(/Engine/Transient.REINST_Fenrir_Character_BP_MiniBoss_Hati_C_1) CONTENT: Hati(/Engine/Transient.Default__REINST_Fenrir_Character_BP_MiniBoss_Hati_C_41137) CONTENT: Hati(/Game/Fjordur/Dinos/HatiSkoll/Fenrir_Character_BP_MiniBoss_Hati.Default__Fenrir_Character_BP_MiniBoss_Hati_C) CONTENT: Sk?ll(/Engine/Transient.REINST_Fenrir_Character_BP_MiniBoss_Skoll_C_0) CONTENT: Sk?ll(/Engine/Transient.Default__REINST_Fenrir_Character_BP_MiniBoss_Skoll_C_41144) CONTENT: Sk?ll(/Engine/Transient.REINST_Fenrir_Character_BP_MiniBoss_Skoll_C_1) CONTENT: Sk?ll(/Engine/Transient.Default__REINST_Fenrir_Character_BP_MiniBoss_Skoll_C_41148) CONTENT: Sk?ll(/Game/Fjordur/Dinos/HatiSkoll/Fenrir_Character_BP_MiniBoss_Skoll.Default__Fenrir_Character_BP_MiniBoss_Skoll_C) CONTENT: Steinbj?rn Relic(/Game/Mods/FjordurOfficial/Assets/CoreBlueprints/Items/PrimalItemResource_MiniBossDrop_Stein.Default__PrimalItemResource_MiniBossDrop_Stein_C) CONTENT: Relic recovered from the fallen Steinbj?rn.(/Game/Mods/FjordurOfficial/Assets/CoreBlueprints/Items/PrimalItemResource_MiniBossDrop_Stein.Default__PrimalItemResource_MiniBossDrop_Stein_C) CONTENT: Miniboss Loot(/Game/Fjordur/Dinos/Steinbjorn/DinoDropInventoryComponent_Steinbjorn.Default__DinoDropInventoryComponent_Steinbjorn_C) CONTENT: Apex Drop(/Game/Fjordur/Dinos/Steinbjorn/DinoDropInventoryComponent_Steinbjorn.Default__DinoDropInventoryComponent_Steinbjorn_C) CONTENT: Apex Drop(/Game/Fjordur/Dinos/Steinbjorn/DinoDropInventoryComponent_Steinbjorn.Default__DinoDropInventoryComponent_Steinbjorn_C) CONTENT: Rubble Bear(/Engine/Transient.REINST_Direbear_Character_BP_SteinbjornMinion_C_0) CONTENT: Rubble Bear(/Engine/Transient.Default__REINST_Direbear_Character_BP_SteinbjornMinion_C_41280) CONTENT: Rubble Bear(/Engine/Transient.REINST_Direbear_Character_BP_SteinbjornMinion_C_1) CONTENT: Rubble Bear(/Engine/Transient.Default__REINST_Direbear_Character_BP_SteinbjornMinion_C_41284) CONTENT: Rubble Bear(/Game/Fjordur/Dinos/Steinbjorn/Direbear_Character_BP_SteinbjornMinion.Default__Direbear_Character_BP_SteinbjornMinion_C) CONTENT: Steinbj?rn(/Engine/Transient.REINST_Steinbjorn_Character_BP_C_0) LITERAL: SpawnBlizzardProj(/Game/Fjordur/Dinos/Steinbjorn/Steinbjorn_Character_BP.Steinbjorn_Character_BP:EventGraph.K2Node_CallFunction_555388) LITERAL: LaunchBlizzardProjs(/Game/Fjordur/Dinos/Steinbjorn/Steinbjorn_Character_BP.Steinbjorn_Character_BP:EventGraph.K2Node_CallFunction_566312) LITERAL: SpawnBlizzardProj(/Game/Fjordur/Dinos/Steinbjorn/Steinbjorn_Character_BP.Steinbjorn_Character_BP:SpawnBlizzardProj.K2Node_CallFunction_555388) LITERAL: LaunchBlizzardProjs(/Game/Fjordur/Dinos/Steinbjorn/Steinbjorn_Character_BP.Steinbjorn_Character_BP:BPTimerServer.K2Node_CallFunction_887921) LITERAL: LaunchBlizzardProjs(/Game/Fjordur/Dinos/Steinbjorn/Steinbjorn_Character_BP.Steinbjorn_Character_BP:BPTimerServer.K2Node_CallFunction_887922) LITERAL: LaunchBlizzardProjs(/Game/Fjordur/Dinos/Steinbjorn/Steinbjorn_Character_BP.Steinbjorn_Character_BP:BPTimerServer.K2Node_CallFunction_887923) LITERAL: LaunchBlizzardProjs(/Game/Fjordur/Dinos/Steinbjorn/Steinbjorn_Character_BP.Steinbjorn_Character_BP:BPTimerServer.K2Node_CallFunction_887925) LITERAL: Multi_ShrinkAttachedMeshComps(/Game/Fjordur/Dinos/Steinbjorn/Steinbjorn_Character_BP.Steinbjorn_Character_BP:BP_OnSetDeath.K2Node_CallFunction_355155) CONTENT: Steinbj?rn(/Engine/Transient.Default__REINST_Steinbjorn_Character_BP_C_41302) CONTENT: Steinbj?rn(/Engine/Transient.REINST_Steinbjorn_Character_BP_C_1) CONTENT: Steinbj?rn(/Engine/Transient.Default__REINST_Steinbjorn_Character_BP_C_41306) CONTENT: Steinbj?rn(/Game/Fjordur/Dinos/Steinbjorn/Steinbjorn_Character_BP.Default__Steinbjorn_Character_BP_C) CONTENT: The Frozen Maw(/Game/Mods/FjordurOfficial/PersistentGameplaySublevel.PersistentGameplaySublevel:PersistentLevel.IceCaveEntranceBiome) CONTENT: The Throat of Borea(/Game/Mods/FjordurOfficial/PersistentGameplaySublevel.PersistentGameplaySublevel:PersistentLevel.IceCaveLevel2Biome) CONTENT: Ice Wyrm's Belly(/Game/Mods/FjordurOfficial/PersistentGameplaySublevel.PersistentGameplaySublevel:PersistentLevel.IceCaveLevel3Biome) CONTENT: Ice Wyrm's Belly(/Game/Mods/FjordurOfficial/PersistentGameplaySublevel.PersistentGameplaySublevel:PersistentLevel.IceCaveLevel3Biome2) CONTENT: Ice Wyrm's Belly(/Game/Mods/FjordurOfficial/PersistentGameplaySublevel.PersistentGameplaySublevel:PersistentLevel.IceCaveLevel3Biome3) CONTENT: The Frigid Deep(/Game/Mods/FjordurOfficial/PersistentGameplaySublevel.PersistentGameplaySublevel:PersistentLevel.IceCaveLevel4Biome) CONTENT: ????(/Game/Mods/FjordurOfficial/PersistentGameplaySublevel.PersistentGameplaySublevel:PersistentLevel.IceCaveLevel5Biome) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/PersistentGameplaySublevel.PersistentGameplaySublevel:PersistentLevel.PrimalWorldSettings) LITERAL: Check If Fully Loaded Fallback(/Game/Genesis/CoreBlueprints/HLNA/VfxManager_HLNaPostMassTeleport.VfxManager_HLNaPostMassTeleport:ReceiveBeginPlay.K2Node_CallFunction_526871) CONTENT: Master Controller Helmet(/Game/Genesis/CoreBlueprints/Items/PrimalItemSkin_MasterControllerHelmet.Default__PrimalItemSkin_MasterControllerHelmet_C) CONTENT: You can use this to skin the appearance of a helmet or hat. Displays your dominance over the Master Controller.(/Game/Genesis/CoreBlueprints/Items/PrimalItemSkin_MasterControllerHelmet.Default__PrimalItemSkin_MasterControllerHelmet_C) CONTENT: Master Controller Trophy(/Game/Genesis/CoreBlueprints/Items/Trophies/PrimalItemTrophy_MasterController.Default__PrimalItemTrophy_MasterController_C) CONTENT: Place it on a trophy wall-mount, and keep it safe to use as an invaluable token of your prowess...(/Game/Genesis/CoreBlueprints/Items/Trophies/PrimalItemTrophy_MasterController.Default__PrimalItemTrophy_MasterController_C) CONTENT: Code-Key(/Game/Genesis/CoreBlueprints/Resources/PrimalItemResource_CodeKey.Default__PrimalItemResource_CodeKey_C) CONTENT: Code-Key(/Game/Genesis/CoreBlueprints/Resources/PrimalItemResource_CodeKey.Default__PrimalItemResource_CodeKey_C) CONTENT: Corrupted Master Controller(/Engine/Transient.REINST_VRMainBoss_Character_C_0) LITERAL: Multicast_StartFiringEyeBeams(/Game/Genesis/Dinos/VRMainBoss/VRMainBoss_Character.VRMainBoss_Character:EventGraph.K2Node_CallFunction_501922) LITERAL: EyeBeamsStoppedFiring(/Game/Genesis/Dinos/VRMainBoss/VRMainBoss_Character.VRMainBoss_Character:EventGraph.K2Node_CallFunction_504963) LITERAL: StartFiringEyebeams_Event(/Game/Genesis/Dinos/VRMainBoss/VRMainBoss_Character.VRMainBoss_Character:EventGraph.K2Node_CallFunction_509051) LITERAL: Playing Boss Banter Montage: (/Game/Genesis/Dinos/VRMainBoss/VRMainBoss_Character.VRMainBoss_Character:EventGraph.K2Node_CallFunction_200584) LITERAL: Boss Location: (/Game/Genesis/Dinos/VRMainBoss/VRMainBoss_Character.VRMainBoss_Character:EventGraph.K2Node_CallFunction_276254) LITERAL: Rotating Beam Center: (/Game/Genesis/Dinos/VRMainBoss/VRMainBoss_Character.VRMainBoss_Character:EventGraph.K2Node_CallFunction_279368) LITERAL: VRMainBoss Advancing To Attack State: (/Game/Genesis/Dinos/VRMainBoss/VRMainBoss_Character.VRMainBoss_Character:EventGraph.K2Node_CallFunction_196121) LITERAL: Firing Beam At: (/Game/Genesis/Dinos/VRMainBoss/VRMainBoss_Character.VRMainBoss_Character:EventGraph.K2Node_CallFunction_223325) LITERAL: VRMainBoss Playing Taunt!(/Game/Genesis/Dinos/VRMainBoss/VRMainBoss_Character.VRMainBoss_Character:EventGraph.K2Node_CallFunction_369300) LITERAL: VRMainBoss Canceling Taunt!(/Game/Genesis/Dinos/VRMainBoss/VRMainBoss_Character.VRMainBoss_Character:EventGraph.K2Node_CallFunction_222384) LITERAL: Could Not Find A Valid Location To Teleport To!!!(/Game/Genesis/Missions/VRBattle/Buffs/Buff_VRBattle_TeleportTamedDino.Buff_VRBattle_TeleportTamedDino:EventGraph.K2Node_CallFunction_85213) LITERAL: starting a BossCompanionReactionSequence.(/Game/Genesis/Missions/VRBattle/Buffs/Buff_VRBattle_Player.Buff_VRBattle_Player:EventGraph.K2Node_CallFunction_199516) LITERAL: OnReactionPlayed_Delegate_Event called.(/Game/Genesis/Missions/VRBattle/Buffs/Buff_VRBattle_Player.Buff_VRBattle_Player:EventGraph.K2Node_CallFunction_192977) LITERAL: OnReactionStopped_Delegate_Event(/Game/Genesis/Missions/VRBattle/Buffs/Buff_VRBattle_Player.Buff_VRBattle_Player:EventGraph.K2Node_CallFunction_355886) LITERAL: waiting to play next Companion Reaction in sequence.(/Game/Genesis/Missions/VRBattle/Buffs/Buff_VRBattle_Player.Buff_VRBattle_Player:EventGraph.K2Node_CallFunction_192986) LITERAL: playing next Companion Reaction in sequence.(/Game/Genesis/Missions/VRBattle/Buffs/Buff_VRBattle_Player.Buff_VRBattle_Player:EventGraph.K2Node_CallFunction_191862) LITERAL: adding a Boss Line CompanionReaction.(/Game/Genesis/Missions/VRBattle/Buffs/Buff_VRBattle_Player.Buff_VRBattle_Player:EventGraph.K2Node_CallFunction_199519) LITERAL: adding a Companion Line CompanionReaction.(/Game/Genesis/Missions/VRBattle/Buffs/Buff_VRBattle_Player.Buff_VRBattle_Player:EventGraph.K2Node_CallFunction_285144) LITERAL: PlayPhaseStartBossCompanionSequence(/Game/Genesis/Missions/VRBattle/Buffs/Buff_VRBattle_Player.Buff_VRBattle_Player:EventGraph.K2Node_CallFunction_229075) LITERAL: PlayPhaseStartBossCompanionSequence(/Game/Genesis/Missions/VRBattle/Buffs/Buff_VRBattle_Player.Buff_VRBattle_Player:EventGraph.K2Node_CallFunction_228011) LITERAL: Companion Failed to Play Boss Sequence!(/Game/Genesis/Missions/VRBattle/Buffs/Buff_VRBattle_Player.Buff_VRBattle_Player:EventGraph.K2Node_CallFunction_192979) LITERAL: LastValidPlayercontroller is not valid!(/Game/Genesis/Missions/VRBattle/Buffs/Buff_VRBattle_Player.Buff_VRBattle_Player:EventGraph.K2Node_CallFunction_375584) LITERAL: Forcing VRBattle_MatineeActor to be visible!(/Game/Genesis/Missions/VRBattle/VRBattle_MatineeActor.VRBattle_MatineeActor:EventGraph.K2Node_CallFunction_305005) LITERAL: VRBattle_MatineeActor StartVRBattle called!(/Game/Genesis/Missions/VRBattle/VRBattle_MatineeActor.VRBattle_MatineeActor:EventGraph.K2Node_CallFunction_314619) LITERAL: VRBattleCosmeticsManager StartVRBattleCalled!(/Game/Genesis/Missions/VRBattle/MissionServerSidePoint_VRBattleCosmeticsManager.MissionServerSidePoint_VRBattleCosmeticsManager:EventGraph.K2Node_CallFunction_309080) LITERAL: Could Not Find A Valid Location To Teleport To!!(/Game/Genesis/Missions/VRBattle/Buffs/Buff_VRBattle_TeleportPlayer.Buff_VRBattle_TeleportPlayer:EventGraph.K2Node_CallFunction_74682) LITERAL: Could not find VRBoss Matinee Actor!(/Game/Genesis/Missions/VRBattle/Buffs/Buff_VRBattle_Player.Buff_VRBattle_Player:InitializeBossActor.K2Node_CallFunction_325154) LITERAL: Boss Actor is not valid!!(/Game/Genesis/Missions/VRBattle/Buffs/Buff_VRBattle_Player.Buff_VRBattle_Player:Play Current Boss Montage.K2Node_CallFunction_275652) LITERAL: Playing Boss Banter Animation: (/Game/Genesis/Missions/VRBattle/Buffs/Buff_VRBattle_Player.Buff_VRBattle_Player:Play Current Boss Montage.K2Node_CallFunction_276746) LITERAL: Server Fire Beams At Targets(/Game/Genesis/Dinos/VRMainBoss/VRMainBoss_Character.VRMainBoss_Character:Server Fire Beams At Targets.K2Node_CallFunction_235792) LITERAL: Num Aggro Entries: (/Game/Genesis/Dinos/VRMainBoss/VRMainBoss_Character.VRMainBoss_Character:Server Fire Beams At Targets.K2Node_CallFunction_236792) LITERAL: Num Beams: (/Game/Genesis/Dinos/VRMainBoss/VRMainBoss_Character.VRMainBoss_Character:Server Fire Beams At Targets.K2Node_CallFunction_236792) LITERAL: Num Beams To Fire: (/Game/Genesis/Dinos/VRMainBoss/VRMainBoss_Character.VRMainBoss_Character:Server Fire Beams At Targets.K2Node_CallFunction_237729) CONTENT: Corrupted Avatar Onslaught!(/Engine/Transient.REINST_MissionType_VRBattle_Base_C_0) CONTENT: Kill Corrupted Avatars!(/Engine/Transient.REINST_MissionType_VRBattle_Base_C_0) CONTENT: Get ready...(/Engine/Transient.REINST_MissionType_VRBattle_Base_C_0) CONTENT: Get ready...(/Engine/Transient.REINST_MissionType_VRBattle_Base_C_0) CONTENT: Kill Corrupted Avatars To Get Code-Keys(/Engine/Transient.REINST_MissionType_VRBattle_Base_C_0) CONTENT: Cracking Code(/Engine/Transient.REINST_MissionType_VRBattle_Base_C_0) CONTENT: Code Cracked... Get To The Teleporter(/Engine/Transient.REINST_MissionType_VRBattle_Base_C_0) CONTENT: Teleporting to the next stage(/Engine/Transient.REINST_MissionType_VRBattle_Base_C_0) CONTENT: Kill the Corrupted Avatars, pick up their Code-Keys, and deposit enough into the codebreaker to advance to the next stage(/Engine/Transient.REINST_MissionType_VRBattle_Base_C_0) CONTENT: Return to the mission area!(/Engine/Transient.REINST_MissionType_VRBattle_Base_C_0) CONTENT: Code-Keys Deposited(/Engine/Transient.REINST_MissionType_VRBattle_Base_C_0) CONTENT: Deposit Code-Keys into the codebreaker(/Engine/Transient.REINST_MissionType_VRBattle_Base_C_0) CONTENT: Code-Key(/Engine/Transient.REINST_MissionType_VRBattle_Base_C_0) CONTENT: Codebreaker(/Engine/Transient.REINST_MissionType_VRBattle_Base_C_0) CONTENT: Teleport out before the area is deleted(/Engine/Transient.REINST_MissionType_VRBattle_Base_C_0) CONTENT: Good job! Now deposit the Code-Key into the codebreaker(/Engine/Transient.REINST_MissionType_VRBattle_Base_C_0) CONTENT: Get to the teleporter before the area is deleted(/Engine/Transient.REINST_MissionType_VRBattle_Base_C_0) CONTENT: Code-Keys Carried(/Engine/Transient.REINST_MissionType_VRBattle_Base_C_0) CONTENT: Fabulous! Keep it up!(/Engine/Transient.REINST_MissionType_VRBattle_Base_C_0) CONTENT: Get To The Teleporter!(/Engine/Transient.REINST_MissionType_VRBattle_Base_C_0) CONTENT: Wait for HLNA to crack the code to get teleport coordinates(/Engine/Transient.REINST_MissionType_VRBattle_Base_C_0) CONTENT: VR AI Here!(/Engine/Transient.REINST_MissionType_VRBattle_Base_C_0) CONTENT: Num AI Killed: (/Engine/Transient.REINST_MissionType_VRBattle_Base_C_0) CONTENT: Num AI Alive: (/Engine/Transient.REINST_MissionType_VRBattle_Base_C_0) CONTENT: Decrypting Code-Keys(/Engine/Transient.REINST_MissionType_VRBattle_Base_C_0) LITERAL: OrbPickedupAlert(/Game/Genesis/Missions/VRBattle/MissionType_VRBattle_Base.MissionType_VRBattle_Base:EventGraph.K2Node_MakeStruct_2739) LITERAL: AI is at max (/Game/Genesis/Missions/VRBattle/MissionType_VRBattle_Base.MissionType_VRBattle_Base:EventGraph.K2Node_CallFunction_302949) LITERAL: Base OnTeleportAndLevelDestroyPhaseStarted(/Game/Genesis/Missions/VRBattle/MissionType_VRBattle_Base.MissionType_VRBattle_Base:EventGraph.K2Node_CallFunction_258620) LITERAL: Num AI Alive {0}(/Game/Genesis/Missions/VRBattle/MissionType_VRBattle_Base.MissionType_VRBattle_Base:EventGraph.K2Node_FormatText_370) LITERAL: BossArenaManager_VRBattle Begin Play Last Teleport From Location: (/Game/Genesis/Missions/VRBattle/BossArenaManager_VRBattle.BossArenaManager_VRBattle:EventGraph.K2Node_CallFunction_187616) LITERAL: NumAIWaitingToSpawn: (/Game/Genesis/Missions/VRBattle/MissionType_VRBattle_Base.MissionType_VRBattle_Base:AdjustSpawnInterval.K2Node_CallFunction_220860) LITERAL: AI still trying to reach desired alive number (/Game/Genesis/Missions/VRBattle/MissionType_VRBattle_Base.MissionType_VRBattle_Base:AdjustSpawnInterval.K2Node_CallFunction_227939) LITERAL: AI is at or above MinDesiredAlive(/Game/Genesis/Missions/VRBattle/MissionType_VRBattle_Base.MissionType_VRBattle_Base:AdjustSpawnInterval.K2Node_CallFunction_227940) LITERAL: AI is below MinDesiredAlive (/Game/Genesis/Missions/VRBattle/MissionType_VRBattle_Base.MissionType_VRBattle_Base:AdjustSpawnInterval.K2Node_CallFunction_230191) LITERAL: AI is at wave max (/Game/Genesis/Missions/VRBattle/MissionType_VRBattle_Base.MissionType_VRBattle_Base:AdjustSpawnInterval.K2Node_CallFunction_246276) LITERAL: Alpha: (/Game/Genesis/Missions/VRBattle/MissionType_VRBattle_Base.MissionType_VRBattle_Base:AdjustSpawnInterval.K2Node_CallFunction_50679) LITERAL: CurrentSpawnInterval: (/Game/Genesis/Missions/VRBattle/MissionType_VRBattle_Base.MissionType_VRBattle_Base:AdjustSpawnInterval.K2Node_CallFunction_50680) LITERAL: Interval B: (/Game/Genesis/Missions/VRBattle/MissionType_VRBattle_Base.MissionType_VRBattle_Base:AdjustSpawnInterval.K2Node_CallFunction_50681) LITERAL: Interval A: (/Game/Genesis/Missions/VRBattle/MissionType_VRBattle_Base.MissionType_VRBattle_Base:AdjustSpawnInterval.K2Node_CallFunction_50682) LITERAL: Max Desired Alive: (/Game/Genesis/Missions/VRBattle/MissionType_VRBattle_Base.MissionType_VRBattle_Base:AdjustSpawnInterval.K2Node_CallFunction_52933) LITERAL: Number Of Current Wave Alive: (/Game/Genesis/Missions/VRBattle/MissionType_VRBattle_Base.MissionType_VRBattle_Base:AdjustSpawnInterval.K2Node_CallFunction_52934) LITERAL: Min Desired Alive: (/Game/Genesis/Missions/VRBattle/MissionType_VRBattle_Base.MissionType_VRBattle_Base:AdjustSpawnInterval.K2Node_CallFunction_54142) LITERAL: Advancing To Wave: (/Game/Genesis/Missions/VRBattle/MissionType_VRBattle_Base.MissionType_VRBattle_Base:Advance Wave Index.K2Node_CallFunction_315261) LITERAL: Activating Gamma VRBattle Setting MPC Param to 1(/Game/Genesis/Missions/VRBattle/MissionType_VRBattle_Base.MissionType_VRBattle_Base:BPOnMissionActivated.K2Node_CallFunction_331817) LITERAL: Activating Alpha VRBattle Setting MPC Param to 3(/Game/Genesis/Missions/VRBattle/MissionType_VRBattle_Base.MissionType_VRBattle_Base:BPOnMissionActivated.K2Node_CallFunction_331818) LITERAL: Activating Beta VRBattle Setting MPC Param to 2(/Game/Genesis/Missions/VRBattle/MissionType_VRBattle_Base.MissionType_VRBattle_Base:BPOnMissionActivated.K2Node_CallFunction_331819) LITERAL: Cannot Start A Mission That Is An Abstract Type!(/Game/Genesis/Missions/VRBattle/MissionType_VRBattle_Base.MissionType_VRBattle_Base:BPStaticIsPlayerEligibleForMission.K2Node_VariableSet_35008) LITERAL: ActiveMission is not in List of Acceptable Missions(/Game/Genesis/Missions/VRBattle/MissionType_VRBattle_Base.MissionType_VRBattle_Base:BPStaticIsPlayerEligibleForMission.K2Node_VariableSet_35138) LITERAL: Somehow There Is A Player In The VR Battle That Is Not On The Mission!(/Game/Genesis/Missions/VRBattle/MissionType_VRBattle_Base.MissionType_VRBattle_Base:ForceTeleportAnyLeftoverCharacters.K2Node_CallFunction_350423) LITERAL: Somehow There Is A Tame In The VRBattle That Didn't Get Teleported There.(/Game/Genesis/Missions/VRBattle/MissionType_VRBattle_Base.MissionType_VRBattle_Base:ForceTeleportAnyLeftoverCharacters.K2Node_CallFunction_359116) LITERAL: Spawning VR Boss!(/Game/Genesis/Missions/VRBattle/MissionType_VRBattle_Base.MissionType_VRBattle_Base:Init Main Boss.K2Node_CallFunction_202071) LITERAL: Main Boss Already Exists(/Game/Genesis/Missions/VRBattle/MissionType_VRBattle_Base.MissionType_VRBattle_Base:Init Main Boss.K2Node_CallFunction_223388) LITERAL: KillLeftOverCharacters: (Mission) Target {0} Mission {1}(/Game/Genesis/Missions/VRBattle/MissionType_VRBattle_Base.MissionType_VRBattle_Base:KillLeftoverCharacters.K2Node_FormatText_219) LITERAL: KillLeftOverCharacters: (Using Bounds) Target {0} Mission {1}(/Game/Genesis/Missions/VRBattle/MissionType_VRBattle_Base.MissionType_VRBattle_Base:KillLeftoverCharacters.K2Node_FormatText_224) LITERAL: Force Teleporting Player To Next Stage: (/Game/Genesis/Missions/VRBattle/MissionType_VRBattle_Base.MissionType_VRBattle_Base:MissionCompleted.K2Node_CallFunction_245077) LITERAL: VR Boss Replicated(/Game/Genesis/Missions/VRBattle/MissionType_VRBattle_Base.MissionType_VRBattle_Base:OnRep_MainBossCharacter.K2Node_CallFunction_246017) LITERAL: SetMainBossCharacter on MatineeActor(/Game/Genesis/Missions/VRBattle/MissionType_VRBattle_Base.MissionType_VRBattle_Base:OnRep_MainBossCharacter.K2Node_CallFunction_247143) LITERAL: Spawning VRBoss at: (/Game/Genesis/Missions/VRBattle/MissionType_VRBattle_Base.MissionType_VRBattle_Base:Spawn Boss Character.K2Node_CallFunction_187715) LITERAL: Warning! No Battle Group Specified! Using Default!(/Game/Genesis/Missions/VRBattle/MissionType_VRBattle_Base.MissionType_VRBattle_Base:Spawn Burst At Portal.K2Node_CallFunction_221739) LITERAL: Found A Character In The VRBattle That Is Not In TeleportedCharacters!(/Game/Genesis/Missions/VRBattle/MissionType_VRBattle_Base.MissionType_VRBattle_Base:Validate Characters Are Within Bounds.K2Node_CallFunction_214946) CONTENT: NONE(/Game/Genesis/CoreBlueprints/HLNA/MissonCompanionData_Base.Default__MissonCompanionData_Base_C) CONTENT: NONE(/Game/Genesis/CoreBlueprints/HLNA/MissonCompanionData_Base.Default__MissonCompanionData_Base_C) CONTENT: NONE(/Game/Genesis/Missions/VRBattle/MissonCompanionData_VRBattleClosestOrb.Default__MissonCompanionData_VRBattleClosestOrb_C) CONTENT: NONE(/Game/Genesis/Missions/VRBattle/MissonCompanionData_VRBattleClosestOrb.Default__MissonCompanionData_VRBattleClosestOrb_C) CONTENT: NONE(/Game/Genesis/Missions/VRBattle/MissonCompanionData_VRBattleCodeKeyKiosk.Default__MissonCompanionData_VRBattleCodeKeyKiosk_C) CONTENT: NONE(/Game/Genesis/Missions/VRBattle/MissonCompanionData_VRBattleCodeKeyKiosk.Default__MissonCompanionData_VRBattleCodeKeyKiosk_C) CONTENT: NONE(/Game/Genesis/Missions/VRBattle/MissonCompanionData_VRBattleAIDebug.Default__MissonCompanionData_VRBattleAIDebug_C) CONTENT: NONE(/Game/Genesis/Missions/VRBattle/MissonCompanionData_VRBattleAIDebug.Default__MissonCompanionData_VRBattleAIDebug_C) CONTENT: Corrupted Avatar Onslaught!(/Engine/Transient.Default__REINST_MissionType_VRBattle_Base_C_41605) CONTENT: Kill Corrupted Avatars!(/Engine/Transient.Default__REINST_MissionType_VRBattle_Base_C_41605) CONTENT: Get ready...(/Engine/Transient.Default__REINST_MissionType_VRBattle_Base_C_41605) CONTENT: Get ready...(/Engine/Transient.Default__REINST_MissionType_VRBattle_Base_C_41605) CONTENT: Kill Corrupted Avatars To Get Code-Keys(/Engine/Transient.Default__REINST_MissionType_VRBattle_Base_C_41605) CONTENT: Cracking Code(/Engine/Transient.Default__REINST_MissionType_VRBattle_Base_C_41605) CONTENT: Code Cracked... Get To The Teleporter(/Engine/Transient.Default__REINST_MissionType_VRBattle_Base_C_41605) CONTENT: Teleporting to the next stage(/Engine/Transient.Default__REINST_MissionType_VRBattle_Base_C_41605) CONTENT: Kill the Corrupted Avatars, pick up their Code-Keys, and deposit enough into the codebreaker to advance to the next stage(/Engine/Transient.Default__REINST_MissionType_VRBattle_Base_C_41605) CONTENT: Return to the mission area!(/Engine/Transient.Default__REINST_MissionType_VRBattle_Base_C_41605) CONTENT: Code-Keys Deposited(/Engine/Transient.Default__REINST_MissionType_VRBattle_Base_C_41605) CONTENT: Deposit Code-Keys into the codebreaker(/Engine/Transient.Default__REINST_MissionType_VRBattle_Base_C_41605) CONTENT: Code-Key(/Engine/Transient.Default__REINST_MissionType_VRBattle_Base_C_41605) CONTENT: Codebreaker(/Engine/Transient.Default__REINST_MissionType_VRBattle_Base_C_41605) CONTENT: Teleport out before the area is deleted(/Engine/Transient.Default__REINST_MissionType_VRBattle_Base_C_41605) CONTENT: Good job! Now deposit the Code-Key into the codebreaker(/Engine/Transient.Default__REINST_MissionType_VRBattle_Base_C_41605) CONTENT: Get to the teleporter before the area is deleted(/Engine/Transient.Default__REINST_MissionType_VRBattle_Base_C_41605) CONTENT: Code-Keys Carried(/Engine/Transient.Default__REINST_MissionType_VRBattle_Base_C_41605) CONTENT: Fabulous! Keep it up!(/Engine/Transient.Default__REINST_MissionType_VRBattle_Base_C_41605) CONTENT: Get To The Teleporter!(/Engine/Transient.Default__REINST_MissionType_VRBattle_Base_C_41605) CONTENT: Wait for HLNA to crack the code to get teleport coordinates(/Engine/Transient.Default__REINST_MissionType_VRBattle_Base_C_41605) CONTENT: VR AI Here!(/Engine/Transient.Default__REINST_MissionType_VRBattle_Base_C_41605) CONTENT: Num AI Killed: (/Engine/Transient.Default__REINST_MissionType_VRBattle_Base_C_41605) CONTENT: Num AI Alive: (/Engine/Transient.Default__REINST_MissionType_VRBattle_Base_C_41605) CONTENT: Decrypting Code-Keys(/Engine/Transient.Default__REINST_MissionType_VRBattle_Base_C_41605) LITERAL: Num AI Alive {0}(/Game/Genesis/Missions/VRBattle/MissionType_VRBattle_Base.MissionType_VRBattle_Base:ExecuteUbergraph_MissionType_VRBattle_Base.K2Node_CallFunction_348787) LITERAL: 0(/Game/Genesis/Missions/VRBattle/MissionType_VRBattle_Base.MissionType_VRBattle_Base:ExecuteUbergraph_MissionType_VRBattle_Base.K2Node_MakeStruct_2728) LITERAL: KillLeftOverCharacters: (Using Bounds) Target {0} Mission {1}(/Game/Genesis/Missions/VRBattle/MissionType_VRBattle_Base.MissionType_VRBattle_Base:EdGraph_137376.K2Node_CallFunction_348904) LITERAL: 0(/Game/Genesis/Missions/VRBattle/MissionType_VRBattle_Base.MissionType_VRBattle_Base:EdGraph_137376.K2Node_MakeStruct_2729) LITERAL: 1(/Game/Genesis/Missions/VRBattle/MissionType_VRBattle_Base.MissionType_VRBattle_Base:EdGraph_137376.K2Node_MakeStruct_2730) LITERAL: KillLeftOverCharacters: (Mission) Target {0} Mission {1}(/Game/Genesis/Missions/VRBattle/MissionType_VRBattle_Base.MissionType_VRBattle_Base:EdGraph_137376.K2Node_CallFunction_348905) LITERAL: 0(/Game/Genesis/Missions/VRBattle/MissionType_VRBattle_Base.MissionType_VRBattle_Base:EdGraph_137376.K2Node_MakeStruct_2731) LITERAL: 1(/Game/Genesis/Missions/VRBattle/MissionType_VRBattle_Base.MissionType_VRBattle_Base:EdGraph_137376.K2Node_MakeStruct_2732) CONTENT: Corrupted Avatar Onslaught!(/Engine/Transient.REINST_MissionType_VRBattle_Base_C_1) CONTENT: Kill Corrupted Avatars!(/Engine/Transient.REINST_MissionType_VRBattle_Base_C_1) CONTENT: Get ready...(/Engine/Transient.REINST_MissionType_VRBattle_Base_C_1) CONTENT: Get ready...(/Engine/Transient.REINST_MissionType_VRBattle_Base_C_1) CONTENT: Kill Corrupted Avatars To Get Code-Keys(/Engine/Transient.REINST_MissionType_VRBattle_Base_C_1) CONTENT: Cracking Code(/Engine/Transient.REINST_MissionType_VRBattle_Base_C_1) CONTENT: Code Cracked... Get To The Teleporter(/Engine/Transient.REINST_MissionType_VRBattle_Base_C_1) CONTENT: Teleporting to the next stage(/Engine/Transient.REINST_MissionType_VRBattle_Base_C_1) CONTENT: Kill the Corrupted Avatars, pick up their Code-Keys, and deposit enough into the codebreaker to advance to the next stage(/Engine/Transient.REINST_MissionType_VRBattle_Base_C_1) CONTENT: Return to the mission area!(/Engine/Transient.REINST_MissionType_VRBattle_Base_C_1) CONTENT: Code-Keys Deposited(/Engine/Transient.REINST_MissionType_VRBattle_Base_C_1) CONTENT: Deposit Code-Keys into the codebreaker(/Engine/Transient.REINST_MissionType_VRBattle_Base_C_1) CONTENT: Code-Key(/Engine/Transient.REINST_MissionType_VRBattle_Base_C_1) CONTENT: Codebreaker(/Engine/Transient.REINST_MissionType_VRBattle_Base_C_1) CONTENT: Teleport out before the area is deleted(/Engine/Transient.REINST_MissionType_VRBattle_Base_C_1) CONTENT: Good job! Now deposit the Code-Key into the codebreaker(/Engine/Transient.REINST_MissionType_VRBattle_Base_C_1) CONTENT: Get to the teleporter before the area is deleted(/Engine/Transient.REINST_MissionType_VRBattle_Base_C_1) CONTENT: Code-Keys Carried(/Engine/Transient.REINST_MissionType_VRBattle_Base_C_1) CONTENT: Fabulous! Keep it up!(/Engine/Transient.REINST_MissionType_VRBattle_Base_C_1) CONTENT: Get To The Teleporter!(/Engine/Transient.REINST_MissionType_VRBattle_Base_C_1) CONTENT: Wait for HLNA to crack the code to get teleport coordinates(/Engine/Transient.REINST_MissionType_VRBattle_Base_C_1) CONTENT: VR AI Here!(/Engine/Transient.REINST_MissionType_VRBattle_Base_C_1) CONTENT: Num AI Killed: (/Engine/Transient.REINST_MissionType_VRBattle_Base_C_1) CONTENT: Num AI Alive: (/Engine/Transient.REINST_MissionType_VRBattle_Base_C_1) CONTENT: Decrypting Code-Keys(/Engine/Transient.REINST_MissionType_VRBattle_Base_C_1) CONTENT: Corrupted Master Controller(/Engine/Transient.Default__REINST_VRMainBoss_Character_C_41658) CONTENT: Corrupted Master Controller(/Engine/Transient.REINST_VRMainBoss_Character_C_1) CONTENT: Corrupted Master Controller(/Engine/Transient.Default__REINST_VRMainBoss_Character_C_41726) CONTENT: EN(/Game/Genesis/Dinos/VRMainBoss/VRMainBoss_Character.Default__VRMainBoss_Character_C) CONTENT: Corrupted Master Controller(/Game/Genesis/Dinos/VRMainBoss/VRMainBoss_Character.Default__VRMainBoss_Character_C) CONTENT: Corrupted Avatar Onslaught!(/Engine/Transient.Default__REINST_MissionType_VRBattle_Base_C_41782) CONTENT: Kill Corrupted Avatars!(/Engine/Transient.Default__REINST_MissionType_VRBattle_Base_C_41782) CONTENT: Get ready...(/Engine/Transient.Default__REINST_MissionType_VRBattle_Base_C_41782) CONTENT: Get ready...(/Engine/Transient.Default__REINST_MissionType_VRBattle_Base_C_41782) CONTENT: Kill Corrupted Avatars To Get Code-Keys(/Engine/Transient.Default__REINST_MissionType_VRBattle_Base_C_41782) CONTENT: Cracking Code(/Engine/Transient.Default__REINST_MissionType_VRBattle_Base_C_41782) CONTENT: Code Cracked... Get To The Teleporter(/Engine/Transient.Default__REINST_MissionType_VRBattle_Base_C_41782) CONTENT: Teleporting to the next stage(/Engine/Transient.Default__REINST_MissionType_VRBattle_Base_C_41782) CONTENT: Kill the Corrupted Avatars, pick up their Code-Keys, and deposit enough into the codebreaker to advance to the next stage(/Engine/Transient.Default__REINST_MissionType_VRBattle_Base_C_41782) CONTENT: Return to the mission area!(/Engine/Transient.Default__REINST_MissionType_VRBattle_Base_C_41782) CONTENT: Code-Keys Deposited(/Engine/Transient.Default__REINST_MissionType_VRBattle_Base_C_41782) CONTENT: Deposit Code-Keys into the codebreaker(/Engine/Transient.Default__REINST_MissionType_VRBattle_Base_C_41782) CONTENT: Code-Key(/Engine/Transient.Default__REINST_MissionType_VRBattle_Base_C_41782) CONTENT: Codebreaker(/Engine/Transient.Default__REINST_MissionType_VRBattle_Base_C_41782) CONTENT: Teleport out before the area is deleted(/Engine/Transient.Default__REINST_MissionType_VRBattle_Base_C_41782) CONTENT: Good job! Now deposit the Code-Key into the codebreaker(/Engine/Transient.Default__REINST_MissionType_VRBattle_Base_C_41782) CONTENT: Get to the teleporter before the area is deleted(/Engine/Transient.Default__REINST_MissionType_VRBattle_Base_C_41782) CONTENT: Code-Keys Carried(/Engine/Transient.Default__REINST_MissionType_VRBattle_Base_C_41782) CONTENT: Fabulous! Keep it up!(/Engine/Transient.Default__REINST_MissionType_VRBattle_Base_C_41782) CONTENT: Get To The Teleporter!(/Engine/Transient.Default__REINST_MissionType_VRBattle_Base_C_41782) CONTENT: Wait for HLNA to crack the code to get teleport coordinates(/Engine/Transient.Default__REINST_MissionType_VRBattle_Base_C_41782) CONTENT: VR AI Here!(/Engine/Transient.Default__REINST_MissionType_VRBattle_Base_C_41782) CONTENT: Num AI Killed: (/Engine/Transient.Default__REINST_MissionType_VRBattle_Base_C_41782) CONTENT: Num AI Alive: (/Engine/Transient.Default__REINST_MissionType_VRBattle_Base_C_41782) CONTENT: Decrypting Code-Keys(/Engine/Transient.Default__REINST_MissionType_VRBattle_Base_C_41782) LITERAL: Num AI Alive {0}(/Game/Genesis/Missions/VRBattle/MissionType_VRBattle_Base.MissionType_VRBattle_Base:ExecuteUbergraph_MissionType_VRBattle_Base.K2Node_CallFunction_352163) LITERAL: 0(/Game/Genesis/Missions/VRBattle/MissionType_VRBattle_Base.MissionType_VRBattle_Base:ExecuteUbergraph_MissionType_VRBattle_Base.K2Node_MakeStruct_2755) LITERAL: KillLeftOverCharacters: (Using Bounds) Target {0} Mission {1}(/Game/Genesis/Missions/VRBattle/MissionType_VRBattle_Base.MissionType_VRBattle_Base:EdGraph_138280.K2Node_CallFunction_352280) LITERAL: 0(/Game/Genesis/Missions/VRBattle/MissionType_VRBattle_Base.MissionType_VRBattle_Base:EdGraph_138280.K2Node_MakeStruct_2756) LITERAL: 1(/Game/Genesis/Missions/VRBattle/MissionType_VRBattle_Base.MissionType_VRBattle_Base:EdGraph_138280.K2Node_MakeStruct_2757) LITERAL: KillLeftOverCharacters: (Mission) Target {0} Mission {1}(/Game/Genesis/Missions/VRBattle/MissionType_VRBattle_Base.MissionType_VRBattle_Base:EdGraph_138280.K2Node_CallFunction_352281) LITERAL: 0(/Game/Genesis/Missions/VRBattle/MissionType_VRBattle_Base.MissionType_VRBattle_Base:EdGraph_138280.K2Node_MakeStruct_2758) LITERAL: 1(/Game/Genesis/Missions/VRBattle/MissionType_VRBattle_Base.MissionType_VRBattle_Base:EdGraph_138280.K2Node_MakeStruct_2759) CONTENT: EN(/Game/Genesis/Missions/VRBattle/MissionType_VRBattle_Base.Default__MissionType_VRBattle_Base_C) CONTENT: EN(/Game/Genesis/Missions/VRBattle/MissionType_VRBattle_Base.Default__MissionType_VRBattle_Base_C) CONTENT: EN(/Game/Genesis/Missions/VRBattle/MissionType_VRBattle_Base.Default__MissionType_VRBattle_Base_C) CONTENT: EN(/Game/Genesis/Missions/VRBattle/MissionType_VRBattle_Base.Default__MissionType_VRBattle_Base_C) CONTENT: Corrupted Avatar Onslaught!(/Game/Genesis/Missions/VRBattle/MissionType_VRBattle_Base.Default__MissionType_VRBattle_Base_C) CONTENT: Kill Corrupted Avatars!(/Game/Genesis/Missions/VRBattle/MissionType_VRBattle_Base.Default__MissionType_VRBattle_Base_C) CONTENT: Get ready...(/Game/Genesis/Missions/VRBattle/MissionType_VRBattle_Base.Default__MissionType_VRBattle_Base_C) CONTENT: Get ready...(/Game/Genesis/Missions/VRBattle/MissionType_VRBattle_Base.Default__MissionType_VRBattle_Base_C) CONTENT: Kill Corrupted Avatars To Get Code-Keys(/Game/Genesis/Missions/VRBattle/MissionType_VRBattle_Base.Default__MissionType_VRBattle_Base_C) CONTENT: Cracking Code(/Game/Genesis/Missions/VRBattle/MissionType_VRBattle_Base.Default__MissionType_VRBattle_Base_C) CONTENT: Code Cracked... Get To The Teleporter(/Game/Genesis/Missions/VRBattle/MissionType_VRBattle_Base.Default__MissionType_VRBattle_Base_C) CONTENT: Teleporting to the next stage(/Game/Genesis/Missions/VRBattle/MissionType_VRBattle_Base.Default__MissionType_VRBattle_Base_C) CONTENT: Kill the Corrupted Avatars, pick up their Code-Keys, and deposit enough into the codebreaker to advance to the next stage(/Game/Genesis/Missions/VRBattle/MissionType_VRBattle_Base.Default__MissionType_VRBattle_Base_C) CONTENT: Return to the mission area!(/Game/Genesis/Missions/VRBattle/MissionType_VRBattle_Base.Default__MissionType_VRBattle_Base_C) CONTENT: Code-Keys Deposited(/Game/Genesis/Missions/VRBattle/MissionType_VRBattle_Base.Default__MissionType_VRBattle_Base_C) CONTENT: Deposit Code-Keys into the codebreaker(/Game/Genesis/Missions/VRBattle/MissionType_VRBattle_Base.Default__MissionType_VRBattle_Base_C) CONTENT: Code-Key(/Game/Genesis/Missions/VRBattle/MissionType_VRBattle_Base.Default__MissionType_VRBattle_Base_C) CONTENT: Codebreaker(/Game/Genesis/Missions/VRBattle/MissionType_VRBattle_Base.Default__MissionType_VRBattle_Base_C) CONTENT: Teleport out before the area is deleted(/Game/Genesis/Missions/VRBattle/MissionType_VRBattle_Base.Default__MissionType_VRBattle_Base_C) CONTENT: Good job! Now deposit the Code-Key into the codebreaker(/Game/Genesis/Missions/VRBattle/MissionType_VRBattle_Base.Default__MissionType_VRBattle_Base_C) CONTENT: Get to the teleporter before the area is deleted(/Game/Genesis/Missions/VRBattle/MissionType_VRBattle_Base.Default__MissionType_VRBattle_Base_C) CONTENT: Code-Keys Carried(/Game/Genesis/Missions/VRBattle/MissionType_VRBattle_Base.Default__MissionType_VRBattle_Base_C) CONTENT: Fabulous! Keep it up!(/Game/Genesis/Missions/VRBattle/MissionType_VRBattle_Base.Default__MissionType_VRBattle_Base_C) CONTENT: Get To The Teleporter!(/Game/Genesis/Missions/VRBattle/MissionType_VRBattle_Base.Default__MissionType_VRBattle_Base_C) CONTENT: Wait for HLNA to crack the code to get teleport coordinates(/Game/Genesis/Missions/VRBattle/MissionType_VRBattle_Base.Default__MissionType_VRBattle_Base_C) CONTENT: VR AI Here!(/Game/Genesis/Missions/VRBattle/MissionType_VRBattle_Base.Default__MissionType_VRBattle_Base_C) CONTENT: Num AI Killed: (/Game/Genesis/Missions/VRBattle/MissionType_VRBattle_Base.Default__MissionType_VRBattle_Base_C) CONTENT: Num AI Alive: (/Game/Genesis/Missions/VRBattle/MissionType_VRBattle_Base.Default__MissionType_VRBattle_Base_C) CONTENT: Decrypting Code-Keys(/Game/Genesis/Missions/VRBattle/MissionType_VRBattle_Base.Default__MissionType_VRBattle_Base_C) CONTENT: NONE(/Game/Genesis/Missions/VRBattle/Buffs/Buff_VRBattle_Player.Default__SKEL_Buff_VRBattle_Player_C) CONTENT: Cracking Code(/Game/Genesis/Missions/VRBattle/Buffs/Buff_VRBattle_Player.Default__Buff_VRBattle_Player_C) CONTENT: StartDelayedBossCompanionSequence(/Game/Genesis/Missions/VRBattle/Buffs/Buff_VRBattle_Player.Default__Buff_VRBattle_Player_C) CONTENT: Defeat me here, and you doom yourself, survivor. Wait 'til I find you... in the world beyond... (/Game/Genesis/Missions/VRBattle/Buffs/Buff_VRBattle_Player.Default__Buff_VRBattle_Player_C) CONTENT: Key drive full - deposit your keys!(/Game/Genesis/Missions/VRBattle/Buffs/Buff_VRBattle_Player.Default__Buff_VRBattle_Player_C) CONTENT: VRBattle Intro(/Engine/Transient.REINST_Buff_VRBattle_Stage1_Player_C_0) CONTENT: EN(/Engine/Transient.REINST_Buff_VRBattle_Stage1_Player_C_0) CONTENT: SoundCue'/Game/Genesis/Sound/Characters/VRBoss/Voice/VRBoss_Mission_Bot_Welcome_01_Cue.VRBoss_Mission_Bot_Welcome_01_Cue'(/Engine/Transient.REINST_Buff_VRBattle_Stage1_Player_C_0) CONTENT: Enemy Warning(/Engine/Transient.REINST_Buff_VRBattle_Stage1_Player_C_0) CONTENT: EN(/Engine/Transient.REINST_Buff_VRBattle_Stage1_Player_C_0) CONTENT: Mid Stage Banter(/Engine/Transient.REINST_Buff_VRBattle_Stage1_Player_C_0) CONTENT: SoundCue'/Game/Genesis/Sound/Characters/VRBoss/Voice/VRBoss_Mission_Bot_Banter_02_Cue.VRBoss_Mission_Bot_Banter_02_Cue'(/Engine/Transient.REINST_Buff_VRBattle_Stage1_Player_C_0) CONTENT: EN(/Engine/Transient.REINST_Buff_VRBattle_Stage1_Player_C_0) CONTENT: VRBattle Intro(/Engine/Transient.Default__REINST_Buff_VRBattle_Stage1_Player_C_41875) CONTENT: EN(/Engine/Transient.Default__REINST_Buff_VRBattle_Stage1_Player_C_41875) CONTENT: SoundCue'/Game/Genesis/Sound/Characters/VRBoss/Voice/VRBoss_Mission_Bot_Welcome_01_Cue.VRBoss_Mission_Bot_Welcome_01_Cue'(/Engine/Transient.Default__REINST_Buff_VRBattle_Stage1_Player_C_41875) CONTENT: Enemy Warning(/Engine/Transient.Default__REINST_Buff_VRBattle_Stage1_Player_C_41875) CONTENT: EN(/Engine/Transient.Default__REINST_Buff_VRBattle_Stage1_Player_C_41875) CONTENT: Mid Stage Banter(/Engine/Transient.Default__REINST_Buff_VRBattle_Stage1_Player_C_41875) CONTENT: SoundCue'/Game/Genesis/Sound/Characters/VRBoss/Voice/VRBoss_Mission_Bot_Banter_02_Cue.VRBoss_Mission_Bot_Banter_02_Cue'(/Engine/Transient.Default__REINST_Buff_VRBattle_Stage1_Player_C_41875) CONTENT: EN(/Engine/Transient.Default__REINST_Buff_VRBattle_Stage1_Player_C_41875) CONTENT: VRBattle Intro(/Engine/Transient.REINST_Buff_VRBattle_Stage1_Player_C_1) CONTENT: EN(/Engine/Transient.REINST_Buff_VRBattle_Stage1_Player_C_1) CONTENT: SoundCue'/Game/Genesis/Sound/Characters/VRBoss/Voice/VRBoss_Mission_Bot_Welcome_01_Cue.VRBoss_Mission_Bot_Welcome_01_Cue'(/Engine/Transient.REINST_Buff_VRBattle_Stage1_Player_C_1) CONTENT: Enemy Warning(/Engine/Transient.REINST_Buff_VRBattle_Stage1_Player_C_1) CONTENT: EN(/Engine/Transient.REINST_Buff_VRBattle_Stage1_Player_C_1) CONTENT: Mid Stage Banter(/Engine/Transient.REINST_Buff_VRBattle_Stage1_Player_C_1) CONTENT: SoundCue'/Game/Genesis/Sound/Characters/VRBoss/Voice/VRBoss_Mission_Bot_Banter_02_Cue.VRBoss_Mission_Bot_Banter_02_Cue'(/Engine/Transient.REINST_Buff_VRBattle_Stage1_Player_C_1) CONTENT: EN(/Engine/Transient.REINST_Buff_VRBattle_Stage1_Player_C_1) CONTENT: VRBattle Intro(/Engine/Transient.Default__REINST_Buff_VRBattle_Stage1_Player_C_41879) CONTENT: EN(/Engine/Transient.Default__REINST_Buff_VRBattle_Stage1_Player_C_41879) CONTENT: SoundCue'/Game/Genesis/Sound/Characters/VRBoss/Voice/VRBoss_Mission_Bot_Welcome_01_Cue.VRBoss_Mission_Bot_Welcome_01_Cue'(/Engine/Transient.Default__REINST_Buff_VRBattle_Stage1_Player_C_41879) CONTENT: Enemy Warning(/Engine/Transient.Default__REINST_Buff_VRBattle_Stage1_Player_C_41879) CONTENT: EN(/Engine/Transient.Default__REINST_Buff_VRBattle_Stage1_Player_C_41879) CONTENT: Mid Stage Banter(/Engine/Transient.Default__REINST_Buff_VRBattle_Stage1_Player_C_41879) CONTENT: SoundCue'/Game/Genesis/Sound/Characters/VRBoss/Voice/VRBoss_Mission_Bot_Banter_02_Cue.VRBoss_Mission_Bot_Banter_02_Cue'(/Engine/Transient.Default__REINST_Buff_VRBattle_Stage1_Player_C_41879) CONTENT: EN(/Engine/Transient.Default__REINST_Buff_VRBattle_Stage1_Player_C_41879) CONTENT: VRBattle Intro(/Game/Genesis/Missions/VRBattle/Buffs/Buff_VRBattle_Stage1_Player.Default__Buff_VRBattle_Stage1_Player_C) CONTENT: EN(/Game/Genesis/Missions/VRBattle/Buffs/Buff_VRBattle_Stage1_Player.Default__Buff_VRBattle_Stage1_Player_C) CONTENT: SoundCue'/Game/Genesis/Sound/Characters/VRBoss/Voice/VRBoss_Mission_Bot_Welcome_01_Cue.VRBoss_Mission_Bot_Welcome_01_Cue'(/Game/Genesis/Missions/VRBattle/Buffs/Buff_VRBattle_Stage1_Player.Default__Buff_VRBattle_Stage1_Player_C) CONTENT: Enemy Warning(/Game/Genesis/Missions/VRBattle/Buffs/Buff_VRBattle_Stage1_Player.Default__Buff_VRBattle_Stage1_Player_C) CONTENT: EN(/Game/Genesis/Missions/VRBattle/Buffs/Buff_VRBattle_Stage1_Player.Default__Buff_VRBattle_Stage1_Player_C) CONTENT: Mid Stage Banter(/Game/Genesis/Missions/VRBattle/Buffs/Buff_VRBattle_Stage1_Player.Default__Buff_VRBattle_Stage1_Player_C) CONTENT: SoundCue'/Game/Genesis/Sound/Characters/VRBoss/Voice/VRBoss_Mission_Bot_Banter_02_Cue.VRBoss_Mission_Bot_Banter_02_Cue'(/Game/Genesis/Missions/VRBattle/Buffs/Buff_VRBattle_Stage1_Player.Default__Buff_VRBattle_Stage1_Player_C) CONTENT: EN(/Game/Genesis/Missions/VRBattle/Buffs/Buff_VRBattle_Stage1_Player.Default__Buff_VRBattle_Stage1_Player_C) CONTENT: Stage2Intro(/Engine/Transient.REINST_Buff_VRBattle_Stage2_Player_C_0) CONTENT: SoundCue'/Game/Genesis/Sound/Characters/VRBoss/Voice/VRBoss_Mission_Bot_Banter_01_Cue.VRBoss_Mission_Bot_Banter_01_Cue'(/Engine/Transient.REINST_Buff_VRBattle_Stage2_Player_C_0) CONTENT: EN(/Engine/Transient.REINST_Buff_VRBattle_Stage2_Player_C_0) CONTENT: Mid Stage Banter(/Engine/Transient.REINST_Buff_VRBattle_Stage2_Player_C_0) CONTENT: SoundCue'/Game/Genesis/Sound/Characters/VRBoss/Voice/VRBoss_Mission_Bot_Banter_04_Cue.VRBoss_Mission_Bot_Banter_04_Cue'(/Engine/Transient.REINST_Buff_VRBattle_Stage2_Player_C_0) CONTENT: EN(/Engine/Transient.REINST_Buff_VRBattle_Stage2_Player_C_0) CONTENT: Stage2Intro(/Engine/Transient.Default__REINST_Buff_VRBattle_Stage2_Player_C_41886) CONTENT: SoundCue'/Game/Genesis/Sound/Characters/VRBoss/Voice/VRBoss_Mission_Bot_Banter_01_Cue.VRBoss_Mission_Bot_Banter_01_Cue'(/Engine/Transient.Default__REINST_Buff_VRBattle_Stage2_Player_C_41886) CONTENT: EN(/Engine/Transient.Default__REINST_Buff_VRBattle_Stage2_Player_C_41886) CONTENT: Mid Stage Banter(/Engine/Transient.Default__REINST_Buff_VRBattle_Stage2_Player_C_41886) CONTENT: SoundCue'/Game/Genesis/Sound/Characters/VRBoss/Voice/VRBoss_Mission_Bot_Banter_04_Cue.VRBoss_Mission_Bot_Banter_04_Cue'(/Engine/Transient.Default__REINST_Buff_VRBattle_Stage2_Player_C_41886) CONTENT: EN(/Engine/Transient.Default__REINST_Buff_VRBattle_Stage2_Player_C_41886) CONTENT: Stage2Intro(/Engine/Transient.REINST_Buff_VRBattle_Stage2_Player_C_1) CONTENT: SoundCue'/Game/Genesis/Sound/Characters/VRBoss/Voice/VRBoss_Mission_Bot_Banter_01_Cue.VRBoss_Mission_Bot_Banter_01_Cue'(/Engine/Transient.REINST_Buff_VRBattle_Stage2_Player_C_1) CONTENT: EN(/Engine/Transient.REINST_Buff_VRBattle_Stage2_Player_C_1) CONTENT: Mid Stage Banter(/Engine/Transient.REINST_Buff_VRBattle_Stage2_Player_C_1) CONTENT: SoundCue'/Game/Genesis/Sound/Characters/VRBoss/Voice/VRBoss_Mission_Bot_Banter_04_Cue.VRBoss_Mission_Bot_Banter_04_Cue'(/Engine/Transient.REINST_Buff_VRBattle_Stage2_Player_C_1) CONTENT: EN(/Engine/Transient.REINST_Buff_VRBattle_Stage2_Player_C_1) CONTENT: Stage2Intro(/Engine/Transient.Default__REINST_Buff_VRBattle_Stage2_Player_C_41890) CONTENT: SoundCue'/Game/Genesis/Sound/Characters/VRBoss/Voice/VRBoss_Mission_Bot_Banter_01_Cue.VRBoss_Mission_Bot_Banter_01_Cue'(/Engine/Transient.Default__REINST_Buff_VRBattle_Stage2_Player_C_41890) CONTENT: EN(/Engine/Transient.Default__REINST_Buff_VRBattle_Stage2_Player_C_41890) CONTENT: Mid Stage Banter(/Engine/Transient.Default__REINST_Buff_VRBattle_Stage2_Player_C_41890) CONTENT: SoundCue'/Game/Genesis/Sound/Characters/VRBoss/Voice/VRBoss_Mission_Bot_Banter_04_Cue.VRBoss_Mission_Bot_Banter_04_Cue'(/Engine/Transient.Default__REINST_Buff_VRBattle_Stage2_Player_C_41890) CONTENT: EN(/Engine/Transient.Default__REINST_Buff_VRBattle_Stage2_Player_C_41890) CONTENT: Stage2Intro(/Game/Genesis/Missions/VRBattle/Buffs/Buff_VRBattle_Stage2_Player.Default__Buff_VRBattle_Stage2_Player_C) CONTENT: SoundCue'/Game/Genesis/Sound/Characters/VRBoss/Voice/VRBoss_Mission_Bot_Banter_01_Cue.VRBoss_Mission_Bot_Banter_01_Cue'(/Game/Genesis/Missions/VRBattle/Buffs/Buff_VRBattle_Stage2_Player.Default__Buff_VRBattle_Stage2_Player_C) CONTENT: EN(/Game/Genesis/Missions/VRBattle/Buffs/Buff_VRBattle_Stage2_Player.Default__Buff_VRBattle_Stage2_Player_C) CONTENT: Mid Stage Banter(/Game/Genesis/Missions/VRBattle/Buffs/Buff_VRBattle_Stage2_Player.Default__Buff_VRBattle_Stage2_Player_C) CONTENT: SoundCue'/Game/Genesis/Sound/Characters/VRBoss/Voice/VRBoss_Mission_Bot_Banter_04_Cue.VRBoss_Mission_Bot_Banter_04_Cue'(/Game/Genesis/Missions/VRBattle/Buffs/Buff_VRBattle_Stage2_Player.Default__Buff_VRBattle_Stage2_Player_C) CONTENT: EN(/Game/Genesis/Missions/VRBattle/Buffs/Buff_VRBattle_Stage2_Player.Default__Buff_VRBattle_Stage2_Player_C) CONTENT: Stage3Intro(/Engine/Transient.REINST_Buff_VRBattle_Stage3_Player_C_0) CONTENT: SoundCue'/Game/Genesis/Sound/Characters/VRBoss/Voice/VRBoss_Mission_Bot_Banter_03_Cue.VRBoss_Mission_Bot_Banter_03_Cue'(/Engine/Transient.REINST_Buff_VRBattle_Stage3_Player_C_0) CONTENT: EN(/Engine/Transient.REINST_Buff_VRBattle_Stage3_Player_C_0) CONTENT: Mid Stage Banter(/Engine/Transient.REINST_Buff_VRBattle_Stage3_Player_C_0) CONTENT: SoundCue'/Game/Genesis/Sound/Characters/VRBoss/Voice/VRBoss_Mission_Bot_Banter_06_Cue.VRBoss_Mission_Bot_Banter_06_Cue'(/Engine/Transient.REINST_Buff_VRBattle_Stage3_Player_C_0) CONTENT: EN(/Engine/Transient.REINST_Buff_VRBattle_Stage3_Player_C_0) CONTENT: Stage3Intro(/Engine/Transient.Default__REINST_Buff_VRBattle_Stage3_Player_C_41897) CONTENT: SoundCue'/Game/Genesis/Sound/Characters/VRBoss/Voice/VRBoss_Mission_Bot_Banter_03_Cue.VRBoss_Mission_Bot_Banter_03_Cue'(/Engine/Transient.Default__REINST_Buff_VRBattle_Stage3_Player_C_41897) CONTENT: EN(/Engine/Transient.Default__REINST_Buff_VRBattle_Stage3_Player_C_41897) CONTENT: Mid Stage Banter(/Engine/Transient.Default__REINST_Buff_VRBattle_Stage3_Player_C_41897) CONTENT: SoundCue'/Game/Genesis/Sound/Characters/VRBoss/Voice/VRBoss_Mission_Bot_Banter_06_Cue.VRBoss_Mission_Bot_Banter_06_Cue'(/Engine/Transient.Default__REINST_Buff_VRBattle_Stage3_Player_C_41897) CONTENT: EN(/Engine/Transient.Default__REINST_Buff_VRBattle_Stage3_Player_C_41897) CONTENT: Stage3Intro(/Engine/Transient.REINST_Buff_VRBattle_Stage3_Player_C_1) CONTENT: SoundCue'/Game/Genesis/Sound/Characters/VRBoss/Voice/VRBoss_Mission_Bot_Banter_03_Cue.VRBoss_Mission_Bot_Banter_03_Cue'(/Engine/Transient.REINST_Buff_VRBattle_Stage3_Player_C_1) CONTENT: EN(/Engine/Transient.REINST_Buff_VRBattle_Stage3_Player_C_1) CONTENT: Mid Stage Banter(/Engine/Transient.REINST_Buff_VRBattle_Stage3_Player_C_1) CONTENT: SoundCue'/Game/Genesis/Sound/Characters/VRBoss/Voice/VRBoss_Mission_Bot_Banter_06_Cue.VRBoss_Mission_Bot_Banter_06_Cue'(/Engine/Transient.REINST_Buff_VRBattle_Stage3_Player_C_1) CONTENT: EN(/Engine/Transient.REINST_Buff_VRBattle_Stage3_Player_C_1) CONTENT: Stage3Intro(/Engine/Transient.Default__REINST_Buff_VRBattle_Stage3_Player_C_41901) CONTENT: SoundCue'/Game/Genesis/Sound/Characters/VRBoss/Voice/VRBoss_Mission_Bot_Banter_03_Cue.VRBoss_Mission_Bot_Banter_03_Cue'(/Engine/Transient.Default__REINST_Buff_VRBattle_Stage3_Player_C_41901) CONTENT: EN(/Engine/Transient.Default__REINST_Buff_VRBattle_Stage3_Player_C_41901) CONTENT: Mid Stage Banter(/Engine/Transient.Default__REINST_Buff_VRBattle_Stage3_Player_C_41901) CONTENT: SoundCue'/Game/Genesis/Sound/Characters/VRBoss/Voice/VRBoss_Mission_Bot_Banter_06_Cue.VRBoss_Mission_Bot_Banter_06_Cue'(/Engine/Transient.Default__REINST_Buff_VRBattle_Stage3_Player_C_41901) CONTENT: EN(/Engine/Transient.Default__REINST_Buff_VRBattle_Stage3_Player_C_41901) CONTENT: Stage3Intro(/Game/Genesis/Missions/VRBattle/Buffs/Buff_VRBattle_Stage3_Player.Default__Buff_VRBattle_Stage3_Player_C) CONTENT: SoundCue'/Game/Genesis/Sound/Characters/VRBoss/Voice/VRBoss_Mission_Bot_Banter_03_Cue.VRBoss_Mission_Bot_Banter_03_Cue'(/Game/Genesis/Missions/VRBattle/Buffs/Buff_VRBattle_Stage3_Player.Default__Buff_VRBattle_Stage3_Player_C) CONTENT: EN(/Game/Genesis/Missions/VRBattle/Buffs/Buff_VRBattle_Stage3_Player.Default__Buff_VRBattle_Stage3_Player_C) CONTENT: Mid Stage Banter(/Game/Genesis/Missions/VRBattle/Buffs/Buff_VRBattle_Stage3_Player.Default__Buff_VRBattle_Stage3_Player_C) CONTENT: SoundCue'/Game/Genesis/Sound/Characters/VRBoss/Voice/VRBoss_Mission_Bot_Banter_06_Cue.VRBoss_Mission_Bot_Banter_06_Cue'(/Game/Genesis/Missions/VRBattle/Buffs/Buff_VRBattle_Stage3_Player.Default__Buff_VRBattle_Stage3_Player_C) CONTENT: EN(/Game/Genesis/Missions/VRBattle/Buffs/Buff_VRBattle_Stage3_Player.Default__Buff_VRBattle_Stage3_Player_C) CONTENT: FinalStageIntro(/Engine/Transient.REINST_Buff_VRBattle_FinalStage_Player_C_0) CONTENT: SoundCue'/Game/Genesis/Sound/Characters/VRBoss/Voice/VRBoss_Mission_Bot_Banter_05_Cue.VRBoss_Mission_Bot_Banter_05_Cue'(/Engine/Transient.REINST_Buff_VRBattle_FinalStage_Player_C_0) CONTENT: EN(/Engine/Transient.REINST_Buff_VRBattle_FinalStage_Player_C_0) LITERAL: Boss Death Matinee Finished. Telling Server.(/Game/Genesis/Missions/VRBattle/Buffs/Buff_VRBattle_FinalStage_Player.Buff_VRBattle_FinalStage_Player:EventGraph.K2Node_CallFunction_164674) LITERAL: Starting Boss Taunt Sequence: (/Game/Genesis/Missions/VRBattle/Buffs/Buff_VRBattle_FinalStage_Player.Buff_VRBattle_FinalStage_Player:EventGraph.K2Node_CallFunction_337363) LITERAL: (/Game/Genesis/Missions/VRBattle/Buffs/Buff_VRBattle_FinalStage_Player.Buff_VRBattle_FinalStage_Player:EventGraph.K2Node_CallFunction_349009) LITERAL: Immune to Damage(/Game/Genesis/Missions/VRBattle/Buffs/Buff_VRBattle_FinalStage_Player.Buff_VRBattle_FinalStage_Player:BPGetHUDElements.K2Node_CallFunction_220866) LITERAL: {0} / {1}(/Game/Genesis/Missions/VRBattle/Buffs/Buff_VRBattle_FinalStage_Player.Buff_VRBattle_FinalStage_Player:BPGetHUDElements.K2Node_FormatText_384) CONTENT: FinalStageIntro(/Engine/Transient.Default__REINST_Buff_VRBattle_FinalStage_Player_C_41908) CONTENT: SoundCue'/Game/Genesis/Sound/Characters/VRBoss/Voice/VRBoss_Mission_Bot_Banter_05_Cue.VRBoss_Mission_Bot_Banter_05_Cue'(/Engine/Transient.Default__REINST_Buff_VRBattle_FinalStage_Player_C_41908) CONTENT: EN(/Engine/Transient.Default__REINST_Buff_VRBattle_FinalStage_Player_C_41908) LITERAL: {0} / {1}(/Game/Genesis/Missions/VRBattle/Buffs/Buff_VRBattle_FinalStage_Player.Buff_VRBattle_FinalStage_Player:EdGraph_138687.K2Node_CallFunction_353233) LITERAL: 0(/Game/Genesis/Missions/VRBattle/Buffs/Buff_VRBattle_FinalStage_Player.Buff_VRBattle_FinalStage_Player:EdGraph_138687.K2Node_MakeStruct_2770) LITERAL: 1(/Game/Genesis/Missions/VRBattle/Buffs/Buff_VRBattle_FinalStage_Player.Buff_VRBattle_FinalStage_Player:EdGraph_138687.K2Node_MakeStruct_2771) CONTENT: FinalStageIntro(/Engine/Transient.REINST_Buff_VRBattle_FinalStage_Player_C_1) CONTENT: SoundCue'/Game/Genesis/Sound/Characters/VRBoss/Voice/VRBoss_Mission_Bot_Banter_05_Cue.VRBoss_Mission_Bot_Banter_05_Cue'(/Engine/Transient.REINST_Buff_VRBattle_FinalStage_Player_C_1) CONTENT: EN(/Engine/Transient.REINST_Buff_VRBattle_FinalStage_Player_C_1) CONTENT: FinalStageIntro(/Engine/Transient.Default__REINST_Buff_VRBattle_FinalStage_Player_C_41912) CONTENT: SoundCue'/Game/Genesis/Sound/Characters/VRBoss/Voice/VRBoss_Mission_Bot_Banter_05_Cue.VRBoss_Mission_Bot_Banter_05_Cue'(/Engine/Transient.Default__REINST_Buff_VRBattle_FinalStage_Player_C_41912) CONTENT: EN(/Engine/Transient.Default__REINST_Buff_VRBattle_FinalStage_Player_C_41912) LITERAL: {0} / {1}(/Game/Genesis/Missions/VRBattle/Buffs/Buff_VRBattle_FinalStage_Player.Buff_VRBattle_FinalStage_Player:EdGraph_138706.K2Node_CallFunction_353304) LITERAL: 0(/Game/Genesis/Missions/VRBattle/Buffs/Buff_VRBattle_FinalStage_Player.Buff_VRBattle_FinalStage_Player:EdGraph_138706.K2Node_MakeStruct_2772) LITERAL: 1(/Game/Genesis/Missions/VRBattle/Buffs/Buff_VRBattle_FinalStage_Player.Buff_VRBattle_FinalStage_Player:EdGraph_138706.K2Node_MakeStruct_2773) CONTENT: Master Controller(/Game/Genesis/Missions/VRBattle/Buffs/Buff_VRBattle_FinalStage_Player.Default__Buff_VRBattle_FinalStage_Player_C) CONTENT: Why would you take a test that you cannot possibly pass?(/Game/Genesis/Missions/VRBattle/Buffs/Buff_VRBattle_FinalStage_Player.Default__Buff_VRBattle_FinalStage_Player_C) CONTENT: SoundCue'/Game/Genesis/Sound/Characters/VRBoss/Voice/VRBoss_Mission_Bot_Banter_Extra_01_Cue.VRBoss_Mission_Bot_Banter_Extra_01_Cue'(/Game/Genesis/Missions/VRBattle/Buffs/Buff_VRBattle_FinalStage_Player.Default__Buff_VRBattle_FinalStage_Player_C) CONTENT: EN(/Game/Genesis/Missions/VRBattle/Buffs/Buff_VRBattle_FinalStage_Player.Default__Buff_VRBattle_FinalStage_Player_C) CONTENT: I hoped you would learn from all the punishment I?m dishing out.(/Game/Genesis/Missions/VRBattle/Buffs/Buff_VRBattle_FinalStage_Player.Default__Buff_VRBattle_FinalStage_Player_C) CONTENT: SoundCue'/Game/Genesis/Sound/Characters/VRBoss/Voice/VRBoss_Mission_Bot_Banter_Extra_02_Cue.VRBoss_Mission_Bot_Banter_Extra_02_Cue'(/Game/Genesis/Missions/VRBattle/Buffs/Buff_VRBattle_FinalStage_Player.Default__Buff_VRBattle_FinalStage_Player_C) CONTENT: EN(/Game/Genesis/Missions/VRBattle/Buffs/Buff_VRBattle_FinalStage_Player.Default__Buff_VRBattle_FinalStage_Player_C) CONTENT: How clumsy. How? pathetic.(/Game/Genesis/Missions/VRBattle/Buffs/Buff_VRBattle_FinalStage_Player.Default__Buff_VRBattle_FinalStage_Player_C) CONTENT: SoundCue'/Game/Genesis/Sound/Characters/VRBoss/Voice/VRBoss_Mission_Bot_Banter_Extra_03_Cue.VRBoss_Mission_Bot_Banter_Extra_03_Cue'(/Game/Genesis/Missions/VRBattle/Buffs/Buff_VRBattle_FinalStage_Player.Default__Buff_VRBattle_FinalStage_Player_C) CONTENT: EN(/Game/Genesis/Missions/VRBattle/Buffs/Buff_VRBattle_FinalStage_Player.Default__Buff_VRBattle_FinalStage_Player_C) CONTENT: We?re not so different, survivor...(/Game/Genesis/Missions/VRBattle/Buffs/Buff_VRBattle_FinalStage_Player.Default__Buff_VRBattle_FinalStage_Player_C) CONTENT: SoundCue'/Game/Genesis/Sound/Characters/VRBoss/Voice/VRBoss_Mission_Bot_Banter_Extra_04_Cue.VRBoss_Mission_Bot_Banter_Extra_04_Cue'(/Game/Genesis/Missions/VRBattle/Buffs/Buff_VRBattle_FinalStage_Player.Default__Buff_VRBattle_FinalStage_Player_C) CONTENT: EN(/Game/Genesis/Missions/VRBattle/Buffs/Buff_VRBattle_FinalStage_Player.Default__Buff_VRBattle_FinalStage_Player_C) CONTENT: Mua ha ha ha ha ha!(/Game/Genesis/Missions/VRBattle/Buffs/Buff_VRBattle_FinalStage_Player.Default__Buff_VRBattle_FinalStage_Player_C) CONTENT: SoundCue'/Game/Genesis/Sound/Characters/VRBoss/Voice/VRBoss_Mission_Bot_Banter_Extra_05_Cue.VRBoss_Mission_Bot_Banter_Extra_05_Cue'(/Game/Genesis/Missions/VRBattle/Buffs/Buff_VRBattle_FinalStage_Player.Default__Buff_VRBattle_FinalStage_Player_C) CONTENT: EN(/Game/Genesis/Missions/VRBattle/Buffs/Buff_VRBattle_FinalStage_Player.Default__Buff_VRBattle_FinalStage_Player_C) CONTENT: You cannot ?hack? your way to victory here!(/Game/Genesis/Missions/VRBattle/Buffs/Buff_VRBattle_FinalStage_Player.Default__Buff_VRBattle_FinalStage_Player_C) CONTENT: SoundCue'/Game/Genesis/Sound/Characters/VRBoss/Voice/VRBoss_Mission_Bot_Banter_Extra_06_Cue.VRBoss_Mission_Bot_Banter_Extra_06_Cue'(/Game/Genesis/Missions/VRBattle/Buffs/Buff_VRBattle_FinalStage_Player.Default__Buff_VRBattle_FinalStage_Player_C) CONTENT: EN(/Game/Genesis/Missions/VRBattle/Buffs/Buff_VRBattle_FinalStage_Player.Default__Buff_VRBattle_FinalStage_Player_C) CONTENT: Accept the inevitable, survivor!(/Game/Genesis/Missions/VRBattle/Buffs/Buff_VRBattle_FinalStage_Player.Default__Buff_VRBattle_FinalStage_Player_C) CONTENT: SoundCue'/Game/Genesis/Sound/Characters/VRBoss/Voice/VRBoss_Mission_Bot_Banter_Extra_07_Cue.VRBoss_Mission_Bot_Banter_Extra_07_Cue'(/Game/Genesis/Missions/VRBattle/Buffs/Buff_VRBattle_FinalStage_Player.Default__Buff_VRBattle_FinalStage_Player_C) CONTENT: EN(/Game/Genesis/Missions/VRBattle/Buffs/Buff_VRBattle_FinalStage_Player.Default__Buff_VRBattle_FinalStage_Player_C) CONTENT: Survivor, you are doomed!(/Game/Genesis/Missions/VRBattle/Buffs/Buff_VRBattle_FinalStage_Player.Default__Buff_VRBattle_FinalStage_Player_C) CONTENT: SoundCue'/Game/Genesis/Sound/Characters/VRBoss/Voice/VRBoss_Mission_Bot_Banter_Extra_08_Cue.VRBoss_Mission_Bot_Banter_Extra_08_Cue'(/Game/Genesis/Missions/VRBattle/Buffs/Buff_VRBattle_FinalStage_Player.Default__Buff_VRBattle_FinalStage_Player_C) CONTENT: EN(/Game/Genesis/Missions/VRBattle/Buffs/Buff_VRBattle_FinalStage_Player.Default__Buff_VRBattle_FinalStage_Player_C) CONTENT: Behold! Your demise approaches! Ha ha ha ha ha...(/Game/Genesis/Missions/VRBattle/Buffs/Buff_VRBattle_FinalStage_Player.Default__Buff_VRBattle_FinalStage_Player_C) CONTENT: SoundCue'/Game/Genesis/Sound/Characters/VRBoss/Voice/VRBoss_Mission_Bot_Banter_Extra_09_Cue.VRBoss_Mission_Bot_Banter_Extra_09_Cue'(/Game/Genesis/Missions/VRBattle/Buffs/Buff_VRBattle_FinalStage_Player.Default__Buff_VRBattle_FinalStage_Player_C) CONTENT: EN(/Game/Genesis/Missions/VRBattle/Buffs/Buff_VRBattle_FinalStage_Player.Default__Buff_VRBattle_FinalStage_Player_C) CONTENT: There are no words for how dull-witted you are.(/Game/Genesis/Missions/VRBattle/Buffs/Buff_VRBattle_FinalStage_Player.Default__Buff_VRBattle_FinalStage_Player_C) CONTENT: SoundCue'/Game/Genesis/Sound/Characters/VRBoss/Voice/VRBoss_Mission_Bot_Banter_Extra_10_Cue.VRBoss_Mission_Bot_Banter_Extra_10_Cue'(/Game/Genesis/Missions/VRBattle/Buffs/Buff_VRBattle_FinalStage_Player.Default__Buff_VRBattle_FinalStage_Player_C) CONTENT: EN(/Game/Genesis/Missions/VRBattle/Buffs/Buff_VRBattle_FinalStage_Player.Default__Buff_VRBattle_FinalStage_Player_C) CONTENT: FinalStageIntro(/Game/Genesis/Missions/VRBattle/Buffs/Buff_VRBattle_FinalStage_Player.Default__Buff_VRBattle_FinalStage_Player_C) CONTENT: SoundCue'/Game/Genesis/Sound/Characters/VRBoss/Voice/VRBoss_Mission_Bot_Banter_05_Cue.VRBoss_Mission_Bot_Banter_05_Cue'(/Game/Genesis/Missions/VRBattle/Buffs/Buff_VRBattle_FinalStage_Player.Default__Buff_VRBattle_FinalStage_Player_C) CONTENT: EN(/Game/Genesis/Missions/VRBattle/Buffs/Buff_VRBattle_FinalStage_Player.Default__Buff_VRBattle_FinalStage_Player_C) CONTENT: Attack Drone(/Engine/Transient.REINST_EndDrone_Character_BP_C_0) CONTENT: Beginning Morph(/Engine/Transient.REINST_Buff_EndBossMorph_Dissolve_C_0) LITERAL: Spawning(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_EndBossMorph_Dissolve.Buff_EndBossMorph_Dissolve:EventGraph.K2Node_CallFunction_118796) LITERAL: Done Spawning(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_EndBossMorph_Dissolve.Buff_EndBossMorph_Dissolve:BPDeactivated.K2Node_CallFunction_118960) CONTENT: Beginning Morph(/Engine/Transient.Default__REINST_Buff_EndBossMorph_Dissolve_C_41968) CONTENT: Beginning Morph(/Engine/Transient.REINST_Buff_EndBossMorph_Dissolve_C_1) CONTENT: Element(/Game/EndGame/Dinos/LootItemSet_Element.Default__LootItemSet_Element_C) CONTENT: Element(/Game/EndGame/Dinos/LootItemSet_Element.Default__LootItemSet_Element_C) CONTENT: Tek Weapons(/Game/EndGame/Dinos/LootItemSet_Element.Default__LootItemSet_Element_C) CONTENT: Defense Unit(/Engine/Transient.REINST_EndTank_Character_BP_C_0) LITERAL: allowed to unroll(/Game/EndGame/Dinos/Tank/EndTank_Character_BP.EndTank_Character_BP:CheckAgainstRoll.K2Node_CallFunction_40857) CONTENT: Defense Unit(/Engine/Transient.Default__REINST_EndTank_Character_BP_C_42000) CONTENT: Defense Unit(/Engine/Transient.REINST_EndTank_Character_BP_C_1) CONTENT: Attack Drone(/Engine/Transient.Default__REINST_EndDrone_Character_BP_C_42015) CONTENT: Attack Drone(/Engine/Transient.REINST_EndDrone_Character_BP_C_1) CONTENT: Beginning Morph(/Engine/Transient.Default__REINST_Buff_EndBossMorph_Dissolve_C_42019) CONTENT: Beginning Morph(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_EndBossMorph_Dissolve.Default__Buff_EndBossMorph_Dissolve_C) CONTENT: Defense Unit(/Engine/Transient.Default__REINST_EndTank_Character_BP_C_42031) CONTENT: Defense Unit(/Game/EndGame/Dinos/Tank/EndTank_Character_BP.Default__EndTank_Character_BP_C) CONTENT: Attack Drone(/Engine/Transient.Default__REINST_EndDrone_Character_BP_C_42043) CONTENT: Attack Drone(/Game/EndGame/Dinos/Drone/EndDrone_Character_BP.Default__EndDrone_Character_BP_C) CONTENT: SingleColor(/Game/Genesis/Dinos/BiomeVariants/VR/DinoColorSet_VRDino.Default__DinoColorSet_VRDino_C) CONTENT: SingleColor(/Game/Genesis/Dinos/BiomeVariants/VR/DinoColorSet_VRDino.Default__DinoColorSet_VRDino_C) CONTENT: SingleColor(/Game/Genesis/Dinos/BiomeVariants/VR/DinoColorSet_VRDino.Default__DinoColorSet_VRDino_C) CONTENT: SingleColor(/Game/Genesis/Dinos/BiomeVariants/VR/DinoColorSet_VRDino.Default__DinoColorSet_VRDino_C) CONTENT: SingleColor(/Game/Genesis/Dinos/BiomeVariants/VR/DinoColorSet_VRDino.Default__DinoColorSet_VRDino_C) CONTENT: SingleColor(/Game/Genesis/Dinos/BiomeVariants/VR/DinoColorSet_VRDino.Default__DinoColorSet_VRDino_C) CONTENT: Corrupted Dinotar(/Engine/Transient.REINST_VRGigant_Character_BP_C_0) CONTENT: Corrupted Dinotar(/Engine/Transient.Default__REINST_VRGigant_Character_BP_C_42099) CONTENT: Corrupted Dinotar(/Engine/Transient.REINST_VRGigant_Character_BP_C_1) CONTENT: Corrupted Dinotar(/Engine/Transient.Default__REINST_VRGigant_Character_BP_C_42103) CONTENT: Corrupted Dinotar(/Game/Genesis/Dinos/BiomeVariants/VR/VRGigant_Character_BP.Default__VRGigant_Character_BP_C) CONTENT: Corrupted Dinotar(/Engine/Transient.REINST_VRXenomorph_Character_BP_Male_Minion_C_0) CONTENT: Corrupted Dinotar(/Engine/Transient.Default__REINST_VRXenomorph_Character_BP_Male_Minion_C_42111) CONTENT: Corrupted Dinotar(/Engine/Transient.REINST_VRXenomorph_Character_BP_Male_Minion_C_1) CONTENT: Corrupted Dinotar(/Engine/Transient.Default__REINST_VRXenomorph_Character_BP_Male_Minion_C_42115) CONTENT: Corrupted Dinotar(/Game/Genesis/Dinos/BiomeVariants/VR/VRXenomorph_Character_BP_Male_Minion.Default__VRXenomorph_Character_BP_Male_Minion_C) CONTENT: EN(/Engine/Transient.REINST_MissionType_VRBattle_FinalStage_C_0) CONTENT: The Final Test(/Engine/Transient.REINST_MissionType_VRBattle_FinalStage_C_0) CONTENT: Mission Accomplished(/Engine/Transient.REINST_MissionType_VRBattle_FinalStage_C_0) CONTENT: Get ready...(/Engine/Transient.REINST_MissionType_VRBattle_FinalStage_C_0) CONTENT: Get ready...(/Engine/Transient.REINST_MissionType_VRBattle_FinalStage_C_0) CONTENT: Kill Corrupted Avatars To Get Code-Keys(/Engine/Transient.REINST_MissionType_VRBattle_FinalStage_C_0) CONTENT: Waiting to Ascend...(/Engine/Transient.REINST_MissionType_VRBattle_FinalStage_C_0) CONTENT: Kill the Corrupted Avatars, pick up their Code-Keys, and deposit enough into the codebreaker to advance to the next stage(/Engine/Transient.REINST_MissionType_VRBattle_FinalStage_C_0) CONTENT: Return to the mission area!(/Engine/Transient.REINST_MissionType_VRBattle_FinalStage_C_0) CONTENT: Code-Keys Deposited(/Engine/Transient.REINST_MissionType_VRBattle_FinalStage_C_0) CONTENT: Deposit Code-Keys into the codebreaker(/Engine/Transient.REINST_MissionType_VRBattle_FinalStage_C_0) CONTENT: Code-Key(/Engine/Transient.REINST_MissionType_VRBattle_FinalStage_C_0) CONTENT: Codebreaker(/Engine/Transient.REINST_MissionType_VRBattle_FinalStage_C_0) CONTENT: Teleport out before the area is deleted(/Engine/Transient.REINST_MissionType_VRBattle_FinalStage_C_0) CONTENT: Good job! Now deposit the Code-Key into the codebreaker(/Engine/Transient.REINST_MissionType_VRBattle_FinalStage_C_0) CONTENT: Get to the teleporter before the area is deleted(/Engine/Transient.REINST_MissionType_VRBattle_FinalStage_C_0) CONTENT: Code-Keys Carried(/Engine/Transient.REINST_MissionType_VRBattle_FinalStage_C_0) CONTENT: You killed the Corrupted Master Controller!(/Engine/Transient.REINST_MissionType_VRBattle_FinalStage_C_0) CONTENT: Corrupted Master Controller Health(/Engine/Transient.REINST_MissionType_VRBattle_FinalStage_C_0) CONTENT: Congratulations!(/Engine/Transient.REINST_MissionType_VRBattle_FinalStage_C_0) CONTENT: Master Controller is now vulnerable!(/Engine/Transient.REINST_MissionType_VRBattle_FinalStage_C_0) LITERAL: NO BOSS IN FINAL STAGE THERE'S A BIG PROBLEM!(/Game/Genesis/Missions/VRBattle/MissionType_VRBattle_FinalStage.MissionType_VRBattle_FinalStage:Init Main Boss.K2Node_CallFunction_393032) LITERAL: Teleporting Tame At End Of VRBattle: (/Game/Genesis/Missions/VRBattle/MissionType_VRBattle_FinalStage.MissionType_VRBattle_FinalStage:OnMainBossDied.K2Node_CallFunction_335750) LITERAL: FireBeamfromKiosk(/Game/Genesis/Missions/VRBattle/MissionType_VRBattle_FinalStage.MissionType_VRBattle_FinalStage:On Player Begin Overlap Code Key Kiosk.K2Node_CallFunction_75610) LITERAL: Boss HasShieldUp = (/Game/Genesis/Missions/VRBattle/MissionType_VRBattle_FinalStage.MissionType_VRBattle_FinalStage:On Player Begin Overlap Code Key Kiosk.K2Node_CallFunction_369903) LITERAL: (/Game/Genesis/Missions/VRBattle/MissionType_VRBattle_FinalStage.MissionType_VRBattle_FinalStage:On Player Begin Overlap Code Key Kiosk.K2Node_CallFunction_369903) LITERAL: Overlapped Kiosk IsActive? = (/Game/Genesis/Missions/VRBattle/MissionType_VRBattle_FinalStage.MissionType_VRBattle_FinalStage:On Player Begin Overlap Code Key Kiosk.K2Node_CallFunction_369317) LITERAL: Total Code Keys Deposited: (/Game/Genesis/Missions/VRBattle/MissionType_VRBattle_FinalStage.MissionType_VRBattle_FinalStage:On Player Begin Overlap Code Key Kiosk.K2Node_CallFunction_443599) LITERAL: Num Items Picked Up: (/Game/Genesis/Missions/VRBattle/MissionType_VRBattle_FinalStage.MissionType_VRBattle_FinalStage:On Player Begin Overlap Code Key Kiosk.K2Node_CallFunction_442336) LITERAL: Depositing this amount of code keys: (/Game/Genesis/Missions/VRBattle/MissionType_VRBattle_FinalStage.MissionType_VRBattle_FinalStage:On Player Begin Overlap Code Key Kiosk.K2Node_CallFunction_442337) LITERAL: KillLeftOverCharacters: (Fail Teleport) Target {0} Mission {1}(/Game/Genesis/Missions/VRBattle/MissionType_VRBattle_FinalStage.MissionType_VRBattle_FinalStage:BPOnMissionDeactivated.K2Node_FormatText_219) LITERAL: Play Shield Up Reaction(/Game/Genesis/Missions/VRBattle/MissionType_VRBattle_FinalStage.MissionType_VRBattle_FinalStage:FireBeamFromKiosk.K2Node_CallFunction_144114) LITERAL: MasterVulnerableAlertEntry(/Game/Genesis/Missions/VRBattle/MissionType_VRBattle_FinalStage.MissionType_VRBattle_FinalStage:FireBeamFromKiosk.K2Node_MakeStruct_3604) CONTENT: EN(/Engine/Transient.Default__REINST_MissionType_VRBattle_FinalStage_C_42157) CONTENT: The Final Test(/Engine/Transient.Default__REINST_MissionType_VRBattle_FinalStage_C_42157) CONTENT: Mission Accomplished(/Engine/Transient.Default__REINST_MissionType_VRBattle_FinalStage_C_42157) CONTENT: Get ready...(/Engine/Transient.Default__REINST_MissionType_VRBattle_FinalStage_C_42157) CONTENT: Get ready...(/Engine/Transient.Default__REINST_MissionType_VRBattle_FinalStage_C_42157) CONTENT: Kill Corrupted Avatars To Get Code-Keys(/Engine/Transient.Default__REINST_MissionType_VRBattle_FinalStage_C_42157) CONTENT: Waiting to Ascend...(/Engine/Transient.Default__REINST_MissionType_VRBattle_FinalStage_C_42157) CONTENT: Kill the Corrupted Avatars, pick up their Code-Keys, and deposit enough into the codebreaker to advance to the next stage(/Engine/Transient.Default__REINST_MissionType_VRBattle_FinalStage_C_42157) CONTENT: Return to the mission area!(/Engine/Transient.Default__REINST_MissionType_VRBattle_FinalStage_C_42157) CONTENT: Code-Keys Deposited(/Engine/Transient.Default__REINST_MissionType_VRBattle_FinalStage_C_42157) CONTENT: Deposit Code-Keys into the codebreaker(/Engine/Transient.Default__REINST_MissionType_VRBattle_FinalStage_C_42157) CONTENT: Code-Key(/Engine/Transient.Default__REINST_MissionType_VRBattle_FinalStage_C_42157) CONTENT: Codebreaker(/Engine/Transient.Default__REINST_MissionType_VRBattle_FinalStage_C_42157) CONTENT: Teleport out before the area is deleted(/Engine/Transient.Default__REINST_MissionType_VRBattle_FinalStage_C_42157) CONTENT: Good job! Now deposit the Code-Key into the codebreaker(/Engine/Transient.Default__REINST_MissionType_VRBattle_FinalStage_C_42157) CONTENT: Get to the teleporter before the area is deleted(/Engine/Transient.Default__REINST_MissionType_VRBattle_FinalStage_C_42157) CONTENT: Code-Keys Carried(/Engine/Transient.Default__REINST_MissionType_VRBattle_FinalStage_C_42157) CONTENT: You killed the Corrupted Master Controller!(/Engine/Transient.Default__REINST_MissionType_VRBattle_FinalStage_C_42157) CONTENT: Corrupted Master Controller Health(/Engine/Transient.Default__REINST_MissionType_VRBattle_FinalStage_C_42157) CONTENT: Congratulations!(/Engine/Transient.Default__REINST_MissionType_VRBattle_FinalStage_C_42157) CONTENT: Master Controller is now vulnerable!(/Engine/Transient.Default__REINST_MissionType_VRBattle_FinalStage_C_42157) LITERAL: KillLeftOverCharacters: (Fail Teleport) Target {0} Mission {1}(/Game/Genesis/Missions/VRBattle/MissionType_VRBattle_FinalStage.MissionType_VRBattle_FinalStage:EdGraph_139289.K2Node_CallFunction_354542) LITERAL: 0(/Game/Genesis/Missions/VRBattle/MissionType_VRBattle_FinalStage.MissionType_VRBattle_FinalStage:EdGraph_139289.K2Node_MakeStruct_2774) LITERAL: 1(/Game/Genesis/Missions/VRBattle/MissionType_VRBattle_FinalStage.MissionType_VRBattle_FinalStage:EdGraph_139289.K2Node_MakeStruct_2775) CONTENT: EN(/Engine/Transient.REINST_MissionType_VRBattle_FinalStage_C_1) CONTENT: The Final Test(/Engine/Transient.REINST_MissionType_VRBattle_FinalStage_C_1) CONTENT: Mission Accomplished(/Engine/Transient.REINST_MissionType_VRBattle_FinalStage_C_1) CONTENT: Get ready...(/Engine/Transient.REINST_MissionType_VRBattle_FinalStage_C_1) CONTENT: Get ready...(/Engine/Transient.REINST_MissionType_VRBattle_FinalStage_C_1) CONTENT: Kill Corrupted Avatars To Get Code-Keys(/Engine/Transient.REINST_MissionType_VRBattle_FinalStage_C_1) CONTENT: Waiting to Ascend...(/Engine/Transient.REINST_MissionType_VRBattle_FinalStage_C_1) CONTENT: Kill the Corrupted Avatars, pick up their Code-Keys, and deposit enough into the codebreaker to advance to the next stage(/Engine/Transient.REINST_MissionType_VRBattle_FinalStage_C_1) CONTENT: Return to the mission area!(/Engine/Transient.REINST_MissionType_VRBattle_FinalStage_C_1) CONTENT: Code-Keys Deposited(/Engine/Transient.REINST_MissionType_VRBattle_FinalStage_C_1) CONTENT: Deposit Code-Keys into the codebreaker(/Engine/Transient.REINST_MissionType_VRBattle_FinalStage_C_1) CONTENT: Code-Key(/Engine/Transient.REINST_MissionType_VRBattle_FinalStage_C_1) CONTENT: Codebreaker(/Engine/Transient.REINST_MissionType_VRBattle_FinalStage_C_1) CONTENT: Teleport out before the area is deleted(/Engine/Transient.REINST_MissionType_VRBattle_FinalStage_C_1) CONTENT: Good job! Now deposit the Code-Key into the codebreaker(/Engine/Transient.REINST_MissionType_VRBattle_FinalStage_C_1) CONTENT: Get to the teleporter before the area is deleted(/Engine/Transient.REINST_MissionType_VRBattle_FinalStage_C_1) CONTENT: Code-Keys Carried(/Engine/Transient.REINST_MissionType_VRBattle_FinalStage_C_1) CONTENT: You killed the Corrupted Master Controller!(/Engine/Transient.REINST_MissionType_VRBattle_FinalStage_C_1) CONTENT: Corrupted Master Controller Health(/Engine/Transient.REINST_MissionType_VRBattle_FinalStage_C_1) CONTENT: Congratulations!(/Engine/Transient.REINST_MissionType_VRBattle_FinalStage_C_1) CONTENT: Master Controller is now vulnerable!(/Engine/Transient.REINST_MissionType_VRBattle_FinalStage_C_1) CONTENT: EN(/Engine/Transient.Default__REINST_MissionType_VRBattle_FinalStage_C_42161) CONTENT: The Final Test(/Engine/Transient.Default__REINST_MissionType_VRBattle_FinalStage_C_42161) CONTENT: Mission Accomplished(/Engine/Transient.Default__REINST_MissionType_VRBattle_FinalStage_C_42161) CONTENT: Get ready...(/Engine/Transient.Default__REINST_MissionType_VRBattle_FinalStage_C_42161) CONTENT: Get ready...(/Engine/Transient.Default__REINST_MissionType_VRBattle_FinalStage_C_42161) CONTENT: Kill Corrupted Avatars To Get Code-Keys(/Engine/Transient.Default__REINST_MissionType_VRBattle_FinalStage_C_42161) CONTENT: Waiting to Ascend...(/Engine/Transient.Default__REINST_MissionType_VRBattle_FinalStage_C_42161) CONTENT: Kill the Corrupted Avatars, pick up their Code-Keys, and deposit enough into the codebreaker to advance to the next stage(/Engine/Transient.Default__REINST_MissionType_VRBattle_FinalStage_C_42161) CONTENT: Return to the mission area!(/Engine/Transient.Default__REINST_MissionType_VRBattle_FinalStage_C_42161) CONTENT: Code-Keys Deposited(/Engine/Transient.Default__REINST_MissionType_VRBattle_FinalStage_C_42161) CONTENT: Deposit Code-Keys into the codebreaker(/Engine/Transient.Default__REINST_MissionType_VRBattle_FinalStage_C_42161) CONTENT: Code-Key(/Engine/Transient.Default__REINST_MissionType_VRBattle_FinalStage_C_42161) CONTENT: Codebreaker(/Engine/Transient.Default__REINST_MissionType_VRBattle_FinalStage_C_42161) CONTENT: Teleport out before the area is deleted(/Engine/Transient.Default__REINST_MissionType_VRBattle_FinalStage_C_42161) CONTENT: Good job! Now deposit the Code-Key into the codebreaker(/Engine/Transient.Default__REINST_MissionType_VRBattle_FinalStage_C_42161) CONTENT: Get to the teleporter before the area is deleted(/Engine/Transient.Default__REINST_MissionType_VRBattle_FinalStage_C_42161) CONTENT: Code-Keys Carried(/Engine/Transient.Default__REINST_MissionType_VRBattle_FinalStage_C_42161) CONTENT: You killed the Corrupted Master Controller!(/Engine/Transient.Default__REINST_MissionType_VRBattle_FinalStage_C_42161) CONTENT: Corrupted Master Controller Health(/Engine/Transient.Default__REINST_MissionType_VRBattle_FinalStage_C_42161) CONTENT: Congratulations!(/Engine/Transient.Default__REINST_MissionType_VRBattle_FinalStage_C_42161) CONTENT: Master Controller is now vulnerable!(/Engine/Transient.Default__REINST_MissionType_VRBattle_FinalStage_C_42161) LITERAL: KillLeftOverCharacters: (Fail Teleport) Target {0} Mission {1}(/Game/Genesis/Missions/VRBattle/MissionType_VRBattle_FinalStage.MissionType_VRBattle_FinalStage:EdGraph_139352.K2Node_CallFunction_354637) LITERAL: 0(/Game/Genesis/Missions/VRBattle/MissionType_VRBattle_FinalStage.MissionType_VRBattle_FinalStage:EdGraph_139352.K2Node_MakeStruct_2776) LITERAL: 1(/Game/Genesis/Missions/VRBattle/MissionType_VRBattle_FinalStage.MissionType_VRBattle_FinalStage:EdGraph_139352.K2Node_MakeStruct_2777) CONTENT: EN(/Game/Genesis/Missions/VRBattle/MissionType_VRBattle_FinalStage.Default__MissionType_VRBattle_FinalStage_C) CONTENT: The Final Test(/Game/Genesis/Missions/VRBattle/MissionType_VRBattle_FinalStage.Default__MissionType_VRBattle_FinalStage_C) CONTENT: Mission Accomplished(/Game/Genesis/Missions/VRBattle/MissionType_VRBattle_FinalStage.Default__MissionType_VRBattle_FinalStage_C) CONTENT: Get ready...(/Game/Genesis/Missions/VRBattle/MissionType_VRBattle_FinalStage.Default__MissionType_VRBattle_FinalStage_C) CONTENT: Get ready...(/Game/Genesis/Missions/VRBattle/MissionType_VRBattle_FinalStage.Default__MissionType_VRBattle_FinalStage_C) CONTENT: Kill Corrupted Avatars To Get Code-Keys(/Game/Genesis/Missions/VRBattle/MissionType_VRBattle_FinalStage.Default__MissionType_VRBattle_FinalStage_C) CONTENT: Waiting to Ascend...(/Game/Genesis/Missions/VRBattle/MissionType_VRBattle_FinalStage.Default__MissionType_VRBattle_FinalStage_C) CONTENT: Kill the Corrupted Avatars, pick up their Code-Keys, and deposit enough into the codebreaker to advance to the next stage(/Game/Genesis/Missions/VRBattle/MissionType_VRBattle_FinalStage.Default__MissionType_VRBattle_FinalStage_C) CONTENT: Return to the mission area!(/Game/Genesis/Missions/VRBattle/MissionType_VRBattle_FinalStage.Default__MissionType_VRBattle_FinalStage_C) CONTENT: Code-Keys Deposited(/Game/Genesis/Missions/VRBattle/MissionType_VRBattle_FinalStage.Default__MissionType_VRBattle_FinalStage_C) CONTENT: Deposit Code-Keys into the codebreaker(/Game/Genesis/Missions/VRBattle/MissionType_VRBattle_FinalStage.Default__MissionType_VRBattle_FinalStage_C) CONTENT: Code-Key(/Game/Genesis/Missions/VRBattle/MissionType_VRBattle_FinalStage.Default__MissionType_VRBattle_FinalStage_C) CONTENT: Codebreaker(/Game/Genesis/Missions/VRBattle/MissionType_VRBattle_FinalStage.Default__MissionType_VRBattle_FinalStage_C) CONTENT: Teleport out before the area is deleted(/Game/Genesis/Missions/VRBattle/MissionType_VRBattle_FinalStage.Default__MissionType_VRBattle_FinalStage_C) CONTENT: Good job! Now deposit the Code-Key into the codebreaker(/Game/Genesis/Missions/VRBattle/MissionType_VRBattle_FinalStage.Default__MissionType_VRBattle_FinalStage_C) CONTENT: Get to the teleporter before the area is deleted(/Game/Genesis/Missions/VRBattle/MissionType_VRBattle_FinalStage.Default__MissionType_VRBattle_FinalStage_C) CONTENT: Code-Keys Carried(/Game/Genesis/Missions/VRBattle/MissionType_VRBattle_FinalStage.Default__MissionType_VRBattle_FinalStage_C) CONTENT: You killed the Corrupted Master Controller!(/Game/Genesis/Missions/VRBattle/MissionType_VRBattle_FinalStage.Default__MissionType_VRBattle_FinalStage_C) CONTENT: Corrupted Master Controller Health(/Game/Genesis/Missions/VRBattle/MissionType_VRBattle_FinalStage.Default__MissionType_VRBattle_FinalStage_C) CONTENT: Congratulations!(/Game/Genesis/Missions/VRBattle/MissionType_VRBattle_FinalStage.Default__MissionType_VRBattle_FinalStage_C) CONTENT: Master Controller is now vulnerable!(/Game/Genesis/Missions/VRBattle/MissionType_VRBattle_FinalStage.Default__MissionType_VRBattle_FinalStage_C) CONTENT: EN(/Engine/Transient.REINST_MissionType_VRBattle_Stage3_C_0) CONTENT: Stage 3(/Engine/Transient.REINST_MissionType_VRBattle_Stage3_C_0) LITERAL: Teleporting VRBoss to: (/Game/Genesis/Missions/VRBattle/MissionType_VRBattle_Stage3.MissionType_VRBattle_Stage3:EventGraph.K2Node_CallFunction_201658) LITERAL: Stage3 OnTeleportAndLevelDestroyPhaseStarted(/Game/Genesis/Missions/VRBattle/MissionType_VRBattle_Stage3.MissionType_VRBattle_Stage3:EventGraph.K2Node_CallFunction_259331) CONTENT: EN(/Engine/Transient.Default__REINST_MissionType_VRBattle_Stage3_C_42168) CONTENT: Stage 3(/Engine/Transient.Default__REINST_MissionType_VRBattle_Stage3_C_42168) CONTENT: EN(/Engine/Transient.REINST_MissionType_VRBattle_Stage3_C_1) CONTENT: Stage 3(/Engine/Transient.REINST_MissionType_VRBattle_Stage3_C_1) CONTENT: EN(/Engine/Transient.Default__REINST_MissionType_VRBattle_Stage3_C_42172) CONTENT: Stage 3(/Engine/Transient.Default__REINST_MissionType_VRBattle_Stage3_C_42172) CONTENT: EN(/Game/Genesis/Missions/VRBattle/MissionType_VRBattle_Stage3.Default__MissionType_VRBattle_Stage3_C) CONTENT: Stage 3(/Game/Genesis/Missions/VRBattle/MissionType_VRBattle_Stage3.Default__MissionType_VRBattle_Stage3_C) CONTENT: EN(/Engine/Transient.REINST_MissionType_VRBattle_Stage2_C_0) CONTENT: Stage 2(/Engine/Transient.REINST_MissionType_VRBattle_Stage2_C_0) CONTENT: EN(/Engine/Transient.Default__REINST_MissionType_VRBattle_Stage2_C_42179) CONTENT: Stage 2(/Engine/Transient.Default__REINST_MissionType_VRBattle_Stage2_C_42179) CONTENT: EN(/Engine/Transient.REINST_MissionType_VRBattle_Stage2_C_1) CONTENT: Stage 2(/Engine/Transient.REINST_MissionType_VRBattle_Stage2_C_1) CONTENT: EN(/Engine/Transient.Default__REINST_MissionType_VRBattle_Stage2_C_42183) CONTENT: Stage 2(/Engine/Transient.Default__REINST_MissionType_VRBattle_Stage2_C_42183) CONTENT: EN(/Game/Genesis/Missions/VRBattle/MissionType_VRBattle_Stage2.Default__MissionType_VRBattle_Stage2_C) CONTENT: Stage 2(/Game/Genesis/Missions/VRBattle/MissionType_VRBattle_Stage2.Default__MissionType_VRBattle_Stage2_C) CONTENT: Stage 1(/Engine/Transient.REINST_MissionType_VRBattle_Stage1_C_0) LITERAL: MissionAlertTitle(/Game/Genesis/Missions/VRBattle/MissionType_VRBattle_Stage1.MissionType_VRBattle_Stage1:EventGraph.K2Node_CallFunction_179600) LITERAL: EventStartAlertMessage(/Game/Genesis/Missions/VRBattle/MissionType_VRBattle_Stage1.MissionType_VRBattle_Stage1:EventGraph.K2Node_MakeStruct_1155) CONTENT: Stage 1(/Engine/Transient.Default__REINST_MissionType_VRBattle_Stage1_C_42215) CONTENT: Stage 1(/Engine/Transient.REINST_MissionType_VRBattle_Stage1_C_1) CONTENT: Stage 1(/Engine/Transient.Default__REINST_MissionType_VRBattle_Stage1_C_42219) CONTENT: EN(/Game/Genesis/Missions/VRBattle/MissionType_VRBattle_Stage1.Default__MissionType_VRBattle_Stage1_C) CONTENT: Stage 1(/Game/Genesis/Missions/VRBattle/MissionType_VRBattle_Stage1.Default__MissionType_VRBattle_Stage1_C) CONTENT: The Final Test(/Engine/Transient.REINST_MissionType_TeleportToVR_C_0) CONTENT: Prepare to access System Root(/Engine/Transient.REINST_MissionType_TeleportToVR_C_0) CONTENT: Removing teleport stasis...(/Engine/Transient.REINST_MissionType_TeleportToVR_C_0) LITERAL: Loaded(/Game/Genesis/Missions/VRBattle/MissionType_TeleportToVR.MissionType_TeleportToVR:EventGraph.K2Node_CallFunction_264724) LITERAL: Not Loaded(/Game/Genesis/Missions/VRBattle/MissionType_TeleportToVR.MissionType_TeleportToVR:EventGraph.K2Node_CallFunction_264723) CONTENT: The Final Test(/Engine/Transient.Default__REINST_MissionType_TeleportToVR_C_42270) CONTENT: Prepare to access System Root(/Engine/Transient.Default__REINST_MissionType_TeleportToVR_C_42270) CONTENT: Removing teleport stasis...(/Engine/Transient.Default__REINST_MissionType_TeleportToVR_C_42270) CONTENT: The Final Test(/Engine/Transient.REINST_MissionType_TeleportToVR_C_1) CONTENT: Prepare to access System Root(/Engine/Transient.REINST_MissionType_TeleportToVR_C_1) CONTENT: Removing teleport stasis...(/Engine/Transient.REINST_MissionType_TeleportToVR_C_1) CONTENT: The Final Test(/Engine/Transient.Default__REINST_MissionType_TeleportToVR_C_42274) CONTENT: Prepare to access System Root(/Engine/Transient.Default__REINST_MissionType_TeleportToVR_C_42274) CONTENT: Removing teleport stasis...(/Engine/Transient.Default__REINST_MissionType_TeleportToVR_C_42274) CONTENT: The Final Test(/Game/Genesis/Missions/VRBattle/MissionType_TeleportToVR.Default__MissionType_TeleportToVR_C) CONTENT: Prepare to access System Root(/Game/Genesis/Missions/VRBattle/MissionType_TeleportToVR.Default__MissionType_TeleportToVR_C) CONTENT: Removing teleport stasis...(/Game/Genesis/Missions/VRBattle/MissionType_TeleportToVR.Default__MissionType_TeleportToVR_C) CONTENT: The Final Test (Alpha)(/Engine/Transient.REINST_MissionType_TeleportToVR_FinalFIght_Alpha_C_0) CONTENT: The Final Test (Alpha)(/Engine/Transient.Default__REINST_MissionType_TeleportToVR_FinalFIght_Alpha_C_42281) CONTENT: The Final Test (Alpha)(/Engine/Transient.REINST_MissionType_TeleportToVR_FinalFIght_Alpha_C_1) CONTENT: The Final Test (Alpha)(/Engine/Transient.Default__REINST_MissionType_TeleportToVR_FinalFIght_Alpha_C_42285) CONTENT: The Final Test (Alpha)(/Game/Genesis/Missions/VRBattle/MissionType_TeleportToVR_FinalFIght_Alpha.Default__MissionType_TeleportToVR_FinalFIght_Alpha_C) CONTENT: The Final Test (Beta)(/Engine/Transient.REINST_MissionType_TeleportToVR_FinalFIght_Beta_C_0) CONTENT: The Final Test (Beta)(/Engine/Transient.Default__REINST_MissionType_TeleportToVR_FinalFIght_Beta_C_42348) CONTENT: The Final Test (Beta)(/Engine/Transient.REINST_MissionType_TeleportToVR_FinalFIght_Beta_C_1) CONTENT: The Final Test (Beta)(/Engine/Transient.Default__REINST_MissionType_TeleportToVR_FinalFIght_Beta_C_42352) CONTENT: The Final Test (Beta)(/Game/Genesis/Missions/VRBattle/MissionType_TeleportToVR_FinalFIght_Beta.Default__MissionType_TeleportToVR_FinalFIght_Beta_C) CONTENT: Final Stage (Flow Test)(/Engine/Transient.REINST_MissionType_VRBattle_FinalStage_FlowTest_C_0) CONTENT: Final Stage (Flow Test)(/Engine/Transient.Default__REINST_MissionType_VRBattle_FinalStage_FlowTest_C_42371) CONTENT: Final Stage (Flow Test)(/Engine/Transient.REINST_MissionType_VRBattle_FinalStage_FlowTest_C_1) CONTENT: Final Stage (Flow Test)(/Engine/Transient.Default__REINST_MissionType_VRBattle_FinalStage_FlowTest_C_42375) CONTENT: Final Stage (Flow Test)(/Game/Genesis/Missions/VRBattle/FlowTests/MissionType_VRBattle_FinalStage_FlowTest.Default__MissionType_VRBattle_FinalStage_FlowTest_C) CONTENT: Stage 3 (Flow Test)(/Engine/Transient.REINST_MissionType_VRBattle_Stage3_FlowTest_C_0) CONTENT: Stage 3 (Flow Test)(/Engine/Transient.Default__REINST_MissionType_VRBattle_Stage3_FlowTest_C_42382) CONTENT: Stage 3 (Flow Test)(/Engine/Transient.REINST_MissionType_VRBattle_Stage3_FlowTest_C_1) CONTENT: Stage 3 (Flow Test)(/Engine/Transient.Default__REINST_MissionType_VRBattle_Stage3_FlowTest_C_42386) CONTENT: Stage 3 (Flow Test)(/Game/Genesis/Missions/VRBattle/FlowTests/MissionType_VRBattle_Stage3_FlowTest.Default__MissionType_VRBattle_Stage3_FlowTest_C) CONTENT: Stage 2 (Flow Test)(/Engine/Transient.REINST_MissionType_VRBattle_Stage2_FlowTest_C_0) CONTENT: Stage 2 (Flow Test)(/Engine/Transient.Default__REINST_MissionType_VRBattle_Stage2_FlowTest_C_42393) CONTENT: Stage 2 (Flow Test)(/Engine/Transient.REINST_MissionType_VRBattle_Stage2_FlowTest_C_1) CONTENT: Stage 2 (Flow Test)(/Engine/Transient.Default__REINST_MissionType_VRBattle_Stage2_FlowTest_C_42397) CONTENT: Stage 2 (Flow Test)(/Game/Genesis/Missions/VRBattle/FlowTests/MissionType_VRBattle_Stage2_FlowTest.Default__MissionType_VRBattle_Stage2_FlowTest_C) CONTENT: Stage 1 (Flow Test)(/Engine/Transient.REINST_MissionType_VRBattle_Stage1_FlowTest_C_0) CONTENT: Stage 1 (Flow Test)(/Engine/Transient.Default__REINST_MissionType_VRBattle_Stage1_FlowTest_C_42404) CONTENT: Stage 1 (Flow Test)(/Engine/Transient.REINST_MissionType_VRBattle_Stage1_FlowTest_C_1) CONTENT: Stage 1 (Flow Test)(/Engine/Transient.Default__REINST_MissionType_VRBattle_Stage1_FlowTest_C_42408) CONTENT: Stage 1 (Flow Test)(/Game/Genesis/Missions/VRBattle/FlowTests/MissionType_VRBattle_Stage1_FlowTest.Default__MissionType_VRBattle_Stage1_FlowTest_C) CONTENT: The Final Test (Flowtest)(/Engine/Transient.REINST_MissionType_TeleportToVR_FinalFIght_FlowTest_C_0) CONTENT: The Final Test (Flowtest)(/Engine/Transient.Default__REINST_MissionType_TeleportToVR_FinalFIght_FlowTest_C_42415) CONTENT: The Final Test (Flowtest)(/Engine/Transient.REINST_MissionType_TeleportToVR_FinalFIght_FlowTest_C_1) CONTENT: The Final Test (Flowtest)(/Engine/Transient.Default__REINST_MissionType_TeleportToVR_FinalFIght_FlowTest_C_42419) CONTENT: The Final Test (Flowtest)(/Game/Genesis/Missions/VRBattle/MissionType_TeleportToVR_FinalFIght_FlowTest.Default__MissionType_TeleportToVR_FinalFIght_FlowTest_C) CONTENT: The Final Test (Gamma)(/Engine/Transient.REINST_MissionType_TeleportToVR_FinalFIght_Gamma_C_0) CONTENT: The Final Test (Gamma)(/Engine/Transient.Default__REINST_MissionType_TeleportToVR_FinalFIght_Gamma_C_42482) CONTENT: The Final Test (Gamma)(/Engine/Transient.REINST_MissionType_TeleportToVR_FinalFIght_Gamma_C_1) CONTENT: The Final Test (Gamma)(/Engine/Transient.Default__REINST_MissionType_TeleportToVR_FinalFIght_Gamma_C_42486) CONTENT: The Final Test (Gamma)(/Game/Genesis/Missions/VRBattle/MissionType_TeleportToVR_FinalFIght_Gamma.Default__MissionType_TeleportToVR_FinalFIght_Gamma_C) CONTENT: Mission Area(/Engine/Transient.REINST_Gen_AreaBuff_Base_C_0) CONTENT: You are not able to build within mission areas.(/Engine/Transient.REINST_Gen_AreaBuff_Base_C_0) CONTENT: Entered Mission Area(/Engine/Transient.REINST_Gen_AreaBuff_Base_C_0) LITERAL: UpdateLocalTransform(/Game/Genesis/CoreBlueprints/Buffs/AreaBuffs/Gen_AreaBuff_Base.Gen_AreaBuff_Base:BuffTickClient.K2Node_CallFunction_327898) CONTENT: Mission Area(/Engine/Transient.Default__REINST_Gen_AreaBuff_Base_C_42504) CONTENT: You are not able to build within mission areas.(/Engine/Transient.Default__REINST_Gen_AreaBuff_Base_C_42504) CONTENT: Entered Mission Area(/Engine/Transient.Default__REINST_Gen_AreaBuff_Base_C_42504) CONTENT: Mission Area(/Engine/Transient.REINST_Gen_AreaBuff_Base_C_1) CONTENT: You are not able to build within mission areas.(/Engine/Transient.REINST_Gen_AreaBuff_Base_C_1) CONTENT: Entered Mission Area(/Engine/Transient.REINST_Gen_AreaBuff_Base_C_1) CONTENT: Mission Area(/Engine/Transient.Default__REINST_Gen_AreaBuff_Base_C_42508) CONTENT: You are not able to build within mission areas.(/Engine/Transient.Default__REINST_Gen_AreaBuff_Base_C_42508) CONTENT: Entered Mission Area(/Engine/Transient.Default__REINST_Gen_AreaBuff_Base_C_42508) CONTENT: Mission(/Game/Genesis/CoreBlueprints/Buffs/AreaBuffs/Gen_AreaBuff_Base.Default__Gen_AreaBuff_Base_C) CONTENT: Area(/Game/Genesis/CoreBlueprints/Buffs/AreaBuffs/Gen_AreaBuff_Base.Default__Gen_AreaBuff_Base_C) CONTENT: Mission Area(/Game/Genesis/CoreBlueprints/Buffs/AreaBuffs/Gen_AreaBuff_Base.Default__Gen_AreaBuff_Base_C) CONTENT: You are not able to build within mission areas.(/Game/Genesis/CoreBlueprints/Buffs/AreaBuffs/Gen_AreaBuff_Base.Default__Gen_AreaBuff_Base_C) CONTENT: Entered Mission Area(/Game/Genesis/CoreBlueprints/Buffs/AreaBuffs/Gen_AreaBuff_Base.Default__Gen_AreaBuff_Base_C) CONTENT: Loot Crate(/Engine/Transient.REINST_SupplyCrateBaseBP_Instantaneous_Dam_C_0) CONTENT: Loot Crate(/Engine/Transient.Default__REINST_SupplyCrateBaseBP_Instantaneous_Dam_C_42515) CONTENT: Loot Crate(/Engine/Transient.REINST_SupplyCrateBaseBP_Instantaneous_Dam_C_1) CONTENT: Loot Crate(/Engine/Transient.Default__REINST_SupplyCrateBaseBP_Instantaneous_Dam_C_42519) CONTENT: Loot Crate(/Game/Mods/FjordurOfficial/Assets/Environment/Resources/BeaverDam/SupplyCrateBaseBP_Instantaneous_Dam.Default__SupplyCrateBaseBP_Instantaneous_Dam_C) CONTENT: Giant Beaver Den(/Engine/Transient.REINST_SupplyCrateBaseBP_Instantaneous_Dam_Big_C_0) CONTENT: Beaver Den(/Game/Mods/FjordurOfficial/Assets/CoreBlueprints/Environment/SupplyCrateBaseBP_Instantaneous_Dam_Big.SupplyCrateBaseBP_Instantaneous_Dam_Big_C:PrimalInventoryBP_BeaverDam_C_17) CONTENT: Giant Beaver Den(/Engine/Transient.Default__REINST_SupplyCrateBaseBP_Instantaneous_Dam_Big_C_42526) CONTENT: Giant Beaver Den(/Engine/Transient.REINST_SupplyCrateBaseBP_Instantaneous_Dam_Big_C_1) CONTENT: Giant Beaver Den(/Engine/Transient.Default__REINST_SupplyCrateBaseBP_Instantaneous_Dam_Big_C_42530) CONTENT: Giant Beaver Den(/Game/Mods/FjordurOfficial/Assets/CoreBlueprints/Environment/SupplyCrateBaseBP_Instantaneous_Dam_Big.Default__SupplyCrateBaseBP_Instantaneous_Dam_Big_C) CONTENT: Giant Beaver Dam(/Engine/Transient.REINST_SupplyCrateBaseBP_Instantaneous_Dam_Small2_C_0) CONTENT: Giant Beaver Dam(/Engine/Transient.Default__REINST_SupplyCrateBaseBP_Instantaneous_Dam_Small2_C_42537) CONTENT: Giant Beaver Dam(/Engine/Transient.REINST_SupplyCrateBaseBP_Instantaneous_Dam_Small2_C_1) CONTENT: Giant Beaver Dam(/Engine/Transient.Default__REINST_SupplyCrateBaseBP_Instantaneous_Dam_Small2_C_42541) CONTENT: Giant Beaver Dam(/Game/Mods/FjordurOfficial/Assets/Environment/Resources/BeaverDam/SupplyCrateBaseBP_Instantaneous_Dam_Small2.Default__SupplyCrateBaseBP_Instantaneous_Dam_Small2_C) CONTENT: Asgard(/Game/Mods/FjordurOfficial/PGS_Biomes.PGS_Biomes:PersistentLevel.Asgard_BiomeZoneVolume_4) CONTENT: Balheimr(/Game/Mods/FjordurOfficial/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_0) CONTENT: Midfield Summits(/Game/Mods/FjordurOfficial/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_10) CONTENT: Midfield Summits(/Game/Mods/FjordurOfficial/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_11) CONTENT: Drengrheimr(/Game/Mods/FjordurOfficial/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_14) CONTENT: Midfield Summits(/Game/Mods/FjordurOfficial/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_37) CONTENT: The Overgrown Grave(/Game/Mods/FjordurOfficial/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_6) CONTENT: Penguin Shrine(/Game/Mods/FjordurOfficial/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_A1_Shrine) CONTENT: Mariana Caverns(/Game/Mods/FjordurOfficial/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_A1UnderwaterCave) CONTENT: The Frozen Fortress(/Game/Mods/FjordurOfficial/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_A2Cave) CONTENT: Spider Cavern(/Game/Mods/FjordurOfficial/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_A3_ShelobCave) CONTENT: Drengrheimr(/Game/Mods/FjordurOfficial/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_A3Grave_2) CONTENT: Drengrheimr(/Game/Mods/FjordurOfficial/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_A3Grave_3) CONTENT: Drengrheimr(/Game/Mods/FjordurOfficial/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_A3Grave_9) CONTENT: Bear Caverns(/Game/Mods/FjordurOfficial/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_A6Cave) CONTENT: Aggersburg(/Game/Mods/FjordurOfficial/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_Aggersburg) CONTENT: The Snowglobe(/Game/Mods/FjordurOfficial/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_B1Cave) CONTENT: Hidden Snowcave(/Game/Mods/FjordurOfficial/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_B2_IceCavePVP) CONTENT: Lindbjord Cave(/Game/Mods/FjordurOfficial/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_B3Cave) CONTENT: Ice Cave(/Game/Mods/FjordurOfficial/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_B3IceCave) CONTENT: Molten Caverns(/Game/Mods/FjordurOfficial/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_B4LavaCave) CONTENT: Molten Caverns(/Game/Mods/FjordurOfficial/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_B4LavaCaveEntrance) CONTENT: Vannaland(/Game/Mods/FjordurOfficial/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_BigIsland) CONTENT: Bird Lake(/Game/Mods/FjordurOfficial/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_BirdLake) CONTENT: Bjargfoss(/Game/Mods/FjordurOfficial/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_Bjargfoss) CONTENT: Blood Lake(/Game/Mods/FjordurOfficial/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_BloodLake) CONTENT: Blossom Paradise(/Game/Mods/FjordurOfficial/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_BlossomParadise) CONTENT: Blossom Pools(/Game/Mods/FjordurOfficial/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_BlossomPools) CONTENT: Bolbjord Stronghold(/Game/Mods/FjordurOfficial/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_BolbjordStronghold) CONTENT: Broken Meadows(/Game/Mods/FjordurOfficial/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_BrokenMeadows_23) CONTENT: Burfell Lake(/Game/Mods/FjordurOfficial/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_BurfellLake) CONTENT: The Snakepit(/Game/Mods/FjordurOfficial/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_C1SwampCave_14) CONTENT: Hidden Grotto(/Game/Mods/FjordurOfficial/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_C2MegaloCave) CONTENT: The Hidden Worlds(/Game/Mods/FjordurOfficial/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_C4_PortalCave) CONTENT: The Golden Caverns(/Game/Mods/FjordurOfficial/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_C4GoldenCaverns) CONTENT: Cherry Tree Lake(/Game/Mods/FjordurOfficial/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_CherryTreeLake) CONTENT: The Overgrown Grave(/Game/Mods/FjordurOfficial/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_D4Cave_2) CONTENT: Beiygjaheimr(/Game/Mods/FjordurOfficial/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_D6_Cave) CONTENT: Abyssal Depths(/Game/Mods/FjordurOfficial/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_Deepsea) CONTENT: The Planes of Pain(/Game/Mods/FjordurOfficial/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_DesertTitan) CONTENT: Drake Lagoon(/Game/Mods/FjordurOfficial/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_DrakeLagoon) CONTENT: Drake Nest(/Game/Mods/FjordurOfficial/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_DrakeNest) CONTENT: Nidisheim(/Game/Mods/FjordurOfficial/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_E1_DwarvenCave) CONTENT: Nidisheim Depths(/Game/Mods/FjordurOfficial/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_E1_Labyrinth) CONTENT: Elysian Falls(/Game/Mods/FjordurOfficial/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_ElysianFalls) CONTENT: Emerald Trench(/Game/Mods/FjordurOfficial/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_EmeraldTrench) CONTENT: The Shimmering Halls(/Game/Mods/FjordurOfficial/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_Erebor) CONTENT: The Furnace(/Game/Mods/FjordurOfficial/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_EreborForgeRoom) CONTENT: Mount Doom Caverns(/Game/Mods/FjordurOfficial/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_F5_VolcanoCave) CONTENT: The Throat of Flames(/Game/Mods/FjordurOfficial/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_F5MagmaCave) CONTENT: Caverns of Time(/Game/Mods/FjordurOfficial/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_F6_1) CONTENT: Forburg(/Game/Mods/FjordurOfficial/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_Forburg) CONTENT: Fornland(/Game/Mods/FjordurOfficial/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_Fornland) CONTENT: Fornland Lake(/Game/Mods/FjordurOfficial/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_FornlandLake) CONTENT: Freya Springs(/Game/Mods/FjordurOfficial/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_FreyaSprings) CONTENT: Frozen Lake(/Game/Mods/FjordurOfficial/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_FrozenLake) CONTENT: Frozen Plains(/Game/Mods/FjordurOfficial/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_FrozenPlains) CONTENT: Fyrkaburg(/Game/Mods/FjordurOfficial/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_Fyrkaburg) CONTENT: Giants Lake(/Game/Mods/FjordurOfficial/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_GiantsLake) CONTENT: Gilsfojor(/Game/Mods/FjordurOfficial/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_Gilsfojor) CONTENT: Glacier Springs(/Game/Mods/FjordurOfficial/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_GlacierSprings) CONTENT: Gunnarsholt(/Game/Mods/FjordurOfficial/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_Gunnarsholt) CONTENT: Hidden Lake(/Game/Mods/FjordurOfficial/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_Hiddenlake) CONTENT: Husnar(/Game/Mods/FjordurOfficial/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_Husnar) CONTENT: Ice Cove(/Game/Mods/FjordurOfficial/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_IceCove) CONTENT: Ice Desert(/Game/Mods/FjordurOfficial/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_IceDesert) CONTENT: Ice Pond(/Game/Mods/FjordurOfficial/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_IcePond) CONTENT: Vardiland(/Game/Mods/FjordurOfficial/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_IslandMed) CONTENT: Snaerheimr Mountains(/Game/Mods/FjordurOfficial/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_IslandMed_Snow1) CONTENT: Skarstind Mountains(/Game/Mods/FjordurOfficial/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_IslandMed_Snow2) CONTENT: Jotunn Valley(/Game/Mods/FjordurOfficial/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_JotunnValley) CONTENT: Lake Of Gods(/Game/Mods/FjordurOfficial/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_LakeOfGods) CONTENT: Leven Lake(/Game/Mods/FjordurOfficial/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_LevenLake) CONTENT: Libby Lagoon(/Game/Mods/FjordurOfficial/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_LibbyLagoon) CONTENT: Lindbjord Forest(/Game/Mods/FjordurOfficial/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_Lindbjord_Forest) CONTENT: Lindbjord Lake(/Game/Mods/FjordurOfficial/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_LindbjordLake) CONTENT: Living Lake(/Game/Mods/FjordurOfficial/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_LivingLake) CONTENT: Lonely Island(/Game/Mods/FjordurOfficial/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_LonelyIsland) CONTENT: Faheimr(/Game/Mods/FjordurOfficial/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_Moria_BiolumChamber) CONTENT: Dvergheim(/Game/Mods/FjordurOfficial/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_Moria_Chamber) CONTENT: Dvergheim(/Game/Mods/FjordurOfficial/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_Moria_DrakeHall) CONTENT: Dvergheim(/Game/Mods/FjordurOfficial/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_Moria_Entry) CONTENT: Dvergheim(/Game/Mods/FjordurOfficial/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_Moria_Entry_2) CONTENT: Dvergheim(/Game/Mods/FjordurOfficial/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_Moria_Floor_1) CONTENT: Dvergheim(/Game/Mods/FjordurOfficial/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_Moria_Floor_2) CONTENT: Dvergheim(/Game/Mods/FjordurOfficial/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_Moria_Floor_3) CONTENT: Dvergheim(/Game/Mods/FjordurOfficial/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_Moria_Floor_4) CONTENT: Dvergheim(/Game/Mods/FjordurOfficial/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_Moria_LavaRoom) CONTENT: Dvergheim(/Game/Mods/FjordurOfficial/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_Moria_MainHall) CONTENT: Dvergheim(/Game/Mods/FjordurOfficial/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_Moria_MainHall_25) CONTENT: Dvergheim Mines(/Game/Mods/FjordurOfficial/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_Moria_Mines) CONTENT: Myr Islands(/Game/Mods/FjordurOfficial/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_MyrIslands) CONTENT: Mysterious Grotto(/Game/Mods/FjordurOfficial/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_MysteriousGrotto) CONTENT: Mystic Springs(/Game/Mods/FjordurOfficial/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_MysticSprings) CONTENT: Ocean(/Game/Mods/FjordurOfficial/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_Ocean_4) CONTENT: Osfjoll(/Game/Mods/FjordurOfficial/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_Osfjoll) CONTENT: Pond Of Life(/Game/Mods/FjordurOfficial/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_PondOfLife_13) CONTENT: Quiet Pond(/Game/Mods/FjordurOfficial/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_QuietPond) CONTENT: Ragnar Pond(/Game/Mods/FjordurOfficial/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_RagnarPond) CONTENT: Restless Pond(/Game/Mods/FjordurOfficial/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_RestlessPond) CONTENT: Rhoda Pond(/Game/Mods/FjordurOfficial/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_RhodaPond) CONTENT: Runheimr Mountains(/Game/Mods/FjordurOfficial/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_RunheimrMoutnainsRedwoodMountains) CONTENT: Runheimr Forest(/Game/Mods/FjordurOfficial/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_RunheimrRedwood) CONTENT: Runheimr Stronghold(/Game/Mods/FjordurOfficial/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_RunheimrStronghold) CONTENT: Silent Lake(/Game/Mods/FjordurOfficial/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_SilentLake) CONTENT: Skadifjord(/Game/Mods/FjordurOfficial/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_Skadifjord) CONTENT: Skaland(/Game/Mods/FjordurOfficial/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_Skaland) CONTENT: Kairuku Islands(/Game/Mods/FjordurOfficial/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_Snow2) CONTENT: Snaerheimr Mountains(/Game/Mods/FjordurOfficial/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_Snow_SnaerheimrMountains) CONTENT: Snaerheimr Mountains(/Game/Mods/FjordurOfficial/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_SnowyMountain1) CONTENT: Snaerheimr Mountains(/Game/Mods/FjordurOfficial/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_SnowyMountain2) CONTENT: Sulfur Pools(/Game/Mods/FjordurOfficial/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_SulfurPools) CONTENT: Bolbjord(/Game/Mods/FjordurOfficial/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_SwampBolbjord) CONTENT: The Afflicted Springs(/Game/Mods/FjordurOfficial/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_TheAfflictedSprings) CONTENT: The Avalanche(/Game/Mods/FjordurOfficial/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_Theavalanche) CONTENT: The Fabled Mountain(/Game/Mods/FjordurOfficial/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_TheFabledMountain) CONTENT: The Iron Mountain(/Game/Mods/FjordurOfficial/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_TheIronMountain) CONTENT: The Jagged Hillside(/Game/Mods/FjordurOfficial/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_TheJaggedHillside) CONTENT: The Savage Heights(/Game/Mods/FjordurOfficial/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_TheSavageHeights) CONTENT: The Twins(/Game/Mods/FjordurOfficial/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_TheTwins) CONTENT: Vardiland Valley(/Game/Mods/FjordurOfficial/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_TheValley) CONTENT: The Violent Peaks(/Game/Mods/FjordurOfficial/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_TheViolentPeaks) CONTENT: Djuprjord(/Game/Mods/FjordurOfficial/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_Underwater) CONTENT: Moonwell Lake(/Game/Mods/FjordurOfficial/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_Vanaheim_MoonwellLake) CONTENT: Oak Pond(/Game/Mods/FjordurOfficial/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_Vanaheim_OakPond) CONTENT: Vannaland Valley(/Game/Mods/FjordurOfficial/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_VannalandValley) CONTENT: White Oak Springs(/Game/Mods/FjordurOfficial/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_WhiteOakSprings) CONTENT: Balheimr Trench(/Game/Mods/FjordurOfficial/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_WyvernTrench) CONTENT: Ice Caverns(/Game/Mods/FjordurOfficial/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolumeJotunheimCave) CONTENT: The Forgotten Caverns(/Game/Mods/FjordurOfficial/PGS_Biomes.PGS_Biomes:PersistentLevel.E4_UnderwaterCave_BiomeZoneVolume) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/PGS_Biomes.PGS_Biomes:PersistentLevel.PrimalWorldSettings) CONTENT: Tree(/Game/Mods/FjordurOfficial/Assets/CoreMaterials/HarvestComponents/WoodHarvestComponent.Default__WoodHarvestComponent_C) CONTENT: Harvest [Tree](/Game/Mods/FjordurOfficial/Assets/CoreMaterials/HarvestComponents/WoodHarvestComponent.Default__WoodHarvestComponent_C) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/A1_Far.A1_Far:PersistentLevel.PrimalWorldSettings) CONTENT: Sand(/Game/Mods/Ragnarok/Custom_Assets/JacksonL/Sandpile/SandPile_Pickup_Component.Default__SandPile_Pickup_Component_C) CONTENT: Take [Sand](/Game/Mods/Ragnarok/Custom_Assets/JacksonL/Sandpile/SandPile_Pickup_Component.Default__SandPile_Pickup_Component_C) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/A1_Near.A1_Near:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/A1_Shrine.A1_Shrine:PersistentLevel.PrimalWorldSettings) CONTENT: Stone(/Game/Genesis/CoreBlueprints/HarvestComponents/CoralHitHarvestComponent.Default__CoralHitHarvestComponent_C) CONTENT: Harvest [Stone](/Game/Genesis/CoreBlueprints/HarvestComponents/CoralHitHarvestComponent.Default__CoralHitHarvestComponent_C) CONTENT: Bush(/Game/Genesis/CoreBlueprints/HarvestComponents/CoralUseHarvestComponent.Default__CoralUseHarvestComponent_C) CONTENT: Harvest [Bush](/Game/Genesis/CoreBlueprints/HarvestComponents/CoralUseHarvestComponent.Default__CoralUseHarvestComponent_C) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/A1_Underwater.A1_Underwater:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/A1_UnderwaterCave.A1_UnderwaterCave:PersistentLevel.PrimalWorldSettings) CONTENT: Gem(/Game/Aberration/CoreBlueprints/HarvestComponents/GemFertileHarvestComponent.Default__GemFertileHarvestComponent_C) CONTENT: Harvest [Gem](/Game/Aberration/CoreBlueprints/HarvestComponents/GemFertileHarvestComponent.Default__GemFertileHarvestComponent_C) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/A2_Cave.A2_Cave:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/A2_Far.A2_Far:PersistentLevel.PrimalWorldSettings) CONTENT: Honey Vein(/Game/Mods/FjordurOfficial/Assets/CoreMaterials/HarvestComponents/HoneyRockHarvestComponent.Default__HoneyRockHarvestComponent_C) CONTENT: Harvest [Honey](/Game/Mods/FjordurOfficial/Assets/CoreMaterials/HarvestComponents/HoneyRockHarvestComponent.Default__HoneyRockHarvestComponent_C) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/A2_Near.A2_Near:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/A2_Underwater.A2_Underwater:PersistentLevel.PrimalWorldSettings) CONTENT: Stone(/Engine/Transient.REINST_HoneyCaveHarvestComponent_C_0) CONTENT: Harvest [Stone](/Engine/Transient.REINST_HoneyCaveHarvestComponent_C_0) LITERAL: Blueprint'/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_BugRepel.Buff_BugRepel'(/Game/Mods/FjordurOfficial/Assets/Environment/Redwood/Bees/HoneyCaveHarvestComponent.HoneyCaveHarvestComponent:BPCustomHarvestResource.K2Node_CallFunction_612434) CONTENT: Stone(/Engine/Transient.Default__REINST_HoneyCaveHarvestComponent_C_42560) CONTENT: Harvest [Stone](/Engine/Transient.Default__REINST_HoneyCaveHarvestComponent_C_42560) CONTENT: Stone(/Engine/Transient.REINST_HoneyCaveHarvestComponent_C_1) CONTENT: Harvest [Stone](/Engine/Transient.REINST_HoneyCaveHarvestComponent_C_1) CONTENT: Stone(/Engine/Transient.Default__REINST_HoneyCaveHarvestComponent_C_42564) CONTENT: Harvest [Stone](/Engine/Transient.Default__REINST_HoneyCaveHarvestComponent_C_42564) CONTENT: Stone(/Game/Mods/FjordurOfficial/Assets/Environment/Redwood/Bees/HoneyCaveHarvestComponent.Default__HoneyCaveHarvestComponent_C) CONTENT: Harvest [Stone](/Game/Mods/FjordurOfficial/Assets/Environment/Redwood/Bees/HoneyCaveHarvestComponent.Default__HoneyCaveHarvestComponent_C) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/A3_BeeCave.A3_BeeCave:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/A3_Far.A3_Far:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/A3_Grave.A3_Grave:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/A3_Near.A3_Near:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/A3_Underwater.A3_Underwater:PersistentLevel.PrimalWorldSettings) CONTENT: Stone(/Game/Extinction/CoreBlueprints/HarvestComponents/StoneHarvestComponent_Ex_Base.Default__StoneHarvestComponent_Ex_Base_C) CONTENT: Harvest [Stone](/Game/Extinction/CoreBlueprints/HarvestComponents/StoneHarvestComponent_Ex_Base.Default__StoneHarvestComponent_Ex_Base_C) CONTENT: Tree(/Game/Mods/FjordurOfficial/Assets/CoreMaterials/HarvestComponents/DwarfCrateComponent.Default__DwarfCrateComponent_C) CONTENT: Harvest [Tree](/Game/Mods/FjordurOfficial/Assets/CoreMaterials/HarvestComponents/DwarfCrateComponent.Default__DwarfCrateComponent_C) CONTENT: Sulfur(/Game/ScorchedEarth/CoreBlueprints/HarvestComponents/SulfurHarvestComponent.Default__SulfurHarvestComponent_C) CONTENT: Harvest [Metal](/Game/ScorchedEarth/CoreBlueprints/HarvestComponents/SulfurHarvestComponent.Default__SulfurHarvestComponent_C) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/A4_Cave.A4_Cave:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/A4_Cave_Small.A4_Cave_Small:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/A4_Far.A4_Far:PersistentLevel.PrimalWorldSettings) CONTENT: Rare Flower(/Game/Mods/FjordurOfficial/Assets/Environment/Resources/RareFlowers/RareFlowerHarvestComponent_Jackson.Default__RareFlowerHarvestComponent_Jackson_C) CONTENT: Harvest [Bush](/Game/Mods/FjordurOfficial/Assets/Environment/Resources/RareFlowers/RareFlowerHarvestComponent_Jackson.Default__RareFlowerHarvestComponent_Jackson_C) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/A4_Near.A4_Near:PersistentLevel.PrimalWorldSettings) CONTENT: Oyster(/Game/Mods/FjordurOfficial/Assets/Environment/Resources/Salt/SeaSaltHarvestComponent.Default__SeaSaltHarvestComponent_C) CONTENT: Harvest [Silicon Pearl](/Game/Mods/FjordurOfficial/Assets/Environment/Resources/Salt/SeaSaltHarvestComponent.Default__SeaSaltHarvestComponent_C) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/A4_Underwater.A4_Underwater:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/A5_Far.A5_Far:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/A5_Near.A5_Near:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/A5_Underwater.A5_Underwater:PersistentLevel.PrimalWorldSettings) CONTENT: Harvest [Mushrooms](/Game/Aberration/CoreBlueprints/HarvestComponents/MushroomHarvestComponent.Default__MushroomHarvestComponent_C) CONTENT: Sand(/Game/Mods/FjordurOfficial/Assets/Environment/Redwood/Bees/AnthillHarvestComponent.Default__AnthillHarvestComponent_C) CONTENT: Harvest [Sand](/Game/Mods/FjordurOfficial/Assets/Environment/Redwood/Bees/AnthillHarvestComponent.Default__AnthillHarvestComponent_C) CONTENT: Raw Salt(/Game/ScorchedEarth/CoreBlueprints/HarvestComponents/RawSaltHarvestComponent.Default__RawSaltHarvestComponent_C) CONTENT: Harvest [Metal](/Game/ScorchedEarth/CoreBlueprints/HarvestComponents/RawSaltHarvestComponent.Default__RawSaltHarvestComponent_C) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/A6_Cave.A6_Cave:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/A6_Far.A6_Far:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/A6_Near.A6_Near:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/A6_Underwater.A6_Underwater:PersistentLevel.PrimalWorldSettings) CONTENT: Tree(/Game/Genesis/CoreBlueprints/HarvestComponents/MushroomHarvestComponent.Default__MushroomHarvestComponent_C) CONTENT: Harvest [Tree](/Game/Genesis/CoreBlueprints/HarvestComponents/MushroomHarvestComponent.Default__MushroomHarvestComponent_C) CONTENT: Bush(/Game/Genesis2/CoreBlueprints/HarvestComponents/SeedSilk_HarvestComponent.Default__SeedSilk_HarvestComponent_C) CONTENT: Harvest [Bush](/Game/Genesis2/CoreBlueprints/HarvestComponents/SeedSilk_HarvestComponent.Default__SeedSilk_HarvestComponent_C) CONTENT: Stone(/Game/Genesis2/CoreBlueprints/HarvestComponents/StoneClayHarvestComponent.Default__StoneClayHarvestComponent_C) CONTENT: Harvest [Stone](/Game/Genesis2/CoreBlueprints/HarvestComponents/StoneClayHarvestComponent.Default__StoneClayHarvestComponent_C) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/Asgard_DrakeCave.Asgard_DrakeCave:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/Asgard_G1_Far.Asgard_G1_Far:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/Asgard_G1_Near.Asgard_G1_Near:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/Asgard_G2_Far.Asgard_G2_Far:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/Asgard_G2_Near.Asgard_G2_Near:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/Asgard_G3_Far.Asgard_G3_Far:PersistentLevel.PrimalWorldSettings) CONTENT: Crystal(/Game/Mods/FjordurOfficial/Assets/Environment/Resources/Crystal/Fjo_CrystalHarvestComponent.Default__Fjo_CrystalHarvestComponent_C) CONTENT: Harvest [Crystal](/Game/Mods/FjordurOfficial/Assets/Environment/Resources/Crystal/Fjo_CrystalHarvestComponent.Default__Fjo_CrystalHarvestComponent_C) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/Asgard_G3_Near.Asgard_G3_Near:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/Asgard_H1_Far.Asgard_H1_Far:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/Asgard_H1_Near.Asgard_H1_Near:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/Asgard_H2_Far.Asgard_H2_Far:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/Asgard_H2_Near.Asgard_H2_Near:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/Asgard_H3_Far.Asgard_H3_Far:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/Asgard_H3_Near.Asgard_H3_Near:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/Asgard_I1_Far.Asgard_I1_Far:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/Asgard_I1_Near.Asgard_I1_Near:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/Asgard_I2_Far.Asgard_I2_Far:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/Asgard_I2_Near.Asgard_I2_Near:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/Asgard_I3_Far.Asgard_I3_Far:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/Asgard_I3_Near.Asgard_I3_Near:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/Asgard_Landscape.Asgard_Landscape:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/Asgard_ProxyMeshes.Asgard_ProxyMeshes:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/Asgard_Vista.Asgard_Vista:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/Asgard_WyvernCave.Asgard_WyvernCave:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/B1_Cave.B1_Cave:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/B1_Far.B1_Far:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/B1_Near.B1_Near:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/B1_Underwater.B1_Underwater:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/B2_Far.B2_Far:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/B2_Near.B2_Near:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/B3_Cave.B3_Cave:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/B3_Far.B3_Far:PersistentLevel.PrimalWorldSettings) CONTENT: Tree(/Game/Mods/FjordurOfficial/Assets/CoreMaterials/HarvestComponents/DestroyedWoodenBarrelComponent.Default__DestroyedWoodenBarrelComponent_C) CONTENT: Harvest [Tree](/Game/Mods/FjordurOfficial/Assets/CoreMaterials/HarvestComponents/DestroyedWoodenBarrelComponent.Default__DestroyedWoodenBarrelComponent_C) CONTENT: Tree(/Game/Mods/FjordurOfficial/Assets/CoreMaterials/HarvestComponents/WoodenBarrelComponent.Default__WoodenBarrelComponent_C) CONTENT: Harvest [Tree](/Game/Mods/FjordurOfficial/Assets/CoreMaterials/HarvestComponents/WoodenBarrelComponent.Default__WoodenBarrelComponent_C) CONTENT: Tree(/Game/Mods/FjordurOfficial/Assets/CoreMaterials/HarvestComponents/WoodenCrateComponent.Default__WoodenCrateComponent_C) CONTENT: Harvest [Tree](/Game/Mods/FjordurOfficial/Assets/CoreMaterials/HarvestComponents/WoodenCrateComponent.Default__WoodenCrateComponent_C) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/B3_Near.B3_Near:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/B4_Far.B4_Far:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/B4_LavaCave.B4_LavaCave:PersistentLevel.PrimalWorldSettings) CONTENT: Stick(/Game/Mods/FjordurOfficial/Assets/Environment/Resources/Crops/Citronal_Pickup.Default__Citronal_Pickup_C) CONTENT: Take [Wood](/Game/Mods/FjordurOfficial/Assets/Environment/Resources/Crops/Citronal_Pickup.Default__Citronal_Pickup_C) CONTENT: Stick(/Game/Mods/FjordurOfficial/Assets/Environment/Resources/Crops/Corn_Pickup.Default__Corn_Pickup_C) CONTENT: Take [Wood](/Game/Mods/FjordurOfficial/Assets/Environment/Resources/Crops/Corn_Pickup.Default__Corn_Pickup_C) CONTENT: Stick(/Game/Mods/Valguero/Assets/Environment/Resources/Carrot/Carrot_Pickup.Default__Carrot_Pickup_C) CONTENT: Take [Wood](/Game/Mods/Valguero/Assets/Environment/Resources/Carrot/Carrot_Pickup.Default__Carrot_Pickup_C) CONTENT: Stick(/Game/Mods/Valguero/Assets/Environment/Resources/Potato/Potatoe_Pickup.Default__Potatoe_Pickup_C) CONTENT: Take [Wood](/Game/Mods/Valguero/Assets/Environment/Resources/Potato/Potatoe_Pickup.Default__Potatoe_Pickup_C) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/B4_Near.B4_Near:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/B5_Far.B5_Far:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/B5_Near.B5_Near:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/B6_Far.B6_Far:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/B6_Near.B6_Near:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/B6_Underwater.B6_Underwater:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/BossArena_01.BossArena_01:PersistentLevel.PrimalWorldSettings) CONTENT: ????????(/Game/Mods/FjordurOfficial/BossArena_01_Gameplay.BossArena_01_Gameplay:PersistentLevel.SpiderBossBiome) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/BossArena_01_Gameplay.BossArena_01_Gameplay:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/BossArena_Dragon.BossArena_Dragon:PersistentLevel.PrimalWorldSettings) CONTENT: ????????(/Game/Mods/FjordurOfficial/BossArena_Dragon_Gameplay.BossArena_Dragon_Gameplay:PersistentLevel.DragonBossBiome) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/BossArena_Dragon_Gameplay.BossArena_Dragon_Gameplay:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/BossArena_Fenrir.BossArena_Fenrir:PersistentLevel.PrimalWorldSettings) CONTENT: ????????(/Game/Mods/FjordurOfficial/BossArena_Fenrir_Gameplay.BossArena_Fenrir_Gameplay:PersistentLevel.FenrirBossBiome) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/BossArena_Fenrir_Gameplay.BossArena_Fenrir_Gameplay:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/BossArena_Gorilla.BossArena_Gorilla:PersistentLevel.PrimalWorldSettings) CONTENT: ????????(/Game/Mods/FjordurOfficial/BossArena_Gorilla_Gameplay.BossArena_Gorilla_Gameplay:PersistentLevel.GorillaBossBiomeNew) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/BossArena_Gorilla_Gameplay.BossArena_Gorilla_Gameplay:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/C1_Far.C1_Far:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/C1_Near.C1_Near:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/C1_SwampCave.C1_SwampCave:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/C1_Underwater.C1_Underwater:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/C2_Cave.C2_Cave:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/C2_Far.C2_Far:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/C2_Near.C2_Near:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/C2_Underwater.C2_Underwater:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/C2_UnderwaterWorld.C2_UnderwaterWorld:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/C3_Far.C3_Far:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/C3_Near.C3_Near:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/C3_Underwater.C3_Underwater:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/C4_Cave.C4_Cave:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/C4_Far.C4_Far:PersistentLevel.PrimalWorldSettings) CONTENT: The blessing
that blessed us all(/Game/Mods/FjordurOfficial/C4_Near.C4_Near:PersistentLevel.Text_Actor_9) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/C4_Near.C4_Near:PersistentLevel.PrimalWorldSettings) CONTENT: Asgard Terminal(/Game/Mods/FjordurOfficial/Assets/Teleports/Asgard/PrimalInventoryBP_TributeTerminal_AsgardPortal.Default__PrimalInventoryBP_TributeTerminal_AsgardPortal_C) CONTENT: Asgard Terminal(/Engine/Transient.REINST_TributeTerminal_AsgardPortal_C_0) CONTENT: Asgard Terminal(/Engine/Transient.Default__REINST_TributeTerminal_AsgardPortal_C_42847) CONTENT: Asgard Terminal(/Engine/Transient.REINST_TributeTerminal_AsgardPortal_C_1) CONTENT: Asgard Terminal(/Engine/Transient.Default__REINST_TributeTerminal_AsgardPortal_C_42851) CONTENT: Asgard Terminal(/Game/Mods/FjordurOfficial/Assets/Teleports/Asgard/TributeTerminal_AsgardPortal.Default__TributeTerminal_AsgardPortal_C) CONTENT: Jotunheim Terminal(/Game/Mods/FjordurOfficial/Assets/Teleports/Helheim/PrimalInventoryBP_TributeTerminal_JotunheimPortal.Default__PrimalInventoryBP_TributeTerminal_JotunheimPortal_C) CONTENT: Jotunheim Terminal(/Engine/Transient.REINST_TributeTerminal_JotunheimPortal_C_0) CONTENT: Jotunheim Terminal(/Engine/Transient.Default__REINST_TributeTerminal_JotunheimPortal_C_42859) CONTENT: Jotunheim Terminal(/Engine/Transient.REINST_TributeTerminal_JotunheimPortal_C_1) CONTENT: Jotunheim Terminal(/Engine/Transient.Default__REINST_TributeTerminal_JotunheimPortal_C_42863) CONTENT: Jotunheim Terminal(/Game/Mods/FjordurOfficial/Assets/Teleports/Helheim/TributeTerminal_JotunheimPortal.Default__TributeTerminal_JotunheimPortal_C) CONTENT: Vanaheim Terminal(/Game/Mods/FjordurOfficial/Assets/Teleports/Vanaheim/PrimalInventoryBP_TributeTerminal_VanaheimPortal.Default__PrimalInventoryBP_TributeTerminal_VanaheimPortal_C) CONTENT: Vanaheim Terminal(/Engine/Transient.REINST_TributeTerminal_VanaheimPortal_C_0) CONTENT: Vanaheim Terminal(/Engine/Transient.Default__REINST_TributeTerminal_VanaheimPortal_C_42871) CONTENT: Vanaheim Terminal(/Engine/Transient.REINST_TributeTerminal_VanaheimPortal_C_1) CONTENT: Vanaheim Terminal(/Engine/Transient.Default__REINST_TributeTerminal_VanaheimPortal_C_42875) CONTENT: Vanaheim Terminal(/Game/Mods/FjordurOfficial/Assets/Teleports/Vanaheim/TributeTerminal_VanaheimPortal.Default__TributeTerminal_VanaheimPortal_C) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/C4_PortalCave.C4_PortalCave:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/C4_Underwater.C4_Underwater:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/C5_Far.C5_Far:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/C5_Near.C5_Near:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/C6_Far.C6_Far:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/C6_Near.C6_Near:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/C6_Underwater.C6_Underwater:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/D1_Deepsea.D1_Deepsea:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/D1_Deepsea_Far.D1_Deepsea_Far:PersistentLevel.PrimalWorldSettings) CONTENT: Element Ore Node(/Game/Aberration/CoreBlueprints/HarvestComponents/ElementOreHarvestComponent.Default__ElementOreHarvestComponent_C) CONTENT: Harvest [Metal](/Game/Aberration/CoreBlueprints/HarvestComponents/ElementOreHarvestComponent.Default__ElementOreHarvestComponent_C) CONTENT: Stone(/Game/Genesis/CoreBlueprints/HarvestComponents/LunarStoneHarvestComponent.Default__LunarStoneHarvestComponent_C) CONTENT: Harvest [Stone](/Game/Genesis/CoreBlueprints/HarvestComponents/LunarStoneHarvestComponent.Default__LunarStoneHarvestComponent_C) CONTENT: Stone(/Game/Genesis/CoreBlueprints/HarvestComponents/LunarStoneHarvestComponent_Gas.Default__LunarStoneHarvestComponent_Gas_C) CONTENT: Harvest [Stone](/Game/Genesis/CoreBlueprints/HarvestComponents/LunarStoneHarvestComponent_Gas.Default__LunarStoneHarvestComponent_Gas_C) CONTENT: Stone(/Game/Genesis/CoreBlueprints/HarvestComponents/LunarStoneHarvestComponent_LowHealth.Default__LunarStoneHarvestComponent_LowHealth_C) CONTENT: Harvest [Stone](/Game/Genesis/CoreBlueprints/HarvestComponents/LunarStoneHarvestComponent_LowHealth.Default__LunarStoneHarvestComponent_LowHealth_C) CONTENT: Oyster(/Game/Mods/FjordurOfficial/Assets/Environment/Resources/BlackPearl/BlackPearlHarvestComponent.Default__BlackPearlHarvestComponent_C) CONTENT: Harvest [Black Pearl](/Game/Mods/FjordurOfficial/Assets/Environment/Resources/BlackPearl/BlackPearlHarvestComponent.Default__BlackPearlHarvestComponent_C) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/D1_Deepsea_Near.D1_Deepsea_Near:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/D1_Far.D1_Far:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/D1_Near.D1_Near:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/D1_Underwater.D1_Underwater:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/D2_Far.D2_Far:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/D2_Near.D2_Near:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/D2_Underwater.D2_Underwater:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/D3_Far.D3_Far:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/D3_Near.D3_Near:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/D3_Underwater.D3_Underwater:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/D4_Cave.D4_Cave:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/D4_Far.D4_Far:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/D4_Near.D4_Near:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/D4_Underwater.D4_Underwater:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/D5_Far.D5_Far:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/D5_Near.D5_Near:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/D5_Underwater.D5_Underwater:PersistentLevel.PrimalWorldSettings) CONTENT: Crystal(/Game/Genesis/CoreBlueprints/HarvestComponents/CrystalBushHarvestComponent.Default__CrystalBushHarvestComponent_C) CONTENT: Harvest [Crystal](/Game/Genesis/CoreBlueprints/HarvestComponents/CrystalBushHarvestComponent.Default__CrystalBushHarvestComponent_C) CONTENT: Stone(/Game/Mods/FjordurOfficial/Assets/Environment/Resources/NamelessPoison/NamelessPoison_HarvestComponent.Default__NamelessPoison_HarvestComponent_C) CONTENT: Harvest [Stone](/Game/Mods/FjordurOfficial/Assets/Environment/Resources/NamelessPoison/NamelessPoison_HarvestComponent.Default__NamelessPoison_HarvestComponent_C) CONTENT: Harvest(/Game/PrimalEarth/CoreBlueprints/HarvestComponents/WoodHarvestComponent_LessWood_Pickable.Default__WoodHarvestComponent_LessWood_Pickable_C) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/D6_Cave.D6_Cave:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/D6_Far.D6_Far:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/D6_Near.D6_Near:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/D6_Underwater.D6_Underwater:PersistentLevel.PrimalWorldSettings) LITERAL: Reset Trap(/Game/Mods/FjordurOfficial/Assets/Traps/Drop_Trap_Working.Drop_Trap_Working:EventGraph.K2Node_CallFunction_74308) LITERAL: Door Sound Master(/Game/Mods/FjordurOfficial/Assets/Traps/MB_DoorFjordur.MB_DoorFjordur:EventGraph.K2Node_CallFunction_23311) CONTENT: No Ground or Snap Point(/Engine/Transient.REINST_MB_ButtonFjordur_C_0) CONTENT: Can't Place on Floor(/Engine/Transient.REINST_MB_ButtonFjordur_C_0) CONTENT: Is Obstructed(/Engine/Transient.REINST_MB_ButtonFjordur_C_0) CONTENT: You need a water vein(/Engine/Transient.REINST_MB_ButtonFjordur_C_0) CONTENT: Button(/Engine/Transient.REINST_MB_ButtonFjordur_C_0) LITERAL: Press Button(/Game/Mods/FjordurOfficial/Assets/Traps/MB_ButtonFjordur.MB_ButtonFjordur:BPGetMultiUseEntries.K2Node_MakeStruct_6) CONTENT: No Ground or Snap Point(/Engine/Transient.Default__REINST_MB_ButtonFjordur_C_42950) CONTENT: Can't Place on Floor(/Engine/Transient.Default__REINST_MB_ButtonFjordur_C_42950) CONTENT: Is Obstructed(/Engine/Transient.Default__REINST_MB_ButtonFjordur_C_42950) CONTENT: You need a water vein(/Engine/Transient.Default__REINST_MB_ButtonFjordur_C_42950) CONTENT: Button(/Engine/Transient.Default__REINST_MB_ButtonFjordur_C_42950) CONTENT: No Ground or Snap Point(/Engine/Transient.REINST_MB_ButtonFjordur_C_1) CONTENT: Can't Place on Floor(/Engine/Transient.REINST_MB_ButtonFjordur_C_1) CONTENT: Is Obstructed(/Engine/Transient.REINST_MB_ButtonFjordur_C_1) CONTENT: You need a water vein(/Engine/Transient.REINST_MB_ButtonFjordur_C_1) CONTENT: Button(/Engine/Transient.REINST_MB_ButtonFjordur_C_1) CONTENT: No Ground or Snap Point(/Engine/Transient.Default__REINST_MB_ButtonFjordur_C_42954) CONTENT: Can't Place on Floor(/Engine/Transient.Default__REINST_MB_ButtonFjordur_C_42954) CONTENT: Is Obstructed(/Engine/Transient.Default__REINST_MB_ButtonFjordur_C_42954) CONTENT: You need a water vein(/Engine/Transient.Default__REINST_MB_ButtonFjordur_C_42954) CONTENT: Button(/Engine/Transient.Default__REINST_MB_ButtonFjordur_C_42954) CONTENT: No Ground or Snap Point(/Game/Mods/FjordurOfficial/Assets/Traps/MB_ButtonFjordur.Default__MB_ButtonFjordur_C) CONTENT: Can't Place on Floor(/Game/Mods/FjordurOfficial/Assets/Traps/MB_ButtonFjordur.Default__MB_ButtonFjordur_C) CONTENT: Is Obstructed(/Game/Mods/FjordurOfficial/Assets/Traps/MB_ButtonFjordur.Default__MB_ButtonFjordur_C) CONTENT: You need a water vein(/Game/Mods/FjordurOfficial/Assets/Traps/MB_ButtonFjordur.Default__MB_ButtonFjordur_C) CONTENT: Button(/Game/Mods/FjordurOfficial/Assets/Traps/MB_ButtonFjordur.Default__MB_ButtonFjordur_C) CONTENT: 1(/Game/Mods/FjordurOfficial/E1_Cave.E1_Cave:PersistentLevel.Text_Actor_3) CONTENT: 3(/Game/Mods/FjordurOfficial/E1_Cave.E1_Cave:PersistentLevel.Text_Actor_C_0) CONTENT: 2(/Game/Mods/FjordurOfficial/E1_Cave.E1_Cave:PersistentLevel.Text_Actor_C_1) CONTENT: 1(/Game/Mods/FjordurOfficial/E1_Cave.E1_Cave:PersistentLevel.Text_Actor_C_3) CONTENT: 3(/Game/Mods/FjordurOfficial/E1_Cave.E1_Cave:PersistentLevel.Text_Actor_C_4) CONTENT: 4(/Game/Mods/FjordurOfficial/E1_Cave.E1_Cave:PersistentLevel.Text_Actor_C_5) CONTENT: 4(/Game/Mods/FjordurOfficial/E1_Cave.E1_Cave:PersistentLevel.Text_Actor_C_6) CONTENT: 2(/Game/Mods/FjordurOfficial/E1_Cave.E1_Cave:PersistentLevel.Text_Actor_C_7) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/E1_Cave.E1_Cave:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/E1_Far.E1_Far:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/E1_Near.E1_Near:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/E1_Underwater.E1_Underwater:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/E2_Deepsea_Far.E2_Deepsea_Far:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/E2_Deepsea_Near.E2_Deepsea_Near:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/E2_Far.E2_Far:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/E2_Near.E2_Near:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/E2_Near2.E2_Near2:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/E3_far.E3_far:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/E3_Near.E3_Near:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/E3_Underwater.E3_Underwater:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/E4_Far.E4_Far:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/E4_Near.E4_Near:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/E4_Underwater.E4_Underwater:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/E4_UnderwaterCave.E4_UnderwaterCave:PersistentLevel.PrimalWorldSettings) LITERAL: launched player(/Game/Genesis2/CoreBlueprints/Environment/BP_Geyser_Gen2.BP_Geyser_Gen2:EventGraph.K2Node_CallFunction_296778) LITERAL: at begin play(/Game/Genesis2/CoreBlueprints/Environment/BP_Geyser_Gen2.BP_Geyser_Gen2:EventGraph.K2Node_CallFunction_296781) LITERAL: x={x}, y={y}, z={z}(/Game/Genesis2/CoreBlueprints/Environment/BP_Geyser_Gen2.BP_Geyser_Gen2:IsCharacterInGeyser.K2Node_FormatText_25) LITERAL: x={x}, y={y}, z={z}(/Game/Genesis2/CoreBlueprints/Environment/BP_Geyser_Gen2.BP_Geyser_Gen2:EdGraph_140645.K2Node_CallFunction_356298) LITERAL: x(/Game/Genesis2/CoreBlueprints/Environment/BP_Geyser_Gen2.BP_Geyser_Gen2:EdGraph_140645.K2Node_MakeStruct_2784) LITERAL: y(/Game/Genesis2/CoreBlueprints/Environment/BP_Geyser_Gen2.BP_Geyser_Gen2:EdGraph_140645.K2Node_MakeStruct_2785) LITERAL: z(/Game/Genesis2/CoreBlueprints/Environment/BP_Geyser_Gen2.BP_Geyser_Gen2:EdGraph_140645.K2Node_MakeStruct_2786) LITERAL: x={x}, y={y}, z={z}(/Game/Genesis2/CoreBlueprints/Environment/BP_Geyser_Gen2.BP_Geyser_Gen2:EdGraph_140661.K2Node_CallFunction_356346) LITERAL: x(/Game/Genesis2/CoreBlueprints/Environment/BP_Geyser_Gen2.BP_Geyser_Gen2:EdGraph_140661.K2Node_MakeStruct_2787) LITERAL: y(/Game/Genesis2/CoreBlueprints/Environment/BP_Geyser_Gen2.BP_Geyser_Gen2:EdGraph_140661.K2Node_MakeStruct_2788) LITERAL: z(/Game/Genesis2/CoreBlueprints/Environment/BP_Geyser_Gen2.BP_Geyser_Gen2:EdGraph_140661.K2Node_MakeStruct_2789) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/E5_Far.E5_Far:PersistentLevel.PrimalWorldSettings) CONTENT: Stone(/Game/Mods/FjordurOfficial/Assets/Environment/Resources/Deathworm/Deathworm_HarvestComponent.Default__Deathworm_HarvestComponent_C) CONTENT: Harvest [Stone](/Game/Mods/FjordurOfficial/Assets/Environment/Resources/Deathworm/Deathworm_HarvestComponent.Default__Deathworm_HarvestComponent_C) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/E5_Near.E5_Near:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/E5_Underwater.E5_Underwater:PersistentLevel.PrimalWorldSettings) CONTENT: Tree(/Game/Mods/FjordurOfficial/Assets/CoreMaterials/HarvestComponents/BurntWoodHarvestComponent.Default__BurntWoodHarvestComponent_C) CONTENT: Harvest [Tree](/Game/Mods/FjordurOfficial/Assets/CoreMaterials/HarvestComponents/BurntWoodHarvestComponent.Default__BurntWoodHarvestComponent_C) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/E6_Far.E6_Far:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/E6_Near.E6_Near:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/E6_Underwater.E6_Underwater:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/F1_Far.F1_Far:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/F1_Near.F1_Near:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/F1_Underwater.F1_Underwater:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/F2_Far.F2_Far:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/F2_Near.F2_Near:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/F2_Underwater.F2_Underwater:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/F3_Far.F3_Far:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/F3_Near.F3_Near:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/F3_Underwater.F3_Underwater:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/F4_Underwater.F4_Underwater:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/F5_Cave.F5_Cave:PersistentLevel.PrimalWorldSettings) CONTENT: Element(/Game/Genesis/CoreBlueprints/HarvestComponents/ElementShardHarvestComponent.Default__ElementShardHarvestComponent_C) CONTENT: Harvest [Element](/Game/Genesis/CoreBlueprints/HarvestComponents/ElementShardHarvestComponent.Default__ElementShardHarvestComponent_C) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/F5_Cave_Magma.F5_Cave_Magma:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/F5_Far.F5_Far:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/F5_Near.F5_Near:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/F5_Underwater.F5_Underwater:PersistentLevel.PrimalWorldSettings) CONTENT: Bush(/Game/Genesis/CoreBlueprints/HarvestComponents/SapHarvestComponent.Default__SapHarvestComponent_C) CONTENT: Harvest [Bush](/Game/Genesis/CoreBlueprints/HarvestComponents/SapHarvestComponent.Default__SapHarvestComponent_C) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/F6_Cave.F6_Cave:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/F6_Far.F6_Far:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/F6_Near.F6_Near:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/F6_Underwater.F6_Underwater:PersistentLevel.PrimalWorldSettings) LITERAL: EnterPP(/Game/Mods/FjordurOfficial/Assets/Environment/Jotunheim/Sky/Fjordur_BP_ProtoArkDome_Base.Fjordur_BP_ProtoArkDome_Base:EventGraph.K2Node_CallFunction_260275) LITERAL: |SkyMaterial is Weather: (/Game/Mods/FjordurOfficial/Assets/Environment/Jotunheim/Sky/Fjordur_BP_ProtoArkDome_Base.Fjordur_BP_ProtoArkDome_Base:EventGraph.K2Node_CallFunction_186396) LITERAL: | Current Skybox: (/Game/Mods/FjordurOfficial/Assets/Environment/Jotunheim/Sky/Fjordur_BP_ProtoArkDome_Base.Fjordur_BP_ProtoArkDome_Base:EventGraph.K2Node_CallFunction_147401) LITERAL: Indices(/Game/Mods/FjordurOfficial/Assets/Environment/Jotunheim/Sky/Fjordur_BP_ProtoArkDome_Base.Fjordur_BP_ProtoArkDome_Base:TextureCheck.K2Node_CallFunction_128055) LITERAL: Updating(/Game/Mods/FjordurOfficial/Assets/Environment/Jotunheim/Sky/Fjordur_BP_ProtoArkDome_Base.Fjordur_BP_ProtoArkDome_Base:TextureCheck.K2Node_CallFunction_143607) LITERAL: To(/Game/Mods/FjordurOfficial/Assets/Environment/Jotunheim/Sky/Fjordur_BP_ProtoArkDome_Base.Fjordur_BP_ProtoArkDome_Base:TextureCheck.K2Node_CallFunction_144754) LITERAL: Invalid(/Game/Mods/FjordurOfficial/Assets/Environment/Jotunheim/Sky/Fjordur_BP_ProtoArkDome_Base.Fjordur_BP_ProtoArkDome_Base:TextureCheck.K2Node_CallFunction_145705) LITERAL: |Locally Controller by Player: : (/Game/Mods/FjordurOfficial/Assets/Environment/Jotunheim/Sky/Fjordur_BP_ProtoArkDome_Base.Fjordur_BP_ProtoArkDome_Base:PlayerTest.K2Node_CallFunction_271043) LITERAL: |Player: (/Game/Mods/FjordurOfficial/Assets/Environment/Jotunheim/Sky/Fjordur_BP_ProtoArkDome_Base.Fjordur_BP_ProtoArkDome_Base:PlayerTest.K2Node_CallFunction_271044) LITERAL: ||PlayerCheck: (/Game/Mods/FjordurOfficial/Assets/Environment/Jotunheim/Sky/Fjordur_BP_ProtoArkDome_Base.Fjordur_BP_ProtoArkDome_Base:PlayerTest.K2Node_CallFunction_271042) LITERAL: BoundaryCheck(/Game/Mods/FjordurOfficial/Assets/Environment/Jotunheim/Sky/Fjordur_BP_ProtoArkDome_Base.Fjordur_BP_ProtoArkDome_Base:ReceiveBeginPlay.K2Node_CallFunction_57933) LITERAL: : {0} BeginPlay(/Game/Mods/FjordurOfficial/Assets/Environment/Jotunheim/Sky/Fjordur_BP_ProtoArkDome_Base.Fjordur_BP_ProtoArkDome_Base:ReceiveBeginPlay.K2Node_FormatText_169) LITERAL: : {0} Start {1}(/Game/Mods/FjordurOfficial/Assets/Environment/Jotunheim/Sky/Fjordur_BP_ProtoArkDome_Base.Fjordur_BP_ProtoArkDome_Base:TriggerDomeTransition.K2Node_FormatText_169) LITERAL: Dome - Enter Outer:(/Game/Mods/FjordurOfficial/Assets/Environment/Jotunheim/Sky/Fjordur_BP_ProtoArkDome_Base.Fjordur_BP_ProtoArkDome_Base:EnterOuterBoundary.K2Node_CallFunction_237983) LITERAL: Dome - Exit Inner:(/Game/Mods/FjordurOfficial/Assets/Environment/Jotunheim/Sky/Fjordur_BP_ProtoArkDome_Base.Fjordur_BP_ProtoArkDome_Base:Exit Inner Boundary.K2Node_CallFunction_237983) LITERAL: Exit PP(/Game/Mods/FjordurOfficial/Assets/Environment/Jotunheim/Sky/Fjordur_BP_ProtoArkDome_Base.Fjordur_BP_ProtoArkDome_Base:ExitOuterBoundary.K2Node_CallFunction_60481) LITERAL: Dome - Exit Outer:(/Game/Mods/FjordurOfficial/Assets/Environment/Jotunheim/Sky/Fjordur_BP_ProtoArkDome_Base.Fjordur_BP_ProtoArkDome_Base:ExitOuterBoundary.K2Node_CallFunction_237983) LITERAL: Exit PP(/Game/Mods/FjordurOfficial/Assets/Environment/Jotunheim/Sky/Fjordur_BP_ProtoArkDome_Base.Fjordur_BP_ProtoArkDome_Base:EnterInnerBoundary.K2Node_CallFunction_61061) LITERAL: Dome - Enter Inner:(/Game/Mods/FjordurOfficial/Assets/Environment/Jotunheim/Sky/Fjordur_BP_ProtoArkDome_Base.Fjordur_BP_ProtoArkDome_Base:EnterInnerBoundary.K2Node_CallFunction_237983) LITERAL: |PPVol Translate:(/Game/Mods/FjordurOfficial/Assets/Environment/Jotunheim/Sky/Fjordur_BP_ProtoArkDome_Base.Fjordur_BP_ProtoArkDome_Base:PrintBoundary.K2Node_CallFunction_177027) LITERAL: |PPVol Radius:(/Game/Mods/FjordurOfficial/Assets/Environment/Jotunheim/Sky/Fjordur_BP_ProtoArkDome_Base.Fjordur_BP_ProtoArkDome_Base:PrintBoundary.K2Node_CallFunction_177224) LITERAL: |Boundary Radius:(/Game/Mods/FjordurOfficial/Assets/Environment/Jotunheim/Sky/Fjordur_BP_ProtoArkDome_Base.Fjordur_BP_ProtoArkDome_Base:PrintBoundary.K2Node_CallFunction_185335) LITERAL: |Inner Boundary Radius:(/Game/Mods/FjordurOfficial/Assets/Environment/Jotunheim/Sky/Fjordur_BP_ProtoArkDome_Base.Fjordur_BP_ProtoArkDome_Base:PrintBoundary.K2Node_CallFunction_185337) LITERAL: |Outer Boundary Radius:(/Game/Mods/FjordurOfficial/Assets/Environment/Jotunheim/Sky/Fjordur_BP_ProtoArkDome_Base.Fjordur_BP_ProtoArkDome_Base:PrintBoundary.K2Node_CallFunction_185340) LITERAL: |DomeTransitionOrigin:(/Game/Mods/FjordurOfficial/Assets/Environment/Jotunheim/Sky/Fjordur_BP_ProtoArkDome_Base.Fjordur_BP_ProtoArkDome_Base:PrintBoundary.K2Node_CallFunction_209012) LITERAL: |DomeTransitionRadius:(/Game/Mods/FjordurOfficial/Assets/Environment/Jotunheim/Sky/Fjordur_BP_ProtoArkDome_Base.Fjordur_BP_ProtoArkDome_Base:PrintBoundary.K2Node_CallFunction_208994) LITERAL: |DomeTransitionInnerRadius:(/Game/Mods/FjordurOfficial/Assets/Environment/Jotunheim/Sky/Fjordur_BP_ProtoArkDome_Base.Fjordur_BP_ProtoArkDome_Base:PrintBoundary.K2Node_CallFunction_208997) LITERAL: |DomeTransitionOuterRadius:(/Game/Mods/FjordurOfficial/Assets/Environment/Jotunheim/Sky/Fjordur_BP_ProtoArkDome_Base.Fjordur_BP_ProtoArkDome_Base:PrintBoundary.K2Node_CallFunction_209000) LITERAL: |SnowDomeRadius:(/Game/Mods/FjordurOfficial/Assets/Environment/Jotunheim/Sky/Fjordur_BP_ProtoArkDome_Base.Fjordur_BP_ProtoArkDome_Base:PrintBoundary.K2Node_CallFunction_209003) LITERAL: |DesertDomeRadius:(/Game/Mods/FjordurOfficial/Assets/Environment/Jotunheim/Sky/Fjordur_BP_ProtoArkDome_Base.Fjordur_BP_ProtoArkDome_Base:PrintBoundary.K2Node_CallFunction_209006) LITERAL: |DomeTransitionFlip:(/Game/Mods/FjordurOfficial/Assets/Environment/Jotunheim/Sky/Fjordur_BP_ProtoArkDome_Base.Fjordur_BP_ProtoArkDome_Base:PrintBoundary.K2Node_CallFunction_209009) LITERAL: |DomeTransitionDistance:(/Game/Mods/FjordurOfficial/Assets/Environment/Jotunheim/Sky/Fjordur_BP_ProtoArkDome_Base.Fjordur_BP_ProtoArkDome_Base:PrintBoundary.K2Node_CallFunction_179791) LITERAL: |SnowDomePosition:(/Game/Mods/FjordurOfficial/Assets/Environment/Jotunheim/Sky/Fjordur_BP_ProtoArkDome_Base.Fjordur_BP_ProtoArkDome_Base:PrintBoundary.K2Node_CallFunction_209015) LITERAL: |DesertDomePosition:(/Game/Mods/FjordurOfficial/Assets/Environment/Jotunheim/Sky/Fjordur_BP_ProtoArkDome_Base.Fjordur_BP_ProtoArkDome_Base:PrintBoundary.K2Node_CallFunction_201108) LITERAL: Dome - Enter Boundary(/Game/Mods/FjordurOfficial/Assets/Environment/Jotunheim/Sky/Fjordur_BP_ProtoArkDome_Base.Fjordur_BP_ProtoArkDome_Base:EnterBoundarySphere.K2Node_CallFunction_237983) LITERAL: Dome - Exit Boundary(/Game/Mods/FjordurOfficial/Assets/Environment/Jotunheim/Sky/Fjordur_BP_ProtoArkDome_Base.Fjordur_BP_ProtoArkDome_Base:ExitBoundarySphere.K2Node_CallFunction_237983) LITERAL: : {0} BeginPlay(/Game/Mods/FjordurOfficial/Assets/Environment/Jotunheim/Sky/Fjordur_BP_ProtoArkDome_Base.Fjordur_BP_ProtoArkDome_Base:EdGraph_140792.K2Node_CallFunction_356723) LITERAL: 0(/Game/Mods/FjordurOfficial/Assets/Environment/Jotunheim/Sky/Fjordur_BP_ProtoArkDome_Base.Fjordur_BP_ProtoArkDome_Base:EdGraph_140792.K2Node_MakeStruct_2790) LITERAL: : {0} Start {1}(/Game/Mods/FjordurOfficial/Assets/Environment/Jotunheim/Sky/Fjordur_BP_ProtoArkDome_Base.Fjordur_BP_ProtoArkDome_Base:EdGraph_140793.K2Node_CallFunction_356724) LITERAL: 0(/Game/Mods/FjordurOfficial/Assets/Environment/Jotunheim/Sky/Fjordur_BP_ProtoArkDome_Base.Fjordur_BP_ProtoArkDome_Base:EdGraph_140793.K2Node_MakeStruct_2791) LITERAL: 1(/Game/Mods/FjordurOfficial/Assets/Environment/Jotunheim/Sky/Fjordur_BP_ProtoArkDome_Base.Fjordur_BP_ProtoArkDome_Base:EdGraph_140793.K2Node_MakeStruct_2792) CONTENT: Blizzard(/Engine/Transient.REINST_Buff_Blizzard_C_0) CONTENT: Go inside and protect yourself from the Blizzard!(/Engine/Transient.REINST_Buff_Blizzard_C_0) CONTENT: Wind Storm(/Engine/Transient.REINST_Buff_WindStorm_C_2) CONTENT: Go inside and protect yourself from the cold wind!(/Engine/Transient.REINST_Buff_WindStorm_C_2) CONTENT: Wind Storm(/Engine/Transient.Default__REINST_Buff_WindStorm_C_43030) CONTENT: Go inside and protect yourself from the cold wind!(/Engine/Transient.Default__REINST_Buff_WindStorm_C_43030) CONTENT: Wind Storm(/Engine/Transient.REINST_Buff_WindStorm_C_3) CONTENT: Go inside and protect yourself from the cold wind!(/Engine/Transient.REINST_Buff_WindStorm_C_3) CONTENT: Blizzard(/Engine/Transient.Default__REINST_Buff_Blizzard_C_43044) CONTENT: Go inside and protect yourself from the Blizzard!(/Engine/Transient.Default__REINST_Buff_Blizzard_C_43044) CONTENT: Blizzard(/Engine/Transient.REINST_Buff_Blizzard_C_1) CONTENT: Go inside and protect yourself from the Blizzard!(/Engine/Transient.REINST_Buff_Blizzard_C_1) CONTENT: Extreme Cold(/Engine/Transient.REINST_Buff_SuperCold_C_0) CONTENT: Get inside, as it's cold out here!(/Engine/Transient.REINST_Buff_SuperCold_C_0) CONTENT: Extreme Cold(/Engine/Transient.Default__REINST_Buff_SuperCold_C_43058) CONTENT: Get inside, as it's cold out here!(/Engine/Transient.Default__REINST_Buff_SuperCold_C_43058) CONTENT: Extreme Cold(/Engine/Transient.REINST_Buff_SuperCold_C_1) CONTENT: Get inside, as it's cold out here!(/Engine/Transient.REINST_Buff_SuperCold_C_1) LITERAL: : {0} BeginPlay(/Game/Mods/FjordurOfficial/Assets/Environment/Jotunheim/Sky/Fjordur_BP_ProtoArkDome_Base.Fjordur_BP_ProtoArkDome_Base:EdGraph_141076.K2Node_CallFunction_356966) LITERAL: 0(/Game/Mods/FjordurOfficial/Assets/Environment/Jotunheim/Sky/Fjordur_BP_ProtoArkDome_Base.Fjordur_BP_ProtoArkDome_Base:EdGraph_141076.K2Node_MakeStruct_2793) LITERAL: : {0} Start {1}(/Game/Mods/FjordurOfficial/Assets/Environment/Jotunheim/Sky/Fjordur_BP_ProtoArkDome_Base.Fjordur_BP_ProtoArkDome_Base:EdGraph_141077.K2Node_CallFunction_356967) LITERAL: 0(/Game/Mods/FjordurOfficial/Assets/Environment/Jotunheim/Sky/Fjordur_BP_ProtoArkDome_Base.Fjordur_BP_ProtoArkDome_Base:EdGraph_141077.K2Node_MakeStruct_2794) LITERAL: 1(/Game/Mods/FjordurOfficial/Assets/Environment/Jotunheim/Sky/Fjordur_BP_ProtoArkDome_Base.Fjordur_BP_ProtoArkDome_Base:EdGraph_141077.K2Node_MakeStruct_2795) CONTENT: Blizzard(/Engine/Transient.Default__REINST_Buff_Blizzard_C_43077) CONTENT: Go inside and protect yourself from the Blizzard!(/Engine/Transient.Default__REINST_Buff_Blizzard_C_43077) CONTENT: Blizzard(/Game/Mods/FjordurOfficial/Assets/Weather/Blizzard/Buff_Blizzard.Default__Buff_Blizzard_C) CONTENT: Go inside and protect yourself from the Blizzard!(/Game/Mods/FjordurOfficial/Assets/Weather/Blizzard/Buff_Blizzard.Default__Buff_Blizzard_C) CONTENT: Wind Storm(/Engine/Transient.Default__REINST_Buff_WindStorm_C_43085) CONTENT: Go inside and protect yourself from the cold wind!(/Engine/Transient.Default__REINST_Buff_WindStorm_C_43085) CONTENT: Wind Storm(/Game/Mods/FjordurOfficial/Assets/Weather/Blizzard/Buff_WindStorm.Default__Buff_WindStorm_C) CONTENT: Go inside and protect yourself from the cold wind!(/Game/Mods/FjordurOfficial/Assets/Weather/Blizzard/Buff_WindStorm.Default__Buff_WindStorm_C) CONTENT: Extreme Cold(/Engine/Transient.Default__REINST_Buff_SuperCold_C_43093) CONTENT: Get inside, as it's cold out here!(/Engine/Transient.Default__REINST_Buff_SuperCold_C_43093) CONTENT: Extreme Cold(/Game/Mods/FjordurOfficial/Assets/Weather/Blizzard/Buff_SuperCold.Default__Buff_SuperCold_C) CONTENT: Get inside, as it's cold out here!(/Game/Mods/FjordurOfficial/Assets/Weather/Blizzard/Buff_SuperCold.Default__Buff_SuperCold_C) CONTENT: Runestone(/Engine/Transient.REINST_PrimalItemResource_ApexDrop_Runestone_C_0) CONTENT: Why was this stone thus enchanted? Perhaps yon obelisk can yield some answers...(/Engine/Transient.REINST_PrimalItemResource_ApexDrop_Runestone_C_0) CONTENT: Runestone(/Engine/Transient.Default__REINST_PrimalItemResource_ApexDrop_Runestone_C_43104) CONTENT: Why was this stone thus enchanted? Perhaps yon obelisk can yield some answers...(/Engine/Transient.Default__REINST_PrimalItemResource_ApexDrop_Runestone_C_43104) CONTENT: Runestone(/Engine/Transient.REINST_PrimalItemResource_ApexDrop_Runestone_C_1) CONTENT: Why was this stone thus enchanted? Perhaps yon obelisk can yield some answers...(/Engine/Transient.REINST_PrimalItemResource_ApexDrop_Runestone_C_1) CONTENT: Runestone(/Engine/Transient.Default__REINST_PrimalItemResource_ApexDrop_Runestone_C_43108) CONTENT: Why was this stone thus enchanted? Perhaps yon obelisk can yield some answers...(/Engine/Transient.Default__REINST_PrimalItemResource_ApexDrop_Runestone_C_43108) CONTENT: Runestone(/Game/Mods/FjordurOfficial/Assets/CoreBlueprints/Items/PrimalItemResource_ApexDrop_Runestone.Default__PrimalItemResource_ApexDrop_Runestone_C) CONTENT: Why was this stone thus enchanted? Perhaps yon obelisk can yield some answers...(/Game/Mods/FjordurOfficial/Assets/CoreBlueprints/Items/PrimalItemResource_ApexDrop_Runestone.Default__PrimalItemResource_ApexDrop_Runestone_C) CONTENT: Snow Storm(/Engine/Transient.REINST_Buff_SnowStorm_C_0) CONTENT: Go inside and protect yourself from the Snowstorm!(/Engine/Transient.REINST_Buff_SnowStorm_C_0) CONTENT: Snow Storm(/Engine/Transient.Default__REINST_Buff_SnowStorm_C_43131) CONTENT: Go inside and protect yourself from the Snowstorm!(/Engine/Transient.Default__REINST_Buff_SnowStorm_C_43131) CONTENT: Snow Storm(/Engine/Transient.REINST_Buff_SnowStorm_C_1) CONTENT: Go inside and protect yourself from the Snowstorm!(/Engine/Transient.REINST_Buff_SnowStorm_C_1) CONTENT: Snow Storm(/Engine/Transient.Default__REINST_Buff_SnowStorm_C_43135) CONTENT: Go inside and protect yourself from the Snowstorm!(/Engine/Transient.Default__REINST_Buff_SnowStorm_C_43135) CONTENT: Snow Storm(/Game/Mods/FjordurOfficial/Assets/CoreBlueprints/Environment/Buff_SnowStorm.Default__Buff_SnowStorm_C) CONTENT: Go inside and protect yourself from the Snowstorm!(/Game/Mods/FjordurOfficial/Assets/CoreBlueprints/Environment/Buff_SnowStorm.Default__Buff_SnowStorm_C) CONTENT: Deposit Items for summoning a worldboss(/Game/Mods/FjordurOfficial/Assets/CoreBlueprints/Environment/PrimalInventoryBP_TributeTerminal_MiniBoss_Beyla.Default__PrimalInventoryBP_TributeTerminal_MiniBoss_Beyla_C) CONTENT: Worldboss Terminal(/Game/Mods/FjordurOfficial/Assets/CoreBlueprints/Environment/PrimalInventoryBP_TributeTerminal_MiniBoss_Beyla.Default__PrimalInventoryBP_TributeTerminal_MiniBoss_Beyla_C) CONTENT: Deposit Items for summoning a worldboss(/Game/Mods/FjordurOfficial/Assets/CoreBlueprints/Environment/PrimalInventoryBP_TributeTerminal_MiniBoss_HatiAndSkoll.Default__PrimalInventoryBP_TributeTerminal_MiniBoss_HatiAndSkoll_C) CONTENT: Worldboss Terminal(/Game/Mods/FjordurOfficial/Assets/CoreBlueprints/Environment/PrimalInventoryBP_TributeTerminal_MiniBoss_HatiAndSkoll.Default__PrimalInventoryBP_TributeTerminal_MiniBoss_HatiAndSkoll_C) CONTENT: Deposit Items for summoning a worldboss(/Game/Mods/FjordurOfficial/Assets/CoreBlueprints/Environment/PrimalInventoryBP_TributeTerminal_MiniBoss_Steinbjorn.Default__PrimalInventoryBP_TributeTerminal_MiniBoss_Steinbjorn_C) CONTENT: Worldboss Terminal(/Game/Mods/FjordurOfficial/Assets/CoreBlueprints/Environment/PrimalInventoryBP_TributeTerminal_MiniBoss_Steinbjorn.Default__PrimalInventoryBP_TributeTerminal_MiniBoss_Steinbjorn_C) CONTENT: Worldboss Terminal(/Engine/Transient.REINST_TributeTerminal_MiniBoss_Beyla_C_0) CONTENT: Worldboss Terminal(/Engine/Transient.Default__REINST_TributeTerminal_MiniBoss_Beyla_C_43145) CONTENT: Worldboss Terminal(/Engine/Transient.REINST_TributeTerminal_MiniBoss_Beyla_C_1) CONTENT: Worldboss Terminal(/Engine/Transient.Default__REINST_TributeTerminal_MiniBoss_Beyla_C_43149) CONTENT: Worldboss Terminal(/Game/Mods/FjordurOfficial/Assets/CoreBlueprints/Environment/TributeTerminal_MiniBoss_Beyla.Default__TributeTerminal_MiniBoss_Beyla_C) CONTENT: Worldboss Terminal(/Engine/Transient.REINST_TributeTerminal_MiniBoss_HatiAndSkoll_C_0) CONTENT: Worldboss Terminal(/Engine/Transient.Default__REINST_TributeTerminal_MiniBoss_HatiAndSkoll_C_43156) CONTENT: Worldboss Terminal(/Engine/Transient.REINST_TributeTerminal_MiniBoss_HatiAndSkoll_C_1) CONTENT: Worldboss Terminal(/Engine/Transient.Default__REINST_TributeTerminal_MiniBoss_HatiAndSkoll_C_43160) CONTENT: Worldboss Terminal(/Game/Mods/FjordurOfficial/Assets/CoreBlueprints/Environment/TributeTerminal_MiniBoss_HatiAndSkoll.Default__TributeTerminal_MiniBoss_HatiAndSkoll_C) CONTENT: Worldboss Terminal(/Engine/Transient.REINST_TributeTerminal_MiniBoss_Steinbjorn_C_0) CONTENT: Worldboss Terminal(/Engine/Transient.Default__REINST_TributeTerminal_MiniBoss_Steinbjorn_C_43167) CONTENT: Worldboss Terminal(/Engine/Transient.REINST_TributeTerminal_MiniBoss_Steinbjorn_C_1) CONTENT: Worldboss Terminal(/Engine/Transient.Default__REINST_TributeTerminal_MiniBoss_Steinbjorn_C_43171) CONTENT: Worldboss Terminal(/Game/Mods/FjordurOfficial/Assets/CoreBlueprints/Environment/TributeTerminal_MiniBoss_Steinbjorn.Default__TributeTerminal_MiniBoss_Steinbjorn_C) CONTENT: Teleport In: {0} Up to 15 Survivors and 30 Tames allowed.(/Engine/Transient.REINST_BossTeleporter_Asgard_C_0) CONTENT: Teleport In: {0} Up to 30 Tames allowed.(/Engine/Transient.REINST_BossTeleporter_Asgard_C_0) LITERAL: The Teleporter has recently been used...(/Game/Mods/FjordurOfficial/Assets/Teleports/Asgard/BossArenaManager_Asgard.BossArenaManager_Asgard:IsValidForTeleport.K2Node_CallFunction_353648) LITERAL: The Teleport will be available in {0}!(/Game/Mods/FjordurOfficial/Assets/Teleports/Asgard/BossArenaManager_Asgard.BossArenaManager_Asgard:IsValidForTeleport.K2Node_FormatText_39) CONTENT: Teleport In: {0} Up to 15 Survivors and 30 Tames allowed.(/Engine/Transient.Default__REINST_BossTeleporter_Asgard_C_43178) CONTENT: Teleport In: {0} Up to 30 Tames allowed.(/Engine/Transient.Default__REINST_BossTeleporter_Asgard_C_43178) CONTENT: Teleport In: {0} Up to 15 Survivors and 30 Tames allowed.(/Engine/Transient.REINST_BossTeleporter_Asgard_C_1) CONTENT: Teleport In: {0} Up to 30 Tames allowed.(/Engine/Transient.REINST_BossTeleporter_Asgard_C_1) LITERAL: The Teleport will be available in {0}!(/Game/Mods/FjordurOfficial/Assets/Teleports/Asgard/BossArenaManager_Asgard.BossArenaManager_Asgard:EdGraph_141351.K2Node_CallFunction_357045) LITERAL: 0(/Game/Mods/FjordurOfficial/Assets/Teleports/Asgard/BossArenaManager_Asgard.BossArenaManager_Asgard:EdGraph_141351.K2Node_MakeStruct_2796) CONTENT: Teleport In: {0} Up to 15 Survivors and 30 Tames allowed.(/Engine/Transient.Default__REINST_BossTeleporter_Asgard_C_43189) CONTENT: Teleport In: {0} Up to 30 Tames allowed.(/Engine/Transient.Default__REINST_BossTeleporter_Asgard_C_43189) CONTENT: Teleport In: {0} Up to 15 Survivors and 30 Tames allowed.(/Game/Mods/FjordurOfficial/Assets/Teleports/Asgard/BossTeleporter_Asgard.Default__BossTeleporter_Asgard_C) CONTENT: Teleport In: {0} Up to 30 Tames allowed.(/Game/Mods/FjordurOfficial/Assets/Teleports/Asgard/BossTeleporter_Asgard.Default__BossTeleporter_Asgard_C) LITERAL: The Teleport will be available in {0}!(/Game/Mods/FjordurOfficial/Assets/Teleports/Asgard/BossArenaManager_Asgard.BossArenaManager_Asgard:EdGraph_141363.K2Node_CallFunction_357058) LITERAL: 0(/Game/Mods/FjordurOfficial/Assets/Teleports/Asgard/BossArenaManager_Asgard.BossArenaManager_Asgard:EdGraph_141363.K2Node_MakeStruct_2797) CONTENT: Teleport In: {0} Up to 15 Survivors and 30 Tames allowed.(/Engine/Transient.REINST_BossTeleporter_AsgardBack_C_0) CONTENT: Teleport In: {0} Up to 30 Tames allowed.(/Engine/Transient.REINST_BossTeleporter_AsgardBack_C_0) LITERAL: The Teleporter has recently been used...(/Game/Mods/FjordurOfficial/Assets/Teleports/Asgard/BossArenaManager_AsgardBack.BossArenaManager_AsgardBack:IsValidForTeleport.K2Node_CallFunction_353648) LITERAL: The Teleport will be available in {0}!(/Game/Mods/FjordurOfficial/Assets/Teleports/Asgard/BossArenaManager_AsgardBack.BossArenaManager_AsgardBack:IsValidForTeleport.K2Node_FormatText_39) CONTENT: Teleport In: {0} Up to 15 Survivors and 30 Tames allowed.(/Engine/Transient.Default__REINST_BossTeleporter_AsgardBack_C_43200) CONTENT: Teleport In: {0} Up to 30 Tames allowed.(/Engine/Transient.Default__REINST_BossTeleporter_AsgardBack_C_43200) CONTENT: Teleport In: {0} Up to 15 Survivors and 30 Tames allowed.(/Engine/Transient.REINST_BossTeleporter_AsgardBack_C_1) CONTENT: Teleport In: {0} Up to 30 Tames allowed.(/Engine/Transient.REINST_BossTeleporter_AsgardBack_C_1) LITERAL: The Teleport will be available in {0}!(/Game/Mods/FjordurOfficial/Assets/Teleports/Asgard/BossArenaManager_AsgardBack.BossArenaManager_AsgardBack:EdGraph_141387.K2Node_CallFunction_357083) LITERAL: 0(/Game/Mods/FjordurOfficial/Assets/Teleports/Asgard/BossArenaManager_AsgardBack.BossArenaManager_AsgardBack:EdGraph_141387.K2Node_MakeStruct_2798) CONTENT: Teleport In: {0} Up to 15 Survivors and 30 Tames allowed.(/Engine/Transient.Default__REINST_BossTeleporter_AsgardBack_C_43211) CONTENT: Teleport In: {0} Up to 30 Tames allowed.(/Engine/Transient.Default__REINST_BossTeleporter_AsgardBack_C_43211) CONTENT: Teleport In: {0} Up to 15 Survivors and 30 Tames allowed.(/Game/Mods/FjordurOfficial/Assets/Teleports/Asgard/BossTeleporter_AsgardBack.Default__BossTeleporter_AsgardBack_C) CONTENT: Teleport In: {0} Up to 30 Tames allowed.(/Game/Mods/FjordurOfficial/Assets/Teleports/Asgard/BossTeleporter_AsgardBack.Default__BossTeleporter_AsgardBack_C) LITERAL: The Teleport will be available in {0}!(/Game/Mods/FjordurOfficial/Assets/Teleports/Asgard/BossArenaManager_AsgardBack.BossArenaManager_AsgardBack:EdGraph_141399.K2Node_CallFunction_357096) LITERAL: 0(/Game/Mods/FjordurOfficial/Assets/Teleports/Asgard/BossArenaManager_AsgardBack.BossArenaManager_AsgardBack:EdGraph_141399.K2Node_MakeStruct_2799) CONTENT: Asgard Terminal(/Game/Mods/FjordurOfficial/Assets/Teleports/Asgard/PrimalInventoryBP_TributeTerminal_AsgardPortalBack.Default__PrimalInventoryBP_TributeTerminal_AsgardPortalBack_C) CONTENT: Generate Asgard Portal(/Game/Mods/FjordurOfficial/Assets/Teleports/Asgard/PrimalItem_BossTribute_Asgard.Default__PrimalItem_BossTribute_Asgard_C) CONTENT: Use this to generate a portal to Asgard. Asgard is known for its peacefull wide planes and colorfull biomes. This is what they call a paradise, isn't it?(/Game/Mods/FjordurOfficial/Assets/Teleports/Asgard/PrimalItem_BossTribute_Asgard.Default__PrimalItem_BossTribute_Asgard_C) CONTENT: Generate Midgard Portal(/Game/Mods/FjordurOfficial/Assets/Teleports/Asgard/PrimalItem_BossTribute_AsgardBack.Default__PrimalItem_BossTribute_AsgardBack_C) CONTENT: Use this to generate a portal to Midgard. (/Game/Mods/FjordurOfficial/Assets/Teleports/Asgard/PrimalItem_BossTribute_AsgardBack.Default__PrimalItem_BossTribute_AsgardBack_C) CONTENT: Asgard Terminal(/Engine/Transient.REINST_TributeTerminal_AsgardBack_C_0) CONTENT: Asgard Terminal(/Engine/Transient.Default__REINST_TributeTerminal_AsgardBack_C_43225) CONTENT: Asgard Terminal(/Engine/Transient.REINST_TributeTerminal_AsgardBack_C_1) CONTENT: Asgard Terminal(/Engine/Transient.Default__REINST_TributeTerminal_AsgardBack_C_43229) CONTENT: Asgard Terminal(/Game/Mods/FjordurOfficial/Assets/Teleports/Asgard/TributeTerminal_AsgardBack.Default__TributeTerminal_AsgardBack_C) CONTENT: Tribute Requirements(/Engine/Transient.REINST_PrimalItem_BossTribute_Spawn_C_0) CONTENT: Generate with Tribute(/Engine/Transient.REINST_PrimalItem_BossTribute_Spawn_C_0) CONTENT: Summon A Boss(/Engine/Transient.REINST_PrimalItem_BossTribute_Spawn_C_0) CONTENT: Summon Boss!(/Engine/Transient.REINST_PrimalItem_BossTribute_Spawn_C_0) LITERAL: {1} - Spawn Cooldown Time Remaining: {1h}(/Game/Mods/FjordurOfficial/Assets/Teleports/BossTributes/PrimalItem_BossTribute_Spawn.PrimalItem_BossTribute_Spawn:BPAllowCrafting.K2Node_FormatText_325) LITERAL: have(/Game/Mods/FjordurOfficial/Assets/Teleports/BossTributes/PrimalItem_BossTribute_Spawn.PrimalItem_BossTribute_Spawn:BPAllowCrafting.K2Node_CallFunction_357121) LITERAL: has(/Game/Mods/FjordurOfficial/Assets/Teleports/BossTributes/PrimalItem_BossTribute_Spawn.PrimalItem_BossTribute_Spawn:BPAllowCrafting.K2Node_CallFunction_357121) LITERAL: already spawned!(/Game/Mods/FjordurOfficial/Assets/Teleports/BossTributes/PrimalItem_BossTribute_Spawn.PrimalItem_BossTribute_Spawn:BPAllowCrafting.K2Node_CallFunction_357345) CONTENT: Tribute Requirements(/Engine/Transient.Default__REINST_PrimalItem_BossTribute_Spawn_C_43236) CONTENT: Generate with Tribute(/Engine/Transient.Default__REINST_PrimalItem_BossTribute_Spawn_C_43236) CONTENT: Summon A Boss(/Engine/Transient.Default__REINST_PrimalItem_BossTribute_Spawn_C_43236) CONTENT: Summon Boss!(/Engine/Transient.Default__REINST_PrimalItem_BossTribute_Spawn_C_43236) LITERAL: {1} - Spawn Cooldown Time Remaining: {1h}(/Game/Mods/FjordurOfficial/Assets/Teleports/BossTributes/PrimalItem_BossTribute_Spawn.PrimalItem_BossTribute_Spawn:EdGraph_141425.K2Node_CallFunction_357105) LITERAL: 1(/Game/Mods/FjordurOfficial/Assets/Teleports/BossTributes/PrimalItem_BossTribute_Spawn.PrimalItem_BossTribute_Spawn:EdGraph_141425.K2Node_MakeStruct_2800) LITERAL: 1h(/Game/Mods/FjordurOfficial/Assets/Teleports/BossTributes/PrimalItem_BossTribute_Spawn.PrimalItem_BossTribute_Spawn:EdGraph_141425.K2Node_MakeStruct_2801) CONTENT: Tribute Requirements(/Engine/Transient.REINST_PrimalItem_BossTribute_Spawn_C_1) CONTENT: Generate with Tribute(/Engine/Transient.REINST_PrimalItem_BossTribute_Spawn_C_1) CONTENT: Summon A Boss(/Engine/Transient.REINST_PrimalItem_BossTribute_Spawn_C_1) CONTENT: Summon Boss!(/Engine/Transient.REINST_PrimalItem_BossTribute_Spawn_C_1) CONTENT: Tribute Requirements(/Engine/Transient.Default__REINST_PrimalItem_BossTribute_Spawn_C_43240) CONTENT: Generate with Tribute(/Engine/Transient.Default__REINST_PrimalItem_BossTribute_Spawn_C_43240) CONTENT: Summon A Boss(/Engine/Transient.Default__REINST_PrimalItem_BossTribute_Spawn_C_43240) CONTENT: Summon Boss!(/Engine/Transient.Default__REINST_PrimalItem_BossTribute_Spawn_C_43240) LITERAL: {1} - Spawn Cooldown Time Remaining: {1h}(/Game/Mods/FjordurOfficial/Assets/Teleports/BossTributes/PrimalItem_BossTribute_Spawn.PrimalItem_BossTribute_Spawn:EdGraph_141433.K2Node_CallFunction_357113) LITERAL: 1(/Game/Mods/FjordurOfficial/Assets/Teleports/BossTributes/PrimalItem_BossTribute_Spawn.PrimalItem_BossTribute_Spawn:EdGraph_141433.K2Node_MakeStruct_2802) LITERAL: 1h(/Game/Mods/FjordurOfficial/Assets/Teleports/BossTributes/PrimalItem_BossTribute_Spawn.PrimalItem_BossTribute_Spawn:EdGraph_141433.K2Node_MakeStruct_2803) CONTENT: Boss(/Game/Mods/FjordurOfficial/Assets/Teleports/BossTributes/PrimalItem_BossTribute_Spawn.Default__PrimalItem_BossTribute_Spawn_C) CONTENT: Tribute Requirements(/Game/Mods/FjordurOfficial/Assets/Teleports/BossTributes/PrimalItem_BossTribute_Spawn.Default__PrimalItem_BossTribute_Spawn_C) CONTENT: Generate with Tribute(/Game/Mods/FjordurOfficial/Assets/Teleports/BossTributes/PrimalItem_BossTribute_Spawn.Default__PrimalItem_BossTribute_Spawn_C) CONTENT: Summon A Boss(/Game/Mods/FjordurOfficial/Assets/Teleports/BossTributes/PrimalItem_BossTribute_Spawn.Default__PrimalItem_BossTribute_Spawn_C) CONTENT: Summon Boss!(/Game/Mods/FjordurOfficial/Assets/Teleports/BossTributes/PrimalItem_BossTribute_Spawn.Default__PrimalItem_BossTribute_Spawn_C) CONTENT: Beyla(/Game/Mods/FjordurOfficial/Assets/Teleports/BossTributes/PrimalItem_BossTribute_Beyla.Default__PrimalItem_BossTribute_Beyla_C) CONTENT: Summon Beyla(/Game/Mods/FjordurOfficial/Assets/Teleports/BossTributes/PrimalItem_BossTribute_Beyla.Default__PrimalItem_BossTribute_Beyla_C) CONTENT: Summon Beyla!(/Game/Mods/FjordurOfficial/Assets/Teleports/BossTributes/PrimalItem_BossTribute_Beyla.Default__PrimalItem_BossTribute_Beyla_C) CONTENT: Generate Dragon (Gamma) Portal(/Game/Mods/FjordurOfficial/Assets/Teleports/BossTributes/PrimalItem_BossTribute_FJ_Dragon_Easy.Default__PrimalItem_BossTribute_FJ_Dragon_Easy_C) CONTENT: Use this to generate a portal to the Dragon (Easy).(/Game/Mods/FjordurOfficial/Assets/Teleports/BossTributes/PrimalItem_BossTribute_FJ_Dragon_Easy.Default__PrimalItem_BossTribute_FJ_Dragon_Easy_C) CONTENT: Generate Dragon (Alpha) Portal(/Game/Mods/FjordurOfficial/Assets/Teleports/BossTributes/PrimalItem_BossTribute_FJ_Dragon_Hard.Default__PrimalItem_BossTribute_FJ_Dragon_Hard_C) CONTENT: Use this to generate a portal to the Dragon (Hard).(/Game/Mods/FjordurOfficial/Assets/Teleports/BossTributes/PrimalItem_BossTribute_FJ_Dragon_Hard.Default__PrimalItem_BossTribute_FJ_Dragon_Hard_C) CONTENT: Generate Dragon (Beta) Portal(/Game/Mods/FjordurOfficial/Assets/Teleports/BossTributes/PrimalItem_BossTribute_FJ_Dragon_Med.Default__PrimalItem_BossTribute_FJ_Dragon_Med_C) CONTENT: Use this to generate a portal to the Dragon (Medium).(/Game/Mods/FjordurOfficial/Assets/Teleports/BossTributes/PrimalItem_BossTribute_FJ_Dragon_Med.Default__PrimalItem_BossTribute_FJ_Dragon_Med_C) CONTENT: Generate Megapithecus (Gamma) Portal(/Game/Mods/FjordurOfficial/Assets/Teleports/BossTributes/PrimalItem_BossTribute_FJ_Gorilla_Easy.Default__PrimalItem_BossTribute_FJ_Gorilla_Easy_C) CONTENT: Use this to generate a portal to the Megapithecus (Easy).(/Game/Mods/FjordurOfficial/Assets/Teleports/BossTributes/PrimalItem_BossTribute_FJ_Gorilla_Easy.Default__PrimalItem_BossTribute_FJ_Gorilla_Easy_C) CONTENT: Generate Megapithecus (Alpha) Portal(/Game/Mods/FjordurOfficial/Assets/Teleports/BossTributes/PrimalItem_BossTribute_FJ_Gorilla_Hard.Default__PrimalItem_BossTribute_FJ_Gorilla_Hard_C) CONTENT: Use this to generate a portal to the Megapithecus (Hard).(/Game/Mods/FjordurOfficial/Assets/Teleports/BossTributes/PrimalItem_BossTribute_FJ_Gorilla_Hard.Default__PrimalItem_BossTribute_FJ_Gorilla_Hard_C) CONTENT: Generate Megapithecus (Beta) Portal(/Game/Mods/FjordurOfficial/Assets/Teleports/BossTributes/PrimalItem_BossTribute_FJ_Gorilla_Med.Default__PrimalItem_BossTribute_FJ_Gorilla_Med_C) CONTENT: Use this to generate a portal to the Megapithecus (Medium).(/Game/Mods/FjordurOfficial/Assets/Teleports/BossTributes/PrimalItem_BossTribute_FJ_Gorilla_Med.Default__PrimalItem_BossTribute_FJ_Gorilla_Med_C) CONTENT: Generate Broodmother (Gamma) Portal(/Game/Mods/FjordurOfficial/Assets/Teleports/BossTributes/PrimalItem_BossTribute_FJ_Spider_Easy.Default__PrimalItem_BossTribute_FJ_Spider_Easy_C) CONTENT: Use this to generate a portal to the Broodmother (Easy).(/Game/Mods/FjordurOfficial/Assets/Teleports/BossTributes/PrimalItem_BossTribute_FJ_Spider_Easy.Default__PrimalItem_BossTribute_FJ_Spider_Easy_C) CONTENT: Generate Broodmother (Alpha) Portal(/Game/Mods/FjordurOfficial/Assets/Teleports/BossTributes/PrimalItem_BossTribute_FJ_Spider_Hard.Default__PrimalItem_BossTribute_FJ_Spider_Hard_C) CONTENT: Use this to generate a portal to the Broodmother (Hard).(/Game/Mods/FjordurOfficial/Assets/Teleports/BossTributes/PrimalItem_BossTribute_FJ_Spider_Hard.Default__PrimalItem_BossTribute_FJ_Spider_Hard_C) CONTENT: Generate Broodmother (Beta) Portal(/Game/Mods/FjordurOfficial/Assets/Teleports/BossTributes/PrimalItem_BossTribute_FJ_Spider_Med.Default__PrimalItem_BossTribute_FJ_Spider_Med_C) CONTENT: Use this to generate a portal to the Broodmother (Medium).(/Game/Mods/FjordurOfficial/Assets/Teleports/BossTributes/PrimalItem_BossTribute_FJ_Spider_Med.Default__PrimalItem_BossTribute_FJ_Spider_Med_C) CONTENT: Hati and Sk?ll(/Game/Mods/FjordurOfficial/Assets/Teleports/BossTributes/PrimalItem_BossTribute_HatiAndSkoll.Default__PrimalItem_BossTribute_HatiAndSkoll_C) CONTENT: Summon Hati and Sk?ll(/Game/Mods/FjordurOfficial/Assets/Teleports/BossTributes/PrimalItem_BossTribute_HatiAndSkoll.Default__PrimalItem_BossTribute_HatiAndSkoll_C) CONTENT: Summon Hati and Sk?ll!(/Game/Mods/FjordurOfficial/Assets/Teleports/BossTributes/PrimalItem_BossTribute_HatiAndSkoll.Default__PrimalItem_BossTribute_HatiAndSkoll_C) CONTENT: Steinbj?rn(/Game/Mods/FjordurOfficial/Assets/Teleports/BossTributes/PrimalItem_BossTribute_Steinbjorn.Default__PrimalItem_BossTribute_Steinbjorn_C) CONTENT: Summon Steinbj?rn(/Game/Mods/FjordurOfficial/Assets/Teleports/BossTributes/PrimalItem_BossTribute_Steinbjorn.Default__PrimalItem_BossTribute_Steinbjorn_C) CONTENT: Summon Steinbj?rn!(/Game/Mods/FjordurOfficial/Assets/Teleports/BossTributes/PrimalItem_BossTribute_Steinbjorn.Default__PrimalItem_BossTribute_Steinbjorn_C) CONTENT: Teleport In: {0} Up to 15 Survivors and 30 Tames allowed.(/Engine/Transient.REINST_BossTeleporter_Jotunheim_C_0) CONTENT: Teleport In: {0} Up to 30 Tames allowed.(/Engine/Transient.REINST_BossTeleporter_Jotunheim_C_0) LITERAL: The Teleporter has recently been used...(/Game/Mods/FjordurOfficial/Assets/Teleports/Helheim/BossArenaManager_Jotunheim.BossArenaManager_Jotunheim:IsValidForTeleport.K2Node_CallFunction_353648) LITERAL: The Teleport will be available in {0}!(/Game/Mods/FjordurOfficial/Assets/Teleports/Helheim/BossArenaManager_Jotunheim.BossArenaManager_Jotunheim:IsValidForTeleport.K2Node_FormatText_39) CONTENT: Teleport In: {0} Up to 15 Survivors and 30 Tames allowed.(/Engine/Transient.Default__REINST_BossTeleporter_Jotunheim_C_43262) CONTENT: Teleport In: {0} Up to 30 Tames allowed.(/Engine/Transient.Default__REINST_BossTeleporter_Jotunheim_C_43262) CONTENT: Teleport In: {0} Up to 15 Survivors and 30 Tames allowed.(/Engine/Transient.REINST_BossTeleporter_Jotunheim_C_1) CONTENT: Teleport In: {0} Up to 30 Tames allowed.(/Engine/Transient.REINST_BossTeleporter_Jotunheim_C_1) LITERAL: The Teleport will be available in {0}!(/Game/Mods/FjordurOfficial/Assets/Teleports/Helheim/BossArenaManager_Jotunheim.BossArenaManager_Jotunheim:EdGraph_141475.K2Node_CallFunction_357139) LITERAL: 0(/Game/Mods/FjordurOfficial/Assets/Teleports/Helheim/BossArenaManager_Jotunheim.BossArenaManager_Jotunheim:EdGraph_141475.K2Node_MakeStruct_2804) CONTENT: Teleport In: {0} Up to 15 Survivors and 30 Tames allowed.(/Engine/Transient.Default__REINST_BossTeleporter_Jotunheim_C_43273) CONTENT: Teleport In: {0} Up to 30 Tames allowed.(/Engine/Transient.Default__REINST_BossTeleporter_Jotunheim_C_43273) CONTENT: Teleport In: {0} Up to 15 Survivors and 30 Tames allowed.(/Game/Mods/FjordurOfficial/Assets/Teleports/Helheim/BossTeleporter_Jotunheim.Default__BossTeleporter_Jotunheim_C) CONTENT: Teleport In: {0} Up to 30 Tames allowed.(/Game/Mods/FjordurOfficial/Assets/Teleports/Helheim/BossTeleporter_Jotunheim.Default__BossTeleporter_Jotunheim_C) LITERAL: The Teleport will be available in {0}!(/Game/Mods/FjordurOfficial/Assets/Teleports/Helheim/BossArenaManager_Jotunheim.BossArenaManager_Jotunheim:EdGraph_141487.K2Node_CallFunction_357152) LITERAL: 0(/Game/Mods/FjordurOfficial/Assets/Teleports/Helheim/BossArenaManager_Jotunheim.BossArenaManager_Jotunheim:EdGraph_141487.K2Node_MakeStruct_2805) CONTENT: Teleport In: {0} Up to 15 Survivors and 30 Tames allowed.(/Engine/Transient.REINST_BossTeleporter_Jotunheim_Back_C_0) CONTENT: Teleport In: {0} Up to 30 Tames allowed.(/Engine/Transient.REINST_BossTeleporter_Jotunheim_Back_C_0) LITERAL: The Teleporter has recently been used...(/Game/Mods/FjordurOfficial/Assets/Teleports/Helheim/BossArenaManager_Jotunheim_Back.BossArenaManager_Jotunheim_Back:IsValidForTeleport.K2Node_CallFunction_353648) LITERAL: The Teleport will be available in {0}!(/Game/Mods/FjordurOfficial/Assets/Teleports/Helheim/BossArenaManager_Jotunheim_Back.BossArenaManager_Jotunheim_Back:IsValidForTeleport.K2Node_FormatText_39) CONTENT: Teleport In: {0} Up to 15 Survivors and 30 Tames allowed.(/Engine/Transient.Default__REINST_BossTeleporter_Jotunheim_Back_C_43284) CONTENT: Teleport In: {0} Up to 30 Tames allowed.(/Engine/Transient.Default__REINST_BossTeleporter_Jotunheim_Back_C_43284) CONTENT: Teleport In: {0} Up to 15 Survivors and 30 Tames allowed.(/Engine/Transient.REINST_BossTeleporter_Jotunheim_Back_C_1) CONTENT: Teleport In: {0} Up to 30 Tames allowed.(/Engine/Transient.REINST_BossTeleporter_Jotunheim_Back_C_1) LITERAL: The Teleport will be available in {0}!(/Game/Mods/FjordurOfficial/Assets/Teleports/Helheim/BossArenaManager_Jotunheim_Back.BossArenaManager_Jotunheim_Back:EdGraph_141511.K2Node_CallFunction_357177) LITERAL: 0(/Game/Mods/FjordurOfficial/Assets/Teleports/Helheim/BossArenaManager_Jotunheim_Back.BossArenaManager_Jotunheim_Back:EdGraph_141511.K2Node_MakeStruct_2806) CONTENT: Teleport In: {0} Up to 15 Survivors and 30 Tames allowed.(/Engine/Transient.Default__REINST_BossTeleporter_Jotunheim_Back_C_43295) CONTENT: Teleport In: {0} Up to 30 Tames allowed.(/Engine/Transient.Default__REINST_BossTeleporter_Jotunheim_Back_C_43295) CONTENT: Teleport In: {0} Up to 15 Survivors and 30 Tames allowed.(/Game/Mods/FjordurOfficial/Assets/Teleports/Helheim/BossTeleporter_Jotunheim_Back.Default__BossTeleporter_Jotunheim_Back_C) CONTENT: Teleport In: {0} Up to 30 Tames allowed.(/Game/Mods/FjordurOfficial/Assets/Teleports/Helheim/BossTeleporter_Jotunheim_Back.Default__BossTeleporter_Jotunheim_Back_C) LITERAL: The Teleport will be available in {0}!(/Game/Mods/FjordurOfficial/Assets/Teleports/Helheim/BossArenaManager_Jotunheim_Back.BossArenaManager_Jotunheim_Back:EdGraph_141523.K2Node_CallFunction_357190) LITERAL: 0(/Game/Mods/FjordurOfficial/Assets/Teleports/Helheim/BossArenaManager_Jotunheim_Back.BossArenaManager_Jotunheim_Back:EdGraph_141523.K2Node_MakeStruct_2807) CONTENT: Generate Jotunheim Portal(/Game/Mods/FjordurOfficial/Assets/Teleports/Helheim/PrimalItem_BossTribute_Jotunheim.Default__PrimalItem_BossTribute_Jotunheim_C) CONTENT: Use this to generate a portal to Jotunheim. Jotunheim is known for extreme cold and low survival rate. Get ready for a challenge!(/Game/Mods/FjordurOfficial/Assets/Teleports/Helheim/PrimalItem_BossTribute_Jotunheim.Default__PrimalItem_BossTribute_Jotunheim_C) CONTENT: Generate Midgard Portal(/Game/Mods/FjordurOfficial/Assets/Teleports/Helheim/PrimalItem_BossTribute_Jotunheim_Back.Default__PrimalItem_BossTribute_Jotunheim_Back_C) CONTENT: Use this to generate a portal to Midgard.(/Game/Mods/FjordurOfficial/Assets/Teleports/Helheim/PrimalItem_BossTribute_Jotunheim_Back.Default__PrimalItem_BossTribute_Jotunheim_Back_C) CONTENT: Jotunheim Terminal(/Engine/Transient.REINST_TributeTerminal_JotunheimBack_C_0) CONTENT: Jotunheim Terminal(/Engine/Transient.Default__REINST_TributeTerminal_JotunheimBack_C_43309) CONTENT: Jotunheim Terminal(/Engine/Transient.REINST_TributeTerminal_JotunheimBack_C_1) CONTENT: Jotunheim Terminal(/Engine/Transient.Default__REINST_TributeTerminal_JotunheimBack_C_43313) CONTENT: Jotunheim Terminal(/Game/Mods/FjordurOfficial/Assets/Teleports/Helheim/TributeTerminal_JotunheimBack.Default__TributeTerminal_JotunheimBack_C) CONTENT: Terminal(/Engine/Transient.REINST_TributeTerminal_Dragon_C_0) CONTENT: Terminal(/Engine/Transient.Default__REINST_TributeTerminal_Dragon_C_43323) CONTENT: Terminal(/Engine/Transient.REINST_TributeTerminal_Dragon_C_1) CONTENT: Terminal(/Engine/Transient.Default__REINST_TributeTerminal_Dragon_C_43327) CONTENT: Terminal(/Game/Mods/FjordurOfficial/Assets/Teleports/Terminals/TributeTerminal_Dragon.Default__TributeTerminal_Dragon_C) CONTENT: Terminal(/Engine/Transient.REINST_TributeTerminal_Gorilla_C_0) CONTENT: Terminal(/Engine/Transient.Default__REINST_TributeTerminal_Gorilla_C_43334) CONTENT: Terminal(/Engine/Transient.REINST_TributeTerminal_Gorilla_C_1) CONTENT: Terminal(/Engine/Transient.Default__REINST_TributeTerminal_Gorilla_C_43338) CONTENT: Terminal(/Game/Mods/FjordurOfficial/Assets/Teleports/Terminals/TributeTerminal_Gorilla.Default__TributeTerminal_Gorilla_C) CONTENT: Terminal(/Engine/Transient.REINST_TributeTerminal_Spider_C_0) CONTENT: Terminal(/Engine/Transient.Default__REINST_TributeTerminal_Spider_C_43345) CONTENT: Terminal(/Engine/Transient.REINST_TributeTerminal_Spider_C_1) CONTENT: Terminal(/Engine/Transient.Default__REINST_TributeTerminal_Spider_C_43349) CONTENT: Terminal(/Game/Mods/FjordurOfficial/Assets/Teleports/Terminals/TributeTerminal_Spider.Default__TributeTerminal_Spider_C) CONTENT: Teleport In: {0} Up to 15 Survivors and 30 Tames allowed.(/Engine/Transient.REINST_BossTeleporter_Vanaheim_C_0) CONTENT: Teleport In: {0} Up to 30 Tames allowed.(/Engine/Transient.REINST_BossTeleporter_Vanaheim_C_0) LITERAL: The Teleporter has recently been used...(/Game/Mods/FjordurOfficial/Assets/Teleports/Vanaheim/BossArenaManager_Vanaheim.BossArenaManager_Vanaheim:IsValidForTeleport.K2Node_CallFunction_353648) LITERAL: The Teleport will be available in {0}!(/Game/Mods/FjordurOfficial/Assets/Teleports/Vanaheim/BossArenaManager_Vanaheim.BossArenaManager_Vanaheim:IsValidForTeleport.K2Node_FormatText_39) CONTENT: Teleport In: {0} Up to 15 Survivors and 30 Tames allowed.(/Engine/Transient.Default__REINST_BossTeleporter_Vanaheim_C_43356) CONTENT: Teleport In: {0} Up to 30 Tames allowed.(/Engine/Transient.Default__REINST_BossTeleporter_Vanaheim_C_43356) CONTENT: Teleport In: {0} Up to 15 Survivors and 30 Tames allowed.(/Engine/Transient.REINST_BossTeleporter_Vanaheim_C_1) CONTENT: Teleport In: {0} Up to 30 Tames allowed.(/Engine/Transient.REINST_BossTeleporter_Vanaheim_C_1) LITERAL: The Teleport will be available in {0}!(/Game/Mods/FjordurOfficial/Assets/Teleports/Vanaheim/BossArenaManager_Vanaheim.BossArenaManager_Vanaheim:EdGraph_141601.K2Node_CallFunction_357215) LITERAL: 0(/Game/Mods/FjordurOfficial/Assets/Teleports/Vanaheim/BossArenaManager_Vanaheim.BossArenaManager_Vanaheim:EdGraph_141601.K2Node_MakeStruct_2808) CONTENT: Teleport In: {0} Up to 15 Survivors and 30 Tames allowed.(/Engine/Transient.Default__REINST_BossTeleporter_Vanaheim_C_43367) CONTENT: Teleport In: {0} Up to 30 Tames allowed.(/Engine/Transient.Default__REINST_BossTeleporter_Vanaheim_C_43367) CONTENT: Teleport In: {0} Up to 15 Survivors and 30 Tames allowed.(/Game/Mods/FjordurOfficial/Assets/Teleports/Vanaheim/BossTeleporter_Vanaheim.Default__BossTeleporter_Vanaheim_C) CONTENT: Teleport In: {0} Up to 30 Tames allowed.(/Game/Mods/FjordurOfficial/Assets/Teleports/Vanaheim/BossTeleporter_Vanaheim.Default__BossTeleporter_Vanaheim_C) LITERAL: The Teleport will be available in {0}!(/Game/Mods/FjordurOfficial/Assets/Teleports/Vanaheim/BossArenaManager_Vanaheim.BossArenaManager_Vanaheim:EdGraph_141613.K2Node_CallFunction_357228) LITERAL: 0(/Game/Mods/FjordurOfficial/Assets/Teleports/Vanaheim/BossArenaManager_Vanaheim.BossArenaManager_Vanaheim:EdGraph_141613.K2Node_MakeStruct_2809) CONTENT: Teleport In: {0} Up to 15 Survivors and 30 Tames allowed.(/Engine/Transient.REINST_BossTeleporter_Vanaheim_Back_C_0) CONTENT: Teleport In: {0} Up to 30 Tames allowed.(/Engine/Transient.REINST_BossTeleporter_Vanaheim_Back_C_0) LITERAL: The Teleporter has recently been used...(/Game/Mods/FjordurOfficial/Assets/Teleports/Vanaheim/BossArenaManager_Vanaheim_Back.BossArenaManager_Vanaheim_Back:IsValidForTeleport.K2Node_CallFunction_353648) LITERAL: The Teleport will be available in {0}!(/Game/Mods/FjordurOfficial/Assets/Teleports/Vanaheim/BossArenaManager_Vanaheim_Back.BossArenaManager_Vanaheim_Back:IsValidForTeleport.K2Node_FormatText_39) CONTENT: Teleport In: {0} Up to 15 Survivors and 30 Tames allowed.(/Engine/Transient.Default__REINST_BossTeleporter_Vanaheim_Back_C_43378) CONTENT: Teleport In: {0} Up to 30 Tames allowed.(/Engine/Transient.Default__REINST_BossTeleporter_Vanaheim_Back_C_43378) CONTENT: Teleport In: {0} Up to 15 Survivors and 30 Tames allowed.(/Engine/Transient.REINST_BossTeleporter_Vanaheim_Back_C_1) CONTENT: Teleport In: {0} Up to 30 Tames allowed.(/Engine/Transient.REINST_BossTeleporter_Vanaheim_Back_C_1) LITERAL: The Teleport will be available in {0}!(/Game/Mods/FjordurOfficial/Assets/Teleports/Vanaheim/BossArenaManager_Vanaheim_Back.BossArenaManager_Vanaheim_Back:EdGraph_141637.K2Node_CallFunction_357253) LITERAL: 0(/Game/Mods/FjordurOfficial/Assets/Teleports/Vanaheim/BossArenaManager_Vanaheim_Back.BossArenaManager_Vanaheim_Back:EdGraph_141637.K2Node_MakeStruct_2810) CONTENT: Teleport In: {0} Up to 15 Survivors and 30 Tames allowed.(/Engine/Transient.Default__REINST_BossTeleporter_Vanaheim_Back_C_43389) CONTENT: Teleport In: {0} Up to 30 Tames allowed.(/Engine/Transient.Default__REINST_BossTeleporter_Vanaheim_Back_C_43389) CONTENT: Teleport In: {0} Up to 15 Survivors and 30 Tames allowed.(/Game/Mods/FjordurOfficial/Assets/Teleports/Vanaheim/BossTeleporter_Vanaheim_Back.Default__BossTeleporter_Vanaheim_Back_C) CONTENT: Teleport In: {0} Up to 30 Tames allowed.(/Game/Mods/FjordurOfficial/Assets/Teleports/Vanaheim/BossTeleporter_Vanaheim_Back.Default__BossTeleporter_Vanaheim_Back_C) LITERAL: The Teleport will be available in {0}!(/Game/Mods/FjordurOfficial/Assets/Teleports/Vanaheim/BossArenaManager_Vanaheim_Back.BossArenaManager_Vanaheim_Back:EdGraph_141649.K2Node_CallFunction_357266) LITERAL: 0(/Game/Mods/FjordurOfficial/Assets/Teleports/Vanaheim/BossArenaManager_Vanaheim_Back.BossArenaManager_Vanaheim_Back:EdGraph_141649.K2Node_MakeStruct_2811) CONTENT: Generate Vanaheim Portal(/Game/Mods/FjordurOfficial/Assets/Teleports/Vanaheim/PrimalItem_BossTribute_Vanaheim.Default__PrimalItem_BossTribute_Vanaheim_C) CONTENT: Use this to generate a portal to Vanaheim. Vanaheim is known for its untouched nature and variety of different creatures(/Game/Mods/FjordurOfficial/Assets/Teleports/Vanaheim/PrimalItem_BossTribute_Vanaheim.Default__PrimalItem_BossTribute_Vanaheim_C) CONTENT: Generate Midgard Portal(/Game/Mods/FjordurOfficial/Assets/Teleports/Vanaheim/PrimalItem_BossTribute_Vanaheim_Back.Default__PrimalItem_BossTribute_Vanaheim_Back_C) CONTENT: Use this to generate a portal to Midgard.(/Game/Mods/FjordurOfficial/Assets/Teleports/Vanaheim/PrimalItem_BossTribute_Vanaheim_Back.Default__PrimalItem_BossTribute_Vanaheim_Back_C) CONTENT: Vanaheim Terminal(/Engine/Transient.REINST_TributeTerminal_VanaheimBack_C_0) CONTENT: Vanaheim Terminal(/Engine/Transient.Default__REINST_TributeTerminal_VanaheimBack_C_43403) CONTENT: Vanaheim Terminal(/Engine/Transient.REINST_TributeTerminal_VanaheimBack_C_1) CONTENT: Vanaheim Terminal(/Engine/Transient.Default__REINST_TributeTerminal_VanaheimBack_C_43407) CONTENT: Vanaheim Terminal(/Game/Mods/FjordurOfficial/Assets/Teleports/Vanaheim/TributeTerminal_VanaheimBack.Default__TributeTerminal_VanaheimBack_C) CONTENT: Dire Polar Bear(/Engine/Transient.REINST_Polar_Bear_C_2) CONTENT: Dire Polar Bear(/Engine/Transient.Default__REINST_Polar_Bear_C_43447) CONTENT: Dire Polar Bear(/Engine/Transient.REINST_Polar_Bear_C_3) CONTENT: Dire Polar Bear(/Engine/Transient.Default__REINST_Polar_Bear_C_43451) CONTENT: Dire Polar Bear(/Game/Mods/Valguero/Assets/Dinos/PolarBear/Polar_Bear.Default__Polar_Bear_C) LITERAL: ENTERWATERVOL(/Game/Mods/FjordurOfficial/Fjordur.Fjordur:PersistentLevel.Fjordur.EventGraph.K2Node_CallFunction_282652) LITERAL: LEFTWATERVOL(/Game/Mods/FjordurOfficial/Fjordur.Fjordur:PersistentLevel.Fjordur.EventGraph.K2Node_CallFunction_283707) LITERAL: obj gc(/Game/Mods/FjordurOfficial/Fjordur.Fjordur:PersistentLevel.Fjordur.EventGraph.K2Node_CallFunction_297149) LITERAL: forcegc(/Game/Mods/FjordurOfficial/Fjordur.Fjordur:PersistentLevel.Fjordur.EventGraph.K2Node_CallFunction_223374) LITERAL: settimeofday 8:30(/Game/Mods/FjordurOfficial/Fjordur.Fjordur:PersistentLevel.Fjordur.EventGraph.K2Node_CallFunction_349907) CONTENT: A1(/Game/Mods/FjordurOfficial/Fjordur.Default__Fjordur_C) CONTENT: A2(/Game/Mods/FjordurOfficial/Fjordur.Default__Fjordur_C) CONTENT: A3(/Game/Mods/FjordurOfficial/Fjordur.Default__Fjordur_C) CONTENT: A4(/Game/Mods/FjordurOfficial/Fjordur.Default__Fjordur_C) CONTENT: A5(/Game/Mods/FjordurOfficial/Fjordur.Default__Fjordur_C) CONTENT: A6(/Game/Mods/FjordurOfficial/Fjordur.Default__Fjordur_C) CONTENT: B1(/Game/Mods/FjordurOfficial/Fjordur.Default__Fjordur_C) CONTENT: B2(/Game/Mods/FjordurOfficial/Fjordur.Default__Fjordur_C) CONTENT: B3(/Game/Mods/FjordurOfficial/Fjordur.Default__Fjordur_C) CONTENT: B4(/Game/Mods/FjordurOfficial/Fjordur.Default__Fjordur_C) CONTENT: B5(/Game/Mods/FjordurOfficial/Fjordur.Default__Fjordur_C) CONTENT: B6(/Game/Mods/FjordurOfficial/Fjordur.Default__Fjordur_C) CONTENT: C1(/Game/Mods/FjordurOfficial/Fjordur.Default__Fjordur_C) CONTENT: C2(/Game/Mods/FjordurOfficial/Fjordur.Default__Fjordur_C) CONTENT: C3(/Game/Mods/FjordurOfficial/Fjordur.Default__Fjordur_C) CONTENT: C4(/Game/Mods/FjordurOfficial/Fjordur.Default__Fjordur_C) CONTENT: C5(/Game/Mods/FjordurOfficial/Fjordur.Default__Fjordur_C) CONTENT: C6(/Game/Mods/FjordurOfficial/Fjordur.Default__Fjordur_C) CONTENT: D1(/Game/Mods/FjordurOfficial/Fjordur.Default__Fjordur_C) CONTENT: D2(/Game/Mods/FjordurOfficial/Fjordur.Default__Fjordur_C) CONTENT: D3(/Game/Mods/FjordurOfficial/Fjordur.Default__Fjordur_C) CONTENT: D4(/Game/Mods/FjordurOfficial/Fjordur.Default__Fjordur_C) CONTENT: D5(/Game/Mods/FjordurOfficial/Fjordur.Default__Fjordur_C) CONTENT: D6(/Game/Mods/FjordurOfficial/Fjordur.Default__Fjordur_C) CONTENT: E1(/Game/Mods/FjordurOfficial/Fjordur.Default__Fjordur_C) CONTENT: E2(/Game/Mods/FjordurOfficial/Fjordur.Default__Fjordur_C) CONTENT: E3(/Game/Mods/FjordurOfficial/Fjordur.Default__Fjordur_C) CONTENT: E4(/Game/Mods/FjordurOfficial/Fjordur.Default__Fjordur_C) CONTENT: E5(/Game/Mods/FjordurOfficial/Fjordur.Default__Fjordur_C) CONTENT: E6(/Game/Mods/FjordurOfficial/Fjordur.Default__Fjordur_C) CONTENT: F1(/Game/Mods/FjordurOfficial/Fjordur.Default__Fjordur_C) CONTENT: F2(/Game/Mods/FjordurOfficial/Fjordur.Default__Fjordur_C) CONTENT: F3(/Game/Mods/FjordurOfficial/Fjordur.Default__Fjordur_C) CONTENT: F4(/Game/Mods/FjordurOfficial/Fjordur.Default__Fjordur_C) CONTENT: F5(/Game/Mods/FjordurOfficial/Fjordur.Default__Fjordur_C) CONTENT: F6(/Game/Mods/FjordurOfficial/Fjordur.Default__Fjordur_C) CONTENT: G1(/Game/Mods/FjordurOfficial/Fjordur.Default__Fjordur_C) CONTENT: G2(/Game/Mods/FjordurOfficial/Fjordur.Default__Fjordur_C) CONTENT: G3(/Game/Mods/FjordurOfficial/Fjordur.Default__Fjordur_C) CONTENT: H1(/Game/Mods/FjordurOfficial/Fjordur.Default__Fjordur_C) CONTENT: H2(/Game/Mods/FjordurOfficial/Fjordur.Default__Fjordur_C) CONTENT: H3(/Game/Mods/FjordurOfficial/Fjordur.Default__Fjordur_C) CONTENT: I1(/Game/Mods/FjordurOfficial/Fjordur.Default__Fjordur_C) CONTENT: I2(/Game/Mods/FjordurOfficial/Fjordur.Default__Fjordur_C) CONTENT: I3(/Game/Mods/FjordurOfficial/Fjordur.Default__Fjordur_C) CONTENT: JD2(/Game/Mods/FjordurOfficial/Fjordur.Default__Fjordur_C) CONTENT: JD3(/Game/Mods/FjordurOfficial/Fjordur.Default__Fjordur_C) CONTENT: JD4(/Game/Mods/FjordurOfficial/Fjordur.Default__Fjordur_C) CONTENT: JE2(/Game/Mods/FjordurOfficial/Fjordur.Default__Fjordur_C) CONTENT: JE3(/Game/Mods/FjordurOfficial/Fjordur.Default__Fjordur_C) CONTENT: JE4(/Game/Mods/FjordurOfficial/Fjordur.Default__Fjordur_C) CONTENT: JF2(/Game/Mods/FjordurOfficial/Fjordur.Default__Fjordur_C) CONTENT: JF3(/Game/Mods/FjordurOfficial/Fjordur.Default__Fjordur_C) CONTENT: JF4(/Game/Mods/FjordurOfficial/Fjordur.Default__Fjordur_C) CONTENT: VA5(/Game/Mods/FjordurOfficial/Fjordur.Default__Fjordur_C) CONTENT: VA6(/Game/Mods/FjordurOfficial/Fjordur.Default__Fjordur_C) CONTENT: VB5(/Game/Mods/FjordurOfficial/Fjordur.Default__Fjordur_C) CONTENT: VB6(/Game/Mods/FjordurOfficial/Fjordur.Default__Fjordur_C) CONTENT: B2B3(/Game/Mods/FjordurOfficial/Fjordur.Default__Fjordur_C) CONTENT: B4B5(/Game/Mods/FjordurOfficial/Fjordur.Default__Fjordur_C) CONTENT: D5D6(/Game/Mods/FjordurOfficial/Fjordur.Default__Fjordur_C) CONTENT: F1F2(/Game/Mods/FjordurOfficial/Fjordur.Default__Fjordur_C) CONTENT: F5F6(/Game/Mods/FjordurOfficial/Fjordur.Default__Fjordur_C) CONTENT: Vanaheim(/Game/Mods/FjordurOfficial/Fjordur.Fjordur:PersistentLevel.BiomeZoneVolume_0) CONTENT: Jotunheim(/Game/Mods/FjordurOfficial/Fjordur.Fjordur:PersistentLevel.Jotunheim_BiomeZoneVolume) CONTENT: Vardiland - North (Easy)(/Game/Mods/FjordurOfficial/Fjordur.Fjordur:PersistentLevel.PrimalWorldSettings) CONTENT: Vardiland - South (Easy)(/Game/Mods/FjordurOfficial/Fjordur.Fjordur:PersistentLevel.PrimalWorldSettings) CONTENT: Vannaland - North (Easy)(/Game/Mods/FjordurOfficial/Fjordur.Fjordur:PersistentLevel.PrimalWorldSettings) CONTENT: Vannaland - East (Easy)(/Game/Mods/FjordurOfficial/Fjordur.Fjordur:PersistentLevel.PrimalWorldSettings) CONTENT: Vannaland - South (Easy)(/Game/Mods/FjordurOfficial/Fjordur.Fjordur:PersistentLevel.PrimalWorldSettings) CONTENT: Vannaland - West (Medium)(/Game/Mods/FjordurOfficial/Fjordur.Fjordur:PersistentLevel.PrimalWorldSettings) CONTENT: Balheimr (Hard)(/Game/Mods/FjordurOfficial/Fjordur.Fjordur:PersistentLevel.PrimalWorldSettings) CONTENT: Vanaheim (Medium)(/Game/Mods/FjordurOfficial/Fjordur.Fjordur:PersistentLevel.PrimalWorldSettings) CONTENT: Asgard (Medium)(/Game/Mods/FjordurOfficial/Fjordur.Fjordur:PersistentLevel.PrimalWorldSettings) CONTENT: Jotunheim (Deadly!)(/Game/Mods/FjordurOfficial/Fjordur.Fjordur:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/Fjordur.Fjordur:PersistentLevel.PrimalWorldSettings) CONTENT: A1(/Game/Mods/FjordurOfficial/Fjordur.Fjordur:PersistentLevel.Fjordur_C_1) CONTENT: A2(/Game/Mods/FjordurOfficial/Fjordur.Fjordur:PersistentLevel.Fjordur_C_1) CONTENT: A3(/Game/Mods/FjordurOfficial/Fjordur.Fjordur:PersistentLevel.Fjordur_C_1) CONTENT: A4(/Game/Mods/FjordurOfficial/Fjordur.Fjordur:PersistentLevel.Fjordur_C_1) CONTENT: A5(/Game/Mods/FjordurOfficial/Fjordur.Fjordur:PersistentLevel.Fjordur_C_1) CONTENT: A6(/Game/Mods/FjordurOfficial/Fjordur.Fjordur:PersistentLevel.Fjordur_C_1) CONTENT: B1(/Game/Mods/FjordurOfficial/Fjordur.Fjordur:PersistentLevel.Fjordur_C_1) CONTENT: B2(/Game/Mods/FjordurOfficial/Fjordur.Fjordur:PersistentLevel.Fjordur_C_1) CONTENT: B3(/Game/Mods/FjordurOfficial/Fjordur.Fjordur:PersistentLevel.Fjordur_C_1) CONTENT: B4(/Game/Mods/FjordurOfficial/Fjordur.Fjordur:PersistentLevel.Fjordur_C_1) CONTENT: B5(/Game/Mods/FjordurOfficial/Fjordur.Fjordur:PersistentLevel.Fjordur_C_1) CONTENT: B6(/Game/Mods/FjordurOfficial/Fjordur.Fjordur:PersistentLevel.Fjordur_C_1) CONTENT: C1(/Game/Mods/FjordurOfficial/Fjordur.Fjordur:PersistentLevel.Fjordur_C_1) CONTENT: C2(/Game/Mods/FjordurOfficial/Fjordur.Fjordur:PersistentLevel.Fjordur_C_1) CONTENT: C3(/Game/Mods/FjordurOfficial/Fjordur.Fjordur:PersistentLevel.Fjordur_C_1) CONTENT: C4(/Game/Mods/FjordurOfficial/Fjordur.Fjordur:PersistentLevel.Fjordur_C_1) CONTENT: C5(/Game/Mods/FjordurOfficial/Fjordur.Fjordur:PersistentLevel.Fjordur_C_1) CONTENT: C6(/Game/Mods/FjordurOfficial/Fjordur.Fjordur:PersistentLevel.Fjordur_C_1) CONTENT: D1(/Game/Mods/FjordurOfficial/Fjordur.Fjordur:PersistentLevel.Fjordur_C_1) CONTENT: D2(/Game/Mods/FjordurOfficial/Fjordur.Fjordur:PersistentLevel.Fjordur_C_1) CONTENT: D3(/Game/Mods/FjordurOfficial/Fjordur.Fjordur:PersistentLevel.Fjordur_C_1) CONTENT: D4(/Game/Mods/FjordurOfficial/Fjordur.Fjordur:PersistentLevel.Fjordur_C_1) CONTENT: D5(/Game/Mods/FjordurOfficial/Fjordur.Fjordur:PersistentLevel.Fjordur_C_1) CONTENT: D6(/Game/Mods/FjordurOfficial/Fjordur.Fjordur:PersistentLevel.Fjordur_C_1) CONTENT: E1(/Game/Mods/FjordurOfficial/Fjordur.Fjordur:PersistentLevel.Fjordur_C_1) CONTENT: E2(/Game/Mods/FjordurOfficial/Fjordur.Fjordur:PersistentLevel.Fjordur_C_1) CONTENT: E3(/Game/Mods/FjordurOfficial/Fjordur.Fjordur:PersistentLevel.Fjordur_C_1) CONTENT: E4(/Game/Mods/FjordurOfficial/Fjordur.Fjordur:PersistentLevel.Fjordur_C_1) CONTENT: E5(/Game/Mods/FjordurOfficial/Fjordur.Fjordur:PersistentLevel.Fjordur_C_1) CONTENT: E6(/Game/Mods/FjordurOfficial/Fjordur.Fjordur:PersistentLevel.Fjordur_C_1) CONTENT: F1(/Game/Mods/FjordurOfficial/Fjordur.Fjordur:PersistentLevel.Fjordur_C_1) CONTENT: F2(/Game/Mods/FjordurOfficial/Fjordur.Fjordur:PersistentLevel.Fjordur_C_1) CONTENT: F3(/Game/Mods/FjordurOfficial/Fjordur.Fjordur:PersistentLevel.Fjordur_C_1) CONTENT: F4(/Game/Mods/FjordurOfficial/Fjordur.Fjordur:PersistentLevel.Fjordur_C_1) CONTENT: F5(/Game/Mods/FjordurOfficial/Fjordur.Fjordur:PersistentLevel.Fjordur_C_1) CONTENT: F6(/Game/Mods/FjordurOfficial/Fjordur.Fjordur:PersistentLevel.Fjordur_C_1) CONTENT: G1(/Game/Mods/FjordurOfficial/Fjordur.Fjordur:PersistentLevel.Fjordur_C_1) CONTENT: G2(/Game/Mods/FjordurOfficial/Fjordur.Fjordur:PersistentLevel.Fjordur_C_1) CONTENT: G3(/Game/Mods/FjordurOfficial/Fjordur.Fjordur:PersistentLevel.Fjordur_C_1) CONTENT: H1(/Game/Mods/FjordurOfficial/Fjordur.Fjordur:PersistentLevel.Fjordur_C_1) CONTENT: H2(/Game/Mods/FjordurOfficial/Fjordur.Fjordur:PersistentLevel.Fjordur_C_1) CONTENT: H3(/Game/Mods/FjordurOfficial/Fjordur.Fjordur:PersistentLevel.Fjordur_C_1) CONTENT: I1(/Game/Mods/FjordurOfficial/Fjordur.Fjordur:PersistentLevel.Fjordur_C_1) CONTENT: I2(/Game/Mods/FjordurOfficial/Fjordur.Fjordur:PersistentLevel.Fjordur_C_1) CONTENT: I3(/Game/Mods/FjordurOfficial/Fjordur.Fjordur:PersistentLevel.Fjordur_C_1) CONTENT: JD2(/Game/Mods/FjordurOfficial/Fjordur.Fjordur:PersistentLevel.Fjordur_C_1) CONTENT: JD3(/Game/Mods/FjordurOfficial/Fjordur.Fjordur:PersistentLevel.Fjordur_C_1) CONTENT: JD4(/Game/Mods/FjordurOfficial/Fjordur.Fjordur:PersistentLevel.Fjordur_C_1) CONTENT: JE2(/Game/Mods/FjordurOfficial/Fjordur.Fjordur:PersistentLevel.Fjordur_C_1) CONTENT: JE3(/Game/Mods/FjordurOfficial/Fjordur.Fjordur:PersistentLevel.Fjordur_C_1) CONTENT: JE4(/Game/Mods/FjordurOfficial/Fjordur.Fjordur:PersistentLevel.Fjordur_C_1) CONTENT: JF2(/Game/Mods/FjordurOfficial/Fjordur.Fjordur:PersistentLevel.Fjordur_C_1) CONTENT: JF3(/Game/Mods/FjordurOfficial/Fjordur.Fjordur:PersistentLevel.Fjordur_C_1) CONTENT: JF4(/Game/Mods/FjordurOfficial/Fjordur.Fjordur:PersistentLevel.Fjordur_C_1) CONTENT: VA5(/Game/Mods/FjordurOfficial/Fjordur.Fjordur:PersistentLevel.Fjordur_C_1) CONTENT: VA6(/Game/Mods/FjordurOfficial/Fjordur.Fjordur:PersistentLevel.Fjordur_C_1) CONTENT: VB5(/Game/Mods/FjordurOfficial/Fjordur.Fjordur:PersistentLevel.Fjordur_C_1) CONTENT: VB6(/Game/Mods/FjordurOfficial/Fjordur.Fjordur:PersistentLevel.Fjordur_C_1) CONTENT: B2B3(/Game/Mods/FjordurOfficial/Fjordur.Fjordur:PersistentLevel.Fjordur_C_1) CONTENT: B4B5(/Game/Mods/FjordurOfficial/Fjordur.Fjordur:PersistentLevel.Fjordur_C_1) CONTENT: D5D6(/Game/Mods/FjordurOfficial/Fjordur.Fjordur:PersistentLevel.Fjordur_C_1) CONTENT: F1F2(/Game/Mods/FjordurOfficial/Fjordur.Fjordur:PersistentLevel.Fjordur_C_1) CONTENT: F5F6(/Game/Mods/FjordurOfficial/Fjordur.Fjordur:PersistentLevel.Fjordur_C_1) LITERAL: Windows(/Game/Mods/FjordurOfficial/Assets/CoreBlueprints/TextRenderActor_ConsoleCompat.TextRenderActor_ConsoleCompat:SetFont.K2Node_CallFunction_251525) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/HallOfFame.HallOfFame:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/Jotunheim_D2_Far.Jotunheim_D2_Far:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/Jotunheim_D2_Near.Jotunheim_D2_Near:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/Jotunheim_D3_Far.Jotunheim_D3_Far:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/Jotunheim_D3_Near.Jotunheim_D3_Near:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/Jotunheim_D4_Far.Jotunheim_D4_Far:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/Jotunheim_D4_Near.Jotunheim_D4_Near:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/Jotunheim_E2_Far.Jotunheim_E2_Far:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/Jotunheim_E2_Near.Jotunheim_E2_Near:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/Jotunheim_E3_Far.Jotunheim_E3_Far:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/Jotunheim_E3_Near.Jotunheim_E3_Near:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/Jotunheim_E4_Far.Jotunheim_E4_Far:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/Jotunheim_E4_Near.Jotunheim_E4_Near:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/Jotunheim_F2_Far.Jotunheim_F2_Far:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/Jotunheim_F2_Near.Jotunheim_F2_Near:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/Jotunheim_F3_Far.Jotunheim_F3_Far:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/Jotunheim_F3_Near.Jotunheim_F3_Near:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/Jotunheim_F4_Far.Jotunheim_F4_Far:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/Jotunheim_F4_Near.Jotunheim_F4_Near:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/Jotunheim_Landscape.Jotunheim_Landscape:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/Jotunheim_ProxyMeshes.Jotunheim_ProxyMeshes:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/Jotunheim_Vista.Jotunheim_Vista:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/MasterIBLCapture.MasterIBLCapture:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/MasterIBLCaptures.MasterIBLCaptures:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/MasterIBLSnow.MasterIBLSnow:PersistentLevel.PrimalWorldSettings) CONTENT: Arthro (1-2)(/Game/Mods/FjordurOfficial/Assets/Spawners/Fjordur_DinoSpawnEntries_Moria.Default__Fjordur_DinoSpawnEntries_Moria_C) CONTENT: Spiders (1-3)(/Game/Mods/FjordurOfficial/Assets/Spawners/Fjordur_DinoSpawnEntries_Moria.Default__Fjordur_DinoSpawnEntries_Moria_C) CONTENT: Scorpions (1-2)(/Game/Mods/FjordurOfficial/Assets/Spawners/Fjordur_DinoSpawnEntries_Moria.Default__Fjordur_DinoSpawnEntries_Moria_C) CONTENT: Bats (1-2)(/Game/Mods/FjordurOfficial/Assets/Spawners/Fjordur_DinoSpawnEntries_Moria.Default__Fjordur_DinoSpawnEntries_Moria_C) CONTENT: Beetle (1)(/Game/Mods/FjordurOfficial/Assets/Spawners/Fjordur_DinoSpawnEntries_Moria.Default__Fjordur_DinoSpawnEntries_Moria_C) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/Moria.Moria:PersistentLevel.PrimalWorldSettings) CONTENT: Stone(/Game/PrimalEarth/CoreBlueprints/HarvestComponents/StoneHarvestComponentRich.Default__StoneHarvestComponentRich_C) CONTENT: Harvest [Stone](/Game/PrimalEarth/CoreBlueprints/HarvestComponents/StoneHarvestComponentRich.Default__StoneHarvestComponentRich_C) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/Moria_Cave.Moria_Cave:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/Obelisks.Obelisks:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/Overworld_ProxyMeshes.Overworld_ProxyMeshes:PersistentLevel.PrimalWorldSettings) CONTENT: Carnotaurus (1)(/Game/Aberration/CoreBlueprints/Spawners/AB_DinoSpawnEntries_BioCave.Default__AB_DinoSpawnEntries_BioCave_C) CONTENT: Dragonfly (1-2)(/Game/Aberration/CoreBlueprints/Spawners/AB_DinoSpawnEntries_BioCave.Default__AB_DinoSpawnEntries_BioCave_C) CONTENT: Cave Wolf (1-2)(/Game/Aberration/CoreBlueprints/Spawners/AB_DinoSpawnEntries_BioCave.Default__AB_DinoSpawnEntries_BioCave_C) CONTENT: Raptor (1-3)(/Game/Aberration/CoreBlueprints/Spawners/AB_DinoSpawnEntries_BioCave.Default__AB_DinoSpawnEntries_BioCave_C) CONTENT: Cave Wolf (1-3)(/Game/Aberration/CoreBlueprints/Spawners/AB_DinoSpawnEntries_BioCave.Default__AB_DinoSpawnEntries_BioCave_C) CONTENT: Lantern Pet Lizard (1-2)(/Game/Aberration/CoreBlueprints/Spawners/AB_DinoSpawnEntries_BioCave.Default__AB_DinoSpawnEntries_BioCave_C) CONTENT: Scorpion (1-2)(/Game/Aberration/CoreBlueprints/Spawners/AB_DinoSpawnEntries_BioCave.Default__AB_DinoSpawnEntries_BioCave_C) CONTENT: Octo-Bat (1)(/Game/Aberration/CoreBlueprints/Spawners/AB_DinoSpawnEntries_BioCave.Default__AB_DinoSpawnEntries_BioCave_C) CONTENT: Pteroteuthis(/Game/Aberration/CoreBlueprints/Spawners/AB_DinoSpawnEntries_BioLumCave.Default__AB_DinoSpawnEntries_BioLumCave_C) CONTENT: Boa (1)(/Game/Aberration/CoreBlueprints/Spawners/AB_DinoSpawnEntries_BioLumCave.Default__AB_DinoSpawnEntries_BioLumCave_C) CONTENT: Scorpion (1-3)(/Game/Aberration/CoreBlueprints/Spawners/AB_DinoSpawnEntries_BioLumCave.Default__AB_DinoSpawnEntries_BioLumCave_C) CONTENT: Acha (1)(/Game/Aberration/CoreBlueprints/Spawners/AB_DinoSpawnEntries_BioLumCave.Default__AB_DinoSpawnEntries_BioLumCave_C) CONTENT: Glowbug (1-3)(/Game/Aberration/CoreBlueprints/Spawners/AB_DinoSpawnEntries_BioLumCave.Default__AB_DinoSpawnEntries_BioLumCave_C) CONTENT: Arthopluera (1)(/Game/Aberration/CoreBlueprints/Spawners/AB_DinoSpawnEntries_BioLumCave.Default__AB_DinoSpawnEntries_BioLumCave_C) CONTENT: Beetles (1-2)(/Game/Aberration/CoreBlueprints/Spawners/AB_DinoSpawnEntries_BioLumCave.Default__AB_DinoSpawnEntries_BioLumCave_C) CONTENT: Lightbug (1-3)(/Game/Aberration/CoreBlueprints/Spawners/AB_DinoSpawnEntries_ElementalChamber.Default__AB_DinoSpawnEntries_ElementalChamber_C) CONTENT: Pulmonoscorpius (1)(/Game/Aberration/CoreBlueprints/Spawners/AB_DinoSpawnEntries_ElementalChamber.Default__AB_DinoSpawnEntries_ElementalChamber_C) CONTENT: OctoBat (1-3)(/Game/Aberration/CoreBlueprints/Spawners/AB_DinoSpawnEntries_ElementalChamber.Default__AB_DinoSpawnEntries_ElementalChamber_C) CONTENT: Carno (1-2)(/Game/Aberration/CoreBlueprints/Spawners/AB_DinoSpawnEntries_ElementalChamber.Default__AB_DinoSpawnEntries_ElementalChamber_C) CONTENT: Arthropluera (1-2)(/Game/Aberration/CoreBlueprints/Spawners/AB_DinoSpawnEntries_ElementalChamber.Default__AB_DinoSpawnEntries_ElementalChamber_C) CONTENT: Purlovia (1-2)(/Game/Aberration/CoreBlueprints/Spawners/AB_DinoSpawnEntries_ElementalChamber.Default__AB_DinoSpawnEntries_ElementalChamber_C) CONTENT: Rockdrakes (1-2)(/Game/Aberration/CoreBlueprints/Spawners/AB_DinoSpawnEntries_ElementalChamber.Default__AB_DinoSpawnEntries_ElementalChamber_C) CONTENT: Megalosaurus (1-2)(/Game/Aberration/CoreBlueprints/Spawners/AB_DinoSpawnEntries_ElementalChamber.Default__AB_DinoSpawnEntries_ElementalChamber_C) CONTENT: Spinosaurus (1)(/Game/Aberration/CoreBlueprints/Spawners/AB_DinoSpawnEntries_ElementalChamber.Default__AB_DinoSpawnEntries_ElementalChamber_C) CONTENT: Glowtail (1)(/Game/Aberration/CoreBlueprints/Spawners/AB_DinoSpawnEntries_ElementalChamber.Default__AB_DinoSpawnEntries_ElementalChamber_C) CONTENT: Beetles (1-2)(/Game/Aberration/CoreBlueprints/Spawners/AB_DinoSpawnEntries_ElementalChamber.Default__AB_DinoSpawnEntries_ElementalChamber_C) CONTENT: RockDrake(/Game/Aberration/CoreBlueprints/Spawners/AB_DinoSpawnEntries_RockDrake.Default__AB_DinoSpawnEntries_RockDrake_C) CONTENT: Paracer (1)(/Game/Aberration/CoreBlueprints/Spawners/AB_DinoSpawnEntries_TwitchFertileLand.Default__AB_DinoSpawnEntries_TwitchFertileLand_C) CONTENT: Stego (1-3)(/Game/Aberration/CoreBlueprints/Spawners/AB_DinoSpawnEntries_TwitchFertileLand.Default__AB_DinoSpawnEntries_TwitchFertileLand_C) CONTENT: Trike (1-3)(/Game/Aberration/CoreBlueprints/Spawners/AB_DinoSpawnEntries_TwitchFertileLand.Default__AB_DinoSpawnEntries_TwitchFertileLand_C) CONTENT: Raptor (1-4)(/Game/Aberration/CoreBlueprints/Spawners/AB_DinoSpawnEntries_TwitchFertileLand.Default__AB_DinoSpawnEntries_TwitchFertileLand_C) CONTENT: Carno (1)(/Game/Aberration/CoreBlueprints/Spawners/AB_DinoSpawnEntries_TwitchFertileLand.Default__AB_DinoSpawnEntries_TwitchFertileLand_C) CONTENT: Moschops (1-2)(/Game/Aberration/CoreBlueprints/Spawners/AB_DinoSpawnEntries_TwitchFertileLand.Default__AB_DinoSpawnEntries_TwitchFertileLand_C) CONTENT: Para (1-3)(/Game/Aberration/CoreBlueprints/Spawners/AB_DinoSpawnEntries_TwitchFertileLand.Default__AB_DinoSpawnEntries_TwitchFertileLand_C) CONTENT: Diplodocus (1)(/Game/Aberration/CoreBlueprints/Spawners/AB_DinoSpawnEntries_TwitchFertileLand.Default__AB_DinoSpawnEntries_TwitchFertileLand_C) CONTENT: Dodo Spawn (1-5)(/Game/Aberration/CoreBlueprints/Spawners/AB_DinoSpawnEntries_TwitchFertileLand.Default__AB_DinoSpawnEntries_TwitchFertileLand_C) CONTENT: Dragonfly Spawn (4) 2(/Game/Aberration/CoreBlueprints/Spawners/AB_DinoSpawnEntries_TwitchFertileLand.Default__AB_DinoSpawnEntries_TwitchFertileLand_C) CONTENT: Ignuanadon (1)(/Game/Aberration/CoreBlueprints/Spawners/AB_DinoSpawnEntries_TwitchFertileLand.Default__AB_DinoSpawnEntries_TwitchFertileLand_C) CONTENT: Equus (1-4)(/Game/Aberration/CoreBlueprints/Spawners/AB_DinoSpawnEntries_TwitchFertileLand.Default__AB_DinoSpawnEntries_TwitchFertileLand_C) CONTENT: Lystro (1-2)(/Game/Aberration/CoreBlueprints/Spawners/AB_DinoSpawnEntries_TwitchFertileLand.Default__AB_DinoSpawnEntries_TwitchFertileLand_C) CONTENT: Scorpion (1-3)(/Game/Aberration/CoreBlueprints/Spawners/AB_DinoSpawnEntries_TwitchFertileLand.Default__AB_DinoSpawnEntries_TwitchFertileLand_C) CONTENT: Pug (1-2)(/Game/Aberration/CoreBlueprints/Spawners/AB_DinoSpawnEntries_TwitchFertileLand.Default__AB_DinoSpawnEntries_TwitchFertileLand_C) CONTENT: Glowbug (1-3)(/Game/Aberration/CoreBlueprints/Spawners/AB_DinoSpawnEntries_TwitchFertileLand.Default__AB_DinoSpawnEntries_TwitchFertileLand_C) CONTENT: Turtle (1)(/Game/Aberration/CoreBlueprints/Spawners/AB_DinoSpawnEntries_TwitchFertileLand.Default__AB_DinoSpawnEntries_TwitchFertileLand_C) CONTENT: Cave Wolf (1-4)(/Game/Aberration/CoreBlueprints/Spawners/AB_DinoSpawnEntries_TwitchFertileLand.Default__AB_DinoSpawnEntries_TwitchFertileLand_C) CONTENT: Molerat (1)(/Game/Aberration/CoreBlueprints/Spawners/AB_DinoSpawnEntries_TwitchFertileLand.Default__AB_DinoSpawnEntries_TwitchFertileLand_C) CONTENT: Doed (1)(/Game/Aberration/CoreBlueprints/Spawners/AB_DinoSpawnEntries_TwitchFertileLand.Default__AB_DinoSpawnEntries_TwitchFertileLand_C) CONTENT: Sheep (1)(/Game/Aberration/CoreBlueprints/Spawners/AB_DinoSpawnEntries_TwitchFertileLand.Default__AB_DinoSpawnEntries_TwitchFertileLand_C) CONTENT: DireBear (1)(/Game/Aberration/CoreBlueprints/Spawners/AB_DinoSpawnEntries_TwitchFertileLand.Default__AB_DinoSpawnEntries_TwitchFertileLand_C) CONTENT: Ferox(/Game/Genesis/CoreBlueprints/Spawners/Gen1_Arctic_Cave_DinoSpawnEntries.Default__Gen1_Arctic_Cave_DinoSpawnEntries_C) CONTENT: Wolf(/Game/Genesis/CoreBlueprints/Spawners/Gen1_Arctic_Cave_DinoSpawnEntries.Default__Gen1_Arctic_Cave_DinoSpawnEntries_C) CONTENT: Bear(/Game/Genesis/CoreBlueprints/Spawners/Gen1_Arctic_Cave_DinoSpawnEntries.Default__Gen1_Arctic_Cave_DinoSpawnEntries_C) CONTENT: ShapeShifter (1)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_Arctic_Ferox_DinoSpawnEntries.Default__Gen1_Arctic_Ferox_DinoSpawnEntries_C) CONTENT: Saber (1-2)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_Arctic_Forest_DinoSpawnEntries.Default__Gen1_Arctic_Forest_DinoSpawnEntries_C) CONTENT: Wolf (1-4)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_Arctic_Forest_DinoSpawnEntries.Default__Gen1_Arctic_Forest_DinoSpawnEntries_C) CONTENT: Bear (1)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_Arctic_Forest_DinoSpawnEntries.Default__Gen1_Arctic_Forest_DinoSpawnEntries_C) CONTENT: Megatherium (1)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_Arctic_Forest_DinoSpawnEntries.Default__Gen1_Arctic_Forest_DinoSpawnEntries_C) CONTENT: Argent (1)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_Arctic_Forest_DinoSpawnEntries.Default__Gen1_Arctic_Forest_DinoSpawnEntries_C) CONTENT: Daeodon (1)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_Arctic_Forest_DinoSpawnEntries.Default__Gen1_Arctic_Forest_DinoSpawnEntries_C) CONTENT: Yuty (1)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_Arctic_Forest_DinoSpawnEntries.Default__Gen1_Arctic_Forest_DinoSpawnEntries_C) CONTENT: MicroRaptor (1-4)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_Arctic_Forest_DinoSpawnEntries.Default__Gen1_Arctic_Forest_DinoSpawnEntries_C) CONTENT: Mammoth (1)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_Arctic_Forest_DinoSpawnEntries.Default__Gen1_Arctic_Forest_DinoSpawnEntries_C) CONTENT: Rhino (1)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_Arctic_Forest_DinoSpawnEntries.Default__Gen1_Arctic_Forest_DinoSpawnEntries_C) CONTENT: Megalocer (1-2)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_Arctic_Forest_DinoSpawnEntries.Default__Gen1_Arctic_Forest_DinoSpawnEntries_C) CONTENT: Chalicotherium (1-2)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_Arctic_Forest_DinoSpawnEntries.Default__Gen1_Arctic_Forest_DinoSpawnEntries_C) CONTENT: Equus (1-4)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_Arctic_Forest_DinoSpawnEntries.Default__Gen1_Arctic_Forest_DinoSpawnEntries_C) CONTENT: Bigfoot (1-2)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_Arctic_Forest_DinoSpawnEntries.Default__Gen1_Arctic_Forest_DinoSpawnEntries_C) CONTENT: Dodo (2-5)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_Arctic_Forest_DinoSpawnEntries.Default__Gen1_Arctic_Forest_DinoSpawnEntries_C) CONTENT: Doed (1)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_Arctic_Forest_DinoSpawnEntries.Default__Gen1_Arctic_Forest_DinoSpawnEntries_C) CONTENT: Anky (1)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_Arctic_Forest_DinoSpawnEntries.Default__Gen1_Arctic_Forest_DinoSpawnEntries_C) CONTENT: Procop (1)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_Arctic_Forest_DinoSpawnEntries.Default__Gen1_Arctic_Forest_DinoSpawnEntries_C) CONTENT: Sheep (1-3)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_Arctic_Forest_DinoSpawnEntries.Default__Gen1_Arctic_Forest_DinoSpawnEntries_C) CONTENT: Theri (1-3)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_Arctic_Forest_DinoSpawnEntries.Default__Gen1_Arctic_Forest_DinoSpawnEntries_C) CONTENT: Bear (1)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_Arctic_Forest_Nice_DinoSpawnEntries.Default__Gen1_Arctic_Forest_Nice_DinoSpawnEntries_C) CONTENT: Megatherium (1)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_Arctic_Forest_Nice_DinoSpawnEntries.Default__Gen1_Arctic_Forest_Nice_DinoSpawnEntries_C) CONTENT: Argent (1)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_Arctic_Forest_Nice_DinoSpawnEntries.Default__Gen1_Arctic_Forest_Nice_DinoSpawnEntries_C) CONTENT: MicroRaptor (1-4)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_Arctic_Forest_Nice_DinoSpawnEntries.Default__Gen1_Arctic_Forest_Nice_DinoSpawnEntries_C) CONTENT: Mammoth (1)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_Arctic_Forest_Nice_DinoSpawnEntries.Default__Gen1_Arctic_Forest_Nice_DinoSpawnEntries_C) CONTENT: Rhino (1)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_Arctic_Forest_Nice_DinoSpawnEntries.Default__Gen1_Arctic_Forest_Nice_DinoSpawnEntries_C) CONTENT: Megalocer (1-2)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_Arctic_Forest_Nice_DinoSpawnEntries.Default__Gen1_Arctic_Forest_Nice_DinoSpawnEntries_C) CONTENT: Equus (1-4)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_Arctic_Forest_Nice_DinoSpawnEntries.Default__Gen1_Arctic_Forest_Nice_DinoSpawnEntries_C) CONTENT: Bigfoot (1-2)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_Arctic_Forest_Nice_DinoSpawnEntries.Default__Gen1_Arctic_Forest_Nice_DinoSpawnEntries_C) CONTENT: Dodo (2-5)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_Arctic_Forest_Nice_DinoSpawnEntries.Default__Gen1_Arctic_Forest_Nice_DinoSpawnEntries_C) CONTENT: Doed (1)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_Arctic_Forest_Nice_DinoSpawnEntries.Default__Gen1_Arctic_Forest_Nice_DinoSpawnEntries_C) CONTENT: Anky (1)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_Arctic_Forest_Nice_DinoSpawnEntries.Default__Gen1_Arctic_Forest_Nice_DinoSpawnEntries_C) CONTENT: Procop (1)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_Arctic_Forest_Nice_DinoSpawnEntries.Default__Gen1_Arctic_Forest_Nice_DinoSpawnEntries_C) CONTENT: Sheep (1-3)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_Arctic_Forest_Nice_DinoSpawnEntries.Default__Gen1_Arctic_Forest_Nice_DinoSpawnEntries_C) CONTENT: Theri (1-3)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_Arctic_Forest_Nice_DinoSpawnEntries.Default__Gen1_Arctic_Forest_Nice_DinoSpawnEntries_C) CONTENT: Salmon (2-3)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_Arctic_FrozenWater_DinoSpawnEntries.Default__Gen1_Arctic_FrozenWater_DinoSpawnEntries_C) CONTENT: Lower Body(/Game/Genesis/Dinos/BiomeVariants/Bog_Raptor/DinoColorSet_Raptor_Bog.Default__DinoColorSet_Raptor_Bog_C) CONTENT: feather tips(/Game/Genesis/Dinos/BiomeVariants/Bog_Raptor/DinoColorSet_Raptor_Bog.Default__DinoColorSet_Raptor_Bog_C) CONTENT: stripes(/Game/Genesis/Dinos/BiomeVariants/Bog_Raptor/DinoColorSet_Raptor_Bog.Default__DinoColorSet_Raptor_Bog_C) CONTENT: belly(/Game/Genesis/Dinos/BiomeVariants/Bog_Raptor/DinoColorSet_Raptor_Bog.Default__DinoColorSet_Raptor_Bog_C) CONTENT: highlights(/Game/Genesis/Dinos/BiomeVariants/Bog_Raptor/DinoColorSet_Raptor_Bog.Default__DinoColorSet_Raptor_Bog_C) CONTENT: Main Body(/Game/Genesis/Dinos/BiomeVariants/Bog_Raptor/DinoColorSet_Raptor_Bog.Default__DinoColorSet_Raptor_Bog_C) CONTENT: X-Raptor(/Engine/Transient.REINST_Bog_Raptor_Character_BP_C_0) CONTENT: Fertilized X-Raptor Egg(/Game/Genesis/Dinos/BiomeVariants/Bog_Raptor/PrimalItemConsumable_Egg_Raptor_Fertilized_Bog.Default__PrimalItemConsumable_Egg_Raptor_Fertilized_Bog_C) CONTENT: X-Raptor(/Engine/Transient.Default__REINST_Bog_Raptor_Character_BP_C_43564) CONTENT: X-Raptor(/Engine/Transient.REINST_Bog_Raptor_Character_BP_C_1) CONTENT: X-Raptor(/Engine/Transient.Default__REINST_Bog_Raptor_Character_BP_C_43568) CONTENT: X-Raptor(/Game/Genesis/Dinos/BiomeVariants/Bog_Raptor/Bog_Raptor_Character_BP.Default__Bog_Raptor_Character_BP_C) CONTENT: main body(/Game/Genesis/Dinos/BiomeVariants/Bog_Tapejara/DinoColorSet_Tapejara_Bog.Default__DinoColorSet_Tapejara_Bog_C) CONTENT: spots(/Game/Genesis/Dinos/BiomeVariants/Bog_Tapejara/DinoColorSet_Tapejara_Bog.Default__DinoColorSet_Tapejara_Bog_C) CONTENT: wings(/Game/Genesis/Dinos/BiomeVariants/Bog_Tapejara/DinoColorSet_Tapejara_Bog.Default__DinoColorSet_Tapejara_Bog_C) CONTENT: wing gradient(/Game/Genesis/Dinos/BiomeVariants/Bog_Tapejara/DinoColorSet_Tapejara_Bog.Default__DinoColorSet_Tapejara_Bog_C) CONTENT: body stripes(/Game/Genesis/Dinos/BiomeVariants/Bog_Tapejara/DinoColorSet_Tapejara_Bog.Default__DinoColorSet_Tapejara_Bog_C) CONTENT: wing veins(/Game/Genesis/Dinos/BiomeVariants/Bog_Tapejara/DinoColorSet_Tapejara_Bog.Default__DinoColorSet_Tapejara_Bog_C) CONTENT: X-Tapejara(/Engine/Transient.REINST_Bog_Tapejara_Character_BP_C_0) CONTENT: Fertilized X-Tapejara Egg(/Game/Genesis/Dinos/BiomeVariants/Bog_Tapejara/PrimalItemConsumable_Egg_Tapejara_Fertilized_Bog.Default__PrimalItemConsumable_Egg_Tapejara_Fertilized_Bog_C) CONTENT: X-Tapejara(/Engine/Transient.Default__REINST_Bog_Tapejara_Character_BP_C_43577) CONTENT: X-Tapejara(/Engine/Transient.REINST_Bog_Tapejara_Character_BP_C_1) CONTENT: X-Tapejara(/Engine/Transient.Default__REINST_Bog_Tapejara_Character_BP_C_43581) CONTENT: X-Tapejara(/Game/Genesis/Dinos/BiomeVariants/Bog_Tapejara/Bog_Tapejara_Character_BP.Default__Bog_Tapejara_Character_BP_C) CONTENT: Lower Body(/Game/Genesis/Dinos/BiomeVariants/BogPara/DinoColorSet_Parasaur_Bog.Default__DinoColorSet_Parasaur_Bog_C) CONTENT: spots(/Game/Genesis/Dinos/BiomeVariants/BogPara/DinoColorSet_Parasaur_Bog.Default__DinoColorSet_Parasaur_Bog_C) CONTENT: sail spots(/Game/Genesis/Dinos/BiomeVariants/BogPara/DinoColorSet_Parasaur_Bog.Default__DinoColorSet_Parasaur_Bog_C) CONTENT: belly(/Game/Genesis/Dinos/BiomeVariants/BogPara/DinoColorSet_Parasaur_Bog.Default__DinoColorSet_Parasaur_Bog_C) CONTENT: Main Body(/Game/Genesis/Dinos/BiomeVariants/BogPara/DinoColorSet_Parasaur_Bog.Default__DinoColorSet_Parasaur_Bog_C) CONTENT: X-Parasaur(/Engine/Transient.REINST_Bog_Para_Character_BP_C_0) CONTENT: Fertilized X-Parasaur Egg(/Game/Genesis/Dinos/BiomeVariants/BogPara/PrimalItemConsumable_Egg_Para_Fertilized_Bog.Default__PrimalItemConsumable_Egg_Para_Fertilized_Bog_C) CONTENT: X-Parasaur(/Engine/Transient.Default__REINST_Bog_Para_Character_BP_C_43590) CONTENT: X-Parasaur(/Engine/Transient.REINST_Bog_Para_Character_BP_C_1) CONTENT: X-Parasaur(/Engine/Transient.Default__REINST_Bog_Para_Character_BP_C_43594) CONTENT: X-Parasaur(/Game/Genesis/Dinos/BiomeVariants/BogPara/Bog_Para_Character_BP.Default__Bog_Para_Character_BP_C) CONTENT: main color(/Game/Genesis/Dinos/BiomeVariants/DinoColorSet_Bog.Default__DinoColorSet_Bog_C) CONTENT: accent color(/Game/Genesis/Dinos/BiomeVariants/DinoColorSet_Bog.Default__DinoColorSet_Bog_C) CONTENT: accent color(/Game/Genesis/Dinos/BiomeVariants/DinoColorSet_Bog.Default__DinoColorSet_Bog_C) CONTENT: accent color(/Game/Genesis/Dinos/BiomeVariants/DinoColorSet_Bog.Default__DinoColorSet_Bog_C) CONTENT: secondary color(/Game/Genesis/Dinos/BiomeVariants/DinoColorSet_Bog.Default__DinoColorSet_Bog_C) CONTENT: tertiary color(/Game/Genesis/Dinos/BiomeVariants/DinoColorSet_Bog.Default__DinoColorSet_Bog_C) CONTENT: Tapa (1)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_Bog_Forest_DinoSpawnEntries.Default__Gen1_Bog_Forest_DinoSpawnEntries_C) CONTENT: DragonFly (1-3)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_Bog_Forest_DinoSpawnEntries.Default__Gen1_Bog_Forest_DinoSpawnEntries_C) CONTENT: Ant (Queen+3)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_Bog_Forest_DinoSpawnEntries.Default__Gen1_Bog_Forest_DinoSpawnEntries_C) CONTENT: Dilo (1-3)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_Bog_Forest_DinoSpawnEntries.Default__Gen1_Bog_Forest_DinoSpawnEntries_C) CONTENT: Dimorphodon (1)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_Bog_Forest_DinoSpawnEntries.Default__Gen1_Bog_Forest_DinoSpawnEntries_C) CONTENT: Dimetrodon (1)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_Bog_Forest_DinoSpawnEntries.Default__Gen1_Bog_Forest_DinoSpawnEntries_C) CONTENT: Moschops (1)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_Bog_Forest_DinoSpawnEntries.Default__Gen1_Bog_Forest_DinoSpawnEntries_C) CONTENT: Monkey (1)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_Bog_Forest_DinoSpawnEntries.Default__Gen1_Bog_Forest_DinoSpawnEntries_C) CONTENT: Ptero (1)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_Bog_Forest_DinoSpawnEntries.Default__Gen1_Bog_Forest_DinoSpawnEntries_C) CONTENT: Diplocaulus (1)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_Bog_Forest_DinoSpawnEntries.Default__Gen1_Bog_Forest_DinoSpawnEntries_C) CONTENT: TitanoBoa (1)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_Bog_Forest_DinoSpawnEntries.Default__Gen1_Bog_Forest_DinoSpawnEntries_C) CONTENT: Terror Bird (1-2)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_Bog_Forest_DinoSpawnEntries.Default__Gen1_Bog_Forest_DinoSpawnEntries_C) CONTENT: Daeodon (1)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_Bog_Forest_DinoSpawnEntries.Default__Gen1_Bog_Forest_DinoSpawnEntries_C) CONTENT: DungBeetle (1)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_Bog_Forest_DinoSpawnEntries.Default__Gen1_Bog_Forest_DinoSpawnEntries_C) CONTENT: Pegomastax (1)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_Bog_Forest_DinoSpawnEntries.Default__Gen1_Bog_Forest_DinoSpawnEntries_C) CONTENT: Turtle (1-2)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_Bog_Forest_DinoSpawnEntries.Default__Gen1_Bog_Forest_DinoSpawnEntries_C) CONTENT: Stego (1-2)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_Bog_Forest_DinoSpawnEntries.Default__Gen1_Bog_Forest_DinoSpawnEntries_C) CONTENT: Iguanodon (1-2)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_Bog_Forest_DinoSpawnEntries.Default__Gen1_Bog_Forest_DinoSpawnEntries_C) CONTENT: Pachyrhinosaurus (1-3)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_Bog_Forest_DinoSpawnEntries.Default__Gen1_Bog_Forest_DinoSpawnEntries_C) CONTENT: Toad (1)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_Bog_Forest_DinoSpawnEntries.Default__Gen1_Bog_Forest_DinoSpawnEntries_C) CONTENT: Pirhana (3-5)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_Bog_Water_DinoSpawnEntries.Default__Gen1_Bog_Water_DinoSpawnEntries_C) CONTENT: Coel (2-3)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_Bog_Water_DinoSpawnEntries.Default__Gen1_Bog_Water_DinoSpawnEntries_C) CONTENT: Leech (1)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_Bog_Water_DinoSpawnEntries.Default__Gen1_Bog_Water_DinoSpawnEntries_C) CONTENT: Kapro (1)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_Bog_Water_DinoSpawnEntries.Default__Gen1_Bog_Water_DinoSpawnEntries_C) CONTENT: Sarco (1)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_Bog_Water_DinoSpawnEntries.Default__Gen1_Bog_Water_DinoSpawnEntries_C) CONTENT: Baryonyx (1)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_Bog_Water_DinoSpawnEntries.Default__Gen1_Bog_Water_DinoSpawnEntries_C) CONTENT: Toad (1)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_Bog_Water_DinoSpawnEntries.Default__Gen1_Bog_Water_DinoSpawnEntries_C) CONTENT: main(/Game/Genesis/Dinos/BiomeVariants/DinoColorSet_Lunar.Default__DinoColorSet_Lunar_C) CONTENT: accents(/Game/Genesis/Dinos/BiomeVariants/DinoColorSet_Lunar.Default__DinoColorSet_Lunar_C) CONTENT: accents(/Game/Genesis/Dinos/BiomeVariants/DinoColorSet_Lunar.Default__DinoColorSet_Lunar_C) CONTENT: accents(/Game/Genesis/Dinos/BiomeVariants/DinoColorSet_Lunar.Default__DinoColorSet_Lunar_C) CONTENT: secondary(/Game/Genesis/Dinos/BiomeVariants/DinoColorSet_Lunar.Default__DinoColorSet_Lunar_C) CONTENT: tertiary(/Game/Genesis/Dinos/BiomeVariants/DinoColorSet_Lunar.Default__DinoColorSet_Lunar_C) CONTENT: Shinehorn (1-2)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_Lunar_Cave_DinoSpawnEntries_Cave1.Default__Gen1_Lunar_Cave_DinoSpawnEntries_Cave1_C) CONTENT: Ravager (1-3)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_Lunar_Cave_DinoSpawnEntries_Cave1.Default__Gen1_Lunar_Cave_DinoSpawnEntries_Cave1_C) CONTENT: Rollrat (1-2)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_Lunar_Cave_DinoSpawnEntries_Cave1.Default__Gen1_Lunar_Cave_DinoSpawnEntries_Cave1_C) CONTENT: Glowbugs (1-4)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_Lunar_Cave_DinoSpawnEntries_Cave1.Default__Gen1_Lunar_Cave_DinoSpawnEntries_Cave1_C) CONTENT: Ravager (1-3)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_Lunar_Cave_DinoSpawnEntries_Cave3.Default__Gen1_Lunar_Cave_DinoSpawnEntries_Cave3_C) CONTENT: Glowtail (1-3)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_Lunar_Cave_DinoSpawnEntries_Cave3.Default__Gen1_Lunar_Cave_DinoSpawnEntries_Cave3_C) CONTENT: Glowbugs (1-4)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_Lunar_Cave_DinoSpawnEntries_Cave3.Default__Gen1_Lunar_Cave_DinoSpawnEntries_Cave3_C) CONTENT: side stars(/Game/Genesis/Dinos/BiomeVariants/Lunar_Salmon/DinoColorSet_Salmon_Lunar.Default__DinoColorSet_Salmon_Lunar_C) CONTENT: back color(/Game/Genesis/Dinos/BiomeVariants/Lunar_Salmon/DinoColorSet_Salmon_Lunar.Default__DinoColorSet_Salmon_Lunar_C) CONTENT: back stars(/Game/Genesis/Dinos/BiomeVariants/Lunar_Salmon/DinoColorSet_Salmon_Lunar.Default__DinoColorSet_Salmon_Lunar_C) CONTENT: main body(/Game/Genesis/Dinos/BiomeVariants/Lunar_Salmon/DinoColorSet_Salmon_Lunar.Default__DinoColorSet_Salmon_Lunar_C) CONTENT: wing veins(/Game/Genesis/Dinos/BiomeVariants/Lunar_Salmon/DinoColorSet_Salmon_Lunar.Default__DinoColorSet_Salmon_Lunar_C) CONTENT: X-Sabertooth Salmon(/Engine/Transient.REINST_Lunar_Salmon_Character_BP_C_0) CONTENT: X-Sabertooth Salmon(/Engine/Transient.Default__REINST_Lunar_Salmon_Character_BP_C_43608) CONTENT: X-Sabertooth Salmon(/Engine/Transient.REINST_Lunar_Salmon_Character_BP_C_1) CONTENT: X-Sabertooth Salmon(/Engine/Transient.Default__REINST_Lunar_Salmon_Character_BP_C_43612) CONTENT: X-Sabertooth Salmon(/Game/Genesis/Dinos/BiomeVariants/Lunar_Salmon/Lunar_Salmon_Character_BP.Default__Lunar_Salmon_Character_BP_C) CONTENT: Lunar Fish (2-5)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_Lunar_CaveWater_DinoSpawnEntries_Cave.Default__Gen1_Lunar_CaveWater_DinoSpawnEntries_Cave_C) CONTENT: Crab (1)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_Lunar_CaveWater_DinoSpawnEntries_Cave.Default__Gen1_Lunar_CaveWater_DinoSpawnEntries_Cave_C) CONTENT: Lamprey (1-3)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_Lunar_CaveWater_DinoSpawnEntries_Cave.Default__Gen1_Lunar_CaveWater_DinoSpawnEntries_Cave_C) CONTENT: Main Body(/Game/Genesis/Dinos/BiomeVariants/DinoColorSet_Ocean.Default__DinoColorSet_Ocean_C) CONTENT: glowing spots(/Game/Genesis/Dinos/BiomeVariants/DinoColorSet_Ocean.Default__DinoColorSet_Ocean_C) CONTENT: glowing spots(/Game/Genesis/Dinos/BiomeVariants/DinoColorSet_Ocean.Default__DinoColorSet_Ocean_C) CONTENT: secondary color(/Game/Genesis/Dinos/BiomeVariants/DinoColorSet_Ocean.Default__DinoColorSet_Ocean_C) CONTENT: secondary color(/Game/Genesis/Dinos/BiomeVariants/DinoColorSet_Ocean.Default__DinoColorSet_Ocean_C) CONTENT: lower body(/Game/Genesis/Dinos/BiomeVariants/DinoColorSet_Ocean.Default__DinoColorSet_Ocean_C) CONTENT: Coel (2-3)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_Ocean_CaveWater_DinoSpawnEntries.Default__Gen1_Ocean_CaveWater_DinoSpawnEntries_C) CONTENT: Salmon (2-3)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_Ocean_CaveWater_DinoSpawnEntries.Default__Gen1_Ocean_CaveWater_DinoSpawnEntries_C) CONTENT: Jelly (2-3)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_Ocean_CaveWater_DinoSpawnEntries.Default__Gen1_Ocean_CaveWater_DinoSpawnEntries_C) CONTENT: Ammonite (1-3)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_OceanDeep_DinoSpawnEntries.Default__Gen1_OceanDeep_DinoSpawnEntries_C) CONTENT: Angler (1-3)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_OceanDeep_DinoSpawnEntries.Default__Gen1_OceanDeep_DinoSpawnEntries_C) CONTENT: Meg (1-2)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_OceanDeep_DinoSpawnEntries.Default__Gen1_OceanDeep_DinoSpawnEntries_C) CONTENT: Eel (1-4)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_OceanDeep_DinoSpawnEntries.Default__Gen1_OceanDeep_DinoSpawnEntries_C) CONTENT: Dunk (1)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_OceanDeep_DinoSpawnEntries.Default__Gen1_OceanDeep_DinoSpawnEntries_C) CONTENT: Eurypt (1-4)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_OceanDeep_DinoSpawnEntries.Default__Gen1_OceanDeep_DinoSpawnEntries_C) CONTENT: Aggressive Schooling Fish(/Game/Genesis/CoreBlueprints/Spawners/Gen1_OceanDeep_DinoSpawnEntries.Default__Gen1_OceanDeep_DinoSpawnEntries_C) CONTENT: Jelly (2-4)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_OceanDeep_DinoSpawnEntries.Default__Gen1_OceanDeep_DinoSpawnEntries_C) CONTENT: Mosa (1)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_OceanLargerDinos_DinoSpawnEntries.Default__Gen1_OceanLargerDinos_DinoSpawnEntries_C) CONTENT: Plesio (1)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_OceanLargerDinos_DinoSpawnEntries.Default__Gen1_OceanLargerDinos_DinoSpawnEntries_C) CONTENT: Tuso (1)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_OceanLargerDinos_DinoSpawnEntries.Default__Gen1_OceanLargerDinos_DinoSpawnEntries_C) CONTENT: Leed (1)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_OceanLargerDinos_DinoSpawnEntries.Default__Gen1_OceanLargerDinos_DinoSpawnEntries_C) CONTENT: Turtle (1)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_OceanTurtle_DinoSpawnEntries.Default__Gen1_OceanTurtle_DinoSpawnEntries_C) CONTENT: main color(/Game/Genesis/Dinos/BiomeVariants/DinoColorSet_Volcano.Default__DinoColorSet_Volcano_C) CONTENT: accent color(/Game/Genesis/Dinos/BiomeVariants/DinoColorSet_Volcano.Default__DinoColorSet_Volcano_C) CONTENT: accent color(/Game/Genesis/Dinos/BiomeVariants/DinoColorSet_Volcano.Default__DinoColorSet_Volcano_C) CONTENT: accent color(/Game/Genesis/Dinos/BiomeVariants/DinoColorSet_Volcano.Default__DinoColorSet_Volcano_C) CONTENT: secondary color(/Game/Genesis/Dinos/BiomeVariants/DinoColorSet_Volcano.Default__DinoColorSet_Volcano_C) CONTENT: tertiary color(/Game/Genesis/Dinos/BiomeVariants/DinoColorSet_Volcano.Default__DinoColorSet_Volcano_C) CONTENT: main(/Game/Genesis/Dinos/BiomeVariants/Lava_Golem/DinoColorSet_Volcano_Golem.Default__DinoColorSet_Volcano_Golem_C) CONTENT: gradient(/Game/Genesis/Dinos/BiomeVariants/Lava_Golem/DinoColorSet_Volcano_Golem.Default__DinoColorSet_Volcano_Golem_C) CONTENT: tips(/Game/Genesis/Dinos/BiomeVariants/Lava_Golem/DinoColorSet_Volcano_Golem.Default__DinoColorSet_Volcano_Golem_C) CONTENT: X-Rock Elemental(/Engine/Transient.REINST_Volcano_Golem_Character_BP_C_0) CONTENT: X-Rock Elemental(/Engine/Transient.Default__REINST_Volcano_Golem_Character_BP_C_43638) CONTENT: X-Rock Elemental(/Engine/Transient.REINST_Volcano_Golem_Character_BP_C_1) CONTENT: X-Rock Elemental(/Engine/Transient.Default__REINST_Volcano_Golem_Character_BP_C_43642) CONTENT: X-Rock Elemental(/Game/Genesis/Dinos/BiomeVariants/Lava_Golem/Volcano_Golem_Character_BP.Default__Volcano_Golem_Character_BP_C) CONTENT: Scorpion (1-5)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_Volcano_Cave_DinoSpawnEntries.Default__Gen1_Volcano_Cave_DinoSpawnEntries_C) CONTENT: Bat (1-5)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_Volcano_Cave_DinoSpawnEntries.Default__Gen1_Volcano_Cave_DinoSpawnEntries_C) CONTENT: Arthro (1-2)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_Volcano_Cave_DinoSpawnEntries.Default__Gen1_Volcano_Cave_DinoSpawnEntries_C) CONTENT: Spider (1-5)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_Volcano_Cave_DinoSpawnEntries.Default__Gen1_Volcano_Cave_DinoSpawnEntries_C) CONTENT: Magmasaur (1)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_Volcano_Cave_DinoSpawnEntries.Default__Gen1_Volcano_Cave_DinoSpawnEntries_C) CONTENT: Volcanic Golem (1)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_Volcano_Cave_DinoSpawnEntries.Default__Gen1_Volcano_Cave_DinoSpawnEntries_C) CONTENT: Bronto (1-2)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardens_RiversLand_Gen2.Default__DinoSpawnEntriesGardens_RiversLand_Gen2_C) CONTENT: Ptero (1-2)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardens_RiversLand_Gen2.Default__DinoSpawnEntriesGardens_RiversLand_Gen2_C) CONTENT: Kentro (1-2)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardens_RiversLand_Gen2.Default__DinoSpawnEntriesGardens_RiversLand_Gen2_C) CONTENT: Mantis (1-2)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardens_RiversLand_Gen2.Default__DinoSpawnEntriesGardens_RiversLand_Gen2_C) CONTENT: Carno (1)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardens_RiversLand_Gen2.Default__DinoSpawnEntriesGardens_RiversLand_Gen2_C) CONTENT: Ant Spawn (1-5) 1(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardens_RiversLand_Gen2.Default__DinoSpawnEntriesGardens_RiversLand_Gen2_C) CONTENT: Dilos (1-3)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardens_RiversLand_Gen2.Default__DinoSpawnEntriesGardens_RiversLand_Gen2_C) CONTENT: Pteroteuthis (1)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardens_RiversLand_Gen2.Default__DinoSpawnEntriesGardens_RiversLand_Gen2_C) CONTENT: LanternLizard (1)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardens_RiversLand_Gen2.Default__DinoSpawnEntriesGardens_RiversLand_Gen2_C) CONTENT: Lantern Pug (1-2)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardens_RiversLand_Gen2.Default__DinoSpawnEntriesGardens_RiversLand_Gen2_C) CONTENT: Moschops (1-2)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardens_RiversLand_Gen2.Default__DinoSpawnEntriesGardens_RiversLand_Gen2_C) CONTENT: Chalico (1)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardens_RiversLand_Gen2.Default__DinoSpawnEntriesGardens_RiversLand_Gen2_C) CONTENT: Troodon (3-4)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardens_RiversLand_Gen2.Default__DinoSpawnEntriesGardens_RiversLand_Gen2_C) CONTENT: Ichthyornis(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardens_RiversLand_Gen2.Default__DinoSpawnEntriesGardens_RiversLand_Gen2_C) CONTENT: Pachyrhinos (1-3)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardens_RiversLand_Gen2.Default__DinoSpawnEntriesGardens_RiversLand_Gen2_C) CONTENT: Turtle(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardens_RiversLand_Gen2.Default__DinoSpawnEntriesGardens_RiversLand_Gen2_C) CONTENT: Shadowmanes (1-4)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardens_RiversLand_Gen2.Default__DinoSpawnEntriesGardens_RiversLand_Gen2_C) CONTENT: Beetle (1-3)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardens_RiversLand_Gen2.Default__DinoSpawnEntriesGardens_RiversLand_Gen2_C) CONTENT: Ankylo (1-3)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardensMountain_Gen2.Default__DinoSpawnEntriesGardensMountain_Gen2_C) CONTENT: Stego (1-3)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardensMountain_Gen2.Default__DinoSpawnEntriesGardensMountain_Gen2_C) CONTENT: Dimorphs (1-3)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardensMountain_Gen2.Default__DinoSpawnEntriesGardensMountain_Gen2_C) CONTENT: Raptor (3-6)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardensMountain_Gen2.Default__DinoSpawnEntriesGardensMountain_Gen2_C) CONTENT: Saber (2-4)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardensMountain_Gen2.Default__DinoSpawnEntriesGardensMountain_Gen2_C) CONTENT: T-Rex (1-2)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardensMountain_Gen2.Default__DinoSpawnEntriesGardensMountain_Gen2_C) CONTENT: Scorpion (1-3)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardensMountain_Gen2.Default__DinoSpawnEntriesGardensMountain_Gen2_C) CONTENT: Argentavis (1-3)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardensMountain_Gen2.Default__DinoSpawnEntriesGardensMountain_Gen2_C) CONTENT: Carnos (1-2)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardensMountain_Gen2.Default__DinoSpawnEntriesGardensMountain_Gen2_C) CONTENT: Doed (1)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardensMountain_Gen2.Default__DinoSpawnEntriesGardensMountain_Gen2_C) CONTENT: Spiney Lizard (1)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardensMountain_Gen2.Default__DinoSpawnEntriesGardensMountain_Gen2_C) CONTENT: Gacha (1)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardensMountain_Gen2.Default__DinoSpawnEntriesGardensMountain_Gen2_C) CONTENT: Allosaurus (3)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardensMountain_Gen2.Default__DinoSpawnEntriesGardensMountain_Gen2_C) CONTENT: Kentro (1-3)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardensMountain_Gen2.Default__DinoSpawnEntriesGardensMountain_Gen2_C) CONTENT: Hya (1-6)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardensMountain_Gen2.Default__DinoSpawnEntriesGardensMountain_Gen2_C) CONTENT: Ankylo (1-3)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesMountain_Easy_Gen2.Default__DinoSpawnEntriesMountain_Easy_Gen2_C) CONTENT: Stego (1-3)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesMountain_Easy_Gen2.Default__DinoSpawnEntriesMountain_Easy_Gen2_C) CONTENT: Raptor (3-6)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesMountain_Easy_Gen2.Default__DinoSpawnEntriesMountain_Easy_Gen2_C) CONTENT: Direwolves (2-4)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesMountain_Easy_Gen2.Default__DinoSpawnEntriesMountain_Easy_Gen2_C) CONTENT: T-Rex (1-2)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesMountain_Easy_Gen2.Default__DinoSpawnEntriesMountain_Easy_Gen2_C) CONTENT: Scorpion (1-3)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesMountain_Easy_Gen2.Default__DinoSpawnEntriesMountain_Easy_Gen2_C) CONTENT: Argentavis (1-3)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesMountain_Easy_Gen2.Default__DinoSpawnEntriesMountain_Easy_Gen2_C) CONTENT: Daeodon (1-2)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesMountain_Easy_Gen2.Default__DinoSpawnEntriesMountain_Easy_Gen2_C) CONTENT: Doed (1)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesMountain_Easy_Gen2.Default__DinoSpawnEntriesMountain_Easy_Gen2_C) CONTENT: Pachy (1)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesMountain_Easy_Gen2.Default__DinoSpawnEntriesMountain_Easy_Gen2_C) CONTENT: Procop (1)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesMountain_Easy_Gen2.Default__DinoSpawnEntriesMountain_Easy_Gen2_C) CONTENT: Allosaurus (3)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesMountain_Easy_Gen2.Default__DinoSpawnEntriesMountain_Easy_Gen2_C) CONTENT: Kentro (1-3)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesMountain_Easy_Gen2.Default__DinoSpawnEntriesMountain_Easy_Gen2_C) CONTENT: Hya (1-6)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesMountain_Easy_Gen2.Default__DinoSpawnEntriesMountain_Easy_Gen2_C) CONTENT: Mammoth (1-3)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesMountain_Easy_Gen2.Default__DinoSpawnEntriesMountain_Easy_Gen2_C) CONTENT: Ankylo (1-3)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesMountain_Hard_Gen2.Default__DinoSpawnEntriesMountain_Hard_Gen2_C) CONTENT: Stego (1-3)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesMountain_Hard_Gen2.Default__DinoSpawnEntriesMountain_Hard_Gen2_C) CONTENT: Dimorphs (1-3)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesMountain_Hard_Gen2.Default__DinoSpawnEntriesMountain_Hard_Gen2_C) CONTENT: Raptor (3-6)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesMountain_Hard_Gen2.Default__DinoSpawnEntriesMountain_Hard_Gen2_C) CONTENT: Thyla (1-2)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesMountain_Hard_Gen2.Default__DinoSpawnEntriesMountain_Hard_Gen2_C) CONTENT: T-Rex (1-2)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesMountain_Hard_Gen2.Default__DinoSpawnEntriesMountain_Hard_Gen2_C) CONTENT: Scorpion (1-3)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesMountain_Hard_Gen2.Default__DinoSpawnEntriesMountain_Hard_Gen2_C) CONTENT: Argentavis (1-3)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesMountain_Hard_Gen2.Default__DinoSpawnEntriesMountain_Hard_Gen2_C) CONTENT: Carnos (1-2)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesMountain_Hard_Gen2.Default__DinoSpawnEntriesMountain_Hard_Gen2_C) CONTENT: Doed (1)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesMountain_Hard_Gen2.Default__DinoSpawnEntriesMountain_Hard_Gen2_C) CONTENT: Therizino (1)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesMountain_Hard_Gen2.Default__DinoSpawnEntriesMountain_Hard_Gen2_C) CONTENT: Procop (1)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesMountain_Hard_Gen2.Default__DinoSpawnEntriesMountain_Hard_Gen2_C) CONTENT: Allosaurus (3)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesMountain_Hard_Gen2.Default__DinoSpawnEntriesMountain_Hard_Gen2_C) CONTENT: Megaloceros (1-3)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesMountain_Hard_Gen2.Default__DinoSpawnEntriesMountain_Hard_Gen2_C) CONTENT: Direwolves (1-6)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesMountain_Hard_Gen2.Default__DinoSpawnEntriesMountain_Hard_Gen2_C) CONTENT: Mammoth (1-3)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesMountain_Hard_Gen2.Default__DinoSpawnEntriesMountain_Hard_Gen2_C) CONTENT: Yuty + Carnos(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesMountain_Hard_Gen2.Default__DinoSpawnEntriesMountain_Hard_Gen2_C) CONTENT: Megladon(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesOceanWaterDeep_Gen2.Default__DinoSpawnEntriesOceanWaterDeep_Gen2_C) CONTENT: Coel Three To Five(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesOceanWaterDeep_Gen2.Default__DinoSpawnEntriesOceanWaterDeep_Gen2_C) CONTENT: Dolphin(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesOceanWaterDeep_Gen2.Default__DinoSpawnEntriesOceanWaterDeep_Gen2_C) CONTENT: Euryp(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesOceanWaterDeep_Gen2.Default__DinoSpawnEntriesOceanWaterDeep_Gen2_C) CONTENT: Angler(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesOceanWaterDeep_Gen2.Default__DinoSpawnEntriesOceanWaterDeep_Gen2_C) CONTENT: Jelly(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesOceanWaterDeep_Gen2.Default__DinoSpawnEntriesOceanWaterDeep_Gen2_C) CONTENT: Basilo(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesOceanWaterDeep_Gen2.Default__DinoSpawnEntriesOceanWaterDeep_Gen2_C) CONTENT: Dunkle(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesOceanWaterDeep_Gen2.Default__DinoSpawnEntriesOceanWaterDeep_Gen2_C) CONTENT: Eel (2-4)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesOceanWaterDeep_Gen2.Default__DinoSpawnEntriesOceanWaterDeep_Gen2_C) CONTENT: Liopleurodon(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesOceanWaterDeep_Gen2.Default__DinoSpawnEntriesOceanWaterDeep_Gen2_C) CONTENT: Ammonite(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesOceanWaterDeep_Gen2.Default__DinoSpawnEntriesOceanWaterDeep_Gen2_C) CONTENT: Coel (1-5)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesWaterSpillways_Aquatic.Default__DinoSpawnEntriesWaterSpillways_Aquatic_C) CONTENT: Salmon (1-3)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesWaterSpillways_Aquatic.Default__DinoSpawnEntriesWaterSpillways_Aquatic_C) CONTENT: Trilobite (1-2)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesWaterSpillways_Aquatic.Default__DinoSpawnEntriesWaterSpillways_Aquatic_C) CONTENT: Piranha (1-3)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesWaterSpillways_Aquatic.Default__DinoSpawnEntriesWaterSpillways_Aquatic_C) CONTENT: Hesperornis (1-3)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesWaterSpillways_Aquatic.Default__DinoSpawnEntriesWaterSpillways_Aquatic_C) CONTENT: Otter (2-3)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesWaterSpillways_Aquatic.Default__DinoSpawnEntriesWaterSpillways_Aquatic_C) CONTENT: Diplo (1)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesWaterSpillways_Aquatic.Default__DinoSpawnEntriesWaterSpillways_Aquatic_C) CONTENT: Dimetro (1)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesWaterSpillways_Aquatic.Default__DinoSpawnEntriesWaterSpillways_Aquatic_C) CONTENT: Beetle(/Game/Mods/FjordurOfficial/Assets/CoreMaterials/Spawners/DinoSpawnEntries_DungBeetle.Default__DinoSpawnEntries_DungBeetle_C) CONTENT: Maewing(/Game/Mods/FjordurOfficial/Assets/CoreMaterials/Spawners/DinoSpawnEntries_Maewing.Default__DinoSpawnEntries_Maewing_C) CONTENT: Eel (1)(/Game/Mods/FjordurOfficial/Assets/CoreMaterials/Spawners/DinoSpawnEntriesCaveElectrophorus.Default__DinoSpawnEntriesCaveElectrophorus_C) CONTENT: Giganoto (1)(/Game/Mods/FjordurOfficial/Assets/CoreMaterials/Spawners/DinoSpawnEntriesGigant.Default__DinoSpawnEntriesGigant_C) CONTENT: Giganoto (1)(/Game/Mods/FjordurOfficial/Assets/CoreMaterials/Spawners/DinoSpawnEntriesGigant.Default__DinoSpawnEntriesGigant_C) CONTENT: Dragonflies (1-3)(/Game/Mods/FjordurOfficial/Assets/CoreMaterials/Spawners/DinoSpawnEntriesRedwoodCave.Default__DinoSpawnEntriesRedwoodCave_C) CONTENT: Spiders (1-2)(/Game/Mods/FjordurOfficial/Assets/CoreMaterials/Spawners/DinoSpawnEntriesRedwoodCave.Default__DinoSpawnEntriesRedwoodCave_C) CONTENT: Direbear (1-2)(/Game/Mods/FjordurOfficial/Assets/CoreMaterials/Spawners/DinoSpawnEntriesRedwoodCave.Default__DinoSpawnEntriesRedwoodCave_C) CONTENT: Achatina (2-4)(/Game/Mods/FjordurOfficial/Assets/CoreMaterials/Spawners/DinoSpawnEntriesRedwoodCave.Default__DinoSpawnEntriesRedwoodCave_C) CONTENT: Ant Spawn (1-5) 1(/Game/Mods/FjordurOfficial/Assets/CoreMaterials/Spawners/DinoSpawnEntriesRedwoodCave.Default__DinoSpawnEntriesRedwoodCave_C) CONTENT: Boa (1)(/Game/Mods/FjordurOfficial/Assets/CoreMaterials/Spawners/DinoSpawnEntriesRedwoodCave.Default__DinoSpawnEntriesRedwoodCave_C) CONTENT: Bats (1-4)(/Game/Mods/FjordurOfficial/Assets/CoreMaterials/Spawners/DinoSpawnEntriesTinyCave.Default__DinoSpawnEntriesTinyCave_C) CONTENT: Spiders (1-3)(/Game/Mods/FjordurOfficial/Assets/CoreMaterials/Spawners/DinoSpawnEntriesTinyCave.Default__DinoSpawnEntriesTinyCave_C) CONTENT: Dire Wolf (3-5)(/Game/Mods/FjordurOfficial/Assets/CoreMaterials/Spawners/Ext_DinoSpawnEntriesSnow.Default__Ext_DinoSpawnEntriesSnow_C) CONTENT: Stag (1-2)(/Game/Mods/FjordurOfficial/Assets/CoreMaterials/Spawners/Ext_DinoSpawnEntriesSnow.Default__Ext_DinoSpawnEntriesSnow_C) CONTENT: Ankylo (2)(/Game/Mods/FjordurOfficial/Assets/CoreMaterials/Spawners/Ext_DinoSpawnEntriesSnow.Default__Ext_DinoSpawnEntriesSnow_C) CONTENT: Mammoth (1-3)(/Game/Mods/FjordurOfficial/Assets/CoreMaterials/Spawners/Ext_DinoSpawnEntriesSnow.Default__Ext_DinoSpawnEntriesSnow_C) CONTENT: Saber (1-2)(/Game/Mods/FjordurOfficial/Assets/CoreMaterials/Spawners/Ext_DinoSpawnEntriesSnow.Default__Ext_DinoSpawnEntriesSnow_C) CONTENT: Owl (1)(/Game/Mods/FjordurOfficial/Assets/CoreMaterials/Spawners/Ext_DinoSpawnEntriesSnow.Default__Ext_DinoSpawnEntriesSnow_C) CONTENT: Rhino (1-2)(/Game/Mods/FjordurOfficial/Assets/CoreMaterials/Spawners/Ext_DinoSpawnEntriesSnow.Default__Ext_DinoSpawnEntriesSnow_C) CONTENT: Chalico (1-3)(/Game/Mods/FjordurOfficial/Assets/CoreMaterials/Spawners/Ext_DinoSpawnEntriesSnow.Default__Ext_DinoSpawnEntriesSnow_C) CONTENT: Purlovia (1)(/Game/Mods/FjordurOfficial/Assets/CoreMaterials/Spawners/Ext_DinoSpawnEntriesSnow.Default__Ext_DinoSpawnEntriesSnow_C) CONTENT: Sheep (1)(/Game/Mods/FjordurOfficial/Assets/CoreMaterials/Spawners/Ext_DinoSpawnEntriesSnow.Default__Ext_DinoSpawnEntriesSnow_C) CONTENT: Daedon (2-4)(/Game/Mods/FjordurOfficial/Assets/CoreMaterials/Spawners/Ext_DinoSpawnEntriesSnow.Default__Ext_DinoSpawnEntriesSnow_C) CONTENT: Megatherium (1-2)(/Game/Mods/FjordurOfficial/Assets/CoreMaterials/Spawners/Ext_DinoSpawnEntriesSnow.Default__Ext_DinoSpawnEntriesSnow_C) CONTENT: Sauropod (1-2)(/Game/Mods/FjordurOfficial/Assets/CoreMaterials/Spawners/Ext_DinoSpawnEntriesSnow.Default__Ext_DinoSpawnEntriesSnow_C) CONTENT: Glowtail (1-2)(/Game/Mods/FjordurOfficial/Assets/CoreMaterials/Spawners/Fjo_AB_DinoSpawnEntries_F6_BioCave.Default__Fjo_AB_DinoSpawnEntries_F6_BioCave_C) CONTENT: Lantern Goat (1-2)(/Game/Mods/FjordurOfficial/Assets/CoreMaterials/Spawners/Fjo_AB_DinoSpawnEntries_F6_BioCave.Default__Fjo_AB_DinoSpawnEntries_F6_BioCave_C) CONTENT: Lantern Pug (1-2)(/Game/Mods/FjordurOfficial/Assets/CoreMaterials/Spawners/Fjo_AB_DinoSpawnEntries_F6_BioCave.Default__Fjo_AB_DinoSpawnEntries_F6_BioCave_C) CONTENT: Lantern Bird (1-2)(/Game/Mods/FjordurOfficial/Assets/CoreMaterials/Spawners/Fjo_AB_DinoSpawnEntries_F6_BioCave.Default__Fjo_AB_DinoSpawnEntries_F6_BioCave_C) CONTENT: Tropeo (1)(/Game/Mods/FjordurOfficial/Assets/CoreMaterials/Spawners/Fjo_DinoSpawn_Tropeo.Default__Fjo_DinoSpawn_Tropeo_C) CONTENT: Plesio(/Game/Mods/FjordurOfficial/Assets/CoreMaterials/Spawners/Fjo_DinoSpawnEntries_DarkWater_Karkinos.Default__Fjo_DinoSpawnEntries_DarkWater_Karkinos_C) CONTENT: Plesio(/Game/Mods/FjordurOfficial/Assets/CoreMaterials/Spawners/Fjo_DinoSpawnEntries_DarkWater_Plesia.Default__Fjo_DinoSpawnEntries_DarkWater_Plesia_C) CONTENT: Deinonychus(/Game/Mods/FjordurOfficial/Assets/CoreMaterials/Spawners/Fjo_DinoSpawnEntries_Deinonychus.Default__Fjo_DinoSpawnEntries_Deinonychus_C) CONTENT: Trike (1-3)(/Game/Mods/FjordurOfficial/Assets/CoreMaterials/Spawners/Fjo_DinoSpawnEntries_Fornland.Default__Fjo_DinoSpawnEntries_Fornland_C) CONTENT: Sauropod (1-3)(/Game/Mods/FjordurOfficial/Assets/CoreMaterials/Spawners/Fjo_DinoSpawnEntries_Fornland.Default__Fjo_DinoSpawnEntries_Fornland_C) CONTENT: Ptero (1-4)(/Game/Mods/FjordurOfficial/Assets/CoreMaterials/Spawners/Fjo_DinoSpawnEntries_Fornland.Default__Fjo_DinoSpawnEntries_Fornland_C) CONTENT: Diplodocus (1)(/Game/Mods/FjordurOfficial/Assets/CoreMaterials/Spawners/Fjo_DinoSpawnEntries_Fornland.Default__Fjo_DinoSpawnEntries_Fornland_C) CONTENT: Gallimimus (2)(/Game/Mods/FjordurOfficial/Assets/CoreMaterials/Spawners/Fjo_DinoSpawnEntries_Fornland.Default__Fjo_DinoSpawnEntries_Fornland_C) CONTENT: Allosaurus (3)(/Game/Mods/FjordurOfficial/Assets/CoreMaterials/Spawners/Fjo_DinoSpawnEntries_Fornland.Default__Fjo_DinoSpawnEntries_Fornland_C) CONTENT: Sheep (4)(/Game/Mods/FjordurOfficial/Assets/CoreMaterials/Spawners/Fjo_DinoSpawnEntries_Fornland.Default__Fjo_DinoSpawnEntries_Fornland_C) CONTENT: Equus (1-4)(/Game/Mods/FjordurOfficial/Assets/CoreMaterials/Spawners/Fjo_DinoSpawnEntries_Fornland.Default__Fjo_DinoSpawnEntries_Fornland_C) CONTENT: Bats (1-4)(/Game/Mods/FjordurOfficial/Assets/CoreMaterials/Spawners/Fjo_DinoSpawnEntriesErebor.Default__Fjo_DinoSpawnEntriesErebor_C) CONTENT: Spiders (1-3)(/Game/Mods/FjordurOfficial/Assets/CoreMaterials/Spawners/Fjo_DinoSpawnEntriesErebor.Default__Fjo_DinoSpawnEntriesErebor_C) CONTENT: Scorpions (1-2)(/Game/Mods/FjordurOfficial/Assets/CoreMaterials/Spawners/Fjo_DinoSpawnEntriesErebor.Default__Fjo_DinoSpawnEntriesErebor_C) CONTENT: Thy (1)(/Game/Mods/FjordurOfficial/Assets/CoreMaterials/Spawners/Fjo_DinoSpawnEntriesThy.Default__Fjo_DinoSpawnEntriesThy_C) CONTENT: Fish One To Four(/Game/Mods/FjordurOfficial/Assets/CoreMaterials/Spawners/Fjordur_DinoSpawnEntries_RedwoodWater.Default__Fjordur_DinoSpawnEntries_RedwoodWater_C) CONTENT: Salmon Three To Five(/Game/Mods/FjordurOfficial/Assets/CoreMaterials/Spawners/Fjordur_DinoSpawnEntries_RedwoodWater.Default__Fjordur_DinoSpawnEntries_RedwoodWater_C) CONTENT: Otter One to Two(/Game/Mods/FjordurOfficial/Assets/CoreMaterials/Spawners/Fjordur_DinoSpawnEntries_RedwoodWater.Default__Fjordur_DinoSpawnEntries_RedwoodWater_C) CONTENT: Leech One To Four(/Game/Mods/FjordurOfficial/Assets/CoreMaterials/Spawners/Fjordur_DinoSpawnEntries_SwampWater.Default__Fjordur_DinoSpawnEntries_SwampWater_C) CONTENT: Fish One To Four(/Game/Mods/FjordurOfficial/Assets/CoreMaterials/Spawners/Fjordur_DinoSpawnEntries_SwampWater.Default__Fjordur_DinoSpawnEntries_SwampWater_C) CONTENT: Piranha Two to Four(/Game/Mods/FjordurOfficial/Assets/CoreMaterials/Spawners/Fjordur_DinoSpawnEntries_SwampWater.Default__Fjordur_DinoSpawnEntries_SwampWater_C) CONTENT: Toad (1)(/Game/Mods/FjordurOfficial/Assets/CoreMaterials/Spawners/Fjordur_DinoSpawnEntries_SwampWater.Default__Fjordur_DinoSpawnEntries_SwampWater_C) CONTENT: Sarco (1)(/Game/Mods/FjordurOfficial/Assets/CoreMaterials/Spawners/Fjordur_DinoSpawnEntries_SwampWater.Default__Fjordur_DinoSpawnEntries_SwampWater_C) CONTENT: Kapro (1-2)(/Game/Mods/FjordurOfficial/Assets/CoreMaterials/Spawners/Fjordur_DinoSpawnEntries_SwampWater.Default__Fjordur_DinoSpawnEntries_SwampWater_C) CONTENT: Dimetro (1)(/Game/Mods/FjordurOfficial/Assets/CoreMaterials/Spawners/Fjordur_DinoSpawnEntries_SwampWater.Default__Fjordur_DinoSpawnEntries_SwampWater_C) CONTENT: Diplo (1)(/Game/Mods/FjordurOfficial/Assets/CoreMaterials/Spawners/Fjordur_DinoSpawnEntries_SwampWater.Default__Fjordur_DinoSpawnEntries_SwampWater_C) CONTENT: Bary (1)(/Game/Mods/FjordurOfficial/Assets/CoreMaterials/Spawners/Fjordur_DinoSpawnEntries_SwampWater.Default__Fjordur_DinoSpawnEntries_SwampWater_C) CONTENT: Spino (1)(/Game/Mods/FjordurOfficial/Assets/CoreMaterials/Spawners/Fjordur_DinoSpawnEntries_SwampWater.Default__Fjordur_DinoSpawnEntries_SwampWater_C) CONTENT: Megalania(/Game/Mods/FjordurOfficial/Assets/CoreMaterials/Spawners/Fjordur_DinoSpawnEntriesMegalania_AB.Default__Fjordur_DinoSpawnEntriesMegalania_AB_C) CONTENT: Bats (1-4)(/Game/Mods/FjordurOfficial/Assets/CoreMaterials/Spawners/Fjordur_DinoSpawnEntriesTinyCave_Pulovia.Default__Fjordur_DinoSpawnEntriesTinyCave_Pulovia_C) CONTENT: Spiders (1-3)(/Game/Mods/FjordurOfficial/Assets/CoreMaterials/Spawners/Fjordur_DinoSpawnEntriesTinyCave_Pulovia.Default__Fjordur_DinoSpawnEntriesTinyCave_Pulovia_C) CONTENT: Purlovia (1-2)(/Game/Mods/FjordurOfficial/Assets/CoreMaterials/Spawners/Fjordur_DinoSpawnEntriesTinyCave_Pulovia.Default__Fjordur_DinoSpawnEntriesTinyCave_Pulovia_C) CONTENT: Boa (1-2)(/Game/Mods/FjordurOfficial/Assets/CoreMaterials/Spawners/Fjordur_DinoSpawnEntriesWyvernTrench.Default__Fjordur_DinoSpawnEntriesWyvernTrench_C) CONTENT: Vulture(1-2)(/Game/Mods/FjordurOfficial/Assets/CoreMaterials/Spawners/Fjordur_DinoSpawnEntriesWyvernTrench.Default__Fjordur_DinoSpawnEntriesWyvernTrench_C) CONTENT: Mantis (1-2)(/Game/Mods/FjordurOfficial/Assets/CoreMaterials/Spawners/Fjordur_DinoSpawnEntriesWyvernTrench.Default__Fjordur_DinoSpawnEntriesWyvernTrench_C) CONTENT: Spider (1-2)(/Game/Mods/FjordurOfficial/Assets/CoreMaterials/Spawners/Fjordur_DinoSpawnEntriesWyvernTrench.Default__Fjordur_DinoSpawnEntriesWyvernTrench_C) CONTENT: Scorpions (1-3)(/Game/Mods/FjordurOfficial/Assets/CoreMaterials/Spawners/Fjordur_DinoSpawnEntriesWyvernTrench.Default__Fjordur_DinoSpawnEntriesWyvernTrench_C) CONTENT: ThornyDragon (1-2)(/Game/Mods/FjordurOfficial/Assets/CoreMaterials/Spawners/Fjordur_DinoSpawnEntriesWyvernTrench.Default__Fjordur_DinoSpawnEntriesWyvernTrench_C) CONTENT: Dung Beetles (1-2)(/Game/Mods/FjordurOfficial/Assets/CoreMaterials/Spawners/Fjordur_DinoSpawnEntriesWyvernTrench.Default__Fjordur_DinoSpawnEntriesWyvernTrench_C) CONTENT: Arthro (1-2)(/Game/Mods/FjordurOfficial/Assets/CoreMaterials/Spawners/Fjordur_DinoSpawnEntriesWyvernTrench.Default__Fjordur_DinoSpawnEntriesWyvernTrench_C) CONTENT: IceWyvern (1)(/Game/Mods/FjordurOfficial/Assets/CoreMaterials/Spawners/Fjordur_IceWyvernEntries.Default__Fjordur_IceWyvernEntries_C) CONTENT: main(/Game/Genesis/Dinos/BiomeVariants/Volcano_Allosaurus/DinoColorSet_Volcano_Allosaurus.Default__DinoColorSet_Volcano_Allosaurus_C) CONTENT: gradient(/Game/Genesis/Dinos/BiomeVariants/Volcano_Allosaurus/DinoColorSet_Volcano_Allosaurus.Default__DinoColorSet_Volcano_Allosaurus_C) CONTENT: tips(/Game/Genesis/Dinos/BiomeVariants/Volcano_Allosaurus/DinoColorSet_Volcano_Allosaurus.Default__DinoColorSet_Volcano_Allosaurus_C) CONTENT: X-Allosaurus(/Engine/Transient.REINST_Volcano_Allo_Character_BP_C_0) CONTENT: Fertilized X-Allosaurus Egg(/Game/Genesis/Dinos/BiomeVariants/Volcano_Allosaurus/PrimalItemConsumable_Egg_Allo_Fertilized_Volcano.Default__PrimalItemConsumable_Egg_Allo_Fertilized_Volcano_C) CONTENT: X-Allosaurus(/Engine/Transient.Default__REINST_Volcano_Allo_Character_BP_C_43679) CONTENT: X-Allosaurus(/Engine/Transient.REINST_Volcano_Allo_Character_BP_C_1) CONTENT: X-Allosaurus(/Engine/Transient.Default__REINST_Volcano_Allo_Character_BP_C_43683) CONTENT: X-Allosaurus(/Game/Genesis/Dinos/BiomeVariants/Volcano_Allosaurus/Volcano_Allo_Character_BP.Default__Volcano_Allo_Character_BP_C) CONTENT: main(/Game/Genesis/Dinos/BiomeVariants/Volcano_Ankylosaurus/DinoColorSet_Volcano_Ankylosaurus.Default__DinoColorSet_Volcano_Ankylosaurus_C) CONTENT: gradient(/Game/Genesis/Dinos/BiomeVariants/Volcano_Ankylosaurus/DinoColorSet_Volcano_Ankylosaurus.Default__DinoColorSet_Volcano_Ankylosaurus_C) CONTENT: tips(/Game/Genesis/Dinos/BiomeVariants/Volcano_Ankylosaurus/DinoColorSet_Volcano_Ankylosaurus.Default__DinoColorSet_Volcano_Ankylosaurus_C) CONTENT: X-Ankylosaurus(/Engine/Transient.REINST_Volcano_Ankylo_Character_BP_C_0) CONTENT: Fertilized X-Ankylo Egg(/Game/Genesis/Dinos/BiomeVariants/Volcano_Ankylosaurus/PrimalItemConsumable_Egg_Ankylo_Fertilized_Volcano.Default__PrimalItemConsumable_Egg_Ankylo_Fertilized_Volcano_C) CONTENT: X-Ankylosaurus(/Engine/Transient.Default__REINST_Volcano_Ankylo_Character_BP_C_43692) CONTENT: X-Ankylosaurus(/Engine/Transient.REINST_Volcano_Ankylo_Character_BP_C_1) CONTENT: X-Ankylosaurus(/Engine/Transient.Default__REINST_Volcano_Ankylo_Character_BP_C_43696) CONTENT: X-Ankylosaurus(/Game/Genesis/Dinos/BiomeVariants/Volcano_Ankylosaurus/Volcano_Ankylo_Character_BP.Default__Volcano_Ankylo_Character_BP_C) CONTENT: main(/Game/Genesis/Dinos/BiomeVariants/Volcano_Rex/DinoColorSet_Volcano_Rex.Default__DinoColorSet_Volcano_Rex_C) CONTENT: gradient(/Game/Genesis/Dinos/BiomeVariants/Volcano_Rex/DinoColorSet_Volcano_Rex.Default__DinoColorSet_Volcano_Rex_C) CONTENT: tips(/Game/Genesis/Dinos/BiomeVariants/Volcano_Rex/DinoColorSet_Volcano_Rex.Default__DinoColorSet_Volcano_Rex_C) CONTENT: X-Rex(/Engine/Transient.REINST_Volcano_Rex_Character_BP_C_0) CONTENT: Fertilized X-Rex Egg(/Game/Genesis/Dinos/BiomeVariants/Volcano_Rex/PrimalItemConsumable_Egg_Rex_Fertilized_Volcano.Default__PrimalItemConsumable_Egg_Rex_Fertilized_Volcano_C) CONTENT: X-Rex(/Engine/Transient.Default__REINST_Volcano_Rex_Character_BP_C_43705) CONTENT: X-Rex(/Engine/Transient.REINST_Volcano_Rex_Character_BP_C_1) CONTENT: X-Rex(/Engine/Transient.Default__REINST_Volcano_Rex_Character_BP_C_43709) CONTENT: X-Rex(/Game/Genesis/Dinos/BiomeVariants/Volcano_Rex/Volcano_Rex_Character_BP.Default__Volcano_Rex_Character_BP_C) CONTENT: main(/Game/Genesis/Dinos/BiomeVariants/Volcano_Trike/DinoColorSet_Volcano_Trike.Default__DinoColorSet_Volcano_Trike_C) CONTENT: gradient(/Game/Genesis/Dinos/BiomeVariants/Volcano_Trike/DinoColorSet_Volcano_Trike.Default__DinoColorSet_Volcano_Trike_C) CONTENT: tips(/Game/Genesis/Dinos/BiomeVariants/Volcano_Trike/DinoColorSet_Volcano_Trike.Default__DinoColorSet_Volcano_Trike_C) CONTENT: X-Triceratops(/Engine/Transient.REINST_Volcano_Trike_Character_BP_C_0) CONTENT: Fertilized X-Trike Egg(/Game/Genesis/Dinos/BiomeVariants/Volcano_Trike/PrimalItemConsumable_Egg_Trike_Fertilized_Volcano.Default__PrimalItemConsumable_Egg_Trike_Fertilized_Volcano_C) CONTENT: X-Triceratops(/Engine/Transient.Default__REINST_Volcano_Trike_Character_BP_C_43718) CONTENT: X-Triceratops(/Engine/Transient.REINST_Volcano_Trike_Character_BP_C_1) CONTENT: X-Triceratops(/Engine/Transient.Default__REINST_Volcano_Trike_Character_BP_C_43722) CONTENT: X-Triceratops(/Game/Genesis/Dinos/BiomeVariants/Volcano_Trike/Volcano_Trike_Character_BP.Default__Volcano_Trike_Character_BP_C) CONTENT: Scorpion (3-5)(/Game/Mods/FjordurOfficial/Assets/CoreMaterials/Spawners/Fjordur_Volcano_DinoSpawnEntries.Default__Fjordur_Volcano_DinoSpawnEntries_C) CONTENT: Lava Lizard (1-2)(/Game/Mods/FjordurOfficial/Assets/CoreMaterials/Spawners/Fjordur_Volcano_DinoSpawnEntries.Default__Fjordur_Volcano_DinoSpawnEntries_C) CONTENT: Rex (1-2)(/Game/Mods/FjordurOfficial/Assets/CoreMaterials/Spawners/Fjordur_Volcano_DinoSpawnEntries.Default__Fjordur_Volcano_DinoSpawnEntries_C) CONTENT: Megalania (1-2)(/Game/Mods/FjordurOfficial/Assets/CoreMaterials/Spawners/Fjordur_Volcano_DinoSpawnEntries.Default__Fjordur_Volcano_DinoSpawnEntries_C) CONTENT: Basilisk (1-2)(/Game/Mods/FjordurOfficial/Assets/CoreMaterials/Spawners/Fjordur_Volcano_DinoSpawnEntries.Default__Fjordur_Volcano_DinoSpawnEntries_C) CONTENT: Carno (1-2)(/Game/Mods/FjordurOfficial/Assets/CoreMaterials/Spawners/Fjordur_Volcano_DinoSpawnEntries.Default__Fjordur_Volcano_DinoSpawnEntries_C) CONTENT: Allo (1-2)(/Game/Mods/FjordurOfficial/Assets/CoreMaterials/Spawners/Fjordur_Volcano_DinoSpawnEntries.Default__Fjordur_Volcano_DinoSpawnEntries_C) CONTENT: Arthropluera (1)(/Game/Mods/FjordurOfficial/Assets/CoreMaterials/Spawners/Fjordur_Volcano_DinoSpawnEntries.Default__Fjordur_Volcano_DinoSpawnEntries_C) CONTENT: Ant (4-6)(/Game/Mods/FjordurOfficial/Assets/CoreMaterials/Spawners/Fjordur_Volcano_DinoSpawnEntries.Default__Fjordur_Volcano_DinoSpawnEntries_C) CONTENT: Argent (2-3)(/Game/Mods/FjordurOfficial/Assets/CoreMaterials/Spawners/Fjordur_Volcano_DinoSpawnEntries.Default__Fjordur_Volcano_DinoSpawnEntries_C) CONTENT: Dimorphodon (2-3)(/Game/Mods/FjordurOfficial/Assets/CoreMaterials/Spawners/Fjordur_Volcano_DinoSpawnEntries.Default__Fjordur_Volcano_DinoSpawnEntries_C) CONTENT: Dimetrodon (1-2)(/Game/Mods/FjordurOfficial/Assets/CoreMaterials/Spawners/Fjordur_Volcano_DinoSpawnEntries.Default__Fjordur_Volcano_DinoSpawnEntries_C) CONTENT: Velonasaur (2)(/Game/Mods/FjordurOfficial/Assets/CoreMaterials/Spawners/Fjordur_Volcano_DinoSpawnEntries.Default__Fjordur_Volcano_DinoSpawnEntries_C) CONTENT: Stego (1-2)(/Game/Mods/FjordurOfficial/Assets/CoreMaterials/Spawners/Fjordur_Volcano_DinoSpawnEntries.Default__Fjordur_Volcano_DinoSpawnEntries_C) CONTENT: Trike (1-2)(/Game/Mods/FjordurOfficial/Assets/CoreMaterials/Spawners/Fjordur_Volcano_DinoSpawnEntries.Default__Fjordur_Volcano_DinoSpawnEntries_C) CONTENT: Anky (1-2)(/Game/Mods/FjordurOfficial/Assets/CoreMaterials/Spawners/Fjordur_Volcano_DinoSpawnEntries.Default__Fjordur_Volcano_DinoSpawnEntries_C) CONTENT: Doed (1-2)(/Game/Mods/FjordurOfficial/Assets/CoreMaterials/Spawners/Fjordur_Volcano_DinoSpawnEntries.Default__Fjordur_Volcano_DinoSpawnEntries_C) CONTENT: Parasaur (1-2)(/Game/Mods/FjordurOfficial/Assets/CoreMaterials/Spawners/Fjordur_Volcano_DinoSpawnEntries.Default__Fjordur_Volcano_DinoSpawnEntries_C) CONTENT: Gallimimus (1-3)(/Game/Mods/FjordurOfficial/Assets/CoreMaterials/Spawners/Fjordur_Volcano_DinoSpawnEntries.Default__Fjordur_Volcano_DinoSpawnEntries_C) CONTENT: Iguanodon (1-2)(/Game/Mods/FjordurOfficial/Assets/CoreMaterials/Spawners/Fjordur_Volcano_DinoSpawnEntries.Default__Fjordur_Volcano_DinoSpawnEntries_C) CONTENT: Kentro (1)(/Game/Mods/FjordurOfficial/Assets/CoreMaterials/Spawners/Fjordur_Volcano_DinoSpawnEntries.Default__Fjordur_Volcano_DinoSpawnEntries_C) CONTENT: Lystrosaurus (1)(/Game/Mods/FjordurOfficial/Assets/CoreMaterials/Spawners/Fjordur_Volcano_DinoSpawnEntries.Default__Fjordur_Volcano_DinoSpawnEntries_C) CONTENT: BeardDragon (1)(/Game/Mods/FjordurOfficial/Assets/CoreMaterials/Spawners/Fjordur_Volcano_DinoSpawnEntries.Default__Fjordur_Volcano_DinoSpawnEntries_C) CONTENT: JugBug (1-2)(/Game/Mods/FjordurOfficial/Assets/CoreMaterials/Spawners/Fjordur_Volcano_DinoSpawnEntries.Default__Fjordur_Volcano_DinoSpawnEntries_C) CONTENT: Andrewsarchus(/Game/Mods/FjordurOfficial/Assets/Spawners/DinoSpawnEntries_Andrewsarchus.Default__DinoSpawnEntries_Andrewsarchus_C) CONTENT: Desmodus(/Game/Mods/FjordurOfficial/Assets/Spawners/DinoSpawnEntries_Desmodus.Default__DinoSpawnEntries_Desmodus_C) CONTENT: Snowl(/Game/Mods/FjordurOfficial/Assets/Spawners/DinoSpawnEntries_EdenSnowOwl.Default__DinoSpawnEntries_EdenSnowOwl_C) CONTENT: Equus(/Game/Mods/FjordurOfficial/Assets/Spawners/DinoSpawnEntries_FallBiomeCave.Default__DinoSpawnEntries_FallBiomeCave_C) CONTENT: Dilo (1-2)(/Game/Mods/FjordurOfficial/Assets/Spawners/DinoSpawnEntries_FallBiomeCave.Default__DinoSpawnEntries_FallBiomeCave_C) CONTENT: Dimorph (1-3)(/Game/Mods/FjordurOfficial/Assets/Spawners/DinoSpawnEntries_FallBiomeCave.Default__DinoSpawnEntries_FallBiomeCave_C) CONTENT: Dodo (1-2)(/Game/Mods/FjordurOfficial/Assets/Spawners/DinoSpawnEntries_FallBiomeCave.Default__DinoSpawnEntries_FallBiomeCave_C) CONTENT: Direbear (1-2)(/Game/Mods/FjordurOfficial/Assets/Spawners/DinoSpawnEntries_FallBiomeCave.Default__DinoSpawnEntries_FallBiomeCave_C) CONTENT: Lystro (1)(/Game/Mods/FjordurOfficial/Assets/Spawners/DinoSpawnEntries_FallBiomeCave.Default__DinoSpawnEntries_FallBiomeCave_C) CONTENT: Fjordhawk(/Game/Mods/FjordurOfficial/Assets/Spawners/DinoSpawnEntries_Fjordhawk.Default__DinoSpawnEntries_Fjordhawk_C) CONTENT: Fish One To Four(/Game/Mods/FjordurOfficial/Assets/Spawners/DinoSpawnEntries_FjordurRedwoodWater.Default__DinoSpawnEntries_FjordurRedwoodWater_C) CONTENT: Salmon Three To Five(/Game/Mods/FjordurOfficial/Assets/Spawners/DinoSpawnEntries_FjordurRedwoodWater.Default__DinoSpawnEntries_FjordurRedwoodWater_C) CONTENT: Otter One to Two(/Game/Mods/FjordurOfficial/Assets/Spawners/DinoSpawnEntries_FjordurRedwoodWater.Default__DinoSpawnEntries_FjordurRedwoodWater_C) CONTENT: Gachas (2)(/Game/Mods/FjordurOfficial/Assets/Spawners/DinoSpawnEntries_Gachas.Default__DinoSpawnEntries_Gachas_C) CONTENT: Gasbag(/Game/Mods/FjordurOfficial/Assets/Spawners/DinoSpawnEntries_Gasbags.Default__DinoSpawnEntries_Gasbags_C) CONTENT: Griffin(/Game/Mods/FjordurOfficial/Assets/Spawners/DinoSpawnEntries_Griffin.Default__DinoSpawnEntries_Griffin_C) CONTENT: Snowl(/Game/Mods/FjordurOfficial/Assets/Spawners/DinoSpawnEntries_SnowOwl.Default__DinoSpawnEntries_SnowOwl_C) CONTENT: Bats (1-2)(/Game/Mods/FjordurOfficial/Assets/Spawners/DinoSpawnEntriesCave_BatOnly.Default__DinoSpawnEntriesCave_BatOnly_C) CONTENT: MEAG (1)(/Game/Mods/FjordurOfficial/Assets/Spawners/DinoSpawnEntriesCaveMegalo.Default__DinoSpawnEntriesCaveMegalo_C) CONTENT: Megala AB (1)(/Game/Mods/FjordurOfficial/Assets/Spawners/DinoSpawnEntriesCaveMegalo_AB.Default__DinoSpawnEntriesCaveMegalo_AB_C) CONTENT: Dilo (1-3)(/Game/Mods/FjordurOfficial/Assets/Spawners/Fjo_Gen1_Bog_Springs_DinoSpawnEntries.Default__Fjo_Gen1_Bog_Springs_DinoSpawnEntries_C) CONTENT: Dimorphodon (1)(/Game/Mods/FjordurOfficial/Assets/Spawners/Fjo_Gen1_Bog_Springs_DinoSpawnEntries.Default__Fjo_Gen1_Bog_Springs_DinoSpawnEntries_C) CONTENT: Moschops (1)(/Game/Mods/FjordurOfficial/Assets/Spawners/Fjo_Gen1_Bog_Springs_DinoSpawnEntries.Default__Fjo_Gen1_Bog_Springs_DinoSpawnEntries_C) CONTENT: TitanoBoa (1)(/Game/Mods/FjordurOfficial/Assets/Spawners/Fjo_Gen1_Bog_Springs_DinoSpawnEntries.Default__Fjo_Gen1_Bog_Springs_DinoSpawnEntries_C) CONTENT: Raptor (1-3)(/Game/Mods/FjordurOfficial/Assets/Spawners/Fjo_Gen1_Bog_Springs_DinoSpawnEntries.Default__Fjo_Gen1_Bog_Springs_DinoSpawnEntries_C) CONTENT: DungBeetle (1)(/Game/Mods/FjordurOfficial/Assets/Spawners/Fjo_Gen1_Bog_Springs_DinoSpawnEntries.Default__Fjo_Gen1_Bog_Springs_DinoSpawnEntries_C) CONTENT: Parasaur (1-2)(/Game/Mods/FjordurOfficial/Assets/Spawners/Fjo_Gen1_Bog_Springs_DinoSpawnEntries.Default__Fjo_Gen1_Bog_Springs_DinoSpawnEntries_C) CONTENT: Pachyrhinosaurus (1-3)(/Game/Mods/FjordurOfficial/Assets/Spawners/Fjo_Gen1_Bog_Springs_DinoSpawnEntries.Default__Fjo_Gen1_Bog_Springs_DinoSpawnEntries_C) CONTENT: Kentro (1-2)(/Game/Mods/FjordurOfficial/Assets/Spawners/Fjo_Gen1_Bog_Springs_DinoSpawnEntries.Default__Fjo_Gen1_Bog_Springs_DinoSpawnEntries_C) CONTENT: DireBear(/Game/Mods/FjordurOfficial/Assets/Spawners/Fjordur_DinoSpawnEntries_DireBearOnly.Default__Fjordur_DinoSpawnEntries_DireBearOnly_C) CONTENT: Otter One to Two(/Game/Mods/FjordurOfficial/Assets/Spawners/Fjordur_DinoSpawnEntries_TrilobiteRiver.Default__Fjordur_DinoSpawnEntries_TrilobiteRiver_C) CONTENT: Trilobite 5(/Game/Mods/FjordurOfficial/Assets/Spawners/Fjordur_DinoSpawnEntries_TrilobiteRiver.Default__Fjordur_DinoSpawnEntries_TrilobiteRiver_C) CONTENT: FireWyvern (1)(/Game/Mods/FjordurOfficial/Assets/Spawners/Fjordur_FireWyvernEntries.Default__Fjordur_FireWyvernEntries_C) CONTENT: FireWyvern (1)(/Game/Mods/FjordurOfficial/Assets/Spawners/Fjordur_LightingWyvernEntries.Default__Fjordur_LightingWyvernEntries_C) CONTENT: Magmasaur(/Game/Mods/FjordurOfficial/Assets/Spawners/Fjordur_Magmasaur_Spawn.Default__Fjordur_Magmasaur_Spawn_C) CONTENT: POWyvern (1)(/Game/Mods/FjordurOfficial/Assets/Spawners/Fjordur_PoisonWyvernEntries.Default__Fjordur_PoisonWyvernEntries_C) CONTENT: Coelacanth (1-5)(/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesWater.Default__DinoSpawnEntriesWater_C) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/PGS_DinoSpawns.PGS_DinoSpawns:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/PGS_Fjoerdur_Grid.PGS_Fjoerdur_Grid:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/PGS_LandscapeSublevel.PGS_LandscapeSublevel:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/PGS_RiversAndLakes_Asgard.PGS_RiversAndLakes_Asgard:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/PGS_RiversAndLakes_Jotunheim.PGS_RiversAndLakes_Jotunheim:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/PGS_RiversAndLakes_Midgard.PGS_RiversAndLakes_Midgard:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/PGS_RiversAndLakes_Vanaheim.PGS_RiversAndLakes_Vanaheim:PersistentLevel.PrimalWorldSettings) CONTENT: Ocean Drops(/Game/Mods/FjordurOfficial/Assets/SupplyCrates/DeepSeaCrates/Fjo_LootItemSet_SupplyDrop_Ocean.Default__Fjo_LootItemSet_SupplyDrop_Ocean_C) CONTENT: not used drops - with quality(/Game/Mods/FjordurOfficial/Assets/SupplyCrates/DeepSeaCrates/Fjo_LootItemSet_SupplyDrop_Ocean.Default__Fjo_LootItemSet_SupplyDrop_Ocean_C) CONTENT: Ocean Drops(/Engine/Transient.REINST_SupplyCrate_OceanDrop_Fjordor_C_0) CONTENT: Ocean Drops(/Engine/Transient.Default__REINST_SupplyCrate_OceanDrop_Fjordor_C_43763) CONTENT: Ocean Drops(/Engine/Transient.REINST_SupplyCrate_OceanDrop_Fjordor_C_1) CONTENT: Ocean Drops(/Engine/Transient.Default__REINST_SupplyCrate_OceanDrop_Fjordor_C_43767) CONTENT: Ocean Drops(/Game/Mods/FjordurOfficial/Assets/SupplyCrates/DeepSeaCrates/SupplyCrate_OceanDrop_Fjordor.Default__SupplyCrate_OceanDrop_Fjordor_C) CONTENT: Lvl 35 drops(/Game/Mods/FjordurOfficial/Assets/SupplyCrates/SupplyCrates/LootItemSet_SupplyDrop_Level35_Fjordor.Default__LootItemSet_SupplyDrop_Level35_Fjordor_C) CONTENT: Lvl 35 drops - always BP(/Game/Mods/FjordurOfficial/Assets/SupplyCrates/SupplyCrates/LootItemSet_SupplyDrop_Level35_Fjordor.Default__LootItemSet_SupplyDrop_Level35_Fjordor_C) CONTENT: Lvl 35 drops - no quality(/Game/Mods/FjordurOfficial/Assets/SupplyCrates/SupplyCrates/LootItemSet_SupplyDrop_Level35_Fjordor.Default__LootItemSet_SupplyDrop_Level35_Fjordor_C) CONTENT: Lvl 35 drops - with quality(/Game/Mods/FjordurOfficial/Assets/SupplyCrates/SupplyCrates/LootItemSet_SupplyDrop_Level35_Fjordor.Default__LootItemSet_SupplyDrop_Level35_Fjordor_C) CONTENT: Lvl 35 drops(/Game/Mods/FjordurOfficial/Assets/SupplyCrates/SupplyCrates/LootItemSet_SupplyDrop_Level35_StatsOnly_Fjordor.Default__LootItemSet_SupplyDrop_Level35_StatsOnly_Fjordor_C) CONTENT: Lvl 35 drops - with quality(/Game/Mods/FjordurOfficial/Assets/SupplyCrates/SupplyCrates/LootItemSet_SupplyDrop_Level35_StatsOnly_Fjordor.Default__LootItemSet_SupplyDrop_Level35_StatsOnly_Fjordor_C) CONTENT: Lvl 45 drops(/Game/Mods/FjordurOfficial/Assets/SupplyCrates/SupplyCrates/LootItemSet_SupplyDrop_Level45_Fjordor.Default__LootItemSet_SupplyDrop_Level45_Fjordor_C) CONTENT: Lvl 45 drops - always BP(/Game/Mods/FjordurOfficial/Assets/SupplyCrates/SupplyCrates/LootItemSet_SupplyDrop_Level45_Fjordor.Default__LootItemSet_SupplyDrop_Level45_Fjordor_C) CONTENT: Lvl 45 drops - no quality(/Game/Mods/FjordurOfficial/Assets/SupplyCrates/SupplyCrates/LootItemSet_SupplyDrop_Level45_Fjordor.Default__LootItemSet_SupplyDrop_Level45_Fjordor_C) CONTENT: Lvl 45 drops - with quality(/Game/Mods/FjordurOfficial/Assets/SupplyCrates/SupplyCrates/LootItemSet_SupplyDrop_Level45_Fjordor.Default__LootItemSet_SupplyDrop_Level45_Fjordor_C) CONTENT: Lvl 45 drops(/Game/Mods/FjordurOfficial/Assets/SupplyCrates/SupplyCrates/LootItemSet_SupplyDrop_Level45_StatsOnly_Fjordor.Default__LootItemSet_SupplyDrop_Level45_StatsOnly_Fjordor_C) CONTENT: Lvl 45 drops - with quality(/Game/Mods/FjordurOfficial/Assets/SupplyCrates/SupplyCrates/LootItemSet_SupplyDrop_Level45_StatsOnly_Fjordor.Default__LootItemSet_SupplyDrop_Level45_StatsOnly_Fjordor_C) CONTENT: Lvl 60 drops(/Game/Mods/FjordurOfficial/Assets/SupplyCrates/SupplyCrates/LootItemSet_SupplyDrop_Level60_Fjordor.Default__LootItemSet_SupplyDrop_Level60_Fjordor_C) CONTENT: Lvl 60 drops - always BP(/Game/Mods/FjordurOfficial/Assets/SupplyCrates/SupplyCrates/LootItemSet_SupplyDrop_Level60_Fjordor.Default__LootItemSet_SupplyDrop_Level60_Fjordor_C) CONTENT: Lvl 60 drops - no quality(/Game/Mods/FjordurOfficial/Assets/SupplyCrates/SupplyCrates/LootItemSet_SupplyDrop_Level60_Fjordor.Default__LootItemSet_SupplyDrop_Level60_Fjordor_C) CONTENT: Lvl 60 drops - with quality(/Game/Mods/FjordurOfficial/Assets/SupplyCrates/SupplyCrates/LootItemSet_SupplyDrop_Level60_Fjordor.Default__LootItemSet_SupplyDrop_Level60_Fjordor_C) CONTENT: Cave Saddles - Tier 2(/Game/Mods/FjordurOfficial/Assets/SupplyCrates/SupplyCrates/LootItemSet_CaveDrop_T2_Saddles_Fjordor.Default__LootItemSet_CaveDrop_T2_Saddles_Fjordor_C) CONTENT: Blueprints: Saddles(/Game/Mods/FjordurOfficial/Assets/SupplyCrates/SupplyCrates/LootItemSet_CaveDrop_T2_Saddles_Fjordor.Default__LootItemSet_CaveDrop_T2_Saddles_Fjordor_C) CONTENT: Cave Saddles - Tier 3(/Game/Mods/FjordurOfficial/Assets/SupplyCrates/SupplyCrates/LootItemSet_CaveDrop_T3_Saddles_Fjordor.Default__LootItemSet_CaveDrop_T3_Saddles_Fjordor_C) CONTENT: Blueprints: Saddles(/Game/Mods/FjordurOfficial/Assets/SupplyCrates/SupplyCrates/LootItemSet_CaveDrop_T3_Saddles_Fjordor.Default__LootItemSet_CaveDrop_T3_Saddles_Fjordor_C) CONTENT: T1 Armor(/Engine/Transient.REINST_SupplyCrate_IceCaveTier2_Fjordor_C_0) CONTENT: T1 Saddles(/Engine/Transient.REINST_SupplyCrate_IceCaveTier2_Fjordor_C_0) CONTENT: T1 Weapons(/Engine/Transient.REINST_SupplyCrate_IceCaveTier2_Fjordor_C_0) CONTENT: T2 Armor(/Engine/Transient.REINST_SupplyCrate_IceCaveTier2_Fjordor_C_0) CONTENT: T2 Saddles(/Engine/Transient.REINST_SupplyCrate_IceCaveTier2_Fjordor_C_0) CONTENT: T2 Weapons(/Engine/Transient.REINST_SupplyCrate_IceCaveTier2_Fjordor_C_0) CONTENT: T3 Armor(/Engine/Transient.REINST_SupplyCrate_IceCaveTier2_Fjordor_C_0) CONTENT: T3 Saddles(/Engine/Transient.REINST_SupplyCrate_IceCaveTier2_Fjordor_C_0) CONTENT: T3 Weapons(/Engine/Transient.REINST_SupplyCrate_IceCaveTier2_Fjordor_C_0) CONTENT: T1 Armor(/Engine/Transient.Default__REINST_SupplyCrate_IceCaveTier2_Fjordor_C_43902) CONTENT: T1 Saddles(/Engine/Transient.Default__REINST_SupplyCrate_IceCaveTier2_Fjordor_C_43902) CONTENT: T1 Weapons(/Engine/Transient.Default__REINST_SupplyCrate_IceCaveTier2_Fjordor_C_43902) CONTENT: T2 Armor(/Engine/Transient.Default__REINST_SupplyCrate_IceCaveTier2_Fjordor_C_43902) CONTENT: T2 Saddles(/Engine/Transient.Default__REINST_SupplyCrate_IceCaveTier2_Fjordor_C_43902) CONTENT: T2 Weapons(/Engine/Transient.Default__REINST_SupplyCrate_IceCaveTier2_Fjordor_C_43902) CONTENT: T3 Armor(/Engine/Transient.Default__REINST_SupplyCrate_IceCaveTier2_Fjordor_C_43902) CONTENT: T3 Saddles(/Engine/Transient.Default__REINST_SupplyCrate_IceCaveTier2_Fjordor_C_43902) CONTENT: T3 Weapons(/Engine/Transient.Default__REINST_SupplyCrate_IceCaveTier2_Fjordor_C_43902) CONTENT: T1 Armor(/Engine/Transient.REINST_SupplyCrate_IceCaveTier2_Fjordor_C_1) CONTENT: T1 Saddles(/Engine/Transient.REINST_SupplyCrate_IceCaveTier2_Fjordor_C_1) CONTENT: T1 Weapons(/Engine/Transient.REINST_SupplyCrate_IceCaveTier2_Fjordor_C_1) CONTENT: T2 Armor(/Engine/Transient.REINST_SupplyCrate_IceCaveTier2_Fjordor_C_1) CONTENT: T2 Saddles(/Engine/Transient.REINST_SupplyCrate_IceCaveTier2_Fjordor_C_1) CONTENT: T2 Weapons(/Engine/Transient.REINST_SupplyCrate_IceCaveTier2_Fjordor_C_1) CONTENT: T3 Armor(/Engine/Transient.REINST_SupplyCrate_IceCaveTier2_Fjordor_C_1) CONTENT: T3 Saddles(/Engine/Transient.REINST_SupplyCrate_IceCaveTier2_Fjordor_C_1) CONTENT: T3 Weapons(/Engine/Transient.REINST_SupplyCrate_IceCaveTier2_Fjordor_C_1) CONTENT: T1 Armor(/Engine/Transient.Default__REINST_SupplyCrate_IceCaveTier2_Fjordor_C_43906) CONTENT: T1 Saddles(/Engine/Transient.Default__REINST_SupplyCrate_IceCaveTier2_Fjordor_C_43906) CONTENT: T1 Weapons(/Engine/Transient.Default__REINST_SupplyCrate_IceCaveTier2_Fjordor_C_43906) CONTENT: T2 Armor(/Engine/Transient.Default__REINST_SupplyCrate_IceCaveTier2_Fjordor_C_43906) CONTENT: T2 Saddles(/Engine/Transient.Default__REINST_SupplyCrate_IceCaveTier2_Fjordor_C_43906) CONTENT: T2 Weapons(/Engine/Transient.Default__REINST_SupplyCrate_IceCaveTier2_Fjordor_C_43906) CONTENT: T3 Armor(/Engine/Transient.Default__REINST_SupplyCrate_IceCaveTier2_Fjordor_C_43906) CONTENT: T3 Saddles(/Engine/Transient.Default__REINST_SupplyCrate_IceCaveTier2_Fjordor_C_43906) CONTENT: T3 Weapons(/Engine/Transient.Default__REINST_SupplyCrate_IceCaveTier2_Fjordor_C_43906) CONTENT: T1 Armor(/Game/Mods/FjordurOfficial/Assets/SupplyCrates/SupplyCrates/SupplyCrate_IceCaveTier2_Fjordor.Default__SupplyCrate_IceCaveTier2_Fjordor_C) CONTENT: T1 Saddles(/Game/Mods/FjordurOfficial/Assets/SupplyCrates/SupplyCrates/SupplyCrate_IceCaveTier2_Fjordor.Default__SupplyCrate_IceCaveTier2_Fjordor_C) CONTENT: T1 Weapons(/Game/Mods/FjordurOfficial/Assets/SupplyCrates/SupplyCrates/SupplyCrate_IceCaveTier2_Fjordor.Default__SupplyCrate_IceCaveTier2_Fjordor_C) CONTENT: T2 Armor(/Game/Mods/FjordurOfficial/Assets/SupplyCrates/SupplyCrates/SupplyCrate_IceCaveTier2_Fjordor.Default__SupplyCrate_IceCaveTier2_Fjordor_C) CONTENT: T2 Saddles(/Game/Mods/FjordurOfficial/Assets/SupplyCrates/SupplyCrates/SupplyCrate_IceCaveTier2_Fjordor.Default__SupplyCrate_IceCaveTier2_Fjordor_C) CONTENT: T2 Weapons(/Game/Mods/FjordurOfficial/Assets/SupplyCrates/SupplyCrates/SupplyCrate_IceCaveTier2_Fjordor.Default__SupplyCrate_IceCaveTier2_Fjordor_C) CONTENT: T3 Armor(/Game/Mods/FjordurOfficial/Assets/SupplyCrates/SupplyCrates/SupplyCrate_IceCaveTier2_Fjordor.Default__SupplyCrate_IceCaveTier2_Fjordor_C) CONTENT: T3 Saddles(/Game/Mods/FjordurOfficial/Assets/SupplyCrates/SupplyCrates/SupplyCrate_IceCaveTier2_Fjordor.Default__SupplyCrate_IceCaveTier2_Fjordor_C) CONTENT: T3 Weapons(/Game/Mods/FjordurOfficial/Assets/SupplyCrates/SupplyCrates/SupplyCrate_IceCaveTier2_Fjordor.Default__SupplyCrate_IceCaveTier2_Fjordor_C) CONTENT: Ocean Drops(/Game/Mods/FjordurOfficial/Assets/SupplyCrates/SupplyCrates/LootItemSet_SupplyDrop_CaveTier3_Fjordor.Default__LootItemSet_SupplyDrop_CaveTier3_Fjordor_C) CONTENT: not used drops - with quality(/Game/Mods/FjordurOfficial/Assets/SupplyCrates/SupplyCrates/LootItemSet_SupplyDrop_CaveTier3_Fjordor.Default__LootItemSet_SupplyDrop_CaveTier3_Fjordor_C) CONTENT: SuperLoot(/Engine/Transient.REINST_SupplyCrate_IceCaveTier3_Fjordor_C_0) CONTENT: SuperLoot(/Engine/Transient.Default__REINST_SupplyCrate_IceCaveTier3_Fjordor_C_43914) CONTENT: SuperLoot(/Engine/Transient.REINST_SupplyCrate_IceCaveTier3_Fjordor_C_1) CONTENT: SuperLoot(/Engine/Transient.Default__REINST_SupplyCrate_IceCaveTier3_Fjordor_C_43918) CONTENT: SuperLoot(/Game/Mods/FjordurOfficial/Assets/SupplyCrates/SupplyCrates/SupplyCrate_IceCaveTier3_Fjordor.Default__SupplyCrate_IceCaveTier3_Fjordor_C) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/PGS_SupplyCrates.PGS_SupplyCrates:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/Redwoods_LargeTrees.Redwoods_LargeTrees:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/Stronghold_Cave.Stronghold_Cave:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/Vanaheim_Far01.Vanaheim_Far01:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/Vanaheim_Landscape.Vanaheim_Landscape:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/Vanaheim_Near01.Vanaheim_Near01:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/Vanaheim_Near02.Vanaheim_Near02:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/Vanaheim_ProxyMeshes.Vanaheim_ProxyMeshes:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/Vanaheim_Vista.Vanaheim_Vista:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Mods/FjordurOfficial/WorldEnd.WorldEnd:PersistentLevel.PrimalWorldSettings) CONTENT: Deposit Items for summoning a worldboss(/Game/Mods/FjordurOfficial/Assets/CoreBlueprints/Environment/PrimalInventoryBP_TributeTerminal_MiniBoss_ItsyAndBitsy.Default__PrimalInventoryBP_TributeTerminal_MiniBoss_ItsyAndBitsy_C) CONTENT: Worldboss Terminal(/Game/Mods/FjordurOfficial/Assets/CoreBlueprints/Environment/PrimalInventoryBP_TributeTerminal_MiniBoss_ItsyAndBitsy.Default__PrimalInventoryBP_TributeTerminal_MiniBoss_ItsyAndBitsy_C) CONTENT: LavaGolem(/Game/Mods/FjordurOfficial/Assets/Dinos/Shelob/LootItemSet_Shelob.Default__LootItemSet_Shelob_C) CONTENT: not used drops - with quality(/Game/Mods/FjordurOfficial/Assets/Dinos/Shelob/LootItemSet_Shelob.Default__LootItemSet_Shelob_C) CONTENT: Main Body(/Game/Mods/FjordurOfficial/Assets/Dinos/Shelob/DinoColorSet_SpiderL.Default__DinoColorSet_SpiderL_C) CONTENT: Not Used(/Game/Mods/FjordurOfficial/Assets/Dinos/Shelob/DinoColorSet_SpiderL.Default__DinoColorSet_SpiderL_C) CONTENT: Not Used(/Game/Mods/FjordurOfficial/Assets/Dinos/Shelob/DinoColorSet_SpiderL.Default__DinoColorSet_SpiderL_C) CONTENT: Not Used(/Game/Mods/FjordurOfficial/Assets/Dinos/Shelob/DinoColorSet_SpiderL.Default__DinoColorSet_SpiderL_C) CONTENT: Body Highlights and Feathers(/Game/Mods/FjordurOfficial/Assets/Dinos/Shelob/DinoColorSet_SpiderL.Default__DinoColorSet_SpiderL_C) CONTENT: Belly(/Game/Mods/FjordurOfficial/Assets/Dinos/Shelob/DinoColorSet_SpiderL.Default__DinoColorSet_SpiderL_C) CONTENT: Idle(/Engine/Transient.REINST_Bitsy_Character_BP_C_0) CONTENT: Action(/Engine/Transient.REINST_Bitsy_Character_BP_C_0) CONTENT: Action2(/Engine/Transient.REINST_Bitsy_Character_BP_C_0) CONTENT: Action3(/Engine/Transient.REINST_Bitsy_Character_BP_C_0) CONTENT: Move(/Engine/Transient.REINST_Bitsy_Character_BP_C_0) CONTENT: Bitsy(/Engine/Transient.REINST_Bitsy_Character_BP_C_0) CONTENT: Idle(/Engine/Transient.Default__REINST_Bitsy_Character_BP_C_44009) CONTENT: Action(/Engine/Transient.Default__REINST_Bitsy_Character_BP_C_44009) CONTENT: Action2(/Engine/Transient.Default__REINST_Bitsy_Character_BP_C_44009) CONTENT: Action3(/Engine/Transient.Default__REINST_Bitsy_Character_BP_C_44009) CONTENT: Move(/Engine/Transient.Default__REINST_Bitsy_Character_BP_C_44009) CONTENT: Bitsy(/Engine/Transient.Default__REINST_Bitsy_Character_BP_C_44009) CONTENT: Idle(/Engine/Transient.REINST_Bitsy_Character_BP_C_1) CONTENT: Action(/Engine/Transient.REINST_Bitsy_Character_BP_C_1) CONTENT: Action2(/Engine/Transient.REINST_Bitsy_Character_BP_C_1) CONTENT: Action3(/Engine/Transient.REINST_Bitsy_Character_BP_C_1) CONTENT: Move(/Engine/Transient.REINST_Bitsy_Character_BP_C_1) CONTENT: Bitsy(/Engine/Transient.REINST_Bitsy_Character_BP_C_1) CONTENT: Idle(/Engine/Transient.Default__REINST_Bitsy_Character_BP_C_44013) CONTENT: Action(/Engine/Transient.Default__REINST_Bitsy_Character_BP_C_44013) CONTENT: Action2(/Engine/Transient.Default__REINST_Bitsy_Character_BP_C_44013) CONTENT: Action3(/Engine/Transient.Default__REINST_Bitsy_Character_BP_C_44013) CONTENT: Move(/Engine/Transient.Default__REINST_Bitsy_Character_BP_C_44013) CONTENT: Bitsy(/Engine/Transient.Default__REINST_Bitsy_Character_BP_C_44013) CONTENT: Idle(/Game/Mods/FjordurOfficial/Assets/Dinos/Shelob/Bitsy_Character_BP.Default__Bitsy_Character_BP_C) CONTENT: Action(/Game/Mods/FjordurOfficial/Assets/Dinos/Shelob/Bitsy_Character_BP.Default__Bitsy_Character_BP_C) CONTENT: Action2(/Game/Mods/FjordurOfficial/Assets/Dinos/Shelob/Bitsy_Character_BP.Default__Bitsy_Character_BP_C) CONTENT: Action3(/Game/Mods/FjordurOfficial/Assets/Dinos/Shelob/Bitsy_Character_BP.Default__Bitsy_Character_BP_C) CONTENT: Move(/Game/Mods/FjordurOfficial/Assets/Dinos/Shelob/Bitsy_Character_BP.Default__Bitsy_Character_BP_C) CONTENT: Bitsy(/Game/Mods/FjordurOfficial/Assets/Dinos/Shelob/Bitsy_Character_BP.Default__Bitsy_Character_BP_C) CONTENT: Idle(/Engine/Transient.REINST_Itsy_Character_BP_C_0) CONTENT: Action(/Engine/Transient.REINST_Itsy_Character_BP_C_0) CONTENT: Action2(/Engine/Transient.REINST_Itsy_Character_BP_C_0) CONTENT: Action3(/Engine/Transient.REINST_Itsy_Character_BP_C_0) CONTENT: Move(/Engine/Transient.REINST_Itsy_Character_BP_C_0) CONTENT: Itsy(/Engine/Transient.REINST_Itsy_Character_BP_C_0) CONTENT: Idle(/Engine/Transient.Default__REINST_Itsy_Character_BP_C_44020) CONTENT: Action(/Engine/Transient.Default__REINST_Itsy_Character_BP_C_44020) CONTENT: Action2(/Engine/Transient.Default__REINST_Itsy_Character_BP_C_44020) CONTENT: Action3(/Engine/Transient.Default__REINST_Itsy_Character_BP_C_44020) CONTENT: Move(/Engine/Transient.Default__REINST_Itsy_Character_BP_C_44020) CONTENT: Itsy(/Engine/Transient.Default__REINST_Itsy_Character_BP_C_44020) CONTENT: Idle(/Engine/Transient.REINST_Itsy_Character_BP_C_1) CONTENT: Action(/Engine/Transient.REINST_Itsy_Character_BP_C_1) CONTENT: Action2(/Engine/Transient.REINST_Itsy_Character_BP_C_1) CONTENT: Action3(/Engine/Transient.REINST_Itsy_Character_BP_C_1) CONTENT: Move(/Engine/Transient.REINST_Itsy_Character_BP_C_1) CONTENT: Itsy(/Engine/Transient.REINST_Itsy_Character_BP_C_1) CONTENT: Idle(/Engine/Transient.Default__REINST_Itsy_Character_BP_C_44024) CONTENT: Action(/Engine/Transient.Default__REINST_Itsy_Character_BP_C_44024) CONTENT: Action2(/Engine/Transient.Default__REINST_Itsy_Character_BP_C_44024) CONTENT: Action3(/Engine/Transient.Default__REINST_Itsy_Character_BP_C_44024) CONTENT: Move(/Engine/Transient.Default__REINST_Itsy_Character_BP_C_44024) CONTENT: Itsy(/Engine/Transient.Default__REINST_Itsy_Character_BP_C_44024) CONTENT: Idle(/Game/Mods/FjordurOfficial/Assets/Dinos/Shelob/Itsy_Character_BP.Default__Itsy_Character_BP_C) CONTENT: Action(/Game/Mods/FjordurOfficial/Assets/Dinos/Shelob/Itsy_Character_BP.Default__Itsy_Character_BP_C) CONTENT: Action2(/Game/Mods/FjordurOfficial/Assets/Dinos/Shelob/Itsy_Character_BP.Default__Itsy_Character_BP_C) CONTENT: Action3(/Game/Mods/FjordurOfficial/Assets/Dinos/Shelob/Itsy_Character_BP.Default__Itsy_Character_BP_C) CONTENT: Move(/Game/Mods/FjordurOfficial/Assets/Dinos/Shelob/Itsy_Character_BP.Default__Itsy_Character_BP_C) CONTENT: Itsy(/Game/Mods/FjordurOfficial/Assets/Dinos/Shelob/Itsy_Character_BP.Default__Itsy_Character_BP_C) CONTENT: Tribute Requirements(/Engine/Transient.REINST_PrimalItem_BossTribute_ItsyAndBitsy_C_0) CONTENT: Generate with Tribute(/Engine/Transient.REINST_PrimalItem_BossTribute_ItsyAndBitsy_C_0) CONTENT: Summon A Boss(/Engine/Transient.REINST_PrimalItem_BossTribute_ItsyAndBitsy_C_0) CONTENT: Summon Itsy and Bitsy!(/Engine/Transient.REINST_PrimalItem_BossTribute_ItsyAndBitsy_C_0) LITERAL: The boss has already spawned(/Game/Mods/FjordurOfficial/Assets/Teleports/BossTributes/PrimalItem_BossTribute_ItsyAndBitsy.PrimalItem_BossTribute_ItsyAndBitsy:BPAllowCrafting.K2Node_VariableSet_34303) LITERAL: Cooldown of the spawn is {1h}(/Game/Mods/FjordurOfficial/Assets/Teleports/BossTributes/PrimalItem_BossTribute_ItsyAndBitsy.PrimalItem_BossTribute_ItsyAndBitsy:BPAllowCrafting.K2Node_FormatText_325) CONTENT: Tribute Requirements(/Engine/Transient.Default__REINST_PrimalItem_BossTribute_ItsyAndBitsy_C_44031) CONTENT: Generate with Tribute(/Engine/Transient.Default__REINST_PrimalItem_BossTribute_ItsyAndBitsy_C_44031) CONTENT: Summon A Boss(/Engine/Transient.Default__REINST_PrimalItem_BossTribute_ItsyAndBitsy_C_44031) CONTENT: Summon Itsy and Bitsy!(/Engine/Transient.Default__REINST_PrimalItem_BossTribute_ItsyAndBitsy_C_44031) LITERAL: Cooldown of the spawn is {1h}(/Game/Mods/FjordurOfficial/Assets/Teleports/BossTributes/PrimalItem_BossTribute_ItsyAndBitsy.PrimalItem_BossTribute_ItsyAndBitsy:EdGraph_142532.K2Node_CallFunction_363738) LITERAL: 1h(/Game/Mods/FjordurOfficial/Assets/Teleports/BossTributes/PrimalItem_BossTribute_ItsyAndBitsy.PrimalItem_BossTribute_ItsyAndBitsy:EdGraph_142532.K2Node_MakeStruct_2836) CONTENT: Tribute Requirements(/Engine/Transient.REINST_PrimalItem_BossTribute_ItsyAndBitsy_C_1) CONTENT: Generate with Tribute(/Engine/Transient.REINST_PrimalItem_BossTribute_ItsyAndBitsy_C_1) CONTENT: Summon A Boss(/Engine/Transient.REINST_PrimalItem_BossTribute_ItsyAndBitsy_C_1) CONTENT: Summon Itsy and Bitsy!(/Engine/Transient.REINST_PrimalItem_BossTribute_ItsyAndBitsy_C_1) CONTENT: Tribute Requirements(/Engine/Transient.Default__REINST_PrimalItem_BossTribute_ItsyAndBitsy_C_44035) CONTENT: Generate with Tribute(/Engine/Transient.Default__REINST_PrimalItem_BossTribute_ItsyAndBitsy_C_44035) CONTENT: Summon A Boss(/Engine/Transient.Default__REINST_PrimalItem_BossTribute_ItsyAndBitsy_C_44035) CONTENT: Summon Itsy and Bitsy!(/Engine/Transient.Default__REINST_PrimalItem_BossTribute_ItsyAndBitsy_C_44035) LITERAL: Cooldown of the spawn is {1h}(/Game/Mods/FjordurOfficial/Assets/Teleports/BossTributes/PrimalItem_BossTribute_ItsyAndBitsy.PrimalItem_BossTribute_ItsyAndBitsy:EdGraph_142539.K2Node_CallFunction_363740) LITERAL: 1h(/Game/Mods/FjordurOfficial/Assets/Teleports/BossTributes/PrimalItem_BossTribute_ItsyAndBitsy.PrimalItem_BossTribute_ItsyAndBitsy:EdGraph_142539.K2Node_MakeStruct_2837) CONTENT: Tribute Requirements(/Game/Mods/FjordurOfficial/Assets/Teleports/BossTributes/PrimalItem_BossTribute_ItsyAndBitsy.Default__PrimalItem_BossTribute_ItsyAndBitsy_C) CONTENT: Generate with Tribute(/Game/Mods/FjordurOfficial/Assets/Teleports/BossTributes/PrimalItem_BossTribute_ItsyAndBitsy.Default__PrimalItem_BossTribute_ItsyAndBitsy_C) CONTENT: Summon A Boss(/Game/Mods/FjordurOfficial/Assets/Teleports/BossTributes/PrimalItem_BossTribute_ItsyAndBitsy.Default__PrimalItem_BossTribute_ItsyAndBitsy_C) CONTENT: Summon Itsy and Bitsy!(/Game/Mods/FjordurOfficial/Assets/Teleports/BossTributes/PrimalItem_BossTribute_ItsyAndBitsy.Default__PrimalItem_BossTribute_ItsyAndBitsy_C) CONTENT: Worldboss Terminal(/Engine/Transient.REINST_TributeTerminal_MiniBoss_ItsyAndBitsy_C_0) CONTENT: Worldboss Terminal(/Engine/Transient.Default__REINST_TributeTerminal_MiniBoss_ItsyAndBitsy_C_44042) CONTENT: Worldboss Terminal(/Engine/Transient.REINST_TributeTerminal_MiniBoss_ItsyAndBitsy_C_1) CONTENT: Worldboss Terminal(/Engine/Transient.Default__REINST_TributeTerminal_MiniBoss_ItsyAndBitsy_C_44046) CONTENT: Worldboss Terminal(/Game/Mods/FjordurOfficial/Assets/CoreBlueprints/Environment/TributeTerminal_MiniBoss_ItsyAndBitsy.Default__TributeTerminal_MiniBoss_ItsyAndBitsy_C) LITERAL: TeleportNextInQueue(/Game/Mods/FjordurOfficial/Assets/CoreBlueprints/Environment/MapTeleporter_Val.MapTeleporter_Val:EventGraph.K2Node_CallFunction_160949) LITERAL: TeleportNextInQueue(/Game/Mods/FjordurOfficial/Assets/CoreBlueprints/Environment/MapTeleporter_Val.MapTeleporter_Val:EventGraph.K2Node_CallFunction_162890) LITERAL: TeleportNextInQueue(/Game/Mods/FjordurOfficial/Assets/CoreBlueprints/Environment/MapTeleporter_Val.MapTeleporter_Val:TeleportNextInQueue.K2Node_CallFunction_164942) LITERAL: TeleportNextInQueue(/Game/Genesis2/CoreBlueprints/Environment/MapTeleporter.MapTeleporter:EventGraph.K2Node_CallFunction_160949) LITERAL: TeleportNextInQueue(/Game/Genesis2/CoreBlueprints/Environment/MapTeleporter.MapTeleporter:EventGraph.K2Node_CallFunction_162890) LITERAL: TeleportNextInQueue(/Game/Genesis2/CoreBlueprints/Environment/MapTeleporter.MapTeleporter:TeleportNextInQueue.K2Node_CallFunction_164942) LITERAL: TeleportNextInQueue(/Game/Mods/FjordurOfficial/Assets/CoreBlueprints/Environment/MapTeleporter_Valhalla.MapTeleporter_Valhalla:EventGraph.K2Node_CallFunction_160949) LITERAL: TeleportNextInQueue(/Game/Mods/FjordurOfficial/Assets/CoreBlueprints/Environment/MapTeleporter_Valhalla.MapTeleporter_Valhalla:EventGraph.K2Node_CallFunction_162890) LITERAL: TeleportNextInQueue(/Game/Mods/FjordurOfficial/Assets/CoreBlueprints/Environment/MapTeleporter_Valhalla.MapTeleporter_Valhalla:TeleportNextInQueue.K2Node_CallFunction_164942) CONTENT: Deposit Items to open this secret door...(/Game/Mods/FjordurOfficial/Assets/CoreBlueprints/Environment/DoorTerminal/PrimalInventoryBP_TributeTerminal_MjolnirCave.Default__PrimalInventoryBP_TributeTerminal_MjolnirCave_C) LITERAL: Door Sound Master(/Game/Mods/FjordurOfficial/Assets/CoreBlueprints/Environment/DoorTerminal/DoorFjordur.DoorFjordur:EventGraph.K2Node_CallFunction_23311) CONTENT: Secret Terminal(/Engine/Transient.REINST_TributeTerminal_MjolnirCave_C_0) CONTENT: Secret Terminal(/Engine/Transient.Default__REINST_TributeTerminal_MjolnirCave_C_44100) CONTENT: Secret Terminal(/Engine/Transient.REINST_TributeTerminal_MjolnirCave_C_1) CONTENT: Secret Terminal(/Engine/Transient.Default__REINST_TributeTerminal_MjolnirCave_C_44104) CONTENT: Secret Terminal(/Game/Mods/FjordurOfficial/Assets/CoreBlueprints/Environment/DoorTerminal/TributeTerminal_MjolnirCave.Default__TributeTerminal_MjolnirCave_C) LITERAL: Reset Trap(/Game/Mods/FjordurOfficial/Assets/CoreBlueprints/Environment/DoorTerminal/Drop_Trap_Fjordur.Drop_Trap_Fjordur:EventGraph.K2Node_CallFunction_74308) CONTENT: Requeriments to open:(/Engine/Transient.REINST_PrimalItem_ResourcesDoor_C_0) CONTENT: Open door(/Engine/Transient.REINST_PrimalItem_ResourcesDoor_C_0) CONTENT: Key of the Door(/Engine/Transient.REINST_PrimalItem_ResourcesDoor_C_0) CONTENT: I wonder what's behind that door...?(/Engine/Transient.REINST_PrimalItem_ResourcesDoor_C_0) LITERAL: Cooldown of the door is {1h}(/Game/Mods/FjordurOfficial/Assets/CoreBlueprints/Environment/DoorTerminal/PrimalItem_ResourcesDoor.PrimalItem_ResourcesDoor:BPAllowCrafting.K2Node_FormatText_325) CONTENT: Requeriments to open:(/Engine/Transient.Default__REINST_PrimalItem_ResourcesDoor_C_44122) CONTENT: Open door(/Engine/Transient.Default__REINST_PrimalItem_ResourcesDoor_C_44122) CONTENT: Key of the Door(/Engine/Transient.Default__REINST_PrimalItem_ResourcesDoor_C_44122) CONTENT: I wonder what's behind that door...?(/Engine/Transient.Default__REINST_PrimalItem_ResourcesDoor_C_44122) LITERAL: Cooldown of the door is {1h}(/Game/Mods/FjordurOfficial/Assets/CoreBlueprints/Environment/DoorTerminal/PrimalItem_ResourcesDoor.PrimalItem_ResourcesDoor:EdGraph_142803.K2Node_CallFunction_364677) LITERAL: 1h(/Game/Mods/FjordurOfficial/Assets/CoreBlueprints/Environment/DoorTerminal/PrimalItem_ResourcesDoor.PrimalItem_ResourcesDoor:EdGraph_142803.K2Node_MakeStruct_2838) CONTENT: Requeriments to open:(/Engine/Transient.REINST_PrimalItem_ResourcesDoor_C_1) CONTENT: Open door(/Engine/Transient.REINST_PrimalItem_ResourcesDoor_C_1) CONTENT: Key of the Door(/Engine/Transient.REINST_PrimalItem_ResourcesDoor_C_1) CONTENT: I wonder what's behind that door...?(/Engine/Transient.REINST_PrimalItem_ResourcesDoor_C_1) CONTENT: Requeriments to open:(/Engine/Transient.Default__REINST_PrimalItem_ResourcesDoor_C_44126) CONTENT: Open door(/Engine/Transient.Default__REINST_PrimalItem_ResourcesDoor_C_44126) CONTENT: Key of the Door(/Engine/Transient.Default__REINST_PrimalItem_ResourcesDoor_C_44126) CONTENT: I wonder what's behind that door...?(/Engine/Transient.Default__REINST_PrimalItem_ResourcesDoor_C_44126) LITERAL: Cooldown of the door is {1h}(/Game/Mods/FjordurOfficial/Assets/CoreBlueprints/Environment/DoorTerminal/PrimalItem_ResourcesDoor.PrimalItem_ResourcesDoor:EdGraph_142809.K2Node_CallFunction_364678) LITERAL: 1h(/Game/Mods/FjordurOfficial/Assets/CoreBlueprints/Environment/DoorTerminal/PrimalItem_ResourcesDoor.PrimalItem_ResourcesDoor:EdGraph_142809.K2Node_MakeStruct_2839) CONTENT: Requeriments to open:(/Game/Mods/FjordurOfficial/Assets/CoreBlueprints/Environment/DoorTerminal/PrimalItem_ResourcesDoor.Default__PrimalItem_ResourcesDoor_C) CONTENT: Open door(/Game/Mods/FjordurOfficial/Assets/CoreBlueprints/Environment/DoorTerminal/PrimalItem_ResourcesDoor.Default__PrimalItem_ResourcesDoor_C) CONTENT: Key of the Door(/Game/Mods/FjordurOfficial/Assets/CoreBlueprints/Environment/DoorTerminal/PrimalItem_ResourcesDoor.Default__PrimalItem_ResourcesDoor_C) CONTENT: I wonder what's behind that door...?(/Game/Mods/FjordurOfficial/Assets/CoreBlueprints/Environment/DoorTerminal/PrimalItem_ResourcesDoor.Default__PrimalItem_ResourcesDoor_C) CONTENT: Bitsy Relic(/Game/Mods/FjordurOfficial/Assets/CoreBlueprints/Items/PrimalItemResource_MiniBossDrop_Bitsy.Default__PrimalItemResource_MiniBossDrop_Bitsy_C) CONTENT: Relic recovered from the fallen Bitsy.(/Game/Mods/FjordurOfficial/Assets/CoreBlueprints/Items/PrimalItemResource_MiniBossDrop_Bitsy.Default__PrimalItemResource_MiniBossDrop_Bitsy_C) CONTENT: Itsy Relic(/Game/Mods/FjordurOfficial/Assets/CoreBlueprints/Items/PrimalItemResource_MiniBossDrop_Itsy.Default__PrimalItemResource_MiniBossDrop_Itsy_C) CONTENT: Relic recovered from the fallen Itsy.(/Game/Mods/FjordurOfficial/Assets/CoreBlueprints/Items/PrimalItemResource_MiniBossDrop_Itsy.Default__PrimalItemResource_MiniBossDrop_Itsy_C) CONTENT: Unicorn(/Engine/Transient.REINST_Equus_Character_BP_BlackUnicorn_C_0) CONTENT: Unicorn(/Engine/Transient.Default__REINST_Equus_Character_BP_BlackUnicorn_C_44146) CONTENT: Unicorn(/Engine/Transient.REINST_Equus_Character_BP_BlackUnicorn_C_1) CONTENT: Unicorn(/Engine/Transient.Default__REINST_Equus_Character_BP_BlackUnicorn_C_44150) CONTENT: Unicorn(/Game/Mods/FjordurOfficial/Assets/CoreMaterials/Dinos/Equus_Character_BP_BlackUnicorn.Default__Equus_Character_BP_BlackUnicorn_C) CONTENT: Ocean Drops(/Game/Mods/FjordurOfficial/Assets/CoreMaterials/Dinos/WhaleBoss/DinoDropInventoryComponent_Whale.Default__DinoDropInventoryComponent_Whale_C) CONTENT: not used drops - with quality(/Game/Mods/FjordurOfficial/Assets/CoreMaterials/Dinos/WhaleBoss/DinoDropInventoryComponent_Whale.Default__DinoDropInventoryComponent_Whale_C) CONTENT: not used drops - with quality(/Game/Mods/FjordurOfficial/Assets/CoreMaterials/Dinos/WhaleBoss/DinoDropInventoryComponent_Whale.Default__DinoDropInventoryComponent_Whale_C) CONTENT: not used drops - with quality(/Game/Mods/FjordurOfficial/Assets/CoreMaterials/Dinos/WhaleBoss/DinoDropInventoryComponent_Whale.Default__DinoDropInventoryComponent_Whale_C) CONTENT: Idle(/Engine/Transient.REINST_Whale_Boss_C_0) CONTENT: Action(/Engine/Transient.REINST_Whale_Boss_C_0) CONTENT: Action2(/Engine/Transient.REINST_Whale_Boss_C_0) CONTENT: Action3(/Engine/Transient.REINST_Whale_Boss_C_0) CONTENT: Move(/Engine/Transient.REINST_Whale_Boss_C_0) CONTENT: Lyngbakr(/Engine/Transient.REINST_Whale_Boss_C_0) CONTENT: Idle(/Engine/Transient.Default__REINST_Whale_Boss_C_44161) CONTENT: Action(/Engine/Transient.Default__REINST_Whale_Boss_C_44161) CONTENT: Action2(/Engine/Transient.Default__REINST_Whale_Boss_C_44161) CONTENT: Action3(/Engine/Transient.Default__REINST_Whale_Boss_C_44161) CONTENT: Move(/Engine/Transient.Default__REINST_Whale_Boss_C_44161) CONTENT: Lyngbakr(/Engine/Transient.Default__REINST_Whale_Boss_C_44161) CONTENT: Idle(/Engine/Transient.REINST_Whale_Boss_C_1) CONTENT: Action(/Engine/Transient.REINST_Whale_Boss_C_1) CONTENT: Action2(/Engine/Transient.REINST_Whale_Boss_C_1) CONTENT: Action3(/Engine/Transient.REINST_Whale_Boss_C_1) CONTENT: Move(/Engine/Transient.REINST_Whale_Boss_C_1) CONTENT: Lyngbakr(/Engine/Transient.REINST_Whale_Boss_C_1) CONTENT: Idle(/Engine/Transient.Default__REINST_Whale_Boss_C_44165) CONTENT: Action(/Engine/Transient.Default__REINST_Whale_Boss_C_44165) CONTENT: Action2(/Engine/Transient.Default__REINST_Whale_Boss_C_44165) CONTENT: Action3(/Engine/Transient.Default__REINST_Whale_Boss_C_44165) CONTENT: Move(/Engine/Transient.Default__REINST_Whale_Boss_C_44165) CONTENT: Lyngbakr(/Engine/Transient.Default__REINST_Whale_Boss_C_44165) CONTENT: Idle(/Game/Mods/FjordurOfficial/Assets/CoreMaterials/Dinos/WhaleBoss/Whale_Boss.Default__Whale_Boss_C) CONTENT: Action(/Game/Mods/FjordurOfficial/Assets/CoreMaterials/Dinos/WhaleBoss/Whale_Boss.Default__Whale_Boss_C) CONTENT: Action2(/Game/Mods/FjordurOfficial/Assets/CoreMaterials/Dinos/WhaleBoss/Whale_Boss.Default__Whale_Boss_C) CONTENT: Action3(/Game/Mods/FjordurOfficial/Assets/CoreMaterials/Dinos/WhaleBoss/Whale_Boss.Default__Whale_Boss_C) CONTENT: Move(/Game/Mods/FjordurOfficial/Assets/CoreMaterials/Dinos/WhaleBoss/Whale_Boss.Default__Whale_Boss_C) CONTENT: Lyngbakr(/Game/Mods/FjordurOfficial/Assets/CoreMaterials/Dinos/WhaleBoss/Whale_Boss.Default__Whale_Boss_C) CONTENT: Whale(/Game/Mods/FjordurOfficial/Assets/CoreMaterials/Dinos/WhaleBoss/DinoSpawnEntries_Whale.Default__DinoSpawnEntries_Whale_C) CONTENT: Fish One To Four(/Game/Mods/FjordurOfficial/Assets/CoreMaterials/Spawners/AB_DinoSpawnEntries_BioCaveWater.Default__AB_DinoSpawnEntries_BioCaveWater_C) CONTENT: Piranha Two to Four(/Game/Mods/FjordurOfficial/Assets/CoreMaterials/Spawners/AB_DinoSpawnEntries_BioCaveWater.Default__AB_DinoSpawnEntries_BioCaveWater_C) CONTENT: Salmon Three To Five(/Game/Mods/FjordurOfficial/Assets/CoreMaterials/Spawners/AB_DinoSpawnEntries_BioCaveWater.Default__AB_DinoSpawnEntries_BioCaveWater_C) CONTENT: Sarco (1)(/Game/Mods/FjordurOfficial/Assets/CoreMaterials/Spawners/AB_DinoSpawnEntries_BioCaveWater.Default__AB_DinoSpawnEntries_BioCaveWater_C) CONTENT: Otter One to Two(/Game/Mods/FjordurOfficial/Assets/CoreMaterials/Spawners/AB_DinoSpawnEntries_BioCaveWater.Default__AB_DinoSpawnEntries_BioCaveWater_C) CONTENT: Fenrir(/Game/Mods/FjordurOfficial/Assets/CoreMaterials/Spawners/DinoSpawnEntriesFenrir.Default__DinoSpawnEntriesFenrir_C) CONTENT: Mosa (1)(/Game/Mods/FjordurOfficial/Assets/CoreMaterials/Spawners/DinoSpawnEntries_DeepSeaBig.Default__DinoSpawnEntries_DeepSeaBig_C) CONTENT: Plesio (1)(/Game/Mods/FjordurOfficial/Assets/CoreMaterials/Spawners/DinoSpawnEntries_DeepSeaBig.Default__DinoSpawnEntries_DeepSeaBig_C) CONTENT: Tuso (1)(/Game/Mods/FjordurOfficial/Assets/CoreMaterials/Spawners/DinoSpawnEntries_DeepSeaBig.Default__DinoSpawnEntries_DeepSeaBig_C) CONTENT: Maewing(/Game/Mods/FjordurOfficial/Assets/CoreMaterials/Spawners/DinoSpawnEntries_Eden_SnowOwl.Default__DinoSpawnEntries_Eden_SnowOwl_C) CONTENT: Unicorn (1)(/Game/Mods/FjordurOfficial/Assets/CoreMaterials/Spawners/Fjordur_DinoSpawnEntriesUnicorn.Default__Fjordur_DinoSpawnEntriesUnicorn_C) CONTENT: Fire Wyverns (1) -- Small Chance to be Mega(/Game/Mods/FjordurOfficial/Assets/CoreMaterials/Spawners/SE_DinoSpawnEntriesWyvern.Default__SE_DinoSpawnEntriesWyvern_C) CONTENT: FireWyvern (1)(/Game/Mods/FjordurOfficial/Assets/CoreMaterials/Spawners/Val_FireWyvernEntries.Default__Val_FireWyvernEntries_C) CONTENT: Pirhana (3-5)(/Game/Mods/FjordurOfficial/Assets/CoreMaterials/Spawners/VanaheimCave_Water_DinoSpawnEntries.Default__VanaheimCave_Water_DinoSpawnEntries_C) CONTENT: Leech (1)(/Game/Mods/FjordurOfficial/Assets/CoreMaterials/Spawners/VanaheimCave_Water_DinoSpawnEntries.Default__VanaheimCave_Water_DinoSpawnEntries_C) CONTENT: Kapro (1)(/Game/Mods/FjordurOfficial/Assets/CoreMaterials/Spawners/VanaheimCave_Water_DinoSpawnEntries.Default__VanaheimCave_Water_DinoSpawnEntries_C) CONTENT: Sarco (1)(/Game/Mods/FjordurOfficial/Assets/CoreMaterials/Spawners/VanaheimCave_Water_DinoSpawnEntries.Default__VanaheimCave_Water_DinoSpawnEntries_C) CONTENT: Idle(/Engine/Transient.REINST_Hati_Character_BP_C_0) CONTENT: Cute(/Engine/Transient.REINST_Hati_Character_BP_C_0) CONTENT: Action(/Engine/Transient.REINST_Hati_Character_BP_C_0) CONTENT: Action Attack(/Engine/Transient.REINST_Hati_Character_BP_C_0) CONTENT: Move(/Engine/Transient.REINST_Hati_Character_BP_C_0) CONTENT: c_back4(/Engine/Transient.REINST_Hati_Character_BP_C_0) CONTENT: Hati(/Engine/Transient.REINST_Hati_Character_BP_C_0) LITERAL: UpdateSniffedTargets(/Game/Mods/FjordurOfficial/Assets/Dinos/FenrirBoss/Hati/Hati_Character_BP.Hati_Character_BP:BPNotifySetRider.K2Node_CallFunction_61390) LITERAL: UpdateSniffedTargets(/Game/Mods/FjordurOfficial/Assets/Dinos/FenrirBoss/Hati/Hati_Character_BP.Hati_Character_BP:BPNotifyClearRider.K2Node_CallFunction_58315) LITERAL: PackRoar(/Game/Mods/FjordurOfficial/Assets/Dinos/FenrirBoss/Hati/Hati_Character_BP.Hati_Character_BP:BPDoAttack.K2Node_CallFunction_17142) LITERAL: move_water(/Game/Mods/FjordurOfficial/Assets/Dinos/FenrirBoss/Hati/Hati_Character_BP.Hati_Character_BP:BPPreventNotifySound.K2Node_CallFunction_314170) CONTENT: Idle(/Engine/Transient.Default__REINST_Hati_Character_BP_C_44181) CONTENT: Cute(/Engine/Transient.Default__REINST_Hati_Character_BP_C_44181) CONTENT: Action(/Engine/Transient.Default__REINST_Hati_Character_BP_C_44181) CONTENT: Action Attack(/Engine/Transient.Default__REINST_Hati_Character_BP_C_44181) CONTENT: Move(/Engine/Transient.Default__REINST_Hati_Character_BP_C_44181) CONTENT: c_back4(/Engine/Transient.Default__REINST_Hati_Character_BP_C_44181) CONTENT: Hati(/Engine/Transient.Default__REINST_Hati_Character_BP_C_44181) CONTENT: Idle(/Engine/Transient.REINST_Hati_Character_BP_C_1) CONTENT: Cute(/Engine/Transient.REINST_Hati_Character_BP_C_1) CONTENT: Action(/Engine/Transient.REINST_Hati_Character_BP_C_1) CONTENT: Action Attack(/Engine/Transient.REINST_Hati_Character_BP_C_1) CONTENT: Move(/Engine/Transient.REINST_Hati_Character_BP_C_1) CONTENT: c_back4(/Engine/Transient.REINST_Hati_Character_BP_C_1) CONTENT: Hati(/Engine/Transient.REINST_Hati_Character_BP_C_1) CONTENT: Idle(/Engine/Transient.Default__REINST_Hati_Character_BP_C_44185) CONTENT: Cute(/Engine/Transient.Default__REINST_Hati_Character_BP_C_44185) CONTENT: Action(/Engine/Transient.Default__REINST_Hati_Character_BP_C_44185) CONTENT: Action Attack(/Engine/Transient.Default__REINST_Hati_Character_BP_C_44185) CONTENT: Move(/Engine/Transient.Default__REINST_Hati_Character_BP_C_44185) CONTENT: c_back4(/Engine/Transient.Default__REINST_Hati_Character_BP_C_44185) CONTENT: Hati(/Engine/Transient.Default__REINST_Hati_Character_BP_C_44185) CONTENT: Pack Leader(/Game/Mods/FjordurOfficial/Assets/Dinos/FenrirBoss/Hati/Hati_Character_BP.Default__Hati_Character_BP_C) CONTENT: Idle(/Game/Mods/FjordurOfficial/Assets/Dinos/FenrirBoss/Hati/Hati_Character_BP.Default__Hati_Character_BP_C) CONTENT: Cute(/Game/Mods/FjordurOfficial/Assets/Dinos/FenrirBoss/Hati/Hati_Character_BP.Default__Hati_Character_BP_C) CONTENT: Action(/Game/Mods/FjordurOfficial/Assets/Dinos/FenrirBoss/Hati/Hati_Character_BP.Default__Hati_Character_BP_C) CONTENT: Action Attack(/Game/Mods/FjordurOfficial/Assets/Dinos/FenrirBoss/Hati/Hati_Character_BP.Default__Hati_Character_BP_C) CONTENT: Move(/Game/Mods/FjordurOfficial/Assets/Dinos/FenrirBoss/Hati/Hati_Character_BP.Default__Hati_Character_BP_C) CONTENT: c_back4(/Game/Mods/FjordurOfficial/Assets/Dinos/FenrirBoss/Hati/Hati_Character_BP.Default__Hati_Character_BP_C) CONTENT: Hati(/Game/Mods/FjordurOfficial/Assets/Dinos/FenrirBoss/Hati/Hati_Character_BP.Default__Hati_Character_BP_C) CONTENT: Idle(/Engine/Transient.REINST_Skoll_Character_BP_C_0) CONTENT: Cute(/Engine/Transient.REINST_Skoll_Character_BP_C_0) CONTENT: Action(/Engine/Transient.REINST_Skoll_Character_BP_C_0) CONTENT: Action Attack(/Engine/Transient.REINST_Skoll_Character_BP_C_0) CONTENT: Move(/Engine/Transient.REINST_Skoll_Character_BP_C_0) CONTENT: c_back4(/Engine/Transient.REINST_Skoll_Character_BP_C_0) CONTENT: Sk?ll(/Engine/Transient.REINST_Skoll_Character_BP_C_0) LITERAL: UpdateSniffedTargets(/Game/Mods/FjordurOfficial/Assets/Dinos/FenrirBoss/Skoll/Skoll_Character_BP.Skoll_Character_BP:BPNotifySetRider.K2Node_CallFunction_61390) LITERAL: UpdateSniffedTargets(/Game/Mods/FjordurOfficial/Assets/Dinos/FenrirBoss/Skoll/Skoll_Character_BP.Skoll_Character_BP:BPNotifyClearRider.K2Node_CallFunction_58315) LITERAL: PackRoar(/Game/Mods/FjordurOfficial/Assets/Dinos/FenrirBoss/Skoll/Skoll_Character_BP.Skoll_Character_BP:BPDoAttack.K2Node_CallFunction_17142) LITERAL: move_water(/Game/Mods/FjordurOfficial/Assets/Dinos/FenrirBoss/Skoll/Skoll_Character_BP.Skoll_Character_BP:BPPreventNotifySound.K2Node_CallFunction_314170) CONTENT: Idle(/Engine/Transient.Default__REINST_Skoll_Character_BP_C_44192) CONTENT: Cute(/Engine/Transient.Default__REINST_Skoll_Character_BP_C_44192) CONTENT: Action(/Engine/Transient.Default__REINST_Skoll_Character_BP_C_44192) CONTENT: Action Attack(/Engine/Transient.Default__REINST_Skoll_Character_BP_C_44192) CONTENT: Move(/Engine/Transient.Default__REINST_Skoll_Character_BP_C_44192) CONTENT: c_back4(/Engine/Transient.Default__REINST_Skoll_Character_BP_C_44192) CONTENT: Sk?ll(/Engine/Transient.Default__REINST_Skoll_Character_BP_C_44192) CONTENT: Idle(/Engine/Transient.REINST_Skoll_Character_BP_C_1) CONTENT: Cute(/Engine/Transient.REINST_Skoll_Character_BP_C_1) CONTENT: Action(/Engine/Transient.REINST_Skoll_Character_BP_C_1) CONTENT: Action Attack(/Engine/Transient.REINST_Skoll_Character_BP_C_1) CONTENT: Move(/Engine/Transient.REINST_Skoll_Character_BP_C_1) CONTENT: c_back4(/Engine/Transient.REINST_Skoll_Character_BP_C_1) CONTENT: Sk?ll(/Engine/Transient.REINST_Skoll_Character_BP_C_1) CONTENT: Idle(/Engine/Transient.Default__REINST_Skoll_Character_BP_C_44196) CONTENT: Cute(/Engine/Transient.Default__REINST_Skoll_Character_BP_C_44196) CONTENT: Action(/Engine/Transient.Default__REINST_Skoll_Character_BP_C_44196) CONTENT: Action Attack(/Engine/Transient.Default__REINST_Skoll_Character_BP_C_44196) CONTENT: Move(/Engine/Transient.Default__REINST_Skoll_Character_BP_C_44196) CONTENT: c_back4(/Engine/Transient.Default__REINST_Skoll_Character_BP_C_44196) CONTENT: Sk?ll(/Engine/Transient.Default__REINST_Skoll_Character_BP_C_44196) CONTENT: Pack Leader(/Game/Mods/FjordurOfficial/Assets/Dinos/FenrirBoss/Skoll/Skoll_Character_BP.Default__Skoll_Character_BP_C) CONTENT: Idle(/Game/Mods/FjordurOfficial/Assets/Dinos/FenrirBoss/Skoll/Skoll_Character_BP.Default__Skoll_Character_BP_C) CONTENT: Cute(/Game/Mods/FjordurOfficial/Assets/Dinos/FenrirBoss/Skoll/Skoll_Character_BP.Default__Skoll_Character_BP_C) CONTENT: Action(/Game/Mods/FjordurOfficial/Assets/Dinos/FenrirBoss/Skoll/Skoll_Character_BP.Default__Skoll_Character_BP_C) CONTENT: Action Attack(/Game/Mods/FjordurOfficial/Assets/Dinos/FenrirBoss/Skoll/Skoll_Character_BP.Default__Skoll_Character_BP_C) CONTENT: Move(/Game/Mods/FjordurOfficial/Assets/Dinos/FenrirBoss/Skoll/Skoll_Character_BP.Default__Skoll_Character_BP_C) CONTENT: c_back4(/Game/Mods/FjordurOfficial/Assets/Dinos/FenrirBoss/Skoll/Skoll_Character_BP.Default__Skoll_Character_BP_C) CONTENT: Sk?ll(/Game/Mods/FjordurOfficial/Assets/Dinos/FenrirBoss/Skoll/Skoll_Character_BP.Default__Skoll_Character_BP_C) CONTENT: Scorpions (1)(/Game/Mods/FjordurOfficial/Assets/Dinos/Shelob/DinoSpawnEntries_SpiderL.Default__DinoSpawnEntries_SpiderL_C) CONTENT: Giganoto (1)(/Game/Mods/FjordurOfficial/Assets/Dinos/SteinBjorn/DinoSpawnEntries_FrozenHeroes.Default__DinoSpawnEntries_FrozenHeroes_C) CONTENT: Ice Bj?rn(/Engine/Transient.REINST_Direbear_Character_IceBjorn_C_0) CONTENT: Ice Bj?rn(/Engine/Transient.Default__REINST_Direbear_Character_IceBjorn_C_44240) CONTENT: Ice Bj?rn(/Engine/Transient.REINST_Direbear_Character_IceBjorn_C_1) CONTENT: Ice Bj?rn(/Engine/Transient.Default__REINST_Direbear_Character_IceBjorn_C_44244) CONTENT: Ice Bj?rn(/Game/Mods/FjordurOfficial/Assets/Dinos/SteinBjorn/Direbear_Character_IceBjorn.Default__Direbear_Character_IceBjorn_C) CONTENT: Steinbjorn(/Engine/Transient.REINST_Direbear_Character_SteinBjorn_C_0) CONTENT: Steinbjorn(/Engine/Transient.Default__REINST_Direbear_Character_SteinBjorn_C_44251) CONTENT: Steinbjorn(/Engine/Transient.REINST_Direbear_Character_SteinBjorn_C_1) CONTENT: Steinbjorn(/Engine/Transient.Default__REINST_Direbear_Character_SteinBjorn_C_44255) CONTENT: Steinbjorn(/Game/Mods/FjordurOfficial/Assets/Dinos/SteinBjorn/Direbear_Character_SteinBjorn.Default__Direbear_Character_SteinBjorn_C) CONTENT: Giant Beaver Den(/Engine/Transient.REINST_SupplyCrateBaseBP_Instantaneous_Dam_Big_C_2) CONTENT: Beaver Den(/Game/Mods/FjordurOfficial/Assets/Environment/Resources/BeaverDam/SupplyCrateBaseBP_Instantaneous_Dam_Big.SupplyCrateBaseBP_Instantaneous_Dam_Big_C:PrimalInventoryBP_BeaverDam_C_17) CONTENT: Giant Beaver Den(/Engine/Transient.Default__REINST_SupplyCrateBaseBP_Instantaneous_Dam_Big_C_44273) CONTENT: Giant Beaver Den(/Engine/Transient.REINST_SupplyCrateBaseBP_Instantaneous_Dam_Big_C_3) CONTENT: Giant Beaver Den(/Engine/Transient.Default__REINST_SupplyCrateBaseBP_Instantaneous_Dam_Big_C_44277) CONTENT: Giant Beaver Den(/Game/Mods/FjordurOfficial/Assets/Environment/Resources/BeaverDam/SupplyCrateBaseBP_Instantaneous_Dam_Big.Default__SupplyCrateBaseBP_Instantaneous_Dam_Big_C) CONTENT: Giant Beaver Dam(/Engine/Transient.REINST_SupplyCrateBaseBP_Instantaneous_Dam_Small_C_0) CONTENT: Giant Beaver Dam(/Engine/Transient.Default__REINST_SupplyCrateBaseBP_Instantaneous_Dam_Small_C_44284) CONTENT: Giant Beaver Dam(/Engine/Transient.REINST_SupplyCrateBaseBP_Instantaneous_Dam_Small_C_1) CONTENT: Giant Beaver Dam(/Engine/Transient.Default__REINST_SupplyCrateBaseBP_Instantaneous_Dam_Small_C_44288) CONTENT: Giant Beaver Dam(/Game/Mods/FjordurOfficial/Assets/Environment/Resources/BeaverDam/SupplyCrateBaseBP_Instantaneous_Dam_Small.Default__SupplyCrateBaseBP_Instantaneous_Dam_Small_C) CONTENT: Stick(/Game/Mods/FjordurOfficial/Assets/Environment/Resources/Crops/Carrot_Pickup.Default__Carrot_Pickup_C) CONTENT: Take [Wood](/Game/Mods/FjordurOfficial/Assets/Environment/Resources/Crops/Carrot_Pickup.Default__Carrot_Pickup_C) CONTENT: Stick(/Game/Mods/FjordurOfficial/Assets/Environment/Resources/Crops/Potatoe_Pickup.Default__Potatoe_Pickup_C) CONTENT: Take [Wood](/Game/Mods/FjordurOfficial/Assets/Environment/Resources/Crops/Potatoe_Pickup.Default__Potatoe_Pickup_C) CONTENT: Longrass(/Game/Mods/FjordurOfficial/Assets/Environment/Resources/Crops/PrimalItemConsumable_Veggie_Longrass.Default__PrimalItemConsumable_Veggie_Longrass_C) CONTENT: This grain plant grows best in open, fertile areas. It can be eaten by the cob, but more clever chefs will think of other options.(/Game/Mods/FjordurOfficial/Assets/Environment/Resources/Crops/PrimalItemConsumable_Veggie_Longrass.Default__PrimalItemConsumable_Veggie_Longrass_C) CONTENT: Consumables(/Game/Mods/FjordurOfficial/Assets/Environment/Resources/Crops/PrimalItemConsumable_Veggie_Longrass.Default__PrimalItemConsumable_Veggie_Longrass_C) CONTENT: Crops(/Game/Mods/FjordurOfficial/Assets/Environment/Resources/Crops/PrimalItemConsumable_Veggie_Longrass.Default__PrimalItemConsumable_Veggie_Longrass_C) CONTENT: Crystal(/Game/Mods/FjordurOfficial/Assets/Environment/Resources/Crystal/AB_GreenGem_HarvestComponent.Default__AB_GreenGem_HarvestComponent_C) CONTENT: Harvest [Crystal](/Game/Mods/FjordurOfficial/Assets/Environment/Resources/Crystal/AB_GreenGem_HarvestComponent.Default__AB_GreenGem_HarvestComponent_C) CONTENT: Owl (1-2)(/Game/Mods/FjordurOfficial/Assets/Spawners/DinoSpawnEntriesSnowOwl.Default__DinoSpawnEntriesSnowOwl_C) CONTENT: Beaver (2-3)(/Game/Mods/FjordurOfficial/Assets/Spawners/DinoSpawnEntries_Beaver.Default__DinoSpawnEntries_Beaver_C) CONTENT: Deinonychus(/Game/Mods/FjordurOfficial/Assets/Spawners/DinoSpawnEntries_Deinonychus.Default__DinoSpawnEntries_Deinonychus_C) CONTENT: Deinonychus(/Game/Mods/FjordurOfficial/Assets/Spawners/DinoSpawnEntries_Deinonychus.Default__DinoSpawnEntries_Deinonychus_C) CONTENT: XSaber(/Game/Mods/FjordurOfficial/Assets/Spawners/DinoSpawnEntries_XSaber.Default__DinoSpawnEntries_XSaber_C) CONTENT: Kira (2-3)(/Game/Mods/FjordurOfficial/Assets/Spawners/Fjordur_DinoSpawnEntires_JotunheimLakeArea.Default__Fjordur_DinoSpawnEntires_JotunheimLakeArea_C) CONTENT: Otter (2-3)(/Game/Mods/FjordurOfficial/Assets/Spawners/Fjordur_DinoSpawnEntires_JotunheimLakeArea.Default__Fjordur_DinoSpawnEntires_JotunheimLakeArea_C) CONTENT: Daggett (2-3)(/Game/Mods/FjordurOfficial/Assets/Spawners/Fjordur_DinoSpawnEntires_JotunheimLakeArea.Default__Fjordur_DinoSpawnEntires_JotunheimLakeArea_C) CONTENT: Dodo Spawn (1-5)(/Game/Mods/FjordurOfficial/Assets/Spawners/Fjordur_DinoSpawnEntriesBeach.Default__Fjordur_DinoSpawnEntriesBeach_C) CONTENT: Para (1-2)(/Game/Mods/FjordurOfficial/Assets/Spawners/Fjordur_DinoSpawnEntriesBeach.Default__Fjordur_DinoSpawnEntriesBeach_C) CONTENT: Trike (1-2)(/Game/Mods/FjordurOfficial/Assets/Spawners/Fjordur_DinoSpawnEntriesBeach.Default__Fjordur_DinoSpawnEntriesBeach_C) CONTENT: Sauropod (1-2)(/Game/Mods/FjordurOfficial/Assets/Spawners/Fjordur_DinoSpawnEntriesBeach.Default__Fjordur_DinoSpawnEntriesBeach_C) CONTENT: Ptero (1-2)(/Game/Mods/FjordurOfficial/Assets/Spawners/Fjordur_DinoSpawnEntriesBeach.Default__Fjordur_DinoSpawnEntriesBeach_C) CONTENT: Dilo Spawn (1-3)(/Game/Mods/FjordurOfficial/Assets/Spawners/Fjordur_DinoSpawnEntriesBeach.Default__Fjordur_DinoSpawnEntriesBeach_C) CONTENT: Oviraptor Spawn(/Game/Mods/FjordurOfficial/Assets/Spawners/Fjordur_DinoSpawnEntriesBeach.Default__Fjordur_DinoSpawnEntriesBeach_C) CONTENT: Turtle (1-2)(/Game/Mods/FjordurOfficial/Assets/Spawners/Fjordur_DinoSpawnEntriesBeach.Default__Fjordur_DinoSpawnEntriesBeach_C) CONTENT: Compy Spawn (1-5)(/Game/Mods/FjordurOfficial/Assets/Spawners/Fjordur_DinoSpawnEntriesBeach.Default__Fjordur_DinoSpawnEntriesBeach_C) CONTENT: Lystro (1-2)(/Game/Mods/FjordurOfficial/Assets/Spawners/Fjordur_DinoSpawnEntriesBeach.Default__Fjordur_DinoSpawnEntriesBeach_C) CONTENT: Moschops (1-2)(/Game/Mods/FjordurOfficial/Assets/Spawners/Fjordur_DinoSpawnEntriesBeach.Default__Fjordur_DinoSpawnEntriesBeach_C) CONTENT: Pegomastax (2-3)(/Game/Mods/FjordurOfficial/Assets/Spawners/Fjordur_DinoSpawnEntriesBeach.Default__Fjordur_DinoSpawnEntriesBeach_C) CONTENT: Ichthy (2-4)(/Game/Mods/FjordurOfficial/Assets/Spawners/Fjordur_DinoSpawnEntriesBeach.Default__Fjordur_DinoSpawnEntriesBeach_C) CONTENT: Dodo Spawn (1-5)(/Game/Mods/FjordurOfficial/Assets/Spawners/Fjordur_DinoSpawnEntriesForest.Default__Fjordur_DinoSpawnEntriesForest_C) CONTENT: Para (1-3)(/Game/Mods/FjordurOfficial/Assets/Spawners/Fjordur_DinoSpawnEntriesForest.Default__Fjordur_DinoSpawnEntriesForest_C) CONTENT: Trike (1-3)(/Game/Mods/FjordurOfficial/Assets/Spawners/Fjordur_DinoSpawnEntriesForest.Default__Fjordur_DinoSpawnEntriesForest_C) CONTENT: Stego (1-2)(/Game/Mods/FjordurOfficial/Assets/Spawners/Fjordur_DinoSpawnEntriesForest.Default__Fjordur_DinoSpawnEntriesForest_C) CONTENT: Dilo (1-4)(/Game/Mods/FjordurOfficial/Assets/Spawners/Fjordur_DinoSpawnEntriesForest.Default__Fjordur_DinoSpawnEntriesForest_C) CONTENT: Raptor (1-2)(/Game/Mods/FjordurOfficial/Assets/Spawners/Fjordur_DinoSpawnEntriesForest.Default__Fjordur_DinoSpawnEntriesForest_C) CONTENT: Phiomia (1-2)(/Game/Mods/FjordurOfficial/Assets/Spawners/Fjordur_DinoSpawnEntriesForest.Default__Fjordur_DinoSpawnEntriesForest_C) CONTENT: Carno (1)(/Game/Mods/FjordurOfficial/Assets/Spawners/Fjordur_DinoSpawnEntriesForest.Default__Fjordur_DinoSpawnEntriesForest_C) CONTENT: Ant Spawn (1-5) 1(/Game/Mods/FjordurOfficial/Assets/Spawners/Fjordur_DinoSpawnEntriesForest.Default__Fjordur_DinoSpawnEntriesForest_C) CONTENT: Dimorphs (1-3)(/Game/Mods/FjordurOfficial/Assets/Spawners/Fjordur_DinoSpawnEntriesForest.Default__Fjordur_DinoSpawnEntriesForest_C) CONTENT: Diplodocus (1)(/Game/Mods/FjordurOfficial/Assets/Spawners/Fjordur_DinoSpawnEntriesForest.Default__Fjordur_DinoSpawnEntriesForest_C) CONTENT: Pachy (1-2)(/Game/Mods/FjordurOfficial/Assets/Spawners/Fjordur_DinoSpawnEntriesForest.Default__Fjordur_DinoSpawnEntriesForest_C) CONTENT: Lystro (1-2)(/Game/Mods/FjordurOfficial/Assets/Spawners/Fjordur_DinoSpawnEntriesForest.Default__Fjordur_DinoSpawnEntriesForest_C) CONTENT: Tapajera (1)(/Game/Mods/FjordurOfficial/Assets/Spawners/Fjordur_DinoSpawnEntriesForest.Default__Fjordur_DinoSpawnEntriesForest_C) CONTENT: Moschops (1-2)(/Game/Mods/FjordurOfficial/Assets/Spawners/Fjordur_DinoSpawnEntriesForest.Default__Fjordur_DinoSpawnEntriesForest_C) CONTENT: Therizo (1)(/Game/Mods/FjordurOfficial/Assets/Spawners/Fjordur_DinoSpawnEntriesForest.Default__Fjordur_DinoSpawnEntriesForest_C) CONTENT: Troodon (3-4)(/Game/Mods/FjordurOfficial/Assets/Spawners/Fjordur_DinoSpawnEntriesForest.Default__Fjordur_DinoSpawnEntriesForest_C) CONTENT: Ignuanadon (1)(/Game/Mods/FjordurOfficial/Assets/Spawners/Fjordur_DinoSpawnEntriesForest.Default__Fjordur_DinoSpawnEntriesForest_C) CONTENT: Sheep (1)(/Game/Mods/FjordurOfficial/Assets/Spawners/Fjordur_DinoSpawnEntriesForest.Default__Fjordur_DinoSpawnEntriesForest_C) CONTENT: Turtle (1)(/Game/Mods/FjordurOfficial/Assets/Spawners/Fjordur_Dino_SpawnEntries_OceanTurtle.Default__Fjordur_Dino_SpawnEntries_OceanTurtle_C) CONTENT: MicrobeSwam(/Game/Mods/FjordurOfficial/Assets/Spawners/Fjordur_Dino_SpawnEntries_OceanTurtle.Default__Fjordur_Dino_SpawnEntries_OceanTurtle_C) CONTENT: Tapa (1)(/Game/Mods/FjordurOfficial/Assets/Spawners/Fjo_Gen1_Bog_Forest_DinoSpawnEntries.Default__Fjo_Gen1_Bog_Forest_DinoSpawnEntries_C) CONTENT: DragonFly (1-3)(/Game/Mods/FjordurOfficial/Assets/Spawners/Fjo_Gen1_Bog_Forest_DinoSpawnEntries.Default__Fjo_Gen1_Bog_Forest_DinoSpawnEntries_C) CONTENT: Ant (Queen+3)(/Game/Mods/FjordurOfficial/Assets/Spawners/Fjo_Gen1_Bog_Forest_DinoSpawnEntries.Default__Fjo_Gen1_Bog_Forest_DinoSpawnEntries_C) CONTENT: Dilo (1-3)(/Game/Mods/FjordurOfficial/Assets/Spawners/Fjo_Gen1_Bog_Forest_DinoSpawnEntries.Default__Fjo_Gen1_Bog_Forest_DinoSpawnEntries_C) CONTENT: Dimorphodon (1)(/Game/Mods/FjordurOfficial/Assets/Spawners/Fjo_Gen1_Bog_Forest_DinoSpawnEntries.Default__Fjo_Gen1_Bog_Forest_DinoSpawnEntries_C) CONTENT: Dimetrodon (1)(/Game/Mods/FjordurOfficial/Assets/Spawners/Fjo_Gen1_Bog_Forest_DinoSpawnEntries.Default__Fjo_Gen1_Bog_Forest_DinoSpawnEntries_C) CONTENT: Moschops (1)(/Game/Mods/FjordurOfficial/Assets/Spawners/Fjo_Gen1_Bog_Forest_DinoSpawnEntries.Default__Fjo_Gen1_Bog_Forest_DinoSpawnEntries_C) CONTENT: Monkey (1)(/Game/Mods/FjordurOfficial/Assets/Spawners/Fjo_Gen1_Bog_Forest_DinoSpawnEntries.Default__Fjo_Gen1_Bog_Forest_DinoSpawnEntries_C) CONTENT: Ptero (1)(/Game/Mods/FjordurOfficial/Assets/Spawners/Fjo_Gen1_Bog_Forest_DinoSpawnEntries.Default__Fjo_Gen1_Bog_Forest_DinoSpawnEntries_C) CONTENT: Diplocaulus (1)(/Game/Mods/FjordurOfficial/Assets/Spawners/Fjo_Gen1_Bog_Forest_DinoSpawnEntries.Default__Fjo_Gen1_Bog_Forest_DinoSpawnEntries_C) CONTENT: TitanoBoa (1)(/Game/Mods/FjordurOfficial/Assets/Spawners/Fjo_Gen1_Bog_Forest_DinoSpawnEntries.Default__Fjo_Gen1_Bog_Forest_DinoSpawnEntries_C) CONTENT: Terror Bird (1-2)(/Game/Mods/FjordurOfficial/Assets/Spawners/Fjo_Gen1_Bog_Forest_DinoSpawnEntries.Default__Fjo_Gen1_Bog_Forest_DinoSpawnEntries_C) CONTENT: Daeodon (1)(/Game/Mods/FjordurOfficial/Assets/Spawners/Fjo_Gen1_Bog_Forest_DinoSpawnEntries.Default__Fjo_Gen1_Bog_Forest_DinoSpawnEntries_C) CONTENT: DungBeetle (1)(/Game/Mods/FjordurOfficial/Assets/Spawners/Fjo_Gen1_Bog_Forest_DinoSpawnEntries.Default__Fjo_Gen1_Bog_Forest_DinoSpawnEntries_C) CONTENT: Pegomastax (1)(/Game/Mods/FjordurOfficial/Assets/Spawners/Fjo_Gen1_Bog_Forest_DinoSpawnEntries.Default__Fjo_Gen1_Bog_Forest_DinoSpawnEntries_C) CONTENT: Turtle (1-2)(/Game/Mods/FjordurOfficial/Assets/Spawners/Fjo_Gen1_Bog_Forest_DinoSpawnEntries.Default__Fjo_Gen1_Bog_Forest_DinoSpawnEntries_C) CONTENT: Stego (1-2)(/Game/Mods/FjordurOfficial/Assets/Spawners/Fjo_Gen1_Bog_Forest_DinoSpawnEntries.Default__Fjo_Gen1_Bog_Forest_DinoSpawnEntries_C) CONTENT: Iguanodon (1-2)(/Game/Mods/FjordurOfficial/Assets/Spawners/Fjo_Gen1_Bog_Forest_DinoSpawnEntries.Default__Fjo_Gen1_Bog_Forest_DinoSpawnEntries_C) CONTENT: Pachyrhinosaurus (1-3)(/Game/Mods/FjordurOfficial/Assets/Spawners/Fjo_Gen1_Bog_Forest_DinoSpawnEntries.Default__Fjo_Gen1_Bog_Forest_DinoSpawnEntries_C) CONTENT: Toad (1)(/Game/Mods/FjordurOfficial/Assets/Spawners/Fjo_Gen1_Bog_Forest_DinoSpawnEntries.Default__Fjo_Gen1_Bog_Forest_DinoSpawnEntries_C) CONTENT: Seize it!(/Engine/Transient.REINST_PrimalInventoryBP_SkinCrate_C_0) CONTENT: Artifact(/Engine/Transient.REINST_PrimalInventoryBP_SkinCrate_C_0) CONTENT: Seize it!(/Engine/Transient.Default__REINST_PrimalInventoryBP_SkinCrate_C_44319) CONTENT: Artifact(/Engine/Transient.Default__REINST_PrimalInventoryBP_SkinCrate_C_44319) CONTENT: Seize it!(/Engine/Transient.REINST_PrimalInventoryBP_SkinCrate_C_1) CONTENT: Artifact(/Engine/Transient.REINST_PrimalInventoryBP_SkinCrate_C_1) CONTENT: Seize it!(/Engine/Transient.Default__REINST_PrimalInventoryBP_SkinCrate_C_44323) CONTENT: Artifact(/Engine/Transient.Default__REINST_PrimalInventoryBP_SkinCrate_C_44323) CONTENT: Seize it!(/Game/Mods/FjordurOfficial/Assets/SupplyCrates/SkinCrates/PrimalInventoryBP_SkinCrate.Default__PrimalInventoryBP_SkinCrate_C) CONTENT: Artifact(/Game/Mods/FjordurOfficial/Assets/SupplyCrates/SkinCrates/PrimalInventoryBP_SkinCrate.Default__PrimalInventoryBP_SkinCrate_C) CONTENT: Artifact(/Engine/Transient.REINST_SkinCrate_BaseBP_C_0) CONTENT: Artifact(/Engine/Transient.Default__REINST_SkinCrate_BaseBP_C_44330) CONTENT: Artifact(/Engine/Transient.REINST_SkinCrate_BaseBP_C_1) CONTENT: Artifact(/Engine/Transient.Default__REINST_SkinCrate_BaseBP_C_44334) CONTENT: Artifact(/Game/Mods/FjordurOfficial/Assets/SupplyCrates/SkinCrates/SkinCrate_BaseBP.Default__SkinCrate_BaseBP_C) CONTENT: SkinAxe(/Engine/Transient.REINST_BattleAxeSkin_SupplyDrop_C_0) CONTENT: SkinAxe(/Engine/Transient.REINST_BattleAxeSkin_SupplyDrop_C_0) CONTENT: Runestones(/Engine/Transient.REINST_BattleAxeSkin_SupplyDrop_C_0) CONTENT: Skin Crate(/Engine/Transient.REINST_BattleAxeSkin_SupplyDrop_C_0) CONTENT: SkinAxe(/Engine/Transient.Default__REINST_BattleAxeSkin_SupplyDrop_C_44341) CONTENT: SkinAxe(/Engine/Transient.Default__REINST_BattleAxeSkin_SupplyDrop_C_44341) CONTENT: Runestones(/Engine/Transient.Default__REINST_BattleAxeSkin_SupplyDrop_C_44341) CONTENT: Skin Crate(/Engine/Transient.Default__REINST_BattleAxeSkin_SupplyDrop_C_44341) CONTENT: SkinAxe(/Engine/Transient.REINST_BattleAxeSkin_SupplyDrop_C_1) CONTENT: SkinAxe(/Engine/Transient.REINST_BattleAxeSkin_SupplyDrop_C_1) CONTENT: Runestones(/Engine/Transient.REINST_BattleAxeSkin_SupplyDrop_C_1) CONTENT: Skin Crate(/Engine/Transient.REINST_BattleAxeSkin_SupplyDrop_C_1) CONTENT: SkinAxe(/Engine/Transient.Default__REINST_BattleAxeSkin_SupplyDrop_C_44345) CONTENT: SkinAxe(/Engine/Transient.Default__REINST_BattleAxeSkin_SupplyDrop_C_44345) CONTENT: Runestones(/Engine/Transient.Default__REINST_BattleAxeSkin_SupplyDrop_C_44345) CONTENT: Skin Crate(/Engine/Transient.Default__REINST_BattleAxeSkin_SupplyDrop_C_44345) CONTENT: SkinAxe(/Game/Mods/FjordurOfficial/Assets/SupplyCrates/SkinCrates/BattleAxeSkin_SupplyDrop.Default__BattleAxeSkin_SupplyDrop_C) CONTENT: SkinAxe(/Game/Mods/FjordurOfficial/Assets/SupplyCrates/SkinCrates/BattleAxeSkin_SupplyDrop.Default__BattleAxeSkin_SupplyDrop_C) CONTENT: Runestones(/Game/Mods/FjordurOfficial/Assets/SupplyCrates/SkinCrates/BattleAxeSkin_SupplyDrop.Default__BattleAxeSkin_SupplyDrop_C) CONTENT: Skin Crate(/Game/Mods/FjordurOfficial/Assets/SupplyCrates/SkinCrates/BattleAxeSkin_SupplyDrop.Default__BattleAxeSkin_SupplyDrop_C) CONTENT: SkinHelmet(/Engine/Transient.REINST_HelmetSkin_SupplyDrop_C_0) CONTENT: SkinHelmet(/Engine/Transient.REINST_HelmetSkin_SupplyDrop_C_0) CONTENT: Chest Skin(/Engine/Transient.REINST_HelmetSkin_SupplyDrop_C_0) CONTENT: Runestones(/Engine/Transient.REINST_HelmetSkin_SupplyDrop_C_0) CONTENT: Skin Crate(/Engine/Transient.REINST_HelmetSkin_SupplyDrop_C_0) CONTENT: SkinHelmet(/Engine/Transient.Default__REINST_HelmetSkin_SupplyDrop_C_44352) CONTENT: SkinHelmet(/Engine/Transient.Default__REINST_HelmetSkin_SupplyDrop_C_44352) CONTENT: Chest Skin(/Engine/Transient.Default__REINST_HelmetSkin_SupplyDrop_C_44352) CONTENT: Runestones(/Engine/Transient.Default__REINST_HelmetSkin_SupplyDrop_C_44352) CONTENT: Skin Crate(/Engine/Transient.Default__REINST_HelmetSkin_SupplyDrop_C_44352) CONTENT: SkinHelmet(/Engine/Transient.REINST_HelmetSkin_SupplyDrop_C_1) CONTENT: SkinHelmet(/Engine/Transient.REINST_HelmetSkin_SupplyDrop_C_1) CONTENT: Chest Skin(/Engine/Transient.REINST_HelmetSkin_SupplyDrop_C_1) CONTENT: Runestones(/Engine/Transient.REINST_HelmetSkin_SupplyDrop_C_1) CONTENT: Skin Crate(/Engine/Transient.REINST_HelmetSkin_SupplyDrop_C_1) CONTENT: SkinHelmet(/Engine/Transient.Default__REINST_HelmetSkin_SupplyDrop_C_44356) CONTENT: SkinHelmet(/Engine/Transient.Default__REINST_HelmetSkin_SupplyDrop_C_44356) CONTENT: Chest Skin(/Engine/Transient.Default__REINST_HelmetSkin_SupplyDrop_C_44356) CONTENT: Runestones(/Engine/Transient.Default__REINST_HelmetSkin_SupplyDrop_C_44356) CONTENT: Skin Crate(/Engine/Transient.Default__REINST_HelmetSkin_SupplyDrop_C_44356) CONTENT: SkinHelmet(/Game/Mods/FjordurOfficial/Assets/SupplyCrates/SkinCrates/HelmetSkin_SupplyDrop.Default__HelmetSkin_SupplyDrop_C) CONTENT: SkinHelmet(/Game/Mods/FjordurOfficial/Assets/SupplyCrates/SkinCrates/HelmetSkin_SupplyDrop.Default__HelmetSkin_SupplyDrop_C) CONTENT: Chest Skin(/Game/Mods/FjordurOfficial/Assets/SupplyCrates/SkinCrates/HelmetSkin_SupplyDrop.Default__HelmetSkin_SupplyDrop_C) CONTENT: Runestones(/Game/Mods/FjordurOfficial/Assets/SupplyCrates/SkinCrates/HelmetSkin_SupplyDrop.Default__HelmetSkin_SupplyDrop_C) CONTENT: Skin Crate(/Game/Mods/FjordurOfficial/Assets/SupplyCrates/SkinCrates/HelmetSkin_SupplyDrop.Default__HelmetSkin_SupplyDrop_C) CONTENT: Items with Quality(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Easy_C_2) CONTENT: Common(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Easy_C_2) CONTENT: Uncommon(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Easy_C_2) CONTENT: Rare(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Easy_C_2) CONTENT: Saddles(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Easy_C_2) CONTENT: Items with Quantity(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Easy_C_2) CONTENT: Cryo(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Easy_C_2) CONTENT: Dust(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Easy_C_2) CONTENT: Shard(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Easy_C_2) CONTENT: Chitin(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Easy_C_2) CONTENT: Jerky(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Easy_C_2) CONTENT: LambChops(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Easy_C_2) CONTENT: Soup(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Easy_C_2) CONTENT: Stone(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Easy_C_2) CONTENT: Sparkpowder(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Easy_C_2) CONTENT: RareMushroom(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Easy_C_2) CONTENT: RareFlower(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Easy_C_2) CONTENT: Crystal(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Easy_C_2) CONTENT: Structures Common(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Easy_C_2) CONTENT: Structures Rare(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Easy_C_2) CONTENT: Items with Quality(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Easy_C_44363) CONTENT: Common(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Easy_C_44363) CONTENT: Uncommon(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Easy_C_44363) CONTENT: Rare(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Easy_C_44363) CONTENT: Saddles(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Easy_C_44363) CONTENT: Items with Quantity(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Easy_C_44363) CONTENT: Cryo(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Easy_C_44363) CONTENT: Dust(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Easy_C_44363) CONTENT: Shard(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Easy_C_44363) CONTENT: Chitin(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Easy_C_44363) CONTENT: Jerky(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Easy_C_44363) CONTENT: LambChops(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Easy_C_44363) CONTENT: Soup(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Easy_C_44363) CONTENT: Stone(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Easy_C_44363) CONTENT: Sparkpowder(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Easy_C_44363) CONTENT: RareMushroom(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Easy_C_44363) CONTENT: RareFlower(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Easy_C_44363) CONTENT: Crystal(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Easy_C_44363) CONTENT: Structures Common(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Easy_C_44363) CONTENT: Structures Rare(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Easy_C_44363) CONTENT: Items with Quality(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Easy_C_3) CONTENT: Common(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Easy_C_3) CONTENT: Uncommon(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Easy_C_3) CONTENT: Rare(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Easy_C_3) CONTENT: Saddles(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Easy_C_3) CONTENT: Items with Quantity(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Easy_C_3) CONTENT: Cryo(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Easy_C_3) CONTENT: Dust(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Easy_C_3) CONTENT: Shard(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Easy_C_3) CONTENT: Chitin(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Easy_C_3) CONTENT: Jerky(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Easy_C_3) CONTENT: LambChops(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Easy_C_3) CONTENT: Soup(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Easy_C_3) CONTENT: Stone(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Easy_C_3) CONTENT: Sparkpowder(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Easy_C_3) CONTENT: RareMushroom(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Easy_C_3) CONTENT: RareFlower(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Easy_C_3) CONTENT: Crystal(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Easy_C_3) CONTENT: Structures Common(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Easy_C_3) CONTENT: Structures Rare(/Engine/Transient.REINST_SupplyCrate_Base_Horde_Easy_C_3) CONTENT: Items with Quality(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Easy_C_44367) CONTENT: Common(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Easy_C_44367) CONTENT: Uncommon(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Easy_C_44367) CONTENT: Rare(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Easy_C_44367) CONTENT: Saddles(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Easy_C_44367) CONTENT: Items with Quantity(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Easy_C_44367) CONTENT: Cryo(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Easy_C_44367) CONTENT: Dust(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Easy_C_44367) CONTENT: Shard(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Easy_C_44367) CONTENT: Chitin(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Easy_C_44367) CONTENT: Jerky(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Easy_C_44367) CONTENT: LambChops(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Easy_C_44367) CONTENT: Soup(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Easy_C_44367) CONTENT: Stone(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Easy_C_44367) CONTENT: Sparkpowder(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Easy_C_44367) CONTENT: RareMushroom(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Easy_C_44367) CONTENT: RareFlower(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Easy_C_44367) CONTENT: Crystal(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Easy_C_44367) CONTENT: Structures Common(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Easy_C_44367) CONTENT: Structures Rare(/Engine/Transient.Default__REINST_SupplyCrate_Base_Horde_Easy_C_44367) CONTENT: Items with Quality(/Game/Mods/FjordurOfficial/Assets/SupplyCrates/HordeCrates/SupplyCrate_Base_Horde_Easy.Default__SupplyCrate_Base_Horde_Easy_C) CONTENT: Common(/Game/Mods/FjordurOfficial/Assets/SupplyCrates/HordeCrates/SupplyCrate_Base_Horde_Easy.Default__SupplyCrate_Base_Horde_Easy_C) CONTENT: Uncommon(/Game/Mods/FjordurOfficial/Assets/SupplyCrates/HordeCrates/SupplyCrate_Base_Horde_Easy.Default__SupplyCrate_Base_Horde_Easy_C) CONTENT: Rare(/Game/Mods/FjordurOfficial/Assets/SupplyCrates/HordeCrates/SupplyCrate_Base_Horde_Easy.Default__SupplyCrate_Base_Horde_Easy_C) CONTENT: Saddles(/Game/Mods/FjordurOfficial/Assets/SupplyCrates/HordeCrates/SupplyCrate_Base_Horde_Easy.Default__SupplyCrate_Base_Horde_Easy_C) CONTENT: Items with Quantity(/Game/Mods/FjordurOfficial/Assets/SupplyCrates/HordeCrates/SupplyCrate_Base_Horde_Easy.Default__SupplyCrate_Base_Horde_Easy_C) CONTENT: Cryo(/Game/Mods/FjordurOfficial/Assets/SupplyCrates/HordeCrates/SupplyCrate_Base_Horde_Easy.Default__SupplyCrate_Base_Horde_Easy_C) CONTENT: Dust(/Game/Mods/FjordurOfficial/Assets/SupplyCrates/HordeCrates/SupplyCrate_Base_Horde_Easy.Default__SupplyCrate_Base_Horde_Easy_C) CONTENT: Shard(/Game/Mods/FjordurOfficial/Assets/SupplyCrates/HordeCrates/SupplyCrate_Base_Horde_Easy.Default__SupplyCrate_Base_Horde_Easy_C) CONTENT: Chitin(/Game/Mods/FjordurOfficial/Assets/SupplyCrates/HordeCrates/SupplyCrate_Base_Horde_Easy.Default__SupplyCrate_Base_Horde_Easy_C) CONTENT: Jerky(/Game/Mods/FjordurOfficial/Assets/SupplyCrates/HordeCrates/SupplyCrate_Base_Horde_Easy.Default__SupplyCrate_Base_Horde_Easy_C) CONTENT: LambChops(/Game/Mods/FjordurOfficial/Assets/SupplyCrates/HordeCrates/SupplyCrate_Base_Horde_Easy.Default__SupplyCrate_Base_Horde_Easy_C) CONTENT: Soup(/Game/Mods/FjordurOfficial/Assets/SupplyCrates/HordeCrates/SupplyCrate_Base_Horde_Easy.Default__SupplyCrate_Base_Horde_Easy_C) CONTENT: Stone(/Game/Mods/FjordurOfficial/Assets/SupplyCrates/HordeCrates/SupplyCrate_Base_Horde_Easy.Default__SupplyCrate_Base_Horde_Easy_C) CONTENT: Sparkpowder(/Game/Mods/FjordurOfficial/Assets/SupplyCrates/HordeCrates/SupplyCrate_Base_Horde_Easy.Default__SupplyCrate_Base_Horde_Easy_C) CONTENT: RareMushroom(/Game/Mods/FjordurOfficial/Assets/SupplyCrates/HordeCrates/SupplyCrate_Base_Horde_Easy.Default__SupplyCrate_Base_Horde_Easy_C) CONTENT: RareFlower(/Game/Mods/FjordurOfficial/Assets/SupplyCrates/HordeCrates/SupplyCrate_Base_Horde_Easy.Default__SupplyCrate_Base_Horde_Easy_C) CONTENT: Crystal(/Game/Mods/FjordurOfficial/Assets/SupplyCrates/HordeCrates/SupplyCrate_Base_Horde_Easy.Default__SupplyCrate_Base_Horde_Easy_C) CONTENT: Structures Common(/Game/Mods/FjordurOfficial/Assets/SupplyCrates/HordeCrates/SupplyCrate_Base_Horde_Easy.Default__SupplyCrate_Base_Horde_Easy_C) CONTENT: Structures Rare(/Game/Mods/FjordurOfficial/Assets/SupplyCrates/HordeCrates/SupplyCrate_Base_Horde_Easy.Default__SupplyCrate_Base_Horde_Easy_C) CONTENT: Orbital Supply Drop(/Engine/Transient.REINST_SupplyCrate_Horde_MeteorBase_C_2) LITERAL: UpdateIntermissionBar(/Game/Mods/FjordurOfficial/Assets/SupplyCrates/HordeCrates/SupplyCrate_Horde_MeteorBase.SupplyCrate_Horde_MeteorBase:EventGraph.K2Node_CallFunction_133394) LITERAL: ProgressAnimationSequence(/Game/Mods/FjordurOfficial/Assets/SupplyCrates/HordeCrates/SupplyCrate_Horde_MeteorBase.SupplyCrate_Horde_MeteorBase:EventGraph.K2Node_CallFunction_92329) LITERAL: InterpToTargetLocation(/Game/Mods/FjordurOfficial/Assets/SupplyCrates/HordeCrates/SupplyCrate_Horde_MeteorBase.SupplyCrate_Horde_MeteorBase:EventGraph.K2Node_CallFunction_267793) LITERAL: ColorizeDoors(/Game/Mods/FjordurOfficial/Assets/SupplyCrates/HordeCrates/SupplyCrate_Horde_MeteorBase.SupplyCrate_Horde_MeteorBase:EventGraph.K2Node_CallFunction_292423) LITERAL: InterpStopSpinAnimation(/Game/Mods/FjordurOfficial/Assets/SupplyCrates/HordeCrates/SupplyCrate_Horde_MeteorBase.SupplyCrate_Horde_MeteorBase:EventGraph.K2Node_CallFunction_207397) LITERAL: PulseFallDamage(/Game/Mods/FjordurOfficial/Assets/SupplyCrates/HordeCrates/SupplyCrate_Horde_MeteorBase.SupplyCrate_Horde_MeteorBase:EventGraph.K2Node_CallFunction_149885) LITERAL: UpdateIntermissionBar(/Game/Mods/FjordurOfficial/Assets/SupplyCrates/HordeCrates/SupplyCrate_Horde_MeteorBase.SupplyCrate_Horde_MeteorBase:EventGraph.K2Node_CallFunction_106461) LITERAL: UpdateIntermissionBar(/Game/Mods/FjordurOfficial/Assets/SupplyCrates/HordeCrates/SupplyCrate_Horde_MeteorBase.SupplyCrate_Horde_MeteorBase:OnRep_bStartingNewWave.K2Node_CallFunction_106461) LITERAL: ProgressAnimationSequence(/Game/Mods/FjordurOfficial/Assets/SupplyCrates/HordeCrates/SupplyCrate_Horde_MeteorBase.SupplyCrate_Horde_MeteorBase:ConfigureWaves.K2Node_CallFunction_246728) LITERAL: InterpStopSpinAnimation(/Game/Mods/FjordurOfficial/Assets/SupplyCrates/HordeCrates/SupplyCrate_Horde_MeteorBase.SupplyCrate_Horde_MeteorBase:OpenCrate.K2Node_CallFunction_207397) LITERAL: EndHordeMode(/Game/Mods/FjordurOfficial/Assets/SupplyCrates/HordeCrates/SupplyCrate_Horde_MeteorBase.SupplyCrate_Horde_MeteorBase:RunLandSequence.K2Node_CallFunction_132831) LITERAL: CheckHordeInitiation(/Game/Mods/FjordurOfficial/Assets/SupplyCrates/HordeCrates/SupplyCrate_Horde_MeteorBase.SupplyCrate_Horde_MeteorBase:RunLandSequence.K2Node_CallFunction_105682) LITERAL: PulseFallDamage(/Game/Mods/FjordurOfficial/Assets/SupplyCrates/HordeCrates/SupplyCrate_Horde_MeteorBase.SupplyCrate_Horde_MeteorBase:RunLandSequence.K2Node_CallFunction_153808) CONTENT: Orbital Supply Drop(/Engine/Transient.Default__REINST_SupplyCrate_Horde_MeteorBase_C_44374) CONTENT: Orbital Supply Drop(/Engine/Transient.REINST_SupplyCrate_Horde_MeteorBase_C_3) CONTENT: Orbital Supply Drop(/Engine/Transient.Default__REINST_SupplyCrate_Horde_MeteorBase_C_44378) CONTENT: Orbital Supply Drop(/Game/Mods/FjordurOfficial/Assets/SupplyCrates/HordeCrates/SupplyCrate_Horde_MeteorBase.Default__SupplyCrate_Horde_MeteorBase_C) CONTENT: SkinHelmet(/Engine/Transient.REINST_ChestPieceSkin_SupplyDrop_C_0) CONTENT: SkinHelmet(/Engine/Transient.REINST_ChestPieceSkin_SupplyDrop_C_0) CONTENT: SkinHelmet(/Engine/Transient.REINST_ChestPieceSkin_SupplyDrop_C_0) CONTENT: SkinHelmet(/Engine/Transient.REINST_ChestPieceSkin_SupplyDrop_C_0) CONTENT: Runestones(/Engine/Transient.REINST_ChestPieceSkin_SupplyDrop_C_0) CONTENT: Skin Crate(/Engine/Transient.REINST_ChestPieceSkin_SupplyDrop_C_0) CONTENT: SkinHelmet(/Engine/Transient.Default__REINST_ChestPieceSkin_SupplyDrop_C_44385) CONTENT: SkinHelmet(/Engine/Transient.Default__REINST_ChestPieceSkin_SupplyDrop_C_44385) CONTENT: SkinHelmet(/Engine/Transient.Default__REINST_ChestPieceSkin_SupplyDrop_C_44385) CONTENT: SkinHelmet(/Engine/Transient.Default__REINST_ChestPieceSkin_SupplyDrop_C_44385) CONTENT: Runestones(/Engine/Transient.Default__REINST_ChestPieceSkin_SupplyDrop_C_44385) CONTENT: Skin Crate(/Engine/Transient.Default__REINST_ChestPieceSkin_SupplyDrop_C_44385) CONTENT: SkinHelmet(/Engine/Transient.REINST_ChestPieceSkin_SupplyDrop_C_1) CONTENT: SkinHelmet(/Engine/Transient.REINST_ChestPieceSkin_SupplyDrop_C_1) CONTENT: SkinHelmet(/Engine/Transient.REINST_ChestPieceSkin_SupplyDrop_C_1) CONTENT: SkinHelmet(/Engine/Transient.REINST_ChestPieceSkin_SupplyDrop_C_1) CONTENT: Runestones(/Engine/Transient.REINST_ChestPieceSkin_SupplyDrop_C_1) CONTENT: Skin Crate(/Engine/Transient.REINST_ChestPieceSkin_SupplyDrop_C_1) CONTENT: SkinHelmet(/Engine/Transient.Default__REINST_ChestPieceSkin_SupplyDrop_C_44389) CONTENT: SkinHelmet(/Engine/Transient.Default__REINST_ChestPieceSkin_SupplyDrop_C_44389) CONTENT: SkinHelmet(/Engine/Transient.Default__REINST_ChestPieceSkin_SupplyDrop_C_44389) CONTENT: SkinHelmet(/Engine/Transient.Default__REINST_ChestPieceSkin_SupplyDrop_C_44389) CONTENT: Runestones(/Engine/Transient.Default__REINST_ChestPieceSkin_SupplyDrop_C_44389) CONTENT: Skin Crate(/Engine/Transient.Default__REINST_ChestPieceSkin_SupplyDrop_C_44389) CONTENT: SkinHelmet(/Game/Mods/FjordurOfficial/Assets/SupplyCrates/SkinCrates/ChestPieceSkin_SupplyDrop.Default__ChestPieceSkin_SupplyDrop_C) CONTENT: SkinHelmet(/Game/Mods/FjordurOfficial/Assets/SupplyCrates/SkinCrates/ChestPieceSkin_SupplyDrop.Default__ChestPieceSkin_SupplyDrop_C) CONTENT: SkinHelmet(/Game/Mods/FjordurOfficial/Assets/SupplyCrates/SkinCrates/ChestPieceSkin_SupplyDrop.Default__ChestPieceSkin_SupplyDrop_C) CONTENT: SkinHelmet(/Game/Mods/FjordurOfficial/Assets/SupplyCrates/SkinCrates/ChestPieceSkin_SupplyDrop.Default__ChestPieceSkin_SupplyDrop_C) CONTENT: Runestones(/Game/Mods/FjordurOfficial/Assets/SupplyCrates/SkinCrates/ChestPieceSkin_SupplyDrop.Default__ChestPieceSkin_SupplyDrop_C) CONTENT: Skin Crate(/Game/Mods/FjordurOfficial/Assets/SupplyCrates/SkinCrates/ChestPieceSkin_SupplyDrop.Default__ChestPieceSkin_SupplyDrop_C) CONTENT: SkinHelmet(/Engine/Transient.REINST_GlovesSkin_SupplyDrop_C_0) CONTENT: SkinHelmet(/Engine/Transient.REINST_GlovesSkin_SupplyDrop_C_0) CONTENT: SkinChest(/Engine/Transient.REINST_GlovesSkin_SupplyDrop_C_0) CONTENT: SkinChest(/Engine/Transient.REINST_GlovesSkin_SupplyDrop_C_0) CONTENT: Runestones(/Engine/Transient.REINST_GlovesSkin_SupplyDrop_C_0) CONTENT: Skin Crate(/Engine/Transient.REINST_GlovesSkin_SupplyDrop_C_0) CONTENT: SkinHelmet(/Engine/Transient.Default__REINST_GlovesSkin_SupplyDrop_C_44396) CONTENT: SkinHelmet(/Engine/Transient.Default__REINST_GlovesSkin_SupplyDrop_C_44396) CONTENT: SkinChest(/Engine/Transient.Default__REINST_GlovesSkin_SupplyDrop_C_44396) CONTENT: SkinChest(/Engine/Transient.Default__REINST_GlovesSkin_SupplyDrop_C_44396) CONTENT: Runestones(/Engine/Transient.Default__REINST_GlovesSkin_SupplyDrop_C_44396) CONTENT: Skin Crate(/Engine/Transient.Default__REINST_GlovesSkin_SupplyDrop_C_44396) CONTENT: SkinHelmet(/Engine/Transient.REINST_GlovesSkin_SupplyDrop_C_1) CONTENT: SkinHelmet(/Engine/Transient.REINST_GlovesSkin_SupplyDrop_C_1) CONTENT: SkinChest(/Engine/Transient.REINST_GlovesSkin_SupplyDrop_C_1) CONTENT: SkinChest(/Engine/Transient.REINST_GlovesSkin_SupplyDrop_C_1) CONTENT: Runestones(/Engine/Transient.REINST_GlovesSkin_SupplyDrop_C_1) CONTENT: Skin Crate(/Engine/Transient.REINST_GlovesSkin_SupplyDrop_C_1) CONTENT: SkinHelmet(/Engine/Transient.Default__REINST_GlovesSkin_SupplyDrop_C_44400) CONTENT: SkinHelmet(/Engine/Transient.Default__REINST_GlovesSkin_SupplyDrop_C_44400) CONTENT: SkinChest(/Engine/Transient.Default__REINST_GlovesSkin_SupplyDrop_C_44400) CONTENT: SkinChest(/Engine/Transient.Default__REINST_GlovesSkin_SupplyDrop_C_44400) CONTENT: Runestones(/Engine/Transient.Default__REINST_GlovesSkin_SupplyDrop_C_44400) CONTENT: Skin Crate(/Engine/Transient.Default__REINST_GlovesSkin_SupplyDrop_C_44400) CONTENT: SkinHelmet(/Game/Mods/FjordurOfficial/Assets/SupplyCrates/SkinCrates/GlovesSkin_SupplyDrop.Default__GlovesSkin_SupplyDrop_C) CONTENT: SkinHelmet(/Game/Mods/FjordurOfficial/Assets/SupplyCrates/SkinCrates/GlovesSkin_SupplyDrop.Default__GlovesSkin_SupplyDrop_C) CONTENT: SkinChest(/Game/Mods/FjordurOfficial/Assets/SupplyCrates/SkinCrates/GlovesSkin_SupplyDrop.Default__GlovesSkin_SupplyDrop_C) CONTENT: SkinChest(/Game/Mods/FjordurOfficial/Assets/SupplyCrates/SkinCrates/GlovesSkin_SupplyDrop.Default__GlovesSkin_SupplyDrop_C) CONTENT: Runestones(/Game/Mods/FjordurOfficial/Assets/SupplyCrates/SkinCrates/GlovesSkin_SupplyDrop.Default__GlovesSkin_SupplyDrop_C) CONTENT: Skin Crate(/Game/Mods/FjordurOfficial/Assets/SupplyCrates/SkinCrates/GlovesSkin_SupplyDrop.Default__GlovesSkin_SupplyDrop_C) CONTENT: SkinHelmet(/Engine/Transient.REINST_HelmetNoHornsSkin_SupplyDrop_C_0) CONTENT: SkinHelmet(/Engine/Transient.REINST_HelmetNoHornsSkin_SupplyDrop_C_0) CONTENT: Chest Skin(/Engine/Transient.REINST_HelmetNoHornsSkin_SupplyDrop_C_0) CONTENT: Chest Skin(/Engine/Transient.REINST_HelmetNoHornsSkin_SupplyDrop_C_0) CONTENT: Runestones(/Engine/Transient.REINST_HelmetNoHornsSkin_SupplyDrop_C_0) CONTENT: Skin Crate(/Engine/Transient.REINST_HelmetNoHornsSkin_SupplyDrop_C_0) CONTENT: SkinHelmet(/Engine/Transient.Default__REINST_HelmetNoHornsSkin_SupplyDrop_C_44407) CONTENT: SkinHelmet(/Engine/Transient.Default__REINST_HelmetNoHornsSkin_SupplyDrop_C_44407) CONTENT: Chest Skin(/Engine/Transient.Default__REINST_HelmetNoHornsSkin_SupplyDrop_C_44407) CONTENT: Chest Skin(/Engine/Transient.Default__REINST_HelmetNoHornsSkin_SupplyDrop_C_44407) CONTENT: Runestones(/Engine/Transient.Default__REINST_HelmetNoHornsSkin_SupplyDrop_C_44407) CONTENT: Skin Crate(/Engine/Transient.Default__REINST_HelmetNoHornsSkin_SupplyDrop_C_44407) CONTENT: SkinHelmet(/Engine/Transient.REINST_HelmetNoHornsSkin_SupplyDrop_C_1) CONTENT: SkinHelmet(/Engine/Transient.REINST_HelmetNoHornsSkin_SupplyDrop_C_1) CONTENT: Chest Skin(/Engine/Transient.REINST_HelmetNoHornsSkin_SupplyDrop_C_1) CONTENT: Chest Skin(/Engine/Transient.REINST_HelmetNoHornsSkin_SupplyDrop_C_1) CONTENT: Runestones(/Engine/Transient.REINST_HelmetNoHornsSkin_SupplyDrop_C_1) CONTENT: Skin Crate(/Engine/Transient.REINST_HelmetNoHornsSkin_SupplyDrop_C_1) CONTENT: SkinHelmet(/Engine/Transient.Default__REINST_HelmetNoHornsSkin_SupplyDrop_C_44411) CONTENT: SkinHelmet(/Engine/Transient.Default__REINST_HelmetNoHornsSkin_SupplyDrop_C_44411) CONTENT: Chest Skin(/Engine/Transient.Default__REINST_HelmetNoHornsSkin_SupplyDrop_C_44411) CONTENT: Chest Skin(/Engine/Transient.Default__REINST_HelmetNoHornsSkin_SupplyDrop_C_44411) CONTENT: Runestones(/Engine/Transient.Default__REINST_HelmetNoHornsSkin_SupplyDrop_C_44411) CONTENT: Skin Crate(/Engine/Transient.Default__REINST_HelmetNoHornsSkin_SupplyDrop_C_44411) CONTENT: SkinHelmet(/Game/Mods/FjordurOfficial/Assets/SupplyCrates/SkinCrates/HelmetNoHornsSkin_SupplyDrop.Default__HelmetNoHornsSkin_SupplyDrop_C) CONTENT: SkinHelmet(/Game/Mods/FjordurOfficial/Assets/SupplyCrates/SkinCrates/HelmetNoHornsSkin_SupplyDrop.Default__HelmetNoHornsSkin_SupplyDrop_C) CONTENT: Chest Skin(/Game/Mods/FjordurOfficial/Assets/SupplyCrates/SkinCrates/HelmetNoHornsSkin_SupplyDrop.Default__HelmetNoHornsSkin_SupplyDrop_C) CONTENT: Chest Skin(/Game/Mods/FjordurOfficial/Assets/SupplyCrates/SkinCrates/HelmetNoHornsSkin_SupplyDrop.Default__HelmetNoHornsSkin_SupplyDrop_C) CONTENT: Runestones(/Game/Mods/FjordurOfficial/Assets/SupplyCrates/SkinCrates/HelmetNoHornsSkin_SupplyDrop.Default__HelmetNoHornsSkin_SupplyDrop_C) CONTENT: Skin Crate(/Game/Mods/FjordurOfficial/Assets/SupplyCrates/SkinCrates/HelmetNoHornsSkin_SupplyDrop.Default__HelmetNoHornsSkin_SupplyDrop_C) CONTENT: SkinHelmet(/Engine/Transient.REINST_JotunheimShieldSkin_SupplyDrop_C_0) CONTENT: SkinHelmet(/Engine/Transient.REINST_JotunheimShieldSkin_SupplyDrop_C_0) CONTENT: Runestones(/Engine/Transient.REINST_JotunheimShieldSkin_SupplyDrop_C_0) CONTENT: Skin Crate(/Engine/Transient.REINST_JotunheimShieldSkin_SupplyDrop_C_0) CONTENT: SkinHelmet(/Engine/Transient.Default__REINST_JotunheimShieldSkin_SupplyDrop_C_44418) CONTENT: SkinHelmet(/Engine/Transient.Default__REINST_JotunheimShieldSkin_SupplyDrop_C_44418) CONTENT: Runestones(/Engine/Transient.Default__REINST_JotunheimShieldSkin_SupplyDrop_C_44418) CONTENT: Skin Crate(/Engine/Transient.Default__REINST_JotunheimShieldSkin_SupplyDrop_C_44418) CONTENT: SkinHelmet(/Engine/Transient.REINST_JotunheimShieldSkin_SupplyDrop_C_1) CONTENT: SkinHelmet(/Engine/Transient.REINST_JotunheimShieldSkin_SupplyDrop_C_1) CONTENT: Runestones(/Engine/Transient.REINST_JotunheimShieldSkin_SupplyDrop_C_1) CONTENT: Skin Crate(/Engine/Transient.REINST_JotunheimShieldSkin_SupplyDrop_C_1) CONTENT: SkinHelmet(/Engine/Transient.Default__REINST_JotunheimShieldSkin_SupplyDrop_C_44422) CONTENT: SkinHelmet(/Engine/Transient.Default__REINST_JotunheimShieldSkin_SupplyDrop_C_44422) CONTENT: Runestones(/Engine/Transient.Default__REINST_JotunheimShieldSkin_SupplyDrop_C_44422) CONTENT: Skin Crate(/Engine/Transient.Default__REINST_JotunheimShieldSkin_SupplyDrop_C_44422) CONTENT: SkinHelmet(/Game/Mods/FjordurOfficial/Assets/SupplyCrates/SkinCrates/JotunheimShieldSkin_SupplyDrop.Default__JotunheimShieldSkin_SupplyDrop_C) CONTENT: SkinHelmet(/Game/Mods/FjordurOfficial/Assets/SupplyCrates/SkinCrates/JotunheimShieldSkin_SupplyDrop.Default__JotunheimShieldSkin_SupplyDrop_C) CONTENT: Runestones(/Game/Mods/FjordurOfficial/Assets/SupplyCrates/SkinCrates/JotunheimShieldSkin_SupplyDrop.Default__JotunheimShieldSkin_SupplyDrop_C) CONTENT: Skin Crate(/Game/Mods/FjordurOfficial/Assets/SupplyCrates/SkinCrates/JotunheimShieldSkin_SupplyDrop.Default__JotunheimShieldSkin_SupplyDrop_C) CONTENT: SkinHelmet(/Engine/Transient.REINST_LegsSkin_SupplyDrop_C_0) CONTENT: SkinHelmet(/Engine/Transient.REINST_LegsSkin_SupplyDrop_C_0) CONTENT: SkinHelmet(/Engine/Transient.REINST_LegsSkin_SupplyDrop_C_0) CONTENT: SkinHelmet(/Engine/Transient.REINST_LegsSkin_SupplyDrop_C_0) CONTENT: Runestones(/Engine/Transient.REINST_LegsSkin_SupplyDrop_C_0) CONTENT: Skin Crate(/Engine/Transient.REINST_LegsSkin_SupplyDrop_C_0) CONTENT: SkinHelmet(/Engine/Transient.Default__REINST_LegsSkin_SupplyDrop_C_44429) CONTENT: SkinHelmet(/Engine/Transient.Default__REINST_LegsSkin_SupplyDrop_C_44429) CONTENT: SkinHelmet(/Engine/Transient.Default__REINST_LegsSkin_SupplyDrop_C_44429) CONTENT: SkinHelmet(/Engine/Transient.Default__REINST_LegsSkin_SupplyDrop_C_44429) CONTENT: Runestones(/Engine/Transient.Default__REINST_LegsSkin_SupplyDrop_C_44429) CONTENT: Skin Crate(/Engine/Transient.Default__REINST_LegsSkin_SupplyDrop_C_44429) CONTENT: SkinHelmet(/Engine/Transient.REINST_LegsSkin_SupplyDrop_C_1) CONTENT: SkinHelmet(/Engine/Transient.REINST_LegsSkin_SupplyDrop_C_1) CONTENT: SkinHelmet(/Engine/Transient.REINST_LegsSkin_SupplyDrop_C_1) CONTENT: SkinHelmet(/Engine/Transient.REINST_LegsSkin_SupplyDrop_C_1) CONTENT: Runestones(/Engine/Transient.REINST_LegsSkin_SupplyDrop_C_1) CONTENT: Skin Crate(/Engine/Transient.REINST_LegsSkin_SupplyDrop_C_1) CONTENT: SkinHelmet(/Engine/Transient.Default__REINST_LegsSkin_SupplyDrop_C_44433) CONTENT: SkinHelmet(/Engine/Transient.Default__REINST_LegsSkin_SupplyDrop_C_44433) CONTENT: SkinHelmet(/Engine/Transient.Default__REINST_LegsSkin_SupplyDrop_C_44433) CONTENT: SkinHelmet(/Engine/Transient.Default__REINST_LegsSkin_SupplyDrop_C_44433) CONTENT: Runestones(/Engine/Transient.Default__REINST_LegsSkin_SupplyDrop_C_44433) CONTENT: Skin Crate(/Engine/Transient.Default__REINST_LegsSkin_SupplyDrop_C_44433) CONTENT: SkinHelmet(/Game/Mods/FjordurOfficial/Assets/SupplyCrates/SkinCrates/LegsSkin_SupplyDrop.Default__LegsSkin_SupplyDrop_C) CONTENT: SkinHelmet(/Game/Mods/FjordurOfficial/Assets/SupplyCrates/SkinCrates/LegsSkin_SupplyDrop.Default__LegsSkin_SupplyDrop_C) CONTENT: SkinHelmet(/Game/Mods/FjordurOfficial/Assets/SupplyCrates/SkinCrates/LegsSkin_SupplyDrop.Default__LegsSkin_SupplyDrop_C) CONTENT: SkinHelmet(/Game/Mods/FjordurOfficial/Assets/SupplyCrates/SkinCrates/LegsSkin_SupplyDrop.Default__LegsSkin_SupplyDrop_C) CONTENT: Runestones(/Game/Mods/FjordurOfficial/Assets/SupplyCrates/SkinCrates/LegsSkin_SupplyDrop.Default__LegsSkin_SupplyDrop_C) CONTENT: Skin Crate(/Game/Mods/FjordurOfficial/Assets/SupplyCrates/SkinCrates/LegsSkin_SupplyDrop.Default__LegsSkin_SupplyDrop_C) CONTENT: Artifact(/Engine/Transient.REINST_SkinCrate_BaseBP_Mjolnir_C_0) CONTENT: Artifact(/Engine/Transient.Default__REINST_SkinCrate_BaseBP_Mjolnir_C_44440) CONTENT: Artifact(/Engine/Transient.REINST_SkinCrate_BaseBP_Mjolnir_C_1) CONTENT: Artifact(/Engine/Transient.Default__REINST_SkinCrate_BaseBP_Mjolnir_C_44444) CONTENT: Artifact(/Game/Mods/FjordurOfficial/Assets/SupplyCrates/SkinCrates/SkinCrate_BaseBP_Mjolnir.Default__SkinCrate_BaseBP_Mjolnir_C) CONTENT: Mjolnir Skin(/Engine/Transient.REINST_Mjolnir_SupplyDrop_C_0) CONTENT: SkinAxe(/Engine/Transient.REINST_Mjolnir_SupplyDrop_C_0) CONTENT: Asgard Shield Skin(/Engine/Transient.REINST_Mjolnir_SupplyDrop_C_0) CONTENT: SkinAxe(/Engine/Transient.REINST_Mjolnir_SupplyDrop_C_0) CONTENT: Runestones(/Engine/Transient.REINST_Mjolnir_SupplyDrop_C_0) CONTENT: SkinAxe(/Engine/Transient.REINST_Mjolnir_SupplyDrop_C_0) CONTENT: Skin Crate(/Engine/Transient.REINST_Mjolnir_SupplyDrop_C_0) CONTENT: Mjolnir Skin(/Engine/Transient.Default__REINST_Mjolnir_SupplyDrop_C_44451) CONTENT: SkinAxe(/Engine/Transient.Default__REINST_Mjolnir_SupplyDrop_C_44451) CONTENT: Asgard Shield Skin(/Engine/Transient.Default__REINST_Mjolnir_SupplyDrop_C_44451) CONTENT: SkinAxe(/Engine/Transient.Default__REINST_Mjolnir_SupplyDrop_C_44451) CONTENT: Runestones(/Engine/Transient.Default__REINST_Mjolnir_SupplyDrop_C_44451) CONTENT: SkinAxe(/Engine/Transient.Default__REINST_Mjolnir_SupplyDrop_C_44451) CONTENT: Skin Crate(/Engine/Transient.Default__REINST_Mjolnir_SupplyDrop_C_44451) CONTENT: Mjolnir Skin(/Engine/Transient.REINST_Mjolnir_SupplyDrop_C_1) CONTENT: SkinAxe(/Engine/Transient.REINST_Mjolnir_SupplyDrop_C_1) CONTENT: Asgard Shield Skin(/Engine/Transient.REINST_Mjolnir_SupplyDrop_C_1) CONTENT: SkinAxe(/Engine/Transient.REINST_Mjolnir_SupplyDrop_C_1) CONTENT: Runestones(/Engine/Transient.REINST_Mjolnir_SupplyDrop_C_1) CONTENT: SkinAxe(/Engine/Transient.REINST_Mjolnir_SupplyDrop_C_1) CONTENT: Skin Crate(/Engine/Transient.REINST_Mjolnir_SupplyDrop_C_1) CONTENT: Mjolnir Skin(/Engine/Transient.Default__REINST_Mjolnir_SupplyDrop_C_44455) CONTENT: SkinAxe(/Engine/Transient.Default__REINST_Mjolnir_SupplyDrop_C_44455) CONTENT: Asgard Shield Skin(/Engine/Transient.Default__REINST_Mjolnir_SupplyDrop_C_44455) CONTENT: SkinAxe(/Engine/Transient.Default__REINST_Mjolnir_SupplyDrop_C_44455) CONTENT: Runestones(/Engine/Transient.Default__REINST_Mjolnir_SupplyDrop_C_44455) CONTENT: SkinAxe(/Engine/Transient.Default__REINST_Mjolnir_SupplyDrop_C_44455) CONTENT: Skin Crate(/Engine/Transient.Default__REINST_Mjolnir_SupplyDrop_C_44455) CONTENT: Mjolnir Skin(/Game/Mods/FjordurOfficial/Assets/SupplyCrates/SkinCrates/Mjolnir_SupplyDrop.Default__Mjolnir_SupplyDrop_C) CONTENT: SkinAxe(/Game/Mods/FjordurOfficial/Assets/SupplyCrates/SkinCrates/Mjolnir_SupplyDrop.Default__Mjolnir_SupplyDrop_C) CONTENT: Asgard Shield Skin(/Game/Mods/FjordurOfficial/Assets/SupplyCrates/SkinCrates/Mjolnir_SupplyDrop.Default__Mjolnir_SupplyDrop_C) CONTENT: SkinAxe(/Game/Mods/FjordurOfficial/Assets/SupplyCrates/SkinCrates/Mjolnir_SupplyDrop.Default__Mjolnir_SupplyDrop_C) CONTENT: Runestones(/Game/Mods/FjordurOfficial/Assets/SupplyCrates/SkinCrates/Mjolnir_SupplyDrop.Default__Mjolnir_SupplyDrop_C) CONTENT: SkinAxe(/Game/Mods/FjordurOfficial/Assets/SupplyCrates/SkinCrates/Mjolnir_SupplyDrop.Default__Mjolnir_SupplyDrop_C) CONTENT: Skin Crate(/Game/Mods/FjordurOfficial/Assets/SupplyCrates/SkinCrates/Mjolnir_SupplyDrop.Default__Mjolnir_SupplyDrop_C) CONTENT: SkinAxe(/Engine/Transient.REINST_PickHammerSkin_SupplyDrop_C_0) CONTENT: SkinAxe(/Engine/Transient.REINST_PickHammerSkin_SupplyDrop_C_0) CONTENT: Runestones(/Engine/Transient.REINST_PickHammerSkin_SupplyDrop_C_0) CONTENT: Skin Crate(/Engine/Transient.REINST_PickHammerSkin_SupplyDrop_C_0) CONTENT: SkinAxe(/Engine/Transient.Default__REINST_PickHammerSkin_SupplyDrop_C_44462) CONTENT: SkinAxe(/Engine/Transient.Default__REINST_PickHammerSkin_SupplyDrop_C_44462) CONTENT: Runestones(/Engine/Transient.Default__REINST_PickHammerSkin_SupplyDrop_C_44462) CONTENT: Skin Crate(/Engine/Transient.Default__REINST_PickHammerSkin_SupplyDrop_C_44462) CONTENT: SkinAxe(/Engine/Transient.REINST_PickHammerSkin_SupplyDrop_C_1) CONTENT: SkinAxe(/Engine/Transient.REINST_PickHammerSkin_SupplyDrop_C_1) CONTENT: Runestones(/Engine/Transient.REINST_PickHammerSkin_SupplyDrop_C_1) CONTENT: Skin Crate(/Engine/Transient.REINST_PickHammerSkin_SupplyDrop_C_1) CONTENT: SkinAxe(/Engine/Transient.Default__REINST_PickHammerSkin_SupplyDrop_C_44466) CONTENT: SkinAxe(/Engine/Transient.Default__REINST_PickHammerSkin_SupplyDrop_C_44466) CONTENT: Runestones(/Engine/Transient.Default__REINST_PickHammerSkin_SupplyDrop_C_44466) CONTENT: Skin Crate(/Engine/Transient.Default__REINST_PickHammerSkin_SupplyDrop_C_44466) CONTENT: SkinAxe(/Game/Mods/FjordurOfficial/Assets/SupplyCrates/SkinCrates/PickHammerSkin_SupplyDrop.Default__PickHammerSkin_SupplyDrop_C) CONTENT: SkinAxe(/Game/Mods/FjordurOfficial/Assets/SupplyCrates/SkinCrates/PickHammerSkin_SupplyDrop.Default__PickHammerSkin_SupplyDrop_C) CONTENT: Runestones(/Game/Mods/FjordurOfficial/Assets/SupplyCrates/SkinCrates/PickHammerSkin_SupplyDrop.Default__PickHammerSkin_SupplyDrop_C) CONTENT: Skin Crate(/Game/Mods/FjordurOfficial/Assets/SupplyCrates/SkinCrates/PickHammerSkin_SupplyDrop.Default__PickHammerSkin_SupplyDrop_C) CONTENT: SkinAxe(/Engine/Transient.REINST_ShieldSkin_SupplyDrop_C_0) CONTENT: SkinAxe(/Engine/Transient.REINST_ShieldSkin_SupplyDrop_C_0) CONTENT: Runestones(/Engine/Transient.REINST_ShieldSkin_SupplyDrop_C_0) CONTENT: Skin Crate(/Engine/Transient.REINST_ShieldSkin_SupplyDrop_C_0) CONTENT: SkinAxe(/Engine/Transient.Default__REINST_ShieldSkin_SupplyDrop_C_44473) CONTENT: SkinAxe(/Engine/Transient.Default__REINST_ShieldSkin_SupplyDrop_C_44473) CONTENT: Runestones(/Engine/Transient.Default__REINST_ShieldSkin_SupplyDrop_C_44473) CONTENT: Skin Crate(/Engine/Transient.Default__REINST_ShieldSkin_SupplyDrop_C_44473) CONTENT: SkinAxe(/Engine/Transient.REINST_ShieldSkin_SupplyDrop_C_1) CONTENT: SkinAxe(/Engine/Transient.REINST_ShieldSkin_SupplyDrop_C_1) CONTENT: Runestones(/Engine/Transient.REINST_ShieldSkin_SupplyDrop_C_1) CONTENT: Skin Crate(/Engine/Transient.REINST_ShieldSkin_SupplyDrop_C_1) CONTENT: SkinAxe(/Engine/Transient.Default__REINST_ShieldSkin_SupplyDrop_C_44477) CONTENT: SkinAxe(/Engine/Transient.Default__REINST_ShieldSkin_SupplyDrop_C_44477) CONTENT: Runestones(/Engine/Transient.Default__REINST_ShieldSkin_SupplyDrop_C_44477) CONTENT: Skin Crate(/Engine/Transient.Default__REINST_ShieldSkin_SupplyDrop_C_44477) CONTENT: SkinAxe(/Game/Mods/FjordurOfficial/Assets/SupplyCrates/SkinCrates/ShieldSkin_SupplyDrop.Default__ShieldSkin_SupplyDrop_C) CONTENT: SkinAxe(/Game/Mods/FjordurOfficial/Assets/SupplyCrates/SkinCrates/ShieldSkin_SupplyDrop.Default__ShieldSkin_SupplyDrop_C) CONTENT: Runestones(/Game/Mods/FjordurOfficial/Assets/SupplyCrates/SkinCrates/ShieldSkin_SupplyDrop.Default__ShieldSkin_SupplyDrop_C) CONTENT: Skin Crate(/Game/Mods/FjordurOfficial/Assets/SupplyCrates/SkinCrates/ShieldSkin_SupplyDrop.Default__ShieldSkin_SupplyDrop_C) CONTENT: SkinHelmet(/Engine/Transient.REINST_ShoesSkin_SupplyDrop_C_0) CONTENT: SkinHelmet(/Engine/Transient.REINST_ShoesSkin_SupplyDrop_C_0) CONTENT: SkinHelmet(/Engine/Transient.REINST_ShoesSkin_SupplyDrop_C_0) CONTENT: SkinHelmet(/Engine/Transient.REINST_ShoesSkin_SupplyDrop_C_0) CONTENT: Runestones(/Engine/Transient.REINST_ShoesSkin_SupplyDrop_C_0) CONTENT: Skin Crate(/Engine/Transient.REINST_ShoesSkin_SupplyDrop_C_0) CONTENT: SkinHelmet(/Engine/Transient.Default__REINST_ShoesSkin_SupplyDrop_C_44484) CONTENT: SkinHelmet(/Engine/Transient.Default__REINST_ShoesSkin_SupplyDrop_C_44484) CONTENT: SkinHelmet(/Engine/Transient.Default__REINST_ShoesSkin_SupplyDrop_C_44484) CONTENT: SkinHelmet(/Engine/Transient.Default__REINST_ShoesSkin_SupplyDrop_C_44484) CONTENT: Runestones(/Engine/Transient.Default__REINST_ShoesSkin_SupplyDrop_C_44484) CONTENT: Skin Crate(/Engine/Transient.Default__REINST_ShoesSkin_SupplyDrop_C_44484) CONTENT: SkinHelmet(/Engine/Transient.REINST_ShoesSkin_SupplyDrop_C_1) CONTENT: SkinHelmet(/Engine/Transient.REINST_ShoesSkin_SupplyDrop_C_1) CONTENT: SkinHelmet(/Engine/Transient.REINST_ShoesSkin_SupplyDrop_C_1) CONTENT: SkinHelmet(/Engine/Transient.REINST_ShoesSkin_SupplyDrop_C_1) CONTENT: Runestones(/Engine/Transient.REINST_ShoesSkin_SupplyDrop_C_1) CONTENT: Skin Crate(/Engine/Transient.REINST_ShoesSkin_SupplyDrop_C_1) CONTENT: SkinHelmet(/Engine/Transient.Default__REINST_ShoesSkin_SupplyDrop_C_44488) CONTENT: SkinHelmet(/Engine/Transient.Default__REINST_ShoesSkin_SupplyDrop_C_44488) CONTENT: SkinHelmet(/Engine/Transient.Default__REINST_ShoesSkin_SupplyDrop_C_44488) CONTENT: SkinHelmet(/Engine/Transient.Default__REINST_ShoesSkin_SupplyDrop_C_44488) CONTENT: Runestones(/Engine/Transient.Default__REINST_ShoesSkin_SupplyDrop_C_44488) CONTENT: Skin Crate(/Engine/Transient.Default__REINST_ShoesSkin_SupplyDrop_C_44488) CONTENT: SkinHelmet(/Game/Mods/FjordurOfficial/Assets/SupplyCrates/SkinCrates/ShoesSkin_SupplyDrop.Default__ShoesSkin_SupplyDrop_C) CONTENT: SkinHelmet(/Game/Mods/FjordurOfficial/Assets/SupplyCrates/SkinCrates/ShoesSkin_SupplyDrop.Default__ShoesSkin_SupplyDrop_C) CONTENT: SkinHelmet(/Game/Mods/FjordurOfficial/Assets/SupplyCrates/SkinCrates/ShoesSkin_SupplyDrop.Default__ShoesSkin_SupplyDrop_C) CONTENT: SkinHelmet(/Game/Mods/FjordurOfficial/Assets/SupplyCrates/SkinCrates/ShoesSkin_SupplyDrop.Default__ShoesSkin_SupplyDrop_C) CONTENT: Runestones(/Game/Mods/FjordurOfficial/Assets/SupplyCrates/SkinCrates/ShoesSkin_SupplyDrop.Default__ShoesSkin_SupplyDrop_C) CONTENT: Skin Crate(/Game/Mods/FjordurOfficial/Assets/SupplyCrates/SkinCrates/ShoesSkin_SupplyDrop.Default__ShoesSkin_SupplyDrop_C) CONTENT: SkinAxe(/Engine/Transient.REINST_SpearSkin_SupplyDrop_C_0) CONTENT: SkinAxe(/Engine/Transient.REINST_SpearSkin_SupplyDrop_C_0) CONTENT: Runestones(/Engine/Transient.REINST_SpearSkin_SupplyDrop_C_0) CONTENT: Skin Crate(/Engine/Transient.REINST_SpearSkin_SupplyDrop_C_0) CONTENT: SkinAxe(/Engine/Transient.Default__REINST_SpearSkin_SupplyDrop_C_44495) CONTENT: SkinAxe(/Engine/Transient.Default__REINST_SpearSkin_SupplyDrop_C_44495) CONTENT: Runestones(/Engine/Transient.Default__REINST_SpearSkin_SupplyDrop_C_44495) CONTENT: Skin Crate(/Engine/Transient.Default__REINST_SpearSkin_SupplyDrop_C_44495) CONTENT: SkinAxe(/Engine/Transient.REINST_SpearSkin_SupplyDrop_C_1) CONTENT: SkinAxe(/Engine/Transient.REINST_SpearSkin_SupplyDrop_C_1) CONTENT: Runestones(/Engine/Transient.REINST_SpearSkin_SupplyDrop_C_1) CONTENT: Skin Crate(/Engine/Transient.REINST_SpearSkin_SupplyDrop_C_1) CONTENT: SkinAxe(/Engine/Transient.Default__REINST_SpearSkin_SupplyDrop_C_44499) CONTENT: SkinAxe(/Engine/Transient.Default__REINST_SpearSkin_SupplyDrop_C_44499) CONTENT: Runestones(/Engine/Transient.Default__REINST_SpearSkin_SupplyDrop_C_44499) CONTENT: Skin Crate(/Engine/Transient.Default__REINST_SpearSkin_SupplyDrop_C_44499) CONTENT: SkinAxe(/Game/Mods/FjordurOfficial/Assets/SupplyCrates/SkinCrates/SpearSkin_SupplyDrop.Default__SpearSkin_SupplyDrop_C) CONTENT: SkinAxe(/Game/Mods/FjordurOfficial/Assets/SupplyCrates/SkinCrates/SpearSkin_SupplyDrop.Default__SpearSkin_SupplyDrop_C) CONTENT: Runestones(/Game/Mods/FjordurOfficial/Assets/SupplyCrates/SkinCrates/SpearSkin_SupplyDrop.Default__SpearSkin_SupplyDrop_C) CONTENT: Skin Crate(/Game/Mods/FjordurOfficial/Assets/SupplyCrates/SkinCrates/SpearSkin_SupplyDrop.Default__SpearSkin_SupplyDrop_C) CONTENT: SkinAxe(/Engine/Transient.REINST_SwordSkin_SupplyDrop_C_0) CONTENT: SkinAxe(/Engine/Transient.REINST_SwordSkin_SupplyDrop_C_0) CONTENT: SkinAxe(/Engine/Transient.REINST_SwordSkin_SupplyDrop_C_0) CONTENT: SkinAxe(/Engine/Transient.REINST_SwordSkin_SupplyDrop_C_0) CONTENT: Runestones(/Engine/Transient.REINST_SwordSkin_SupplyDrop_C_0) CONTENT: Skin Crate(/Engine/Transient.REINST_SwordSkin_SupplyDrop_C_0) CONTENT: SkinAxe(/Engine/Transient.Default__REINST_SwordSkin_SupplyDrop_C_44506) CONTENT: SkinAxe(/Engine/Transient.Default__REINST_SwordSkin_SupplyDrop_C_44506) CONTENT: SkinAxe(/Engine/Transient.Default__REINST_SwordSkin_SupplyDrop_C_44506) CONTENT: SkinAxe(/Engine/Transient.Default__REINST_SwordSkin_SupplyDrop_C_44506) CONTENT: Runestones(/Engine/Transient.Default__REINST_SwordSkin_SupplyDrop_C_44506) CONTENT: Skin Crate(/Engine/Transient.Default__REINST_SwordSkin_SupplyDrop_C_44506) CONTENT: SkinAxe(/Engine/Transient.REINST_SwordSkin_SupplyDrop_C_1) CONTENT: SkinAxe(/Engine/Transient.REINST_SwordSkin_SupplyDrop_C_1) CONTENT: SkinAxe(/Engine/Transient.REINST_SwordSkin_SupplyDrop_C_1) CONTENT: SkinAxe(/Engine/Transient.REINST_SwordSkin_SupplyDrop_C_1) CONTENT: Runestones(/Engine/Transient.REINST_SwordSkin_SupplyDrop_C_1) CONTENT: Skin Crate(/Engine/Transient.REINST_SwordSkin_SupplyDrop_C_1) CONTENT: SkinAxe(/Engine/Transient.Default__REINST_SwordSkin_SupplyDrop_C_44510) CONTENT: SkinAxe(/Engine/Transient.Default__REINST_SwordSkin_SupplyDrop_C_44510) CONTENT: SkinAxe(/Engine/Transient.Default__REINST_SwordSkin_SupplyDrop_C_44510) CONTENT: SkinAxe(/Engine/Transient.Default__REINST_SwordSkin_SupplyDrop_C_44510) CONTENT: Runestones(/Engine/Transient.Default__REINST_SwordSkin_SupplyDrop_C_44510) CONTENT: Skin Crate(/Engine/Transient.Default__REINST_SwordSkin_SupplyDrop_C_44510) CONTENT: SkinAxe(/Game/Mods/FjordurOfficial/Assets/SupplyCrates/SkinCrates/SwordSkin_SupplyDrop.Default__SwordSkin_SupplyDrop_C) CONTENT: SkinAxe(/Game/Mods/FjordurOfficial/Assets/SupplyCrates/SkinCrates/SwordSkin_SupplyDrop.Default__SwordSkin_SupplyDrop_C) CONTENT: SkinAxe(/Game/Mods/FjordurOfficial/Assets/SupplyCrates/SkinCrates/SwordSkin_SupplyDrop.Default__SwordSkin_SupplyDrop_C) CONTENT: SkinAxe(/Game/Mods/FjordurOfficial/Assets/SupplyCrates/SkinCrates/SwordSkin_SupplyDrop.Default__SwordSkin_SupplyDrop_C) CONTENT: Runestones(/Game/Mods/FjordurOfficial/Assets/SupplyCrates/SkinCrates/SwordSkin_SupplyDrop.Default__SwordSkin_SupplyDrop_C) CONTENT: Skin Crate(/Game/Mods/FjordurOfficial/Assets/SupplyCrates/SkinCrates/SwordSkin_SupplyDrop.Default__SwordSkin_SupplyDrop_C) CONTENT: SkinHelmet(/Engine/Transient.REINST_VanaheimShieldSkin_SupplyDrop_C_0) CONTENT: SkinHelmet(/Engine/Transient.REINST_VanaheimShieldSkin_SupplyDrop_C_0) CONTENT: Runestones(/Engine/Transient.REINST_VanaheimShieldSkin_SupplyDrop_C_0) CONTENT: Skin Crate(/Engine/Transient.REINST_VanaheimShieldSkin_SupplyDrop_C_0) CONTENT: SkinHelmet(/Engine/Transient.Default__REINST_VanaheimShieldSkin_SupplyDrop_C_44517) CONTENT: SkinHelmet(/Engine/Transient.Default__REINST_VanaheimShieldSkin_SupplyDrop_C_44517) CONTENT: Runestones(/Engine/Transient.Default__REINST_VanaheimShieldSkin_SupplyDrop_C_44517) CONTENT: Skin Crate(/Engine/Transient.Default__REINST_VanaheimShieldSkin_SupplyDrop_C_44517) CONTENT: SkinHelmet(/Engine/Transient.REINST_VanaheimShieldSkin_SupplyDrop_C_1) CONTENT: SkinHelmet(/Engine/Transient.REINST_VanaheimShieldSkin_SupplyDrop_C_1) CONTENT: Runestones(/Engine/Transient.REINST_VanaheimShieldSkin_SupplyDrop_C_1) CONTENT: Skin Crate(/Engine/Transient.REINST_VanaheimShieldSkin_SupplyDrop_C_1) CONTENT: SkinHelmet(/Engine/Transient.Default__REINST_VanaheimShieldSkin_SupplyDrop_C_44521) CONTENT: SkinHelmet(/Engine/Transient.Default__REINST_VanaheimShieldSkin_SupplyDrop_C_44521) CONTENT: Runestones(/Engine/Transient.Default__REINST_VanaheimShieldSkin_SupplyDrop_C_44521) CONTENT: Skin Crate(/Engine/Transient.Default__REINST_VanaheimShieldSkin_SupplyDrop_C_44521) CONTENT: SkinHelmet(/Game/Mods/FjordurOfficial/Assets/SupplyCrates/SkinCrates/VanaheimShieldSkin_SupplyDrop.Default__VanaheimShieldSkin_SupplyDrop_C) CONTENT: SkinHelmet(/Game/Mods/FjordurOfficial/Assets/SupplyCrates/SkinCrates/VanaheimShieldSkin_SupplyDrop.Default__VanaheimShieldSkin_SupplyDrop_C) CONTENT: Runestones(/Game/Mods/FjordurOfficial/Assets/SupplyCrates/SkinCrates/VanaheimShieldSkin_SupplyDrop.Default__VanaheimShieldSkin_SupplyDrop_C) CONTENT: Skin Crate(/Game/Mods/FjordurOfficial/Assets/SupplyCrates/SkinCrates/VanaheimShieldSkin_SupplyDrop.Default__VanaheimShieldSkin_SupplyDrop_C) LITERAL: The Teleporter has recently been used...(/Game/Mods/FjordurOfficial/Assets/Teleports/BossArenaManager_Vanaheim.BossArenaManager_Vanaheim:IsValidForTeleport.K2Node_Select_75) LITERAL: The Teleport will be available in {0}!(/Game/Mods/FjordurOfficial/Assets/Teleports/BossArenaManager_Vanaheim.BossArenaManager_Vanaheim:IsValidForTeleport.K2Node_FormatText_39) LITERAL: The Teleport will be available in {0}!(/Game/Mods/FjordurOfficial/Assets/Teleports/BossArenaManager_Vanaheim.BossArenaManager_Vanaheim:EdGraph_143670.K2Node_CallFunction_366238) LITERAL: 0(/Game/Mods/FjordurOfficial/Assets/Teleports/BossArenaManager_Vanaheim.BossArenaManager_Vanaheim:EdGraph_143670.K2Node_MakeStruct_2840) LITERAL: The Teleport will be available in {0}!(/Game/Mods/FjordurOfficial/Assets/Teleports/BossArenaManager_Vanaheim.BossArenaManager_Vanaheim:EdGraph_143678.K2Node_CallFunction_366251) LITERAL: 0(/Game/Mods/FjordurOfficial/Assets/Teleports/BossArenaManager_Vanaheim.BossArenaManager_Vanaheim:EdGraph_143678.K2Node_MakeStruct_2841) CONTENT: Teleport In: {0} Up to 15 Survivors and 30 Tames allowed.(/Engine/Transient.REINST_BossTeleporter_Yggdrasil_C_0) CONTENT: Teleport In: {0} Up to 30 Tames allowed.(/Engine/Transient.REINST_BossTeleporter_Yggdrasil_C_0) CONTENT: Teleport In: {0} Up to 15 Survivors and 30 Tames allowed.(/Engine/Transient.Default__REINST_BossTeleporter_Yggdrasil_C_44539) CONTENT: Teleport In: {0} Up to 30 Tames allowed.(/Engine/Transient.Default__REINST_BossTeleporter_Yggdrasil_C_44539) CONTENT: Teleport In: {0} Up to 15 Survivors and 30 Tames allowed.(/Engine/Transient.REINST_BossTeleporter_Yggdrasil_C_1) CONTENT: Teleport In: {0} Up to 30 Tames allowed.(/Engine/Transient.REINST_BossTeleporter_Yggdrasil_C_1) CONTENT: Teleport In: {0} Up to 15 Survivors and 30 Tames allowed.(/Engine/Transient.Default__REINST_BossTeleporter_Yggdrasil_C_44543) CONTENT: Teleport In: {0} Up to 30 Tames allowed.(/Engine/Transient.Default__REINST_BossTeleporter_Yggdrasil_C_44543) CONTENT: Teleport In: {0} Up to 15 Survivors and 30 Tames allowed.(/Game/Mods/FjordurOfficial/Assets/Teleports/BossTeleporter_Yggdrasil.Default__BossTeleporter_Yggdrasil_C) CONTENT: Teleport In: {0} Up to 30 Tames allowed.(/Game/Mods/FjordurOfficial/Assets/Teleports/BossTeleporter_Yggdrasil.Default__BossTeleporter_Yggdrasil_C) CONTENT: Generate Valhalla Portal(/Game/Mods/FjordurOfficial/Assets/Teleports/PrimalItem_BossTribute_Valhalla.Default__PrimalItem_BossTribute_Valhalla_C) CONTENT: Use this to generate a portal to Valhalla.(/Game/Mods/FjordurOfficial/Assets/Teleports/PrimalItem_BossTribute_Valhalla.Default__PrimalItem_BossTribute_Valhalla_C) CONTENT: Generate Yggdrasil Portal(/Game/Mods/FjordurOfficial/Assets/Teleports/PrimalItem_BossTribute_Vanaheim.Default__PrimalItem_BossTribute_Vanaheim_C) CONTENT: Use this to generate a portal to Yggdrasil.(/Game/Mods/FjordurOfficial/Assets/Teleports/PrimalItem_BossTribute_Vanaheim.Default__PrimalItem_BossTribute_Vanaheim_C) CONTENT: Generate Fenrir (Easy) Portal(/Game/Mods/FjordurOfficial/Assets/Teleports/BossTributes/PrimalItem_BossTribute_Fenrir_Easy_FJ.Default__PrimalItem_BossTribute_Fenrir_Easy_FJ_C) CONTENT: Use this to generate a portal to the Fenrir (Easy).(/Game/Mods/FjordurOfficial/Assets/Teleports/BossTributes/PrimalItem_BossTribute_Fenrir_Easy_FJ.Default__PrimalItem_BossTribute_Fenrir_Easy_FJ_C) CONTENT: Generate Fenrir (Hard) Portal(/Game/Mods/FjordurOfficial/Assets/Teleports/BossTributes/PrimalItem_BossTribute_Fenrir_Hard_FJ.Default__PrimalItem_BossTribute_Fenrir_Hard_FJ_C) CONTENT: Use this to generate a portal to the Fenrir (Hard).(/Game/Mods/FjordurOfficial/Assets/Teleports/BossTributes/PrimalItem_BossTribute_Fenrir_Hard_FJ.Default__PrimalItem_BossTribute_Fenrir_Hard_FJ_C) CONTENT: Generate Fenrir (Medium) Portal(/Game/Mods/FjordurOfficial/Assets/Teleports/BossTributes/PrimalItem_BossTribute_Fenrir_Medium_FJ.Default__PrimalItem_BossTribute_Fenrir_Medium_FJ_C) CONTENT: Use this to generate a portal to the Fenrir (Medium).(/Game/Mods/FjordurOfficial/Assets/Teleports/BossTributes/PrimalItem_BossTribute_Fenrir_Medium_FJ.Default__PrimalItem_BossTribute_Fenrir_Medium_FJ_C) CONTENT: Jotunheim Titan Terminal(/Engine/Transient.REINST_TributeTerminal_JotunheimTitanBoss_C_0) CONTENT: Jotunheim Titan Terminal(/Engine/Transient.Default__REINST_TributeTerminal_JotunheimTitanBoss_C_44556) CONTENT: Jotunheim Titan Terminal(/Engine/Transient.REINST_TributeTerminal_JotunheimTitanBoss_C_1) CONTENT: Jotunheim Titan Terminal(/Engine/Transient.Default__REINST_TributeTerminal_JotunheimTitanBoss_C_44560) CONTENT: Jotunheim Titan Terminal(/Game/Mods/FjordurOfficial/Assets/Teleports/Helheim/TributeTerminal_JotunheimTitanBoss.Default__TributeTerminal_JotunheimTitanBoss_C) LITERAL: Reset Trap(/Game/Mods/FjordurOfficial/Assets/Traps/Drop_Trap_BuggyIguess.Drop_Trap_BuggyIguess:EventGraph.K2Node_CallFunction_74308) CONTENT: Lower Body(/Game/Genesis/Dinos/BiomeVariants/Bog_Spino/DinoColorSet_Spino_Bog.Default__DinoColorSet_Spino_Bog_C) CONTENT: spots(/Game/Genesis/Dinos/BiomeVariants/Bog_Spino/DinoColorSet_Spino_Bog.Default__DinoColorSet_Spino_Bog_C) CONTENT: sail spots(/Game/Genesis/Dinos/BiomeVariants/Bog_Spino/DinoColorSet_Spino_Bog.Default__DinoColorSet_Spino_Bog_C) CONTENT: belly(/Game/Genesis/Dinos/BiomeVariants/Bog_Spino/DinoColorSet_Spino_Bog.Default__DinoColorSet_Spino_Bog_C) CONTENT: Main Body(/Game/Genesis/Dinos/BiomeVariants/Bog_Spino/DinoColorSet_Spino_Bog.Default__DinoColorSet_Spino_Bog_C) CONTENT: X-Spino(/Engine/Transient.REINST_Bog_Spino_Character_BP_C_0) CONTENT: Fertilized X-Spino Egg(/Game/Genesis/Dinos/BiomeVariants/Bog_Spino/PrimalItemConsumable_Egg_Spino_Fertilized_Bog.Default__PrimalItemConsumable_Egg_Spino_Fertilized_Bog_C) CONTENT: X-Spino(/Engine/Transient.Default__REINST_Bog_Spino_Character_BP_C_44602) CONTENT: X-Spino(/Engine/Transient.REINST_Bog_Spino_Character_BP_C_1) CONTENT: X-Spino(/Engine/Transient.Default__REINST_Bog_Spino_Character_BP_C_44606) CONTENT: X-Spino(/Game/Genesis/Dinos/BiomeVariants/Bog_Spino/Bog_Spino_Character_BP.Default__Bog_Spino_Character_BP_C) CONTENT: Lower Body(/Game/Genesis/Dinos/BiomeVariants/BogParaceratherium/DinoColorSet_Paraceratherium_Bog.Default__DinoColorSet_Paraceratherium_Bog_C) CONTENT: feet(/Game/Genesis/Dinos/BiomeVariants/BogParaceratherium/DinoColorSet_Paraceratherium_Bog.Default__DinoColorSet_Paraceratherium_Bog_C) CONTENT: spots(/Game/Genesis/Dinos/BiomeVariants/BogParaceratherium/DinoColorSet_Paraceratherium_Bog.Default__DinoColorSet_Paraceratherium_Bog_C) CONTENT: belly(/Game/Genesis/Dinos/BiomeVariants/BogParaceratherium/DinoColorSet_Paraceratherium_Bog.Default__DinoColorSet_Paraceratherium_Bog_C) CONTENT: X-Paraceratherium(/Engine/Transient.REINST_Bog_Paracer_Character_BP_C_0) CONTENT: X-Paraceratherium(/Engine/Transient.Default__REINST_Bog_Paracer_Character_BP_C_44614) CONTENT: X-Paraceratherium(/Engine/Transient.REINST_Bog_Paracer_Character_BP_C_1) CONTENT: X-Paraceratherium(/Engine/Transient.Default__REINST_Bog_Paracer_Character_BP_C_44618) CONTENT: X-Paraceratherium(/Game/Genesis/Dinos/BiomeVariants/BogParaceratherium/Bog_Paracer_Character_BP.Default__Bog_Paracer_Character_BP_C) CONTENT: X-Dragon(/Engine/Transient.REINST_Volcanic_Dragon_Character_BP_C_0) CONTENT: X-Dragon(/Engine/Transient.Default__REINST_Volcanic_Dragon_Character_BP_C_44625) CONTENT: X-Dragon(/Engine/Transient.REINST_Volcanic_Dragon_Character_BP_C_1) CONTENT: X-Dragon(/Engine/Transient.Default__REINST_Volcanic_Dragon_Character_BP_C_44629) CONTENT: X-Dragon(/Game/Genesis/Dinos/BiomeVariants/Volcano_Dragon/Volcanic_Dragon_Character_BP.Default__Volcanic_Dragon_Character_BP_C) CONTENT: Center Camera on Player(/Engine/Transient.TRASHCLASS_ExoSuitRtsGamepadHUD_44639:TextBlock_1900) CONTENT: Center Camera on Selection(/Engine/Transient.TRASHCLASS_ExoSuitRtsGamepadHUD_44639:TextBlock_1901) CONTENT: Select Dino(s)(/Engine/Transient.TRASHCLASS_ExoSuitRtsGamepadHUD_44639:TextBlock_1902) CONTENT: Select All Dinos(/Engine/Transient.TRASHCLASS_ExoSuitRtsGamepadHUD_44639:TextBlock_1903) CONTENT: Select All of Class(/Engine/Transient.TRASHCLASS_ExoSuitRtsGamepadHUD_44639:TextBlock_1904) CONTENT: Remove Class from Selection(/Engine/Transient.TRASHCLASS_ExoSuitRtsGamepadHUD_44639:TextBlock_1905) CONTENT: Issue Order(/Engine/Transient.TRASHCLASS_ExoSuitRtsGamepadHUD_44639:TextBlock_1906) CONTENT: Stop Selected Dino(s)(/Engine/Transient.TRASHCLASS_ExoSuitRtsGamepadHUD_44639:TextBlock_1907) CONTENT: Select Group(/Engine/Transient.TRASHCLASS_ExoSuitRtsGamepadHUD_44639:TextBlock_1908) CONTENT: Center Camera on Group(/Engine/Transient.TRASHCLASS_ExoSuitRtsGamepadHUD_44639:TextBlock_1909) CONTENT: Assign Selection to Group(/Engine/Transient.TRASHCLASS_ExoSuitRtsGamepadHUD_44639:TextBlock_1910) CONTENT: Add Group to Selection(/Engine/Transient.TRASHCLASS_ExoSuitRtsGamepadHUD_44639:TextBlock_1911) CONTENT: Add Selection to Group(/Engine/Transient.TRASHCLASS_ExoSuitRtsGamepadHUD_44639:TextBlock_1912) CONTENT: Remove Group from Selection(/Engine/Transient.TRASHCLASS_ExoSuitRtsGamepadHUD_44639:TextBlock_1913) CONTENT: Remove Selection from Group(/Engine/Transient.TRASHCLASS_ExoSuitRtsGamepadHUD_44639:TextBlock_1914) CONTENT: Toggle Keybind Help UI(/Engine/Transient.TRASHCLASS_ExoSuitRtsGamepadHUD_44639:TextBlock_1915) CONTENT: +(/Engine/Transient.TRASHCLASS_ExoSuitRtsGamepadHUD_44639:TextBlock_1916) CONTENT: +(/Engine/Transient.TRASHCLASS_ExoSuitRtsGamepadHUD_44639:TextBlock_1917) CONTENT: 2x(/Engine/Transient.TRASHCLASS_ExoSuitRtsGamepadHUD_44639:TextBlock_1918) CONTENT: + 2x(/Engine/Transient.TRASHCLASS_ExoSuitRtsGamepadHUD_44639:TextBlock_1919) CONTENT: +(/Engine/Transient.TRASHCLASS_ExoSuitRtsGamepadHUD_44639:TextBlock_1920) CONTENT: + 2x(/Engine/Transient.TRASHCLASS_ExoSuitRtsGamepadHUD_44639:TextBlock_1921) CONTENT: +(/Engine/Transient.TRASHCLASS_ExoSuitRtsGamepadHUD_44639:TextBlock_1922) CONTENT: HotBarKey (Tap)(/Engine/Transient.TRASHCLASS_ExoSuitRtsGamepadHUD_44639:TextBlock_1923) CONTENT: HotBarKey (2x Tap)(/Engine/Transient.TRASHCLASS_ExoSuitRtsGamepadHUD_44639:TextBlock_1924) CONTENT: HotBarKey (Hold)(/Engine/Transient.TRASHCLASS_ExoSuitRtsGamepadHUD_44639:TextBlock_1925) CONTENT: + HotBarKey (Tap)(/Engine/Transient.TRASHCLASS_ExoSuitRtsGamepadHUD_44639:TextBlock_1926) CONTENT: + HotBarKey (Hold)(/Engine/Transient.TRASHCLASS_ExoSuitRtsGamepadHUD_44639:TextBlock_1927) CONTENT: +(/Engine/Transient.TRASHCLASS_ExoSuitRtsGamepadHUD_44639:TextBlock_1928) CONTENT: + HotBarKey (Tap)(/Engine/Transient.TRASHCLASS_ExoSuitRtsGamepadHUD_44639:TextBlock_1929) CONTENT: +(/Engine/Transient.TRASHCLASS_ExoSuitRtsGamepadHUD_44639:TextBlock_1930) CONTENT: + HotBarKey (Hold)(/Engine/Transient.TRASHCLASS_ExoSuitRtsGamepadHUD_44639:TextBlock_1931) CONTENT: +(/Engine/Transient.TRASHCLASS_ExoSuitRtsGamepadHUD_44639:TextBlock_1932) CONTENT: R(/Engine/Transient.TRASHCLASS_ExoSuitRtsGamepadHUD_44639:TextBlock_1933) CONTENT: Q(/Engine/Transient.TRASHCLASS_ExoSuitRtsGamepadHUD_44639:TextBlock_1934) CONTENT: 2x(/Engine/Transient.TRASHCLASS_ExoSuitRtsGamepadHUD_44639:TextBlock_1935) CONTENT: Shift + 2x(/Engine/Transient.TRASHCLASS_ExoSuitRtsGamepadHUD_44639:TextBlock_1936) CONTENT: Ctrl + 2x(/Engine/Transient.TRASHCLASS_ExoSuitRtsGamepadHUD_44639:TextBlock_1937) CONTENT: X(/Engine/Transient.TRASHCLASS_ExoSuitRtsGamepadHUD_44639:TextBlock_1938) CONTENT: HotBarKey (Tap)(/Engine/Transient.TRASHCLASS_ExoSuitRtsGamepadHUD_44639:TextBlock_1939) CONTENT: HotBarKey (2x Tap)(/Engine/Transient.TRASHCLASS_ExoSuitRtsGamepadHUD_44639:TextBlock_1940) CONTENT: HotBarKey (Hold)(/Engine/Transient.TRASHCLASS_ExoSuitRtsGamepadHUD_44639:TextBlock_1941) CONTENT: Shift + HotBarKey (Tap)(/Engine/Transient.TRASHCLASS_ExoSuitRtsGamepadHUD_44639:TextBlock_1942) CONTENT: Shift + HotBarKey (Hold)(/Engine/Transient.TRASHCLASS_ExoSuitRtsGamepadHUD_44639:TextBlock_1943) CONTENT: Ctrl + HotBarKey (Tap)(/Engine/Transient.TRASHCLASS_ExoSuitRtsGamepadHUD_44639:TextBlock_1944) CONTENT: Ctrl + HotBarKey (Hold)(/Engine/Transient.TRASHCLASS_ExoSuitRtsGamepadHUD_44639:TextBlock_1945) CONTENT: F(/Engine/Transient.TRASHCLASS_ExoSuitRtsGamepadHUD_44639:TextBlock_1946) CONTENT: Text Block(/Engine/Transient.REINST_ExoSuitRtsGamepadHUD_C_161:WidgetTree_1698.TextBlock_2509) CONTENT: Text Block(/Engine/Transient.REINST_ExoSuitRtsGamepadHUD_C_161:WidgetTree_1698.TextBlock_2553) CONTENT: Text Block(/Engine/Transient.REINST_ExoSuitRtsGamepadHUD_C_161:WidgetTree_1698.TextBlock_2597) CONTENT: Text Block(/Engine/Transient.REINST_ExoSuitRtsGamepadHUD_C_161:WidgetTree_1698.TextBlock_2642) CONTENT: Text Block(/Engine/Transient.REINST_ExoSuitRtsGamepadHUD_C_161:WidgetTree_1698.TextBlock_2783) CONTENT: Text Block(/Engine/Transient.REINST_ExoSuitRtsGamepadHUD_C_161:WidgetTree_1698.TextBlock_2832) CONTENT: Text Block(/Engine/Transient.REINST_ExoSuitRtsGamepadHUD_C_161:WidgetTree_1698.TextBlock_2880) CONTENT: Text Block(/Engine/Transient.REINST_ExoSuitRtsGamepadHUD_C_161:WidgetTree_1698.TextBlock_2929) CONTENT: Text Block(/Engine/Transient.REINST_ExoSuitRtsGamepadHUD_C_161:WidgetTree_1698.TextBlock_2979) CONTENT: Text Block(/Engine/Transient.REINST_ExoSuitRtsGamepadHUD_C_161:WidgetTree_1698.TextBlock_3030) CONTENT: Text Block(/Engine/Transient.REINST_ExoSuitRtsGamepadHUD_C_161:WidgetTree_1698.TextBlock_3082) CONTENT: Text Block(/Engine/Transient.REINST_ExoSuitRtsGamepadHUD_C_161:WidgetTree_1698.TextBlock_3135) CONTENT: Text Block(/Engine/Transient.REINST_ExoSuitRtsGamepadHUD_C_161:WidgetTree_1698.TextBlock_3189) CONTENT: Text Block(/Engine/Transient.REINST_ExoSuitRtsGamepadHUD_C_161:WidgetTree_1698.TextBlock_3244) CONTENT: Text Block(/Engine/Transient.REINST_ExoSuitRtsGamepadHUD_C_161:WidgetTree_1698.TextBlock_3300) CONTENT: Text Block(/Engine/Transient.REINST_ExoSuitRtsGamepadHUD_C_161:WidgetTree_1698.TextBlock_3357) CONTENT: Text Block(/Engine/Transient.REINST_ExoSuitRtsGamepadHUD_C_161:WidgetTree_1698.TextBlock_1000) CONTENT: Text Block(/Engine/Transient.REINST_ExoSuitRtsGamepadHUD_C_161:WidgetTree_1698.TextBlock_976) CONTENT: Text Block(/Engine/Transient.REINST_ExoSuitRtsGamepadHUD_C_161:WidgetTree_1698.TextBlock_1006) CONTENT: Text Block(/Engine/Transient.REINST_ExoSuitRtsGamepadHUD_C_161:WidgetTree_1698.TextBlock_1011) CONTENT: Text Block(/Engine/Transient.REINST_ExoSuitRtsGamepadHUD_C_161:WidgetTree_1698.TextBlock_1017) CONTENT: Text Block(/Engine/Transient.REINST_ExoSuitRtsGamepadHUD_C_161:WidgetTree_1698.TextBlock_1081) CONTENT: Text Block(/Engine/Transient.REINST_ExoSuitRtsGamepadHUD_C_161:WidgetTree_1698.TextBlock_1129) CONTENT: Text Block(/Engine/Transient.REINST_ExoSuitRtsGamepadHUD_C_161:WidgetTree_1698.TextBlock_1336) CONTENT: Text Block(/Engine/Transient.REINST_ExoSuitRtsGamepadHUD_C_161:WidgetTree_1698.TextBlock_1680) CONTENT: Text Block(/Engine/Transient.REINST_ExoSuitRtsGamepadHUD_C_161:WidgetTree_1698.TextBlock_1353) CONTENT: Text Block(/Engine/Transient.REINST_ExoSuitRtsGamepadHUD_C_161:WidgetTree_1698.TextBlock_1370) CONTENT: Text Block(/Engine/Transient.REINST_ExoSuitRtsGamepadHUD_C_161:WidgetTree_1698.TextBlock_1388) CONTENT: Text Block(/Engine/Transient.REINST_ExoSuitRtsGamepadHUD_C_161:WidgetTree_1698.TextBlock_1407) CONTENT: Text Block(/Engine/Transient.REINST_ExoSuitRtsGamepadHUD_C_161:WidgetTree_1698.TextBlock_1491) CONTENT: Text Block(/Engine/Transient.REINST_ExoSuitRtsGamepadHUD_C_161:WidgetTree_1698.TextBlock_1427) CONTENT: Text Block(/Engine/Transient.REINST_ExoSuitRtsGamepadHUD_C_161:WidgetTree_1698.TextBlock_1514) CONTENT: Text Block(/Engine/Transient.REINST_ExoSuitRtsGamepadHUD_C_161:WidgetTree_1698.TextBlock_1123) CONTENT: Text Block(/Engine/Transient.REINST_ExoSuitRtsGamepadHUD_C_161:WidgetTree_1698.TextBlock_9443) CONTENT: Text Block(/Engine/Transient.REINST_ExoSuitRtsGamepadHUD_C_161:WidgetTree_1698.TextBlock_9477) CONTENT: Text Block(/Engine/Transient.REINST_ExoSuitRtsGamepadHUD_C_161:WidgetTree_1698.TextBlock_10105) CONTENT: Text Block(/Engine/Transient.REINST_ExoSuitRtsGamepadHUD_C_161:WidgetTree_1698.TextBlock_10176) CONTENT: Text Block(/Engine/Transient.REINST_ExoSuitRtsGamepadHUD_C_161:WidgetTree_1698.TextBlock_10249) CONTENT: Text Block(/Engine/Transient.REINST_ExoSuitRtsGamepadHUD_C_161:WidgetTree_1698.TextBlock_10362) CONTENT: Text Block(/Engine/Transient.REINST_ExoSuitRtsGamepadHUD_C_161:WidgetTree_1698.TextBlock_10401) CONTENT: Text Block(/Engine/Transient.REINST_ExoSuitRtsGamepadHUD_C_161:WidgetTree_1698.TextBlock_10440) CONTENT: Text Block(/Engine/Transient.REINST_ExoSuitRtsGamepadHUD_C_161:WidgetTree_1698.TextBlock_10480) CONTENT: Text Block(/Engine/Transient.REINST_ExoSuitRtsGamepadHUD_C_161:WidgetTree_1698.TextBlock_10521) CONTENT: Text Block(/Engine/Transient.REINST_ExoSuitRtsGamepadHUD_C_161:WidgetTree_1698.TextBlock_10563) CONTENT: Text Block(/Engine/Transient.REINST_ExoSuitRtsGamepadHUD_C_161:WidgetTree_1698.TextBlock_10606) CONTENT: Text Block(/Engine/Transient.REINST_ExoSuitRtsGamepadHUD_C_161:WidgetTree_1698.TextBlock_10650) CONTENT: Text Block(/Engine/Transient.REINST_ExoSuitRtsGamepadHUD_C_161:WidgetTree_1698.TextBlock_10695) CONTENT: Center Camera on Player(/Game/PrimalEarth/BattleArena/ExoSuitRtsGamepadHUD.ExoSuitRtsGamepadHUD_C:WidgetTree_957.TextBlock_2509) CONTENT: Center Camera on Selection(/Game/PrimalEarth/BattleArena/ExoSuitRtsGamepadHUD.ExoSuitRtsGamepadHUD_C:WidgetTree_957.TextBlock_2553) CONTENT: Select Dino(s)(/Game/PrimalEarth/BattleArena/ExoSuitRtsGamepadHUD.ExoSuitRtsGamepadHUD_C:WidgetTree_957.TextBlock_2597) CONTENT: Select All Dinos(/Game/PrimalEarth/BattleArena/ExoSuitRtsGamepadHUD.ExoSuitRtsGamepadHUD_C:WidgetTree_957.TextBlock_2642) CONTENT: Select All of Class(/Game/PrimalEarth/BattleArena/ExoSuitRtsGamepadHUD.ExoSuitRtsGamepadHUD_C:WidgetTree_957.TextBlock_2783) CONTENT: Remove Class from Selection(/Game/PrimalEarth/BattleArena/ExoSuitRtsGamepadHUD.ExoSuitRtsGamepadHUD_C:WidgetTree_957.TextBlock_2832) CONTENT: Issue Order(/Game/PrimalEarth/BattleArena/ExoSuitRtsGamepadHUD.ExoSuitRtsGamepadHUD_C:WidgetTree_957.TextBlock_2880) CONTENT: Stop Selected Dino(s)(/Game/PrimalEarth/BattleArena/ExoSuitRtsGamepadHUD.ExoSuitRtsGamepadHUD_C:WidgetTree_957.TextBlock_2929) CONTENT: Select Group(/Game/PrimalEarth/BattleArena/ExoSuitRtsGamepadHUD.ExoSuitRtsGamepadHUD_C:WidgetTree_957.TextBlock_2979) CONTENT: Center Camera on Group(/Game/PrimalEarth/BattleArena/ExoSuitRtsGamepadHUD.ExoSuitRtsGamepadHUD_C:WidgetTree_957.TextBlock_3030) CONTENT: Assign Selection to Group(/Game/PrimalEarth/BattleArena/ExoSuitRtsGamepadHUD.ExoSuitRtsGamepadHUD_C:WidgetTree_957.TextBlock_3082) CONTENT: Add Group to Selection(/Game/PrimalEarth/BattleArena/ExoSuitRtsGamepadHUD.ExoSuitRtsGamepadHUD_C:WidgetTree_957.TextBlock_3135) CONTENT: Add Selection to Group(/Game/PrimalEarth/BattleArena/ExoSuitRtsGamepadHUD.ExoSuitRtsGamepadHUD_C:WidgetTree_957.TextBlock_3189) CONTENT: Remove Group from Selection(/Game/PrimalEarth/BattleArena/ExoSuitRtsGamepadHUD.ExoSuitRtsGamepadHUD_C:WidgetTree_957.TextBlock_3244) CONTENT: Remove Selection from Group(/Game/PrimalEarth/BattleArena/ExoSuitRtsGamepadHUD.ExoSuitRtsGamepadHUD_C:WidgetTree_957.TextBlock_3300) CONTENT: Toggle Keybind Help UI(/Game/PrimalEarth/BattleArena/ExoSuitRtsGamepadHUD.ExoSuitRtsGamepadHUD_C:WidgetTree_957.TextBlock_3357) CONTENT: +(/Game/PrimalEarth/BattleArena/ExoSuitRtsGamepadHUD.ExoSuitRtsGamepadHUD_C:WidgetTree_957.TextBlock_1000) CONTENT: +(/Game/PrimalEarth/BattleArena/ExoSuitRtsGamepadHUD.ExoSuitRtsGamepadHUD_C:WidgetTree_957.TextBlock_976) CONTENT: 2x(/Game/PrimalEarth/BattleArena/ExoSuitRtsGamepadHUD.ExoSuitRtsGamepadHUD_C:WidgetTree_957.TextBlock_1006) CONTENT: + 2x(/Game/PrimalEarth/BattleArena/ExoSuitRtsGamepadHUD.ExoSuitRtsGamepadHUD_C:WidgetTree_957.TextBlock_1011) CONTENT: +(/Game/PrimalEarth/BattleArena/ExoSuitRtsGamepadHUD.ExoSuitRtsGamepadHUD_C:WidgetTree_957.TextBlock_1017) CONTENT: + 2x(/Game/PrimalEarth/BattleArena/ExoSuitRtsGamepadHUD.ExoSuitRtsGamepadHUD_C:WidgetTree_957.TextBlock_1081) CONTENT: +(/Game/PrimalEarth/BattleArena/ExoSuitRtsGamepadHUD.ExoSuitRtsGamepadHUD_C:WidgetTree_957.TextBlock_1129) CONTENT: HotBarKey (Tap)(/Game/PrimalEarth/BattleArena/ExoSuitRtsGamepadHUD.ExoSuitRtsGamepadHUD_C:WidgetTree_957.TextBlock_1336) CONTENT: HotBarKey (2x Tap)(/Game/PrimalEarth/BattleArena/ExoSuitRtsGamepadHUD.ExoSuitRtsGamepadHUD_C:WidgetTree_957.TextBlock_1680) CONTENT: HotBarKey (Hold)(/Game/PrimalEarth/BattleArena/ExoSuitRtsGamepadHUD.ExoSuitRtsGamepadHUD_C:WidgetTree_957.TextBlock_1353) CONTENT: + HotBarKey (Tap)(/Game/PrimalEarth/BattleArena/ExoSuitRtsGamepadHUD.ExoSuitRtsGamepadHUD_C:WidgetTree_957.TextBlock_1370) CONTENT: + HotBarKey (Hold)(/Game/PrimalEarth/BattleArena/ExoSuitRtsGamepadHUD.ExoSuitRtsGamepadHUD_C:WidgetTree_957.TextBlock_1388) CONTENT: +(/Game/PrimalEarth/BattleArena/ExoSuitRtsGamepadHUD.ExoSuitRtsGamepadHUD_C:WidgetTree_957.TextBlock_1407) CONTENT: + HotBarKey (Tap)(/Game/PrimalEarth/BattleArena/ExoSuitRtsGamepadHUD.ExoSuitRtsGamepadHUD_C:WidgetTree_957.TextBlock_1491) CONTENT: +(/Game/PrimalEarth/BattleArena/ExoSuitRtsGamepadHUD.ExoSuitRtsGamepadHUD_C:WidgetTree_957.TextBlock_1427) CONTENT: + HotBarKey (Hold)(/Game/PrimalEarth/BattleArena/ExoSuitRtsGamepadHUD.ExoSuitRtsGamepadHUD_C:WidgetTree_957.TextBlock_1514) CONTENT: +(/Game/PrimalEarth/BattleArena/ExoSuitRtsGamepadHUD.ExoSuitRtsGamepadHUD_C:WidgetTree_957.TextBlock_1123) CONTENT: R(/Game/PrimalEarth/BattleArena/ExoSuitRtsGamepadHUD.ExoSuitRtsGamepadHUD_C:WidgetTree_957.TextBlock_9443) CONTENT: Q(/Game/PrimalEarth/BattleArena/ExoSuitRtsGamepadHUD.ExoSuitRtsGamepadHUD_C:WidgetTree_957.TextBlock_9477) CONTENT: 2x(/Game/PrimalEarth/BattleArena/ExoSuitRtsGamepadHUD.ExoSuitRtsGamepadHUD_C:WidgetTree_957.TextBlock_10105) CONTENT: Shift + 2x(/Game/PrimalEarth/BattleArena/ExoSuitRtsGamepadHUD.ExoSuitRtsGamepadHUD_C:WidgetTree_957.TextBlock_10176) CONTENT: Ctrl + 2x(/Game/PrimalEarth/BattleArena/ExoSuitRtsGamepadHUD.ExoSuitRtsGamepadHUD_C:WidgetTree_957.TextBlock_10249) CONTENT: X(/Game/PrimalEarth/BattleArena/ExoSuitRtsGamepadHUD.ExoSuitRtsGamepadHUD_C:WidgetTree_957.TextBlock_10362) CONTENT: HotBarKey (Tap)(/Game/PrimalEarth/BattleArena/ExoSuitRtsGamepadHUD.ExoSuitRtsGamepadHUD_C:WidgetTree_957.TextBlock_10401) CONTENT: HotBarKey (2x Tap)(/Game/PrimalEarth/BattleArena/ExoSuitRtsGamepadHUD.ExoSuitRtsGamepadHUD_C:WidgetTree_957.TextBlock_10440) CONTENT: HotBarKey (Hold)(/Game/PrimalEarth/BattleArena/ExoSuitRtsGamepadHUD.ExoSuitRtsGamepadHUD_C:WidgetTree_957.TextBlock_10480) CONTENT: Shift + HotBarKey (Tap)(/Game/PrimalEarth/BattleArena/ExoSuitRtsGamepadHUD.ExoSuitRtsGamepadHUD_C:WidgetTree_957.TextBlock_10521) CONTENT: Shift + HotBarKey (Hold)(/Game/PrimalEarth/BattleArena/ExoSuitRtsGamepadHUD.ExoSuitRtsGamepadHUD_C:WidgetTree_957.TextBlock_10563) CONTENT: Ctrl + HotBarKey (Tap)(/Game/PrimalEarth/BattleArena/ExoSuitRtsGamepadHUD.ExoSuitRtsGamepadHUD_C:WidgetTree_957.TextBlock_10606) CONTENT: Ctrl + HotBarKey (Hold)(/Game/PrimalEarth/BattleArena/ExoSuitRtsGamepadHUD.ExoSuitRtsGamepadHUD_C:WidgetTree_957.TextBlock_10650) CONTENT: Shift + MMB(/Game/PrimalEarth/BattleArena/ExoSuitRtsGamepadHUD.ExoSuitRtsGamepadHUD_C:WidgetTree_957.TextBlock_10695) CONTENT: Center Camera on Player(/Engine/Transient.REINST_ExoSuitRtsGamepadHUD_C_163:WidgetTree_957.TextBlock_2509) CONTENT: Center Camera on Selection(/Engine/Transient.REINST_ExoSuitRtsGamepadHUD_C_163:WidgetTree_957.TextBlock_2553) CONTENT: Select Dino(s)(/Engine/Transient.REINST_ExoSuitRtsGamepadHUD_C_163:WidgetTree_957.TextBlock_2597) CONTENT: Select All Dinos(/Engine/Transient.REINST_ExoSuitRtsGamepadHUD_C_163:WidgetTree_957.TextBlock_2642) CONTENT: Select All of Class(/Engine/Transient.REINST_ExoSuitRtsGamepadHUD_C_163:WidgetTree_957.TextBlock_2783) CONTENT: Remove Class from Selection(/Engine/Transient.REINST_ExoSuitRtsGamepadHUD_C_163:WidgetTree_957.TextBlock_2832) CONTENT: Issue Order(/Engine/Transient.REINST_ExoSuitRtsGamepadHUD_C_163:WidgetTree_957.TextBlock_2880) CONTENT: Stop Selected Dino(s)(/Engine/Transient.REINST_ExoSuitRtsGamepadHUD_C_163:WidgetTree_957.TextBlock_2929) CONTENT: Select Group(/Engine/Transient.REINST_ExoSuitRtsGamepadHUD_C_163:WidgetTree_957.TextBlock_2979) CONTENT: Center Camera on Group(/Engine/Transient.REINST_ExoSuitRtsGamepadHUD_C_163:WidgetTree_957.TextBlock_3030) CONTENT: Assign Selection to Group(/Engine/Transient.REINST_ExoSuitRtsGamepadHUD_C_163:WidgetTree_957.TextBlock_3082) CONTENT: Add Group to Selection(/Engine/Transient.REINST_ExoSuitRtsGamepadHUD_C_163:WidgetTree_957.TextBlock_3135) CONTENT: Add Selection to Group(/Engine/Transient.REINST_ExoSuitRtsGamepadHUD_C_163:WidgetTree_957.TextBlock_3189) CONTENT: Remove Group from Selection(/Engine/Transient.REINST_ExoSuitRtsGamepadHUD_C_163:WidgetTree_957.TextBlock_3244) CONTENT: Remove Selection from Group(/Engine/Transient.REINST_ExoSuitRtsGamepadHUD_C_163:WidgetTree_957.TextBlock_3300) CONTENT: Toggle Keybind Help UI(/Engine/Transient.REINST_ExoSuitRtsGamepadHUD_C_163:WidgetTree_957.TextBlock_3357) CONTENT: +(/Engine/Transient.REINST_ExoSuitRtsGamepadHUD_C_163:WidgetTree_957.TextBlock_1000) CONTENT: +(/Engine/Transient.REINST_ExoSuitRtsGamepadHUD_C_163:WidgetTree_957.TextBlock_976) CONTENT: 2x(/Engine/Transient.REINST_ExoSuitRtsGamepadHUD_C_163:WidgetTree_957.TextBlock_1006) CONTENT: + 2x(/Engine/Transient.REINST_ExoSuitRtsGamepadHUD_C_163:WidgetTree_957.TextBlock_1011) CONTENT: +(/Engine/Transient.REINST_ExoSuitRtsGamepadHUD_C_163:WidgetTree_957.TextBlock_1017) CONTENT: + 2x(/Engine/Transient.REINST_ExoSuitRtsGamepadHUD_C_163:WidgetTree_957.TextBlock_1081) CONTENT: +(/Engine/Transient.REINST_ExoSuitRtsGamepadHUD_C_163:WidgetTree_957.TextBlock_1129) CONTENT: HotBarKey (Tap)(/Engine/Transient.REINST_ExoSuitRtsGamepadHUD_C_163:WidgetTree_957.TextBlock_1336) CONTENT: HotBarKey (2x Tap)(/Engine/Transient.REINST_ExoSuitRtsGamepadHUD_C_163:WidgetTree_957.TextBlock_1680) CONTENT: HotBarKey (Hold)(/Engine/Transient.REINST_ExoSuitRtsGamepadHUD_C_163:WidgetTree_957.TextBlock_1353) CONTENT: + HotBarKey (Tap)(/Engine/Transient.REINST_ExoSuitRtsGamepadHUD_C_163:WidgetTree_957.TextBlock_1370) CONTENT: + HotBarKey (Hold)(/Engine/Transient.REINST_ExoSuitRtsGamepadHUD_C_163:WidgetTree_957.TextBlock_1388) CONTENT: +(/Engine/Transient.REINST_ExoSuitRtsGamepadHUD_C_163:WidgetTree_957.TextBlock_1407) CONTENT: + HotBarKey (Tap)(/Engine/Transient.REINST_ExoSuitRtsGamepadHUD_C_163:WidgetTree_957.TextBlock_1491) CONTENT: +(/Engine/Transient.REINST_ExoSuitRtsGamepadHUD_C_163:WidgetTree_957.TextBlock_1427) CONTENT: + HotBarKey (Hold)(/Engine/Transient.REINST_ExoSuitRtsGamepadHUD_C_163:WidgetTree_957.TextBlock_1514) CONTENT: +(/Engine/Transient.REINST_ExoSuitRtsGamepadHUD_C_163:WidgetTree_957.TextBlock_1123) CONTENT: R(/Engine/Transient.REINST_ExoSuitRtsGamepadHUD_C_163:WidgetTree_957.TextBlock_9443) CONTENT: Q(/Engine/Transient.REINST_ExoSuitRtsGamepadHUD_C_163:WidgetTree_957.TextBlock_9477) CONTENT: 2x(/Engine/Transient.REINST_ExoSuitRtsGamepadHUD_C_163:WidgetTree_957.TextBlock_10105) CONTENT: Shift + 2x(/Engine/Transient.REINST_ExoSuitRtsGamepadHUD_C_163:WidgetTree_957.TextBlock_10176) CONTENT: Ctrl + 2x(/Engine/Transient.REINST_ExoSuitRtsGamepadHUD_C_163:WidgetTree_957.TextBlock_10249) CONTENT: X(/Engine/Transient.REINST_ExoSuitRtsGamepadHUD_C_163:WidgetTree_957.TextBlock_10362) CONTENT: HotBarKey (Tap)(/Engine/Transient.REINST_ExoSuitRtsGamepadHUD_C_163:WidgetTree_957.TextBlock_10401) CONTENT: HotBarKey (2x Tap)(/Engine/Transient.REINST_ExoSuitRtsGamepadHUD_C_163:WidgetTree_957.TextBlock_10440) CONTENT: HotBarKey (Hold)(/Engine/Transient.REINST_ExoSuitRtsGamepadHUD_C_163:WidgetTree_957.TextBlock_10480) CONTENT: Shift + HotBarKey (Tap)(/Engine/Transient.REINST_ExoSuitRtsGamepadHUD_C_163:WidgetTree_957.TextBlock_10521) CONTENT: Shift + HotBarKey (Hold)(/Engine/Transient.REINST_ExoSuitRtsGamepadHUD_C_163:WidgetTree_957.TextBlock_10563) CONTENT: Ctrl + HotBarKey (Tap)(/Engine/Transient.REINST_ExoSuitRtsGamepadHUD_C_163:WidgetTree_957.TextBlock_10606) CONTENT: Ctrl + HotBarKey (Hold)(/Engine/Transient.REINST_ExoSuitRtsGamepadHUD_C_163:WidgetTree_957.TextBlock_10650) CONTENT: Shift + MMB(/Engine/Transient.REINST_ExoSuitRtsGamepadHUD_C_163:WidgetTree_957.TextBlock_10695) CONTENT: Center Camera on Player(/Game/PrimalEarth/BattleArena/ExoSuitRtsGamepadHUD.ExoSuitRtsGamepadHUD_C:WidgetTree_961.TextBlock_2509) CONTENT: Center Camera on Selection(/Game/PrimalEarth/BattleArena/ExoSuitRtsGamepadHUD.ExoSuitRtsGamepadHUD_C:WidgetTree_961.TextBlock_2553) CONTENT: Select Dino(s)(/Game/PrimalEarth/BattleArena/ExoSuitRtsGamepadHUD.ExoSuitRtsGamepadHUD_C:WidgetTree_961.TextBlock_2597) CONTENT: Select All Dinos(/Game/PrimalEarth/BattleArena/ExoSuitRtsGamepadHUD.ExoSuitRtsGamepadHUD_C:WidgetTree_961.TextBlock_2642) CONTENT: Select All of Class(/Game/PrimalEarth/BattleArena/ExoSuitRtsGamepadHUD.ExoSuitRtsGamepadHUD_C:WidgetTree_961.TextBlock_2783) CONTENT: Remove Class from Selection(/Game/PrimalEarth/BattleArena/ExoSuitRtsGamepadHUD.ExoSuitRtsGamepadHUD_C:WidgetTree_961.TextBlock_2832) CONTENT: Issue Order(/Game/PrimalEarth/BattleArena/ExoSuitRtsGamepadHUD.ExoSuitRtsGamepadHUD_C:WidgetTree_961.TextBlock_2880) CONTENT: Stop Selected Dino(s)(/Game/PrimalEarth/BattleArena/ExoSuitRtsGamepadHUD.ExoSuitRtsGamepadHUD_C:WidgetTree_961.TextBlock_2929) CONTENT: Select Group(/Game/PrimalEarth/BattleArena/ExoSuitRtsGamepadHUD.ExoSuitRtsGamepadHUD_C:WidgetTree_961.TextBlock_2979) CONTENT: Center Camera on Group(/Game/PrimalEarth/BattleArena/ExoSuitRtsGamepadHUD.ExoSuitRtsGamepadHUD_C:WidgetTree_961.TextBlock_3030) CONTENT: Assign Selection to Group(/Game/PrimalEarth/BattleArena/ExoSuitRtsGamepadHUD.ExoSuitRtsGamepadHUD_C:WidgetTree_961.TextBlock_3082) CONTENT: Add Group to Selection(/Game/PrimalEarth/BattleArena/ExoSuitRtsGamepadHUD.ExoSuitRtsGamepadHUD_C:WidgetTree_961.TextBlock_3135) CONTENT: Add Selection to Group(/Game/PrimalEarth/BattleArena/ExoSuitRtsGamepadHUD.ExoSuitRtsGamepadHUD_C:WidgetTree_961.TextBlock_3189) CONTENT: Remove Group from Selection(/Game/PrimalEarth/BattleArena/ExoSuitRtsGamepadHUD.ExoSuitRtsGamepadHUD_C:WidgetTree_961.TextBlock_3244) CONTENT: Remove Selection from Group(/Game/PrimalEarth/BattleArena/ExoSuitRtsGamepadHUD.ExoSuitRtsGamepadHUD_C:WidgetTree_961.TextBlock_3300) CONTENT: Toggle Keybind Help UI(/Game/PrimalEarth/BattleArena/ExoSuitRtsGamepadHUD.ExoSuitRtsGamepadHUD_C:WidgetTree_961.TextBlock_3357) CONTENT: +(/Game/PrimalEarth/BattleArena/ExoSuitRtsGamepadHUD.ExoSuitRtsGamepadHUD_C:WidgetTree_961.TextBlock_1000) CONTENT: +(/Game/PrimalEarth/BattleArena/ExoSuitRtsGamepadHUD.ExoSuitRtsGamepadHUD_C:WidgetTree_961.TextBlock_976) CONTENT: 2x(/Game/PrimalEarth/BattleArena/ExoSuitRtsGamepadHUD.ExoSuitRtsGamepadHUD_C:WidgetTree_961.TextBlock_1006) CONTENT: + 2x(/Game/PrimalEarth/BattleArena/ExoSuitRtsGamepadHUD.ExoSuitRtsGamepadHUD_C:WidgetTree_961.TextBlock_1011) CONTENT: +(/Game/PrimalEarth/BattleArena/ExoSuitRtsGamepadHUD.ExoSuitRtsGamepadHUD_C:WidgetTree_961.TextBlock_1017) CONTENT: + 2x(/Game/PrimalEarth/BattleArena/ExoSuitRtsGamepadHUD.ExoSuitRtsGamepadHUD_C:WidgetTree_961.TextBlock_1081) CONTENT: +(/Game/PrimalEarth/BattleArena/ExoSuitRtsGamepadHUD.ExoSuitRtsGamepadHUD_C:WidgetTree_961.TextBlock_1129) CONTENT: HotBarKey (Tap)(/Game/PrimalEarth/BattleArena/ExoSuitRtsGamepadHUD.ExoSuitRtsGamepadHUD_C:WidgetTree_961.TextBlock_1336) CONTENT: HotBarKey (2x Tap)(/Game/PrimalEarth/BattleArena/ExoSuitRtsGamepadHUD.ExoSuitRtsGamepadHUD_C:WidgetTree_961.TextBlock_1680) CONTENT: HotBarKey (Hold)(/Game/PrimalEarth/BattleArena/ExoSuitRtsGamepadHUD.ExoSuitRtsGamepadHUD_C:WidgetTree_961.TextBlock_1353) CONTENT: + HotBarKey (Tap)(/Game/PrimalEarth/BattleArena/ExoSuitRtsGamepadHUD.ExoSuitRtsGamepadHUD_C:WidgetTree_961.TextBlock_1370) CONTENT: + HotBarKey (Hold)(/Game/PrimalEarth/BattleArena/ExoSuitRtsGamepadHUD.ExoSuitRtsGamepadHUD_C:WidgetTree_961.TextBlock_1388) CONTENT: +(/Game/PrimalEarth/BattleArena/ExoSuitRtsGamepadHUD.ExoSuitRtsGamepadHUD_C:WidgetTree_961.TextBlock_1407) CONTENT: + HotBarKey (Tap)(/Game/PrimalEarth/BattleArena/ExoSuitRtsGamepadHUD.ExoSuitRtsGamepadHUD_C:WidgetTree_961.TextBlock_1491) CONTENT: +(/Game/PrimalEarth/BattleArena/ExoSuitRtsGamepadHUD.ExoSuitRtsGamepadHUD_C:WidgetTree_961.TextBlock_1427) CONTENT: + HotBarKey (Hold)(/Game/PrimalEarth/BattleArena/ExoSuitRtsGamepadHUD.ExoSuitRtsGamepadHUD_C:WidgetTree_961.TextBlock_1514) CONTENT: +(/Game/PrimalEarth/BattleArena/ExoSuitRtsGamepadHUD.ExoSuitRtsGamepadHUD_C:WidgetTree_961.TextBlock_1123) CONTENT: R(/Game/PrimalEarth/BattleArena/ExoSuitRtsGamepadHUD.ExoSuitRtsGamepadHUD_C:WidgetTree_961.TextBlock_9443) CONTENT: Q(/Game/PrimalEarth/BattleArena/ExoSuitRtsGamepadHUD.ExoSuitRtsGamepadHUD_C:WidgetTree_961.TextBlock_9477) CONTENT: 2x(/Game/PrimalEarth/BattleArena/ExoSuitRtsGamepadHUD.ExoSuitRtsGamepadHUD_C:WidgetTree_961.TextBlock_10105) CONTENT: Shift + 2x(/Game/PrimalEarth/BattleArena/ExoSuitRtsGamepadHUD.ExoSuitRtsGamepadHUD_C:WidgetTree_961.TextBlock_10176) CONTENT: Ctrl + 2x(/Game/PrimalEarth/BattleArena/ExoSuitRtsGamepadHUD.ExoSuitRtsGamepadHUD_C:WidgetTree_961.TextBlock_10249) CONTENT: X(/Game/PrimalEarth/BattleArena/ExoSuitRtsGamepadHUD.ExoSuitRtsGamepadHUD_C:WidgetTree_961.TextBlock_10362) CONTENT: HotBarKey (Tap)(/Game/PrimalEarth/BattleArena/ExoSuitRtsGamepadHUD.ExoSuitRtsGamepadHUD_C:WidgetTree_961.TextBlock_10401) CONTENT: HotBarKey (2x Tap)(/Game/PrimalEarth/BattleArena/ExoSuitRtsGamepadHUD.ExoSuitRtsGamepadHUD_C:WidgetTree_961.TextBlock_10440) CONTENT: HotBarKey (Hold)(/Game/PrimalEarth/BattleArena/ExoSuitRtsGamepadHUD.ExoSuitRtsGamepadHUD_C:WidgetTree_961.TextBlock_10480) CONTENT: Shift + HotBarKey (Tap)(/Game/PrimalEarth/BattleArena/ExoSuitRtsGamepadHUD.ExoSuitRtsGamepadHUD_C:WidgetTree_961.TextBlock_10521) CONTENT: Shift + HotBarKey (Hold)(/Game/PrimalEarth/BattleArena/ExoSuitRtsGamepadHUD.ExoSuitRtsGamepadHUD_C:WidgetTree_961.TextBlock_10563) CONTENT: Ctrl + HotBarKey (Tap)(/Game/PrimalEarth/BattleArena/ExoSuitRtsGamepadHUD.ExoSuitRtsGamepadHUD_C:WidgetTree_961.TextBlock_10606) CONTENT: Ctrl + HotBarKey (Hold)(/Game/PrimalEarth/BattleArena/ExoSuitRtsGamepadHUD.ExoSuitRtsGamepadHUD_C:WidgetTree_961.TextBlock_10650) CONTENT: Shift + MMB(/Game/PrimalEarth/BattleArena/ExoSuitRtsGamepadHUD.ExoSuitRtsGamepadHUD_C:WidgetTree_961.TextBlock_10695) LITERAL: : (/Game/PrimalEarth/BattleArena/RTSControlCharacter.RTSControlCharacter:BlueprintDrawFloatingHUD.K2Node_CallFunction_72032) LITERAL: Selected: (/Game/PrimalEarth/BattleArena/RTSControlCharacter.RTSControlCharacter:BlueprintDrawFloatingHUD.K2Node_CallFunction_195407) LITERAL: SetDinoGroup(/Game/PrimalEarth/BattleArena/RTSControlCharacter.RTSControlCharacter:UseDinoSelectionGroup.K2Node_CallFunction_147406) LITERAL: SetDinoGroup(/Game/PrimalEarth/BattleArena/RTSControlCharacter.RTSControlCharacter:UseDinoSelectionGroup.K2Node_CallFunction_159410) LITERAL: Enemy Structure Nearby - Control Mode Terminated(/Game/PrimalEarth/BattleArena/RTSControlCharacter.RTSControlCharacter:IsValidRTSControlLocatioon.K2Node_CallFunction_41216) LITERAL: Wait {0} Seconds before reactivating Commander Mode(/Game/Genesis2/Dinos/Exosuit/Exosuit_RTS_Character_BP.Exosuit_RTS_Character_BP:ServerStartRTS.K2Node_FormatText_26) LITERAL: RTS Mode Is Disabled During Missions(/Game/Genesis2/Dinos/Exosuit/Exosuit_RTS_Character_BP.Exosuit_RTS_Character_BP:ServerStartRTS.K2Node_CallFunction_60633) LITERAL: RTS MODE(/Game/Genesis2/Dinos/Exosuit/Exosuit_RTS_Character_BP.Exosuit_RTS_Character_BP:OnRep_IsInRtsMode.K2Node_CallFunction_174093) LITERAL: Wait {0} Seconds before reactivating Commander Mode(/Game/Genesis2/Dinos/Exosuit/Exosuit_RTS_Character_BP.Exosuit_RTS_Character_BP:EdGraph_144235.K2Node_CallFunction_367878) LITERAL: 0(/Game/Genesis2/Dinos/Exosuit/Exosuit_RTS_Character_BP.Exosuit_RTS_Character_BP:EdGraph_144235.K2Node_MakeStruct_2848) LITERAL: Wait {0} Seconds before reactivating Commander Mode(/Game/Genesis2/Dinos/Exosuit/Exosuit_RTS_Character_BP.Exosuit_RTS_Character_BP:EdGraph_144257.K2Node_CallFunction_367917) LITERAL: 0(/Game/Genesis2/Dinos/Exosuit/Exosuit_RTS_Character_BP.Exosuit_RTS_Character_BP:EdGraph_144257.K2Node_MakeStruct_2849) CONTENT: Strider Transmitter(/Engine/Transient.REINST_PrimalInventoryBP_TekTransmitter_Strider_C_0) CONTENT: Strider Transmitter(/Engine/Transient.Default__REINST_PrimalInventoryBP_TekTransmitter_Strider_C_44666) CONTENT: Strider Transmitter(/Engine/Transient.REINST_PrimalInventoryBP_TekTransmitter_Strider_C_1) CONTENT: Strider Transmitter(/Engine/Transient.Default__REINST_PrimalInventoryBP_TekTransmitter_Strider_C_44670) CONTENT: Strider Transmitter(/Game/Genesis2/Dinos/TekStrider/PrimalInventoryBP_TekTransmitter_Strider.Default__PrimalInventoryBP_TekTransmitter_Strider_C) CONTENT: Moeder Trophy(/Game/Genesis/CoreBlueprints/Items/Trophies/PrimalItemTrophy_EelBoss.Default__PrimalItemTrophy_EelBoss_C) CONTENT: Place it on a trophy wall-mount, and keep it safe to use as an invaluable token of your prowess...(/Game/Genesis/CoreBlueprints/Items/Trophies/PrimalItemTrophy_EelBoss.Default__PrimalItemTrophy_EelBoss_C) CONTENT: Alpha Moeder Trophy(/Game/Genesis/CoreBlueprints/Items/Trophies/PrimalItemTrophy_EelBoss_Alpha.Default__PrimalItemTrophy_EelBoss_Alpha_C) CONTENT: Beta Moeder Trophy(/Game/Genesis/CoreBlueprints/Items/Trophies/PrimalItemTrophy_EelBoss_Beta.Default__PrimalItemTrophy_EelBoss_Beta_C) CONTENT: Gamma Moeder Trophy(/Game/Genesis/CoreBlueprints/Items/Trophies/PrimalItemTrophy_EelBoss_Gamma.Default__PrimalItemTrophy_EelBoss_Gamma_C) CONTENT: Tractor Beam (Grabbing)(/Engine/Transient.REINST_Buff_GrabbedByBeam_C_0) CONTENT: A beam of energy is trying to trap you!(/Engine/Transient.REINST_Buff_GrabbedByBeam_C_0) CONTENT: Tractor Beam (Grabbing)(/Engine/Transient.Default__REINST_Buff_GrabbedByBeam_C_44710) CONTENT: A beam of energy is trying to trap you!(/Engine/Transient.Default__REINST_Buff_GrabbedByBeam_C_44710) CONTENT: Tractor Beam (Grabbing)(/Engine/Transient.REINST_Buff_GrabbedByBeam_C_1) CONTENT: A beam of energy is trying to trap you!(/Engine/Transient.REINST_Buff_GrabbedByBeam_C_1) CONTENT: Hover Skiff(/Engine/Transient.REINST_TekHoverSkiff_Character_BP_C_0) CONTENT: Tractor Beam(/Engine/Transient.REINST_Buff_AttachedToBeam_C_0) CONTENT: You are trapped in a beam of energy(/Engine/Transient.REINST_Buff_AttachedToBeam_C_0) CONTENT: Tractor Beam(/Engine/Transient.Default__REINST_Buff_AttachedToBeam_C_44718) CONTENT: You are trapped in a beam of energy(/Engine/Transient.Default__REINST_Buff_AttachedToBeam_C_44718) CONTENT: Tractor Beam(/Engine/Transient.REINST_Buff_AttachedToBeam_C_1) CONTENT: You are trapped in a beam of energy(/Engine/Transient.REINST_Buff_AttachedToBeam_C_1) LITERAL: % >(/Game/Genesis/Dinos/TEKHoverSkiff/TekHoverSkiff_Character_BP.TekHoverSkiff_Character_BP:BlueprintDrawFloatingHUD.K2Node_CallFunction_183928) LITERAL: < Repairing... (/Game/Genesis/Dinos/TEKHoverSkiff/TekHoverSkiff_Character_BP.TekHoverSkiff_Character_BP:BlueprintDrawFloatingHUD.K2Node_CallFunction_204660) LITERAL: < Auto repairing...(/Game/Genesis/Dinos/TEKHoverSkiff/TekHoverSkiff_Character_BP.TekHoverSkiff_Character_BP:BlueprintDrawFloatingHUD.K2Node_CallFunction_204660) LITERAL: < Auto repair requires fuel >(/Game/Genesis/Dinos/TEKHoverSkiff/TekHoverSkiff_Character_BP.TekHoverSkiff_Character_BP:BlueprintDrawFloatingHUD.K2Node_CallFunction_206473) LITERAL: < (/Game/Genesis/Dinos/TEKHoverSkiff/TekHoverSkiff_Character_BP.TekHoverSkiff_Character_BP:BlueprintDrawFloatingHUD.K2Node_CallFunction_274041) LITERAL: s >(/Game/Genesis/Dinos/TEKHoverSkiff/TekHoverSkiff_Character_BP.TekHoverSkiff_Character_BP:BlueprintDrawFloatingHUD.K2Node_CallFunction_274138) LITERAL: )(/Game/Genesis/Dinos/TEKHoverSkiff/TekHoverSkiff_Character_BP.TekHoverSkiff_Character_BP:BP_OverrideBasedCharactersCameraInterpSpeed.K2Node_CallFunction_222859) LITERAL: Camera Speed Mult: (/Game/Genesis/Dinos/TEKHoverSkiff/TekHoverSkiff_Character_BP.TekHoverSkiff_Character_BP:BP_OverrideBasedCharactersCameraInterpSpeed.K2Node_CallFunction_222860) LITERAL: ->(/Game/Genesis/Dinos/TEKHoverSkiff/TekHoverSkiff_Character_BP.TekHoverSkiff_Character_BP:BP_OverrideBasedCharactersCameraInterpSpeed.K2Node_CallFunction_222860) LITERAL: ((/Game/Genesis/Dinos/TEKHoverSkiff/TekHoverSkiff_Character_BP.TekHoverSkiff_Character_BP:BP_OverrideBasedCharactersCameraInterpSpeed.K2Node_CallFunction_222861) LITERAL: m(/Game/Genesis/Dinos/TEKHoverSkiff/TekHoverSkiff_Character_BP.TekHoverSkiff_Character_BP:BPGetHUDElements.K2Node_CallFunction_119375) LITERAL: Scanning...(/Game/Genesis/Dinos/TEKHoverSkiff/TekHoverSkiff_Character_BP.TekHoverSkiff_Character_BP:BPGetHUDElements.K2Node_CallFunction_139124) LITERAL: Altitude(/Game/Genesis/Dinos/TEKHoverSkiff/TekHoverSkiff_Character_BP.TekHoverSkiff_Character_BP:BPGetHUDElements.K2Node_CallFunction_146008) LITERAL: Height from Ground(/Game/Genesis/Dinos/TEKHoverSkiff/TekHoverSkiff_Character_BP.TekHoverSkiff_Character_BP:BPGetHUDElements.K2Node_CallFunction_146008) LITERAL: Scanning...(/Game/Genesis/Dinos/TEKHoverSkiff/TekHoverSkiff_Character_BP.TekHoverSkiff_Character_BP:BPGetHUDElements.K2Node_CallFunction_179859) LITERAL: x(/Game/Genesis/Dinos/TEKHoverSkiff/TekHoverSkiff_Character_BP.TekHoverSkiff_Character_BP:BPGetHUDElements.K2Node_CallFunction_198136) LITERAL: INFINITE FUEL(/Game/Genesis/Dinos/TEKHoverSkiff/TekHoverSkiff_Character_BP.TekHoverSkiff_Character_BP:BPGetHUDElements.K2Node_CallFunction_224384) LITERAL: / (/Game/Genesis/Dinos/TEKHoverSkiff/TekHoverSkiff_Character_BP.TekHoverSkiff_Character_BP:BPGetHUDElements.K2Node_CallFunction_269171) LITERAL: ](/Game/Genesis/Dinos/TEKHoverSkiff/TekHoverSkiff_Character_BP.TekHoverSkiff_Character_BP:BPGetHUDElements.K2Node_CallFunction_269171) LITERAL: Element Fuel: [ (/Game/Genesis/Dinos/TEKHoverSkiff/TekHoverSkiff_Character_BP.TekHoverSkiff_Character_BP:BPGetHUDElements.K2Node_CallFunction_287852) LITERAL: TAKEOFF(/Game/Genesis/Dinos/TEKHoverSkiff/TekHoverSkiff_Character_BP.TekHoverSkiff_Character_BP:BPGetHUDElements.K2Node_CallFunction_297798) LITERAL: -(/Game/Genesis/Dinos/TEKHoverSkiff/TekHoverSkiff_Character_BP.TekHoverSkiff_Character_BP:BPGetHUDElements.K2Node_CallFunction_300255) LITERAL: -(/Game/Genesis/Dinos/TEKHoverSkiff/TekHoverSkiff_Character_BP.TekHoverSkiff_Character_BP:BPGetHUDElements.K2Node_CallFunction_63552) LITERAL: LANDING...(/Game/Genesis/Dinos/TEKHoverSkiff/TekHoverSkiff_Character_BP.TekHoverSkiff_Character_BP:BPGetHUDElements.K2Node_CallFunction_70131) LITERAL: LANDED(/Game/Genesis/Dinos/TEKHoverSkiff/TekHoverSkiff_Character_BP.TekHoverSkiff_Character_BP:BPGetHUDElements.K2Node_CallFunction_70131) LITERAL: 100(/Game/Genesis/Dinos/TEKHoverSkiff/TekHoverSkiff_Character_BP.TekHoverSkiff_Character_BP:BPGetMultiUseEntries.K2Node_CallFunction_160223) LITERAL: Turn Headlights OFF(/Game/Genesis/Dinos/TEKHoverSkiff/TekHoverSkiff_Character_BP.TekHoverSkiff_Character_BP:BPGetMultiUseEntries.K2Node_CallFunction_187562) LITERAL: Turn Headlights ON(/Game/Genesis/Dinos/TEKHoverSkiff/TekHoverSkiff_Character_BP.TekHoverSkiff_Character_BP:BPGetMultiUseEntries.K2Node_CallFunction_187562) LITERAL: [Requires landing](/Game/Genesis/Dinos/TEKHoverSkiff/TekHoverSkiff_Character_BP.TekHoverSkiff_Character_BP:BPGetMultiUseEntries.K2Node_CallFunction_203003) LITERAL: Repairing disabled ((/Game/Genesis/Dinos/TEKHoverSkiff/TekHoverSkiff_Character_BP.TekHoverSkiff_Character_BP:BPGetMultiUseEntries.K2Node_CallFunction_307428) LITERAL: s)(/Game/Genesis/Dinos/TEKHoverSkiff/TekHoverSkiff_Character_BP.TekHoverSkiff_Character_BP:BPGetMultiUseEntries.K2Node_CallFunction_307527) LITERAL: <(/Game/Genesis/Dinos/TEKHoverSkiff/TekHoverSkiff_Character_BP.TekHoverSkiff_Character_BP:BPGetMultiUseEntries.K2Node_CallFunction_460805) LITERAL: %>(/Game/Genesis/Dinos/TEKHoverSkiff/TekHoverSkiff_Character_BP.TekHoverSkiff_Character_BP:BPGetMultiUseEntries.K2Node_CallFunction_460902) LITERAL: Try to Land(/Game/Genesis/Dinos/TEKHoverSkiff/TekHoverSkiff_Character_BP.TekHoverSkiff_Character_BP:BPGetMultiUseEntries.K2Node_MakeStruct_3213) LITERAL: Nudge(/Game/Genesis/Dinos/TEKHoverSkiff/TekHoverSkiff_Character_BP.TekHoverSkiff_Character_BP:BPGetMultiUseEntries.K2Node_MakeStruct_5334) LITERAL: Flying Vel: (/Game/Genesis/Dinos/TEKHoverSkiff/TekHoverSkiff_Character_BP.TekHoverSkiff_Character_BP:BPOverrideFlyingVelocity.K2Node_CallFunction_412876) LITERAL: DisableLevelUps(/Game/Genesis/Dinos/TEKHoverSkiff/TekHoverSkiff_Character_BP.TekHoverSkiff_Character_BP:BPSetupTamed.K2Node_CallFunction_233559) LITERAL: DisableLevelUps(/Game/Genesis/Dinos/TEKHoverSkiff/TekHoverSkiff_Character_BP.TekHoverSkiff_Character_BP:BSetupDinoTameable.K2Node_CallFunction_233559) LITERAL: Curr Hit %: (/Game/Genesis/Dinos/TEKHoverSkiff/TekHoverSkiff_Character_BP.TekHoverSkiff_Character_BP:DoHoverSlopeCheck.K2Node_CallFunction_272902) LITERAL: Avg Z: (/Game/Genesis/Dinos/TEKHoverSkiff/TekHoverSkiff_Character_BP.TekHoverSkiff_Character_BP:DoHoverSlopeCheck.K2Node_CallFunction_372005) LITERAL: ToggleWeaponAccessory_Controller(/Game/Genesis/Dinos/TEKHoverSkiff/TekHoverSkiff_Character_BP.TekHoverSkiff_Character_BP:EventGraph.K2Node_CallFunction_191581) LITERAL: DisableLevelUps(/Game/Genesis/Dinos/TEKHoverSkiff/TekHoverSkiff_Character_BP.TekHoverSkiff_Character_BP:EventGraph.K2Node_CallFunction_233559) LITERAL: s...)(/Game/Genesis/Dinos/TEKHoverSkiff/TekHoverSkiff_Character_BP.TekHoverSkiff_Character_BP:GetRepairModeHudMessage.K2Node_CallFunction_305418) LITERAL: s...)(/Game/Genesis/Dinos/TEKHoverSkiff/TekHoverSkiff_Character_BP.TekHoverSkiff_Character_BP:GetRepairModeHudMessage.K2Node_CallFunction_318701) LITERAL: DestroySkiff(/Game/Genesis/Dinos/TEKHoverSkiff/TekHoverSkiff_Character_BP.TekHoverSkiff_Character_BP:KillSkiff.K2Node_CallFunction_505793) LITERAL: Timer_DoDeactivateBeam(/Game/Genesis/Dinos/TEKHoverSkiff/TekHoverSkiff_Character_BP.TekHoverSkiff_Character_BP:OnBeamStartSearching.K2Node_CallFunction_154080) LITERAL: Timer_DoActivateBeam(/Game/Genesis/Dinos/TEKHoverSkiff/TekHoverSkiff_Character_BP.TekHoverSkiff_Character_BP:OnBeamStartSearching.K2Node_CallFunction_154164) LITERAL: Timer_DoOpenBeam(/Game/Genesis/Dinos/TEKHoverSkiff/TekHoverSkiff_Character_BP.TekHoverSkiff_Character_BP:OnBeamStartSearching.K2Node_CallFunction_231133) LITERAL: Timer_DoOpenBeam(/Game/Genesis/Dinos/TEKHoverSkiff/TekHoverSkiff_Character_BP.TekHoverSkiff_Character_BP:OnBeamTurretOpened.K2Node_CallFunction_154080) LITERAL: Timer_DoActivateBeam(/Game/Genesis/Dinos/TEKHoverSkiff/TekHoverSkiff_Character_BP.TekHoverSkiff_Character_BP:OnBeamTurretOpened.K2Node_CallFunction_154164) LITERAL: Timer_DoDeactivateBeam(/Game/Genesis/Dinos/TEKHoverSkiff/TekHoverSkiff_Character_BP.TekHoverSkiff_Character_BP:OnBeamTurretOpened.K2Node_CallFunction_307578) LITERAL: Timer_DoDeactivateBeam(/Game/Genesis/Dinos/TEKHoverSkiff/TekHoverSkiff_Character_BP.TekHoverSkiff_Character_BP:OnCloseBeamTurret.K2Node_CallFunction_154080) LITERAL: Timer_DoActivateBeam(/Game/Genesis/Dinos/TEKHoverSkiff/TekHoverSkiff_Character_BP.TekHoverSkiff_Character_BP:OnCloseBeamTurret.K2Node_CallFunction_154164) LITERAL: Timer_DoOpenBeam(/Game/Genesis/Dinos/TEKHoverSkiff/TekHoverSkiff_Character_BP.TekHoverSkiff_Character_BP:OnCloseBeamTurret.K2Node_CallFunction_231133) LITERAL: BEAM STATE CHANGE :: (/Game/Genesis/Dinos/TEKHoverSkiff/TekHoverSkiff_Character_BP.TekHoverSkiff_Character_BP:OnSkiffBeamStateChanged.K2Node_CallFunction_236322) LITERAL: HOVER STATE CHANGE :: (/Game/Genesis/Dinos/TEKHoverSkiff/TekHoverSkiff_Character_BP.TekHoverSkiff_Character_BP:OnSkiffHoverStateChanged.K2Node_CallFunction_236322) LITERAL: INVALID ITEM CHANGE(/Game/Genesis/Dinos/TEKHoverSkiff/TekHoverSkiff_Character_BP.TekHoverSkiff_Character_BP:OnSkiffInventoryUpdated.K2Node_CallFunction_70358) LITERAL: START LANDING(/Game/Genesis/Dinos/TEKHoverSkiff/TekHoverSkiff_Character_BP.TekHoverSkiff_Character_BP:OnSkiffLandingStageChanged.K2Node_CallFunction_176309) LITERAL: STOP LANDING(/Game/Genesis/Dinos/TEKHoverSkiff/TekHoverSkiff_Character_BP.TekHoverSkiff_Character_BP:OnSkiffLandingStageChanged.K2Node_CallFunction_176309) LITERAL: CrashTimeout(/Game/Genesis/Dinos/TEKHoverSkiff/TekHoverSkiff_Character_BP.TekHoverSkiff_Character_BP:OnSkiffStartedCrashing.K2Node_CallFunction_57214) LITERAL: Timer_DoOpenBeam(/Game/Genesis/Dinos/TEKHoverSkiff/TekHoverSkiff_Character_BP.TekHoverSkiff_Character_BP:OnStartActivatingBeam.K2Node_CallFunction_154080) LITERAL: Timer_DoActivateBeam(/Game/Genesis/Dinos/TEKHoverSkiff/TekHoverSkiff_Character_BP.TekHoverSkiff_Character_BP:OnStartActivatingBeam.K2Node_CallFunction_154164) LITERAL: Timer_DoDeactivateBeam(/Game/Genesis/Dinos/TEKHoverSkiff/TekHoverSkiff_Character_BP.TekHoverSkiff_Character_BP:OnStartActivatingBeam.K2Node_CallFunction_307578) LITERAL: Timer_DoActivateBeam(/Game/Genesis/Dinos/TEKHoverSkiff/TekHoverSkiff_Character_BP.TekHoverSkiff_Character_BP:OnStartActivatingBeam.K2Node_CallFunction_83341) LITERAL: Timer_DoOpenBeam(/Game/Genesis/Dinos/TEKHoverSkiff/TekHoverSkiff_Character_BP.TekHoverSkiff_Character_BP:OnStartClosingBeamTurret.K2Node_CallFunction_306840) LITERAL: Timer_DoDeactivateBeam(/Game/Genesis/Dinos/TEKHoverSkiff/TekHoverSkiff_Character_BP.TekHoverSkiff_Character_BP:OnStartClosingBeamTurret.K2Node_CallFunction_306841) LITERAL: Timer_DoActivateBeam(/Game/Genesis/Dinos/TEKHoverSkiff/TekHoverSkiff_Character_BP.TekHoverSkiff_Character_BP:OnStartClosingBeamTurret.K2Node_CallFunction_306842) LITERAL: Timer_DoDeactivateBeam(/Game/Genesis/Dinos/TEKHoverSkiff/TekHoverSkiff_Character_BP.TekHoverSkiff_Character_BP:OnStartClosingBeamTurret.K2Node_CallFunction_83257) LITERAL: Timer_DoOpenBeam(/Game/Genesis/Dinos/TEKHoverSkiff/TekHoverSkiff_Character_BP.TekHoverSkiff_Character_BP:OnStartOpeningBeam.K2Node_CallFunction_154080) LITERAL: Timer_DoActivateBeam(/Game/Genesis/Dinos/TEKHoverSkiff/TekHoverSkiff_Character_BP.TekHoverSkiff_Character_BP:OnStartOpeningBeam.K2Node_CallFunction_154164) LITERAL: Timer_DoDeactivateBeam(/Game/Genesis/Dinos/TEKHoverSkiff/TekHoverSkiff_Character_BP.TekHoverSkiff_Character_BP:OnStartOpeningBeam.K2Node_CallFunction_307578) LITERAL: Timer_DoOpenBeam(/Game/Genesis/Dinos/TEKHoverSkiff/TekHoverSkiff_Character_BP.TekHoverSkiff_Character_BP:OnStartOpeningBeam.K2Node_CallFunction_83341) LITERAL: DAMAGE TRACKER :: (/Game/Genesis/Dinos/TEKHoverSkiff/TekHoverSkiff_Character_BP.TekHoverSkiff_Character_BP:ReceiveAnyDamage.K2Node_CallFunction_217862) LITERAL: HIT :: (/Game/Genesis/Dinos/TEKHoverSkiff/TekHoverSkiff_Character_BP.TekHoverSkiff_Character_BP:ReceiveHit.K2Node_CallFunction_234031) LITERAL: // (/Game/Genesis/Dinos/TEKHoverSkiff/TekHoverSkiff_Character_BP.TekHoverSkiff_Character_BP:ReceiveHit.K2Node_CallFunction_234128) LITERAL: [Blocking: (/Game/Genesis/Dinos/TEKHoverSkiff/TekHoverSkiff_Character_BP.TekHoverSkiff_Character_BP:ReceiveHit.K2Node_CallFunction_235625) LITERAL: ](/Game/Genesis/Dinos/TEKHoverSkiff/TekHoverSkiff_Character_BP.TekHoverSkiff_Character_BP:ReceiveHit.K2Node_CallFunction_235625) LITERAL: :: (/Game/Genesis/Dinos/TEKHoverSkiff/TekHoverSkiff_Character_BP.TekHoverSkiff_Character_BP:SetSkiffMovementInputAxisValue.K2Node_CallFunction_150126) LITERAL: :: (/Game/Genesis/Dinos/TEKHoverSkiff/TekHoverSkiff_Character_BP.TekHoverSkiff_Character_BP:SetSkiffMovementInputAxisValue.K2Node_CallFunction_150341) LITERAL: Pulse Speed :: (/Game/Genesis/Dinos/TEKHoverSkiff/TekHoverSkiff_Character_BP.TekHoverSkiff_Character_BP:Tick_ManageAutoRepair.K2Node_CallFunction_176991) LITERAL: Repair Color Strength :: (/Game/Genesis/Dinos/TEKHoverSkiff/TekHoverSkiff_Character_BP.TekHoverSkiff_Character_BP:Tick_ManageAutoRepair.K2Node_CallFunction_176992) LITERAL: Repair Color :: (/Game/Genesis/Dinos/TEKHoverSkiff/TekHoverSkiff_Character_BP.TekHoverSkiff_Character_BP:Tick_ManageAutoRepair.K2Node_CallFunction_232954) LITERAL: } AT :: (/Game/Genesis/Dinos/TEKHoverSkiff/HoverSkiff_Deathsplosion.HoverSkiff_Deathsplosion:ReceiveDestroyed.K2Node_CallFunction_222791) LITERAL: s(/Game/Genesis/Dinos/TEKHoverSkiff/HoverSkiff_Deathsplosion.HoverSkiff_Deathsplosion:ReceiveDestroyed.K2Node_CallFunction_222791) LITERAL: DESTROYING {(/Game/Genesis/Dinos/TEKHoverSkiff/HoverSkiff_Deathsplosion.HoverSkiff_Deathsplosion:ReceiveDestroyed.K2Node_CallFunction_224688) LITERAL: -> Lifetime: (/Game/Genesis/Dinos/TEKHoverSkiff/HoverSkiff_Deathsplosion.HoverSkiff_Deathsplosion:ReceiveDestroyed.K2Node_CallFunction_73729) LITERAL: } AT :: (/Game/Genesis/Dinos/TEKHoverSkiff/HoverSkiff_Deathsplosion.HoverSkiff_Deathsplosion:InitDeathsplosion.K2Node_CallFunction_222791) LITERAL: s(/Game/Genesis/Dinos/TEKHoverSkiff/HoverSkiff_Deathsplosion.HoverSkiff_Deathsplosion:InitDeathsplosion.K2Node_CallFunction_222791) LITERAL: SPAWNING {(/Game/Genesis/Dinos/TEKHoverSkiff/HoverSkiff_Deathsplosion.HoverSkiff_Deathsplosion:InitDeathsplosion.K2Node_CallFunction_224688) CONTENT: Element Available(/Engine/Transient.TRASHCLASS_HoverSkiffHudWidget_44870:TextBlock_1978) CONTENT: 100 / 100(/Engine/Transient.TRASHCLASS_HoverSkiffHudWidget_44870:TextBlock_1979) CONTENT: Fuel Tank(/Engine/Transient.TRASHCLASS_HoverSkiffHudWidget_44870:TextBlock_1980) CONTENT: 100.0%(/Engine/Transient.TRASHCLASS_HoverSkiffHudWidget_44870:TextBlock_1981) CONTENT: Fuel Usage(/Engine/Transient.TRASHCLASS_HoverSkiffHudWidget_44870:TextBlock_1982) CONTENT: 80x(/Engine/Transient.TRASHCLASS_HoverSkiffHudWidget_44870:TextBlock_1983) CONTENT: Auto-Repairing(/Engine/Transient.TRASHCLASS_HoverSkiffHudWidget_44870:TextBlock_1984) CONTENT: 0.02 hp/s(/Engine/Transient.TRASHCLASS_HoverSkiffHudWidget_44870:TextBlock_1985) CONTENT: Hover Height(/Engine/Transient.TRASHCLASS_HoverSkiffHudWidget_44870:TextBlock_1986) CONTENT: 5,000m(/Engine/Transient.TRASHCLASS_HoverSkiffHudWidget_44870:TextBlock_1987) CONTENT: LAUNCHING(/Engine/Transient.TRASHCLASS_HoverSkiffHudWidget_44870:TextBlock_1988) CONTENT: Warming up...(/Engine/Transient.TRASHCLASS_HoverSkiffHudWidget_44870:TextBlock_1989) CONTENT: 9,999.99(/Engine/Transient.TRASHCLASS_HoverSkiffHudWidget_44870:TextBlock_1990) CONTENT: Alt Fuel(/Engine/Transient.TRASHCLASS_HoverSkiffHudWidget_44870:TextBlock_1991) LITERAL: DestroySkiffHudWidget(/Game/Genesis/Dinos/TEKHoverSkiff/HoverSkiffHudWidget.HoverSkiffHudWidget:EventGraph.K2Node_CallFunction_229042) LITERAL: Element Reserve x(/Game/Genesis/Dinos/TEKHoverSkiff/HoverSkiffHudWidget.HoverSkiffHudWidget:Get_ElementFuelValueTextBlock_Text_0.K2Node_CallFunction_162148) LITERAL: {0}x(/Game/Genesis/Dinos/TEKHoverSkiff/HoverSkiffHudWidget.HoverSkiffHudWidget:Get_FuelConsumptionRateValueTextBlock_Text_0.K2Node_FormatText_226) LITERAL: {0}%(/Game/Genesis/Dinos/TEKHoverSkiff/HoverSkiffHudWidget.HoverSkiffHudWidget:Get_CurrentElementValueTextBlock_Text_0.K2Node_FormatText_212) LITERAL: {0} / {1}(/Game/Genesis/Dinos/TEKHoverSkiff/HoverSkiffHudWidget.HoverSkiffHudWidget:Get_FuelReserveTextBlock_Text_0.K2Node_FormatText_226) LITERAL: Taking Off(/Game/Genesis/Dinos/TEKHoverSkiff/HoverSkiffHudWidget.HoverSkiffHudWidget:Get_AltitudeLabelTextBlock_Text_0.K2Node_CallFunction_225244) LITERAL: Autolander Engaged(/Game/Genesis/Dinos/TEKHoverSkiff/HoverSkiffHudWidget.HoverSkiffHudWidget:Get_AltitudeLabelTextBlock_Text_0.K2Node_CallFunction_330218) LITERAL: Landing Struts Deployed(/Game/Genesis/Dinos/TEKHoverSkiff/HoverSkiffHudWidget.HoverSkiffHudWidget:Get_AltitudeLabelTextBlock_Text_0.K2Node_CallFunction_189670) LITERAL: Altitude(/Game/Genesis/Dinos/TEKHoverSkiff/HoverSkiffHudWidget.HoverSkiffHudWidget:Get_AltitudeLabelTextBlock_Text_0.K2Node_CallFunction_189671) LITERAL: Hover Height(/Game/Genesis/Dinos/TEKHoverSkiff/HoverSkiffHudWidget.HoverSkiffHudWidget:Get_AltitudeLabelTextBlock_Text_0.K2Node_CallFunction_189671) LITERAL: Hover Height(/Game/Genesis/Dinos/TEKHoverSkiff/HoverSkiffHudWidget.HoverSkiffHudWidget:Get_AltitudeLabelTextBlock_Text_0.K2Node_CallFunction_192536) LITERAL: Retrieving Data(/Game/Genesis/Dinos/TEKHoverSkiff/HoverSkiffHudWidget.HoverSkiffHudWidget:Get_AltitudeLabelTextBlock_Text_0.K2Node_CallFunction_192536) LITERAL: Launching Disabled(/Game/Genesis/Dinos/TEKHoverSkiff/HoverSkiffHudWidget.HoverSkiffHudWidget:Get_AltitudeLabelTextBlock_Text_0.K2Node_CallFunction_331801) LITERAL: m(/Game/Genesis/Dinos/TEKHoverSkiff/HoverSkiffHudWidget.HoverSkiffHudWidget:Get_AltitudeValueTextBlock_Text_0.K2Node_CallFunction_277894) LITERAL: Scanning...(/Game/Genesis/Dinos/TEKHoverSkiff/HoverSkiffHudWidget.HoverSkiffHudWidget:Get_AltitudeValueTextBlock_Text_0.K2Node_CallFunction_209808) LITERAL: --(/Game/Genesis/Dinos/TEKHoverSkiff/HoverSkiffHudWidget.HoverSkiffHudWidget:Get_AltFuelValueTextBlock_Text_0.K2Node_VariableSet_52736) LITERAL: hp/s(/Game/Genesis/Dinos/TEKHoverSkiff/HoverSkiffHudWidget.HoverSkiffHudWidget:Get_RepairValueTextBlock_Text_0.K2Node_CallFunction_145599) LITERAL: sec(/Game/Genesis/Dinos/TEKHoverSkiff/HoverSkiffHudWidget.HoverSkiffHudWidget:Get_RepairValueTextBlock_Text_0.K2Node_CallFunction_321582) LITERAL: s(/Game/Genesis/Dinos/TEKHoverSkiff/HoverSkiffHudWidget.HoverSkiffHudWidget:Get_RepairValueTextBlock_Text_0.K2Node_CallFunction_222799) LITERAL: Unlimited Fuel(/Game/Genesis/Dinos/TEKHoverSkiff/HoverSkiffHudWidget.HoverSkiffHudWidget:Get_AltFuelLabelTextBlock_Text_0.K2Node_CallFunction_216568) LITERAL: Alt Fuel(/Game/Genesis/Dinos/TEKHoverSkiff/HoverSkiffHudWidget.HoverSkiffHudWidget:Get_AltFuelLabelTextBlock_Text_0.K2Node_CallFunction_216568) LITERAL: Auto Repair(/Game/Genesis/Dinos/TEKHoverSkiff/HoverSkiffHudWidget.HoverSkiffHudWidget:Get_RepairLabelTextBlock_Text_0.K2Node_CallFunction_254900) LITERAL: Assessing Damage(/Game/Genesis/Dinos/TEKHoverSkiff/HoverSkiffHudWidget.HoverSkiffHudWidget:Get_RepairLabelTextBlock_Text_0.K2Node_CallFunction_203844) LITERAL: [(/Game/Genesis/Dinos/TEKHoverSkiff/HoverSkiffHudWidget.HoverSkiffHudWidget:Get_RepairLabelTextBlock_Text_0.K2Node_CallFunction_226597) LITERAL: ](/Game/Genesis/Dinos/TEKHoverSkiff/HoverSkiffHudWidget.HoverSkiffHudWidget:Get_RepairLabelTextBlock_Text_0.K2Node_CallFunction_226598) LITERAL: ((/Game/Genesis/Dinos/TEKHoverSkiff/HoverSkiffHudWidget.HoverSkiffHudWidget:Get_RepairLabelTextBlock_Text_0.K2Node_CallFunction_255085) LITERAL: )(/Game/Genesis/Dinos/TEKHoverSkiff/HoverSkiffHudWidget.HoverSkiffHudWidget:Get_RepairLabelTextBlock_Text_0.K2Node_CallFunction_255084) LITERAL: Cooling down...(/Game/Genesis/Dinos/TEKHoverSkiff/HoverSkiffHudWidget.HoverSkiffHudWidget:Get_SkiffModeSubStatusTextBlock_Text_0.K2Node_CallFunction_221514) LITERAL: Warming up...(/Game/Genesis/Dinos/TEKHoverSkiff/HoverSkiffHudWidget.HoverSkiffHudWidget:Get_SkiffModeSubStatusTextBlock_Text_0.K2Node_CallFunction_205097) LITERAL: %(/Game/Genesis/Dinos/TEKHoverSkiff/HoverSkiffHudWidget.HoverSkiffHudWidget:Get_SkiffModeSubStatusTextBlock_Text_0.K2Node_CallFunction_320140) CONTENT: Text Block(/Engine/Transient.REINST_HoverSkiffHudWidget_C_166:WidgetTree_154.DebugTextBlock) CONTENT: Text Block(/Engine/Transient.REINST_HoverSkiffHudWidget_C_166:WidgetTree_154.FuelReserveLabelTextBlock) CONTENT: Text Block(/Engine/Transient.REINST_HoverSkiffHudWidget_C_166:WidgetTree_154.FuelReserveValueTextBlock) CONTENT: Text Block(/Engine/Transient.REINST_HoverSkiffHudWidget_C_166:WidgetTree_154.FuelTankLabelTextBlock) CONTENT: Text Block(/Engine/Transient.REINST_HoverSkiffHudWidget_C_166:WidgetTree_154.FuelTankValueTextBlock) CONTENT: Text Block(/Engine/Transient.REINST_HoverSkiffHudWidget_C_166:WidgetTree_154.FuelUsageLabelTextBlock) CONTENT: Text Block(/Engine/Transient.REINST_HoverSkiffHudWidget_C_166:WidgetTree_154.FuelUsageValueTextBlock) CONTENT: Text Block(/Engine/Transient.REINST_HoverSkiffHudWidget_C_166:WidgetTree_154.RepairLabelTextBlock) CONTENT: Text Block(/Engine/Transient.REINST_HoverSkiffHudWidget_C_166:WidgetTree_154.RepairValueTextBlock) CONTENT: Text Block(/Engine/Transient.REINST_HoverSkiffHudWidget_C_166:WidgetTree_154.AltitudeLabelTextBlock) CONTENT: Text Block(/Engine/Transient.REINST_HoverSkiffHudWidget_C_166:WidgetTree_154.AltitudeValueTextBlock) CONTENT: Text Block(/Engine/Transient.REINST_HoverSkiffHudWidget_C_166:WidgetTree_154.SkiffModeValueTextBlock) CONTENT: Text Block(/Engine/Transient.REINST_HoverSkiffHudWidget_C_166:WidgetTree_154.SkiffModeSubStatusTextBlock) CONTENT: Text Block(/Engine/Transient.REINST_HoverSkiffHudWidget_C_166:WidgetTree_154.AltFuelValueTextBlock) CONTENT: Text Block(/Engine/Transient.REINST_HoverSkiffHudWidget_C_166:WidgetTree_154.AltFuelLabelTextBlock) LITERAL: {0}x(/Game/Genesis/Dinos/TEKHoverSkiff/HoverSkiffHudWidget.HoverSkiffHudWidget:EdGraph_144559.K2Node_CallFunction_368455) LITERAL: 0(/Game/Genesis/Dinos/TEKHoverSkiff/HoverSkiffHudWidget.HoverSkiffHudWidget:EdGraph_144559.K2Node_MakeStruct_2850) LITERAL: {0}%(/Game/Genesis/Dinos/TEKHoverSkiff/HoverSkiffHudWidget.HoverSkiffHudWidget:EdGraph_144563.K2Node_CallFunction_368460) LITERAL: 0(/Game/Genesis/Dinos/TEKHoverSkiff/HoverSkiffHudWidget.HoverSkiffHudWidget:EdGraph_144563.K2Node_MakeStruct_2851) LITERAL: {0} / {1}(/Game/Genesis/Dinos/TEKHoverSkiff/HoverSkiffHudWidget.HoverSkiffHudWidget:EdGraph_144565.K2Node_CallFunction_368461) LITERAL: 0(/Game/Genesis/Dinos/TEKHoverSkiff/HoverSkiffHudWidget.HoverSkiffHudWidget:EdGraph_144565.K2Node_MakeStruct_2852) LITERAL: 1(/Game/Genesis/Dinos/TEKHoverSkiff/HoverSkiffHudWidget.HoverSkiffHudWidget:EdGraph_144565.K2Node_MakeStruct_2853) CONTENT: Element Available(/Game/Genesis/Dinos/TEKHoverSkiff/HoverSkiffHudWidget.HoverSkiffHudWidget_C:WidgetTree_967.FuelReserveLabelTextBlock) CONTENT: 100 / 100(/Game/Genesis/Dinos/TEKHoverSkiff/HoverSkiffHudWidget.HoverSkiffHudWidget_C:WidgetTree_967.FuelReserveValueTextBlock) CONTENT: Fuel Tank(/Game/Genesis/Dinos/TEKHoverSkiff/HoverSkiffHudWidget.HoverSkiffHudWidget_C:WidgetTree_967.FuelTankLabelTextBlock) CONTENT: 100.0%(/Game/Genesis/Dinos/TEKHoverSkiff/HoverSkiffHudWidget.HoverSkiffHudWidget_C:WidgetTree_967.FuelTankValueTextBlock) CONTENT: Fuel Usage(/Game/Genesis/Dinos/TEKHoverSkiff/HoverSkiffHudWidget.HoverSkiffHudWidget_C:WidgetTree_967.FuelUsageLabelTextBlock) CONTENT: 80x(/Game/Genesis/Dinos/TEKHoverSkiff/HoverSkiffHudWidget.HoverSkiffHudWidget_C:WidgetTree_967.FuelUsageValueTextBlock) CONTENT: Auto-Repairing(/Game/Genesis/Dinos/TEKHoverSkiff/HoverSkiffHudWidget.HoverSkiffHudWidget_C:WidgetTree_967.RepairLabelTextBlock) CONTENT: 0.02 hp/s(/Game/Genesis/Dinos/TEKHoverSkiff/HoverSkiffHudWidget.HoverSkiffHudWidget_C:WidgetTree_967.RepairValueTextBlock) CONTENT: Hover Height(/Game/Genesis/Dinos/TEKHoverSkiff/HoverSkiffHudWidget.HoverSkiffHudWidget_C:WidgetTree_967.AltitudeLabelTextBlock) CONTENT: 5,000m(/Game/Genesis/Dinos/TEKHoverSkiff/HoverSkiffHudWidget.HoverSkiffHudWidget_C:WidgetTree_967.AltitudeValueTextBlock) CONTENT: LAUNCHING(/Game/Genesis/Dinos/TEKHoverSkiff/HoverSkiffHudWidget.HoverSkiffHudWidget_C:WidgetTree_967.SkiffModeValueTextBlock) CONTENT: Warming up...(/Game/Genesis/Dinos/TEKHoverSkiff/HoverSkiffHudWidget.HoverSkiffHudWidget_C:WidgetTree_967.SkiffModeSubStatusTextBlock) CONTENT: 9,999.99(/Game/Genesis/Dinos/TEKHoverSkiff/HoverSkiffHudWidget.HoverSkiffHudWidget_C:WidgetTree_967.AltFuelValueTextBlock) CONTENT: Alt Fuel(/Game/Genesis/Dinos/TEKHoverSkiff/HoverSkiffHudWidget.HoverSkiffHudWidget_C:WidgetTree_967.AltFuelLabelTextBlock) LITERAL: :: ENABLE(/Game/Genesis/Missions/Race/MissionTrigger_RacePowerUp.MissionTrigger_RacePowerUp:EventGraph.K2Node_CallFunction_208452) LITERAL: [POWER UP] (/Game/Genesis/Missions/Race/MissionTrigger_RacePowerUp.MissionTrigger_RacePowerUp:EventGraph.K2Node_CallFunction_207508) LITERAL: [POWER UP] (/Game/Genesis/Missions/Race/MissionTrigger_RacePowerUp.MissionTrigger_RacePowerUp:SetPowerUpFX_Active.K2Node_CallFunction_198628) LITERAL: :: SET FX ENABLED {(/Game/Genesis/Missions/Race/MissionTrigger_RacePowerUp.MissionTrigger_RacePowerUp:SetPowerUpFX_Active.K2Node_CallFunction_198448) LITERAL: }(/Game/Genesis/Missions/Race/MissionTrigger_RacePowerUp.MissionTrigger_RacePowerUp:SetPowerUpFX_Active.K2Node_CallFunction_198448) LITERAL: :: INIT(/Game/Genesis/Missions/Race/MissionTrigger_RacePowerUp.MissionTrigger_RacePowerUp:InitPowerUp.K2Node_CallFunction_208452) LITERAL: [POWER UP] (/Game/Genesis/Missions/Race/MissionTrigger_RacePowerUp.MissionTrigger_RacePowerUp:InitPowerUp.K2Node_CallFunction_207508) LITERAL: :: DEACTIVATE(/Game/Genesis/Missions/Race/MissionTrigger_RacePowerUp.MissionTrigger_RacePowerUp:DeactivatePowerUp.K2Node_CallFunction_208454) LITERAL: [POWER UP] (/Game/Genesis/Missions/Race/MissionTrigger_RacePowerUp.MissionTrigger_RacePowerUp:DeactivatePowerUp.K2Node_CallFunction_207508) LITERAL: :: BEGIN PLAY(/Game/Genesis/Missions/Race/MissionTrigger_RacePowerUp.MissionTrigger_RacePowerUp:ReceiveBeginPlay.K2Node_CallFunction_208452) LITERAL: [POWER UP] (/Game/Genesis/Missions/Race/MissionTrigger_RacePowerUp.MissionTrigger_RacePowerUp:ReceiveBeginPlay.K2Node_CallFunction_207508) LITERAL: :: ENABLE(/Game/Genesis/Missions/Race/MissionTrigger_RaceCheckpoint.MissionTrigger_RaceCheckpoint:EventGraph.K2Node_CallFunction_208458) LITERAL: [CHECKPOINT] (/Game/Genesis/Missions/Race/MissionTrigger_RaceCheckpoint.MissionTrigger_RaceCheckpoint:EventGraph.K2Node_CallFunction_207508) LITERAL: [CHECKPOINT] (/Game/Genesis/Missions/Race/MissionTrigger_RaceCheckpoint.MissionTrigger_RaceCheckpoint:SetCheckpointFX_Active.K2Node_CallFunction_207508) LITERAL: :: SET FX ENABLED {(/Game/Genesis/Missions/Race/MissionTrigger_RaceCheckpoint.MissionTrigger_RaceCheckpoint:SetCheckpointFX_Active.K2Node_CallFunction_198448) LITERAL: }(/Game/Genesis/Missions/Race/MissionTrigger_RaceCheckpoint.MissionTrigger_RaceCheckpoint:SetCheckpointFX_Active.K2Node_CallFunction_198448) LITERAL: :: INIT(/Game/Genesis/Missions/Race/MissionTrigger_RaceCheckpoint.MissionTrigger_RaceCheckpoint:InitCheckpoint.K2Node_CallFunction_208458) LITERAL: [CHECKPOINT] (/Game/Genesis/Missions/Race/MissionTrigger_RaceCheckpoint.MissionTrigger_RaceCheckpoint:InitCheckpoint.K2Node_CallFunction_207508) LITERAL: :: DEACTIVATE(/Game/Genesis/Missions/Race/MissionTrigger_RaceCheckpoint.MissionTrigger_RaceCheckpoint:DeactivateCheckpoint.K2Node_CallFunction_208456) LITERAL: [CHECKPOINT] (/Game/Genesis/Missions/Race/MissionTrigger_RaceCheckpoint.MissionTrigger_RaceCheckpoint:DeactivateCheckpoint.K2Node_CallFunction_207508) LITERAL: :: BEGIN PLAY(/Game/Genesis/Missions/Race/MissionTrigger_RaceCheckpoint.MissionTrigger_RaceCheckpoint:ReceiveBeginPlay.K2Node_CallFunction_208458) LITERAL: [CHECKPOINT] (/Game/Genesis/Missions/Race/MissionTrigger_RaceCheckpoint.MissionTrigger_RaceCheckpoint:ReceiveBeginPlay.K2Node_CallFunction_207508) LITERAL: key(/Game/Genesis/Missions/Race/MissionTrigger_RaceCheckpoint.MissionTrigger_RaceCheckpoint:EdGraph_144678.K2Node_MakeStruct_2854) LITERAL: num(/Game/Genesis/Missions/Race/MissionTrigger_RaceCheckpoint.MissionTrigger_RaceCheckpoint:EdGraph_144678.K2Node_MakeStruct_2855) CONTENT: Race!(/Engine/Transient.REINST_Buff_RaceMissionHelper_C_0) LITERAL: SetupForInstigator: Related Mission Valid(/Game/Genesis/Missions/Race/Buff_RaceMissionHelper.Buff_RaceMissionHelper:EventGraph.K2Node_CallFunction_222049) LITERAL: ClientUnhideActors: Related Mission Valid(/Game/Genesis/Missions/Race/Buff_RaceMissionHelper.Buff_RaceMissionHelper:EventGraph.K2Node_CallFunction_222942) LITERAL: SetupForInstigator: Related Mission Invalid(/Game/Genesis/Missions/Race/Buff_RaceMissionHelper.Buff_RaceMissionHelper:EventGraph.K2Node_CallFunction_253620) LITERAL: ClientUnhideActors: Related Mission Still Invalid(/Game/Genesis/Missions/Race/Buff_RaceMissionHelper.Buff_RaceMissionHelper:EventGraph.K2Node_CallFunction_253621) LITERAL: SetCheckPoint: Related Mission Still Invalid(/Game/Genesis/Missions/Race/Buff_RaceMissionHelper.Buff_RaceMissionHelper:EventGraph.K2Node_CallFunction_253622) LITERAL: SetCheckPoint: Related Mission Valid(/Game/Genesis/Missions/Race/Buff_RaceMissionHelper.Buff_RaceMissionHelper:EventGraph.K2Node_CallFunction_289467) LITERAL: - - (/Game/Genesis/Missions/Race/Buff_RaceMissionHelper.Buff_RaceMissionHelper:EventGraph.K2Node_CallFunction_366690) LITERAL: {current} / {max}(/Game/Genesis/Missions/Race/Buff_RaceMissionHelper.Buff_RaceMissionHelper:EventGraph.K2Node_FormatText_27) LITERAL: th(/Game/Genesis/Missions/Race/Buff_RaceMissionHelper.Buff_RaceMissionHelper:GetPlaceText.K2Node_CallFunction_213320) LITERAL: Tenth(/Game/Genesis/Missions/Race/Buff_RaceMissionHelper.Buff_RaceMissionHelper:GetPlaceText.K2Node_VariableSet_35236) LITERAL: Ninth(/Game/Genesis/Missions/Race/Buff_RaceMissionHelper.Buff_RaceMissionHelper:GetPlaceText.K2Node_VariableSet_35498) LITERAL: Fifth(/Game/Genesis/Missions/Race/Buff_RaceMissionHelper.Buff_RaceMissionHelper:GetPlaceText.K2Node_VariableSet_35499) LITERAL: Sixth(/Game/Genesis/Missions/Race/Buff_RaceMissionHelper.Buff_RaceMissionHelper:GetPlaceText.K2Node_VariableSet_35500) LITERAL: First(/Game/Genesis/Missions/Race/Buff_RaceMissionHelper.Buff_RaceMissionHelper:GetPlaceText.K2Node_VariableSet_35501) LITERAL: Second(/Game/Genesis/Missions/Race/Buff_RaceMissionHelper.Buff_RaceMissionHelper:GetPlaceText.K2Node_VariableSet_35502) LITERAL: Third(/Game/Genesis/Missions/Race/Buff_RaceMissionHelper.Buff_RaceMissionHelper:GetPlaceText.K2Node_VariableSet_35503) LITERAL: Fourth(/Game/Genesis/Missions/Race/Buff_RaceMissionHelper.Buff_RaceMissionHelper:GetPlaceText.K2Node_VariableSet_35504) LITERAL: Seventh(/Game/Genesis/Missions/Race/Buff_RaceMissionHelper.Buff_RaceMissionHelper:GetPlaceText.K2Node_VariableSet_35505) LITERAL: Eighth(/Game/Genesis/Missions/Race/Buff_RaceMissionHelper.Buff_RaceMissionHelper:GetPlaceText.K2Node_VariableSet_35506) CONTENT: Race Mission(/Engine/Transient.REINST_MissionType_Race_C_0) CONTENT: Follow the checkpoints and get to the end!(/Engine/Transient.REINST_MissionType_Race_C_0) CONTENT: Preparing Race(/Engine/Transient.REINST_MissionType_Race_C_0) CONTENT: Next Checkpoint(/Engine/Transient.REINST_MissionType_Race_C_0) CONTENT: Race start countdown...(/Engine/Transient.REINST_MissionType_Race_C_0) CONTENT: Go!(/Engine/Transient.REINST_MissionType_Race_C_0) CONTENT: Race Progress(/Engine/Transient.REINST_MissionType_Race_C_0) CONTENT: First Place(/Engine/Transient.REINST_MissionType_Race_C_0) CONTENT: Second Place(/Engine/Transient.REINST_MissionType_Race_C_0) CONTENT: Third Place(/Engine/Transient.REINST_MissionType_Race_C_0) CONTENT: Mount Has Been Eliminated(/Engine/Transient.REINST_MissionType_Race_C_0) CONTENT: Out of Time(/Engine/Transient.REINST_MissionType_Race_C_0) CONTENT: Mission Failed(/Engine/Transient.REINST_MissionType_Race_C_0) CONTENT: Out of Bounds (/Engine/Transient.REINST_MissionType_Race_C_0) CONTENT: Get Ready to Race!(/Engine/Transient.REINST_Buff_Stunned_RaceWait_C_0) CONTENT: Get Ready to Race!(/Engine/Transient.Default__REINST_Buff_Stunned_RaceWait_C_44775) CONTENT: Get Ready to Race!(/Engine/Transient.REINST_Buff_Stunned_RaceWait_C_1) CONTENT: Mission Loot Set(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Secondary.Default__LootItemSet_Missions_Secondary_C) CONTENT: Missions - never BP - with quality(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Secondary.Default__LootItemSet_Missions_Secondary_C) CONTENT: Player(/Engine/Transient.REINST_Leaderboard_Race_C_0) CONTENT: Time(/Engine/Transient.REINST_Leaderboard_Race_C_0) LITERAL: ...(/Game/Genesis/Missions/Race/Leaderboard_Race.Leaderboard_Race:BPFormatLeaderboardRow.K2Node_CallFunction_156476) CONTENT: Player(/Engine/Transient.Default__REINST_Leaderboard_Race_C_44784) CONTENT: Time(/Engine/Transient.Default__REINST_Leaderboard_Race_C_44784) CONTENT: Player(/Engine/Transient.REINST_Leaderboard_Race_C_1) CONTENT: Time(/Engine/Transient.REINST_Leaderboard_Race_C_1) LITERAL: Play Encouragement Reactions(/Game/Genesis/Missions/Race/MissionType_Race.MissionType_Race:EventGraph.K2Node_CallFunction_398887) LITERAL: FailMissionDinoDied(/Game/Genesis/Missions/Race/MissionType_Race.MissionType_Race:EventGraph.K2Node_MakeStruct_2739) LITERAL: PutPlayersOnMissionDino(/Game/Genesis/Missions/Race/MissionType_Race.MissionType_Race:EventGraph.K2Node_CallFunction_162465) LITERAL: DestroyDino(/Game/Genesis/Missions/Race/MissionType_Race.MissionType_Race:EventGraph.K2Node_CallFunction_221606) LITERAL: TeleportBackToStart(/Game/Genesis/Missions/Race/MissionType_Race.MissionType_Race:EventGraph.K2Node_CallFunction_235526) LITERAL: Race Teleport {0}(/Game/Genesis/Missions/Race/MissionType_Race.MissionType_Race:EventGraph.K2Node_FormatText_324) LITERAL: RaceMissionSetup(/Game/Genesis/Missions/Race/MissionType_Race.MissionType_Race:EventGraph.K2Node_CallFunction_289467) LITERAL: TeleportToStart(/Game/Genesis/Missions/Race/MissionType_Race.MissionType_Race:EventGraph.K2Node_CallFunction_257257) LITERAL: TeleportPlayers(/Game/Genesis/Missions/Race/MissionType_Race.MissionType_Race:EventGraph.K2Node_CallFunction_289466) LITERAL: FailedToAddPlayersToMission(/Game/Genesis/Missions/Race/MissionType_Race.MissionType_Race:EventGraph.K2Node_CallFunction_260321) LITERAL: AddedPlayerToMission(/Game/Genesis/Missions/Race/MissionType_Race.MissionType_Race:EventGraph.K2Node_CallFunction_260322) LITERAL: FailedToSpawnMissionDino(/Game/Genesis/Missions/Race/MissionType_Race.MissionType_Race:EventGraph.K2Node_CallFunction_261663) LITERAL: SpawnedMissionDino(/Game/Genesis/Missions/Race/MissionType_Race.MissionType_Race:EventGraph.K2Node_CallFunction_289468) LITERAL: RaceTeleportedDino(/Game/Genesis/Missions/Race/MissionType_Race.MissionType_Race:EventGraph.K2Node_CallFunction_261664) LITERAL: RaceFailedTeleportedDino(/Game/Genesis/Missions/Race/MissionType_Race.MissionType_Race:EventGraph.K2Node_CallFunction_260323) LITERAL: NoPlayersToPutAtStartingLine(/Game/Genesis/Missions/Race/MissionType_Race.MissionType_Race:EventGraph.K2Node_CallFunction_261666) LITERAL: GettingStartingLine(/Game/Genesis/Missions/Race/MissionType_Race.MissionType_Race:EventGraph.K2Node_CallFunction_261667) LITERAL: MissionDinosToTeleport {0} ServerSpawnLocationsCount {1}(/Game/Genesis/Missions/Race/MissionType_Race.MissionType_Race:EventGraph.K2Node_FormatText_339) LITERAL: GetSpawnPointsForStartingLine(/Game/Genesis/Missions/Race/MissionType_Race.MissionType_Race:GetSpawnPointsForStartingLine.K2Node_FormatText_320) LITERAL: GetSpawnPointsForStartingLine {1}(/Game/Genesis/Missions/Race/MissionType_Race.MissionType_Race:GetSpawnPointsForStartingLine.K2Node_FormatText_321) LITERAL: GetSpawnPointsForStartingLine false(/Game/Genesis/Missions/Race/MissionType_Race.MissionType_Race:GetSpawnPointsForStartingLine.K2Node_CallFunction_294974) LITERAL: GetSpawnPointsForStartingLine Locations: {1}(/Game/Genesis/Missions/Race/MissionType_Race.MissionType_Race:GetSpawnPointsForStartingLine.K2Node_FormatText_319) LITERAL: Play Encouragement Reactions(/Game/Genesis/Missions/Race/MissionType_Race.MissionType_Race:Play Encouragement Reactions.K2Node_CallFunction_399921) LITERAL: First(/Game/Genesis/Missions/Race/MissionType_Race.MissionType_Race:NotifyAllTopPlayerFinish.K2Node_CallFunction_196459) LITERAL: Second(/Game/Genesis/Missions/Race/MissionType_Race.MissionType_Race:NotifyAllTopPlayerFinish.K2Node_CallFunction_196625) LITERAL: Third(/Game/Genesis/Missions/Race/MissionType_Race.MissionType_Race:NotifyAllTopPlayerFinish.K2Node_CallFunction_195875) LITERAL: FailMissionTimeOut(/Game/Genesis/Missions/Race/MissionType_Race.MissionType_Race:Handle Player Time Outs.K2Node_MakeStruct_2739) LITERAL: OutOfBoundsAlert(/Game/Genesis/Missions/Race/MissionType_Race.MissionType_Race:Handle Out Of Bounds.K2Node_CallFunction_212437) LITERAL: Return or be teleported(/Game/Genesis/Missions/Race/MissionType_Race.MissionType_Race:Handle Out Of Bounds.K2Node_MakeStruct_2793) LITERAL: RideMissionDino(/Game/Genesis/Missions/Race/MissionType_Race.MissionType_Race:AttemptReRideDinoOnDinoRespawn.K2Node_CallFunction_1056718) CONTENT: Race Mission(/Engine/Transient.Default__REINST_MissionType_Race_C_44805) CONTENT: Follow the checkpoints and get to the end!(/Engine/Transient.Default__REINST_MissionType_Race_C_44805) CONTENT: Preparing Race(/Engine/Transient.Default__REINST_MissionType_Race_C_44805) CONTENT: Next Checkpoint(/Engine/Transient.Default__REINST_MissionType_Race_C_44805) CONTENT: Race start countdown...(/Engine/Transient.Default__REINST_MissionType_Race_C_44805) CONTENT: Go!(/Engine/Transient.Default__REINST_MissionType_Race_C_44805) CONTENT: Race Progress(/Engine/Transient.Default__REINST_MissionType_Race_C_44805) CONTENT: First Place(/Engine/Transient.Default__REINST_MissionType_Race_C_44805) CONTENT: Second Place(/Engine/Transient.Default__REINST_MissionType_Race_C_44805) CONTENT: Third Place(/Engine/Transient.Default__REINST_MissionType_Race_C_44805) CONTENT: Mount Has Been Eliminated(/Engine/Transient.Default__REINST_MissionType_Race_C_44805) CONTENT: Out of Time(/Engine/Transient.Default__REINST_MissionType_Race_C_44805) CONTENT: Mission Failed(/Engine/Transient.Default__REINST_MissionType_Race_C_44805) CONTENT: Out of Bounds (/Engine/Transient.Default__REINST_MissionType_Race_C_44805) LITERAL: MissionDinosToTeleport {0} ServerSpawnLocationsCount {1}(/Game/Genesis/Missions/Race/MissionType_Race.MissionType_Race:ExecuteUbergraph_MissionType_Race.K2Node_CallFunction_369956) LITERAL: 0(/Game/Genesis/Missions/Race/MissionType_Race.MissionType_Race:ExecuteUbergraph_MissionType_Race.K2Node_MakeStruct_2864) LITERAL: 1(/Game/Genesis/Missions/Race/MissionType_Race.MissionType_Race:ExecuteUbergraph_MissionType_Race.K2Node_MakeStruct_2865) LITERAL: Race Teleport {0}(/Game/Genesis/Missions/Race/MissionType_Race.MissionType_Race:ExecuteUbergraph_MissionType_Race.K2Node_CallFunction_369957) LITERAL: 0(/Game/Genesis/Missions/Race/MissionType_Race.MissionType_Race:ExecuteUbergraph_MissionType_Race.K2Node_MakeStruct_2866) LITERAL: GetSpawnPointsForStartingLine(/Game/Genesis/Missions/Race/MissionType_Race.MissionType_Race:EdGraph_145014.K2Node_CallFunction_370007) LITERAL: GetSpawnPointsForStartingLine {1}(/Game/Genesis/Missions/Race/MissionType_Race.MissionType_Race:EdGraph_145014.K2Node_CallFunction_370008) LITERAL: 1(/Game/Genesis/Missions/Race/MissionType_Race.MissionType_Race:EdGraph_145014.K2Node_MakeStruct_2867) LITERAL: GetSpawnPointsForStartingLine Locations: {1}(/Game/Genesis/Missions/Race/MissionType_Race.MissionType_Race:EdGraph_145014.K2Node_CallFunction_370009) LITERAL: 1(/Game/Genesis/Missions/Race/MissionType_Race.MissionType_Race:EdGraph_145014.K2Node_MakeStruct_2868) CONTENT: Race Mission(/Engine/Transient.REINST_MissionType_Race_C_1) CONTENT: Follow the checkpoints and get to the end!(/Engine/Transient.REINST_MissionType_Race_C_1) CONTENT: Preparing Race(/Engine/Transient.REINST_MissionType_Race_C_1) CONTENT: Next Checkpoint(/Engine/Transient.REINST_MissionType_Race_C_1) CONTENT: Race start countdown...(/Engine/Transient.REINST_MissionType_Race_C_1) CONTENT: Go!(/Engine/Transient.REINST_MissionType_Race_C_1) CONTENT: Race Progress(/Engine/Transient.REINST_MissionType_Race_C_1) CONTENT: First Place(/Engine/Transient.REINST_MissionType_Race_C_1) CONTENT: Second Place(/Engine/Transient.REINST_MissionType_Race_C_1) CONTENT: Third Place(/Engine/Transient.REINST_MissionType_Race_C_1) CONTENT: Mount Has Been Eliminated(/Engine/Transient.REINST_MissionType_Race_C_1) CONTENT: Out of Time(/Engine/Transient.REINST_MissionType_Race_C_1) CONTENT: Mission Failed(/Engine/Transient.REINST_MissionType_Race_C_1) CONTENT: Out of Bounds (/Engine/Transient.REINST_MissionType_Race_C_1) CONTENT: Race!(/Engine/Transient.Default__REINST_Buff_RaceMissionHelper_C_44819) LITERAL: {current} / {max}(/Game/Genesis/Missions/Race/Buff_RaceMissionHelper.Buff_RaceMissionHelper:ExecuteUbergraph_Buff_RaceMissionHelper.K2Node_CallFunction_370663) LITERAL: current(/Game/Genesis/Missions/Race/Buff_RaceMissionHelper.Buff_RaceMissionHelper:ExecuteUbergraph_Buff_RaceMissionHelper.K2Node_MakeStruct_2873) LITERAL: max(/Game/Genesis/Missions/Race/Buff_RaceMissionHelper.Buff_RaceMissionHelper:ExecuteUbergraph_Buff_RaceMissionHelper.K2Node_MakeStruct_2874) CONTENT: Race!(/Engine/Transient.REINST_Buff_RaceMissionHelper_C_1) LITERAL: UpdateDayCycleManager(/Game/Genesis2/CoreBlueprints/Buffs/AreaBuffs/Gen2_AreaBuff_Space_NormalG.Gen2_AreaBuff_Space_NormalG:UpdateDayCycleManager.K2Node_CallFunction_309448) LITERAL: UpdateSublevels(/Game/Genesis2/CoreBlueprints/Buffs/AreaBuffs/Gen2_AreaBuff_Space_NormalG.Gen2_AreaBuff_Space_NormalG:UpdateDayCycleManager.K2Node_CallFunction_328242) LITERAL: Rank: {1} - Completed In {2} Seconds!(/Game/Genesis/Missions/Buff_MissionData.Buff_MissionData:EventGraph.K2Node_FormatText_324) LITERAL: Failed To Reach The Goal Within The Time Limit!(/Game/Genesis/Missions/Buff_MissionData.Buff_MissionData:EventGraph.K2Node_Select_703) LITERAL: Mission Initiated(/Game/Genesis/Missions/Buff_MissionData.Buff_MissionData:EventGraph.K2Node_FormatText_327) LITERAL: 0(/Game/Genesis/Missions/Buff_MissionData.Buff_MissionData:ExecuteUbergraph_Buff_MissionData.K2Node_MakeStruct_2875) LITERAL: 1(/Game/Genesis/Missions/Buff_MissionData.Buff_MissionData:ExecuteUbergraph_Buff_MissionData.K2Node_MakeStruct_2876) LITERAL: Mission Initiated(/Game/Genesis/Missions/Buff_MissionData.Buff_MissionData:ExecuteUbergraph_Buff_MissionData.K2Node_MakeStruct_2876) LITERAL: Rank: {1} - Completed In {2} Seconds!(/Game/Genesis/Missions/Buff_MissionData.Buff_MissionData:ExecuteUbergraph_Buff_MissionData.K2Node_CallFunction_370819) LITERAL: 1(/Game/Genesis/Missions/Buff_MissionData.Buff_MissionData:ExecuteUbergraph_Buff_MissionData.K2Node_MakeStruct_2877) LITERAL: 2(/Game/Genesis/Missions/Buff_MissionData.Buff_MissionData:ExecuteUbergraph_Buff_MissionData.K2Node_MakeStruct_2878) LITERAL: 0(/Game/Genesis/Missions/Buff_MissionData.Buff_MissionData:ExecuteUbergraph_Buff_MissionData.K2Node_MakeStruct_2879) LITERAL: 1(/Game/Genesis/Missions/Buff_MissionData.Buff_MissionData:ExecuteUbergraph_Buff_MissionData.K2Node_MakeStruct_2880) LITERAL: 0(/Game/Genesis/Missions/Buff_MissionData.Buff_MissionData:ExecuteUbergraph_Buff_MissionData.K2Node_MakeStruct_2881) LITERAL: 1(/Game/Genesis/Missions/Buff_MissionData.Buff_MissionData:ExecuteUbergraph_Buff_MissionData.K2Node_MakeStruct_2882) LITERAL: 0(/Game/Genesis/Missions/Buff_MissionData.Buff_MissionData:ExecuteUbergraph_Buff_MissionData.K2Node_MakeStruct_2883) LITERAL: 1(/Game/Genesis/Missions/Buff_MissionData.Buff_MissionData:ExecuteUbergraph_Buff_MissionData.K2Node_MakeStruct_2884) CONTENT: Hover Skiff(/Engine/Transient.Default__REINST_TekHoverSkiff_Character_BP_C_44851) CONTENT: Hover Skiff(/Engine/Transient.REINST_TekHoverSkiff_Character_BP_C_1) CONTENT: Tractor Beam (Grabbing)(/Engine/Transient.Default__REINST_Buff_GrabbedByBeam_C_44863) CONTENT: A beam of energy is trying to trap you!(/Engine/Transient.Default__REINST_Buff_GrabbedByBeam_C_44863) CONTENT: Tractor Beam (Grabbing)(/Game/Genesis/Dinos/TEKHoverSkiff/Buff_GrabbedByBeam.Default__Buff_GrabbedByBeam_C) CONTENT: A beam of energy is trying to trap you!(/Game/Genesis/Dinos/TEKHoverSkiff/Buff_GrabbedByBeam.Default__Buff_GrabbedByBeam_C) CONTENT: Element Available(/Engine/Transient.REINST_HoverSkiffHudWidget_C_168:WidgetTree_967.FuelReserveLabelTextBlock) CONTENT: 100 / 100(/Engine/Transient.REINST_HoverSkiffHudWidget_C_168:WidgetTree_967.FuelReserveValueTextBlock) CONTENT: Fuel Tank(/Engine/Transient.REINST_HoverSkiffHudWidget_C_168:WidgetTree_967.FuelTankLabelTextBlock) CONTENT: 100.0%(/Engine/Transient.REINST_HoverSkiffHudWidget_C_168:WidgetTree_967.FuelTankValueTextBlock) CONTENT: Fuel Usage(/Engine/Transient.REINST_HoverSkiffHudWidget_C_168:WidgetTree_967.FuelUsageLabelTextBlock) CONTENT: 80x(/Engine/Transient.REINST_HoverSkiffHudWidget_C_168:WidgetTree_967.FuelUsageValueTextBlock) CONTENT: Auto-Repairing(/Engine/Transient.REINST_HoverSkiffHudWidget_C_168:WidgetTree_967.RepairLabelTextBlock) CONTENT: 0.02 hp/s(/Engine/Transient.REINST_HoverSkiffHudWidget_C_168:WidgetTree_967.RepairValueTextBlock) CONTENT: Hover Height(/Engine/Transient.REINST_HoverSkiffHudWidget_C_168:WidgetTree_967.AltitudeLabelTextBlock) CONTENT: 5,000m(/Engine/Transient.REINST_HoverSkiffHudWidget_C_168:WidgetTree_967.AltitudeValueTextBlock) CONTENT: LAUNCHING(/Engine/Transient.REINST_HoverSkiffHudWidget_C_168:WidgetTree_967.SkiffModeValueTextBlock) CONTENT: Warming up...(/Engine/Transient.REINST_HoverSkiffHudWidget_C_168:WidgetTree_967.SkiffModeSubStatusTextBlock) CONTENT: 9,999.99(/Engine/Transient.REINST_HoverSkiffHudWidget_C_168:WidgetTree_967.AltFuelValueTextBlock) CONTENT: Alt Fuel(/Engine/Transient.REINST_HoverSkiffHudWidget_C_168:WidgetTree_967.AltFuelLabelTextBlock) LITERAL: {0}x(/Game/Genesis/Dinos/TEKHoverSkiff/HoverSkiffHudWidget.HoverSkiffHudWidget:EdGraph_146195.K2Node_CallFunction_372870) LITERAL: 0(/Game/Genesis/Dinos/TEKHoverSkiff/HoverSkiffHudWidget.HoverSkiffHudWidget:EdGraph_146195.K2Node_MakeStruct_2885) LITERAL: {0}%(/Game/Genesis/Dinos/TEKHoverSkiff/HoverSkiffHudWidget.HoverSkiffHudWidget:EdGraph_146199.K2Node_CallFunction_372875) LITERAL: 0(/Game/Genesis/Dinos/TEKHoverSkiff/HoverSkiffHudWidget.HoverSkiffHudWidget:EdGraph_146199.K2Node_MakeStruct_2886) LITERAL: {0} / {1}(/Game/Genesis/Dinos/TEKHoverSkiff/HoverSkiffHudWidget.HoverSkiffHudWidget:EdGraph_146201.K2Node_CallFunction_372876) LITERAL: 0(/Game/Genesis/Dinos/TEKHoverSkiff/HoverSkiffHudWidget.HoverSkiffHudWidget:EdGraph_146201.K2Node_MakeStruct_2887) LITERAL: 1(/Game/Genesis/Dinos/TEKHoverSkiff/HoverSkiffHudWidget.HoverSkiffHudWidget:EdGraph_146201.K2Node_MakeStruct_2888) CONTENT: Element Available(/Game/Genesis/Dinos/TEKHoverSkiff/HoverSkiffHudWidget.HoverSkiffHudWidget_C:WidgetTree_973.FuelReserveLabelTextBlock) CONTENT: 100 / 100(/Game/Genesis/Dinos/TEKHoverSkiff/HoverSkiffHudWidget.HoverSkiffHudWidget_C:WidgetTree_973.FuelReserveValueTextBlock) CONTENT: Fuel Tank(/Game/Genesis/Dinos/TEKHoverSkiff/HoverSkiffHudWidget.HoverSkiffHudWidget_C:WidgetTree_973.FuelTankLabelTextBlock) CONTENT: 100.0%(/Game/Genesis/Dinos/TEKHoverSkiff/HoverSkiffHudWidget.HoverSkiffHudWidget_C:WidgetTree_973.FuelTankValueTextBlock) CONTENT: Fuel Usage(/Game/Genesis/Dinos/TEKHoverSkiff/HoverSkiffHudWidget.HoverSkiffHudWidget_C:WidgetTree_973.FuelUsageLabelTextBlock) CONTENT: 80x(/Game/Genesis/Dinos/TEKHoverSkiff/HoverSkiffHudWidget.HoverSkiffHudWidget_C:WidgetTree_973.FuelUsageValueTextBlock) CONTENT: Auto-Repairing(/Game/Genesis/Dinos/TEKHoverSkiff/HoverSkiffHudWidget.HoverSkiffHudWidget_C:WidgetTree_973.RepairLabelTextBlock) CONTENT: 0.02 hp/s(/Game/Genesis/Dinos/TEKHoverSkiff/HoverSkiffHudWidget.HoverSkiffHudWidget_C:WidgetTree_973.RepairValueTextBlock) CONTENT: Hover Height(/Game/Genesis/Dinos/TEKHoverSkiff/HoverSkiffHudWidget.HoverSkiffHudWidget_C:WidgetTree_973.AltitudeLabelTextBlock) CONTENT: 5,000m(/Game/Genesis/Dinos/TEKHoverSkiff/HoverSkiffHudWidget.HoverSkiffHudWidget_C:WidgetTree_973.AltitudeValueTextBlock) CONTENT: LAUNCHING(/Game/Genesis/Dinos/TEKHoverSkiff/HoverSkiffHudWidget.HoverSkiffHudWidget_C:WidgetTree_973.SkiffModeValueTextBlock) CONTENT: Warming up...(/Game/Genesis/Dinos/TEKHoverSkiff/HoverSkiffHudWidget.HoverSkiffHudWidget_C:WidgetTree_973.SkiffModeSubStatusTextBlock) CONTENT: 9,999.99(/Game/Genesis/Dinos/TEKHoverSkiff/HoverSkiffHudWidget.HoverSkiffHudWidget_C:WidgetTree_973.AltFuelValueTextBlock) CONTENT: Alt Fuel(/Game/Genesis/Dinos/TEKHoverSkiff/HoverSkiffHudWidget.HoverSkiffHudWidget_C:WidgetTree_973.AltFuelLabelTextBlock) CONTENT: LANDED(/Game/Genesis/Dinos/TEKHoverSkiff/HoverSkiffHudWidget.Default__HoverSkiffHudWidget_C) CONTENT: HOVERING(/Game/Genesis/Dinos/TEKHoverSkiff/HoverSkiffHudWidget.Default__HoverSkiffHudWidget_C) CONTENT: FLYING(/Game/Genesis/Dinos/TEKHoverSkiff/HoverSkiffHudWidget.Default__HoverSkiffHudWidget_C) CONTENT: FALLING(/Game/Genesis/Dinos/TEKHoverSkiff/HoverSkiffHudWidget.Default__HoverSkiffHudWidget_C) CONTENT: LANDING(/Game/Genesis/Dinos/TEKHoverSkiff/HoverSkiffHudWidget.Default__HoverSkiffHudWidget_C) CONTENT: LAUNCHING(/Game/Genesis/Dinos/TEKHoverSkiff/HoverSkiffHudWidget.Default__HoverSkiffHudWidget_C) CONTENT: OUT OF FUEL(/Game/Genesis/Dinos/TEKHoverSkiff/HoverSkiffHudWidget.Default__HoverSkiffHudWidget_C) CONTENT: REPAIR MODE(/Game/Genesis/Dinos/TEKHoverSkiff/HoverSkiffHudWidget.Default__HoverSkiffHudWidget_C) CONTENT: Tractor Beam(/Engine/Transient.Default__REINST_Buff_AttachedToBeam_C_44873) CONTENT: You are trapped in a beam of energy(/Engine/Transient.Default__REINST_Buff_AttachedToBeam_C_44873) CONTENT: Tractor Beam(/Game/Genesis/Dinos/TEKHoverSkiff/Buff_AttachedToBeam.Default__Buff_AttachedToBeam_C) CONTENT: You are trapped in a beam of energy(/Game/Genesis/Dinos/TEKHoverSkiff/Buff_AttachedToBeam.Default__Buff_AttachedToBeam_C) CONTENT: Race Mission(/Engine/Transient.Default__REINST_MissionType_Race_C_44881) CONTENT: Follow the checkpoints and get to the end!(/Engine/Transient.Default__REINST_MissionType_Race_C_44881) CONTENT: Preparing Race(/Engine/Transient.Default__REINST_MissionType_Race_C_44881) CONTENT: Next Checkpoint(/Engine/Transient.Default__REINST_MissionType_Race_C_44881) CONTENT: Race start countdown...(/Engine/Transient.Default__REINST_MissionType_Race_C_44881) CONTENT: Go!(/Engine/Transient.Default__REINST_MissionType_Race_C_44881) CONTENT: Race Progress(/Engine/Transient.Default__REINST_MissionType_Race_C_44881) CONTENT: First Place(/Engine/Transient.Default__REINST_MissionType_Race_C_44881) CONTENT: Second Place(/Engine/Transient.Default__REINST_MissionType_Race_C_44881) CONTENT: Third Place(/Engine/Transient.Default__REINST_MissionType_Race_C_44881) CONTENT: Mount Has Been Eliminated(/Engine/Transient.Default__REINST_MissionType_Race_C_44881) CONTENT: Out of Time(/Engine/Transient.Default__REINST_MissionType_Race_C_44881) CONTENT: Mission Failed(/Engine/Transient.Default__REINST_MissionType_Race_C_44881) CONTENT: Out of Bounds (/Engine/Transient.Default__REINST_MissionType_Race_C_44881) LITERAL: MissionDinosToTeleport {0} ServerSpawnLocationsCount {1}(/Game/Genesis/Missions/Race/MissionType_Race.MissionType_Race:ExecuteUbergraph_MissionType_Race.K2Node_CallFunction_373478) LITERAL: 0(/Game/Genesis/Missions/Race/MissionType_Race.MissionType_Race:ExecuteUbergraph_MissionType_Race.K2Node_MakeStruct_2893) LITERAL: 1(/Game/Genesis/Missions/Race/MissionType_Race.MissionType_Race:ExecuteUbergraph_MissionType_Race.K2Node_MakeStruct_2894) LITERAL: Race Teleport {0}(/Game/Genesis/Missions/Race/MissionType_Race.MissionType_Race:ExecuteUbergraph_MissionType_Race.K2Node_CallFunction_373479) LITERAL: 0(/Game/Genesis/Missions/Race/MissionType_Race.MissionType_Race:ExecuteUbergraph_MissionType_Race.K2Node_MakeStruct_2895) LITERAL: GetSpawnPointsForStartingLine(/Game/Genesis/Missions/Race/MissionType_Race.MissionType_Race:EdGraph_146364.K2Node_CallFunction_373529) LITERAL: GetSpawnPointsForStartingLine {1}(/Game/Genesis/Missions/Race/MissionType_Race.MissionType_Race:EdGraph_146364.K2Node_CallFunction_373530) LITERAL: 1(/Game/Genesis/Missions/Race/MissionType_Race.MissionType_Race:EdGraph_146364.K2Node_MakeStruct_2896) LITERAL: GetSpawnPointsForStartingLine Locations: {1}(/Game/Genesis/Missions/Race/MissionType_Race.MissionType_Race:EdGraph_146364.K2Node_CallFunction_373531) LITERAL: 1(/Game/Genesis/Missions/Race/MissionType_Race.MissionType_Race:EdGraph_146364.K2Node_MakeStruct_2897) CONTENT: Current Time(/Game/Genesis/Missions/Race/MissionType_Race.Default__MissionType_Race_C) CONTENT: Rank: {0} - Completed In {1} Seconds!(/Game/Genesis/Missions/Race/MissionType_Race.Default__MissionType_Race_C) CONTENT: Race Mission(/Game/Genesis/Missions/Race/MissionType_Race.Default__MissionType_Race_C) CONTENT: Follow the checkpoints and get to the end!(/Game/Genesis/Missions/Race/MissionType_Race.Default__MissionType_Race_C) CONTENT: Preparing Race(/Game/Genesis/Missions/Race/MissionType_Race.Default__MissionType_Race_C) CONTENT: Next Checkpoint(/Game/Genesis/Missions/Race/MissionType_Race.Default__MissionType_Race_C) CONTENT: Race start countdown...(/Game/Genesis/Missions/Race/MissionType_Race.Default__MissionType_Race_C) CONTENT: Go!(/Game/Genesis/Missions/Race/MissionType_Race.Default__MissionType_Race_C) CONTENT: Race Progress(/Game/Genesis/Missions/Race/MissionType_Race.Default__MissionType_Race_C) CONTENT: First Place(/Game/Genesis/Missions/Race/MissionType_Race.Default__MissionType_Race_C) CONTENT: Second Place(/Game/Genesis/Missions/Race/MissionType_Race.Default__MissionType_Race_C) CONTENT: Third Place(/Game/Genesis/Missions/Race/MissionType_Race.Default__MissionType_Race_C) CONTENT: Mount Has Been Eliminated(/Game/Genesis/Missions/Race/MissionType_Race.Default__MissionType_Race_C) CONTENT: Out of Time(/Game/Genesis/Missions/Race/MissionType_Race.Default__MissionType_Race_C) CONTENT: Mission Failed(/Game/Genesis/Missions/Race/MissionType_Race.Default__MissionType_Race_C) CONTENT: Out of Bounds (/Game/Genesis/Missions/Race/MissionType_Race.Default__MissionType_Race_C) CONTENT: Race!(/Engine/Transient.Default__REINST_Buff_RaceMissionHelper_C_44885) LITERAL: {current} / {max}(/Game/Genesis/Missions/Race/Buff_RaceMissionHelper.Buff_RaceMissionHelper:ExecuteUbergraph_Buff_RaceMissionHelper.K2Node_CallFunction_373916) LITERAL: current(/Game/Genesis/Missions/Race/Buff_RaceMissionHelper.Buff_RaceMissionHelper:ExecuteUbergraph_Buff_RaceMissionHelper.K2Node_MakeStruct_2900) LITERAL: max(/Game/Genesis/Missions/Race/Buff_RaceMissionHelper.Buff_RaceMissionHelper:ExecuteUbergraph_Buff_RaceMissionHelper.K2Node_MakeStruct_2901) CONTENT: Race!(/Game/Genesis/Missions/Race/Buff_RaceMissionHelper.Default__Buff_RaceMissionHelper_C) LITERAL: key(/Game/Genesis/Missions/Race/MissionTrigger_RaceCheckpoint.MissionTrigger_RaceCheckpoint:EdGraph_146557.K2Node_MakeStruct_2902) LITERAL: num(/Game/Genesis/Missions/Race/MissionTrigger_RaceCheckpoint.MissionTrigger_RaceCheckpoint:EdGraph_146557.K2Node_MakeStruct_2903) CONTENT: Get Ready to Race!(/Engine/Transient.Default__REINST_Buff_Stunned_RaceWait_C_44913) CONTENT: Get Ready to Race!(/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_Stunned_RaceWait.Default__Buff_Stunned_RaceWait_C) CONTENT: Player(/Engine/Transient.Default__REINST_Leaderboard_Race_C_44917) CONTENT: Time(/Engine/Transient.Default__REINST_Leaderboard_Race_C_44917) CONTENT: Player(/Game/Genesis/Missions/Race/Leaderboard_Race.Default__Leaderboard_Race_C) CONTENT: Time(/Game/Genesis/Missions/Race/Leaderboard_Race.Default__Leaderboard_Race_C) LITERAL: 0(/Game/Genesis/Missions/Buff_MissionData.Buff_MissionData:ExecuteUbergraph_Buff_MissionData.K2Node_MakeStruct_2904) LITERAL: 1(/Game/Genesis/Missions/Buff_MissionData.Buff_MissionData:ExecuteUbergraph_Buff_MissionData.K2Node_MakeStruct_2905) LITERAL: Mission Initiated(/Game/Genesis/Missions/Buff_MissionData.Buff_MissionData:ExecuteUbergraph_Buff_MissionData.K2Node_MakeStruct_2905) LITERAL: Rank: {1} - Completed In {2} Seconds!(/Game/Genesis/Missions/Buff_MissionData.Buff_MissionData:ExecuteUbergraph_Buff_MissionData.K2Node_CallFunction_374243) LITERAL: 1(/Game/Genesis/Missions/Buff_MissionData.Buff_MissionData:ExecuteUbergraph_Buff_MissionData.K2Node_MakeStruct_2906) LITERAL: 2(/Game/Genesis/Missions/Buff_MissionData.Buff_MissionData:ExecuteUbergraph_Buff_MissionData.K2Node_MakeStruct_2907) LITERAL: 0(/Game/Genesis/Missions/Buff_MissionData.Buff_MissionData:ExecuteUbergraph_Buff_MissionData.K2Node_MakeStruct_2908) LITERAL: 1(/Game/Genesis/Missions/Buff_MissionData.Buff_MissionData:ExecuteUbergraph_Buff_MissionData.K2Node_MakeStruct_2909) LITERAL: 0(/Game/Genesis/Missions/Buff_MissionData.Buff_MissionData:ExecuteUbergraph_Buff_MissionData.K2Node_MakeStruct_2910) LITERAL: 1(/Game/Genesis/Missions/Buff_MissionData.Buff_MissionData:ExecuteUbergraph_Buff_MissionData.K2Node_MakeStruct_2911) LITERAL: 0(/Game/Genesis/Missions/Buff_MissionData.Buff_MissionData:ExecuteUbergraph_Buff_MissionData.K2Node_MakeStruct_2912) LITERAL: 1(/Game/Genesis/Missions/Buff_MissionData.Buff_MissionData:ExecuteUbergraph_Buff_MissionData.K2Node_MakeStruct_2913) CONTENT: {0} {1}(/Game/Genesis/Missions/Buff_MissionData.Default__Buff_MissionData_C) CONTENT: Hover Skiff(/Engine/Transient.Default__REINST_TekHoverSkiff_Character_BP_C_44937) CONTENT: - Beam Camera Locked -(/Game/Genesis/Dinos/TEKHoverSkiff/TekHoverSkiff_Character_BP.Default__TekHoverSkiff_Character_BP_C) CONTENT: Beam Grab Percent(/Game/Genesis/Dinos/TEKHoverSkiff/TekHoverSkiff_Character_BP.Default__TekHoverSkiff_Character_BP_C) CONTENT: Fuel Rate:(/Game/Genesis/Dinos/TEKHoverSkiff/TekHoverSkiff_Character_BP.Default__TekHoverSkiff_Character_BP_C) CONTENT: Activate Skiff Repair Mode(/Game/Genesis/Dinos/TEKHoverSkiff/TekHoverSkiff_Character_BP.Default__TekHoverSkiff_Character_BP_C) CONTENT: Deactivate Skiff Repair Mode(/Game/Genesis/Dinos/TEKHoverSkiff/TekHoverSkiff_Character_BP.Default__TekHoverSkiff_Character_BP_C) CONTENT: [ SEVERE DAMAGE DETECTED ](/Game/Genesis/Dinos/TEKHoverSkiff/TekHoverSkiff_Character_BP.Default__TekHoverSkiff_Character_BP_C) CONTENT: [ Damage detected ](/Game/Genesis/Dinos/TEKHoverSkiff/TekHoverSkiff_Character_BP.Default__TekHoverSkiff_Character_BP_C) CONTENT: [ Full Repair Mode Active ](/Game/Genesis/Dinos/TEKHoverSkiff/TekHoverSkiff_Character_BP.Default__TekHoverSkiff_Character_BP_C) CONTENT: Activating Repair Mode ((/Game/Genesis/Dinos/TEKHoverSkiff/TekHoverSkiff_Character_BP.Default__TekHoverSkiff_Character_BP_C) CONTENT: Deactivating Repair Mode ((/Game/Genesis/Dinos/TEKHoverSkiff/TekHoverSkiff_Character_BP.Default__TekHoverSkiff_Character_BP_C) CONTENT: [ ASSESSING DAMAGE :: Repairing disabled! ](/Game/Genesis/Dinos/TEKHoverSkiff/TekHoverSkiff_Character_BP.Default__TekHoverSkiff_Character_BP_C) CONTENT: Hover Skiff(/Game/Genesis/Dinos/TEKHoverSkiff/TekHoverSkiff_Character_BP.Default__TekHoverSkiff_Character_BP_C) CONTENT: Voidwyrm(/Engine/Transient.REINST_TekWyvern_Character_BP_C_0) LITERAL: ToggleAllowTameRiding(/Game/Genesis2/Dinos/TekWyvern/TekWyvern_Character_BP.TekWyvern_Character_BP:BadTimingFeed.K2Node_CallFunction_249335) LITERAL: Multi_StopBreathAttack(/Game/Genesis2/Dinos/TekWyvern/TekWyvern_Character_BP.TekWyvern_Character_BP:BlueprintAnimNotifyCustomEvent.K2Node_CallFunction_199085) LITERAL: CheckDoneLanding(/Game/Genesis2/Dinos/TekWyvern/TekWyvern_Character_BP.TekWyvern_Character_BP:BPAdjustDamage.K2Node_CallFunction_207544) LITERAL: CheckDoneRoar(/Game/Genesis2/Dinos/TekWyvern/TekWyvern_Character_BP.TekWyvern_Character_BP:BPAdjustDamage.K2Node_CallFunction_351108) LITERAL: Health too high to start taming(/Game/Genesis2/Dinos/TekWyvern/TekWyvern_Character_BP.TekWyvern_Character_BP:BPGetMultiUseEntries.K2Node_MakeStruct_10921) LITERAL: Cannot be tamed outside of the space biome(/Game/Genesis2/Dinos/TekWyvern/TekWyvern_Character_BP.TekWyvern_Character_BP:BPGetMultiUseEntries.K2Node_MakeStruct_1242) LITERAL: Being tamed by other player(/Game/Genesis2/Dinos/TekWyvern/TekWyvern_Character_BP.TekWyvern_Character_BP:BPGetMultiUseEntries.K2Node_MakeStruct_3691) LITERAL: CheckDoneLanding(/Game/Genesis2/Dinos/TekWyvern/TekWyvern_Character_BP.TekWyvern_Character_BP:CheckDoneLanding.K2Node_CallFunction_351108) LITERAL: CheckDoneRoar(/Game/Genesis2/Dinos/TekWyvern/TekWyvern_Character_BP.TekWyvern_Character_BP:CheckDoneRoar.K2Node_CallFunction_351108) LITERAL: Server_StopBreathAttack(/Game/Genesis2/Dinos/TekWyvern/TekWyvern_Character_BP.TekWyvern_Character_BP:DoTamingRandomAttack.K2Node_CallFunction_199085) LITERAL: Multi_StopBreathAttack(/Game/Genesis2/Dinos/TekWyvern/TekWyvern_Character_BP.TekWyvern_Character_BP:EventGraph.K2Node_CallFunction_199085) LITERAL: Hello(/Game/Genesis2/Dinos/TekWyvern/TekWyvern_Character_BP.TekWyvern_Character_BP:EventGraph.K2Node_CallFunction_278933) LITERAL: DoneRolling(/Game/Genesis2/Dinos/TekWyvern/TekWyvern_Character_BP.TekWyvern_Character_BP:EventGraph.K2Node_CallFunction_410277) LITERAL: ----->(/Game/Genesis2/Dinos/TekWyvern/TekWyvern_Character_BP.TekWyvern_Character_BP:OverrideFinalWanderLocation.K2Node_CallFunction_464002) LITERAL: Stop(/Game/Genesis2/Dinos/TekWyvern/TekWyvern_Character_BP.TekWyvern_Character_BP:OverrideFinalWanderLocation.K2Node_CallFunction_464438) LITERAL: Move(/Game/Genesis2/Dinos/TekWyvern/TekWyvern_Character_BP.TekWyvern_Character_BP:OverrideFinalWanderLocation.K2Node_CallFunction_464438) LITERAL: ----->(/Game/Genesis2/Dinos/TekWyvern/TekWyvern_Character_BP.TekWyvern_Character_BP:TickLowHealthStopMoving.K2Node_CallFunction_464002) LITERAL: Stop(/Game/Genesis2/Dinos/TekWyvern/TekWyvern_Character_BP.TekWyvern_Character_BP:TickLowHealthStopMoving.K2Node_CallFunction_464438) LITERAL: Move(/Game/Genesis2/Dinos/TekWyvern/TekWyvern_Character_BP.TekWyvern_Character_BP:TickLowHealthStopMoving.K2Node_CallFunction_464438) LITERAL: ToggleAllowTameRiding(/Game/Genesis2/Dinos/TekWyvern/TekWyvern_Character_BP.TekWyvern_Character_BP:TryAddAffinityAfter Rolling.K2Node_CallFunction_249335) LITERAL: Use Mutagen In Last Slot To Tame(/Game/Genesis2/Dinos/TekWyvern/TekWyvern_Character_BP.TekWyvern_Character_BP:UpdateTamingTextOverlay.K2Node_CallFunction_188209) LITERAL: {Use} During Barrel Roll To Tame(/Game/Genesis2/Dinos/TekWyvern/TekWyvern_Character_BP.TekWyvern_Character_BP:UpdateTamingTextOverlay.K2Node_CallFunction_322669) LITERAL: {Use} Use Mutagen Now!(/Game/Genesis2/Dinos/TekWyvern/TekWyvern_Character_BP.TekWyvern_Character_BP:UpdateTamingTextOverlay.K2Node_CallFunction_322670) CONTENT: Fertilized Voidwyrm Egg(/Game/PrimalEarth/Test/PrimalItemConsumable_Egg_Wyvern_Fertilized_Tek.Default__PrimalItemConsumable_Egg_Wyvern_Fertilized_Tek_C) CONTENT: main rubber(/Game/Genesis2/Dinos/TekWyvern/DinoColorSet_TekWyvern.Default__DinoColorSet_TekWyvern_C) CONTENT: rubber accents(/Game/Genesis2/Dinos/TekWyvern/DinoColorSet_TekWyvern.Default__DinoColorSet_TekWyvern_C) CONTENT: metal accents(/Game/Genesis2/Dinos/TekWyvern/DinoColorSet_TekWyvern.Default__DinoColorSet_TekWyvern_C) CONTENT: leg metal accents(/Game/Genesis2/Dinos/TekWyvern/DinoColorSet_TekWyvern.Default__DinoColorSet_TekWyvern_C) CONTENT: body rubber(/Game/Genesis2/Dinos/TekWyvern/DinoColorSet_TekWyvern.Default__DinoColorSet_TekWyvern_C) CONTENT: back(/Game/Genesis2/Dinos/TekWyvern/DinoColorSet_TekWyvern.Default__DinoColorSet_TekWyvern_C) CONTENT: Breaking Equus(/Engine/Transient.REINST_Buff_TekWyvernTameRiding_C_0) CONTENT: Tek Wyvern is running wild! Maybe some food can soothe it(/Engine/Transient.REINST_Buff_TekWyvernTameRiding_C_0) LITERAL: -----------------prevent input to----------------(/Game/Genesis2/Dinos/TekWyvern/Buff_TekWyvernTameRiding.Buff_TekWyvernTameRiding:EventGraph.K2Node_CallFunction_55773) LITERAL: %(/Game/Genesis2/Dinos/TekWyvern/Buff_TekWyvernTameRiding.Buff_TekWyvernTameRiding:BPDrawBuffStatusHUD.K2Node_CallFunction_33286) LITERAL: Taming (/Game/Genesis2/Dinos/TekWyvern/Buff_TekWyvernTameRiding.Buff_TekWyvernTameRiding:BPDrawBuffStatusHUD.K2Node_CallFunction_39300) LITERAL: Effectiveness: {e}% (+{i} Lvl)(/Game/Genesis2/Dinos/TekWyvern/Buff_TekWyvernTameRiding.Buff_TekWyvernTameRiding:BPDrawBuffStatusHUD.K2Node_Composite_25.GetTameEffectivenessAnd+Level.K2Node_FormatText_8) LITERAL: USE to feed(/Game/Genesis2/Dinos/TekWyvern/Buff_TekWyvernTameRiding.Buff_TekWyvernTameRiding:DrawActiveStateText.K2Node_CallFunction_32820) CONTENT: Breaking Equus(/Engine/Transient.Default__REINST_Buff_TekWyvernTameRiding_C_44997) CONTENT: Tek Wyvern is running wild! Maybe some food can soothe it(/Engine/Transient.Default__REINST_Buff_TekWyvernTameRiding_C_44997) LITERAL: Effectiveness: {e}% (+{i} Lvl)(/Game/Genesis2/Dinos/TekWyvern/Buff_TekWyvernTameRiding.Buff_TekWyvernTameRiding:EdGraph_147234.K2Node_CallFunction_375286) LITERAL: e(/Game/Genesis2/Dinos/TekWyvern/Buff_TekWyvernTameRiding.Buff_TekWyvernTameRiding:EdGraph_147234.K2Node_MakeStruct_2914) LITERAL: i(/Game/Genesis2/Dinos/TekWyvern/Buff_TekWyvernTameRiding.Buff_TekWyvernTameRiding:EdGraph_147234.K2Node_MakeStruct_2915) CONTENT: Breaking Equus(/Engine/Transient.REINST_Buff_TekWyvernTameRiding_C_1) CONTENT: Tek Wyvern is running wild! Maybe some food can soothe it(/Engine/Transient.REINST_Buff_TekWyvernTameRiding_C_1) CONTENT: Voidwyrm(/Engine/Transient.Default__REINST_TekWyvern_Character_BP_C_45004) CONTENT: Voidwyrm(/Engine/Transient.REINST_TekWyvern_Character_BP_C_1) CONTENT: Breaking Equus(/Engine/Transient.Default__REINST_Buff_TekWyvernTameRiding_C_45032) CONTENT: Tek Wyvern is running wild! Maybe some food can soothe it(/Engine/Transient.Default__REINST_Buff_TekWyvernTameRiding_C_45032) LITERAL: Effectiveness: {e}% (+{i} Lvl)(/Game/Genesis2/Dinos/TekWyvern/Buff_TekWyvernTameRiding.Buff_TekWyvernTameRiding:EdGraph_147468.K2Node_CallFunction_376086) LITERAL: e(/Game/Genesis2/Dinos/TekWyvern/Buff_TekWyvernTameRiding.Buff_TekWyvernTameRiding:EdGraph_147468.K2Node_MakeStruct_2920) LITERAL: i(/Game/Genesis2/Dinos/TekWyvern/Buff_TekWyvernTameRiding.Buff_TekWyvernTameRiding:EdGraph_147468.K2Node_MakeStruct_2921) CONTENT: Breaking Equus(/Game/Genesis2/Dinos/TekWyvern/Buff_TekWyvernTameRiding.Default__Buff_TekWyvernTameRiding_C) CONTENT: Tek Wyvern is running wild! Maybe some food can soothe it(/Game/Genesis2/Dinos/TekWyvern/Buff_TekWyvernTameRiding.Default__Buff_TekWyvernTameRiding_C) CONTENT: Voidwyrm(/Engine/Transient.Default__REINST_TekWyvern_Character_BP_C_45036) CONTENT: Voidwyrm(/Game/Genesis2/Dinos/TekWyvern/TekWyvern_Character_BP.Default__TekWyvern_Character_BP_C) CONTENT: Plant Species R-5(/Engine/Transient.REINST_Structure_PlantSpeciesR_PrimeFish_C_0) CONTENT: Plant Species R-5(/Engine/Transient.Default__REINST_Structure_PlantSpeciesR_PrimeFish_C_45054) CONTENT: Plant Species R-5(/Engine/Transient.REINST_Structure_PlantSpeciesR_PrimeFish_C_1) CONTENT: Plant Species R-5(/Engine/Transient.Default__REINST_Structure_PlantSpeciesR_PrimeFish_C_45058) CONTENT: Plant Species R-5(/Game/Genesis2/Structures/PlantSpeciesR/Structure_PlantSpeciesR_PrimeFish.Default__Structure_PlantSpeciesR_PrimeFish_C) CONTENT: Plant Species R-5 Seed(/Game/Genesis2/Structures/PlantSpeciesR/PrimalItemConsumable_Seed_PlantSpeciesR_PrimeFish.Default__PrimalItemConsumable_Seed_PlantSpeciesR_PrimeFish_C) CONTENT: Plant this in a viable tek crop plot to grow a tentacle plant, that can be harvested for cuts of Raw Prime Fish Meat!(/Game/Genesis2/Structures/PlantSpeciesR/PrimalItemConsumable_Seed_PlantSpeciesR_PrimeFish.Default__PrimalItemConsumable_Seed_PlantSpeciesR_PrimeFish_C) CONTENT: Plant Species R-4(/Engine/Transient.REINST_Structure_PlantSpeciesR_PrimeMeat_C_0) CONTENT: Plant Species R-4(/Engine/Transient.Default__REINST_Structure_PlantSpeciesR_PrimeMeat_C_45066) CONTENT: Plant Species R-4(/Engine/Transient.REINST_Structure_PlantSpeciesR_PrimeMeat_C_1) CONTENT: Plant Species R-4(/Engine/Transient.Default__REINST_Structure_PlantSpeciesR_PrimeMeat_C_45070) CONTENT: Plant Species R-4(/Game/Genesis2/Structures/PlantSpeciesR/Structure_PlantSpeciesR_PrimeMeat.Default__Structure_PlantSpeciesR_PrimeMeat_C) CONTENT: Plant Species R-4 Seed(/Game/Genesis2/Structures/PlantSpeciesR/PrimalItemConsumable_Seed_PlantSpeciesR_PrimeMeat.Default__PrimalItemConsumable_Seed_PlantSpeciesR_PrimeMeat_C) CONTENT: Plant this in a viable tek crop plot to grow a tentacle plant, that can be harvested for cuts of Raw Prime Meat!(/Game/Genesis2/Structures/PlantSpeciesR/PrimalItemConsumable_Seed_PlantSpeciesR_PrimeMeat.Default__PrimalItemConsumable_Seed_PlantSpeciesR_PrimeMeat_C) CONTENT: Plant Species R-2(/Engine/Transient.REINST_Structure_PlantSpeciesR_RawFish_C_0) CONTENT: Plant Species R-2(/Engine/Transient.Default__REINST_Structure_PlantSpeciesR_RawFish_C_45078) CONTENT: Plant Species R-2(/Engine/Transient.REINST_Structure_PlantSpeciesR_RawFish_C_1) CONTENT: Plant Species R-2(/Engine/Transient.Default__REINST_Structure_PlantSpeciesR_RawFish_C_45082) CONTENT: Plant Species R-2(/Game/Genesis2/Structures/PlantSpeciesR/Structure_PlantSpeciesR_RawFish.Default__Structure_PlantSpeciesR_RawFish_C) CONTENT: Plant Species R-2 Seed(/Game/Genesis2/Structures/PlantSpeciesR/PrimalItemConsumable_Seed_PlantSpeciesR_RawFish.Default__PrimalItemConsumable_Seed_PlantSpeciesR_RawFish_C) CONTENT: Plant this in a viable tek crop plot to grow a tentacle plant, that can be harvested for cuts of Raw Fish Meat!(/Game/Genesis2/Structures/PlantSpeciesR/PrimalItemConsumable_Seed_PlantSpeciesR_RawFish.Default__PrimalItemConsumable_Seed_PlantSpeciesR_RawFish_C) CONTENT: Plant Species R-1(/Engine/Transient.REINST_Structure_PlantSpeciesR_RawMeat_C_0) CONTENT: Plant Species R-1(/Engine/Transient.Default__REINST_Structure_PlantSpeciesR_RawMeat_C_45090) CONTENT: Plant Species R-1(/Engine/Transient.REINST_Structure_PlantSpeciesR_RawMeat_C_1) CONTENT: Plant Species R-1(/Engine/Transient.Default__REINST_Structure_PlantSpeciesR_RawMeat_C_45094) CONTENT: Plant Species R-1(/Game/Genesis2/Structures/PlantSpeciesR/Structure_PlantSpeciesR_RawMeat.Default__Structure_PlantSpeciesR_RawMeat_C) CONTENT: Plant Species R-1 Seed(/Game/Genesis2/Structures/PlantSpeciesR/PrimalItemConsumable_Seed_PlantSpeciesR_RawMeat.Default__PrimalItemConsumable_Seed_PlantSpeciesR_RawMeat_C) CONTENT: Plant this in a viable tek crop plot to grow a tentacle plant, that can be harvested for cuts of Raw Meat!(/Game/Genesis2/Structures/PlantSpeciesR/PrimalItemConsumable_Seed_PlantSpeciesR_RawMeat.Default__PrimalItemConsumable_Seed_PlantSpeciesR_RawMeat_C) CONTENT: Plant Species R-3(/Engine/Transient.REINST_Structure_PlantSpeciesR_SpoiledMeat_C_0) CONTENT: Plant Species R-3(/Engine/Transient.Default__REINST_Structure_PlantSpeciesR_SpoiledMeat_C_45102) CONTENT: Plant Species R-3(/Engine/Transient.REINST_Structure_PlantSpeciesR_SpoiledMeat_C_1) CONTENT: Plant Species R-3(/Engine/Transient.Default__REINST_Structure_PlantSpeciesR_SpoiledMeat_C_45106) CONTENT: Plant Species R-3(/Game/Genesis2/Structures/PlantSpeciesR/Structure_PlantSpeciesR_SpoiledMeat.Default__Structure_PlantSpeciesR_SpoiledMeat_C) CONTENT: Plant Species R-3 Seed(/Game/Genesis2/Structures/PlantSpeciesR/PrimalItemConsumable_Seed_PlantSpeciesR_SpoiledMeat.Default__PrimalItemConsumable_Seed_PlantSpeciesR_SpoiledMeat_C) CONTENT: Plant this in a viable tek crop plot to grow a tentacle plant, that can be harvested for cuts of Spoiled Meat!(/Game/Genesis2/Structures/PlantSpeciesR/PrimalItemConsumable_Seed_PlantSpeciesR_SpoiledMeat.Default__PrimalItemConsumable_Seed_PlantSpeciesR_SpoiledMeat_C) CONTENT: Rockwell Final Form Trophy(/Game/Genesis2/Structures/TrophyHeads/RockwellGen2/PrimalItemTrophy_RockwellGen2.Default__PrimalItemTrophy_RockwellGen2_C) CONTENT: Place it on a trophy wall-mount, and keep it safe to use as an invaluable token of your prowess...(/Game/Genesis2/Structures/TrophyHeads/RockwellGen2/PrimalItemTrophy_RockwellGen2.Default__PrimalItemTrophy_RockwellGen2_C) CONTENT: Alpha Rockwell Final Form Trophy (/Game/Genesis2/Structures/TrophyHeads/RockwellGen2/PrimalItemTrophy_RockwellGen2_Alpha.Default__PrimalItemTrophy_RockwellGen2_Alpha_C) CONTENT: Beta Rockwell Final Form Trophy(/Game/Genesis2/Structures/TrophyHeads/RockwellGen2/PrimalItemTrophy_RockwellGen2_Beta.Default__PrimalItemTrophy_RockwellGen2_Beta_C) CONTENT: Gamma Rockwell Final Form Trophy(/Game/Genesis2/Structures/TrophyHeads/RockwellGen2/PrimalItemTrophy_RockwellGen2_Gamma.Default__PrimalItemTrophy_RockwellGen2_Gamma_C) CONTENT: Repair the Arctic Glitches!(/Engine/Transient.REINST_MissionType_GlitchCounter_Arctic_C_0) CONTENT: Repair the Arctic Glitches!(/Engine/Transient.Default__REINST_MissionType_GlitchCounter_Arctic_C_45119) CONTENT: Repair the Arctic Glitches!(/Engine/Transient.REINST_MissionType_GlitchCounter_Arctic_C_1) CONTENT: Repair the Arctic Glitches!(/Engine/Transient.Default__REINST_MissionType_GlitchCounter_Arctic_C_45123) CONTENT: Repair the Arctic Glitches!(/Game/Genesis/Missions/MissionType_GlitchCounter_Arctic.Default__MissionType_GlitchCounter_Arctic_C) CONTENT: Repair the Bog Glitches!(/Engine/Transient.REINST_MissionType_GlitchCounter_Bog_C_0) CONTENT: Repair the Bog Glitches!(/Engine/Transient.Default__REINST_MissionType_GlitchCounter_Bog_C_45130) CONTENT: Repair the Bog Glitches!(/Engine/Transient.REINST_MissionType_GlitchCounter_Bog_C_1) CONTENT: Repair the Bog Glitches!(/Engine/Transient.Default__REINST_MissionType_GlitchCounter_Bog_C_45134) CONTENT: Repair the Bog Glitches!(/Game/Genesis/Missions/MissionType_GlitchCounter_Bog.Default__MissionType_GlitchCounter_Bog_C) CONTENT: Repair the Lunar Glitches!(/Engine/Transient.REINST_MissionType_GlitchCounter_Lunar_C_0) CONTENT: Repair the Lunar Glitches!(/Engine/Transient.Default__REINST_MissionType_GlitchCounter_Lunar_C_45141) CONTENT: Repair the Lunar Glitches!(/Engine/Transient.REINST_MissionType_GlitchCounter_Lunar_C_1) CONTENT: Repair the Lunar Glitches!(/Engine/Transient.Default__REINST_MissionType_GlitchCounter_Lunar_C_45145) CONTENT: Repair the Lunar Glitches!(/Game/Genesis/Missions/MissionType_GlitchCounter_Lunar.Default__MissionType_GlitchCounter_Lunar_C) CONTENT: Repair the Ocean Glitches!(/Engine/Transient.REINST_MissionType_GlitchCounter_Ocean_C_0) CONTENT: Repair the Ocean Glitches!(/Engine/Transient.Default__REINST_MissionType_GlitchCounter_Ocean_C_45152) CONTENT: Repair the Ocean Glitches!(/Engine/Transient.REINST_MissionType_GlitchCounter_Ocean_C_1) CONTENT: Repair the Ocean Glitches!(/Engine/Transient.Default__REINST_MissionType_GlitchCounter_Ocean_C_45156) CONTENT: Repair the Ocean Glitches!(/Game/Genesis/Missions/MissionType_GlitchCounter_Ocean.Default__MissionType_GlitchCounter_Ocean_C) CONTENT: Repair the Volcanic Glitches!(/Engine/Transient.REINST_MissionType_GlitchCounter_Volcanic_C_0) CONTENT: Repair the Volcanic Glitches!(/Engine/Transient.Default__REINST_MissionType_GlitchCounter_Volcanic_C_45163) CONTENT: Repair the Volcanic Glitches!(/Engine/Transient.REINST_MissionType_GlitchCounter_Volcanic_C_1) CONTENT: Repair the Volcanic Glitches!(/Engine/Transient.Default__REINST_MissionType_GlitchCounter_Volcanic_C_45167) CONTENT: Repair the Volcanic Glitches!(/Game/Genesis/Missions/MissionType_GlitchCounter_Volcanic.Default__MissionType_GlitchCounter_Volcanic_C) CONTENT: Race(/Game/Genesis2/Missions/Race2/MissionMetaType_Race.Default__MissionMetaType_Race_C) CONTENT: Follow the checkpoints and get to the end!(/Game/Genesis2/Missions/Race2/MissionMetaType_Race.Default__MissionMetaType_Race_C) CONTENT: Starwing Strike(/Engine/Transient.REINST_MissionMetaType_Race_SpaceDolphin_C_0) CONTENT: Blast your way through hazards and obstructions in a challenging race for control the ship's navigation system!(/Engine/Transient.REINST_MissionMetaType_Race_SpaceDolphin_C_0) CONTENT: Starwing Strike(/Engine/Transient.Default__REINST_MissionMetaType_Race_SpaceDolphin_C_45176) CONTENT: Blast your way through hazards and obstructions in a challenging race for control the ship's navigation system!(/Engine/Transient.Default__REINST_MissionMetaType_Race_SpaceDolphin_C_45176) CONTENT: Starwing Strike(/Engine/Transient.REINST_MissionMetaType_Race_SpaceDolphin_C_1) CONTENT: Blast your way through hazards and obstructions in a challenging race for control the ship's navigation system!(/Engine/Transient.REINST_MissionMetaType_Race_SpaceDolphin_C_1) CONTENT: Starwing Strike(/Engine/Transient.Default__REINST_MissionMetaType_Race_SpaceDolphin_C_45180) CONTENT: Blast your way through hazards and obstructions in a challenging race for control the ship's navigation system!(/Engine/Transient.Default__REINST_MissionMetaType_Race_SpaceDolphin_C_45180) CONTENT: Starwing Strike(/Game/Genesis2/Missions/Race2/SpaceDolphin/MissionMetaType_Race_SpaceDolphin.Default__MissionMetaType_Race_SpaceDolphin_C) CONTENT: Blast your way through hazards and obstructions in a challenging race for control the ship's navigation system!(/Game/Genesis2/Missions/Race2/SpaceDolphin/MissionMetaType_Race_SpaceDolphin.Default__MissionMetaType_Race_SpaceDolphin_C) CONTENT: Slide and Glide(/Engine/Transient.REINST_MissionMetaType_Race_MilkGlider_C_0) CONTENT: Glide through a network of canyons in an acrobatic rush to control the ship's wildlife growth-promotion system!(/Engine/Transient.REINST_MissionMetaType_Race_MilkGlider_C_0) CONTENT: Slide and Glide(/Engine/Transient.Default__REINST_MissionMetaType_Race_MilkGlider_C_45220) CONTENT: Glide through a network of canyons in an acrobatic rush to control the ship's wildlife growth-promotion system!(/Engine/Transient.Default__REINST_MissionMetaType_Race_MilkGlider_C_45220) CONTENT: Slide and Glide(/Engine/Transient.REINST_MissionMetaType_Race_MilkGlider_C_1) CONTENT: Glide through a network of canyons in an acrobatic rush to control the ship's wildlife growth-promotion system!(/Engine/Transient.REINST_MissionMetaType_Race_MilkGlider_C_1) CONTENT: Slide and Glide(/Engine/Transient.Default__REINST_MissionMetaType_Race_MilkGlider_C_45224) CONTENT: Glide through a network of canyons in an acrobatic rush to control the ship's wildlife growth-promotion system!(/Engine/Transient.Default__REINST_MissionMetaType_Race_MilkGlider_C_45224) CONTENT: Slide and Glide(/Game/Genesis2/Missions/Race2/MilkGlider/MissionMetaType_Race_MilkGlider.Default__MissionMetaType_Race_MilkGlider_C) CONTENT: Glide through a network of canyons in an acrobatic rush to control the ship's wildlife growth-promotion system!(/Game/Genesis2/Missions/Race2/MilkGlider/MissionMetaType_Race_MilkGlider.Default__MissionMetaType_Race_MilkGlider_C) CONTENT: Slipstream Sweep(/Engine/Transient.REINST_MissionMetaType_Race_HoverSail_C_0) CONTENT: Soar through an aerial obstacle course to win control of shipboard resource reclamation. Perform stunts for extra time!(/Engine/Transient.REINST_MissionMetaType_Race_HoverSail_C_0) CONTENT: Slipstream Sweep(/Engine/Transient.Default__REINST_MissionMetaType_Race_HoverSail_C_45264) CONTENT: Soar through an aerial obstacle course to win control of shipboard resource reclamation. Perform stunts for extra time!(/Engine/Transient.Default__REINST_MissionMetaType_Race_HoverSail_C_45264) CONTENT: Slipstream Sweep(/Engine/Transient.REINST_MissionMetaType_Race_HoverSail_C_1) CONTENT: Soar through an aerial obstacle course to win control of shipboard resource reclamation. Perform stunts for extra time!(/Engine/Transient.REINST_MissionMetaType_Race_HoverSail_C_1) CONTENT: Slipstream Sweep(/Engine/Transient.Default__REINST_MissionMetaType_Race_HoverSail_C_45268) CONTENT: Soar through an aerial obstacle course to win control of shipboard resource reclamation. Perform stunts for extra time!(/Engine/Transient.Default__REINST_MissionMetaType_Race_HoverSail_C_45268) CONTENT: Slipstream Sweep(/Game/Genesis2/Missions/Race2/HoverSail/MissionMetaType_Race_HoverSail.Default__MissionMetaType_Race_HoverSail_C) CONTENT: Soar through an aerial obstacle course to win control of shipboard resource reclamation. Perform stunts for extra time!(/Game/Genesis2/Missions/Race2/HoverSail/MissionMetaType_Race_HoverSail.Default__MissionMetaType_Race_HoverSail_C) CONTENT: Circuit Chase(/Engine/Transient.REINST_MissionMetaType_Race_Enforcer_C_0) CONTENT: Scurry through a maze of conduits to reestablish contact with the ship's advance probes while they're still in communications range!(/Engine/Transient.REINST_MissionMetaType_Race_Enforcer_C_0) CONTENT: Circuit Chase(/Engine/Transient.Default__REINST_MissionMetaType_Race_Enforcer_C_45308) CONTENT: Scurry through a maze of conduits to reestablish contact with the ship's advance probes while they're still in communications range!(/Engine/Transient.Default__REINST_MissionMetaType_Race_Enforcer_C_45308) CONTENT: Circuit Chase(/Engine/Transient.REINST_MissionMetaType_Race_Enforcer_C_1) CONTENT: Scurry through a maze of conduits to reestablish contact with the ship's advance probes while they're still in communications range!(/Engine/Transient.REINST_MissionMetaType_Race_Enforcer_C_1) CONTENT: Circuit Chase(/Engine/Transient.Default__REINST_MissionMetaType_Race_Enforcer_C_45312) CONTENT: Scurry through a maze of conduits to reestablish contact with the ship's advance probes while they're still in communications range!(/Engine/Transient.Default__REINST_MissionMetaType_Race_Enforcer_C_45312) CONTENT: Circuit Chase(/Game/Genesis2/Missions/Race2/Enforcer/MissionMetaType_Race_Enforcer.Default__MissionMetaType_Race_Enforcer_C) CONTENT: Scurry through a maze of conduits to reestablish contact with the ship's advance probes while they're still in communications range!(/Game/Genesis2/Missions/Race2/Enforcer/MissionMetaType_Race_Enforcer.Default__MissionMetaType_Race_Enforcer_C) CONTENT: Team Downriver Run(/Engine/Transient.REINST_MissionMetaType_Race_CanoeTeam_C_0) CONTENT: Escape the rigors of shipboard life with this team-building whitewater adventure, and win replication patterns for new recreational watercraft!(/Engine/Transient.REINST_MissionMetaType_Race_CanoeTeam_C_0) CONTENT: Team Downriver Run(/Engine/Transient.Default__REINST_MissionMetaType_Race_CanoeTeam_C_45352) CONTENT: Escape the rigors of shipboard life with this team-building whitewater adventure, and win replication patterns for new recreational watercraft!(/Engine/Transient.Default__REINST_MissionMetaType_Race_CanoeTeam_C_45352) CONTENT: Team Downriver Run(/Engine/Transient.REINST_MissionMetaType_Race_CanoeTeam_C_1) CONTENT: Escape the rigors of shipboard life with this team-building whitewater adventure, and win replication patterns for new recreational watercraft!(/Engine/Transient.REINST_MissionMetaType_Race_CanoeTeam_C_1) CONTENT: Team Downriver Run(/Engine/Transient.Default__REINST_MissionMetaType_Race_CanoeTeam_C_45356) CONTENT: Escape the rigors of shipboard life with this team-building whitewater adventure, and win replication patterns for new recreational watercraft!(/Engine/Transient.Default__REINST_MissionMetaType_Race_CanoeTeam_C_45356) CONTENT: Team Downriver Run(/Game/Genesis2/Missions/Race2/Canoe/MissionMetaType_Race_CanoeTeam.Default__MissionMetaType_Race_CanoeTeam_C) CONTENT: Escape the rigors of shipboard life with this team-building whitewater adventure, and win replication patterns for new recreational watercraft!(/Game/Genesis2/Missions/Race2/Canoe/MissionMetaType_Race_CanoeTeam.Default__MissionMetaType_Race_CanoeTeam_C) CONTENT: Special Reward(/Engine/Transient.REINST_MissionMetaType_Race_CanoeTeam_Gamma_C_0) CONTENT: Special Reward(/Engine/Transient.Default__REINST_MissionMetaType_Race_CanoeTeam_Gamma_C_45363) CONTENT: Special Reward(/Engine/Transient.REINST_MissionMetaType_Race_CanoeTeam_Gamma_C_1) CONTENT: Special Reward(/Engine/Transient.Default__REINST_MissionMetaType_Race_CanoeTeam_Gamma_C_45367) CONTENT: Special Reward(/Game/Genesis2/Missions/Race2/Canoe/MissionMetaType_Race_CanoeTeam_Gamma.Default__MissionMetaType_Race_CanoeTeam_Gamma_C) CONTENT: Special Reward(/Engine/Transient.REINST_MissionMetaType_Race_CanoeTeam_Beta_C_0) CONTENT: Special Reward(/Engine/Transient.Default__REINST_MissionMetaType_Race_CanoeTeam_Beta_C_45374) CONTENT: Special Reward(/Engine/Transient.REINST_MissionMetaType_Race_CanoeTeam_Beta_C_1) CONTENT: Special Reward(/Engine/Transient.Default__REINST_MissionMetaType_Race_CanoeTeam_Beta_C_45378) CONTENT: Special Reward(/Game/Genesis2/Missions/Race2/Canoe/MissionMetaType_Race_CanoeTeam_Beta.Default__MissionMetaType_Race_CanoeTeam_Beta_C) CONTENT: Special Reward(/Engine/Transient.REINST_MissionMetaType_Race_CanoeTeam_Alpha_C_0) CONTENT: Special Reward(/Engine/Transient.Default__REINST_MissionMetaType_Race_CanoeTeam_Alpha_C_45385) CONTENT: Special Reward(/Engine/Transient.REINST_MissionMetaType_Race_CanoeTeam_Alpha_C_1) CONTENT: Special Reward(/Engine/Transient.Default__REINST_MissionMetaType_Race_CanoeTeam_Alpha_C_45389) CONTENT: Special Reward(/Game/Genesis2/Missions/Race2/Canoe/MissionMetaType_Race_CanoeTeam_Alpha.Default__MissionMetaType_Race_CanoeTeam_Alpha_C) CONTENT: Downriver Run(/Engine/Transient.REINST_MissionMetaType_Race_Canoe_C_0) CONTENT: Shoot the whitewater rapids in a frantic paddle for control of shipboard hydroponics!(/Engine/Transient.REINST_MissionMetaType_Race_Canoe_C_0) CONTENT: Downriver Run(/Engine/Transient.Default__REINST_MissionMetaType_Race_Canoe_C_45396) CONTENT: Shoot the whitewater rapids in a frantic paddle for control of shipboard hydroponics!(/Engine/Transient.Default__REINST_MissionMetaType_Race_Canoe_C_45396) CONTENT: Downriver Run(/Engine/Transient.REINST_MissionMetaType_Race_Canoe_C_1) CONTENT: Shoot the whitewater rapids in a frantic paddle for control of shipboard hydroponics!(/Engine/Transient.REINST_MissionMetaType_Race_Canoe_C_1) CONTENT: Downriver Run(/Engine/Transient.Default__REINST_MissionMetaType_Race_Canoe_C_45400) CONTENT: Shoot the whitewater rapids in a frantic paddle for control of shipboard hydroponics!(/Engine/Transient.Default__REINST_MissionMetaType_Race_Canoe_C_45400) CONTENT: Downriver Run(/Game/Genesis2/Missions/Race2/Canoe/MissionMetaType_Race_Canoe.Default__MissionMetaType_Race_Canoe_C) CONTENT: Shoot the whitewater rapids in a frantic paddle for control of shipboard hydroponics!(/Game/Genesis2/Missions/Race2/Canoe/MissionMetaType_Race_Canoe.Default__MissionMetaType_Race_Canoe_C) LITERAL: ...(/Game/Genesis/Missions/Retrieve/Leaderboard_Retrieve.Leaderboard_Retrieve:BPFormatLeaderboardRow.K2Node_CallFunction_156476) CONTENT: Star Dolphin(/Game/Genesis2/Missions/ModularMission/Shmup/MissionMetaData_WhaleRescue.Default__MissionMetaData_WhaleRescue_C) CONTENT: Storm Rockwell's defenses to retake the ship's replication system, but expect heavy resistance and superviral retaliation!(/Game/Genesis2/Missions/ModularMission/Shmup/MissionMetaData_WhaleRescue.Default__MissionMetaData_WhaleRescue_C) CONTENT: Beach Bob(/Game/Genesis2/Missions/ModularMission/Shmup/MissionMetaData_WhaleRescue.Default__MissionMetaData_WhaleRescue_C) CONTENT: Choose Your Own Adventure(/Game/Genesis2/Missions/ModularMission/Maze/CorruptedZone/MissionMetaData_Maze.Default__MissionMetaData_Maze_C) CONTENT: Infiltrate the hijacked biomedical system to stop Rockwell's mutagen production, but watch out for the nasty supervirus he left behind!(/Game/Genesis2/Missions/ModularMission/Maze/CorruptedZone/MissionMetaData_Maze.Default__MissionMetaData_Maze_C) CONTENT: Code Red(/Game/Genesis2/Missions/ModularMission/Mashup/ExperimentG/MissionMetaData_ExpG.Default__MissionMetaData_ExpG_C) CONTENT: Hack into the genomic archive to stop Rockwell from corrupting the creature files, and prevent his vengeful supervirus from re-hacking the system!(/Game/Genesis2/Missions/ModularMission/Mashup/ExperimentG/MissionMetaData_ExpG.Default__MissionMetaData_ExpG_C) CONTENT: Life Support(/Game/Genesis2/Missions/ModularMission/LifeSupport/MissionMetaData_LifeSupport.Default__MissionMetaData_LifeSupport_C) CONTENT: Decontaminate the ventilation system by sealing data leaks and avoiding Rockwell's viral agents, before Rockwell can flood the ship with toxins!(/Game/Genesis2/Missions/ModularMission/LifeSupport/MissionMetaData_LifeSupport.Default__MissionMetaData_LifeSupport_C) CONTENT: Player(/Engine/Transient.REINST_Leaderboard_GauntletWaves_C_0) CONTENT: Score(/Engine/Transient.REINST_Leaderboard_GauntletWaves_C_0) LITERAL: ...(/Game/Genesis/Missions/Escort/Leaderboard_GauntletWaves.Leaderboard_GauntletWaves:BPFormatLeaderboardRow.K2Node_CallFunction_156476) CONTENT: Player(/Engine/Transient.Default__REINST_Leaderboard_GauntletWaves_C_45599) CONTENT: Score(/Engine/Transient.Default__REINST_Leaderboard_GauntletWaves_C_45599) CONTENT: Player(/Engine/Transient.REINST_Leaderboard_GauntletWaves_C_1) CONTENT: Score(/Engine/Transient.REINST_Leaderboard_GauntletWaves_C_1) CONTENT: Player(/Engine/Transient.Default__REINST_Leaderboard_GauntletWaves_C_45603) CONTENT: Score(/Engine/Transient.Default__REINST_Leaderboard_GauntletWaves_C_45603) CONTENT: Player(/Game/Genesis/Missions/Escort/Leaderboard_GauntletWaves.Default__Leaderboard_GauntletWaves_C) CONTENT: Score(/Game/Genesis/Missions/Escort/Leaderboard_GauntletWaves.Default__Leaderboard_GauntletWaves_C) CONTENT: Survive the ARK(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/MissionMetaData_STAGauntlet.Default__MissionMetaData_STAGauntlet_C) CONTENT: Endure a genomic gauntlet of familiar fauna to reclaim the ship's wildlife pacification systems!(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/MissionMetaData_STAGauntlet.Default__MissionMetaData_STAGauntlet_C) CONTENT: Terminus(/Engine/Transient.REINST_MissionMetaType_FinalBattle_C_0) CONTENT: Take on Rockwell in his unholy throne room, for one last chance to complete the ship's mission.(/Engine/Transient.REINST_MissionMetaType_FinalBattle_C_0) LITERAL: HasReqItems {0}(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/MissionMetaType_FinalBattle.MissionMetaType_FinalBattle:BPServerHandleNetExecCommand.K2Node_FormatText_393) LITERAL: HasReqMiss {0}(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/MissionMetaType_FinalBattle.MissionMetaType_FinalBattle:BPServerHandleNetExecCommand.K2Node_FormatText_391) LITERAL: Miss Reqs: {0} {1} / {2}(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/MissionMetaType_FinalBattle.MissionMetaType_FinalBattle:Get Has Char Completed All Missions Of Difficulty.K2Node_FormatText_396) LITERAL: {0} {1}(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/MissionMetaType_FinalBattle.MissionMetaType_FinalBattle:Get Has Char Completed All Missions Of Difficulty.K2Node_FormatText_408) CONTENT: Terminus(/Engine/Transient.Default__REINST_MissionMetaType_FinalBattle_C_45644) CONTENT: Take on Rockwell in his unholy throne room, for one last chance to complete the ship's mission.(/Engine/Transient.Default__REINST_MissionMetaType_FinalBattle_C_45644) LITERAL: HasReqItems {0}(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/MissionMetaType_FinalBattle.MissionMetaType_FinalBattle:EdGraph_148264.K2Node_CallFunction_376477) LITERAL: 0(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/MissionMetaType_FinalBattle.MissionMetaType_FinalBattle:EdGraph_148264.K2Node_MakeStruct_2924) LITERAL: HasReqMiss {0}(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/MissionMetaType_FinalBattle.MissionMetaType_FinalBattle:EdGraph_148264.K2Node_CallFunction_376478) LITERAL: 0(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/MissionMetaType_FinalBattle.MissionMetaType_FinalBattle:EdGraph_148264.K2Node_MakeStruct_2925) LITERAL: Miss Reqs: {0} {1} / {2}(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/MissionMetaType_FinalBattle.MissionMetaType_FinalBattle:EdGraph_148265.K2Node_CallFunction_376488) LITERAL: 0(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/MissionMetaType_FinalBattle.MissionMetaType_FinalBattle:EdGraph_148265.K2Node_MakeStruct_2926) LITERAL: 1(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/MissionMetaType_FinalBattle.MissionMetaType_FinalBattle:EdGraph_148265.K2Node_MakeStruct_2927) LITERAL: 2(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/MissionMetaType_FinalBattle.MissionMetaType_FinalBattle:EdGraph_148265.K2Node_MakeStruct_2928) LITERAL: {0} {1}(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/MissionMetaType_FinalBattle.MissionMetaType_FinalBattle:EdGraph_148265.K2Node_CallFunction_376489) LITERAL: 0(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/MissionMetaType_FinalBattle.MissionMetaType_FinalBattle:EdGraph_148265.K2Node_MakeStruct_2929) LITERAL: 1(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/MissionMetaType_FinalBattle.MissionMetaType_FinalBattle:EdGraph_148265.K2Node_MakeStruct_2930) CONTENT: Terminus(/Engine/Transient.REINST_MissionMetaType_FinalBattle_C_1) CONTENT: Take on Rockwell in his unholy throne room, for one last chance to complete the ship's mission.(/Engine/Transient.REINST_MissionMetaType_FinalBattle_C_1) CONTENT: Terminus(/Engine/Transient.Default__REINST_MissionMetaType_FinalBattle_C_45648) CONTENT: Take on Rockwell in his unholy throne room, for one last chance to complete the ship's mission.(/Engine/Transient.Default__REINST_MissionMetaType_FinalBattle_C_45648) LITERAL: HasReqItems {0}(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/MissionMetaType_FinalBattle.MissionMetaType_FinalBattle:EdGraph_148283.K2Node_CallFunction_376495) LITERAL: 0(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/MissionMetaType_FinalBattle.MissionMetaType_FinalBattle:EdGraph_148283.K2Node_MakeStruct_2931) LITERAL: HasReqMiss {0}(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/MissionMetaType_FinalBattle.MissionMetaType_FinalBattle:EdGraph_148283.K2Node_CallFunction_376496) LITERAL: 0(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/MissionMetaType_FinalBattle.MissionMetaType_FinalBattle:EdGraph_148283.K2Node_MakeStruct_2932) LITERAL: Miss Reqs: {0} {1} / {2}(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/MissionMetaType_FinalBattle.MissionMetaType_FinalBattle:EdGraph_148284.K2Node_CallFunction_376506) LITERAL: 0(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/MissionMetaType_FinalBattle.MissionMetaType_FinalBattle:EdGraph_148284.K2Node_MakeStruct_2933) LITERAL: 1(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/MissionMetaType_FinalBattle.MissionMetaType_FinalBattle:EdGraph_148284.K2Node_MakeStruct_2934) LITERAL: 2(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/MissionMetaType_FinalBattle.MissionMetaType_FinalBattle:EdGraph_148284.K2Node_MakeStruct_2935) LITERAL: {0} {1}(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/MissionMetaType_FinalBattle.MissionMetaType_FinalBattle:EdGraph_148284.K2Node_CallFunction_376507) LITERAL: 0(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/MissionMetaType_FinalBattle.MissionMetaType_FinalBattle:EdGraph_148284.K2Node_MakeStruct_2936) LITERAL: 1(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/MissionMetaType_FinalBattle.MissionMetaType_FinalBattle:EdGraph_148284.K2Node_MakeStruct_2937) CONTENT: Terminus(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/MissionMetaType_FinalBattle.Default__MissionMetaType_FinalBattle_C) CONTENT: Take on Rockwell in his unholy throne room, for one last chance to complete the ship's mission.(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/MissionMetaType_FinalBattle.Default__MissionMetaType_FinalBattle_C) LITERAL: ...(/Game/Genesis/Missions/Hunt/Leaderboard_HuntA.Leaderboard_HuntA:BPFormatLeaderboardRow.K2Node_CallFunction_156476) CONTENT: Hunt(/Game/Genesis2/Missions/Hunt/MissionMetaData_Hunt.Default__MissionMetaData_Hunt_C) CONTENT: Hunt Description(/Game/Genesis2/Missions/Hunt/MissionMetaData_Hunt.Default__MissionMetaData_Hunt_C) CONTENT: Paracer Roundup(/Engine/Transient.REINST_MissionMetaData_Hunt_Paracer_C_0) CONTENT: Track down a herd of voracious paraceratherium and learn how to improve your metabolism. WARNING: This mission DOES NOT take place in the Genesis simulation. (/Engine/Transient.REINST_MissionMetaData_Hunt_Paracer_C_0) CONTENT: Paracer Roundup(/Engine/Transient.Default__REINST_MissionMetaData_Hunt_Paracer_C_45700) CONTENT: Track down a herd of voracious paraceratherium and learn how to improve your metabolism. WARNING: This mission DOES NOT take place in the Genesis simulation. (/Engine/Transient.Default__REINST_MissionMetaData_Hunt_Paracer_C_45700) CONTENT: Paracer Roundup(/Engine/Transient.REINST_MissionMetaData_Hunt_Paracer_C_1) CONTENT: Track down a herd of voracious paraceratherium and learn how to improve your metabolism. WARNING: This mission DOES NOT take place in the Genesis simulation. (/Engine/Transient.REINST_MissionMetaData_Hunt_Paracer_C_1) CONTENT: Paracer Roundup(/Engine/Transient.Default__REINST_MissionMetaData_Hunt_Paracer_C_45704) CONTENT: Track down a herd of voracious paraceratherium and learn how to improve your metabolism. WARNING: This mission DOES NOT take place in the Genesis simulation. (/Engine/Transient.Default__REINST_MissionMetaData_Hunt_Paracer_C_45704) CONTENT: Paracer Roundup(/Game/Genesis2/Missions/Hunt/TorporMissions/MissionMetaData_Hunt_Paracer.Default__MissionMetaData_Hunt_Paracer_C) CONTENT: Track down a herd of voracious paraceratherium and learn how to improve your metabolism. WARNING: This mission DOES NOT take place in the Genesis simulation. (/Game/Genesis2/Missions/Hunt/TorporMissions/MissionMetaData_Hunt_Paracer.Default__MissionMetaData_Hunt_Paracer_C) CONTENT: Maewing Poach(/Engine/Transient.REINST_MissionMetaData_Hunt_MilkGlider_C_0) CONTENT: Track down a colony of young maewings to learn how to quickly raise more of your tames. WARNING: This mission DOES NOT take place in the Genesis simulation. (/Engine/Transient.REINST_MissionMetaData_Hunt_MilkGlider_C_0) CONTENT: Maewing Poach(/Engine/Transient.Default__REINST_MissionMetaData_Hunt_MilkGlider_C_45744) CONTENT: Track down a colony of young maewings to learn how to quickly raise more of your tames. WARNING: This mission DOES NOT take place in the Genesis simulation. (/Engine/Transient.Default__REINST_MissionMetaData_Hunt_MilkGlider_C_45744) CONTENT: Maewing Poach(/Engine/Transient.REINST_MissionMetaData_Hunt_MilkGlider_C_1) CONTENT: Track down a colony of young maewings to learn how to quickly raise more of your tames. WARNING: This mission DOES NOT take place in the Genesis simulation. (/Engine/Transient.REINST_MissionMetaData_Hunt_MilkGlider_C_1) CONTENT: Maewing Poach(/Engine/Transient.Default__REINST_MissionMetaData_Hunt_MilkGlider_C_45748) CONTENT: Track down a colony of young maewings to learn how to quickly raise more of your tames. WARNING: This mission DOES NOT take place in the Genesis simulation. (/Engine/Transient.Default__REINST_MissionMetaData_Hunt_MilkGlider_C_45748) CONTENT: Maewing Poach(/Game/Genesis2/Missions/Hunt/TorporMissions/MissionMetaData_Hunt_MilkGlider.Default__MissionMetaData_Hunt_MilkGlider_C) CONTENT: Track down a colony of young maewings to learn how to quickly raise more of your tames. WARNING: This mission DOES NOT take place in the Genesis simulation. (/Game/Genesis2/Missions/Hunt/TorporMissions/MissionMetaData_Hunt_MilkGlider.Default__MissionMetaData_Hunt_MilkGlider_C) CONTENT: Bulbdog Fetch(/Engine/Transient.REINST_MissionMetaData_Hunt_LanternPet_C_0) CONTENT: Track down a pack of bulbdogs in heat to adapt their pheromones into aphrodisiacs for your tames. WARNING: This mission DOES NOT take place in the Genesis simulation. (/Engine/Transient.REINST_MissionMetaData_Hunt_LanternPet_C_0) CONTENT: Bulbdog Fetch(/Engine/Transient.Default__REINST_MissionMetaData_Hunt_LanternPet_C_45788) CONTENT: Track down a pack of bulbdogs in heat to adapt their pheromones into aphrodisiacs for your tames. WARNING: This mission DOES NOT take place in the Genesis simulation. (/Engine/Transient.Default__REINST_MissionMetaData_Hunt_LanternPet_C_45788) CONTENT: Bulbdog Fetch(/Engine/Transient.REINST_MissionMetaData_Hunt_LanternPet_C_1) CONTENT: Track down a pack of bulbdogs in heat to adapt their pheromones into aphrodisiacs for your tames. WARNING: This mission DOES NOT take place in the Genesis simulation. (/Engine/Transient.REINST_MissionMetaData_Hunt_LanternPet_C_1) CONTENT: Bulbdog Fetch(/Engine/Transient.Default__REINST_MissionMetaData_Hunt_LanternPet_C_45792) CONTENT: Track down a pack of bulbdogs in heat to adapt their pheromones into aphrodisiacs for your tames. WARNING: This mission DOES NOT take place in the Genesis simulation. (/Engine/Transient.Default__REINST_MissionMetaData_Hunt_LanternPet_C_45792) CONTENT: Bulbdog Fetch(/Game/Genesis2/Missions/Hunt/TorporMissions/MissionMetaData_Hunt_LanternPet.Default__MissionMetaData_Hunt_LanternPet_C) CONTENT: Track down a pack of bulbdogs in heat to adapt their pheromones into aphrodisiacs for your tames. WARNING: This mission DOES NOT take place in the Genesis simulation. (/Game/Genesis2/Missions/Hunt/TorporMissions/MissionMetaData_Hunt_LanternPet.Default__MissionMetaData_Hunt_LanternPet_C) CONTENT: Silicate(/Game/Extinction/CoreBlueprints/Resources/PrimalItemResource_Silicate.Default__PrimalItemResource_Silicate_C) CONTENT: Hardened deposits of silicon. Can be refined into Silicon plates.(/Game/Extinction/CoreBlueprints/Resources/PrimalItemResource_Silicate.Default__PrimalItemResource_Silicate_C) CONTENT: Mission Loot Set(/Game/Genesis2/CoreBlueprints/LootSets/LootItemSet_Missions_BaseSet_Gamma.Default__LootItemSet_Missions_BaseSet_Gamma_C) CONTENT: Missions - never BP - with quality(/Game/Genesis2/CoreBlueprints/LootSets/LootItemSet_Missions_BaseSet_Gamma.Default__LootItemSet_Missions_BaseSet_Gamma_C) CONTENT: Missions - with BP - with quality(/Game/Genesis2/CoreBlueprints/LootSets/LootItemSet_Missions_BaseSet_Gamma.Default__LootItemSet_Missions_BaseSet_Gamma_C) CONTENT: Missions - Items - no quality(/Game/Genesis2/CoreBlueprints/LootSets/LootItemSet_Missions_BaseSet_Gamma.Default__LootItemSet_Missions_BaseSet_Gamma_C) CONTENT: Missions - Ammo(/Game/Genesis2/CoreBlueprints/LootSets/LootItemSet_Missions_BaseSet_Gamma.Default__LootItemSet_Missions_BaseSet_Gamma_C) CONTENT: Missions - Explosives(/Game/Genesis2/CoreBlueprints/LootSets/LootItemSet_Missions_BaseSet_Gamma.Default__LootItemSet_Missions_BaseSet_Gamma_C) CONTENT: Missions - Structures(/Game/Genesis2/CoreBlueprints/LootSets/LootItemSet_Missions_BaseSet_Gamma.Default__LootItemSet_Missions_BaseSet_Gamma_C) CONTENT: Missions - Structures - Pipes(/Game/Genesis2/CoreBlueprints/LootSets/LootItemSet_Missions_BaseSet_Gamma.Default__LootItemSet_Missions_BaseSet_Gamma_C) CONTENT: Missions - Structures - Usable(/Game/Genesis2/CoreBlueprints/LootSets/LootItemSet_Missions_BaseSet_Gamma.Default__LootItemSet_Missions_BaseSet_Gamma_C) CONTENT: Missions - Resources(/Game/Genesis2/CoreBlueprints/LootSets/LootItemSet_Missions_BaseSet_Gamma.Default__LootItemSet_Missions_BaseSet_Gamma_C) CONTENT: Missions - Low Quantity Resources and Consumables(/Game/Genesis2/CoreBlueprints/LootSets/LootItemSet_Missions_BaseSet_Gamma.Default__LootItemSet_Missions_BaseSet_Gamma_C) CONTENT: Mission Loot Set(/Game/Genesis2/CoreBlueprints/LootSets/LootItemSet_Missions_Hunt_Spindles_Gamma.Default__LootItemSet_Missions_Hunt_Spindles_Gamma_C) CONTENT: Missions - never BP - with quality(/Game/Genesis2/CoreBlueprints/LootSets/LootItemSet_Missions_Hunt_Spindles_Gamma.Default__LootItemSet_Missions_Hunt_Spindles_Gamma_C) CONTENT: Missions - with BP - with quality(/Game/Genesis2/CoreBlueprints/LootSets/LootItemSet_Missions_Hunt_Spindles_Gamma.Default__LootItemSet_Missions_Hunt_Spindles_Gamma_C) CONTENT: Velonasaur Stalk(/Engine/Transient.REINST_MissionMetaData_Hunt_Spindles_C_0) CONTENT: Track down and take on a pack of clever velonasaurs and learn how to train your tames faster. WARNING: This mission DOES NOT take place in the Genesis simulation. (/Engine/Transient.REINST_MissionMetaData_Hunt_Spindles_C_0) CONTENT: Velonasaur Stalk(/Engine/Transient.Default__REINST_MissionMetaData_Hunt_Spindles_C_45835) CONTENT: Track down and take on a pack of clever velonasaurs and learn how to train your tames faster. WARNING: This mission DOES NOT take place in the Genesis simulation. (/Engine/Transient.Default__REINST_MissionMetaData_Hunt_Spindles_C_45835) CONTENT: Velonasaur Stalk(/Engine/Transient.REINST_MissionMetaData_Hunt_Spindles_C_1) CONTENT: Track down and take on a pack of clever velonasaurs and learn how to train your tames faster. WARNING: This mission DOES NOT take place in the Genesis simulation. (/Engine/Transient.REINST_MissionMetaData_Hunt_Spindles_C_1) CONTENT: Velonasaur Stalk(/Engine/Transient.Default__REINST_MissionMetaData_Hunt_Spindles_C_45839) CONTENT: Track down and take on a pack of clever velonasaurs and learn how to train your tames faster. WARNING: This mission DOES NOT take place in the Genesis simulation. (/Engine/Transient.Default__REINST_MissionMetaData_Hunt_Spindles_C_45839) CONTENT: Velonasaur Stalk(/Game/Genesis2/Missions/Hunt/HuntMissions/MissionMetaData_Hunt_Spindles.Default__MissionMetaData_Hunt_Spindles_C) CONTENT: Track down and take on a pack of clever velonasaurs and learn how to train your tames faster. WARNING: This mission DOES NOT take place in the Genesis simulation. (/Game/Genesis2/Missions/Hunt/HuntMissions/MissionMetaData_Hunt_Spindles.Default__MissionMetaData_Hunt_Spindles_C) CONTENT: Mission Loot Set(/Game/Genesis2/CoreBlueprints/LootSets/LootItemSet_Missions_BaseSet_Beta.Default__LootItemSet_Missions_BaseSet_Beta_C) CONTENT: Missions - never BP - with quality(/Game/Genesis2/CoreBlueprints/LootSets/LootItemSet_Missions_BaseSet_Beta.Default__LootItemSet_Missions_BaseSet_Beta_C) CONTENT: Missions - with BP - with quality(/Game/Genesis2/CoreBlueprints/LootSets/LootItemSet_Missions_BaseSet_Beta.Default__LootItemSet_Missions_BaseSet_Beta_C) CONTENT: Missions - Items - no quality(/Game/Genesis2/CoreBlueprints/LootSets/LootItemSet_Missions_BaseSet_Beta.Default__LootItemSet_Missions_BaseSet_Beta_C) CONTENT: Missions - Ammo(/Game/Genesis2/CoreBlueprints/LootSets/LootItemSet_Missions_BaseSet_Beta.Default__LootItemSet_Missions_BaseSet_Beta_C) CONTENT: Missions - Explosives(/Game/Genesis2/CoreBlueprints/LootSets/LootItemSet_Missions_BaseSet_Beta.Default__LootItemSet_Missions_BaseSet_Beta_C) CONTENT: Missions - Structures(/Game/Genesis2/CoreBlueprints/LootSets/LootItemSet_Missions_BaseSet_Beta.Default__LootItemSet_Missions_BaseSet_Beta_C) CONTENT: Missions - Structures - Pipes(/Game/Genesis2/CoreBlueprints/LootSets/LootItemSet_Missions_BaseSet_Beta.Default__LootItemSet_Missions_BaseSet_Beta_C) CONTENT: Missions - Structures - Usable(/Game/Genesis2/CoreBlueprints/LootSets/LootItemSet_Missions_BaseSet_Beta.Default__LootItemSet_Missions_BaseSet_Beta_C) CONTENT: Missions - Resources(/Game/Genesis2/CoreBlueprints/LootSets/LootItemSet_Missions_BaseSet_Beta.Default__LootItemSet_Missions_BaseSet_Beta_C) CONTENT: Missions - Low Quantity Resources and Consumables(/Game/Genesis2/CoreBlueprints/LootSets/LootItemSet_Missions_BaseSet_Beta.Default__LootItemSet_Missions_BaseSet_Beta_C) CONTENT: Mission Loot Set(/Game/Genesis2/CoreBlueprints/LootSets/LootItemSet_Missions_Hunt_Spindles_Beta.Default__LootItemSet_Missions_Hunt_Spindles_Beta_C) CONTENT: Missions - never BP - with quality(/Game/Genesis2/CoreBlueprints/LootSets/LootItemSet_Missions_Hunt_Spindles_Beta.Default__LootItemSet_Missions_Hunt_Spindles_Beta_C) CONTENT: Missions - with BP - with quality(/Game/Genesis2/CoreBlueprints/LootSets/LootItemSet_Missions_Hunt_Spindles_Beta.Default__LootItemSet_Missions_Hunt_Spindles_Beta_C) CONTENT: Mission Loot Set(/Game/Genesis2/CoreBlueprints/LootSets/LootItemSet_Missions_BaseSet_Alpha.Default__LootItemSet_Missions_BaseSet_Alpha_C) CONTENT: Missions - never BP - with quality(/Game/Genesis2/CoreBlueprints/LootSets/LootItemSet_Missions_BaseSet_Alpha.Default__LootItemSet_Missions_BaseSet_Alpha_C) CONTENT: Missions - with BP - with quality(/Game/Genesis2/CoreBlueprints/LootSets/LootItemSet_Missions_BaseSet_Alpha.Default__LootItemSet_Missions_BaseSet_Alpha_C) CONTENT: Missions - Items - no quality(/Game/Genesis2/CoreBlueprints/LootSets/LootItemSet_Missions_BaseSet_Alpha.Default__LootItemSet_Missions_BaseSet_Alpha_C) CONTENT: Missions - Ammo(/Game/Genesis2/CoreBlueprints/LootSets/LootItemSet_Missions_BaseSet_Alpha.Default__LootItemSet_Missions_BaseSet_Alpha_C) CONTENT: Missions - Explosives(/Game/Genesis2/CoreBlueprints/LootSets/LootItemSet_Missions_BaseSet_Alpha.Default__LootItemSet_Missions_BaseSet_Alpha_C) CONTENT: Missions - Structures(/Game/Genesis2/CoreBlueprints/LootSets/LootItemSet_Missions_BaseSet_Alpha.Default__LootItemSet_Missions_BaseSet_Alpha_C) CONTENT: Missions - Structures - Pipes(/Game/Genesis2/CoreBlueprints/LootSets/LootItemSet_Missions_BaseSet_Alpha.Default__LootItemSet_Missions_BaseSet_Alpha_C) CONTENT: Missions - Structures - Usable(/Game/Genesis2/CoreBlueprints/LootSets/LootItemSet_Missions_BaseSet_Alpha.Default__LootItemSet_Missions_BaseSet_Alpha_C) CONTENT: Missions - Resources(/Game/Genesis2/CoreBlueprints/LootSets/LootItemSet_Missions_BaseSet_Alpha.Default__LootItemSet_Missions_BaseSet_Alpha_C) CONTENT: Missions - Low Quantity Resources and Consumables(/Game/Genesis2/CoreBlueprints/LootSets/LootItemSet_Missions_BaseSet_Alpha.Default__LootItemSet_Missions_BaseSet_Alpha_C) CONTENT: Mission Loot Set(/Game/Genesis2/CoreBlueprints/LootSets/LootItemSet_Missions_Hunt_Spindles_Alpha.Default__LootItemSet_Missions_Hunt_Spindles_Alpha_C) CONTENT: Missions - never BP - with quality(/Game/Genesis2/CoreBlueprints/LootSets/LootItemSet_Missions_Hunt_Spindles_Alpha.Default__LootItemSet_Missions_Hunt_Spindles_Alpha_C) CONTENT: Missions - with BP - with quality(/Game/Genesis2/CoreBlueprints/LootSets/LootItemSet_Missions_Hunt_Spindles_Alpha.Default__LootItemSet_Missions_Hunt_Spindles_Alpha_C) CONTENT: Mission Loot Set(/Game/Genesis2/CoreBlueprints/LootSets/LootItemSet_Missions_Hunt_Shapeshifter_Gamma.Default__LootItemSet_Missions_Hunt_Shapeshifter_Gamma_C) CONTENT: Missions - never BP - with quality(/Game/Genesis2/CoreBlueprints/LootSets/LootItemSet_Missions_Hunt_Shapeshifter_Gamma.Default__LootItemSet_Missions_Hunt_Shapeshifter_Gamma_C) CONTENT: Missions - with BP - with quality(/Game/Genesis2/CoreBlueprints/LootSets/LootItemSet_Missions_Hunt_Shapeshifter_Gamma.Default__LootItemSet_Missions_Hunt_Shapeshifter_Gamma_C) CONTENT: Ferox Cull(/Engine/Transient.REINST_MissionMetaData_Hunt_Shapeshifter_C_0) CONTENT: Track down and take on a ferox pack to pick up valuable defensive skills you can teach your tames. WARNING: This mission DOES NOT take place in the Genesis simulation. (/Engine/Transient.REINST_MissionMetaData_Hunt_Shapeshifter_C_0) CONTENT: Ferox Cull(/Engine/Transient.Default__REINST_MissionMetaData_Hunt_Shapeshifter_C_45884) CONTENT: Track down and take on a ferox pack to pick up valuable defensive skills you can teach your tames. WARNING: This mission DOES NOT take place in the Genesis simulation. (/Engine/Transient.Default__REINST_MissionMetaData_Hunt_Shapeshifter_C_45884) CONTENT: Ferox Cull(/Engine/Transient.REINST_MissionMetaData_Hunt_Shapeshifter_C_1) CONTENT: Track down and take on a ferox pack to pick up valuable defensive skills you can teach your tames. WARNING: This mission DOES NOT take place in the Genesis simulation. (/Engine/Transient.REINST_MissionMetaData_Hunt_Shapeshifter_C_1) CONTENT: Ferox Cull(/Engine/Transient.Default__REINST_MissionMetaData_Hunt_Shapeshifter_C_45888) CONTENT: Track down and take on a ferox pack to pick up valuable defensive skills you can teach your tames. WARNING: This mission DOES NOT take place in the Genesis simulation. (/Engine/Transient.Default__REINST_MissionMetaData_Hunt_Shapeshifter_C_45888) CONTENT: Ferox Cull(/Game/Genesis2/Missions/Hunt/HuntMissions/MissionMetaData_Hunt_Shapeshifter.Default__MissionMetaData_Hunt_Shapeshifter_C) CONTENT: Track down and take on a ferox pack to pick up valuable defensive skills you can teach your tames. WARNING: This mission DOES NOT take place in the Genesis simulation. (/Game/Genesis2/Missions/Hunt/HuntMissions/MissionMetaData_Hunt_Shapeshifter.Default__MissionMetaData_Hunt_Shapeshifter_C) CONTENT: Mission Loot Set(/Game/Genesis2/CoreBlueprints/LootSets/LootItemSet_Missions_Hunt_Shapeshifter_Beta.Default__LootItemSet_Missions_Hunt_Shapeshifter_Beta_C) CONTENT: Missions - never BP - with quality(/Game/Genesis2/CoreBlueprints/LootSets/LootItemSet_Missions_Hunt_Shapeshifter_Beta.Default__LootItemSet_Missions_Hunt_Shapeshifter_Beta_C) CONTENT: Missions - with BP - with quality(/Game/Genesis2/CoreBlueprints/LootSets/LootItemSet_Missions_Hunt_Shapeshifter_Beta.Default__LootItemSet_Missions_Hunt_Shapeshifter_Beta_C) CONTENT: Mission Loot Set(/Game/Genesis2/CoreBlueprints/LootSets/LootItemSet_Missions_Hunt_Shapeshifter_Alpha.Default__LootItemSet_Missions_Hunt_Shapeshifter_Alpha_C) CONTENT: Missions - never BP - with quality(/Game/Genesis2/CoreBlueprints/LootSets/LootItemSet_Missions_Hunt_Shapeshifter_Alpha.Default__LootItemSet_Missions_Hunt_Shapeshifter_Alpha_C) CONTENT: Missions - with BP - with quality(/Game/Genesis2/CoreBlueprints/LootSets/LootItemSet_Missions_Hunt_Shapeshifter_Alpha.Default__LootItemSet_Missions_Hunt_Shapeshifter_Alpha_C) CONTENT: Mission Loot Set(/Game/Genesis2/CoreBlueprints/LootSets/LootItemSet_Missions_Hunt_Lionfishlion_Gamma.Default__LootItemSet_Missions_Hunt_Lionfishlion_Gamma_C) CONTENT: Missions - never BP - with quality(/Game/Genesis2/CoreBlueprints/LootSets/LootItemSet_Missions_Hunt_Lionfishlion_Gamma.Default__LootItemSet_Missions_Hunt_Lionfishlion_Gamma_C) CONTENT: Missions - with BP - with quality(/Game/Genesis2/CoreBlueprints/LootSets/LootItemSet_Missions_Hunt_Lionfishlion_Gamma.Default__LootItemSet_Missions_Hunt_Lionfishlion_Gamma_C) CONTENT: Shadowmane Prowl(/Engine/Transient.REINST_MissionMetaData_Hunt_LionFishLion_C_0) CONTENT: Track down and take on a shadowmane pride to learn viscious attack skills you can teach your tames. WARNING: This mission DOES NOT take place in the Genesis simulation. (/Engine/Transient.REINST_MissionMetaData_Hunt_LionFishLion_C_0) CONTENT: Shadowmane Prowl(/Engine/Transient.Default__REINST_MissionMetaData_Hunt_LionFishLion_C_45931) CONTENT: Track down and take on a shadowmane pride to learn viscious attack skills you can teach your tames. WARNING: This mission DOES NOT take place in the Genesis simulation. (/Engine/Transient.Default__REINST_MissionMetaData_Hunt_LionFishLion_C_45931) CONTENT: Shadowmane Prowl(/Engine/Transient.REINST_MissionMetaData_Hunt_LionFishLion_C_1) CONTENT: Track down and take on a shadowmane pride to learn viscious attack skills you can teach your tames. WARNING: This mission DOES NOT take place in the Genesis simulation. (/Engine/Transient.REINST_MissionMetaData_Hunt_LionFishLion_C_1) CONTENT: Shadowmane Prowl(/Engine/Transient.Default__REINST_MissionMetaData_Hunt_LionFishLion_C_45935) CONTENT: Track down and take on a shadowmane pride to learn viscious attack skills you can teach your tames. WARNING: This mission DOES NOT take place in the Genesis simulation. (/Engine/Transient.Default__REINST_MissionMetaData_Hunt_LionFishLion_C_45935) CONTENT: Shadowmane Prowl(/Game/Genesis2/Missions/Hunt/HuntMissions/MissionMetaData_Hunt_LionFishLion.Default__MissionMetaData_Hunt_LionFishLion_C) CONTENT: Track down and take on a shadowmane pride to learn viscious attack skills you can teach your tames. WARNING: This mission DOES NOT take place in the Genesis simulation. (/Game/Genesis2/Missions/Hunt/HuntMissions/MissionMetaData_Hunt_LionFishLion.Default__MissionMetaData_Hunt_LionFishLion_C) CONTENT: Mission Loot Set(/Game/Genesis2/CoreBlueprints/LootSets/LootItemSet_Missions_Hunt_Lionfishlion_Beta.Default__LootItemSet_Missions_Hunt_Lionfishlion_Beta_C) CONTENT: Missions - never BP - with quality(/Game/Genesis2/CoreBlueprints/LootSets/LootItemSet_Missions_Hunt_Lionfishlion_Beta.Default__LootItemSet_Missions_Hunt_Lionfishlion_Beta_C) CONTENT: Missions - with BP - with quality(/Game/Genesis2/CoreBlueprints/LootSets/LootItemSet_Missions_Hunt_Lionfishlion_Beta.Default__LootItemSet_Missions_Hunt_Lionfishlion_Beta_C) CONTENT: Mission Loot Set(/Game/Genesis2/CoreBlueprints/LootSets/LootItemSet_Missions_Hunt_Lionfishlion_Alpha.Default__LootItemSet_Missions_Hunt_Lionfishlion_Alpha_C) CONTENT: Missions - never BP - with quality(/Game/Genesis2/CoreBlueprints/LootSets/LootItemSet_Missions_Hunt_Lionfishlion_Alpha.Default__LootItemSet_Missions_Hunt_Lionfishlion_Alpha_C) CONTENT: Missions - with BP - with quality(/Game/Genesis2/CoreBlueprints/LootSets/LootItemSet_Missions_Hunt_Lionfishlion_Alpha.Default__LootItemSet_Missions_Hunt_Lionfishlion_Alpha_C) CONTENT: Acidic Blood!(/Game/Genesis2/CoreBlueprints/Buffs/Buff_StomachAcid.Default__Buff_StomachAcid_C) CONTENT: Your Health and Stamina is slowly being drained! Get it off!!!(/Game/Genesis2/CoreBlueprints/Buffs/Buff_StomachAcid.Default__Buff_StomachAcid_C) CONTENT: Acid Burn!(/Game/Genesis2/CoreBlueprints/Buffs/Buff_StomachAcid.Default__Buff_StomachAcid_C) CONTENT: Gas Vein(/Engine/Transient.REINST_GasVein_Base_Gen_BP_C_0) LITERAL: DoBurst(/Game/Genesis/Structures/GasVein/GasVein_Base_Gen_BP.GasVein_Base_Gen_BP:EventGraph.K2Node_CallFunction_314519) LITERAL: CheckBurst(/Game/Genesis/Structures/GasVein/GasVein_Base_Gen_BP.GasVein_Base_Gen_BP:EventGraph.K2Node_CallFunction_211705) LITERAL: DoBurst(/Game/Genesis/Structures/GasVein/GasVein_Base_Gen_BP.GasVein_Base_Gen_BP:EventGraph.K2Node_CallFunction_107715) LITERAL: DoBurst(/Game/Genesis/Structures/GasVein/GasVein_Base_Gen_BP.GasVein_Base_Gen_BP:EventGraph.K2Node_CallFunction_314970) LITERAL: CheckBurst(/Game/Genesis/Structures/GasVein/GasVein_Base_Gen_BP.GasVein_Base_Gen_BP:EventGraph.K2Node_CallFunction_323327) LITERAL: DoBurst(/Game/Genesis/Structures/GasVein/GasVein_Base_Gen_BP.GasVein_Base_Gen_BP:BPHandleStructureEnabled.K2Node_CallFunction_107715) LITERAL: DoBurst(/Game/Genesis/Structures/GasVein/GasVein_Base_Gen_BP.GasVein_Base_Gen_BP:BPHandleStructureEnabled.K2Node_CallFunction_115395) LITERAL: CheckBurst(/Game/Genesis/Structures/GasVein/GasVein_Base_Gen_BP.GasVein_Base_Gen_BP:BPHandleStructureEnabled.K2Node_CallFunction_72011) LITERAL: DoBurst(/Game/Genesis/Structures/GasVein/GasVein_Base_Gen_BP.GasVein_Base_Gen_BP:BPUnstasis.K2Node_CallFunction_107715) LITERAL: DoBurst(/Game/Genesis/Structures/GasVein/GasVein_Base_Gen_BP.GasVein_Base_Gen_BP:EndBurst.K2Node_CallFunction_248817) CONTENT: Gas Vein(/Engine/Transient.Default__REINST_GasVein_Base_Gen_BP_C_46027) CONTENT: Gas Vein(/Engine/Transient.REINST_GasVein_Base_Gen_BP_C_1) CONTENT: Gas Vein(/Engine/Transient.Default__REINST_GasVein_Base_Gen_BP_C_46031) CONTENT: Gas Vein(/Game/Genesis/Structures/GasVein/GasVein_Base_Gen_BP.Default__GasVein_Base_Gen_BP_C) CONTENT: Mission Loot Set(/Game/Genesis2/CoreBlueprints/LootSets/LootItemSet_Missions_Hunt_Paracer_Gamma.Default__LootItemSet_Missions_Hunt_Paracer_Gamma_C) CONTENT: Missions - never BP - with quality(/Game/Genesis2/CoreBlueprints/LootSets/LootItemSet_Missions_Hunt_Paracer_Gamma.Default__LootItemSet_Missions_Hunt_Paracer_Gamma_C) CONTENT: Missions - with BP - with quality(/Game/Genesis2/CoreBlueprints/LootSets/LootItemSet_Missions_Hunt_Paracer_Gamma.Default__LootItemSet_Missions_Hunt_Paracer_Gamma_C) CONTENT: Mission Loot Set (Easy)(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Easy.Default__LootItemSet_Missions_Easy_C) CONTENT: Missions - no BP - with quality(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Easy.Default__LootItemSet_Missions_Easy_C) CONTENT: Missions - never BP - no quality(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Easy.Default__LootItemSet_Missions_Easy_C) CONTENT: Missions - with BP - with quality(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Easy.Default__LootItemSet_Missions_Easy_C) CONTENT: Missions - with BP - no quality(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Easy.Default__LootItemSet_Missions_Easy_C) CONTENT: Rex(/Engine/Transient.REINST_Rex_Character_BP_Hunt_Enemy_C_0) CONTENT: Rex(/Engine/Transient.Default__REINST_Rex_Character_BP_Hunt_Enemy_C_46085) CONTENT: Rex(/Engine/Transient.REINST_Rex_Character_BP_Hunt_Enemy_C_1) CONTENT: Rex(/Engine/Transient.Default__REINST_Rex_Character_BP_Hunt_Enemy_C_46089) CONTENT: Rex(/Game/Genesis2/Missions/Hunt/Dinos/Rex_Character_BP_Hunt_Enemy.Default__Rex_Character_BP_Hunt_Enemy_C) CONTENT: Age: (/Game/Genesis/Missions/Hunt/Emitter_HuntTracks.Default__Emitter_HuntTracks_C) LITERAL: InitDeactivationTime(/Game/Genesis/Missions/Hunt/Buff_DissolvePawn.Buff_DissolvePawn:ReceiveBeginPlay.K2Node_CallFunction_322012) LITERAL: Mission Ammo: (/Game/Genesis/Missions/Hunt/Buff_Mission_Hunt.Buff_Mission_Hunt:UpdateHUD.K2Node_CallFunction_263602) LITERAL: / (/Game/Genesis/Missions/Hunt/Buff_Mission_Hunt.Buff_Mission_Hunt:UpdateHUD.K2Node_CallFunction_263544) CONTENT: {GiveDefaultWeapon} Use Mission Equipment(/Game/Genesis/Missions/Hunt/Buff_Mission_Hunt.Default__Buff_Mission_Hunt_C) CONTENT: NONE(/Game/Genesis/Missions/Hunt/MissionCompanionData_Hunt_HintIndicator.Default__MissionCompanionData_Hunt_HintIndicator_C) CONTENT: NONE(/Game/Genesis/Missions/Hunt/MissionCompanionData_Hunt_HintIndicator.Default__MissionCompanionData_Hunt_HintIndicator_C) CONTENT: NONE(/Game/Genesis/Missions/Hunt/MissionCompanionData_Hunt_KillIndicator.Default__MissionCompanionData_Hunt_KillIndicator_C) CONTENT: NONE(/Game/Genesis/Missions/Hunt/MissionCompanionData_Hunt_KillIndicator.Default__MissionCompanionData_Hunt_KillIndicator_C) CONTENT: Harpoon Launcher(/Game/Genesis2/Missions/Hunt/PrimalItem_WeaponHarpoon_Hunt.Default__PrimalItem_WeaponHarpoon_Hunt_C) CONTENT: Has tremendous power and speed underwater, but ineffective range out of water. Uses Spear Bolts for ammunition.(/Game/Genesis2/Missions/Hunt/PrimalItem_WeaponHarpoon_Hunt.Default__PrimalItem_WeaponHarpoon_Hunt_C) CONTENT: Weapons(/Game/Genesis2/Missions/Hunt/PrimalItem_WeaponHarpoon_Hunt.Default__PrimalItem_WeaponHarpoon_Hunt_C) CONTENT: Ranged(/Game/Genesis2/Missions/Hunt/PrimalItem_WeaponHarpoon_Hunt.Default__PrimalItem_WeaponHarpoon_Hunt_C) CONTENT: EN(/Game/Genesis2/Missions/Hunt/TorporMissions/CompanionReactions/MissionModule_zSubmodule_CompReaction_SharedSearch_CapturedOne_1.Default__MissionModule_zSubmodule_CompReaction_SharedSearch_CapturedOne_1_C) CONTENT: EN(/Game/Genesis2/Missions/Hunt/TorporMissions/CompanionReactions/MissionModule_zSubmodule_CompReaction_SharedSearch_CaptureThem_1.Default__MissionModule_zSubmodule_CompReaction_SharedSearch_CaptureThem_1_C) CONTENT: EN(/Game/Genesis2/Missions/Hunt/TorporMissions/CompanionReactions/MissionModule_zSubmodule_CompReaction_SharedSearch_DiedToOther_1.Default__MissionModule_zSubmodule_CompReaction_SharedSearch_DiedToOther_1_C) CONTENT: EN(/Game/Genesis2/Missions/Hunt/TorporMissions/CompanionReactions/MissionModule_zSubmodule_CompReaction_SharedSearch_DiedToPlayer_1.Default__MissionModule_zSubmodule_CompReaction_SharedSearch_DiedToPlayer_1_C) CONTENT: EN(/Game/Genesis2/Missions/Hunt/TorporMissions/CompanionReactions/MissionModule_zSubmodule_CompReaction_SharedSearch_Follow_1.Default__MissionModule_zSubmodule_CompReaction_SharedSearch_Follow_1_C) CONTENT: Current Torpor(/Engine/Transient.REINST_MissionType_Trapping_C_0) CONTENT: Apply Torpor(/Engine/Transient.REINST_MissionType_Trapping_C_0) CONTENT: Target Is Located In This Area(/Engine/Transient.REINST_MissionType_Trapping_C_0) CONTENT: Total Tracks Found(/Engine/Transient.REINST_MissionType_Trapping_C_0) CONTENT: Waiting For Other Players To Join(/Engine/Transient.REINST_MissionType_Trapping_C_0) CONTENT: Tracks(/Engine/Transient.REINST_MissionType_Trapping_C_0) CONTENT: Last Found Track(/Engine/Transient.REINST_MissionType_Trapping_C_0) CONTENT: Required Tracks(/Engine/Transient.REINST_MissionType_Trapping_C_0) CONTENT: Use Net Gun(/Engine/Transient.REINST_MissionType_Trapping_C_0) CONTENT: Track your quarry(/Engine/Transient.REINST_MissionType_Trapping_C_0) CONTENT: Follow the tracks to find the SPECIESNAME(/Engine/Transient.REINST_MissionType_Trapping_C_0) CONTENT: Capture your quarry(/Engine/Transient.REINST_MissionType_Trapping_C_0) CONTENT: Apply torpor to the SPECIESNAME, then capture it in HLN-A's netgun when it's weak(/Engine/Transient.REINST_MissionType_Trapping_C_0) LITERAL: React To Found Dinos(/Game/Genesis2/Missions/Hunt/MissionType_Trapping.MissionType_Trapping:SpawnHuntDinos.K2Node_CallFunction_340445) LITERAL: No StartPoints found within SelectStartPointRadius(/Game/Genesis2/Missions/Hunt/MissionType_Trapping.MissionType_Trapping:SelectSpawnpoint.K2Node_CallFunction_152122) LITERAL: DeactivateMission(/Game/Genesis2/Missions/Hunt/MissionType_Trapping.MissionType_Trapping:SelectSpawnpoint.K2Node_CallFunction_169176) LITERAL: Failed to find reachable random point(/Game/Genesis2/Missions/Hunt/MissionType_Trapping.MissionType_Trapping:SelectRandomTargetPoints.K2Node_CallFunction_165401) LITERAL: Start::(/Game/Genesis2/Missions/Hunt/MissionType_Trapping.MissionType_Trapping:SelectRandomTargetPoints.K2Node_CallFunction_182000) LITERAL: Found::(/Game/Genesis2/Missions/Hunt/MissionType_Trapping.MissionType_Trapping:SelectRandomTargetPoints.K2Node_CallFunction_182003) LITERAL: StartPoint::(/Game/Genesis2/Missions/Hunt/MissionType_Trapping.MissionType_Trapping:SelectRandomTargetPoints.K2Node_CallFunction_193263) LITERAL: InitalSeed::(/Game/Genesis2/Missions/Hunt/MissionType_Trapping.MissionType_Trapping:SelectRandomTargetPoints.K2Node_CallFunction_181997) LITERAL: DeactivateMission(/Game/Genesis2/Missions/Hunt/MissionType_Trapping.MissionType_Trapping:RestartUsingFallbackSeed.K2Node_CallFunction_188633) LITERAL: UsingFallback: (/Game/Genesis2/Missions/Hunt/MissionType_Trapping.MissionType_Trapping:RestartUsingFallbackSeed.K2Node_CallFunction_324485) LITERAL: RestartedforSeed: (/Game/Genesis2/Missions/Hunt/MissionType_Trapping.MissionType_Trapping:RestartUsingFallbackSeed.K2Node_CallFunction_323046) LITERAL: DeactivatingMaxRestarts(/Game/Genesis2/Missions/Hunt/MissionType_Trapping.MissionType_Trapping:RestartUsingFallbackSeed.K2Node_CallFunction_322975) LITERAL: FailedToGeneratePathsAysnc(/Game/Genesis2/Missions/Hunt/MissionType_Trapping.MissionType_Trapping:BPOnReceivedMissionPathFindingResult.K2Node_CallFunction_338248) CONTENT: Current Torpor(/Engine/Transient.Default__REINST_MissionType_Trapping_C_46251) CONTENT: Apply Torpor(/Engine/Transient.Default__REINST_MissionType_Trapping_C_46251) CONTENT: Target Is Located In This Area(/Engine/Transient.Default__REINST_MissionType_Trapping_C_46251) CONTENT: Total Tracks Found(/Engine/Transient.Default__REINST_MissionType_Trapping_C_46251) CONTENT: Waiting For Other Players To Join(/Engine/Transient.Default__REINST_MissionType_Trapping_C_46251) CONTENT: Tracks(/Engine/Transient.Default__REINST_MissionType_Trapping_C_46251) CONTENT: Last Found Track(/Engine/Transient.Default__REINST_MissionType_Trapping_C_46251) CONTENT: Required Tracks(/Engine/Transient.Default__REINST_MissionType_Trapping_C_46251) CONTENT: Use Net Gun(/Engine/Transient.Default__REINST_MissionType_Trapping_C_46251) CONTENT: Track your quarry(/Engine/Transient.Default__REINST_MissionType_Trapping_C_46251) CONTENT: Follow the tracks to find the SPECIESNAME(/Engine/Transient.Default__REINST_MissionType_Trapping_C_46251) CONTENT: Capture your quarry(/Engine/Transient.Default__REINST_MissionType_Trapping_C_46251) CONTENT: Apply torpor to the SPECIESNAME, then capture it in HLN-A's netgun when it's weak(/Engine/Transient.Default__REINST_MissionType_Trapping_C_46251) CONTENT: Current Torpor(/Engine/Transient.REINST_MissionType_Trapping_C_1) CONTENT: Apply Torpor(/Engine/Transient.REINST_MissionType_Trapping_C_1) CONTENT: Target Is Located In This Area(/Engine/Transient.REINST_MissionType_Trapping_C_1) CONTENT: Total Tracks Found(/Engine/Transient.REINST_MissionType_Trapping_C_1) CONTENT: Waiting For Other Players To Join(/Engine/Transient.REINST_MissionType_Trapping_C_1) CONTENT: Tracks(/Engine/Transient.REINST_MissionType_Trapping_C_1) CONTENT: Last Found Track(/Engine/Transient.REINST_MissionType_Trapping_C_1) CONTENT: Required Tracks(/Engine/Transient.REINST_MissionType_Trapping_C_1) CONTENT: Use Net Gun(/Engine/Transient.REINST_MissionType_Trapping_C_1) CONTENT: Track your quarry(/Engine/Transient.REINST_MissionType_Trapping_C_1) CONTENT: Follow the tracks to find the SPECIESNAME(/Engine/Transient.REINST_MissionType_Trapping_C_1) CONTENT: Capture your quarry(/Engine/Transient.REINST_MissionType_Trapping_C_1) CONTENT: Apply torpor to the SPECIESNAME, then capture it in HLN-A's netgun when it's weak(/Engine/Transient.REINST_MissionType_Trapping_C_1) CONTENT: Current Torpor(/Engine/Transient.Default__REINST_MissionType_Trapping_C_46255) CONTENT: Apply Torpor(/Engine/Transient.Default__REINST_MissionType_Trapping_C_46255) CONTENT: Target Is Located In This Area(/Engine/Transient.Default__REINST_MissionType_Trapping_C_46255) CONTENT: Total Tracks Found(/Engine/Transient.Default__REINST_MissionType_Trapping_C_46255) CONTENT: Waiting For Other Players To Join(/Engine/Transient.Default__REINST_MissionType_Trapping_C_46255) CONTENT: Tracks(/Engine/Transient.Default__REINST_MissionType_Trapping_C_46255) CONTENT: Last Found Track(/Engine/Transient.Default__REINST_MissionType_Trapping_C_46255) CONTENT: Required Tracks(/Engine/Transient.Default__REINST_MissionType_Trapping_C_46255) CONTENT: Use Net Gun(/Engine/Transient.Default__REINST_MissionType_Trapping_C_46255) CONTENT: Track your quarry(/Engine/Transient.Default__REINST_MissionType_Trapping_C_46255) CONTENT: Follow the tracks to find the SPECIESNAME(/Engine/Transient.Default__REINST_MissionType_Trapping_C_46255) CONTENT: Capture your quarry(/Engine/Transient.Default__REINST_MissionType_Trapping_C_46255) CONTENT: Apply torpor to the SPECIESNAME, then capture it in HLN-A's netgun when it's weak(/Engine/Transient.Default__REINST_MissionType_Trapping_C_46255) CONTENT: Not In Correct Biome For Mission(/Game/Genesis2/Missions/Hunt/MissionType_Trapping.Default__MissionType_Trapping_C) CONTENT: EN(/Game/Genesis2/Missions/Hunt/MissionType_Trapping.Default__MissionType_Trapping_C) CONTENT: EN(/Game/Genesis2/Missions/Hunt/MissionType_Trapping.Default__MissionType_Trapping_C) CONTENT: EN(/Game/Genesis2/Missions/Hunt/MissionType_Trapping.Default__MissionType_Trapping_C) CONTENT: EN(/Game/Genesis2/Missions/Hunt/MissionType_Trapping.Default__MissionType_Trapping_C) CONTENT: Current Torpor(/Game/Genesis2/Missions/Hunt/MissionType_Trapping.Default__MissionType_Trapping_C) CONTENT: Apply Torpor(/Game/Genesis2/Missions/Hunt/MissionType_Trapping.Default__MissionType_Trapping_C) CONTENT: Target Is Located In This Area(/Game/Genesis2/Missions/Hunt/MissionType_Trapping.Default__MissionType_Trapping_C) CONTENT: Total Tracks Found(/Game/Genesis2/Missions/Hunt/MissionType_Trapping.Default__MissionType_Trapping_C) CONTENT: Waiting For Other Players To Join(/Game/Genesis2/Missions/Hunt/MissionType_Trapping.Default__MissionType_Trapping_C) CONTENT: Tracks(/Game/Genesis2/Missions/Hunt/MissionType_Trapping.Default__MissionType_Trapping_C) CONTENT: Last Found Track(/Game/Genesis2/Missions/Hunt/MissionType_Trapping.Default__MissionType_Trapping_C) CONTENT: Required Tracks(/Game/Genesis2/Missions/Hunt/MissionType_Trapping.Default__MissionType_Trapping_C) CONTENT: Use Net Gun(/Game/Genesis2/Missions/Hunt/MissionType_Trapping.Default__MissionType_Trapping_C) CONTENT: Track your quarry(/Game/Genesis2/Missions/Hunt/MissionType_Trapping.Default__MissionType_Trapping_C) CONTENT: Follow the tracks to find the SPECIESNAME(/Game/Genesis2/Missions/Hunt/MissionType_Trapping.Default__MissionType_Trapping_C) CONTENT: Capture your quarry(/Game/Genesis2/Missions/Hunt/MissionType_Trapping.Default__MissionType_Trapping_C) CONTENT: Apply torpor to the SPECIESNAME, then capture it in HLN-A's netgun when it's weak(/Game/Genesis2/Missions/Hunt/MissionType_Trapping.Default__MissionType_Trapping_C) CONTENT: EN(/Game/Genesis2/Missions/Hunt/TorporMissions/CompanionReactions/MissionModule_zSubmodule_CompReaction_ParacerSearch_Intro_1.Default__MissionModule_zSubmodule_CompReaction_ParacerSearch_Intro_1_C) CONTENT: EN(/Game/Genesis2/Missions/Hunt/TorporMissions/CompanionReactions/MissionModule_zSubmodule_CompReaction_ParacerSearch_Outro_1.Default__MissionModule_zSubmodule_CompReaction_ParacerSearch_Outro_1_C) CONTENT: Paracer Roundup(/Engine/Transient.REINST_MissionType_Hunt_Torpor_Paracer_C_0) CONTENT: Track down a herd of voracious paraceratherium and learn how to improve your metabolism.(/Engine/Transient.REINST_MissionType_Hunt_Torpor_Paracer_C_0) CONTENT: Current Torpor(/Engine/Transient.REINST_MissionType_Hunt_Torpor_Paracer_C_0) CONTENT: Apply Torpor(/Engine/Transient.REINST_MissionType_Hunt_Torpor_Paracer_C_0) CONTENT: Target Is Located In This Area(/Engine/Transient.REINST_MissionType_Hunt_Torpor_Paracer_C_0) CONTENT: Total Tracks Found(/Engine/Transient.REINST_MissionType_Hunt_Torpor_Paracer_C_0) CONTENT: Waiting For Other Players To Join(/Engine/Transient.REINST_MissionType_Hunt_Torpor_Paracer_C_0) CONTENT: Tracks(/Engine/Transient.REINST_MissionType_Hunt_Torpor_Paracer_C_0) CONTENT: Last Found Track(/Engine/Transient.REINST_MissionType_Hunt_Torpor_Paracer_C_0) CONTENT: Required Tracks(/Engine/Transient.REINST_MissionType_Hunt_Torpor_Paracer_C_0) CONTENT: Use Net Gun(/Engine/Transient.REINST_MissionType_Hunt_Torpor_Paracer_C_0) CONTENT: Track your quarry(/Engine/Transient.REINST_MissionType_Hunt_Torpor_Paracer_C_0) CONTENT: Follow the tracks to find the Paraceratheriums(/Engine/Transient.REINST_MissionType_Hunt_Torpor_Paracer_C_0) CONTENT: Capture your quarry(/Engine/Transient.REINST_MissionType_Hunt_Torpor_Paracer_C_0) CONTENT: Apply torpor to the Paraceratheriums, then capture them in HLN-A's netgun when it's weak(/Engine/Transient.REINST_MissionType_Hunt_Torpor_Paracer_C_0) CONTENT: Paracer Roundup(/Engine/Transient.Default__REINST_MissionType_Hunt_Torpor_Paracer_C_46264) CONTENT: Track down a herd of voracious paraceratherium and learn how to improve your metabolism.(/Engine/Transient.Default__REINST_MissionType_Hunt_Torpor_Paracer_C_46264) CONTENT: Current Torpor(/Engine/Transient.Default__REINST_MissionType_Hunt_Torpor_Paracer_C_46264) CONTENT: Apply Torpor(/Engine/Transient.Default__REINST_MissionType_Hunt_Torpor_Paracer_C_46264) CONTENT: Target Is Located In This Area(/Engine/Transient.Default__REINST_MissionType_Hunt_Torpor_Paracer_C_46264) CONTENT: Total Tracks Found(/Engine/Transient.Default__REINST_MissionType_Hunt_Torpor_Paracer_C_46264) CONTENT: Waiting For Other Players To Join(/Engine/Transient.Default__REINST_MissionType_Hunt_Torpor_Paracer_C_46264) CONTENT: Tracks(/Engine/Transient.Default__REINST_MissionType_Hunt_Torpor_Paracer_C_46264) CONTENT: Last Found Track(/Engine/Transient.Default__REINST_MissionType_Hunt_Torpor_Paracer_C_46264) CONTENT: Required Tracks(/Engine/Transient.Default__REINST_MissionType_Hunt_Torpor_Paracer_C_46264) CONTENT: Use Net Gun(/Engine/Transient.Default__REINST_MissionType_Hunt_Torpor_Paracer_C_46264) CONTENT: Track your quarry(/Engine/Transient.Default__REINST_MissionType_Hunt_Torpor_Paracer_C_46264) CONTENT: Follow the tracks to find the Paraceratheriums(/Engine/Transient.Default__REINST_MissionType_Hunt_Torpor_Paracer_C_46264) CONTENT: Capture your quarry(/Engine/Transient.Default__REINST_MissionType_Hunt_Torpor_Paracer_C_46264) CONTENT: Apply torpor to the Paraceratheriums, then capture them in HLN-A's netgun when it's weak(/Engine/Transient.Default__REINST_MissionType_Hunt_Torpor_Paracer_C_46264) CONTENT: Paracer Roundup(/Engine/Transient.REINST_MissionType_Hunt_Torpor_Paracer_C_1) CONTENT: Track down a herd of voracious paraceratherium and learn how to improve your metabolism.(/Engine/Transient.REINST_MissionType_Hunt_Torpor_Paracer_C_1) CONTENT: Current Torpor(/Engine/Transient.REINST_MissionType_Hunt_Torpor_Paracer_C_1) CONTENT: Apply Torpor(/Engine/Transient.REINST_MissionType_Hunt_Torpor_Paracer_C_1) CONTENT: Target Is Located In This Area(/Engine/Transient.REINST_MissionType_Hunt_Torpor_Paracer_C_1) CONTENT: Total Tracks Found(/Engine/Transient.REINST_MissionType_Hunt_Torpor_Paracer_C_1) CONTENT: Waiting For Other Players To Join(/Engine/Transient.REINST_MissionType_Hunt_Torpor_Paracer_C_1) CONTENT: Tracks(/Engine/Transient.REINST_MissionType_Hunt_Torpor_Paracer_C_1) CONTENT: Last Found Track(/Engine/Transient.REINST_MissionType_Hunt_Torpor_Paracer_C_1) CONTENT: Required Tracks(/Engine/Transient.REINST_MissionType_Hunt_Torpor_Paracer_C_1) CONTENT: Use Net Gun(/Engine/Transient.REINST_MissionType_Hunt_Torpor_Paracer_C_1) CONTENT: Track your quarry(/Engine/Transient.REINST_MissionType_Hunt_Torpor_Paracer_C_1) CONTENT: Follow the tracks to find the Paraceratheriums(/Engine/Transient.REINST_MissionType_Hunt_Torpor_Paracer_C_1) CONTENT: Capture your quarry(/Engine/Transient.REINST_MissionType_Hunt_Torpor_Paracer_C_1) CONTENT: Apply torpor to the Paraceratheriums, then capture them in HLN-A's netgun when it's weak(/Engine/Transient.REINST_MissionType_Hunt_Torpor_Paracer_C_1) CONTENT: Paracer Roundup(/Engine/Transient.Default__REINST_MissionType_Hunt_Torpor_Paracer_C_46268) CONTENT: Track down a herd of voracious paraceratherium and learn how to improve your metabolism.(/Engine/Transient.Default__REINST_MissionType_Hunt_Torpor_Paracer_C_46268) CONTENT: Current Torpor(/Engine/Transient.Default__REINST_MissionType_Hunt_Torpor_Paracer_C_46268) CONTENT: Apply Torpor(/Engine/Transient.Default__REINST_MissionType_Hunt_Torpor_Paracer_C_46268) CONTENT: Target Is Located In This Area(/Engine/Transient.Default__REINST_MissionType_Hunt_Torpor_Paracer_C_46268) CONTENT: Total Tracks Found(/Engine/Transient.Default__REINST_MissionType_Hunt_Torpor_Paracer_C_46268) CONTENT: Waiting For Other Players To Join(/Engine/Transient.Default__REINST_MissionType_Hunt_Torpor_Paracer_C_46268) CONTENT: Tracks(/Engine/Transient.Default__REINST_MissionType_Hunt_Torpor_Paracer_C_46268) CONTENT: Last Found Track(/Engine/Transient.Default__REINST_MissionType_Hunt_Torpor_Paracer_C_46268) CONTENT: Required Tracks(/Engine/Transient.Default__REINST_MissionType_Hunt_Torpor_Paracer_C_46268) CONTENT: Use Net Gun(/Engine/Transient.Default__REINST_MissionType_Hunt_Torpor_Paracer_C_46268) CONTENT: Track your quarry(/Engine/Transient.Default__REINST_MissionType_Hunt_Torpor_Paracer_C_46268) CONTENT: Follow the tracks to find the Paraceratheriums(/Engine/Transient.Default__REINST_MissionType_Hunt_Torpor_Paracer_C_46268) CONTENT: Capture your quarry(/Engine/Transient.Default__REINST_MissionType_Hunt_Torpor_Paracer_C_46268) CONTENT: Apply torpor to the Paraceratheriums, then capture them in HLN-A's netgun when it's weak(/Engine/Transient.Default__REINST_MissionType_Hunt_Torpor_Paracer_C_46268) CONTENT: Paracer Roundup(/Game/Genesis2/Missions/Hunt/TorporMissions/MissionType_Hunt_Torpor_Paracer.Default__MissionType_Hunt_Torpor_Paracer_C) CONTENT: Track down a herd of voracious paraceratherium and learn how to improve your metabolism.(/Game/Genesis2/Missions/Hunt/TorporMissions/MissionType_Hunt_Torpor_Paracer.Default__MissionType_Hunt_Torpor_Paracer_C) CONTENT: Current Torpor(/Game/Genesis2/Missions/Hunt/TorporMissions/MissionType_Hunt_Torpor_Paracer.Default__MissionType_Hunt_Torpor_Paracer_C) CONTENT: Apply Torpor(/Game/Genesis2/Missions/Hunt/TorporMissions/MissionType_Hunt_Torpor_Paracer.Default__MissionType_Hunt_Torpor_Paracer_C) CONTENT: Target Is Located In This Area(/Game/Genesis2/Missions/Hunt/TorporMissions/MissionType_Hunt_Torpor_Paracer.Default__MissionType_Hunt_Torpor_Paracer_C) CONTENT: Total Tracks Found(/Game/Genesis2/Missions/Hunt/TorporMissions/MissionType_Hunt_Torpor_Paracer.Default__MissionType_Hunt_Torpor_Paracer_C) CONTENT: Waiting For Other Players To Join(/Game/Genesis2/Missions/Hunt/TorporMissions/MissionType_Hunt_Torpor_Paracer.Default__MissionType_Hunt_Torpor_Paracer_C) CONTENT: Tracks(/Game/Genesis2/Missions/Hunt/TorporMissions/MissionType_Hunt_Torpor_Paracer.Default__MissionType_Hunt_Torpor_Paracer_C) CONTENT: Last Found Track(/Game/Genesis2/Missions/Hunt/TorporMissions/MissionType_Hunt_Torpor_Paracer.Default__MissionType_Hunt_Torpor_Paracer_C) CONTENT: Required Tracks(/Game/Genesis2/Missions/Hunt/TorporMissions/MissionType_Hunt_Torpor_Paracer.Default__MissionType_Hunt_Torpor_Paracer_C) CONTENT: Use Net Gun(/Game/Genesis2/Missions/Hunt/TorporMissions/MissionType_Hunt_Torpor_Paracer.Default__MissionType_Hunt_Torpor_Paracer_C) CONTENT: Track your quarry(/Game/Genesis2/Missions/Hunt/TorporMissions/MissionType_Hunt_Torpor_Paracer.Default__MissionType_Hunt_Torpor_Paracer_C) CONTENT: Follow the tracks to find the Paraceratheriums(/Game/Genesis2/Missions/Hunt/TorporMissions/MissionType_Hunt_Torpor_Paracer.Default__MissionType_Hunt_Torpor_Paracer_C) CONTENT: Capture your quarry(/Game/Genesis2/Missions/Hunt/TorporMissions/MissionType_Hunt_Torpor_Paracer.Default__MissionType_Hunt_Torpor_Paracer_C) CONTENT: Apply torpor to the Paraceratheriums, then capture them in HLN-A's netgun when it's weak(/Game/Genesis2/Missions/Hunt/TorporMissions/MissionType_Hunt_Torpor_Paracer.Default__MissionType_Hunt_Torpor_Paracer_C) CONTENT: Mission Loot Set(/Game/Genesis2/CoreBlueprints/LootSets/LootItemSet_Missions_Hunt_Paracer_Beta.Default__LootItemSet_Missions_Hunt_Paracer_Beta_C) CONTENT: Missions - never BP - with quality(/Game/Genesis2/CoreBlueprints/LootSets/LootItemSet_Missions_Hunt_Paracer_Beta.Default__LootItemSet_Missions_Hunt_Paracer_Beta_C) CONTENT: Missions - with BP - with quality(/Game/Genesis2/CoreBlueprints/LootSets/LootItemSet_Missions_Hunt_Paracer_Beta.Default__LootItemSet_Missions_Hunt_Paracer_Beta_C) CONTENT: Mission Loot Set(/Game/Genesis2/CoreBlueprints/LootSets/LootItemSet_Missions_Hunt_Paracer_Alpha.Default__LootItemSet_Missions_Hunt_Paracer_Alpha_C) CONTENT: Missions - never BP - with quality(/Game/Genesis2/CoreBlueprints/LootSets/LootItemSet_Missions_Hunt_Paracer_Alpha.Default__LootItemSet_Missions_Hunt_Paracer_Alpha_C) CONTENT: Missions - with BP - with quality(/Game/Genesis2/CoreBlueprints/LootSets/LootItemSet_Missions_Hunt_Paracer_Alpha.Default__LootItemSet_Missions_Hunt_Paracer_Alpha_C) CONTENT: Mission Loot Set(/Game/Genesis2/CoreBlueprints/LootSets/LootItemSet_Missions_Hunt_Milkglider_Gamma.Default__LootItemSet_Missions_Hunt_Milkglider_Gamma_C) CONTENT: Missions - never BP - with quality(/Game/Genesis2/CoreBlueprints/LootSets/LootItemSet_Missions_Hunt_Milkglider_Gamma.Default__LootItemSet_Missions_Hunt_Milkglider_Gamma_C) CONTENT: Missions - with BP - with quality(/Game/Genesis2/CoreBlueprints/LootSets/LootItemSet_Missions_Hunt_Milkglider_Gamma.Default__LootItemSet_Missions_Hunt_Milkglider_Gamma_C) CONTENT: EN(/Game/Genesis2/Missions/Hunt/TorporMissions/CompanionReactions/MissionModule_zSubmodule_CompReaction_MilkGliderSearch_Intro_1.Default__MissionModule_zSubmodule_CompReaction_MilkGliderSearch_Intro_1_C) CONTENT: EN(/Game/Genesis2/Missions/Hunt/TorporMissions/CompanionReactions/MissionModule_zSubmodule_CompReaction_MilkGliderSearch_Intro_2.Default__MissionModule_zSubmodule_CompReaction_MilkGliderSearch_Intro_2_C) CONTENT: EN(/Game/Genesis2/Missions/Hunt/TorporMissions/CompanionReactions/MissionModule_zSubmodule_CompReaction_MilkGliderSearch_Outro_1.Default__MissionModule_zSubmodule_CompReaction_MilkGliderSearch_Outro_1_C) CONTENT: EN(/Engine/Transient.REINST_MissionType_Hunt_Torpor_MilkGlider_C_0) CONTENT: Maewing Poach(/Engine/Transient.REINST_MissionType_Hunt_Torpor_MilkGlider_C_0) CONTENT: Track down a colony of young maewings to learn how to quickly raise more of your tames.(/Engine/Transient.REINST_MissionType_Hunt_Torpor_MilkGlider_C_0) CONTENT: Current Torpor(/Engine/Transient.REINST_MissionType_Hunt_Torpor_MilkGlider_C_0) CONTENT: Apply Torpor(/Engine/Transient.REINST_MissionType_Hunt_Torpor_MilkGlider_C_0) CONTENT: Target Is Located In This Area(/Engine/Transient.REINST_MissionType_Hunt_Torpor_MilkGlider_C_0) CONTENT: Total Tracks Found(/Engine/Transient.REINST_MissionType_Hunt_Torpor_MilkGlider_C_0) CONTENT: Waiting For Other Players To Join(/Engine/Transient.REINST_MissionType_Hunt_Torpor_MilkGlider_C_0) CONTENT: Tracks(/Engine/Transient.REINST_MissionType_Hunt_Torpor_MilkGlider_C_0) CONTENT: Last Found Track(/Engine/Transient.REINST_MissionType_Hunt_Torpor_MilkGlider_C_0) CONTENT: Required Tracks(/Engine/Transient.REINST_MissionType_Hunt_Torpor_MilkGlider_C_0) CONTENT: Use Net Gun(/Engine/Transient.REINST_MissionType_Hunt_Torpor_MilkGlider_C_0) CONTENT: Track your quarry(/Engine/Transient.REINST_MissionType_Hunt_Torpor_MilkGlider_C_0) CONTENT: Follow the tracks to find the Maewings(/Engine/Transient.REINST_MissionType_Hunt_Torpor_MilkGlider_C_0) CONTENT: Capture your quarry(/Engine/Transient.REINST_MissionType_Hunt_Torpor_MilkGlider_C_0) CONTENT: Apply torpor to the Maewings, then capture them in HLN-A's netgun when it's weak(/Engine/Transient.REINST_MissionType_Hunt_Torpor_MilkGlider_C_0) CONTENT: EN(/Engine/Transient.Default__REINST_MissionType_Hunt_Torpor_MilkGlider_C_46349) CONTENT: Maewing Poach(/Engine/Transient.Default__REINST_MissionType_Hunt_Torpor_MilkGlider_C_46349) CONTENT: Track down a colony of young maewings to learn how to quickly raise more of your tames.(/Engine/Transient.Default__REINST_MissionType_Hunt_Torpor_MilkGlider_C_46349) CONTENT: Current Torpor(/Engine/Transient.Default__REINST_MissionType_Hunt_Torpor_MilkGlider_C_46349) CONTENT: Apply Torpor(/Engine/Transient.Default__REINST_MissionType_Hunt_Torpor_MilkGlider_C_46349) CONTENT: Target Is Located In This Area(/Engine/Transient.Default__REINST_MissionType_Hunt_Torpor_MilkGlider_C_46349) CONTENT: Total Tracks Found(/Engine/Transient.Default__REINST_MissionType_Hunt_Torpor_MilkGlider_C_46349) CONTENT: Waiting For Other Players To Join(/Engine/Transient.Default__REINST_MissionType_Hunt_Torpor_MilkGlider_C_46349) CONTENT: Tracks(/Engine/Transient.Default__REINST_MissionType_Hunt_Torpor_MilkGlider_C_46349) CONTENT: Last Found Track(/Engine/Transient.Default__REINST_MissionType_Hunt_Torpor_MilkGlider_C_46349) CONTENT: Required Tracks(/Engine/Transient.Default__REINST_MissionType_Hunt_Torpor_MilkGlider_C_46349) CONTENT: Use Net Gun(/Engine/Transient.Default__REINST_MissionType_Hunt_Torpor_MilkGlider_C_46349) CONTENT: Track your quarry(/Engine/Transient.Default__REINST_MissionType_Hunt_Torpor_MilkGlider_C_46349) CONTENT: Follow the tracks to find the Maewings(/Engine/Transient.Default__REINST_MissionType_Hunt_Torpor_MilkGlider_C_46349) CONTENT: Capture your quarry(/Engine/Transient.Default__REINST_MissionType_Hunt_Torpor_MilkGlider_C_46349) CONTENT: Apply torpor to the Maewings, then capture them in HLN-A's netgun when it's weak(/Engine/Transient.Default__REINST_MissionType_Hunt_Torpor_MilkGlider_C_46349) CONTENT: EN(/Engine/Transient.REINST_MissionType_Hunt_Torpor_MilkGlider_C_1) CONTENT: Maewing Poach(/Engine/Transient.REINST_MissionType_Hunt_Torpor_MilkGlider_C_1) CONTENT: Track down a colony of young maewings to learn how to quickly raise more of your tames.(/Engine/Transient.REINST_MissionType_Hunt_Torpor_MilkGlider_C_1) CONTENT: Current Torpor(/Engine/Transient.REINST_MissionType_Hunt_Torpor_MilkGlider_C_1) CONTENT: Apply Torpor(/Engine/Transient.REINST_MissionType_Hunt_Torpor_MilkGlider_C_1) CONTENT: Target Is Located In This Area(/Engine/Transient.REINST_MissionType_Hunt_Torpor_MilkGlider_C_1) CONTENT: Total Tracks Found(/Engine/Transient.REINST_MissionType_Hunt_Torpor_MilkGlider_C_1) CONTENT: Waiting For Other Players To Join(/Engine/Transient.REINST_MissionType_Hunt_Torpor_MilkGlider_C_1) CONTENT: Tracks(/Engine/Transient.REINST_MissionType_Hunt_Torpor_MilkGlider_C_1) CONTENT: Last Found Track(/Engine/Transient.REINST_MissionType_Hunt_Torpor_MilkGlider_C_1) CONTENT: Required Tracks(/Engine/Transient.REINST_MissionType_Hunt_Torpor_MilkGlider_C_1) CONTENT: Use Net Gun(/Engine/Transient.REINST_MissionType_Hunt_Torpor_MilkGlider_C_1) CONTENT: Track your quarry(/Engine/Transient.REINST_MissionType_Hunt_Torpor_MilkGlider_C_1) CONTENT: Follow the tracks to find the Maewings(/Engine/Transient.REINST_MissionType_Hunt_Torpor_MilkGlider_C_1) CONTENT: Capture your quarry(/Engine/Transient.REINST_MissionType_Hunt_Torpor_MilkGlider_C_1) CONTENT: Apply torpor to the Maewings, then capture them in HLN-A's netgun when it's weak(/Engine/Transient.REINST_MissionType_Hunt_Torpor_MilkGlider_C_1) CONTENT: EN(/Engine/Transient.Default__REINST_MissionType_Hunt_Torpor_MilkGlider_C_46353) CONTENT: Maewing Poach(/Engine/Transient.Default__REINST_MissionType_Hunt_Torpor_MilkGlider_C_46353) CONTENT: Track down a colony of young maewings to learn how to quickly raise more of your tames.(/Engine/Transient.Default__REINST_MissionType_Hunt_Torpor_MilkGlider_C_46353) CONTENT: Current Torpor(/Engine/Transient.Default__REINST_MissionType_Hunt_Torpor_MilkGlider_C_46353) CONTENT: Apply Torpor(/Engine/Transient.Default__REINST_MissionType_Hunt_Torpor_MilkGlider_C_46353) CONTENT: Target Is Located In This Area(/Engine/Transient.Default__REINST_MissionType_Hunt_Torpor_MilkGlider_C_46353) CONTENT: Total Tracks Found(/Engine/Transient.Default__REINST_MissionType_Hunt_Torpor_MilkGlider_C_46353) CONTENT: Waiting For Other Players To Join(/Engine/Transient.Default__REINST_MissionType_Hunt_Torpor_MilkGlider_C_46353) CONTENT: Tracks(/Engine/Transient.Default__REINST_MissionType_Hunt_Torpor_MilkGlider_C_46353) CONTENT: Last Found Track(/Engine/Transient.Default__REINST_MissionType_Hunt_Torpor_MilkGlider_C_46353) CONTENT: Required Tracks(/Engine/Transient.Default__REINST_MissionType_Hunt_Torpor_MilkGlider_C_46353) CONTENT: Use Net Gun(/Engine/Transient.Default__REINST_MissionType_Hunt_Torpor_MilkGlider_C_46353) CONTENT: Track your quarry(/Engine/Transient.Default__REINST_MissionType_Hunt_Torpor_MilkGlider_C_46353) CONTENT: Follow the tracks to find the Maewings(/Engine/Transient.Default__REINST_MissionType_Hunt_Torpor_MilkGlider_C_46353) CONTENT: Capture your quarry(/Engine/Transient.Default__REINST_MissionType_Hunt_Torpor_MilkGlider_C_46353) CONTENT: Apply torpor to the Maewings, then capture them in HLN-A's netgun when it's weak(/Engine/Transient.Default__REINST_MissionType_Hunt_Torpor_MilkGlider_C_46353) CONTENT: EN(/Game/Genesis2/Missions/Hunt/TorporMissions/MissionType_Hunt_Torpor_MilkGlider.Default__MissionType_Hunt_Torpor_MilkGlider_C) CONTENT: Maewing Poach(/Game/Genesis2/Missions/Hunt/TorporMissions/MissionType_Hunt_Torpor_MilkGlider.Default__MissionType_Hunt_Torpor_MilkGlider_C) CONTENT: Track down a colony of young maewings to learn how to quickly raise more of your tames.(/Game/Genesis2/Missions/Hunt/TorporMissions/MissionType_Hunt_Torpor_MilkGlider.Default__MissionType_Hunt_Torpor_MilkGlider_C) CONTENT: Current Torpor(/Game/Genesis2/Missions/Hunt/TorporMissions/MissionType_Hunt_Torpor_MilkGlider.Default__MissionType_Hunt_Torpor_MilkGlider_C) CONTENT: Apply Torpor(/Game/Genesis2/Missions/Hunt/TorporMissions/MissionType_Hunt_Torpor_MilkGlider.Default__MissionType_Hunt_Torpor_MilkGlider_C) CONTENT: Target Is Located In This Area(/Game/Genesis2/Missions/Hunt/TorporMissions/MissionType_Hunt_Torpor_MilkGlider.Default__MissionType_Hunt_Torpor_MilkGlider_C) CONTENT: Total Tracks Found(/Game/Genesis2/Missions/Hunt/TorporMissions/MissionType_Hunt_Torpor_MilkGlider.Default__MissionType_Hunt_Torpor_MilkGlider_C) CONTENT: Waiting For Other Players To Join(/Game/Genesis2/Missions/Hunt/TorporMissions/MissionType_Hunt_Torpor_MilkGlider.Default__MissionType_Hunt_Torpor_MilkGlider_C) CONTENT: Tracks(/Game/Genesis2/Missions/Hunt/TorporMissions/MissionType_Hunt_Torpor_MilkGlider.Default__MissionType_Hunt_Torpor_MilkGlider_C) CONTENT: Last Found Track(/Game/Genesis2/Missions/Hunt/TorporMissions/MissionType_Hunt_Torpor_MilkGlider.Default__MissionType_Hunt_Torpor_MilkGlider_C) CONTENT: Required Tracks(/Game/Genesis2/Missions/Hunt/TorporMissions/MissionType_Hunt_Torpor_MilkGlider.Default__MissionType_Hunt_Torpor_MilkGlider_C) CONTENT: Use Net Gun(/Game/Genesis2/Missions/Hunt/TorporMissions/MissionType_Hunt_Torpor_MilkGlider.Default__MissionType_Hunt_Torpor_MilkGlider_C) CONTENT: Track your quarry(/Game/Genesis2/Missions/Hunt/TorporMissions/MissionType_Hunt_Torpor_MilkGlider.Default__MissionType_Hunt_Torpor_MilkGlider_C) CONTENT: Follow the tracks to find the Maewings(/Game/Genesis2/Missions/Hunt/TorporMissions/MissionType_Hunt_Torpor_MilkGlider.Default__MissionType_Hunt_Torpor_MilkGlider_C) CONTENT: Capture your quarry(/Game/Genesis2/Missions/Hunt/TorporMissions/MissionType_Hunt_Torpor_MilkGlider.Default__MissionType_Hunt_Torpor_MilkGlider_C) CONTENT: Apply torpor to the Maewings, then capture them in HLN-A's netgun when it's weak(/Game/Genesis2/Missions/Hunt/TorporMissions/MissionType_Hunt_Torpor_MilkGlider.Default__MissionType_Hunt_Torpor_MilkGlider_C) CONTENT: Mission Loot Set(/Game/Genesis2/CoreBlueprints/LootSets/LootItemSet_Missions_Hunt_Milkglider_Beta.Default__LootItemSet_Missions_Hunt_Milkglider_Beta_C) CONTENT: Missions - never BP - with quality(/Game/Genesis2/CoreBlueprints/LootSets/LootItemSet_Missions_Hunt_Milkglider_Beta.Default__LootItemSet_Missions_Hunt_Milkglider_Beta_C) CONTENT: Missions - with BP - with quality(/Game/Genesis2/CoreBlueprints/LootSets/LootItemSet_Missions_Hunt_Milkglider_Beta.Default__LootItemSet_Missions_Hunt_Milkglider_Beta_C) CONTENT: Mission Loot Set(/Game/Genesis2/CoreBlueprints/LootSets/LootItemSet_Missions_Hunt_Milkglider_Alpha.Default__LootItemSet_Missions_Hunt_Milkglider_Alpha_C) CONTENT: Missions - never BP - with quality(/Game/Genesis2/CoreBlueprints/LootSets/LootItemSet_Missions_Hunt_Milkglider_Alpha.Default__LootItemSet_Missions_Hunt_Milkglider_Alpha_C) CONTENT: Missions - with BP - with quality(/Game/Genesis2/CoreBlueprints/LootSets/LootItemSet_Missions_Hunt_Milkglider_Alpha.Default__LootItemSet_Missions_Hunt_Milkglider_Alpha_C) CONTENT: Mission Loot Set(/Game/Genesis2/CoreBlueprints/LootSets/LootItemSet_Missions_Hunt_LanternPet_Gamma.Default__LootItemSet_Missions_Hunt_LanternPet_Gamma_C) CONTENT: Missions - never BP - with quality(/Game/Genesis2/CoreBlueprints/LootSets/LootItemSet_Missions_Hunt_LanternPet_Gamma.Default__LootItemSet_Missions_Hunt_LanternPet_Gamma_C) CONTENT: Missions - with BP - with quality(/Game/Genesis2/CoreBlueprints/LootSets/LootItemSet_Missions_Hunt_LanternPet_Gamma.Default__LootItemSet_Missions_Hunt_LanternPet_Gamma_C) CONTENT: EN(/Game/Genesis2/Missions/Hunt/TorporMissions/CompanionReactions/MissionModule_zSubmodule_CompReaction_LanternPetSearch_Intro_1.Default__MissionModule_zSubmodule_CompReaction_LanternPetSearch_Intro_1_C) CONTENT: EN(/Game/Genesis2/Missions/Hunt/TorporMissions/CompanionReactions/MissionModule_zSubmodule_CompReaction_LanternPetSearch_Outro_1.Default__MissionModule_zSubmodule_CompReaction_LanternPetSearch_Outro_1_C) CONTENT: Bulbdog Fetch(/Engine/Transient.REINST_MissionType_Hunt_Torpor_LanternPet_C_0) CONTENT: Track down a pack of bulbdogs in heat to adapt their pheromones into aphrodisiacs for your tames.(/Engine/Transient.REINST_MissionType_Hunt_Torpor_LanternPet_C_0) CONTENT: Current Torpor(/Engine/Transient.REINST_MissionType_Hunt_Torpor_LanternPet_C_0) CONTENT: Apply Torpor(/Engine/Transient.REINST_MissionType_Hunt_Torpor_LanternPet_C_0) CONTENT: Target Is Located In This Area(/Engine/Transient.REINST_MissionType_Hunt_Torpor_LanternPet_C_0) CONTENT: Total Tracks Found(/Engine/Transient.REINST_MissionType_Hunt_Torpor_LanternPet_C_0) CONTENT: Waiting For Other Players To Join(/Engine/Transient.REINST_MissionType_Hunt_Torpor_LanternPet_C_0) CONTENT: Tracks(/Engine/Transient.REINST_MissionType_Hunt_Torpor_LanternPet_C_0) CONTENT: Last Found Track(/Engine/Transient.REINST_MissionType_Hunt_Torpor_LanternPet_C_0) CONTENT: Required Tracks(/Engine/Transient.REINST_MissionType_Hunt_Torpor_LanternPet_C_0) CONTENT: Use Net Gun(/Engine/Transient.REINST_MissionType_Hunt_Torpor_LanternPet_C_0) CONTENT: Track your quarry(/Engine/Transient.REINST_MissionType_Hunt_Torpor_LanternPet_C_0) CONTENT: Follow the tracks to find the Bulbdogs(/Engine/Transient.REINST_MissionType_Hunt_Torpor_LanternPet_C_0) CONTENT: Capture your quarry(/Engine/Transient.REINST_MissionType_Hunt_Torpor_LanternPet_C_0) CONTENT: Apply torpor to the Bulbdogs, then capture them in HLN-A's netgun when it's weak(/Engine/Transient.REINST_MissionType_Hunt_Torpor_LanternPet_C_0) CONTENT: Bulbdog Fetch(/Engine/Transient.Default__REINST_MissionType_Hunt_Torpor_LanternPet_C_46477) CONTENT: Track down a pack of bulbdogs in heat to adapt their pheromones into aphrodisiacs for your tames.(/Engine/Transient.Default__REINST_MissionType_Hunt_Torpor_LanternPet_C_46477) CONTENT: Current Torpor(/Engine/Transient.Default__REINST_MissionType_Hunt_Torpor_LanternPet_C_46477) CONTENT: Apply Torpor(/Engine/Transient.Default__REINST_MissionType_Hunt_Torpor_LanternPet_C_46477) CONTENT: Target Is Located In This Area(/Engine/Transient.Default__REINST_MissionType_Hunt_Torpor_LanternPet_C_46477) CONTENT: Total Tracks Found(/Engine/Transient.Default__REINST_MissionType_Hunt_Torpor_LanternPet_C_46477) CONTENT: Waiting For Other Players To Join(/Engine/Transient.Default__REINST_MissionType_Hunt_Torpor_LanternPet_C_46477) CONTENT: Tracks(/Engine/Transient.Default__REINST_MissionType_Hunt_Torpor_LanternPet_C_46477) CONTENT: Last Found Track(/Engine/Transient.Default__REINST_MissionType_Hunt_Torpor_LanternPet_C_46477) CONTENT: Required Tracks(/Engine/Transient.Default__REINST_MissionType_Hunt_Torpor_LanternPet_C_46477) CONTENT: Use Net Gun(/Engine/Transient.Default__REINST_MissionType_Hunt_Torpor_LanternPet_C_46477) CONTENT: Track your quarry(/Engine/Transient.Default__REINST_MissionType_Hunt_Torpor_LanternPet_C_46477) CONTENT: Follow the tracks to find the Bulbdogs(/Engine/Transient.Default__REINST_MissionType_Hunt_Torpor_LanternPet_C_46477) CONTENT: Capture your quarry(/Engine/Transient.Default__REINST_MissionType_Hunt_Torpor_LanternPet_C_46477) CONTENT: Apply torpor to the Bulbdogs, then capture them in HLN-A's netgun when it's weak(/Engine/Transient.Default__REINST_MissionType_Hunt_Torpor_LanternPet_C_46477) CONTENT: Bulbdog Fetch(/Engine/Transient.REINST_MissionType_Hunt_Torpor_LanternPet_C_1) CONTENT: Track down a pack of bulbdogs in heat to adapt their pheromones into aphrodisiacs for your tames.(/Engine/Transient.REINST_MissionType_Hunt_Torpor_LanternPet_C_1) CONTENT: Current Torpor(/Engine/Transient.REINST_MissionType_Hunt_Torpor_LanternPet_C_1) CONTENT: Apply Torpor(/Engine/Transient.REINST_MissionType_Hunt_Torpor_LanternPet_C_1) CONTENT: Target Is Located In This Area(/Engine/Transient.REINST_MissionType_Hunt_Torpor_LanternPet_C_1) CONTENT: Total Tracks Found(/Engine/Transient.REINST_MissionType_Hunt_Torpor_LanternPet_C_1) CONTENT: Waiting For Other Players To Join(/Engine/Transient.REINST_MissionType_Hunt_Torpor_LanternPet_C_1) CONTENT: Tracks(/Engine/Transient.REINST_MissionType_Hunt_Torpor_LanternPet_C_1) CONTENT: Last Found Track(/Engine/Transient.REINST_MissionType_Hunt_Torpor_LanternPet_C_1) CONTENT: Required Tracks(/Engine/Transient.REINST_MissionType_Hunt_Torpor_LanternPet_C_1) CONTENT: Use Net Gun(/Engine/Transient.REINST_MissionType_Hunt_Torpor_LanternPet_C_1) CONTENT: Track your quarry(/Engine/Transient.REINST_MissionType_Hunt_Torpor_LanternPet_C_1) CONTENT: Follow the tracks to find the Bulbdogs(/Engine/Transient.REINST_MissionType_Hunt_Torpor_LanternPet_C_1) CONTENT: Capture your quarry(/Engine/Transient.REINST_MissionType_Hunt_Torpor_LanternPet_C_1) CONTENT: Apply torpor to the Bulbdogs, then capture them in HLN-A's netgun when it's weak(/Engine/Transient.REINST_MissionType_Hunt_Torpor_LanternPet_C_1) CONTENT: Bulbdog Fetch(/Engine/Transient.Default__REINST_MissionType_Hunt_Torpor_LanternPet_C_46481) CONTENT: Track down a pack of bulbdogs in heat to adapt their pheromones into aphrodisiacs for your tames.(/Engine/Transient.Default__REINST_MissionType_Hunt_Torpor_LanternPet_C_46481) CONTENT: Current Torpor(/Engine/Transient.Default__REINST_MissionType_Hunt_Torpor_LanternPet_C_46481) CONTENT: Apply Torpor(/Engine/Transient.Default__REINST_MissionType_Hunt_Torpor_LanternPet_C_46481) CONTENT: Target Is Located In This Area(/Engine/Transient.Default__REINST_MissionType_Hunt_Torpor_LanternPet_C_46481) CONTENT: Total Tracks Found(/Engine/Transient.Default__REINST_MissionType_Hunt_Torpor_LanternPet_C_46481) CONTENT: Waiting For Other Players To Join(/Engine/Transient.Default__REINST_MissionType_Hunt_Torpor_LanternPet_C_46481) CONTENT: Tracks(/Engine/Transient.Default__REINST_MissionType_Hunt_Torpor_LanternPet_C_46481) CONTENT: Last Found Track(/Engine/Transient.Default__REINST_MissionType_Hunt_Torpor_LanternPet_C_46481) CONTENT: Required Tracks(/Engine/Transient.Default__REINST_MissionType_Hunt_Torpor_LanternPet_C_46481) CONTENT: Use Net Gun(/Engine/Transient.Default__REINST_MissionType_Hunt_Torpor_LanternPet_C_46481) CONTENT: Track your quarry(/Engine/Transient.Default__REINST_MissionType_Hunt_Torpor_LanternPet_C_46481) CONTENT: Follow the tracks to find the Bulbdogs(/Engine/Transient.Default__REINST_MissionType_Hunt_Torpor_LanternPet_C_46481) CONTENT: Capture your quarry(/Engine/Transient.Default__REINST_MissionType_Hunt_Torpor_LanternPet_C_46481) CONTENT: Apply torpor to the Bulbdogs, then capture them in HLN-A's netgun when it's weak(/Engine/Transient.Default__REINST_MissionType_Hunt_Torpor_LanternPet_C_46481) CONTENT: Bulbdog Fetch(/Game/Genesis2/Missions/Hunt/TorporMissions/MissionType_Hunt_Torpor_LanternPet.Default__MissionType_Hunt_Torpor_LanternPet_C) CONTENT: Track down a pack of bulbdogs in heat to adapt their pheromones into aphrodisiacs for your tames.(/Game/Genesis2/Missions/Hunt/TorporMissions/MissionType_Hunt_Torpor_LanternPet.Default__MissionType_Hunt_Torpor_LanternPet_C) CONTENT: Current Torpor(/Game/Genesis2/Missions/Hunt/TorporMissions/MissionType_Hunt_Torpor_LanternPet.Default__MissionType_Hunt_Torpor_LanternPet_C) CONTENT: Apply Torpor(/Game/Genesis2/Missions/Hunt/TorporMissions/MissionType_Hunt_Torpor_LanternPet.Default__MissionType_Hunt_Torpor_LanternPet_C) CONTENT: Target Is Located In This Area(/Game/Genesis2/Missions/Hunt/TorporMissions/MissionType_Hunt_Torpor_LanternPet.Default__MissionType_Hunt_Torpor_LanternPet_C) CONTENT: Total Tracks Found(/Game/Genesis2/Missions/Hunt/TorporMissions/MissionType_Hunt_Torpor_LanternPet.Default__MissionType_Hunt_Torpor_LanternPet_C) CONTENT: Waiting For Other Players To Join(/Game/Genesis2/Missions/Hunt/TorporMissions/MissionType_Hunt_Torpor_LanternPet.Default__MissionType_Hunt_Torpor_LanternPet_C) CONTENT: Tracks(/Game/Genesis2/Missions/Hunt/TorporMissions/MissionType_Hunt_Torpor_LanternPet.Default__MissionType_Hunt_Torpor_LanternPet_C) CONTENT: Last Found Track(/Game/Genesis2/Missions/Hunt/TorporMissions/MissionType_Hunt_Torpor_LanternPet.Default__MissionType_Hunt_Torpor_LanternPet_C) CONTENT: Required Tracks(/Game/Genesis2/Missions/Hunt/TorporMissions/MissionType_Hunt_Torpor_LanternPet.Default__MissionType_Hunt_Torpor_LanternPet_C) CONTENT: Use Net Gun(/Game/Genesis2/Missions/Hunt/TorporMissions/MissionType_Hunt_Torpor_LanternPet.Default__MissionType_Hunt_Torpor_LanternPet_C) CONTENT: Track your quarry(/Game/Genesis2/Missions/Hunt/TorporMissions/MissionType_Hunt_Torpor_LanternPet.Default__MissionType_Hunt_Torpor_LanternPet_C) CONTENT: Follow the tracks to find the Bulbdogs(/Game/Genesis2/Missions/Hunt/TorporMissions/MissionType_Hunt_Torpor_LanternPet.Default__MissionType_Hunt_Torpor_LanternPet_C) CONTENT: Capture your quarry(/Game/Genesis2/Missions/Hunt/TorporMissions/MissionType_Hunt_Torpor_LanternPet.Default__MissionType_Hunt_Torpor_LanternPet_C) CONTENT: Apply torpor to the Bulbdogs, then capture them in HLN-A's netgun when it's weak(/Game/Genesis2/Missions/Hunt/TorporMissions/MissionType_Hunt_Torpor_LanternPet.Default__MissionType_Hunt_Torpor_LanternPet_C) CONTENT: Mission Loot Set(/Game/Genesis2/CoreBlueprints/LootSets/LootItemSet_Missions_Hunt_LanternPet_Beta.Default__LootItemSet_Missions_Hunt_LanternPet_Beta_C) CONTENT: Missions - never BP - with quality(/Game/Genesis2/CoreBlueprints/LootSets/LootItemSet_Missions_Hunt_LanternPet_Beta.Default__LootItemSet_Missions_Hunt_LanternPet_Beta_C) CONTENT: Missions - with BP - with quality(/Game/Genesis2/CoreBlueprints/LootSets/LootItemSet_Missions_Hunt_LanternPet_Beta.Default__LootItemSet_Missions_Hunt_LanternPet_Beta_C) CONTENT: Mission Loot Set(/Game/Genesis2/CoreBlueprints/LootSets/LootItemSet_Missions_Hunt_LanternPet_Alpha.Default__LootItemSet_Missions_Hunt_LanternPet_Alpha_C) CONTENT: Missions - never BP - with quality(/Game/Genesis2/CoreBlueprints/LootSets/LootItemSet_Missions_Hunt_LanternPet_Alpha.Default__LootItemSet_Missions_Hunt_LanternPet_Alpha_C) CONTENT: Missions - with BP - with quality(/Game/Genesis2/CoreBlueprints/LootSets/LootItemSet_Missions_Hunt_LanternPet_Alpha.Default__LootItemSet_Missions_Hunt_LanternPet_Alpha_C) CONTENT: Mission Loot Set(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Hunt.Default__LootItemSet_Missions_Hunt_C) CONTENT: Missions - never BP - with quality(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Hunt.Default__LootItemSet_Missions_Hunt_C) CONTENT: Missions - with BP - with quality(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Hunt.Default__LootItemSet_Missions_Hunt_C) CONTENT: Missions - With Quantity(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Hunt.Default__LootItemSet_Missions_Hunt_C) CONTENT: Mission Loot Set(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Hunt_Bog.Default__LootItemSet_Missions_Hunt_Bog_C) CONTENT: Missions - never BP - with quality(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Hunt_Bog.Default__LootItemSet_Missions_Hunt_Bog_C) CONTENT: Missions - with BP - with quality(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Hunt_Bog.Default__LootItemSet_Missions_Hunt_Bog_C) CONTENT: Missions - With Quantity(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Hunt_Bog.Default__LootItemSet_Missions_Hunt_Bog_C) CONTENT: Mission Loot Set(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Hunt_Bog_Raptor.Default__LootItemSet_Missions_Hunt_Bog_Raptor_C) CONTENT: Missions - never BP - with quality(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Hunt_Bog_Raptor.Default__LootItemSet_Missions_Hunt_Bog_Raptor_C) CONTENT: Missions - With Quantity(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Hunt_Bog_Raptor.Default__LootItemSet_Missions_Hunt_Bog_Raptor_C) CONTENT: EN(/Game/Genesis2/Missions/Hunt/HuntMissions/CompanionReactions/MissionModule_zSubmodule_CompReaction_SharedHunt_Follow_1.Default__MissionModule_zSubmodule_CompReaction_SharedHunt_Follow_1_C) CONTENT: EN(/Game/Genesis2/Missions/Hunt/HuntMissions/CompanionReactions/MissionModule_zSubmodule_CompReaction_SharedHunt_HurtIt_1.Default__MissionModule_zSubmodule_CompReaction_SharedHunt_HurtIt_1_C) CONTENT: EN(/Game/Genesis2/Missions/Hunt/HuntMissions/CompanionReactions/MissionModule_zSubmodule_CompReaction_SharedHunt_Intro_1.Default__MissionModule_zSubmodule_CompReaction_SharedHunt_Intro_1_C) CONTENT: EN(/Game/Genesis2/Missions/Hunt/HuntMissions/CompanionReactions/MissionModule_zSubmodule_CompReaction_SharedHunt_KillAll_1.Default__MissionModule_zSubmodule_CompReaction_SharedHunt_KillAll_1_C) CONTENT: EN(/Game/Genesis2/Missions/Hunt/HuntMissions/CompanionReactions/MissionModule_zSubmodule_CompReaction_SpindlesHunt_Intro_1.Default__MissionModule_zSubmodule_CompReaction_SpindlesHunt_Intro_1_C) CONTENT: EN(/Game/Genesis2/Missions/Hunt/HuntMissions/CompanionReactions/MissionModule_zSubmodule_CompReaction_SpindlesHunt_Outro_1.Default__MissionModule_zSubmodule_CompReaction_SpindlesHunt_Outro_1_C) CONTENT: NONE(/Game/Genesis/Missions/Hunt/MissionCompanionData_Hunt_EmptyIndicator.Default__MissionCompanionData_Hunt_EmptyIndicator_C) CONTENT: NONE(/Game/Genesis/Missions/Hunt/MissionCompanionData_Hunt_EmptyIndicator.Default__MissionCompanionData_Hunt_EmptyIndicator_C) CONTENT: Dino Health Remaining(/Engine/Transient.REINST_MissionType_Hunt_C_0) CONTENT: Kill The Target(/Engine/Transient.REINST_MissionType_Hunt_C_0) CONTENT: Target Is Located In This Area(/Engine/Transient.REINST_MissionType_Hunt_C_0) CONTENT: Total Tracks Found(/Engine/Transient.REINST_MissionType_Hunt_C_0) CONTENT: Waiting For Other Players To Join(/Engine/Transient.REINST_MissionType_Hunt_C_0) CONTENT: Tracks(/Engine/Transient.REINST_MissionType_Hunt_C_0) CONTENT: Last Found Track(/Engine/Transient.REINST_MissionType_Hunt_C_0) CONTENT: Required Tracks(/Engine/Transient.REINST_MissionType_Hunt_C_0) LITERAL: Ready To Trap(/Game/Genesis/Missions/Hunt/MissionType_Hunt.MissionType_Hunt:EventGraph.K2Node_CallFunction_197688) LITERAL: Trap The Dino To Complete The Mission(/Game/Genesis/Missions/Hunt/MissionType_Hunt.MissionType_Hunt:EventGraph.K2Node_MakeStruct_2347) LITERAL: GatherPlayers(/Game/Genesis/Missions/Hunt/MissionType_Hunt.MissionType_Hunt:GatherPlayers.K2Node_CallFunction_256899) LITERAL: React To Found Dinos(/Game/Genesis/Missions/Hunt/MissionType_Hunt.MissionType_Hunt:SpawnHuntDinos.K2Node_CallFunction_340445) LITERAL: HuntMission::CustomData missing on spawnpoint!(/Game/Genesis/Missions/Hunt/MissionType_Hunt.MissionType_Hunt:SelectSpawnpoint.K2Node_CallFunction_126940) LITERAL: HuntMission::CustomData missing on spline!(/Game/Genesis/Missions/Hunt/MissionType_Hunt.MissionType_Hunt:SelectSpawnpoint.K2Node_CallFunction_156600) LITERAL: No StartPoints found within SelectStartPointRadius(/Game/Genesis/Missions/Hunt/MissionType_Hunt.MissionType_Hunt:SelectSpawnpoint.K2Node_CallFunction_152122) LITERAL: DeactivateMission(/Game/Genesis/Missions/Hunt/MissionType_Hunt.MissionType_Hunt:SelectSpawnpoint.K2Node_CallFunction_199123) LITERAL: TooManyTries(/Game/Genesis/Missions/Hunt/MissionType_Hunt.MissionType_Hunt:Generate Random Path.K2Node_CallFunction_160442) LITERAL: Too Far From Ground!!!(/Game/Genesis/Missions/Hunt/MissionType_Hunt.MissionType_Hunt:Generate Random Path.K2Node_CallFunction_157854) LITERAL: NoGround(/Game/Genesis/Missions/Hunt/MissionType_Hunt.MissionType_Hunt:Generate Random Path.K2Node_CallFunction_163047) LITERAL: No Valid Path From Navmesh(/Game/Genesis/Missions/Hunt/MissionType_Hunt.MissionType_Hunt:Generate Random Path.K2Node_CallFunction_196740) LITERAL: DotCheckFailed(/Game/Genesis/Missions/Hunt/MissionType_Hunt.MissionType_Hunt:Generate Random Path.K2Node_CallFunction_214645) LITERAL: DeactivateMission(/Game/Genesis/Missions/Hunt/MissionType_Hunt.MissionType_Hunt:Generate Random Path.K2Node_CallFunction_186949) LITERAL: Failed to find reachable random point(/Game/Genesis/Missions/Hunt/MissionType_Hunt.MissionType_Hunt:SelectRandomTargetPoints.K2Node_CallFunction_165401) LITERAL: Start::(/Game/Genesis/Missions/Hunt/MissionType_Hunt.MissionType_Hunt:SelectRandomTargetPoints.K2Node_CallFunction_182000) LITERAL: Found::(/Game/Genesis/Missions/Hunt/MissionType_Hunt.MissionType_Hunt:SelectRandomTargetPoints.K2Node_CallFunction_182003) LITERAL: StartPoint::(/Game/Genesis/Missions/Hunt/MissionType_Hunt.MissionType_Hunt:SelectRandomTargetPoints.K2Node_CallFunction_193263) LITERAL: InitalSeed::(/Game/Genesis/Missions/Hunt/MissionType_Hunt.MissionType_Hunt:SelectRandomTargetPoints.K2Node_CallFunction_181997) LITERAL: FAILED TO FIND RANDOM TARGET POINTS IN BOX(/Game/Genesis/Missions/Hunt/MissionType_Hunt.MissionType_Hunt:Get Random Target Points in BoxTowardsPoint.K2Node_CallFunction_175637) LITERAL: PointOutsideOfBox(/Game/Genesis/Missions/Hunt/MissionType_Hunt.MissionType_Hunt:Get Random Target Points in BoxTowardsPoint.K2Node_CallFunction_188207) LITERAL: SweepFailed(/Game/Genesis/Missions/Hunt/MissionType_Hunt.MissionType_Hunt:Get Random Target Points in BoxTowardsPoint.K2Node_CallFunction_188205) LITERAL: PointOutsideOfBoxMin(/Game/Genesis/Missions/Hunt/MissionType_Hunt.MissionType_Hunt:Get Random Target Points in BoxTowardsPoint.K2Node_CallFunction_214723) LITERAL: DotCheckFailed(/Game/Genesis/Missions/Hunt/MissionType_Hunt.MissionType_Hunt:Get Random Target Points in BoxTowardsPoint.K2Node_CallFunction_188206) LITERAL: DeactivateMission(/Game/Genesis/Missions/Hunt/MissionType_Hunt.MissionType_Hunt:RestartUsingFallbackSeed.K2Node_CallFunction_188633) LITERAL: UsingFallback::(/Game/Genesis/Missions/Hunt/MissionType_Hunt.MissionType_Hunt:RestartUsingFallbackSeed.K2Node_CallFunction_148948) LITERAL: DeactivatedMaxRestarts(/Game/Genesis/Missions/Hunt/MissionType_Hunt.MissionType_Hunt:RestartUsingFallbackSeed.K2Node_CallFunction_148878) CONTENT: Dino Health Remaining(/Engine/Transient.Default__REINST_MissionType_Hunt_C_46602) CONTENT: Kill The Target(/Engine/Transient.Default__REINST_MissionType_Hunt_C_46602) CONTENT: Target Is Located In This Area(/Engine/Transient.Default__REINST_MissionType_Hunt_C_46602) CONTENT: Total Tracks Found(/Engine/Transient.Default__REINST_MissionType_Hunt_C_46602) CONTENT: Waiting For Other Players To Join(/Engine/Transient.Default__REINST_MissionType_Hunt_C_46602) CONTENT: Tracks(/Engine/Transient.Default__REINST_MissionType_Hunt_C_46602) CONTENT: Last Found Track(/Engine/Transient.Default__REINST_MissionType_Hunt_C_46602) CONTENT: Required Tracks(/Engine/Transient.Default__REINST_MissionType_Hunt_C_46602) CONTENT: Dino Health Remaining(/Engine/Transient.REINST_MissionType_Hunt_C_1) CONTENT: Kill The Target(/Engine/Transient.REINST_MissionType_Hunt_C_1) CONTENT: Target Is Located In This Area(/Engine/Transient.REINST_MissionType_Hunt_C_1) CONTENT: Total Tracks Found(/Engine/Transient.REINST_MissionType_Hunt_C_1) CONTENT: Waiting For Other Players To Join(/Engine/Transient.REINST_MissionType_Hunt_C_1) CONTENT: Tracks(/Engine/Transient.REINST_MissionType_Hunt_C_1) CONTENT: Last Found Track(/Engine/Transient.REINST_MissionType_Hunt_C_1) CONTENT: Required Tracks(/Engine/Transient.REINST_MissionType_Hunt_C_1) CONTENT: Dino Health Remaining(/Engine/Transient.Default__REINST_MissionType_Hunt_C_46606) CONTENT: Kill The Target(/Engine/Transient.Default__REINST_MissionType_Hunt_C_46606) CONTENT: Target Is Located In This Area(/Engine/Transient.Default__REINST_MissionType_Hunt_C_46606) CONTENT: Total Tracks Found(/Engine/Transient.Default__REINST_MissionType_Hunt_C_46606) CONTENT: Waiting For Other Players To Join(/Engine/Transient.Default__REINST_MissionType_Hunt_C_46606) CONTENT: Tracks(/Engine/Transient.Default__REINST_MissionType_Hunt_C_46606) CONTENT: Last Found Track(/Engine/Transient.Default__REINST_MissionType_Hunt_C_46606) CONTENT: Required Tracks(/Engine/Transient.Default__REINST_MissionType_Hunt_C_46606) CONTENT: Not In Correct Biome For Mission(/Game/Genesis/Missions/Hunt/MissionType_Hunt.Default__MissionType_Hunt_C) CONTENT: EN(/Game/Genesis/Missions/Hunt/MissionType_Hunt.Default__MissionType_Hunt_C) CONTENT: EN(/Game/Genesis/Missions/Hunt/MissionType_Hunt.Default__MissionType_Hunt_C) CONTENT: EN(/Game/Genesis/Missions/Hunt/MissionType_Hunt.Default__MissionType_Hunt_C) CONTENT: EN(/Game/Genesis/Missions/Hunt/MissionType_Hunt.Default__MissionType_Hunt_C) CONTENT: Dino Health Remaining(/Game/Genesis/Missions/Hunt/MissionType_Hunt.Default__MissionType_Hunt_C) CONTENT: Kill The Target(/Game/Genesis/Missions/Hunt/MissionType_Hunt.Default__MissionType_Hunt_C) CONTENT: Target Is Located In This Area(/Game/Genesis/Missions/Hunt/MissionType_Hunt.Default__MissionType_Hunt_C) CONTENT: Total Tracks Found(/Game/Genesis/Missions/Hunt/MissionType_Hunt.Default__MissionType_Hunt_C) CONTENT: Waiting For Other Players To Join(/Game/Genesis/Missions/Hunt/MissionType_Hunt.Default__MissionType_Hunt_C) CONTENT: Tracks(/Game/Genesis/Missions/Hunt/MissionType_Hunt.Default__MissionType_Hunt_C) CONTENT: Last Found Track(/Game/Genesis/Missions/Hunt/MissionType_Hunt.Default__MissionType_Hunt_C) CONTENT: Required Tracks(/Game/Genesis/Missions/Hunt/MissionType_Hunt.Default__MissionType_Hunt_C) CONTENT: EN(/Engine/Transient.REINST_MissionType_Hunt_RandomGenerated_C_0) CONTENT: Dino Health Remaining(/Engine/Transient.REINST_MissionType_Hunt_RandomGenerated_C_0) CONTENT: Kill The Target(/Engine/Transient.REINST_MissionType_Hunt_RandomGenerated_C_0) CONTENT: Target Is Located In This Area(/Engine/Transient.REINST_MissionType_Hunt_RandomGenerated_C_0) CONTENT: Total Tracks Found(/Engine/Transient.REINST_MissionType_Hunt_RandomGenerated_C_0) CONTENT: Waiting For Other Players To Join(/Engine/Transient.REINST_MissionType_Hunt_RandomGenerated_C_0) CONTENT: Tracks(/Engine/Transient.REINST_MissionType_Hunt_RandomGenerated_C_0) CONTENT: Last Found Track(/Engine/Transient.REINST_MissionType_Hunt_RandomGenerated_C_0) CONTENT: Required Tracks(/Engine/Transient.REINST_MissionType_Hunt_RandomGenerated_C_0) CONTENT: Hunt your quarry(/Engine/Transient.REINST_MissionType_Hunt_RandomGenerated_C_0) CONTENT: Follow the tracks to find the SPECIESNAME(/Engine/Transient.REINST_MissionType_Hunt_RandomGenerated_C_0) CONTENT: Weaken your quarry(/Engine/Transient.REINST_MissionType_Hunt_RandomGenerated_C_0) CONTENT: Fight the SPECIESNAME until it flees(/Engine/Transient.REINST_MissionType_Hunt_RandomGenerated_C_0) CONTENT: Slauighter them all!(/Engine/Transient.REINST_MissionType_Hunt_RandomGenerated_C_0) CONTENT: Kill every SPECIESNAME in the pack(/Engine/Transient.REINST_MissionType_Hunt_RandomGenerated_C_0) CONTENT: EN(/Engine/Transient.Default__REINST_MissionType_Hunt_RandomGenerated_C_46613) CONTENT: Dino Health Remaining(/Engine/Transient.Default__REINST_MissionType_Hunt_RandomGenerated_C_46613) CONTENT: Kill The Target(/Engine/Transient.Default__REINST_MissionType_Hunt_RandomGenerated_C_46613) CONTENT: Target Is Located In This Area(/Engine/Transient.Default__REINST_MissionType_Hunt_RandomGenerated_C_46613) CONTENT: Total Tracks Found(/Engine/Transient.Default__REINST_MissionType_Hunt_RandomGenerated_C_46613) CONTENT: Waiting For Other Players To Join(/Engine/Transient.Default__REINST_MissionType_Hunt_RandomGenerated_C_46613) CONTENT: Tracks(/Engine/Transient.Default__REINST_MissionType_Hunt_RandomGenerated_C_46613) CONTENT: Last Found Track(/Engine/Transient.Default__REINST_MissionType_Hunt_RandomGenerated_C_46613) CONTENT: Required Tracks(/Engine/Transient.Default__REINST_MissionType_Hunt_RandomGenerated_C_46613) CONTENT: Hunt your quarry(/Engine/Transient.Default__REINST_MissionType_Hunt_RandomGenerated_C_46613) CONTENT: Follow the tracks to find the SPECIESNAME(/Engine/Transient.Default__REINST_MissionType_Hunt_RandomGenerated_C_46613) CONTENT: Weaken your quarry(/Engine/Transient.Default__REINST_MissionType_Hunt_RandomGenerated_C_46613) CONTENT: Fight the SPECIESNAME until it flees(/Engine/Transient.Default__REINST_MissionType_Hunt_RandomGenerated_C_46613) CONTENT: Slauighter them all!(/Engine/Transient.Default__REINST_MissionType_Hunt_RandomGenerated_C_46613) CONTENT: Kill every SPECIESNAME in the pack(/Engine/Transient.Default__REINST_MissionType_Hunt_RandomGenerated_C_46613) CONTENT: EN(/Engine/Transient.REINST_MissionType_Hunt_RandomGenerated_C_1) CONTENT: Dino Health Remaining(/Engine/Transient.REINST_MissionType_Hunt_RandomGenerated_C_1) CONTENT: Kill The Target(/Engine/Transient.REINST_MissionType_Hunt_RandomGenerated_C_1) CONTENT: Target Is Located In This Area(/Engine/Transient.REINST_MissionType_Hunt_RandomGenerated_C_1) CONTENT: Total Tracks Found(/Engine/Transient.REINST_MissionType_Hunt_RandomGenerated_C_1) CONTENT: Waiting For Other Players To Join(/Engine/Transient.REINST_MissionType_Hunt_RandomGenerated_C_1) CONTENT: Tracks(/Engine/Transient.REINST_MissionType_Hunt_RandomGenerated_C_1) CONTENT: Last Found Track(/Engine/Transient.REINST_MissionType_Hunt_RandomGenerated_C_1) CONTENT: Required Tracks(/Engine/Transient.REINST_MissionType_Hunt_RandomGenerated_C_1) CONTENT: Hunt your quarry(/Engine/Transient.REINST_MissionType_Hunt_RandomGenerated_C_1) CONTENT: Follow the tracks to find the SPECIESNAME(/Engine/Transient.REINST_MissionType_Hunt_RandomGenerated_C_1) CONTENT: Weaken your quarry(/Engine/Transient.REINST_MissionType_Hunt_RandomGenerated_C_1) CONTENT: Fight the SPECIESNAME until it flees(/Engine/Transient.REINST_MissionType_Hunt_RandomGenerated_C_1) CONTENT: Slauighter them all!(/Engine/Transient.REINST_MissionType_Hunt_RandomGenerated_C_1) CONTENT: Kill every SPECIESNAME in the pack(/Engine/Transient.REINST_MissionType_Hunt_RandomGenerated_C_1) CONTENT: EN(/Engine/Transient.Default__REINST_MissionType_Hunt_RandomGenerated_C_46617) CONTENT: Dino Health Remaining(/Engine/Transient.Default__REINST_MissionType_Hunt_RandomGenerated_C_46617) CONTENT: Kill The Target(/Engine/Transient.Default__REINST_MissionType_Hunt_RandomGenerated_C_46617) CONTENT: Target Is Located In This Area(/Engine/Transient.Default__REINST_MissionType_Hunt_RandomGenerated_C_46617) CONTENT: Total Tracks Found(/Engine/Transient.Default__REINST_MissionType_Hunt_RandomGenerated_C_46617) CONTENT: Waiting For Other Players To Join(/Engine/Transient.Default__REINST_MissionType_Hunt_RandomGenerated_C_46617) CONTENT: Tracks(/Engine/Transient.Default__REINST_MissionType_Hunt_RandomGenerated_C_46617) CONTENT: Last Found Track(/Engine/Transient.Default__REINST_MissionType_Hunt_RandomGenerated_C_46617) CONTENT: Required Tracks(/Engine/Transient.Default__REINST_MissionType_Hunt_RandomGenerated_C_46617) CONTENT: Hunt your quarry(/Engine/Transient.Default__REINST_MissionType_Hunt_RandomGenerated_C_46617) CONTENT: Follow the tracks to find the SPECIESNAME(/Engine/Transient.Default__REINST_MissionType_Hunt_RandomGenerated_C_46617) CONTENT: Weaken your quarry(/Engine/Transient.Default__REINST_MissionType_Hunt_RandomGenerated_C_46617) CONTENT: Fight the SPECIESNAME until it flees(/Engine/Transient.Default__REINST_MissionType_Hunt_RandomGenerated_C_46617) CONTENT: Slauighter them all!(/Engine/Transient.Default__REINST_MissionType_Hunt_RandomGenerated_C_46617) CONTENT: Kill every SPECIESNAME in the pack(/Engine/Transient.Default__REINST_MissionType_Hunt_RandomGenerated_C_46617) CONTENT: EN(/Game/Genesis2/Missions/Hunt/MissionType_Hunt_RandomGenerated.Default__MissionType_Hunt_RandomGenerated_C) CONTENT: Dino Health Remaining(/Game/Genesis2/Missions/Hunt/MissionType_Hunt_RandomGenerated.Default__MissionType_Hunt_RandomGenerated_C) CONTENT: Kill The Target(/Game/Genesis2/Missions/Hunt/MissionType_Hunt_RandomGenerated.Default__MissionType_Hunt_RandomGenerated_C) CONTENT: Target Is Located In This Area(/Game/Genesis2/Missions/Hunt/MissionType_Hunt_RandomGenerated.Default__MissionType_Hunt_RandomGenerated_C) CONTENT: Total Tracks Found(/Game/Genesis2/Missions/Hunt/MissionType_Hunt_RandomGenerated.Default__MissionType_Hunt_RandomGenerated_C) CONTENT: Waiting For Other Players To Join(/Game/Genesis2/Missions/Hunt/MissionType_Hunt_RandomGenerated.Default__MissionType_Hunt_RandomGenerated_C) CONTENT: Tracks(/Game/Genesis2/Missions/Hunt/MissionType_Hunt_RandomGenerated.Default__MissionType_Hunt_RandomGenerated_C) CONTENT: Last Found Track(/Game/Genesis2/Missions/Hunt/MissionType_Hunt_RandomGenerated.Default__MissionType_Hunt_RandomGenerated_C) CONTENT: Required Tracks(/Game/Genesis2/Missions/Hunt/MissionType_Hunt_RandomGenerated.Default__MissionType_Hunt_RandomGenerated_C) CONTENT: Hunt your quarry(/Game/Genesis2/Missions/Hunt/MissionType_Hunt_RandomGenerated.Default__MissionType_Hunt_RandomGenerated_C) CONTENT: Follow the tracks to find the SPECIESNAME(/Game/Genesis2/Missions/Hunt/MissionType_Hunt_RandomGenerated.Default__MissionType_Hunt_RandomGenerated_C) CONTENT: Weaken your quarry(/Game/Genesis2/Missions/Hunt/MissionType_Hunt_RandomGenerated.Default__MissionType_Hunt_RandomGenerated_C) CONTENT: Fight the SPECIESNAME until it flees(/Game/Genesis2/Missions/Hunt/MissionType_Hunt_RandomGenerated.Default__MissionType_Hunt_RandomGenerated_C) CONTENT: Slauighter them all!(/Game/Genesis2/Missions/Hunt/MissionType_Hunt_RandomGenerated.Default__MissionType_Hunt_RandomGenerated_C) CONTENT: Kill every SPECIESNAME in the pack(/Game/Genesis2/Missions/Hunt/MissionType_Hunt_RandomGenerated.Default__MissionType_Hunt_RandomGenerated_C) CONTENT: Velonasaur Stalk(/Engine/Transient.REINST_MissionType_Hunt_Spindles_C_0) CONTENT: Track down and take on a pack of clever velonasaurs and learn how to train your tames faster.(/Engine/Transient.REINST_MissionType_Hunt_Spindles_C_0) CONTENT: Dino Health Remaining(/Engine/Transient.REINST_MissionType_Hunt_Spindles_C_0) CONTENT: Kill The Target(/Engine/Transient.REINST_MissionType_Hunt_Spindles_C_0) CONTENT: Target Is Located In This Area(/Engine/Transient.REINST_MissionType_Hunt_Spindles_C_0) CONTENT: Total Tracks Found(/Engine/Transient.REINST_MissionType_Hunt_Spindles_C_0) CONTENT: Waiting For Other Players To Join(/Engine/Transient.REINST_MissionType_Hunt_Spindles_C_0) CONTENT: Tracks(/Engine/Transient.REINST_MissionType_Hunt_Spindles_C_0) CONTENT: Last Found Track(/Engine/Transient.REINST_MissionType_Hunt_Spindles_C_0) CONTENT: Required Tracks(/Engine/Transient.REINST_MissionType_Hunt_Spindles_C_0) CONTENT: Hunt your quarry(/Engine/Transient.REINST_MissionType_Hunt_Spindles_C_0) CONTENT: Follow the tracks to find the Velonasaur(/Engine/Transient.REINST_MissionType_Hunt_Spindles_C_0) CONTENT: Weaken your quarry(/Engine/Transient.REINST_MissionType_Hunt_Spindles_C_0) CONTENT: Fight the Velonasaur until it flees(/Engine/Transient.REINST_MissionType_Hunt_Spindles_C_0) CONTENT: Slauighter them all!(/Engine/Transient.REINST_MissionType_Hunt_Spindles_C_0) CONTENT: Kill every Velonasaur in the pack(/Engine/Transient.REINST_MissionType_Hunt_Spindles_C_0) CONTENT: Velonasaur Stalk(/Engine/Transient.Default__REINST_MissionType_Hunt_Spindles_C_46624) CONTENT: Track down and take on a pack of clever velonasaurs and learn how to train your tames faster.(/Engine/Transient.Default__REINST_MissionType_Hunt_Spindles_C_46624) CONTENT: Dino Health Remaining(/Engine/Transient.Default__REINST_MissionType_Hunt_Spindles_C_46624) CONTENT: Kill The Target(/Engine/Transient.Default__REINST_MissionType_Hunt_Spindles_C_46624) CONTENT: Target Is Located In This Area(/Engine/Transient.Default__REINST_MissionType_Hunt_Spindles_C_46624) CONTENT: Total Tracks Found(/Engine/Transient.Default__REINST_MissionType_Hunt_Spindles_C_46624) CONTENT: Waiting For Other Players To Join(/Engine/Transient.Default__REINST_MissionType_Hunt_Spindles_C_46624) CONTENT: Tracks(/Engine/Transient.Default__REINST_MissionType_Hunt_Spindles_C_46624) CONTENT: Last Found Track(/Engine/Transient.Default__REINST_MissionType_Hunt_Spindles_C_46624) CONTENT: Required Tracks(/Engine/Transient.Default__REINST_MissionType_Hunt_Spindles_C_46624) CONTENT: Hunt your quarry(/Engine/Transient.Default__REINST_MissionType_Hunt_Spindles_C_46624) CONTENT: Follow the tracks to find the Velonasaur(/Engine/Transient.Default__REINST_MissionType_Hunt_Spindles_C_46624) CONTENT: Weaken your quarry(/Engine/Transient.Default__REINST_MissionType_Hunt_Spindles_C_46624) CONTENT: Fight the Velonasaur until it flees(/Engine/Transient.Default__REINST_MissionType_Hunt_Spindles_C_46624) CONTENT: Slauighter them all!(/Engine/Transient.Default__REINST_MissionType_Hunt_Spindles_C_46624) CONTENT: Kill every Velonasaur in the pack(/Engine/Transient.Default__REINST_MissionType_Hunt_Spindles_C_46624) CONTENT: Velonasaur Stalk(/Engine/Transient.REINST_MissionType_Hunt_Spindles_C_1) CONTENT: Track down and take on a pack of clever velonasaurs and learn how to train your tames faster.(/Engine/Transient.REINST_MissionType_Hunt_Spindles_C_1) CONTENT: Dino Health Remaining(/Engine/Transient.REINST_MissionType_Hunt_Spindles_C_1) CONTENT: Kill The Target(/Engine/Transient.REINST_MissionType_Hunt_Spindles_C_1) CONTENT: Target Is Located In This Area(/Engine/Transient.REINST_MissionType_Hunt_Spindles_C_1) CONTENT: Total Tracks Found(/Engine/Transient.REINST_MissionType_Hunt_Spindles_C_1) CONTENT: Waiting For Other Players To Join(/Engine/Transient.REINST_MissionType_Hunt_Spindles_C_1) CONTENT: Tracks(/Engine/Transient.REINST_MissionType_Hunt_Spindles_C_1) CONTENT: Last Found Track(/Engine/Transient.REINST_MissionType_Hunt_Spindles_C_1) CONTENT: Required Tracks(/Engine/Transient.REINST_MissionType_Hunt_Spindles_C_1) CONTENT: Hunt your quarry(/Engine/Transient.REINST_MissionType_Hunt_Spindles_C_1) CONTENT: Follow the tracks to find the Velonasaur(/Engine/Transient.REINST_MissionType_Hunt_Spindles_C_1) CONTENT: Weaken your quarry(/Engine/Transient.REINST_MissionType_Hunt_Spindles_C_1) CONTENT: Fight the Velonasaur until it flees(/Engine/Transient.REINST_MissionType_Hunt_Spindles_C_1) CONTENT: Slauighter them all!(/Engine/Transient.REINST_MissionType_Hunt_Spindles_C_1) CONTENT: Kill every Velonasaur in the pack(/Engine/Transient.REINST_MissionType_Hunt_Spindles_C_1) CONTENT: Velonasaur Stalk(/Engine/Transient.Default__REINST_MissionType_Hunt_Spindles_C_46628) CONTENT: Track down and take on a pack of clever velonasaurs and learn how to train your tames faster.(/Engine/Transient.Default__REINST_MissionType_Hunt_Spindles_C_46628) CONTENT: Dino Health Remaining(/Engine/Transient.Default__REINST_MissionType_Hunt_Spindles_C_46628) CONTENT: Kill The Target(/Engine/Transient.Default__REINST_MissionType_Hunt_Spindles_C_46628) CONTENT: Target Is Located In This Area(/Engine/Transient.Default__REINST_MissionType_Hunt_Spindles_C_46628) CONTENT: Total Tracks Found(/Engine/Transient.Default__REINST_MissionType_Hunt_Spindles_C_46628) CONTENT: Waiting For Other Players To Join(/Engine/Transient.Default__REINST_MissionType_Hunt_Spindles_C_46628) CONTENT: Tracks(/Engine/Transient.Default__REINST_MissionType_Hunt_Spindles_C_46628) CONTENT: Last Found Track(/Engine/Transient.Default__REINST_MissionType_Hunt_Spindles_C_46628) CONTENT: Required Tracks(/Engine/Transient.Default__REINST_MissionType_Hunt_Spindles_C_46628) CONTENT: Hunt your quarry(/Engine/Transient.Default__REINST_MissionType_Hunt_Spindles_C_46628) CONTENT: Follow the tracks to find the Velonasaur(/Engine/Transient.Default__REINST_MissionType_Hunt_Spindles_C_46628) CONTENT: Weaken your quarry(/Engine/Transient.Default__REINST_MissionType_Hunt_Spindles_C_46628) CONTENT: Fight the Velonasaur until it flees(/Engine/Transient.Default__REINST_MissionType_Hunt_Spindles_C_46628) CONTENT: Slauighter them all!(/Engine/Transient.Default__REINST_MissionType_Hunt_Spindles_C_46628) CONTENT: Kill every Velonasaur in the pack(/Engine/Transient.Default__REINST_MissionType_Hunt_Spindles_C_46628) CONTENT: Velonasaur Stalk(/Game/Genesis2/Missions/Hunt/HuntMissions/MissionType_Hunt_Spindles.Default__MissionType_Hunt_Spindles_C) CONTENT: Track down and take on a pack of clever velonasaurs and learn how to train your tames faster.(/Game/Genesis2/Missions/Hunt/HuntMissions/MissionType_Hunt_Spindles.Default__MissionType_Hunt_Spindles_C) CONTENT: Dino Health Remaining(/Game/Genesis2/Missions/Hunt/HuntMissions/MissionType_Hunt_Spindles.Default__MissionType_Hunt_Spindles_C) CONTENT: Kill The Target(/Game/Genesis2/Missions/Hunt/HuntMissions/MissionType_Hunt_Spindles.Default__MissionType_Hunt_Spindles_C) CONTENT: Target Is Located In This Area(/Game/Genesis2/Missions/Hunt/HuntMissions/MissionType_Hunt_Spindles.Default__MissionType_Hunt_Spindles_C) CONTENT: Total Tracks Found(/Game/Genesis2/Missions/Hunt/HuntMissions/MissionType_Hunt_Spindles.Default__MissionType_Hunt_Spindles_C) CONTENT: Waiting For Other Players To Join(/Game/Genesis2/Missions/Hunt/HuntMissions/MissionType_Hunt_Spindles.Default__MissionType_Hunt_Spindles_C) CONTENT: Tracks(/Game/Genesis2/Missions/Hunt/HuntMissions/MissionType_Hunt_Spindles.Default__MissionType_Hunt_Spindles_C) CONTENT: Last Found Track(/Game/Genesis2/Missions/Hunt/HuntMissions/MissionType_Hunt_Spindles.Default__MissionType_Hunt_Spindles_C) CONTENT: Required Tracks(/Game/Genesis2/Missions/Hunt/HuntMissions/MissionType_Hunt_Spindles.Default__MissionType_Hunt_Spindles_C) CONTENT: Hunt your quarry(/Game/Genesis2/Missions/Hunt/HuntMissions/MissionType_Hunt_Spindles.Default__MissionType_Hunt_Spindles_C) CONTENT: Follow the tracks to find the Velonasaur(/Game/Genesis2/Missions/Hunt/HuntMissions/MissionType_Hunt_Spindles.Default__MissionType_Hunt_Spindles_C) CONTENT: Weaken your quarry(/Game/Genesis2/Missions/Hunt/HuntMissions/MissionType_Hunt_Spindles.Default__MissionType_Hunt_Spindles_C) CONTENT: Fight the Velonasaur until it flees(/Game/Genesis2/Missions/Hunt/HuntMissions/MissionType_Hunt_Spindles.Default__MissionType_Hunt_Spindles_C) CONTENT: Slauighter them all!(/Game/Genesis2/Missions/Hunt/HuntMissions/MissionType_Hunt_Spindles.Default__MissionType_Hunt_Spindles_C) CONTENT: Kill every Velonasaur in the pack(/Game/Genesis2/Missions/Hunt/HuntMissions/MissionType_Hunt_Spindles.Default__MissionType_Hunt_Spindles_C) CONTENT: Gigantopithecus(/Engine/Transient.REINST_Bigfoot_Character_BP_Hunt_C_0) CONTENT: Gigantopithecus(/Engine/Transient.Default__REINST_Bigfoot_Character_BP_Hunt_C_46681) CONTENT: Gigantopithecus(/Engine/Transient.REINST_Bigfoot_Character_BP_Hunt_C_1) CONTENT: Gigantopithecus(/Engine/Transient.Default__REINST_Bigfoot_Character_BP_Hunt_C_46685) CONTENT: Gigantopithecus(/Game/Genesis2/Missions/Hunt/Dinos/Bigfoot_Character_BP_Hunt.Default__Bigfoot_Character_BP_Hunt_C) CONTENT: Polar Bear(/Engine/Transient.REINST_Direbear_Character_Hunt_C_0) CONTENT: Polar Bear(/Engine/Transient.Default__REINST_Direbear_Character_Hunt_C_46704) CONTENT: Polar Bear(/Engine/Transient.REINST_Direbear_Character_Hunt_C_1) CONTENT: Polar Bear(/Engine/Transient.Default__REINST_Direbear_Character_Hunt_C_46708) CONTENT: Polar Bear(/Game/Genesis2/Missions/Hunt/Dinos/Direbear_Character_Hunt.Default__Direbear_Character_Hunt_C) CONTENT: Brute Ferox(/Engine/Transient.REINST_Shapeshifter_Large_Character_BP_Hunt_Gen2_C_0) CONTENT: Brute Ferox(/Engine/Transient.Default__REINST_Shapeshifter_Large_Character_BP_Hunt_Gen2_C_46749) CONTENT: Brute Ferox(/Engine/Transient.REINST_Shapeshifter_Large_Character_BP_Hunt_Gen2_C_1) CONTENT: Brute Ferox(/Engine/Transient.Default__REINST_Shapeshifter_Large_Character_BP_Hunt_Gen2_C_46753) CONTENT: Brute Ferox(/Game/Genesis2/Missions/Hunt/Dinos/Shapeshifter_Large_Character_BP_Hunt_Gen2.Default__Shapeshifter_Large_Character_BP_Hunt_Gen2_C) CONTENT: EN(/Game/Genesis2/Missions/Hunt/HuntMissions/CompanionReactions/MissionModule_zSubmodule_CompReaction_ShapeshifterHunt_Intro_1.Default__MissionModule_zSubmodule_CompReaction_ShapeshifterHunt_Intro_1_C) CONTENT: EN(/Game/Genesis2/Missions/Hunt/HuntMissions/CompanionReactions/MissionModule_zSubmodule_CompReaction_ShapeshifterHunt_Outro_1.Default__MissionModule_zSubmodule_CompReaction_ShapeshifterHunt_Outro_1_C) CONTENT: Ferox Cull(/Engine/Transient.REINST_MissionType_Hunt_Shapeshifter_C_0) CONTENT: Track down and take on a ferox pack to pick up valuable defensive skills you can teach your tames.(/Engine/Transient.REINST_MissionType_Hunt_Shapeshifter_C_0) CONTENT: Dino Health Remaining(/Engine/Transient.REINST_MissionType_Hunt_Shapeshifter_C_0) CONTENT: Kill The Target(/Engine/Transient.REINST_MissionType_Hunt_Shapeshifter_C_0) CONTENT: Target Is Located In This Area(/Engine/Transient.REINST_MissionType_Hunt_Shapeshifter_C_0) CONTENT: Total Tracks Found(/Engine/Transient.REINST_MissionType_Hunt_Shapeshifter_C_0) CONTENT: Waiting For Other Players To Join(/Engine/Transient.REINST_MissionType_Hunt_Shapeshifter_C_0) CONTENT: Tracks(/Engine/Transient.REINST_MissionType_Hunt_Shapeshifter_C_0) CONTENT: Last Found Track(/Engine/Transient.REINST_MissionType_Hunt_Shapeshifter_C_0) CONTENT: Required Tracks(/Engine/Transient.REINST_MissionType_Hunt_Shapeshifter_C_0) CONTENT: Hunt your quarry(/Engine/Transient.REINST_MissionType_Hunt_Shapeshifter_C_0) CONTENT: Follow the tracks to find the Shapeshifter(/Engine/Transient.REINST_MissionType_Hunt_Shapeshifter_C_0) CONTENT: Weaken your quarry(/Engine/Transient.REINST_MissionType_Hunt_Shapeshifter_C_0) CONTENT: Fight the Shapeshifter until it flees(/Engine/Transient.REINST_MissionType_Hunt_Shapeshifter_C_0) CONTENT: Slauighter them all!(/Engine/Transient.REINST_MissionType_Hunt_Shapeshifter_C_0) CONTENT: Kill the Shapeshifter and it's pack(/Engine/Transient.REINST_MissionType_Hunt_Shapeshifter_C_0) CONTENT: Ferox Cull(/Engine/Transient.Default__REINST_MissionType_Hunt_Shapeshifter_C_46762) CONTENT: Track down and take on a ferox pack to pick up valuable defensive skills you can teach your tames.(/Engine/Transient.Default__REINST_MissionType_Hunt_Shapeshifter_C_46762) CONTENT: Dino Health Remaining(/Engine/Transient.Default__REINST_MissionType_Hunt_Shapeshifter_C_46762) CONTENT: Kill The Target(/Engine/Transient.Default__REINST_MissionType_Hunt_Shapeshifter_C_46762) CONTENT: Target Is Located In This Area(/Engine/Transient.Default__REINST_MissionType_Hunt_Shapeshifter_C_46762) CONTENT: Total Tracks Found(/Engine/Transient.Default__REINST_MissionType_Hunt_Shapeshifter_C_46762) CONTENT: Waiting For Other Players To Join(/Engine/Transient.Default__REINST_MissionType_Hunt_Shapeshifter_C_46762) CONTENT: Tracks(/Engine/Transient.Default__REINST_MissionType_Hunt_Shapeshifter_C_46762) CONTENT: Last Found Track(/Engine/Transient.Default__REINST_MissionType_Hunt_Shapeshifter_C_46762) CONTENT: Required Tracks(/Engine/Transient.Default__REINST_MissionType_Hunt_Shapeshifter_C_46762) CONTENT: Hunt your quarry(/Engine/Transient.Default__REINST_MissionType_Hunt_Shapeshifter_C_46762) CONTENT: Follow the tracks to find the Shapeshifter(/Engine/Transient.Default__REINST_MissionType_Hunt_Shapeshifter_C_46762) CONTENT: Weaken your quarry(/Engine/Transient.Default__REINST_MissionType_Hunt_Shapeshifter_C_46762) CONTENT: Fight the Shapeshifter until it flees(/Engine/Transient.Default__REINST_MissionType_Hunt_Shapeshifter_C_46762) CONTENT: Slauighter them all!(/Engine/Transient.Default__REINST_MissionType_Hunt_Shapeshifter_C_46762) CONTENT: Kill the Shapeshifter and it's pack(/Engine/Transient.Default__REINST_MissionType_Hunt_Shapeshifter_C_46762) CONTENT: Ferox Cull(/Engine/Transient.REINST_MissionType_Hunt_Shapeshifter_C_1) CONTENT: Track down and take on a ferox pack to pick up valuable defensive skills you can teach your tames.(/Engine/Transient.REINST_MissionType_Hunt_Shapeshifter_C_1) CONTENT: Dino Health Remaining(/Engine/Transient.REINST_MissionType_Hunt_Shapeshifter_C_1) CONTENT: Kill The Target(/Engine/Transient.REINST_MissionType_Hunt_Shapeshifter_C_1) CONTENT: Target Is Located In This Area(/Engine/Transient.REINST_MissionType_Hunt_Shapeshifter_C_1) CONTENT: Total Tracks Found(/Engine/Transient.REINST_MissionType_Hunt_Shapeshifter_C_1) CONTENT: Waiting For Other Players To Join(/Engine/Transient.REINST_MissionType_Hunt_Shapeshifter_C_1) CONTENT: Tracks(/Engine/Transient.REINST_MissionType_Hunt_Shapeshifter_C_1) CONTENT: Last Found Track(/Engine/Transient.REINST_MissionType_Hunt_Shapeshifter_C_1) CONTENT: Required Tracks(/Engine/Transient.REINST_MissionType_Hunt_Shapeshifter_C_1) CONTENT: Hunt your quarry(/Engine/Transient.REINST_MissionType_Hunt_Shapeshifter_C_1) CONTENT: Follow the tracks to find the Shapeshifter(/Engine/Transient.REINST_MissionType_Hunt_Shapeshifter_C_1) CONTENT: Weaken your quarry(/Engine/Transient.REINST_MissionType_Hunt_Shapeshifter_C_1) CONTENT: Fight the Shapeshifter until it flees(/Engine/Transient.REINST_MissionType_Hunt_Shapeshifter_C_1) CONTENT: Slauighter them all!(/Engine/Transient.REINST_MissionType_Hunt_Shapeshifter_C_1) CONTENT: Kill the Shapeshifter and it's pack(/Engine/Transient.REINST_MissionType_Hunt_Shapeshifter_C_1) CONTENT: Ferox Cull(/Engine/Transient.Default__REINST_MissionType_Hunt_Shapeshifter_C_46766) CONTENT: Track down and take on a ferox pack to pick up valuable defensive skills you can teach your tames.(/Engine/Transient.Default__REINST_MissionType_Hunt_Shapeshifter_C_46766) CONTENT: Dino Health Remaining(/Engine/Transient.Default__REINST_MissionType_Hunt_Shapeshifter_C_46766) CONTENT: Kill The Target(/Engine/Transient.Default__REINST_MissionType_Hunt_Shapeshifter_C_46766) CONTENT: Target Is Located In This Area(/Engine/Transient.Default__REINST_MissionType_Hunt_Shapeshifter_C_46766) CONTENT: Total Tracks Found(/Engine/Transient.Default__REINST_MissionType_Hunt_Shapeshifter_C_46766) CONTENT: Waiting For Other Players To Join(/Engine/Transient.Default__REINST_MissionType_Hunt_Shapeshifter_C_46766) CONTENT: Tracks(/Engine/Transient.Default__REINST_MissionType_Hunt_Shapeshifter_C_46766) CONTENT: Last Found Track(/Engine/Transient.Default__REINST_MissionType_Hunt_Shapeshifter_C_46766) CONTENT: Required Tracks(/Engine/Transient.Default__REINST_MissionType_Hunt_Shapeshifter_C_46766) CONTENT: Hunt your quarry(/Engine/Transient.Default__REINST_MissionType_Hunt_Shapeshifter_C_46766) CONTENT: Follow the tracks to find the Shapeshifter(/Engine/Transient.Default__REINST_MissionType_Hunt_Shapeshifter_C_46766) CONTENT: Weaken your quarry(/Engine/Transient.Default__REINST_MissionType_Hunt_Shapeshifter_C_46766) CONTENT: Fight the Shapeshifter until it flees(/Engine/Transient.Default__REINST_MissionType_Hunt_Shapeshifter_C_46766) CONTENT: Slauighter them all!(/Engine/Transient.Default__REINST_MissionType_Hunt_Shapeshifter_C_46766) CONTENT: Kill the Shapeshifter and it's pack(/Engine/Transient.Default__REINST_MissionType_Hunt_Shapeshifter_C_46766) CONTENT: Ferox Cull(/Game/Genesis2/Missions/Hunt/HuntMissions/MissionType_Hunt_Shapeshifter.Default__MissionType_Hunt_Shapeshifter_C) CONTENT: Track down and take on a ferox pack to pick up valuable defensive skills you can teach your tames.(/Game/Genesis2/Missions/Hunt/HuntMissions/MissionType_Hunt_Shapeshifter.Default__MissionType_Hunt_Shapeshifter_C) CONTENT: Dino Health Remaining(/Game/Genesis2/Missions/Hunt/HuntMissions/MissionType_Hunt_Shapeshifter.Default__MissionType_Hunt_Shapeshifter_C) CONTENT: Kill The Target(/Game/Genesis2/Missions/Hunt/HuntMissions/MissionType_Hunt_Shapeshifter.Default__MissionType_Hunt_Shapeshifter_C) CONTENT: Target Is Located In This Area(/Game/Genesis2/Missions/Hunt/HuntMissions/MissionType_Hunt_Shapeshifter.Default__MissionType_Hunt_Shapeshifter_C) CONTENT: Total Tracks Found(/Game/Genesis2/Missions/Hunt/HuntMissions/MissionType_Hunt_Shapeshifter.Default__MissionType_Hunt_Shapeshifter_C) CONTENT: Waiting For Other Players To Join(/Game/Genesis2/Missions/Hunt/HuntMissions/MissionType_Hunt_Shapeshifter.Default__MissionType_Hunt_Shapeshifter_C) CONTENT: Tracks(/Game/Genesis2/Missions/Hunt/HuntMissions/MissionType_Hunt_Shapeshifter.Default__MissionType_Hunt_Shapeshifter_C) CONTENT: Last Found Track(/Game/Genesis2/Missions/Hunt/HuntMissions/MissionType_Hunt_Shapeshifter.Default__MissionType_Hunt_Shapeshifter_C) CONTENT: Required Tracks(/Game/Genesis2/Missions/Hunt/HuntMissions/MissionType_Hunt_Shapeshifter.Default__MissionType_Hunt_Shapeshifter_C) CONTENT: Hunt your quarry(/Game/Genesis2/Missions/Hunt/HuntMissions/MissionType_Hunt_Shapeshifter.Default__MissionType_Hunt_Shapeshifter_C) CONTENT: Follow the tracks to find the Shapeshifter(/Game/Genesis2/Missions/Hunt/HuntMissions/MissionType_Hunt_Shapeshifter.Default__MissionType_Hunt_Shapeshifter_C) CONTENT: Weaken your quarry(/Game/Genesis2/Missions/Hunt/HuntMissions/MissionType_Hunt_Shapeshifter.Default__MissionType_Hunt_Shapeshifter_C) CONTENT: Fight the Shapeshifter until it flees(/Game/Genesis2/Missions/Hunt/HuntMissions/MissionType_Hunt_Shapeshifter.Default__MissionType_Hunt_Shapeshifter_C) CONTENT: Slauighter them all!(/Game/Genesis2/Missions/Hunt/HuntMissions/MissionType_Hunt_Shapeshifter.Default__MissionType_Hunt_Shapeshifter_C) CONTENT: Kill the Shapeshifter and it's pack(/Game/Genesis2/Missions/Hunt/HuntMissions/MissionType_Hunt_Shapeshifter.Default__MissionType_Hunt_Shapeshifter_C) CONTENT: EN(/Game/Genesis2/Missions/Hunt/HuntMissions/CompanionReactions/MissionModule_zSubmodule_CompReaction_LionfishLionHunt_Intro_1.Default__MissionModule_zSubmodule_CompReaction_LionfishLionHunt_Intro_1_C) CONTENT: EN(/Game/Genesis2/Missions/Hunt/HuntMissions/CompanionReactions/MissionModule_zSubmodule_CompReaction_LionfishLionHunt_Outro_1.Default__MissionModule_zSubmodule_CompReaction_LionfishLionHunt_Outro_1_C) CONTENT: Shadowmane Prowl(/Engine/Transient.REINST_MissionType_Hunt_LionFishLion_C_0) CONTENT: Track down and take on a shadowmane pride to learn viscious attack skills you can teach your tames.(/Engine/Transient.REINST_MissionType_Hunt_LionFishLion_C_0) CONTENT: Dino Health Remaining(/Engine/Transient.REINST_MissionType_Hunt_LionFishLion_C_0) CONTENT: Kill The Target(/Engine/Transient.REINST_MissionType_Hunt_LionFishLion_C_0) CONTENT: Target Is Located In This Area(/Engine/Transient.REINST_MissionType_Hunt_LionFishLion_C_0) CONTENT: Total Tracks Found(/Engine/Transient.REINST_MissionType_Hunt_LionFishLion_C_0) CONTENT: Waiting For Other Players To Join(/Engine/Transient.REINST_MissionType_Hunt_LionFishLion_C_0) CONTENT: Tracks(/Engine/Transient.REINST_MissionType_Hunt_LionFishLion_C_0) CONTENT: Last Found Track(/Engine/Transient.REINST_MissionType_Hunt_LionFishLion_C_0) CONTENT: Required Tracks(/Engine/Transient.REINST_MissionType_Hunt_LionFishLion_C_0) CONTENT: Hunt your quarry(/Engine/Transient.REINST_MissionType_Hunt_LionFishLion_C_0) CONTENT: Follow the tracks to find the Shadowmane(/Engine/Transient.REINST_MissionType_Hunt_LionFishLion_C_0) CONTENT: Weaken your quarry(/Engine/Transient.REINST_MissionType_Hunt_LionFishLion_C_0) CONTENT: Fight the Shadowmane until it flees(/Engine/Transient.REINST_MissionType_Hunt_LionFishLion_C_0) CONTENT: Slauighter them all!(/Engine/Transient.REINST_MissionType_Hunt_LionFishLion_C_0) CONTENT: Kill every Shadowmane in the pack(/Engine/Transient.REINST_MissionType_Hunt_LionFishLion_C_0) CONTENT: Shadowmane Prowl(/Engine/Transient.Default__REINST_MissionType_Hunt_LionFishLion_C_46830) CONTENT: Track down and take on a shadowmane pride to learn viscious attack skills you can teach your tames.(/Engine/Transient.Default__REINST_MissionType_Hunt_LionFishLion_C_46830) CONTENT: Dino Health Remaining(/Engine/Transient.Default__REINST_MissionType_Hunt_LionFishLion_C_46830) CONTENT: Kill The Target(/Engine/Transient.Default__REINST_MissionType_Hunt_LionFishLion_C_46830) CONTENT: Target Is Located In This Area(/Engine/Transient.Default__REINST_MissionType_Hunt_LionFishLion_C_46830) CONTENT: Total Tracks Found(/Engine/Transient.Default__REINST_MissionType_Hunt_LionFishLion_C_46830) CONTENT: Waiting For Other Players To Join(/Engine/Transient.Default__REINST_MissionType_Hunt_LionFishLion_C_46830) CONTENT: Tracks(/Engine/Transient.Default__REINST_MissionType_Hunt_LionFishLion_C_46830) CONTENT: Last Found Track(/Engine/Transient.Default__REINST_MissionType_Hunt_LionFishLion_C_46830) CONTENT: Required Tracks(/Engine/Transient.Default__REINST_MissionType_Hunt_LionFishLion_C_46830) CONTENT: Hunt your quarry(/Engine/Transient.Default__REINST_MissionType_Hunt_LionFishLion_C_46830) CONTENT: Follow the tracks to find the Shadowmane(/Engine/Transient.Default__REINST_MissionType_Hunt_LionFishLion_C_46830) CONTENT: Weaken your quarry(/Engine/Transient.Default__REINST_MissionType_Hunt_LionFishLion_C_46830) CONTENT: Fight the Shadowmane until it flees(/Engine/Transient.Default__REINST_MissionType_Hunt_LionFishLion_C_46830) CONTENT: Slauighter them all!(/Engine/Transient.Default__REINST_MissionType_Hunt_LionFishLion_C_46830) CONTENT: Kill every Shadowmane in the pack(/Engine/Transient.Default__REINST_MissionType_Hunt_LionFishLion_C_46830) CONTENT: Shadowmane Prowl(/Engine/Transient.REINST_MissionType_Hunt_LionFishLion_C_1) CONTENT: Track down and take on a shadowmane pride to learn viscious attack skills you can teach your tames.(/Engine/Transient.REINST_MissionType_Hunt_LionFishLion_C_1) CONTENT: Dino Health Remaining(/Engine/Transient.REINST_MissionType_Hunt_LionFishLion_C_1) CONTENT: Kill The Target(/Engine/Transient.REINST_MissionType_Hunt_LionFishLion_C_1) CONTENT: Target Is Located In This Area(/Engine/Transient.REINST_MissionType_Hunt_LionFishLion_C_1) CONTENT: Total Tracks Found(/Engine/Transient.REINST_MissionType_Hunt_LionFishLion_C_1) CONTENT: Waiting For Other Players To Join(/Engine/Transient.REINST_MissionType_Hunt_LionFishLion_C_1) CONTENT: Tracks(/Engine/Transient.REINST_MissionType_Hunt_LionFishLion_C_1) CONTENT: Last Found Track(/Engine/Transient.REINST_MissionType_Hunt_LionFishLion_C_1) CONTENT: Required Tracks(/Engine/Transient.REINST_MissionType_Hunt_LionFishLion_C_1) CONTENT: Hunt your quarry(/Engine/Transient.REINST_MissionType_Hunt_LionFishLion_C_1) CONTENT: Follow the tracks to find the Shadowmane(/Engine/Transient.REINST_MissionType_Hunt_LionFishLion_C_1) CONTENT: Weaken your quarry(/Engine/Transient.REINST_MissionType_Hunt_LionFishLion_C_1) CONTENT: Fight the Shadowmane until it flees(/Engine/Transient.REINST_MissionType_Hunt_LionFishLion_C_1) CONTENT: Slauighter them all!(/Engine/Transient.REINST_MissionType_Hunt_LionFishLion_C_1) CONTENT: Kill every Shadowmane in the pack(/Engine/Transient.REINST_MissionType_Hunt_LionFishLion_C_1) CONTENT: Shadowmane Prowl(/Engine/Transient.Default__REINST_MissionType_Hunt_LionFishLion_C_46834) CONTENT: Track down and take on a shadowmane pride to learn viscious attack skills you can teach your tames.(/Engine/Transient.Default__REINST_MissionType_Hunt_LionFishLion_C_46834) CONTENT: Dino Health Remaining(/Engine/Transient.Default__REINST_MissionType_Hunt_LionFishLion_C_46834) CONTENT: Kill The Target(/Engine/Transient.Default__REINST_MissionType_Hunt_LionFishLion_C_46834) CONTENT: Target Is Located In This Area(/Engine/Transient.Default__REINST_MissionType_Hunt_LionFishLion_C_46834) CONTENT: Total Tracks Found(/Engine/Transient.Default__REINST_MissionType_Hunt_LionFishLion_C_46834) CONTENT: Waiting For Other Players To Join(/Engine/Transient.Default__REINST_MissionType_Hunt_LionFishLion_C_46834) CONTENT: Tracks(/Engine/Transient.Default__REINST_MissionType_Hunt_LionFishLion_C_46834) CONTENT: Last Found Track(/Engine/Transient.Default__REINST_MissionType_Hunt_LionFishLion_C_46834) CONTENT: Required Tracks(/Engine/Transient.Default__REINST_MissionType_Hunt_LionFishLion_C_46834) CONTENT: Hunt your quarry(/Engine/Transient.Default__REINST_MissionType_Hunt_LionFishLion_C_46834) CONTENT: Follow the tracks to find the Shadowmane(/Engine/Transient.Default__REINST_MissionType_Hunt_LionFishLion_C_46834) CONTENT: Weaken your quarry(/Engine/Transient.Default__REINST_MissionType_Hunt_LionFishLion_C_46834) CONTENT: Fight the Shadowmane until it flees(/Engine/Transient.Default__REINST_MissionType_Hunt_LionFishLion_C_46834) CONTENT: Slauighter them all!(/Engine/Transient.Default__REINST_MissionType_Hunt_LionFishLion_C_46834) CONTENT: Kill every Shadowmane in the pack(/Engine/Transient.Default__REINST_MissionType_Hunt_LionFishLion_C_46834) CONTENT: Shadowmane Prowl(/Game/Genesis2/Missions/Hunt/HuntMissions/MissionType_Hunt_LionFishLion.Default__MissionType_Hunt_LionFishLion_C) CONTENT: Track down and take on a shadowmane pride to learn viscious attack skills you can teach your tames.(/Game/Genesis2/Missions/Hunt/HuntMissions/MissionType_Hunt_LionFishLion.Default__MissionType_Hunt_LionFishLion_C) CONTENT: Dino Health Remaining(/Game/Genesis2/Missions/Hunt/HuntMissions/MissionType_Hunt_LionFishLion.Default__MissionType_Hunt_LionFishLion_C) CONTENT: Kill The Target(/Game/Genesis2/Missions/Hunt/HuntMissions/MissionType_Hunt_LionFishLion.Default__MissionType_Hunt_LionFishLion_C) CONTENT: Target Is Located In This Area(/Game/Genesis2/Missions/Hunt/HuntMissions/MissionType_Hunt_LionFishLion.Default__MissionType_Hunt_LionFishLion_C) CONTENT: Total Tracks Found(/Game/Genesis2/Missions/Hunt/HuntMissions/MissionType_Hunt_LionFishLion.Default__MissionType_Hunt_LionFishLion_C) CONTENT: Waiting For Other Players To Join(/Game/Genesis2/Missions/Hunt/HuntMissions/MissionType_Hunt_LionFishLion.Default__MissionType_Hunt_LionFishLion_C) CONTENT: Tracks(/Game/Genesis2/Missions/Hunt/HuntMissions/MissionType_Hunt_LionFishLion.Default__MissionType_Hunt_LionFishLion_C) CONTENT: Last Found Track(/Game/Genesis2/Missions/Hunt/HuntMissions/MissionType_Hunt_LionFishLion.Default__MissionType_Hunt_LionFishLion_C) CONTENT: Required Tracks(/Game/Genesis2/Missions/Hunt/HuntMissions/MissionType_Hunt_LionFishLion.Default__MissionType_Hunt_LionFishLion_C) CONTENT: Hunt your quarry(/Game/Genesis2/Missions/Hunt/HuntMissions/MissionType_Hunt_LionFishLion.Default__MissionType_Hunt_LionFishLion_C) CONTENT: Follow the tracks to find the Shadowmane(/Game/Genesis2/Missions/Hunt/HuntMissions/MissionType_Hunt_LionFishLion.Default__MissionType_Hunt_LionFishLion_C) CONTENT: Weaken your quarry(/Game/Genesis2/Missions/Hunt/HuntMissions/MissionType_Hunt_LionFishLion.Default__MissionType_Hunt_LionFishLion_C) CONTENT: Fight the Shadowmane until it flees(/Game/Genesis2/Missions/Hunt/HuntMissions/MissionType_Hunt_LionFishLion.Default__MissionType_Hunt_LionFishLion_C) CONTENT: Slauighter them all!(/Game/Genesis2/Missions/Hunt/HuntMissions/MissionType_Hunt_LionFishLion.Default__MissionType_Hunt_LionFishLion_C) CONTENT: Kill every Shadowmane in the pack(/Game/Genesis2/Missions/Hunt/HuntMissions/MissionType_Hunt_LionFishLion.Default__MissionType_Hunt_LionFishLion_C) CONTENT: Bog Plant Venom(/Engine/Transient.REINST_Buff_PlantPoison_GenBogPlant_GasMaskable_C_0) CONTENT: You're covered in paralyzing poison.(/Engine/Transient.REINST_Buff_PlantPoison_GenBogPlant_GasMaskable_C_0) CONTENT: Bog Plant Venom(/Engine/Transient.Default__REINST_Buff_PlantPoison_GenBogPlant_GasMaskable_C_46874) CONTENT: You're covered in paralyzing poison.(/Engine/Transient.Default__REINST_Buff_PlantPoison_GenBogPlant_GasMaskable_C_46874) CONTENT: Bog Plant Venom(/Engine/Transient.REINST_Buff_PlantPoison_GenBogPlant_GasMaskable_C_1) CONTENT: You're covered in paralyzing poison.(/Engine/Transient.REINST_Buff_PlantPoison_GenBogPlant_GasMaskable_C_1) CONTENT: Bog Plant Venom(/Engine/Transient.Default__REINST_Buff_PlantPoison_GenBogPlant_GasMaskable_C_46878) CONTENT: You're covered in paralyzing poison.(/Engine/Transient.Default__REINST_Buff_PlantPoison_GenBogPlant_GasMaskable_C_46878) CONTENT: Bog Plant Venom(/Game/Genesis/CoreBlueprints/Environment/Hazards/Buff_PlantPoison_GenBogPlant_GasMaskable.Default__Buff_PlantPoison_GenBogPlant_GasMaskable_C) CONTENT: You're covered in paralyzing poison.(/Game/Genesis/CoreBlueprints/Environment/Hazards/Buff_PlantPoison_GenBogPlant_GasMaskable.Default__Buff_PlantPoison_GenBogPlant_GasMaskable_C) CONTENT: Plant Venom(/Engine/Transient.REINST_Buff_PlantPoison_Gen2Plant_GasMaskable_C_0) CONTENT: You're covered in paralyzing poison.(/Engine/Transient.REINST_Buff_PlantPoison_Gen2Plant_GasMaskable_C_0) CONTENT: Plant Venom(/Engine/Transient.Default__REINST_Buff_PlantPoison_Gen2Plant_GasMaskable_C_46885) CONTENT: You're covered in paralyzing poison.(/Engine/Transient.Default__REINST_Buff_PlantPoison_Gen2Plant_GasMaskable_C_46885) CONTENT: Plant Venom(/Engine/Transient.REINST_Buff_PlantPoison_Gen2Plant_GasMaskable_C_1) CONTENT: You're covered in paralyzing poison.(/Engine/Transient.REINST_Buff_PlantPoison_Gen2Plant_GasMaskable_C_1) CONTENT: Plant Venom(/Engine/Transient.Default__REINST_Buff_PlantPoison_Gen2Plant_GasMaskable_C_46889) CONTENT: You're covered in paralyzing poison.(/Engine/Transient.Default__REINST_Buff_PlantPoison_Gen2Plant_GasMaskable_C_46889) CONTENT: Plant Venom(/Game/Genesis2/CoreBlueprints/Buffs/Buff_PlantPoison_Gen2Plant_GasMaskable.Default__Buff_PlantPoison_Gen2Plant_GasMaskable_C) CONTENT: You're covered in paralyzing poison.(/Game/Genesis2/CoreBlueprints/Buffs/Buff_PlantPoison_Gen2Plant_GasMaskable.Default__Buff_PlantPoison_Gen2Plant_GasMaskable_C) CONTENT: Sap(/Game/Genesis/Environment/Bog/Vegetation/Foliage/PoisonPlant/LootItemSet_BogPoisonPlant.Default__LootItemSet_BogPoisonPlant_C) CONTENT: BioToxin(/Game/Genesis/Environment/Bog/Vegetation/Foliage/PoisonPlant/LootItemSet_BogPoisonPlant.Default__LootItemSet_BogPoisonPlant_C) CONTENT: Absobent Substrate(/Game/Genesis/Environment/Bog/Vegetation/Foliage/PoisonPlant/LootItemSet_BogPoisonPlant.Default__LootItemSet_BogPoisonPlant_C) CONTENT: Congealed Gas(/Game/Genesis/Environment/Bog/Vegetation/Foliage/PoisonPlant/LootItemSet_BogPoisonPlant.Default__LootItemSet_BogPoisonPlant_C) CONTENT: Poison Tree(/Engine/Transient.REINST_BP_HeroPoisonPlant_C_0) LITERAL: CheckForBurst(/Game/Genesis/Environment/Bog/Vegetation/Foliage/PoisonPlant/BP_HeroPoisonPlant.BP_HeroPoisonPlant:EventGraph.K2Node_CallFunction_215369) LITERAL: CheckBurst(/Game/Genesis/Environment/Bog/Vegetation/Foliage/PoisonPlant/BP_HeroPoisonPlant.BP_HeroPoisonPlant:EventGraph.K2Node_CallFunction_138986) LITERAL: DoBurst(/Game/Genesis/Environment/Bog/Vegetation/Foliage/PoisonPlant/BP_HeroPoisonPlant.BP_HeroPoisonPlant:BPHandleStructureEnabled.K2Node_CallFunction_72011) LITERAL: CheckForBurst(/Game/Genesis/Environment/Bog/Vegetation/Foliage/PoisonPlant/BP_HeroPoisonPlant.BP_HeroPoisonPlant:BPHandleStructureEnabled.K2Node_CallFunction_215369) LITERAL: CheckForBurst(/Game/Genesis/Environment/Bog/Vegetation/Foliage/PoisonPlant/BP_HeroPoisonPlant.BP_HeroPoisonPlant:BPUnstasis.K2Node_CallFunction_215369) LITERAL: Gather Resources(/Game/Genesis/Environment/Bog/Vegetation/Foliage/PoisonPlant/BP_HeroPoisonPlant.BP_HeroPoisonPlant:BPGetMultiUseEntries.K2Node_CallFunction_207114) LITERAL: Regenerating resources ({time})(/Game/Genesis/Environment/Bog/Vegetation/Foliage/PoisonPlant/BP_HeroPoisonPlant.BP_HeroPoisonPlant:BPGetMultiUseEntries.K2Node_FormatText_227) CONTENT: Poison Tree(/Engine/Transient.Default__REINST_BP_HeroPoisonPlant_C_46898) LITERAL: Regenerating resources ({time})(/Game/Genesis/Environment/Bog/Vegetation/Foliage/PoisonPlant/BP_HeroPoisonPlant.BP_HeroPoisonPlant:EdGraph_151116.K2Node_CallFunction_378890) LITERAL: time(/Game/Genesis/Environment/Bog/Vegetation/Foliage/PoisonPlant/BP_HeroPoisonPlant.BP_HeroPoisonPlant:EdGraph_151116.K2Node_MakeStruct_2950) CONTENT: Poison Tree(/Engine/Transient.REINST_BP_HeroPoisonPlant_C_1) CONTENT: Poison Tree(/Engine/Transient.Default__REINST_BP_HeroPoisonPlant_C_46902) LITERAL: Regenerating resources ({time})(/Game/Genesis/Environment/Bog/Vegetation/Foliage/PoisonPlant/BP_HeroPoisonPlant.BP_HeroPoisonPlant:EdGraph_151141.K2Node_CallFunction_379036) LITERAL: time(/Game/Genesis/Environment/Bog/Vegetation/Foliage/PoisonPlant/BP_HeroPoisonPlant.BP_HeroPoisonPlant:EdGraph_151141.K2Node_MakeStruct_2951) CONTENT: Poison Tree(/Game/Genesis/Environment/Bog/Vegetation/Foliage/PoisonPlant/BP_HeroPoisonPlant.Default__BP_HeroPoisonPlant_C) LITERAL: cheat spi 72876 -68021 486364 83.30 -5.31(/Game/Maps/Genesis2/Gen2.Gen2:PersistentLevel.Gen2.EventGraph.K2Node_CallFunction_202032) LITERAL: cheat ce TestAscend 0(/Game/Maps/Genesis2/Gen2.Gen2:PersistentLevel.Gen2.EventGraph.K2Node_CallFunction_248160) LITERAL: cheat spi -4511 19677 -208709 0 0(/Game/Maps/Genesis2/Gen2.Gen2:PersistentLevel.Gen2.EventGraph.K2Node_CallFunction_248161) LITERAL: Intro already started, will not execute PlayAllCinematics(/Game/Maps/Genesis2/Gen2.Gen2:PersistentLevel.Gen2.EventGraph.K2Node_CallFunction_251271) LITERAL: END CINE LEVEL IS STILL LOADED(/Game/Maps/Genesis2/Gen2.Gen2:PersistentLevel.Gen2.EventGraph.K2Node_CallFunction_363975) LITERAL: ShowLandscapes(/Game/Maps/Genesis2/Gen2.Gen2:PersistentLevel.Gen2.GlobalLightingToggles.K2Node_CallFunction_146587) LITERAL: HideLandscapes(/Game/Maps/Genesis2/Gen2.Gen2:PersistentLevel.Gen2.GlobalLightingToggles.K2Node_CallFunction_146587) LITERAL: Want To EXE: (/Game/Maps/Genesis2/Gen2.Gen2:PersistentLevel.Gen2.PP_TagCommands.K2Node_CallFunction_276029) LITERAL: Want To Reverse: (/Game/Maps/Genesis2/Gen2.Gen2:PersistentLevel.Gen2.PP_TagCommands.K2Node_CallFunction_276029) LITERAL: Actually EXE: (/Game/Maps/Genesis2/Gen2.Gen2:PersistentLevel.Gen2.PP_TagCommands.K2Node_CallFunction_276030) LITERAL: Actually Reverse: (/Game/Maps/Genesis2/Gen2.Gen2:PersistentLevel.Gen2.PP_TagCommands.K2Node_CallFunction_276030) LITERAL: Opted Out Due To: Contained in next PostProcess (/Game/Maps/Genesis2/Gen2.Gen2:PersistentLevel.Gen2.PP_TagCommands.K2Node_CallFunction_283171) LITERAL: : (/Game/Maps/Genesis2/Gen2.Gen2:PersistentLevel.Gen2.PP_TagCommands.K2Node_CallFunction_283171) LITERAL: Opted Out Due To: Contained in next PostProcess (/Game/Maps/Genesis2/Gen2.Gen2:PersistentLevel.Gen2.PP_TagCommands.K2Node_CallFunction_283169) LITERAL: : (/Game/Maps/Genesis2/Gen2.Gen2:PersistentLevel.Gen2.PP_TagCommands.K2Node_CallFunction_283169) CONTENT: Summerworth (Easy)(/Game/Maps/Genesis2/Gen2.Gen2:PersistentLevel.PrimalWorldSettings) CONTENT: Coldwater (Easy)(/Game/Maps/Genesis2/Gen2.Gen2:PersistentLevel.PrimalWorldSettings) CONTENT: Moonshade (Easy)(/Game/Maps/Genesis2/Gen2.Gen2:PersistentLevel.PrimalWorldSettings) CONTENT: Remembrance (Medium)(/Game/Maps/Genesis2/Gen2.Gen2:PersistentLevel.PrimalWorldSettings) CONTENT: Twin Tears (Medium)(/Game/Maps/Genesis2/Gen2.Gen2:PersistentLevel.PrimalWorldSettings) CONTENT: White Water (Medium)(/Game/Maps/Genesis2/Gen2.Gen2:PersistentLevel.PrimalWorldSettings) CONTENT: Foulcreek (Very Hard)(/Game/Maps/Genesis2/Gen2.Gen2:PersistentLevel.PrimalWorldSettings) CONTENT: Fractured (Very Hard)(/Game/Maps/Genesis2/Gen2.Gen2:PersistentLevel.PrimalWorldSettings) CONTENT: Creeping Leaf (Very Hard)(/Game/Maps/Genesis2/Gen2.Gen2:PersistentLevel.PrimalWorldSettings) CONTENT: Afflicted (Very Hard)(/Game/Maps/Genesis2/Gen2.Gen2:PersistentLevel.PrimalWorldSettings) CONTENT: Barebone (Very Hard)(/Game/Maps/Genesis2/Gen2.Gen2:PersistentLevel.PrimalWorldSettings) CONTENT: Uncanny (Very Hard)(/Game/Maps/Genesis2/Gen2.Gen2:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/Gen2.Gen2:PersistentLevel.PrimalWorldSettings) CONTENT: Shallow(/Game/Genesis/CoreBlueprints/Environment/OceanDinoManagerBP.Default__OceanDinoManagerBP_C) CONTENT: Deep(/Game/Genesis/CoreBlueprints/Environment/OceanDinoManagerBP.Default__OceanDinoManagerBP_C) LITERAL: DayTime(/Game/PrimalEarth/Test_Dave/Gen1/Gen1_MatineeLink.Gen1_MatineeLink:EventGraph.K2Node_CallFunction_12675) CONTENT: SubDayCycle(/Game/PrimalEarth/Test_Dave/Gen1/Gen1_MatineeLink.Default__Gen1_MatineeLink_C) CONTENT: Title(/Game/PrimalEarth/UI/ToolTipWidgetMissionDispatcher.ToolTipWidgetMissionDispatcher_C:WidgetTree_7353.MissionTitleLabel) CONTENT: Description lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua.(/Game/PrimalEarth/UI/ToolTipWidgetMissionDispatcher.ToolTipWidgetMissionDispatcher_C:WidgetTree_7353.MissionDescriptionLabel) CONTENT: Mission Status(/Game/PrimalEarth/UI/ToolTipWidgetMissionDispatcher.ToolTipWidgetMissionDispatcher_C:WidgetTree_7353.MissionStatusLabel) LITERAL: ce EndSlate(/Game/Maps/Genesis/Genesis.Genesis:PersistentLevel.Genesis.EventGraph.K2Node_CallFunction_81395) LITERAL: set playerpos -19000.000000 36000.000000 -91500.000000(/Game/Maps/Genesis/Genesis.Genesis:PersistentLevel.Genesis.EventGraph.K2Node_CallFunction_68524) LITERAL: set playerpos -19000.000000 36000.000000 -91500.000000(/Game/Maps/Genesis/Genesis.Genesis:PersistentLevel.Genesis.EventGraph.K2Node_CallFunction_63495) CONTENT: Bog [Easy](/Game/Maps/Genesis/Genesis.Genesis:PersistentLevel.PrimalWorldSettings) CONTENT: Arctic [Medium](/Game/Maps/Genesis/Genesis.Genesis:PersistentLevel.PrimalWorldSettings) CONTENT: Lunar [Very Hard](/Game/Maps/Genesis/Genesis.Genesis:PersistentLevel.PrimalWorldSettings) CONTENT: Ocean [Hard](/Game/Maps/Genesis/Genesis.Genesis:PersistentLevel.PrimalWorldSettings) CONTENT: Volcanic [Very Hard](/Game/Maps/Genesis/Genesis.Genesis:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis/Genesis.Genesis:PersistentLevel.PrimalWorldSettings) CONTENT: SubDayCycle(/Game/Maps/Genesis/Genesis.Genesis:PersistentLevel.Gen1_MatineeLink_MasterDayCycle) CONTENT: Wilderness(/Game/Maps/Genesis2/A10_Far_Eden_2.A10_Far_Eden_2:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/A10_Near_Eden_2.A10_Near_Eden_2:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/A1_Far_Gardens_2.A1_Far_Gardens_2:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/A1_Lights_Gardens_2.A1_Lights_Gardens_2:PersistentLevel.PrimalWorldSettings) CONTENT: Stone(/Game/Genesis2/CoreBlueprints/HarvestComponents/StoneSand_HarvestComponent.Default__StoneSand_HarvestComponent_C) CONTENT: Harvest [Stone](/Game/Genesis2/CoreBlueprints/HarvestComponents/StoneSand_HarvestComponent.Default__StoneSand_HarvestComponent_C) CONTENT: Harvest [Rare Flower](/Game/Genesis2/CoreBlueprints/HarvestComponents/SeedRareFlowerHarvestComponent.Default__SeedRareFlowerHarvestComponent_C) CONTENT: You are being targeted by a Macrophage!(/Engine/Transient.REINST_MacrophageSwarm_AIController_C_0) CONTENT: You are being targeted by a Macrophage!(/Engine/Transient.Default__REINST_MacrophageSwarm_AIController_C_47083) CONTENT: You are being targeted by a Macrophage!(/Engine/Transient.REINST_MacrophageSwarm_AIController_C_1) CONTENT: You are being targeted by a Macrophage!(/Engine/Transient.Default__REINST_MacrophageSwarm_AIController_C_47087) CONTENT: You are being targeted by a Macrophage!(/Game/Genesis2/Dinos/Macrophage/MacrophageSwarm_AIController.Default__MacrophageSwarm_AIController_C) CONTENT: Macrophage Debuff(/Engine/Transient.REINST_Macrophage_Buff_Prevents_C_0) CONTENT: Prevents running and use of Tek Super Speed!(/Engine/Transient.REINST_Macrophage_Buff_Prevents_C_0) CONTENT: You've been debuffed by a Macrophage!(/Engine/Transient.REINST_Macrophage_Buff_Prevents_C_0) CONTENT: Macrophage Debuff(/Engine/Transient.Default__REINST_Macrophage_Buff_Prevents_C_47094) CONTENT: Prevents running and use of Tek Super Speed!(/Engine/Transient.Default__REINST_Macrophage_Buff_Prevents_C_47094) CONTENT: You've been debuffed by a Macrophage!(/Engine/Transient.Default__REINST_Macrophage_Buff_Prevents_C_47094) CONTENT: Macrophage Debuff(/Engine/Transient.REINST_Macrophage_Buff_Prevents_C_1) CONTENT: Prevents running and use of Tek Super Speed!(/Engine/Transient.REINST_Macrophage_Buff_Prevents_C_1) CONTENT: You've been debuffed by a Macrophage!(/Engine/Transient.REINST_Macrophage_Buff_Prevents_C_1) CONTENT: Macrophage Debuff(/Engine/Transient.Default__REINST_Macrophage_Buff_Prevents_C_47098) CONTENT: Prevents running and use of Tek Super Speed!(/Engine/Transient.Default__REINST_Macrophage_Buff_Prevents_C_47098) CONTENT: You've been debuffed by a Macrophage!(/Engine/Transient.Default__REINST_Macrophage_Buff_Prevents_C_47098) CONTENT: Macrophage Debuff(/Game/Genesis2/Dinos/Macrophage/Macrophage_Buff_Prevents.Default__Macrophage_Buff_Prevents_C) CONTENT: Prevents running and use of Tek Super Speed!(/Game/Genesis2/Dinos/Macrophage/Macrophage_Buff_Prevents.Default__Macrophage_Buff_Prevents_C) CONTENT: You've been debuffed by a Macrophage!(/Game/Genesis2/Dinos/Macrophage/Macrophage_Buff_Prevents.Default__Macrophage_Buff_Prevents_C) CONTENT: You are being targeted by an Insect Swarm!(/Engine/Transient.REINST_InsectSwarm_AIController_BP_C_0) LITERAL: Damaging (/Game/Genesis/Dinos/Swarms/InsectSwarm_AIController_BP.InsectSwarm_AIController_BP:Destroy Foliage In Radius.K2Node_CallFunction_431029) LITERAL: Health Is (/Game/Genesis/Dinos/Swarms/InsectSwarm_AIController_BP.InsectSwarm_AIController_BP:Destroy Foliage In Radius.K2Node_CallFunction_432000) CONTENT: You are being targeted by an Insect Swarm!(/Engine/Transient.Default__REINST_InsectSwarm_AIController_BP_C_47108) CONTENT: You are being targeted by an Insect Swarm!(/Engine/Transient.REINST_InsectSwarm_AIController_BP_C_1) CONTENT: You are being targeted by an Insect Swarm!(/Engine/Transient.Default__REINST_InsectSwarm_AIController_BP_C_47112) CONTENT: You are being targeted by an Insect Swarm!(/Game/Genesis/Dinos/Swarms/InsectSwarm_AIController_BP.Default__InsectSwarm_AIController_BP_C) CONTENT: Lower Body(/Game/Genesis/Dinos/BogInsect/DinoColorSet_BogInsect.Default__DinoColorSet_BogInsect_C) CONTENT: feather tips(/Game/Genesis/Dinos/BogInsect/DinoColorSet_BogInsect.Default__DinoColorSet_BogInsect_C) CONTENT: stripes(/Game/Genesis/Dinos/BogInsect/DinoColorSet_BogInsect.Default__DinoColorSet_BogInsect_C) CONTENT: belly(/Game/Genesis/Dinos/BogInsect/DinoColorSet_BogInsect.Default__DinoColorSet_BogInsect_C) CONTENT: highlights(/Game/Genesis/Dinos/BogInsect/DinoColorSet_BogInsect.Default__DinoColorSet_BogInsect_C) CONTENT: Main Body(/Game/Genesis/Dinos/BogInsect/DinoColorSet_BogInsect.Default__DinoColorSet_BogInsect_C) CONTENT: You are being targeted by an Insect Swarm!(/Engine/Transient.REINST_InsectSwarmChar_BP_C_0) CONTENT: Insect Swarm(/Engine/Transient.REINST_InsectSwarmChar_BP_C_0) CONTENT: You are being targeted by an Insect Swarm!(/Engine/Transient.Default__REINST_InsectSwarmChar_BP_C_47123) CONTENT: Insect Swarm(/Engine/Transient.Default__REINST_InsectSwarmChar_BP_C_47123) CONTENT: You are being targeted by an Insect Swarm!(/Engine/Transient.REINST_InsectSwarmChar_BP_C_1) CONTENT: Insect Swarm(/Engine/Transient.REINST_InsectSwarmChar_BP_C_1) CONTENT: You are being targeted by an Insect Swarm!(/Engine/Transient.Default__REINST_InsectSwarmChar_BP_C_47127) CONTENT: Insect Swarm(/Engine/Transient.Default__REINST_InsectSwarmChar_BP_C_47127) CONTENT: You are being targeted by an Insect Swarm!(/Game/Genesis/Dinos/Swarms/InsectSwarmChar_BP.Default__InsectSwarmChar_BP_C) CONTENT: Insect Swarm(/Game/Genesis/Dinos/Swarms/InsectSwarmChar_BP.Default__InsectSwarmChar_BP_C) CONTENT: You are being targeted by a Macrophage!(/Engine/Transient.REINST_Macrophage_Swarm_Character_C_0) CONTENT: Macrophage(/Engine/Transient.REINST_Macrophage_Swarm_Character_C_0) CONTENT: You are being targeted by a Macrophage!(/Engine/Transient.Default__REINST_Macrophage_Swarm_Character_C_47134) CONTENT: Macrophage(/Engine/Transient.Default__REINST_Macrophage_Swarm_Character_C_47134) CONTENT: You are being targeted by a Macrophage!(/Engine/Transient.REINST_Macrophage_Swarm_Character_C_1) CONTENT: Macrophage(/Engine/Transient.REINST_Macrophage_Swarm_Character_C_1) CONTENT: You are being targeted by a Macrophage!(/Engine/Transient.Default__REINST_Macrophage_Swarm_Character_C_47138) CONTENT: Macrophage(/Engine/Transient.Default__REINST_Macrophage_Swarm_Character_C_47138) CONTENT: You are being targeted by a Macrophage!(/Game/Genesis2/Dinos/Macrophage/Macrophage_Swarm_Character.Default__Macrophage_Swarm_Character_C) CONTENT: Macrophage(/Game/Genesis2/Dinos/Macrophage/Macrophage_Swarm_Character.Default__Macrophage_Swarm_Character_C) CONTENT: Aggro Harvest Component(/Engine/Transient.REINST_AggroHarvestComponentBase_C_0) CONTENT: Aggro Harvest Component(/Engine/Transient.Default__REINST_AggroHarvestComponentBase_C_47145) CONTENT: Aggro Harvest Component(/Engine/Transient.REINST_AggroHarvestComponentBase_C_1) CONTENT: Aggro Harvest Component(/Engine/Transient.Default__REINST_AggroHarvestComponentBase_C_47149) CONTENT: Aggro Harvest Component(/Game/Genesis2/Dinos/Macrophage/AggroHarvestComponentBase.Default__AggroHarvestComponentBase_C) CONTENT: Harvest [Mushrooms](/Game/Genesis/CoreBlueprints/HarvestComponents/MushroomHandHarvestComponent.Default__MushroomHandHarvestComponent_C) CONTENT: Wilderness(/Game/Maps/Genesis2/A1_Near_Gardens_2.A1_Near_Gardens_2:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/A2_Far_Gardens_2.A2_Far_Gardens_2:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/A2_Lights_Gardens_2.A2_Lights_Gardens_2:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/A2_Near_Gardens_2.A2_Near_Gardens_2:PersistentLevel.PrimalWorldSettings) LITERAL: Lightning (/Game/Genesis2/CoreBlueprints/Environment/BP_Lightning.BP_Lightning:EventGraph.K2Node_CallFunction_303672) LITERAL: SM_RGtentacle_A(/Game/Genesis2/CoreBlueprints/Environment/BP_Lightning.BP_Lightning:UserConstructionScript.K2Node_CallFunction_15823) LITERAL: SM_RGtentacle_B(/Game/Genesis2/CoreBlueprints/Environment/BP_Lightning.BP_Lightning:UserConstructionScript.K2Node_CallFunction_15824) LITERAL: SM_RGtentacle_Rock_A(/Game/Genesis2/CoreBlueprints/Environment/BP_Lightning.BP_Lightning:UserConstructionScript.K2Node_CallFunction_15822) CONTENT: Wilderness(/Game/Maps/Genesis2/A3_Far_Gardens_2.A3_Far_Gardens_2:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/A3_Lights_Gardens_2.A3_Lights_Gardens_2:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/A3_Near_Gardens_2.A3_Near_Gardens_2:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/A4_Far_Gardens_2.A4_Far_Gardens_2:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/A4_Lighting_Gardens_2.A4_Lighting_Gardens_2:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/A4_Near_Gardens_2.A4_Near_Gardens_2:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/A5_Far_Gardens_2.A5_Far_Gardens_2:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/A5_Lights_Gardens_2.A5_Lights_Gardens_2:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/A5_Near_Gardens_2.A5_Near_Gardens_2:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/A6_Far_Eden_2.A6_Far_Eden_2:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/A6_Near_Eden_2.A6_Near_Eden_2:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/A7_Far_Eden_2.A7_Far_Eden_2:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/A7_Near_Eden_2.A7_Near_Eden_2:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/A8_Far_Eden_2.A8_Far_Eden_2:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/A8_Lights_Eden_2.A8_Lights_Eden_2:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/A8_Near_Eden_2.A8_Near_Eden_2:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/A9_Far_Eden_2.A9_Far_Eden_2:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/A9_Near_Eden_2.A9_Near_Eden_2:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/B10_Far_Eden_2.B10_Far_Eden_2:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/B10_Near_Eden_2.B10_Near_Eden_2:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/B1_Far_Gardens_2.B1_Far_Gardens_2:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/B1_Lights_Gardens_2.B1_Lights_Gardens_2:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/B1_Near_Gardens_2.B1_Near_Gardens_2:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/B2_Far_Gardens_2.B2_Far_Gardens_2:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/B2_Lights_Gardens_2.B2_Lights_Gardens_2:PersistentLevel.PrimalWorldSettings) CONTENT: Bush(/Game/Genesis2/CoreBlueprints/HarvestComponents/SeedCactus_HarvestComponent.Default__SeedCactus_HarvestComponent_C) CONTENT: Harvest [Bush](/Game/Genesis2/CoreBlueprints/HarvestComponents/SeedCactus_HarvestComponent.Default__SeedCactus_HarvestComponent_C) CONTENT: Wilderness(/Game/Maps/Genesis2/B2_Near_Gardens_2.B2_Near_Gardens_2:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/B3_Far_Gardens_2.B3_Far_Gardens_2:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/B3_Lights_Gardens_2.B3_Lights_Gardens_2:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/B3_Near_Gardens_2.B3_Near_Gardens_2:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/B4_Far_Gardens_2.B4_Far_Gardens_2:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/B4_Lights_Gardens_2.B4_Lights_Gardens_2:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/B4_Near_Gardens_2.B4_Near_Gardens_2:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/B5_Far_Gardens_2.B5_Far_Gardens_2:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/B5_Near_Gardens_2.B5_Near_Gardens_2:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/B6_Far_Eden_2.B6_Far_Eden_2:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/B6_Near_Eden_2.B6_Near_Eden_2:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/B7_Far_Eden_2.B7_Far_Eden_2:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/B7_Near_Eden_2.B7_Near_Eden_2:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/B8_Far_Eden_2.B8_Far_Eden_2:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/B8_Near_Eden_2.B8_Near_Eden_2:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/B9_Far_Eden_2.B9_Far_Eden_2:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/B9_Lights_Eden_2.B9_Lights_Eden_2:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/B9_Near_Eden_2.B9_Near_Eden_2:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/Backdrop_Ship.Backdrop_Ship:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/C10_Far_Eden_2.C10_Far_Eden_2:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/C10_Lights_Eden_2.C10_Lights_Eden_2:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/C10_Near_Eden_2.C10_Near_Eden_2:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/C1_Far_Gardens_2.C1_Far_Gardens_2:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/C1_Lights_Gardens_2.C1_Lights_Gardens_2:PersistentLevel.PrimalWorldSettings) LITERAL: RefreshTick(/Game/Genesis/Environment/Lunar/Fog/BP_AmbientPointLightLunar.BP_AmbientPointLightLunar:EventGraph.K2Node_CallFunction_40484) LITERAL: RefreshTick(/Game/Genesis/Environment/Lunar/Fog/BP_VFXFogNearLunar.BP_VFXFogNearLunar:EventGraph.K2Node_CallFunction_40484) LITERAL: Light Position (/Game/Genesis/Environment/Lunar/Fog/BP_VFXFogNearLunar.BP_VFXFogNearLunar:Set Fog Light Values.K2Node_CallFunction_72680) LITERAL: Light Radius (/Game/Genesis/Environment/Lunar/Fog/BP_VFXFogNearLunar.BP_VFXFogNearLunar:Set Fog Light Values.K2Node_CallFunction_83353) LITERAL: Light Color (/Game/Genesis/Environment/Lunar/Fog/BP_VFXFogNearLunar.BP_VFXFogNearLunar:Set Fog Light Values.K2Node_CallFunction_72675) LITERAL: Light Brightness (/Game/Genesis/Environment/Lunar/Fog/BP_VFXFogNearLunar.BP_VFXFogNearLunar:Set Fog Light Values.K2Node_CallFunction_105107) LITERAL: Light Power (/Game/Genesis/Environment/Lunar/Fog/BP_VFXFogNearLunar.BP_VFXFogNearLunar:Set Fog Light Values.K2Node_CallFunction_72678) CONTENT: Wilderness(/Game/Maps/Genesis2/C1_Near_Gardens_2.C1_Near_Gardens_2:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/C2_Far_Gardens_2.C2_Far_Gardens_2:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/C2_Lights_Gardens_2.C2_Lights_Gardens_2:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/C2_Near_Gardens_2.C2_Near_Gardens_2:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/C3_Far_Gardens_2.C3_Far_Gardens_2:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/C3_Lights_Garden_2.C3_Lights_Garden_2:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/C3_Near_Gardens_2.C3_Near_Gardens_2:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/C4_Far_Gardens_2.C4_Far_Gardens_2:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/C4_Lights_Gardens_2.C4_Lights_Gardens_2:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/C4_Near_Gardens_2.C4_Near_Gardens_2:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/C5_Far_Gardens_2.C5_Far_Gardens_2:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/C5_Near_Gardens_2.C5_Near_Gardens_2:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/C6_Far_Eden_2.C6_Far_Eden_2:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/C6_Near_Eden_2.C6_Near_Eden_2:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/C7_Far_Eden_2.C7_Far_Eden_2:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/C7_lights_Eden_2.C7_lights_Eden_2:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/C7_Near_Eden_2.C7_Near_Eden_2:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/C8_Far_Eden_2.C8_Far_Eden_2:PersistentLevel.PrimalWorldSettings) CONTENT: Mosasaurus(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesOceanWaterDeep_Special1_Gen2.Default__DinoSpawnEntriesOceanWaterDeep_Special1_Gen2_C) CONTENT: Plesi(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesOceanWaterDeep_Special1_Gen2.Default__DinoSpawnEntriesOceanWaterDeep_Special1_Gen2_C) CONTENT: Leeds(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesOceanWaterDeep_Special1_Gen2.Default__DinoSpawnEntriesOceanWaterDeep_Special1_Gen2_C) CONTENT: Tuso(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesOceanWaterDeep_Special1_Gen2.Default__DinoSpawnEntriesOceanWaterDeep_Special1_Gen2_C) CONTENT: Wilderness(/Game/Maps/Genesis2/C8_Far_Eden_2_Underwater.C8_Far_Eden_2_Underwater:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/C8_Lights_Eden_2.C8_Lights_Eden_2:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/C8_Lights_Underwater_Eden.C8_Lights_Underwater_Eden:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/C8_Near_Eden_2.C8_Near_Eden_2:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/C9_Far_Eden_2.C9_Far_Eden_2:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/C9_Lights_Eden_2.C9_Lights_Eden_2:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/C9_Near_Eden_2.C9_Near_Eden_2:PersistentLevel.PrimalWorldSettings) LITERAL: Loop(/Game/Genesis2/Environment/Hazards/SuperheatedAir/BP_Gen2_SweatVent.BP_Gen2_SweatVent:EventGraph.K2Node_CallFunction_287492) LITERAL: UpdateWaterLine(/Game/Genesis2/Environment/Hazards/Dynamic_PhysicsVolume_Hazard.Dynamic_PhysicsVolume_Hazard:EventGraph.K2Node_CallFunction_320068) LITERAL: UpdateWaterLine(/Game/Genesis2/Environment/Hazards/Dynamic_PhysicsVolume_Hazard.Dynamic_PhysicsVolume_Hazard:EventGraph.K2Node_CallFunction_324809) LITERAL: Tick(/Game/Genesis2/Environment/Hazards/Dynamic_PhysicsVolume_Hazard.Dynamic_PhysicsVolume_Hazard:EventGraph.K2Node_CallFunction_203981) LITERAL: RefreshTick(/Game/Genesis2/Environment/Corruption/Lighting/BP_GEN2_DayTime_PointLight_Base.BP_GEN2_DayTime_PointLight_Base:EventGraph.K2Node_CallFunction_40484) CONTENT: Summoner(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntries_Summoner_Gen2.Default__DinoSpawnEntries_Summoner_Gen2_C) CONTENT: Reaper Queen(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntries_ReaperQueen_Gen2.Default__DinoSpawnEntries_ReaperQueen_Gen2_C) CONTENT: Spiders (1-3)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntries_Corruption_Gen2.Default__DinoSpawnEntries_Corruption_Gen2_C) CONTENT: Macrophages (1-2)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntries_Corruption_Gen2.Default__DinoSpawnEntries_Corruption_Gen2_C) CONTENT: Arthropluera (1-3)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntries_Corruption_Gen2.Default__DinoSpawnEntries_Corruption_Gen2_C) CONTENT: Noglin(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntries_Corruption_Gen2.Default__DinoSpawnEntries_Corruption_Gen2_C) CONTENT: Basilisk(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntries_Corruption_Gen2.Default__DinoSpawnEntries_Corruption_Gen2_C) CONTENT: Pteroteuthis (1-3)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntries_Corruption_Gen2.Default__DinoSpawnEntries_Corruption_Gen2_C) CONTENT: Corrupt Boa(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntries_Corruption_Gen2.Default__DinoSpawnEntries_Corruption_Gen2_C) CONTENT: Corrupt Mantis(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntries_Corruption_Gen2.Default__DinoSpawnEntries_Corruption_Gen2_C) CONTENT: ReaperKing(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntries_Corruption_Gen2.Default__DinoSpawnEntries_Corruption_Gen2_C) CONTENT: DragonFly(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntries_Corruption_Gen2.Default__DinoSpawnEntries_Corruption_Gen2_C) CONTENT: Ant(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntries_Corruption_Gen2.Default__DinoSpawnEntries_Corruption_Gen2_C) CONTENT: Rock(/Game/Genesis2/CoreBlueprints/HarvestComponents/MutagelHarvestComponent.Default__MutagelHarvestComponent_C) CONTENT: Take [Stone](/Game/Genesis2/CoreBlueprints/HarvestComponents/MutagelHarvestComponent.Default__MutagelHarvestComponent_C) CONTENT: Bush(/Game/Genesis2/CoreBlueprints/HarvestComponents/AggroHarvestComponent_UseHarvest_Base.Default__AggroHarvestComponent_UseHarvest_Base_C) CONTENT: Harvest [Bush](/Game/Genesis2/CoreBlueprints/HarvestComponents/AggroHarvestComponent_UseHarvest_Base.Default__AggroHarvestComponent_UseHarvest_Base_C) LITERAL: DisplayIndex(/Game/Genesis2/CoreBlueprints/Environment/Mutagen/MutagenSpawner.MutagenSpawner:ReceiveBeginPlay.K2Node_CallFunction_135323) LITERAL: {0} spawn failed. Could not find ground near {1}(/Game/Genesis2/CoreBlueprints/Environment/Mutagen/MutagenSpawner.MutagenSpawner:SpawnItem.K2Node_FormatText_266) LITERAL: {0} spawn failed. Could not find ground near {1}(/Game/Genesis2/CoreBlueprints/Environment/Mutagen/MutagenSpawner.MutagenSpawner:EdGraph_152129.K2Node_CallFunction_382946) LITERAL: 0(/Game/Genesis2/CoreBlueprints/Environment/Mutagen/MutagenSpawner.MutagenSpawner:EdGraph_152129.K2Node_MakeStruct_2970) LITERAL: 1(/Game/Genesis2/CoreBlueprints/Environment/Mutagen/MutagenSpawner.MutagenSpawner:EdGraph_152129.K2Node_MakeStruct_2971) LITERAL: {0} spawn failed. Could not find ground near {1}(/Game/Genesis2/CoreBlueprints/Environment/Mutagen/MutagenSpawner.MutagenSpawner:EdGraph_152155.K2Node_CallFunction_382981) LITERAL: 0(/Game/Genesis2/CoreBlueprints/Environment/Mutagen/MutagenSpawner.MutagenSpawner:EdGraph_152155.K2Node_MakeStruct_2972) LITERAL: 1(/Game/Genesis2/CoreBlueprints/Environment/Mutagen/MutagenSpawner.MutagenSpawner:EdGraph_152155.K2Node_MakeStruct_2973) LITERAL: FailedToRemove(/Game/Genesis2/CoreBlueprints/Environment/Mutagen/MutagenSpawnerManager.MutagenSpawnerManager:EventGraph.K2Node_CallFunction_14600) LITERAL: Removed Item {0} left(/Game/Genesis2/CoreBlueprints/Environment/Mutagen/MutagenSpawnerManager.MutagenSpawnerManager:EventGraph.K2Node_FormatText_13) LITERAL: CheatSpawnMutagen(/Game/Genesis2/CoreBlueprints/Environment/Mutagen/MutagenSpawnerManager.MutagenSpawnerManager:EventGraph.K2Node_CallFunction_48222) LITERAL: FindSpawnedItems(/Game/Genesis2/CoreBlueprints/Environment/Mutagen/MutagenSpawnerManager.MutagenSpawnerManager:ReceiveBeginPlay.K2Node_CallFunction_43235) LITERAL: CheckSpawnTimer(/Game/Genesis2/CoreBlueprints/Environment/Mutagen/MutagenSpawnerManager.MutagenSpawnerManager:ReceiveBeginPlay.K2Node_CallFunction_189770) LITERAL: Spawned Item {0} total at {1}(/Game/Genesis2/CoreBlueprints/Environment/Mutagen/MutagenSpawnerManager.MutagenSpawnerManager:SpawnItems.K2Node_FormatText_13) LITERAL: Mutagen spawned x(/Game/Genesis2/CoreBlueprints/Environment/Mutagen/MutagenSpawnerManager.MutagenSpawnerManager:SpawnItems.K2Node_CallFunction_197711) LITERAL: Spawner {0} angle {1} dist {2}(/Game/Genesis2/CoreBlueprints/Environment/Mutagen/MutagenSpawnerManager.MutagenSpawnerManager:FindSpawners.K2Node_FormatText_222) LITERAL: Time Left {0}(/Game/Genesis2/CoreBlueprints/Environment/Mutagen/MutagenSpawnerManager.MutagenSpawnerManager:CheckSpawnTimer.K2Node_FormatText_14) LITERAL: ItemsLeft(/Game/Genesis2/CoreBlueprints/Environment/Mutagen/MutagenSpawnerManager.MutagenSpawnerManager:CheckSpawnTimer.K2Node_CallFunction_34749) LITERAL: CheckSpawnTimer(/Game/Genesis2/CoreBlueprints/Environment/Mutagen/MutagenSpawnerManager.MutagenSpawnerManager:CheckSpawnTimer.K2Node_CallFunction_189770) LITERAL: {act} Spawner {0} pitch {1} dist {2}(/Game/Genesis2/CoreBlueprints/Environment/Mutagen/MutagenSpawnerManager.MutagenSpawnerManager:AddToSpawnArray.K2Node_FormatText_222) LITERAL: Insert(/Game/Genesis2/CoreBlueprints/Environment/Mutagen/MutagenSpawnerManager.MutagenSpawnerManager:AddToSpawnArray.K2Node_CallFunction_89485) LITERAL: Add(/Game/Genesis2/CoreBlueprints/Environment/Mutagen/MutagenSpawnerManager.MutagenSpawnerManager:AddToSpawnArray.K2Node_CallFunction_89485) LITERAL: Removed invalid item(/Game/Genesis2/CoreBlueprints/Environment/Mutagen/MutagenSpawnerManager.MutagenSpawnerManager:VerifySpawnedItems.K2Node_CallFunction_172097) LITERAL: Found Spawned Item: (/Game/Genesis2/CoreBlueprints/Environment/Mutagen/MutagenSpawnerManager.MutagenSpawnerManager:FindSpawnedItems.K2Node_CallFunction_49370) LITERAL: Found Dropped Item: (/Game/Genesis2/CoreBlueprints/Environment/Mutagen/MutagenSpawnerManager.MutagenSpawnerManager:FindSpawnedItems.K2Node_CallFunction_49055) LITERAL: Removed Item {0} left(/Game/Genesis2/CoreBlueprints/Environment/Mutagen/MutagenSpawnerManager.MutagenSpawnerManager:ExecuteUbergraph_MutagenSpawnerManager.K2Node_CallFunction_383089) LITERAL: 0(/Game/Genesis2/CoreBlueprints/Environment/Mutagen/MutagenSpawnerManager.MutagenSpawnerManager:ExecuteUbergraph_MutagenSpawnerManager.K2Node_MakeStruct_2974) LITERAL: Spawned Item {0} total at {1}(/Game/Genesis2/CoreBlueprints/Environment/Mutagen/MutagenSpawnerManager.MutagenSpawnerManager:EdGraph_152202.K2Node_CallFunction_383095) LITERAL: 0(/Game/Genesis2/CoreBlueprints/Environment/Mutagen/MutagenSpawnerManager.MutagenSpawnerManager:EdGraph_152202.K2Node_MakeStruct_2975) LITERAL: 1(/Game/Genesis2/CoreBlueprints/Environment/Mutagen/MutagenSpawnerManager.MutagenSpawnerManager:EdGraph_152202.K2Node_MakeStruct_2976) LITERAL: Spawner {0} angle {1} dist {2}(/Game/Genesis2/CoreBlueprints/Environment/Mutagen/MutagenSpawnerManager.MutagenSpawnerManager:EdGraph_152205.K2Node_CallFunction_383100) LITERAL: 0(/Game/Genesis2/CoreBlueprints/Environment/Mutagen/MutagenSpawnerManager.MutagenSpawnerManager:EdGraph_152205.K2Node_MakeStruct_2977) LITERAL: 1(/Game/Genesis2/CoreBlueprints/Environment/Mutagen/MutagenSpawnerManager.MutagenSpawnerManager:EdGraph_152205.K2Node_MakeStruct_2978) LITERAL: 2(/Game/Genesis2/CoreBlueprints/Environment/Mutagen/MutagenSpawnerManager.MutagenSpawnerManager:EdGraph_152205.K2Node_MakeStruct_2979) LITERAL: Time Left {0}(/Game/Genesis2/CoreBlueprints/Environment/Mutagen/MutagenSpawnerManager.MutagenSpawnerManager:EdGraph_152209.K2Node_CallFunction_383101) LITERAL: 0(/Game/Genesis2/CoreBlueprints/Environment/Mutagen/MutagenSpawnerManager.MutagenSpawnerManager:EdGraph_152209.K2Node_MakeStruct_2980) LITERAL: {act} Spawner {0} pitch {1} dist {2}(/Game/Genesis2/CoreBlueprints/Environment/Mutagen/MutagenSpawnerManager.MutagenSpawnerManager:EdGraph_152210.K2Node_CallFunction_383102) LITERAL: act(/Game/Genesis2/CoreBlueprints/Environment/Mutagen/MutagenSpawnerManager.MutagenSpawnerManager:EdGraph_152210.K2Node_MakeStruct_2981) LITERAL: 0(/Game/Genesis2/CoreBlueprints/Environment/Mutagen/MutagenSpawnerManager.MutagenSpawnerManager:EdGraph_152210.K2Node_MakeStruct_2982) LITERAL: 1(/Game/Genesis2/CoreBlueprints/Environment/Mutagen/MutagenSpawnerManager.MutagenSpawnerManager:EdGraph_152210.K2Node_MakeStruct_2983) LITERAL: 2(/Game/Genesis2/CoreBlueprints/Environment/Mutagen/MutagenSpawnerManager.MutagenSpawnerManager:EdGraph_152210.K2Node_MakeStruct_2984) LITERAL: Removed Item {0} left(/Game/Genesis2/CoreBlueprints/Environment/Mutagen/MutagenSpawnerManager.MutagenSpawnerManager:ExecuteUbergraph_MutagenSpawnerManager.K2Node_CallFunction_383166) LITERAL: 0(/Game/Genesis2/CoreBlueprints/Environment/Mutagen/MutagenSpawnerManager.MutagenSpawnerManager:ExecuteUbergraph_MutagenSpawnerManager.K2Node_MakeStruct_2985) LITERAL: Spawned Item {0} total at {1}(/Game/Genesis2/CoreBlueprints/Environment/Mutagen/MutagenSpawnerManager.MutagenSpawnerManager:EdGraph_152243.K2Node_CallFunction_383172) LITERAL: 0(/Game/Genesis2/CoreBlueprints/Environment/Mutagen/MutagenSpawnerManager.MutagenSpawnerManager:EdGraph_152243.K2Node_MakeStruct_2986) LITERAL: 1(/Game/Genesis2/CoreBlueprints/Environment/Mutagen/MutagenSpawnerManager.MutagenSpawnerManager:EdGraph_152243.K2Node_MakeStruct_2987) LITERAL: Spawner {0} angle {1} dist {2}(/Game/Genesis2/CoreBlueprints/Environment/Mutagen/MutagenSpawnerManager.MutagenSpawnerManager:EdGraph_152246.K2Node_CallFunction_383177) LITERAL: 0(/Game/Genesis2/CoreBlueprints/Environment/Mutagen/MutagenSpawnerManager.MutagenSpawnerManager:EdGraph_152246.K2Node_MakeStruct_2988) LITERAL: 1(/Game/Genesis2/CoreBlueprints/Environment/Mutagen/MutagenSpawnerManager.MutagenSpawnerManager:EdGraph_152246.K2Node_MakeStruct_2989) LITERAL: 2(/Game/Genesis2/CoreBlueprints/Environment/Mutagen/MutagenSpawnerManager.MutagenSpawnerManager:EdGraph_152246.K2Node_MakeStruct_2990) LITERAL: Time Left {0}(/Game/Genesis2/CoreBlueprints/Environment/Mutagen/MutagenSpawnerManager.MutagenSpawnerManager:EdGraph_152250.K2Node_CallFunction_383178) LITERAL: 0(/Game/Genesis2/CoreBlueprints/Environment/Mutagen/MutagenSpawnerManager.MutagenSpawnerManager:EdGraph_152250.K2Node_MakeStruct_2991) LITERAL: {act} Spawner {0} pitch {1} dist {2}(/Game/Genesis2/CoreBlueprints/Environment/Mutagen/MutagenSpawnerManager.MutagenSpawnerManager:EdGraph_152251.K2Node_CallFunction_383179) LITERAL: act(/Game/Genesis2/CoreBlueprints/Environment/Mutagen/MutagenSpawnerManager.MutagenSpawnerManager:EdGraph_152251.K2Node_MakeStruct_2992) LITERAL: 0(/Game/Genesis2/CoreBlueprints/Environment/Mutagen/MutagenSpawnerManager.MutagenSpawnerManager:EdGraph_152251.K2Node_MakeStruct_2993) LITERAL: 1(/Game/Genesis2/CoreBlueprints/Environment/Mutagen/MutagenSpawnerManager.MutagenSpawnerManager:EdGraph_152251.K2Node_MakeStruct_2994) LITERAL: 2(/Game/Genesis2/CoreBlueprints/Environment/Mutagen/MutagenSpawnerManager.MutagenSpawnerManager:EdGraph_152251.K2Node_MakeStruct_2995) CONTENT: Wilderness(/Game/Maps/Genesis2/Cave_Corruption.Cave_Corruption:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/Cave_Corruption_Entrance.Cave_Corruption_Entrance:PersistentLevel.PrimalWorldSettings) LITERAL: RefreshTick(/Game/Genesis2/Environment/Corruption/Lighting/BP_GEN2_DayTime_SpotLight_Base.BP_GEN2_DayTime_SpotLight_Base:EventGraph.K2Node_CallFunction_40484) CONTENT: Wilderness(/Game/Maps/Genesis2/Cave_Corruption_Lighting.Cave_Corruption_Lighting:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/D10_Far_Eden_2.D10_Far_Eden_2:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/D10_Lights_Eden_2.D10_Lights_Eden_2:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/D10_Near_Eden_2.D10_Near_Eden_2:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/D1_Far_Gardens_2.D1_Far_Gardens_2:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/D1_Lights_Gardens_2.D1_Lights_Gardens_2:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/D1_Near_Gardens_2.D1_Near_Gardens_2:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/D2_Far_Gardens_2.D2_Far_Gardens_2:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/D2_Lights_Gardens_2.D2_Lights_Gardens_2:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/D2_Near_Gardens_2.D2_Near_Gardens_2:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/D3_Far_Gardens_2.D3_Far_Gardens_2:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/D3_Lights_Gardens_2.D3_Lights_Gardens_2:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/D3_Near_Gardens_2.D3_Near_Gardens_2:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/D4_Far_Gardens_2.D4_Far_Gardens_2:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/D4_Lights_Gardens_2.D4_Lights_Gardens_2:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/D4_Near_Gardens_2.D4_Near_Gardens_2:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/D5_Far_Gardens_2.D5_Far_Gardens_2:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/D5_Near_Gardens_2.D5_Near_Gardens_2:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/D6_Far_Eden_2.D6_Far_Eden_2:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/D6_Lights_Eden_2.D6_Lights_Eden_2:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/D6_Near_Eden_2.D6_Near_Eden_2:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/D7_Far_Eden_2.D7_Far_Eden_2:PersistentLevel.PrimalWorldSettings) CONTENT: Oyster(/Game/Genesis/CoreBlueprints/HarvestComponents/SiliconHarvestComponent_gen.Default__SiliconHarvestComponent_gen_C) CONTENT: Harvest [Silicon Pearl](/Game/Genesis/CoreBlueprints/HarvestComponents/SiliconHarvestComponent_gen.Default__SiliconHarvestComponent_gen_C) CONTENT: Wilderness(/Game/Maps/Genesis2/D7_Far_Eden_2_Underwater.D7_Far_Eden_2_Underwater:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/D7_Lights_Eden_3.D7_Lights_Eden_3:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/D7_Near_Eden_2.D7_Near_Eden_2:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/D8_Far_Eden_2.D8_Far_Eden_2:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/D8_Lights_Eden_2.D8_Lights_Eden_2:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/D8_Near_Eden_2.D8_Near_Eden_2:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/D9_Far_Eden_2.D9_Far_Eden_2:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/D9_Lights_Eden_2.D9_Lights_Eden_2:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/D9_Near_Eden_2.D9_Near_Eden_2:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/E10_Far_Eden_1.E10_Far_Eden_1:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/E10_Lights_Eden_2.E10_Lights_Eden_2:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/E10_Near_Eden_1.E10_Near_Eden_1:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/E1_Far_Gardens_1.E1_Far_Gardens_1:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/E1_Lights_Gardens_2.E1_Lights_Gardens_2:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/E1_Near_Gardens_1.E1_Near_Gardens_1:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/E2_Far_Gardens_1.E2_Far_Gardens_1:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/E2_Lights_Gardens_2.E2_Lights_Gardens_2:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/E2_Near_Gardens_1.E2_Near_Gardens_1:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/E3_Far_Gardens_1.E3_Far_Gardens_1:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/E3_Lights_Gardens_2.E3_Lights_Gardens_2:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/E3_Near_Gardens_1.E3_Near_Gardens_1:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/E4_Far_Gardens_1.E4_Far_Gardens_1:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/E4_Lights_Gardens_2.E4_Lights_Gardens_2:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/E4_Near_Gardens_1.E4_Near_Gardens_1:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/E5_Far_Gardens_1.E5_Far_Gardens_1:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/E5_Near_Gardens_1.E5_Near_Gardens_1:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/E6_Far_Eden_1.E6_Far_Eden_1:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/E6_Near_Eden_1.E6_Near_Eden_1:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/E7_Far_Eden_1.E7_Far_Eden_1:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/E7_Near_Eden_1.E7_Near_Eden_1:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/E8_Far_Eden_1.E8_Far_Eden_1:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/E8_Near_Eden_1.E8_Near_Eden_1:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/E9_Far_Eden_1.E9_Far_Eden_1:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/E9_Near_Eden_1.E9_Near_Eden_1:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/Eden_Proxies.Eden_Proxies:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/F10_Far_Eden_1.F10_Far_Eden_1:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/F10_Near_Eden_1.F10_Near_Eden_1:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/F1_Far_Gardens_1.F1_Far_Gardens_1:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/F1_Lights_Gardens_2.F1_Lights_Gardens_2:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/F1_Near_Gardens_1.F1_Near_Gardens_1:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/F2_Far_Gardens_1.F2_Far_Gardens_1:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/F2_Lights_Gardens_2.F2_Lights_Gardens_2:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/F2_Near_Gardens_1.F2_Near_Gardens_1:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/F3_Far_Gardens_1.F3_Far_Gardens_1:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/F3_Lights_Gardens_2.F3_Lights_Gardens_2:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/F3_Near_Gardens_1.F3_Near_Gardens_1:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/F4_Far_Gardens_1.F4_Far_Gardens_1:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/F4_Lights_Garden_2.F4_Lights_Garden_2:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/F4_Near_Gardens_1.F4_Near_Gardens_1:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/F5_Far_Gardens_1.F5_Far_Gardens_1:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/F5_Near_Gardens_1.F5_Near_Gardens_1:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/F6_Far_Eden_1.F6_Far_Eden_1:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/F6_Near_Eden_1.F6_Near_Eden_1:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/F7_Far_Eden_1.F7_Far_Eden_1:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/F7_Near_Eden_1.F7_Near_Eden_1:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/F8_Far_Eden_1.F8_Far_Eden_1:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/F8_Near_Eden_1.F8_Near_Eden_1:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/F9_Far_Eden_1.F9_Far_Eden_1:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/F9_Near_Eden_1.F9_Near_Eden_1:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/G10_Far_Eden_1.G10_Far_Eden_1:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/G10_Near_Eden_1.G10_Near_Eden_1:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/G1_Far_Gardens_1.G1_Far_Gardens_1:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/G1_Lights_Gardens_2.G1_Lights_Gardens_2:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/G1_Near_Gardens_1.G1_Near_Gardens_1:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/G2_Far_Gardens_1.G2_Far_Gardens_1:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/G2_Lights_Gardens_2.G2_Lights_Gardens_2:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/G2_Near_Gardens_1.G2_Near_Gardens_1:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/G3_Far_Gardens_1.G3_Far_Gardens_1:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/G3_Lights_Gardens_2.G3_Lights_Gardens_2:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/G3_Near_Gardens_1.G3_Near_Gardens_1:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/G4_Far_Gardens_1.G4_Far_Gardens_1:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/G4_Lights_Garden_2.G4_Lights_Garden_2:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/G4_Near_Gardens_1.G4_Near_Gardens_1:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/G5_Far_Gardens_1.G5_Far_Gardens_1:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/G5_Near_Gardens_1.G5_Near_Gardens_1:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/G6_Far_Eden_1.G6_Far_Eden_1:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/G6_Near_Eden_1.G6_Near_Eden_1:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/G7_Far_Eden_1.G7_Far_Eden_1:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/G7_Near_Eden_1.G7_Near_Eden_1:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/G8_Far_Eden_1.G8_Far_Eden_1:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/G8_Near_Eden_1.G8_Near_Eden_1:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/G9_Far_Eden_1.G9_Far_Eden_1:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/G9_Near_Eden_1.G9_Near_Eden_1:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/Garden_Proxies.Garden_Proxies:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/IntroCinematic_Geo.IntroCinematic_Geo:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/IntroCinematic_Lights.IntroCinematic_Lights:PersistentLevel.PrimalWorldSettings) LITERAL: HighResShot (/Game/Genesis/Matinee/Teaser/Blueprints/BP_GEN_TS_Capture.BP_GEN_TS_Capture:EventGraph.K2Node_CallFunction_11356) LITERAL: x(/Game/Genesis/Matinee/Teaser/Blueprints/BP_GEN_TS_Capture.BP_GEN_TS_Capture:EventGraph.K2Node_CallFunction_12221) LITERAL: (/Game/Genesis/Matinee/Teaser/Blueprints/BP_GEN_TS_Capture.BP_GEN_TS_Capture:EventGraph.K2Node_CallFunction_257596) LITERAL: Elapsed: (/Game/Genesis/Matinee/Teaser/Blueprints/BP_GEN_TS_Capture.BP_GEN_TS_Capture:EventGraph.K2Node_CallFunction_12217) LITERAL: Cheat (/Game/Genesis/Matinee/Teaser/Blueprints/BP_GEN_TS_Capture.BP_GEN_TS_Capture:ExecRenderCommands.K2Node_CallFunction_52138) LITERAL: Cheat (/Game/Genesis/Matinee/Teaser/Blueprints/BP_GEN_TS_Capture.BP_GEN_TS_Capture:Exec Slomo.K2Node_CallFunction_52138) LITERAL: slomo (/Game/Genesis/Matinee/Teaser/Blueprints/BP_GEN_TS_Capture.BP_GEN_TS_Capture:Exec Slomo.K2Node_CallFunction_61440) CONTENT: God(/Game/Genesis/Matinee/Teaser/Blueprints/BP_GEN_TS_Capture.Default__BP_GEN_TS_Capture_C) CONTENT: Fly(/Game/Genesis/Matinee/Teaser/Blueprints/BP_GEN_TS_Capture.Default__BP_GEN_TS_Capture_C) CONTENT: setcheatplayer 0(/Game/Genesis/Matinee/Teaser/Blueprints/BP_GEN_TS_Capture.Default__BP_GEN_TS_Capture_C) CONTENT: r.Streaming.PoolSize 5000(/Game/Genesis/Matinee/Teaser/Blueprints/BP_GEN_TS_Capture.Default__BP_GEN_TS_Capture_C) CONTENT: r.RenderTargetPoolMin 2500(/Game/Genesis/Matinee/Teaser/Blueprints/BP_GEN_TS_Capture.Default__BP_GEN_TS_Capture_C) LITERAL: PLAYING CREDITS(/Game/Maps/Genesis2/IntroCinematic_Matinee.IntroCinematic_Matinee:PersistentLevel.IntroCinematic_Matinee.EventGraph.K2Node_CallFunction_276946) LITERAL: Windows(/Game/Maps/Genesis2/IntroCinematic_Matinee.IntroCinematic_Matinee:PersistentLevel.IntroCinematic_Matinee.EventGraph.K2Node_CallFunction_260185) LITERAL: cheat ce PlayEndCinematic(/Game/Maps/Genesis2/IntroCinematic_Matinee.IntroCinematic_Matinee:PersistentLevel.IntroCinematic_Matinee.EventGraph.K2Node_CallFunction_292050) LITERAL: cheat fly(/Game/Maps/Genesis2/IntroCinematic_Matinee.IntroCinematic_Matinee:PersistentLevel.IntroCinematic_Matinee.EventGraph.K2Node_CallFunction_248160) LITERAL: Playing Intro(/Game/Maps/Genesis2/IntroCinematic_Matinee.IntroCinematic_Matinee:PersistentLevel.IntroCinematic_Matinee.EventGraph.K2Node_CallFunction_189465) LITERAL: Finished Intro(/Game/Maps/Genesis2/IntroCinematic_Matinee.IntroCinematic_Matinee:PersistentLevel.IntroCinematic_Matinee.EventGraph.K2Node_CallFunction_300513) LITERAL: Playing Intro(/Game/Maps/Genesis2/IntroCinematic_Matinee.IntroCinematic_Matinee:PersistentLevel.IntroCinematic_Matinee.EventGraph.K2Node_CallFunction_228675) LITERAL: Finished Intro(/Game/Maps/Genesis2/IntroCinematic_Matinee.IntroCinematic_Matinee:PersistentLevel.IntroCinematic_Matinee.EventGraph.K2Node_CallFunction_277397) LITERAL: Timeout Skip Audio Load(/Game/Maps/Genesis2/IntroCinematic_Matinee.IntroCinematic_Matinee:PersistentLevel.IntroCinematic_Matinee.EventGraph.K2Node_CallFunction_252100) CONTENT: EN(/Game/Maps/Genesis2/IntroCinematic_Matinee.Default__IntroCinematic_Matinee_C) CONTENT: EN(/Game/Maps/Genesis2/IntroCinematic_Matinee.IntroCinematic_Matinee:PersistentLevel.IntroCinematic_Matinee_C_1) CONTENT: Wilderness(/Game/Maps/Genesis2/IntroCinematic_Matinee.IntroCinematic_Matinee:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/Landscape_Eden.Landscape_Eden:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/Landscape_Eden_2.Landscape_Eden_2:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/Landscape_Garden.Landscape_Garden:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/Landscape_Garden_2.Landscape_Garden_2:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/MasterIBL_CorruptionCaveEntrance.MasterIBL_CorruptionCaveEntrance:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/MasterIBL_Eden.MasterIBL_Eden:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/MasterIBL_Gardens_Expanse.MasterIBL_Gardens_Expanse:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/MasterIBL_Gardens_Sanctuary.MasterIBL_Gardens_Sanctuary:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/MasterIBL_TekTrench.MasterIBL_TekTrench:PersistentLevel.PrimalWorldSettings) CONTENT: Mission Loot Set(/Game/Genesis2/CoreBlueprints/LootSets/LootItemSet_Missions_ExperimentG_Gamma.Default__LootItemSet_Missions_ExperimentG_Gamma_C) CONTENT: Missions - never BP - with quality(/Game/Genesis2/CoreBlueprints/LootSets/LootItemSet_Missions_ExperimentG_Gamma.Default__LootItemSet_Missions_ExperimentG_Gamma_C) CONTENT: Missions - with BP - with quality(/Game/Genesis2/CoreBlueprints/LootSets/LootItemSet_Missions_ExperimentG_Gamma.Default__LootItemSet_Missions_ExperimentG_Gamma_C) CONTENT: Mission Loot Set(/Game/Genesis2/CoreBlueprints/LootSets/LootItemSet_Missions_AllGenItems.Default__LootItemSet_Missions_AllGenItems_C) CONTENT: Missions - never BP - with quality(/Game/Genesis2/CoreBlueprints/LootSets/LootItemSet_Missions_AllGenItems.Default__LootItemSet_Missions_AllGenItems_C) CONTENT: Missions - with BP - with quality(/Game/Genesis2/CoreBlueprints/LootSets/LootItemSet_Missions_AllGenItems.Default__LootItemSet_Missions_AllGenItems_C) CONTENT: Missions - with BP - no quality(/Game/Genesis2/CoreBlueprints/LootSets/LootItemSet_Missions_AllGenItems.Default__LootItemSet_Missions_AllGenItems_C) CONTENT: Missions - With Quantity(/Game/Genesis2/CoreBlueprints/LootSets/LootItemSet_Missions_AllGenItems.Default__LootItemSet_Missions_AllGenItems_C) LITERAL: RemovePlayerFromMission(/Game/Genesis2/Missions/ModularMission/Buff_Mission_Modular_Elimination.Buff_Mission_Modular_Elimination:BPAdjustStatusValueModification.K2Node_CallFunction_27305) LITERAL: Eliminated_Title(/Game/Genesis2/Missions/ModularMission/Buff_Mission_Modular_Elimination.Buff_Mission_Modular_Elimination:SendEliminationMissionAlert.K2Node_CallFunction_338947) LITERAL: Eliminated_Desc(/Game/Genesis2/Missions/ModularMission/Buff_Mission_Modular_Elimination.Buff_Mission_Modular_Elimination:SendEliminationMissionAlert.K2Node_MakeStruct_6699) CONTENT: EN(/Game/Genesis2/Missions/ModularMission/CompanionReactions/MissionModule_GenericCompReaction_MissionBossBeaten.Default__MissionModule_GenericCompReaction_MissionBossBeaten_C) CONTENT: EN(/Game/Genesis2/Missions/ModularMission/CompanionReactions/MissionModule_GenericCompReaction_MissionBossBeaten_RockwellResponse.Default__MissionModule_GenericCompReaction_MissionBossBeaten_RockwellResponse_C) CONTENT: EN(/Game/Genesis2/Missions/ModularMission/Mashup/ExperimentG/CompanionReactions/ExpG_Module_CompanionReaction_AdminRoomWellDefended.Default__ExpG_Module_CompanionReaction_AdminRoomWellDefended_C) CONTENT: EN(/Game/Genesis2/Missions/ModularMission/Mashup/ExperimentG/CompanionReactions/ExpG_Module_CompanionReaction_FindABackdoor.Default__ExpG_Module_CompanionReaction_FindABackdoor_C) CONTENT: EN(/Game/Genesis2/Missions/ModularMission/Mashup/ExperimentG/CompanionReactions/ExpG_Module_CompanionReaction_GetAdminAccess.Default__ExpG_Module_CompanionReaction_GetAdminAccess_C) CONTENT: EN(/Game/Genesis2/Missions/ModularMission/Mashup/ExperimentG/CompanionReactions/ExpG_Module_CompanionReaction_MissionStart.Default__ExpG_Module_CompanionReaction_MissionStart_C) CONTENT: EN(/Game/Genesis2/Missions/ModularMission/Mashup/ExperimentG/CompanionReactions/ExpG_Module_CompanionReaction_MissionSuccess.Default__ExpG_Module_CompanionReaction_MissionSuccess_C) CONTENT: EN(/Game/Genesis2/Missions/ModularMission/Mashup/ExperimentG/CompanionReactions/ExpG_Module_CompanionReaction_SaveTheBiopods.Default__ExpG_Module_CompanionReaction_SaveTheBiopods_C) CONTENT: EN(/Game/Genesis2/Missions/ModularMission/Mashup/ExperimentG/CompanionReactions/ExpG_Module_CompanionReaction_TheresTheBoss.Default__ExpG_Module_CompanionReaction_TheresTheBoss_C) CONTENT: EN(/Game/Genesis2/Missions/ModularMission/Mashup/ExperimentG/CompanionReactions/ExpG_Module_CompanionReaction_UseRoom2Terminals.Default__ExpG_Module_CompanionReaction_UseRoom2Terminals_C) CONTENT: Teleporting(/Engine/Transient.REINST_GEN2_Teleport_Buff_C_0) CONTENT: You are teleporting to the start of a mission!(/Engine/Transient.REINST_GEN2_Teleport_Buff_C_0) CONTENT: You are teleporting!(/Engine/Transient.REINST_GEN2_Teleport_Buff_C_0) LITERAL: TEST OWNER TELEPORTED(/Game/Genesis2/Missions/ModularMission/Buffs/GEN2_Teleport_Buff.GEN2_Teleport_Buff:BP_OnOwnerTeleported.K2Node_CallFunction_11993) CONTENT: Teleporting(/Engine/Transient.Default__REINST_GEN2_Teleport_Buff_C_47629) CONTENT: You are teleporting to the start of a mission!(/Engine/Transient.Default__REINST_GEN2_Teleport_Buff_C_47629) CONTENT: You are teleporting!(/Engine/Transient.Default__REINST_GEN2_Teleport_Buff_C_47629) CONTENT: Teleporting(/Engine/Transient.REINST_GEN2_Teleport_Buff_C_1) CONTENT: You are teleporting to the start of a mission!(/Engine/Transient.REINST_GEN2_Teleport_Buff_C_1) CONTENT: You are teleporting!(/Engine/Transient.REINST_GEN2_Teleport_Buff_C_1) CONTENT: Teleporting(/Engine/Transient.Default__REINST_GEN2_Teleport_Buff_C_47633) CONTENT: You are teleporting to the start of a mission!(/Engine/Transient.Default__REINST_GEN2_Teleport_Buff_C_47633) CONTENT: You are teleporting!(/Engine/Transient.Default__REINST_GEN2_Teleport_Buff_C_47633) CONTENT: Teleporting(/Game/Genesis2/Missions/ModularMission/Buffs/GEN2_Teleport_Buff.Default__GEN2_Teleport_Buff_C) CONTENT: You are teleporting to the start of a mission!(/Game/Genesis2/Missions/ModularMission/Buffs/GEN2_Teleport_Buff.Default__GEN2_Teleport_Buff_C) CONTENT: You are teleporting!(/Game/Genesis2/Missions/ModularMission/Buffs/GEN2_Teleport_Buff.Default__GEN2_Teleport_Buff_C) CONTENT: EN(/Game/Genesis2/Missions/ModularMission/CompanionReactions/MissionModule_GenericCompReaction_MissionStart_0.Default__MissionModule_GenericCompReaction_MissionStart_0_C) CONTENT: EN(/Game/Genesis2/Missions/ModularMission/CompanionReactions/MissionModule_GenericCompReaction_MissionStart_1.Default__MissionModule_GenericCompReaction_MissionStart_1_C) CONTENT: EN(/Game/Genesis2/Missions/ModularMission/CompanionReactions/MissionModule_GenericCompReaction_RockwellTaunt.Default__MissionModule_GenericCompReaction_RockwellTaunt_C) CONTENT: Modular (Base, v2)(/Engine/Transient.REINST_MissionType_ModularMission_Base_C_0) CONTENT: Base BP for the Modular Mission type, upgraded to be easier to increment on(/Engine/Transient.REINST_MissionType_ModularMission_Base_C_0) CONTENT: Waiting For Players(/Engine/Transient.REINST_MissionType_ModularMission_Base_C_0) LITERAL: Mission is in progress with another player.(/Game/Genesis2/Missions/ModularMission/MissionType_ModularMission_Base.MissionType_ModularMission_Base:BPStaticIsPlayerEligibleForMission.K2Node_VariableSet_180) LITERAL: Name {0} Bool {1} Tag {2} Compare {3}(/Game/Genesis2/Missions/ModularMission/MissionType_ModularMission_Base.MissionType_ModularMission_Base:BPStaticIsPlayerEligibleForMission.K2Node_FormatText_231) CONTENT: Modular (Base, v2)(/Engine/Transient.Default__REINST_MissionType_ModularMission_Base_C_47665) CONTENT: Base BP for the Modular Mission type, upgraded to be easier to increment on(/Engine/Transient.Default__REINST_MissionType_ModularMission_Base_C_47665) CONTENT: Waiting For Players(/Engine/Transient.Default__REINST_MissionType_ModularMission_Base_C_47665) LITERAL: Name {0} Bool {1} Tag {2} Compare {3}(/Game/Genesis2/Missions/ModularMission/MissionType_ModularMission_Base.MissionType_ModularMission_Base:EdGraph_152734.K2Node_CallFunction_384409) LITERAL: 0(/Game/Genesis2/Missions/ModularMission/MissionType_ModularMission_Base.MissionType_ModularMission_Base:EdGraph_152734.K2Node_MakeStruct_2996) LITERAL: 1(/Game/Genesis2/Missions/ModularMission/MissionType_ModularMission_Base.MissionType_ModularMission_Base:EdGraph_152734.K2Node_MakeStruct_2997) LITERAL: 2(/Game/Genesis2/Missions/ModularMission/MissionType_ModularMission_Base.MissionType_ModularMission_Base:EdGraph_152734.K2Node_MakeStruct_2998) LITERAL: 3(/Game/Genesis2/Missions/ModularMission/MissionType_ModularMission_Base.MissionType_ModularMission_Base:EdGraph_152734.K2Node_MakeStruct_2999) CONTENT: Modular (Base, v2)(/Engine/Transient.REINST_MissionType_ModularMission_Base_C_1) CONTENT: Base BP for the Modular Mission type, upgraded to be easier to increment on(/Engine/Transient.REINST_MissionType_ModularMission_Base_C_1) CONTENT: Waiting For Players(/Engine/Transient.REINST_MissionType_ModularMission_Base_C_1) CONTENT: Modular (Base, v2)(/Engine/Transient.Default__REINST_MissionType_ModularMission_Base_C_47669) CONTENT: Base BP for the Modular Mission type, upgraded to be easier to increment on(/Engine/Transient.Default__REINST_MissionType_ModularMission_Base_C_47669) CONTENT: Waiting For Players(/Engine/Transient.Default__REINST_MissionType_ModularMission_Base_C_47669) LITERAL: Name {0} Bool {1} Tag {2} Compare {3}(/Game/Genesis2/Missions/ModularMission/MissionType_ModularMission_Base.MissionType_ModularMission_Base:EdGraph_152771.K2Node_CallFunction_384429) LITERAL: 0(/Game/Genesis2/Missions/ModularMission/MissionType_ModularMission_Base.MissionType_ModularMission_Base:EdGraph_152771.K2Node_MakeStruct_3000) LITERAL: 1(/Game/Genesis2/Missions/ModularMission/MissionType_ModularMission_Base.MissionType_ModularMission_Base:EdGraph_152771.K2Node_MakeStruct_3001) LITERAL: 2(/Game/Genesis2/Missions/ModularMission/MissionType_ModularMission_Base.MissionType_ModularMission_Base:EdGraph_152771.K2Node_MakeStruct_3002) LITERAL: 3(/Game/Genesis2/Missions/ModularMission/MissionType_ModularMission_Base.MissionType_ModularMission_Base:EdGraph_152771.K2Node_MakeStruct_3003) CONTENT: Modular (Base, v2)(/Game/Genesis2/Missions/ModularMission/MissionType_ModularMission_Base.Default__MissionType_ModularMission_Base_C) CONTENT: Base BP for the Modular Mission type, upgraded to be easier to increment on(/Game/Genesis2/Missions/ModularMission/MissionType_ModularMission_Base.Default__MissionType_ModularMission_Base_C) CONTENT: Waiting For Players(/Game/Genesis2/Missions/ModularMission/MissionType_ModularMission_Base.Default__MissionType_ModularMission_Base_C) CONTENT: Title(/Engine/Transient.REINST_MissionModule_AddPlayersInRadiusToMission_Base_C_0) LITERAL: AddPlayers(/Game/Genesis2/Missions/ModularMission/MissionModule_AddPlayersInRadiusToMission_Base.MissionModule_AddPlayersInRadiusToMission_Base:HandleMissionModuleBegin.K2Node_CallFunction_224680) LITERAL: Max Players = {1} | Max Dinos Per Player = {2} | Mounts Only = {3}(/Game/Genesis2/Missions/ModularMission/MissionModule_AddPlayersInRadiusToMission_Base.MissionModule_AddPlayersInRadiusToMission_Base:GetModuleRequirementsMessage.K2Node_FormatText_276) LITERAL: Unlimited(/Game/Genesis2/Missions/ModularMission/MissionModule_AddPlayersInRadiusToMission_Base.MissionModule_AddPlayersInRadiusToMission_Base:GetModuleRequirementsMessage.K2Node_Select_555) LITERAL: False(/Game/Genesis2/Missions/ModularMission/MissionModule_AddPlayersInRadiusToMission_Base.MissionModule_AddPlayersInRadiusToMission_Base:GetModuleRequirementsMessage.K2Node_Select_0) LITERAL: True(/Game/Genesis2/Missions/ModularMission/MissionModule_AddPlayersInRadiusToMission_Base.MissionModule_AddPlayersInRadiusToMission_Base:GetModuleRequirementsMessage.K2Node_Select_0) LITERAL: Unlimited(/Game/Genesis2/Missions/ModularMission/MissionModule_AddPlayersInRadiusToMission_Base.MissionModule_AddPlayersInRadiusToMission_Base:GetModuleRequirementsMessage.K2Node_Select_557) CONTENT: Title(/Engine/Transient.Default__REINST_MissionModule_AddPlayersInRadiusToMission_Base_C_47676) LITERAL: Max Players = {1} | Max Dinos Per Player = {2} | Mounts Only = {3}(/Game/Genesis2/Missions/ModularMission/MissionModule_AddPlayersInRadiusToMission_Base.MissionModule_AddPlayersInRadiusToMission_Base:EdGraph_152799.K2Node_CallFunction_384493) LITERAL: 1(/Game/Genesis2/Missions/ModularMission/MissionModule_AddPlayersInRadiusToMission_Base.MissionModule_AddPlayersInRadiusToMission_Base:EdGraph_152799.K2Node_MakeStruct_3004) LITERAL: 2(/Game/Genesis2/Missions/ModularMission/MissionModule_AddPlayersInRadiusToMission_Base.MissionModule_AddPlayersInRadiusToMission_Base:EdGraph_152799.K2Node_MakeStruct_3005) LITERAL: 3(/Game/Genesis2/Missions/ModularMission/MissionModule_AddPlayersInRadiusToMission_Base.MissionModule_AddPlayersInRadiusToMission_Base:EdGraph_152799.K2Node_MakeStruct_3006) CONTENT: Title(/Engine/Transient.REINST_MissionModule_AddPlayersInRadiusToMission_Base_C_1) CONTENT: Title(/Engine/Transient.Default__REINST_MissionModule_AddPlayersInRadiusToMission_Base_C_47680) LITERAL: Max Players = {1} | Max Dinos Per Player = {2} | Mounts Only = {3}(/Game/Genesis2/Missions/ModularMission/MissionModule_AddPlayersInRadiusToMission_Base.MissionModule_AddPlayersInRadiusToMission_Base:EdGraph_152807.K2Node_CallFunction_384522) LITERAL: 1(/Game/Genesis2/Missions/ModularMission/MissionModule_AddPlayersInRadiusToMission_Base.MissionModule_AddPlayersInRadiusToMission_Base:EdGraph_152807.K2Node_MakeStruct_3007) LITERAL: 2(/Game/Genesis2/Missions/ModularMission/MissionModule_AddPlayersInRadiusToMission_Base.MissionModule_AddPlayersInRadiusToMission_Base:EdGraph_152807.K2Node_MakeStruct_3008) LITERAL: 3(/Game/Genesis2/Missions/ModularMission/MissionModule_AddPlayersInRadiusToMission_Base.MissionModule_AddPlayersInRadiusToMission_Base:EdGraph_152807.K2Node_MakeStruct_3009) CONTENT: Title(/Game/Genesis2/Missions/ModularMission/MissionModule_AddPlayersInRadiusToMission_Base.Default__MissionModule_AddPlayersInRadiusToMission_Base_C) CONTENT: ExperimentG_AddPlayers_Title(/Game/Genesis2/Missions/ModularMission/Mashup/ExperimentG/MissionModule_AddPlayersInRadiusToMission_ExperimentG.Default__MissionModule_AddPlayersInRadiusToMission_ExperimentG_C) CONTENT: VR Argentavis(/Engine/Transient.REINST_Argent_Character_BP_ExpG_C_0) CONTENT: VR Argentavis(/Engine/Transient.Default__REINST_Argent_Character_BP_ExpG_C_47699) CONTENT: VR Argentavis(/Engine/Transient.REINST_Argent_Character_BP_ExpG_C_1) CONTENT: VR Argentavis(/Engine/Transient.Default__REINST_Argent_Character_BP_ExpG_C_47703) CONTENT: VR Argentavis(/Game/Genesis2/Missions/ModularMission/Mashup/ExperimentG/DinosAndStructures/Argent_Character_BP_ExpG.Default__Argent_Character_BP_ExpG_C) CONTENT: VR Carnotaurus(/Engine/Transient.REINST_Carno_Character_BP_ExpG_C_0) CONTENT: VR Carnotaurus(/Engine/Transient.Default__REINST_Carno_Character_BP_ExpG_C_47710) CONTENT: VR Carnotaurus(/Engine/Transient.REINST_Carno_Character_BP_ExpG_C_1) CONTENT: VR Carnotaurus(/Engine/Transient.Default__REINST_Carno_Character_BP_ExpG_C_47714) CONTENT: VR Carnotaurus(/Game/Genesis2/Missions/ModularMission/Mashup/ExperimentG/DinosAndStructures/Carno_Character_BP_ExpG.Default__Carno_Character_BP_ExpG_C) CONTENT: VR Chalicotherium(/Engine/Transient.REINST_Chalico_Character_BP_ExpG_C_0) CONTENT: VR Chalicotherium(/Engine/Transient.Default__REINST_Chalico_Character_BP_ExpG_C_47721) CONTENT: VR Chalicotherium(/Engine/Transient.REINST_Chalico_Character_BP_ExpG_C_1) CONTENT: VR Chalicotherium(/Engine/Transient.Default__REINST_Chalico_Character_BP_ExpG_C_47725) CONTENT: VR Chalicotherium(/Game/Genesis2/Missions/ModularMission/Mashup/ExperimentG/DinosAndStructures/Chalico_Character_BP_ExpG.Default__Chalico_Character_BP_ExpG_C) CONTENT: Experimental Giganotosaurus(/Engine/Transient.REINST_Gigant_Character_BP_ExpG_C_0) LITERAL: SpawnTentacleProjs(/Game/Genesis2/Missions/ModularMission/Mashup/ExperimentG/DinosAndStructures/Gigant_Character_BP_ExpG.Gigant_Character_BP_ExpG:EventGraph.K2Node_CallFunction_240058) LITERAL: SpawnProjFX(/Game/Genesis2/Missions/ModularMission/Mashup/ExperimentG/DinosAndStructures/Gigant_Character_BP_ExpG.Gigant_Character_BP_ExpG:EventGraph.K2Node_CallFunction_521372) LITERAL: MissionForceRetarget(/Game/Genesis2/Missions/ModularMission/Mashup/ExperimentG/DinosAndStructures/Gigant_Character_BP_ExpG.Gigant_Character_BP_ExpG:EventGraph.K2Node_CallFunction_594638) LITERAL: MissionForceRetarget(/Game/Genesis2/Missions/ModularMission/Mashup/ExperimentG/DinosAndStructures/Gigant_Character_BP_ExpG.Gigant_Character_BP_ExpG:EventGraph.K2Node_CallFunction_587045) LITERAL: SpawnTentacleProjs(/Game/Genesis2/Missions/ModularMission/Mashup/ExperimentG/DinosAndStructures/Gigant_Character_BP_ExpG.Gigant_Character_BP_ExpG:BlueprintCanRiderAttack.K2Node_CallFunction_521372) LITERAL: SpawnTentacleProjs(/Game/Genesis2/Missions/ModularMission/Mashup/ExperimentG/DinosAndStructures/Gigant_Character_BP_ExpG.Gigant_Character_BP_ExpG:BlueprintCanRiderAttack.K2Node_CallFunction_314461) LITERAL: DissolveExComps(/Game/Genesis2/Missions/ModularMission/Mashup/ExperimentG/DinosAndStructures/Gigant_Character_BP_ExpG.Gigant_Character_BP_ExpG:BP_OnSetDeath.K2Node_CallFunction_439059) CONTENT: Experimental Giganotosaurus(/Engine/Transient.Default__REINST_Gigant_Character_BP_ExpG_C_47757) CONTENT: Experimental Giganotosaurus(/Engine/Transient.REINST_Gigant_Character_BP_ExpG_C_1) CONTENT: Experimental Giganotosaurus(/Engine/Transient.Default__REINST_Gigant_Character_BP_ExpG_C_47761) CONTENT: Experimental Giganotosaurus(/Game/Genesis2/Missions/ModularMission/Mashup/ExperimentG/DinosAndStructures/Gigant_Character_BP_ExpG.Default__Gigant_Character_BP_ExpG_C) CONTENT: VR Kaprosuchus(/Engine/Transient.REINST_Kaprosuchus_Character_BP_ExpG_C_0) CONTENT: VR Kaprosuchus(/Engine/Transient.Default__REINST_Kaprosuchus_Character_BP_ExpG_C_47768) CONTENT: VR Kaprosuchus(/Engine/Transient.REINST_Kaprosuchus_Character_BP_ExpG_C_1) CONTENT: VR Kaprosuchus(/Engine/Transient.Default__REINST_Kaprosuchus_Character_BP_ExpG_C_47772) CONTENT: VR Kaprosuchus(/Game/Genesis2/Missions/ModularMission/Mashup/ExperimentG/DinosAndStructures/Kaprosuchus_Character_BP_ExpG.Default__Kaprosuchus_Character_BP_ExpG_C) CONTENT: VR Megatherium(/Engine/Transient.REINST_Megatherium_Character_BP_ExpG_C_0) CONTENT: VR Megatherium(/Engine/Transient.Default__REINST_Megatherium_Character_BP_ExpG_C_47790) CONTENT: VR Megatherium(/Engine/Transient.REINST_Megatherium_Character_BP_ExpG_C_1) CONTENT: VR Megatherium(/Engine/Transient.Default__REINST_Megatherium_Character_BP_ExpG_C_47794) CONTENT: VR Megatherium(/Game/Genesis2/Missions/ModularMission/Mashup/ExperimentG/DinosAndStructures/Megatherium_Character_BP_ExpG.Default__Megatherium_Character_BP_ExpG_C) CONTENT: VR Pachy(/Engine/Transient.REINST_Pachy_Character_BP_ExpG_C_0) CONTENT: VR Pachy(/Engine/Transient.Default__REINST_Pachy_Character_BP_ExpG_C_47812) CONTENT: VR Pachy(/Engine/Transient.REINST_Pachy_Character_BP_ExpG_C_1) CONTENT: VR Pachy(/Engine/Transient.Default__REINST_Pachy_Character_BP_ExpG_C_47816) CONTENT: VR Pachy(/Game/Genesis2/Missions/ModularMission/Mashup/ExperimentG/DinosAndStructures/Pachy_Character_BP_ExpG.Default__Pachy_Character_BP_ExpG_C) CONTENT: VR Parasaur(/Engine/Transient.REINST_Para_Character_BP_ExpG_C_0) CONTENT: VR Parasaur(/Engine/Transient.Default__REINST_Para_Character_BP_ExpG_C_47823) CONTENT: VR Parasaur(/Engine/Transient.REINST_Para_Character_BP_ExpG_C_1) CONTENT: VR Parasaur(/Engine/Transient.Default__REINST_Para_Character_BP_ExpG_C_47827) CONTENT: VR Parasaur(/Game/Genesis2/Missions/ModularMission/Mashup/ExperimentG/DinosAndStructures/Para_Character_BP_ExpG.Default__Para_Character_BP_ExpG_C) CONTENT: VR Raptor(/Engine/Transient.REINST_Raptor_Character_BP_ExpG_C_0) CONTENT: VR Raptor(/Engine/Transient.Default__REINST_Raptor_Character_BP_ExpG_C_47834) CONTENT: VR Raptor(/Engine/Transient.REINST_Raptor_Character_BP_ExpG_C_1) CONTENT: VR Raptor(/Engine/Transient.Default__REINST_Raptor_Character_BP_ExpG_C_47838) CONTENT: VR Raptor(/Game/Genesis2/Missions/ModularMission/Mashup/ExperimentG/DinosAndStructures/Raptor_Character_BP_ExpG.Default__Raptor_Character_BP_ExpG_C) CONTENT: VR Rex(/Engine/Transient.REINST_Rex_Character_BP_ExpG_C_0) CONTENT: VR Rex(/Engine/Transient.Default__REINST_Rex_Character_BP_ExpG_C_47845) CONTENT: VR Rex(/Engine/Transient.REINST_Rex_Character_BP_ExpG_C_1) CONTENT: VR Rex(/Engine/Transient.Default__REINST_Rex_Character_BP_ExpG_C_47849) CONTENT: VR Rex(/Game/Genesis2/Missions/ModularMission/Mashup/ExperimentG/DinosAndStructures/Rex_Character_BP_ExpG.Default__Rex_Character_BP_ExpG_C) CONTENT: VR Tapejara(/Engine/Transient.REINST_Tapejara_Character_BP_ExpG_C_0) CONTENT: VR Tapejara(/Engine/Transient.Default__REINST_Tapejara_Character_BP_ExpG_C_47867) CONTENT: VR Tapejara(/Engine/Transient.REINST_Tapejara_Character_BP_ExpG_C_1) CONTENT: VR Tapejara(/Engine/Transient.Default__REINST_Tapejara_Character_BP_ExpG_C_47871) CONTENT: VR Tapejara(/Game/Genesis2/Missions/ModularMission/Mashup/ExperimentG/DinosAndStructures/Tapejara_Character_BP_ExpG.Default__Tapejara_Character_BP_ExpG_C) CONTENT: VR Terror Bird(/Engine/Transient.REINST_TerrorBird_Character_BP_ExpG_C_0) CONTENT: VR Terror Bird(/Engine/Transient.Default__REINST_TerrorBird_Character_BP_ExpG_C_47878) CONTENT: VR Terror Bird(/Engine/Transient.REINST_TerrorBird_Character_BP_ExpG_C_1) CONTENT: VR Terror Bird(/Engine/Transient.Default__REINST_TerrorBird_Character_BP_ExpG_C_47882) CONTENT: VR Terror Bird(/Game/Genesis2/Missions/ModularMission/Mashup/ExperimentG/DinosAndStructures/TerrorBird_Character_BP_ExpG.Default__TerrorBird_Character_BP_ExpG_C) CONTENT: Code Red(/Engine/Transient.REINST_MissionType_ModularMission_ExperimentG_C_0) CONTENT: Hack into the genomic archive to stop Rockwell from corrupting the creature files, and prevent his vengeful supervirus from re-hacking the system!(/Engine/Transient.REINST_MissionType_ModularMission_ExperimentG_C_0) CONTENT: Waiting For Players(/Engine/Transient.REINST_MissionType_ModularMission_ExperimentG_C_0) CONTENT: Get Ready!(/Engine/Transient.REINST_MissionType_ModularMission_ExperimentG_C_0) CONTENT: Waiting to add players to mission...(/Engine/Transient.REINST_MissionType_ModularMission_ExperimentG_C_0) CONTENT: Proceed(/Engine/Transient.REINST_MissionType_ModularMission_ExperimentG_C_0) CONTENT: Biopod(/Engine/Transient.REINST_MissionType_ModularMission_ExperimentG_C_0) CONTENT: Biopods Remaining(/Engine/Transient.REINST_MissionType_ModularMission_ExperimentG_C_0) CONTENT: A Biopod was destroyed!(/Engine/Transient.REINST_MissionType_ModularMission_ExperimentG_C_0) CONTENT: Mission Alert(/Engine/Transient.REINST_MissionType_ModularMission_ExperimentG_C_0) CONTENT: Terminal(/Engine/Transient.REINST_MissionType_ModularMission_ExperimentG_C_0) CONTENT: Terminals Activated(/Engine/Transient.REINST_MissionType_ModularMission_ExperimentG_C_0) CONTENT: Door Power(/Engine/Transient.REINST_MissionType_ModularMission_ExperimentG_C_0) CONTENT: Reaper Biopod(/Engine/Transient.REINST_MissionType_ModularMission_ExperimentG_C_0) CONTENT: Enemies Killed(/Engine/Transient.REINST_MissionType_ModularMission_ExperimentG_C_0) CONTENT: Enemies Killed(/Engine/Transient.REINST_MissionType_ModularMission_ExperimentG_C_0) CONTENT: Override(/Engine/Transient.REINST_MissionType_ModularMission_ExperimentG_C_0) CONTENT: Security System Hacked(/Engine/Transient.REINST_MissionType_ModularMission_ExperimentG_C_0) CONTENT: You have taken control of the Hangar doors, elevator and turrets!(/Engine/Transient.REINST_MissionType_ModularMission_ExperimentG_C_0) CONTENT: Dino Backup!(/Engine/Transient.REINST_MissionType_ModularMission_ExperimentG_C_0) CONTENT: The cured creatures have joined you in battle!(/Engine/Transient.REINST_MissionType_ModularMission_ExperimentG_C_0) CONTENT: Anti-Corruption Complete!(/Engine/Transient.REINST_MissionType_ModularMission_ExperimentG_C_0) CONTENT: Some biopods were uncorrupted! The creatures you cured will remember this!(/Engine/Transient.REINST_MissionType_ModularMission_ExperimentG_C_0) CONTENT: Anti-Corruption Incomplete!(/Engine/Transient.REINST_MissionType_ModularMission_ExperimentG_C_0) CONTENT: The biopods were all destroyed before the creatures could be fully cured!(/Engine/Transient.REINST_MissionType_ModularMission_ExperimentG_C_0) CONTENT: Hangar Security Terminal(/Engine/Transient.REINST_MissionType_ModularMission_ExperimentG_C_0) CONTENT: Clear the Control Room(/Engine/Transient.REINST_MissionType_ModularMission_ExperimentG_C_0) CONTENT: Security Guards Killed(/Engine/Transient.REINST_MissionType_ModularMission_ExperimentG_C_0) CONTENT: Control Room(/Engine/Transient.REINST_MissionType_ModularMission_ExperimentG_C_0) CONTENT: Override the Security Terminal(/Engine/Transient.REINST_MissionType_ModularMission_ExperimentG_C_0) CONTENT: Override(/Engine/Transient.REINST_MissionType_ModularMission_ExperimentG_C_0) CONTENT: Regroup(/Engine/Transient.REINST_MissionType_ModularMission_ExperimentG_C_0) CONTENT: Protect the Biopods(/Engine/Transient.REINST_MissionType_ModularMission_ExperimentG_C_0) CONTENT: Make your way through the simulation and save the Biopods from Rockwell's viruses(/Engine/Transient.REINST_MissionType_ModularMission_ExperimentG_C_0) CONTENT: Bypass the firewall(/Engine/Transient.REINST_MissionType_ModularMission_ExperimentG_C_0) CONTENT: Find your way to the admin access room(/Engine/Transient.REINST_MissionType_ModularMission_ExperimentG_C_0) CONTENT: Defeat the antivirus drones(/Engine/Transient.REINST_MissionType_ModularMission_ExperimentG_C_0) CONTENT: You can't get admin access with antivirus protocols active(/Engine/Transient.REINST_MissionType_ModularMission_ExperimentG_C_0) CONTENT: Gain admin access(/Engine/Transient.REINST_MissionType_ModularMission_ExperimentG_C_0) CONTENT: Use the terminal so HLN-A can unlock your admin priviledges(/Engine/Transient.REINST_MissionType_ModularMission_ExperimentG_C_0) CONTENT: Destroy Rockwell's viruses before all the biopod control systems are infected(/Engine/Transient.REINST_MissionType_ModularMission_ExperimentG_C_0) CONTENT: Purge the final virus(/Engine/Transient.REINST_MissionType_ModularMission_ExperimentG_C_0) CONTENT: Use admin terminals to drop Rockwell's firewalls between you and the Bioreactor Controller(/Engine/Transient.REINST_MissionType_ModularMission_ExperimentG_C_0) CONTENT: Defeat Rockwell's super-virus to restore the Bioreactor(/Engine/Transient.REINST_MissionType_ModularMission_ExperimentG_C_0) CONTENT: Eliminated!(/Engine/Transient.REINST_MissionType_ModularMission_ExperimentG_C_0) CONTENT: Vitals critical: Simulation Desynchronizing...(/Engine/Transient.REINST_MissionType_ModularMission_ExperimentG_C_0) CONTENT: Turrets(/Engine/Transient.REINST_MissionType_ModularMission_ExperimentG_C_0) CONTENT: You can claim any turrets you don't destroy if you make it to the control room!(/Engine/Transient.REINST_MissionType_ModularMission_ExperimentG_C_0) CONTENT: Deactivate the Biopod!(/Engine/Transient.REINST_MissionType_ModularMission_ExperimentG_C_0) CONTENT: Defend the Biopods as they uncorrupt(/Engine/Transient.REINST_MissionType_ModularMission_ExperimentG_C_0) LITERAL: [Horde Dino Spawner] TriggerKey = (/Game/Genesis2/Missions/ModularMission/MissionServerSidePoint_ModularMission.MissionServerSidePoint_ModularMission:UserConstructionScript.K2Node_CallFunction_153255) LITERAL: Horde mission dino spawner overlapping with world geometry!(/Game/Genesis2/Missions/ModularMission/MissionServerSidePoint_ModularMission.MissionServerSidePoint_ModularMission:BPCheckForErrors.K2Node_MakeStruct_6101) CONTENT: Title(/Engine/Transient.REINST_MissionModule_zSubmodule_TeleportPlayers_Base_C_0) LITERAL: TriggerHandleMissionModuleBegin(/Game/Genesis2/Missions/ModularMission/MissionModule_zSubmodule_TeleportPlayers_Base.MissionModule_zSubmodule_TeleportPlayers_Base:HandleMissionModuleBegin.K2Node_CallFunction_359450) CONTENT: Title(/Engine/Transient.Default__REINST_MissionModule_zSubmodule_TeleportPlayers_Base_C_47896) CONTENT: Title(/Engine/Transient.REINST_MissionModule_zSubmodule_TeleportPlayers_Base_C_1) CONTENT: Teleporting(/Game/Genesis2/Missions/ModularMission/Mashup/ExperimentG/SubclassesAndSubmodules/MissionModule_zSubmodule_TeleportPlayers_ExperimentG.Default__MissionModule_zSubmodule_TeleportPlayers_ExperimentG_C) CONTENT: Terminal(/Engine/Transient.REINST_PrimalStructure_AssaultTerminal_C_0) CONTENT: Terminal(/Engine/Transient.Default__REINST_PrimalStructure_AssaultTerminal_C_47941) CONTENT: Terminal(/Engine/Transient.REINST_PrimalStructure_AssaultTerminal_C_1) CONTENT: Assault(/Engine/Transient.REINST_MissionModule_zSubmodule_Assault_C_0) LITERAL: CheckRemoveIndicator(/Game/Genesis2/Missions/ModularMission/Assault/MissionModule_zSubmodule_Assault.MissionModule_zSubmodule_Assault:SpawnAssaultStructuresFromInfo.K2Node_CallFunction_403755) LITERAL: CheckRemoveIndicator(/Game/Genesis2/Missions/ModularMission/Assault/MissionModule_zSubmodule_Assault.MissionModule_zSubmodule_Assault:CheckRemoveIndicator.K2Node_CallFunction_711827) CONTENT: Assault(/Engine/Transient.Default__REINST_MissionModule_zSubmodule_Assault_C_47948) CONTENT: Assault(/Engine/Transient.REINST_MissionModule_zSubmodule_Assault_C_1) CONTENT: Turn On(/Engine/Transient.REINST_PrimalStructureTurret_Assault_Tek_C_0) CONTENT: Turn Off(/Engine/Transient.REINST_PrimalStructureTurret_Assault_Tek_C_0) CONTENT: Tek Turret(/Engine/Transient.REINST_PrimalStructureTurret_Assault_Tek_C_0) CONTENT: Turn On(/Engine/Transient.Default__REINST_PrimalStructureTurret_Assault_Tek_C_47976) CONTENT: Turn Off(/Engine/Transient.Default__REINST_PrimalStructureTurret_Assault_Tek_C_47976) CONTENT: Tek Turret(/Engine/Transient.Default__REINST_PrimalStructureTurret_Assault_Tek_C_47976) CONTENT: Turn On(/Engine/Transient.REINST_PrimalStructureTurret_Assault_Tek_C_1) CONTENT: Turn Off(/Engine/Transient.REINST_PrimalStructureTurret_Assault_Tek_C_1) CONTENT: Tek Turret(/Engine/Transient.REINST_PrimalStructureTurret_Assault_Tek_C_1) CONTENT: Override Hangar Security System(/Engine/Transient.REINST_PrimalStructure_AssaultTerminal_ExperimentG_C_0) CONTENT: Override Hangar Security System(/Engine/Transient.Default__REINST_PrimalStructure_AssaultTerminal_ExperimentG_C_47992) CONTENT: Override Hangar Security System(/Engine/Transient.REINST_PrimalStructure_AssaultTerminal_ExperimentG_C_1) CONTENT: Kill_0_Title(/Engine/Transient.REINST_MissionModule_zSubmodule_MissionAlert_Base_C_0) CONTENT: Kill_0_Title(/Engine/Transient.Default__REINST_MissionModule_zSubmodule_MissionAlert_Base_C_48008) CONTENT: Kill_0_Title(/Engine/Transient.REINST_MissionModule_zSubmodule_MissionAlert_Base_C_1) CONTENT: ExpG_TurretHint_Title(/Game/Genesis2/Missions/ModularMission/Mashup/ExperimentG/SubclassesAndSubmodules/MissionModule_zSubmodule_MissionAlert_ExpGTurretHint.Default__MissionModule_zSubmodule_MissionAlert_ExpGTurretHint_C) CONTENT: ExpG_TurretHint_Message(/Game/Genesis2/Missions/ModularMission/Mashup/ExperimentG/SubclassesAndSubmodules/MissionModule_zSubmodule_MissionAlert_ExpGTurretHint.Default__MissionModule_zSubmodule_MissionAlert_ExpGTurretHint_C) CONTENT: Kill_0_Title(/Engine/Transient.REINST_MissionModule_zSubmodule_SpawnCreatures_Base_C_0) LITERAL: Trigger_RespawnCreatures(/Game/Genesis2/Missions/ModularMission/MissionModule_zSubmodule_SpawnCreatures_Base.MissionModule_zSubmodule_SpawnCreatures_Base:EventGraph.K2Node_CallFunction_151584) LITERAL: CheckForcedTarget(/Game/Genesis2/Missions/ModularMission/MissionModule_zSubmodule_SpawnCreatures_Base.MissionModule_zSubmodule_SpawnCreatures_Base:EventGraph.K2Node_CallFunction_259285) LITERAL: Trigger_RespawnCreatures(/Game/Genesis2/Missions/ModularMission/MissionModule_zSubmodule_SpawnCreatures_Base.MissionModule_zSubmodule_SpawnCreatures_Base:HandleMissionModuleBegin.K2Node_CallFunction_151584) LITERAL: CheckForcedTarget(/Game/Genesis2/Missions/ModularMission/MissionModule_zSubmodule_SpawnCreatures_Base.MissionModule_zSubmodule_SpawnCreatures_Base:ForceTargets.K2Node_CallFunction_259285) CONTENT: Kill_0_Title(/Engine/Transient.Default__REINST_MissionModule_zSubmodule_SpawnCreatures_Base_C_48016) CONTENT: Kill_0_Title(/Engine/Transient.REINST_MissionModule_zSubmodule_SpawnCreatures_Base_C_1) CONTENT: VR Pulmonoscorpius(/Engine/Transient.REINST_Scorpion_Character_BP_ExpG_C_0) CONTENT: VR Pulmonoscorpius(/Engine/Transient.Default__REINST_Scorpion_Character_BP_ExpG_C_48030) CONTENT: VR Pulmonoscorpius(/Engine/Transient.REINST_Scorpion_Character_BP_ExpG_C_1) CONTENT: VR Onyc(/Engine/Transient.REINST_Bat_Character_BP_ExpG_C_0) CONTENT: VR Onyc(/Engine/Transient.Default__REINST_Bat_Character_BP_ExpG_C_48044) CONTENT: VR Onyc(/Engine/Transient.REINST_Bat_Character_BP_ExpG_C_1) CONTENT: VR Araneo(/Engine/Transient.REINST_SpiderS_Character_BP_ExpG_C_0) CONTENT: VR Araneo(/Engine/Transient.Default__REINST_SpiderS_Character_BP_ExpG_C_48051) CONTENT: VR Araneo(/Engine/Transient.REINST_SpiderS_Character_BP_ExpG_C_1) CONTENT: VR Lymantria(/Engine/Transient.REINST_Moth_Character_BP_ExpG_C_0) CONTENT: VR Lymantria(/Engine/Transient.Default__REINST_Moth_Character_BP_ExpG_C_48073) CONTENT: VR Lymantria(/Engine/Transient.REINST_Moth_Character_BP_ExpG_C_1) CONTENT: Shooting Gallery Turret(/Engine/Transient.REINST_StructureTurretMinigun_ShootingGallery_C_0) CONTENT: Shooting Gallery Turret(/Engine/Transient.Default__REINST_StructureTurretMinigun_ShootingGallery_C_48096) CONTENT: Shooting Gallery Turret(/Engine/Transient.REINST_StructureTurretMinigun_ShootingGallery_C_1) CONTENT: Kill_0_Title(/Engine/Transient.REINST_MissionModule_zSubmodule_SpawnStructures_Base_C_0) CONTENT: Kill_0_Title(/Engine/Transient.Default__REINST_MissionModule_zSubmodule_SpawnStructures_Base_C_48103) CONTENT: Kill_0_Title(/Engine/Transient.REINST_MissionModule_zSubmodule_SpawnStructures_Base_C_1) LITERAL: CallElevatorToEndOfTrack(/Game/Genesis2/Missions/ModularMission/Structures/MissionModule_zSubmodule_SpawnStructures_DynamicElevator.MissionModule_zSubmodule_SpawnStructures_DynamicElevator:HandleMissionModuleBegin.K2Node_CallFunction_396136) CONTENT: Poisoned(/Engine/Transient.REINST_Buff_PoisonGrenade_MissionExplosive_C_0) CONTENT: Your Speed & Stamina are decreasing, and your Torpidity is increasing!(/Engine/Transient.REINST_Buff_PoisonGrenade_MissionExplosive_C_0) CONTENT: Poisoned(/Engine/Transient.Default__REINST_Buff_PoisonGrenade_MissionExplosive_C_48184) CONTENT: Your Speed & Stamina are decreasing, and your Torpidity is increasing!(/Engine/Transient.Default__REINST_Buff_PoisonGrenade_MissionExplosive_C_48184) CONTENT: Poisoned(/Engine/Transient.REINST_Buff_PoisonGrenade_MissionExplosive_C_1) CONTENT: Your Speed & Stamina are decreasing, and your Torpidity is increasing!(/Engine/Transient.REINST_Buff_PoisonGrenade_MissionExplosive_C_1) CONTENT: Sleep(/Engine/Transient.REINST_Buff_Mission_ExpG_SleepWildDino_C_0) CONTENT: Sets Wild Dinos to fell asleep for buff duration.(/Engine/Transient.REINST_Buff_Mission_ExpG_SleepWildDino_C_0) CONTENT: Sleep(/Engine/Transient.Default__REINST_Buff_Mission_ExpG_SleepWildDino_C_48207) CONTENT: Sets Wild Dinos to fell asleep for buff duration.(/Engine/Transient.Default__REINST_Buff_Mission_ExpG_SleepWildDino_C_48207) CONTENT: Sleep(/Engine/Transient.REINST_Buff_Mission_ExpG_SleepWildDino_C_1) CONTENT: Sets Wild Dinos to fell asleep for buff duration.(/Engine/Transient.REINST_Buff_Mission_ExpG_SleepWildDino_C_1) LITERAL: ClientTick(/Game/Genesis2/Environment/Hazards/VentFanGeyser/PrimalStructure_VentFan.PrimalStructure_VentFan:BPTriggerStasisEvent.K2Node_CallFunction_230459) LITERAL: ServerTick(/Game/Genesis2/Environment/Hazards/VentFanGeyser/PrimalStructure_VentFan.PrimalStructure_VentFan:BPTriggerStasisEvent.K2Node_CallFunction_230460) LITERAL: ServerTick(/Game/Genesis2/Environment/Hazards/VentFanGeyser/PrimalStructure_VentFan.PrimalStructure_VentFan:BPUnstasis.K2Node_CallFunction_229714) LITERAL: ServerTick(/Game/Genesis2/Environment/Hazards/VentFanGeyser/PrimalStructure_VentFan.PrimalStructure_VentFan:BPUnstasis.K2Node_CallFunction_278259) LITERAL: ClientTick(/Game/Genesis2/Environment/Hazards/VentFanGeyser/PrimalStructure_VentFan.PrimalStructure_VentFan:ClientTick.K2Node_CallFunction_225560) LITERAL: ServerTick(/Game/Genesis2/Environment/Hazards/VentFanGeyser/PrimalStructure_VentFan.PrimalStructure_VentFan:EventGraph.K2Node_CallFunction_252903) LITERAL: ServerTick(/Game/Genesis2/Environment/Hazards/VentFanGeyser/PrimalStructure_VentFan.PrimalStructure_VentFan:EventGraph.K2Node_CallFunction_278259) LITERAL: ServerTick(/Game/Genesis2/Environment/Hazards/VentFanGeyser/PrimalStructure_VentFan.PrimalStructure_VentFan:ServerTick.K2Node_CallFunction_274979) LITERAL: ServerTick(/Game/Genesis2/Environment/Hazards/VentFanGeyser/PrimalStructure_VentFan.PrimalStructure_VentFan:ServerTick.K2Node_CallFunction_275453) LITERAL: ServerTick(/Game/Genesis2/Environment/Hazards/VentFanGeyser/PrimalStructure_VentFan.PrimalStructure_VentFan:ServerTick.K2Node_CallFunction_275569) LITERAL: ClientTick(/Game/Genesis2/Environment/Hazards/VentFanGeyser/PrimalStructure_VentFan.PrimalStructure_VentFan:UpdateIsActive.K2Node_CallFunction_225560) LITERAL: x={x}, y={y}, z={z}(/Game/Genesis2/Environment/Hazards/VentFanGeyser/BP_VentFanGeyser_New.BP_VentFanGeyser_New:IsCharacterInGeyser.K2Node_FormatText_25) LITERAL: x={x}, y={y}, z={z}(/Game/Genesis2/Environment/Hazards/VentFanGeyser/BP_VentFanGeyser_New.BP_VentFanGeyser_New:EdGraph_154151.K2Node_CallFunction_385676) LITERAL: x(/Game/Genesis2/Environment/Hazards/VentFanGeyser/BP_VentFanGeyser_New.BP_VentFanGeyser_New:EdGraph_154151.K2Node_MakeStruct_3010) LITERAL: y(/Game/Genesis2/Environment/Hazards/VentFanGeyser/BP_VentFanGeyser_New.BP_VentFanGeyser_New:EdGraph_154151.K2Node_MakeStruct_3011) LITERAL: z(/Game/Genesis2/Environment/Hazards/VentFanGeyser/BP_VentFanGeyser_New.BP_VentFanGeyser_New:EdGraph_154151.K2Node_MakeStruct_3012) CONTENT: Biopod Hangar(/Engine/Transient.REINST_MissionModule_Checkpoints_ExperimentG_C1_C_0) CONTENT: Biopod Hangar(/Engine/Transient.Default__REINST_MissionModule_Checkpoints_ExperimentG_C1_C_48346) CONTENT: Biopod Hangar(/Engine/Transient.REINST_MissionModule_Checkpoints_ExperimentG_C1_C_1) CONTENT: Kill_0_Title(/Engine/Transient.REINST_MissionModule_zSubmodule_AddSpecialWorldIndicator_Base_C_0) CONTENT: Kill_0_Title(/Engine/Transient.Default__REINST_MissionModule_zSubmodule_AddSpecialWorldIndicator_Base_C_48383) CONTENT: Kill_0_Title(/Engine/Transient.REINST_MissionModule_zSubmodule_AddSpecialWorldIndicator_Base_C_1) CONTENT: Kill_Title_ExpG_ControlRoom(/Engine/Transient.REINST_MissionModule_Kill_ExpG_ControlRoom_C_0) LITERAL: Trigger_RespawnCreatures(/Game/Genesis2/Missions/ModularMission/Mashup/ExperimentG/SubclassesAndSubmodules/MissionModule_Kill_ExpG_ControlRoom.MissionModule_Kill_ExpG_ControlRoom:HandleMissionDinoDied.K2Node_CallFunction_295491) LITERAL: Trigger_RespawnCreatures(/Game/Genesis2/Missions/ModularMission/Mashup/ExperimentG/SubclassesAndSubmodules/MissionModule_Kill_ExpG_ControlRoom.MissionModule_Kill_ExpG_ControlRoom:HandleMissionDinoDied.K2Node_CallFunction_151584) LITERAL: Mission_ExpG (ControlRoom) - No additional defenders would've been spawned!(/Game/Genesis2/Missions/ModularMission/Mashup/ExperimentG/SubclassesAndSubmodules/MissionModule_Kill_ExpG_ControlRoom.MissionModule_Kill_ExpG_ControlRoom:HandleMissionDinoDied.K2Node_CallFunction_556410) CONTENT: Kill_Title_ExpG_ControlRoom(/Engine/Transient.Default__REINST_MissionModule_Kill_ExpG_ControlRoom_C_48398) CONTENT: Kill_Title_ExpG_ControlRoom(/Engine/Transient.REINST_MissionModule_Kill_ExpG_ControlRoom_C_1) CONTENT: Kill_0_Title(/Engine/Transient.REINST_MissionModule_zSubmodule_RemoveSpecialWorldIndicator_Base_C_0) CONTENT: Kill_0_Title(/Engine/Transient.Default__REINST_MissionModule_zSubmodule_RemoveSpecialWorldIndicator_Base_C_48405) CONTENT: Kill_0_Title(/Engine/Transient.REINST_MissionModule_zSubmodule_RemoveSpecialWorldIndicator_Base_C_1) CONTENT: Wait_Title(/Game/Genesis2/Missions/ModularMission/MissionModule_Wait.Default__MissionModule_Wait_C) CONTENT: Wait_Title_ExpG_ControlRoom(/Engine/Transient.REINST_MissionModule_Wait_ExpG_ControlRoom_C_0) CONTENT: Wait_Title_ExpG_ControlRoom(/Engine/Transient.Default__REINST_MissionModule_Wait_ExpG_ControlRoom_C_48414) CONTENT: Wait_Title_ExpG_ControlRoom(/Engine/Transient.REINST_MissionModule_Wait_ExpG_ControlRoom_C_1) CONTENT: ExpG_ControlOverrride_Title(/Game/Genesis2/Missions/ModularMission/Mashup/ExperimentG/SubclassesAndSubmodules/MissionModule_zSubmodule_MissionAlert_ExpGControl.Default__MissionModule_zSubmodule_MissionAlert_ExpGControl_C) CONTENT: ExpG_ControlOverrride_Message(/Game/Genesis2/Missions/ModularMission/Mashup/ExperimentG/SubclassesAndSubmodules/MissionModule_zSubmodule_MissionAlert_ExpGControl.Default__MissionModule_zSubmodule_MissionAlert_ExpGControl_C) CONTENT: Containment Area Entrance(/Engine/Transient.REINST_MissionModule_Checkpoints_ExperimentG_C2_C_0) LITERAL: AlarmActivate(/Game/Genesis2/Missions/ModularMission/Mashup/ExperimentG/SubclassesAndSubmodules/MissionModule_Checkpoints_ExperimentG_C2.MissionModule_Checkpoints_ExperimentG_C2:HandleMissionModuleBegin.K2Node_CallFunction_856795) CONTENT: Containment Area Entrance(/Engine/Transient.Default__REINST_MissionModule_Checkpoints_ExperimentG_C2_C_48446) CONTENT: Containment Area Entrance(/Engine/Transient.REINST_MissionModule_Checkpoints_ExperimentG_C2_C_1) LITERAL: TimedMissionModuleEndCheck(/Game/Genesis2/Missions/ModularMission/MissionModule_Regroup.MissionModule_Regroup:UpdateCharactersRegrouped.K2Node_CallFunction_169997) LITERAL: TimedMissionModuleEndCheck(/Game/Genesis2/Missions/ModularMission/MissionModule_Regroup.MissionModule_Regroup:UpdateCharactersRegrouped.K2Node_CallFunction_171599) LITERAL: TimedMissionModuleEndCheck(/Game/Genesis2/Missions/ModularMission/MissionModule_Regroup.MissionModule_Regroup:UpdateCharactersRegrouped.K2Node_CallFunction_171797) LITERAL: TimedMissionModuleEndCheck(/Game/Genesis2/Missions/ModularMission/MissionModule_Regroup.MissionModule_Regroup:UpdateCharactersRegrouped.K2Node_CallFunction_696140) LITERAL: TimedMissionModuleEndCheck(/Game/Genesis2/Missions/ModularMission/MissionModule_Regroup.MissionModule_Regroup:GetModuleRequirementsMessage.K2Node_CallFunction_638465) LITERAL: TimedMissionModuleEndCheck(/Game/Genesis2/Missions/ModularMission/MissionModule_Regroup.MissionModule_Regroup:GetModuleRequirementsMessage.K2Node_CallFunction_639387) CONTENT: Containment Area Entrance(/Engine/Transient.REINST_MissionModule_Regroup_ExpG_Room1_C_0) LITERAL: DestroyBlocker(/Game/Genesis2/Missions/ModularMission/Mashup/ExperimentG/SubclassesAndSubmodules/MissionModule_Regroup_ExpG_Room1.MissionModule_Regroup_ExpG_Room1:HandleMissionModuleBegin.K2Node_CallFunction_197943) CONTENT: Containment Area Entrance(/Engine/Transient.Default__REINST_MissionModule_Regroup_ExpG_Room1_C_48470) CONTENT: Containment Area Entrance(/Engine/Transient.REINST_MissionModule_Regroup_ExpG_Room1_C_1) LITERAL: N/A(/Game/Genesis2/Missions/ModularMission/Mashup/ExperimentG/MissionType_ModularMission_ExperimentG.MissionType_ModularMission_ExperimentG:BPGetMissionTimerText.K2Node_CallFunction_1260476) LITERAL: HotspotDecay(/Game/Genesis2/Missions/ModularMission/Hotspot/PrimalStructure_Hotspot_Interactable.PrimalStructure_Hotspot_Interactable:EventGraph.K2Node_CallFunction_545629) LITERAL: RefreshEnemyTargets(/Game/Genesis2/Missions/ModularMission/Hotspot/PrimalStructure_Hotspot_Interactable.PrimalStructure_Hotspot_Interactable:ChangeHotspotState.K2Node_CallFunction_370386) LITERAL: DoModuleEvaluation(/Game/Genesis2/Missions/ModularMission/MissionModule_Hotspot_Base.MissionModule_Hotspot_Base:HandleMissionModuleBegin.K2Node_CallFunction_160697) LITERAL: TriggerRandomEventChance(/Game/Genesis2/Missions/ModularMission/MissionModule_Hotspot_Base.MissionModule_Hotspot_Base:HandleMissionModuleBegin.K2Node_CallFunction_376358) LITERAL: RespawnHotspotDinos(/Game/Genesis2/Missions/ModularMission/MissionModule_Hotspot_Base.MissionModule_Hotspot_Base:HandleMissionModuleBegin.K2Node_CallFunction_469779) LITERAL: RespawnHotspotDinos(/Game/Genesis2/Missions/ModularMission/MissionModule_Hotspot_Base.MissionModule_Hotspot_Base:HandleMissionModuleBegin.K2Node_CallFunction_472018) LITERAL: DoModuleEvaluation(/Game/Genesis2/Missions/ModularMission/MissionModule_Hotspot_Base.MissionModule_Hotspot_Base:HandleMissionModuleEnd.K2Node_CallFunction_304717) LITERAL: DoModuleEvaluation(/Game/Genesis2/Missions/ModularMission/MissionModule_Hotspot_Base.MissionModule_Hotspot_Base:HandleMissionModuleEnd.K2Node_CallFunction_304718) LITERAL: TriggerRandomEventChance(/Game/Genesis2/Missions/ModularMission/MissionModule_Hotspot_Base.MissionModule_Hotspot_Base:HandleMissionModuleEnd.K2Node_CallFunction_457022) LITERAL: TriggerRandomEventChance(/Game/Genesis2/Missions/ModularMission/MissionModule_Hotspot_Base.MissionModule_Hotspot_Base:HandleMissionModuleEnd.K2Node_CallFunction_457023) LITERAL: RespawnHotspotDinos(/Game/Genesis2/Missions/ModularMission/MissionModule_Hotspot_Base.MissionModule_Hotspot_Base:HandleMissionModuleEnd.K2Node_CallFunction_525023) LITERAL: RespawnHotspotDinos(/Game/Genesis2/Missions/ModularMission/MissionModule_Hotspot_Base.MissionModule_Hotspot_Base:HandleMissionModuleEnd.K2Node_CallFunction_525024) LITERAL: HotspotDecay(/Game/Genesis2/Missions/ModularMission/MissionModule_Hotspot_Base.MissionModule_Hotspot_Base:HandleMissionModuleEnd.K2Node_CallFunction_397035) LITERAL: HotspotDecay(/Game/Genesis2/Missions/ModularMission/MissionModule_Hotspot_Base.MissionModule_Hotspot_Base:HandleMissionModuleEnd.K2Node_CallFunction_397288) LITERAL: RefreshEnemyTargets(/Game/Genesis2/Missions/ModularMission/MissionModule_Hotspot_Base.MissionModule_Hotspot_Base:HandleMissionModuleEnd.K2Node_CallFunction_304323) LITERAL: RefreshEnemyTargets(/Game/Genesis2/Missions/ModularMission/MissionModule_Hotspot_Base.MissionModule_Hotspot_Base:HandleMissionModuleEnd.K2Node_CallFunction_304716) LITERAL: %(/Game/Genesis2/Missions/ModularMission/MissionModule_Hotspot_Base.MissionModule_Hotspot_Base:ProcessHotspotPercentIndicatorText.K2Node_CallFunction_160525) LITERAL: RespawnHotspotDinos(/Game/Genesis2/Missions/ModularMission/MissionModule_Hotspot_Base.MissionModule_Hotspot_Base:RespawnHotspotDinos.K2Node_CallFunction_469779) LITERAL: RefreshEnemyTargets(/Game/Genesis2/Missions/ModularMission/MissionModule_Hotspot_Base.MissionModule_Hotspot_Base:RefreshEnemyTargets.K2Node_CallFunction_524801) LITERAL: VR (/Game/Genesis2/Missions/ModularMission/Mashup/ExperimentG/DinosAndStructures/Allo_Character_BP_ExpG_Pod.Allo_Character_BP_ExpG_Pod:BP_OverrideDinoName.K2Node_CallFunction_424166) LITERAL: VR (/Game/Genesis2/Missions/ModularMission/Mashup/ExperimentG/DinosAndStructures/Argent_Character_BP_ExpG_Pod.Argent_Character_BP_ExpG_Pod:BP_OverrideDinoName.K2Node_CallFunction_424166) LITERAL: VR (/Game/Genesis2/Missions/ModularMission/Mashup/ExperimentG/DinosAndStructures/Bigfoot_Character_BP_ExpG_Pod.Bigfoot_Character_BP_ExpG_Pod:BP_OverrideDinoName.K2Node_CallFunction_424166) LITERAL: VR (/Game/Genesis2/Missions/ModularMission/Mashup/ExperimentG/DinosAndStructures/Chalico_Character_BP_ExpG_Pod.Chalico_Character_BP_ExpG_Pod:BP_OverrideDinoName.K2Node_CallFunction_424166) LITERAL: VR (/Game/Genesis2/Missions/ModularMission/Mashup/ExperimentG/DinosAndStructures/Kaprosuchus_Character_BP_ExpG_Pod.Kaprosuchus_Character_BP_ExpG_Pod:BP_OverrideDinoName.K2Node_CallFunction_424166) LITERAL: VR (/Game/Genesis2/Missions/ModularMission/Mashup/ExperimentG/DinosAndStructures/Megatherium_Character_BP_ExpG_Pod.Megatherium_Character_BP_ExpG_Pod:BP_OverrideDinoName.K2Node_CallFunction_424166) LITERAL: VR (/Game/Genesis2/Missions/ModularMission/Mashup/ExperimentG/DinosAndStructures/Pachyrhino_Character_BP_ExpG_Pod.Pachyrhino_Character_BP_ExpG_Pod:BP_OverrideDinoName.K2Node_CallFunction_424166) LITERAL: VR (/Game/Genesis2/Missions/ModularMission/Mashup/ExperimentG/DinosAndStructures/Para_Character_BP_ExpG_Pod.Para_Character_BP_ExpG_Pod:BP_OverrideDinoName.K2Node_CallFunction_424166) LITERAL: VR (/Game/Genesis2/Missions/ModularMission/Mashup/ExperimentG/DinosAndStructures/Paracer_Character_BP_ExpG_Pod.Paracer_Character_BP_ExpG_Pod:BP_OverrideDinoName.K2Node_CallFunction_424166) LITERAL: VR (/Game/Genesis2/Missions/ModularMission/Mashup/ExperimentG/DinosAndStructures/Raptor_Character_BP_ExpG_Pod.Raptor_Character_BP_ExpG_Pod:BP_OverrideDinoName.K2Node_CallFunction_424166) LITERAL: VR (/Game/Genesis2/Missions/ModularMission/Mashup/ExperimentG/DinosAndStructures/Rex_Character_BP_ExpG_Pod.Rex_Character_BP_ExpG_Pod:BP_OverrideDinoName.K2Node_CallFunction_424166) LITERAL: VR (/Game/Genesis2/Missions/ModularMission/Mashup/ExperimentG/DinosAndStructures/Spino_Character_BP_ExpG_Pod.Spino_Character_BP_ExpG_Pod:BP_OverrideDinoName.K2Node_CallFunction_424166) LITERAL: VR (/Game/Genesis2/Missions/ModularMission/Mashup/ExperimentG/DinosAndStructures/Tapejara_Character_BP_ExpG_Pod.Tapejara_Character_BP_ExpG_Pod:BP_OverrideDinoName.K2Node_CallFunction_424166) LITERAL: VR (/Game/Genesis2/Missions/ModularMission/Mashup/ExperimentG/DinosAndStructures/TerrorBird_Character_BP_ExpG_Pod.TerrorBird_Character_BP_ExpG_Pod:BP_OverrideDinoName.K2Node_CallFunction_424166) LITERAL: VR (/Game/Genesis2/Missions/ModularMission/Mashup/ExperimentG/DinosAndStructures/Therizino_Character_BP_ExpG_Pod.Therizino_Character_BP_ExpG_Pod:BP_OverrideDinoName.K2Node_CallFunction_424166) LITERAL: VR (/Game/Genesis2/Missions/ModularMission/Mashup/ExperimentG/DinosAndStructures/Yutyrannus_Character_BP_ExpG_Pod.Yutyrannus_Character_BP_ExpG_Pod:BP_OverrideDinoName.K2Node_CallFunction_424166) CONTENT: ExpG_NoRemainingPods_Title(/Game/Genesis2/Missions/ModularMission/Mashup/ExperimentG/SubclassesAndSubmodules/MissionModule_zSubmodule_MissionAlert_ExpGNoRemainingPods.Default__MissionModule_zSubmodule_MissionAlert_ExpGNoRemainingPods_C) CONTENT: ExpG_NoRemainingPods_Message(/Game/Genesis2/Missions/ModularMission/Mashup/ExperimentG/SubclassesAndSubmodules/MissionModule_zSubmodule_MissionAlert_ExpGNoRemainingPods.Default__MissionModule_zSubmodule_MissionAlert_ExpGNoRemainingPods_C) CONTENT: ExpG_DinoUnsleep_Title(/Game/Genesis2/Missions/ModularMission/Mashup/ExperimentG/SubclassesAndSubmodules/MissionModule_zSubmodule_MissionAlert_ExpGPodsUnsleep.Default__MissionModule_zSubmodule_MissionAlert_ExpGPodsUnsleep_C) CONTENT: ExpG_DinoUnsleep_Message(/Game/Genesis2/Missions/ModularMission/Mashup/ExperimentG/SubclassesAndSubmodules/MissionModule_zSubmodule_MissionAlert_ExpGPodsUnsleep.Default__MissionModule_zSubmodule_MissionAlert_ExpGPodsUnsleep_C) CONTENT: Maintain Biopod(/Engine/Transient.REINST_PrimalStructure_Hotspot_Interactable_DinoPodAlt_C_0) CONTENT: Biopod(/Engine/Transient.REINST_PrimalStructure_Hotspot_Interactable_DinoPodAlt_C_0) LITERAL: HotspotDecay(/Game/TestAssets/Robbie/PrimalStructure_Hotspot_Interactable_DinoPodAlt.PrimalStructure_Hotspot_Interactable_DinoPodAlt:EventGraph.K2Node_CallFunction_284918) LITERAL: OnHotspotTimer(/Game/TestAssets/Robbie/PrimalStructure_Hotspot_Interactable_DinoPodAlt.PrimalStructure_Hotspot_Interactable_DinoPodAlt:EventGraph.K2Node_CallFunction_284917) LITERAL: InitDinoPod(/Game/TestAssets/Robbie/PrimalStructure_Hotspot_Interactable_DinoPodAlt.PrimalStructure_Hotspot_Interactable_DinoPodAlt:EventGraph.K2Node_CallFunction_1524209) LITERAL: InitDinoPod(/Game/TestAssets/Robbie/PrimalStructure_Hotspot_Interactable_DinoPodAlt.PrimalStructure_Hotspot_Interactable_DinoPodAlt:EventGraph.K2Node_CallFunction_1489042) LITERAL: AdjustDinoLocFromMeshOffset(/Game/TestAssets/Robbie/PrimalStructure_Hotspot_Interactable_DinoPodAlt.PrimalStructure_Hotspot_Interactable_DinoPodAlt:SpawnPodDino.K2Node_CallFunction_1198694) LITERAL: OnHotspotTimer(/Game/TestAssets/Robbie/PrimalStructure_Hotspot_Interactable_DinoPodAlt.PrimalStructure_Hotspot_Interactable_DinoPodAlt:OnHotspotTimer.K2Node_CallFunction_185754) CONTENT: Maintain Biopod(/Engine/Transient.Default__REINST_PrimalStructure_Hotspot_Interactable_DinoPodAlt_C_48677) CONTENT: Biopod(/Engine/Transient.Default__REINST_PrimalStructure_Hotspot_Interactable_DinoPodAlt_C_48677) CONTENT: Maintain Biopod(/Engine/Transient.REINST_PrimalStructure_Hotspot_Interactable_DinoPodAlt_C_1) CONTENT: Biopod(/Engine/Transient.REINST_PrimalStructure_Hotspot_Interactable_DinoPodAlt_C_1) LITERAL: OnHotspotTimer(/Game/TestAssets/Robbie/MissionModule_Hotspot_BioPods.MissionModule_Hotspot_Biopods:HandleMissionModuleEnd.K2Node_CallFunction_277325) LITERAL: OnHotspotTimer(/Game/TestAssets/Robbie/MissionModule_Hotspot_BioPods.MissionModule_Hotspot_Biopods:HandleMissionModuleEnd.K2Node_CallFunction_279530) CONTENT: Containment Area(/Engine/Transient.REINST_MissionModule_Hotspot_BioPods_ExperimentG_Room2_C_0) CONTENT: Containment Area(/Engine/Transient.Default__REINST_MissionModule_Hotspot_BioPods_ExperimentG_Room2_C_48691) CONTENT: Containment Area(/Engine/Transient.REINST_MissionModule_Hotspot_BioPods_ExperimentG_Room2_C_1) CONTENT: Test Subject Storage(/Engine/Transient.REINST_MissionModule_Checkpoints_ExperimentG_C3_C_0) LITERAL: AlarmActivate(/Game/Genesis2/Missions/ModularMission/Mashup/ExperimentG/SubclassesAndSubmodules/MissionModule_Checkpoints_ExperimentG_C3.MissionModule_Checkpoints_ExperimentG_C3:HandleMissionModuleEnd.K2Node_CallFunction_856795) CONTENT: Test Subject Storage(/Engine/Transient.Default__REINST_MissionModule_Checkpoints_ExperimentG_C3_C_48700) CONTENT: Test Subject Storage(/Engine/Transient.REINST_MissionModule_Checkpoints_ExperimentG_C3_C_1) CONTENT: Override Terminal(/Engine/Transient.REINST_PrimalStructure_Hotspot_ExpGSidesTerminal_C_0) CONTENT: Override Terminal(/Engine/Transient.Default__REINST_PrimalStructure_Hotspot_ExpGSidesTerminal_C_48707) CONTENT: Override Terminal(/Engine/Transient.REINST_PrimalStructure_Hotspot_ExpGSidesTerminal_C_1) CONTENT: Test Subject Storage(/Engine/Transient.REINST_MissionModule_Hotspot_BioPods_ExperimentG_Room2Sides_C_0) LITERAL: HotspotDecay(/Game/Genesis2/Missions/ModularMission/Mashup/ExperimentG/MissionModule_Hotspot_BioPods_ExperimentG_Room2Sides.MissionModule_Hotspot_BioPods_ExperimentG_Room2Sides:ExtraStructureSetup.K2Node_CallFunction_611329) CONTENT: Test Subject Storage(/Engine/Transient.Default__REINST_MissionModule_Hotspot_BioPods_ExperimentG_Room2Sides_C_48714) CONTENT: Test Subject Storage(/Engine/Transient.REINST_MissionModule_Hotspot_BioPods_ExperimentG_Room2Sides_C_1) CONTENT: Experimentation Chamber Corridor(/Engine/Transient.REINST_MissionModule_Checkpoints_ExperimentG_C4_C_0) LITERAL: AlarmDeactivate(/Game/Genesis2/Missions/ModularMission/Mashup/ExperimentG/SubclassesAndSubmodules/MissionModule_Checkpoints_ExperimentG_C4.MissionModule_Checkpoints_ExperimentG_C4:HandleMissionModuleBegin.K2Node_CallFunction_856795) CONTENT: Experimentation Chamber Corridor(/Engine/Transient.Default__REINST_MissionModule_Checkpoints_ExperimentG_C4_C_48724) CONTENT: Experimentation Chamber Corridor(/Engine/Transient.REINST_MissionModule_Checkpoints_ExperimentG_C4_C_1) CONTENT: Experimentation Chamber Entrance(/Game/Genesis2/Missions/ModularMission/Mashup/ExperimentG/SubclassesAndSubmodules/MissionModule_Regroup_ExpG_Room2.Default__MissionModule_Regroup_ExpG_Room2_C) CONTENT: Experimentation Chamber(/Engine/Transient.REINST_MissionModule_Hotspot_BioPods_ExperimentG_Room3_C_0) CONTENT: Experimentation Chamber(/Engine/Transient.Default__REINST_MissionModule_Hotspot_BioPods_ExperimentG_Room3_C_48734) CONTENT: Experimentation Chamber(/Engine/Transient.REINST_MissionModule_Hotspot_BioPods_ExperimentG_Room3_C_1) LITERAL: Multi_DisableFloor(/Game/Genesis2/Missions/ModularMission/Maze/MissionTrigger_ModularMission_EscapeRoomFloor.MissionTrigger_ModularMission_EscapeRoomFloor:SetHasBeenOverlapped.K2Node_CallFunction_305573) LITERAL: ResetFloor(/Game/Genesis2/Missions/ModularMission/Maze/MissionTrigger_ModularMission_EscapeRoomFloor.MissionTrigger_ModularMission_EscapeRoomFloor:SetHasBeenOverlapped.K2Node_CallFunction_305781) LITERAL: ResetFloor(/Game/Genesis2/Missions/ModularMission/Maze/MissionTrigger_ModularMission_EscapeRoomFloor.MissionTrigger_ModularMission_EscapeRoomFloor:SetHasBeenOverlapped.K2Node_CallFunction_381209) LITERAL: Multi_DisableFloor(/Game/Genesis2/Missions/ModularMission/Maze/MissionTrigger_ModularMission_EscapeRoomFloor.MissionTrigger_ModularMission_EscapeRoomFloor:SetHasBeenOverlapped.K2Node_CallFunction_306770) LITERAL: Teleport Point Valid.(/Game/Genesis2/Missions/ModularMission/Maze/MissionTrigger_ModularMission_EscapeRoomVolume.MissionTrigger_ModularMission_EscapeRoomVolume:EvaluateMyMissionActors.K2Node_CallFunction_10841) LITERAL: Teleport Point Invalid. Required to reset and TP in and out of rooms.(/Game/Genesis2/Missions/ModularMission/Maze/MissionTrigger_ModularMission_EscapeRoomVolume.MissionTrigger_ModularMission_EscapeRoomVolume:EvaluateMyMissionActors.K2Node_CallFunction_10840) LITERAL: Enemy Spawn Points Invalid. Only required if room setup spawns enemies.(/Game/Genesis2/Missions/ModularMission/Maze/MissionTrigger_ModularMission_EscapeRoomVolume.MissionTrigger_ModularMission_EscapeRoomVolume:EvaluateMyMissionActors.K2Node_CallFunction_14040) LITERAL: Enemy Spawn Points Valid.(/Game/Genesis2/Missions/ModularMission/Maze/MissionTrigger_ModularMission_EscapeRoomVolume.MissionTrigger_ModularMission_EscapeRoomVolume:EvaluateMyMissionActors.K2Node_CallFunction_14041) LITERAL: Item Spawn Points Invalid. Only required if room setup spawns items.(/Game/Genesis2/Missions/ModularMission/Maze/MissionTrigger_ModularMission_EscapeRoomVolume.MissionTrigger_ModularMission_EscapeRoomVolume:EvaluateMyMissionActors.K2Node_CallFunction_14643) LITERAL: Item Spawn Points Valid.(/Game/Genesis2/Missions/ModularMission/Maze/MissionTrigger_ModularMission_EscapeRoomVolume.MissionTrigger_ModularMission_EscapeRoomVolume:EvaluateMyMissionActors.K2Node_CallFunction_17905) LITERAL: Power Up Triggers Invalid. Only required if room setup spawns power ups.(/Game/Genesis2/Missions/ModularMission/Maze/MissionTrigger_ModularMission_EscapeRoomVolume.MissionTrigger_ModularMission_EscapeRoomVolume:EvaluateMyMissionActors.K2Node_CallFunction_15230) LITERAL: Power Up Triggers Valid.(/Game/Genesis2/Missions/ModularMission/Maze/MissionTrigger_ModularMission_EscapeRoomVolume.MissionTrigger_ModularMission_EscapeRoomVolume:EvaluateMyMissionActors.K2Node_CallFunction_12341) LITERAL: Area Text Points Invalid. Only required for rooms using room pulsating hint type.(/Game/Genesis2/Missions/ModularMission/Maze/MissionTrigger_ModularMission_EscapeRoomVolume.MissionTrigger_ModularMission_EscapeRoomVolume:EvaluateMyMissionActors.K2Node_CallFunction_277148) LITERAL: Area Text Points Valid.(/Game/Genesis2/Missions/ModularMission/Maze/MissionTrigger_ModularMission_EscapeRoomVolume.MissionTrigger_ModularMission_EscapeRoomVolume:EvaluateMyMissionActors.K2Node_CallFunction_277149) LITERAL: Room Door Triggers and Teleport To Room Volumes are both Invalid. Requires one of either as a method to progress between rooms. Not required if last room.(/Game/Genesis2/Missions/ModularMission/Maze/MissionTrigger_ModularMission_EscapeRoomVolume.MissionTrigger_ModularMission_EscapeRoomVolume:EvaluateMyMissionActors.K2Node_CallFunction_14644) LITERAL: Room Door Trigger has an Invalid Unlocked Room Volume.(/Game/Genesis2/Missions/ModularMission/Maze/MissionTrigger_ModularMission_EscapeRoomVolume.MissionTrigger_ModularMission_EscapeRoomVolume:EvaluateMyMissionActors.K2Node_CallFunction_520050) LITERAL: Room Door Triggers Valid.(/Game/Genesis2/Missions/ModularMission/Maze/MissionTrigger_ModularMission_EscapeRoomVolume.MissionTrigger_ModularMission_EscapeRoomVolume:EvaluateMyMissionActors.K2Node_CallFunction_154214) LITERAL: Teleport To Room Volumes Valid.(/Game/Genesis2/Missions/ModularMission/Maze/MissionTrigger_ModularMission_EscapeRoomVolume.MissionTrigger_ModularMission_EscapeRoomVolume:EvaluateMyMissionActors.K2Node_CallFunction_12340) LITERAL: Teleport To Room Volumes has an invalid entry.(/Game/Genesis2/Missions/ModularMission/Maze/MissionTrigger_ModularMission_EscapeRoomVolume.MissionTrigger_ModularMission_EscapeRoomVolume:EvaluateMyMissionActors.K2Node_CallFunction_156209) LITERAL: Teleport To Room Volumes has an empty entry.(/Game/Genesis2/Missions/ModularMission/Maze/MissionTrigger_ModularMission_EscapeRoomVolume.MissionTrigger_ModularMission_EscapeRoomVolume:EvaluateMyMissionActors.K2Node_CallFunction_21009) LITERAL: Floor Triggers Invalid. Only required for rooms using floor color hint type.(/Game/Genesis2/Missions/ModularMission/Maze/MissionTrigger_ModularMission_EscapeRoomVolume.MissionTrigger_ModularMission_EscapeRoomVolume:EvaluateMyMissionActors.K2Node_CallFunction_15231) LITERAL: Floor Triggers Valid.(/Game/Genesis2/Missions/ModularMission/Maze/MissionTrigger_ModularMission_EscapeRoomVolume.MissionTrigger_ModularMission_EscapeRoomVolume:EvaluateMyMissionActors.K2Node_CallFunction_16634) LITERAL: Room Door Trigger needs a valid trigger key for overlaps.(/Game/Genesis2/Missions/ModularMission/Maze/MissionTrigger_ModularMission_EscapeRoomVolume.MissionTrigger_ModularMission_EscapeRoomVolume:EvaluateMyMissionActors.K2Node_CallFunction_154215) CONTENT: Empowered(/Engine/Transient.REINST_Buff_GauntletDamageMultiplier_C_0) CONTENT: A surge of energy is quadrupling your damage(/Engine/Transient.REINST_Buff_GauntletDamageMultiplier_C_0) CONTENT: THE EDMUNDIUM SURGES(/Engine/Transient.REINST_Buff_GauntletDamageMultiplier_C_0) CONTENT: Empowered(/Engine/Transient.Default__REINST_Buff_GauntletDamageMultiplier_C_48776) CONTENT: A surge of energy is quadrupling your damage(/Engine/Transient.Default__REINST_Buff_GauntletDamageMultiplier_C_48776) CONTENT: THE EDMUNDIUM SURGES(/Engine/Transient.Default__REINST_Buff_GauntletDamageMultiplier_C_48776) CONTENT: Empowered(/Engine/Transient.REINST_Buff_GauntletDamageMultiplier_C_1) CONTENT: A surge of energy is quadrupling your damage(/Engine/Transient.REINST_Buff_GauntletDamageMultiplier_C_1) CONTENT: THE EDMUNDIUM SURGES(/Engine/Transient.REINST_Buff_GauntletDamageMultiplier_C_1) CONTENT: Damage Boost(/Engine/Transient.REINST_PrimalItem_GauntletDamageBuffKey_C_0) CONTENT: Damage Boost(/Engine/Transient.Default__REINST_PrimalItem_GauntletDamageBuffKey_C_48783) CONTENT: Damage Boost(/Engine/Transient.REINST_PrimalItem_GauntletDamageBuffKey_C_1) LITERAL: DelayedActivation(/Game/Genesis/Missions/GauntletWaves/Buff_GauntletWaves_PowerUpTrigger.Buff_GauntletWaves_PowerUpTrigger:EventGraph.K2Node_CallFunction_201931) LITERAL: DelayedActivation(/Game/Genesis/Missions/GauntletWaves/Buff_GauntletWaves_PowerUpTrigger.Buff_GauntletWaves_PowerUpTrigger:EventGraph.K2Node_CallFunction_203892) LITERAL: DelayedActivation(/Game/Genesis/Missions/GauntletWaves/Buff_GauntletWaves_PowerUpTrigger.Buff_GauntletWaves_PowerUpTrigger:EventGraph.K2Node_CallFunction_205757) LITERAL: MULTICAST ---- should have set active: (/Game/Genesis/Missions/GauntletWaves/Buff_GauntletWaves_PowerUpTrigger.Buff_GauntletWaves_PowerUpTrigger:EventGraph.K2Node_CallFunction_242878) LITERAL: SET TIMER(/Game/Genesis/Missions/GauntletWaves/Buff_GauntletWaves_PowerUpTrigger.Buff_GauntletWaves_PowerUpTrigger:EventGraph.K2Node_CallFunction_183679) LITERAL: REACTIVATE FROM DELAY(/Game/Genesis/Missions/GauntletWaves/Buff_GauntletWaves_PowerUpTrigger.Buff_GauntletWaves_PowerUpTrigger:EventGraph.K2Node_CallFunction_184141) CONTENT: PowerUp_Title(/Engine/Transient.REINST_MissionModule_zSubmodule_Powerups_C_0) LITERAL: Unavailable(/Game/Genesis2/Missions/ModularMission/PowerUps/Buff_GauntletWaves_PowerUpTrigger_Modular.Buff_GauntletWaves_PowerUpTrigger_Modular:GetAdjustedMUString.K2Node_CallFunction_1675635) CONTENT: PowerUp_Title(/Engine/Transient.Default__REINST_MissionModule_zSubmodule_Powerups_C_48797) CONTENT: PowerUp_Title(/Engine/Transient.REINST_MissionModule_zSubmodule_Powerups_C_1) LITERAL: UpdateKeyColor(/Game/Genesis2/Missions/ModularMission/Maze/DroppedItemMission_EscapeRoomKey.DroppedItemMission_EscapeRoomKey:BPPostInitializeComponents.K2Node_CallFunction_906572) LITERAL: UpdateMeshRot(/Game/Genesis2/Missions/ModularMission/Maze/DroppedItemMission_EscapeRoomKey.DroppedItemMission_EscapeRoomKey:ReceiveBeginPlay.K2Node_CallFunction_320519) CONTENT: Empowered(/Engine/Transient.REINST_Buff_MazeBoss_C_0) CONTENT: A surge of energy is preventing you from taking damage(/Engine/Transient.REINST_Buff_MazeBoss_C_0) CONTENT: THE EDMUNDIUM SURGES(/Engine/Transient.REINST_Buff_MazeBoss_C_0) LITERAL: WakeUpCharacter(/Game/Genesis2/Missions/ModularMission/Maze/ExampleActors/Buff_MazeBoss.Buff_MazeBoss:BPInstigatorSleeped.K2Node_CallFunction_990423) LITERAL: WakeUpCharacter(/Game/Genesis2/Missions/ModularMission/Maze/ExampleActors/Buff_MazeBoss.Buff_MazeBoss:BPInstigatorSleeped.K2Node_CallFunction_992071) LITERAL: WakeUpCharacter(/Game/Genesis2/Missions/ModularMission/Maze/ExampleActors/Buff_MazeBoss.Buff_MazeBoss:BuffAdjustDamage.K2Node_CallFunction_216624) LITERAL: WakeUpCharacter(/Game/Genesis2/Missions/ModularMission/Maze/ExampleActors/Buff_MazeBoss.Buff_MazeBoss:BuffAdjustDamage.K2Node_CallFunction_216625) LITERAL: WakeUpCharacter(/Game/Genesis2/Missions/ModularMission/Maze/ExampleActors/Buff_MazeBoss.Buff_MazeBoss:BuffAdjustDamage.K2Node_CallFunction_215215) LITERAL: WakeUpCharacter(/Game/Genesis2/Missions/ModularMission/Maze/ExampleActors/Buff_MazeBoss.Buff_MazeBoss:BuffAdjustDamage.K2Node_CallFunction_215372) LITERAL: WakeUpCharacter(/Game/Genesis2/Missions/ModularMission/Maze/ExampleActors/Buff_MazeBoss.Buff_MazeBoss:BuffAdjustDamage.K2Node_CallFunction_215373) LITERAL: RespawnPowerUp(/Game/Genesis2/Missions/ModularMission/Maze/ExampleActors/Buff_MazeBoss.Buff_MazeBoss:RemoveMissionWeaponOnArmorBreak.K2Node_CallFunction_642381) CONTENT: Empowered(/Engine/Transient.Default__REINST_Buff_MazeBoss_C_48954) CONTENT: A surge of energy is preventing you from taking damage(/Engine/Transient.Default__REINST_Buff_MazeBoss_C_48954) CONTENT: THE EDMUNDIUM SURGES(/Engine/Transient.Default__REINST_Buff_MazeBoss_C_48954) CONTENT: Empowered(/Engine/Transient.REINST_Buff_MazeBoss_C_1) CONTENT: A surge of energy is preventing you from taking damage(/Engine/Transient.REINST_Buff_MazeBoss_C_1) CONTENT: THE EDMUNDIUM SURGES(/Engine/Transient.REINST_Buff_MazeBoss_C_1) CONTENT: Super Mining Drill(/Game/Genesis2/Missions/ModularMission/Maze/ExampleActors/PrimalItem_WeaponMiningDrill_Maze.Default__PrimalItem_WeaponMiningDrill_Maze_C) CONTENT: Maze(/Engine/Transient.REINST_MissionModule_EscapeRoom_Base_C_0) LITERAL: SpawnEnemiesForRoom(/Game/Genesis2/Missions/ModularMission/MissionModule_EscapeRoom_Base.MissionModule_EscapeRoom_Base:SpawnEnemiesForRoom.K2Node_CallFunction_319986) LITERAL: SpawnEnemiesForRoom(/Game/Genesis2/Missions/ModularMission/MissionModule_EscapeRoom_Base.MissionModule_EscapeRoom_Base:SpawnEnemiesForRoom.K2Node_CallFunction_246612) LITERAL: SpawnEnemiesForRoom(/Game/Genesis2/Missions/ModularMission/MissionModule_EscapeRoom_Base.MissionModule_EscapeRoom_Base:SpawnEnemiesForRoom.K2Node_CallFunction_247041) LITERAL: UpdateEnemyAggro(/Game/Genesis2/Missions/ModularMission/MissionModule_EscapeRoom_Base.MissionModule_EscapeRoom_Base:SpawnEnemiesForRoom.K2Node_CallFunction_665267) LITERAL: EvaluateValidRoomEnemyDinos(/Game/Genesis2/Missions/ModularMission/MissionModule_EscapeRoom_Base.MissionModule_EscapeRoom_Base:SpawnEnemiesForRoom.K2Node_CallFunction_221962) LITERAL: ClearHintIndicatorsVisible(/Game/Genesis2/Missions/ModularMission/MissionModule_EscapeRoom_Base.MissionModule_EscapeRoom_Base:HandleMissionDinoDied.K2Node_CallFunction_190072) LITERAL: ClearHintIndicatorsVisible(/Game/Genesis2/Missions/ModularMission/MissionModule_EscapeRoom_Base.MissionModule_EscapeRoom_Base:HandleMissionDinoDied.K2Node_CallFunction_147815) LITERAL: ClearHintIndicatorsVisible(/Game/Genesis2/Missions/ModularMission/MissionModule_EscapeRoom_Base.MissionModule_EscapeRoom_Base:HandleMissionDinoDied.K2Node_CallFunction_148779) LITERAL: DelayHandleMissionModuleEnd(/Game/Genesis2/Missions/ModularMission/MissionModule_EscapeRoom_Base.MissionModule_EscapeRoom_Base:UnlockCurrentRoomDoors.K2Node_CallFunction_422560) LITERAL: TeleportToNextRoomOnUnlock(/Game/Genesis2/Missions/ModularMission/MissionModule_EscapeRoom_Base.MissionModule_EscapeRoom_Base:UnlockCurrentRoomDoors.K2Node_CallFunction_187712) LITERAL: SpawnEnemiesForRoom(/Game/Genesis2/Missions/ModularMission/MissionModule_EscapeRoom_Base.MissionModule_EscapeRoom_Base:UnlockCurrentRoomDoors.K2Node_CallFunction_246612) LITERAL: SpawnEnemiesForRoom(/Game/Genesis2/Missions/ModularMission/MissionModule_EscapeRoom_Base.MissionModule_EscapeRoom_Base:UnlockCurrentRoomDoors.K2Node_CallFunction_247041) LITERAL: SetRoomPulseColors(/Game/Genesis2/Missions/ModularMission/MissionModule_EscapeRoom_Base.MissionModule_EscapeRoom_Base:SetupNewRoom.K2Node_CallFunction_240222) LITERAL: SetRoomFloorColors(/Game/Genesis2/Missions/ModularMission/MissionModule_EscapeRoom_Base.MissionModule_EscapeRoom_Base:SetupNewRoom.K2Node_CallFunction_240185) LITERAL: AREA (/Game/Genesis2/Missions/ModularMission/MissionModule_EscapeRoom_Base.MissionModule_EscapeRoom_Base:UpdateEscapeRoomAreaText.K2Node_CallFunction_334702) LITERAL: PlayReactionForRoom(/Game/Genesis2/Missions/ModularMission/MissionModule_EscapeRoom_Base.MissionModule_EscapeRoom_Base:TeleportToNextRoomOnUnlock.K2Node_CallFunction_543383) LITERAL: DelaySetRoomPulseComplete(/Game/Genesis2/Missions/ModularMission/MissionModule_EscapeRoom_Base.MissionModule_EscapeRoom_Base:SetRoomPulseColors.K2Node_CallFunction_259127) LITERAL: EvaluateValidRoomEnemyDinos(/Game/Genesis2/Missions/ModularMission/MissionModule_EscapeRoom_Base.MissionModule_EscapeRoom_Base:ResetRoomProgressVariables.K2Node_CallFunction_246612) LITERAL: EvaluateValidRoomEnemyDinos(/Game/Genesis2/Missions/ModularMission/MissionModule_EscapeRoom_Base.MissionModule_EscapeRoom_Base:ResetRoomProgressVariables.K2Node_CallFunction_247041) LITERAL: DelayedActivation(/Game/Genesis2/Missions/ModularMission/MissionModule_EscapeRoom_Base.MissionModule_EscapeRoom_Base:RespawnPowerUp.K2Node_CallFunction_657039) LITERAL: UpdateEnemyAggro(/Game/Genesis2/Missions/ModularMission/MissionModule_EscapeRoom_Base.MissionModule_EscapeRoom_Base:UpdateEnemyAggro.K2Node_CallFunction_665267) LITERAL: EscapeRoom_Door_CorrectOverlap_Title(/Game/Genesis2/Missions/ModularMission/MissionModule_EscapeRoom_Base.MissionModule_EscapeRoom_Base:SendMissionAlertForDoorOverlap.K2Node_CallFunction_156730) LITERAL: EscapeRoom_Door_CorrectOverlap_Message(/Game/Genesis2/Missions/ModularMission/MissionModule_EscapeRoom_Base.MissionModule_EscapeRoom_Base:SendMissionAlertForDoorOverlap.K2Node_MakeStruct_2484) LITERAL: EscapeRoom_Door_InorrectOverlap_Title(/Game/Genesis2/Missions/ModularMission/MissionModule_EscapeRoom_Base.MissionModule_EscapeRoom_Base:SendMissionAlertForDoorOverlap.K2Node_CallFunction_250623) LITERAL: EscapeRoom_Door_IncorrectOverlap_Message(/Game/Genesis2/Missions/ModularMission/MissionModule_EscapeRoom_Base.MissionModule_EscapeRoom_Base:SendMissionAlertForDoorOverlap.K2Node_MakeStruct_1052) LITERAL: ClearHintIndicatorsVisible(/Game/Genesis2/Missions/ModularMission/MissionModule_EscapeRoom_Base.MissionModule_EscapeRoom_Base:EvaluateValidRoomEnemyDinos.K2Node_CallFunction_190072) LITERAL: PlayReactionForRoom(/Game/Genesis2/Missions/ModularMission/MissionModule_EscapeRoom_Base.MissionModule_EscapeRoom_Base:HandleMissionTriggerOverlapBegin.K2Node_CallFunction_543383) LITERAL: ClearDoorHasOverlap(/Game/Genesis2/Missions/ModularMission/MissionModule_EscapeRoom_Base.MissionModule_EscapeRoom_Base:HandleMissionTriggerOverlapBegin.K2Node_CallFunction_210430) LITERAL: TeleportToNextRoomOnUnlock(/Game/Genesis2/Missions/ModularMission/MissionModule_EscapeRoom_Base.MissionModule_EscapeRoom_Base:GetModuleRequirementsMessage.K2Node_CallFunction_188695) LITERAL: TeleportToNextRoomOnUnlock(/Game/Genesis2/Missions/ModularMission/MissionModule_EscapeRoom_Base.MissionModule_EscapeRoom_Base:GetModuleRequirementsMessage.K2Node_CallFunction_200874) LITERAL: TeleportToNextRoomOnUnlock(/Game/Genesis2/Missions/ModularMission/MissionModule_EscapeRoom_Base.MissionModule_EscapeRoom_Base:HandleMissionGetPerPlayerIndicators.K2Node_CallFunction_208647) LITERAL: DelayHandleMissionModuleEnd(/Game/Genesis2/Missions/ModularMission/MissionModule_EscapeRoom_Base.MissionModule_EscapeRoom_Base:HandleMissionGetPerPlayerIndicators.K2Node_CallFunction_188695) LITERAL: _(/Game/Genesis2/Missions/ModularMission/MissionModule_EscapeRoom_Base.MissionModule_EscapeRoom_Base:HandleMissionGetPerPlayerIndicators.K2Node_CallFunction_509187) LITERAL: You activated a {1} floor plate(/Game/Genesis2/Missions/ModularMission/MissionModule_EscapeRoom_Base.MissionModule_EscapeRoom_Base:SendNotificationForObjective.K2Node_FormatText_264) LITERAL: You collected a {1} key(/Game/Genesis2/Missions/ModularMission/MissionModule_EscapeRoom_Base.MissionModule_EscapeRoom_Base:SendNotificationForObjective.K2Node_FormatText_265) LITERAL: You killed a {1} {2}(/Game/Genesis2/Missions/ModularMission/MissionModule_EscapeRoom_Base.MissionModule_EscapeRoom_Base:SendNotificationForObjective.K2Node_FormatText_263) CONTENT: Maze(/Engine/Transient.Default__REINST_MissionModule_EscapeRoom_Base_C_48977) LITERAL: You activated a {1} floor plate(/Game/Genesis2/Missions/ModularMission/MissionModule_EscapeRoom_Base.MissionModule_EscapeRoom_Base:EdGraph_156108.K2Node_CallFunction_387770) LITERAL: 1(/Game/Genesis2/Missions/ModularMission/MissionModule_EscapeRoom_Base.MissionModule_EscapeRoom_Base:EdGraph_156108.K2Node_MakeStruct_3045) LITERAL: You collected a {1} key(/Game/Genesis2/Missions/ModularMission/MissionModule_EscapeRoom_Base.MissionModule_EscapeRoom_Base:EdGraph_156108.K2Node_CallFunction_387771) LITERAL: 1(/Game/Genesis2/Missions/ModularMission/MissionModule_EscapeRoom_Base.MissionModule_EscapeRoom_Base:EdGraph_156108.K2Node_MakeStruct_3046) LITERAL: You killed a {1} {2}(/Game/Genesis2/Missions/ModularMission/MissionModule_EscapeRoom_Base.MissionModule_EscapeRoom_Base:EdGraph_156108.K2Node_CallFunction_387772) LITERAL: 1(/Game/Genesis2/Missions/ModularMission/MissionModule_EscapeRoom_Base.MissionModule_EscapeRoom_Base:EdGraph_156108.K2Node_MakeStruct_3047) LITERAL: 2(/Game/Genesis2/Missions/ModularMission/MissionModule_EscapeRoom_Base.MissionModule_EscapeRoom_Base:EdGraph_156108.K2Node_MakeStruct_3048) CONTENT: Maze(/Engine/Transient.REINST_MissionModule_EscapeRoom_Base_C_1) CONTENT: Exterminate Experiment G(/Engine/Transient.REINST_MissionModule_EscapeRoom_ExperimentG_Room3_C_0) CONTENT: ExpG_DinoBackup_Title(/Game/Genesis2/Missions/ModularMission/Mashup/ExperimentG/SubclassesAndSubmodules/MissionModule_zSubmodule_MissionAlert_ExpGDinoBackup.Default__MissionModule_zSubmodule_MissionAlert_ExpGDinoBackup_C) CONTENT: ExpG_DinoBackup_Message(/Game/Genesis2/Missions/ModularMission/Mashup/ExperimentG/SubclassesAndSubmodules/MissionModule_zSubmodule_MissionAlert_ExpGDinoBackup.Default__MissionModule_zSubmodule_MissionAlert_ExpGDinoBackup_C) CONTENT: Exterminate Experiment G(/Engine/Transient.Default__REINST_MissionModule_EscapeRoom_ExperimentG_Room3_C_48992) CONTENT: Exterminate Experiment G(/Engine/Transient.REINST_MissionModule_EscapeRoom_ExperimentG_Room3_C_1) CONTENT: Code Red(/Engine/Transient.Default__REINST_MissionType_ModularMission_ExperimentG_C_48999) CONTENT: Hack into the genomic archive to stop Rockwell from corrupting the creature files, and prevent his vengeful supervirus from re-hacking the system!(/Engine/Transient.Default__REINST_MissionType_ModularMission_ExperimentG_C_48999) CONTENT: Waiting For Players(/Engine/Transient.Default__REINST_MissionType_ModularMission_ExperimentG_C_48999) CONTENT: Get Ready!(/Engine/Transient.Default__REINST_MissionType_ModularMission_ExperimentG_C_48999) CONTENT: Waiting to add players to mission...(/Engine/Transient.Default__REINST_MissionType_ModularMission_ExperimentG_C_48999) CONTENT: Proceed(/Engine/Transient.Default__REINST_MissionType_ModularMission_ExperimentG_C_48999) CONTENT: Biopod(/Engine/Transient.Default__REINST_MissionType_ModularMission_ExperimentG_C_48999) CONTENT: Biopods Remaining(/Engine/Transient.Default__REINST_MissionType_ModularMission_ExperimentG_C_48999) CONTENT: A Biopod was destroyed!(/Engine/Transient.Default__REINST_MissionType_ModularMission_ExperimentG_C_48999) CONTENT: Mission Alert(/Engine/Transient.Default__REINST_MissionType_ModularMission_ExperimentG_C_48999) CONTENT: Terminal(/Engine/Transient.Default__REINST_MissionType_ModularMission_ExperimentG_C_48999) CONTENT: Terminals Activated(/Engine/Transient.Default__REINST_MissionType_ModularMission_ExperimentG_C_48999) CONTENT: Door Power(/Engine/Transient.Default__REINST_MissionType_ModularMission_ExperimentG_C_48999) CONTENT: Reaper Biopod(/Engine/Transient.Default__REINST_MissionType_ModularMission_ExperimentG_C_48999) CONTENT: Enemies Killed(/Engine/Transient.Default__REINST_MissionType_ModularMission_ExperimentG_C_48999) CONTENT: Enemies Killed(/Engine/Transient.Default__REINST_MissionType_ModularMission_ExperimentG_C_48999) CONTENT: Override(/Engine/Transient.Default__REINST_MissionType_ModularMission_ExperimentG_C_48999) CONTENT: Security System Hacked(/Engine/Transient.Default__REINST_MissionType_ModularMission_ExperimentG_C_48999) CONTENT: You have taken control of the Hangar doors, elevator and turrets!(/Engine/Transient.Default__REINST_MissionType_ModularMission_ExperimentG_C_48999) CONTENT: Dino Backup!(/Engine/Transient.Default__REINST_MissionType_ModularMission_ExperimentG_C_48999) CONTENT: The cured creatures have joined you in battle!(/Engine/Transient.Default__REINST_MissionType_ModularMission_ExperimentG_C_48999) CONTENT: Anti-Corruption Complete!(/Engine/Transient.Default__REINST_MissionType_ModularMission_ExperimentG_C_48999) CONTENT: Some biopods were uncorrupted! The creatures you cured will remember this!(/Engine/Transient.Default__REINST_MissionType_ModularMission_ExperimentG_C_48999) CONTENT: Anti-Corruption Incomplete!(/Engine/Transient.Default__REINST_MissionType_ModularMission_ExperimentG_C_48999) CONTENT: The biopods were all destroyed before the creatures could be fully cured!(/Engine/Transient.Default__REINST_MissionType_ModularMission_ExperimentG_C_48999) CONTENT: Hangar Security Terminal(/Engine/Transient.Default__REINST_MissionType_ModularMission_ExperimentG_C_48999) CONTENT: Clear the Control Room(/Engine/Transient.Default__REINST_MissionType_ModularMission_ExperimentG_C_48999) CONTENT: Security Guards Killed(/Engine/Transient.Default__REINST_MissionType_ModularMission_ExperimentG_C_48999) CONTENT: Control Room(/Engine/Transient.Default__REINST_MissionType_ModularMission_ExperimentG_C_48999) CONTENT: Override the Security Terminal(/Engine/Transient.Default__REINST_MissionType_ModularMission_ExperimentG_C_48999) CONTENT: Override(/Engine/Transient.Default__REINST_MissionType_ModularMission_ExperimentG_C_48999) CONTENT: Regroup(/Engine/Transient.Default__REINST_MissionType_ModularMission_ExperimentG_C_48999) CONTENT: Protect the Biopods(/Engine/Transient.Default__REINST_MissionType_ModularMission_ExperimentG_C_48999) CONTENT: Make your way through the simulation and save the Biopods from Rockwell's viruses(/Engine/Transient.Default__REINST_MissionType_ModularMission_ExperimentG_C_48999) CONTENT: Bypass the firewall(/Engine/Transient.Default__REINST_MissionType_ModularMission_ExperimentG_C_48999) CONTENT: Find your way to the admin access room(/Engine/Transient.Default__REINST_MissionType_ModularMission_ExperimentG_C_48999) CONTENT: Defeat the antivirus drones(/Engine/Transient.Default__REINST_MissionType_ModularMission_ExperimentG_C_48999) CONTENT: You can't get admin access with antivirus protocols active(/Engine/Transient.Default__REINST_MissionType_ModularMission_ExperimentG_C_48999) CONTENT: Gain admin access(/Engine/Transient.Default__REINST_MissionType_ModularMission_ExperimentG_C_48999) CONTENT: Use the terminal so HLN-A can unlock your admin priviledges(/Engine/Transient.Default__REINST_MissionType_ModularMission_ExperimentG_C_48999) CONTENT: Destroy Rockwell's viruses before all the biopod control systems are infected(/Engine/Transient.Default__REINST_MissionType_ModularMission_ExperimentG_C_48999) CONTENT: Purge the final virus(/Engine/Transient.Default__REINST_MissionType_ModularMission_ExperimentG_C_48999) CONTENT: Use admin terminals to drop Rockwell's firewalls between you and the Bioreactor Controller(/Engine/Transient.Default__REINST_MissionType_ModularMission_ExperimentG_C_48999) CONTENT: Defeat Rockwell's super-virus to restore the Bioreactor(/Engine/Transient.Default__REINST_MissionType_ModularMission_ExperimentG_C_48999) CONTENT: Eliminated!(/Engine/Transient.Default__REINST_MissionType_ModularMission_ExperimentG_C_48999) CONTENT: Vitals critical: Simulation Desynchronizing...(/Engine/Transient.Default__REINST_MissionType_ModularMission_ExperimentG_C_48999) CONTENT: Turrets(/Engine/Transient.Default__REINST_MissionType_ModularMission_ExperimentG_C_48999) CONTENT: You can claim any turrets you don't destroy if you make it to the control room!(/Engine/Transient.Default__REINST_MissionType_ModularMission_ExperimentG_C_48999) CONTENT: Deactivate the Biopod!(/Engine/Transient.Default__REINST_MissionType_ModularMission_ExperimentG_C_48999) CONTENT: Defend the Biopods as they uncorrupt(/Engine/Transient.Default__REINST_MissionType_ModularMission_ExperimentG_C_48999) CONTENT: Code Red(/Engine/Transient.REINST_MissionType_ModularMission_ExperimentG_C_1) CONTENT: Hack into the genomic archive to stop Rockwell from corrupting the creature files, and prevent his vengeful supervirus from re-hacking the system!(/Engine/Transient.REINST_MissionType_ModularMission_ExperimentG_C_1) CONTENT: Waiting For Players(/Engine/Transient.REINST_MissionType_ModularMission_ExperimentG_C_1) CONTENT: Get Ready!(/Engine/Transient.REINST_MissionType_ModularMission_ExperimentG_C_1) CONTENT: Waiting to add players to mission...(/Engine/Transient.REINST_MissionType_ModularMission_ExperimentG_C_1) CONTENT: Proceed(/Engine/Transient.REINST_MissionType_ModularMission_ExperimentG_C_1) CONTENT: Biopod(/Engine/Transient.REINST_MissionType_ModularMission_ExperimentG_C_1) CONTENT: Biopods Remaining(/Engine/Transient.REINST_MissionType_ModularMission_ExperimentG_C_1) CONTENT: A Biopod was destroyed!(/Engine/Transient.REINST_MissionType_ModularMission_ExperimentG_C_1) CONTENT: Mission Alert(/Engine/Transient.REINST_MissionType_ModularMission_ExperimentG_C_1) CONTENT: Terminal(/Engine/Transient.REINST_MissionType_ModularMission_ExperimentG_C_1) CONTENT: Terminals Activated(/Engine/Transient.REINST_MissionType_ModularMission_ExperimentG_C_1) CONTENT: Door Power(/Engine/Transient.REINST_MissionType_ModularMission_ExperimentG_C_1) CONTENT: Reaper Biopod(/Engine/Transient.REINST_MissionType_ModularMission_ExperimentG_C_1) CONTENT: Enemies Killed(/Engine/Transient.REINST_MissionType_ModularMission_ExperimentG_C_1) CONTENT: Enemies Killed(/Engine/Transient.REINST_MissionType_ModularMission_ExperimentG_C_1) CONTENT: Override(/Engine/Transient.REINST_MissionType_ModularMission_ExperimentG_C_1) CONTENT: Security System Hacked(/Engine/Transient.REINST_MissionType_ModularMission_ExperimentG_C_1) CONTENT: You have taken control of the Hangar doors, elevator and turrets!(/Engine/Transient.REINST_MissionType_ModularMission_ExperimentG_C_1) CONTENT: Dino Backup!(/Engine/Transient.REINST_MissionType_ModularMission_ExperimentG_C_1) CONTENT: The cured creatures have joined you in battle!(/Engine/Transient.REINST_MissionType_ModularMission_ExperimentG_C_1) CONTENT: Anti-Corruption Complete!(/Engine/Transient.REINST_MissionType_ModularMission_ExperimentG_C_1) CONTENT: Some biopods were uncorrupted! The creatures you cured will remember this!(/Engine/Transient.REINST_MissionType_ModularMission_ExperimentG_C_1) CONTENT: Anti-Corruption Incomplete!(/Engine/Transient.REINST_MissionType_ModularMission_ExperimentG_C_1) CONTENT: The biopods were all destroyed before the creatures could be fully cured!(/Engine/Transient.REINST_MissionType_ModularMission_ExperimentG_C_1) CONTENT: Hangar Security Terminal(/Engine/Transient.REINST_MissionType_ModularMission_ExperimentG_C_1) CONTENT: Clear the Control Room(/Engine/Transient.REINST_MissionType_ModularMission_ExperimentG_C_1) CONTENT: Security Guards Killed(/Engine/Transient.REINST_MissionType_ModularMission_ExperimentG_C_1) CONTENT: Control Room(/Engine/Transient.REINST_MissionType_ModularMission_ExperimentG_C_1) CONTENT: Override the Security Terminal(/Engine/Transient.REINST_MissionType_ModularMission_ExperimentG_C_1) CONTENT: Override(/Engine/Transient.REINST_MissionType_ModularMission_ExperimentG_C_1) CONTENT: Regroup(/Engine/Transient.REINST_MissionType_ModularMission_ExperimentG_C_1) CONTENT: Protect the Biopods(/Engine/Transient.REINST_MissionType_ModularMission_ExperimentG_C_1) CONTENT: Make your way through the simulation and save the Biopods from Rockwell's viruses(/Engine/Transient.REINST_MissionType_ModularMission_ExperimentG_C_1) CONTENT: Bypass the firewall(/Engine/Transient.REINST_MissionType_ModularMission_ExperimentG_C_1) CONTENT: Find your way to the admin access room(/Engine/Transient.REINST_MissionType_ModularMission_ExperimentG_C_1) CONTENT: Defeat the antivirus drones(/Engine/Transient.REINST_MissionType_ModularMission_ExperimentG_C_1) CONTENT: You can't get admin access with antivirus protocols active(/Engine/Transient.REINST_MissionType_ModularMission_ExperimentG_C_1) CONTENT: Gain admin access(/Engine/Transient.REINST_MissionType_ModularMission_ExperimentG_C_1) CONTENT: Use the terminal so HLN-A can unlock your admin priviledges(/Engine/Transient.REINST_MissionType_ModularMission_ExperimentG_C_1) CONTENT: Destroy Rockwell's viruses before all the biopod control systems are infected(/Engine/Transient.REINST_MissionType_ModularMission_ExperimentG_C_1) CONTENT: Purge the final virus(/Engine/Transient.REINST_MissionType_ModularMission_ExperimentG_C_1) CONTENT: Use admin terminals to drop Rockwell's firewalls between you and the Bioreactor Controller(/Engine/Transient.REINST_MissionType_ModularMission_ExperimentG_C_1) CONTENT: Defeat Rockwell's super-virus to restore the Bioreactor(/Engine/Transient.REINST_MissionType_ModularMission_ExperimentG_C_1) CONTENT: Eliminated!(/Engine/Transient.REINST_MissionType_ModularMission_ExperimentG_C_1) CONTENT: Vitals critical: Simulation Desynchronizing...(/Engine/Transient.REINST_MissionType_ModularMission_ExperimentG_C_1) CONTENT: Turrets(/Engine/Transient.REINST_MissionType_ModularMission_ExperimentG_C_1) CONTENT: You can claim any turrets you don't destroy if you make it to the control room!(/Engine/Transient.REINST_MissionType_ModularMission_ExperimentG_C_1) CONTENT: Deactivate the Biopod!(/Engine/Transient.REINST_MissionType_ModularMission_ExperimentG_C_1) CONTENT: Defend the Biopods as they uncorrupt(/Engine/Transient.REINST_MissionType_ModularMission_ExperimentG_C_1) CONTENT: Title(/Engine/Transient.Default__REINST_MissionModule_zSubmodule_TeleportPlayers_Base_C_49007) CONTENT: Title(/Game/Genesis2/Missions/ModularMission/MissionModule_zSubmodule_TeleportPlayers_Base.Default__MissionModule_zSubmodule_TeleportPlayers_Base_C) CONTENT: Terminal(/Engine/Transient.Default__REINST_PrimalStructure_AssaultTerminal_C_49027) CONTENT: Hack Connected Turrets(/Game/Genesis2/Missions/ModularMission/Assault/PrimalStructure_AssaultTerminal.Default__PrimalStructure_AssaultTerminal_C) CONTENT: Terminal(/Game/Genesis2/Missions/ModularMission/Assault/PrimalStructure_AssaultTerminal.Default__PrimalStructure_AssaultTerminal_C) CONTENT: Assault(/Engine/Transient.Default__REINST_MissionModule_zSubmodule_Assault_C_49031) CONTENT: Assault(/Game/Genesis2/Missions/ModularMission/Assault/MissionModule_zSubmodule_Assault.Default__MissionModule_zSubmodule_Assault_C) CONTENT: Claim(/Game/Genesis2/Missions/ModularMission/Assault/Turrets/PrimalStructureTurret_Assault.Default__PrimalStructureTurret_Assault_C) CONTENT: Turn On(/Engine/Transient.Default__REINST_PrimalStructureTurret_Assault_Tek_C_49047) CONTENT: Turn Off(/Engine/Transient.Default__REINST_PrimalStructureTurret_Assault_Tek_C_49047) CONTENT: Tek Turret(/Engine/Transient.Default__REINST_PrimalStructureTurret_Assault_Tek_C_49047) CONTENT: Turn On(/Game/Genesis2/Missions/ModularMission/Assault/Turrets/PrimalStructureTurret_Assault_Tek.Default__PrimalStructureTurret_Assault_Tek_C) CONTENT: Turn Off(/Game/Genesis2/Missions/ModularMission/Assault/Turrets/PrimalStructureTurret_Assault_Tek.Default__PrimalStructureTurret_Assault_Tek_C) CONTENT: Tek Turret(/Game/Genesis2/Missions/ModularMission/Assault/Turrets/PrimalStructureTurret_Assault_Tek.Default__PrimalStructureTurret_Assault_Tek_C) CONTENT: Override Hangar Security System(/Engine/Transient.Default__REINST_PrimalStructure_AssaultTerminal_ExperimentG_C_49055) CONTENT: Override Hangar Security System(/Game/Genesis2/Missions/ModularMission/Mashup/ExperimentG/DinosAndStructures/PrimalStructure_AssaultTerminal_ExperimentG.Default__PrimalStructure_AssaultTerminal_ExperimentG_C) CONTENT: Kill_0_Title(/Engine/Transient.Default__REINST_MissionModule_zSubmodule_MissionAlert_Base_C_49063) CONTENT: Title(/Game/Genesis2/Missions/ModularMission/MissionModule_zSubmodule_MissionAlert_Base.Default__MissionModule_zSubmodule_MissionAlert_Base_C) CONTENT: Kill_0_Title(/Game/Genesis2/Missions/ModularMission/MissionModule_zSubmodule_MissionAlert_Base.Default__MissionModule_zSubmodule_MissionAlert_Base_C) CONTENT: Kill_0_Title(/Engine/Transient.Default__REINST_MissionModule_zSubmodule_SpawnCreatures_Base_C_49067) CONTENT: Kill_0_Title(/Game/Genesis2/Missions/ModularMission/MissionModule_zSubmodule_SpawnCreatures_Base.Default__MissionModule_zSubmodule_SpawnCreatures_Base_C) CONTENT: VR Pulmonoscorpius(/Engine/Transient.Default__REINST_Scorpion_Character_BP_ExpG_C_49075) CONTENT: VR Pulmonoscorpius(/Game/Genesis2/Missions/ModularMission/Mashup/ExperimentG/DinosAndStructures/Scorpion_Character_BP_ExpG.Default__Scorpion_Character_BP_ExpG_C) CONTENT: VR Onyc(/Engine/Transient.Default__REINST_Bat_Character_BP_ExpG_C_49083) CONTENT: VR Onyc(/Game/Genesis2/Missions/ModularMission/Mashup/ExperimentG/DinosAndStructures/Bat_Character_BP_ExpG.Default__Bat_Character_BP_ExpG_C) CONTENT: VR Araneo(/Engine/Transient.Default__REINST_SpiderS_Character_BP_ExpG_C_49087) CONTENT: VR Araneo(/Game/Genesis2/Missions/ModularMission/Mashup/ExperimentG/DinosAndStructures/SpiderS_Character_BP_ExpG.Default__SpiderS_Character_BP_ExpG_C) CONTENT: VR Lymantria(/Engine/Transient.Default__REINST_Moth_Character_BP_ExpG_C_49099) CONTENT: VR Lymantria(/Game/Genesis2/Missions/ModularMission/Mashup/ExperimentG/DinosAndStructures/Moth_Character_BP_ExpG.Default__Moth_Character_BP_ExpG_C) CONTENT: Shooting Gallery Turret(/Engine/Transient.Default__REINST_StructureTurretMinigun_ShootingGallery_C_49111) CONTENT: Shooting Gallery Turret(/Game/Genesis2/Missions/ModularMission/ShootingGallery/StructureTurretMinigun_ShootingGallery.Default__StructureTurretMinigun_ShootingGallery_C) CONTENT: Kill_0_Title(/Engine/Transient.Default__REINST_MissionModule_zSubmodule_SpawnStructures_Base_C_49115) CONTENT: Kill_0_Title(/Game/Genesis2/Missions/ModularMission/MissionModule_zSubmodule_SpawnStructures_Base.Default__MissionModule_zSubmodule_SpawnStructures_Base_C) CONTENT: Poisoned(/Engine/Transient.Default__REINST_Buff_PoisonGrenade_MissionExplosive_C_49159) CONTENT: Your Speed & Stamina are decreasing, and your Torpidity is increasing!(/Engine/Transient.Default__REINST_Buff_PoisonGrenade_MissionExplosive_C_49159) CONTENT: Poisoned(/Game/Genesis2/Missions/ModularMission/Structures/Buff_PoisonGrenade_MissionExplosive.Default__Buff_PoisonGrenade_MissionExplosive_C) CONTENT: Your Speed & Stamina are decreasing, and your Torpidity is increasing!(/Game/Genesis2/Missions/ModularMission/Structures/Buff_PoisonGrenade_MissionExplosive.Default__Buff_PoisonGrenade_MissionExplosive_C) CONTENT: Sleep(/Engine/Transient.Default__REINST_Buff_Mission_ExpG_SleepWildDino_C_49171) CONTENT: Sets Wild Dinos to fell asleep for buff duration.(/Engine/Transient.Default__REINST_Buff_Mission_ExpG_SleepWildDino_C_49171) CONTENT: Sleep(/Game/Genesis2/CoreBlueprints/Buffs/Buff_Mission_ExpG_SleepWildDino.Default__Buff_Mission_ExpG_SleepWildDino_C) CONTENT: Sets Wild Dinos to fell asleep for buff duration.(/Game/Genesis2/CoreBlueprints/Buffs/Buff_Mission_ExpG_SleepWildDino.Default__Buff_Mission_ExpG_SleepWildDino_C) LITERAL: x={x}, y={y}, z={z}(/Game/Genesis2/Environment/Hazards/VentFanGeyser/BP_VentFanGeyser_New.BP_VentFanGeyser_New:EdGraph_156629.K2Node_CallFunction_388329) LITERAL: x(/Game/Genesis2/Environment/Hazards/VentFanGeyser/BP_VentFanGeyser_New.BP_VentFanGeyser_New:EdGraph_156629.K2Node_MakeStruct_3049) LITERAL: y(/Game/Genesis2/Environment/Hazards/VentFanGeyser/BP_VentFanGeyser_New.BP_VentFanGeyser_New:EdGraph_156629.K2Node_MakeStruct_3050) LITERAL: z(/Game/Genesis2/Environment/Hazards/VentFanGeyser/BP_VentFanGeyser_New.BP_VentFanGeyser_New:EdGraph_156629.K2Node_MakeStruct_3051) CONTENT: Biopod Hangar(/Engine/Transient.Default__REINST_MissionModule_Checkpoints_ExperimentG_C1_C_49247) CONTENT: Biopod Hangar(/Game/Genesis2/Missions/ModularMission/Mashup/ExperimentG/SubclassesAndSubmodules/MissionModule_Checkpoints_ExperimentG_C1.Default__MissionModule_Checkpoints_ExperimentG_C1_C) CONTENT: Kill_0_Title(/Engine/Transient.Default__REINST_MissionModule_zSubmodule_AddSpecialWorldIndicator_Base_C_49267) CONTENT: Kill_0_Title(/Game/Genesis2/Missions/ModularMission/MissionModule_zSubmodule_AddSpecialWorldIndicator_Base.Default__MissionModule_zSubmodule_AddSpecialWorldIndicator_Base_C) CONTENT: Kill_Title_ExpG_ControlRoom(/Engine/Transient.Default__REINST_MissionModule_Kill_ExpG_ControlRoom_C_49275) CONTENT: Kill_Title_ExpG_ControlRoom(/Game/Genesis2/Missions/ModularMission/Mashup/ExperimentG/SubclassesAndSubmodules/MissionModule_Kill_ExpG_ControlRoom.Default__MissionModule_Kill_ExpG_ControlRoom_C) CONTENT: Kill_0_Title(/Engine/Transient.Default__REINST_MissionModule_zSubmodule_RemoveSpecialWorldIndicator_Base_C_49279) CONTENT: Kill_0_Title(/Game/Genesis2/Missions/ModularMission/MissionModule_zSubmodule_RemoveSpecialWorldIndicator_Base.Default__MissionModule_zSubmodule_RemoveSpecialWorldIndicator_Base_C) CONTENT: Wait_Title_ExpG_ControlRoom(/Engine/Transient.Default__REINST_MissionModule_Wait_ExpG_ControlRoom_C_49283) CONTENT: Wait_Title_ExpG_ControlRoom(/Game/Genesis2/Missions/ModularMission/Mashup/ExperimentG/SubclassesAndSubmodules/MissionModule_Wait_ExpG_ControlRoom.Default__MissionModule_Wait_ExpG_ControlRoom_C) CONTENT: Containment Area Entrance(/Engine/Transient.Default__REINST_MissionModule_Checkpoints_ExperimentG_C2_C_49299) CONTENT: Containment Area Entrance(/Game/Genesis2/Missions/ModularMission/Mashup/ExperimentG/SubclassesAndSubmodules/MissionModule_Checkpoints_ExperimentG_C2.Default__MissionModule_Checkpoints_ExperimentG_C2_C) CONTENT: Containment Area Entrance(/Engine/Transient.Default__REINST_MissionModule_Regroup_ExpG_Room1_C_49311) CONTENT: Containment Area Entrance(/Game/Genesis2/Missions/ModularMission/Mashup/ExperimentG/SubclassesAndSubmodules/MissionModule_Regroup_ExpG_Room1.Default__MissionModule_Regroup_ExpG_Room1_C) CONTENT: Maintain Generator(/Game/Genesis2/Missions/ModularMission/Hotspot/PrimalStructure_Hotspot_Interactable.Default__PrimalStructure_Hotspot_Interactable_C) CONTENT: Maintain Biopod(/Engine/Transient.Default__REINST_PrimalStructure_Hotspot_Interactable_DinoPodAlt_C_49419) CONTENT: Biopod(/Engine/Transient.Default__REINST_PrimalStructure_Hotspot_Interactable_DinoPodAlt_C_49419) CONTENT: Maintain Biopod(/Game/TestAssets/Robbie/PrimalStructure_Hotspot_Interactable_DinoPodAlt.Default__PrimalStructure_Hotspot_Interactable_DinoPodAlt_C) CONTENT: Biopod(/Game/TestAssets/Robbie/PrimalStructure_Hotspot_Interactable_DinoPodAlt.Default__PrimalStructure_Hotspot_Interactable_DinoPodAlt_C) CONTENT: Containment Area(/Engine/Transient.Default__REINST_MissionModule_Hotspot_BioPods_ExperimentG_Room2_C_49427) CONTENT: Containment Area(/Game/Genesis2/Missions/ModularMission/Mashup/ExperimentG/MissionModule_Hotspot_BioPods_ExperimentG_Room2.Default__MissionModule_Hotspot_BioPods_ExperimentG_Room2_C) CONTENT: Test Subject Storage(/Engine/Transient.Default__REINST_MissionModule_Checkpoints_ExperimentG_C3_C_49431) CONTENT: Test Subject Storage(/Game/Genesis2/Missions/ModularMission/Mashup/ExperimentG/SubclassesAndSubmodules/MissionModule_Checkpoints_ExperimentG_C3.Default__MissionModule_Checkpoints_ExperimentG_C3_C) CONTENT: Override Terminal(/Engine/Transient.Default__REINST_PrimalStructure_Hotspot_ExpGSidesTerminal_C_49435) CONTENT: Override Terminal(/Game/Genesis2/Missions/ModularMission/Mashup/ExperimentG/DinosAndStructures/PrimalStructure_Hotspot_ExpGSidesTerminal.Default__PrimalStructure_Hotspot_ExpGSidesTerminal_C) CONTENT: Test Subject Storage(/Engine/Transient.Default__REINST_MissionModule_Hotspot_BioPods_ExperimentG_Room2Sides_C_49439) CONTENT: Test Subject Storage(/Game/Genesis2/Missions/ModularMission/Mashup/ExperimentG/MissionModule_Hotspot_BioPods_ExperimentG_Room2Sides.Default__MissionModule_Hotspot_BioPods_ExperimentG_Room2Sides_C) CONTENT: Experimentation Chamber Corridor(/Engine/Transient.Default__REINST_MissionModule_Checkpoints_ExperimentG_C4_C_49443) CONTENT: Experimentation Chamber Corridor(/Game/Genesis2/Missions/ModularMission/Mashup/ExperimentG/SubclassesAndSubmodules/MissionModule_Checkpoints_ExperimentG_C4.Default__MissionModule_Checkpoints_ExperimentG_C4_C) CONTENT: Experimentation Chamber(/Engine/Transient.Default__REINST_MissionModule_Hotspot_BioPods_ExperimentG_Room3_C_49447) CONTENT: Experimentation Chamber(/Game/Genesis2/Missions/ModularMission/Mashup/ExperimentG/MissionModule_Hotspot_BioPods_ExperimentG_Room3.Default__MissionModule_Hotspot_BioPods_ExperimentG_Room3_C) CONTENT: Empowered(/Engine/Transient.Default__REINST_Buff_GauntletDamageMultiplier_C_49471) CONTENT: A surge of energy is quadrupling your damage(/Engine/Transient.Default__REINST_Buff_GauntletDamageMultiplier_C_49471) CONTENT: THE EDMUNDIUM SURGES(/Engine/Transient.Default__REINST_Buff_GauntletDamageMultiplier_C_49471) CONTENT: Empowered(/Game/Genesis/Missions/GauntletWaves/Buff_GauntletDamageMultiplier.Default__Buff_GauntletDamageMultiplier_C) CONTENT: A surge of energy is quadrupling your damage(/Game/Genesis/Missions/GauntletWaves/Buff_GauntletDamageMultiplier.Default__Buff_GauntletDamageMultiplier_C) CONTENT: THE EDMUNDIUM SURGES(/Game/Genesis/Missions/GauntletWaves/Buff_GauntletDamageMultiplier.Default__Buff_GauntletDamageMultiplier_C) CONTENT: Damage Boost(/Engine/Transient.Default__REINST_PrimalItem_GauntletDamageBuffKey_C_49475) CONTENT: Damage Boost(/Game/Genesis/Missions/GauntletWaves/PrimalItem_GauntletDamageBuffKey.Default__PrimalItem_GauntletDamageBuffKey_C) CONTENT: PowerUp_Title(/Engine/Transient.Default__REINST_MissionModule_zSubmodule_Powerups_C_49483) CONTENT: PowerUp_Title(/Game/Genesis2/Missions/ModularMission/PowerUps/MissionModule_zSubmodule_Powerups.Default__MissionModule_zSubmodule_Powerups_C) CONTENT: Change Weapon(/Game/Genesis2/Missions/ModularMission/PowerUps/Buff_GauntletWaves_PowerUpTrigger_Modular.Default__Buff_GauntletWaves_PowerUpTrigger_Modular_C) CONTENT: Empowered(/Engine/Transient.Default__REINST_Buff_MazeBoss_C_49567) CONTENT: A surge of energy is preventing you from taking damage(/Engine/Transient.Default__REINST_Buff_MazeBoss_C_49567) CONTENT: THE EDMUNDIUM SURGES(/Engine/Transient.Default__REINST_Buff_MazeBoss_C_49567) CONTENT: Empowered(/Game/Genesis2/Missions/ModularMission/Maze/ExampleActors/Buff_MazeBoss.Default__Buff_MazeBoss_C) CONTENT: A surge of energy is preventing you from taking damage(/Game/Genesis2/Missions/ModularMission/Maze/ExampleActors/Buff_MazeBoss.Default__Buff_MazeBoss_C) CONTENT: THE EDMUNDIUM SURGES(/Game/Genesis2/Missions/ModularMission/Maze/ExampleActors/Buff_MazeBoss.Default__Buff_MazeBoss_C) CONTENT: Maze(/Engine/Transient.Default__REINST_MissionModule_EscapeRoom_Base_C_49575) LITERAL: You activated a {1} floor plate(/Game/Genesis2/Missions/ModularMission/MissionModule_EscapeRoom_Base.MissionModule_EscapeRoom_Base:EdGraph_157709.K2Node_CallFunction_389670) LITERAL: 1(/Game/Genesis2/Missions/ModularMission/MissionModule_EscapeRoom_Base.MissionModule_EscapeRoom_Base:EdGraph_157709.K2Node_MakeStruct_3068) LITERAL: You collected a {1} key(/Game/Genesis2/Missions/ModularMission/MissionModule_EscapeRoom_Base.MissionModule_EscapeRoom_Base:EdGraph_157709.K2Node_CallFunction_389671) LITERAL: 1(/Game/Genesis2/Missions/ModularMission/MissionModule_EscapeRoom_Base.MissionModule_EscapeRoom_Base:EdGraph_157709.K2Node_MakeStruct_3069) LITERAL: You killed a {1} {2}(/Game/Genesis2/Missions/ModularMission/MissionModule_EscapeRoom_Base.MissionModule_EscapeRoom_Base:EdGraph_157709.K2Node_CallFunction_389672) LITERAL: 1(/Game/Genesis2/Missions/ModularMission/MissionModule_EscapeRoom_Base.MissionModule_EscapeRoom_Base:EdGraph_157709.K2Node_MakeStruct_3070) LITERAL: 2(/Game/Genesis2/Missions/ModularMission/MissionModule_EscapeRoom_Base.MissionModule_EscapeRoom_Base:EdGraph_157709.K2Node_MakeStruct_3071) CONTENT: White(/Game/Genesis2/Missions/ModularMission/MissionModule_EscapeRoom_Base.Default__MissionModule_EscapeRoom_Base_C) CONTENT: Pink(/Game/Genesis2/Missions/ModularMission/MissionModule_EscapeRoom_Base.Default__MissionModule_EscapeRoom_Base_C) CONTENT: Blue(/Game/Genesis2/Missions/ModularMission/MissionModule_EscapeRoom_Base.Default__MissionModule_EscapeRoom_Base_C) CONTENT: Green(/Game/Genesis2/Missions/ModularMission/MissionModule_EscapeRoom_Base.Default__MissionModule_EscapeRoom_Base_C) CONTENT: Yellow(/Game/Genesis2/Missions/ModularMission/MissionModule_EscapeRoom_Base.Default__MissionModule_EscapeRoom_Base_C) CONTENT: Maze(/Game/Genesis2/Missions/ModularMission/MissionModule_EscapeRoom_Base.Default__MissionModule_EscapeRoom_Base_C) CONTENT: Exterminate Experiment G(/Engine/Transient.Default__REINST_MissionModule_EscapeRoom_ExperimentG_Room3_C_49579) CONTENT: Exterminate Experiment G(/Game/Genesis2/Missions/ModularMission/Mashup/ExperimentG/MissionModule_EscapeRoom_ExperimentG_Room3.Default__MissionModule_EscapeRoom_ExperimentG_Room3_C) CONTENT: Code Red(/Engine/Transient.Default__REINST_MissionType_ModularMission_ExperimentG_C_49587) CONTENT: Hack into the genomic archive to stop Rockwell from corrupting the creature files, and prevent his vengeful supervirus from re-hacking the system!(/Engine/Transient.Default__REINST_MissionType_ModularMission_ExperimentG_C_49587) CONTENT: Waiting For Players(/Engine/Transient.Default__REINST_MissionType_ModularMission_ExperimentG_C_49587) CONTENT: Get Ready!(/Engine/Transient.Default__REINST_MissionType_ModularMission_ExperimentG_C_49587) CONTENT: Waiting to add players to mission...(/Engine/Transient.Default__REINST_MissionType_ModularMission_ExperimentG_C_49587) CONTENT: Proceed(/Engine/Transient.Default__REINST_MissionType_ModularMission_ExperimentG_C_49587) CONTENT: Biopod(/Engine/Transient.Default__REINST_MissionType_ModularMission_ExperimentG_C_49587) CONTENT: Biopods Remaining(/Engine/Transient.Default__REINST_MissionType_ModularMission_ExperimentG_C_49587) CONTENT: A Biopod was destroyed!(/Engine/Transient.Default__REINST_MissionType_ModularMission_ExperimentG_C_49587) CONTENT: Mission Alert(/Engine/Transient.Default__REINST_MissionType_ModularMission_ExperimentG_C_49587) CONTENT: Terminal(/Engine/Transient.Default__REINST_MissionType_ModularMission_ExperimentG_C_49587) CONTENT: Terminals Activated(/Engine/Transient.Default__REINST_MissionType_ModularMission_ExperimentG_C_49587) CONTENT: Door Power(/Engine/Transient.Default__REINST_MissionType_ModularMission_ExperimentG_C_49587) CONTENT: Reaper Biopod(/Engine/Transient.Default__REINST_MissionType_ModularMission_ExperimentG_C_49587) CONTENT: Enemies Killed(/Engine/Transient.Default__REINST_MissionType_ModularMission_ExperimentG_C_49587) CONTENT: Enemies Killed(/Engine/Transient.Default__REINST_MissionType_ModularMission_ExperimentG_C_49587) CONTENT: Override(/Engine/Transient.Default__REINST_MissionType_ModularMission_ExperimentG_C_49587) CONTENT: Security System Hacked(/Engine/Transient.Default__REINST_MissionType_ModularMission_ExperimentG_C_49587) CONTENT: You have taken control of the Hangar doors, elevator and turrets!(/Engine/Transient.Default__REINST_MissionType_ModularMission_ExperimentG_C_49587) CONTENT: Dino Backup!(/Engine/Transient.Default__REINST_MissionType_ModularMission_ExperimentG_C_49587) CONTENT: The cured creatures have joined you in battle!(/Engine/Transient.Default__REINST_MissionType_ModularMission_ExperimentG_C_49587) CONTENT: Anti-Corruption Complete!(/Engine/Transient.Default__REINST_MissionType_ModularMission_ExperimentG_C_49587) CONTENT: Some biopods were uncorrupted! The creatures you cured will remember this!(/Engine/Transient.Default__REINST_MissionType_ModularMission_ExperimentG_C_49587) CONTENT: Anti-Corruption Incomplete!(/Engine/Transient.Default__REINST_MissionType_ModularMission_ExperimentG_C_49587) CONTENT: The biopods were all destroyed before the creatures could be fully cured!(/Engine/Transient.Default__REINST_MissionType_ModularMission_ExperimentG_C_49587) CONTENT: Hangar Security Terminal(/Engine/Transient.Default__REINST_MissionType_ModularMission_ExperimentG_C_49587) CONTENT: Clear the Control Room(/Engine/Transient.Default__REINST_MissionType_ModularMission_ExperimentG_C_49587) CONTENT: Security Guards Killed(/Engine/Transient.Default__REINST_MissionType_ModularMission_ExperimentG_C_49587) CONTENT: Control Room(/Engine/Transient.Default__REINST_MissionType_ModularMission_ExperimentG_C_49587) CONTENT: Override the Security Terminal(/Engine/Transient.Default__REINST_MissionType_ModularMission_ExperimentG_C_49587) CONTENT: Override(/Engine/Transient.Default__REINST_MissionType_ModularMission_ExperimentG_C_49587) CONTENT: Regroup(/Engine/Transient.Default__REINST_MissionType_ModularMission_ExperimentG_C_49587) CONTENT: Protect the Biopods(/Engine/Transient.Default__REINST_MissionType_ModularMission_ExperimentG_C_49587) CONTENT: Make your way through the simulation and save the Biopods from Rockwell's viruses(/Engine/Transient.Default__REINST_MissionType_ModularMission_ExperimentG_C_49587) CONTENT: Bypass the firewall(/Engine/Transient.Default__REINST_MissionType_ModularMission_ExperimentG_C_49587) CONTENT: Find your way to the admin access room(/Engine/Transient.Default__REINST_MissionType_ModularMission_ExperimentG_C_49587) CONTENT: Defeat the antivirus drones(/Engine/Transient.Default__REINST_MissionType_ModularMission_ExperimentG_C_49587) CONTENT: You can't get admin access with antivirus protocols active(/Engine/Transient.Default__REINST_MissionType_ModularMission_ExperimentG_C_49587) CONTENT: Gain admin access(/Engine/Transient.Default__REINST_MissionType_ModularMission_ExperimentG_C_49587) CONTENT: Use the terminal so HLN-A can unlock your admin priviledges(/Engine/Transient.Default__REINST_MissionType_ModularMission_ExperimentG_C_49587) CONTENT: Destroy Rockwell's viruses before all the biopod control systems are infected(/Engine/Transient.Default__REINST_MissionType_ModularMission_ExperimentG_C_49587) CONTENT: Purge the final virus(/Engine/Transient.Default__REINST_MissionType_ModularMission_ExperimentG_C_49587) CONTENT: Use admin terminals to drop Rockwell's firewalls between you and the Bioreactor Controller(/Engine/Transient.Default__REINST_MissionType_ModularMission_ExperimentG_C_49587) CONTENT: Defeat Rockwell's super-virus to restore the Bioreactor(/Engine/Transient.Default__REINST_MissionType_ModularMission_ExperimentG_C_49587) CONTENT: Eliminated!(/Engine/Transient.Default__REINST_MissionType_ModularMission_ExperimentG_C_49587) CONTENT: Vitals critical: Simulation Desynchronizing...(/Engine/Transient.Default__REINST_MissionType_ModularMission_ExperimentG_C_49587) CONTENT: Turrets(/Engine/Transient.Default__REINST_MissionType_ModularMission_ExperimentG_C_49587) CONTENT: You can claim any turrets you don't destroy if you make it to the control room!(/Engine/Transient.Default__REINST_MissionType_ModularMission_ExperimentG_C_49587) CONTENT: Deactivate the Biopod!(/Engine/Transient.Default__REINST_MissionType_ModularMission_ExperimentG_C_49587) CONTENT: Defend the Biopods as they uncorrupt(/Engine/Transient.Default__REINST_MissionType_ModularMission_ExperimentG_C_49587) CONTENT: Code Red(/Game/Genesis2/Missions/ModularMission/Mashup/ExperimentG/MissionType_ModularMission_ExperimentG.Default__MissionType_ModularMission_ExperimentG_C) CONTENT: Hack into the genomic archive to stop Rockwell from corrupting the creature files, and prevent his vengeful supervirus from re-hacking the system!(/Game/Genesis2/Missions/ModularMission/Mashup/ExperimentG/MissionType_ModularMission_ExperimentG.Default__MissionType_ModularMission_ExperimentG_C) CONTENT: Waiting For Players(/Game/Genesis2/Missions/ModularMission/Mashup/ExperimentG/MissionType_ModularMission_ExperimentG.Default__MissionType_ModularMission_ExperimentG_C) CONTENT: Get Ready!(/Game/Genesis2/Missions/ModularMission/Mashup/ExperimentG/MissionType_ModularMission_ExperimentG.Default__MissionType_ModularMission_ExperimentG_C) CONTENT: Waiting to add players to mission...(/Game/Genesis2/Missions/ModularMission/Mashup/ExperimentG/MissionType_ModularMission_ExperimentG.Default__MissionType_ModularMission_ExperimentG_C) CONTENT: Proceed(/Game/Genesis2/Missions/ModularMission/Mashup/ExperimentG/MissionType_ModularMission_ExperimentG.Default__MissionType_ModularMission_ExperimentG_C) CONTENT: Biopod(/Game/Genesis2/Missions/ModularMission/Mashup/ExperimentG/MissionType_ModularMission_ExperimentG.Default__MissionType_ModularMission_ExperimentG_C) CONTENT: Biopods Remaining(/Game/Genesis2/Missions/ModularMission/Mashup/ExperimentG/MissionType_ModularMission_ExperimentG.Default__MissionType_ModularMission_ExperimentG_C) CONTENT: A Biopod was destroyed!(/Game/Genesis2/Missions/ModularMission/Mashup/ExperimentG/MissionType_ModularMission_ExperimentG.Default__MissionType_ModularMission_ExperimentG_C) CONTENT: Mission Alert(/Game/Genesis2/Missions/ModularMission/Mashup/ExperimentG/MissionType_ModularMission_ExperimentG.Default__MissionType_ModularMission_ExperimentG_C) CONTENT: Terminal(/Game/Genesis2/Missions/ModularMission/Mashup/ExperimentG/MissionType_ModularMission_ExperimentG.Default__MissionType_ModularMission_ExperimentG_C) CONTENT: Terminals Activated(/Game/Genesis2/Missions/ModularMission/Mashup/ExperimentG/MissionType_ModularMission_ExperimentG.Default__MissionType_ModularMission_ExperimentG_C) CONTENT: Door Power(/Game/Genesis2/Missions/ModularMission/Mashup/ExperimentG/MissionType_ModularMission_ExperimentG.Default__MissionType_ModularMission_ExperimentG_C) CONTENT: Reaper Biopod(/Game/Genesis2/Missions/ModularMission/Mashup/ExperimentG/MissionType_ModularMission_ExperimentG.Default__MissionType_ModularMission_ExperimentG_C) CONTENT: Enemies Killed(/Game/Genesis2/Missions/ModularMission/Mashup/ExperimentG/MissionType_ModularMission_ExperimentG.Default__MissionType_ModularMission_ExperimentG_C) CONTENT: Enemies Killed(/Game/Genesis2/Missions/ModularMission/Mashup/ExperimentG/MissionType_ModularMission_ExperimentG.Default__MissionType_ModularMission_ExperimentG_C) CONTENT: Override(/Game/Genesis2/Missions/ModularMission/Mashup/ExperimentG/MissionType_ModularMission_ExperimentG.Default__MissionType_ModularMission_ExperimentG_C) CONTENT: Security System Hacked(/Game/Genesis2/Missions/ModularMission/Mashup/ExperimentG/MissionType_ModularMission_ExperimentG.Default__MissionType_ModularMission_ExperimentG_C) CONTENT: You have taken control of the Hangar doors, elevator and turrets!(/Game/Genesis2/Missions/ModularMission/Mashup/ExperimentG/MissionType_ModularMission_ExperimentG.Default__MissionType_ModularMission_ExperimentG_C) CONTENT: Dino Backup!(/Game/Genesis2/Missions/ModularMission/Mashup/ExperimentG/MissionType_ModularMission_ExperimentG.Default__MissionType_ModularMission_ExperimentG_C) CONTENT: The cured creatures have joined you in battle!(/Game/Genesis2/Missions/ModularMission/Mashup/ExperimentG/MissionType_ModularMission_ExperimentG.Default__MissionType_ModularMission_ExperimentG_C) CONTENT: Anti-Corruption Complete!(/Game/Genesis2/Missions/ModularMission/Mashup/ExperimentG/MissionType_ModularMission_ExperimentG.Default__MissionType_ModularMission_ExperimentG_C) CONTENT: Some biopods were uncorrupted! The creatures you cured will remember this!(/Game/Genesis2/Missions/ModularMission/Mashup/ExperimentG/MissionType_ModularMission_ExperimentG.Default__MissionType_ModularMission_ExperimentG_C) CONTENT: Anti-Corruption Incomplete!(/Game/Genesis2/Missions/ModularMission/Mashup/ExperimentG/MissionType_ModularMission_ExperimentG.Default__MissionType_ModularMission_ExperimentG_C) CONTENT: The biopods were all destroyed before the creatures could be fully cured!(/Game/Genesis2/Missions/ModularMission/Mashup/ExperimentG/MissionType_ModularMission_ExperimentG.Default__MissionType_ModularMission_ExperimentG_C) CONTENT: Hangar Security Terminal(/Game/Genesis2/Missions/ModularMission/Mashup/ExperimentG/MissionType_ModularMission_ExperimentG.Default__MissionType_ModularMission_ExperimentG_C) CONTENT: Clear the Control Room(/Game/Genesis2/Missions/ModularMission/Mashup/ExperimentG/MissionType_ModularMission_ExperimentG.Default__MissionType_ModularMission_ExperimentG_C) CONTENT: Security Guards Killed(/Game/Genesis2/Missions/ModularMission/Mashup/ExperimentG/MissionType_ModularMission_ExperimentG.Default__MissionType_ModularMission_ExperimentG_C) CONTENT: Control Room(/Game/Genesis2/Missions/ModularMission/Mashup/ExperimentG/MissionType_ModularMission_ExperimentG.Default__MissionType_ModularMission_ExperimentG_C) CONTENT: Override the Security Terminal(/Game/Genesis2/Missions/ModularMission/Mashup/ExperimentG/MissionType_ModularMission_ExperimentG.Default__MissionType_ModularMission_ExperimentG_C) CONTENT: Override(/Game/Genesis2/Missions/ModularMission/Mashup/ExperimentG/MissionType_ModularMission_ExperimentG.Default__MissionType_ModularMission_ExperimentG_C) CONTENT: Regroup(/Game/Genesis2/Missions/ModularMission/Mashup/ExperimentG/MissionType_ModularMission_ExperimentG.Default__MissionType_ModularMission_ExperimentG_C) CONTENT: Protect the Biopods(/Game/Genesis2/Missions/ModularMission/Mashup/ExperimentG/MissionType_ModularMission_ExperimentG.Default__MissionType_ModularMission_ExperimentG_C) CONTENT: Make your way through the simulation and save the Biopods from Rockwell's viruses(/Game/Genesis2/Missions/ModularMission/Mashup/ExperimentG/MissionType_ModularMission_ExperimentG.Default__MissionType_ModularMission_ExperimentG_C) CONTENT: Bypass the firewall(/Game/Genesis2/Missions/ModularMission/Mashup/ExperimentG/MissionType_ModularMission_ExperimentG.Default__MissionType_ModularMission_ExperimentG_C) CONTENT: Find your way to the admin access room(/Game/Genesis2/Missions/ModularMission/Mashup/ExperimentG/MissionType_ModularMission_ExperimentG.Default__MissionType_ModularMission_ExperimentG_C) CONTENT: Defeat the antivirus drones(/Game/Genesis2/Missions/ModularMission/Mashup/ExperimentG/MissionType_ModularMission_ExperimentG.Default__MissionType_ModularMission_ExperimentG_C) CONTENT: You can't get admin access with antivirus protocols active(/Game/Genesis2/Missions/ModularMission/Mashup/ExperimentG/MissionType_ModularMission_ExperimentG.Default__MissionType_ModularMission_ExperimentG_C) CONTENT: Gain admin access(/Game/Genesis2/Missions/ModularMission/Mashup/ExperimentG/MissionType_ModularMission_ExperimentG.Default__MissionType_ModularMission_ExperimentG_C) CONTENT: Use the terminal so HLN-A can unlock your admin priviledges(/Game/Genesis2/Missions/ModularMission/Mashup/ExperimentG/MissionType_ModularMission_ExperimentG.Default__MissionType_ModularMission_ExperimentG_C) CONTENT: Destroy Rockwell's viruses before all the biopod control systems are infected(/Game/Genesis2/Missions/ModularMission/Mashup/ExperimentG/MissionType_ModularMission_ExperimentG.Default__MissionType_ModularMission_ExperimentG_C) CONTENT: Purge the final virus(/Game/Genesis2/Missions/ModularMission/Mashup/ExperimentG/MissionType_ModularMission_ExperimentG.Default__MissionType_ModularMission_ExperimentG_C) CONTENT: Use admin terminals to drop Rockwell's firewalls between you and the Bioreactor Controller(/Game/Genesis2/Missions/ModularMission/Mashup/ExperimentG/MissionType_ModularMission_ExperimentG.Default__MissionType_ModularMission_ExperimentG_C) CONTENT: Defeat Rockwell's super-virus to restore the Bioreactor(/Game/Genesis2/Missions/ModularMission/Mashup/ExperimentG/MissionType_ModularMission_ExperimentG.Default__MissionType_ModularMission_ExperimentG_C) CONTENT: Eliminated!(/Game/Genesis2/Missions/ModularMission/Mashup/ExperimentG/MissionType_ModularMission_ExperimentG.Default__MissionType_ModularMission_ExperimentG_C) CONTENT: Vitals critical: Simulation Desynchronizing...(/Game/Genesis2/Missions/ModularMission/Mashup/ExperimentG/MissionType_ModularMission_ExperimentG.Default__MissionType_ModularMission_ExperimentG_C) CONTENT: Turrets(/Game/Genesis2/Missions/ModularMission/Mashup/ExperimentG/MissionType_ModularMission_ExperimentG.Default__MissionType_ModularMission_ExperimentG_C) CONTENT: You can claim any turrets you don't destroy if you make it to the control room!(/Game/Genesis2/Missions/ModularMission/Mashup/ExperimentG/MissionType_ModularMission_ExperimentG.Default__MissionType_ModularMission_ExperimentG_C) CONTENT: Deactivate the Biopod!(/Game/Genesis2/Missions/ModularMission/Mashup/ExperimentG/MissionType_ModularMission_ExperimentG.Default__MissionType_ModularMission_ExperimentG_C) CONTENT: Defend the Biopods as they uncorrupt(/Game/Genesis2/Missions/ModularMission/Mashup/ExperimentG/MissionType_ModularMission_ExperimentG.Default__MissionType_ModularMission_ExperimentG_C) CONTENT: Mission Loot Set(/Game/Genesis2/CoreBlueprints/LootSets/LootItemSet_Missions_ExperimentG_Beta.Default__LootItemSet_Missions_ExperimentG_Beta_C) CONTENT: Missions - never BP - with quality(/Game/Genesis2/CoreBlueprints/LootSets/LootItemSet_Missions_ExperimentG_Beta.Default__LootItemSet_Missions_ExperimentG_Beta_C) CONTENT: Missions - with BP - with quality(/Game/Genesis2/CoreBlueprints/LootSets/LootItemSet_Missions_ExperimentG_Beta.Default__LootItemSet_Missions_ExperimentG_Beta_C) CONTENT: Mission Loot Set(/Game/Genesis2/CoreBlueprints/LootSets/LootItemSet_Missions_ExperimentG_Alpha.Default__LootItemSet_Missions_ExperimentG_Alpha_C) CONTENT: Missions - never BP - with quality(/Game/Genesis2/CoreBlueprints/LootSets/LootItemSet_Missions_ExperimentG_Alpha.Default__LootItemSet_Missions_ExperimentG_Alpha_C) CONTENT: Missions - with BP - with quality(/Game/Genesis2/CoreBlueprints/LootSets/LootItemSet_Missions_ExperimentG_Alpha.Default__LootItemSet_Missions_ExperimentG_Alpha_C) CONTENT: Wilderness(/Game/Maps/Genesis2/Mission_11_Gameplay.Mission_11_Gameplay:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/Mission_11_Geo.Mission_11_Geo:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/Mission_11_Lighting.Mission_11_Lighting:PersistentLevel.PrimalWorldSettings) CONTENT: Mission Loot Set(/Game/Genesis2/CoreBlueprints/LootSets/LootItemSet_Missions_LifeSupport_Gamma.Default__LootItemSet_Missions_LifeSupport_Gamma_C) CONTENT: Missions - never BP - with quality(/Game/Genesis2/CoreBlueprints/LootSets/LootItemSet_Missions_LifeSupport_Gamma.Default__LootItemSet_Missions_LifeSupport_Gamma_C) CONTENT: Missions - with BP - with quality(/Game/Genesis2/CoreBlueprints/LootSets/LootItemSet_Missions_LifeSupport_Gamma.Default__LootItemSet_Missions_LifeSupport_Gamma_C) LITERAL: MC_SetActiveColor(/Game/Genesis2/Missions/ModularMission/ColorTowers/PrimalStructure_MissionTower.PrimalStructure_MissionTower:InitTower.K2Node_CallFunction_299288) LITERAL: Activate Tower(/Game/Genesis2/Missions/ModularMission/ColorTowers/PrimalStructure_MissionTower.PrimalStructure_MissionTower:BPGetMultiUseEntries.K2Node_CallFunction_274076) LITERAL: Activate (/Game/Genesis2/Missions/ModularMission/ColorTowers/PrimalStructure_MissionTower.PrimalStructure_MissionTower:BPGetMultiUseEntries.K2Node_CallFunction_275208) LITERAL: Tower(/Game/Genesis2/Missions/ModularMission/ColorTowers/PrimalStructure_MissionTower.PrimalStructure_MissionTower:BPGetMultiUseEntries.K2Node_CallFunction_275301) CONTENT: Color Towers(/Engine/Transient.REINST_MissionModule_ColorTowers_Base_C_0) LITERAL: LifeSupport_Dinos_Tag(/Game/Genesis2/Missions/ModularMission/ColorTowers/MissionModule_ColorTowers_Base.MissionModule_ColorTowers_Base:EventGraph.K2Node_CallFunction_232280) LITERAL: MissionTick(/Game/Genesis2/Missions/ModularMission/ColorTowers/MissionModule_ColorTowers_Base.MissionModule_ColorTowers_Base:HandleMissionModuleBegin.K2Node_CallFunction_240313) LITERAL: LifeSupport_Dinos_Tag(/Game/Genesis2/Missions/ModularMission/ColorTowers/MissionModule_ColorTowers_Base.MissionModule_ColorTowers_Base:TowerActivated.K2Node_CallFunction_232280) LITERAL: LifeSupport_Dinos_Tag(/Game/Genesis2/Missions/ModularMission/ColorTowers/MissionModule_ColorTowers_Base.MissionModule_ColorTowers_Base:MissionTick.K2Node_CallFunction_232280) LITERAL: LifeSupport_Dinos_Tag(/Game/Genesis2/Missions/ModularMission/ColorTowers/MissionModule_ColorTowers_Base.MissionModule_ColorTowers_Base:SequenceComplete.K2Node_CallFunction_232280) LITERAL: MissionTick(/Game/Genesis2/Missions/ModularMission/ColorTowers/MissionModule_ColorTowers_Base.MissionModule_ColorTowers_Base:HandleMissionModuleEnd.K2Node_CallFunction_350810) CONTENT: Color Towers(/Engine/Transient.Default__REINST_MissionModule_ColorTowers_Base_C_49788) CONTENT: Color Towers(/Engine/Transient.REINST_MissionModule_ColorTowers_Base_C_1) CONTENT: Color Towers(/Engine/Transient.Default__REINST_MissionModule_ColorTowers_Base_C_49792) CONTENT: Color Towers(/Game/Genesis2/Missions/ModularMission/ColorTowers/MissionModule_ColorTowers_Base.Default__MissionModule_ColorTowers_Base_C) CONTENT: Hotspot Base(/Engine/Transient.REINST_MissionType_Hotspot_Base_C_0) CONTENT: Hotspot Base(/Engine/Transient.Default__REINST_MissionType_Hotspot_Base_C_49799) CONTENT: Hotspot Base(/Engine/Transient.REINST_MissionType_Hotspot_Base_C_1) CONTENT: Hotspot Base(/Engine/Transient.Default__REINST_MissionType_Hotspot_Base_C_49803) CONTENT: Hotspot Base(/Game/Genesis2/Missions/ModularMission/Hotspot/MissionType_Hotspot_Base.Default__MissionType_Hotspot_Base_C) LITERAL: Mission Ammo: (/Game/Genesis/Missions/TestMission/Buff_DebugMissionWeapon.Buff_DebugMissionWeapon:EventGraph.K2Node_CallFunction_263602) LITERAL: / (/Game/Genesis/Missions/TestMission/Buff_DebugMissionWeapon.Buff_DebugMissionWeapon:EventGraph.K2Node_CallFunction_263544) CONTENT: {GiveDefaultWeapon} Use Mission Equipment(/Game/Genesis/Missions/TestMission/Buff_DebugMissionWeapon.Default__Buff_DebugMissionWeapon_C) CONTENT: {GiveDefaultWeapon} Use Mission Equipment(/Game/Genesis/Missions/TestMission/Buff_DebugMissionWeapon.Default__Buff_DebugMissionWeapon_C) LITERAL: %(/Game/Genesis2/Missions/ModularMission/LifeSupport/Buff_Mission_LifeSupport.Buff_Mission_LifeSupport:BPGetHUDElements.K2Node_CallFunction_489299) LITERAL: RemovePlayerFromMission(/Game/Genesis2/Missions/ModularMission/LifeSupport/Buff_Mission_LifeSupport.Buff_Mission_LifeSupport:BPAdjustStatusValueModification.K2Node_CallFunction_27305) LITERAL: Eliminated_Title(/Game/Genesis2/Missions/ModularMission/LifeSupport/Buff_Mission_LifeSupport.Buff_Mission_LifeSupport:SendEliminationMissionAlert.K2Node_CallFunction_338947) LITERAL: Eliminated_Desc(/Game/Genesis2/Missions/ModularMission/LifeSupport/Buff_Mission_LifeSupport.Buff_Mission_LifeSupport:SendEliminationMissionAlert.K2Node_MakeStruct_6699) CONTENT: Poison Density(/Game/Genesis2/Missions/ModularMission/LifeSupport/Buff_Mission_LifeSupport.Default__Buff_Mission_LifeSupport_C) CONTENT: 100%(/Game/Genesis2/Missions/ModularMission/LifeSupport/Buff_Mission_LifeSupport.Default__Buff_Mission_LifeSupport_C) CONTENT: EN(/Game/Genesis2/Missions/ModularMission/LifeSupport/CompanionReactions/MissionModule_zSubmodule_CompReaction_LifeSupport_BossArrived.Default__MissionModule_zSubmodule_CompReaction_LifeSupport_BossArrived_C) CONTENT: EN(/Game/Genesis2/Missions/ModularMission/LifeSupport/CompanionReactions/MissionModule_zSubmodule_CompReaction_LifeSupport_BossHalfDead.Default__MissionModule_zSubmodule_CompReaction_LifeSupport_BossHalfDead_C) CONTENT: EN(/Game/Genesis2/Missions/ModularMission/LifeSupport/CompanionReactions/MissionModule_zSubmodule_CompReaction_LifeSupport_Intro.Default__MissionModule_zSubmodule_CompReaction_LifeSupport_Intro_C) CONTENT: EN(/Game/Genesis2/Missions/ModularMission/LifeSupport/CompanionReactions/MissionModule_zSubmodule_CompReaction_LifeSupport_LeakFixed.Default__MissionModule_zSubmodule_CompReaction_LifeSupport_LeakFixed_C) CONTENT: EN(/Game/Genesis2/Missions/ModularMission/LifeSupport/CompanionReactions/MissionModule_zSubmodule_CompReaction_LifeSupport_LeakStarted.Default__MissionModule_zSubmodule_CompReaction_LifeSupport_LeakStarted_C) CONTENT: EN(/Game/Genesis2/Missions/ModularMission/LifeSupport/CompanionReactions/MissionModule_zSubmodule_CompReaction_LifeSupport_Outro.Default__MissionModule_zSubmodule_CompReaction_LifeSupport_Outro_C) CONTENT: EN(/Game/Genesis2/Missions/ModularMission/LifeSupport/CompanionReactions/MissionModule_zSubmodule_CompReaction_LifeSupport_PayAttention.Default__MissionModule_zSubmodule_CompReaction_LifeSupport_PayAttention_C) CONTENT: EN(/Game/Genesis2/Missions/ModularMission/LifeSupport/CompanionReactions/MissionModule_zSubmodule_CompReaction_LifeSupport_Room1Start.Default__MissionModule_zSubmodule_CompReaction_LifeSupport_Room1Start_C) CONTENT: EN(/Game/Genesis2/Missions/ModularMission/LifeSupport/CompanionReactions/MissionModule_zSubmodule_CompReaction_LifeSupport_Room2Start.Default__MissionModule_zSubmodule_CompReaction_LifeSupport_Room2Start_C) CONTENT: EN(/Game/Genesis2/Missions/ModularMission/LifeSupport/CompanionReactions/MissionModule_zSubmodule_CompReaction_LifeSupport_Room3Start.Default__MissionModule_zSubmodule_CompReaction_LifeSupport_Room3Start_C) CONTENT: EN(/Game/Genesis2/Missions/ModularMission/LifeSupport/CompanionReactions/MissionModule_zSubmodule_CompReaction_LifeSupport_RoomClear.Default__MissionModule_zSubmodule_CompReaction_LifeSupport_RoomClear_C) CONTENT: LifeSupport_AddPlayers_Title(/Game/Genesis2/Missions/ModularMission/LifeSupport/MissionModule_AddPlayersInRadiusToMission_LifeSupport.Default__MissionModule_AddPlayersInRadiusToMission_LifeSupport_C) CONTENT: Head Main(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Bionic_Malfunctioned.Default__DinoColorSet_Bionic_Malfunctioned_C) CONTENT: Spine(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Bionic_Malfunctioned.Default__DinoColorSet_Bionic_Malfunctioned_C) CONTENT: Body Main(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Bionic_Malfunctioned.Default__DinoColorSet_Bionic_Malfunctioned_C) CONTENT: Body Highlights(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Bionic_Malfunctioned.Default__DinoColorSet_Bionic_Malfunctioned_C) CONTENT: Internals(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Bionic_Malfunctioned.Default__DinoColorSet_Bionic_Malfunctioned_C) CONTENT: Emissives(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Bionic_Malfunctioned.Default__DinoColorSet_Bionic_Malfunctioned_C) CONTENT: Malfunctioned Tek Raptor(/Engine/Transient.REINST_BionicRaptor_Character_BP_Malfunctioned_C_0) CONTENT: Malfunctioned Tek Raptor(/Engine/Transient.Default__REINST_BionicRaptor_Character_BP_Malfunctioned_C_49845) CONTENT: Malfunctioned Tek Raptor(/Engine/Transient.REINST_BionicRaptor_Character_BP_Malfunctioned_C_1) CONTENT: Malfunctioned Tek Raptor(/Engine/Transient.Default__REINST_BionicRaptor_Character_BP_Malfunctioned_C_49849) CONTENT: Malfunctioned Tek Raptor(/Game/PrimalEarth/Dinos/Raptor/BionicRaptor_Character_BP_Malfunctioned.Default__BionicRaptor_Character_BP_Malfunctioned_C) CONTENT: Malfunctioned Tek Stegosaurus(/Engine/Transient.REINST_BionicStego_Character_BP_Malfunctioned_C_0) CONTENT: Malfunctioned Tek Stegosaurus(/Engine/Transient.Default__REINST_BionicStego_Character_BP_Malfunctioned_C_49878) CONTENT: Malfunctioned Tek Stegosaurus(/Engine/Transient.REINST_BionicStego_Character_BP_Malfunctioned_C_1) CONTENT: Malfunctioned Tek Stegosaurus(/Engine/Transient.Default__REINST_BionicStego_Character_BP_Malfunctioned_C_49882) CONTENT: Malfunctioned Tek Stegosaurus(/Game/PrimalEarth/Dinos/Stego/BionicStego_Character_BP_Malfunctioned.Default__BionicStego_Character_BP_Malfunctioned_C) CONTENT: Malfunctioned Tek Triceratops(/Engine/Transient.REINST_BionicTrike_Character_BP_Malfunctioned_C_0) CONTENT: Malfunctioned Tek Triceratops(/Engine/Transient.Default__REINST_BionicTrike_Character_BP_Malfunctioned_C_49911) CONTENT: Malfunctioned Tek Triceratops(/Engine/Transient.REINST_BionicTrike_Character_BP_Malfunctioned_C_1) CONTENT: Malfunctioned Tek Triceratops(/Engine/Transient.Default__REINST_BionicTrike_Character_BP_Malfunctioned_C_49915) CONTENT: Malfunctioned Tek Triceratops(/Game/PrimalEarth/Dinos/Trike/BionicTrike_Character_BP_Malfunctioned.Default__BionicTrike_Character_BP_Malfunctioned_C) CONTENT: Malfunctioned Attack Drone(/Engine/Transient.REINST_EndDrone_Character_BP_Malfunctioned_C_0) CONTENT: Malfunctioned Attack Drone(/Engine/Transient.Default__REINST_EndDrone_Character_BP_Malfunctioned_C_49933) CONTENT: Malfunctioned Attack Drone(/Engine/Transient.REINST_EndDrone_Character_BP_Malfunctioned_C_1) CONTENT: Malfunctioned Attack Drone(/Engine/Transient.Default__REINST_EndDrone_Character_BP_Malfunctioned_C_49937) CONTENT: Malfunctioned Attack Drone(/Game/EndGame/Dinos/Drone/EndDrone_Character_BP_Malfunctioned.Default__EndDrone_Character_BP_Malfunctioned_C) CONTENT: Malfunctioned Defense Unit(/Engine/Transient.REINST_EndTank_Character_BP_LifeSupport_C_0) CONTENT: Malfunctioned Defense Unit(/Engine/Transient.Default__REINST_EndTank_Character_BP_LifeSupport_C_49955) CONTENT: Malfunctioned Defense Unit(/Engine/Transient.REINST_EndTank_Character_BP_LifeSupport_C_1) CONTENT: Malfunctioned Defense Unit(/Engine/Transient.Default__REINST_EndTank_Character_BP_LifeSupport_C_49959) CONTENT: Malfunctioned Defense Unit(/Game/Genesis2/Missions/ModularMission/LifeSupport/Dinos/EndTank_Character_BP_LifeSupport.Default__EndTank_Character_BP_LifeSupport_C) CONTENT: Malfunctioned Enforcer(/Engine/Transient.REINST_Enforcer_Character_BP_Malfunctioned_C_0) CONTENT: Malfunctioned Enforcer(/Engine/Transient.Default__REINST_Enforcer_Character_BP_Malfunctioned_C_49977) CONTENT: Malfunctioned Enforcer(/Engine/Transient.REINST_Enforcer_Character_BP_Malfunctioned_C_1) CONTENT: Malfunctioned Enforcer(/Engine/Transient.Default__REINST_Enforcer_Character_BP_Malfunctioned_C_49981) CONTENT: Malfunctioned Enforcer(/Game/Extinction/Dinos/Enforcer/Enforcer_Character_BP_Malfunctioned.Default__Enforcer_Character_BP_Malfunctioned_C) CONTENT: VR Parasaur(/Engine/Transient.REINST_Para_Character_BP_LifeSupport_C_0) CONTENT: VR Parasaur(/Engine/Transient.Default__REINST_Para_Character_BP_LifeSupport_C_50011) CONTENT: VR Parasaur(/Engine/Transient.REINST_Para_Character_BP_LifeSupport_C_1) CONTENT: VR Parasaur(/Engine/Transient.Default__REINST_Para_Character_BP_LifeSupport_C_50015) CONTENT: VR Parasaur(/Game/Genesis2/Missions/ModularMission/LifeSupport/Dinos/Para_Character_BP_LifeSupport.Default__Para_Character_BP_LifeSupport_C) CONTENT: Life Support(/Engine/Transient.REINST_MissionType_ModularMission_LifeSupport_C_0) CONTENT: Decontaminate the ventilation system by sealing data leaks and avoiding Rockwell's viral agents, before Rockwell can flood the ship with toxins!(/Engine/Transient.REINST_MissionType_ModularMission_LifeSupport_C_0) CONTENT: Waiting For Players(/Engine/Transient.REINST_MissionType_ModularMission_LifeSupport_C_0) CONTENT: Get Ready!(/Engine/Transient.REINST_MissionType_ModularMission_LifeSupport_C_0) CONTENT: Waiting to add players to mission...(/Engine/Transient.REINST_MissionType_ModularMission_LifeSupport_C_0) CONTENT: Chamber 1(/Engine/Transient.REINST_MissionType_ModularMission_LifeSupport_C_0) CONTENT: Color Sequences(/Engine/Transient.REINST_MissionType_ModularMission_LifeSupport_C_0) CONTENT: Chamber 2(/Engine/Transient.REINST_MissionType_ModularMission_LifeSupport_C_0) CONTENT: Air Supply Repair(/Engine/Transient.REINST_MissionType_ModularMission_LifeSupport_C_0) CONTENT: Chamber 3(/Engine/Transient.REINST_MissionType_ModularMission_LifeSupport_C_0) CONTENT: Color Sequences and Air Supply Repair(/Engine/Transient.REINST_MissionType_ModularMission_LifeSupport_C_0) CONTENT: Joust the Two of Us!(/Engine/Transient.REINST_MissionType_ModularMission_LifeSupport_C_0) CONTENT: Shut down the Malfunctioned Mek Knight and Stryder(/Engine/Transient.REINST_MissionType_ModularMission_LifeSupport_C_0) CONTENT: Regroup(/Engine/Transient.REINST_MissionType_ModularMission_LifeSupport_C_0) CONTENT: Regroup to advance into the next area(/Engine/Transient.REINST_MissionType_ModularMission_LifeSupport_C_0) CONTENT: Repair Tanks(/Engine/Transient.REINST_MissionType_ModularMission_LifeSupport_C_0) CONTENT: Broken Air Supply Tanks(/Engine/Transient.REINST_MissionType_ModularMission_LifeSupport_C_0) CONTENT: Oxygen Remaining(/Engine/Transient.REINST_MissionType_ModularMission_LifeSupport_C_0) CONTENT: Air Supply Tank(/Engine/Transient.REINST_MissionType_ModularMission_LifeSupport_C_0) CONTENT: Malfunctioning Air Supply Tanks(/Engine/Transient.REINST_MissionType_ModularMission_LifeSupport_C_0) CONTENT: Toxin Levels(/Engine/Transient.REINST_MissionType_ModularMission_LifeSupport_C_0) CONTENT: A tank malfunctioned!(/Engine/Transient.REINST_MissionType_ModularMission_LifeSupport_C_0) CONTENT: Multiple tanks malfunctioned!(/Engine/Transient.REINST_MissionType_ModularMission_LifeSupport_C_0) CONTENT: Mission Alert(/Engine/Transient.REINST_MissionType_ModularMission_LifeSupport_C_0) CONTENT: You fixed an Air Supply Tank!(/Engine/Transient.REINST_MissionType_ModularMission_LifeSupport_C_0) CONTENT: Mission Alert(/Engine/Transient.REINST_MissionType_ModularMission_LifeSupport_C_0) CONTENT: A Tank Broke!(/Engine/Transient.REINST_MissionType_ModularMission_LifeSupport_C_0) CONTENT: Investigate the Mysterious Towers(/Engine/Transient.REINST_MissionType_ModularMission_LifeSupport_C_0) CONTENT: Power Levels(/Engine/Transient.REINST_MissionType_ModularMission_LifeSupport_C_0) CONTENT: Displaying Color Sequence...(/Engine/Transient.REINST_MissionType_ModularMission_LifeSupport_C_0) CONTENT: Enter the Color Sequence(/Engine/Transient.REINST_MissionType_ModularMission_LifeSupport_C_0) CONTENT: Kill enemies to reveal Color Sequence(/Engine/Transient.REINST_MissionType_ModularMission_LifeSupport_C_0) CONTENT: BAD ENTRY. System Rebooting...(/Engine/Transient.REINST_MissionType_ModularMission_LifeSupport_C_0) CONTENT: A Sequence is Playing...(/Engine/Transient.REINST_MissionType_ModularMission_LifeSupport_C_0) CONTENT: Sequence Correct!(/Engine/Transient.REINST_MissionType_ModularMission_LifeSupport_C_0) CONTENT: Sequence Correct! Tanks filtered and Toxin levels have decreased!(/Engine/Transient.REINST_MissionType_ModularMission_LifeSupport_C_0) CONTENT: Sequence Incorrect!(/Engine/Transient.REINST_MissionType_ModularMission_LifeSupport_C_0) CONTENT: Sequence Incorrect! Tanks Sabotaged and Toxin levels have increased!(/Engine/Transient.REINST_MissionType_ModularMission_LifeSupport_C_0) CONTENT: Tower(/Engine/Transient.REINST_MissionType_ModularMission_LifeSupport_C_0) CONTENT: Proceed(/Engine/Transient.REINST_MissionType_ModularMission_LifeSupport_C_0) CONTENT: Regroup(/Engine/Transient.REINST_MissionType_ModularMission_LifeSupport_C_0) CONTENT: Reset the system(/Engine/Transient.REINST_MissionType_ModularMission_LifeSupport_C_0) CONTENT: Activate the pillars to reset admin privileges(/Engine/Transient.REINST_MissionType_ModularMission_LifeSupport_C_0) CONTENT: Acquire admin access(/Engine/Transient.REINST_MissionType_ModularMission_LifeSupport_C_0) CONTENT: Defeat antivirus protocols to reveal the next code sequence(/Engine/Transient.REINST_MissionType_ModularMission_LifeSupport_C_0) CONTENT: Proceed(/Engine/Transient.REINST_MissionType_ModularMission_LifeSupport_C_0) CONTENT: Continue to the next data structure(/Engine/Transient.REINST_MissionType_ModularMission_LifeSupport_C_0) CONTENT: Stop fragmentation(/Engine/Transient.REINST_MissionType_ModularMission_LifeSupport_C_0) CONTENT: Grab a defrag tool and repair data tanks before the everything in this area fragments(/Engine/Transient.REINST_MissionType_ModularMission_LifeSupport_C_0) CONTENT: Defeat antivirus protocols to reveal the next code sequence... while holding off the fragmentation(/Engine/Transient.REINST_MissionType_ModularMission_LifeSupport_C_0) CONTENT: Defeat the final antivirus protocol to gain system control(/Engine/Transient.REINST_MissionType_ModularMission_LifeSupport_C_0) CONTENT: Eliminated!(/Engine/Transient.REINST_MissionType_ModularMission_LifeSupport_C_0) CONTENT: Vitals critical: Simulation Desynchronizing...(/Engine/Transient.REINST_MissionType_ModularMission_LifeSupport_C_0) CONTENT: Pink Tower(/Engine/Transient.REINST_MissionType_ModularMission_LifeSupport_C_0) CONTENT: Green Tower(/Engine/Transient.REINST_MissionType_ModularMission_LifeSupport_C_0) CONTENT: Blue Tower(/Engine/Transient.REINST_MissionType_ModularMission_LifeSupport_C_0) CONTENT: EN(/Game/Genesis2/Missions/ModularMission/Maze/CorruptedZone/CompanionReactions/MissionModule_zSubmodule_CompReaction_Maze_Pink.Default__MissionModule_zSubmodule_CompReaction_Maze_Pink_C) CONTENT: EN(/Game/Genesis2/Missions/ModularMission/Maze/CorruptedZone/CompanionReactions/MissionModule_zSubmodule_CompReaction_Maze_Green.Default__MissionModule_zSubmodule_CompReaction_Maze_Green_C) CONTENT: EN(/Game/Genesis2/Missions/ModularMission/Maze/CorruptedZone/CompanionReactions/MissionModule_zSubmodule_CompReaction_Maze_Blue.Default__MissionModule_zSubmodule_CompReaction_Maze_Blue_C) CONTENT: Teleporting(/Game/Genesis2/Missions/ModularMission/LifeSupport/MissionModule_zSubmodule_TeleportPlayers_LifeSupport.Default__MissionModule_zSubmodule_TeleportPlayers_LifeSupport_C) CONTENT: Regroup_LifeSupport_Title(/Engine/Transient.REINST_MissionModule_Regroup_LifeSupport_Entry_C_0) CONTENT: Regroup_LifeSupport_Title(/Engine/Transient.Default__REINST_MissionModule_Regroup_LifeSupport_Entry_C_50030) CONTENT: Regroup_LifeSupport_Title(/Engine/Transient.REINST_MissionModule_Regroup_LifeSupport_Entry_C_1) LITERAL: N/A(/Game/Genesis2/Missions/ModularMission/LifeSupport/MissionType_ModularMission_LifeSupport.MissionType_ModularMission_LifeSupport:BPGetMissionTimerText.K2Node_CallFunction_1260476) LITERAL: Trigger_RespawnCreatures(/Game/Genesis2/Missions/ModularMission/LifeSupport/MissionType_ModularMission_LifeSupport.MissionType_ModularMission_LifeSupport:EventGraph.K2Node_CallFunction_151584) LITERAL: Trigger_RespawnCreatures(/Game/Genesis2/Missions/ModularMission/LifeSupport/MissionType_ModularMission_LifeSupport.MissionType_ModularMission_LifeSupport:EventGraph.K2Node_CallFunction_295491) CONTENT: LifeSupport_ColorTowers_Room1_Title(/Engine/Transient.REINST_MissionModule_ColorTowers_LifeSupport_Room1_C_0) CONTENT: VR Rex(/Engine/Transient.REINST_Rex_Character_BP_LifeSupport_C_0) CONTENT: VR Rex(/Engine/Transient.Default__REINST_Rex_Character_BP_LifeSupport_C_50045) CONTENT: VR Rex(/Engine/Transient.REINST_Rex_Character_BP_LifeSupport_C_1) CONTENT: LifeSupport_ColorTowers_Room1_Title(/Engine/Transient.Default__REINST_MissionModule_ColorTowers_LifeSupport_Room1_C_50054) CONTENT: LifeSupport_ColorTowers_Room1_Title(/Engine/Transient.REINST_MissionModule_ColorTowers_LifeSupport_Room1_C_1) CONTENT: Regroup_LifeSupport_Title(/Engine/Transient.REINST_MissionModule_Regroup_LifeSupport_Room1_C_0) CONTENT: Regroup_LifeSupport_Title(/Engine/Transient.Default__REINST_MissionModule_Regroup_LifeSupport_Room1_C_50063) CONTENT: Regroup_LifeSupport_Title(/Engine/Transient.REINST_MissionModule_Regroup_LifeSupport_Room1_C_1) CONTENT: VR Onyc(/Engine/Transient.REINST_Bat_Character_BP_LifeSupport_C_0) CONTENT: VR Onyc(/Engine/Transient.Default__REINST_Bat_Character_BP_LifeSupport_C_50070) CONTENT: VR Onyc(/Engine/Transient.REINST_Bat_Character_BP_LifeSupport_C_1) CONTENT: Malfunctioned Defense Unit(/Engine/Transient.REINST_EndTank_Character_BP_Malfunctioned_C_0) CONTENT: Malfunctioned Defense Unit(/Engine/Transient.Default__REINST_EndTank_Character_BP_Malfunctioned_C_50077) CONTENT: Malfunctioned Defense Unit(/Engine/Transient.REINST_EndTank_Character_BP_Malfunctioned_C_1) CONTENT: Toxic Gas(/Engine/Transient.REINST_Buff_Mission_LifeSupportPoison_C_0) CONTENT: Toxic gas is slowly killing you.(/Engine/Transient.REINST_Buff_Mission_LifeSupportPoison_C_0) CONTENT: Toxic Gas(/Engine/Transient.Default__REINST_Buff_Mission_LifeSupportPoison_C_50084) CONTENT: Toxic gas is slowly killing you.(/Engine/Transient.Default__REINST_Buff_Mission_LifeSupportPoison_C_50084) CONTENT: Toxic Gas(/Engine/Transient.REINST_Buff_Mission_LifeSupportPoison_C_1) CONTENT: Toxic gas is slowly killing you.(/Engine/Transient.REINST_Buff_Mission_LifeSupportPoison_C_1) CONTENT: Hold to Fix Life Support(/Engine/Transient.REINST_PrimalStructure_Hotspot_LifeSupportTank_C_0) CONTENT: Life Support Tank(/Engine/Transient.REINST_PrimalStructure_Hotspot_LifeSupportTank_C_0) LITERAL: ClientEnableLeak(/Game/Genesis2/Missions/ModularMission/LifeSupport/PrimalStructure_Hotspot_LifeSupportTank.PrimalStructure_Hotspot_LifeSupportTank:BPServerHandleNetExecCommand.K2Node_CallFunction_319012) LITERAL: ClientDisableLeak(/Game/Genesis2/Missions/ModularMission/LifeSupport/PrimalStructure_Hotspot_LifeSupportTank.PrimalStructure_Hotspot_LifeSupportTank:BPServerHandleNetExecCommand.K2Node_CallFunction_319012) CONTENT: Hold to Fix Life Support(/Engine/Transient.Default__REINST_PrimalStructure_Hotspot_LifeSupportTank_C_50105) CONTENT: Life Support Tank(/Engine/Transient.Default__REINST_PrimalStructure_Hotspot_LifeSupportTank_C_50105) CONTENT: Hold to Fix Life Support(/Engine/Transient.REINST_PrimalStructure_Hotspot_LifeSupportTank_C_1) CONTENT: Life Support Tank(/Engine/Transient.REINST_PrimalStructure_Hotspot_LifeSupportTank_C_1) CONTENT: Malfunctioned Tek Parasaur(/Engine/Transient.REINST_BionicPara_Character_BP_Malfunctioned_C_0) CONTENT: Malfunctioned Tek Parasaur(/Engine/Transient.Default__REINST_BionicPara_Character_BP_Malfunctioned_C_50112) CONTENT: Malfunctioned Tek Parasaur(/Engine/Transient.REINST_BionicPara_Character_BP_Malfunctioned_C_1) CONTENT: Fix Life Support(/Engine/Transient.REINST_MissionModule_Hotspot_LifeSupport_C_0) LITERAL: LifeSupport_Dinos_Tag(/Game/Genesis2/Missions/ModularMission/LifeSupport/MissionModule_Hotspot_LifeSupport.MissionModule_Hotspot_LifeSupport:EventGraph.K2Node_CallFunction_232280) LITERAL: SpawnTowerStructures(/Game/Genesis2/Missions/ModularMission/LifeSupport/MissionModule_Hotspot_LifeSupport.MissionModule_Hotspot_LifeSupport:HandleMissionModuleBegin.K2Node_CallFunction_420714) LITERAL: ShowTimer(/Game/Genesis2/Missions/ModularMission/LifeSupport/MissionModule_Hotspot_LifeSupport.MissionModule_Hotspot_LifeSupport:HandleMissionModuleBegin.K2Node_CallFunction_373152) LITERAL: HideTimer(/Game/Genesis2/Missions/ModularMission/LifeSupport/MissionModule_Hotspot_LifeSupport.MissionModule_Hotspot_LifeSupport:HandleMissionModuleBegin.K2Node_CallFunction_373152) LITERAL: SetAltTimeLabel(/Game/Genesis2/Missions/ModularMission/LifeSupport/MissionModule_Hotspot_LifeSupport.MissionModule_Hotspot_LifeSupport:HandleMissionModuleBegin.K2Node_CallFunction_373127) LITERAL: SetDefaultTimeLabel(/Game/Genesis2/Missions/ModularMission/LifeSupport/MissionModule_Hotspot_LifeSupport.MissionModule_Hotspot_LifeSupport:HandleMissionModuleBegin.K2Node_CallFunction_373127) LITERAL: LifeSupport_Dinos_Tag(/Game/Genesis2/Missions/ModularMission/LifeSupport/MissionModule_Hotspot_LifeSupport.MissionModule_Hotspot_LifeSupport:DoModuleEvaluation.K2Node_CallFunction_232280) LITERAL: MC_DisableDamageFX(/Game/Genesis2/Missions/ModularMission/LifeSupport/MissionModule_Hotspot_LifeSupport.MissionModule_Hotspot_LifeSupport:HandleMissionModuleEnd.K2Node_CallFunction_557213) LITERAL: LifeSupport_Dinos_Tag(/Game/Genesis2/Missions/ModularMission/LifeSupport/MissionModule_Hotspot_LifeSupport.MissionModule_Hotspot_LifeSupport:TowerActivated.K2Node_CallFunction_232280) LITERAL: LifeSupport_Dinos_Tag(/Game/Genesis2/Missions/ModularMission/LifeSupport/MissionModule_Hotspot_LifeSupport.MissionModule_Hotspot_LifeSupport:SequenceComplete.K2Node_CallFunction_232280) LITERAL: The toxin has overtaken you.(/Game/Genesis2/Missions/ModularMission/LifeSupport/MissionModule_Hotspot_LifeSupport.MissionModule_Hotspot_LifeSupport:DeactivateHotspotMission.K2Node_CallFunction_375988) LITERAL: None(/Game/Genesis2/Missions/ModularMission/LifeSupport/MissionModule_Hotspot_LifeSupport.MissionModule_Hotspot_LifeSupport:SabotageRandomSucceededHotspotActors.K2Node_CallFunction_232280) LITERAL: Toxin Levels(/Game/Genesis2/Missions/ModularMission/LifeSupport/MissionModule_Hotspot_LifeSupport.MissionModule_Hotspot_LifeSupport:UpdatePoisonBuffHUD.K2Node_CallFunction_646557) LITERAL: Toxin Levels(/Game/Genesis2/Missions/ModularMission/LifeSupport/MissionModule_Hotspot_LifeSupport.MissionModule_Hotspot_LifeSupport:SetShowPoisonBuffHUD.K2Node_CallFunction_646557) CONTENT: Fix Life Support(/Engine/Transient.Default__REINST_MissionModule_Hotspot_LifeSupport_C_50119) CONTENT: Fix Life Support(/Engine/Transient.REINST_MissionModule_Hotspot_LifeSupport_C_1) CONTENT: Survive for the Remaining Time(/Engine/Transient.REINST_MissionModule_Hotspot_LifeSupport_Room2_C_0) CONTENT: LifeSupport_Hotspot_Room2_Title(/Engine/Transient.REINST_MissionModule_Hotspot_LifeSupport_Room2_C_0) CONTENT: Survive for the Remaining Time(/Engine/Transient.Default__REINST_MissionModule_Hotspot_LifeSupport_Room2_C_50138) CONTENT: LifeSupport_Hotspot_Room2_Title(/Engine/Transient.Default__REINST_MissionModule_Hotspot_LifeSupport_Room2_C_50138) CONTENT: Survive for the Remaining Time(/Engine/Transient.REINST_MissionModule_Hotspot_LifeSupport_Room2_C_1) CONTENT: LifeSupport_Hotspot_Room2_Title(/Engine/Transient.REINST_MissionModule_Hotspot_LifeSupport_Room2_C_1) CONTENT: Regroup_LifeSupport_Title(/Engine/Transient.REINST_MissionModule_Regroup_LifeSupport_Room2_C_0) CONTENT: Regroup_LifeSupport_Title(/Engine/Transient.Default__REINST_MissionModule_Regroup_LifeSupport_Room2_C_50147) CONTENT: Regroup_LifeSupport_Title(/Engine/Transient.REINST_MissionModule_Regroup_LifeSupport_Room2_C_1) CONTENT: VR Argentavis(/Engine/Transient.REINST_Argent_Character_BP_LifeSupport_C_0) CONTENT: VR Argentavis(/Engine/Transient.Default__REINST_Argent_Character_BP_LifeSupport_C_50154) CONTENT: VR Argentavis(/Engine/Transient.REINST_Argent_Character_BP_LifeSupport_C_1) CONTENT: LifeSupport_Hotspot_Room3_Title(/Engine/Transient.REINST_MissionModule_Hotspot_LifeSupport_Room3_C_0) CONTENT: LifeSupport_Hotspot_Room3_Title(/Engine/Transient.Default__REINST_MissionModule_Hotspot_LifeSupport_Room3_C_50171) CONTENT: LifeSupport_Hotspot_Room3_Title(/Engine/Transient.REINST_MissionModule_Hotspot_LifeSupport_Room3_C_1) CONTENT: Malfunctioned Mek Knight(/Engine/Transient.REINST_Mek_Character_BP_LifeSupport_C_0) LITERAL: TimedClearTargeting(/Game/Genesis2/Missions/ModularMission/LifeSupport/Dinos/Mek_Character_BP_LifeSupport.Mek_Character_BP_LifeSupport:BPTimerServer.K2Node_CallFunction_513799) CONTENT: Malfunctioned Mek Knight(/Engine/Transient.Default__REINST_Mek_Character_BP_LifeSupport_C_50200) CONTENT: Malfunctioned Mek Knight(/Engine/Transient.REINST_Mek_Character_BP_LifeSupport_C_1) CONTENT: Blueprint'/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/HeavyCannon_Chest/Buff_TekStrider_LargeCannon_LifeSupport.Buff_TekStrider_LargeCannon_LifeSupport'(/Game/Genesis2/CoreBlueprints/Items/Saddle/PrimalItemArmor_TekStriderLargeCannon_LifeSupport.Default__PrimalItemArmor_TekStriderLargeCannon_LifeSupport_C) CONTENT: Blueprint'/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/InstantMachineguns_Head/Buff_TekStrider_Machinegun_LifeSupport.Buff_TekStrider_Machinegun_LifeSupport'(/Game/Genesis2/CoreBlueprints/Items/Saddle/PrimalItemArmor_TekStriderMachinegun_LifeSupport.Default__PrimalItemArmor_TekStriderMachinegun_LifeSupport_C) CONTENT: Pulse Cannon Rig(/Game/Genesis2/CoreBlueprints/Items/Saddle/PrimalItemArmor_TekStriderMachinegun_LifeSupport.Default__PrimalItemArmor_TekStriderMachinegun_LifeSupport_C) CONTENT: Stryders equipped with this rig can fire high-rate plasma bursts.(/Game/Genesis2/CoreBlueprints/Items/Saddle/PrimalItemArmor_TekStriderMachinegun_LifeSupport.Default__PrimalItemArmor_TekStriderMachinegun_LifeSupport_C) CONTENT: Blueprint'/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/Directional_Shield_Chest/Buff_TekStrider_OnesidedShield_Mission.Buff_TekStrider_OnesidedShield_Mission'(/Game/Genesis2/CoreBlueprints/Items/Saddle/PrimalItemArmor_TekStriderOnesidedShield_Mission.Default__PrimalItemArmor_TekStriderOnesidedShield_Mission_C) CONTENT: Malfunctioned Tek Stryder(/Engine/Transient.REINST_TekStrider_Character_BP_LifeSupport_C_0) CONTENT: Malfunctioned Tek Stryder(/Engine/Transient.Default__REINST_TekStrider_Character_BP_LifeSupport_C_50260) CONTENT: Malfunctioned Tek Stryder(/Engine/Transient.REINST_TekStrider_Character_BP_LifeSupport_C_1) CONTENT: Title(/Engine/Transient.REINST_MissionModule_zSubmodule_CameraShake_Base_C_0) LITERAL: PlayShakeForPlayers(/Game/Genesis2/Missions/ModularMission/MissionModule_zSubmodule_CameraShake_Base.MissionModule_zSubmodule_CameraShake_Base:PlayShakeForPlayers.K2Node_CallFunction_1049750) CONTENT: Title(/Engine/Transient.Default__REINST_MissionModule_zSubmodule_CameraShake_Base_C_50267) CONTENT: Title(/Engine/Transient.REINST_MissionModule_zSubmodule_CameraShake_Base_C_1) CONTENT: LifeSupport_EscapeRoom_Room3_Title(/Engine/Transient.REINST_MissionModule_EscapeRoom_LifeSupport_Room3_C_0) CONTENT: LifeSupport_EscapeRoom_Room3_Title(/Engine/Transient.Default__REINST_MissionModule_EscapeRoom_LifeSupport_Room3_C_50276) CONTENT: LifeSupport_EscapeRoom_Room3_Title(/Engine/Transient.REINST_MissionModule_EscapeRoom_LifeSupport_Room3_C_1) CONTENT: Life Support(/Engine/Transient.Default__REINST_MissionType_ModularMission_LifeSupport_C_50283) CONTENT: Decontaminate the ventilation system by sealing data leaks and avoiding Rockwell's viral agents, before Rockwell can flood the ship with toxins!(/Engine/Transient.Default__REINST_MissionType_ModularMission_LifeSupport_C_50283) CONTENT: Waiting For Players(/Engine/Transient.Default__REINST_MissionType_ModularMission_LifeSupport_C_50283) CONTENT: Get Ready!(/Engine/Transient.Default__REINST_MissionType_ModularMission_LifeSupport_C_50283) CONTENT: Waiting to add players to mission...(/Engine/Transient.Default__REINST_MissionType_ModularMission_LifeSupport_C_50283) CONTENT: Chamber 1(/Engine/Transient.Default__REINST_MissionType_ModularMission_LifeSupport_C_50283) CONTENT: Color Sequences(/Engine/Transient.Default__REINST_MissionType_ModularMission_LifeSupport_C_50283) CONTENT: Chamber 2(/Engine/Transient.Default__REINST_MissionType_ModularMission_LifeSupport_C_50283) CONTENT: Air Supply Repair(/Engine/Transient.Default__REINST_MissionType_ModularMission_LifeSupport_C_50283) CONTENT: Chamber 3(/Engine/Transient.Default__REINST_MissionType_ModularMission_LifeSupport_C_50283) CONTENT: Color Sequences and Air Supply Repair(/Engine/Transient.Default__REINST_MissionType_ModularMission_LifeSupport_C_50283) CONTENT: Joust the Two of Us!(/Engine/Transient.Default__REINST_MissionType_ModularMission_LifeSupport_C_50283) CONTENT: Shut down the Malfunctioned Mek Knight and Stryder(/Engine/Transient.Default__REINST_MissionType_ModularMission_LifeSupport_C_50283) CONTENT: Regroup(/Engine/Transient.Default__REINST_MissionType_ModularMission_LifeSupport_C_50283) CONTENT: Regroup to advance into the next area(/Engine/Transient.Default__REINST_MissionType_ModularMission_LifeSupport_C_50283) CONTENT: Repair Tanks(/Engine/Transient.Default__REINST_MissionType_ModularMission_LifeSupport_C_50283) CONTENT: Broken Air Supply Tanks(/Engine/Transient.Default__REINST_MissionType_ModularMission_LifeSupport_C_50283) CONTENT: Oxygen Remaining(/Engine/Transient.Default__REINST_MissionType_ModularMission_LifeSupport_C_50283) CONTENT: Air Supply Tank(/Engine/Transient.Default__REINST_MissionType_ModularMission_LifeSupport_C_50283) CONTENT: Malfunctioning Air Supply Tanks(/Engine/Transient.Default__REINST_MissionType_ModularMission_LifeSupport_C_50283) CONTENT: Toxin Levels(/Engine/Transient.Default__REINST_MissionType_ModularMission_LifeSupport_C_50283) CONTENT: A tank malfunctioned!(/Engine/Transient.Default__REINST_MissionType_ModularMission_LifeSupport_C_50283) CONTENT: Multiple tanks malfunctioned!(/Engine/Transient.Default__REINST_MissionType_ModularMission_LifeSupport_C_50283) CONTENT: Mission Alert(/Engine/Transient.Default__REINST_MissionType_ModularMission_LifeSupport_C_50283) CONTENT: You fixed an Air Supply Tank!(/Engine/Transient.Default__REINST_MissionType_ModularMission_LifeSupport_C_50283) CONTENT: Mission Alert(/Engine/Transient.Default__REINST_MissionType_ModularMission_LifeSupport_C_50283) CONTENT: A Tank Broke!(/Engine/Transient.Default__REINST_MissionType_ModularMission_LifeSupport_C_50283) CONTENT: Investigate the Mysterious Towers(/Engine/Transient.Default__REINST_MissionType_ModularMission_LifeSupport_C_50283) CONTENT: Power Levels(/Engine/Transient.Default__REINST_MissionType_ModularMission_LifeSupport_C_50283) CONTENT: Displaying Color Sequence...(/Engine/Transient.Default__REINST_MissionType_ModularMission_LifeSupport_C_50283) CONTENT: Enter the Color Sequence(/Engine/Transient.Default__REINST_MissionType_ModularMission_LifeSupport_C_50283) CONTENT: Kill enemies to reveal Color Sequence(/Engine/Transient.Default__REINST_MissionType_ModularMission_LifeSupport_C_50283) CONTENT: BAD ENTRY. System Rebooting...(/Engine/Transient.Default__REINST_MissionType_ModularMission_LifeSupport_C_50283) CONTENT: A Sequence is Playing...(/Engine/Transient.Default__REINST_MissionType_ModularMission_LifeSupport_C_50283) CONTENT: Sequence Correct!(/Engine/Transient.Default__REINST_MissionType_ModularMission_LifeSupport_C_50283) CONTENT: Sequence Correct! Tanks filtered and Toxin levels have decreased!(/Engine/Transient.Default__REINST_MissionType_ModularMission_LifeSupport_C_50283) CONTENT: Sequence Incorrect!(/Engine/Transient.Default__REINST_MissionType_ModularMission_LifeSupport_C_50283) CONTENT: Sequence Incorrect! Tanks Sabotaged and Toxin levels have increased!(/Engine/Transient.Default__REINST_MissionType_ModularMission_LifeSupport_C_50283) CONTENT: Tower(/Engine/Transient.Default__REINST_MissionType_ModularMission_LifeSupport_C_50283) CONTENT: Proceed(/Engine/Transient.Default__REINST_MissionType_ModularMission_LifeSupport_C_50283) CONTENT: Regroup(/Engine/Transient.Default__REINST_MissionType_ModularMission_LifeSupport_C_50283) CONTENT: Reset the system(/Engine/Transient.Default__REINST_MissionType_ModularMission_LifeSupport_C_50283) CONTENT: Activate the pillars to reset admin privileges(/Engine/Transient.Default__REINST_MissionType_ModularMission_LifeSupport_C_50283) CONTENT: Acquire admin access(/Engine/Transient.Default__REINST_MissionType_ModularMission_LifeSupport_C_50283) CONTENT: Defeat antivirus protocols to reveal the next code sequence(/Engine/Transient.Default__REINST_MissionType_ModularMission_LifeSupport_C_50283) CONTENT: Proceed(/Engine/Transient.Default__REINST_MissionType_ModularMission_LifeSupport_C_50283) CONTENT: Continue to the next data structure(/Engine/Transient.Default__REINST_MissionType_ModularMission_LifeSupport_C_50283) CONTENT: Stop fragmentation(/Engine/Transient.Default__REINST_MissionType_ModularMission_LifeSupport_C_50283) CONTENT: Grab a defrag tool and repair data tanks before the everything in this area fragments(/Engine/Transient.Default__REINST_MissionType_ModularMission_LifeSupport_C_50283) CONTENT: Defeat antivirus protocols to reveal the next code sequence... while holding off the fragmentation(/Engine/Transient.Default__REINST_MissionType_ModularMission_LifeSupport_C_50283) CONTENT: Defeat the final antivirus protocol to gain system control(/Engine/Transient.Default__REINST_MissionType_ModularMission_LifeSupport_C_50283) CONTENT: Eliminated!(/Engine/Transient.Default__REINST_MissionType_ModularMission_LifeSupport_C_50283) CONTENT: Vitals critical: Simulation Desynchronizing...(/Engine/Transient.Default__REINST_MissionType_ModularMission_LifeSupport_C_50283) CONTENT: Pink Tower(/Engine/Transient.Default__REINST_MissionType_ModularMission_LifeSupport_C_50283) CONTENT: Green Tower(/Engine/Transient.Default__REINST_MissionType_ModularMission_LifeSupport_C_50283) CONTENT: Blue Tower(/Engine/Transient.Default__REINST_MissionType_ModularMission_LifeSupport_C_50283) CONTENT: Life Support(/Engine/Transient.REINST_MissionType_ModularMission_LifeSupport_C_1) CONTENT: Decontaminate the ventilation system by sealing data leaks and avoiding Rockwell's viral agents, before Rockwell can flood the ship with toxins!(/Engine/Transient.REINST_MissionType_ModularMission_LifeSupport_C_1) CONTENT: Waiting For Players(/Engine/Transient.REINST_MissionType_ModularMission_LifeSupport_C_1) CONTENT: Get Ready!(/Engine/Transient.REINST_MissionType_ModularMission_LifeSupport_C_1) CONTENT: Waiting to add players to mission...(/Engine/Transient.REINST_MissionType_ModularMission_LifeSupport_C_1) CONTENT: Chamber 1(/Engine/Transient.REINST_MissionType_ModularMission_LifeSupport_C_1) CONTENT: Color Sequences(/Engine/Transient.REINST_MissionType_ModularMission_LifeSupport_C_1) CONTENT: Chamber 2(/Engine/Transient.REINST_MissionType_ModularMission_LifeSupport_C_1) CONTENT: Air Supply Repair(/Engine/Transient.REINST_MissionType_ModularMission_LifeSupport_C_1) CONTENT: Chamber 3(/Engine/Transient.REINST_MissionType_ModularMission_LifeSupport_C_1) CONTENT: Color Sequences and Air Supply Repair(/Engine/Transient.REINST_MissionType_ModularMission_LifeSupport_C_1) CONTENT: Joust the Two of Us!(/Engine/Transient.REINST_MissionType_ModularMission_LifeSupport_C_1) CONTENT: Shut down the Malfunctioned Mek Knight and Stryder(/Engine/Transient.REINST_MissionType_ModularMission_LifeSupport_C_1) CONTENT: Regroup(/Engine/Transient.REINST_MissionType_ModularMission_LifeSupport_C_1) CONTENT: Regroup to advance into the next area(/Engine/Transient.REINST_MissionType_ModularMission_LifeSupport_C_1) CONTENT: Repair Tanks(/Engine/Transient.REINST_MissionType_ModularMission_LifeSupport_C_1) CONTENT: Broken Air Supply Tanks(/Engine/Transient.REINST_MissionType_ModularMission_LifeSupport_C_1) CONTENT: Oxygen Remaining(/Engine/Transient.REINST_MissionType_ModularMission_LifeSupport_C_1) CONTENT: Air Supply Tank(/Engine/Transient.REINST_MissionType_ModularMission_LifeSupport_C_1) CONTENT: Malfunctioning Air Supply Tanks(/Engine/Transient.REINST_MissionType_ModularMission_LifeSupport_C_1) CONTENT: Toxin Levels(/Engine/Transient.REINST_MissionType_ModularMission_LifeSupport_C_1) CONTENT: A tank malfunctioned!(/Engine/Transient.REINST_MissionType_ModularMission_LifeSupport_C_1) CONTENT: Multiple tanks malfunctioned!(/Engine/Transient.REINST_MissionType_ModularMission_LifeSupport_C_1) CONTENT: Mission Alert(/Engine/Transient.REINST_MissionType_ModularMission_LifeSupport_C_1) CONTENT: You fixed an Air Supply Tank!(/Engine/Transient.REINST_MissionType_ModularMission_LifeSupport_C_1) CONTENT: Mission Alert(/Engine/Transient.REINST_MissionType_ModularMission_LifeSupport_C_1) CONTENT: A Tank Broke!(/Engine/Transient.REINST_MissionType_ModularMission_LifeSupport_C_1) CONTENT: Investigate the Mysterious Towers(/Engine/Transient.REINST_MissionType_ModularMission_LifeSupport_C_1) CONTENT: Power Levels(/Engine/Transient.REINST_MissionType_ModularMission_LifeSupport_C_1) CONTENT: Displaying Color Sequence...(/Engine/Transient.REINST_MissionType_ModularMission_LifeSupport_C_1) CONTENT: Enter the Color Sequence(/Engine/Transient.REINST_MissionType_ModularMission_LifeSupport_C_1) CONTENT: Kill enemies to reveal Color Sequence(/Engine/Transient.REINST_MissionType_ModularMission_LifeSupport_C_1) CONTENT: BAD ENTRY. System Rebooting...(/Engine/Transient.REINST_MissionType_ModularMission_LifeSupport_C_1) CONTENT: A Sequence is Playing...(/Engine/Transient.REINST_MissionType_ModularMission_LifeSupport_C_1) CONTENT: Sequence Correct!(/Engine/Transient.REINST_MissionType_ModularMission_LifeSupport_C_1) CONTENT: Sequence Correct! Tanks filtered and Toxin levels have decreased!(/Engine/Transient.REINST_MissionType_ModularMission_LifeSupport_C_1) CONTENT: Sequence Incorrect!(/Engine/Transient.REINST_MissionType_ModularMission_LifeSupport_C_1) CONTENT: Sequence Incorrect! Tanks Sabotaged and Toxin levels have increased!(/Engine/Transient.REINST_MissionType_ModularMission_LifeSupport_C_1) CONTENT: Tower(/Engine/Transient.REINST_MissionType_ModularMission_LifeSupport_C_1) CONTENT: Proceed(/Engine/Transient.REINST_MissionType_ModularMission_LifeSupport_C_1) CONTENT: Regroup(/Engine/Transient.REINST_MissionType_ModularMission_LifeSupport_C_1) CONTENT: Reset the system(/Engine/Transient.REINST_MissionType_ModularMission_LifeSupport_C_1) CONTENT: Activate the pillars to reset admin privileges(/Engine/Transient.REINST_MissionType_ModularMission_LifeSupport_C_1) CONTENT: Acquire admin access(/Engine/Transient.REINST_MissionType_ModularMission_LifeSupport_C_1) CONTENT: Defeat antivirus protocols to reveal the next code sequence(/Engine/Transient.REINST_MissionType_ModularMission_LifeSupport_C_1) CONTENT: Proceed(/Engine/Transient.REINST_MissionType_ModularMission_LifeSupport_C_1) CONTENT: Continue to the next data structure(/Engine/Transient.REINST_MissionType_ModularMission_LifeSupport_C_1) CONTENT: Stop fragmentation(/Engine/Transient.REINST_MissionType_ModularMission_LifeSupport_C_1) CONTENT: Grab a defrag tool and repair data tanks before the everything in this area fragments(/Engine/Transient.REINST_MissionType_ModularMission_LifeSupport_C_1) CONTENT: Defeat antivirus protocols to reveal the next code sequence... while holding off the fragmentation(/Engine/Transient.REINST_MissionType_ModularMission_LifeSupport_C_1) CONTENT: Defeat the final antivirus protocol to gain system control(/Engine/Transient.REINST_MissionType_ModularMission_LifeSupport_C_1) CONTENT: Eliminated!(/Engine/Transient.REINST_MissionType_ModularMission_LifeSupport_C_1) CONTENT: Vitals critical: Simulation Desynchronizing...(/Engine/Transient.REINST_MissionType_ModularMission_LifeSupport_C_1) CONTENT: Pink Tower(/Engine/Transient.REINST_MissionType_ModularMission_LifeSupport_C_1) CONTENT: Green Tower(/Engine/Transient.REINST_MissionType_ModularMission_LifeSupport_C_1) CONTENT: Blue Tower(/Engine/Transient.REINST_MissionType_ModularMission_LifeSupport_C_1) CONTENT: Regroup_LifeSupport_Title(/Engine/Transient.Default__REINST_MissionModule_Regroup_LifeSupport_Entry_C_50287) CONTENT: Regroup_LifeSupport_Title(/Game/Genesis2/Missions/ModularMission/LifeSupport/MissionModule_Regroup_LifeSupport_Entry.Default__MissionModule_Regroup_LifeSupport_Entry_C) CONTENT: LifeSupport_ColorTowers_Room1_Title(/Engine/Transient.Default__REINST_MissionModule_ColorTowers_LifeSupport_Room1_C_50295) CONTENT: LifeSupport_ColorTowers_Room1_Title(/Game/Genesis2/Missions/ModularMission/LifeSupport/MissionModule_ColorTowers_LifeSupport_Room1.Default__MissionModule_ColorTowers_LifeSupport_Room1_C) CONTENT: VR Rex(/Engine/Transient.Default__REINST_Rex_Character_BP_LifeSupport_C_50299) CONTENT: VR Rex(/Game/Genesis2/Missions/ModularMission/LifeSupport/Dinos/Rex_Character_BP_LifeSupport.Default__Rex_Character_BP_LifeSupport_C) CONTENT: Regroup_LifeSupport_Title(/Engine/Transient.Default__REINST_MissionModule_Regroup_LifeSupport_Room1_C_50303) CONTENT: Regroup_LifeSupport_Title(/Game/Genesis2/Missions/ModularMission/LifeSupport/MissionModule_Regroup_LifeSupport_Room1.Default__MissionModule_Regroup_LifeSupport_Room1_C) CONTENT: VR Onyc(/Engine/Transient.Default__REINST_Bat_Character_BP_LifeSupport_C_50307) CONTENT: VR Onyc(/Game/Genesis2/Missions/ModularMission/LifeSupport/Dinos/Bat_Character_BP_LifeSupport.Default__Bat_Character_BP_LifeSupport_C) CONTENT: Malfunctioned Defense Unit(/Engine/Transient.Default__REINST_EndTank_Character_BP_Malfunctioned_C_50311) CONTENT: Malfunctioned Defense Unit(/Game/EndGame/Dinos/Tank/EndTank_Character_BP_Malfunctioned.Default__EndTank_Character_BP_Malfunctioned_C) CONTENT: Toxic Gas(/Engine/Transient.Default__REINST_Buff_Mission_LifeSupportPoison_C_50315) CONTENT: Toxic gas is slowly killing you.(/Engine/Transient.Default__REINST_Buff_Mission_LifeSupportPoison_C_50315) CONTENT: Toxic Gas(/Game/Genesis2/CoreBlueprints/Buffs/Buff_Mission_LifeSupportPoison.Default__Buff_Mission_LifeSupportPoison_C) CONTENT: Toxic gas is slowly killing you.(/Game/Genesis2/CoreBlueprints/Buffs/Buff_Mission_LifeSupportPoison.Default__Buff_Mission_LifeSupportPoison_C) CONTENT: Hold to Fix Life Support(/Engine/Transient.Default__REINST_PrimalStructure_Hotspot_LifeSupportTank_C_50327) CONTENT: Life Support Tank(/Engine/Transient.Default__REINST_PrimalStructure_Hotspot_LifeSupportTank_C_50327) CONTENT: Hold to Fix Life Support(/Game/Genesis2/Missions/ModularMission/LifeSupport/PrimalStructure_Hotspot_LifeSupportTank.Default__PrimalStructure_Hotspot_LifeSupportTank_C) CONTENT: Life Support Tank(/Game/Genesis2/Missions/ModularMission/LifeSupport/PrimalStructure_Hotspot_LifeSupportTank.Default__PrimalStructure_Hotspot_LifeSupportTank_C) CONTENT: Malfunctioned Tek Parasaur(/Engine/Transient.Default__REINST_BionicPara_Character_BP_Malfunctioned_C_50331) CONTENT: Malfunctioned Tek Parasaur(/Game/PrimalEarth/Dinos/Para/BionicPara_Character_BP_Malfunctioned.Default__BionicPara_Character_BP_Malfunctioned_C) CONTENT: Fix Life Support(/Engine/Transient.Default__REINST_MissionModule_Hotspot_LifeSupport_C_50335) CONTENT: Fix Life Support(/Game/Genesis2/Missions/ModularMission/LifeSupport/MissionModule_Hotspot_LifeSupport.Default__MissionModule_Hotspot_LifeSupport_C) CONTENT: Survive for the Remaining Time(/Engine/Transient.Default__REINST_MissionModule_Hotspot_LifeSupport_Room2_C_50343) CONTENT: LifeSupport_Hotspot_Room2_Title(/Engine/Transient.Default__REINST_MissionModule_Hotspot_LifeSupport_Room2_C_50343) CONTENT: Survive for the Remaining Time(/Game/Genesis2/Missions/ModularMission/LifeSupport/MissionModule_Hotspot_LifeSupport_Room2.Default__MissionModule_Hotspot_LifeSupport_Room2_C) CONTENT: LifeSupport_Hotspot_Room2_Title(/Game/Genesis2/Missions/ModularMission/LifeSupport/MissionModule_Hotspot_LifeSupport_Room2.Default__MissionModule_Hotspot_LifeSupport_Room2_C) CONTENT: Regroup_LifeSupport_Title(/Engine/Transient.Default__REINST_MissionModule_Regroup_LifeSupport_Room2_C_50347) CONTENT: Regroup_LifeSupport_Title(/Game/Genesis2/Missions/ModularMission/LifeSupport/MissionModule_Regroup_LifeSupport_Room2.Default__MissionModule_Regroup_LifeSupport_Room2_C) CONTENT: VR Argentavis(/Engine/Transient.Default__REINST_Argent_Character_BP_LifeSupport_C_50351) CONTENT: VR Argentavis(/Game/Genesis2/Missions/ModularMission/LifeSupport/Dinos/Argent_Character_BP_LifeSupport.Default__Argent_Character_BP_LifeSupport_C) CONTENT: LifeSupport_Hotspot_Room3_Title(/Engine/Transient.Default__REINST_MissionModule_Hotspot_LifeSupport_Room3_C_50359) CONTENT: LifeSupport_Hotspot_Room3_Title(/Game/Genesis2/Missions/ModularMission/LifeSupport/MissionModule_Hotspot_LifeSupport_Room3.Default__MissionModule_Hotspot_LifeSupport_Room3_C) CONTENT: Malfunctioned Mek Knight(/Engine/Transient.Default__REINST_Mek_Character_BP_LifeSupport_C_50375) CONTENT: Malfunctioned Mek Knight(/Game/Genesis2/Missions/ModularMission/LifeSupport/Dinos/Mek_Character_BP_LifeSupport.Default__Mek_Character_BP_LifeSupport_C) CONTENT: Malfunctioned Tek Stryder(/Engine/Transient.Default__REINST_TekStrider_Character_BP_LifeSupport_C_50407) CONTENT: Malfunctioned Tek Stryder(/Game/Genesis2/Missions/ModularMission/LifeSupport/Dinos/TekStrider_Character_BP_LifeSupport.Default__TekStrider_Character_BP_LifeSupport_C) CONTENT: Title(/Engine/Transient.Default__REINST_MissionModule_zSubmodule_CameraShake_Base_C_50411) CONTENT: Title(/Game/Genesis2/Missions/ModularMission/MissionModule_zSubmodule_CameraShake_Base.Default__MissionModule_zSubmodule_CameraShake_Base_C) CONTENT: LifeSupport_EscapeRoom_Room3_Title(/Engine/Transient.Default__REINST_MissionModule_EscapeRoom_LifeSupport_Room3_C_50415) CONTENT: LifeSupport_EscapeRoom_Room3_Title(/Game/Genesis2/Missions/ModularMission/LifeSupport/MissionModule_EscapeRoom_LifeSupport_Room3.Default__MissionModule_EscapeRoom_LifeSupport_Room3_C) CONTENT: Life Support(/Engine/Transient.Default__REINST_MissionType_ModularMission_LifeSupport_C_50419) CONTENT: Decontaminate the ventilation system by sealing data leaks and avoiding Rockwell's viral agents, before Rockwell can flood the ship with toxins!(/Engine/Transient.Default__REINST_MissionType_ModularMission_LifeSupport_C_50419) CONTENT: Waiting For Players(/Engine/Transient.Default__REINST_MissionType_ModularMission_LifeSupport_C_50419) CONTENT: Get Ready!(/Engine/Transient.Default__REINST_MissionType_ModularMission_LifeSupport_C_50419) CONTENT: Waiting to add players to mission...(/Engine/Transient.Default__REINST_MissionType_ModularMission_LifeSupport_C_50419) CONTENT: Chamber 1(/Engine/Transient.Default__REINST_MissionType_ModularMission_LifeSupport_C_50419) CONTENT: Color Sequences(/Engine/Transient.Default__REINST_MissionType_ModularMission_LifeSupport_C_50419) CONTENT: Chamber 2(/Engine/Transient.Default__REINST_MissionType_ModularMission_LifeSupport_C_50419) CONTENT: Air Supply Repair(/Engine/Transient.Default__REINST_MissionType_ModularMission_LifeSupport_C_50419) CONTENT: Chamber 3(/Engine/Transient.Default__REINST_MissionType_ModularMission_LifeSupport_C_50419) CONTENT: Color Sequences and Air Supply Repair(/Engine/Transient.Default__REINST_MissionType_ModularMission_LifeSupport_C_50419) CONTENT: Joust the Two of Us!(/Engine/Transient.Default__REINST_MissionType_ModularMission_LifeSupport_C_50419) CONTENT: Shut down the Malfunctioned Mek Knight and Stryder(/Engine/Transient.Default__REINST_MissionType_ModularMission_LifeSupport_C_50419) CONTENT: Regroup(/Engine/Transient.Default__REINST_MissionType_ModularMission_LifeSupport_C_50419) CONTENT: Regroup to advance into the next area(/Engine/Transient.Default__REINST_MissionType_ModularMission_LifeSupport_C_50419) CONTENT: Repair Tanks(/Engine/Transient.Default__REINST_MissionType_ModularMission_LifeSupport_C_50419) CONTENT: Broken Air Supply Tanks(/Engine/Transient.Default__REINST_MissionType_ModularMission_LifeSupport_C_50419) CONTENT: Oxygen Remaining(/Engine/Transient.Default__REINST_MissionType_ModularMission_LifeSupport_C_50419) CONTENT: Air Supply Tank(/Engine/Transient.Default__REINST_MissionType_ModularMission_LifeSupport_C_50419) CONTENT: Malfunctioning Air Supply Tanks(/Engine/Transient.Default__REINST_MissionType_ModularMission_LifeSupport_C_50419) CONTENT: Toxin Levels(/Engine/Transient.Default__REINST_MissionType_ModularMission_LifeSupport_C_50419) CONTENT: A tank malfunctioned!(/Engine/Transient.Default__REINST_MissionType_ModularMission_LifeSupport_C_50419) CONTENT: Multiple tanks malfunctioned!(/Engine/Transient.Default__REINST_MissionType_ModularMission_LifeSupport_C_50419) CONTENT: Mission Alert(/Engine/Transient.Default__REINST_MissionType_ModularMission_LifeSupport_C_50419) CONTENT: You fixed an Air Supply Tank!(/Engine/Transient.Default__REINST_MissionType_ModularMission_LifeSupport_C_50419) CONTENT: Mission Alert(/Engine/Transient.Default__REINST_MissionType_ModularMission_LifeSupport_C_50419) CONTENT: A Tank Broke!(/Engine/Transient.Default__REINST_MissionType_ModularMission_LifeSupport_C_50419) CONTENT: Investigate the Mysterious Towers(/Engine/Transient.Default__REINST_MissionType_ModularMission_LifeSupport_C_50419) CONTENT: Power Levels(/Engine/Transient.Default__REINST_MissionType_ModularMission_LifeSupport_C_50419) CONTENT: Displaying Color Sequence...(/Engine/Transient.Default__REINST_MissionType_ModularMission_LifeSupport_C_50419) CONTENT: Enter the Color Sequence(/Engine/Transient.Default__REINST_MissionType_ModularMission_LifeSupport_C_50419) CONTENT: Kill enemies to reveal Color Sequence(/Engine/Transient.Default__REINST_MissionType_ModularMission_LifeSupport_C_50419) CONTENT: BAD ENTRY. System Rebooting...(/Engine/Transient.Default__REINST_MissionType_ModularMission_LifeSupport_C_50419) CONTENT: A Sequence is Playing...(/Engine/Transient.Default__REINST_MissionType_ModularMission_LifeSupport_C_50419) CONTENT: Sequence Correct!(/Engine/Transient.Default__REINST_MissionType_ModularMission_LifeSupport_C_50419) CONTENT: Sequence Correct! Tanks filtered and Toxin levels have decreased!(/Engine/Transient.Default__REINST_MissionType_ModularMission_LifeSupport_C_50419) CONTENT: Sequence Incorrect!(/Engine/Transient.Default__REINST_MissionType_ModularMission_LifeSupport_C_50419) CONTENT: Sequence Incorrect! Tanks Sabotaged and Toxin levels have increased!(/Engine/Transient.Default__REINST_MissionType_ModularMission_LifeSupport_C_50419) CONTENT: Tower(/Engine/Transient.Default__REINST_MissionType_ModularMission_LifeSupport_C_50419) CONTENT: Proceed(/Engine/Transient.Default__REINST_MissionType_ModularMission_LifeSupport_C_50419) CONTENT: Regroup(/Engine/Transient.Default__REINST_MissionType_ModularMission_LifeSupport_C_50419) CONTENT: Reset the system(/Engine/Transient.Default__REINST_MissionType_ModularMission_LifeSupport_C_50419) CONTENT: Activate the pillars to reset admin privileges(/Engine/Transient.Default__REINST_MissionType_ModularMission_LifeSupport_C_50419) CONTENT: Acquire admin access(/Engine/Transient.Default__REINST_MissionType_ModularMission_LifeSupport_C_50419) CONTENT: Defeat antivirus protocols to reveal the next code sequence(/Engine/Transient.Default__REINST_MissionType_ModularMission_LifeSupport_C_50419) CONTENT: Proceed(/Engine/Transient.Default__REINST_MissionType_ModularMission_LifeSupport_C_50419) CONTENT: Continue to the next data structure(/Engine/Transient.Default__REINST_MissionType_ModularMission_LifeSupport_C_50419) CONTENT: Stop fragmentation(/Engine/Transient.Default__REINST_MissionType_ModularMission_LifeSupport_C_50419) CONTENT: Grab a defrag tool and repair data tanks before the everything in this area fragments(/Engine/Transient.Default__REINST_MissionType_ModularMission_LifeSupport_C_50419) CONTENT: Defeat antivirus protocols to reveal the next code sequence... while holding off the fragmentation(/Engine/Transient.Default__REINST_MissionType_ModularMission_LifeSupport_C_50419) CONTENT: Defeat the final antivirus protocol to gain system control(/Engine/Transient.Default__REINST_MissionType_ModularMission_LifeSupport_C_50419) CONTENT: Eliminated!(/Engine/Transient.Default__REINST_MissionType_ModularMission_LifeSupport_C_50419) CONTENT: Vitals critical: Simulation Desynchronizing...(/Engine/Transient.Default__REINST_MissionType_ModularMission_LifeSupport_C_50419) CONTENT: Pink Tower(/Engine/Transient.Default__REINST_MissionType_ModularMission_LifeSupport_C_50419) CONTENT: Green Tower(/Engine/Transient.Default__REINST_MissionType_ModularMission_LifeSupport_C_50419) CONTENT: Blue Tower(/Engine/Transient.Default__REINST_MissionType_ModularMission_LifeSupport_C_50419) CONTENT: Life Support(/Game/Genesis2/Missions/ModularMission/LifeSupport/MissionType_ModularMission_LifeSupport.Default__MissionType_ModularMission_LifeSupport_C) CONTENT: Decontaminate the ventilation system by sealing data leaks and avoiding Rockwell's viral agents, before Rockwell can flood the ship with toxins!(/Game/Genesis2/Missions/ModularMission/LifeSupport/MissionType_ModularMission_LifeSupport.Default__MissionType_ModularMission_LifeSupport_C) CONTENT: Waiting For Players(/Game/Genesis2/Missions/ModularMission/LifeSupport/MissionType_ModularMission_LifeSupport.Default__MissionType_ModularMission_LifeSupport_C) CONTENT: Get Ready!(/Game/Genesis2/Missions/ModularMission/LifeSupport/MissionType_ModularMission_LifeSupport.Default__MissionType_ModularMission_LifeSupport_C) CONTENT: Waiting to add players to mission...(/Game/Genesis2/Missions/ModularMission/LifeSupport/MissionType_ModularMission_LifeSupport.Default__MissionType_ModularMission_LifeSupport_C) CONTENT: Chamber 1(/Game/Genesis2/Missions/ModularMission/LifeSupport/MissionType_ModularMission_LifeSupport.Default__MissionType_ModularMission_LifeSupport_C) CONTENT: Color Sequences(/Game/Genesis2/Missions/ModularMission/LifeSupport/MissionType_ModularMission_LifeSupport.Default__MissionType_ModularMission_LifeSupport_C) CONTENT: Chamber 2(/Game/Genesis2/Missions/ModularMission/LifeSupport/MissionType_ModularMission_LifeSupport.Default__MissionType_ModularMission_LifeSupport_C) CONTENT: Air Supply Repair(/Game/Genesis2/Missions/ModularMission/LifeSupport/MissionType_ModularMission_LifeSupport.Default__MissionType_ModularMission_LifeSupport_C) CONTENT: Chamber 3(/Game/Genesis2/Missions/ModularMission/LifeSupport/MissionType_ModularMission_LifeSupport.Default__MissionType_ModularMission_LifeSupport_C) CONTENT: Color Sequences and Air Supply Repair(/Game/Genesis2/Missions/ModularMission/LifeSupport/MissionType_ModularMission_LifeSupport.Default__MissionType_ModularMission_LifeSupport_C) CONTENT: Joust the Two of Us!(/Game/Genesis2/Missions/ModularMission/LifeSupport/MissionType_ModularMission_LifeSupport.Default__MissionType_ModularMission_LifeSupport_C) CONTENT: Shut down the Malfunctioned Mek Knight and Stryder(/Game/Genesis2/Missions/ModularMission/LifeSupport/MissionType_ModularMission_LifeSupport.Default__MissionType_ModularMission_LifeSupport_C) CONTENT: Regroup(/Game/Genesis2/Missions/ModularMission/LifeSupport/MissionType_ModularMission_LifeSupport.Default__MissionType_ModularMission_LifeSupport_C) CONTENT: Regroup to advance into the next area(/Game/Genesis2/Missions/ModularMission/LifeSupport/MissionType_ModularMission_LifeSupport.Default__MissionType_ModularMission_LifeSupport_C) CONTENT: Repair Tanks(/Game/Genesis2/Missions/ModularMission/LifeSupport/MissionType_ModularMission_LifeSupport.Default__MissionType_ModularMission_LifeSupport_C) CONTENT: Broken Air Supply Tanks(/Game/Genesis2/Missions/ModularMission/LifeSupport/MissionType_ModularMission_LifeSupport.Default__MissionType_ModularMission_LifeSupport_C) CONTENT: Oxygen Remaining(/Game/Genesis2/Missions/ModularMission/LifeSupport/MissionType_ModularMission_LifeSupport.Default__MissionType_ModularMission_LifeSupport_C) CONTENT: Air Supply Tank(/Game/Genesis2/Missions/ModularMission/LifeSupport/MissionType_ModularMission_LifeSupport.Default__MissionType_ModularMission_LifeSupport_C) CONTENT: Malfunctioning Air Supply Tanks(/Game/Genesis2/Missions/ModularMission/LifeSupport/MissionType_ModularMission_LifeSupport.Default__MissionType_ModularMission_LifeSupport_C) CONTENT: Toxin Levels(/Game/Genesis2/Missions/ModularMission/LifeSupport/MissionType_ModularMission_LifeSupport.Default__MissionType_ModularMission_LifeSupport_C) CONTENT: A tank malfunctioned!(/Game/Genesis2/Missions/ModularMission/LifeSupport/MissionType_ModularMission_LifeSupport.Default__MissionType_ModularMission_LifeSupport_C) CONTENT: Multiple tanks malfunctioned!(/Game/Genesis2/Missions/ModularMission/LifeSupport/MissionType_ModularMission_LifeSupport.Default__MissionType_ModularMission_LifeSupport_C) CONTENT: Mission Alert(/Game/Genesis2/Missions/ModularMission/LifeSupport/MissionType_ModularMission_LifeSupport.Default__MissionType_ModularMission_LifeSupport_C) CONTENT: You fixed an Air Supply Tank!(/Game/Genesis2/Missions/ModularMission/LifeSupport/MissionType_ModularMission_LifeSupport.Default__MissionType_ModularMission_LifeSupport_C) CONTENT: Mission Alert(/Game/Genesis2/Missions/ModularMission/LifeSupport/MissionType_ModularMission_LifeSupport.Default__MissionType_ModularMission_LifeSupport_C) CONTENT: A Tank Broke!(/Game/Genesis2/Missions/ModularMission/LifeSupport/MissionType_ModularMission_LifeSupport.Default__MissionType_ModularMission_LifeSupport_C) CONTENT: Investigate the Mysterious Towers(/Game/Genesis2/Missions/ModularMission/LifeSupport/MissionType_ModularMission_LifeSupport.Default__MissionType_ModularMission_LifeSupport_C) CONTENT: Power Levels(/Game/Genesis2/Missions/ModularMission/LifeSupport/MissionType_ModularMission_LifeSupport.Default__MissionType_ModularMission_LifeSupport_C) CONTENT: Displaying Color Sequence...(/Game/Genesis2/Missions/ModularMission/LifeSupport/MissionType_ModularMission_LifeSupport.Default__MissionType_ModularMission_LifeSupport_C) CONTENT: Enter the Color Sequence(/Game/Genesis2/Missions/ModularMission/LifeSupport/MissionType_ModularMission_LifeSupport.Default__MissionType_ModularMission_LifeSupport_C) CONTENT: Kill enemies to reveal Color Sequence(/Game/Genesis2/Missions/ModularMission/LifeSupport/MissionType_ModularMission_LifeSupport.Default__MissionType_ModularMission_LifeSupport_C) CONTENT: BAD ENTRY. System Rebooting...(/Game/Genesis2/Missions/ModularMission/LifeSupport/MissionType_ModularMission_LifeSupport.Default__MissionType_ModularMission_LifeSupport_C) CONTENT: A Sequence is Playing...(/Game/Genesis2/Missions/ModularMission/LifeSupport/MissionType_ModularMission_LifeSupport.Default__MissionType_ModularMission_LifeSupport_C) CONTENT: Sequence Correct!(/Game/Genesis2/Missions/ModularMission/LifeSupport/MissionType_ModularMission_LifeSupport.Default__MissionType_ModularMission_LifeSupport_C) CONTENT: Sequence Correct! Tanks filtered and Toxin levels have decreased!(/Game/Genesis2/Missions/ModularMission/LifeSupport/MissionType_ModularMission_LifeSupport.Default__MissionType_ModularMission_LifeSupport_C) CONTENT: Sequence Incorrect!(/Game/Genesis2/Missions/ModularMission/LifeSupport/MissionType_ModularMission_LifeSupport.Default__MissionType_ModularMission_LifeSupport_C) CONTENT: Sequence Incorrect! Tanks Sabotaged and Toxin levels have increased!(/Game/Genesis2/Missions/ModularMission/LifeSupport/MissionType_ModularMission_LifeSupport.Default__MissionType_ModularMission_LifeSupport_C) CONTENT: Tower(/Game/Genesis2/Missions/ModularMission/LifeSupport/MissionType_ModularMission_LifeSupport.Default__MissionType_ModularMission_LifeSupport_C) CONTENT: Proceed(/Game/Genesis2/Missions/ModularMission/LifeSupport/MissionType_ModularMission_LifeSupport.Default__MissionType_ModularMission_LifeSupport_C) CONTENT: Regroup(/Game/Genesis2/Missions/ModularMission/LifeSupport/MissionType_ModularMission_LifeSupport.Default__MissionType_ModularMission_LifeSupport_C) CONTENT: Reset the system(/Game/Genesis2/Missions/ModularMission/LifeSupport/MissionType_ModularMission_LifeSupport.Default__MissionType_ModularMission_LifeSupport_C) CONTENT: Activate the pillars to reset admin privileges(/Game/Genesis2/Missions/ModularMission/LifeSupport/MissionType_ModularMission_LifeSupport.Default__MissionType_ModularMission_LifeSupport_C) CONTENT: Acquire admin access(/Game/Genesis2/Missions/ModularMission/LifeSupport/MissionType_ModularMission_LifeSupport.Default__MissionType_ModularMission_LifeSupport_C) CONTENT: Defeat antivirus protocols to reveal the next code sequence(/Game/Genesis2/Missions/ModularMission/LifeSupport/MissionType_ModularMission_LifeSupport.Default__MissionType_ModularMission_LifeSupport_C) CONTENT: Proceed(/Game/Genesis2/Missions/ModularMission/LifeSupport/MissionType_ModularMission_LifeSupport.Default__MissionType_ModularMission_LifeSupport_C) CONTENT: Continue to the next data structure(/Game/Genesis2/Missions/ModularMission/LifeSupport/MissionType_ModularMission_LifeSupport.Default__MissionType_ModularMission_LifeSupport_C) CONTENT: Stop fragmentation(/Game/Genesis2/Missions/ModularMission/LifeSupport/MissionType_ModularMission_LifeSupport.Default__MissionType_ModularMission_LifeSupport_C) CONTENT: Grab a defrag tool and repair data tanks before the everything in this area fragments(/Game/Genesis2/Missions/ModularMission/LifeSupport/MissionType_ModularMission_LifeSupport.Default__MissionType_ModularMission_LifeSupport_C) CONTENT: Defeat antivirus protocols to reveal the next code sequence... while holding off the fragmentation(/Game/Genesis2/Missions/ModularMission/LifeSupport/MissionType_ModularMission_LifeSupport.Default__MissionType_ModularMission_LifeSupport_C) CONTENT: Defeat the final antivirus protocol to gain system control(/Game/Genesis2/Missions/ModularMission/LifeSupport/MissionType_ModularMission_LifeSupport.Default__MissionType_ModularMission_LifeSupport_C) CONTENT: Eliminated!(/Game/Genesis2/Missions/ModularMission/LifeSupport/MissionType_ModularMission_LifeSupport.Default__MissionType_ModularMission_LifeSupport_C) CONTENT: Vitals critical: Simulation Desynchronizing...(/Game/Genesis2/Missions/ModularMission/LifeSupport/MissionType_ModularMission_LifeSupport.Default__MissionType_ModularMission_LifeSupport_C) CONTENT: Pink Tower(/Game/Genesis2/Missions/ModularMission/LifeSupport/MissionType_ModularMission_LifeSupport.Default__MissionType_ModularMission_LifeSupport_C) CONTENT: Green Tower(/Game/Genesis2/Missions/ModularMission/LifeSupport/MissionType_ModularMission_LifeSupport.Default__MissionType_ModularMission_LifeSupport_C) CONTENT: Blue Tower(/Game/Genesis2/Missions/ModularMission/LifeSupport/MissionType_ModularMission_LifeSupport.Default__MissionType_ModularMission_LifeSupport_C) CONTENT: Mission Loot Set(/Game/Genesis2/CoreBlueprints/LootSets/LootItemSet_Missions_LifeSupport_Beta.Default__LootItemSet_Missions_LifeSupport_Beta_C) CONTENT: Missions - never BP - with quality(/Game/Genesis2/CoreBlueprints/LootSets/LootItemSet_Missions_LifeSupport_Beta.Default__LootItemSet_Missions_LifeSupport_Beta_C) CONTENT: Missions - with BP - with quality(/Game/Genesis2/CoreBlueprints/LootSets/LootItemSet_Missions_LifeSupport_Beta.Default__LootItemSet_Missions_LifeSupport_Beta_C) CONTENT: Mission Loot Set(/Game/Genesis2/CoreBlueprints/LootSets/LootItemSet_Missions_LifeSupport_Alpha.Default__LootItemSet_Missions_LifeSupport_Alpha_C) CONTENT: Missions - never BP - with quality(/Game/Genesis2/CoreBlueprints/LootSets/LootItemSet_Missions_LifeSupport_Alpha.Default__LootItemSet_Missions_LifeSupport_Alpha_C) CONTENT: Missions - with BP - with quality(/Game/Genesis2/CoreBlueprints/LootSets/LootItemSet_Missions_LifeSupport_Alpha.Default__LootItemSet_Missions_LifeSupport_Alpha_C) CONTENT: Wilderness(/Game/Maps/Genesis2/Mission_14_Gameplay.Mission_14_Gameplay:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/Mission_14_Geo.Mission_14_Geo:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/Mission_14_Lighting.Mission_14_Lighting:PersistentLevel.PrimalWorldSettings) LITERAL: ---------JUMP ATTEMPT------(/Game/Genesis/Missions/Escort/Buff_MissionEscortDino.Buff_MissionEscortDino:EventGraph.K2Node_CallFunction_232421) LITERAL: escort(/Game/Genesis/Missions/Escort/Buff_MissionEscortDino.Buff_MissionEscortDino:EventGraph.K2Node_CallFunction_211038) LITERAL: Jump Toward Goal(/Game/Genesis/Missions/Escort/Buff_MissionEscortDino.Buff_MissionEscortDino:BPGetMultiUseEntries.K2Node_MakeStruct_6547) LITERAL: Jump Backward(/Game/Genesis/Missions/Escort/Buff_MissionEscortDino.Buff_MissionEscortDino:BPGetMultiUseEntries.K2Node_MakeStruct_6548) LITERAL: Jump Forward(/Game/Genesis/Missions/Escort/Buff_MissionEscortDino.Buff_MissionEscortDino:BPGetMultiUseEntries.K2Node_MakeStruct_9328) LITERAL: Back(/Game/Genesis/Missions/Escort/Buff_MissionEscortDino.Buff_MissionEscortDino:BPGetMultiUseEntries.K2Node_CallFunction_386959) LITERAL: Escort Jump Options(/Game/Genesis/Missions/Escort/Buff_MissionEscortDino.Buff_MissionEscortDino:BPGetMultiUseEntries.K2Node_CallFunction_386959) LITERAL: Hello(/Game/Genesis/Missions/Escort/Buff_MissionEscortDino.Buff_MissionEscortDino:BPClientDoMultiUse.K2Node_CallFunction_393319) CONTENT: Shmup_BossSpawned_Title(/Game/Genesis2/Missions/ModularMission/Shmup/WhaleRescue/MissionAlerts/Submodule_WhaleRescue_MissionAlert_BossSpawned.Default__Submodule_WhaleRescue_MissionAlert_BossSpawned_C) CONTENT: Shmup_BossSpawned_Label(/Game/Genesis2/Missions/ModularMission/Shmup/WhaleRescue/MissionAlerts/Submodule_WhaleRescue_MissionAlert_BossSpawned.Default__Submodule_WhaleRescue_MissionAlert_BossSpawned_C) CONTENT: Shmup_DronesSpawned_FinalRoom_Title(/Game/Genesis2/Missions/ModularMission/Shmup/WhaleRescue/MissionAlerts/Submodule_WhaleRescue_MissionAlert_DronesSpawned.Default__Submodule_WhaleRescue_MissionAlert_DronesSpawned_C) CONTENT: Shmup_DronesSpawned_FinalRoom_Label(/Game/Genesis2/Missions/ModularMission/Shmup/WhaleRescue/MissionAlerts/Submodule_WhaleRescue_MissionAlert_DronesSpawned.Default__Submodule_WhaleRescue_MissionAlert_DronesSpawned_C) CONTENT: Shmup_ProtectCreatures_Title(/Engine/Transient.REINST_MissionModule_ProtectCreatures_Shmup_C_0) LITERAL: TriggerNextDelayedModules(/Game/Genesis2/Missions/ModularMission/Shmup/MissionModule_ProtectCreatures_Shmup.MissionModule_ProtectCreatures_Shmup:Prep Next Delayed Modules.K2Node_CallFunction_158888) LITERAL: Event_OnFailedDelayedEndMission(/Game/Genesis2/Missions/ModularMission/Shmup/MissionModule_ProtectCreatures_Shmup.MissionModule_ProtectCreatures_Shmup:HandleMissionDinoDied.K2Node_CallFunction_322257) CONTENT: Shmup_ProtectCreatures_Title(/Engine/Transient.Default__REINST_MissionModule_ProtectCreatures_Shmup_C_50627) CONTENT: Shmup_ProtectCreatures_Title(/Engine/Transient.REINST_MissionModule_ProtectCreatures_Shmup_C_1) CONTENT: Mission Loot Set(/Game/Genesis2/CoreBlueprints/LootSets/LootItemSet_Missions_WhaleRescue_Gamma.Default__LootItemSet_Missions_WhaleRescue_Gamma_C) CONTENT: Missions - never BP - with quality(/Game/Genesis2/CoreBlueprints/LootSets/LootItemSet_Missions_WhaleRescue_Gamma.Default__LootItemSet_Missions_WhaleRescue_Gamma_C) CONTENT: Missions - with BP - with quality(/Game/Genesis2/CoreBlueprints/LootSets/LootItemSet_Missions_WhaleRescue_Gamma.Default__LootItemSet_Missions_WhaleRescue_Gamma_C) CONTENT: Mission Accomplished!(/Engine/Transient.TRASHCLASS_HUD_Mission_ShmupEndScreen_51351:TextBlock_2016) CONTENT: Time Bonus(/Engine/Transient.TRASHCLASS_HUD_Mission_ShmupEndScreen_51351:TextBlock_2017) CONTENT: 10000/10000(/Engine/Transient.TRASHCLASS_HUD_Mission_ShmupEndScreen_51351:TextBlock_2019) CONTENT: Health Bonus(/Engine/Transient.TRASHCLASS_HUD_Mission_ShmupEndScreen_51351:TextBlock_2020) CONTENT: 10000/10000(/Engine/Transient.TRASHCLASS_HUD_Mission_ShmupEndScreen_51351:TextBlock_2022) CONTENT: 20000(/Engine/Transient.TRASHCLASS_HUD_Mission_ShmupEndScreen_51351:TextBlock_2023) CONTENT: Your Score(/Engine/Transient.TRASHCLASS_HUD_Mission_ShmupEndScreen_51351:TextBlock_2024) CONTENT: 10000(/Engine/Transient.TRASHCLASS_HUD_Mission_ShmupEndScreen_51351:TextBlock_2025) CONTENT: Hits: 256(/Engine/Transient.TRASHCLASS_HUD_Mission_ShmupEndScreen_51351:TextBlock_2026) CONTENT: Alpha(/Engine/Transient.TRASHCLASS_HUD_Mission_ShmupEndScreen_51351:TextBlock_2027) LITERAL: {1}/{2}(/Game/Genesis2/UI/HUD_Mission_ShmupEndScreen.HUD_Mission_ShmupEndScreen:Tick.K2Node_FormatText_247) LITERAL: {1}/{2}(/Game/Genesis2/UI/HUD_Mission_ShmupEndScreen.HUD_Mission_ShmupEndScreen:Tick.K2Node_FormatText_7) LITERAL: +{Bonus}(/Game/Genesis2/UI/HUD_Mission_ShmupEndScreen.HUD_Mission_ShmupEndScreen:Tick.K2Node_FormatText_9) LITERAL: +{Bonus}(/Game/Genesis2/UI/HUD_Mission_ShmupEndScreen.HUD_Mission_ShmupEndScreen:Tick.K2Node_FormatText_3) LITERAL: {1}/{2}(/Game/Genesis2/UI/HUD_Mission_ShmupEndScreen.HUD_Mission_ShmupEndScreen:InitValues.K2Node_FormatText_247) LITERAL: {1}/{2}(/Game/Genesis2/UI/HUD_Mission_ShmupEndScreen.HUD_Mission_ShmupEndScreen:InitValues.K2Node_FormatText_3) CONTENT: Text Block(/Engine/Transient.REINST_HUD_Mission_ShmupEndScreen_C_171:WidgetTree_653.TitleTextBlock) CONTENT: Text Block(/Engine/Transient.REINST_HUD_Mission_ShmupEndScreen_C_171:WidgetTree_653.TextBlock_162) CONTENT: Text Block(/Engine/Transient.REINST_HUD_Mission_ShmupEndScreen_C_171:WidgetTree_653.TextBlock_TimeBonusAmount) CONTENT: Text Block(/Engine/Transient.REINST_HUD_Mission_ShmupEndScreen_C_171:WidgetTree_653.TextBlock_TimeBonus) CONTENT: Text Block(/Engine/Transient.REINST_HUD_Mission_ShmupEndScreen_C_171:WidgetTree_653.TextBlock_244) CONTENT: Text Block(/Engine/Transient.REINST_HUD_Mission_ShmupEndScreen_C_171:WidgetTree_653.TextBlock_HealthBonusAmount) CONTENT: Text Block(/Engine/Transient.REINST_HUD_Mission_ShmupEndScreen_C_171:WidgetTree_653.TextBlock_HealthBonus) CONTENT: Text Block(/Engine/Transient.REINST_HUD_Mission_ShmupEndScreen_C_171:WidgetTree_653.TextBlock_Score) CONTENT: Text Block(/Engine/Transient.REINST_HUD_Mission_ShmupEndScreen_C_171:WidgetTree_653.TextBlock_369) CONTENT: Text Block(/Engine/Transient.REINST_HUD_Mission_ShmupEndScreen_C_171:WidgetTree_653.TextBlock_HexagonReward) CONTENT: Text Block(/Engine/Transient.REINST_HUD_Mission_ShmupEndScreen_C_171:WidgetTree_653.TextBlock_Hits) CONTENT: Text Block(/Engine/Transient.REINST_HUD_Mission_ShmupEndScreen_C_171:WidgetTree_653.TextBlock_MissionDifficulty) LITERAL: {1}/{2}(/Game/Genesis2/UI/HUD_Mission_ShmupEndScreen.HUD_Mission_ShmupEndScreen:EdGraph_160217.K2Node_CallFunction_393873) LITERAL: 1(/Game/Genesis2/UI/HUD_Mission_ShmupEndScreen.HUD_Mission_ShmupEndScreen:EdGraph_160217.K2Node_MakeStruct_3108) LITERAL: 2(/Game/Genesis2/UI/HUD_Mission_ShmupEndScreen.HUD_Mission_ShmupEndScreen:EdGraph_160217.K2Node_MakeStruct_3109) LITERAL: {1}/{2}(/Game/Genesis2/UI/HUD_Mission_ShmupEndScreen.HUD_Mission_ShmupEndScreen:EdGraph_160217.K2Node_CallFunction_393874) LITERAL: 1(/Game/Genesis2/UI/HUD_Mission_ShmupEndScreen.HUD_Mission_ShmupEndScreen:EdGraph_160217.K2Node_MakeStruct_3110) LITERAL: 2(/Game/Genesis2/UI/HUD_Mission_ShmupEndScreen.HUD_Mission_ShmupEndScreen:EdGraph_160217.K2Node_MakeStruct_3111) LITERAL: +{Bonus}(/Game/Genesis2/UI/HUD_Mission_ShmupEndScreen.HUD_Mission_ShmupEndScreen:EdGraph_160217.K2Node_CallFunction_393876) LITERAL: Bonus(/Game/Genesis2/UI/HUD_Mission_ShmupEndScreen.HUD_Mission_ShmupEndScreen:EdGraph_160217.K2Node_MakeStruct_3112) LITERAL: +{Bonus}(/Game/Genesis2/UI/HUD_Mission_ShmupEndScreen.HUD_Mission_ShmupEndScreen:EdGraph_160217.K2Node_CallFunction_393877) LITERAL: Bonus(/Game/Genesis2/UI/HUD_Mission_ShmupEndScreen.HUD_Mission_ShmupEndScreen:EdGraph_160217.K2Node_MakeStruct_3113) LITERAL: {1}/{2}(/Game/Genesis2/UI/HUD_Mission_ShmupEndScreen.HUD_Mission_ShmupEndScreen:EdGraph_160218.K2Node_CallFunction_393878) LITERAL: 1(/Game/Genesis2/UI/HUD_Mission_ShmupEndScreen.HUD_Mission_ShmupEndScreen:EdGraph_160218.K2Node_MakeStruct_3114) LITERAL: 2(/Game/Genesis2/UI/HUD_Mission_ShmupEndScreen.HUD_Mission_ShmupEndScreen:EdGraph_160218.K2Node_MakeStruct_3115) LITERAL: {1}/{2}(/Game/Genesis2/UI/HUD_Mission_ShmupEndScreen.HUD_Mission_ShmupEndScreen:EdGraph_160218.K2Node_CallFunction_393879) LITERAL: 1(/Game/Genesis2/UI/HUD_Mission_ShmupEndScreen.HUD_Mission_ShmupEndScreen:EdGraph_160218.K2Node_MakeStruct_3116) LITERAL: 2(/Game/Genesis2/UI/HUD_Mission_ShmupEndScreen.HUD_Mission_ShmupEndScreen:EdGraph_160218.K2Node_MakeStruct_3117) CONTENT: Mission Accomplished!(/Game/Genesis2/UI/HUD_Mission_ShmupEndScreen.HUD_Mission_ShmupEndScreen_C:WidgetTree_983.TitleTextBlock) CONTENT: Time Bonus(/Game/Genesis2/UI/HUD_Mission_ShmupEndScreen.HUD_Mission_ShmupEndScreen_C:WidgetTree_983.TextBlock_162) CONTENT: 10000/10000(/Game/Genesis2/UI/HUD_Mission_ShmupEndScreen.HUD_Mission_ShmupEndScreen_C:WidgetTree_983.TextBlock_TimeBonus) CONTENT: Health Bonus(/Game/Genesis2/UI/HUD_Mission_ShmupEndScreen.HUD_Mission_ShmupEndScreen_C:WidgetTree_983.TextBlock_244) CONTENT: 10000/10000(/Game/Genesis2/UI/HUD_Mission_ShmupEndScreen.HUD_Mission_ShmupEndScreen_C:WidgetTree_983.TextBlock_HealthBonus) CONTENT: 20000(/Game/Genesis2/UI/HUD_Mission_ShmupEndScreen.HUD_Mission_ShmupEndScreen_C:WidgetTree_983.TextBlock_Score) CONTENT: Your Score(/Game/Genesis2/UI/HUD_Mission_ShmupEndScreen.HUD_Mission_ShmupEndScreen_C:WidgetTree_983.TextBlock_369) CONTENT: 10000(/Game/Genesis2/UI/HUD_Mission_ShmupEndScreen.HUD_Mission_ShmupEndScreen_C:WidgetTree_983.TextBlock_HexagonReward) CONTENT: Hits: 256(/Game/Genesis2/UI/HUD_Mission_ShmupEndScreen.HUD_Mission_ShmupEndScreen_C:WidgetTree_983.TextBlock_Hits) CONTENT: Alpha(/Game/Genesis2/UI/HUD_Mission_ShmupEndScreen.HUD_Mission_ShmupEndScreen_C:WidgetTree_983.TextBlock_MissionDifficulty) LITERAL: Immune to Damage(/Game/Genesis2/Missions/ModularMission/Shmup/Buff_Mission_Shmup.Buff_Mission_Shmup:BPGetHUDElements.K2Node_CallFunction_231503) LITERAL: {0} / {1}(/Game/Genesis2/Missions/ModularMission/Shmup/Buff_Mission_Shmup.Buff_Mission_Shmup:BPGetHUDElements.K2Node_FormatText_250) LITERAL: %(/Game/Genesis2/Missions/ModularMission/Shmup/Buff_Mission_Shmup.Buff_Mission_Shmup:BPGetHUDElements.K2Node_CallFunction_212645) CONTENT: Corrupted Survivor(/Engine/Transient.REINST_CorruptHuman_Character_BP_BASE_C_0) CONTENT: Corrupted Survivor(/Engine/Transient.Default__REINST_CorruptHuman_Character_BP_BASE_C_50659) CONTENT: Corrupted Survivor(/Engine/Transient.REINST_CorruptHuman_Character_BP_BASE_C_1) LITERAL: IsBehind: (/Game/Genesis2/Missions/ModularMission/Shmup/WhaleRescue/Dinos/EndDrone_AIController_BP_WhaleRescue.EndDrone_AIController_BP_WhaleRescue:IsBehindTarget.K2Node_CallFunction_208671) LITERAL: Dot: (/Game/Genesis2/Missions/ModularMission/Shmup/WhaleRescue/Dinos/EndDrone_AIController_BP_WhaleRescue.EndDrone_AIController_BP_WhaleRescue:IsBehindTarget.K2Node_CallFunction_252848) CONTENT: Turn On(/Engine/Transient.REINST_PrimalStructureTurret_WhaleRescue_C_0) CONTENT: Turn Off(/Engine/Transient.REINST_PrimalStructureTurret_WhaleRescue_C_0) CONTENT: Tek Turret(/Engine/Transient.REINST_PrimalStructureTurret_WhaleRescue_C_0) CONTENT: Turn On(/Engine/Transient.Default__REINST_PrimalStructureTurret_WhaleRescue_C_50786) CONTENT: Turn Off(/Engine/Transient.Default__REINST_PrimalStructureTurret_WhaleRescue_C_50786) CONTENT: Tek Turret(/Engine/Transient.Default__REINST_PrimalStructureTurret_WhaleRescue_C_50786) CONTENT: Turn On(/Engine/Transient.REINST_PrimalStructureTurret_WhaleRescue_C_1) CONTENT: Turn Off(/Engine/Transient.REINST_PrimalStructureTurret_WhaleRescue_C_1) CONTENT: Tek Turret(/Engine/Transient.REINST_PrimalStructureTurret_WhaleRescue_C_1) CONTENT: Sky Crusade(/Engine/Transient.REINST_Shmup_MissionType_Base_C_0) CONTENT: Storm Rockwell's defenses to retake the ship's replication system, but expect heavy resistance and superviral retaliation!(/Engine/Transient.REINST_Shmup_MissionType_Base_C_0) CONTENT: Beach Bob(/Engine/Transient.REINST_Shmup_MissionType_Base_C_0) CONTENT: Adding players to mission.(/Engine/Transient.REINST_Shmup_MissionType_Base_C_0) CONTENT: Prepare for the mission.(/Engine/Transient.REINST_Shmup_MissionType_Base_C_0) CONTENT: Fight your way to the trapped Space Whale.(/Engine/Transient.REINST_Shmup_MissionType_Base_C_0) CONTENT: Final Room(/Engine/Transient.REINST_Shmup_MissionType_Base_C_0) CONTENT: Protect the Whale.(/Engine/Transient.REINST_Shmup_MissionType_Base_C_0) CONTENT: Protect the Whale until this madness is over.(/Engine/Transient.REINST_Shmup_MissionType_Base_C_0) CONTENT: Kill the remaining enemies.(/Engine/Transient.REINST_Shmup_MissionType_Base_C_0) CONTENT: Protect(/Engine/Transient.REINST_Shmup_MissionType_Base_C_0) CONTENT: Enter the exit point.(/Engine/Transient.REINST_Shmup_MissionType_Base_C_0) CONTENT: Exit(/Engine/Transient.REINST_Shmup_MissionType_Base_C_0) CONTENT: Score:(/Engine/Transient.REINST_Shmup_MissionType_Base_C_0) CONTENT: Hits:(/Engine/Transient.REINST_Shmup_MissionType_Base_C_0) CONTENT: Phase:(/Engine/Transient.REINST_Shmup_MissionType_Base_C_0) CONTENT: Enemies Remaining(/Engine/Transient.REINST_Shmup_MissionType_Base_C_0) CONTENT: Time Remaining(/Engine/Transient.REINST_Shmup_MissionType_Base_C_0) CONTENT: Incoming Drones Detected!(/Engine/Transient.REINST_Shmup_MissionType_Base_C_0) CONTENT: Destroy them before they reach the whale.(/Engine/Transient.REINST_Shmup_MissionType_Base_C_0) CONTENT: Incoming Comets Detected!(/Engine/Transient.REINST_Shmup_MissionType_Base_C_0) CONTENT: Destroy them before they reach the whale!(/Engine/Transient.REINST_Shmup_MissionType_Base_C_0) CONTENT: Boss spawned!(/Engine/Transient.REINST_Shmup_MissionType_Base_C_0) CONTENT: This is gonna be hard!(/Engine/Transient.REINST_Shmup_MissionType_Base_C_0) CONTENT: Shmup_AddPlayers_Title(/Engine/Transient.REINST_MissionModule_AddPlayersInRadiusToMission_Shmup_C_0) LITERAL: AddPlayers(/Game/Genesis2/Missions/ModularMission/Shmup/MissionModule_AddPlayersInRadiusToMission_Shmup.MissionModule_AddPlayersInRadiusToMission_Shmup:HandleMissionModuleBegin.K2Node_CallFunction_224680) CONTENT: Shmup_AddPlayers_Title(/Engine/Transient.Default__REINST_MissionModule_AddPlayersInRadiusToMission_Shmup_C_50793) CONTENT: Shmup_AddPlayers_Title(/Engine/Transient.REINST_MissionModule_AddPlayersInRadiusToMission_Shmup_C_1) CONTENT: Teleporting(/Engine/Transient.REINST_Shmup_Submodule_TeleportPlayers_C_0) LITERAL: TriggerHandleMissionModuleBegin(/Game/Genesis2/Missions/ModularMission/Shmup/Shmup_Submodule_TeleportPlayers.Shmup_Submodule_TeleportPlayers:HandleMissionModuleBegin.K2Node_CallFunction_359450) CONTENT: Teleporting(/Engine/Transient.Default__REINST_Shmup_Submodule_TeleportPlayers_C_50800) CONTENT: Teleporting(/Engine/Transient.REINST_Shmup_Submodule_TeleportPlayers_C_1) LITERAL: Event_DelayedReactivation(/Game/Genesis2/Missions/ModularMission/Shmup/Buff_Shmup_UpgradeTrigger.Buff_Shmup_UpgradeTrigger:EventGraph.K2Node_CallFunction_261169) LITERAL: Event_DelayedReactivation(/Game/Genesis2/Missions/ModularMission/Shmup/Buff_Shmup_UpgradeTrigger.Buff_Shmup_UpgradeTrigger:EventGraph.K2Node_CallFunction_263314) LITERAL: Event_DeactivateMission(/Game/Genesis2/Missions/ModularMission/Shmup/Shmup_MissionType_Base.Shmup_MissionType_Base:BPServerHandleNetExecCommand.K2Node_CallFunction_544380) LITERAL: Event_DeactivateMission(/Game/Genesis2/Missions/ModularMission/Shmup/Shmup_MissionType_Base.Shmup_MissionType_Base:BPServerHandleNetExecCommand.K2Node_CallFunction_545570) LITERAL: ResetDamageable(/Game/Genesis2/Missions/ModularMission/ShootingGallery/Comets/Proj_MM_Comet_Base.Proj_MM_Comet_Base:ReceiveAnyDamage.K2Node_CallFunction_409700) CONTENT: Star Dolphin(/Engine/Transient.REINST_Shmup_MissionType_WhaleRescue_C_0) CONTENT: Waiting For Players(/Engine/Transient.REINST_Shmup_MissionType_WhaleRescue_C_0) CONTENT: Adding players to mission.(/Engine/Transient.REINST_Shmup_MissionType_WhaleRescue_C_0) CONTENT: Prepare for the mission!(/Engine/Transient.REINST_Shmup_MissionType_WhaleRescue_C_0) CONTENT: Get score points to unlock the security gates(/Engine/Transient.REINST_Shmup_MissionType_WhaleRescue_C_0) CONTENT: Final Area(/Engine/Transient.REINST_Shmup_MissionType_WhaleRescue_C_0) CONTENT: Protect the Astrocetus!(/Engine/Transient.REINST_Shmup_MissionType_WhaleRescue_C_0) CONTENT: Protect(/Engine/Transient.REINST_Shmup_MissionType_WhaleRescue_C_0) CONTENT: Defeat the Boss!(/Engine/Transient.REINST_Shmup_MissionType_WhaleRescue_C_0) CONTENT: Success! Great job!(/Engine/Transient.REINST_Shmup_MissionType_WhaleRescue_C_0) CONTENT: Score:(/Engine/Transient.REINST_Shmup_MissionType_WhaleRescue_C_0) CONTENT: Hits:(/Engine/Transient.REINST_Shmup_MissionType_WhaleRescue_C_0) CONTENT: Phase:(/Engine/Transient.REINST_Shmup_MissionType_WhaleRescue_C_0) CONTENT: Enemies Remaining(/Engine/Transient.REINST_Shmup_MissionType_WhaleRescue_C_0) CONTENT: Time Remaining(/Engine/Transient.REINST_Shmup_MissionType_WhaleRescue_C_0) CONTENT: Incoming Drones Detected!(/Engine/Transient.REINST_Shmup_MissionType_WhaleRescue_C_0) CONTENT: Give it to them the hard way!(/Engine/Transient.REINST_Shmup_MissionType_WhaleRescue_C_0) CONTENT: Incoming Comets Detected!(/Engine/Transient.REINST_Shmup_MissionType_WhaleRescue_C_0) CONTENT: Don't let them hit the Astrocetus!(/Engine/Transient.REINST_Shmup_MissionType_WhaleRescue_C_0) CONTENT: Incoming Hover Skiffs Detected!(/Engine/Transient.REINST_Shmup_MissionType_WhaleRescue_C_0) CONTENT: Destroy them as fast as possible!(/Engine/Transient.REINST_Shmup_MissionType_WhaleRescue_C_0) CONTENT: Boss incoming!(/Engine/Transient.REINST_Shmup_MissionType_WhaleRescue_C_0) CONTENT: This is gonna be hard!(/Engine/Transient.REINST_Shmup_MissionType_WhaleRescue_C_0) CONTENT: The Astrocetus has been rescued!(/Engine/Transient.REINST_Shmup_MissionType_WhaleRescue_C_0) CONTENT: It can live in peace now.(/Engine/Transient.REINST_Shmup_MissionType_WhaleRescue_C_0) CONTENT: Spoof the First Firewall(/Engine/Transient.REINST_Shmup_MissionType_WhaleRescue_C_0) CONTENT: Destroy hijacked anti-virus protocols so HLN-A can decrypt their security(/Engine/Transient.REINST_Shmup_MissionType_WhaleRescue_C_0) CONTENT: Spoof the Second Firewall(/Engine/Transient.REINST_Shmup_MissionType_WhaleRescue_C_0) CONTENT: Defend the Replication Subsystem(/Engine/Transient.REINST_Shmup_MissionType_WhaleRescue_C_0) CONTENT: Fend off the hijacked antivirus protocols until the Replication subsystem can relocate to another server(/Engine/Transient.REINST_Shmup_MissionType_WhaleRescue_C_0) CONTENT: Defeat Androck(/Engine/Transient.REINST_Shmup_MissionType_WhaleRescue_C_0) CONTENT: Destroy Rockwell's super-virus so it can't track down the Replication subsystem(/Engine/Transient.REINST_Shmup_MissionType_WhaleRescue_C_0) CONTENT: Shmup_Prep_Title(/Engine/Transient.REINST_MissionModule_Prep_Shmup_C_0) CONTENT: Nursing Effectiveness(/Game/Genesis2/Missions/Race2/MilkGlider/DinoCharacterStatusComponent_BP_RaceDino.Default__DinoCharacterStatusComponent_BP_RaceDino_C) LITERAL: StopWoosh(/Game/Genesis2/Missions/ModularMission/Shmup/WhaleRescue/Dinos/SpaceDolphin_Character_BP_WhaleRescue.SpaceDolphin_Character_BP_WhaleRescue:EventGraph.K2Node_CallFunction_562694) LITERAL: Downgrade Laser Level(/Game/Genesis2/Missions/ModularMission/Shmup/WhaleRescue/Dinos/SpaceDolphin_Character_BP_WhaleRescue.SpaceDolphin_Character_BP_WhaleRescue:BPServerHandleNetExecCommand.K2Node_CallFunction_278148) LITERAL: Timed_PlayVictoryMusic(/Game/Genesis2/Missions/ModularMission/Shmup/WhaleRescue/Shmup_MissionType_WhaleRescue.Shmup_MissionType_WhaleRescue:BPServerHandleNetExecCommand.K2Node_CallFunction_596932) LITERAL: DisableForceField(/Game/Genesis2/Missions/ModularMission/Shmup/WhaleRescue/Shmup_MissionType_WhaleRescue.Shmup_MissionType_WhaleRescue:ExecuteNextMissionModule.K2Node_CallFunction_374186) LITERAL: Event_DelayedEndModule(/Game/Genesis2/Missions/ModularMission/Shmup/MissionModule_Prep_Shmup.MissionModule_Prep_Shmup:HandleMissionModuleBegin.K2Node_CallFunction_254011) LITERAL: PutPlayersOnMissionDino(/Game/Genesis2/Missions/ModularMission/Shmup/MissionModule_Prep_Shmup.MissionModule_Prep_Shmup:HandleMissionModuleBegin.K2Node_CallFunction_517167) CONTENT: Shmup_Prep_Title(/Engine/Transient.Default__REINST_MissionModule_Prep_Shmup_C_50866) CONTENT: Shmup_Prep_Title(/Engine/Transient.REINST_MissionModule_Prep_Shmup_C_1) CONTENT: Shmup_Checkpoints_Title(/Engine/Transient.REINST_MissionModule_Checkpoints_Shmup_C_0) LITERAL: UpdateDynMats(/Game/Genesis2/Missions/ModularMission/Shmup/WhaleRescue/Comets/Proj_MM_Comet_WhaleRescue_BossArrival.Proj_MM_Comet_WhaleRescue_BossArrival:EventGraph.K2Node_CallFunction_222976) LITERAL: DoClearLookAtRotation(/Game/Genesis2/Missions/ModularMission/Shmup/WhaleRescue/Comets/Proj_MM_Comet_WhaleRescue_BossArrival.Proj_MM_Comet_WhaleRescue_BossArrival:UpdatePlayerInSightBehaviour.K2Node_CallFunction_391337) LITERAL: DoClearLookAtRotation(/Game/Genesis2/Missions/ModularMission/Shmup/WhaleRescue/Comets/Proj_MM_Comet_WhaleRescue_BossArrival.Proj_MM_Comet_WhaleRescue_BossArrival:UpdatePlayerInSightBehaviour.K2Node_CallFunction_397113) CONTENT: Title(/Engine/Transient.REINST_MissionModule_zSubmodule_WhaleRescue_SpawnBossDuringCheckpoints_C_0) CONTENT: Title(/Engine/Transient.Default__REINST_MissionModule_zSubmodule_WhaleRescue_SpawnBossDuringCheckpoints_C_50884) CONTENT: Title(/Engine/Transient.REINST_MissionModule_zSubmodule_WhaleRescue_SpawnBossDuringCheckpoints_C_1) CONTENT: Title(/Engine/Transient.REINST_MissionModule_zSubmodule_WhaleRescue_SpawnChargingSkiff_C_0) CONTENT: Title(/Engine/Transient.Default__REINST_MissionModule_zSubmodule_WhaleRescue_SpawnChargingSkiff_C_50909) CONTENT: Title(/Engine/Transient.REINST_MissionModule_zSubmodule_WhaleRescue_SpawnChargingSkiff_C_1) CONTENT: Title(/Engine/Transient.REINST_MissionModule_zSubmodule_SpawnLasers_WhaleRescue_C_0) CONTENT: Title(/Engine/Transient.Default__REINST_MissionModule_zSubmodule_SpawnLasers_WhaleRescue_C_50944) CONTENT: Title(/Engine/Transient.REINST_MissionModule_zSubmodule_SpawnLasers_WhaleRescue_C_1) CONTENT: Title(/Engine/Transient.REINST_MissionModule_zSubmodule_SpawnFans_WhaleRescue_C_0) CONTENT: Title(/Engine/Transient.Default__REINST_MissionModule_zSubmodule_SpawnFans_WhaleRescue_C_50958) CONTENT: Title(/Engine/Transient.REINST_MissionModule_zSubmodule_SpawnFans_WhaleRescue_C_1) LITERAL: Event_DeactivateMission(/Game/Genesis2/Missions/ModularMission/Shmup/MissionModule_Checkpoints_Shmup.MissionModule_Checkpoints_Shmup:OnCheckpointIncremented.K2Node_CallFunction_808668) LITERAL: Event_DeactivateMission(/Game/Genesis2/Missions/ModularMission/Shmup/MissionModule_Checkpoints_Shmup.MissionModule_Checkpoints_Shmup:OnCheckpointIncremented.K2Node_CallFunction_809107) CONTENT: Shmup_Checkpoints_Title(/Engine/Transient.Default__REINST_MissionModule_Checkpoints_Shmup_C_50965) CONTENT: Shmup_Checkpoints_Title(/Engine/Transient.REINST_MissionModule_Checkpoints_Shmup_C_1) LITERAL: BlockAllDynamic(/Game/Genesis2/Missions/ModularMission/Shmup/WhaleRescue/Structures/BP_WhaleRescue_BossPlatform.BP_WhaleRescue_BossPlatform:EventGraph.K2Node_CallFunction_350680) LITERAL: NoCollision(/Game/Genesis2/Missions/ModularMission/Shmup/WhaleRescue/Structures/BP_WhaleRescue_BossPlatform.BP_WhaleRescue_BossPlatform:EventGraph.K2Node_CallFunction_350680) LITERAL: AreaAvoidanceTick(/Game/Genesis2/Missions/ModularMission/Shmup/WhaleRescue/Structures/BP_WhaleRescue_BossPlatform.BP_WhaleRescue_BossPlatform:EventGraph.K2Node_CallFunction_436230) LITERAL: AreaAvoidanceTick(/Game/Genesis2/Missions/ModularMission/Shmup/WhaleRescue/Structures/BP_WhaleRescue_BossPlatform.BP_WhaleRescue_BossPlatform:BPServerHandleNetExecCommand.K2Node_CallFunction_439556) CONTENT: Corrupted Master Controller(/Engine/Transient.REINST_VRMainBoss_Character_WhaleRescue_C_0) LITERAL: } AT :: (/Game/Genesis2/Missions/ModularMission/Shmup/WhaleRescue/Dinos/VRBoss/VRMainBoss_ShieldExplosionEmitter_WhaleRescue_Front.VRMainBoss_ShieldExplosionEmitter_WhaleRescue_Front:InitDeathsplosion.K2Node_CallFunction_222791) LITERAL: s(/Game/Genesis2/Missions/ModularMission/Shmup/WhaleRescue/Dinos/VRBoss/VRMainBoss_ShieldExplosionEmitter_WhaleRescue_Front.VRMainBoss_ShieldExplosionEmitter_WhaleRescue_Front:InitDeathsplosion.K2Node_CallFunction_222791) LITERAL: SPAWNING {(/Game/Genesis2/Missions/ModularMission/Shmup/WhaleRescue/Dinos/VRBoss/VRMainBoss_ShieldExplosionEmitter_WhaleRescue_Front.VRMainBoss_ShieldExplosionEmitter_WhaleRescue_Front:InitDeathsplosion.K2Node_CallFunction_224688) LITERAL: } AT :: (/Game/Genesis2/Missions/ModularMission/Shmup/WhaleRescue/Dinos/VRBoss/VRMainBoss_ShieldExplosionEmitter_WhaleRescue_sides.VRMainBoss_ShieldExplosionEmitter_WhaleRescue_Sides:InitDeathsplosion.K2Node_CallFunction_222791) LITERAL: s(/Game/Genesis2/Missions/ModularMission/Shmup/WhaleRescue/Dinos/VRBoss/VRMainBoss_ShieldExplosionEmitter_WhaleRescue_sides.VRMainBoss_ShieldExplosionEmitter_WhaleRescue_Sides:InitDeathsplosion.K2Node_CallFunction_222791) LITERAL: SPAWNING {(/Game/Genesis2/Missions/ModularMission/Shmup/WhaleRescue/Dinos/VRBoss/VRMainBoss_ShieldExplosionEmitter_WhaleRescue_sides.VRMainBoss_ShieldExplosionEmitter_WhaleRescue_Sides:InitDeathsplosion.K2Node_CallFunction_224688) LITERAL: } AT :: (/Game/Genesis2/Missions/ModularMission/Shmup/WhaleRescue/Dinos/VRBoss/VRMainBoss_ShieldExplosionEmitter_WhaleRescue_Back.VRMainBoss_ShieldExplosionEmitter_WhaleRescue_Back:InitDeathsplosion.K2Node_CallFunction_222791) LITERAL: s(/Game/Genesis2/Missions/ModularMission/Shmup/WhaleRescue/Dinos/VRBoss/VRMainBoss_ShieldExplosionEmitter_WhaleRescue_Back.VRMainBoss_ShieldExplosionEmitter_WhaleRescue_Back:InitDeathsplosion.K2Node_CallFunction_222791) LITERAL: SPAWNING {(/Game/Genesis2/Missions/ModularMission/Shmup/WhaleRescue/Dinos/VRBoss/VRMainBoss_ShieldExplosionEmitter_WhaleRescue_Back.VRMainBoss_ShieldExplosionEmitter_WhaleRescue_Back:InitDeathsplosion.K2Node_CallFunction_224688) LITERAL: Playing Boss Banter Montage: (/Game/Genesis2/Missions/ModularMission/Shmup/WhaleRescue/Dinos/VRBoss/VRMainBoss_Character_WhaleRescue.VRMainBoss_Character_WhaleRescue:EventGraph.K2Node_CallFunction_200584) LITERAL: VRMainBoss Advancing To Attack State: (/Game/Genesis2/Missions/ModularMission/Shmup/WhaleRescue/Dinos/VRBoss/VRMainBoss_Character_WhaleRescue.VRMainBoss_Character_WhaleRescue:EventGraph.K2Node_CallFunction_196121) LITERAL: VRMainBoss Playing Taunt!(/Game/Genesis2/Missions/ModularMission/Shmup/WhaleRescue/Dinos/VRBoss/VRMainBoss_Character_WhaleRescue.VRMainBoss_Character_WhaleRescue:EventGraph.K2Node_CallFunction_369300) LITERAL: VRMainBoss Canceling Taunt!(/Game/Genesis2/Missions/ModularMission/Shmup/WhaleRescue/Dinos/VRBoss/VRMainBoss_Character_WhaleRescue.VRMainBoss_Character_WhaleRescue:EventGraph.K2Node_CallFunction_222384) LITERAL: Start Sweeping Head(/Game/Genesis2/Missions/ModularMission/Shmup/WhaleRescue/Dinos/VRBoss/VRMainBoss_Character_WhaleRescue.VRMainBoss_Character_WhaleRescue:EventGraph.K2Node_CallFunction_260231) LITERAL: Start Sweeping Head(/Game/Genesis2/Missions/ModularMission/Shmup/WhaleRescue/Dinos/VRBoss/VRMainBoss_Character_WhaleRescue.VRMainBoss_Character_WhaleRescue:EventGraph.K2Node_CallFunction_265741) LITERAL: YawOverride: (/Game/Genesis2/Missions/ModularMission/Shmup/WhaleRescue/Dinos/VRBoss/VRMainBoss_Character_WhaleRescue.VRMainBoss_Character_WhaleRescue:EventGraph.K2Node_CallFunction_196574) LITERAL: Server Fire Beams At Targets(/Game/Genesis2/Missions/ModularMission/Shmup/WhaleRescue/Dinos/VRBoss/VRMainBoss_Character_WhaleRescue.VRMainBoss_Character_WhaleRescue:Server Fire Beams At Targets.K2Node_CallFunction_235792) LITERAL: Num Aggro Entries: (/Game/Genesis2/Missions/ModularMission/Shmup/WhaleRescue/Dinos/VRBoss/VRMainBoss_Character_WhaleRescue.VRMainBoss_Character_WhaleRescue:Server Fire Beams At Targets.K2Node_CallFunction_236792) LITERAL: Num Beams: (/Game/Genesis2/Missions/ModularMission/Shmup/WhaleRescue/Dinos/VRBoss/VRMainBoss_Character_WhaleRescue.VRMainBoss_Character_WhaleRescue:Server Fire Beams At Targets.K2Node_CallFunction_236792) LITERAL: Num Beams To Fire: (/Game/Genesis2/Missions/ModularMission/Shmup/WhaleRescue/Dinos/VRBoss/VRMainBoss_Character_WhaleRescue.VRMainBoss_Character_WhaleRescue:Server Fire Beams At Targets.K2Node_CallFunction_237729) CONTENT: Corrupted Master Controller(/Engine/Transient.Default__REINST_VRMainBoss_Character_WhaleRescue_C_51007) CONTENT: Corrupted Master Controller(/Engine/Transient.REINST_VRMainBoss_Character_WhaleRescue_C_1) CONTENT: None(/Engine/Transient.REINST_MissionModule_ProtectCreatures_Shmup_WhaleRescue_C_0) LITERAL: Available SpawnPoints: (/Game/Genesis2/Missions/ModularMission/Shmup/WhaleRescue/MissionModule_zSubmodule_FireProjectiles_WhaleRescue_FinalRoom.MissionModule_zSubmodule_FireProjectiles_WhaleRescue_FinalRoom:Determine Next Spawn Point From Weights.K2Node_CallFunction_197433) LITERAL: FireProjectileWave(/Game/Genesis2/Missions/ModularMission/Shmup/WhaleRescue/MissionModule_zSubmodule_FireProjectiles_WhaleRescue_FinalRoom.MissionModule_zSubmodule_FireProjectiles_WhaleRescue_FinalRoom:FireProjectileWave.K2Node_CallFunction_490969) LITERAL: FireProjectileWave(/Game/Genesis2/Missions/ModularMission/Shmup/WhaleRescue/MissionModule_zSubmodule_FireProjectiles_WhaleRescue_FinalRoom.MissionModule_zSubmodule_FireProjectiles_WhaleRescue_FinalRoom:HandleMissionModuleEnd.K2Node_CallFunction_322762) CONTENT: Shmup_CometsSpawned_FinalRoom_Title(/Game/Genesis2/Missions/ModularMission/Shmup/WhaleRescue/MissionAlerts/Submodule_WhaleRescue_MissionAlert_CometsSpawned.Default__Submodule_WhaleRescue_MissionAlert_CometsSpawned_C) CONTENT: Shmup_CometsSpawned_FinalRoom_Label(/Game/Genesis2/Missions/ModularMission/Shmup/WhaleRescue/MissionAlerts/Submodule_WhaleRescue_MissionAlert_CometsSpawned.Default__Submodule_WhaleRescue_MissionAlert_CometsSpawned_C) LITERAL: CheckForcedTarget(/Game/Genesis2/Missions/ModularMission/Shmup/MissionModule_zSubmodule_SpawnCreatures_Shmup_Base.MissionModule_zSubmodule_SpawnCreatures_Shmup_Base:ForceTargets.K2Node_CallFunction_259285) CONTENT: Kill_0_Title(/Game/Genesis2/Missions/ModularMission/Shmup/WhaleRescue/MissionModule_zSubmodule_SpawnCreatures_WhaleRescue_Skiff_GeneralMinions.Default__MissionModule_zSubmodule_SpawnCreatures_WhaleRescue_Skiff_GeneralMinions_C) CONTENT: Kill_0_Title(/Game/Genesis2/Missions/ModularMission/Shmup/WhaleRescue/MissionModule_zSubmodule_SpawnCreatures_WhaleRescue_VRBoss_GeneralMinions.Default__MissionModule_zSubmodule_SpawnCreatures_WhaleRescue_VRBoss_GeneralMinions_C) LITERAL: Trigger_RespawnCreatures(/Game/Genesis2/Missions/ModularMission/Shmup/WhaleRescue/MissionModule_ProtectCreatures_Shmup_WhaleRescue.MissionModule_ProtectCreatures_Shmup_WhaleRescue:EventGraph.K2Node_CallFunction_399263) LITERAL: None(/Game/Genesis2/Missions/ModularMission/Shmup/WhaleRescue/MissionModule_ProtectCreatures_Shmup_WhaleRescue.MissionModule_ProtectCreatures_Shmup_WhaleRescue:GetModuleRequirementsMessage.K2Node_SetFieldsInStruct_468) LITERAL: Event_OnFailedDelayedEndMission(/Game/Genesis2/Missions/ModularMission/Shmup/WhaleRescue/MissionModule_ProtectCreatures_Shmup_WhaleRescue.MissionModule_ProtectCreatures_Shmup_WhaleRescue:HandleMissionDinoDied.K2Node_CallFunction_322257) LITERAL: Timed_PlaySpaceWhaleCR(/Game/Genesis2/Missions/ModularMission/Shmup/WhaleRescue/MissionModule_ProtectCreatures_Shmup_WhaleRescue.MissionModule_ProtectCreatures_Shmup_WhaleRescue:HandleMissionModuleBegin.K2Node_CallFunction_386821) LITERAL: StartBossBattle(/Game/Genesis2/Missions/ModularMission/Shmup/WhaleRescue/MissionModule_ProtectCreatures_Shmup_WhaleRescue.MissionModule_ProtectCreatures_Shmup_WhaleRescue:HandleMissionTriggerOverlapBegin.K2Node_CallFunction_240475) LITERAL: TriggerNextDelayedModules(/Game/Genesis2/Missions/ModularMission/Shmup/WhaleRescue/MissionModule_ProtectCreatures_Shmup_WhaleRescue.MissionModule_ProtectCreatures_Shmup_WhaleRescue:HandleMissionTriggerOverlapBegin.K2Node_CallFunction_435006) LITERAL: RunSubmodulesWhileWhaleBeingCarried(/Game/Genesis2/Missions/ModularMission/Shmup/WhaleRescue/MissionModule_ProtectCreatures_Shmup_WhaleRescue.MissionModule_ProtectCreatures_Shmup_WhaleRescue:OnWhaleBeingCarried.K2Node_CallFunction_327445) LITERAL: RunSubmodulesAtStartWhaleBeingCarried(/Game/Genesis2/Missions/ModularMission/Shmup/WhaleRescue/MissionModule_ProtectCreatures_Shmup_WhaleRescue.MissionModule_ProtectCreatures_Shmup_WhaleRescue:OnWhaleBeingCarried.K2Node_CallFunction_328597) LITERAL: RunSubmodulesWhileWhaleBeingCarried(/Game/Genesis2/Missions/ModularMission/Shmup/WhaleRescue/MissionModule_ProtectCreatures_Shmup_WhaleRescue.MissionModule_ProtectCreatures_Shmup_WhaleRescue:OnWhaleStoppedBeingCarried.K2Node_CallFunction_329541) LITERAL: RunSubmodulesAtStartWhaleBeingCarried(/Game/Genesis2/Missions/ModularMission/Shmup/WhaleRescue/MissionModule_ProtectCreatures_Shmup_WhaleRescue.MissionModule_ProtectCreatures_Shmup_WhaleRescue:OnWhaleStoppedBeingCarried.K2Node_CallFunction_329542) LITERAL: RunSubmodulesWhileWhaleBeingCarried(/Game/Genesis2/Missions/ModularMission/Shmup/WhaleRescue/MissionModule_ProtectCreatures_Shmup_WhaleRescue.MissionModule_ProtectCreatures_Shmup_WhaleRescue:RunSubmodulesWhileWhaleBeingCarried.K2Node_CallFunction_331524) LITERAL: PostBossSpawnInit(/Game/Genesis2/Missions/ModularMission/Shmup/WhaleRescue/MissionModule_ProtectCreatures_Shmup_WhaleRescue.MissionModule_ProtectCreatures_Shmup_WhaleRescue:SpawnBoss.K2Node_CallFunction_237395) LITERAL: SpawnBoss(/Game/Genesis2/Missions/ModularMission/Shmup/WhaleRescue/MissionModule_ProtectCreatures_Shmup_WhaleRescue.MissionModule_ProtectCreatures_Shmup_WhaleRescue:StartBossBattle.K2Node_CallFunction_623378) CONTENT: Shmup_SkiffSpawned_FinalRoom_Title(/Engine/Transient.REINST_Submodule_WhaleRescue_MissionAlert_SkiffSpawned_C_0) CONTENT: Shmup_SkiffSpawned_FinalRoom_Label(/Engine/Transient.REINST_Submodule_WhaleRescue_MissionAlert_SkiffSpawned_C_0) CONTENT: Shmup_SkiffSpawned_FinalRoom_Title(/Engine/Transient.Default__REINST_Submodule_WhaleRescue_MissionAlert_SkiffSpawned_C_51130) CONTENT: Shmup_SkiffSpawned_FinalRoom_Label(/Engine/Transient.Default__REINST_Submodule_WhaleRescue_MissionAlert_SkiffSpawned_C_51130) CONTENT: Shmup_SkiffSpawned_FinalRoom_Title(/Engine/Transient.REINST_Submodule_WhaleRescue_MissionAlert_SkiffSpawned_C_1) CONTENT: Shmup_SkiffSpawned_FinalRoom_Label(/Engine/Transient.REINST_Submodule_WhaleRescue_MissionAlert_SkiffSpawned_C_1) LITERAL: OnSkiffStartedCrashing(/Game/Genesis2/Missions/ModularMission/Shmup/WhaleRescue/Dinos/TekHoverSkiff_Character_BP_WhaleRescue.TekHoverSkiff_Character_BP_WhaleRescue:BPAdjustDamage.K2Node_CallFunction_454842) LITERAL: CarriedCharacterNull: (/Game/Genesis2/Missions/ModularMission/Shmup/WhaleRescue/Dinos/TekHoverSkiff_Character_BP_WhaleRescue.TekHoverSkiff_Character_BP_WhaleRescue:BPServerHandleNetExecCommand.K2Node_CallFunction_301801) LITERAL: Reattached: (/Game/Genesis2/Missions/ModularMission/Shmup/WhaleRescue/Dinos/TekHoverSkiff_Character_BP_WhaleRescue.TekHoverSkiff_Character_BP_WhaleRescue:BPServerHandleNetExecCommand.K2Node_CallFunction_305692) LITERAL: BlockProjectileOverlapDinoPlayer(/Game/Genesis2/Missions/ModularMission/Shmup/WhaleRescue/Dinos/TekHoverSkiff_Character_BP_WhaleRescue.TekHoverSkiff_Character_BP_WhaleRescue:EventGraph.K2Node_CallFunction_434579) LITERAL: NoCollision(/Game/Genesis2/Missions/ModularMission/Shmup/WhaleRescue/Dinos/TekHoverSkiff_Character_BP_WhaleRescue.TekHoverSkiff_Character_BP_WhaleRescue:EventGraph.K2Node_CallFunction_434579) LITERAL: SpawnPlatformDinos(/Game/Genesis2/Missions/ModularMission/Shmup/WhaleRescue/Dinos/TekHoverSkiff_Character_BP_WhaleRescue.TekHoverSkiff_Character_BP_WhaleRescue:EventGraph.K2Node_CallFunction_546729) LITERAL: RiderSocket(/Game/Genesis2/Missions/ModularMission/Shmup/WhaleRescue/Dinos/TekHoverSkiff_Character_BP_WhaleRescue.TekHoverSkiff_Character_BP_WhaleRescue:SpawnPlatformDinos.K2Node_MakeStruct_16094) CONTENT: EN(/Game/Genesis2/Missions/ModularMission/CompanionReactions/MissionModule_CompanionReaction_Generic_Enemies.Default__MissionModule_CompanionReaction_Generic_Enemies_C) CONTENT: WhaleRescue_WhaleFree_Title(/Game/Genesis2/Missions/ModularMission/Shmup/WhaleRescue/MissionAlerts/Submodule_WhaleRescue_MissionAlert_WhaleRescued.Default__Submodule_WhaleRescue_MissionAlert_WhaleRescued_C) CONTENT: WhaleRescue_WhaleFree_Message(/Game/Genesis2/Missions/ModularMission/Shmup/WhaleRescue/MissionAlerts/Submodule_WhaleRescue_MissionAlert_WhaleRescued.Default__Submodule_WhaleRescue_MissionAlert_WhaleRescued_C) CONTENT: None(/Engine/Transient.Default__REINST_MissionModule_ProtectCreatures_Shmup_WhaleRescue_C_51150) CONTENT: None(/Engine/Transient.REINST_MissionModule_ProtectCreatures_Shmup_WhaleRescue_C_1) CONTENT: Force Field(/Engine/Transient.REINST_BP_WhaleRescue_ForceField_C_0) CONTENT: Force Field(/Engine/Transient.Default__REINST_BP_WhaleRescue_ForceField_C_51157) CONTENT: Force Field(/Engine/Transient.REINST_BP_WhaleRescue_ForceField_C_1) CONTENT: EN(/Game/Genesis2/Missions/ModularMission/Shmup/WhaleRescue/CompanionReactions/MissionModule_zSubmodule_CompReaction_WhaleRescue_Intro.Default__MissionModule_zSubmodule_CompReaction_WhaleRescue_Intro_C) CONTENT: EN(/Game/Genesis2/Missions/ModularMission/Shmup/WhaleRescue/CompanionReactions/MissionModule_zSubmodule_CompReaction_WhaleRescue_Outro.Default__MissionModule_zSubmodule_CompReaction_WhaleRescue_Outro_C) CONTENT: EN(/Game/Genesis2/Missions/ModularMission/Shmup/WhaleRescue/CompanionReactions/MissionModule_zSubmodule_CompReaction_WhaleRescue_RockwellNoticedYou_0.Default__MissionModule_zSubmodule_CompReaction_WhaleRescue_RockwellNoticedYou_0_C) CONTENT: EN(/Game/Genesis2/Missions/ModularMission/Shmup/WhaleRescue/CompanionReactions/MissionModule_zSubmodule_CompReaction_WhaleRescue_RockwellNoticedYou_1.Default__MissionModule_zSubmodule_CompReaction_WhaleRescue_RockwellNoticedYou_1_C) CONTENT: EN(/Game/Genesis2/Missions/ModularMission/Shmup/WhaleRescue/CompanionReactions/MissionModule_zSubmodule_CompReaction_WhaleRescue_BossInBackground.Default__MissionModule_zSubmodule_CompReaction_WhaleRescue_BossInBackground_C) CONTENT: EN(/Game/Genesis2/Missions/ModularMission/Shmup/WhaleRescue/CompanionReactions/MissionModule_zSubmodule_CompReaction_WhaleRescue_ApproachingFirewall.Default__MissionModule_zSubmodule_CompReaction_WhaleRescue_ApproachingFirewall_C) CONTENT: EN(/Game/Genesis2/Missions/ModularMission/Shmup/WhaleRescue/CompanionReactions/MissionModule_zSubmodule_CompReaction_WhaleRescue_DiedToFirewall.Default__MissionModule_zSubmodule_CompReaction_WhaleRescue_DiedToFirewall_C) CONTENT: EN(/Game/Genesis2/Missions/ModularMission/Shmup/WhaleRescue/CompanionReactions/MissionModule_zSubmodule_CompReaction_WhaleRescue_SaveSpacewhale.Default__MissionModule_zSubmodule_CompReaction_WhaleRescue_SaveSpacewhale_C) CONTENT: EN(/Game/Genesis2/Missions/ModularMission/Shmup/WhaleRescue/CompanionReactions/MissionModule_zSubmodule_CompReaction_WhaleRescue_BossArrives.Default__MissionModule_zSubmodule_CompReaction_WhaleRescue_BossArrives_C) CONTENT: EN(/Game/Genesis2/Missions/ModularMission/Shmup/WhaleRescue/CompanionReactions/MissionModule_zSubmodule_CompReaction_WhaleRescue_GotPowerup.Default__MissionModule_zSubmodule_CompReaction_WhaleRescue_GotPowerup_C) CONTENT: EN(/Game/Genesis2/Missions/ModularMission/Shmup/WhaleRescue/CompanionReactions/MissionModule_zSubmodule_CompReaction_WhaleRescue_HlnaVoiceJoke.Default__MissionModule_zSubmodule_CompReaction_WhaleRescue_HlnaVoiceJoke_C) CONTENT: EN(/Game/Genesis2/Missions/Race2/SpaceDolphin/CompanionReactions/MissionModule_zSubmodule_CompReaction_SpaceDolphinRace_Quip_5.Default__MissionModule_zSubmodule_CompReaction_SpaceDolphinRace_Quip_5_C) CONTENT: EN(/Game/Genesis2/Missions/ModularMission/Shmup/WhaleRescue/CompanionReactions/MissionModule_zSubmodule_CompReaction_WhaleRescue_BossFight_At25.Default__MissionModule_zSubmodule_CompReaction_WhaleRescue_BossFight_At25_C) CONTENT: EN(/Game/Genesis2/Missions/ModularMission/Shmup/WhaleRescue/CompanionReactions/MissionModule_zSubmodule_CompReaction_WhaleRescue_BossFight_FirstArmorBreak.Default__MissionModule_zSubmodule_CompReaction_WhaleRescue_BossFight_FirstArmorBreak_C) CONTENT: EN(/Game/Genesis2/Missions/ModularMission/Shmup/WhaleRescue/CompanionReactions/MissionModule_zSubmodule_CompReaction_WhaleRescue_BossFight_ArmorBreaks.Default__MissionModule_zSubmodule_CompReaction_WhaleRescue_BossFight_ArmorBreaks_C) CONTENT: EN(/Game/Genesis2/Missions/ModularMission/Shmup/WhaleRescue/CompanionReactions/MissionModule_zSubmodule_CompReaction_WhaleRescue_BossFight_At75.Default__MissionModule_zSubmodule_CompReaction_WhaleRescue_BossFight_At75_C) CONTENT: EN(/Game/Genesis2/Missions/ModularMission/Shmup/WhaleRescue/CompanionReactions/MissionModule_zSubmodule_CompReaction_WhaleRescue_BossFight_At50.Default__MissionModule_zSubmodule_CompReaction_WhaleRescue_BossFight_At50_C) CONTENT: Sky Crusade(/Engine/Transient.Default__REINST_Shmup_MissionType_Base_C_51181) CONTENT: Storm Rockwell's defenses to retake the ship's replication system, but expect heavy resistance and superviral retaliation!(/Engine/Transient.Default__REINST_Shmup_MissionType_Base_C_51181) CONTENT: Beach Bob(/Engine/Transient.Default__REINST_Shmup_MissionType_Base_C_51181) CONTENT: Adding players to mission.(/Engine/Transient.Default__REINST_Shmup_MissionType_Base_C_51181) CONTENT: Prepare for the mission.(/Engine/Transient.Default__REINST_Shmup_MissionType_Base_C_51181) CONTENT: Fight your way to the trapped Space Whale.(/Engine/Transient.Default__REINST_Shmup_MissionType_Base_C_51181) CONTENT: Final Room(/Engine/Transient.Default__REINST_Shmup_MissionType_Base_C_51181) CONTENT: Protect the Whale.(/Engine/Transient.Default__REINST_Shmup_MissionType_Base_C_51181) CONTENT: Protect the Whale until this madness is over.(/Engine/Transient.Default__REINST_Shmup_MissionType_Base_C_51181) CONTENT: Kill the remaining enemies.(/Engine/Transient.Default__REINST_Shmup_MissionType_Base_C_51181) CONTENT: Protect(/Engine/Transient.Default__REINST_Shmup_MissionType_Base_C_51181) CONTENT: Enter the exit point.(/Engine/Transient.Default__REINST_Shmup_MissionType_Base_C_51181) CONTENT: Exit(/Engine/Transient.Default__REINST_Shmup_MissionType_Base_C_51181) CONTENT: Score:(/Engine/Transient.Default__REINST_Shmup_MissionType_Base_C_51181) CONTENT: Hits:(/Engine/Transient.Default__REINST_Shmup_MissionType_Base_C_51181) CONTENT: Phase:(/Engine/Transient.Default__REINST_Shmup_MissionType_Base_C_51181) CONTENT: Enemies Remaining(/Engine/Transient.Default__REINST_Shmup_MissionType_Base_C_51181) CONTENT: Time Remaining(/Engine/Transient.Default__REINST_Shmup_MissionType_Base_C_51181) CONTENT: Incoming Drones Detected!(/Engine/Transient.Default__REINST_Shmup_MissionType_Base_C_51181) CONTENT: Destroy them before they reach the whale.(/Engine/Transient.Default__REINST_Shmup_MissionType_Base_C_51181) CONTENT: Incoming Comets Detected!(/Engine/Transient.Default__REINST_Shmup_MissionType_Base_C_51181) CONTENT: Destroy them before they reach the whale!(/Engine/Transient.Default__REINST_Shmup_MissionType_Base_C_51181) CONTENT: Boss spawned!(/Engine/Transient.Default__REINST_Shmup_MissionType_Base_C_51181) CONTENT: This is gonna be hard!(/Engine/Transient.Default__REINST_Shmup_MissionType_Base_C_51181) CONTENT: Sky Crusade(/Engine/Transient.REINST_Shmup_MissionType_Base_C_1) CONTENT: Storm Rockwell's defenses to retake the ship's replication system, but expect heavy resistance and superviral retaliation!(/Engine/Transient.REINST_Shmup_MissionType_Base_C_1) CONTENT: Beach Bob(/Engine/Transient.REINST_Shmup_MissionType_Base_C_1) CONTENT: Adding players to mission.(/Engine/Transient.REINST_Shmup_MissionType_Base_C_1) CONTENT: Prepare for the mission.(/Engine/Transient.REINST_Shmup_MissionType_Base_C_1) CONTENT: Fight your way to the trapped Space Whale.(/Engine/Transient.REINST_Shmup_MissionType_Base_C_1) CONTENT: Final Room(/Engine/Transient.REINST_Shmup_MissionType_Base_C_1) CONTENT: Protect the Whale.(/Engine/Transient.REINST_Shmup_MissionType_Base_C_1) CONTENT: Protect the Whale until this madness is over.(/Engine/Transient.REINST_Shmup_MissionType_Base_C_1) CONTENT: Kill the remaining enemies.(/Engine/Transient.REINST_Shmup_MissionType_Base_C_1) CONTENT: Protect(/Engine/Transient.REINST_Shmup_MissionType_Base_C_1) CONTENT: Enter the exit point.(/Engine/Transient.REINST_Shmup_MissionType_Base_C_1) CONTENT: Exit(/Engine/Transient.REINST_Shmup_MissionType_Base_C_1) CONTENT: Score:(/Engine/Transient.REINST_Shmup_MissionType_Base_C_1) CONTENT: Hits:(/Engine/Transient.REINST_Shmup_MissionType_Base_C_1) CONTENT: Phase:(/Engine/Transient.REINST_Shmup_MissionType_Base_C_1) CONTENT: Enemies Remaining(/Engine/Transient.REINST_Shmup_MissionType_Base_C_1) CONTENT: Time Remaining(/Engine/Transient.REINST_Shmup_MissionType_Base_C_1) CONTENT: Incoming Drones Detected!(/Engine/Transient.REINST_Shmup_MissionType_Base_C_1) CONTENT: Destroy them before they reach the whale.(/Engine/Transient.REINST_Shmup_MissionType_Base_C_1) CONTENT: Incoming Comets Detected!(/Engine/Transient.REINST_Shmup_MissionType_Base_C_1) CONTENT: Destroy them before they reach the whale!(/Engine/Transient.REINST_Shmup_MissionType_Base_C_1) CONTENT: Boss spawned!(/Engine/Transient.REINST_Shmup_MissionType_Base_C_1) CONTENT: This is gonna be hard!(/Engine/Transient.REINST_Shmup_MissionType_Base_C_1) CONTENT: Star Dolphin(/Engine/Transient.Default__REINST_Shmup_MissionType_WhaleRescue_C_51188) CONTENT: Waiting For Players(/Engine/Transient.Default__REINST_Shmup_MissionType_WhaleRescue_C_51188) CONTENT: Adding players to mission.(/Engine/Transient.Default__REINST_Shmup_MissionType_WhaleRescue_C_51188) CONTENT: Prepare for the mission!(/Engine/Transient.Default__REINST_Shmup_MissionType_WhaleRescue_C_51188) CONTENT: Get score points to unlock the security gates(/Engine/Transient.Default__REINST_Shmup_MissionType_WhaleRescue_C_51188) CONTENT: Final Area(/Engine/Transient.Default__REINST_Shmup_MissionType_WhaleRescue_C_51188) CONTENT: Protect the Astrocetus!(/Engine/Transient.Default__REINST_Shmup_MissionType_WhaleRescue_C_51188) CONTENT: Protect(/Engine/Transient.Default__REINST_Shmup_MissionType_WhaleRescue_C_51188) CONTENT: Defeat the Boss!(/Engine/Transient.Default__REINST_Shmup_MissionType_WhaleRescue_C_51188) CONTENT: Success! Great job!(/Engine/Transient.Default__REINST_Shmup_MissionType_WhaleRescue_C_51188) CONTENT: Score:(/Engine/Transient.Default__REINST_Shmup_MissionType_WhaleRescue_C_51188) CONTENT: Hits:(/Engine/Transient.Default__REINST_Shmup_MissionType_WhaleRescue_C_51188) CONTENT: Phase:(/Engine/Transient.Default__REINST_Shmup_MissionType_WhaleRescue_C_51188) CONTENT: Enemies Remaining(/Engine/Transient.Default__REINST_Shmup_MissionType_WhaleRescue_C_51188) CONTENT: Time Remaining(/Engine/Transient.Default__REINST_Shmup_MissionType_WhaleRescue_C_51188) CONTENT: Incoming Drones Detected!(/Engine/Transient.Default__REINST_Shmup_MissionType_WhaleRescue_C_51188) CONTENT: Give it to them the hard way!(/Engine/Transient.Default__REINST_Shmup_MissionType_WhaleRescue_C_51188) CONTENT: Incoming Comets Detected!(/Engine/Transient.Default__REINST_Shmup_MissionType_WhaleRescue_C_51188) CONTENT: Don't let them hit the Astrocetus!(/Engine/Transient.Default__REINST_Shmup_MissionType_WhaleRescue_C_51188) CONTENT: Incoming Hover Skiffs Detected!(/Engine/Transient.Default__REINST_Shmup_MissionType_WhaleRescue_C_51188) CONTENT: Destroy them as fast as possible!(/Engine/Transient.Default__REINST_Shmup_MissionType_WhaleRescue_C_51188) CONTENT: Boss incoming!(/Engine/Transient.Default__REINST_Shmup_MissionType_WhaleRescue_C_51188) CONTENT: This is gonna be hard!(/Engine/Transient.Default__REINST_Shmup_MissionType_WhaleRescue_C_51188) CONTENT: The Astrocetus has been rescued!(/Engine/Transient.Default__REINST_Shmup_MissionType_WhaleRescue_C_51188) CONTENT: It can live in peace now.(/Engine/Transient.Default__REINST_Shmup_MissionType_WhaleRescue_C_51188) CONTENT: Spoof the First Firewall(/Engine/Transient.Default__REINST_Shmup_MissionType_WhaleRescue_C_51188) CONTENT: Destroy hijacked anti-virus protocols so HLN-A can decrypt their security(/Engine/Transient.Default__REINST_Shmup_MissionType_WhaleRescue_C_51188) CONTENT: Spoof the Second Firewall(/Engine/Transient.Default__REINST_Shmup_MissionType_WhaleRescue_C_51188) CONTENT: Defend the Replication Subsystem(/Engine/Transient.Default__REINST_Shmup_MissionType_WhaleRescue_C_51188) CONTENT: Fend off the hijacked antivirus protocols until the Replication subsystem can relocate to another server(/Engine/Transient.Default__REINST_Shmup_MissionType_WhaleRescue_C_51188) CONTENT: Defeat Androck(/Engine/Transient.Default__REINST_Shmup_MissionType_WhaleRescue_C_51188) CONTENT: Destroy Rockwell's super-virus so it can't track down the Replication subsystem(/Engine/Transient.Default__REINST_Shmup_MissionType_WhaleRescue_C_51188) CONTENT: Star Dolphin(/Engine/Transient.REINST_Shmup_MissionType_WhaleRescue_C_1) CONTENT: Waiting For Players(/Engine/Transient.REINST_Shmup_MissionType_WhaleRescue_C_1) CONTENT: Adding players to mission.(/Engine/Transient.REINST_Shmup_MissionType_WhaleRescue_C_1) CONTENT: Prepare for the mission!(/Engine/Transient.REINST_Shmup_MissionType_WhaleRescue_C_1) CONTENT: Get score points to unlock the security gates(/Engine/Transient.REINST_Shmup_MissionType_WhaleRescue_C_1) CONTENT: Final Area(/Engine/Transient.REINST_Shmup_MissionType_WhaleRescue_C_1) CONTENT: Protect the Astrocetus!(/Engine/Transient.REINST_Shmup_MissionType_WhaleRescue_C_1) CONTENT: Protect(/Engine/Transient.REINST_Shmup_MissionType_WhaleRescue_C_1) CONTENT: Defeat the Boss!(/Engine/Transient.REINST_Shmup_MissionType_WhaleRescue_C_1) CONTENT: Success! Great job!(/Engine/Transient.REINST_Shmup_MissionType_WhaleRescue_C_1) CONTENT: Score:(/Engine/Transient.REINST_Shmup_MissionType_WhaleRescue_C_1) CONTENT: Hits:(/Engine/Transient.REINST_Shmup_MissionType_WhaleRescue_C_1) CONTENT: Phase:(/Engine/Transient.REINST_Shmup_MissionType_WhaleRescue_C_1) CONTENT: Enemies Remaining(/Engine/Transient.REINST_Shmup_MissionType_WhaleRescue_C_1) CONTENT: Time Remaining(/Engine/Transient.REINST_Shmup_MissionType_WhaleRescue_C_1) CONTENT: Incoming Drones Detected!(/Engine/Transient.REINST_Shmup_MissionType_WhaleRescue_C_1) CONTENT: Give it to them the hard way!(/Engine/Transient.REINST_Shmup_MissionType_WhaleRescue_C_1) CONTENT: Incoming Comets Detected!(/Engine/Transient.REINST_Shmup_MissionType_WhaleRescue_C_1) CONTENT: Don't let them hit the Astrocetus!(/Engine/Transient.REINST_Shmup_MissionType_WhaleRescue_C_1) CONTENT: Incoming Hover Skiffs Detected!(/Engine/Transient.REINST_Shmup_MissionType_WhaleRescue_C_1) CONTENT: Destroy them as fast as possible!(/Engine/Transient.REINST_Shmup_MissionType_WhaleRescue_C_1) CONTENT: Boss incoming!(/Engine/Transient.REINST_Shmup_MissionType_WhaleRescue_C_1) CONTENT: This is gonna be hard!(/Engine/Transient.REINST_Shmup_MissionType_WhaleRescue_C_1) CONTENT: The Astrocetus has been rescued!(/Engine/Transient.REINST_Shmup_MissionType_WhaleRescue_C_1) CONTENT: It can live in peace now.(/Engine/Transient.REINST_Shmup_MissionType_WhaleRescue_C_1) CONTENT: Spoof the First Firewall(/Engine/Transient.REINST_Shmup_MissionType_WhaleRescue_C_1) CONTENT: Destroy hijacked anti-virus protocols so HLN-A can decrypt their security(/Engine/Transient.REINST_Shmup_MissionType_WhaleRescue_C_1) CONTENT: Spoof the Second Firewall(/Engine/Transient.REINST_Shmup_MissionType_WhaleRescue_C_1) CONTENT: Defend the Replication Subsystem(/Engine/Transient.REINST_Shmup_MissionType_WhaleRescue_C_1) CONTENT: Fend off the hijacked antivirus protocols until the Replication subsystem can relocate to another server(/Engine/Transient.REINST_Shmup_MissionType_WhaleRescue_C_1) CONTENT: Defeat Androck(/Engine/Transient.REINST_Shmup_MissionType_WhaleRescue_C_1) CONTENT: Destroy Rockwell's super-virus so it can't track down the Replication subsystem(/Engine/Transient.REINST_Shmup_MissionType_WhaleRescue_C_1) LITERAL: {0} / {1}(/Game/Genesis2/Missions/ModularMission/Shmup/Buff_Mission_Shmup.Buff_Mission_Shmup:EdGraph_162135.K2Node_CallFunction_397738) LITERAL: 0(/Game/Genesis2/Missions/ModularMission/Shmup/Buff_Mission_Shmup.Buff_Mission_Shmup:EdGraph_162135.K2Node_MakeStruct_3122) LITERAL: 1(/Game/Genesis2/Missions/ModularMission/Shmup/Buff_Mission_Shmup.Buff_Mission_Shmup:EdGraph_162135.K2Node_MakeStruct_3123) CONTENT: Shmup_ProtectCreatures_Title(/Engine/Transient.Default__REINST_MissionModule_ProtectCreatures_Shmup_C_51320) CONTENT: Shmup_ProtectCreatures_Title(/Game/Genesis2/Missions/ModularMission/Shmup/MissionModule_ProtectCreatures_Shmup.Default__MissionModule_ProtectCreatures_Shmup_C) CONTENT: Corrupted Master Controller(/Engine/Transient.Default__REINST_VRMainBoss_Character_WhaleRescue_C_51330) CONTENT: EN(/Game/Genesis2/Missions/ModularMission/Shmup/WhaleRescue/Dinos/VRBoss/VRMainBoss_Character_WhaleRescue.Default__VRMainBoss_Character_WhaleRescue_C) CONTENT: Corrupted Master Controller(/Game/Genesis2/Missions/ModularMission/Shmup/WhaleRescue/Dinos/VRBoss/VRMainBoss_Character_WhaleRescue.Default__VRMainBoss_Character_WhaleRescue_C) LITERAL: {0} / {1}(/Game/Genesis2/Missions/ModularMission/Shmup/Buff_Mission_Shmup.Buff_Mission_Shmup:EdGraph_162904.K2Node_CallFunction_399866) LITERAL: 0(/Game/Genesis2/Missions/ModularMission/Shmup/Buff_Mission_Shmup.Buff_Mission_Shmup:EdGraph_162904.K2Node_MakeStruct_3128) LITERAL: 1(/Game/Genesis2/Missions/ModularMission/Shmup/Buff_Mission_Shmup.Buff_Mission_Shmup:EdGraph_162904.K2Node_MakeStruct_3129) CONTENT: Master Controller(/Game/Genesis2/Missions/ModularMission/Shmup/Buff_Mission_Shmup.Default__Buff_Mission_Shmup_C) CONTENT: Sky Crusade(/Engine/Transient.Default__REINST_Shmup_MissionType_Base_C_51346) CONTENT: Storm Rockwell's defenses to retake the ship's replication system, but expect heavy resistance and superviral retaliation!(/Engine/Transient.Default__REINST_Shmup_MissionType_Base_C_51346) CONTENT: Beach Bob(/Engine/Transient.Default__REINST_Shmup_MissionType_Base_C_51346) CONTENT: Adding players to mission.(/Engine/Transient.Default__REINST_Shmup_MissionType_Base_C_51346) CONTENT: Prepare for the mission.(/Engine/Transient.Default__REINST_Shmup_MissionType_Base_C_51346) CONTENT: Fight your way to the trapped Space Whale.(/Engine/Transient.Default__REINST_Shmup_MissionType_Base_C_51346) CONTENT: Final Room(/Engine/Transient.Default__REINST_Shmup_MissionType_Base_C_51346) CONTENT: Protect the Whale.(/Engine/Transient.Default__REINST_Shmup_MissionType_Base_C_51346) CONTENT: Protect the Whale until this madness is over.(/Engine/Transient.Default__REINST_Shmup_MissionType_Base_C_51346) CONTENT: Kill the remaining enemies.(/Engine/Transient.Default__REINST_Shmup_MissionType_Base_C_51346) CONTENT: Protect(/Engine/Transient.Default__REINST_Shmup_MissionType_Base_C_51346) CONTENT: Enter the exit point.(/Engine/Transient.Default__REINST_Shmup_MissionType_Base_C_51346) CONTENT: Exit(/Engine/Transient.Default__REINST_Shmup_MissionType_Base_C_51346) CONTENT: Score:(/Engine/Transient.Default__REINST_Shmup_MissionType_Base_C_51346) CONTENT: Hits:(/Engine/Transient.Default__REINST_Shmup_MissionType_Base_C_51346) CONTENT: Phase:(/Engine/Transient.Default__REINST_Shmup_MissionType_Base_C_51346) CONTENT: Enemies Remaining(/Engine/Transient.Default__REINST_Shmup_MissionType_Base_C_51346) CONTENT: Time Remaining(/Engine/Transient.Default__REINST_Shmup_MissionType_Base_C_51346) CONTENT: Incoming Drones Detected!(/Engine/Transient.Default__REINST_Shmup_MissionType_Base_C_51346) CONTENT: Destroy them before they reach the whale.(/Engine/Transient.Default__REINST_Shmup_MissionType_Base_C_51346) CONTENT: Incoming Comets Detected!(/Engine/Transient.Default__REINST_Shmup_MissionType_Base_C_51346) CONTENT: Destroy them before they reach the whale!(/Engine/Transient.Default__REINST_Shmup_MissionType_Base_C_51346) CONTENT: Boss spawned!(/Engine/Transient.Default__REINST_Shmup_MissionType_Base_C_51346) CONTENT: This is gonna be hard!(/Engine/Transient.Default__REINST_Shmup_MissionType_Base_C_51346) CONTENT: Sky Crusade(/Game/Genesis2/Missions/ModularMission/Shmup/Shmup_MissionType_Base.Default__Shmup_MissionType_Base_C) CONTENT: Storm Rockwell's defenses to retake the ship's replication system, but expect heavy resistance and superviral retaliation!(/Game/Genesis2/Missions/ModularMission/Shmup/Shmup_MissionType_Base.Default__Shmup_MissionType_Base_C) CONTENT: Beach Bob(/Game/Genesis2/Missions/ModularMission/Shmup/Shmup_MissionType_Base.Default__Shmup_MissionType_Base_C) CONTENT: Adding players to mission.(/Game/Genesis2/Missions/ModularMission/Shmup/Shmup_MissionType_Base.Default__Shmup_MissionType_Base_C) CONTENT: Prepare for the mission.(/Game/Genesis2/Missions/ModularMission/Shmup/Shmup_MissionType_Base.Default__Shmup_MissionType_Base_C) CONTENT: Fight your way to the trapped Space Whale.(/Game/Genesis2/Missions/ModularMission/Shmup/Shmup_MissionType_Base.Default__Shmup_MissionType_Base_C) CONTENT: Final Room(/Game/Genesis2/Missions/ModularMission/Shmup/Shmup_MissionType_Base.Default__Shmup_MissionType_Base_C) CONTENT: Protect the Whale.(/Game/Genesis2/Missions/ModularMission/Shmup/Shmup_MissionType_Base.Default__Shmup_MissionType_Base_C) CONTENT: Protect the Whale until this madness is over.(/Game/Genesis2/Missions/ModularMission/Shmup/Shmup_MissionType_Base.Default__Shmup_MissionType_Base_C) CONTENT: Kill the remaining enemies.(/Game/Genesis2/Missions/ModularMission/Shmup/Shmup_MissionType_Base.Default__Shmup_MissionType_Base_C) CONTENT: Protect(/Game/Genesis2/Missions/ModularMission/Shmup/Shmup_MissionType_Base.Default__Shmup_MissionType_Base_C) CONTENT: Enter the exit point.(/Game/Genesis2/Missions/ModularMission/Shmup/Shmup_MissionType_Base.Default__Shmup_MissionType_Base_C) CONTENT: Exit(/Game/Genesis2/Missions/ModularMission/Shmup/Shmup_MissionType_Base.Default__Shmup_MissionType_Base_C) CONTENT: Score:(/Game/Genesis2/Missions/ModularMission/Shmup/Shmup_MissionType_Base.Default__Shmup_MissionType_Base_C) CONTENT: Hits:(/Game/Genesis2/Missions/ModularMission/Shmup/Shmup_MissionType_Base.Default__Shmup_MissionType_Base_C) CONTENT: Phase:(/Game/Genesis2/Missions/ModularMission/Shmup/Shmup_MissionType_Base.Default__Shmup_MissionType_Base_C) CONTENT: Enemies Remaining(/Game/Genesis2/Missions/ModularMission/Shmup/Shmup_MissionType_Base.Default__Shmup_MissionType_Base_C) CONTENT: Time Remaining(/Game/Genesis2/Missions/ModularMission/Shmup/Shmup_MissionType_Base.Default__Shmup_MissionType_Base_C) CONTENT: Incoming Drones Detected!(/Game/Genesis2/Missions/ModularMission/Shmup/Shmup_MissionType_Base.Default__Shmup_MissionType_Base_C) CONTENT: Destroy them before they reach the whale.(/Game/Genesis2/Missions/ModularMission/Shmup/Shmup_MissionType_Base.Default__Shmup_MissionType_Base_C) CONTENT: Incoming Comets Detected!(/Game/Genesis2/Missions/ModularMission/Shmup/Shmup_MissionType_Base.Default__Shmup_MissionType_Base_C) CONTENT: Destroy them before they reach the whale!(/Game/Genesis2/Missions/ModularMission/Shmup/Shmup_MissionType_Base.Default__Shmup_MissionType_Base_C) CONTENT: Boss spawned!(/Game/Genesis2/Missions/ModularMission/Shmup/Shmup_MissionType_Base.Default__Shmup_MissionType_Base_C) CONTENT: This is gonna be hard!(/Game/Genesis2/Missions/ModularMission/Shmup/Shmup_MissionType_Base.Default__Shmup_MissionType_Base_C) CONTENT: Mission Accomplished!(/Engine/Transient.REINST_HUD_Mission_ShmupEndScreen_C_173:WidgetTree_983.TitleTextBlock) CONTENT: Time Bonus(/Engine/Transient.REINST_HUD_Mission_ShmupEndScreen_C_173:WidgetTree_983.TextBlock_162) CONTENT: 10000/10000(/Engine/Transient.REINST_HUD_Mission_ShmupEndScreen_C_173:WidgetTree_983.TextBlock_TimeBonus) CONTENT: Health Bonus(/Engine/Transient.REINST_HUD_Mission_ShmupEndScreen_C_173:WidgetTree_983.TextBlock_244) CONTENT: 10000/10000(/Engine/Transient.REINST_HUD_Mission_ShmupEndScreen_C_173:WidgetTree_983.TextBlock_HealthBonus) CONTENT: 20000(/Engine/Transient.REINST_HUD_Mission_ShmupEndScreen_C_173:WidgetTree_983.TextBlock_Score) CONTENT: Your Score(/Engine/Transient.REINST_HUD_Mission_ShmupEndScreen_C_173:WidgetTree_983.TextBlock_369) CONTENT: 10000(/Engine/Transient.REINST_HUD_Mission_ShmupEndScreen_C_173:WidgetTree_983.TextBlock_HexagonReward) CONTENT: Hits: 256(/Engine/Transient.REINST_HUD_Mission_ShmupEndScreen_C_173:WidgetTree_983.TextBlock_Hits) CONTENT: Alpha(/Engine/Transient.REINST_HUD_Mission_ShmupEndScreen_C_173:WidgetTree_983.TextBlock_MissionDifficulty) LITERAL: {1}/{2}(/Game/Genesis2/UI/HUD_Mission_ShmupEndScreen.HUD_Mission_ShmupEndScreen:EdGraph_162984.K2Node_CallFunction_399948) LITERAL: 1(/Game/Genesis2/UI/HUD_Mission_ShmupEndScreen.HUD_Mission_ShmupEndScreen:EdGraph_162984.K2Node_MakeStruct_3130) LITERAL: 2(/Game/Genesis2/UI/HUD_Mission_ShmupEndScreen.HUD_Mission_ShmupEndScreen:EdGraph_162984.K2Node_MakeStruct_3131) LITERAL: {1}/{2}(/Game/Genesis2/UI/HUD_Mission_ShmupEndScreen.HUD_Mission_ShmupEndScreen:EdGraph_162984.K2Node_CallFunction_399949) LITERAL: 1(/Game/Genesis2/UI/HUD_Mission_ShmupEndScreen.HUD_Mission_ShmupEndScreen:EdGraph_162984.K2Node_MakeStruct_3132) LITERAL: 2(/Game/Genesis2/UI/HUD_Mission_ShmupEndScreen.HUD_Mission_ShmupEndScreen:EdGraph_162984.K2Node_MakeStruct_3133) LITERAL: +{Bonus}(/Game/Genesis2/UI/HUD_Mission_ShmupEndScreen.HUD_Mission_ShmupEndScreen:EdGraph_162984.K2Node_CallFunction_399951) LITERAL: Bonus(/Game/Genesis2/UI/HUD_Mission_ShmupEndScreen.HUD_Mission_ShmupEndScreen:EdGraph_162984.K2Node_MakeStruct_3134) LITERAL: +{Bonus}(/Game/Genesis2/UI/HUD_Mission_ShmupEndScreen.HUD_Mission_ShmupEndScreen:EdGraph_162984.K2Node_CallFunction_399952) LITERAL: Bonus(/Game/Genesis2/UI/HUD_Mission_ShmupEndScreen.HUD_Mission_ShmupEndScreen:EdGraph_162984.K2Node_MakeStruct_3135) LITERAL: {1}/{2}(/Game/Genesis2/UI/HUD_Mission_ShmupEndScreen.HUD_Mission_ShmupEndScreen:EdGraph_162985.K2Node_CallFunction_399953) LITERAL: 1(/Game/Genesis2/UI/HUD_Mission_ShmupEndScreen.HUD_Mission_ShmupEndScreen:EdGraph_162985.K2Node_MakeStruct_3136) LITERAL: 2(/Game/Genesis2/UI/HUD_Mission_ShmupEndScreen.HUD_Mission_ShmupEndScreen:EdGraph_162985.K2Node_MakeStruct_3137) LITERAL: {1}/{2}(/Game/Genesis2/UI/HUD_Mission_ShmupEndScreen.HUD_Mission_ShmupEndScreen:EdGraph_162985.K2Node_CallFunction_399954) LITERAL: 1(/Game/Genesis2/UI/HUD_Mission_ShmupEndScreen.HUD_Mission_ShmupEndScreen:EdGraph_162985.K2Node_MakeStruct_3138) LITERAL: 2(/Game/Genesis2/UI/HUD_Mission_ShmupEndScreen.HUD_Mission_ShmupEndScreen:EdGraph_162985.K2Node_MakeStruct_3139) CONTENT: Mission Accomplished!(/Game/Genesis2/UI/HUD_Mission_ShmupEndScreen.HUD_Mission_ShmupEndScreen_C:WidgetTree_987.TitleTextBlock) CONTENT: Time Bonus(/Game/Genesis2/UI/HUD_Mission_ShmupEndScreen.HUD_Mission_ShmupEndScreen_C:WidgetTree_987.TextBlock_162) CONTENT: 10000/10000(/Game/Genesis2/UI/HUD_Mission_ShmupEndScreen.HUD_Mission_ShmupEndScreen_C:WidgetTree_987.TextBlock_TimeBonus) CONTENT: Health Bonus(/Game/Genesis2/UI/HUD_Mission_ShmupEndScreen.HUD_Mission_ShmupEndScreen_C:WidgetTree_987.TextBlock_244) CONTENT: 10000/10000(/Game/Genesis2/UI/HUD_Mission_ShmupEndScreen.HUD_Mission_ShmupEndScreen_C:WidgetTree_987.TextBlock_HealthBonus) CONTENT: 20000(/Game/Genesis2/UI/HUD_Mission_ShmupEndScreen.HUD_Mission_ShmupEndScreen_C:WidgetTree_987.TextBlock_Score) CONTENT: Your Score(/Game/Genesis2/UI/HUD_Mission_ShmupEndScreen.HUD_Mission_ShmupEndScreen_C:WidgetTree_987.TextBlock_369) CONTENT: 10000(/Game/Genesis2/UI/HUD_Mission_ShmupEndScreen.HUD_Mission_ShmupEndScreen_C:WidgetTree_987.TextBlock_HexagonReward) CONTENT: Hits: 256(/Game/Genesis2/UI/HUD_Mission_ShmupEndScreen.HUD_Mission_ShmupEndScreen_C:WidgetTree_987.TextBlock_Hits) CONTENT: Alpha(/Game/Genesis2/UI/HUD_Mission_ShmupEndScreen.HUD_Mission_ShmupEndScreen_C:WidgetTree_987.TextBlock_MissionDifficulty) CONTENT: Shmup_Checkpoints_Title(/Engine/Transient.Default__REINST_MissionModule_Checkpoints_Shmup_C_51352) CONTENT: Shmup_Checkpoints_Title(/Game/Genesis2/Missions/ModularMission/Shmup/MissionModule_Checkpoints_Shmup.Default__MissionModule_Checkpoints_Shmup_C) CONTENT: Corrupted Survivor(/Engine/Transient.Default__REINST_CorruptHuman_Character_BP_BASE_C_51360) CONTENT: Corrupted Survivor(/Game/Genesis2/Dinos/CorruptHumans/CorruptHuman_Character_BP_BASE.Default__CorruptHuman_Character_BP_BASE_C) CONTENT: Turn On(/Engine/Transient.Default__REINST_PrimalStructureTurret_WhaleRescue_C_51432) CONTENT: Turn Off(/Engine/Transient.Default__REINST_PrimalStructureTurret_WhaleRescue_C_51432) CONTENT: Tek Turret(/Engine/Transient.Default__REINST_PrimalStructureTurret_WhaleRescue_C_51432) CONTENT: Turn On(/Game/Genesis2/Missions/ModularMission/Shmup/WhaleRescue/Structures/PrimalStructureTurret_WhaleRescue.Default__PrimalStructureTurret_WhaleRescue_C) CONTENT: Turn Off(/Game/Genesis2/Missions/ModularMission/Shmup/WhaleRescue/Structures/PrimalStructureTurret_WhaleRescue.Default__PrimalStructureTurret_WhaleRescue_C) CONTENT: Tek Turret(/Game/Genesis2/Missions/ModularMission/Shmup/WhaleRescue/Structures/PrimalStructureTurret_WhaleRescue.Default__PrimalStructureTurret_WhaleRescue_C) CONTENT: Shmup_AddPlayers_Title(/Engine/Transient.Default__REINST_MissionModule_AddPlayersInRadiusToMission_Shmup_C_51436) CONTENT: Shmup_AddPlayers_Title(/Game/Genesis2/Missions/ModularMission/Shmup/MissionModule_AddPlayersInRadiusToMission_Shmup.Default__MissionModule_AddPlayersInRadiusToMission_Shmup_C) CONTENT: Teleporting(/Engine/Transient.Default__REINST_Shmup_Submodule_TeleportPlayers_C_51440) CONTENT: Teleporting(/Game/Genesis2/Missions/ModularMission/Shmup/Shmup_Submodule_TeleportPlayers.Default__Shmup_Submodule_TeleportPlayers_C) CONTENT: Star Dolphin(/Engine/Transient.Default__REINST_Shmup_MissionType_WhaleRescue_C_51460) CONTENT: Waiting For Players(/Engine/Transient.Default__REINST_Shmup_MissionType_WhaleRescue_C_51460) CONTENT: Adding players to mission.(/Engine/Transient.Default__REINST_Shmup_MissionType_WhaleRescue_C_51460) CONTENT: Prepare for the mission!(/Engine/Transient.Default__REINST_Shmup_MissionType_WhaleRescue_C_51460) CONTENT: Get score points to unlock the security gates(/Engine/Transient.Default__REINST_Shmup_MissionType_WhaleRescue_C_51460) CONTENT: Final Area(/Engine/Transient.Default__REINST_Shmup_MissionType_WhaleRescue_C_51460) CONTENT: Protect the Astrocetus!(/Engine/Transient.Default__REINST_Shmup_MissionType_WhaleRescue_C_51460) CONTENT: Protect(/Engine/Transient.Default__REINST_Shmup_MissionType_WhaleRescue_C_51460) CONTENT: Defeat the Boss!(/Engine/Transient.Default__REINST_Shmup_MissionType_WhaleRescue_C_51460) CONTENT: Success! Great job!(/Engine/Transient.Default__REINST_Shmup_MissionType_WhaleRescue_C_51460) CONTENT: Score:(/Engine/Transient.Default__REINST_Shmup_MissionType_WhaleRescue_C_51460) CONTENT: Hits:(/Engine/Transient.Default__REINST_Shmup_MissionType_WhaleRescue_C_51460) CONTENT: Phase:(/Engine/Transient.Default__REINST_Shmup_MissionType_WhaleRescue_C_51460) CONTENT: Enemies Remaining(/Engine/Transient.Default__REINST_Shmup_MissionType_WhaleRescue_C_51460) CONTENT: Time Remaining(/Engine/Transient.Default__REINST_Shmup_MissionType_WhaleRescue_C_51460) CONTENT: Incoming Drones Detected!(/Engine/Transient.Default__REINST_Shmup_MissionType_WhaleRescue_C_51460) CONTENT: Give it to them the hard way!(/Engine/Transient.Default__REINST_Shmup_MissionType_WhaleRescue_C_51460) CONTENT: Incoming Comets Detected!(/Engine/Transient.Default__REINST_Shmup_MissionType_WhaleRescue_C_51460) CONTENT: Don't let them hit the Astrocetus!(/Engine/Transient.Default__REINST_Shmup_MissionType_WhaleRescue_C_51460) CONTENT: Incoming Hover Skiffs Detected!(/Engine/Transient.Default__REINST_Shmup_MissionType_WhaleRescue_C_51460) CONTENT: Destroy them as fast as possible!(/Engine/Transient.Default__REINST_Shmup_MissionType_WhaleRescue_C_51460) CONTENT: Boss incoming!(/Engine/Transient.Default__REINST_Shmup_MissionType_WhaleRescue_C_51460) CONTENT: This is gonna be hard!(/Engine/Transient.Default__REINST_Shmup_MissionType_WhaleRescue_C_51460) CONTENT: The Astrocetus has been rescued!(/Engine/Transient.Default__REINST_Shmup_MissionType_WhaleRescue_C_51460) CONTENT: It can live in peace now.(/Engine/Transient.Default__REINST_Shmup_MissionType_WhaleRescue_C_51460) CONTENT: Spoof the First Firewall(/Engine/Transient.Default__REINST_Shmup_MissionType_WhaleRescue_C_51460) CONTENT: Destroy hijacked anti-virus protocols so HLN-A can decrypt their security(/Engine/Transient.Default__REINST_Shmup_MissionType_WhaleRescue_C_51460) CONTENT: Spoof the Second Firewall(/Engine/Transient.Default__REINST_Shmup_MissionType_WhaleRescue_C_51460) CONTENT: Defend the Replication Subsystem(/Engine/Transient.Default__REINST_Shmup_MissionType_WhaleRescue_C_51460) CONTENT: Fend off the hijacked antivirus protocols until the Replication subsystem can relocate to another server(/Engine/Transient.Default__REINST_Shmup_MissionType_WhaleRescue_C_51460) CONTENT: Defeat Androck(/Engine/Transient.Default__REINST_Shmup_MissionType_WhaleRescue_C_51460) CONTENT: Destroy Rockwell's super-virus so it can't track down the Replication subsystem(/Engine/Transient.Default__REINST_Shmup_MissionType_WhaleRescue_C_51460) CONTENT: Star Dolphin(/Game/Genesis2/Missions/ModularMission/Shmup/WhaleRescue/Shmup_MissionType_WhaleRescue.Default__Shmup_MissionType_WhaleRescue_C) CONTENT: Waiting For Players(/Game/Genesis2/Missions/ModularMission/Shmup/WhaleRescue/Shmup_MissionType_WhaleRescue.Default__Shmup_MissionType_WhaleRescue_C) CONTENT: Adding players to mission.(/Game/Genesis2/Missions/ModularMission/Shmup/WhaleRescue/Shmup_MissionType_WhaleRescue.Default__Shmup_MissionType_WhaleRescue_C) CONTENT: Prepare for the mission!(/Game/Genesis2/Missions/ModularMission/Shmup/WhaleRescue/Shmup_MissionType_WhaleRescue.Default__Shmup_MissionType_WhaleRescue_C) CONTENT: Get score points to unlock the security gates(/Game/Genesis2/Missions/ModularMission/Shmup/WhaleRescue/Shmup_MissionType_WhaleRescue.Default__Shmup_MissionType_WhaleRescue_C) CONTENT: Final Area(/Game/Genesis2/Missions/ModularMission/Shmup/WhaleRescue/Shmup_MissionType_WhaleRescue.Default__Shmup_MissionType_WhaleRescue_C) CONTENT: Protect the Astrocetus!(/Game/Genesis2/Missions/ModularMission/Shmup/WhaleRescue/Shmup_MissionType_WhaleRescue.Default__Shmup_MissionType_WhaleRescue_C) CONTENT: Protect(/Game/Genesis2/Missions/ModularMission/Shmup/WhaleRescue/Shmup_MissionType_WhaleRescue.Default__Shmup_MissionType_WhaleRescue_C) CONTENT: Defeat the Boss!(/Game/Genesis2/Missions/ModularMission/Shmup/WhaleRescue/Shmup_MissionType_WhaleRescue.Default__Shmup_MissionType_WhaleRescue_C) CONTENT: Success! Great job!(/Game/Genesis2/Missions/ModularMission/Shmup/WhaleRescue/Shmup_MissionType_WhaleRescue.Default__Shmup_MissionType_WhaleRescue_C) CONTENT: Score:(/Game/Genesis2/Missions/ModularMission/Shmup/WhaleRescue/Shmup_MissionType_WhaleRescue.Default__Shmup_MissionType_WhaleRescue_C) CONTENT: Hits:(/Game/Genesis2/Missions/ModularMission/Shmup/WhaleRescue/Shmup_MissionType_WhaleRescue.Default__Shmup_MissionType_WhaleRescue_C) CONTENT: Phase:(/Game/Genesis2/Missions/ModularMission/Shmup/WhaleRescue/Shmup_MissionType_WhaleRescue.Default__Shmup_MissionType_WhaleRescue_C) CONTENT: Enemies Remaining(/Game/Genesis2/Missions/ModularMission/Shmup/WhaleRescue/Shmup_MissionType_WhaleRescue.Default__Shmup_MissionType_WhaleRescue_C) CONTENT: Time Remaining(/Game/Genesis2/Missions/ModularMission/Shmup/WhaleRescue/Shmup_MissionType_WhaleRescue.Default__Shmup_MissionType_WhaleRescue_C) CONTENT: Incoming Drones Detected!(/Game/Genesis2/Missions/ModularMission/Shmup/WhaleRescue/Shmup_MissionType_WhaleRescue.Default__Shmup_MissionType_WhaleRescue_C) CONTENT: Give it to them the hard way!(/Game/Genesis2/Missions/ModularMission/Shmup/WhaleRescue/Shmup_MissionType_WhaleRescue.Default__Shmup_MissionType_WhaleRescue_C) CONTENT: Incoming Comets Detected!(/Game/Genesis2/Missions/ModularMission/Shmup/WhaleRescue/Shmup_MissionType_WhaleRescue.Default__Shmup_MissionType_WhaleRescue_C) CONTENT: Don't let them hit the Astrocetus!(/Game/Genesis2/Missions/ModularMission/Shmup/WhaleRescue/Shmup_MissionType_WhaleRescue.Default__Shmup_MissionType_WhaleRescue_C) CONTENT: Incoming Hover Skiffs Detected!(/Game/Genesis2/Missions/ModularMission/Shmup/WhaleRescue/Shmup_MissionType_WhaleRescue.Default__Shmup_MissionType_WhaleRescue_C) CONTENT: Destroy them as fast as possible!(/Game/Genesis2/Missions/ModularMission/Shmup/WhaleRescue/Shmup_MissionType_WhaleRescue.Default__Shmup_MissionType_WhaleRescue_C) CONTENT: Boss incoming!(/Game/Genesis2/Missions/ModularMission/Shmup/WhaleRescue/Shmup_MissionType_WhaleRescue.Default__Shmup_MissionType_WhaleRescue_C) CONTENT: This is gonna be hard!(/Game/Genesis2/Missions/ModularMission/Shmup/WhaleRescue/Shmup_MissionType_WhaleRescue.Default__Shmup_MissionType_WhaleRescue_C) CONTENT: The Astrocetus has been rescued!(/Game/Genesis2/Missions/ModularMission/Shmup/WhaleRescue/Shmup_MissionType_WhaleRescue.Default__Shmup_MissionType_WhaleRescue_C) CONTENT: It can live in peace now.(/Game/Genesis2/Missions/ModularMission/Shmup/WhaleRescue/Shmup_MissionType_WhaleRescue.Default__Shmup_MissionType_WhaleRescue_C) CONTENT: Spoof the First Firewall(/Game/Genesis2/Missions/ModularMission/Shmup/WhaleRescue/Shmup_MissionType_WhaleRescue.Default__Shmup_MissionType_WhaleRescue_C) CONTENT: Destroy hijacked anti-virus protocols so HLN-A can decrypt their security(/Game/Genesis2/Missions/ModularMission/Shmup/WhaleRescue/Shmup_MissionType_WhaleRescue.Default__Shmup_MissionType_WhaleRescue_C) CONTENT: Spoof the Second Firewall(/Game/Genesis2/Missions/ModularMission/Shmup/WhaleRescue/Shmup_MissionType_WhaleRescue.Default__Shmup_MissionType_WhaleRescue_C) CONTENT: Defend the Replication Subsystem(/Game/Genesis2/Missions/ModularMission/Shmup/WhaleRescue/Shmup_MissionType_WhaleRescue.Default__Shmup_MissionType_WhaleRescue_C) CONTENT: Fend off the hijacked antivirus protocols until the Replication subsystem can relocate to another server(/Game/Genesis2/Missions/ModularMission/Shmup/WhaleRescue/Shmup_MissionType_WhaleRescue.Default__Shmup_MissionType_WhaleRescue_C) CONTENT: Defeat Androck(/Game/Genesis2/Missions/ModularMission/Shmup/WhaleRescue/Shmup_MissionType_WhaleRescue.Default__Shmup_MissionType_WhaleRescue_C) CONTENT: Destroy Rockwell's super-virus so it can't track down the Replication subsystem(/Game/Genesis2/Missions/ModularMission/Shmup/WhaleRescue/Shmup_MissionType_WhaleRescue.Default__Shmup_MissionType_WhaleRescue_C) CONTENT: Shmup_Prep_Title(/Engine/Transient.Default__REINST_MissionModule_Prep_Shmup_C_51472) CONTENT: Peppy(/Game/Genesis2/Missions/ModularMission/Shmup/MissionModule_Prep_Shmup.Default__MissionModule_Prep_Shmup_C) CONTENT: Peppy(/Game/Genesis2/Missions/ModularMission/Shmup/MissionModule_Prep_Shmup.Default__MissionModule_Prep_Shmup_C) CONTENT: Peppy(/Game/Genesis2/Missions/ModularMission/Shmup/MissionModule_Prep_Shmup.Default__MissionModule_Prep_Shmup_C) CONTENT: Peppy(/Game/Genesis2/Missions/ModularMission/Shmup/MissionModule_Prep_Shmup.Default__MissionModule_Prep_Shmup_C) CONTENT: Shmup_Prep_Title(/Game/Genesis2/Missions/ModularMission/Shmup/MissionModule_Prep_Shmup.Default__MissionModule_Prep_Shmup_C) CONTENT: Title(/Engine/Transient.Default__REINST_MissionModule_zSubmodule_WhaleRescue_SpawnBossDuringCheckpoints_C_51488) CONTENT: Title(/Game/Genesis2/Missions/ModularMission/Shmup/WhaleRescue/MissionModule_zSubmodule_WhaleRescue_SpawnBossDuringCheckpoints.Default__MissionModule_zSubmodule_WhaleRescue_SpawnBossDuringCheckpoints_C) CONTENT: Title(/Engine/Transient.Default__REINST_MissionModule_zSubmodule_WhaleRescue_SpawnChargingSkiff_C_51500) CONTENT: Title(/Game/Genesis2/Missions/ModularMission/Shmup/WhaleRescue/MissionModule_zSubmodule_WhaleRescue_SpawnChargingSkiff.Default__MissionModule_zSubmodule_WhaleRescue_SpawnChargingSkiff_C) CONTENT: Title(/Engine/Transient.Default__REINST_MissionModule_zSubmodule_SpawnLasers_WhaleRescue_C_51520) CONTENT: Title(/Game/Genesis2/Missions/ModularMission/Shmup/WhaleRescue/MissionModule_zSubmodule_SpawnLasers_WhaleRescue.Default__MissionModule_zSubmodule_SpawnLasers_WhaleRescue_C) CONTENT: Title(/Engine/Transient.Default__REINST_MissionModule_zSubmodule_SpawnFans_WhaleRescue_C_51528) CONTENT: Title(/Game/Genesis2/Missions/ModularMission/Shmup/WhaleRescue/MissionModule_zSubmodule_SpawnFans_WhaleRescue.Default__MissionModule_zSubmodule_SpawnFans_WhaleRescue_C) CONTENT: None(/Engine/Transient.Default__REINST_MissionModule_ProtectCreatures_Shmup_WhaleRescue_C_51532) CONTENT: None(/Game/Genesis2/Missions/ModularMission/Shmup/WhaleRescue/MissionModule_ProtectCreatures_Shmup_WhaleRescue.Default__MissionModule_ProtectCreatures_Shmup_WhaleRescue_C) CONTENT: Shmup_SkiffSpawned_FinalRoom_Title(/Engine/Transient.Default__REINST_Submodule_WhaleRescue_MissionAlert_SkiffSpawned_C_51620) CONTENT: Shmup_SkiffSpawned_FinalRoom_Label(/Engine/Transient.Default__REINST_Submodule_WhaleRescue_MissionAlert_SkiffSpawned_C_51620) CONTENT: Shmup_SkiffSpawned_FinalRoom_Title(/Game/Genesis2/Missions/ModularMission/Shmup/WhaleRescue/MissionAlerts/Submodule_WhaleRescue_MissionAlert_SkiffSpawned.Default__Submodule_WhaleRescue_MissionAlert_SkiffSpawned_C) CONTENT: Shmup_SkiffSpawned_FinalRoom_Label(/Game/Genesis2/Missions/ModularMission/Shmup/WhaleRescue/MissionAlerts/Submodule_WhaleRescue_MissionAlert_SkiffSpawned.Default__Submodule_WhaleRescue_MissionAlert_SkiffSpawned_C) CONTENT: Force Field(/Engine/Transient.Default__REINST_BP_WhaleRescue_ForceField_C_51628) CONTENT: Force Field(/Game/Genesis2/Missions/ModularMission/Shmup/WhaleRescue/Structures/BP_WhaleRescue_ForceField.Default__BP_WhaleRescue_ForceField_C) CONTENT: Mission Loot Set(/Game/Genesis2/CoreBlueprints/LootSets/LootItemSet_Missions_WhaleRescue_Beta.Default__LootItemSet_Missions_WhaleRescue_Beta_C) CONTENT: Missions - never BP - with quality(/Game/Genesis2/CoreBlueprints/LootSets/LootItemSet_Missions_WhaleRescue_Beta.Default__LootItemSet_Missions_WhaleRescue_Beta_C) CONTENT: Missions - with BP - with quality(/Game/Genesis2/CoreBlueprints/LootSets/LootItemSet_Missions_WhaleRescue_Beta.Default__LootItemSet_Missions_WhaleRescue_Beta_C) LITERAL: Desire for Target: (/Game/Genesis2/Missions/ModularMission/Shmup/WhaleRescue/Dinos/EndDrone_AIController_BP_WhaleRescue_Passive.EndDrone_AIController_BP_WhaleRescue_Passive:BPGetTargetingDesire.K2Node_CallFunction_209574) LITERAL: Best Target: (/Game/Genesis2/Missions/ModularMission/Shmup/WhaleRescue/Dinos/EndDrone_AIController_BP_WhaleRescue_Passive.EndDrone_AIController_BP_WhaleRescue_Passive:BPUpdateBestTarget.K2Node_CallFunction_209574) LITERAL: Dot: (/Game/Genesis2/Missions/ModularMission/Shmup/WhaleRescue/Dinos/DinoAttackStateFollowSpline_Shmup.DinoAttackStateFollowSpline_Shmup:TryAttack.K2Node_CallFunction_396394) CONTENT: BlockProjectileOverlapDinoPlayer(/Game/Maps/Genesis2/Mission_18_Gameplay.Mission_18_Gameplay:PersistentLevel.MissionServerSidePoint_ModularMission_C_681) CONTENT: BlockProjectileOverlapDinoPlayer(/Game/Maps/Genesis2/Mission_18_Gameplay.Mission_18_Gameplay:PersistentLevel.MissionServerSidePoint_ModularMission_Mission18_Fan_2) CONTENT: Grenade(/Game/Maps/Genesis2/Mission_18_Gameplay.Mission_18_Gameplay:PersistentLevel.MissionTrigger_ModularMission_WeaponPowerup_C_19) CONTENT: Grenade(/Game/Maps/Genesis2/Mission_18_Gameplay.Mission_18_Gameplay:PersistentLevel.MissionTrigger_ModularMission_WeaponPowerup_C_5) CONTENT: Laser(/Game/Maps/Genesis2/Mission_18_Gameplay.Mission_18_Gameplay:PersistentLevel.MissionTrigger_ModularMission_WeaponPowerup_C_6) CONTENT: Woosh(/Game/Maps/Genesis2/Mission_18_Gameplay.Mission_18_Gameplay:PersistentLevel.MissionTrigger_Shmup_Checkpoint_10) CONTENT: Woosh(/Game/Maps/Genesis2/Mission_18_Gameplay.Mission_18_Gameplay:PersistentLevel.MissionTrigger_Shmup_Checkpoint_5) CONTENT: Laser(/Game/Maps/Genesis2/Mission_18_Gameplay.Mission_18_Gameplay:PersistentLevel.MissionTrigger_Shmup_WeaponPowerup_20) CONTENT: Health(/Game/Maps/Genesis2/Mission_18_Gameplay.Mission_18_Gameplay:PersistentLevel.MissionTrigger_Shmup_WeaponPowerup_28) CONTENT: Health(/Game/Maps/Genesis2/Mission_18_Gameplay.Mission_18_Gameplay:PersistentLevel.MissionTrigger_Shmup_WeaponPowerup_30) CONTENT: Grenade(/Game/Maps/Genesis2/Mission_18_Gameplay.Mission_18_Gameplay:PersistentLevel.MissionTrigger_Shmup_WeaponPowerup_8) CONTENT: Wilderness(/Game/Maps/Genesis2/Mission_18_Gameplay.Mission_18_Gameplay:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/Mission_18_Geo.Mission_18_Geo:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/Mission_18_Lighting.Mission_18_Lighting:PersistentLevel.PrimalWorldSettings) CONTENT: Mission Loot Set(/Game/Genesis2/CoreBlueprints/LootSets/LootItemSet_Missions_Race_Enforcer_Gamma.Default__LootItemSet_Missions_Race_Enforcer_Gamma_C) CONTENT: Missions - never BP - with quality(/Game/Genesis2/CoreBlueprints/LootSets/LootItemSet_Missions_Race_Enforcer_Gamma.Default__LootItemSet_Missions_Race_Enforcer_Gamma_C) CONTENT: Missions - with BP - with quality(/Game/Genesis2/CoreBlueprints/LootSets/LootItemSet_Missions_Race_Enforcer_Gamma.Default__LootItemSet_Missions_Race_Enforcer_Gamma_C) CONTENT: Speed Boost(/Engine/Transient.REINST_Buff_RacePowerUp_Speed_C_0) LITERAL: >=(/Game/Genesis/Missions/Race/Buff_RacePowerUp_Speed.Buff_RacePowerUp_Speed:BP_ModifyCharacterFOV.K2Node_CallFunction_465921) CONTENT: Speed Boost(/Engine/Transient.Default__REINST_Buff_RacePowerUp_Speed_C_51929) CONTENT: Speed Boost(/Engine/Transient.REINST_Buff_RacePowerUp_Speed_C_1) CONTENT: Speed Boost(/Engine/Transient.Default__REINST_Buff_RacePowerUp_Speed_C_51933) CONTENT: Speed Boost(/Game/Genesis/Missions/Race/Buff_RacePowerUp_Speed.Default__Buff_RacePowerUp_Speed_C) CONTENT: EN(/Game/Genesis2/Missions/Race2/Enforcer/CompanionReaction/MissionModule_zSubmodule_CompReaction_EnforcerRace_Intro_1.Default__MissionModule_zSubmodule_CompReaction_EnforcerRace_Intro_1_C) CONTENT: EN(/Game/Genesis2/Missions/Race2/Enforcer/CompanionReaction/MissionModule_zSubmodule_CompReaction_EnforcerRace_Intro_2.Default__MissionModule_zSubmodule_CompReaction_EnforcerRace_Intro_2_C) CONTENT: EN(/Game/Genesis2/Missions/Race2/Enforcer/CompanionReaction/MissionModule_zSubmodule_CompReaction_EnforcerRace_Intro_3.Default__MissionModule_zSubmodule_CompReaction_EnforcerRace_Intro_3_C) CONTENT: EN(/Game/Genesis2/Missions/Race2/Enforcer/CompanionReaction/MissionModule_zSubmodule_CompReaction_EnforcerRace_Outro_1.Default__MissionModule_zSubmodule_CompReaction_EnforcerRace_Outro_1_C) CONTENT: EN(/Game/Genesis2/Missions/Race2/Enforcer/CompanionReaction/MissionModule_zSubmodule_CompReaction_EnforcerRace_Outro_2.Default__MissionModule_zSubmodule_CompReaction_EnforcerRace_Outro_2_C) CONTENT: EN(/Game/Genesis2/Missions/Race2/Enforcer/CompanionReaction/MissionModule_zSubmodule_CompReaction_EnforcerRace_Outro_3.Default__MissionModule_zSubmodule_CompReaction_EnforcerRace_Outro_3_C) CONTENT: EN(/Game/Genesis2/Missions/Race2/Enforcer/CompanionReaction/MissionModule_zSubmodule_CompReaction_EnforcerRace_Quip_1.Default__MissionModule_zSubmodule_CompReaction_EnforcerRace_Quip_1_C) CONTENT: EN(/Game/Genesis2/Missions/Race2/Enforcer/CompanionReaction/MissionModule_zSubmodule_CompReaction_EnforcerRace_Quip_2.Default__MissionModule_zSubmodule_CompReaction_EnforcerRace_Quip_2_C) CONTENT: EN(/Game/Genesis2/Missions/Race2/Enforcer/CompanionReaction/MissionModule_zSubmodule_CompReaction_EnforcerRace_Quip_3.Default__MissionModule_zSubmodule_CompReaction_EnforcerRace_Quip_3_C) CONTENT: EN(/Game/Genesis2/Missions/Race2/Enforcer/CompanionReaction/MissionModule_zSubmodule_CompReaction_EnforcerRace_Quip_4.Default__MissionModule_zSubmodule_CompReaction_EnforcerRace_Quip_4_C) CONTENT: Circuit Malfunction!(/Engine/Transient.REINST_Buff_Electrocuted_EnforcerRace_C_0) CONTENT: Blinking is disabled!(/Engine/Transient.REINST_Buff_Electrocuted_EnforcerRace_C_0) CONTENT: Circuit Malfunction!(/Engine/Transient.Default__REINST_Buff_Electrocuted_EnforcerRace_C_51961) CONTENT: Blinking is disabled!(/Engine/Transient.Default__REINST_Buff_Electrocuted_EnforcerRace_C_51961) CONTENT: Circuit Malfunction!(/Engine/Transient.REINST_Buff_Electrocuted_EnforcerRace_C_1) CONTENT: Blinking is disabled!(/Engine/Transient.REINST_Buff_Electrocuted_EnforcerRace_C_1) CONTENT: Circuit Malfunction!(/Engine/Transient.Default__REINST_Buff_Electrocuted_EnforcerRace_C_51965) CONTENT: Blinking is disabled!(/Engine/Transient.Default__REINST_Buff_Electrocuted_EnforcerRace_C_51965) CONTENT: Circuit Malfunction!(/Game/Genesis2/Missions/Race2/Enforcer/Buff_Electrocuted_EnforcerRace.Default__Buff_Electrocuted_EnforcerRace_C) CONTENT: Blinking is disabled!(/Game/Genesis2/Missions/Race2/Enforcer/Buff_Electrocuted_EnforcerRace.Default__Buff_Electrocuted_EnforcerRace_C) LITERAL: Disable Wall Detach Input Shortly After Attach Input(/Game/Genesis2/Missions/Race2/Enforcer/Enforcer_Character_BP_Race.Enforcer_Character_BP_Race:OnSeek Pressed.K2Node_CallFunction_426296) LITERAL: Disable Wall Detach Input Shortly After Attach Input(/Game/Genesis2/Missions/Race2/Enforcer/Enforcer_Character_BP_Race.Enforcer_Character_BP_Race:OnSeek Pressed.K2Node_CallFunction_399865) LITERAL: Disable Wall Detach Input Shortly After Attach Input(/Game/Genesis2/Missions/Race2/Enforcer/Enforcer_Character_BP_Race.Enforcer_Character_BP_Race:OnSeek Released.K2Node_CallFunction_399865) LITERAL: SEEK :: STOP(/Game/Genesis2/Missions/Race2/Enforcer/Enforcer_Character_BP_Race.Enforcer_Character_BP_Race:ClimberStopSeeking.K2Node_CallFunction_35467) LITERAL: Shortly After Jumping from A Non Climbing State(/Game/Genesis2/Missions/Race2/Enforcer/Enforcer_Character_BP_Race.Enforcer_Character_BP_Race:UpdateEnforcerSeeking.K2Node_CallFunction_517228) LITERAL: Shortly After Detaching Prevent Reattach(/Game/Genesis2/Missions/Race2/Enforcer/Enforcer_Character_BP_Race.Enforcer_Character_BP_Race:ServerTick_Seeking.K2Node_CallFunction_535616) CONTENT: Regular Blink Enabled!(/Game/Genesis2/Missions/Race2/Enforcer/Enforcer_Character_BP_Race.Default__Enforcer_Character_BP_Race_C) CONTENT: Super Blink Enabled!(/Game/Genesis2/Missions/Race2/Enforcer/Enforcer_Character_BP_Race.Default__Enforcer_Character_BP_Race_C) CONTENT: Blink Disabled!(/Game/Genesis2/Missions/Race2/Enforcer/Enforcer_Character_BP_Race.Default__Enforcer_Character_BP_Race_C) CONTENT: Next Checkpoint(/Engine/Transient.REINST_MissionType_Race2_C_0) CONTENT: Race start countdown...(/Engine/Transient.REINST_MissionType_Race2_C_0) CONTENT: Go!(/Engine/Transient.REINST_MissionType_Race2_C_0) CONTENT: Race Progress(/Engine/Transient.REINST_MissionType_Race2_C_0) CONTENT: First Place(/Engine/Transient.REINST_MissionType_Race2_C_0) CONTENT: Second Place(/Engine/Transient.REINST_MissionType_Race2_C_0) CONTENT: Third Place(/Engine/Transient.REINST_MissionType_Race2_C_0) CONTENT: Mount Has Been Eliminated(/Engine/Transient.REINST_MissionType_Race2_C_0) CONTENT: Out of Time(/Engine/Transient.REINST_MissionType_Race2_C_0) CONTENT: Mission Failed(/Engine/Transient.REINST_MissionType_Race2_C_0) CONTENT: Out of Bounds (/Engine/Transient.REINST_MissionType_Race2_C_0) CONTENT: Lap(/Engine/Transient.REINST_MissionType_Race2_C_0) CONTENT: Race to the access point(/Engine/Transient.REINST_MissionType_Race2_C_0) CONTENT: Access the kernel before permissions reset to unlock the system(/Engine/Transient.REINST_MissionType_Race2_C_0) CONTENT: Next Checkpoint(/Engine/Transient.Default__REINST_MissionType_Race2_C_51990) CONTENT: Race start countdown...(/Engine/Transient.Default__REINST_MissionType_Race2_C_51990) CONTENT: Go!(/Engine/Transient.Default__REINST_MissionType_Race2_C_51990) CONTENT: Race Progress(/Engine/Transient.Default__REINST_MissionType_Race2_C_51990) CONTENT: First Place(/Engine/Transient.Default__REINST_MissionType_Race2_C_51990) CONTENT: Second Place(/Engine/Transient.Default__REINST_MissionType_Race2_C_51990) CONTENT: Third Place(/Engine/Transient.Default__REINST_MissionType_Race2_C_51990) CONTENT: Mount Has Been Eliminated(/Engine/Transient.Default__REINST_MissionType_Race2_C_51990) CONTENT: Out of Time(/Engine/Transient.Default__REINST_MissionType_Race2_C_51990) CONTENT: Mission Failed(/Engine/Transient.Default__REINST_MissionType_Race2_C_51990) CONTENT: Out of Bounds (/Engine/Transient.Default__REINST_MissionType_Race2_C_51990) CONTENT: Lap(/Engine/Transient.Default__REINST_MissionType_Race2_C_51990) CONTENT: Race to the access point(/Engine/Transient.Default__REINST_MissionType_Race2_C_51990) CONTENT: Access the kernel before permissions reset to unlock the system(/Engine/Transient.Default__REINST_MissionType_Race2_C_51990) CONTENT: Next Checkpoint(/Engine/Transient.REINST_MissionType_Race2_C_1) CONTENT: Race start countdown...(/Engine/Transient.REINST_MissionType_Race2_C_1) CONTENT: Go!(/Engine/Transient.REINST_MissionType_Race2_C_1) CONTENT: Race Progress(/Engine/Transient.REINST_MissionType_Race2_C_1) CONTENT: First Place(/Engine/Transient.REINST_MissionType_Race2_C_1) CONTENT: Second Place(/Engine/Transient.REINST_MissionType_Race2_C_1) CONTENT: Third Place(/Engine/Transient.REINST_MissionType_Race2_C_1) CONTENT: Mount Has Been Eliminated(/Engine/Transient.REINST_MissionType_Race2_C_1) CONTENT: Out of Time(/Engine/Transient.REINST_MissionType_Race2_C_1) CONTENT: Mission Failed(/Engine/Transient.REINST_MissionType_Race2_C_1) CONTENT: Out of Bounds (/Engine/Transient.REINST_MissionType_Race2_C_1) CONTENT: Lap(/Engine/Transient.REINST_MissionType_Race2_C_1) CONTENT: Race to the access point(/Engine/Transient.REINST_MissionType_Race2_C_1) CONTENT: Access the kernel before permissions reset to unlock the system(/Engine/Transient.REINST_MissionType_Race2_C_1) CONTENT: Next Checkpoint(/Engine/Transient.Default__REINST_MissionType_Race2_C_51998) CONTENT: Race start countdown...(/Engine/Transient.Default__REINST_MissionType_Race2_C_51998) CONTENT: Go!(/Engine/Transient.Default__REINST_MissionType_Race2_C_51998) CONTENT: Race Progress(/Engine/Transient.Default__REINST_MissionType_Race2_C_51998) CONTENT: First Place(/Engine/Transient.Default__REINST_MissionType_Race2_C_51998) CONTENT: Second Place(/Engine/Transient.Default__REINST_MissionType_Race2_C_51998) CONTENT: Third Place(/Engine/Transient.Default__REINST_MissionType_Race2_C_51998) CONTENT: Mount Has Been Eliminated(/Engine/Transient.Default__REINST_MissionType_Race2_C_51998) CONTENT: Out of Time(/Engine/Transient.Default__REINST_MissionType_Race2_C_51998) CONTENT: Mission Failed(/Engine/Transient.Default__REINST_MissionType_Race2_C_51998) CONTENT: Out of Bounds (/Engine/Transient.Default__REINST_MissionType_Race2_C_51998) CONTENT: Lap(/Engine/Transient.Default__REINST_MissionType_Race2_C_51998) CONTENT: Race to the access point(/Engine/Transient.Default__REINST_MissionType_Race2_C_51998) CONTENT: Access the kernel before permissions reset to unlock the system(/Engine/Transient.Default__REINST_MissionType_Race2_C_51998) CONTENT: Next Checkpoint(/Game/Genesis2/Missions/Race2/MissionType_Race2.Default__MissionType_Race2_C) CONTENT: Race start countdown...(/Game/Genesis2/Missions/Race2/MissionType_Race2.Default__MissionType_Race2_C) CONTENT: Go!(/Game/Genesis2/Missions/Race2/MissionType_Race2.Default__MissionType_Race2_C) CONTENT: Race Progress(/Game/Genesis2/Missions/Race2/MissionType_Race2.Default__MissionType_Race2_C) CONTENT: First Place(/Game/Genesis2/Missions/Race2/MissionType_Race2.Default__MissionType_Race2_C) CONTENT: Second Place(/Game/Genesis2/Missions/Race2/MissionType_Race2.Default__MissionType_Race2_C) CONTENT: Third Place(/Game/Genesis2/Missions/Race2/MissionType_Race2.Default__MissionType_Race2_C) CONTENT: Mount Has Been Eliminated(/Game/Genesis2/Missions/Race2/MissionType_Race2.Default__MissionType_Race2_C) CONTENT: Out of Time(/Game/Genesis2/Missions/Race2/MissionType_Race2.Default__MissionType_Race2_C) CONTENT: Mission Failed(/Game/Genesis2/Missions/Race2/MissionType_Race2.Default__MissionType_Race2_C) CONTENT: Out of Bounds (/Game/Genesis2/Missions/Race2/MissionType_Race2.Default__MissionType_Race2_C) CONTENT: Lap(/Game/Genesis2/Missions/Race2/MissionType_Race2.Default__MissionType_Race2_C) CONTENT: Race to the access point(/Game/Genesis2/Missions/Race2/MissionType_Race2.Default__MissionType_Race2_C) CONTENT: Access the kernel before permissions reset to unlock the system(/Game/Genesis2/Missions/Race2/MissionType_Race2.Default__MissionType_Race2_C) CONTENT: Circuit Chase(/Engine/Transient.REINST_MissionType_Race2_Enforcer_C_0) CONTENT: Scurry through a maze of conduits to reestablish contact with the ship's advance probes while they're still in communications range!(/Engine/Transient.REINST_MissionType_Race2_Enforcer_C_0) CONTENT: Circuit Chase(/Engine/Transient.Default__REINST_MissionType_Race2_Enforcer_C_52005) CONTENT: Scurry through a maze of conduits to reestablish contact with the ship's advance probes while they're still in communications range!(/Engine/Transient.Default__REINST_MissionType_Race2_Enforcer_C_52005) CONTENT: Circuit Chase(/Engine/Transient.REINST_MissionType_Race2_Enforcer_C_1) CONTENT: Scurry through a maze of conduits to reestablish contact with the ship's advance probes while they're still in communications range!(/Engine/Transient.REINST_MissionType_Race2_Enforcer_C_1) CONTENT: Circuit Chase(/Engine/Transient.Default__REINST_MissionType_Race2_Enforcer_C_52009) CONTENT: Scurry through a maze of conduits to reestablish contact with the ship's advance probes while they're still in communications range!(/Engine/Transient.Default__REINST_MissionType_Race2_Enforcer_C_52009) CONTENT: Circuit Chase(/Game/Genesis2/Missions/Race2/Enforcer/MissionType_Race2_Enforcer.Default__MissionType_Race2_Enforcer_C) CONTENT: Scurry through a maze of conduits to reestablish contact with the ship's advance probes while they're still in communications range!(/Game/Genesis2/Missions/Race2/Enforcer/MissionType_Race2_Enforcer.Default__MissionType_Race2_Enforcer_C) CONTENT: Mission Loot Set(/Game/Genesis2/CoreBlueprints/LootSets/LootItemSet_Missions_Race_Enforcer_Beta.Default__LootItemSet_Missions_Race_Enforcer_Beta_C) CONTENT: Missions - never BP - with quality(/Game/Genesis2/CoreBlueprints/LootSets/LootItemSet_Missions_Race_Enforcer_Beta.Default__LootItemSet_Missions_Race_Enforcer_Beta_C) CONTENT: Missions - with BP - with quality(/Game/Genesis2/CoreBlueprints/LootSets/LootItemSet_Missions_Race_Enforcer_Beta.Default__LootItemSet_Missions_Race_Enforcer_Beta_C) CONTENT: Mission Loot Set(/Game/Genesis2/CoreBlueprints/LootSets/LootItemSet_Missions_Race_Enforcer_Alpha.Default__LootItemSet_Missions_Race_Enforcer_Alpha_C) CONTENT: Missions - never BP - with quality(/Game/Genesis2/CoreBlueprints/LootSets/LootItemSet_Missions_Race_Enforcer_Alpha.Default__LootItemSet_Missions_Race_Enforcer_Alpha_C) CONTENT: Missions - with BP - with quality(/Game/Genesis2/CoreBlueprints/LootSets/LootItemSet_Missions_Race_Enforcer_Alpha.Default__LootItemSet_Missions_Race_Enforcer_Alpha_C) CONTENT: Wilderness(/Game/Maps/Genesis2/Mission_1_Gameplay.Mission_1_Gameplay:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/Mission_1_Geo.Mission_1_Geo:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/Mission_1_Lighting.Mission_1_Lighting:PersistentLevel.PrimalWorldSettings) CONTENT: Mission Loot Set(/Game/Genesis2/CoreBlueprints/LootSets/LootItemSet_Missions_Race_MilkGlider_Gamma.Default__LootItemSet_Missions_Race_MilkGlider_Gamma_C) CONTENT: Missions - never BP - with quality(/Game/Genesis2/CoreBlueprints/LootSets/LootItemSet_Missions_Race_MilkGlider_Gamma.Default__LootItemSet_Missions_Race_MilkGlider_Gamma_C) CONTENT: Missions - with BP - with quality(/Game/Genesis2/CoreBlueprints/LootSets/LootItemSet_Missions_Race_MilkGlider_Gamma.Default__LootItemSet_Missions_Race_MilkGlider_Gamma_C) CONTENT: EN(/Game/Genesis2/Missions/Race2/MilkGlider/CompanionReactions/MissionModule_zSubmodule_CompReaction_MilkGliderRace_Intro_1.Default__MissionModule_zSubmodule_CompReaction_MilkGliderRace_Intro_1_C) CONTENT: EN(/Game/Genesis2/Missions/Race2/MilkGlider/CompanionReactions/MissionModule_zSubmodule_CompReaction_MilkGliderRace_Outro_1.Default__MissionModule_zSubmodule_CompReaction_MilkGliderRace_Outro_1_C) CONTENT: EN(/Game/Genesis2/Missions/Race2/MilkGlider/CompanionReactions/MissionModule_zSubmodule_CompReaction_MilkGliderRace_Quip_1.Default__MissionModule_zSubmodule_CompReaction_MilkGliderRace_Quip_1_C) CONTENT: EN(/Game/Genesis2/Missions/Race2/MilkGlider/CompanionReactions/MissionModule_zSubmodule_CompReaction_MilkGliderRace_Quip_2.Default__MissionModule_zSubmodule_CompReaction_MilkGliderRace_Quip_2_C) CONTENT: EN(/Game/Genesis2/Missions/Race2/MilkGlider/CompanionReactions/MissionModule_zSubmodule_CompReaction_MilkGliderRace_Quip_3.Default__MissionModule_zSubmodule_CompReaction_MilkGliderRace_Quip_3_C) CONTENT: EN(/Game/Genesis2/Missions/Race2/MilkGlider/CompanionReactions/MissionModule_zSubmodule_CompReaction_MilkGliderRace_Quip_4.Default__MissionModule_zSubmodule_CompReaction_MilkGliderRace_Quip_4_C) CONTENT: EN(/Game/Genesis2/Missions/Race2/MilkGlider/CompanionReactions/MissionModule_zSubmodule_CompReaction_MilkGliderRace_Quip_5.Default__MissionModule_zSubmodule_CompReaction_MilkGliderRace_Quip_5_C) CONTENT: Slide and Glide(/Engine/Transient.REINST_MissionType_Race2_MilkGlider_C_0) CONTENT: Glide through a network of canyons in an acrobatic rush to control the ship's wildlife growth-promotion system!(/Engine/Transient.REINST_MissionType_Race2_MilkGlider_C_0) CONTENT: Slide and Glide(/Engine/Transient.Default__REINST_MissionType_Race2_MilkGlider_C_52127) CONTENT: Glide through a network of canyons in an acrobatic rush to control the ship's wildlife growth-promotion system!(/Engine/Transient.Default__REINST_MissionType_Race2_MilkGlider_C_52127) CONTENT: Slide and Glide(/Engine/Transient.REINST_MissionType_Race2_MilkGlider_C_1) CONTENT: Glide through a network of canyons in an acrobatic rush to control the ship's wildlife growth-promotion system!(/Engine/Transient.REINST_MissionType_Race2_MilkGlider_C_1) CONTENT: Slide and Glide(/Engine/Transient.Default__REINST_MissionType_Race2_MilkGlider_C_52131) CONTENT: Glide through a network of canyons in an acrobatic rush to control the ship's wildlife growth-promotion system!(/Engine/Transient.Default__REINST_MissionType_Race2_MilkGlider_C_52131) CONTENT: Slide and Glide(/Game/Genesis2/Missions/Race2/MilkGlider/MissionType_Race2_MilkGlider.Default__MissionType_Race2_MilkGlider_C) CONTENT: Glide through a network of canyons in an acrobatic rush to control the ship's wildlife growth-promotion system!(/Game/Genesis2/Missions/Race2/MilkGlider/MissionType_Race2_MilkGlider.Default__MissionType_Race2_MilkGlider_C) CONTENT: Mission Loot Set(/Game/Genesis2/CoreBlueprints/LootSets/LootItemSet_Missions_Race_MilkGlider_Beta.Default__LootItemSet_Missions_Race_MilkGlider_Beta_C) CONTENT: Missions - never BP - with quality(/Game/Genesis2/CoreBlueprints/LootSets/LootItemSet_Missions_Race_MilkGlider_Beta.Default__LootItemSet_Missions_Race_MilkGlider_Beta_C) CONTENT: Missions - with BP - with quality(/Game/Genesis2/CoreBlueprints/LootSets/LootItemSet_Missions_Race_MilkGlider_Beta.Default__LootItemSet_Missions_Race_MilkGlider_Beta_C) CONTENT: Mission Loot Set(/Game/Genesis2/CoreBlueprints/LootSets/LootItemSet_Missions_Race_MilkGlider_Alpha.Default__LootItemSet_Missions_Race_MilkGlider_Alpha_C) CONTENT: Missions - never BP - with quality(/Game/Genesis2/CoreBlueprints/LootSets/LootItemSet_Missions_Race_MilkGlider_Alpha.Default__LootItemSet_Missions_Race_MilkGlider_Alpha_C) CONTENT: Missions - with BP - with quality(/Game/Genesis2/CoreBlueprints/LootSets/LootItemSet_Missions_Race_MilkGlider_Alpha.Default__LootItemSet_Missions_Race_MilkGlider_Alpha_C) CONTENT: Wilderness(/Game/Maps/Genesis2/Mission_30_Gameplay.Mission_30_Gameplay:PersistentLevel.PrimalWorldSettings) LITERAL: launched player(/Game/Genesis2/CoreBlueprints/Environment/BP_GliderRaceGeyser_New.BP_GliderRaceGeyser_New:EventGraph.K2Node_CallFunction_296778) LITERAL: at begin play(/Game/Genesis2/CoreBlueprints/Environment/BP_GliderRaceGeyser_New.BP_GliderRaceGeyser_New:EventGraph.K2Node_CallFunction_296781) LITERAL: x={x}, y={y}, z={z}(/Game/Genesis2/CoreBlueprints/Environment/BP_GliderRaceGeyser_New.BP_GliderRaceGeyser_New:IsCharacterInGeyser.K2Node_FormatText_25) LITERAL: x={x}, y={y}, z={z}(/Game/Genesis2/CoreBlueprints/Environment/BP_GliderRaceGeyser_New.BP_GliderRaceGeyser_New:EdGraph_165213.K2Node_CallFunction_402289) LITERAL: x(/Game/Genesis2/CoreBlueprints/Environment/BP_GliderRaceGeyser_New.BP_GliderRaceGeyser_New:EdGraph_165213.K2Node_MakeStruct_3150) LITERAL: y(/Game/Genesis2/CoreBlueprints/Environment/BP_GliderRaceGeyser_New.BP_GliderRaceGeyser_New:EdGraph_165213.K2Node_MakeStruct_3151) LITERAL: z(/Game/Genesis2/CoreBlueprints/Environment/BP_GliderRaceGeyser_New.BP_GliderRaceGeyser_New:EdGraph_165213.K2Node_MakeStruct_3152) LITERAL: x={x}, y={y}, z={z}(/Game/Genesis2/CoreBlueprints/Environment/BP_GliderRaceGeyser_New.BP_GliderRaceGeyser_New:EdGraph_165222.K2Node_CallFunction_402349) LITERAL: x(/Game/Genesis2/CoreBlueprints/Environment/BP_GliderRaceGeyser_New.BP_GliderRaceGeyser_New:EdGraph_165222.K2Node_MakeStruct_3153) LITERAL: y(/Game/Genesis2/CoreBlueprints/Environment/BP_GliderRaceGeyser_New.BP_GliderRaceGeyser_New:EdGraph_165222.K2Node_MakeStruct_3154) LITERAL: z(/Game/Genesis2/CoreBlueprints/Environment/BP_GliderRaceGeyser_New.BP_GliderRaceGeyser_New:EdGraph_165222.K2Node_MakeStruct_3155) CONTENT: Wilderness(/Game/Maps/Genesis2/Mission_30_Geo.Mission_30_Geo:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/Mission_30_Near_Geo.Mission_30_Near_Geo:PersistentLevel.PrimalWorldSettings) CONTENT: Mission Loot Set(/Game/Genesis2/CoreBlueprints/LootSets/LootItemSet_Missions_STA_Gamma.Default__LootItemSet_Missions_STA_Gamma_C) CONTENT: Missions - never BP - with quality(/Game/Genesis2/CoreBlueprints/LootSets/LootItemSet_Missions_STA_Gamma.Default__LootItemSet_Missions_STA_Gamma_C) CONTENT: Missions - with BP - with quality(/Game/Genesis2/CoreBlueprints/LootSets/LootItemSet_Missions_STA_Gamma.Default__LootItemSet_Missions_STA_Gamma_C) LITERAL: Only Gauntlet Weapons are allowed during this Mission!(/Game/Genesis/Missions/GauntletWaves/Buff_Mission_GauntletWaves.Buff_Mission_GauntletWaves:BuffTickServer.K2Node_CallFunction_330611) LITERAL: UpdateGauntletBuffDinos(/Game/Genesis2/Missions/ModularMission/Gauntlet2/MissionModule_Kill_Gauntlet.MissionModule_Kill_Gauntlet:HandleMissionModuleEnd.K2Node_CallFunction_276342) LITERAL: UpdateGauntletBuffDinos(/Game/Genesis2/Missions/ModularMission/Gauntlet2/MissionModule_Kill_Gauntlet.MissionModule_Kill_Gauntlet:HandleMissionModuleBegin.K2Node_CallFunction_274836) LITERAL: UpdateGauntletBuffDinos(/Game/Genesis2/Missions/ModularMission/Gauntlet2/MissionModule_Kill_Gauntlet.MissionModule_Kill_Gauntlet:UpdateGauntletBuffDinos.K2Node_CallFunction_274836) CONTENT: Title(/Game/Genesis2/Missions/ModularMission/Gauntlet2/Gauntlet2_Module_Kill1.Default__Gauntlet2_Module_Kill1_C) CONTENT: Title(/Game/Genesis2/Missions/ModularMission/Gauntlet2/Gauntlet2_Module_Kill2.Default__Gauntlet2_Module_Kill2_C) CONTENT: Gauntlet2 (Base)(/Engine/Transient.REINST_Gauntlet2_MissionType_Base_C_0) CONTENT: Recreating the Gauntlet mission functionality in Modular Mission(/Engine/Transient.REINST_Gauntlet2_MissionType_Base_C_0) CONTENT: Get Ready!(/Engine/Transient.REINST_Gauntlet2_MissionType_Base_C_0) CONTENT: Waiting to add players to mission...(/Engine/Transient.REINST_Gauntlet2_MissionType_Base_C_0) CONTENT: Wave:(/Engine/Transient.REINST_Gauntlet2_MissionType_Base_C_0) CONTENT: Wave 1(/Engine/Transient.REINST_Gauntlet2_MissionType_Base_C_0) CONTENT: Wave 2(/Engine/Transient.REINST_Gauntlet2_MissionType_Base_C_0) CONTENT: Wave 3(/Engine/Transient.REINST_Gauntlet2_MissionType_Base_C_0) CONTENT: Wave 4(/Engine/Transient.REINST_Gauntlet2_MissionType_Base_C_0) CONTENT: Wave 5(/Engine/Transient.REINST_Gauntlet2_MissionType_Base_C_0) CONTENT: Enemies Killed(/Engine/Transient.REINST_Gauntlet2_MissionType_Base_C_0) CONTENT: GET READY!(/Engine/Transient.REINST_Gauntlet2_MissionType_Base_C_0) CONTENT: Prepare for the next wave!(/Engine/Transient.REINST_Gauntlet2_MissionType_Base_C_0) CONTENT: SUCCESS!(/Engine/Transient.REINST_Gauntlet2_MissionType_Base_C_0) CONTENT: All waves completed!(/Engine/Transient.REINST_Gauntlet2_MissionType_Base_C_0) CONTENT: Gauntlet2 (Base)(/Engine/Transient.Default__REINST_Gauntlet2_MissionType_Base_C_52234) CONTENT: Recreating the Gauntlet mission functionality in Modular Mission(/Engine/Transient.Default__REINST_Gauntlet2_MissionType_Base_C_52234) CONTENT: Get Ready!(/Engine/Transient.Default__REINST_Gauntlet2_MissionType_Base_C_52234) CONTENT: Waiting to add players to mission...(/Engine/Transient.Default__REINST_Gauntlet2_MissionType_Base_C_52234) CONTENT: Wave:(/Engine/Transient.Default__REINST_Gauntlet2_MissionType_Base_C_52234) CONTENT: Wave 1(/Engine/Transient.Default__REINST_Gauntlet2_MissionType_Base_C_52234) CONTENT: Wave 2(/Engine/Transient.Default__REINST_Gauntlet2_MissionType_Base_C_52234) CONTENT: Wave 3(/Engine/Transient.Default__REINST_Gauntlet2_MissionType_Base_C_52234) CONTENT: Wave 4(/Engine/Transient.Default__REINST_Gauntlet2_MissionType_Base_C_52234) CONTENT: Wave 5(/Engine/Transient.Default__REINST_Gauntlet2_MissionType_Base_C_52234) CONTENT: Enemies Killed(/Engine/Transient.Default__REINST_Gauntlet2_MissionType_Base_C_52234) CONTENT: GET READY!(/Engine/Transient.Default__REINST_Gauntlet2_MissionType_Base_C_52234) CONTENT: Prepare for the next wave!(/Engine/Transient.Default__REINST_Gauntlet2_MissionType_Base_C_52234) CONTENT: SUCCESS!(/Engine/Transient.Default__REINST_Gauntlet2_MissionType_Base_C_52234) CONTENT: All waves completed!(/Engine/Transient.Default__REINST_Gauntlet2_MissionType_Base_C_52234) CONTENT: Gauntlet2 (Base)(/Engine/Transient.REINST_Gauntlet2_MissionType_Base_C_1) CONTENT: Recreating the Gauntlet mission functionality in Modular Mission(/Engine/Transient.REINST_Gauntlet2_MissionType_Base_C_1) CONTENT: Get Ready!(/Engine/Transient.REINST_Gauntlet2_MissionType_Base_C_1) CONTENT: Waiting to add players to mission...(/Engine/Transient.REINST_Gauntlet2_MissionType_Base_C_1) CONTENT: Wave:(/Engine/Transient.REINST_Gauntlet2_MissionType_Base_C_1) CONTENT: Wave 1(/Engine/Transient.REINST_Gauntlet2_MissionType_Base_C_1) CONTENT: Wave 2(/Engine/Transient.REINST_Gauntlet2_MissionType_Base_C_1) CONTENT: Wave 3(/Engine/Transient.REINST_Gauntlet2_MissionType_Base_C_1) CONTENT: Wave 4(/Engine/Transient.REINST_Gauntlet2_MissionType_Base_C_1) CONTENT: Wave 5(/Engine/Transient.REINST_Gauntlet2_MissionType_Base_C_1) CONTENT: Enemies Killed(/Engine/Transient.REINST_Gauntlet2_MissionType_Base_C_1) CONTENT: GET READY!(/Engine/Transient.REINST_Gauntlet2_MissionType_Base_C_1) CONTENT: Prepare for the next wave!(/Engine/Transient.REINST_Gauntlet2_MissionType_Base_C_1) CONTENT: SUCCESS!(/Engine/Transient.REINST_Gauntlet2_MissionType_Base_C_1) CONTENT: All waves completed!(/Engine/Transient.REINST_Gauntlet2_MissionType_Base_C_1) CONTENT: Gauntlet2 (Base)(/Engine/Transient.Default__REINST_Gauntlet2_MissionType_Base_C_52238) CONTENT: Recreating the Gauntlet mission functionality in Modular Mission(/Engine/Transient.Default__REINST_Gauntlet2_MissionType_Base_C_52238) CONTENT: Get Ready!(/Engine/Transient.Default__REINST_Gauntlet2_MissionType_Base_C_52238) CONTENT: Waiting to add players to mission...(/Engine/Transient.Default__REINST_Gauntlet2_MissionType_Base_C_52238) CONTENT: Wave:(/Engine/Transient.Default__REINST_Gauntlet2_MissionType_Base_C_52238) CONTENT: Wave 1(/Engine/Transient.Default__REINST_Gauntlet2_MissionType_Base_C_52238) CONTENT: Wave 2(/Engine/Transient.Default__REINST_Gauntlet2_MissionType_Base_C_52238) CONTENT: Wave 3(/Engine/Transient.Default__REINST_Gauntlet2_MissionType_Base_C_52238) CONTENT: Wave 4(/Engine/Transient.Default__REINST_Gauntlet2_MissionType_Base_C_52238) CONTENT: Wave 5(/Engine/Transient.Default__REINST_Gauntlet2_MissionType_Base_C_52238) CONTENT: Enemies Killed(/Engine/Transient.Default__REINST_Gauntlet2_MissionType_Base_C_52238) CONTENT: GET READY!(/Engine/Transient.Default__REINST_Gauntlet2_MissionType_Base_C_52238) CONTENT: Prepare for the next wave!(/Engine/Transient.Default__REINST_Gauntlet2_MissionType_Base_C_52238) CONTENT: SUCCESS!(/Engine/Transient.Default__REINST_Gauntlet2_MissionType_Base_C_52238) CONTENT: All waves completed!(/Engine/Transient.Default__REINST_Gauntlet2_MissionType_Base_C_52238) CONTENT: Gauntlet2 (Base)(/Game/Genesis2/Missions/ModularMission/Gauntlet2/Gauntlet2_MissionType_Base.Default__Gauntlet2_MissionType_Base_C) CONTENT: Recreating the Gauntlet mission functionality in Modular Mission(/Game/Genesis2/Missions/ModularMission/Gauntlet2/Gauntlet2_MissionType_Base.Default__Gauntlet2_MissionType_Base_C) CONTENT: Get Ready!(/Game/Genesis2/Missions/ModularMission/Gauntlet2/Gauntlet2_MissionType_Base.Default__Gauntlet2_MissionType_Base_C) CONTENT: Waiting to add players to mission...(/Game/Genesis2/Missions/ModularMission/Gauntlet2/Gauntlet2_MissionType_Base.Default__Gauntlet2_MissionType_Base_C) CONTENT: Wave:(/Game/Genesis2/Missions/ModularMission/Gauntlet2/Gauntlet2_MissionType_Base.Default__Gauntlet2_MissionType_Base_C) CONTENT: Wave 1(/Game/Genesis2/Missions/ModularMission/Gauntlet2/Gauntlet2_MissionType_Base.Default__Gauntlet2_MissionType_Base_C) CONTENT: Wave 2(/Game/Genesis2/Missions/ModularMission/Gauntlet2/Gauntlet2_MissionType_Base.Default__Gauntlet2_MissionType_Base_C) CONTENT: Wave 3(/Game/Genesis2/Missions/ModularMission/Gauntlet2/Gauntlet2_MissionType_Base.Default__Gauntlet2_MissionType_Base_C) CONTENT: Wave 4(/Game/Genesis2/Missions/ModularMission/Gauntlet2/Gauntlet2_MissionType_Base.Default__Gauntlet2_MissionType_Base_C) CONTENT: Wave 5(/Game/Genesis2/Missions/ModularMission/Gauntlet2/Gauntlet2_MissionType_Base.Default__Gauntlet2_MissionType_Base_C) CONTENT: Enemies Killed(/Game/Genesis2/Missions/ModularMission/Gauntlet2/Gauntlet2_MissionType_Base.Default__Gauntlet2_MissionType_Base_C) CONTENT: GET READY!(/Game/Genesis2/Missions/ModularMission/Gauntlet2/Gauntlet2_MissionType_Base.Default__Gauntlet2_MissionType_Base_C) CONTENT: Prepare for the next wave!(/Game/Genesis2/Missions/ModularMission/Gauntlet2/Gauntlet2_MissionType_Base.Default__Gauntlet2_MissionType_Base_C) CONTENT: SUCCESS!(/Game/Genesis2/Missions/ModularMission/Gauntlet2/Gauntlet2_MissionType_Base.Default__Gauntlet2_MissionType_Base_C) CONTENT: All waves completed!(/Game/Genesis2/Missions/ModularMission/Gauntlet2/Gauntlet2_MissionType_Base.Default__Gauntlet2_MissionType_Base_C) CONTENT: Gauntlet_AddPlayers_Title(/Game/Genesis2/Missions/ModularMission/Gauntlet2/Gauntlet2_Module_AddPlayersInRadiusToMission.Default__Gauntlet2_Module_AddPlayersInRadiusToMission_C) CONTENT: Interval_Title(/Engine/Transient.REINST_Gauntlet2_Module_Interval_C_0) LITERAL: EndModuleAfterInterval(/Game/Genesis2/Missions/ModularMission/Gauntlet2/Gauntlet2_Module_Interval.Gauntlet2_Module_Interval:HandleMissionModuleBegin.K2Node_CallFunction_489317) CONTENT: Interval_Title(/Engine/Transient.Default__REINST_Gauntlet2_Module_Interval_C_52246) CONTENT: Interval_Title(/Engine/Transient.REINST_Gauntlet2_Module_Interval_C_1) CONTENT: Interval_Title(/Engine/Transient.Default__REINST_Gauntlet2_Module_Interval_C_52250) CONTENT: Interval_Title(/Game/Genesis2/Missions/ModularMission/Gauntlet2/Gauntlet2_Module_Interval.Default__Gauntlet2_Module_Interval_C) CONTENT: EN(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/CompanionReactions/MissionModule_zSubmodule_CompReaction_STA_00_Intro.Default__MissionModule_zSubmodule_CompReaction_STA_00_Intro_C) CONTENT: EN(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/CompanionReactions/MissionModule_zSubmodule_CompReaction_STA_00_Outro.Default__MissionModule_zSubmodule_CompReaction_STA_00_Outro_C) CONTENT: EN(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/CompanionReactions/MissionModule_zSubmodule_CompReaction_STA_01_Beach.Default__MissionModule_zSubmodule_CompReaction_STA_01_Beach_C) CONTENT: EN(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/CompanionReactions/MissionModule_zSubmodule_CompReaction_STA_02_Swamp.Default__MissionModule_zSubmodule_CompReaction_STA_02_Swamp_C) CONTENT: EN(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/CompanionReactions/MissionModule_zSubmodule_CompReaction_STA_03_Forest.Default__MissionModule_zSubmodule_CompReaction_STA_03_Forest_C) CONTENT: EN(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/CompanionReactions/MissionModule_zSubmodule_CompReaction_STA_04_Tundra.Default__MissionModule_zSubmodule_CompReaction_STA_04_Tundra_C) CONTENT: EN(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/CompanionReactions/MissionModule_zSubmodule_CompReaction_STA_05_Mountain.Default__MissionModule_zSubmodule_CompReaction_STA_05_Mountain_C) CONTENT: EN(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/CompanionReactions/MissionModule_zSubmodule_CompReaction_STA_06_Scorched.Default__MissionModule_zSubmodule_CompReaction_STA_06_Scorched_C) CONTENT: EN(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/CompanionReactions/MissionModule_zSubmodule_CompReaction_STA_07_Aberration.Default__MissionModule_zSubmodule_CompReaction_STA_07_Aberration_C) CONTENT: EN(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/CompanionReactions/MissionModule_zSubmodule_CompReaction_STA_08_Extinction.Default__MissionModule_zSubmodule_CompReaction_STA_08_Extinction_C) CONTENT: EN(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/CompanionReactions/MissionModule_zSubmodule_CompReaction_STA_09_Gen1.Default__MissionModule_zSubmodule_CompReaction_STA_09_Gen1_C) CONTENT: EN(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/CompanionReactions/MissionModule_zSubmodule_CompReaction_STA_10_Dodo.Default__MissionModule_zSubmodule_CompReaction_STA_10_Dodo_C) LITERAL: Gauntlet Credits: (/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Buff_Mission_GauntletWaves_Endless.Buff_Mission_GauntletWaves_Endless:BPGetHUDElements.K2Node_CallFunction_314095) LITERAL: Weapon Durability: (/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Buff_Mission_GauntletWaves_Endless.Buff_Mission_GauntletWaves_Endless:BPGetHUDElements.K2Node_CallFunction_1308466) LITERAL: Wave Remaining(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Buff_Mission_GauntletWaves_Endless.Buff_Mission_GauntletWaves_Endless:BPGetHUDElements.K2Node_CallFunction_12029) LITERAL: Waves Remaining(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Buff_Mission_GauntletWaves_Endless.Buff_Mission_GauntletWaves_Endless:BPGetHUDElements.K2Node_CallFunction_12029) LITERAL: Gauntlet Tames: (/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Buff_Mission_GauntletWaves_Endless.Buff_Mission_GauntletWaves_Endless:BPGetHUDElements.K2Node_CallFunction_1200370) LITERAL: /(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Buff_Mission_GauntletWaves_Endless.Buff_Mission_GauntletWaves_Endless:BPGetHUDElements.K2Node_CallFunction_1308576) LITERAL: {2}{1} Gauntlet Credits(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Buff_Mission_GauntletWaves_Endless.Buff_Mission_GauntletWaves_Endless:UpdatePlayerPoints.K2Node_FormatText_427) LITERAL: +(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Buff_Mission_GauntletWaves_Endless.Buff_Mission_GauntletWaves_Endless:UpdatePlayerPoints.K2Node_CallFunction_304433) LITERAL: -(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Buff_Mission_GauntletWaves_Endless.Buff_Mission_GauntletWaves_Endless:UpdatePlayerPoints.K2Node_CallFunction_304433) LITERAL: {2}{1} Gauntlet Credits(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Buff_Mission_GauntletWaves_Endless.Buff_Mission_GauntletWaves_Endless:EdGraph_165465.K2Node_CallFunction_402858) LITERAL: 2(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Buff_Mission_GauntletWaves_Endless.Buff_Mission_GauntletWaves_Endless:EdGraph_165465.K2Node_MakeStruct_3156) LITERAL: 1(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Buff_Mission_GauntletWaves_Endless.Buff_Mission_GauntletWaves_Endless:EdGraph_165465.K2Node_MakeStruct_3157) LITERAL: {2}{1} Gauntlet Credits(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Buff_Mission_GauntletWaves_Endless.Buff_Mission_GauntletWaves_Endless:EdGraph_165496.K2Node_CallFunction_402921) LITERAL: 2(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Buff_Mission_GauntletWaves_Endless.Buff_Mission_GauntletWaves_Endless:EdGraph_165496.K2Node_MakeStruct_3158) LITERAL: 1(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Buff_Mission_GauntletWaves_Endless.Buff_Mission_GauntletWaves_Endless:EdGraph_165496.K2Node_MakeStruct_3159) CONTENT: Gauntlet Credits: (/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Buff_Mission_GauntletWaves_Endless.Default__Buff_Mission_GauntletWaves_Endless_C) CONTENT: Weapon Waves Remaining: (/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Buff_Mission_GauntletWaves_Endless.Default__Buff_Mission_GauntletWaves_Endless_C) CONTENT: Gauntlet Tames: (/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Buff_Mission_GauntletWaves_Endless.Default__Buff_Mission_GauntletWaves_Endless_C) LITERAL: ReactivateParticles(/Game/Genesis/CoreBlueprints/Weapons/Mission/WeapElectricProd_Gauntlet.WeapElectricProd_Gauntlet:BPHandleMeleeAttack.K2Node_CallFunction_38356) LITERAL: ServerStartReload(/Game/Genesis/CoreBlueprints/Weapons/Mission/WeapTekGrenadeLauncher_Gauntlet.WeapTekGrenadeLauncher_Gauntlet:BPStartEquippedNotify.K2Node_CallFunction_826816) LITERAL: TimedCheckReload(/Game/Genesis/CoreBlueprints/Weapons/Mission/WeapTekGrenadeLauncher_Gauntlet.WeapTekGrenadeLauncher_Gauntlet:BPFiredWeapon.K2Node_CallFunction_826816) CONTENT: Healing(/Engine/Transient.REINST_Buff_GauntletDamageMultiplier_Health_C_0) CONTENT: A surge of energy is healing you rapidly(/Engine/Transient.REINST_Buff_GauntletDamageMultiplier_Health_C_0) CONTENT: THE HEALENA SURGES(/Engine/Transient.REINST_Buff_GauntletDamageMultiplier_Health_C_0) CONTENT: Healing(/Engine/Transient.Default__REINST_Buff_GauntletDamageMultiplier_Health_C_52622) CONTENT: A surge of energy is healing you rapidly(/Engine/Transient.Default__REINST_Buff_GauntletDamageMultiplier_Health_C_52622) CONTENT: THE HEALENA SURGES(/Engine/Transient.Default__REINST_Buff_GauntletDamageMultiplier_Health_C_52622) CONTENT: Healing(/Engine/Transient.REINST_Buff_GauntletDamageMultiplier_Health_C_1) CONTENT: A surge of energy is healing you rapidly(/Engine/Transient.REINST_Buff_GauntletDamageMultiplier_Health_C_1) CONTENT: THE HEALENA SURGES(/Engine/Transient.REINST_Buff_GauntletDamageMultiplier_Health_C_1) CONTENT: Healing(/Engine/Transient.Default__REINST_Buff_GauntletDamageMultiplier_Health_C_52626) CONTENT: A surge of energy is healing you rapidly(/Engine/Transient.Default__REINST_Buff_GauntletDamageMultiplier_Health_C_52626) CONTENT: THE HEALENA SURGES(/Engine/Transient.Default__REINST_Buff_GauntletDamageMultiplier_Health_C_52626) CONTENT: Healing(/Game/Genesis/Missions/GauntletWaves/Buff_GauntletDamageMultiplier_Health.Default__Buff_GauntletDamageMultiplier_Health_C) CONTENT: A surge of energy is healing you rapidly(/Game/Genesis/Missions/GauntletWaves/Buff_GauntletDamageMultiplier_Health.Default__Buff_GauntletDamageMultiplier_Health_C) CONTENT: THE HEALENA SURGES(/Game/Genesis/Missions/GauntletWaves/Buff_GauntletDamageMultiplier_Health.Default__Buff_GauntletDamageMultiplier_Health_C) CONTENT: Health Boost(/Game/Genesis/Missions/GauntletWaves/PrimalItem_GauntletDamageBuffKey_Health.Default__PrimalItem_GauntletDamageBuffKey_Health_C) CONTENT: Metal Arrow(/Engine/Transient.REINST_WeapTekBow_Gauntlet_C_0) CONTENT: Explosive Arrow(/Engine/Transient.REINST_WeapTekBow_Gauntlet_C_0) CONTENT: Flame Arrow(/Engine/Transient.REINST_WeapTekBow_Gauntlet_C_0) CONTENT: Metal Arrow(/Engine/Transient.Default__REINST_WeapTekBow_Gauntlet_C_52702) CONTENT: Explosive Arrow(/Engine/Transient.Default__REINST_WeapTekBow_Gauntlet_C_52702) CONTENT: Flame Arrow(/Engine/Transient.Default__REINST_WeapTekBow_Gauntlet_C_52702) CONTENT: Metal Arrow(/Engine/Transient.REINST_WeapTekBow_Gauntlet_C_1) CONTENT: Explosive Arrow(/Engine/Transient.REINST_WeapTekBow_Gauntlet_C_1) CONTENT: Flame Arrow(/Engine/Transient.REINST_WeapTekBow_Gauntlet_C_1) CONTENT: Metal Arrow(/Engine/Transient.Default__REINST_WeapTekBow_Gauntlet_C_52706) CONTENT: Explosive Arrow(/Engine/Transient.Default__REINST_WeapTekBow_Gauntlet_C_52706) CONTENT: Flame Arrow(/Engine/Transient.Default__REINST_WeapTekBow_Gauntlet_C_52706) CONTENT: Metal Arrow(/Game/Genesis2/CoreBlueprints/Weapons/Mission/WeapTekBow_Gauntlet.Default__WeapTekBow_Gauntlet_C) CONTENT: Explosive Arrow(/Game/Genesis2/CoreBlueprints/Weapons/Mission/WeapTekBow_Gauntlet.Default__WeapTekBow_Gauntlet_C) CONTENT: Flame Arrow(/Game/Genesis2/CoreBlueprints/Weapons/Mission/WeapTekBow_Gauntlet.Default__WeapTekBow_Gauntlet_C) LITERAL: PreventFireDuringModeSwitch(/Game/Genesis2/CoreBlueprints/Weapons/Mission/WeapTekPistol_Gauntlet.WeapTekPistol_Gauntlet:StartSecondaryActionEvent.K2Node_CallFunction_163392) CONTENT: Summoned Tame(/Engine/Transient.REINST_Buff_GauntletDamageMultiplier_TempTame_C_0) CONTENT: A surge of energy allows you to control the creature for a short time(/Engine/Transient.REINST_Buff_GauntletDamageMultiplier_TempTame_C_0) CONTENT: THE SUMMONING SURGES(/Engine/Transient.REINST_Buff_GauntletDamageMultiplier_TempTame_C_0) LITERAL: ExtendAutoKillBuffTime(/Game/Genesis/Missions/GauntletWaves/Buff_GauntletDamageMultiplier_TempTame.Buff_GauntletDamageMultiplier_TempTame:EventGraph.K2Node_CallFunction_296191) LITERAL: UnpauseTimer(/Game/Genesis/Missions/GauntletWaves/Buff_GauntletDamageMultiplier_TempTame.Buff_GauntletDamageMultiplier_TempTame:ExtendAutoKillBuffTime.K2Node_CallFunction_268875) CONTENT: Summoned Tame(/Engine/Transient.Default__REINST_Buff_GauntletDamageMultiplier_TempTame_C_52759) CONTENT: A surge of energy allows you to control the creature for a short time(/Engine/Transient.Default__REINST_Buff_GauntletDamageMultiplier_TempTame_C_52759) CONTENT: THE SUMMONING SURGES(/Engine/Transient.Default__REINST_Buff_GauntletDamageMultiplier_TempTame_C_52759) CONTENT: Summoned Tame(/Engine/Transient.REINST_Buff_GauntletDamageMultiplier_TempTame_C_1) CONTENT: A surge of energy allows you to control the creature for a short time(/Engine/Transient.REINST_Buff_GauntletDamageMultiplier_TempTame_C_1) CONTENT: THE SUMMONING SURGES(/Engine/Transient.REINST_Buff_GauntletDamageMultiplier_TempTame_C_1) CONTENT: Summoned Tame(/Engine/Transient.Default__REINST_Buff_GauntletDamageMultiplier_TempTame_C_52763) CONTENT: A surge of energy allows you to control the creature for a short time(/Engine/Transient.Default__REINST_Buff_GauntletDamageMultiplier_TempTame_C_52763) CONTENT: THE SUMMONING SURGES(/Engine/Transient.Default__REINST_Buff_GauntletDamageMultiplier_TempTame_C_52763) CONTENT: Summoned Tame(/Game/Genesis/Missions/GauntletWaves/Buff_GauntletDamageMultiplier_TempTame.Default__Buff_GauntletDamageMultiplier_TempTame_C) CONTENT: A surge of energy allows you to control the creature for a short time(/Game/Genesis/Missions/GauntletWaves/Buff_GauntletDamageMultiplier_TempTame.Default__Buff_GauntletDamageMultiplier_TempTame_C) CONTENT: THE SUMMONING SURGES(/Game/Genesis/Missions/GauntletWaves/Buff_GauntletDamageMultiplier_TempTame.Default__Buff_GauntletDamageMultiplier_TempTame_C) CONTENT: Creature Summon(/Game/Genesis/Missions/GauntletWaves/PrimalItem_GauntletDamageBuffKey_TempTame.Default__PrimalItem_GauntletDamageBuffKey_TempTame_C) CONTENT: VR Allosaurus Pack Summon(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Tames/PrimalItem_GauntletDamageBuffKey_TempTame_Allo.Default__PrimalItem_GauntletDamageBuffKey_TempTame_Allo_C) CONTENT: VR Bloodstalker Summon(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Tames/PrimalItem_GauntletDamageBuffKey_TempTame_BogSpider.Default__PrimalItem_GauntletDamageBuffKey_TempTame_BogSpider_C) CONTENT: VR Ravager Pack Summon(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Tames/PrimalItem_GauntletDamageBuffKey_TempTame_CaveWolf.Default__PrimalItem_GauntletDamageBuffKey_TempTame_CaveWolf_C) CONTENT: VR Karkinos Summon(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Tames/PrimalItem_GauntletDamageBuffKey_TempTame_Crab.Default__PrimalItem_GauntletDamageBuffKey_TempTame_Crab_C) CONTENT: VR Dimorphodon Flock Summon(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Tames/PrimalItem_GauntletDamageBuffKey_TempTame_Dimorph.Default__PrimalItem_GauntletDamageBuffKey_TempTame_Dimorph_C) CONTENT: Dragon Summon(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Tames/PrimalItem_GauntletDamageBuffKey_TempTame_Dragon.Default__PrimalItem_GauntletDamageBuffKey_TempTame_Dragon_C) CONTENT: VR Enforcer Pair Summon(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Tames/PrimalItem_GauntletDamageBuffKey_TempTame_Enforcer.Default__PrimalItem_GauntletDamageBuffKey_TempTame_Enforcer_C) CONTENT: Summon Megapithecus(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Tames/PrimalItem_GauntletDamageBuffKey_TempTame_Gorilla.Default__PrimalItem_GauntletDamageBuffKey_TempTame_Gorilla_C) CONTENT: VR Kaprosuchus Bask Summon(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Tames/PrimalItem_GauntletDamageBuffKey_TempTame_Kapro.Default__PrimalItem_GauntletDamageBuffKey_TempTame_Kapro_C) CONTENT: VR Shadowmane Pair Summon(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Tames/PrimalItem_GauntletDamageBuffKey_TempTame_LionfishLion.Default__PrimalItem_GauntletDamageBuffKey_TempTame_LionfishLion_C) CONTENT: VR Mantis Pair Summon(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Tames/PrimalItem_GauntletDamageBuffKey_TempTame_Mantis.Default__PrimalItem_GauntletDamageBuffKey_TempTame_Mantis_C) CONTENT: VR Lymantria Pair Summon(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Tames/PrimalItem_GauntletDamageBuffKey_TempTame_Moth.Default__PrimalItem_GauntletDamageBuffKey_TempTame_Moth_C) CONTENT: VR Raptor Pack Summon(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Tames/PrimalItem_GauntletDamageBuffKey_TempTame_Raptor.Default__PrimalItem_GauntletDamageBuffKey_TempTame_Raptor_C) CONTENT: VR Ferox Summon(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Tames/PrimalItem_GauntletDamageBuffKey_TempTame_Shapeshifter.Default__PrimalItem_GauntletDamageBuffKey_TempTame_Shapeshifter_C) CONTENT: VR Astrodelphis Pair Summon(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Tames/PrimalItem_GauntletDamageBuffKey_TempTame_SpaceDolphin.Default__PrimalItem_GauntletDamageBuffKey_TempTame_SpaceDolphin_C) CONTENT: Broodmother Lysrix Summon(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Tames/PrimalItem_GauntletDamageBuffKey_TempTame_Spider.Default__PrimalItem_GauntletDamageBuffKey_TempTame_Spider_C) CONTENT: VR Velonasaur Summon(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Tames/PrimalItem_GauntletDamageBuffKey_TempTame_Spindles.Default__PrimalItem_GauntletDamageBuffKey_TempTame_Spindles_C) CONTENT: VR Stegosaurus Pair Summon(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Tames/PrimalItem_GauntletDamageBuffKey_TempTame_Stego.Default__PrimalItem_GauntletDamageBuffKey_TempTame_Stego_C) CONTENT: VR Triceratops Pair Summon(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Tames/PrimalItem_GauntletDamageBuffKey_TempTame_Trike.Default__PrimalItem_GauntletDamageBuffKey_TempTame_Trike_C) CONTENT: Purchase(/Engine/Transient.REINST_Buff_GauntletWaves_PowerUpTrigger_Modular_Endless_C_0) LITERAL: CheckSetNumTempTames(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Buff_GauntletWaves_PowerUpTrigger_Modular_Endless.Buff_GauntletWaves_PowerUpTrigger_Modular_Endless:ExSetupBuffFromTrigger.K2Node_CallFunction_333154) LITERAL: {1} {2} - Consumes {3} Credits(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Buff_GauntletWaves_PowerUpTrigger_Modular_Endless.Buff_GauntletWaves_PowerUpTrigger_Modular_Endless:GetAdjustedMUString.K2Node_FormatText_186) LITERAL: Pick Up {2}(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Buff_GauntletWaves_PowerUpTrigger_Modular_Endless.Buff_GauntletWaves_PowerUpTrigger_Modular_Endless:GetAdjustedMUString.K2Node_FormatText_619) LITERAL: {1} Unavailable - Requires {2} Credits(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Buff_GauntletWaves_PowerUpTrigger_Modular_Endless.Buff_GauntletWaves_PowerUpTrigger_Modular_Endless:GetAdjustedMUString.K2Node_FormatText_562) LITERAL: {1} Unavailable - Exceeds Gauntlet Tame Limit(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Buff_GauntletWaves_PowerUpTrigger_Modular_Endless.Buff_GauntletWaves_PowerUpTrigger_Modular_Endless:GetAdjustedMUString.K2Node_FormatText_561) CONTENT: Purchase(/Engine/Transient.Default__REINST_Buff_GauntletWaves_PowerUpTrigger_Modular_Endless_C_52790) LITERAL: {1} {2} - Consumes {3} Credits(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Buff_GauntletWaves_PowerUpTrigger_Modular_Endless.Buff_GauntletWaves_PowerUpTrigger_Modular_Endless:EdGraph_166237.K2Node_CallFunction_403373) LITERAL: 1(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Buff_GauntletWaves_PowerUpTrigger_Modular_Endless.Buff_GauntletWaves_PowerUpTrigger_Modular_Endless:EdGraph_166237.K2Node_MakeStruct_3166) LITERAL: 2(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Buff_GauntletWaves_PowerUpTrigger_Modular_Endless.Buff_GauntletWaves_PowerUpTrigger_Modular_Endless:EdGraph_166237.K2Node_MakeStruct_3167) LITERAL: 3(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Buff_GauntletWaves_PowerUpTrigger_Modular_Endless.Buff_GauntletWaves_PowerUpTrigger_Modular_Endless:EdGraph_166237.K2Node_MakeStruct_3168) LITERAL: Pick Up {2}(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Buff_GauntletWaves_PowerUpTrigger_Modular_Endless.Buff_GauntletWaves_PowerUpTrigger_Modular_Endless:EdGraph_166237.K2Node_CallFunction_403374) LITERAL: 2(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Buff_GauntletWaves_PowerUpTrigger_Modular_Endless.Buff_GauntletWaves_PowerUpTrigger_Modular_Endless:EdGraph_166237.K2Node_MakeStruct_3169) LITERAL: {1} Unavailable - Requires {2} Credits(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Buff_GauntletWaves_PowerUpTrigger_Modular_Endless.Buff_GauntletWaves_PowerUpTrigger_Modular_Endless:EdGraph_166237.K2Node_CallFunction_403375) LITERAL: 1(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Buff_GauntletWaves_PowerUpTrigger_Modular_Endless.Buff_GauntletWaves_PowerUpTrigger_Modular_Endless:EdGraph_166237.K2Node_MakeStruct_3170) LITERAL: 2(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Buff_GauntletWaves_PowerUpTrigger_Modular_Endless.Buff_GauntletWaves_PowerUpTrigger_Modular_Endless:EdGraph_166237.K2Node_MakeStruct_3171) LITERAL: {1} Unavailable - Exceeds Gauntlet Tame Limit(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Buff_GauntletWaves_PowerUpTrigger_Modular_Endless.Buff_GauntletWaves_PowerUpTrigger_Modular_Endless:EdGraph_166237.K2Node_CallFunction_403376) LITERAL: 1(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Buff_GauntletWaves_PowerUpTrigger_Modular_Endless.Buff_GauntletWaves_PowerUpTrigger_Modular_Endless:EdGraph_166237.K2Node_MakeStruct_3172) CONTENT: Purchase(/Engine/Transient.REINST_Buff_GauntletWaves_PowerUpTrigger_Modular_Endless_C_1) CONTENT: Purchase(/Engine/Transient.Default__REINST_Buff_GauntletWaves_PowerUpTrigger_Modular_Endless_C_52794) LITERAL: {1} {2} - Consumes {3} Credits(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Buff_GauntletWaves_PowerUpTrigger_Modular_Endless.Buff_GauntletWaves_PowerUpTrigger_Modular_Endless:EdGraph_166257.K2Node_CallFunction_403413) LITERAL: 1(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Buff_GauntletWaves_PowerUpTrigger_Modular_Endless.Buff_GauntletWaves_PowerUpTrigger_Modular_Endless:EdGraph_166257.K2Node_MakeStruct_3173) LITERAL: 2(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Buff_GauntletWaves_PowerUpTrigger_Modular_Endless.Buff_GauntletWaves_PowerUpTrigger_Modular_Endless:EdGraph_166257.K2Node_MakeStruct_3174) LITERAL: 3(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Buff_GauntletWaves_PowerUpTrigger_Modular_Endless.Buff_GauntletWaves_PowerUpTrigger_Modular_Endless:EdGraph_166257.K2Node_MakeStruct_3175) LITERAL: Pick Up {2}(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Buff_GauntletWaves_PowerUpTrigger_Modular_Endless.Buff_GauntletWaves_PowerUpTrigger_Modular_Endless:EdGraph_166257.K2Node_CallFunction_403414) LITERAL: 2(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Buff_GauntletWaves_PowerUpTrigger_Modular_Endless.Buff_GauntletWaves_PowerUpTrigger_Modular_Endless:EdGraph_166257.K2Node_MakeStruct_3176) LITERAL: {1} Unavailable - Requires {2} Credits(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Buff_GauntletWaves_PowerUpTrigger_Modular_Endless.Buff_GauntletWaves_PowerUpTrigger_Modular_Endless:EdGraph_166257.K2Node_CallFunction_403415) LITERAL: 1(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Buff_GauntletWaves_PowerUpTrigger_Modular_Endless.Buff_GauntletWaves_PowerUpTrigger_Modular_Endless:EdGraph_166257.K2Node_MakeStruct_3177) LITERAL: 2(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Buff_GauntletWaves_PowerUpTrigger_Modular_Endless.Buff_GauntletWaves_PowerUpTrigger_Modular_Endless:EdGraph_166257.K2Node_MakeStruct_3178) LITERAL: {1} Unavailable - Exceeds Gauntlet Tame Limit(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Buff_GauntletWaves_PowerUpTrigger_Modular_Endless.Buff_GauntletWaves_PowerUpTrigger_Modular_Endless:EdGraph_166257.K2Node_CallFunction_403416) LITERAL: 1(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Buff_GauntletWaves_PowerUpTrigger_Modular_Endless.Buff_GauntletWaves_PowerUpTrigger_Modular_Endless:EdGraph_166257.K2Node_MakeStruct_3179) CONTENT: Purchase(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Buff_GauntletWaves_PowerUpTrigger_Modular_Endless.Default__Buff_GauntletWaves_PowerUpTrigger_Modular_Endless_C) CONTENT: VR Allosaurus(/Engine/Transient.REINST_Allo_Character_BP_TameSTA_C_0) CONTENT: VR Allosaurus(/Engine/Transient.Default__REINST_Allo_Character_BP_TameSTA_C_52801) CONTENT: VR Allosaurus(/Engine/Transient.REINST_Allo_Character_BP_TameSTA_C_1) CONTENT: VR Allosaurus(/Engine/Transient.Default__REINST_Allo_Character_BP_TameSTA_C_52805) CONTENT: VR Allosaurus(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Tames/Allo_Character_BP_TameSTA.Default__Allo_Character_BP_TameSTA_C) CONTENT: VR Allosaurus Pack(/Engine/Transient.REINST_Buff_GauntletDamageMultiplier_TempTame_Allo_C_0) CONTENT: A surge of energy allows a VR Allosaurus Pack to fight by your side for a short time(/Engine/Transient.REINST_Buff_GauntletDamageMultiplier_TempTame_Allo_C_0) CONTENT: THE SUMMONING SURGES(/Engine/Transient.REINST_Buff_GauntletDamageMultiplier_TempTame_Allo_C_0) CONTENT: VR Allosaurus Pack(/Engine/Transient.Default__REINST_Buff_GauntletDamageMultiplier_TempTame_Allo_C_52812) CONTENT: A surge of energy allows a VR Allosaurus Pack to fight by your side for a short time(/Engine/Transient.Default__REINST_Buff_GauntletDamageMultiplier_TempTame_Allo_C_52812) CONTENT: THE SUMMONING SURGES(/Engine/Transient.Default__REINST_Buff_GauntletDamageMultiplier_TempTame_Allo_C_52812) CONTENT: VR Allosaurus Pack(/Engine/Transient.REINST_Buff_GauntletDamageMultiplier_TempTame_Allo_C_1) CONTENT: A surge of energy allows a VR Allosaurus Pack to fight by your side for a short time(/Engine/Transient.REINST_Buff_GauntletDamageMultiplier_TempTame_Allo_C_1) CONTENT: THE SUMMONING SURGES(/Engine/Transient.REINST_Buff_GauntletDamageMultiplier_TempTame_Allo_C_1) CONTENT: VR Allosaurus Pack(/Engine/Transient.Default__REINST_Buff_GauntletDamageMultiplier_TempTame_Allo_C_52816) CONTENT: A surge of energy allows a VR Allosaurus Pack to fight by your side for a short time(/Engine/Transient.Default__REINST_Buff_GauntletDamageMultiplier_TempTame_Allo_C_52816) CONTENT: THE SUMMONING SURGES(/Engine/Transient.Default__REINST_Buff_GauntletDamageMultiplier_TempTame_Allo_C_52816) CONTENT: VR Allosaurus Pack(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Tames/Buff_GauntletDamageMultiplier_TempTame_Allo.Default__Buff_GauntletDamageMultiplier_TempTame_Allo_C) CONTENT: A surge of energy allows a VR Allosaurus Pack to fight by your side for a short time(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Tames/Buff_GauntletDamageMultiplier_TempTame_Allo.Default__Buff_GauntletDamageMultiplier_TempTame_Allo_C) CONTENT: THE SUMMONING SURGES(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Tames/Buff_GauntletDamageMultiplier_TempTame_Allo.Default__Buff_GauntletDamageMultiplier_TempTame_Allo_C) CONTENT: VR Bloodstalker(/Engine/Transient.REINST_BogSpider_Character_TameSTA_C_0) CONTENT: VR Bloodstalker(/Engine/Transient.Default__REINST_BogSpider_Character_TameSTA_C_52823) CONTENT: VR Bloodstalker(/Engine/Transient.REINST_BogSpider_Character_TameSTA_C_1) CONTENT: VR Bloodstalker(/Engine/Transient.Default__REINST_BogSpider_Character_TameSTA_C_52827) CONTENT: VR Bloodstalker(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Tames/BogSpider_Character_TameSTA.Default__BogSpider_Character_TameSTA_C) CONTENT: VR Bloodstalker(/Engine/Transient.REINST_Buff_GauntletDamageMultiplier_TempTame_BogSpider_C_0) CONTENT: A surge of energy allows a VR Bloodstalker to fight by your side for a short time(/Engine/Transient.REINST_Buff_GauntletDamageMultiplier_TempTame_BogSpider_C_0) CONTENT: THE SUMMONING SURGES(/Engine/Transient.REINST_Buff_GauntletDamageMultiplier_TempTame_BogSpider_C_0) CONTENT: VR Bloodstalker(/Engine/Transient.Default__REINST_Buff_GauntletDamageMultiplier_TempTame_BogSpider_C_52834) CONTENT: A surge of energy allows a VR Bloodstalker to fight by your side for a short time(/Engine/Transient.Default__REINST_Buff_GauntletDamageMultiplier_TempTame_BogSpider_C_52834) CONTENT: THE SUMMONING SURGES(/Engine/Transient.Default__REINST_Buff_GauntletDamageMultiplier_TempTame_BogSpider_C_52834) CONTENT: VR Bloodstalker(/Engine/Transient.REINST_Buff_GauntletDamageMultiplier_TempTame_BogSpider_C_1) CONTENT: A surge of energy allows a VR Bloodstalker to fight by your side for a short time(/Engine/Transient.REINST_Buff_GauntletDamageMultiplier_TempTame_BogSpider_C_1) CONTENT: THE SUMMONING SURGES(/Engine/Transient.REINST_Buff_GauntletDamageMultiplier_TempTame_BogSpider_C_1) CONTENT: VR Bloodstalker(/Engine/Transient.Default__REINST_Buff_GauntletDamageMultiplier_TempTame_BogSpider_C_52838) CONTENT: A surge of energy allows a VR Bloodstalker to fight by your side for a short time(/Engine/Transient.Default__REINST_Buff_GauntletDamageMultiplier_TempTame_BogSpider_C_52838) CONTENT: THE SUMMONING SURGES(/Engine/Transient.Default__REINST_Buff_GauntletDamageMultiplier_TempTame_BogSpider_C_52838) CONTENT: VR Bloodstalker(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Tames/Buff_GauntletDamageMultiplier_TempTame_BogSpider.Default__Buff_GauntletDamageMultiplier_TempTame_BogSpider_C) CONTENT: A surge of energy allows a VR Bloodstalker to fight by your side for a short time(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Tames/Buff_GauntletDamageMultiplier_TempTame_BogSpider.Default__Buff_GauntletDamageMultiplier_TempTame_BogSpider_C) CONTENT: THE SUMMONING SURGES(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Tames/Buff_GauntletDamageMultiplier_TempTame_BogSpider.Default__Buff_GauntletDamageMultiplier_TempTame_BogSpider_C) CONTENT: VR Ravager(/Engine/Transient.REINST_CaveWolf_Character_BP_TameSTA_C_0) CONTENT: VR Ravager(/Engine/Transient.Default__REINST_CaveWolf_Character_BP_TameSTA_C_52845) CONTENT: VR Ravager(/Engine/Transient.REINST_CaveWolf_Character_BP_TameSTA_C_1) CONTENT: VR Ravager(/Engine/Transient.Default__REINST_CaveWolf_Character_BP_TameSTA_C_52849) CONTENT: VR Ravager(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Tames/CaveWolf_Character_BP_TameSTA.Default__CaveWolf_Character_BP_TameSTA_C) CONTENT: VR Ravager Pack(/Engine/Transient.REINST_Buff_GauntletDamageMultiplier_TempTame_CaveWolf_C_0) CONTENT: A surge of energy allows a VR Ravager Pack to fight by your side for a short time(/Engine/Transient.REINST_Buff_GauntletDamageMultiplier_TempTame_CaveWolf_C_0) CONTENT: THE SUMMONING SURGES(/Engine/Transient.REINST_Buff_GauntletDamageMultiplier_TempTame_CaveWolf_C_0) CONTENT: VR Ravager Pack(/Engine/Transient.Default__REINST_Buff_GauntletDamageMultiplier_TempTame_CaveWolf_C_52856) CONTENT: A surge of energy allows a VR Ravager Pack to fight by your side for a short time(/Engine/Transient.Default__REINST_Buff_GauntletDamageMultiplier_TempTame_CaveWolf_C_52856) CONTENT: THE SUMMONING SURGES(/Engine/Transient.Default__REINST_Buff_GauntletDamageMultiplier_TempTame_CaveWolf_C_52856) CONTENT: VR Ravager Pack(/Engine/Transient.REINST_Buff_GauntletDamageMultiplier_TempTame_CaveWolf_C_1) CONTENT: A surge of energy allows a VR Ravager Pack to fight by your side for a short time(/Engine/Transient.REINST_Buff_GauntletDamageMultiplier_TempTame_CaveWolf_C_1) CONTENT: THE SUMMONING SURGES(/Engine/Transient.REINST_Buff_GauntletDamageMultiplier_TempTame_CaveWolf_C_1) CONTENT: VR Ravager Pack(/Engine/Transient.Default__REINST_Buff_GauntletDamageMultiplier_TempTame_CaveWolf_C_52860) CONTENT: A surge of energy allows a VR Ravager Pack to fight by your side for a short time(/Engine/Transient.Default__REINST_Buff_GauntletDamageMultiplier_TempTame_CaveWolf_C_52860) CONTENT: THE SUMMONING SURGES(/Engine/Transient.Default__REINST_Buff_GauntletDamageMultiplier_TempTame_CaveWolf_C_52860) CONTENT: VR Ravager Pack(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Tames/Buff_GauntletDamageMultiplier_TempTame_CaveWolf.Default__Buff_GauntletDamageMultiplier_TempTame_CaveWolf_C) CONTENT: A surge of energy allows a VR Ravager Pack to fight by your side for a short time(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Tames/Buff_GauntletDamageMultiplier_TempTame_CaveWolf.Default__Buff_GauntletDamageMultiplier_TempTame_CaveWolf_C) CONTENT: THE SUMMONING SURGES(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Tames/Buff_GauntletDamageMultiplier_TempTame_CaveWolf.Default__Buff_GauntletDamageMultiplier_TempTame_CaveWolf_C) CONTENT: VR Karkinos(/Engine/Transient.REINST_Crab_Character_BP_TameSTA_C_0) CONTENT: VR Karkinos(/Engine/Transient.Default__REINST_Crab_Character_BP_TameSTA_C_52867) CONTENT: VR Karkinos(/Engine/Transient.REINST_Crab_Character_BP_TameSTA_C_1) CONTENT: VR Karkinos(/Engine/Transient.Default__REINST_Crab_Character_BP_TameSTA_C_52871) CONTENT: VR Karkinos(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Tames/Crab_Character_BP_TameSTA.Default__Crab_Character_BP_TameSTA_C) CONTENT: VR Karkinos(/Engine/Transient.REINST_Buff_GauntletDamageMultiplier_TempTame_Crab_C_0) CONTENT: A surge of energy allows a VR Karkinos to fight by your side for a short time(/Engine/Transient.REINST_Buff_GauntletDamageMultiplier_TempTame_Crab_C_0) CONTENT: THE SUMMONING SURGES(/Engine/Transient.REINST_Buff_GauntletDamageMultiplier_TempTame_Crab_C_0) CONTENT: VR Karkinos(/Engine/Transient.Default__REINST_Buff_GauntletDamageMultiplier_TempTame_Crab_C_52878) CONTENT: A surge of energy allows a VR Karkinos to fight by your side for a short time(/Engine/Transient.Default__REINST_Buff_GauntletDamageMultiplier_TempTame_Crab_C_52878) CONTENT: THE SUMMONING SURGES(/Engine/Transient.Default__REINST_Buff_GauntletDamageMultiplier_TempTame_Crab_C_52878) CONTENT: VR Karkinos(/Engine/Transient.REINST_Buff_GauntletDamageMultiplier_TempTame_Crab_C_1) CONTENT: A surge of energy allows a VR Karkinos to fight by your side for a short time(/Engine/Transient.REINST_Buff_GauntletDamageMultiplier_TempTame_Crab_C_1) CONTENT: THE SUMMONING SURGES(/Engine/Transient.REINST_Buff_GauntletDamageMultiplier_TempTame_Crab_C_1) CONTENT: VR Karkinos(/Engine/Transient.Default__REINST_Buff_GauntletDamageMultiplier_TempTame_Crab_C_52882) CONTENT: A surge of energy allows a VR Karkinos to fight by your side for a short time(/Engine/Transient.Default__REINST_Buff_GauntletDamageMultiplier_TempTame_Crab_C_52882) CONTENT: THE SUMMONING SURGES(/Engine/Transient.Default__REINST_Buff_GauntletDamageMultiplier_TempTame_Crab_C_52882) CONTENT: VR Karkinos(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Tames/Buff_GauntletDamageMultiplier_TempTame_Crab.Default__Buff_GauntletDamageMultiplier_TempTame_Crab_C) CONTENT: A surge of energy allows a VR Karkinos to fight by your side for a short time(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Tames/Buff_GauntletDamageMultiplier_TempTame_Crab.Default__Buff_GauntletDamageMultiplier_TempTame_Crab_C) CONTENT: THE SUMMONING SURGES(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Tames/Buff_GauntletDamageMultiplier_TempTame_Crab.Default__Buff_GauntletDamageMultiplier_TempTame_Crab_C) CONTENT: VR Dimorphodon(/Engine/Transient.REINST_Dimorph_Character_BP_TameSTA_C_0) CONTENT: VR Dimorphodon(/Engine/Transient.Default__REINST_Dimorph_Character_BP_TameSTA_C_52900) CONTENT: VR Dimorphodon(/Engine/Transient.REINST_Dimorph_Character_BP_TameSTA_C_1) CONTENT: VR Dimorphodon(/Engine/Transient.Default__REINST_Dimorph_Character_BP_TameSTA_C_52904) CONTENT: VR Dimorphodon(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Tames/Dimorph_Character_BP_TameSTA.Default__Dimorph_Character_BP_TameSTA_C) CONTENT: VR Dimorphodon Flock(/Engine/Transient.REINST_Buff_GauntletDamageMultiplier_TempTame_Dimorph_C_0) CONTENT: A surge of energy allows a VR Dimorphodon Flock to fight by your side for a short time(/Engine/Transient.REINST_Buff_GauntletDamageMultiplier_TempTame_Dimorph_C_0) CONTENT: THE SUMMONING SURGES(/Engine/Transient.REINST_Buff_GauntletDamageMultiplier_TempTame_Dimorph_C_0) CONTENT: VR Dimorphodon Flock(/Engine/Transient.Default__REINST_Buff_GauntletDamageMultiplier_TempTame_Dimorph_C_52911) CONTENT: A surge of energy allows a VR Dimorphodon Flock to fight by your side for a short time(/Engine/Transient.Default__REINST_Buff_GauntletDamageMultiplier_TempTame_Dimorph_C_52911) CONTENT: THE SUMMONING SURGES(/Engine/Transient.Default__REINST_Buff_GauntletDamageMultiplier_TempTame_Dimorph_C_52911) CONTENT: VR Dimorphodon Flock(/Engine/Transient.REINST_Buff_GauntletDamageMultiplier_TempTame_Dimorph_C_1) CONTENT: A surge of energy allows a VR Dimorphodon Flock to fight by your side for a short time(/Engine/Transient.REINST_Buff_GauntletDamageMultiplier_TempTame_Dimorph_C_1) CONTENT: THE SUMMONING SURGES(/Engine/Transient.REINST_Buff_GauntletDamageMultiplier_TempTame_Dimorph_C_1) CONTENT: VR Dimorphodon Flock(/Engine/Transient.Default__REINST_Buff_GauntletDamageMultiplier_TempTame_Dimorph_C_52915) CONTENT: A surge of energy allows a VR Dimorphodon Flock to fight by your side for a short time(/Engine/Transient.Default__REINST_Buff_GauntletDamageMultiplier_TempTame_Dimorph_C_52915) CONTENT: THE SUMMONING SURGES(/Engine/Transient.Default__REINST_Buff_GauntletDamageMultiplier_TempTame_Dimorph_C_52915) CONTENT: VR Dimorphodon Flock(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Tames/Buff_GauntletDamageMultiplier_TempTame_Dimorph.Default__Buff_GauntletDamageMultiplier_TempTame_Dimorph_C) CONTENT: A surge of energy allows a VR Dimorphodon Flock to fight by your side for a short time(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Tames/Buff_GauntletDamageMultiplier_TempTame_Dimorph.Default__Buff_GauntletDamageMultiplier_TempTame_Dimorph_C) CONTENT: THE SUMMONING SURGES(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Tames/Buff_GauntletDamageMultiplier_TempTame_Dimorph.Default__Buff_GauntletDamageMultiplier_TempTame_Dimorph_C) LITERAL: SpawnAttackProjectile(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Tames/Dragon_Character_BP_STA.Dragon_Character_BP_STA:EventGraph.K2Node_CallFunction_326560) LITERAL: SpawnAttackProjectile(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Tames/Dragon_Character_BP_STA.Dragon_Character_BP_STA:SpawnAttackProjectile.K2Node_CallFunction_320982) CONTENT: Summoned Dragon(/Engine/Transient.REINST_Buff_GauntletDamageMultiplier_TempTame_Dragon_C_0) CONTENT: A surge of energy allows you to control the Dragon for a short time(/Engine/Transient.REINST_Buff_GauntletDamageMultiplier_TempTame_Dragon_C_0) CONTENT: THE SUMMONING SURGES(/Engine/Transient.REINST_Buff_GauntletDamageMultiplier_TempTame_Dragon_C_0) CONTENT: Summoned Dragon(/Engine/Transient.Default__REINST_Buff_GauntletDamageMultiplier_TempTame_Dragon_C_52956) CONTENT: A surge of energy allows you to control the Dragon for a short time(/Engine/Transient.Default__REINST_Buff_GauntletDamageMultiplier_TempTame_Dragon_C_52956) CONTENT: THE SUMMONING SURGES(/Engine/Transient.Default__REINST_Buff_GauntletDamageMultiplier_TempTame_Dragon_C_52956) CONTENT: Summoned Dragon(/Engine/Transient.REINST_Buff_GauntletDamageMultiplier_TempTame_Dragon_C_1) CONTENT: A surge of energy allows you to control the Dragon for a short time(/Engine/Transient.REINST_Buff_GauntletDamageMultiplier_TempTame_Dragon_C_1) CONTENT: THE SUMMONING SURGES(/Engine/Transient.REINST_Buff_GauntletDamageMultiplier_TempTame_Dragon_C_1) CONTENT: Summoned Dragon(/Engine/Transient.Default__REINST_Buff_GauntletDamageMultiplier_TempTame_Dragon_C_52960) CONTENT: A surge of energy allows you to control the Dragon for a short time(/Engine/Transient.Default__REINST_Buff_GauntletDamageMultiplier_TempTame_Dragon_C_52960) CONTENT: THE SUMMONING SURGES(/Engine/Transient.Default__REINST_Buff_GauntletDamageMultiplier_TempTame_Dragon_C_52960) CONTENT: Summoned Dragon(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Tames/Buff_GauntletDamageMultiplier_TempTame_Dragon.Default__Buff_GauntletDamageMultiplier_TempTame_Dragon_C) CONTENT: A surge of energy allows you to control the Dragon for a short time(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Tames/Buff_GauntletDamageMultiplier_TempTame_Dragon.Default__Buff_GauntletDamageMultiplier_TempTame_Dragon_C) CONTENT: THE SUMMONING SURGES(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Tames/Buff_GauntletDamageMultiplier_TempTame_Dragon.Default__Buff_GauntletDamageMultiplier_TempTame_Dragon_C) CONTENT: VR Enforcer(/Engine/Transient.REINST_Enforcer_Character_BP_TameSTA_C_0) CONTENT: VR Enforcer(/Engine/Transient.Default__REINST_Enforcer_Character_BP_TameSTA_C_52967) CONTENT: VR Enforcer(/Engine/Transient.REINST_Enforcer_Character_BP_TameSTA_C_1) CONTENT: VR Enforcer(/Engine/Transient.Default__REINST_Enforcer_Character_BP_TameSTA_C_52971) CONTENT: VR Enforcer(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Tames/Enforcer_Character_BP_TameSTA.Default__Enforcer_Character_BP_TameSTA_C) CONTENT: VR Enforcer Pair(/Engine/Transient.REINST_Buff_GauntletDamageMultiplier_TempTame_Enforcer_C_0) CONTENT: A surge of energy allows a VR Enforcer Pair to fight by your side for a short time(/Engine/Transient.REINST_Buff_GauntletDamageMultiplier_TempTame_Enforcer_C_0) CONTENT: THE SUMMONING SURGES(/Engine/Transient.REINST_Buff_GauntletDamageMultiplier_TempTame_Enforcer_C_0) CONTENT: VR Enforcer Pair(/Engine/Transient.Default__REINST_Buff_GauntletDamageMultiplier_TempTame_Enforcer_C_52978) CONTENT: A surge of energy allows a VR Enforcer Pair to fight by your side for a short time(/Engine/Transient.Default__REINST_Buff_GauntletDamageMultiplier_TempTame_Enforcer_C_52978) CONTENT: THE SUMMONING SURGES(/Engine/Transient.Default__REINST_Buff_GauntletDamageMultiplier_TempTame_Enforcer_C_52978) CONTENT: VR Enforcer Pair(/Engine/Transient.REINST_Buff_GauntletDamageMultiplier_TempTame_Enforcer_C_1) CONTENT: A surge of energy allows a VR Enforcer Pair to fight by your side for a short time(/Engine/Transient.REINST_Buff_GauntletDamageMultiplier_TempTame_Enforcer_C_1) CONTENT: THE SUMMONING SURGES(/Engine/Transient.REINST_Buff_GauntletDamageMultiplier_TempTame_Enforcer_C_1) CONTENT: VR Enforcer Pair(/Engine/Transient.Default__REINST_Buff_GauntletDamageMultiplier_TempTame_Enforcer_C_52982) CONTENT: A surge of energy allows a VR Enforcer Pair to fight by your side for a short time(/Engine/Transient.Default__REINST_Buff_GauntletDamageMultiplier_TempTame_Enforcer_C_52982) CONTENT: THE SUMMONING SURGES(/Engine/Transient.Default__REINST_Buff_GauntletDamageMultiplier_TempTame_Enforcer_C_52982) CONTENT: VR Enforcer Pair(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Tames/Buff_GauntletDamageMultiplier_TempTame_Enforcer.Default__Buff_GauntletDamageMultiplier_TempTame_Enforcer_C) CONTENT: A surge of energy allows a VR Enforcer Pair to fight by your side for a short time(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Tames/Buff_GauntletDamageMultiplier_TempTame_Enforcer.Default__Buff_GauntletDamageMultiplier_TempTame_Enforcer_C) CONTENT: THE SUMMONING SURGES(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Tames/Buff_GauntletDamageMultiplier_TempTame_Enforcer.Default__Buff_GauntletDamageMultiplier_TempTame_Enforcer_C) CONTENT: Summoned Megapithecus(/Engine/Transient.REINST_Buff_GauntletDamageMultiplier_TempTame_Gorilla_C_0) CONTENT: A surge of energy allows you to control the Megapithecus for a short time(/Engine/Transient.REINST_Buff_GauntletDamageMultiplier_TempTame_Gorilla_C_0) CONTENT: THE SUMMONING SURGES(/Engine/Transient.REINST_Buff_GauntletDamageMultiplier_TempTame_Gorilla_C_0) CONTENT: Summoned Megapithecus(/Engine/Transient.Default__REINST_Buff_GauntletDamageMultiplier_TempTame_Gorilla_C_53012) CONTENT: A surge of energy allows you to control the Megapithecus for a short time(/Engine/Transient.Default__REINST_Buff_GauntletDamageMultiplier_TempTame_Gorilla_C_53012) CONTENT: THE SUMMONING SURGES(/Engine/Transient.Default__REINST_Buff_GauntletDamageMultiplier_TempTame_Gorilla_C_53012) CONTENT: Summoned Megapithecus(/Engine/Transient.REINST_Buff_GauntletDamageMultiplier_TempTame_Gorilla_C_1) CONTENT: A surge of energy allows you to control the Megapithecus for a short time(/Engine/Transient.REINST_Buff_GauntletDamageMultiplier_TempTame_Gorilla_C_1) CONTENT: THE SUMMONING SURGES(/Engine/Transient.REINST_Buff_GauntletDamageMultiplier_TempTame_Gorilla_C_1) CONTENT: Summoned Megapithecus(/Engine/Transient.Default__REINST_Buff_GauntletDamageMultiplier_TempTame_Gorilla_C_53016) CONTENT: A surge of energy allows you to control the Megapithecus for a short time(/Engine/Transient.Default__REINST_Buff_GauntletDamageMultiplier_TempTame_Gorilla_C_53016) CONTENT: THE SUMMONING SURGES(/Engine/Transient.Default__REINST_Buff_GauntletDamageMultiplier_TempTame_Gorilla_C_53016) CONTENT: Summoned Megapithecus(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Tames/Buff_GauntletDamageMultiplier_TempTame_Gorilla.Default__Buff_GauntletDamageMultiplier_TempTame_Gorilla_C) CONTENT: A surge of energy allows you to control the Megapithecus for a short time(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Tames/Buff_GauntletDamageMultiplier_TempTame_Gorilla.Default__Buff_GauntletDamageMultiplier_TempTame_Gorilla_C) CONTENT: THE SUMMONING SURGES(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Tames/Buff_GauntletDamageMultiplier_TempTame_Gorilla.Default__Buff_GauntletDamageMultiplier_TempTame_Gorilla_C) CONTENT: VR Kaprosuchus(/Engine/Transient.REINST_Kaprosuchus_Character_BP_TameSTA_C_0) CONTENT: VR Kaprosuchus(/Engine/Transient.Default__REINST_Kaprosuchus_Character_BP_TameSTA_C_53023) CONTENT: VR Kaprosuchus(/Engine/Transient.REINST_Kaprosuchus_Character_BP_TameSTA_C_1) CONTENT: VR Kaprosuchus(/Engine/Transient.Default__REINST_Kaprosuchus_Character_BP_TameSTA_C_53027) CONTENT: VR Kaprosuchus(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Tames/Kaprosuchus_Character_BP_TameSTA.Default__Kaprosuchus_Character_BP_TameSTA_C) CONTENT: VR Kaprosuchus Bask(/Engine/Transient.REINST_Buff_GauntletDamageMultiplier_TempTame_Kapro_C_0) CONTENT: A surge of energy allows a VR Kaprosuchus Bask to fight by your side for a short time(/Engine/Transient.REINST_Buff_GauntletDamageMultiplier_TempTame_Kapro_C_0) CONTENT: THE SUMMONING SURGES(/Engine/Transient.REINST_Buff_GauntletDamageMultiplier_TempTame_Kapro_C_0) CONTENT: VR Kaprosuchus Bask(/Engine/Transient.Default__REINST_Buff_GauntletDamageMultiplier_TempTame_Kapro_C_53034) CONTENT: A surge of energy allows a VR Kaprosuchus Bask to fight by your side for a short time(/Engine/Transient.Default__REINST_Buff_GauntletDamageMultiplier_TempTame_Kapro_C_53034) CONTENT: THE SUMMONING SURGES(/Engine/Transient.Default__REINST_Buff_GauntletDamageMultiplier_TempTame_Kapro_C_53034) CONTENT: VR Kaprosuchus Bask(/Engine/Transient.REINST_Buff_GauntletDamageMultiplier_TempTame_Kapro_C_1) CONTENT: A surge of energy allows a VR Kaprosuchus Bask to fight by your side for a short time(/Engine/Transient.REINST_Buff_GauntletDamageMultiplier_TempTame_Kapro_C_1) CONTENT: THE SUMMONING SURGES(/Engine/Transient.REINST_Buff_GauntletDamageMultiplier_TempTame_Kapro_C_1) CONTENT: VR Kaprosuchus Bask(/Engine/Transient.Default__REINST_Buff_GauntletDamageMultiplier_TempTame_Kapro_C_53038) CONTENT: A surge of energy allows a VR Kaprosuchus Bask to fight by your side for a short time(/Engine/Transient.Default__REINST_Buff_GauntletDamageMultiplier_TempTame_Kapro_C_53038) CONTENT: THE SUMMONING SURGES(/Engine/Transient.Default__REINST_Buff_GauntletDamageMultiplier_TempTame_Kapro_C_53038) CONTENT: VR Kaprosuchus Bask(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Tames/Buff_GauntletDamageMultiplier_TempTame_Kapro.Default__Buff_GauntletDamageMultiplier_TempTame_Kapro_C) CONTENT: A surge of energy allows a VR Kaprosuchus Bask to fight by your side for a short time(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Tames/Buff_GauntletDamageMultiplier_TempTame_Kapro.Default__Buff_GauntletDamageMultiplier_TempTame_Kapro_C) CONTENT: THE SUMMONING SURGES(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Tames/Buff_GauntletDamageMultiplier_TempTame_Kapro.Default__Buff_GauntletDamageMultiplier_TempTame_Kapro_C) CONTENT: VR Shadowmane(/Engine/Transient.REINST_LionfishLion_Character_BP_TameSTA_C_0) CONTENT: VR Shadowmane(/Engine/Transient.Default__REINST_LionfishLion_Character_BP_TameSTA_C_53045) CONTENT: VR Shadowmane(/Engine/Transient.REINST_LionfishLion_Character_BP_TameSTA_C_1) CONTENT: VR Shadowmane(/Engine/Transient.Default__REINST_LionfishLion_Character_BP_TameSTA_C_53049) CONTENT: VR Shadowmane(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Tames/LionfishLion_Character_BP_TameSTA.Default__LionfishLion_Character_BP_TameSTA_C) CONTENT: VR Shadowmane Pair(/Engine/Transient.REINST_Buff_GauntletDamageMultiplier_TempTame_LionfishLion_C_0) CONTENT: A surge of energy allows a VR Shadowmane Pair to fight by your side for a short time(/Engine/Transient.REINST_Buff_GauntletDamageMultiplier_TempTame_LionfishLion_C_0) CONTENT: THE SUMMONING SURGES(/Engine/Transient.REINST_Buff_GauntletDamageMultiplier_TempTame_LionfishLion_C_0) CONTENT: VR Shadowmane Pair(/Engine/Transient.Default__REINST_Buff_GauntletDamageMultiplier_TempTame_LionfishLion_C_53056) CONTENT: A surge of energy allows a VR Shadowmane Pair to fight by your side for a short time(/Engine/Transient.Default__REINST_Buff_GauntletDamageMultiplier_TempTame_LionfishLion_C_53056) CONTENT: THE SUMMONING SURGES(/Engine/Transient.Default__REINST_Buff_GauntletDamageMultiplier_TempTame_LionfishLion_C_53056) CONTENT: VR Shadowmane Pair(/Engine/Transient.REINST_Buff_GauntletDamageMultiplier_TempTame_LionfishLion_C_1) CONTENT: A surge of energy allows a VR Shadowmane Pair to fight by your side for a short time(/Engine/Transient.REINST_Buff_GauntletDamageMultiplier_TempTame_LionfishLion_C_1) CONTENT: THE SUMMONING SURGES(/Engine/Transient.REINST_Buff_GauntletDamageMultiplier_TempTame_LionfishLion_C_1) CONTENT: VR Shadowmane Pair(/Engine/Transient.Default__REINST_Buff_GauntletDamageMultiplier_TempTame_LionfishLion_C_53060) CONTENT: A surge of energy allows a VR Shadowmane Pair to fight by your side for a short time(/Engine/Transient.Default__REINST_Buff_GauntletDamageMultiplier_TempTame_LionfishLion_C_53060) CONTENT: THE SUMMONING SURGES(/Engine/Transient.Default__REINST_Buff_GauntletDamageMultiplier_TempTame_LionfishLion_C_53060) CONTENT: VR Shadowmane Pair(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Tames/Buff_GauntletDamageMultiplier_TempTame_LionfishLion.Default__Buff_GauntletDamageMultiplier_TempTame_LionfishLion_C) CONTENT: A surge of energy allows a VR Shadowmane Pair to fight by your side for a short time(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Tames/Buff_GauntletDamageMultiplier_TempTame_LionfishLion.Default__Buff_GauntletDamageMultiplier_TempTame_LionfishLion_C) CONTENT: THE SUMMONING SURGES(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Tames/Buff_GauntletDamageMultiplier_TempTame_LionfishLion.Default__Buff_GauntletDamageMultiplier_TempTame_LionfishLion_C) CONTENT: VR Mantis(/Engine/Transient.REINST_Mantis_Character_BP_TameSTA_C_0) CONTENT: VR Mantis(/Engine/Transient.Default__REINST_Mantis_Character_BP_TameSTA_C_53067) CONTENT: VR Mantis(/Engine/Transient.REINST_Mantis_Character_BP_TameSTA_C_1) CONTENT: VR Mantis(/Engine/Transient.Default__REINST_Mantis_Character_BP_TameSTA_C_53071) CONTENT: VR Mantis(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Tames/Mantis_Character_BP_TameSTA.Default__Mantis_Character_BP_TameSTA_C) CONTENT: VR Mantis Pair(/Engine/Transient.REINST_Buff_GauntletDamageMultiplier_TempTame_Mantis_C_0) CONTENT: A surge of energy allows a VR Mantis Pair to fight by your side for a short time(/Engine/Transient.REINST_Buff_GauntletDamageMultiplier_TempTame_Mantis_C_0) CONTENT: THE SUMMONING SURGES(/Engine/Transient.REINST_Buff_GauntletDamageMultiplier_TempTame_Mantis_C_0) CONTENT: VR Mantis Pair(/Engine/Transient.Default__REINST_Buff_GauntletDamageMultiplier_TempTame_Mantis_C_53078) CONTENT: A surge of energy allows a VR Mantis Pair to fight by your side for a short time(/Engine/Transient.Default__REINST_Buff_GauntletDamageMultiplier_TempTame_Mantis_C_53078) CONTENT: THE SUMMONING SURGES(/Engine/Transient.Default__REINST_Buff_GauntletDamageMultiplier_TempTame_Mantis_C_53078) CONTENT: VR Mantis Pair(/Engine/Transient.REINST_Buff_GauntletDamageMultiplier_TempTame_Mantis_C_1) CONTENT: A surge of energy allows a VR Mantis Pair to fight by your side for a short time(/Engine/Transient.REINST_Buff_GauntletDamageMultiplier_TempTame_Mantis_C_1) CONTENT: THE SUMMONING SURGES(/Engine/Transient.REINST_Buff_GauntletDamageMultiplier_TempTame_Mantis_C_1) CONTENT: VR Mantis Pair(/Engine/Transient.Default__REINST_Buff_GauntletDamageMultiplier_TempTame_Mantis_C_53082) CONTENT: A surge of energy allows a VR Mantis Pair to fight by your side for a short time(/Engine/Transient.Default__REINST_Buff_GauntletDamageMultiplier_TempTame_Mantis_C_53082) CONTENT: THE SUMMONING SURGES(/Engine/Transient.Default__REINST_Buff_GauntletDamageMultiplier_TempTame_Mantis_C_53082) CONTENT: VR Mantis Pair(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Tames/Buff_GauntletDamageMultiplier_TempTame_Mantis.Default__Buff_GauntletDamageMultiplier_TempTame_Mantis_C) CONTENT: A surge of energy allows a VR Mantis Pair to fight by your side for a short time(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Tames/Buff_GauntletDamageMultiplier_TempTame_Mantis.Default__Buff_GauntletDamageMultiplier_TempTame_Mantis_C) CONTENT: THE SUMMONING SURGES(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Tames/Buff_GauntletDamageMultiplier_TempTame_Mantis.Default__Buff_GauntletDamageMultiplier_TempTame_Mantis_C) CONTENT: VR Lymantria(/Engine/Transient.REINST_Moth_Character_BP_TameSTA_C_0) CONTENT: VR Lymantria(/Engine/Transient.Default__REINST_Moth_Character_BP_TameSTA_C_53144) CONTENT: VR Lymantria(/Engine/Transient.REINST_Moth_Character_BP_TameSTA_C_1) CONTENT: VR Lymantria(/Engine/Transient.Default__REINST_Moth_Character_BP_TameSTA_C_53148) CONTENT: VR Lymantria(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Tames/Moth_Character_BP_TameSTA.Default__Moth_Character_BP_TameSTA_C) CONTENT: VR Lymantria Pair(/Engine/Transient.REINST_Buff_GauntletDamageMultiplier_TempTame_Moth_C_0) CONTENT: A surge of energy allows a VR Lymantria Pair to fight by your side for a short time(/Engine/Transient.REINST_Buff_GauntletDamageMultiplier_TempTame_Moth_C_0) CONTENT: THE SUMMONING SURGES(/Engine/Transient.REINST_Buff_GauntletDamageMultiplier_TempTame_Moth_C_0) CONTENT: VR Lymantria Pair(/Engine/Transient.Default__REINST_Buff_GauntletDamageMultiplier_TempTame_Moth_C_53155) CONTENT: A surge of energy allows a VR Lymantria Pair to fight by your side for a short time(/Engine/Transient.Default__REINST_Buff_GauntletDamageMultiplier_TempTame_Moth_C_53155) CONTENT: THE SUMMONING SURGES(/Engine/Transient.Default__REINST_Buff_GauntletDamageMultiplier_TempTame_Moth_C_53155) CONTENT: VR Lymantria Pair(/Engine/Transient.REINST_Buff_GauntletDamageMultiplier_TempTame_Moth_C_1) CONTENT: A surge of energy allows a VR Lymantria Pair to fight by your side for a short time(/Engine/Transient.REINST_Buff_GauntletDamageMultiplier_TempTame_Moth_C_1) CONTENT: THE SUMMONING SURGES(/Engine/Transient.REINST_Buff_GauntletDamageMultiplier_TempTame_Moth_C_1) CONTENT: VR Lymantria Pair(/Engine/Transient.Default__REINST_Buff_GauntletDamageMultiplier_TempTame_Moth_C_53159) CONTENT: A surge of energy allows a VR Lymantria Pair to fight by your side for a short time(/Engine/Transient.Default__REINST_Buff_GauntletDamageMultiplier_TempTame_Moth_C_53159) CONTENT: THE SUMMONING SURGES(/Engine/Transient.Default__REINST_Buff_GauntletDamageMultiplier_TempTame_Moth_C_53159) CONTENT: VR Lymantria Pair(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Tames/Buff_GauntletDamageMultiplier_TempTame_Moth.Default__Buff_GauntletDamageMultiplier_TempTame_Moth_C) CONTENT: A surge of energy allows a VR Lymantria Pair to fight by your side for a short time(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Tames/Buff_GauntletDamageMultiplier_TempTame_Moth.Default__Buff_GauntletDamageMultiplier_TempTame_Moth_C) CONTENT: THE SUMMONING SURGES(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Tames/Buff_GauntletDamageMultiplier_TempTame_Moth.Default__Buff_GauntletDamageMultiplier_TempTame_Moth_C) CONTENT: VR Raptor(/Engine/Transient.REINST_Raptor_Character_BP_TameSTA_C_0) CONTENT: VR Raptor(/Engine/Transient.Default__REINST_Raptor_Character_BP_TameSTA_C_53166) CONTENT: VR Raptor(/Engine/Transient.REINST_Raptor_Character_BP_TameSTA_C_1) CONTENT: VR Raptor(/Engine/Transient.Default__REINST_Raptor_Character_BP_TameSTA_C_53170) CONTENT: VR Raptor(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Tames/Raptor_Character_BP_TameSTA.Default__Raptor_Character_BP_TameSTA_C) CONTENT: VR Raptor Pack(/Engine/Transient.REINST_Buff_GauntletDamageMultiplier_TempTame_Raptor_C_0) CONTENT: A surge of energy allows a VR Raptor Pack to fight by your side for a short time(/Engine/Transient.REINST_Buff_GauntletDamageMultiplier_TempTame_Raptor_C_0) CONTENT: THE SUMMONING SURGES(/Engine/Transient.REINST_Buff_GauntletDamageMultiplier_TempTame_Raptor_C_0) CONTENT: VR Raptor Pack(/Engine/Transient.Default__REINST_Buff_GauntletDamageMultiplier_TempTame_Raptor_C_53177) CONTENT: A surge of energy allows a VR Raptor Pack to fight by your side for a short time(/Engine/Transient.Default__REINST_Buff_GauntletDamageMultiplier_TempTame_Raptor_C_53177) CONTENT: THE SUMMONING SURGES(/Engine/Transient.Default__REINST_Buff_GauntletDamageMultiplier_TempTame_Raptor_C_53177) CONTENT: VR Raptor Pack(/Engine/Transient.REINST_Buff_GauntletDamageMultiplier_TempTame_Raptor_C_1) CONTENT: A surge of energy allows a VR Raptor Pack to fight by your side for a short time(/Engine/Transient.REINST_Buff_GauntletDamageMultiplier_TempTame_Raptor_C_1) CONTENT: THE SUMMONING SURGES(/Engine/Transient.REINST_Buff_GauntletDamageMultiplier_TempTame_Raptor_C_1) CONTENT: VR Raptor Pack(/Engine/Transient.Default__REINST_Buff_GauntletDamageMultiplier_TempTame_Raptor_C_53181) CONTENT: A surge of energy allows a VR Raptor Pack to fight by your side for a short time(/Engine/Transient.Default__REINST_Buff_GauntletDamageMultiplier_TempTame_Raptor_C_53181) CONTENT: THE SUMMONING SURGES(/Engine/Transient.Default__REINST_Buff_GauntletDamageMultiplier_TempTame_Raptor_C_53181) CONTENT: VR Raptor Pack(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Tames/Buff_GauntletDamageMultiplier_TempTame_Raptor.Default__Buff_GauntletDamageMultiplier_TempTame_Raptor_C) CONTENT: A surge of energy allows a VR Raptor Pack to fight by your side for a short time(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Tames/Buff_GauntletDamageMultiplier_TempTame_Raptor.Default__Buff_GauntletDamageMultiplier_TempTame_Raptor_C) CONTENT: THE SUMMONING SURGES(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Tames/Buff_GauntletDamageMultiplier_TempTame_Raptor.Default__Buff_GauntletDamageMultiplier_TempTame_Raptor_C) CONTENT: VR Ferox(/Engine/Transient.REINST_Shapeshifter_Large_Character_BP_TameSTA_C_0) CONTENT: VR Ferox(/Engine/Transient.Default__REINST_Shapeshifter_Large_Character_BP_TameSTA_C_53188) CONTENT: VR Ferox(/Engine/Transient.REINST_Shapeshifter_Large_Character_BP_TameSTA_C_1) CONTENT: VR Ferox(/Engine/Transient.Default__REINST_Shapeshifter_Large_Character_BP_TameSTA_C_53192) CONTENT: VR Ferox(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Tames/Shapeshifter_Large_Character_BP_TameSTA.Default__Shapeshifter_Large_Character_BP_TameSTA_C) CONTENT: VR Ferox(/Engine/Transient.REINST_Buff_GauntletDamageMultiplier_TempTame_Shapeshifter_C_0) CONTENT: A surge of energy allows a VR Ferox to fight by your side for a short time(/Engine/Transient.REINST_Buff_GauntletDamageMultiplier_TempTame_Shapeshifter_C_0) CONTENT: THE SUMMONING SURGES(/Engine/Transient.REINST_Buff_GauntletDamageMultiplier_TempTame_Shapeshifter_C_0) CONTENT: VR Ferox(/Engine/Transient.Default__REINST_Buff_GauntletDamageMultiplier_TempTame_Shapeshifter_C_53199) CONTENT: A surge of energy allows a VR Ferox to fight by your side for a short time(/Engine/Transient.Default__REINST_Buff_GauntletDamageMultiplier_TempTame_Shapeshifter_C_53199) CONTENT: THE SUMMONING SURGES(/Engine/Transient.Default__REINST_Buff_GauntletDamageMultiplier_TempTame_Shapeshifter_C_53199) CONTENT: VR Ferox(/Engine/Transient.REINST_Buff_GauntletDamageMultiplier_TempTame_Shapeshifter_C_1) CONTENT: A surge of energy allows a VR Ferox to fight by your side for a short time(/Engine/Transient.REINST_Buff_GauntletDamageMultiplier_TempTame_Shapeshifter_C_1) CONTENT: THE SUMMONING SURGES(/Engine/Transient.REINST_Buff_GauntletDamageMultiplier_TempTame_Shapeshifter_C_1) CONTENT: VR Ferox(/Engine/Transient.Default__REINST_Buff_GauntletDamageMultiplier_TempTame_Shapeshifter_C_53203) CONTENT: A surge of energy allows a VR Ferox to fight by your side for a short time(/Engine/Transient.Default__REINST_Buff_GauntletDamageMultiplier_TempTame_Shapeshifter_C_53203) CONTENT: THE SUMMONING SURGES(/Engine/Transient.Default__REINST_Buff_GauntletDamageMultiplier_TempTame_Shapeshifter_C_53203) CONTENT: VR Ferox(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Tames/Buff_GauntletDamageMultiplier_TempTame_Shapeshifter.Default__Buff_GauntletDamageMultiplier_TempTame_Shapeshifter_C) CONTENT: A surge of energy allows a VR Ferox to fight by your side for a short time(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Tames/Buff_GauntletDamageMultiplier_TempTame_Shapeshifter.Default__Buff_GauntletDamageMultiplier_TempTame_Shapeshifter_C) CONTENT: THE SUMMONING SURGES(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Tames/Buff_GauntletDamageMultiplier_TempTame_Shapeshifter.Default__Buff_GauntletDamageMultiplier_TempTame_Shapeshifter_C) CONTENT: VR Astrodelphis(/Engine/Transient.REINST_SpaceDolphin_Character_BP_TameSTA_C_0) CONTENT: VR Astrodelphis(/Engine/Transient.Default__REINST_SpaceDolphin_Character_BP_TameSTA_C_53221) CONTENT: VR Astrodelphis(/Engine/Transient.REINST_SpaceDolphin_Character_BP_TameSTA_C_1) CONTENT: VR Astrodelphis(/Engine/Transient.Default__REINST_SpaceDolphin_Character_BP_TameSTA_C_53225) CONTENT: VR Astrodelphis(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Tames/SpaceDolphin_Character_BP_TameSTA.Default__SpaceDolphin_Character_BP_TameSTA_C) CONTENT: VR Astrodephis Pair(/Engine/Transient.REINST_Buff_GauntletDamageMultiplier_TempTame_SpaceDolphin_C_0) CONTENT: A surge of energy allows a VR Astrodephis Pair to fight by your side for a short time(/Engine/Transient.REINST_Buff_GauntletDamageMultiplier_TempTame_SpaceDolphin_C_0) CONTENT: THE SUMMONING SURGES(/Engine/Transient.REINST_Buff_GauntletDamageMultiplier_TempTame_SpaceDolphin_C_0) CONTENT: VR Astrodephis Pair(/Engine/Transient.Default__REINST_Buff_GauntletDamageMultiplier_TempTame_SpaceDolphin_C_53232) CONTENT: A surge of energy allows a VR Astrodephis Pair to fight by your side for a short time(/Engine/Transient.Default__REINST_Buff_GauntletDamageMultiplier_TempTame_SpaceDolphin_C_53232) CONTENT: THE SUMMONING SURGES(/Engine/Transient.Default__REINST_Buff_GauntletDamageMultiplier_TempTame_SpaceDolphin_C_53232) CONTENT: VR Astrodephis Pair(/Engine/Transient.REINST_Buff_GauntletDamageMultiplier_TempTame_SpaceDolphin_C_1) CONTENT: A surge of energy allows a VR Astrodephis Pair to fight by your side for a short time(/Engine/Transient.REINST_Buff_GauntletDamageMultiplier_TempTame_SpaceDolphin_C_1) CONTENT: THE SUMMONING SURGES(/Engine/Transient.REINST_Buff_GauntletDamageMultiplier_TempTame_SpaceDolphin_C_1) CONTENT: VR Astrodephis Pair(/Engine/Transient.Default__REINST_Buff_GauntletDamageMultiplier_TempTame_SpaceDolphin_C_53236) CONTENT: A surge of energy allows a VR Astrodephis Pair to fight by your side for a short time(/Engine/Transient.Default__REINST_Buff_GauntletDamageMultiplier_TempTame_SpaceDolphin_C_53236) CONTENT: THE SUMMONING SURGES(/Engine/Transient.Default__REINST_Buff_GauntletDamageMultiplier_TempTame_SpaceDolphin_C_53236) CONTENT: VR Astrodephis Pair(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Tames/Buff_GauntletDamageMultiplier_TempTame_SpaceDolphin.Default__Buff_GauntletDamageMultiplier_TempTame_SpaceDolphin_C) CONTENT: A surge of energy allows a VR Astrodephis Pair to fight by your side for a short time(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Tames/Buff_GauntletDamageMultiplier_TempTame_SpaceDolphin.Default__Buff_GauntletDamageMultiplier_TempTame_SpaceDolphin_C) CONTENT: THE SUMMONING SURGES(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Tames/Buff_GauntletDamageMultiplier_TempTame_SpaceDolphin.Default__Buff_GauntletDamageMultiplier_TempTame_SpaceDolphin_C) LITERAL: SpawnAttackProjectile(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Tames/SpiderL_Character_BP_STA.SpiderL_Character_BP_STA:EventGraph.K2Node_CallFunction_326560) LITERAL: SpawnAttackProjectile(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Tames/SpiderL_Character_BP_STA.SpiderL_Character_BP_STA:SpawnAttackProjectile.K2Node_CallFunction_320982) CONTENT: Summoned Broodmother Lysrix(/Engine/Transient.REINST_Buff_GauntletDamageMultiplier_TempTame_Spider_C_0) CONTENT: A surge of energy allows you to control the Broodmother Lysrix for a short time(/Engine/Transient.REINST_Buff_GauntletDamageMultiplier_TempTame_Spider_C_0) CONTENT: THE SUMMONING SURGES(/Engine/Transient.REINST_Buff_GauntletDamageMultiplier_TempTame_Spider_C_0) CONTENT: Summoned Broodmother Lysrix(/Engine/Transient.Default__REINST_Buff_GauntletDamageMultiplier_TempTame_Spider_C_53277) CONTENT: A surge of energy allows you to control the Broodmother Lysrix for a short time(/Engine/Transient.Default__REINST_Buff_GauntletDamageMultiplier_TempTame_Spider_C_53277) CONTENT: THE SUMMONING SURGES(/Engine/Transient.Default__REINST_Buff_GauntletDamageMultiplier_TempTame_Spider_C_53277) CONTENT: Summoned Broodmother Lysrix(/Engine/Transient.REINST_Buff_GauntletDamageMultiplier_TempTame_Spider_C_1) CONTENT: A surge of energy allows you to control the Broodmother Lysrix for a short time(/Engine/Transient.REINST_Buff_GauntletDamageMultiplier_TempTame_Spider_C_1) CONTENT: THE SUMMONING SURGES(/Engine/Transient.REINST_Buff_GauntletDamageMultiplier_TempTame_Spider_C_1) CONTENT: Summoned Broodmother Lysrix(/Engine/Transient.Default__REINST_Buff_GauntletDamageMultiplier_TempTame_Spider_C_53281) CONTENT: A surge of energy allows you to control the Broodmother Lysrix for a short time(/Engine/Transient.Default__REINST_Buff_GauntletDamageMultiplier_TempTame_Spider_C_53281) CONTENT: THE SUMMONING SURGES(/Engine/Transient.Default__REINST_Buff_GauntletDamageMultiplier_TempTame_Spider_C_53281) CONTENT: Summoned Broodmother Lysrix(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Tames/Buff_GauntletDamageMultiplier_TempTame_Spider.Default__Buff_GauntletDamageMultiplier_TempTame_Spider_C) CONTENT: A surge of energy allows you to control the Broodmother Lysrix for a short time(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Tames/Buff_GauntletDamageMultiplier_TempTame_Spider.Default__Buff_GauntletDamageMultiplier_TempTame_Spider_C) CONTENT: THE SUMMONING SURGES(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Tames/Buff_GauntletDamageMultiplier_TempTame_Spider.Default__Buff_GauntletDamageMultiplier_TempTame_Spider_C) CONTENT: VR Velonasaur(/Engine/Transient.REINST_Spindles_Character_BP_TameSTA_C_0) CONTENT: VR Velonasaur(/Engine/Transient.Default__REINST_Spindles_Character_BP_TameSTA_C_53288) CONTENT: VR Velonasaur(/Engine/Transient.REINST_Spindles_Character_BP_TameSTA_C_1) CONTENT: VR Velonasaur(/Engine/Transient.Default__REINST_Spindles_Character_BP_TameSTA_C_53292) CONTENT: VR Velonasaur(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Tames/Spindles_Character_BP_TameSTA.Default__Spindles_Character_BP_TameSTA_C) CONTENT: VR Velonasaur(/Engine/Transient.REINST_Buff_GauntletDamageMultiplier_TempTame_Spindles_C_0) CONTENT: A surge of energy allows a VR Velonasaur to fight by your side for a short time(/Engine/Transient.REINST_Buff_GauntletDamageMultiplier_TempTame_Spindles_C_0) CONTENT: THE SUMMONING SURGES(/Engine/Transient.REINST_Buff_GauntletDamageMultiplier_TempTame_Spindles_C_0) CONTENT: VR Velonasaur(/Engine/Transient.Default__REINST_Buff_GauntletDamageMultiplier_TempTame_Spindles_C_53299) CONTENT: A surge of energy allows a VR Velonasaur to fight by your side for a short time(/Engine/Transient.Default__REINST_Buff_GauntletDamageMultiplier_TempTame_Spindles_C_53299) CONTENT: THE SUMMONING SURGES(/Engine/Transient.Default__REINST_Buff_GauntletDamageMultiplier_TempTame_Spindles_C_53299) CONTENT: VR Velonasaur(/Engine/Transient.REINST_Buff_GauntletDamageMultiplier_TempTame_Spindles_C_1) CONTENT: A surge of energy allows a VR Velonasaur to fight by your side for a short time(/Engine/Transient.REINST_Buff_GauntletDamageMultiplier_TempTame_Spindles_C_1) CONTENT: THE SUMMONING SURGES(/Engine/Transient.REINST_Buff_GauntletDamageMultiplier_TempTame_Spindles_C_1) CONTENT: VR Velonasaur(/Engine/Transient.Default__REINST_Buff_GauntletDamageMultiplier_TempTame_Spindles_C_53303) CONTENT: A surge of energy allows a VR Velonasaur to fight by your side for a short time(/Engine/Transient.Default__REINST_Buff_GauntletDamageMultiplier_TempTame_Spindles_C_53303) CONTENT: THE SUMMONING SURGES(/Engine/Transient.Default__REINST_Buff_GauntletDamageMultiplier_TempTame_Spindles_C_53303) CONTENT: VR Velonasaur(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Tames/Buff_GauntletDamageMultiplier_TempTame_Spindles.Default__Buff_GauntletDamageMultiplier_TempTame_Spindles_C) CONTENT: A surge of energy allows a VR Velonasaur to fight by your side for a short time(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Tames/Buff_GauntletDamageMultiplier_TempTame_Spindles.Default__Buff_GauntletDamageMultiplier_TempTame_Spindles_C) CONTENT: THE SUMMONING SURGES(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Tames/Buff_GauntletDamageMultiplier_TempTame_Spindles.Default__Buff_GauntletDamageMultiplier_TempTame_Spindles_C) CONTENT: VR Stegosaurus(/Engine/Transient.REINST_Stego_Character_BP_TameSTA_C_0) CONTENT: VR Stegosaurus(/Engine/Transient.Default__REINST_Stego_Character_BP_TameSTA_C_53310) CONTENT: VR Stegosaurus(/Engine/Transient.REINST_Stego_Character_BP_TameSTA_C_1) CONTENT: VR Stegosaurus(/Engine/Transient.Default__REINST_Stego_Character_BP_TameSTA_C_53314) CONTENT: VR Stegosaurus(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Tames/Stego_Character_BP_TameSTA.Default__Stego_Character_BP_TameSTA_C) CONTENT: VR Stegosaurus Pair(/Engine/Transient.REINST_Buff_GauntletDamageMultiplier_TempTame_Stego_C_0) CONTENT: A surge of energy allows a VR Stegosaurus Pair to fight by your side for a short time(/Engine/Transient.REINST_Buff_GauntletDamageMultiplier_TempTame_Stego_C_0) CONTENT: THE SUMMONING SURGES(/Engine/Transient.REINST_Buff_GauntletDamageMultiplier_TempTame_Stego_C_0) CONTENT: VR Stegosaurus Pair(/Engine/Transient.Default__REINST_Buff_GauntletDamageMultiplier_TempTame_Stego_C_53321) CONTENT: A surge of energy allows a VR Stegosaurus Pair to fight by your side for a short time(/Engine/Transient.Default__REINST_Buff_GauntletDamageMultiplier_TempTame_Stego_C_53321) CONTENT: THE SUMMONING SURGES(/Engine/Transient.Default__REINST_Buff_GauntletDamageMultiplier_TempTame_Stego_C_53321) CONTENT: VR Stegosaurus Pair(/Engine/Transient.REINST_Buff_GauntletDamageMultiplier_TempTame_Stego_C_1) CONTENT: A surge of energy allows a VR Stegosaurus Pair to fight by your side for a short time(/Engine/Transient.REINST_Buff_GauntletDamageMultiplier_TempTame_Stego_C_1) CONTENT: THE SUMMONING SURGES(/Engine/Transient.REINST_Buff_GauntletDamageMultiplier_TempTame_Stego_C_1) CONTENT: VR Stegosaurus Pair(/Engine/Transient.Default__REINST_Buff_GauntletDamageMultiplier_TempTame_Stego_C_53325) CONTENT: A surge of energy allows a VR Stegosaurus Pair to fight by your side for a short time(/Engine/Transient.Default__REINST_Buff_GauntletDamageMultiplier_TempTame_Stego_C_53325) CONTENT: THE SUMMONING SURGES(/Engine/Transient.Default__REINST_Buff_GauntletDamageMultiplier_TempTame_Stego_C_53325) CONTENT: VR Stegosaurus Pair(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Tames/Buff_GauntletDamageMultiplier_TempTame_Stego.Default__Buff_GauntletDamageMultiplier_TempTame_Stego_C) CONTENT: A surge of energy allows a VR Stegosaurus Pair to fight by your side for a short time(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Tames/Buff_GauntletDamageMultiplier_TempTame_Stego.Default__Buff_GauntletDamageMultiplier_TempTame_Stego_C) CONTENT: THE SUMMONING SURGES(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Tames/Buff_GauntletDamageMultiplier_TempTame_Stego.Default__Buff_GauntletDamageMultiplier_TempTame_Stego_C) CONTENT: VR Triceratops(/Engine/Transient.REINST_Trike_Character_BP_TameSTA_C_0) CONTENT: VR Triceratops(/Engine/Transient.Default__REINST_Trike_Character_BP_TameSTA_C_53332) CONTENT: VR Triceratops(/Engine/Transient.REINST_Trike_Character_BP_TameSTA_C_1) CONTENT: VR Triceratops(/Engine/Transient.Default__REINST_Trike_Character_BP_TameSTA_C_53336) CONTENT: VR Triceratops(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Tames/Trike_Character_BP_TameSTA.Default__Trike_Character_BP_TameSTA_C) CONTENT: VR Triceratops Pair(/Engine/Transient.REINST_Buff_GauntletDamageMultiplier_TempTame_Trike_C_0) CONTENT: A surge of energy allows a VR Triceratops Pair to fight by your side for a short time(/Engine/Transient.REINST_Buff_GauntletDamageMultiplier_TempTame_Trike_C_0) CONTENT: THE SUMMONING SURGES(/Engine/Transient.REINST_Buff_GauntletDamageMultiplier_TempTame_Trike_C_0) CONTENT: VR Triceratops Pair(/Engine/Transient.Default__REINST_Buff_GauntletDamageMultiplier_TempTame_Trike_C_53343) CONTENT: A surge of energy allows a VR Triceratops Pair to fight by your side for a short time(/Engine/Transient.Default__REINST_Buff_GauntletDamageMultiplier_TempTame_Trike_C_53343) CONTENT: THE SUMMONING SURGES(/Engine/Transient.Default__REINST_Buff_GauntletDamageMultiplier_TempTame_Trike_C_53343) CONTENT: VR Triceratops Pair(/Engine/Transient.REINST_Buff_GauntletDamageMultiplier_TempTame_Trike_C_1) CONTENT: A surge of energy allows a VR Triceratops Pair to fight by your side for a short time(/Engine/Transient.REINST_Buff_GauntletDamageMultiplier_TempTame_Trike_C_1) CONTENT: THE SUMMONING SURGES(/Engine/Transient.REINST_Buff_GauntletDamageMultiplier_TempTame_Trike_C_1) CONTENT: VR Triceratops Pair(/Engine/Transient.Default__REINST_Buff_GauntletDamageMultiplier_TempTame_Trike_C_53347) CONTENT: A surge of energy allows a VR Triceratops Pair to fight by your side for a short time(/Engine/Transient.Default__REINST_Buff_GauntletDamageMultiplier_TempTame_Trike_C_53347) CONTENT: THE SUMMONING SURGES(/Engine/Transient.Default__REINST_Buff_GauntletDamageMultiplier_TempTame_Trike_C_53347) CONTENT: VR Triceratops Pair(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Tames/Buff_GauntletDamageMultiplier_TempTame_Trike.Default__Buff_GauntletDamageMultiplier_TempTame_Trike_C) CONTENT: A surge of energy allows a VR Triceratops Pair to fight by your side for a short time(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Tames/Buff_GauntletDamageMultiplier_TempTame_Trike.Default__Buff_GauntletDamageMultiplier_TempTame_Trike_C) CONTENT: THE SUMMONING SURGES(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Tames/Buff_GauntletDamageMultiplier_TempTame_Trike.Default__Buff_GauntletDamageMultiplier_TempTame_Trike_C) LITERAL: Gimme Points!(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/PrimalStructure_STACompletion.PrimalStructure_STACompletion:BPGetMultiUseEntries.K2Node_MakeStruct_4677) LITERAL: Skip Wave!(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/PrimalStructure_STACompletion.PrimalStructure_STACompletion:BPGetMultiUseEntries.K2Node_MakeStruct_8567) CONTENT: Exit Mission(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/PrimalStructure_STACompletion.Default__PrimalStructure_STACompletion_C) CONTENT: Exit Mission For All Players(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/PrimalStructure_STACompletion.Default__PrimalStructure_STACompletion_C) CONTENT: Title(/Game/Genesis2/Missions/ModularMission/Gauntlet2/Gauntlet2_Submodule_TeleportPlayers.Default__Gauntlet2_Submodule_TeleportPlayers_C) CONTENT: Teleporting(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Gauntlet2_Submodule_TeleportPlayers_STA.Default__Gauntlet2_Submodule_TeleportPlayers_STA_C) LITERAL: UpdateLaunchYaw(/Game/Genesis2/Missions/ModularMission/Structures/TekJumpPad_Mission.TekJumpPad_Mission:EventGraph.K2Node_CallFunction_310588) LITERAL: DPS Evaluation = {1} Sec.(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Structure_TrainingDummy_STA.Structure_TrainingDummy_STA:BPGetMultiUseEntries.K2Node_FormatText_228) LITERAL: DPS Evaluation = {1} Sec.(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Structure_TrainingDummy_STA.Structure_TrainingDummy_STA:EdGraph_167174.K2Node_CallFunction_404149) LITERAL: 1(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Structure_TrainingDummy_STA.Structure_TrainingDummy_STA:EdGraph_167174.K2Node_MakeStruct_3207) LITERAL: DPS Evaluation = {1} Sec.(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Structure_TrainingDummy_STA.Structure_TrainingDummy_STA:EdGraph_167182.K2Node_CallFunction_404150) LITERAL: 1(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Structure_TrainingDummy_STA.Structure_TrainingDummy_STA:EdGraph_167182.K2Node_MakeStruct_3208) CONTENT: ChibiDinosFE(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSet_Chibis_FearEvolved.Default__LootItemSet_Chibis_FearEvolved_C) CONTENT: Legendary(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSet_Chibis_FearEvolved.Default__LootItemSet_Chibis_FearEvolved_C) CONTENT: VeryRare(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSet_Chibis_FearEvolved.Default__LootItemSet_Chibis_FearEvolved_C) CONTENT: Rare(/Game/PrimalEarth/CoreBlueprints/ItemLootSets/LootItemSet_Chibis_FearEvolved.Default__LootItemSet_Chibis_FearEvolved_C) CONTENT: Bones(/Game/PrimalEarth/CoreBlueprints/Inventories/DinoDropInventoryComponent_Carnivore_Huge_FearEvolved.Default__DinoDropInventoryComponent_Carnivore_Huge_FearEvolved_C) CONTENT: Graves(/Game/PrimalEarth/CoreBlueprints/Inventories/DinoDropInventoryComponent_Carnivore_Huge_FearEvolved.Default__DinoDropInventoryComponent_Carnivore_Huge_FearEvolved_C) CONTENT: pumpkins(/Game/PrimalEarth/CoreBlueprints/Inventories/DinoDropInventoryComponent_Carnivore_Huge_FearEvolved.Default__DinoDropInventoryComponent_Carnivore_Huge_FearEvolved_C) CONTENT: scarecrows(/Game/PrimalEarth/CoreBlueprints/Inventories/DinoDropInventoryComponent_Carnivore_Huge_FearEvolved.Default__DinoDropInventoryComponent_Carnivore_Huge_FearEvolved_C) CONTENT: NEW_ACHIEVEMENT_3(/Engine/Transient.REINST_DodoRex_Character_BP_C_0) CONTENT: Idle(/Engine/Transient.REINST_DodoRex_Character_BP_C_0) CONTENT: Cute(/Engine/Transient.REINST_DodoRex_Character_BP_C_0) CONTENT: Action(/Engine/Transient.REINST_DodoRex_Character_BP_C_0) CONTENT: Move(/Engine/Transient.REINST_DodoRex_Character_BP_C_0) CONTENT: DodoRex(/Engine/Transient.REINST_DodoRex_Character_BP_C_0) LITERAL: EventTags(/Game/PrimalEarth/Dinos/DodoRex/DodoRex_Character_BP.DodoRex_Character_BP:RequestModData.K2Node_CallFunction_231971) LITERAL: .(/Game/PrimalEarth/Dinos/DodoRex/DodoRex_Character_BP.DodoRex_Character_BP:RequestModData.K2Node_CallFunction_231971) CONTENT: NEW_ACHIEVEMENT_3(/Engine/Transient.Default__REINST_DodoRex_Character_BP_C_53447) CONTENT: Idle(/Engine/Transient.Default__REINST_DodoRex_Character_BP_C_53447) CONTENT: Cute(/Engine/Transient.Default__REINST_DodoRex_Character_BP_C_53447) CONTENT: Action(/Engine/Transient.Default__REINST_DodoRex_Character_BP_C_53447) CONTENT: Move(/Engine/Transient.Default__REINST_DodoRex_Character_BP_C_53447) CONTENT: DodoRex(/Engine/Transient.Default__REINST_DodoRex_Character_BP_C_53447) CONTENT: NEW_ACHIEVEMENT_3(/Engine/Transient.REINST_DodoRex_Character_BP_C_1) CONTENT: Idle(/Engine/Transient.REINST_DodoRex_Character_BP_C_1) CONTENT: Cute(/Engine/Transient.REINST_DodoRex_Character_BP_C_1) CONTENT: Action(/Engine/Transient.REINST_DodoRex_Character_BP_C_1) CONTENT: Move(/Engine/Transient.REINST_DodoRex_Character_BP_C_1) CONTENT: DodoRex(/Engine/Transient.REINST_DodoRex_Character_BP_C_1) CONTENT: NEW_ACHIEVEMENT_3(/Engine/Transient.Default__REINST_DodoRex_Character_BP_C_53451) CONTENT: Idle(/Engine/Transient.Default__REINST_DodoRex_Character_BP_C_53451) CONTENT: Cute(/Engine/Transient.Default__REINST_DodoRex_Character_BP_C_53451) CONTENT: Action(/Engine/Transient.Default__REINST_DodoRex_Character_BP_C_53451) CONTENT: Move(/Engine/Transient.Default__REINST_DodoRex_Character_BP_C_53451) CONTENT: DodoRex(/Engine/Transient.Default__REINST_DodoRex_Character_BP_C_53451) CONTENT: NEW_ACHIEVEMENT_3(/Game/PrimalEarth/Dinos/DodoRex/DodoRex_Character_BP.Default__DodoRex_Character_BP_C) CONTENT: Idle(/Game/PrimalEarth/Dinos/DodoRex/DodoRex_Character_BP.Default__DodoRex_Character_BP_C) CONTENT: Cute(/Game/PrimalEarth/Dinos/DodoRex/DodoRex_Character_BP.Default__DodoRex_Character_BP_C) CONTENT: Action(/Game/PrimalEarth/Dinos/DodoRex/DodoRex_Character_BP.Default__DodoRex_Character_BP_C) CONTENT: Move(/Game/PrimalEarth/Dinos/DodoRex/DodoRex_Character_BP.Default__DodoRex_Character_BP_C) CONTENT: DodoRex(/Game/PrimalEarth/Dinos/DodoRex/DodoRex_Character_BP.Default__DodoRex_Character_BP_C) LITERAL: Spawned Dino Number: (/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/MissionModule_zSubmodule_SpawnCreatures_Gauntlet_STA.MissionModule_zSubmodule_SpawnCreatures_Gauntlet_STA:EventGraph.K2Node_CallFunction_294592) LITERAL: .(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/MissionModule_zSubmodule_SpawnCreatures_Gauntlet_STA.MissionModule_zSubmodule_SpawnCreatures_Gauntlet_STA:EventGraph.K2Node_CallFunction_294591) LITERAL: -------------------------------------(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/MissionModule_zSubmodule_SpawnCreatures_Gauntlet_STA.MissionModule_zSubmodule_SpawnCreatures_Gauntlet_STA:EventGraph.K2Node_CallFunction_294770) LITERAL: Trigger_RespawnCreatures(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/MissionModule_zSubmodule_SpawnCreatures_Gauntlet_STA.MissionModule_zSubmodule_SpawnCreatures_Gauntlet_STA:EventGraph.K2Node_CallFunction_295491) LITERAL: Has Timer For Spawning(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/MissionModule_zSubmodule_SpawnCreatures_Gauntlet_STA.MissionModule_zSubmodule_SpawnCreatures_Gauntlet_STA:EventGraph.K2Node_CallFunction_295584) LITERAL: Doesn't have Timer For Spawning(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/MissionModule_zSubmodule_SpawnCreatures_Gauntlet_STA.MissionModule_zSubmodule_SpawnCreatures_Gauntlet_STA:EventGraph.K2Node_CallFunction_295584) LITERAL: Trigger_RespawnCreatures(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/MissionModule_zSubmodule_SpawnCreatures_Gauntlet_STA.MissionModule_zSubmodule_SpawnCreatures_Gauntlet_STA:EventGraph.K2Node_CallFunction_151584) CONTENT: NONE(/Game/Genesis2/Missions/ModularMission/Gauntlet2/MissonCompanionData_GauntletKillDino.Default__MissonCompanionData_GauntletKillDino_C) CONTENT: NONE(/Game/Genesis2/Missions/ModularMission/Gauntlet2/MissonCompanionData_GauntletKillDino.Default__MissonCompanionData_GauntletKillDino_C) CONTENT: Victory_Title(/Engine/Transient.REINST_Gauntlet2_Module_Interval_Victory_C_0) LITERAL: SpawnVictoryCosmetics(/Game/Genesis2/Missions/ModularMission/Gauntlet2/Gauntlet2_Module_Interval_Victory.Gauntlet2_Module_Interval_Victory:HandleMissionModuleBegin.K2Node_CallFunction_485909) LITERAL: SpawnVictoryCosmetics(/Game/Genesis2/Missions/ModularMission/Gauntlet2/Gauntlet2_Module_Interval_Victory.Gauntlet2_Module_Interval_Victory:SpawnVictoryCosmetics.K2Node_CallFunction_485909) LITERAL: SpawnVictoryCosmetics(/Game/Genesis2/Missions/ModularMission/Gauntlet2/Gauntlet2_Module_Interval_Victory.Gauntlet2_Module_Interval_Victory:HandleMissionModuleEnd.K2Node_CallFunction_487705) LITERAL: SpawnVictoryCosmetics(/Game/Genesis2/Missions/ModularMission/Gauntlet2/Gauntlet2_Module_Interval_Victory.Gauntlet2_Module_Interval_Victory:HandleMissionModuleEnd.K2Node_CallFunction_488436) CONTENT: Victory_Title(/Engine/Transient.Default__REINST_Gauntlet2_Module_Interval_Victory_C_53606) CONTENT: Victory_Title(/Engine/Transient.REINST_Gauntlet2_Module_Interval_Victory_C_1) CONTENT: Victory_Title(/Engine/Transient.Default__REINST_Gauntlet2_Module_Interval_Victory_C_53610) CONTENT: Victory_Title(/Game/Genesis2/Missions/ModularMission/Gauntlet2/Gauntlet2_Module_Interval_Victory.Default__Gauntlet2_Module_Interval_Victory_C) CONTENT: Survive the ARK(/Engine/Transient.REINST_Gauntlet2_MissionType_STA_C_0) CONTENT: Endure a genomic gauntlet of familiar fauna to reclaim the ship's wildlife pacification systems!(/Engine/Transient.REINST_Gauntlet2_MissionType_STA_C_0) CONTENT: Get Ready!(/Engine/Transient.REINST_Gauntlet2_MissionType_STA_C_0) CONTENT: Waiting to add players to mission...(/Engine/Transient.REINST_Gauntlet2_MissionType_STA_C_0) CONTENT: Wave:(/Engine/Transient.REINST_Gauntlet2_MissionType_STA_C_0) CONTENT: Beach(/Engine/Transient.REINST_Gauntlet2_MissionType_STA_C_0) CONTENT: Swamp(/Engine/Transient.REINST_Gauntlet2_MissionType_STA_C_0) CONTENT: Redwoods(/Engine/Transient.REINST_Gauntlet2_MissionType_STA_C_0) CONTENT: Snow(/Engine/Transient.REINST_Gauntlet2_MissionType_STA_C_0) CONTENT: Mountains(/Engine/Transient.REINST_Gauntlet2_MissionType_STA_C_0) CONTENT: Scorched(/Engine/Transient.REINST_Gauntlet2_MissionType_STA_C_0) CONTENT: Aberration(/Engine/Transient.REINST_Gauntlet2_MissionType_STA_C_0) CONTENT: Extinction(/Engine/Transient.REINST_Gauntlet2_MissionType_STA_C_0) CONTENT: Genesis(/Engine/Transient.REINST_Gauntlet2_MissionType_STA_C_0) CONTENT: Dodos!!!(/Engine/Transient.REINST_Gauntlet2_MissionType_STA_C_0) CONTENT: Enemies Killed(/Engine/Transient.REINST_Gauntlet2_MissionType_STA_C_0) CONTENT: GET READY!(/Engine/Transient.REINST_Gauntlet2_MissionType_STA_C_0) CONTENT: Prepare for the next wave!(/Engine/Transient.REINST_Gauntlet2_MissionType_STA_C_0) CONTENT: SUCCESS!(/Engine/Transient.REINST_Gauntlet2_MissionType_STA_C_0) CONTENT: All waves completed!(/Engine/Transient.REINST_Gauntlet2_MissionType_STA_C_0) CONTENT: Kill(/Engine/Transient.REINST_Gauntlet2_MissionType_STA_C_0) CONTENT: This doesn't end well... Just before death, you will be teleported out of the simulation.(/Engine/Transient.REINST_Gauntlet2_MissionType_STA_Endless_C_0) CONTENT: Waiting For Players(/Engine/Transient.REINST_Gauntlet2_MissionType_STA_Endless_C_0) CONTENT: Get Ready!(/Engine/Transient.REINST_Gauntlet2_MissionType_STA_Endless_C_0) CONTENT: Waiting to add players to mission...(/Engine/Transient.REINST_Gauntlet2_MissionType_STA_Endless_C_0) CONTENT: Wave:(/Engine/Transient.REINST_Gauntlet2_MissionType_STA_Endless_C_0) CONTENT: Beach(/Engine/Transient.REINST_Gauntlet2_MissionType_STA_Endless_C_0) CONTENT: Swamp(/Engine/Transient.REINST_Gauntlet2_MissionType_STA_Endless_C_0) CONTENT: Redwoods(/Engine/Transient.REINST_Gauntlet2_MissionType_STA_Endless_C_0) CONTENT: Snow(/Engine/Transient.REINST_Gauntlet2_MissionType_STA_Endless_C_0) CONTENT: Mountains(/Engine/Transient.REINST_Gauntlet2_MissionType_STA_Endless_C_0) CONTENT: Scorched(/Engine/Transient.REINST_Gauntlet2_MissionType_STA_Endless_C_0) CONTENT: Aberration(/Engine/Transient.REINST_Gauntlet2_MissionType_STA_Endless_C_0) CONTENT: Extinction(/Engine/Transient.REINST_Gauntlet2_MissionType_STA_Endless_C_0) CONTENT: Genesis(/Engine/Transient.REINST_Gauntlet2_MissionType_STA_Endless_C_0) CONTENT: Dodos!!!(/Engine/Transient.REINST_Gauntlet2_MissionType_STA_Endless_C_0) CONTENT: Enemies Killed(/Engine/Transient.REINST_Gauntlet2_MissionType_STA_Endless_C_0) CONTENT: GET READY!(/Engine/Transient.REINST_Gauntlet2_MissionType_STA_Endless_C_0) CONTENT: Prepare for the next wave!(/Engine/Transient.REINST_Gauntlet2_MissionType_STA_Endless_C_0) CONTENT: SUCCESS!(/Engine/Transient.REINST_Gauntlet2_MissionType_STA_Endless_C_0) CONTENT: All waves completed!(/Engine/Transient.REINST_Gauntlet2_MissionType_STA_Endless_C_0) CONTENT: Score(/Engine/Transient.REINST_Gauntlet2_MissionType_STA_Endless_C_0) CONTENT: Round(/Engine/Transient.REINST_Gauntlet2_MissionType_STA_Endless_C_0) CONTENT: Gauntlet Waves Complete!(/Engine/Transient.REINST_Gauntlet2_MissionType_STA_Endless_C_0) CONTENT: All required waves completed! Exit the mission from the teleporter or continue battling for increased rewards and a high score!(/Engine/Transient.REINST_Gauntlet2_MissionType_STA_Endless_C_0) CONTENT: Round Complete!(/Engine/Transient.REINST_Gauntlet2_MissionType_STA_Endless_C_0) CONTENT: Your rewards on exit have been increased!(/Engine/Transient.REINST_Gauntlet2_MissionType_STA_Endless_C_0) CONTENT: Eliminated!(/Engine/Transient.REINST_Gauntlet2_MissionType_STA_Endless_C_0) CONTENT: Vitals critical: Simulation Desynchronizing...(/Engine/Transient.REINST_Gauntlet2_MissionType_STA_Endless_C_0) CONTENT: Survive the ARK(/Engine/Transient.REINST_Gauntlet2_MissionType_STA_Endless_C_0) CONTENT: Find a weapon before enemies spawn; prepare for battle(/Engine/Transient.REINST_Gauntlet2_MissionType_STA_Endless_C_0) CONTENT: Regroup(/Engine/Transient.REINST_Gauntlet2_MissionType_STA_Endless_C_0) CONTENT: Prepare for the next wave(/Engine/Transient.REINST_Gauntlet2_MissionType_STA_Endless_C_0) CONTENT: Kill everything(/Engine/Transient.REINST_Gauntlet2_MissionType_STA_Endless_C_0) CONTENT: Defeat all enemies to complete the wave(/Engine/Transient.REINST_Gauntlet2_MissionType_STA_Endless_C_0) CONTENT: Survive the Beach(/Engine/Transient.REINST_Gauntlet2_MissionType_STA_Endless_C_0) CONTENT: Defeat a wave of enemies from The Island's coastlines(/Engine/Transient.REINST_Gauntlet2_MissionType_STA_Endless_C_0) CONTENT: Survive the Swamp(/Engine/Transient.REINST_Gauntlet2_MissionType_STA_Endless_C_0) CONTENT: Defeat a wave of enemies from The Island's moors(/Engine/Transient.REINST_Gauntlet2_MissionType_STA_Endless_C_0) CONTENT: Survive the Redwoods(/Engine/Transient.REINST_Gauntlet2_MissionType_STA_Endless_C_0) CONTENT: Defeat a wave of enemies from The Island's woodlands(/Engine/Transient.REINST_Gauntlet2_MissionType_STA_Endless_C_0) CONTENT: Survive the Tundra(/Engine/Transient.REINST_Gauntlet2_MissionType_STA_Endless_C_0) CONTENT: Defeat a wave of enemies from The Island's icefields(/Engine/Transient.REINST_Gauntlet2_MissionType_STA_Endless_C_0) CONTENT: Survive the Mountain(/Engine/Transient.REINST_Gauntlet2_MissionType_STA_Endless_C_0) CONTENT: Defeat a wave of enemies from The Island's peaks(/Engine/Transient.REINST_Gauntlet2_MissionType_STA_Endless_C_0) CONTENT: Survive the Barrens(/Engine/Transient.REINST_Gauntlet2_MissionType_STA_Endless_C_0) CONTENT: Defeat a wave of enemies from Scorched Earth(/Engine/Transient.REINST_Gauntlet2_MissionType_STA_Endless_C_0) CONTENT: Survive the Hollow(/Engine/Transient.REINST_Gauntlet2_MissionType_STA_Endless_C_0) CONTENT: Defeat a wave of enemies from Aberration(/Engine/Transient.REINST_Gauntlet2_MissionType_STA_Endless_C_0) CONTENT: Survive the Ruins(/Engine/Transient.REINST_Gauntlet2_MissionType_STA_Endless_C_0) CONTENT: Defeat a wave of enemies from Extinction(/Engine/Transient.REINST_Gauntlet2_MissionType_STA_Endless_C_0) CONTENT: Survive the Voyage(/Engine/Transient.REINST_Gauntlet2_MissionType_STA_Endless_C_0) CONTENT: Defeat a wave of enemies from the Genesis ship(/Engine/Transient.REINST_Gauntlet2_MissionType_STA_Endless_C_0) CONTENT: Survive Nida's Secret(/Engine/Transient.REINST_Gauntlet2_MissionType_STA_Endless_C_0) CONTENT: Defeat an unexpected final nemesis to retake the system(/Engine/Transient.REINST_Gauntlet2_MissionType_STA_Endless_C_0) LITERAL: RefreshCurrTempTames(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Gauntlet2_MissionType_STA_Endless.Gauntlet2_MissionType_STA_Endless:BPOnMissionDinoDied.K2Node_CallFunction_1344580) LITERAL: EndlessFailureOnRemoved_Title(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Gauntlet2_MissionType_STA_Endless.Gauntlet2_MissionType_STA_Endless:BPServerHandleNetExecCommand.K2Node_CallFunction_338947) LITERAL: TimedRemovePendingPlayers(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Gauntlet2_MissionType_STA_Endless.Gauntlet2_MissionType_STA_Endless:BPServerHandleNetExecCommand.K2Node_CallFunction_352658) LITERAL: TimedRemovePendingPlayers(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Gauntlet2_MissionType_STA_Endless.Gauntlet2_MissionType_STA_Endless:BPServerHandleNetExecCommand.K2Node_CallFunction_560995) LITERAL: TimedRemovePendingPlayers(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Gauntlet2_MissionType_STA_Endless.Gauntlet2_MissionType_STA_Endless:BPServerHandleNetExecCommand.K2Node_CallFunction_562833) LITERAL: Trigger_RespawnCreatures(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Gauntlet2_MissionType_STA_Endless.Gauntlet2_MissionType_STA_Endless:BPServerHandleNetExecCommand.K2Node_CallFunction_664019) LITERAL: EndlessFailureOnRemoved_Desc(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Gauntlet2_MissionType_STA_Endless.Gauntlet2_MissionType_STA_Endless:BPServerHandleNetExecCommand.K2Node_MakeStruct_6699) LITERAL: EndlessPostSuccessRoundComp_Title(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Gauntlet2_MissionType_STA_Endless.Gauntlet2_MissionType_STA_Endless:CheckEndlessGauntletReset.K2Node_CallFunction_542326) LITERAL: EndlessPostSuccessRoundComp_Desc(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Gauntlet2_MissionType_STA_Endless.Gauntlet2_MissionType_STA_Endless:CheckEndlessGauntletReset.K2Node_MakeStruct_16317) LITERAL: Trigger_RespawnCreatures(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Gauntlet2_MissionType_STA_Endless.Gauntlet2_MissionType_STA_Endless:EventGraph.K2Node_CallFunction_151584) LITERAL: Timer for Spawning is missing(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Gauntlet2_MissionType_STA_Endless.Gauntlet2_MissionType_STA_Endless:EventGraph.K2Node_CallFunction_287966) LITERAL: Trigger_RespawnCreatures(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Gauntlet2_MissionType_STA_Endless.Gauntlet2_MissionType_STA_Endless:EventGraph.K2Node_CallFunction_295491) LITERAL: SubmissionModule For Spawning is missing(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Gauntlet2_MissionType_STA_Endless.Gauntlet2_MissionType_STA_Endless:EventGraph.K2Node_CallFunction_475712) LITERAL: UpdateMissionDinos(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Gauntlet2_MissionType_STA_Endless.Gauntlet2_MissionType_STA_Endless:RefreshCurrTempTames.K2Node_CallFunction_546371) LITERAL: ExtendAutoKillBuffTime(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Gauntlet2_MissionType_STA_Endless.Gauntlet2_MissionType_STA_Endless:RunMissionModule.K2Node_CallFunction_296191) LITERAL: EndMissionAfterCurrentModuleTimeLimit(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Gauntlet2_MissionType_STA_Endless.Gauntlet2_MissionType_STA_Endless:RunMissionModule.K2Node_CallFunction_446923) LITERAL: EndMissionAfterCurrentModuleTimeLimit(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Gauntlet2_MissionType_STA_Endless.Gauntlet2_MissionType_STA_Endless:RunMissionModule.K2Node_CallFunction_447450) LITERAL: EndMissionAfterCurrentModuleTimeLimit(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Gauntlet2_MissionType_STA_Endless.Gauntlet2_MissionType_STA_Endless:RunMissionModule.K2Node_CallFunction_448612) LITERAL: EndlessSuccess_Title(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Gauntlet2_MissionType_STA_Endless.Gauntlet2_MissionType_STA_Endless:RunMissionModule.K2Node_CallFunction_544853) LITERAL: EndlessSuccess_Desc(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Gauntlet2_MissionType_STA_Endless.Gauntlet2_MissionType_STA_Endless:RunMissionModule.K2Node_MakeStruct_16317) LITERAL: UpdateBackdrop(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Gauntlet2_MissionType_STA_Endless.Gauntlet2_MissionType_STA_Endless:UpdateBackdrop.K2Node_CallFunction_272537) LITERAL: UpdateBackdrop(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Gauntlet2_MissionType_STA_Endless.Gauntlet2_MissionType_STA_Endless:UpdateBackdrop.K2Node_CallFunction_274952) LITERAL: UpdateBackdrop(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Gauntlet2_MissionType_STA_Endless.Gauntlet2_MissionType_STA_Endless:UpdateBackdrop.K2Node_CallFunction_274953) LITERAL: Kill +{1}(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Gauntlet2_MissionType_STA_Endless.Gauntlet2_MissionType_STA_Endless:UpdateEndlessScore.K2Node_FormatText_427) LITERAL: Wave Complete +{1} ({2} + Time Bonus {3})(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Gauntlet2_MissionType_STA_Endless.Gauntlet2_MissionType_STA_Endless:UpdateEndlessScore.K2Node_FormatText_429) LITERAL: Round Complete +{1}(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Gauntlet2_MissionType_STA_Endless.Gauntlet2_MissionType_STA_Endless:UpdateEndlessScore.K2Node_FormatText_430) LITERAL: is Set. [Survive the Ark](/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/MissionModule_Kill_Gauntlet_STA.MissionModule_Kill_Gauntlet_STA:ExtraPostBeginModuleSetup.K2Node_CallFunction_333381) CONTENT: Kill_Title_Wave1(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/MissionModule_Kill_Gauntlet_STA_Wave1.Default__MissionModule_Kill_Gauntlet_STA_Wave1_C) CONTENT: Kill_Title_Wave2(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/MissionModule_Kill_Gauntlet_STA_Wave2.Default__MissionModule_Kill_Gauntlet_STA_Wave2_C) CONTENT: Kill_Title_Wave3(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/MissionModule_Kill_Gauntlet_STA_Wave3.Default__MissionModule_Kill_Gauntlet_STA_Wave3_C) CONTENT: Kill_Title_Wave4(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/MissionModule_Kill_Gauntlet_STA_Wave4.Default__MissionModule_Kill_Gauntlet_STA_Wave4_C) CONTENT: Kill_Title_Wave5(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/MissionModule_Kill_Gauntlet_STA_Wave5.Default__MissionModule_Kill_Gauntlet_STA_Wave5_C) LITERAL: UpdateUndergroundMesh(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Dinos/Deathworm_Character_BP_STA.Deathworm_Character_BP_STA:OnRep_IsUnderground.K2Node_CallFunction_759605) CONTENT: Kill_Title_Wave6(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/MissionModule_Kill_Gauntlet_STA_Wave6.Default__MissionModule_Kill_Gauntlet_STA_Wave6_C) LITERAL: KillSelf(/Game/Aberration/Dinos/Nameless/Xenomorph_Character_BP_Female_InitialBuryOnly.Xenomorph_Character_BP_Female_InitialBuryOnly:BP_OnSetDeath.K2Node_CallFunction_280739) CONTENT: Kill_Title_Wave7(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/MissionModule_Kill_Gauntlet_STA_Wave7.Default__MissionModule_Kill_Gauntlet_STA_Wave7_C) CONTENT: Corrupted Carnotaurus(/Engine/Transient.REINST_Carno_Character_BP_STA_Corrupted_C_0) CONTENT: Corrupted Carnotaurus(/Engine/Transient.Default__REINST_Carno_Character_BP_STA_Corrupted_C_54838) CONTENT: Corrupted Carnotaurus(/Engine/Transient.REINST_Carno_Character_BP_STA_Corrupted_C_1) LITERAL: TimedClearTargeting(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Dinos/Mek_Character_BP_STA.Mek_Character_BP_STA:BPTimerServer.K2Node_CallFunction_513799) CONTENT: Corrupted Raptor(/Engine/Transient.REINST_Raptor_Character_BP_STA_Corrupted_C_0) CONTENT: Corrupted Raptor(/Engine/Transient.Default__REINST_Raptor_Character_BP_STA_Corrupted_C_54915) CONTENT: Corrupted Raptor(/Engine/Transient.REINST_Raptor_Character_BP_STA_Corrupted_C_1) CONTENT: Corrupted Rex(/Engine/Transient.REINST_Rex_Character_BP_STA_Corrupted_C_0) CONTENT: Corrupted Rex(/Engine/Transient.Default__REINST_Rex_Character_BP_STA_Corrupted_C_54922) CONTENT: Corrupted Rex(/Engine/Transient.REINST_Rex_Character_BP_STA_Corrupted_C_1) CONTENT: Corrupted Triceratops(/Engine/Transient.REINST_Trike_Character_BP_STA_Corrupted_C_0) CONTENT: Corrupted Triceratops(/Engine/Transient.Default__REINST_Trike_Character_BP_STA_Corrupted_C_54944) CONTENT: Corrupted Triceratops(/Engine/Transient.REINST_Trike_Character_BP_STA_Corrupted_C_1) CONTENT: Forest Wyvern(/Engine/Transient.REINST_Wyvern_Character_BP_Forest_STA_C_0) CONTENT: Forest Wyvern(/Engine/Transient.Default__REINST_Wyvern_Character_BP_Forest_STA_C_54958) CONTENT: Forest Wyvern(/Engine/Transient.REINST_Wyvern_Character_BP_Forest_STA_C_1) CONTENT: Kill_Title_Wave8(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/MissionModule_Kill_Gauntlet_STA_Wave8.Default__MissionModule_Kill_Gauntlet_STA_Wave8_C) LITERAL: DestroyAfterCorpseDecompTime(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Dinos/BrainSlug_Character_BP_STA.BrainSlug_Character_BP_STA:BP_OnSetDeath.K2Node_CallFunction_516448) CONTENT: Blueprint'/Game/Genesis2/Dinos/TekStrider/AttachmentBuffs/InstantMachineguns_Head/Buff_TekStrider_Machinegun_STA.Buff_TekStrider_Machinegun_STA'(/Game/Genesis2/CoreBlueprints/Items/Saddle/PrimalItemArmor_TekStriderMachinegun_Sta.Default__PrimalItemArmor_TekStriderMachinegun_STA_C) CONTENT: Pulse Cannon Rig(/Game/Genesis2/CoreBlueprints/Items/Saddle/PrimalItemArmor_TekStriderMachinegun_Sta.Default__PrimalItemArmor_TekStriderMachinegun_STA_C) CONTENT: Stryders equipped with this rig can fire high-rate plasma bursts.(/Game/Genesis2/CoreBlueprints/Items/Saddle/PrimalItemArmor_TekStriderMachinegun_Sta.Default__PrimalItemArmor_TekStriderMachinegun_STA_C) CONTENT: Blueprint'/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Dinos/Buff_TekStrider_LargeCannon_STA.Buff_TekStrider_LargeCannon_STA'(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Dinos/PrimalItemArmor_TekStriderLargeCannon_STA.Default__PrimalItemArmor_TekStriderLargeCannon_STA_C) CONTENT: Kill_Title_Wave9(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/MissionModule_Kill_Gauntlet_STA_Wave9.Default__MissionModule_Kill_Gauntlet_STA_Wave9_C) CONTENT: Kill_Title_Wave10(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/MissionModule_Kill_Gauntlet_STA_Wave10.Default__MissionModule_Kill_Gauntlet_STA_Wave10_C) CONTENT: Survive the ARK(/Engine/Transient.Default__REINST_Gauntlet2_MissionType_STA_C_55174) CONTENT: Endure a genomic gauntlet of familiar fauna to reclaim the ship's wildlife pacification systems!(/Engine/Transient.Default__REINST_Gauntlet2_MissionType_STA_C_55174) CONTENT: Get Ready!(/Engine/Transient.Default__REINST_Gauntlet2_MissionType_STA_C_55174) CONTENT: Waiting to add players to mission...(/Engine/Transient.Default__REINST_Gauntlet2_MissionType_STA_C_55174) CONTENT: Wave:(/Engine/Transient.Default__REINST_Gauntlet2_MissionType_STA_C_55174) CONTENT: Beach(/Engine/Transient.Default__REINST_Gauntlet2_MissionType_STA_C_55174) CONTENT: Swamp(/Engine/Transient.Default__REINST_Gauntlet2_MissionType_STA_C_55174) CONTENT: Redwoods(/Engine/Transient.Default__REINST_Gauntlet2_MissionType_STA_C_55174) CONTENT: Snow(/Engine/Transient.Default__REINST_Gauntlet2_MissionType_STA_C_55174) CONTENT: Mountains(/Engine/Transient.Default__REINST_Gauntlet2_MissionType_STA_C_55174) CONTENT: Scorched(/Engine/Transient.Default__REINST_Gauntlet2_MissionType_STA_C_55174) CONTENT: Aberration(/Engine/Transient.Default__REINST_Gauntlet2_MissionType_STA_C_55174) CONTENT: Extinction(/Engine/Transient.Default__REINST_Gauntlet2_MissionType_STA_C_55174) CONTENT: Genesis(/Engine/Transient.Default__REINST_Gauntlet2_MissionType_STA_C_55174) CONTENT: Dodos!!!(/Engine/Transient.Default__REINST_Gauntlet2_MissionType_STA_C_55174) CONTENT: Enemies Killed(/Engine/Transient.Default__REINST_Gauntlet2_MissionType_STA_C_55174) CONTENT: GET READY!(/Engine/Transient.Default__REINST_Gauntlet2_MissionType_STA_C_55174) CONTENT: Prepare for the next wave!(/Engine/Transient.Default__REINST_Gauntlet2_MissionType_STA_C_55174) CONTENT: SUCCESS!(/Engine/Transient.Default__REINST_Gauntlet2_MissionType_STA_C_55174) CONTENT: All waves completed!(/Engine/Transient.Default__REINST_Gauntlet2_MissionType_STA_C_55174) CONTENT: Kill(/Engine/Transient.Default__REINST_Gauntlet2_MissionType_STA_C_55174) CONTENT: Survive the ARK(/Engine/Transient.REINST_Gauntlet2_MissionType_STA_C_1) CONTENT: Endure a genomic gauntlet of familiar fauna to reclaim the ship's wildlife pacification systems!(/Engine/Transient.REINST_Gauntlet2_MissionType_STA_C_1) CONTENT: Get Ready!(/Engine/Transient.REINST_Gauntlet2_MissionType_STA_C_1) CONTENT: Waiting to add players to mission...(/Engine/Transient.REINST_Gauntlet2_MissionType_STA_C_1) CONTENT: Wave:(/Engine/Transient.REINST_Gauntlet2_MissionType_STA_C_1) CONTENT: Beach(/Engine/Transient.REINST_Gauntlet2_MissionType_STA_C_1) CONTENT: Swamp(/Engine/Transient.REINST_Gauntlet2_MissionType_STA_C_1) CONTENT: Redwoods(/Engine/Transient.REINST_Gauntlet2_MissionType_STA_C_1) CONTENT: Snow(/Engine/Transient.REINST_Gauntlet2_MissionType_STA_C_1) CONTENT: Mountains(/Engine/Transient.REINST_Gauntlet2_MissionType_STA_C_1) CONTENT: Scorched(/Engine/Transient.REINST_Gauntlet2_MissionType_STA_C_1) CONTENT: Aberration(/Engine/Transient.REINST_Gauntlet2_MissionType_STA_C_1) CONTENT: Extinction(/Engine/Transient.REINST_Gauntlet2_MissionType_STA_C_1) CONTENT: Genesis(/Engine/Transient.REINST_Gauntlet2_MissionType_STA_C_1) CONTENT: Dodos!!!(/Engine/Transient.REINST_Gauntlet2_MissionType_STA_C_1) CONTENT: Enemies Killed(/Engine/Transient.REINST_Gauntlet2_MissionType_STA_C_1) CONTENT: GET READY!(/Engine/Transient.REINST_Gauntlet2_MissionType_STA_C_1) CONTENT: Prepare for the next wave!(/Engine/Transient.REINST_Gauntlet2_MissionType_STA_C_1) CONTENT: SUCCESS!(/Engine/Transient.REINST_Gauntlet2_MissionType_STA_C_1) CONTENT: All waves completed!(/Engine/Transient.REINST_Gauntlet2_MissionType_STA_C_1) CONTENT: Kill(/Engine/Transient.REINST_Gauntlet2_MissionType_STA_C_1) CONTENT: This doesn't end well... Just before death, you will be teleported out of the simulation.(/Engine/Transient.Default__REINST_Gauntlet2_MissionType_STA_Endless_C_55181) CONTENT: Waiting For Players(/Engine/Transient.Default__REINST_Gauntlet2_MissionType_STA_Endless_C_55181) CONTENT: Get Ready!(/Engine/Transient.Default__REINST_Gauntlet2_MissionType_STA_Endless_C_55181) CONTENT: Waiting to add players to mission...(/Engine/Transient.Default__REINST_Gauntlet2_MissionType_STA_Endless_C_55181) CONTENT: Wave:(/Engine/Transient.Default__REINST_Gauntlet2_MissionType_STA_Endless_C_55181) CONTENT: Beach(/Engine/Transient.Default__REINST_Gauntlet2_MissionType_STA_Endless_C_55181) CONTENT: Swamp(/Engine/Transient.Default__REINST_Gauntlet2_MissionType_STA_Endless_C_55181) CONTENT: Redwoods(/Engine/Transient.Default__REINST_Gauntlet2_MissionType_STA_Endless_C_55181) CONTENT: Snow(/Engine/Transient.Default__REINST_Gauntlet2_MissionType_STA_Endless_C_55181) CONTENT: Mountains(/Engine/Transient.Default__REINST_Gauntlet2_MissionType_STA_Endless_C_55181) CONTENT: Scorched(/Engine/Transient.Default__REINST_Gauntlet2_MissionType_STA_Endless_C_55181) CONTENT: Aberration(/Engine/Transient.Default__REINST_Gauntlet2_MissionType_STA_Endless_C_55181) CONTENT: Extinction(/Engine/Transient.Default__REINST_Gauntlet2_MissionType_STA_Endless_C_55181) CONTENT: Genesis(/Engine/Transient.Default__REINST_Gauntlet2_MissionType_STA_Endless_C_55181) CONTENT: Dodos!!!(/Engine/Transient.Default__REINST_Gauntlet2_MissionType_STA_Endless_C_55181) CONTENT: Enemies Killed(/Engine/Transient.Default__REINST_Gauntlet2_MissionType_STA_Endless_C_55181) CONTENT: GET READY!(/Engine/Transient.Default__REINST_Gauntlet2_MissionType_STA_Endless_C_55181) CONTENT: Prepare for the next wave!(/Engine/Transient.Default__REINST_Gauntlet2_MissionType_STA_Endless_C_55181) CONTENT: SUCCESS!(/Engine/Transient.Default__REINST_Gauntlet2_MissionType_STA_Endless_C_55181) CONTENT: All waves completed!(/Engine/Transient.Default__REINST_Gauntlet2_MissionType_STA_Endless_C_55181) CONTENT: Score(/Engine/Transient.Default__REINST_Gauntlet2_MissionType_STA_Endless_C_55181) CONTENT: Round(/Engine/Transient.Default__REINST_Gauntlet2_MissionType_STA_Endless_C_55181) CONTENT: Gauntlet Waves Complete!(/Engine/Transient.Default__REINST_Gauntlet2_MissionType_STA_Endless_C_55181) CONTENT: All required waves completed! Exit the mission from the teleporter or continue battling for increased rewards and a high score!(/Engine/Transient.Default__REINST_Gauntlet2_MissionType_STA_Endless_C_55181) CONTENT: Round Complete!(/Engine/Transient.Default__REINST_Gauntlet2_MissionType_STA_Endless_C_55181) CONTENT: Your rewards on exit have been increased!(/Engine/Transient.Default__REINST_Gauntlet2_MissionType_STA_Endless_C_55181) CONTENT: Eliminated!(/Engine/Transient.Default__REINST_Gauntlet2_MissionType_STA_Endless_C_55181) CONTENT: Vitals critical: Simulation Desynchronizing...(/Engine/Transient.Default__REINST_Gauntlet2_MissionType_STA_Endless_C_55181) CONTENT: Survive the ARK(/Engine/Transient.Default__REINST_Gauntlet2_MissionType_STA_Endless_C_55181) CONTENT: Find a weapon before enemies spawn; prepare for battle(/Engine/Transient.Default__REINST_Gauntlet2_MissionType_STA_Endless_C_55181) CONTENT: Regroup(/Engine/Transient.Default__REINST_Gauntlet2_MissionType_STA_Endless_C_55181) CONTENT: Prepare for the next wave(/Engine/Transient.Default__REINST_Gauntlet2_MissionType_STA_Endless_C_55181) CONTENT: Kill everything(/Engine/Transient.Default__REINST_Gauntlet2_MissionType_STA_Endless_C_55181) CONTENT: Defeat all enemies to complete the wave(/Engine/Transient.Default__REINST_Gauntlet2_MissionType_STA_Endless_C_55181) CONTENT: Survive the Beach(/Engine/Transient.Default__REINST_Gauntlet2_MissionType_STA_Endless_C_55181) CONTENT: Defeat a wave of enemies from The Island's coastlines(/Engine/Transient.Default__REINST_Gauntlet2_MissionType_STA_Endless_C_55181) CONTENT: Survive the Swamp(/Engine/Transient.Default__REINST_Gauntlet2_MissionType_STA_Endless_C_55181) CONTENT: Defeat a wave of enemies from The Island's moors(/Engine/Transient.Default__REINST_Gauntlet2_MissionType_STA_Endless_C_55181) CONTENT: Survive the Redwoods(/Engine/Transient.Default__REINST_Gauntlet2_MissionType_STA_Endless_C_55181) CONTENT: Defeat a wave of enemies from The Island's woodlands(/Engine/Transient.Default__REINST_Gauntlet2_MissionType_STA_Endless_C_55181) CONTENT: Survive the Tundra(/Engine/Transient.Default__REINST_Gauntlet2_MissionType_STA_Endless_C_55181) CONTENT: Defeat a wave of enemies from The Island's icefields(/Engine/Transient.Default__REINST_Gauntlet2_MissionType_STA_Endless_C_55181) CONTENT: Survive the Mountain(/Engine/Transient.Default__REINST_Gauntlet2_MissionType_STA_Endless_C_55181) CONTENT: Defeat a wave of enemies from The Island's peaks(/Engine/Transient.Default__REINST_Gauntlet2_MissionType_STA_Endless_C_55181) CONTENT: Survive the Barrens(/Engine/Transient.Default__REINST_Gauntlet2_MissionType_STA_Endless_C_55181) CONTENT: Defeat a wave of enemies from Scorched Earth(/Engine/Transient.Default__REINST_Gauntlet2_MissionType_STA_Endless_C_55181) CONTENT: Survive the Hollow(/Engine/Transient.Default__REINST_Gauntlet2_MissionType_STA_Endless_C_55181) CONTENT: Defeat a wave of enemies from Aberration(/Engine/Transient.Default__REINST_Gauntlet2_MissionType_STA_Endless_C_55181) CONTENT: Survive the Ruins(/Engine/Transient.Default__REINST_Gauntlet2_MissionType_STA_Endless_C_55181) CONTENT: Defeat a wave of enemies from Extinction(/Engine/Transient.Default__REINST_Gauntlet2_MissionType_STA_Endless_C_55181) CONTENT: Survive the Voyage(/Engine/Transient.Default__REINST_Gauntlet2_MissionType_STA_Endless_C_55181) CONTENT: Defeat a wave of enemies from the Genesis ship(/Engine/Transient.Default__REINST_Gauntlet2_MissionType_STA_Endless_C_55181) CONTENT: Survive Nida's Secret(/Engine/Transient.Default__REINST_Gauntlet2_MissionType_STA_Endless_C_55181) CONTENT: Defeat an unexpected final nemesis to retake the system(/Engine/Transient.Default__REINST_Gauntlet2_MissionType_STA_Endless_C_55181) LITERAL: Wave Complete +{1} ({2} + Time Bonus {3})(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Gauntlet2_MissionType_STA_Endless.Gauntlet2_MissionType_STA_Endless:EdGraph_169604.K2Node_CallFunction_404797) LITERAL: 1(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Gauntlet2_MissionType_STA_Endless.Gauntlet2_MissionType_STA_Endless:EdGraph_169604.K2Node_MakeStruct_3221) LITERAL: 2(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Gauntlet2_MissionType_STA_Endless.Gauntlet2_MissionType_STA_Endless:EdGraph_169604.K2Node_MakeStruct_3222) LITERAL: 3(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Gauntlet2_MissionType_STA_Endless.Gauntlet2_MissionType_STA_Endless:EdGraph_169604.K2Node_MakeStruct_3223) LITERAL: Round Complete +{1}(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Gauntlet2_MissionType_STA_Endless.Gauntlet2_MissionType_STA_Endless:EdGraph_169604.K2Node_CallFunction_404798) LITERAL: 1(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Gauntlet2_MissionType_STA_Endless.Gauntlet2_MissionType_STA_Endless:EdGraph_169604.K2Node_MakeStruct_3224) LITERAL: Kill +{1}(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Gauntlet2_MissionType_STA_Endless.Gauntlet2_MissionType_STA_Endless:EdGraph_169604.K2Node_CallFunction_404799) LITERAL: 1(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Gauntlet2_MissionType_STA_Endless.Gauntlet2_MissionType_STA_Endless:EdGraph_169604.K2Node_MakeStruct_3225) CONTENT: This doesn't end well... Just before death, you will be teleported out of the simulation.(/Engine/Transient.REINST_Gauntlet2_MissionType_STA_Endless_C_1) CONTENT: Waiting For Players(/Engine/Transient.REINST_Gauntlet2_MissionType_STA_Endless_C_1) CONTENT: Get Ready!(/Engine/Transient.REINST_Gauntlet2_MissionType_STA_Endless_C_1) CONTENT: Waiting to add players to mission...(/Engine/Transient.REINST_Gauntlet2_MissionType_STA_Endless_C_1) CONTENT: Wave:(/Engine/Transient.REINST_Gauntlet2_MissionType_STA_Endless_C_1) CONTENT: Beach(/Engine/Transient.REINST_Gauntlet2_MissionType_STA_Endless_C_1) CONTENT: Swamp(/Engine/Transient.REINST_Gauntlet2_MissionType_STA_Endless_C_1) CONTENT: Redwoods(/Engine/Transient.REINST_Gauntlet2_MissionType_STA_Endless_C_1) CONTENT: Snow(/Engine/Transient.REINST_Gauntlet2_MissionType_STA_Endless_C_1) CONTENT: Mountains(/Engine/Transient.REINST_Gauntlet2_MissionType_STA_Endless_C_1) CONTENT: Scorched(/Engine/Transient.REINST_Gauntlet2_MissionType_STA_Endless_C_1) CONTENT: Aberration(/Engine/Transient.REINST_Gauntlet2_MissionType_STA_Endless_C_1) CONTENT: Extinction(/Engine/Transient.REINST_Gauntlet2_MissionType_STA_Endless_C_1) CONTENT: Genesis(/Engine/Transient.REINST_Gauntlet2_MissionType_STA_Endless_C_1) CONTENT: Dodos!!!(/Engine/Transient.REINST_Gauntlet2_MissionType_STA_Endless_C_1) CONTENT: Enemies Killed(/Engine/Transient.REINST_Gauntlet2_MissionType_STA_Endless_C_1) CONTENT: GET READY!(/Engine/Transient.REINST_Gauntlet2_MissionType_STA_Endless_C_1) CONTENT: Prepare for the next wave!(/Engine/Transient.REINST_Gauntlet2_MissionType_STA_Endless_C_1) CONTENT: SUCCESS!(/Engine/Transient.REINST_Gauntlet2_MissionType_STA_Endless_C_1) CONTENT: All waves completed!(/Engine/Transient.REINST_Gauntlet2_MissionType_STA_Endless_C_1) CONTENT: Score(/Engine/Transient.REINST_Gauntlet2_MissionType_STA_Endless_C_1) CONTENT: Round(/Engine/Transient.REINST_Gauntlet2_MissionType_STA_Endless_C_1) CONTENT: Gauntlet Waves Complete!(/Engine/Transient.REINST_Gauntlet2_MissionType_STA_Endless_C_1) CONTENT: All required waves completed! Exit the mission from the teleporter or continue battling for increased rewards and a high score!(/Engine/Transient.REINST_Gauntlet2_MissionType_STA_Endless_C_1) CONTENT: Round Complete!(/Engine/Transient.REINST_Gauntlet2_MissionType_STA_Endless_C_1) CONTENT: Your rewards on exit have been increased!(/Engine/Transient.REINST_Gauntlet2_MissionType_STA_Endless_C_1) CONTENT: Eliminated!(/Engine/Transient.REINST_Gauntlet2_MissionType_STA_Endless_C_1) CONTENT: Vitals critical: Simulation Desynchronizing...(/Engine/Transient.REINST_Gauntlet2_MissionType_STA_Endless_C_1) CONTENT: Survive the ARK(/Engine/Transient.REINST_Gauntlet2_MissionType_STA_Endless_C_1) CONTENT: Find a weapon before enemies spawn; prepare for battle(/Engine/Transient.REINST_Gauntlet2_MissionType_STA_Endless_C_1) CONTENT: Regroup(/Engine/Transient.REINST_Gauntlet2_MissionType_STA_Endless_C_1) CONTENT: Prepare for the next wave(/Engine/Transient.REINST_Gauntlet2_MissionType_STA_Endless_C_1) CONTENT: Kill everything(/Engine/Transient.REINST_Gauntlet2_MissionType_STA_Endless_C_1) CONTENT: Defeat all enemies to complete the wave(/Engine/Transient.REINST_Gauntlet2_MissionType_STA_Endless_C_1) CONTENT: Survive the Beach(/Engine/Transient.REINST_Gauntlet2_MissionType_STA_Endless_C_1) CONTENT: Defeat a wave of enemies from The Island's coastlines(/Engine/Transient.REINST_Gauntlet2_MissionType_STA_Endless_C_1) CONTENT: Survive the Swamp(/Engine/Transient.REINST_Gauntlet2_MissionType_STA_Endless_C_1) CONTENT: Defeat a wave of enemies from The Island's moors(/Engine/Transient.REINST_Gauntlet2_MissionType_STA_Endless_C_1) CONTENT: Survive the Redwoods(/Engine/Transient.REINST_Gauntlet2_MissionType_STA_Endless_C_1) CONTENT: Defeat a wave of enemies from The Island's woodlands(/Engine/Transient.REINST_Gauntlet2_MissionType_STA_Endless_C_1) CONTENT: Survive the Tundra(/Engine/Transient.REINST_Gauntlet2_MissionType_STA_Endless_C_1) CONTENT: Defeat a wave of enemies from The Island's icefields(/Engine/Transient.REINST_Gauntlet2_MissionType_STA_Endless_C_1) CONTENT: Survive the Mountain(/Engine/Transient.REINST_Gauntlet2_MissionType_STA_Endless_C_1) CONTENT: Defeat a wave of enemies from The Island's peaks(/Engine/Transient.REINST_Gauntlet2_MissionType_STA_Endless_C_1) CONTENT: Survive the Barrens(/Engine/Transient.REINST_Gauntlet2_MissionType_STA_Endless_C_1) CONTENT: Defeat a wave of enemies from Scorched Earth(/Engine/Transient.REINST_Gauntlet2_MissionType_STA_Endless_C_1) CONTENT: Survive the Hollow(/Engine/Transient.REINST_Gauntlet2_MissionType_STA_Endless_C_1) CONTENT: Defeat a wave of enemies from Aberration(/Engine/Transient.REINST_Gauntlet2_MissionType_STA_Endless_C_1) CONTENT: Survive the Ruins(/Engine/Transient.REINST_Gauntlet2_MissionType_STA_Endless_C_1) CONTENT: Defeat a wave of enemies from Extinction(/Engine/Transient.REINST_Gauntlet2_MissionType_STA_Endless_C_1) CONTENT: Survive the Voyage(/Engine/Transient.REINST_Gauntlet2_MissionType_STA_Endless_C_1) CONTENT: Defeat a wave of enemies from the Genesis ship(/Engine/Transient.REINST_Gauntlet2_MissionType_STA_Endless_C_1) CONTENT: Survive Nida's Secret(/Engine/Transient.REINST_Gauntlet2_MissionType_STA_Endless_C_1) CONTENT: Defeat an unexpected final nemesis to retake the system(/Engine/Transient.REINST_Gauntlet2_MissionType_STA_Endless_C_1) CONTENT: Survive the ARK(/Engine/Transient.Default__REINST_Gauntlet2_MissionType_STA_C_55185) CONTENT: Endure a genomic gauntlet of familiar fauna to reclaim the ship's wildlife pacification systems!(/Engine/Transient.Default__REINST_Gauntlet2_MissionType_STA_C_55185) CONTENT: Get Ready!(/Engine/Transient.Default__REINST_Gauntlet2_MissionType_STA_C_55185) CONTENT: Waiting to add players to mission...(/Engine/Transient.Default__REINST_Gauntlet2_MissionType_STA_C_55185) CONTENT: Wave:(/Engine/Transient.Default__REINST_Gauntlet2_MissionType_STA_C_55185) CONTENT: Beach(/Engine/Transient.Default__REINST_Gauntlet2_MissionType_STA_C_55185) CONTENT: Swamp(/Engine/Transient.Default__REINST_Gauntlet2_MissionType_STA_C_55185) CONTENT: Redwoods(/Engine/Transient.Default__REINST_Gauntlet2_MissionType_STA_C_55185) CONTENT: Snow(/Engine/Transient.Default__REINST_Gauntlet2_MissionType_STA_C_55185) CONTENT: Mountains(/Engine/Transient.Default__REINST_Gauntlet2_MissionType_STA_C_55185) CONTENT: Scorched(/Engine/Transient.Default__REINST_Gauntlet2_MissionType_STA_C_55185) CONTENT: Aberration(/Engine/Transient.Default__REINST_Gauntlet2_MissionType_STA_C_55185) CONTENT: Extinction(/Engine/Transient.Default__REINST_Gauntlet2_MissionType_STA_C_55185) CONTENT: Genesis(/Engine/Transient.Default__REINST_Gauntlet2_MissionType_STA_C_55185) CONTENT: Dodos!!!(/Engine/Transient.Default__REINST_Gauntlet2_MissionType_STA_C_55185) CONTENT: Enemies Killed(/Engine/Transient.Default__REINST_Gauntlet2_MissionType_STA_C_55185) CONTENT: GET READY!(/Engine/Transient.Default__REINST_Gauntlet2_MissionType_STA_C_55185) CONTENT: Prepare for the next wave!(/Engine/Transient.Default__REINST_Gauntlet2_MissionType_STA_C_55185) CONTENT: SUCCESS!(/Engine/Transient.Default__REINST_Gauntlet2_MissionType_STA_C_55185) CONTENT: All waves completed!(/Engine/Transient.Default__REINST_Gauntlet2_MissionType_STA_C_55185) CONTENT: Kill(/Engine/Transient.Default__REINST_Gauntlet2_MissionType_STA_C_55185) CONTENT: Survive the ARK(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Gauntlet2_MissionType_STA.Default__Gauntlet2_MissionType_STA_C) CONTENT: Endure a genomic gauntlet of familiar fauna to reclaim the ship's wildlife pacification systems!(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Gauntlet2_MissionType_STA.Default__Gauntlet2_MissionType_STA_C) CONTENT: Get Ready!(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Gauntlet2_MissionType_STA.Default__Gauntlet2_MissionType_STA_C) CONTENT: Waiting to add players to mission...(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Gauntlet2_MissionType_STA.Default__Gauntlet2_MissionType_STA_C) CONTENT: Wave:(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Gauntlet2_MissionType_STA.Default__Gauntlet2_MissionType_STA_C) CONTENT: Beach(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Gauntlet2_MissionType_STA.Default__Gauntlet2_MissionType_STA_C) CONTENT: Swamp(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Gauntlet2_MissionType_STA.Default__Gauntlet2_MissionType_STA_C) CONTENT: Redwoods(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Gauntlet2_MissionType_STA.Default__Gauntlet2_MissionType_STA_C) CONTENT: Snow(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Gauntlet2_MissionType_STA.Default__Gauntlet2_MissionType_STA_C) CONTENT: Mountains(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Gauntlet2_MissionType_STA.Default__Gauntlet2_MissionType_STA_C) CONTENT: Scorched(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Gauntlet2_MissionType_STA.Default__Gauntlet2_MissionType_STA_C) CONTENT: Aberration(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Gauntlet2_MissionType_STA.Default__Gauntlet2_MissionType_STA_C) CONTENT: Extinction(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Gauntlet2_MissionType_STA.Default__Gauntlet2_MissionType_STA_C) CONTENT: Genesis(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Gauntlet2_MissionType_STA.Default__Gauntlet2_MissionType_STA_C) CONTENT: Dodos!!!(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Gauntlet2_MissionType_STA.Default__Gauntlet2_MissionType_STA_C) CONTENT: Enemies Killed(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Gauntlet2_MissionType_STA.Default__Gauntlet2_MissionType_STA_C) CONTENT: GET READY!(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Gauntlet2_MissionType_STA.Default__Gauntlet2_MissionType_STA_C) CONTENT: Prepare for the next wave!(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Gauntlet2_MissionType_STA.Default__Gauntlet2_MissionType_STA_C) CONTENT: SUCCESS!(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Gauntlet2_MissionType_STA.Default__Gauntlet2_MissionType_STA_C) CONTENT: All waves completed!(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Gauntlet2_MissionType_STA.Default__Gauntlet2_MissionType_STA_C) CONTENT: Kill(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Gauntlet2_MissionType_STA.Default__Gauntlet2_MissionType_STA_C) CONTENT: This doesn't end well... Just before death, you will be teleported out of the simulation.(/Engine/Transient.Default__REINST_Gauntlet2_MissionType_STA_Endless_C_55189) CONTENT: Waiting For Players(/Engine/Transient.Default__REINST_Gauntlet2_MissionType_STA_Endless_C_55189) CONTENT: Get Ready!(/Engine/Transient.Default__REINST_Gauntlet2_MissionType_STA_Endless_C_55189) CONTENT: Waiting to add players to mission...(/Engine/Transient.Default__REINST_Gauntlet2_MissionType_STA_Endless_C_55189) CONTENT: Wave:(/Engine/Transient.Default__REINST_Gauntlet2_MissionType_STA_Endless_C_55189) CONTENT: Beach(/Engine/Transient.Default__REINST_Gauntlet2_MissionType_STA_Endless_C_55189) CONTENT: Swamp(/Engine/Transient.Default__REINST_Gauntlet2_MissionType_STA_Endless_C_55189) CONTENT: Redwoods(/Engine/Transient.Default__REINST_Gauntlet2_MissionType_STA_Endless_C_55189) CONTENT: Snow(/Engine/Transient.Default__REINST_Gauntlet2_MissionType_STA_Endless_C_55189) CONTENT: Mountains(/Engine/Transient.Default__REINST_Gauntlet2_MissionType_STA_Endless_C_55189) CONTENT: Scorched(/Engine/Transient.Default__REINST_Gauntlet2_MissionType_STA_Endless_C_55189) CONTENT: Aberration(/Engine/Transient.Default__REINST_Gauntlet2_MissionType_STA_Endless_C_55189) CONTENT: Extinction(/Engine/Transient.Default__REINST_Gauntlet2_MissionType_STA_Endless_C_55189) CONTENT: Genesis(/Engine/Transient.Default__REINST_Gauntlet2_MissionType_STA_Endless_C_55189) CONTENT: Dodos!!!(/Engine/Transient.Default__REINST_Gauntlet2_MissionType_STA_Endless_C_55189) CONTENT: Enemies Killed(/Engine/Transient.Default__REINST_Gauntlet2_MissionType_STA_Endless_C_55189) CONTENT: GET READY!(/Engine/Transient.Default__REINST_Gauntlet2_MissionType_STA_Endless_C_55189) CONTENT: Prepare for the next wave!(/Engine/Transient.Default__REINST_Gauntlet2_MissionType_STA_Endless_C_55189) CONTENT: SUCCESS!(/Engine/Transient.Default__REINST_Gauntlet2_MissionType_STA_Endless_C_55189) CONTENT: All waves completed!(/Engine/Transient.Default__REINST_Gauntlet2_MissionType_STA_Endless_C_55189) CONTENT: Score(/Engine/Transient.Default__REINST_Gauntlet2_MissionType_STA_Endless_C_55189) CONTENT: Round(/Engine/Transient.Default__REINST_Gauntlet2_MissionType_STA_Endless_C_55189) CONTENT: Gauntlet Waves Complete!(/Engine/Transient.Default__REINST_Gauntlet2_MissionType_STA_Endless_C_55189) CONTENT: All required waves completed! Exit the mission from the teleporter or continue battling for increased rewards and a high score!(/Engine/Transient.Default__REINST_Gauntlet2_MissionType_STA_Endless_C_55189) CONTENT: Round Complete!(/Engine/Transient.Default__REINST_Gauntlet2_MissionType_STA_Endless_C_55189) CONTENT: Your rewards on exit have been increased!(/Engine/Transient.Default__REINST_Gauntlet2_MissionType_STA_Endless_C_55189) CONTENT: Eliminated!(/Engine/Transient.Default__REINST_Gauntlet2_MissionType_STA_Endless_C_55189) CONTENT: Vitals critical: Simulation Desynchronizing...(/Engine/Transient.Default__REINST_Gauntlet2_MissionType_STA_Endless_C_55189) CONTENT: Survive the ARK(/Engine/Transient.Default__REINST_Gauntlet2_MissionType_STA_Endless_C_55189) CONTENT: Find a weapon before enemies spawn; prepare for battle(/Engine/Transient.Default__REINST_Gauntlet2_MissionType_STA_Endless_C_55189) CONTENT: Regroup(/Engine/Transient.Default__REINST_Gauntlet2_MissionType_STA_Endless_C_55189) CONTENT: Prepare for the next wave(/Engine/Transient.Default__REINST_Gauntlet2_MissionType_STA_Endless_C_55189) CONTENT: Kill everything(/Engine/Transient.Default__REINST_Gauntlet2_MissionType_STA_Endless_C_55189) CONTENT: Defeat all enemies to complete the wave(/Engine/Transient.Default__REINST_Gauntlet2_MissionType_STA_Endless_C_55189) CONTENT: Survive the Beach(/Engine/Transient.Default__REINST_Gauntlet2_MissionType_STA_Endless_C_55189) CONTENT: Defeat a wave of enemies from The Island's coastlines(/Engine/Transient.Default__REINST_Gauntlet2_MissionType_STA_Endless_C_55189) CONTENT: Survive the Swamp(/Engine/Transient.Default__REINST_Gauntlet2_MissionType_STA_Endless_C_55189) CONTENT: Defeat a wave of enemies from The Island's moors(/Engine/Transient.Default__REINST_Gauntlet2_MissionType_STA_Endless_C_55189) CONTENT: Survive the Redwoods(/Engine/Transient.Default__REINST_Gauntlet2_MissionType_STA_Endless_C_55189) CONTENT: Defeat a wave of enemies from The Island's woodlands(/Engine/Transient.Default__REINST_Gauntlet2_MissionType_STA_Endless_C_55189) CONTENT: Survive the Tundra(/Engine/Transient.Default__REINST_Gauntlet2_MissionType_STA_Endless_C_55189) CONTENT: Defeat a wave of enemies from The Island's icefields(/Engine/Transient.Default__REINST_Gauntlet2_MissionType_STA_Endless_C_55189) CONTENT: Survive the Mountain(/Engine/Transient.Default__REINST_Gauntlet2_MissionType_STA_Endless_C_55189) CONTENT: Defeat a wave of enemies from The Island's peaks(/Engine/Transient.Default__REINST_Gauntlet2_MissionType_STA_Endless_C_55189) CONTENT: Survive the Barrens(/Engine/Transient.Default__REINST_Gauntlet2_MissionType_STA_Endless_C_55189) CONTENT: Defeat a wave of enemies from Scorched Earth(/Engine/Transient.Default__REINST_Gauntlet2_MissionType_STA_Endless_C_55189) CONTENT: Survive the Hollow(/Engine/Transient.Default__REINST_Gauntlet2_MissionType_STA_Endless_C_55189) CONTENT: Defeat a wave of enemies from Aberration(/Engine/Transient.Default__REINST_Gauntlet2_MissionType_STA_Endless_C_55189) CONTENT: Survive the Ruins(/Engine/Transient.Default__REINST_Gauntlet2_MissionType_STA_Endless_C_55189) CONTENT: Defeat a wave of enemies from Extinction(/Engine/Transient.Default__REINST_Gauntlet2_MissionType_STA_Endless_C_55189) CONTENT: Survive the Voyage(/Engine/Transient.Default__REINST_Gauntlet2_MissionType_STA_Endless_C_55189) CONTENT: Defeat a wave of enemies from the Genesis ship(/Engine/Transient.Default__REINST_Gauntlet2_MissionType_STA_Endless_C_55189) CONTENT: Survive Nida's Secret(/Engine/Transient.Default__REINST_Gauntlet2_MissionType_STA_Endless_C_55189) CONTENT: Defeat an unexpected final nemesis to retake the system(/Engine/Transient.Default__REINST_Gauntlet2_MissionType_STA_Endless_C_55189) LITERAL: Wave Complete +{1} ({2} + Time Bonus {3})(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Gauntlet2_MissionType_STA_Endless.Gauntlet2_MissionType_STA_Endless:EdGraph_169687.K2Node_CallFunction_404922) LITERAL: 1(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Gauntlet2_MissionType_STA_Endless.Gauntlet2_MissionType_STA_Endless:EdGraph_169687.K2Node_MakeStruct_3228) LITERAL: 2(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Gauntlet2_MissionType_STA_Endless.Gauntlet2_MissionType_STA_Endless:EdGraph_169687.K2Node_MakeStruct_3229) LITERAL: 3(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Gauntlet2_MissionType_STA_Endless.Gauntlet2_MissionType_STA_Endless:EdGraph_169687.K2Node_MakeStruct_3230) LITERAL: Round Complete +{1}(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Gauntlet2_MissionType_STA_Endless.Gauntlet2_MissionType_STA_Endless:EdGraph_169687.K2Node_CallFunction_404923) LITERAL: 1(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Gauntlet2_MissionType_STA_Endless.Gauntlet2_MissionType_STA_Endless:EdGraph_169687.K2Node_MakeStruct_3231) LITERAL: Kill +{1}(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Gauntlet2_MissionType_STA_Endless.Gauntlet2_MissionType_STA_Endless:EdGraph_169687.K2Node_CallFunction_404924) LITERAL: 1(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Gauntlet2_MissionType_STA_Endless.Gauntlet2_MissionType_STA_Endless:EdGraph_169687.K2Node_MakeStruct_3232) CONTENT: This doesn't end well... Just before death, you will be teleported out of the simulation.(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Gauntlet2_MissionType_STA_Endless.Default__Gauntlet2_MissionType_STA_Endless_C) CONTENT: Waiting For Players(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Gauntlet2_MissionType_STA_Endless.Default__Gauntlet2_MissionType_STA_Endless_C) CONTENT: Get Ready!(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Gauntlet2_MissionType_STA_Endless.Default__Gauntlet2_MissionType_STA_Endless_C) CONTENT: Waiting to add players to mission...(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Gauntlet2_MissionType_STA_Endless.Default__Gauntlet2_MissionType_STA_Endless_C) CONTENT: Wave:(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Gauntlet2_MissionType_STA_Endless.Default__Gauntlet2_MissionType_STA_Endless_C) CONTENT: Beach(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Gauntlet2_MissionType_STA_Endless.Default__Gauntlet2_MissionType_STA_Endless_C) CONTENT: Swamp(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Gauntlet2_MissionType_STA_Endless.Default__Gauntlet2_MissionType_STA_Endless_C) CONTENT: Redwoods(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Gauntlet2_MissionType_STA_Endless.Default__Gauntlet2_MissionType_STA_Endless_C) CONTENT: Snow(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Gauntlet2_MissionType_STA_Endless.Default__Gauntlet2_MissionType_STA_Endless_C) CONTENT: Mountains(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Gauntlet2_MissionType_STA_Endless.Default__Gauntlet2_MissionType_STA_Endless_C) CONTENT: Scorched(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Gauntlet2_MissionType_STA_Endless.Default__Gauntlet2_MissionType_STA_Endless_C) CONTENT: Aberration(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Gauntlet2_MissionType_STA_Endless.Default__Gauntlet2_MissionType_STA_Endless_C) CONTENT: Extinction(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Gauntlet2_MissionType_STA_Endless.Default__Gauntlet2_MissionType_STA_Endless_C) CONTENT: Genesis(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Gauntlet2_MissionType_STA_Endless.Default__Gauntlet2_MissionType_STA_Endless_C) CONTENT: Dodos!!!(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Gauntlet2_MissionType_STA_Endless.Default__Gauntlet2_MissionType_STA_Endless_C) CONTENT: Enemies Killed(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Gauntlet2_MissionType_STA_Endless.Default__Gauntlet2_MissionType_STA_Endless_C) CONTENT: GET READY!(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Gauntlet2_MissionType_STA_Endless.Default__Gauntlet2_MissionType_STA_Endless_C) CONTENT: Prepare for the next wave!(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Gauntlet2_MissionType_STA_Endless.Default__Gauntlet2_MissionType_STA_Endless_C) CONTENT: SUCCESS!(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Gauntlet2_MissionType_STA_Endless.Default__Gauntlet2_MissionType_STA_Endless_C) CONTENT: All waves completed!(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Gauntlet2_MissionType_STA_Endless.Default__Gauntlet2_MissionType_STA_Endless_C) CONTENT: Score(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Gauntlet2_MissionType_STA_Endless.Default__Gauntlet2_MissionType_STA_Endless_C) CONTENT: Round(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Gauntlet2_MissionType_STA_Endless.Default__Gauntlet2_MissionType_STA_Endless_C) CONTENT: Gauntlet Waves Complete!(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Gauntlet2_MissionType_STA_Endless.Default__Gauntlet2_MissionType_STA_Endless_C) CONTENT: All required waves completed! Exit the mission from the teleporter or continue battling for increased rewards and a high score!(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Gauntlet2_MissionType_STA_Endless.Default__Gauntlet2_MissionType_STA_Endless_C) CONTENT: Round Complete!(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Gauntlet2_MissionType_STA_Endless.Default__Gauntlet2_MissionType_STA_Endless_C) CONTENT: Your rewards on exit have been increased!(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Gauntlet2_MissionType_STA_Endless.Default__Gauntlet2_MissionType_STA_Endless_C) CONTENT: Eliminated!(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Gauntlet2_MissionType_STA_Endless.Default__Gauntlet2_MissionType_STA_Endless_C) CONTENT: Vitals critical: Simulation Desynchronizing...(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Gauntlet2_MissionType_STA_Endless.Default__Gauntlet2_MissionType_STA_Endless_C) CONTENT: Survive the ARK(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Gauntlet2_MissionType_STA_Endless.Default__Gauntlet2_MissionType_STA_Endless_C) CONTENT: Find a weapon before enemies spawn; prepare for battle(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Gauntlet2_MissionType_STA_Endless.Default__Gauntlet2_MissionType_STA_Endless_C) CONTENT: Regroup(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Gauntlet2_MissionType_STA_Endless.Default__Gauntlet2_MissionType_STA_Endless_C) CONTENT: Prepare for the next wave(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Gauntlet2_MissionType_STA_Endless.Default__Gauntlet2_MissionType_STA_Endless_C) CONTENT: Kill everything(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Gauntlet2_MissionType_STA_Endless.Default__Gauntlet2_MissionType_STA_Endless_C) CONTENT: Defeat all enemies to complete the wave(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Gauntlet2_MissionType_STA_Endless.Default__Gauntlet2_MissionType_STA_Endless_C) CONTENT: Survive the Beach(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Gauntlet2_MissionType_STA_Endless.Default__Gauntlet2_MissionType_STA_Endless_C) CONTENT: Defeat a wave of enemies from The Island's coastlines(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Gauntlet2_MissionType_STA_Endless.Default__Gauntlet2_MissionType_STA_Endless_C) CONTENT: Survive the Swamp(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Gauntlet2_MissionType_STA_Endless.Default__Gauntlet2_MissionType_STA_Endless_C) CONTENT: Defeat a wave of enemies from The Island's moors(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Gauntlet2_MissionType_STA_Endless.Default__Gauntlet2_MissionType_STA_Endless_C) CONTENT: Survive the Redwoods(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Gauntlet2_MissionType_STA_Endless.Default__Gauntlet2_MissionType_STA_Endless_C) CONTENT: Defeat a wave of enemies from The Island's woodlands(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Gauntlet2_MissionType_STA_Endless.Default__Gauntlet2_MissionType_STA_Endless_C) CONTENT: Survive the Tundra(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Gauntlet2_MissionType_STA_Endless.Default__Gauntlet2_MissionType_STA_Endless_C) CONTENT: Defeat a wave of enemies from The Island's icefields(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Gauntlet2_MissionType_STA_Endless.Default__Gauntlet2_MissionType_STA_Endless_C) CONTENT: Survive the Mountain(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Gauntlet2_MissionType_STA_Endless.Default__Gauntlet2_MissionType_STA_Endless_C) CONTENT: Defeat a wave of enemies from The Island's peaks(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Gauntlet2_MissionType_STA_Endless.Default__Gauntlet2_MissionType_STA_Endless_C) CONTENT: Survive the Barrens(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Gauntlet2_MissionType_STA_Endless.Default__Gauntlet2_MissionType_STA_Endless_C) CONTENT: Defeat a wave of enemies from Scorched Earth(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Gauntlet2_MissionType_STA_Endless.Default__Gauntlet2_MissionType_STA_Endless_C) CONTENT: Survive the Hollow(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Gauntlet2_MissionType_STA_Endless.Default__Gauntlet2_MissionType_STA_Endless_C) CONTENT: Defeat a wave of enemies from Aberration(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Gauntlet2_MissionType_STA_Endless.Default__Gauntlet2_MissionType_STA_Endless_C) CONTENT: Survive the Ruins(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Gauntlet2_MissionType_STA_Endless.Default__Gauntlet2_MissionType_STA_Endless_C) CONTENT: Defeat a wave of enemies from Extinction(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Gauntlet2_MissionType_STA_Endless.Default__Gauntlet2_MissionType_STA_Endless_C) CONTENT: Survive the Voyage(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Gauntlet2_MissionType_STA_Endless.Default__Gauntlet2_MissionType_STA_Endless_C) CONTENT: Defeat a wave of enemies from the Genesis ship(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Gauntlet2_MissionType_STA_Endless.Default__Gauntlet2_MissionType_STA_Endless_C) CONTENT: Survive Nida's Secret(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Gauntlet2_MissionType_STA_Endless.Default__Gauntlet2_MissionType_STA_Endless_C) CONTENT: Defeat an unexpected final nemesis to retake the system(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Endless/Gauntlet2_MissionType_STA_Endless.Default__Gauntlet2_MissionType_STA_Endless_C) CONTENT: Corrupted Carnotaurus(/Engine/Transient.Default__REINST_Carno_Character_BP_STA_Corrupted_C_55733) CONTENT: Corrupted Carnotaurus(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Dinos/Carno_Character_BP_STA_Corrupted.Default__Carno_Character_BP_STA_Corrupted_C) CONTENT: Corrupted Raptor(/Engine/Transient.Default__REINST_Raptor_Character_BP_STA_Corrupted_C_55777) CONTENT: Corrupted Raptor(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Dinos/Raptor_Character_BP_STA_Corrupted.Default__Raptor_Character_BP_STA_Corrupted_C) CONTENT: Corrupted Rex(/Engine/Transient.Default__REINST_Rex_Character_BP_STA_Corrupted_C_55781) CONTENT: Corrupted Rex(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Dinos/Rex_Character_BP_STA_Corrupted.Default__Rex_Character_BP_STA_Corrupted_C) CONTENT: Corrupted Triceratops(/Engine/Transient.Default__REINST_Trike_Character_BP_STA_Corrupted_C_55793) CONTENT: Corrupted Triceratops(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Dinos/Trike_Character_BP_STA_Corrupted.Default__Trike_Character_BP_STA_Corrupted_C) CONTENT: Forest Wyvern(/Engine/Transient.Default__REINST_Wyvern_Character_BP_Forest_STA_C_55801) CONTENT: Forest Wyvern(/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Dinos/Wyvern_Character_BP_Forest_STA.Default__Wyvern_Character_BP_Forest_STA_C) CONTENT: Mission Loot Set(/Game/Genesis2/CoreBlueprints/LootSets/LootItemSet_Missions_STA_Beta.Default__LootItemSet_Missions_STA_Beta_C) CONTENT: Missions - never BP - with quality(/Game/Genesis2/CoreBlueprints/LootSets/LootItemSet_Missions_STA_Beta.Default__LootItemSet_Missions_STA_Beta_C) CONTENT: Missions - with BP - with quality(/Game/Genesis2/CoreBlueprints/LootSets/LootItemSet_Missions_STA_Beta.Default__LootItemSet_Missions_STA_Beta_C) CONTENT: Mission Loot Set(/Game/Genesis2/CoreBlueprints/LootSets/LootItemSet_Missions_STA_Alpha.Default__LootItemSet_Missions_STA_Alpha_C) CONTENT: Missions - never BP - with quality(/Game/Genesis2/CoreBlueprints/LootSets/LootItemSet_Missions_STA_Alpha.Default__LootItemSet_Missions_STA_Alpha_C) CONTENT: Missions - with BP - with quality(/Game/Genesis2/CoreBlueprints/LootSets/LootItemSet_Missions_STA_Alpha.Default__LootItemSet_Missions_STA_Alpha_C) CONTENT: Wilderness(/Game/Maps/Genesis2/Mission_31_Gameplay.Mission_31_Gameplay:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/Mission_31_Geo.Mission_31_Geo:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/Mission_31_Lighting.Mission_31_Lighting:PersistentLevel.PrimalWorldSettings) CONTENT: Center(/Engine/Transient.REINST_Canoe_BP_Race_C_0) LITERAL: Damage (/Game/Genesis2/Missions/Race2/Canoe/Canoe_BP_Race.Canoe_BP_Race:ReceiveHit.K2Node_CallFunction_281648) LITERAL: %(/Game/Genesis2/Missions/Race2/Canoe/Canoe_BP_Race.Canoe_BP_Race:ReceiveHit.K2Node_CallFunction_280016) LITERAL: SM(/Game/Genesis2/Missions/Race2/Canoe/Canoe_BP_Race.Canoe_BP_Race:ReceiveHit.K2Node_CallFunction_314498) LITERAL: Forward Input: {ForwardInput} || Right Input: {RightInput}(/Game/Genesis2/Missions/Race2/Canoe/Canoe_BP_Race.Canoe_BP_Race:GetCurrentPassengerAxisInputs.K2Node_FormatText_227) LITERAL: SEND ACCEL TO SERVER : (/Game/Genesis2/Missions/Race2/Canoe/Canoe_BP_Race.Canoe_BP_Race:BP_ModifySavedMoveAcceleration_PreRep.K2Node_CallFunction_185407) LITERAL: RECEIVED CLIENT ACCEL: (/Game/Genesis2/Missions/Race2/Canoe/Canoe_BP_Race.Canoe_BP_Race:BP_ModifySavedMoveAcceleration_PostRep.K2Node_CallFunction_184187) LITERAL: Received Client Yaw: (/Game/Genesis2/Missions/Race2/Canoe/Canoe_BP_Race.Canoe_BP_Race:BP_ModifySavedMoveAcceleration_PostRep.K2Node_CallFunction_219686) LITERAL: Server yaw delta: (/Game/Genesis2/Missions/Race2/Canoe/Canoe_BP_Race.Canoe_BP_Race:BPModifyDesiredRotation.K2Node_CallFunction_142848) LITERAL: (Delta: (/Game/Genesis2/Missions/Race2/Canoe/Canoe_BP_Race.Canoe_BP_Race:BPModifyDesiredRotation.K2Node_CallFunction_302683) LITERAL: | (/Game/Genesis2/Missions/Race2/Canoe/Canoe_BP_Race.Canoe_BP_Race:BPModifyDesiredRotation.K2Node_CallFunction_302683) LITERAL: Interp: (/Game/Genesis2/Missions/Race2/Canoe/Canoe_BP_Race.Canoe_BP_Race:BPModifyDesiredRotation.K2Node_CallFunction_176261) LITERAL: )(/Game/Genesis2/Missions/Race2/Canoe/Canoe_BP_Race.Canoe_BP_Race:BPModifyDesiredRotation.K2Node_CallFunction_176261) CONTENT: Center(/Engine/Transient.Default__REINST_Canoe_BP_Race_C_55974) LITERAL: Forward Input: {ForwardInput} || Right Input: {RightInput}(/Game/Genesis2/Missions/Race2/Canoe/Canoe_BP_Race.Canoe_BP_Race:EdGraph_170788.K2Node_CallFunction_405191) LITERAL: ForwardInput(/Game/Genesis2/Missions/Race2/Canoe/Canoe_BP_Race.Canoe_BP_Race:EdGraph_170788.K2Node_MakeStruct_3234) LITERAL: RightInput(/Game/Genesis2/Missions/Race2/Canoe/Canoe_BP_Race.Canoe_BP_Race:EdGraph_170788.K2Node_MakeStruct_3235) CONTENT: Center(/Engine/Transient.REINST_Canoe_BP_Race_C_1) CONTENT: Center(/Engine/Transient.Default__REINST_Canoe_BP_Race_C_55978) LITERAL: Forward Input: {ForwardInput} || Right Input: {RightInput}(/Game/Genesis2/Missions/Race2/Canoe/Canoe_BP_Race.Canoe_BP_Race:EdGraph_170865.K2Node_CallFunction_405236) LITERAL: ForwardInput(/Game/Genesis2/Missions/Race2/Canoe/Canoe_BP_Race.Canoe_BP_Race:EdGraph_170865.K2Node_MakeStruct_3236) LITERAL: RightInput(/Game/Genesis2/Missions/Race2/Canoe/Canoe_BP_Race.Canoe_BP_Race:EdGraph_170865.K2Node_MakeStruct_3237) CONTENT: Center(/Game/Genesis2/Missions/Race2/Canoe/Canoe_BP_Race.Default__Canoe_BP_Race_C) CONTENT: Front(/Engine/Transient.REINST_Canoe_BP_TeamRace_C_0) CONTENT: Center(/Engine/Transient.REINST_Canoe_BP_TeamRace_C_0) CONTENT: Rear(/Engine/Transient.REINST_Canoe_BP_TeamRace_C_0) CONTENT: Front(/Engine/Transient.Default__REINST_Canoe_BP_TeamRace_C_55985) CONTENT: Center(/Engine/Transient.Default__REINST_Canoe_BP_TeamRace_C_55985) CONTENT: Rear(/Engine/Transient.Default__REINST_Canoe_BP_TeamRace_C_55985) CONTENT: Front(/Engine/Transient.REINST_Canoe_BP_TeamRace_C_1) CONTENT: Center(/Engine/Transient.REINST_Canoe_BP_TeamRace_C_1) CONTENT: Rear(/Engine/Transient.REINST_Canoe_BP_TeamRace_C_1) CONTENT: Front(/Engine/Transient.Default__REINST_Canoe_BP_TeamRace_C_55989) CONTENT: Center(/Engine/Transient.Default__REINST_Canoe_BP_TeamRace_C_55989) CONTENT: Rear(/Engine/Transient.Default__REINST_Canoe_BP_TeamRace_C_55989) CONTENT: Front(/Game/Genesis2/Missions/Race2/Canoe/Canoe_BP_TeamRace.Default__Canoe_BP_TeamRace_C) CONTENT: Center(/Game/Genesis2/Missions/Race2/Canoe/Canoe_BP_TeamRace.Default__Canoe_BP_TeamRace_C) CONTENT: Rear(/Game/Genesis2/Missions/Race2/Canoe/Canoe_BP_TeamRace.Default__Canoe_BP_TeamRace_C) CONTENT: Mission Loot Set(/Game/Genesis2/CoreBlueprints/LootSets/LootItemSet_Missions_Race_Canoe_Gamma.Default__LootItemSet_Missions_Race_Canoe_Gamma_C) CONTENT: Missions - never BP - with quality(/Game/Genesis2/CoreBlueprints/LootSets/LootItemSet_Missions_Race_Canoe_Gamma.Default__LootItemSet_Missions_Race_Canoe_Gamma_C) CONTENT: Missions - with BP - with quality(/Game/Genesis2/CoreBlueprints/LootSets/LootItemSet_Missions_Race_Canoe_Gamma.Default__LootItemSet_Missions_Race_Canoe_Gamma_C) LITERAL: {0} ({1}%)(/Game/Genesis2/Missions/Race2/Canoe/Buff_RaceMissionHelper_Canoe.Buff_RaceMissionHelper_Canoe:BPGetHUDElements.K2Node_FormatText_158) LITERAL: {0} ({1}%)(/Game/Genesis2/Missions/Race2/Canoe/Buff_RaceMissionHelper_Canoe.Buff_RaceMissionHelper_Canoe:EdGraph_170964.K2Node_CallFunction_405273) LITERAL: 0(/Game/Genesis2/Missions/Race2/Canoe/Buff_RaceMissionHelper_Canoe.Buff_RaceMissionHelper_Canoe:EdGraph_170964.K2Node_MakeStruct_3245) LITERAL: 1(/Game/Genesis2/Missions/Race2/Canoe/Buff_RaceMissionHelper_Canoe.Buff_RaceMissionHelper_Canoe:EdGraph_170964.K2Node_MakeStruct_3246) LITERAL: {0} ({1}%)(/Game/Genesis2/Missions/Race2/Canoe/Buff_RaceMissionHelper_Canoe.Buff_RaceMissionHelper_Canoe:EdGraph_170970.K2Node_CallFunction_405274) LITERAL: 0(/Game/Genesis2/Missions/Race2/Canoe/Buff_RaceMissionHelper_Canoe.Buff_RaceMissionHelper_Canoe:EdGraph_170970.K2Node_MakeStruct_3248) LITERAL: 1(/Game/Genesis2/Missions/Race2/Canoe/Buff_RaceMissionHelper_Canoe.Buff_RaceMissionHelper_Canoe:EdGraph_170970.K2Node_MakeStruct_3249) CONTENT: CANOE HEALTH(/Game/Genesis2/Missions/Race2/Canoe/Buff_RaceMissionHelper_Canoe.Default__Buff_RaceMissionHelper_Canoe_C) CONTENT: CANOE HEALTH(/Game/Genesis2/Missions/Race2/Canoe/Buff_RaceMissionHelper_Canoe.Default__Buff_RaceMissionHelper_Canoe_C) CONTENT: EN(/Game/Genesis2/Missions/Race2/Canoe/CompanionReactions/MissionModule_zSubmodule_CompReaction_CanoeRace_Intro_1.Default__MissionModule_zSubmodule_CompReaction_CanoeRace_Intro_1_C) CONTENT: EN(/Game/Genesis2/Missions/Race2/Canoe/CompanionReactions/MissionModule_zSubmodule_CompReaction_CanoeRace_Intro_2.Default__MissionModule_zSubmodule_CompReaction_CanoeRace_Intro_2_C) CONTENT: EN(/Game/Genesis2/Missions/Race2/Canoe/CompanionReactions/MissionModule_zSubmodule_CompReaction_CanoeRace_Outro_1.Default__MissionModule_zSubmodule_CompReaction_CanoeRace_Outro_1_C) CONTENT: EN(/Game/Genesis2/Missions/Race2/Canoe/CompanionReactions/MissionModule_zSubmodule_CompReaction_CanoeRace_Quip_1.Default__MissionModule_zSubmodule_CompReaction_CanoeRace_Quip_1_C) CONTENT: EN(/Game/Genesis2/Missions/Race2/Canoe/CompanionReactions/MissionModule_zSubmodule_CompReaction_CanoeRace_Quip_2.Default__MissionModule_zSubmodule_CompReaction_CanoeRace_Quip_2_C) CONTENT: EN(/Game/Genesis2/Missions/Race2/Canoe/CompanionReactions/MissionModule_zSubmodule_CompReaction_CanoeRace_Quip_3.Default__MissionModule_zSubmodule_CompReaction_CanoeRace_Quip_3_C) CONTENT: EN(/Game/Genesis2/Missions/Race2/Canoe/CompanionReactions/MissionModule_zSubmodule_CompReaction_CanoeRace_Quip_4.Default__MissionModule_zSubmodule_CompReaction_CanoeRace_Quip_4_C) CONTENT: Team Downriver Run(/Engine/Transient.REINST_MissionType_Race2_Canoe_Team_C_0) CONTENT: Escape the rigors of shipboard life with this team-building whitewater adventure, and win replication patterns for new recreational watercraft!(/Engine/Transient.REINST_MissionType_Race2_Canoe_Team_C_0) CONTENT: /Game/Genesis2/Missions/Race2/Canoe/MissionType_Race2_Canoe.MissionType_Race2_Canoe_C(/Engine/Transient.REINST_MissionType_Race2_Canoe_Team_C_0) LITERAL: MissionDinosToTeleport {0} ServerSpawnLocationsCount {1}(/Game/Genesis2/Missions/Race2/Canoe/MissionType_Race2_Canoe_Team.MissionType_Race2_Canoe_Team:EventGraph.K2Node_FormatText_339) LITERAL: SpawnedMissionDino(/Game/Genesis2/Missions/Race2/Canoe/MissionType_Race2_Canoe_Team.MissionType_Race2_Canoe_Team:Get Seat for Player.K2Node_CallFunction_289468) LITERAL: FailedToSpawnMissionDino(/Game/Genesis2/Missions/Race2/Canoe/MissionType_Race2_Canoe_Team.MissionType_Race2_Canoe_Team:Get Seat for Player.K2Node_CallFunction_261663) LITERAL: RaceTeleportedDino(/Game/Genesis2/Missions/Race2/Canoe/MissionType_Race2_Canoe_Team.MissionType_Race2_Canoe_Team:Get Seat for Player.K2Node_CallFunction_261664) LITERAL: RaceFailedTeleportedDino(/Game/Genesis2/Missions/Race2/Canoe/MissionType_Race2_Canoe_Team.MissionType_Race2_Canoe_Team:Get Seat for Player.K2Node_CallFunction_260323) CONTENT: Team Downriver Run(/Engine/Transient.Default__REINST_MissionType_Race2_Canoe_Team_C_56049) CONTENT: Escape the rigors of shipboard life with this team-building whitewater adventure, and win replication patterns for new recreational watercraft!(/Engine/Transient.Default__REINST_MissionType_Race2_Canoe_Team_C_56049) CONTENT: /Game/Genesis2/Missions/Race2/Canoe/MissionType_Race2_Canoe.MissionType_Race2_Canoe_C(/Engine/Transient.Default__REINST_MissionType_Race2_Canoe_Team_C_56049) LITERAL: MissionDinosToTeleport {0} ServerSpawnLocationsCount {1}(/Game/Genesis2/Missions/Race2/Canoe/MissionType_Race2_Canoe_Team.MissionType_Race2_Canoe_Team:ExecuteUbergraph_MissionType_Race2_Canoe_Team.K2Node_CallFunction_405414) LITERAL: 0(/Game/Genesis2/Missions/Race2/Canoe/MissionType_Race2_Canoe_Team.MissionType_Race2_Canoe_Team:ExecuteUbergraph_MissionType_Race2_Canoe_Team.K2Node_MakeStruct_3251) LITERAL: 1(/Game/Genesis2/Missions/Race2/Canoe/MissionType_Race2_Canoe_Team.MissionType_Race2_Canoe_Team:ExecuteUbergraph_MissionType_Race2_Canoe_Team.K2Node_MakeStruct_3252) CONTENT: Team Downriver Run(/Engine/Transient.REINST_MissionType_Race2_Canoe_Team_C_1) CONTENT: Escape the rigors of shipboard life with this team-building whitewater adventure, and win replication patterns for new recreational watercraft!(/Engine/Transient.REINST_MissionType_Race2_Canoe_Team_C_1) CONTENT: /Game/Genesis2/Missions/Race2/Canoe/MissionType_Race2_Canoe.MissionType_Race2_Canoe_C(/Engine/Transient.REINST_MissionType_Race2_Canoe_Team_C_1) CONTENT: Team Downriver Run(/Engine/Transient.Default__REINST_MissionType_Race2_Canoe_Team_C_56053) CONTENT: Escape the rigors of shipboard life with this team-building whitewater adventure, and win replication patterns for new recreational watercraft!(/Engine/Transient.Default__REINST_MissionType_Race2_Canoe_Team_C_56053) CONTENT: /Game/Genesis2/Missions/Race2/Canoe/MissionType_Race2_Canoe.MissionType_Race2_Canoe_C(/Engine/Transient.Default__REINST_MissionType_Race2_Canoe_Team_C_56053) LITERAL: MissionDinosToTeleport {0} ServerSpawnLocationsCount {1}(/Game/Genesis2/Missions/Race2/Canoe/MissionType_Race2_Canoe_Team.MissionType_Race2_Canoe_Team:ExecuteUbergraph_MissionType_Race2_Canoe_Team.K2Node_CallFunction_405502) LITERAL: 0(/Game/Genesis2/Missions/Race2/Canoe/MissionType_Race2_Canoe_Team.MissionType_Race2_Canoe_Team:ExecuteUbergraph_MissionType_Race2_Canoe_Team.K2Node_MakeStruct_3253) LITERAL: 1(/Game/Genesis2/Missions/Race2/Canoe/MissionType_Race2_Canoe_Team.MissionType_Race2_Canoe_Team:ExecuteUbergraph_MissionType_Race2_Canoe_Team.K2Node_MakeStruct_3254) CONTENT: Team Downriver Run(/Game/Genesis2/Missions/Race2/Canoe/MissionType_Race2_Canoe_Team.Default__MissionType_Race2_Canoe_Team_C) CONTENT: Escape the rigors of shipboard life with this team-building whitewater adventure, and win replication patterns for new recreational watercraft!(/Game/Genesis2/Missions/Race2/Canoe/MissionType_Race2_Canoe_Team.Default__MissionType_Race2_Canoe_Team_C) CONTENT: /Game/Genesis2/Missions/Race2/Canoe/MissionType_Race2_Canoe.MissionType_Race2_Canoe_C(/Game/Genesis2/Missions/Race2/Canoe/MissionType_Race2_Canoe_Team.Default__MissionType_Race2_Canoe_Team_C) CONTENT: Special Reward(/Engine/Transient.REINST_MissionType_Race2_Canoe_Team_Gamma_C_0) CONTENT: Special Reward(/Engine/Transient.Default__REINST_MissionType_Race2_Canoe_Team_Gamma_C_56060) CONTENT: Special Reward(/Engine/Transient.REINST_MissionType_Race2_Canoe_Team_Gamma_C_1) CONTENT: Special Reward(/Engine/Transient.Default__REINST_MissionType_Race2_Canoe_Team_Gamma_C_56064) CONTENT: Special Reward(/Game/Genesis2/Missions/Race2/Canoe/MissionType_Race2_Canoe_Team_Gamma.Default__MissionType_Race2_Canoe_Team_Gamma_C) CONTENT: Mission Loot Set(/Game/Genesis2/CoreBlueprints/LootSets/LootItemSet_Missions_Race_Canoe_Beta.Default__LootItemSet_Missions_Race_Canoe_Beta_C) CONTENT: Missions - never BP - with quality(/Game/Genesis2/CoreBlueprints/LootSets/LootItemSet_Missions_Race_Canoe_Beta.Default__LootItemSet_Missions_Race_Canoe_Beta_C) CONTENT: Missions - with BP - with quality(/Game/Genesis2/CoreBlueprints/LootSets/LootItemSet_Missions_Race_Canoe_Beta.Default__LootItemSet_Missions_Race_Canoe_Beta_C) CONTENT: Special Reward(/Engine/Transient.REINST_MissionType_Race2_Canoe_Team_Beta_C_0) CONTENT: Special Reward(/Engine/Transient.Default__REINST_MissionType_Race2_Canoe_Team_Beta_C_56083) CONTENT: Special Reward(/Engine/Transient.REINST_MissionType_Race2_Canoe_Team_Beta_C_1) CONTENT: Special Reward(/Engine/Transient.Default__REINST_MissionType_Race2_Canoe_Team_Beta_C_56087) CONTENT: Special Reward(/Game/Genesis2/Missions/Race2/Canoe/MissionType_Race2_Canoe_Team_Beta.Default__MissionType_Race2_Canoe_Team_Beta_C) CONTENT: Mission Loot Set(/Game/Genesis2/CoreBlueprints/LootSets/LootItemSet_Missions_Race_Canoe_Alpha.Default__LootItemSet_Missions_Race_Canoe_Alpha_C) CONTENT: Missions - never BP - with quality(/Game/Genesis2/CoreBlueprints/LootSets/LootItemSet_Missions_Race_Canoe_Alpha.Default__LootItemSet_Missions_Race_Canoe_Alpha_C) CONTENT: Missions - with BP - with quality(/Game/Genesis2/CoreBlueprints/LootSets/LootItemSet_Missions_Race_Canoe_Alpha.Default__LootItemSet_Missions_Race_Canoe_Alpha_C) CONTENT: Special Reward(/Engine/Transient.REINST_MissionType_Race2_Canoe_Team_Alpha_C_0) CONTENT: Special Reward(/Engine/Transient.Default__REINST_MissionType_Race2_Canoe_Team_Alpha_C_56106) CONTENT: Special Reward(/Engine/Transient.REINST_MissionType_Race2_Canoe_Team_Alpha_C_1) CONTENT: Special Reward(/Engine/Transient.Default__REINST_MissionType_Race2_Canoe_Team_Alpha_C_56110) CONTENT: Special Reward(/Game/Genesis2/Missions/Race2/Canoe/MissionType_Race2_Canoe_Team_Alpha.Default__MissionType_Race2_Canoe_Team_Alpha_C) CONTENT: Downriver Run(/Engine/Transient.REINST_MissionType_Race2_Canoe_C_0) CONTENT: Shoot the whitewater rapids in a frantic paddle for control of shipboard hydroponics!(/Engine/Transient.REINST_MissionType_Race2_Canoe_C_0) CONTENT: /Game/Genesis2/Missions/Race2/Canoe/MissionType_Race2_Canoe_Team.MissionType_Race2_Canoe_Team_C(/Engine/Transient.REINST_MissionType_Race2_Canoe_C_0) CONTENT: Downriver Run(/Engine/Transient.Default__REINST_MissionType_Race2_Canoe_C_56128) CONTENT: Shoot the whitewater rapids in a frantic paddle for control of shipboard hydroponics!(/Engine/Transient.Default__REINST_MissionType_Race2_Canoe_C_56128) CONTENT: /Game/Genesis2/Missions/Race2/Canoe/MissionType_Race2_Canoe_Team.MissionType_Race2_Canoe_Team_C(/Engine/Transient.Default__REINST_MissionType_Race2_Canoe_C_56128) CONTENT: Downriver Run(/Engine/Transient.REINST_MissionType_Race2_Canoe_C_1) CONTENT: Shoot the whitewater rapids in a frantic paddle for control of shipboard hydroponics!(/Engine/Transient.REINST_MissionType_Race2_Canoe_C_1) CONTENT: /Game/Genesis2/Missions/Race2/Canoe/MissionType_Race2_Canoe_Team.MissionType_Race2_Canoe_Team_C(/Engine/Transient.REINST_MissionType_Race2_Canoe_C_1) CONTENT: Downriver Run(/Engine/Transient.Default__REINST_MissionType_Race2_Canoe_C_56132) CONTENT: Shoot the whitewater rapids in a frantic paddle for control of shipboard hydroponics!(/Engine/Transient.Default__REINST_MissionType_Race2_Canoe_C_56132) CONTENT: /Game/Genesis2/Missions/Race2/Canoe/MissionType_Race2_Canoe_Team.MissionType_Race2_Canoe_Team_C(/Engine/Transient.Default__REINST_MissionType_Race2_Canoe_C_56132) CONTENT: Downriver Run(/Game/Genesis2/Missions/Race2/Canoe/MissionType_Race2_Canoe.Default__MissionType_Race2_Canoe_C) CONTENT: Shoot the whitewater rapids in a frantic paddle for control of shipboard hydroponics!(/Game/Genesis2/Missions/Race2/Canoe/MissionType_Race2_Canoe.Default__MissionType_Race2_Canoe_C) CONTENT: /Game/Genesis2/Missions/Race2/Canoe/MissionType_Race2_Canoe_Team.MissionType_Race2_Canoe_Team_C(/Game/Genesis2/Missions/Race2/Canoe/MissionType_Race2_Canoe.Default__MissionType_Race2_Canoe_C) CONTENT: Wilderness(/Game/Maps/Genesis2/Mission_3_Gameplay.Mission_3_Gameplay:PersistentLevel.PrimalWorldSettings) CONTENT: /Game/Genesis2/Environment/Space/Meshes/SM_Plane_100x100_20k.SM_Plane_100x100_20k(/Game/Maps/Genesis2/Mission_3_Geo.Mission_3_Geo:PersistentLevel.WaterVolumeWithFlow23) CONTENT: /Game/Genesis2/Environment/Space/Meshes/SM_Plane_100x100_20k.SM_Plane_100x100_20k(/Game/Maps/Genesis2/Mission_3_Geo.Mission_3_Geo:PersistentLevel.WaterVolumeWithFlow_100) CONTENT: /Game/Genesis2/Environment/Space/Meshes/SM_Plane_100x100_20k.SM_Plane_100x100_20k(/Game/Maps/Genesis2/Mission_3_Geo.Mission_3_Geo:PersistentLevel.WaterVolumeWithFlow_102) CONTENT: /Game/Genesis2/Environment/Space/Meshes/SM_Plane_100x100_20k.SM_Plane_100x100_20k(/Game/Maps/Genesis2/Mission_3_Geo.Mission_3_Geo:PersistentLevel.WaterVolumeWithFlow_103) CONTENT: /Game/Genesis2/Environment/Space/Meshes/SM_Plane_100x100_20k.SM_Plane_100x100_20k(/Game/Maps/Genesis2/Mission_3_Geo.Mission_3_Geo:PersistentLevel.WaterVolumeWithFlow_104) CONTENT: /Game/Genesis2/Environment/Space/Meshes/SM_Plane_100x100_20k.SM_Plane_100x100_20k(/Game/Maps/Genesis2/Mission_3_Geo.Mission_3_Geo:PersistentLevel.WaterVolumeWithFlow_105) CONTENT: /Game/Genesis2/Environment/Space/Meshes/SM_Plane_100x100_20k.SM_Plane_100x100_20k(/Game/Maps/Genesis2/Mission_3_Geo.Mission_3_Geo:PersistentLevel.WaterVolumeWithFlow_107) CONTENT: /Game/Genesis2/Environment/Space/Meshes/SM_Plane_100x100_20k.SM_Plane_100x100_20k(/Game/Maps/Genesis2/Mission_3_Geo.Mission_3_Geo:PersistentLevel.WaterVolumeWithFlow_109) CONTENT: /Game/Genesis2/Environment/Space/Meshes/SM_Plane_100x100_20k.SM_Plane_100x100_20k(/Game/Maps/Genesis2/Mission_3_Geo.Mission_3_Geo:PersistentLevel.WaterVolumeWithFlow_110) CONTENT: /Game/Genesis2/Environment/Space/Meshes/SM_Plane_100x100_20k.SM_Plane_100x100_20k(/Game/Maps/Genesis2/Mission_3_Geo.Mission_3_Geo:PersistentLevel.WaterVolumeWithFlow_111) CONTENT: /Game/Genesis2/Environment/Space/Meshes/SM_Plane_100x100_20k.SM_Plane_100x100_20k(/Game/Maps/Genesis2/Mission_3_Geo.Mission_3_Geo:PersistentLevel.WaterVolumeWithFlow_112) CONTENT: /Game/Genesis2/Environment/Space/Meshes/SM_Plane_100x100_20k.SM_Plane_100x100_20k(/Game/Maps/Genesis2/Mission_3_Geo.Mission_3_Geo:PersistentLevel.WaterVolumeWithFlow_113) CONTENT: /Game/Genesis2/Environment/Space/Meshes/SM_Plane_100x100_20k.SM_Plane_100x100_20k(/Game/Maps/Genesis2/Mission_3_Geo.Mission_3_Geo:PersistentLevel.WaterVolumeWithFlow_114) CONTENT: /Game/Genesis2/Environment/Space/Meshes/SM_Plane_100x100_20k.SM_Plane_100x100_20k(/Game/Maps/Genesis2/Mission_3_Geo.Mission_3_Geo:PersistentLevel.WaterVolumeWithFlow_135) CONTENT: /Game/Genesis2/Environment/Space/Meshes/SM_Plane_100x100_20k.SM_Plane_100x100_20k(/Game/Maps/Genesis2/Mission_3_Geo.Mission_3_Geo:PersistentLevel.WaterVolumeWithFlow_136) CONTENT: /Game/Genesis2/Environment/Space/Meshes/SM_Plane_100x100_20k.SM_Plane_100x100_20k(/Game/Maps/Genesis2/Mission_3_Geo.Mission_3_Geo:PersistentLevel.WaterVolumeWithFlow_137) CONTENT: /Game/Genesis2/Environment/Space/Meshes/SM_Plane_100x100_20k.SM_Plane_100x100_20k(/Game/Maps/Genesis2/Mission_3_Geo.Mission_3_Geo:PersistentLevel.WaterVolumeWithFlow_138) CONTENT: /Game/Genesis2/Environment/Space/Meshes/SM_Plane_100x100_20k.SM_Plane_100x100_20k(/Game/Maps/Genesis2/Mission_3_Geo.Mission_3_Geo:PersistentLevel.WaterVolumeWithFlow_140) CONTENT: /Game/Genesis2/Environment/Space/Meshes/SM_Plane_100x100_20k.SM_Plane_100x100_20k(/Game/Maps/Genesis2/Mission_3_Geo.Mission_3_Geo:PersistentLevel.WaterVolumeWithFlow_142) CONTENT: /Game/Genesis2/Environment/Space/Meshes/SM_Plane_100x100_20k.SM_Plane_100x100_20k(/Game/Maps/Genesis2/Mission_3_Geo.Mission_3_Geo:PersistentLevel.WaterVolumeWithFlow_144) CONTENT: /Game/Genesis2/Environment/Space/Meshes/SM_Plane_100x100_20k.SM_Plane_100x100_20k(/Game/Maps/Genesis2/Mission_3_Geo.Mission_3_Geo:PersistentLevel.WaterVolumeWithFlow_146) CONTENT: /Game/Genesis2/Environment/Space/Meshes/SM_Plane_100x100_20k.SM_Plane_100x100_20k(/Game/Maps/Genesis2/Mission_3_Geo.Mission_3_Geo:PersistentLevel.WaterVolumeWithFlow_148) CONTENT: /Game/Genesis2/Environment/Space/Meshes/SM_Plane_100x100_20k.SM_Plane_100x100_20k(/Game/Maps/Genesis2/Mission_3_Geo.Mission_3_Geo:PersistentLevel.WaterVolumeWithFlow_150) CONTENT: /Game/Genesis2/Environment/Space/Meshes/SM_Plane_100x100_20k.SM_Plane_100x100_20k(/Game/Maps/Genesis2/Mission_3_Geo.Mission_3_Geo:PersistentLevel.WaterVolumeWithFlow_152) CONTENT: /Game/Genesis2/Environment/Space/Meshes/SM_Plane_100x100_20k.SM_Plane_100x100_20k(/Game/Maps/Genesis2/Mission_3_Geo.Mission_3_Geo:PersistentLevel.WaterVolumeWithFlow_153) CONTENT: /Game/Genesis2/Environment/Space/Meshes/SM_Plane_100x100_20k.SM_Plane_100x100_20k(/Game/Maps/Genesis2/Mission_3_Geo.Mission_3_Geo:PersistentLevel.WaterVolumeWithFlow_154) CONTENT: /Game/Genesis2/Environment/Space/Meshes/SM_Plane_100x100_20k.SM_Plane_100x100_20k(/Game/Maps/Genesis2/Mission_3_Geo.Mission_3_Geo:PersistentLevel.WaterVolumeWithFlow_155) CONTENT: /Game/Genesis2/Environment/Space/Meshes/SM_Plane_100x100_20k.SM_Plane_100x100_20k(/Game/Maps/Genesis2/Mission_3_Geo.Mission_3_Geo:PersistentLevel.WaterVolumeWithFlow_157) CONTENT: /Game/Genesis2/Environment/Space/Meshes/SM_Plane_100x100_20k.SM_Plane_100x100_20k(/Game/Maps/Genesis2/Mission_3_Geo.Mission_3_Geo:PersistentLevel.WaterVolumeWithFlow_158) CONTENT: /Game/Genesis2/Environment/Space/Meshes/SM_Plane_100x100_20k.SM_Plane_100x100_20k(/Game/Maps/Genesis2/Mission_3_Geo.Mission_3_Geo:PersistentLevel.WaterVolumeWithFlow_159) CONTENT: /Game/Genesis2/Environment/Space/Meshes/SM_Plane_100x100_20k.SM_Plane_100x100_20k(/Game/Maps/Genesis2/Mission_3_Geo.Mission_3_Geo:PersistentLevel.WaterVolumeWithFlow_160) CONTENT: /Game/Genesis2/Environment/Space/Meshes/SM_Plane_100x100_20k.SM_Plane_100x100_20k(/Game/Maps/Genesis2/Mission_3_Geo.Mission_3_Geo:PersistentLevel.WaterVolumeWithFlow_161) CONTENT: /Game/Genesis2/Environment/Space/Meshes/SM_Plane_100x100_20k.SM_Plane_100x100_20k(/Game/Maps/Genesis2/Mission_3_Geo.Mission_3_Geo:PersistentLevel.WaterVolumeWithFlow_162) CONTENT: /Game/Genesis2/Environment/Space/Meshes/SM_Plane_100x100_20k.SM_Plane_100x100_20k(/Game/Maps/Genesis2/Mission_3_Geo.Mission_3_Geo:PersistentLevel.WaterVolumeWithFlow_164) CONTENT: /Game/Genesis2/Environment/Space/Meshes/SM_Plane_100x100_20k.SM_Plane_100x100_20k(/Game/Maps/Genesis2/Mission_3_Geo.Mission_3_Geo:PersistentLevel.WaterVolumeWithFlow_165) CONTENT: /Game/Genesis2/Environment/Space/Meshes/SM_Plane_100x100_20k.SM_Plane_100x100_20k(/Game/Maps/Genesis2/Mission_3_Geo.Mission_3_Geo:PersistentLevel.WaterVolumeWithFlow_166) CONTENT: /Game/Genesis2/Environment/Space/Meshes/SM_Plane_100x100_20k.SM_Plane_100x100_20k(/Game/Maps/Genesis2/Mission_3_Geo.Mission_3_Geo:PersistentLevel.WaterVolumeWithFlow_168) CONTENT: /Game/Genesis2/Environment/Space/Meshes/SM_Plane_100x100_20k.SM_Plane_100x100_20k(/Game/Maps/Genesis2/Mission_3_Geo.Mission_3_Geo:PersistentLevel.WaterVolumeWithFlow_169) CONTENT: /Game/Genesis2/Environment/Space/Meshes/SM_Plane_100x100_20k.SM_Plane_100x100_20k(/Game/Maps/Genesis2/Mission_3_Geo.Mission_3_Geo:PersistentLevel.WaterVolumeWithFlow_170) CONTENT: /Game/Genesis2/Environment/Space/Meshes/SM_Plane_100x100_20k.SM_Plane_100x100_20k(/Game/Maps/Genesis2/Mission_3_Geo.Mission_3_Geo:PersistentLevel.WaterVolumeWithFlow_171) CONTENT: /Game/Genesis2/Environment/Space/Meshes/SM_Plane_100x100_20k.SM_Plane_100x100_20k(/Game/Maps/Genesis2/Mission_3_Geo.Mission_3_Geo:PersistentLevel.WaterVolumeWithFlow_172) CONTENT: /Game/Genesis2/Environment/Space/Meshes/SM_Plane_100x100_20k.SM_Plane_100x100_20k(/Game/Maps/Genesis2/Mission_3_Geo.Mission_3_Geo:PersistentLevel.WaterVolumeWithFlow_173) CONTENT: /Game/Genesis2/Environment/Space/Meshes/SM_Plane_100x100_20k.SM_Plane_100x100_20k(/Game/Maps/Genesis2/Mission_3_Geo.Mission_3_Geo:PersistentLevel.WaterVolumeWithFlow_174) CONTENT: /Game/Genesis2/Environment/Space/Meshes/SM_Plane_100x100_20k.SM_Plane_100x100_20k(/Game/Maps/Genesis2/Mission_3_Geo.Mission_3_Geo:PersistentLevel.WaterVolumeWithFlow_175) CONTENT: /Game/Genesis2/Environment/Space/Meshes/SM_Plane_100x100_20k.SM_Plane_100x100_20k(/Game/Maps/Genesis2/Mission_3_Geo.Mission_3_Geo:PersistentLevel.WaterVolumeWithFlow_177) CONTENT: /Game/Genesis2/Environment/Space/Meshes/SM_Plane_100x100_20k.SM_Plane_100x100_20k(/Game/Maps/Genesis2/Mission_3_Geo.Mission_3_Geo:PersistentLevel.WaterVolumeWithFlow_178) CONTENT: /Game/Genesis2/Environment/Space/Meshes/SM_Plane_100x100_20k.SM_Plane_100x100_20k(/Game/Maps/Genesis2/Mission_3_Geo.Mission_3_Geo:PersistentLevel.WaterVolumeWithFlow_179) CONTENT: /Game/Genesis2/Environment/Space/Meshes/SM_Plane_100x100_20k.SM_Plane_100x100_20k(/Game/Maps/Genesis2/Mission_3_Geo.Mission_3_Geo:PersistentLevel.WaterVolumeWithFlow_180) CONTENT: /Game/Genesis2/Environment/Space/Meshes/SM_Plane_100x100_20k.SM_Plane_100x100_20k(/Game/Maps/Genesis2/Mission_3_Geo.Mission_3_Geo:PersistentLevel.WaterVolumeWithFlow_182) CONTENT: /Game/Genesis2/Environment/Space/Meshes/SM_Plane_100x100_20k.SM_Plane_100x100_20k(/Game/Maps/Genesis2/Mission_3_Geo.Mission_3_Geo:PersistentLevel.WaterVolumeWithFlow_183) CONTENT: /Game/Genesis2/Environment/Space/Meshes/SM_Plane_100x100_20k.SM_Plane_100x100_20k(/Game/Maps/Genesis2/Mission_3_Geo.Mission_3_Geo:PersistentLevel.WaterVolumeWithFlow_184) CONTENT: /Game/Genesis2/Environment/Space/Meshes/SM_Plane_100x100_20k.SM_Plane_100x100_20k(/Game/Maps/Genesis2/Mission_3_Geo.Mission_3_Geo:PersistentLevel.WaterVolumeWithFlow_185) CONTENT: /Game/Genesis2/Environment/Space/Meshes/SM_Plane_100x100_20k.SM_Plane_100x100_20k(/Game/Maps/Genesis2/Mission_3_Geo.Mission_3_Geo:PersistentLevel.WaterVolumeWithFlow_186) CONTENT: /Game/Genesis2/Environment/Space/Meshes/SM_Plane_100x100_20k.SM_Plane_100x100_20k(/Game/Maps/Genesis2/Mission_3_Geo.Mission_3_Geo:PersistentLevel.WaterVolumeWithFlow_187) CONTENT: /Game/Genesis2/Environment/Space/Meshes/SM_Plane_100x100_20k.SM_Plane_100x100_20k(/Game/Maps/Genesis2/Mission_3_Geo.Mission_3_Geo:PersistentLevel.WaterVolumeWithFlow_188) CONTENT: /Game/Genesis2/Environment/Space/Meshes/SM_Plane_100x100_20k.SM_Plane_100x100_20k(/Game/Maps/Genesis2/Mission_3_Geo.Mission_3_Geo:PersistentLevel.WaterVolumeWithFlow_189) CONTENT: /Game/Genesis2/Environment/Space/Meshes/SM_Plane_100x100_20k.SM_Plane_100x100_20k(/Game/Maps/Genesis2/Mission_3_Geo.Mission_3_Geo:PersistentLevel.WaterVolumeWithFlow_191) CONTENT: /Game/Genesis2/Environment/Space/Meshes/SM_Plane_100x100_20k.SM_Plane_100x100_20k(/Game/Maps/Genesis2/Mission_3_Geo.Mission_3_Geo:PersistentLevel.WaterVolumeWithFlow_192) CONTENT: /Game/Genesis2/Environment/Space/Meshes/SM_Plane_100x100_20k.SM_Plane_100x100_20k(/Game/Maps/Genesis2/Mission_3_Geo.Mission_3_Geo:PersistentLevel.WaterVolumeWithFlow_193) CONTENT: /Game/Genesis2/Environment/Space/Meshes/SM_Plane_100x100_20k.SM_Plane_100x100_20k(/Game/Maps/Genesis2/Mission_3_Geo.Mission_3_Geo:PersistentLevel.WaterVolumeWithFlow_194) CONTENT: /Game/Genesis2/Environment/Space/Meshes/SM_Plane_100x100_20k.SM_Plane_100x100_20k(/Game/Maps/Genesis2/Mission_3_Geo.Mission_3_Geo:PersistentLevel.WaterVolumeWithFlow_195) CONTENT: /Game/Genesis2/Environment/Space/Meshes/SM_Plane_100x100_20k.SM_Plane_100x100_20k(/Game/Maps/Genesis2/Mission_3_Geo.Mission_3_Geo:PersistentLevel.WaterVolumeWithFlow_196) CONTENT: /Game/Genesis2/Environment/Space/Meshes/SM_Plane_100x100_20k.SM_Plane_100x100_20k(/Game/Maps/Genesis2/Mission_3_Geo.Mission_3_Geo:PersistentLevel.WaterVolumeWithFlow_197) CONTENT: /Game/Genesis2/Environment/Space/Meshes/SM_Plane_100x100_20k.SM_Plane_100x100_20k(/Game/Maps/Genesis2/Mission_3_Geo.Mission_3_Geo:PersistentLevel.WaterVolumeWithFlow_198) CONTENT: /Game/Genesis2/Environment/Space/Meshes/SM_Plane_100x100_20k.SM_Plane_100x100_20k(/Game/Maps/Genesis2/Mission_3_Geo.Mission_3_Geo:PersistentLevel.WaterVolumeWithFlow_199) CONTENT: /Game/Genesis2/Environment/Space/Meshes/SM_Plane_100x100_20k.SM_Plane_100x100_20k(/Game/Maps/Genesis2/Mission_3_Geo.Mission_3_Geo:PersistentLevel.WaterVolumeWithFlow_200) CONTENT: /Game/Genesis2/Environment/Space/Meshes/SM_Plane_100x100_20k.SM_Plane_100x100_20k(/Game/Maps/Genesis2/Mission_3_Geo.Mission_3_Geo:PersistentLevel.WaterVolumeWithFlow_201) CONTENT: /Game/Genesis2/Environment/Space/Meshes/SM_Plane_100x100_20k.SM_Plane_100x100_20k(/Game/Maps/Genesis2/Mission_3_Geo.Mission_3_Geo:PersistentLevel.WaterVolumeWithFlow_202) CONTENT: /Game/Genesis2/Environment/Space/Meshes/SM_Plane_100x100_20k.SM_Plane_100x100_20k(/Game/Maps/Genesis2/Mission_3_Geo.Mission_3_Geo:PersistentLevel.WaterVolumeWithFlow_203) CONTENT: /Game/Genesis2/Environment/Space/Meshes/SM_Plane_100x100_20k.SM_Plane_100x100_20k(/Game/Maps/Genesis2/Mission_3_Geo.Mission_3_Geo:PersistentLevel.WaterVolumeWithFlow_204) CONTENT: /Game/Genesis2/Environment/Space/Meshes/SM_Plane_100x100_20k.SM_Plane_100x100_20k(/Game/Maps/Genesis2/Mission_3_Geo.Mission_3_Geo:PersistentLevel.WaterVolumeWithFlow_205) CONTENT: /Game/Genesis2/Environment/Space/Meshes/SM_Plane_100x100_20k.SM_Plane_100x100_20k(/Game/Maps/Genesis2/Mission_3_Geo.Mission_3_Geo:PersistentLevel.WaterVolumeWithFlow_206) CONTENT: /Game/Genesis2/Environment/Space/Meshes/SM_Plane_100x100_20k.SM_Plane_100x100_20k(/Game/Maps/Genesis2/Mission_3_Geo.Mission_3_Geo:PersistentLevel.WaterVolumeWithFlow_207) CONTENT: /Game/Genesis2/Environment/Space/Meshes/SM_Plane_100x100_20k.SM_Plane_100x100_20k(/Game/Maps/Genesis2/Mission_3_Geo.Mission_3_Geo:PersistentLevel.WaterVolumeWithFlow_208) CONTENT: /Game/Genesis2/Environment/Space/Meshes/SM_Plane_100x100_20k.SM_Plane_100x100_20k(/Game/Maps/Genesis2/Mission_3_Geo.Mission_3_Geo:PersistentLevel.WaterVolumeWithFlow_209) CONTENT: /Game/Genesis2/Environment/Space/Meshes/SM_Plane_100x100_20k.SM_Plane_100x100_20k(/Game/Maps/Genesis2/Mission_3_Geo.Mission_3_Geo:PersistentLevel.WaterVolumeWithFlow_210) CONTENT: /Game/Genesis2/Environment/Space/Meshes/SM_Plane_100x100_20k.SM_Plane_100x100_20k(/Game/Maps/Genesis2/Mission_3_Geo.Mission_3_Geo:PersistentLevel.WaterVolumeWithFlow_211) CONTENT: /Game/Genesis2/Environment/Space/Meshes/SM_Plane_100x100_20k.SM_Plane_100x100_20k(/Game/Maps/Genesis2/Mission_3_Geo.Mission_3_Geo:PersistentLevel.WaterVolumeWithFlow_212) CONTENT: /Game/Genesis2/Environment/Space/Meshes/SM_Plane_100x100_20k.SM_Plane_100x100_20k(/Game/Maps/Genesis2/Mission_3_Geo.Mission_3_Geo:PersistentLevel.WaterVolumeWithFlow_213) CONTENT: /Game/Genesis2/Environment/Space/Meshes/SM_Plane_100x100_20k.SM_Plane_100x100_20k(/Game/Maps/Genesis2/Mission_3_Geo.Mission_3_Geo:PersistentLevel.WaterVolumeWithFlow_214) CONTENT: /Game/Genesis2/Environment/Space/Meshes/SM_Plane_100x100_20k.SM_Plane_100x100_20k(/Game/Maps/Genesis2/Mission_3_Geo.Mission_3_Geo:PersistentLevel.WaterVolumeWithFlow_215) CONTENT: /Game/Genesis2/Environment/Space/Meshes/SM_Plane_100x100_20k.SM_Plane_100x100_20k(/Game/Maps/Genesis2/Mission_3_Geo.Mission_3_Geo:PersistentLevel.WaterVolumeWithFlow_217) CONTENT: /Game/Genesis2/Environment/Space/Meshes/SM_Plane_100x100_20k.SM_Plane_100x100_20k(/Game/Maps/Genesis2/Mission_3_Geo.Mission_3_Geo:PersistentLevel.WaterVolumeWithFlow_219) CONTENT: /Game/Genesis2/Environment/Space/Meshes/SM_Plane_100x100_20k.SM_Plane_100x100_20k(/Game/Maps/Genesis2/Mission_3_Geo.Mission_3_Geo:PersistentLevel.WaterVolumeWithFlow_220) CONTENT: /Game/Genesis2/Environment/Space/Meshes/SM_Plane_100x100_20k.SM_Plane_100x100_20k(/Game/Maps/Genesis2/Mission_3_Geo.Mission_3_Geo:PersistentLevel.WaterVolumeWithFlow_221) CONTENT: /Game/Genesis2/Environment/Space/Meshes/SM_Plane_100x100_20k.SM_Plane_100x100_20k(/Game/Maps/Genesis2/Mission_3_Geo.Mission_3_Geo:PersistentLevel.WaterVolumeWithFlow_222) CONTENT: /Game/Genesis2/Environment/Space/Meshes/SM_Plane_100x100_20k.SM_Plane_100x100_20k(/Game/Maps/Genesis2/Mission_3_Geo.Mission_3_Geo:PersistentLevel.WaterVolumeWithFlow_223) CONTENT: /Game/Genesis2/Environment/Space/Meshes/SM_Plane_100x100_20k.SM_Plane_100x100_20k(/Game/Maps/Genesis2/Mission_3_Geo.Mission_3_Geo:PersistentLevel.WaterVolumeWithFlow_227) CONTENT: /Game/Genesis2/Environment/Space/Meshes/SM_Plane_100x100_20k.SM_Plane_100x100_20k(/Game/Maps/Genesis2/Mission_3_Geo.Mission_3_Geo:PersistentLevel.WaterVolumeWithFlow_228) CONTENT: /Game/Genesis2/Environment/Space/Meshes/SM_Plane_100x100_20k.SM_Plane_100x100_20k(/Game/Maps/Genesis2/Mission_3_Geo.Mission_3_Geo:PersistentLevel.WaterVolumeWithFlow_23) CONTENT: /Game/Genesis2/Environment/Space/Meshes/SM_Plane_100x100_20k.SM_Plane_100x100_20k(/Game/Maps/Genesis2/Mission_3_Geo.Mission_3_Geo:PersistentLevel.WaterVolumeWithFlow_230) CONTENT: /Game/Genesis2/Environment/Space/Meshes/SM_Plane_100x100_20k.SM_Plane_100x100_20k(/Game/Maps/Genesis2/Mission_3_Geo.Mission_3_Geo:PersistentLevel.WaterVolumeWithFlow_236) CONTENT: /Game/Genesis2/Environment/Space/Meshes/SM_Plane_100x100_20k.SM_Plane_100x100_20k(/Game/Maps/Genesis2/Mission_3_Geo.Mission_3_Geo:PersistentLevel.WaterVolumeWithFlow_239) CONTENT: /Game/Genesis2/Environment/Space/Meshes/SM_Plane_100x100_20k.SM_Plane_100x100_20k(/Game/Maps/Genesis2/Mission_3_Geo.Mission_3_Geo:PersistentLevel.WaterVolumeWithFlow_24) CONTENT: /Game/Genesis2/Environment/Space/Meshes/SM_Plane_100x100_20k.SM_Plane_100x100_20k(/Game/Maps/Genesis2/Mission_3_Geo.Mission_3_Geo:PersistentLevel.WaterVolumeWithFlow_242) CONTENT: /Game/Genesis2/Environment/Space/Meshes/SM_Plane_100x100_20k.SM_Plane_100x100_20k(/Game/Maps/Genesis2/Mission_3_Geo.Mission_3_Geo:PersistentLevel.WaterVolumeWithFlow_244) CONTENT: /Game/Genesis2/Environment/Space/Meshes/SM_Plane_100x100_20k.SM_Plane_100x100_20k(/Game/Maps/Genesis2/Mission_3_Geo.Mission_3_Geo:PersistentLevel.WaterVolumeWithFlow_246) CONTENT: /Game/Genesis2/Environment/Space/Meshes/SM_Plane_100x100_20k.SM_Plane_100x100_20k(/Game/Maps/Genesis2/Mission_3_Geo.Mission_3_Geo:PersistentLevel.WaterVolumeWithFlow_248) CONTENT: /Game/Genesis2/Environment/Space/Meshes/SM_Plane_100x100_20k.SM_Plane_100x100_20k(/Game/Maps/Genesis2/Mission_3_Geo.Mission_3_Geo:PersistentLevel.WaterVolumeWithFlow_254) CONTENT: /Game/Genesis2/Environment/Space/Meshes/SM_Plane_100x100_20k.SM_Plane_100x100_20k(/Game/Maps/Genesis2/Mission_3_Geo.Mission_3_Geo:PersistentLevel.WaterVolumeWithFlow_256) CONTENT: /Game/Genesis2/Environment/Space/Meshes/SM_Plane_100x100_20k.SM_Plane_100x100_20k(/Game/Maps/Genesis2/Mission_3_Geo.Mission_3_Geo:PersistentLevel.WaterVolumeWithFlow_26) CONTENT: /Game/Genesis2/Environment/Space/Meshes/SM_Plane_100x100_20k.SM_Plane_100x100_20k(/Game/Maps/Genesis2/Mission_3_Geo.Mission_3_Geo:PersistentLevel.WaterVolumeWithFlow_261) CONTENT: /Game/Genesis2/Environment/Space/Meshes/SM_Plane_100x100_20k.SM_Plane_100x100_20k(/Game/Maps/Genesis2/Mission_3_Geo.Mission_3_Geo:PersistentLevel.WaterVolumeWithFlow_262) CONTENT: /Game/Genesis2/Environment/Space/Meshes/SM_Plane_100x100_20k.SM_Plane_100x100_20k(/Game/Maps/Genesis2/Mission_3_Geo.Mission_3_Geo:PersistentLevel.WaterVolumeWithFlow_263) CONTENT: /Game/Genesis2/Environment/Space/Meshes/SM_Plane_100x100_20k.SM_Plane_100x100_20k(/Game/Maps/Genesis2/Mission_3_Geo.Mission_3_Geo:PersistentLevel.WaterVolumeWithFlow_264) CONTENT: /Game/Genesis2/Environment/Space/Meshes/SM_Plane_100x100_20k.SM_Plane_100x100_20k(/Game/Maps/Genesis2/Mission_3_Geo.Mission_3_Geo:PersistentLevel.WaterVolumeWithFlow_265) CONTENT: /Game/Genesis2/Environment/Space/Meshes/SM_Plane_100x100_20k.SM_Plane_100x100_20k(/Game/Maps/Genesis2/Mission_3_Geo.Mission_3_Geo:PersistentLevel.WaterVolumeWithFlow_27) CONTENT: /Game/Genesis2/Environment/Space/Meshes/SM_Plane_100x100_20k.SM_Plane_100x100_20k(/Game/Maps/Genesis2/Mission_3_Geo.Mission_3_Geo:PersistentLevel.WaterVolumeWithFlow_28) CONTENT: /Game/Genesis2/Environment/Space/Meshes/SM_Plane_100x100_20k.SM_Plane_100x100_20k(/Game/Maps/Genesis2/Mission_3_Geo.Mission_3_Geo:PersistentLevel.WaterVolumeWithFlow_30) CONTENT: /Game/Genesis2/Environment/Space/Meshes/SM_Plane_100x100_20k.SM_Plane_100x100_20k(/Game/Maps/Genesis2/Mission_3_Geo.Mission_3_Geo:PersistentLevel.WaterVolumeWithFlow_34) CONTENT: /Game/Genesis2/Environment/Space/Meshes/SM_Plane_100x100_20k.SM_Plane_100x100_20k(/Game/Maps/Genesis2/Mission_3_Geo.Mission_3_Geo:PersistentLevel.WaterVolumeWithFlow_35) CONTENT: /Game/Genesis2/Environment/Space/Meshes/SM_Plane_100x100_20k.SM_Plane_100x100_20k(/Game/Maps/Genesis2/Mission_3_Geo.Mission_3_Geo:PersistentLevel.WaterVolumeWithFlow_36) CONTENT: /Game/Genesis2/Environment/Space/Meshes/SM_Plane_100x100_20k.SM_Plane_100x100_20k(/Game/Maps/Genesis2/Mission_3_Geo.Mission_3_Geo:PersistentLevel.WaterVolumeWithFlow_38) CONTENT: /Game/Genesis2/Environment/Space/Meshes/SM_Plane_100x100_20k.SM_Plane_100x100_20k(/Game/Maps/Genesis2/Mission_3_Geo.Mission_3_Geo:PersistentLevel.WaterVolumeWithFlow_39) CONTENT: /Game/Genesis2/Environment/Space/Meshes/SM_Plane_100x100_20k.SM_Plane_100x100_20k(/Game/Maps/Genesis2/Mission_3_Geo.Mission_3_Geo:PersistentLevel.WaterVolumeWithFlow_4) CONTENT: /Game/Genesis2/Environment/Space/Meshes/SM_Plane_100x100_20k.SM_Plane_100x100_20k(/Game/Maps/Genesis2/Mission_3_Geo.Mission_3_Geo:PersistentLevel.WaterVolumeWithFlow_41) CONTENT: /Game/Genesis2/Environment/Space/Meshes/SM_Plane_100x100_20k.SM_Plane_100x100_20k(/Game/Maps/Genesis2/Mission_3_Geo.Mission_3_Geo:PersistentLevel.WaterVolumeWithFlow_43) CONTENT: /Game/Genesis2/Environment/Space/Meshes/SM_Plane_100x100_20k.SM_Plane_100x100_20k(/Game/Maps/Genesis2/Mission_3_Geo.Mission_3_Geo:PersistentLevel.WaterVolumeWithFlow_44) CONTENT: /Game/Genesis2/Environment/Space/Meshes/SM_Plane_100x100_20k.SM_Plane_100x100_20k(/Game/Maps/Genesis2/Mission_3_Geo.Mission_3_Geo:PersistentLevel.WaterVolumeWithFlow_46) CONTENT: /Game/Genesis2/Environment/Space/Meshes/SM_Plane_100x100_20k.SM_Plane_100x100_20k(/Game/Maps/Genesis2/Mission_3_Geo.Mission_3_Geo:PersistentLevel.WaterVolumeWithFlow_48) CONTENT: /Game/Genesis2/Environment/Space/Meshes/SM_Plane_100x100_20k.SM_Plane_100x100_20k(/Game/Maps/Genesis2/Mission_3_Geo.Mission_3_Geo:PersistentLevel.WaterVolumeWithFlow_52) CONTENT: /Game/Genesis2/Environment/Space/Meshes/SM_Plane_100x100_20k.SM_Plane_100x100_20k(/Game/Maps/Genesis2/Mission_3_Geo.Mission_3_Geo:PersistentLevel.WaterVolumeWithFlow_53) CONTENT: /Game/Genesis2/Environment/Space/Meshes/SM_Plane_100x100_20k.SM_Plane_100x100_20k(/Game/Maps/Genesis2/Mission_3_Geo.Mission_3_Geo:PersistentLevel.WaterVolumeWithFlow_54) CONTENT: /Game/Genesis2/Environment/Space/Meshes/SM_Plane_100x100_20k.SM_Plane_100x100_20k(/Game/Maps/Genesis2/Mission_3_Geo.Mission_3_Geo:PersistentLevel.WaterVolumeWithFlow_55) CONTENT: /Game/Genesis2/Environment/Space/Meshes/SM_Plane_100x100_20k.SM_Plane_100x100_20k(/Game/Maps/Genesis2/Mission_3_Geo.Mission_3_Geo:PersistentLevel.WaterVolumeWithFlow_56) CONTENT: /Game/Genesis2/Environment/Space/Meshes/SM_Plane_100x100_20k.SM_Plane_100x100_20k(/Game/Maps/Genesis2/Mission_3_Geo.Mission_3_Geo:PersistentLevel.WaterVolumeWithFlow_57) CONTENT: /Game/Genesis2/Environment/Space/Meshes/SM_Plane_100x100_20k.SM_Plane_100x100_20k(/Game/Maps/Genesis2/Mission_3_Geo.Mission_3_Geo:PersistentLevel.WaterVolumeWithFlow_58) CONTENT: /Game/Genesis2/Environment/Space/Meshes/SM_Plane_100x100_20k.SM_Plane_100x100_20k(/Game/Maps/Genesis2/Mission_3_Geo.Mission_3_Geo:PersistentLevel.WaterVolumeWithFlow_59) CONTENT: /Game/Genesis2/Environment/Space/Meshes/SM_Plane_100x100_20k.SM_Plane_100x100_20k(/Game/Maps/Genesis2/Mission_3_Geo.Mission_3_Geo:PersistentLevel.WaterVolumeWithFlow_60) CONTENT: /Game/Genesis2/Environment/Space/Meshes/SM_Plane_100x100_20k.SM_Plane_100x100_20k(/Game/Maps/Genesis2/Mission_3_Geo.Mission_3_Geo:PersistentLevel.WaterVolumeWithFlow_61) CONTENT: /Game/Genesis2/Environment/Space/Meshes/SM_Plane_100x100_20k.SM_Plane_100x100_20k(/Game/Maps/Genesis2/Mission_3_Geo.Mission_3_Geo:PersistentLevel.WaterVolumeWithFlow_62) CONTENT: /Game/Genesis2/Environment/Space/Meshes/SM_Plane_100x100_20k.SM_Plane_100x100_20k(/Game/Maps/Genesis2/Mission_3_Geo.Mission_3_Geo:PersistentLevel.WaterVolumeWithFlow_63) CONTENT: /Game/Genesis2/Environment/Space/Meshes/SM_Plane_100x100_20k.SM_Plane_100x100_20k(/Game/Maps/Genesis2/Mission_3_Geo.Mission_3_Geo:PersistentLevel.WaterVolumeWithFlow_64) CONTENT: /Game/Genesis2/Environment/Space/Meshes/SM_Plane_100x100_20k.SM_Plane_100x100_20k(/Game/Maps/Genesis2/Mission_3_Geo.Mission_3_Geo:PersistentLevel.WaterVolumeWithFlow_65) CONTENT: /Game/Genesis2/Environment/Space/Meshes/SM_Plane_100x100_20k.SM_Plane_100x100_20k(/Game/Maps/Genesis2/Mission_3_Geo.Mission_3_Geo:PersistentLevel.WaterVolumeWithFlow_66) CONTENT: /Game/Genesis2/Environment/Space/Meshes/SM_Plane_100x100_20k.SM_Plane_100x100_20k(/Game/Maps/Genesis2/Mission_3_Geo.Mission_3_Geo:PersistentLevel.WaterVolumeWithFlow_67) CONTENT: /Game/Genesis2/Environment/Space/Meshes/SM_Plane_100x100_20k.SM_Plane_100x100_20k(/Game/Maps/Genesis2/Mission_3_Geo.Mission_3_Geo:PersistentLevel.WaterVolumeWithFlow_68) CONTENT: /Game/Genesis2/Environment/Space/Meshes/SM_Plane_100x100_20k.SM_Plane_100x100_20k(/Game/Maps/Genesis2/Mission_3_Geo.Mission_3_Geo:PersistentLevel.WaterVolumeWithFlow_70) CONTENT: /Game/Genesis2/Environment/Space/Meshes/SM_Plane_100x100_20k.SM_Plane_100x100_20k(/Game/Maps/Genesis2/Mission_3_Geo.Mission_3_Geo:PersistentLevel.WaterVolumeWithFlow_72) CONTENT: /Game/Genesis2/Environment/Space/Meshes/SM_Plane_100x100_20k.SM_Plane_100x100_20k(/Game/Maps/Genesis2/Mission_3_Geo.Mission_3_Geo:PersistentLevel.WaterVolumeWithFlow_73) CONTENT: /Game/Genesis2/Environment/Space/Meshes/SM_Plane_100x100_20k.SM_Plane_100x100_20k(/Game/Maps/Genesis2/Mission_3_Geo.Mission_3_Geo:PersistentLevel.WaterVolumeWithFlow_74) CONTENT: /Game/Genesis2/Environment/Space/Meshes/SM_Plane_100x100_20k.SM_Plane_100x100_20k(/Game/Maps/Genesis2/Mission_3_Geo.Mission_3_Geo:PersistentLevel.WaterVolumeWithFlow_75) CONTENT: /Game/Genesis2/Environment/Space/Meshes/SM_Plane_100x100_20k.SM_Plane_100x100_20k(/Game/Maps/Genesis2/Mission_3_Geo.Mission_3_Geo:PersistentLevel.WaterVolumeWithFlow_76) CONTENT: /Game/Genesis2/Environment/Space/Meshes/SM_Plane_100x100_20k.SM_Plane_100x100_20k(/Game/Maps/Genesis2/Mission_3_Geo.Mission_3_Geo:PersistentLevel.WaterVolumeWithFlow_77) CONTENT: /Game/Genesis2/Environment/Space/Meshes/SM_Plane_100x100_20k.SM_Plane_100x100_20k(/Game/Maps/Genesis2/Mission_3_Geo.Mission_3_Geo:PersistentLevel.WaterVolumeWithFlow_78) CONTENT: /Game/Genesis2/Environment/Space/Meshes/SM_Plane_100x100_20k.SM_Plane_100x100_20k(/Game/Maps/Genesis2/Mission_3_Geo.Mission_3_Geo:PersistentLevel.WaterVolumeWithFlow_80) CONTENT: /Game/Genesis2/Environment/Space/Meshes/SM_Plane_100x100_20k.SM_Plane_100x100_20k(/Game/Maps/Genesis2/Mission_3_Geo.Mission_3_Geo:PersistentLevel.WaterVolumeWithFlow_81) CONTENT: /Game/Genesis2/Environment/Space/Meshes/SM_Plane_100x100_20k.SM_Plane_100x100_20k(/Game/Maps/Genesis2/Mission_3_Geo.Mission_3_Geo:PersistentLevel.WaterVolumeWithFlow_83) CONTENT: /Game/Genesis2/Environment/Space/Meshes/SM_Plane_100x100_20k.SM_Plane_100x100_20k(/Game/Maps/Genesis2/Mission_3_Geo.Mission_3_Geo:PersistentLevel.WaterVolumeWithFlow_85) CONTENT: /Game/Genesis2/Environment/Space/Meshes/SM_Plane_100x100_20k.SM_Plane_100x100_20k(/Game/Maps/Genesis2/Mission_3_Geo.Mission_3_Geo:PersistentLevel.WaterVolumeWithFlow_86) CONTENT: /Game/Genesis2/Environment/Space/Meshes/SM_Plane_100x100_20k.SM_Plane_100x100_20k(/Game/Maps/Genesis2/Mission_3_Geo.Mission_3_Geo:PersistentLevel.WaterVolumeWithFlow_87) CONTENT: /Game/Genesis2/Environment/Space/Meshes/SM_Plane_100x100_20k.SM_Plane_100x100_20k(/Game/Maps/Genesis2/Mission_3_Geo.Mission_3_Geo:PersistentLevel.WaterVolumeWithFlow_88) CONTENT: /Game/Genesis2/Environment/Space/Meshes/SM_Plane_100x100_20k.SM_Plane_100x100_20k(/Game/Maps/Genesis2/Mission_3_Geo.Mission_3_Geo:PersistentLevel.WaterVolumeWithFlow_89) CONTENT: /Game/Genesis2/Environment/Space/Meshes/SM_Plane_100x100_20k.SM_Plane_100x100_20k(/Game/Maps/Genesis2/Mission_3_Geo.Mission_3_Geo:PersistentLevel.WaterVolumeWithFlow_90) CONTENT: /Game/Genesis2/Environment/Space/Meshes/SM_Plane_100x100_20k.SM_Plane_100x100_20k(/Game/Maps/Genesis2/Mission_3_Geo.Mission_3_Geo:PersistentLevel.WaterVolumeWithFlow_92) CONTENT: /Game/Genesis2/Environment/Space/Meshes/SM_Plane_100x100_20k.SM_Plane_100x100_20k(/Game/Maps/Genesis2/Mission_3_Geo.Mission_3_Geo:PersistentLevel.WaterVolumeWithFlow_94) CONTENT: /Game/Genesis2/Environment/Space/Meshes/SM_Plane_100x100_20k.SM_Plane_100x100_20k(/Game/Maps/Genesis2/Mission_3_Geo.Mission_3_Geo:PersistentLevel.WaterVolumeWithFlow_95) CONTENT: /Game/Genesis2/Environment/Space/Meshes/SM_Plane_100x100_20k.SM_Plane_100x100_20k(/Game/Maps/Genesis2/Mission_3_Geo.Mission_3_Geo:PersistentLevel.WaterVolumeWithFlow_96) CONTENT: /Game/Genesis2/Environment/Space/Meshes/SM_Plane_100x100_20k.SM_Plane_100x100_20k(/Game/Maps/Genesis2/Mission_3_Geo.Mission_3_Geo:PersistentLevel.WaterVolumeWithFlow_97) CONTENT: /Game/Genesis2/Environment/Space/Meshes/SM_Plane_100x100_20k.SM_Plane_100x100_20k(/Game/Maps/Genesis2/Mission_3_Geo.Mission_3_Geo:PersistentLevel.WaterVolumeWithFlow_98) CONTENT: Wilderness(/Game/Maps/Genesis2/Mission_3_Geo.Mission_3_Geo:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/Mission_3_Near_Geo.Mission_3_Near_Geo:PersistentLevel.PrimalWorldSettings) CONTENT: Mission Loot Set(/Game/Genesis2/CoreBlueprints/LootSets/LootItemSet_Missions_Race_Hoversail_Gamma.Default__LootItemSet_Missions_Race_Hoversail_Gamma_C) CONTENT: Missions - never BP - with quality(/Game/Genesis2/CoreBlueprints/LootSets/LootItemSet_Missions_Race_Hoversail_Gamma.Default__LootItemSet_Missions_Race_Hoversail_Gamma_C) CONTENT: Missions - with BP - with quality(/Game/Genesis2/CoreBlueprints/LootSets/LootItemSet_Missions_Race_Hoversail_Gamma.Default__LootItemSet_Missions_Race_Hoversail_Gamma_C) LITERAL: {0} ({1}s)(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP_Race.TekHoverSail_Character_BP_Race:BPGetHUDElements.K2Node_FormatText_158) CONTENT: Slipstream Sweep(/Engine/Transient.REINST_MissionType_Race2_HoverSail_C_0) CONTENT: Soar through an aerial obstacle course to win control of shipboard resource reclamation. Perform stunts for extra time!(/Engine/Transient.REINST_MissionType_Race2_HoverSail_C_0) CONTENT: EN(/Game/Genesis2/Missions/Race2/HoverSail/CompanionReactions/MissionModule_zSubmodule_CompReaction_HoversailRace_Intro_1.Default__MissionModule_zSubmodule_CompReaction_HoversailRace_Intro_1_C) CONTENT: EN(/Game/Genesis2/Missions/Race2/HoverSail/CompanionReactions/MissionModule_zSubmodule_CompReaction_HoversailRace_Outro_1.Default__MissionModule_zSubmodule_CompReaction_HoversailRace_Outro_1_C) CONTENT: EN(/Game/Genesis2/Missions/Race2/HoverSail/CompanionReactions/MissionModule_zSubmodule_CompReaction_HoversailRace_Quip_1.Default__MissionModule_zSubmodule_CompReaction_HoversailRace_Quip_1_C) CONTENT: EN(/Game/Genesis2/Missions/Race2/HoverSail/CompanionReactions/MissionModule_zSubmodule_CompReaction_HoversailRace_Quip_2.Default__MissionModule_zSubmodule_CompReaction_HoversailRace_Quip_2_C) CONTENT: EN(/Game/Genesis2/Missions/Race2/HoverSail/CompanionReactions/MissionModule_zSubmodule_CompReaction_HoversailRace_Quip_3.Default__MissionModule_zSubmodule_CompReaction_HoversailRace_Quip_3_C) CONTENT: EN(/Game/Genesis2/Missions/Race2/HoverSail/CompanionReactions/MissionModule_zSubmodule_CompReaction_HoversailRace_Quip_4.Default__MissionModule_zSubmodule_CompReaction_HoversailRace_Quip_4_C) CONTENT: EN(/Game/Genesis2/Missions/Race2/HoverSail/CompanionReactions/MissionModule_zSubmodule_CompReaction_HoversailRace_Quip_5.Default__MissionModule_zSubmodule_CompReaction_HoversailRace_Quip_5_C) LITERAL: Extra Time(/Game/Genesis2/Missions/Race2/HoverSail/MissionType_Race2_HoverSail.MissionType_Race2_HoverSail:EventGraph.K2Node_CallFunction_309938) LITERAL: Gain {0} Second(/Game/Genesis2/Missions/Race2/HoverSail/MissionType_Race2_HoverSail.MissionType_Race2_HoverSail:EventGraph.K2Node_FormatText_158) LITERAL: s(/Game/Genesis2/Missions/Race2/HoverSail/MissionType_Race2_HoverSail.MissionType_Race2_HoverSail:EventGraph.K2Node_CallFunction_347026) CONTENT: Slipstream Sweep(/Engine/Transient.Default__REINST_MissionType_Race2_HoverSail_C_56231) CONTENT: Soar through an aerial obstacle course to win control of shipboard resource reclamation. Perform stunts for extra time!(/Engine/Transient.Default__REINST_MissionType_Race2_HoverSail_C_56231) LITERAL: Gain {0} Second(/Game/Genesis2/Missions/Race2/HoverSail/MissionType_Race2_HoverSail.MissionType_Race2_HoverSail:ExecuteUbergraph_MissionType_Race2_HoverSail.K2Node_CallFunction_405885) LITERAL: 0(/Game/Genesis2/Missions/Race2/HoverSail/MissionType_Race2_HoverSail.MissionType_Race2_HoverSail:ExecuteUbergraph_MissionType_Race2_HoverSail.K2Node_MakeStruct_3263) CONTENT: Slipstream Sweep(/Engine/Transient.REINST_MissionType_Race2_HoverSail_C_1) CONTENT: Soar through an aerial obstacle course to win control of shipboard resource reclamation. Perform stunts for extra time!(/Engine/Transient.REINST_MissionType_Race2_HoverSail_C_1) LITERAL: {0} ({1}s)(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP_Race.TekHoverSail_Character_BP_Race:EdGraph_171354.K2Node_CallFunction_405923) LITERAL: 0(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP_Race.TekHoverSail_Character_BP_Race:EdGraph_171354.K2Node_MakeStruct_3264) LITERAL: 1(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP_Race.TekHoverSail_Character_BP_Race:EdGraph_171354.K2Node_MakeStruct_3265) LITERAL: {0} ({1}s)(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP_Race.TekHoverSail_Character_BP_Race:EdGraph_171372.K2Node_CallFunction_405942) LITERAL: 0(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP_Race.TekHoverSail_Character_BP_Race:EdGraph_171372.K2Node_MakeStruct_3266) LITERAL: 1(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP_Race.TekHoverSail_Character_BP_Race:EdGraph_171372.K2Node_MakeStruct_3267) CONTENT: Cooldown for extra time(/Game/Genesis2/Dinos/TekHoverSail/TekHoverSail_Character_BP_Race.Default__TekHoverSail_Character_BP_Race_C) CONTENT: Slipstream Sweep(/Engine/Transient.Default__REINST_MissionType_Race2_HoverSail_C_56250) CONTENT: Soar through an aerial obstacle course to win control of shipboard resource reclamation. Perform stunts for extra time!(/Engine/Transient.Default__REINST_MissionType_Race2_HoverSail_C_56250) LITERAL: Gain {0} Second(/Game/Genesis2/Missions/Race2/HoverSail/MissionType_Race2_HoverSail.MissionType_Race2_HoverSail:ExecuteUbergraph_MissionType_Race2_HoverSail.K2Node_CallFunction_405974) LITERAL: 0(/Game/Genesis2/Missions/Race2/HoverSail/MissionType_Race2_HoverSail.MissionType_Race2_HoverSail:ExecuteUbergraph_MissionType_Race2_HoverSail.K2Node_MakeStruct_3272) CONTENT: Slipstream Sweep(/Game/Genesis2/Missions/Race2/HoverSail/MissionType_Race2_HoverSail.Default__MissionType_Race2_HoverSail_C) CONTENT: Soar through an aerial obstacle course to win control of shipboard resource reclamation. Perform stunts for extra time!(/Game/Genesis2/Missions/Race2/HoverSail/MissionType_Race2_HoverSail.Default__MissionType_Race2_HoverSail_C) CONTENT: Mission Loot Set(/Game/Genesis2/CoreBlueprints/LootSets/LootItemSet_Missions_Race_Hoversail_Beta.Default__LootItemSet_Missions_Race_Hoversail_Beta_C) CONTENT: Missions - never BP - with quality(/Game/Genesis2/CoreBlueprints/LootSets/LootItemSet_Missions_Race_Hoversail_Beta.Default__LootItemSet_Missions_Race_Hoversail_Beta_C) CONTENT: Missions - with BP - with quality(/Game/Genesis2/CoreBlueprints/LootSets/LootItemSet_Missions_Race_Hoversail_Beta.Default__LootItemSet_Missions_Race_Hoversail_Beta_C) CONTENT: Mission Loot Set(/Game/Genesis2/CoreBlueprints/LootSets/LootItemSet_Missions_Race_Hoversail_Alpha.Default__LootItemSet_Missions_Race_Hoversail_Alpha_C) CONTENT: Missions - never BP - with quality(/Game/Genesis2/CoreBlueprints/LootSets/LootItemSet_Missions_Race_Hoversail_Alpha.Default__LootItemSet_Missions_Race_Hoversail_Alpha_C) CONTENT: Missions - with BP - with quality(/Game/Genesis2/CoreBlueprints/LootSets/LootItemSet_Missions_Race_Hoversail_Alpha.Default__LootItemSet_Missions_Race_Hoversail_Alpha_C) CONTENT: Wilderness(/Game/Maps/Genesis2/Mission_4_Gameplay.Mission_4_Gameplay:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/Mission_4_Geo.Mission_4_Geo:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/Mission_4_Lighting.Mission_4_Lighting:PersistentLevel.PrimalWorldSettings) CONTENT: Mission Loot Set(/Game/Genesis2/CoreBlueprints/LootSets/LootItemSet_Missions_Race_SpaceDolphin_Gamma.Default__LootItemSet_Missions_Race_SpaceDolphin_Gamma_C) CONTENT: Missions - never BP - with quality(/Game/Genesis2/CoreBlueprints/LootSets/LootItemSet_Missions_Race_SpaceDolphin_Gamma.Default__LootItemSet_Missions_Race_SpaceDolphin_Gamma_C) CONTENT: Missions - with BP - with quality(/Game/Genesis2/CoreBlueprints/LootSets/LootItemSet_Missions_Race_SpaceDolphin_Gamma.Default__LootItemSet_Missions_Race_SpaceDolphin_Gamma_C) CONTENT: Stunned!(/Engine/Transient.REINST_Buff_RacePowerUp_ReduceSpeed_SpaceDolphin_C_0) CONTENT: Stunned!(/Engine/Transient.Default__REINST_Buff_RacePowerUp_ReduceSpeed_SpaceDolphin_C_56372) CONTENT: Stunned!(/Engine/Transient.REINST_Buff_RacePowerUp_ReduceSpeed_SpaceDolphin_C_1) CONTENT: Stunned!(/Engine/Transient.Default__REINST_Buff_RacePowerUp_ReduceSpeed_SpaceDolphin_C_56376) CONTENT: Stunned!(/Game/Genesis2/Missions/Race2/SpaceDolphin/Buff_RacePowerUp_ReduceSpeed_SpaceDolphin.Default__Buff_RacePowerUp_ReduceSpeed_SpaceDolphin_C) CONTENT: Penalty!(/Engine/Transient.REINST_Buff_RacePowerUp_ReduceSpeed_SpaceDolphin_Miss_C_0) CONTENT: Penalty!(/Engine/Transient.Default__REINST_Buff_RacePowerUp_ReduceSpeed_SpaceDolphin_Miss_C_56383) CONTENT: Penalty!(/Engine/Transient.REINST_Buff_RacePowerUp_ReduceSpeed_SpaceDolphin_Miss_C_1) CONTENT: Penalty!(/Engine/Transient.Default__REINST_Buff_RacePowerUp_ReduceSpeed_SpaceDolphin_Miss_C_56387) CONTENT: Penalty!(/Game/Genesis2/Missions/Race2/SpaceDolphin/Buff_RacePowerUp_ReduceSpeed_SpaceDolphin_Miss.Default__Buff_RacePowerUp_ReduceSpeed_SpaceDolphin_Miss_C) CONTENT: EN(/Game/Genesis2/Missions/Race2/SpaceDolphin/CompanionReactions/MissionModule_zSubmodule_CompReaction_SpaceDolphinRace_Intro_1.Default__MissionModule_zSubmodule_CompReaction_SpaceDolphinRace_Intro_1_C) CONTENT: EN(/Game/Genesis2/Missions/Race2/SpaceDolphin/CompanionReactions/MissionModule_zSubmodule_CompReaction_SpaceDolphinRace_Intro_2.Default__MissionModule_zSubmodule_CompReaction_SpaceDolphinRace_Intro_2_C) CONTENT: EN(/Game/Genesis2/Missions/Race2/SpaceDolphin/CompanionReactions/MissionModule_zSubmodule_CompReaction_SpaceDolphinRace_Outro_1.Default__MissionModule_zSubmodule_CompReaction_SpaceDolphinRace_Outro_1_C) CONTENT: EN(/Game/Genesis2/Missions/Race2/SpaceDolphin/CompanionReactions/MissionModule_zSubmodule_CompReaction_SpaceDolphinRace_Quip_1.Default__MissionModule_zSubmodule_CompReaction_SpaceDolphinRace_Quip_1_C) CONTENT: EN(/Game/Genesis2/Missions/Race2/SpaceDolphin/CompanionReactions/MissionModule_zSubmodule_CompReaction_SpaceDolphinRace_Quip_2.Default__MissionModule_zSubmodule_CompReaction_SpaceDolphinRace_Quip_2_C) CONTENT: EN(/Game/Genesis2/Missions/Race2/SpaceDolphin/CompanionReactions/MissionModule_zSubmodule_CompReaction_SpaceDolphinRace_Quip_3.Default__MissionModule_zSubmodule_CompReaction_SpaceDolphinRace_Quip_3_C) CONTENT: EN(/Game/Genesis2/Missions/Race2/SpaceDolphin/CompanionReactions/MissionModule_zSubmodule_CompReaction_SpaceDolphinRace_Quip_4.Default__MissionModule_zSubmodule_CompReaction_SpaceDolphinRace_Quip_4_C) LITERAL: DelayResetDoor(/Game/Genesis2/Missions/Race2/SpaceDolphin/SlidingMissionDoor_SpaceDolphinRace.SlidingMissionDoor_SpaceDolphinRace:OnRep_bIsOpen.K2Node_CallFunction_336056) LITERAL: %(/Game/Genesis2/Missions/Race2/SpaceDolphin/Buff_RaceMissionHelper_Race2_Punishment.Buff_RaceMissionHelper_Race2_Punishment:BPGetHUDElements.K2Node_CallFunction_338252) CONTENT: Slowed Theshold(/Game/Genesis2/Missions/Race2/SpaceDolphin/Buff_RaceMissionHelper_Race2_Punishment.Default__Buff_RaceMissionHelper_Race2_Punishment_C) CONTENT: Slowed(/Game/Genesis2/Missions/Race2/SpaceDolphin/Buff_RaceMissionHelper_Race2_Punishment.Default__Buff_RaceMissionHelper_Race2_Punishment_C) CONTENT: Slowed!(/Game/Genesis2/Missions/Race2/SpaceDolphin/Buff_RaceMissionHelper_Race2_Punishment.Default__Buff_RaceMissionHelper_Race2_Punishment_C) CONTENT: Starwing Strike(/Engine/Transient.REINST_MissionType_Race2_SpaceDolphin_C_0) CONTENT: Blast your way through hazards and obstructions in a challenging race for control the ship's navigation system!(/Engine/Transient.REINST_MissionType_Race2_SpaceDolphin_C_0) CONTENT: Starwing Strike(/Engine/Transient.Default__REINST_MissionType_Race2_SpaceDolphin_C_56478) CONTENT: Blast your way through hazards and obstructions in a challenging race for control the ship's navigation system!(/Engine/Transient.Default__REINST_MissionType_Race2_SpaceDolphin_C_56478) CONTENT: Starwing Strike(/Engine/Transient.REINST_MissionType_Race2_SpaceDolphin_C_1) CONTENT: Blast your way through hazards and obstructions in a challenging race for control the ship's navigation system!(/Engine/Transient.REINST_MissionType_Race2_SpaceDolphin_C_1) CONTENT: Starwing Strike(/Engine/Transient.Default__REINST_MissionType_Race2_SpaceDolphin_C_56482) CONTENT: Blast your way through hazards and obstructions in a challenging race for control the ship's navigation system!(/Engine/Transient.Default__REINST_MissionType_Race2_SpaceDolphin_C_56482) CONTENT: Starwing Strike(/Game/Genesis2/Missions/Race2/SpaceDolphin/MissionType_Race2_SpaceDolphin.Default__MissionType_Race2_SpaceDolphin_C) CONTENT: Blast your way through hazards and obstructions in a challenging race for control the ship's navigation system!(/Game/Genesis2/Missions/Race2/SpaceDolphin/MissionType_Race2_SpaceDolphin.Default__MissionType_Race2_SpaceDolphin_C) CONTENT: Mission Loot Set(/Game/Genesis2/CoreBlueprints/LootSets/LootItemSet_Missions_Race_SpaceDolphin_Beta.Default__LootItemSet_Missions_Race_SpaceDolphin_Beta_C) CONTENT: Missions - never BP - with quality(/Game/Genesis2/CoreBlueprints/LootSets/LootItemSet_Missions_Race_SpaceDolphin_Beta.Default__LootItemSet_Missions_Race_SpaceDolphin_Beta_C) CONTENT: Missions - with BP - with quality(/Game/Genesis2/CoreBlueprints/LootSets/LootItemSet_Missions_Race_SpaceDolphin_Beta.Default__LootItemSet_Missions_Race_SpaceDolphin_Beta_C) CONTENT: Mission Loot Set(/Game/Genesis2/CoreBlueprints/LootSets/LootItemSet_Missions_Race_SpaceDolphin_Alpha.Default__LootItemSet_Missions_Race_SpaceDolphin_Alpha_C) CONTENT: Missions - never BP - with quality(/Game/Genesis2/CoreBlueprints/LootSets/LootItemSet_Missions_Race_SpaceDolphin_Alpha.Default__LootItemSet_Missions_Race_SpaceDolphin_Alpha_C) CONTENT: Missions - with BP - with quality(/Game/Genesis2/CoreBlueprints/LootSets/LootItemSet_Missions_Race_SpaceDolphin_Alpha.Default__LootItemSet_Missions_Race_SpaceDolphin_Alpha_C) CONTENT: BlockProjectileOverlapDinoPlayer(/Game/Maps/Genesis2/Mission_5_Gameplay.Mission_5_Gameplay:PersistentLevel.MissionServerSidePoint_1) CONTENT: BlockProjectileOverlapDinoPlayer(/Game/Maps/Genesis2/Mission_5_Gameplay.Mission_5_Gameplay:PersistentLevel.MissionServerSidePoint_10) CONTENT: BlockProjectileOverlapDinoPlayer(/Game/Maps/Genesis2/Mission_5_Gameplay.Mission_5_Gameplay:PersistentLevel.MissionServerSidePoint_11) CONTENT: BlockProjectileOverlapDinoPlayer(/Game/Maps/Genesis2/Mission_5_Gameplay.Mission_5_Gameplay:PersistentLevel.MissionServerSidePoint_12) CONTENT: BlockProjectileOverlapDinoPlayer(/Game/Maps/Genesis2/Mission_5_Gameplay.Mission_5_Gameplay:PersistentLevel.MissionServerSidePoint_13) CONTENT: BlockProjectileOverlapDinoPlayer(/Game/Maps/Genesis2/Mission_5_Gameplay.Mission_5_Gameplay:PersistentLevel.MissionServerSidePoint_14) CONTENT: BlockProjectileOverlapDinoPlayer(/Game/Maps/Genesis2/Mission_5_Gameplay.Mission_5_Gameplay:PersistentLevel.MissionServerSidePoint_15) CONTENT: BlockProjectileOverlapDinoPlayer(/Game/Maps/Genesis2/Mission_5_Gameplay.Mission_5_Gameplay:PersistentLevel.MissionServerSidePoint_16) CONTENT: BlockProjectileOverlapDinoPlayer(/Game/Maps/Genesis2/Mission_5_Gameplay.Mission_5_Gameplay:PersistentLevel.MissionServerSidePoint_17) CONTENT: BlockProjectileOverlapDinoPlayer(/Game/Maps/Genesis2/Mission_5_Gameplay.Mission_5_Gameplay:PersistentLevel.MissionServerSidePoint_18) CONTENT: BlockProjectileOverlapDinoPlayer(/Game/Maps/Genesis2/Mission_5_Gameplay.Mission_5_Gameplay:PersistentLevel.MissionServerSidePoint_19) CONTENT: BlockProjectileOverlapDinoPlayer(/Game/Maps/Genesis2/Mission_5_Gameplay.Mission_5_Gameplay:PersistentLevel.MissionServerSidePoint_20) CONTENT: BlockProjectileOverlapDinoPlayer(/Game/Maps/Genesis2/Mission_5_Gameplay.Mission_5_Gameplay:PersistentLevel.MissionServerSidePoint_6) CONTENT: BlockProjectileOverlapDinoPlayer(/Game/Maps/Genesis2/Mission_5_Gameplay.Mission_5_Gameplay:PersistentLevel.MissionServerSidePoint_7) CONTENT: BlockProjectileOverlapDinoPlayer(/Game/Maps/Genesis2/Mission_5_Gameplay.Mission_5_Gameplay:PersistentLevel.MissionServerSidePoint_8) CONTENT: BlockProjectileOverlapDinoPlayer(/Game/Maps/Genesis2/Mission_5_Gameplay.Mission_5_Gameplay:PersistentLevel.MissionServerSidePoint_9) CONTENT: NONE(/Game/Maps/Genesis2/Mission_5_Gameplay.Mission_5_Gameplay:PersistentLevel.MissionTrigger_11) CONTENT: NONE(/Game/Maps/Genesis2/Mission_5_Gameplay.Mission_5_Gameplay:PersistentLevel.MissionTrigger_11) CONTENT: NONE(/Game/Maps/Genesis2/Mission_5_Gameplay.Mission_5_Gameplay:PersistentLevel.MissionTrigger_12) CONTENT: NONE(/Game/Maps/Genesis2/Mission_5_Gameplay.Mission_5_Gameplay:PersistentLevel.MissionTrigger_12) CONTENT: NONE(/Game/Maps/Genesis2/Mission_5_Gameplay.Mission_5_Gameplay:PersistentLevel.MissionTrigger_15) CONTENT: NONE(/Game/Maps/Genesis2/Mission_5_Gameplay.Mission_5_Gameplay:PersistentLevel.MissionTrigger_15) CONTENT: NONE(/Game/Maps/Genesis2/Mission_5_Gameplay.Mission_5_Gameplay:PersistentLevel.MissionTrigger_16) CONTENT: NONE(/Game/Maps/Genesis2/Mission_5_Gameplay.Mission_5_Gameplay:PersistentLevel.MissionTrigger_16) CONTENT: NONE(/Game/Maps/Genesis2/Mission_5_Gameplay.Mission_5_Gameplay:PersistentLevel.MissionTrigger_2) CONTENT: NONE(/Game/Maps/Genesis2/Mission_5_Gameplay.Mission_5_Gameplay:PersistentLevel.MissionTrigger_2) CONTENT: NONE(/Game/Maps/Genesis2/Mission_5_Gameplay.Mission_5_Gameplay:PersistentLevel.MissionTrigger_21) CONTENT: NONE(/Game/Maps/Genesis2/Mission_5_Gameplay.Mission_5_Gameplay:PersistentLevel.MissionTrigger_21) CONTENT: NONE(/Game/Maps/Genesis2/Mission_5_Gameplay.Mission_5_Gameplay:PersistentLevel.MissionTrigger_22) CONTENT: NONE(/Game/Maps/Genesis2/Mission_5_Gameplay.Mission_5_Gameplay:PersistentLevel.MissionTrigger_22) CONTENT: NONE(/Game/Maps/Genesis2/Mission_5_Gameplay.Mission_5_Gameplay:PersistentLevel.MissionTrigger_23) CONTENT: NONE(/Game/Maps/Genesis2/Mission_5_Gameplay.Mission_5_Gameplay:PersistentLevel.MissionTrigger_23) CONTENT: NONE(/Game/Maps/Genesis2/Mission_5_Gameplay.Mission_5_Gameplay:PersistentLevel.MissionTrigger_24) CONTENT: NONE(/Game/Maps/Genesis2/Mission_5_Gameplay.Mission_5_Gameplay:PersistentLevel.MissionTrigger_24) CONTENT: NONE(/Game/Maps/Genesis2/Mission_5_Gameplay.Mission_5_Gameplay:PersistentLevel.MissionTrigger_4) CONTENT: NONE(/Game/Maps/Genesis2/Mission_5_Gameplay.Mission_5_Gameplay:PersistentLevel.MissionTrigger_4) CONTENT: NONE(/Game/Maps/Genesis2/Mission_5_Gameplay.Mission_5_Gameplay:PersistentLevel.MissionTrigger_8) CONTENT: NONE(/Game/Maps/Genesis2/Mission_5_Gameplay.Mission_5_Gameplay:PersistentLevel.MissionTrigger_8) CONTENT: NONE(/Game/Maps/Genesis2/Mission_5_Gameplay.Mission_5_Gameplay:PersistentLevel.MissionTrigger_Race_SpaceDolphin_Proj_10) CONTENT: NONE(/Game/Maps/Genesis2/Mission_5_Gameplay.Mission_5_Gameplay:PersistentLevel.MissionTrigger_Race_SpaceDolphin_Proj_10) CONTENT: NONE(/Game/Maps/Genesis2/Mission_5_Gameplay.Mission_5_Gameplay:PersistentLevel.MissionTrigger_Race_SpaceDolphin_Proj_11) CONTENT: NONE(/Game/Maps/Genesis2/Mission_5_Gameplay.Mission_5_Gameplay:PersistentLevel.MissionTrigger_Race_SpaceDolphin_Proj_11) CONTENT: NONE(/Game/Maps/Genesis2/Mission_5_Gameplay.Mission_5_Gameplay:PersistentLevel.MissionTrigger_Race_SpaceDolphin_Proj_12) CONTENT: NONE(/Game/Maps/Genesis2/Mission_5_Gameplay.Mission_5_Gameplay:PersistentLevel.MissionTrigger_Race_SpaceDolphin_Proj_12) CONTENT: NONE(/Game/Maps/Genesis2/Mission_5_Gameplay.Mission_5_Gameplay:PersistentLevel.MissionTrigger_Race_SpaceDolphin_Proj_17) CONTENT: NONE(/Game/Maps/Genesis2/Mission_5_Gameplay.Mission_5_Gameplay:PersistentLevel.MissionTrigger_Race_SpaceDolphin_Proj_17) CONTENT: NONE(/Game/Maps/Genesis2/Mission_5_Gameplay.Mission_5_Gameplay:PersistentLevel.MissionTrigger_Race_SpaceDolphin_Proj_18) CONTENT: NONE(/Game/Maps/Genesis2/Mission_5_Gameplay.Mission_5_Gameplay:PersistentLevel.MissionTrigger_Race_SpaceDolphin_Proj_18) CONTENT: NONE(/Game/Maps/Genesis2/Mission_5_Gameplay.Mission_5_Gameplay:PersistentLevel.MissionTrigger_Race_SpaceDolphin_Proj_19) CONTENT: NONE(/Game/Maps/Genesis2/Mission_5_Gameplay.Mission_5_Gameplay:PersistentLevel.MissionTrigger_Race_SpaceDolphin_Proj_19) CONTENT: NONE(/Game/Maps/Genesis2/Mission_5_Gameplay.Mission_5_Gameplay:PersistentLevel.MissionTrigger_Race_SpaceDolphin_Proj_20) CONTENT: NONE(/Game/Maps/Genesis2/Mission_5_Gameplay.Mission_5_Gameplay:PersistentLevel.MissionTrigger_Race_SpaceDolphin_Proj_20) CONTENT: NONE(/Game/Maps/Genesis2/Mission_5_Gameplay.Mission_5_Gameplay:PersistentLevel.MissionTrigger_Race_SpaceDolphin_Proj_3) CONTENT: NONE(/Game/Maps/Genesis2/Mission_5_Gameplay.Mission_5_Gameplay:PersistentLevel.MissionTrigger_Race_SpaceDolphin_Proj_3) CONTENT: NONE(/Game/Maps/Genesis2/Mission_5_Gameplay.Mission_5_Gameplay:PersistentLevel.MissionTrigger_Race_SpaceDolphin_Proj_8) CONTENT: NONE(/Game/Maps/Genesis2/Mission_5_Gameplay.Mission_5_Gameplay:PersistentLevel.MissionTrigger_Race_SpaceDolphin_Proj_8) CONTENT: ShootDoor(/Game/Maps/Genesis2/Mission_5_Gameplay.Mission_5_Gameplay:PersistentLevel.MissionTrigger_RaceCheckpoint_C_10079) CONTENT: ShootDoor(/Game/Maps/Genesis2/Mission_5_Gameplay.Mission_5_Gameplay:PersistentLevel.MissionTrigger_RaceCheckpoint_C_1554) CONTENT: ShootDoor(/Game/Maps/Genesis2/Mission_5_Gameplay.Mission_5_Gameplay:PersistentLevel.MissionTrigger_RaceCheckpoint_C_5298) CONTENT: ShootDoor(/Game/Maps/Genesis2/Mission_5_Gameplay.Mission_5_Gameplay:PersistentLevel.MissionTrigger_RaceCheckpoint_C_596) CONTENT: ShootDoor(/Game/Maps/Genesis2/Mission_5_Gameplay.Mission_5_Gameplay:PersistentLevel.MissionTrigger_RaceCheckpoint_C_652) CONTENT: ShootDoor(/Game/Maps/Genesis2/Mission_5_Gameplay.Mission_5_Gameplay:PersistentLevel.MissionTrigger_RaceCheckpoint_C_743) CONTENT: ShootDoor(/Game/Maps/Genesis2/Mission_5_Gameplay.Mission_5_Gameplay:PersistentLevel.MissionTrigger_RaceCheckpoint_SpaceDolphin_11) CONTENT: ShootDoor(/Game/Maps/Genesis2/Mission_5_Gameplay.Mission_5_Gameplay:PersistentLevel.MissionTrigger_RaceCheckpoint_SpaceDolphin_56) CONTENT: ShootDoor(/Game/Maps/Genesis2/Mission_5_Gameplay.Mission_5_Gameplay:PersistentLevel.MissionTrigger_RaceCheckpoint_SpaceDolphin_609) CONTENT: Wilderness(/Game/Maps/Genesis2/Mission_5_Gameplay.Mission_5_Gameplay:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/Mission_5_Geo.Mission_5_Geo:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/Mission_5_Lighting.Mission_5_Lighting:PersistentLevel.PrimalWorldSettings) CONTENT: Mission Loot Set(/Game/Genesis2/CoreBlueprints/LootSets/LootItemSet_Missions_CorruptMaze_Gamma.Default__LootItemSet_Missions_CorruptMaze_Gamma_C) CONTENT: Missions - never BP - with quality(/Game/Genesis2/CoreBlueprints/LootSets/LootItemSet_Missions_CorruptMaze_Gamma.Default__LootItemSet_Missions_CorruptMaze_Gamma_C) CONTENT: Missions - with BP - with quality(/Game/Genesis2/CoreBlueprints/LootSets/LootItemSet_Missions_CorruptMaze_Gamma.Default__LootItemSet_Missions_CorruptMaze_Gamma_C) CONTENT: EN(/Game/Genesis2/Missions/ModularMission/Maze/CorruptedZone/CompanionReactions/MissionModule_zSubmodule_CompReaction_Maze_BossRoom.Default__MissionModule_zSubmodule_CompReaction_Maze_BossRoom_C) CONTENT: EN(/Game/Genesis2/Missions/ModularMission/Maze/CorruptedZone/CompanionReactions/MissionModule_zSubmodule_CompReaction_Maze_EnemyRoom.Default__MissionModule_zSubmodule_CompReaction_Maze_EnemyRoom_C) CONTENT: EN(/Game/Genesis2/Missions/ModularMission/Maze/CorruptedZone/CompanionReactions/MissionModule_zSubmodule_CompReaction_Maze_Intro_0.Default__MissionModule_zSubmodule_CompReaction_Maze_Intro_0_C) CONTENT: EN(/Game/Genesis2/Missions/ModularMission/Maze/CorruptedZone/CompanionReactions/MissionModule_zSubmodule_CompReaction_Maze_Intro_1.Default__MissionModule_zSubmodule_CompReaction_Maze_Intro_1_C) CONTENT: EN(/Game/Genesis2/Missions/ModularMission/Maze/CorruptedZone/CompanionReactions/MissionModule_zSubmodule_CompReaction_Maze_ItemRoom.Default__MissionModule_zSubmodule_CompReaction_Maze_ItemRoom_C) CONTENT: EN(/Game/Genesis2/Missions/ModularMission/Maze/CorruptedZone/CompanionReactions/MissionModule_zSubmodule_CompReaction_Maze_Outro.Default__MissionModule_zSubmodule_CompReaction_Maze_Outro_C) CONTENT: EN(/Game/Genesis2/Missions/ModularMission/Maze/CorruptedZone/CompanionReactions/MissionModule_zSubmodule_CompReaction_Maze_PanelRoom.Default__MissionModule_zSubmodule_CompReaction_Maze_PanelRoom_C) CONTENT: EN(/Game/Genesis2/Missions/ModularMission/Maze/CorruptedZone/CompanionReactions/MissionModule_zSubmodule_CompReaction_Maze_Room1Clear.Default__MissionModule_zSubmodule_CompReaction_Maze_Room1Clear_C) CONTENT: EN(/Game/Genesis2/Missions/ModularMission/Maze/CorruptedZone/CompanionReactions/MissionModule_zSubmodule_CompReaction_Maze_Room2or3Clear.Default__MissionModule_zSubmodule_CompReaction_Maze_Room2or3Clear_C) CONTENT: EN(/Game/Genesis2/Missions/ModularMission/Maze/CorruptedZone/CompanionReactions/MissionModule_zSubmodule_CompReaction_Maze_Yellow.Default__MissionModule_zSubmodule_CompReaction_Maze_Yellow_C) CONTENT: CorruptedMaze_AddPlayers_Title(/Game/Genesis2/Missions/ModularMission/Maze/CorruptedZone/MissionModule_AddPlayersInRadiusToMission_CorruptedZoneMaze.Default__MissionModule_AddPlayersInRadiusToMission_CorruptedZoneMaze_C) CONTENT: Summoner Link(/Engine/Transient.REINST_Buff_SummonerLink_C_0) CONTENT: Summoner Link(/Engine/Transient.Default__REINST_Buff_SummonerLink_C_56617) CONTENT: Summoner Link(/Engine/Transient.REINST_Buff_SummonerLink_C_1) CONTENT: Summoner Link(/Engine/Transient.Default__REINST_Buff_SummonerLink_C_56621) CONTENT: Summoner Link(/Game/Genesis2/Missions/ModularMission/Maze/CorruptedZone/Dinos/Buff_SummonerLink.Default__Buff_SummonerLink_C) CONTENT: VR Onyc(/Engine/Transient.REINST_Bat_Character_BP_CorrMaze_C_0) CONTENT: VR Onyc(/Engine/Transient.Default__REINST_Bat_Character_BP_CorrMaze_C_56651) CONTENT: VR Onyc(/Engine/Transient.REINST_Bat_Character_BP_CorrMaze_C_1) CONTENT: VR Onyc(/Engine/Transient.Default__REINST_Bat_Character_BP_CorrMaze_C_56655) CONTENT: VR Onyc(/Game/Genesis2/Missions/ModularMission/Maze/CorruptedZone/Dinos/Bat_Character_BP_CorrMaze.Default__Bat_Character_BP_CorrMaze_C) CONTENT: VR Titanoboa(/Engine/Transient.REINST_BoaFrill_Character_BP_CorrMaze_C_0) CONTENT: VR Titanoboa(/Engine/Transient.Default__REINST_BoaFrill_Character_BP_CorrMaze_C_56662) CONTENT: VR Titanoboa(/Engine/Transient.REINST_BoaFrill_Character_BP_CorrMaze_C_1) CONTENT: VR Titanoboa(/Engine/Transient.Default__REINST_BoaFrill_Character_BP_CorrMaze_C_56666) CONTENT: VR Titanoboa(/Game/Genesis2/Missions/ModularMission/Maze/CorruptedZone/Dinos/BoaFrill_Character_BP_CorrMaze.Default__BoaFrill_Character_BP_CorrMaze_C) CONTENT: VR Carnotaurus(/Engine/Transient.REINST_Carno_Character_BP_CorrMaze_C_0) CONTENT: VR Carnotaurus(/Engine/Transient.Default__REINST_Carno_Character_BP_CorrMaze_C_56673) CONTENT: VR Carnotaurus(/Engine/Transient.REINST_Carno_Character_BP_CorrMaze_C_1) CONTENT: VR Carnotaurus(/Engine/Transient.Default__REINST_Carno_Character_BP_CorrMaze_C_56677) CONTENT: VR Carnotaurus(/Game/Genesis2/Missions/ModularMission/Maze/CorruptedZone/Dinos/Carno_Character_BP_CorrMaze.Default__Carno_Character_BP_CorrMaze_C) CONTENT: VR Dilophosaur(/Engine/Transient.REINST_Dilo_Character_BP_CorrMaze_C_0) CONTENT: VR Dilophosaur(/Engine/Transient.Default__REINST_Dilo_Character_BP_CorrMaze_C_56684) CONTENT: VR Dilophosaur(/Engine/Transient.REINST_Dilo_Character_BP_CorrMaze_C_1) CONTENT: VR Dilophosaur(/Engine/Transient.Default__REINST_Dilo_Character_BP_CorrMaze_C_56688) CONTENT: VR Dilophosaur(/Game/Genesis2/Missions/ModularMission/Maze/CorruptedZone/Dinos/Dilo_Character_BP_CorrMaze.Default__Dilo_Character_BP_CorrMaze_C) CONTENT: VR Kaprosuchus(/Engine/Transient.REINST_Kaprosuchus_Character_BP_CorrMaze_C_0) CONTENT: VR Kaprosuchus(/Engine/Transient.Default__REINST_Kaprosuchus_Character_BP_CorrMaze_C_56695) CONTENT: VR Kaprosuchus(/Engine/Transient.REINST_Kaprosuchus_Character_BP_CorrMaze_C_1) CONTENT: VR Kaprosuchus(/Engine/Transient.Default__REINST_Kaprosuchus_Character_BP_CorrMaze_C_56699) CONTENT: VR Kaprosuchus(/Game/Genesis2/Missions/ModularMission/Maze/CorruptedZone/Dinos/Kaprosuchus_Character_BP_CorrMaze.Default__Kaprosuchus_Character_BP_CorrMaze_C) CONTENT: VR Mantis(/Engine/Transient.REINST_Mantis_Character_BP_CorrMaze_C_0) CONTENT: VR Mantis(/Engine/Transient.Default__REINST_Mantis_Character_BP_CorrMaze_C_56706) CONTENT: VR Mantis(/Engine/Transient.REINST_Mantis_Character_BP_CorrMaze_C_1) CONTENT: VR Mantis(/Engine/Transient.Default__REINST_Mantis_Character_BP_CorrMaze_C_56710) CONTENT: VR Mantis(/Game/Genesis2/Missions/ModularMission/Maze/CorruptedZone/Dinos/Mantis_Character_BP_CorrMaze.Default__Mantis_Character_BP_CorrMaze_C) CONTENT: VR Megalania(/Engine/Transient.REINST_Megalania_Character_BP_CorrMaze_C_0) CONTENT: VR Megalania(/Engine/Transient.Default__REINST_Megalania_Character_BP_CorrMaze_C_56717) CONTENT: VR Megalania(/Engine/Transient.REINST_Megalania_Character_BP_CorrMaze_C_1) CONTENT: VR Megalania(/Engine/Transient.Default__REINST_Megalania_Character_BP_CorrMaze_C_56721) CONTENT: VR Megalania(/Game/Genesis2/Missions/ModularMission/Maze/CorruptedZone/Dinos/Megalania_Character_BP_CorrMaze.Default__Megalania_Character_BP_CorrMaze_C) CONTENT: VR Lymantria(/Engine/Transient.REINST_Moth_Character_BP_CorrMaze_C_0) CONTENT: VR Lymantria(/Engine/Transient.Default__REINST_Moth_Character_BP_CorrMaze_C_56728) CONTENT: VR Lymantria(/Engine/Transient.REINST_Moth_Character_BP_CorrMaze_C_1) CONTENT: VR Lymantria(/Engine/Transient.Default__REINST_Moth_Character_BP_CorrMaze_C_56732) CONTENT: VR Lymantria(/Game/Genesis2/Missions/ModularMission/Maze/CorruptedZone/Dinos/Moth_Character_BP_CorrMaze.Default__Moth_Character_BP_CorrMaze_C) CONTENT: VR Raptor(/Engine/Transient.REINST_Raptor_Character_BP_CorrMaze_C_0) CONTENT: VR Raptor(/Engine/Transient.Default__REINST_Raptor_Character_BP_CorrMaze_C_56739) CONTENT: VR Raptor(/Engine/Transient.REINST_Raptor_Character_BP_CorrMaze_C_1) CONTENT: VR Raptor(/Engine/Transient.Default__REINST_Raptor_Character_BP_CorrMaze_C_56743) CONTENT: VR Raptor(/Game/Genesis2/Missions/ModularMission/Maze/CorruptedZone/Dinos/Raptor_Character_BP_CorrMaze.Default__Raptor_Character_BP_CorrMaze_C) CONTENT: VR Pulmonoscorpius(/Engine/Transient.REINST_Scorpion_Character_BP_CorrMaze_C_0) CONTENT: VR Pulmonoscorpius(/Engine/Transient.Default__REINST_Scorpion_Character_BP_CorrMaze_C_56750) CONTENT: VR Pulmonoscorpius(/Engine/Transient.REINST_Scorpion_Character_BP_CorrMaze_C_1) CONTENT: VR Pulmonoscorpius(/Engine/Transient.Default__REINST_Scorpion_Character_BP_CorrMaze_C_56754) CONTENT: VR Pulmonoscorpius(/Game/Genesis2/Missions/ModularMission/Maze/CorruptedZone/Dinos/Scorpion_Character_BP_CorrMaze.Default__Scorpion_Character_BP_CorrMaze_C) CONTENT: VR Araneo(/Engine/Transient.REINST_SpiderS_Character_BP_CorrMaze_C_0) CONTENT: VR Araneo(/Engine/Transient.Default__REINST_SpiderS_Character_BP_CorrMaze_C_56761) CONTENT: VR Araneo(/Engine/Transient.REINST_SpiderS_Character_BP_CorrMaze_C_1) CONTENT: VR Araneo(/Engine/Transient.Default__REINST_SpiderS_Character_BP_CorrMaze_C_56765) CONTENT: VR Araneo(/Game/Genesis2/Missions/ModularMission/Maze/CorruptedZone/Dinos/SpiderS_Character_BP_CorrMaze.Default__SpiderS_Character_BP_CorrMaze_C) CONTENT: VR Tapejara(/Engine/Transient.REINST_Tapejara_Character_BP_CorrMaze_C_0) CONTENT: VR Tapejara(/Engine/Transient.Default__REINST_Tapejara_Character_BP_CorrMaze_C_56772) CONTENT: VR Tapejara(/Engine/Transient.REINST_Tapejara_Character_BP_CorrMaze_C_1) CONTENT: VR Tapejara(/Engine/Transient.Default__REINST_Tapejara_Character_BP_CorrMaze_C_56776) CONTENT: VR Tapejara(/Game/Genesis2/Missions/ModularMission/Maze/CorruptedZone/Dinos/Tapejara_Character_BP_CorrMaze.Default__Tapejara_Character_BP_CorrMaze_C) LITERAL: ToggleShield(/Game/Genesis2/Missions/ModularMission/Maze/CorruptedZone/Dinos/Summoner_Character_BP_CorruptedMazeMinion.Summoner_Character_BP_CorruptedMazeMinion:ToggleShield.K2Node_CallFunction_290911) CONTENT: Macro-Summoner(/Engine/Transient.REINST_Summoner_Character_BP_CorruptedMaze_C_0) LITERAL: ToggleShield(/Game/Genesis2/Missions/ModularMission/Maze/CorruptedZone/Dinos/Summoner_Character_BP_CorruptedMaze.Summoner_Character_BP_CorruptedMaze:ToggleShield.K2Node_CallFunction_290911) CONTENT: Macro-Summoner(/Engine/Transient.Default__REINST_Summoner_Character_BP_CorruptedMaze_C_56794) CONTENT: Macro-Summoner(/Engine/Transient.REINST_Summoner_Character_BP_CorruptedMaze_C_1) CONTENT: Macro-Summoner(/Engine/Transient.Default__REINST_Summoner_Character_BP_CorruptedMaze_C_56798) CONTENT: Macro-Summoner(/Game/Genesis2/Missions/ModularMission/Maze/CorruptedZone/Dinos/Summoner_Character_BP_CorruptedMaze.Default__Summoner_Character_BP_CorruptedMaze_C) CONTENT: Kill_0_Title(/Engine/Transient.REINST_MissionModule_zSubmodule_SpawnCreatures_CorrMaze_C_0) LITERAL: TriggerHandleMissionModuleBegin(/Game/Genesis2/Missions/ModularMission/Maze/CorruptedZone/MissionModule_zSubmodule_SpawnCreatures_CorrMaze.MissionModule_zSubmodule_SpawnCreatures_CorrMaze:HandleMissionModuleBegin.K2Node_CallFunction_359450) CONTENT: Kill_0_Title(/Engine/Transient.Default__REINST_MissionModule_zSubmodule_SpawnCreatures_CorrMaze_C_56805) CONTENT: Kill_0_Title(/Engine/Transient.REINST_MissionModule_zSubmodule_SpawnCreatures_CorrMaze_C_1) CONTENT: Kill_0_Title(/Engine/Transient.Default__REINST_MissionModule_zSubmodule_SpawnCreatures_CorrMaze_C_56809) CONTENT: Kill_0_Title(/Game/Genesis2/Missions/ModularMission/Maze/CorruptedZone/MissionModule_zSubmodule_SpawnCreatures_CorrMaze.Default__MissionModule_zSubmodule_SpawnCreatures_CorrMaze_C) CONTENT: Extendable Ladder(/Engine/Transient.REINST_PortableRope_Ladder_Mission_C_0) CONTENT: Extendable Ladder(/Engine/Transient.Default__REINST_PortableRope_Ladder_Mission_C_56818) CONTENT: Extendable Ladder(/Engine/Transient.REINST_PortableRope_Ladder_Mission_C_1) CONTENT: Extendable Ladder(/Engine/Transient.Default__REINST_PortableRope_Ladder_Mission_C_56822) CONTENT: Extendable Ladder(/Game/Genesis2/Missions/ModularMission/Structures/PortableRope_Ladder_Mission.Default__PortableRope_Ladder_Mission_C) CONTENT: Maze Key(/Engine/Transient.REINST_PrimalItem_EscapeRoomKey_C_0) CONTENT: The color... What could it mean?(/Engine/Transient.REINST_PrimalItem_EscapeRoomKey_C_0) LITERAL: (/Game/Genesis2/Missions/ModularMission/Maze/PrimalItem_EscapeRoomKey.PrimalItem_EscapeRoomKey:BPGetItemName.K2Node_CallFunction_380546) CONTENT: Maze Key(/Engine/Transient.Default__REINST_PrimalItem_EscapeRoomKey_C_56865) CONTENT: The color... What could it mean?(/Engine/Transient.Default__REINST_PrimalItem_EscapeRoomKey_C_56865) CONTENT: Maze Key(/Engine/Transient.REINST_PrimalItem_EscapeRoomKey_C_1) CONTENT: The color... What could it mean?(/Engine/Transient.REINST_PrimalItem_EscapeRoomKey_C_1) CONTENT: Maze Key(/Engine/Transient.Default__REINST_PrimalItem_EscapeRoomKey_C_56869) CONTENT: The color... What could it mean?(/Engine/Transient.Default__REINST_PrimalItem_EscapeRoomKey_C_56869) CONTENT: White(/Game/Genesis2/Missions/ModularMission/Maze/PrimalItem_EscapeRoomKey.Default__PrimalItem_EscapeRoomKey_C) CONTENT: Pink(/Game/Genesis2/Missions/ModularMission/Maze/PrimalItem_EscapeRoomKey.Default__PrimalItem_EscapeRoomKey_C) CONTENT: Blue(/Game/Genesis2/Missions/ModularMission/Maze/PrimalItem_EscapeRoomKey.Default__PrimalItem_EscapeRoomKey_C) CONTENT: Green(/Game/Genesis2/Missions/ModularMission/Maze/PrimalItem_EscapeRoomKey.Default__PrimalItem_EscapeRoomKey_C) CONTENT: Yellow(/Game/Genesis2/Missions/ModularMission/Maze/PrimalItem_EscapeRoomKey.Default__PrimalItem_EscapeRoomKey_C) CONTENT: Maze Key(/Game/Genesis2/Missions/ModularMission/Maze/PrimalItem_EscapeRoomKey.Default__PrimalItem_EscapeRoomKey_C) CONTENT: The color... What could it mean?(/Game/Genesis2/Missions/ModularMission/Maze/PrimalItem_EscapeRoomKey.Default__PrimalItem_EscapeRoomKey_C) LITERAL: RandomizeBossColorVars(/Game/Genesis2/Missions/ModularMission/Maze/CorruptedZone/MissionModule_EscapeRoom_CorruptedZone.MissionModule_EscapeRoom_CorruptedZone:SetupNewRoom.K2Node_CallFunction_331012) LITERAL: CheckFinalRoomFloors(/Game/Genesis2/Missions/ModularMission/Maze/CorruptedZone/MissionModule_EscapeRoom_CorruptedZone.MissionModule_EscapeRoom_CorruptedZone:SetupNewRoom.K2Node_CallFunction_337004) LITERAL: DelayHandleMissionModuleEnd(/Game/Genesis2/Missions/ModularMission/Maze/CorruptedZone/MissionModule_EscapeRoom_CorruptedZone.MissionModule_EscapeRoom_CorruptedZone:CheckFinalRoomFloors.K2Node_CallFunction_336758) LITERAL: CheckFinalRoomFloors(/Game/Genesis2/Missions/ModularMission/Maze/CorruptedZone/MissionModule_EscapeRoom_CorruptedZone.MissionModule_EscapeRoom_CorruptedZone:CheckFinalRoomFloors.K2Node_CallFunction_337004) CONTENT: Prepare yourself(/Engine/Transient.REINST_MissionModule_Regroup_CorrMaze_C_0) CONTENT: Prepare yourself(/Engine/Transient.Default__REINST_MissionModule_Regroup_CorrMaze_C_56887) CONTENT: Prepare yourself(/Engine/Transient.REINST_MissionModule_Regroup_CorrMaze_C_1) CONTENT: Prepare yourself(/Engine/Transient.Default__REINST_MissionModule_Regroup_CorrMaze_C_56891) CONTENT: Prepare yourself(/Game/Genesis2/Missions/ModularMission/Maze/CorruptedZone/MissionModule_Regroup_CorrMaze.Default__MissionModule_Regroup_CorrMaze_C) CONTENT: Teleporting(/Game/Genesis2/Missions/ModularMission/Maze/CorruptedZone/MissionModule_zSubmodule_TeleportPlayers_CorruptedZoneMaze.Default__MissionModule_zSubmodule_TeleportPlayers_CorruptedZoneMaze_C) CONTENT: Maze Base(/Engine/Transient.REINST_MissionType_Maze_Base_C_0) CONTENT: Base BP for the Maze Modular Mission type.(/Engine/Transient.REINST_MissionType_Maze_Base_C_0) CONTENT: Maze-Merizing!(/Engine/Transient.REINST_MissionType_Maze_Base_C_0) CONTENT: Defeat enemies while navigating your way through the maze!(/Engine/Transient.REINST_MissionType_Maze_Base_C_0) CONTENT: Proceed(/Engine/Transient.REINST_MissionType_Maze_Base_C_0) CONTENT: Choose the correct path to proceed(/Engine/Transient.REINST_MissionType_Maze_Base_C_0) CONTENT: Pink Portal - Choose the correct path to proceed(/Engine/Transient.REINST_MissionType_Maze_Base_C_0) CONTENT: Blue Portal - Choose the correct path to proceed(/Engine/Transient.REINST_MissionType_Maze_Base_C_0) CONTENT: Green Portal - Choose the correct path to proceed(/Engine/Transient.REINST_MissionType_Maze_Base_C_0) CONTENT: Yellow Portal - Choose the correct path to proceed(/Engine/Transient.REINST_MissionType_Maze_Base_C_0) CONTENT: Defeat all enemies to proceed(/Engine/Transient.REINST_MissionType_Maze_Base_C_0) CONTENT: Collect all items to proceed(/Engine/Transient.REINST_MissionType_Maze_Base_C_0) CONTENT: Activate all floor plates to proceed(/Engine/Transient.REINST_MissionType_Maze_Base_C_0) CONTENT: Decipher the room color code to proceed(/Engine/Transient.REINST_MissionType_Maze_Base_C_0) CONTENT: Complete all room objectives to proceed(/Engine/Transient.REINST_MissionType_Maze_Base_C_0) CONTENT: Enemies Killed(/Engine/Transient.REINST_MissionType_Maze_Base_C_0) CONTENT: Items Collected(/Engine/Transient.REINST_MissionType_Maze_Base_C_0) CONTENT: Floor Plates Activated(/Engine/Transient.REINST_MissionType_Maze_Base_C_0) CONTENT: Examine Your Surroundings(/Engine/Transient.REINST_MissionType_Maze_Base_C_0) CONTENT: Kill(/Engine/Transient.REINST_MissionType_Maze_Base_C_0) CONTENT: Collect(/Engine/Transient.REINST_MissionType_Maze_Base_C_0) CONTENT: Activate(/Engine/Transient.REINST_MissionType_Maze_Base_C_0) CONTENT: Decipher(/Engine/Transient.REINST_MissionType_Maze_Base_C_0) CONTENT: Prepare To Teleport!(/Engine/Transient.REINST_MissionType_Maze_Base_C_0) CONTENT: Correct Path!(/Engine/Transient.REINST_MissionType_Maze_Base_C_0) CONTENT: Incorrect Path!(/Engine/Transient.REINST_MissionType_Maze_Base_C_0) CONTENT: You have advanced to the next room!(/Engine/Transient.REINST_MissionType_Maze_Base_C_0) CONTENT: Your room progress has reset!(/Engine/Transient.REINST_MissionType_Maze_Base_C_0) LITERAL: N/A(/Game/Genesis2/Missions/ModularMission/Maze/MissionType_Maze_Base.MissionType_Maze_Base:BPGetMissionTimerText.K2Node_CallFunction_1260476) CONTENT: Maze Base(/Engine/Transient.Default__REINST_MissionType_Maze_Base_C_56899) CONTENT: Base BP for the Maze Modular Mission type.(/Engine/Transient.Default__REINST_MissionType_Maze_Base_C_56899) CONTENT: Maze-Merizing!(/Engine/Transient.Default__REINST_MissionType_Maze_Base_C_56899) CONTENT: Defeat enemies while navigating your way through the maze!(/Engine/Transient.Default__REINST_MissionType_Maze_Base_C_56899) CONTENT: Proceed(/Engine/Transient.Default__REINST_MissionType_Maze_Base_C_56899) CONTENT: Choose the correct path to proceed(/Engine/Transient.Default__REINST_MissionType_Maze_Base_C_56899) CONTENT: Pink Portal - Choose the correct path to proceed(/Engine/Transient.Default__REINST_MissionType_Maze_Base_C_56899) CONTENT: Blue Portal - Choose the correct path to proceed(/Engine/Transient.Default__REINST_MissionType_Maze_Base_C_56899) CONTENT: Green Portal - Choose the correct path to proceed(/Engine/Transient.Default__REINST_MissionType_Maze_Base_C_56899) CONTENT: Yellow Portal - Choose the correct path to proceed(/Engine/Transient.Default__REINST_MissionType_Maze_Base_C_56899) CONTENT: Defeat all enemies to proceed(/Engine/Transient.Default__REINST_MissionType_Maze_Base_C_56899) CONTENT: Collect all items to proceed(/Engine/Transient.Default__REINST_MissionType_Maze_Base_C_56899) CONTENT: Activate all floor plates to proceed(/Engine/Transient.Default__REINST_MissionType_Maze_Base_C_56899) CONTENT: Decipher the room color code to proceed(/Engine/Transient.Default__REINST_MissionType_Maze_Base_C_56899) CONTENT: Complete all room objectives to proceed(/Engine/Transient.Default__REINST_MissionType_Maze_Base_C_56899) CONTENT: Enemies Killed(/Engine/Transient.Default__REINST_MissionType_Maze_Base_C_56899) CONTENT: Items Collected(/Engine/Transient.Default__REINST_MissionType_Maze_Base_C_56899) CONTENT: Floor Plates Activated(/Engine/Transient.Default__REINST_MissionType_Maze_Base_C_56899) CONTENT: Examine Your Surroundings(/Engine/Transient.Default__REINST_MissionType_Maze_Base_C_56899) CONTENT: Kill(/Engine/Transient.Default__REINST_MissionType_Maze_Base_C_56899) CONTENT: Collect(/Engine/Transient.Default__REINST_MissionType_Maze_Base_C_56899) CONTENT: Activate(/Engine/Transient.Default__REINST_MissionType_Maze_Base_C_56899) CONTENT: Decipher(/Engine/Transient.Default__REINST_MissionType_Maze_Base_C_56899) CONTENT: Prepare To Teleport!(/Engine/Transient.Default__REINST_MissionType_Maze_Base_C_56899) CONTENT: Correct Path!(/Engine/Transient.Default__REINST_MissionType_Maze_Base_C_56899) CONTENT: Incorrect Path!(/Engine/Transient.Default__REINST_MissionType_Maze_Base_C_56899) CONTENT: You have advanced to the next room!(/Engine/Transient.Default__REINST_MissionType_Maze_Base_C_56899) CONTENT: Your room progress has reset!(/Engine/Transient.Default__REINST_MissionType_Maze_Base_C_56899) CONTENT: Maze Base(/Engine/Transient.REINST_MissionType_Maze_Base_C_1) CONTENT: Base BP for the Maze Modular Mission type.(/Engine/Transient.REINST_MissionType_Maze_Base_C_1) CONTENT: Maze-Merizing!(/Engine/Transient.REINST_MissionType_Maze_Base_C_1) CONTENT: Defeat enemies while navigating your way through the maze!(/Engine/Transient.REINST_MissionType_Maze_Base_C_1) CONTENT: Proceed(/Engine/Transient.REINST_MissionType_Maze_Base_C_1) CONTENT: Choose the correct path to proceed(/Engine/Transient.REINST_MissionType_Maze_Base_C_1) CONTENT: Pink Portal - Choose the correct path to proceed(/Engine/Transient.REINST_MissionType_Maze_Base_C_1) CONTENT: Blue Portal - Choose the correct path to proceed(/Engine/Transient.REINST_MissionType_Maze_Base_C_1) CONTENT: Green Portal - Choose the correct path to proceed(/Engine/Transient.REINST_MissionType_Maze_Base_C_1) CONTENT: Yellow Portal - Choose the correct path to proceed(/Engine/Transient.REINST_MissionType_Maze_Base_C_1) CONTENT: Defeat all enemies to proceed(/Engine/Transient.REINST_MissionType_Maze_Base_C_1) CONTENT: Collect all items to proceed(/Engine/Transient.REINST_MissionType_Maze_Base_C_1) CONTENT: Activate all floor plates to proceed(/Engine/Transient.REINST_MissionType_Maze_Base_C_1) CONTENT: Decipher the room color code to proceed(/Engine/Transient.REINST_MissionType_Maze_Base_C_1) CONTENT: Complete all room objectives to proceed(/Engine/Transient.REINST_MissionType_Maze_Base_C_1) CONTENT: Enemies Killed(/Engine/Transient.REINST_MissionType_Maze_Base_C_1) CONTENT: Items Collected(/Engine/Transient.REINST_MissionType_Maze_Base_C_1) CONTENT: Floor Plates Activated(/Engine/Transient.REINST_MissionType_Maze_Base_C_1) CONTENT: Examine Your Surroundings(/Engine/Transient.REINST_MissionType_Maze_Base_C_1) CONTENT: Kill(/Engine/Transient.REINST_MissionType_Maze_Base_C_1) CONTENT: Collect(/Engine/Transient.REINST_MissionType_Maze_Base_C_1) CONTENT: Activate(/Engine/Transient.REINST_MissionType_Maze_Base_C_1) CONTENT: Decipher(/Engine/Transient.REINST_MissionType_Maze_Base_C_1) CONTENT: Prepare To Teleport!(/Engine/Transient.REINST_MissionType_Maze_Base_C_1) CONTENT: Correct Path!(/Engine/Transient.REINST_MissionType_Maze_Base_C_1) CONTENT: Incorrect Path!(/Engine/Transient.REINST_MissionType_Maze_Base_C_1) CONTENT: You have advanced to the next room!(/Engine/Transient.REINST_MissionType_Maze_Base_C_1) CONTENT: Your room progress has reset!(/Engine/Transient.REINST_MissionType_Maze_Base_C_1) CONTENT: Maze Base(/Engine/Transient.Default__REINST_MissionType_Maze_Base_C_56903) CONTENT: Base BP for the Maze Modular Mission type.(/Engine/Transient.Default__REINST_MissionType_Maze_Base_C_56903) CONTENT: Maze-Merizing!(/Engine/Transient.Default__REINST_MissionType_Maze_Base_C_56903) CONTENT: Defeat enemies while navigating your way through the maze!(/Engine/Transient.Default__REINST_MissionType_Maze_Base_C_56903) CONTENT: Proceed(/Engine/Transient.Default__REINST_MissionType_Maze_Base_C_56903) CONTENT: Choose the correct path to proceed(/Engine/Transient.Default__REINST_MissionType_Maze_Base_C_56903) CONTENT: Pink Portal - Choose the correct path to proceed(/Engine/Transient.Default__REINST_MissionType_Maze_Base_C_56903) CONTENT: Blue Portal - Choose the correct path to proceed(/Engine/Transient.Default__REINST_MissionType_Maze_Base_C_56903) CONTENT: Green Portal - Choose the correct path to proceed(/Engine/Transient.Default__REINST_MissionType_Maze_Base_C_56903) CONTENT: Yellow Portal - Choose the correct path to proceed(/Engine/Transient.Default__REINST_MissionType_Maze_Base_C_56903) CONTENT: Defeat all enemies to proceed(/Engine/Transient.Default__REINST_MissionType_Maze_Base_C_56903) CONTENT: Collect all items to proceed(/Engine/Transient.Default__REINST_MissionType_Maze_Base_C_56903) CONTENT: Activate all floor plates to proceed(/Engine/Transient.Default__REINST_MissionType_Maze_Base_C_56903) CONTENT: Decipher the room color code to proceed(/Engine/Transient.Default__REINST_MissionType_Maze_Base_C_56903) CONTENT: Complete all room objectives to proceed(/Engine/Transient.Default__REINST_MissionType_Maze_Base_C_56903) CONTENT: Enemies Killed(/Engine/Transient.Default__REINST_MissionType_Maze_Base_C_56903) CONTENT: Items Collected(/Engine/Transient.Default__REINST_MissionType_Maze_Base_C_56903) CONTENT: Floor Plates Activated(/Engine/Transient.Default__REINST_MissionType_Maze_Base_C_56903) CONTENT: Examine Your Surroundings(/Engine/Transient.Default__REINST_MissionType_Maze_Base_C_56903) CONTENT: Kill(/Engine/Transient.Default__REINST_MissionType_Maze_Base_C_56903) CONTENT: Collect(/Engine/Transient.Default__REINST_MissionType_Maze_Base_C_56903) CONTENT: Activate(/Engine/Transient.Default__REINST_MissionType_Maze_Base_C_56903) CONTENT: Decipher(/Engine/Transient.Default__REINST_MissionType_Maze_Base_C_56903) CONTENT: Prepare To Teleport!(/Engine/Transient.Default__REINST_MissionType_Maze_Base_C_56903) CONTENT: Correct Path!(/Engine/Transient.Default__REINST_MissionType_Maze_Base_C_56903) CONTENT: Incorrect Path!(/Engine/Transient.Default__REINST_MissionType_Maze_Base_C_56903) CONTENT: You have advanced to the next room!(/Engine/Transient.Default__REINST_MissionType_Maze_Base_C_56903) CONTENT: Your room progress has reset!(/Engine/Transient.Default__REINST_MissionType_Maze_Base_C_56903) CONTENT: Maze Base(/Game/Genesis2/Missions/ModularMission/Maze/MissionType_Maze_Base.Default__MissionType_Maze_Base_C) CONTENT: Base BP for the Maze Modular Mission type.(/Game/Genesis2/Missions/ModularMission/Maze/MissionType_Maze_Base.Default__MissionType_Maze_Base_C) CONTENT: Maze-Merizing!(/Game/Genesis2/Missions/ModularMission/Maze/MissionType_Maze_Base.Default__MissionType_Maze_Base_C) CONTENT: Defeat enemies while navigating your way through the maze!(/Game/Genesis2/Missions/ModularMission/Maze/MissionType_Maze_Base.Default__MissionType_Maze_Base_C) CONTENT: Proceed(/Game/Genesis2/Missions/ModularMission/Maze/MissionType_Maze_Base.Default__MissionType_Maze_Base_C) CONTENT: Choose the correct path to proceed(/Game/Genesis2/Missions/ModularMission/Maze/MissionType_Maze_Base.Default__MissionType_Maze_Base_C) CONTENT: Pink Portal - Choose the correct path to proceed(/Game/Genesis2/Missions/ModularMission/Maze/MissionType_Maze_Base.Default__MissionType_Maze_Base_C) CONTENT: Blue Portal - Choose the correct path to proceed(/Game/Genesis2/Missions/ModularMission/Maze/MissionType_Maze_Base.Default__MissionType_Maze_Base_C) CONTENT: Green Portal - Choose the correct path to proceed(/Game/Genesis2/Missions/ModularMission/Maze/MissionType_Maze_Base.Default__MissionType_Maze_Base_C) CONTENT: Yellow Portal - Choose the correct path to proceed(/Game/Genesis2/Missions/ModularMission/Maze/MissionType_Maze_Base.Default__MissionType_Maze_Base_C) CONTENT: Defeat all enemies to proceed(/Game/Genesis2/Missions/ModularMission/Maze/MissionType_Maze_Base.Default__MissionType_Maze_Base_C) CONTENT: Collect all items to proceed(/Game/Genesis2/Missions/ModularMission/Maze/MissionType_Maze_Base.Default__MissionType_Maze_Base_C) CONTENT: Activate all floor plates to proceed(/Game/Genesis2/Missions/ModularMission/Maze/MissionType_Maze_Base.Default__MissionType_Maze_Base_C) CONTENT: Decipher the room color code to proceed(/Game/Genesis2/Missions/ModularMission/Maze/MissionType_Maze_Base.Default__MissionType_Maze_Base_C) CONTENT: Complete all room objectives to proceed(/Game/Genesis2/Missions/ModularMission/Maze/MissionType_Maze_Base.Default__MissionType_Maze_Base_C) CONTENT: Enemies Killed(/Game/Genesis2/Missions/ModularMission/Maze/MissionType_Maze_Base.Default__MissionType_Maze_Base_C) CONTENT: Items Collected(/Game/Genesis2/Missions/ModularMission/Maze/MissionType_Maze_Base.Default__MissionType_Maze_Base_C) CONTENT: Floor Plates Activated(/Game/Genesis2/Missions/ModularMission/Maze/MissionType_Maze_Base.Default__MissionType_Maze_Base_C) CONTENT: Examine Your Surroundings(/Game/Genesis2/Missions/ModularMission/Maze/MissionType_Maze_Base.Default__MissionType_Maze_Base_C) CONTENT: Kill(/Game/Genesis2/Missions/ModularMission/Maze/MissionType_Maze_Base.Default__MissionType_Maze_Base_C) CONTENT: Collect(/Game/Genesis2/Missions/ModularMission/Maze/MissionType_Maze_Base.Default__MissionType_Maze_Base_C) CONTENT: Activate(/Game/Genesis2/Missions/ModularMission/Maze/MissionType_Maze_Base.Default__MissionType_Maze_Base_C) CONTENT: Decipher(/Game/Genesis2/Missions/ModularMission/Maze/MissionType_Maze_Base.Default__MissionType_Maze_Base_C) CONTENT: Prepare To Teleport!(/Game/Genesis2/Missions/ModularMission/Maze/MissionType_Maze_Base.Default__MissionType_Maze_Base_C) CONTENT: Correct Path!(/Game/Genesis2/Missions/ModularMission/Maze/MissionType_Maze_Base.Default__MissionType_Maze_Base_C) CONTENT: Incorrect Path!(/Game/Genesis2/Missions/ModularMission/Maze/MissionType_Maze_Base.Default__MissionType_Maze_Base_C) CONTENT: You have advanced to the next room!(/Game/Genesis2/Missions/ModularMission/Maze/MissionType_Maze_Base.Default__MissionType_Maze_Base_C) CONTENT: Your room progress has reset!(/Game/Genesis2/Missions/ModularMission/Maze/MissionType_Maze_Base.Default__MissionType_Maze_Base_C) CONTENT: Choose Your Own Adventure(/Engine/Transient.REINST_MissionType_Maze_CorruptedZone_C_0) CONTENT: Infiltrate the hijacked biomedical system to stop Rockwell's mutagen production, but watch out for the nasty supervirus he left behind!(/Engine/Transient.REINST_MissionType_Maze_CorruptedZone_C_0) CONTENT: Waiting For Players(/Engine/Transient.REINST_MissionType_Maze_CorruptedZone_C_0) CONTENT: Corrupted Maze(/Engine/Transient.REINST_MissionType_Maze_CorruptedZone_C_0) CONTENT: Defeat enemies while navigating your way through the maze!(/Engine/Transient.REINST_MissionType_Maze_CorruptedZone_C_0) CONTENT: Proceed(/Engine/Transient.REINST_MissionType_Maze_CorruptedZone_C_0) CONTENT: Choose the correct path to proceed(/Engine/Transient.REINST_MissionType_Maze_CorruptedZone_C_0) CONTENT: Pink Portal - Choose the correct path to proceed(/Engine/Transient.REINST_MissionType_Maze_CorruptedZone_C_0) CONTENT: Blue Portal - Choose the correct path to proceed(/Engine/Transient.REINST_MissionType_Maze_CorruptedZone_C_0) CONTENT: Green Portal - Choose the correct path to proceed(/Engine/Transient.REINST_MissionType_Maze_CorruptedZone_C_0) CONTENT: Yellow Portal - Choose the correct path to proceed(/Engine/Transient.REINST_MissionType_Maze_CorruptedZone_C_0) CONTENT: Defeat all enemies to proceed(/Engine/Transient.REINST_MissionType_Maze_CorruptedZone_C_0) CONTENT: Collect all items to proceed(/Engine/Transient.REINST_MissionType_Maze_CorruptedZone_C_0) CONTENT: Activate all floor plates to proceed(/Engine/Transient.REINST_MissionType_Maze_CorruptedZone_C_0) CONTENT: Decipher the room color code to proceed(/Engine/Transient.REINST_MissionType_Maze_CorruptedZone_C_0) CONTENT: Complete all room objectives to proceed(/Engine/Transient.REINST_MissionType_Maze_CorruptedZone_C_0) CONTENT: Enemies Killed(/Engine/Transient.REINST_MissionType_Maze_CorruptedZone_C_0) CONTENT: Items Collected(/Engine/Transient.REINST_MissionType_Maze_CorruptedZone_C_0) CONTENT: Floor Plates Activated(/Engine/Transient.REINST_MissionType_Maze_CorruptedZone_C_0) CONTENT: Examine Your Surroundings(/Engine/Transient.REINST_MissionType_Maze_CorruptedZone_C_0) CONTENT: Kill(/Engine/Transient.REINST_MissionType_Maze_CorruptedZone_C_0) CONTENT: Collect(/Engine/Transient.REINST_MissionType_Maze_CorruptedZone_C_0) CONTENT: Activate(/Engine/Transient.REINST_MissionType_Maze_CorruptedZone_C_0) CONTENT: Decipher(/Engine/Transient.REINST_MissionType_Maze_CorruptedZone_C_0) CONTENT: Prepare To Teleport!(/Engine/Transient.REINST_MissionType_Maze_CorruptedZone_C_0) CONTENT: Correct Path!(/Engine/Transient.REINST_MissionType_Maze_CorruptedZone_C_0) CONTENT: Incorrect Path!(/Engine/Transient.REINST_MissionType_Maze_CorruptedZone_C_0) CONTENT: You have advanced to the next room!(/Engine/Transient.REINST_MissionType_Maze_CorruptedZone_C_0) CONTENT: Your room progress has reset!(/Engine/Transient.REINST_MissionType_Maze_CorruptedZone_C_0) CONTENT: Get Ready!(/Engine/Transient.REINST_MissionType_Maze_CorruptedZone_C_0) CONTENT: Waiting to add players to mission...(/Engine/Transient.REINST_MissionType_Maze_CorruptedZone_C_0) CONTENT: Navigate the maze(/Engine/Transient.REINST_MissionType_Maze_CorruptedZone_C_0) CONTENT: Kill Enemies(/Engine/Transient.REINST_MissionType_Maze_CorruptedZone_C_0) CONTENT: Collect Items(/Engine/Transient.REINST_MissionType_Maze_CorruptedZone_C_0) CONTENT: Step on floor panels(/Engine/Transient.REINST_MissionType_Maze_CorruptedZone_C_0) CONTENT: Kill Rockwell's Super-Summoner Virus!(/Engine/Transient.REINST_MissionType_Maze_CorruptedZone_C_0) CONTENT: Step on the matching floor panels of the colored Summoner's to weaken their shields!(/Engine/Transient.REINST_MissionType_Maze_CorruptedZone_C_0) CONTENT: The color that appears most is the correct door(/Engine/Transient.REINST_MissionType_Maze_CorruptedZone_C_0) CONTENT: Pink Floor Plates Remaining(/Engine/Transient.REINST_MissionType_Maze_CorruptedZone_C_0) CONTENT: Blue Floor Plates Remaining(/Engine/Transient.REINST_MissionType_Maze_CorruptedZone_C_0) CONTENT: Green Floor Plates Remaining(/Engine/Transient.REINST_MissionType_Maze_CorruptedZone_C_0) CONTENT: Yellow Floor Plates Remaining(/Engine/Transient.REINST_MissionType_Maze_CorruptedZone_C_0) CONTENT: Eliminated!(/Engine/Transient.REINST_MissionType_Maze_CorruptedZone_C_0) CONTENT: Vitals critical: Simulation Desynchronizing...(/Engine/Transient.REINST_MissionType_Maze_CorruptedZone_C_0) CONTENT: Regroup to Proceed(/Engine/Transient.REINST_MissionType_Maze_CorruptedZone_C_0) CONTENT: Regroup time remaining(/Engine/Transient.REINST_MissionType_Maze_CorruptedZone_C_0) CONTENT: Choose Your Own Adventure(/Engine/Transient.Default__REINST_MissionType_Maze_CorruptedZone_C_56910) CONTENT: Infiltrate the hijacked biomedical system to stop Rockwell's mutagen production, but watch out for the nasty supervirus he left behind!(/Engine/Transient.Default__REINST_MissionType_Maze_CorruptedZone_C_56910) CONTENT: Waiting For Players(/Engine/Transient.Default__REINST_MissionType_Maze_CorruptedZone_C_56910) CONTENT: Corrupted Maze(/Engine/Transient.Default__REINST_MissionType_Maze_CorruptedZone_C_56910) CONTENT: Defeat enemies while navigating your way through the maze!(/Engine/Transient.Default__REINST_MissionType_Maze_CorruptedZone_C_56910) CONTENT: Proceed(/Engine/Transient.Default__REINST_MissionType_Maze_CorruptedZone_C_56910) CONTENT: Choose the correct path to proceed(/Engine/Transient.Default__REINST_MissionType_Maze_CorruptedZone_C_56910) CONTENT: Pink Portal - Choose the correct path to proceed(/Engine/Transient.Default__REINST_MissionType_Maze_CorruptedZone_C_56910) CONTENT: Blue Portal - Choose the correct path to proceed(/Engine/Transient.Default__REINST_MissionType_Maze_CorruptedZone_C_56910) CONTENT: Green Portal - Choose the correct path to proceed(/Engine/Transient.Default__REINST_MissionType_Maze_CorruptedZone_C_56910) CONTENT: Yellow Portal - Choose the correct path to proceed(/Engine/Transient.Default__REINST_MissionType_Maze_CorruptedZone_C_56910) CONTENT: Defeat all enemies to proceed(/Engine/Transient.Default__REINST_MissionType_Maze_CorruptedZone_C_56910) CONTENT: Collect all items to proceed(/Engine/Transient.Default__REINST_MissionType_Maze_CorruptedZone_C_56910) CONTENT: Activate all floor plates to proceed(/Engine/Transient.Default__REINST_MissionType_Maze_CorruptedZone_C_56910) CONTENT: Decipher the room color code to proceed(/Engine/Transient.Default__REINST_MissionType_Maze_CorruptedZone_C_56910) CONTENT: Complete all room objectives to proceed(/Engine/Transient.Default__REINST_MissionType_Maze_CorruptedZone_C_56910) CONTENT: Enemies Killed(/Engine/Transient.Default__REINST_MissionType_Maze_CorruptedZone_C_56910) CONTENT: Items Collected(/Engine/Transient.Default__REINST_MissionType_Maze_CorruptedZone_C_56910) CONTENT: Floor Plates Activated(/Engine/Transient.Default__REINST_MissionType_Maze_CorruptedZone_C_56910) CONTENT: Examine Your Surroundings(/Engine/Transient.Default__REINST_MissionType_Maze_CorruptedZone_C_56910) CONTENT: Kill(/Engine/Transient.Default__REINST_MissionType_Maze_CorruptedZone_C_56910) CONTENT: Collect(/Engine/Transient.Default__REINST_MissionType_Maze_CorruptedZone_C_56910) CONTENT: Activate(/Engine/Transient.Default__REINST_MissionType_Maze_CorruptedZone_C_56910) CONTENT: Decipher(/Engine/Transient.Default__REINST_MissionType_Maze_CorruptedZone_C_56910) CONTENT: Prepare To Teleport!(/Engine/Transient.Default__REINST_MissionType_Maze_CorruptedZone_C_56910) CONTENT: Correct Path!(/Engine/Transient.Default__REINST_MissionType_Maze_CorruptedZone_C_56910) CONTENT: Incorrect Path!(/Engine/Transient.Default__REINST_MissionType_Maze_CorruptedZone_C_56910) CONTENT: You have advanced to the next room!(/Engine/Transient.Default__REINST_MissionType_Maze_CorruptedZone_C_56910) CONTENT: Your room progress has reset!(/Engine/Transient.Default__REINST_MissionType_Maze_CorruptedZone_C_56910) CONTENT: Get Ready!(/Engine/Transient.Default__REINST_MissionType_Maze_CorruptedZone_C_56910) CONTENT: Waiting to add players to mission...(/Engine/Transient.Default__REINST_MissionType_Maze_CorruptedZone_C_56910) CONTENT: Navigate the maze(/Engine/Transient.Default__REINST_MissionType_Maze_CorruptedZone_C_56910) CONTENT: Kill Enemies(/Engine/Transient.Default__REINST_MissionType_Maze_CorruptedZone_C_56910) CONTENT: Collect Items(/Engine/Transient.Default__REINST_MissionType_Maze_CorruptedZone_C_56910) CONTENT: Step on floor panels(/Engine/Transient.Default__REINST_MissionType_Maze_CorruptedZone_C_56910) CONTENT: Kill Rockwell's Super-Summoner Virus!(/Engine/Transient.Default__REINST_MissionType_Maze_CorruptedZone_C_56910) CONTENT: Step on the matching floor panels of the colored Summoner's to weaken their shields!(/Engine/Transient.Default__REINST_MissionType_Maze_CorruptedZone_C_56910) CONTENT: The color that appears most is the correct door(/Engine/Transient.Default__REINST_MissionType_Maze_CorruptedZone_C_56910) CONTENT: Pink Floor Plates Remaining(/Engine/Transient.Default__REINST_MissionType_Maze_CorruptedZone_C_56910) CONTENT: Blue Floor Plates Remaining(/Engine/Transient.Default__REINST_MissionType_Maze_CorruptedZone_C_56910) CONTENT: Green Floor Plates Remaining(/Engine/Transient.Default__REINST_MissionType_Maze_CorruptedZone_C_56910) CONTENT: Yellow Floor Plates Remaining(/Engine/Transient.Default__REINST_MissionType_Maze_CorruptedZone_C_56910) CONTENT: Eliminated!(/Engine/Transient.Default__REINST_MissionType_Maze_CorruptedZone_C_56910) CONTENT: Vitals critical: Simulation Desynchronizing...(/Engine/Transient.Default__REINST_MissionType_Maze_CorruptedZone_C_56910) CONTENT: Regroup to Proceed(/Engine/Transient.Default__REINST_MissionType_Maze_CorruptedZone_C_56910) CONTENT: Regroup time remaining(/Engine/Transient.Default__REINST_MissionType_Maze_CorruptedZone_C_56910) CONTENT: Choose Your Own Adventure(/Engine/Transient.REINST_MissionType_Maze_CorruptedZone_C_1) CONTENT: Infiltrate the hijacked biomedical system to stop Rockwell's mutagen production, but watch out for the nasty supervirus he left behind!(/Engine/Transient.REINST_MissionType_Maze_CorruptedZone_C_1) CONTENT: Waiting For Players(/Engine/Transient.REINST_MissionType_Maze_CorruptedZone_C_1) CONTENT: Corrupted Maze(/Engine/Transient.REINST_MissionType_Maze_CorruptedZone_C_1) CONTENT: Defeat enemies while navigating your way through the maze!(/Engine/Transient.REINST_MissionType_Maze_CorruptedZone_C_1) CONTENT: Proceed(/Engine/Transient.REINST_MissionType_Maze_CorruptedZone_C_1) CONTENT: Choose the correct path to proceed(/Engine/Transient.REINST_MissionType_Maze_CorruptedZone_C_1) CONTENT: Pink Portal - Choose the correct path to proceed(/Engine/Transient.REINST_MissionType_Maze_CorruptedZone_C_1) CONTENT: Blue Portal - Choose the correct path to proceed(/Engine/Transient.REINST_MissionType_Maze_CorruptedZone_C_1) CONTENT: Green Portal - Choose the correct path to proceed(/Engine/Transient.REINST_MissionType_Maze_CorruptedZone_C_1) CONTENT: Yellow Portal - Choose the correct path to proceed(/Engine/Transient.REINST_MissionType_Maze_CorruptedZone_C_1) CONTENT: Defeat all enemies to proceed(/Engine/Transient.REINST_MissionType_Maze_CorruptedZone_C_1) CONTENT: Collect all items to proceed(/Engine/Transient.REINST_MissionType_Maze_CorruptedZone_C_1) CONTENT: Activate all floor plates to proceed(/Engine/Transient.REINST_MissionType_Maze_CorruptedZone_C_1) CONTENT: Decipher the room color code to proceed(/Engine/Transient.REINST_MissionType_Maze_CorruptedZone_C_1) CONTENT: Complete all room objectives to proceed(/Engine/Transient.REINST_MissionType_Maze_CorruptedZone_C_1) CONTENT: Enemies Killed(/Engine/Transient.REINST_MissionType_Maze_CorruptedZone_C_1) CONTENT: Items Collected(/Engine/Transient.REINST_MissionType_Maze_CorruptedZone_C_1) CONTENT: Floor Plates Activated(/Engine/Transient.REINST_MissionType_Maze_CorruptedZone_C_1) CONTENT: Examine Your Surroundings(/Engine/Transient.REINST_MissionType_Maze_CorruptedZone_C_1) CONTENT: Kill(/Engine/Transient.REINST_MissionType_Maze_CorruptedZone_C_1) CONTENT: Collect(/Engine/Transient.REINST_MissionType_Maze_CorruptedZone_C_1) CONTENT: Activate(/Engine/Transient.REINST_MissionType_Maze_CorruptedZone_C_1) CONTENT: Decipher(/Engine/Transient.REINST_MissionType_Maze_CorruptedZone_C_1) CONTENT: Prepare To Teleport!(/Engine/Transient.REINST_MissionType_Maze_CorruptedZone_C_1) CONTENT: Correct Path!(/Engine/Transient.REINST_MissionType_Maze_CorruptedZone_C_1) CONTENT: Incorrect Path!(/Engine/Transient.REINST_MissionType_Maze_CorruptedZone_C_1) CONTENT: You have advanced to the next room!(/Engine/Transient.REINST_MissionType_Maze_CorruptedZone_C_1) CONTENT: Your room progress has reset!(/Engine/Transient.REINST_MissionType_Maze_CorruptedZone_C_1) CONTENT: Get Ready!(/Engine/Transient.REINST_MissionType_Maze_CorruptedZone_C_1) CONTENT: Waiting to add players to mission...(/Engine/Transient.REINST_MissionType_Maze_CorruptedZone_C_1) CONTENT: Navigate the maze(/Engine/Transient.REINST_MissionType_Maze_CorruptedZone_C_1) CONTENT: Kill Enemies(/Engine/Transient.REINST_MissionType_Maze_CorruptedZone_C_1) CONTENT: Collect Items(/Engine/Transient.REINST_MissionType_Maze_CorruptedZone_C_1) CONTENT: Step on floor panels(/Engine/Transient.REINST_MissionType_Maze_CorruptedZone_C_1) CONTENT: Kill Rockwell's Super-Summoner Virus!(/Engine/Transient.REINST_MissionType_Maze_CorruptedZone_C_1) CONTENT: Step on the matching floor panels of the colored Summoner's to weaken their shields!(/Engine/Transient.REINST_MissionType_Maze_CorruptedZone_C_1) CONTENT: The color that appears most is the correct door(/Engine/Transient.REINST_MissionType_Maze_CorruptedZone_C_1) CONTENT: Pink Floor Plates Remaining(/Engine/Transient.REINST_MissionType_Maze_CorruptedZone_C_1) CONTENT: Blue Floor Plates Remaining(/Engine/Transient.REINST_MissionType_Maze_CorruptedZone_C_1) CONTENT: Green Floor Plates Remaining(/Engine/Transient.REINST_MissionType_Maze_CorruptedZone_C_1) CONTENT: Yellow Floor Plates Remaining(/Engine/Transient.REINST_MissionType_Maze_CorruptedZone_C_1) CONTENT: Eliminated!(/Engine/Transient.REINST_MissionType_Maze_CorruptedZone_C_1) CONTENT: Vitals critical: Simulation Desynchronizing...(/Engine/Transient.REINST_MissionType_Maze_CorruptedZone_C_1) CONTENT: Regroup to Proceed(/Engine/Transient.REINST_MissionType_Maze_CorruptedZone_C_1) CONTENT: Regroup time remaining(/Engine/Transient.REINST_MissionType_Maze_CorruptedZone_C_1) CONTENT: Choose Your Own Adventure(/Engine/Transient.Default__REINST_MissionType_Maze_CorruptedZone_C_56914) CONTENT: Infiltrate the hijacked biomedical system to stop Rockwell's mutagen production, but watch out for the nasty supervirus he left behind!(/Engine/Transient.Default__REINST_MissionType_Maze_CorruptedZone_C_56914) CONTENT: Waiting For Players(/Engine/Transient.Default__REINST_MissionType_Maze_CorruptedZone_C_56914) CONTENT: Corrupted Maze(/Engine/Transient.Default__REINST_MissionType_Maze_CorruptedZone_C_56914) CONTENT: Defeat enemies while navigating your way through the maze!(/Engine/Transient.Default__REINST_MissionType_Maze_CorruptedZone_C_56914) CONTENT: Proceed(/Engine/Transient.Default__REINST_MissionType_Maze_CorruptedZone_C_56914) CONTENT: Choose the correct path to proceed(/Engine/Transient.Default__REINST_MissionType_Maze_CorruptedZone_C_56914) CONTENT: Pink Portal - Choose the correct path to proceed(/Engine/Transient.Default__REINST_MissionType_Maze_CorruptedZone_C_56914) CONTENT: Blue Portal - Choose the correct path to proceed(/Engine/Transient.Default__REINST_MissionType_Maze_CorruptedZone_C_56914) CONTENT: Green Portal - Choose the correct path to proceed(/Engine/Transient.Default__REINST_MissionType_Maze_CorruptedZone_C_56914) CONTENT: Yellow Portal - Choose the correct path to proceed(/Engine/Transient.Default__REINST_MissionType_Maze_CorruptedZone_C_56914) CONTENT: Defeat all enemies to proceed(/Engine/Transient.Default__REINST_MissionType_Maze_CorruptedZone_C_56914) CONTENT: Collect all items to proceed(/Engine/Transient.Default__REINST_MissionType_Maze_CorruptedZone_C_56914) CONTENT: Activate all floor plates to proceed(/Engine/Transient.Default__REINST_MissionType_Maze_CorruptedZone_C_56914) CONTENT: Decipher the room color code to proceed(/Engine/Transient.Default__REINST_MissionType_Maze_CorruptedZone_C_56914) CONTENT: Complete all room objectives to proceed(/Engine/Transient.Default__REINST_MissionType_Maze_CorruptedZone_C_56914) CONTENT: Enemies Killed(/Engine/Transient.Default__REINST_MissionType_Maze_CorruptedZone_C_56914) CONTENT: Items Collected(/Engine/Transient.Default__REINST_MissionType_Maze_CorruptedZone_C_56914) CONTENT: Floor Plates Activated(/Engine/Transient.Default__REINST_MissionType_Maze_CorruptedZone_C_56914) CONTENT: Examine Your Surroundings(/Engine/Transient.Default__REINST_MissionType_Maze_CorruptedZone_C_56914) CONTENT: Kill(/Engine/Transient.Default__REINST_MissionType_Maze_CorruptedZone_C_56914) CONTENT: Collect(/Engine/Transient.Default__REINST_MissionType_Maze_CorruptedZone_C_56914) CONTENT: Activate(/Engine/Transient.Default__REINST_MissionType_Maze_CorruptedZone_C_56914) CONTENT: Decipher(/Engine/Transient.Default__REINST_MissionType_Maze_CorruptedZone_C_56914) CONTENT: Prepare To Teleport!(/Engine/Transient.Default__REINST_MissionType_Maze_CorruptedZone_C_56914) CONTENT: Correct Path!(/Engine/Transient.Default__REINST_MissionType_Maze_CorruptedZone_C_56914) CONTENT: Incorrect Path!(/Engine/Transient.Default__REINST_MissionType_Maze_CorruptedZone_C_56914) CONTENT: You have advanced to the next room!(/Engine/Transient.Default__REINST_MissionType_Maze_CorruptedZone_C_56914) CONTENT: Your room progress has reset!(/Engine/Transient.Default__REINST_MissionType_Maze_CorruptedZone_C_56914) CONTENT: Get Ready!(/Engine/Transient.Default__REINST_MissionType_Maze_CorruptedZone_C_56914) CONTENT: Waiting to add players to mission...(/Engine/Transient.Default__REINST_MissionType_Maze_CorruptedZone_C_56914) CONTENT: Navigate the maze(/Engine/Transient.Default__REINST_MissionType_Maze_CorruptedZone_C_56914) CONTENT: Kill Enemies(/Engine/Transient.Default__REINST_MissionType_Maze_CorruptedZone_C_56914) CONTENT: Collect Items(/Engine/Transient.Default__REINST_MissionType_Maze_CorruptedZone_C_56914) CONTENT: Step on floor panels(/Engine/Transient.Default__REINST_MissionType_Maze_CorruptedZone_C_56914) CONTENT: Kill Rockwell's Super-Summoner Virus!(/Engine/Transient.Default__REINST_MissionType_Maze_CorruptedZone_C_56914) CONTENT: Step on the matching floor panels of the colored Summoner's to weaken their shields!(/Engine/Transient.Default__REINST_MissionType_Maze_CorruptedZone_C_56914) CONTENT: The color that appears most is the correct door(/Engine/Transient.Default__REINST_MissionType_Maze_CorruptedZone_C_56914) CONTENT: Pink Floor Plates Remaining(/Engine/Transient.Default__REINST_MissionType_Maze_CorruptedZone_C_56914) CONTENT: Blue Floor Plates Remaining(/Engine/Transient.Default__REINST_MissionType_Maze_CorruptedZone_C_56914) CONTENT: Green Floor Plates Remaining(/Engine/Transient.Default__REINST_MissionType_Maze_CorruptedZone_C_56914) CONTENT: Yellow Floor Plates Remaining(/Engine/Transient.Default__REINST_MissionType_Maze_CorruptedZone_C_56914) CONTENT: Eliminated!(/Engine/Transient.Default__REINST_MissionType_Maze_CorruptedZone_C_56914) CONTENT: Vitals critical: Simulation Desynchronizing...(/Engine/Transient.Default__REINST_MissionType_Maze_CorruptedZone_C_56914) CONTENT: Regroup to Proceed(/Engine/Transient.Default__REINST_MissionType_Maze_CorruptedZone_C_56914) CONTENT: Regroup time remaining(/Engine/Transient.Default__REINST_MissionType_Maze_CorruptedZone_C_56914) CONTENT: Choose Your Own Adventure(/Game/Genesis2/Missions/ModularMission/Maze/CorruptedZone/MissionType_Maze_CorruptedZone.Default__MissionType_Maze_CorruptedZone_C) CONTENT: Infiltrate the hijacked biomedical system to stop Rockwell's mutagen production, but watch out for the nasty supervirus he left behind!(/Game/Genesis2/Missions/ModularMission/Maze/CorruptedZone/MissionType_Maze_CorruptedZone.Default__MissionType_Maze_CorruptedZone_C) CONTENT: Waiting For Players(/Game/Genesis2/Missions/ModularMission/Maze/CorruptedZone/MissionType_Maze_CorruptedZone.Default__MissionType_Maze_CorruptedZone_C) CONTENT: Corrupted Maze(/Game/Genesis2/Missions/ModularMission/Maze/CorruptedZone/MissionType_Maze_CorruptedZone.Default__MissionType_Maze_CorruptedZone_C) CONTENT: Defeat enemies while navigating your way through the maze!(/Game/Genesis2/Missions/ModularMission/Maze/CorruptedZone/MissionType_Maze_CorruptedZone.Default__MissionType_Maze_CorruptedZone_C) CONTENT: Proceed(/Game/Genesis2/Missions/ModularMission/Maze/CorruptedZone/MissionType_Maze_CorruptedZone.Default__MissionType_Maze_CorruptedZone_C) CONTENT: Choose the correct path to proceed(/Game/Genesis2/Missions/ModularMission/Maze/CorruptedZone/MissionType_Maze_CorruptedZone.Default__MissionType_Maze_CorruptedZone_C) CONTENT: Pink Portal - Choose the correct path to proceed(/Game/Genesis2/Missions/ModularMission/Maze/CorruptedZone/MissionType_Maze_CorruptedZone.Default__MissionType_Maze_CorruptedZone_C) CONTENT: Blue Portal - Choose the correct path to proceed(/Game/Genesis2/Missions/ModularMission/Maze/CorruptedZone/MissionType_Maze_CorruptedZone.Default__MissionType_Maze_CorruptedZone_C) CONTENT: Green Portal - Choose the correct path to proceed(/Game/Genesis2/Missions/ModularMission/Maze/CorruptedZone/MissionType_Maze_CorruptedZone.Default__MissionType_Maze_CorruptedZone_C) CONTENT: Yellow Portal - Choose the correct path to proceed(/Game/Genesis2/Missions/ModularMission/Maze/CorruptedZone/MissionType_Maze_CorruptedZone.Default__MissionType_Maze_CorruptedZone_C) CONTENT: Defeat all enemies to proceed(/Game/Genesis2/Missions/ModularMission/Maze/CorruptedZone/MissionType_Maze_CorruptedZone.Default__MissionType_Maze_CorruptedZone_C) CONTENT: Collect all items to proceed(/Game/Genesis2/Missions/ModularMission/Maze/CorruptedZone/MissionType_Maze_CorruptedZone.Default__MissionType_Maze_CorruptedZone_C) CONTENT: Activate all floor plates to proceed(/Game/Genesis2/Missions/ModularMission/Maze/CorruptedZone/MissionType_Maze_CorruptedZone.Default__MissionType_Maze_CorruptedZone_C) CONTENT: Decipher the room color code to proceed(/Game/Genesis2/Missions/ModularMission/Maze/CorruptedZone/MissionType_Maze_CorruptedZone.Default__MissionType_Maze_CorruptedZone_C) CONTENT: Complete all room objectives to proceed(/Game/Genesis2/Missions/ModularMission/Maze/CorruptedZone/MissionType_Maze_CorruptedZone.Default__MissionType_Maze_CorruptedZone_C) CONTENT: Enemies Killed(/Game/Genesis2/Missions/ModularMission/Maze/CorruptedZone/MissionType_Maze_CorruptedZone.Default__MissionType_Maze_CorruptedZone_C) CONTENT: Items Collected(/Game/Genesis2/Missions/ModularMission/Maze/CorruptedZone/MissionType_Maze_CorruptedZone.Default__MissionType_Maze_CorruptedZone_C) CONTENT: Floor Plates Activated(/Game/Genesis2/Missions/ModularMission/Maze/CorruptedZone/MissionType_Maze_CorruptedZone.Default__MissionType_Maze_CorruptedZone_C) CONTENT: Examine Your Surroundings(/Game/Genesis2/Missions/ModularMission/Maze/CorruptedZone/MissionType_Maze_CorruptedZone.Default__MissionType_Maze_CorruptedZone_C) CONTENT: Kill(/Game/Genesis2/Missions/ModularMission/Maze/CorruptedZone/MissionType_Maze_CorruptedZone.Default__MissionType_Maze_CorruptedZone_C) CONTENT: Collect(/Game/Genesis2/Missions/ModularMission/Maze/CorruptedZone/MissionType_Maze_CorruptedZone.Default__MissionType_Maze_CorruptedZone_C) CONTENT: Activate(/Game/Genesis2/Missions/ModularMission/Maze/CorruptedZone/MissionType_Maze_CorruptedZone.Default__MissionType_Maze_CorruptedZone_C) CONTENT: Decipher(/Game/Genesis2/Missions/ModularMission/Maze/CorruptedZone/MissionType_Maze_CorruptedZone.Default__MissionType_Maze_CorruptedZone_C) CONTENT: Prepare To Teleport!(/Game/Genesis2/Missions/ModularMission/Maze/CorruptedZone/MissionType_Maze_CorruptedZone.Default__MissionType_Maze_CorruptedZone_C) CONTENT: Correct Path!(/Game/Genesis2/Missions/ModularMission/Maze/CorruptedZone/MissionType_Maze_CorruptedZone.Default__MissionType_Maze_CorruptedZone_C) CONTENT: Incorrect Path!(/Game/Genesis2/Missions/ModularMission/Maze/CorruptedZone/MissionType_Maze_CorruptedZone.Default__MissionType_Maze_CorruptedZone_C) CONTENT: You have advanced to the next room!(/Game/Genesis2/Missions/ModularMission/Maze/CorruptedZone/MissionType_Maze_CorruptedZone.Default__MissionType_Maze_CorruptedZone_C) CONTENT: Your room progress has reset!(/Game/Genesis2/Missions/ModularMission/Maze/CorruptedZone/MissionType_Maze_CorruptedZone.Default__MissionType_Maze_CorruptedZone_C) CONTENT: Get Ready!(/Game/Genesis2/Missions/ModularMission/Maze/CorruptedZone/MissionType_Maze_CorruptedZone.Default__MissionType_Maze_CorruptedZone_C) CONTENT: Waiting to add players to mission...(/Game/Genesis2/Missions/ModularMission/Maze/CorruptedZone/MissionType_Maze_CorruptedZone.Default__MissionType_Maze_CorruptedZone_C) CONTENT: Navigate the maze(/Game/Genesis2/Missions/ModularMission/Maze/CorruptedZone/MissionType_Maze_CorruptedZone.Default__MissionType_Maze_CorruptedZone_C) CONTENT: Kill Enemies(/Game/Genesis2/Missions/ModularMission/Maze/CorruptedZone/MissionType_Maze_CorruptedZone.Default__MissionType_Maze_CorruptedZone_C) CONTENT: Collect Items(/Game/Genesis2/Missions/ModularMission/Maze/CorruptedZone/MissionType_Maze_CorruptedZone.Default__MissionType_Maze_CorruptedZone_C) CONTENT: Step on floor panels(/Game/Genesis2/Missions/ModularMission/Maze/CorruptedZone/MissionType_Maze_CorruptedZone.Default__MissionType_Maze_CorruptedZone_C) CONTENT: Kill Rockwell's Super-Summoner Virus!(/Game/Genesis2/Missions/ModularMission/Maze/CorruptedZone/MissionType_Maze_CorruptedZone.Default__MissionType_Maze_CorruptedZone_C) CONTENT: Step on the matching floor panels of the colored Summoner's to weaken their shields!(/Game/Genesis2/Missions/ModularMission/Maze/CorruptedZone/MissionType_Maze_CorruptedZone.Default__MissionType_Maze_CorruptedZone_C) CONTENT: The color that appears most is the correct door(/Game/Genesis2/Missions/ModularMission/Maze/CorruptedZone/MissionType_Maze_CorruptedZone.Default__MissionType_Maze_CorruptedZone_C) CONTENT: Pink Floor Plates Remaining(/Game/Genesis2/Missions/ModularMission/Maze/CorruptedZone/MissionType_Maze_CorruptedZone.Default__MissionType_Maze_CorruptedZone_C) CONTENT: Blue Floor Plates Remaining(/Game/Genesis2/Missions/ModularMission/Maze/CorruptedZone/MissionType_Maze_CorruptedZone.Default__MissionType_Maze_CorruptedZone_C) CONTENT: Green Floor Plates Remaining(/Game/Genesis2/Missions/ModularMission/Maze/CorruptedZone/MissionType_Maze_CorruptedZone.Default__MissionType_Maze_CorruptedZone_C) CONTENT: Yellow Floor Plates Remaining(/Game/Genesis2/Missions/ModularMission/Maze/CorruptedZone/MissionType_Maze_CorruptedZone.Default__MissionType_Maze_CorruptedZone_C) CONTENT: Eliminated!(/Game/Genesis2/Missions/ModularMission/Maze/CorruptedZone/MissionType_Maze_CorruptedZone.Default__MissionType_Maze_CorruptedZone_C) CONTENT: Vitals critical: Simulation Desynchronizing...(/Game/Genesis2/Missions/ModularMission/Maze/CorruptedZone/MissionType_Maze_CorruptedZone.Default__MissionType_Maze_CorruptedZone_C) CONTENT: Regroup to Proceed(/Game/Genesis2/Missions/ModularMission/Maze/CorruptedZone/MissionType_Maze_CorruptedZone.Default__MissionType_Maze_CorruptedZone_C) CONTENT: Regroup time remaining(/Game/Genesis2/Missions/ModularMission/Maze/CorruptedZone/MissionType_Maze_CorruptedZone.Default__MissionType_Maze_CorruptedZone_C) CONTENT: Mission Loot Set(/Game/Genesis2/CoreBlueprints/LootSets/LootItemSet_Missions_CorruptMaze_Beta.Default__LootItemSet_Missions_CorruptMaze_Beta_C) CONTENT: Missions - never BP - with quality(/Game/Genesis2/CoreBlueprints/LootSets/LootItemSet_Missions_CorruptMaze_Beta.Default__LootItemSet_Missions_CorruptMaze_Beta_C) CONTENT: Missions - with BP - with quality(/Game/Genesis2/CoreBlueprints/LootSets/LootItemSet_Missions_CorruptMaze_Beta.Default__LootItemSet_Missions_CorruptMaze_Beta_C) CONTENT: Mission Loot Set(/Game/Genesis2/CoreBlueprints/LootSets/LootItemSet_Missions_CorruptMaze_Alpha.Default__LootItemSet_Missions_CorruptMaze_Alpha_C) CONTENT: Missions - never BP - with quality(/Game/Genesis2/CoreBlueprints/LootSets/LootItemSet_Missions_CorruptMaze_Alpha.Default__LootItemSet_Missions_CorruptMaze_Alpha_C) CONTENT: Missions - with BP - with quality(/Game/Genesis2/CoreBlueprints/LootSets/LootItemSet_Missions_CorruptMaze_Alpha.Default__LootItemSet_Missions_CorruptMaze_Alpha_C) LITERAL: TimerDeactivateWaterfalls(/Game/Genesis2/Missions/ModularMission/Gauntlet2/RisingWater/Dynamic_PhysicsVolume_Hazard_RisingWater.Dynamic_PhysicsVolume_Hazard_RisingWater:EventGraph.K2Node_CallFunction_424664) CONTENT: Wilderness(/Game/Maps/Genesis2/Mission_6_Gameplay.Mission_6_Gameplay:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/Mission_6_Geo.Mission_6_Geo:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/Mission_6_Lighting.Mission_6_Lighting:PersistentLevel.PrimalWorldSettings) LITERAL: Finished End Cinematic(/Game/Maps/Genesis2/Mission_FinalBattle_EndCine.Mission_FinalBattle_EndCine:PersistentLevel.Mission_FinalBattle_EndCine.EventGraph.K2Node_CallFunction_201323) LITERAL: Playing End Cinematic(/Game/Maps/Genesis2/Mission_FinalBattle_EndCine.Mission_FinalBattle_EndCine:PersistentLevel.Mission_FinalBattle_EndCine.EventGraph.K2Node_CallFunction_189465) LITERAL: Playing End Cinematic(/Game/Maps/Genesis2/Mission_FinalBattle_EndCine.Mission_FinalBattle_EndCine:PersistentLevel.Mission_FinalBattle_EndCine.EventGraph.K2Node_CallFunction_216550) LITERAL: Finished End Cinematic(/Game/Maps/Genesis2/Mission_FinalBattle_EndCine.Mission_FinalBattle_EndCine:PersistentLevel.Mission_FinalBattle_EndCine.EventGraph.K2Node_CallFunction_216141) LITERAL: Fallback Skip Loading(/Game/Maps/Genesis2/Mission_FinalBattle_EndCine.Mission_FinalBattle_EndCine:PersistentLevel.Mission_FinalBattle_EndCine.EventGraph.K2Node_CallFunction_309450) CONTENT: EN(/Game/Maps/Genesis2/Mission_FinalBattle_EndCine.Default__Mission_FinalBattle_EndCine_C) CONTENT: EN(/Game/Maps/Genesis2/Mission_FinalBattle_EndCine.Mission_FinalBattle_EndCine:PersistentLevel.Mission_FinalBattle_EndCine_C_1) CONTENT: Wilderness(/Game/Maps/Genesis2/Mission_FinalBattle_EndCine.Mission_FinalBattle_EndCine:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/Mission_FinalBattle_EndCine_Geo.Mission_FinalBattle_EndCine_Geo:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/Mission_FinalBattle_EndCine_Lights.Mission_FinalBattle_EndCine_Lights:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/Mission_FinalBattle_EndCine_Streaming.Mission_FinalBattle_EndCine_Streaming:PersistentLevel.PrimalWorldSettings) CONTENT: Rockwell(/Engine/Transient.REINST_RockwellNode_Character_BP_C_0) LITERAL: DoGroundSpikes(/Game/Genesis2/Dinos/RockwellNode/RockwellNode_Character_BP.RockwellNode_Character_BP:DoGroundSpikes.K2Node_CallFunction_375858) LITERAL: TimedUpdateHurtFX(/Game/Genesis2/Dinos/RockwellNode/RockwellNode_Character_BP.RockwellNode_Character_BP:EventGraph.K2Node_CallFunction_196276) CONTENT: Rockwell(/Engine/Transient.Default__REINST_RockwellNode_Character_BP_C_57072) CONTENT: Rockwell(/Engine/Transient.REINST_RockwellNode_Character_BP_C_1) CONTENT: Rockwell(/Engine/Transient.Default__REINST_RockwellNode_Character_BP_C_57088) CONTENT: Rockwell(/Game/Genesis2/Dinos/RockwellNode/RockwellNode_Character_BP.Default__RockwellNode_Character_BP_C) CONTENT: Rockwell Node(/Engine/Transient.REINST_RockwellNode_Character_BP_FinalFight_C_0) CONTENT: Rockwell Node(/Engine/Transient.Default__REINST_RockwellNode_Character_BP_FinalFight_C_57095) CONTENT: Rockwell Node(/Engine/Transient.REINST_RockwellNode_Character_BP_FinalFight_C_1) CONTENT: Rockwell Node(/Engine/Transient.Default__REINST_RockwellNode_Character_BP_FinalFight_C_57099) CONTENT: Rockwell Node(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/Dinos/RockwellNode_Character_BP_FinalFight.Default__RockwellNode_Character_BP_FinalFight_C) LITERAL: ClearCurrentMontage(/Game/Genesis2/Dinos/Rockwell_Gen2/SK_Rockwell_Gen2_AnimBP_New.SK_Rockwell_Gen2_AnimBP_New:BlueprintPlayAnimationEvent.K2Node_CallFunction_617666) LITERAL: s_(/Game/Genesis2/Dinos/Rockwell_Gen2/SK_Rockwell_Gen2_AnimBP_New.SK_Rockwell_Gen2_AnimBP_New:BlueprintPlayAnimationEvent.K2Node_CallFunction_618859) CONTENT: Idle(/Engine/Transient.REINST_RockwellNode_Character_BP_Boss_C_0) CONTENT: Attack(/Engine/Transient.REINST_RockwellNode_Character_BP_Boss_C_0) CONTENT: Rockwell Prime(/Engine/Transient.REINST_RockwellNode_Character_BP_Boss_C_0) LITERAL: ResetDamageable(/Game/Genesis2/Dinos/RockwellNode/ProjRockwellNodeAcid.ProjRockwellNodeAcid:ReceivePointDamage.K2Node_CallFunction_291402) LITERAL: DebugProjExplode(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/Dinos/RockwellNode_Character_BP_Boss.RockwellNode_Character_BP_Boss:SpawnAcidBallProj.K2Node_CallFunction_416400) LITERAL: TimedClearTakingExoBeamDam(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/Dinos/RockwellNode_Character_BP_Boss.RockwellNode_Character_BP_Boss:BPAdjustDamage.K2Node_CallFunction_227226) LITERAL: TimedUpdateArmsIdle(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/Dinos/RockwellNode_Character_BP_Boss.RockwellNode_Character_BP_Boss:OnRep_bShieldActive.K2Node_CallFunction_272241) LITERAL: TimedSetHasFullyAwakened(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/Dinos/RockwellNode_Character_BP_Boss.RockwellNode_Character_BP_Boss:BPDoAttack.K2Node_CallFunction_235252) LITERAL: DyingDestroyAcidPools(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/Dinos/RockwellNode_Character_BP_Boss.RockwellNode_Character_BP_Boss:DyingDestroyAcidProjs.K2Node_CallFunction_207967) CONTENT: Idle(/Engine/Transient.Default__REINST_RockwellNode_Character_BP_Boss_C_57202) CONTENT: Attack(/Engine/Transient.Default__REINST_RockwellNode_Character_BP_Boss_C_57202) CONTENT: Rockwell Prime(/Engine/Transient.Default__REINST_RockwellNode_Character_BP_Boss_C_57202) CONTENT: Idle(/Engine/Transient.REINST_RockwellNode_Character_BP_Boss_C_1) CONTENT: Attack(/Engine/Transient.REINST_RockwellNode_Character_BP_Boss_C_1) CONTENT: Rockwell Prime(/Engine/Transient.REINST_RockwellNode_Character_BP_Boss_C_1) CONTENT: Idle(/Engine/Transient.Default__REINST_RockwellNode_Character_BP_Boss_C_57242) CONTENT: Attack(/Engine/Transient.Default__REINST_RockwellNode_Character_BP_Boss_C_57242) CONTENT: Rockwell Prime(/Engine/Transient.Default__REINST_RockwellNode_Character_BP_Boss_C_57242) CONTENT: Idle(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/Dinos/RockwellNode_Character_BP_Boss.Default__RockwellNode_Character_BP_Boss_C) CONTENT: Attack(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/Dinos/RockwellNode_Character_BP_Boss.Default__RockwellNode_Character_BP_Boss_C) CONTENT: Rockwell Prime(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/Dinos/RockwellNode_Character_BP_Boss.Default__RockwellNode_Character_BP_Boss_C) LITERAL: TimedClearPreventMovement(/Game/Genesis2/Dinos/CorruptHumans/RockwellSpawn/RockwellSpawn_Character_BP.RockwellSpawn_Character_BP:EventGraph.K2Node_CallFunction_230140) LITERAL: Leg(/Game/Genesis2/Dinos/CorruptHumans/RockwellSpawn/RockwellSpawn_Character_BP.RockwellSpawn_Character_BP:RandomizeBoneModifiers.K2Node_CallFunction_645692) LITERAL: CheckCancelAttack(/Game/Genesis2/Dinos/CorruptHumans/RockwellSpawn/RockwellSpawn_Character_BP.RockwellSpawn_Character_BP:CheckCancelAttack.K2Node_CallFunction_298294) LITERAL: TimedClearPreventMovement(/Game/Genesis2/Dinos/CorruptHumans/RockwellSpawn/RockwellSpawn_Character_BP.RockwellSpawn_Character_BP:BlueprintCanAttack.K2Node_CallFunction_336928) CONTENT: Super Beams!(/Engine/Transient.REINST_Buff_FinalBeamsCameraShake_C_0) CONTENT: Super Beams!(/Engine/Transient.Default__REINST_Buff_FinalBeamsCameraShake_C_57358) CONTENT: Super Beams!(/Engine/Transient.REINST_Buff_FinalBeamsCameraShake_C_1) CONTENT: Super Beams!(/Engine/Transient.Default__REINST_Buff_FinalBeamsCameraShake_C_57362) CONTENT: EN(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/Buff_FinalBeamsCameraShake.Default__Buff_FinalBeamsCameraShake_C) CONTENT: Super Beams!(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/Buff_FinalBeamsCameraShake.Default__Buff_FinalBeamsCameraShake_C) CONTENT: Super Beams!(/Engine/Transient.REINST_Buff_FinalBeamsFlash_C_0) CONTENT: Super Beams!(/Engine/Transient.Default__REINST_Buff_FinalBeamsFlash_C_57369) CONTENT: Super Beams!(/Engine/Transient.REINST_Buff_FinalBeamsFlash_C_1) CONTENT: Super Beams!(/Engine/Transient.Default__REINST_Buff_FinalBeamsFlash_C_57373) CONTENT: EN(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/Buff_FinalBeamsFlash.Default__Buff_FinalBeamsFlash_C) CONTENT: Super Beams!(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/Buff_FinalBeamsFlash.Default__Buff_FinalBeamsFlash_C) CONTENT: NONE(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/Companion/MissonCompanionData_ExosuitIdle.Default__MissonCompanionData_ExosuitIdle_C) CONTENT: NONE(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/Companion/MissonCompanionData_ExosuitIdle.Default__MissonCompanionData_ExosuitIdle_C) CONTENT: NONE(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/Companion/MissonCompanionData_ExosuitOpening.Default__MissonCompanionData_ExosuitOpening_C) CONTENT: NONE(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/Companion/MissonCompanionData_ExosuitOpening.Default__MissonCompanionData_ExosuitOpening_C) CONTENT: NONE(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/Companion/MissonCompanionData_ExosuitRegen.Default__MissonCompanionData_ExosuitRegen_C) CONTENT: NONE(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/Companion/MissonCompanionData_ExosuitRegen.Default__MissonCompanionData_ExosuitRegen_C) CONTENT: NONE(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/Companion/MissonCompanionData_ExosuitRepair.Default__MissonCompanionData_ExosuitRepair_C) CONTENT: NONE(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/Companion/MissonCompanionData_ExosuitRepair.Default__MissonCompanionData_ExosuitRepair_C) LITERAL: TimedClearImmobilize(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/Dinos/Exosuit_Character_BP_FinalFight.Exosuit_Character_BP_FinalFight:BPAdjustDamage.K2Node_CallFunction_172715) LITERAL: Energy: {1}%(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/Dinos/Exosuit_Character_BP_FinalFight.Exosuit_Character_BP_FinalFight:BlueprintDrawFloatingHUD.K2Node_FormatText_242) LITERAL: Energy Depleted(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/Dinos/Exosuit_Character_BP_FinalFight.Exosuit_Character_BP_FinalFight:BlueprintDrawFloatingHUD.K2Node_CallFunction_240176) LITERAL: Energy: {1}%(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/Dinos/Exosuit_Character_BP_FinalFight.Exosuit_Character_BP_FinalFight:EdGraph_174107.K2Node_CallFunction_410656) LITERAL: 1(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/Dinos/Exosuit_Character_BP_FinalFight.Exosuit_Character_BP_FinalFight:EdGraph_174107.K2Node_MakeStruct_3279) LITERAL: Energy: {1}%(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/Dinos/Exosuit_Character_BP_FinalFight.Exosuit_Character_BP_FinalFight:EdGraph_174182.K2Node_CallFunction_410723) LITERAL: 1(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/Dinos/Exosuit_Character_BP_FinalFight.Exosuit_Character_BP_FinalFight:EdGraph_174182.K2Node_MakeStruct_3280) LITERAL: TimedDisableTick(/Game/Genesis2/Dinos/Rockwell_Gen2/Rockwell_Test/Rockwell_Gen2_Face_Base.Rockwell_Gen2_Face_Base:EventGraph.K2Node_CallFunction_533170) LITERAL: TriggerCreepyAudio(/Game/Genesis2/Dinos/Rockwell_Gen2/Rockwell_Test/Rockwell_Gen2_Face_Base.Rockwell_Gen2_Face_Base:EventGraph.K2Node_CallFunction_3099167) LITERAL: TriggerCreepyAudio(/Game/Genesis2/Dinos/Rockwell_Gen2/Rockwell_Test/Rockwell_Gen2_Face_Base.Rockwell_Gen2_Face_Base:EventGraph.K2Node_CallFunction_809428) LITERAL: ClearCurrentMontage(/Game/Genesis2/Dinos/Rockwell_Gen2/Rockwell_Test/SK_Rockwell_Gen2_FaceA_AnimBlueprint_New.SK_Rockwell_Gen2_FaceA_AnimBlueprint_New:BlueprintPlayAnimationEvent.K2Node_CallFunction_617666) LITERAL: ClearCurrentMontage(/Game/Genesis2/Dinos/Rockwell_Gen2/Rockwell_Test/SK_Rockwell_Gen2_FaceB_AnimBlueprint_New.SK_Rockwell_Gen2_FaceB_AnimBlueprint_New:BlueprintPlayAnimationEvent.K2Node_CallFunction_617666) LITERAL: DebugPlayMontage(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/RockwellFaceManager.RockwellFaceManager:EventGraph.K2Node_CallFunction_155890) LITERAL: DebugPlayMontage(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/RockwellFaceManager.RockwellFaceManager:EventGraph.K2Node_CallFunction_153461) CONTENT: Terminus(/Engine/Transient.REINST_MissionType_FinalBattleImmersive_C_0) CONTENT: Take on Rockwell in his unholy throne room, for one last chance to complete the ship's mission.(/Engine/Transient.REINST_MissionType_FinalBattleImmersive_C_0) CONTENT: Waiting For Players(/Engine/Transient.REINST_MissionType_FinalBattleImmersive_C_0) CONTENT: Get Ready!(/Engine/Transient.REINST_MissionType_FinalBattleImmersive_C_0) CONTENT: Waiting to add players to mission...(/Engine/Transient.REINST_MissionType_FinalBattleImmersive_C_0) CONTENT: Investigate(/Engine/Transient.REINST_MissionType_FinalBattleImmersive_C_0) CONTENT: Activate(/Engine/Transient.REINST_MissionType_FinalBattleImmersive_C_0) CONTENT: Regroup(/Engine/Transient.REINST_MissionType_FinalBattleImmersive_C_0) CONTENT: Regroup Time(/Engine/Transient.REINST_MissionType_FinalBattleImmersive_C_0) CONTENT: Nodes Remaining(/Engine/Transient.REINST_MissionType_FinalBattleImmersive_C_0) CONTENT: Shield Active! Kill Super Tentacles!(/Engine/Transient.REINST_MissionType_FinalBattleImmersive_C_0) CONTENT: Shield Disabled! Attack the exposed Node!(/Engine/Transient.REINST_MissionType_FinalBattleImmersive_C_0) CONTENT: Defeat Rockwell!(/Engine/Transient.REINST_MissionType_FinalBattleImmersive_C_0) CONTENT: Blast Rockwell with your Exo-Mek Beam!(/Engine/Transient.REINST_MissionType_FinalBattleImmersive_C_0) CONTENT: Super Tentacles Killed(/Engine/Transient.REINST_MissionType_FinalBattleImmersive_C_0) CONTENT: Rockwell Node(/Engine/Transient.REINST_MissionType_FinalBattleImmersive_C_0) CONTENT: Rockwell(/Engine/Transient.REINST_MissionType_FinalBattleImmersive_C_0) CONTENT: Exo-Mek(/Engine/Transient.REINST_MissionType_FinalBattleImmersive_C_0) CONTENT: Exo-Mek(/Engine/Transient.REINST_MissionType_FinalBattleImmersive_C_0) CONTENT: Investigate(/Engine/Transient.REINST_MissionType_FinalBattleImmersive_C_0) CONTENT: Investigate HLNA's findings...(/Engine/Transient.REINST_MissionType_FinalBattleImmersive_C_0) CONTENT: Utilize the Exo-Mek against Rockwell!(/Engine/Transient.REINST_MissionType_FinalBattleImmersive_C_0) CONTENT: Exo-Mek Energy(/Engine/Transient.REINST_MissionType_FinalBattleImmersive_C_0) CONTENT: Investigate(/Engine/Transient.REINST_MissionType_FinalBattleImmersive_C_0) CONTENT: Investigate the Chrysalis...(/Engine/Transient.REINST_MissionType_FinalBattleImmersive_C_0) CONTENT: Arrival(/Engine/Transient.REINST_MissionType_FinalBattleImmersive_C_0) CONTENT: Investigate the area(/Engine/Transient.REINST_MissionType_FinalBattleImmersive_C_0) CONTENT: Beginning of the End(/Engine/Transient.REINST_MissionType_FinalBattleImmersive_C_0) CONTENT: Force Rockwell to confront you directly(/Engine/Transient.REINST_MissionType_FinalBattleImmersive_C_0) CONTENT: Defeat Rockwell(/Engine/Transient.REINST_MissionType_FinalBattleImmersive_C_0) CONTENT: This is your chance to stop him(/Engine/Transient.REINST_MissionType_FinalBattleImmersive_C_0) CONTENT: This Is It(/Engine/Transient.REINST_MissionType_FinalBattleImmersive_C_0) CONTENT: Eliminate Rockwell... Once and for all(/Engine/Transient.REINST_MissionType_FinalBattleImmersive_C_0) CONTENT: EN(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/Companion/Phase0/MissionModule_zSubmodule_CompReaction_FF_Phase0_Arrival_0.Default__MissionModule_zSubmodule_CompReaction_FF_Phase0_Arrival_0_C) CONTENT: EN(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/Companion/Phase0/MissionModule_zSubmodule_CompReaction_FF_Phase0_Arrival_1.Default__MissionModule_zSubmodule_CompReaction_FF_Phase0_Arrival_1_C) CONTENT: EN(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/Companion/Phase0/MissionModule_zSubmodule_CompReaction_FF_Phase0_Arrival_2.Default__MissionModule_zSubmodule_CompReaction_FF_Phase0_Arrival_2_C) CONTENT: EN(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/Companion/Phase0/MissionModule_zSubmodule_CompReaction_FF_Phase0_Arrival_3.Default__MissionModule_zSubmodule_CompReaction_FF_Phase0_Arrival_3_C) CONTENT: EN(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/Companion/Phase0/MissionModule_zSubmodule_CompReaction_FF_Phase0_Arrival_4.Default__MissionModule_zSubmodule_CompReaction_FF_Phase0_Arrival_4_C) CONTENT: EN(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/Companion/Phase0/MissionModule_zSubmodule_CompReaction_FF_Phase0_SwitchArrival_0.Default__MissionModule_zSubmodule_CompReaction_FF_Phase0_SwitchArrival_0_C) CONTENT: EN(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/Companion/Phase0/MissionModule_zSubmodule_CompReaction_FF_Phase0_SwitchArrival_1.Default__MissionModule_zSubmodule_CompReaction_FF_Phase0_SwitchArrival_1_C) CONTENT: EN(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/Companion/Phase0/MissionModule_zSubmodule_CompReaction_FF_Phase0_SwitchArrival_2.Default__MissionModule_zSubmodule_CompReaction_FF_Phase0_SwitchArrival_2_C) CONTENT: EN(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/Companion/Phase0/MissionModule_zSubmodule_CompReaction_FF_Phase0_SwitchUse_0.Default__MissionModule_zSubmodule_CompReaction_FF_Phase0_SwitchUse_0_C) CONTENT: EN(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/Companion/Phase0/MissionModule_zSubmodule_CompReaction_FF_Phase0_EnterRoom2_0.Default__MissionModule_zSubmodule_CompReaction_FF_Phase0_EnterRoom2_0_C) CONTENT: EN(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/Companion/Phase0/MissionModule_zSubmodule_CompReaction_FF_Phase0_EnterRoom2_1.Default__MissionModule_zSubmodule_CompReaction_FF_Phase0_EnterRoom2_1_C) CONTENT: EN(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/Companion/Phase0/MissionModule_zSubmodule_CompReaction_FF_Phase0_RockwellTaunts_0.Default__MissionModule_zSubmodule_CompReaction_FF_Phase0_RockwellTaunts_0_C) CONTENT: EN(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/Companion/Phase0/MissionModule_zSubmodule_CompReaction_FF_Phase0_RockwellTaunts_1.Default__MissionModule_zSubmodule_CompReaction_FF_Phase0_RockwellTaunts_1_C) CONTENT: EN(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/Companion/Phase0/MissionModule_zSubmodule_CompReaction_FF_Phase0_RockwellTaunts_2.Default__MissionModule_zSubmodule_CompReaction_FF_Phase0_RockwellTaunts_2_C) CONTENT: EN(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/Companion/Phase0/MissionModule_zSubmodule_CompReaction_FF_Phase0_RockwellTaunts_3.Default__MissionModule_zSubmodule_CompReaction_FF_Phase0_RockwellTaunts_3_C) CONTENT: EN(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/Companion/Phase0/MissionModule_zSubmodule_CompReaction_FF_Phase0_RockwellTaunts_4.Default__MissionModule_zSubmodule_CompReaction_FF_Phase0_RockwellTaunts_4_C) CONTENT: EN(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/Companion/Phase0/MissionModule_zSubmodule_CompReaction_FF_Phase0_RockwellTaunts_5.Default__MissionModule_zSubmodule_CompReaction_FF_Phase0_RockwellTaunts_5_C) CONTENT: EN(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/Companion/Phase0/MissionModule_zSubmodule_CompReaction_FF_Phase0_RockwellTaunts_6.Default__MissionModule_zSubmodule_CompReaction_FF_Phase0_RockwellTaunts_6_C) CONTENT: EN(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/Companion/Phase0/MissionModule_zSubmodule_CompReaction_FF_Phase0_RockwellTaunts_7.Default__MissionModule_zSubmodule_CompReaction_FF_Phase0_RockwellTaunts_7_C) CONTENT: EN(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/Companion/Phase0/MissionModule_zSubmodule_CompReaction_FF_Phase0_Engineering_0.Default__MissionModule_zSubmodule_CompReaction_FF_Phase0_Engineering_0_C) CONTENT: EN(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/Companion/Phase0/MissionModule_zSubmodule_CompReaction_FF_Phase0_Engineering_1.Default__MissionModule_zSubmodule_CompReaction_FF_Phase0_Engineering_1_C) CONTENT: EN(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/Companion/Phase0/MissionModule_zSubmodule_CompReaction_FF_Phase0_Engineering_2.Default__MissionModule_zSubmodule_CompReaction_FF_Phase0_Engineering_2_C) CONTENT: EN(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/Companion/Phase0/MissionModule_zSubmodule_CompReaction_FF_Phase0_Navigation_0.Default__MissionModule_zSubmodule_CompReaction_FF_Phase0_Navigation_0_C) CONTENT: EN(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/Companion/Phase0/MissionModule_zSubmodule_CompReaction_FF_Phase0_Navigation_1.Default__MissionModule_zSubmodule_CompReaction_FF_Phase0_Navigation_1_C) CONTENT: EN(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/Companion/Phase0/MissionModule_zSubmodule_CompReaction_FF_Phase0_Navigation_2.Default__MissionModule_zSubmodule_CompReaction_FF_Phase0_Navigation_2_C) CONTENT: EN(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/Companion/Phase0/MissionModule_zSubmodule_CompReaction_FF_Phase0_Navigation_3.Default__MissionModule_zSubmodule_CompReaction_FF_Phase0_Navigation_3_C) CONTENT: EN(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/Companion/Phase0/MissionModule_zSubmodule_CompReaction_FF_Phase0_EngramServer_0.Default__MissionModule_zSubmodule_CompReaction_FF_Phase0_EngramServer_0_C) CONTENT: EN(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/Companion/Phase0/MissionModule_zSubmodule_CompReaction_FF_Phase0_EngramServer_1.Default__MissionModule_zSubmodule_CompReaction_FF_Phase0_EngramServer_1_C) CONTENT: EN(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/Companion/Phase1/MissionModule_zSubmodule_CompReaction_FF_Phase1_FightStart_0.Default__MissionModule_zSubmodule_CompReaction_FF_Phase1_FightStart_0_C) CONTENT: EN(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/Companion/Phase1/MissionModule_zSubmodule_CompReaction_FF_Phase1_FightStart_1.Default__MissionModule_zSubmodule_CompReaction_FF_Phase1_FightStart_1_C) CONTENT: EN(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/Companion/Phase1/MissionModule_zSubmodule_CompReaction_FF_Phase1_Node1Opened_0.Default__MissionModule_zSubmodule_CompReaction_FF_Phase1_Node1Opened_0_C) CONTENT: EN(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/Companion/Phase1/MissionModule_zSubmodule_CompReaction_FF_Phase1_Node1Opened_1.Default__MissionModule_zSubmodule_CompReaction_FF_Phase1_Node1Opened_1_C) CONTENT: EN(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/Companion/Phase1/MissionModule_zSubmodule_CompReaction_FF_Phase1_ExomekSpawned_0.Default__MissionModule_zSubmodule_CompReaction_FF_Phase1_ExomekSpawned_0_C) CONTENT: EN(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/Companion/Phase1/MissionModule_zSubmodule_CompReaction_FF_Phase1_ExomekSpawned_0b.Default__MissionModule_zSubmodule_CompReaction_FF_Phase1_ExomekSpawned_0b_C) CONTENT: EN(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/Companion/Phase1/MissionModule_zSubmodule_CompReaction_FF_Phase1_ExomekSpawned_1.Default__MissionModule_zSubmodule_CompReaction_FF_Phase1_ExomekSpawned_1_C) CONTENT: EN(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/Companion/Phase1/MissionModule_zSubmodule_CompReaction_FF_Phase1_ExomekSpawned_2.Default__MissionModule_zSubmodule_CompReaction_FF_Phase1_ExomekSpawned_2_C) CONTENT: EN(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/Companion/Phase1/MissionModule_zSubmodule_CompReaction_FF_Phase1_ExomekSpawned_3.Default__MissionModule_zSubmodule_CompReaction_FF_Phase1_ExomekSpawned_3_C) CONTENT: EN(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/Companion/Phase1/MissionModule_zSubmodule_CompReaction_FF_Phase1_ExomekSpawned_4.Default__MissionModule_zSubmodule_CompReaction_FF_Phase1_ExomekSpawned_4_C) CONTENT: EN(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/Companion/Phase1/MissionModule_zSubmodule_CompReaction_FF_Phase1_Node1ExoDamage_0.Default__MissionModule_zSubmodule_CompReaction_FF_Phase1_Node1ExoDamage_0_C) CONTENT: EN(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/Companion/Phase1/MissionModule_zSubmodule_CompReaction_FF_Phase1_Node1Destroyed_0.Default__MissionModule_zSubmodule_CompReaction_FF_Phase1_Node1Destroyed_0_C) CONTENT: EN(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/Companion/Phase1/MissionModule_zSubmodule_CompReaction_FF_Phase1_Node1Destroyed_1.Default__MissionModule_zSubmodule_CompReaction_FF_Phase1_Node1Destroyed_1_C) CONTENT: EN(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/Companion/Phase1/MissionModule_zSubmodule_CompReaction_FF_Phase1_Node1Destroyed_2.Default__MissionModule_zSubmodule_CompReaction_FF_Phase1_Node1Destroyed_2_C) CONTENT: EN(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/Companion/Phase1/MissionModule_zSubmodule_CompReaction_FF_Phase1_Node1Destroyed_3.Default__MissionModule_zSubmodule_CompReaction_FF_Phase1_Node1Destroyed_3_C) CONTENT: EN(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/Companion/Phase1/MissionModule_zSubmodule_CompReaction_FF_Phase1_Node1Destroyed_4.Default__MissionModule_zSubmodule_CompReaction_FF_Phase1_Node1Destroyed_4_C) CONTENT: EN(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/Companion/Phase1/MissionModule_zSubmodule_CompReaction_FF_Phase1_Node1Destroyed_5.Default__MissionModule_zSubmodule_CompReaction_FF_Phase1_Node1Destroyed_5_C) CONTENT: EN(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/Companion/Phase1/MissionModule_zSubmodule_CompReaction_FF_Phase1_Node1Destroyed_6.Default__MissionModule_zSubmodule_CompReaction_FF_Phase1_Node1Destroyed_6_C) CONTENT: EN(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/Companion/Phase1/MissionModule_zSubmodule_CompReaction_FF_Phase1_Node1Destroyed_7.Default__MissionModule_zSubmodule_CompReaction_FF_Phase1_Node1Destroyed_7_C) CONTENT: EN(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/Companion/Phase1/MissionModule_zSubmodule_CompReaction_FF_Phase1_Node2Opened_0.Default__MissionModule_zSubmodule_CompReaction_FF_Phase1_Node2Opened_0_C) CONTENT: EN(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/Companion/Phase1/MissionModule_zSubmodule_CompReaction_FF_Phase1_Node2Opened_1.Default__MissionModule_zSubmodule_CompReaction_FF_Phase1_Node2Opened_1_C) CONTENT: EN(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/Companion/Phase1/MissionModule_zSubmodule_CompReaction_FF_Phase1_Node2Opened_2.Default__MissionModule_zSubmodule_CompReaction_FF_Phase1_Node2Opened_2_C) CONTENT: EN(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/Companion/Phase1/MissionModule_zSubmodule_CompReaction_FF_Phase1_Node2Destroyed_0.Default__MissionModule_zSubmodule_CompReaction_FF_Phase1_Node2Destroyed_0_C) CONTENT: EN(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/Companion/Phase1/MissionModule_zSubmodule_CompReaction_FF_Phase1_Node2Destroyed_1.Default__MissionModule_zSubmodule_CompReaction_FF_Phase1_Node2Destroyed_1_C) CONTENT: EN(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/Companion/Phase1/MissionModule_zSubmodule_CompReaction_FF_Phase1_Node3Opened_0.Default__MissionModule_zSubmodule_CompReaction_FF_Phase1_Node3Opened_0_C) CONTENT: EN(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/Companion/Phase1/MissionModule_zSubmodule_CompReaction_FF_Phase1_Node3Opened_1.Default__MissionModule_zSubmodule_CompReaction_FF_Phase1_Node3Opened_1_C) CONTENT: EN(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/Companion/Phase1/MissionModule_zSubmodule_CompReaction_FF_Phase1_Node3Destroyed_0.Default__MissionModule_zSubmodule_CompReaction_FF_Phase1_Node3Destroyed_0_C) CONTENT: EN(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/Companion/Phase1/MissionModule_zSubmodule_CompReaction_FF_Phase1_Node3Destroyed_1.Default__MissionModule_zSubmodule_CompReaction_FF_Phase1_Node3Destroyed_1_C) CONTENT: EN(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/Companion/Phase1/MissionModule_zSubmodule_CompReaction_FF_Phase1_Node3Destroyed_2.Default__MissionModule_zSubmodule_CompReaction_FF_Phase1_Node3Destroyed_2_C) CONTENT: EN(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/Companion/Phase1/MissionModule_zSubmodule_CompReaction_FF_Phase1_Node4Opened_0.Default__MissionModule_zSubmodule_CompReaction_FF_Phase1_Node4Opened_0_C) CONTENT: EN(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/Companion/Phase1/MissionModule_zSubmodule_CompReaction_FF_Phase1_Node4Opened_1.Default__MissionModule_zSubmodule_CompReaction_FF_Phase1_Node4Opened_1_C) CONTENT: EN(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/Companion/Phase1/MissionModule_zSubmodule_CompReaction_FF_Phase1_Node4Destroyed_0.Default__MissionModule_zSubmodule_CompReaction_FF_Phase1_Node4Destroyed_0_C) CONTENT: EN(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/Companion/Phase1/MissionModule_zSubmodule_CompReaction_FF_Phase1_Node4Destroyed_1.Default__MissionModule_zSubmodule_CompReaction_FF_Phase1_Node4Destroyed_1_C) CONTENT: EN(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/Companion/Phase1/MissionModule_zSubmodule_CompReaction_FF_Phase1_Node4Destroyed_2.Default__MissionModule_zSubmodule_CompReaction_FF_Phase1_Node4Destroyed_2_C) CONTENT: EN(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/Companion/Phase1/MissionModule_zSubmodule_CompReaction_FF_Phase1_Node4Destroyed_3.Default__MissionModule_zSubmodule_CompReaction_FF_Phase1_Node4Destroyed_3_C) CONTENT: EN(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/Companion/Phase2/MissionModule_zSubmodule_CompReaction_FF_Phase2_MekDownForRockwell.Default__MissionModule_zSubmodule_CompReaction_FF_Phase2_MekDownForRockwell_C) CONTENT: EN(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/Companion/Phase2/MissionModule_zSubmodule_CompReaction_FF_Phase2_RockwellExposed_0.Default__MissionModule_zSubmodule_CompReaction_FF_Phase2_RockwellExposed_0_C) CONTENT: EN(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/Companion/Phase2/MissionModule_zSubmodule_CompReaction_FF_Phase2_RockwellExposed_1.Default__MissionModule_zSubmodule_CompReaction_FF_Phase2_RockwellExposed_1_C) CONTENT: EN(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/Companion/Phase1/MissionModule_zSubmodule_CompReaction_FF_Phase1_Node4Destroyed_4.Default__MissionModule_zSubmodule_CompReaction_FF_Phase1_Node4Destroyed_4_C) CONTENT: EN(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/Companion/Phase2/MissionModule_zSubmodule_CompReaction_FF_Phase2_RockwellAt75_0.Default__MissionModule_zSubmodule_CompReaction_FF_Phase2_RockwellAt75_0_C) CONTENT: EN(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/Companion/Phase2/MissionModule_zSubmodule_CompReaction_FF_Phase2_RockwellAt75_1.Default__MissionModule_zSubmodule_CompReaction_FF_Phase2_RockwellAt75_1_C) CONTENT: EN(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/Companion/Phase2/MissionModule_zSubmodule_CompReaction_FF_Phase2_RockwellAt75_2.Default__MissionModule_zSubmodule_CompReaction_FF_Phase2_RockwellAt75_2_C) CONTENT: EN(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/Companion/Phase2/MissionModule_zSubmodule_CompReaction_FF_Phase2_RockwellAt75_3.Default__MissionModule_zSubmodule_CompReaction_FF_Phase2_RockwellAt75_3_C) CONTENT: EN(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/Companion/Phase2/MissionModule_zSubmodule_CompReaction_FF_Phase2_RockwellAt75_4.Default__MissionModule_zSubmodule_CompReaction_FF_Phase2_RockwellAt75_4_C) CONTENT: EN(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/Companion/Phase2/MissionModule_zSubmodule_CompReaction_FF_Phase2_RockwellAt50_0.Default__MissionModule_zSubmodule_CompReaction_FF_Phase2_RockwellAt50_0_C) CONTENT: EN(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/Companion/Phase2/MissionModule_zSubmodule_CompReaction_FF_Phase2_RockwellAt50_1.Default__MissionModule_zSubmodule_CompReaction_FF_Phase2_RockwellAt50_1_C) CONTENT: EN(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/Companion/Phase2/MissionModule_zSubmodule_CompReaction_FF_Phase2_RockwellAt50_2.Default__MissionModule_zSubmodule_CompReaction_FF_Phase2_RockwellAt50_2_C) CONTENT: EN(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/Companion/Phase2/MissionModule_zSubmodule_CompReaction_FF_Phase2_RockwellAt50_3.Default__MissionModule_zSubmodule_CompReaction_FF_Phase2_RockwellAt50_3_C) CONTENT: EN(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/Companion/Phase2/MissionModule_zSubmodule_CompReaction_FF_Phase2_RockwellAt25_0.Default__MissionModule_zSubmodule_CompReaction_FF_Phase2_RockwellAt25_0_C) CONTENT: EN(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/Companion/Phase2/MissionModule_zSubmodule_CompReaction_FF_Phase2_RockwellAt25_1.Default__MissionModule_zSubmodule_CompReaction_FF_Phase2_RockwellAt25_1_C) CONTENT: EN(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/Companion/Phase3/MissionModule_zSubmodule_CompReaction_FF_Phase2_RockwellAt0_0.Default__MissionModule_zSubmodule_CompReaction_FF_Phase2_RockwellAt0_0_C) CONTENT: EN(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/Companion/Phase3/MissionModule_zSubmodule_CompReaction_FF_Phase2_RockwellAt0_Hlna_SP.Default__MissionModule_zSubmodule_CompReaction_FF_Phase2_RockwellAt0_Hlna_SP_C) CONTENT: EN(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/Companion/Phase3/MissionModule_zSubmodule_CompReaction_FF_Phase2_RockwellAt0_Hlna_MP.Default__MissionModule_zSubmodule_CompReaction_FF_Phase2_RockwellAt0_Hlna_MP_C) CONTENT: EN(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/Companion/Phase3/MissionModule_zSubmodule_CompReaction_FF_Phase3_EveryoneFire_0.Default__MissionModule_zSubmodule_CompReaction_FF_Phase3_EveryoneFire_0_C) CONTENT: EN(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/Companion/Phase3/MissionModule_zSubmodule_CompReaction_FF_Phase3_EveryoneFire_1.Default__MissionModule_zSubmodule_CompReaction_FF_Phase3_EveryoneFire_1_C) CONTENT: EN(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/Companion/Phase3/MissionModule_zSubmodule_CompReaction_FF_Phase3_EveryoneFire_2.Default__MissionModule_zSubmodule_CompReaction_FF_Phase3_EveryoneFire_2_C) CONTENT: EN(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/Companion/Phase3/MissionModule_zSubmodule_CompReaction_FF_Phase3_EveryoneFire_3.Default__MissionModule_zSubmodule_CompReaction_FF_Phase3_EveryoneFire_3_C) CONTENT: EN(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/Companion/Phase3/MissionModule_zSubmodule_CompReaction_FF_Phase3_EveryoneFire_4.Default__MissionModule_zSubmodule_CompReaction_FF_Phase3_EveryoneFire_4_C) CONTENT: EN(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/Companion/Phase3/MissionModule_zSubmodule_CompReaction_FF_Phase3_Success_0.Default__MissionModule_zSubmodule_CompReaction_FF_Phase3_Success_0_C) CONTENT: EN(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/Companion/Phase3/MissionModule_zSubmodule_CompReaction_FF_Phase3_Failure_0.Default__MissionModule_zSubmodule_CompReaction_FF_Phase3_Failure_0_C) CONTENT: EN(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/Companion/Phase3/MissionModule_zSubmodule_CompReaction_FF_Phase3_Failure_1.Default__MissionModule_zSubmodule_CompReaction_FF_Phase3_Failure_1_C) CONTENT: EN(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/Companion/Phase3/MissionModule_zSubmodule_CompReaction_FF_Phase3_Failure_2.Default__MissionModule_zSubmodule_CompReaction_FF_Phase3_Failure_2_C) CONTENT: EN(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/Companion/Phase3/MissionModule_zSubmodule_CompReaction_FF_Phase3_Failure_3.Default__MissionModule_zSubmodule_CompReaction_FF_Phase3_Failure_3_C) CONTENT: EN(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/Companion/Phase3/MissionModule_zSubmodule_CompReaction_FF_Phase3_Failure_4.Default__MissionModule_zSubmodule_CompReaction_FF_Phase3_Failure_4_C) CONTENT: EN(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/Companion/Phase3/MissionModule_zSubmodule_CompReaction_FF_Phase3_Failure_5.Default__MissionModule_zSubmodule_CompReaction_FF_Phase3_Failure_5_C) CONTENT: EN(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/Companion/MissionModule_zSubmodule_CompReaction_FF_NodeClosed.Default__MissionModule_zSubmodule_CompReaction_FF_NodeClosed_C) CONTENT: EN(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/Companion/MissionModule_zSubmodule_CompReaction_FF_NodeReopened.Default__MissionModule_zSubmodule_CompReaction_FF_NodeReopened_C) CONTENT: EN(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/Companion/MissionModule_zSubmodule_CompReaction_FF_ExoFiringBeam.Default__MissionModule_zSubmodule_CompReaction_FF_ExoFiringBeam_C) CONTENT: EN(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/Companion/MissionModule_zSubmodule_CompReaction_FF_ExomekUp.Default__MissionModule_zSubmodule_CompReaction_FF_ExomekUp_C) CONTENT: EN(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/Companion/MissionModule_zSubmodule_CompReaction_FF_ExomekUp_Nagging.Default__MissionModule_zSubmodule_CompReaction_FF_ExomekUp_Nagging_C) CONTENT: EN(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/Companion/MissionModule_zSubmodule_CompReaction_FF_ExomekDown.Default__MissionModule_zSubmodule_CompReaction_FF_ExomekDown_C) CONTENT: EN(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/Companion/Phase3/MissionModule_zSubmodule_CompReaction_FF_Phase2_RockwellAt0_1.Default__MissionModule_zSubmodule_CompReaction_FF_Phase2_RockwellAt0_1_C) CONTENT: EN(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/Companion/Phase3/MissionModule_zSubmodule_CompReaction_FF_Phase2_RockwellAt0_2.Default__MissionModule_zSubmodule_CompReaction_FF_Phase2_RockwellAt0_2_C) CONTENT: EN(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/Companion/Phase3/MissionModule_zSubmodule_CompReaction_FF_Phase2_RockwellAt0_3.Default__MissionModule_zSubmodule_CompReaction_FF_Phase2_RockwellAt0_3_C) CONTENT: FinalBattle_AddPlayers_Title(/Engine/Transient.REINST_MissionModule_AddPlayersInRadiusToMission_FinalBattleAlt_C_0) CONTENT: FinalBattle_AddPlayers_Title(/Engine/Transient.Default__REINST_MissionModule_AddPlayersInRadiusToMission_FinalBattleAlt_C_57577) CONTENT: FinalBattle_AddPlayers_Title(/Engine/Transient.REINST_MissionModule_AddPlayersInRadiusToMission_FinalBattleAlt_C_1) LITERAL: TimedDeactivate(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/MissionType_FinalBattleImmersive.MissionType_FinalBattleImmersive:AscendPlayers.K2Node_CallFunction_816540) LITERAL: N/A(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/MissionType_FinalBattleImmersive.MissionType_FinalBattleImmersive:BPGetMissionTimerText.K2Node_CallFunction_1260476) LITERAL: TimedDeactivate(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/MissionType_FinalBattleImmersive.MissionType_FinalBattleImmersive:BPOnPlayerRemovedFromMission.K2Node_CallFunction_458532) LITERAL: AscendPlayers(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/MissionType_FinalBattleImmersive.MissionType_FinalBattleImmersive:BPOnPlayerRemovedFromMission.K2Node_CallFunction_708990) LITERAL: TimedTeleportTrailingChars(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/MissionType_FinalBattleImmersive.MissionType_FinalBattleImmersive:EventGraph.K2Node_CallFunction_361457) LITERAL: FillEnergy(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/MissionType_FinalBattleImmersive.MissionType_FinalBattleImmersive:GeneratePerPlayerPhaseRequirements.K2Node_CallFunction_259165) LITERAL: FillEnergy(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/MissionType_FinalBattleImmersive.MissionType_FinalBattleImmersive:GeneratePerPlayerPhaseRequirements.K2Node_CallFunction_260070) LITERAL: TimedSkipModule(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/MissionType_FinalBattleImmersive.MissionType_FinalBattleImmersive:RunMissionModule.K2Node_CallFunction_319554) LITERAL: TeleportTrailingCharsToArena(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/MissionType_FinalBattleImmersive.MissionType_FinalBattleImmersive:RunMissionModule.K2Node_CallFunction_324795) LITERAL: TimedSetFaceManagerBossRef(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/MissionType_FinalBattleImmersive.MissionType_FinalBattleImmersive:RunMissionModule.K2Node_CallFunction_490598) LITERAL: Teleporting Tames At End Of Battle(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/MissionType_FinalBattleImmersive.MissionType_FinalBattleImmersive:TeleportDinosAndPreAscendPlayers.K2Node_CallFunction_335750) LITERAL: TeleportTrailingCharsToArena(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/MissionType_FinalBattleImmersive.MissionType_FinalBattleImmersive:TimedTeleportTrailingChars.K2Node_CallFunction_324795) CONTENT: Teleporting(/Engine/Transient.REINST_MissionModule_zSubmodule_TeleportPlayers_FinalBattleAlt_C_0) CONTENT: Spacescape Viewing Bridge(/Engine/Transient.REINST_MissionModule_FinalBattleAlt_C_0) CONTENT: Super Rockwell Tentacle(/Engine/Transient.REINST_Gen2_FinalBattleAlt_Tentacle_Super_C_0) CONTENT: Super Rockwell Tentacle(/Engine/Transient.Default__REINST_Gen2_FinalBattleAlt_Tentacle_Super_C_57613) CONTENT: Super Rockwell Tentacle(/Engine/Transient.REINST_Gen2_FinalBattleAlt_Tentacle_Super_C_1) CONTENT: Rockwell Prime Tentacle(/Engine/Transient.REINST_Gen2_FinalBattleAlt_Tentacle_Boss_C_0) CONTENT: Rockwell Prime Tentacle(/Engine/Transient.Default__REINST_Gen2_FinalBattleAlt_Tentacle_Boss_C_57620) CONTENT: Rockwell Prime Tentacle(/Engine/Transient.REINST_Gen2_FinalBattleAlt_Tentacle_Boss_C_1) LITERAL: CloseDoor(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/MissionModule_FinalBattleAlt.MissionModule_FinalBattleAlt:HandleMissionModuleBegin.K2Node_CallFunction_551015) LITERAL: TimedExosuitSpawn(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/MissionModule_FinalBattleAlt.MissionModule_FinalBattleAlt:HandleMissionModuleBegin.K2Node_CallFunction_222146) LITERAL: AdjustNodeAndBossHealthPerNumPlayers(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/MissionModule_FinalBattleAlt.MissionModule_FinalBattleAlt:HandleMissionModuleBegin.K2Node_CallFunction_573144) LITERAL: TimedBroadcastHint(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/MissionModule_FinalBattleAlt.MissionModule_FinalBattleAlt:HandleMissionModuleBegin.K2Node_CallFunction_185075) LITERAL: ManualCheckRWPrimeActivation(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/MissionModule_FinalBattleAlt.MissionModule_FinalBattleAlt:HandleMissionModuleBegin.K2Node_CallFunction_213465) LITERAL: TimedBroadcastHint(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/MissionModule_FinalBattleAlt.MissionModule_FinalBattleAlt:InitCurrentPhase.K2Node_CallFunction_185075) LITERAL: SpawnBossTentacles(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/MissionModule_FinalBattleAlt.MissionModule_FinalBattleAlt:InitCurrentPhase.K2Node_CallFunction_191077) LITERAL: TimedReactivateShield(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/MissionModule_FinalBattleAlt.MissionModule_FinalBattleAlt:DeactivateShield.K2Node_CallFunction_288409) LITERAL: Trigger_RespawnCreatures(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/MissionModule_FinalBattleAlt.MissionModule_FinalBattleAlt:ToggleSummonerSpawns.K2Node_CallFunction_400876) LITERAL: Trigger_RespawnCreatures(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/MissionModule_FinalBattleAlt.MissionModule_FinalBattleAlt:ToggleSummonerSpawns.K2Node_CallFunction_376965) LITERAL: TimedReactivateShield(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/MissionModule_FinalBattleAlt.MissionModule_FinalBattleAlt:HandleMissionDinoDied.K2Node_CallFunction_198520) LITERAL: TimedExosuitSpawn(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/MissionModule_FinalBattleAlt.MissionModule_FinalBattleAlt:HandleMissionDinoDied.K2Node_CallFunction_302348) LITERAL: ManualCheckRWPrimeActivation(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/MissionModule_FinalBattleAlt.MissionModule_FinalBattleAlt:HandleMissionDinoDied.K2Node_CallFunction_213465) LITERAL: NodeActiveUpdateProjTarget(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/MissionModule_FinalBattleAlt.MissionModule_FinalBattleAlt:HandleMissionDinoDied.K2Node_CallFunction_389291) LITERAL: CheckCancelHLNAScan(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/MissionModule_FinalBattleAlt.MissionModule_FinalBattleAlt:SpawnExosuit.K2Node_CallFunction_201349) LITERAL: TimedReactivateShield(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/MissionModule_FinalBattleAlt.MissionModule_FinalBattleAlt:OnNodeTakeDamage.K2Node_CallFunction_288409) LITERAL: TimedSetExosuitCalledCanbeTriggered(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/MissionModule_FinalBattleAlt.MissionModule_FinalBattleAlt:OnNodeTakeDamage.K2Node_CallFunction_582092) LITERAL: TimedExosuitSpawn(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/MissionModule_FinalBattleAlt.MissionModule_FinalBattleAlt:HandleMissionGetPerPlayerIndicators.K2Node_CallFunction_223908) LITERAL: TeleportTrailingCharsToArena(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/MissionModule_FinalBattleAlt.MissionModule_FinalBattleAlt:CloseDoor.K2Node_CallFunction_550295) LITERAL: TimedExosuitSpawn(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/MissionModule_FinalBattleAlt.MissionModule_FinalBattleAlt:HandleMissionTriggerOverlapBegin.K2Node_CallFunction_222146) LITERAL: TimedExosuitSpawn(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/MissionModule_FinalBattleAlt.MissionModule_FinalBattleAlt:HandleMissionTriggerOverlapBegin.K2Node_CallFunction_179205) LITERAL: TimedRWPrimeActivation(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/MissionModule_FinalBattleAlt.MissionModule_FinalBattleAlt:HandleMissionTriggerOverlapBegin.K2Node_CallFunction_222874) LITERAL: TimedRWPrimeActivation(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/MissionModule_FinalBattleAlt.MissionModule_FinalBattleAlt:HandleMissionTriggerOverlapBegin.K2Node_CallFunction_186475) LITERAL: NagPlayersAboutExosuit(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/MissionModule_FinalBattleAlt.MissionModule_FinalBattleAlt:TimedExosuitSpawn.K2Node_CallFunction_317443) LITERAL: NodeActiveUpdateProjTarget(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/MissionModule_FinalBattleAlt.MissionModule_FinalBattleAlt:NodeActiveUpdateProjTarget.K2Node_CallFunction_674917) LITERAL: CheckFinalExosuitBeamHits(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/MissionModule_FinalBattleAlt.MissionModule_FinalBattleAlt:OnBossStartDying.K2Node_CallFunction_310682) LITERAL: TimedBroadcastHint(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/MissionModule_FinalBattleAlt.MissionModule_FinalBattleAlt:OnBossStartDying.K2Node_CallFunction_185075) LITERAL: TriggerTimedFireBeams0_(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/MissionModule_FinalBattleAlt.MissionModule_FinalBattleAlt:OnBossStartDying.K2Node_CallFunction_231385) LITERAL: TriggerTimedFillExosuitEnergy(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/MissionModule_FinalBattleAlt.MissionModule_FinalBattleAlt:OnBossStartDying.K2Node_CallFunction_515132) LITERAL: TriggerTimedFillExosuitEnergy(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/MissionModule_FinalBattleAlt.MissionModule_FinalBattleAlt:OnBossStartDying.K2Node_CallFunction_513279) LITERAL: TriggerTimedFireBeams1(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/MissionModule_FinalBattleAlt.MissionModule_FinalBattleAlt:OnBossStartDying.K2Node_CallFunction_231386) LITERAL: TriggerTimedFireBeams2(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/MissionModule_FinalBattleAlt.MissionModule_FinalBattleAlt:OnBossStartDying.K2Node_CallFunction_231387) LITERAL: TriggerTimedFireBeams3(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/MissionModule_FinalBattleAlt.MissionModule_FinalBattleAlt:OnBossStartDying.K2Node_CallFunction_231388) LITERAL: TriggerTimedFireBeams4(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/MissionModule_FinalBattleAlt.MissionModule_FinalBattleAlt:OnBossStartDying.K2Node_CallFunction_1038638) LITERAL: CheckFinalExosuitBeamHits(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/MissionModule_FinalBattleAlt.MissionModule_FinalBattleAlt:CheckFinalExosuitBeamHits.K2Node_CallFunction_310682) LITERAL: Disabled(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/MissionModule_FinalBattleAlt.MissionModule_FinalBattleAlt:ToggleEnemyAI.K2Node_CallFunction_280359) LITERAL: Enabled(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/MissionModule_FinalBattleAlt.MissionModule_FinalBattleAlt:ToggleEnemyAI.K2Node_CallFunction_281320) LITERAL: FillEnergy(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/MissionModule_FinalBattleAlt.MissionModule_FinalBattleAlt:DepleteExosuitEnergy.K2Node_CallFunction_315083) LITERAL: CheckReEnableEnemyAI(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/MissionModule_FinalBattleAlt.MissionModule_FinalBattleAlt:TimedRWPrimeActivation.K2Node_CallFunction_247490) LITERAL: NagPlayersAboutExosuit(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/MissionModule_FinalBattleAlt.MissionModule_FinalBattleAlt:NagPlayersAboutExosuit.K2Node_CallFunction_317443) LITERAL: NagPlayersAboutExosuit(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/MissionModule_FinalBattleAlt.MissionModule_FinalBattleAlt:ExomekAvailable.K2Node_CallFunction_317443) LITERAL: CheckReEnableEnemyAI(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/MissionModule_FinalBattleAlt.MissionModule_FinalBattleAlt:CheckReEnableEnemyAI.K2Node_CallFunction_247490) CONTENT: Spacescape Viewing Bridge(/Engine/Transient.Default__REINST_MissionModule_FinalBattleAlt_C_57627) CONTENT: Spacescape Viewing Bridge(/Engine/Transient.REINST_MissionModule_FinalBattleAlt_C_1) CONTENT: Teleporting(/Engine/Transient.Default__REINST_MissionModule_zSubmodule_TeleportPlayers_FinalBattleAlt_C_57634) CONTENT: Teleporting(/Engine/Transient.REINST_MissionModule_zSubmodule_TeleportPlayers_FinalBattleAlt_C_1) CONTENT: Final Battle Entrance(/Engine/Transient.REINST_MissionModule_Checkpoints_FinalBattleImmersive_C_0) LITERAL: TimedClearDisableCheckpoint(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/MissionModule_Checkpoints_FinalBattleImmersive.MissionModule_Checkpoints_FinalBattleImmersive:SwitchStructureActivated.K2Node_CallFunction_403751) LITERAL: TimedClearDisableCheckpoint(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/MissionModule_Checkpoints_FinalBattleImmersive.MissionModule_Checkpoints_FinalBattleImmersive:HandleMissionModuleBegin.K2Node_CallFunction_403751) LITERAL: ActivateNextSwitch(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/MissionModule_Checkpoints_FinalBattleImmersive.MissionModule_Checkpoints_FinalBattleImmersive:OnCheckpointIncremented.K2Node_CallFunction_580861) CONTENT: Final Battle Entrance(/Engine/Transient.Default__REINST_MissionModule_Checkpoints_FinalBattleImmersive_C_57642) CONTENT: Final Battle Entrance(/Engine/Transient.REINST_MissionModule_Checkpoints_FinalBattleImmersive_C_1) CONTENT: Final Battle Entrance(/Engine/Transient.REINST_MissionModule_Regroup_FinalBattleAlt_C_0) LITERAL: TriggerManualOverlapCheck(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/MissionModule_Regroup_FinalBattleAlt.MissionModule_Regroup_FinalBattleAlt:HandleMissionTriggerOverlapBegin.K2Node_CallFunction_352138) CONTENT: Final Battle Entrance(/Engine/Transient.Default__REINST_MissionModule_Regroup_FinalBattleAlt_C_57651) CONTENT: Final Battle Entrance(/Engine/Transient.REINST_MissionModule_Regroup_FinalBattleAlt_C_1) CONTENT: Terminus(/Engine/Transient.Default__REINST_MissionType_FinalBattleImmersive_C_57658) CONTENT: Take on Rockwell in his unholy throne room, for one last chance to complete the ship's mission.(/Engine/Transient.Default__REINST_MissionType_FinalBattleImmersive_C_57658) CONTENT: Waiting For Players(/Engine/Transient.Default__REINST_MissionType_FinalBattleImmersive_C_57658) CONTENT: Get Ready!(/Engine/Transient.Default__REINST_MissionType_FinalBattleImmersive_C_57658) CONTENT: Waiting to add players to mission...(/Engine/Transient.Default__REINST_MissionType_FinalBattleImmersive_C_57658) CONTENT: Investigate(/Engine/Transient.Default__REINST_MissionType_FinalBattleImmersive_C_57658) CONTENT: Activate(/Engine/Transient.Default__REINST_MissionType_FinalBattleImmersive_C_57658) CONTENT: Regroup(/Engine/Transient.Default__REINST_MissionType_FinalBattleImmersive_C_57658) CONTENT: Regroup Time(/Engine/Transient.Default__REINST_MissionType_FinalBattleImmersive_C_57658) CONTENT: Nodes Remaining(/Engine/Transient.Default__REINST_MissionType_FinalBattleImmersive_C_57658) CONTENT: Shield Active! Kill Super Tentacles!(/Engine/Transient.Default__REINST_MissionType_FinalBattleImmersive_C_57658) CONTENT: Shield Disabled! Attack the exposed Node!(/Engine/Transient.Default__REINST_MissionType_FinalBattleImmersive_C_57658) CONTENT: Defeat Rockwell!(/Engine/Transient.Default__REINST_MissionType_FinalBattleImmersive_C_57658) CONTENT: Blast Rockwell with your Exo-Mek Beam!(/Engine/Transient.Default__REINST_MissionType_FinalBattleImmersive_C_57658) CONTENT: Super Tentacles Killed(/Engine/Transient.Default__REINST_MissionType_FinalBattleImmersive_C_57658) CONTENT: Rockwell Node(/Engine/Transient.Default__REINST_MissionType_FinalBattleImmersive_C_57658) CONTENT: Rockwell(/Engine/Transient.Default__REINST_MissionType_FinalBattleImmersive_C_57658) CONTENT: Exo-Mek(/Engine/Transient.Default__REINST_MissionType_FinalBattleImmersive_C_57658) CONTENT: Exo-Mek(/Engine/Transient.Default__REINST_MissionType_FinalBattleImmersive_C_57658) CONTENT: Investigate(/Engine/Transient.Default__REINST_MissionType_FinalBattleImmersive_C_57658) CONTENT: Investigate HLNA's findings...(/Engine/Transient.Default__REINST_MissionType_FinalBattleImmersive_C_57658) CONTENT: Utilize the Exo-Mek against Rockwell!(/Engine/Transient.Default__REINST_MissionType_FinalBattleImmersive_C_57658) CONTENT: Exo-Mek Energy(/Engine/Transient.Default__REINST_MissionType_FinalBattleImmersive_C_57658) CONTENT: Investigate(/Engine/Transient.Default__REINST_MissionType_FinalBattleImmersive_C_57658) CONTENT: Investigate the Chrysalis...(/Engine/Transient.Default__REINST_MissionType_FinalBattleImmersive_C_57658) CONTENT: Arrival(/Engine/Transient.Default__REINST_MissionType_FinalBattleImmersive_C_57658) CONTENT: Investigate the area(/Engine/Transient.Default__REINST_MissionType_FinalBattleImmersive_C_57658) CONTENT: Beginning of the End(/Engine/Transient.Default__REINST_MissionType_FinalBattleImmersive_C_57658) CONTENT: Force Rockwell to confront you directly(/Engine/Transient.Default__REINST_MissionType_FinalBattleImmersive_C_57658) CONTENT: Defeat Rockwell(/Engine/Transient.Default__REINST_MissionType_FinalBattleImmersive_C_57658) CONTENT: This is your chance to stop him(/Engine/Transient.Default__REINST_MissionType_FinalBattleImmersive_C_57658) CONTENT: This Is It(/Engine/Transient.Default__REINST_MissionType_FinalBattleImmersive_C_57658) CONTENT: Eliminate Rockwell... Once and for all(/Engine/Transient.Default__REINST_MissionType_FinalBattleImmersive_C_57658) CONTENT: Terminus(/Engine/Transient.REINST_MissionType_FinalBattleImmersive_C_1) CONTENT: Take on Rockwell in his unholy throne room, for one last chance to complete the ship's mission.(/Engine/Transient.REINST_MissionType_FinalBattleImmersive_C_1) CONTENT: Waiting For Players(/Engine/Transient.REINST_MissionType_FinalBattleImmersive_C_1) CONTENT: Get Ready!(/Engine/Transient.REINST_MissionType_FinalBattleImmersive_C_1) CONTENT: Waiting to add players to mission...(/Engine/Transient.REINST_MissionType_FinalBattleImmersive_C_1) CONTENT: Investigate(/Engine/Transient.REINST_MissionType_FinalBattleImmersive_C_1) CONTENT: Activate(/Engine/Transient.REINST_MissionType_FinalBattleImmersive_C_1) CONTENT: Regroup(/Engine/Transient.REINST_MissionType_FinalBattleImmersive_C_1) CONTENT: Regroup Time(/Engine/Transient.REINST_MissionType_FinalBattleImmersive_C_1) CONTENT: Nodes Remaining(/Engine/Transient.REINST_MissionType_FinalBattleImmersive_C_1) CONTENT: Shield Active! Kill Super Tentacles!(/Engine/Transient.REINST_MissionType_FinalBattleImmersive_C_1) CONTENT: Shield Disabled! Attack the exposed Node!(/Engine/Transient.REINST_MissionType_FinalBattleImmersive_C_1) CONTENT: Defeat Rockwell!(/Engine/Transient.REINST_MissionType_FinalBattleImmersive_C_1) CONTENT: Blast Rockwell with your Exo-Mek Beam!(/Engine/Transient.REINST_MissionType_FinalBattleImmersive_C_1) CONTENT: Super Tentacles Killed(/Engine/Transient.REINST_MissionType_FinalBattleImmersive_C_1) CONTENT: Rockwell Node(/Engine/Transient.REINST_MissionType_FinalBattleImmersive_C_1) CONTENT: Rockwell(/Engine/Transient.REINST_MissionType_FinalBattleImmersive_C_1) CONTENT: Exo-Mek(/Engine/Transient.REINST_MissionType_FinalBattleImmersive_C_1) CONTENT: Exo-Mek(/Engine/Transient.REINST_MissionType_FinalBattleImmersive_C_1) CONTENT: Investigate(/Engine/Transient.REINST_MissionType_FinalBattleImmersive_C_1) CONTENT: Investigate HLNA's findings...(/Engine/Transient.REINST_MissionType_FinalBattleImmersive_C_1) CONTENT: Utilize the Exo-Mek against Rockwell!(/Engine/Transient.REINST_MissionType_FinalBattleImmersive_C_1) CONTENT: Exo-Mek Energy(/Engine/Transient.REINST_MissionType_FinalBattleImmersive_C_1) CONTENT: Investigate(/Engine/Transient.REINST_MissionType_FinalBattleImmersive_C_1) CONTENT: Investigate the Chrysalis...(/Engine/Transient.REINST_MissionType_FinalBattleImmersive_C_1) CONTENT: Arrival(/Engine/Transient.REINST_MissionType_FinalBattleImmersive_C_1) CONTENT: Investigate the area(/Engine/Transient.REINST_MissionType_FinalBattleImmersive_C_1) CONTENT: Beginning of the End(/Engine/Transient.REINST_MissionType_FinalBattleImmersive_C_1) CONTENT: Force Rockwell to confront you directly(/Engine/Transient.REINST_MissionType_FinalBattleImmersive_C_1) CONTENT: Defeat Rockwell(/Engine/Transient.REINST_MissionType_FinalBattleImmersive_C_1) CONTENT: This is your chance to stop him(/Engine/Transient.REINST_MissionType_FinalBattleImmersive_C_1) CONTENT: This Is It(/Engine/Transient.REINST_MissionType_FinalBattleImmersive_C_1) CONTENT: Eliminate Rockwell... Once and for all(/Engine/Transient.REINST_MissionType_FinalBattleImmersive_C_1) CONTENT: Terminus(/Engine/Transient.Default__REINST_MissionType_FinalBattleImmersive_C_57662) CONTENT: Take on Rockwell in his unholy throne room, for one last chance to complete the ship's mission.(/Engine/Transient.Default__REINST_MissionType_FinalBattleImmersive_C_57662) CONTENT: Waiting For Players(/Engine/Transient.Default__REINST_MissionType_FinalBattleImmersive_C_57662) CONTENT: Get Ready!(/Engine/Transient.Default__REINST_MissionType_FinalBattleImmersive_C_57662) CONTENT: Waiting to add players to mission...(/Engine/Transient.Default__REINST_MissionType_FinalBattleImmersive_C_57662) CONTENT: Investigate(/Engine/Transient.Default__REINST_MissionType_FinalBattleImmersive_C_57662) CONTENT: Activate(/Engine/Transient.Default__REINST_MissionType_FinalBattleImmersive_C_57662) CONTENT: Regroup(/Engine/Transient.Default__REINST_MissionType_FinalBattleImmersive_C_57662) CONTENT: Regroup Time(/Engine/Transient.Default__REINST_MissionType_FinalBattleImmersive_C_57662) CONTENT: Nodes Remaining(/Engine/Transient.Default__REINST_MissionType_FinalBattleImmersive_C_57662) CONTENT: Shield Active! Kill Super Tentacles!(/Engine/Transient.Default__REINST_MissionType_FinalBattleImmersive_C_57662) CONTENT: Shield Disabled! Attack the exposed Node!(/Engine/Transient.Default__REINST_MissionType_FinalBattleImmersive_C_57662) CONTENT: Defeat Rockwell!(/Engine/Transient.Default__REINST_MissionType_FinalBattleImmersive_C_57662) CONTENT: Blast Rockwell with your Exo-Mek Beam!(/Engine/Transient.Default__REINST_MissionType_FinalBattleImmersive_C_57662) CONTENT: Super Tentacles Killed(/Engine/Transient.Default__REINST_MissionType_FinalBattleImmersive_C_57662) CONTENT: Rockwell Node(/Engine/Transient.Default__REINST_MissionType_FinalBattleImmersive_C_57662) CONTENT: Rockwell(/Engine/Transient.Default__REINST_MissionType_FinalBattleImmersive_C_57662) CONTENT: Exo-Mek(/Engine/Transient.Default__REINST_MissionType_FinalBattleImmersive_C_57662) CONTENT: Exo-Mek(/Engine/Transient.Default__REINST_MissionType_FinalBattleImmersive_C_57662) CONTENT: Investigate(/Engine/Transient.Default__REINST_MissionType_FinalBattleImmersive_C_57662) CONTENT: Investigate HLNA's findings...(/Engine/Transient.Default__REINST_MissionType_FinalBattleImmersive_C_57662) CONTENT: Utilize the Exo-Mek against Rockwell!(/Engine/Transient.Default__REINST_MissionType_FinalBattleImmersive_C_57662) CONTENT: Exo-Mek Energy(/Engine/Transient.Default__REINST_MissionType_FinalBattleImmersive_C_57662) CONTENT: Investigate(/Engine/Transient.Default__REINST_MissionType_FinalBattleImmersive_C_57662) CONTENT: Investigate the Chrysalis...(/Engine/Transient.Default__REINST_MissionType_FinalBattleImmersive_C_57662) CONTENT: Arrival(/Engine/Transient.Default__REINST_MissionType_FinalBattleImmersive_C_57662) CONTENT: Investigate the area(/Engine/Transient.Default__REINST_MissionType_FinalBattleImmersive_C_57662) CONTENT: Beginning of the End(/Engine/Transient.Default__REINST_MissionType_FinalBattleImmersive_C_57662) CONTENT: Force Rockwell to confront you directly(/Engine/Transient.Default__REINST_MissionType_FinalBattleImmersive_C_57662) CONTENT: Defeat Rockwell(/Engine/Transient.Default__REINST_MissionType_FinalBattleImmersive_C_57662) CONTENT: This is your chance to stop him(/Engine/Transient.Default__REINST_MissionType_FinalBattleImmersive_C_57662) CONTENT: This Is It(/Engine/Transient.Default__REINST_MissionType_FinalBattleImmersive_C_57662) CONTENT: Eliminate Rockwell... Once and for all(/Engine/Transient.Default__REINST_MissionType_FinalBattleImmersive_C_57662) CONTENT: /Game/Genesis2/Sounds/Characters/Rockwell/Boss/s_rockwell_agony_01.s_rockwell_agony_01(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/MissionType_FinalBattleImmersive.Default__MissionType_FinalBattleImmersive_C) CONTENT: /Game/Genesis2/Sounds/Characters/Rockwell/Boss/s_rockwell_agony_02.s_rockwell_agony_02(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/MissionType_FinalBattleImmersive.Default__MissionType_FinalBattleImmersive_C) CONTENT: /Game/Genesis2/Sounds/Characters/Rockwell/Boss/s_rockwell_boss_aft_ring_release_01_en.s_rockwell_boss_aft_ring_release_01_en(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/MissionType_FinalBattleImmersive.Default__MissionType_FinalBattleImmersive_C) CONTENT: /Game/Genesis2/Sounds/Characters/Rockwell/Boss/s_rockwell_boss_aft_ring_release_02_en.s_rockwell_boss_aft_ring_release_02_en(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/MissionType_FinalBattleImmersive.Default__MissionType_FinalBattleImmersive_C) CONTENT: /Game/Genesis2/Sounds/Characters/Rockwell/Boss/s_rockwell_boss_arena_intro_01_en.s_rockwell_boss_arena_intro_01_en(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/MissionType_FinalBattleImmersive.Default__MissionType_FinalBattleImmersive_C) CONTENT: /Game/Genesis2/Sounds/Characters/Rockwell/Boss/s_rockwell_boss_arena_intro_02_en.s_rockwell_boss_arena_intro_02_en(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/MissionType_FinalBattleImmersive.Default__MissionType_FinalBattleImmersive_C) CONTENT: /Game/Genesis2/Sounds/Characters/Rockwell/Boss/s_rockwell_boss_arena_intro_03_en.s_rockwell_boss_arena_intro_03_en(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/MissionType_FinalBattleImmersive.Default__MissionType_FinalBattleImmersive_C) CONTENT: /Game/Genesis2/Sounds/Characters/Rockwell/Boss/s_rockwell_boss_arena_intro_04_en.s_rockwell_boss_arena_intro_04_en(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/MissionType_FinalBattleImmersive.Default__MissionType_FinalBattleImmersive_C) CONTENT: /Game/Genesis2/Sounds/Characters/Rockwell/Boss/s_rockwell_boss_arena_intro_05_en.s_rockwell_boss_arena_intro_05_en(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/MissionType_FinalBattleImmersive.Default__MissionType_FinalBattleImmersive_C) CONTENT: /Game/Genesis2/Sounds/Characters/Rockwell/Boss/s_rockwell_boss_arena_intro_06_en.s_rockwell_boss_arena_intro_06_en(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/MissionType_FinalBattleImmersive.Default__MissionType_FinalBattleImmersive_C) CONTENT: /Game/Genesis2/Sounds/Characters/Rockwell/Boss/s_rockwell_boss_arena_intro_07_en.s_rockwell_boss_arena_intro_07_en(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/MissionType_FinalBattleImmersive.Default__MissionType_FinalBattleImmersive_C) CONTENT: /Game/Genesis2/Sounds/Characters/Rockwell/Boss/s_rockwell_boss_exomeks_needed_01_en.s_rockwell_boss_exomeks_needed_01_en(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/MissionType_FinalBattleImmersive.Default__MissionType_FinalBattleImmersive_C) CONTENT: /Game/Genesis2/Sounds/Characters/Rockwell/Boss/s_rockwell_boss_first_node_beaten_01_en.s_rockwell_boss_first_node_beaten_01_en(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/MissionType_FinalBattleImmersive.Default__MissionType_FinalBattleImmersive_C) CONTENT: /Game/Genesis2/Sounds/Characters/Rockwell/Boss/s_rockwell_boss_first_node_opens_01_en.s_rockwell_boss_first_node_opens_01_en(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/MissionType_FinalBattleImmersive.Default__MissionType_FinalBattleImmersive_C) CONTENT: /Game/Genesis2/Sounds/Characters/Rockwell/Boss/s_rockwell_boss_fourth_node_opens_01_en.s_rockwell_boss_fourth_node_opens_01_en(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/MissionType_FinalBattleImmersive.Default__MissionType_FinalBattleImmersive_C) CONTENT: /Game/Genesis2/Sounds/Characters/Rockwell/Boss/s_rockwell_boss_homonculi_spawn_01_en.s_rockwell_boss_homonculi_spawn_01_en(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/MissionType_FinalBattleImmersive.Default__MissionType_FinalBattleImmersive_C) CONTENT: /Game/Genesis2/Sounds/Characters/Rockwell/Boss/s_rockwell_boss_homonculi_spawn_02_en.s_rockwell_boss_homonculi_spawn_02_en(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/MissionType_FinalBattleImmersive.Default__MissionType_FinalBattleImmersive_C) CONTENT: /Game/Genesis2/Sounds/Characters/Rockwell/Boss/s_rockwell_boss_homonculi_spawn_03_en.s_rockwell_boss_homonculi_spawn_03_en(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/MissionType_FinalBattleImmersive.Default__MissionType_FinalBattleImmersive_C) CONTENT: /Game/Genesis2/Sounds/Characters/Rockwell/Boss/s_rockwell_boss_homonculi_spawn_04_en.s_rockwell_boss_homonculi_spawn_04_en(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/MissionType_FinalBattleImmersive.Default__MissionType_FinalBattleImmersive_C) CONTENT: /Game/Genesis2/Sounds/Characters/Rockwell/Boss/s_rockwell_boss_homonculi_spawn_05_en.s_rockwell_boss_homonculi_spawn_05_en(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/MissionType_FinalBattleImmersive.Default__MissionType_FinalBattleImmersive_C) CONTENT: /Game/Genesis2/Sounds/Characters/Rockwell/Boss/s_rockwell_boss_mission_failed_01_en.s_rockwell_boss_mission_failed_01_en(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/MissionType_FinalBattleImmersive.Default__MissionType_FinalBattleImmersive_C) CONTENT: /Game/Genesis2/Sounds/Characters/Rockwell/Boss/s_rockwell_boss_mission_failed_02_en.s_rockwell_boss_mission_failed_02_en(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/MissionType_FinalBattleImmersive.Default__MissionType_FinalBattleImmersive_C) CONTENT: /Game/Genesis2/Sounds/Characters/Rockwell/Boss/s_rockwell_boss_mission_failed_03_en.s_rockwell_boss_mission_failed_03_en(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/MissionType_FinalBattleImmersive.Default__MissionType_FinalBattleImmersive_C) CONTENT: /Game/Genesis2/Sounds/Characters/Rockwell/Boss/s_rockwell_boss_rockwell_prime_0_01_en.s_rockwell_boss_rockwell_prime_0_01_en(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/MissionType_FinalBattleImmersive.Default__MissionType_FinalBattleImmersive_C) CONTENT: /Game/Genesis2/Sounds/Characters/Rockwell/Boss/s_rockwell_boss_rockwell_prime_0_02_en.s_rockwell_boss_rockwell_prime_0_02_en(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/MissionType_FinalBattleImmersive.Default__MissionType_FinalBattleImmersive_C) CONTENT: /Game/Genesis2/Sounds/Characters/Rockwell/Boss/s_rockwell_boss_rockwell_prime_25_01_en.s_rockwell_boss_rockwell_prime_25_01_en(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/MissionType_FinalBattleImmersive.Default__MissionType_FinalBattleImmersive_C) CONTENT: /Game/Genesis2/Sounds/Characters/Rockwell/Boss/s_rockwell_boss_rockwell_prime_50_01_en.s_rockwell_boss_rockwell_prime_50_01_en(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/MissionType_FinalBattleImmersive.Default__MissionType_FinalBattleImmersive_C) CONTENT: /Game/Genesis2/Sounds/Characters/Rockwell/Boss/s_rockwell_boss_rockwell_prime_50_02_en.s_rockwell_boss_rockwell_prime_50_02_en(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/MissionType_FinalBattleImmersive.Default__MissionType_FinalBattleImmersive_C) CONTENT: /Game/Genesis2/Sounds/Characters/Rockwell/Boss/s_rockwell_boss_rockwell_prime_75_01_en.s_rockwell_boss_rockwell_prime_75_01_en(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/MissionType_FinalBattleImmersive.Default__MissionType_FinalBattleImmersive_C) CONTENT: /Game/Genesis2/Sounds/Characters/Rockwell/Boss/s_rockwell_boss_rockwell_prime_75_02_en.s_rockwell_boss_rockwell_prime_75_02_en(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/MissionType_FinalBattleImmersive.Default__MissionType_FinalBattleImmersive_C) CONTENT: /Game/Genesis2/Sounds/Characters/Rockwell/Boss/s_rockwell_boss_rockwell_prime_75_03_en.s_rockwell_boss_rockwell_prime_75_03_en(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/MissionType_FinalBattleImmersive.Default__MissionType_FinalBattleImmersive_C) CONTENT: /Game/Genesis2/Sounds/Characters/Rockwell/Boss/s_rockwell_boss_rockwell_prime_beaten_01_en.s_rockwell_boss_rockwell_prime_beaten_01_en(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/MissionType_FinalBattleImmersive.Default__MissionType_FinalBattleImmersive_C) CONTENT: /Game/Genesis2/Sounds/Characters/Rockwell/Boss/s_rockwell_boss_rockwell_prime_reveal_01_en.s_rockwell_boss_rockwell_prime_reveal_01_en(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/MissionType_FinalBattleImmersive.Default__MissionType_FinalBattleImmersive_C) CONTENT: /Game/Genesis2/Sounds/Characters/Rockwell/Boss/s_rockwell_boss_rockwell_prime_reveal_02_en.s_rockwell_boss_rockwell_prime_reveal_02_en(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/MissionType_FinalBattleImmersive.Default__MissionType_FinalBattleImmersive_C) CONTENT: /Game/Genesis2/Sounds/Characters/Rockwell/Boss/s_rockwell_boss_rockwell_prime_reveal_03_en.s_rockwell_boss_rockwell_prime_reveal_03_en(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/MissionType_FinalBattleImmersive.Default__MissionType_FinalBattleImmersive_C) CONTENT: /Game/Genesis2/Sounds/Characters/Rockwell/Boss/s_rockwell_boss_rockwell_prime_reveal_04_en.s_rockwell_boss_rockwell_prime_reveal_04_en(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/MissionType_FinalBattleImmersive.Default__MissionType_FinalBattleImmersive_C) CONTENT: /Game/Genesis2/Sounds/Characters/Rockwell/Boss/s_rockwell_boss_second_node_beaten_01_en.s_rockwell_boss_second_node_beaten_01_en(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/MissionType_FinalBattleImmersive.Default__MissionType_FinalBattleImmersive_C) CONTENT: /Game/Genesis2/Sounds/Characters/Rockwell/Boss/s_rockwell_boss_second_node_opens_01_en.s_rockwell_boss_second_node_opens_01_en(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/MissionType_FinalBattleImmersive.Default__MissionType_FinalBattleImmersive_C) CONTENT: /Game/Genesis2/Sounds/Characters/Rockwell/Boss/s_rockwell_boss_third_node_beaten_01_en.s_rockwell_boss_third_node_beaten_01_en(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/MissionType_FinalBattleImmersive.Default__MissionType_FinalBattleImmersive_C) CONTENT: /Game/Genesis2/Sounds/Characters/Rockwell/Boss/s_rockwell_boss_third_node_beaten_02_en.s_rockwell_boss_third_node_beaten_02_en(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/MissionType_FinalBattleImmersive.Default__MissionType_FinalBattleImmersive_C) CONTENT: /Game/Genesis2/Sounds/Characters/Rockwell/Boss/s_rockwell_boss_third_node_opens_01_en.s_rockwell_boss_third_node_opens_01_en(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/MissionType_FinalBattleImmersive.Default__MissionType_FinalBattleImmersive_C) CONTENT: /Game/Genesis2/Sounds/Characters/Rockwell/Boss/s_rockwell_breaths.s_rockwell_breaths(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/MissionType_FinalBattleImmersive.Default__MissionType_FinalBattleImmersive_C) CONTENT: /Game/Genesis2/Sounds/Characters/Rockwell/Boss/s_rockwell_death.s_rockwell_death(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/MissionType_FinalBattleImmersive.Default__MissionType_FinalBattleImmersive_C) CONTENT: /Game/Genesis2/Sounds/Characters/Rockwell/Boss/s_rockwell_death_02.s_rockwell_death_02(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/MissionType_FinalBattleImmersive.Default__MissionType_FinalBattleImmersive_C) CONTENT: /Game/Genesis2/Sounds/Characters/Rockwell/Boss/s_rockwell_hurt_01.s_rockwell_hurt_01(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/MissionType_FinalBattleImmersive.Default__MissionType_FinalBattleImmersive_C) CONTENT: /Game/Genesis2/Sounds/Characters/Rockwell/Boss/s_rockwell_hurt_02.s_rockwell_hurt_02(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/MissionType_FinalBattleImmersive.Default__MissionType_FinalBattleImmersive_C) CONTENT: /Game/Genesis2/Sounds/Characters/Rockwell/Boss/s_rockwell_hurt_03.s_rockwell_hurt_03(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/MissionType_FinalBattleImmersive.Default__MissionType_FinalBattleImmersive_C) CONTENT: /Game/Genesis2/Sounds/Characters/Rockwell/Boss/s_rockwell_hurt_heavy_01.s_rockwell_hurt_heavy_01(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/MissionType_FinalBattleImmersive.Default__MissionType_FinalBattleImmersive_C) CONTENT: /Game/Genesis2/Sounds/Characters/Rockwell/Boss/s_rockwell_hurt_heavy_02.s_rockwell_hurt_heavy_02(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/MissionType_FinalBattleImmersive.Default__MissionType_FinalBattleImmersive_C) CONTENT: /Game/Genesis2/Sounds/Characters/Rockwell/Boss/s_rockwell_hurt_heavy_03.s_rockwell_hurt_heavy_03(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/MissionType_FinalBattleImmersive.Default__MissionType_FinalBattleImmersive_C) CONTENT: /Game/Genesis2/Sounds/Characters/Rockwell/Boss/s_rockwell_knockedout_01.s_rockwell_knockedout_01(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/MissionType_FinalBattleImmersive.Default__MissionType_FinalBattleImmersive_C) CONTENT: /Game/Genesis2/Sounds/Characters/Rockwell/Boss/s_rockwell_knockedout_02.s_rockwell_knockedout_02(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/MissionType_FinalBattleImmersive.Default__MissionType_FinalBattleImmersive_C) CONTENT: /Game/Genesis2/Sounds/Characters/Rockwell/Boss/s_rockwell_knockedout_03.s_rockwell_knockedout_03(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/MissionType_FinalBattleImmersive.Default__MissionType_FinalBattleImmersive_C) CONTENT: /Game/Genesis2/Sounds/Characters/Rockwell/Boss/s_rockwell_wakeup_01.s_rockwell_wakeup_01(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/MissionType_FinalBattleImmersive.Default__MissionType_FinalBattleImmersive_C) CONTENT: /Game/Genesis2/Sounds/Characters/Rockwell/Boss/s_rockwell_wakeup_02.s_rockwell_wakeup_02(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/MissionType_FinalBattleImmersive.Default__MissionType_FinalBattleImmersive_C) CONTENT: /Game/Genesis2/Sounds/Characters/Rockwell/Boss/s_rockwell_wakeup_03.s_rockwell_wakeup_03(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/MissionType_FinalBattleImmersive.Default__MissionType_FinalBattleImmersive_C) CONTENT: /Game/Genesis2/Sounds/Characters/Rockwell/Boss/s_rockwell_walls_talking_10.s_rockwell_walls_talking_10(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/MissionType_FinalBattleImmersive.Default__MissionType_FinalBattleImmersive_C) CONTENT: /Game/Genesis2/Sounds/Characters/Rockwell/Boss/s_rockwell_walls_talking_01.s_rockwell_walls_talking_01(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/MissionType_FinalBattleImmersive.Default__MissionType_FinalBattleImmersive_C) CONTENT: /Game/Genesis2/Sounds/Characters/Rockwell/Boss/s_rockwell_walls_talking_02.s_rockwell_walls_talking_02(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/MissionType_FinalBattleImmersive.Default__MissionType_FinalBattleImmersive_C) CONTENT: /Game/Genesis2/Sounds/Characters/Rockwell/Boss/s_rockwell_walls_talking_03.s_rockwell_walls_talking_03(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/MissionType_FinalBattleImmersive.Default__MissionType_FinalBattleImmersive_C) CONTENT: /Game/Genesis2/Sounds/Characters/Rockwell/Boss/s_rockwell_walls_talking_04.s_rockwell_walls_talking_04(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/MissionType_FinalBattleImmersive.Default__MissionType_FinalBattleImmersive_C) CONTENT: /Game/Genesis2/Sounds/Characters/Rockwell/Boss/s_rockwell_walls_talking_05.s_rockwell_walls_talking_05(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/MissionType_FinalBattleImmersive.Default__MissionType_FinalBattleImmersive_C) CONTENT: /Game/Genesis2/Sounds/Characters/Rockwell/Boss/s_rockwell_walls_talking_06.s_rockwell_walls_talking_06(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/MissionType_FinalBattleImmersive.Default__MissionType_FinalBattleImmersive_C) CONTENT: /Game/Genesis2/Sounds/Characters/Rockwell/Boss/s_rockwell_walls_talking_07.s_rockwell_walls_talking_07(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/MissionType_FinalBattleImmersive.Default__MissionType_FinalBattleImmersive_C) CONTENT: /Game/Genesis2/Sounds/Characters/Rockwell/Boss/s_rockwell_walls_talking_08.s_rockwell_walls_talking_08(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/MissionType_FinalBattleImmersive.Default__MissionType_FinalBattleImmersive_C) CONTENT: /Game/Genesis2/Sounds/Characters/Rockwell/Boss/s_rockwell_walls_talking_09.s_rockwell_walls_talking_09(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/MissionType_FinalBattleImmersive.Default__MissionType_FinalBattleImmersive_C) CONTENT: Terminus(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/MissionType_FinalBattleImmersive.Default__MissionType_FinalBattleImmersive_C) CONTENT: Take on Rockwell in his unholy throne room, for one last chance to complete the ship's mission.(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/MissionType_FinalBattleImmersive.Default__MissionType_FinalBattleImmersive_C) CONTENT: Waiting For Players(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/MissionType_FinalBattleImmersive.Default__MissionType_FinalBattleImmersive_C) CONTENT: Get Ready!(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/MissionType_FinalBattleImmersive.Default__MissionType_FinalBattleImmersive_C) CONTENT: Waiting to add players to mission...(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/MissionType_FinalBattleImmersive.Default__MissionType_FinalBattleImmersive_C) CONTENT: Investigate(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/MissionType_FinalBattleImmersive.Default__MissionType_FinalBattleImmersive_C) CONTENT: Activate(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/MissionType_FinalBattleImmersive.Default__MissionType_FinalBattleImmersive_C) CONTENT: Regroup(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/MissionType_FinalBattleImmersive.Default__MissionType_FinalBattleImmersive_C) CONTENT: Regroup Time(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/MissionType_FinalBattleImmersive.Default__MissionType_FinalBattleImmersive_C) CONTENT: Nodes Remaining(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/MissionType_FinalBattleImmersive.Default__MissionType_FinalBattleImmersive_C) CONTENT: Shield Active! Kill Super Tentacles!(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/MissionType_FinalBattleImmersive.Default__MissionType_FinalBattleImmersive_C) CONTENT: Shield Disabled! Attack the exposed Node!(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/MissionType_FinalBattleImmersive.Default__MissionType_FinalBattleImmersive_C) CONTENT: Defeat Rockwell!(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/MissionType_FinalBattleImmersive.Default__MissionType_FinalBattleImmersive_C) CONTENT: Blast Rockwell with your Exo-Mek Beam!(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/MissionType_FinalBattleImmersive.Default__MissionType_FinalBattleImmersive_C) CONTENT: Super Tentacles Killed(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/MissionType_FinalBattleImmersive.Default__MissionType_FinalBattleImmersive_C) CONTENT: Rockwell Node(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/MissionType_FinalBattleImmersive.Default__MissionType_FinalBattleImmersive_C) CONTENT: Rockwell(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/MissionType_FinalBattleImmersive.Default__MissionType_FinalBattleImmersive_C) CONTENT: Exo-Mek(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/MissionType_FinalBattleImmersive.Default__MissionType_FinalBattleImmersive_C) CONTENT: Exo-Mek(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/MissionType_FinalBattleImmersive.Default__MissionType_FinalBattleImmersive_C) CONTENT: Investigate(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/MissionType_FinalBattleImmersive.Default__MissionType_FinalBattleImmersive_C) CONTENT: Investigate HLNA's findings...(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/MissionType_FinalBattleImmersive.Default__MissionType_FinalBattleImmersive_C) CONTENT: Utilize the Exo-Mek against Rockwell!(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/MissionType_FinalBattleImmersive.Default__MissionType_FinalBattleImmersive_C) CONTENT: Exo-Mek Energy(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/MissionType_FinalBattleImmersive.Default__MissionType_FinalBattleImmersive_C) CONTENT: Investigate(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/MissionType_FinalBattleImmersive.Default__MissionType_FinalBattleImmersive_C) CONTENT: Investigate the Chrysalis...(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/MissionType_FinalBattleImmersive.Default__MissionType_FinalBattleImmersive_C) CONTENT: Arrival(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/MissionType_FinalBattleImmersive.Default__MissionType_FinalBattleImmersive_C) CONTENT: Investigate the area(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/MissionType_FinalBattleImmersive.Default__MissionType_FinalBattleImmersive_C) CONTENT: Beginning of the End(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/MissionType_FinalBattleImmersive.Default__MissionType_FinalBattleImmersive_C) CONTENT: Force Rockwell to confront you directly(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/MissionType_FinalBattleImmersive.Default__MissionType_FinalBattleImmersive_C) CONTENT: Defeat Rockwell(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/MissionType_FinalBattleImmersive.Default__MissionType_FinalBattleImmersive_C) CONTENT: This is your chance to stop him(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/MissionType_FinalBattleImmersive.Default__MissionType_FinalBattleImmersive_C) CONTENT: This Is It(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/MissionType_FinalBattleImmersive.Default__MissionType_FinalBattleImmersive_C) CONTENT: Eliminate Rockwell... Once and for all(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/MissionType_FinalBattleImmersive.Default__MissionType_FinalBattleImmersive_C) CONTENT: FinalBattle_AddPlayers_Title(/Engine/Transient.Default__REINST_MissionModule_AddPlayersInRadiusToMission_FinalBattleAlt_C_57678) CONTENT: FinalBattle_AddPlayers_Title(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/MissionModule_AddPlayersInRadiusToMission_FinalBattleAlt.Default__MissionModule_AddPlayersInRadiusToMission_FinalBattleAlt_C) CONTENT: Activate(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/PrimalStructure_Gen2FinalMission_RoomSwitch.Default__PrimalStructure_Gen2FinalMission_RoomSwitch_C) CONTENT: Teleporting(/Engine/Transient.Default__REINST_MissionModule_zSubmodule_TeleportPlayers_FinalBattleAlt_C_57694) CONTENT: Teleporting(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/MissionModule_zSubmodule_TeleportPlayers_FinalBattleAlt.Default__MissionModule_zSubmodule_TeleportPlayers_FinalBattleAlt_C) CONTENT: Super Rockwell Tentacle(/Engine/Transient.Default__REINST_Gen2_FinalBattleAlt_Tentacle_Super_C_57702) CONTENT: Super Rockwell Tentacle(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/Tentacles/Gen2_FinalBattleAlt_Tentacle_Super.Default__Gen2_FinalBattleAlt_Tentacle_Super_C) CONTENT: Rockwell Prime Tentacle(/Engine/Transient.Default__REINST_Gen2_FinalBattleAlt_Tentacle_Boss_C_57706) CONTENT: Rockwell Prime Tentacle(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/Tentacles/Gen2_FinalBattleAlt_Tentacle_Boss.Default__Gen2_FinalBattleAlt_Tentacle_Boss_C) CONTENT: Final Battle Entrance(/Engine/Transient.Default__REINST_MissionModule_Checkpoints_FinalBattleImmersive_C_57710) CONTENT: Final Battle Entrance(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/MissionModule_Checkpoints_FinalBattleImmersive.Default__MissionModule_Checkpoints_FinalBattleImmersive_C) CONTENT: Final Battle Entrance(/Engine/Transient.Default__REINST_MissionModule_Regroup_FinalBattleAlt_C_57714) CONTENT: Final Battle Entrance(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/MissionModule_Regroup_FinalBattleAlt.Default__MissionModule_Regroup_FinalBattleAlt_C) CONTENT: Spacescape Viewing Bridge(/Engine/Transient.Default__REINST_MissionModule_FinalBattleAlt_C_57718) CONTENT: Spacescape Viewing Bridge(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/MissionModule_FinalBattleAlt.Default__MissionModule_FinalBattleAlt_C) CONTENT: ACHIEVEMENT_35(/Engine/Transient.REINST_RockwellNode_Character_BP_Boss_Alpha_C_0) CONTENT: ACHIEVEMENT_35(/Engine/Transient.Default__REINST_RockwellNode_Character_BP_Boss_Alpha_C_57813) CONTENT: ACHIEVEMENT_35(/Engine/Transient.REINST_RockwellNode_Character_BP_Boss_Alpha_C_1) CONTENT: ACHIEVEMENT_35(/Engine/Transient.Default__REINST_RockwellNode_Character_BP_Boss_Alpha_C_57817) CONTENT: ACHIEVEMENT_35(/Game/Genesis2/Missions/ModularMission/FinalBattleAlt/Difficulties/Alpha/RockwellNode_Character_BP_Boss_Alpha.Default__RockwellNode_Character_BP_Boss_Alpha_C) CONTENT: NONE(/Game/Maps/Genesis2/Mission_FinalBattle_Gameplay.Mission_FinalBattle_Gameplay:PersistentLevel.MissionTrigger_0) CONTENT: NONE(/Game/Maps/Genesis2/Mission_FinalBattle_Gameplay.Mission_FinalBattle_Gameplay:PersistentLevel.MissionTrigger_0) CONTENT: NONE(/Game/Maps/Genesis2/Mission_FinalBattle_Gameplay.Mission_FinalBattle_Gameplay:PersistentLevel.MissionTrigger_RWPrimeActivateTrigger) CONTENT: NONE(/Game/Maps/Genesis2/Mission_FinalBattle_Gameplay.Mission_FinalBattle_Gameplay:PersistentLevel.MissionTrigger_RWPrimeActivateTrigger) CONTENT: NONE(/Game/Maps/Genesis2/Mission_FinalBattle_Gameplay.Mission_FinalBattle_Gameplay:PersistentLevel.MissionTrigger_TentacleSpawnHelper_00) CONTENT: NONE(/Game/Maps/Genesis2/Mission_FinalBattle_Gameplay.Mission_FinalBattle_Gameplay:PersistentLevel.MissionTrigger_TentacleSpawnHelper_00) CONTENT: NONE(/Game/Maps/Genesis2/Mission_FinalBattle_Gameplay.Mission_FinalBattle_Gameplay:PersistentLevel.MissionTrigger_TentacleSpawnHelper_01) CONTENT: NONE(/Game/Maps/Genesis2/Mission_FinalBattle_Gameplay.Mission_FinalBattle_Gameplay:PersistentLevel.MissionTrigger_TentacleSpawnHelper_01) CONTENT: NONE(/Game/Maps/Genesis2/Mission_FinalBattle_Gameplay.Mission_FinalBattle_Gameplay:PersistentLevel.MissionTrigger_TentacleSpawnHelper_02) CONTENT: NONE(/Game/Maps/Genesis2/Mission_FinalBattle_Gameplay.Mission_FinalBattle_Gameplay:PersistentLevel.MissionTrigger_TentacleSpawnHelper_02) CONTENT: NONE(/Game/Maps/Genesis2/Mission_FinalBattle_Gameplay.Mission_FinalBattle_Gameplay:PersistentLevel.MissionTrigger_TentacleSpawnHelper_03) CONTENT: NONE(/Game/Maps/Genesis2/Mission_FinalBattle_Gameplay.Mission_FinalBattle_Gameplay:PersistentLevel.MissionTrigger_TentacleSpawnHelper_03) CONTENT: NONE(/Game/Maps/Genesis2/Mission_FinalBattle_Gameplay.Mission_FinalBattle_Gameplay:PersistentLevel.MissionTrigger_TentacleSpawnHelper_04) CONTENT: NONE(/Game/Maps/Genesis2/Mission_FinalBattle_Gameplay.Mission_FinalBattle_Gameplay:PersistentLevel.MissionTrigger_TentacleSpawnHelper_04) CONTENT: NONE(/Game/Maps/Genesis2/Mission_FinalBattle_Gameplay.Mission_FinalBattle_Gameplay:PersistentLevel.MissionTrigger_TentacleSpawnHelper_05_3) CONTENT: NONE(/Game/Maps/Genesis2/Mission_FinalBattle_Gameplay.Mission_FinalBattle_Gameplay:PersistentLevel.MissionTrigger_TentacleSpawnHelper_05_3) CONTENT: NONE(/Game/Maps/Genesis2/Mission_FinalBattle_Gameplay.Mission_FinalBattle_Gameplay:PersistentLevel.MissionTrigger_TentacleSpawnHelper_06) CONTENT: NONE(/Game/Maps/Genesis2/Mission_FinalBattle_Gameplay.Mission_FinalBattle_Gameplay:PersistentLevel.MissionTrigger_TentacleSpawnHelper_06) CONTENT: NONE(/Game/Maps/Genesis2/Mission_FinalBattle_Gameplay.Mission_FinalBattle_Gameplay:PersistentLevel.MissionTrigger_TentacleSpawnHelper_07) CONTENT: NONE(/Game/Maps/Genesis2/Mission_FinalBattle_Gameplay.Mission_FinalBattle_Gameplay:PersistentLevel.MissionTrigger_TentacleSpawnHelper_07) CONTENT: NONE(/Game/Maps/Genesis2/Mission_FinalBattle_Gameplay.Mission_FinalBattle_Gameplay:PersistentLevel.MissionTrigger_TentacleSpawnHelper_08) CONTENT: NONE(/Game/Maps/Genesis2/Mission_FinalBattle_Gameplay.Mission_FinalBattle_Gameplay:PersistentLevel.MissionTrigger_TentacleSpawnHelper_08) CONTENT: NONE(/Game/Maps/Genesis2/Mission_FinalBattle_Gameplay.Mission_FinalBattle_Gameplay:PersistentLevel.MissionTrigger_TentacleSpawnHelper_09) CONTENT: NONE(/Game/Maps/Genesis2/Mission_FinalBattle_Gameplay.Mission_FinalBattle_Gameplay:PersistentLevel.MissionTrigger_TentacleSpawnHelper_09) CONTENT: NONE(/Game/Maps/Genesis2/Mission_FinalBattle_Gameplay.Mission_FinalBattle_Gameplay:PersistentLevel.MissionTrigger_TentacleSpawnHelper_10) CONTENT: NONE(/Game/Maps/Genesis2/Mission_FinalBattle_Gameplay.Mission_FinalBattle_Gameplay:PersistentLevel.MissionTrigger_TentacleSpawnHelper_10) CONTENT: NONE(/Game/Maps/Genesis2/Mission_FinalBattle_Gameplay.Mission_FinalBattle_Gameplay:PersistentLevel.MissionTrigger_TentacleSpawnHelper_11) CONTENT: NONE(/Game/Maps/Genesis2/Mission_FinalBattle_Gameplay.Mission_FinalBattle_Gameplay:PersistentLevel.MissionTrigger_TentacleSpawnHelper_11) CONTENT: NONE(/Game/Maps/Genesis2/Mission_FinalBattle_Gameplay.Mission_FinalBattle_Gameplay:PersistentLevel.MissionTrigger_TentacleSpawnHelper_12) CONTENT: NONE(/Game/Maps/Genesis2/Mission_FinalBattle_Gameplay.Mission_FinalBattle_Gameplay:PersistentLevel.MissionTrigger_TentacleSpawnHelper_12) CONTENT: NONE(/Game/Maps/Genesis2/Mission_FinalBattle_Gameplay.Mission_FinalBattle_Gameplay:PersistentLevel.MissionTrigger_TentacleSpawnHelper_13) CONTENT: NONE(/Game/Maps/Genesis2/Mission_FinalBattle_Gameplay.Mission_FinalBattle_Gameplay:PersistentLevel.MissionTrigger_TentacleSpawnHelper_13) CONTENT: NONE(/Game/Maps/Genesis2/Mission_FinalBattle_Gameplay.Mission_FinalBattle_Gameplay:PersistentLevel.MissionTrigger_TentacleSpawnHelper_14) CONTENT: NONE(/Game/Maps/Genesis2/Mission_FinalBattle_Gameplay.Mission_FinalBattle_Gameplay:PersistentLevel.MissionTrigger_TentacleSpawnHelper_14) CONTENT: Wilderness(/Game/Maps/Genesis2/Mission_FinalBattle_Gameplay.Mission_FinalBattle_Gameplay:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/Mission_FinalBattle_Geo.Mission_FinalBattle_Geo:PersistentLevel.PrimalWorldSettings_0) CONTENT: Wilderness(/Game/Maps/Genesis2/Mission_FinalBattle_Lights.Mission_FinalBattle_Lights:PersistentLevel.PrimalWorldSettings) LITERAL: NON SHIPPING - SKIPPING CREDITS(/Game/Maps/Genesis2/Mission_FinalBattle_Stinger.Mission_FinalBattle_Stinger:PersistentLevel.Mission_FinalBattle_Stinger.EventGraph.K2Node_CallFunction_383909) LITERAL: Playing Stinger(/Game/Maps/Genesis2/Mission_FinalBattle_Stinger.Mission_FinalBattle_Stinger:PersistentLevel.Mission_FinalBattle_Stinger.EventGraph.K2Node_CallFunction_179758) LITERAL: Finished Stinger(/Game/Maps/Genesis2/Mission_FinalBattle_Stinger.Mission_FinalBattle_Stinger:PersistentLevel.Mission_FinalBattle_Stinger.EventGraph.K2Node_CallFunction_179883) LITERAL: Finished Stinger(/Game/Maps/Genesis2/Mission_FinalBattle_Stinger.Mission_FinalBattle_Stinger:PersistentLevel.Mission_FinalBattle_Stinger.EventGraph.K2Node_CallFunction_185133) LITERAL: Finished Stinger(/Game/Maps/Genesis2/Mission_FinalBattle_Stinger.Mission_FinalBattle_Stinger:PersistentLevel.Mission_FinalBattle_Stinger.EventGraph.K2Node_CallFunction_216141) LITERAL: Finished Stinger(/Game/Maps/Genesis2/Mission_FinalBattle_Stinger.Mission_FinalBattle_Stinger:PersistentLevel.Mission_FinalBattle_Stinger.EventGraph.K2Node_CallFunction_187193) LITERAL: Timeout Skip Audio Load(/Game/Maps/Genesis2/Mission_FinalBattle_Stinger.Mission_FinalBattle_Stinger:PersistentLevel.Mission_FinalBattle_Stinger.EventGraph.K2Node_CallFunction_215339) CONTENT: EN(/Game/Maps/Genesis2/Mission_FinalBattle_Stinger.Default__Mission_FinalBattle_Stinger_C) CONTENT: EN(/Game/Maps/Genesis2/Mission_FinalBattle_Stinger.Mission_FinalBattle_Stinger:PersistentLevel.Mission_FinalBattle_Stinger_C_0) CONTENT: Wilderness(/Game/Maps/Genesis2/Mission_FinalBattle_Stinger.Mission_FinalBattle_Stinger:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/Mission_FinalBattle_Stinger_Geo.Mission_FinalBattle_Stinger_Geo:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/Mission_FinalBattle_Stinger_Lights.Mission_FinalBattle_Stinger_Lights:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/Mission_Landscape_Geo.Mission_Landscape_Geo:PersistentLevel.PrimalWorldSettings) CONTENT: Mission Area(/Engine/Transient.REINST_Gen2_AreaBuff_Rockwell_C_0) CONTENT: You are not able to build within mission areas.(/Engine/Transient.REINST_Gen2_AreaBuff_Rockwell_C_0) CONTENT: Entered Mission Area(/Engine/Transient.REINST_Gen2_AreaBuff_Rockwell_C_0) CONTENT: Mission Area(/Engine/Transient.Default__REINST_Gen2_AreaBuff_Rockwell_C_57939) CONTENT: You are not able to build within mission areas.(/Engine/Transient.Default__REINST_Gen2_AreaBuff_Rockwell_C_57939) CONTENT: Entered Mission Area(/Engine/Transient.Default__REINST_Gen2_AreaBuff_Rockwell_C_57939) CONTENT: Mission Area(/Engine/Transient.REINST_Gen2_AreaBuff_Rockwell_C_1) CONTENT: You are not able to build within mission areas.(/Engine/Transient.REINST_Gen2_AreaBuff_Rockwell_C_1) CONTENT: Entered Mission Area(/Engine/Transient.REINST_Gen2_AreaBuff_Rockwell_C_1) CONTENT: Mission Area(/Engine/Transient.Default__REINST_Gen2_AreaBuff_Rockwell_C_57943) CONTENT: You are not able to build within mission areas.(/Engine/Transient.Default__REINST_Gen2_AreaBuff_Rockwell_C_57943) CONTENT: Entered Mission Area(/Engine/Transient.Default__REINST_Gen2_AreaBuff_Rockwell_C_57943) CONTENT: Mission Area(/Game/Genesis2/CoreBlueprints/Buffs/AreaBuffs/Gen2_AreaBuff_Rockwell.Default__Gen2_AreaBuff_Rockwell_C) CONTENT: You are not able to build within mission areas.(/Game/Genesis2/CoreBlueprints/Buffs/AreaBuffs/Gen2_AreaBuff_Rockwell.Default__Gen2_AreaBuff_Rockwell_C) CONTENT: Entered Mission Area(/Game/Genesis2/CoreBlueprints/Buffs/AreaBuffs/Gen2_AreaBuff_Rockwell.Default__Gen2_AreaBuff_Rockwell_C) CONTENT: S.U.M.P(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_0) CONTENT: Westwell Geyser(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_1) CONTENT: Summerworth Lake(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_10) CONTENT: Norfall Lake(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_100) CONTENT: Remembrance River(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_101) CONTENT: Norfall Spring(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_102) CONTENT: Sleeping Lake(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_103) CONTENT: Remembrance River(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_104) CONTENT: -Space-(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_105) CONTENT: Credence Falls(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_106) CONTENT: -Space-(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_107) CONTENT: Windless Canyon(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_108) CONTENT: Eden Trench(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_109) CONTENT: Rugged Bluff(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_11) CONTENT: Windless Canyon(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_110) CONTENT: Space Bridge(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_111) CONTENT: Windless Canyon(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_112) CONTENT: Space Bridge(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_113) CONTENT: Windless Canyon(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_114) CONTENT: Lake Shivermore(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_115) CONTENT: Windless Canyon(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_116) CONTENT: Paradise Sector(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_117) CONTENT: Lifeless Lake(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_118) CONTENT: Windless Canyon(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_119) CONTENT: Sandfoot Plains(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_12) CONTENT: -Space-(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_120) CONTENT: -Space-(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_121) CONTENT: Whaletale Lake(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_122) CONTENT: Whaletale Lake(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_123) CONTENT: Lifeless Lake(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_124) CONTENT: Whaletale Lake(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_125) CONTENT: Whaletale Lake(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_126) CONTENT: Whaletale Lake(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_127) CONTENT: Whaletale Lake(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_128) CONTENT: Lifeless Lake(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_129) CONTENT: -Space-(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_13) CONTENT: Vile Creek Loch(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_130) CONTENT: Whaletale Lake(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_131) CONTENT: Arnia's Bowl(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_132) CONTENT: Arnia's Bowl(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_133) CONTENT: Arnia's Bowl(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_134) CONTENT: Arnia's Bowl(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_135) CONTENT: Whaletale Lake(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_136) CONTENT: Alderwood Spring(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_137) CONTENT: Stonefist Mountain(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_138) CONTENT: Stonefist Mountain(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_139) CONTENT: Plains of Desolation(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_14) CONTENT: Edgeriver Mountains(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_140) CONTENT: Edgeriver Mountains(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_141) CONTENT: Edgeriver Mountains(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_142) CONTENT: Mystic Spring(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_143) CONTENT: Edgeriver Mountains(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_144) CONTENT: Edgeriver Mountains(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_145) CONTENT: Windshire Loch(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_146) CONTENT: Edgeriver Mountains(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_147) CONTENT: Skyreach Summit(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_148) CONTENT: Skyreach Summit(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_149) CONTENT: Sandfoot Plains(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_15) CONTENT: Skyreach Summit(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_150) CONTENT: Skyreach Summit(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_151) CONTENT: Skyreach Summit(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_152) CONTENT: Skyreach Summit(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_153) CONTENT: Stormgrove Mountain(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_154) CONTENT: Stormgrove Mountain(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_155) CONTENT: Stormgrove Mountain(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_156) CONTENT: Fallen Oak Lake(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_157) CONTENT: Stormgrove Mountain(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_158) CONTENT: Stormgrove Mountain(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_159) CONTENT: -Space-(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_16) CONTENT: Rolling River(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_160) CONTENT: Crown Ridge(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_161) CONTENT: Rolling River Falls(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_162) CONTENT: Crown Ridge Highlands(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_163) CONTENT: VR(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_164) CONTENT: Rolling River(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_165) CONTENT: Crown Ridge(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_166) CONTENT: Crown Ridge(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_167) CONTENT: Crown Ridge Highlands(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_168) CONTENT: Crown Ridge Highlands(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_169) CONTENT: -Space-(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_17) CONTENT: Crown Ridge Highlands(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_170) CONTENT: Rolling River(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_171) CONTENT: Peaks of Solitude(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_172) CONTENT: Peaks of Solitude(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_173) CONTENT: Peaks of Solitude(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_174) CONTENT: Peaks of Solitude(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_175) CONTENT: Peaks of Solitude(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_176) CONTENT: Rolling River(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_177) CONTENT: Rolling River(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_178) CONTENT: Slopes of Solitude(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_179) CONTENT: -Space-(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_18) CONTENT: Slopes of Solitude(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_180) CONTENT: Slopes of Solitude(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_181) CONTENT: -Space-(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_182) CONTENT: -Space-(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_183) CONTENT: -Space-(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_184) CONTENT: -Space-(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_185) CONTENT: Space Bridge(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_186) CONTENT: Space Bridge(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_187) CONTENT: Space Bridge(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_188) CONTENT: Rolling River(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_189) CONTENT: Barefoot Plains(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_19) CONTENT: Space Bridge(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_190) CONTENT: Rolling River(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_191) CONTENT: Rolling River(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_192) CONTENT: Whitewater Marsh(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_193) CONTENT: Whitewater Marsh(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_194) CONTENT: Whitewater Marsh(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_195) CONTENT: Twin Tears Drop(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_196) CONTENT: Castle Sector(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_197) CONTENT: -Space-(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_198) CONTENT: Mistwood Loch(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_2) CONTENT: Whitemarsh Moor(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_20) CONTENT: Stormgrove Aqueduct(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_200) CONTENT: Stormgrove Aqueduct(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_201) CONTENT: Stormgrove Slopes(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_202) CONTENT: Grimfall River(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_203) CONTENT: Grimfall River(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_204) CONTENT: Stormgrove Slopes(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_205) CONTENT: Baleview River(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_206) CONTENT: Baleview River(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_207) CONTENT: Stormgrove Slopes(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_208) CONTENT: Skyreach Cliffs(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_209) CONTENT: Twin Tears Woodlands(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_21) CONTENT: Baleview River(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_210) CONTENT: Baleview River(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_211) CONTENT: Skyreach Cliffs(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_212) CONTENT: -Space-(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_213) CONTENT: Sweetwater Lake(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_214) CONTENT: Skyreach Cliffs(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_215) CONTENT: Skyreach Cliffs(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_216) CONTENT: Skyreach Cliffs(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_217) CONTENT: Skyreach Cliffs(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_218) CONTENT: Skyreach Cliffs(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_219) CONTENT: Rockwell's Proliferation(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_22) CONTENT: Skyreach Cliffs(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_220) CONTENT: Skyreach Cliffs(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_221) CONTENT: -Space-(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_222) CONTENT: Skyreach Cliffs(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_223) CONTENT: Sweetwater Lake(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_224) CONTENT: Skyreach Cliffs(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_225) CONTENT: Skyreach Cliffs(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_226) CONTENT: Skyreach Cliffs(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_227) CONTENT: Skyreach Cliffs(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_228) CONTENT: Skyreach Cliffs(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_229) CONTENT: Twin Tears Woodlands(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_23) CONTENT: Skyreach Cliffs(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_230) CONTENT: Skyreach Cliffs(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_231) CONTENT: Sweetwater Lake(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_232) CONTENT: Sweetwater Lake(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_233) CONTENT: Sweetwater Lake(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_234) CONTENT: Sweetwater Lake(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_235) CONTENT: Restless Geyser(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_236) CONTENT: Mount Greyhill(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_237) CONTENT: Mount Greyhill(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_238) CONTENT: Mount Greyhill(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_239) CONTENT: Twin Tears Woodlands(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_24) CONTENT: Mount Greyhill(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_240) CONTENT: Mount Greyhill(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_241) CONTENT: Mount Greyhill(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_242) CONTENT: -Space-(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_243) CONTENT: Evergreen Peaks(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_244) CONTENT: Evergreen Peaks(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_245) CONTENT: Evergreen Peaks(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_246) CONTENT: Evergreen Peaks(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_247) CONTENT: Evergreen Peaks(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_248) CONTENT: Evergreen Peaks(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_249) CONTENT: Baleview River(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_25) CONTENT: Evergreen Peaks(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_250) CONTENT: Evergreen Peaks(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_251) CONTENT: Evergreen Peaks(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_252) CONTENT: Evergreen Peaks(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_253) CONTENT: Evergreen Peaks(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_254) CONTENT: Evergreen Peaks(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_255) CONTENT: Evergreen Peaks(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_256) CONTENT: -Space-(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_257) CONTENT: Evergreen Peaks(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_258) CONTENT: Evergreen Peaks(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_259) CONTENT: Grimfall River(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_26) CONTENT: Evergreen Peaks(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_260) CONTENT: Evergreen Peaks(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_261) CONTENT: -Space-(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_262) CONTENT: -Space-(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_263) CONTENT: Evergreen Peaks(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_264) CONTENT: Vile Creek River(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_265) CONTENT: Evergreen Peaks(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_266) CONTENT: Evergreen Peaks(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_267) CONTENT: Evergreen Peaks(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_268) CONTENT: Evergreen Peaks(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_269) CONTENT: Stonefist Valley(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_27) CONTENT: Evergreen Peaks(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_270) CONTENT: Evergreen Approach(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_271) CONTENT: Vile Creek River(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_272) CONTENT: Evergreen Approach(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_273) CONTENT: BerkBrook Height(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_274) CONTENT: Vile Creek River(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_275) CONTENT: BerkBrook Height(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_276) CONTENT: BerkBrook Height(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_278) CONTENT: Roaring Rock(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_279) CONTENT: -Space-(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_28) CONTENT: Creeping Leaf Bog(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_280) CONTENT: Roaring Rock(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_281) CONTENT: Roaring Rock(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_282) CONTENT: South Peak Mountain(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_283) CONTENT: South Peak Mountain(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_284) CONTENT: Creeping Leaf Bog(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_285) CONTENT: Creeping Leaf Bog(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_286) CONTENT: Creeping Leaf Bog(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_287) CONTENT: South Peak Mountain(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_288) CONTENT: South Peak Mountain(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_289) CONTENT: Velvet Shores(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_29) CONTENT: The Last Ridge(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_290) CONTENT: Pale Peak(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_291) CONTENT: Soot Peak(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_293) CONTENT: Soot Peak(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_294) CONTENT: Creeping Leaf Bog(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_295) CONTENT: Crimson Peak(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_296) CONTENT: Creeping Leaf Bog(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_297) CONTENT: Silky Peak(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_298) CONTENT: Silky Peak(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_299) CONTENT: Summerworth Lake(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_3) CONTENT: -Space-(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_30) CONTENT: Silky Peak(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_300) CONTENT: Charnel Spring(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_301) CONTENT: Silky Peak(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_302) CONTENT: Silky Peak(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_303) CONTENT: Silky Peak(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_304) CONTENT: Soot Peak(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_305) CONTENT: Spireblade Ridge(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_306) CONTENT: Creeping Leaf Bog(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_307) CONTENT: Spireblade Ridge(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_308) CONTENT: Whitemarsh(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_309) CONTENT: -Space-(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_31) CONTENT: Whitemarsh(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_310) CONTENT: Whitemarsh(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_311) CONTENT: Whitemarsh(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_312) CONTENT: Whitemarsh(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_313) CONTENT: Gorevale Lake(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_314) CONTENT: Gorevale Lake(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_316) CONTENT: Gorevale Lake(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_317) CONTENT: Harrowing Dam(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_318) CONTENT: Bloodhorne Vale(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_319) CONTENT: -Space-(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_32) CONTENT: Bloodhorne Vale(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_320) CONTENT: Bloodhorne Vale(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_321) CONTENT: Bloodhorne Vale(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_322) CONTENT: Bloodhorne Vale(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_323) CONTENT: Isolation Valley(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_324) CONTENT: Isolation Valley(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_325) CONTENT: Isolation Valley(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_326) CONTENT: Isolation Valley(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_328) CONTENT: Isolation Valley(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_329) CONTENT: -Space-(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_33) CONTENT: Isolation Valley(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_330) CONTENT: Vile Creek Glen(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_332) CONTENT: Hungering Slopes(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_334) CONTENT: Hungering Slopes(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_335) CONTENT: Barren Wetlands(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_337) CONTENT: Isolation Valley(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_338) CONTENT: Bloodhorn Mountains(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_339) CONTENT: -Space-(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_34) CONTENT: Bloodhorn Mountains(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_340) CONTENT: Bloodhorn Mountains(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_341) CONTENT: Bloodhorn Mountains(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_342) CONTENT: Bloodhorn Mountains(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_343) CONTENT: Bloodhorn Mountains(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_344) CONTENT: Bloodhorn Mountains(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_345) CONTENT: Bloodhorn Mountains(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_346) CONTENT: Bloodhorn Mountains(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_347) CONTENT: Bloodhorn Mountains(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_348) CONTENT: Bloodhorn Mountains(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_349) CONTENT: Space Bridge(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_35) CONTENT: Bloodhorn Mountains(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_350) CONTENT: Rugged Bluff(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_352) CONTENT: Bloodhorn Mountains(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_354) CONTENT: Bloodhorn Mountains(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_355) CONTENT: Rugged Bluff(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_356) CONTENT: Isolation Peak(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_357) CONTENT: Isolation Peak(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_358) CONTENT: Isolation Peak(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_359) CONTENT: Space Bridge(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_36) CONTENT: Isolation Peak(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_361) CONTENT: Isolation Peak(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_362) CONTENT: Isolation Peak(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_363) CONTENT: Isolation Peak(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_365) CONTENT: Isolation Peak(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_366) CONTENT: Isolation Peak(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_367) CONTENT: Isolation Peak(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_369) CONTENT: Space Bridge(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_37) CONTENT: Isolation Peak(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_371) CONTENT: Isolation Peak(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_372) CONTENT: Isolation Peak(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_373) CONTENT: Isolation Peak(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_374) CONTENT: Isolation Peak(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_375) CONTENT: Isolation Peak(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_376) CONTENT: Isolation Peak(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_377) CONTENT: The Elusive Peaks(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_378) CONTENT: The Elusive Peaks(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_379) CONTENT: Space Bridge(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_38) CONTENT: The Elusive Peaks(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_380) CONTENT: The Elusive Peaks(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_381) CONTENT: Isolation Peak(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_382) CONTENT: The Elusive Peaks(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_383) CONTENT: The Cracking Cliffs(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_385) CONTENT: The Cracking Cliffs(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_386) CONTENT: The Cracking Cliffs(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_387) CONTENT: The Cracking Cliffs(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_388) CONTENT: The Cracking Cliffs(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_389) CONTENT: -Space-(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_39) CONTENT: The Cracking Cliffs(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_391) CONTENT: The Cracking Cliffs(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_392) CONTENT: The Cracking Cliffs(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_393) CONTENT: The Cracking Cliffs(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_394) CONTENT: The Cracking Cliffs(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_395) CONTENT: Hungering Heights(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_396) CONTENT: Hungering Heights(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_397) CONTENT: Hungering Heights(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_398) CONTENT: Hungering Heights(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_399) CONTENT: Coldwater Hollow(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_4) CONTENT: -Space-(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_40) CONTENT: Hungering Heights(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_400) CONTENT: Hungering Heights(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_401) CONTENT: Hungering Heights(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_402) CONTENT: Hungering Heights(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_403) CONTENT: Hungering Heights(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_404) CONTENT: Hungering Heights(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_405) CONTENT: Hungering Heights(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_406) CONTENT: Hungering Heights(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_407) CONTENT: Hungering Heights(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_409) CONTENT: Mount Greyhill(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_41) CONTENT: Hungering Heights(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_410) CONTENT: Hungering Heights(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_411) CONTENT: Hungering Heights(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_412) CONTENT: Hungering Heights(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_413) CONTENT: Hungering Heights(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_416) CONTENT: Hungering Heights(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_418) CONTENT: Hungering Heights(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_419) CONTENT: Velvet Shores(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_42) CONTENT: Velvet Shores(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_420) CONTENT: Barebone Creek(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_424) CONTENT: Barebone Falls(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_425) CONTENT: The Afflicted Swamp(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_429) CONTENT: Unscaled Mountain(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_43) CONTENT: The Afflicted Swamp(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_430) CONTENT: The Afflicted Swamp(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_431) CONTENT: The Afflicted Swamp(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_433) CONTENT: The Afflicted Swamp(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_434) CONTENT: The Afflicted Swamp(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_435) CONTENT: The Afflicted Swamp(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_436) CONTENT: The Afflicted Swamp(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_437) CONTENT: Noxiousdew River(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_439) CONTENT: Velvet Shores(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_44) CONTENT: Noxiousdew River(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_440) CONTENT: The Afflicted Swamp(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_441) CONTENT: The Afflicted Swamp(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_442) CONTENT: The Afflicted Swamp(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_443) CONTENT: The Afflicted Swamp(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_444) CONTENT: The Afflicted Swamp(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_445) CONTENT: The Afflicted Swamp(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_446) CONTENT: The Afflicted Swamp(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_447) CONTENT: The Afflicted Swamp(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_448) CONTENT: The Afflicted Swamp(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_449) CONTENT: Velvet Shores(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_45) CONTENT: The Afflicted Swamp(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_450) CONTENT: The Afflicted Swamp(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_451) CONTENT: Gravemere Reservoir(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_46) CONTENT: River of the Fallen(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_464) CONTENT: River of the Fallen(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_465) CONTENT: River of the Fallen(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_466) CONTENT: River of the Fallen(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_467) CONTENT: River of the Fallen(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_468) CONTENT: Noxiousdew River(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_469) CONTENT: Gravemere Reservoir(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_47) CONTENT: Noxiousdew River(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_471) CONTENT: Noxiousdew River(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_472) CONTENT: Noxiousdew River(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_474) CONTENT: Noxiousdew River(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_475) CONTENT: Noxiousdew River(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_476) CONTENT: Noxiousdew River(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_477) CONTENT: Noxiousdew River(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_478) CONTENT: Noxiousdew River(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_479) CONTENT: Gravemere Reservoir(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_48) CONTENT: Ironbeak River(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_480) CONTENT: Ironbeak River(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_481) CONTENT: Ironbeak River(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_482) CONTENT: Ironbeak River(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_483) CONTENT: Noxiousdew River(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_485) CONTENT: Noxiousdew River(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_486) CONTENT: Ironbeak River(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_487) CONTENT: Ironbeak River(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_488) CONTENT: Ironbeak River(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_489) CONTENT: Sunless Lake(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_49) CONTENT: Ironbeak River(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_490) CONTENT: Noxiousdew River(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_491) CONTENT: Noxiousdew River(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_492) CONTENT: Noxiousdew River(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_493) CONTENT: Noxiousdew River(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_494) CONTENT: Noxiousdew River(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_495) CONTENT: Noxiousdew River(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_496) CONTENT: Noxiousdew River(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_497) CONTENT: Ashburn River(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_499) CONTENT: Coldwater Hollow(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_5) CONTENT: Norfall River West(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_50) CONTENT: Ashburn River(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_500) CONTENT: Ashburn River(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_501) CONTENT: Ashburn River(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_502) CONTENT: Ashburn River(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_503) CONTENT: Ashburn River(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_504) CONTENT: Ashburn River(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_506) CONTENT: Ashburn River(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_507) CONTENT: Shattered Loch(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_509) CONTENT: Norfall River West(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_51) CONTENT: Shattered Loch(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_510) CONTENT: Shattered Loch(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_511) CONTENT: Ashburn River(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_512) CONTENT: Ashburn River(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_513) CONTENT: Ashburn River(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_514) CONTENT: Ashburn River(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_515) CONTENT: Stillwater Fen(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_517) CONTENT: Stillwater Fen(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_518) CONTENT: Norfall River West(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_52) CONTENT: Stillwater Fen(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_520) CONTENT: Stillwater Fen(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_522) CONTENT: Stillwater Fen(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_523) CONTENT: Shattered Loch(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_525) CONTENT: Shattered Loch(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_529) CONTENT: Norfall River West(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_53) CONTENT: Shattered Loch(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_531) CONTENT: Shattered Loch(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_532) CONTENT: Shattered Loch(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_533) CONTENT: Shattered Loch(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_534) CONTENT: Ashburn River(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_535) CONTENT: Ashburn River(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_536) CONTENT: Ashburn River(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_537) CONTENT: Ashburn River(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_538) CONTENT: Shattered Loch(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_539) CONTENT: Eden(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_54) CONTENT: Shattered Loch(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_540) CONTENT: Placidview Canyon(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_541) CONTENT: Placidview Canyon(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_542) CONTENT: Placidview Canyon(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_543) CONTENT: Placidview Canyon(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_544) CONTENT: Shattered Loch(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_545) CONTENT: Ashburn River(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_547) CONTENT: Ashburn River(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_548) CONTENT: Ashburn River(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_549) CONTENT: Ashburn River(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_550) CONTENT: Ashburn River(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_551) CONTENT: Placidview Canyon(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_552) CONTENT: Placidview Canyon(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_553) CONTENT: Placidview Canyon(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_554) CONTENT: Placidview Canyon(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_555) CONTENT: Placidview Canyon(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_556) CONTENT: Placidview Canyon(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_557) CONTENT: Placidview Canyon(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_558) CONTENT: Pink Lotus Rill(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_56) CONTENT: Placidview Canyon(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_561) CONTENT: Placidview Canyon(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_562) CONTENT: Placidview Canyon(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_563) CONTENT: Placidview Canyon(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_564) CONTENT: Placidview Canyon(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_565) CONTENT: Placidview Canyon(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_566) CONTENT: Placidview Canyon(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_567) CONTENT: Placidview Canyon(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_568) CONTENT: Placidview Canyon(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_569) CONTENT: Norfall River West(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_57) CONTENT: Placidview Canyon(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_570) CONTENT: Placidview Canyon(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_571) CONTENT: Placidview Canyon(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_573) CONTENT: Placidview Canyon(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_574) CONTENT: Placidview Canyon(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_575) CONTENT: Placidview Canyon(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_576) CONTENT: Placidview Canyon(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_577) CONTENT: Placidview Canyon(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_578) CONTENT: Placidview Canyon(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_579) CONTENT: Norfall River West(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_58) CONTENT: Placidview Canyon(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_580) CONTENT: Placidview Canyon(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_581) CONTENT: Placidview Canyon(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_582) CONTENT: Placidview Canyon(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_584) CONTENT: Placidview Canyon(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_585) CONTENT: Placidview Canyon(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_586) CONTENT: Placidview Canyon(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_588) CONTENT: Norfall River West(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_59) CONTENT: Placidview Canyon(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_590) CONTENT: Placidview Canyon(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_591) CONTENT: Placidview Lake(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_592) CONTENT: Placidview Lake(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_593) CONTENT: Placidview Lake(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_594) CONTENT: Placidview Lake(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_595) CONTENT: Placidview Canyon(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_596) CONTENT: Ironbeak River(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_598) CONTENT: Ironbeak River(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_599) CONTENT: Coldwater Hollow(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_6) CONTENT: Hammerfalls Creek(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_60) CONTENT: Noxiousdew River(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_600) CONTENT: Noxiousdew River(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_602) CONTENT: River of the Fallen(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_607) CONTENT: Barebone Creek(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_608) CONTENT: Uncanny Hollow(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_609) CONTENT: Hammerfalls Creek(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_61) CONTENT: Uncanny Hollow(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_612) CONTENT: Uncanny Hollow(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_613) CONTENT: Uncanny Hollow(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_614) CONTENT: Stillwater Fen(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_616) CONTENT: Stillwater Fen(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_617) CONTENT: Stillwater Fen(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_618) CONTENT: Stillwater Fen(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_619) CONTENT: Hammerfalls Creek(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_62) CONTENT: Uncanny Hollow(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_620) CONTENT: Uncanny Hollow(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_621) CONTENT: Uncanny Hollow(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_623) CONTENT: Uncanny Hollow(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_624) CONTENT: Uncanny Hollow(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_625) CONTENT: Stillwater Fen(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_626) CONTENT: Stillwater Fen(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_627) CONTENT: River of the Fallen(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_628) CONTENT: Noxiousdew River(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_629) CONTENT: Pink Lotus Rill(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_63) CONTENT: Noxiousdew River(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_630) CONTENT: Noxiousdew River(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_631) CONTENT: Noxiousdew River(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_632) CONTENT: Noxiousdew River(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_633) CONTENT: Noxiousdew River(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_634) CONTENT: Barebone Creek(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_635) CONTENT: River of the Fallen(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_636) CONTENT: River of the Fallen(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_637) CONTENT: River of the Fallen(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_638) CONTENT: Barebone Creek(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_639) CONTENT: Fractured Lake(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_64) CONTENT: Barebone Creek(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_640) CONTENT: Barebone Creek(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_641) CONTENT: Noxiousdew River(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_642) CONTENT: Noxiousdew River(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_643) CONTENT: Noxiousdew River(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_644) CONTENT: Noxiousdew River(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_645) CONTENT: Noxiousdew River(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_646) CONTENT: Bleaksight Mire(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_647) CONTENT: Bleaksight Mire(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_648) CONTENT: Bleaksight Mire(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_649) CONTENT: Norfall River East(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_65) CONTENT: Bleaksight Mire(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_650) CONTENT: Bleaksight Mire(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_651) CONTENT: Barebone Creek(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_652) CONTENT: Stillwater Expanse(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_653) CONTENT: Stillwater Expanse(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_654) CONTENT: Stillwater Expanse(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_656) CONTENT: Stillwater Expanse(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_657) CONTENT: Shattered Loch(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_659) CONTENT: Norfall River East(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_66) CONTENT: Shattered Loch(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_660) CONTENT: Shattered Loch(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_661) CONTENT: Shattered Loch(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_662) CONTENT: Placidview(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_664) CONTENT: Stillwater Expanse(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_665) CONTENT: Placidview(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_666) CONTENT: Placidview(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_667) CONTENT: Placidview(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_669) CONTENT: Norfall River East(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_67) CONTENT: Placidview(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_670) CONTENT: Placidview(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_671) CONTENT: Placidview(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_672) CONTENT: Placidview(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_673) CONTENT: Placidview(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_675) CONTENT: Placidview(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_676) CONTENT: Bleak Hills(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_677) CONTENT: Bleak Hills(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_679) CONTENT: Norfall River East(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_68) CONTENT: Bleak Hills(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_680) CONTENT: Bleak Hills(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_681) CONTENT: Bleak Hills(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_682) CONTENT: Bleak Hills(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_684) CONTENT: Ironbeak(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_685) CONTENT: Ironbeak(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_687) CONTENT: Ironbeak(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_688) CONTENT: Ironbeak(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_689) CONTENT: Norfall River East(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_69) CONTENT: Ironbeak(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_690) CONTENT: Ironbeak(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_691) CONTENT: Plains of Desolation(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_692) CONTENT: Plains of Desolation(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_695) CONTENT: Plains of Desolation(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_696) CONTENT: Plains of Desolation(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_697) CONTENT: Plains of Desolation(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_698) CONTENT: Coldwater Hollow(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_7) CONTENT: Norfall River East(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_70) CONTENT: Plains of Desolation(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_700) CONTENT: Fallen Cliffs(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_702) CONTENT: Fallen Cliffs(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_703) CONTENT: Fallen Cliffs(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_705) CONTENT: Fallen Cliffs(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_706) CONTENT: Fallen Cliffs(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_707) CONTENT: Fallen Cliffs(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_708) CONTENT: Fallen Cliffs(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_709) CONTENT: Fractured Lake(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_71) CONTENT: Fallen Cliffs(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_710) CONTENT: Afflicted Clearing(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_711) CONTENT: Afflicted Clearing(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_712) CONTENT: The Fallen Mount(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_713) CONTENT: The Fallen Mount(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_714) CONTENT: The Fallen Mount(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_715) CONTENT: The Fallen Mount(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_716) CONTENT: The Fallen Mount(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_717) CONTENT: The Fallen Mount(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_718) CONTENT: The Fallen Mount(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_719) CONTENT: Fractured Lake(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_72) CONTENT: The Fallen Mount(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_720) CONTENT: The Fallen Mount(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_721) CONTENT: The Fallen Mount(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_722) CONTENT: The Fallen Mount(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_723) CONTENT: The Fallen Mount(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_724) CONTENT: The Fallen Mount(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_725) CONTENT: Desolate Mound(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_726) CONTENT: Desolate Mound(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_727) CONTENT: Desolate Mound(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_728) CONTENT: Desolate Mound(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_729) CONTENT: Norfall River West(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_73) CONTENT: Desolate Mound(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_730) CONTENT: Tempest Crag(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_731) CONTENT: Tempest Crag(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_732) CONTENT: Tempest Crag(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_733) CONTENT: Tempest Crag(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_734) CONTENT: Tempest Crag(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_735) CONTENT: Ironbeak Rock(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_737) CONTENT: Ironbeak Rock(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_738) CONTENT: Norfall River(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_74) CONTENT: Placidview Heights(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_740) CONTENT: Placidview Heights(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_741) CONTENT: Placidview Heights(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_742) CONTENT: Placidview Heights(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_743) CONTENT: Stillwater Peaks(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_745) CONTENT: Stillwater Peaks(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_746) CONTENT: Norfalls(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_75) CONTENT: Foulcreek Marsh(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_76) CONTENT: Driftwood Beck(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_77) CONTENT: Driftwood Beck(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_78) CONTENT: Driftwood Beck(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_79) CONTENT: Corrupted Gardens(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_8) CONTENT: Driftwood Beck(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_80) CONTENT: Norfall River East(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_81) CONTENT: Daydream River(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_82) CONTENT: Holson Creek(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_83) CONTENT: The Murkey Pond(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_84) CONTENT: Space Bridge(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_85) CONTENT: Space Bridge(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_86) CONTENT: Space Bridge(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_87) CONTENT: Space Bridge(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_88) CONTENT: Space Bridge(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_89) CONTENT: Coldwater Hollow(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_9) CONTENT: -Space-(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_90) CONTENT: Summerworth Lake(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_91) CONTENT: Summerworth Bay(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_92) CONTENT: Space Bridge(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_93) CONTENT: Summerworth Lake(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_94) CONTENT: Moonshade Lake(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_95) CONTENT: Stonefist Spring(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_96) CONTENT: Silverrock Tarn(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_97) CONTENT: Nightwell lake(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_98) CONTENT: Remembrance River(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BiomeZoneVolume_99) CONTENT: The Bridge(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.BOSS) CONTENT: Rockwell's Proliferation(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.Coverage_Corruption_23) CONTENT: Eden(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.Coverage_Eden2) CONTENT: Echo Sector(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.Coverage_Eden_Trench_4) CONTENT: Corrupted Gardens(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.Coverage_Gardens_1) CONTENT: Boros Sector(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.Coverage_Gardens_2) CONTENT: Boros Sector(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.Coverage_Gardens_3) CONTENT: Aries Sector(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.Coverage_Gardens_4) CONTENT: Boros Sector(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.Coverage_Gardens_Trench) CONTENT: -Space-(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.Coverage_Space_19) CONTENT: -Space-(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.Coverage_Space_20) CONTENT: -Space-(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.Coverage_Space_7) CONTENT: -Space-(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.Coverage_Space_8) CONTENT: Aquatic R&D Center(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.Eden_UnderwaterCave_POI) CONTENT: Stormgrove Slopes(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.EdenCliff_206) CONTENT: Stormgrove Slopes(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.EdenCliff_73) CONTENT: Skyreach Cliffs(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.EdenCliff_79) CONTENT: Skyreach Cliffs(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.EdenCliff_86) CONTENT: Skyreach Cliffs(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.EdenCliff_89) CONTENT: Skyreach Cliffs(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.EdenCliff_94) CONTENT: Moonshade Falls(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.EdenLake_1) CONTENT: Summerworth Lake(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.EdenLake_11) CONTENT: Talon Geyser(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.EdenLake_18) CONTENT: Rimrock Lake(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.EdenLake_19) CONTENT: Moonshade Lake(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.EdenLake_2) CONTENT: Hideaway Lake(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.EdenLake_20) CONTENT: Cold Point Drop(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.EdenLake_21) CONTENT: Sweetwater Lake(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.EdenLake_36) CONTENT: Mistwood Loch(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.EdenLake_4) CONTENT: Sweetwater Lake(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.EdenLake_41) CONTENT: Echo Pond(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.EdenLake_44) CONTENT: Coldwater Hollow(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.EdenLake_48) CONTENT: Summerworth Bay(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.EdenLake_49) CONTENT: Roaring Rock(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.EdenMountain_101) CONTENT: Crimson Peak(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.EdenMountain_112) CONTENT: Silky Peak(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.EdenMountain_115) CONTENT: Silky Peak(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.EdenMountain_121) CONTENT: Silky Peak(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.EdenMountain_122) CONTENT: Spireblade Ridge(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.EdenMountain_125) CONTENT: Unscaled Mountain(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.EdenMountain_131) CONTENT: Edgeriver Mountains(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.EdenMountain_16) CONTENT: Crown Ridge(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.EdenMountain_165) CONTENT: Edgeriver Mountains(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.EdenMountain_17) CONTENT: Stormgrove Mountain(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.EdenMountain_29) CONTENT: Peaks of Solitude(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.EdenMountain_43) CONTENT: Slopes of Solitude(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.EdenMountain_47) CONTENT: Tally's Lookout(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.EdenMountain_48) CONTENT: Arnia's Bowl(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.EdenMountain_5) CONTENT: Stonefist Mountain(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.EdenMountain_8) CONTENT: Evergreen Peaks(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.EdenMountain_82) CONTENT: Evergreen Peaks(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.EdenMountain_84) CONTENT: Evergreen Peaks(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.EdenMountain_89) CONTENT: Stonefist Mountain(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.EdenMountain_9) CONTENT: Evergreen Approach(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.EdenMountain_92) CONTENT: BerkBrook Height(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.EdenMountain_96) CONTENT: BerkBrook Height(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.EdenMountain_97) CONTENT: Stonefist Valley(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.EdenPlains_11) CONTENT: Stonefist Valley(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.EdenPlains_12) CONTENT: Stonefist Valley(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.EdenPlains_13) CONTENT: Twin Tears Woodlands(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.EdenPlains_131) CONTENT: Twin Tears Woodlands(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.EdenPlains_133) CONTENT: Twin Tears Woodlands(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.EdenPlains_134) CONTENT: Twin Tears Woodlands(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.EdenPlains_135) CONTENT: Twin Tears Woodlands(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.EdenPlains_136) CONTENT: Twin Tears Woodlands(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.EdenPlains_138) CONTENT: Twin Tears Woodlands(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.EdenPlains_139) CONTENT: Sandfoot Plains(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.EdenPlains_14) CONTENT: Twin Tears Woodlands(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.EdenPlains_140) CONTENT: Twin Tears Woodlands(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.EdenPlains_141) CONTENT: Twin Tears Woodlands(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.EdenPlains_142) CONTENT: Twin Tears Woodlands(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.EdenPlains_143) CONTENT: Whitemarsh Moor(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.EdenPlains_145) CONTENT: Whitemarsh Moor(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.EdenPlains_146) CONTENT: Whitemarsh Moor(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.EdenPlains_147) CONTENT: Whitemarsh Moor(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.EdenPlains_148) CONTENT: Whitemarsh Moor(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.EdenPlains_149) CONTENT: Riverrock Expanse(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.EdenPlains_15) CONTENT: Whitemarsh Moor(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.EdenPlains_150) CONTENT: Whitemarsh Moor(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.EdenPlains_151) CONTENT: Whitemarsh Moor(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.EdenPlains_152) CONTENT: Whitemarsh Moor(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.EdenPlains_153) CONTENT: Whitemarsh Moor(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.EdenPlains_154) CONTENT: Whitemarsh Moor(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.EdenPlains_155) CONTENT: Whitemarsh Moor(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.EdenPlains_156) CONTENT: Evergreen Valley(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.EdenPlains_157) CONTENT: Evergreen Valley(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.EdenPlains_158) CONTENT: Evergreen Valley(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.EdenPlains_159) CONTENT: Riverrock Expanse(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.EdenPlains_16) CONTENT: Evergreen Valley(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.EdenPlains_160) CONTENT: Evergreen Valley(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.EdenPlains_161) CONTENT: Barefoot Plains(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.EdenPlains_162) CONTENT: Barefoot Plains(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.EdenPlains_164) CONTENT: Talking Trees Forest(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.EdenPlains_165) CONTENT: Talking Trees Forest(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.EdenPlains_166) CONTENT: Talking Trees Forest(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.EdenPlains_167) CONTENT: Talking Trees Forest(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.EdenPlains_168) CONTENT: Talking Trees Forest(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.EdenPlains_169) CONTENT: Riverrock Expanse(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.EdenPlains_17) CONTENT: Calamity Vale(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.EdenPlains_170) CONTENT: Calamity Vale(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.EdenPlains_171) CONTENT: Calamity Vale(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.EdenPlains_172) CONTENT: Calamity Vale(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.EdenPlains_173) CONTENT: Calamity Vale(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.EdenPlains_174) CONTENT: Calamity Vale(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.EdenPlains_175) CONTENT: Calamity Vale(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.EdenPlains_176) CONTENT: Calamity Vale(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.EdenPlains_177) CONTENT: Calamity Vale(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.EdenPlains_178) CONTENT: Calamity Vale(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.EdenPlains_179) CONTENT: The Cold Point(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.EdenPlains_18) CONTENT: Calamity Vale(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.EdenPlains_180) CONTENT: Calamity Vale(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.EdenPlains_181) CONTENT: Calamity Vale(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.EdenPlains_182) CONTENT: Calamity Vale(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.EdenPlains_183) CONTENT: Calamity Vale(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.EdenPlains_184) CONTENT: Calamity Vale(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.EdenPlains_185) CONTENT: Whitemarsh Moor(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.EdenPlains_186) CONTENT: Twin Tears Woodlands(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.EdenPlains_187) CONTENT: Twin Tears Woodlands(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.EdenPlains_189) CONTENT: Sandfoot Plains(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.EdenPlains_19) CONTENT: Crown Ridge Lowland(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.EdenPlains_20) CONTENT: Sandfoot Plains(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.EdenPlains_3) CONTENT: Sandfoot Plains(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.EdenPlains_4) CONTENT: Norfall Cliffs(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.EdenPlains_48) CONTENT: Norfall Cliffs(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.EdenPlains_49) CONTENT: Sandfoot Plains(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.EdenPlains_5) CONTENT: Norfall Cliffs(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.EdenPlains_50) CONTENT: Norfall Cliffs(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.EdenPlains_51) CONTENT: Norfall Cliffs(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.EdenPlains_52) CONTENT: Norfall Cliffs(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.EdenPlains_53) CONTENT: Norfall Cliffs(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.EdenPlains_54) CONTENT: Norfall Cliffs(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.EdenPlains_55) CONTENT: Norfall Cliffs(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.EdenPlains_56) CONTENT: Norfall Cliffs(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.EdenPlains_57) CONTENT: Norfall Shores(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.EdenPlains_58) CONTENT: Norfall Shores(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.EdenPlains_59) CONTENT: Norfall Shores(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.EdenPlains_60) CONTENT: Stormgrove Aqueduct(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.EdenPlains_61) CONTENT: Stormgrove Aqueduct(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.EdenPlains_62) CONTENT: Stormgrove Aqueduct(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.EdenPlains_63) CONTENT: Stormgrove Aqueduct(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.EdenPlains_64) CONTENT: Stormgrove Aqueduct(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.EdenPlains_65) CONTENT: Stormgrove Aqueduct(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.EdenPlains_68) CONTENT: Sandfoot Plains(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.EdenPlains_7) CONTENT: Stonefist Valley(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.EdenPlains_8) CONTENT: Stonefist Valley(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.EdenPlains_9) CONTENT: Spout Island(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.EdenPOI) CONTENT: Whitewater Marsh(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.EdenRiver_14) CONTENT: Whitewater Marsh(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.EdenRiver_15) CONTENT: Whitewater Marsh(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.EdenRiver_16) CONTENT: Tranquil Gorge(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.EdenRiver_17) CONTENT: Tranquil Gorge(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.EdenRiver_18) CONTENT: Fallen Oak River(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.EdenRiver_21) CONTENT: Jubilee Creek(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.EdenRiver_22) CONTENT: Fallen Oak River(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.EdenRiver_23) CONTENT: Fallen Oak River(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.EdenRiver_24) CONTENT: Silentbloom Brook(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.EdenRiver_25) CONTENT: Silentbloom Mere(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.EdenRiver_26) CONTENT: Silentbloom Mere(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.EdenRiver_27) CONTENT: Silentbloom Mere(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.EdenRiver_28) CONTENT: Silentbloom Mere(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.EdenRiver_29) CONTENT: Driftwood Beck(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.EdenRiver_30) CONTENT: Norfall River East(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.EdenRiver_31) CONTENT: Daydream River(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.EdenRiver_32) CONTENT: Mistwood Creek(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.EdenRiver_4) CONTENT: Windless Canyon(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.EdenRiver_42) CONTENT: Rolling River(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.EdenRiver_46) CONTENT: Rolling River(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.EdenRiver_47) CONTENT: Rolling River(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.EdenRiver_48) CONTENT: Whitewater Marsh(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.EdenRiver_55) CONTENT: Rolling River(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.EdenRiver_6) CONTENT: Grimfall River(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.EdenRiver_61) CONTENT: Baleview River(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.EdenRiver_65) CONTENT: Baleview River(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.EdenRiver_66) CONTENT: Grimfall River(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.EdenRiver_67) CONTENT: Rolling River(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.EdenRiver_7) CONTENT: Rolling River(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.EdenRiver_8) CONTENT: Fallen Oak River(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.EdenRiver_87) CONTENT: Silentbloom Mere(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.EdenRiver_88) CONTENT: Silentbloom Mere(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.EdenRiver_89) CONTENT: Rolling River(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.EdenRiver_9) CONTENT: Lookout Ridge(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.EdenTransition) CONTENT: Eden Trench(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.EdenTransition_2) CONTENT: Lake Shivermore(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.Gardens_Lake_13) CONTENT: Lifeless Lake(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.Gardens_Lake_17) CONTENT: Vile Creek Loch(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.Gardens_Lake_19) CONTENT: Charnel Spring(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.Gardens_Lake_28) CONTENT: Gorevale Lake(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.Gardens_Lake_32) CONTENT: Brightfell Pond(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.Gardens_Lake_33) CONTENT: Placidview Lake(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.Gardens_Lake_37) CONTENT: Fractured Lake(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.Gardens_Lake_9) CONTENT: Ironbeak Rock(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.Gardens_Mountains_103) CONTENT: Placidview Heights(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.Gardens_Mountains_108) CONTENT: Stillwater Peaks(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.Gardens_Mountains_111) CONTENT: Stillwater Peaks(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.Gardens_Mountains_112) CONTENT: Traitor Rock(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.Gardens_Mountains_113) CONTENT: Bloodhorn Mountains(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.Gardens_Mountains_18) CONTENT: Isolation Peak(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.Gardens_Mountains_31) CONTENT: Isolation Peak(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.Gardens_Mountains_33) CONTENT: Isolation Peak(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.Gardens_Mountains_39) CONTENT: The Cracking Cliffs(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.Gardens_Mountains_54) CONTENT: Hungering Heights(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.Gardens_Mountains_72) CONTENT: Hungering Heights(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.Gardens_Mountains_75) CONTENT: Hungering Heights(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.Gardens_Mountains_78) CONTENT: Vile Creek Glen(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.Gardens_Plains_14) CONTENT: Hungering Slopes(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.Gardens_Plains_16) CONTENT: Barren Wetlands(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.Gardens_Plains_19) CONTENT: Barren Wetlands(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.Gardens_Plains_20) CONTENT: Shattered Loch(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.Gardens_Plains_30) CONTENT: Shattered Loch(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.Gardens_Plains_31) CONTENT: Stillwater Expanse(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.Gardens_Plains_33) CONTENT: Placidview(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.Gardens_Plains_42) CONTENT: Placidview(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.Gardens_Plains_43) CONTENT: Bleak Hills(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.Gardens_Plains_47) CONTENT: Bleak Hills(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.Gardens_Plains_51) CONTENT: Ironbeak(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.Gardens_Plains_56) CONTENT: Plains of Desolation(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.Gardens_Plains_65) CONTENT: Plains of Desolation(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.Gardens_Plains_67) CONTENT: Fallen Cliffs(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.Gardens_Plains_72) CONTENT: Fallen Cliffs(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.Gardens_Plains_77) CONTENT: Dreaded Pass(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.Gardens_POI) CONTENT: Shattered Loch(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.Gardens_Rivers_104) CONTENT: Stillwater Fen(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.Gardens_Rivers_106) CONTENT: Ashburn River(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.Gardens_Rivers_109) CONTENT: Ashburn River(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.Gardens_Rivers_110) CONTENT: Placidview Canyon(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.Gardens_Rivers_116) CONTENT: Ashburn River(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.Gardens_Rivers_118) CONTENT: Placidview Canyon(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.Gardens_Rivers_135) CONTENT: Barebone Creek(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.Gardens_Rivers_14) CONTENT: Placidview Canyon(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.Gardens_Rivers_144) CONTENT: Placidview Canyon(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.Gardens_Rivers_146) CONTENT: Placidview Canyon(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.Gardens_Rivers_155) CONTENT: River of the Fallen(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.Gardens_Rivers_16) CONTENT: Placidview Canyon(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.Gardens_Rivers_162) CONTENT: Ironbeak River(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.Gardens_Rivers_165) CONTENT: Stillwater Fen(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.Gardens_Rivers_175) CONTENT: Stillwater Fen(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.Gardens_Rivers_183) CONTENT: Uncanny Hollow(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.Gardens_Rivers_185) CONTENT: Uncanny Hollow(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.Gardens_Rivers_188) CONTENT: Stillwater Fen(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.Gardens_Rivers_192) CONTENT: River of the Fallen(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.Gardens_Rivers_193) CONTENT: Noxiousdew River(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.Gardens_Rivers_199) CONTENT: River of the Fallen(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.Gardens_Rivers_201) CONTENT: River of the Fallen(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.Gardens_Rivers_203) CONTENT: Barebone Creek(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.Gardens_Rivers_206) CONTENT: Noxiousdew River(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.Gardens_Rivers_211) CONTENT: Bleaksight Mire(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.Gardens_Rivers_216) CONTENT: Noxiousdew River(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.Gardens_Rivers_28) CONTENT: Ironbeak River(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.Gardens_Rivers_66) CONTENT: Noxiousdew River(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.Gardens_Rivers_69) CONTENT: Ashburn River(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.Gardens_Rivers_87) CONTENT: Vile Creek River(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.Gardens_Rivers_9) CONTENT: VR(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.VR) CONTENT: VR(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.VR_2) CONTENT: VR(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.VR_4) CONTENT: Wilderness(/Game/Maps/Genesis2/PGS_Biomes.PGS_Biomes:PersistentLevel.PrimalWorldSettings) CONTENT: Coel (1-5)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesWaterSpillways_Aquatic_Lake.Default__DinoSpawnEntriesWaterSpillways_Aquatic_Lake_C) CONTENT: Salmon (1-3)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesWaterSpillways_Aquatic_Lake.Default__DinoSpawnEntriesWaterSpillways_Aquatic_Lake_C) CONTENT: Trilobite (1-2)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesWaterSpillways_Aquatic_Lake.Default__DinoSpawnEntriesWaterSpillways_Aquatic_Lake_C) CONTENT: Piranha (1-3)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesWaterSpillways_Aquatic_Lake.Default__DinoSpawnEntriesWaterSpillways_Aquatic_Lake_C) CONTENT: Hesperornis (1-3)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesWaterSpillways_Aquatic_Lake.Default__DinoSpawnEntriesWaterSpillways_Aquatic_Lake_C) CONTENT: Otter (2-3)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesWaterSpillways_Aquatic_Lake.Default__DinoSpawnEntriesWaterSpillways_Aquatic_Lake_C) CONTENT: Diplo (1)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesWaterSpillways_Aquatic_Lake.Default__DinoSpawnEntriesWaterSpillways_Aquatic_Lake_C) CONTENT: Dimetro (1)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesWaterSpillways_Aquatic_Lake.Default__DinoSpawnEntriesWaterSpillways_Aquatic_Lake_C) CONTENT: Sarco(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesWaterSpillways_Aquatic_Lake.Default__DinoSpawnEntriesWaterSpillways_Aquatic_Lake_C) CONTENT: Coel (1-5)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesWaterSpillways_Aquatic_Hard.Default__DinoSpawnEntriesWaterSpillways_Aquatic_Hard_C) CONTENT: Salmon (1-3)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesWaterSpillways_Aquatic_Hard.Default__DinoSpawnEntriesWaterSpillways_Aquatic_Hard_C) CONTENT: Trilobite (1-2)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesWaterSpillways_Aquatic_Hard.Default__DinoSpawnEntriesWaterSpillways_Aquatic_Hard_C) CONTENT: Piranha (1-3)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesWaterSpillways_Aquatic_Hard.Default__DinoSpawnEntriesWaterSpillways_Aquatic_Hard_C) CONTENT: Hesperornis (1-3)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesWaterSpillways_Aquatic_Hard.Default__DinoSpawnEntriesWaterSpillways_Aquatic_Hard_C) CONTENT: Otter (2-3)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesWaterSpillways_Aquatic_Hard.Default__DinoSpawnEntriesWaterSpillways_Aquatic_Hard_C) CONTENT: Diplo (1)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesWaterSpillways_Aquatic_Hard.Default__DinoSpawnEntriesWaterSpillways_Aquatic_Hard_C) CONTENT: Dimetro (1)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesWaterSpillways_Aquatic_Hard.Default__DinoSpawnEntriesWaterSpillways_Aquatic_Hard_C) CONTENT: Bary (1)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesWaterSpillways_Aquatic_Hard.Default__DinoSpawnEntriesWaterSpillways_Aquatic_Hard_C) CONTENT: Spino (1)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesWaterSpillways_Aquatic_Hard.Default__DinoSpawnEntriesWaterSpillways_Aquatic_Hard_C) CONTENT: Sarco(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesWaterSpillways_Aquatic_Hard.Default__DinoSpawnEntriesWaterSpillways_Aquatic_Hard_C) CONTENT: Idle(/Engine/Transient.REINST_Defender_Character_BP_C_0) CONTENT: Move(/Engine/Transient.REINST_Defender_Character_BP_C_0) CONTENT: Attack(/Engine/Transient.REINST_Defender_Character_BP_C_0) CONTENT: Defense Unit(/Engine/Transient.REINST_Defender_Character_BP_C_0) LITERAL: allowed to unroll(/Game/Extinction/Dinos/Tank/Defender_Character_BP.Defender_Character_BP:CheckAgainstRoll.K2Node_CallFunction_40857) LITERAL: ResetAttackerPlayer(/Game/Extinction/Dinos/Tank/Defender_Character_BP.Defender_Character_BP:EventGraph.K2Node_CallFunction_117798) LITERAL: ResetAttackerPlayer(/Game/Extinction/Dinos/Tank/Defender_Character_BP.Defender_Character_BP:EventGraph.K2Node_CallFunction_119006) LITERAL: ResetAttackerPlayer(/Game/Extinction/Dinos/Tank/Defender_Character_BP.Defender_Character_BP:EventGraph.K2Node_CallFunction_120281) LITERAL: Cleared!(/Game/Extinction/Dinos/Tank/Defender_Character_BP.Defender_Character_BP:EventGraph.K2Node_CallFunction_126267) LITERAL: Failed Cast completely(/Game/Extinction/Dinos/Tank/Tank_AIController_BP.Tank_AIController_BP:EventGraph.K2Node_CallFunction_181507) LITERAL: cast Failed to PlayerPawn: Damage Cause >> (/Game/Extinction/Dinos/Tank/Tank_AIController_BP.Tank_AIController_BP:EventGraph.K2Node_CallFunction_196342) LITERAL: << but checked >> (/Game/Extinction/Dinos/Tank/Tank_AIController_BP.Tank_AIController_BP:EventGraph.K2Node_CallFunction_196345) LITERAL: << and returned bIsPlayerAttacker as >> (/Game/Extinction/Dinos/Tank/Tank_AIController_BP.Tank_AIController_BP:EventGraph.K2Node_CallFunction_196348) LITERAL: cast SUCCESS to PlayerPawn: Damage Cause >> (/Game/Extinction/Dinos/Tank/Tank_AIController_BP.Tank_AIController_BP:EventGraph.K2Node_CallFunction_185108) LITERAL: << but checked >> (/Game/Extinction/Dinos/Tank/Tank_AIController_BP.Tank_AIController_BP:EventGraph.K2Node_CallFunction_196110) LITERAL: << and returned bIsPlayerAttacker as >> (/Game/Extinction/Dinos/Tank/Tank_AIController_BP.Tank_AIController_BP:EventGraph.K2Node_CallFunction_196263) LITERAL: OnTakeDamage Event fired(/Game/Extinction/Dinos/Tank/Tank_AIController_BP.Tank_AIController_BP:EventGraph.K2Node_CallFunction_207111) CONTENT: Idle(/Engine/Transient.Default__REINST_Defender_Character_BP_C_57959) CONTENT: Move(/Engine/Transient.Default__REINST_Defender_Character_BP_C_57959) CONTENT: Attack(/Engine/Transient.Default__REINST_Defender_Character_BP_C_57959) CONTENT: Defense Unit(/Engine/Transient.Default__REINST_Defender_Character_BP_C_57959) CONTENT: Idle(/Engine/Transient.REINST_Defender_Character_BP_C_1) CONTENT: Move(/Engine/Transient.REINST_Defender_Character_BP_C_1) CONTENT: Attack(/Engine/Transient.REINST_Defender_Character_BP_C_1) CONTENT: Defense Unit(/Engine/Transient.REINST_Defender_Character_BP_C_1) CONTENT: Idle(/Engine/Transient.Default__REINST_Defender_Character_BP_C_57967) CONTENT: Move(/Engine/Transient.Default__REINST_Defender_Character_BP_C_57967) CONTENT: Attack(/Engine/Transient.Default__REINST_Defender_Character_BP_C_57967) CONTENT: Defense Unit(/Engine/Transient.Default__REINST_Defender_Character_BP_C_57967) CONTENT: Idle(/Game/Extinction/Dinos/Tank/Defender_Character_BP.Default__Defender_Character_BP_C) CONTENT: Move(/Game/Extinction/Dinos/Tank/Defender_Character_BP.Default__Defender_Character_BP_C) CONTENT: Attack(/Game/Extinction/Dinos/Tank/Defender_Character_BP.Default__Defender_Character_BP_C) CONTENT: Defense Unit(/Game/Extinction/Dinos/Tank/Defender_Character_BP.Default__Defender_Character_BP_C) CONTENT: Scout (1-3)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesTrenchTek.Default__DinoSpawnEntriesTrenchTek_C) CONTENT: Strider (1)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesTrenchTek.Default__DinoSpawnEntriesTrenchTek_C) CONTENT: Defender (1)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesTrenchTek.Default__DinoSpawnEntriesTrenchTek_C) CONTENT: Enforcer (1)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesTrenchTek.Default__DinoSpawnEntriesTrenchTek_C) CONTENT: Tek Wyverns (1)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesTekWyvern.Default__DinoSpawnEntriesTekWyvern_C) CONTENT: SD (1-3)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesSpace_Gen2.Default__DinoSpawnEntriesSpace_Gen2_C) CONTENT: SW (1)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesSpace_Gen2.Default__DinoSpawnEntriesSpace_Gen2_C) CONTENT: TekWyvern(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesSpace_Gen2.Default__DinoSpawnEntriesSpace_Gen2_C) CONTENT: Seekers(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesSpace_Gen2.Default__DinoSpawnEntriesSpace_Gen2_C) CONTENT: Giganoto (1)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesRockwellGiga.Default__DinoSpawnEntriesRockwellGiga_C) CONTENT: Dodo Spawn (1-5)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesRiverLand_Medium_Gen2.Default__DinoSpawnEntriesRiverLand_Medium_Gen2_C) CONTENT: Para (1-2)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesRiverLand_Medium_Gen2.Default__DinoSpawnEntriesRiverLand_Medium_Gen2_C) CONTENT: Trike (1-2)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesRiverLand_Medium_Gen2.Default__DinoSpawnEntriesRiverLand_Medium_Gen2_C) CONTENT: Sauropod (1-2)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesRiverLand_Medium_Gen2.Default__DinoSpawnEntriesRiverLand_Medium_Gen2_C) CONTENT: Ptero (1-2)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesRiverLand_Medium_Gen2.Default__DinoSpawnEntriesRiverLand_Medium_Gen2_C) CONTENT: Dilo Spawn (1-3)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesRiverLand_Medium_Gen2.Default__DinoSpawnEntriesRiverLand_Medium_Gen2_C) CONTENT: Oviraptor Spawn(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesRiverLand_Medium_Gen2.Default__DinoSpawnEntriesRiverLand_Medium_Gen2_C) CONTENT: Turtle (1-2)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesRiverLand_Medium_Gen2.Default__DinoSpawnEntriesRiverLand_Medium_Gen2_C) CONTENT: Compy Spawn (1-5)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesRiverLand_Medium_Gen2.Default__DinoSpawnEntriesRiverLand_Medium_Gen2_C) CONTENT: Lystro (1-2)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesRiverLand_Medium_Gen2.Default__DinoSpawnEntriesRiverLand_Medium_Gen2_C) CONTENT: Moschops (1-2)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesRiverLand_Medium_Gen2.Default__DinoSpawnEntriesRiverLand_Medium_Gen2_C) CONTENT: Raptor (2-3)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesRiverLand_Medium_Gen2.Default__DinoSpawnEntriesRiverLand_Medium_Gen2_C) CONTENT: Megaloceros (2-4)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesRiverLand_Medium_Gen2.Default__DinoSpawnEntriesRiverLand_Medium_Gen2_C) CONTENT: Tek Strider(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesRiverLand_Medium_Gen2.Default__DinoSpawnEntriesRiverLand_Medium_Gen2_C) CONTENT: Galli (1-2)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesRiverLand_Medium_Gen2.Default__DinoSpawnEntriesRiverLand_Medium_Gen2_C) CONTENT: Dodo Spawn (1-5)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesRiverLand_Hard_Gen2.Default__DinoSpawnEntriesRiverLand_Hard_Gen2_C) CONTENT: Para (1-2)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesRiverLand_Hard_Gen2.Default__DinoSpawnEntriesRiverLand_Hard_Gen2_C) CONTENT: Trike (1-2)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesRiverLand_Hard_Gen2.Default__DinoSpawnEntriesRiverLand_Hard_Gen2_C) CONTENT: Sauropod (1-2)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesRiverLand_Hard_Gen2.Default__DinoSpawnEntriesRiverLand_Hard_Gen2_C) CONTENT: Ptero (1-2)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesRiverLand_Hard_Gen2.Default__DinoSpawnEntriesRiverLand_Hard_Gen2_C) CONTENT: Dilo Spawn (1-3)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesRiverLand_Hard_Gen2.Default__DinoSpawnEntriesRiverLand_Hard_Gen2_C) CONTENT: Oviraptor Spawn(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesRiverLand_Hard_Gen2.Default__DinoSpawnEntriesRiverLand_Hard_Gen2_C) CONTENT: Turtle (1-2)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesRiverLand_Hard_Gen2.Default__DinoSpawnEntriesRiverLand_Hard_Gen2_C) CONTENT: Compy Spawn (1-5)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesRiverLand_Hard_Gen2.Default__DinoSpawnEntriesRiverLand_Hard_Gen2_C) CONTENT: Lystro (1-2)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesRiverLand_Hard_Gen2.Default__DinoSpawnEntriesRiverLand_Hard_Gen2_C) CONTENT: Moschops (1-2)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesRiverLand_Hard_Gen2.Default__DinoSpawnEntriesRiverLand_Hard_Gen2_C) CONTENT: Raptor (2-3)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesRiverLand_Hard_Gen2.Default__DinoSpawnEntriesRiverLand_Hard_Gen2_C) CONTENT: Megaloceros (2-4)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesRiverLand_Hard_Gen2.Default__DinoSpawnEntriesRiverLand_Hard_Gen2_C) CONTENT: Tek Strider(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesRiverLand_Hard_Gen2.Default__DinoSpawnEntriesRiverLand_Hard_Gen2_C) CONTENT: Galli (1-2)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesRiverLand_Hard_Gen2.Default__DinoSpawnEntriesRiverLand_Hard_Gen2_C) CONTENT: Direwolf (1-4)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesRiverLand_Hard_Gen2.Default__DinoSpawnEntriesRiverLand_Hard_Gen2_C) CONTENT: Doed(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesRiverLand_Hard_Gen2.Default__DinoSpawnEntriesRiverLand_Hard_Gen2_C) CONTENT: Dodo Spawn (1-5)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesRiverLand_Easy_Gen2.Default__DinoSpawnEntriesRiverLand_Easy_Gen2_C) CONTENT: Para (1-2)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesRiverLand_Easy_Gen2.Default__DinoSpawnEntriesRiverLand_Easy_Gen2_C) CONTENT: Trike (1-2)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesRiverLand_Easy_Gen2.Default__DinoSpawnEntriesRiverLand_Easy_Gen2_C) CONTENT: Sauropod (1-2)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesRiverLand_Easy_Gen2.Default__DinoSpawnEntriesRiverLand_Easy_Gen2_C) CONTENT: Ptero (1-2)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesRiverLand_Easy_Gen2.Default__DinoSpawnEntriesRiverLand_Easy_Gen2_C) CONTENT: Dilo Spawn (1-3)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesRiverLand_Easy_Gen2.Default__DinoSpawnEntriesRiverLand_Easy_Gen2_C) CONTENT: Oviraptor Spawn(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesRiverLand_Easy_Gen2.Default__DinoSpawnEntriesRiverLand_Easy_Gen2_C) CONTENT: Turtle (1-2)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesRiverLand_Easy_Gen2.Default__DinoSpawnEntriesRiverLand_Easy_Gen2_C) CONTENT: Compy Spawn (1-5)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesRiverLand_Easy_Gen2.Default__DinoSpawnEntriesRiverLand_Easy_Gen2_C) CONTENT: Lystro (1-2)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesRiverLand_Easy_Gen2.Default__DinoSpawnEntriesRiverLand_Easy_Gen2_C) CONTENT: Moschops (1-2)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesRiverLand_Easy_Gen2.Default__DinoSpawnEntriesRiverLand_Easy_Gen2_C) CONTENT: Pegomastax (2-3)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesRiverLand_Easy_Gen2.Default__DinoSpawnEntriesRiverLand_Easy_Gen2_C) CONTENT: Megaloceros (2-4)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesRiverLand_Easy_Gen2.Default__DinoSpawnEntriesRiverLand_Easy_Gen2_C) CONTENT: Tek Strider(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesRiverLand_Easy_Gen2.Default__DinoSpawnEntriesRiverLand_Easy_Gen2_C) CONTENT: Quetz (1)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesQuetz_Rockwell_Gen2.Default__DinoSpawnEntriesQuetz_Rockwell_Gen2_C) CONTENT: Quetz (1)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesQuetz_Gen2.Default__DinoSpawnEntriesQuetz_Gen2_C) CONTENT: Dodo Spawn (1-5)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesNiceJungle_Gen2.Default__DinoSpawnEntriesNiceJungle_Gen2_C) CONTENT: Para (1-3)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesNiceJungle_Gen2.Default__DinoSpawnEntriesNiceJungle_Gen2_C) CONTENT: Trike (1-3)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesNiceJungle_Gen2.Default__DinoSpawnEntriesNiceJungle_Gen2_C) CONTENT: Stego (1-2)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesNiceJungle_Gen2.Default__DinoSpawnEntriesNiceJungle_Gen2_C) CONTENT: Dilo (1-4)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesNiceJungle_Gen2.Default__DinoSpawnEntriesNiceJungle_Gen2_C) CONTENT: Raptor (1-2)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesNiceJungle_Gen2.Default__DinoSpawnEntriesNiceJungle_Gen2_C) CONTENT: Phiomia (1-2)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesNiceJungle_Gen2.Default__DinoSpawnEntriesNiceJungle_Gen2_C) CONTENT: Turtle (1-2)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesNiceJungle_Gen2.Default__DinoSpawnEntriesNiceJungle_Gen2_C) CONTENT: Carno (1)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesNiceJungle_Gen2.Default__DinoSpawnEntriesNiceJungle_Gen2_C) CONTENT: Ant Spawn (1-5) 1(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesNiceJungle_Gen2.Default__DinoSpawnEntriesNiceJungle_Gen2_C) CONTENT: Compy Spawn (1-5)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesNiceJungle_Gen2.Default__DinoSpawnEntriesNiceJungle_Gen2_C) CONTENT: Dragonfly Spawn (4) 1(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesNiceJungle_Gen2.Default__DinoSpawnEntriesNiceJungle_Gen2_C) CONTENT: Dragonfly Spawn (4) 2(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesNiceJungle_Gen2.Default__DinoSpawnEntriesNiceJungle_Gen2_C) CONTENT: Dimorphs (1-3)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesNiceJungle_Gen2.Default__DinoSpawnEntriesNiceJungle_Gen2_C) CONTENT: Diplodocus (1)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesNiceJungle_Gen2.Default__DinoSpawnEntriesNiceJungle_Gen2_C) CONTENT: Monkeys (1-3)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesNiceJungle_Gen2.Default__DinoSpawnEntriesNiceJungle_Gen2_C) CONTENT: Pachy (1-2)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesNiceJungle_Gen2.Default__DinoSpawnEntriesNiceJungle_Gen2_C) CONTENT: Oviraptor (1)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesNiceJungle_Gen2.Default__DinoSpawnEntriesNiceJungle_Gen2_C) CONTENT: Lystro (1-2)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesNiceJungle_Gen2.Default__DinoSpawnEntriesNiceJungle_Gen2_C) CONTENT: Tapajera (1)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesNiceJungle_Gen2.Default__DinoSpawnEntriesNiceJungle_Gen2_C) CONTENT: Chalico (1-3)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesNiceJungle_Gen2.Default__DinoSpawnEntriesNiceJungle_Gen2_C) CONTENT: Moschops (1-2)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesNiceJungle_Gen2.Default__DinoSpawnEntriesNiceJungle_Gen2_C) CONTENT: Therizo (1)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesNiceJungle_Gen2.Default__DinoSpawnEntriesNiceJungle_Gen2_C) CONTENT: Troodon (3-4)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesNiceJungle_Gen2.Default__DinoSpawnEntriesNiceJungle_Gen2_C) CONTENT: Ignuanadon (1)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesNiceJungle_Gen2.Default__DinoSpawnEntriesNiceJungle_Gen2_C) CONTENT: Dimorphs (1-3)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesMountain_VeryHard_Gen2.Default__DinoSpawnEntriesMountain_VeryHard_Gen2_C) CONTENT: Raptor (3-6)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesMountain_VeryHard_Gen2.Default__DinoSpawnEntriesMountain_VeryHard_Gen2_C) CONTENT: Saber (2-4)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesMountain_VeryHard_Gen2.Default__DinoSpawnEntriesMountain_VeryHard_Gen2_C) CONTENT: T-Rex (1-2)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesMountain_VeryHard_Gen2.Default__DinoSpawnEntriesMountain_VeryHard_Gen2_C) CONTENT: Scorpion (1-3)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesMountain_VeryHard_Gen2.Default__DinoSpawnEntriesMountain_VeryHard_Gen2_C) CONTENT: Owl (1-3)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesMountain_VeryHard_Gen2.Default__DinoSpawnEntriesMountain_VeryHard_Gen2_C) CONTENT: Carnos (1-2)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesMountain_VeryHard_Gen2.Default__DinoSpawnEntriesMountain_VeryHard_Gen2_C) CONTENT: Allosaurus (3)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesMountain_VeryHard_Gen2.Default__DinoSpawnEntriesMountain_VeryHard_Gen2_C) CONTENT: Direwolves (1-6)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesMountain_VeryHard_Gen2.Default__DinoSpawnEntriesMountain_VeryHard_Gen2_C) CONTENT: Yuty + Carnos(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesMountain_VeryHard_Gen2.Default__DinoSpawnEntriesMountain_VeryHard_Gen2_C) CONTENT: Ankylo (1-3)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesMountain_Gen2.Default__DinoSpawnEntriesMountain_Gen2_C) CONTENT: Stego (1-3)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesMountain_Gen2.Default__DinoSpawnEntriesMountain_Gen2_C) CONTENT: Dimorphs (1-3)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesMountain_Gen2.Default__DinoSpawnEntriesMountain_Gen2_C) CONTENT: Raptor (3-6)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesMountain_Gen2.Default__DinoSpawnEntriesMountain_Gen2_C) CONTENT: Dirwolf (2-4)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesMountain_Gen2.Default__DinoSpawnEntriesMountain_Gen2_C) CONTENT: T-Rex (1-2)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesMountain_Gen2.Default__DinoSpawnEntriesMountain_Gen2_C) CONTENT: Scorpion (1-3)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesMountain_Gen2.Default__DinoSpawnEntriesMountain_Gen2_C) CONTENT: Argentavis (1-3)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesMountain_Gen2.Default__DinoSpawnEntriesMountain_Gen2_C) CONTENT: Daeodon (1-2)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesMountain_Gen2.Default__DinoSpawnEntriesMountain_Gen2_C) CONTENT: Doed (1)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesMountain_Gen2.Default__DinoSpawnEntriesMountain_Gen2_C) CONTENT: Pachy (1)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesMountain_Gen2.Default__DinoSpawnEntriesMountain_Gen2_C) CONTENT: Procop (1)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesMountain_Gen2.Default__DinoSpawnEntriesMountain_Gen2_C) CONTENT: Allosaurus (3)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesMountain_Gen2.Default__DinoSpawnEntriesMountain_Gen2_C) CONTENT: Kentro (1-3)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesMountain_Gen2.Default__DinoSpawnEntriesMountain_Gen2_C) CONTENT: Hya (1-6)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesMountain_Gen2.Default__DinoSpawnEntriesMountain_Gen2_C) CONTENT: Mammoth (1-3)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesMountain_Gen2.Default__DinoSpawnEntriesMountain_Gen2_C) CONTENT: Dodo Spawn (1-5)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesMeanJungle_Gen2.Default__DinoSpawnEntriesMeanJungle_Gen2_C) CONTENT: Para (1-3)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesMeanJungle_Gen2.Default__DinoSpawnEntriesMeanJungle_Gen2_C) CONTENT: Strider (1)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesMeanJungle_Gen2.Default__DinoSpawnEntriesMeanJungle_Gen2_C) CONTENT: Stego (1-2)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesMeanJungle_Gen2.Default__DinoSpawnEntriesMeanJungle_Gen2_C) CONTENT: Dilo (1-4)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesMeanJungle_Gen2.Default__DinoSpawnEntriesMeanJungle_Gen2_C) CONTENT: Raptor (1-2)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesMeanJungle_Gen2.Default__DinoSpawnEntriesMeanJungle_Gen2_C) CONTENT: Phiomia (1-2)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesMeanJungle_Gen2.Default__DinoSpawnEntriesMeanJungle_Gen2_C) CONTENT: TerrorBirds (1-2)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesMeanJungle_Gen2.Default__DinoSpawnEntriesMeanJungle_Gen2_C) CONTENT: Carno (1)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesMeanJungle_Gen2.Default__DinoSpawnEntriesMeanJungle_Gen2_C) CONTENT: Ant Spawn (1-5) 1(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesMeanJungle_Gen2.Default__DinoSpawnEntriesMeanJungle_Gen2_C) CONTENT: Compy Spawn (1-5)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesMeanJungle_Gen2.Default__DinoSpawnEntriesMeanJungle_Gen2_C) CONTENT: Dragonfly Spawn (4) 1(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesMeanJungle_Gen2.Default__DinoSpawnEntriesMeanJungle_Gen2_C) CONTENT: Dragonfly Spawn (4) 2(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesMeanJungle_Gen2.Default__DinoSpawnEntriesMeanJungle_Gen2_C) CONTENT: Dimorphs (1-3)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesMeanJungle_Gen2.Default__DinoSpawnEntriesMeanJungle_Gen2_C) CONTENT: Diplodocus (1)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesMeanJungle_Gen2.Default__DinoSpawnEntriesMeanJungle_Gen2_C) CONTENT: Monkeys (1-3)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesMeanJungle_Gen2.Default__DinoSpawnEntriesMeanJungle_Gen2_C) CONTENT: Pachy (1-2)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesMeanJungle_Gen2.Default__DinoSpawnEntriesMeanJungle_Gen2_C) CONTENT: Oviraptor (1)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesMeanJungle_Gen2.Default__DinoSpawnEntriesMeanJungle_Gen2_C) CONTENT: Lystro (1-2)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesMeanJungle_Gen2.Default__DinoSpawnEntriesMeanJungle_Gen2_C) CONTENT: Tapajera (1)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesMeanJungle_Gen2.Default__DinoSpawnEntriesMeanJungle_Gen2_C) CONTENT: Chalico (1-3)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesMeanJungle_Gen2.Default__DinoSpawnEntriesMeanJungle_Gen2_C) CONTENT: Moschops (1-2)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesMeanJungle_Gen2.Default__DinoSpawnEntriesMeanJungle_Gen2_C) CONTENT: Therizo (1)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesMeanJungle_Gen2.Default__DinoSpawnEntriesMeanJungle_Gen2_C) CONTENT: Troodon (3-4)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesMeanJungle_Gen2.Default__DinoSpawnEntriesMeanJungle_Gen2_C) CONTENT: Ignuanadon (1)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesMeanJungle_Gen2.Default__DinoSpawnEntriesMeanJungle_Gen2_C) CONTENT: Para (1-3)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesHardForest_Gen2.Default__DinoSpawnEntriesHardForest_Gen2_C) CONTENT: Trike (1-3)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesHardForest_Gen2.Default__DinoSpawnEntriesHardForest_Gen2_C) CONTENT: Stego (1-2)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesHardForest_Gen2.Default__DinoSpawnEntriesHardForest_Gen2_C) CONTENT: Dilo (1-4)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesHardForest_Gen2.Default__DinoSpawnEntriesHardForest_Gen2_C) CONTENT: Raptor (1-2)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesHardForest_Gen2.Default__DinoSpawnEntriesHardForest_Gen2_C) CONTENT: Phiomia (1-2)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesHardForest_Gen2.Default__DinoSpawnEntriesHardForest_Gen2_C) CONTENT: Carno (1)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesHardForest_Gen2.Default__DinoSpawnEntriesHardForest_Gen2_C) CONTENT: Ant Spawn (1-5) 1(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesHardForest_Gen2.Default__DinoSpawnEntriesHardForest_Gen2_C) CONTENT: Dragonfly Spawn (4) 1(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesHardForest_Gen2.Default__DinoSpawnEntriesHardForest_Gen2_C) CONTENT: Dragonfly Spawn (4) 2(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesHardForest_Gen2.Default__DinoSpawnEntriesHardForest_Gen2_C) CONTENT: Dimorphs (1-3)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesHardForest_Gen2.Default__DinoSpawnEntriesHardForest_Gen2_C) CONTENT: Sauropod (1)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesHardForest_Gen2.Default__DinoSpawnEntriesHardForest_Gen2_C) CONTENT: Monkeys (1-3)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesHardForest_Gen2.Default__DinoSpawnEntriesHardForest_Gen2_C) CONTENT: Pachy (1-2)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesHardForest_Gen2.Default__DinoSpawnEntriesHardForest_Gen2_C) CONTENT: Oviraptor (1)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesHardForest_Gen2.Default__DinoSpawnEntriesHardForest_Gen2_C) CONTENT: Lystro (1-2)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesHardForest_Gen2.Default__DinoSpawnEntriesHardForest_Gen2_C) CONTENT: Chalico (1-3)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesHardForest_Gen2.Default__DinoSpawnEntriesHardForest_Gen2_C) CONTENT: Moschops (1-2)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesHardForest_Gen2.Default__DinoSpawnEntriesHardForest_Gen2_C) CONTENT: Megatherium (1)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesHardForest_Gen2.Default__DinoSpawnEntriesHardForest_Gen2_C) CONTENT: Ignuanadon (1)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesHardForest_Gen2.Default__DinoSpawnEntriesHardForest_Gen2_C) CONTENT: Direbear(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesHardForest_Gen2.Default__DinoSpawnEntriesHardForest_Gen2_C) CONTENT: Purlovia(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesHardForest_Gen2.Default__DinoSpawnEntriesHardForest_Gen2_C) CONTENT: Glider (1-3)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGrassland_Gen2.Default__DinoSpawnEntriesGrassland_Gen2_C) CONTENT: Trike (1-3)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGrassland_Gen2.Default__DinoSpawnEntriesGrassland_Gen2_C) CONTENT: Stego (1-3)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGrassland_Gen2.Default__DinoSpawnEntriesGrassland_Gen2_C) CONTENT: Sauropod (1-3)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGrassland_Gen2.Default__DinoSpawnEntriesGrassland_Gen2_C) CONTENT: Ptero (1-4)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGrassland_Gen2.Default__DinoSpawnEntriesGrassland_Gen2_C) CONTENT: Raptor (1-4)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGrassland_Gen2.Default__DinoSpawnEntriesGrassland_Gen2_C) CONTENT: GasBags (1)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGrassland_Gen2.Default__DinoSpawnEntriesGrassland_Gen2_C) CONTENT: WhoolyRhino (1)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGrassland_Gen2.Default__DinoSpawnEntriesGrassland_Gen2_C) CONTENT: Doed (1)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGrassland_Gen2.Default__DinoSpawnEntriesGrassland_Gen2_C) CONTENT: Ant Spawn (1-5) 1(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGrassland_Gen2.Default__DinoSpawnEntriesGrassland_Gen2_C) CONTENT: Ant Spawn (1-5) 2(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGrassland_Gen2.Default__DinoSpawnEntriesGrassland_Gen2_C) CONTENT: Dragonfly Spawn (4) 1(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGrassland_Gen2.Default__DinoSpawnEntriesGrassland_Gen2_C) CONTENT: Dragonfly Spawn (4) 2(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGrassland_Gen2.Default__DinoSpawnEntriesGrassland_Gen2_C) CONTENT: Hyaenodon (1-3)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGrassland_Gen2.Default__DinoSpawnEntriesGrassland_Gen2_C) CONTENT: Galli (2-4)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGrassland_Gen2.Default__DinoSpawnEntriesGrassland_Gen2_C) CONTENT: Diplodocus (1)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGrassland_Gen2.Default__DinoSpawnEntriesGrassland_Gen2_C) CONTENT: Moschops (1)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGrassland_Gen2.Default__DinoSpawnEntriesGrassland_Gen2_C) CONTENT: Terror Bird (3)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGrassland_Gen2.Default__DinoSpawnEntriesGrassland_Gen2_C) CONTENT: Pachyrhino (2-4)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGrassland_Gen2.Default__DinoSpawnEntriesGrassland_Gen2_C) CONTENT: Sheep (1)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGrassland_Gen2.Default__DinoSpawnEntriesGrassland_Gen2_C) CONTENT: Microraptor (3-5)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGrassland_Gen2.Default__DinoSpawnEntriesGrassland_Gen2_C) CONTENT: Equus (1-4)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGrassland_Gen2.Default__DinoSpawnEntriesGrassland_Gen2_C) CONTENT: Glider (1-3)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGrassland_Easy_Gen2.Default__DinoSpawnEntriesGrassland_Easy_Gen2_C) CONTENT: Trike (1-3)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGrassland_Easy_Gen2.Default__DinoSpawnEntriesGrassland_Easy_Gen2_C) CONTENT: Stego (1-3)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGrassland_Easy_Gen2.Default__DinoSpawnEntriesGrassland_Easy_Gen2_C) CONTENT: Sauropod (1-3)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGrassland_Easy_Gen2.Default__DinoSpawnEntriesGrassland_Easy_Gen2_C) CONTENT: Ptero (1-4)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGrassland_Easy_Gen2.Default__DinoSpawnEntriesGrassland_Easy_Gen2_C) CONTENT: GasBags (1)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGrassland_Easy_Gen2.Default__DinoSpawnEntriesGrassland_Easy_Gen2_C) CONTENT: WhoolyRhino (1)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGrassland_Easy_Gen2.Default__DinoSpawnEntriesGrassland_Easy_Gen2_C) CONTENT: Doed (1)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGrassland_Easy_Gen2.Default__DinoSpawnEntriesGrassland_Easy_Gen2_C) CONTENT: Ant Spawn (1-5) 1(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGrassland_Easy_Gen2.Default__DinoSpawnEntriesGrassland_Easy_Gen2_C) CONTENT: Ant Spawn (1-5) 2(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGrassland_Easy_Gen2.Default__DinoSpawnEntriesGrassland_Easy_Gen2_C) CONTENT: Dragonfly Spawn (4) 1(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGrassland_Easy_Gen2.Default__DinoSpawnEntriesGrassland_Easy_Gen2_C) CONTENT: Dragonfly Spawn (4) 2(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGrassland_Easy_Gen2.Default__DinoSpawnEntriesGrassland_Easy_Gen2_C) CONTENT: Galli (2-4)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGrassland_Easy_Gen2.Default__DinoSpawnEntriesGrassland_Easy_Gen2_C) CONTENT: Diplodocus (1)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGrassland_Easy_Gen2.Default__DinoSpawnEntriesGrassland_Easy_Gen2_C) CONTENT: Moschops (1)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGrassland_Easy_Gen2.Default__DinoSpawnEntriesGrassland_Easy_Gen2_C) CONTENT: Pachyrhino (2-4)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGrassland_Easy_Gen2.Default__DinoSpawnEntriesGrassland_Easy_Gen2_C) CONTENT: Sheep (1)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGrassland_Easy_Gen2.Default__DinoSpawnEntriesGrassland_Easy_Gen2_C) CONTENT: Equus (1-4)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGrassland_Easy_Gen2.Default__DinoSpawnEntriesGrassland_Easy_Gen2_C) CONTENT: Giganoto (1)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGigant_Gen2.Default__DinoSpawnEntriesGigant_Gen2_C) CONTENT: Giganoto (1)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGigant_Gen2.Default__DinoSpawnEntriesGigant_Gen2_C) CONTENT: Ankylo (1-3)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardensMountain_North_Gen2.Default__DinoSpawnEntriesGardensMountain_North_Gen2_C) CONTENT: Stego (1-3)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardensMountain_North_Gen2.Default__DinoSpawnEntriesGardensMountain_North_Gen2_C) CONTENT: Dimorphs (1-3)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardensMountain_North_Gen2.Default__DinoSpawnEntriesGardensMountain_North_Gen2_C) CONTENT: Raptor (3-6)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardensMountain_North_Gen2.Default__DinoSpawnEntriesGardensMountain_North_Gen2_C) CONTENT: Saber (2-4)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardensMountain_North_Gen2.Default__DinoSpawnEntriesGardensMountain_North_Gen2_C) CONTENT: T-Rex (1-2)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardensMountain_North_Gen2.Default__DinoSpawnEntriesGardensMountain_North_Gen2_C) CONTENT: Scorpion (1-3)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardensMountain_North_Gen2.Default__DinoSpawnEntriesGardensMountain_North_Gen2_C) CONTENT: Argentavis (1-3)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardensMountain_North_Gen2.Default__DinoSpawnEntriesGardensMountain_North_Gen2_C) CONTENT: Carnos (1-2)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardensMountain_North_Gen2.Default__DinoSpawnEntriesGardensMountain_North_Gen2_C) CONTENT: Doed (1)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardensMountain_North_Gen2.Default__DinoSpawnEntriesGardensMountain_North_Gen2_C) CONTENT: Spiney Lizard (1)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardensMountain_North_Gen2.Default__DinoSpawnEntriesGardensMountain_North_Gen2_C) CONTENT: Procop (1)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardensMountain_North_Gen2.Default__DinoSpawnEntriesGardensMountain_North_Gen2_C) CONTENT: Allosaurus (3)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardensMountain_North_Gen2.Default__DinoSpawnEntriesGardensMountain_North_Gen2_C) CONTENT: Kentro (1-3)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardensMountain_North_Gen2.Default__DinoSpawnEntriesGardensMountain_North_Gen2_C) CONTENT: Hya (1-6)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardensMountain_North_Gen2.Default__DinoSpawnEntriesGardensMountain_North_Gen2_C) CONTENT: Ankylo (1-3)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardensMountain_Edges_Gen2.Default__DinoSpawnEntriesGardensMountain_Edges_Gen2_C) CONTENT: Stego (1-3)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardensMountain_Edges_Gen2.Default__DinoSpawnEntriesGardensMountain_Edges_Gen2_C) CONTENT: Dimorphs (1-3)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardensMountain_Edges_Gen2.Default__DinoSpawnEntriesGardensMountain_Edges_Gen2_C) CONTENT: Raptor (3-6)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardensMountain_Edges_Gen2.Default__DinoSpawnEntriesGardensMountain_Edges_Gen2_C) CONTENT: Saber (2-4)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardensMountain_Edges_Gen2.Default__DinoSpawnEntriesGardensMountain_Edges_Gen2_C) CONTENT: T-Rex (1-2)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardensMountain_Edges_Gen2.Default__DinoSpawnEntriesGardensMountain_Edges_Gen2_C) CONTENT: Scorpion (1-3)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardensMountain_Edges_Gen2.Default__DinoSpawnEntriesGardensMountain_Edges_Gen2_C) CONTENT: Argentavis (1-3)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardensMountain_Edges_Gen2.Default__DinoSpawnEntriesGardensMountain_Edges_Gen2_C) CONTENT: Carnos (1-2)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardensMountain_Edges_Gen2.Default__DinoSpawnEntriesGardensMountain_Edges_Gen2_C) CONTENT: Doed (1)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardensMountain_Edges_Gen2.Default__DinoSpawnEntriesGardensMountain_Edges_Gen2_C) CONTENT: Pachy (1)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardensMountain_Edges_Gen2.Default__DinoSpawnEntriesGardensMountain_Edges_Gen2_C) CONTENT: Procop (1)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardensMountain_Edges_Gen2.Default__DinoSpawnEntriesGardensMountain_Edges_Gen2_C) CONTENT: Allosaurus (3)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardensMountain_Edges_Gen2.Default__DinoSpawnEntriesGardensMountain_Edges_Gen2_C) CONTENT: Kentro (1-3)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardensMountain_Edges_Gen2.Default__DinoSpawnEntriesGardensMountain_Edges_Gen2_C) CONTENT: Hya (1-6)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardensMountain_Edges_Gen2.Default__DinoSpawnEntriesGardensMountain_Edges_Gen2_C) CONTENT: Raptors (3)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardens_UpperHills4.Default__DinoSpawnEntriesGardens_UpperHills4_C) CONTENT: Lionfish (1)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardens_UpperHills4.Default__DinoSpawnEntriesGardens_UpperHills4_C) CONTENT: Carno (1)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardens_UpperHills4.Default__DinoSpawnEntriesGardens_UpperHills4_C) CONTENT: Spider (1)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardens_UpperHills4.Default__DinoSpawnEntriesGardens_UpperHills4_C) CONTENT: Scorpion (1-3)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardens_UpperHills4.Default__DinoSpawnEntriesGardens_UpperHills4_C) CONTENT: Vulture (1)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardens_UpperHills4.Default__DinoSpawnEntriesGardens_UpperHills4_C) CONTENT: Yut (1) + Carnos (3)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardens_UpperHills4.Default__DinoSpawnEntriesGardens_UpperHills4_C) CONTENT: Therizo (1)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardens_UpperHills4.Default__DinoSpawnEntriesGardens_UpperHills4_C) CONTENT: Daeodon (1)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardens_UpperHills4.Default__DinoSpawnEntriesGardens_UpperHills4_C) CONTENT: Dimorph (1-3)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardens_UpperHills4.Default__DinoSpawnEntriesGardens_UpperHills4_C) CONTENT: Raptors (3)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardens_UpperHills3.Default__DinoSpawnEntriesGardens_UpperHills3_C) CONTENT: IceJumper (1)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardens_UpperHills3.Default__DinoSpawnEntriesGardens_UpperHills3_C) CONTENT: Carno (1)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardens_UpperHills3.Default__DinoSpawnEntriesGardens_UpperHills3_C) CONTENT: Spider (1)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardens_UpperHills3.Default__DinoSpawnEntriesGardens_UpperHills3_C) CONTENT: Scorpion (1-3)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardens_UpperHills3.Default__DinoSpawnEntriesGardens_UpperHills3_C) CONTENT: Pteroteuthis (1)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardens_UpperHills3.Default__DinoSpawnEntriesGardens_UpperHills3_C) CONTENT: Rex(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardens_UpperHills3.Default__DinoSpawnEntriesGardens_UpperHills3_C) CONTENT: BogSpider(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardens_UpperHills3.Default__DinoSpawnEntriesGardens_UpperHills3_C) CONTENT: Therizo (1)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardens_UpperHills3.Default__DinoSpawnEntriesGardens_UpperHills3_C) CONTENT: Dimorph (1-3)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardens_UpperHills3.Default__DinoSpawnEntriesGardens_UpperHills3_C) CONTENT: Raptors (3)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardens_UpperHills2.Default__DinoSpawnEntriesGardens_UpperHills2_C) CONTENT: Lionfish (1)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardens_UpperHills2.Default__DinoSpawnEntriesGardens_UpperHills2_C) CONTENT: Carno (1)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardens_UpperHills2.Default__DinoSpawnEntriesGardens_UpperHills2_C) CONTENT: Spider (1)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardens_UpperHills2.Default__DinoSpawnEntriesGardens_UpperHills2_C) CONTENT: Scorpion (1-3)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardens_UpperHills2.Default__DinoSpawnEntriesGardens_UpperHills2_C) CONTENT: Vulture (1)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardens_UpperHills2.Default__DinoSpawnEntriesGardens_UpperHills2_C) CONTENT: Rex(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardens_UpperHills2.Default__DinoSpawnEntriesGardens_UpperHills2_C) CONTENT: BogSpider(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardens_UpperHills2.Default__DinoSpawnEntriesGardens_UpperHills2_C) CONTENT: Therizo (1)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardens_UpperHills2.Default__DinoSpawnEntriesGardens_UpperHills2_C) CONTENT: Troodon (3-4)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardens_UpperHills2.Default__DinoSpawnEntriesGardens_UpperHills2_C) CONTENT: Dimorph (1-3)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardens_UpperHills2.Default__DinoSpawnEntriesGardens_UpperHills2_C) CONTENT: Allosaurus (3)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardens_UpperHills1.Default__DinoSpawnEntriesGardens_UpperHills1_C) CONTENT: Vultures (1-2)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardens_UpperHills1.Default__DinoSpawnEntriesGardens_UpperHills1_C) CONTENT: Lionfish (1)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardens_UpperHills1.Default__DinoSpawnEntriesGardens_UpperHills1_C) CONTENT: Carno (1)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardens_UpperHills1.Default__DinoSpawnEntriesGardens_UpperHills1_C) CONTENT: Spider (1)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardens_UpperHills1.Default__DinoSpawnEntriesGardens_UpperHills1_C) CONTENT: Pteroteuthis (1)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardens_UpperHills1.Default__DinoSpawnEntriesGardens_UpperHills1_C) CONTENT: Rex(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardens_UpperHills1.Default__DinoSpawnEntriesGardens_UpperHills1_C) CONTENT: BogSpider(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardens_UpperHills1.Default__DinoSpawnEntriesGardens_UpperHills1_C) CONTENT: Therizo (1)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardens_UpperHills1.Default__DinoSpawnEntriesGardens_UpperHills1_C) CONTENT: Troodon (3-4)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardens_UpperHills1.Default__DinoSpawnEntriesGardens_UpperHills1_C) CONTENT: Dimorph (1-3)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardens_UpperHills1.Default__DinoSpawnEntriesGardens_UpperHills1_C) CONTENT: Bronto (1-2)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardens_TrenchForest_Gen2.Default__DinoSpawnEntriesGardens_TrenchForest_Gen2_C) CONTENT: Kentro (1-2)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardens_TrenchForest_Gen2.Default__DinoSpawnEntriesGardens_TrenchForest_Gen2_C) CONTENT: Spiders (1-2)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardens_TrenchForest_Gen2.Default__DinoSpawnEntriesGardens_TrenchForest_Gen2_C) CONTENT: Ant Spawn (1-5) 1(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardens_TrenchForest_Gen2.Default__DinoSpawnEntriesGardens_TrenchForest_Gen2_C) CONTENT: Dilos (1-3)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardens_TrenchForest_Gen2.Default__DinoSpawnEntriesGardens_TrenchForest_Gen2_C) CONTENT: Pteroteuthis (1)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardens_TrenchForest_Gen2.Default__DinoSpawnEntriesGardens_TrenchForest_Gen2_C) CONTENT: LanternLizard (1)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardens_TrenchForest_Gen2.Default__DinoSpawnEntriesGardens_TrenchForest_Gen2_C) CONTENT: Paracer(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardens_TrenchForest_Gen2.Default__DinoSpawnEntriesGardens_TrenchForest_Gen2_C) CONTENT: Moschops (1-2)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardens_TrenchForest_Gen2.Default__DinoSpawnEntriesGardens_TrenchForest_Gen2_C) CONTENT: Boas (1-4)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardens_TrenchForest_Gen2.Default__DinoSpawnEntriesGardens_TrenchForest_Gen2_C) CONTENT: Ichthyornis(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardens_TrenchForest_Gen2.Default__DinoSpawnEntriesGardens_TrenchForest_Gen2_C) CONTENT: Pachyrhinos (1-3)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardens_TrenchForest_Gen2.Default__DinoSpawnEntriesGardens_TrenchForest_Gen2_C) CONTENT: Turtle(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardens_TrenchForest_Gen2.Default__DinoSpawnEntriesGardens_TrenchForest_Gen2_C) CONTENT: Noglin(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardens_TrenchForest_Gen2.Default__DinoSpawnEntriesGardens_TrenchForest_Gen2_C) CONTENT: Spiders (1-3)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardens_TrenchForest_Gen2.Default__DinoSpawnEntriesGardens_TrenchForest_Gen2_C) CONTENT: Bronto (1-2)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardens_TrenchBorder_Gen2.Default__DinoSpawnEntriesGardens_TrenchBorder_Gen2_C) CONTENT: Kentro (1-2)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardens_TrenchBorder_Gen2.Default__DinoSpawnEntriesGardens_TrenchBorder_Gen2_C) CONTENT: Mantis (1-2)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardens_TrenchBorder_Gen2.Default__DinoSpawnEntriesGardens_TrenchBorder_Gen2_C) CONTENT: Ant Spawn (1-5) 1(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardens_TrenchBorder_Gen2.Default__DinoSpawnEntriesGardens_TrenchBorder_Gen2_C) CONTENT: Dilos (1-3)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardens_TrenchBorder_Gen2.Default__DinoSpawnEntriesGardens_TrenchBorder_Gen2_C) CONTENT: Pteroteuthis (1)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardens_TrenchBorder_Gen2.Default__DinoSpawnEntriesGardens_TrenchBorder_Gen2_C) CONTENT: LanternLizard (1)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardens_TrenchBorder_Gen2.Default__DinoSpawnEntriesGardens_TrenchBorder_Gen2_C) CONTENT: Paracer(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardens_TrenchBorder_Gen2.Default__DinoSpawnEntriesGardens_TrenchBorder_Gen2_C) CONTENT: Moschops (1-2)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardens_TrenchBorder_Gen2.Default__DinoSpawnEntriesGardens_TrenchBorder_Gen2_C) CONTENT: Troodon (3-4)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardens_TrenchBorder_Gen2.Default__DinoSpawnEntriesGardens_TrenchBorder_Gen2_C) CONTENT: Ichthyornis(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardens_TrenchBorder_Gen2.Default__DinoSpawnEntriesGardens_TrenchBorder_Gen2_C) CONTENT: Pachyrhinos (1-3)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardens_TrenchBorder_Gen2.Default__DinoSpawnEntriesGardens_TrenchBorder_Gen2_C) CONTENT: Turtle(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardens_TrenchBorder_Gen2.Default__DinoSpawnEntriesGardens_TrenchBorder_Gen2_C) CONTENT: Noglin(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardens_TrenchBorder_Gen2.Default__DinoSpawnEntriesGardens_TrenchBorder_Gen2_C) CONTENT: Spiders (1-3)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardens_TrenchBorder_Gen2.Default__DinoSpawnEntriesGardens_TrenchBorder_Gen2_C) CONTENT: Phiomia (1-2)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardens_Swamps_Gen2.Default__DinoSpawnEntriesGardens_Swamps_Gen2_C) CONTENT: Kentro (1-2)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardens_Swamps_Gen2.Default__DinoSpawnEntriesGardens_Swamps_Gen2_C) CONTENT: Boas (1-2)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardens_Swamps_Gen2.Default__DinoSpawnEntriesGardens_Swamps_Gen2_C) CONTENT: Carno (1)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardens_Swamps_Gen2.Default__DinoSpawnEntriesGardens_Swamps_Gen2_C) CONTENT: Ant Spawn (1-5) 1(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardens_Swamps_Gen2.Default__DinoSpawnEntriesGardens_Swamps_Gen2_C) CONTENT: Dilos (1-3)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardens_Swamps_Gen2.Default__DinoSpawnEntriesGardens_Swamps_Gen2_C) CONTENT: Moschops (1-2)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardens_Swamps_Gen2.Default__DinoSpawnEntriesGardens_Swamps_Gen2_C) CONTENT: Stego (1-4)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardens_Swamps_Gen2.Default__DinoSpawnEntriesGardens_Swamps_Gen2_C) CONTENT: Achatina(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardens_Swamps_Gen2.Default__DinoSpawnEntriesGardens_Swamps_Gen2_C) CONTENT: Pachyrhinos (1-3)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardens_Swamps_Gen2.Default__DinoSpawnEntriesGardens_Swamps_Gen2_C) CONTENT: Turtle(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardens_Swamps_Gen2.Default__DinoSpawnEntriesGardens_Swamps_Gen2_C) CONTENT: Galli (1-3)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardens_Swamps_Gen2.Default__DinoSpawnEntriesGardens_Swamps_Gen2_C) CONTENT: Lightbugs (1-3)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardens_Swamps_Gen2.Default__DinoSpawnEntriesGardens_Swamps_Gen2_C) CONTENT: Insect Swarm (1-2)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardens_Swamps_Gen2.Default__DinoSpawnEntriesGardens_Swamps_Gen2_C) CONTENT: Allosaurus (3)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardens_Plains_Gen2.Default__DinoSpawnEntriesGardens_Plains_Gen2_C) CONTENT: Moths (1-2)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardens_Plains_Gen2.Default__DinoSpawnEntriesGardens_Plains_Gen2_C) CONTENT: Kentro (1-2)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardens_Plains_Gen2.Default__DinoSpawnEntriesGardens_Plains_Gen2_C) CONTENT: Mantis (1-2)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardens_Plains_Gen2.Default__DinoSpawnEntriesGardens_Plains_Gen2_C) CONTENT: Carno (1)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardens_Plains_Gen2.Default__DinoSpawnEntriesGardens_Plains_Gen2_C) CONTENT: Ant Spawn (1-5) 1(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardens_Plains_Gen2.Default__DinoSpawnEntriesGardens_Plains_Gen2_C) CONTENT: Spindles (1)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardens_Plains_Gen2.Default__DinoSpawnEntriesGardens_Plains_Gen2_C) CONTENT: Pteroteuthis (1)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardens_Plains_Gen2.Default__DinoSpawnEntriesGardens_Plains_Gen2_C) CONTENT: LanternBird (1)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardens_Plains_Gen2.Default__DinoSpawnEntriesGardens_Plains_Gen2_C) CONTENT: Lantern Goat (1-2)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardens_Plains_Gen2.Default__DinoSpawnEntriesGardens_Plains_Gen2_C) CONTENT: Moschops (1-2)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardens_Plains_Gen2.Default__DinoSpawnEntriesGardens_Plains_Gen2_C) CONTENT: Therizo (1)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardens_Plains_Gen2.Default__DinoSpawnEntriesGardens_Plains_Gen2_C) CONTENT: Troodon (3-4)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardens_Plains_Gen2.Default__DinoSpawnEntriesGardens_Plains_Gen2_C) CONTENT: Stegos (1-3)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardens_Plains_Gen2.Default__DinoSpawnEntriesGardens_Plains_Gen2_C) CONTENT: Sauropod (1-3)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardens_Plains_Gen2.Default__DinoSpawnEntriesGardens_Plains_Gen2_C) CONTENT: Parasaur (1-3)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardens_Plains_Gen2.Default__DinoSpawnEntriesGardens_Plains_Gen2_C) CONTENT: Bronto (1-2)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardens_InnerRivers_Gen2.Default__DinoSpawnEntriesGardens_InnerRivers_Gen2_C) CONTENT: Ptero (1-2)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardens_InnerRivers_Gen2.Default__DinoSpawnEntriesGardens_InnerRivers_Gen2_C) CONTENT: Kentro (1-2)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardens_InnerRivers_Gen2.Default__DinoSpawnEntriesGardens_InnerRivers_Gen2_C) CONTENT: Mantis (1-2)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardens_InnerRivers_Gen2.Default__DinoSpawnEntriesGardens_InnerRivers_Gen2_C) CONTENT: Carno (1)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardens_InnerRivers_Gen2.Default__DinoSpawnEntriesGardens_InnerRivers_Gen2_C) CONTENT: Ant Spawn (1-5) 1(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardens_InnerRivers_Gen2.Default__DinoSpawnEntriesGardens_InnerRivers_Gen2_C) CONTENT: Dilos (1-3)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardens_InnerRivers_Gen2.Default__DinoSpawnEntriesGardens_InnerRivers_Gen2_C) CONTENT: Moschops (1-2)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardens_InnerRivers_Gen2.Default__DinoSpawnEntriesGardens_InnerRivers_Gen2_C) CONTENT: Chalico (1)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardens_InnerRivers_Gen2.Default__DinoSpawnEntriesGardens_InnerRivers_Gen2_C) CONTENT: Achatina(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardens_InnerRivers_Gen2.Default__DinoSpawnEntriesGardens_InnerRivers_Gen2_C) CONTENT: Pachyrhinos (1-3)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardens_InnerRivers_Gen2.Default__DinoSpawnEntriesGardens_InnerRivers_Gen2_C) CONTENT: Turtle(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardens_InnerRivers_Gen2.Default__DinoSpawnEntriesGardens_InnerRivers_Gen2_C) CONTENT: Shadowmanes (1-4)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardens_InnerRivers_Gen2.Default__DinoSpawnEntriesGardens_InnerRivers_Gen2_C) CONTENT: MoleRat(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardens_InnerRivers_Gen2.Default__DinoSpawnEntriesGardens_InnerRivers_Gen2_C) CONTENT: CaveWolf (1-3)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardens_InnerRivers_Gen2.Default__DinoSpawnEntriesGardens_InnerRivers_Gen2_C) CONTENT: Beetle (1-3)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardens_InnerRivers_Gen2.Default__DinoSpawnEntriesGardens_InnerRivers_Gen2_C) CONTENT: Allosaurus (3)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardens_FootHills_Gen2.Default__DinoSpawnEntriesGardens_FootHills_Gen2_C) CONTENT: Tapejara (1-2)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardens_FootHills_Gen2.Default__DinoSpawnEntriesGardens_FootHills_Gen2_C) CONTENT: Kentro (1-2)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardens_FootHills_Gen2.Default__DinoSpawnEntriesGardens_FootHills_Gen2_C) CONTENT: Paracer (1-2)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardens_FootHills_Gen2.Default__DinoSpawnEntriesGardens_FootHills_Gen2_C) CONTENT: Carno (1)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardens_FootHills_Gen2.Default__DinoSpawnEntriesGardens_FootHills_Gen2_C) CONTENT: Jugbug Water (1-2)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardens_FootHills_Gen2.Default__DinoSpawnEntriesGardens_FootHills_Gen2_C) CONTENT: Jugbug Oil (1-2)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardens_FootHills_Gen2.Default__DinoSpawnEntriesGardens_FootHills_Gen2_C) CONTENT: Spindles (1)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardens_FootHills_Gen2.Default__DinoSpawnEntriesGardens_FootHills_Gen2_C) CONTENT: LanternBird (1)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardens_FootHills_Gen2.Default__DinoSpawnEntriesGardens_FootHills_Gen2_C) CONTENT: Lantern Goat (1-2)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardens_FootHills_Gen2.Default__DinoSpawnEntriesGardens_FootHills_Gen2_C) CONTENT: Moschops (1-2)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardens_FootHills_Gen2.Default__DinoSpawnEntriesGardens_FootHills_Gen2_C) CONTENT: Therizo (1)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardens_FootHills_Gen2.Default__DinoSpawnEntriesGardens_FootHills_Gen2_C) CONTENT: Troodon (3-4)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardens_FootHills_Gen2.Default__DinoSpawnEntriesGardens_FootHills_Gen2_C) CONTENT: Stegos (1-3)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardens_FootHills_Gen2.Default__DinoSpawnEntriesGardens_FootHills_Gen2_C) CONTENT: Parasaur (1-4)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardens_FootHills_Gen2.Default__DinoSpawnEntriesGardens_FootHills_Gen2_C) CONTENT: Allosaurus (3)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardens_CentralIslands_Gen2.Default__DinoSpawnEntriesGardens_CentralIslands_Gen2_C) CONTENT: Tapejara (1-2)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardens_CentralIslands_Gen2.Default__DinoSpawnEntriesGardens_CentralIslands_Gen2_C) CONTENT: Kentro (1-2)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardens_CentralIslands_Gen2.Default__DinoSpawnEntriesGardens_CentralIslands_Gen2_C) CONTENT: Mantis (1-2)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardens_CentralIslands_Gen2.Default__DinoSpawnEntriesGardens_CentralIslands_Gen2_C) CONTENT: Carno (1)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardens_CentralIslands_Gen2.Default__DinoSpawnEntriesGardens_CentralIslands_Gen2_C) CONTENT: Ant Spawn (1-5) 1(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardens_CentralIslands_Gen2.Default__DinoSpawnEntriesGardens_CentralIslands_Gen2_C) CONTENT: Spindles (1)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardens_CentralIslands_Gen2.Default__DinoSpawnEntriesGardens_CentralIslands_Gen2_C) CONTENT: Pteroteuthis (1)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardens_CentralIslands_Gen2.Default__DinoSpawnEntriesGardens_CentralIslands_Gen2_C) CONTENT: LanternBird (1)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardens_CentralIslands_Gen2.Default__DinoSpawnEntriesGardens_CentralIslands_Gen2_C) CONTENT: Lantern Goat (1-2)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardens_CentralIslands_Gen2.Default__DinoSpawnEntriesGardens_CentralIslands_Gen2_C) CONTENT: Moschops (1-2)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardens_CentralIslands_Gen2.Default__DinoSpawnEntriesGardens_CentralIslands_Gen2_C) CONTENT: Therizo (1)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardens_CentralIslands_Gen2.Default__DinoSpawnEntriesGardens_CentralIslands_Gen2_C) CONTENT: Troodon (3-4)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardens_CentralIslands_Gen2.Default__DinoSpawnEntriesGardens_CentralIslands_Gen2_C) CONTENT: Stegos (1-3)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardens_CentralIslands_Gen2.Default__DinoSpawnEntriesGardens_CentralIslands_Gen2_C) CONTENT: RockGolem (1)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesGardens_CentralIslands_Gen2.Default__DinoSpawnEntriesGardens_CentralIslands_Gen2_C) CONTENT: Para (1-3)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesForest_Gen2.Default__DinoSpawnEntriesForest_Gen2_C) CONTENT: Trike (1-3)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesForest_Gen2.Default__DinoSpawnEntriesForest_Gen2_C) CONTENT: Stego (1-2)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesForest_Gen2.Default__DinoSpawnEntriesForest_Gen2_C) CONTENT: Dilo (1-4)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesForest_Gen2.Default__DinoSpawnEntriesForest_Gen2_C) CONTENT: Raptor (1-2)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesForest_Gen2.Default__DinoSpawnEntriesForest_Gen2_C) CONTENT: Phiomia (1-2)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesForest_Gen2.Default__DinoSpawnEntriesForest_Gen2_C) CONTENT: Carno (1)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesForest_Gen2.Default__DinoSpawnEntriesForest_Gen2_C) CONTENT: Ant Spawn (1-5) 1(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesForest_Gen2.Default__DinoSpawnEntriesForest_Gen2_C) CONTENT: Dragonfly Spawn (4) 1(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesForest_Gen2.Default__DinoSpawnEntriesForest_Gen2_C) CONTENT: Dragonfly Spawn (4) 2(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesForest_Gen2.Default__DinoSpawnEntriesForest_Gen2_C) CONTENT: Dimorphs (1-3)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesForest_Gen2.Default__DinoSpawnEntriesForest_Gen2_C) CONTENT: Diplodocus (1)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesForest_Gen2.Default__DinoSpawnEntriesForest_Gen2_C) CONTENT: Monkeys (1-3)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesForest_Gen2.Default__DinoSpawnEntriesForest_Gen2_C) CONTENT: Pachy (1-2)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesForest_Gen2.Default__DinoSpawnEntriesForest_Gen2_C) CONTENT: Oviraptor (1)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesForest_Gen2.Default__DinoSpawnEntriesForest_Gen2_C) CONTENT: Lystro (1-2)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesForest_Gen2.Default__DinoSpawnEntriesForest_Gen2_C) CONTENT: Chalico (1-3)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesForest_Gen2.Default__DinoSpawnEntriesForest_Gen2_C) CONTENT: Moschops (1-2)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesForest_Gen2.Default__DinoSpawnEntriesForest_Gen2_C) CONTENT: Megatherium (1)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesForest_Gen2.Default__DinoSpawnEntriesForest_Gen2_C) CONTENT: Ignuanadon (1)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesForest_Gen2.Default__DinoSpawnEntriesForest_Gen2_C) CONTENT: Jerboa Spawn (1-5)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesBeach_Gen2.Default__DinoSpawnEntriesBeach_Gen2_C) CONTENT: Para (1-2)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesBeach_Gen2.Default__DinoSpawnEntriesBeach_Gen2_C) CONTENT: Trike (1-2)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesBeach_Gen2.Default__DinoSpawnEntriesBeach_Gen2_C) CONTENT: Sauropod (1-2)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesBeach_Gen2.Default__DinoSpawnEntriesBeach_Gen2_C) CONTENT: Ptero (1-2)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesBeach_Gen2.Default__DinoSpawnEntriesBeach_Gen2_C) CONTENT: Dilo Spawn (1-3)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesBeach_Gen2.Default__DinoSpawnEntriesBeach_Gen2_C) CONTENT: Oviraptor Spawn(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesBeach_Gen2.Default__DinoSpawnEntriesBeach_Gen2_C) CONTENT: Turtle (1-2)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesBeach_Gen2.Default__DinoSpawnEntriesBeach_Gen2_C) CONTENT: Compy Spawn (1-5)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesBeach_Gen2.Default__DinoSpawnEntriesBeach_Gen2_C) CONTENT: Lystro (1-2)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesBeach_Gen2.Default__DinoSpawnEntriesBeach_Gen2_C) CONTENT: Moschops (1-2)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesBeach_Gen2.Default__DinoSpawnEntriesBeach_Gen2_C) CONTENT: Pegomastax (2-3)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesBeach_Gen2.Default__DinoSpawnEntriesBeach_Gen2_C) CONTENT: Megaloceros (2-4)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesBeach_Gen2.Default__DinoSpawnEntriesBeach_Gen2_C) CONTENT: Tek Strider(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntriesBeach_Gen2.Default__DinoSpawnEntriesBeach_Gen2_C) CONTENT: Fish One To Four(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntries_GardensWater_Gen2.Default__DinoSpawnEntries_GardensWater_Gen2_C) CONTENT: Euryp(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntries_GardensWater_Gen2.Default__DinoSpawnEntries_GardensWater_Gen2_C) CONTENT: Leech(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntries_GardensWater_Gen2.Default__DinoSpawnEntries_GardensWater_Gen2_C) CONTENT: Piranha(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntries_GardensWater_Gen2.Default__DinoSpawnEntries_GardensWater_Gen2_C) CONTENT: Trilobite(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntries_GardensWater_Gen2.Default__DinoSpawnEntries_GardensWater_Gen2_C) CONTENT: Kapro(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntries_GardensWater_Gen2.Default__DinoSpawnEntries_GardensWater_Gen2_C) CONTENT: Diplocaulus(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntries_GardensWater_Gen2.Default__DinoSpawnEntries_GardensWater_Gen2_C) CONTENT: Spino(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntries_GardensWater_Gen2.Default__DinoSpawnEntries_GardensWater_Gen2_C) CONTENT: Fish One To Four(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntries_GardensSwamp_Water_Gen2.Default__DinoSpawnEntries_GardensSwamp_Water_Gen2_C) CONTENT: Euryp(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntries_GardensSwamp_Water_Gen2.Default__DinoSpawnEntries_GardensSwamp_Water_Gen2_C) CONTENT: Leech(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntries_GardensSwamp_Water_Gen2.Default__DinoSpawnEntries_GardensSwamp_Water_Gen2_C) CONTENT: Piranha(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntries_GardensSwamp_Water_Gen2.Default__DinoSpawnEntries_GardensSwamp_Water_Gen2_C) CONTENT: Trilobite(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntries_GardensSwamp_Water_Gen2.Default__DinoSpawnEntries_GardensSwamp_Water_Gen2_C) CONTENT: Kapro(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntries_GardensSwamp_Water_Gen2.Default__DinoSpawnEntries_GardensSwamp_Water_Gen2_C) CONTENT: Diplocaulus(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntries_GardensSwamp_Water_Gen2.Default__DinoSpawnEntries_GardensSwamp_Water_Gen2_C) CONTENT: Toad (1-2)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntries_GardensSwamp_Water_Gen2.Default__DinoSpawnEntries_GardensSwamp_Water_Gen2_C) CONTENT: Lamprey(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntries_GardensSwamp_Water_Gen2.Default__DinoSpawnEntries_GardensSwamp_Water_Gen2_C) CONTENT: Sarco(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntries_GardensSwamp_Water_Gen2.Default__DinoSpawnEntries_GardensSwamp_Water_Gen2_C) CONTENT: Fish One To Four(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntries_GardensLake_Water_Gen2.Default__DinoSpawnEntries_GardensLake_Water_Gen2_C) CONTENT: Euryp(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntries_GardensLake_Water_Gen2.Default__DinoSpawnEntries_GardensLake_Water_Gen2_C) CONTENT: Leech(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntries_GardensLake_Water_Gen2.Default__DinoSpawnEntries_GardensLake_Water_Gen2_C) CONTENT: Piranha(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntries_GardensLake_Water_Gen2.Default__DinoSpawnEntries_GardensLake_Water_Gen2_C) CONTENT: Trilobite(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntries_GardensLake_Water_Gen2.Default__DinoSpawnEntries_GardensLake_Water_Gen2_C) CONTENT: Barynoyx(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntries_GardensLake_Water_Gen2.Default__DinoSpawnEntries_GardensLake_Water_Gen2_C) CONTENT: Diplocaulus(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntries_GardensLake_Water_Gen2.Default__DinoSpawnEntries_GardensLake_Water_Gen2_C) CONTENT: Spino (1)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntries_GardensLake_Water_Gen2.Default__DinoSpawnEntries_GardensLake_Water_Gen2_C) CONTENT: Dodo Spawn (1-5)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntries_GardensLake_Gen2.Default__DinoSpawnEntries_GardensLake_Gen2_C) CONTENT: Para (1-2)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntries_GardensLake_Gen2.Default__DinoSpawnEntries_GardensLake_Gen2_C) CONTENT: Trike (1-2)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntries_GardensLake_Gen2.Default__DinoSpawnEntries_GardensLake_Gen2_C) CONTENT: Sauropod (1-2)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntries_GardensLake_Gen2.Default__DinoSpawnEntries_GardensLake_Gen2_C) CONTENT: Ptero (1-2)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntries_GardensLake_Gen2.Default__DinoSpawnEntries_GardensLake_Gen2_C) CONTENT: Dilo Spawn (1-3)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntries_GardensLake_Gen2.Default__DinoSpawnEntries_GardensLake_Gen2_C) CONTENT: Oviraptor Spawn(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntries_GardensLake_Gen2.Default__DinoSpawnEntries_GardensLake_Gen2_C) CONTENT: Turtle (1-2)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntries_GardensLake_Gen2.Default__DinoSpawnEntries_GardensLake_Gen2_C) CONTENT: Compy Spawn (1-5)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntries_GardensLake_Gen2.Default__DinoSpawnEntries_GardensLake_Gen2_C) CONTENT: Lystro (1-2)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntries_GardensLake_Gen2.Default__DinoSpawnEntries_GardensLake_Gen2_C) CONTENT: Moschops (1-2)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntries_GardensLake_Gen2.Default__DinoSpawnEntries_GardensLake_Gen2_C) CONTENT: Pegomastax (2-3)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntries_GardensLake_Gen2.Default__DinoSpawnEntries_GardensLake_Gen2_C) CONTENT: Megaloceros (2-4)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntries_GardensLake_Gen2.Default__DinoSpawnEntries_GardensLake_Gen2_C) CONTENT: Tek Strider(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntries_GardensLake_Gen2.Default__DinoSpawnEntries_GardensLake_Gen2_C) CONTENT: Sharkies(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntries_EdenSharkTank.Default__DinoSpawnEntries_EdenSharkTank_C) CONTENT: Fish One To Four(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntries_EdenSharkTank.Default__DinoSpawnEntries_EdenSharkTank_C) CONTENT: Dolphins(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntries_EdenSharkTank.Default__DinoSpawnEntries_EdenSharkTank_C) CONTENT: Manta(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntries_EdenSharkTank.Default__DinoSpawnEntries_EdenSharkTank_C) CONTENT: Trilobite 5(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntries_EdenSharkTank.Default__DinoSpawnEntries_EdenSharkTank_C) CONTENT: Basilo(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntries_EdenSharkTank.Default__DinoSpawnEntries_EdenSharkTank_C) CONTENT: Crab(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntries_EdenSharkTank.Default__DinoSpawnEntries_EdenSharkTank_C) CONTENT: Parakeet Fish (1-3)(/Game/Genesis2/CoreBlueprints/Spawners/DinoSpawnEntries_EdenSharkTank.Default__DinoSpawnEntries_EdenSharkTank_C) CONTENT: Wilderness(/Game/Maps/Genesis2/PGS_Dinos.PGS_Dinos:PersistentLevel.PrimalWorldSettings) CONTENT: Asteroid Loot Set(/Game/Genesis2/CoreBlueprints/LootSets/LootItemSet_SpaceCrate_Resources.Default__LootItemSet_SpaceCrate_Resources_C) CONTENT: Resources - Common(/Game/Genesis2/CoreBlueprints/LootSets/LootItemSet_SpaceCrate_Resources.Default__LootItemSet_SpaceCrate_Resources_C) CONTENT: Resources - Uncommon(/Game/Genesis2/CoreBlueprints/LootSets/LootItemSet_SpaceCrate_Resources.Default__LootItemSet_SpaceCrate_Resources_C) CONTENT: Resources - Rare(/Game/Genesis2/CoreBlueprints/LootSets/LootItemSet_SpaceCrate_Resources.Default__LootItemSet_SpaceCrate_Resources_C) CONTENT: Space Crates Base Loot(/Game/Genesis2/CoreBlueprints/LootSets/LootItemSet_SpaceCrates_BaseSet.Default__LootItemSet_SpaceCrates_BaseSet_C) CONTENT: Items - no quality(/Game/Genesis2/CoreBlueprints/LootSets/LootItemSet_SpaceCrates_BaseSet.Default__LootItemSet_SpaceCrates_BaseSet_C) CONTENT: Missions - Structures(/Game/Genesis2/CoreBlueprints/LootSets/LootItemSet_SpaceCrates_BaseSet.Default__LootItemSet_SpaceCrates_BaseSet_C) CONTENT: Structures - Pipes(/Game/Genesis2/CoreBlueprints/LootSets/LootItemSet_SpaceCrates_BaseSet.Default__LootItemSet_SpaceCrates_BaseSet_C) CONTENT: Structures - Usable(/Game/Genesis2/CoreBlueprints/LootSets/LootItemSet_SpaceCrates_BaseSet.Default__LootItemSet_SpaceCrates_BaseSet_C) CONTENT: Resources(/Game/Genesis2/CoreBlueprints/LootSets/LootItemSet_SpaceCrates_BaseSet.Default__LootItemSet_SpaceCrates_BaseSet_C) CONTENT: Low Quantity Resources and Consumables(/Game/Genesis2/CoreBlueprints/LootSets/LootItemSet_SpaceCrates_BaseSet.Default__LootItemSet_SpaceCrates_BaseSet_C) CONTENT: Items - Unique(/Game/Genesis2/Structures/SpaceCrates/LootItemSets_SupplyDrop_Asteroid_BASE.Default__LootItemSets_SupplyDrop_Asteroid_BASE_C) CONTENT: Items(/Game/Genesis2/Structures/SpaceCrates/LootItemSets_SupplyDrop_Asteroid_BASE.Default__LootItemSets_SupplyDrop_Asteroid_BASE_C) CONTENT: Resources(/Game/Genesis2/Structures/SpaceCrates/LootItemSets_SupplyDrop_Asteroid_BASE.Default__LootItemSets_SupplyDrop_Asteroid_BASE_C) CONTENT: Core Loot(/Game/Genesis2/Structures/SpaceCrates/LootItemSets_SupplyDrop_Asteroid_BASE.Default__LootItemSets_SupplyDrop_Asteroid_BASE_C) CONTENT: Items - Unique(/Game/Genesis2/Structures/SpaceCrates/LootItemSets_SupplyDrop_Asteroid_Oil.Default__LootItemSets_SupplyDrop_Asteroid_Oil_C) CONTENT: Items(/Game/Genesis2/Structures/SpaceCrates/LootItemSets_SupplyDrop_Asteroid_Oil.Default__LootItemSets_SupplyDrop_Asteroid_Oil_C) CONTENT: Resources(/Game/Genesis2/Structures/SpaceCrates/LootItemSets_SupplyDrop_Asteroid_Oil.Default__LootItemSets_SupplyDrop_Asteroid_Oil_C) CONTENT: Core Loot(/Game/Genesis2/Structures/SpaceCrates/LootItemSets_SupplyDrop_Asteroid_Oil.Default__LootItemSets_SupplyDrop_Asteroid_Oil_C) CONTENT: Supply Crate(/Engine/Transient.REINST_SupplyCrate_Space_Base_C_0) CONTENT: Supply Crate(/Engine/Transient.Default__REINST_SupplyCrate_Space_Base_C_58032) CONTENT: Supply Crate(/Engine/Transient.REINST_SupplyCrate_Space_Base_C_1) CONTENT: Supply Crate(/Engine/Transient.Default__REINST_SupplyCrate_Space_Base_C_58036) CONTENT: Supply Crate(/Game/Genesis2/Structures/SpaceCrates/SupplyCrate_Space_Base.Default__SupplyCrate_Space_Base_C) CONTENT: Items - Unique(/Game/Genesis2/Structures/SpaceCrates/LootItemSets_SupplyDrop_Asteroid_Obsidian.Default__LootItemSets_SupplyDrop_Asteroid_Obsidian_C) CONTENT: Items(/Game/Genesis2/Structures/SpaceCrates/LootItemSets_SupplyDrop_Asteroid_Obsidian.Default__LootItemSets_SupplyDrop_Asteroid_Obsidian_C) CONTENT: Resources(/Game/Genesis2/Structures/SpaceCrates/LootItemSets_SupplyDrop_Asteroid_Obsidian.Default__LootItemSets_SupplyDrop_Asteroid_Obsidian_C) CONTENT: Core Loot(/Game/Genesis2/Structures/SpaceCrates/LootItemSets_SupplyDrop_Asteroid_Obsidian.Default__LootItemSets_SupplyDrop_Asteroid_Obsidian_C) CONTENT: Items - Unique(/Game/Genesis2/Structures/SpaceCrates/LootItemSets_SupplyDrop_Asteroid_ElementShards.Default__LootItemSets_SupplyDrop_Asteroid_ElementShards_C) CONTENT: Items(/Game/Genesis2/Structures/SpaceCrates/LootItemSets_SupplyDrop_Asteroid_ElementShards.Default__LootItemSets_SupplyDrop_Asteroid_ElementShards_C) CONTENT: Resources(/Game/Genesis2/Structures/SpaceCrates/LootItemSets_SupplyDrop_Asteroid_ElementShards.Default__LootItemSets_SupplyDrop_Asteroid_ElementShards_C) CONTENT: Core Loot(/Game/Genesis2/Structures/SpaceCrates/LootItemSets_SupplyDrop_Asteroid_ElementShards.Default__LootItemSets_SupplyDrop_Asteroid_ElementShards_C) CONTENT: Items - Unique(/Game/Genesis2/Structures/SpaceCrates/LootItemSets_SupplyDrop_Asteroid_Sulfur.Default__LootItemSets_SupplyDrop_Asteroid_Sulfur_C) CONTENT: Items(/Game/Genesis2/Structures/SpaceCrates/LootItemSets_SupplyDrop_Asteroid_Sulfur.Default__LootItemSets_SupplyDrop_Asteroid_Sulfur_C) CONTENT: Resources(/Game/Genesis2/Structures/SpaceCrates/LootItemSets_SupplyDrop_Asteroid_Sulfur.Default__LootItemSets_SupplyDrop_Asteroid_Sulfur_C) CONTENT: Core Loot(/Game/Genesis2/Structures/SpaceCrates/LootItemSets_SupplyDrop_Asteroid_Sulfur.Default__LootItemSets_SupplyDrop_Asteroid_Sulfur_C) CONTENT: Items - Unique(/Game/Genesis2/Structures/SpaceCrates/LootItemSets_SupplyDrop_Asteroid_Crystal.Default__LootItemSets_SupplyDrop_Asteroid_Crystal_C) CONTENT: Items(/Game/Genesis2/Structures/SpaceCrates/LootItemSets_SupplyDrop_Asteroid_Crystal.Default__LootItemSets_SupplyDrop_Asteroid_Crystal_C) CONTENT: Resources(/Game/Genesis2/Structures/SpaceCrates/LootItemSets_SupplyDrop_Asteroid_Crystal.Default__LootItemSets_SupplyDrop_Asteroid_Crystal_C) CONTENT: Core Loot(/Game/Genesis2/Structures/SpaceCrates/LootItemSets_SupplyDrop_Asteroid_Crystal.Default__LootItemSets_SupplyDrop_Asteroid_Crystal_C) CONTENT: Items - Unique(/Game/Genesis2/Structures/SpaceCrates/LootItemSets_SupplyDrop_Asteroid_Ambergris.Default__LootItemSets_SupplyDrop_Asteroid_Ambergris_C) CONTENT: Items(/Game/Genesis2/Structures/SpaceCrates/LootItemSets_SupplyDrop_Asteroid_Ambergris.Default__LootItemSets_SupplyDrop_Asteroid_Ambergris_C) CONTENT: Resources(/Game/Genesis2/Structures/SpaceCrates/LootItemSets_SupplyDrop_Asteroid_Ambergris.Default__LootItemSets_SupplyDrop_Asteroid_Ambergris_C) CONTENT: Core Loot(/Game/Genesis2/Structures/SpaceCrates/LootItemSets_SupplyDrop_Asteroid_Ambergris.Default__LootItemSets_SupplyDrop_Asteroid_Ambergris_C) CONTENT: Wilderness(/Game/Maps/Genesis2/PGS_ExplorerNotes.PGS_ExplorerNotes:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/PGS_LakesAndRivers.PGS_LakesAndRivers:PersistentLevel.PrimalWorldSettings) CONTENT: Transmits items, Survivors, and creatures to other ARKs!(/Engine/Transient.REINST_MissionDispatcher_Gen2_C_0:TheInventory) CONTENT: Mission Dispatcher(/Engine/Transient.REINST_MissionDispatcher_Gen2_C_0:TheInventory) LITERAL: ---------------------------------(/Game/Genesis2/Missions/MissionDispatcher_Gen2.MissionDispatcher_Gen2:EventGraph.K2Node_CallFunction_560654) LITERAL: NotValidAfterSpawn(/Game/Genesis2/Missions/MissionDispatcher_Gen2.MissionDispatcher_Gen2:EventGraph.K2Node_CallFunction_357855) LITERAL: GoodPath(/Game/Genesis2/Missions/MissionDispatcher_Gen2.MissionDispatcher_Gen2:EventGraph.K2Node_CallFunction_357856) LITERAL: ReachedMaxRetries(/Game/Genesis2/Missions/MissionDispatcher_Gen2.MissionDispatcher_Gen2:EventGraph.K2Node_CallFunction_357858) LITERAL: Retry: (/Game/Genesis2/Missions/MissionDispatcher_Gen2.MissionDispatcher_Gen2:EventGraph.K2Node_CallFunction_358980) LITERAL: NoSeed(/Game/Genesis2/Missions/MissionDispatcher_Gen2.MissionDispatcher_Gen2:EventGraph.K2Node_CallFunction_355869) LITERAL: ***************************************************************(/Game/Genesis2/Missions/MissionDispatcher_Gen2.MissionDispatcher_Gen2:EventGraph.K2Node_CallFunction_343293) LITERAL: Initialize(/Game/Genesis2/Missions/MissionDispatcher_Gen2.MissionDispatcher_Gen2:ReceiveBeginPlay.K2Node_CallFunction_261820) LITERAL: Show Mission List(/Game/Genesis2/Missions/MissionDispatcher_Gen2.MissionDispatcher_Gen2:BPGetMultiUseEntries.K2Node_MakeStruct_1784) LITERAL: Too Far From Dispatcher(/Game/Genesis2/Missions/MissionDispatcher_Gen2.MissionDispatcher_Gen2:BPOnMissionFailToStart.K2Node_CallFunction_166995) LITERAL: has collision (/Game/Genesis2/Missions/MissionDispatcher_Gen2.MissionDispatcher_Gen2:PerformanceThrottledTick.K2Node_CallFunction_225860) LITERAL: doesnt has collision(/Game/Genesis2/Missions/MissionDispatcher_Gen2.MissionDispatcher_Gen2:PerformanceThrottledTick.K2Node_CallFunction_225860) LITERAL: Dispatcher[Server] (/Game/Genesis2/Missions/MissionDispatcher_Gen2.MissionDispatcher_Gen2:PerformanceThrottledTick.K2Node_CallFunction_225914) LITERAL: Dispatcher[Client] (/Game/Genesis2/Missions/MissionDispatcher_Gen2.MissionDispatcher_Gen2:PerformanceThrottledTick.K2Node_CallFunction_225914) CONTENT: Transmits items, Survivors, and creatures to other ARKs!(/Engine/Transient.Default__REINST_MissionDispatcher_Gen2_C_58092:TheInventory) CONTENT: Mission Dispatcher(/Engine/Transient.Default__REINST_MissionDispatcher_Gen2_C_58092:TheInventory) CONTENT: Transmits items, Survivors, and creatures to other ARKs!(/Engine/Transient.REINST_MissionDispatcher_Gen2_C_1:TheInventory) CONTENT: Mission Dispatcher(/Engine/Transient.REINST_MissionDispatcher_Gen2_C_1:TheInventory) CONTENT: Transmits items, Survivors, and creatures to other ARKs!(/Engine/Transient.Default__REINST_MissionDispatcher_Gen2_C_58096:TheInventory) CONTENT: Mission Dispatcher(/Engine/Transient.Default__REINST_MissionDispatcher_Gen2_C_58096:TheInventory) CONTENT: Transmits items, Survivors, and creatures to other ARKs!(/Game/Genesis2/Missions/MissionDispatcher_Gen2.Default__MissionDispatcher_Gen2_C:TheInventory) CONTENT: Mission Dispatcher(/Game/Genesis2/Missions/MissionDispatcher_Gen2.Default__MissionDispatcher_Gen2_C:TheInventory) CONTENT: Transmits items, Survivors, and creatures to other ARKs!(/Engine/Transient.REINST_MissionDispatcher_Gen2_FinalBattle_C_0:TheInventory) CONTENT: Mission Dispatcher(/Engine/Transient.REINST_MissionDispatcher_Gen2_FinalBattle_C_0:TheInventory) LITERAL: all missions completed on minimum {1} difficulty and {2} Mutagen(/Game/Genesis2/Missions/MissionDispatcher_Gen2_FinalBattle.MissionDispatcher_Gen2_FinalBattle:BPGetMultiUseEntries.K2Node_FormatText_331) LITERAL: - Requires (/Game/Genesis2/Missions/MissionDispatcher_Gen2_FinalBattle.MissionDispatcher_Gen2_FinalBattle:BPGetMultiUseEntries.K2Node_CallFunction_535384) LITERAL: (/Game/Genesis2/Missions/MissionDispatcher_Gen2_FinalBattle.MissionDispatcher_Gen2_FinalBattle:BPGetMultiUseEntries.K2Node_CallFunction_1263931) LITERAL: ({1})(/Game/Genesis2/Missions/MissionDispatcher_Gen2_FinalBattle.MissionDispatcher_Gen2_FinalBattle:BPGetMultiUseEntries.K2Node_FormatText_430) CONTENT: Transmits items, Survivors, and creatures to other ARKs!(/Engine/Transient.REINST_SKEL_MissionDispatcher_Gen2_FinalBattle_C_0:TheInventory) CONTENT: Mission Dispatcher(/Engine/Transient.REINST_SKEL_MissionDispatcher_Gen2_FinalBattle_C_0:TheInventory) CONTENT: Transmits items, Survivors, and creatures to other ARKs!(/Engine/Transient.Default__REINST_SKEL_MissionDispatcher_Gen2_FinalBattle_C_58101:TheInventory) CONTENT: Mission Dispatcher(/Engine/Transient.Default__REINST_SKEL_MissionDispatcher_Gen2_FinalBattle_C_58101:TheInventory) CONTENT: Transmits items, Survivors, and creatures to other ARKs!(/Engine/Transient.REINST_SKEL_MissionDispatcher_Gen2_FinalBattle_C_1:TheInventory) CONTENT: Mission Dispatcher(/Engine/Transient.REINST_SKEL_MissionDispatcher_Gen2_FinalBattle_C_1:TheInventory) CONTENT: Transmits items, Survivors, and creatures to other ARKs!(/Engine/Transient.Default__REINST_MissionDispatcher_Gen2_FinalBattle_C_58103:TheInventory) CONTENT: Mission Dispatcher(/Engine/Transient.Default__REINST_MissionDispatcher_Gen2_FinalBattle_C_58103:TheInventory) CONTENT: Transmits items, Survivors, and creatures to other ARKs!(/Engine/Transient.Default__REINST_SKEL_MissionDispatcher_Gen2_FinalBattle_C_58104:TheInventory) CONTENT: Mission Dispatcher(/Engine/Transient.Default__REINST_SKEL_MissionDispatcher_Gen2_FinalBattle_C_58104:TheInventory) CONTENT: Transmits items, Survivors, and creatures to other ARKs!(/Engine/Transient.REINST_SKEL_MissionDispatcher_Gen2_FinalBattle_C_2:TheInventory) CONTENT: Mission Dispatcher(/Engine/Transient.REINST_SKEL_MissionDispatcher_Gen2_FinalBattle_C_2:TheInventory) LITERAL: all missions completed on minimum {1} difficulty and {2} Mutagen(/Game/Genesis2/Missions/MissionDispatcher_Gen2_FinalBattle.MissionDispatcher_Gen2_FinalBattle:EdGraph_175950.K2Node_CallFunction_413365) LITERAL: 1(/Game/Genesis2/Missions/MissionDispatcher_Gen2_FinalBattle.MissionDispatcher_Gen2_FinalBattle:EdGraph_175950.K2Node_MakeStruct_3323) LITERAL: 2(/Game/Genesis2/Missions/MissionDispatcher_Gen2_FinalBattle.MissionDispatcher_Gen2_FinalBattle:EdGraph_175950.K2Node_MakeStruct_3324) LITERAL: ({1})(/Game/Genesis2/Missions/MissionDispatcher_Gen2_FinalBattle.MissionDispatcher_Gen2_FinalBattle:EdGraph_175950.K2Node_CallFunction_413366) LITERAL: 1(/Game/Genesis2/Missions/MissionDispatcher_Gen2_FinalBattle.MissionDispatcher_Gen2_FinalBattle:EdGraph_175950.K2Node_MakeStruct_3325) CONTENT: Transmits items, Survivors, and creatures to other ARKs!(/Engine/Transient.REINST_MissionDispatcher_Gen2_FinalBattle_C_1:TheInventory) CONTENT: Mission Dispatcher(/Engine/Transient.REINST_MissionDispatcher_Gen2_FinalBattle_C_1:TheInventory) CONTENT: Transmits items, Survivors, and creatures to other ARKs!(/Engine/Transient.Default__REINST_MissionDispatcher_Gen2_FinalBattle_C_58107:TheInventory) CONTENT: Mission Dispatcher(/Engine/Transient.Default__REINST_MissionDispatcher_Gen2_FinalBattle_C_58107:TheInventory) CONTENT: Transmits items, Survivors, and creatures to other ARKs!(/Engine/Transient.Default__REINST_SKEL_MissionDispatcher_Gen2_FinalBattle_C_58108:TheInventory) CONTENT: Mission Dispatcher(/Engine/Transient.Default__REINST_SKEL_MissionDispatcher_Gen2_FinalBattle_C_58108:TheInventory) CONTENT: Transmits items, Survivors, and creatures to other ARKs!(/Game/Genesis2/Missions/MissionDispatcher_Gen2_FinalBattle.Default__SKEL_MissionDispatcher_Gen2_FinalBattle_C:TheInventory) CONTENT: Mission Dispatcher(/Game/Genesis2/Missions/MissionDispatcher_Gen2_FinalBattle.Default__SKEL_MissionDispatcher_Gen2_FinalBattle_C:TheInventory) LITERAL: all missions completed on minimum {1} difficulty and {2} Mutagen(/Game/Genesis2/Missions/MissionDispatcher_Gen2_FinalBattle.MissionDispatcher_Gen2_FinalBattle:EdGraph_175962.K2Node_CallFunction_413375) LITERAL: 1(/Game/Genesis2/Missions/MissionDispatcher_Gen2_FinalBattle.MissionDispatcher_Gen2_FinalBattle:EdGraph_175962.K2Node_MakeStruct_3326) LITERAL: 2(/Game/Genesis2/Missions/MissionDispatcher_Gen2_FinalBattle.MissionDispatcher_Gen2_FinalBattle:EdGraph_175962.K2Node_MakeStruct_3327) LITERAL: ({1})(/Game/Genesis2/Missions/MissionDispatcher_Gen2_FinalBattle.MissionDispatcher_Gen2_FinalBattle:EdGraph_175962.K2Node_CallFunction_413376) LITERAL: 1(/Game/Genesis2/Missions/MissionDispatcher_Gen2_FinalBattle.MissionDispatcher_Gen2_FinalBattle:EdGraph_175962.K2Node_MakeStruct_3328) CONTENT: Hold To Activate Final Mission(/Game/Genesis2/Missions/MissionDispatcher_Gen2_FinalBattle.Default__MissionDispatcher_Gen2_FinalBattle_C) CONTENT: Final Mission In Progress...(/Game/Genesis2/Missions/MissionDispatcher_Gen2_FinalBattle.Default__MissionDispatcher_Gen2_FinalBattle_C) CONTENT: Transmits items, Survivors, and creatures to other ARKs!(/Game/Genesis2/Missions/MissionDispatcher_Gen2_FinalBattle.Default__MissionDispatcher_Gen2_FinalBattle_C:TheInventory) CONTENT: Mission Dispatcher(/Game/Genesis2/Missions/MissionDispatcher_Gen2_FinalBattle.Default__MissionDispatcher_Gen2_FinalBattle_C:TheInventory) LITERAL: ({key}) ServerSidePoint - {num} - {custint}(/Game/Genesis/Missions/Hunt/MissionServerSidePoint_TargetLocation.MissionServerSidePoint_TargetLocation:UserConstructionScript.K2Node_FormatText_93) LITERAL: ({key}) ServerSidePoint - {num} - {custint}(/Game/Genesis/Missions/Hunt/MissionServerSidePoint_TargetLocation.MissionServerSidePoint_TargetLocation:EdGraph_175975.K2Node_CallFunction_413378) LITERAL: key(/Game/Genesis/Missions/Hunt/MissionServerSidePoint_TargetLocation.MissionServerSidePoint_TargetLocation:EdGraph_175975.K2Node_MakeStruct_3329) LITERAL: num(/Game/Genesis/Missions/Hunt/MissionServerSidePoint_TargetLocation.MissionServerSidePoint_TargetLocation:EdGraph_175975.K2Node_MakeStruct_3330) LITERAL: custint(/Game/Genesis/Missions/Hunt/MissionServerSidePoint_TargetLocation.MissionServerSidePoint_TargetLocation:EdGraph_175975.K2Node_MakeStruct_3331) LITERAL: ({key}) ServerSidePoint - {num} - {custint}(/Game/Genesis/Missions/Hunt/MissionServerSidePoint_TargetLocation.MissionServerSidePoint_TargetLocation:EdGraph_175979.K2Node_CallFunction_413379) LITERAL: key(/Game/Genesis/Missions/Hunt/MissionServerSidePoint_TargetLocation.MissionServerSidePoint_TargetLocation:EdGraph_175979.K2Node_MakeStruct_3332) LITERAL: num(/Game/Genesis/Missions/Hunt/MissionServerSidePoint_TargetLocation.MissionServerSidePoint_TargetLocation:EdGraph_175979.K2Node_MakeStruct_3333) LITERAL: custint(/Game/Genesis/Missions/Hunt/MissionServerSidePoint_TargetLocation.MissionServerSidePoint_TargetLocation:EdGraph_175979.K2Node_MakeStruct_3334) CONTENT: Transmits items, Survivors, and creatures to other ARKs!(/Game/Maps/Genesis2/PGS_Missions.PGS_Missions:PersistentLevel.MissionDispatcher_Gen2_C_2.TheInventory) CONTENT: Mission Dispatcher(/Game/Maps/Genesis2/PGS_Missions.PGS_Missions:PersistentLevel.MissionDispatcher_Gen2_C_2.TheInventory) CONTENT: Transmits items, Survivors, and creatures to other ARKs!(/Game/Maps/Genesis2/PGS_Missions.PGS_Missions:PersistentLevel.MissionDispatcher_Gen2_C_31.TheInventory) CONTENT: Mission Dispatcher(/Game/Maps/Genesis2/PGS_Missions.PGS_Missions:PersistentLevel.MissionDispatcher_Gen2_C_31.TheInventory) CONTENT: Transmits items, Survivors, and creatures to other ARKs!(/Game/Maps/Genesis2/PGS_Missions.PGS_Missions:PersistentLevel.MissionDispatcher_Gen2_C_32.TheInventory) CONTENT: Mission Dispatcher(/Game/Maps/Genesis2/PGS_Missions.PGS_Missions:PersistentLevel.MissionDispatcher_Gen2_C_32.TheInventory) CONTENT: Transmits items, Survivors, and creatures to other ARKs!(/Game/Maps/Genesis2/PGS_Missions.PGS_Missions:PersistentLevel.MissionDispatcher_Gen2_C_33.TheInventory) CONTENT: Mission Dispatcher(/Game/Maps/Genesis2/PGS_Missions.PGS_Missions:PersistentLevel.MissionDispatcher_Gen2_C_33.TheInventory) CONTENT: Transmits items, Survivors, and creatures to other ARKs!(/Game/Maps/Genesis2/PGS_Missions.PGS_Missions:PersistentLevel.MissionDispatcher_Gen2_C_34.TheInventory) CONTENT: Mission Dispatcher(/Game/Maps/Genesis2/PGS_Missions.PGS_Missions:PersistentLevel.MissionDispatcher_Gen2_C_34.TheInventory) CONTENT: Transmits items, Survivors, and creatures to other ARKs!(/Game/Maps/Genesis2/PGS_Missions.PGS_Missions:PersistentLevel.MissionDispatcher_Gen2_C_35.TheInventory) CONTENT: Mission Dispatcher(/Game/Maps/Genesis2/PGS_Missions.PGS_Missions:PersistentLevel.MissionDispatcher_Gen2_C_35.TheInventory) CONTENT: Transmits items, Survivors, and creatures to other ARKs!(/Game/Maps/Genesis2/PGS_Missions.PGS_Missions:PersistentLevel.MissionDispatcher_Gen2_C_36.TheInventory) CONTENT: Mission Dispatcher(/Game/Maps/Genesis2/PGS_Missions.PGS_Missions:PersistentLevel.MissionDispatcher_Gen2_C_36.TheInventory) CONTENT: Transmits items, Survivors, and creatures to other ARKs!(/Game/Maps/Genesis2/PGS_Missions.PGS_Missions:PersistentLevel.MissionDispatcher_Gen2_C_37.TheInventory) CONTENT: Mission Dispatcher(/Game/Maps/Genesis2/PGS_Missions.PGS_Missions:PersistentLevel.MissionDispatcher_Gen2_C_37.TheInventory) CONTENT: Transmits items, Survivors, and creatures to other ARKs!(/Game/Maps/Genesis2/PGS_Missions.PGS_Missions:PersistentLevel.MissionDispatcher_Gen2_C_38.TheInventory) CONTENT: Mission Dispatcher(/Game/Maps/Genesis2/PGS_Missions.PGS_Missions:PersistentLevel.MissionDispatcher_Gen2_C_38.TheInventory) CONTENT: Transmits items, Survivors, and creatures to other ARKs!(/Game/Maps/Genesis2/PGS_Missions.PGS_Missions:PersistentLevel.MissionDispatcher_Gen2_C_39.TheInventory) CONTENT: Mission Dispatcher(/Game/Maps/Genesis2/PGS_Missions.PGS_Missions:PersistentLevel.MissionDispatcher_Gen2_C_39.TheInventory) CONTENT: Transmits items, Survivors, and creatures to other ARKs!(/Game/Maps/Genesis2/PGS_Missions.PGS_Missions:PersistentLevel.MissionDispatcher_Gen2_C_40.TheInventory) CONTENT: Mission Dispatcher(/Game/Maps/Genesis2/PGS_Missions.PGS_Missions:PersistentLevel.MissionDispatcher_Gen2_C_40.TheInventory) CONTENT: Transmits items, Survivors, and creatures to other ARKs!(/Game/Maps/Genesis2/PGS_Missions.PGS_Missions:PersistentLevel.MissionDispatcher_Gen2_C_41.TheInventory) CONTENT: Mission Dispatcher(/Game/Maps/Genesis2/PGS_Missions.PGS_Missions:PersistentLevel.MissionDispatcher_Gen2_C_41.TheInventory) CONTENT: Transmits items, Survivors, and creatures to other ARKs!(/Game/Maps/Genesis2/PGS_Missions.PGS_Missions:PersistentLevel.MissionDispatcher_Gen2_C_42.TheInventory) CONTENT: Mission Dispatcher(/Game/Maps/Genesis2/PGS_Missions.PGS_Missions:PersistentLevel.MissionDispatcher_Gen2_C_42.TheInventory) CONTENT: Transmits items, Survivors, and creatures to other ARKs!(/Game/Maps/Genesis2/PGS_Missions.PGS_Missions:PersistentLevel.MissionDispatcher_Gen2_C_43.TheInventory) CONTENT: Mission Dispatcher(/Game/Maps/Genesis2/PGS_Missions.PGS_Missions:PersistentLevel.MissionDispatcher_Gen2_C_43.TheInventory) CONTENT: Transmits items, Survivors, and creatures to other ARKs!(/Game/Maps/Genesis2/PGS_Missions.PGS_Missions:PersistentLevel.MissionDispatcher_Gen2_C_44.TheInventory) CONTENT: Mission Dispatcher(/Game/Maps/Genesis2/PGS_Missions.PGS_Missions:PersistentLevel.MissionDispatcher_Gen2_C_44.TheInventory) CONTENT: Transmits items, Survivors, and creatures to other ARKs!(/Game/Maps/Genesis2/PGS_Missions.PGS_Missions:PersistentLevel.MissionDispatcher_Gen2_C_45.TheInventory) CONTENT: Mission Dispatcher(/Game/Maps/Genesis2/PGS_Missions.PGS_Missions:PersistentLevel.MissionDispatcher_Gen2_C_45.TheInventory) CONTENT: Transmits items, Survivors, and creatures to other ARKs!(/Game/Maps/Genesis2/PGS_Missions.PGS_Missions:PersistentLevel.MissionDispatcher_Gen2_C_46.TheInventory) CONTENT: Mission Dispatcher(/Game/Maps/Genesis2/PGS_Missions.PGS_Missions:PersistentLevel.MissionDispatcher_Gen2_C_46.TheInventory) CONTENT: Transmits items, Survivors, and creatures to other ARKs!(/Game/Maps/Genesis2/PGS_Missions.PGS_Missions:PersistentLevel.MissionDispatcher_Gen2_C_47.TheInventory) CONTENT: Mission Dispatcher(/Game/Maps/Genesis2/PGS_Missions.PGS_Missions:PersistentLevel.MissionDispatcher_Gen2_C_47.TheInventory) CONTENT: Transmits items, Survivors, and creatures to other ARKs!(/Game/Maps/Genesis2/PGS_Missions.PGS_Missions:PersistentLevel.MissionDispatcher_Gen2_C_48.TheInventory) CONTENT: Mission Dispatcher(/Game/Maps/Genesis2/PGS_Missions.PGS_Missions:PersistentLevel.MissionDispatcher_Gen2_C_48.TheInventory) CONTENT: Transmits items, Survivors, and creatures to other ARKs!(/Game/Maps/Genesis2/PGS_Missions.PGS_Missions:PersistentLevel.MissionDispatcher_Gen2_C_49.TheInventory) CONTENT: Mission Dispatcher(/Game/Maps/Genesis2/PGS_Missions.PGS_Missions:PersistentLevel.MissionDispatcher_Gen2_C_49.TheInventory) CONTENT: Transmits items, Survivors, and creatures to other ARKs!(/Game/Maps/Genesis2/PGS_Missions.PGS_Missions:PersistentLevel.MissionDispatcher_Gen2_C_50.TheInventory) CONTENT: Mission Dispatcher(/Game/Maps/Genesis2/PGS_Missions.PGS_Missions:PersistentLevel.MissionDispatcher_Gen2_C_50.TheInventory) CONTENT: Transmits items, Survivors, and creatures to other ARKs!(/Game/Maps/Genesis2/PGS_Missions.PGS_Missions:PersistentLevel.MissionDispatcher_Gen2_C_51.TheInventory) CONTENT: Mission Dispatcher(/Game/Maps/Genesis2/PGS_Missions.PGS_Missions:PersistentLevel.MissionDispatcher_Gen2_C_51.TheInventory) CONTENT: Transmits items, Survivors, and creatures to other ARKs!(/Game/Maps/Genesis2/PGS_Missions.PGS_Missions:PersistentLevel.MissionDispatcher_Gen2_C_52.TheInventory) CONTENT: Mission Dispatcher(/Game/Maps/Genesis2/PGS_Missions.PGS_Missions:PersistentLevel.MissionDispatcher_Gen2_C_52.TheInventory) CONTENT: Transmits items, Survivors, and creatures to other ARKs!(/Game/Maps/Genesis2/PGS_Missions.PGS_Missions:PersistentLevel.MissionDispatcher_Gen2_C_53.TheInventory) CONTENT: Mission Dispatcher(/Game/Maps/Genesis2/PGS_Missions.PGS_Missions:PersistentLevel.MissionDispatcher_Gen2_C_53.TheInventory) CONTENT: Transmits items, Survivors, and creatures to other ARKs!(/Game/Maps/Genesis2/PGS_Missions.PGS_Missions:PersistentLevel.MissionDispatcher_Gen2_C_54.TheInventory) CONTENT: Mission Dispatcher(/Game/Maps/Genesis2/PGS_Missions.PGS_Missions:PersistentLevel.MissionDispatcher_Gen2_C_54.TheInventory) CONTENT: Transmits items, Survivors, and creatures to other ARKs!(/Game/Maps/Genesis2/PGS_Missions.PGS_Missions:PersistentLevel.MissionDispatcher_Gen2_C_55.TheInventory) CONTENT: Mission Dispatcher(/Game/Maps/Genesis2/PGS_Missions.PGS_Missions:PersistentLevel.MissionDispatcher_Gen2_C_55.TheInventory) CONTENT: Transmits items, Survivors, and creatures to other ARKs!(/Game/Maps/Genesis2/PGS_Missions.PGS_Missions:PersistentLevel.MissionDispatcher_Gen2_C_56.TheInventory) CONTENT: Mission Dispatcher(/Game/Maps/Genesis2/PGS_Missions.PGS_Missions:PersistentLevel.MissionDispatcher_Gen2_C_56.TheInventory) CONTENT: Transmits items, Survivors, and creatures to other ARKs!(/Game/Maps/Genesis2/PGS_Missions.PGS_Missions:PersistentLevel.MissionDispatcher_Gen2_C_57.TheInventory) CONTENT: Mission Dispatcher(/Game/Maps/Genesis2/PGS_Missions.PGS_Missions:PersistentLevel.MissionDispatcher_Gen2_C_57.TheInventory) CONTENT: Hold To Activate Final Mission(/Game/Maps/Genesis2/PGS_Missions.PGS_Missions:PersistentLevel.MissionDispatcher_Gen2_FinalBattle) CONTENT: Final Mission In Progress...(/Game/Maps/Genesis2/PGS_Missions.PGS_Missions:PersistentLevel.MissionDispatcher_Gen2_FinalBattle) CONTENT: Transmits items, Survivors, and creatures to other ARKs!(/Game/Maps/Genesis2/PGS_Missions.PGS_Missions:PersistentLevel.MissionDispatcher_Gen2_FinalBattle.TheInventory) CONTENT: Mission Dispatcher(/Game/Maps/Genesis2/PGS_Missions.PGS_Missions:PersistentLevel.MissionDispatcher_Gen2_FinalBattle.TheInventory) CONTENT: Wilderness(/Game/Maps/Genesis2/PGS_Missions.PGS_Missions:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/PGS_MissionVolumes.PGS_MissionVolumes:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/PGS_Navigation.PGS_Navigation:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/PGS_PhysicsVolumes.PGS_PhysicsVolumes:PersistentLevel.PrimalWorldSettings) CONTENT: Sulfur(/Game/Genesis2/CoreBlueprints/HarvestComponents/SulfurHarvestComponent.Default__SulfurHarvestComponent_C) CONTENT: Harvest [Metal](/Game/Genesis2/CoreBlueprints/HarvestComponents/SulfurHarvestComponent.Default__SulfurHarvestComponent_C) CONTENT: Ambergris Deposit(/Game/Genesis2/CoreBlueprints/HarvestComponents/AmbergrisHarvestComponent.Default__AmbergrisHarvestComponent_C) CONTENT: Harvest [Ambergris](/Game/Genesis2/CoreBlueprints/HarvestComponents/AmbergrisHarvestComponent.Default__AmbergrisHarvestComponent_C) LITERAL: HandleExclusion(/Game/Genesis2/CoreBlueprints/Environment/BP_ExclusionSphere.BP_ExclusionSphere:ReceiveBeginPlay.K2Node_CallFunction_170922) LITERAL: HandleResources(/Game/Genesis2/CoreBlueprints/Environment/BP_ExclusionSphere.BP_ExclusionSphere:ReceiveBeginPlay.K2Node_CallFunction_257576) LITERAL: ################################### No Safe Teleport list(/Game/Genesis2/CoreBlueprints/Environment/BP_ExclusionSphere.BP_ExclusionSphere:LinkToNearestTargetPoint.K2Node_CallFunction_220443) LITERAL: NEW TELEPORT DESTINATION(/Game/Genesis2/CoreBlueprints/Environment/BP_ExclusionSphere.BP_ExclusionSphere:HandleExclusion.K2Node_MakeStruct_1091) CONTENT: Wilderness(/Game/Maps/Genesis2/Space_Asteroids_0_Geo.Space_Asteroids_0_Geo:PersistentLevel.PrimalWorldSettings) CONTENT: Crystal(/Game/Genesis2/CoreBlueprints/HarvestComponents/CrystalHarvestComponent_HIGH.Default__CrystalHarvestComponent_HIGH_C) CONTENT: Harvest [Crystal](/Game/Genesis2/CoreBlueprints/HarvestComponents/CrystalHarvestComponent_HIGH.Default__CrystalHarvestComponent_HIGH_C) CONTENT: Wilderness(/Game/Maps/Genesis2/Space_Asteroids_1_Geo.Space_Asteroids_1_Geo:PersistentLevel.PrimalWorldSettings) CONTENT: Obsidian(/Game/Genesis2/CoreBlueprints/HarvestComponents/SpaceObsidianHarvestComponent.Default__SpaceObsidianHarvestComponent_C) CONTENT: Harvest [Obsidian](/Game/Genesis2/CoreBlueprints/HarvestComponents/SpaceObsidianHarvestComponent.Default__SpaceObsidianHarvestComponent_C) CONTENT: Wilderness(/Game/Maps/Genesis2/Space_Asteroids_2_Geo.Space_Asteroids_2_Geo:PersistentLevel.PrimalWorldSettings_0) CONTENT: Oil Deposit(/Game/Genesis2/CoreBlueprints/HarvestComponents/ElementShardHarvestComponent.Default__ElementShardHarvestComponent_C) CONTENT: Harvest [Oil](/Game/Genesis2/CoreBlueprints/HarvestComponents/ElementShardHarvestComponent.Default__ElementShardHarvestComponent_C) CONTENT: Wilderness(/Game/Maps/Genesis2/Space_Asteroids_3_Geo.Space_Asteroids_3_Geo:PersistentLevel.PrimalWorldSettings) CONTENT: Rock(/Game/Genesis2/CoreBlueprints/HarvestComponents/GemRedHarvestComponent.Default__GemRedHarvestComponent_C) CONTENT: Take [Stone](/Game/Genesis2/CoreBlueprints/HarvestComponents/GemRedHarvestComponent.Default__GemRedHarvestComponent_C) CONTENT: Rock(/Game/Genesis2/CoreBlueprints/HarvestComponents/GemGreenHarvestComponent.Default__GemGreenHarvestComponent_C) CONTENT: Take [Stone](/Game/Genesis2/CoreBlueprints/HarvestComponents/GemGreenHarvestComponent.Default__GemGreenHarvestComponent_C) CONTENT: Rock(/Game/Genesis2/CoreBlueprints/HarvestComponents/GemBlueHarvestComponent.Default__GemBlueHarvestComponent_C) CONTENT: Take [Stone](/Game/Genesis2/CoreBlueprints/HarvestComponents/GemBlueHarvestComponent.Default__GemBlueHarvestComponent_C) CONTENT: Wilderness(/Game/Maps/Genesis2/Space_Asteroids_4_Geo.Space_Asteroids_4_Geo:PersistentLevel.PrimalWorldSettings) CONTENT: Oil Deposit(/Game/Genesis2/CoreBlueprints/HarvestComponents/SpaceOilHarvestComponent.Default__SpaceOilHarvestComponent_C) CONTENT: Harvest [Oil](/Game/Genesis2/CoreBlueprints/HarvestComponents/SpaceOilHarvestComponent.Default__SpaceOilHarvestComponent_C) CONTENT: Wilderness(/Game/Maps/Genesis2/Space_Asteroids_5_Geo.Space_Asteroids_5_Geo:PersistentLevel.PrimalWorldSettings) CONTENT: Rock(/Game/Genesis2/CoreBlueprints/HarvestComponents/ElementDustHarvestComponent.Default__ElementDustHarvestComponent_C) CONTENT: Take [Stone](/Game/Genesis2/CoreBlueprints/HarvestComponents/ElementDustHarvestComponent.Default__ElementDustHarvestComponent_C) CONTENT: Wilderness(/Game/Maps/Genesis2/Space_Asteroids_6_Geo.Space_Asteroids_6_Geo:PersistentLevel.PrimalWorldSettings_1) CONTENT: Rock(/Game/Genesis2/CoreBlueprints/HarvestComponents/BlackPearlHarvestComponent.Default__BlackPearlHarvestComponent_C) CONTENT: Take [Stone](/Game/Genesis2/CoreBlueprints/HarvestComponents/BlackPearlHarvestComponent.Default__BlackPearlHarvestComponent_C) CONTENT: Wilderness(/Game/Maps/Genesis2/Space_Asteroids_7_Geo.Space_Asteroids_7_Geo:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/Space_Backdrop_Asteroids_0.Space_Backdrop_Asteroids_0:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/Space_Backdrop_Asteroids_1.Space_Backdrop_Asteroids_1:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/Space_Backdrop_Asteroids_2.Space_Backdrop_Asteroids_2:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/Space_Backdrop_Asteroids_3.Space_Backdrop_Asteroids_3:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/Space_Backdrop_Asteroids_4.Space_Backdrop_Asteroids_4:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/Space_Backdrop_Asteroids_5.Space_Backdrop_Asteroids_5:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/Space_Backdrop_Asteroids_6.Space_Backdrop_Asteroids_6:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/Space_Backdrop_Asteroids_7.Space_Backdrop_Asteroids_7:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis2/Space_Backdrop_Asteroids_Warp.Space_Backdrop_Asteroids_Warp:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis/A1_Far_Lunar.A1_Far_Lunar:PersistentLevel.PrimalWorldSettings) CONTENT: Stone(/Game/Genesis/CoreBlueprints/HarvestComponents/LunarCaveStoneHarvestComponent_LowHealth.Default__LunarCaveStoneHarvestComponent_LowHealth_C) CONTENT: Harvest [Stone](/Game/Genesis/CoreBlueprints/HarvestComponents/LunarCaveStoneHarvestComponent_LowHealth.Default__LunarCaveStoneHarvestComponent_LowHealth_C) CONTENT: Wilderness(/Game/Maps/Genesis/A1_Near_Lunar.A1_Near_Lunar:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis/A2_Far_Lunar.A2_Far_Lunar:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis/A2_Near_Lunar.A2_Near_Lunar:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis/A3_Far_Ocean.A3_Far_Ocean:PersistentLevel.PrimalWorldSettings) CONTENT: Wood(/Game/Genesis/CoreBlueprints/HarvestComponents/Wood_Hand_HarvestComponent.Default__Wood_Hand_HarvestComponent_C) CONTENT: Harvest [Bush](/Game/Genesis/CoreBlueprints/HarvestComponents/Wood_Hand_HarvestComponent.Default__Wood_Hand_HarvestComponent_C) CONTENT: Stone(/Game/Genesis/CoreBlueprints/HarvestComponents/StoneHarvestComponent_Ocean.Default__StoneHarvestComponent_Ocean_C) CONTENT: Harvest [Stone](/Game/Genesis/CoreBlueprints/HarvestComponents/StoneHarvestComponent_Ocean.Default__StoneHarvestComponent_Ocean_C) CONTENT: Wilderness(/Game/Maps/Genesis/A3_Near_Ocean.A3_Near_Ocean:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis/A4_Far_Ocean.A4_Far_Ocean:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis/A4_Near_Ocean.A4_Near_Ocean:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis/A5_Far_Volcanic.A5_Far_Volcanic:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis/A5_Near_Volcanic.A5_Near_Volcanic:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis/A6_Far_Volcanic.A6_Far_Volcanic:PersistentLevel.PrimalWorldSettings) CONTENT: Branch(/Game/Genesis/Environment/Volcano/Vegitation/Foliage/BurnedBranches/BranchHarvestComponent.Default__BranchHarvestComponent_C) CONTENT: Take [Branch](/Game/Genesis/Environment/Volcano/Vegitation/Foliage/BurnedBranches/BranchHarvestComponent.Default__BranchHarvestComponent_C) CONTENT: Wilderness(/Game/Maps/Genesis/A6_Near_Volcanic.A6_Near_Volcanic:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis/Arctic_Cave.Arctic_Cave:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis/Arenas_Sublevel.Arenas_Sublevel:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis/B1_Far_Lunar.B1_Far_Lunar:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis/B1_Near_Lunar.B1_Near_Lunar:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis/B2_Far_Lunar.B2_Far_Lunar:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis/B2_Near_Lunar.B2_Near_Lunar:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis/B3_Far_Ocean.B3_Far_Ocean:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis/B3_Near_Ocean.B3_Near_Ocean:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis/B4_Far_Ocean.B4_Far_Ocean:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis/B4_Near_Ocean.B4_Near_Ocean:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis/B5_Far_Volcanic.B5_Far_Volcanic:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis/B5_Near_Volcanic.B5_Near_Volcanic:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis/B6_Far_Volcanic.B6_Far_Volcanic:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis/B6_Near_Volcanic.B6_Near_Volcanic:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis/Backdrop_Arctic.Backdrop_Arctic:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis/Backdrop_Bog.Backdrop_Bog:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis/Backdrop_Lunar.Backdrop_Lunar:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis/Backdrop_Ocean.Backdrop_Ocean:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis/Backdrop_Volcanic.Backdrop_Volcanic:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis/Backdrop_VR_BossArena.Backdrop_VR_BossArena:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis/BossArena_DeepSea.BossArena_DeepSea:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis/C1_Far_Lunar.C1_Far_Lunar:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis/C1_Near_Lunar.C1_Near_Lunar:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis/C2_Far_Lunar.C2_Far_Lunar:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis/C2_Near_Lunar.C2_Near_Lunar:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis/C3_Far_Ocean.C3_Far_Ocean:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis/C3_Near_Ocean.C3_Near_Ocean:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis/C4_Far_Ocean.C4_Far_Ocean:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis/C4_Near_Ocean.C4_Near_Ocean:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis/C5_Far_Volcanic.C5_Far_Volcanic:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis/C5_Near_Volcanic.C5_Near_Volcanic:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis/C6_Far_Volcanic.C6_Far_Volcanic:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis/C6_Near_Volcanic.C6_Near_Volcanic:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis/D1_Far_Lunar.D1_Far_Lunar:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis/D1_Near_Lunar.D1_Near_Lunar:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis/D2_Far_Lunar.D2_Far_Lunar:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis/D2_Near_Lunar.D2_Near_Lunar:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis/D3_Far_Ocean.D3_Far_Ocean:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis/D3_Near_Ocean.D3_Near_Ocean:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis/D4_Far_Arctic.D4_Far_Arctic:PersistentLevel.PrimalWorldSettings) LITERAL: RefreshTick(/Game/Genesis/Environment/Bog/VFX/BP_AmbientPointLight.BP_AmbientPointLight:EventGraph.K2Node_CallFunction_40484) LITERAL: RefreshTick(/Game/Genesis/Environment/Bog/VFX/BP_FogSphere.BP_FogSphere:EventGraph.K2Node_CallFunction_40484) LITERAL: Light Position (/Game/Genesis/Environment/Bog/VFX/BP_FogSphere.BP_FogSphere:Set Fog Light Values.K2Node_CallFunction_72680) LITERAL: Light Radius (/Game/Genesis/Environment/Bog/VFX/BP_FogSphere.BP_FogSphere:Set Fog Light Values.K2Node_CallFunction_83353) LITERAL: Light Color (/Game/Genesis/Environment/Bog/VFX/BP_FogSphere.BP_FogSphere:Set Fog Light Values.K2Node_CallFunction_72675) LITERAL: Light Brightness (/Game/Genesis/Environment/Bog/VFX/BP_FogSphere.BP_FogSphere:Set Fog Light Values.K2Node_CallFunction_105107) LITERAL: Light Power (/Game/Genesis/Environment/Bog/VFX/BP_FogSphere.BP_FogSphere:Set Fog Light Values.K2Node_CallFunction_72678) CONTENT: Tree(/Game/Genesis/CoreBlueprints/HarvestComponents/MushroomTreeHarvestComponent.Default__MushroomTreeHarvestComponent_C) CONTENT: Harvest [Tree](/Game/Genesis/CoreBlueprints/HarvestComponents/MushroomTreeHarvestComponent.Default__MushroomTreeHarvestComponent_C) CONTENT: Wilderness(/Game/Maps/Genesis/D4_Far_Bog.D4_Far_Bog:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis/D4_Near_Arctic.D4_Near_Arctic:PersistentLevel.PrimalWorldSettings) LITERAL: RefreshTick(/Game/Genesis/Environment/Bog/VFX/BP_VFXFogNear.BP_VFXFogNear:EventGraph.K2Node_CallFunction_40484) LITERAL: Light Position (/Game/Genesis/Environment/Bog/VFX/BP_VFXFogNear.BP_VFXFogNear:Set Fog Light Values.K2Node_CallFunction_72680) LITERAL: Light Radius (/Game/Genesis/Environment/Bog/VFX/BP_VFXFogNear.BP_VFXFogNear:Set Fog Light Values.K2Node_CallFunction_83353) LITERAL: Light Color (/Game/Genesis/Environment/Bog/VFX/BP_VFXFogNear.BP_VFXFogNear:Set Fog Light Values.K2Node_CallFunction_72675) LITERAL: Light Brightness (/Game/Genesis/Environment/Bog/VFX/BP_VFXFogNear.BP_VFXFogNear:Set Fog Light Values.K2Node_CallFunction_105107) LITERAL: Light Power (/Game/Genesis/Environment/Bog/VFX/BP_VFXFogNear.BP_VFXFogNear:Set Fog Light Values.K2Node_CallFunction_72678) CONTENT: Bush(/Game/Genesis/CoreBlueprints/HarvestComponents/FernTrapHarvestComponent.Default__FernTrapHarvestComponent_C) CONTENT: Harvest [Bush](/Game/Genesis/CoreBlueprints/HarvestComponents/FernTrapHarvestComponent.Default__FernTrapHarvestComponent_C) CONTENT: Wilderness(/Game/Maps/Genesis/D4_Near_Bog.D4_Near_Bog:PersistentLevel.PrimalWorldSettings) CONTENT: Tree(/Game/Genesis/CoreBlueprints/HarvestComponents/ThatchHarvestComponent.Default__ThatchHarvestComponent_C) CONTENT: Harvest [Tree](/Game/Genesis/CoreBlueprints/HarvestComponents/ThatchHarvestComponent.Default__ThatchHarvestComponent_C) CONTENT: Tree(/Game/Genesis/CoreBlueprints/HarvestComponents/MushroomHarvestComponent_LowHealth.Default__MushroomHarvestComponent_LowHealth_C) CONTENT: Harvest [Tree](/Game/Genesis/CoreBlueprints/HarvestComponents/MushroomHarvestComponent_LowHealth.Default__MushroomHarvestComponent_LowHealth_C) CONTENT: Wilderness(/Game/Maps/Genesis/D5_Far_Bog.D5_Far_Bog:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis/D5_Near_Bog.D5_Near_Bog:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis/D6_Far_Bog.D6_Far_Bog:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis/D6_Near_Bog.D6_Near_Bog:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis/E1_Far_Arctic.E1_Far_Arctic:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis/E1_Near_Arctic.E1_Near_Arctic:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis/E2_Far_Arctic.E2_Far_Arctic:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis/E2_Near_Arctic.E2_Near_Arctic:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis/E3_Far_Arctic.E3_Far_Arctic:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis/E3_Near_Arctic.E3_Near_Arctic:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis/E4_Far_Arctic.E4_Far_Arctic:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis/E4_Far_Bog.E4_Far_Bog:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis/E4_Near_Arctic.E4_Near_Arctic:PersistentLevel.PrimalWorldSettings) CONTENT: Harvest [Mushrooms](/Game/Genesis/CoreBlueprints/HarvestComponents/RareMushroomHarvestComponent.Default__RareMushroomHarvestComponent_C) CONTENT: Wilderness(/Game/Maps/Genesis/E4_Near_Bog.E4_Near_Bog:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis/E5_Far_Bog.E5_Far_Bog:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis/E5_Near_Bog.E5_Near_Bog:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis/E6_Far_Bog.E6_Far_Bog:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis/E6_Near_Bog.E6_Near_Bog:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis/EndCinematic_Geo.EndCinematic_Geo:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis/EndCinematic_Lighting.EndCinematic_Lighting:PersistentLevel.PrimalWorldSettings) CONTENT: God(/Game/Maps/Genesis/EndCinematic_Matinee.EndCinematic_Matinee:PersistentLevel.BP_GEN_TS_Capture_C_2) CONTENT: Fly(/Game/Maps/Genesis/EndCinematic_Matinee.EndCinematic_Matinee:PersistentLevel.BP_GEN_TS_Capture_C_2) CONTENT: setcheatplayer 0(/Game/Maps/Genesis/EndCinematic_Matinee.EndCinematic_Matinee:PersistentLevel.BP_GEN_TS_Capture_C_2) CONTENT: r.Streaming.PoolSize 5000(/Game/Maps/Genesis/EndCinematic_Matinee.EndCinematic_Matinee:PersistentLevel.BP_GEN_TS_Capture_C_2) CONTENT: r.RenderTargetPoolMin 2500(/Game/Maps/Genesis/EndCinematic_Matinee.EndCinematic_Matinee:PersistentLevel.BP_GEN_TS_Capture_C_2) LITERAL: PLAYING CREDITS(/Game/Maps/Genesis/EndCinematic_Matinee.EndCinematic_Matinee:PersistentLevel.EndCinematic_Matinee.EventGraph.K2Node_CallFunction_276946) LITERAL: Windows(/Game/Maps/Genesis/EndCinematic_Matinee.EndCinematic_Matinee:PersistentLevel.EndCinematic_Matinee.EventGraph.K2Node_CallFunction_260185) LITERAL: Clear Async Loaded Audio(/Game/Maps/Genesis/EndCinematic_Matinee.EndCinematic_Matinee:PersistentLevel.EndCinematic_Matinee.EventGraph.K2Node_CallFunction_222208) CONTENT: EN(/Game/Maps/Genesis/EndCinematic_Matinee.Default__EndCinematic_Matinee_C) CONTENT: EN(/Game/Maps/Genesis/EndCinematic_Matinee.EndCinematic_Matinee:PersistentLevel.EndCinematic_Matinee_C_0) CONTENT: Wilderness(/Game/Maps/Genesis/EndCinematic_Matinee.EndCinematic_Matinee:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis/F1_Far_Arctic.F1_Far_Arctic:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis/F1_Near_Arctic.F1_Near_Arctic:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis/F2_Far_Arctic.F2_Far_Arctic:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis/F2_Near_Arctic.F2_Near_Arctic:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis/F3_Far_Arctic.F3_Far_Arctic:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis/F3_Near_Arctic.F3_Near_Arctic:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis/F4_Far_Arctic.F4_Far_Arctic:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis/F4_Far_Bog.F4_Far_Bog:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis/F4_Near_Arctic.F4_Near_Arctic:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis/F4_Near_Bog.F4_Near_Bog:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis/F5_Far_Bog.F5_Far_Bog:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis/F5_Near_Bog.F5_Near_Bog:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis/F6_Far_Bog.F6_Far_Bog:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis/F6_Near_Bog.F6_Near_Bog:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis/Genesis_Grid.Genesis_Grid:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis/Hazards_Arctic.Hazards_Arctic:PersistentLevel.PrimalWorldSettings) LITERAL: TickVolume(/Game/Genesis/Environment/Gameplay/BP_LunarElementPool.BP_LunarElementPool:EventGraph.K2Node_CallFunction_282005) LITERAL: TickVolume(/Game/Genesis/Environment/Gameplay/BP_LunarElementPool.BP_LunarElementPool:EventGraph.K2Node_CallFunction_175000) LITERAL: TickVolume(/Game/Genesis/Environment/Gameplay/BP_LunarElementPool.BP_LunarElementPool:EventGraph.K2Node_CallFunction_154641) CONTENT: Wilderness(/Game/Maps/Genesis/Hazards_Lunar.Hazards_Lunar:PersistentLevel.PrimalWorldSettings) CONTENT: Caught in Cyclone Current(/Engine/Transient.REINST_Buff_PlayerInCyclone_C_0) CONTENT: You are being dragged into an underwater cyclone!(/Engine/Transient.REINST_Buff_PlayerInCyclone_C_0) LITERAL: NotADirection(/Game/Genesis/CoreBlueprints/Buffs/Buff_PlayerInCyclone.Buff_PlayerInCyclone:EventGraph.K2Node_CallFunction_154171) LITERAL: Forward(/Game/Genesis/CoreBlueprints/Buffs/Buff_PlayerInCyclone.Buff_PlayerInCyclone:EventGraph.K2Node_CallFunction_154172) LITERAL: Backward(/Game/Genesis/CoreBlueprints/Buffs/Buff_PlayerInCyclone.Buff_PlayerInCyclone:EventGraph.K2Node_CallFunction_154173) LITERAL: Right(/Game/Genesis/CoreBlueprints/Buffs/Buff_PlayerInCyclone.Buff_PlayerInCyclone:EventGraph.K2Node_CallFunction_154174) LITERAL: Left(/Game/Genesis/CoreBlueprints/Buffs/Buff_PlayerInCyclone.Buff_PlayerInCyclone:EventGraph.K2Node_CallFunction_150699) LITERAL: StopBySomething(/Game/Genesis/CoreBlueprints/Buffs/Buff_ThrownAwayFromCyclone.Buff_ThrownAwayFromCyclone:BP_OverrideCharacterFlyingVelocity.K2Node_CallFunction_300308) LITERAL: StopBySomething(/Game/Genesis/CoreBlueprints/Buffs/Buff_ThrownAwayFromCyclone.Buff_ThrownAwayFromCyclone:BP_OverrideCharacterSwimmingVelocity.K2Node_CallFunction_300308) LITERAL: Player Distance :(/Game/Genesis/CoreBlueprints/Buffs/Buff_ThrownAwayFromCyclone.Buff_ThrownAwayFromCyclone:BuffTickServer.K2Node_CallFunction_307334) LITERAL: Pulling Radius: (/Game/Genesis/CoreBlueprints/Buffs/Buff_ThrownAwayFromCyclone.Buff_ThrownAwayFromCyclone:BuffTickServer.K2Node_CallFunction_307336) CONTENT: Caught in Cyclone Current(/Engine/Transient.Default__REINST_Buff_PlayerInCyclone_C_58640) CONTENT: You are being dragged into an underwater cyclone!(/Engine/Transient.Default__REINST_Buff_PlayerInCyclone_C_58640) CONTENT: Caught in Cyclone Current(/Engine/Transient.REINST_Buff_PlayerInCyclone_C_1) CONTENT: You are being dragged into an underwater cyclone!(/Engine/Transient.REINST_Buff_PlayerInCyclone_C_1) CONTENT: Caught in Cyclone Current(/Engine/Transient.Default__REINST_Buff_PlayerInCyclone_C_58666) CONTENT: You are being dragged into an underwater cyclone!(/Engine/Transient.Default__REINST_Buff_PlayerInCyclone_C_58666) CONTENT: Caught in Cyclone Current(/Game/Genesis/CoreBlueprints/Buffs/Buff_PlayerInCyclone.Default__Buff_PlayerInCyclone_C) CONTENT: You are being dragged into an underwater cyclone!(/Game/Genesis/CoreBlueprints/Buffs/Buff_PlayerInCyclone.Default__Buff_PlayerInCyclone_C) CONTENT: Wilderness(/Game/Maps/Genesis/Hazards_Ocean.Hazards_Ocean:PersistentLevel.PrimalWorldSettings) CONTENT: Volcanic Eruption(/Engine/Transient.REINST_Buff_VolcanoWarning_C_0) CONTENT: The volcano is about to erupt! Better evacuate!!(/Engine/Transient.REINST_Buff_VolcanoWarning_C_0) CONTENT: The volcano is about to erupt! Better evacuate!!(/Engine/Transient.REINST_Buff_VolcanoWarning_C_0) CONTENT: Volcanic Eruption(/Engine/Transient.Default__REINST_Buff_VolcanoWarning_C_58677) CONTENT: The volcano is about to erupt! Better evacuate!!(/Engine/Transient.Default__REINST_Buff_VolcanoWarning_C_58677) CONTENT: The volcano is about to erupt! Better evacuate!!(/Engine/Transient.Default__REINST_Buff_VolcanoWarning_C_58677) CONTENT: Volcanic Eruption(/Engine/Transient.REINST_Buff_VolcanoWarning_C_1) CONTENT: The volcano is about to erupt! Better evacuate!!(/Engine/Transient.REINST_Buff_VolcanoWarning_C_1) CONTENT: The volcano is about to erupt! Better evacuate!!(/Engine/Transient.REINST_Buff_VolcanoWarning_C_1) CONTENT: Volcanic Eruption(/Engine/Transient.Default__REINST_Buff_VolcanoWarning_C_58681) CONTENT: The volcano is about to erupt! Better evacuate!!(/Engine/Transient.Default__REINST_Buff_VolcanoWarning_C_58681) CONTENT: The volcano is about to erupt! Better evacuate!!(/Engine/Transient.Default__REINST_Buff_VolcanoWarning_C_58681) CONTENT: Volcanic Eruption(/Game/Genesis/CoreBlueprints/Buffs/Buff_VolcanoWarning.Default__Buff_VolcanoWarning_C) CONTENT: The volcano is about to erupt! Better evacuate!!(/Game/Genesis/CoreBlueprints/Buffs/Buff_VolcanoWarning.Default__Buff_VolcanoWarning_C) CONTENT: The volcano is about to erupt! Better evacuate!!(/Game/Genesis/CoreBlueprints/Buffs/Buff_VolcanoWarning.Default__Buff_VolcanoWarning_C) LITERAL: Raw: {1} Clamped:{2} Gravity:{3}(/Game/Genesis/CoreBlueprints/Environment/Hazards/Volcanic/Eruption/Volcanic_Eruption_Hazard.Volcanic_Eruption_Hazard:SpawnLavaBomb.K2Node_FormatText_321) LITERAL: Raw: {1} Clamped:{2} Gravity:{3}(/Game/Genesis/CoreBlueprints/Environment/Hazards/Volcanic/Eruption/Volcanic_Eruption_Hazard.Volcanic_Eruption_Hazard:EdGraph_177478.K2Node_CallFunction_416239) LITERAL: 1(/Game/Genesis/CoreBlueprints/Environment/Hazards/Volcanic/Eruption/Volcanic_Eruption_Hazard.Volcanic_Eruption_Hazard:EdGraph_177478.K2Node_MakeStruct_3359) LITERAL: 2(/Game/Genesis/CoreBlueprints/Environment/Hazards/Volcanic/Eruption/Volcanic_Eruption_Hazard.Volcanic_Eruption_Hazard:EdGraph_177478.K2Node_MakeStruct_3360) LITERAL: 3(/Game/Genesis/CoreBlueprints/Environment/Hazards/Volcanic/Eruption/Volcanic_Eruption_Hazard.Volcanic_Eruption_Hazard:EdGraph_177478.K2Node_MakeStruct_3361) LITERAL: Raw: {1} Clamped:{2} Gravity:{3}(/Game/Genesis/CoreBlueprints/Environment/Hazards/Volcanic/Eruption/Volcanic_Eruption_Hazard.Volcanic_Eruption_Hazard:EdGraph_177531.K2Node_CallFunction_416470) LITERAL: 1(/Game/Genesis/CoreBlueprints/Environment/Hazards/Volcanic/Eruption/Volcanic_Eruption_Hazard.Volcanic_Eruption_Hazard:EdGraph_177531.K2Node_MakeStruct_3362) LITERAL: 2(/Game/Genesis/CoreBlueprints/Environment/Hazards/Volcanic/Eruption/Volcanic_Eruption_Hazard.Volcanic_Eruption_Hazard:EdGraph_177531.K2Node_MakeStruct_3363) LITERAL: 3(/Game/Genesis/CoreBlueprints/Environment/Hazards/Volcanic/Eruption/Volcanic_Eruption_Hazard.Volcanic_Eruption_Hazard:EdGraph_177531.K2Node_MakeStruct_3364) CONTENT: Wilderness(/Game/Maps/Genesis/Hazards_Volcanic.Hazards_Volcanic:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis/Landscape_Arctic.Landscape_Arctic:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis/Landscape_Bog.Landscape_Bog:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis/Landscape_Lunar.Landscape_Lunar:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis/Landscape_Ocean.Landscape_Ocean:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis/Landscape_Volcanic.Landscape_Volcanic:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis/Lighting_Arctic.Lighting_Arctic:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis/Lighting_Bog.Lighting_Bog:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis/Lighting_Lunar.Lighting_Lunar:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis/Lighting_Ocean.Lighting_Ocean:PersistentLevel.PrimalWorldSettings) LITERAL: Refresh(/Game/Genesis/Environment/Lights/Volcano/BP_DayTime_SpotLight_Volcanic.BP_DayTime_SpotLight_Volcanic:EventGraph.K2Node_CallFunction_40484) LITERAL: Int{Int} : Color{Color}(/Game/Genesis/Environment/Lights/Volcano/BP_DayTime_SpotLight_Volcanic.BP_DayTime_SpotLight_Volcanic:UpdateColorAndIntensity.K2Node_FormatText_237) LITERAL: Int{Int} : Color{Color}(/Game/Genesis/Environment/Lights/Volcano/BP_DayTime_SpotLight_Volcanic.BP_DayTime_SpotLight_Volcanic:EdGraph_177657.K2Node_CallFunction_416589) LITERAL: Int(/Game/Genesis/Environment/Lights/Volcano/BP_DayTime_SpotLight_Volcanic.BP_DayTime_SpotLight_Volcanic:EdGraph_177657.K2Node_MakeStruct_3365) LITERAL: Color(/Game/Genesis/Environment/Lights/Volcano/BP_DayTime_SpotLight_Volcanic.BP_DayTime_SpotLight_Volcanic:EdGraph_177657.K2Node_MakeStruct_3366) LITERAL: Int{Int} : Color{Color}(/Game/Genesis/Environment/Lights/Volcano/BP_DayTime_SpotLight_Volcanic.BP_DayTime_SpotLight_Volcanic:EdGraph_177666.K2Node_CallFunction_416610) LITERAL: Int(/Game/Genesis/Environment/Lights/Volcano/BP_DayTime_SpotLight_Volcanic.BP_DayTime_SpotLight_Volcanic:EdGraph_177666.K2Node_MakeStruct_3367) LITERAL: Color(/Game/Genesis/Environment/Lights/Volcano/BP_DayTime_SpotLight_Volcanic.BP_DayTime_SpotLight_Volcanic:EdGraph_177666.K2Node_MakeStruct_3368) CONTENT: Wilderness(/Game/Maps/Genesis/Lighting_Volcanic.Lighting_Volcanic:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis/Lighting_VR.Lighting_VR:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis/MasterIBL_Bog.MasterIBL_Bog:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis/MasterIBL_Bog_Marsh.MasterIBL_Bog_Marsh:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis/MasterIBL_Bog_Mid_Canopy.MasterIBL_Bog_Mid_Canopy:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis/MasterIBL_Lunar.MasterIBL_Lunar:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis/MasterIBL_Ocean.MasterIBL_Ocean:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis/MasterIBL_Volcanic.MasterIBL_Volcanic:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis/MasterIBL_Volcanic_LavaRiver.MasterIBL_Volcanic_LavaRiver:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis/MasterIBL_VRWorld.MasterIBL_VRWorld:PersistentLevel.PrimalWorldSettings) CONTENT: Mission Loot Set(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Sports.Default__LootItemSet_Missions_Sports_C) CONTENT: Missions - never BP - with quality(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Sports.Default__LootItemSet_Missions_Sports_C) CONTENT: Missions - with BP - with quality(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Sports.Default__LootItemSet_Missions_Sports_C) CONTENT: Missions - With Quantity(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Sports.Default__LootItemSet_Missions_Sports_C) CONTENT: Mission Loot Set(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Sports_Lunar.Default__LootItemSet_Missions_Sports_Lunar_C) CONTENT: Missions - never BP - with quality(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Sports_Lunar.Default__LootItemSet_Missions_Sports_Lunar_C) CONTENT: Missions - with BP - with quality(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Sports_Lunar.Default__LootItemSet_Missions_Sports_Lunar_C) CONTENT: Missions - With Quantity(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Sports_Lunar.Default__LootItemSet_Missions_Sports_Lunar_C) LITERAL: Ball Drop Restriction(/Game/Genesis/CoreBlueprints/Buffs/Buff_PlayingBasketball.Buff_PlayingBasketball:BuffAdjustDamage.K2Node_CallFunction_203310) LITERAL: Ball Pickup Restriction(/Game/Genesis/CoreBlueprints/Buffs/Buff_PlayingBasketball.Buff_PlayingBasketball:BuffAdjustDamage.K2Node_CallFunction_203309) LITERAL: Setup If There's Color(/Game/Genesis/CoreBlueprints/Buffs/Buff_PlayingBasketball.Buff_PlayingBasketball:ReceiveBeginPlay.K2Node_CallFunction_172661) LITERAL: Ball Drop Restriction(/Game/Genesis/CoreBlueprints/Buffs/Buff_PlayingBasketball.Buff_PlayingBasketball:Has Picked Up Ball.K2Node_CallFunction_201226) LITERAL: Ball Pickup Restriction(/Game/Genesis/CoreBlueprints/Buffs/Buff_PlayingBasketball.Buff_PlayingBasketball:Has Dropped Or Tossed Ball.K2Node_CallFunction_201226) CONTENT: + [Score](/Game/Genesis/Missions/Sports/DodoBall/Emitter_BasketBall_Score.Default__Emitter_BasketBall_Score_C) CONTENT: NONE(/Game/Genesis/Missions/Sports/DodoBall/MissionCompanionData_DodoBall_Indicator.Default__MissionCompanionData_DodoBall_Indicator_C) CONTENT: NONE(/Game/Genesis/Missions/Sports/DodoBall/MissionCompanionData_DodoBall_Indicator.Default__MissionCompanionData_DodoBall_Indicator_C) CONTENT: Mysterious Hoops(/Engine/Transient.REINST_MissionType_Sport_Base_C_0) CONTENT: Shoot the tenticles to open the core!(/Engine/Transient.REINST_MissionType_Sport_Base_C_0) CONTENT: Mysterious Hoops(/Engine/Transient.Default__REINST_MissionType_Sport_Base_C_59107) CONTENT: Shoot the tenticles to open the core!(/Engine/Transient.Default__REINST_MissionType_Sport_Base_C_59107) CONTENT: Mysterious Hoops(/Engine/Transient.REINST_MissionType_Sport_Base_C_1) CONTENT: Shoot the tenticles to open the core!(/Engine/Transient.REINST_MissionType_Sport_Base_C_1) CONTENT: Mysterious Hoops(/Engine/Transient.Default__REINST_MissionType_Sport_Base_C_59111) CONTENT: Shoot the tenticles to open the core!(/Engine/Transient.Default__REINST_MissionType_Sport_Base_C_59111) CONTENT: Mysterious Hoops(/Game/Genesis/Missions/Sports/DodoBall/MissionType_Sport_Base.Default__MissionType_Sport_Base_C) CONTENT: Shoot the tenticles to open the core!(/Game/Genesis/Missions/Sports/DodoBall/MissionType_Sport_Base.Default__MissionType_Sport_Base_C) CONTENT: Dodo BasketBall(/Engine/Transient.REINST_MissionType_Sport_BasketBall_C_0) CONTENT: Shoot Some Hoops!(/Engine/Transient.REINST_MissionType_Sport_BasketBall_C_0) CONTENT: Pick Teams(/Engine/Transient.REINST_MissionType_Sport_BasketBall_C_0) CONTENT: Tip-Off(/Engine/Transient.REINST_MissionType_Sport_BasketBall_C_0) CONTENT: Match(/Engine/Transient.REINST_MissionType_Sport_BasketBall_C_0) CONTENT: Game Complete(/Engine/Transient.REINST_MissionType_Sport_BasketBall_C_0) CONTENT: Red Team / Blue Team(/Engine/Transient.REINST_MissionType_Sport_BasketBall_C_0) CONTENT: Time for Team Select(/Engine/Transient.REINST_MissionType_Sport_BasketBall_C_0) CONTENT: Red Team Score(/Engine/Transient.REINST_MissionType_Sport_BasketBall_C_0) CONTENT: Blue Team Score(/Engine/Transient.REINST_MissionType_Sport_BasketBall_C_0) CONTENT: Slam!(/Engine/Transient.REINST_MissionType_Sport_BasketBall_C_0) CONTENT: Jam!(/Engine/Transient.REINST_MissionType_Sport_BasketBall_C_0) CONTENT: Current Score(/Engine/Transient.REINST_MissionType_Sport_BasketBall_C_0) CONTENT: Red / Blue(/Engine/Transient.REINST_MissionType_Sport_BasketBall_C_0) CONTENT: There are no players on the opposing team!(/Engine/Transient.REINST_MissionType_Sport_BasketBall_C_0) CONTENT: Shot score was not high enough to count! Try again from further, or from the ground.(/Engine/Transient.REINST_MissionType_Sport_BasketBall_C_0) LITERAL: ForceTickReqUpdate(/Game/Genesis/Missions/Sports/DodoBall/MissionType_Sport_BasketBall.MissionType_Sport_BasketBall:EventGraph.K2Node_CallFunction_454383) LITERAL: Stop Showing Ball Indicator Red(/Game/Genesis/Missions/Sports/DodoBall/MissionType_Sport_BasketBall.MissionType_Sport_BasketBall:EventGraph.K2Node_CallFunction_255527) LITERAL: Stop Showing Ball Indicator Blue(/Game/Genesis/Missions/Sports/DodoBall/MissionType_Sport_BasketBall.MissionType_Sport_BasketBall:EventGraph.K2Node_CallFunction_255402) LITERAL: Stop Showing Net Indicator Blue(/Game/Genesis/Missions/Sports/DodoBall/MissionType_Sport_BasketBall.MissionType_Sport_BasketBall:EventGraph.K2Node_CallFunction_470481) LITERAL: Stop Showing Net Indicator Red(/Game/Genesis/Missions/Sports/DodoBall/MissionType_Sport_BasketBall.MissionType_Sport_BasketBall:EventGraph.K2Node_CallFunction_470480) LITERAL: {JoinedRedTeamString}(/Game/Genesis/Missions/Sports/DodoBall/MissionType_Sport_BasketBall.MissionType_Sport_BasketBall:EventGraph.K2Node_FormatText_218) LITERAL: {JoinedBlueTeamString}(/Game/Genesis/Missions/Sports/DodoBall/MissionType_Sport_BasketBall.MissionType_Sport_BasketBall:EventGraph.K2Node_FormatText_219) LITERAL: Stand on a side of the court to join that team(/Game/Genesis/Missions/Sports/DodoBall/MissionType_Sport_BasketBall.MissionType_Sport_BasketBall:EventGraph.K2Node_CallFunction_316690) LITERAL: Correct The Court Teams(/Game/Genesis/Missions/Sports/DodoBall/MissionType_Sport_BasketBall.MissionType_Sport_BasketBall:EventGraph.K2Node_CallFunction_454943) LITERAL: ForceTickReqUpdate(/Game/Genesis/Missions/Sports/DodoBall/MissionType_Sport_BasketBall.MissionType_Sport_BasketBall:EventGraph.K2Node_CallFunction_180466) LITERAL: Correct The Court Teams(/Game/Genesis/Missions/Sports/DodoBall/MissionType_Sport_BasketBall.MissionType_Sport_BasketBall:EventGraph.K2Node_CallFunction_339977) LITERAL: TimerToPreventUnderNetShots(/Game/Genesis/Missions/Sports/DodoBall/MissionType_Sport_BasketBall.MissionType_Sport_BasketBall:CalculateShotValue.K2Node_CallFunction_371507) LITERAL: +(/Game/Genesis/Missions/Sports/DodoBall/MissionType_Sport_BasketBall.MissionType_Sport_BasketBall:Score Goal.K2Node_CallFunction_352284) LITERAL: was not a valid upper basket entry(/Game/Genesis/Missions/Sports/DodoBall/MissionType_Sport_BasketBall.MissionType_Sport_BasketBall:Score Goal.K2Node_CallFunction_679465) LITERAL: wrong basket(/Game/Genesis/Missions/Sports/DodoBall/MissionType_Sport_BasketBall.MissionType_Sport_BasketBall:Score Goal.K2Node_CallFunction_236779) LITERAL: Timer Restriction For Determining Blue Shot(/Game/Genesis/Missions/Sports/DodoBall/MissionType_Sport_BasketBall.MissionType_Sport_BasketBall:Score Goal.K2Node_CallFunction_200430) LITERAL: Timer Restriction For Determining Red Shot(/Game/Genesis/Missions/Sports/DodoBall/MissionType_Sport_BasketBall.MissionType_Sport_BasketBall:Score Goal.K2Node_CallFunction_370112) LITERAL: Timer Restriction For Determining Blue Shot(/Game/Genesis/Missions/Sports/DodoBall/MissionType_Sport_BasketBall.MissionType_Sport_BasketBall:Score Goal.K2Node_CallFunction_200433) LITERAL: Timer Restriction For Determining Red Shot(/Game/Genesis/Missions/Sports/DodoBall/MissionType_Sport_BasketBall.MissionType_Sport_BasketBall:Score Goal.K2Node_CallFunction_199200) LITERAL: TimerToPreventUnderNetShots(/Game/Genesis/Missions/Sports/DodoBall/MissionType_Sport_BasketBall.MissionType_Sport_BasketBall:Score Goal.K2Node_CallFunction_242144) LITERAL: failed TimerToPreventUnderNetShots, probably under net shot(/Game/Genesis/Missions/Sports/DodoBall/MissionType_Sport_BasketBall.MissionType_Sport_BasketBall:Score Goal.K2Node_CallFunction_239417) LITERAL: Update Indicators(/Game/Genesis/Missions/Sports/DodoBall/MissionType_Sport_BasketBall.MissionType_Sport_BasketBall:Stop Showing Ball Indicator Red.K2Node_CallFunction_439168) LITERAL: Stop Showing Net Indicator Red(/Game/Genesis/Missions/Sports/DodoBall/MissionType_Sport_BasketBall.MissionType_Sport_BasketBall:Stop Showing Ball Indicator Red.K2Node_CallFunction_438597) LITERAL: Update Indicators(/Game/Genesis/Missions/Sports/DodoBall/MissionType_Sport_BasketBall.MissionType_Sport_BasketBall:Stop Showing Ball Indicator Blue.K2Node_CallFunction_467360) LITERAL: Stop Showing Net Indicator Blue(/Game/Genesis/Missions/Sports/DodoBall/MissionType_Sport_BasketBall.MissionType_Sport_BasketBall:Stop Showing Ball Indicator Blue.K2Node_CallFunction_438597) LITERAL: Update Indicators(/Game/Genesis/Missions/Sports/DodoBall/MissionType_Sport_BasketBall.MissionType_Sport_BasketBall:Stop Showing Net Indicator Red.K2Node_CallFunction_439168) LITERAL: Update Indicators(/Game/Genesis/Missions/Sports/DodoBall/MissionType_Sport_BasketBall.MissionType_Sport_BasketBall:Stop Showing Net Indicator Blue.K2Node_CallFunction_439168) LITERAL: {TieGameString}!!!(/Game/Genesis/Missions/Sports/DodoBall/MissionType_Sport_BasketBall.MissionType_Sport_BasketBall:BPOnMissionComplete.K2Node_FormatText_203) LITERAL: {RedTeamString}!!!(/Game/Genesis/Missions/Sports/DodoBall/MissionType_Sport_BasketBall.MissionType_Sport_BasketBall:BPOnMissionComplete.K2Node_FormatText_205) LITERAL: {BlueTeamString}!!!(/Game/Genesis/Missions/Sports/DodoBall/MissionType_Sport_BasketBall.MissionType_Sport_BasketBall:BPOnMissionComplete.K2Node_FormatText_354) LITERAL: Disable Shot Invalid Check(/Game/Genesis/Missions/Sports/DodoBall/MissionType_Sport_BasketBall.MissionType_Sport_BasketBall:On Overlap.K2Node_CallFunction_242131) LITERAL: TimerToPreventUnderNetShots(/Game/Genesis/Missions/Sports/DodoBall/MissionType_Sport_BasketBall.MissionType_Sport_BasketBall:On Overlap.K2Node_CallFunction_242132) LITERAL: TimerToPreventUnderNetShots(/Game/Genesis/Missions/Sports/DodoBall/MissionType_Sport_BasketBall.MissionType_Sport_BasketBall:On Overlap.K2Node_CallFunction_242144) LITERAL: didnt count: was an under net shot(/Game/Genesis/Missions/Sports/DodoBall/MissionType_Sport_BasketBall.MissionType_Sport_BasketBall:On Overlap.K2Node_CallFunction_242145) LITERAL: Disable Shot Invalid Check(/Game/Genesis/Missions/Sports/DodoBall/MissionType_Sport_BasketBall.MissionType_Sport_BasketBall:On Overlap.K2Node_CallFunction_242146) LITERAL: Disable Shot Invalid Check(/Game/Genesis/Missions/Sports/DodoBall/MissionType_Sport_BasketBall.MissionType_Sport_BasketBall:On End Overlap.K2Node_CallFunction_243668) LITERAL: TimerToPreventUnderNetShots(/Game/Genesis/Missions/Sports/DodoBall/MissionType_Sport_BasketBall.MissionType_Sport_BasketBall:On End Overlap.K2Node_CallFunction_243669) LITERAL: didnt count: was an under net shot(/Game/Genesis/Missions/Sports/DodoBall/MissionType_Sport_BasketBall.MissionType_Sport_BasketBall:On End Overlap.K2Node_CallFunction_243670) LITERAL: Disable Shot Invalid Check(/Game/Genesis/Missions/Sports/DodoBall/MissionType_Sport_BasketBall.MissionType_Sport_BasketBall:On End Overlap.K2Node_CallFunction_243671) LITERAL: Update Indicators(/Game/Genesis/Missions/Sports/DodoBall/MissionType_Sport_BasketBall.MissionType_Sport_BasketBall:On End Overlap.K2Node_CallFunction_716453) CONTENT: Dodo BasketBall(/Engine/Transient.Default__REINST_MissionType_Sport_BasketBall_C_59129) CONTENT: Shoot Some Hoops!(/Engine/Transient.Default__REINST_MissionType_Sport_BasketBall_C_59129) CONTENT: Pick Teams(/Engine/Transient.Default__REINST_MissionType_Sport_BasketBall_C_59129) CONTENT: Tip-Off(/Engine/Transient.Default__REINST_MissionType_Sport_BasketBall_C_59129) CONTENT: Match(/Engine/Transient.Default__REINST_MissionType_Sport_BasketBall_C_59129) CONTENT: Game Complete(/Engine/Transient.Default__REINST_MissionType_Sport_BasketBall_C_59129) CONTENT: Red Team / Blue Team(/Engine/Transient.Default__REINST_MissionType_Sport_BasketBall_C_59129) CONTENT: Time for Team Select(/Engine/Transient.Default__REINST_MissionType_Sport_BasketBall_C_59129) CONTENT: Red Team Score(/Engine/Transient.Default__REINST_MissionType_Sport_BasketBall_C_59129) CONTENT: Blue Team Score(/Engine/Transient.Default__REINST_MissionType_Sport_BasketBall_C_59129) CONTENT: Slam!(/Engine/Transient.Default__REINST_MissionType_Sport_BasketBall_C_59129) CONTENT: Jam!(/Engine/Transient.Default__REINST_MissionType_Sport_BasketBall_C_59129) CONTENT: Current Score(/Engine/Transient.Default__REINST_MissionType_Sport_BasketBall_C_59129) CONTENT: Red / Blue(/Engine/Transient.Default__REINST_MissionType_Sport_BasketBall_C_59129) CONTENT: There are no players on the opposing team!(/Engine/Transient.Default__REINST_MissionType_Sport_BasketBall_C_59129) CONTENT: Shot score was not high enough to count! Try again from further, or from the ground.(/Engine/Transient.Default__REINST_MissionType_Sport_BasketBall_C_59129) LITERAL: {JoinedBlueTeamString}(/Game/Genesis/Missions/Sports/DodoBall/MissionType_Sport_BasketBall.MissionType_Sport_BasketBall:ExecuteUbergraph_MissionType_Sport_BasketBall.K2Node_CallFunction_417989) LITERAL: JoinedBlueTeamString(/Game/Genesis/Missions/Sports/DodoBall/MissionType_Sport_BasketBall.MissionType_Sport_BasketBall:ExecuteUbergraph_MissionType_Sport_BasketBall.K2Node_MakeStruct_3369) LITERAL: {JoinedRedTeamString}(/Game/Genesis/Missions/Sports/DodoBall/MissionType_Sport_BasketBall.MissionType_Sport_BasketBall:ExecuteUbergraph_MissionType_Sport_BasketBall.K2Node_CallFunction_417990) LITERAL: JoinedRedTeamString(/Game/Genesis/Missions/Sports/DodoBall/MissionType_Sport_BasketBall.MissionType_Sport_BasketBall:ExecuteUbergraph_MissionType_Sport_BasketBall.K2Node_MakeStruct_3370) LITERAL: {TieGameString}!!!(/Game/Genesis/Missions/Sports/DodoBall/MissionType_Sport_BasketBall.MissionType_Sport_BasketBall:EdGraph_178294.K2Node_CallFunction_418060) LITERAL: TieGameString(/Game/Genesis/Missions/Sports/DodoBall/MissionType_Sport_BasketBall.MissionType_Sport_BasketBall:EdGraph_178294.K2Node_MakeStruct_3371) LITERAL: {RedTeamString}!!!(/Game/Genesis/Missions/Sports/DodoBall/MissionType_Sport_BasketBall.MissionType_Sport_BasketBall:EdGraph_178294.K2Node_CallFunction_418061) LITERAL: RedTeamString(/Game/Genesis/Missions/Sports/DodoBall/MissionType_Sport_BasketBall.MissionType_Sport_BasketBall:EdGraph_178294.K2Node_MakeStruct_3372) LITERAL: {BlueTeamString}!!!(/Game/Genesis/Missions/Sports/DodoBall/MissionType_Sport_BasketBall.MissionType_Sport_BasketBall:EdGraph_178294.K2Node_CallFunction_418062) LITERAL: BlueTeamString(/Game/Genesis/Missions/Sports/DodoBall/MissionType_Sport_BasketBall.MissionType_Sport_BasketBall:EdGraph_178294.K2Node_MakeStruct_3373) CONTENT: Dodo BasketBall(/Engine/Transient.REINST_MissionType_Sport_BasketBall_C_1) CONTENT: Shoot Some Hoops!(/Engine/Transient.REINST_MissionType_Sport_BasketBall_C_1) CONTENT: Pick Teams(/Engine/Transient.REINST_MissionType_Sport_BasketBall_C_1) CONTENT: Tip-Off(/Engine/Transient.REINST_MissionType_Sport_BasketBall_C_1) CONTENT: Match(/Engine/Transient.REINST_MissionType_Sport_BasketBall_C_1) CONTENT: Game Complete(/Engine/Transient.REINST_MissionType_Sport_BasketBall_C_1) CONTENT: Red Team / Blue Team(/Engine/Transient.REINST_MissionType_Sport_BasketBall_C_1) CONTENT: Time for Team Select(/Engine/Transient.REINST_MissionType_Sport_BasketBall_C_1) CONTENT: Red Team Score(/Engine/Transient.REINST_MissionType_Sport_BasketBall_C_1) CONTENT: Blue Team Score(/Engine/Transient.REINST_MissionType_Sport_BasketBall_C_1) CONTENT: Slam!(/Engine/Transient.REINST_MissionType_Sport_BasketBall_C_1) CONTENT: Jam!(/Engine/Transient.REINST_MissionType_Sport_BasketBall_C_1) CONTENT: Current Score(/Engine/Transient.REINST_MissionType_Sport_BasketBall_C_1) CONTENT: Red / Blue(/Engine/Transient.REINST_MissionType_Sport_BasketBall_C_1) CONTENT: There are no players on the opposing team!(/Engine/Transient.REINST_MissionType_Sport_BasketBall_C_1) CONTENT: Shot score was not high enough to count! Try again from further, or from the ground.(/Engine/Transient.REINST_MissionType_Sport_BasketBall_C_1) CONTENT: Dodo BasketBall(/Engine/Transient.Default__REINST_MissionType_Sport_BasketBall_C_59133) CONTENT: Shoot Some Hoops!(/Engine/Transient.Default__REINST_MissionType_Sport_BasketBall_C_59133) CONTENT: Pick Teams(/Engine/Transient.Default__REINST_MissionType_Sport_BasketBall_C_59133) CONTENT: Tip-Off(/Engine/Transient.Default__REINST_MissionType_Sport_BasketBall_C_59133) CONTENT: Match(/Engine/Transient.Default__REINST_MissionType_Sport_BasketBall_C_59133) CONTENT: Game Complete(/Engine/Transient.Default__REINST_MissionType_Sport_BasketBall_C_59133) CONTENT: Red Team / Blue Team(/Engine/Transient.Default__REINST_MissionType_Sport_BasketBall_C_59133) CONTENT: Time for Team Select(/Engine/Transient.Default__REINST_MissionType_Sport_BasketBall_C_59133) CONTENT: Red Team Score(/Engine/Transient.Default__REINST_MissionType_Sport_BasketBall_C_59133) CONTENT: Blue Team Score(/Engine/Transient.Default__REINST_MissionType_Sport_BasketBall_C_59133) CONTENT: Slam!(/Engine/Transient.Default__REINST_MissionType_Sport_BasketBall_C_59133) CONTENT: Jam!(/Engine/Transient.Default__REINST_MissionType_Sport_BasketBall_C_59133) CONTENT: Current Score(/Engine/Transient.Default__REINST_MissionType_Sport_BasketBall_C_59133) CONTENT: Red / Blue(/Engine/Transient.Default__REINST_MissionType_Sport_BasketBall_C_59133) CONTENT: There are no players on the opposing team!(/Engine/Transient.Default__REINST_MissionType_Sport_BasketBall_C_59133) CONTENT: Shot score was not high enough to count! Try again from further, or from the ground.(/Engine/Transient.Default__REINST_MissionType_Sport_BasketBall_C_59133) LITERAL: {JoinedBlueTeamString}(/Game/Genesis/Missions/Sports/DodoBall/MissionType_Sport_BasketBall.MissionType_Sport_BasketBall:ExecuteUbergraph_MissionType_Sport_BasketBall.K2Node_CallFunction_418595) LITERAL: JoinedBlueTeamString(/Game/Genesis/Missions/Sports/DodoBall/MissionType_Sport_BasketBall.MissionType_Sport_BasketBall:ExecuteUbergraph_MissionType_Sport_BasketBall.K2Node_MakeStruct_3374) LITERAL: {JoinedRedTeamString}(/Game/Genesis/Missions/Sports/DodoBall/MissionType_Sport_BasketBall.MissionType_Sport_BasketBall:ExecuteUbergraph_MissionType_Sport_BasketBall.K2Node_CallFunction_418596) LITERAL: JoinedRedTeamString(/Game/Genesis/Missions/Sports/DodoBall/MissionType_Sport_BasketBall.MissionType_Sport_BasketBall:ExecuteUbergraph_MissionType_Sport_BasketBall.K2Node_MakeStruct_3375) LITERAL: {TieGameString}!!!(/Game/Genesis/Missions/Sports/DodoBall/MissionType_Sport_BasketBall.MissionType_Sport_BasketBall:EdGraph_178477.K2Node_CallFunction_418666) LITERAL: TieGameString(/Game/Genesis/Missions/Sports/DodoBall/MissionType_Sport_BasketBall.MissionType_Sport_BasketBall:EdGraph_178477.K2Node_MakeStruct_3376) LITERAL: {RedTeamString}!!!(/Game/Genesis/Missions/Sports/DodoBall/MissionType_Sport_BasketBall.MissionType_Sport_BasketBall:EdGraph_178477.K2Node_CallFunction_418667) LITERAL: RedTeamString(/Game/Genesis/Missions/Sports/DodoBall/MissionType_Sport_BasketBall.MissionType_Sport_BasketBall:EdGraph_178477.K2Node_MakeStruct_3377) LITERAL: {BlueTeamString}!!!(/Game/Genesis/Missions/Sports/DodoBall/MissionType_Sport_BasketBall.MissionType_Sport_BasketBall:EdGraph_178477.K2Node_CallFunction_418668) LITERAL: BlueTeamString(/Game/Genesis/Missions/Sports/DodoBall/MissionType_Sport_BasketBall.MissionType_Sport_BasketBall:EdGraph_178477.K2Node_MakeStruct_3378) CONTENT: Tie(/Game/Genesis/Missions/Sports/DodoBall/MissionType_Sport_BasketBall.Default__MissionType_Sport_BasketBall_C) CONTENT: Red Team Won(/Game/Genesis/Missions/Sports/DodoBall/MissionType_Sport_BasketBall.Default__MissionType_Sport_BasketBall_C) CONTENT: Blue Team Won(/Game/Genesis/Missions/Sports/DodoBall/MissionType_Sport_BasketBall.Default__MissionType_Sport_BasketBall_C) CONTENT: Joined Red Team(/Game/Genesis/Missions/Sports/DodoBall/MissionType_Sport_BasketBall.Default__MissionType_Sport_BasketBall_C) CONTENT: Joined Blue Team(/Game/Genesis/Missions/Sports/DodoBall/MissionType_Sport_BasketBall.Default__MissionType_Sport_BasketBall_C) CONTENT: EN(/Game/Genesis/Missions/Sports/DodoBall/MissionType_Sport_BasketBall.Default__MissionType_Sport_BasketBall_C) CONTENT: Basket Case(/Game/Genesis/Missions/Sports/DodoBall/MissionType_Sport_BasketBall.Default__MissionType_Sport_BasketBall_C) CONTENT: EN(/Game/Genesis/Missions/Sports/DodoBall/MissionType_Sport_BasketBall.Default__MissionType_Sport_BasketBall_C) CONTENT: Multiplayer Basketball Requires That Players Have A Tribe.(/Game/Genesis/Missions/Sports/DodoBall/MissionType_Sport_BasketBall.Default__MissionType_Sport_BasketBall_C) CONTENT: Multiplayer Basketball Requires That Players Are In The Same Tribe.(/Game/Genesis/Missions/Sports/DodoBall/MissionType_Sport_BasketBall.Default__MissionType_Sport_BasketBall_C) CONTENT: Dodo BasketBall(/Game/Genesis/Missions/Sports/DodoBall/MissionType_Sport_BasketBall.Default__MissionType_Sport_BasketBall_C) CONTENT: Shoot Some Hoops!(/Game/Genesis/Missions/Sports/DodoBall/MissionType_Sport_BasketBall.Default__MissionType_Sport_BasketBall_C) CONTENT: Pick Teams(/Game/Genesis/Missions/Sports/DodoBall/MissionType_Sport_BasketBall.Default__MissionType_Sport_BasketBall_C) CONTENT: Tip-Off(/Game/Genesis/Missions/Sports/DodoBall/MissionType_Sport_BasketBall.Default__MissionType_Sport_BasketBall_C) CONTENT: Match(/Game/Genesis/Missions/Sports/DodoBall/MissionType_Sport_BasketBall.Default__MissionType_Sport_BasketBall_C) CONTENT: Game Complete(/Game/Genesis/Missions/Sports/DodoBall/MissionType_Sport_BasketBall.Default__MissionType_Sport_BasketBall_C) CONTENT: Red Team / Blue Team(/Game/Genesis/Missions/Sports/DodoBall/MissionType_Sport_BasketBall.Default__MissionType_Sport_BasketBall_C) CONTENT: Time for Team Select(/Game/Genesis/Missions/Sports/DodoBall/MissionType_Sport_BasketBall.Default__MissionType_Sport_BasketBall_C) CONTENT: Red Team Score(/Game/Genesis/Missions/Sports/DodoBall/MissionType_Sport_BasketBall.Default__MissionType_Sport_BasketBall_C) CONTENT: Blue Team Score(/Game/Genesis/Missions/Sports/DodoBall/MissionType_Sport_BasketBall.Default__MissionType_Sport_BasketBall_C) CONTENT: Slam!(/Game/Genesis/Missions/Sports/DodoBall/MissionType_Sport_BasketBall.Default__MissionType_Sport_BasketBall_C) CONTENT: Jam!(/Game/Genesis/Missions/Sports/DodoBall/MissionType_Sport_BasketBall.Default__MissionType_Sport_BasketBall_C) CONTENT: Current Score(/Game/Genesis/Missions/Sports/DodoBall/MissionType_Sport_BasketBall.Default__MissionType_Sport_BasketBall_C) CONTENT: Red / Blue(/Game/Genesis/Missions/Sports/DodoBall/MissionType_Sport_BasketBall.Default__MissionType_Sport_BasketBall_C) CONTENT: There are no players on the opposing team!(/Game/Genesis/Missions/Sports/DodoBall/MissionType_Sport_BasketBall.Default__MissionType_Sport_BasketBall_C) CONTENT: Shot score was not high enough to count! Try again from further, or from the ground.(/Game/Genesis/Missions/Sports/DodoBall/MissionType_Sport_BasketBall.Default__MissionType_Sport_BasketBall_C) CONTENT: EN(/Engine/Transient.REINST_MissionType_Sport_BasketBall_Lunar_C_0) CONTENT: Basket Case(/Engine/Transient.REINST_MissionType_Sport_BasketBall_Lunar_C_0) CONTENT: Bulbdog BasketBall(/Engine/Transient.REINST_MissionType_Sport_BasketBall_Lunar_C_0) CONTENT: EN(/Engine/Transient.Default__REINST_MissionType_Sport_BasketBall_Lunar_C_59140) CONTENT: Basket Case(/Engine/Transient.Default__REINST_MissionType_Sport_BasketBall_Lunar_C_59140) CONTENT: Bulbdog BasketBall(/Engine/Transient.Default__REINST_MissionType_Sport_BasketBall_Lunar_C_59140) CONTENT: EN(/Engine/Transient.REINST_MissionType_Sport_BasketBall_Lunar_C_1) CONTENT: Basket Case(/Engine/Transient.REINST_MissionType_Sport_BasketBall_Lunar_C_1) CONTENT: Bulbdog BasketBall(/Engine/Transient.REINST_MissionType_Sport_BasketBall_Lunar_C_1) CONTENT: EN(/Engine/Transient.Default__REINST_MissionType_Sport_BasketBall_Lunar_C_59144) CONTENT: Basket Case(/Engine/Transient.Default__REINST_MissionType_Sport_BasketBall_Lunar_C_59144) CONTENT: Bulbdog BasketBall(/Engine/Transient.Default__REINST_MissionType_Sport_BasketBall_Lunar_C_59144) CONTENT: EN(/Game/Genesis/Missions/Sports/DodoBall/Lunar/MissionType_Sport_BasketBall_Lunar.Default__MissionType_Sport_BasketBall_Lunar_C) CONTENT: Basket Case(/Game/Genesis/Missions/Sports/DodoBall/Lunar/MissionType_Sport_BasketBall_Lunar.Default__MissionType_Sport_BasketBall_Lunar_C) CONTENT: Bulbdog BasketBall(/Game/Genesis/Missions/Sports/DodoBall/Lunar/MissionType_Sport_BasketBall_Lunar.Default__MissionType_Sport_BasketBall_Lunar_C) CONTENT: Space Jam(/Engine/Transient.REINST_MissionType_Sport_BasketBall_Lunar_ShotClock_C_0) CONTENT: When you don't have a basketball, perhaps a Bulbdog will do. Score 10 points before the timer runs out! (/Engine/Transient.REINST_MissionType_Sport_BasketBall_Lunar_ShotClock_C_0) CONTENT: Space Jam(/Engine/Transient.Default__REINST_MissionType_Sport_BasketBall_Lunar_ShotClock_C_59151) CONTENT: When you don't have a basketball, perhaps a Bulbdog will do. Score 10 points before the timer runs out! (/Engine/Transient.Default__REINST_MissionType_Sport_BasketBall_Lunar_ShotClock_C_59151) CONTENT: Space Jam(/Engine/Transient.REINST_MissionType_Sport_BasketBall_Lunar_ShotClock_C_1) CONTENT: When you don't have a basketball, perhaps a Bulbdog will do. Score 10 points before the timer runs out! (/Engine/Transient.REINST_MissionType_Sport_BasketBall_Lunar_ShotClock_C_1) CONTENT: Space Jam(/Engine/Transient.Default__REINST_MissionType_Sport_BasketBall_Lunar_ShotClock_C_59155) CONTENT: When you don't have a basketball, perhaps a Bulbdog will do. Score 10 points before the timer runs out! (/Engine/Transient.Default__REINST_MissionType_Sport_BasketBall_Lunar_ShotClock_C_59155) CONTENT: Space Jam(/Game/Genesis/Missions/Sports/DodoBall/Lunar/MissionType_Sport_BasketBall_Lunar_ShotClock.Default__MissionType_Sport_BasketBall_Lunar_ShotClock_C) CONTENT: When you don't have a basketball, perhaps a Bulbdog will do. Score 10 points before the timer runs out! (/Game/Genesis/Missions/Sports/DodoBall/Lunar/MissionType_Sport_BasketBall_Lunar_ShotClock.Default__MissionType_Sport_BasketBall_Lunar_ShotClock_C) CONTENT: When you don't have a basketball, perhaps a Bulbdog will do. Score 25 points before the timer runs out! (1-pointer shots will not be counted!) (/Engine/Transient.REINST_MissionType_Sport_BasketBall_Lunar_Medium_C_0) CONTENT: Get Ready!(/Engine/Transient.REINST_MissionType_Sport_BasketBall_Lunar_Medium_C_0) CONTENT: Tip-Off(/Engine/Transient.REINST_MissionType_Sport_BasketBall_Lunar_Medium_C_0) CONTENT: Match(/Engine/Transient.REINST_MissionType_Sport_BasketBall_Lunar_Medium_C_0) CONTENT: Game Complete(/Engine/Transient.REINST_MissionType_Sport_BasketBall_Lunar_Medium_C_0) CONTENT: When you don't have a basketball, perhaps a Bulbdog will do. Score 25 points before the timer runs out! (1-pointer shots will not be counted!) (/Engine/Transient.Default__REINST_MissionType_Sport_BasketBall_Lunar_Medium_C_59162) CONTENT: Get Ready!(/Engine/Transient.Default__REINST_MissionType_Sport_BasketBall_Lunar_Medium_C_59162) CONTENT: Tip-Off(/Engine/Transient.Default__REINST_MissionType_Sport_BasketBall_Lunar_Medium_C_59162) CONTENT: Match(/Engine/Transient.Default__REINST_MissionType_Sport_BasketBall_Lunar_Medium_C_59162) CONTENT: Game Complete(/Engine/Transient.Default__REINST_MissionType_Sport_BasketBall_Lunar_Medium_C_59162) CONTENT: When you don't have a basketball, perhaps a Bulbdog will do. Score 25 points before the timer runs out! (1-pointer shots will not be counted!) (/Engine/Transient.REINST_MissionType_Sport_BasketBall_Lunar_Medium_C_1) CONTENT: Get Ready!(/Engine/Transient.REINST_MissionType_Sport_BasketBall_Lunar_Medium_C_1) CONTENT: Tip-Off(/Engine/Transient.REINST_MissionType_Sport_BasketBall_Lunar_Medium_C_1) CONTENT: Match(/Engine/Transient.REINST_MissionType_Sport_BasketBall_Lunar_Medium_C_1) CONTENT: Game Complete(/Engine/Transient.REINST_MissionType_Sport_BasketBall_Lunar_Medium_C_1) CONTENT: When you don't have a basketball, perhaps a Bulbdog will do. Score 25 points before the timer runs out! (1-pointer shots will not be counted!) (/Engine/Transient.Default__REINST_MissionType_Sport_BasketBall_Lunar_Medium_C_59166) CONTENT: Get Ready!(/Engine/Transient.Default__REINST_MissionType_Sport_BasketBall_Lunar_Medium_C_59166) CONTENT: Tip-Off(/Engine/Transient.Default__REINST_MissionType_Sport_BasketBall_Lunar_Medium_C_59166) CONTENT: Match(/Engine/Transient.Default__REINST_MissionType_Sport_BasketBall_Lunar_Medium_C_59166) CONTENT: Game Complete(/Engine/Transient.Default__REINST_MissionType_Sport_BasketBall_Lunar_Medium_C_59166) CONTENT: When you don't have a basketball, perhaps a Bulbdog will do. Score 25 points before the timer runs out! (1-pointer shots will not be counted!) (/Game/Genesis/Missions/Sports/DodoBall/Lunar/MissionType_Sport_BasketBall_Lunar_Medium.Default__MissionType_Sport_BasketBall_Lunar_Medium_C) CONTENT: Get Ready!(/Game/Genesis/Missions/Sports/DodoBall/Lunar/MissionType_Sport_BasketBall_Lunar_Medium.Default__MissionType_Sport_BasketBall_Lunar_Medium_C) CONTENT: Tip-Off(/Game/Genesis/Missions/Sports/DodoBall/Lunar/MissionType_Sport_BasketBall_Lunar_Medium.Default__MissionType_Sport_BasketBall_Lunar_Medium_C) CONTENT: Match(/Game/Genesis/Missions/Sports/DodoBall/Lunar/MissionType_Sport_BasketBall_Lunar_Medium.Default__MissionType_Sport_BasketBall_Lunar_Medium_C) CONTENT: Game Complete(/Game/Genesis/Missions/Sports/DodoBall/Lunar/MissionType_Sport_BasketBall_Lunar_Medium.Default__MissionType_Sport_BasketBall_Lunar_Medium_C) CONTENT: When you don't have a basketball, perhaps a Bulbdog will do. Score 50 points before the timer runs out! (1-pointer shots will not be counted!)(/Engine/Transient.REINST_MissionType_Sport_BasketBall_Lunar_Hard_C_0) CONTENT: When you don't have a basketball, perhaps a Bulbdog will do. Score 50 points before the timer runs out! (1-pointer shots will not be counted!)(/Engine/Transient.Default__REINST_MissionType_Sport_BasketBall_Lunar_Hard_C_59174) CONTENT: When you don't have a basketball, perhaps a Bulbdog will do. Score 50 points before the timer runs out! (1-pointer shots will not be counted!)(/Engine/Transient.REINST_MissionType_Sport_BasketBall_Lunar_Hard_C_1) CONTENT: When you don't have a basketball, perhaps a Bulbdog will do. Score 50 points before the timer runs out! (1-pointer shots will not be counted!)(/Engine/Transient.Default__REINST_MissionType_Sport_BasketBall_Lunar_Hard_C_59178) CONTENT: When you don't have a basketball, perhaps a Bulbdog will do. Score 50 points before the timer runs out! (1-pointer shots will not be counted!)(/Game/Genesis/Missions/Sports/DodoBall/Lunar/MissionType_Sport_BasketBall_Lunar_Hard.Default__MissionType_Sport_BasketBall_Lunar_Hard_C) CONTENT: When you don't have a basketball, perhaps a Bulbdog will do. Score 10 points before the timer runs out! (1-pointer shots will not be counted!)(/Engine/Transient.REINST_MissionType_Sport_BasketBall_Lunar_Easy_C_0) CONTENT: When you don't have a basketball, perhaps a Bulbdog will do. Score 10 points before the timer runs out! (1-pointer shots will not be counted!)(/Engine/Transient.Default__REINST_MissionType_Sport_BasketBall_Lunar_Easy_C_59186) CONTENT: When you don't have a basketball, perhaps a Bulbdog will do. Score 10 points before the timer runs out! (1-pointer shots will not be counted!)(/Engine/Transient.REINST_MissionType_Sport_BasketBall_Lunar_Easy_C_1) CONTENT: When you don't have a basketball, perhaps a Bulbdog will do. Score 10 points before the timer runs out! (1-pointer shots will not be counted!)(/Engine/Transient.Default__REINST_MissionType_Sport_BasketBall_Lunar_Easy_C_59190) CONTENT: When you don't have a basketball, perhaps a Bulbdog will do. Score 10 points before the timer runs out! (1-pointer shots will not be counted!)(/Game/Genesis/Missions/Sports/DodoBall/Lunar/MissionType_Sport_BasketBall_Lunar_Easy.Default__MissionType_Sport_BasketBall_Lunar_Easy_C) CONTENT: Bulbdogball Pick-Up Game(/Engine/Transient.REINST_MissionType_Sport_BasketBall_Lunar_Pickup_C_0) CONTENT: It's blue vs. red! The team with the highest score when the timer runs out wins.(/Engine/Transient.REINST_MissionType_Sport_BasketBall_Lunar_Pickup_C_0) CONTENT: Bulbdogball Pick-Up Game(/Engine/Transient.Default__REINST_MissionType_Sport_BasketBall_Lunar_Pickup_C_59197) CONTENT: It's blue vs. red! The team with the highest score when the timer runs out wins.(/Engine/Transient.Default__REINST_MissionType_Sport_BasketBall_Lunar_Pickup_C_59197) CONTENT: Bulbdogball Pick-Up Game(/Engine/Transient.REINST_MissionType_Sport_BasketBall_Lunar_Pickup_C_1) CONTENT: It's blue vs. red! The team with the highest score when the timer runs out wins.(/Engine/Transient.REINST_MissionType_Sport_BasketBall_Lunar_Pickup_C_1) CONTENT: Bulbdogball Pick-Up Game(/Engine/Transient.Default__REINST_MissionType_Sport_BasketBall_Lunar_Pickup_C_59201) CONTENT: It's blue vs. red! The team with the highest score when the timer runs out wins.(/Engine/Transient.Default__REINST_MissionType_Sport_BasketBall_Lunar_Pickup_C_59201) CONTENT: Bulbdogball Pick-Up Game(/Game/Genesis/Missions/Sports/DodoBall/Lunar/MissionType_Sport_BasketBall_Lunar_Pickup.Default__MissionType_Sport_BasketBall_Lunar_Pickup_C) CONTENT: It's blue vs. red! The team with the highest score when the timer runs out wins.(/Game/Genesis/Missions/Sports/DodoBall/Lunar/MissionType_Sport_BasketBall_Lunar_Pickup.Default__MissionType_Sport_BasketBall_Lunar_Pickup_C) CONTENT: Bulbdogball Pick-Up Game (5 Min)(/Engine/Transient.REINST_MissionType_Sport_BasketBall_Lunar_1Ball_5Min_C_0) CONTENT: Bulbdogball Pick-Up Game (5 Min)(/Engine/Transient.Default__REINST_MissionType_Sport_BasketBall_Lunar_1Ball_5Min_C_59208) CONTENT: Bulbdogball Pick-Up Game (5 Min)(/Engine/Transient.REINST_MissionType_Sport_BasketBall_Lunar_1Ball_5Min_C_1) CONTENT: Bulbdogball Pick-Up Game (5 Min)(/Engine/Transient.Default__REINST_MissionType_Sport_BasketBall_Lunar_1Ball_5Min_C_59212) CONTENT: Bulbdogball Pick-Up Game (5 Min)(/Game/Genesis/Missions/Sports/DodoBall/Lunar/MissionType_Sport_BasketBall_Lunar_1Ball_5Min.Default__MissionType_Sport_BasketBall_Lunar_1Ball_5Min_C) CONTENT: Bulbdogball Pick-Up Game (2 Min)(/Engine/Transient.REINST_MissionType_Sport_BasketBall_Lunar_1Ball_2Min_C_0) CONTENT: Bulbdogball Pick-Up Game (2 Min)(/Engine/Transient.Default__REINST_MissionType_Sport_BasketBall_Lunar_1Ball_2Min_C_59219) CONTENT: Bulbdogball Pick-Up Game (2 Min)(/Engine/Transient.REINST_MissionType_Sport_BasketBall_Lunar_1Ball_2Min_C_1) CONTENT: Bulbdogball Pick-Up Game (2 Min)(/Engine/Transient.Default__REINST_MissionType_Sport_BasketBall_Lunar_1Ball_2Min_C_59223) CONTENT: Bulbdogball Pick-Up Game (2 Min)(/Game/Genesis/Missions/Sports/DodoBall/Lunar/MissionType_Sport_BasketBall_Lunar_1Ball_2Min.Default__MissionType_Sport_BasketBall_Lunar_1Ball_2Min_C) CONTENT: Bulbdogball Pick-Up Game (10 Min)(/Engine/Transient.REINST_MissionType_Sport_BasketBall_Lunar_1Ball_10Min_C_0) CONTENT: Bulbdogball Pick-Up Game (10 Min)(/Engine/Transient.Default__REINST_MissionType_Sport_BasketBall_Lunar_1Ball_10Min_C_59230) CONTENT: Bulbdogball Pick-Up Game (10 Min)(/Engine/Transient.REINST_MissionType_Sport_BasketBall_Lunar_1Ball_10Min_C_1) CONTENT: Bulbdogball Pick-Up Game (10 Min)(/Engine/Transient.Default__REINST_MissionType_Sport_BasketBall_Lunar_1Ball_10Min_C_59234) CONTENT: Bulbdogball Pick-Up Game (10 Min)(/Game/Genesis/Missions/Sports/DodoBall/Lunar/MissionType_Sport_BasketBall_Lunar_1Ball_10Min.Default__MissionType_Sport_BasketBall_Lunar_1Ball_10Min_C) CONTENT: Mission Loot Set(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Sports_Bog.Default__LootItemSet_Missions_Sports_Bog_C) CONTENT: Missions - never BP - with quality(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Sports_Bog.Default__LootItemSet_Missions_Sports_Bog_C) CONTENT: Missions - with BP - with quality(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Sports_Bog.Default__LootItemSet_Missions_Sports_Bog_C) CONTENT: Missions - With Quantity(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Sports_Bog.Default__LootItemSet_Missions_Sports_Bog_C) CONTENT: Dodoball Shot Clock(/Engine/Transient.REINST_MissionType_Sport_BasketBall_ShotClock_C_0) CONTENT: Shooting hoops, just like on the playground...only there's a dodo instead of a ball. Ignore the dodo's complaints and score 10 points before the timer runs out. Hey, if the dodo doesn't like it, it should have learned to fly.(/Engine/Transient.REINST_MissionType_Sport_BasketBall_ShotClock_C_0) CONTENT: Get Ready!(/Engine/Transient.REINST_MissionType_Sport_BasketBall_ShotClock_C_0) CONTENT: Tip-Off(/Engine/Transient.REINST_MissionType_Sport_BasketBall_ShotClock_C_0) CONTENT: Match(/Engine/Transient.REINST_MissionType_Sport_BasketBall_ShotClock_C_0) CONTENT: Game Complete(/Engine/Transient.REINST_MissionType_Sport_BasketBall_ShotClock_C_0) CONTENT: Dodoball Shot Clock(/Engine/Transient.Default__REINST_MissionType_Sport_BasketBall_ShotClock_C_59243) CONTENT: Shooting hoops, just like on the playground...only there's a dodo instead of a ball. Ignore the dodo's complaints and score 10 points before the timer runs out. Hey, if the dodo doesn't like it, it should have learned to fly.(/Engine/Transient.Default__REINST_MissionType_Sport_BasketBall_ShotClock_C_59243) CONTENT: Get Ready!(/Engine/Transient.Default__REINST_MissionType_Sport_BasketBall_ShotClock_C_59243) CONTENT: Tip-Off(/Engine/Transient.Default__REINST_MissionType_Sport_BasketBall_ShotClock_C_59243) CONTENT: Match(/Engine/Transient.Default__REINST_MissionType_Sport_BasketBall_ShotClock_C_59243) CONTENT: Game Complete(/Engine/Transient.Default__REINST_MissionType_Sport_BasketBall_ShotClock_C_59243) CONTENT: Dodoball Shot Clock(/Engine/Transient.REINST_MissionType_Sport_BasketBall_ShotClock_C_1) CONTENT: Shooting hoops, just like on the playground...only there's a dodo instead of a ball. Ignore the dodo's complaints and score 10 points before the timer runs out. Hey, if the dodo doesn't like it, it should have learned to fly.(/Engine/Transient.REINST_MissionType_Sport_BasketBall_ShotClock_C_1) CONTENT: Get Ready!(/Engine/Transient.REINST_MissionType_Sport_BasketBall_ShotClock_C_1) CONTENT: Tip-Off(/Engine/Transient.REINST_MissionType_Sport_BasketBall_ShotClock_C_1) CONTENT: Match(/Engine/Transient.REINST_MissionType_Sport_BasketBall_ShotClock_C_1) CONTENT: Game Complete(/Engine/Transient.REINST_MissionType_Sport_BasketBall_ShotClock_C_1) CONTENT: Dodoball Shot Clock(/Engine/Transient.Default__REINST_MissionType_Sport_BasketBall_ShotClock_C_59247) CONTENT: Shooting hoops, just like on the playground...only there's a dodo instead of a ball. Ignore the dodo's complaints and score 10 points before the timer runs out. Hey, if the dodo doesn't like it, it should have learned to fly.(/Engine/Transient.Default__REINST_MissionType_Sport_BasketBall_ShotClock_C_59247) CONTENT: Get Ready!(/Engine/Transient.Default__REINST_MissionType_Sport_BasketBall_ShotClock_C_59247) CONTENT: Tip-Off(/Engine/Transient.Default__REINST_MissionType_Sport_BasketBall_ShotClock_C_59247) CONTENT: Match(/Engine/Transient.Default__REINST_MissionType_Sport_BasketBall_ShotClock_C_59247) CONTENT: Game Complete(/Engine/Transient.Default__REINST_MissionType_Sport_BasketBall_ShotClock_C_59247) CONTENT: Dodoball Shot Clock(/Game/Genesis/Missions/Sports/DodoBall/MissionType_Sport_BasketBall_ShotClock.Default__MissionType_Sport_BasketBall_ShotClock_C) CONTENT: Shooting hoops, just like on the playground...only there's a dodo instead of a ball. Ignore the dodo's complaints and score 10 points before the timer runs out. Hey, if the dodo doesn't like it, it should have learned to fly.(/Game/Genesis/Missions/Sports/DodoBall/MissionType_Sport_BasketBall_ShotClock.Default__MissionType_Sport_BasketBall_ShotClock_C) CONTENT: Get Ready!(/Game/Genesis/Missions/Sports/DodoBall/MissionType_Sport_BasketBall_ShotClock.Default__MissionType_Sport_BasketBall_ShotClock_C) CONTENT: Tip-Off(/Game/Genesis/Missions/Sports/DodoBall/MissionType_Sport_BasketBall_ShotClock.Default__MissionType_Sport_BasketBall_ShotClock_C) CONTENT: Match(/Game/Genesis/Missions/Sports/DodoBall/MissionType_Sport_BasketBall_ShotClock.Default__MissionType_Sport_BasketBall_ShotClock_C) CONTENT: Game Complete(/Game/Genesis/Missions/Sports/DodoBall/MissionType_Sport_BasketBall_ShotClock.Default__MissionType_Sport_BasketBall_ShotClock_C) CONTENT: Shooting hoops, just like on the playground...only there's a dodo instead of a ball. Ignore the dodo's complaints and score 25 points before the timer runs out. Hey, if the dodo doesn't like it, it should have learned to fly.(/Engine/Transient.REINST_MissionType_Sport_BasketBall_Medium_C_0) CONTENT: Shooting hoops, just like on the playground...only there's a dodo instead of a ball. Ignore the dodo's complaints and score 25 points before the timer runs out. Hey, if the dodo doesn't like it, it should have learned to fly.(/Engine/Transient.Default__REINST_MissionType_Sport_BasketBall_Medium_C_59254) CONTENT: Shooting hoops, just like on the playground...only there's a dodo instead of a ball. Ignore the dodo's complaints and score 25 points before the timer runs out. Hey, if the dodo doesn't like it, it should have learned to fly.(/Engine/Transient.REINST_MissionType_Sport_BasketBall_Medium_C_1) CONTENT: Shooting hoops, just like on the playground...only there's a dodo instead of a ball. Ignore the dodo's complaints and score 25 points before the timer runs out. Hey, if the dodo doesn't like it, it should have learned to fly.(/Engine/Transient.Default__REINST_MissionType_Sport_BasketBall_Medium_C_59258) CONTENT: Shooting hoops, just like on the playground...only there's a dodo instead of a ball. Ignore the dodo's complaints and score 25 points before the timer runs out. Hey, if the dodo doesn't like it, it should have learned to fly.(/Game/Genesis/Missions/Sports/DodoBall/Bog/MissionType_Sport_BasketBall_Medium.Default__MissionType_Sport_BasketBall_Medium_C) CONTENT: Shooting hoops, just like on the playground...only there's a dodo instead of a ball. Ignore the dodo's complaints and score 50 points before the timer runs out. Hey, if the dodo doesn't like it, it should have learned to fly.(/Engine/Transient.REINST_MissionType_Sport_BasketBall_Hard_C_0) CONTENT: Shooting hoops, just like on the playground...only there's a dodo instead of a ball. Ignore the dodo's complaints and score 50 points before the timer runs out. Hey, if the dodo doesn't like it, it should have learned to fly.(/Engine/Transient.Default__REINST_MissionType_Sport_BasketBall_Hard_C_59266) CONTENT: Shooting hoops, just like on the playground...only there's a dodo instead of a ball. Ignore the dodo's complaints and score 50 points before the timer runs out. Hey, if the dodo doesn't like it, it should have learned to fly.(/Engine/Transient.REINST_MissionType_Sport_BasketBall_Hard_C_1) CONTENT: Shooting hoops, just like on the playground...only there's a dodo instead of a ball. Ignore the dodo's complaints and score 50 points before the timer runs out. Hey, if the dodo doesn't like it, it should have learned to fly.(/Engine/Transient.Default__REINST_MissionType_Sport_BasketBall_Hard_C_59270) CONTENT: Shooting hoops, just like on the playground...only there's a dodo instead of a ball. Ignore the dodo's complaints and score 50 points before the timer runs out. Hey, if the dodo doesn't like it, it should have learned to fly.(/Game/Genesis/Missions/Sports/DodoBall/Bog/MissionType_Sport_BasketBall_Hard.Default__MissionType_Sport_BasketBall_Hard_C) CONTENT: Dodoball Pick-Up Game(/Engine/Transient.REINST_MissionType_Sport_BasketBall_Pickup_C_0) CONTENT: It's blue vs. red! The team with the highest score when the timer runs out wins.(/Engine/Transient.REINST_MissionType_Sport_BasketBall_Pickup_C_0) CONTENT: Dodoball Pick-Up Game(/Engine/Transient.Default__REINST_MissionType_Sport_BasketBall_Pickup_C_59289) CONTENT: It's blue vs. red! The team with the highest score when the timer runs out wins.(/Engine/Transient.Default__REINST_MissionType_Sport_BasketBall_Pickup_C_59289) CONTENT: Dodoball Pick-Up Game(/Engine/Transient.REINST_MissionType_Sport_BasketBall_Pickup_C_1) CONTENT: It's blue vs. red! The team with the highest score when the timer runs out wins.(/Engine/Transient.REINST_MissionType_Sport_BasketBall_Pickup_C_1) CONTENT: Dodoball Pick-Up Game(/Engine/Transient.Default__REINST_MissionType_Sport_BasketBall_Pickup_C_59293) CONTENT: It's blue vs. red! The team with the highest score when the timer runs out wins.(/Engine/Transient.Default__REINST_MissionType_Sport_BasketBall_Pickup_C_59293) CONTENT: Dodoball Pick-Up Game(/Game/Genesis/Missions/Sports/DodoBall/MissionType_Sport_BasketBall_Pickup.Default__MissionType_Sport_BasketBall_Pickup_C) CONTENT: It's blue vs. red! The team with the highest score when the timer runs out wins.(/Game/Genesis/Missions/Sports/DodoBall/MissionType_Sport_BasketBall_Pickup.Default__MissionType_Sport_BasketBall_Pickup_C) CONTENT: Dodoball Pick-Up Game (5 Min)(/Engine/Transient.REINST_MissionType_Sport_BasketBall_1Ball_5Min_C_0) CONTENT: Dodoball Pick-Up Game (5 Min)(/Engine/Transient.Default__REINST_MissionType_Sport_BasketBall_1Ball_5Min_C_59300) CONTENT: Dodoball Pick-Up Game (5 Min)(/Engine/Transient.REINST_MissionType_Sport_BasketBall_1Ball_5Min_C_1) CONTENT: Dodoball Pick-Up Game (5 Min)(/Engine/Transient.Default__REINST_MissionType_Sport_BasketBall_1Ball_5Min_C_59304) CONTENT: Dodoball Pick-Up Game (5 Min)(/Game/Genesis/Missions/Sports/DodoBall/Bog/MissionType_Sport_BasketBall_1Ball_5Min.Default__MissionType_Sport_BasketBall_1Ball_5Min_C) CONTENT: Dodoball Pick-Up Game (2 Min)(/Engine/Transient.REINST_MissionType_Sport_BasketBall_1Ball_2Min_C_0) CONTENT: Dodoball Pick-Up Game (2 Min)(/Engine/Transient.Default__REINST_MissionType_Sport_BasketBall_1Ball_2Min_C_59311) CONTENT: Dodoball Pick-Up Game (2 Min)(/Engine/Transient.REINST_MissionType_Sport_BasketBall_1Ball_2Min_C_1) CONTENT: Dodoball Pick-Up Game (2 Min)(/Engine/Transient.Default__REINST_MissionType_Sport_BasketBall_1Ball_2Min_C_59315) CONTENT: Dodoball Pick-Up Game (2 Min)(/Game/Genesis/Missions/Sports/DodoBall/Bog/MissionType_Sport_BasketBall_1Ball_2Min.Default__MissionType_Sport_BasketBall_1Ball_2Min_C) CONTENT: Dodoball Pick-Up Game (10 Min)(/Engine/Transient.REINST_MissionType_Sport_BasketBall_1Ball_10Min_C_0) CONTENT: Dodoball Pick-Up Game (10 Min)(/Engine/Transient.Default__REINST_MissionType_Sport_BasketBall_1Ball_10Min_C_59322) CONTENT: Dodoball Pick-Up Game (10 Min)(/Engine/Transient.REINST_MissionType_Sport_BasketBall_1Ball_10Min_C_1) CONTENT: Dodoball Pick-Up Game (10 Min)(/Engine/Transient.Default__REINST_MissionType_Sport_BasketBall_1Ball_10Min_C_59326) CONTENT: Dodoball Pick-Up Game (10 Min)(/Game/Genesis/Missions/Sports/DodoBall/Bog/MissionType_Sport_BasketBall_1Ball_10Min.Default__MissionType_Sport_BasketBall_1Ball_10Min_C) LITERAL: [Horde Dino Spawner] TriggerKey = (/Game/Genesis/Missions/Horde/MissionServerSidePoint_HordeDinoSpawner.MissionServerSidePoint_HordeDinoSpawner:UserConstructionScript.K2Node_CallFunction_153255) LITERAL: Horde mission dino spawner overlapping with world geometry!(/Game/Genesis/Missions/Horde/MissionServerSidePoint_HordeDinoSpawner.MissionServerSidePoint_HordeDinoSpawner:BPCheckForErrors.K2Node_MakeStruct_6101) CONTENT: NONE(/Game/Genesis/Missions/Retrieve/MissionCompanionData_Retrieve_Wait.Default__MissionCompanionData_Retrieve_Wait_C) CONTENT: NONE(/Game/Genesis/Missions/Retrieve/MissionCompanionData_Retrieve_Wait.Default__MissionCompanionData_Retrieve_Wait_C) CONTENT: NONE(/Game/Genesis/Missions/Retrieve/MissonCompanionData_Retrieve_Enemy.Default__MissonCompanionData_Retrieve_Enemy_C) CONTENT: NONE(/Game/Genesis/Missions/Retrieve/MissonCompanionData_Retrieve_Enemy.Default__MissonCompanionData_Retrieve_Enemy_C) CONTENT: NONE(/Game/Genesis/Missions/Retrieve/MissonCompanionData_Retrieve_Escape.Default__MissonCompanionData_Retrieve_Escape_C) CONTENT: NONE(/Game/Genesis/Missions/Retrieve/MissonCompanionData_Retrieve_Escape.Default__MissonCompanionData_Retrieve_Escape_C) CONTENT: NONE(/Game/Genesis/Missions/Retrieve/MissonCompanionData_Retrieve_PickUp.Default__MissonCompanionData_Retrieve_PickUp_C) CONTENT: NONE(/Game/Genesis/Missions/Retrieve/MissonCompanionData_Retrieve_PickUp.Default__MissonCompanionData_Retrieve_PickUp_C) CONTENT: NONE(/Game/Genesis/Missions/Retrieve/MissonCompanionData_RetrieveCheckPoint.Default__MissonCompanionData_RetrieveCheckPoint_C) CONTENT: NONE(/Game/Genesis/Missions/Retrieve/MissonCompanionData_RetrieveCheckPoint.Default__MissonCompanionData_RetrieveCheckPoint_C) CONTENT: Retrieve (Base)(/Engine/Transient.REINST_MissionType_Retrieve_Base_C_0) CONTENT: Retrieve an item(/Engine/Transient.REINST_MissionType_Retrieve_Base_C_0) CONTENT: Follow HLN-A's checkpoints(/Engine/Transient.REINST_MissionType_Retrieve_Base_C_0) CONTENT: Retrieve your prize(/Engine/Transient.REINST_MissionType_Retrieve_Base_C_0) CONTENT: Escape while you can(/Engine/Transient.REINST_MissionType_Retrieve_Base_C_0) CONTENT: Waiting For Players(/Engine/Transient.REINST_MissionType_Retrieve_Base_C_0) CONTENT: She'll guide you to THE THING(/Engine/Transient.REINST_MissionType_Retrieve_Base_C_0) CONTENT: Follow HLN-A's checkpoints to get away!(/Engine/Transient.REINST_MissionType_Retrieve_Base_C_0) CONTENT: Next Checkpoint(/Engine/Transient.REINST_MissionType_Retrieve_Base_C_0) CONTENT: Escape Route(/Engine/Transient.REINST_MissionType_Retrieve_Base_C_0) CONTENT: Pick up THE THING(/Engine/Transient.REINST_MissionType_Retrieve_Base_C_0) CONTENT: THE THING(/Engine/Transient.REINST_MissionType_Retrieve_Base_C_0) CONTENT: Escape with your prize(/Engine/Transient.REINST_MissionType_Retrieve_Base_C_0) CONTENT: MISSION ALERT(/Engine/Transient.REINST_MissionType_Retrieve_Base_C_0) CONTENT: Scanning... Wait Here(/Engine/Transient.REINST_MissionType_Retrieve_Base_C_0) CONTENT: Move closer to the Checkpoint(/Engine/Transient.REINST_MissionType_Retrieve_Base_C_0) CONTENT: A player is too far from the Checkpoint(/Engine/Transient.REINST_MissionType_Retrieve_Base_C_0) CONTENT: THINGS Retrieved(/Engine/Transient.REINST_MissionType_Retrieve_Base_C_0) CONTENT: DO A THING to find THE THING(/Engine/Transient.REINST_MissionType_Retrieve_Base_C_0) LITERAL: {InString}{NewLine}{Time}s(/Game/Genesis/Missions/Retrieve/MissionType_Retrieve_Base.MissionType_Retrieve_Base:BPOverrideMissionIndicatorString.K2Node_FormatText_206) LITERAL: Alert(/Game/Genesis/Missions/Retrieve/MissionType_Retrieve_Base.MissionType_Retrieve_Base:EventGraph.K2Node_CallFunction_153654) LITERAL: RefreshMissionItemsAtGoal(/Game/Genesis/Missions/Retrieve/MissionType_Retrieve_Base.MissionType_Retrieve_Base:EventGraph.K2Node_CallFunction_193942) LITERAL: EscapeAlertMessage(/Game/Genesis/Missions/Retrieve/MissionType_Retrieve_Base.MissionType_Retrieve_Base:EventGraph.K2Node_MakeStruct_1471) CONTENT: Search Mound(/Engine/Transient.REINST_PrimalStructure_GiveRetrieveItem_Arctic_C_0) CONTENT: Search Mound(/Engine/Transient.Default__REINST_PrimalStructure_GiveRetrieveItem_Arctic_C_59403) CONTENT: Search Mound(/Engine/Transient.REINST_PrimalStructure_GiveRetrieveItem_Arctic_C_1) CONTENT: Retrieve (Base)(/Engine/Transient.Default__REINST_MissionType_Retrieve_Base_C_59410) CONTENT: Retrieve an item(/Engine/Transient.Default__REINST_MissionType_Retrieve_Base_C_59410) CONTENT: Follow HLN-A's checkpoints(/Engine/Transient.Default__REINST_MissionType_Retrieve_Base_C_59410) CONTENT: Retrieve your prize(/Engine/Transient.Default__REINST_MissionType_Retrieve_Base_C_59410) CONTENT: Escape while you can(/Engine/Transient.Default__REINST_MissionType_Retrieve_Base_C_59410) CONTENT: Waiting For Players(/Engine/Transient.Default__REINST_MissionType_Retrieve_Base_C_59410) CONTENT: She'll guide you to THE THING(/Engine/Transient.Default__REINST_MissionType_Retrieve_Base_C_59410) CONTENT: Follow HLN-A's checkpoints to get away!(/Engine/Transient.Default__REINST_MissionType_Retrieve_Base_C_59410) CONTENT: Next Checkpoint(/Engine/Transient.Default__REINST_MissionType_Retrieve_Base_C_59410) CONTENT: Escape Route(/Engine/Transient.Default__REINST_MissionType_Retrieve_Base_C_59410) CONTENT: Pick up THE THING(/Engine/Transient.Default__REINST_MissionType_Retrieve_Base_C_59410) CONTENT: THE THING(/Engine/Transient.Default__REINST_MissionType_Retrieve_Base_C_59410) CONTENT: Escape with your prize(/Engine/Transient.Default__REINST_MissionType_Retrieve_Base_C_59410) CONTENT: MISSION ALERT(/Engine/Transient.Default__REINST_MissionType_Retrieve_Base_C_59410) CONTENT: Scanning... Wait Here(/Engine/Transient.Default__REINST_MissionType_Retrieve_Base_C_59410) CONTENT: Move closer to the Checkpoint(/Engine/Transient.Default__REINST_MissionType_Retrieve_Base_C_59410) CONTENT: A player is too far from the Checkpoint(/Engine/Transient.Default__REINST_MissionType_Retrieve_Base_C_59410) CONTENT: THINGS Retrieved(/Engine/Transient.Default__REINST_MissionType_Retrieve_Base_C_59410) CONTENT: DO A THING to find THE THING(/Engine/Transient.Default__REINST_MissionType_Retrieve_Base_C_59410) LITERAL: {InString}{NewLine}{Time}s(/Game/Genesis/Missions/Retrieve/MissionType_Retrieve_Base.MissionType_Retrieve_Base:EdGraph_179020.K2Node_CallFunction_419508) LITERAL: InString(/Game/Genesis/Missions/Retrieve/MissionType_Retrieve_Base.MissionType_Retrieve_Base:EdGraph_179020.K2Node_MakeStruct_3391) LITERAL: NewLine(/Game/Genesis/Missions/Retrieve/MissionType_Retrieve_Base.MissionType_Retrieve_Base:EdGraph_179020.K2Node_MakeStruct_3392) LITERAL: Time(/Game/Genesis/Missions/Retrieve/MissionType_Retrieve_Base.MissionType_Retrieve_Base:EdGraph_179020.K2Node_MakeStruct_3393) CONTENT: Retrieve (Base)(/Engine/Transient.REINST_MissionType_Retrieve_Base_C_1) CONTENT: Retrieve an item(/Engine/Transient.REINST_MissionType_Retrieve_Base_C_1) CONTENT: Follow HLN-A's checkpoints(/Engine/Transient.REINST_MissionType_Retrieve_Base_C_1) CONTENT: Retrieve your prize(/Engine/Transient.REINST_MissionType_Retrieve_Base_C_1) CONTENT: Escape while you can(/Engine/Transient.REINST_MissionType_Retrieve_Base_C_1) CONTENT: Waiting For Players(/Engine/Transient.REINST_MissionType_Retrieve_Base_C_1) CONTENT: She'll guide you to THE THING(/Engine/Transient.REINST_MissionType_Retrieve_Base_C_1) CONTENT: Follow HLN-A's checkpoints to get away!(/Engine/Transient.REINST_MissionType_Retrieve_Base_C_1) CONTENT: Next Checkpoint(/Engine/Transient.REINST_MissionType_Retrieve_Base_C_1) CONTENT: Escape Route(/Engine/Transient.REINST_MissionType_Retrieve_Base_C_1) CONTENT: Pick up THE THING(/Engine/Transient.REINST_MissionType_Retrieve_Base_C_1) CONTENT: THE THING(/Engine/Transient.REINST_MissionType_Retrieve_Base_C_1) CONTENT: Escape with your prize(/Engine/Transient.REINST_MissionType_Retrieve_Base_C_1) CONTENT: MISSION ALERT(/Engine/Transient.REINST_MissionType_Retrieve_Base_C_1) CONTENT: Scanning... Wait Here(/Engine/Transient.REINST_MissionType_Retrieve_Base_C_1) CONTENT: Move closer to the Checkpoint(/Engine/Transient.REINST_MissionType_Retrieve_Base_C_1) CONTENT: A player is too far from the Checkpoint(/Engine/Transient.REINST_MissionType_Retrieve_Base_C_1) CONTENT: THINGS Retrieved(/Engine/Transient.REINST_MissionType_Retrieve_Base_C_1) CONTENT: DO A THING to find THE THING(/Engine/Transient.REINST_MissionType_Retrieve_Base_C_1) CONTENT: Search For Item(/Game/Genesis/Missions/Retrieve/PrimalStructure_GiveRetrieveItem.Default__PrimalStructure_GiveRetrieveItem_C) CONTENT: Search Mound(/Engine/Transient.Default__REINST_PrimalStructure_GiveRetrieveItem_Arctic_C_59418) CONTENT: Search Mound(/Game/Genesis/Missions/Retrieve/PrimalStructure_GiveRetrieveItem_Arctic.Default__PrimalStructure_GiveRetrieveItem_Arctic_C) CONTENT: Retrieve (Base)(/Engine/Transient.Default__REINST_MissionType_Retrieve_Base_C_59422) CONTENT: Retrieve an item(/Engine/Transient.Default__REINST_MissionType_Retrieve_Base_C_59422) CONTENT: Follow HLN-A's checkpoints(/Engine/Transient.Default__REINST_MissionType_Retrieve_Base_C_59422) CONTENT: Retrieve your prize(/Engine/Transient.Default__REINST_MissionType_Retrieve_Base_C_59422) CONTENT: Escape while you can(/Engine/Transient.Default__REINST_MissionType_Retrieve_Base_C_59422) CONTENT: Waiting For Players(/Engine/Transient.Default__REINST_MissionType_Retrieve_Base_C_59422) CONTENT: She'll guide you to THE THING(/Engine/Transient.Default__REINST_MissionType_Retrieve_Base_C_59422) CONTENT: Follow HLN-A's checkpoints to get away!(/Engine/Transient.Default__REINST_MissionType_Retrieve_Base_C_59422) CONTENT: Next Checkpoint(/Engine/Transient.Default__REINST_MissionType_Retrieve_Base_C_59422) CONTENT: Escape Route(/Engine/Transient.Default__REINST_MissionType_Retrieve_Base_C_59422) CONTENT: Pick up THE THING(/Engine/Transient.Default__REINST_MissionType_Retrieve_Base_C_59422) CONTENT: THE THING(/Engine/Transient.Default__REINST_MissionType_Retrieve_Base_C_59422) CONTENT: Escape with your prize(/Engine/Transient.Default__REINST_MissionType_Retrieve_Base_C_59422) CONTENT: MISSION ALERT(/Engine/Transient.Default__REINST_MissionType_Retrieve_Base_C_59422) CONTENT: Scanning... Wait Here(/Engine/Transient.Default__REINST_MissionType_Retrieve_Base_C_59422) CONTENT: Move closer to the Checkpoint(/Engine/Transient.Default__REINST_MissionType_Retrieve_Base_C_59422) CONTENT: A player is too far from the Checkpoint(/Engine/Transient.Default__REINST_MissionType_Retrieve_Base_C_59422) CONTENT: THINGS Retrieved(/Engine/Transient.Default__REINST_MissionType_Retrieve_Base_C_59422) CONTENT: DO A THING to find THE THING(/Engine/Transient.Default__REINST_MissionType_Retrieve_Base_C_59422) CONTENT: NONE(/Game/Genesis/Missions/Retrieve/MissionType_Retrieve_Base.Default__SKEL_MissionType_Retrieve_Base_C) LITERAL: {InString}{NewLine}{Time}s(/Game/Genesis/Missions/Retrieve/MissionType_Retrieve_Base.MissionType_Retrieve_Base:EdGraph_179161.K2Node_CallFunction_419961) LITERAL: InString(/Game/Genesis/Missions/Retrieve/MissionType_Retrieve_Base.MissionType_Retrieve_Base:EdGraph_179161.K2Node_MakeStruct_3400) LITERAL: NewLine(/Game/Genesis/Missions/Retrieve/MissionType_Retrieve_Base.MissionType_Retrieve_Base:EdGraph_179161.K2Node_MakeStruct_3401) LITERAL: Time(/Game/Genesis/Missions/Retrieve/MissionType_Retrieve_Base.MissionType_Retrieve_Base:EdGraph_179161.K2Node_MakeStruct_3402) CONTENT: EN(/Game/Genesis/Missions/Retrieve/MissionType_Retrieve_Base.Default__MissionType_Retrieve_Base_C) CONTENT: EN(/Game/Genesis/Missions/Retrieve/MissionType_Retrieve_Base.Default__MissionType_Retrieve_Base_C) CONTENT: EN(/Game/Genesis/Missions/Retrieve/MissionType_Retrieve_Base.Default__MissionType_Retrieve_Base_C) CONTENT: EN(/Game/Genesis/Missions/Retrieve/MissionType_Retrieve_Base.Default__MissionType_Retrieve_Base_C) CONTENT: EN(/Game/Genesis/Missions/Retrieve/MissionType_Retrieve_Base.Default__MissionType_Retrieve_Base_C) CONTENT: (/Game/Genesis/Missions/Retrieve/MissionType_Retrieve_Base.Default__MissionType_Retrieve_Base_C) CONTENT: Retrieve_WaitEvent(/Game/Genesis/Missions/Retrieve/MissionType_Retrieve_Base.Default__MissionType_Retrieve_Base_C) CONTENT: EN(/Game/Genesis/Missions/Retrieve/MissionType_Retrieve_Base.Default__MissionType_Retrieve_Base_C) CONTENT: Retrieve (Base)(/Game/Genesis/Missions/Retrieve/MissionType_Retrieve_Base.Default__MissionType_Retrieve_Base_C) CONTENT: Retrieve an item(/Game/Genesis/Missions/Retrieve/MissionType_Retrieve_Base.Default__MissionType_Retrieve_Base_C) CONTENT: Follow HLN-A's checkpoints(/Game/Genesis/Missions/Retrieve/MissionType_Retrieve_Base.Default__MissionType_Retrieve_Base_C) CONTENT: Retrieve your prize(/Game/Genesis/Missions/Retrieve/MissionType_Retrieve_Base.Default__MissionType_Retrieve_Base_C) CONTENT: Escape while you can(/Game/Genesis/Missions/Retrieve/MissionType_Retrieve_Base.Default__MissionType_Retrieve_Base_C) CONTENT: Waiting For Players(/Game/Genesis/Missions/Retrieve/MissionType_Retrieve_Base.Default__MissionType_Retrieve_Base_C) CONTENT: She'll guide you to THE THING(/Game/Genesis/Missions/Retrieve/MissionType_Retrieve_Base.Default__MissionType_Retrieve_Base_C) CONTENT: Follow HLN-A's checkpoints to get away!(/Game/Genesis/Missions/Retrieve/MissionType_Retrieve_Base.Default__MissionType_Retrieve_Base_C) CONTENT: Next Checkpoint(/Game/Genesis/Missions/Retrieve/MissionType_Retrieve_Base.Default__MissionType_Retrieve_Base_C) CONTENT: Escape Route(/Game/Genesis/Missions/Retrieve/MissionType_Retrieve_Base.Default__MissionType_Retrieve_Base_C) CONTENT: Pick up THE THING(/Game/Genesis/Missions/Retrieve/MissionType_Retrieve_Base.Default__MissionType_Retrieve_Base_C) CONTENT: THE THING(/Game/Genesis/Missions/Retrieve/MissionType_Retrieve_Base.Default__MissionType_Retrieve_Base_C) CONTENT: Escape with your prize(/Game/Genesis/Missions/Retrieve/MissionType_Retrieve_Base.Default__MissionType_Retrieve_Base_C) CONTENT: MISSION ALERT(/Game/Genesis/Missions/Retrieve/MissionType_Retrieve_Base.Default__MissionType_Retrieve_Base_C) CONTENT: Scanning... Wait Here(/Game/Genesis/Missions/Retrieve/MissionType_Retrieve_Base.Default__MissionType_Retrieve_Base_C) CONTENT: Move closer to the Checkpoint(/Game/Genesis/Missions/Retrieve/MissionType_Retrieve_Base.Default__MissionType_Retrieve_Base_C) CONTENT: A player is too far from the Checkpoint(/Game/Genesis/Missions/Retrieve/MissionType_Retrieve_Base.Default__MissionType_Retrieve_Base_C) CONTENT: THINGS Retrieved(/Game/Genesis/Missions/Retrieve/MissionType_Retrieve_Base.Default__MissionType_Retrieve_Base_C) CONTENT: DO A THING to find THE THING(/Game/Genesis/Missions/Retrieve/MissionType_Retrieve_Base.Default__MissionType_Retrieve_Base_C) CONTENT: Mission Loot Set(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Retrieve.Default__LootItemSet_Missions_Retrieve_C) CONTENT: Missions - never BP - with quality(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Retrieve.Default__LootItemSet_Missions_Retrieve_C) CONTENT: Missions - with BP - with quality(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Retrieve.Default__LootItemSet_Missions_Retrieve_C) CONTENT: Missions - With Quantity(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Retrieve.Default__LootItemSet_Missions_Retrieve_C) CONTENT: Mission Loot Set(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Retrieve_Volcanic.Default__LootItemSet_Missions_Retrieve_Volcanic_C) CONTENT: Missions - never BP - with quality(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Retrieve_Volcanic.Default__LootItemSet_Missions_Retrieve_Volcanic_C) CONTENT: Missions - With Quantity(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Retrieve_Volcanic.Default__LootItemSet_Missions_Retrieve_Volcanic_C) CONTENT: Mission Loot Set(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Retrieve_Volcanic_Cherufe.Default__LootItemSet_Missions_Retrieve_Volcanic_Cherufe_C) CONTENT: Missions - never BP - with quality(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Retrieve_Volcanic_Cherufe.Default__LootItemSet_Missions_Retrieve_Volcanic_Cherufe_C) CONTENT: Missions - With Quantity(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Retrieve_Volcanic_Cherufe.Default__LootItemSet_Missions_Retrieve_Volcanic_Cherufe_C) CONTENT: The Egg-straction(/Engine/Transient.REINST_MissionType_RetrieveItem_Egg_Cherufe_C_0) CONTENT: Brave a Magmasaur's den and steal one of their precious eggs. Only the most prepared survivors will escape the onslaught of fire and teeth that follows.(/Engine/Transient.REINST_MissionType_RetrieveItem_Egg_Cherufe_C_0) CONTENT: She'll guide you to the Magmasaur Egg(/Engine/Transient.REINST_MissionType_RetrieveItem_Egg_Cherufe_C_0) CONTENT: Follow HLN-A's checkpoints to get away!(/Engine/Transient.REINST_MissionType_RetrieveItem_Egg_Cherufe_C_0) CONTENT: Next Checkpoint(/Engine/Transient.REINST_MissionType_RetrieveItem_Egg_Cherufe_C_0) CONTENT: Escape Route(/Engine/Transient.REINST_MissionType_RetrieveItem_Egg_Cherufe_C_0) CONTENT: Pick up the Magmasaur Egg(/Engine/Transient.REINST_MissionType_RetrieveItem_Egg_Cherufe_C_0) CONTENT: Magmasaur Egg(/Engine/Transient.REINST_MissionType_RetrieveItem_Egg_Cherufe_C_0) CONTENT: Escape with your prize(/Engine/Transient.REINST_MissionType_RetrieveItem_Egg_Cherufe_C_0) CONTENT: MISSION ALERT(/Engine/Transient.REINST_MissionType_RetrieveItem_Egg_Cherufe_C_0) CONTENT: Scanning... Wait Here(/Engine/Transient.REINST_MissionType_RetrieveItem_Egg_Cherufe_C_0) CONTENT: Move closer to the Checkpoint(/Engine/Transient.REINST_MissionType_RetrieveItem_Egg_Cherufe_C_0) CONTENT: A player is too far from the Checkpoint(/Engine/Transient.REINST_MissionType_RetrieveItem_Egg_Cherufe_C_0) CONTENT: Magmasaur Eggs Retrieved(/Engine/Transient.REINST_MissionType_RetrieveItem_Egg_Cherufe_C_0) CONTENT: Find the nest to find the Magmasaur Egg(/Engine/Transient.REINST_MissionType_RetrieveItem_Egg_Cherufe_C_0) CONTENT: The Egg-straction(/Engine/Transient.Default__REINST_MissionType_RetrieveItem_Egg_Cherufe_C_59609) CONTENT: Brave a Magmasaur's den and steal one of their precious eggs. Only the most prepared survivors will escape the onslaught of fire and teeth that follows.(/Engine/Transient.Default__REINST_MissionType_RetrieveItem_Egg_Cherufe_C_59609) CONTENT: She'll guide you to the Magmasaur Egg(/Engine/Transient.Default__REINST_MissionType_RetrieveItem_Egg_Cherufe_C_59609) CONTENT: Follow HLN-A's checkpoints to get away!(/Engine/Transient.Default__REINST_MissionType_RetrieveItem_Egg_Cherufe_C_59609) CONTENT: Next Checkpoint(/Engine/Transient.Default__REINST_MissionType_RetrieveItem_Egg_Cherufe_C_59609) CONTENT: Escape Route(/Engine/Transient.Default__REINST_MissionType_RetrieveItem_Egg_Cherufe_C_59609) CONTENT: Pick up the Magmasaur Egg(/Engine/Transient.Default__REINST_MissionType_RetrieveItem_Egg_Cherufe_C_59609) CONTENT: Magmasaur Egg(/Engine/Transient.Default__REINST_MissionType_RetrieveItem_Egg_Cherufe_C_59609) CONTENT: Escape with your prize(/Engine/Transient.Default__REINST_MissionType_RetrieveItem_Egg_Cherufe_C_59609) CONTENT: MISSION ALERT(/Engine/Transient.Default__REINST_MissionType_RetrieveItem_Egg_Cherufe_C_59609) CONTENT: Scanning... Wait Here(/Engine/Transient.Default__REINST_MissionType_RetrieveItem_Egg_Cherufe_C_59609) CONTENT: Move closer to the Checkpoint(/Engine/Transient.Default__REINST_MissionType_RetrieveItem_Egg_Cherufe_C_59609) CONTENT: A player is too far from the Checkpoint(/Engine/Transient.Default__REINST_MissionType_RetrieveItem_Egg_Cherufe_C_59609) CONTENT: Magmasaur Eggs Retrieved(/Engine/Transient.Default__REINST_MissionType_RetrieveItem_Egg_Cherufe_C_59609) CONTENT: Find the nest to find the Magmasaur Egg(/Engine/Transient.Default__REINST_MissionType_RetrieveItem_Egg_Cherufe_C_59609) CONTENT: The Egg-straction(/Engine/Transient.REINST_MissionType_RetrieveItem_Egg_Cherufe_C_1) CONTENT: Brave a Magmasaur's den and steal one of their precious eggs. Only the most prepared survivors will escape the onslaught of fire and teeth that follows.(/Engine/Transient.REINST_MissionType_RetrieveItem_Egg_Cherufe_C_1) CONTENT: She'll guide you to the Magmasaur Egg(/Engine/Transient.REINST_MissionType_RetrieveItem_Egg_Cherufe_C_1) CONTENT: Follow HLN-A's checkpoints to get away!(/Engine/Transient.REINST_MissionType_RetrieveItem_Egg_Cherufe_C_1) CONTENT: Next Checkpoint(/Engine/Transient.REINST_MissionType_RetrieveItem_Egg_Cherufe_C_1) CONTENT: Escape Route(/Engine/Transient.REINST_MissionType_RetrieveItem_Egg_Cherufe_C_1) CONTENT: Pick up the Magmasaur Egg(/Engine/Transient.REINST_MissionType_RetrieveItem_Egg_Cherufe_C_1) CONTENT: Magmasaur Egg(/Engine/Transient.REINST_MissionType_RetrieveItem_Egg_Cherufe_C_1) CONTENT: Escape with your prize(/Engine/Transient.REINST_MissionType_RetrieveItem_Egg_Cherufe_C_1) CONTENT: MISSION ALERT(/Engine/Transient.REINST_MissionType_RetrieveItem_Egg_Cherufe_C_1) CONTENT: Scanning... Wait Here(/Engine/Transient.REINST_MissionType_RetrieveItem_Egg_Cherufe_C_1) CONTENT: Move closer to the Checkpoint(/Engine/Transient.REINST_MissionType_RetrieveItem_Egg_Cherufe_C_1) CONTENT: A player is too far from the Checkpoint(/Engine/Transient.REINST_MissionType_RetrieveItem_Egg_Cherufe_C_1) CONTENT: Magmasaur Eggs Retrieved(/Engine/Transient.REINST_MissionType_RetrieveItem_Egg_Cherufe_C_1) CONTENT: Find the nest to find the Magmasaur Egg(/Engine/Transient.REINST_MissionType_RetrieveItem_Egg_Cherufe_C_1) CONTENT: The Egg-straction(/Engine/Transient.Default__REINST_MissionType_RetrieveItem_Egg_Cherufe_C_59613) CONTENT: Brave a Magmasaur's den and steal one of their precious eggs. Only the most prepared survivors will escape the onslaught of fire and teeth that follows.(/Engine/Transient.Default__REINST_MissionType_RetrieveItem_Egg_Cherufe_C_59613) CONTENT: She'll guide you to the Magmasaur Egg(/Engine/Transient.Default__REINST_MissionType_RetrieveItem_Egg_Cherufe_C_59613) CONTENT: Follow HLN-A's checkpoints to get away!(/Engine/Transient.Default__REINST_MissionType_RetrieveItem_Egg_Cherufe_C_59613) CONTENT: Next Checkpoint(/Engine/Transient.Default__REINST_MissionType_RetrieveItem_Egg_Cherufe_C_59613) CONTENT: Escape Route(/Engine/Transient.Default__REINST_MissionType_RetrieveItem_Egg_Cherufe_C_59613) CONTENT: Pick up the Magmasaur Egg(/Engine/Transient.Default__REINST_MissionType_RetrieveItem_Egg_Cherufe_C_59613) CONTENT: Magmasaur Egg(/Engine/Transient.Default__REINST_MissionType_RetrieveItem_Egg_Cherufe_C_59613) CONTENT: Escape with your prize(/Engine/Transient.Default__REINST_MissionType_RetrieveItem_Egg_Cherufe_C_59613) CONTENT: MISSION ALERT(/Engine/Transient.Default__REINST_MissionType_RetrieveItem_Egg_Cherufe_C_59613) CONTENT: Scanning... Wait Here(/Engine/Transient.Default__REINST_MissionType_RetrieveItem_Egg_Cherufe_C_59613) CONTENT: Move closer to the Checkpoint(/Engine/Transient.Default__REINST_MissionType_RetrieveItem_Egg_Cherufe_C_59613) CONTENT: A player is too far from the Checkpoint(/Engine/Transient.Default__REINST_MissionType_RetrieveItem_Egg_Cherufe_C_59613) CONTENT: Magmasaur Eggs Retrieved(/Engine/Transient.Default__REINST_MissionType_RetrieveItem_Egg_Cherufe_C_59613) CONTENT: Find the nest to find the Magmasaur Egg(/Engine/Transient.Default__REINST_MissionType_RetrieveItem_Egg_Cherufe_C_59613) CONTENT: The Egg-straction(/Game/Genesis/Missions/Retrieve/MissionType_RetrieveItem_Egg_Cherufe.Default__MissionType_RetrieveItem_Egg_Cherufe_C) CONTENT: Brave a Magmasaur's den and steal one of their precious eggs. Only the most prepared survivors will escape the onslaught of fire and teeth that follows.(/Game/Genesis/Missions/Retrieve/MissionType_RetrieveItem_Egg_Cherufe.Default__MissionType_RetrieveItem_Egg_Cherufe_C) CONTENT: She'll guide you to the Magmasaur Egg(/Game/Genesis/Missions/Retrieve/MissionType_RetrieveItem_Egg_Cherufe.Default__MissionType_RetrieveItem_Egg_Cherufe_C) CONTENT: Follow HLN-A's checkpoints to get away!(/Game/Genesis/Missions/Retrieve/MissionType_RetrieveItem_Egg_Cherufe.Default__MissionType_RetrieveItem_Egg_Cherufe_C) CONTENT: Next Checkpoint(/Game/Genesis/Missions/Retrieve/MissionType_RetrieveItem_Egg_Cherufe.Default__MissionType_RetrieveItem_Egg_Cherufe_C) CONTENT: Escape Route(/Game/Genesis/Missions/Retrieve/MissionType_RetrieveItem_Egg_Cherufe.Default__MissionType_RetrieveItem_Egg_Cherufe_C) CONTENT: Pick up the Magmasaur Egg(/Game/Genesis/Missions/Retrieve/MissionType_RetrieveItem_Egg_Cherufe.Default__MissionType_RetrieveItem_Egg_Cherufe_C) CONTENT: Magmasaur Egg(/Game/Genesis/Missions/Retrieve/MissionType_RetrieveItem_Egg_Cherufe.Default__MissionType_RetrieveItem_Egg_Cherufe_C) CONTENT: Escape with your prize(/Game/Genesis/Missions/Retrieve/MissionType_RetrieveItem_Egg_Cherufe.Default__MissionType_RetrieveItem_Egg_Cherufe_C) CONTENT: MISSION ALERT(/Game/Genesis/Missions/Retrieve/MissionType_RetrieveItem_Egg_Cherufe.Default__MissionType_RetrieveItem_Egg_Cherufe_C) CONTENT: Scanning... Wait Here(/Game/Genesis/Missions/Retrieve/MissionType_RetrieveItem_Egg_Cherufe.Default__MissionType_RetrieveItem_Egg_Cherufe_C) CONTENT: Move closer to the Checkpoint(/Game/Genesis/Missions/Retrieve/MissionType_RetrieveItem_Egg_Cherufe.Default__MissionType_RetrieveItem_Egg_Cherufe_C) CONTENT: A player is too far from the Checkpoint(/Game/Genesis/Missions/Retrieve/MissionType_RetrieveItem_Egg_Cherufe.Default__MissionType_RetrieveItem_Egg_Cherufe_C) CONTENT: Magmasaur Eggs Retrieved(/Game/Genesis/Missions/Retrieve/MissionType_RetrieveItem_Egg_Cherufe.Default__MissionType_RetrieveItem_Egg_Cherufe_C) CONTENT: Find the nest to find the Magmasaur Egg(/Game/Genesis/Missions/Retrieve/MissionType_RetrieveItem_Egg_Cherufe.Default__MissionType_RetrieveItem_Egg_Cherufe_C) CONTENT: Mission Loot Set(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Retrieve_Volcanic_Trike.Default__LootItemSet_Missions_Retrieve_Volcanic_Trike_C) CONTENT: Missions - never BP - with quality(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Retrieve_Volcanic_Trike.Default__LootItemSet_Missions_Retrieve_Volcanic_Trike_C) CONTENT: Missions - With Quantity(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Retrieve_Volcanic_Trike.Default__LootItemSet_Missions_Retrieve_Volcanic_Trike_C) LITERAL: ({key}) ServerSidePoint - {num}(/Game/Genesis/Missions/TestMission/ServerSidePoint_Mission.ServerSidePoint_Mission:UserConstructionScript.K2Node_FormatText_93) LITERAL: ({key}) ServerSidePoint - {num}(/Game/Genesis/Missions/TestMission/ServerSidePoint_Mission.ServerSidePoint_Mission:EdGraph_179653.K2Node_CallFunction_420235) LITERAL: key(/Game/Genesis/Missions/TestMission/ServerSidePoint_Mission.ServerSidePoint_Mission:EdGraph_179653.K2Node_MakeStruct_3403) LITERAL: num(/Game/Genesis/Missions/TestMission/ServerSidePoint_Mission.ServerSidePoint_Mission:EdGraph_179653.K2Node_MakeStruct_3404) LITERAL: ({key}) ServerSidePoint - {num}(/Game/Genesis/Missions/TestMission/ServerSidePoint_Mission.ServerSidePoint_Mission:EdGraph_179657.K2Node_CallFunction_420236) LITERAL: key(/Game/Genesis/Missions/TestMission/ServerSidePoint_Mission.ServerSidePoint_Mission:EdGraph_179657.K2Node_MakeStruct_3405) LITERAL: num(/Game/Genesis/Missions/TestMission/ServerSidePoint_Mission.ServerSidePoint_Mission:EdGraph_179657.K2Node_MakeStruct_3406) CONTENT: Follow the things to get to the Egg!(/Engine/Transient.REINST_MissionType_TestRetrieveItem_Base_C_0) CONTENT: Follow the things to get away!(/Engine/Transient.REINST_MissionType_TestRetrieveItem_Base_C_0) CONTENT: Next Checkpoint(/Engine/Transient.REINST_MissionType_TestRetrieveItem_Base_C_0) CONTENT: Exit!(/Engine/Transient.REINST_MissionType_TestRetrieveItem_Base_C_0) CONTENT: Pick up the thing!(/Engine/Transient.REINST_MissionType_TestRetrieveItem_Base_C_0) CONTENT: Egg(/Engine/Transient.REINST_MissionType_TestRetrieveItem_Base_C_0) CONTENT: The parents aren't happy!(/Engine/Transient.REINST_MissionType_TestRetrieveItem_Base_C_0) CONTENT: MISSION ALERT(/Engine/Transient.REINST_MissionType_TestRetrieveItem_Base_C_0) LITERAL: Initial(/Game/Genesis/Missions/Retrieve/MissionType_TestRetrieveItem_Base.MissionType_TestRetrieveItem_Base:EventGraph.K2Node_CallFunction_186890) LITERAL: Post(/Game/Genesis/Missions/Retrieve/MissionType_TestRetrieveItem_Base.MissionType_TestRetrieveItem_Base:EventGraph.K2Node_CallFunction_187110) LITERAL: Alert(/Game/Genesis/Missions/Retrieve/MissionType_TestRetrieveItem_Base.MissionType_TestRetrieveItem_Base:EventGraph.K2Node_CallFunction_153654) LITERAL: EscapeAlertMessage(/Game/Genesis/Missions/Retrieve/MissionType_TestRetrieveItem_Base.MissionType_TestRetrieveItem_Base:EventGraph.K2Node_MakeStruct_1471) LITERAL: {Point} Failed to spawn a dino due to table length mismatch. AttackingDinoSpawnweight : {ADSWeight} Attacking Dino Setup : {ADS}(/Game/Genesis/Missions/Retrieve/MissionType_TestRetrieveItem_Base.MissionType_TestRetrieveItem_Base:SpawnRetrieveTriggerDinos.K2Node_FormatText_114) CONTENT: Follow the things to get to the Egg!(/Engine/Transient.Default__REINST_MissionType_TestRetrieveItem_Base_C_59787) CONTENT: Follow the things to get away!(/Engine/Transient.Default__REINST_MissionType_TestRetrieveItem_Base_C_59787) CONTENT: Next Checkpoint(/Engine/Transient.Default__REINST_MissionType_TestRetrieveItem_Base_C_59787) CONTENT: Exit!(/Engine/Transient.Default__REINST_MissionType_TestRetrieveItem_Base_C_59787) CONTENT: Pick up the thing!(/Engine/Transient.Default__REINST_MissionType_TestRetrieveItem_Base_C_59787) CONTENT: Egg(/Engine/Transient.Default__REINST_MissionType_TestRetrieveItem_Base_C_59787) CONTENT: The parents aren't happy!(/Engine/Transient.Default__REINST_MissionType_TestRetrieveItem_Base_C_59787) CONTENT: MISSION ALERT(/Engine/Transient.Default__REINST_MissionType_TestRetrieveItem_Base_C_59787) LITERAL: {Point} Failed to spawn a dino due to table length mismatch. AttackingDinoSpawnweight : {ADSWeight} Attacking Dino Setup : {ADS}(/Game/Genesis/Missions/Retrieve/MissionType_TestRetrieveItem_Base.MissionType_TestRetrieveItem_Base:EdGraph_179731.K2Node_CallFunction_420633) LITERAL: Point(/Game/Genesis/Missions/Retrieve/MissionType_TestRetrieveItem_Base.MissionType_TestRetrieveItem_Base:EdGraph_179731.K2Node_MakeStruct_3411) LITERAL: ADSWeight(/Game/Genesis/Missions/Retrieve/MissionType_TestRetrieveItem_Base.MissionType_TestRetrieveItem_Base:EdGraph_179731.K2Node_MakeStruct_3412) LITERAL: ADS(/Game/Genesis/Missions/Retrieve/MissionType_TestRetrieveItem_Base.MissionType_TestRetrieveItem_Base:EdGraph_179731.K2Node_MakeStruct_3413) CONTENT: Follow the things to get to the Egg!(/Engine/Transient.REINST_MissionType_TestRetrieveItem_Base_C_1) CONTENT: Follow the things to get away!(/Engine/Transient.REINST_MissionType_TestRetrieveItem_Base_C_1) CONTENT: Next Checkpoint(/Engine/Transient.REINST_MissionType_TestRetrieveItem_Base_C_1) CONTENT: Exit!(/Engine/Transient.REINST_MissionType_TestRetrieveItem_Base_C_1) CONTENT: Pick up the thing!(/Engine/Transient.REINST_MissionType_TestRetrieveItem_Base_C_1) CONTENT: Egg(/Engine/Transient.REINST_MissionType_TestRetrieveItem_Base_C_1) CONTENT: The parents aren't happy!(/Engine/Transient.REINST_MissionType_TestRetrieveItem_Base_C_1) CONTENT: MISSION ALERT(/Engine/Transient.REINST_MissionType_TestRetrieveItem_Base_C_1) CONTENT: Follow the things to get to the Egg!(/Engine/Transient.Default__REINST_MissionType_TestRetrieveItem_Base_C_59791) CONTENT: Follow the things to get away!(/Engine/Transient.Default__REINST_MissionType_TestRetrieveItem_Base_C_59791) CONTENT: Next Checkpoint(/Engine/Transient.Default__REINST_MissionType_TestRetrieveItem_Base_C_59791) CONTENT: Exit!(/Engine/Transient.Default__REINST_MissionType_TestRetrieveItem_Base_C_59791) CONTENT: Pick up the thing!(/Engine/Transient.Default__REINST_MissionType_TestRetrieveItem_Base_C_59791) CONTENT: Egg(/Engine/Transient.Default__REINST_MissionType_TestRetrieveItem_Base_C_59791) CONTENT: The parents aren't happy!(/Engine/Transient.Default__REINST_MissionType_TestRetrieveItem_Base_C_59791) CONTENT: MISSION ALERT(/Engine/Transient.Default__REINST_MissionType_TestRetrieveItem_Base_C_59791) LITERAL: {Point} Failed to spawn a dino due to table length mismatch. AttackingDinoSpawnweight : {ADSWeight} Attacking Dino Setup : {ADS}(/Game/Genesis/Missions/Retrieve/MissionType_TestRetrieveItem_Base.MissionType_TestRetrieveItem_Base:EdGraph_179784.K2Node_CallFunction_420854) LITERAL: Point(/Game/Genesis/Missions/Retrieve/MissionType_TestRetrieveItem_Base.MissionType_TestRetrieveItem_Base:EdGraph_179784.K2Node_MakeStruct_3416) LITERAL: ADSWeight(/Game/Genesis/Missions/Retrieve/MissionType_TestRetrieveItem_Base.MissionType_TestRetrieveItem_Base:EdGraph_179784.K2Node_MakeStruct_3417) LITERAL: ADS(/Game/Genesis/Missions/Retrieve/MissionType_TestRetrieveItem_Base.MissionType_TestRetrieveItem_Base:EdGraph_179784.K2Node_MakeStruct_3418) CONTENT: Follow the things to get to the Egg!(/Game/Genesis/Missions/Retrieve/MissionType_TestRetrieveItem_Base.Default__MissionType_TestRetrieveItem_Base_C) CONTENT: Follow the things to get away!(/Game/Genesis/Missions/Retrieve/MissionType_TestRetrieveItem_Base.Default__MissionType_TestRetrieveItem_Base_C) CONTENT: Next Checkpoint(/Game/Genesis/Missions/Retrieve/MissionType_TestRetrieveItem_Base.Default__MissionType_TestRetrieveItem_Base_C) CONTENT: Exit!(/Game/Genesis/Missions/Retrieve/MissionType_TestRetrieveItem_Base.Default__MissionType_TestRetrieveItem_Base_C) CONTENT: Pick up the thing!(/Game/Genesis/Missions/Retrieve/MissionType_TestRetrieveItem_Base.Default__MissionType_TestRetrieveItem_Base_C) CONTENT: Egg(/Game/Genesis/Missions/Retrieve/MissionType_TestRetrieveItem_Base.Default__MissionType_TestRetrieveItem_Base_C) CONTENT: The parents aren't happy!(/Game/Genesis/Missions/Retrieve/MissionType_TestRetrieveItem_Base.Default__MissionType_TestRetrieveItem_Base_C) CONTENT: MISSION ALERT(/Game/Genesis/Missions/Retrieve/MissionType_TestRetrieveItem_Base.Default__MissionType_TestRetrieveItem_Base_C) CONTENT: Retrieve The Items!(/Engine/Transient.REINST_MissionType_Retrieve_DinoDrop_C_0) CONTENT: She'll guide you to THE THING(/Engine/Transient.REINST_MissionType_Retrieve_DinoDrop_C_0) CONTENT: Follow HLN-A's checkpoints to get away!(/Engine/Transient.REINST_MissionType_Retrieve_DinoDrop_C_0) CONTENT: Next Checkpoint(/Engine/Transient.REINST_MissionType_Retrieve_DinoDrop_C_0) CONTENT: Escape Route(/Engine/Transient.REINST_MissionType_Retrieve_DinoDrop_C_0) CONTENT: Pick up THE THING(/Engine/Transient.REINST_MissionType_Retrieve_DinoDrop_C_0) CONTENT: THE THING(/Engine/Transient.REINST_MissionType_Retrieve_DinoDrop_C_0) CONTENT: Escape with your prize(/Engine/Transient.REINST_MissionType_Retrieve_DinoDrop_C_0) CONTENT: MISSION ALERT(/Engine/Transient.REINST_MissionType_Retrieve_DinoDrop_C_0) CONTENT: Scanning... Wait Here(/Engine/Transient.REINST_MissionType_Retrieve_DinoDrop_C_0) CONTENT: Move closer to the Checkpoint(/Engine/Transient.REINST_MissionType_Retrieve_DinoDrop_C_0) CONTENT: A player is too far from the Checkpoint(/Engine/Transient.REINST_MissionType_Retrieve_DinoDrop_C_0) CONTENT: THINGS Retrieved(/Engine/Transient.REINST_MissionType_Retrieve_DinoDrop_C_0) CONTENT: DO A THING to find THE THING(/Engine/Transient.REINST_MissionType_Retrieve_DinoDrop_C_0) CONTENT: TARGET DINO(/Engine/Transient.REINST_MissionType_Retrieve_DinoDrop_C_0) CONTENT: TARGETS Killed(/Engine/Transient.REINST_MissionType_Retrieve_DinoDrop_C_0) LITERAL: Alert(/Game/Genesis/Missions/Retrieve/MissionType_Retrieve_DinoDrop.MissionType_Retrieve_DinoDrop:EventGraph.K2Node_CallFunction_153654) LITERAL: EscapeAlertMessage(/Game/Genesis/Missions/Retrieve/MissionType_Retrieve_DinoDrop.MissionType_Retrieve_DinoDrop:EventGraph.K2Node_MakeStruct_1471) CONTENT: Retrieve The Items!(/Engine/Transient.Default__REINST_MissionType_Retrieve_DinoDrop_C_59798) CONTENT: She'll guide you to THE THING(/Engine/Transient.Default__REINST_MissionType_Retrieve_DinoDrop_C_59798) CONTENT: Follow HLN-A's checkpoints to get away!(/Engine/Transient.Default__REINST_MissionType_Retrieve_DinoDrop_C_59798) CONTENT: Next Checkpoint(/Engine/Transient.Default__REINST_MissionType_Retrieve_DinoDrop_C_59798) CONTENT: Escape Route(/Engine/Transient.Default__REINST_MissionType_Retrieve_DinoDrop_C_59798) CONTENT: Pick up THE THING(/Engine/Transient.Default__REINST_MissionType_Retrieve_DinoDrop_C_59798) CONTENT: THE THING(/Engine/Transient.Default__REINST_MissionType_Retrieve_DinoDrop_C_59798) CONTENT: Escape with your prize(/Engine/Transient.Default__REINST_MissionType_Retrieve_DinoDrop_C_59798) CONTENT: MISSION ALERT(/Engine/Transient.Default__REINST_MissionType_Retrieve_DinoDrop_C_59798) CONTENT: Scanning... Wait Here(/Engine/Transient.Default__REINST_MissionType_Retrieve_DinoDrop_C_59798) CONTENT: Move closer to the Checkpoint(/Engine/Transient.Default__REINST_MissionType_Retrieve_DinoDrop_C_59798) CONTENT: A player is too far from the Checkpoint(/Engine/Transient.Default__REINST_MissionType_Retrieve_DinoDrop_C_59798) CONTENT: THINGS Retrieved(/Engine/Transient.Default__REINST_MissionType_Retrieve_DinoDrop_C_59798) CONTENT: DO A THING to find THE THING(/Engine/Transient.Default__REINST_MissionType_Retrieve_DinoDrop_C_59798) CONTENT: TARGET DINO(/Engine/Transient.Default__REINST_MissionType_Retrieve_DinoDrop_C_59798) CONTENT: TARGETS Killed(/Engine/Transient.Default__REINST_MissionType_Retrieve_DinoDrop_C_59798) CONTENT: Retrieve The Items!(/Engine/Transient.REINST_MissionType_Retrieve_DinoDrop_C_1) CONTENT: She'll guide you to THE THING(/Engine/Transient.REINST_MissionType_Retrieve_DinoDrop_C_1) CONTENT: Follow HLN-A's checkpoints to get away!(/Engine/Transient.REINST_MissionType_Retrieve_DinoDrop_C_1) CONTENT: Next Checkpoint(/Engine/Transient.REINST_MissionType_Retrieve_DinoDrop_C_1) CONTENT: Escape Route(/Engine/Transient.REINST_MissionType_Retrieve_DinoDrop_C_1) CONTENT: Pick up THE THING(/Engine/Transient.REINST_MissionType_Retrieve_DinoDrop_C_1) CONTENT: THE THING(/Engine/Transient.REINST_MissionType_Retrieve_DinoDrop_C_1) CONTENT: Escape with your prize(/Engine/Transient.REINST_MissionType_Retrieve_DinoDrop_C_1) CONTENT: MISSION ALERT(/Engine/Transient.REINST_MissionType_Retrieve_DinoDrop_C_1) CONTENT: Scanning... Wait Here(/Engine/Transient.REINST_MissionType_Retrieve_DinoDrop_C_1) CONTENT: Move closer to the Checkpoint(/Engine/Transient.REINST_MissionType_Retrieve_DinoDrop_C_1) CONTENT: A player is too far from the Checkpoint(/Engine/Transient.REINST_MissionType_Retrieve_DinoDrop_C_1) CONTENT: THINGS Retrieved(/Engine/Transient.REINST_MissionType_Retrieve_DinoDrop_C_1) CONTENT: DO A THING to find THE THING(/Engine/Transient.REINST_MissionType_Retrieve_DinoDrop_C_1) CONTENT: TARGET DINO(/Engine/Transient.REINST_MissionType_Retrieve_DinoDrop_C_1) CONTENT: TARGETS Killed(/Engine/Transient.REINST_MissionType_Retrieve_DinoDrop_C_1) CONTENT: Retrieve The Items!(/Engine/Transient.Default__REINST_MissionType_Retrieve_DinoDrop_C_59802) CONTENT: She'll guide you to THE THING(/Engine/Transient.Default__REINST_MissionType_Retrieve_DinoDrop_C_59802) CONTENT: Follow HLN-A's checkpoints to get away!(/Engine/Transient.Default__REINST_MissionType_Retrieve_DinoDrop_C_59802) CONTENT: Next Checkpoint(/Engine/Transient.Default__REINST_MissionType_Retrieve_DinoDrop_C_59802) CONTENT: Escape Route(/Engine/Transient.Default__REINST_MissionType_Retrieve_DinoDrop_C_59802) CONTENT: Pick up THE THING(/Engine/Transient.Default__REINST_MissionType_Retrieve_DinoDrop_C_59802) CONTENT: THE THING(/Engine/Transient.Default__REINST_MissionType_Retrieve_DinoDrop_C_59802) CONTENT: Escape with your prize(/Engine/Transient.Default__REINST_MissionType_Retrieve_DinoDrop_C_59802) CONTENT: MISSION ALERT(/Engine/Transient.Default__REINST_MissionType_Retrieve_DinoDrop_C_59802) CONTENT: Scanning... Wait Here(/Engine/Transient.Default__REINST_MissionType_Retrieve_DinoDrop_C_59802) CONTENT: Move closer to the Checkpoint(/Engine/Transient.Default__REINST_MissionType_Retrieve_DinoDrop_C_59802) CONTENT: A player is too far from the Checkpoint(/Engine/Transient.Default__REINST_MissionType_Retrieve_DinoDrop_C_59802) CONTENT: THINGS Retrieved(/Engine/Transient.Default__REINST_MissionType_Retrieve_DinoDrop_C_59802) CONTENT: DO A THING to find THE THING(/Engine/Transient.Default__REINST_MissionType_Retrieve_DinoDrop_C_59802) CONTENT: TARGET DINO(/Engine/Transient.Default__REINST_MissionType_Retrieve_DinoDrop_C_59802) CONTENT: TARGETS Killed(/Engine/Transient.Default__REINST_MissionType_Retrieve_DinoDrop_C_59802) CONTENT: Retrieve The Items!(/Game/Genesis/Missions/Retrieve/MissionType_Retrieve_DinoDrop.Default__MissionType_Retrieve_DinoDrop_C) CONTENT: She'll guide you to THE THING(/Game/Genesis/Missions/Retrieve/MissionType_Retrieve_DinoDrop.Default__MissionType_Retrieve_DinoDrop_C) CONTENT: Follow HLN-A's checkpoints to get away!(/Game/Genesis/Missions/Retrieve/MissionType_Retrieve_DinoDrop.Default__MissionType_Retrieve_DinoDrop_C) CONTENT: Next Checkpoint(/Game/Genesis/Missions/Retrieve/MissionType_Retrieve_DinoDrop.Default__MissionType_Retrieve_DinoDrop_C) CONTENT: Escape Route(/Game/Genesis/Missions/Retrieve/MissionType_Retrieve_DinoDrop.Default__MissionType_Retrieve_DinoDrop_C) CONTENT: Pick up THE THING(/Game/Genesis/Missions/Retrieve/MissionType_Retrieve_DinoDrop.Default__MissionType_Retrieve_DinoDrop_C) CONTENT: THE THING(/Game/Genesis/Missions/Retrieve/MissionType_Retrieve_DinoDrop.Default__MissionType_Retrieve_DinoDrop_C) CONTENT: Escape with your prize(/Game/Genesis/Missions/Retrieve/MissionType_Retrieve_DinoDrop.Default__MissionType_Retrieve_DinoDrop_C) CONTENT: MISSION ALERT(/Game/Genesis/Missions/Retrieve/MissionType_Retrieve_DinoDrop.Default__MissionType_Retrieve_DinoDrop_C) CONTENT: Scanning... Wait Here(/Game/Genesis/Missions/Retrieve/MissionType_Retrieve_DinoDrop.Default__MissionType_Retrieve_DinoDrop_C) CONTENT: Move closer to the Checkpoint(/Game/Genesis/Missions/Retrieve/MissionType_Retrieve_DinoDrop.Default__MissionType_Retrieve_DinoDrop_C) CONTENT: A player is too far from the Checkpoint(/Game/Genesis/Missions/Retrieve/MissionType_Retrieve_DinoDrop.Default__MissionType_Retrieve_DinoDrop_C) CONTENT: THINGS Retrieved(/Game/Genesis/Missions/Retrieve/MissionType_Retrieve_DinoDrop.Default__MissionType_Retrieve_DinoDrop_C) CONTENT: DO A THING to find THE THING(/Game/Genesis/Missions/Retrieve/MissionType_Retrieve_DinoDrop.Default__MissionType_Retrieve_DinoDrop_C) CONTENT: TARGET DINO(/Game/Genesis/Missions/Retrieve/MissionType_Retrieve_DinoDrop.Default__MissionType_Retrieve_DinoDrop_C) CONTENT: TARGETS Killed(/Game/Genesis/Missions/Retrieve/MissionType_Retrieve_DinoDrop.Default__MissionType_Retrieve_DinoDrop_C) CONTENT: Alpha X-Triceratops Skull(/Game/Genesis/Missions/Retrieve/RetrieveItems/TrikeSkull/PrimalItemSkin_TrikeSkullHelmet_Retrieve.Default__PrimalItemSkin_TrikeSkullHelmet_Retrieve_C) CONTENT: A skull retrieved from a slain Alpha X-Triceratops. This trophy proves your worth as a hunter.(/Game/Genesis/Missions/Retrieve/RetrieveItems/TrikeSkull/PrimalItemSkin_TrikeSkullHelmet_Retrieve.Default__PrimalItemSkin_TrikeSkullHelmet_Retrieve_C) CONTENT: One Hell of a Treasure Hunt(/Engine/Transient.REINST_MissionType_Retrieve_DinoDrop_VolcanicTrike_C_0) CONTENT: Retrieve the skull of the Alpha X-Triceratops from its Volcanic stomping ground. Don't panic, there's just fire and lava everywhere.(/Engine/Transient.REINST_MissionType_Retrieve_DinoDrop_VolcanicTrike_C_0) CONTENT: She'll guide you to the Alpha X-Triceratops(/Engine/Transient.REINST_MissionType_Retrieve_DinoDrop_VolcanicTrike_C_0) CONTENT: Follow HLN-A's checkpoints to get away!(/Engine/Transient.REINST_MissionType_Retrieve_DinoDrop_VolcanicTrike_C_0) CONTENT: Next Checkpoint(/Engine/Transient.REINST_MissionType_Retrieve_DinoDrop_VolcanicTrike_C_0) CONTENT: Escape Route(/Engine/Transient.REINST_MissionType_Retrieve_DinoDrop_VolcanicTrike_C_0) CONTENT: Alpha X-Trike Skulls collected(/Engine/Transient.REINST_MissionType_Retrieve_DinoDrop_VolcanicTrike_C_0) CONTENT: Alpha X-Trike Skull(/Engine/Transient.REINST_MissionType_Retrieve_DinoDrop_VolcanicTrike_C_0) CONTENT: Escape with your prize(/Engine/Transient.REINST_MissionType_Retrieve_DinoDrop_VolcanicTrike_C_0) CONTENT: MISSION ALERT(/Engine/Transient.REINST_MissionType_Retrieve_DinoDrop_VolcanicTrike_C_0) CONTENT: Scanning... Wait Here(/Engine/Transient.REINST_MissionType_Retrieve_DinoDrop_VolcanicTrike_C_0) CONTENT: Move closer to the Checkpoint(/Engine/Transient.REINST_MissionType_Retrieve_DinoDrop_VolcanicTrike_C_0) CONTENT: A player is too far from the Checkpoint(/Engine/Transient.REINST_MissionType_Retrieve_DinoDrop_VolcanicTrike_C_0) CONTENT: Skulls Retrieved(/Engine/Transient.REINST_MissionType_Retrieve_DinoDrop_VolcanicTrike_C_0) CONTENT: Hunted Reaper Prince(/Engine/Transient.REINST_MissionType_Retrieve_DinoDrop_VolcanicTrike_C_0) CONTENT: Alpha X-Triceratops(/Engine/Transient.REINST_MissionType_Retrieve_DinoDrop_VolcanicTrike_C_0) CONTENT: Alpha X-Triceratops Killed(/Engine/Transient.REINST_MissionType_Retrieve_DinoDrop_VolcanicTrike_C_0) CONTENT: One Hell of a Treasure Hunt(/Engine/Transient.Default__REINST_MissionType_Retrieve_DinoDrop_VolcanicTrike_C_59810) CONTENT: Retrieve the skull of the Alpha X-Triceratops from its Volcanic stomping ground. Don't panic, there's just fire and lava everywhere.(/Engine/Transient.Default__REINST_MissionType_Retrieve_DinoDrop_VolcanicTrike_C_59810) CONTENT: She'll guide you to the Alpha X-Triceratops(/Engine/Transient.Default__REINST_MissionType_Retrieve_DinoDrop_VolcanicTrike_C_59810) CONTENT: Follow HLN-A's checkpoints to get away!(/Engine/Transient.Default__REINST_MissionType_Retrieve_DinoDrop_VolcanicTrike_C_59810) CONTENT: Next Checkpoint(/Engine/Transient.Default__REINST_MissionType_Retrieve_DinoDrop_VolcanicTrike_C_59810) CONTENT: Escape Route(/Engine/Transient.Default__REINST_MissionType_Retrieve_DinoDrop_VolcanicTrike_C_59810) CONTENT: Alpha X-Trike Skulls collected(/Engine/Transient.Default__REINST_MissionType_Retrieve_DinoDrop_VolcanicTrike_C_59810) CONTENT: Alpha X-Trike Skull(/Engine/Transient.Default__REINST_MissionType_Retrieve_DinoDrop_VolcanicTrike_C_59810) CONTENT: Escape with your prize(/Engine/Transient.Default__REINST_MissionType_Retrieve_DinoDrop_VolcanicTrike_C_59810) CONTENT: MISSION ALERT(/Engine/Transient.Default__REINST_MissionType_Retrieve_DinoDrop_VolcanicTrike_C_59810) CONTENT: Scanning... Wait Here(/Engine/Transient.Default__REINST_MissionType_Retrieve_DinoDrop_VolcanicTrike_C_59810) CONTENT: Move closer to the Checkpoint(/Engine/Transient.Default__REINST_MissionType_Retrieve_DinoDrop_VolcanicTrike_C_59810) CONTENT: A player is too far from the Checkpoint(/Engine/Transient.Default__REINST_MissionType_Retrieve_DinoDrop_VolcanicTrike_C_59810) CONTENT: Skulls Retrieved(/Engine/Transient.Default__REINST_MissionType_Retrieve_DinoDrop_VolcanicTrike_C_59810) CONTENT: Hunted Reaper Prince(/Engine/Transient.Default__REINST_MissionType_Retrieve_DinoDrop_VolcanicTrike_C_59810) CONTENT: Alpha X-Triceratops(/Engine/Transient.Default__REINST_MissionType_Retrieve_DinoDrop_VolcanicTrike_C_59810) CONTENT: Alpha X-Triceratops Killed(/Engine/Transient.Default__REINST_MissionType_Retrieve_DinoDrop_VolcanicTrike_C_59810) CONTENT: One Hell of a Treasure Hunt(/Engine/Transient.REINST_MissionType_Retrieve_DinoDrop_VolcanicTrike_C_1) CONTENT: Retrieve the skull of the Alpha X-Triceratops from its Volcanic stomping ground. Don't panic, there's just fire and lava everywhere.(/Engine/Transient.REINST_MissionType_Retrieve_DinoDrop_VolcanicTrike_C_1) CONTENT: She'll guide you to the Alpha X-Triceratops(/Engine/Transient.REINST_MissionType_Retrieve_DinoDrop_VolcanicTrike_C_1) CONTENT: Follow HLN-A's checkpoints to get away!(/Engine/Transient.REINST_MissionType_Retrieve_DinoDrop_VolcanicTrike_C_1) CONTENT: Next Checkpoint(/Engine/Transient.REINST_MissionType_Retrieve_DinoDrop_VolcanicTrike_C_1) CONTENT: Escape Route(/Engine/Transient.REINST_MissionType_Retrieve_DinoDrop_VolcanicTrike_C_1) CONTENT: Alpha X-Trike Skulls collected(/Engine/Transient.REINST_MissionType_Retrieve_DinoDrop_VolcanicTrike_C_1) CONTENT: Alpha X-Trike Skull(/Engine/Transient.REINST_MissionType_Retrieve_DinoDrop_VolcanicTrike_C_1) CONTENT: Escape with your prize(/Engine/Transient.REINST_MissionType_Retrieve_DinoDrop_VolcanicTrike_C_1) CONTENT: MISSION ALERT(/Engine/Transient.REINST_MissionType_Retrieve_DinoDrop_VolcanicTrike_C_1) CONTENT: Scanning... Wait Here(/Engine/Transient.REINST_MissionType_Retrieve_DinoDrop_VolcanicTrike_C_1) CONTENT: Move closer to the Checkpoint(/Engine/Transient.REINST_MissionType_Retrieve_DinoDrop_VolcanicTrike_C_1) CONTENT: A player is too far from the Checkpoint(/Engine/Transient.REINST_MissionType_Retrieve_DinoDrop_VolcanicTrike_C_1) CONTENT: Skulls Retrieved(/Engine/Transient.REINST_MissionType_Retrieve_DinoDrop_VolcanicTrike_C_1) CONTENT: Hunted Reaper Prince(/Engine/Transient.REINST_MissionType_Retrieve_DinoDrop_VolcanicTrike_C_1) CONTENT: Alpha X-Triceratops(/Engine/Transient.REINST_MissionType_Retrieve_DinoDrop_VolcanicTrike_C_1) CONTENT: Alpha X-Triceratops Killed(/Engine/Transient.REINST_MissionType_Retrieve_DinoDrop_VolcanicTrike_C_1) CONTENT: One Hell of a Treasure Hunt(/Engine/Transient.Default__REINST_MissionType_Retrieve_DinoDrop_VolcanicTrike_C_59814) CONTENT: Retrieve the skull of the Alpha X-Triceratops from its Volcanic stomping ground. Don't panic, there's just fire and lava everywhere.(/Engine/Transient.Default__REINST_MissionType_Retrieve_DinoDrop_VolcanicTrike_C_59814) CONTENT: She'll guide you to the Alpha X-Triceratops(/Engine/Transient.Default__REINST_MissionType_Retrieve_DinoDrop_VolcanicTrike_C_59814) CONTENT: Follow HLN-A's checkpoints to get away!(/Engine/Transient.Default__REINST_MissionType_Retrieve_DinoDrop_VolcanicTrike_C_59814) CONTENT: Next Checkpoint(/Engine/Transient.Default__REINST_MissionType_Retrieve_DinoDrop_VolcanicTrike_C_59814) CONTENT: Escape Route(/Engine/Transient.Default__REINST_MissionType_Retrieve_DinoDrop_VolcanicTrike_C_59814) CONTENT: Alpha X-Trike Skulls collected(/Engine/Transient.Default__REINST_MissionType_Retrieve_DinoDrop_VolcanicTrike_C_59814) CONTENT: Alpha X-Trike Skull(/Engine/Transient.Default__REINST_MissionType_Retrieve_DinoDrop_VolcanicTrike_C_59814) CONTENT: Escape with your prize(/Engine/Transient.Default__REINST_MissionType_Retrieve_DinoDrop_VolcanicTrike_C_59814) CONTENT: MISSION ALERT(/Engine/Transient.Default__REINST_MissionType_Retrieve_DinoDrop_VolcanicTrike_C_59814) CONTENT: Scanning... Wait Here(/Engine/Transient.Default__REINST_MissionType_Retrieve_DinoDrop_VolcanicTrike_C_59814) CONTENT: Move closer to the Checkpoint(/Engine/Transient.Default__REINST_MissionType_Retrieve_DinoDrop_VolcanicTrike_C_59814) CONTENT: A player is too far from the Checkpoint(/Engine/Transient.Default__REINST_MissionType_Retrieve_DinoDrop_VolcanicTrike_C_59814) CONTENT: Skulls Retrieved(/Engine/Transient.Default__REINST_MissionType_Retrieve_DinoDrop_VolcanicTrike_C_59814) CONTENT: Hunted Reaper Prince(/Engine/Transient.Default__REINST_MissionType_Retrieve_DinoDrop_VolcanicTrike_C_59814) CONTENT: Alpha X-Triceratops(/Engine/Transient.Default__REINST_MissionType_Retrieve_DinoDrop_VolcanicTrike_C_59814) CONTENT: Alpha X-Triceratops Killed(/Engine/Transient.Default__REINST_MissionType_Retrieve_DinoDrop_VolcanicTrike_C_59814) CONTENT: One Hell of a Treasure Hunt(/Game/Genesis/Missions/Retrieve/MissionType_Retrieve_DinoDrop_VolcanicTrike.Default__MissionType_Retrieve_DinoDrop_VolcanicTrike_C) CONTENT: Retrieve the skull of the Alpha X-Triceratops from its Volcanic stomping ground. Don't panic, there's just fire and lava everywhere.(/Game/Genesis/Missions/Retrieve/MissionType_Retrieve_DinoDrop_VolcanicTrike.Default__MissionType_Retrieve_DinoDrop_VolcanicTrike_C) CONTENT: She'll guide you to the Alpha X-Triceratops(/Game/Genesis/Missions/Retrieve/MissionType_Retrieve_DinoDrop_VolcanicTrike.Default__MissionType_Retrieve_DinoDrop_VolcanicTrike_C) CONTENT: Follow HLN-A's checkpoints to get away!(/Game/Genesis/Missions/Retrieve/MissionType_Retrieve_DinoDrop_VolcanicTrike.Default__MissionType_Retrieve_DinoDrop_VolcanicTrike_C) CONTENT: Next Checkpoint(/Game/Genesis/Missions/Retrieve/MissionType_Retrieve_DinoDrop_VolcanicTrike.Default__MissionType_Retrieve_DinoDrop_VolcanicTrike_C) CONTENT: Escape Route(/Game/Genesis/Missions/Retrieve/MissionType_Retrieve_DinoDrop_VolcanicTrike.Default__MissionType_Retrieve_DinoDrop_VolcanicTrike_C) CONTENT: Alpha X-Trike Skulls collected(/Game/Genesis/Missions/Retrieve/MissionType_Retrieve_DinoDrop_VolcanicTrike.Default__MissionType_Retrieve_DinoDrop_VolcanicTrike_C) CONTENT: Alpha X-Trike Skull(/Game/Genesis/Missions/Retrieve/MissionType_Retrieve_DinoDrop_VolcanicTrike.Default__MissionType_Retrieve_DinoDrop_VolcanicTrike_C) CONTENT: Escape with your prize(/Game/Genesis/Missions/Retrieve/MissionType_Retrieve_DinoDrop_VolcanicTrike.Default__MissionType_Retrieve_DinoDrop_VolcanicTrike_C) CONTENT: MISSION ALERT(/Game/Genesis/Missions/Retrieve/MissionType_Retrieve_DinoDrop_VolcanicTrike.Default__MissionType_Retrieve_DinoDrop_VolcanicTrike_C) CONTENT: Scanning... Wait Here(/Game/Genesis/Missions/Retrieve/MissionType_Retrieve_DinoDrop_VolcanicTrike.Default__MissionType_Retrieve_DinoDrop_VolcanicTrike_C) CONTENT: Move closer to the Checkpoint(/Game/Genesis/Missions/Retrieve/MissionType_Retrieve_DinoDrop_VolcanicTrike.Default__MissionType_Retrieve_DinoDrop_VolcanicTrike_C) CONTENT: A player is too far from the Checkpoint(/Game/Genesis/Missions/Retrieve/MissionType_Retrieve_DinoDrop_VolcanicTrike.Default__MissionType_Retrieve_DinoDrop_VolcanicTrike_C) CONTENT: Skulls Retrieved(/Game/Genesis/Missions/Retrieve/MissionType_Retrieve_DinoDrop_VolcanicTrike.Default__MissionType_Retrieve_DinoDrop_VolcanicTrike_C) CONTENT: Hunted Reaper Prince(/Game/Genesis/Missions/Retrieve/MissionType_Retrieve_DinoDrop_VolcanicTrike.Default__MissionType_Retrieve_DinoDrop_VolcanicTrike_C) CONTENT: Alpha X-Triceratops(/Game/Genesis/Missions/Retrieve/MissionType_Retrieve_DinoDrop_VolcanicTrike.Default__MissionType_Retrieve_DinoDrop_VolcanicTrike_C) CONTENT: Alpha X-Triceratops Killed(/Game/Genesis/Missions/Retrieve/MissionType_Retrieve_DinoDrop_VolcanicTrike.Default__MissionType_Retrieve_DinoDrop_VolcanicTrike_C) CONTENT: Mission Loot Set(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Retrieve_Ocean.Default__LootItemSet_Missions_Retrieve_Ocean_C) CONTENT: Missions - never BP - with quality(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Retrieve_Ocean.Default__LootItemSet_Missions_Retrieve_Ocean_C) CONTENT: Missions - with BP - with quality(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Retrieve_Ocean.Default__LootItemSet_Missions_Retrieve_Ocean_C) CONTENT: Missions - With Quantity(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Retrieve_Ocean.Default__LootItemSet_Missions_Retrieve_Ocean_C) CONTENT: Golden Striped Megalodon Tooth(/Game/Genesis/Missions/Retrieve/RetrieveItems/MegTeeth/PrimalItemResource_RetrieveMegTooth.Default__PrimalItemResource_RetrieveMegTooth_C) CONTENT: A tooth from a rare slain Golden Striped Megalodon. This trophy proves your worth as a hunter.(/Game/Genesis/Missions/Retrieve/RetrieveItems/MegTeeth/PrimalItemResource_RetrieveMegTooth.Default__PrimalItemResource_RetrieveMegTooth_C) CONTENT: The Teeth Underneath(/Engine/Transient.REINST_MissionType_Retrieve_DinoDrop_MegTeeth_C_0) CONTENT: Retrieve teeth from a school of Toothy Megalodons, then escape before you become something's next meal.(/Engine/Transient.REINST_MissionType_Retrieve_DinoDrop_MegTeeth_C_0) CONTENT: She'll guide you to the Toothy Megalodons' den(/Engine/Transient.REINST_MissionType_Retrieve_DinoDrop_MegTeeth_C_0) CONTENT: Follow HLN-A's checkpoints to get away!(/Engine/Transient.REINST_MissionType_Retrieve_DinoDrop_MegTeeth_C_0) CONTENT: Next Checkpoint(/Engine/Transient.REINST_MissionType_Retrieve_DinoDrop_MegTeeth_C_0) CONTENT: Escape Route(/Engine/Transient.REINST_MissionType_Retrieve_DinoDrop_MegTeeth_C_0) CONTENT: Teeth Collected(/Engine/Transient.REINST_MissionType_Retrieve_DinoDrop_MegTeeth_C_0) CONTENT: Megalodon Tooth(/Engine/Transient.REINST_MissionType_Retrieve_DinoDrop_MegTeeth_C_0) CONTENT: Escape with your prize(/Engine/Transient.REINST_MissionType_Retrieve_DinoDrop_MegTeeth_C_0) CONTENT: MISSION ALERT(/Engine/Transient.REINST_MissionType_Retrieve_DinoDrop_MegTeeth_C_0) CONTENT: Scanning... Wait Here(/Engine/Transient.REINST_MissionType_Retrieve_DinoDrop_MegTeeth_C_0) CONTENT: Move closer to the Checkpoint(/Engine/Transient.REINST_MissionType_Retrieve_DinoDrop_MegTeeth_C_0) CONTENT: A player is too far from the Checkpoint(/Engine/Transient.REINST_MissionType_Retrieve_DinoDrop_MegTeeth_C_0) CONTENT: Teeth Retrieved(/Engine/Transient.REINST_MissionType_Retrieve_DinoDrop_MegTeeth_C_0) CONTENT: DO A THING to find THE THING(/Engine/Transient.REINST_MissionType_Retrieve_DinoDrop_MegTeeth_C_0) CONTENT: Toothy Megalodon(/Engine/Transient.REINST_MissionType_Retrieve_DinoDrop_MegTeeth_C_0) CONTENT: Toothy Megalodons Killed(/Engine/Transient.REINST_MissionType_Retrieve_DinoDrop_MegTeeth_C_0) CONTENT: The Teeth Underneath(/Engine/Transient.Default__REINST_MissionType_Retrieve_DinoDrop_MegTeeth_C_59978) CONTENT: Retrieve teeth from a school of Toothy Megalodons, then escape before you become something's next meal.(/Engine/Transient.Default__REINST_MissionType_Retrieve_DinoDrop_MegTeeth_C_59978) CONTENT: She'll guide you to the Toothy Megalodons' den(/Engine/Transient.Default__REINST_MissionType_Retrieve_DinoDrop_MegTeeth_C_59978) CONTENT: Follow HLN-A's checkpoints to get away!(/Engine/Transient.Default__REINST_MissionType_Retrieve_DinoDrop_MegTeeth_C_59978) CONTENT: Next Checkpoint(/Engine/Transient.Default__REINST_MissionType_Retrieve_DinoDrop_MegTeeth_C_59978) CONTENT: Escape Route(/Engine/Transient.Default__REINST_MissionType_Retrieve_DinoDrop_MegTeeth_C_59978) CONTENT: Teeth Collected(/Engine/Transient.Default__REINST_MissionType_Retrieve_DinoDrop_MegTeeth_C_59978) CONTENT: Megalodon Tooth(/Engine/Transient.Default__REINST_MissionType_Retrieve_DinoDrop_MegTeeth_C_59978) CONTENT: Escape with your prize(/Engine/Transient.Default__REINST_MissionType_Retrieve_DinoDrop_MegTeeth_C_59978) CONTENT: MISSION ALERT(/Engine/Transient.Default__REINST_MissionType_Retrieve_DinoDrop_MegTeeth_C_59978) CONTENT: Scanning... Wait Here(/Engine/Transient.Default__REINST_MissionType_Retrieve_DinoDrop_MegTeeth_C_59978) CONTENT: Move closer to the Checkpoint(/Engine/Transient.Default__REINST_MissionType_Retrieve_DinoDrop_MegTeeth_C_59978) CONTENT: A player is too far from the Checkpoint(/Engine/Transient.Default__REINST_MissionType_Retrieve_DinoDrop_MegTeeth_C_59978) CONTENT: Teeth Retrieved(/Engine/Transient.Default__REINST_MissionType_Retrieve_DinoDrop_MegTeeth_C_59978) CONTENT: DO A THING to find THE THING(/Engine/Transient.Default__REINST_MissionType_Retrieve_DinoDrop_MegTeeth_C_59978) CONTENT: Toothy Megalodon(/Engine/Transient.Default__REINST_MissionType_Retrieve_DinoDrop_MegTeeth_C_59978) CONTENT: Toothy Megalodons Killed(/Engine/Transient.Default__REINST_MissionType_Retrieve_DinoDrop_MegTeeth_C_59978) CONTENT: The Teeth Underneath(/Engine/Transient.REINST_MissionType_Retrieve_DinoDrop_MegTeeth_C_1) CONTENT: Retrieve teeth from a school of Toothy Megalodons, then escape before you become something's next meal.(/Engine/Transient.REINST_MissionType_Retrieve_DinoDrop_MegTeeth_C_1) CONTENT: She'll guide you to the Toothy Megalodons' den(/Engine/Transient.REINST_MissionType_Retrieve_DinoDrop_MegTeeth_C_1) CONTENT: Follow HLN-A's checkpoints to get away!(/Engine/Transient.REINST_MissionType_Retrieve_DinoDrop_MegTeeth_C_1) CONTENT: Next Checkpoint(/Engine/Transient.REINST_MissionType_Retrieve_DinoDrop_MegTeeth_C_1) CONTENT: Escape Route(/Engine/Transient.REINST_MissionType_Retrieve_DinoDrop_MegTeeth_C_1) CONTENT: Teeth Collected(/Engine/Transient.REINST_MissionType_Retrieve_DinoDrop_MegTeeth_C_1) CONTENT: Megalodon Tooth(/Engine/Transient.REINST_MissionType_Retrieve_DinoDrop_MegTeeth_C_1) CONTENT: Escape with your prize(/Engine/Transient.REINST_MissionType_Retrieve_DinoDrop_MegTeeth_C_1) CONTENT: MISSION ALERT(/Engine/Transient.REINST_MissionType_Retrieve_DinoDrop_MegTeeth_C_1) CONTENT: Scanning... Wait Here(/Engine/Transient.REINST_MissionType_Retrieve_DinoDrop_MegTeeth_C_1) CONTENT: Move closer to the Checkpoint(/Engine/Transient.REINST_MissionType_Retrieve_DinoDrop_MegTeeth_C_1) CONTENT: A player is too far from the Checkpoint(/Engine/Transient.REINST_MissionType_Retrieve_DinoDrop_MegTeeth_C_1) CONTENT: Teeth Retrieved(/Engine/Transient.REINST_MissionType_Retrieve_DinoDrop_MegTeeth_C_1) CONTENT: DO A THING to find THE THING(/Engine/Transient.REINST_MissionType_Retrieve_DinoDrop_MegTeeth_C_1) CONTENT: Toothy Megalodon(/Engine/Transient.REINST_MissionType_Retrieve_DinoDrop_MegTeeth_C_1) CONTENT: Toothy Megalodons Killed(/Engine/Transient.REINST_MissionType_Retrieve_DinoDrop_MegTeeth_C_1) CONTENT: The Teeth Underneath(/Engine/Transient.Default__REINST_MissionType_Retrieve_DinoDrop_MegTeeth_C_59982) CONTENT: Retrieve teeth from a school of Toothy Megalodons, then escape before you become something's next meal.(/Engine/Transient.Default__REINST_MissionType_Retrieve_DinoDrop_MegTeeth_C_59982) CONTENT: She'll guide you to the Toothy Megalodons' den(/Engine/Transient.Default__REINST_MissionType_Retrieve_DinoDrop_MegTeeth_C_59982) CONTENT: Follow HLN-A's checkpoints to get away!(/Engine/Transient.Default__REINST_MissionType_Retrieve_DinoDrop_MegTeeth_C_59982) CONTENT: Next Checkpoint(/Engine/Transient.Default__REINST_MissionType_Retrieve_DinoDrop_MegTeeth_C_59982) CONTENT: Escape Route(/Engine/Transient.Default__REINST_MissionType_Retrieve_DinoDrop_MegTeeth_C_59982) CONTENT: Teeth Collected(/Engine/Transient.Default__REINST_MissionType_Retrieve_DinoDrop_MegTeeth_C_59982) CONTENT: Megalodon Tooth(/Engine/Transient.Default__REINST_MissionType_Retrieve_DinoDrop_MegTeeth_C_59982) CONTENT: Escape with your prize(/Engine/Transient.Default__REINST_MissionType_Retrieve_DinoDrop_MegTeeth_C_59982) CONTENT: MISSION ALERT(/Engine/Transient.Default__REINST_MissionType_Retrieve_DinoDrop_MegTeeth_C_59982) CONTENT: Scanning... Wait Here(/Engine/Transient.Default__REINST_MissionType_Retrieve_DinoDrop_MegTeeth_C_59982) CONTENT: Move closer to the Checkpoint(/Engine/Transient.Default__REINST_MissionType_Retrieve_DinoDrop_MegTeeth_C_59982) CONTENT: A player is too far from the Checkpoint(/Engine/Transient.Default__REINST_MissionType_Retrieve_DinoDrop_MegTeeth_C_59982) CONTENT: Teeth Retrieved(/Engine/Transient.Default__REINST_MissionType_Retrieve_DinoDrop_MegTeeth_C_59982) CONTENT: DO A THING to find THE THING(/Engine/Transient.Default__REINST_MissionType_Retrieve_DinoDrop_MegTeeth_C_59982) CONTENT: Toothy Megalodon(/Engine/Transient.Default__REINST_MissionType_Retrieve_DinoDrop_MegTeeth_C_59982) CONTENT: Toothy Megalodons Killed(/Engine/Transient.Default__REINST_MissionType_Retrieve_DinoDrop_MegTeeth_C_59982) CONTENT: The Teeth Underneath(/Game/Genesis/Missions/Retrieve/MissionType_Retrieve_DinoDrop_MegTeeth.Default__MissionType_Retrieve_DinoDrop_MegTeeth_C) CONTENT: Retrieve teeth from a school of Toothy Megalodons, then escape before you become something's next meal.(/Game/Genesis/Missions/Retrieve/MissionType_Retrieve_DinoDrop_MegTeeth.Default__MissionType_Retrieve_DinoDrop_MegTeeth_C) CONTENT: She'll guide you to the Toothy Megalodons' den(/Game/Genesis/Missions/Retrieve/MissionType_Retrieve_DinoDrop_MegTeeth.Default__MissionType_Retrieve_DinoDrop_MegTeeth_C) CONTENT: Follow HLN-A's checkpoints to get away!(/Game/Genesis/Missions/Retrieve/MissionType_Retrieve_DinoDrop_MegTeeth.Default__MissionType_Retrieve_DinoDrop_MegTeeth_C) CONTENT: Next Checkpoint(/Game/Genesis/Missions/Retrieve/MissionType_Retrieve_DinoDrop_MegTeeth.Default__MissionType_Retrieve_DinoDrop_MegTeeth_C) CONTENT: Escape Route(/Game/Genesis/Missions/Retrieve/MissionType_Retrieve_DinoDrop_MegTeeth.Default__MissionType_Retrieve_DinoDrop_MegTeeth_C) CONTENT: Teeth Collected(/Game/Genesis/Missions/Retrieve/MissionType_Retrieve_DinoDrop_MegTeeth.Default__MissionType_Retrieve_DinoDrop_MegTeeth_C) CONTENT: Megalodon Tooth(/Game/Genesis/Missions/Retrieve/MissionType_Retrieve_DinoDrop_MegTeeth.Default__MissionType_Retrieve_DinoDrop_MegTeeth_C) CONTENT: Escape with your prize(/Game/Genesis/Missions/Retrieve/MissionType_Retrieve_DinoDrop_MegTeeth.Default__MissionType_Retrieve_DinoDrop_MegTeeth_C) CONTENT: MISSION ALERT(/Game/Genesis/Missions/Retrieve/MissionType_Retrieve_DinoDrop_MegTeeth.Default__MissionType_Retrieve_DinoDrop_MegTeeth_C) CONTENT: Scanning... Wait Here(/Game/Genesis/Missions/Retrieve/MissionType_Retrieve_DinoDrop_MegTeeth.Default__MissionType_Retrieve_DinoDrop_MegTeeth_C) CONTENT: Move closer to the Checkpoint(/Game/Genesis/Missions/Retrieve/MissionType_Retrieve_DinoDrop_MegTeeth.Default__MissionType_Retrieve_DinoDrop_MegTeeth_C) CONTENT: A player is too far from the Checkpoint(/Game/Genesis/Missions/Retrieve/MissionType_Retrieve_DinoDrop_MegTeeth.Default__MissionType_Retrieve_DinoDrop_MegTeeth_C) CONTENT: Teeth Retrieved(/Game/Genesis/Missions/Retrieve/MissionType_Retrieve_DinoDrop_MegTeeth.Default__MissionType_Retrieve_DinoDrop_MegTeeth_C) CONTENT: DO A THING to find THE THING(/Game/Genesis/Missions/Retrieve/MissionType_Retrieve_DinoDrop_MegTeeth.Default__MissionType_Retrieve_DinoDrop_MegTeeth_C) CONTENT: Toothy Megalodon(/Game/Genesis/Missions/Retrieve/MissionType_Retrieve_DinoDrop_MegTeeth.Default__MissionType_Retrieve_DinoDrop_MegTeeth_C) CONTENT: Toothy Megalodons Killed(/Game/Genesis/Missions/Retrieve/MissionType_Retrieve_DinoDrop_MegTeeth.Default__MissionType_Retrieve_DinoDrop_MegTeeth_C) CONTENT: Reaper Prince(/Engine/Transient.REINST_Xenomorph_Character_BP_Male_InitialBuryOnly_Adolescent_C_0) CONTENT: Reaper Prince(/Engine/Transient.Default__REINST_Xenomorph_Character_BP_Male_InitialBuryOnly_Adolescent_C_60143) CONTENT: Reaper Prince(/Engine/Transient.REINST_Xenomorph_Character_BP_Male_InitialBuryOnly_Adolescent_C_1) CONTENT: Reaper Prince(/Engine/Transient.Default__REINST_Xenomorph_Character_BP_Male_InitialBuryOnly_Adolescent_C_60147) CONTENT: Reaper Prince(/Game/Aberration/Dinos/Nameless/Xenomorph_Character_BP_Male_InitialBuryOnly_Adolescent.Default__Xenomorph_Character_BP_Male_InitialBuryOnly_Adolescent_C) CONTENT: Reaper King Pheromone Gland(/Game/Genesis/Missions/Retrieve/RetrieveItems/ReaperGland/PrimalItemResource_RetrieveReaperGland.Default__PrimalItemResource_RetrieveReaperGland_C) CONTENT: Secretion gland extracted from a Reaper King. It doesn't appear to have the same properties as the gland of a Queen.(/Game/Genesis/Missions/Retrieve/RetrieveItems/ReaperGland/PrimalItemResource_RetrieveReaperGland.Default__PrimalItemResource_RetrieveReaperGland_C) CONTENT: Don't Fear the Reaper King(/Engine/Transient.REINST_MissionType_Retrieve_DinoDrop_LunarReaper_C_0) CONTENT: Turn the hunter into the hunted as you track down an Injured Reaper King and harvest its Reaper Pheromone Gland.(/Engine/Transient.REINST_MissionType_Retrieve_DinoDrop_LunarReaper_C_0) CONTENT: She'll guide you to the Injured Reaper King(/Engine/Transient.REINST_MissionType_Retrieve_DinoDrop_LunarReaper_C_0) CONTENT: Follow HLN-A's checkpoints to get away!(/Engine/Transient.REINST_MissionType_Retrieve_DinoDrop_LunarReaper_C_0) CONTENT: Next Checkpoint(/Engine/Transient.REINST_MissionType_Retrieve_DinoDrop_LunarReaper_C_0) CONTENT: Escape Route(/Engine/Transient.REINST_MissionType_Retrieve_DinoDrop_LunarReaper_C_0) CONTENT: Pheromones collected(/Engine/Transient.REINST_MissionType_Retrieve_DinoDrop_LunarReaper_C_0) CONTENT: Reaper Pheromone Gland(/Engine/Transient.REINST_MissionType_Retrieve_DinoDrop_LunarReaper_C_0) CONTENT: Escape with your prize(/Engine/Transient.REINST_MissionType_Retrieve_DinoDrop_LunarReaper_C_0) CONTENT: MISSION ALERT(/Engine/Transient.REINST_MissionType_Retrieve_DinoDrop_LunarReaper_C_0) CONTENT: Scanning... Wait Here(/Engine/Transient.REINST_MissionType_Retrieve_DinoDrop_LunarReaper_C_0) CONTENT: Move closer to the Checkpoint(/Engine/Transient.REINST_MissionType_Retrieve_DinoDrop_LunarReaper_C_0) CONTENT: A player is too far from the Checkpoint(/Engine/Transient.REINST_MissionType_Retrieve_DinoDrop_LunarReaper_C_0) CONTENT: Pheromones Retrieved(/Engine/Transient.REINST_MissionType_Retrieve_DinoDrop_LunarReaper_C_0) CONTENT: Hunted Reaper Prince(/Engine/Transient.REINST_MissionType_Retrieve_DinoDrop_LunarReaper_C_0) CONTENT: Injured Reaper King(/Engine/Transient.REINST_MissionType_Retrieve_DinoDrop_LunarReaper_C_0) CONTENT: Injured Reaper Kings Killed(/Engine/Transient.REINST_MissionType_Retrieve_DinoDrop_LunarReaper_C_0) CONTENT: Don't Fear the Reaper King(/Engine/Transient.Default__REINST_MissionType_Retrieve_DinoDrop_LunarReaper_C_60188) CONTENT: Turn the hunter into the hunted as you track down an Injured Reaper King and harvest its Reaper Pheromone Gland.(/Engine/Transient.Default__REINST_MissionType_Retrieve_DinoDrop_LunarReaper_C_60188) CONTENT: She'll guide you to the Injured Reaper King(/Engine/Transient.Default__REINST_MissionType_Retrieve_DinoDrop_LunarReaper_C_60188) CONTENT: Follow HLN-A's checkpoints to get away!(/Engine/Transient.Default__REINST_MissionType_Retrieve_DinoDrop_LunarReaper_C_60188) CONTENT: Next Checkpoint(/Engine/Transient.Default__REINST_MissionType_Retrieve_DinoDrop_LunarReaper_C_60188) CONTENT: Escape Route(/Engine/Transient.Default__REINST_MissionType_Retrieve_DinoDrop_LunarReaper_C_60188) CONTENT: Pheromones collected(/Engine/Transient.Default__REINST_MissionType_Retrieve_DinoDrop_LunarReaper_C_60188) CONTENT: Reaper Pheromone Gland(/Engine/Transient.Default__REINST_MissionType_Retrieve_DinoDrop_LunarReaper_C_60188) CONTENT: Escape with your prize(/Engine/Transient.Default__REINST_MissionType_Retrieve_DinoDrop_LunarReaper_C_60188) CONTENT: MISSION ALERT(/Engine/Transient.Default__REINST_MissionType_Retrieve_DinoDrop_LunarReaper_C_60188) CONTENT: Scanning... Wait Here(/Engine/Transient.Default__REINST_MissionType_Retrieve_DinoDrop_LunarReaper_C_60188) CONTENT: Move closer to the Checkpoint(/Engine/Transient.Default__REINST_MissionType_Retrieve_DinoDrop_LunarReaper_C_60188) CONTENT: A player is too far from the Checkpoint(/Engine/Transient.Default__REINST_MissionType_Retrieve_DinoDrop_LunarReaper_C_60188) CONTENT: Pheromones Retrieved(/Engine/Transient.Default__REINST_MissionType_Retrieve_DinoDrop_LunarReaper_C_60188) CONTENT: Hunted Reaper Prince(/Engine/Transient.Default__REINST_MissionType_Retrieve_DinoDrop_LunarReaper_C_60188) CONTENT: Injured Reaper King(/Engine/Transient.Default__REINST_MissionType_Retrieve_DinoDrop_LunarReaper_C_60188) CONTENT: Injured Reaper Kings Killed(/Engine/Transient.Default__REINST_MissionType_Retrieve_DinoDrop_LunarReaper_C_60188) CONTENT: Don't Fear the Reaper King(/Engine/Transient.REINST_MissionType_Retrieve_DinoDrop_LunarReaper_C_1) CONTENT: Turn the hunter into the hunted as you track down an Injured Reaper King and harvest its Reaper Pheromone Gland.(/Engine/Transient.REINST_MissionType_Retrieve_DinoDrop_LunarReaper_C_1) CONTENT: She'll guide you to the Injured Reaper King(/Engine/Transient.REINST_MissionType_Retrieve_DinoDrop_LunarReaper_C_1) CONTENT: Follow HLN-A's checkpoints to get away!(/Engine/Transient.REINST_MissionType_Retrieve_DinoDrop_LunarReaper_C_1) CONTENT: Next Checkpoint(/Engine/Transient.REINST_MissionType_Retrieve_DinoDrop_LunarReaper_C_1) CONTENT: Escape Route(/Engine/Transient.REINST_MissionType_Retrieve_DinoDrop_LunarReaper_C_1) CONTENT: Pheromones collected(/Engine/Transient.REINST_MissionType_Retrieve_DinoDrop_LunarReaper_C_1) CONTENT: Reaper Pheromone Gland(/Engine/Transient.REINST_MissionType_Retrieve_DinoDrop_LunarReaper_C_1) CONTENT: Escape with your prize(/Engine/Transient.REINST_MissionType_Retrieve_DinoDrop_LunarReaper_C_1) CONTENT: MISSION ALERT(/Engine/Transient.REINST_MissionType_Retrieve_DinoDrop_LunarReaper_C_1) CONTENT: Scanning... Wait Here(/Engine/Transient.REINST_MissionType_Retrieve_DinoDrop_LunarReaper_C_1) CONTENT: Move closer to the Checkpoint(/Engine/Transient.REINST_MissionType_Retrieve_DinoDrop_LunarReaper_C_1) CONTENT: A player is too far from the Checkpoint(/Engine/Transient.REINST_MissionType_Retrieve_DinoDrop_LunarReaper_C_1) CONTENT: Pheromones Retrieved(/Engine/Transient.REINST_MissionType_Retrieve_DinoDrop_LunarReaper_C_1) CONTENT: Hunted Reaper Prince(/Engine/Transient.REINST_MissionType_Retrieve_DinoDrop_LunarReaper_C_1) CONTENT: Injured Reaper King(/Engine/Transient.REINST_MissionType_Retrieve_DinoDrop_LunarReaper_C_1) CONTENT: Injured Reaper Kings Killed(/Engine/Transient.REINST_MissionType_Retrieve_DinoDrop_LunarReaper_C_1) CONTENT: Don't Fear the Reaper King(/Engine/Transient.Default__REINST_MissionType_Retrieve_DinoDrop_LunarReaper_C_60192) CONTENT: Turn the hunter into the hunted as you track down an Injured Reaper King and harvest its Reaper Pheromone Gland.(/Engine/Transient.Default__REINST_MissionType_Retrieve_DinoDrop_LunarReaper_C_60192) CONTENT: She'll guide you to the Injured Reaper King(/Engine/Transient.Default__REINST_MissionType_Retrieve_DinoDrop_LunarReaper_C_60192) CONTENT: Follow HLN-A's checkpoints to get away!(/Engine/Transient.Default__REINST_MissionType_Retrieve_DinoDrop_LunarReaper_C_60192) CONTENT: Next Checkpoint(/Engine/Transient.Default__REINST_MissionType_Retrieve_DinoDrop_LunarReaper_C_60192) CONTENT: Escape Route(/Engine/Transient.Default__REINST_MissionType_Retrieve_DinoDrop_LunarReaper_C_60192) CONTENT: Pheromones collected(/Engine/Transient.Default__REINST_MissionType_Retrieve_DinoDrop_LunarReaper_C_60192) CONTENT: Reaper Pheromone Gland(/Engine/Transient.Default__REINST_MissionType_Retrieve_DinoDrop_LunarReaper_C_60192) CONTENT: Escape with your prize(/Engine/Transient.Default__REINST_MissionType_Retrieve_DinoDrop_LunarReaper_C_60192) CONTENT: MISSION ALERT(/Engine/Transient.Default__REINST_MissionType_Retrieve_DinoDrop_LunarReaper_C_60192) CONTENT: Scanning... Wait Here(/Engine/Transient.Default__REINST_MissionType_Retrieve_DinoDrop_LunarReaper_C_60192) CONTENT: Move closer to the Checkpoint(/Engine/Transient.Default__REINST_MissionType_Retrieve_DinoDrop_LunarReaper_C_60192) CONTENT: A player is too far from the Checkpoint(/Engine/Transient.Default__REINST_MissionType_Retrieve_DinoDrop_LunarReaper_C_60192) CONTENT: Pheromones Retrieved(/Engine/Transient.Default__REINST_MissionType_Retrieve_DinoDrop_LunarReaper_C_60192) CONTENT: Hunted Reaper Prince(/Engine/Transient.Default__REINST_MissionType_Retrieve_DinoDrop_LunarReaper_C_60192) CONTENT: Injured Reaper King(/Engine/Transient.Default__REINST_MissionType_Retrieve_DinoDrop_LunarReaper_C_60192) CONTENT: Injured Reaper Kings Killed(/Engine/Transient.Default__REINST_MissionType_Retrieve_DinoDrop_LunarReaper_C_60192) CONTENT: Don't Fear the Reaper King(/Game/Genesis/Missions/Retrieve/MissionType_Retrieve_DinoDrop_LunarReaper.Default__MissionType_Retrieve_DinoDrop_LunarReaper_C) CONTENT: Turn the hunter into the hunted as you track down an Injured Reaper King and harvest its Reaper Pheromone Gland.(/Game/Genesis/Missions/Retrieve/MissionType_Retrieve_DinoDrop_LunarReaper.Default__MissionType_Retrieve_DinoDrop_LunarReaper_C) CONTENT: She'll guide you to the Injured Reaper King(/Game/Genesis/Missions/Retrieve/MissionType_Retrieve_DinoDrop_LunarReaper.Default__MissionType_Retrieve_DinoDrop_LunarReaper_C) CONTENT: Follow HLN-A's checkpoints to get away!(/Game/Genesis/Missions/Retrieve/MissionType_Retrieve_DinoDrop_LunarReaper.Default__MissionType_Retrieve_DinoDrop_LunarReaper_C) CONTENT: Next Checkpoint(/Game/Genesis/Missions/Retrieve/MissionType_Retrieve_DinoDrop_LunarReaper.Default__MissionType_Retrieve_DinoDrop_LunarReaper_C) CONTENT: Escape Route(/Game/Genesis/Missions/Retrieve/MissionType_Retrieve_DinoDrop_LunarReaper.Default__MissionType_Retrieve_DinoDrop_LunarReaper_C) CONTENT: Pheromones collected(/Game/Genesis/Missions/Retrieve/MissionType_Retrieve_DinoDrop_LunarReaper.Default__MissionType_Retrieve_DinoDrop_LunarReaper_C) CONTENT: Reaper Pheromone Gland(/Game/Genesis/Missions/Retrieve/MissionType_Retrieve_DinoDrop_LunarReaper.Default__MissionType_Retrieve_DinoDrop_LunarReaper_C) CONTENT: Escape with your prize(/Game/Genesis/Missions/Retrieve/MissionType_Retrieve_DinoDrop_LunarReaper.Default__MissionType_Retrieve_DinoDrop_LunarReaper_C) CONTENT: MISSION ALERT(/Game/Genesis/Missions/Retrieve/MissionType_Retrieve_DinoDrop_LunarReaper.Default__MissionType_Retrieve_DinoDrop_LunarReaper_C) CONTENT: Scanning... Wait Here(/Game/Genesis/Missions/Retrieve/MissionType_Retrieve_DinoDrop_LunarReaper.Default__MissionType_Retrieve_DinoDrop_LunarReaper_C) CONTENT: Move closer to the Checkpoint(/Game/Genesis/Missions/Retrieve/MissionType_Retrieve_DinoDrop_LunarReaper.Default__MissionType_Retrieve_DinoDrop_LunarReaper_C) CONTENT: A player is too far from the Checkpoint(/Game/Genesis/Missions/Retrieve/MissionType_Retrieve_DinoDrop_LunarReaper.Default__MissionType_Retrieve_DinoDrop_LunarReaper_C) CONTENT: Pheromones Retrieved(/Game/Genesis/Missions/Retrieve/MissionType_Retrieve_DinoDrop_LunarReaper.Default__MissionType_Retrieve_DinoDrop_LunarReaper_C) CONTENT: Hunted Reaper Prince(/Game/Genesis/Missions/Retrieve/MissionType_Retrieve_DinoDrop_LunarReaper.Default__MissionType_Retrieve_DinoDrop_LunarReaper_C) CONTENT: Injured Reaper King(/Game/Genesis/Missions/Retrieve/MissionType_Retrieve_DinoDrop_LunarReaper.Default__MissionType_Retrieve_DinoDrop_LunarReaper_C) CONTENT: Injured Reaper Kings Killed(/Game/Genesis/Missions/Retrieve/MissionType_Retrieve_DinoDrop_LunarReaper.Default__MissionType_Retrieve_DinoDrop_LunarReaper_C) CONTENT: Mission Loot Set(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Retrieve_Bog.Default__LootItemSet_Missions_Retrieve_Bog_C) CONTENT: Missions - never BP - with quality(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Retrieve_Bog.Default__LootItemSet_Missions_Retrieve_Bog_C) CONTENT: Missions - with BP - with quality(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Retrieve_Bog.Default__LootItemSet_Missions_Retrieve_Bog_C) CONTENT: Missions - With Quantity(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Retrieve_Bog.Default__LootItemSet_Missions_Retrieve_Bog_C) CONTENT: Harvest High-Quality Pollen(/Engine/Transient.REINST_PrimalStructure_GiveRetrieveItem_Bog_C_0) CONTENT: Flower(/Engine/Transient.REINST_PrimalStructure_GiveRetrieveItem_Bog_C_0) CONTENT: Harvest High-Quality Pollen(/Engine/Transient.Default__REINST_PrimalStructure_GiveRetrieveItem_Bog_C_60354) CONTENT: Flower(/Engine/Transient.Default__REINST_PrimalStructure_GiveRetrieveItem_Bog_C_60354) CONTENT: Harvest High-Quality Pollen(/Engine/Transient.REINST_PrimalStructure_GiveRetrieveItem_Bog_C_1) CONTENT: Flower(/Engine/Transient.REINST_PrimalStructure_GiveRetrieveItem_Bog_C_1) CONTENT: Harvest High-Quality Pollen(/Engine/Transient.Default__REINST_PrimalStructure_GiveRetrieveItem_Bog_C_60358) CONTENT: Flower(/Engine/Transient.Default__REINST_PrimalStructure_GiveRetrieveItem_Bog_C_60358) CONTENT: Harvest High-Quality Pollen(/Game/Genesis/Missions/Retrieve/PrimalStructure_GiveRetrieveItem_Bog.Default__PrimalStructure_GiveRetrieveItem_Bog_C) CONTENT: Flower(/Game/Genesis/Missions/Retrieve/PrimalStructure_GiveRetrieveItem_Bog.Default__PrimalStructure_GiveRetrieveItem_Bog_C) CONTENT: High Quality Pollen(/Game/Genesis/Missions/Retrieve/RetrieveItems/HighQualityPollen/PrimalItemResource_HighQualityPollen.Default__PrimalItemResource_HighQualityPollen_C) CONTENT: A high quality pollen spore. These are often dropped by specific pollen plants within the Bog biome.(/Game/Genesis/Missions/Retrieve/RetrieveItems/HighQualityPollen/PrimalItemResource_HighQualityPollen.Default__PrimalItemResource_HighQualityPollen_C) CONTENT: Along Came Pollen(/Engine/Transient.REINST_MissionType_Retrieve_BogBulbs_C_0) CONTENT: Track down some High-Quality Pollen, while avoiding the toxic pollen and defending yourself from territorial creatures.(/Engine/Transient.REINST_MissionType_Retrieve_BogBulbs_C_0) CONTENT: She'll guide you to the High-Quality Pollen(/Engine/Transient.REINST_MissionType_Retrieve_BogBulbs_C_0) CONTENT: Follow HLN-A's checkpoints to get away!(/Engine/Transient.REINST_MissionType_Retrieve_BogBulbs_C_0) CONTENT: Next Checkpoint(/Engine/Transient.REINST_MissionType_Retrieve_BogBulbs_C_0) CONTENT: Escape Route(/Engine/Transient.REINST_MissionType_Retrieve_BogBulbs_C_0) CONTENT: Pick up the High-Quality Pollen(/Engine/Transient.REINST_MissionType_Retrieve_BogBulbs_C_0) CONTENT: High-Quality Pollen(/Engine/Transient.REINST_MissionType_Retrieve_BogBulbs_C_0) CONTENT: Escape with your prize(/Engine/Transient.REINST_MissionType_Retrieve_BogBulbs_C_0) CONTENT: MISSION ALERT(/Engine/Transient.REINST_MissionType_Retrieve_BogBulbs_C_0) CONTENT: Scanning... Wait Here(/Engine/Transient.REINST_MissionType_Retrieve_BogBulbs_C_0) CONTENT: Move closer to the Checkpoint(/Engine/Transient.REINST_MissionType_Retrieve_BogBulbs_C_0) CONTENT: A player is too far from the Checkpoint(/Engine/Transient.REINST_MissionType_Retrieve_BogBulbs_C_0) CONTENT: High-Quality Pollen Retrieved(/Engine/Transient.REINST_MissionType_Retrieve_BogBulbs_C_0) CONTENT: Harvest plants to find High-Quality Pollen(/Engine/Transient.REINST_MissionType_Retrieve_BogBulbs_C_0) CONTENT: Along Came Pollen(/Engine/Transient.Default__REINST_MissionType_Retrieve_BogBulbs_C_60366) CONTENT: Track down some High-Quality Pollen, while avoiding the toxic pollen and defending yourself from territorial creatures.(/Engine/Transient.Default__REINST_MissionType_Retrieve_BogBulbs_C_60366) CONTENT: She'll guide you to the High-Quality Pollen(/Engine/Transient.Default__REINST_MissionType_Retrieve_BogBulbs_C_60366) CONTENT: Follow HLN-A's checkpoints to get away!(/Engine/Transient.Default__REINST_MissionType_Retrieve_BogBulbs_C_60366) CONTENT: Next Checkpoint(/Engine/Transient.Default__REINST_MissionType_Retrieve_BogBulbs_C_60366) CONTENT: Escape Route(/Engine/Transient.Default__REINST_MissionType_Retrieve_BogBulbs_C_60366) CONTENT: Pick up the High-Quality Pollen(/Engine/Transient.Default__REINST_MissionType_Retrieve_BogBulbs_C_60366) CONTENT: High-Quality Pollen(/Engine/Transient.Default__REINST_MissionType_Retrieve_BogBulbs_C_60366) CONTENT: Escape with your prize(/Engine/Transient.Default__REINST_MissionType_Retrieve_BogBulbs_C_60366) CONTENT: MISSION ALERT(/Engine/Transient.Default__REINST_MissionType_Retrieve_BogBulbs_C_60366) CONTENT: Scanning... Wait Here(/Engine/Transient.Default__REINST_MissionType_Retrieve_BogBulbs_C_60366) CONTENT: Move closer to the Checkpoint(/Engine/Transient.Default__REINST_MissionType_Retrieve_BogBulbs_C_60366) CONTENT: A player is too far from the Checkpoint(/Engine/Transient.Default__REINST_MissionType_Retrieve_BogBulbs_C_60366) CONTENT: High-Quality Pollen Retrieved(/Engine/Transient.Default__REINST_MissionType_Retrieve_BogBulbs_C_60366) CONTENT: Harvest plants to find High-Quality Pollen(/Engine/Transient.Default__REINST_MissionType_Retrieve_BogBulbs_C_60366) CONTENT: Along Came Pollen(/Engine/Transient.REINST_MissionType_Retrieve_BogBulbs_C_1) CONTENT: Track down some High-Quality Pollen, while avoiding the toxic pollen and defending yourself from territorial creatures.(/Engine/Transient.REINST_MissionType_Retrieve_BogBulbs_C_1) CONTENT: She'll guide you to the High-Quality Pollen(/Engine/Transient.REINST_MissionType_Retrieve_BogBulbs_C_1) CONTENT: Follow HLN-A's checkpoints to get away!(/Engine/Transient.REINST_MissionType_Retrieve_BogBulbs_C_1) CONTENT: Next Checkpoint(/Engine/Transient.REINST_MissionType_Retrieve_BogBulbs_C_1) CONTENT: Escape Route(/Engine/Transient.REINST_MissionType_Retrieve_BogBulbs_C_1) CONTENT: Pick up the High-Quality Pollen(/Engine/Transient.REINST_MissionType_Retrieve_BogBulbs_C_1) CONTENT: High-Quality Pollen(/Engine/Transient.REINST_MissionType_Retrieve_BogBulbs_C_1) CONTENT: Escape with your prize(/Engine/Transient.REINST_MissionType_Retrieve_BogBulbs_C_1) CONTENT: MISSION ALERT(/Engine/Transient.REINST_MissionType_Retrieve_BogBulbs_C_1) CONTENT: Scanning... Wait Here(/Engine/Transient.REINST_MissionType_Retrieve_BogBulbs_C_1) CONTENT: Move closer to the Checkpoint(/Engine/Transient.REINST_MissionType_Retrieve_BogBulbs_C_1) CONTENT: A player is too far from the Checkpoint(/Engine/Transient.REINST_MissionType_Retrieve_BogBulbs_C_1) CONTENT: High-Quality Pollen Retrieved(/Engine/Transient.REINST_MissionType_Retrieve_BogBulbs_C_1) CONTENT: Harvest plants to find High-Quality Pollen(/Engine/Transient.REINST_MissionType_Retrieve_BogBulbs_C_1) CONTENT: Along Came Pollen(/Engine/Transient.Default__REINST_MissionType_Retrieve_BogBulbs_C_60370) CONTENT: Track down some High-Quality Pollen, while avoiding the toxic pollen and defending yourself from territorial creatures.(/Engine/Transient.Default__REINST_MissionType_Retrieve_BogBulbs_C_60370) CONTENT: She'll guide you to the High-Quality Pollen(/Engine/Transient.Default__REINST_MissionType_Retrieve_BogBulbs_C_60370) CONTENT: Follow HLN-A's checkpoints to get away!(/Engine/Transient.Default__REINST_MissionType_Retrieve_BogBulbs_C_60370) CONTENT: Next Checkpoint(/Engine/Transient.Default__REINST_MissionType_Retrieve_BogBulbs_C_60370) CONTENT: Escape Route(/Engine/Transient.Default__REINST_MissionType_Retrieve_BogBulbs_C_60370) CONTENT: Pick up the High-Quality Pollen(/Engine/Transient.Default__REINST_MissionType_Retrieve_BogBulbs_C_60370) CONTENT: High-Quality Pollen(/Engine/Transient.Default__REINST_MissionType_Retrieve_BogBulbs_C_60370) CONTENT: Escape with your prize(/Engine/Transient.Default__REINST_MissionType_Retrieve_BogBulbs_C_60370) CONTENT: MISSION ALERT(/Engine/Transient.Default__REINST_MissionType_Retrieve_BogBulbs_C_60370) CONTENT: Scanning... Wait Here(/Engine/Transient.Default__REINST_MissionType_Retrieve_BogBulbs_C_60370) CONTENT: Move closer to the Checkpoint(/Engine/Transient.Default__REINST_MissionType_Retrieve_BogBulbs_C_60370) CONTENT: A player is too far from the Checkpoint(/Engine/Transient.Default__REINST_MissionType_Retrieve_BogBulbs_C_60370) CONTENT: High-Quality Pollen Retrieved(/Engine/Transient.Default__REINST_MissionType_Retrieve_BogBulbs_C_60370) CONTENT: Harvest plants to find High-Quality Pollen(/Engine/Transient.Default__REINST_MissionType_Retrieve_BogBulbs_C_60370) CONTENT: Along Came Pollen(/Game/Genesis/Missions/Retrieve/MissionType_Retrieve_BogBulbs.Default__MissionType_Retrieve_BogBulbs_C) CONTENT: Track down some High-Quality Pollen, while avoiding the toxic pollen and defending yourself from territorial creatures.(/Game/Genesis/Missions/Retrieve/MissionType_Retrieve_BogBulbs.Default__MissionType_Retrieve_BogBulbs_C) CONTENT: She'll guide you to the High-Quality Pollen(/Game/Genesis/Missions/Retrieve/MissionType_Retrieve_BogBulbs.Default__MissionType_Retrieve_BogBulbs_C) CONTENT: Follow HLN-A's checkpoints to get away!(/Game/Genesis/Missions/Retrieve/MissionType_Retrieve_BogBulbs.Default__MissionType_Retrieve_BogBulbs_C) CONTENT: Next Checkpoint(/Game/Genesis/Missions/Retrieve/MissionType_Retrieve_BogBulbs.Default__MissionType_Retrieve_BogBulbs_C) CONTENT: Escape Route(/Game/Genesis/Missions/Retrieve/MissionType_Retrieve_BogBulbs.Default__MissionType_Retrieve_BogBulbs_C) CONTENT: Pick up the High-Quality Pollen(/Game/Genesis/Missions/Retrieve/MissionType_Retrieve_BogBulbs.Default__MissionType_Retrieve_BogBulbs_C) CONTENT: High-Quality Pollen(/Game/Genesis/Missions/Retrieve/MissionType_Retrieve_BogBulbs.Default__MissionType_Retrieve_BogBulbs_C) CONTENT: Escape with your prize(/Game/Genesis/Missions/Retrieve/MissionType_Retrieve_BogBulbs.Default__MissionType_Retrieve_BogBulbs_C) CONTENT: MISSION ALERT(/Game/Genesis/Missions/Retrieve/MissionType_Retrieve_BogBulbs.Default__MissionType_Retrieve_BogBulbs_C) CONTENT: Scanning... Wait Here(/Game/Genesis/Missions/Retrieve/MissionType_Retrieve_BogBulbs.Default__MissionType_Retrieve_BogBulbs_C) CONTENT: Move closer to the Checkpoint(/Game/Genesis/Missions/Retrieve/MissionType_Retrieve_BogBulbs.Default__MissionType_Retrieve_BogBulbs_C) CONTENT: A player is too far from the Checkpoint(/Game/Genesis/Missions/Retrieve/MissionType_Retrieve_BogBulbs.Default__MissionType_Retrieve_BogBulbs_C) CONTENT: High-Quality Pollen Retrieved(/Game/Genesis/Missions/Retrieve/MissionType_Retrieve_BogBulbs.Default__MissionType_Retrieve_BogBulbs_C) CONTENT: Harvest plants to find High-Quality Pollen(/Game/Genesis/Missions/Retrieve/MissionType_Retrieve_BogBulbs.Default__MissionType_Retrieve_BogBulbs_C) CONTENT: Mission Loot Set(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Retrieve_Arctic.Default__LootItemSet_Missions_Retrieve_Arctic_C) CONTENT: Missions - never BP - with quality(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Retrieve_Arctic.Default__LootItemSet_Missions_Retrieve_Arctic_C) CONTENT: Missions - with BP - with quality(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Retrieve_Arctic.Default__LootItemSet_Missions_Retrieve_Arctic_C) CONTENT: Missions - With Quantity(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Retrieve_Arctic.Default__LootItemSet_Missions_Retrieve_Arctic_C) CONTENT: Polar Bear(/Engine/Transient.REINST_Direbear_Character_Polar_Retrieve_C_0) CONTENT: Polar Bear(/Engine/Transient.Default__REINST_Direbear_Character_Polar_Retrieve_C_60433) CONTENT: Polar Bear(/Engine/Transient.REINST_Direbear_Character_Polar_Retrieve_C_1) CONTENT: Polar Bear(/Engine/Transient.Default__REINST_Direbear_Character_Polar_Retrieve_C_60437) CONTENT: Polar Bear(/Game/Genesis/Dinos/MissionVariants/Retrieve/Arctic/Direbear_Character_Polar_Retrieve.Default__Direbear_Character_Polar_Retrieve_C) CONTENT: Golden Nugget(/Game/Genesis/Missions/Retrieve/RetrieveItems/GoldenNugget/PrimalItemResource_GoldenNugget.Default__PrimalItemResource_GoldenNugget_C) CONTENT: A lump of unrefined golden ore. Creatures have been known to be attracted to its natural shine, with many of them burying it for safekeeping.(/Game/Genesis/Missions/Retrieve/RetrieveItems/GoldenNugget/PrimalItemResource_GoldenNugget.Default__PrimalItemResource_GoldenNugget_C) CONTENT: Mound Over Matter(/Engine/Transient.REINST_MissionType_Retrieve_ArcticMounds_C_0) CONTENT: Search out some buried Golden Nuggets, then steal them away from the greedy guardians.(/Engine/Transient.REINST_MissionType_Retrieve_ArcticMounds_C_0) CONTENT: Follow HLN-A's checkpoints(/Engine/Transient.REINST_MissionType_Retrieve_ArcticMounds_C_0) CONTENT: Retrieve your prize(/Engine/Transient.REINST_MissionType_Retrieve_ArcticMounds_C_0) CONTENT: Escape while you can(/Engine/Transient.REINST_MissionType_Retrieve_ArcticMounds_C_0) CONTENT: Waiting For Players(/Engine/Transient.REINST_MissionType_Retrieve_ArcticMounds_C_0) CONTENT: She'll guide you to the Golden Nuggets(/Engine/Transient.REINST_MissionType_Retrieve_ArcticMounds_C_0) CONTENT: Follow HLN-A's checkpoints to get away!(/Engine/Transient.REINST_MissionType_Retrieve_ArcticMounds_C_0) CONTENT: Next Checkpoint(/Engine/Transient.REINST_MissionType_Retrieve_ArcticMounds_C_0) CONTENT: Escape Route(/Engine/Transient.REINST_MissionType_Retrieve_ArcticMounds_C_0) CONTENT: Pick up the Golden Nugget!(/Engine/Transient.REINST_MissionType_Retrieve_ArcticMounds_C_0) CONTENT: Golden Nugget(/Engine/Transient.REINST_MissionType_Retrieve_ArcticMounds_C_0) CONTENT: Escape with your prize(/Engine/Transient.REINST_MissionType_Retrieve_ArcticMounds_C_0) CONTENT: MISSION ALERT(/Engine/Transient.REINST_MissionType_Retrieve_ArcticMounds_C_0) CONTENT: Scanning... Wait Here(/Engine/Transient.REINST_MissionType_Retrieve_ArcticMounds_C_0) CONTENT: Move closer to the Checkpoint(/Engine/Transient.REINST_MissionType_Retrieve_ArcticMounds_C_0) CONTENT: A player is too far from the Checkpoint(/Engine/Transient.REINST_MissionType_Retrieve_ArcticMounds_C_0) CONTENT: Golden Nuggets Retrieved(/Engine/Transient.REINST_MissionType_Retrieve_ArcticMounds_C_0) CONTENT: Snow Mound(/Engine/Transient.REINST_MissionType_Retrieve_ArcticMounds_C_0) CONTENT: Mound Over Matter(/Engine/Transient.Default__REINST_MissionType_Retrieve_ArcticMounds_C_60522) CONTENT: Search out some buried Golden Nuggets, then steal them away from the greedy guardians.(/Engine/Transient.Default__REINST_MissionType_Retrieve_ArcticMounds_C_60522) CONTENT: Follow HLN-A's checkpoints(/Engine/Transient.Default__REINST_MissionType_Retrieve_ArcticMounds_C_60522) CONTENT: Retrieve your prize(/Engine/Transient.Default__REINST_MissionType_Retrieve_ArcticMounds_C_60522) CONTENT: Escape while you can(/Engine/Transient.Default__REINST_MissionType_Retrieve_ArcticMounds_C_60522) CONTENT: Waiting For Players(/Engine/Transient.Default__REINST_MissionType_Retrieve_ArcticMounds_C_60522) CONTENT: She'll guide you to the Golden Nuggets(/Engine/Transient.Default__REINST_MissionType_Retrieve_ArcticMounds_C_60522) CONTENT: Follow HLN-A's checkpoints to get away!(/Engine/Transient.Default__REINST_MissionType_Retrieve_ArcticMounds_C_60522) CONTENT: Next Checkpoint(/Engine/Transient.Default__REINST_MissionType_Retrieve_ArcticMounds_C_60522) CONTENT: Escape Route(/Engine/Transient.Default__REINST_MissionType_Retrieve_ArcticMounds_C_60522) CONTENT: Pick up the Golden Nugget!(/Engine/Transient.Default__REINST_MissionType_Retrieve_ArcticMounds_C_60522) CONTENT: Golden Nugget(/Engine/Transient.Default__REINST_MissionType_Retrieve_ArcticMounds_C_60522) CONTENT: Escape with your prize(/Engine/Transient.Default__REINST_MissionType_Retrieve_ArcticMounds_C_60522) CONTENT: MISSION ALERT(/Engine/Transient.Default__REINST_MissionType_Retrieve_ArcticMounds_C_60522) CONTENT: Scanning... Wait Here(/Engine/Transient.Default__REINST_MissionType_Retrieve_ArcticMounds_C_60522) CONTENT: Move closer to the Checkpoint(/Engine/Transient.Default__REINST_MissionType_Retrieve_ArcticMounds_C_60522) CONTENT: A player is too far from the Checkpoint(/Engine/Transient.Default__REINST_MissionType_Retrieve_ArcticMounds_C_60522) CONTENT: Golden Nuggets Retrieved(/Engine/Transient.Default__REINST_MissionType_Retrieve_ArcticMounds_C_60522) CONTENT: Snow Mound(/Engine/Transient.Default__REINST_MissionType_Retrieve_ArcticMounds_C_60522) CONTENT: Mound Over Matter(/Engine/Transient.REINST_MissionType_Retrieve_ArcticMounds_C_1) CONTENT: Search out some buried Golden Nuggets, then steal them away from the greedy guardians.(/Engine/Transient.REINST_MissionType_Retrieve_ArcticMounds_C_1) CONTENT: Follow HLN-A's checkpoints(/Engine/Transient.REINST_MissionType_Retrieve_ArcticMounds_C_1) CONTENT: Retrieve your prize(/Engine/Transient.REINST_MissionType_Retrieve_ArcticMounds_C_1) CONTENT: Escape while you can(/Engine/Transient.REINST_MissionType_Retrieve_ArcticMounds_C_1) CONTENT: Waiting For Players(/Engine/Transient.REINST_MissionType_Retrieve_ArcticMounds_C_1) CONTENT: She'll guide you to the Golden Nuggets(/Engine/Transient.REINST_MissionType_Retrieve_ArcticMounds_C_1) CONTENT: Follow HLN-A's checkpoints to get away!(/Engine/Transient.REINST_MissionType_Retrieve_ArcticMounds_C_1) CONTENT: Next Checkpoint(/Engine/Transient.REINST_MissionType_Retrieve_ArcticMounds_C_1) CONTENT: Escape Route(/Engine/Transient.REINST_MissionType_Retrieve_ArcticMounds_C_1) CONTENT: Pick up the Golden Nugget!(/Engine/Transient.REINST_MissionType_Retrieve_ArcticMounds_C_1) CONTENT: Golden Nugget(/Engine/Transient.REINST_MissionType_Retrieve_ArcticMounds_C_1) CONTENT: Escape with your prize(/Engine/Transient.REINST_MissionType_Retrieve_ArcticMounds_C_1) CONTENT: MISSION ALERT(/Engine/Transient.REINST_MissionType_Retrieve_ArcticMounds_C_1) CONTENT: Scanning... Wait Here(/Engine/Transient.REINST_MissionType_Retrieve_ArcticMounds_C_1) CONTENT: Move closer to the Checkpoint(/Engine/Transient.REINST_MissionType_Retrieve_ArcticMounds_C_1) CONTENT: A player is too far from the Checkpoint(/Engine/Transient.REINST_MissionType_Retrieve_ArcticMounds_C_1) CONTENT: Golden Nuggets Retrieved(/Engine/Transient.REINST_MissionType_Retrieve_ArcticMounds_C_1) CONTENT: Snow Mound(/Engine/Transient.REINST_MissionType_Retrieve_ArcticMounds_C_1) CONTENT: Mound Over Matter(/Engine/Transient.Default__REINST_MissionType_Retrieve_ArcticMounds_C_60526) CONTENT: Search out some buried Golden Nuggets, then steal them away from the greedy guardians.(/Engine/Transient.Default__REINST_MissionType_Retrieve_ArcticMounds_C_60526) CONTENT: Follow HLN-A's checkpoints(/Engine/Transient.Default__REINST_MissionType_Retrieve_ArcticMounds_C_60526) CONTENT: Retrieve your prize(/Engine/Transient.Default__REINST_MissionType_Retrieve_ArcticMounds_C_60526) CONTENT: Escape while you can(/Engine/Transient.Default__REINST_MissionType_Retrieve_ArcticMounds_C_60526) CONTENT: Waiting For Players(/Engine/Transient.Default__REINST_MissionType_Retrieve_ArcticMounds_C_60526) CONTENT: She'll guide you to the Golden Nuggets(/Engine/Transient.Default__REINST_MissionType_Retrieve_ArcticMounds_C_60526) CONTENT: Follow HLN-A's checkpoints to get away!(/Engine/Transient.Default__REINST_MissionType_Retrieve_ArcticMounds_C_60526) CONTENT: Next Checkpoint(/Engine/Transient.Default__REINST_MissionType_Retrieve_ArcticMounds_C_60526) CONTENT: Escape Route(/Engine/Transient.Default__REINST_MissionType_Retrieve_ArcticMounds_C_60526) CONTENT: Pick up the Golden Nugget!(/Engine/Transient.Default__REINST_MissionType_Retrieve_ArcticMounds_C_60526) CONTENT: Golden Nugget(/Engine/Transient.Default__REINST_MissionType_Retrieve_ArcticMounds_C_60526) CONTENT: Escape with your prize(/Engine/Transient.Default__REINST_MissionType_Retrieve_ArcticMounds_C_60526) CONTENT: MISSION ALERT(/Engine/Transient.Default__REINST_MissionType_Retrieve_ArcticMounds_C_60526) CONTENT: Scanning... Wait Here(/Engine/Transient.Default__REINST_MissionType_Retrieve_ArcticMounds_C_60526) CONTENT: Move closer to the Checkpoint(/Engine/Transient.Default__REINST_MissionType_Retrieve_ArcticMounds_C_60526) CONTENT: A player is too far from the Checkpoint(/Engine/Transient.Default__REINST_MissionType_Retrieve_ArcticMounds_C_60526) CONTENT: Golden Nuggets Retrieved(/Engine/Transient.Default__REINST_MissionType_Retrieve_ArcticMounds_C_60526) CONTENT: Snow Mound(/Engine/Transient.Default__REINST_MissionType_Retrieve_ArcticMounds_C_60526) CONTENT: Mound Over Matter(/Game/Genesis/Missions/Retrieve/MissionType_Retrieve_ArcticMounds.Default__MissionType_Retrieve_ArcticMounds_C) CONTENT: Search out some buried Golden Nuggets, then steal them away from the greedy guardians.(/Game/Genesis/Missions/Retrieve/MissionType_Retrieve_ArcticMounds.Default__MissionType_Retrieve_ArcticMounds_C) CONTENT: Follow HLN-A's checkpoints(/Game/Genesis/Missions/Retrieve/MissionType_Retrieve_ArcticMounds.Default__MissionType_Retrieve_ArcticMounds_C) CONTENT: Retrieve your prize(/Game/Genesis/Missions/Retrieve/MissionType_Retrieve_ArcticMounds.Default__MissionType_Retrieve_ArcticMounds_C) CONTENT: Escape while you can(/Game/Genesis/Missions/Retrieve/MissionType_Retrieve_ArcticMounds.Default__MissionType_Retrieve_ArcticMounds_C) CONTENT: Waiting For Players(/Game/Genesis/Missions/Retrieve/MissionType_Retrieve_ArcticMounds.Default__MissionType_Retrieve_ArcticMounds_C) CONTENT: She'll guide you to the Golden Nuggets(/Game/Genesis/Missions/Retrieve/MissionType_Retrieve_ArcticMounds.Default__MissionType_Retrieve_ArcticMounds_C) CONTENT: Follow HLN-A's checkpoints to get away!(/Game/Genesis/Missions/Retrieve/MissionType_Retrieve_ArcticMounds.Default__MissionType_Retrieve_ArcticMounds_C) CONTENT: Next Checkpoint(/Game/Genesis/Missions/Retrieve/MissionType_Retrieve_ArcticMounds.Default__MissionType_Retrieve_ArcticMounds_C) CONTENT: Escape Route(/Game/Genesis/Missions/Retrieve/MissionType_Retrieve_ArcticMounds.Default__MissionType_Retrieve_ArcticMounds_C) CONTENT: Pick up the Golden Nugget!(/Game/Genesis/Missions/Retrieve/MissionType_Retrieve_ArcticMounds.Default__MissionType_Retrieve_ArcticMounds_C) CONTENT: Golden Nugget(/Game/Genesis/Missions/Retrieve/MissionType_Retrieve_ArcticMounds.Default__MissionType_Retrieve_ArcticMounds_C) CONTENT: Escape with your prize(/Game/Genesis/Missions/Retrieve/MissionType_Retrieve_ArcticMounds.Default__MissionType_Retrieve_ArcticMounds_C) CONTENT: MISSION ALERT(/Game/Genesis/Missions/Retrieve/MissionType_Retrieve_ArcticMounds.Default__MissionType_Retrieve_ArcticMounds_C) CONTENT: Scanning... Wait Here(/Game/Genesis/Missions/Retrieve/MissionType_Retrieve_ArcticMounds.Default__MissionType_Retrieve_ArcticMounds_C) CONTENT: Move closer to the Checkpoint(/Game/Genesis/Missions/Retrieve/MissionType_Retrieve_ArcticMounds.Default__MissionType_Retrieve_ArcticMounds_C) CONTENT: A player is too far from the Checkpoint(/Game/Genesis/Missions/Retrieve/MissionType_Retrieve_ArcticMounds.Default__MissionType_Retrieve_ArcticMounds_C) CONTENT: Golden Nuggets Retrieved(/Game/Genesis/Missions/Retrieve/MissionType_Retrieve_ArcticMounds.Default__MissionType_Retrieve_ArcticMounds_C) CONTENT: Snow Mound(/Game/Genesis/Missions/Retrieve/MissionType_Retrieve_ArcticMounds.Default__MissionType_Retrieve_ArcticMounds_C) CONTENT: Mission Loot Set(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Race.Default__LootItemSet_Missions_Race_C) CONTENT: Missions - never BP - with quality(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Race.Default__LootItemSet_Missions_Race_C) CONTENT: Missions - with BP - with quality(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Race.Default__LootItemSet_Missions_Race_C) CONTENT: Missions - With Quantity(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Race.Default__LootItemSet_Missions_Race_C) CONTENT: Mission Loot Set(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Race_Ocean.Default__LootItemSet_Missions_Race_Ocean_C) CONTENT: Missions - never BP - with quality(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Race_Ocean.Default__LootItemSet_Missions_Race_Ocean_C) CONTENT: Missions - with BP - with quality(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Race_Ocean.Default__LootItemSet_Missions_Race_Ocean_C) CONTENT: Missions - With Quantity(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Race_Ocean.Default__LootItemSet_Missions_Race_Ocean_C) CONTENT: Mission Loot Set(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Race_Ocean_Manta.Default__LootItemSet_Missions_Race_Ocean_Manta_C) CONTENT: Missions - never BP - with quality(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Race_Ocean_Manta.Default__LootItemSet_Missions_Race_Ocean_Manta_C) CONTENT: Missions - With Quantity(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Race_Ocean_Manta.Default__LootItemSet_Missions_Race_Ocean_Manta_C) CONTENT: Wave Ray 64(/Engine/Transient.REINST_MissionType_Race_Manta_C_0) CONTENT: Make all the right sea-do's and sea-don'ts in this race above and below the waves. This race has no margin for error!(/Engine/Transient.REINST_MissionType_Race_Manta_C_0) CONTENT: Wave Ray 64(/Engine/Transient.Default__REINST_MissionType_Race_Manta_C_60603) CONTENT: Make all the right sea-do's and sea-don'ts in this race above and below the waves. This race has no margin for error!(/Engine/Transient.Default__REINST_MissionType_Race_Manta_C_60603) CONTENT: Wave Ray 64(/Engine/Transient.REINST_MissionType_Race_Manta_C_1) CONTENT: Make all the right sea-do's and sea-don'ts in this race above and below the waves. This race has no margin for error!(/Engine/Transient.REINST_MissionType_Race_Manta_C_1) CONTENT: Wave Ray 64(/Engine/Transient.Default__REINST_MissionType_Race_Manta_C_60607) CONTENT: Make all the right sea-do's and sea-don'ts in this race above and below the waves. This race has no margin for error!(/Engine/Transient.Default__REINST_MissionType_Race_Manta_C_60607) CONTENT: Wave Ray 64(/Game/Genesis/Missions/Race/MissionType_Race_Manta.Default__MissionType_Race_Manta_C) CONTENT: Make all the right sea-do's and sea-don'ts in this race above and below the waves. This race has no margin for error!(/Game/Genesis/Missions/Race/MissionType_Race_Manta.Default__MissionType_Race_Manta_C) CONTENT: Mission Loot Set(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Race_Lunar.Default__LootItemSet_Missions_Race_Lunar_C) CONTENT: Missions - never BP - with quality(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Race_Lunar.Default__LootItemSet_Missions_Race_Lunar_C) CONTENT: Missions - with BP - with quality(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Race_Lunar.Default__LootItemSet_Missions_Race_Lunar_C) CONTENT: Missions - With Quantity(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Race_Lunar.Default__LootItemSet_Missions_Race_Lunar_C) CONTENT: Tokyo Skifft(/Engine/Transient.REINST_MissionType_Race_HoverSkiff_C_0) CONTENT: Dodge meteors and control your altitude as you drift your Skiff across multiple lunar asteroids.(/Engine/Transient.REINST_MissionType_Race_HoverSkiff_C_0) CONTENT: Tokyo Skifft(/Engine/Transient.Default__REINST_MissionType_Race_HoverSkiff_C_60681) CONTENT: Dodge meteors and control your altitude as you drift your Skiff across multiple lunar asteroids.(/Engine/Transient.Default__REINST_MissionType_Race_HoverSkiff_C_60681) CONTENT: Tokyo Skifft(/Engine/Transient.REINST_MissionType_Race_HoverSkiff_C_1) CONTENT: Dodge meteors and control your altitude as you drift your Skiff across multiple lunar asteroids.(/Engine/Transient.REINST_MissionType_Race_HoverSkiff_C_1) CONTENT: Tokyo Skifft(/Engine/Transient.Default__REINST_MissionType_Race_HoverSkiff_C_60685) CONTENT: Dodge meteors and control your altitude as you drift your Skiff across multiple lunar asteroids.(/Engine/Transient.Default__REINST_MissionType_Race_HoverSkiff_C_60685) CONTENT: Tokyo Skifft(/Game/Genesis/Missions/Race/MissionType_Race_HoverSkiff.Default__MissionType_Race_HoverSkiff_C) CONTENT: Dodge meteors and control your altitude as you drift your Skiff across multiple lunar asteroids.(/Game/Genesis/Missions/Race/MissionType_Race_HoverSkiff.Default__MissionType_Race_HoverSkiff_C) CONTENT: Mission Loot Set(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Race_Volcano.Default__LootItemSet_Missions_Race_Volcano_C) CONTENT: Missions - never BP - with quality(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Race_Volcano.Default__LootItemSet_Missions_Race_Volcano_C) CONTENT: Missions - With Quantity(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Race_Volcano.Default__LootItemSet_Missions_Race_Volcano_C) CONTENT: Mission Loot Set(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Race_Volcano_Galli.Default__LootItemSet_Missions_Race_Volcano_Galli_C) CONTENT: Missions - never BP - with quality(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Race_Volcano_Galli.Default__LootItemSet_Missions_Race_Volcano_Galli_C) CONTENT: Missions - With Quantity(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Race_Volcano_Galli.Default__LootItemSet_Missions_Race_Volcano_Galli_C) CONTENT: Dead Heat(/Engine/Transient.REINST_MissionType_Race_Galli_C_0) CONTENT: Ride a skittish Gallimimus on this race through the biome's most blitseringly hot terrain.(/Engine/Transient.REINST_MissionType_Race_Galli_C_0) CONTENT: Dead Heat(/Engine/Transient.Default__REINST_MissionType_Race_Galli_C_60749) CONTENT: Ride a skittish Gallimimus on this race through the biome's most blitseringly hot terrain.(/Engine/Transient.Default__REINST_MissionType_Race_Galli_C_60749) CONTENT: Dead Heat(/Engine/Transient.REINST_MissionType_Race_Galli_C_1) CONTENT: Ride a skittish Gallimimus on this race through the biome's most blitseringly hot terrain.(/Engine/Transient.REINST_MissionType_Race_Galli_C_1) CONTENT: Dead Heat(/Engine/Transient.Default__REINST_MissionType_Race_Galli_C_60753) CONTENT: Ride a skittish Gallimimus on this race through the biome's most blitseringly hot terrain.(/Engine/Transient.Default__REINST_MissionType_Race_Galli_C_60753) CONTENT: Dead Heat(/Game/Genesis/Missions/Race/MissionType_Race_Galli.Default__MissionType_Race_Galli_C) CONTENT: Ride a skittish Gallimimus on this race through the biome's most blitseringly hot terrain.(/Game/Genesis/Missions/Race/MissionType_Race_Galli.Default__MissionType_Race_Galli_C) CONTENT: Mission Loot Set(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Race_Ocean_Dolphin.Default__LootItemSet_Missions_Race_Ocean_Dolphin_C) CONTENT: Missions - never BP - with quality(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Race_Ocean_Dolphin.Default__LootItemSet_Missions_Race_Ocean_Dolphin_C) CONTENT: Missions - with BP - with quality(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Race_Ocean_Dolphin.Default__LootItemSet_Missions_Race_Ocean_Dolphin_C) CONTENT: Missions - With Quantity(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Race_Ocean_Dolphin.Default__LootItemSet_Missions_Race_Ocean_Dolphin_C) CONTENT: Bottle-nosed Blitz(/Engine/Transient.REINST_MissionType_Race_Dolphin_C_0) CONTENT: An all-out sprint to see who's fastest. Cyclones and reefs blocking the way. This is a classic. This is Bottle-Nosed Blitz.(/Engine/Transient.REINST_MissionType_Race_Dolphin_C_0) CONTENT: Bottle-nosed Blitz(/Engine/Transient.Default__REINST_MissionType_Race_Dolphin_C_60816) CONTENT: An all-out sprint to see who's fastest. Cyclones and reefs blocking the way. This is a classic. This is Bottle-Nosed Blitz.(/Engine/Transient.Default__REINST_MissionType_Race_Dolphin_C_60816) CONTENT: Bottle-nosed Blitz(/Engine/Transient.REINST_MissionType_Race_Dolphin_C_1) CONTENT: An all-out sprint to see who's fastest. Cyclones and reefs blocking the way. This is a classic. This is Bottle-Nosed Blitz.(/Engine/Transient.REINST_MissionType_Race_Dolphin_C_1) CONTENT: Bottle-nosed Blitz(/Engine/Transient.Default__REINST_MissionType_Race_Dolphin_C_60820) CONTENT: An all-out sprint to see who's fastest. Cyclones and reefs blocking the way. This is a classic. This is Bottle-Nosed Blitz.(/Engine/Transient.Default__REINST_MissionType_Race_Dolphin_C_60820) CONTENT: Bottle-nosed Blitz(/Game/Genesis/Missions/Race/MissionType_Race_Dolphin.Default__MissionType_Race_Dolphin_C) CONTENT: An all-out sprint to see who's fastest. Cyclones and reefs blocking the way. This is a classic. This is Bottle-Nosed Blitz.(/Game/Genesis/Missions/Race/MissionType_Race_Dolphin.Default__MissionType_Race_Dolphin_C) CONTENT: Mission Loot Set(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Race_Volcano_Doed.Default__LootItemSet_Missions_Race_Volcano_Doed_C) CONTENT: Missions - never BP - with quality(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Race_Volcano_Doed.Default__LootItemSet_Missions_Race_Volcano_Doed_C) CONTENT: Missions - With Quantity(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Race_Volcano_Doed.Default__LootItemSet_Missions_Race_Volcano_Doed_C) CONTENT: Sanic(/Engine/Transient.REINST_MissionType_Race_Doed_C_0) CONTENT: Gotta Go Fast(/Engine/Transient.REINST_MissionType_Race_Doed_C_0) CONTENT: Mount a Doedicurus and roll at supersonic speeds down the side of a volcano, timing your bounces to avoid lethal lava.(/Engine/Transient.REINST_MissionType_Race_Doed_C_0) CONTENT: Sanic(/Engine/Transient.Default__REINST_MissionType_Race_Doed_C_60894) CONTENT: Gotta Go Fast(/Engine/Transient.Default__REINST_MissionType_Race_Doed_C_60894) CONTENT: Mount a Doedicurus and roll at supersonic speeds down the side of a volcano, timing your bounces to avoid lethal lava.(/Engine/Transient.Default__REINST_MissionType_Race_Doed_C_60894) CONTENT: Sanic(/Engine/Transient.REINST_MissionType_Race_Doed_C_1) CONTENT: Gotta Go Fast(/Engine/Transient.REINST_MissionType_Race_Doed_C_1) CONTENT: Mount a Doedicurus and roll at supersonic speeds down the side of a volcano, timing your bounces to avoid lethal lava.(/Engine/Transient.REINST_MissionType_Race_Doed_C_1) CONTENT: Sanic(/Engine/Transient.Default__REINST_MissionType_Race_Doed_C_60898) CONTENT: Gotta Go Fast(/Engine/Transient.Default__REINST_MissionType_Race_Doed_C_60898) CONTENT: Mount a Doedicurus and roll at supersonic speeds down the side of a volcano, timing your bounces to avoid lethal lava.(/Engine/Transient.Default__REINST_MissionType_Race_Doed_C_60898) CONTENT: Sanic(/Game/Genesis/Missions/Race/MissionType_Race_Doed.Default__MissionType_Race_Doed_C) CONTENT: Gotta Go Fast(/Game/Genesis/Missions/Race/MissionType_Race_Doed.Default__MissionType_Race_Doed_C) CONTENT: Mount a Doedicurus and roll at supersonic speeds down the side of a volcano, timing your bounces to avoid lethal lava.(/Game/Genesis/Missions/Race/MissionType_Race_Doed.Default__MissionType_Race_Doed_C) CONTENT: Mission Loot Set(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Race_Bog.Default__LootItemSet_Missions_Race_Bog_C) CONTENT: Missions - never BP - with quality(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Race_Bog.Default__LootItemSet_Missions_Race_Bog_C) CONTENT: Missions - with BP - with quality(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Race_Bog.Default__LootItemSet_Missions_Race_Bog_C) CONTENT: Missions - With Quantity(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Race_Bog.Default__LootItemSet_Missions_Race_Bog_C) CONTENT: Mission Loot Set(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Race_Bog_BogSpider.Default__LootItemSet_Missions_Race_Bog_BogSpider_C) CONTENT: Missions - never BP - with quality(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Race_Bog_BogSpider.Default__LootItemSet_Missions_Race_Bog_BogSpider_C) CONTENT: Missions - With Quantity(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Race_Bog_BogSpider.Default__LootItemSet_Missions_Race_Bog_BogSpider_C) CONTENT: "King of Swing" Grand Prix(/Engine/Transient.REINST_MissionType_Race_BogSpider_C_0) CONTENT: Mount a bloodstalker and race through the swamp canopy, doing your best Man-Spider impersonation. With bog power comes bog responsibility.(/Engine/Transient.REINST_MissionType_Race_BogSpider_C_0) CONTENT: "King of Swing" Grand Prix(/Engine/Transient.Default__REINST_MissionType_Race_BogSpider_C_60951) CONTENT: Mount a bloodstalker and race through the swamp canopy, doing your best Man-Spider impersonation. With bog power comes bog responsibility.(/Engine/Transient.Default__REINST_MissionType_Race_BogSpider_C_60951) CONTENT: "King of Swing" Grand Prix(/Engine/Transient.REINST_MissionType_Race_BogSpider_C_1) CONTENT: Mount a bloodstalker and race through the swamp canopy, doing your best Man-Spider impersonation. With bog power comes bog responsibility.(/Engine/Transient.REINST_MissionType_Race_BogSpider_C_1) CONTENT: "King of Swing" Grand Prix(/Engine/Transient.Default__REINST_MissionType_Race_BogSpider_C_60955) CONTENT: Mount a bloodstalker and race through the swamp canopy, doing your best Man-Spider impersonation. With bog power comes bog responsibility.(/Engine/Transient.Default__REINST_MissionType_Race_BogSpider_C_60955) CONTENT: "King of Swing" Grand Prix(/Game/Genesis/Missions/Race/MissionType_Race_BogSpider.Default__MissionType_Race_BogSpider_C) CONTENT: Mount a bloodstalker and race through the swamp canopy, doing your best Man-Spider impersonation. With bog power comes bog responsibility.(/Game/Genesis/Missions/Race/MissionType_Race_BogSpider.Default__MissionType_Race_BogSpider_C) CONTENT: Mission Loot Set(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Race_Bog_Kapro.Default__LootItemSet_Missions_Race_Bog_Kapro_C) CONTENT: Missions - never BP - with quality(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Race_Bog_Kapro.Default__LootItemSet_Missions_Race_Bog_Kapro_C) CONTENT: Missions - with BP - with quality(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Race_Bog_Kapro.Default__LootItemSet_Missions_Race_Bog_Kapro_C) CONTENT: Missions - With Quantity(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Race_Bog_Kapro.Default__LootItemSet_Missions_Race_Bog_Kapro_C) CONTENT: Bog Rally(/Engine/Transient.REINST_MissionType_Race_BogKapro_C_0) CONTENT: Race along the bog pools, avoiding poisonous gas and other hazards... but don't get stuck in the muck! (/Engine/Transient.REINST_MissionType_Race_BogKapro_C_0) CONTENT: Bog Rally(/Engine/Transient.Default__REINST_MissionType_Race_BogKapro_C_61019) CONTENT: Race along the bog pools, avoiding poisonous gas and other hazards... but don't get stuck in the muck! (/Engine/Transient.Default__REINST_MissionType_Race_BogKapro_C_61019) CONTENT: Bog Rally(/Engine/Transient.REINST_MissionType_Race_BogKapro_C_1) CONTENT: Race along the bog pools, avoiding poisonous gas and other hazards... but don't get stuck in the muck! (/Engine/Transient.REINST_MissionType_Race_BogKapro_C_1) CONTENT: Bog Rally(/Engine/Transient.Default__REINST_MissionType_Race_BogKapro_C_61023) CONTENT: Race along the bog pools, avoiding poisonous gas and other hazards... but don't get stuck in the muck! (/Engine/Transient.Default__REINST_MissionType_Race_BogKapro_C_61023) CONTENT: Bog Rally(/Game/Genesis/Missions/Race/MissionType_Race_BogKapro.Default__MissionType_Race_BogKapro_C) CONTENT: Race along the bog pools, avoiding poisonous gas and other hazards... but don't get stuck in the muck! (/Game/Genesis/Missions/Race/MissionType_Race_BogKapro.Default__MissionType_Race_BogKapro_C) CONTENT: Mission Loot Set(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Race_Arctic.Default__LootItemSet_Missions_Race_Arctic_C) CONTENT: Missions - never BP - with quality(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Race_Arctic.Default__LootItemSet_Missions_Race_Arctic_C) CONTENT: Missions - with BP - with quality(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Race_Arctic.Default__LootItemSet_Missions_Race_Arctic_C) CONTENT: Missions - With Quantity(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Race_Arctic.Default__LootItemSet_Missions_Race_Arctic_C) CONTENT: Mission Loot Set(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Race_Arctic_Rhino.Default__LootItemSet_Missions_Race_Arctic_Rhino_C) CONTENT: Missions - never BP - with quality(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Race_Arctic_Rhino.Default__LootItemSet_Missions_Race_Arctic_Rhino_C) CONTENT: Missions - with BP - with quality(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Race_Arctic_Rhino.Default__LootItemSet_Missions_Race_Arctic_Rhino_C) CONTENT: Missions - With Quantity(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Race_Arctic_Rhino.Default__LootItemSet_Missions_Race_Arctic_Rhino_C) CONTENT: The Rhino 500(/Engine/Transient.REINST_MissionType_Race_SnowRhino_C_0) CONTENT: Climb aboard a Woolly Rhino and race across the frozen plains in the most watched race on Genesis.(/Engine/Transient.REINST_MissionType_Race_SnowRhino_C_0) CONTENT: The Rhino 500(/Engine/Transient.Default__REINST_MissionType_Race_SnowRhino_C_61076) CONTENT: Climb aboard a Woolly Rhino and race across the frozen plains in the most watched race on Genesis.(/Engine/Transient.Default__REINST_MissionType_Race_SnowRhino_C_61076) CONTENT: The Rhino 500(/Engine/Transient.REINST_MissionType_Race_SnowRhino_C_1) CONTENT: Climb aboard a Woolly Rhino and race across the frozen plains in the most watched race on Genesis.(/Engine/Transient.REINST_MissionType_Race_SnowRhino_C_1) CONTENT: The Rhino 500(/Engine/Transient.Default__REINST_MissionType_Race_SnowRhino_C_61080) CONTENT: Climb aboard a Woolly Rhino and race across the frozen plains in the most watched race on Genesis.(/Engine/Transient.Default__REINST_MissionType_Race_SnowRhino_C_61080) CONTENT: The Rhino 500(/Game/Genesis/Missions/Race/Arctic/MissionType_Race_SnowRhino.Default__MissionType_Race_SnowRhino_C) CONTENT: Climb aboard a Woolly Rhino and race across the frozen plains in the most watched race on Genesis.(/Game/Genesis/Missions/Race/Arctic/MissionType_Race_SnowRhino.Default__MissionType_Race_SnowRhino_C) CONTENT: Mission Loot Set(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Race_Arctic_Saber.Default__LootItemSet_Missions_Race_Arctic_Saber_C) CONTENT: Missions - never BP - with quality(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Race_Arctic_Saber.Default__LootItemSet_Missions_Race_Arctic_Saber_C) CONTENT: Missions - With Quantity(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Race_Arctic_Saber.Default__LootItemSet_Missions_Race_Arctic_Saber_C) CONTENT: Saber Slalom(/Engine/Transient.REINST_MissionType_Race_Saber_C_0) CONTENT: Master the Spire Rock Trail by racing your Snow Saber down the mountain.(/Engine/Transient.REINST_MissionType_Race_Saber_C_0) CONTENT: Saber Slalom(/Engine/Transient.Default__REINST_MissionType_Race_Saber_C_61154) CONTENT: Master the Spire Rock Trail by racing your Snow Saber down the mountain.(/Engine/Transient.Default__REINST_MissionType_Race_Saber_C_61154) CONTENT: Saber Slalom(/Engine/Transient.REINST_MissionType_Race_Saber_C_1) CONTENT: Master the Spire Rock Trail by racing your Snow Saber down the mountain.(/Engine/Transient.REINST_MissionType_Race_Saber_C_1) CONTENT: Saber Slalom(/Engine/Transient.Default__REINST_MissionType_Race_Saber_C_61158) CONTENT: Master the Spire Rock Trail by racing your Snow Saber down the mountain.(/Engine/Transient.Default__REINST_MissionType_Race_Saber_C_61158) CONTENT: Saber Slalom(/Game/Genesis/Missions/Race/Arctic/MissionType_Race_Saber.Default__MissionType_Race_Saber_C) CONTENT: Master the Spire Rock Trail by racing your Snow Saber down the mountain.(/Game/Genesis/Missions/Race/Arctic/MissionType_Race_Saber.Default__MissionType_Race_Saber_C) CONTENT: Mission Loot Set(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Hunt_Volcanic.Default__LootItemSet_Missions_Hunt_Volcanic_C) CONTENT: Missions - never BP - with quality(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Hunt_Volcanic.Default__LootItemSet_Missions_Hunt_Volcanic_C) CONTENT: Missions - With Quantity(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Hunt_Volcanic.Default__LootItemSet_Missions_Hunt_Volcanic_C) CONTENT: Mission Loot Set(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Hunt_Volcanic_RockElemental.Default__LootItemSet_Missions_Hunt_Volcanic_RockElemental_C) CONTENT: Missions - never BP - with quality(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Hunt_Volcanic_RockElemental.Default__LootItemSet_Missions_Hunt_Volcanic_RockElemental_C) CONTENT: Missions - With Quantity(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Hunt_Volcanic_RockElemental.Default__LootItemSet_Missions_Hunt_Volcanic_RockElemental_C) LITERAL: ExplodeFireRock(/Game/Genesis/Dinos/BiomeVariants/Lava_Golem/ProjGiantRock_RockElemental_Fire.ProjGiantRock_RockElemental_Fire:EventGraph.K2Node_CallFunction_1050240) CONTENT: Brute X-Rock Elemental(/Engine/Transient.REINST_Volcano_Golem_Character_BP_Hunt_C_0) CONTENT: Brute X-Rock Elemental(/Engine/Transient.Default__REINST_Volcano_Golem_Character_BP_Hunt_C_61259) CONTENT: Brute X-Rock Elemental(/Engine/Transient.REINST_Volcano_Golem_Character_BP_Hunt_C_1) CONTENT: Brute X-Rock Elemental(/Engine/Transient.Default__REINST_Volcano_Golem_Character_BP_Hunt_C_61263) CONTENT: Brute X-Rock Elemental(/Game/Genesis/Dinos/MissionVariants/Hunt/Volcanic/Volcano_Golem_Character_BP_Hunt.Default__Volcano_Golem_Character_BP_Hunt_C) CONTENT: We Will Rock You(/Engine/Transient.REINST_MissionType_Hunt_RockElemental_C_0) CONTENT: Hunt down a Rock Elemental, but watch out for its volcanic bombardment.(/Engine/Transient.REINST_MissionType_Hunt_RockElemental_C_0) CONTENT: We Will Rock You(/Engine/Transient.Default__REINST_MissionType_Hunt_RockElemental_C_61281) CONTENT: Hunt down a Rock Elemental, but watch out for its volcanic bombardment.(/Engine/Transient.Default__REINST_MissionType_Hunt_RockElemental_C_61281) CONTENT: We Will Rock You(/Engine/Transient.REINST_MissionType_Hunt_RockElemental_C_1) CONTENT: Hunt down a Rock Elemental, but watch out for its volcanic bombardment.(/Engine/Transient.REINST_MissionType_Hunt_RockElemental_C_1) CONTENT: We Will Rock You(/Engine/Transient.Default__REINST_MissionType_Hunt_RockElemental_C_61285) CONTENT: Hunt down a Rock Elemental, but watch out for its volcanic bombardment.(/Engine/Transient.Default__REINST_MissionType_Hunt_RockElemental_C_61285) CONTENT: We Will Rock You(/Game/Genesis/Missions/Hunt/Volcanic/MissionType_Hunt_RockElemental.Default__MissionType_Hunt_RockElemental_C) CONTENT: Hunt down a Rock Elemental, but watch out for its volcanic bombardment.(/Game/Genesis/Missions/Hunt/Volcanic/MissionType_Hunt_RockElemental.Default__MissionType_Hunt_RockElemental_C) CONTENT: Mission Loot Set(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Hunt_Volcanic_Rex.Default__LootItemSet_Missions_Hunt_Volcanic_Rex_C) CONTENT: Missions - never BP - with quality(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Hunt_Volcanic_Rex.Default__LootItemSet_Missions_Hunt_Volcanic_Rex_C) CONTENT: Missions - With Quantity(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Hunt_Volcanic_Rex.Default__LootItemSet_Missions_Hunt_Volcanic_Rex_C) CONTENT: Brute X-Rex(/Engine/Transient.REINST_Volcano_Rex_Character_BP_Hunt_C_0) CONTENT: Brute X-Rex(/Engine/Transient.Default__REINST_Volcano_Rex_Character_BP_Hunt_C_61339) CONTENT: Brute X-Rex(/Engine/Transient.REINST_Volcano_Rex_Character_BP_Hunt_C_1) CONTENT: Brute X-Rex(/Engine/Transient.Default__REINST_Volcano_Rex_Character_BP_Hunt_C_61343) CONTENT: Brute X-Rex(/Game/Genesis/Dinos/MissionVariants/Hunt/Volcanic/Volcano_Rex_Character_BP_Hunt.Default__Volcano_Rex_Character_BP_Hunt_C) CONTENT: Kingslayer(/Engine/Transient.REINST_MissionType_Hunt_Rex_C_0) CONTENT: Hunt down a thundering Tyrannosaurus Rex across the Volcanic wasteland and overthrow this tyrant king!(/Engine/Transient.REINST_MissionType_Hunt_Rex_C_0) CONTENT: Kingslayer(/Engine/Transient.Default__REINST_MissionType_Hunt_Rex_C_61361) CONTENT: Hunt down a thundering Tyrannosaurus Rex across the Volcanic wasteland and overthrow this tyrant king!(/Engine/Transient.Default__REINST_MissionType_Hunt_Rex_C_61361) CONTENT: Kingslayer(/Engine/Transient.REINST_MissionType_Hunt_Rex_C_1) CONTENT: Hunt down a thundering Tyrannosaurus Rex across the Volcanic wasteland and overthrow this tyrant king!(/Engine/Transient.REINST_MissionType_Hunt_Rex_C_1) CONTENT: Kingslayer(/Engine/Transient.Default__REINST_MissionType_Hunt_Rex_C_61365) CONTENT: Hunt down a thundering Tyrannosaurus Rex across the Volcanic wasteland and overthrow this tyrant king!(/Engine/Transient.Default__REINST_MissionType_Hunt_Rex_C_61365) CONTENT: Kingslayer(/Game/Genesis/Missions/Hunt/Volcanic/MissionType_Hunt_Rex.Default__MissionType_Hunt_Rex_C) CONTENT: Hunt down a thundering Tyrannosaurus Rex across the Volcanic wasteland and overthrow this tyrant king!(/Game/Genesis/Missions/Hunt/Volcanic/MissionType_Hunt_Rex.Default__MissionType_Hunt_Rex_C) CONTENT: Mission Loot Set(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Hunt_Volcanic_LavaLizard.Default__LootItemSet_Missions_Hunt_Volcanic_LavaLizard_C) CONTENT: Missions - never BP - with quality(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Hunt_Volcanic_LavaLizard.Default__LootItemSet_Missions_Hunt_Volcanic_LavaLizard_C) CONTENT: Missions - With Quantity(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Hunt_Volcanic_LavaLizard.Default__LootItemSet_Missions_Hunt_Volcanic_LavaLizard_C) CONTENT: Brute Magmasaur(/Engine/Transient.REINST_Cherufe_Character_BP_Hunt_C_0) CONTENT: Brute Magmasaur(/Engine/Transient.Default__REINST_Cherufe_Character_BP_Hunt_C_61430) CONTENT: Brute Magmasaur(/Engine/Transient.REINST_Cherufe_Character_BP_Hunt_C_1) CONTENT: Brute Magmasaur(/Engine/Transient.Default__REINST_Cherufe_Character_BP_Hunt_C_61434) CONTENT: Brute Magmasaur(/Game/Genesis/Dinos/MissionVariants/Hunt/Volcanic/Cherufe_Character_BP_Hunt.Default__Cherufe_Character_BP_Hunt_C) CONTENT: Hunt in the Heat(/Engine/Transient.REINST_MissionType_Hunt_LavaLizard_C_0) CONTENT: Hunt the Magmasaur, and try to keep your cool.(/Engine/Transient.REINST_MissionType_Hunt_LavaLizard_C_0) CONTENT: Hunt in the Heat(/Engine/Transient.Default__REINST_MissionType_Hunt_LavaLizard_C_61441) CONTENT: Hunt the Magmasaur, and try to keep your cool.(/Engine/Transient.Default__REINST_MissionType_Hunt_LavaLizard_C_61441) CONTENT: Hunt in the Heat(/Engine/Transient.REINST_MissionType_Hunt_LavaLizard_C_1) CONTENT: Hunt the Magmasaur, and try to keep your cool.(/Engine/Transient.REINST_MissionType_Hunt_LavaLizard_C_1) CONTENT: Hunt in the Heat(/Engine/Transient.Default__REINST_MissionType_Hunt_LavaLizard_C_61445) CONTENT: Hunt the Magmasaur, and try to keep your cool.(/Engine/Transient.Default__REINST_MissionType_Hunt_LavaLizard_C_61445) CONTENT: Hunt in the Heat(/Game/Genesis/Missions/Hunt/Volcanic/MissionType_Hunt_LavaLizard.Default__MissionType_Hunt_LavaLizard_C) CONTENT: Hunt the Magmasaur, and try to keep your cool.(/Game/Genesis/Missions/Hunt/Volcanic/MissionType_Hunt_LavaLizard.Default__MissionType_Hunt_LavaLizard_C) CONTENT: Mission Loot Set(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Hunt_Volcanic_Allo.Default__LootItemSet_Missions_Hunt_Volcanic_Allo_C) CONTENT: Missions - never BP - with quality(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Hunt_Volcanic_Allo.Default__LootItemSet_Missions_Hunt_Volcanic_Allo_C) CONTENT: Missions - With Quantity(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Hunt_Volcanic_Allo.Default__LootItemSet_Missions_Hunt_Volcanic_Allo_C) CONTENT: Brute X-Allosaurus(/Engine/Transient.REINST_Volcano_Allo_Character_BP_Hunt_C_0) CONTENT: Brute X-Allosaurus(/Engine/Transient.Default__REINST_Volcano_Allo_Character_BP_Hunt_C_61487) CONTENT: Brute X-Allosaurus(/Engine/Transient.REINST_Volcano_Allo_Character_BP_Hunt_C_1) CONTENT: Brute X-Allosaurus(/Engine/Transient.Default__REINST_Volcano_Allo_Character_BP_Hunt_C_61491) CONTENT: Brute X-Allosaurus(/Game/Genesis/Dinos/MissionVariants/Hunt/Volcanic/Volcano_Allo_Character_BP_Hunt.Default__Volcano_Allo_Character_BP_Hunt_C) CONTENT: Allo and Goodbye(/Engine/Transient.REINST_MissionType_Hunt_Allo_C_0) CONTENT: Packs of Allosauruses run wild across the volcano biome. Hunt a pack down and end them.(/Engine/Transient.REINST_MissionType_Hunt_Allo_C_0) CONTENT: Allo and Goodbye(/Engine/Transient.Default__REINST_MissionType_Hunt_Allo_C_61498) CONTENT: Packs of Allosauruses run wild across the volcano biome. Hunt a pack down and end them.(/Engine/Transient.Default__REINST_MissionType_Hunt_Allo_C_61498) CONTENT: Allo and Goodbye(/Engine/Transient.REINST_MissionType_Hunt_Allo_C_1) CONTENT: Packs of Allosauruses run wild across the volcano biome. Hunt a pack down and end them.(/Engine/Transient.REINST_MissionType_Hunt_Allo_C_1) CONTENT: Allo and Goodbye(/Engine/Transient.Default__REINST_MissionType_Hunt_Allo_C_61502) CONTENT: Packs of Allosauruses run wild across the volcano biome. Hunt a pack down and end them.(/Engine/Transient.Default__REINST_MissionType_Hunt_Allo_C_61502) CONTENT: Allo and Goodbye(/Game/Genesis/Missions/Hunt/Volcanic/MissionType_Hunt_Allo.Default__MissionType_Hunt_Allo_C) CONTENT: Packs of Allosauruses run wild across the volcano biome. Hunt a pack down and end them.(/Game/Genesis/Missions/Hunt/Volcanic/MissionType_Hunt_Allo.Default__MissionType_Hunt_Allo_C) CONTENT: A mid level Brute Allosaurus Pack is on the prowl, take it down!(/Engine/Transient.REINST_MissionType_Hunt_Allo_Medium_C_0) CONTENT: A mid level Brute Allosaurus Pack is on the prowl, take it down!(/Engine/Transient.Default__REINST_MissionType_Hunt_Allo_Medium_C_61509) CONTENT: A mid level Brute Allosaurus Pack is on the prowl, take it down!(/Engine/Transient.REINST_MissionType_Hunt_Allo_Medium_C_1) CONTENT: A mid level Brute Allosaurus Pack is on the prowl, take it down!(/Engine/Transient.Default__REINST_MissionType_Hunt_Allo_Medium_C_61513) CONTENT: A mid level Brute Allosaurus Pack is on the prowl, take it down!(/Game/Genesis/Missions/Hunt/Volcanic/MissionType_Hunt_Allo_Medium.Default__MissionType_Hunt_Allo_Medium_C) CONTENT: A high level Brute Allosaurus Pack is on the prowl, take it down!(/Engine/Transient.REINST_MissionType_Hunt_Allo_Hard_C_0) CONTENT: A high level Brute Allosaurus Pack is on the prowl, take it down!(/Engine/Transient.Default__REINST_MissionType_Hunt_Allo_Hard_C_61520) CONTENT: A high level Brute Allosaurus Pack is on the prowl, take it down!(/Engine/Transient.REINST_MissionType_Hunt_Allo_Hard_C_1) CONTENT: A high level Brute Allosaurus Pack is on the prowl, take it down!(/Engine/Transient.Default__REINST_MissionType_Hunt_Allo_Hard_C_61524) CONTENT: A high level Brute Allosaurus Pack is on the prowl, take it down!(/Game/Genesis/Missions/Hunt/Volcanic/MissionType_Hunt_Allo_Hard.Default__MissionType_Hunt_Allo_Hard_C) CONTENT: A low level Brute Allosaurus Pack is on the prowl, take it down!(/Engine/Transient.REINST_MissionType_Hunt_Allo_Easy_C_0) CONTENT: A low level Brute Allosaurus Pack is on the prowl, take it down!(/Engine/Transient.Default__REINST_MissionType_Hunt_Allo_Easy_C_61531) CONTENT: A low level Brute Allosaurus Pack is on the prowl, take it down!(/Engine/Transient.REINST_MissionType_Hunt_Allo_Easy_C_1) CONTENT: A low level Brute Allosaurus Pack is on the prowl, take it down!(/Engine/Transient.Default__REINST_MissionType_Hunt_Allo_Easy_C_61535) CONTENT: A low level Brute Allosaurus Pack is on the prowl, take it down!(/Game/Genesis/Missions/Hunt/Volcanic/MissionType_Hunt_Allo_Easy.Default__MissionType_Hunt_Allo_Easy_C) CONTENT: Mission Loot Set(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Hunt_Ocean.Default__LootItemSet_Missions_Hunt_Ocean_C) CONTENT: Missions - never BP - with quality(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Hunt_Ocean.Default__LootItemSet_Missions_Hunt_Ocean_C) CONTENT: Missions - with BP - with quality(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Hunt_Ocean.Default__LootItemSet_Missions_Hunt_Ocean_C) CONTENT: Missions - With Quantity(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Hunt_Ocean.Default__LootItemSet_Missions_Hunt_Ocean_C) CONTENT: Mission Loot Set(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Hunt_Ocean_Tuso.Default__LootItemSet_Missions_Hunt_Ocean_Tuso_C) CONTENT: Missions - never BP - with quality(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Hunt_Ocean_Tuso.Default__LootItemSet_Missions_Hunt_Ocean_Tuso_C) CONTENT: Missions - with BP - with quality(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Hunt_Ocean_Tuso.Default__LootItemSet_Missions_Hunt_Ocean_Tuso_C) CONTENT: Missions - With Quantity(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Hunt_Ocean_Tuso.Default__LootItemSet_Missions_Hunt_Ocean_Tuso_C) CONTENT: Brute Tusoteuthis(/Engine/Transient.REINST_Tusoteuthis_Character_BP_Hunt_C_0) CONTENT: Brute Tusoteuthis(/Engine/Transient.Default__REINST_Tusoteuthis_Character_BP_Hunt_C_61567) CONTENT: Brute Tusoteuthis(/Engine/Transient.REINST_Tusoteuthis_Character_BP_Hunt_C_1) CONTENT: Brute Tusoteuthis(/Engine/Transient.Default__REINST_Tusoteuthis_Character_BP_Hunt_C_61571) CONTENT: Brute Tusoteuthis(/Game/Genesis/Dinos/MissionVariants/Hunt/Ocean/Tusoteuthis_Character_BP_Hunt.Default__Tusoteuthis_Character_BP_Hunt_C) CONTENT: Who Hid the Squid?(/Engine/Transient.REINST_MissionType_Hunt_Tuso_C_0) CONTENT: Search the depths for a nightmarish Tusoteuthis and end its reign of terror!(/Engine/Transient.REINST_MissionType_Hunt_Tuso_C_0) CONTENT: Who Hid the Squid?(/Engine/Transient.Default__REINST_MissionType_Hunt_Tuso_C_61589) CONTENT: Search the depths for a nightmarish Tusoteuthis and end its reign of terror!(/Engine/Transient.Default__REINST_MissionType_Hunt_Tuso_C_61589) CONTENT: Who Hid the Squid?(/Engine/Transient.REINST_MissionType_Hunt_Tuso_C_1) CONTENT: Search the depths for a nightmarish Tusoteuthis and end its reign of terror!(/Engine/Transient.REINST_MissionType_Hunt_Tuso_C_1) CONTENT: Who Hid the Squid?(/Engine/Transient.Default__REINST_MissionType_Hunt_Tuso_C_61593) CONTENT: Search the depths for a nightmarish Tusoteuthis and end its reign of terror!(/Engine/Transient.Default__REINST_MissionType_Hunt_Tuso_C_61593) CONTENT: Who Hid the Squid?(/Game/Genesis/Missions/Hunt/Ocean/MissionType_Hunt_Tuso.Default__MissionType_Hunt_Tuso_C) CONTENT: Search the depths for a nightmarish Tusoteuthis and end its reign of terror!(/Game/Genesis/Missions/Hunt/Ocean/MissionType_Hunt_Tuso.Default__MissionType_Hunt_Tuso_C) CONTENT: Mission Loot Set(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Hunt_Ocean_Plesio.Default__LootItemSet_Missions_Hunt_Ocean_Plesio_C) CONTENT: Missions - never BP - with quality(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Hunt_Ocean_Plesio.Default__LootItemSet_Missions_Hunt_Ocean_Plesio_C) CONTENT: Missions - With Quantity(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Hunt_Ocean_Plesio.Default__LootItemSet_Missions_Hunt_Ocean_Plesio_C) CONTENT: Brute X-Megalodon(/Engine/Transient.REINST_Ocean_Megalodon_Character_BP_Hunt_C_0) CONTENT: Brute X-Megalodon(/Engine/Transient.Default__REINST_Ocean_Megalodon_Character_BP_Hunt_C_61646) CONTENT: Brute X-Megalodon(/Engine/Transient.REINST_Ocean_Megalodon_Character_BP_Hunt_C_1) CONTENT: Brute X-Megalodon(/Engine/Transient.Default__REINST_Ocean_Megalodon_Character_BP_Hunt_C_61650) CONTENT: Brute X-Megalodon(/Game/Genesis/Dinos/MissionVariants/Hunt/Ocean/Ocean_Megalodon_Character_BP_Hunt.Default__Ocean_Megalodon_Character_BP_Hunt_C) CONTENT: Brute Plesiosaur(/Engine/Transient.REINST_Plesiosaur_Character_BP_Hunt_C_0) CONTENT: Brute Plesiosaur(/Engine/Transient.Default__REINST_Plesiosaur_Character_BP_Hunt_C_61669) CONTENT: Brute Plesiosaur(/Engine/Transient.REINST_Plesiosaur_Character_BP_Hunt_C_1) CONTENT: Brute Plesiosaur(/Engine/Transient.Default__REINST_Plesiosaur_Character_BP_Hunt_C_61673) CONTENT: Brute Plesiosaur(/Game/Genesis/Dinos/MissionVariants/Hunt/Ocean/Plesiosaur_Character_BP_Hunt.Default__Plesiosaur_Character_BP_Hunt_C) CONTENT: Loch'd and Loaded(/Engine/Transient.REINST_MissionType_Hunt_Plesio_C_0) CONTENT: Search the Ocean's depths for a ravenous Plesiosaur. This monster isn't just a myth.(/Engine/Transient.REINST_MissionType_Hunt_Plesio_C_0) CONTENT: Loch'd and Loaded(/Engine/Transient.Default__REINST_MissionType_Hunt_Plesio_C_61680) CONTENT: Search the Ocean's depths for a ravenous Plesiosaur. This monster isn't just a myth.(/Engine/Transient.Default__REINST_MissionType_Hunt_Plesio_C_61680) CONTENT: Loch'd and Loaded(/Engine/Transient.REINST_MissionType_Hunt_Plesio_C_1) CONTENT: Search the Ocean's depths for a ravenous Plesiosaur. This monster isn't just a myth.(/Engine/Transient.REINST_MissionType_Hunt_Plesio_C_1) CONTENT: Loch'd and Loaded(/Engine/Transient.Default__REINST_MissionType_Hunt_Plesio_C_61684) CONTENT: Search the Ocean's depths for a ravenous Plesiosaur. This monster isn't just a myth.(/Engine/Transient.Default__REINST_MissionType_Hunt_Plesio_C_61684) CONTENT: Loch'd and Loaded(/Game/Genesis/Missions/Hunt/Ocean/MissionType_Hunt_Plesio.Default__MissionType_Hunt_Plesio_C) CONTENT: Search the Ocean's depths for a ravenous Plesiosaur. This monster isn't just a myth.(/Game/Genesis/Missions/Hunt/Ocean/MissionType_Hunt_Plesio.Default__MissionType_Hunt_Plesio_C) CONTENT: Mission Loot Set(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Hunt_Ocean_Mosa.Default__LootItemSet_Missions_Hunt_Ocean_Mosa_C) CONTENT: Missions - never BP - with quality(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Hunt_Ocean_Mosa.Default__LootItemSet_Missions_Hunt_Ocean_Mosa_C) CONTENT: Missions - With Quantity(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Hunt_Ocean_Mosa.Default__LootItemSet_Missions_Hunt_Ocean_Mosa_C) CONTENT: Brute X-Mosasaurus(/Engine/Transient.REINST_Ocean_Mosa_Character_BP_Hunt_C_0) CONTENT: Brute X-Mosasaurus(/Engine/Transient.Default__REINST_Ocean_Mosa_Character_BP_Hunt_C_61749) CONTENT: Brute X-Mosasaurus(/Engine/Transient.REINST_Ocean_Mosa_Character_BP_Hunt_C_1) CONTENT: Brute X-Mosasaurus(/Engine/Transient.Default__REINST_Ocean_Mosa_Character_BP_Hunt_C_61753) CONTENT: Brute X-Mosasaurus(/Game/Genesis/Dinos/MissionVariants/Hunt/Ocean/Ocean_Mosa_Character_BP_Hunt.Default__Ocean_Mosa_Character_BP_Hunt_C) CONTENT: The Mosa Proposal(/Engine/Transient.REINST_MissionType_Hunt_Mosa_C_0) CONTENT: Track down a vicious Mosasaurus amongst the dangers of the deep and remind it that man is the most dangerous game.(/Engine/Transient.REINST_MissionType_Hunt_Mosa_C_0) CONTENT: The Mosa Proposal(/Engine/Transient.Default__REINST_MissionType_Hunt_Mosa_C_61760) CONTENT: Track down a vicious Mosasaurus amongst the dangers of the deep and remind it that man is the most dangerous game.(/Engine/Transient.Default__REINST_MissionType_Hunt_Mosa_C_61760) CONTENT: The Mosa Proposal(/Engine/Transient.REINST_MissionType_Hunt_Mosa_C_1) CONTENT: Track down a vicious Mosasaurus amongst the dangers of the deep and remind it that man is the most dangerous game.(/Engine/Transient.REINST_MissionType_Hunt_Mosa_C_1) CONTENT: The Mosa Proposal(/Engine/Transient.Default__REINST_MissionType_Hunt_Mosa_C_61764) CONTENT: Track down a vicious Mosasaurus amongst the dangers of the deep and remind it that man is the most dangerous game.(/Engine/Transient.Default__REINST_MissionType_Hunt_Mosa_C_61764) CONTENT: The Mosa Proposal(/Game/Genesis/Missions/Hunt/Ocean/MissionType_Hunt_Mosa.Default__MissionType_Hunt_Mosa_C) CONTENT: Track down a vicious Mosasaurus amongst the dangers of the deep and remind it that man is the most dangerous game.(/Game/Genesis/Missions/Hunt/Ocean/MissionType_Hunt_Mosa.Default__MissionType_Hunt_Mosa_C) CONTENT: Mission Loot Set(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Hunt_Ocean_Leeds.Default__LootItemSet_Missions_Hunt_Ocean_Leeds_C) CONTENT: Missions - never BP - with quality(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Hunt_Ocean_Leeds.Default__LootItemSet_Missions_Hunt_Ocean_Leeds_C) CONTENT: Missions - With Quantity(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Hunt_Ocean_Leeds.Default__LootItemSet_Missions_Hunt_Ocean_Leeds_C) CONTENT: Brute Basilosaurus(/Engine/Transient.REINST_Basilosaurus_Character_BP_Hunt_C_0) CONTENT: Brute Basilosaurus(/Engine/Transient.Default__REINST_Basilosaurus_Character_BP_Hunt_C_61817) CONTENT: Brute Basilosaurus(/Engine/Transient.REINST_Basilosaurus_Character_BP_Hunt_C_1) CONTENT: Brute Basilosaurus(/Engine/Transient.Default__REINST_Basilosaurus_Character_BP_Hunt_C_61821) CONTENT: Brute Basilosaurus(/Game/Genesis/Dinos/MissionVariants/Hunt/Ocean/Basilosaurus_Character_BP_Hunt.Default__Basilosaurus_Character_BP_Hunt_C) CONTENT: Brute Leedsichthys(/Engine/Transient.REINST_Leedsichthys_Character_BP_Hunt_C_0) CONTENT: Brute Leedsichthys(/Engine/Transient.Default__REINST_Leedsichthys_Character_BP_Hunt_C_61841) CONTENT: Brute Leedsichthys(/Engine/Transient.REINST_Leedsichthys_Character_BP_Hunt_C_1) CONTENT: Brute Leedsichthys(/Engine/Transient.Default__REINST_Leedsichthys_Character_BP_Hunt_C_61845) CONTENT: Brute Leedsichthys(/Game/Genesis/Dinos/MissionVariants/Hunt/Ocean/Leedsichthys_Character_BP_Hunt.Default__Leedsichthys_Character_BP_Hunt_C) CONTENT: Chasing the White Whale(/Engine/Transient.REINST_MissionType_Hunt_Leeds_C_0) CONTENT: Follow the checkpoints to your target: a white Leedsichthys. You might need more than just a harpoon.(/Engine/Transient.REINST_MissionType_Hunt_Leeds_C_0) CONTENT: Chasing the White Whale(/Engine/Transient.Default__REINST_MissionType_Hunt_Leeds_C_61852) CONTENT: Follow the checkpoints to your target: a white Leedsichthys. You might need more than just a harpoon.(/Engine/Transient.Default__REINST_MissionType_Hunt_Leeds_C_61852) CONTENT: Chasing the White Whale(/Engine/Transient.REINST_MissionType_Hunt_Leeds_C_1) CONTENT: Follow the checkpoints to your target: a white Leedsichthys. You might need more than just a harpoon.(/Engine/Transient.REINST_MissionType_Hunt_Leeds_C_1) CONTENT: Chasing the White Whale(/Engine/Transient.Default__REINST_MissionType_Hunt_Leeds_C_61856) CONTENT: Follow the checkpoints to your target: a white Leedsichthys. You might need more than just a harpoon.(/Engine/Transient.Default__REINST_MissionType_Hunt_Leeds_C_61856) CONTENT: Chasing the White Whale(/Game/Genesis/Missions/Hunt/Ocean/MissionType_Hunt_Leeds.Default__MissionType_Hunt_Leeds_C) CONTENT: Follow the checkpoints to your target: a white Leedsichthys. You might need more than just a harpoon.(/Game/Genesis/Missions/Hunt/Ocean/MissionType_Hunt_Leeds.Default__MissionType_Hunt_Leeds_C) CONTENT: Mission Loot Set(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Hunt_Lunar.Default__LootItemSet_Missions_Hunt_Lunar_C) CONTENT: Missions - never BP - with quality(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Hunt_Lunar.Default__LootItemSet_Missions_Hunt_Lunar_C) CONTENT: Missions - with BP - with quality(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Hunt_Lunar.Default__LootItemSet_Missions_Hunt_Lunar_C) CONTENT: Missions - With Quantity(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Hunt_Lunar.Default__LootItemSet_Missions_Hunt_Lunar_C) CONTENT: Mission Loot Set(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Hunt_Lunar_SpaceWhale.Default__LootItemSet_Missions_Hunt_Lunar_SpaceWhale_C) CONTENT: Missions - never BP - with quality(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Hunt_Lunar_SpaceWhale.Default__LootItemSet_Missions_Hunt_Lunar_SpaceWhale_C) CONTENT: Missions - with BP - with quality(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Hunt_Lunar_SpaceWhale.Default__LootItemSet_Missions_Hunt_Lunar_SpaceWhale_C) CONTENT: Missions - With Quantity(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Hunt_Lunar_SpaceWhale.Default__LootItemSet_Missions_Hunt_Lunar_SpaceWhale_C) CONTENT: Brute Seeker (/Engine/Transient.REINST_Pteroteuthis_Char_BP_HuntFollower_C_0) CONTENT: Brute Seeker (/Engine/Transient.Default__REINST_Pteroteuthis_Char_BP_HuntFollower_C_61899) CONTENT: Brute Seeker (/Engine/Transient.REINST_Pteroteuthis_Char_BP_HuntFollower_C_1) CONTENT: Brute Seeker (/Engine/Transient.Default__REINST_Pteroteuthis_Char_BP_HuntFollower_C_61903) CONTENT: Brute Seeker (/Game/Genesis/Dinos/MissionVariants/Hunt/Lunar/Pteroteuthis_Char_BP_HuntFollower.Default__Pteroteuthis_Char_BP_HuntFollower_C) CONTENT: Wing Edges(/Game/Genesis/Dinos/MissionVariants/Hunt/Lunar/DinoColorSet_SpaceWhale_Hunt.Default__DinoColorSet_SpaceWhale_Hunt_C) CONTENT: Not Used(/Game/Genesis/Dinos/MissionVariants/Hunt/Lunar/DinoColorSet_SpaceWhale_Hunt.Default__DinoColorSet_SpaceWhale_Hunt_C) CONTENT: Eyes(/Game/Genesis/Dinos/MissionVariants/Hunt/Lunar/DinoColorSet_SpaceWhale_Hunt.Default__DinoColorSet_SpaceWhale_Hunt_C) CONTENT: Not Used(/Game/Genesis/Dinos/MissionVariants/Hunt/Lunar/DinoColorSet_SpaceWhale_Hunt.Default__DinoColorSet_SpaceWhale_Hunt_C) CONTENT: Body(/Game/Genesis/Dinos/MissionVariants/Hunt/Lunar/DinoColorSet_SpaceWhale_Hunt.Default__DinoColorSet_SpaceWhale_Hunt_C) CONTENT: Spots(/Game/Genesis/Dinos/MissionVariants/Hunt/Lunar/DinoColorSet_SpaceWhale_Hunt.Default__DinoColorSet_SpaceWhale_Hunt_C) CONTENT: Brute Astrocetus(/Engine/Transient.REINST_SpaceWhale_Character_BP_Brute_C_0) CONTENT: Brute Astrocetus(/Engine/Transient.Default__REINST_SpaceWhale_Character_BP_Brute_C_61923) CONTENT: Brute Astrocetus(/Engine/Transient.REINST_SpaceWhale_Character_BP_Brute_C_1) CONTENT: Brute Astrocetus(/Engine/Transient.Default__REINST_SpaceWhale_Character_BP_Brute_C_61927) CONTENT: Brute Astrocetus(/Game/Genesis/Dinos/MissionVariants/Hunt/Lunar/SpaceWhale_Character_BP_Brute.Default__SpaceWhale_Character_BP_Brute_C) CONTENT: A Captain's Conquest(/Engine/Transient.REINST_MissionType_Hunt_SpaceWhale_C_0) CONTENT: Search the desolate Lunar reaches for a gigantic territorial Astrocetus. Take it down and reclaim the stars!(/Engine/Transient.REINST_MissionType_Hunt_SpaceWhale_C_0) CONTENT: A Captain's Conquest(/Engine/Transient.Default__REINST_MissionType_Hunt_SpaceWhale_C_61945) CONTENT: Search the desolate Lunar reaches for a gigantic territorial Astrocetus. Take it down and reclaim the stars!(/Engine/Transient.Default__REINST_MissionType_Hunt_SpaceWhale_C_61945) CONTENT: A Captain's Conquest(/Engine/Transient.REINST_MissionType_Hunt_SpaceWhale_C_1) CONTENT: Search the desolate Lunar reaches for a gigantic territorial Astrocetus. Take it down and reclaim the stars!(/Engine/Transient.REINST_MissionType_Hunt_SpaceWhale_C_1) CONTENT: A Captain's Conquest(/Engine/Transient.Default__REINST_MissionType_Hunt_SpaceWhale_C_61949) CONTENT: Search the desolate Lunar reaches for a gigantic territorial Astrocetus. Take it down and reclaim the stars!(/Engine/Transient.Default__REINST_MissionType_Hunt_SpaceWhale_C_61949) CONTENT: A Captain's Conquest(/Game/Genesis/Missions/Hunt/Lunar/MissionType_Hunt_SpaceWhale.Default__MissionType_Hunt_SpaceWhale_C) CONTENT: Search the desolate Lunar reaches for a gigantic territorial Astrocetus. Take it down and reclaim the stars!(/Game/Genesis/Missions/Hunt/Lunar/MissionType_Hunt_SpaceWhale.Default__MissionType_Hunt_SpaceWhale_C) CONTENT: Mission Loot Set(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Hunt_Lunar_NamelessXeno.Default__LootItemSet_Missions_Hunt_Lunar_NamelessXeno_C) CONTENT: Missions - never BP - with quality(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Hunt_Lunar_NamelessXeno.Default__LootItemSet_Missions_Hunt_Lunar_NamelessXeno_C) CONTENT: Missions - with BP - with quality(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Hunt_Lunar_NamelessXeno.Default__LootItemSet_Missions_Hunt_Lunar_NamelessXeno_C) CONTENT: Missions - With Quantity(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Hunt_Lunar_NamelessXeno.Default__LootItemSet_Missions_Hunt_Lunar_NamelessXeno_C) CONTENT: Brute Reaper King(/Engine/Transient.REINST_Xenomorph_Character_BP_Male_InitialBuryOnly_Hunt_C_0) CONTENT: Brute Reaper King(/Engine/Transient.Default__REINST_Xenomorph_Character_BP_Male_InitialBuryOnly_Hunt_C_62024) CONTENT: Brute Reaper King(/Engine/Transient.REINST_Xenomorph_Character_BP_Male_InitialBuryOnly_Hunt_C_1) CONTENT: Brute Reaper King(/Engine/Transient.Default__REINST_Xenomorph_Character_BP_Male_InitialBuryOnly_Hunt_C_62028) CONTENT: Brute Reaper King(/Game/Genesis/Dinos/MissionVariants/Hunt/Lunar/Xenomorph_Character_BP_Male_InitialBuryOnly_Hunt.Default__Xenomorph_Character_BP_Male_InitialBuryOnly_Hunt_C) CONTENT: It's a Bug Hunt(/Engine/Transient.REINST_MissionType_Hunt_NamelessXeno_C_0) CONTENT: Stalk a pack of Nameless and expunge them from the biome -- but beware their Reaper allies.(/Engine/Transient.REINST_MissionType_Hunt_NamelessXeno_C_0) CONTENT: It's a Bug Hunt(/Engine/Transient.Default__REINST_MissionType_Hunt_NamelessXeno_C_62046) CONTENT: Stalk a pack of Nameless and expunge them from the biome -- but beware their Reaper allies.(/Engine/Transient.Default__REINST_MissionType_Hunt_NamelessXeno_C_62046) CONTENT: It's a Bug Hunt(/Engine/Transient.REINST_MissionType_Hunt_NamelessXeno_C_1) CONTENT: Stalk a pack of Nameless and expunge them from the biome -- but beware their Reaper allies.(/Engine/Transient.REINST_MissionType_Hunt_NamelessXeno_C_1) CONTENT: It's a Bug Hunt(/Engine/Transient.Default__REINST_MissionType_Hunt_NamelessXeno_C_62050) CONTENT: Stalk a pack of Nameless and expunge them from the biome -- but beware their Reaper allies.(/Engine/Transient.Default__REINST_MissionType_Hunt_NamelessXeno_C_62050) CONTENT: It's a Bug Hunt(/Game/Genesis/Missions/Hunt/Lunar/MissionType_Hunt_NamelessXeno.Default__MissionType_Hunt_NamelessXeno_C) CONTENT: Stalk a pack of Nameless and expunge them from the biome -- but beware their Reaper allies.(/Game/Genesis/Missions/Hunt/Lunar/MissionType_Hunt_NamelessXeno.Default__MissionType_Hunt_NamelessXeno_C) CONTENT: Mission Loot Set(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Hunt_Lunar_BionicRex.Default__LootItemSet_Missions_Hunt_Lunar_BionicRex_C) CONTENT: Missions - never BP - with quality(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Hunt_Lunar_BionicRex.Default__LootItemSet_Missions_Hunt_Lunar_BionicRex_C) CONTENT: Missions - with BP - with quality(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Hunt_Lunar_BionicRex.Default__LootItemSet_Missions_Hunt_Lunar_BionicRex_C) CONTENT: Missions - With Quantity(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Hunt_Lunar_BionicRex.Default__LootItemSet_Missions_Hunt_Lunar_BionicRex_C) CONTENT: Malfunctioned Tek Rex(/Engine/Transient.REINST_BionicRex_Character_BP_Malfunctioned_C_0) CONTENT: Malfunctioned Tek Rex(/Engine/Transient.Default__REINST_BionicRex_Character_BP_Malfunctioned_C_62091) CONTENT: Malfunctioned Tek Rex(/Engine/Transient.REINST_BionicRex_Character_BP_Malfunctioned_C_1) CONTENT: Malfunctioned Tek Rex(/Engine/Transient.Default__REINST_BionicRex_Character_BP_Malfunctioned_C_62095) CONTENT: Malfunctioned Tek Rex(/Game/PrimalEarth/Dinos/Rex/BionicRex_Character_BP_Malfunctioned.Default__BionicRex_Character_BP_Malfunctioned_C) CONTENT: Brute Malfunctioned Tek Rex(/Engine/Transient.REINST_BionicRex_Character_BP_Malfunctioned_Hunt_C_0) CONTENT: Brute Malfunctioned Tek Rex(/Engine/Transient.Default__REINST_BionicRex_Character_BP_Malfunctioned_Hunt_C_62135) CONTENT: Brute Malfunctioned Tek Rex(/Engine/Transient.REINST_BionicRex_Character_BP_Malfunctioned_Hunt_C_1) CONTENT: Brute Malfunctioned Tek Rex(/Engine/Transient.Default__REINST_BionicRex_Character_BP_Malfunctioned_Hunt_C_62139) CONTENT: Brute Malfunctioned Tek Rex(/Game/Genesis/Dinos/MissionVariants/Hunt/Lunar/BionicRex_Character_BP_Malfunctioned_Hunt.Default__BionicRex_Character_BP_Malfunctioned_Hunt_C) CONTENT: King of the Moon(/Engine/Transient.REINST_MissionType_Hunt_BionicRex_C_0) CONTENT: It's time to hunt! Your quarry is a pack of Tek Tyrannosaurus Rexes.(/Engine/Transient.REINST_MissionType_Hunt_BionicRex_C_0) CONTENT: King of the Moon(/Engine/Transient.Default__REINST_MissionType_Hunt_BionicRex_C_62157) CONTENT: It's time to hunt! Your quarry is a pack of Tek Tyrannosaurus Rexes.(/Engine/Transient.Default__REINST_MissionType_Hunt_BionicRex_C_62157) CONTENT: King of the Moon(/Engine/Transient.REINST_MissionType_Hunt_BionicRex_C_1) CONTENT: It's time to hunt! Your quarry is a pack of Tek Tyrannosaurus Rexes.(/Engine/Transient.REINST_MissionType_Hunt_BionicRex_C_1) CONTENT: King of the Moon(/Engine/Transient.Default__REINST_MissionType_Hunt_BionicRex_C_62161) CONTENT: It's time to hunt! Your quarry is a pack of Tek Tyrannosaurus Rexes.(/Engine/Transient.Default__REINST_MissionType_Hunt_BionicRex_C_62161) CONTENT: King of the Moon(/Game/Genesis/Missions/Hunt/Lunar/MissionType_Hunt_BionicRex.Default__MissionType_Hunt_BionicRex_C) CONTENT: It's time to hunt! Your quarry is a pack of Tek Tyrannosaurus Rexes.(/Game/Genesis/Missions/Hunt/Lunar/MissionType_Hunt_BionicRex.Default__MissionType_Hunt_BionicRex_C) CONTENT: Mission Loot Set(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Hunt_Lunar_BionicGiga.Default__LootItemSet_Missions_Hunt_Lunar_BionicGiga_C) CONTENT: Missions - never BP - with quality(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Hunt_Lunar_BionicGiga.Default__LootItemSet_Missions_Hunt_Lunar_BionicGiga_C) CONTENT: Missions - With Quantity(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Hunt_Lunar_BionicGiga.Default__LootItemSet_Missions_Hunt_Lunar_BionicGiga_C) CONTENT: Body Main(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Gigant_Bionic.Default__DinoColorSet_Gigant_Bionic_C) CONTENT: UnderBelly(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Gigant_Bionic.Default__DinoColorSet_Gigant_Bionic_C) CONTENT: Main Highlights(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Gigant_Bionic.Default__DinoColorSet_Gigant_Bionic_C) CONTENT: Highlights(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Gigant_Bionic.Default__DinoColorSet_Gigant_Bionic_C) CONTENT: Head Main(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Gigant_Bionic.Default__DinoColorSet_Gigant_Bionic_C) CONTENT: Emissive(/Game/PrimalEarth/CoreBlueprints/DinoColorSet_Gigant_Bionic.Default__DinoColorSet_Gigant_Bionic_C) CONTENT: Tek Giganotosaurus(/Engine/Transient.REINST_BionicGigant_Character_BP_C_0) CONTENT: Fertilized Tek Giganotosaurus Egg(/Game/PrimalEarth/Test/PrimalItemConsumable_Egg_Gigant_Fertilized_Bionic.Default__PrimalItemConsumable_Egg_Gigant_Fertilized_Bionic_C) CONTENT: Tek Giganotosaurus(/Engine/Transient.Default__REINST_BionicGigant_Character_BP_C_62205) CONTENT: Tek Giganotosaurus(/Engine/Transient.REINST_BionicGigant_Character_BP_C_1) CONTENT: Tek Giganotosaurus(/Engine/Transient.Default__REINST_BionicGigant_Character_BP_C_62209) CONTENT: Tek Giganotosaurus(/Game/PrimalEarth/Dinos/Giganotosaurus/BionicGigant_Character_BP.Default__BionicGigant_Character_BP_C) CONTENT: Malfunctioned Tek Giganotosaurus(/Engine/Transient.REINST_BionicGigant_Character_BP_Malfunctioned_C_0) CONTENT: Malfunctioned Tek Giganotosaurus(/Engine/Transient.Default__REINST_BionicGigant_Character_BP_Malfunctioned_C_62216) CONTENT: Malfunctioned Tek Giganotosaurus(/Engine/Transient.REINST_BionicGigant_Character_BP_Malfunctioned_C_1) CONTENT: Malfunctioned Tek Giganotosaurus(/Engine/Transient.Default__REINST_BionicGigant_Character_BP_Malfunctioned_C_62220) CONTENT: Malfunctioned Tek Giganotosaurus(/Game/PrimalEarth/Dinos/Giganotosaurus/BionicGigant_Character_BP_Malfunctioned.Default__BionicGigant_Character_BP_Malfunctioned_C) CONTENT: Brute Malfunctioned Tek Giganotosaurus(/Engine/Transient.REINST_BionicGigant_Character_BP_Malfunctioned_Hunt_C_0) CONTENT: Brute Malfunctioned Tek Giganotosaurus(/Engine/Transient.Default__REINST_BionicGigant_Character_BP_Malfunctioned_Hunt_C_62239) CONTENT: Brute Malfunctioned Tek Giganotosaurus(/Engine/Transient.REINST_BionicGigant_Character_BP_Malfunctioned_Hunt_C_1) CONTENT: Brute Malfunctioned Tek Giganotosaurus(/Engine/Transient.Default__REINST_BionicGigant_Character_BP_Malfunctioned_Hunt_C_62243) CONTENT: Brute Malfunctioned Tek Giganotosaurus(/Game/Genesis/Dinos/MissionVariants/Hunt/Lunar/BionicGigant_Character_BP_Malfunctioned_Hunt.Default__BionicGigant_Character_BP_Malfunctioned_Hunt_C) CONTENT: Hunting by Moonlight(/Engine/Transient.REINST_MissionType_Hunt_BionicGiga_C_0) CONTENT: Seek and destroy a malfunctioning Tek Giganotosaurus that's trying to assert its dominance over the Lunar landscape.(/Engine/Transient.REINST_MissionType_Hunt_BionicGiga_C_0) CONTENT: Hunting by Moonlight(/Engine/Transient.Default__REINST_MissionType_Hunt_BionicGiga_C_62250) CONTENT: Seek and destroy a malfunctioning Tek Giganotosaurus that's trying to assert its dominance over the Lunar landscape.(/Engine/Transient.Default__REINST_MissionType_Hunt_BionicGiga_C_62250) CONTENT: Hunting by Moonlight(/Engine/Transient.REINST_MissionType_Hunt_BionicGiga_C_1) CONTENT: Seek and destroy a malfunctioning Tek Giganotosaurus that's trying to assert its dominance over the Lunar landscape.(/Engine/Transient.REINST_MissionType_Hunt_BionicGiga_C_1) CONTENT: Hunting by Moonlight(/Engine/Transient.Default__REINST_MissionType_Hunt_BionicGiga_C_62254) CONTENT: Seek and destroy a malfunctioning Tek Giganotosaurus that's trying to assert its dominance over the Lunar landscape.(/Engine/Transient.Default__REINST_MissionType_Hunt_BionicGiga_C_62254) CONTENT: Hunting by Moonlight(/Game/Genesis/Missions/Hunt/Lunar/MissionType_Hunt_BionicGiga.Default__MissionType_Hunt_BionicGiga_C) CONTENT: Seek and destroy a malfunctioning Tek Giganotosaurus that's trying to assert its dominance over the Lunar landscape.(/Game/Genesis/Missions/Hunt/Lunar/MissionType_Hunt_BionicGiga.Default__MissionType_Hunt_BionicGiga_C) CONTENT: Mission Loot Set(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Hunt_Bog_Spino.Default__LootItemSet_Missions_Hunt_Bog_Spino_C) CONTENT: Missions - never BP - with quality(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Hunt_Bog_Spino.Default__LootItemSet_Missions_Hunt_Bog_Spino_C) CONTENT: Missions - with BP - with quality(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Hunt_Bog_Spino.Default__LootItemSet_Missions_Hunt_Bog_Spino_C) CONTENT: Missions - With Quantity(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Hunt_Bog_Spino.Default__LootItemSet_Missions_Hunt_Bog_Spino_C) CONTENT: Brute X-Spino(/Engine/Transient.REINST_Bog_Spino_Character_BP_Hunt_C_0) CONTENT: Brute X-Spino(/Engine/Transient.Default__REINST_Bog_Spino_Character_BP_Hunt_C_62318) CONTENT: Brute X-Spino(/Engine/Transient.REINST_Bog_Spino_Character_BP_Hunt_C_1) CONTENT: Brute X-Spino(/Engine/Transient.Default__REINST_Bog_Spino_Character_BP_Hunt_C_62322) CONTENT: Brute X-Spino(/Game/Genesis/Dinos/MissionVariants/Hunt/Bog/Bog_Spino_Character_BP_Hunt.Default__Bog_Spino_Character_BP_Hunt_C) CONTENT: Spy Vs Spino(/Engine/Transient.REINST_MissionType_Hunt_Spino_C_0) CONTENT: A Brute Spino is on the prowl, take it down!(/Engine/Transient.REINST_MissionType_Hunt_Spino_C_0) CONTENT: Spy Vs Spino(/Engine/Transient.Default__REINST_MissionType_Hunt_Spino_C_62340) CONTENT: A Brute Spino is on the prowl, take it down!(/Engine/Transient.Default__REINST_MissionType_Hunt_Spino_C_62340) CONTENT: Spy Vs Spino(/Engine/Transient.REINST_MissionType_Hunt_Spino_C_1) CONTENT: A Brute Spino is on the prowl, take it down!(/Engine/Transient.REINST_MissionType_Hunt_Spino_C_1) CONTENT: Spy Vs Spino(/Engine/Transient.Default__REINST_MissionType_Hunt_Spino_C_62344) CONTENT: A Brute Spino is on the prowl, take it down!(/Engine/Transient.Default__REINST_MissionType_Hunt_Spino_C_62344) CONTENT: Spy Vs Spino(/Game/Genesis/Missions/Hunt/Bog/MissionType_Hunt_Spino.Default__MissionType_Hunt_Spino_C) CONTENT: A Brute Spino is on the prowl, take it down!(/Game/Genesis/Missions/Hunt/Bog/MissionType_Hunt_Spino.Default__MissionType_Hunt_Spino_C) CONTENT: Mission Loot Set(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Hunt_Bog_Sarco.Default__LootItemSet_Missions_Hunt_Bog_Sarco_C) CONTENT: Missions - never BP - with quality(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Hunt_Bog_Sarco.Default__LootItemSet_Missions_Hunt_Bog_Sarco_C) CONTENT: Missions - with BP - with quality(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Hunt_Bog_Sarco.Default__LootItemSet_Missions_Hunt_Bog_Sarco_C) CONTENT: Missions - With Quantity(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Hunt_Bog_Sarco.Default__LootItemSet_Missions_Hunt_Bog_Sarco_C) CONTENT: Brute Sarco(/Engine/Transient.REINST_Sarco_Character_BP_Hunt_C_0) CONTENT: Brute Sarco(/Engine/Transient.Default__REINST_Sarco_Character_BP_Hunt_C_62397) CONTENT: Brute Sarco(/Engine/Transient.REINST_Sarco_Character_BP_Hunt_C_1) CONTENT: Brute Sarco(/Engine/Transient.Default__REINST_Sarco_Character_BP_Hunt_C_62401) CONTENT: Brute Sarco(/Game/Genesis/Dinos/MissionVariants/Hunt/Bog/Sarco_Character_BP_Hunt.Default__Sarco_Character_BP_Hunt_C) CONTENT: Swamp Placid(/Engine/Transient.REINST_MissionType_Hunt_Sarco_C_0) CONTENT: A Brute Sarco is on the prowl, take it down!(/Engine/Transient.REINST_MissionType_Hunt_Sarco_C_0) CONTENT: Swamp Placid(/Engine/Transient.Default__REINST_MissionType_Hunt_Sarco_C_62419) CONTENT: A Brute Sarco is on the prowl, take it down!(/Engine/Transient.Default__REINST_MissionType_Hunt_Sarco_C_62419) CONTENT: Swamp Placid(/Engine/Transient.REINST_MissionType_Hunt_Sarco_C_1) CONTENT: A Brute Sarco is on the prowl, take it down!(/Engine/Transient.REINST_MissionType_Hunt_Sarco_C_1) CONTENT: Swamp Placid(/Engine/Transient.Default__REINST_MissionType_Hunt_Sarco_C_62423) CONTENT: A Brute Sarco is on the prowl, take it down!(/Engine/Transient.Default__REINST_MissionType_Hunt_Sarco_C_62423) CONTENT: Swamp Placid(/Game/Genesis/Missions/Hunt/Bog/MissionType_Hunt_Sarco.Default__MissionType_Hunt_Sarco_C) CONTENT: A Brute Sarco is on the prowl, take it down!(/Game/Genesis/Missions/Hunt/Bog/MissionType_Hunt_Sarco.Default__MissionType_Hunt_Sarco_C) CONTENT: Brute X-Raptor(/Engine/Transient.REINST_Bog_Raptor_Character_BP_Hunt_C_0) CONTENT: Brute X-Raptor(/Engine/Transient.Default__REINST_Bog_Raptor_Character_BP_Hunt_C_62475) CONTENT: Brute X-Raptor(/Engine/Transient.REINST_Bog_Raptor_Character_BP_Hunt_C_1) CONTENT: Brute X-Raptor(/Engine/Transient.Default__REINST_Bog_Raptor_Character_BP_Hunt_C_62479) CONTENT: Brute X-Raptor(/Game/Genesis/Dinos/MissionVariants/Hunt/Bog/Bog_Raptor_Character_BP_Hunt.Default__Bog_Raptor_Character_BP_Hunt_C) CONTENT: Cheaper by the Pack(/Engine/Transient.REINST_MissionType_Hunt_Raptor_C_0) CONTENT: Search the bog for Raptors, but beware! They rarely travel alone.(/Engine/Transient.REINST_MissionType_Hunt_Raptor_C_0) CONTENT: Cheaper by the Pack(/Engine/Transient.Default__REINST_MissionType_Hunt_Raptor_C_62497) CONTENT: Search the bog for Raptors, but beware! They rarely travel alone.(/Engine/Transient.Default__REINST_MissionType_Hunt_Raptor_C_62497) CONTENT: Cheaper by the Pack(/Engine/Transient.REINST_MissionType_Hunt_Raptor_C_1) CONTENT: Search the bog for Raptors, but beware! They rarely travel alone.(/Engine/Transient.REINST_MissionType_Hunt_Raptor_C_1) CONTENT: Cheaper by the Pack(/Engine/Transient.Default__REINST_MissionType_Hunt_Raptor_C_62501) CONTENT: Search the bog for Raptors, but beware! They rarely travel alone.(/Engine/Transient.Default__REINST_MissionType_Hunt_Raptor_C_62501) CONTENT: Cheaper by the Pack(/Game/Genesis/Missions/Hunt/Bog/MissionType_Hunt_Raptor.Default__MissionType_Hunt_Raptor_C) CONTENT: Search the bog for Raptors, but beware! They rarely travel alone.(/Game/Genesis/Missions/Hunt/Bog/MissionType_Hunt_Raptor.Default__MissionType_Hunt_Raptor_C) CONTENT: Mission Loot Set(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Hunt_Bog_BogSpider.Default__LootItemSet_Missions_Hunt_Bog_BogSpider_C) CONTENT: Missions - never BP - with quality(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Hunt_Bog_BogSpider.Default__LootItemSet_Missions_Hunt_Bog_BogSpider_C) CONTENT: Missions - With Quantity(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Hunt_Bog_BogSpider.Default__LootItemSet_Missions_Hunt_Bog_BogSpider_C) CONTENT: Brute Bloodstalker(/Engine/Transient.REINST_BogSpider_Character_BP_Hunt_C_0) CONTENT: Brute Bloodstalker(/Engine/Transient.Default__REINST_BogSpider_Character_BP_Hunt_C_62555) CONTENT: Brute Bloodstalker(/Engine/Transient.REINST_BogSpider_Character_BP_Hunt_C_1) CONTENT: Brute Bloodstalker(/Engine/Transient.Default__REINST_BogSpider_Character_BP_Hunt_C_62559) CONTENT: Brute Bloodstalker(/Game/Genesis/Dinos/MissionVariants/Hunt/Bog/BogSpider_Character_BP_Hunt.Default__BogSpider_Character_BP_Hunt_C) CONTENT: Brute Araneo (/Engine/Transient.REINST_SpiderS_Character_BP_Hunt_C_0) CONTENT: Brute Araneo (/Engine/Transient.Default__REINST_SpiderS_Character_BP_Hunt_C_62578) CONTENT: Brute Araneo (/Engine/Transient.REINST_SpiderS_Character_BP_Hunt_C_1) CONTENT: Brute Araneo (/Engine/Transient.Default__REINST_SpiderS_Character_BP_Hunt_C_62582) CONTENT: Brute Araneo (/Game/Genesis/Dinos/MissionVariants/Hunt/Bog/SpiderS_Character_BP_Hunt.Default__SpiderS_Character_BP_Hunt_C) CONTENT: Web Search(/Engine/Transient.REINST_MissionType_Hunt_BogSpider_C_0) CONTENT: Hunt the bog biome's apex predator, the deadly and cunning bloodstalker. Try not to get webbed, stabbed, disoriented... or exsanguinated.(/Engine/Transient.REINST_MissionType_Hunt_BogSpider_C_0) CONTENT: Web Search(/Engine/Transient.Default__REINST_MissionType_Hunt_BogSpider_C_62600) CONTENT: Hunt the bog biome's apex predator, the deadly and cunning bloodstalker. Try not to get webbed, stabbed, disoriented... or exsanguinated.(/Engine/Transient.Default__REINST_MissionType_Hunt_BogSpider_C_62600) CONTENT: Web Search(/Engine/Transient.REINST_MissionType_Hunt_BogSpider_C_1) CONTENT: Hunt the bog biome's apex predator, the deadly and cunning bloodstalker. Try not to get webbed, stabbed, disoriented... or exsanguinated.(/Engine/Transient.REINST_MissionType_Hunt_BogSpider_C_1) CONTENT: Web Search(/Engine/Transient.Default__REINST_MissionType_Hunt_BogSpider_C_62604) CONTENT: Hunt the bog biome's apex predator, the deadly and cunning bloodstalker. Try not to get webbed, stabbed, disoriented... or exsanguinated.(/Engine/Transient.Default__REINST_MissionType_Hunt_BogSpider_C_62604) CONTENT: Web Search(/Game/Genesis/Missions/Hunt/Bog/MissionType_Hunt_BogSpider.Default__MissionType_Hunt_BogSpider_C) CONTENT: Hunt the bog biome's apex predator, the deadly and cunning bloodstalker. Try not to get webbed, stabbed, disoriented... or exsanguinated.(/Game/Genesis/Missions/Hunt/Bog/MissionType_Hunt_BogSpider.Default__MissionType_Hunt_BogSpider_C) CONTENT: Mission Loot Set(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Hunt_Arctic.Default__LootItemSet_Missions_Hunt_Arctic_C) CONTENT: Missions - never BP - with quality(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Hunt_Arctic.Default__LootItemSet_Missions_Hunt_Arctic_C) CONTENT: Missions - with BP - with quality(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Hunt_Arctic.Default__LootItemSet_Missions_Hunt_Arctic_C) CONTENT: Missions - With Quantity(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Hunt_Arctic.Default__LootItemSet_Missions_Hunt_Arctic_C) CONTENT: Mission Loot Set(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Hunt_Arctic_Yuty.Default__LootItemSet_Missions_Hunt_Arctic_Yuty_C) CONTENT: Missions - never BP - with quality(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Hunt_Arctic_Yuty.Default__LootItemSet_Missions_Hunt_Arctic_Yuty_C) CONTENT: Missions - With Quantity(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Hunt_Arctic_Yuty.Default__LootItemSet_Missions_Hunt_Arctic_Yuty_C) CONTENT: Brute X-Yutyrannus(/Engine/Transient.REINST_Snow_Yutyrannus_Character_BP_Hunt_C_0) CONTENT: Brute X-Yutyrannus(/Engine/Transient.Default__REINST_Snow_Yutyrannus_Character_BP_Hunt_C_62680) CONTENT: Brute X-Yutyrannus(/Engine/Transient.REINST_Snow_Yutyrannus_Character_BP_Hunt_C_1) CONTENT: Brute X-Yutyrannus(/Engine/Transient.Default__REINST_Snow_Yutyrannus_Character_BP_Hunt_C_62684) CONTENT: Brute X-Yutyrannus(/Game/Genesis/Dinos/MissionVariants/Hunt/Arctic/Snow_Yutyrannus_Character_BP_Hunt.Default__Snow_Yutyrannus_Character_BP_Hunt_C) CONTENT: Ruffle Some Feathers(/Engine/Transient.REINST_MissionType_Hunt_Yuty_C_0) CONTENT: Track and kill a horde of Yutyrannuses on the prowl. Take them down before they get a chance to roar!(/Engine/Transient.REINST_MissionType_Hunt_Yuty_C_0) CONTENT: Ruffle Some Feathers(/Engine/Transient.Default__REINST_MissionType_Hunt_Yuty_C_62691) CONTENT: Track and kill a horde of Yutyrannuses on the prowl. Take them down before they get a chance to roar!(/Engine/Transient.Default__REINST_MissionType_Hunt_Yuty_C_62691) CONTENT: Ruffle Some Feathers(/Engine/Transient.REINST_MissionType_Hunt_Yuty_C_1) CONTENT: Track and kill a horde of Yutyrannuses on the prowl. Take them down before they get a chance to roar!(/Engine/Transient.REINST_MissionType_Hunt_Yuty_C_1) CONTENT: Ruffle Some Feathers(/Engine/Transient.Default__REINST_MissionType_Hunt_Yuty_C_62695) CONTENT: Track and kill a horde of Yutyrannuses on the prowl. Take them down before they get a chance to roar!(/Engine/Transient.Default__REINST_MissionType_Hunt_Yuty_C_62695) CONTENT: Ruffle Some Feathers(/Game/Genesis/Missions/Hunt/Arctic/MissionType_Hunt_Yuty.Default__MissionType_Hunt_Yuty_C) CONTENT: Track and kill a horde of Yutyrannuses on the prowl. Take them down before they get a chance to roar!(/Game/Genesis/Missions/Hunt/Arctic/MissionType_Hunt_Yuty.Default__MissionType_Hunt_Yuty_C) CONTENT: Mission Loot Set(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Hunt_Arctic_Shapeshifter.Default__LootItemSet_Missions_Hunt_Arctic_Shapeshifter_C) CONTENT: Missions - never BP - with quality(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Hunt_Arctic_Shapeshifter.Default__LootItemSet_Missions_Hunt_Arctic_Shapeshifter_C) CONTENT: Missions - with BP - with quality(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Hunt_Arctic_Shapeshifter.Default__LootItemSet_Missions_Hunt_Arctic_Shapeshifter_C) CONTENT: Missions - With Quantity(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Hunt_Arctic_Shapeshifter.Default__LootItemSet_Missions_Hunt_Arctic_Shapeshifter_C) CONTENT: Brute Ferox(/Engine/Transient.REINST_Shapeshifter_Large_Character_BP_Hunt_C_0) CONTENT: Brute Ferox(/Engine/Transient.Default__REINST_Shapeshifter_Large_Character_BP_Hunt_C_62748) CONTENT: Brute Ferox(/Engine/Transient.REINST_Shapeshifter_Large_Character_BP_Hunt_C_1) CONTENT: Brute Ferox(/Engine/Transient.Default__REINST_Shapeshifter_Large_Character_BP_Hunt_C_62752) CONTENT: Brute Ferox(/Game/Genesis/Dinos/MissionVariants/Hunt/Arctic/Shapeshifter_Large_Character_BP_Hunt.Default__Shapeshifter_Large_Character_BP_Hunt_C) CONTENT: Hyde and Seek(/Engine/Transient.REINST_MissionType_Hunt_Shapeshifter_C_2) CONTENT: Search the frozen Arctic for a rampaging Ferox. Put it down before it runs out of things to destroy.(/Engine/Transient.REINST_MissionType_Hunt_Shapeshifter_C_2) CONTENT: Hyde and Seek(/Engine/Transient.Default__REINST_MissionType_Hunt_Shapeshifter_C_62781) CONTENT: Search the frozen Arctic for a rampaging Ferox. Put it down before it runs out of things to destroy.(/Engine/Transient.Default__REINST_MissionType_Hunt_Shapeshifter_C_62781) CONTENT: Hyde and Seek(/Engine/Transient.REINST_MissionType_Hunt_Shapeshifter_C_3) CONTENT: Search the frozen Arctic for a rampaging Ferox. Put it down before it runs out of things to destroy.(/Engine/Transient.REINST_MissionType_Hunt_Shapeshifter_C_3) CONTENT: Hyde and Seek(/Engine/Transient.Default__REINST_MissionType_Hunt_Shapeshifter_C_62785) CONTENT: Search the frozen Arctic for a rampaging Ferox. Put it down before it runs out of things to destroy.(/Engine/Transient.Default__REINST_MissionType_Hunt_Shapeshifter_C_62785) CONTENT: Hyde and Seek(/Game/Genesis/Missions/Hunt/Arctic/MissionType_Hunt_Shapeshifter.Default__MissionType_Hunt_Shapeshifter_C) CONTENT: Search the frozen Arctic for a rampaging Ferox. Put it down before it runs out of things to destroy.(/Game/Genesis/Missions/Hunt/Arctic/MissionType_Hunt_Shapeshifter.Default__MissionType_Hunt_Shapeshifter_C) CONTENT: Mission Loot Set(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Hunt_Arctic_Megaloceros.Default__LootItemSet_Missions_Hunt_Arctic_Megaloceros_C) CONTENT: Missions - never BP - with quality(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Hunt_Arctic_Megaloceros.Default__LootItemSet_Missions_Hunt_Arctic_Megaloceros_C) CONTENT: Missions - With Quantity(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Hunt_Arctic_Megaloceros.Default__LootItemSet_Missions_Hunt_Arctic_Megaloceros_C) LITERAL: SetFemaleAttackDestinationOffset(/Game/Genesis/Dinos/MissionVariants/Hunt/Arctic/Stag_AIController_BP_Hunt.Stag_AIController_BP_Hunt:ReceiveBeginPlay.K2Node_CallFunction_955991) CONTENT: Brute Megaloceros(/Engine/Transient.REINST_Stag_Character_BP_Hunt_C_0) CONTENT: Brute Megaloceros(/Engine/Transient.Default__REINST_Stag_Character_BP_Hunt_C_62838) CONTENT: Brute Megaloceros(/Engine/Transient.REINST_Stag_Character_BP_Hunt_C_1) CONTENT: Brute Megaloceros(/Engine/Transient.Default__REINST_Stag_Character_BP_Hunt_C_62842) CONTENT: Brute Megaloceros(/Game/Genesis/Dinos/MissionVariants/Hunt/Arctic/Stag_Character_BP_Hunt.Default__Stag_Character_BP_Hunt_C) CONTENT: Deer-ly Departed(/Engine/Transient.REINST_MissionType_Hunt_Megaloceros_C_0) CONTENT: A herd Megaloceroses have left their usual grounds and are wandering the biome. Hunt them down!(/Engine/Transient.REINST_MissionType_Hunt_Megaloceros_C_0) CONTENT: Deer-ly Departed(/Engine/Transient.Default__REINST_MissionType_Hunt_Megaloceros_C_62872) CONTENT: A herd Megaloceroses have left their usual grounds and are wandering the biome. Hunt them down!(/Engine/Transient.Default__REINST_MissionType_Hunt_Megaloceros_C_62872) CONTENT: Deer-ly Departed(/Engine/Transient.REINST_MissionType_Hunt_Megaloceros_C_1) CONTENT: A herd Megaloceroses have left their usual grounds and are wandering the biome. Hunt them down!(/Engine/Transient.REINST_MissionType_Hunt_Megaloceros_C_1) CONTENT: Deer-ly Departed(/Engine/Transient.Default__REINST_MissionType_Hunt_Megaloceros_C_62876) CONTENT: A herd Megaloceroses have left their usual grounds and are wandering the biome. Hunt them down!(/Engine/Transient.Default__REINST_MissionType_Hunt_Megaloceros_C_62876) CONTENT: Deer-ly Departed(/Game/Genesis/Missions/Hunt/Arctic/MissionType_Hunt_Megaloceros.Default__MissionType_Hunt_Megaloceros_C) CONTENT: A herd Megaloceroses have left their usual grounds and are wandering the biome. Hunt them down!(/Game/Genesis/Missions/Hunt/Arctic/MissionType_Hunt_Megaloceros.Default__MissionType_Hunt_Megaloceros_C) CONTENT: Mission Loot Set(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Hunt_Arctic_Mammoth.Default__LootItemSet_Missions_Hunt_Arctic_Mammoth_C) CONTENT: Missions - never BP - with quality(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Hunt_Arctic_Mammoth.Default__LootItemSet_Missions_Hunt_Arctic_Mammoth_C) CONTENT: Missions - with BP - with quality(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Hunt_Arctic_Mammoth.Default__LootItemSet_Missions_Hunt_Arctic_Mammoth_C) CONTENT: Missions - With Quantity(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Hunt_Arctic_Mammoth.Default__LootItemSet_Missions_Hunt_Arctic_Mammoth_C) CONTENT: Brute Mammoth(/Engine/Transient.REINST_Mammoth_Character_BP_Hunt_C_0) CONTENT: Brute Mammoth(/Engine/Transient.Default__REINST_Mammoth_Character_BP_Hunt_C_62929) CONTENT: Brute Mammoth(/Engine/Transient.REINST_Mammoth_Character_BP_Hunt_C_1) CONTENT: Brute Mammoth(/Engine/Transient.Default__REINST_Mammoth_Character_BP_Hunt_C_62933) CONTENT: Brute Mammoth(/Game/Genesis/Dinos/MissionVariants/Hunt/Arctic/Mammoth_Character_BP_Hunt.Default__Mammoth_Character_BP_Hunt_C) CONTENT: Mammoths on Parade(/Engine/Transient.REINST_MissionType_Hunt_Mammoth_C_0) CONTENT: Track and kill the Mammoth herd trekking its way across the biome.(/Engine/Transient.REINST_MissionType_Hunt_Mammoth_C_0) CONTENT: Mammoths on Parade(/Engine/Transient.Default__REINST_MissionType_Hunt_Mammoth_C_62962) CONTENT: Track and kill the Mammoth herd trekking its way across the biome.(/Engine/Transient.Default__REINST_MissionType_Hunt_Mammoth_C_62962) CONTENT: Mammoths on Parade(/Engine/Transient.REINST_MissionType_Hunt_Mammoth_C_1) CONTENT: Track and kill the Mammoth herd trekking its way across the biome.(/Engine/Transient.REINST_MissionType_Hunt_Mammoth_C_1) CONTENT: Mammoths on Parade(/Engine/Transient.Default__REINST_MissionType_Hunt_Mammoth_C_62966) CONTENT: Track and kill the Mammoth herd trekking its way across the biome.(/Engine/Transient.Default__REINST_MissionType_Hunt_Mammoth_C_62966) CONTENT: Mammoths on Parade(/Game/Genesis/Missions/Hunt/Arctic/MissionType_Hunt_Mammoth.Default__MissionType_Hunt_Mammoth_C) CONTENT: Track and kill the Mammoth herd trekking its way across the biome.(/Game/Genesis/Missions/Hunt/Arctic/MissionType_Hunt_Mammoth.Default__MissionType_Hunt_Mammoth_C) CONTENT: Mission Loot Set(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Gauntlet.Default__LootItemSet_Missions_Gauntlet_C) CONTENT: Missions - never BP - with quality(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Gauntlet.Default__LootItemSet_Missions_Gauntlet_C) CONTENT: Missions - with BP - with quality(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Gauntlet.Default__LootItemSet_Missions_Gauntlet_C) CONTENT: Missions - With Quantity(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Gauntlet.Default__LootItemSet_Missions_Gauntlet_C) CONTENT: Mission Loot Set(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Gauntlet_Volcanic.Default__LootItemSet_Missions_Gauntlet_Volcanic_C) CONTENT: Missions - never BP - with quality(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Gauntlet_Volcanic.Default__LootItemSet_Missions_Gauntlet_Volcanic_C) CONTENT: Missions - with BP - with quality(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Gauntlet_Volcanic.Default__LootItemSet_Missions_Gauntlet_Volcanic_C) CONTENT: Missions - With Quantity(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Gauntlet_Volcanic.Default__LootItemSet_Missions_Gauntlet_Volcanic_C) CONTENT: Brute Fire Wyvern(/Engine/Transient.REINST_Wyvern_Character_BP_Fire_GauntletBoss_C_0) CONTENT: Brute Fire Wyvern(/Engine/Transient.Default__REINST_Wyvern_Character_BP_Fire_GauntletBoss_C_63338) CONTENT: Brute Fire Wyvern(/Engine/Transient.REINST_Wyvern_Character_BP_Fire_GauntletBoss_C_1) CONTENT: Brute Fire Wyvern(/Engine/Transient.Default__REINST_Wyvern_Character_BP_Fire_GauntletBoss_C_63342) CONTENT: Brute Fire Wyvern(/Game/Genesis/Dinos/MissionVariants/Gauntlet/Volcanic/Wyvern_Character_BP_Fire_GauntletBoss.Default__Wyvern_Character_BP_Fire_GauntletBoss_C) LITERAL: UpdateTimingAndScalars(/Game/Genesis/Missions/Emitter_MissionPrepArea_Gauntlet.Emitter_MissionPrepArea_Gauntlet:EventGraph.K2Node_CallFunction_196161) CONTENT: NONE(/Game/Genesis/Missions/Gauntlet/MissionCompanionData_Gauntlet_LastDino.Default__MissionCompanionData_Gauntlet_LastDino_C) CONTENT: NONE(/Game/Genesis/Missions/Gauntlet/MissionCompanionData_Gauntlet_LastDino.Default__MissionCompanionData_Gauntlet_LastDino_C) CONTENT: The Gauntlet (Variant)(/Engine/Transient.REINST_MissionType_GauntletWaves_Base_C_0) CONTENT: Fend off the waves before the time runs out!(/Engine/Transient.REINST_MissionType_GauntletWaves_Base_C_0) CONTENT: Prepare for the gauntlet(/Engine/Transient.REINST_MissionType_GauntletWaves_Base_C_0) CONTENT: Defend against the oncoming enemies!(/Engine/Transient.REINST_MissionType_GauntletWaves_Base_C_0) CONTENT: Wave Progress(/Engine/Transient.REINST_MissionType_GauntletWaves_Base_C_0) CONTENT: Are you ready for an onslaught?!?(/Engine/Transient.REINST_MissionType_GauntletWaves_Base_C_0) CONTENT: Waves Completed: (/Engine/Transient.REINST_MissionType_GauntletWaves_Base_C_0) CONTENT: Enemy Approaching!(/Engine/Transient.REINST_MissionType_GauntletWaves_Base_C_0) CONTENT: NEXT WAVE IN: (/Engine/Transient.REINST_MissionType_GauntletWaves_Base_C_0) CONTENT: Return to the mission area or be disqualified(/Engine/Transient.REINST_MissionType_GauntletWaves_Base_C_0) CONTENT: A new wave has spawned(/Engine/Transient.REINST_MissionType_GauntletWaves_Base_C_0) CONTENT: Time Remaining: (/Engine/Transient.REINST_MissionType_GauntletWaves_Base_C_0) CONTENT: Prepare for the next wave(/Engine/Transient.REINST_MissionType_GauntletWaves_Base_C_0) CONTENT: Dodo-n't die on this wave(/Engine/Transient.REINST_MissionType_GauntletWaves_Base_C_0) LITERAL: You killed {num} dinos!(/Game/Genesis/Missions/GauntletWaves/MissionType_GauntletWaves_Base.MissionType_GauntletWaves_Base:EventGraph.K2Node_FormatText_137) LITERAL: Welcome back(/Game/Genesis/Missions/GauntletWaves/MissionType_GauntletWaves_Base.MissionType_GauntletWaves_Base:EventGraph.K2Node_CallFunction_233871) LITERAL: REMOVE CLASS: (/Game/Genesis/Missions/GauntletWaves/MissionType_GauntletWaves_Base.MissionType_GauntletWaves_Base:GetRandomDinoSetupForPhase.K2Node_CallFunction_221377) LITERAL: -------ADDED WEAPONS(/Game/Genesis/Missions/GauntletWaves/MissionType_GauntletWaves_Base.MissionType_GauntletWaves_Base:GivePlayerPowerUpWeapons.K2Node_CallFunction_349421) LITERAL: scored: (/Game/Genesis/Missions/GauntletWaves/MissionType_GauntletWaves_Base.MissionType_GauntletWaves_Base:SortGauntletDamageData.K2Node_CallFunction_458051) CONTENT: The Gauntlet (Variant)(/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Base_C_63383) CONTENT: Fend off the waves before the time runs out!(/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Base_C_63383) CONTENT: Prepare for the gauntlet(/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Base_C_63383) CONTENT: Defend against the oncoming enemies!(/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Base_C_63383) CONTENT: Wave Progress(/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Base_C_63383) CONTENT: Are you ready for an onslaught?!?(/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Base_C_63383) CONTENT: Waves Completed: (/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Base_C_63383) CONTENT: Enemy Approaching!(/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Base_C_63383) CONTENT: NEXT WAVE IN: (/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Base_C_63383) CONTENT: Return to the mission area or be disqualified(/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Base_C_63383) CONTENT: A new wave has spawned(/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Base_C_63383) CONTENT: Time Remaining: (/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Base_C_63383) CONTENT: Prepare for the next wave(/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Base_C_63383) CONTENT: Dodo-n't die on this wave(/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Base_C_63383) LITERAL: You killed {num} dinos!(/Game/Genesis/Missions/GauntletWaves/MissionType_GauntletWaves_Base.MissionType_GauntletWaves_Base:ExecuteUbergraph_MissionType_GauntletWaves_Base.K2Node_CallFunction_423300) LITERAL: num(/Game/Genesis/Missions/GauntletWaves/MissionType_GauntletWaves_Base.MissionType_GauntletWaves_Base:ExecuteUbergraph_MissionType_GauntletWaves_Base.K2Node_MakeStruct_3481) CONTENT: The Gauntlet (Variant)(/Engine/Transient.REINST_MissionType_GauntletWaves_Base_C_1) CONTENT: Fend off the waves before the time runs out!(/Engine/Transient.REINST_MissionType_GauntletWaves_Base_C_1) CONTENT: Prepare for the gauntlet(/Engine/Transient.REINST_MissionType_GauntletWaves_Base_C_1) CONTENT: Defend against the oncoming enemies!(/Engine/Transient.REINST_MissionType_GauntletWaves_Base_C_1) CONTENT: Wave Progress(/Engine/Transient.REINST_MissionType_GauntletWaves_Base_C_1) CONTENT: Are you ready for an onslaught?!?(/Engine/Transient.REINST_MissionType_GauntletWaves_Base_C_1) CONTENT: Waves Completed: (/Engine/Transient.REINST_MissionType_GauntletWaves_Base_C_1) CONTENT: Enemy Approaching!(/Engine/Transient.REINST_MissionType_GauntletWaves_Base_C_1) CONTENT: NEXT WAVE IN: (/Engine/Transient.REINST_MissionType_GauntletWaves_Base_C_1) CONTENT: Return to the mission area or be disqualified(/Engine/Transient.REINST_MissionType_GauntletWaves_Base_C_1) CONTENT: A new wave has spawned(/Engine/Transient.REINST_MissionType_GauntletWaves_Base_C_1) CONTENT: Time Remaining: (/Engine/Transient.REINST_MissionType_GauntletWaves_Base_C_1) CONTENT: Prepare for the next wave(/Engine/Transient.REINST_MissionType_GauntletWaves_Base_C_1) CONTENT: Dodo-n't die on this wave(/Engine/Transient.REINST_MissionType_GauntletWaves_Base_C_1) CONTENT: The Gauntlet (Variant)(/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Base_C_63387) CONTENT: Fend off the waves before the time runs out!(/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Base_C_63387) CONTENT: Prepare for the gauntlet(/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Base_C_63387) CONTENT: Defend against the oncoming enemies!(/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Base_C_63387) CONTENT: Wave Progress(/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Base_C_63387) CONTENT: Are you ready for an onslaught?!?(/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Base_C_63387) CONTENT: Waves Completed: (/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Base_C_63387) CONTENT: Enemy Approaching!(/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Base_C_63387) CONTENT: NEXT WAVE IN: (/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Base_C_63387) CONTENT: Return to the mission area or be disqualified(/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Base_C_63387) CONTENT: A new wave has spawned(/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Base_C_63387) CONTENT: Time Remaining: (/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Base_C_63387) CONTENT: Prepare for the next wave(/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Base_C_63387) CONTENT: Dodo-n't die on this wave(/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Base_C_63387) LITERAL: You killed {num} dinos!(/Game/Genesis/Missions/GauntletWaves/MissionType_GauntletWaves_Base.MissionType_GauntletWaves_Base:ExecuteUbergraph_MissionType_GauntletWaves_Base.K2Node_CallFunction_424304) LITERAL: num(/Game/Genesis/Missions/GauntletWaves/MissionType_GauntletWaves_Base.MissionType_GauntletWaves_Base:ExecuteUbergraph_MissionType_GauntletWaves_Base.K2Node_MakeStruct_3510) CONTENT: EN(/Game/Genesis/Missions/GauntletWaves/MissionType_GauntletWaves_Base.Default__MissionType_GauntletWaves_Base_C) CONTENT: EN(/Game/Genesis/Missions/GauntletWaves/MissionType_GauntletWaves_Base.Default__MissionType_GauntletWaves_Base_C) CONTENT: The Gauntlet (Variant)(/Game/Genesis/Missions/GauntletWaves/MissionType_GauntletWaves_Base.Default__MissionType_GauntletWaves_Base_C) CONTENT: Fend off the waves before the time runs out!(/Game/Genesis/Missions/GauntletWaves/MissionType_GauntletWaves_Base.Default__MissionType_GauntletWaves_Base_C) CONTENT: Prepare for the gauntlet(/Game/Genesis/Missions/GauntletWaves/MissionType_GauntletWaves_Base.Default__MissionType_GauntletWaves_Base_C) CONTENT: Defend against the oncoming enemies!(/Game/Genesis/Missions/GauntletWaves/MissionType_GauntletWaves_Base.Default__MissionType_GauntletWaves_Base_C) CONTENT: Wave Progress(/Game/Genesis/Missions/GauntletWaves/MissionType_GauntletWaves_Base.Default__MissionType_GauntletWaves_Base_C) CONTENT: Are you ready for an onslaught?!?(/Game/Genesis/Missions/GauntletWaves/MissionType_GauntletWaves_Base.Default__MissionType_GauntletWaves_Base_C) CONTENT: Waves Completed: (/Game/Genesis/Missions/GauntletWaves/MissionType_GauntletWaves_Base.Default__MissionType_GauntletWaves_Base_C) CONTENT: Enemy Approaching!(/Game/Genesis/Missions/GauntletWaves/MissionType_GauntletWaves_Base.Default__MissionType_GauntletWaves_Base_C) CONTENT: NEXT WAVE IN: (/Game/Genesis/Missions/GauntletWaves/MissionType_GauntletWaves_Base.Default__MissionType_GauntletWaves_Base_C) CONTENT: Return to the mission area or be disqualified(/Game/Genesis/Missions/GauntletWaves/MissionType_GauntletWaves_Base.Default__MissionType_GauntletWaves_Base_C) CONTENT: A new wave has spawned(/Game/Genesis/Missions/GauntletWaves/MissionType_GauntletWaves_Base.Default__MissionType_GauntletWaves_Base_C) CONTENT: Time Remaining: (/Game/Genesis/Missions/GauntletWaves/MissionType_GauntletWaves_Base.Default__MissionType_GauntletWaves_Base_C) CONTENT: Prepare for the next wave(/Game/Genesis/Missions/GauntletWaves/MissionType_GauntletWaves_Base.Default__MissionType_GauntletWaves_Base_C) CONTENT: Dodo-n't die on this wave(/Game/Genesis/Missions/GauntletWaves/MissionType_GauntletWaves_Base.Default__MissionType_GauntletWaves_Base_C) CONTENT: Magma Medley Melee(/Engine/Transient.REINST_MissionType_GauntletWaves_Volcanic_C_0) CONTENT: Fight off an ensemble of fiery predators or it's curtains for you! At least that volcano isn't erupting... oh wait.(/Engine/Transient.REINST_MissionType_GauntletWaves_Volcanic_C_0) CONTENT: Prepare for the gauntlet(/Engine/Transient.REINST_MissionType_GauntletWaves_Volcanic_C_0) CONTENT: Fight off the fiery ensemble(/Engine/Transient.REINST_MissionType_GauntletWaves_Volcanic_C_0) CONTENT: Fight off the fiery ensemble(/Engine/Transient.REINST_MissionType_GauntletWaves_Volcanic_C_0) CONTENT: Fight off the fiery ensemble(/Engine/Transient.REINST_MissionType_GauntletWaves_Volcanic_C_0) CONTENT: Fight off the fiery ensemble(/Engine/Transient.REINST_MissionType_GauntletWaves_Volcanic_C_0) CONTENT: Defend against the oncoming enemies!(/Engine/Transient.REINST_MissionType_GauntletWaves_Volcanic_C_0) CONTENT: Wave Progress(/Engine/Transient.REINST_MissionType_GauntletWaves_Volcanic_C_0) CONTENT: Prepare to fight off the fiery ensemble(/Engine/Transient.REINST_MissionType_GauntletWaves_Volcanic_C_0) CONTENT: Waves Completed: (/Engine/Transient.REINST_MissionType_GauntletWaves_Volcanic_C_0) CONTENT: Enemy Approaching!(/Engine/Transient.REINST_MissionType_GauntletWaves_Volcanic_C_0) CONTENT: NEXT WAVE IN: (/Engine/Transient.REINST_MissionType_GauntletWaves_Volcanic_C_0) CONTENT: Return to the mission area or be disqualified(/Engine/Transient.REINST_MissionType_GauntletWaves_Volcanic_C_0) CONTENT: A new wave has spawned(/Engine/Transient.REINST_MissionType_GauntletWaves_Volcanic_C_0) CONTENT: Time Remaining: (/Engine/Transient.REINST_MissionType_GauntletWaves_Volcanic_C_0) CONTENT: Prepare for the next wave(/Engine/Transient.REINST_MissionType_GauntletWaves_Volcanic_C_0) CONTENT: Feelin' Hot Hot Hot(/Engine/Transient.REINST_MissionType_GauntletWaves_Volcanic_C_0) CONTENT: The Heat is On(/Engine/Transient.REINST_MissionType_GauntletWaves_Volcanic_C_0) CONTENT: Disco Inferno(/Engine/Transient.REINST_MissionType_GauntletWaves_Volcanic_C_0) CONTENT: Eternal Flame(/Engine/Transient.REINST_MissionType_GauntletWaves_Volcanic_C_0) CONTENT: This Mountain's On Fire(/Engine/Transient.REINST_MissionType_GauntletWaves_Volcanic_C_0) CONTENT: Magma Medley Melee(/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Volcanic_C_63394) CONTENT: Fight off an ensemble of fiery predators or it's curtains for you! At least that volcano isn't erupting... oh wait.(/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Volcanic_C_63394) CONTENT: Prepare for the gauntlet(/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Volcanic_C_63394) CONTENT: Fight off the fiery ensemble(/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Volcanic_C_63394) CONTENT: Fight off the fiery ensemble(/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Volcanic_C_63394) CONTENT: Fight off the fiery ensemble(/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Volcanic_C_63394) CONTENT: Fight off the fiery ensemble(/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Volcanic_C_63394) CONTENT: Defend against the oncoming enemies!(/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Volcanic_C_63394) CONTENT: Wave Progress(/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Volcanic_C_63394) CONTENT: Prepare to fight off the fiery ensemble(/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Volcanic_C_63394) CONTENT: Waves Completed: (/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Volcanic_C_63394) CONTENT: Enemy Approaching!(/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Volcanic_C_63394) CONTENT: NEXT WAVE IN: (/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Volcanic_C_63394) CONTENT: Return to the mission area or be disqualified(/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Volcanic_C_63394) CONTENT: A new wave has spawned(/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Volcanic_C_63394) CONTENT: Time Remaining: (/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Volcanic_C_63394) CONTENT: Prepare for the next wave(/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Volcanic_C_63394) CONTENT: Feelin' Hot Hot Hot(/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Volcanic_C_63394) CONTENT: The Heat is On(/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Volcanic_C_63394) CONTENT: Disco Inferno(/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Volcanic_C_63394) CONTENT: Eternal Flame(/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Volcanic_C_63394) CONTENT: This Mountain's On Fire(/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Volcanic_C_63394) CONTENT: Magma Medley Melee(/Engine/Transient.REINST_MissionType_GauntletWaves_Volcanic_C_1) CONTENT: Fight off an ensemble of fiery predators or it's curtains for you! At least that volcano isn't erupting... oh wait.(/Engine/Transient.REINST_MissionType_GauntletWaves_Volcanic_C_1) CONTENT: Prepare for the gauntlet(/Engine/Transient.REINST_MissionType_GauntletWaves_Volcanic_C_1) CONTENT: Fight off the fiery ensemble(/Engine/Transient.REINST_MissionType_GauntletWaves_Volcanic_C_1) CONTENT: Fight off the fiery ensemble(/Engine/Transient.REINST_MissionType_GauntletWaves_Volcanic_C_1) CONTENT: Fight off the fiery ensemble(/Engine/Transient.REINST_MissionType_GauntletWaves_Volcanic_C_1) CONTENT: Fight off the fiery ensemble(/Engine/Transient.REINST_MissionType_GauntletWaves_Volcanic_C_1) CONTENT: Defend against the oncoming enemies!(/Engine/Transient.REINST_MissionType_GauntletWaves_Volcanic_C_1) CONTENT: Wave Progress(/Engine/Transient.REINST_MissionType_GauntletWaves_Volcanic_C_1) CONTENT: Prepare to fight off the fiery ensemble(/Engine/Transient.REINST_MissionType_GauntletWaves_Volcanic_C_1) CONTENT: Waves Completed: (/Engine/Transient.REINST_MissionType_GauntletWaves_Volcanic_C_1) CONTENT: Enemy Approaching!(/Engine/Transient.REINST_MissionType_GauntletWaves_Volcanic_C_1) CONTENT: NEXT WAVE IN: (/Engine/Transient.REINST_MissionType_GauntletWaves_Volcanic_C_1) CONTENT: Return to the mission area or be disqualified(/Engine/Transient.REINST_MissionType_GauntletWaves_Volcanic_C_1) CONTENT: A new wave has spawned(/Engine/Transient.REINST_MissionType_GauntletWaves_Volcanic_C_1) CONTENT: Time Remaining: (/Engine/Transient.REINST_MissionType_GauntletWaves_Volcanic_C_1) CONTENT: Prepare for the next wave(/Engine/Transient.REINST_MissionType_GauntletWaves_Volcanic_C_1) CONTENT: Feelin' Hot Hot Hot(/Engine/Transient.REINST_MissionType_GauntletWaves_Volcanic_C_1) CONTENT: The Heat is On(/Engine/Transient.REINST_MissionType_GauntletWaves_Volcanic_C_1) CONTENT: Disco Inferno(/Engine/Transient.REINST_MissionType_GauntletWaves_Volcanic_C_1) CONTENT: Eternal Flame(/Engine/Transient.REINST_MissionType_GauntletWaves_Volcanic_C_1) CONTENT: This Mountain's On Fire(/Engine/Transient.REINST_MissionType_GauntletWaves_Volcanic_C_1) CONTENT: Magma Medley Melee(/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Volcanic_C_63398) CONTENT: Fight off an ensemble of fiery predators or it's curtains for you! At least that volcano isn't erupting... oh wait.(/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Volcanic_C_63398) CONTENT: Prepare for the gauntlet(/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Volcanic_C_63398) CONTENT: Fight off the fiery ensemble(/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Volcanic_C_63398) CONTENT: Fight off the fiery ensemble(/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Volcanic_C_63398) CONTENT: Fight off the fiery ensemble(/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Volcanic_C_63398) CONTENT: Fight off the fiery ensemble(/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Volcanic_C_63398) CONTENT: Defend against the oncoming enemies!(/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Volcanic_C_63398) CONTENT: Wave Progress(/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Volcanic_C_63398) CONTENT: Prepare to fight off the fiery ensemble(/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Volcanic_C_63398) CONTENT: Waves Completed: (/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Volcanic_C_63398) CONTENT: Enemy Approaching!(/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Volcanic_C_63398) CONTENT: NEXT WAVE IN: (/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Volcanic_C_63398) CONTENT: Return to the mission area or be disqualified(/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Volcanic_C_63398) CONTENT: A new wave has spawned(/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Volcanic_C_63398) CONTENT: Time Remaining: (/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Volcanic_C_63398) CONTENT: Prepare for the next wave(/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Volcanic_C_63398) CONTENT: Feelin' Hot Hot Hot(/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Volcanic_C_63398) CONTENT: The Heat is On(/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Volcanic_C_63398) CONTENT: Disco Inferno(/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Volcanic_C_63398) CONTENT: Eternal Flame(/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Volcanic_C_63398) CONTENT: This Mountain's On Fire(/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Volcanic_C_63398) CONTENT: Magma Medley Melee(/Game/Genesis/Missions/GauntletWaves/MissionType_GauntletWaves_Volcanic.Default__MissionType_GauntletWaves_Volcanic_C) CONTENT: Fight off an ensemble of fiery predators or it's curtains for you! At least that volcano isn't erupting... oh wait.(/Game/Genesis/Missions/GauntletWaves/MissionType_GauntletWaves_Volcanic.Default__MissionType_GauntletWaves_Volcanic_C) CONTENT: Prepare for the gauntlet(/Game/Genesis/Missions/GauntletWaves/MissionType_GauntletWaves_Volcanic.Default__MissionType_GauntletWaves_Volcanic_C) CONTENT: Fight off the fiery ensemble(/Game/Genesis/Missions/GauntletWaves/MissionType_GauntletWaves_Volcanic.Default__MissionType_GauntletWaves_Volcanic_C) CONTENT: Fight off the fiery ensemble(/Game/Genesis/Missions/GauntletWaves/MissionType_GauntletWaves_Volcanic.Default__MissionType_GauntletWaves_Volcanic_C) CONTENT: Fight off the fiery ensemble(/Game/Genesis/Missions/GauntletWaves/MissionType_GauntletWaves_Volcanic.Default__MissionType_GauntletWaves_Volcanic_C) CONTENT: Fight off the fiery ensemble(/Game/Genesis/Missions/GauntletWaves/MissionType_GauntletWaves_Volcanic.Default__MissionType_GauntletWaves_Volcanic_C) CONTENT: Defend against the oncoming enemies!(/Game/Genesis/Missions/GauntletWaves/MissionType_GauntletWaves_Volcanic.Default__MissionType_GauntletWaves_Volcanic_C) CONTENT: Wave Progress(/Game/Genesis/Missions/GauntletWaves/MissionType_GauntletWaves_Volcanic.Default__MissionType_GauntletWaves_Volcanic_C) CONTENT: Prepare to fight off the fiery ensemble(/Game/Genesis/Missions/GauntletWaves/MissionType_GauntletWaves_Volcanic.Default__MissionType_GauntletWaves_Volcanic_C) CONTENT: Waves Completed: (/Game/Genesis/Missions/GauntletWaves/MissionType_GauntletWaves_Volcanic.Default__MissionType_GauntletWaves_Volcanic_C) CONTENT: Enemy Approaching!(/Game/Genesis/Missions/GauntletWaves/MissionType_GauntletWaves_Volcanic.Default__MissionType_GauntletWaves_Volcanic_C) CONTENT: NEXT WAVE IN: (/Game/Genesis/Missions/GauntletWaves/MissionType_GauntletWaves_Volcanic.Default__MissionType_GauntletWaves_Volcanic_C) CONTENT: Return to the mission area or be disqualified(/Game/Genesis/Missions/GauntletWaves/MissionType_GauntletWaves_Volcanic.Default__MissionType_GauntletWaves_Volcanic_C) CONTENT: A new wave has spawned(/Game/Genesis/Missions/GauntletWaves/MissionType_GauntletWaves_Volcanic.Default__MissionType_GauntletWaves_Volcanic_C) CONTENT: Time Remaining: (/Game/Genesis/Missions/GauntletWaves/MissionType_GauntletWaves_Volcanic.Default__MissionType_GauntletWaves_Volcanic_C) CONTENT: Prepare for the next wave(/Game/Genesis/Missions/GauntletWaves/MissionType_GauntletWaves_Volcanic.Default__MissionType_GauntletWaves_Volcanic_C) CONTENT: Feelin' Hot Hot Hot(/Game/Genesis/Missions/GauntletWaves/MissionType_GauntletWaves_Volcanic.Default__MissionType_GauntletWaves_Volcanic_C) CONTENT: The Heat is On(/Game/Genesis/Missions/GauntletWaves/MissionType_GauntletWaves_Volcanic.Default__MissionType_GauntletWaves_Volcanic_C) CONTENT: Disco Inferno(/Game/Genesis/Missions/GauntletWaves/MissionType_GauntletWaves_Volcanic.Default__MissionType_GauntletWaves_Volcanic_C) CONTENT: Eternal Flame(/Game/Genesis/Missions/GauntletWaves/MissionType_GauntletWaves_Volcanic.Default__MissionType_GauntletWaves_Volcanic_C) CONTENT: This Mountain's On Fire(/Game/Genesis/Missions/GauntletWaves/MissionType_GauntletWaves_Volcanic.Default__MissionType_GauntletWaves_Volcanic_C) CONTENT: Malfunctioned Tek Quetzal(/Engine/Transient.REINST_BionicQuetz_Character_BP_Malfunctioned_C_0) CONTENT: Malfunctioned Tek Quetzal(/Engine/Transient.Default__REINST_BionicQuetz_Character_BP_Malfunctioned_C_63483) CONTENT: Malfunctioned Tek Quetzal(/Engine/Transient.REINST_BionicQuetz_Character_BP_Malfunctioned_C_1) CONTENT: Malfunctioned Tek Quetzal(/Engine/Transient.Default__REINST_BionicQuetz_Character_BP_Malfunctioned_C_63487) CONTENT: Malfunctioned Tek Quetzal(/Game/PrimalEarth/Dinos/Quetzalcoatlus/BionicQuetz_Character_BP_Malfunctioned.Default__BionicQuetz_Character_BP_Malfunctioned_C) LITERAL: EnableUndergroundMovement(/Game/Genesis/Dinos/MissionVariants/Gauntlet/Lunar/Deathworm_Character_BP_Gauntlet.Deathworm_Character_BP_Gauntlet:DiveIn.K2Node_CallFunction_14466) LITERAL: UpdateUndergroundMesh(/Game/Genesis/Dinos/MissionVariants/Gauntlet/Lunar/Deathworm_Character_BP_Gauntlet.Deathworm_Character_BP_Gauntlet:OnRep_IsUnderground.K2Node_CallFunction_759605) LITERAL: SetDefaultPopUpDistance(/Game/Genesis/Dinos/MissionVariants/Gauntlet/Lunar/Deathworm_Character_BP_Gauntlet.Deathworm_Character_BP_Gauntlet:Pop Up.K2Node_CallFunction_354728) LITERAL: SetDefaultPopUpDistance(/Game/Genesis/Dinos/MissionVariants/Gauntlet/Lunar/Deathworm_Character_BP_Gauntlet.Deathworm_Character_BP_Gauntlet:Pop Up.K2Node_CallFunction_356493) CONTENT: Mission Loot Set(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Gauntlet_Lunar.Default__LootItemSet_Missions_Gauntlet_Lunar_C) CONTENT: Missions - never BP - with quality(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Gauntlet_Lunar.Default__LootItemSet_Missions_Gauntlet_Lunar_C) CONTENT: Missions - with BP - with quality(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Gauntlet_Lunar.Default__LootItemSet_Missions_Gauntlet_Lunar_C) CONTENT: Missions - With Quantity(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Gauntlet_Lunar.Default__LootItemSet_Missions_Gauntlet_Lunar_C) CONTENT: TEKnological Terrors(/Engine/Transient.REINST_MissionType_GauntletWaves_Lunar_C_0) CONTENT: Fend off increasingly difficult waves of robotic predators. Defrag them before they delete you.(/Engine/Transient.REINST_MissionType_GauntletWaves_Lunar_C_0) CONTENT: Prepare for the gauntlet(/Engine/Transient.REINST_MissionType_GauntletWaves_Lunar_C_0) CONTENT: Defrag the asteroid(/Engine/Transient.REINST_MissionType_GauntletWaves_Lunar_C_0) CONTENT: Defrag the asteroid(/Engine/Transient.REINST_MissionType_GauntletWaves_Lunar_C_0) CONTENT: Defrag the asteroid(/Engine/Transient.REINST_MissionType_GauntletWaves_Lunar_C_0) CONTENT: Defrag the asteroid(/Engine/Transient.REINST_MissionType_GauntletWaves_Lunar_C_0) CONTENT: Defrag the asteroid(/Engine/Transient.REINST_MissionType_GauntletWaves_Lunar_C_0) CONTENT: Wave Progress(/Engine/Transient.REINST_MissionType_GauntletWaves_Lunar_C_0) CONTENT: Prepare to defrag the asteroid(/Engine/Transient.REINST_MissionType_GauntletWaves_Lunar_C_0) CONTENT: Waves Completed: (/Engine/Transient.REINST_MissionType_GauntletWaves_Lunar_C_0) CONTENT: Enemy Approaching!(/Engine/Transient.REINST_MissionType_GauntletWaves_Lunar_C_0) CONTENT: NEXT WAVE IN: (/Engine/Transient.REINST_MissionType_GauntletWaves_Lunar_C_0) CONTENT: Return to the mission area or be disqualified(/Engine/Transient.REINST_MissionType_GauntletWaves_Lunar_C_0) CONTENT: A new wave has spawned(/Engine/Transient.REINST_MissionType_GauntletWaves_Lunar_C_0) CONTENT: Time Remaining: (/Engine/Transient.REINST_MissionType_GauntletWaves_Lunar_C_0) CONTENT: Prepare for the next wave(/Engine/Transient.REINST_MissionType_GauntletWaves_Lunar_C_0) CONTENT: In Orbit, Nobody Can Hear You Scream(/Engine/Transient.REINST_MissionType_GauntletWaves_Lunar_C_0) CONTENT: I Am Error(/Engine/Transient.REINST_MissionType_GauntletWaves_Lunar_C_0) CONTENT: Game Over Man, Game Over!(/Engine/Transient.REINST_MissionType_GauntletWaves_Lunar_C_0) CONTENT: EXTERMINATE(/Engine/Transient.REINST_MissionType_GauntletWaves_Lunar_C_0) CONTENT: 01000010 01101111 01110011 01110011(/Engine/Transient.REINST_MissionType_GauntletWaves_Lunar_C_0) CONTENT: TEKnological Terrors(/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Lunar_C_63772) CONTENT: Fend off increasingly difficult waves of robotic predators. Defrag them before they delete you.(/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Lunar_C_63772) CONTENT: Prepare for the gauntlet(/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Lunar_C_63772) CONTENT: Defrag the asteroid(/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Lunar_C_63772) CONTENT: Defrag the asteroid(/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Lunar_C_63772) CONTENT: Defrag the asteroid(/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Lunar_C_63772) CONTENT: Defrag the asteroid(/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Lunar_C_63772) CONTENT: Defrag the asteroid(/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Lunar_C_63772) CONTENT: Wave Progress(/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Lunar_C_63772) CONTENT: Prepare to defrag the asteroid(/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Lunar_C_63772) CONTENT: Waves Completed: (/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Lunar_C_63772) CONTENT: Enemy Approaching!(/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Lunar_C_63772) CONTENT: NEXT WAVE IN: (/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Lunar_C_63772) CONTENT: Return to the mission area or be disqualified(/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Lunar_C_63772) CONTENT: A new wave has spawned(/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Lunar_C_63772) CONTENT: Time Remaining: (/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Lunar_C_63772) CONTENT: Prepare for the next wave(/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Lunar_C_63772) CONTENT: In Orbit, Nobody Can Hear You Scream(/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Lunar_C_63772) CONTENT: I Am Error(/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Lunar_C_63772) CONTENT: Game Over Man, Game Over!(/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Lunar_C_63772) CONTENT: EXTERMINATE(/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Lunar_C_63772) CONTENT: 01000010 01101111 01110011 01110011(/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Lunar_C_63772) CONTENT: TEKnological Terrors(/Engine/Transient.REINST_MissionType_GauntletWaves_Lunar_C_1) CONTENT: Fend off increasingly difficult waves of robotic predators. Defrag them before they delete you.(/Engine/Transient.REINST_MissionType_GauntletWaves_Lunar_C_1) CONTENT: Prepare for the gauntlet(/Engine/Transient.REINST_MissionType_GauntletWaves_Lunar_C_1) CONTENT: Defrag the asteroid(/Engine/Transient.REINST_MissionType_GauntletWaves_Lunar_C_1) CONTENT: Defrag the asteroid(/Engine/Transient.REINST_MissionType_GauntletWaves_Lunar_C_1) CONTENT: Defrag the asteroid(/Engine/Transient.REINST_MissionType_GauntletWaves_Lunar_C_1) CONTENT: Defrag the asteroid(/Engine/Transient.REINST_MissionType_GauntletWaves_Lunar_C_1) CONTENT: Defrag the asteroid(/Engine/Transient.REINST_MissionType_GauntletWaves_Lunar_C_1) CONTENT: Wave Progress(/Engine/Transient.REINST_MissionType_GauntletWaves_Lunar_C_1) CONTENT: Prepare to defrag the asteroid(/Engine/Transient.REINST_MissionType_GauntletWaves_Lunar_C_1) CONTENT: Waves Completed: (/Engine/Transient.REINST_MissionType_GauntletWaves_Lunar_C_1) CONTENT: Enemy Approaching!(/Engine/Transient.REINST_MissionType_GauntletWaves_Lunar_C_1) CONTENT: NEXT WAVE IN: (/Engine/Transient.REINST_MissionType_GauntletWaves_Lunar_C_1) CONTENT: Return to the mission area or be disqualified(/Engine/Transient.REINST_MissionType_GauntletWaves_Lunar_C_1) CONTENT: A new wave has spawned(/Engine/Transient.REINST_MissionType_GauntletWaves_Lunar_C_1) CONTENT: Time Remaining: (/Engine/Transient.REINST_MissionType_GauntletWaves_Lunar_C_1) CONTENT: Prepare for the next wave(/Engine/Transient.REINST_MissionType_GauntletWaves_Lunar_C_1) CONTENT: In Orbit, Nobody Can Hear You Scream(/Engine/Transient.REINST_MissionType_GauntletWaves_Lunar_C_1) CONTENT: I Am Error(/Engine/Transient.REINST_MissionType_GauntletWaves_Lunar_C_1) CONTENT: Game Over Man, Game Over!(/Engine/Transient.REINST_MissionType_GauntletWaves_Lunar_C_1) CONTENT: EXTERMINATE(/Engine/Transient.REINST_MissionType_GauntletWaves_Lunar_C_1) CONTENT: 01000010 01101111 01110011 01110011(/Engine/Transient.REINST_MissionType_GauntletWaves_Lunar_C_1) CONTENT: TEKnological Terrors(/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Lunar_C_63776) CONTENT: Fend off increasingly difficult waves of robotic predators. Defrag them before they delete you.(/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Lunar_C_63776) CONTENT: Prepare for the gauntlet(/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Lunar_C_63776) CONTENT: Defrag the asteroid(/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Lunar_C_63776) CONTENT: Defrag the asteroid(/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Lunar_C_63776) CONTENT: Defrag the asteroid(/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Lunar_C_63776) CONTENT: Defrag the asteroid(/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Lunar_C_63776) CONTENT: Defrag the asteroid(/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Lunar_C_63776) CONTENT: Wave Progress(/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Lunar_C_63776) CONTENT: Prepare to defrag the asteroid(/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Lunar_C_63776) CONTENT: Waves Completed: (/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Lunar_C_63776) CONTENT: Enemy Approaching!(/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Lunar_C_63776) CONTENT: NEXT WAVE IN: (/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Lunar_C_63776) CONTENT: Return to the mission area or be disqualified(/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Lunar_C_63776) CONTENT: A new wave has spawned(/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Lunar_C_63776) CONTENT: Time Remaining: (/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Lunar_C_63776) CONTENT: Prepare for the next wave(/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Lunar_C_63776) CONTENT: In Orbit, Nobody Can Hear You Scream(/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Lunar_C_63776) CONTENT: I Am Error(/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Lunar_C_63776) CONTENT: Game Over Man, Game Over!(/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Lunar_C_63776) CONTENT: EXTERMINATE(/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Lunar_C_63776) CONTENT: 01000010 01101111 01110011 01110011(/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Lunar_C_63776) CONTENT: TEKnological Terrors(/Game/Genesis/Missions/GauntletWaves/MissionType_GauntletWaves_Lunar.Default__MissionType_GauntletWaves_Lunar_C) CONTENT: Fend off increasingly difficult waves of robotic predators. Defrag them before they delete you.(/Game/Genesis/Missions/GauntletWaves/MissionType_GauntletWaves_Lunar.Default__MissionType_GauntletWaves_Lunar_C) CONTENT: Prepare for the gauntlet(/Game/Genesis/Missions/GauntletWaves/MissionType_GauntletWaves_Lunar.Default__MissionType_GauntletWaves_Lunar_C) CONTENT: Defrag the asteroid(/Game/Genesis/Missions/GauntletWaves/MissionType_GauntletWaves_Lunar.Default__MissionType_GauntletWaves_Lunar_C) CONTENT: Defrag the asteroid(/Game/Genesis/Missions/GauntletWaves/MissionType_GauntletWaves_Lunar.Default__MissionType_GauntletWaves_Lunar_C) CONTENT: Defrag the asteroid(/Game/Genesis/Missions/GauntletWaves/MissionType_GauntletWaves_Lunar.Default__MissionType_GauntletWaves_Lunar_C) CONTENT: Defrag the asteroid(/Game/Genesis/Missions/GauntletWaves/MissionType_GauntletWaves_Lunar.Default__MissionType_GauntletWaves_Lunar_C) CONTENT: Defrag the asteroid(/Game/Genesis/Missions/GauntletWaves/MissionType_GauntletWaves_Lunar.Default__MissionType_GauntletWaves_Lunar_C) CONTENT: Wave Progress(/Game/Genesis/Missions/GauntletWaves/MissionType_GauntletWaves_Lunar.Default__MissionType_GauntletWaves_Lunar_C) CONTENT: Prepare to defrag the asteroid(/Game/Genesis/Missions/GauntletWaves/MissionType_GauntletWaves_Lunar.Default__MissionType_GauntletWaves_Lunar_C) CONTENT: Waves Completed: (/Game/Genesis/Missions/GauntletWaves/MissionType_GauntletWaves_Lunar.Default__MissionType_GauntletWaves_Lunar_C) CONTENT: Enemy Approaching!(/Game/Genesis/Missions/GauntletWaves/MissionType_GauntletWaves_Lunar.Default__MissionType_GauntletWaves_Lunar_C) CONTENT: NEXT WAVE IN: (/Game/Genesis/Missions/GauntletWaves/MissionType_GauntletWaves_Lunar.Default__MissionType_GauntletWaves_Lunar_C) CONTENT: Return to the mission area or be disqualified(/Game/Genesis/Missions/GauntletWaves/MissionType_GauntletWaves_Lunar.Default__MissionType_GauntletWaves_Lunar_C) CONTENT: A new wave has spawned(/Game/Genesis/Missions/GauntletWaves/MissionType_GauntletWaves_Lunar.Default__MissionType_GauntletWaves_Lunar_C) CONTENT: Time Remaining: (/Game/Genesis/Missions/GauntletWaves/MissionType_GauntletWaves_Lunar.Default__MissionType_GauntletWaves_Lunar_C) CONTENT: Prepare for the next wave(/Game/Genesis/Missions/GauntletWaves/MissionType_GauntletWaves_Lunar.Default__MissionType_GauntletWaves_Lunar_C) CONTENT: In Orbit, Nobody Can Hear You Scream(/Game/Genesis/Missions/GauntletWaves/MissionType_GauntletWaves_Lunar.Default__MissionType_GauntletWaves_Lunar_C) CONTENT: I Am Error(/Game/Genesis/Missions/GauntletWaves/MissionType_GauntletWaves_Lunar.Default__MissionType_GauntletWaves_Lunar_C) CONTENT: Game Over Man, Game Over!(/Game/Genesis/Missions/GauntletWaves/MissionType_GauntletWaves_Lunar.Default__MissionType_GauntletWaves_Lunar_C) CONTENT: EXTERMINATE(/Game/Genesis/Missions/GauntletWaves/MissionType_GauntletWaves_Lunar.Default__MissionType_GauntletWaves_Lunar_C) CONTENT: 01000010 01101111 01110011 01110011(/Game/Genesis/Missions/GauntletWaves/MissionType_GauntletWaves_Lunar.Default__MissionType_GauntletWaves_Lunar_C) CONTENT: Mission Loot Set(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Gauntlet_Bog.Default__LootItemSet_Missions_Gauntlet_Bog_C) CONTENT: Missions - never BP - with quality(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Gauntlet_Bog.Default__LootItemSet_Missions_Gauntlet_Bog_C) CONTENT: Missions - with BP - with quality(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Gauntlet_Bog.Default__LootItemSet_Missions_Gauntlet_Bog_C) CONTENT: Missions - With Quantity(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Gauntlet_Bog.Default__LootItemSet_Missions_Gauntlet_Bog_C) CONTENT: Flaming Spear(/Game/Genesis/CoreBlueprints/Weapons/Mission/PrimalItem_WeaponSpear_Flame_Gauntlet.Default__PrimalItem_WeaponSpear_Flame_Gauntlet_C) CONTENT: Bog Beatdown(/Engine/Transient.REINST_MissionType_GauntletWaves_Bog_C_0) CONTENT: Swarms of insects will try to overwhelm you with sheer numbers. Squish 'em good!(/Engine/Transient.REINST_MissionType_GauntletWaves_Bog_C_0) CONTENT: Prepare for the gauntlet(/Engine/Transient.REINST_MissionType_GauntletWaves_Bog_C_0) CONTENT: Beat down the insect horde(/Engine/Transient.REINST_MissionType_GauntletWaves_Bog_C_0) CONTENT: Beat down the insect horde(/Engine/Transient.REINST_MissionType_GauntletWaves_Bog_C_0) CONTENT: Beat down the insect horde(/Engine/Transient.REINST_MissionType_GauntletWaves_Bog_C_0) CONTENT: Beat down the insect horde(/Engine/Transient.REINST_MissionType_GauntletWaves_Bog_C_0) CONTENT: Defend against the oncoming enemies!(/Engine/Transient.REINST_MissionType_GauntletWaves_Bog_C_0) CONTENT: Wave Progress(/Engine/Transient.REINST_MissionType_GauntletWaves_Bog_C_0) CONTENT: Prepare to start stomping some bugs(/Engine/Transient.REINST_MissionType_GauntletWaves_Bog_C_0) CONTENT: Waves Completed: (/Engine/Transient.REINST_MissionType_GauntletWaves_Bog_C_0) CONTENT: Enemy Approaching!(/Engine/Transient.REINST_MissionType_GauntletWaves_Bog_C_0) CONTENT: NEXT WAVE IN: (/Engine/Transient.REINST_MissionType_GauntletWaves_Bog_C_0) CONTENT: Return to the mission area or be disqualified(/Engine/Transient.REINST_MissionType_GauntletWaves_Bog_C_0) CONTENT: A new wave has spawned(/Engine/Transient.REINST_MissionType_GauntletWaves_Bog_C_0) CONTENT: Time Remaining: (/Engine/Transient.REINST_MissionType_GauntletWaves_Bog_C_0) CONTENT: Prepare for the next wave(/Engine/Transient.REINST_MissionType_GauntletWaves_Bog_C_0) CONTENT: It's Just a Few Critters(/Engine/Transient.REINST_MissionType_GauntletWaves_Bog_C_0) CONTENT: Maybe More Than a Few(/Engine/Transient.REINST_MissionType_GauntletWaves_Bog_C_0) CONTENT: Wow, That's a Lot of Critters(/Engine/Transient.REINST_MissionType_GauntletWaves_Bog_C_0) CONTENT: I've Seen Plagues With Fewer(/Engine/Transient.REINST_MissionType_GauntletWaves_Bog_C_0) CONTENT: Kill It With Fire(/Engine/Transient.REINST_MissionType_GauntletWaves_Bog_C_0) CONTENT: Bog Beatdown(/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Bog_C_64295) CONTENT: Swarms of insects will try to overwhelm you with sheer numbers. Squish 'em good!(/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Bog_C_64295) CONTENT: Prepare for the gauntlet(/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Bog_C_64295) CONTENT: Beat down the insect horde(/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Bog_C_64295) CONTENT: Beat down the insect horde(/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Bog_C_64295) CONTENT: Beat down the insect horde(/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Bog_C_64295) CONTENT: Beat down the insect horde(/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Bog_C_64295) CONTENT: Defend against the oncoming enemies!(/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Bog_C_64295) CONTENT: Wave Progress(/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Bog_C_64295) CONTENT: Prepare to start stomping some bugs(/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Bog_C_64295) CONTENT: Waves Completed: (/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Bog_C_64295) CONTENT: Enemy Approaching!(/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Bog_C_64295) CONTENT: NEXT WAVE IN: (/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Bog_C_64295) CONTENT: Return to the mission area or be disqualified(/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Bog_C_64295) CONTENT: A new wave has spawned(/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Bog_C_64295) CONTENT: Time Remaining: (/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Bog_C_64295) CONTENT: Prepare for the next wave(/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Bog_C_64295) CONTENT: It's Just a Few Critters(/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Bog_C_64295) CONTENT: Maybe More Than a Few(/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Bog_C_64295) CONTENT: Wow, That's a Lot of Critters(/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Bog_C_64295) CONTENT: I've Seen Plagues With Fewer(/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Bog_C_64295) CONTENT: Kill It With Fire(/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Bog_C_64295) CONTENT: Bog Beatdown(/Engine/Transient.REINST_MissionType_GauntletWaves_Bog_C_1) CONTENT: Swarms of insects will try to overwhelm you with sheer numbers. Squish 'em good!(/Engine/Transient.REINST_MissionType_GauntletWaves_Bog_C_1) CONTENT: Prepare for the gauntlet(/Engine/Transient.REINST_MissionType_GauntletWaves_Bog_C_1) CONTENT: Beat down the insect horde(/Engine/Transient.REINST_MissionType_GauntletWaves_Bog_C_1) CONTENT: Beat down the insect horde(/Engine/Transient.REINST_MissionType_GauntletWaves_Bog_C_1) CONTENT: Beat down the insect horde(/Engine/Transient.REINST_MissionType_GauntletWaves_Bog_C_1) CONTENT: Beat down the insect horde(/Engine/Transient.REINST_MissionType_GauntletWaves_Bog_C_1) CONTENT: Defend against the oncoming enemies!(/Engine/Transient.REINST_MissionType_GauntletWaves_Bog_C_1) CONTENT: Wave Progress(/Engine/Transient.REINST_MissionType_GauntletWaves_Bog_C_1) CONTENT: Prepare to start stomping some bugs(/Engine/Transient.REINST_MissionType_GauntletWaves_Bog_C_1) CONTENT: Waves Completed: (/Engine/Transient.REINST_MissionType_GauntletWaves_Bog_C_1) CONTENT: Enemy Approaching!(/Engine/Transient.REINST_MissionType_GauntletWaves_Bog_C_1) CONTENT: NEXT WAVE IN: (/Engine/Transient.REINST_MissionType_GauntletWaves_Bog_C_1) CONTENT: Return to the mission area or be disqualified(/Engine/Transient.REINST_MissionType_GauntletWaves_Bog_C_1) CONTENT: A new wave has spawned(/Engine/Transient.REINST_MissionType_GauntletWaves_Bog_C_1) CONTENT: Time Remaining: (/Engine/Transient.REINST_MissionType_GauntletWaves_Bog_C_1) CONTENT: Prepare for the next wave(/Engine/Transient.REINST_MissionType_GauntletWaves_Bog_C_1) CONTENT: It's Just a Few Critters(/Engine/Transient.REINST_MissionType_GauntletWaves_Bog_C_1) CONTENT: Maybe More Than a Few(/Engine/Transient.REINST_MissionType_GauntletWaves_Bog_C_1) CONTENT: Wow, That's a Lot of Critters(/Engine/Transient.REINST_MissionType_GauntletWaves_Bog_C_1) CONTENT: I've Seen Plagues With Fewer(/Engine/Transient.REINST_MissionType_GauntletWaves_Bog_C_1) CONTENT: Kill It With Fire(/Engine/Transient.REINST_MissionType_GauntletWaves_Bog_C_1) CONTENT: Bog Beatdown(/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Bog_C_64299) CONTENT: Swarms of insects will try to overwhelm you with sheer numbers. Squish 'em good!(/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Bog_C_64299) CONTENT: Prepare for the gauntlet(/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Bog_C_64299) CONTENT: Beat down the insect horde(/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Bog_C_64299) CONTENT: Beat down the insect horde(/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Bog_C_64299) CONTENT: Beat down the insect horde(/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Bog_C_64299) CONTENT: Beat down the insect horde(/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Bog_C_64299) CONTENT: Defend against the oncoming enemies!(/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Bog_C_64299) CONTENT: Wave Progress(/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Bog_C_64299) CONTENT: Prepare to start stomping some bugs(/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Bog_C_64299) CONTENT: Waves Completed: (/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Bog_C_64299) CONTENT: Enemy Approaching!(/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Bog_C_64299) CONTENT: NEXT WAVE IN: (/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Bog_C_64299) CONTENT: Return to the mission area or be disqualified(/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Bog_C_64299) CONTENT: A new wave has spawned(/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Bog_C_64299) CONTENT: Time Remaining: (/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Bog_C_64299) CONTENT: Prepare for the next wave(/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Bog_C_64299) CONTENT: It's Just a Few Critters(/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Bog_C_64299) CONTENT: Maybe More Than a Few(/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Bog_C_64299) CONTENT: Wow, That's a Lot of Critters(/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Bog_C_64299) CONTENT: I've Seen Plagues With Fewer(/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Bog_C_64299) CONTENT: Kill It With Fire(/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Bog_C_64299) CONTENT: Bog Beatdown(/Game/Genesis/Missions/GauntletWaves/MissionType_GauntletWaves_Bog.Default__MissionType_GauntletWaves_Bog_C) CONTENT: Swarms of insects will try to overwhelm you with sheer numbers. Squish 'em good!(/Game/Genesis/Missions/GauntletWaves/MissionType_GauntletWaves_Bog.Default__MissionType_GauntletWaves_Bog_C) CONTENT: Prepare for the gauntlet(/Game/Genesis/Missions/GauntletWaves/MissionType_GauntletWaves_Bog.Default__MissionType_GauntletWaves_Bog_C) CONTENT: Beat down the insect horde(/Game/Genesis/Missions/GauntletWaves/MissionType_GauntletWaves_Bog.Default__MissionType_GauntletWaves_Bog_C) CONTENT: Beat down the insect horde(/Game/Genesis/Missions/GauntletWaves/MissionType_GauntletWaves_Bog.Default__MissionType_GauntletWaves_Bog_C) CONTENT: Beat down the insect horde(/Game/Genesis/Missions/GauntletWaves/MissionType_GauntletWaves_Bog.Default__MissionType_GauntletWaves_Bog_C) CONTENT: Beat down the insect horde(/Game/Genesis/Missions/GauntletWaves/MissionType_GauntletWaves_Bog.Default__MissionType_GauntletWaves_Bog_C) CONTENT: Defend against the oncoming enemies!(/Game/Genesis/Missions/GauntletWaves/MissionType_GauntletWaves_Bog.Default__MissionType_GauntletWaves_Bog_C) CONTENT: Wave Progress(/Game/Genesis/Missions/GauntletWaves/MissionType_GauntletWaves_Bog.Default__MissionType_GauntletWaves_Bog_C) CONTENT: Prepare to start stomping some bugs(/Game/Genesis/Missions/GauntletWaves/MissionType_GauntletWaves_Bog.Default__MissionType_GauntletWaves_Bog_C) CONTENT: Waves Completed: (/Game/Genesis/Missions/GauntletWaves/MissionType_GauntletWaves_Bog.Default__MissionType_GauntletWaves_Bog_C) CONTENT: Enemy Approaching!(/Game/Genesis/Missions/GauntletWaves/MissionType_GauntletWaves_Bog.Default__MissionType_GauntletWaves_Bog_C) CONTENT: NEXT WAVE IN: (/Game/Genesis/Missions/GauntletWaves/MissionType_GauntletWaves_Bog.Default__MissionType_GauntletWaves_Bog_C) CONTENT: Return to the mission area or be disqualified(/Game/Genesis/Missions/GauntletWaves/MissionType_GauntletWaves_Bog.Default__MissionType_GauntletWaves_Bog_C) CONTENT: A new wave has spawned(/Game/Genesis/Missions/GauntletWaves/MissionType_GauntletWaves_Bog.Default__MissionType_GauntletWaves_Bog_C) CONTENT: Time Remaining: (/Game/Genesis/Missions/GauntletWaves/MissionType_GauntletWaves_Bog.Default__MissionType_GauntletWaves_Bog_C) CONTENT: Prepare for the next wave(/Game/Genesis/Missions/GauntletWaves/MissionType_GauntletWaves_Bog.Default__MissionType_GauntletWaves_Bog_C) CONTENT: It's Just a Few Critters(/Game/Genesis/Missions/GauntletWaves/MissionType_GauntletWaves_Bog.Default__MissionType_GauntletWaves_Bog_C) CONTENT: Maybe More Than a Few(/Game/Genesis/Missions/GauntletWaves/MissionType_GauntletWaves_Bog.Default__MissionType_GauntletWaves_Bog_C) CONTENT: Wow, That's a Lot of Critters(/Game/Genesis/Missions/GauntletWaves/MissionType_GauntletWaves_Bog.Default__MissionType_GauntletWaves_Bog_C) CONTENT: I've Seen Plagues With Fewer(/Game/Genesis/Missions/GauntletWaves/MissionType_GauntletWaves_Bog.Default__MissionType_GauntletWaves_Bog_C) CONTENT: Kill It With Fire(/Game/Genesis/Missions/GauntletWaves/MissionType_GauntletWaves_Bog.Default__MissionType_GauntletWaves_Bog_C) CONTENT: Mission Loot Set(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Gauntlet_Arctic.Default__LootItemSet_Missions_Gauntlet_Arctic_C) CONTENT: Missions - never BP - with quality(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Gauntlet_Arctic.Default__LootItemSet_Missions_Gauntlet_Arctic_C) CONTENT: Missions - with BP - with quality(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Gauntlet_Arctic.Default__LootItemSet_Missions_Gauntlet_Arctic_C) CONTENT: Missions - With Quantity(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Gauntlet_Arctic.Default__LootItemSet_Missions_Gauntlet_Arctic_C) CONTENT: Yeti(/Engine/Transient.REINST_Bigfoot_Character_BP_Gauntlet_C_0) CONTENT: Yeti(/Engine/Transient.Default__REINST_Bigfoot_Character_BP_Gauntlet_C_64385) CONTENT: Yeti(/Engine/Transient.REINST_Bigfoot_Character_BP_Gauntlet_C_1) CONTENT: Yeti(/Engine/Transient.Default__REINST_Bigfoot_Character_BP_Gauntlet_C_64389) CONTENT: Yeti(/Game/Genesis/Dinos/MissionVariants/Gauntlet/Arctic/Bigfoot_Character_BP_Gauntlet.Default__Bigfoot_Character_BP_Gauntlet_C) CONTENT: Polar Bear(/Engine/Transient.REINST_Direbear_Character_Polar_Gauntlet_C_0) CONTENT: Polar Bear(/Engine/Transient.Default__REINST_Direbear_Character_Polar_Gauntlet_C_64474) CONTENT: Polar Bear(/Engine/Transient.REINST_Direbear_Character_Polar_Gauntlet_C_1) CONTENT: Polar Bear(/Engine/Transient.Default__REINST_Direbear_Character_Polar_Gauntlet_C_64478) CONTENT: Polar Bear(/Game/Genesis/Dinos/MissionVariants/Gauntlet/Arctic/Direbear_Character_Polar_Gauntlet.Default__Direbear_Character_Polar_Gauntlet_C) CONTENT: Rock Elemental(/Engine/Transient.REINST_IceGolem_Character_BP_C_2) LITERAL: Disguise As Rock(/Game/PrimalEarth/Dinos/IceGolem/IceGolem_Character_BP.IceGolem_Character_BP:BPGetMultiUseEntries.K2Node_Select_3) LITERAL: Reveal From Rock(/Game/PrimalEarth/Dinos/IceGolem/IceGolem_Character_BP.IceGolem_Character_BP:BPGetMultiUseEntries.K2Node_Select_3) LITERAL: AnimNotify_Golem_Bury(/Game/PrimalEarth/Dinos/IceGolem/IceGolem_Character_BP.IceGolem_Character_BP:OnRep_bIsDisguised.K2Node_CallFunction_44327) LITERAL: AnimNotify_Golem_Getup(/Game/PrimalEarth/Dinos/IceGolem/IceGolem_Character_BP.IceGolem_Character_BP:OnRep_bIsDisguised.K2Node_CallFunction_49814) LITERAL: TorporHit(/Game/PrimalEarth/Dinos/IceGolem/IceGolem_Character_BP.IceGolem_Character_BP:BPAdjustDamage.K2Node_CallFunction_82847) LITERAL: ClearTorporHit(/Game/PrimalEarth/Dinos/IceGolem/IceGolem_Character_BP.IceGolem_Character_BP:BPAdjustDamage.K2Node_CallFunction_82051) CONTENT: Rock Elemental(/Engine/Transient.Default__REINST_IceGolem_Character_BP_C_64529) CONTENT: Rock Elemental(/Engine/Transient.REINST_IceGolem_Character_BP_C_3) CONTENT: Rock Elemental(/Engine/Transient.Default__REINST_IceGolem_Character_BP_C_64533) CONTENT: Rock Elemental(/Game/PrimalEarth/Dinos/IceGolem/IceGolem_Character_BP.Default__IceGolem_Character_BP_C) CONTENT: Built Fjord Tough(/Engine/Transient.REINST_MissionType_GauntletWaves_Arctic_C_0) CONTENT: Focus hard and flex your muscles, explorer. Be a fusion of strength and speed while you endeavour to defeat the monsters.(/Engine/Transient.REINST_MissionType_GauntletWaves_Arctic_C_0) CONTENT: Prepare for the gauntlet(/Engine/Transient.REINST_MissionType_GauntletWaves_Arctic_C_0) CONTENT: Prove how tough you are(/Engine/Transient.REINST_MissionType_GauntletWaves_Arctic_C_0) CONTENT: Prove how tough you are(/Engine/Transient.REINST_MissionType_GauntletWaves_Arctic_C_0) CONTENT: Prove how tough you are(/Engine/Transient.REINST_MissionType_GauntletWaves_Arctic_C_0) CONTENT: Prove how tough you are(/Engine/Transient.REINST_MissionType_GauntletWaves_Arctic_C_0) CONTENT: Prove how tough you are(/Engine/Transient.REINST_MissionType_GauntletWaves_Arctic_C_0) CONTENT: Wave Progress(/Engine/Transient.REINST_MissionType_GauntletWaves_Arctic_C_0) CONTENT: Prepare to prove how tough you are(/Engine/Transient.REINST_MissionType_GauntletWaves_Arctic_C_0) CONTENT: Waves Completed: (/Engine/Transient.REINST_MissionType_GauntletWaves_Arctic_C_0) CONTENT: Enemy Approaching!(/Engine/Transient.REINST_MissionType_GauntletWaves_Arctic_C_0) CONTENT: NEXT WAVE IN: (/Engine/Transient.REINST_MissionType_GauntletWaves_Arctic_C_0) CONTENT: Return to the mission area or be disqualified(/Engine/Transient.REINST_MissionType_GauntletWaves_Arctic_C_0) CONTENT: A new wave has spawned(/Engine/Transient.REINST_MissionType_GauntletWaves_Arctic_C_0) CONTENT: Time Remaining: (/Engine/Transient.REINST_MissionType_GauntletWaves_Arctic_C_0) CONTENT: Prepare for the next wave(/Engine/Transient.REINST_MissionType_GauntletWaves_Arctic_C_0) CONTENT: It's Chilly Out(/Engine/Transient.REINST_MissionType_GauntletWaves_Arctic_C_0) CONTENT: Getting Colder(/Engine/Transient.REINST_MissionType_GauntletWaves_Arctic_C_0) CONTENT: Snow Days(/Engine/Transient.REINST_MissionType_GauntletWaves_Arctic_C_0) CONTENT: Starting to Ice Up(/Engine/Transient.REINST_MissionType_GauntletWaves_Arctic_C_0) CONTENT: Fur-ozen(/Engine/Transient.REINST_MissionType_GauntletWaves_Arctic_C_0) CONTENT: Built Fjord Tough(/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Arctic_C_64727) CONTENT: Focus hard and flex your muscles, explorer. Be a fusion of strength and speed while you endeavour to defeat the monsters.(/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Arctic_C_64727) CONTENT: Prepare for the gauntlet(/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Arctic_C_64727) CONTENT: Prove how tough you are(/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Arctic_C_64727) CONTENT: Prove how tough you are(/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Arctic_C_64727) CONTENT: Prove how tough you are(/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Arctic_C_64727) CONTENT: Prove how tough you are(/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Arctic_C_64727) CONTENT: Prove how tough you are(/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Arctic_C_64727) CONTENT: Wave Progress(/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Arctic_C_64727) CONTENT: Prepare to prove how tough you are(/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Arctic_C_64727) CONTENT: Waves Completed: (/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Arctic_C_64727) CONTENT: Enemy Approaching!(/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Arctic_C_64727) CONTENT: NEXT WAVE IN: (/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Arctic_C_64727) CONTENT: Return to the mission area or be disqualified(/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Arctic_C_64727) CONTENT: A new wave has spawned(/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Arctic_C_64727) CONTENT: Time Remaining: (/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Arctic_C_64727) CONTENT: Prepare for the next wave(/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Arctic_C_64727) CONTENT: It's Chilly Out(/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Arctic_C_64727) CONTENT: Getting Colder(/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Arctic_C_64727) CONTENT: Snow Days(/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Arctic_C_64727) CONTENT: Starting to Ice Up(/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Arctic_C_64727) CONTENT: Fur-ozen(/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Arctic_C_64727) CONTENT: Built Fjord Tough(/Engine/Transient.REINST_MissionType_GauntletWaves_Arctic_C_1) CONTENT: Focus hard and flex your muscles, explorer. Be a fusion of strength and speed while you endeavour to defeat the monsters.(/Engine/Transient.REINST_MissionType_GauntletWaves_Arctic_C_1) CONTENT: Prepare for the gauntlet(/Engine/Transient.REINST_MissionType_GauntletWaves_Arctic_C_1) CONTENT: Prove how tough you are(/Engine/Transient.REINST_MissionType_GauntletWaves_Arctic_C_1) CONTENT: Prove how tough you are(/Engine/Transient.REINST_MissionType_GauntletWaves_Arctic_C_1) CONTENT: Prove how tough you are(/Engine/Transient.REINST_MissionType_GauntletWaves_Arctic_C_1) CONTENT: Prove how tough you are(/Engine/Transient.REINST_MissionType_GauntletWaves_Arctic_C_1) CONTENT: Prove how tough you are(/Engine/Transient.REINST_MissionType_GauntletWaves_Arctic_C_1) CONTENT: Wave Progress(/Engine/Transient.REINST_MissionType_GauntletWaves_Arctic_C_1) CONTENT: Prepare to prove how tough you are(/Engine/Transient.REINST_MissionType_GauntletWaves_Arctic_C_1) CONTENT: Waves Completed: (/Engine/Transient.REINST_MissionType_GauntletWaves_Arctic_C_1) CONTENT: Enemy Approaching!(/Engine/Transient.REINST_MissionType_GauntletWaves_Arctic_C_1) CONTENT: NEXT WAVE IN: (/Engine/Transient.REINST_MissionType_GauntletWaves_Arctic_C_1) CONTENT: Return to the mission area or be disqualified(/Engine/Transient.REINST_MissionType_GauntletWaves_Arctic_C_1) CONTENT: A new wave has spawned(/Engine/Transient.REINST_MissionType_GauntletWaves_Arctic_C_1) CONTENT: Time Remaining: (/Engine/Transient.REINST_MissionType_GauntletWaves_Arctic_C_1) CONTENT: Prepare for the next wave(/Engine/Transient.REINST_MissionType_GauntletWaves_Arctic_C_1) CONTENT: It's Chilly Out(/Engine/Transient.REINST_MissionType_GauntletWaves_Arctic_C_1) CONTENT: Getting Colder(/Engine/Transient.REINST_MissionType_GauntletWaves_Arctic_C_1) CONTENT: Snow Days(/Engine/Transient.REINST_MissionType_GauntletWaves_Arctic_C_1) CONTENT: Starting to Ice Up(/Engine/Transient.REINST_MissionType_GauntletWaves_Arctic_C_1) CONTENT: Fur-ozen(/Engine/Transient.REINST_MissionType_GauntletWaves_Arctic_C_1) CONTENT: Built Fjord Tough(/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Arctic_C_64731) CONTENT: Focus hard and flex your muscles, explorer. Be a fusion of strength and speed while you endeavour to defeat the monsters.(/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Arctic_C_64731) CONTENT: Prepare for the gauntlet(/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Arctic_C_64731) CONTENT: Prove how tough you are(/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Arctic_C_64731) CONTENT: Prove how tough you are(/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Arctic_C_64731) CONTENT: Prove how tough you are(/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Arctic_C_64731) CONTENT: Prove how tough you are(/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Arctic_C_64731) CONTENT: Prove how tough you are(/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Arctic_C_64731) CONTENT: Wave Progress(/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Arctic_C_64731) CONTENT: Prepare to prove how tough you are(/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Arctic_C_64731) CONTENT: Waves Completed: (/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Arctic_C_64731) CONTENT: Enemy Approaching!(/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Arctic_C_64731) CONTENT: NEXT WAVE IN: (/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Arctic_C_64731) CONTENT: Return to the mission area or be disqualified(/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Arctic_C_64731) CONTENT: A new wave has spawned(/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Arctic_C_64731) CONTENT: Time Remaining: (/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Arctic_C_64731) CONTENT: Prepare for the next wave(/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Arctic_C_64731) CONTENT: It's Chilly Out(/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Arctic_C_64731) CONTENT: Getting Colder(/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Arctic_C_64731) CONTENT: Snow Days(/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Arctic_C_64731) CONTENT: Starting to Ice Up(/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Arctic_C_64731) CONTENT: Fur-ozen(/Engine/Transient.Default__REINST_MissionType_GauntletWaves_Arctic_C_64731) CONTENT: Built Fjord Tough(/Game/Genesis/Missions/GauntletWaves/MissionType_GauntletWaves_Arctic.Default__MissionType_GauntletWaves_Arctic_C) CONTENT: Focus hard and flex your muscles, explorer. Be a fusion of strength and speed while you endeavour to defeat the monsters.(/Game/Genesis/Missions/GauntletWaves/MissionType_GauntletWaves_Arctic.Default__MissionType_GauntletWaves_Arctic_C) CONTENT: Prepare for the gauntlet(/Game/Genesis/Missions/GauntletWaves/MissionType_GauntletWaves_Arctic.Default__MissionType_GauntletWaves_Arctic_C) CONTENT: Prove how tough you are(/Game/Genesis/Missions/GauntletWaves/MissionType_GauntletWaves_Arctic.Default__MissionType_GauntletWaves_Arctic_C) CONTENT: Prove how tough you are(/Game/Genesis/Missions/GauntletWaves/MissionType_GauntletWaves_Arctic.Default__MissionType_GauntletWaves_Arctic_C) CONTENT: Prove how tough you are(/Game/Genesis/Missions/GauntletWaves/MissionType_GauntletWaves_Arctic.Default__MissionType_GauntletWaves_Arctic_C) CONTENT: Prove how tough you are(/Game/Genesis/Missions/GauntletWaves/MissionType_GauntletWaves_Arctic.Default__MissionType_GauntletWaves_Arctic_C) CONTENT: Prove how tough you are(/Game/Genesis/Missions/GauntletWaves/MissionType_GauntletWaves_Arctic.Default__MissionType_GauntletWaves_Arctic_C) CONTENT: Wave Progress(/Game/Genesis/Missions/GauntletWaves/MissionType_GauntletWaves_Arctic.Default__MissionType_GauntletWaves_Arctic_C) CONTENT: Prepare to prove how tough you are(/Game/Genesis/Missions/GauntletWaves/MissionType_GauntletWaves_Arctic.Default__MissionType_GauntletWaves_Arctic_C) CONTENT: Waves Completed: (/Game/Genesis/Missions/GauntletWaves/MissionType_GauntletWaves_Arctic.Default__MissionType_GauntletWaves_Arctic_C) CONTENT: Enemy Approaching!(/Game/Genesis/Missions/GauntletWaves/MissionType_GauntletWaves_Arctic.Default__MissionType_GauntletWaves_Arctic_C) CONTENT: NEXT WAVE IN: (/Game/Genesis/Missions/GauntletWaves/MissionType_GauntletWaves_Arctic.Default__MissionType_GauntletWaves_Arctic_C) CONTENT: Return to the mission area or be disqualified(/Game/Genesis/Missions/GauntletWaves/MissionType_GauntletWaves_Arctic.Default__MissionType_GauntletWaves_Arctic_C) CONTENT: A new wave has spawned(/Game/Genesis/Missions/GauntletWaves/MissionType_GauntletWaves_Arctic.Default__MissionType_GauntletWaves_Arctic_C) CONTENT: Time Remaining: (/Game/Genesis/Missions/GauntletWaves/MissionType_GauntletWaves_Arctic.Default__MissionType_GauntletWaves_Arctic_C) CONTENT: Prepare for the next wave(/Game/Genesis/Missions/GauntletWaves/MissionType_GauntletWaves_Arctic.Default__MissionType_GauntletWaves_Arctic_C) CONTENT: It's Chilly Out(/Game/Genesis/Missions/GauntletWaves/MissionType_GauntletWaves_Arctic.Default__MissionType_GauntletWaves_Arctic_C) CONTENT: Getting Colder(/Game/Genesis/Missions/GauntletWaves/MissionType_GauntletWaves_Arctic.Default__MissionType_GauntletWaves_Arctic_C) CONTENT: Snow Days(/Game/Genesis/Missions/GauntletWaves/MissionType_GauntletWaves_Arctic.Default__MissionType_GauntletWaves_Arctic_C) CONTENT: Starting to Ice Up(/Game/Genesis/Missions/GauntletWaves/MissionType_GauntletWaves_Arctic.Default__MissionType_GauntletWaves_Arctic_C) CONTENT: Fur-ozen(/Game/Genesis/Missions/GauntletWaves/MissionType_GauntletWaves_Arctic.Default__MissionType_GauntletWaves_Arctic_C) CONTENT: Mission Loot Set(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Gather.Default__LootItemSet_Missions_Gather_C) CONTENT: Missions - never BP - with quality(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Gather.Default__LootItemSet_Missions_Gather_C) CONTENT: Missions - with BP - with quality(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Gather.Default__LootItemSet_Missions_Gather_C) CONTENT: Missions - With Quantity(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Gather.Default__LootItemSet_Missions_Gather_C) CONTENT: Mission Loot Set(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Gather_Volcanic.Default__LootItemSet_Missions_Gather_Volcanic_C) CONTENT: Missions - never BP - with quality(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Gather_Volcanic.Default__LootItemSet_Missions_Gather_Volcanic_C) CONTENT: Missions - With Quantity(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Gather_Volcanic.Default__LootItemSet_Missions_Gather_Volcanic_C) CONTENT: Mission Loot Set(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Secondary_Gather.Default__LootItemSet_Missions_Secondary_Gather_C) CONTENT: Missions - never BP - with quality(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Secondary_Gather.Default__LootItemSet_Missions_Secondary_Gather_C) CONTENT: NONE(/Game/Genesis/Missions/Escort/CompanionData/MissonCompanionData_EscortDinoProtect.Default__MissonCompanionData_EscortDinoProtect_C) CONTENT: NONE(/Game/Genesis/Missions/Escort/CompanionData/MissonCompanionData_EscortDinoProtect.Default__MissonCompanionData_EscortDinoProtect_C) LITERAL: CheckForPlayersNearBy(/Game/Genesis/Missions/Gather/GatherMissionChest.GatherMissionChest:EventGraph.K2Node_CallFunction_410473) LITERAL: CheckForPlayersNearBy(/Game/Genesis/Missions/Gather/GatherMissionChest.GatherMissionChest:EventGraph.K2Node_CallFunction_413995) LITERAL: CheckForPlayersNearBy(/Game/Genesis/Missions/Gather/GatherMissionChest.GatherMissionChest:EventGraph.K2Node_CallFunction_413318) LITERAL: CheckForPlayersNearBy(/Game/Genesis/Missions/Gather/GatherMissionChest.GatherMissionChest:EventGraph.K2Node_CallFunction_413998) LITERAL: CheckForPlayersNearBy(/Game/Genesis/Missions/Gather/GatherMissionChest.GatherMissionChest:EventGraph.K2Node_CallFunction_414000) LITERAL: CheckForPlayersNearBy(/Game/Genesis/Missions/Gather/GatherMissionChest.GatherMissionChest:EventGraph.K2Node_CallFunction_411410) LITERAL: CheckForPlayersNearBy(/Game/Genesis/Missions/Gather/GatherMissionChest.GatherMissionChest:EventGraph.K2Node_CallFunction_410361) CONTENT: Gather(/Game/Genesis/Missions/Gather/GatherMissionChest.Default__GatherMissionChest_C) CONTENT: Player(/Engine/Transient.REINST_Leaderboard_Gather_Nodes_C_0) CONTENT: Score(/Engine/Transient.REINST_Leaderboard_Gather_Nodes_C_0) LITERAL: ...(/Game/Genesis/Missions/GatherNodes/Leaderboard_Gather_Nodes.Leaderboard_Gather_Nodes:BPFormatLeaderboardRow.K2Node_CallFunction_156476) CONTENT: Player(/Engine/Transient.Default__REINST_Leaderboard_Gather_Nodes_C_64797) CONTENT: Score(/Engine/Transient.Default__REINST_Leaderboard_Gather_Nodes_C_64797) CONTENT: Player(/Engine/Transient.REINST_Leaderboard_Gather_Nodes_C_1) CONTENT: Score(/Engine/Transient.REINST_Leaderboard_Gather_Nodes_C_1) CONTENT: Player(/Engine/Transient.Default__REINST_Leaderboard_Gather_Nodes_C_64801) CONTENT: Score(/Engine/Transient.Default__REINST_Leaderboard_Gather_Nodes_C_64801) CONTENT: Player(/Game/Genesis/Missions/GatherNodes/Leaderboard_Gather_Nodes.Default__Leaderboard_Gather_Nodes_C) CONTENT: Score(/Game/Genesis/Missions/GatherNodes/Leaderboard_Gather_Nodes.Default__Leaderboard_Gather_Nodes_C) CONTENT: Gather Resources(/Engine/Transient.REINST_MissionType_Gather_Nodes_C_0) CONTENT: Regions Completed(/Engine/Transient.REINST_MissionType_Gather_Nodes_C_0) CONTENT: Gather: Start(/Engine/Transient.REINST_MissionType_Gather_Nodes_C_0) CONTENT: Find the hidden resources within the time limit!(/Engine/Transient.REINST_MissionType_Gather_Nodes_C_0) LITERAL: BeginTagTitle(/Game/Genesis/Missions/GatherNodes/MissionType_Gather_Nodes.MissionType_Gather_Nodes:EventGraph.K2Node_CallFunction_195875) LITERAL: BeginTagDescription(/Game/Genesis/Missions/GatherNodes/MissionType_Gather_Nodes.MissionType_Gather_Nodes:EventGraph.K2Node_MakeStruct_2739) CONTENT: Gather Resources(/Engine/Transient.Default__REINST_MissionType_Gather_Nodes_C_64808) CONTENT: Regions Completed(/Engine/Transient.Default__REINST_MissionType_Gather_Nodes_C_64808) CONTENT: Gather: Start(/Engine/Transient.Default__REINST_MissionType_Gather_Nodes_C_64808) CONTENT: Find the hidden resources within the time limit!(/Engine/Transient.Default__REINST_MissionType_Gather_Nodes_C_64808) CONTENT: Gather Resources(/Engine/Transient.REINST_MissionType_Gather_Nodes_C_1) CONTENT: Regions Completed(/Engine/Transient.REINST_MissionType_Gather_Nodes_C_1) CONTENT: Gather: Start(/Engine/Transient.REINST_MissionType_Gather_Nodes_C_1) CONTENT: Find the hidden resources within the time limit!(/Engine/Transient.REINST_MissionType_Gather_Nodes_C_1) CONTENT: Gather Resources(/Engine/Transient.Default__REINST_MissionType_Gather_Nodes_C_64812) CONTENT: Regions Completed(/Engine/Transient.Default__REINST_MissionType_Gather_Nodes_C_64812) CONTENT: Gather: Start(/Engine/Transient.Default__REINST_MissionType_Gather_Nodes_C_64812) CONTENT: Find the hidden resources within the time limit!(/Engine/Transient.Default__REINST_MissionType_Gather_Nodes_C_64812) CONTENT: Gather Resources(/Game/Genesis/Missions/GatherNodes/MissionType_Gather_Nodes.Default__MissionType_Gather_Nodes_C) CONTENT: Regions Completed(/Game/Genesis/Missions/GatherNodes/MissionType_Gather_Nodes.Default__MissionType_Gather_Nodes_C) CONTENT: Gather: Start(/Game/Genesis/Missions/GatherNodes/MissionType_Gather_Nodes.Default__MissionType_Gather_Nodes_C) CONTENT: Find the hidden resources within the time limit!(/Game/Genesis/Missions/GatherNodes/MissionType_Gather_Nodes.Default__MissionType_Gather_Nodes_C) CONTENT: Out of the Frying Pan...(/Engine/Transient.REINST_MissionType_Gather_Nodes_Volcanic_C_0) CONTENT: Explore the volcano and try not to get burned as you search for hidden points in this oppressively hot region.(/Engine/Transient.REINST_MissionType_Gather_Nodes_Volcanic_C_0) CONTENT: Lava Lake(/Engine/Transient.REINST_MissionType_Gather_Nodes_Volcanic_C_0) CONTENT: Lava Lake(/Engine/Transient.REINST_MissionType_Gather_Nodes_Volcanic_C_0) CONTENT: Lava Gorge(/Engine/Transient.REINST_MissionType_Gather_Nodes_Volcanic_C_0) CONTENT: Small Volcano(/Engine/Transient.REINST_MissionType_Gather_Nodes_Volcanic_C_0) CONTENT: Volcano Cavern Entrance(/Engine/Transient.REINST_MissionType_Gather_Nodes_Volcanic_C_0) CONTENT: Volcano Cavern(/Engine/Transient.REINST_MissionType_Gather_Nodes_Volcanic_C_0) CONTENT: Regions Completed(/Engine/Transient.REINST_MissionType_Gather_Nodes_Volcanic_C_0) CONTENT: Gather: Start(/Engine/Transient.REINST_MissionType_Gather_Nodes_Volcanic_C_0) CONTENT: Try not to get burned as you search the volcanic hellscape for hidden points(/Engine/Transient.REINST_MissionType_Gather_Nodes_Volcanic_C_0) CONTENT: Thermal Generator(/Engine/Transient.REINST_MissionType_Gather_Nodes_Volcanic_C_0) CONTENT: Avalanche Way(/Engine/Transient.REINST_MissionType_Gather_Nodes_Volcanic_C_0) CONTENT: Volatile Oil Field(/Engine/Transient.REINST_MissionType_Gather_Nodes_Volcanic_C_0) CONTENT: Magma Spring(/Engine/Transient.REINST_MissionType_Gather_Nodes_Volcanic_C_0) CONTENT: Geode Cavern(/Engine/Transient.REINST_MissionType_Gather_Nodes_Volcanic_C_0) CONTENT: Out of the Frying Pan...(/Engine/Transient.Default__REINST_MissionType_Gather_Nodes_Volcanic_C_64819) CONTENT: Explore the volcano and try not to get burned as you search for hidden points in this oppressively hot region.(/Engine/Transient.Default__REINST_MissionType_Gather_Nodes_Volcanic_C_64819) CONTENT: Lava Lake(/Engine/Transient.Default__REINST_MissionType_Gather_Nodes_Volcanic_C_64819) CONTENT: Lava Lake(/Engine/Transient.Default__REINST_MissionType_Gather_Nodes_Volcanic_C_64819) CONTENT: Lava Gorge(/Engine/Transient.Default__REINST_MissionType_Gather_Nodes_Volcanic_C_64819) CONTENT: Small Volcano(/Engine/Transient.Default__REINST_MissionType_Gather_Nodes_Volcanic_C_64819) CONTENT: Volcano Cavern Entrance(/Engine/Transient.Default__REINST_MissionType_Gather_Nodes_Volcanic_C_64819) CONTENT: Volcano Cavern(/Engine/Transient.Default__REINST_MissionType_Gather_Nodes_Volcanic_C_64819) CONTENT: Regions Completed(/Engine/Transient.Default__REINST_MissionType_Gather_Nodes_Volcanic_C_64819) CONTENT: Gather: Start(/Engine/Transient.Default__REINST_MissionType_Gather_Nodes_Volcanic_C_64819) CONTENT: Try not to get burned as you search the volcanic hellscape for hidden points(/Engine/Transient.Default__REINST_MissionType_Gather_Nodes_Volcanic_C_64819) CONTENT: Thermal Generator(/Engine/Transient.Default__REINST_MissionType_Gather_Nodes_Volcanic_C_64819) CONTENT: Avalanche Way(/Engine/Transient.Default__REINST_MissionType_Gather_Nodes_Volcanic_C_64819) CONTENT: Volatile Oil Field(/Engine/Transient.Default__REINST_MissionType_Gather_Nodes_Volcanic_C_64819) CONTENT: Magma Spring(/Engine/Transient.Default__REINST_MissionType_Gather_Nodes_Volcanic_C_64819) CONTENT: Geode Cavern(/Engine/Transient.Default__REINST_MissionType_Gather_Nodes_Volcanic_C_64819) CONTENT: Out of the Frying Pan...(/Engine/Transient.REINST_MissionType_Gather_Nodes_Volcanic_C_1) CONTENT: Explore the volcano and try not to get burned as you search for hidden points in this oppressively hot region.(/Engine/Transient.REINST_MissionType_Gather_Nodes_Volcanic_C_1) CONTENT: Lava Lake(/Engine/Transient.REINST_MissionType_Gather_Nodes_Volcanic_C_1) CONTENT: Lava Lake(/Engine/Transient.REINST_MissionType_Gather_Nodes_Volcanic_C_1) CONTENT: Lava Gorge(/Engine/Transient.REINST_MissionType_Gather_Nodes_Volcanic_C_1) CONTENT: Small Volcano(/Engine/Transient.REINST_MissionType_Gather_Nodes_Volcanic_C_1) CONTENT: Volcano Cavern Entrance(/Engine/Transient.REINST_MissionType_Gather_Nodes_Volcanic_C_1) CONTENT: Volcano Cavern(/Engine/Transient.REINST_MissionType_Gather_Nodes_Volcanic_C_1) CONTENT: Regions Completed(/Engine/Transient.REINST_MissionType_Gather_Nodes_Volcanic_C_1) CONTENT: Gather: Start(/Engine/Transient.REINST_MissionType_Gather_Nodes_Volcanic_C_1) CONTENT: Try not to get burned as you search the volcanic hellscape for hidden points(/Engine/Transient.REINST_MissionType_Gather_Nodes_Volcanic_C_1) CONTENT: Thermal Generator(/Engine/Transient.REINST_MissionType_Gather_Nodes_Volcanic_C_1) CONTENT: Avalanche Way(/Engine/Transient.REINST_MissionType_Gather_Nodes_Volcanic_C_1) CONTENT: Volatile Oil Field(/Engine/Transient.REINST_MissionType_Gather_Nodes_Volcanic_C_1) CONTENT: Magma Spring(/Engine/Transient.REINST_MissionType_Gather_Nodes_Volcanic_C_1) CONTENT: Geode Cavern(/Engine/Transient.REINST_MissionType_Gather_Nodes_Volcanic_C_1) CONTENT: Out of the Frying Pan...(/Engine/Transient.Default__REINST_MissionType_Gather_Nodes_Volcanic_C_64823) CONTENT: Explore the volcano and try not to get burned as you search for hidden points in this oppressively hot region.(/Engine/Transient.Default__REINST_MissionType_Gather_Nodes_Volcanic_C_64823) CONTENT: Lava Lake(/Engine/Transient.Default__REINST_MissionType_Gather_Nodes_Volcanic_C_64823) CONTENT: Lava Lake(/Engine/Transient.Default__REINST_MissionType_Gather_Nodes_Volcanic_C_64823) CONTENT: Lava Gorge(/Engine/Transient.Default__REINST_MissionType_Gather_Nodes_Volcanic_C_64823) CONTENT: Small Volcano(/Engine/Transient.Default__REINST_MissionType_Gather_Nodes_Volcanic_C_64823) CONTENT: Volcano Cavern Entrance(/Engine/Transient.Default__REINST_MissionType_Gather_Nodes_Volcanic_C_64823) CONTENT: Volcano Cavern(/Engine/Transient.Default__REINST_MissionType_Gather_Nodes_Volcanic_C_64823) CONTENT: Regions Completed(/Engine/Transient.Default__REINST_MissionType_Gather_Nodes_Volcanic_C_64823) CONTENT: Gather: Start(/Engine/Transient.Default__REINST_MissionType_Gather_Nodes_Volcanic_C_64823) CONTENT: Try not to get burned as you search the volcanic hellscape for hidden points(/Engine/Transient.Default__REINST_MissionType_Gather_Nodes_Volcanic_C_64823) CONTENT: Thermal Generator(/Engine/Transient.Default__REINST_MissionType_Gather_Nodes_Volcanic_C_64823) CONTENT: Avalanche Way(/Engine/Transient.Default__REINST_MissionType_Gather_Nodes_Volcanic_C_64823) CONTENT: Volatile Oil Field(/Engine/Transient.Default__REINST_MissionType_Gather_Nodes_Volcanic_C_64823) CONTENT: Magma Spring(/Engine/Transient.Default__REINST_MissionType_Gather_Nodes_Volcanic_C_64823) CONTENT: Geode Cavern(/Engine/Transient.Default__REINST_MissionType_Gather_Nodes_Volcanic_C_64823) CONTENT: Out of the Frying Pan...(/Game/Genesis/Missions/GatherNodes/MissionType_Gather_Nodes_Volcanic.Default__MissionType_Gather_Nodes_Volcanic_C) CONTENT: Explore the volcano and try not to get burned as you search for hidden points in this oppressively hot region.(/Game/Genesis/Missions/GatherNodes/MissionType_Gather_Nodes_Volcanic.Default__MissionType_Gather_Nodes_Volcanic_C) CONTENT: Lava Lake(/Game/Genesis/Missions/GatherNodes/MissionType_Gather_Nodes_Volcanic.Default__MissionType_Gather_Nodes_Volcanic_C) CONTENT: Lava Lake(/Game/Genesis/Missions/GatherNodes/MissionType_Gather_Nodes_Volcanic.Default__MissionType_Gather_Nodes_Volcanic_C) CONTENT: Lava Gorge(/Game/Genesis/Missions/GatherNodes/MissionType_Gather_Nodes_Volcanic.Default__MissionType_Gather_Nodes_Volcanic_C) CONTENT: Small Volcano(/Game/Genesis/Missions/GatherNodes/MissionType_Gather_Nodes_Volcanic.Default__MissionType_Gather_Nodes_Volcanic_C) CONTENT: Volcano Cavern Entrance(/Game/Genesis/Missions/GatherNodes/MissionType_Gather_Nodes_Volcanic.Default__MissionType_Gather_Nodes_Volcanic_C) CONTENT: Volcano Cavern(/Game/Genesis/Missions/GatherNodes/MissionType_Gather_Nodes_Volcanic.Default__MissionType_Gather_Nodes_Volcanic_C) CONTENT: Regions Completed(/Game/Genesis/Missions/GatherNodes/MissionType_Gather_Nodes_Volcanic.Default__MissionType_Gather_Nodes_Volcanic_C) CONTENT: Gather: Start(/Game/Genesis/Missions/GatherNodes/MissionType_Gather_Nodes_Volcanic.Default__MissionType_Gather_Nodes_Volcanic_C) CONTENT: Try not to get burned as you search the volcanic hellscape for hidden points(/Game/Genesis/Missions/GatherNodes/MissionType_Gather_Nodes_Volcanic.Default__MissionType_Gather_Nodes_Volcanic_C) CONTENT: Thermal Generator(/Game/Genesis/Missions/GatherNodes/MissionType_Gather_Nodes_Volcanic.Default__MissionType_Gather_Nodes_Volcanic_C) CONTENT: Avalanche Way(/Game/Genesis/Missions/GatherNodes/MissionType_Gather_Nodes_Volcanic.Default__MissionType_Gather_Nodes_Volcanic_C) CONTENT: Volatile Oil Field(/Game/Genesis/Missions/GatherNodes/MissionType_Gather_Nodes_Volcanic.Default__MissionType_Gather_Nodes_Volcanic_C) CONTENT: Magma Spring(/Game/Genesis/Missions/GatherNodes/MissionType_Gather_Nodes_Volcanic.Default__MissionType_Gather_Nodes_Volcanic_C) CONTENT: Geode Cavern(/Game/Genesis/Missions/GatherNodes/MissionType_Gather_Nodes_Volcanic.Default__MissionType_Gather_Nodes_Volcanic_C) CONTENT: Mission Loot Set(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Gather_Ocean.Default__LootItemSet_Missions_Gather_Ocean_C) CONTENT: Missions - never BP - with quality(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Gather_Ocean.Default__LootItemSet_Missions_Gather_Ocean_C) CONTENT: Missions - With Quantity(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Gather_Ocean.Default__LootItemSet_Missions_Gather_Ocean_C) CONTENT: Hide and Sink(/Engine/Transient.REINST_MissionType_Gather_Nodes_Ocean_C_0) CONTENT: Tour the beauty of the reefs and avoid the predators as HLN-A takes you in and out of the water to find hidden points.(/Engine/Transient.REINST_MissionType_Gather_Nodes_Ocean_C_0) CONTENT: Regions Completed(/Engine/Transient.REINST_MissionType_Gather_Nodes_Ocean_C_0) CONTENT: Gather: Start(/Engine/Transient.REINST_MissionType_Gather_Nodes_Ocean_C_0) CONTENT: Find the hidden points in and out of the water(/Engine/Transient.REINST_MissionType_Gather_Nodes_Ocean_C_0) CONTENT: The Babies(/Engine/Transient.REINST_MissionType_Gather_Nodes_Ocean_C_0) CONTENT: Helm's Reef(/Engine/Transient.REINST_MissionType_Gather_Nodes_Ocean_C_0) CONTENT: Terrarium(/Engine/Transient.REINST_MissionType_Gather_Nodes_Ocean_C_0) CONTENT: The Scar(/Engine/Transient.REINST_MissionType_Gather_Nodes_Ocean_C_0) CONTENT: Hide and Sink(/Engine/Transient.Default__REINST_MissionType_Gather_Nodes_Ocean_C_64864) CONTENT: Tour the beauty of the reefs and avoid the predators as HLN-A takes you in and out of the water to find hidden points.(/Engine/Transient.Default__REINST_MissionType_Gather_Nodes_Ocean_C_64864) CONTENT: Regions Completed(/Engine/Transient.Default__REINST_MissionType_Gather_Nodes_Ocean_C_64864) CONTENT: Gather: Start(/Engine/Transient.Default__REINST_MissionType_Gather_Nodes_Ocean_C_64864) CONTENT: Find the hidden points in and out of the water(/Engine/Transient.Default__REINST_MissionType_Gather_Nodes_Ocean_C_64864) CONTENT: The Babies(/Engine/Transient.Default__REINST_MissionType_Gather_Nodes_Ocean_C_64864) CONTENT: Helm's Reef(/Engine/Transient.Default__REINST_MissionType_Gather_Nodes_Ocean_C_64864) CONTENT: Terrarium(/Engine/Transient.Default__REINST_MissionType_Gather_Nodes_Ocean_C_64864) CONTENT: The Scar(/Engine/Transient.Default__REINST_MissionType_Gather_Nodes_Ocean_C_64864) CONTENT: Hide and Sink(/Engine/Transient.REINST_MissionType_Gather_Nodes_Ocean_C_1) CONTENT: Tour the beauty of the reefs and avoid the predators as HLN-A takes you in and out of the water to find hidden points.(/Engine/Transient.REINST_MissionType_Gather_Nodes_Ocean_C_1) CONTENT: Regions Completed(/Engine/Transient.REINST_MissionType_Gather_Nodes_Ocean_C_1) CONTENT: Gather: Start(/Engine/Transient.REINST_MissionType_Gather_Nodes_Ocean_C_1) CONTENT: Find the hidden points in and out of the water(/Engine/Transient.REINST_MissionType_Gather_Nodes_Ocean_C_1) CONTENT: The Babies(/Engine/Transient.REINST_MissionType_Gather_Nodes_Ocean_C_1) CONTENT: Helm's Reef(/Engine/Transient.REINST_MissionType_Gather_Nodes_Ocean_C_1) CONTENT: Terrarium(/Engine/Transient.REINST_MissionType_Gather_Nodes_Ocean_C_1) CONTENT: The Scar(/Engine/Transient.REINST_MissionType_Gather_Nodes_Ocean_C_1) CONTENT: Hide and Sink(/Engine/Transient.Default__REINST_MissionType_Gather_Nodes_Ocean_C_64868) CONTENT: Tour the beauty of the reefs and avoid the predators as HLN-A takes you in and out of the water to find hidden points.(/Engine/Transient.Default__REINST_MissionType_Gather_Nodes_Ocean_C_64868) CONTENT: Regions Completed(/Engine/Transient.Default__REINST_MissionType_Gather_Nodes_Ocean_C_64868) CONTENT: Gather: Start(/Engine/Transient.Default__REINST_MissionType_Gather_Nodes_Ocean_C_64868) CONTENT: Find the hidden points in and out of the water(/Engine/Transient.Default__REINST_MissionType_Gather_Nodes_Ocean_C_64868) CONTENT: The Babies(/Engine/Transient.Default__REINST_MissionType_Gather_Nodes_Ocean_C_64868) CONTENT: Helm's Reef(/Engine/Transient.Default__REINST_MissionType_Gather_Nodes_Ocean_C_64868) CONTENT: Terrarium(/Engine/Transient.Default__REINST_MissionType_Gather_Nodes_Ocean_C_64868) CONTENT: The Scar(/Engine/Transient.Default__REINST_MissionType_Gather_Nodes_Ocean_C_64868) CONTENT: Hide and Sink(/Game/Genesis/Missions/GatherNodes/MissionType_Gather_Nodes_Ocean.Default__MissionType_Gather_Nodes_Ocean_C) CONTENT: Tour the beauty of the reefs and avoid the predators as HLN-A takes you in and out of the water to find hidden points.(/Game/Genesis/Missions/GatherNodes/MissionType_Gather_Nodes_Ocean.Default__MissionType_Gather_Nodes_Ocean_C) CONTENT: Regions Completed(/Game/Genesis/Missions/GatherNodes/MissionType_Gather_Nodes_Ocean.Default__MissionType_Gather_Nodes_Ocean_C) CONTENT: Gather: Start(/Game/Genesis/Missions/GatherNodes/MissionType_Gather_Nodes_Ocean.Default__MissionType_Gather_Nodes_Ocean_C) CONTENT: Find the hidden points in and out of the water(/Game/Genesis/Missions/GatherNodes/MissionType_Gather_Nodes_Ocean.Default__MissionType_Gather_Nodes_Ocean_C) CONTENT: The Babies(/Game/Genesis/Missions/GatherNodes/MissionType_Gather_Nodes_Ocean.Default__MissionType_Gather_Nodes_Ocean_C) CONTENT: Helm's Reef(/Game/Genesis/Missions/GatherNodes/MissionType_Gather_Nodes_Ocean.Default__MissionType_Gather_Nodes_Ocean_C) CONTENT: Terrarium(/Game/Genesis/Missions/GatherNodes/MissionType_Gather_Nodes_Ocean.Default__MissionType_Gather_Nodes_Ocean_C) CONTENT: The Scar(/Game/Genesis/Missions/GatherNodes/MissionType_Gather_Nodes_Ocean.Default__MissionType_Gather_Nodes_Ocean_C) CONTENT: Mission Loot Set(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Gather_Lunar.Default__LootItemSet_Missions_Gather_Lunar_C) CONTENT: Missions - never BP - with quality(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Gather_Lunar.Default__LootItemSet_Missions_Gather_Lunar_C) CONTENT: Missions - With Quantity(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Gather_Lunar.Default__LootItemSet_Missions_Gather_Lunar_C) CONTENT: To Boldly Go(/Engine/Transient.REINST_MissionType_Gather_Nodes_Lunar_C_0) CONTENT: Seek out new life and new civilizations -- or at least the hidden points among the asteroids.(/Engine/Transient.REINST_MissionType_Gather_Nodes_Lunar_C_0) CONTENT: Regions Completed(/Engine/Transient.REINST_MissionType_Gather_Nodes_Lunar_C_0) CONTENT: Gather: Start(/Engine/Transient.REINST_MissionType_Gather_Nodes_Lunar_C_0) CONTENT: Seek out new... hidden points among the asteroids(/Engine/Transient.REINST_MissionType_Gather_Nodes_Lunar_C_0) CONTENT: Reconciliation(/Engine/Transient.REINST_MissionType_Gather_Nodes_Lunar_C_0) CONTENT: The Long Haul(/Engine/Transient.REINST_MissionType_Gather_Nodes_Lunar_C_0) CONTENT: Percy(/Engine/Transient.REINST_MissionType_Gather_Nodes_Lunar_C_0) CONTENT: Eye of Horus(/Engine/Transient.REINST_MissionType_Gather_Nodes_Lunar_C_0) CONTENT: Optic Nerve(/Engine/Transient.REINST_MissionType_Gather_Nodes_Lunar_C_0) CONTENT: To Boldly Go(/Engine/Transient.Default__REINST_MissionType_Gather_Nodes_Lunar_C_64909) CONTENT: Seek out new life and new civilizations -- or at least the hidden points among the asteroids.(/Engine/Transient.Default__REINST_MissionType_Gather_Nodes_Lunar_C_64909) CONTENT: Regions Completed(/Engine/Transient.Default__REINST_MissionType_Gather_Nodes_Lunar_C_64909) CONTENT: Gather: Start(/Engine/Transient.Default__REINST_MissionType_Gather_Nodes_Lunar_C_64909) CONTENT: Seek out new... hidden points among the asteroids(/Engine/Transient.Default__REINST_MissionType_Gather_Nodes_Lunar_C_64909) CONTENT: Reconciliation(/Engine/Transient.Default__REINST_MissionType_Gather_Nodes_Lunar_C_64909) CONTENT: The Long Haul(/Engine/Transient.Default__REINST_MissionType_Gather_Nodes_Lunar_C_64909) CONTENT: Percy(/Engine/Transient.Default__REINST_MissionType_Gather_Nodes_Lunar_C_64909) CONTENT: Eye of Horus(/Engine/Transient.Default__REINST_MissionType_Gather_Nodes_Lunar_C_64909) CONTENT: Optic Nerve(/Engine/Transient.Default__REINST_MissionType_Gather_Nodes_Lunar_C_64909) CONTENT: To Boldly Go(/Engine/Transient.REINST_MissionType_Gather_Nodes_Lunar_C_1) CONTENT: Seek out new life and new civilizations -- or at least the hidden points among the asteroids.(/Engine/Transient.REINST_MissionType_Gather_Nodes_Lunar_C_1) CONTENT: Regions Completed(/Engine/Transient.REINST_MissionType_Gather_Nodes_Lunar_C_1) CONTENT: Gather: Start(/Engine/Transient.REINST_MissionType_Gather_Nodes_Lunar_C_1) CONTENT: Seek out new... hidden points among the asteroids(/Engine/Transient.REINST_MissionType_Gather_Nodes_Lunar_C_1) CONTENT: Reconciliation(/Engine/Transient.REINST_MissionType_Gather_Nodes_Lunar_C_1) CONTENT: The Long Haul(/Engine/Transient.REINST_MissionType_Gather_Nodes_Lunar_C_1) CONTENT: Percy(/Engine/Transient.REINST_MissionType_Gather_Nodes_Lunar_C_1) CONTENT: Eye of Horus(/Engine/Transient.REINST_MissionType_Gather_Nodes_Lunar_C_1) CONTENT: Optic Nerve(/Engine/Transient.REINST_MissionType_Gather_Nodes_Lunar_C_1) CONTENT: To Boldly Go(/Engine/Transient.Default__REINST_MissionType_Gather_Nodes_Lunar_C_64913) CONTENT: Seek out new life and new civilizations -- or at least the hidden points among the asteroids.(/Engine/Transient.Default__REINST_MissionType_Gather_Nodes_Lunar_C_64913) CONTENT: Regions Completed(/Engine/Transient.Default__REINST_MissionType_Gather_Nodes_Lunar_C_64913) CONTENT: Gather: Start(/Engine/Transient.Default__REINST_MissionType_Gather_Nodes_Lunar_C_64913) CONTENT: Seek out new... hidden points among the asteroids(/Engine/Transient.Default__REINST_MissionType_Gather_Nodes_Lunar_C_64913) CONTENT: Reconciliation(/Engine/Transient.Default__REINST_MissionType_Gather_Nodes_Lunar_C_64913) CONTENT: The Long Haul(/Engine/Transient.Default__REINST_MissionType_Gather_Nodes_Lunar_C_64913) CONTENT: Percy(/Engine/Transient.Default__REINST_MissionType_Gather_Nodes_Lunar_C_64913) CONTENT: Eye of Horus(/Engine/Transient.Default__REINST_MissionType_Gather_Nodes_Lunar_C_64913) CONTENT: Optic Nerve(/Engine/Transient.Default__REINST_MissionType_Gather_Nodes_Lunar_C_64913) CONTENT: To Boldly Go(/Game/Genesis/Missions/GatherNodes/MissionType_Gather_Nodes_Lunar.Default__MissionType_Gather_Nodes_Lunar_C) CONTENT: Seek out new life and new civilizations -- or at least the hidden points among the asteroids.(/Game/Genesis/Missions/GatherNodes/MissionType_Gather_Nodes_Lunar.Default__MissionType_Gather_Nodes_Lunar_C) CONTENT: Regions Completed(/Game/Genesis/Missions/GatherNodes/MissionType_Gather_Nodes_Lunar.Default__MissionType_Gather_Nodes_Lunar_C) CONTENT: Gather: Start(/Game/Genesis/Missions/GatherNodes/MissionType_Gather_Nodes_Lunar.Default__MissionType_Gather_Nodes_Lunar_C) CONTENT: Seek out new... hidden points among the asteroids(/Game/Genesis/Missions/GatherNodes/MissionType_Gather_Nodes_Lunar.Default__MissionType_Gather_Nodes_Lunar_C) CONTENT: Reconciliation(/Game/Genesis/Missions/GatherNodes/MissionType_Gather_Nodes_Lunar.Default__MissionType_Gather_Nodes_Lunar_C) CONTENT: The Long Haul(/Game/Genesis/Missions/GatherNodes/MissionType_Gather_Nodes_Lunar.Default__MissionType_Gather_Nodes_Lunar_C) CONTENT: Percy(/Game/Genesis/Missions/GatherNodes/MissionType_Gather_Nodes_Lunar.Default__MissionType_Gather_Nodes_Lunar_C) CONTENT: Eye of Horus(/Game/Genesis/Missions/GatherNodes/MissionType_Gather_Nodes_Lunar.Default__MissionType_Gather_Nodes_Lunar_C) CONTENT: Optic Nerve(/Game/Genesis/Missions/GatherNodes/MissionType_Gather_Nodes_Lunar.Default__MissionType_Gather_Nodes_Lunar_C) CONTENT: Mission Loot Set(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Gather_Bog.Default__LootItemSet_Missions_Gather_Bog_C) CONTENT: Missions - never BP - with quality(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Gather_Bog.Default__LootItemSet_Missions_Gather_Bog_C) CONTENT: Missions - with BP - with quality(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Gather_Bog.Default__LootItemSet_Missions_Gather_Bog_C) CONTENT: Missions - With Quantity(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Gather_Bog.Default__LootItemSet_Missions_Gather_Bog_C) CONTENT: Another Bog Hunt(/Engine/Transient.REINST_MissionType_Gather_Nodes_Bog_C_0) CONTENT: Don't get bogged down in minutiae of day-to-day survival, search the swamp with HLN-A to find hidden points instead! (/Engine/Transient.REINST_MissionType_Gather_Nodes_Bog_C_0) CONTENT: Regions Completed(/Engine/Transient.REINST_MissionType_Gather_Nodes_Bog_C_0) CONTENT: Gather: Start(/Engine/Transient.REINST_MissionType_Gather_Nodes_Bog_C_0) CONTENT: Search the swamp with HLN-A to find hidden points(/Engine/Transient.REINST_MissionType_Gather_Nodes_Bog_C_0) CONTENT: Root Canyon(/Engine/Transient.REINST_MissionType_Gather_Nodes_Bog_C_0) CONTENT: Fetid Pools(/Engine/Transient.REINST_MissionType_Gather_Nodes_Bog_C_0) CONTENT: Willow Way(/Engine/Transient.REINST_MissionType_Gather_Nodes_Bog_C_0) CONTENT: Northwest Siphon(/Engine/Transient.REINST_MissionType_Gather_Nodes_Bog_C_0) CONTENT: Another Bog Hunt(/Engine/Transient.Default__REINST_MissionType_Gather_Nodes_Bog_C_64954) CONTENT: Don't get bogged down in minutiae of day-to-day survival, search the swamp with HLN-A to find hidden points instead! (/Engine/Transient.Default__REINST_MissionType_Gather_Nodes_Bog_C_64954) CONTENT: Regions Completed(/Engine/Transient.Default__REINST_MissionType_Gather_Nodes_Bog_C_64954) CONTENT: Gather: Start(/Engine/Transient.Default__REINST_MissionType_Gather_Nodes_Bog_C_64954) CONTENT: Search the swamp with HLN-A to find hidden points(/Engine/Transient.Default__REINST_MissionType_Gather_Nodes_Bog_C_64954) CONTENT: Root Canyon(/Engine/Transient.Default__REINST_MissionType_Gather_Nodes_Bog_C_64954) CONTENT: Fetid Pools(/Engine/Transient.Default__REINST_MissionType_Gather_Nodes_Bog_C_64954) CONTENT: Willow Way(/Engine/Transient.Default__REINST_MissionType_Gather_Nodes_Bog_C_64954) CONTENT: Northwest Siphon(/Engine/Transient.Default__REINST_MissionType_Gather_Nodes_Bog_C_64954) CONTENT: Another Bog Hunt(/Engine/Transient.REINST_MissionType_Gather_Nodes_Bog_C_1) CONTENT: Don't get bogged down in minutiae of day-to-day survival, search the swamp with HLN-A to find hidden points instead! (/Engine/Transient.REINST_MissionType_Gather_Nodes_Bog_C_1) CONTENT: Regions Completed(/Engine/Transient.REINST_MissionType_Gather_Nodes_Bog_C_1) CONTENT: Gather: Start(/Engine/Transient.REINST_MissionType_Gather_Nodes_Bog_C_1) CONTENT: Search the swamp with HLN-A to find hidden points(/Engine/Transient.REINST_MissionType_Gather_Nodes_Bog_C_1) CONTENT: Root Canyon(/Engine/Transient.REINST_MissionType_Gather_Nodes_Bog_C_1) CONTENT: Fetid Pools(/Engine/Transient.REINST_MissionType_Gather_Nodes_Bog_C_1) CONTENT: Willow Way(/Engine/Transient.REINST_MissionType_Gather_Nodes_Bog_C_1) CONTENT: Northwest Siphon(/Engine/Transient.REINST_MissionType_Gather_Nodes_Bog_C_1) CONTENT: Another Bog Hunt(/Engine/Transient.Default__REINST_MissionType_Gather_Nodes_Bog_C_64958) CONTENT: Don't get bogged down in minutiae of day-to-day survival, search the swamp with HLN-A to find hidden points instead! (/Engine/Transient.Default__REINST_MissionType_Gather_Nodes_Bog_C_64958) CONTENT: Regions Completed(/Engine/Transient.Default__REINST_MissionType_Gather_Nodes_Bog_C_64958) CONTENT: Gather: Start(/Engine/Transient.Default__REINST_MissionType_Gather_Nodes_Bog_C_64958) CONTENT: Search the swamp with HLN-A to find hidden points(/Engine/Transient.Default__REINST_MissionType_Gather_Nodes_Bog_C_64958) CONTENT: Root Canyon(/Engine/Transient.Default__REINST_MissionType_Gather_Nodes_Bog_C_64958) CONTENT: Fetid Pools(/Engine/Transient.Default__REINST_MissionType_Gather_Nodes_Bog_C_64958) CONTENT: Willow Way(/Engine/Transient.Default__REINST_MissionType_Gather_Nodes_Bog_C_64958) CONTENT: Northwest Siphon(/Engine/Transient.Default__REINST_MissionType_Gather_Nodes_Bog_C_64958) CONTENT: Another Bog Hunt(/Game/Genesis/Missions/GatherNodes/MissionType_Gather_Nodes_Bog.Default__MissionType_Gather_Nodes_Bog_C) CONTENT: Don't get bogged down in minutiae of day-to-day survival, search the swamp with HLN-A to find hidden points instead! (/Game/Genesis/Missions/GatherNodes/MissionType_Gather_Nodes_Bog.Default__MissionType_Gather_Nodes_Bog_C) CONTENT: Regions Completed(/Game/Genesis/Missions/GatherNodes/MissionType_Gather_Nodes_Bog.Default__MissionType_Gather_Nodes_Bog_C) CONTENT: Gather: Start(/Game/Genesis/Missions/GatherNodes/MissionType_Gather_Nodes_Bog.Default__MissionType_Gather_Nodes_Bog_C) CONTENT: Search the swamp with HLN-A to find hidden points(/Game/Genesis/Missions/GatherNodes/MissionType_Gather_Nodes_Bog.Default__MissionType_Gather_Nodes_Bog_C) CONTENT: Root Canyon(/Game/Genesis/Missions/GatherNodes/MissionType_Gather_Nodes_Bog.Default__MissionType_Gather_Nodes_Bog_C) CONTENT: Fetid Pools(/Game/Genesis/Missions/GatherNodes/MissionType_Gather_Nodes_Bog.Default__MissionType_Gather_Nodes_Bog_C) CONTENT: Willow Way(/Game/Genesis/Missions/GatherNodes/MissionType_Gather_Nodes_Bog.Default__MissionType_Gather_Nodes_Bog_C) CONTENT: Northwest Siphon(/Game/Genesis/Missions/GatherNodes/MissionType_Gather_Nodes_Bog.Default__MissionType_Gather_Nodes_Bog_C) CONTENT: Mission Loot Set(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Gather_Arctic.Default__LootItemSet_Missions_Gather_Arctic_C) CONTENT: Missions - never BP - with quality(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Gather_Arctic.Default__LootItemSet_Missions_Gather_Arctic_C) CONTENT: Missions - with BP - with quality(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Gather_Arctic.Default__LootItemSet_Missions_Gather_Arctic_C) CONTENT: Missions - With Quantity(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Gather_Arctic.Default__LootItemSet_Missions_Gather_Arctic_C) CONTENT: Searching the Fro-zone(/Engine/Transient.REINST_MissionType_Gather_Nodes_Arctic_C_0) CONTENT: Brave winter's chill to find hidden points among the frozen lakes and ice structures. The cold never bothered you anyway.(/Engine/Transient.REINST_MissionType_Gather_Nodes_Arctic_C_0) CONTENT: Regions Completed(/Engine/Transient.REINST_MissionType_Gather_Nodes_Arctic_C_0) CONTENT: Gather: Start(/Engine/Transient.REINST_MissionType_Gather_Nodes_Arctic_C_0) CONTENT: Find the hidden locations within the time limit(/Engine/Transient.REINST_MissionType_Gather_Nodes_Arctic_C_0) CONTENT: The Oasis(/Engine/Transient.REINST_MissionType_Gather_Nodes_Arctic_C_0) CONTENT: Under the Ice(/Engine/Transient.REINST_MissionType_Gather_Nodes_Arctic_C_0) CONTENT: Thawed Waterway(/Engine/Transient.REINST_MissionType_Gather_Nodes_Arctic_C_0) CONTENT: Eastern Slope(/Engine/Transient.REINST_MissionType_Gather_Nodes_Arctic_C_0) CONTENT: Searching the Fro-zone(/Engine/Transient.Default__REINST_MissionType_Gather_Nodes_Arctic_C_64999) CONTENT: Brave winter's chill to find hidden points among the frozen lakes and ice structures. The cold never bothered you anyway.(/Engine/Transient.Default__REINST_MissionType_Gather_Nodes_Arctic_C_64999) CONTENT: Regions Completed(/Engine/Transient.Default__REINST_MissionType_Gather_Nodes_Arctic_C_64999) CONTENT: Gather: Start(/Engine/Transient.Default__REINST_MissionType_Gather_Nodes_Arctic_C_64999) CONTENT: Find the hidden locations within the time limit(/Engine/Transient.Default__REINST_MissionType_Gather_Nodes_Arctic_C_64999) CONTENT: The Oasis(/Engine/Transient.Default__REINST_MissionType_Gather_Nodes_Arctic_C_64999) CONTENT: Under the Ice(/Engine/Transient.Default__REINST_MissionType_Gather_Nodes_Arctic_C_64999) CONTENT: Thawed Waterway(/Engine/Transient.Default__REINST_MissionType_Gather_Nodes_Arctic_C_64999) CONTENT: Eastern Slope(/Engine/Transient.Default__REINST_MissionType_Gather_Nodes_Arctic_C_64999) CONTENT: Searching the Fro-zone(/Engine/Transient.REINST_MissionType_Gather_Nodes_Arctic_C_1) CONTENT: Brave winter's chill to find hidden points among the frozen lakes and ice structures. The cold never bothered you anyway.(/Engine/Transient.REINST_MissionType_Gather_Nodes_Arctic_C_1) CONTENT: Regions Completed(/Engine/Transient.REINST_MissionType_Gather_Nodes_Arctic_C_1) CONTENT: Gather: Start(/Engine/Transient.REINST_MissionType_Gather_Nodes_Arctic_C_1) CONTENT: Find the hidden locations within the time limit(/Engine/Transient.REINST_MissionType_Gather_Nodes_Arctic_C_1) CONTENT: The Oasis(/Engine/Transient.REINST_MissionType_Gather_Nodes_Arctic_C_1) CONTENT: Under the Ice(/Engine/Transient.REINST_MissionType_Gather_Nodes_Arctic_C_1) CONTENT: Thawed Waterway(/Engine/Transient.REINST_MissionType_Gather_Nodes_Arctic_C_1) CONTENT: Eastern Slope(/Engine/Transient.REINST_MissionType_Gather_Nodes_Arctic_C_1) CONTENT: Searching the Fro-zone(/Engine/Transient.Default__REINST_MissionType_Gather_Nodes_Arctic_C_65003) CONTENT: Brave winter's chill to find hidden points among the frozen lakes and ice structures. The cold never bothered you anyway.(/Engine/Transient.Default__REINST_MissionType_Gather_Nodes_Arctic_C_65003) CONTENT: Regions Completed(/Engine/Transient.Default__REINST_MissionType_Gather_Nodes_Arctic_C_65003) CONTENT: Gather: Start(/Engine/Transient.Default__REINST_MissionType_Gather_Nodes_Arctic_C_65003) CONTENT: Find the hidden locations within the time limit(/Engine/Transient.Default__REINST_MissionType_Gather_Nodes_Arctic_C_65003) CONTENT: The Oasis(/Engine/Transient.Default__REINST_MissionType_Gather_Nodes_Arctic_C_65003) CONTENT: Under the Ice(/Engine/Transient.Default__REINST_MissionType_Gather_Nodes_Arctic_C_65003) CONTENT: Thawed Waterway(/Engine/Transient.Default__REINST_MissionType_Gather_Nodes_Arctic_C_65003) CONTENT: Eastern Slope(/Engine/Transient.Default__REINST_MissionType_Gather_Nodes_Arctic_C_65003) CONTENT: Searching the Fro-zone(/Game/Genesis/Missions/GatherNodes/MissionType_Gather_Nodes_Arctic.Default__MissionType_Gather_Nodes_Arctic_C) CONTENT: Brave winter's chill to find hidden points among the frozen lakes and ice structures. The cold never bothered you anyway.(/Game/Genesis/Missions/GatherNodes/MissionType_Gather_Nodes_Arctic.Default__MissionType_Gather_Nodes_Arctic_C) CONTENT: Regions Completed(/Game/Genesis/Missions/GatherNodes/MissionType_Gather_Nodes_Arctic.Default__MissionType_Gather_Nodes_Arctic_C) CONTENT: Gather: Start(/Game/Genesis/Missions/GatherNodes/MissionType_Gather_Nodes_Arctic.Default__MissionType_Gather_Nodes_Arctic_C) CONTENT: Find the hidden locations within the time limit(/Game/Genesis/Missions/GatherNodes/MissionType_Gather_Nodes_Arctic.Default__MissionType_Gather_Nodes_Arctic_C) CONTENT: The Oasis(/Game/Genesis/Missions/GatherNodes/MissionType_Gather_Nodes_Arctic.Default__MissionType_Gather_Nodes_Arctic_C) CONTENT: Under the Ice(/Game/Genesis/Missions/GatherNodes/MissionType_Gather_Nodes_Arctic.Default__MissionType_Gather_Nodes_Arctic_C) CONTENT: Thawed Waterway(/Game/Genesis/Missions/GatherNodes/MissionType_Gather_Nodes_Arctic.Default__MissionType_Gather_Nodes_Arctic_C) CONTENT: Eastern Slope(/Game/Genesis/Missions/GatherNodes/MissionType_Gather_Nodes_Arctic.Default__MissionType_Gather_Nodes_Arctic_C) CONTENT: Player(/Engine/Transient.REINST_Leaderboard_FishingFastestCompletion_C_0) CONTENT: Score(/Engine/Transient.REINST_Leaderboard_FishingFastestCompletion_C_0) LITERAL: ...(/Game/Genesis/Missions/Fishing/Leaderboard_FishingFastestCompletion.Leaderboard_FishingFastestCompletion:BPFormatLeaderboardRow.K2Node_CallFunction_156476) CONTENT: Player(/Engine/Transient.Default__REINST_Leaderboard_FishingFastestCompletion_C_65054) CONTENT: Score(/Engine/Transient.Default__REINST_Leaderboard_FishingFastestCompletion_C_65054) CONTENT: Player(/Engine/Transient.REINST_Leaderboard_FishingFastestCompletion_C_1) CONTENT: Score(/Engine/Transient.REINST_Leaderboard_FishingFastestCompletion_C_1) CONTENT: Player(/Engine/Transient.Default__REINST_Leaderboard_FishingFastestCompletion_C_65058) CONTENT: Score(/Engine/Transient.Default__REINST_Leaderboard_FishingFastestCompletion_C_65058) CONTENT: Player(/Game/Genesis/Missions/Fishing/Leaderboard_FishingFastestCompletion.Default__Leaderboard_FishingFastestCompletion_C) CONTENT: Score(/Game/Genesis/Missions/Fishing/Leaderboard_FishingFastestCompletion.Default__Leaderboard_FishingFastestCompletion_C) CONTENT: Catch Some Fish!(/Engine/Transient.REINST_MissionType_Fishing_Base_C_0) CONTENT: Catch fish!(/Engine/Transient.REINST_MissionType_Fishing_Base_C_0) CONTENT: Total Fish/Weight(/Engine/Transient.REINST_MissionType_Fishing_Base_C_0) CONTENT: Total Fish(/Engine/Transient.REINST_MissionType_Fishing_Base_C_0) CONTENT: Total Weight(/Engine/Transient.REINST_MissionType_Fishing_Base_C_0) LITERAL: error: fish count required per player is not set(/Game/Genesis/Missions/Fishing/MissionType_Fishing_Base.MissionType_Fishing_Base:EventGraph.K2Node_CallFunction_479482) LITERAL: error: fish weight required per player is not set(/Game/Genesis/Missions/Fishing/MissionType_Fishing_Base.MissionType_Fishing_Base:EventGraph.K2Node_CallFunction_479481) LITERAL: error: please set "required min total fish" or change success requirements(/Game/Genesis/Missions/Fishing/MissionType_Fishing_Base.MissionType_Fishing_Base:EventGraph.K2Node_CallFunction_481114) LITERAL: error: please set "required min total random scale" or change success requirements(/Game/Genesis/Missions/Fishing/MissionType_Fishing_Base.MissionType_Fishing_Base:EventGraph.K2Node_CallFunction_481112) LITERAL: interval to check for proper fish count(/Game/Genesis/Missions/Fishing/MissionType_Fishing_Base.MissionType_Fishing_Base:EventGraph.K2Node_CallFunction_682841) LITERAL: respawn rare fish after timer(/Game/Genesis/Missions/Fishing/MissionType_Fishing_Base.MissionType_Fishing_Base:BPOnMissionDinoDied.K2Node_CallFunction_285920) LITERAL: {CaughtMostFishString}!!!(/Game/Genesis/Missions/Fishing/MissionType_Fishing_Base.MissionType_Fishing_Base:BPOnMissionComplete.K2Node_FormatText_354) LITERAL: {PlayerName} {OtherPlayerCaughtTheMostFishString}(/Game/Genesis/Missions/Fishing/MissionType_Fishing_Base.MissionType_Fishing_Base:BPOnMissionComplete.K2Node_FormatText_214) LITERAL: {MostFishCaught}: {PlayerName}(/Game/Genesis/Missions/Fishing/MissionType_Fishing_Base.MissionType_Fishing_Base:BPOnMissionComplete.K2Node_FormatText_216) LITERAL: {PlayerName} {OtherPlayerCaughtTheMostFishString}(/Game/Genesis/Missions/Fishing/MissionType_Fishing_Base.MissionType_Fishing_Base:BPOnMissionComplete.K2Node_FormatText_272) LITERAL: {MostFishCaught}: {PlayerName}(/Game/Genesis/Missions/Fishing/MissionType_Fishing_Base.MissionType_Fishing_Base:BPOnMissionComplete.K2Node_FormatText_17) LITERAL: Update Ranks(/Game/Genesis/Missions/Fishing/MissionType_Fishing_Base.MissionType_Fishing_Base:update ranks.K2Node_CallFunction_363118) LITERAL: Spawn New Rare Fish(/Game/Genesis/Missions/Fishing/MissionType_Fishing_Base.MissionType_Fishing_Base:Set Spawn Interval Rare.K2Node_CallFunction_495475) LITERAL: spawn additional fish(/Game/Genesis/Missions/Fishing/MissionType_Fishing_Base.MissionType_Fishing_Base:set spawn interval normal.K2Node_CallFunction_495809) LITERAL: .(/Game/Genesis/Missions/Fishing/MissionType_Fishing_Base.MissionType_Fishing_Base:is rare fish.K2Node_CallFunction_675115) LITERAL: _C(/Game/Genesis/Missions/Fishing/MissionType_Fishing_Base.MissionType_Fishing_Base:is rare fish.K2Node_CallFunction_675119) LITERAL: interval to check for proper fish count(/Game/Genesis/Missions/Fishing/MissionType_Fishing_Base.MissionType_Fishing_Base:ReceiveBeginPlay.K2Node_CallFunction_682841) LITERAL: respawn rare fish after timer(/Game/Genesis/Missions/Fishing/MissionType_Fishing_Base.MissionType_Fishing_Base:Refresh Dead Dino Known Killed By Net or Rod.K2Node_CallFunction_285920) LITERAL: .(/Game/Genesis/Missions/Fishing/MissionType_Fishing_Base.MissionType_Fishing_Base:Is Rare Fish by Class.K2Node_CallFunction_675115) LITERAL: _C(/Game/Genesis/Missions/Fishing/MissionType_Fishing_Base.MissionType_Fishing_Base:Is Rare Fish by Class.K2Node_CallFunction_675119) LITERAL: : (/Game/Genesis/Missions/Fishing/MissionType_Fishing_Base.MissionType_Fishing_Base:Create player requirement string.K2Node_CallFunction_284685) LITERAL: FishCount(/Game/Genesis/Missions/Fishing/MissionType_Fishing_Base.MissionType_Fishing_Base:Create player requirement string.K2Node_CallFunction_284687) LITERAL: P(/Game/Genesis/Missions/Fishing/MissionType_Fishing_Base.MissionType_Fishing_Base:Create player requirement string.K2Node_CallFunction_284689) LITERAL: (/Game/Genesis/Missions/Fishing/MissionType_Fishing_Base.MissionType_Fishing_Base:Create player requirement string.K2Node_CallFunction_284684) CONTENT: Catch Some Fish!(/Engine/Transient.Default__REINST_MissionType_Fishing_Base_C_65077) CONTENT: Catch fish!(/Engine/Transient.Default__REINST_MissionType_Fishing_Base_C_65077) CONTENT: Total Fish/Weight(/Engine/Transient.Default__REINST_MissionType_Fishing_Base_C_65077) CONTENT: Total Fish(/Engine/Transient.Default__REINST_MissionType_Fishing_Base_C_65077) CONTENT: Total Weight(/Engine/Transient.Default__REINST_MissionType_Fishing_Base_C_65077) LITERAL: {CaughtMostFishString}!!!(/Game/Genesis/Missions/Fishing/MissionType_Fishing_Base.MissionType_Fishing_Base:EdGraph_186937.K2Node_CallFunction_426716) LITERAL: CaughtMostFishString(/Game/Genesis/Missions/Fishing/MissionType_Fishing_Base.MissionType_Fishing_Base:EdGraph_186937.K2Node_MakeStruct_3529) LITERAL: {PlayerName} {OtherPlayerCaughtTheMostFishString}(/Game/Genesis/Missions/Fishing/MissionType_Fishing_Base.MissionType_Fishing_Base:EdGraph_186937.K2Node_CallFunction_426717) LITERAL: PlayerName(/Game/Genesis/Missions/Fishing/MissionType_Fishing_Base.MissionType_Fishing_Base:EdGraph_186937.K2Node_MakeStruct_3530) LITERAL: OtherPlayerCaughtTheMostFishString(/Game/Genesis/Missions/Fishing/MissionType_Fishing_Base.MissionType_Fishing_Base:EdGraph_186937.K2Node_MakeStruct_3531) LITERAL: {MostFishCaught}: {PlayerName}(/Game/Genesis/Missions/Fishing/MissionType_Fishing_Base.MissionType_Fishing_Base:EdGraph_186937.K2Node_CallFunction_426718) LITERAL: MostFishCaught(/Game/Genesis/Missions/Fishing/MissionType_Fishing_Base.MissionType_Fishing_Base:EdGraph_186937.K2Node_MakeStruct_3532) LITERAL: PlayerName(/Game/Genesis/Missions/Fishing/MissionType_Fishing_Base.MissionType_Fishing_Base:EdGraph_186937.K2Node_MakeStruct_3533) LITERAL: {PlayerName} {OtherPlayerCaughtTheMostFishString}(/Game/Genesis/Missions/Fishing/MissionType_Fishing_Base.MissionType_Fishing_Base:EdGraph_186937.K2Node_CallFunction_426719) LITERAL: PlayerName(/Game/Genesis/Missions/Fishing/MissionType_Fishing_Base.MissionType_Fishing_Base:EdGraph_186937.K2Node_MakeStruct_3534) LITERAL: OtherPlayerCaughtTheMostFishString(/Game/Genesis/Missions/Fishing/MissionType_Fishing_Base.MissionType_Fishing_Base:EdGraph_186937.K2Node_MakeStruct_3535) LITERAL: {MostFishCaught}: {PlayerName}(/Game/Genesis/Missions/Fishing/MissionType_Fishing_Base.MissionType_Fishing_Base:EdGraph_186937.K2Node_CallFunction_426720) LITERAL: MostFishCaught(/Game/Genesis/Missions/Fishing/MissionType_Fishing_Base.MissionType_Fishing_Base:EdGraph_186937.K2Node_MakeStruct_3536) LITERAL: PlayerName(/Game/Genesis/Missions/Fishing/MissionType_Fishing_Base.MissionType_Fishing_Base:EdGraph_186937.K2Node_MakeStruct_3537) CONTENT: Catch Some Fish!(/Engine/Transient.REINST_MissionType_Fishing_Base_C_1) CONTENT: Catch fish!(/Engine/Transient.REINST_MissionType_Fishing_Base_C_1) CONTENT: Total Fish/Weight(/Engine/Transient.REINST_MissionType_Fishing_Base_C_1) CONTENT: Total Fish(/Engine/Transient.REINST_MissionType_Fishing_Base_C_1) CONTENT: Total Weight(/Engine/Transient.REINST_MissionType_Fishing_Base_C_1) CONTENT: Catch Some Fish!(/Engine/Transient.Default__REINST_MissionType_Fishing_Base_C_65081) CONTENT: Catch fish!(/Engine/Transient.Default__REINST_MissionType_Fishing_Base_C_65081) CONTENT: Total Fish/Weight(/Engine/Transient.Default__REINST_MissionType_Fishing_Base_C_65081) CONTENT: Total Fish(/Engine/Transient.Default__REINST_MissionType_Fishing_Base_C_65081) CONTENT: Total Weight(/Engine/Transient.Default__REINST_MissionType_Fishing_Base_C_65081) LITERAL: {CaughtMostFishString}!!!(/Game/Genesis/Missions/Fishing/MissionType_Fishing_Base.MissionType_Fishing_Base:EdGraph_187065.K2Node_CallFunction_426953) LITERAL: CaughtMostFishString(/Game/Genesis/Missions/Fishing/MissionType_Fishing_Base.MissionType_Fishing_Base:EdGraph_187065.K2Node_MakeStruct_3538) LITERAL: {PlayerName} {OtherPlayerCaughtTheMostFishString}(/Game/Genesis/Missions/Fishing/MissionType_Fishing_Base.MissionType_Fishing_Base:EdGraph_187065.K2Node_CallFunction_426954) LITERAL: PlayerName(/Game/Genesis/Missions/Fishing/MissionType_Fishing_Base.MissionType_Fishing_Base:EdGraph_187065.K2Node_MakeStruct_3539) LITERAL: OtherPlayerCaughtTheMostFishString(/Game/Genesis/Missions/Fishing/MissionType_Fishing_Base.MissionType_Fishing_Base:EdGraph_187065.K2Node_MakeStruct_3540) LITERAL: {MostFishCaught}: {PlayerName}(/Game/Genesis/Missions/Fishing/MissionType_Fishing_Base.MissionType_Fishing_Base:EdGraph_187065.K2Node_CallFunction_426955) LITERAL: MostFishCaught(/Game/Genesis/Missions/Fishing/MissionType_Fishing_Base.MissionType_Fishing_Base:EdGraph_187065.K2Node_MakeStruct_3541) LITERAL: PlayerName(/Game/Genesis/Missions/Fishing/MissionType_Fishing_Base.MissionType_Fishing_Base:EdGraph_187065.K2Node_MakeStruct_3542) LITERAL: {PlayerName} {OtherPlayerCaughtTheMostFishString}(/Game/Genesis/Missions/Fishing/MissionType_Fishing_Base.MissionType_Fishing_Base:EdGraph_187065.K2Node_CallFunction_426956) LITERAL: PlayerName(/Game/Genesis/Missions/Fishing/MissionType_Fishing_Base.MissionType_Fishing_Base:EdGraph_187065.K2Node_MakeStruct_3543) LITERAL: OtherPlayerCaughtTheMostFishString(/Game/Genesis/Missions/Fishing/MissionType_Fishing_Base.MissionType_Fishing_Base:EdGraph_187065.K2Node_MakeStruct_3544) LITERAL: {MostFishCaught}: {PlayerName}(/Game/Genesis/Missions/Fishing/MissionType_Fishing_Base.MissionType_Fishing_Base:EdGraph_187065.K2Node_CallFunction_426957) LITERAL: MostFishCaught(/Game/Genesis/Missions/Fishing/MissionType_Fishing_Base.MissionType_Fishing_Base:EdGraph_187065.K2Node_MakeStruct_3545) LITERAL: PlayerName(/Game/Genesis/Missions/Fishing/MissionType_Fishing_Base.MissionType_Fishing_Base:EdGraph_187065.K2Node_MakeStruct_3546) CONTENT: Bob(/Game/Genesis/Missions/Fishing/MissionType_Fishing_Base.Default__MissionType_Fishing_Base_C) CONTENT: You Caught The Most Fish(/Game/Genesis/Missions/Fishing/MissionType_Fishing_Base.Default__MissionType_Fishing_Base_C) CONTENT: Caught The Most Fish(/Game/Genesis/Missions/Fishing/MissionType_Fishing_Base.Default__MissionType_Fishing_Base_C) CONTENT: Blueprint'/Game/PrimalEarth/Dinos/Salmon/Salmon_Character_BP.Salmon_Character_BP'(/Game/Genesis/Missions/Fishing/MissionType_Fishing_Base.Default__MissionType_Fishing_Base_C) CONTENT: Blueprint'/Game/PrimalEarth/Dinos/Coelacanth/Coel_Character_BP.Coel_Character_BP'(/Game/Genesis/Missions/Fishing/MissionType_Fishing_Base.Default__MissionType_Fishing_Base_C) CONTENT: Blueprint'/Game/PrimalEarth/Dinos/Piranha/Piranha_Character_BP.Piranha_Character_BP'(/Game/Genesis/Missions/Fishing/MissionType_Fishing_Base.Default__MissionType_Fishing_Base_C) CONTENT: Bob(/Game/Genesis/Missions/Fishing/MissionType_Fishing_Base.Default__MissionType_Fishing_Base_C) CONTENT: Bob(/Game/Genesis/Missions/Fishing/MissionType_Fishing_Base.Default__MissionType_Fishing_Base_C) CONTENT: Bob(/Game/Genesis/Missions/Fishing/MissionType_Fishing_Base.Default__MissionType_Fishing_Base_C) CONTENT: Most Fish Caught(/Game/Genesis/Missions/Fishing/MissionType_Fishing_Base.Default__MissionType_Fishing_Base_C) CONTENT: Weight(/Game/Genesis/Missions/Fishing/MissionType_Fishing_Base.Default__MissionType_Fishing_Base_C) CONTENT: Fish(/Game/Genesis/Missions/Fishing/MissionType_Fishing_Base.Default__MissionType_Fishing_Base_C) CONTENT: Total(/Game/Genesis/Missions/Fishing/MissionType_Fishing_Base.Default__MissionType_Fishing_Base_C) CONTENT: Catch Some Fish!(/Game/Genesis/Missions/Fishing/MissionType_Fishing_Base.Default__MissionType_Fishing_Base_C) CONTENT: Catch fish!(/Game/Genesis/Missions/Fishing/MissionType_Fishing_Base.Default__MissionType_Fishing_Base_C) CONTENT: Total Fish/Weight(/Game/Genesis/Missions/Fishing/MissionType_Fishing_Base.Default__MissionType_Fishing_Base_C) CONTENT: Total Fish(/Game/Genesis/Missions/Fishing/MissionType_Fishing_Base.Default__MissionType_Fishing_Base_C) CONTENT: Total Weight(/Game/Genesis/Missions/Fishing/MissionType_Fishing_Base.Default__MissionType_Fishing_Base_C) CONTENT: Mission Loot Set(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Fishing.Default__LootItemSet_Missions_Fishing_C) CONTENT: Missions - never BP - with quality(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Fishing.Default__LootItemSet_Missions_Fishing_C) CONTENT: Missions - with BP - no quality(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Fishing.Default__LootItemSet_Missions_Fishing_C) CONTENT: Missions - With Quantity(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Fishing.Default__LootItemSet_Missions_Fishing_C) CONTENT: Mission Loot Set(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Fishing_Arctic.Default__LootItemSet_Missions_Fishing_Arctic_C) CONTENT: Missions - never BP - with quality(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Fishing_Arctic.Default__LootItemSet_Missions_Fishing_Arctic_C) CONTENT: Missions - with BP - no quality(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Fishing_Arctic.Default__LootItemSet_Missions_Fishing_Arctic_C) CONTENT: Missions - With Quantity(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Fishing_Arctic.Default__LootItemSet_Missions_Fishing_Arctic_C) CONTENT: Catch The Most Fish! (Weight)(/Engine/Transient.REINST_MissionType_Fishing_OnlyNormalFishEndImmediately_C_0) CONTENT: Total Fish/Weight(/Engine/Transient.REINST_MissionType_Fishing_OnlyNormalFishEndImmediately_C_0) CONTENT: Total Fish(/Engine/Transient.REINST_MissionType_Fishing_OnlyNormalFishEndImmediately_C_0) CONTENT: Total Weight(/Engine/Transient.REINST_MissionType_Fishing_OnlyNormalFishEndImmediately_C_0) CONTENT: Catch The Most Fish! (Weight)(/Engine/Transient.Default__REINST_MissionType_Fishing_OnlyNormalFishEndImmediately_C_65101) CONTENT: Total Fish/Weight(/Engine/Transient.Default__REINST_MissionType_Fishing_OnlyNormalFishEndImmediately_C_65101) CONTENT: Total Fish(/Engine/Transient.Default__REINST_MissionType_Fishing_OnlyNormalFishEndImmediately_C_65101) CONTENT: Total Weight(/Engine/Transient.Default__REINST_MissionType_Fishing_OnlyNormalFishEndImmediately_C_65101) CONTENT: Catch The Most Fish! (Weight)(/Engine/Transient.REINST_MissionType_Fishing_OnlyNormalFishEndImmediately_C_1) CONTENT: Total Fish/Weight(/Engine/Transient.REINST_MissionType_Fishing_OnlyNormalFishEndImmediately_C_1) CONTENT: Total Fish(/Engine/Transient.REINST_MissionType_Fishing_OnlyNormalFishEndImmediately_C_1) CONTENT: Total Weight(/Engine/Transient.REINST_MissionType_Fishing_OnlyNormalFishEndImmediately_C_1) CONTENT: Catch The Most Fish! (Weight)(/Engine/Transient.Default__REINST_MissionType_Fishing_OnlyNormalFishEndImmediately_C_65105) CONTENT: Total Fish/Weight(/Engine/Transient.Default__REINST_MissionType_Fishing_OnlyNormalFishEndImmediately_C_65105) CONTENT: Total Fish(/Engine/Transient.Default__REINST_MissionType_Fishing_OnlyNormalFishEndImmediately_C_65105) CONTENT: Total Weight(/Engine/Transient.Default__REINST_MissionType_Fishing_OnlyNormalFishEndImmediately_C_65105) CONTENT: Catch The Most Fish! (Weight)(/Game/Genesis/Missions/Fishing/MissionType_Fishing_OnlyNormalFishEndImmediately.Default__MissionType_Fishing_OnlyNormalFishEndImmediately_C) CONTENT: Total Fish/Weight(/Game/Genesis/Missions/Fishing/MissionType_Fishing_OnlyNormalFishEndImmediately.Default__MissionType_Fishing_OnlyNormalFishEndImmediately_C) CONTENT: Total Fish(/Game/Genesis/Missions/Fishing/MissionType_Fishing_OnlyNormalFishEndImmediately.Default__MissionType_Fishing_OnlyNormalFishEndImmediately_C) CONTENT: Total Weight(/Game/Genesis/Missions/Fishing/MissionType_Fishing_OnlyNormalFishEndImmediately.Default__MissionType_Fishing_OnlyNormalFishEndImmediately_C) LITERAL: {GivenWeaponNotificationString}(/Game/Genesis/Missions/Fishing/MissionType_Fishing_OnlyNormalFish_EndImmediately_RodOnly.MissionType_Fishing_OnlyNormalFish_EndImmediately_RodOnly:OnMissionPhaseStarted.K2Node_FormatText_354) LITERAL: {GivenWeaponNotificationString}(/Game/Genesis/Missions/Fishing/MissionType_Fishing_OnlyNormalFish_EndImmediately_RodOnly.MissionType_Fishing_OnlyNormalFish_EndImmediately_RodOnly:EdGraph_187191.K2Node_CallFunction_427035) LITERAL: GivenWeaponNotificationString(/Game/Genesis/Missions/Fishing/MissionType_Fishing_OnlyNormalFish_EndImmediately_RodOnly.MissionType_Fishing_OnlyNormalFish_EndImmediately_RodOnly:EdGraph_187191.K2Node_MakeStruct_3547) LITERAL: {GivenWeaponNotificationString}(/Game/Genesis/Missions/Fishing/MissionType_Fishing_OnlyNormalFish_EndImmediately_RodOnly.MissionType_Fishing_OnlyNormalFish_EndImmediately_RodOnly:EdGraph_187198.K2Node_CallFunction_427038) LITERAL: GivenWeaponNotificationString(/Game/Genesis/Missions/Fishing/MissionType_Fishing_OnlyNormalFish_EndImmediately_RodOnly.MissionType_Fishing_OnlyNormalFish_EndImmediately_RodOnly:EdGraph_187198.K2Node_MakeStruct_3548) CONTENT: Fishing rod added. Equip while sitting.(/Game/Genesis/Missions/Fishing/MissionType_Fishing_OnlyNormalFish_EndImmediately_RodOnly.Default__MissionType_Fishing_OnlyNormalFish_EndImmediately_RodOnly_C) CONTENT: NONE(/Game/Genesis/Missions/Fishing/MissonCompanionData_FishingSpotIndicator.Default__MissonCompanionData_FishingSpotIndicator_C) CONTENT: NONE(/Game/Genesis/Missions/Fishing/MissonCompanionData_FishingSpotIndicator.Default__MissonCompanionData_FishingSpotIndicator_C) CONTENT: Blueprint'/Game/PrimalEarth/Dinos/Coelacanth/Coel_Character_BP_IceFishMission.Coel_Character_BP_IceFishMission'(/Engine/Transient.REINST_MissionType_Fishing_OnlyNormalFish_EndImmediately_RodOnly_Ice_C_0) CONTENT: Bob(/Engine/Transient.REINST_MissionType_Fishing_OnlyNormalFish_EndImmediately_RodOnly_Ice_C_0) CONTENT: Ice Fishin'(/Engine/Transient.REINST_MissionType_Fishing_OnlyNormalFish_EndImmediately_RodOnly_Ice_C_0) CONTENT: Just like regular fishing, minus the water... and the warmth. Use your fishing rod (and your patience!) to catch as many fish as you can.(/Engine/Transient.REINST_MissionType_Fishing_OnlyNormalFish_EndImmediately_RodOnly_Ice_C_0) CONTENT: Use your fishing rod to catch as many fish as you can from the Fishing Holes(/Engine/Transient.REINST_MissionType_Fishing_OnlyNormalFish_EndImmediately_RodOnly_Ice_C_0) CONTENT: Fishing Hole(/Engine/Transient.REINST_MissionType_Fishing_OnlyNormalFish_EndImmediately_RodOnly_Ice_C_0) CONTENT: Total Fish/Weight(/Engine/Transient.REINST_MissionType_Fishing_OnlyNormalFish_EndImmediately_RodOnly_Ice_C_0) CONTENT: Total Fish(/Engine/Transient.REINST_MissionType_Fishing_OnlyNormalFish_EndImmediately_RodOnly_Ice_C_0) CONTENT: Total Weight(/Engine/Transient.REINST_MissionType_Fishing_OnlyNormalFish_EndImmediately_RodOnly_Ice_C_0) CONTENT: Blueprint'/Game/PrimalEarth/Dinos/Coelacanth/Coel_Character_BP_IceFishMission.Coel_Character_BP_IceFishMission'(/Engine/Transient.Default__REINST_MissionType_Fishing_OnlyNormalFish_EndImmediately_RodOnly_Ice_C_65180) CONTENT: Bob(/Engine/Transient.Default__REINST_MissionType_Fishing_OnlyNormalFish_EndImmediately_RodOnly_Ice_C_65180) CONTENT: Ice Fishin'(/Engine/Transient.Default__REINST_MissionType_Fishing_OnlyNormalFish_EndImmediately_RodOnly_Ice_C_65180) CONTENT: Just like regular fishing, minus the water... and the warmth. Use your fishing rod (and your patience!) to catch as many fish as you can.(/Engine/Transient.Default__REINST_MissionType_Fishing_OnlyNormalFish_EndImmediately_RodOnly_Ice_C_65180) CONTENT: Use your fishing rod to catch as many fish as you can from the Fishing Holes(/Engine/Transient.Default__REINST_MissionType_Fishing_OnlyNormalFish_EndImmediately_RodOnly_Ice_C_65180) CONTENT: Fishing Hole(/Engine/Transient.Default__REINST_MissionType_Fishing_OnlyNormalFish_EndImmediately_RodOnly_Ice_C_65180) CONTENT: Total Fish/Weight(/Engine/Transient.Default__REINST_MissionType_Fishing_OnlyNormalFish_EndImmediately_RodOnly_Ice_C_65180) CONTENT: Total Fish(/Engine/Transient.Default__REINST_MissionType_Fishing_OnlyNormalFish_EndImmediately_RodOnly_Ice_C_65180) CONTENT: Total Weight(/Engine/Transient.Default__REINST_MissionType_Fishing_OnlyNormalFish_EndImmediately_RodOnly_Ice_C_65180) CONTENT: Blueprint'/Game/PrimalEarth/Dinos/Coelacanth/Coel_Character_BP_IceFishMission.Coel_Character_BP_IceFishMission'(/Engine/Transient.REINST_MissionType_Fishing_OnlyNormalFish_EndImmediately_RodOnly_Ice_C_1) CONTENT: Bob(/Engine/Transient.REINST_MissionType_Fishing_OnlyNormalFish_EndImmediately_RodOnly_Ice_C_1) CONTENT: Ice Fishin'(/Engine/Transient.REINST_MissionType_Fishing_OnlyNormalFish_EndImmediately_RodOnly_Ice_C_1) CONTENT: Just like regular fishing, minus the water... and the warmth. Use your fishing rod (and your patience!) to catch as many fish as you can.(/Engine/Transient.REINST_MissionType_Fishing_OnlyNormalFish_EndImmediately_RodOnly_Ice_C_1) CONTENT: Use your fishing rod to catch as many fish as you can from the Fishing Holes(/Engine/Transient.REINST_MissionType_Fishing_OnlyNormalFish_EndImmediately_RodOnly_Ice_C_1) CONTENT: Fishing Hole(/Engine/Transient.REINST_MissionType_Fishing_OnlyNormalFish_EndImmediately_RodOnly_Ice_C_1) CONTENT: Total Fish/Weight(/Engine/Transient.REINST_MissionType_Fishing_OnlyNormalFish_EndImmediately_RodOnly_Ice_C_1) CONTENT: Total Fish(/Engine/Transient.REINST_MissionType_Fishing_OnlyNormalFish_EndImmediately_RodOnly_Ice_C_1) CONTENT: Total Weight(/Engine/Transient.REINST_MissionType_Fishing_OnlyNormalFish_EndImmediately_RodOnly_Ice_C_1) CONTENT: Blueprint'/Game/PrimalEarth/Dinos/Coelacanth/Coel_Character_BP_IceFishMission.Coel_Character_BP_IceFishMission'(/Engine/Transient.Default__REINST_MissionType_Fishing_OnlyNormalFish_EndImmediately_RodOnly_Ice_C_65184) CONTENT: Bob(/Engine/Transient.Default__REINST_MissionType_Fishing_OnlyNormalFish_EndImmediately_RodOnly_Ice_C_65184) CONTENT: Ice Fishin'(/Engine/Transient.Default__REINST_MissionType_Fishing_OnlyNormalFish_EndImmediately_RodOnly_Ice_C_65184) CONTENT: Just like regular fishing, minus the water... and the warmth. Use your fishing rod (and your patience!) to catch as many fish as you can.(/Engine/Transient.Default__REINST_MissionType_Fishing_OnlyNormalFish_EndImmediately_RodOnly_Ice_C_65184) CONTENT: Use your fishing rod to catch as many fish as you can from the Fishing Holes(/Engine/Transient.Default__REINST_MissionType_Fishing_OnlyNormalFish_EndImmediately_RodOnly_Ice_C_65184) CONTENT: Fishing Hole(/Engine/Transient.Default__REINST_MissionType_Fishing_OnlyNormalFish_EndImmediately_RodOnly_Ice_C_65184) CONTENT: Total Fish/Weight(/Engine/Transient.Default__REINST_MissionType_Fishing_OnlyNormalFish_EndImmediately_RodOnly_Ice_C_65184) CONTENT: Total Fish(/Engine/Transient.Default__REINST_MissionType_Fishing_OnlyNormalFish_EndImmediately_RodOnly_Ice_C_65184) CONTENT: Total Weight(/Engine/Transient.Default__REINST_MissionType_Fishing_OnlyNormalFish_EndImmediately_RodOnly_Ice_C_65184) CONTENT: Blueprint'/Game/PrimalEarth/Dinos/Coelacanth/Coel_Character_BP_IceFishMission.Coel_Character_BP_IceFishMission'(/Game/Genesis/Missions/Fishing/MissionType_Fishing_OnlyNormalFish_EndImmediately_RodOnly_Ice.Default__MissionType_Fishing_OnlyNormalFish_EndImmediately_RodOnly_Ice_C) CONTENT: Bob(/Game/Genesis/Missions/Fishing/MissionType_Fishing_OnlyNormalFish_EndImmediately_RodOnly_Ice.Default__MissionType_Fishing_OnlyNormalFish_EndImmediately_RodOnly_Ice_C) CONTENT: Ice Fishin'(/Game/Genesis/Missions/Fishing/MissionType_Fishing_OnlyNormalFish_EndImmediately_RodOnly_Ice.Default__MissionType_Fishing_OnlyNormalFish_EndImmediately_RodOnly_Ice_C) CONTENT: Just like regular fishing, minus the water... and the warmth. Use your fishing rod (and your patience!) to catch as many fish as you can.(/Game/Genesis/Missions/Fishing/MissionType_Fishing_OnlyNormalFish_EndImmediately_RodOnly_Ice.Default__MissionType_Fishing_OnlyNormalFish_EndImmediately_RodOnly_Ice_C) CONTENT: Use your fishing rod to catch as many fish as you can from the Fishing Holes(/Game/Genesis/Missions/Fishing/MissionType_Fishing_OnlyNormalFish_EndImmediately_RodOnly_Ice.Default__MissionType_Fishing_OnlyNormalFish_EndImmediately_RodOnly_Ice_C) CONTENT: Fishing Hole(/Game/Genesis/Missions/Fishing/MissionType_Fishing_OnlyNormalFish_EndImmediately_RodOnly_Ice.Default__MissionType_Fishing_OnlyNormalFish_EndImmediately_RodOnly_Ice_C) CONTENT: Total Fish/Weight(/Game/Genesis/Missions/Fishing/MissionType_Fishing_OnlyNormalFish_EndImmediately_RodOnly_Ice.Default__MissionType_Fishing_OnlyNormalFish_EndImmediately_RodOnly_Ice_C) CONTENT: Total Fish(/Game/Genesis/Missions/Fishing/MissionType_Fishing_OnlyNormalFish_EndImmediately_RodOnly_Ice.Default__MissionType_Fishing_OnlyNormalFish_EndImmediately_RodOnly_Ice_C) CONTENT: Total Weight(/Game/Genesis/Missions/Fishing/MissionType_Fishing_OnlyNormalFish_EndImmediately_RodOnly_Ice.Default__MissionType_Fishing_OnlyNormalFish_EndImmediately_RodOnly_Ice_C) CONTENT: Bob(/Engine/Transient.REINST_MissionType_Fishing_OnlyNormalFish_EndImmediately_RodOnly_Ice_Medium_C_0) CONTENT: Bob(/Engine/Transient.Default__REINST_MissionType_Fishing_OnlyNormalFish_EndImmediately_RodOnly_Ice_Medium_C_65191) CONTENT: Bob(/Engine/Transient.REINST_MissionType_Fishing_OnlyNormalFish_EndImmediately_RodOnly_Ice_Medium_C_1) CONTENT: Bob(/Engine/Transient.Default__REINST_MissionType_Fishing_OnlyNormalFish_EndImmediately_RodOnly_Ice_Medium_C_65195) CONTENT: Bob(/Game/Genesis/Missions/Fishing/MissionType_Fishing_OnlyNormalFish_EndImmediately_RodOnly_Ice_Medium.Default__MissionType_Fishing_OnlyNormalFish_EndImmediately_RodOnly_Ice_Medium_C) CONTENT: Bob(/Engine/Transient.REINST_MissionType_Fishing_OnlyNormalFish_EndImmediately_RodOnly_Ice_Hard_C_0) CONTENT: Bob(/Engine/Transient.Default__REINST_MissionType_Fishing_OnlyNormalFish_EndImmediately_RodOnly_Ice_Hard_C_65202) CONTENT: Bob(/Engine/Transient.REINST_MissionType_Fishing_OnlyNormalFish_EndImmediately_RodOnly_Ice_Hard_C_1) CONTENT: Bob(/Engine/Transient.Default__REINST_MissionType_Fishing_OnlyNormalFish_EndImmediately_RodOnly_Ice_Hard_C_65206) CONTENT: Bob(/Game/Genesis/Missions/Fishing/MissionType_Fishing_OnlyNormalFish_EndImmediately_RodOnly_Ice_Hard.Default__MissionType_Fishing_OnlyNormalFish_EndImmediately_RodOnly_Ice_Hard_C) CONTENT: Bob(/Engine/Transient.REINST_MissionType_Fishing_OnlyNormalFish_EndImmediately_RodOnly_Ice_Easy_C_0) CONTENT: Bob(/Engine/Transient.Default__REINST_MissionType_Fishing_OnlyNormalFish_EndImmediately_RodOnly_Ice_Easy_C_65213) CONTENT: Bob(/Engine/Transient.REINST_MissionType_Fishing_OnlyNormalFish_EndImmediately_RodOnly_Ice_Easy_C_1) CONTENT: Bob(/Engine/Transient.Default__REINST_MissionType_Fishing_OnlyNormalFish_EndImmediately_RodOnly_Ice_Easy_C_65217) CONTENT: Bob(/Game/Genesis/Missions/Fishing/MissionType_Fishing_OnlyNormalFish_EndImmediately_RodOnly_Ice_Easy.Default__MissionType_Fishing_OnlyNormalFish_EndImmediately_RodOnly_Ice_Easy_C) CONTENT: Mission Loot Set(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Fishing_Bog.Default__LootItemSet_Missions_Fishing_Bog_C) CONTENT: Missions - never BP - with quality(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Fishing_Bog.Default__LootItemSet_Missions_Fishing_Bog_C) CONTENT: Missions - with BP - no quality(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Fishing_Bog.Default__LootItemSet_Missions_Fishing_Bog_C) CONTENT: Missions - With Quantity(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Fishing_Bog.Default__LootItemSet_Missions_Fishing_Bog_C) CONTENT: Bob(/Engine/Transient.REINST_MissionType_Fishing_OnlyNormalFish_CoelPiranhaOnly_C_0) CONTENT: Bob(/Engine/Transient.Default__REINST_MissionType_Fishing_OnlyNormalFish_CoelPiranhaOnly_C_65248) CONTENT: Bob(/Engine/Transient.REINST_MissionType_Fishing_OnlyNormalFish_CoelPiranhaOnly_C_1) CONTENT: Bob(/Engine/Transient.Default__REINST_MissionType_Fishing_OnlyNormalFish_CoelPiranhaOnly_C_65252) CONTENT: Bob(/Game/Genesis/Missions/Fishing/MissionType_Fishing_OnlyNormalFish_CoelPiranhaOnly.Default__MissionType_Fishing_OnlyNormalFish_CoelPiranhaOnly_C) CONTENT: Blueprint'/Game/PrimalEarth/Dinos/Salmon/Salmon_Character_BP_IceFishMission.Salmon_Character_BP_IceFishMission'(/Engine/Transient.REINST_MissionType_Fishing_OnlyNormalFish_CoelPiranhaOnly_Bog_C_0) CONTENT: Blueprint'/Game/PrimalEarth/Dinos/Piranha/Piranha_Character_BP_BreakNet.Piranha_Character_BP_BreakNet'(/Engine/Transient.REINST_MissionType_Fishing_OnlyNormalFish_CoelPiranhaOnly_Bog_C_0) CONTENT: Bob(/Engine/Transient.REINST_MissionType_Fishing_OnlyNormalFish_CoelPiranhaOnly_Bog_C_0) CONTENT: Opportunistic Piranha(/Engine/Transient.REINST_MissionType_Fishing_OnlyNormalFish_CoelPiranhaOnly_Bog_C_0) CONTENT: Bog Fishin'(/Engine/Transient.REINST_MissionType_Fishing_OnlyNormalFish_CoelPiranhaOnly_Bog_C_0) CONTENT: Net as many fish as you can in the shallow waters of the bog. No license, no limits!(/Engine/Transient.REINST_MissionType_Fishing_OnlyNormalFish_CoelPiranhaOnly_Bog_C_0) CONTENT: Net as many fish as you can in the shallows(/Engine/Transient.REINST_MissionType_Fishing_OnlyNormalFish_CoelPiranhaOnly_Bog_C_0) CONTENT: Total Fish/Weight(/Engine/Transient.REINST_MissionType_Fishing_OnlyNormalFish_CoelPiranhaOnly_Bog_C_0) CONTENT: Total Fish(/Engine/Transient.REINST_MissionType_Fishing_OnlyNormalFish_CoelPiranhaOnly_Bog_C_0) CONTENT: Total Weight(/Engine/Transient.REINST_MissionType_Fishing_OnlyNormalFish_CoelPiranhaOnly_Bog_C_0) CONTENT: Blueprint'/Game/PrimalEarth/Dinos/Salmon/Salmon_Character_BP_IceFishMission.Salmon_Character_BP_IceFishMission'(/Engine/Transient.Default__REINST_MissionType_Fishing_OnlyNormalFish_CoelPiranhaOnly_Bog_C_65259) CONTENT: Blueprint'/Game/PrimalEarth/Dinos/Piranha/Piranha_Character_BP_BreakNet.Piranha_Character_BP_BreakNet'(/Engine/Transient.Default__REINST_MissionType_Fishing_OnlyNormalFish_CoelPiranhaOnly_Bog_C_65259) CONTENT: Bob(/Engine/Transient.Default__REINST_MissionType_Fishing_OnlyNormalFish_CoelPiranhaOnly_Bog_C_65259) CONTENT: Opportunistic Piranha(/Engine/Transient.Default__REINST_MissionType_Fishing_OnlyNormalFish_CoelPiranhaOnly_Bog_C_65259) CONTENT: Bog Fishin'(/Engine/Transient.Default__REINST_MissionType_Fishing_OnlyNormalFish_CoelPiranhaOnly_Bog_C_65259) CONTENT: Net as many fish as you can in the shallow waters of the bog. No license, no limits!(/Engine/Transient.Default__REINST_MissionType_Fishing_OnlyNormalFish_CoelPiranhaOnly_Bog_C_65259) CONTENT: Net as many fish as you can in the shallows(/Engine/Transient.Default__REINST_MissionType_Fishing_OnlyNormalFish_CoelPiranhaOnly_Bog_C_65259) CONTENT: Total Fish/Weight(/Engine/Transient.Default__REINST_MissionType_Fishing_OnlyNormalFish_CoelPiranhaOnly_Bog_C_65259) CONTENT: Total Fish(/Engine/Transient.Default__REINST_MissionType_Fishing_OnlyNormalFish_CoelPiranhaOnly_Bog_C_65259) CONTENT: Total Weight(/Engine/Transient.Default__REINST_MissionType_Fishing_OnlyNormalFish_CoelPiranhaOnly_Bog_C_65259) CONTENT: Blueprint'/Game/PrimalEarth/Dinos/Salmon/Salmon_Character_BP_IceFishMission.Salmon_Character_BP_IceFishMission'(/Engine/Transient.REINST_MissionType_Fishing_OnlyNormalFish_CoelPiranhaOnly_Bog_C_1) CONTENT: Blueprint'/Game/PrimalEarth/Dinos/Piranha/Piranha_Character_BP_BreakNet.Piranha_Character_BP_BreakNet'(/Engine/Transient.REINST_MissionType_Fishing_OnlyNormalFish_CoelPiranhaOnly_Bog_C_1) CONTENT: Bob(/Engine/Transient.REINST_MissionType_Fishing_OnlyNormalFish_CoelPiranhaOnly_Bog_C_1) CONTENT: Opportunistic Piranha(/Engine/Transient.REINST_MissionType_Fishing_OnlyNormalFish_CoelPiranhaOnly_Bog_C_1) CONTENT: Bog Fishin'(/Engine/Transient.REINST_MissionType_Fishing_OnlyNormalFish_CoelPiranhaOnly_Bog_C_1) CONTENT: Net as many fish as you can in the shallow waters of the bog. No license, no limits!(/Engine/Transient.REINST_MissionType_Fishing_OnlyNormalFish_CoelPiranhaOnly_Bog_C_1) CONTENT: Net as many fish as you can in the shallows(/Engine/Transient.REINST_MissionType_Fishing_OnlyNormalFish_CoelPiranhaOnly_Bog_C_1) CONTENT: Total Fish/Weight(/Engine/Transient.REINST_MissionType_Fishing_OnlyNormalFish_CoelPiranhaOnly_Bog_C_1) CONTENT: Total Fish(/Engine/Transient.REINST_MissionType_Fishing_OnlyNormalFish_CoelPiranhaOnly_Bog_C_1) CONTENT: Total Weight(/Engine/Transient.REINST_MissionType_Fishing_OnlyNormalFish_CoelPiranhaOnly_Bog_C_1) CONTENT: Blueprint'/Game/PrimalEarth/Dinos/Salmon/Salmon_Character_BP_IceFishMission.Salmon_Character_BP_IceFishMission'(/Engine/Transient.Default__REINST_MissionType_Fishing_OnlyNormalFish_CoelPiranhaOnly_Bog_C_65263) CONTENT: Blueprint'/Game/PrimalEarth/Dinos/Piranha/Piranha_Character_BP_BreakNet.Piranha_Character_BP_BreakNet'(/Engine/Transient.Default__REINST_MissionType_Fishing_OnlyNormalFish_CoelPiranhaOnly_Bog_C_65263) CONTENT: Bob(/Engine/Transient.Default__REINST_MissionType_Fishing_OnlyNormalFish_CoelPiranhaOnly_Bog_C_65263) CONTENT: Opportunistic Piranha(/Engine/Transient.Default__REINST_MissionType_Fishing_OnlyNormalFish_CoelPiranhaOnly_Bog_C_65263) CONTENT: Bog Fishin'(/Engine/Transient.Default__REINST_MissionType_Fishing_OnlyNormalFish_CoelPiranhaOnly_Bog_C_65263) CONTENT: Net as many fish as you can in the shallow waters of the bog. No license, no limits!(/Engine/Transient.Default__REINST_MissionType_Fishing_OnlyNormalFish_CoelPiranhaOnly_Bog_C_65263) CONTENT: Net as many fish as you can in the shallows(/Engine/Transient.Default__REINST_MissionType_Fishing_OnlyNormalFish_CoelPiranhaOnly_Bog_C_65263) CONTENT: Total Fish/Weight(/Engine/Transient.Default__REINST_MissionType_Fishing_OnlyNormalFish_CoelPiranhaOnly_Bog_C_65263) CONTENT: Total Fish(/Engine/Transient.Default__REINST_MissionType_Fishing_OnlyNormalFish_CoelPiranhaOnly_Bog_C_65263) CONTENT: Total Weight(/Engine/Transient.Default__REINST_MissionType_Fishing_OnlyNormalFish_CoelPiranhaOnly_Bog_C_65263) CONTENT: Blueprint'/Game/PrimalEarth/Dinos/Salmon/Salmon_Character_BP_IceFishMission.Salmon_Character_BP_IceFishMission'(/Game/Genesis/Missions/Fishing/MissionType_Fishing_OnlyNormalFish_CoelPiranhaOnly_Bog.Default__MissionType_Fishing_OnlyNormalFish_CoelPiranhaOnly_Bog_C) CONTENT: Blueprint'/Game/PrimalEarth/Dinos/Piranha/Piranha_Character_BP_BreakNet.Piranha_Character_BP_BreakNet'(/Game/Genesis/Missions/Fishing/MissionType_Fishing_OnlyNormalFish_CoelPiranhaOnly_Bog.Default__MissionType_Fishing_OnlyNormalFish_CoelPiranhaOnly_Bog_C) CONTENT: Bob(/Game/Genesis/Missions/Fishing/MissionType_Fishing_OnlyNormalFish_CoelPiranhaOnly_Bog.Default__MissionType_Fishing_OnlyNormalFish_CoelPiranhaOnly_Bog_C) CONTENT: Opportunistic Piranha(/Game/Genesis/Missions/Fishing/MissionType_Fishing_OnlyNormalFish_CoelPiranhaOnly_Bog.Default__MissionType_Fishing_OnlyNormalFish_CoelPiranhaOnly_Bog_C) CONTENT: Bog Fishin'(/Game/Genesis/Missions/Fishing/MissionType_Fishing_OnlyNormalFish_CoelPiranhaOnly_Bog.Default__MissionType_Fishing_OnlyNormalFish_CoelPiranhaOnly_Bog_C) CONTENT: Net as many fish as you can in the shallow waters of the bog. No license, no limits!(/Game/Genesis/Missions/Fishing/MissionType_Fishing_OnlyNormalFish_CoelPiranhaOnly_Bog.Default__MissionType_Fishing_OnlyNormalFish_CoelPiranhaOnly_Bog_C) CONTENT: Net as many fish as you can in the shallows(/Game/Genesis/Missions/Fishing/MissionType_Fishing_OnlyNormalFish_CoelPiranhaOnly_Bog.Default__MissionType_Fishing_OnlyNormalFish_CoelPiranhaOnly_Bog_C) CONTENT: Total Fish/Weight(/Game/Genesis/Missions/Fishing/MissionType_Fishing_OnlyNormalFish_CoelPiranhaOnly_Bog.Default__MissionType_Fishing_OnlyNormalFish_CoelPiranhaOnly_Bog_C) CONTENT: Total Fish(/Game/Genesis/Missions/Fishing/MissionType_Fishing_OnlyNormalFish_CoelPiranhaOnly_Bog.Default__MissionType_Fishing_OnlyNormalFish_CoelPiranhaOnly_Bog_C) CONTENT: Total Weight(/Game/Genesis/Missions/Fishing/MissionType_Fishing_OnlyNormalFish_CoelPiranhaOnly_Bog.Default__MissionType_Fishing_OnlyNormalFish_CoelPiranhaOnly_Bog_C) CONTENT: NONE(/Game/Genesis/Missions/Escort/CompanionData/MissonCompanionData_EscortCheckpoint.Default__MissonCompanionData_EscortCheckpoint_C) CONTENT: NONE(/Game/Genesis/Missions/Escort/CompanionData/MissonCompanionData_EscortCheckpoint.Default__MissonCompanionData_EscortCheckpoint_C) CONTENT: NONE(/Game/Genesis/Missions/Escort/CompanionData/MissonCompanionData_EscortCheckpoint_Story_1.Default__MissonCompanionData_EscortCheckpoint_Story_1_C) CONTENT: Monologue Reaction on Viewed(/Game/Genesis/Missions/Escort/CompanionData/MissonCompanionData_EscortCheckpoint_Story_1.Default__MissonCompanionData_EscortCheckpoint_Story_1_C) CONTENT: Player(/Engine/Transient.REINST_Leaderboard_Escort_C_0) CONTENT: Score(/Engine/Transient.REINST_Leaderboard_Escort_C_0) LITERAL: ...(/Game/Genesis/Missions/Escort/Leaderboard_Escort.Leaderboard_Escort:BPFormatLeaderboardRow.K2Node_CallFunction_156476) CONTENT: Player(/Engine/Transient.Default__REINST_Leaderboard_Escort_C_65317) CONTENT: Score(/Engine/Transient.Default__REINST_Leaderboard_Escort_C_65317) CONTENT: Player(/Engine/Transient.REINST_Leaderboard_Escort_C_1) CONTENT: Score(/Engine/Transient.REINST_Leaderboard_Escort_C_1) CONTENT: Player(/Engine/Transient.Default__REINST_Leaderboard_Escort_C_65321) CONTENT: Score(/Engine/Transient.Default__REINST_Leaderboard_Escort_C_65321) CONTENT: Player(/Game/Genesis/Missions/Escort/Leaderboard_Escort.Default__Leaderboard_Escort_C) CONTENT: Score(/Game/Genesis/Missions/Escort/Leaderboard_Escort.Default__Leaderboard_Escort_C) CONTENT: Base Escort Mission(/Engine/Transient.REINST_MissionType_Escort_Base_C_0) CONTENT: Escort a dino(/Engine/Transient.REINST_MissionType_Escort_Base_C_0) CONTENT: Dino Escorted!(/Engine/Transient.REINST_MissionType_Escort_Base_C_0) CONTENT: Waypoint(/Engine/Transient.REINST_MissionType_Escort_Base_C_0) CONTENT: Escort mission started, do things!(/Engine/Transient.REINST_MissionType_Escort_Base_C_0) CONTENT: Escort ME!(/Engine/Transient.REINST_MissionType_Escort_Base_C_0) CONTENT: Defend ME!(/Engine/Transient.REINST_MissionType_Escort_Base_C_0) CONTENT: TAKING DAMAGE!(/Engine/Transient.REINST_MissionType_Escort_Base_C_0) CONTENT: Escort Dino Health(/Engine/Transient.REINST_MissionType_Escort_Base_C_0) CONTENT: Escort Dino taking damage, protect them!(/Engine/Transient.REINST_MissionType_Escort_Base_C_0) CONTENT: ESCORT DINO DIED(/Engine/Transient.REINST_MissionType_Escort_Base_C_0) CONTENT: You failed to escort the dino safely!(/Engine/Transient.REINST_MissionType_Escort_Base_C_0) CONTENT: Setup phase description(/Engine/Transient.REINST_MissionType_Escort_Base_C_0) CONTENT: Final Waypoint(/Engine/Transient.REINST_MissionType_Escort_Base_C_0) LITERAL: HideProtectEscortHint(/Game/Genesis/Missions/Escort/MissionType_Escort_Base.MissionType_Escort_Base:EventGraph.K2Node_CallFunction_257474) LITERAL: HideProtectEscortHint(/Game/Genesis/Missions/Escort/MissionType_Escort_Base.MissionType_Escort_Base:EventGraph.K2Node_CallFunction_264879) LITERAL: ShouldShowHints(/Game/Genesis/Missions/Escort/MissionType_Escort_Base.MissionType_Escort_Base:EventGraph.K2Node_CallFunction_153211) LITERAL: ShouldShowHints(/Game/Genesis/Missions/Escort/MissionType_Escort_Base.MissionType_Escort_Base:EventGraph.K2Node_CallFunction_143899) LITERAL: InitMeshCheckpoints(/Game/Genesis/Missions/Escort/MissionType_Escort_Base.MissionType_Escort_Base:EventGraph.K2Node_CallFunction_537447) LITERAL: {Point} Failed to spawn a dino due to table length mismatch. AttackingDinoSpawnweight : {ADSWeight} Attacking Dino Setup : {ADS}(/Game/Genesis/Missions/Escort/MissionType_Escort_Base.MissionType_Escort_Base:SpawnTriggerDinos.K2Node_FormatText_114) CONTENT: Multiple Escort Mission(/Engine/Transient.REINST_MissionType_Escort_Multiple_C_0) CONTENT: Escort a group of dino(/Engine/Transient.REINST_MissionType_Escort_Multiple_C_0) CONTENT: Dinos Escorted!(/Engine/Transient.REINST_MissionType_Escort_Multiple_C_0) CONTENT: Waypoint(/Engine/Transient.REINST_MissionType_Escort_Multiple_C_0) CONTENT: Escort mission started, do things!(/Engine/Transient.REINST_MissionType_Escort_Multiple_C_0) CONTENT: Escort US!(/Engine/Transient.REINST_MissionType_Escort_Multiple_C_0) CONTENT: Defend US!(/Engine/Transient.REINST_MissionType_Escort_Multiple_C_0) CONTENT: TAKING DAMAGE!(/Engine/Transient.REINST_MissionType_Escort_Multiple_C_0) CONTENT: Escort Dino Health(/Engine/Transient.REINST_MissionType_Escort_Multiple_C_0) CONTENT: Escort Dino taking damage, protect them!(/Engine/Transient.REINST_MissionType_Escort_Multiple_C_0) CONTENT: ALL ESCORT DINOS DIED(/Engine/Transient.REINST_MissionType_Escort_Multiple_C_0) CONTENT: You failed to escort all the dinos safely!(/Engine/Transient.REINST_MissionType_Escort_Multiple_C_0) CONTENT: Setup phase description(/Engine/Transient.REINST_MissionType_Escort_Multiple_C_0) CONTENT: Final Waypoint(/Engine/Transient.REINST_MissionType_Escort_Multiple_C_0) CONTENT: Dino Leader Died!(/Engine/Transient.REINST_MissionType_Escort_Multiple_C_0) CONTENT: The leader Dino has died! A follower has taken its place!(/Engine/Transient.REINST_MissionType_Escort_Multiple_C_0) CONTENT: Follower Died!(/Engine/Transient.REINST_MissionType_Escort_Multiple_C_0) CONTENT: A follower Dino has died! Protect the rest of the pack!(/Engine/Transient.REINST_MissionType_Escort_Multiple_C_0) CONTENT: NONE(/Game/Genesis/Missions/Escort/CompanionData/MissonCompanionData_EscortDinoStart.Default__MissonCompanionData_EscortDinoStart_C) CONTENT: NONE(/Game/Genesis/Missions/Escort/CompanionData/MissonCompanionData_EscortDinoStart.Default__MissonCompanionData_EscortDinoStart_C) CONTENT: Base Escort Mission(/Engine/Transient.Default__REINST_MissionType_Escort_Base_C_65336) CONTENT: Escort a dino(/Engine/Transient.Default__REINST_MissionType_Escort_Base_C_65336) CONTENT: Dino Escorted!(/Engine/Transient.Default__REINST_MissionType_Escort_Base_C_65336) CONTENT: Waypoint(/Engine/Transient.Default__REINST_MissionType_Escort_Base_C_65336) CONTENT: Escort mission started, do things!(/Engine/Transient.Default__REINST_MissionType_Escort_Base_C_65336) CONTENT: Escort ME!(/Engine/Transient.Default__REINST_MissionType_Escort_Base_C_65336) CONTENT: Defend ME!(/Engine/Transient.Default__REINST_MissionType_Escort_Base_C_65336) CONTENT: TAKING DAMAGE!(/Engine/Transient.Default__REINST_MissionType_Escort_Base_C_65336) CONTENT: Escort Dino Health(/Engine/Transient.Default__REINST_MissionType_Escort_Base_C_65336) CONTENT: Escort Dino taking damage, protect them!(/Engine/Transient.Default__REINST_MissionType_Escort_Base_C_65336) CONTENT: ESCORT DINO DIED(/Engine/Transient.Default__REINST_MissionType_Escort_Base_C_65336) CONTENT: You failed to escort the dino safely!(/Engine/Transient.Default__REINST_MissionType_Escort_Base_C_65336) CONTENT: Setup phase description(/Engine/Transient.Default__REINST_MissionType_Escort_Base_C_65336) CONTENT: Final Waypoint(/Engine/Transient.Default__REINST_MissionType_Escort_Base_C_65336) LITERAL: {Point} Failed to spawn a dino due to table length mismatch. AttackingDinoSpawnweight : {ADSWeight} Attacking Dino Setup : {ADS}(/Game/Genesis/Missions/Escort/MissionType_Escort_Base.MissionType_Escort_Base:EdGraph_187580.K2Node_CallFunction_427814) LITERAL: Point(/Game/Genesis/Missions/Escort/MissionType_Escort_Base.MissionType_Escort_Base:EdGraph_187580.K2Node_MakeStruct_3557) LITERAL: ADSWeight(/Game/Genesis/Missions/Escort/MissionType_Escort_Base.MissionType_Escort_Base:EdGraph_187580.K2Node_MakeStruct_3558) LITERAL: ADS(/Game/Genesis/Missions/Escort/MissionType_Escort_Base.MissionType_Escort_Base:EdGraph_187580.K2Node_MakeStruct_3559) CONTENT: Base Escort Mission(/Engine/Transient.REINST_MissionType_Escort_Base_C_1) CONTENT: Escort a dino(/Engine/Transient.REINST_MissionType_Escort_Base_C_1) CONTENT: Dino Escorted!(/Engine/Transient.REINST_MissionType_Escort_Base_C_1) CONTENT: Waypoint(/Engine/Transient.REINST_MissionType_Escort_Base_C_1) CONTENT: Escort mission started, do things!(/Engine/Transient.REINST_MissionType_Escort_Base_C_1) CONTENT: Escort ME!(/Engine/Transient.REINST_MissionType_Escort_Base_C_1) CONTENT: Defend ME!(/Engine/Transient.REINST_MissionType_Escort_Base_C_1) CONTENT: TAKING DAMAGE!(/Engine/Transient.REINST_MissionType_Escort_Base_C_1) CONTENT: Escort Dino Health(/Engine/Transient.REINST_MissionType_Escort_Base_C_1) CONTENT: Escort Dino taking damage, protect them!(/Engine/Transient.REINST_MissionType_Escort_Base_C_1) CONTENT: ESCORT DINO DIED(/Engine/Transient.REINST_MissionType_Escort_Base_C_1) CONTENT: You failed to escort the dino safely!(/Engine/Transient.REINST_MissionType_Escort_Base_C_1) CONTENT: Setup phase description(/Engine/Transient.REINST_MissionType_Escort_Base_C_1) CONTENT: Final Waypoint(/Engine/Transient.REINST_MissionType_Escort_Base_C_1) CONTENT: Multiple Escort Mission(/Engine/Transient.Default__REINST_MissionType_Escort_Multiple_C_65343) CONTENT: Escort a group of dino(/Engine/Transient.Default__REINST_MissionType_Escort_Multiple_C_65343) CONTENT: Dinos Escorted!(/Engine/Transient.Default__REINST_MissionType_Escort_Multiple_C_65343) CONTENT: Waypoint(/Engine/Transient.Default__REINST_MissionType_Escort_Multiple_C_65343) CONTENT: Escort mission started, do things!(/Engine/Transient.Default__REINST_MissionType_Escort_Multiple_C_65343) CONTENT: Escort US!(/Engine/Transient.Default__REINST_MissionType_Escort_Multiple_C_65343) CONTENT: Defend US!(/Engine/Transient.Default__REINST_MissionType_Escort_Multiple_C_65343) CONTENT: TAKING DAMAGE!(/Engine/Transient.Default__REINST_MissionType_Escort_Multiple_C_65343) CONTENT: Escort Dino Health(/Engine/Transient.Default__REINST_MissionType_Escort_Multiple_C_65343) CONTENT: Escort Dino taking damage, protect them!(/Engine/Transient.Default__REINST_MissionType_Escort_Multiple_C_65343) CONTENT: ALL ESCORT DINOS DIED(/Engine/Transient.Default__REINST_MissionType_Escort_Multiple_C_65343) CONTENT: You failed to escort all the dinos safely!(/Engine/Transient.Default__REINST_MissionType_Escort_Multiple_C_65343) CONTENT: Setup phase description(/Engine/Transient.Default__REINST_MissionType_Escort_Multiple_C_65343) CONTENT: Final Waypoint(/Engine/Transient.Default__REINST_MissionType_Escort_Multiple_C_65343) CONTENT: Dino Leader Died!(/Engine/Transient.Default__REINST_MissionType_Escort_Multiple_C_65343) CONTENT: The leader Dino has died! A follower has taken its place!(/Engine/Transient.Default__REINST_MissionType_Escort_Multiple_C_65343) CONTENT: Follower Died!(/Engine/Transient.Default__REINST_MissionType_Escort_Multiple_C_65343) CONTENT: A follower Dino has died! Protect the rest of the pack!(/Engine/Transient.Default__REINST_MissionType_Escort_Multiple_C_65343) CONTENT: Multiple Escort Mission(/Engine/Transient.REINST_MissionType_Escort_Multiple_C_1) CONTENT: Escort a group of dino(/Engine/Transient.REINST_MissionType_Escort_Multiple_C_1) CONTENT: Dinos Escorted!(/Engine/Transient.REINST_MissionType_Escort_Multiple_C_1) CONTENT: Waypoint(/Engine/Transient.REINST_MissionType_Escort_Multiple_C_1) CONTENT: Escort mission started, do things!(/Engine/Transient.REINST_MissionType_Escort_Multiple_C_1) CONTENT: Escort US!(/Engine/Transient.REINST_MissionType_Escort_Multiple_C_1) CONTENT: Defend US!(/Engine/Transient.REINST_MissionType_Escort_Multiple_C_1) CONTENT: TAKING DAMAGE!(/Engine/Transient.REINST_MissionType_Escort_Multiple_C_1) CONTENT: Escort Dino Health(/Engine/Transient.REINST_MissionType_Escort_Multiple_C_1) CONTENT: Escort Dino taking damage, protect them!(/Engine/Transient.REINST_MissionType_Escort_Multiple_C_1) CONTENT: ALL ESCORT DINOS DIED(/Engine/Transient.REINST_MissionType_Escort_Multiple_C_1) CONTENT: You failed to escort all the dinos safely!(/Engine/Transient.REINST_MissionType_Escort_Multiple_C_1) CONTENT: Setup phase description(/Engine/Transient.REINST_MissionType_Escort_Multiple_C_1) CONTENT: Final Waypoint(/Engine/Transient.REINST_MissionType_Escort_Multiple_C_1) CONTENT: Dino Leader Died!(/Engine/Transient.REINST_MissionType_Escort_Multiple_C_1) CONTENT: The leader Dino has died! A follower has taken its place!(/Engine/Transient.REINST_MissionType_Escort_Multiple_C_1) CONTENT: Follower Died!(/Engine/Transient.REINST_MissionType_Escort_Multiple_C_1) CONTENT: A follower Dino has died! Protect the rest of the pack!(/Engine/Transient.REINST_MissionType_Escort_Multiple_C_1) CONTENT: Multiple Escort Mission(/Engine/Transient.Default__REINST_MissionType_Escort_Multiple_C_65351) CONTENT: Escort a group of dino(/Engine/Transient.Default__REINST_MissionType_Escort_Multiple_C_65351) CONTENT: Dinos Escorted!(/Engine/Transient.Default__REINST_MissionType_Escort_Multiple_C_65351) CONTENT: Waypoint(/Engine/Transient.Default__REINST_MissionType_Escort_Multiple_C_65351) CONTENT: Escort mission started, do things!(/Engine/Transient.Default__REINST_MissionType_Escort_Multiple_C_65351) CONTENT: Escort US!(/Engine/Transient.Default__REINST_MissionType_Escort_Multiple_C_65351) CONTENT: Defend US!(/Engine/Transient.Default__REINST_MissionType_Escort_Multiple_C_65351) CONTENT: TAKING DAMAGE!(/Engine/Transient.Default__REINST_MissionType_Escort_Multiple_C_65351) CONTENT: Escort Dino Health(/Engine/Transient.Default__REINST_MissionType_Escort_Multiple_C_65351) CONTENT: Escort Dino taking damage, protect them!(/Engine/Transient.Default__REINST_MissionType_Escort_Multiple_C_65351) CONTENT: ALL ESCORT DINOS DIED(/Engine/Transient.Default__REINST_MissionType_Escort_Multiple_C_65351) CONTENT: You failed to escort all the dinos safely!(/Engine/Transient.Default__REINST_MissionType_Escort_Multiple_C_65351) CONTENT: Setup phase description(/Engine/Transient.Default__REINST_MissionType_Escort_Multiple_C_65351) CONTENT: Final Waypoint(/Engine/Transient.Default__REINST_MissionType_Escort_Multiple_C_65351) CONTENT: Dino Leader Died!(/Engine/Transient.Default__REINST_MissionType_Escort_Multiple_C_65351) CONTENT: The leader Dino has died! A follower has taken its place!(/Engine/Transient.Default__REINST_MissionType_Escort_Multiple_C_65351) CONTENT: Follower Died!(/Engine/Transient.Default__REINST_MissionType_Escort_Multiple_C_65351) CONTENT: A follower Dino has died! Protect the rest of the pack!(/Engine/Transient.Default__REINST_MissionType_Escort_Multiple_C_65351) CONTENT: Multiple Escort Mission(/Game/Genesis/Missions/Escort/MissionType_Escort_Multiple.Default__MissionType_Escort_Multiple_C) CONTENT: Escort a group of dino(/Game/Genesis/Missions/Escort/MissionType_Escort_Multiple.Default__MissionType_Escort_Multiple_C) CONTENT: Dinos Escorted!(/Game/Genesis/Missions/Escort/MissionType_Escort_Multiple.Default__MissionType_Escort_Multiple_C) CONTENT: Waypoint(/Game/Genesis/Missions/Escort/MissionType_Escort_Multiple.Default__MissionType_Escort_Multiple_C) CONTENT: Escort mission started, do things!(/Game/Genesis/Missions/Escort/MissionType_Escort_Multiple.Default__MissionType_Escort_Multiple_C) CONTENT: Escort US!(/Game/Genesis/Missions/Escort/MissionType_Escort_Multiple.Default__MissionType_Escort_Multiple_C) CONTENT: Defend US!(/Game/Genesis/Missions/Escort/MissionType_Escort_Multiple.Default__MissionType_Escort_Multiple_C) CONTENT: TAKING DAMAGE!(/Game/Genesis/Missions/Escort/MissionType_Escort_Multiple.Default__MissionType_Escort_Multiple_C) CONTENT: Escort Dino Health(/Game/Genesis/Missions/Escort/MissionType_Escort_Multiple.Default__MissionType_Escort_Multiple_C) CONTENT: Escort Dino taking damage, protect them!(/Game/Genesis/Missions/Escort/MissionType_Escort_Multiple.Default__MissionType_Escort_Multiple_C) CONTENT: ALL ESCORT DINOS DIED(/Game/Genesis/Missions/Escort/MissionType_Escort_Multiple.Default__MissionType_Escort_Multiple_C) CONTENT: You failed to escort all the dinos safely!(/Game/Genesis/Missions/Escort/MissionType_Escort_Multiple.Default__MissionType_Escort_Multiple_C) CONTENT: Setup phase description(/Game/Genesis/Missions/Escort/MissionType_Escort_Multiple.Default__MissionType_Escort_Multiple_C) CONTENT: Final Waypoint(/Game/Genesis/Missions/Escort/MissionType_Escort_Multiple.Default__MissionType_Escort_Multiple_C) CONTENT: Dino Leader Died!(/Game/Genesis/Missions/Escort/MissionType_Escort_Multiple.Default__MissionType_Escort_Multiple_C) CONTENT: The leader Dino has died! A follower has taken its place!(/Game/Genesis/Missions/Escort/MissionType_Escort_Multiple.Default__MissionType_Escort_Multiple_C) CONTENT: Follower Died!(/Game/Genesis/Missions/Escort/MissionType_Escort_Multiple.Default__MissionType_Escort_Multiple_C) CONTENT: A follower Dino has died! Protect the rest of the pack!(/Game/Genesis/Missions/Escort/MissionType_Escort_Multiple.Default__MissionType_Escort_Multiple_C) CONTENT: Base Escort Mission(/Engine/Transient.Default__REINST_MissionType_Escort_Base_C_65355) CONTENT: Escort a dino(/Engine/Transient.Default__REINST_MissionType_Escort_Base_C_65355) CONTENT: Dino Escorted!(/Engine/Transient.Default__REINST_MissionType_Escort_Base_C_65355) CONTENT: Waypoint(/Engine/Transient.Default__REINST_MissionType_Escort_Base_C_65355) CONTENT: Escort mission started, do things!(/Engine/Transient.Default__REINST_MissionType_Escort_Base_C_65355) CONTENT: Escort ME!(/Engine/Transient.Default__REINST_MissionType_Escort_Base_C_65355) CONTENT: Defend ME!(/Engine/Transient.Default__REINST_MissionType_Escort_Base_C_65355) CONTENT: TAKING DAMAGE!(/Engine/Transient.Default__REINST_MissionType_Escort_Base_C_65355) CONTENT: Escort Dino Health(/Engine/Transient.Default__REINST_MissionType_Escort_Base_C_65355) CONTENT: Escort Dino taking damage, protect them!(/Engine/Transient.Default__REINST_MissionType_Escort_Base_C_65355) CONTENT: ESCORT DINO DIED(/Engine/Transient.Default__REINST_MissionType_Escort_Base_C_65355) CONTENT: You failed to escort the dino safely!(/Engine/Transient.Default__REINST_MissionType_Escort_Base_C_65355) CONTENT: Setup phase description(/Engine/Transient.Default__REINST_MissionType_Escort_Base_C_65355) CONTENT: Final Waypoint(/Engine/Transient.Default__REINST_MissionType_Escort_Base_C_65355) LITERAL: {Point} Failed to spawn a dino due to table length mismatch. AttackingDinoSpawnweight : {ADSWeight} Attacking Dino Setup : {ADS}(/Game/Genesis/Missions/Escort/MissionType_Escort_Base.MissionType_Escort_Base:EdGraph_187813.K2Node_CallFunction_428747) LITERAL: Point(/Game/Genesis/Missions/Escort/MissionType_Escort_Base.MissionType_Escort_Base:EdGraph_187813.K2Node_MakeStruct_3576) LITERAL: ADSWeight(/Game/Genesis/Missions/Escort/MissionType_Escort_Base.MissionType_Escort_Base:EdGraph_187813.K2Node_MakeStruct_3577) LITERAL: ADS(/Game/Genesis/Missions/Escort/MissionType_Escort_Base.MissionType_Escort_Base:EdGraph_187813.K2Node_MakeStruct_3578) CONTENT: Base Escort Mission(/Game/Genesis/Missions/Escort/MissionType_Escort_Base.Default__MissionType_Escort_Base_C) CONTENT: Escort a dino(/Game/Genesis/Missions/Escort/MissionType_Escort_Base.Default__MissionType_Escort_Base_C) CONTENT: Dino Escorted!(/Game/Genesis/Missions/Escort/MissionType_Escort_Base.Default__MissionType_Escort_Base_C) CONTENT: Waypoint(/Game/Genesis/Missions/Escort/MissionType_Escort_Base.Default__MissionType_Escort_Base_C) CONTENT: Escort mission started, do things!(/Game/Genesis/Missions/Escort/MissionType_Escort_Base.Default__MissionType_Escort_Base_C) CONTENT: Escort ME!(/Game/Genesis/Missions/Escort/MissionType_Escort_Base.Default__MissionType_Escort_Base_C) CONTENT: Defend ME!(/Game/Genesis/Missions/Escort/MissionType_Escort_Base.Default__MissionType_Escort_Base_C) CONTENT: TAKING DAMAGE!(/Game/Genesis/Missions/Escort/MissionType_Escort_Base.Default__MissionType_Escort_Base_C) CONTENT: Escort Dino Health(/Game/Genesis/Missions/Escort/MissionType_Escort_Base.Default__MissionType_Escort_Base_C) CONTENT: Escort Dino taking damage, protect them!(/Game/Genesis/Missions/Escort/MissionType_Escort_Base.Default__MissionType_Escort_Base_C) CONTENT: ESCORT DINO DIED(/Game/Genesis/Missions/Escort/MissionType_Escort_Base.Default__MissionType_Escort_Base_C) CONTENT: You failed to escort the dino safely!(/Game/Genesis/Missions/Escort/MissionType_Escort_Base.Default__MissionType_Escort_Base_C) CONTENT: Setup phase description(/Game/Genesis/Missions/Escort/MissionType_Escort_Base.Default__MissionType_Escort_Base_C) CONTENT: Final Waypoint(/Game/Genesis/Missions/Escort/MissionType_Escort_Base.Default__MissionType_Escort_Base_C) CONTENT: Mission Loot Set(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Escort.Default__LootItemSet_Missions_Escort_C) CONTENT: Missions - never BP - with quality(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Escort.Default__LootItemSet_Missions_Escort_C) CONTENT: Missions - with BP - with quality(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Escort.Default__LootItemSet_Missions_Escort_C) CONTENT: Missions - With Quantity(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Escort.Default__LootItemSet_Missions_Escort_C) CONTENT: Mission Loot Set(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Escort_Volcanic.Default__LootItemSet_Missions_Escort_Volcanic_C) CONTENT: Missions - never BP - with quality(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Escort_Volcanic.Default__LootItemSet_Missions_Escort_Volcanic_C) CONTENT: Missions - With Quantity(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Escort_Volcanic.Default__LootItemSet_Missions_Escort_Volcanic_C) CONTENT: The Summit Tour(/Engine/Transient.REINST_MissionType_Escort_Volcano_Para_C_0) CONTENT: A family of Parasaurs are wandering around the summit. Protect them from predators who want fresh meat(/Engine/Transient.REINST_MissionType_Escort_Volcano_Para_C_0) CONTENT: The Parasaurs made it out of this volcanic hellscape!(/Engine/Transient.REINST_MissionType_Escort_Volcano_Para_C_0) CONTENT: Waypoint(/Engine/Transient.REINST_MissionType_Escort_Volcano_Para_C_0) CONTENT: Protect the Parasaur family!(/Engine/Transient.REINST_MissionType_Escort_Volcano_Para_C_0) CONTENT: Escort US!(/Engine/Transient.REINST_MissionType_Escort_Volcano_Para_C_0) CONTENT: Defend me(/Engine/Transient.REINST_MissionType_Escort_Volcano_Para_C_0) CONTENT: PARASAURS TAKING DAMAGE!(/Engine/Transient.REINST_MissionType_Escort_Volcano_Para_C_0) CONTENT: Parasaur Health(/Engine/Transient.REINST_MissionType_Escort_Volcano_Para_C_0) CONTENT: The Parasaur family is taking damage, protect them!(/Engine/Transient.REINST_MissionType_Escort_Volcano_Para_C_0) CONTENT: ALL PARASAURS DIED(/Engine/Transient.REINST_MissionType_Escort_Volcano_Para_C_0) CONTENT: You failed to keep even a single Parasaur safe!(/Engine/Transient.REINST_MissionType_Escort_Volcano_Para_C_0) CONTENT: Prepare to protect the Parasaur family as it makes its way to the summit(/Engine/Transient.REINST_MissionType_Escort_Volcano_Para_C_0) CONTENT: The Summit(/Engine/Transient.REINST_MissionType_Escort_Volcano_Para_C_0) CONTENT: Leader Died(/Engine/Transient.REINST_MissionType_Escort_Volcano_Para_C_0) CONTENT: The lead Parasaur has died. A family member has taken its place(/Engine/Transient.REINST_MissionType_Escort_Volcano_Para_C_0) CONTENT: Follower Died(/Engine/Transient.REINST_MissionType_Escort_Volcano_Para_C_0) CONTENT: A Parasaur follower has died. Protect the rest of the family!(/Engine/Transient.REINST_MissionType_Escort_Volcano_Para_C_0) LITERAL: DelayRoar(/Game/Genesis/Missions/Escort/MissionType_Escort_Volcano_Para.MissionType_Escort_Volcano_Para:EventGraph.K2Node_CallFunction_589730) LITERAL: DelayRoar(/Game/Genesis/Missions/Escort/MissionType_Escort_Volcano_Para.MissionType_Escort_Volcano_Para:EventGraph.K2Node_CallFunction_584567) LITERAL: ShouldShowHints(/Game/Genesis/Missions/Escort/MissionType_Escort_Volcano_Para.MissionType_Escort_Volcano_Para:EventGraph.K2Node_CallFunction_318432) LITERAL: DelayEscape(/Game/Genesis/Missions/Escort/MissionType_Escort_Volcano_Para.MissionType_Escort_Volcano_Para:EventGraph.K2Node_CallFunction_139390) LITERAL: DelayEscape(/Game/Genesis/Missions/Escort/MissionType_Escort_Volcano_Para.MissionType_Escort_Volcano_Para:EventGraph.K2Node_CallFunction_114481) LITERAL: SpawnExplosionEmitter(/Game/Genesis/Missions/Escort/MissionType_Escort_Volcano_Para.MissionType_Escort_Volcano_Para:SpawnExplosionEmitter.K2Node_CallFunction_557951) LITERAL: SpawnExplosionEmitter(/Game/Genesis/Missions/Escort/MissionType_Escort_Volcano_Para.MissionType_Escort_Volcano_Para:GetExplosionEmittersThisCheckpoint.K2Node_CallFunction_557951) LITERAL: SpawnExplosionEmitter(/Game/Genesis/Missions/Escort/MissionType_Escort_Volcano_Para.MissionType_Escort_Volcano_Para:GetExplosionEmittersThisCheckpoint.K2Node_CallFunction_61913) CONTENT: The Summit Tour(/Engine/Transient.Default__REINST_MissionType_Escort_Volcano_Para_C_65430) CONTENT: A family of Parasaurs are wandering around the summit. Protect them from predators who want fresh meat(/Engine/Transient.Default__REINST_MissionType_Escort_Volcano_Para_C_65430) CONTENT: The Parasaurs made it out of this volcanic hellscape!(/Engine/Transient.Default__REINST_MissionType_Escort_Volcano_Para_C_65430) CONTENT: Waypoint(/Engine/Transient.Default__REINST_MissionType_Escort_Volcano_Para_C_65430) CONTENT: Protect the Parasaur family!(/Engine/Transient.Default__REINST_MissionType_Escort_Volcano_Para_C_65430) CONTENT: Escort US!(/Engine/Transient.Default__REINST_MissionType_Escort_Volcano_Para_C_65430) CONTENT: Defend me(/Engine/Transient.Default__REINST_MissionType_Escort_Volcano_Para_C_65430) CONTENT: PARASAURS TAKING DAMAGE!(/Engine/Transient.Default__REINST_MissionType_Escort_Volcano_Para_C_65430) CONTENT: Parasaur Health(/Engine/Transient.Default__REINST_MissionType_Escort_Volcano_Para_C_65430) CONTENT: The Parasaur family is taking damage, protect them!(/Engine/Transient.Default__REINST_MissionType_Escort_Volcano_Para_C_65430) CONTENT: ALL PARASAURS DIED(/Engine/Transient.Default__REINST_MissionType_Escort_Volcano_Para_C_65430) CONTENT: You failed to keep even a single Parasaur safe!(/Engine/Transient.Default__REINST_MissionType_Escort_Volcano_Para_C_65430) CONTENT: Prepare to protect the Parasaur family as it makes its way to the summit(/Engine/Transient.Default__REINST_MissionType_Escort_Volcano_Para_C_65430) CONTENT: The Summit(/Engine/Transient.Default__REINST_MissionType_Escort_Volcano_Para_C_65430) CONTENT: Leader Died(/Engine/Transient.Default__REINST_MissionType_Escort_Volcano_Para_C_65430) CONTENT: The lead Parasaur has died. A family member has taken its place(/Engine/Transient.Default__REINST_MissionType_Escort_Volcano_Para_C_65430) CONTENT: Follower Died(/Engine/Transient.Default__REINST_MissionType_Escort_Volcano_Para_C_65430) CONTENT: A Parasaur follower has died. Protect the rest of the family!(/Engine/Transient.Default__REINST_MissionType_Escort_Volcano_Para_C_65430) CONTENT: The Summit Tour(/Engine/Transient.REINST_MissionType_Escort_Volcano_Para_C_1) CONTENT: A family of Parasaurs are wandering around the summit. Protect them from predators who want fresh meat(/Engine/Transient.REINST_MissionType_Escort_Volcano_Para_C_1) CONTENT: The Parasaurs made it out of this volcanic hellscape!(/Engine/Transient.REINST_MissionType_Escort_Volcano_Para_C_1) CONTENT: Waypoint(/Engine/Transient.REINST_MissionType_Escort_Volcano_Para_C_1) CONTENT: Protect the Parasaur family!(/Engine/Transient.REINST_MissionType_Escort_Volcano_Para_C_1) CONTENT: Escort US!(/Engine/Transient.REINST_MissionType_Escort_Volcano_Para_C_1) CONTENT: Defend me(/Engine/Transient.REINST_MissionType_Escort_Volcano_Para_C_1) CONTENT: PARASAURS TAKING DAMAGE!(/Engine/Transient.REINST_MissionType_Escort_Volcano_Para_C_1) CONTENT: Parasaur Health(/Engine/Transient.REINST_MissionType_Escort_Volcano_Para_C_1) CONTENT: The Parasaur family is taking damage, protect them!(/Engine/Transient.REINST_MissionType_Escort_Volcano_Para_C_1) CONTENT: ALL PARASAURS DIED(/Engine/Transient.REINST_MissionType_Escort_Volcano_Para_C_1) CONTENT: You failed to keep even a single Parasaur safe!(/Engine/Transient.REINST_MissionType_Escort_Volcano_Para_C_1) CONTENT: Prepare to protect the Parasaur family as it makes its way to the summit(/Engine/Transient.REINST_MissionType_Escort_Volcano_Para_C_1) CONTENT: The Summit(/Engine/Transient.REINST_MissionType_Escort_Volcano_Para_C_1) CONTENT: Leader Died(/Engine/Transient.REINST_MissionType_Escort_Volcano_Para_C_1) CONTENT: The lead Parasaur has died. A family member has taken its place(/Engine/Transient.REINST_MissionType_Escort_Volcano_Para_C_1) CONTENT: Follower Died(/Engine/Transient.REINST_MissionType_Escort_Volcano_Para_C_1) CONTENT: A Parasaur follower has died. Protect the rest of the family!(/Engine/Transient.REINST_MissionType_Escort_Volcano_Para_C_1) CONTENT: The Summit Tour(/Engine/Transient.Default__REINST_MissionType_Escort_Volcano_Para_C_65434) CONTENT: A family of Parasaurs are wandering around the summit. Protect them from predators who want fresh meat(/Engine/Transient.Default__REINST_MissionType_Escort_Volcano_Para_C_65434) CONTENT: The Parasaurs made it out of this volcanic hellscape!(/Engine/Transient.Default__REINST_MissionType_Escort_Volcano_Para_C_65434) CONTENT: Waypoint(/Engine/Transient.Default__REINST_MissionType_Escort_Volcano_Para_C_65434) CONTENT: Protect the Parasaur family!(/Engine/Transient.Default__REINST_MissionType_Escort_Volcano_Para_C_65434) CONTENT: Escort US!(/Engine/Transient.Default__REINST_MissionType_Escort_Volcano_Para_C_65434) CONTENT: Defend me(/Engine/Transient.Default__REINST_MissionType_Escort_Volcano_Para_C_65434) CONTENT: PARASAURS TAKING DAMAGE!(/Engine/Transient.Default__REINST_MissionType_Escort_Volcano_Para_C_65434) CONTENT: Parasaur Health(/Engine/Transient.Default__REINST_MissionType_Escort_Volcano_Para_C_65434) CONTENT: The Parasaur family is taking damage, protect them!(/Engine/Transient.Default__REINST_MissionType_Escort_Volcano_Para_C_65434) CONTENT: ALL PARASAURS DIED(/Engine/Transient.Default__REINST_MissionType_Escort_Volcano_Para_C_65434) CONTENT: You failed to keep even a single Parasaur safe!(/Engine/Transient.Default__REINST_MissionType_Escort_Volcano_Para_C_65434) CONTENT: Prepare to protect the Parasaur family as it makes its way to the summit(/Engine/Transient.Default__REINST_MissionType_Escort_Volcano_Para_C_65434) CONTENT: The Summit(/Engine/Transient.Default__REINST_MissionType_Escort_Volcano_Para_C_65434) CONTENT: Leader Died(/Engine/Transient.Default__REINST_MissionType_Escort_Volcano_Para_C_65434) CONTENT: The lead Parasaur has died. A family member has taken its place(/Engine/Transient.Default__REINST_MissionType_Escort_Volcano_Para_C_65434) CONTENT: Follower Died(/Engine/Transient.Default__REINST_MissionType_Escort_Volcano_Para_C_65434) CONTENT: A Parasaur follower has died. Protect the rest of the family!(/Engine/Transient.Default__REINST_MissionType_Escort_Volcano_Para_C_65434) CONTENT: The Summit Tour(/Game/Genesis/Missions/Escort/MissionType_Escort_Volcano_Para.Default__MissionType_Escort_Volcano_Para_C) CONTENT: A family of Parasaurs are wandering around the summit. Protect them from predators who want fresh meat(/Game/Genesis/Missions/Escort/MissionType_Escort_Volcano_Para.Default__MissionType_Escort_Volcano_Para_C) CONTENT: The Parasaurs made it out of this volcanic hellscape!(/Game/Genesis/Missions/Escort/MissionType_Escort_Volcano_Para.Default__MissionType_Escort_Volcano_Para_C) CONTENT: Waypoint(/Game/Genesis/Missions/Escort/MissionType_Escort_Volcano_Para.Default__MissionType_Escort_Volcano_Para_C) CONTENT: Protect the Parasaur family!(/Game/Genesis/Missions/Escort/MissionType_Escort_Volcano_Para.Default__MissionType_Escort_Volcano_Para_C) CONTENT: Escort US!(/Game/Genesis/Missions/Escort/MissionType_Escort_Volcano_Para.Default__MissionType_Escort_Volcano_Para_C) CONTENT: Defend me(/Game/Genesis/Missions/Escort/MissionType_Escort_Volcano_Para.Default__MissionType_Escort_Volcano_Para_C) CONTENT: PARASAURS TAKING DAMAGE!(/Game/Genesis/Missions/Escort/MissionType_Escort_Volcano_Para.Default__MissionType_Escort_Volcano_Para_C) CONTENT: Parasaur Health(/Game/Genesis/Missions/Escort/MissionType_Escort_Volcano_Para.Default__MissionType_Escort_Volcano_Para_C) CONTENT: The Parasaur family is taking damage, protect them!(/Game/Genesis/Missions/Escort/MissionType_Escort_Volcano_Para.Default__MissionType_Escort_Volcano_Para_C) CONTENT: ALL PARASAURS DIED(/Game/Genesis/Missions/Escort/MissionType_Escort_Volcano_Para.Default__MissionType_Escort_Volcano_Para_C) CONTENT: You failed to keep even a single Parasaur safe!(/Game/Genesis/Missions/Escort/MissionType_Escort_Volcano_Para.Default__MissionType_Escort_Volcano_Para_C) CONTENT: Prepare to protect the Parasaur family as it makes its way to the summit(/Game/Genesis/Missions/Escort/MissionType_Escort_Volcano_Para.Default__MissionType_Escort_Volcano_Para_C) CONTENT: The Summit(/Game/Genesis/Missions/Escort/MissionType_Escort_Volcano_Para.Default__MissionType_Escort_Volcano_Para_C) CONTENT: Leader Died(/Game/Genesis/Missions/Escort/MissionType_Escort_Volcano_Para.Default__MissionType_Escort_Volcano_Para_C) CONTENT: The lead Parasaur has died. A family member has taken its place(/Game/Genesis/Missions/Escort/MissionType_Escort_Volcano_Para.Default__MissionType_Escort_Volcano_Para_C) CONTENT: Follower Died(/Game/Genesis/Missions/Escort/MissionType_Escort_Volcano_Para.Default__MissionType_Escort_Volcano_Para_C) CONTENT: A Parasaur follower has died. Protect the rest of the family!(/Game/Genesis/Missions/Escort/MissionType_Escort_Volcano_Para.Default__MissionType_Escort_Volcano_Para_C) CONTENT: Mission Loot Set(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Escort_Ocean.Default__LootItemSet_Missions_Escort_Ocean_C) CONTENT: Missions - never BP - with quality(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Escort_Ocean.Default__LootItemSet_Missions_Escort_Ocean_C) CONTENT: Missions - with BP - with quality(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Escort_Ocean.Default__LootItemSet_Missions_Escort_Ocean_C) CONTENT: Missions - With Quantity(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Escort_Ocean.Default__LootItemSet_Missions_Escort_Ocean_C) CONTENT: Mission Loot Set(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Escort_Ocean_Turtle.Default__LootItemSet_Missions_Escort_Ocean_Turtle_C) CONTENT: Missions - never BP - with quality(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Escort_Ocean_Turtle.Default__LootItemSet_Missions_Escort_Ocean_Turtle_C) CONTENT: Missions - With Quantity(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Escort_Ocean_Turtle.Default__LootItemSet_Missions_Escort_Ocean_Turtle_C) CONTENT: Rip It, Roll It, and Punch It!(/Engine/Transient.REINST_MissionType_Escort_Ocean_Turtle_C_0) CONTENT: Protect a group of sea turtles as they travel through this dangerous section of their migration, toward the East Genesis Current(/Engine/Transient.REINST_MissionType_Escort_Ocean_Turtle_C_0) CONTENT: The sea turtles rode the waves to the East Genesis Current!(/Engine/Transient.REINST_MissionType_Escort_Ocean_Turtle_C_0) CONTENT: Waypoint(/Engine/Transient.REINST_MissionType_Escort_Ocean_Turtle_C_0) CONTENT: Escort mission started, do things!(/Engine/Transient.REINST_MissionType_Escort_Ocean_Turtle_C_0) CONTENT: Escort US!(/Engine/Transient.REINST_MissionType_Escort_Ocean_Turtle_C_0) CONTENT: Defend me(/Engine/Transient.REINST_MissionType_Escort_Ocean_Turtle_C_0) CONTENT: BALE TAKING DAMAGE(/Engine/Transient.REINST_MissionType_Escort_Ocean_Turtle_C_0) CONTENT: Sea Turtle Health(/Engine/Transient.REINST_MissionType_Escort_Ocean_Turtle_C_0) CONTENT: The bale is taking damage, protect them!(/Engine/Transient.REINST_MissionType_Escort_Ocean_Turtle_C_0) CONTENT: ALL SEA TURTLES DIED(/Engine/Transient.REINST_MissionType_Escort_Ocean_Turtle_C_0) CONTENT: You failed to keep even a single Sea Turtle safe!(/Engine/Transient.REINST_MissionType_Escort_Ocean_Turtle_C_0) CONTENT: Get ready to protect the Sea Turtles as they ride the current during their migration(/Engine/Transient.REINST_MissionType_Escort_Ocean_Turtle_C_0) CONTENT: East Genesis Current Entrance(/Engine/Transient.REINST_MissionType_Escort_Ocean_Turtle_C_0) CONTENT: Leader Died(/Engine/Transient.REINST_MissionType_Escort_Ocean_Turtle_C_0) CONTENT: The lead Sea Turtle has died. A bale member has taken its place(/Engine/Transient.REINST_MissionType_Escort_Ocean_Turtle_C_0) CONTENT: Follower Died(/Engine/Transient.REINST_MissionType_Escort_Ocean_Turtle_C_0) CONTENT: A Sea Turtle follower has died. Protect the rest of the bale!(/Engine/Transient.REINST_MissionType_Escort_Ocean_Turtle_C_0) LITERAL: ShouldShowHints(/Game/Genesis/Missions/Escort/MissionType_Escort_Ocean_Turtle.MissionType_Escort_Ocean_Turtle:EventGraph.K2Node_CallFunction_318432) LITERAL: DelayEscape(/Game/Genesis/Missions/Escort/MissionType_Escort_Ocean_Turtle.MissionType_Escort_Ocean_Turtle:EventGraph.K2Node_CallFunction_481863) LITERAL: DelayEscape(/Game/Genesis/Missions/Escort/MissionType_Escort_Ocean_Turtle.MissionType_Escort_Ocean_Turtle:EventGraph.K2Node_CallFunction_481864) LITERAL: DelayEscape(/Game/Genesis/Missions/Escort/MissionType_Escort_Ocean_Turtle.MissionType_Escort_Ocean_Turtle:EventGraph.K2Node_CallFunction_481738) CONTENT: Rip It, Roll It, and Punch It!(/Engine/Transient.Default__REINST_MissionType_Escort_Ocean_Turtle_C_65630) CONTENT: Protect a group of sea turtles as they travel through this dangerous section of their migration, toward the East Genesis Current(/Engine/Transient.Default__REINST_MissionType_Escort_Ocean_Turtle_C_65630) CONTENT: The sea turtles rode the waves to the East Genesis Current!(/Engine/Transient.Default__REINST_MissionType_Escort_Ocean_Turtle_C_65630) CONTENT: Waypoint(/Engine/Transient.Default__REINST_MissionType_Escort_Ocean_Turtle_C_65630) CONTENT: Escort mission started, do things!(/Engine/Transient.Default__REINST_MissionType_Escort_Ocean_Turtle_C_65630) CONTENT: Escort US!(/Engine/Transient.Default__REINST_MissionType_Escort_Ocean_Turtle_C_65630) CONTENT: Defend me(/Engine/Transient.Default__REINST_MissionType_Escort_Ocean_Turtle_C_65630) CONTENT: BALE TAKING DAMAGE(/Engine/Transient.Default__REINST_MissionType_Escort_Ocean_Turtle_C_65630) CONTENT: Sea Turtle Health(/Engine/Transient.Default__REINST_MissionType_Escort_Ocean_Turtle_C_65630) CONTENT: The bale is taking damage, protect them!(/Engine/Transient.Default__REINST_MissionType_Escort_Ocean_Turtle_C_65630) CONTENT: ALL SEA TURTLES DIED(/Engine/Transient.Default__REINST_MissionType_Escort_Ocean_Turtle_C_65630) CONTENT: You failed to keep even a single Sea Turtle safe!(/Engine/Transient.Default__REINST_MissionType_Escort_Ocean_Turtle_C_65630) CONTENT: Get ready to protect the Sea Turtles as they ride the current during their migration(/Engine/Transient.Default__REINST_MissionType_Escort_Ocean_Turtle_C_65630) CONTENT: East Genesis Current Entrance(/Engine/Transient.Default__REINST_MissionType_Escort_Ocean_Turtle_C_65630) CONTENT: Leader Died(/Engine/Transient.Default__REINST_MissionType_Escort_Ocean_Turtle_C_65630) CONTENT: The lead Sea Turtle has died. A bale member has taken its place(/Engine/Transient.Default__REINST_MissionType_Escort_Ocean_Turtle_C_65630) CONTENT: Follower Died(/Engine/Transient.Default__REINST_MissionType_Escort_Ocean_Turtle_C_65630) CONTENT: A Sea Turtle follower has died. Protect the rest of the bale!(/Engine/Transient.Default__REINST_MissionType_Escort_Ocean_Turtle_C_65630) CONTENT: Rip It, Roll It, and Punch It!(/Engine/Transient.REINST_MissionType_Escort_Ocean_Turtle_C_1) CONTENT: Protect a group of sea turtles as they travel through this dangerous section of their migration, toward the East Genesis Current(/Engine/Transient.REINST_MissionType_Escort_Ocean_Turtle_C_1) CONTENT: The sea turtles rode the waves to the East Genesis Current!(/Engine/Transient.REINST_MissionType_Escort_Ocean_Turtle_C_1) CONTENT: Waypoint(/Engine/Transient.REINST_MissionType_Escort_Ocean_Turtle_C_1) CONTENT: Escort mission started, do things!(/Engine/Transient.REINST_MissionType_Escort_Ocean_Turtle_C_1) CONTENT: Escort US!(/Engine/Transient.REINST_MissionType_Escort_Ocean_Turtle_C_1) CONTENT: Defend me(/Engine/Transient.REINST_MissionType_Escort_Ocean_Turtle_C_1) CONTENT: BALE TAKING DAMAGE(/Engine/Transient.REINST_MissionType_Escort_Ocean_Turtle_C_1) CONTENT: Sea Turtle Health(/Engine/Transient.REINST_MissionType_Escort_Ocean_Turtle_C_1) CONTENT: The bale is taking damage, protect them!(/Engine/Transient.REINST_MissionType_Escort_Ocean_Turtle_C_1) CONTENT: ALL SEA TURTLES DIED(/Engine/Transient.REINST_MissionType_Escort_Ocean_Turtle_C_1) CONTENT: You failed to keep even a single Sea Turtle safe!(/Engine/Transient.REINST_MissionType_Escort_Ocean_Turtle_C_1) CONTENT: Get ready to protect the Sea Turtles as they ride the current during their migration(/Engine/Transient.REINST_MissionType_Escort_Ocean_Turtle_C_1) CONTENT: East Genesis Current Entrance(/Engine/Transient.REINST_MissionType_Escort_Ocean_Turtle_C_1) CONTENT: Leader Died(/Engine/Transient.REINST_MissionType_Escort_Ocean_Turtle_C_1) CONTENT: The lead Sea Turtle has died. A bale member has taken its place(/Engine/Transient.REINST_MissionType_Escort_Ocean_Turtle_C_1) CONTENT: Follower Died(/Engine/Transient.REINST_MissionType_Escort_Ocean_Turtle_C_1) CONTENT: A Sea Turtle follower has died. Protect the rest of the bale!(/Engine/Transient.REINST_MissionType_Escort_Ocean_Turtle_C_1) CONTENT: Rip It, Roll It, and Punch It!(/Engine/Transient.Default__REINST_MissionType_Escort_Ocean_Turtle_C_65634) CONTENT: Protect a group of sea turtles as they travel through this dangerous section of their migration, toward the East Genesis Current(/Engine/Transient.Default__REINST_MissionType_Escort_Ocean_Turtle_C_65634) CONTENT: The sea turtles rode the waves to the East Genesis Current!(/Engine/Transient.Default__REINST_MissionType_Escort_Ocean_Turtle_C_65634) CONTENT: Waypoint(/Engine/Transient.Default__REINST_MissionType_Escort_Ocean_Turtle_C_65634) CONTENT: Escort mission started, do things!(/Engine/Transient.Default__REINST_MissionType_Escort_Ocean_Turtle_C_65634) CONTENT: Escort US!(/Engine/Transient.Default__REINST_MissionType_Escort_Ocean_Turtle_C_65634) CONTENT: Defend me(/Engine/Transient.Default__REINST_MissionType_Escort_Ocean_Turtle_C_65634) CONTENT: BALE TAKING DAMAGE(/Engine/Transient.Default__REINST_MissionType_Escort_Ocean_Turtle_C_65634) CONTENT: Sea Turtle Health(/Engine/Transient.Default__REINST_MissionType_Escort_Ocean_Turtle_C_65634) CONTENT: The bale is taking damage, protect them!(/Engine/Transient.Default__REINST_MissionType_Escort_Ocean_Turtle_C_65634) CONTENT: ALL SEA TURTLES DIED(/Engine/Transient.Default__REINST_MissionType_Escort_Ocean_Turtle_C_65634) CONTENT: You failed to keep even a single Sea Turtle safe!(/Engine/Transient.Default__REINST_MissionType_Escort_Ocean_Turtle_C_65634) CONTENT: Get ready to protect the Sea Turtles as they ride the current during their migration(/Engine/Transient.Default__REINST_MissionType_Escort_Ocean_Turtle_C_65634) CONTENT: East Genesis Current Entrance(/Engine/Transient.Default__REINST_MissionType_Escort_Ocean_Turtle_C_65634) CONTENT: Leader Died(/Engine/Transient.Default__REINST_MissionType_Escort_Ocean_Turtle_C_65634) CONTENT: The lead Sea Turtle has died. A bale member has taken its place(/Engine/Transient.Default__REINST_MissionType_Escort_Ocean_Turtle_C_65634) CONTENT: Follower Died(/Engine/Transient.Default__REINST_MissionType_Escort_Ocean_Turtle_C_65634) CONTENT: A Sea Turtle follower has died. Protect the rest of the bale!(/Engine/Transient.Default__REINST_MissionType_Escort_Ocean_Turtle_C_65634) CONTENT: Rip It, Roll It, and Punch It!(/Game/Genesis/Missions/Escort/MissionType_Escort_Ocean_Turtle.Default__MissionType_Escort_Ocean_Turtle_C) CONTENT: Protect a group of sea turtles as they travel through this dangerous section of their migration, toward the East Genesis Current(/Game/Genesis/Missions/Escort/MissionType_Escort_Ocean_Turtle.Default__MissionType_Escort_Ocean_Turtle_C) CONTENT: The sea turtles rode the waves to the East Genesis Current!(/Game/Genesis/Missions/Escort/MissionType_Escort_Ocean_Turtle.Default__MissionType_Escort_Ocean_Turtle_C) CONTENT: Waypoint(/Game/Genesis/Missions/Escort/MissionType_Escort_Ocean_Turtle.Default__MissionType_Escort_Ocean_Turtle_C) CONTENT: Escort mission started, do things!(/Game/Genesis/Missions/Escort/MissionType_Escort_Ocean_Turtle.Default__MissionType_Escort_Ocean_Turtle_C) CONTENT: Escort US!(/Game/Genesis/Missions/Escort/MissionType_Escort_Ocean_Turtle.Default__MissionType_Escort_Ocean_Turtle_C) CONTENT: Defend me(/Game/Genesis/Missions/Escort/MissionType_Escort_Ocean_Turtle.Default__MissionType_Escort_Ocean_Turtle_C) CONTENT: BALE TAKING DAMAGE(/Game/Genesis/Missions/Escort/MissionType_Escort_Ocean_Turtle.Default__MissionType_Escort_Ocean_Turtle_C) CONTENT: Sea Turtle Health(/Game/Genesis/Missions/Escort/MissionType_Escort_Ocean_Turtle.Default__MissionType_Escort_Ocean_Turtle_C) CONTENT: The bale is taking damage, protect them!(/Game/Genesis/Missions/Escort/MissionType_Escort_Ocean_Turtle.Default__MissionType_Escort_Ocean_Turtle_C) CONTENT: ALL SEA TURTLES DIED(/Game/Genesis/Missions/Escort/MissionType_Escort_Ocean_Turtle.Default__MissionType_Escort_Ocean_Turtle_C) CONTENT: You failed to keep even a single Sea Turtle safe!(/Game/Genesis/Missions/Escort/MissionType_Escort_Ocean_Turtle.Default__MissionType_Escort_Ocean_Turtle_C) CONTENT: Get ready to protect the Sea Turtles as they ride the current during their migration(/Game/Genesis/Missions/Escort/MissionType_Escort_Ocean_Turtle.Default__MissionType_Escort_Ocean_Turtle_C) CONTENT: East Genesis Current Entrance(/Game/Genesis/Missions/Escort/MissionType_Escort_Ocean_Turtle.Default__MissionType_Escort_Ocean_Turtle_C) CONTENT: Leader Died(/Game/Genesis/Missions/Escort/MissionType_Escort_Ocean_Turtle.Default__MissionType_Escort_Ocean_Turtle_C) CONTENT: The lead Sea Turtle has died. A bale member has taken its place(/Game/Genesis/Missions/Escort/MissionType_Escort_Ocean_Turtle.Default__MissionType_Escort_Ocean_Turtle_C) CONTENT: Follower Died(/Game/Genesis/Missions/Escort/MissionType_Escort_Ocean_Turtle.Default__MissionType_Escort_Ocean_Turtle_C) CONTENT: A Sea Turtle follower has died. Protect the rest of the bale!(/Game/Genesis/Missions/Escort/MissionType_Escort_Ocean_Turtle.Default__MissionType_Escort_Ocean_Turtle_C) CONTENT: Mission Loot Set(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Escort_Ocean_Dolphin.Default__LootItemSet_Missions_Escort_Ocean_Dolphin_C) CONTENT: Missions - never BP - with quality(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Escort_Ocean_Dolphin.Default__LootItemSet_Missions_Escort_Ocean_Dolphin_C) CONTENT: Missions - with BP - with quality(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Escort_Ocean_Dolphin.Default__LootItemSet_Missions_Escort_Ocean_Dolphin_C) CONTENT: Missions - With Quantity(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Escort_Ocean_Dolphin.Default__LootItemSet_Missions_Escort_Ocean_Dolphin_C) CONTENT: Icco(/Engine/Transient.REINST_MissionType_Escort_Ocean_Dolphin_C_0) CONTENT: Echo of a Classic(/Engine/Transient.REINST_MissionType_Escort_Ocean_Dolphin_C_0) CONTENT: Keep Icco the Dolphin safe as he uses echolocation to find a far-off voice across the sea(/Engine/Transient.REINST_MissionType_Escort_Ocean_Dolphin_C_0) CONTENT: Icco the Dolphin found the Voice!(/Engine/Transient.REINST_MissionType_Escort_Ocean_Dolphin_C_0) CONTENT: Waypoint(/Engine/Transient.REINST_MissionType_Escort_Ocean_Dolphin_C_0) CONTENT: Escort mission started, do things!(/Engine/Transient.REINST_MissionType_Escort_Ocean_Dolphin_C_0) CONTENT: Escort ME!(/Engine/Transient.REINST_MissionType_Escort_Ocean_Dolphin_C_0) CONTENT: Defend me(/Engine/Transient.REINST_MissionType_Escort_Ocean_Dolphin_C_0) CONTENT: ICCO TAKING DAMAGE(/Engine/Transient.REINST_MissionType_Escort_Ocean_Dolphin_C_0) CONTENT: Icco's Health(/Engine/Transient.REINST_MissionType_Escort_Ocean_Dolphin_C_0) CONTENT: Icco is taking damage, protect him!(/Engine/Transient.REINST_MissionType_Escort_Ocean_Dolphin_C_0) CONTENT: ICCO DIED(/Engine/Transient.REINST_MissionType_Escort_Ocean_Dolphin_C_0) CONTENT: You failed to escort the Icco the Dolphin to the Voice!(/Engine/Transient.REINST_MissionType_Escort_Ocean_Dolphin_C_0) CONTENT: Prepare to escort the Icco as he searches for a voice... somewhere in the deep(/Engine/Transient.REINST_MissionType_Escort_Ocean_Dolphin_C_0) CONTENT: The Voice(/Engine/Transient.REINST_MissionType_Escort_Ocean_Dolphin_C_0) LITERAL: ShouldShowHints(/Game/Genesis/Missions/Escort/MissionType_Escort_Ocean_Dolphin.MissionType_Escort_Ocean_Dolphin:EventGraph.K2Node_CallFunction_318432) CONTENT: Icco(/Engine/Transient.Default__REINST_MissionType_Escort_Ocean_Dolphin_C_65742) CONTENT: Echo of a Classic(/Engine/Transient.Default__REINST_MissionType_Escort_Ocean_Dolphin_C_65742) CONTENT: Keep Icco the Dolphin safe as he uses echolocation to find a far-off voice across the sea(/Engine/Transient.Default__REINST_MissionType_Escort_Ocean_Dolphin_C_65742) CONTENT: Icco the Dolphin found the Voice!(/Engine/Transient.Default__REINST_MissionType_Escort_Ocean_Dolphin_C_65742) CONTENT: Waypoint(/Engine/Transient.Default__REINST_MissionType_Escort_Ocean_Dolphin_C_65742) CONTENT: Escort mission started, do things!(/Engine/Transient.Default__REINST_MissionType_Escort_Ocean_Dolphin_C_65742) CONTENT: Escort ME!(/Engine/Transient.Default__REINST_MissionType_Escort_Ocean_Dolphin_C_65742) CONTENT: Defend me(/Engine/Transient.Default__REINST_MissionType_Escort_Ocean_Dolphin_C_65742) CONTENT: ICCO TAKING DAMAGE(/Engine/Transient.Default__REINST_MissionType_Escort_Ocean_Dolphin_C_65742) CONTENT: Icco's Health(/Engine/Transient.Default__REINST_MissionType_Escort_Ocean_Dolphin_C_65742) CONTENT: Icco is taking damage, protect him!(/Engine/Transient.Default__REINST_MissionType_Escort_Ocean_Dolphin_C_65742) CONTENT: ICCO DIED(/Engine/Transient.Default__REINST_MissionType_Escort_Ocean_Dolphin_C_65742) CONTENT: You failed to escort the Icco the Dolphin to the Voice!(/Engine/Transient.Default__REINST_MissionType_Escort_Ocean_Dolphin_C_65742) CONTENT: Prepare to escort the Icco as he searches for a voice... somewhere in the deep(/Engine/Transient.Default__REINST_MissionType_Escort_Ocean_Dolphin_C_65742) CONTENT: The Voice(/Engine/Transient.Default__REINST_MissionType_Escort_Ocean_Dolphin_C_65742) CONTENT: Icco(/Engine/Transient.REINST_MissionType_Escort_Ocean_Dolphin_C_1) CONTENT: Echo of a Classic(/Engine/Transient.REINST_MissionType_Escort_Ocean_Dolphin_C_1) CONTENT: Keep Icco the Dolphin safe as he uses echolocation to find a far-off voice across the sea(/Engine/Transient.REINST_MissionType_Escort_Ocean_Dolphin_C_1) CONTENT: Icco the Dolphin found the Voice!(/Engine/Transient.REINST_MissionType_Escort_Ocean_Dolphin_C_1) CONTENT: Waypoint(/Engine/Transient.REINST_MissionType_Escort_Ocean_Dolphin_C_1) CONTENT: Escort mission started, do things!(/Engine/Transient.REINST_MissionType_Escort_Ocean_Dolphin_C_1) CONTENT: Escort ME!(/Engine/Transient.REINST_MissionType_Escort_Ocean_Dolphin_C_1) CONTENT: Defend me(/Engine/Transient.REINST_MissionType_Escort_Ocean_Dolphin_C_1) CONTENT: ICCO TAKING DAMAGE(/Engine/Transient.REINST_MissionType_Escort_Ocean_Dolphin_C_1) CONTENT: Icco's Health(/Engine/Transient.REINST_MissionType_Escort_Ocean_Dolphin_C_1) CONTENT: Icco is taking damage, protect him!(/Engine/Transient.REINST_MissionType_Escort_Ocean_Dolphin_C_1) CONTENT: ICCO DIED(/Engine/Transient.REINST_MissionType_Escort_Ocean_Dolphin_C_1) CONTENT: You failed to escort the Icco the Dolphin to the Voice!(/Engine/Transient.REINST_MissionType_Escort_Ocean_Dolphin_C_1) CONTENT: Prepare to escort the Icco as he searches for a voice... somewhere in the deep(/Engine/Transient.REINST_MissionType_Escort_Ocean_Dolphin_C_1) CONTENT: The Voice(/Engine/Transient.REINST_MissionType_Escort_Ocean_Dolphin_C_1) CONTENT: Icco(/Engine/Transient.Default__REINST_MissionType_Escort_Ocean_Dolphin_C_65746) CONTENT: Echo of a Classic(/Engine/Transient.Default__REINST_MissionType_Escort_Ocean_Dolphin_C_65746) CONTENT: Keep Icco the Dolphin safe as he uses echolocation to find a far-off voice across the sea(/Engine/Transient.Default__REINST_MissionType_Escort_Ocean_Dolphin_C_65746) CONTENT: Icco the Dolphin found the Voice!(/Engine/Transient.Default__REINST_MissionType_Escort_Ocean_Dolphin_C_65746) CONTENT: Waypoint(/Engine/Transient.Default__REINST_MissionType_Escort_Ocean_Dolphin_C_65746) CONTENT: Escort mission started, do things!(/Engine/Transient.Default__REINST_MissionType_Escort_Ocean_Dolphin_C_65746) CONTENT: Escort ME!(/Engine/Transient.Default__REINST_MissionType_Escort_Ocean_Dolphin_C_65746) CONTENT: Defend me(/Engine/Transient.Default__REINST_MissionType_Escort_Ocean_Dolphin_C_65746) CONTENT: ICCO TAKING DAMAGE(/Engine/Transient.Default__REINST_MissionType_Escort_Ocean_Dolphin_C_65746) CONTENT: Icco's Health(/Engine/Transient.Default__REINST_MissionType_Escort_Ocean_Dolphin_C_65746) CONTENT: Icco is taking damage, protect him!(/Engine/Transient.Default__REINST_MissionType_Escort_Ocean_Dolphin_C_65746) CONTENT: ICCO DIED(/Engine/Transient.Default__REINST_MissionType_Escort_Ocean_Dolphin_C_65746) CONTENT: You failed to escort the Icco the Dolphin to the Voice!(/Engine/Transient.Default__REINST_MissionType_Escort_Ocean_Dolphin_C_65746) CONTENT: Prepare to escort the Icco as he searches for a voice... somewhere in the deep(/Engine/Transient.Default__REINST_MissionType_Escort_Ocean_Dolphin_C_65746) CONTENT: The Voice(/Engine/Transient.Default__REINST_MissionType_Escort_Ocean_Dolphin_C_65746) CONTENT: Icco(/Game/Genesis/Missions/Escort/MissionType_Escort_Ocean_Dolphin.Default__MissionType_Escort_Ocean_Dolphin_C) CONTENT: Echo of a Classic(/Game/Genesis/Missions/Escort/MissionType_Escort_Ocean_Dolphin.Default__MissionType_Escort_Ocean_Dolphin_C) CONTENT: Keep Icco the Dolphin safe as he uses echolocation to find a far-off voice across the sea(/Game/Genesis/Missions/Escort/MissionType_Escort_Ocean_Dolphin.Default__MissionType_Escort_Ocean_Dolphin_C) CONTENT: Icco the Dolphin found the Voice!(/Game/Genesis/Missions/Escort/MissionType_Escort_Ocean_Dolphin.Default__MissionType_Escort_Ocean_Dolphin_C) CONTENT: Waypoint(/Game/Genesis/Missions/Escort/MissionType_Escort_Ocean_Dolphin.Default__MissionType_Escort_Ocean_Dolphin_C) CONTENT: Escort mission started, do things!(/Game/Genesis/Missions/Escort/MissionType_Escort_Ocean_Dolphin.Default__MissionType_Escort_Ocean_Dolphin_C) CONTENT: Escort ME!(/Game/Genesis/Missions/Escort/MissionType_Escort_Ocean_Dolphin.Default__MissionType_Escort_Ocean_Dolphin_C) CONTENT: Defend me(/Game/Genesis/Missions/Escort/MissionType_Escort_Ocean_Dolphin.Default__MissionType_Escort_Ocean_Dolphin_C) CONTENT: ICCO TAKING DAMAGE(/Game/Genesis/Missions/Escort/MissionType_Escort_Ocean_Dolphin.Default__MissionType_Escort_Ocean_Dolphin_C) CONTENT: Icco's Health(/Game/Genesis/Missions/Escort/MissionType_Escort_Ocean_Dolphin.Default__MissionType_Escort_Ocean_Dolphin_C) CONTENT: Icco is taking damage, protect him!(/Game/Genesis/Missions/Escort/MissionType_Escort_Ocean_Dolphin.Default__MissionType_Escort_Ocean_Dolphin_C) CONTENT: ICCO DIED(/Game/Genesis/Missions/Escort/MissionType_Escort_Ocean_Dolphin.Default__MissionType_Escort_Ocean_Dolphin_C) CONTENT: You failed to escort the Icco the Dolphin to the Voice!(/Game/Genesis/Missions/Escort/MissionType_Escort_Ocean_Dolphin.Default__MissionType_Escort_Ocean_Dolphin_C) CONTENT: Prepare to escort the Icco as he searches for a voice... somewhere in the deep(/Game/Genesis/Missions/Escort/MissionType_Escort_Ocean_Dolphin.Default__MissionType_Escort_Ocean_Dolphin_C) CONTENT: The Voice(/Game/Genesis/Missions/Escort/MissionType_Escort_Ocean_Dolphin.Default__MissionType_Escort_Ocean_Dolphin_C) CONTENT: Mission Loot Set(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Escort_Lunar.Default__LootItemSet_Missions_Escort_Lunar_C) CONTENT: Missions - never BP - with quality(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Escort_Lunar.Default__LootItemSet_Missions_Escort_Lunar_C) CONTENT: Missions - with BP - with quality(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Escort_Lunar.Default__LootItemSet_Missions_Escort_Lunar_C) CONTENT: Missions - With Quantity(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Escort_Lunar.Default__LootItemSet_Missions_Escort_Lunar_C) LITERAL: ClearTamedFollowTarget(/Game/Genesis/Dinos/MissionVariants/Escort/Lunar/LanternGoat_Character_BP_Escort.LanternGoat_Character_BP_Escort:BPOnTamedProcessOrder.K2Node_CallFunction_613600) LITERAL: ClearTamedFollowTarget(/Game/Genesis/Dinos/MissionVariants/Escort/Lunar/LanternPug_Character_BP_Escort.LanternPug_Character_BP_Escort:BPOnTamedProcessOrder.K2Node_CallFunction_613600) LITERAL: SetNavLoc(/Game/Genesis/Dinos/MissionVariants/Escort/Lunar/Pteroteuthis_Char_BP_Escort.Pteroteuthis_Char_BP_Escort:OverrideRandomWanderLocation.K2Node_CallFunction_225544) CONTENT: This Little Light of Mine(/Engine/Transient.REINST_MissionType_Escort_Lunar_LanternPets_C_0) CONTENT: Guard a lantern pup as it travels across the asteroid landscape gathering Teleporter Power to make its escape(/Engine/Transient.REINST_MissionType_Escort_Lunar_LanternPets_C_0) CONTENT: The Lantern Pet has teleported to safety!(/Engine/Transient.REINST_MissionType_Escort_Lunar_LanternPets_C_0) CONTENT: Waypoint(/Engine/Transient.REINST_MissionType_Escort_Lunar_LanternPets_C_0) CONTENT: Escort mission started, do things!(/Engine/Transient.REINST_MissionType_Escort_Lunar_LanternPets_C_0) CONTENT: Escort ME!(/Engine/Transient.REINST_MissionType_Escort_Lunar_LanternPets_C_0) CONTENT: Defend me(/Engine/Transient.REINST_MissionType_Escort_Lunar_LanternPets_C_0) CONTENT: LANTERN PUP TAKING DAMAGE(/Engine/Transient.REINST_MissionType_Escort_Lunar_LanternPets_C_0) CONTENT: Lantern Pup Health(/Engine/Transient.REINST_MissionType_Escort_Lunar_LanternPets_C_0) CONTENT: Lantern Pup is taking damage, protect them!(/Engine/Transient.REINST_MissionType_Escort_Lunar_LanternPets_C_0) CONTENT: LANTERN PUP DIED(/Engine/Transient.REINST_MissionType_Escort_Lunar_LanternPets_C_0) CONTENT: You failed to protect the Lantern Pet until it had full Teleporter Power!(/Engine/Transient.REINST_MissionType_Escort_Lunar_LanternPets_C_0) CONTENT: Prepare to protect the Lantern Pup while it repowers an Escape Teleporter(/Engine/Transient.REINST_MissionType_Escort_Lunar_LanternPets_C_0) CONTENT: Escape Teleporter(/Engine/Transient.REINST_MissionType_Escort_Lunar_LanternPets_C_0) CONTENT: Teleporter Power(/Engine/Transient.REINST_MissionType_Escort_Lunar_LanternPets_C_0) CONTENT: The Lantern Pup was lost in orbit(/Engine/Transient.REINST_MissionType_Escort_Lunar_LanternPets_C_0) LITERAL: ShouldShowHints(/Game/Genesis/Missions/Escort/MissionType_Escort_Lunar_LanternPets.MissionType_Escort_Lunar_LanternPets:EventGraph.K2Node_CallFunction_318432) LITERAL: AlertFailEscortDinoDeathTitle(/Game/Genesis/Missions/Escort/MissionType_Escort_Lunar_LanternPets.MissionType_Escort_Lunar_LanternPets:EventGraph.K2Node_CallFunction_181717) LITERAL: AlertFailEscortDinoDiedInOrbitDescription(/Game/Genesis/Missions/Escort/MissionType_Escort_Lunar_LanternPets.MissionType_Escort_Lunar_LanternPets:EventGraph.K2Node_MakeStruct_1585) CONTENT: This Little Light of Mine(/Engine/Transient.Default__REINST_MissionType_Escort_Lunar_LanternPets_C_65897) CONTENT: Guard a lantern pup as it travels across the asteroid landscape gathering Teleporter Power to make its escape(/Engine/Transient.Default__REINST_MissionType_Escort_Lunar_LanternPets_C_65897) CONTENT: The Lantern Pet has teleported to safety!(/Engine/Transient.Default__REINST_MissionType_Escort_Lunar_LanternPets_C_65897) CONTENT: Waypoint(/Engine/Transient.Default__REINST_MissionType_Escort_Lunar_LanternPets_C_65897) CONTENT: Escort mission started, do things!(/Engine/Transient.Default__REINST_MissionType_Escort_Lunar_LanternPets_C_65897) CONTENT: Escort ME!(/Engine/Transient.Default__REINST_MissionType_Escort_Lunar_LanternPets_C_65897) CONTENT: Defend me(/Engine/Transient.Default__REINST_MissionType_Escort_Lunar_LanternPets_C_65897) CONTENT: LANTERN PUP TAKING DAMAGE(/Engine/Transient.Default__REINST_MissionType_Escort_Lunar_LanternPets_C_65897) CONTENT: Lantern Pup Health(/Engine/Transient.Default__REINST_MissionType_Escort_Lunar_LanternPets_C_65897) CONTENT: Lantern Pup is taking damage, protect them!(/Engine/Transient.Default__REINST_MissionType_Escort_Lunar_LanternPets_C_65897) CONTENT: LANTERN PUP DIED(/Engine/Transient.Default__REINST_MissionType_Escort_Lunar_LanternPets_C_65897) CONTENT: You failed to protect the Lantern Pet until it had full Teleporter Power!(/Engine/Transient.Default__REINST_MissionType_Escort_Lunar_LanternPets_C_65897) CONTENT: Prepare to protect the Lantern Pup while it repowers an Escape Teleporter(/Engine/Transient.Default__REINST_MissionType_Escort_Lunar_LanternPets_C_65897) CONTENT: Escape Teleporter(/Engine/Transient.Default__REINST_MissionType_Escort_Lunar_LanternPets_C_65897) CONTENT: Teleporter Power(/Engine/Transient.Default__REINST_MissionType_Escort_Lunar_LanternPets_C_65897) CONTENT: The Lantern Pup was lost in orbit(/Engine/Transient.Default__REINST_MissionType_Escort_Lunar_LanternPets_C_65897) CONTENT: This Little Light of Mine(/Engine/Transient.REINST_MissionType_Escort_Lunar_LanternPets_C_1) CONTENT: Guard a lantern pup as it travels across the asteroid landscape gathering Teleporter Power to make its escape(/Engine/Transient.REINST_MissionType_Escort_Lunar_LanternPets_C_1) CONTENT: The Lantern Pet has teleported to safety!(/Engine/Transient.REINST_MissionType_Escort_Lunar_LanternPets_C_1) CONTENT: Waypoint(/Engine/Transient.REINST_MissionType_Escort_Lunar_LanternPets_C_1) CONTENT: Escort mission started, do things!(/Engine/Transient.REINST_MissionType_Escort_Lunar_LanternPets_C_1) CONTENT: Escort ME!(/Engine/Transient.REINST_MissionType_Escort_Lunar_LanternPets_C_1) CONTENT: Defend me(/Engine/Transient.REINST_MissionType_Escort_Lunar_LanternPets_C_1) CONTENT: LANTERN PUP TAKING DAMAGE(/Engine/Transient.REINST_MissionType_Escort_Lunar_LanternPets_C_1) CONTENT: Lantern Pup Health(/Engine/Transient.REINST_MissionType_Escort_Lunar_LanternPets_C_1) CONTENT: Lantern Pup is taking damage, protect them!(/Engine/Transient.REINST_MissionType_Escort_Lunar_LanternPets_C_1) CONTENT: LANTERN PUP DIED(/Engine/Transient.REINST_MissionType_Escort_Lunar_LanternPets_C_1) CONTENT: You failed to protect the Lantern Pet until it had full Teleporter Power!(/Engine/Transient.REINST_MissionType_Escort_Lunar_LanternPets_C_1) CONTENT: Prepare to protect the Lantern Pup while it repowers an Escape Teleporter(/Engine/Transient.REINST_MissionType_Escort_Lunar_LanternPets_C_1) CONTENT: Escape Teleporter(/Engine/Transient.REINST_MissionType_Escort_Lunar_LanternPets_C_1) CONTENT: Teleporter Power(/Engine/Transient.REINST_MissionType_Escort_Lunar_LanternPets_C_1) CONTENT: The Lantern Pup was lost in orbit(/Engine/Transient.REINST_MissionType_Escort_Lunar_LanternPets_C_1) CONTENT: This Little Light of Mine(/Engine/Transient.Default__REINST_MissionType_Escort_Lunar_LanternPets_C_65901) CONTENT: Guard a lantern pup as it travels across the asteroid landscape gathering Teleporter Power to make its escape(/Engine/Transient.Default__REINST_MissionType_Escort_Lunar_LanternPets_C_65901) CONTENT: The Lantern Pet has teleported to safety!(/Engine/Transient.Default__REINST_MissionType_Escort_Lunar_LanternPets_C_65901) CONTENT: Waypoint(/Engine/Transient.Default__REINST_MissionType_Escort_Lunar_LanternPets_C_65901) CONTENT: Escort mission started, do things!(/Engine/Transient.Default__REINST_MissionType_Escort_Lunar_LanternPets_C_65901) CONTENT: Escort ME!(/Engine/Transient.Default__REINST_MissionType_Escort_Lunar_LanternPets_C_65901) CONTENT: Defend me(/Engine/Transient.Default__REINST_MissionType_Escort_Lunar_LanternPets_C_65901) CONTENT: LANTERN PUP TAKING DAMAGE(/Engine/Transient.Default__REINST_MissionType_Escort_Lunar_LanternPets_C_65901) CONTENT: Lantern Pup Health(/Engine/Transient.Default__REINST_MissionType_Escort_Lunar_LanternPets_C_65901) CONTENT: Lantern Pup is taking damage, protect them!(/Engine/Transient.Default__REINST_MissionType_Escort_Lunar_LanternPets_C_65901) CONTENT: LANTERN PUP DIED(/Engine/Transient.Default__REINST_MissionType_Escort_Lunar_LanternPets_C_65901) CONTENT: You failed to protect the Lantern Pet until it had full Teleporter Power!(/Engine/Transient.Default__REINST_MissionType_Escort_Lunar_LanternPets_C_65901) CONTENT: Prepare to protect the Lantern Pup while it repowers an Escape Teleporter(/Engine/Transient.Default__REINST_MissionType_Escort_Lunar_LanternPets_C_65901) CONTENT: Escape Teleporter(/Engine/Transient.Default__REINST_MissionType_Escort_Lunar_LanternPets_C_65901) CONTENT: Teleporter Power(/Engine/Transient.Default__REINST_MissionType_Escort_Lunar_LanternPets_C_65901) CONTENT: The Lantern Pup was lost in orbit(/Engine/Transient.Default__REINST_MissionType_Escort_Lunar_LanternPets_C_65901) CONTENT: This Little Light of Mine(/Game/Genesis/Missions/Escort/MissionType_Escort_Lunar_LanternPets.Default__MissionType_Escort_Lunar_LanternPets_C) CONTENT: Guard a lantern pup as it travels across the asteroid landscape gathering Teleporter Power to make its escape(/Game/Genesis/Missions/Escort/MissionType_Escort_Lunar_LanternPets.Default__MissionType_Escort_Lunar_LanternPets_C) CONTENT: The Lantern Pet has teleported to safety!(/Game/Genesis/Missions/Escort/MissionType_Escort_Lunar_LanternPets.Default__MissionType_Escort_Lunar_LanternPets_C) CONTENT: Waypoint(/Game/Genesis/Missions/Escort/MissionType_Escort_Lunar_LanternPets.Default__MissionType_Escort_Lunar_LanternPets_C) CONTENT: Escort mission started, do things!(/Game/Genesis/Missions/Escort/MissionType_Escort_Lunar_LanternPets.Default__MissionType_Escort_Lunar_LanternPets_C) CONTENT: Escort ME!(/Game/Genesis/Missions/Escort/MissionType_Escort_Lunar_LanternPets.Default__MissionType_Escort_Lunar_LanternPets_C) CONTENT: Defend me(/Game/Genesis/Missions/Escort/MissionType_Escort_Lunar_LanternPets.Default__MissionType_Escort_Lunar_LanternPets_C) CONTENT: LANTERN PUP TAKING DAMAGE(/Game/Genesis/Missions/Escort/MissionType_Escort_Lunar_LanternPets.Default__MissionType_Escort_Lunar_LanternPets_C) CONTENT: Lantern Pup Health(/Game/Genesis/Missions/Escort/MissionType_Escort_Lunar_LanternPets.Default__MissionType_Escort_Lunar_LanternPets_C) CONTENT: Lantern Pup is taking damage, protect them!(/Game/Genesis/Missions/Escort/MissionType_Escort_Lunar_LanternPets.Default__MissionType_Escort_Lunar_LanternPets_C) CONTENT: LANTERN PUP DIED(/Game/Genesis/Missions/Escort/MissionType_Escort_Lunar_LanternPets.Default__MissionType_Escort_Lunar_LanternPets_C) CONTENT: You failed to protect the Lantern Pet until it had full Teleporter Power!(/Game/Genesis/Missions/Escort/MissionType_Escort_Lunar_LanternPets.Default__MissionType_Escort_Lunar_LanternPets_C) CONTENT: Prepare to protect the Lantern Pup while it repowers an Escape Teleporter(/Game/Genesis/Missions/Escort/MissionType_Escort_Lunar_LanternPets.Default__MissionType_Escort_Lunar_LanternPets_C) CONTENT: Escape Teleporter(/Game/Genesis/Missions/Escort/MissionType_Escort_Lunar_LanternPets.Default__MissionType_Escort_Lunar_LanternPets_C) CONTENT: Teleporter Power(/Game/Genesis/Missions/Escort/MissionType_Escort_Lunar_LanternPets.Default__MissionType_Escort_Lunar_LanternPets_C) CONTENT: The Lantern Pup was lost in orbit(/Game/Genesis/Missions/Escort/MissionType_Escort_Lunar_LanternPets.Default__MissionType_Escort_Lunar_LanternPets_C) CONTENT: Just a Hop, Skip, and a Jump Away(/Engine/Transient.REINST_MissionType_Escort_Bog_Toad_C_0) CONTENT: Escort an adorable frog as it tries to find its way to safety amid the myriad dangers of the mire(/Engine/Transient.REINST_MissionType_Escort_Bog_Toad_C_0) CONTENT: The frog found a safe hole to live in!(/Engine/Transient.REINST_MissionType_Escort_Bog_Toad_C_0) CONTENT: Waypoint(/Engine/Transient.REINST_MissionType_Escort_Bog_Toad_C_0) CONTENT: Escort mission started, do things!(/Engine/Transient.REINST_MissionType_Escort_Bog_Toad_C_0) CONTENT: Escort ME!(/Engine/Transient.REINST_MissionType_Escort_Bog_Toad_C_0) CONTENT: Defend me(/Engine/Transient.REINST_MissionType_Escort_Bog_Toad_C_0) CONTENT: BEEZLEBUFO TAKING DAMAGE(/Engine/Transient.REINST_MissionType_Escort_Bog_Toad_C_0) CONTENT: Beelzebufo Health(/Engine/Transient.REINST_MissionType_Escort_Bog_Toad_C_0) CONTENT: Beelzebufo is taking damage, protect them!(/Engine/Transient.REINST_MissionType_Escort_Bog_Toad_C_0) CONTENT: BEEZLEBUFO DIED(/Engine/Transient.REINST_MissionType_Escort_Bog_Toad_C_0) CONTENT: You failed to escort the Beelzebufo until it found a home!(/Engine/Transient.REINST_MissionType_Escort_Bog_Toad_C_0) CONTENT: Prepare to escort the Beelzebufo to a safe nest(/Engine/Transient.REINST_MissionType_Escort_Bog_Toad_C_0) CONTENT: Unoccupied Nest(/Engine/Transient.REINST_MissionType_Escort_Bog_Toad_C_0) LITERAL: ShouldShowHints(/Game/Genesis/Missions/Escort/MissionType_Escort_Bog_Toad.MissionType_Escort_Bog_Toad:EventGraph.K2Node_CallFunction_318432) LITERAL: DelayEscape(/Game/Genesis/Missions/Escort/MissionType_Escort_Bog_Toad.MissionType_Escort_Bog_Toad:EventGraph.K2Node_CallFunction_504975) LITERAL: DelayEscape(/Game/Genesis/Missions/Escort/MissionType_Escort_Bog_Toad.MissionType_Escort_Bog_Toad:EventGraph.K2Node_CallFunction_481738) CONTENT: Just a Hop, Skip, and a Jump Away(/Engine/Transient.Default__REINST_MissionType_Escort_Bog_Toad_C_65986) CONTENT: Escort an adorable frog as it tries to find its way to safety amid the myriad dangers of the mire(/Engine/Transient.Default__REINST_MissionType_Escort_Bog_Toad_C_65986) CONTENT: The frog found a safe hole to live in!(/Engine/Transient.Default__REINST_MissionType_Escort_Bog_Toad_C_65986) CONTENT: Waypoint(/Engine/Transient.Default__REINST_MissionType_Escort_Bog_Toad_C_65986) CONTENT: Escort mission started, do things!(/Engine/Transient.Default__REINST_MissionType_Escort_Bog_Toad_C_65986) CONTENT: Escort ME!(/Engine/Transient.Default__REINST_MissionType_Escort_Bog_Toad_C_65986) CONTENT: Defend me(/Engine/Transient.Default__REINST_MissionType_Escort_Bog_Toad_C_65986) CONTENT: BEEZLEBUFO TAKING DAMAGE(/Engine/Transient.Default__REINST_MissionType_Escort_Bog_Toad_C_65986) CONTENT: Beelzebufo Health(/Engine/Transient.Default__REINST_MissionType_Escort_Bog_Toad_C_65986) CONTENT: Beelzebufo is taking damage, protect them!(/Engine/Transient.Default__REINST_MissionType_Escort_Bog_Toad_C_65986) CONTENT: BEEZLEBUFO DIED(/Engine/Transient.Default__REINST_MissionType_Escort_Bog_Toad_C_65986) CONTENT: You failed to escort the Beelzebufo until it found a home!(/Engine/Transient.Default__REINST_MissionType_Escort_Bog_Toad_C_65986) CONTENT: Prepare to escort the Beelzebufo to a safe nest(/Engine/Transient.Default__REINST_MissionType_Escort_Bog_Toad_C_65986) CONTENT: Unoccupied Nest(/Engine/Transient.Default__REINST_MissionType_Escort_Bog_Toad_C_65986) CONTENT: Just a Hop, Skip, and a Jump Away(/Engine/Transient.REINST_MissionType_Escort_Bog_Toad_C_1) CONTENT: Escort an adorable frog as it tries to find its way to safety amid the myriad dangers of the mire(/Engine/Transient.REINST_MissionType_Escort_Bog_Toad_C_1) CONTENT: The frog found a safe hole to live in!(/Engine/Transient.REINST_MissionType_Escort_Bog_Toad_C_1) CONTENT: Waypoint(/Engine/Transient.REINST_MissionType_Escort_Bog_Toad_C_1) CONTENT: Escort mission started, do things!(/Engine/Transient.REINST_MissionType_Escort_Bog_Toad_C_1) CONTENT: Escort ME!(/Engine/Transient.REINST_MissionType_Escort_Bog_Toad_C_1) CONTENT: Defend me(/Engine/Transient.REINST_MissionType_Escort_Bog_Toad_C_1) CONTENT: BEEZLEBUFO TAKING DAMAGE(/Engine/Transient.REINST_MissionType_Escort_Bog_Toad_C_1) CONTENT: Beelzebufo Health(/Engine/Transient.REINST_MissionType_Escort_Bog_Toad_C_1) CONTENT: Beelzebufo is taking damage, protect them!(/Engine/Transient.REINST_MissionType_Escort_Bog_Toad_C_1) CONTENT: BEEZLEBUFO DIED(/Engine/Transient.REINST_MissionType_Escort_Bog_Toad_C_1) CONTENT: You failed to escort the Beelzebufo until it found a home!(/Engine/Transient.REINST_MissionType_Escort_Bog_Toad_C_1) CONTENT: Prepare to escort the Beelzebufo to a safe nest(/Engine/Transient.REINST_MissionType_Escort_Bog_Toad_C_1) CONTENT: Unoccupied Nest(/Engine/Transient.REINST_MissionType_Escort_Bog_Toad_C_1) CONTENT: Just a Hop, Skip, and a Jump Away(/Engine/Transient.Default__REINST_MissionType_Escort_Bog_Toad_C_65990) CONTENT: Escort an adorable frog as it tries to find its way to safety amid the myriad dangers of the mire(/Engine/Transient.Default__REINST_MissionType_Escort_Bog_Toad_C_65990) CONTENT: The frog found a safe hole to live in!(/Engine/Transient.Default__REINST_MissionType_Escort_Bog_Toad_C_65990) CONTENT: Waypoint(/Engine/Transient.Default__REINST_MissionType_Escort_Bog_Toad_C_65990) CONTENT: Escort mission started, do things!(/Engine/Transient.Default__REINST_MissionType_Escort_Bog_Toad_C_65990) CONTENT: Escort ME!(/Engine/Transient.Default__REINST_MissionType_Escort_Bog_Toad_C_65990) CONTENT: Defend me(/Engine/Transient.Default__REINST_MissionType_Escort_Bog_Toad_C_65990) CONTENT: BEEZLEBUFO TAKING DAMAGE(/Engine/Transient.Default__REINST_MissionType_Escort_Bog_Toad_C_65990) CONTENT: Beelzebufo Health(/Engine/Transient.Default__REINST_MissionType_Escort_Bog_Toad_C_65990) CONTENT: Beelzebufo is taking damage, protect them!(/Engine/Transient.Default__REINST_MissionType_Escort_Bog_Toad_C_65990) CONTENT: BEEZLEBUFO DIED(/Engine/Transient.Default__REINST_MissionType_Escort_Bog_Toad_C_65990) CONTENT: You failed to escort the Beelzebufo until it found a home!(/Engine/Transient.Default__REINST_MissionType_Escort_Bog_Toad_C_65990) CONTENT: Prepare to escort the Beelzebufo to a safe nest(/Engine/Transient.Default__REINST_MissionType_Escort_Bog_Toad_C_65990) CONTENT: Unoccupied Nest(/Engine/Transient.Default__REINST_MissionType_Escort_Bog_Toad_C_65990) CONTENT: Just a Hop, Skip, and a Jump Away(/Game/Genesis/Missions/Escort/MissionType_Escort_Bog_Toad.Default__MissionType_Escort_Bog_Toad_C) CONTENT: Escort an adorable frog as it tries to find its way to safety amid the myriad dangers of the mire(/Game/Genesis/Missions/Escort/MissionType_Escort_Bog_Toad.Default__MissionType_Escort_Bog_Toad_C) CONTENT: The frog found a safe hole to live in!(/Game/Genesis/Missions/Escort/MissionType_Escort_Bog_Toad.Default__MissionType_Escort_Bog_Toad_C) CONTENT: Waypoint(/Game/Genesis/Missions/Escort/MissionType_Escort_Bog_Toad.Default__MissionType_Escort_Bog_Toad_C) CONTENT: Escort mission started, do things!(/Game/Genesis/Missions/Escort/MissionType_Escort_Bog_Toad.Default__MissionType_Escort_Bog_Toad_C) CONTENT: Escort ME!(/Game/Genesis/Missions/Escort/MissionType_Escort_Bog_Toad.Default__MissionType_Escort_Bog_Toad_C) CONTENT: Defend me(/Game/Genesis/Missions/Escort/MissionType_Escort_Bog_Toad.Default__MissionType_Escort_Bog_Toad_C) CONTENT: BEEZLEBUFO TAKING DAMAGE(/Game/Genesis/Missions/Escort/MissionType_Escort_Bog_Toad.Default__MissionType_Escort_Bog_Toad_C) CONTENT: Beelzebufo Health(/Game/Genesis/Missions/Escort/MissionType_Escort_Bog_Toad.Default__MissionType_Escort_Bog_Toad_C) CONTENT: Beelzebufo is taking damage, protect them!(/Game/Genesis/Missions/Escort/MissionType_Escort_Bog_Toad.Default__MissionType_Escort_Bog_Toad_C) CONTENT: BEEZLEBUFO DIED(/Game/Genesis/Missions/Escort/MissionType_Escort_Bog_Toad.Default__MissionType_Escort_Bog_Toad_C) CONTENT: You failed to escort the Beelzebufo until it found a home!(/Game/Genesis/Missions/Escort/MissionType_Escort_Bog_Toad.Default__MissionType_Escort_Bog_Toad_C) CONTENT: Prepare to escort the Beelzebufo to a safe nest(/Game/Genesis/Missions/Escort/MissionType_Escort_Bog_Toad.Default__MissionType_Escort_Bog_Toad_C) CONTENT: Unoccupied Nest(/Game/Genesis/Missions/Escort/MissionType_Escort_Bog_Toad.Default__MissionType_Escort_Bog_Toad_C) CONTENT: Mission Loot Set(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Escort_Arctic.Default__LootItemSet_Missions_Escort_Arctic_C) CONTENT: Missions - never BP - with quality(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Escort_Arctic.Default__LootItemSet_Missions_Escort_Arctic_C) CONTENT: Missions - with BP - with quality(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Escort_Arctic.Default__LootItemSet_Missions_Escort_Arctic_C) CONTENT: Missions - With Quantity(/Game/Genesis/CoreBlueprints/LootSets/LootItemSet_Missions_Escort_Arctic.Default__LootItemSet_Missions_Escort_Arctic_C) CONTENT: Home Is Where the Pouch Is(/Engine/Transient.REINST_MissionType_Escort_Arctic_Procop_C_0) CONTENT: A baby Procoptodon has lost its way. Escort it as it searches for its mother across the biome(/Engine/Transient.REINST_MissionType_Escort_Arctic_Procop_C_0) CONTENT: The baby Procoptodon has been reunited with its mother!(/Engine/Transient.REINST_MissionType_Escort_Arctic_Procop_C_0) CONTENT: Waypoint(/Engine/Transient.REINST_MissionType_Escort_Arctic_Procop_C_0) CONTENT: Escort mission started, do things!(/Engine/Transient.REINST_MissionType_Escort_Arctic_Procop_C_0) CONTENT: Escort ME!(/Engine/Transient.REINST_MissionType_Escort_Arctic_Procop_C_0) CONTENT: Defend me(/Engine/Transient.REINST_MissionType_Escort_Arctic_Procop_C_0) CONTENT: PROCOPTODON TAKING DAMAGE(/Engine/Transient.REINST_MissionType_Escort_Arctic_Procop_C_0) CONTENT: Procoptodon Health(/Engine/Transient.REINST_MissionType_Escort_Arctic_Procop_C_0) CONTENT: Procoptodon is taking damage, protect them!(/Engine/Transient.REINST_MissionType_Escort_Arctic_Procop_C_0) CONTENT: PROCOPTODON DIED(/Engine/Transient.REINST_MissionType_Escort_Arctic_Procop_C_0) CONTENT: You failed to escort the Procoptodon back to its mother(/Engine/Transient.REINST_MissionType_Escort_Arctic_Procop_C_0) CONTENT: Prepare to escort the Procoptodon back to its mother(/Engine/Transient.REINST_MissionType_Escort_Arctic_Procop_C_0) CONTENT: Procoptodon Mother(/Engine/Transient.REINST_MissionType_Escort_Arctic_Procop_C_0) LITERAL: ShouldShowHints(/Game/Genesis/Missions/Escort/MissionType_Escort_Arctic_Procop.MissionType_Escort_Arctic_Procop:EventGraph.K2Node_CallFunction_318432) CONTENT: Home Is Where the Pouch Is(/Engine/Transient.Default__REINST_MissionType_Escort_Arctic_Procop_C_66108) CONTENT: A baby Procoptodon has lost its way. Escort it as it searches for its mother across the biome(/Engine/Transient.Default__REINST_MissionType_Escort_Arctic_Procop_C_66108) CONTENT: The baby Procoptodon has been reunited with its mother!(/Engine/Transient.Default__REINST_MissionType_Escort_Arctic_Procop_C_66108) CONTENT: Waypoint(/Engine/Transient.Default__REINST_MissionType_Escort_Arctic_Procop_C_66108) CONTENT: Escort mission started, do things!(/Engine/Transient.Default__REINST_MissionType_Escort_Arctic_Procop_C_66108) CONTENT: Escort ME!(/Engine/Transient.Default__REINST_MissionType_Escort_Arctic_Procop_C_66108) CONTENT: Defend me(/Engine/Transient.Default__REINST_MissionType_Escort_Arctic_Procop_C_66108) CONTENT: PROCOPTODON TAKING DAMAGE(/Engine/Transient.Default__REINST_MissionType_Escort_Arctic_Procop_C_66108) CONTENT: Procoptodon Health(/Engine/Transient.Default__REINST_MissionType_Escort_Arctic_Procop_C_66108) CONTENT: Procoptodon is taking damage, protect them!(/Engine/Transient.Default__REINST_MissionType_Escort_Arctic_Procop_C_66108) CONTENT: PROCOPTODON DIED(/Engine/Transient.Default__REINST_MissionType_Escort_Arctic_Procop_C_66108) CONTENT: You failed to escort the Procoptodon back to its mother(/Engine/Transient.Default__REINST_MissionType_Escort_Arctic_Procop_C_66108) CONTENT: Prepare to escort the Procoptodon back to its mother(/Engine/Transient.Default__REINST_MissionType_Escort_Arctic_Procop_C_66108) CONTENT: Procoptodon Mother(/Engine/Transient.Default__REINST_MissionType_Escort_Arctic_Procop_C_66108) CONTENT: Home Is Where the Pouch Is(/Engine/Transient.REINST_MissionType_Escort_Arctic_Procop_C_1) CONTENT: A baby Procoptodon has lost its way. Escort it as it searches for its mother across the biome(/Engine/Transient.REINST_MissionType_Escort_Arctic_Procop_C_1) CONTENT: The baby Procoptodon has been reunited with its mother!(/Engine/Transient.REINST_MissionType_Escort_Arctic_Procop_C_1) CONTENT: Waypoint(/Engine/Transient.REINST_MissionType_Escort_Arctic_Procop_C_1) CONTENT: Escort mission started, do things!(/Engine/Transient.REINST_MissionType_Escort_Arctic_Procop_C_1) CONTENT: Escort ME!(/Engine/Transient.REINST_MissionType_Escort_Arctic_Procop_C_1) CONTENT: Defend me(/Engine/Transient.REINST_MissionType_Escort_Arctic_Procop_C_1) CONTENT: PROCOPTODON TAKING DAMAGE(/Engine/Transient.REINST_MissionType_Escort_Arctic_Procop_C_1) CONTENT: Procoptodon Health(/Engine/Transient.REINST_MissionType_Escort_Arctic_Procop_C_1) CONTENT: Procoptodon is taking damage, protect them!(/Engine/Transient.REINST_MissionType_Escort_Arctic_Procop_C_1) CONTENT: PROCOPTODON DIED(/Engine/Transient.REINST_MissionType_Escort_Arctic_Procop_C_1) CONTENT: You failed to escort the Procoptodon back to its mother(/Engine/Transient.REINST_MissionType_Escort_Arctic_Procop_C_1) CONTENT: Prepare to escort the Procoptodon back to its mother(/Engine/Transient.REINST_MissionType_Escort_Arctic_Procop_C_1) CONTENT: Procoptodon Mother(/Engine/Transient.REINST_MissionType_Escort_Arctic_Procop_C_1) CONTENT: Home Is Where the Pouch Is(/Engine/Transient.Default__REINST_MissionType_Escort_Arctic_Procop_C_66112) CONTENT: A baby Procoptodon has lost its way. Escort it as it searches for its mother across the biome(/Engine/Transient.Default__REINST_MissionType_Escort_Arctic_Procop_C_66112) CONTENT: The baby Procoptodon has been reunited with its mother!(/Engine/Transient.Default__REINST_MissionType_Escort_Arctic_Procop_C_66112) CONTENT: Waypoint(/Engine/Transient.Default__REINST_MissionType_Escort_Arctic_Procop_C_66112) CONTENT: Escort mission started, do things!(/Engine/Transient.Default__REINST_MissionType_Escort_Arctic_Procop_C_66112) CONTENT: Escort ME!(/Engine/Transient.Default__REINST_MissionType_Escort_Arctic_Procop_C_66112) CONTENT: Defend me(/Engine/Transient.Default__REINST_MissionType_Escort_Arctic_Procop_C_66112) CONTENT: PROCOPTODON TAKING DAMAGE(/Engine/Transient.Default__REINST_MissionType_Escort_Arctic_Procop_C_66112) CONTENT: Procoptodon Health(/Engine/Transient.Default__REINST_MissionType_Escort_Arctic_Procop_C_66112) CONTENT: Procoptodon is taking damage, protect them!(/Engine/Transient.Default__REINST_MissionType_Escort_Arctic_Procop_C_66112) CONTENT: PROCOPTODON DIED(/Engine/Transient.Default__REINST_MissionType_Escort_Arctic_Procop_C_66112) CONTENT: You failed to escort the Procoptodon back to its mother(/Engine/Transient.Default__REINST_MissionType_Escort_Arctic_Procop_C_66112) CONTENT: Prepare to escort the Procoptodon back to its mother(/Engine/Transient.Default__REINST_MissionType_Escort_Arctic_Procop_C_66112) CONTENT: Procoptodon Mother(/Engine/Transient.Default__REINST_MissionType_Escort_Arctic_Procop_C_66112) CONTENT: Home Is Where the Pouch Is(/Game/Genesis/Missions/Escort/MissionType_Escort_Arctic_Procop.Default__MissionType_Escort_Arctic_Procop_C) CONTENT: A baby Procoptodon has lost its way. Escort it as it searches for its mother across the biome(/Game/Genesis/Missions/Escort/MissionType_Escort_Arctic_Procop.Default__MissionType_Escort_Arctic_Procop_C) CONTENT: The baby Procoptodon has been reunited with its mother!(/Game/Genesis/Missions/Escort/MissionType_Escort_Arctic_Procop.Default__MissionType_Escort_Arctic_Procop_C) CONTENT: Waypoint(/Game/Genesis/Missions/Escort/MissionType_Escort_Arctic_Procop.Default__MissionType_Escort_Arctic_Procop_C) CONTENT: Escort mission started, do things!(/Game/Genesis/Missions/Escort/MissionType_Escort_Arctic_Procop.Default__MissionType_Escort_Arctic_Procop_C) CONTENT: Escort ME!(/Game/Genesis/Missions/Escort/MissionType_Escort_Arctic_Procop.Default__MissionType_Escort_Arctic_Procop_C) CONTENT: Defend me(/Game/Genesis/Missions/Escort/MissionType_Escort_Arctic_Procop.Default__MissionType_Escort_Arctic_Procop_C) CONTENT: PROCOPTODON TAKING DAMAGE(/Game/Genesis/Missions/Escort/MissionType_Escort_Arctic_Procop.Default__MissionType_Escort_Arctic_Procop_C) CONTENT: Procoptodon Health(/Game/Genesis/Missions/Escort/MissionType_Escort_Arctic_Procop.Default__MissionType_Escort_Arctic_Procop_C) CONTENT: Procoptodon is taking damage, protect them!(/Game/Genesis/Missions/Escort/MissionType_Escort_Arctic_Procop.Default__MissionType_Escort_Arctic_Procop_C) CONTENT: PROCOPTODON DIED(/Game/Genesis/Missions/Escort/MissionType_Escort_Arctic_Procop.Default__MissionType_Escort_Arctic_Procop_C) CONTENT: You failed to escort the Procoptodon back to its mother(/Game/Genesis/Missions/Escort/MissionType_Escort_Arctic_Procop.Default__MissionType_Escort_Arctic_Procop_C) CONTENT: Prepare to escort the Procoptodon back to its mother(/Game/Genesis/Missions/Escort/MissionType_Escort_Arctic_Procop.Default__MissionType_Escort_Arctic_Procop_C) CONTENT: Procoptodon Mother(/Game/Genesis/Missions/Escort/MissionType_Escort_Arctic_Procop.Default__MissionType_Escort_Arctic_Procop_C) CONTENT: Idle(/Engine/Transient.REINST_EelBoss_Character_BP_C_0) CONTENT: tail_1(/Engine/Transient.REINST_EelBoss_Character_BP_C_0) CONTENT: Projectile(/Engine/Transient.REINST_EelBoss_Character_BP_C_0) CONTENT: tail_1(/Engine/Transient.REINST_EelBoss_Character_BP_C_0) CONTENT: Spin(/Engine/Transient.REINST_EelBoss_Character_BP_C_0) CONTENT: tail_2(/Engine/Transient.REINST_EelBoss_Character_BP_C_0) CONTENT: Moeder, Master of the Ocean(/Engine/Transient.REINST_EelBoss_Character_BP_C_0) LITERAL: TickSounds(/Game/Genesis/Dinos/EelBoss/EelBoss_Character_BP.EelBoss_Character_BP:EventGraph.K2Node_CallFunction_257748) LITERAL: MovingBack(/Game/Genesis/Dinos/EelBoss/EelBoss_Character_BP.EelBoss_Character_BP:EventGraph.K2Node_CallFunction_339987) LITERAL: Hello(/Game/Genesis/Dinos/EelBoss/EelBoss_Character_BP.EelBoss_Character_BP:EventGraph.K2Node_CallFunction_442432) LITERAL: AllowAttackingAfterUnHide(/Game/Genesis/Dinos/EelBoss/EelBoss_Character_BP.EelBoss_Character_BP:OnRep_bIsHiding.K2Node_CallFunction_165168) LITERAL: StartBulletHell(/Game/Genesis/Dinos/EelBoss/EelBoss_Character_BP.EelBoss_Character_BP:StartBulletHell.K2Node_CallFunction_210292) LITERAL: StartBulletHell(/Game/Genesis/Dinos/EelBoss/EelBoss_Character_BP.EelBoss_Character_BP:StartBulletHell.K2Node_CallFunction_211159) CONTENT: Electrified!(/Engine/Transient.REINST_Buff_PlayerShockedByEelBoss_C_0) CONTENT: Electrified!(/Engine/Transient.Default__REINST_Buff_PlayerShockedByEelBoss_C_66169) CONTENT: Electrified!(/Engine/Transient.REINST_Buff_PlayerShockedByEelBoss_C_1) CONTENT: Idle(/Engine/Transient.REINST_EelMinion_Character_BP_C_0) CONTENT: tail_2(/Engine/Transient.REINST_EelMinion_Character_BP_C_0) CONTENT: Eel Minion(/Engine/Transient.REINST_EelMinion_Character_BP_C_0) LITERAL: TickSounds(/Game/Genesis/Dinos/EelBoss/EelMinion_Character_BP.EelMinion_Character_BP:BP_OnSetDeath.K2Node_CallFunction_163360) LITERAL: TickSounds(/Game/Genesis/Dinos/EelBoss/EelMinion_Character_BP.EelMinion_Character_BP:EventGraph.K2Node_CallFunction_257748) LITERAL: TurnOffAoe(/Game/Genesis/Dinos/EelBoss/EelMinion_Character_BP.EelMinion_Character_BP:OnRep_IsDoingAoe.K2Node_CallFunction_679097) CONTENT: Base Skin(/Game/Genesis/Dinos/EelBoss/DinoColorSet_EelMinion.Default__DinoColorSet_EelMinion_C) CONTENT: Belly 1(/Game/Genesis/Dinos/EelBoss/DinoColorSet_EelMinion.Default__DinoColorSet_EelMinion_C) CONTENT: Tail(/Game/Genesis/Dinos/EelBoss/DinoColorSet_EelMinion.Default__DinoColorSet_EelMinion_C) CONTENT: Belly 2(/Game/Genesis/Dinos/EelBoss/DinoColorSet_EelMinion.Default__DinoColorSet_EelMinion_C) CONTENT: Spots(/Game/Genesis/Dinos/EelBoss/DinoColorSet_EelMinion.Default__DinoColorSet_EelMinion_C) LITERAL: UpdateAttackDestOffset(/Game/Genesis/Dinos/EelBoss/EelMinion_AIController_BP.EelMinion_AIController_BP:EventGraph.K2Node_CallFunction_12577) CONTENT: Idle(/Engine/Transient.Default__REINST_EelMinion_Character_BP_C_66199) CONTENT: tail_2(/Engine/Transient.Default__REINST_EelMinion_Character_BP_C_66199) CONTENT: Eel Minion(/Engine/Transient.Default__REINST_EelMinion_Character_BP_C_66199) CONTENT: Idle(/Engine/Transient.REINST_EelMinion_Character_BP_C_1) CONTENT: tail_2(/Engine/Transient.REINST_EelMinion_Character_BP_C_1) CONTENT: Eel Minion(/Engine/Transient.REINST_EelMinion_Character_BP_C_1) CONTENT: Idle(/Engine/Transient.Default__REINST_EelBoss_Character_BP_C_66214) CONTENT: tail_1(/Engine/Transient.Default__REINST_EelBoss_Character_BP_C_66214) CONTENT: Projectile(/Engine/Transient.Default__REINST_EelBoss_Character_BP_C_66214) CONTENT: tail_1(/Engine/Transient.Default__REINST_EelBoss_Character_BP_C_66214) CONTENT: Spin(/Engine/Transient.Default__REINST_EelBoss_Character_BP_C_66214) CONTENT: tail_2(/Engine/Transient.Default__REINST_EelBoss_Character_BP_C_66214) CONTENT: Moeder, Master of the Ocean(/Engine/Transient.Default__REINST_EelBoss_Character_BP_C_66214) CONTENT: Idle(/Engine/Transient.REINST_EelBoss_Character_BP_C_1) CONTENT: tail_1(/Engine/Transient.REINST_EelBoss_Character_BP_C_1) CONTENT: Projectile(/Engine/Transient.REINST_EelBoss_Character_BP_C_1) CONTENT: tail_1(/Engine/Transient.REINST_EelBoss_Character_BP_C_1) CONTENT: Spin(/Engine/Transient.REINST_EelBoss_Character_BP_C_1) CONTENT: tail_2(/Engine/Transient.REINST_EelBoss_Character_BP_C_1) CONTENT: Moeder, Master of the Ocean(/Engine/Transient.REINST_EelBoss_Character_BP_C_1) CONTENT: Electrified!(/Engine/Transient.Default__REINST_Buff_PlayerShockedByEelBoss_C_66220) CONTENT: Electrified!(/Game/Genesis/CoreBlueprints/Buffs/Buff_PlayerShockedByEelBoss.Default__Buff_PlayerShockedByEelBoss_C) CONTENT: Idle(/Engine/Transient.Default__REINST_EelMinion_Character_BP_C_66224) CONTENT: tail_2(/Engine/Transient.Default__REINST_EelMinion_Character_BP_C_66224) CONTENT: Eel Minion(/Engine/Transient.Default__REINST_EelMinion_Character_BP_C_66224) CONTENT: Idle(/Game/Genesis/Dinos/EelBoss/EelMinion_Character_BP.Default__EelMinion_Character_BP_C) CONTENT: tail_2(/Game/Genesis/Dinos/EelBoss/EelMinion_Character_BP.Default__EelMinion_Character_BP_C) CONTENT: Eel Minion(/Game/Genesis/Dinos/EelBoss/EelMinion_Character_BP.Default__EelMinion_Character_BP_C) CONTENT: Idle(/Engine/Transient.Default__REINST_EelBoss_Character_BP_C_66244) CONTENT: tail_1(/Engine/Transient.Default__REINST_EelBoss_Character_BP_C_66244) CONTENT: Projectile(/Engine/Transient.Default__REINST_EelBoss_Character_BP_C_66244) CONTENT: tail_1(/Engine/Transient.Default__REINST_EelBoss_Character_BP_C_66244) CONTENT: Spin(/Engine/Transient.Default__REINST_EelBoss_Character_BP_C_66244) CONTENT: tail_2(/Engine/Transient.Default__REINST_EelBoss_Character_BP_C_66244) CONTENT: Moeder, Master of the Ocean(/Engine/Transient.Default__REINST_EelBoss_Character_BP_C_66244) CONTENT: Idle(/Game/Genesis/Dinos/EelBoss/EelBoss_Character_BP.Default__EelBoss_Character_BP_C) CONTENT: tail_1(/Game/Genesis/Dinos/EelBoss/EelBoss_Character_BP.Default__EelBoss_Character_BP_C) CONTENT: Projectile(/Game/Genesis/Dinos/EelBoss/EelBoss_Character_BP.Default__EelBoss_Character_BP_C) CONTENT: tail_1(/Game/Genesis/Dinos/EelBoss/EelBoss_Character_BP.Default__EelBoss_Character_BP_C) CONTENT: Spin(/Game/Genesis/Dinos/EelBoss/EelBoss_Character_BP.Default__EelBoss_Character_BP_C) CONTENT: tail_2(/Game/Genesis/Dinos/EelBoss/EelBoss_Character_BP.Default__EelBoss_Character_BP_C) CONTENT: Moeder, Master of the Ocean(/Game/Genesis/Dinos/EelBoss/EelBoss_Character_BP.Default__EelBoss_Character_BP_C) CONTENT: One Tough Moeder(/Engine/Transient.REINST_MissionType_EelBossFight_C_0) CONTENT: Dive beneath the waves to battle Moeder, the master AI for this biome.(/Engine/Transient.REINST_MissionType_EelBossFight_C_0) CONTENT: Prepare to engage Moeder...(/Engine/Transient.REINST_MissionType_EelBossFight_C_0) CONTENT: Slay the Eel Minions(/Engine/Transient.REINST_MissionType_EelBossFight_C_0) CONTENT: Defeat Moeder!(/Engine/Transient.REINST_MissionType_EelBossFight_C_0) CONTENT: Moeder has been defeated. Teleporting out in...(/Engine/Transient.REINST_MissionType_EelBossFight_C_0) LITERAL: Immune to Damage(/Game/Genesis/Missions/EelBossFight/Buff_EelBossFight_Player.Buff_EelBossFight_Player:BPGetHUDElements.K2Node_CallFunction_206754) LITERAL: {0} / {1}(/Game/Genesis/Missions/EelBossFight/Buff_EelBossFight_Player.Buff_EelBossFight_Player:BPGetHUDElements.K2Node_FormatText_384) LITERAL: Return Time Remaining: {Time}(/Game/Genesis/Missions/EelBossFight/MissionType_EelBossFight.MissionType_EelBossFight:BPClientHandleNetExecCommand.K2Node_FormatText_40) LITERAL: Not in the required area(/Game/Genesis/Missions/EelBossFight/MissionType_EelBossFight.MissionType_EelBossFight:BPStaticCanStartMission.K2Node_VariableSet_38120) LITERAL: StarttoUseAggroforMama(/Game/Genesis/Missions/EelBossFight/MissionType_EelBossFight.MissionType_EelBossFight:EventGraph.K2Node_CallFunction_221915) LITERAL: StarttoUseAggroforMama(/Game/Genesis/Missions/EelBossFight/MissionType_EelBossFight.MissionType_EelBossFight:EventGraph.K2Node_CallFunction_267925) LITERAL: DeactivateCyclone(/Game/Genesis/Missions/EelBossFight/MissionType_EelBossFight.MissionType_EelBossFight:EventGraph.K2Node_CallFunction_358407) LITERAL: Shake(/Game/Genesis/Missions/EelBossFight/MissionType_EelBossFight.MissionType_EelBossFight:EventGraph.K2Node_CallFunction_386578) LITERAL: current point name :(/Game/Genesis/Missions/EelBossFight/MissionType_EelBossFight.MissionType_EelBossFight:EventGraph.K2Node_CallFunction_395771) LITERAL: Dot :(/Game/Genesis/Missions/EelBossFight/MissionType_EelBossFight.MissionType_EelBossFight:EventGraph.K2Node_CallFunction_395862) LITERAL: NEW TELEPORT DESTINATION(/Game/Genesis/Missions/EelBossFight/MissionType_EelBossFight.MissionType_EelBossFight:Teleport Back CharactersInArena.K2Node_MakeStruct_3621) LITERAL: {0} / {1}(/Game/Genesis/Missions/EelBossFight/Buff_EelBossFight_Player.Buff_EelBossFight_Player:EdGraph_189865.K2Node_CallFunction_431906) LITERAL: 0(/Game/Genesis/Missions/EelBossFight/Buff_EelBossFight_Player.Buff_EelBossFight_Player:EdGraph_189865.K2Node_MakeStruct_3585) LITERAL: 1(/Game/Genesis/Missions/EelBossFight/Buff_EelBossFight_Player.Buff_EelBossFight_Player:EdGraph_189865.K2Node_MakeStruct_3586) CONTENT: NONE(/Game/Genesis/Missions/EelBossFight/MissonCompanionData_EelMinion.Default__MissonCompanionData_EelMinion_C) CONTENT: NONE(/Game/Genesis/Missions/EelBossFight/MissonCompanionData_EelMinion.Default__MissonCompanionData_EelMinion_C) CONTENT: One Tough Moeder(/Engine/Transient.Default__REINST_MissionType_EelBossFight_C_66362) CONTENT: Dive beneath the waves to battle Moeder, the master AI for this biome.(/Engine/Transient.Default__REINST_MissionType_EelBossFight_C_66362) CONTENT: Prepare to engage Moeder...(/Engine/Transient.Default__REINST_MissionType_EelBossFight_C_66362) CONTENT: Slay the Eel Minions(/Engine/Transient.Default__REINST_MissionType_EelBossFight_C_66362) CONTENT: Defeat Moeder!(/Engine/Transient.Default__REINST_MissionType_EelBossFight_C_66362) CONTENT: Moeder has been defeated. Teleporting out in...(/Engine/Transient.Default__REINST_MissionType_EelBossFight_C_66362) LITERAL: Return Time Remaining: {Time}(/Game/Genesis/Missions/EelBossFight/MissionType_EelBossFight.MissionType_EelBossFight:EdGraph_190010.K2Node_CallFunction_433023) LITERAL: Time(/Game/Genesis/Missions/EelBossFight/MissionType_EelBossFight.MissionType_EelBossFight:EdGraph_190010.K2Node_MakeStruct_3592) CONTENT: One Tough Moeder(/Engine/Transient.REINST_MissionType_EelBossFight_C_1) CONTENT: Dive beneath the waves to battle Moeder, the master AI for this biome.(/Engine/Transient.REINST_MissionType_EelBossFight_C_1) CONTENT: Prepare to engage Moeder...(/Engine/Transient.REINST_MissionType_EelBossFight_C_1) CONTENT: Slay the Eel Minions(/Engine/Transient.REINST_MissionType_EelBossFight_C_1) CONTENT: Defeat Moeder!(/Engine/Transient.REINST_MissionType_EelBossFight_C_1) CONTENT: Moeder has been defeated. Teleporting out in...(/Engine/Transient.REINST_MissionType_EelBossFight_C_1) LITERAL: {0} / {1}(/Game/Genesis/Missions/EelBossFight/Buff_EelBossFight_Player.Buff_EelBossFight_Player:EdGraph_190040.K2Node_CallFunction_433070) LITERAL: 0(/Game/Genesis/Missions/EelBossFight/Buff_EelBossFight_Player.Buff_EelBossFight_Player:EdGraph_190040.K2Node_MakeStruct_3594) LITERAL: 1(/Game/Genesis/Missions/EelBossFight/Buff_EelBossFight_Player.Buff_EelBossFight_Player:EdGraph_190040.K2Node_MakeStruct_3595) CONTENT: Moeder, Master of the Ocean(/Game/Genesis/Missions/EelBossFight/Buff_EelBossFight_Player.Default__Buff_EelBossFight_Player_C) CONTENT: One Tough Moeder(/Engine/Transient.Default__REINST_MissionType_EelBossFight_C_66370) CONTENT: Dive beneath the waves to battle Moeder, the master AI for this biome.(/Engine/Transient.Default__REINST_MissionType_EelBossFight_C_66370) CONTENT: Prepare to engage Moeder...(/Engine/Transient.Default__REINST_MissionType_EelBossFight_C_66370) CONTENT: Slay the Eel Minions(/Engine/Transient.Default__REINST_MissionType_EelBossFight_C_66370) CONTENT: Defeat Moeder!(/Engine/Transient.Default__REINST_MissionType_EelBossFight_C_66370) CONTENT: Moeder has been defeated. Teleporting out in...(/Engine/Transient.Default__REINST_MissionType_EelBossFight_C_66370) LITERAL: Return Time Remaining: {Time}(/Game/Genesis/Missions/EelBossFight/MissionType_EelBossFight.MissionType_EelBossFight:EdGraph_190125.K2Node_CallFunction_433653) LITERAL: Time(/Game/Genesis/Missions/EelBossFight/MissionType_EelBossFight.MissionType_EelBossFight:EdGraph_190125.K2Node_MakeStruct_3598) CONTENT: EN(/Game/Genesis/Missions/EelBossFight/MissionType_EelBossFight.Default__MissionType_EelBossFight_C) CONTENT: EN(/Game/Genesis/Missions/EelBossFight/MissionType_EelBossFight.Default__MissionType_EelBossFight_C) CONTENT: EN(/Game/Genesis/Missions/EelBossFight/MissionType_EelBossFight.Default__MissionType_EelBossFight_C) CONTENT: EN(/Game/Genesis/Missions/EelBossFight/MissionType_EelBossFight.Default__MissionType_EelBossFight_C) CONTENT: EN(/Game/Genesis/Missions/EelBossFight/MissionType_EelBossFight.Default__MissionType_EelBossFight_C) CONTENT: EN(/Game/Genesis/Missions/EelBossFight/MissionType_EelBossFight.Default__MissionType_EelBossFight_C) CONTENT: EN(/Game/Genesis/Missions/EelBossFight/MissionType_EelBossFight.Default__MissionType_EelBossFight_C) CONTENT: EN(/Game/Genesis/Missions/EelBossFight/MissionType_EelBossFight.Default__MissionType_EelBossFight_C) CONTENT: EN(/Game/Genesis/Missions/EelBossFight/MissionType_EelBossFight.Default__MissionType_EelBossFight_C) CONTENT: EN(/Game/Genesis/Missions/EelBossFight/MissionType_EelBossFight.Default__MissionType_EelBossFight_C) CONTENT: One Tough Moeder(/Game/Genesis/Missions/EelBossFight/MissionType_EelBossFight.Default__MissionType_EelBossFight_C) CONTENT: Dive beneath the waves to battle Moeder, the master AI for this biome.(/Game/Genesis/Missions/EelBossFight/MissionType_EelBossFight.Default__MissionType_EelBossFight_C) CONTENT: Prepare to engage Moeder...(/Game/Genesis/Missions/EelBossFight/MissionType_EelBossFight.Default__MissionType_EelBossFight_C) CONTENT: Slay the Eel Minions(/Game/Genesis/Missions/EelBossFight/MissionType_EelBossFight.Default__MissionType_EelBossFight_C) CONTENT: Defeat Moeder!(/Game/Genesis/Missions/EelBossFight/MissionType_EelBossFight.Default__MissionType_EelBossFight_C) CONTENT: Moeder has been defeated. Teleporting out in...(/Game/Genesis/Missions/EelBossFight/MissionType_EelBossFight.Default__MissionType_EelBossFight_C) LITERAL: KillThem(/Game/Genesis/CoreBlueprints/GenesisBossArenaKiller.GenesisBossArenaKiller:ReceiveTick.K2Node_CallFunction_40432) LITERAL: KillThem(/Game/Genesis/CoreBlueprints/GenesisBossArenaKiller.GenesisBossArenaKiller:ReceiveTick.K2Node_CallFunction_41365) CONTENT: Wilderness(/Game/Maps/Genesis/PersistentGameplaySublevel.PersistentGameplaySublevel:PersistentLevel.PrimalWorldSettings) CONTENT: Polar Bear(/Engine/Transient.REINST_Direbear_Character_Polar_Escort_C_0) CONTENT: Polar Bear(/Engine/Transient.Default__REINST_Direbear_Character_Polar_Escort_C_66591) CONTENT: Polar Bear(/Engine/Transient.REINST_Direbear_Character_Polar_Escort_C_1) CONTENT: Polar Bear(/Engine/Transient.Default__REINST_Direbear_Character_Polar_Escort_C_66595) CONTENT: Polar Bear(/Game/Genesis/Dinos/MissionVariants/Escort/Arctic/Direbear_Character_Polar_Escort.Default__Direbear_Character_Polar_Escort_C) CONTENT: Transmits items, Survivors, and creatures to other ARKs!(/Engine/Transient.REINST_MissionDispatcher_MultiUsePylon_C_0:TheInventory) CONTENT: Mission Dispatcher(/Engine/Transient.REINST_MissionDispatcher_MultiUsePylon_C_0:TheInventory) LITERAL: Initialize(/Game/Genesis/Missions/MissionDispatcher_MultiUsePylon.MissionDispatcher_MultiUsePylon:ReceiveBeginPlay.K2Node_CallFunction_261820) CONTENT: Transmits items, Survivors, and creatures to other ARKs!(/Engine/Transient.Default__REINST_MissionDispatcher_MultiUsePylon_C_66602:TheInventory) CONTENT: Mission Dispatcher(/Engine/Transient.Default__REINST_MissionDispatcher_MultiUsePylon_C_66602:TheInventory) CONTENT: Transmits items, Survivors, and creatures to other ARKs!(/Engine/Transient.REINST_MissionDispatcher_MultiUsePylon_C_1:TheInventory) CONTENT: Mission Dispatcher(/Engine/Transient.REINST_MissionDispatcher_MultiUsePylon_C_1:TheInventory) CONTENT: Transmits items, Survivors, and creatures to other ARKs!(/Engine/Transient.Default__REINST_MissionDispatcher_MultiUsePylon_C_66606:TheInventory) CONTENT: Mission Dispatcher(/Engine/Transient.Default__REINST_MissionDispatcher_MultiUsePylon_C_66606:TheInventory) CONTENT: Transmits items, Survivors, and creatures to other ARKs!(/Game/Genesis/Missions/MissionDispatcher_MultiUsePylon.Default__MissionDispatcher_MultiUsePylon_C:TheInventory) CONTENT: Mission Dispatcher(/Game/Genesis/Missions/MissionDispatcher_MultiUsePylon.Default__MissionDispatcher_MultiUsePylon_C:TheInventory) LITERAL: ({key}) ServerSidePoint - {num} - {custint}(/Game/Genesis/Missions/Hunt/MissionServerSidePoint_HuntSpawnLocation.MissionServerSidePoint_HuntSpawnLocation:UserConstructionScript.K2Node_FormatText_93) LITERAL: ({key}) ServerSidePoint - {num} - {custint}(/Game/Genesis/Missions/Hunt/MissionServerSidePoint_HuntSpawnLocation.MissionServerSidePoint_HuntSpawnLocation:EdGraph_190513.K2Node_CallFunction_434105) LITERAL: key(/Game/Genesis/Missions/Hunt/MissionServerSidePoint_HuntSpawnLocation.MissionServerSidePoint_HuntSpawnLocation:EdGraph_190513.K2Node_MakeStruct_3600) LITERAL: num(/Game/Genesis/Missions/Hunt/MissionServerSidePoint_HuntSpawnLocation.MissionServerSidePoint_HuntSpawnLocation:EdGraph_190513.K2Node_MakeStruct_3601) LITERAL: custint(/Game/Genesis/Missions/Hunt/MissionServerSidePoint_HuntSpawnLocation.MissionServerSidePoint_HuntSpawnLocation:EdGraph_190513.K2Node_MakeStruct_3602) LITERAL: ({key}) ServerSidePoint - {num} - {custint}(/Game/Genesis/Missions/Hunt/MissionServerSidePoint_HuntSpawnLocation.MissionServerSidePoint_HuntSpawnLocation:EdGraph_190517.K2Node_CallFunction_434106) LITERAL: key(/Game/Genesis/Missions/Hunt/MissionServerSidePoint_HuntSpawnLocation.MissionServerSidePoint_HuntSpawnLocation:EdGraph_190517.K2Node_MakeStruct_3603) LITERAL: num(/Game/Genesis/Missions/Hunt/MissionServerSidePoint_HuntSpawnLocation.MissionServerSidePoint_HuntSpawnLocation:EdGraph_190517.K2Node_MakeStruct_3604) LITERAL: custint(/Game/Genesis/Missions/Hunt/MissionServerSidePoint_HuntSpawnLocation.MissionServerSidePoint_HuntSpawnLocation:EdGraph_190517.K2Node_MakeStruct_3605) LITERAL: Wave {wave}(/Game/Genesis/Missions/Gauntlet/MissionServerSidePoint_GauntletPortalSpawn.MissionServerSidePoint_GauntletPortalSpawn:UserConstructionScript.K2Node_FormatText_257) LITERAL: Wave {wave}(/Game/Genesis/Missions/Gauntlet/MissionServerSidePoint_GauntletPortalSpawn.MissionServerSidePoint_GauntletPortalSpawn:EdGraph_190525.K2Node_CallFunction_434107) LITERAL: wave(/Game/Genesis/Missions/Gauntlet/MissionServerSidePoint_GauntletPortalSpawn.MissionServerSidePoint_GauntletPortalSpawn:EdGraph_190525.K2Node_MakeStruct_3606) LITERAL: Wave {wave}(/Game/Genesis/Missions/Gauntlet/MissionServerSidePoint_GauntletPortalSpawn.MissionServerSidePoint_GauntletPortalSpawn:EdGraph_190529.K2Node_CallFunction_434108) LITERAL: wave(/Game/Genesis/Missions/Gauntlet/MissionServerSidePoint_GauntletPortalSpawn.MissionServerSidePoint_GauntletPortalSpawn:EdGraph_190529.K2Node_MakeStruct_3607) CONTENT: Transmits items, Survivors, and creatures to other ARKs!(/Game/Maps/Genesis/PersistentGameplaySublevel_ArcticMissions.PersistentGameplaySublevel_ArcticMissions:PersistentLevel.MissionDispatcher_MultiUsePylon_C_11.TheInventory) CONTENT: Mission Dispatcher(/Game/Maps/Genesis/PersistentGameplaySublevel_ArcticMissions.PersistentGameplaySublevel_ArcticMissions:PersistentLevel.MissionDispatcher_MultiUsePylon_C_11.TheInventory) CONTENT: Transmits items, Survivors, and creatures to other ARKs!(/Game/Maps/Genesis/PersistentGameplaySublevel_ArcticMissions.PersistentGameplaySublevel_ArcticMissions:PersistentLevel.MissionDispatcher_MultiUsePylon_C_12.TheInventory) CONTENT: Mission Dispatcher(/Game/Maps/Genesis/PersistentGameplaySublevel_ArcticMissions.PersistentGameplaySublevel_ArcticMissions:PersistentLevel.MissionDispatcher_MultiUsePylon_C_12.TheInventory) CONTENT: Transmits items, Survivors, and creatures to other ARKs!(/Game/Maps/Genesis/PersistentGameplaySublevel_ArcticMissions.PersistentGameplaySublevel_ArcticMissions:PersistentLevel.MissionDispatcher_MultiUsePylon_C_13.TheInventory) CONTENT: Mission Dispatcher(/Game/Maps/Genesis/PersistentGameplaySublevel_ArcticMissions.PersistentGameplaySublevel_ArcticMissions:PersistentLevel.MissionDispatcher_MultiUsePylon_C_13.TheInventory) CONTENT: Transmits items, Survivors, and creatures to other ARKs!(/Game/Maps/Genesis/PersistentGameplaySublevel_ArcticMissions.PersistentGameplaySublevel_ArcticMissions:PersistentLevel.MissionDispatcher_MultiUsePylon_C_14.TheInventory) CONTENT: Mission Dispatcher(/Game/Maps/Genesis/PersistentGameplaySublevel_ArcticMissions.PersistentGameplaySublevel_ArcticMissions:PersistentLevel.MissionDispatcher_MultiUsePylon_C_14.TheInventory) CONTENT: Transmits items, Survivors, and creatures to other ARKs!(/Game/Maps/Genesis/PersistentGameplaySublevel_ArcticMissions.PersistentGameplaySublevel_ArcticMissions:PersistentLevel.MissionDispatcher_MultiUsePylon_C_15.TheInventory) CONTENT: Mission Dispatcher(/Game/Maps/Genesis/PersistentGameplaySublevel_ArcticMissions.PersistentGameplaySublevel_ArcticMissions:PersistentLevel.MissionDispatcher_MultiUsePylon_C_15.TheInventory) CONTENT: Transmits items, Survivors, and creatures to other ARKs!(/Game/Maps/Genesis/PersistentGameplaySublevel_ArcticMissions.PersistentGameplaySublevel_ArcticMissions:PersistentLevel.MissionDispatcher_MultiUsePylon_C_16.TheInventory) CONTENT: Mission Dispatcher(/Game/Maps/Genesis/PersistentGameplaySublevel_ArcticMissions.PersistentGameplaySublevel_ArcticMissions:PersistentLevel.MissionDispatcher_MultiUsePylon_C_16.TheInventory) CONTENT: Transmits items, Survivors, and creatures to other ARKs!(/Game/Maps/Genesis/PersistentGameplaySublevel_ArcticMissions.PersistentGameplaySublevel_ArcticMissions:PersistentLevel.MissionDispatcher_MultiUsePylon_C_17.TheInventory) CONTENT: Mission Dispatcher(/Game/Maps/Genesis/PersistentGameplaySublevel_ArcticMissions.PersistentGameplaySublevel_ArcticMissions:PersistentLevel.MissionDispatcher_MultiUsePylon_C_17.TheInventory) CONTENT: Transmits items, Survivors, and creatures to other ARKs!(/Game/Maps/Genesis/PersistentGameplaySublevel_ArcticMissions.PersistentGameplaySublevel_ArcticMissions:PersistentLevel.MissionDispatcher_MultiUsePylon_C_18.TheInventory) CONTENT: Mission Dispatcher(/Game/Maps/Genesis/PersistentGameplaySublevel_ArcticMissions.PersistentGameplaySublevel_ArcticMissions:PersistentLevel.MissionDispatcher_MultiUsePylon_C_18.TheInventory) CONTENT: Transmits items, Survivors, and creatures to other ARKs!(/Game/Maps/Genesis/PersistentGameplaySublevel_ArcticMissions.PersistentGameplaySublevel_ArcticMissions:PersistentLevel.MissionDispatcher_MultiUsePylon_Retrieve_ArcticMounds.TheInventory) CONTENT: Mission Dispatcher(/Game/Maps/Genesis/PersistentGameplaySublevel_ArcticMissions.PersistentGameplaySublevel_ArcticMissions:PersistentLevel.MissionDispatcher_MultiUsePylon_Retrieve_ArcticMounds.TheInventory) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_ArcticMissions.PersistentGameplaySublevel_ArcticMissions:PersistentLevel.MissionTrigger_0) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_ArcticMissions.PersistentGameplaySublevel_ArcticMissions:PersistentLevel.MissionTrigger_0) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_ArcticMissions.PersistentGameplaySublevel_ArcticMissions:PersistentLevel.MissionTrigger_100) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_ArcticMissions.PersistentGameplaySublevel_ArcticMissions:PersistentLevel.MissionTrigger_100) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_ArcticMissions.PersistentGameplaySublevel_ArcticMissions:PersistentLevel.MissionTrigger_101) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_ArcticMissions.PersistentGameplaySublevel_ArcticMissions:PersistentLevel.MissionTrigger_101) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_ArcticMissions.PersistentGameplaySublevel_ArcticMissions:PersistentLevel.MissionTrigger_102) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_ArcticMissions.PersistentGameplaySublevel_ArcticMissions:PersistentLevel.MissionTrigger_102) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_ArcticMissions.PersistentGameplaySublevel_ArcticMissions:PersistentLevel.MissionTrigger_103) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_ArcticMissions.PersistentGameplaySublevel_ArcticMissions:PersistentLevel.MissionTrigger_103) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_ArcticMissions.PersistentGameplaySublevel_ArcticMissions:PersistentLevel.MissionTrigger_104) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_ArcticMissions.PersistentGameplaySublevel_ArcticMissions:PersistentLevel.MissionTrigger_104) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_ArcticMissions.PersistentGameplaySublevel_ArcticMissions:PersistentLevel.MissionTrigger_105) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_ArcticMissions.PersistentGameplaySublevel_ArcticMissions:PersistentLevel.MissionTrigger_105) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_ArcticMissions.PersistentGameplaySublevel_ArcticMissions:PersistentLevel.MissionTrigger_106) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_ArcticMissions.PersistentGameplaySublevel_ArcticMissions:PersistentLevel.MissionTrigger_106) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_ArcticMissions.PersistentGameplaySublevel_ArcticMissions:PersistentLevel.MissionTrigger_107) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_ArcticMissions.PersistentGameplaySublevel_ArcticMissions:PersistentLevel.MissionTrigger_107) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_ArcticMissions.PersistentGameplaySublevel_ArcticMissions:PersistentLevel.MissionTrigger_108) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_ArcticMissions.PersistentGameplaySublevel_ArcticMissions:PersistentLevel.MissionTrigger_108) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_ArcticMissions.PersistentGameplaySublevel_ArcticMissions:PersistentLevel.MissionTrigger_109) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_ArcticMissions.PersistentGameplaySublevel_ArcticMissions:PersistentLevel.MissionTrigger_109) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_ArcticMissions.PersistentGameplaySublevel_ArcticMissions:PersistentLevel.MissionTrigger_11) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_ArcticMissions.PersistentGameplaySublevel_ArcticMissions:PersistentLevel.MissionTrigger_11) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_ArcticMissions.PersistentGameplaySublevel_ArcticMissions:PersistentLevel.MissionTrigger_110) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_ArcticMissions.PersistentGameplaySublevel_ArcticMissions:PersistentLevel.MissionTrigger_110) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_ArcticMissions.PersistentGameplaySublevel_ArcticMissions:PersistentLevel.MissionTrigger_111) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_ArcticMissions.PersistentGameplaySublevel_ArcticMissions:PersistentLevel.MissionTrigger_111) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_ArcticMissions.PersistentGameplaySublevel_ArcticMissions:PersistentLevel.MissionTrigger_112) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_ArcticMissions.PersistentGameplaySublevel_ArcticMissions:PersistentLevel.MissionTrigger_112) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_ArcticMissions.PersistentGameplaySublevel_ArcticMissions:PersistentLevel.MissionTrigger_113) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_ArcticMissions.PersistentGameplaySublevel_ArcticMissions:PersistentLevel.MissionTrigger_113) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_ArcticMissions.PersistentGameplaySublevel_ArcticMissions:PersistentLevel.MissionTrigger_114) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_ArcticMissions.PersistentGameplaySublevel_ArcticMissions:PersistentLevel.MissionTrigger_114) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_ArcticMissions.PersistentGameplaySublevel_ArcticMissions:PersistentLevel.MissionTrigger_22) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_ArcticMissions.PersistentGameplaySublevel_ArcticMissions:PersistentLevel.MissionTrigger_22) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_ArcticMissions.PersistentGameplaySublevel_ArcticMissions:PersistentLevel.MissionTrigger_24) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_ArcticMissions.PersistentGameplaySublevel_ArcticMissions:PersistentLevel.MissionTrigger_24) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_ArcticMissions.PersistentGameplaySublevel_ArcticMissions:PersistentLevel.MissionTrigger_26) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_ArcticMissions.PersistentGameplaySublevel_ArcticMissions:PersistentLevel.MissionTrigger_26) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_ArcticMissions.PersistentGameplaySublevel_ArcticMissions:PersistentLevel.MissionTrigger_28) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_ArcticMissions.PersistentGameplaySublevel_ArcticMissions:PersistentLevel.MissionTrigger_28) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_ArcticMissions.PersistentGameplaySublevel_ArcticMissions:PersistentLevel.MissionTrigger_30) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_ArcticMissions.PersistentGameplaySublevel_ArcticMissions:PersistentLevel.MissionTrigger_30) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_ArcticMissions.PersistentGameplaySublevel_ArcticMissions:PersistentLevel.MissionTrigger_32) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_ArcticMissions.PersistentGameplaySublevel_ArcticMissions:PersistentLevel.MissionTrigger_32) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_ArcticMissions.PersistentGameplaySublevel_ArcticMissions:PersistentLevel.MissionTrigger_39) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_ArcticMissions.PersistentGameplaySublevel_ArcticMissions:PersistentLevel.MissionTrigger_39) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_ArcticMissions.PersistentGameplaySublevel_ArcticMissions:PersistentLevel.MissionTrigger_47) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_ArcticMissions.PersistentGameplaySublevel_ArcticMissions:PersistentLevel.MissionTrigger_47) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_ArcticMissions.PersistentGameplaySublevel_ArcticMissions:PersistentLevel.MissionTrigger_53) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_ArcticMissions.PersistentGameplaySublevel_ArcticMissions:PersistentLevel.MissionTrigger_53) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_ArcticMissions.PersistentGameplaySublevel_ArcticMissions:PersistentLevel.MissionTrigger_59) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_ArcticMissions.PersistentGameplaySublevel_ArcticMissions:PersistentLevel.MissionTrigger_59) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_ArcticMissions.PersistentGameplaySublevel_ArcticMissions:PersistentLevel.MissionTrigger_61) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_ArcticMissions.PersistentGameplaySublevel_ArcticMissions:PersistentLevel.MissionTrigger_61) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_ArcticMissions.PersistentGameplaySublevel_ArcticMissions:PersistentLevel.MissionTrigger_62) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_ArcticMissions.PersistentGameplaySublevel_ArcticMissions:PersistentLevel.MissionTrigger_62) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_ArcticMissions.PersistentGameplaySublevel_ArcticMissions:PersistentLevel.MissionTrigger_64) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_ArcticMissions.PersistentGameplaySublevel_ArcticMissions:PersistentLevel.MissionTrigger_64) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_ArcticMissions.PersistentGameplaySublevel_ArcticMissions:PersistentLevel.MissionTrigger_66) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_ArcticMissions.PersistentGameplaySublevel_ArcticMissions:PersistentLevel.MissionTrigger_66) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_ArcticMissions.PersistentGameplaySublevel_ArcticMissions:PersistentLevel.MissionTrigger_68) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_ArcticMissions.PersistentGameplaySublevel_ArcticMissions:PersistentLevel.MissionTrigger_68) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_ArcticMissions.PersistentGameplaySublevel_ArcticMissions:PersistentLevel.MissionTrigger_70) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_ArcticMissions.PersistentGameplaySublevel_ArcticMissions:PersistentLevel.MissionTrigger_70) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_ArcticMissions.PersistentGameplaySublevel_ArcticMissions:PersistentLevel.MissionTrigger_72) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_ArcticMissions.PersistentGameplaySublevel_ArcticMissions:PersistentLevel.MissionTrigger_72) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_ArcticMissions.PersistentGameplaySublevel_ArcticMissions:PersistentLevel.MissionTrigger_74) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_ArcticMissions.PersistentGameplaySublevel_ArcticMissions:PersistentLevel.MissionTrigger_74) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_ArcticMissions.PersistentGameplaySublevel_ArcticMissions:PersistentLevel.MissionTrigger_75) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_ArcticMissions.PersistentGameplaySublevel_ArcticMissions:PersistentLevel.MissionTrigger_75) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_ArcticMissions.PersistentGameplaySublevel_ArcticMissions:PersistentLevel.MissionTrigger_76) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_ArcticMissions.PersistentGameplaySublevel_ArcticMissions:PersistentLevel.MissionTrigger_76) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_ArcticMissions.PersistentGameplaySublevel_ArcticMissions:PersistentLevel.MissionTrigger_77) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_ArcticMissions.PersistentGameplaySublevel_ArcticMissions:PersistentLevel.MissionTrigger_77) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_ArcticMissions.PersistentGameplaySublevel_ArcticMissions:PersistentLevel.MissionTrigger_78) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_ArcticMissions.PersistentGameplaySublevel_ArcticMissions:PersistentLevel.MissionTrigger_78) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_ArcticMissions.PersistentGameplaySublevel_ArcticMissions:PersistentLevel.MissionTrigger_79) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_ArcticMissions.PersistentGameplaySublevel_ArcticMissions:PersistentLevel.MissionTrigger_79) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_ArcticMissions.PersistentGameplaySublevel_ArcticMissions:PersistentLevel.MissionTrigger_80) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_ArcticMissions.PersistentGameplaySublevel_ArcticMissions:PersistentLevel.MissionTrigger_80) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_ArcticMissions.PersistentGameplaySublevel_ArcticMissions:PersistentLevel.MissionTrigger_81) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_ArcticMissions.PersistentGameplaySublevel_ArcticMissions:PersistentLevel.MissionTrigger_81) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_ArcticMissions.PersistentGameplaySublevel_ArcticMissions:PersistentLevel.MissionTrigger_82) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_ArcticMissions.PersistentGameplaySublevel_ArcticMissions:PersistentLevel.MissionTrigger_82) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_ArcticMissions.PersistentGameplaySublevel_ArcticMissions:PersistentLevel.MissionTrigger_83) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_ArcticMissions.PersistentGameplaySublevel_ArcticMissions:PersistentLevel.MissionTrigger_83) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_ArcticMissions.PersistentGameplaySublevel_ArcticMissions:PersistentLevel.MissionTrigger_84) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_ArcticMissions.PersistentGameplaySublevel_ArcticMissions:PersistentLevel.MissionTrigger_84) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_ArcticMissions.PersistentGameplaySublevel_ArcticMissions:PersistentLevel.MissionTrigger_85) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_ArcticMissions.PersistentGameplaySublevel_ArcticMissions:PersistentLevel.MissionTrigger_85) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_ArcticMissions.PersistentGameplaySublevel_ArcticMissions:PersistentLevel.MissionTrigger_86) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_ArcticMissions.PersistentGameplaySublevel_ArcticMissions:PersistentLevel.MissionTrigger_86) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_ArcticMissions.PersistentGameplaySublevel_ArcticMissions:PersistentLevel.MissionTrigger_87) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_ArcticMissions.PersistentGameplaySublevel_ArcticMissions:PersistentLevel.MissionTrigger_87) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_ArcticMissions.PersistentGameplaySublevel_ArcticMissions:PersistentLevel.MissionTrigger_88) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_ArcticMissions.PersistentGameplaySublevel_ArcticMissions:PersistentLevel.MissionTrigger_88) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_ArcticMissions.PersistentGameplaySublevel_ArcticMissions:PersistentLevel.MissionTrigger_89) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_ArcticMissions.PersistentGameplaySublevel_ArcticMissions:PersistentLevel.MissionTrigger_89) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_ArcticMissions.PersistentGameplaySublevel_ArcticMissions:PersistentLevel.MissionTrigger_90) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_ArcticMissions.PersistentGameplaySublevel_ArcticMissions:PersistentLevel.MissionTrigger_90) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_ArcticMissions.PersistentGameplaySublevel_ArcticMissions:PersistentLevel.MissionTrigger_91) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_ArcticMissions.PersistentGameplaySublevel_ArcticMissions:PersistentLevel.MissionTrigger_91) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_ArcticMissions.PersistentGameplaySublevel_ArcticMissions:PersistentLevel.MissionTrigger_92) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_ArcticMissions.PersistentGameplaySublevel_ArcticMissions:PersistentLevel.MissionTrigger_92) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_ArcticMissions.PersistentGameplaySublevel_ArcticMissions:PersistentLevel.MissionTrigger_93) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_ArcticMissions.PersistentGameplaySublevel_ArcticMissions:PersistentLevel.MissionTrigger_93) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_ArcticMissions.PersistentGameplaySublevel_ArcticMissions:PersistentLevel.MissionTrigger_94) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_ArcticMissions.PersistentGameplaySublevel_ArcticMissions:PersistentLevel.MissionTrigger_94) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_ArcticMissions.PersistentGameplaySublevel_ArcticMissions:PersistentLevel.MissionTrigger_95) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_ArcticMissions.PersistentGameplaySublevel_ArcticMissions:PersistentLevel.MissionTrigger_95) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_ArcticMissions.PersistentGameplaySublevel_ArcticMissions:PersistentLevel.MissionTrigger_96) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_ArcticMissions.PersistentGameplaySublevel_ArcticMissions:PersistentLevel.MissionTrigger_96) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_ArcticMissions.PersistentGameplaySublevel_ArcticMissions:PersistentLevel.MissionTrigger_97) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_ArcticMissions.PersistentGameplaySublevel_ArcticMissions:PersistentLevel.MissionTrigger_97) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_ArcticMissions.PersistentGameplaySublevel_ArcticMissions:PersistentLevel.MissionTrigger_98) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_ArcticMissions.PersistentGameplaySublevel_ArcticMissions:PersistentLevel.MissionTrigger_98) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_ArcticMissions.PersistentGameplaySublevel_ArcticMissions:PersistentLevel.MissionTrigger_99) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_ArcticMissions.PersistentGameplaySublevel_ArcticMissions:PersistentLevel.MissionTrigger_99) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_ArcticMissions.PersistentGameplaySublevel_ArcticMissions:PersistentLevel.MissionTrigger_GatherNodes_Arctic4_19) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_ArcticMissions.PersistentGameplaySublevel_ArcticMissions:PersistentLevel.MissionTrigger_GatherNodes_Arctic4_19) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_ArcticMissions.PersistentGameplaySublevel_ArcticMissions:PersistentLevel.MissionTrigger_GatherNodes_Arctic_19) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_ArcticMissions.PersistentGameplaySublevel_ArcticMissions:PersistentLevel.MissionTrigger_GatherNodes_Arctic_19) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_ArcticMissions.PersistentGameplaySublevel_ArcticMissions:PersistentLevel.MissionTrigger_GatherNodes_Arctic_40) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_ArcticMissions.PersistentGameplaySublevel_ArcticMissions:PersistentLevel.MissionTrigger_GatherNodes_Arctic_40) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_ArcticMissions.PersistentGameplaySublevel_ArcticMissions:PersistentLevel.MissionTrigger_GatherNodes_Arctic_41) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_ArcticMissions.PersistentGameplaySublevel_ArcticMissions:PersistentLevel.MissionTrigger_GatherNodes_Arctic_41) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_ArcticMissions.PersistentGameplaySublevel_ArcticMissions:PersistentLevel.MissionTrigger_GatherNodes_Arctic_42) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_ArcticMissions.PersistentGameplaySublevel_ArcticMissions:PersistentLevel.MissionTrigger_GatherNodes_Arctic_42) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_ArcticMissions.PersistentGameplaySublevel_ArcticMissions:PersistentLevel.MissionTrigger_GatherNodes_Arctic_43) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_ArcticMissions.PersistentGameplaySublevel_ArcticMissions:PersistentLevel.MissionTrigger_GatherNodes_Arctic_43) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_ArcticMissions.PersistentGameplaySublevel_ArcticMissions:PersistentLevel.MissionTrigger_GatherNodes_Arctic_44) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_ArcticMissions.PersistentGameplaySublevel_ArcticMissions:PersistentLevel.MissionTrigger_GatherNodes_Arctic_44) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_ArcticMissions.PersistentGameplaySublevel_ArcticMissions:PersistentLevel.MissionTrigger_GatherNodes_Arctic_45) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_ArcticMissions.PersistentGameplaySublevel_ArcticMissions:PersistentLevel.MissionTrigger_GatherNodes_Arctic_45) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_ArcticMissions.PersistentGameplaySublevel_ArcticMissions:PersistentLevel.MissionTrigger_GatherNodes_Arctic_46) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_ArcticMissions.PersistentGameplaySublevel_ArcticMissions:PersistentLevel.MissionTrigger_GatherNodes_Arctic_46) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_ArcticMissions.PersistentGameplaySublevel_ArcticMissions:PersistentLevel.MissionTrigger_GatherNodes_Arctic_48) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_ArcticMissions.PersistentGameplaySublevel_ArcticMissions:PersistentLevel.MissionTrigger_GatherNodes_Arctic_48) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_ArcticMissions.PersistentGameplaySublevel_ArcticMissions:PersistentLevel.MissionTrigger_GatherNodes_Arctic_50) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_ArcticMissions.PersistentGameplaySublevel_ArcticMissions:PersistentLevel.MissionTrigger_GatherNodes_Arctic_50) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_ArcticMissions.PersistentGameplaySublevel_ArcticMissions:PersistentLevel.MissionTrigger_GatherNodes_Arctic_51) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_ArcticMissions.PersistentGameplaySublevel_ArcticMissions:PersistentLevel.MissionTrigger_GatherNodes_Arctic_51) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_ArcticMissions.PersistentGameplaySublevel_ArcticMissions:PersistentLevel.MissionTrigger_GatherNodes_Arctic_52) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_ArcticMissions.PersistentGameplaySublevel_ArcticMissions:PersistentLevel.MissionTrigger_GatherNodes_Arctic_52) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_ArcticMissions.PersistentGameplaySublevel_ArcticMissions:PersistentLevel.MissionTrigger_GatherNodes_Arctic_53) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_ArcticMissions.PersistentGameplaySublevel_ArcticMissions:PersistentLevel.MissionTrigger_GatherNodes_Arctic_53) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_ArcticMissions.PersistentGameplaySublevel_ArcticMissions:PersistentLevel.MissionTrigger_GatherNodes_Arctic_54) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_ArcticMissions.PersistentGameplaySublevel_ArcticMissions:PersistentLevel.MissionTrigger_GatherNodes_Arctic_54) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_ArcticMissions.PersistentGameplaySublevel_ArcticMissions:PersistentLevel.MissionTrigger_GatherNodes_Arctic_55) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_ArcticMissions.PersistentGameplaySublevel_ArcticMissions:PersistentLevel.MissionTrigger_GatherNodes_Arctic_55) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_ArcticMissions.PersistentGameplaySublevel_ArcticMissions:PersistentLevel.MissionTrigger_GatherNodes_Arctic_56) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_ArcticMissions.PersistentGameplaySublevel_ArcticMissions:PersistentLevel.MissionTrigger_GatherNodes_Arctic_56) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_ArcticMissions.PersistentGameplaySublevel_ArcticMissions:PersistentLevel.MissionTrigger_GatherNodes_Arctic_57) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_ArcticMissions.PersistentGameplaySublevel_ArcticMissions:PersistentLevel.MissionTrigger_GatherNodes_Arctic_57) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_ArcticMissions.PersistentGameplaySublevel_ArcticMissions:PersistentLevel.MissionTrigger_GatherNodes_Arctic_58) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_ArcticMissions.PersistentGameplaySublevel_ArcticMissions:PersistentLevel.MissionTrigger_GatherNodes_Arctic_58) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_ArcticMissions.PersistentGameplaySublevel_ArcticMissions:PersistentLevel.MissionTrigger_GatherNodes_Arctic_73) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_ArcticMissions.PersistentGameplaySublevel_ArcticMissions:PersistentLevel.MissionTrigger_GatherNodes_Arctic_73) CONTENT: Wilderness(/Game/Maps/Genesis/PersistentGameplaySublevel_ArcticMissions.PersistentGameplaySublevel_ArcticMissions:PersistentLevel.PrimalWorldSettings) CONTENT: Mission Area(/Engine/Transient.REINST_Gen_AreaBuff_VR_C_0) CONTENT: You are not able to build within mission areas.(/Engine/Transient.REINST_Gen_AreaBuff_VR_C_0) CONTENT: Mission Area(/Engine/Transient.Default__REINST_Gen_AreaBuff_VR_C_66637) CONTENT: You are not able to build within mission areas.(/Engine/Transient.Default__REINST_Gen_AreaBuff_VR_C_66637) CONTENT: Mission Area(/Engine/Transient.REINST_Gen_AreaBuff_VR_C_1) CONTENT: You are not able to build within mission areas.(/Engine/Transient.REINST_Gen_AreaBuff_VR_C_1) CONTENT: Mission Area(/Engine/Transient.Default__REINST_Gen_AreaBuff_VR_C_66641) CONTENT: You are not able to build within mission areas.(/Engine/Transient.Default__REINST_Gen_AreaBuff_VR_C_66641) CONTENT: Mission Area(/Game/Genesis/CoreBlueprints/Buffs/AreaBuffs/Gen_AreaBuff_VR.Default__Gen_AreaBuff_VR_C) CONTENT: You are not able to build within mission areas.(/Game/Genesis/CoreBlueprints/Buffs/AreaBuffs/Gen_AreaBuff_VR.Default__Gen_AreaBuff_VR_C) CONTENT: Mission Area(/Engine/Transient.REINST_Gen_AreaBuff_Ocean_C_0) CONTENT: You are not able to build within mission areas.(/Engine/Transient.REINST_Gen_AreaBuff_Ocean_C_0) CONTENT: Entered Mission Area(/Engine/Transient.REINST_Gen_AreaBuff_Ocean_C_0) CONTENT: Mission Area(/Engine/Transient.Default__REINST_Gen_AreaBuff_Ocean_C_66659) CONTENT: You are not able to build within mission areas.(/Engine/Transient.Default__REINST_Gen_AreaBuff_Ocean_C_66659) CONTENT: Entered Mission Area(/Engine/Transient.Default__REINST_Gen_AreaBuff_Ocean_C_66659) CONTENT: Mission Area(/Engine/Transient.REINST_Gen_AreaBuff_Ocean_C_1) CONTENT: You are not able to build within mission areas.(/Engine/Transient.REINST_Gen_AreaBuff_Ocean_C_1) CONTENT: Entered Mission Area(/Engine/Transient.REINST_Gen_AreaBuff_Ocean_C_1) CONTENT: Mission Area(/Engine/Transient.Default__REINST_Gen_AreaBuff_Ocean_C_66663) CONTENT: You are not able to build within mission areas.(/Engine/Transient.Default__REINST_Gen_AreaBuff_Ocean_C_66663) CONTENT: Entered Mission Area(/Engine/Transient.Default__REINST_Gen_AreaBuff_Ocean_C_66663) CONTENT: Mission Area(/Game/Genesis/CoreBlueprints/Buffs/AreaBuffs/Gen_AreaBuff_Ocean.Default__Gen_AreaBuff_Ocean_C) CONTENT: You are not able to build within mission areas.(/Game/Genesis/CoreBlueprints/Buffs/AreaBuffs/Gen_AreaBuff_Ocean.Default__Gen_AreaBuff_Ocean_C) CONTENT: Entered Mission Area(/Game/Genesis/CoreBlueprints/Buffs/AreaBuffs/Gen_AreaBuff_Ocean.Default__Gen_AreaBuff_Ocean_C) LITERAL: *Blocking*(/Game/Genesis/CoreBlueprints/Buffs/AreaBuffs/Gen_AreaBuff_Lunar.Gen_AreaBuff_Lunar:Check IsIn Shadow.K2Node_CallFunction_260154) LITERAL: Pitch {0} {1} {2}(/Game/Genesis/CoreBlueprints/Buffs/AreaBuffs/Gen_AreaBuff_Lunar.Gen_AreaBuff_Lunar:UpdateFallingCorrection.K2Node_FormatText_217) LITERAL: Roll {0} {1} {2} {3}(/Game/Genesis/CoreBlueprints/Buffs/AreaBuffs/Gen_AreaBuff_Lunar.Gen_AreaBuff_Lunar:UpdateFallingCorrection.K2Node_FormatText_216) LITERAL: WeaponFired(/Game/Genesis/CoreBlueprints/Buffs/AreaBuffs/Gen_AreaBuff_Lunar.Gen_AreaBuff_Lunar:HandleWeaponFired.K2Node_CallFunction_167941) LITERAL: *Blocking*(/Game/Genesis/CoreBlueprints/Buffs/AreaBuffs/Gen_AreaBuff_Lunar.Gen_AreaBuff_Lunar:CheckIsInShadow_Client.K2Node_CallFunction_260154) LITERAL: Pitch {0} {1} {2}(/Game/Genesis/CoreBlueprints/Buffs/AreaBuffs/Gen_AreaBuff_Lunar.Gen_AreaBuff_Lunar:EdGraph_190731.K2Node_CallFunction_434347) LITERAL: 0(/Game/Genesis/CoreBlueprints/Buffs/AreaBuffs/Gen_AreaBuff_Lunar.Gen_AreaBuff_Lunar:EdGraph_190731.K2Node_MakeStruct_3608) LITERAL: 1(/Game/Genesis/CoreBlueprints/Buffs/AreaBuffs/Gen_AreaBuff_Lunar.Gen_AreaBuff_Lunar:EdGraph_190731.K2Node_MakeStruct_3609) LITERAL: 2(/Game/Genesis/CoreBlueprints/Buffs/AreaBuffs/Gen_AreaBuff_Lunar.Gen_AreaBuff_Lunar:EdGraph_190731.K2Node_MakeStruct_3610) LITERAL: Roll {0} {1} {2} {3}(/Game/Genesis/CoreBlueprints/Buffs/AreaBuffs/Gen_AreaBuff_Lunar.Gen_AreaBuff_Lunar:EdGraph_190731.K2Node_CallFunction_434348) LITERAL: 0(/Game/Genesis/CoreBlueprints/Buffs/AreaBuffs/Gen_AreaBuff_Lunar.Gen_AreaBuff_Lunar:EdGraph_190731.K2Node_MakeStruct_3611) LITERAL: 1(/Game/Genesis/CoreBlueprints/Buffs/AreaBuffs/Gen_AreaBuff_Lunar.Gen_AreaBuff_Lunar:EdGraph_190731.K2Node_MakeStruct_3612) LITERAL: 2(/Game/Genesis/CoreBlueprints/Buffs/AreaBuffs/Gen_AreaBuff_Lunar.Gen_AreaBuff_Lunar:EdGraph_190731.K2Node_MakeStruct_3613) LITERAL: 3(/Game/Genesis/CoreBlueprints/Buffs/AreaBuffs/Gen_AreaBuff_Lunar.Gen_AreaBuff_Lunar:EdGraph_190731.K2Node_MakeStruct_3614) LITERAL: Pitch {0} {1} {2}(/Game/Genesis/CoreBlueprints/Buffs/AreaBuffs/Gen_AreaBuff_Lunar.Gen_AreaBuff_Lunar:EdGraph_190807.K2Node_CallFunction_434407) LITERAL: 0(/Game/Genesis/CoreBlueprints/Buffs/AreaBuffs/Gen_AreaBuff_Lunar.Gen_AreaBuff_Lunar:EdGraph_190807.K2Node_MakeStruct_3615) LITERAL: 1(/Game/Genesis/CoreBlueprints/Buffs/AreaBuffs/Gen_AreaBuff_Lunar.Gen_AreaBuff_Lunar:EdGraph_190807.K2Node_MakeStruct_3616) LITERAL: 2(/Game/Genesis/CoreBlueprints/Buffs/AreaBuffs/Gen_AreaBuff_Lunar.Gen_AreaBuff_Lunar:EdGraph_190807.K2Node_MakeStruct_3617) LITERAL: Roll {0} {1} {2} {3}(/Game/Genesis/CoreBlueprints/Buffs/AreaBuffs/Gen_AreaBuff_Lunar.Gen_AreaBuff_Lunar:EdGraph_190807.K2Node_CallFunction_434408) LITERAL: 0(/Game/Genesis/CoreBlueprints/Buffs/AreaBuffs/Gen_AreaBuff_Lunar.Gen_AreaBuff_Lunar:EdGraph_190807.K2Node_MakeStruct_3618) LITERAL: 1(/Game/Genesis/CoreBlueprints/Buffs/AreaBuffs/Gen_AreaBuff_Lunar.Gen_AreaBuff_Lunar:EdGraph_190807.K2Node_MakeStruct_3619) LITERAL: 2(/Game/Genesis/CoreBlueprints/Buffs/AreaBuffs/Gen_AreaBuff_Lunar.Gen_AreaBuff_Lunar:EdGraph_190807.K2Node_MakeStruct_3620) LITERAL: 3(/Game/Genesis/CoreBlueprints/Buffs/AreaBuffs/Gen_AreaBuff_Lunar.Gen_AreaBuff_Lunar:EdGraph_190807.K2Node_MakeStruct_3621) CONTENT: Mission Area(/Game/Genesis/CoreBlueprints/Buffs/AreaBuffs/Gen_AreaBuff_Lunar.Default__Gen_AreaBuff_Lunar_C) CONTENT: In Lunar Biome(/Game/Genesis/CoreBlueprints/Buffs/AreaBuffs/Gen_AreaBuff_Lunar.Default__Gen_AreaBuff_Lunar_C) CONTENT: You are in a snowstorm!(/Engine/Transient.REINST_ArcticBlizzard_High_C_0) CONTENT: You are in a snowstorm!(/Engine/Transient.REINST_ArcticBlizzard_Low_C_0) CONTENT: You are in a snowstorm!(/Engine/Transient.REINST_ArcticBlizzard_Med_C_0) CONTENT: You are in a snowstorm!(/Engine/Transient.Default__REINST_ArcticBlizzard_Med_C_66682) CONTENT: You are in a snowstorm!(/Engine/Transient.REINST_ArcticBlizzard_Med_C_1) CONTENT: You are in a snowstorm!(/Engine/Transient.Default__REINST_ArcticBlizzard_Low_C_66689) CONTENT: You are in a snowstorm!(/Engine/Transient.REINST_ArcticBlizzard_Low_C_1) CONTENT: You are in a snowstorm!(/Engine/Transient.Default__REINST_ArcticBlizzard_High_C_66696) CONTENT: You are in a snowstorm!(/Engine/Transient.REINST_ArcticBlizzard_High_C_1) CONTENT: You are in a snowstorm!(/Engine/Transient.Default__REINST_ArcticBlizzard_Low_C_66700) CONTENT: You are in a snowstorm!(/Game/Genesis/CoreBlueprints/Buffs/AreaBuffs/ArcticSubBuffs/ArcticBlizzard_Low.Default__ArcticBlizzard_Low_C) CONTENT: You are in a snowstorm!(/Engine/Transient.Default__REINST_ArcticBlizzard_Med_C_66704) CONTENT: You are in a snowstorm!(/Game/Genesis/CoreBlueprints/Buffs/AreaBuffs/ArcticSubBuffs/ArcticBlizzard_Med.Default__ArcticBlizzard_Med_C) CONTENT: You are in a snowstorm!(/Engine/Transient.Default__REINST_ArcticBlizzard_High_C_66708) CONTENT: You are in a snowstorm!(/Game/Genesis/CoreBlueprints/Buffs/AreaBuffs/ArcticSubBuffs/ArcticBlizzard_High.Default__ArcticBlizzard_High_C) CONTENT: Mission Area(/Engine/Transient.REINST_Gen_AreaBuff_Arctic_C_0) CONTENT: You are not able to build within mission areas.(/Engine/Transient.REINST_Gen_AreaBuff_Arctic_C_0) CONTENT: In Arctic Biome(/Engine/Transient.REINST_Gen_AreaBuff_Arctic_C_0) LITERAL: TempAtLocation(/Game/Genesis/CoreBlueprints/Buffs/AreaBuffs/Gen_AreaBuff_Arctic.Gen_AreaBuff_Arctic:ShouldHail.K2Node_CallFunction_222962) LITERAL: Tick Server {0} {1}(/Game/Genesis/CoreBlueprints/Buffs/AreaBuffs/Gen_AreaBuff_Arctic.Gen_AreaBuff_Arctic:BuffTickServer.K2Node_FormatText_74) CONTENT: Mission Area(/Engine/Transient.Default__REINST_Gen_AreaBuff_Arctic_C_66715) CONTENT: You are not able to build within mission areas.(/Engine/Transient.Default__REINST_Gen_AreaBuff_Arctic_C_66715) CONTENT: In Arctic Biome(/Engine/Transient.Default__REINST_Gen_AreaBuff_Arctic_C_66715) LITERAL: Tick Server {0} {1}(/Game/Genesis/CoreBlueprints/Buffs/AreaBuffs/Gen_AreaBuff_Arctic.Gen_AreaBuff_Arctic:EdGraph_190923.K2Node_CallFunction_434553) LITERAL: 0(/Game/Genesis/CoreBlueprints/Buffs/AreaBuffs/Gen_AreaBuff_Arctic.Gen_AreaBuff_Arctic:EdGraph_190923.K2Node_MakeStruct_3622) LITERAL: 1(/Game/Genesis/CoreBlueprints/Buffs/AreaBuffs/Gen_AreaBuff_Arctic.Gen_AreaBuff_Arctic:EdGraph_190923.K2Node_MakeStruct_3623) CONTENT: Mission Area(/Engine/Transient.REINST_Gen_AreaBuff_Arctic_C_1) CONTENT: You are not able to build within mission areas.(/Engine/Transient.REINST_Gen_AreaBuff_Arctic_C_1) CONTENT: In Arctic Biome(/Engine/Transient.REINST_Gen_AreaBuff_Arctic_C_1) CONTENT: Mission Area(/Engine/Transient.Default__REINST_Gen_AreaBuff_Arctic_C_66719) CONTENT: You are not able to build within mission areas.(/Engine/Transient.Default__REINST_Gen_AreaBuff_Arctic_C_66719) CONTENT: In Arctic Biome(/Engine/Transient.Default__REINST_Gen_AreaBuff_Arctic_C_66719) LITERAL: Tick Server {0} {1}(/Game/Genesis/CoreBlueprints/Buffs/AreaBuffs/Gen_AreaBuff_Arctic.Gen_AreaBuff_Arctic:EdGraph_190955.K2Node_CallFunction_434627) LITERAL: 0(/Game/Genesis/CoreBlueprints/Buffs/AreaBuffs/Gen_AreaBuff_Arctic.Gen_AreaBuff_Arctic:EdGraph_190955.K2Node_MakeStruct_3624) LITERAL: 1(/Game/Genesis/CoreBlueprints/Buffs/AreaBuffs/Gen_AreaBuff_Arctic.Gen_AreaBuff_Arctic:EdGraph_190955.K2Node_MakeStruct_3625) CONTENT: Mission Area(/Game/Genesis/CoreBlueprints/Buffs/AreaBuffs/Gen_AreaBuff_Arctic.Default__Gen_AreaBuff_Arctic_C) CONTENT: You are not able to build within mission areas.(/Game/Genesis/CoreBlueprints/Buffs/AreaBuffs/Gen_AreaBuff_Arctic.Default__Gen_AreaBuff_Arctic_C) CONTENT: In Arctic Biome(/Game/Genesis/CoreBlueprints/Buffs/AreaBuffs/Gen_AreaBuff_Arctic.Default__Gen_AreaBuff_Arctic_C) CONTENT: Optic Nerve(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.Biome_A1Cave_2) CONTENT: Optic Nerve(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.Biome_A1Cave_3) CONTENT: Optic Nerve(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.Biome_A1Cave_4) CONTENT: Venca's Realm(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.Biome_A2Cave_2) CONTENT: Venca's Realm(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.Biome_A2Cave_3) CONTENT: Venca's Realm(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.Biome_A2Cave_4) CONTENT: Venca's Realm(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.Biome_A2Cave_5) CONTENT: Venca's Realm(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.Biome_A2Cave_6) CONTENT: Venca's Realm(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.Biome_A2Cave_7) CONTENT: Venca's Realm(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.Biome_A2Cave_8) CONTENT: Venca's Realm(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.Biome_A2Cave_9) CONTENT: Derelict Mine(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.Biome_B2Cave_2) CONTENT: Derelict Mine(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.Biome_B2Cave_3) CONTENT: Derelict Mine(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.Biome_B2Cave_4) CONTENT: Derelict Mine(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.Biome_B2Cave_5) CONTENT: Willow Way(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.Biome_Bog_13) CONTENT: Fallen Titan(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.Biome_Bog_15) CONTENT: Wandering Titans(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.Biome_Bog_16) CONTENT: Dampwood Tunnel(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.Biome_Bog_20) CONTENT: Treetop Village(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.Biome_Bog_22) CONTENT: Silent Grove(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.Biome_Bog_24) CONTENT: Darkwood Tunnel(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.Biome_Bog_26) CONTENT: Canopy(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.Biome_Bog_8) CONTENT: The Armory(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.Biome_C2Cave_2) CONTENT: The Armory(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.Biome_C2Cave_3) CONTENT: The Armory(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.Biome_C2Cave_4) CONTENT: The Armory(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.Biome_C2Cave_5) CONTENT: The Armory(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.Biome_C2Cave_6) CONTENT: Family Cave(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.Biome_D1Cave_2) CONTENT: Family Cave(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.Biome_D1Cave_3) CONTENT: Family Cave(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.Biome_D1Cave_4) CONTENT: Stone Scabbard(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.Biome_D2Cave_2) CONTENT: Stone Scabbard(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.Biome_D2Cave_3) CONTENT: Stone Scabbard(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.Biome_D2Cave_4) CONTENT: Stone Scabbard(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.Biome_D2Cave_5) CONTENT: Big Brother(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.Biome_Lunar_11) CONTENT: Lesser Ophelia(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.Biome_Lunar_14) CONTENT: Keyleth(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.Biome_Lunar_17) CONTENT: Crater Carrot(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.Biome_Lunar_19) CONTENT: The Stepstones(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.Biome_Lunar_2) CONTENT: Trinket(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.Biome_Lunar_20) CONTENT: Percy(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.Biome_Lunar_23) CONTENT: Stone Battleship(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.Biome_Lunar_29) CONTENT: The Stepstones(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.Biome_Lunar_3) CONTENT: Arch Mine(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.Biome_Lunar_31) CONTENT: The Flotilla(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.Biome_Lunar_34) CONTENT: The Flotilla(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.Biome_Lunar_38) CONTENT: Shards of Element Rock(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.Biome_Lunar_39) CONTENT: The Flotilla(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.Biome_Lunar_41) CONTENT: Greater Ophelia(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.Biome_Lunar_46) CONTENT: Flotsam(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.Biome_Lunar_48) CONTENT: Eye of Horus(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.Biome_Lunar_5) CONTENT: Jetsam(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.Biome_Lunar_50) CONTENT: The Long Haul(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.Biome_Lunar_52) CONTENT: Reconciliation(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.Biome_Lunar_55) CONTENT: Eye of Horus(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.Biome_Lunar_6) CONTENT: Grog(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.Biome_Lunar_60) CONTENT: Scanlan(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.Biome_Lunar_61) CONTENT: The Castoffs(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.Biome_Lunar_65) CONTENT: Shards of Element Rock(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.Biome_Lunar_75) CONTENT: Shards of Element Rock(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.Biome_Lunar_76) CONTENT: Base of the Ancients(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.Biome_Lunar_77) CONTENT: Little Sister(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.Biome_Lunar_9) CONTENT: Island Skerry(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.Biome_Ocean_12) CONTENT: Anvil(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.Biome_Ocean_22) CONTENT: Terrarium(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.Biome_Ocean_23) CONTENT: Sunken Jungle(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.Biome_Ocean_24) CONTENT: Respite(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.Biome_Ocean_25) CONTENT: Shortcut(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.Biome_Ocean_26a) CONTENT: Shortcut(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.Biome_Ocean_26b) CONTENT: Paradise Lost(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.Biome_Ocean_27a) CONTENT: Paradise Lost(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.Biome_Ocean_27b) CONTENT: Paradise Lost(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.Biome_Ocean_27c) CONTENT: Paradise Lost(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.Biome_Ocean_27d) CONTENT: Paradise Lost(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.Biome_Ocean_27e) CONTENT: Paradise Lost(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.Biome_Ocean_27f) CONTENT: Paradise Lost(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.Biome_Ocean_27g) CONTENT: Leaky Cauldron(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.Biome_Ocean_28a) CONTENT: Leaky Cauldron(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.Biome_Ocean_28b) CONTENT: Leaky Cauldron(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.Biome_Ocean_28c) CONTENT: Sauna(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.Biome_Ocean_29a) CONTENT: Sauna(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.Biome_Ocean_29b) CONTENT: Sauna(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.Biome_Ocean_29c) CONTENT: Sauna(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.Biome_Ocean_29d) CONTENT: Long Island(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.Biome_Ocean_3) CONTENT: Playground(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.Biome_Ocean_30) CONTENT: Sailor's Rest(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.Biome_Ocean_31) CONTENT: Zen Garden(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.Biome_Ocean_32a) CONTENT: Zen Garden(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.Biome_Ocean_32b) CONTENT: Zen Garden(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.Biome_Ocean_32c) CONTENT: Zen Garden(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.Biome_Ocean_32d) CONTENT: Zen Garden(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.Biome_Ocean_32e) CONTENT: Zen Garden(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.Biome_Ocean_32f) CONTENT: Zen Garden(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.Biome_Ocean_32g) CONTENT: Shallows(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.Biome_Ocean_33) CONTENT: Open Water(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.Biome_Ocean_34) CONTENT: The Trench(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.Biome_Ocean_35) CONTENT: Underpass(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.Biome_Ocean_37) CONTENT: Twin Watchers(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.Biome_Ocean_38) CONTENT: No Exit(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.Biome_Ocean_39) CONTENT: Lantern Road(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.Biome_Ocean_40) CONTENT: Helm's Reef(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.Biome_Ocean_41) CONTENT: The Scar(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.Biome_Ocean_42) CONTENT: Load Bearers(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.Biome_Ocean_43) CONTENT: Candle Point(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.Biome_Ocean_5) CONTENT: Tyrannosaurs Rocks(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.Biome_Ocean_8) CONTENT: Hades Reservoir(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.Biome_Volcano_10) CONTENT: Hades Reservoir(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.Biome_Volcano_11) CONTENT: Flame Lake(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.Biome_Volcano_112) CONTENT: Hades Reservoir(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.Biome_Volcano_12) CONTENT: Burning Arteries(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.Biome_Volcano_128) CONTENT: Lavaclaw Flow(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.Biome_Volcano_13) CONTENT: Lavaclaw Flow(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.Biome_Volcano_14) CONTENT: Scorch'n'Slide(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.Biome_Volcano_15) CONTENT: Spillway(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.Biome_Volcano_16) CONTENT: Spillway(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.Biome_Volcano_17) CONTENT: Lavaclaw Flow(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.Biome_Volcano_18) CONTENT: Volatile Oil Field(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.Biome_Volcano_2) CONTENT: Flame Lake(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.Biome_Volcano_20) CONTENT: Charred Creak(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.Biome_Volcano_23) CONTENT: Charred Creak(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.Biome_Volcano_24) CONTENT: Charred Creak(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.Biome_Volcano_25) CONTENT: Charred Creak(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.Biome_Volcano_26) CONTENT: Charred Creak(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.Biome_Volcano_27) CONTENT: Charred Creak(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.Biome_Volcano_28) CONTENT: Thermal Generator(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.Biome_Volcano_29) CONTENT: Volatile Oil Field(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.Biome_Volcano_3) CONTENT: Oil Well(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.Biome_Volcano_32) CONTENT: The Falls(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.Biome_Volcano_33) CONTENT: Magma Spring(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.Biome_Volcano_36) CONTENT: Volcanic Cave(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.Biome_Volcano_37) CONTENT: Sluceway(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.Biome_Volcano_4) CONTENT: Oil Bog(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.Biome_Volcano_5) CONTENT: Sable Pools(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.Biome_Volcano_6) CONTENT: Derelict Defense System(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.Biome_Volcano_7) CONTENT: Burning Arteries(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.Biome_Volcano_9) CONTENT: System Root(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.Biome_VR) CONTENT: High Orbit(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_0) CONTENT: Base of the Ancients(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_1) CONTENT: Spire Rock(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_10) CONTENT: Spire Rock(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_100) CONTENT: Spire Rock(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_101) CONTENT: Vex'ahlia(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_102) CONTENT: Spire Rock(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_103) CONTENT: Lower Vecna(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_104) CONTENT: Middle Vecna(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_105) CONTENT: It's Cold Up Here(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_106) CONTENT: Spire Rock(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_107) CONTENT: Devo'ssa(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_108) CONTENT: The Oasis(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_109) CONTENT: Southern Ice Canyons(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_11) CONTENT: Spire Rock(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_110) CONTENT: Flame Lake(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_111) CONTENT: Vax'ildan(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_112) CONTENT: Zahra(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_113) CONTENT: Kashaw(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_115) CONTENT: Goalposts(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_116) CONTENT: Spire Rock(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_117) CONTENT: Darkwood Tunnel(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_118) CONTENT: Glacier Maker(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_119) CONTENT: Toxic Mire(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_12) CONTENT: Glacier Point(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_120) CONTENT: Spire Rock(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_121) CONTENT: Stone Battleship(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_122) CONTENT: Stone Battleship(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_123) CONTENT: It's Cold Up Here(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_124) CONTENT: Spire Rock(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_125) CONTENT: Spire Rock(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_126) CONTENT: Burning Arteries(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_127) CONTENT: Rocky Rock(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_128) CONTENT: Spire Rock(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_129) CONTENT: Southern Ice Canyons(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_13) CONTENT: It's Cold Up Here(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_130) CONTENT: Spire Rock(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_131) CONTENT: Spire Rock(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_132) CONTENT: Dead Scar(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_134) CONTENT: The Flotilla(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_135) CONTENT: The Flotilla(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_136) CONTENT: Spire Rock(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_137) CONTENT: It's Cold Up Here(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_138) CONTENT: Spire Rock(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_139) CONTENT: Southern Ice Canyons(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_14) CONTENT: Spire Rock(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_140) CONTENT: Spire Rock(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_141) CONTENT: Spire Rock(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_142) CONTENT: Spire Rock(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_143) CONTENT: The Loner(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_144) CONTENT: The Flotilla(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_145) CONTENT: It's Cold Up Here(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_146) CONTENT: Levi's Chair(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_15) CONTENT: Spire Rock(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_150) CONTENT: It's Cold Up Here(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_151) CONTENT: Leap of Faith(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_155) CONTENT: Leap of Faith(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_156) CONTENT: Greater Ophelia(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_157) CONTENT: Spire Rock(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_158) CONTENT: It's Cold Up Here(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_159) CONTENT: Northwest Siphon(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_16) CONTENT: It's Cold Up Here(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_163) CONTENT: Flotsam(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_167) CONTENT: Spire Rock(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_168) CONTENT: Jetsam(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_169) CONTENT: Frozen Crags(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_17) CONTENT: Spire Rock(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_170) CONTENT: Obscured Forest(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_171) CONTENT: Obscured Forest(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_172) CONTENT: Obscured Forest(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_173) CONTENT: East Arctic(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_174) CONTENT: East Arctic(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_175) CONTENT: The Long Haul(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_176) CONTENT: Mid Arctic(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_177) CONTENT: Mid Arctic(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_178) CONTENT: Mid Arctic(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_179) CONTENT: Spire Taiga(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_18) CONTENT: Spire Rock(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_180) CONTENT: Truth(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_181) CONTENT: Reconciliation(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_182) CONTENT: Spire Rock(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_183) CONTENT: Serpent Scales(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_184) CONTENT: Serpent Scales(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_185) CONTENT: Spire Rock(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_186) CONTENT: Serpent Scales(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_187) CONTENT: Upper Vecna(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_188) CONTENT: Spire Rock(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_189) CONTENT: Spire Taiga(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_19) CONTENT: Spire Rock(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_190) CONTENT: Upper Vecna(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_191) CONTENT: Pike(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_192) CONTENT: Spire Rock(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_193) CONTENT: The Castoffs(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_194) CONTENT: Arkhan(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_195) CONTENT: Base of the Ancients(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_196) CONTENT: Base of the Ancients(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_198) CONTENT: Base of the Ancients(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_199) CONTENT: Volcano(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_2) CONTENT: Southern Windbreak(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_20) CONTENT: Boulder Bridge(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_200) CONTENT: Boulder Bridge(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_201) CONTENT: Stone Battleship(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_202) CONTENT: Excalibur(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_203) CONTENT: Spire Rock(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_204) CONTENT: Shards of Element Rock(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_205) CONTENT: Spire Rock(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_206) CONTENT: Spire Rock(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_207) CONTENT: Spire Rock(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_208) CONTENT: Spire Rock(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_209) CONTENT: Spire Taiga(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_21) CONTENT: Spire Rock(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_210) CONTENT: Spire Rock(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_211) CONTENT: Spire Rock(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_212) CONTENT: Spire Rock(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_213) CONTENT: Spire Rock(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_214) CONTENT: Spire Rock(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_215) CONTENT: Spire Rock(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_216) CONTENT: Spire Rock(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_217) CONTENT: Spire Rock(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_218) CONTENT: Spire Rock(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_219) CONTENT: Southwest Siphon(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_22) CONTENT: Spire Rock(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_220) CONTENT: Spire Rock(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_221) CONTENT: Spire Rock(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_222) CONTENT: Spire Rock(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_223) CONTENT: Spire Rock(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_224) CONTENT: Spire Rock(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_225) CONTENT: Spire Rock(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_226) CONTENT: Spire Rock(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_227) CONTENT: Spire Rock(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_228) CONTENT: Spire Rock(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_229) CONTENT: Swamp(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_23) CONTENT: Spire Rock(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_230) CONTENT: Spire Rock(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_231) CONTENT: Spire Rock(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_232) CONTENT: Spire Rock(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_233) CONTENT: Spire Rock(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_234) CONTENT: East Siphon(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_24) CONTENT: Northern Ice Canyons(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_25) CONTENT: Northern Ice Canyons(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_26) CONTENT: Northern Ice Canyons(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_27) CONTENT: Ocean(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_28) CONTENT: Family Isles(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_29) CONTENT: Spire Rock(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_3) CONTENT: Titan Tree Undergrowth(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_30) CONTENT: Titan Tree Undergrowth(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_31) CONTENT: Frozen Crags(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_32) CONTENT: Titan Tree Undergrowth(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_33) CONTENT: Frozen Crags(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_34) CONTENT: Snowy Foothills(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_35) CONTENT: Snowy Foothills(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_36) CONTENT: Spire Rock(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_37) CONTENT: High Point(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_38) CONTENT: Squat Haven(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_39) CONTENT: Spire Rock(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_4) CONTENT: Frozen Warpgate(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_40) CONTENT: Did you cheat? This is out of bounds(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_41) CONTENT: Capital V(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_42) CONTENT: Collapsed Drill(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_43) CONTENT: Northern Windbreak(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_44) CONTENT: Chonky Point(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_45) CONTENT: Fetid Pools(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_46) CONTENT: Spire Rock Trail(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_47) CONTENT: Root Canyon(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_48) CONTENT: Step Rock(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_49) CONTENT: Spire Rock(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_5) CONTENT: Thawed Waterway(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_50) CONTENT: Secluded Atoll(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_51) CONTENT: Exiled Titan(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_52) CONTENT: The Floating Forest(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_53) CONTENT: Spire Rock Trail(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_54) CONTENT: Spire Rock Trail(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_55) CONTENT: Spire Rock Trail(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_56) CONTENT: Shielded Atoll(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_57) CONTENT: Spire Rock Trail(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_58) CONTENT: Spire Rock Trail(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_59) CONTENT: West Arctic(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_6) CONTENT: Tiny Isle(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_60) CONTENT: Spire Rock Trail(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_61) CONTENT: It's Cold Up Here(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_62) CONTENT: Spire Rock Trail(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_63) CONTENT: Thawed Waterway(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_64) CONTENT: Spire Rock Trail(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_65) CONTENT: Arctic(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_66) CONTENT: Spire Rock Trail(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_67) CONTENT: Load Bearers(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_68) CONTENT: Spire Rock Trail(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_69) CONTENT: West Arctic(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_7) CONTENT: Southeast Lookout(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_70) CONTENT: Spire Rock Trail(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_71) CONTENT: Fishing Lake(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_72) CONTENT: The Ramp(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_73) CONTENT: Spire Rock Trail(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_74) CONTENT: The Babies(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_75) CONTENT: Spire Rock Trail(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_76) CONTENT: Hammer(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_77) CONTENT: Spire Rock Trail(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_78) CONTENT: Capital V(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_79) CONTENT: Long Island(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_8) CONTENT: It's Cold Up Here(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_80) CONTENT: Spire Rock Trail(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_81) CONTENT: Dampwood Tunnel(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_82) CONTENT: Nana's Stump(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_83) CONTENT: Spire Rock Trail(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_84) CONTENT: Burning Arteries(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_85) CONTENT: Spire Rock(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_86) CONTENT: Spire Rock Trail(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_87) CONTENT: Big Brother(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_88) CONTENT: Spire Rock(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_89) CONTENT: Titan Tree Undergrowth(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_9) CONTENT: Spire Rock Trail(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_90) CONTENT: It's Cold Up Here(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_91) CONTENT: Smokestack(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_92) CONTENT: Itty Bitty(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_93) CONTENT: Lesser Ophelia(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_94) CONTENT: Volcanic Cave(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_95) CONTENT: Eye of Horus(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_96) CONTENT: Spire Rock(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_97) CONTENT: The Oasis(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_98) CONTENT: Keyleth(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.BiomeZoneVolume_99) CONTENT: Under the Ice(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.E1_IceLake_WaterBiome_4) CONTENT: Wilderness(/Game/Maps/Genesis/PersistentGameplaySublevel_Biomes.PersistentGameplaySublevel_Biomes:PersistentLevel.PrimalWorldSettings) LITERAL: [Fish Spawn Area] TriggerKey = (/Game/Genesis/Missions/Fishing/MissionServerSidePoint_FishSpawnLocation.MissionServerSidePoint_FishSpawnLocation:UserConstructionScript.K2Node_CallFunction_153255) CONTENT: Transmits items, Survivors, and creatures to other ARKs!(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionDispatcher_MultiUsePylon_DodoBasketball.TheInventory) CONTENT: Mission Dispatcher(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionDispatcher_MultiUsePylon_DodoBasketball.TheInventory) CONTENT: Transmits items, Survivors, and creatures to other ARKs!(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionDispatcher_MultiUsePylon_Escort_Toad.TheInventory) CONTENT: Mission Dispatcher(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionDispatcher_MultiUsePylon_Escort_Toad.TheInventory) CONTENT: Transmits items, Survivors, and creatures to other ARKs!(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionDispatcher_MultiUsePylon_Fishing_Bog1.TheInventory) CONTENT: Mission Dispatcher(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionDispatcher_MultiUsePylon_Fishing_Bog1.TheInventory) CONTENT: Transmits items, Survivors, and creatures to other ARKs!(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionDispatcher_MultiUsePylon_GatherNodes_Bog.TheInventory) CONTENT: Mission Dispatcher(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionDispatcher_MultiUsePylon_GatherNodes_Bog.TheInventory) CONTENT: Transmits items, Survivors, and creatures to other ARKs!(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionDispatcher_MultiUsePylon_Gauntlet_Bog.TheInventory) CONTENT: Mission Dispatcher(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionDispatcher_MultiUsePylon_Gauntlet_Bog.TheInventory) CONTENT: Transmits items, Survivors, and creatures to other ARKs!(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionDispatcher_MultiUsePylon_Hunt_A.TheInventory) CONTENT: Mission Dispatcher(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionDispatcher_MultiUsePylon_Hunt_A.TheInventory) CONTENT: Transmits items, Survivors, and creatures to other ARKs!(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionDispatcher_MultiUsePylon_Hunt_B.TheInventory) CONTENT: Mission Dispatcher(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionDispatcher_MultiUsePylon_Hunt_B.TheInventory) CONTENT: Transmits items, Survivors, and creatures to other ARKs!(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionDispatcher_MultiUsePylon_Race_BogSpider.TheInventory) CONTENT: Mission Dispatcher(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionDispatcher_MultiUsePylon_Race_BogSpider.TheInventory) CONTENT: Transmits items, Survivors, and creatures to other ARKs!(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionDispatcher_MultiUsePylon_Race_SwampTrack.TheInventory) CONTENT: Mission Dispatcher(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionDispatcher_MultiUsePylon_Race_SwampTrack.TheInventory) CONTENT: Transmits items, Survivors, and creatures to other ARKs!(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionDispatcher_MultiUsePylon_Retrieve_BogBulbs.TheInventory) CONTENT: Mission Dispatcher(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionDispatcher_MultiUsePylon_Retrieve_BogBulbs.TheInventory) CONTENT: ArenaBounds(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionTrigger10) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionTrigger10) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionTrigger10) CONTENT: Goal_Bottom(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionTrigger11) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionTrigger11) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionTrigger11) CONTENT: Goal_Bottom(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionTrigger12) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionTrigger12) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionTrigger12) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionTrigger8) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionTrigger8) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionTrigger9) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionTrigger9) CONTENT: Goal(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionTrigger_0) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionTrigger_0) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionTrigger_0) CONTENT: Goal(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionTrigger_1) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionTrigger_1) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionTrigger_1) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionTrigger_100) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionTrigger_100) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionTrigger_104) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionTrigger_104) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionTrigger_105) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionTrigger_105) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionTrigger_106) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionTrigger_106) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionTrigger_107) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionTrigger_107) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionTrigger_108) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionTrigger_108) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionTrigger_109) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionTrigger_109) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionTrigger_11) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionTrigger_11) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionTrigger_110) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionTrigger_110) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionTrigger_111) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionTrigger_111) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionTrigger_112) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionTrigger_112) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionTrigger_114) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionTrigger_114) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionTrigger_115) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionTrigger_115) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionTrigger_116) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionTrigger_116) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionTrigger_117) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionTrigger_117) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionTrigger_118) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionTrigger_118) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionTrigger_119) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionTrigger_119) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionTrigger_12) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionTrigger_12) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionTrigger_120) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionTrigger_120) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionTrigger_121) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionTrigger_121) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionTrigger_122) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionTrigger_122) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionTrigger_123) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionTrigger_123) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionTrigger_124) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionTrigger_124) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionTrigger_125) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionTrigger_125) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionTrigger_126) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionTrigger_126) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionTrigger_127) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionTrigger_127) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionTrigger_128) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionTrigger_128) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionTrigger_129) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionTrigger_129) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionTrigger_13) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionTrigger_13) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionTrigger_130) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionTrigger_130) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionTrigger_131) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionTrigger_131) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionTrigger_15) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionTrigger_15) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionTrigger_16) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionTrigger_16) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionTrigger_17) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionTrigger_17) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionTrigger_18) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionTrigger_18) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionTrigger_2) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionTrigger_2) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionTrigger_22) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionTrigger_22) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionTrigger_23) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionTrigger_23) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionTrigger_24) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionTrigger_24) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionTrigger_29) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionTrigger_29) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionTrigger_3) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionTrigger_3) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionTrigger_4) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionTrigger_4) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionTrigger_41) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionTrigger_41) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionTrigger_46) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionTrigger_46) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionTrigger_48) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionTrigger_48) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionTrigger_5) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionTrigger_5) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionTrigger_55) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionTrigger_55) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionTrigger_56) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionTrigger_56) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionTrigger_6) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionTrigger_6) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionTrigger_61) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionTrigger_61) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionTrigger_64) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionTrigger_64) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionTrigger_65) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionTrigger_65) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionTrigger_66) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionTrigger_66) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionTrigger_67) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionTrigger_67) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionTrigger_68) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionTrigger_68) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionTrigger_69) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionTrigger_69) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionTrigger_7) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionTrigger_7) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionTrigger_70) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionTrigger_70) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionTrigger_71) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionTrigger_71) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionTrigger_72) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionTrigger_72) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionTrigger_8) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionTrigger_8) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionTrigger_80) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionTrigger_80) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionTrigger_87) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionTrigger_87) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionTrigger_9) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionTrigger_9) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionTrigger_91) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionTrigger_91) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionTrigger_92) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionTrigger_92) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionTrigger_93) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionTrigger_93) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionTrigger_94) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionTrigger_94) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionTrigger_96) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionTrigger_96) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionTrigger_97) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionTrigger_97) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionTrigger_98) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionTrigger_98) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionTrigger_GatherNodes_Bog3_19) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionTrigger_GatherNodes_Bog3_19) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionTrigger_GatherNodes_Bog4_16) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionTrigger_GatherNodes_Bog4_16) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionTrigger_GatherNodes_Bog4_17) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionTrigger_GatherNodes_Bog4_17) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionTrigger_GatherNodes_Bog4_18) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionTrigger_GatherNodes_Bog4_18) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionTrigger_GatherNodes_Bog4_19) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionTrigger_GatherNodes_Bog4_19) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionTrigger_GatherNodes_Bog5_0) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionTrigger_GatherNodes_Bog5_0) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionTrigger_GatherNodes_Bog5_19) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionTrigger_GatherNodes_Bog5_19) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionTrigger_GatherNodes_Bog_30) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.MissionTrigger_GatherNodes_Bog_30) CONTENT: Wilderness(/Game/Maps/Genesis/PersistentGameplaySublevel_BogMissions.PersistentGameplaySublevel_BogMissions:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis/PersistentGameplaySublevel_DeepSeaMissions.PersistentGameplaySublevel_DeepSeaMissions:PersistentLevel.PrimalWorldSettings) CONTENT: Magmasaur (2)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_Volcano_Magmasaur_DinoSpawnEntries.Default__Gen1_Volcano_Magmasaur_DinoSpawnEntries_C) CONTENT: Scorpion (3-5)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_Volcano_DinoSpawnEntries.Default__Gen1_Volcano_DinoSpawnEntries_C) CONTENT: Lava Lizard (1-2)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_Volcano_DinoSpawnEntries.Default__Gen1_Volcano_DinoSpawnEntries_C) CONTENT: Rex (1-2)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_Volcano_DinoSpawnEntries.Default__Gen1_Volcano_DinoSpawnEntries_C) CONTENT: Megalania (1-2)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_Volcano_DinoSpawnEntries.Default__Gen1_Volcano_DinoSpawnEntries_C) CONTENT: Basilisk (1-2)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_Volcano_DinoSpawnEntries.Default__Gen1_Volcano_DinoSpawnEntries_C) CONTENT: Carno (1-2)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_Volcano_DinoSpawnEntries.Default__Gen1_Volcano_DinoSpawnEntries_C) CONTENT: Allo (1-2)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_Volcano_DinoSpawnEntries.Default__Gen1_Volcano_DinoSpawnEntries_C) CONTENT: Arthropluera (1)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_Volcano_DinoSpawnEntries.Default__Gen1_Volcano_DinoSpawnEntries_C) CONTENT: Ant (4-6)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_Volcano_DinoSpawnEntries.Default__Gen1_Volcano_DinoSpawnEntries_C) CONTENT: Argent (2-3)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_Volcano_DinoSpawnEntries.Default__Gen1_Volcano_DinoSpawnEntries_C) CONTENT: Dimorphodon (2-3)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_Volcano_DinoSpawnEntries.Default__Gen1_Volcano_DinoSpawnEntries_C) CONTENT: Dimetrodon (1-2)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_Volcano_DinoSpawnEntries.Default__Gen1_Volcano_DinoSpawnEntries_C) CONTENT: Purlovi (1)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_Volcano_DinoSpawnEntries.Default__Gen1_Volcano_DinoSpawnEntries_C) CONTENT: Stego (1-2)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_Volcano_DinoSpawnEntries.Default__Gen1_Volcano_DinoSpawnEntries_C) CONTENT: Trike (1-2)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_Volcano_DinoSpawnEntries.Default__Gen1_Volcano_DinoSpawnEntries_C) CONTENT: Anky (1-2)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_Volcano_DinoSpawnEntries.Default__Gen1_Volcano_DinoSpawnEntries_C) CONTENT: Doed (1-2)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_Volcano_DinoSpawnEntries.Default__Gen1_Volcano_DinoSpawnEntries_C) CONTENT: Parasaur (1-2)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_Volcano_DinoSpawnEntries.Default__Gen1_Volcano_DinoSpawnEntries_C) CONTENT: Gallimimus (1-3)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_Volcano_DinoSpawnEntries.Default__Gen1_Volcano_DinoSpawnEntries_C) CONTENT: Iguanodon (1-2)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_Volcano_DinoSpawnEntries.Default__Gen1_Volcano_DinoSpawnEntries_C) CONTENT: Kentro (1)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_Volcano_DinoSpawnEntries.Default__Gen1_Volcano_DinoSpawnEntries_C) CONTENT: Lystrosaurus (1)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_Volcano_DinoSpawnEntries.Default__Gen1_Volcano_DinoSpawnEntries_C) CONTENT: BeardDragon (1)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_Volcano_DinoSpawnEntries.Default__Gen1_Volcano_DinoSpawnEntries_C) CONTENT: JugBug (1-2)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_Volcano_DinoSpawnEntries.Default__Gen1_Volcano_DinoSpawnEntries_C) CONTENT: Dolphin (1-3)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_OceanShallow_DinoSpawnEntries.Default__Gen1_OceanShallow_DinoSpawnEntries_C) CONTENT: Manta (1)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_OceanShallow_DinoSpawnEntries.Default__Gen1_OceanShallow_DinoSpawnEntries_C) CONTENT: Meg (1-2)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_OceanShallow_DinoSpawnEntries.Default__Gen1_OceanShallow_DinoSpawnEntries_C) CONTENT: Eel (1-4)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_OceanShallow_DinoSpawnEntries.Default__Gen1_OceanShallow_DinoSpawnEntries_C) CONTENT: Basil (1)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_OceanShallow_DinoSpawnEntries.Default__Gen1_OceanShallow_DinoSpawnEntries_C) CONTENT: Eurypt (1-4)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_OceanShallow_DinoSpawnEntries.Default__Gen1_OceanShallow_DinoSpawnEntries_C) CONTENT: Carb (1-2)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_OceanShallow_DinoSpawnEntries.Default__Gen1_OceanShallow_DinoSpawnEntries_C) CONTENT: Diplo (1-2)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_OceanShallow_DinoSpawnEntries.Default__Gen1_OceanShallow_DinoSpawnEntries_C) CONTENT: Trilo (3-4)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_OceanShallow_DinoSpawnEntries.Default__Gen1_OceanShallow_DinoSpawnEntries_C) CONTENT: Carb(/Game/Genesis/CoreBlueprints/Spawners/Gen1_OceanShallow_DinoSpawnEntries.Default__Gen1_OceanShallow_DinoSpawnEntries_C) CONTENT: Pela (1)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_OceanAboveWater_Land_DinoSpawnEntries.Default__Gen1_OceanAboveWater_Land_DinoSpawnEntries_C) CONTENT: Ichthy (1-2)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_OceanAboveWater_Land_DinoSpawnEntries.Default__Gen1_OceanAboveWater_Land_DinoSpawnEntries_C) CONTENT: Dodo (2-4)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_OceanAboveWater_Land_DinoSpawnEntries.Default__Gen1_OceanAboveWater_Land_DinoSpawnEntries_C) CONTENT: Lystro (2-4)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_OceanAboveWater_Land_DinoSpawnEntries.Default__Gen1_OceanAboveWater_Land_DinoSpawnEntries_C) CONTENT: Meso (2-4)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_OceanAboveWater_Land_DinoSpawnEntries.Default__Gen1_OceanAboveWater_Land_DinoSpawnEntries_C) CONTENT: Archaeop (1-2)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_OceanAboveWater_Land_DinoSpawnEntries.Default__Gen1_OceanAboveWater_Land_DinoSpawnEntries_C) CONTENT: Pegom (1)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_OceanAboveWater_Land_DinoSpawnEntries.Default__Gen1_OceanAboveWater_Land_DinoSpawnEntries_C) CONTENT: Hesper (1-2)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_OceanAboveWater_DinoSpawnEntries.Default__Gen1_OceanAboveWater_DinoSpawnEntries_C) CONTENT: Xeno (1)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_Lunar_Xenos_DinoSpawnEntries.Default__Gen1_Lunar_Xenos_DinoSpawnEntries_C) CONTENT: SpaceWhale (1)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_Lunar_SpaceWhale_DinoSpawnEntries.Default__Gen1_Lunar_SpaceWhale_DinoSpawnEntries_C) CONTENT: Raptor (1-3)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_Lunar_DinoSpawnEntries.Default__Gen1_Lunar_DinoSpawnEntries_C) CONTENT: Rex (1)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_Lunar_DinoSpawnEntries.Default__Gen1_Lunar_DinoSpawnEntries_C) CONTENT: Stego (1-2)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_Lunar_DinoSpawnEntries.Default__Gen1_Lunar_DinoSpawnEntries_C) CONTENT: Trike (1-2)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_Lunar_DinoSpawnEntries.Default__Gen1_Lunar_DinoSpawnEntries_C) CONTENT: Para (1-3)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_Lunar_DinoSpawnEntries.Default__Gen1_Lunar_DinoSpawnEntries_C) CONTENT: Pteroteuthis (2-5)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_Lunar_DinoSpawnEntries.Default__Gen1_Lunar_DinoSpawnEntries_C) CONTENT: Tank (1)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_Lunar_DinoSpawnEntries.Default__Gen1_Lunar_DinoSpawnEntries_C) CONTENT: Drone (1)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_Lunar_DinoSpawnEntries.Default__Gen1_Lunar_DinoSpawnEntries_C) CONTENT: Pteroteuthis (2-5)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_Lunar_Cave_DinoSpawnEntries_Cave6.Default__Gen1_Lunar_Cave_DinoSpawnEntries_Cave6_C) CONTENT: Featherlight (1-3)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_Lunar_Cave_DinoSpawnEntries_Cave6.Default__Gen1_Lunar_Cave_DinoSpawnEntries_Cave6_C) CONTENT: Bulbdog (1-3)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_Lunar_Cave_DinoSpawnEntries_Cave6.Default__Gen1_Lunar_Cave_DinoSpawnEntries_Cave6_C) CONTENT: Glowbugs (1-4)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_Lunar_Cave_DinoSpawnEntries_Cave6.Default__Gen1_Lunar_Cave_DinoSpawnEntries_Cave6_C) CONTENT: Pteroteuthis (2-5)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_Lunar_Cave_DinoSpawnEntries_Cave5.Default__Gen1_Lunar_Cave_DinoSpawnEntries_Cave5_C) CONTENT: Gasbag (1-2)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_Lunar_Cave_DinoSpawnEntries_Cave5.Default__Gen1_Lunar_Cave_DinoSpawnEntries_Cave5_C) CONTENT: Glowtail (1-3)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_Lunar_Cave_DinoSpawnEntries_Cave5.Default__Gen1_Lunar_Cave_DinoSpawnEntries_Cave5_C) CONTENT: Glowbugs (1-4)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_Lunar_Cave_DinoSpawnEntries_Cave5.Default__Gen1_Lunar_Cave_DinoSpawnEntries_Cave5_C) CONTENT: Glowbugs (1-4)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_Lunar_Cave_DinoSpawnEntries_Cave4.Default__Gen1_Lunar_Cave_DinoSpawnEntries_Cave4_C) CONTENT: Pteroteuthis (2-5)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_Lunar_Cave_DinoSpawnEntries_Cave4.Default__Gen1_Lunar_Cave_DinoSpawnEntries_Cave4_C) CONTENT: Shinehorn (1-2)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_Lunar_Cave_DinoSpawnEntries_Cave4.Default__Gen1_Lunar_Cave_DinoSpawnEntries_Cave4_C) CONTENT: Rollrat (1-2)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_Lunar_Cave_DinoSpawnEntries_Cave2.Default__Gen1_Lunar_Cave_DinoSpawnEntries_Cave2_C) CONTENT: Gasbag (1-2)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_Lunar_Cave_DinoSpawnEntries_Cave2.Default__Gen1_Lunar_Cave_DinoSpawnEntries_Cave2_C) CONTENT: Bulbdog (1-3)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_Lunar_Cave_DinoSpawnEntries_Cave2.Default__Gen1_Lunar_Cave_DinoSpawnEntries_Cave2_C) CONTENT: Glowbugs (1-4)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_Lunar_Cave_DinoSpawnEntries_Cave2.Default__Gen1_Lunar_Cave_DinoSpawnEntries_Cave2_C) CONTENT: Dilo (1-3)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_Bog_Springs_DinoSpawnEntries.Default__Gen1_Bog_Springs_DinoSpawnEntries_C) CONTENT: Dimorphodon (1)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_Bog_Springs_DinoSpawnEntries.Default__Gen1_Bog_Springs_DinoSpawnEntries_C) CONTENT: Moschops (1)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_Bog_Springs_DinoSpawnEntries.Default__Gen1_Bog_Springs_DinoSpawnEntries_C) CONTENT: Ptero (1)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_Bog_Springs_DinoSpawnEntries.Default__Gen1_Bog_Springs_DinoSpawnEntries_C) CONTENT: TitanoBoa (1)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_Bog_Springs_DinoSpawnEntries.Default__Gen1_Bog_Springs_DinoSpawnEntries_C) CONTENT: Raptor (1-3)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_Bog_Springs_DinoSpawnEntries.Default__Gen1_Bog_Springs_DinoSpawnEntries_C) CONTENT: DungBeetle (1)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_Bog_Springs_DinoSpawnEntries.Default__Gen1_Bog_Springs_DinoSpawnEntries_C) CONTENT: Parasaur (1-2)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_Bog_Springs_DinoSpawnEntries.Default__Gen1_Bog_Springs_DinoSpawnEntries_C) CONTENT: Pachyrhinosaurus (1-3)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_Bog_Springs_DinoSpawnEntries.Default__Gen1_Bog_Springs_DinoSpawnEntries_C) CONTENT: Kentro (1-2)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_Bog_Springs_DinoSpawnEntries.Default__Gen1_Bog_Springs_DinoSpawnEntries_C) CONTENT: Spino (1)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_Bog_Spino_DinoSpawnEntries.Default__Gen1_Bog_Spino_DinoSpawnEntries_C) CONTENT: BogSpider (1)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_Bog_Spider_DinoSpawnEntries.Default__Gen1_Bog_Spider_DinoSpawnEntries_C) CONTENT: Ant (Queen+3)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_Bog_Plains_DinoSpawnEntries.Default__Gen1_Bog_Plains_DinoSpawnEntries_C) CONTENT: Dilo (1-3)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_Bog_Plains_DinoSpawnEntries.Default__Gen1_Bog_Plains_DinoSpawnEntries_C) CONTENT: Dimorphodon (1)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_Bog_Plains_DinoSpawnEntries.Default__Gen1_Bog_Plains_DinoSpawnEntries_C) CONTENT: Moschops (1-2)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_Bog_Plains_DinoSpawnEntries.Default__Gen1_Bog_Plains_DinoSpawnEntries_C) CONTENT: Daeodon (1)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_Bog_Plains_DinoSpawnEntries.Default__Gen1_Bog_Plains_DinoSpawnEntries_C) CONTENT: Raptor (1-3)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_Bog_Plains_DinoSpawnEntries.Default__Gen1_Bog_Plains_DinoSpawnEntries_C) CONTENT: Stego (1-2)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_Bog_Plains_DinoSpawnEntries.Default__Gen1_Bog_Plains_DinoSpawnEntries_C) CONTENT: Parasaur (1-2)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_Bog_Plains_DinoSpawnEntries.Default__Gen1_Bog_Plains_DinoSpawnEntries_C) CONTENT: Iguanodon (1-2)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_Bog_Plains_DinoSpawnEntries.Default__Gen1_Bog_Plains_DinoSpawnEntries_C) CONTENT: Pachyrhinosaurus (1-3)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_Bog_Plains_DinoSpawnEntries.Default__Gen1_Bog_Plains_DinoSpawnEntries_C) CONTENT: Carno (1)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_Bog_Plains_DinoSpawnEntries.Default__Gen1_Bog_Plains_DinoSpawnEntries_C) CONTENT: Kentro (1)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_Bog_Plains_DinoSpawnEntries.Default__Gen1_Bog_Plains_DinoSpawnEntries_C) CONTENT: Phiomia (1)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_Bog_Plains_DinoSpawnEntries.Default__Gen1_Bog_Plains_DinoSpawnEntries_C) CONTENT: Oviraptor (1)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_Bog_Plains_DinoSpawnEntries.Default__Gen1_Bog_Plains_DinoSpawnEntries_C) CONTENT: Paraceratherium (1)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_Bog_Plains_DinoSpawnEntries.Default__Gen1_Bog_Plains_DinoSpawnEntries_C) CONTENT: Bronto (1)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_Bog_Plains_DinoSpawnEntries.Default__Gen1_Bog_Plains_DinoSpawnEntries_C) CONTENT: Insects (1-3)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_Bog_InsectSwarm_DinoSpawnEntries.Default__Gen1_Bog_InsectSwarm_DinoSpawnEntries_C) CONTENT: Tapa (1)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_Bog_Canopy_DinoSpawnEntries.Default__Gen1_Bog_Canopy_DinoSpawnEntries_C) CONTENT: DragonFly (1-3)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_Bog_Canopy_DinoSpawnEntries.Default__Gen1_Bog_Canopy_DinoSpawnEntries_C) CONTENT: Ant (Queen+3)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_Bog_Canopy_DinoSpawnEntries.Default__Gen1_Bog_Canopy_DinoSpawnEntries_C) CONTENT: Dilo (1-3)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_Bog_Canopy_DinoSpawnEntries.Default__Gen1_Bog_Canopy_DinoSpawnEntries_C) CONTENT: Dimorphodon (1)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_Bog_Canopy_DinoSpawnEntries.Default__Gen1_Bog_Canopy_DinoSpawnEntries_C) CONTENT: Dimetrodon (1)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_Bog_Canopy_DinoSpawnEntries.Default__Gen1_Bog_Canopy_DinoSpawnEntries_C) CONTENT: Moschops (1)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_Bog_Canopy_DinoSpawnEntries.Default__Gen1_Bog_Canopy_DinoSpawnEntries_C) CONTENT: Monkey (1)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_Bog_Canopy_DinoSpawnEntries.Default__Gen1_Bog_Canopy_DinoSpawnEntries_C) CONTENT: Ptero (1)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_Bog_Canopy_DinoSpawnEntries.Default__Gen1_Bog_Canopy_DinoSpawnEntries_C) CONTENT: Wolf (1-4)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_Arctic_Wastes_DinoSpawnEntries.Default__Gen1_Arctic_Wastes_DinoSpawnEntries_C) CONTENT: Bear (1)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_Arctic_Wastes_DinoSpawnEntries.Default__Gen1_Arctic_Wastes_DinoSpawnEntries_C) CONTENT: Argent (1)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_Arctic_Wastes_DinoSpawnEntries.Default__Gen1_Arctic_Wastes_DinoSpawnEntries_C) CONTENT: Daeodon (1)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_Arctic_Wastes_DinoSpawnEntries.Default__Gen1_Arctic_Wastes_DinoSpawnEntries_C) CONTENT: Yuty (1)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_Arctic_Wastes_DinoSpawnEntries.Default__Gen1_Arctic_Wastes_DinoSpawnEntries_C) CONTENT: Mammoth (1)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_Arctic_Wastes_DinoSpawnEntries.Default__Gen1_Arctic_Wastes_DinoSpawnEntries_C) CONTENT: Rhino (1)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_Arctic_Wastes_DinoSpawnEntries.Default__Gen1_Arctic_Wastes_DinoSpawnEntries_C) CONTENT: Doed (1)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_Arctic_Wastes_DinoSpawnEntries.Default__Gen1_Arctic_Wastes_DinoSpawnEntries_C) CONTENT: Anky (1)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_Arctic_Wastes_DinoSpawnEntries.Default__Gen1_Arctic_Wastes_DinoSpawnEntries_C) CONTENT: Procop (1)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_Arctic_Wastes_DinoSpawnEntries.Default__Gen1_Arctic_Wastes_DinoSpawnEntries_C) CONTENT: IceGolem (1)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_Arctic_Wastes_DinoSpawnEntries.Default__Gen1_Arctic_Wastes_DinoSpawnEntries_C) CONTENT: Otter (2-3)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_Arctic_LakeArea_OttersOnly_DinoSpawnEntries.Default__Gen1_Arctic_LakeArea_OttersOnly_DinoSpawnEntries_C) CONTENT: Kira (2-3)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_Arctic_LakeArea_DinoSpawnEntries.Default__Gen1_Arctic_LakeArea_DinoSpawnEntries_C) CONTENT: Otter (2-3)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_Arctic_LakeArea_DinoSpawnEntries.Default__Gen1_Arctic_LakeArea_DinoSpawnEntries_C) CONTENT: Daggett (2-3)(/Game/Genesis/CoreBlueprints/Spawners/Gen1_Arctic_LakeArea_DinoSpawnEntries.Default__Gen1_Arctic_LakeArea_DinoSpawnEntries_C) CONTENT: Wilderness(/Game/Maps/Genesis/PersistentGameplaySublevel_DinoSpawns.PersistentGameplaySublevel_DinoSpawns:PersistentLevel.PrimalWorldSettings) LITERAL: auto deactivate(/Game/Genesis/Missions/Debugging/Buff_ZoomInCameraFOVClient.Buff_ZoomInCameraFOVClient:ReceiveBeginPlay.K2Node_CallFunction_270472) LITERAL: fov back to normal(/Game/Genesis/Missions/Debugging/Buff_ZoomInCameraFOVClient.Buff_ZoomInCameraFOVClient:ReceiveBeginPlay.K2Node_CallFunction_221061) LITERAL: auto deactivate(/Game/Genesis/Missions/Debugging/Buff_ZoomInCameraFOVClient.Buff_ZoomInCameraFOVClient:BPResetBuffStart.K2Node_CallFunction_270472) LITERAL: fov back to normal(/Game/Genesis/Missions/Debugging/Buff_ZoomInCameraFOVClient.Buff_ZoomInCameraFOVClient:BPResetBuffStart.K2Node_CallFunction_221061) CONTENT: Glitch(/Engine/Transient.REINST_PointOfInterestBP_MissionStart_Debugging_C_0) CONTENT: NONE(/Engine/Transient.REINST_PointOfInterestBP_MissionStart_Debugging_C_0) LITERAL: UPDATE VFX(/Game/Genesis/Missions/Debugging/PointOfInterestBP_MissionStart_Debugging.PointOfInterestBP_MissionStart_Debugging:EventGraph.K2Node_CallFunction_250873) LITERAL: Timer_CheckUntilLocalPlayers(/Game/Genesis/Missions/Debugging/PointOfInterestBP_MissionStart_Debugging.PointOfInterestBP_MissionStart_Debugging:EventGraph.K2Node_CallFunction_291139) LITERAL: DebuggingGlitchPOI(/Game/Genesis/Missions/Debugging/PointOfInterestBP_MissionStart_Debugging.PointOfInterestBP_MissionStart_Debugging:UserConstructionScript.K2Node_CallFunction_230802) LITERAL: Timer_Server_TickFixing(/Game/Genesis/Missions/Debugging/PointOfInterestBP_MissionStart_Debugging.PointOfInterestBP_MissionStart_Debugging:StartMyMission.K2Node_CallFunction_740961) LITERAL: Give Player Explorer Note(/Game/Genesis/Missions/Debugging/PointOfInterestBP_MissionStart_Debugging.PointOfInterestBP_MissionStart_Debugging:UpdateFixState.K2Node_CallFunction_189117) LITERAL: Timer_Until_Fallback_Able_to_be_Activated_Again(/Game/Genesis/Missions/Debugging/PointOfInterestBP_MissionStart_Debugging.PointOfInterestBP_MissionStart_Debugging:BPGetMultiUseEntries.K2Node_CallFunction_333344) LITERAL: Fully Charge(/Game/Genesis/Missions/Debugging/PointOfInterestBP_MissionStart_Debugging.PointOfInterestBP_MissionStart_Debugging:BPGetMultiUseEntries.K2Node_CallFunction_257644) LITERAL: Fully Charge(/Game/Genesis/Missions/Debugging/PointOfInterestBP_MissionStart_Debugging.PointOfInterestBP_MissionStart_Debugging:BPClientDoMultiUse.K2Node_CallFunction_495249) LITERAL: Fully Charge(/Game/Genesis/Missions/Debugging/PointOfInterestBP_MissionStart_Debugging.PointOfInterestBP_MissionStart_Debugging:start lower charge.K2Node_CallFunction_334933) LITERAL: start lower charge(/Game/Genesis/Missions/Debugging/PointOfInterestBP_MissionStart_Debugging.PointOfInterestBP_MissionStart_Debugging:Fully Charge.K2Node_CallFunction_332397) LITERAL: Give Player Explorer Note(/Game/Genesis/Missions/Debugging/PointOfInterestBP_MissionStart_Debugging.PointOfInterestBP_MissionStart_Debugging:Fully Charge.K2Node_CallFunction_189117) LITERAL: we some how tried to unlock an invalid index(/Game/Genesis/Missions/Debugging/PointOfInterestBP_MissionStart_Debugging.PointOfInterestBP_MissionStart_Debugging:Fully Charge.K2Node_CallFunction_272169) LITERAL: the explorer note failed to unlock, try again one last time(/Game/Genesis/Missions/Debugging/PointOfInterestBP_MissionStart_Debugging.PointOfInterestBP_MissionStart_Debugging:Fully Charge.K2Node_CallFunction_272168) LITERAL: failed to give player explorer note: client check failed(/Game/Genesis/Missions/Debugging/PointOfInterestBP_MissionStart_Debugging.PointOfInterestBP_MissionStart_Debugging:fully give explorer note and play companion reaction.K2Node_CallFunction_270360) LITERAL: Fully Charge(/Game/Genesis/Missions/Debugging/PointOfInterestBP_MissionStart_Debugging.PointOfInterestBP_MissionStart_Debugging:Timer_Until_Fallback_Able_to_be_Activated_Again.K2Node_CallFunction_334933) LITERAL: Timer_Until_Fallback_Able_to_be_Activated_Again(/Game/Genesis/Missions/Debugging/PointOfInterestBP_MissionStart_Debugging.PointOfInterestBP_MissionStart_Debugging:client finish glitch fix multiuse.K2Node_CallFunction_250555) LITERAL: Timer_Until_Fallback_Able_to_be_Activated_Again(/Game/Genesis/Missions/Debugging/PointOfInterestBP_MissionStart_Debugging.PointOfInterestBP_MissionStart_Debugging:client finish glitch fix multiuse.K2Node_CallFunction_250556) LITERAL: Client Is Awaiting Local Player to Determine if Explorer Notes Are Completed(/Game/Genesis/Missions/Debugging/PointOfInterestBP_MissionStart_Debugging.PointOfInterestBP_MissionStart_Debugging:beginning logic.K2Node_CallFunction_214791) LITERAL: Check Distance For Collapsing(/Game/Genesis/Missions/Debugging/PointOfInterestBP_MissionStart_Debugging.PointOfInterestBP_MissionStart_Debugging:beginning logic.K2Node_CallFunction_257870) LITERAL: Glitch Completion Waiting(/Game/Genesis/Missions/Debugging/PointOfInterestBP_MissionStart_Debugging.PointOfInterestBP_MissionStart_Debugging:beginning logic.K2Node_CallFunction_364082) LITERAL: Glitch Completion Waiting(/Game/Genesis/Missions/Debugging/PointOfInterestBP_MissionStart_Debugging.PointOfInterestBP_MissionStart_Debugging:beginning logic.K2Node_CallFunction_366491) LITERAL: Client Is Awaiting Local Player to Determine if Explorer Notes Are Completed(/Game/Genesis/Missions/Debugging/PointOfInterestBP_MissionStart_Debugging.PointOfInterestBP_MissionStart_Debugging:Client Is Awaiting Local Player To Determine If Explorer Notes Are Completed.K2Node_CallFunction_214791) LITERAL: Check Distance For Collapsing(/Game/Genesis/Missions/Debugging/PointOfInterestBP_MissionStart_Debugging.PointOfInterestBP_MissionStart_Debugging:Check Distance for Collapsing.K2Node_CallFunction_257870) LITERAL: failed to give player explorer note: shooterplayer controller cast fail(/Game/Genesis/Missions/Debugging/PointOfInterestBP_MissionStart_Debugging.PointOfInterestBP_MissionStart_Debugging:Give Player Explorer Note Of Specific PC.K2Node_CallFunction_268331) LITERAL: failed to give player explorer note: explorernoteindexmanager cast fail(/Game/Genesis/Missions/Debugging/PointOfInterestBP_MissionStart_Debugging.PointOfInterestBP_MissionStart_Debugging:Give Player Explorer Note Of Specific PC.K2Node_CallFunction_268332) LITERAL: failed to give player explorer note::no explorer note index found(/Game/Genesis/Missions/Debugging/PointOfInterestBP_MissionStart_Debugging.PointOfInterestBP_MissionStart_Debugging:Give Player Explorer Note Of Specific PC.K2Node_CallFunction_267921) CONTENT: Glitch(/Engine/Transient.Default__REINST_PointOfInterestBP_MissionStart_Debugging_C_66827) CONTENT: NONE(/Engine/Transient.Default__REINST_PointOfInterestBP_MissionStart_Debugging_C_66827) CONTENT: Glitch(/Engine/Transient.REINST_PointOfInterestBP_MissionStart_Debugging_C_1) CONTENT: NONE(/Engine/Transient.REINST_PointOfInterestBP_MissionStart_Debugging_C_1) CONTENT: Glitch(/Engine/Transient.Default__REINST_PointOfInterestBP_MissionStart_Debugging_C_66831) CONTENT: NONE(/Engine/Transient.Default__REINST_PointOfInterestBP_MissionStart_Debugging_C_66831) CONTENT: Hold to Fix Glitch(/Game/Genesis/Missions/Debugging/PointOfInterestBP_MissionStart_Debugging.Default__PointOfInterestBP_MissionStart_Debugging_C) CONTENT: Glitch(/Game/Genesis/Missions/Debugging/PointOfInterestBP_MissionStart_Debugging.Default__PointOfInterestBP_MissionStart_Debugging_C) CONTENT: NONE(/Game/Genesis/Missions/Debugging/PointOfInterestBP_MissionStart_Debugging.Default__PointOfInterestBP_MissionStart_Debugging_C) CONTENT: Hold to Fix Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterest_Glitch_Story_08) CONTENT: Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterest_Glitch_Story_08) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterest_Glitch_Story_08) CONTENT: Hold to Fix Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_151) CONTENT: Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_151) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_151) CONTENT: Hold to Fix Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_152) CONTENT: Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_152) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_152) CONTENT: Hold to Fix Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_153) CONTENT: Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_153) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_153) CONTENT: Hold to Fix Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_154) CONTENT: Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_154) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_154) CONTENT: Hold to Fix Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_155) CONTENT: Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_155) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_155) CONTENT: Hold to Fix Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_156) CONTENT: Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_156) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_156) CONTENT: Hold to Fix Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_157) CONTENT: Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_157) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_157) CONTENT: Hold to Fix Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_158) CONTENT: Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_158) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_158) CONTENT: Hold to Fix Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_159) CONTENT: Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_159) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_159) CONTENT: Hold to Fix Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_160) CONTENT: Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_160) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_160) CONTENT: Hold to Fix Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_161) CONTENT: Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_161) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_161) CONTENT: Hold to Fix Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_162) CONTENT: Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_162) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_162) CONTENT: Hold to Fix Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_163) CONTENT: Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_163) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_163) CONTENT: Hold to Fix Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_164) CONTENT: Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_164) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_164) CONTENT: Hold to Fix Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_165) CONTENT: Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_165) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_165) CONTENT: Hold to Fix Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_166) CONTENT: Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_166) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_166) CONTENT: Hold to Fix Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_167) CONTENT: Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_167) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_167) CONTENT: Hold to Fix Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_168) CONTENT: Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_168) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_168) CONTENT: Hold to Fix Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_169) CONTENT: Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_169) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_169) CONTENT: Hold to Fix Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_170) CONTENT: Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_170) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_170) CONTENT: Hold to Fix Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_171) CONTENT: Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_171) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_171) CONTENT: Hold to Fix Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_172) CONTENT: Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_172) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_172) CONTENT: Hold to Fix Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_173) CONTENT: Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_173) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_173) CONTENT: Hold to Fix Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_174) CONTENT: Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_174) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_174) CONTENT: Hold to Fix Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_175) CONTENT: Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_175) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_175) CONTENT: Hold to Fix Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_176) CONTENT: Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_176) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_176) CONTENT: Hold to Fix Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_177) CONTENT: Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_177) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_177) CONTENT: Hold to Fix Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_178) CONTENT: Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_178) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_178) CONTENT: Hold to Fix Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_179) CONTENT: Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_179) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_179) CONTENT: Hold to Fix Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_180) CONTENT: Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_180) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_180) CONTENT: Hold to Fix Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_181) CONTENT: Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_181) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_181) CONTENT: Hold to Fix Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_183) CONTENT: Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_183) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_183) CONTENT: Hold to Fix Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_184) CONTENT: Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_184) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_184) CONTENT: Hold to Fix Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_185) CONTENT: Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_185) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_185) CONTENT: Hold to Fix Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_186) CONTENT: Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_186) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_186) CONTENT: Hold to Fix Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_187) CONTENT: Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_187) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_187) CONTENT: Hold to Fix Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_188) CONTENT: Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_188) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_188) CONTENT: Hold to Fix Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_189) CONTENT: Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_189) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_189) CONTENT: Hold to Fix Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_190) CONTENT: Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_190) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_190) CONTENT: Hold to Fix Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_191) CONTENT: Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_191) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_191) CONTENT: Hold to Fix Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_192) CONTENT: Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_192) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_192) CONTENT: Hold to Fix Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_193) CONTENT: Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_193) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_193) CONTENT: Hold to Fix Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_194) CONTENT: Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_194) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_194) CONTENT: Hold to Fix Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_195) CONTENT: Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_195) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_195) CONTENT: Hold to Fix Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_196) CONTENT: Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_196) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_196) CONTENT: Hold to Fix Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_197) CONTENT: Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_197) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_197) CONTENT: Hold to Fix Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_198) CONTENT: Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_198) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_198) CONTENT: Hold to Fix Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_199) CONTENT: Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_199) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_199) CONTENT: Hold to Fix Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_200) CONTENT: Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_200) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_200) CONTENT: Hold to Fix Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_201) CONTENT: Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_201) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_201) CONTENT: Hold to Fix Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_202) CONTENT: Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_202) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_202) CONTENT: Hold to Fix Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_203) CONTENT: Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_203) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_203) CONTENT: Hold to Fix Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_204) CONTENT: Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_204) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_204) CONTENT: Hold to Fix Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_205) CONTENT: Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_205) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_205) CONTENT: Hold to Fix Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_206) CONTENT: Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_206) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_206) CONTENT: Hold to Fix Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_207) CONTENT: Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_207) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_207) CONTENT: Hold to Fix Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_208) CONTENT: Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_208) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_208) CONTENT: Hold to Fix Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_209) CONTENT: Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_209) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_209) CONTENT: Hold to Fix Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_210) CONTENT: Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_210) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_210) CONTENT: Hold to Fix Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_211) CONTENT: Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_211) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_211) CONTENT: Hold to Fix Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_212) CONTENT: Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_212) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_212) CONTENT: Hold to Fix Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_213) CONTENT: Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_213) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_213) CONTENT: Hold to Fix Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_214) CONTENT: Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_214) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_214) CONTENT: Hold to Fix Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_215) CONTENT: Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_215) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_215) CONTENT: Hold to Fix Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_216) CONTENT: Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_216) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_216) CONTENT: Hold to Fix Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_217) CONTENT: Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_217) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_217) CONTENT: Hold to Fix Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_218) CONTENT: Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_218) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_218) CONTENT: Hold to Fix Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_219) CONTENT: Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_219) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_219) CONTENT: Hold to Fix Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_220) CONTENT: Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_220) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_220) CONTENT: Hold to Fix Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_221) CONTENT: Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_221) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_221) CONTENT: Hold to Fix Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_222) CONTENT: Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_222) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_222) CONTENT: Hold to Fix Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_223) CONTENT: Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_223) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_223) CONTENT: Hold to Fix Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_224) CONTENT: Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_224) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_224) CONTENT: Hold to Fix Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_225) CONTENT: Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_225) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_225) CONTENT: Hold to Fix Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_226) CONTENT: Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_226) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_226) CONTENT: Hold to Fix Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_227) CONTENT: Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_227) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_227) CONTENT: Hold to Fix Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_228) CONTENT: Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_228) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_228) CONTENT: Hold to Fix Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_229) CONTENT: Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_229) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_229) CONTENT: Hold to Fix Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_230) CONTENT: Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_230) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_230) CONTENT: Hold to Fix Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_231) CONTENT: Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_231) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_231) CONTENT: Hold to Fix Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_232) CONTENT: Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_232) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_232) CONTENT: Hold to Fix Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_233) CONTENT: Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_233) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_233) CONTENT: Hold to Fix Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_234) CONTENT: Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_234) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_234) CONTENT: Hold to Fix Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_235) CONTENT: Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_235) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_235) CONTENT: Hold to Fix Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_236) CONTENT: Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_236) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_236) CONTENT: Hold to Fix Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_237) CONTENT: Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_237) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_237) CONTENT: Hold to Fix Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_238) CONTENT: Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_238) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_238) CONTENT: Hold to Fix Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_239) CONTENT: Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_239) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_239) CONTENT: Hold to Fix Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_240) CONTENT: Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_240) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_240) CONTENT: Hold to Fix Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_241) CONTENT: Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_241) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_241) CONTENT: Hold to Fix Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_242) CONTENT: Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_242) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_242) CONTENT: Hold to Fix Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_243) CONTENT: Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_243) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_243) CONTENT: Hold to Fix Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_244) CONTENT: Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_244) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_244) CONTENT: Hold to Fix Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_245) CONTENT: Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_245) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_245) CONTENT: Hold to Fix Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_246) CONTENT: Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_246) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_246) CONTENT: Hold to Fix Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_247) CONTENT: Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_247) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_247) CONTENT: Hold to Fix Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_248) CONTENT: Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_248) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_248) CONTENT: Hold to Fix Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_249) CONTENT: Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_249) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_249) CONTENT: Hold to Fix Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_250) CONTENT: Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_250) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_250) CONTENT: Hold to Fix Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_251) CONTENT: Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_251) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_251) CONTENT: Hold to Fix Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_252) CONTENT: Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_252) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_252) CONTENT: Hold to Fix Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_253) CONTENT: Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_253) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_253) CONTENT: Hold to Fix Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_254) CONTENT: Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_254) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_254) CONTENT: Hold to Fix Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_255) CONTENT: Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_255) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_255) CONTENT: Hold to Fix Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_256) CONTENT: Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_256) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_256) CONTENT: Hold to Fix Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_257) CONTENT: Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_257) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_257) CONTENT: Hold to Fix Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_258) CONTENT: Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_258) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_258) CONTENT: Hold to Fix Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_259) CONTENT: Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_259) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_259) CONTENT: Hold to Fix Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_260) CONTENT: Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_260) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_260) CONTENT: Hold to Fix Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_261) CONTENT: Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_261) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_261) CONTENT: Hold to Fix Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_262) CONTENT: Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_262) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_262) CONTENT: Hold to Fix Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_263) CONTENT: Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_263) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_263) CONTENT: Hold to Fix Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_264) CONTENT: Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_264) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_264) CONTENT: Hold to Fix Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_265) CONTENT: Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_265) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_265) CONTENT: Hold to Fix Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_266) CONTENT: Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_266) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_266) CONTENT: Hold to Fix Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_267) CONTENT: Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_267) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_267) CONTENT: Hold to Fix Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_268) CONTENT: Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_268) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_268) CONTENT: Hold to Fix Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_269) CONTENT: Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_269) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_269) CONTENT: Hold to Fix Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_270) CONTENT: Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_270) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_270) CONTENT: Hold to Fix Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_271) CONTENT: Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_271) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_271) CONTENT: Hold to Fix Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_272) CONTENT: Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_272) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_272) CONTENT: Hold to Fix Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_273) CONTENT: Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_273) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_273) CONTENT: Hold to Fix Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_274) CONTENT: Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_274) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_274) CONTENT: Hold to Fix Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_275) CONTENT: Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_275) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_275) CONTENT: Hold to Fix Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_276) CONTENT: Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_276) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_276) CONTENT: Hold to Fix Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_277) CONTENT: Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_277) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_277) CONTENT: Hold to Fix Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_278) CONTENT: Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_278) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_278) CONTENT: Hold to Fix Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_279) CONTENT: Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_279) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_279) CONTENT: Hold to Fix Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_280) CONTENT: Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_280) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_280) CONTENT: Hold to Fix Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_281) CONTENT: Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_281) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_281) CONTENT: Hold to Fix Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_282) CONTENT: Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_282) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_282) CONTENT: Hold to Fix Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_283) CONTENT: Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_283) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_283) CONTENT: Hold to Fix Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_284) CONTENT: Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_284) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_284) CONTENT: Hold to Fix Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_285) CONTENT: Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_285) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_285) CONTENT: Hold to Fix Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_286) CONTENT: Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_286) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_286) CONTENT: Hold to Fix Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_287) CONTENT: Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_287) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_287) CONTENT: Hold to Fix Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_288) CONTENT: Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_288) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_288) CONTENT: Hold to Fix Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_289) CONTENT: Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_289) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_289) CONTENT: Hold to Fix Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_290) CONTENT: Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_290) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_290) CONTENT: Hold to Fix Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_291) CONTENT: Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_291) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_291) CONTENT: Hold to Fix Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_292) CONTENT: Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_292) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_292) CONTENT: Hold to Fix Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_293) CONTENT: Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_293) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_293) CONTENT: Hold to Fix Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_294) CONTENT: Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_294) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_294) CONTENT: Hold to Fix Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_295) CONTENT: Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_295) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_295) CONTENT: Hold to Fix Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_296) CONTENT: Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_296) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_296) CONTENT: Hold to Fix Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_297) CONTENT: Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_297) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_297) CONTENT: Hold to Fix Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_298) CONTENT: Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_298) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_298) CONTENT: Hold to Fix Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_299) CONTENT: Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_299) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_299) CONTENT: Hold to Fix Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_300) CONTENT: Glitch(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_300) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PointOfInterestBP_MissionStart_Debugging_C_300) CONTENT: Wilderness(/Game/Maps/Genesis/PersistentGameplaySublevel_HLNAExplorerNotes.PersistentGameplaySublevel_HLNAExplorerNotes:PersistentLevel.PrimalWorldSettings) CONTENT: Injured Brute Reaper King(/Engine/Transient.REINST_Xenomorph_Character_BP_Male_InitialBuryOnly_Brute_Retrieve_C_0) CONTENT: Injured Brute Reaper King(/Engine/Transient.Default__REINST_Xenomorph_Character_BP_Male_InitialBuryOnly_Brute_Retrieve_C_66871) CONTENT: Injured Brute Reaper King(/Engine/Transient.REINST_Xenomorph_Character_BP_Male_InitialBuryOnly_Brute_Retrieve_C_1) CONTENT: Injured Brute Reaper King(/Engine/Transient.Default__REINST_Xenomorph_Character_BP_Male_InitialBuryOnly_Brute_Retrieve_C_66875) CONTENT: Injured Brute Reaper King(/Game/Genesis/Dinos/MissionVariants/Retrieve/Lunar/Xenomorph_Character_BP_Male_InitialBuryOnly_Brute_Retrieve.Default__Xenomorph_Character_BP_Male_InitialBuryOnly_Brute_Retrieve_C) CONTENT: Transmits items, Survivors, and creatures to other ARKs!(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.MissionDispatcher_MultiUsePylon_Escort_LanternPets.TheInventory) CONTENT: Mission Dispatcher(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.MissionDispatcher_MultiUsePylon_Escort_LanternPets.TheInventory) CONTENT: Transmits items, Survivors, and creatures to other ARKs!(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.MissionDispatcher_MultiUsePylon_GatherNodes_Lunar.TheInventory) CONTENT: Mission Dispatcher(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.MissionDispatcher_MultiUsePylon_GatherNodes_Lunar.TheInventory) CONTENT: Transmits items, Survivors, and creatures to other ARKs!(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.MissionDispatcher_MultiUsePylon_Gauntlet_Lunar.TheInventory) CONTENT: Mission Dispatcher(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.MissionDispatcher_MultiUsePylon_Gauntlet_Lunar.TheInventory) CONTENT: Transmits items, Survivors, and creatures to other ARKs!(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.MissionDispatcher_MultiUsePylon_Hunt_A.TheInventory) CONTENT: Mission Dispatcher(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.MissionDispatcher_MultiUsePylon_Hunt_A.TheInventory) CONTENT: Transmits items, Survivors, and creatures to other ARKs!(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.MissionDispatcher_MultiUsePylon_Hunt_B.TheInventory) CONTENT: Mission Dispatcher(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.MissionDispatcher_MultiUsePylon_Hunt_B.TheInventory) CONTENT: Transmits items, Survivors, and creatures to other ARKs!(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.MissionDispatcher_MultiUsePylon_PugBall.TheInventory) CONTENT: Mission Dispatcher(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.MissionDispatcher_MultiUsePylon_PugBall.TheInventory) CONTENT: Transmits items, Survivors, and creatures to other ARKs!(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.MissionDispatcher_MultiUsePylon_Retrieve_ReaperGland.TheInventory) CONTENT: Mission Dispatcher(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.MissionDispatcher_MultiUsePylon_Retrieve_ReaperGland.TheInventory) CONTENT: Transmits items, Survivors, and creatures to other ARKs!(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.MissionDispatcher_MultiUsePylon_SpaceRace.TheInventory) CONTENT: Mission Dispatcher(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.MissionDispatcher_MultiUsePylon_SpaceRace.TheInventory) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.MissionTrigger3) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.MissionTrigger3) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.MissionTrigger4) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.MissionTrigger4) CONTENT: ArenaBounds(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.MissionTrigger5) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.MissionTrigger5) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.MissionTrigger5) CONTENT: Goal_Bottom(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.MissionTrigger6) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.MissionTrigger6) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.MissionTrigger6) CONTENT: Goal_Bottom(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.MissionTrigger7) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.MissionTrigger7) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.MissionTrigger7) CONTENT: Goal(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.MissionTrigger_0) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.MissionTrigger_0) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.MissionTrigger_0) CONTENT: Goal(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.MissionTrigger_1) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.MissionTrigger_1) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.MissionTrigger_1) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.MissionTrigger_196) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.MissionTrigger_196) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.MissionTrigger_197) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.MissionTrigger_197) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.MissionTrigger_198) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.MissionTrigger_198) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.MissionTrigger_199) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.MissionTrigger_199) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.MissionTrigger_200) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.MissionTrigger_200) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.MissionTrigger_201) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.MissionTrigger_201) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.MissionTrigger_202) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.MissionTrigger_202) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.MissionTrigger_203) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.MissionTrigger_203) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.MissionTrigger_204) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.MissionTrigger_204) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.MissionTrigger_205) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.MissionTrigger_205) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.MissionTrigger_206) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.MissionTrigger_206) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.MissionTrigger_207) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.MissionTrigger_207) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.MissionTrigger_208) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.MissionTrigger_208) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.MissionTrigger_209) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.MissionTrigger_209) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.MissionTrigger_210) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.MissionTrigger_210) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.MissionTrigger_211) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.MissionTrigger_211) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.MissionTrigger_212) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.MissionTrigger_212) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.MissionTrigger_213) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.MissionTrigger_213) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.MissionTrigger_214) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.MissionTrigger_214) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.MissionTrigger_215) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.MissionTrigger_215) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.MissionTrigger_216) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.MissionTrigger_216) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.MissionTrigger_217) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.MissionTrigger_217) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.MissionTrigger_218) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.MissionTrigger_218) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.MissionTrigger_219) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.MissionTrigger_219) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.MissionTrigger_220) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.MissionTrigger_220) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.MissionTrigger_221) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.MissionTrigger_221) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.MissionTrigger_222) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.MissionTrigger_222) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.MissionTrigger_223) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.MissionTrigger_223) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.MissionTrigger_224) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.MissionTrigger_224) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.MissionTrigger_225) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.MissionTrigger_225) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.MissionTrigger_226) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.MissionTrigger_226) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.MissionTrigger_227) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.MissionTrigger_227) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.MissionTrigger_228) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.MissionTrigger_228) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.MissionTrigger_229) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.MissionTrigger_229) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.MissionTrigger_230) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.MissionTrigger_230) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.MissionTrigger_231) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.MissionTrigger_231) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.MissionTrigger_232) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.MissionTrigger_232) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.MissionTrigger_233) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.MissionTrigger_233) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.MissionTrigger_236) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.MissionTrigger_236) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.MissionTrigger_237) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.MissionTrigger_237) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.MissionTrigger_238) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.MissionTrigger_238) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.MissionTrigger_239) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.MissionTrigger_239) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.MissionTrigger_240) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.MissionTrigger_240) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.MissionTrigger_241) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.MissionTrigger_241) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.MissionTrigger_242) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.MissionTrigger_242) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.MissionTrigger_243) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.MissionTrigger_243) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.MissionTrigger_244) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.MissionTrigger_244) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.MissionTrigger_245) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.MissionTrigger_245) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.MissionTrigger_246) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.MissionTrigger_246) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.MissionTrigger_247) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.MissionTrigger_247) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.MissionTrigger_248) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.MissionTrigger_248) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.MissionTrigger_249) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.MissionTrigger_249) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.MissionTrigger_250) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.MissionTrigger_250) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.MissionTrigger_251) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.MissionTrigger_251) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.MissionTrigger_252) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.MissionTrigger_252) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.MissionTrigger_253) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.MissionTrigger_253) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.MissionTrigger_254) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.MissionTrigger_254) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.MissionTrigger_255) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.MissionTrigger_255) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.MissionTrigger_256) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.MissionTrigger_256) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.MissionTrigger_257) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.MissionTrigger_257) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.MissionTrigger_258) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.MissionTrigger_258) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.MissionTrigger_259) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.MissionTrigger_259) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.MissionTrigger_260) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.MissionTrigger_260) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.MissionTrigger_261) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.MissionTrigger_261) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.MissionTrigger_262) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.MissionTrigger_262) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.MissionTrigger_263) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.MissionTrigger_263) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.MissionTrigger_264) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.MissionTrigger_264) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.MissionTrigger_265) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.MissionTrigger_265) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.MissionTrigger_266) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.MissionTrigger_266) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.MissionTrigger_267) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.MissionTrigger_267) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.MissionTrigger_268) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.MissionTrigger_268) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.MissionTrigger_269) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.MissionTrigger_269) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.MissionTrigger_270) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.MissionTrigger_270) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.MissionTrigger_271) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.MissionTrigger_271) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.MissionTrigger_272) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.MissionTrigger_272) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.MissionTrigger_GatherNodes_Lunar2_19) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.MissionTrigger_GatherNodes_Lunar2_19) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.MissionTrigger_GatherNodes_Lunar3_19) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.MissionTrigger_GatherNodes_Lunar3_19) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.MissionTrigger_GatherNodes_Lunar5_17) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.MissionTrigger_GatherNodes_Lunar5_17) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.MissionTrigger_GatherNodes_Lunar_19) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.MissionTrigger_GatherNodes_Lunar_19) CONTENT: Wilderness(/Game/Maps/Genesis/PersistentGameplaySublevel_LunarMissions.PersistentGameplaySublevel_LunarMissions:PersistentLevel.PrimalWorldSettings) CONTENT: Main Body(/Game/Genesis/Dinos/BiomeVariants/Ocean_Megalodon/DinoColorSet_Megalodon_Ocean_Retrieve.Default__DinoColorSet_Megalodon_Ocean_Retrieve_C) CONTENT: Dark Muted(/Game/Genesis/Dinos/BiomeVariants/Ocean_Megalodon/DinoColorSet_Megalodon_Ocean_Retrieve.Default__DinoColorSet_Megalodon_Ocean_Retrieve_C) CONTENT: spots(/Game/Genesis/Dinos/BiomeVariants/Ocean_Megalodon/DinoColorSet_Megalodon_Ocean_Retrieve.Default__DinoColorSet_Megalodon_Ocean_Retrieve_C) CONTENT: Dark Muted(/Game/Genesis/Dinos/BiomeVariants/Ocean_Megalodon/DinoColorSet_Megalodon_Ocean_Retrieve.Default__DinoColorSet_Megalodon_Ocean_Retrieve_C) CONTENT: Dark Muted(/Game/Genesis/Dinos/BiomeVariants/Ocean_Megalodon/DinoColorSet_Megalodon_Ocean_Retrieve.Default__DinoColorSet_Megalodon_Ocean_Retrieve_C) CONTENT: Light Muted -g +w(/Game/Genesis/Dinos/BiomeVariants/Ocean_Megalodon/DinoColorSet_Megalodon_Ocean_Retrieve.Default__DinoColorSet_Megalodon_Ocean_Retrieve_C) CONTENT: Main Body(/Game/Genesis/Dinos/BiomeVariants/Ocean_Megalodon/DinoColorSet_Megalodon_Ocean_Retrieve.Default__SKEL_DinoColorSet_Megalodon_Ocean_Retrieve_C) CONTENT: Dark Muted(/Game/Genesis/Dinos/BiomeVariants/Ocean_Megalodon/DinoColorSet_Megalodon_Ocean_Retrieve.Default__SKEL_DinoColorSet_Megalodon_Ocean_Retrieve_C) CONTENT: spots(/Game/Genesis/Dinos/BiomeVariants/Ocean_Megalodon/DinoColorSet_Megalodon_Ocean_Retrieve.Default__SKEL_DinoColorSet_Megalodon_Ocean_Retrieve_C) CONTENT: Dark Muted(/Game/Genesis/Dinos/BiomeVariants/Ocean_Megalodon/DinoColorSet_Megalodon_Ocean_Retrieve.Default__SKEL_DinoColorSet_Megalodon_Ocean_Retrieve_C) CONTENT: Dark Muted(/Game/Genesis/Dinos/BiomeVariants/Ocean_Megalodon/DinoColorSet_Megalodon_Ocean_Retrieve.Default__SKEL_DinoColorSet_Megalodon_Ocean_Retrieve_C) CONTENT: Light Muted -g +w(/Game/Genesis/Dinos/BiomeVariants/Ocean_Megalodon/DinoColorSet_Megalodon_Ocean_Retrieve.Default__SKEL_DinoColorSet_Megalodon_Ocean_Retrieve_C) CONTENT: Golden Striped Brute Megalodon(/Engine/Transient.REINST_Ocean_Megalodon_Character_BP_Retrieve_Brute_C_0) CONTENT: Golden Striped Brute Megalodon(/Engine/Transient.Default__REINST_Ocean_Megalodon_Character_BP_Retrieve_Brute_C_66971) CONTENT: Golden Striped Brute Megalodon(/Engine/Transient.REINST_Ocean_Megalodon_Character_BP_Retrieve_Brute_C_1) CONTENT: Golden Striped Brute Megalodon(/Engine/Transient.Default__REINST_Ocean_Megalodon_Character_BP_Retrieve_Brute_C_66975) CONTENT: Golden Striped Brute Megalodon(/Game/Genesis/Dinos/MissionVariants/Retrieve/Ocean/Ocean_Megalodon_Character_BP_Retrieve_Brute.Default__Ocean_Megalodon_Character_BP_Retrieve_Brute_C) CONTENT: Golden Striped Megalodon(/Engine/Transient.REINST_Ocean_Megalodon_Character_BP_Retrieve_C_0) CONTENT: Golden Striped Megalodon(/Engine/Transient.Default__REINST_Ocean_Megalodon_Character_BP_Retrieve_C_66982) CONTENT: Golden Striped Megalodon(/Engine/Transient.REINST_Ocean_Megalodon_Character_BP_Retrieve_C_1) CONTENT: Golden Striped Megalodon(/Engine/Transient.Default__REINST_Ocean_Megalodon_Character_BP_Retrieve_C_66986) CONTENT: Golden Striped Megalodon(/Game/Genesis/Dinos/MissionVariants/Retrieve/Ocean/Ocean_Megalodon_Character_BP_Retrieve.Default__Ocean_Megalodon_Character_BP_Retrieve_C) CONTENT: Transmits items, Survivors, and creatures to other ARKs!(/Game/Maps/Genesis/PersistentGameplaySublevel_OceanMissions.PersistentGameplaySublevel_OceanMissions:PersistentLevel.MissionDispatcher_MultiUsePylon_C_27.TheInventory) CONTENT: Mission Dispatcher(/Game/Maps/Genesis/PersistentGameplaySublevel_OceanMissions.PersistentGameplaySublevel_OceanMissions:PersistentLevel.MissionDispatcher_MultiUsePylon_C_27.TheInventory) CONTENT: Transmits items, Survivors, and creatures to other ARKs!(/Game/Maps/Genesis/PersistentGameplaySublevel_OceanMissions.PersistentGameplaySublevel_OceanMissions:PersistentLevel.MissionDispatcher_MultiUsePylon_C_28.TheInventory) CONTENT: Mission Dispatcher(/Game/Maps/Genesis/PersistentGameplaySublevel_OceanMissions.PersistentGameplaySublevel_OceanMissions:PersistentLevel.MissionDispatcher_MultiUsePylon_C_28.TheInventory) CONTENT: Transmits items, Survivors, and creatures to other ARKs!(/Game/Maps/Genesis/PersistentGameplaySublevel_OceanMissions.PersistentGameplaySublevel_OceanMissions:PersistentLevel.MissionDispatcher_MultiUsePylon_C_29.TheInventory) CONTENT: Mission Dispatcher(/Game/Maps/Genesis/PersistentGameplaySublevel_OceanMissions.PersistentGameplaySublevel_OceanMissions:PersistentLevel.MissionDispatcher_MultiUsePylon_C_29.TheInventory) CONTENT: Transmits items, Survivors, and creatures to other ARKs!(/Game/Maps/Genesis/PersistentGameplaySublevel_OceanMissions.PersistentGameplaySublevel_OceanMissions:PersistentLevel.MissionDispatcher_MultiUsePylon_C_30.TheInventory) CONTENT: Mission Dispatcher(/Game/Maps/Genesis/PersistentGameplaySublevel_OceanMissions.PersistentGameplaySublevel_OceanMissions:PersistentLevel.MissionDispatcher_MultiUsePylon_C_30.TheInventory) CONTENT: Transmits items, Survivors, and creatures to other ARKs!(/Game/Maps/Genesis/PersistentGameplaySublevel_OceanMissions.PersistentGameplaySublevel_OceanMissions:PersistentLevel.MissionDispatcher_MultiUsePylon_C_31.TheInventory) CONTENT: Mission Dispatcher(/Game/Maps/Genesis/PersistentGameplaySublevel_OceanMissions.PersistentGameplaySublevel_OceanMissions:PersistentLevel.MissionDispatcher_MultiUsePylon_C_31.TheInventory) CONTENT: Transmits items, Survivors, and creatures to other ARKs!(/Game/Maps/Genesis/PersistentGameplaySublevel_OceanMissions.PersistentGameplaySublevel_OceanMissions:PersistentLevel.MissionDispatcher_MultiUsePylon_C_32.TheInventory) CONTENT: Mission Dispatcher(/Game/Maps/Genesis/PersistentGameplaySublevel_OceanMissions.PersistentGameplaySublevel_OceanMissions:PersistentLevel.MissionDispatcher_MultiUsePylon_C_32.TheInventory) CONTENT: Transmits items, Survivors, and creatures to other ARKs!(/Game/Maps/Genesis/PersistentGameplaySublevel_OceanMissions.PersistentGameplaySublevel_OceanMissions:PersistentLevel.MissionDispatcher_MultiUsePylon_C_33.TheInventory) CONTENT: Mission Dispatcher(/Game/Maps/Genesis/PersistentGameplaySublevel_OceanMissions.PersistentGameplaySublevel_OceanMissions:PersistentLevel.MissionDispatcher_MultiUsePylon_C_33.TheInventory) CONTENT: Transmits items, Survivors, and creatures to other ARKs!(/Game/Maps/Genesis/PersistentGameplaySublevel_OceanMissions.PersistentGameplaySublevel_OceanMissions:PersistentLevel.MissionDispatcher_MultiUsePylon_C_34.TheInventory) CONTENT: Mission Dispatcher(/Game/Maps/Genesis/PersistentGameplaySublevel_OceanMissions.PersistentGameplaySublevel_OceanMissions:PersistentLevel.MissionDispatcher_MultiUsePylon_C_34.TheInventory) CONTENT: Transmits items, Survivors, and creatures to other ARKs!(/Game/Maps/Genesis/PersistentGameplaySublevel_OceanMissions.PersistentGameplaySublevel_OceanMissions:PersistentLevel.MissionDispatcher_MultiUsePylon_C_35.TheInventory) CONTENT: Mission Dispatcher(/Game/Maps/Genesis/PersistentGameplaySublevel_OceanMissions.PersistentGameplaySublevel_OceanMissions:PersistentLevel.MissionDispatcher_MultiUsePylon_C_35.TheInventory) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_OceanMissions.PersistentGameplaySublevel_OceanMissions:PersistentLevel.MissionTrigger_115) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_OceanMissions.PersistentGameplaySublevel_OceanMissions:PersistentLevel.MissionTrigger_115) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_OceanMissions.PersistentGameplaySublevel_OceanMissions:PersistentLevel.MissionTrigger_116) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_OceanMissions.PersistentGameplaySublevel_OceanMissions:PersistentLevel.MissionTrigger_116) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_OceanMissions.PersistentGameplaySublevel_OceanMissions:PersistentLevel.MissionTrigger_117) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_OceanMissions.PersistentGameplaySublevel_OceanMissions:PersistentLevel.MissionTrigger_117) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_OceanMissions.PersistentGameplaySublevel_OceanMissions:PersistentLevel.MissionTrigger_118) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_OceanMissions.PersistentGameplaySublevel_OceanMissions:PersistentLevel.MissionTrigger_118) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_OceanMissions.PersistentGameplaySublevel_OceanMissions:PersistentLevel.MissionTrigger_119) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_OceanMissions.PersistentGameplaySublevel_OceanMissions:PersistentLevel.MissionTrigger_119) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_OceanMissions.PersistentGameplaySublevel_OceanMissions:PersistentLevel.MissionTrigger_121) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_OceanMissions.PersistentGameplaySublevel_OceanMissions:PersistentLevel.MissionTrigger_121) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_OceanMissions.PersistentGameplaySublevel_OceanMissions:PersistentLevel.MissionTrigger_123) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_OceanMissions.PersistentGameplaySublevel_OceanMissions:PersistentLevel.MissionTrigger_123) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_OceanMissions.PersistentGameplaySublevel_OceanMissions:PersistentLevel.MissionTrigger_124) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_OceanMissions.PersistentGameplaySublevel_OceanMissions:PersistentLevel.MissionTrigger_124) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_OceanMissions.PersistentGameplaySublevel_OceanMissions:PersistentLevel.MissionTrigger_125) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_OceanMissions.PersistentGameplaySublevel_OceanMissions:PersistentLevel.MissionTrigger_125) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_OceanMissions.PersistentGameplaySublevel_OceanMissions:PersistentLevel.MissionTrigger_127) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_OceanMissions.PersistentGameplaySublevel_OceanMissions:PersistentLevel.MissionTrigger_127) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_OceanMissions.PersistentGameplaySublevel_OceanMissions:PersistentLevel.MissionTrigger_128) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_OceanMissions.PersistentGameplaySublevel_OceanMissions:PersistentLevel.MissionTrigger_128) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_OceanMissions.PersistentGameplaySublevel_OceanMissions:PersistentLevel.MissionTrigger_129) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_OceanMissions.PersistentGameplaySublevel_OceanMissions:PersistentLevel.MissionTrigger_129) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_OceanMissions.PersistentGameplaySublevel_OceanMissions:PersistentLevel.MissionTrigger_130) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_OceanMissions.PersistentGameplaySublevel_OceanMissions:PersistentLevel.MissionTrigger_130) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_OceanMissions.PersistentGameplaySublevel_OceanMissions:PersistentLevel.MissionTrigger_131) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_OceanMissions.PersistentGameplaySublevel_OceanMissions:PersistentLevel.MissionTrigger_131) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_OceanMissions.PersistentGameplaySublevel_OceanMissions:PersistentLevel.MissionTrigger_132) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_OceanMissions.PersistentGameplaySublevel_OceanMissions:PersistentLevel.MissionTrigger_132) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_OceanMissions.PersistentGameplaySublevel_OceanMissions:PersistentLevel.MissionTrigger_133) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_OceanMissions.PersistentGameplaySublevel_OceanMissions:PersistentLevel.MissionTrigger_133) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_OceanMissions.PersistentGameplaySublevel_OceanMissions:PersistentLevel.MissionTrigger_134) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_OceanMissions.PersistentGameplaySublevel_OceanMissions:PersistentLevel.MissionTrigger_134) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_OceanMissions.PersistentGameplaySublevel_OceanMissions:PersistentLevel.MissionTrigger_135) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_OceanMissions.PersistentGameplaySublevel_OceanMissions:PersistentLevel.MissionTrigger_135) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_OceanMissions.PersistentGameplaySublevel_OceanMissions:PersistentLevel.MissionTrigger_137) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_OceanMissions.PersistentGameplaySublevel_OceanMissions:PersistentLevel.MissionTrigger_137) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_OceanMissions.PersistentGameplaySublevel_OceanMissions:PersistentLevel.MissionTrigger_157) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_OceanMissions.PersistentGameplaySublevel_OceanMissions:PersistentLevel.MissionTrigger_157) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_OceanMissions.PersistentGameplaySublevel_OceanMissions:PersistentLevel.MissionTrigger_158) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_OceanMissions.PersistentGameplaySublevel_OceanMissions:PersistentLevel.MissionTrigger_158) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_OceanMissions.PersistentGameplaySublevel_OceanMissions:PersistentLevel.MissionTrigger_159) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_OceanMissions.PersistentGameplaySublevel_OceanMissions:PersistentLevel.MissionTrigger_159) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_OceanMissions.PersistentGameplaySublevel_OceanMissions:PersistentLevel.MissionTrigger_160) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_OceanMissions.PersistentGameplaySublevel_OceanMissions:PersistentLevel.MissionTrigger_160) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_OceanMissions.PersistentGameplaySublevel_OceanMissions:PersistentLevel.MissionTrigger_161) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_OceanMissions.PersistentGameplaySublevel_OceanMissions:PersistentLevel.MissionTrigger_161) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_OceanMissions.PersistentGameplaySublevel_OceanMissions:PersistentLevel.MissionTrigger_162) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_OceanMissions.PersistentGameplaySublevel_OceanMissions:PersistentLevel.MissionTrigger_162) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_OceanMissions.PersistentGameplaySublevel_OceanMissions:PersistentLevel.MissionTrigger_163) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_OceanMissions.PersistentGameplaySublevel_OceanMissions:PersistentLevel.MissionTrigger_163) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_OceanMissions.PersistentGameplaySublevel_OceanMissions:PersistentLevel.MissionTrigger_164) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_OceanMissions.PersistentGameplaySublevel_OceanMissions:PersistentLevel.MissionTrigger_164) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_OceanMissions.PersistentGameplaySublevel_OceanMissions:PersistentLevel.MissionTrigger_165) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_OceanMissions.PersistentGameplaySublevel_OceanMissions:PersistentLevel.MissionTrigger_165) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_OceanMissions.PersistentGameplaySublevel_OceanMissions:PersistentLevel.MissionTrigger_166) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_OceanMissions.PersistentGameplaySublevel_OceanMissions:PersistentLevel.MissionTrigger_166) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_OceanMissions.PersistentGameplaySublevel_OceanMissions:PersistentLevel.MissionTrigger_167) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_OceanMissions.PersistentGameplaySublevel_OceanMissions:PersistentLevel.MissionTrigger_167) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_OceanMissions.PersistentGameplaySublevel_OceanMissions:PersistentLevel.MissionTrigger_168) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_OceanMissions.PersistentGameplaySublevel_OceanMissions:PersistentLevel.MissionTrigger_168) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_OceanMissions.PersistentGameplaySublevel_OceanMissions:PersistentLevel.MissionTrigger_169) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_OceanMissions.PersistentGameplaySublevel_OceanMissions:PersistentLevel.MissionTrigger_169) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_OceanMissions.PersistentGameplaySublevel_OceanMissions:PersistentLevel.MissionTrigger_170) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_OceanMissions.PersistentGameplaySublevel_OceanMissions:PersistentLevel.MissionTrigger_170) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_OceanMissions.PersistentGameplaySublevel_OceanMissions:PersistentLevel.MissionTrigger_171) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_OceanMissions.PersistentGameplaySublevel_OceanMissions:PersistentLevel.MissionTrigger_171) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_OceanMissions.PersistentGameplaySublevel_OceanMissions:PersistentLevel.MissionTrigger_172) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_OceanMissions.PersistentGameplaySublevel_OceanMissions:PersistentLevel.MissionTrigger_172) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_OceanMissions.PersistentGameplaySublevel_OceanMissions:PersistentLevel.MissionTrigger_173) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_OceanMissions.PersistentGameplaySublevel_OceanMissions:PersistentLevel.MissionTrigger_173) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_OceanMissions.PersistentGameplaySublevel_OceanMissions:PersistentLevel.MissionTrigger_174) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_OceanMissions.PersistentGameplaySublevel_OceanMissions:PersistentLevel.MissionTrigger_174) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_OceanMissions.PersistentGameplaySublevel_OceanMissions:PersistentLevel.MissionTrigger_175) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_OceanMissions.PersistentGameplaySublevel_OceanMissions:PersistentLevel.MissionTrigger_175) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_OceanMissions.PersistentGameplaySublevel_OceanMissions:PersistentLevel.MissionTrigger_176) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_OceanMissions.PersistentGameplaySublevel_OceanMissions:PersistentLevel.MissionTrigger_176) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_OceanMissions.PersistentGameplaySublevel_OceanMissions:PersistentLevel.MissionTrigger_177) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_OceanMissions.PersistentGameplaySublevel_OceanMissions:PersistentLevel.MissionTrigger_177) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_OceanMissions.PersistentGameplaySublevel_OceanMissions:PersistentLevel.MissionTrigger_178) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_OceanMissions.PersistentGameplaySublevel_OceanMissions:PersistentLevel.MissionTrigger_178) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_OceanMissions.PersistentGameplaySublevel_OceanMissions:PersistentLevel.MissionTrigger_179) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_OceanMissions.PersistentGameplaySublevel_OceanMissions:PersistentLevel.MissionTrigger_179) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_OceanMissions.PersistentGameplaySublevel_OceanMissions:PersistentLevel.MissionTrigger_180) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_OceanMissions.PersistentGameplaySublevel_OceanMissions:PersistentLevel.MissionTrigger_180) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_OceanMissions.PersistentGameplaySublevel_OceanMissions:PersistentLevel.MissionTrigger_181) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_OceanMissions.PersistentGameplaySublevel_OceanMissions:PersistentLevel.MissionTrigger_181) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_OceanMissions.PersistentGameplaySublevel_OceanMissions:PersistentLevel.MissionTrigger_182) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_OceanMissions.PersistentGameplaySublevel_OceanMissions:PersistentLevel.MissionTrigger_182) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_OceanMissions.PersistentGameplaySublevel_OceanMissions:PersistentLevel.MissionTrigger_183) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_OceanMissions.PersistentGameplaySublevel_OceanMissions:PersistentLevel.MissionTrigger_183) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_OceanMissions.PersistentGameplaySublevel_OceanMissions:PersistentLevel.MissionTrigger_184) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_OceanMissions.PersistentGameplaySublevel_OceanMissions:PersistentLevel.MissionTrigger_184) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_OceanMissions.PersistentGameplaySublevel_OceanMissions:PersistentLevel.MissionTrigger_185) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_OceanMissions.PersistentGameplaySublevel_OceanMissions:PersistentLevel.MissionTrigger_185) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_OceanMissions.PersistentGameplaySublevel_OceanMissions:PersistentLevel.MissionTrigger_186) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_OceanMissions.PersistentGameplaySublevel_OceanMissions:PersistentLevel.MissionTrigger_186) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_OceanMissions.PersistentGameplaySublevel_OceanMissions:PersistentLevel.MissionTrigger_187) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_OceanMissions.PersistentGameplaySublevel_OceanMissions:PersistentLevel.MissionTrigger_187) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_OceanMissions.PersistentGameplaySublevel_OceanMissions:PersistentLevel.MissionTrigger_188) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_OceanMissions.PersistentGameplaySublevel_OceanMissions:PersistentLevel.MissionTrigger_188) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_OceanMissions.PersistentGameplaySublevel_OceanMissions:PersistentLevel.MissionTrigger_189) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_OceanMissions.PersistentGameplaySublevel_OceanMissions:PersistentLevel.MissionTrigger_189) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_OceanMissions.PersistentGameplaySublevel_OceanMissions:PersistentLevel.MissionTrigger_190) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_OceanMissions.PersistentGameplaySublevel_OceanMissions:PersistentLevel.MissionTrigger_190) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_OceanMissions.PersistentGameplaySublevel_OceanMissions:PersistentLevel.MissionTrigger_191) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_OceanMissions.PersistentGameplaySublevel_OceanMissions:PersistentLevel.MissionTrigger_191) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_OceanMissions.PersistentGameplaySublevel_OceanMissions:PersistentLevel.MissionTrigger_192) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_OceanMissions.PersistentGameplaySublevel_OceanMissions:PersistentLevel.MissionTrigger_192) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_OceanMissions.PersistentGameplaySublevel_OceanMissions:PersistentLevel.MissionTrigger_193) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_OceanMissions.PersistentGameplaySublevel_OceanMissions:PersistentLevel.MissionTrigger_193) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_OceanMissions.PersistentGameplaySublevel_OceanMissions:PersistentLevel.MissionTrigger_194) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_OceanMissions.PersistentGameplaySublevel_OceanMissions:PersistentLevel.MissionTrigger_194) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_OceanMissions.PersistentGameplaySublevel_OceanMissions:PersistentLevel.MissionTrigger_195) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_OceanMissions.PersistentGameplaySublevel_OceanMissions:PersistentLevel.MissionTrigger_195) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_OceanMissions.PersistentGameplaySublevel_OceanMissions:PersistentLevel.MissionTrigger_GatherNodes_Ocean2_19) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_OceanMissions.PersistentGameplaySublevel_OceanMissions:PersistentLevel.MissionTrigger_GatherNodes_Ocean2_19) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_OceanMissions.PersistentGameplaySublevel_OceanMissions:PersistentLevel.MissionTrigger_GatherNodes_Ocean3_1) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_OceanMissions.PersistentGameplaySublevel_OceanMissions:PersistentLevel.MissionTrigger_GatherNodes_Ocean3_1) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_OceanMissions.PersistentGameplaySublevel_OceanMissions:PersistentLevel.MissionTrigger_GatherNodes_Ocean3_10) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_OceanMissions.PersistentGameplaySublevel_OceanMissions:PersistentLevel.MissionTrigger_GatherNodes_Ocean3_10) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_OceanMissions.PersistentGameplaySublevel_OceanMissions:PersistentLevel.MissionTrigger_GatherNodes_Ocean3_11) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_OceanMissions.PersistentGameplaySublevel_OceanMissions:PersistentLevel.MissionTrigger_GatherNodes_Ocean3_11) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_OceanMissions.PersistentGameplaySublevel_OceanMissions:PersistentLevel.MissionTrigger_GatherNodes_Ocean3_12) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_OceanMissions.PersistentGameplaySublevel_OceanMissions:PersistentLevel.MissionTrigger_GatherNodes_Ocean3_12) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_OceanMissions.PersistentGameplaySublevel_OceanMissions:PersistentLevel.MissionTrigger_GatherNodes_Ocean3_13) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_OceanMissions.PersistentGameplaySublevel_OceanMissions:PersistentLevel.MissionTrigger_GatherNodes_Ocean3_13) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_OceanMissions.PersistentGameplaySublevel_OceanMissions:PersistentLevel.MissionTrigger_GatherNodes_Ocean3_14) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_OceanMissions.PersistentGameplaySublevel_OceanMissions:PersistentLevel.MissionTrigger_GatherNodes_Ocean3_14) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_OceanMissions.PersistentGameplaySublevel_OceanMissions:PersistentLevel.MissionTrigger_GatherNodes_Ocean3_15) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_OceanMissions.PersistentGameplaySublevel_OceanMissions:PersistentLevel.MissionTrigger_GatherNodes_Ocean3_15) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_OceanMissions.PersistentGameplaySublevel_OceanMissions:PersistentLevel.MissionTrigger_GatherNodes_Ocean3_16) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_OceanMissions.PersistentGameplaySublevel_OceanMissions:PersistentLevel.MissionTrigger_GatherNodes_Ocean3_16) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_OceanMissions.PersistentGameplaySublevel_OceanMissions:PersistentLevel.MissionTrigger_GatherNodes_Ocean3_17) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_OceanMissions.PersistentGameplaySublevel_OceanMissions:PersistentLevel.MissionTrigger_GatherNodes_Ocean3_17) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_OceanMissions.PersistentGameplaySublevel_OceanMissions:PersistentLevel.MissionTrigger_GatherNodes_Ocean3_18) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_OceanMissions.PersistentGameplaySublevel_OceanMissions:PersistentLevel.MissionTrigger_GatherNodes_Ocean3_18) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_OceanMissions.PersistentGameplaySublevel_OceanMissions:PersistentLevel.MissionTrigger_GatherNodes_Ocean3_19) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_OceanMissions.PersistentGameplaySublevel_OceanMissions:PersistentLevel.MissionTrigger_GatherNodes_Ocean3_19) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_OceanMissions.PersistentGameplaySublevel_OceanMissions:PersistentLevel.MissionTrigger_GatherNodes_Ocean3_3) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_OceanMissions.PersistentGameplaySublevel_OceanMissions:PersistentLevel.MissionTrigger_GatherNodes_Ocean3_3) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_OceanMissions.PersistentGameplaySublevel_OceanMissions:PersistentLevel.MissionTrigger_GatherNodes_Ocean3_4) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_OceanMissions.PersistentGameplaySublevel_OceanMissions:PersistentLevel.MissionTrigger_GatherNodes_Ocean3_4) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_OceanMissions.PersistentGameplaySublevel_OceanMissions:PersistentLevel.MissionTrigger_GatherNodes_Ocean3_5) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_OceanMissions.PersistentGameplaySublevel_OceanMissions:PersistentLevel.MissionTrigger_GatherNodes_Ocean3_5) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_OceanMissions.PersistentGameplaySublevel_OceanMissions:PersistentLevel.MissionTrigger_GatherNodes_Ocean3_6) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_OceanMissions.PersistentGameplaySublevel_OceanMissions:PersistentLevel.MissionTrigger_GatherNodes_Ocean3_6) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_OceanMissions.PersistentGameplaySublevel_OceanMissions:PersistentLevel.MissionTrigger_GatherNodes_Ocean3_7) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_OceanMissions.PersistentGameplaySublevel_OceanMissions:PersistentLevel.MissionTrigger_GatherNodes_Ocean3_7) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_OceanMissions.PersistentGameplaySublevel_OceanMissions:PersistentLevel.MissionTrigger_GatherNodes_Ocean3_8) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_OceanMissions.PersistentGameplaySublevel_OceanMissions:PersistentLevel.MissionTrigger_GatherNodes_Ocean3_8) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_OceanMissions.PersistentGameplaySublevel_OceanMissions:PersistentLevel.MissionTrigger_GatherNodes_Ocean3_9) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_OceanMissions.PersistentGameplaySublevel_OceanMissions:PersistentLevel.MissionTrigger_GatherNodes_Ocean3_9) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_OceanMissions.PersistentGameplaySublevel_OceanMissions:PersistentLevel.MissionTrigger_GatherNodes_Ocean4_19) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_OceanMissions.PersistentGameplaySublevel_OceanMissions:PersistentLevel.MissionTrigger_GatherNodes_Ocean4_19) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_OceanMissions.PersistentGameplaySublevel_OceanMissions:PersistentLevel.MissionTrigger_GatherNodes_Ocean_19) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_OceanMissions.PersistentGameplaySublevel_OceanMissions:PersistentLevel.MissionTrigger_GatherNodes_Ocean_19) CONTENT: Wilderness(/Game/Maps/Genesis/PersistentGameplaySublevel_OceanMissions.PersistentGameplaySublevel_OceanMissions:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis/PersistentGameplaySublevel_Physics.PersistentGameplaySublevel_Physics:PersistentLevel.PrimalWorldSettings) CONTENT: Alpha X-Triceratops(/Engine/Transient.REINST_Volcano_Trike_Character_BP_Retrieve_Alpha_C_0) CONTENT: Alpha X-Triceratops(/Engine/Transient.Default__REINST_Volcano_Trike_Character_BP_Retrieve_Alpha_C_67104) CONTENT: Alpha X-Triceratops(/Engine/Transient.REINST_Volcano_Trike_Character_BP_Retrieve_Alpha_C_1) CONTENT: Alpha X-Triceratops(/Engine/Transient.Default__REINST_Volcano_Trike_Character_BP_Retrieve_Alpha_C_67108) CONTENT: Alpha X-Triceratops(/Game/Genesis/Dinos/MissionVariants/Retrieve/Volcanic/Volcano_Trike_Character_BP_Retrieve_Alpha.Default__Volcano_Trike_Character_BP_Retrieve_Alpha_C) CONTENT: Transmits items, Survivors, and creatures to other ARKs!(/Game/Maps/Genesis/PersistentGameplaySublevel_VolcanicMissions.PersistentGameplaySublevel_VolcanicMissions:PersistentLevel.MissionDispatcher_MultiUsePylon_C_100.TheInventory) CONTENT: Mission Dispatcher(/Game/Maps/Genesis/PersistentGameplaySublevel_VolcanicMissions.PersistentGameplaySublevel_VolcanicMissions:PersistentLevel.MissionDispatcher_MultiUsePylon_C_100.TheInventory) CONTENT: Transmits items, Survivors, and creatures to other ARKs!(/Game/Maps/Genesis/PersistentGameplaySublevel_VolcanicMissions.PersistentGameplaySublevel_VolcanicMissions:PersistentLevel.MissionDispatcher_MultiUsePylon_Escort_Para.TheInventory) CONTENT: Mission Dispatcher(/Game/Maps/Genesis/PersistentGameplaySublevel_VolcanicMissions.PersistentGameplaySublevel_VolcanicMissions:PersistentLevel.MissionDispatcher_MultiUsePylon_Escort_Para.TheInventory) CONTENT: Transmits items, Survivors, and creatures to other ARKs!(/Game/Maps/Genesis/PersistentGameplaySublevel_VolcanicMissions.PersistentGameplaySublevel_VolcanicMissions:PersistentLevel.MissionDispatcher_MultiUsePylon_GatherNodes.TheInventory) CONTENT: Mission Dispatcher(/Game/Maps/Genesis/PersistentGameplaySublevel_VolcanicMissions.PersistentGameplaySublevel_VolcanicMissions:PersistentLevel.MissionDispatcher_MultiUsePylon_GatherNodes.TheInventory) CONTENT: Transmits items, Survivors, and creatures to other ARKs!(/Game/Maps/Genesis/PersistentGameplaySublevel_VolcanicMissions.PersistentGameplaySublevel_VolcanicMissions:PersistentLevel.MissionDispatcher_MultiUsePylon_Hunt_B_Volcanic.TheInventory) CONTENT: Mission Dispatcher(/Game/Maps/Genesis/PersistentGameplaySublevel_VolcanicMissions.PersistentGameplaySublevel_VolcanicMissions:PersistentLevel.MissionDispatcher_MultiUsePylon_Hunt_B_Volcanic.TheInventory) CONTENT: Transmits items, Survivors, and creatures to other ARKs!(/Game/Maps/Genesis/PersistentGameplaySublevel_VolcanicMissions.PersistentGameplaySublevel_VolcanicMissions:PersistentLevel.MissionDispatcher_MultiUsePylon_Race_LavaJump.TheInventory) CONTENT: Mission Dispatcher(/Game/Maps/Genesis/PersistentGameplaySublevel_VolcanicMissions.PersistentGameplaySublevel_VolcanicMissions:PersistentLevel.MissionDispatcher_MultiUsePylon_Race_LavaJump.TheInventory) CONTENT: Transmits items, Survivors, and creatures to other ARKs!(/Game/Maps/Genesis/PersistentGameplaySublevel_VolcanicMissions.PersistentGameplaySublevel_VolcanicMissions:PersistentLevel.MissionDispatcher_MultiUsePylon_Race_OilTrack.TheInventory) CONTENT: Mission Dispatcher(/Game/Maps/Genesis/PersistentGameplaySublevel_VolcanicMissions.PersistentGameplaySublevel_VolcanicMissions:PersistentLevel.MissionDispatcher_MultiUsePylon_Race_OilTrack.TheInventory) CONTENT: Transmits items, Survivors, and creatures to other ARKs!(/Game/Maps/Genesis/PersistentGameplaySublevel_VolcanicMissions.PersistentGameplaySublevel_VolcanicMissions:PersistentLevel.MissionDispatcher_MultiUsePylon_Retrieve_CherufeEgg.TheInventory) CONTENT: Mission Dispatcher(/Game/Maps/Genesis/PersistentGameplaySublevel_VolcanicMissions.PersistentGameplaySublevel_VolcanicMissions:PersistentLevel.MissionDispatcher_MultiUsePylon_Retrieve_CherufeEgg.TheInventory) CONTENT: Transmits items, Survivors, and creatures to other ARKs!(/Game/Maps/Genesis/PersistentGameplaySublevel_VolcanicMissions.PersistentGameplaySublevel_VolcanicMissions:PersistentLevel.MissionDispatcher_MultiUsePylon_Retrieve_TrikeEgg.TheInventory) CONTENT: Mission Dispatcher(/Game/Maps/Genesis/PersistentGameplaySublevel_VolcanicMissions.PersistentGameplaySublevel_VolcanicMissions:PersistentLevel.MissionDispatcher_MultiUsePylon_Retrieve_TrikeEgg.TheInventory) CONTENT: Transmits items, Survivors, and creatures to other ARKs!(/Game/Maps/Genesis/PersistentGameplaySublevel_VolcanicMissions.PersistentGameplaySublevel_VolcanicMissions:PersistentLevel.MissionDispatcher_MultiUsePylon_VolcanicGauntlet.TheInventory) CONTENT: Mission Dispatcher(/Game/Maps/Genesis/PersistentGameplaySublevel_VolcanicMissions.PersistentGameplaySublevel_VolcanicMissions:PersistentLevel.MissionDispatcher_MultiUsePylon_VolcanicGauntlet.TheInventory) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_VolcanicMissions.PersistentGameplaySublevel_VolcanicMissions:PersistentLevel.MissionTrigger_1) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_VolcanicMissions.PersistentGameplaySublevel_VolcanicMissions:PersistentLevel.MissionTrigger_1) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_VolcanicMissions.PersistentGameplaySublevel_VolcanicMissions:PersistentLevel.MissionTrigger_10) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_VolcanicMissions.PersistentGameplaySublevel_VolcanicMissions:PersistentLevel.MissionTrigger_10) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_VolcanicMissions.PersistentGameplaySublevel_VolcanicMissions:PersistentLevel.MissionTrigger_11) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_VolcanicMissions.PersistentGameplaySublevel_VolcanicMissions:PersistentLevel.MissionTrigger_11) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_VolcanicMissions.PersistentGameplaySublevel_VolcanicMissions:PersistentLevel.MissionTrigger_12) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_VolcanicMissions.PersistentGameplaySublevel_VolcanicMissions:PersistentLevel.MissionTrigger_12) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_VolcanicMissions.PersistentGameplaySublevel_VolcanicMissions:PersistentLevel.MissionTrigger_13) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_VolcanicMissions.PersistentGameplaySublevel_VolcanicMissions:PersistentLevel.MissionTrigger_13) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_VolcanicMissions.PersistentGameplaySublevel_VolcanicMissions:PersistentLevel.MissionTrigger_14) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_VolcanicMissions.PersistentGameplaySublevel_VolcanicMissions:PersistentLevel.MissionTrigger_14) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_VolcanicMissions.PersistentGameplaySublevel_VolcanicMissions:PersistentLevel.MissionTrigger_15) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_VolcanicMissions.PersistentGameplaySublevel_VolcanicMissions:PersistentLevel.MissionTrigger_15) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_VolcanicMissions.PersistentGameplaySublevel_VolcanicMissions:PersistentLevel.MissionTrigger_16) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_VolcanicMissions.PersistentGameplaySublevel_VolcanicMissions:PersistentLevel.MissionTrigger_16) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_VolcanicMissions.PersistentGameplaySublevel_VolcanicMissions:PersistentLevel.MissionTrigger_17) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_VolcanicMissions.PersistentGameplaySublevel_VolcanicMissions:PersistentLevel.MissionTrigger_17) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_VolcanicMissions.PersistentGameplaySublevel_VolcanicMissions:PersistentLevel.MissionTrigger_18) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_VolcanicMissions.PersistentGameplaySublevel_VolcanicMissions:PersistentLevel.MissionTrigger_18) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_VolcanicMissions.PersistentGameplaySublevel_VolcanicMissions:PersistentLevel.MissionTrigger_19) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_VolcanicMissions.PersistentGameplaySublevel_VolcanicMissions:PersistentLevel.MissionTrigger_19) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_VolcanicMissions.PersistentGameplaySublevel_VolcanicMissions:PersistentLevel.MissionTrigger_2) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_VolcanicMissions.PersistentGameplaySublevel_VolcanicMissions:PersistentLevel.MissionTrigger_2) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_VolcanicMissions.PersistentGameplaySublevel_VolcanicMissions:PersistentLevel.MissionTrigger_20) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_VolcanicMissions.PersistentGameplaySublevel_VolcanicMissions:PersistentLevel.MissionTrigger_20) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_VolcanicMissions.PersistentGameplaySublevel_VolcanicMissions:PersistentLevel.MissionTrigger_21) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_VolcanicMissions.PersistentGameplaySublevel_VolcanicMissions:PersistentLevel.MissionTrigger_21) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_VolcanicMissions.PersistentGameplaySublevel_VolcanicMissions:PersistentLevel.MissionTrigger_22) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_VolcanicMissions.PersistentGameplaySublevel_VolcanicMissions:PersistentLevel.MissionTrigger_22) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_VolcanicMissions.PersistentGameplaySublevel_VolcanicMissions:PersistentLevel.MissionTrigger_23) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_VolcanicMissions.PersistentGameplaySublevel_VolcanicMissions:PersistentLevel.MissionTrigger_23) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_VolcanicMissions.PersistentGameplaySublevel_VolcanicMissions:PersistentLevel.MissionTrigger_24) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_VolcanicMissions.PersistentGameplaySublevel_VolcanicMissions:PersistentLevel.MissionTrigger_24) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_VolcanicMissions.PersistentGameplaySublevel_VolcanicMissions:PersistentLevel.MissionTrigger_25) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_VolcanicMissions.PersistentGameplaySublevel_VolcanicMissions:PersistentLevel.MissionTrigger_25) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_VolcanicMissions.PersistentGameplaySublevel_VolcanicMissions:PersistentLevel.MissionTrigger_26) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_VolcanicMissions.PersistentGameplaySublevel_VolcanicMissions:PersistentLevel.MissionTrigger_26) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_VolcanicMissions.PersistentGameplaySublevel_VolcanicMissions:PersistentLevel.MissionTrigger_27) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_VolcanicMissions.PersistentGameplaySublevel_VolcanicMissions:PersistentLevel.MissionTrigger_27) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_VolcanicMissions.PersistentGameplaySublevel_VolcanicMissions:PersistentLevel.MissionTrigger_274) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_VolcanicMissions.PersistentGameplaySublevel_VolcanicMissions:PersistentLevel.MissionTrigger_274) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_VolcanicMissions.PersistentGameplaySublevel_VolcanicMissions:PersistentLevel.MissionTrigger_275) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_VolcanicMissions.PersistentGameplaySublevel_VolcanicMissions:PersistentLevel.MissionTrigger_275) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_VolcanicMissions.PersistentGameplaySublevel_VolcanicMissions:PersistentLevel.MissionTrigger_276) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_VolcanicMissions.PersistentGameplaySublevel_VolcanicMissions:PersistentLevel.MissionTrigger_276) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_VolcanicMissions.PersistentGameplaySublevel_VolcanicMissions:PersistentLevel.MissionTrigger_277) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_VolcanicMissions.PersistentGameplaySublevel_VolcanicMissions:PersistentLevel.MissionTrigger_277) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_VolcanicMissions.PersistentGameplaySublevel_VolcanicMissions:PersistentLevel.MissionTrigger_278) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_VolcanicMissions.PersistentGameplaySublevel_VolcanicMissions:PersistentLevel.MissionTrigger_278) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_VolcanicMissions.PersistentGameplaySublevel_VolcanicMissions:PersistentLevel.MissionTrigger_279) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_VolcanicMissions.PersistentGameplaySublevel_VolcanicMissions:PersistentLevel.MissionTrigger_279) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_VolcanicMissions.PersistentGameplaySublevel_VolcanicMissions:PersistentLevel.MissionTrigger_28) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_VolcanicMissions.PersistentGameplaySublevel_VolcanicMissions:PersistentLevel.MissionTrigger_28) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_VolcanicMissions.PersistentGameplaySublevel_VolcanicMissions:PersistentLevel.MissionTrigger_280) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_VolcanicMissions.PersistentGameplaySublevel_VolcanicMissions:PersistentLevel.MissionTrigger_280) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_VolcanicMissions.PersistentGameplaySublevel_VolcanicMissions:PersistentLevel.MissionTrigger_281) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_VolcanicMissions.PersistentGameplaySublevel_VolcanicMissions:PersistentLevel.MissionTrigger_281) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_VolcanicMissions.PersistentGameplaySublevel_VolcanicMissions:PersistentLevel.MissionTrigger_284) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_VolcanicMissions.PersistentGameplaySublevel_VolcanicMissions:PersistentLevel.MissionTrigger_284) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_VolcanicMissions.PersistentGameplaySublevel_VolcanicMissions:PersistentLevel.MissionTrigger_285) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_VolcanicMissions.PersistentGameplaySublevel_VolcanicMissions:PersistentLevel.MissionTrigger_285) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_VolcanicMissions.PersistentGameplaySublevel_VolcanicMissions:PersistentLevel.MissionTrigger_286) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_VolcanicMissions.PersistentGameplaySublevel_VolcanicMissions:PersistentLevel.MissionTrigger_286) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_VolcanicMissions.PersistentGameplaySublevel_VolcanicMissions:PersistentLevel.MissionTrigger_287) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_VolcanicMissions.PersistentGameplaySublevel_VolcanicMissions:PersistentLevel.MissionTrigger_287) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_VolcanicMissions.PersistentGameplaySublevel_VolcanicMissions:PersistentLevel.MissionTrigger_288) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_VolcanicMissions.PersistentGameplaySublevel_VolcanicMissions:PersistentLevel.MissionTrigger_288) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_VolcanicMissions.PersistentGameplaySublevel_VolcanicMissions:PersistentLevel.MissionTrigger_289) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_VolcanicMissions.PersistentGameplaySublevel_VolcanicMissions:PersistentLevel.MissionTrigger_289) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_VolcanicMissions.PersistentGameplaySublevel_VolcanicMissions:PersistentLevel.MissionTrigger_29) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_VolcanicMissions.PersistentGameplaySublevel_VolcanicMissions:PersistentLevel.MissionTrigger_29) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_VolcanicMissions.PersistentGameplaySublevel_VolcanicMissions:PersistentLevel.MissionTrigger_290) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_VolcanicMissions.PersistentGameplaySublevel_VolcanicMissions:PersistentLevel.MissionTrigger_290) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_VolcanicMissions.PersistentGameplaySublevel_VolcanicMissions:PersistentLevel.MissionTrigger_291) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_VolcanicMissions.PersistentGameplaySublevel_VolcanicMissions:PersistentLevel.MissionTrigger_291) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_VolcanicMissions.PersistentGameplaySublevel_VolcanicMissions:PersistentLevel.MissionTrigger_292) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_VolcanicMissions.PersistentGameplaySublevel_VolcanicMissions:PersistentLevel.MissionTrigger_292) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_VolcanicMissions.PersistentGameplaySublevel_VolcanicMissions:PersistentLevel.MissionTrigger_3) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_VolcanicMissions.PersistentGameplaySublevel_VolcanicMissions:PersistentLevel.MissionTrigger_3) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_VolcanicMissions.PersistentGameplaySublevel_VolcanicMissions:PersistentLevel.MissionTrigger_30) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_VolcanicMissions.PersistentGameplaySublevel_VolcanicMissions:PersistentLevel.MissionTrigger_30) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_VolcanicMissions.PersistentGameplaySublevel_VolcanicMissions:PersistentLevel.MissionTrigger_31) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_VolcanicMissions.PersistentGameplaySublevel_VolcanicMissions:PersistentLevel.MissionTrigger_31) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_VolcanicMissions.PersistentGameplaySublevel_VolcanicMissions:PersistentLevel.MissionTrigger_32) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_VolcanicMissions.PersistentGameplaySublevel_VolcanicMissions:PersistentLevel.MissionTrigger_32) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_VolcanicMissions.PersistentGameplaySublevel_VolcanicMissions:PersistentLevel.MissionTrigger_33) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_VolcanicMissions.PersistentGameplaySublevel_VolcanicMissions:PersistentLevel.MissionTrigger_33) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_VolcanicMissions.PersistentGameplaySublevel_VolcanicMissions:PersistentLevel.MissionTrigger_34) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_VolcanicMissions.PersistentGameplaySublevel_VolcanicMissions:PersistentLevel.MissionTrigger_34) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_VolcanicMissions.PersistentGameplaySublevel_VolcanicMissions:PersistentLevel.MissionTrigger_4) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_VolcanicMissions.PersistentGameplaySublevel_VolcanicMissions:PersistentLevel.MissionTrigger_4) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_VolcanicMissions.PersistentGameplaySublevel_VolcanicMissions:PersistentLevel.MissionTrigger_5) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_VolcanicMissions.PersistentGameplaySublevel_VolcanicMissions:PersistentLevel.MissionTrigger_5) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_VolcanicMissions.PersistentGameplaySublevel_VolcanicMissions:PersistentLevel.MissionTrigger_6) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_VolcanicMissions.PersistentGameplaySublevel_VolcanicMissions:PersistentLevel.MissionTrigger_6) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_VolcanicMissions.PersistentGameplaySublevel_VolcanicMissions:PersistentLevel.MissionTrigger_7) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_VolcanicMissions.PersistentGameplaySublevel_VolcanicMissions:PersistentLevel.MissionTrigger_7) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_VolcanicMissions.PersistentGameplaySublevel_VolcanicMissions:PersistentLevel.MissionTrigger_8) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_VolcanicMissions.PersistentGameplaySublevel_VolcanicMissions:PersistentLevel.MissionTrigger_8) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_VolcanicMissions.PersistentGameplaySublevel_VolcanicMissions:PersistentLevel.MissionTrigger_9) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_VolcanicMissions.PersistentGameplaySublevel_VolcanicMissions:PersistentLevel.MissionTrigger_9) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_VolcanicMissions.PersistentGameplaySublevel_VolcanicMissions:PersistentLevel.MissionTrigger_Gather_Nodes_Volcanic1_1) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_VolcanicMissions.PersistentGameplaySublevel_VolcanicMissions:PersistentLevel.MissionTrigger_Gather_Nodes_Volcanic1_1) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_VolcanicMissions.PersistentGameplaySublevel_VolcanicMissions:PersistentLevel.MissionTrigger_Gather_Nodes_Volcanic4_19) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_VolcanicMissions.PersistentGameplaySublevel_VolcanicMissions:PersistentLevel.MissionTrigger_Gather_Nodes_Volcanic4_19) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_VolcanicMissions.PersistentGameplaySublevel_VolcanicMissions:PersistentLevel.MissionTrigger_Gather_Nodes_Volcanic5_0) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_VolcanicMissions.PersistentGameplaySublevel_VolcanicMissions:PersistentLevel.MissionTrigger_Gather_Nodes_Volcanic5_0) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_VolcanicMissions.PersistentGameplaySublevel_VolcanicMissions:PersistentLevel.MissionTrigger_Gather_Nodes_Volcanic5_1) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_VolcanicMissions.PersistentGameplaySublevel_VolcanicMissions:PersistentLevel.MissionTrigger_Gather_Nodes_Volcanic5_1) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_VolcanicMissions.PersistentGameplaySublevel_VolcanicMissions:PersistentLevel.MissionTrigger_Gather_Nodes_Volcanic5_10) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_VolcanicMissions.PersistentGameplaySublevel_VolcanicMissions:PersistentLevel.MissionTrigger_Gather_Nodes_Volcanic5_10) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_VolcanicMissions.PersistentGameplaySublevel_VolcanicMissions:PersistentLevel.MissionTrigger_Gather_Nodes_Volcanic5_11) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_VolcanicMissions.PersistentGameplaySublevel_VolcanicMissions:PersistentLevel.MissionTrigger_Gather_Nodes_Volcanic5_11) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_VolcanicMissions.PersistentGameplaySublevel_VolcanicMissions:PersistentLevel.MissionTrigger_Gather_Nodes_Volcanic5_12) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_VolcanicMissions.PersistentGameplaySublevel_VolcanicMissions:PersistentLevel.MissionTrigger_Gather_Nodes_Volcanic5_12) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_VolcanicMissions.PersistentGameplaySublevel_VolcanicMissions:PersistentLevel.MissionTrigger_Gather_Nodes_Volcanic5_13) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_VolcanicMissions.PersistentGameplaySublevel_VolcanicMissions:PersistentLevel.MissionTrigger_Gather_Nodes_Volcanic5_13) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_VolcanicMissions.PersistentGameplaySublevel_VolcanicMissions:PersistentLevel.MissionTrigger_Gather_Nodes_Volcanic5_14) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_VolcanicMissions.PersistentGameplaySublevel_VolcanicMissions:PersistentLevel.MissionTrigger_Gather_Nodes_Volcanic5_14) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_VolcanicMissions.PersistentGameplaySublevel_VolcanicMissions:PersistentLevel.MissionTrigger_Gather_Nodes_Volcanic5_15) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_VolcanicMissions.PersistentGameplaySublevel_VolcanicMissions:PersistentLevel.MissionTrigger_Gather_Nodes_Volcanic5_15) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_VolcanicMissions.PersistentGameplaySublevel_VolcanicMissions:PersistentLevel.MissionTrigger_Gather_Nodes_Volcanic5_16) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_VolcanicMissions.PersistentGameplaySublevel_VolcanicMissions:PersistentLevel.MissionTrigger_Gather_Nodes_Volcanic5_16) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_VolcanicMissions.PersistentGameplaySublevel_VolcanicMissions:PersistentLevel.MissionTrigger_Gather_Nodes_Volcanic5_2) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_VolcanicMissions.PersistentGameplaySublevel_VolcanicMissions:PersistentLevel.MissionTrigger_Gather_Nodes_Volcanic5_2) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_VolcanicMissions.PersistentGameplaySublevel_VolcanicMissions:PersistentLevel.MissionTrigger_Gather_Nodes_Volcanic5_3) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_VolcanicMissions.PersistentGameplaySublevel_VolcanicMissions:PersistentLevel.MissionTrigger_Gather_Nodes_Volcanic5_3) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_VolcanicMissions.PersistentGameplaySublevel_VolcanicMissions:PersistentLevel.MissionTrigger_Gather_Nodes_Volcanic5_4) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_VolcanicMissions.PersistentGameplaySublevel_VolcanicMissions:PersistentLevel.MissionTrigger_Gather_Nodes_Volcanic5_4) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_VolcanicMissions.PersistentGameplaySublevel_VolcanicMissions:PersistentLevel.MissionTrigger_Gather_Nodes_Volcanic5_5) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_VolcanicMissions.PersistentGameplaySublevel_VolcanicMissions:PersistentLevel.MissionTrigger_Gather_Nodes_Volcanic5_5) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_VolcanicMissions.PersistentGameplaySublevel_VolcanicMissions:PersistentLevel.MissionTrigger_Gather_Nodes_Volcanic5_6) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_VolcanicMissions.PersistentGameplaySublevel_VolcanicMissions:PersistentLevel.MissionTrigger_Gather_Nodes_Volcanic5_6) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_VolcanicMissions.PersistentGameplaySublevel_VolcanicMissions:PersistentLevel.MissionTrigger_Gather_Nodes_Volcanic5_7) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_VolcanicMissions.PersistentGameplaySublevel_VolcanicMissions:PersistentLevel.MissionTrigger_Gather_Nodes_Volcanic5_7) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_VolcanicMissions.PersistentGameplaySublevel_VolcanicMissions:PersistentLevel.MissionTrigger_Gather_Nodes_Volcanic5_8) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_VolcanicMissions.PersistentGameplaySublevel_VolcanicMissions:PersistentLevel.MissionTrigger_Gather_Nodes_Volcanic5_8) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_VolcanicMissions.PersistentGameplaySublevel_VolcanicMissions:PersistentLevel.MissionTrigger_Gather_Nodes_Volcanic5_9) CONTENT: NONE(/Game/Maps/Genesis/PersistentGameplaySublevel_VolcanicMissions.PersistentGameplaySublevel_VolcanicMissions:PersistentLevel.MissionTrigger_Gather_Nodes_Volcanic5_9) CONTENT: Wilderness(/Game/Maps/Genesis/PersistentGameplaySublevel_VolcanicMissions.PersistentGameplaySublevel_VolcanicMissions:PersistentLevel.PrimalWorldSettings) CONTENT: Transmits items, Survivors, and creatures to other ARKs!(/Game/Maps/Genesis/PersistentGameplaySublevel_VRMissions.PersistentGameplaySublevel_VRMissions:PersistentLevel.MissionDispatcher_MultiUsePylon.TheInventory) CONTENT: Mission Dispatcher(/Game/Maps/Genesis/PersistentGameplaySublevel_VRMissions.PersistentGameplaySublevel_VRMissions:PersistentLevel.MissionDispatcher_MultiUsePylon.TheInventory) CONTENT: Wilderness(/Game/Maps/Genesis/PersistentGameplaySublevel_VRMissions.PersistentGameplaySublevel_VRMissions:PersistentLevel.PrimalWorldSettings) LITERAL: FAILED TO FIND DCM(/Game/Maps/Genesis/Persistent_Arctic.Persistent_Arctic:PersistentLevel.Persistent_Arctic.EventGraph.K2Node_CallFunction_215055) LITERAL: BOUND TO DCM(/Game/Maps/Genesis/Persistent_Arctic.Persistent_Arctic:PersistentLevel.Persistent_Arctic.EventGraph.K2Node_CallFunction_192602) CONTENT: DayTime(/Game/Maps/Genesis/Persistent_Arctic.Persistent_Arctic:PersistentLevel.Gen1_MatineeLink_Arctic) CONTENT: Wilderness(/Game/Maps/Genesis/Persistent_Arctic.Persistent_Arctic:PersistentLevel.PrimalWorldSettings) LITERAL: (/Game/Genesis/CoreBlueprints/Environment/Sky/BP_Sky_Sphere_Gen1_Swamp.BP_Sky_Sphere_Gen1_Swamp:UpdateExpHeightFogValues.K2Node_CallFunction_246651) LITERAL: (/Game/Genesis/CoreBlueprints/Environment/Sky/BP_Sky_Sphere_Gen1_Swamp.BP_Sky_Sphere_Gen1_Swamp:UpdateExpHeightFogValues.K2Node_CallFunction_246650) LITERAL: FAILED TO FIND DCM(/Game/Maps/Genesis/Persistent_Bog.Persistent_Bog:PersistentLevel.Persistent_Bog.EventGraph.K2Node_CallFunction_215055) LITERAL: BOUND TO DCM(/Game/Maps/Genesis/Persistent_Bog.Persistent_Bog:PersistentLevel.Persistent_Bog.EventGraph.K2Node_CallFunction_192602) CONTENT: DayTime(/Game/Maps/Genesis/Persistent_Bog.Persistent_Bog:PersistentLevel.Gen1_MatineeLink_Bog) CONTENT: Wilderness(/Game/Maps/Genesis/Persistent_Bog.Persistent_Bog:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis/Persistent_Bog_VFX.Persistent_Bog_VFX:PersistentLevel.PrimalWorldSettings) LITERAL: RefreshTick(/Game/Genesis/Environment/Lunar/Fog/BP_FogSphereLunar.BP_FogSphereLunar:EventGraph.K2Node_CallFunction_40484) LITERAL: Light Position (/Game/Genesis/Environment/Lunar/Fog/BP_FogSphereLunar.BP_FogSphereLunar:Set Fog Light Values.K2Node_CallFunction_72680) LITERAL: Light Radius (/Game/Genesis/Environment/Lunar/Fog/BP_FogSphereLunar.BP_FogSphereLunar:Set Fog Light Values.K2Node_CallFunction_83353) LITERAL: Light Color (/Game/Genesis/Environment/Lunar/Fog/BP_FogSphereLunar.BP_FogSphereLunar:Set Fog Light Values.K2Node_CallFunction_72675) LITERAL: Light Brightness (/Game/Genesis/Environment/Lunar/Fog/BP_FogSphereLunar.BP_FogSphereLunar:Set Fog Light Values.K2Node_CallFunction_105107) LITERAL: Light Power (/Game/Genesis/Environment/Lunar/Fog/BP_FogSphereLunar.BP_FogSphereLunar:Set Fog Light Values.K2Node_CallFunction_72678) LITERAL: Tick(/Game/Genesis/CoreBlueprints/Environment/Hazards/Lunar/Proj_Comet.Proj_Comet:EventGraph.K2Node_CallFunction_242721) LITERAL: Projectile Locaion: (/Game/Genesis/CoreBlueprints/Environment/Hazards/Lunar/LunarMeteorController.LunarMeteorController:EventGraph.K2Node_CallFunction_27967) LITERAL: Update Lights(/Game/Genesis/Environment/Lunar/Fog/BP_FogControllerLunar.BP_FogControllerLunar:UserConstructionScript.K2Node_CallFunction_137748) LITERAL: FAILED TO FIND DCM(/Game/Maps/Genesis/Persistent_Lunar.Persistent_Lunar:PersistentLevel.Persistent_Lunar.EventGraph.K2Node_CallFunction_215055) LITERAL: BOUND TO DCM(/Game/Maps/Genesis/Persistent_Lunar.Persistent_Lunar:PersistentLevel.Persistent_Lunar.EventGraph.K2Node_CallFunction_192602) LITERAL: Teleported!(/Game/Maps/Genesis/Persistent_Lunar.Persistent_Lunar:PersistentLevel.Persistent_Lunar.EventGraph.K2Node_CallFunction_275605) CONTENT: DayTime(/Game/Maps/Genesis/Persistent_Lunar.Persistent_Lunar:PersistentLevel.Gen1_MatineeLink_Lunar) CONTENT: Wilderness(/Game/Maps/Genesis/Persistent_Lunar.Persistent_Lunar:PersistentLevel.PrimalWorldSettings) LITERAL: AutoUpdateValues(/Game/Genesis/Environment/Ocean/Water/BP_GenOceanWaterPlane.BP_GenOceanWaterPlane:EventGraph.K2Node_CallFunction_26310) LITERAL: FAILED TO FIND DCM(/Game/Maps/Genesis/Persistent_Ocean.Persistent_Ocean:PersistentLevel.Persistent_Ocean.EventGraph.K2Node_CallFunction_215055) LITERAL: BOUND TO DCM(/Game/Maps/Genesis/Persistent_Ocean.Persistent_Ocean:PersistentLevel.Persistent_Ocean.EventGraph.K2Node_CallFunction_192602) CONTENT: DayTime(/Game/Maps/Genesis/Persistent_Ocean.Persistent_Ocean:PersistentLevel.Gen1_MatineeLink_Ocean) CONTENT: Wilderness(/Game/Maps/Genesis/Persistent_Ocean.Persistent_Ocean:PersistentLevel.PrimalWorldSettings) LITERAL: FAILED TO FIND DCM(/Game/Maps/Genesis/Persistent_Volcanic.Persistent_Volcanic:PersistentLevel.Persistent_Volcanic.EventGraph.K2Node_CallFunction_215055) LITERAL: BOUND TO DCM(/Game/Maps/Genesis/Persistent_Volcanic.Persistent_Volcanic:PersistentLevel.Persistent_Volcanic.EventGraph.K2Node_CallFunction_192602) CONTENT: DayTime(/Game/Maps/Genesis/Persistent_Volcanic.Persistent_Volcanic:PersistentLevel.Gen1_MatineeLink_C_1) CONTENT: Wilderness(/Game/Maps/Genesis/Persistent_Volcanic.Persistent_Volcanic:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis/Persistent_VR.Persistent_VR:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis/Proxy_Arctic.Proxy_Arctic:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis/Proxy_Bog.Proxy_Bog:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis/Proxy_Lunar.Proxy_Lunar:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis/Proxy_Ocean.Proxy_Ocean:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis/Proxy_Volcanic.Proxy_Volcanic:PersistentLevel.PrimalWorldSettings) CONTENT: Oyster(/Game/Genesis/Environment/Volcano/Vegitation/BlackPearlHarvestComponent.Default__BlackPearlHarvestComponent_C) CONTENT: Harvest [Black Pearl](/Game/Genesis/Environment/Volcano/Vegitation/BlackPearlHarvestComponent.Default__BlackPearlHarvestComponent_C) CONTENT: Wilderness(/Game/Maps/Genesis/Volcanic_Cave.Volcanic_Cave:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis/Volcanic_Cave_Landscape.Volcanic_Cave_Landscape:PersistentLevel.PrimalWorldSettings) LITERAL: Refresh(/Game/Genesis/Environment/Lights/Volcano/BP_DayTime_PointLight_Volcanic.BP_DayTime_PointLight_Volcanic:EventGraph.K2Node_CallFunction_40484) CONTENT: Wilderness(/Game/Maps/Genesis/Volcanic_Cave_Lighting.Volcanic_Cave_Lighting:PersistentLevel.PrimalWorldSettings) CONTENT: Wilderness(/Game/Maps/Genesis/VR_Boss_Arena.VR_Boss_Arena:PersistentLevel.PrimalWorldSettings)